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Posted

Trying to prune a few powers and I'm wondering what people think of Molten Embrace, Consume, and Cauterizing Blaze. Worth keeping or skippable?

I haven't tried Phoenix Rising but it seems like it would be a useful "oh crap" power to prevent death.

Posted
2 hours ago, Captain Fabulous said:

I haven't tried Phoenix Rising but it seems like it would be a useful "oh crap" power to prevent death.

 

Doesn't actually prevent death, but does revive you from death. My opinion on self rez powers may be different from others, but this is how I see them. If you're trying to make a build to be survivable, then picking up a self rez power defeats the purpose/goal of the build. If you're willing to sacrifice survival and opt for offense, I could see having a self revive be useful as you would "expect" to die more often.

 

I personally wouldn't skip Molten Embrace (damage buffs are always useful, great for offense and defense as dead enemies can't kill you). Consume is primarily useful for survivability. While it can help fix endurance issues, it also boosts max HP which is useful to have. Out of those 3, I would personally skip the self revive, but it's also a power skip that won't provide you with any additional slots to spend elsewhere as most builds don't slot self revive powers.

 

Cauterizing Blaze I see as being more optional. It's nice as a passive heal and hardly costs any endurance, but with the lower HP cap of sentinels you also don't benefit that greatly from it. Healing Flames provides a significant heal on click and has a relatively quick recharge time. Imo, you could just stick with HF for heals and skip Cauterizing Blaze.

Posted (edited)

  

8 hours ago, Warshades said:

 

Doesn't actually prevent death, but does revive you from death. My opinion on self rez powers may be different from others, but this is how I see them. If you're trying to make a build to be survivable, then picking up a self rez power defeats the purpose/goal of the build. If you're willing to sacrifice survival and opt for offense, I could see having a self revive be useful as you would "expect" to die more often.

 

I personally wouldn't skip Molten Embrace (damage buffs are always useful, great for offense and defense as dead enemies can't kill you). Consume is primarily useful for survivability. While it can help fix endurance issues, it also boosts max HP which is useful to have. Out of those 3, I would personally skip the self revive, but it's also a power skip that won't provide you with any additional slots to spend elsewhere as most builds don't slot self revive powers.

 

Cauterizing Blaze I see as being more optional. It's nice as a passive heal and hardly costs any endurance, but with the lower HP cap of sentinels you also don't benefit that greatly from it. Healing Flames provides a significant heal on click and has a relatively quick recharge time. Imo, you could just stick with HF for heals and skip Cauterizing Blaze.


 

From the description it sounds like Phoenix Rising can be used before you're dead and provides a large heal based upon your remaining hit points.

 
Edited by Captain Fabulous
  • Thumbs Up 1
Posted
3 hours ago, Captain Fabulous said:

 

From the description it sounds like Phoenix Rising can be used before you're dead and provides a large heal based upon your remaining hit points.

 

You are correct, I was thinking of the old Rise of the Phoenix version of the power.

  • Thumbs Up 1
Posted
55 minutes ago, kelika2 said:

drop consume, drop caut blaze.

molten embrace is like the second reason to be fire armor

Don't drop Consume, potentially drop Cauterizing Embrace. You don't have to hit targets with Consume for the +max HP buff to hit you. It gives you nearly 30% more HP on demand and is incredibly easy to make permanent. Cauterizing Embrace wouldn't be bad either, not sure why you need to potentially sacrifice so many good powers to make your build. Care to elaborate what you're trying to squeeze in? Fold Space + Fighting pool powers? 

Posted
16 hours ago, Camel said:

Don't drop Consume, potentially drop Cauterizing Embrace. You don't have to hit targets with Consume for the +max HP buff to hit you. It gives you nearly 30% more HP on demand and is incredibly easy to make permanent. Cauterizing Embrace wouldn't be bad either, not sure why you need to potentially sacrifice so many good powers to make your build. Care to elaborate what you're trying to squeeze in? Fold Space + Fighting pool powers? 


Yeah, I wanted to try and squeeze in the Fighting pool.

  • Like 1
Posted
7 minutes ago, Captain Fabulous said:


Yeah, I wanted to try and squeeze in the Fighting pool.

