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FupDup

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Everything posted by FupDup

  1. Master Brawler adds mezz protection to your earlier armor toggles if you pick it up. City of Data displays that mezz protection when looking at the early toggles, but it only gets enabled after you pick up MB, which we can see with this line of code: if source.ownPower?(Sentinel_Defense.Super_Reflexes.Master_Brawler) The magnitude of protection isn't as high as Practiced Brawler, but it's more than high enough for most situations. Thus, MB is the best choice for the majority of situations. As for the absorb, the value increases at high endurance and low health, so basically the game is trying to incentivize you to use it as a cushion when your HP gets low.
  2. The 5s recharge thing isn't linked to how quickly the power generates the "rage" resource. Basically after generating enough rage, the power would need to wait a minimum of 5s before it can be activated again. That doesn't mean you can use it every 5s. It's weird.
  3. There is certainly a bit of overlap between strength/skill, like for example we could make a Super Strength character in this game and say that they're some elite bodybuilder or something (natural origin) and it would fit thematically. The important thing is that this thread is asking for an epic pool rather than a generic pool. An issue on some ATs is that they have very few options for an epic pool that fits the role of being a "natural" human (who gets stronger through training and hard work). Being an epic pool, its powers given would be different based on the needs of each AT, so for example on a squishy ranged AT it might indeed resemble the generic Fighting Pool (armor toggle and some melee attacks). But on a melee AT you'd get ranged attacks (which Fighting can never give), on some ATs like Sentinels it could give soft control powers like Hand Clap, etc. On a lot of ATs our only "natural" choice is Mace Mastery, which is pretty limiting (especially if you want to be a pure blue hero so you have no excuse or justification to join the dark side temporality to unlock patron pools).
  4. Energy Aura could be a good armor set for this because it can easily softcap energy defense (the type that the Sapper gun uses), comes with good end drain resistance, has a strong endurance discount power (Energize) that can be easily permanent, and has a clicky +end power in case you do run low somehow. Note that one of the Sapper's attacks is actually AOE defense, not ranged: https://cod.uberguy.net/html/power.html?power=guns.sapper_gun.sapper_overload&at=minion_grunt
  5. Most builds: Health: Panacea, Numina, and Miracle procs Stamina: Shifter proc, Endmod, Endmod/Acc (for the HP bonus) If I'm using an armor set with an auto or toggle regen/max HP power, I might move either Panacea or Numina to that power and slot a few pieces of the set in there. In some extreme cases of excess sustain I might cut some of these entirely for more slots elsewhere.
  6. My take is that I think it's entirely fine to make some of the easier groups be made less easy, but there also is a point where the dial might be turned a little further than it needed to be. With the Council specifically, I don't like how they got turned into bullet sponges which results in drastically slower solo gameplay. I get that people have complained about the game being too fast, but those complaints are made in the context of team play. These changes make team play slightly slower but still not too bad, but solo play on the other hand got affected much more drastically. I still wish that there was some kind of scaling solution that takes into account team size such that changes that amount to a speedbump for teams don't amount to slogging through wet concrete for solo.
  7. There was already a tech-themed origin pool called Gadgetry that was planned but didn't get all the FX finished up by the time the game sunsetted, and unfortunately the HC devs haven't gotten around to finishing it up themselves yet. https://cod.uberguy.net/html/powerset.html?pset=pool.gadgetry&at=scrapper The natural pool was going to be Utility Belt, which was also not finished by either the live devs or HC. https://cod.uberguy.net/html/powerset.html?pset=pool.utility_belt
  8. The OP is comparing Sentinel Psychic to other ATs. It gains extra range on every AT relative to its peers so it would in theory have similar balancing/design for the most part excluding the snipe/nuke powers being very different as they usually are on Sents.
