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Frostweaver

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Everything posted by Frostweaver

  1. I have no idea. I have soloed a bunch of TF's, but did so at 0/1 and they cleared pretty easily. The only one I have cranked up is the ITF because it's kind of a proving ground for builds. I would have to look at Nihhili's times, since I do not have a fire/rad.
  2. I play a very different game from Hjarki and the others. I am ALWAYS at 3500 HP, and have quite a bit more devoted to moving. This is my signature character, my main, and I eke every bit of performance out of her possible. Hoarfrost is perma, and sometimes doubled, and I do not have hasten so Hoarfrost is my 'perma' Chilling embrace is a fantastic tool both for maintaining aggro AND for protecting my team...usually when I am on a team, EVERYTHING is slowed (often way above the aggro cap) and I pop from spawn to spawn while my people are fighting to keep that nasty -14% damage amd -32% recharge debuff on EVERYTHING, even if they are over my aggro cap. Then again, This is my trademark character. People know that when _I_ am tanking, all your aggro are belong to us. I have energy absorption both to keep me full, as well as to provide a nice, hefty heal from the power transfer proc... and that's all the healing I need.... also, it gives me the edge I need when fighting against stuff like Earth thorn casters, who critically debuff your defense. I have hibernate for exactly the same reason. Also, because I use the debuff protection from ageless instead of recovery, NOTHING can slow down or stop me from hopping around in a fight keeping EVERYTHING glued to me. Her defenses can handle even the worst sorts of debuffs with energy absorption, and she is, by default, innately softcapped against most attacks, and hugely defended even from Incarnates. She is not the most DESTRUCTIVE tanker out there, but that is not her job... she can hold aggro on ANYTHING and keep her team safe and productive tearing them to pieces. And moving from spawn to spawn is an absolute Breeze with spring attack, as well as setting up a recharge boost until the next spawn.
  3. Claws/Ice is awesome, and scrapper claws is the best in the game, but savage is also extremely brutal and a bit more front-loaded to kill more stuff before they start running (slowly) away from you.
  4. Don't underestimate beasts/Time either. Mostly because the personal buffs allow you to stay in the middle of the action, where your pets are, more effectively and safely than most other sets. Also, If you are soloing more than anything else, Traps becomes vastly more useful, although you DO want to consider it more of a set without a heal than waste a slot on the travesty that is triage beacon. Also, shield drone is one of the best defenses in the game, providing both high defense AND status protection... at the cost of keeping an eye on it. With the decent global recharge most AT's obtain at higher level, the 'debuff pet' acid mortar is easily there whenever you need it, and you don't have to sweat about anchors and the like with poison trap... it's one of the best debuffs in the game, and is generally up at the beginning of every fight even on fast teams.
  5. Okay, I have talked about this build elsewhere but I will post it here for perusal. It is kinda sick powerful, and can run +2/5 ITF's solo pretty easily... +3 and +4 are possible, but take a lot more time unless you drop the team size. Please feel free to critique
  6. I am trying to figure out if the Strong and Pretty combination of Rad/Energy Aura can really work on an Iron-Woman type sentinel. Why? Because Sentinel EA literally has a power in it called "Power Armor". And you can change rad to shoot x-ray beams out of your hands, which is about as power armor techy as you can get without carrying a weapon. Thematically, Electricity mastery, especially havoc punch, seems to fit the theme extraordinarily well. and with lots of proc potential....well... let's just see how well it works. But the huge variety of power effects really FEELS like some girl built everything she could into a set of power armor, including the ability to punch a dude's lights out.
  7. BTW, doms can still have perma-dom if you allow hasten and incarnates. spiritual+hasten+ageless provides some sick recharge. In fact, with those 3, domination recharges in 83 seconds.... which means perma dom! But with traps, you may not NEED perma-PA since mines will clear out most spawns before PA is gone, and AV's will beat on traps and your phantasm in between PA spawns just as happily as they will you. just checked, and with ageless+spiritual, hasten with 3 recharges is 122 seconds (2 seconds away from perma) Phantom army with 3 recharges is 65 seconds, which means 5 seconds of downtime. On traps, you can retreat easily for that 5 seconds while the AV beats on your pets and traps. On time or rad, that gap is disappeared completely. On dark or poison or nature, well.... get ready to do some jousting unless your phantasm gets really lucky (with nature that Phantasm just might be able to survive until your PA respawn) Illusion is just that good.
  8. I have an oldschool build for my ill/traps that could do it pretty handily on +0/1.
  9. That really feeds into my next point. CoH used to be about concept builds. back when it was SO's concept builds and toughness/survivability were really part of the same general concept, because you could just LOOK at a power combo and understand the strengths and weaknesses of each set... Invulnerability tankers were like standard bricks, in that they were incredibly tough but could be brought low by mental attacks, super reflexes scrappers were seldom hit but when they were hit they needed time to heal, fire blasters could dish out tons of damage but could easily be clipped by too much aggro, etc... no math required. and Then Arcanaville kinda did the mechanics thing, followed by IO's, and all of a sudden the entire game shifted around to a math focus. I am not going to say this is a bad thing, but it DID take the game from 'concept focus' to 'build focus'. Mechanics were more important than concept. Sentinels were balanced to take the build focus and turn it BACK around to concept again.... build is as important as ever, but with sentinels there is ROOM for that concept again, because a sentinel can survive any concept. a good build can make ANY combination of primary and secondary into a frighteningly powerful destruction machine, and arguments about which is 'better' revolved more around which BUILD was better rather than crapping all over which cool character concept was better, Electric isn't the 'suck set' if you love the idea of playing and electromagnetic tornado toon with crap and lightning crawling all over everything, your build can make it the scariest thing on the block. My favorite sentinel absolutely started out as a concept... I was playing a BR blaster and HATED it because BR's target caps, single target focus, and the way you played all pointed at it not being a very good blaster set. It sorta sucked (for me). So I decided to try it as a sentinel because it's target caps seemed to match sentinel much better than blaster. I tried to figure out who would use a beam rifle and kept thinking of 'MARS ATTACKS', and do I made him a dorky-looking comedic alien from Neptune, with fish scales, a fish head, and donky looking wings. Because he wasn't in water anymore and was on an atmospherically-lighter planet, I thought of how fast fish in schools react and so I gave him SR... and