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  1. Sure, and because someone will chime in on it. It's not built for the "Insane Deeps" it's more about smashing END off enemies (Including AV's and up, naturally) though originally i had some slotting for more spike damage on certain powers (Zpping bolt, tesla cage) Chance to stun is comical in elec builds and should probably be unique just for this edge-case....But it's not and for a heavily offense focused build, it's a thing of beauty, if i had the extra slots i'd slot a few for even more CC Build: Hero Plan by Mids' Reborn : Hero Designer https://github.com/Crytilis/mids-reborn-hero-designer Shadovolt: Level 50 Magic Sentinel Primary Power Set: Electrical Blast Secondary Power Set: Electric Armor Power Pool: Concealment Power Pool: Speed Power Pool: Leaping Power Pool: Fighting Ancillary Pool: Mu Mastery Hero Profile: ------------ Level 1: Lightning Bolt SprOppStr-Rchg/+Opportunity:50(A), SprOppStr-Acc/Dmg:50(3), SprOppStr-Acc/Dmg/EndRdx/Rchg:50(31), SprOppStr-Acc/Dmg/EndRdx:50(37), SprOppStr-Acc/Dmg/Rchg:50(43) Level 1: Charged Armor Ags-ResDam:50(A), Ags-ResDam/EndRdx:50(5), Ags-ResDam/EndRdx/Rchg:50(31), Ags-ResDam/Rchg:50(46) Level 2: Ball Lightning SprSntWar-Rchg/+Absorb:50(A), SprSntWar-Acc/Dmg:50(3), SprSntWar-Acc/Dmg/EndRdx/Rchg:50(21), SprSntWar-Dmg/Rchg:50(37), SprSntWar-Acc/Dmg/Rchg:50(50), SprSntWar-Acc/Dmg/EndRdx:50(50) Level 4: Conductive Shield UnbGrd-ResDam:50(A), UnbGrd-ResDam/EndRdx:50(5), UnbGrd-Rchg/ResDam:50(34), UnbGrd-ResDam/EndRdx/Rchg:50(46) Level 6: Zapping Bolt Dvs-Hold%:50(A), Dvs-Acc/Dmg/EndRdx/Rchg:50(7), Dvs-Acc/Dmg:50(7), Dvs-Acc/Dmg/Rchg:50(25), Dvs-Dmg/EndRdx:50(40) Level 8: Aim GssSynFr--Build%:50(A) Level 10: Energize Prv-Absorb%:50(A), Prv-Heal:50(11), Prv-Heal/Rchg/EndRdx:50(11), Prv-Heal/EndRdx:50(19), Prv-EndRdx/Rchg:50(34), Prv-Heal/Rchg:50(40) Level 12: Tesla Cage Lck-%Hold:50(A), Dvs-Hold%:50(13), Dvs-Acc/Dmg:50(21), Dvs-Acc/Dmg/EndRdx/Rchg:50(40), Dvs-Acc/Dmg/Rchg:50(50) Level 14: Stealth LucoftheG-Def/Rchg+:50(A), Rct-ResDam%:50(15), Rct-Def/EndRdx:50(15), Rct-Def/EndRdx/Rchg:50(34) Level 16: Static Shield Ags-Psi/Status:50(A), Ags-ResDam/EndRdx:50(17), Ags-ResDam:50(17) Level 18: Charged Shield RgnTss-Regen+:30(A), RgnTss-Heal/EndRdx:30(29) Level 20: Grounded GldArm-3defTpProc:50(A) Level 22: Hasten RechRdx-I:50(A), RechRdx-I:50(23), RechRdx-I:50(23) Level 24: Combat Jumping LucoftheG-Def/Rchg+:50(A), GifoftheA-Run+:40(25) Level 26: Short Circuit FuroftheG-ResDeb%:50(A), Obl-%Dam:50(27), Obl-Acc/Dmg/Rchg:50(27), SynSck-EndMod/+RunSpeed:50(36), SynSck-Dam/Acc/End:50(37) Level 28: Lightning Reflexes Run-I:50(A), Run-I:50(29) Level 30: Kick Dmg-I:50(A) Level 32: Thunderous Blast Rgn-Knock%:50(A), Rgn-Dmg/EndRdx:50(33), Rgn-Dmg/Rchg:50(33), Rgn-Acc/Dmg/Rchg:50(33), Rgn-Acc/Rchg:50(43) Level 35: Power Sink PrfShf-End%:50(A), PrfShf-EndMod/Rchg:50(36) Level 38: Tough Ags-ResDam:50(A), Ags-ResDam/EndRdx:50(39), Ags-ResDam/EndRdx/Rchg:50(39), Ags-ResDam/Rchg:50(39) Level 41: Electrifying Fences GrvAnc-Hold%:50(A), GrvAnc-Immob/EndRdx:50(42), GrvAnc-Immob/Rchg:50(42), GrvAnc-Acc/Immob/Rchg:50(42), GrvAnc-Acc/Rchg:50(43) Level 44: Thunder Strike Arm-Dam%:50(A), Arm-Dmg/EndRdx:50(45), Arm-Dmg/Rchg:50(45), Arm-Acc/Dmg/Rchg:50(45), Arm-Acc/Rchg:50(46) Level 47: Weave LucoftheG-Def/Rchg+:50(A), ShlWal-ResDam/Re TP:50(48), RedFrt-Def/EndRdx:50(48), RedFrt-Def/EndRdx/Rchg:50(48) Level 49: Power Surge StdPrt-ResDam/Def+:30(A) Level 1: Brawl Dmg-I:50(A) Level 1: Opportunity Level 1: Sprint Clr-Stlth:50(A), Clr-RunSpd:50(31) Level 2: Rest Heal-I:50(A) Level 4: Ninja Run Level 2: Swift Run-I:50(A), Run-I:50(36) Level 2: Health Pnc-Heal/+End:50(A), NmnCnv-Regen/Rcvry+:50(13), Mrc-Rcvry+:40(19) Level 2: Hurdle Jump-I:50(A) Level 2: Stamina PrfShf-End%:50(A), PrfShf-EndMod:50(9), PrfShf-EndMod/Rchg:50(9) Level 