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tjknight

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Everything posted by tjknight

  1. On the surface the Radiation Emission set has some powerful abilities: Buffs that benefit the team: Radiant Aura Accelerate Metabolism Mutation Debuffs that make hard targets easier to handle Radiation Infection Enervating Field Lingering Radiation I realize that pets don't get the attack speed bonus from AM. But they do get the endurance, run speed, damage and status resistance benefits. Also, the debuffs on hard targets would seem to be good for a MM when fighting EB's and AV's. There is the drawback that Mutation and Fallout aren't beneficial to a MM while solo. Also, a lack of shields to help pets deal with incoming damage could be a concern. So how do /Rad MM's do in general? Are there certain MM primaries that would really well with /Rad? For example, I could see Mercs (with the achilles heel proc slotted) might actually have their dps improved by quite a bit. Thoughts? Builds? Suggestions?
  2. These are great tips! Thank you!
  3. So my DB/NIN Sentinel is now level 36. There was a lot of trial and error, but so far so good. Things I really like about the build: - All the -ToHit coupled with Defense Toggles - Built in Mez Protection, Self-Heal, and Recovery. - Better than expected DPS. - Movement Buffs and Stealth Overall the build is stealth-nuker's delight. Plus I like how the -tohit on enemies helps teammates. Especially, teammates with defensive buffs. At level 36 this build is hard to kill. The only thing that's given him real trouble were the Rikti bosses in the RWZ missions from Levantera. I think those missions are made to be harder than normal. As it seems like the bosses always spawned at +1 or higher no matter what my settings were. The completely ripped me to shreds but once I went back to normal content I was fine. I'll probably go back and tackle those after the build is more complete. I'm terrible at using Mids/Pines, but here's a screenshot of where I'm at so far. Just basic generic IO's, with Tough and Weave so for. Still for a mid-level hero this build is easy to play. If it weren't for my alt-itis it would be 50+ by now.
  4. Non scientific opinion. I have a lvl 34 Plant/Dark Controller. It's probably one of safest & tankiest controller builds I've ever played. I have't played that toon in a bit, cuz Homecoming feeds my alt-itis. But it's not something I think the OP will regret rolling. Good on teams, great solo, decent damage. Really nothing to complain about.
  5. Got bored and rolled up a lvl 26 Necro/Thermal up on the test server. Mostly, because I've saw a random internet post claiming this combo is really good. So at lvl 26 it aprox 23% resistance to Smashing, Lethal. About 45% resistance to Fire and Toxic. Along with strong resistance to negative (can't remember the percentage). Ran a few quick Newspaper missons and have to say it was impressive. The lower tier pets didn't die as easily they normally do, and overall it felt quite tanky. Mind you, this was just a quick build I put together with standard IO's. So no special enhancements or set bonuses. I imagine someone who really knew what they were doing could, put together something much better than I did.
  6. I think the consensus back in the old days, was that AR/Kin had extremely good AoE potential. Especially, after getting fulcrum shift. Trying to find the old thread about this, but wasn't able to.
  7. So weird you posted this. While I don't have hard numbers, I can't help but think Psi/Bio/Psi would be a good combo. Given the %25 damage boost that Bio's offensive toggle grants. I got the idea after teaming up and running some Praetorian missions where we battled mutated Seers. One of the mobs appeared to be using Psychic Blast powers with Bio-Organic armor.
  8. Out of curiosity. What powerset combinations are people using to achieve some these amazing feats?
  9. I was in complete shocked it worked. There are some things I've run into however. - Repel is an energy hog. - Mobs with strong holds or blind effects can completely ruin this strategy. - Keeping the pets in BG mode at all times is very important. - The lack of strong debuffs is noticeable against EB's or AV's. For example, I took my Demons in to battle Castillo. Between his large hit point pool, strong attacks, and 'blinding powder' spam, I just died repeatedly. Ended up just abandoning that mission. Also, the Drudges in Night Ward wiped the floor with my MM. All those holds, meant I couldn't spam heals or provoke. So the pets went nuts, and the NPC's killed them easily.
  10. So I was having a lot of trouble with my Demon/Kin MM. She's only lvl 28. But I've reached the point were enemy groups have access to good aoe's. Plus /Kin doesn't offer much in the way shields for pets. Transfusion is a great heal, but pets have to stay in range. Which they often don't! Today was particularly frustrating. I was attempting to clear a Family mission, but my speed-boosted pets would get aggro-ed. Which resulted in them running away from me, getting themselves killed. I came to the boards and read through a few things. After, some thinking I went back in-game and made two changes to the build. - Picked up Repel and Provoke - Bought and slotted the "Sudden Acceleration Knockback to Knockdown" into repel. Then I went back into the mission and tried things again. The pets were put into Defensive_Follow. Then I went from mob-to-mob with repel toggled on, while I provoked. It worked like a charm, the pets stayed close to me and didn't aggro run off. The Repel + Provoke kept mobs aggroed on me. The KB to KD worked well enough, so mobs weren't too badly scattered. Mish was successfully finished and I felt 100% better about my MM. So this may be an option for those who are having trouble with using /Kin on a MM.
