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Bopper

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Everything posted by Bopper

  1. I certainly like what was done with Trick Arrow, Energy Melee, and the Travel powers. For a nerf, I actually like how Titan Weapons was brought back into balance (although I wish Titan Sweep went back to being 1s fast cast and Arc of Destruction kept its base 20s recharge, even if it kept its slower original fast cast of 1.5s). Finally, I like where quick snipes ended up.
  2. Perhaps the question should be: what do you like about sentinels? Favorite does somewhat exclude things that are liked but are not favorites. But it is good to see what are everyone's favorite thing, it definitely provides the identity of the AT
  3. When you start a new map, are you using the power the ATO is slotted in? I believe you need to activate the power once to activate the global bonus and it should work after that until you load into a new map
  4. Haha, I was certainly chasing the EN resistance (22.5%), but the HP buffs were nice too (11.25%). As for your build, I did contemplate the use of the heal procs for some extra layers of survivability but wound up preferring the damage more. Since Arachnos have a low base HP the proc only does about 53 heal. It's still good, but it just didn't feel like enough for me to chase it. You'll have to let us know how the extra heals work out for your build.
  5. This is a great point and one I mostly share. However, it is worth noting that Sentinels do get two advantages over VEATs: their damage cap is 500% as opposed to 400% and their base hit points are 1,204 instead of 1,071 (12.5% higher). It's not much...I'll admit, but it's not nothing either.
  6. Not against it at all. In fact Arcane Bolt is a decent attack for a brute. If you're willing to wait until Arcane Power procs, you'll have yourself a snipe, basically. It'll be slower than a quick snipe but I think the DPA will be similar
  7. In regards to Enflame, it appears all ATs seem to use a scalar that match the highest modifier between their range and melee damage. So blasters use their ranged damage modifier while scrappers use their melee. This is consistent throughout with the exception of Tanker. It is using 0.80 (their ranged damage scalar) instead of 0.95. So that seems to be a bug. As for Shield Charge, the pet uses scales to match that AT's modifiers. However when Tanks got buffed, shield charge did not have its scale increased to match. So that seems like a bug. Also, Stalker's scale seems to be too high.
  8. I designed this mostly as a joke when someone asked me to make the most Sentinel-like SoA that I could. I took that to mean making it as tough as possible while doing ok all-range damage. This won't be nearly as offensive as your build (you have double-assault and more cone attacks), but serving in a tanky role, I think it could have some uses. Build: I took Fighting Pool and Sorcery to have a patch to as much resistance as possible. I build for 30% resistance in S/L/E/N/F/C, while having Rune of Protection there to occassionally give me 70% to those resistances (before scaling resistance kicks in). Is it overkill? Absolutely. Will it be fun? Probably not. But hey, it was a neat concept to me and it was interesting to see its potential. Pros: Almost 1600 HPs Defense: 68% Melee, 61% Range/AoE, 45% Psi Resistance: 29% S/L, 35% E/N, 32% F/C, 70% Psi WIth RoP active, 68%+ to all (if your health goes below 60% you will basically be 85% res to S/L/E/N/F/C +2.32 end/sec (so not too end hungry) Cons: Damage, especially in AoE. Psionic Tornado and Dark Obliteration won't do much since they're not proc'd out. Support (no Assaults, no Leadership) With RoP active (does +38.54% resistance)
  9. It is an unfortunate compromise, but you could make a Trick Arrow Defender. As far as I know, they are the only ones with a working EMP Arrow, and the bug fix that caused this new bug (allowing EMP Arrow to proc as a click power instead of as a pseudopet power) should also be working. Looking at CoD, the bug fix was made such that the EMP Burst now gets called from the AT's EMP arrow, instead of being called by one of the pets it summons. Before, it would summon the Faraday Cage and that Faraday Cage (or its graphics, I forget which) would call the EMP burst (and I guess because Faraday cage has an activation period, it's treated the EMP burst as a pseudopet proc calculation). Moving the burst into the click power seemed to fix the procs (so now your Lockdowns will actually fire reliably) such that it performs like it did before i27. Since all ATs used the same pet summons, that EMP burst worked for everyone via one powercall (the pet faraday cage). Now that the EMP burst was moved out of the pet summon and into the main power, it seems it was accidentally only done for defender and the EMP burst removal from the cage broke it for all the other ATs. It's a really easy fix, however Page 2 bug fixes were already finalized and HC devs have already started setting up page 3 content. My guess, this is the same thing that happened with Dual Pistols and Tar Patch last year (why else would an irresistible resistance debuff be allowed on Live for so long)...the bug was found after Page 5 was finalized and we had to wait for Page 6 (later became i27) to get those bug fixes onto Live. At this point, all we can hope for is Page 3 to go to testing soon and that it won't be a long test period. However, we all saw how long Page 2 took and that was a mostly light page (meaning no new powersets or content, just new improvements to existing stuff). So yeah, probably should shelve your Trick Arrow corruptor for the time being, or try builds that don't use EMP Arrow to see how that works for you.