50: Agility Radial Paragon Level 50: Ion Radial Final Judgement Level 50: Preemptive Radial Flawless Interface Level 50: Ageless Core Epiphany Level 50: Control Radial Embodiment Level 50: IDF Core Superior Ally ------------ Datalink: Shadovolt Build Summary: Decent DPS, high END Drain/rec debuff, VERY high resists (Near cap or capped to 5) and hovering around the 20% Defense mark basically across the board, pretty speedy as well with ninja run on (80.5mph) Downsides: Not super fast to kill, no real extra damage types for resistant enemies, and Energize is occasionally necessary just for the end discount in long fights, especially in non-incarnate content (EG: Anything under 50+ level) Overall, though. Suuuper fun to play, you pretty much only need 1-2 hits or a nuke and a group of enemies is permanently out of end, aside from maybe 1 lucky random dodge where they get a poke in before you nuke their end again, and in teams, you basically become a secondary controller. Fast recharge on TB combined with cages pretty much ensures you have a bunch of useless punching bags staring at you, instead of groups of enemies Solo, well, everything is equally difficult if it can't attack you.
  2. Oh i'm fully aware, it's why i pushed it into the specifically-stated opinion side of that post. I Feel the "Sentinels need more damage" camp, i REALLY do, but sentinels have SO MANY ADVANTAGES already with proper armor sets and everything that if just the damage gets bumped up to be more in-line with blasters, they'll actually overshadow them Keep in mind too, being mezzed suppresses many many powers, so while they can still do damage, it's also at a massively higher risk-case than a sentinel that has protection to that mez. Lets use a stun for example - The sent will take that hit, still have travel, full power access, and full defense....while the blaster can still attack, but now has suppressed movement and defenses due to still being stunned. Things like this get lost in discussion and feelings/opinions very very fast. Yes i know about breakfrees and everything else. in a perfect world you always have a full tray of the right insp at the right time. But nothing is ever perfect. When we're comparing classes, there's always a weakness in an AT What is a base sentinels weakness then? If they get blaster-tier damage with full armor sets, would they still even have one? Lack of CC isn't really a thing due to the design of sentinel blast mez attacks and the EPP/PPP options we have access to...And we can't say lack of melee attacks when we're a ranged DPS. Tanks and brutes have a flaw (Lack of range) Scrappers have a flaw (Also lack of range) Blasters/Corrs/Defs have a flaw (Low armor, no real mez resist) and so on, so if Sents have scrapper-level defense, but a more purely ranged playstyle....What's the drawback? Currently, the trade is Damage for Safety, but the shift is a -TINY- bit too much on the damage mostly due to the overall scale of the attacks we have and the overall clunkiness of the passives (Too many different things trying to work together with zero explanation or QoL) but even in the current state sentinels can be almost "Broken" in the fun way with proper builds These always end up being bloody long because i'm super wordy, point being: The "Fixes" to sentinel should start by reforging the passive and associated effects into a MUCH simpler package with a similar power level, see how that plays out in actual gameplay over a period of time, and THEN look at things like increasing base damage or adjusting the scale of powers in the various sentinel sets. I Mean, who's to say opportunity wouldn't be absolutely broken if the offense/defense effects weren't reliant on first getting a hit and we could have builds with potentially 100% uptime?
