Jump to content

Frostweaver

Members
  • Posts

    848
  • Joined

  • Last visited

Everything posted by Frostweaver

  1. Okay, I fought my way using a 'levelling build' all the way to 50 and my alpha and feel it's time for that magical respec where you turn yourself into a total killing machine... Background: Ribbit is an alien Amphibian from Neptune sent to scout out Earth for possible invasion and colonization of her oceans. Once he arrived, while he cannot breath above water, the atmosphere so light, that he could scout above the waves easily. He Fell in love with a Sentient mutant Dolphin named Mazura and 'went Native', vowing to protect Earth and her oceans from Alien Invasion... even from his own people. He has a number of High-Tech Gadgets from his homeworld, including his trusty Blue-Green Mazer rifle and pressure suit for exploring the strange 'air' realms, and can fly using his fins easily... While not particularly tough except for his suit, the slightly lighter gravity and lack of liquid pressure have made his movements incredibly fast. I do not have a whole lot of experience with Sentinels at all, so I decided to maximize his strengths in team assistance rather than shoring up his weaknesses, and hopefully give him a little more soloability than his levelling build provided. He has fairly decent single target and aoe attack chains without touching his opportunity powers, although I will often weave in Charged shot when solo because it does a huge amount of damage and is great for spreading disintegration. single shot is pretty much only for opportunities or spreading disintegrate, though. So...did I succeed? Did I fail utterly? am I looking forwards to a post-incarnate world of constantly taking one for the team? Is there some kind of obvious sentinel slotting trick I utterly missed? Will I be able to solo +2 or DA content? Please give me feedback. The Build: Thanks in advance!
  2. The thing is, while a sentinel IS a little like a corrupter or a little like a blaster, bringing both +25% damage against hard targets as well as decent aoe to the table, it has literally traded much of it's team utility for personal survivability. This is not neccessarily a bad thing in many cases... some trials, soloing, dualling, a sentinel could truly be an ideal partner... If I were in a duo with my stalker or blaster in Mariah's chain, I would absolutely want a sentinel beside me. In something where there will be a lot of AV's throwing a lot of damage around, like an STF or lrsf where you might need someone to both help hit the hard target as well as off-tank the occasional hit, a sentinel could help a team a great deal. For all OTHER content, however, sentinels fall dramatically short of the team contributions of both blasters and corrupters. I am not saying they are bad. They are not, I just feel they are seriously overtuned and need a little love... like maybe changing their aoe numbers to ranged instead of melee... Their damage is low enough that that's not going to make them OP, but could greatly enhance their team contribution.
  3. Seems like the negative comments are just 'well akshually' nitpicking. This is a vital guide for everyone coming from another MMO.
  4. Nice, the money aura is perfect. Now you have inspired me to try... get this... a water/devices. Why? Because devices works well as a full on ranged set, and because it's kind of a bitch to softcap defenses, it works especially well for sets that have 'odd' mitigation. Water, like ice, has some definitely odd sorts of mitigation, and whirlpool+caltrops procced with immob and stun could do some frightening things, not to mention dropping movement to floor without any enhancements. The healing over time from Dehydrate added to field op could make for some truly sick regen... and it's kinda custom made for the whole icy epic, with hoarfrost jacking you to regen scrapper levels, or the dark epic... You could absolutely use OG without so much risk
  5. Thanks, but to me Westworld was an 80's suspense scifi starring Yul Brynner. This character has been around since around 92'. Most of my concepts are Champions(The Super Roleplaying Game!) Characters that I have played PnP off and on for decades. Still, I have been trying to figure out costume elements for your 'inspector gadget' type... Mind putting up a pic?
