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Alaric2019

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Posts posted by Alaric2019

  1. On 10/18/2023 at 1:29 PM, drbuzzard said:

    Archery lags in sentinels because the T9 is nerfed compared either to other AT or other sentinel sets. I use the hell of the T9 on all my sentinels so when I noticed how bad the archery one was I retired the character. 

     

    If the T9 ever gets fixed, it will be a good set. You can chain stunning shot, perfect shot, and blazing arrow for a very powerful single target attack chain. 

     

    At present AR is certainly better. The only beef I have with AR is that you can't chain up the top 3 single target attacks smoothly without a gap (assuming perma hasten level of recharge so +170% universal plus whatever set is in it). 

     

    Thanks Doc,

     

    I suspected this based on my play testing, but not being a numbers guy was not sure if I was doing something wrong on slotting.

    Really appreciate the feedback from everyone.

     

    Decided on Assault Rifle, kind of a Mandolorian-themed character and it seems OK.  Will see how it feels at higher levels.

     

    Does anyone have a recommended build for AR/WP that can play both low level task forces and be solid at 50 ?

    I am going to go Ninja Tools mastery for theme.

  2. Thank you folks for your feedback. 

    Its always great to get other perspectives with reasoning.

    Although I am still considering both. I am currently giving the AR a test run.

  3. Hello Sentinel Friends,

     

    I have been trying to decide on a natural Sentinel project,

    but even after spending time on these forums cannot decide between Assault Rifle/WP or Archery/Willpower.

     

    My needs are simple.  I always skip the T1 because the DPA is too low but still need 3 single target attacks, 2 AOE and the Nuke as well as Aim.

    I like to proc out the AOE power (not the Nuke) and have a build that works well at high level and can exempt down to do random TF. 

    I love some of the lower level content.

     

    Please sell me on one of the two primaries. They both seem OK,

    but I cannot figure out which one would have the smoothest attack chain and the greatest AOE potential.

  4. Hello Sentinels

     

    I am posting my current build and am looking for ideas for my alternate builds.

    This build was designed to be as layered defensively as possible with bonus damage thrown in. It works fairly well, but there is a nagging feeling that there is an even better approach.

    For example:  maybe a build that focuses only on Regen and +HP.

    Or...  Go for Recharge plus Defense.

    Any ideas would be greatly appreciated. I am going to be spending a lot of time working on a second build, but dont want to completely waste influence on a bad regen build. Been there before.

     

    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 Mutation Sentinel
    Primary Power Set: Electrical Blast
    Secondary Power Set: Regeneration
    Power Pool: Flight
    Power Pool: Leaping
    Power Pool: Leadership
    Power Pool: Fighting
    Ancillary Pool: Electricity Mastery