  3. In my experience (I know, but this is OPINION, rather than pure hard data, working on that part still) 1.) The idea as a whole is fine, we perform especially in teams pretty much like one would expect a tanky damage dealer to perform, we don't hit big numbers but we hit endlessly. Solo, Sentinels are MONSTROUS when built and played well 2.) Overall, in current state, it's less "Sentinels horribly under-perform" and more "Sentinels are clunky and hard to understand" because the passive has like 8 parts, requires 2 powers to have both options, and has basically ZERO in-depth explanation in game because it's overcomplicated currently. 3.) #2 is paired with the fact that we ALSO have tweaked ranged DPS sets AND secondaries, so they don't build the same as other classes, even stalkers are generally less messed with than sents. Now, the opinion part: The problem here, is sentinels are EXTREMELY durable and EXTREMELY safe, we never actually have to walk into danger territory unless we just want too or have a melee we feel the need to use Yes, at the extreme, blasters can also take a ton of damage, but they still lack things like mez protection and the various flavors of BS sentinels can pull due to having actual armor sets Even at 80% of a blasters damage, sans inherent effect, sentinels suddenly blow blasters out of the water, 20% less DPS is a noteworthy loss, but having your ranged DPS be entirely self sufficient and nearly mez-immune before buffs is a very tempting tradeoff in a LOT of content. A mezzed blaster does 0 DPS after all. And sentinels are MUCH Easier to cap/softcap due to well, armor sets. If we want to come up with a change that buffs the damage, without devaluing or invalidating other AT's in the same role, there's a checklist: 1.) Must be conditional, probably controllable. Not just "Increased sentinel base damage by 50%" 2.) Should be unique to the sentinel ("JUST ADD CRITS" - No.) 3.) Should remove the dependency on having both T1 options 4.) EPP/PPP Power scales should be reworked in the process for sentinel (Sorry Psy mastery, but everyone should be as good as you are. What, expected a "Nerf it!!!?") 5.) Sentinels should do less damage than other ranged AT's still even post change, by a noteworthy amount to trade for their utility, so the final state should be more like Brute vs. Scrapper when talking about Sentinel V. Blaster or other useless comparisons (It should be Sent vs. HEAT/Ranged VEAT not v Blasters, imo) Because again, we're more like a PB/WS without shapeshifts, or a Fort/Crab without pets and free leadership, Sent really just needs something to CLEARLY define it's role and some QoL And we'd be pretty well off.
  4. This, combined with the rest of your post. So much. If i had access to the tools the devs do, i could probably make a ridiculously complex scatter-chart and average out things relating specifically to sentinel based on things like the number of active sentinels and the "K/D" Ratio of them compared to other classes. Or i could make an equally massive DPS Graph using community data..., but there's so many variables it's hard to do true solid testing, because everyone has a different baseline they test by (Clear times, pylon times/dps, hardest solo-able content, etc) and a different methodology (Full IO's, full IO's + Incarns, Proc/nonproc builds, SO's, unenhanced, etc.) The real data itself is effectively, anecdotal evidence at best. You can base your OPINION of an AT on your own experience, but someone else can build the same AT with the same combo and have a completely different experience, this leads to bias (I'm happy with my Tri-elec doing around 150dps solo and greatly enjoy nuking endurance, someone else might think it's trash because it doesn't instagib 5 hamidons at once, we agree to disagree) You can't even set a STANDARD, if we're being honest here. Fire might do the highest DPS overall....when we're talking an enemy with no resists to any damage type, but if they have 50% Fire res and 0 Energy res, well, energy-based sets will do more DPS now won't they (assuming roughly equal base damage) And thus, the problem in our discussion, we're talking about potential tweaks to an AT as a whole, but we're all using a different ruler to take the same measurement.
