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About Me

Found 6 results

  1. One thing I'd really like to work on, if possible, is to create a group repository of information on Sentinels as a whole, explaining what makes a strong pairing from each primary to each secondary and all of the pool powers, as well as what distinguishes Sentinels from Scrappers and Blasters. I understand that this is a big undertaking, but I think it could be extremely helpful to new players. I have some thoughts on these subjects, but the fact of the matter is, I didn't play CoX live at a very high level of proficiency and there are limits to how much I've experienced in Sentinel as-is. I will say that i would like to avoid contributions from people who are of the position that there is no such thing as a weak choice of powerset in CoX, or of the position that any powerset is so bad it should not be taken by anyone with an interest in m making the most of their characters. I believe it is possible and responsible to speak in general terms about average player performance and also support a diversity of interests. There is no wrong way to play, but I want players to be reasonably well-informed going into their choices -- at least, if they want to be. Some enjoy the discovery! I think the best way to create such a project would be for people to submit "sets" of opinions, where they analyze multiple different powersets in compare and contrast, so that we can get a feel for each reviewer's independently, then have a "czar" for that powerset synthesize all the submissions into something that succinctly reflects the consensus and any important divergences thereof. However, that assumes a large interest in this project. I don't know if anyone else would be interested in contribution. Also, accepting general feedback at this stage. Post inspired in part by @oldskool and their excellent comments in various threads. Set Sign-Up Sheet List of posters reviewing what powersets. Set Name Reviewer 1 Reviewer 2 Reviewer 3 Reviewer 4 Primaries Archery @drbuzzard @oldskool Assault Rifle @oldskool @Sunsette Beam Rifle @Sunsette [X] Dark Blast @drbuzzard @oldskool Dual Pistols @oldskool [X] Energy Blast @Sunsette [X] Electric Blast Fire Blast @drbuzzard Ice Blast Psychic Blast @drbuzzard @oldskool Radiation Blast Sonic Attack Water Blast @drbuzzard Secondaries Bio Armor @drbuzzard Dark Armor @oldskool Electric Armor @Hopeling[X] Energy Aura @Sunsette [X] Fiery Aura @drbuzzard Ice Armor Invulnerability @Sunsette [X] Ninjitsu @drbuzzard @oldskool [X] Radiation Armor @Destlin Regeneration Super Reflexes @Sunsette [X] @drbuzzard Willpower @drbuzzard @oldskool [X] Epic Pools Dark Mastery Electricity Mastery @Sunsette Fire Mastery @Sunsette Ice Mastery @Sunsette Ninja Tool Mastery Psionic Mastery @Sunsette Leviathan Mastery Mace Mastery Mu Mastery Soul Mastery Utility Pools Concealment @Sunsette Fighting @Sunsette Flight @Sunsette Leadership @Sunsette Leaping @Sunsette Medicine @Sunsette Presence @Sunsette Sorcery @Sunsette Speed @Sunsette Teleportation @Sunsette We can have more reviewers than four, but I chose not to assume everyone in the world ever would want to participate in this. I'll increase the number of slots if necessary. I intend to do the synthesizing of reviews into a coherent whole and will also be doing primary reviews on a number of sets; please feel free to keep me honest and call me on my shit if you think I've done a poor job somewhere. I'm initially going to be conservative on picking sets and stick to ones I feel I have a very, very strong grasp on; I'll branch out to ones I feel I have an OK grasp on if we have a lot of holes. If you're interested in submitting a review, this is the current format. Submissions are not yet open, but will be soon barring major disagreements. Set Review Format (Tentative) Powerset Name Basic Qualities:0 If damage primary: High/Med/Low Single-Target Damage1, High/Med/Low AoE Damage2 (# Cones/# Spheres/# PBAoEs)3, High/Med/Low Control4 If survival secondary: High/Med/Low HP/Healing5, High/Med/Low Defense6, High/Med/Low Resistance7, High/Med/Low "Clicky-ness"8. If pool: The main purpose of this pool. Special Qualities: For primaries, list secondary effects here: knockback, knockdown, stun, -regen, -res, -def, etc. Do not include the benefits of Passive or Active Opportunity. For secondaries, list things that aren't