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KaizenSoze

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Everything posted by KaizenSoze

  1. Thank you for that information. I was thinking more along the lines, no more than X deaths. Less all or nothing, allow for Murphy's law. The fact that they already tracks deaths means the code is already available. Just need to enhance it for other TFs.
  2. Many of the task force are too easy. Even if you group is under powered or playing poorly and dying left and right, you can still grind out task forces because the mobs do not re-spawn. As an option, add a bonus for TFs completed under a certain number of deaths. Or a huge bonus with a failure option if X deaths are reached. It will add more teammate care and consideration and make fights more exciting. Right now if some trigger happy teammate dies 10 times, no one cares.
  3. I am no expert on water blast, but so far I have been very very happy with it on Sentinel. Water blast is an end hog and radiation has enough end buffs to keep shooting continuously. I can chain TF->GS->WB->SS or TF->WB->SS->GS depending on recharge on every group. The soft control, KD, is good for the whole group. I still contend that it is possible, that over an entire mission, some sentinels will out damage blasters or at least corrupters, because we can keep shooting w/o fear of getting killed. Hard to prove though. I tried making a corrupter version, the damage appears to be better, but the lack of end buffs and sacrifices made for mezz protection are hurting. She is low level still, might get better. Also, do underestimate the toughest aspect of Sentinels. Last night, yet again, 6/8 teammates down, just the tanker and myself left. I spent two minutes dog fighting with mobs while the group recovered. I rarely die. We need a TF with a death cap, die three times are you're out. :)
  4. I would agree until I found steam spray in the water blast set. I think I will start another thread on AOE and cone caps, so as not to de-rail this one.
  5. Spray stream is a 40deg cone. A really nice one actually, I can hit more than 6 target in my testing.
  6. A question about the AOE cap. I ran some tests in the Perez Park. With water blast, I was hitting more than 6 targets with Water Burst, Steam Spray, and Geyser. Does the level of the mobs effect the cap? What am I misunderstanding?
  7. Those look great actually. Your defense for a rad armor is great.
  8. Though I do not agree that sentinels need a major rework. Two simple improvements * aoe cap up to 7-8 * make opportunity work like dominate
  9. Very useful thank you.
  10. I would take fly and hover earlier. If you ever do a lower level TF, not having a travel power is painful. Your toxic resists seem low. In pines make sure the little green light is on for the temp resist powers. That way it is incorporated into the statistics. Or in game turn on the combat and check your resists with powers like meltdown running. https://paragonwiki.com/wiki/Combat_Attributes_Window I will post mine next time I can get a screen shot.
  11. I am planning on posting a level-build guide later. There isn't a lot of information available on Water Blast in general. So, I am still tinkering. Pre-32 Tidal forces if available Water burst Whirlpool Aqua burst/Hydro Burst/Water jet burst until +3 tidal power Water burst if clustered - Water jet if they are spread out Post-32 Work in progress. I respec'ed and dropped Hydro Burst Tidal forces Geyser or Water burst Whirlpool if there are plenty left to keep them on the ground Steam spray - this is a good cone attack use it often Then I play it by ear single target or AOE depending on what's left. Usually, there are only lts and bosses left if you are in a group. I am still getting a feel for the Steam Spray cone, so I might fire that after the boosted Geyser or Water burst. Also, I Ground zero in a level, so it might change again. Early on Water burst is your best friend.
  12. This week I just did the Medi-port arc: https://paragonwiki.com/wiki/Roy_Cooling#Story_Arc The boss at the end is a flying Malta EB, just about the worse thing for me, because I use hover to keep out of melee. Difficulty was 0/0. It was not too bad, a bit tedious, no deaths. So, the answer is, yes it's possibly. I think it will work most of the time. Unless you get that perfectly matched EB, which just the power set to wreck you. Like lots of carnies when you're Invul. I am WB/Rad.