  6. My 'Farmer' DP/Temp. Can Farm almost anything. Hero Plan by Mids' Reborn : Hero Designer 2.6.0.7 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! Robo the Kid: Level 50 Magic Blaster Primary Power Set: Dual Pistols Secondary Power Set: Temporal Manipulation Power Pool: Leaping Power Pool: Fighting Power Pool: Leadership Power Pool: Speed Ancillary Pool: Mu Mastery Hero Profile: Level 1: Dual Wield -- SprDfnBrr-Rchg/+Status Protect(A), SprDfnBrr-Acc/Dmg/EndRdx/Rchg(3), SprDfnBrr-Acc/Dmg/EndRdx(3), SprDfnBrr-Acc/Dmg/Rchg(5), SprDfnBrr-Dmg/Rchg(5), SprDfnBrr-Acc/Dmg(7) Level 1: Time Wall -- TraoftheH-Immob/Acc(A) Level 2: Empty Clips -- SprBlsWrt-Rchg/Dmg%(A), SprBlsWrt-Acc/Dmg/EndRdx/Rchg(7), SprBlsWrt-Acc/Dmg/EndRdx(9), SprBlsWrt-Acc/Dmg/Rchg(9), SprBlsWrt-Dmg/Rchg(11), SprBlsWrt-Acc/Dmg(11) Level 4: Combat Jumping -- LucoftheG-Def/Rchg+(A) Level 6: Swap Ammo Level 8: Boxing -- Empty(A) Level 10: Bullet Rain -- Rgn-Dmg/Rchg(A), Rgn-Acc/Dmg/Rchg(17), Rgn-Acc/Rchg(19), Rgn-Dmg/EndRdx(19), Rgn-Knock%(21), FrcFdb-Rechg%(21) Level 12: Chronos -- GssSynFr--ToHit(A), GssSynFr--ToHit/EndRdx(23), GssSynFr--Rchg/EndRdx(23), GssSynFr--ToHit/Rchg(25), GssSynFr--Build%(25), GssSynFr--ToHit/Rchg/EndRdx(27) Level 14: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(17) Level 16: Tough -- UnbGrd-Max HP%(A), UnbGrd-ResDam(27), UnbGrd-ResDam/EndRdx(29), UnbGrd-ResDam/EndRdx/Rchg(29), GldArm-3defTpProc(31) Level 18: Executioner's Shot -- SprWntBit-Acc/Dmg/EndRdx(A), SprWntBit-Acc/Dmg/Rchg(31), SprWntBit-Dmg/EndRdx/Acc/Rchg(31), SprWntBit-Rchg/SlowProc(33), SprWntBit-Acc/Dmg(33) Level 20: Temporal Healing -- NmnCnv-Regen/Rcvry+(A), NmnCnv-Heal(33), NmnCnv-Heal/EndRdx/Rchg(34), NmnCnv-Heal/Rchg(34), NmnCnv-EndRdx/Rchg(34), NmnCnv-Heal/EndRdx(36) Level 22: Weave -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(36), Ksm-ToHit+(36), LucoftheG-Def(37) Level 24: Super Jump -- BlsoftheZ-ResKB(A), BlsoftheZ-Travel/EndRdx(48) Level 26: Time Stop -- SprEnt-Rchg/AbsorbProc(A), SprEnt-Acc/Hold/End/Rchg(37), SprEnt-Acc/Hold/End(37), SprEnt-Acc/Hold(39), SprEnt-End/Rchg(50) Level 28: Future Pain -- TchofDth-Dam%(A), TchofDth-Dmg/EndRdx/Rchg(39), TchofDth-Dmg/Rchg(39), TchofDth-Acc/Dmg/EndRdx(40), TchofDth-Dmg/EndRdx(40), TchofDth-Acc/Dmg(40) Level 30: End of Time -- SprAvl-Rchg/KDProc(A), SprAvl-Acc/Dmg/EndRdx/Rchg(42), SprAvl-Acc/Dmg/Rchg(42), SprAvl-Acc/Dmg/EndRdx(42), SprAvl-Dmg/EndRdx(43) Level 32: Hail of Bullets -- Arm-Dam%(A), Arm-Dmg/EndRdx(43), Arm-Acc/Rchg(43), Arm-Acc/Dmg/Rchg(45), Arm-Dmg/Rchg(45), FrcFdb-Rechg%(45) Level 35: Time Shift -- SphIns-Acc/ToHitDeb(A), SphIns-ToHitDeb/EndRdx/Rchg(46), SphIns-Acc/EndRdx/Rchg(46), SphIns-ToHitDeb(46), SphIns-Acc/Rchg(48) Level 38: Time Lord -- StdPrt-ResDam/Def+(A) Level 41: Charged Armor -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx/Rchg(48), UnbGrd-ResDam/EndRdx(50), UnbGrd-Rchg/ResDam(50) Level 44: Acrobatics -- EndRdx-I(A) Level 47: Assault -- EndRdx-I(A) Level 49: Hasten -- RechRdx-I(A) Level 1: Brawl -- Empty(A) Level 1: Defiance Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 1: Sprint -- Clr-Stlth(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Run-I(A) Level 2: Health -- Pnc-Heal/+End(A), Mrc-Rcvry+(13) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(13), PwrTrns-EndMod(15), PwrTrns-+Heal(15) Level 6: Chemical Ammunition Level 6: Cryo Ammunition Level 6: Incendiary Ammunition Level 50: Void Core Final Judgement Level 50: Seers Radial Superior Ally Level 1: Quick Form Level 50: Agility Core Paragon Level 50: Melee Radial Embodiment Level 50: Diamagnetic Core Flawless Interface Level 50: Ageless Radial Epiphany ------------
  7. Man, your concept is so much easier than mine. Mine is a Cowboy from the 1800's. Who got hanged as a horse thief because he was in teh wrong place at the wrong time, not because he was actually a horse thief. 200 years later a necromancer sucks his soul and the souls of hundreds of other historical 'criminals' into the bodies of a bunch of dumb robots in order to try and make them smart, useful minions... Half of them were not actually 'bad guys' so the necromancer in question is now in the Zig magical isolation wing. So I had the hardest time even figuring out his origin... was he Natural? (His gun skills were all natural) was he tech? (robot Body) or was he Magic? (Necromancy)