  10. It's not done on the first day of the month. It's done on the last saturday of the month. Your next opportunity to donate will be for August, which will be opened up on Saturday, July 31st.
  11. The ETA I last heard was Page 3, sadly.
  12. Looks like we need to fill in the rest. Luckily they're all available of City of Data
  13. It's 52.83 for both melee and range. That is a 0.95 scale.
  14. I haven't done anything in general. Keep in mind, not all attacks are 100% chance to grant AF, so when optimizing an attack chain you have to factor in both misses (5% chance) and AF fails. It will be on a powerset by powerset basis and it would be something to consider when trying to incorporate epics into attack chains. They don't grant AF, so is the loss of the chance to add crit % worth it? You'll have to calculate that too.
  15. I would recommend trying out an AoE (like Ball Lightning). The 5% chance to recharge build up has a chance to trigger on all enemies hit. So if you hit 10 targets, you're looking at 40% chance to recharge your build up. Between my Ball Lightning and Power Crash, I can frequently get two stacks of build up going and help mow down trash
  16. I've been told many are willing to wait for 2 AF to be up, although I personally like to plan for 3 AF in my attack chain that way if I have a miss, I'd still have 2 AF and a 67% chance to crit
  17. Also worth noting the nukes that use pseudopets, I don't believe they do the weird splash damage like other Sentinel nuke powers. Many nukes will do their full damage within only an 8' radius while the area between 8' and 20' are typically about 70% damage. I think the exception to that are cone-nukes, which uses some damage scale inbetween those values
  18. https://forums.homecomingservers.com/support/
  19. Got a screenshot of what your endurance consumption is along with your endurance recovery? You can monitor that in combat attributes.
  20. Unrelenting is an interesting option, but I don't have room for two dead powers (I can maybe make use of the taunt, but I rather just use my range AoEs). But a slotted out Unrelenting is very nice. It effectively is giving you ~780% regen (assuming you have 95% enhance) for 30s. That's useful as regeneration is mitigation for any damage type. However, I think I'd still prefer the 60s of resistance every 180s as opposed to the 30s of Heal over Time every ~160s. Just playing last night I was in situations where I was getting hit with heavy resistance debuffs (I was doing x8 Mayhem Missions). I'd see my 10% S/L resistance drop down to -50% and think, uh-oh I should react to that. So I drop RoP (which now makes my 10% base S/L resistance into 50%) and that makes the original 67% resistance debuffs I received (which was reduced to 60%) now becomes a 33% resistance debuff. So seeing my resistance go from -50% back up to 17% thanks to RoP was very nice, especially since I know underneath that are my scaling resistances which will help reduce those debuffs further if I happen to take damage. So, it's all YMMV. I prefer RoP over Unrelenting for the reasons I said above (although I wish it was still the old 90s with 160s cooldown, but then I would just be a God all the time). But I can see the appeal of wanting to take Unrelenting ad it has some nice things going on for it.
  21. I thought we arrest, not kill.
  22. Added a new build to the OP. It's an upgrade to the Night Widow build where I add Spin for extra AoE. Siren's Night: ST Melee/Support (v2 - Replaced Super Leap with Spin) Highlights: 64.5% Melee/AoE, 63% Range Defense Perma-Hasten 49%+ Resistance to all when RoP active Team Support: +29% Def, +30% Dmg, +5% To-Hit, +30% Psi Res 75% Slow Resistance (can get another 30% from Ageless Radial and Base Empowerment) This build is practically the same as the previous version. I decided to remove Super Leap (not needed since I already have Mystic Flight), and replaced it with Spin. I then replaced the set bonuses that came from having two BotZ (+2.5% Range Defense, +3.75% AoE Defense) and gave Spin 6-slot Eradication which comes with 1.56% Range Defense, 3.13% AoE Defense along with extra regen, HP, and max endurance. This makes for a net of +2.49 end/sec, and a max HP of 1578. Overall, I'd say this is a superior build to the previous one as there are now 3 AoEs in the build: Spin, Eviscerate, and Dark Obliteration while adding to survivability despite a slight decrease in range defense. Note: some may wonder why I am willing to slot Mystic Flight with only the Winter Gift Slow Resist IO (thus, unenhanced fly). I do this because I only use Mystic Flight as a travel power and rarely use it in missions. When I use it as a travel power I have Jump Pack which will boost my fly speed strength such that Mystic Flight hits the 87.95 mph fly speed cap for 30s. That's more than enough time for me to get across a zone.
