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KaizenSoze

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Everything posted by KaizenSoze

  1. Sure. Not the concept I have for mine, but I think something like Synapse or Neuron would work.
  2. Do you mean speed running content? Or the concept of a speedster?
  3. I only maintain Devour Psyche, Memento Mori is only for emergencies and a IO mule. You do have to keep Devour up with as much stacks as possible when leveling. You'll need to keep some blues on hand. I leveled this char without recovery amps or temp powers. Sentinel is probably the best newbie AT, since they are effective on SOs.
  4. That's easy, it's the one you are in.
  5. I have this tool that might work for you. It break each play session into separate files.
  6. It's awesome with Electrical Blast on Sentinel.
  7. People will assume it's blue unless you state otherwise. Red side generally knows this and will put in "red side" or something like that.
  8. The kinetic free of the combat system. Bad balance issues in the end game.
  9. If this helps with calculation from my parsing tool. It is normal for Judgements to be number one damage dealer on any AT. Elec/Psi Sentinel. All IOs, but not all T4 incarnates. Apex-Tin mage TFs with a full team.
  10. Or they could the Trick Arrow route and make part of the debuffs irresistible. Say 5% of the debuffs. Or allow 2-3 stacks. There are number of simple changes, that might have big effects. Also, the Chance For Opportunity proc, should give more points towards the bar.
  11. It's only about 1-3% of my total damage. I do see the mezz effects quite often. It has a host of debuffs too. You can see it stun a Vanguard boss in the video all by itself.
  12. Please, post your build when you're done. I am pretty new at building Sentinels. I mostly play VEATs.
  13. Two videos of the build in action. I don't think I used any inspirations Mistakes included, like forgetting to fire Opportunity and having trouble getting back through a door 🙂 Took on two groups before everything recharged. To show the build works without having to wait for incarnates Mobs that get sapped and hit with Devour Psyche stay sapped for a long time A number of mobs are mezzed including bosses 4x8 Freaklok Note the Eidolon on the right hitting with radiation attacks. Each hit would have gutted my defense if I cared about defense 4x8 Vanguard 15-20 Energy resists, so takes longer to kill
  14. First Sentinel in awhile, but this one has turned out well. Born out my frustration trying to build a blaster that could handle 4x8 KW mobs. Leveraging the power and long duration of Devour Psyche's -recovery, 45 secs, combined Electrical Blast ability to zero out endurance quickly this is a good, fast, sapper, with good durability outside of sapping. Good on teams, because you can be very aggressive and be right in the thick of things. Solo at 4x8 do have to play smart, corner pull, and use inspirations sometimes, but it's better than several other non-Sentinel squishy AT combinations I have tried against KW mobs. Durability is a combination of fast recharging absorb, decent-good overall resists, some control through Aura of Madness, and rapid long duration sapping. I completely ignore defense, as the available defense is small and no DDR. So, most KW group just drop me to negative defense at 4x8 in one hit even when I tried to build in some defense. Downsides, you need to watch your endurance while leveling and keep as many Devour Psyche stack going as you can. Build has some expensive sets, but you can slot up build over time. SOs work just fine leveling and at 50 while farming Incarnates and sets. You might note I use Clarion Radial, it boosts the absorb, endurance drain, and the controls. I'll post some video of it in action soon. 7/6/25 Update, I have the four base accolades. Finding out MIDs is off on several values. Max HP: 1873 Max HP with Memento Mori: 2088, Clarion doesn't effect it Psychokinetic Barrier absorb: 713 Psychokinetic Barrier absorb with Clarion Radial: 1002 Smashing resistance: 71% rather 60% from Mids Switched to Combat Jumping and Super Jump. Just didn't like Teleport. Sentinel (Electrical Blast - Psionic Armor)v3.mbd
  15. This week I have the pleasure of teaming with a player who runs one of the most effective odd ball builds I have seen in awhile. They run a Gravity/Force Field Controller that specializes in herd mobs. And they are damn good at it. The place the pet on top of the tank, then Repulsion Field entire rooms with multiple spawns into the kill zone. What are the crazy effective builds you have seen that don't follow the damage is everything mantra?
  16. Most fun I have had in awhile today. Playing a support build, Trick Arrow/Beam defense, herding mostly sub 50s through 3x8 repeatables. I feel like the debuffs were really neede to keep the team going against the more dangerous KW mobs.
  17. Warriors got revamped. Go check out Kallisti Wharf.
  18. 100% agree. One thing I am seeing that warms my heart is players corner pulling in Kallisti Wharf repeatable missions, because charging into a big open room full of Blackwing or Wyvern does usually end well at 4x8.
  19. I have asked several times for DA end bosses to respec the AV flag. I was told the zone was designed for solo players to get their incarnate salvage. So, a number of the end bosses don't even have AV definitions. Not sure if it will every change.
  20. Try Ice Melee, it mitigates a lot of damage and stalker also get the best version of it.
  21. Yes, I am bored with PI radios. The mobs are too easy, everything gets stomped quickly. Now, there are more interesting enemies in KW, than the overly easy PI groups.
  22. Probably has more to do with the number of players running around killing Blackwing to spawn the GM. I don't think there was any reduction in mob density for release.
  23. Kallisti Wharf has a few points of interest and Easter Eggs. Post pictures when you find them See if you can find: The fishing boat buddies The horde The troll
  24. The devs told me they just ignore your feedback. They read the rest. /sarcasm
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