  8. Meh, I don't actually find vorpal very useful, because like hail, it's defense bonus only lasts for 5 seconds. unlike hail, though, you cannot knock it's timer down to 25 seconds. I like the dark one better. it's debuffs last longer, and it's centered on me so no awkward cone positionings. Unlike empty clips, which is just a monster angle. I am not as familiar with sorcery as I am with will, because I love jumping movement and weaken resolve is just such pure awesome, but if you can make it work, more power to you... My gunner is natural, so sorcery may suit your concept better.
  9. Okay, so I was looking even more closely and realized a few things. 1. fully capping defenses is a total slotting nightmare outside of incarnates. 2. The combo's strengths and synergies work from PUNISHING enemies in melee, not preventing them from getting there. 3. one or two enemies in melee are a joke. 10+ in melee are dangerous 4. The only time I really NEED capped defense is when +4/x8 incarnate enemies are beating on me. 5. The most dangerous enemies are hard targets 6. Play to my strengths instead of shoring up my weaknesses. My strengths are DPS (instead of massive front loaded DPA) and a huge number of nasty tricks to keep things flopping, stunned, slowed, feared, panicked, or otherwise not shooting at me. So I decided that with a combination of fairly decent uncapped defenses, the incredible regen potential of field op, a few extra HP to help that potential, and really good resistances (for a blaster), I could reserve a series of energency packs in my back pocket for if I REALLY get into trouble. I cobbled this together out of another 50 dp/devices That was suffering from enormous neglect, gave it a new costume, a new name, and have been running it through the DA arcs solo at +3/x8 to get a real feel for it... So far, it's been far exceeding expectations. But I figure I will throw in some potential answers to questions you might ask 🙂 1. Why time bomb instead of trip mine?; Welp, Toe bombing is awesome and all that, but DP is WAY too busy keeping up a steady stream of DPS... and I hate setting up prepared positions, I'd rather just sneak into a group, drop the bomb, kick in a purple and melee radial and then go to town. We are NOT fire with massively front-loaded DPA... that 700+ points will definitely be useful 10 seconds from now, AND give me a chance to recover from the alpha while the bosses bounce. Note that this is not set in stone... if melee radial interferes too much, I may switch back to toe-bombing, assuming I can find the time in a tight DP aoe attack chain. I am going to have to test a lot more before I make a final decision, but it looks like both might eventually be relegated to emergency mule status, at which point it doesn't matter which one I use. Time bomb is hugely situational which is why a lot of people think it sucks, but I find it's a hammer that pounds down a lot of nails. 2. why no hasten?; because DP's attack chain is tight, and I absolutely despise mez.... operative allows for HUGE endurance recovery, enough so that I get to put CLARION on auto instead of worrying about ageless. These guys are often going to be in melee, and high-level stuff stuns a LOT. And see above... I like being able to have 'emergency plays' like Unleash potential in my pocket, and you cannot use them if you are wobbling backwards with stars around your head. Not to mention, bullet rain procs force feedback every single time I shoot it at a group... and the FF proc does not stack (it extends) which means I am always at high recharge in a fight already. 