as I played him he really came together in amazing ways as a comic alien. lastly I realized that ALL good alien invaders had mind control, so he tapped into the psi pool for his epic...And then i started tweaking. Tweak after tweak later and this dorky comedy concept has turned into an unbelievable proc monster build... comfortable and nearly unkillable in melee range, several different proc-heavy aoe's that absolutely shred small groups, and a single target melee/ranged focus that smashes AV's (with a few exceptions) and absolutely zero fear... Malaise with his constant chaining of ranged psychic attacks even in melee, Romulus's defense debuffs, mayhem's aoe psionic brutality, Bobcat's constant claw attacks, Praetorian's cheating and inability to herd together, carnie debuff madness, Malta tough bosses and sappers, DA cheating titan smashes and pistol nukes, they all became grist for the Mill for the dumbest-looking Sentinel with a Dolphin girlfriend that made him 'go native' and protect earth. So, if you want to have a GREAT sentinel, pick a concept, pick a set of powers, start a build, and then ask us build veterans to help if you need it. Creativity is your guide far more than most other AT's, and that's what sentinels were really created to do.
  10. Ugh, that is a REALLY hard question. Sentinels do not need as much mitigation from their primary as many defenders, corrupters, and blasters do, but some of the higher-performance DPS builds sacrifice survivability FOR dps. There is also your playstyle. because of the way sentinels are arranged, many many more playstyles are available than for just about any other set... you have your 'pure' hoverblasters that use damage boosts from their secondary to weaken their mitigation and dramatically increase their dps to near-blaster levels, and you have your melee-centric builds that use secondary PBAOE's and melee from pools and epics to jack their damage up, and then you have a few primaries and secondaries that are simply better on sentinels than anyone else outside of blaster's innate damage buffs. For instance, I have a 'pure range' hoversentinel that is br/bio, that has higher ranged DPS than ANY blaster against groups of 7-10 opponents, where a blaster with exactly the same primary would fall far short... but it doesn't compare to NON ranged damage of the same blaster. But you have to sort of rank them by playstyle more than simply pure performnce, and they can be HUGELY affected by your secondary. I can give you a ranking for primaries based on playstyle, but sentinels are simply too NEW to have the same kind of exhaustive, in-depth study as to provide the TRUE best performer. Bear in mind these rankings are opinion, and are ALSO based on what kinds of pools you pair them up with, as well as proc slotting potential 'pure ranged' Beam Rifle Ice Blast 'mostly ranged' Fire Blast Water Blast 'mostly melee' Dual Pistols Radiation And as far as the others, I have heard very good things about electric blast specifically on sentinels that might make them a decent addition to mostly melee... And the others might perform extremely well, but I, Personally, have not been able to figure out the perfect playstyle for them. Water, especially is in a weird place because it is absolutely one of the strongest pure ranged sets, but offers so much mitigation and proc potential that it is also an incredible mostly ranged set with some melee from epics. DP also makes a strong 'mostly ranged' set... you can definitely tell from performance, however, that the three newest sets... water, DP, and BR, were designed with Sentinels in mind... they definitely show it in all sorts of ways. Of the secondaries I have played with I, personally, do not care for regen because I don't think sentinel HP is high enough to get good effect from it, the same is true of willpower. Bio's flexibility makes it excellent in either offensive or defensive mode, SR is a top performer especially because of Master Brawler, Invulnerability is kind of the same 'basic that everything else is compared to' as it is in other AT's. Dark, electric, and radiation armor are kind of in the middle (as opposed to being top performers in melee) and are all oddly similar in their eventual survivability. Ninjitsu is extremely capable on pure ranged, and the two signature typed defense sets, ice and energy aura, are decent performers if slightly lower than their melee counterparts. As for my personal favorite, I prefer a BR/SR that uses a jousting playstyle to play 'mostly ranged'. It literally loses nothing (and gains quite a bit) from the blaster version, except for some damage, and it's improved nuke speed, better aoe's, and ability to manipulate the PSI epic make it capable of some truly disgusting feats with ease... like running a MoITF at +4/6 yesterday. But I don't know how many other people truly enjoy the stealth-jouster, proc-monster, ground-based solo playstyle.
  11. This is my DP/SR 'cheap version' It is designed to run MoITF's with a small team, and to do most of Maria's arc solo at +3/8. It also does well in DA at +2/8 (more than that and you start missing too much) This is a 'melee sentinel', meaning that most of it's utility is at point blank or very short range. When you click hail of bullets, your defense instantly hits incarnate softcap, and is at normal softcap most of the time. Mind Probe is a melee attack. Brawler is up most of the time, and should be used at a little over half health. At that point, you are capped for resistance, capped for defense, and have a healthy absorb pool... that is your 'fighting level' and between that and enduring's power transfer heal you should be nice and toasty at 800 HP the whole time. I personally happen to be fond of the superspeed-teleport thing, but you can swap if you want. Mind link is basically perma, which is a nice buff for your teammates too. If you feel the need, you can replace unbreakable constraint's proc with an accuracy IO. It drops the damage a bit, but might be worth it for +4 AV's And like I said, it's cheap... only 1 vrare (proc hold damage) and 3 pvp in the whole build.
  12. don't forget to turn redraw off in the costume editor... That makes a huge difference and I have forgotten several times.
  13. The DOT portion of Some savage melee attacks does, in fact, increase with any damage buff just like most DOT's, including brute damage buffs.
  14. No, he's got a point. Icicles is less valuable than other auras specifically because it's damage is the most common type in the game, Electric is energy, dark is dark, fire is fire, heck, even stone gets fire damage. And from a logical standpoint, any cold that is brutal enough to make a 4' long icicle instantly form from 'ambient' water in the atmosphere is more than capable of doing nasty things to your body. I assume that since most of us are adults, an animated gif is not required to explain it.
  15. There are three different lists. One for raw DPS One for slotting options that can crank the DPS One for dps potential if you can set up special circumstances. And the second two lists change, often dramatically, based on which AT you are playing. the first list isn't all that useful unless you are utterly broke. and intend to stay that way. The Third list tends to have special builds built around it, and might lose DPS in another area because of it. And, of course, both lists swing dramatically based on what secondary you choose. Corrupters and sentinels are VASTLY different, and fire is far from the top performer for sentinel....but it's popular cause it's easy.
  16. Frostweaver

