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Gobbledigook

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Everything posted by Gobbledigook

  1. Could we please get Sonic Attacks Shout activation time reduced to 1.67 seconds instead of the 2.67seconds it is now. It is awfully Slow. A sniper attack would be nice also. Also reducing Hurls 2.5 activation time to match Dominators earth assaults Hurl boulder 1.5 please. Thanks.
  2. This might give you some ideas. If you want taunt switch out Kick for it. This Hero build was built using Mids Reborn 3.1.2.5 https://github.com/LoadedCamel/MidsReborn Click this DataLink to open the build! Level 50 Magic Tanker Primary Power Set: Willpower Secondary Power Set: Super Strength Power Pool: Fighting Power Pool: Leaping Power Pool: Flight Power Pool: Speed Ancillary Pool: Soul Mastery Hero Profile: Level 1: High Pain Tolerance -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(5), UnbGrd-Rchg/ResDam(5), UnbGrd-ResDam/EndRdx/Rchg(31), NmnCnv-Heal/EndRdx(33), NmnCnv-Heal(33) Level 1: Jab -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Rchg/HoldProc(48) Level 2: Mind Over Body -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(7), UnbGrd-Rchg/ResDam(7), UnbGrd-ResDam/EndRdx/Rchg(34), UnbGrd-EndRdx/Rchg(50), UnbGrd-Max HP%(50) Level 4: Fast Healing -- NmnCnv-Heal/EndRdx(A), NmnCnv-Heal(48) Level 6: Indomitable Will -- ShlWal-Def/EndRdx(A), ShlWal-ResDam/Re TP(34), ShlWal-Def(34), ShlWal-Def/Rchg(37), Rct-ResDam%(37) Level 8: Rise to the Challenge -- Prv-Heal(A), Prv-Heal/EndRdx(9), Prv-Heal/Rchg(9), Prv-Heal/Rchg/EndRdx(40), Prv-Absorb%(43), Prv-EndRdx/Rchg(46) Level 10: Haymaker -- FrcFdb-Rechg%(A), SprGntFis-Acc/Dmg(11), SprGntFis-Acc/Dmg/Rchg(11), SprGntFis-Dmg/EndRdx/Rchg(13), SprGntFis-Acc/Dmg/EndRdx/Rchg(13), SprGntFis-Dmg/Rchg(15) Level 12: Quick Recovery -- PrfShf-End%(A), PrfShf-EndMod(15) Level 14: Boxing -- Empty(A) Level 16: Tough -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(17), UnbGrd-Rchg/ResDam(17), UnbGrd-ResDam/EndRdx/Rchg(19), GldArm-3defTpProc(45) Level 18: Heightened Senses -- ShlWal-Def/EndRdx(A), ShlWal-Def/Rchg(45), ShlWal-Def/EndRdx/Rchg(45), ShlWal-Def(46), LucoftheG-Def/Rchg+(46) Level 20: Knockout Blow -- SprMghoft-Acc/Dmg(A), SprMghoft-Dmg/Rchg(21), SprMghoft-Acc/Dmg/Rchg(21), SprMghoft-Dmg/EndRdx/Rchg(29), SprMghoft-Rchg/Res%(31), SprMghoft-Acc/Dmg/EndRdx/Rchg(31) Level 22: Weave -- ShlWal-Def(A), ShlWal-Def/EndRdx(23), ShlWal-Def/Rchg(23), ShlWal-Def/EndRdx/Rchg(48), LucoftheG-Def/Rchg+(50) Level 24: Cross Punch -- SprAvl-Rchg/KDProc(A), SprAvl-Acc/Dmg(25), SprAvl-Dmg/EndRdx(25), SprAvl-Acc/Dmg/EndRdx(27), SprAvl-Acc/Dmg/Rchg(27), SprAvl-Acc/Dmg/EndRdx/Rchg(29) Level 26: Combat Jumping -- LucoftheG-Def/Rchg+(A) Level 28: Rage -- GssSynFr--Build%(A) Level 30: Hover -- LucoftheG-Def/Rchg+(A) Level 32: Hasten -- RechRdx-I(A), RechRdx-I(33) Level 35: Gloom -- SprWntBit-Acc/Dmg(A), SprWntBit-Dmg/Rchg(36), SprWntBit-Acc/Dmg/EndRdx(36), SprWntBit-Acc/Dmg/Rchg(36), SprWntBit-Dmg/EndRdx/Acc/Rchg(37) Level 38: Foot Stomp -- Arm-Dmg(A), Arm-Acc/Dmg/Rchg(39), Arm-Dam%(39), Arm-Dmg/EndRdx(39), Arm-Acc/Rchg(40), FrcFdb-Rechg%(40) Level 41: Dark Obliteration -- SprFrzBls-Acc/Dmg(A), SprFrzBls-Acc/Dmg/EndRdx(42), PstBls-Dam%(42), Bmbdmt-+FireDmg(42), CldSns-%Dam(43), JvlVll-Dam%(43) Level 44: Fly -- WntGif-ResSlow(A) Level 47: Kick -- Empty(A) Level 49: Strength of Will -- StdPrt-ResDam/Def+(A) Level 1: Gauntlet Level 1: Brawl -- Empty(A) Level 1: Sprint -- Empty(A) Level 2: Rest -- Empty(A) Level 1: Swift -- Empty(A) Level 1: Hurdle -- Empty(A) Level 1: Health -- Mrc-Rcvry+(A), NmnCnv-Regen/Rcvry+(3), Pnc-Heal/+End(3) Level 1: Stamina -- PrfShf-End%(A), PrfShf-EndMod(19) Level 50: Freedom Phalanx Reserve Level 50: Portal Jockey Level 50: Task Force Commander Level 50: The Atlas Medallion Level 44: Afterburner Level 50: Agility Core Paragon ------------