Do you mind sharing the build? 2 out of the 3 powers you mentioned potentially cutting are what I would consider "staples". We might be able to find a way to trim some fat by getting rid of powers that are potentially less useful! 😄

Posted
15 minutes ago, Camel said:

Do you mind sharing the build? 2 out of the 3 powers you mentioned potentially cutting are what I would consider "staples". We might be able to find a way to trim some fat by getting rid of powers that are potentially less useful! 😄


It's been awhile, not sure the best way to import a Mid's build. Try this. I can give up the 2 APPs, but that still leaves 1 more to prune out.

https://api.midsreborn.com/build/download/FPozOoenVHKIdtEr


 

Posted

Human Flare - Hero Sentinel
Build plan made with Mids' Reborn v3.7.5 rev. 21
──────────────────────────────

  • Primary powerset: Fire Blast
  • Secondary powerset: Fiery Aura
  • Pool powerset (#1): Flight
  • Pool powerset (#2): Speed
  • Pool powerset (#3): Leadership
  • Pool powerset (#4): Fighting
  • Epic powerset: Fire Mastery

──────────────────────────────

Powers taken:

Level 1: Flares

  • A: Invention: Accuracy
  • 3: Invention: Damage Increase
  • 3: Invention: Damage Increase
  • 5: Invention: Endurance Reduction

Level 1: Fire Shield

  • A: Invention: Endurance Reduction
  • 5: Invention: Resist Damage
  • 7: Invention: Resist Damage

Level 2: Fire Blast

  • A: Invention: Accuracy
  • 7: Invention: Damage Increase
  • 9: Invention: Damage Increase
  • 9: Invention: Endurance Reduction

Level 4: Molten Embrace

  • A: Invention: Endurance Reduction

Level 6: Fire Ball

  • A: Invention: Accuracy
  • 11: Invention: Damage Increase
  • 11: Invention: Damage Increase
  • 13: Invention: Endurance Reduction

Level 8: Fly

  • A: Invention: Flight Speed

Level 10: Hover

  • A: Invention: Flight Speed
  • 13: Kismet: Accuracy +6%
  • 15: Luck of the Gambler: Defense/Increased Global Recharge Speed
  • 42: Reactive Defenses: Scaling Resist Damage

Level 12: Blaze

  • A: Accuracy
  • 15: Damage Increase
  • 17: Damage Increase
  • 17: Endurance Reduction

Level 14: Healing Flames

  • A: Recharge Reduction
  • 19: Recharge Reduction
  • 19: Healing
  • 21: Healing

Level 16: Temperature Protection

  • A: Steadfast Protection: Resistance/+Def 3%
  • 21: Steadfast Protection: Knockback Protection
  • 23: Gladiator's Armor: TP Protection +3% Def (All)
  • 25: Impervious Skin: Status Resistance/Regeneration
  • 27: Unbreakable Guard: +Max HP

Level 18: Plasma Shield

  • A: Endurance Reduction
  • 23: Resist Damage
  • 25: Resist Damage

Level 20: Fire Breath

  • A: Accuracy
  • 27: Damage Increase
  • 29: Damage Increase
  • 29: Endurance Reduction

Level 22: Blazing Blast

  • A: Accuracy
  • 31: Damage Increase
  • 31: Damage Increase
  • 31: Endurance Reduction

Level 24: Rain of Fire

  • A: Accuracy
  • 33: Damage Increase
  • 33: Damage Increase
  • 33: Endurance Reduction

Level 26: Inferno

  • A: Accuracy
  • 34: Recharge Reduction
  • 34: Recharge Reduction
  • 34: Damage Increase
  • 36: Damage Increase
  • 36: Endurance Reduction

Level 28: Consume

  • A: Accuracy
  • 36: Endurance Modification
  • 37: Endurance Modification
  • 37: Recharge Reduction
  • 37: Recharge Reduction

Level 30: Burn

  • A: Accuracy
  • 39: Recharge Reduction
  • 39: Recharge Reduction
  • 39: Damage Increase
  • 40: Damage Increase

Level 32: Cauterizing Blaze

  • A: Healing
  • 40: Healing

Level 35: Hasten

  • A: Recharge Reduction
  • 40: Recharge Reduction

Level 38: Fire Cages

  • A: Accuracy
  • 42: Endurance Reduction
  • 42: Recharge Reduction

Level 41: Cremate

  • A: Accuracy
  • 43: Damage Increase
  • 43: Damage Increase
  • 43: Endurance Reduction