  13. Last night I joined a pick up team doing the Medi-port story arc in Talos. I had just soloed that arc, so I knew the mobs well. Rogue PPD with leadership toggles and lots of AOE bosses. Our team was tenacious, but with little healing and only res buffs from the MM, it was going to be interesting. We did have two tanks, but with so many mobs there was no way they could keep 100% control. I had just got my cone attack, so at this point I had three AOEs, Water Burst, Whirlpool, and Steam Spray with three single target. The mission was a warehouse with the long hall ending in the largest room in that building type. The hall and room with filled with mobs, impossible to not aggro several groups. For the next 10 mins, I went into AOE mode, handed them out like candy, taking constant return fire. Between my heal/absorb barrier+end heal I only had to pop 2-3 greens and blues. At one point 6 of the 8 party members were down, but I was still going strong. We recovered and completed the mission. This was by far and away the funnest time I have had since I started playing COX again. And it was all because the Sentinel AT rocks. FYI water is an extremely satisfying set to play. Lots of AOE, decent ST, and good soft control via knockdowns.
  14. Fire/Rad - Nice steady damage output with safety Water/Rad - low level as yet, but an AOE machine that can survive the aggro */Rad works well because of the endurance/recharge/heal powers. Allows me to hover and blast continuously.
  15. I took some suggestions from this forum about non-sonic secondaries. Since, it will take me awhile to get full enhancement sets, this is built with only IOs. I am sure the slot selection has mistakes. The focus of this build is support plus AOEs when there is a chance. Enough def/res to stay close to the melee for support. Fly gets speed/endurance because I will be flying all the time. Suggestions? Hero Plan by Mids' Hero Designer 1.962 http://www.cohplanner.com/ Click this DataLink to open the build! Pistol Pixie: Level 50 Magic Defender Primary Power Set: Kinetics Secondary Power Set: Dual Pistols Power Pool: Sorcery Power Pool: Leadership Power Pool: Speed Power Pool: Fighting Ancillary Pool: Mace Mastery Hero Profile: Level 1: Siphon Power -- Acc-I(A), RechRdx-I(3), RechRdx-I(3) Level 1: Pistols -- Acc-I(A), Dmg-I(5), Dmg-I(5), Dmg-I(7), DefDeb-I(7), DefDeb-I(9) Level 2: Transfusion -- Acc-I(A), Acc-I(9), Heal-I(11), Heal-I(11), Heal-I(13), RechRdx-I(13) Level 4: Empty Clips -- Acc-I(A), Acc-I(17), Dmg-I(17), Dmg-I(19), Dmg-I(19), EndRdx-I(21) Level 6: Siphon Speed -- Acc-I(A), Acc-I(21), RechRdx-I(23) Level 8: Increase Density -- ResDam-I(A), ResDam-I(23), ResDam-I(25) Level 10: Swap Ammo Level 12: Speed Boost -- EndMod-I(A), EndMod-I(27) Level 14: Mystic Flight -- Flight-I(A), EndRdx-I(29) Level 16: Bullet Rain -- Acc-I(A), Acc-I(29), Dmg-I(31), Dmg-I(31), Dmg-I(31), RechRdx-I(33) Level 18: Maneuvers -- EndRdx-I(A), DefBuff-I(33), DefBuff-I(33), DefBuff-I(34) Level 20: Assault -- EndRdx-I(A) Level 22: Tactics -- EndRdx-I(A), ToHit-I(34) Level 24: Hasten -- RechRdx-I(A), RechRdx-I(34), RechRdx-I(36) Level 26: Transference -- Acc-I(A), Acc-I(27), RechRdx-I(36), RechRdx-I(36) Level 28: Spirit Ward -- Heal-I(A), Heal-I(37), Heal-I(37), RechRdx-I(37) Level 30: Rune of Protection -- RechRdx-I(A), RechRdx-I(39), RechRdx-I(39), ResDam-I(39), ResDam-I(40), ResDam-I(40) Level 32: Fulcrum Shift -- Acc-I(A), Acc-I(40), RechRdx-I(42), RechRdx-I(42), RechRdx-I(42) Level 35: Kick -- Acc-I(A) Level 38: Hail of Bullets -- Acc-I(A), Acc-I(43), Dmg-I(43), Dmg-I(43), Dmg-I(45), EndRdx-I(45) Level 41: Tough -- EndRdx-I(A), ResDam-I(45), ResDam-I(46), ResDam-I(46) Level 44: Scorpion Shield -- EndRdx-I(A), DefBuff-I(46), DefBuff-I(48), DefBuff-I(48) Level 47: Weave -- EndRdx-I(A), DefBuff-I(48), DefBuff-I(50), DefBuff-I(50) Level 49: Victory Rush -- EndMod-I(A), EndMod-I(50) Level 1: Brawl -- Empty(A) 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 -- Empty(A) Level 1: Vigilance Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Flight-I(A) Level 2: Health -- Heal-I(A), Heal-I(25) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- EndMod-I(A), EndMod-I(15), EndMod-I(15) Level 10: Chemical Ammunition Level 10: Cryo Ammunition Level 10: Incendiary Ammunition ------------ | Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1487;591;1182;HEX;| |78DA6D94DB72D25014869310A45028A5F4403914428BC54223D87AE1953316F5C2D| |261F401980C6C6866980493E0D44B5FC019C719AFD507F0CD3CBC415CB0FF00499A| |99E44BFEF5EFB5D73EA57BD749FE7AFDE9B9206E5D4D34DBEE77D88819436645BBD| |A581F0874257BBAED98934A4FBFD3598C847DCFD37F311B8DD437BAC11C7D601797| |F25BCD18B3A1DA9969933E6F6C5316D39CA8EF4C6BC0AC8FE9C5C735D3C86DDFEAD| |3040F4E191BA616AFAFF4F1ADA31BE3C2CBA93E50AF4CCB9A4D1DD3EA77B501A387| |ED50921C9552A7DB94E6558A74BB929027B465416AF8D9DE1670B951CF2397FC7CE| |0B1CCB9011A12CF3E6F2BA2ED069838F133E911FD5E50BF11B48DA0CDB647F4B713| |E0AEC2F99EFA8D625C51B4D905F791DF224F8CE797624DC4C01C784935C41703705| |D9BFC9BDC2F6E56783C0F7EAD09420AB1D431D78AA8E529E548631C69D450048F4A| |F7B3821A33546086B78D6490AF72E4A702EE9037CBBD4216DE2C697BA86B0F9AF28| |4B34AB1038CFF00FD29E03138A3311FA2FF43D49CCFFB3D1EBFD01C14E02D602D4F| |8284F71B794B989312B48741620D4E03FC403595F9DACA65D4720A3E6ADC4F89C65| |AC5DC54E17D46EB52430D3568671E4B7E363D620E2394AFCEF745A40EAD89FACE03| |9CD2266E605E1AF09E63CD1E0728535E157955C51F6B07F8998A6F616D5BD8876DB| |0282FCFEC7CEBBAAE7016525A21A51D522E42CA6548B90E2937327E2AF4D993977F| |00415C44E3AB73EDFE4E50544414E7E6EF4A1345EC9B1CF867DD5FE7DABF9526891| |8FF5680DFE910C5D1E78FB5F79F6BEFFF01DDADCBDB| |-------------------------------------------------------------------|
  16. I agree with CaptTastic. The sweet spot for Sentinels for me has been the smooth power curve from 1 to 26 so far. Most of alts go like this. After reading some glowing build description on this forum. 1-15 Easy enough 15-20 Start to notice the lack of status protection or squishy-ness in melee because of under slotted powers 20-30 My damage/defense sucks and I cannot get the right IOs. Actively avoid mobs that mezz with squishy heroes 30+ Alt-itish kicks in because the slow grind due to enhancement costs. Realize that the char will only be god like once I get to 50 and have god like IOs sets Too many builds, that are god like at 50 with IO sets, are very painful to level until then. This is common problem in MMORPGs. My Fire/Rad Sentinel has been very different. In my 20s I am satisfied with my powers, damage, and defense. I actually seek out Tsoo and Lost because of my mezz defenses. I look forward gaining new powers that will change my play style, but happy with my current powers. I can pump out damage at a steady pace in groups and have been one of the few survivors in bad pulls while still actively fighting instead of running. It is possible that I do comparable damage to others over the course of the whole mission because I am always firing and rarely worrying about health. Very hard to prove. Also, I will pull mobs off the other squishies because I know I can take the hits. In the end, my hero will not be as powerful as a full slotted level 50 god build, but I am enjoying the journey a lot more. Unless the Sentinel powers get some kind of serious boost of course. Then I will have the best of both worlds.
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