  11. I have a 28 Necro/Nature now and he's coming along nicely. The zombies really do seem benefit from all the uber heals (and they buff you too). /Kin was a struggle for me to work with on a MM. But I'm thinking there's something more wrong with how I'm playing the set, then the combo itself. I think a more 'tankermind' style would work better and perhaps keep the pets from running out of heal range. Back in the old days, I teamed with a Necro/Dark regularly. By end game, that guy was a powehouse. And this was before incarnates. One thing to note, the heal from /Dark is excelent and has rather large radius. You're pets will stay healed up easily. Also, the extra pet is nice. I fiddled around with /time but only at low levels. It blooms pretty early and I can see how /time with an MM primary would be good. If it were put to a vote I'd rate these as my top three choices for Necro: 1. Dark 2. Time 3. Nature
  12. I like Sentinels as they are mostly. It would be very easy for them to become OP and game breaking. But they were carefully designed not to do so. And again, for those people that want to play something that actually resembles a classic comic book superhero (The Punisher, Iron Man, Firestorm, etc..) Sentinels fit the bill. Also, Sentinel performance varies widely, depending on what Primary and Secondary are chosen. Dark/Nin is AWESOME for example. The more synergies between the chosen power set, the better that Sentinel will play. The other AT's are little more forgiving in that regard.
  13. What a confusing thread derail. Just a few simple facts: - People were soling Giant Monsters and TF's with Illusion Cold and Illusion Rad long before incarnates were introduced. - Permahasten was thing before incarnates as well. Don't really care about sandbox fights, but refusing to accept good advice bugs me.
  14. Go Bots/Time or Bots/Kin and use that nifty GoTO command PaxArcana gave you.
  15. Ninja/Dark was a pretty classic build back in the day... This old thread from a few years is still releavant and might be useful for you: https://www.cohtitan.com/forum/index.php?topic=11351.0
  16. I have a level 30 Rad/Rad sentinel. Which should be a level 50 now, but I suffer from alt-itis ::). When playing a Sentinel you really need to think of the 'classic' superhero type (For example: The Human Torch, Iron Man, Firestorm, The Punisher). That type of hero is pretty much self sufficient. He/she can blast enemies (with powers or ranged weapons), while still having some defense/armor. Sentinels remind me of Khelds or VEATS when it comes to play-style. They can off-tank, do some damage, and remain standing after the alpha-strike. I've been on some teams with higher level Sentinels, and after they were beasts. They don't require as much babysitting as Blasters. And aren't burdened with having to keep up buffs like Corruptors. On my Rad/Rad I've found myself still standing after a team wipe (along with the Tank/Brute). Which frees up healers to rez the rest of the team. So I guess "off-tank" is much better description for a Hybrid AT like this. At least that's how I think of them.
  17. Made a DM/Ninjitsu stalker today. She's amazing got her to level 20. I remember dark + Ninjitsu being a good combo from the old days.
  18. Updated the build somewhat... I'm currently at level 27. Rad/Rad is fun to play. Also, very survivable. Not invincible by a longshot. Too much aggro and you're gonna faceplant. But the build is tough enough to handle most solo situations and works well as a "tough dps" on team. ----------------------------------------- Hero Plan by Mids' Hero Designer 1.962 http://www.cohplanner.com/ Level 49 Science Sentinel Primary Power Set: Radiation Blast Secondary Power Set: Radiation Armor Power Pool: Speed Power Pool: Flight Power Pool: Teleportation Power Pool: Fighting Hero Profile: ------------ Level 1: Neutrino Bolt Acc(A), Acc(3), Dmg(3), Dmg(5), Dmg(5) Level 1: Alpha Barrier ResDam(A), ResDam(7), ResDam(7), EndRdx(9) Level 2: Irradiate Acc(A), Acc(9), Dmg(11), Dmg(11), Dmg(13) Level 4: Gamma Boost EndMod(A), EndMod(13), EndMod(15) Level 6: Proton Armor ResDam(A), ResDam(17), ResDam(17), EndRdx(19) Level 8: Aim ToHit(A), ToHit(19), RechRdx(21) Level 10: Fallout Shelter ResDam(A), ResDam(21), ResDam(23), RechRdx(23) Level 12: Hasten RechRdx(A), RechRdx(25), RechRdx(25) Level 14: Fly Flight(A) Level 16: Electron Haze