Level 44: Maneuvers

  • A: Endurance Reduction
  • 45: Luck of the Gambler: Defense/Increased Global Recharge Speed
  • 45: Shield Wall: +Res (Teleportation), +5% Res (All)
  • 45: Invention: Defense Buff

Level 47: Tactics

  • A: Invention: Endurance Reduction
  • A: Invention: To Hit Buff
  • A: Invention: To Hit Buff

Level 49: Aim

  • A: Invention: Recharge Reduction
  • A: Invention: Recharge Reduction


──────────────────────────────

Inherents:

Level 1: Opportunity


Level 1: Brawl

  • (Empty)

Level 1: Sprint

  • A: Invention: Run Speed

Level 2: Rest

  • (Empty)

Level 1: Swift

  • A: Invention: Run Speed

Level 1: Hurdle

  • A: Invention: Jumping

Level 1: Health

  • A: Miracle: +Recovery
  • 46: Numina's Convalesence: +Regeneration/+Recovery
  • 48: Panacea: +Hit Points/Endurance
  • 48: Regenerative Tissue: +Regeneration

Level 1: Stamina

  • A: Invention: Endurance Modification
  • 46: Invention: Endurance Modification
  • 46: Performance Shifter: Chance for +End
  • 48: Power Transfer: Chance to Heal Self

Level 8: Afterburner


 

33 minutes ago, Camel said:

Do you mind sharing the build? 2 out of the 3 powers you mentioned potentially cutting are what I would consider "staples". We might be able to find a way to trim some fat by getting rid of powers that are potentially less useful! 😄


Figured it out lol

Posted
Just now, Captain Fabulous said:

Human Flare - Hero Sentinel
Build plan made with Mids' Reborn v3.7.5 rev. 21
──────────────────────────────

  • Primary powerset: Fire Blast
  • Secondary powerset: Fiery Aura
  • Pool powerset (#1): Flight
  • Pool powerset (#2): Speed
  • Pool powerset (#3): Leadership
  • Pool powerset (#4): Fighting
  • Epic powerset: Fire Mastery

 

──────────────────────────────

Powers taken:

Level 1: Flares

  • A: Invention: Accuracy
  • 3: Invention: Damage Increase
  • 3: Invention: Damage Increase
  • 5: Invention: Endurance Reduction

 

Level 1: Fire Shield

  • A: Invention: Endurance Reduction
  • 5: Invention: Resist Damage
  • 7: Invention: Resist Damage

 

Level 2: Fire Blast

  • A: Invention: Accuracy
  • 7: Invention: Damage Increase
  • 9: Invention: Damage Increase
  • 9: Invention: Endurance Reduction

 

Level 4: Molten Embrace

  • A: Invention: Endurance Reduction

 

Level 6: Fire Ball

  • A: Invention: Accuracy
  • 11: Invention: Damage Increase
  • 11: Invention: Damage Increase
  • 13: Invention: Endurance Reduction

 

Level 8: Fly

  • A: Invention: Flight Speed

 

Level 10: Hover

  • A: Invention: Flight Speed
  • 13: Kismet: Accuracy +6%
  • 15: Luck of the Gambler: Defense/Increased Global Recharge Speed
  • 42: Reactive Defenses: Scaling Resist Damage

 

Level 12: Blaze

  • A: Accuracy
  • 15: Damage Increase
  • 17: Damage Increase
  • 17: Endurance Reduction

 

Level 14: Healing Flames

  • A: Recharge Reduction
  • 19: Recharge Reduction
  • 19: Healing
  • 21: Healing

 

Level 16: Temperature Protection

  • A: Steadfast Protection: Resistance/+Def 3%
  • 21: Steadfast Protection: Knockback Protection
  • 23: Gladiator's Armor: TP Protection +3% Def (All)
  • 25: Impervious Skin: Status Resistance/Regeneration
  • 27: Unbreakable Guard: +Max HP

 

Level 18: Plasma Shield

  • A: Endurance Reduction
  • 23: Resist Damage
  • 25: Resist Damage

 