    Mace/Electric

    So you couldn't solo an EB with a 39 wm/electric with common IO's? Or did I misunderstand that? If I understand that correctly, I think I may have realized your problem with the set.
  17. Frostweaver

    Best Brute

    What psi hole? (grin) I abuse energize, and just smashed through the Alpha trial yesterday solo with +3/x8 and to be fair, I never even noticed the honoree until I smashed him green. Admittedly I didn't have AV's turned on, but still... I was using my 'cheap' build.
  18. Frostweaver

    Mace/Electric

    I thought you said you deleted your wm/electic?
  19. I suspect that the feed was cut to protect patents... After all, if we had seen the little tractor beams pop up and guide the Falcon 9 into a perfect touchdown, we might suspect something.
  20. Frostweaver

    Best Brute

    WM/EA is unquestionably Strong and Pretty. Nothing else comes close. But and honorable mention goes to Savage/Ice. Very late blooming, but sick survivability AND truly insane AOE and ST DPS, If you build it right. There is a lot of...hate-on for the typed defense sets, but most of that is based on legacy performance prior to -rech, heals, end mods, and -def resistance... post-incarnates those sets, with the right build, tend to outperform even the 'favorites' like rad and dark... but sometimes it's hard for people to forget that it isn't I12 anymore. The favorites were set long ago, so never expect to hear much about ice and ea.
  21. Frostweaver

    Mace/Electric

    don't use the damage shield early. It's a massive end hog. Just use the two resistance toggles, and then load up the status protection when you need it... normally against stuff like trolls you can cut off the second resistance toggle. the 'free' perstige enhancements are both damage and recharge. a little end reduction helps. I actually prefer the jump pool. Mostly because that smashdown aoe power REALLY feels 'thor-like' I was running mine solo, and went from the hollows to faultline. Once I got through Agent G, I was ready to start installing SO's, and generic IO's...it was very much fun afterwards. Teaming up with a defender is fun too, especially in faultline. Being on a full team prior to your aura makes you feel a little... less brutal, which can contribute to not liking it.
  22. Welp, there's going to be another attempted launch today! Totally worth watching.
  23. Well, when you get ageless, Let me know... I have a much nastier wm/shield Scrapper in the wings, but the endurance is horrendous without ageless... well worth a respec or second build (I have three builds... the one you see, a stealth exemplar, and a post-ageless monster)
  24. My electric armor staff is a Tanker, not a brute. My feedback would be...tilted 😛
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