  3. Most are in their given roles. A corruptor gains more damage in exchange for some support etc. Sometimes some classes/skills are underpowered or overpowered and they get tweaked at some point. I feel the sentinel is not equal in a team though. They are slightly under par which should be addressed. They can solo though.
  4. Yes i saw it and all ideas are good. Hopefully the developers will consider all of them.
  5. All classes can solo to varying degrees so i don't know what the problem is really lol. Sentinels will be good soloers as they have damage and armour. Are they the best at it? No lol, but they aren't the worst either.
  6. I just think some classes are naturally better at it. The classes with armour sets or strong CC usually. Soloing is killing and not being killed. Primarily classes were built for teams and some were given extra help for those times when they could not get a team or just wanted a slower pace on their own, at the request of the players. Defenders/controllers etc got damage buffs. But if they were to be built with soloing a big consideration i think they would have been built quite different. An empath defender can solo though, just not as well as others. Are classes all to be equal in soloing?
  7. One thing i have learnt from this thread is how different peoples views are on how the Sentinel should be. I think the developers have a massive job in pleasing everyone lol, if they ever rework the Sentinel.
  8. All classes can solo even controllers. Fire/kin controller used to be great soloers/farmers. But they are not made for solo play really. Scrappers are dps in teams but are still great soloers. I am kinda with @Tyrannical . I think classes should be built for teams and if they are great soloers then that is just a bonus. Dps classes quite often make the best soloers.
  9. @Nerva and @UltraAlt please stop bickering about Stalkers it is going no where except to get the thread locked. enough has been said about the Stalkers here. This is about Sentinels after all.
  10. That is why we have the test servers and feedback. It would not hurt to test a few the ideas out on them. A few small tweaks could really sell the class to more players. Opportunity really needs changing though.
  11. 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.
  12. I think the stalker talk has gone as far as needed for this thread guys.
  13. 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.
  14. 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.
  15. Sounds like a Fortunata to me 😛
  16. 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.
  17. Rad/Rad will be quite potent in the AoE with a few procs.
  18. "Get a life" badge lol...... Joking. 99,999 badge "You need Serious Therapy" badge.
  19. 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 🙂
  20. 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.
  21. 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.
  22. 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.
  23. @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.
  24. 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.
  25. 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.
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