3. Tactics?; Because I actually PVP occasionally, and screw triple-stealth stalkers. The only thing that EVER makes me miss is streakbreakers. Not to mention, between that, piercing, weaken resolve with an achilles proc that goes off almost every time, an executioner's shot every 3 seconds, and daggers, Even AV's aren't that much of a challenge, and DA content has been known to layer over -150% to-hit penalties at times. I simply don't want to worry about targetting debuffers, too busy. (and also defense mule) 4. Gun drone? I have talked gun drone up before, but with DP it's really not neccessary, doesn't add much to a fight, and with the melee radial I frankly don't want it sucking up aggro from ME if I move. I have quite decent resistance, and I have other emergency plays in my pocket already... and to be honest, the content I play against tends to dispose of a drone faster than a lore pet on a fire farm. 5. Suppressive fire? Yeah, sappers suck. I don't have anything to offer on a BR/dev since I don't like BR very much at all. I think it's a Sentinel set cobbled onto blasters, badly, and needs some real attention to fix the 'sentinel defaults'. The only time it was up to blaster standards was during that brief bug where every attack could cause disintegration... and even then it was still slightly below blaster standard.
  10. I like the fact that when they 'stop' at the edge of your caltrop patch to turn and shoot, they are still within the radius of Hail. Consider more fighting pool. Touch of Death is a decent set for the bonuses. And, of course, the melee hybrid +defense with 9 target taunt is a bit godlike with DP. between the hybrid, hail defense bonus, and unleash potential, you should be able to get your melee and range defense bouncing around cap (a little lower for aoe) without too many problems, and without influencing your damage too much. And Agility Alpha is definitely worth it because... Well, hail every 20 seconds kind of kicks ass. You won't match a spines/fire brute for farming, but you can absolutely hit DA solo at reasonably high difficulties and spawn counts without looking like a Jackass. You would spend well over 2/3rds of your time well over cap, and a little purple occasionally covers any gaps.
  11. Back in the day we used to have KB contests in Atlas to see who could spike a level 2 Hellion the farthest. People didn't mind trashing a bunch of enhancements just for the contest because there was nothing to spend influence on... and a Set of SO's was just a drop. Energy was a strong contender, able to get hellions from the sewer entrance nearly to the hollows. It was cruel fun for heroes and I could absolutely see that sort of evil nastiness being a real life game if the capes were real.
  12. Why would you consider ar/ta nuts? I Play a TA/AR defender and it's a solid, very sought-after build for ITF's and trials. First things first: Snipe doesn't work that way anymore. The first shot when you are not engaged in combat is always slow, max damage. every other shot after you have engaged is fast, lower damage (but still a lot of set's best single-target attack) If You'd like I guess I could swap my build to corrupter. Your power picks are... kinda icky though. skipping poison arrow, with it's 33% damage debuff? Assault and tactics without bothering with maneuvers? Web cocoon with TA? Looks more like a controller.
  13. tell you what, even late game on an ITF, everyone REALLY appreciates you dropping poison mine and mortar at the feet of incoming cyclopes and minotaurs. Those things often take WAY too long to kill.
  14. @Crysis- Have you tried the new will pool? weaken resolve's -17% res is even more stacked -res on top of piercing and achilles acid mortar... and I don't particularly care for the lack of horizontal mobility from SS, and our powers REALLY don't need burnout. With all the -res and -regen from the two sets plus weaken resolve, I have slapped around kronos and a few monster island DE GM's pretty easily, and even smashed two of Lusca's testicles before I finally got bored.