Acc(A), Acc(27), Dmg(27), Dmg(29), Dmg(29) Level 18: Proton Therapy Heal(A), Heal(31), EndMod(31), RechRdx(31) Level 20: Proton Stream Acc(A), Acc(33), Dmg(33), Dmg(33) Level 22: Particle Acceleration Run(A), Run(34), Flight(34) Level 24: Recall Friend Range(A) Level 26: Neutron Bomb Acc(A), Acc(34), Dmg(36), Dmg(36), Dmg(36) Level 28: Particle Shielding Heal(A), Heal(37), Heal(37) Level 30: Boxing Empty(A) Level 32: Tough ResDam(A), ResDam(37), EndRdx(39) Level 35: Atomic Blast Acc(A), Acc(39), Dmg(39), Dmg(40) Level 38: Ground Zero Acc(A), Acc(40), Dmg(40), Dmg(42) Level 41: Weave DefBuff(A), DefBuff(42), EndRdx(42) Level 44: Meltdown ResDam(A), ResDam(45), ResDam(45), EndRdx(45) Level 47: Teleport Foe Acc(A) Level 49: Long Range Teleport RechRdx(A) 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 2: Rest Empty(A) Level 4: Ninja Run Level 2: Swift Empty(A) Level 2: Health Empty(A) Level 2: Hurdle Empty(A) Level 2: Stamina Empty(A) ------------
  19. After reading OrionX's post I decided to make an Ice Blast/Bio Armor Sentinel. Right now its at lvl 24. Which isn't hard to do. I got levels 1-17 by running the "Death From Below" trial repeatedly. Boring but it works. Levels 17 - 24 were attained by joining higher level door mission teams. Since this is completely new territory, I'm sort of working on the build based on what I've read on forums. Plus, advice from chatting with other players in-game. So far this is the power progression I have planned. 1: Ice Bolt 1: Hardened Carapace 2: Ice Blast 4: Frost Breath 6: Inexhaustible 8: Hasten 10: Environmental Adaption 12: Adaption 14: Super Speed 16: Aim 18: Ice Storm 20: Rebuild DNA 22: Bitter Ice Blast 24: Recall Friend 26: Bitter Freeze Ray 28: Athletic Regulation 30: Burnout 32: Blizzard 35: Genomic Evolution 38: Parasitic Leech Not really sure what I'm going to do at 41 when the auxiliary power pools kick in. The power pools for Sentinel don't look like they add much really. There's a lot of overlap from what's already in the build. I will say this. By level 20 the build was already feeling pretty self-sufficient. I'm running the offensive toggle from Bio Armor. The damage difference is noticeable. If you're worried about theme Bio Armor's visual FX can be set to minimal using the costume creator.
  20. Thanks for the post and info. I've been playing a rad/rad Sentinel and am having lots of fun. I agree the Sentinel isn't a blaster. If anything they remind me of Khelds and VEAT's. You can deal damage, have mez protection, and damage mitigation. I like rad/rad because the debuffs work well with the Sentinels inherent. Also, in big fights I've noticed blasters getting hammered while I'm still alive. Often I'm drawing the aggro after a blaster goes down. Which gives healers a break, so they can focus on rezzing and healing team mates. I like AT and find it very versatile. It doesn't excel in any one area, but is generalist that does well teamed or solo. I'm at lvl 27 now.
  21. So I'm trying to build a Rad/Rad sentinel and I'm at a complete loss. I never played blasters much and didn't touch Radiation Armor at all during the last days of COH. Here's what I have so far, any help or suggestions would be welcome. Hero Plan by Mids' Hero Designer 1.962 http://www.cohplanner.com/ Click this DataLink to open the build! Rad Robbie: Level 49 Science Sentinel Primary Power Set: Radiation Blast Secondary Power Set: Radiation Armor Power Pool: Speed Hero Profile: Level 1: Neutrino Bolt -- Empty(A), Empty(3), Empty(3) Level 1: Alpha Barrier -- Empty(A), Empty(5) Level 2: X-Ray Beam -- Empty(A), Empty(5), Empty(7) Level 4: Proton Armor -- Empty(A), Empty(7) Level 6: Hasten -- Empty(A), Empty(9), Empty(9) Level 8: Aim -- Empty(A) Level 10: Fallout Shelter -- Empty(A), Empty(11) Level 12: Electron Haze -- Empty(A), Empty(13), Empty(13) Level 14: Super Speed -- Empty(A) Level 16: [Empty] Level 18: [Empty] Level 20: [Empty] Level 22: [Empty] Level 24: [Empty] Level 26: [Empty] Level 28: [Empty] Level 30: [Empty] Level 32: [Empty] Level 35: [Empty] Level 38: [Empty] Level 41: [Empty] Level 44: [Empty] Level 47: [Empty] Level 49: [Empty] 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 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Empty(A) Level 2: Health -- Empty(A), Empty(11), Empty(15) Level 2: Hurdle -- Empty(A) Level 2: Stamina -- Empty(A), Empty(15) ------------
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