Level 20: Fire Breath

  • A: Accuracy
  • 27: Damage Increase
  • 29: Damage Increase
  • 29: Endurance Reduction

 

Level 22: Blazing Blast

  • A: Accuracy
  • 31: Damage Increase
  • 31: Damage Increase
  • 31: Endurance Reduction

 

Level 24: Rain of Fire

  • A: Accuracy
  • 33: Damage Increase
  • 33: Damage Increase
  • 33: Endurance Reduction

 

Level 26: Inferno

  • A: Accuracy
  • 34: Recharge Reduction
  • 34: Recharge Reduction
  • 34: Damage Increase
  • 36: Damage Increase
  • 36: Endurance Reduction

 

Level 28: Consume

  • A: Accuracy
  • 36: Endurance Modification
  • 37: Endurance Modification
  • 37: Recharge Reduction
  • 37: Recharge Reduction

 

Level 30: Burn

  • A: Accuracy
  • 39: Recharge Reduction
  • 39: Recharge Reduction
  • 39: Damage Increase
  • 40: Damage Increase

 

Level 32: Cauterizing Blaze

  • A: Healing
  • 40: Healing

 

Level 35: Hasten

  • A: Recharge Reduction
  • 40: Recharge Reduction

 

Level 38: Fire Cages

  • A: Accuracy
  • 42: Endurance Reduction
  • 42: Recharge Reduction

 

Level 41: Cremate

  • A: Accuracy
  • 43: Damage Increase
  • 43: Damage Increase
  • 43: Endurance Reduction

 

Level 44: Maneuvers

  • A: Endurance Reduction
  • 45: Luck of the Gambler: Defense/Increased Global Recharge Speed
  • 45: Shield Wall: +Res (Teleportation), +5% Res (All)
  • 45: Invention: Defense Buff

 

Level 47: Tactics

  • A: Invention: Endurance Reduction
  • A: Invention: To Hit Buff
  • A: Invention: To Hit Buff

 

Level 49: Aim

  • A: Invention: Recharge Reduction
  • A: Invention: Recharge Reduction

 


──────────────────────────────

Inherents:

Level 1: Opportunity


Level 1: Brawl

  • (Empty)

 

Level 1: Sprint

  • A: Invention: Run Speed

 

Level 2: Rest

  • (Empty)

 

Level 1: Swift

  • A: Invention: Run Speed

 

Level 1: Hurdle

  • A: Invention: Jumping

 

Level 1: Health

  • A: Miracle: +Recovery
  • 46: Numina's Convalesence: +Regeneration/+Recovery
  • 48: Panacea: +Hit Points/Endurance
  • 48: Regenerative Tissue: +Regeneration

 

Level 1: Stamina

  • A: Invention: Endurance Modification
  • 46: Invention: Endurance Modification
  • 46: Performance Shifter: Chance for +End
  • 48: Power Transfer: Chance to Heal Self

 

Level 8: Afterburner


 


Figured it out lol

I'll give it a more in depth look. One thing I noticed is you took every primary power. Fire Breath is terrible and should be removed ASAP. We could also get rid of Flares since you'll have so many ST attacks that having Flares becomes redundant and detrimental to you attack chain. 

Other than that, will you not be using IOs for set bonuses?

Posted
15 minutes ago, Camel said:

I'll give it a more in depth look. One thing I noticed is you took every primary power. Fire Breath is terrible and should be removed ASAP. We could also get rid of Flares since you'll have so many ST attacks that having Flares becomes redundant and detrimental to you attack chain. 


I would have to try removing each of those from my power tray, see if I can still have a good rotation, especially if I'm dropping the APPs. Not sure why you think Fire Breath is terrible. It's fairly narrow, but I almost always hit at least 2-3 critters with it. The set only has 4 ST attacks.

 

22 minutes ago, Camel said:

Other than that, will you not be using IOs for set bonuses?


Unlikely. I don't have the time or desire to grind out that kind of INF.

Not sure why my Mid's build is mostly SOs. They should be IOs. Changing them now.

Posted
1 hour ago, Captain Fabulous said:


I would have to try removing each of those from my power tray, see if I can still have a good rotation, especially if I'm dropping the APPs. Not sure why you think Fire Breath is terrible. It's fairly narrow, but I almost always hit at least 2-3 critters with it. The set only has 4 ST attacks.