  15. yeah, on steamroll teams your lack of aoe and slow trap placeement makes you feel a little less useful, but the fact that your shield drone is pretty much capping everyone's defense helps, as does your little flying drones... and when you get to a hard target, the rest of the team feels like they are just tanking for you. The only things that really suck are time bomb and triage beacon. but hey, every set needs a couple of skippable powers!
  16. They aren't my buddies, they are the pebbles I toss on the other side of the generator so the stormtroopers look that way for a second, just before I stave the backs of their heads in 🙂
  17. what do you mean DPS whisperer? I have a 50 energy/will sentinel that I just cannot play, because i will stand there for 3 minutes trying to beat a yellow boss (-1) no danger, just... tiresome. Like playing a defender bubble/nrg but even slower.
  18. I am confused. If you have a decent ranged attack chain, what is wrong with skipping the 'get bored preparing for the fight' powers? I skip most of devices, because the time spent toe bombing could have just chewed through 4 spawns. And I get a heck of a lot of use out of Caltrops, which everyone else seems to think is a terrible power... because it keeps things from beating on me in melee, so I only have to cap my ranged and aoe defense. Yep, it's really cute to set a ton of bombs preparing for an EB and have him half kill himself running towards you, but it's even cuter to watch him start running towards you after you just sniped half his health, stop and start slowly running away and occasionally turning to throw an irrelevant rock or something into the air above you. I don't even care about the gun drone taunt thing, because it takes only 1 second to drop, is up every 45 seconds, and pumps out some Damage OR keeps stuff from hitting me for a few seconds. It's not a pet, it's a trap, and it does a fine job as a trap... the people who hate it keep thinking of it as a crappy pet. Not to mention it's usually sitting in a patch of caltrops, dragging stuff onto them.
  19. Hey, I actually figured out a use for time bomb! Do NOT put any recharge reducers in it... global recharge only. 3 slot it with fury of the glad dam/acc, fury of the glad -res, force feedback -rech. Drop it on Romulus. Because of it's slow recharge, the procs go off EVERY time, and a little extra fire/cold resist is profitable. and 2.77 seconds is still a better cast time than ignite or FA. It can also be a decent mule for 3 slotting blaster's wrath if you are going for +20 global range.
  20. I play Ice, who's cloaks similarly mitigate or repair damage, and I will tell you that they are almost irrelevant... not because they are not powerful (CE is incredibly powerful!) but simply because the cloak alone often renders our primary defenses almost unneccessary. They are that good.
  21. Dude, you quoted Half the darned guide just to ask a single one line question?
  22. I would like to suggest that you keep your claws/nin. The combination is very nice at higher levels with better slotting options, and you are already past the hardest part at level 30. Nin is not the greatest set in the universe, but with 3-4 skippable powers and POSITIONAL defense, you could easily slot in uninterruptible medicine for more healing, leap attack for fast movement between spawns, great slotting potential (+recharge on a slow aoe!) kd mitigation and extra aoe goodies, or even buy all three attacks from the fighting pool to add smashing attacks to your lethal when fighting robots. Maybe even get something weird like concealment to better control your attack grouping and add a little defense. Frankly, claws is so fast, and Nin in so little need of recharge-enhanced clickies, That I wouldn't even bother with hasten... just slot in a decent (70%) recharge from IO's and roll with it. Half of your claw attacks just from normal slotting already recharge faster than their animation... and SPIN on scrappers is literally the HIGHEST Aoe DPS in the game. Start a new Brute. Go savage/Bio for a similar feel and damage. But keep your scrapper... It is absolutely worth keeping.
  23. I just hope they don't mess with savage on tankers! right now, my savage/shield tanker can outdamage most non-fire brutes... even at full fury. I don't want to see them mess with nerfs that much.
  24. Savage DOES tend to mitigate stone's Damage issues somewhat, due to the set's speed and leap helping to keep you closer to brute cap in between spawns. It is also able to make a complete aoe attack chain with no gaps in granite if you grab mu ball/cages, which few sets other than claws can boast. And, like he said, blood frenzy does make a pretty big difference with end and recharge. At full 80% fury, the difference between granite and non-granite attacks is only 10% (as opposed to at base, which is 25%) and the closer you stay to damage cap as a brute, the smaller that fraction becomes.
×
×
  • Create New...