defense, resistance, healing, absorbs, or max HP here. So +recharge, defense debuff resistance, any notable mez protection the set lacks or is weak in, etc. If pool: Can skip Other: Anything else that you think should be noted about this powerset. Significant changes in this powerset from their implementation on other archetypes should go here. Beginner's Notes: Any powers or strategies that are especially beneficial to low level or new players to this set. This is a good place to put down slotting ideas for before level 50 (keep it to under 10 million inf. costs please) as well as early level rotations. Skippables/Must-Haves: For primaries or secondaries, list the powers that typically are considered optional or bad. For pools, list powers that are the strongest in the set. Whenever possible, please explain your reasoning. Advanced Slotting: L50 builds. (sky's the limit for budget). Whenever possible, please explain your reasoning. This will probably be a pretty long section that needs subdivisions, I'll work on this some more. Base Rotation: The standard attack rotation leveling up or at early 50s, for people to refine. Note any cooldown benchmarks that may be necessary for a specific rotation if it requires over 70% or so enhancement or global recharge. Complementary Choices: Suggest any primary, secondary, or pool (save ones that are mutually exclusive with this one) that synergizes with this one, and explain why. Ex: Energy Blast synergizes well with pools that contain an AoE immobilize with knockback protection and a strong melee attack to make the most of position with Nova; Dark Blast synergizes well with Dark Mastery to completely floor the opponents' accuracy. Whenever possible, please explain your reasoning. Incarnates: Would skip this for pool powers generally speaking, but incarnate powers that pair notably well with this powerset. Whenever possible, please explain your reasoning. 0 All measures assuming fully geared and incarnated at 50; this is just so we have an empirical baseline. 1 High: ST damage of approximately ≥230+ DPS. // Medium: ST damage of approximately 190 DPS. // Low: ST damage of approximately ≤160 DPS. If damage type is mostly Smashing or Lethal, consider it one tier lower. 2 High: Has 3+ AoEs. // Medium: Has 2 AoEs. // Low: Has 1 AoE. If damage type is mostly Smashing or Lethal, consider it as having one fewer AoE. 3 The breakdown of the number and type of each AoE type. 4 High: Reliably reduces incoming damage from the average pack of enemies by 50% or more. // Medium: Reliably reduces incoming damage from the average pack of enemies by about a third or a quarter. // Low: Controls can be beneficial sometimes but not to be relied upon. 5 High: Unaided, can heal or absorb a third of base Max HP (400) every 10 seconds or less. // Medium: Unaided, can heal or absorb a third of base Max HP (400) every 20 seconds or so. // Low: Unaided, can heal or absorb a third of base Max HP (400) every 40 seconds or more. Does not include the benefits of Defensive Opportunity. 6 Use values derived from Reistorm's chart located here. High: Gets S/L/E or all Positional to ≥32.5%. // Medium: Gets some of S/L/E or Positional to ≥32.5%, or gets all of S/L/E to 20%+. // Low: Any other result. 7 Use values derived from Reistorm's chart located here. High: Gets S/L to ≥45% or S/L/E to ≥30%. // Medium: Gets S/L or E o to ≥45%, or gets all to 20+%. // Low: Any other result. 8 High: Has 2+ abilities with an enhanced cooldown of a minute or less used frequently. // Medium: Has an ability virtually used on 'autocast' or an ability with an enhanced cooldown of a minute or less that otherwise needs to be frequently used for a non-healing purpose. // Low: Active abilities with enhanced cooldowns of a minute or less are rarely used for any purpose but an emergency heal. Outline (Tentative) Why Play a Sentinel? Seize the Opportunity: Sentinel Basics The Never-Ending Battle: Attack and Defense Mechanics Zoom and Enhance: Enhancement Mechanics Four-Color Fantasy: Leveling Red, Blue, Gold, and Black Primary Colors: Blast Powerset Reviews Secondary Strategies: Defensive Powerset Reviews Fly Like an Eagle: Utility Pool Reviews EPIC!: Epic Pool Reviews The Alpha and the Omega: Incarnate Mechanics A Few Provisos: Badges, Macros, and other Miscellany At the moment these are all things I intend to write myself, but I will gladly take volunteers for any sections.