    Hero Profile:
    Level 1: Lightning Bolt -- Thn-Dmg/EndRdx(A), Thn-Dmg/Rchg(3), Thn-Acc/Dmg/Rchg(5), Thn-Acc/Dmg/EndRdx(13), Thn-Dmg/EndRdx/Rchg(19), Dvs-Hold%(37)
    Level 1: Fast Healing -- NmnCnv-Heal/EndRdx(A), NmnCnv-EndRdx/Rchg(9), NmnCnv-Heal/Rchg(11), NmnCnv-Heal/EndRdx/Rchg(42), NmnCnv-Regen/Rcvry+(42)
    Level 2: Ball Lightning -- Ann-Acc/Dmg(A), Ann-Dmg/Rchg(3), Ann-Acc/Dmg/Rchg(5), Ann-Acc/Dmg/EndRdx(13), Ann-Acc/Dmg/EndRdx/Rchg(19), Ann-ResDeb%(25)
    Level 4: Reconstruction -- DctWnd-Heal(A), DctWnd-Heal/EndRdx(9), DctWnd-Heal/Rchg(15), DctWnd-Heal/EndRdx/Rchg(23), DctWnd-EndRdx/Rchg(31)
    Level 6: Zapping Bolt -- Dvs-Hold%(A), Thn-Dmg/EndRdx(7), Thn-Dmg/Rchg(7), Thn-Acc/Dmg/Rchg(23), Thn-Acc/Dmg/EndRdx(29), Thn-Dmg/EndRdx/Rchg(33)
    Level 8: Quick Recovery -- EndMod-I(A), EndMod-I(11), EndMod-I(43)
    Level 10: Fly -- Flight-I(A)
    Level 12: Tesla Cage -- Dvs-Hold%(A), Thn-Dmg/EndRdx(17), Thn-Dmg/Rchg(17), Thn-Acc/Dmg/Rchg(21), Thn-Acc/Dmg/EndRdx(21), Thn-Dmg/EndRdx/Rchg(40)
    Level 14: Combat Jumping -- LucoftheG-Def/Rchg+(A), Rct-ResDam%(15)
    Level 16: Instant Regeneration -- Prv-Heal/EndRdx(A), Prv-Heal(27), Prv-Heal/Rchg/EndRdx(29), Prv-Absorb%(43)
    Level 18: Dismiss Pain -- NmnCnv-Heal(A)
    Level 20: Integration -- Prv-Heal(A), Prv-Heal/EndRdx(31), Prv-Heal/Rchg/EndRdx(33), Prv-Heal/Rchg(42)
    Level 22: Hover -- Flight-I(A)
    Level 24: Maneuvers -- ShlWal-Def(A), ShlWal-Def/EndRdx(25), ShlWal-EndRdx/Rchg(27), ShlWal-Def/EndRdx/Rchg(37), ShlWal-ResDam/Re TP(40), LucoftheG-Def/Rchg+(43)
    Level 26: Evasive Maneuvers -- LucoftheG-Def/Rchg+(A)
    Level 28: Resilience -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(31), ImpArm-ResPsi(33), ImpArm-ResDam(40)
    Level 30: Kick -- Acc-I(A)
    Level 32: Tough -- UnbGrd-ResDam/EndRdx/Rchg(A), UnbGrd-ResDam/EndRdx(34), UnbGrd-Max HP%(34), UnbGrd-ResDam(34)
    Level 35: Weave -- GifoftheA-Def/Rchg(A), GifoftheA-Def/EndRdx/Rchg(36), GifoftheA-Def(36), GifoftheA-EndRdx/Rchg(36), GifoftheA-Def/EndRdx(37), LucoftheG-Def/Rchg+(39)
    Level 38: Thunderous Blast -- Rgn-Dmg(A), Rgn-Dmg/Rchg(39), Rgn-Acc/Dmg/Rchg(39), Rgn-Acc/Rchg(46), Rgn-Dmg/EndRdx(46), Rgn-Knock%(48)
    Level 41: Chain Fences -- Acc-I(A)
    Level 44: Paralyzing Jolt -- Apc-Dmg(A), Apc-Dmg/Rchg(45), Apc-Acc/Dmg/Rchg(45), Apc-Acc/Rchg(45), Apc-Dmg/EndRdx(46), Apc-Dam%(48)
    Level 47: Rehabilitating Circuit -- DctWnd-Heal/EndRdx(A), DctWnd-Heal(48), DctWnd-Heal/Rchg(50), DctWnd-Heal/EndRdx/Rchg(50), DctWnd-EndRdx/Rchg(50)
    Level 49: Assault -- EndRdx-I(A)
    Level 1: Opportunity 
    Level 1: Brawl -- Acc-I(A)
    Level 1: Sprint -- Run-I(A)
    Level 2: Rest -- Empty(A)
    Level 2: Swift -- Run-I(A)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Health -- Mrc-Rcvry+(A)
    Level 2: Stamina -- EndMod-I(A)
    Level 1: Shocked 
    Level 1: Prestige Power Dash -- Run-I(A)
    Level 1: Prestige Power Slide -- Run-I(A)
    Level 1: Prestige Power Quick -- Run-I(A)
    Level 1: Prestige Power Rush -- Run-I(A)
    Level 1: Prestige Power Surge -- Run-I(A)
    Level 4: Ninja Run 
    Level 50: Musculature Total Core Revamp 
    Level 50: Portal Jockey 
    Level 50: Task Force Commander 
    Level 50: The Atlas Medallion 
    Level 50: Freedom Phalanx Reserve 
    Level 10: Afterburner 
    ------------

  5. 12 hours ago, Zepp said:

    This got me thinking...

