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KaizenSoze

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  1. I was asked if I could solo AVs. First, I soloed the level 54 Blackwing EBs in Kallisti Wharf. Then an even level Inferno in the Maria Jenkins arc. Since, he does a lot of lethal damage, had to eat insps occasionally. You cannot really drain him. He will always get an attack every recovery tick. But I could keep him at minimal endurance to maximize shock damage. Took a few minutes, but completely doable. No super inspirations or temp powers. Just what is in my build and dropped inspirations.
  2. It's not just blasters. The nukes are massive percentage of damage for any AT that has one.
  3. Crashless nukes. You get a power that does 30-50% of all your damage. Wipes out a huge chunk of a spawn. With no downsides.
  4. TK and Swipe actually. TK but I would put a Force Feedback in there. The majority of your damage will be from Psychic Wail. Anything gives more recharge, within your constraints should be taken. Swipe is always available to finish off mobs.
  5. Sorry, forgot about Fate Sealed. You're right Kallisti Wharf, especially Freaklok, have a lot of -defense. More than enough at +3 to gut your defense in 1-2 hits. Ageless Radial gives a lot of debuff resistance, but it's best used after getting hit with -defense.
  6. A bit late, but real life is keeping me busy. If you are going to be soloing a lot, then Smoke Grenade can be useful or you'll need to range pull more. Especially in Kallisti Wharf. Dart Burst is inherit problematic for a melee Fort, because you need to step out of melee to use it. I would swap it for Spin, which is much more useful in melee. Also, TK blast will randomly KB mob from you. I only take it for the Force Feedback recharge. If you want a good ranged attack, look at Gloom. I prefer the Guassian Build Up proc in Aim. A few tricks to increase defense. Two Blessing of Zephyr give you 1.25 ranged defense. Look at four Shield Wall pieces to give you 4.5 eng/n eng resists.
  7. Nice write up on Psi Armor. I will quibble about one thing. Clarion Radial should be mention as it boost both the end drain, not recovery, and the absorb.
  8. Vet 37. Devour Psyche is a great pulling tool. The long debuf duration means the mob keep aggro'ed. Works well on MSR.
  9. Can I ask why the build constraints? I am all for experiments, so I am curious. Also, might effect what I suggest.
  10. Trick Arrow/Beam Defender. Not the quickest, but you can just stand back in hover and pummel the spawn safely. Lots of -tohit, AOE damage, -resist, and large AOE hold that provides status protection.
  11. You have enough defense, I personally would prefer more resists. Fort are vulnerable to getting 1-2 shot, but that is preference. Unless you are only planning on playing this build at 50. I would move Psychic Wail to level 28. You want that as soon as you can get it. It will be the majority of your damage. Also, you should get Aim. Aim + Follow up + Psychic Wail = most of the spawn dead. On teams, I have found Confuse to not be worth it. The mobs are usually dead before it's useful, unlike Aura of Confusion.
  12. My Sentinel lives in melee range to maximize Aura of Madness. There is no reason is shouldn't work well on melee toons. Devour Psyche is great against groups that cone when buffed with Clarion Radial hits a lot of targets. The resists can quite good, except Toxic, plus the quick recharging large absorb backed by those resists makes for a durable build. An absorb which is also buffed by Clarion Radial. The defense is the only weak part, no enough DDR, which means is useless to build for defense. Build for resists and absorb and it works well.
  13. You're right, I do have it on my Sentinel.
  14. I have a almost fully built out Elec/Psi Sentinel, with the four accolades, just missing one T4. Since, Sentinels get Electrical Blast they are uniquely able to benefit from Devour Psyche's long -recovery. The problem with all melee primaries is they don't have a strong AOE end drain. Even if you were to go for maximum endurance drain in Electric Melee's best draining power, Chain Induction, using Musculature Radial and Clarion Radial, you only get -30 end drain per hit on the primary target. The chain jumps do not drain endurance. So, it's going to take multiple hits unless you go full end drain on multiple powers. I think Elec/Psi Stalker would probably be the best option as a melee. Other notes from play the sentinel a lot. Building for defense is useless, you don't have enough DDR to survive any defense debuff. Especially with the ever increasing heavy -defense mobs keep getting. Build for absorb, resists, and controls. Primarily the first two. Devour Psyche is really good for pulling on Mother Ship Raids, the long debuff keeps them following.
  15. Combat system Travel powers Teaming optional, but enjoyable Almost never mandatory tedious grinding like other MMORPGs
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