  9. A note about the Scramble Minds/Thoughts thing is that the Sentinel version does 217.8 base damage while the Blaster version does 62.56. Even with the longer animation time, the DPA is far greater (65.99 vs 26.33). Even with that being the case, I'd have no issue with the Sent version still getting that animation update while keeping its other stats simply because the AT as a whole is undertuned and could use an advantage like this (and the rest of the set has other issues on Sents as you mentioned so this could make up for it). Also, for the Darts vs Scream thing, Sents have a 70 degree cone while the other ATs have only 30 degrees, which makes it waaaaaaaay easier to use, especially in close range. This does come with the caveat of reduced target caps on Sents though. The base damage is also actually a bit higher than Blasters, but the much longer animation does give it much lower DPA so it still deserves a buff.
  10. There are actually a few that do turn off when sheathed already like the various Katana energy blades, so it is most definitely possible to code.
  11. @Booper was the one who pulled the trigger it seems.
  12. It was pretty damn useful for getting ideas flowing to figure out which alts to theorycraft/make next. Even though some of the posts were outdated thanks to years of patching, it was still a great reference point overall. Press F to pay respects.
  13. For heroes, I would refer to them as "Sponsor" pools rather than patron. I think that feels more heroic I guess.
  14. SuppFire is still important to have, but you just have to make to use either Fire or Ice ammo (Toxic does more than standard but way less than Fire/Ice).
  15. A few further tips: When you can, slot a Performance Shifter: Chance For +End proc in Stamina because that lets you get more recovery past the enhancement-diversification cap for the power Also consider slotting the procs from Panacea, Miracle, and/or Numina's Convalescence in Health because those also help your recovery in a big way Energize grants you an endurance discount for a while after use, so you may want to use it primarily for that purpose rather than its healing ability if you need the extra endurance With enough recharge you can make this end discount be permanent or almost permanent (reactivating the power just before the buff ends Various IO enhancement sets come with set bonuses to recovery, maximum endurance, and/or endurance discount which can help when you get the money for them Playing a round of the DFB trial can let you pick a temporary power to improve your recovery Make sure you turn off your travel powers during combat (Sprint, Athletic Run, Fly, etc.) Slot Voltaic Sentinel with a little bit of endurance reduction because it's a toggle power At the START vendor, you can purchase a few charges of the Recovery Serum power (for a low cost) to use as a temporary crutch until you can properly slot out the build
  16. The only argument I have against Meteor gaining bonus damage is that Sentinels would unfortunately be exempt from it due to how the devs chose to design Sent nukes (always equal base damage to each other no matter what). Other features like letting it land faster would help all 4 applicable ATs. Or I guess the devs could make a target cap exception for Meteor on Sents similar to how Full Auto and Rain of Arrows both use the Blaster caps still. Or perhaps handle it as DoT since those seem to be allowed to go over the "normalized" base damage values (like in Overcharge for example).
  17. Unfortunately we don't have alternate FX for DP that gives it energy rounds, and BR's two-handed rifle doesn't quite hit the same feel/look as Mr. Jango above. I guess we could say that you're using slug throwers (a real thing in Star Wars) to hunt Jedi (because bullets can't be deflected by Lightsabers).
  18. In regards to Refractor Beam, the description calls it a chain power but its actual function is just a normal targeted AOE like M30 Grenade or Dark Obliteration. It will thus proc about the same as one of those other powers. https://cod.uberguy.net/html/power.html?power=sentinel_ranged.beam_rifle.refractor_beam&at=sentinel
  19. Mando would be DP/Invuln, armed with some of those new scifi looking pistol models.
  20. Opportunity is kind of like the Brute's "Rage" bar (the coding literally refers to it as rage). You build it up slowly over time and while attacking. Eventually when it's full, you can use the Vulnerability clicky button on a single enemy. This applies some debuffs to them, the most important of which is a -res debuff, and these debuffs ignore purple patch effects. https://cod.uberguy.net/html/power.html?power=inherent.inherent.vulnerability&at=sentinel The most important thing is that since this power only affects one target, it should normally be reserved for big threats (bosses and higher). Sometimes I like to use it on annoying minions or LTs like Sappers but it should mostly be used on bosses, EBs, AVs, and GMs.
