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Gobbledigook

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Everything posted by Gobbledigook

  1. 1-2 slots in each is more than enough. If you have high resists without Meltdown/RoP then you probably won't need them. But i had 90% or close to pretty much all resists with them up and rotating them certainly frees up a build to be a proc heavy build for killing power like mine is. Option for a new or cheaper build though. Yes you can use orange insps. Inspirations FTW lol. I use red.
  2. I think the stalker talk has gone as far as needed for this thread guys.
  3. Meltdown and Rune of Protection work well together if you rotate them.. Forget defence, which will break anyway with no DDR and just get them resists up. I used to do +4x8 solo ITF with my SS/Rad Brute. The knockdown helps though and killing them fast. You have an absorb buffer and you have an AoE heal. Hard to break through if you have the resists, which RoP and Meltdown will help with. My resists were actually better than my Tankers when either of those 2 buffs were up. Just takes a little more clicking than a Tanker.
  4. My view as i have said earlier is just increase their damage closer to Blasters/Scrappers, maybe 1.1 damage scale. Make them a damage class. They will still have lower target caps than Blasters and lower damage due to defiance and scrapper crits. Opportunity will give them a damage boost in some way allowing them to equal or excel Scrapper/Blaster dps for a short time. Use the same mechanic but let it affect all attacks could be an easy option.
  5. Sounds like a Fortunata to me 😛
  6. I am happy playing my Widow at the moment. They bring some very nice support skills to a team and their damage is decent also without limited targets. Their defences are really good also. The Sentinel brings nothing these guys can't do better. The Sentinel should probably be a Dps class with lower than Scrapper damage but with spikes exceeding scrapper damage when Opportunity is up in my opinion. There is always room for another dps on a team. But we all have different ideas and it is ultimately down to the development team. Another idea is Opportunity could be a % chance to recover or gain the Build up skill.
  7. Rad/Rad will be quite potent in the AoE with a few procs.
  8. "Get a life" badge lol...... Joking. 99,999 badge "You need Serious Therapy" badge.
  9. I imagine a Rad/Stone would be very endurance heavy with 2 damage auras, so ageless might be a necessity. 2 damage auras would be cool though 🙂
  10. Hard to say/remember what was going on back then with taunts/threat, the tanker itself etc. Taunting one target is fairly easy though. It would not happen nowadays. IF you were surviving the AV then i guess it didn't really matter who had it's aggro as it was toast anyway. I don't think having them as a ranged taunter that could hover over the mobs heads holding aggro, out of range whilst still dpsing is such a good idea or inside a Force bubble attacking and taunting lol. Yes i agree they aren't best suited to tanking. There is more to Tanking than just having a few armour toggles. I think the Sentinel should either be more in the thick of it, either by reduced range, 20' or so or a mechanic that rewards them for being in the thick of it. They have the armour and they need to put it to the test more in some ingenious way. Possibly more like a scrapper but with different style of attack (ranged attacks) for nothing more than preference. But i am sure most will agree that having high damage and high survival whilst at range is a no go.
  11. I presume if they are hitting less targets and at a lower damage then they won't draw as much aggro. Scrappers are in the thick of it with possible taunt auras and they have much higher damage. Blasters/defenders etc hit more targets.
  12. Yes i actually mentioned similar quite a while back about +special. I just wanted to state how some may feel to all as others have mentioned them being more a support class. But i have no issues with it.
  13. @Luminara I am not sure some support players would be happy if they were not needed as much or feel they contribute less to a team. They enjoy being that support role, healing/buffing etc. If they wanted to dps i guess they would just roll a dps class. I'm not against what you say though, just thought i'd mention that. We have lots of support classes already. defenders/corruptors, controllers, Veat, MM's etc. Not to say your idea won't work though. I just wouldn't want to lessen the supports roles. Sentinel is in an awkward position. A Scrapper like blaster type with some sort of reworked Opportunity is not a bad place. Reduced range/targets but good dps.
  14. We have Arachnos widows/soldiers, are they not support/dps? They are on a higher damage scale than sentinels. They hit more targets than Sentinels. They have better support skills than Sentinels and they are durable also. They even have better Range. Why do the Sentinels get the shaft compared to these? Durable Support/dps role is filled also in my opinion. I think a durable Blaster type with good damage, close to Blaster but lower targets and range is fine. Reduce the range even more if needed to actually make use of that armour. More durable than blasters but less damage. Opportunity was meant to give the Sentinel some spikes in damage to rival or even beat scrappers/blasters i am sure the developers have said somewhere. It clearly isn't working. A damage buff and rework Opportunity completely would be enough.
  15. They just need a few buffs (damage or increased targets) in my opinion and to be made a little more unique and interesting. They get quite boring very quickly, but that could just be me. Nothing they do stands out. At least a Blaster can destroy mobs very fast which is fun and with a lot more risk which is fun also.
  16. I agree on don't take Blaster or Tanker roles but i don't think anyone has suggested that really. Buffing a thing does not mean another will suffer. Tankers are better, Stone armour is better, Energy melee is better. Many things have been tweaked and most for the better. Maybe not quite as i would have done some of them, but i am not in charge... thankfully lol.
  17. You could shorten their range even more to say 15'-20' or so. This way they would be like a skirmisher on the edge of the group with increased danger due to being closer. Between Scrappers/stalkers and Blasters/defenders etc, hopefully stopping anything heading towards the backline. The damage and even number of targets could be increased, thus increasing their threat. Turn opportunity into some sort of temporary buff that can be activated when needed. Perhaps a team wide absorb, but i would not want to step on the supports role. Or even better, a team wide ability reset like Burnout. That could come in handy in many ways and possibly make them really wanted in teams. The Burnout effect could temporarily debuff the Sentinel in someway, maybe a damage debuff for 10 seconds like rage or endurance debuff. If we needed more taunts/threat then just bring an extra Brute/Tanker or even some Scrappers.
  18. I played with the build a little and came up with this. It uses Agility core alpha to boost defences/recharge and end mods rather than musculature. Still decent defences with musculature though. Recharge drops a little with this build if not using Agility alpha. Here is the build....
  19. You need Taunts to Tank really. Unless you just mean surviving.
  20. I think Granite could be useful on a new Tanker/Brute (Tanks) without a full build. If the defences start failing then switch to Granite fast. But a good build will not need Granite in my opinion. The tiny bit of extra it gives over the normal armours is not worth the mobility and recharge/damage debuffs etc. Plus Granite is not effective vs Psi damage. Taking granite is not wrong, it just isn't needed as much nowadays. A Brute may benefit from Granite a little more though.
  21. I am not really a big Scrapper player but one thing with the build..... i am not sure the +50% crit proc should go in a toggle damage aura. Maybe swap with seismic smash?
  22. Probably but it can't help to hope.
  23. And here we go again... That post was about the Sentinel. The extra was about Burn, that was mentioned above, that Sentinels have access to. You have nothing to offer so i suggest you don't bother posting and use the 👍👎.
  24. First off i would like to say the Developers in this game are outstanding in what they have done so far. Best i have seen in any other game i have tried. But i do think the sentinel class is due a decent rework sometime soon. But until then could be have one of the options below implemented to give the Sentinel a temporary QoL fix? 1) Increase the target cap on powers to the equivalent of blasters cap (16). The Sentinel would still be at a much lower damage scale so i do not believe this would be a step too far. 2) increase the damage scale to 1.1 or thereabouts. With reduced targets they would still be behind Blasters or Scrappers and still lower in the damage scale. As it is the sentinel has reduced targets and reduced damage (and Range) which together is weakening the class too much.
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