  2. Hello all, I’m wondering if anyone has any ideas for a katana/SR PvP build. I know It’s not ideal for PvP, but as this is my badge hunting toon; I often find myself in PvP zones. I would like to have a build that would at least give me a better chance in PvP than my current PvE build provides. Thank you for any assistance you can provide! -Web
  3. This is going to be a "grind from 1-50" character. As such, especially with all the abundant respecs, I've come to think in terms of leveling up with "Early", "Mid" and "Final" builds. Just for reference, for new characters, I pre-purchase all the IOs attuned and just slot them when the time comes. Tank SR caught my attention for the next grinder because I was curious what kind of layers I could add to it. More later about where that ended up for the final build. I chose Claws because, well, why not? (Rhetorical question) First Stage (1-25) This is how I see it at the end of the "Early" game. Soft capped already? Well all right... At 25-ish, I'll respec into something that will lead to this: It's sort of a shame to burn a respec just to take one slot away to use elsewhere (From Practiced Brawler since it's now perma with 1 lvl 25 SO) but whatevah. Positional Defs are now in the low 50s. Overkill for the mid level game but it's needed for the roadmap. I'm slotting the best +rch IOs I can in lieu of purples at this point. Other notable numbers: Recharge 73% S/L Res: 47.8% All others: 20ish (more or less) I don't know exactly when I'll do the next respec. The purpose of it will be to turbo-charge recharge for Rune of Protection, so probably just before I choose that at 44. At this point I'll be building to (final build): For the final build, I found myself in a pickle. When the battle lines have always been drawn in the great Tanker Wars of "Taunt - yea or nay" I've historically been adamantaly "yea". However, I need Hasten and couldn't find anything else to omit without hurting Def or Rch. I figured with 3 ranged attacks (Focus, Arcane Bolt and Shockwave) maybe I can get by without it. Why do I "need" Hasten? With it, Rune has almost a 60% uptime (recharge in 152.5 seconds). Without, it's down an additional 33 seconds, that's more time than I'd like. To summarize - Melee Def 62.3 Ranged Def 57 AOE Def 57.7 (yes, R and AOE are a big below iSoftCap but more about that later) Regen 242% Without Rune S/l Res is 55.5 All others 30-40. With Rune s/l res is 81.1 all others 55-66. Let's add in another 5% resists to all because I'm diligent with my Base Empowerment buffs. I'll max out my personal salvage vault to have everything needed for the res buffs as well as recharge and recovery. (As long as the base teleport ability exists, I'll just pop in whenever the buffs expire, then return. When that ability gets taken away... I'll figure something out.) Which leads to: s/l 86.1 e/n 60.3 f/c 71.5 t/p 67 Not too shabby for the "one trick pony" SR is reputed to be. I would be interested in opinions as to whether build A or build B is preferable, where build A is the one above and build B is the one below. The difference is, I took 3 slots from the 6 Unbreakable Guards in Rune and substituded 3 Impervious Skins, including the proc. The net result, with Rune and Base Empowerments: s/l 86.8 e/n 59.5 f/c 65.5 t/p 62.5 B adds 1.6 seconds of recharge to Rune. Not a dealbreaker, but a data point regardless. HP and Regen comparison, the reason to switch to B, is: A: Regen 262% (29.4 hp/sec) HP 2698.6 B: Regen 287% (32.6 hp/sec) HP: 2726.7 I'm leaning heavy on the original (A), if for no other reason due to the positionless psi damage that exists. Maybe I'll go 5 UC and the proc. Destiny was another one I was torn on, I had settled on Rebirth for the burst heal but as I've been typing this, it occurred to me I could cycle Barrier with Rune. Once the Rune buff wore off, I'd have 30 seconds of 32.5% res from Barrier, then I have 30 seconds of not so uber with 7.5% res before Rune is ready again. Even a second or 2 of 5%. Here's the cycle (for simplicity I'm leaving out the megaburst for Barrier's first 20 seconds and also 2.5 seconds of Rune's recharge.) t = 0-30: 32.5 (all from Barrier) t = 31-60: 7.5 (all from Barrier) t = 61-90: 30 (25 Rune, 5 Barrier) t = 91-120: 30 (25 Rune, 5 Barrier) t = 120-150: 25 (all Rune) Repeat I'm also not completely settled on Alpha. Without Agility I got a leeetle bit below iSoftCap for Range and AOE but Spiritual Core buffs Regen and shaves another 5 seconds off Rune. Also in the "it dawned on me while typing this" category - Barrier would cover up that small iGap for def (which isn't a real concern anyway because in that content the +def buffs flow freely). So after all that I think I'm fairly settled on Spiritual Core and Barrier Core. I'll go for a pocket healer for Lore, Melee Core hybrid (the one with resists), Judgement Void Radial for -50% dmg debuff and play "spin the wheel of Interface" for the last one.