 


Unlikely. I don't have the time or desire to grind out that kind of INF.

Not sure why my Mid's build is mostly SOs. They should be IOs. Changing them now.

I suppose it depends on what you are doing. Not having set bonuses will make Fire Breath slightly more useful, soloing will make it even more useful. It's generally a pretty bad power though and I would actually recommend taking Cross Punch instead of Fire Breath, as weird as that sounds. You pretty much have to be in melee range for Fire Breath anyways and you do have to be in melee range for Burn. You can also slot a Force Feedback +recharge IO in Cross Punch (they are super cheap... 1 mill some days but on average about 2 mill) and it would give you a decent boost to your recharge without grinding for set bonuses.

I'll share the build I made anyways, despite knowing that you don't want to farm for the expensive build. I'll mess around some more in Mids and see if I can come up with something that only uses the uniques you are using and then just generic IOs.

I can make a build that includes APP attacks, has the Fighting pool, etc without set bonuses.. it just makes it easier to do if we are including set bonuses. 

Sentinel (Fire Blast - Fiery Aura).mbd

Posted (edited)

This is how I would try to fit in the Fighting pool while also going into the Fire APP. Cauterizing Blaze would be my first option to trim... Either that or Tactics if you really did want to add Flares into the build. Without the really good set bonuses there will be a bit of downtime between attacks when Hasten runs out. Flares would mostly eliminate this, even with minimal slot investment adding it in between attacks as filler would make your attack chain seamless. 

You'll notice I added a few sets in there. Obliteration and Crushing Impact are very, very cheap. I've seen Crushing Impacts go for less than regular IOs sometimes. obliterations are about 2 mill each but offer huge advantages to your build.

Sentinel (Fire Blast - Fiery Aura)Budget.mbd

Edited by Camel
Posted
2 hours ago, Captain Fabulous said:


I would have to try removing each of those from my power tray, see if I can still have a good rotation, especially if I'm dropping the APPs. Not sure why you think Fire Breath is terrible. It's fairly narrow, but I almost always hit at least 2-3 critters with it. The set only has 4 ST attacks.

 


Unlikely. I don't have the time or desire to grind out that kind of INF.

Not sure why my Mid's build is mostly SOs. They should be IOs. Changing them now.

Alternatively, with little more investment (Positron's Blast, Doctored Wounds and Decimation IOs are also very cheap) you could get even more recharge and set bonuses for very little investment. You could fund these extra IOs with one or two KM ITFs if you do run those with teams. This would crank your recharge values up quite a bit and make everything feel a lot better for minimal investment. 



 

Sentinel (Fire Blast - Fiery Aura)Budget2.mbd

Posted
1 hour ago, Camel said:

Alternatively, with little more investment (Positron's Blast, Doctored Wounds and Decimation IOs are also very cheap) you could get even more recharge and set bonuses for very little investment. You could fund these extra IOs with one or two KM ITFs if you do run those with teams. This would crank your recharge values up quite a bit and make everything feel a lot better for minimal investment. 



 

Sentinel (Fire Blast - Fiery Aura)Budget2.mbd 40.15 kB · 1 download


Thanks, I'll check them out. I really don't have any issues with how he plays, I'm just trying to get a bit more defense if I can. And that too would be the only reason for me to invest in IO sets.

  • Like 1
Posted
17 hours ago, Captain Fabulous said:


Thanks, I'll check them out. I really don't have any issues with how he plays, I'm just trying to get a bit more defense if I can. And that too would be the only reason for me to invest in IO sets.

I understand, just trying to help you out so you can have a build that includes what you were trying to fit into your build. Even if it does play fine, adding the really cheap IO sets shown in either of the "budget" builds I shared would make it play better 👍 You could also easily swap some of the power picks (Super Speed for Fly and Combat Jumping for Hover) and you could have your flight powers included. One thing about flying and being Fiery Aura is that sometimes Burn will not work when you are flying. If you are really close to the ground it will work, but even if you are just a few feet off the ground, it will not. So being a flyer would add one more task to have to micromanage while blasting away! Just food for thought and why I would recommend getting rid of Fly/Hover and instead using a temp power to fly! But you can definitely still use Burn, albeit, it would just be a bit more difficult.

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