Chalkarts Posted April 17 Posted April 17 Many Moons ago before the Dark ages fell and the homecoming renaissance restored the light, I tried my hand at PvP. I used a SS/WP Brute. It was a long fight because of my build but a big enough nuke to one shot me from the fire blaster ended it. He DMd me and complimented me on how hard my build was to kill. The thing that saved him was his range advantage. But now we have sentinels. I wanted to make a proper PvP sentinel using the same /WP secondary and rebuild the character as a sentinel. I was curious as to how a "I heal faster than you kill" strategy is and what would be a good ranged power to pair with it? I considered Energy Blast to try and focus a lot on knockback to give me a precious second here and there to top off my hp. Anyone else like to play this style, got any ideas?
Glacier Peak Posted April 17 Posted April 17 If you're healing incoming damage and not outputing any in return, there's no chance of beating your opponent in a 1v1. I lead weekly Indom Badge Runs / A newer giant monster guide by Glacier Peak / A tour of Pocket D easter eggs! / Arena All-Star Accolade Guide! Best Post Ever....
Chalkarts Posted April 18 Author Posted April 18 (edited) 12 hours ago, Glacier Peak said: If you're healing incoming damage and not outputing any in return, there's no chance of beating your opponent in a 1v1. The build doesn't heal. It has passive healing amped to a ridiculous degree so active healing isn't needed. It works as a SS/WP Brute. I was getting around 130hp per tick. It just had the drawback of being Melee. I want to build a ranged version now that Sentinels are a thing, but sentinels don't have SS, so I/m trying to figure which power I can slot the most passive regen/hp set boosts into. Edited April 18 by Chalkarts
Glacier Peak Posted April 18 Posted April 18 3 hours ago, Chalkarts said: The build doesn't heal. It has passive healing amped to a ridiculous degree so active healing isn't needed. It works as a SS/WP Brute. I was getting around 130hp per tick. It just had the drawback of being Melee. I want to build a ranged version now that Sentinels are a thing, but sentinels don't have SS, so I/m trying to figure which power I can slot the most passive regen/hp set boosts into. I'm not sure how that changes what I wrote. If this is just an RP concept, I misread the original post. If you're trying to figure out whether a player can passively heal incoming spike damage enough to change the outcome of a fight, the closest that can be achieved is with Regeneration - and if you are focused on a Sentinel, then Electric Blast/Regeneration Sentinels have ample opportunity to slot +Chance for Self Heal procs in attacks. What I was trying to convey in my response is that damage output is the most important component of defeating an opponent. If a player can't out damage their opponent, their path to victory is incredibly unlikely. I lead weekly Indom Badge Runs / A newer giant monster guide by Glacier Peak / A tour of Pocket D easter eggs! / Arena All-Star Accolade Guide! Best Post Ever....
Frozen Burn Posted April 18 Posted April 18 4 hours ago, Chalkarts said: The build doesn't heal. It has passive healing amped to a ridiculous degree so active healing isn't needed. It works as a SS/WP Brute. I was getting around 130hp per tick. It just had the drawback of being Melee. I want to build a ranged version now that Sentinels are a thing, but sentinels don't have SS, so I/m trying to figure which power I can slot the most passive regen/hp set boosts into. Higher regen rates are dependent on higher max HPs - the more Max HP you have, the more you regen. So, a brute who has inherently (and significantly) more HPs than a Sentinel, will regen better. So, not sure a Sentinel is what you really want to do here. Additionally, Sentinels have a shorter range than blasters, so they could still out damage and kill you if they can stay at their max range and beyond yours.
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