    Currently, -5 Res -3.75 Def for a hit (unstackable from the same source), -20 Res for Opportunity...

    Why not adjust the inherent portion of the mechanic:
    ST attacks = -5 Res -3.75 Def for 30s
    AoE attacks = -2.5 Res -1.875 Def for 30s
    This can now stack for up to -30 Res -15 Def. Cap affects all of this type of stack from any Sentinel. Simple, no chance, no waste.
    In addition, add a +Heal and +End percent for each attach which is not extreme but provides some improved sustainability. Marked targets provide a quarter of the same effect to all teammates.

     

    I like the way you think!

    Although I don't see it as game breaking if all primary attacks had -5 Res and -3.75 Def.

    By capping these debuffs from all sentinel sources you avoid stepping on the toes of the support sets but still justifying the group benefit of a Sentinel.

    I just want to contribute to a group without people thinking that a Blaster, Scrapper or Corruptor would be a better choice.

    Reminds me too much of my EQ1 days playing a Ranger main. Pity invite 😕

  6. The more I play my Sentinels, the more I wish the inherent was more like the passive effect of other ATs.

     

    How about just a passive %chance to proc opportunity on any single target power.

    When procced, the target gets a 20% res debuff for 30 secs and you get a 5% heal.

     

    Testing would need to be done for balance on how often the procs occur, but really simple effect.

    • Thumbs Up 1
  7. On 2/16/2022 at 6:08 PM, MTeague said:

     

    If Mind Control is made into yet another cookie-cutter pet-driven imitation of every other controller and I lost abilities i value in the name of that .... that would sadden me greatly. I don't know that I'd bother load up my controller again at that point.

     

     

    My sentiments exactly. 

    One the biggest draws to Mind control for me is there are no pets. Because everything becomes my pet.

    It would be interesting if you could have a pet power called "Charm".

    Maybe you could turn one target enemy into a permanent pet until you recast or leave the instance.

     

  8. I keep hoping one day COH2 will be a reality and they go away from ATs altogether.

    Imagine you pick an Offense :  Melee, Range or Assault. Then you choose your defense :  Armor, Support or Control.

    Then go from there.

    Being a Tank would just mean you sank more of your enhancements into defense than offense.

    Being a DPS cannon would be the opposite. Balance the game so you can build to whatever extreme you want and anywhere in between.

    Inherents??  Special IOs or enhancement bonuses.  Don't need ATs if you have robust build options.

     

    Sorry... wrong thread. What I really came to say.

     

    I really wanted to like Kheldians but just can't. They are fine in a group, but someone like myself that loves to solo a lot, I just cannot handle the weaknesses.

    Plus I spend a lot of time making a costume, why in the world should I be forced into a flying squid form or giant crabkin.

    My thought.  Nix the Quantums and add options to not display the alien forms. 

     

  9. Not sure if this thread was meant to be a poll, but my votes would be;

     

    Sentinel AT  -  needs a better group role, currently its a Ranged scrapper with lower damage.

    There are tons of suggestions, but I would like to see opportunity be a group-wide buff  that lasts ~30 secs when activated

    The Sentinel could run a stance toggle to determine whether the buff is the offensive version or defensive version.

    This allows some small benefit solo but can raise the entire teams offense or defense in short bursts during team play.

    Remove the activation from your T1 and T2 powers and  just make it a click like domination.

     

    Mind Control -  As I have mentioned in another thread, the only thing needed here is to fix Telekinesis and make it a power that is usable.

    I suggested a location effect that immobilizes and add a -50% recharge de-buff to foes in the patch.

    Controllers get a reliable containment source and Dominators get a secondary effect that is somewhat defensive.

     

     

     

  10. As a long time fan and player of Mind control on Controllers and Dominators, I feel that the only power that needs a major look is Telekinesis.

     

    I know...  many have said the same thing.

     

    My solution would be to make it a patch immobilize power with a significant -recharge component (This adds a much needed secondary effect to the set)

    It also solves one of Controllers main issues with inability to set containment and adds an every spawn power. ( I would set the recharge at 45-90 seconds (needs a balance test))

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