  23. Looking at your build I can see a lot of similarities indeed. I also noticed something I totally overlooked...there is no need to slot LotG into CT: Defensive. I happily shaved off some Melee defense in favor of putting it elsewhere (usually Maneuvers). I'll update my builds this week to reflect that. I also like your use of using 2-slot winter IOs to help your slow resistance. I'm tempted to do the same and will look over my own builds to see if there are appropriate places to incorporate it. I also can't fault anyone for taking fold space. It's a great way to maximize your wide, high-target AoEs. Personally...I can't quite justify it for my build (there are too many times I get hit to below 50% HP and RoP (or Demonic Aura) are there to max out my resistances and protect me from death. I was just in a +4/x8 ITF and decided to stretch my muscles by breaking away from the group and solo one half of the map in the Destroy the Shadow Cysts mission. It wasn't until the very last room where I finally succumbed to the enemy, and it probably was user error (Mind Link wasn't on auto and I forgot to click it at times). Nonetheless, there were moments where I needed that boost to resistance and the power came through. Something that is likely overlooked about Rune of Protection is the fact it uses the Ranged_Res_Dmg AT modifier table instead of Melee_Res_Dmg. This doesn't matter to SoA because their modifier is 1.0 for both, but for most ATs the Ranged_Res_Dmg table is lower than Melee_Res_Dmg table (it's never higher). So I imagine many folks look at the power and think "meh" since the modifier is really low for some ATs (sentinels come to mind, but even tankers take a 25% loss in effectiveness). That is not the case for Defenders and SoA as they have the maximum modifier of 1.0 for both melee and range resistance damage tables.
  24. Hey all, here is my gratuitous early bump for the Beta Testing Discord. I do this early in hopes enough eyes can see it before Page 3 is released on Brainstorm (at which point Testing and feedback drowns out this post, rightfully so). Keep in mind, this bump is not foreshadowing. I have no idea as to when Page 3 Testing will begin on Brainstorm. I just want to invite folks who are interested in testing and am offering a way to easily communicate with other testers in the community.
  25. Thanks for the feedback. In regards to the quoted portion, this is not how Preventive Medicine works. Preventive Medicine actually provides you a Set Bonus (much like how Reactive Defenses works). The set bonus it grants is the opportunity for the absorb proc. So you don't need to activate a power to get the benefits, you simply have to slot the enhancement somewhere. Even if you exemplar out of the power it's slotted in, you will still have the bonus (unless you exemplar so low you lose the set bonus, so make sure you attune that way it's good until level 17). For me, enhancement slots (but also power slots) are hard to come by in a Widow build. So having Spirit Ward save me an enhancement slot was needed. And if I had to choose between taking a dead power between Boxing and Spirit Ward, I'd rather have Spirit Ward :D. Losing 2nd Assault certainly was a tough choice to make, but for a proc build the extra damage from procs and the needed survivability elsewhere were too much to pass up. For me, personally, I like having enough defense to softcap for incarnates (which is why I aim for 60, or close to it) and I like to have enough accuracy to hit +3s at a 95% rate. In the case of the ST Fortunata Proc build, when having one stack from follow up I was able to hit with Lunge, Psinado, Gloom and Dark Obliteration 95% of the time against +3s. With 2 stacks of Follow Up, I am able to hit +4s 97% of the time. So for me, that was good enough and I didn't have a desire to pursue TT:Leadership. I think I do have a build where I wanted more accuracy so I took it, but normally it's not the case. Going back to the survival side, I feel good about Aura of Confusion's 90% chance at mag 5 confuse and the stacking of Dominate to not feel too too worried with my Range and AoE defense being less than incarnate softcapped. Afterall, we can always use inspirations, teammate buffs, etc to reach those numbers. And incarnates...the worst I can see is +1, so let them hit me more often, they'll be dead soon :P. So I certainly won't fault anyone for wanting to lower their defense a bit and take the 2nd assault or some other offensive power that suits their needs.
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