  21. And here is my defensive-focused stab at it. One thing that I should explain is that there are a few instances of "frankenslotted" powers where I was trying to avoid certain set bonuses like max HP. On most armors max HP is very very good to have and you should pursue it, but on Invuln specifically your max HP is already over the cap by default so it's a wasted bonus here. I also tried to avoid repeating the same bonus more than 5 times because anything over 5 will not count any more (ran into this with the 10% regen and 1.5% smash/lethal resist bonuses). The exact order of unlocking powers can also be debated (i.e. many people like to pick up Hasten much earlier), I just threw them together in order of unlocking mostly. OddPiranha Stormtrooper - Sentinel (Beam Rifle - Invulnerability).mbd
  22. There's a fair bit to critique here: *Slotting Overcharge and Refractor Beam for defense debuff instead of damage is going to hurt your damage output, badly. They need damage sets. *If you only picked Psionic Mastery to get Link Minds, you can drop Dominate or Psychic Shockwave from the build to make space for other powers (they aren't going to do much with just a normal accuracy IO slotted). However, I feel like that are much easier ways to get extra defense for you and your team (pool power Maneuvers) that doesn't require taking two prerequisite powers if you don't intend to use them. *You should really pick up Aim from Beam Rifle, unless you really want to go with the meme of Stormtroopers not being able to aim. 😛 *Invincible should be slotted for defense, not to-hit buffs *Stamina and Health should be slotted with at minimum a Shifter proc and Panacea proc respectively *The various armor powers really don't need to be 6-slotted, it's not giving you much or any extra armor *Lack of global recharge buffs from both set bonuses and Hasten *Super Jump can be slotted with the Winter's Gift 20% slow resist piece I'll whip up a tweaked build in a little while but I'll get this post out now. My build will focus more on the survival side rather than piling on damage procs like most veterans do, they can post their own builds for that.
  23. If you're gonna proceed with this, something to note here is that Sentinel Dark Armor is kind of weird in regards to the clicky heal power. On most ATs Dark Regen gives you like 3 health bars in one click but costs a truckload of endurance. On Sents, Obscure Sustenance (the replacement) costs only a modest amount of endurance and gives you a decaying regen and recovery buff that starts high but tapers off over time similar to Destiny powers. You'll want to spam it frequently to keep up the higher buff levels rather than waiting until you're at low HP (multiple castings don't stack but they do reset the timers). https://cod.uberguy.net/html/power.html?power=sentinel_defense.dark_armor.obscure_sustenance&at=sentinel It's also wonky because it's coded as a 35ft PBAOE but it only hits one target. IMO it should've just been an ST ranged attack with similar range as most Sent primary ST powers.
  24. Sent cones are normally 6, not 5. Random example: https://cod.uberguy.net/html/power.html?power=sentinel_ranged.assault_rifle.buckshot&at=sentinel There are a few oddball 10-target cones like Full Auto, Siren's Song, and various epic pool powers.
  25. A very large amount of Blasters' damage edge comes from their secondary set melee attacks, so if they stay entirely at range the gap does get a fair bit smaller (especially if the Sent uses an offensive armor like Bio or Stone). Other sources of disparity include the sniper replacements usually having lower DPA than quicksnipes (except Zapping Bolt which is actually stronger than Zapp) and that Blasters get a stacking damage buff via Defiance. But on the other hand, Sents all have a -res debuff that ignores purple patch so that makes the comparison that much muddier. In general, Sents' damage weakness gets severely over-exaggerated. They ain't Blasters but they also aren't unproc'd Controllers or Petless Masterminds either. There's still gonna be a gap but it's not some gigantic chasm-sized gap. Now, as to why Sents aren't favored in hardmode, it mostly comes down to the game's mechanics favoring massive support buff/debuff stacking to the point that the optimal team comp is usually one melee AT (Scrapper or Tank) amped up by a mixed harem of 7 Corruptors and/or Defenders. Sents are a class that choses to give up a bit of damage in exchange for self-survival, but the amount of survival they gain isn't going to be enough to tank in hardmode and they aren't specialized at any particular duty (metas usually favor specialists over generalists).
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