  4. Since I've sparked alot of questions and interests teaming up n'rampaging around...figured it was about time to actually post her build so people can see what actual madness went into this build. Amusingly, this was actually what I would consider a 'cheap' build compared to my others...only 2 full ATO sets, 1 purple damage proc, plus the usual pvp procs...vs the usual 3-5 purple sets, etc etc. Basically you can play the rng market with converters to make most of the rarer stuff like the lotg procs, so those pieces cost next to nothing to get your hands on. All sets are attuned so you maintain a large portion of your defenses n'other bonuses pretty nicely, solo pieces and generic IO's are all +5'd for max effect and just because I could. Also, this is a weirdly sneaky build as well, Stealth + stealth IO and turning off Evasion (Aka the taunt aura) means you can zip around unnoticed and do all kinds of silly things like soloing key mobs in stealthable missions. Also-also....be warned that leveling up will not be easy at first...SR is like tissue paper in the early levels before you get your defenses built up properly and SS's huge end usage/Rage crashes will make your blue bar cry frequently at its mistreatment till you get the +end procs going. Once you get things built up and in order though, you'll never really have to pay attention to your end bar again...even with rage crashes. Key features: Overall Defense: 55-58% (I only monitor aoe def since its the lowest of the 3, melee/ranged are +3%) Resistances: 53% S/L, 20% F/C, 16% E/N, 15% T/P (Dodge/Agile/Lucky can crank these numbers way up when your health drops) Debuff Resistance: 95% Defense debuff (Cim mobs are a literal joke, as is Anti-mater), 60% Perception/Recharge/Speed debuff Tohit Bonus: +31.5% (With Rage) Damage Bonus: 30% (Without Rage/Fury, usually up in the 250-300% range otherwise) Global Recharge: 85% Hit Points: 2080 (With accolades) Regeneration Rate: 1.17% - 24 hp/sec (Rebirth and Melee jack this waaaaaaay up as needed) Endurance: 119 Recovery Rate: 3.02% - 3.6 end/sec (PS and Panacea +end procs play a big role) ------------ Soul Fury: Level 50 Natural Brute Primary Power Set: Super Strength Secondary Power Set: Super Reflexes Power Pool: Leaping Power Pool: Fighting Power Pool: Concealment Ancillary Pool: Energy Mastery ------------ Level 1: Jab Mako's Bite - Accuracy/Damage Mako's Bite - Damage/Endurance Mako's Bite - Damage/Recharge Mako's Bite - Accuracy/Endurance/Recharge Mako's Bite - Accuracy/Damage/Endurance/Recharge Mako's Bite - Chance of Damage(Lethal) Level 1: Focused Fighting Red Fortune - Defense/Endurance Red Fortune - Defense/Recharge Red Fortune - Defense/Endurance/Recharge Red Fortune - Defense Red Fortune - Endurance Reactive Defenses - Scaling Resist Damage Level 2: Punch Superior Brute's Fury - Accuracy/Damage Superior Brute's Fury - Damage/Recharge Superior Brute's Fury - Accuracy/Damage/Recharge Superior Brute's Fury - Damage/Endurance/RechargeTime Superior Brute's Fury - Accuracy/Damage/Endurance/Recharge Superior Brute's Fury - Recharge/Fury Bonus Level 4: Focused Senses Red Fortune - Defense/Endurance Red Fortune - Defense/Recharge Red Fortune - Defense/Endurance/Recharge Red Fortune - Defense Red Fortune - Endurance Shield Wall - +Res (Teleportation), +5% Res (All) Level 6: Haymaker Mako's Bite - Accuracy/Damage Mako's Bite - Damage/Endurance Mako's Bite - Damage/Recharge Mako's Bite - Accuracy/Endurance/Recharge Mako's Bite - Accuracy/Damage/Endurance/Recharge Mako's Bite - Chance of Damage(Lethal) Level 8: Knockout Blow Mako's Bite - Accuracy/Damage Mako's Bite - Damage/Endurance Mako's Bite - Damage/Recharge Mako's Bite - Accuracy/Endurance/Recharge Mako's Bite - Accuracy/Damage/Endurance/Recharge Level 10: Practiced Brawler Recharge Reduction IO (+5) Level 12: Combat Jumping Luck of the Gambler - Recharge Speed Level 14: Super Jump Winter's Gift - Slow Resistance (20%) Level 16: Kick Empty Level 18: Rage Gaussian's Synchronized Fire-Control - To Hit Buff Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance Gaussian's Synchronized Fire-Control - Recharge/Endurance Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance Gaussian's Synchronized Fire-Control - Chance for Build Up Level 20: Evasion Red Fortune - Defense/Endurance Red Fortune - Defense/Recharge Red Fortune - Defense/Endurance/Recharge Red Fortune - Defense Red Fortune - Endurance Level 22: Tough Steadfast Protection - Resistance/+Def 3% Gladiator's Armor - TP Protection +3% Def (All) Unbreakable Guard - +Max HP Aegis - Resistance Aegis - Resistance/Endurance Aegis - Resistance/Endurance/Recharge Level 24: Dodge Luck of the Gambler - Defense Luck of the Gambler - Recharge Speed Level 26: Agile Luck of the Gambler - Defense Luck of the Gambler - Recharge Speed Level 28: Lucky Luck of the Gambler - Defense Luck of the Gambler - Recharge Speed Level 30: Hurl Superior Unrelenting Fury - Accuracy/Damage Superior Unrelenting Fury - Damage/RechargeTime Superior Unrelenting Fury - Accuracy/Damage/RechargeTime Superior Unrelenting Fury - Damage/Endurance/RechargeTime Superior Unrelenting Fury - Accuracy/Damage/Endurance/RechargeTime Superior Unrelenting Fury - RechargeTime/+Regen/+End Level 32: Foot Stomp Scirocco's Dervish - Accuracy/Damage Scirocco's Dervish - Damage/Endurance Scirocco's Dervish - Damage/Recharge Scirocco's Dervish - Accuracy/Damage/Endurance Scirocco's Dervish - Accuracy/Recharge Armageddon - Chance for Fire Damage Level 35: Quickness Run Speed IO (+5) Level 38: Weave Red Fortune - Defense/Endurance Red Fortune - Defense/Recharge Red Fortune - Defense/Endurance/Recharge Red Fortune - Defense Red Fortune - Endurance Level 41: Taunt Perfect Zinger - Taunt/Range Perfect Zinger - Taunt/Recharge Perfect Zinger - Taunt/Recharge/Range Perfect Zinger - Chance for Psi Damage Level 44: Superior Conditioning Endurance Modification IO (+5) Level 47: Physical Perfection Regenerative Tissue - +Regeneration Level 49: Stealth Red Fortune - Defense/Endurance (+5) ------------ Level 1: Fury Level 1: Sprint Unbounded Leap - +Stealth Level 2: Swift Run Speed IO (+5) Level 2: Health Panacea - +Hit Points/Endurance Level 2: Hurdle Jumping IO (+5) Level 2: Stamina Performance Shifter - EndMod Performance Shifter - EndMod/Recharge Performance Shifter - EndMod/Accuracy/Recharge Performance Shifter - EndMod/Accuracy Performance Shifter - Chance for +End ------------ Level 50: Agility Radial Paragon Level 50: Melee Core Embodiment Level 50: Reactive Radial Flawless Interface Level 50: Mighty Radial Final Judgement Level 50: Demons Core Superior Ally Level 50: Rebirth Radial Epiphany ------------
  5. Having a lot of end problems on Savage, with this brute and also my scrapper, both who are lvl 50, but can not seem to get endurance to balance itself out, is it because the set has too many AOE's. Thanks in advance. If someone has a Pines build I would be most grateful
  6. Having gotten my first post-shutdown character, a Rad/Psi Tanker to 50, I should have been busy grinding out incarnate goodies for her. But putting sanity aside, I decided to not only attempt an SR Tanker, but one using Titan Weapons. While I suspect I will be bitten in the rear later in upper levels, it's been much better than expected (apologies though to that one team from this past Saturday) up through level 32. Titan Weapon is endurance hungry, so I was forced to double slot all attacks but the first two for endurance cost reduction (and the second one has one endurance reduction slotted) since not all teams have someone who buffs recovery. Solo, defenses all sit at a hair more than 40%. Melee Defense will leap up well over 45% when Defensive Sweep is used. Typically party buffs result in Ranged and AoE Defenses rising past 45% as well. Capping is trivially within reach. But what then? Chasing resistance buffs via IOs seems a pursuit with minimal payback. If the idea is he will not get hit often, building Regeneration seems like the way to go. On top of that I was thinking of grabbing the scaling resist IO and have slotted the ATO absorb proc enhancement.
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