  5. And that was the point, you CAN balance parts of the game around the most broken available metric...to a point, WoW and many others have EXTREMELY STRICT metas for the hardest endgame content, this drives the overall meta of the game toward that because it's the pro way If you don't have enough "Slip" in the hardest content, you screw up ALL the content, and that was never CoX. WoW Only stood the test of time because people were willing to put up with it's constant BS and sunk-cost/sunk-time fallacies and they advertise the hell out of it while pushing the actual difficulty and creativity of the game down so even a shrimp could play it well after a couple hours. I've been around long enough to remember when IO's didn't even exist. Want the "Best Gear"? Go raid hami. But EVEN BLOODY HAMIDON never required a super-specific meta, it was built around the idea of having CC+RDPS+MDPS And some flavor of support, there were "Optimal" combinations, but even a relatively rag-tag group could take him out and i feel this has been lost to time as IO's and Sets and things have been added. CoX is still the only MMO where you can take basically any combination of 8 random chars into a TF and have a solid chance at beating it. level 50 or not. But, semantics and politics of game-balance and design aside, this is the sentinel thread and not an overall balance thread. Point is, we're talking about the balance of the SENTINEL throughout the ENTIRE GAME, not just what it should or shouldn't be able to do at max level. Discounting SO/DO/Basic IO based testing around the idea of "Only level 50 numbers matter" or whatever is, well, arbitrary. Assuming you haven't already, go make an alt account, make a sentinel, and then play the game without using ANYTHING from P2W, no XP Boosts, no vet powers, no nothing. No PL's or anything cheeky either, entirely organic gameplay. Notice something? At lower levels without an SG Base stocked with IO's of every level range and a bunch of respec recipes, and a few easy mil from your farming, those first few levels as a sent are about as slow as being a solo tanker. no NR or vet attacks means you have a LOT less options at the low-end of the game, and the clunkiness of the current passive becomes scary clear. This data point matters just as much as a veteran player who knows how to build toons and already is established. Why? Meet James McNoob the 3rd, he decided to come check out homecoming because his friends told him CoX was amazing, and he decided to roll a sentinel because he liked the sound of it. He's also never played CoX and barely understands the wiki, so he's winging it. THESE PEOPLE are the "Squeaky wheel" we mention about, or joke about sometimes. "Just git gud" isn't a proper response for the new-player experience. I Spent nearly the first half-year of HC avoiding making sentinels because they seemed "Broken" and not in a good way, it wasn't until i said "Ah t'hell with it" Came here, read these forums, and spent a few more months derping around with builds and stupid ideas before getting the hang of them and forming a solid opinion that they're basically "Fine, but clunky, could use some QoL" We can agree to disagree here, but having to know all the tricks about farming merits and basically how to print money with them, how to build properly using IO sets, how combining procs work, etc. should not affect the basic new-player experience. And we should ALSO be able to agree on this: No AT, not a single one, should ever actually need IO sets to function properly and be fun to play. Not saying sentinels are in that camp (They're actually pretty fine up to +2 with just SO's/BaseIO's) but all content shouldn't also be based around some arbitrary build-target at 50 either, nor should an entire AT.
  6. Hoooly crap i missed a lot while i was at work: @Frostweaver and a couple others, Yeah, there's a reason i never said "The game is balanced around SO's" because that hasn't been true since jesus walked the earth. Rather, i do my testing WITH only SO's because things like procs & PPM mess with my numbers, i'm fully aware of how insane proc builds can get, but i generally don't build for pure DPS in most cases (My Elec/Elec i always bring up uses Agility alpha for more end drain paired with preemptive....for more end drain, because it's fun and still powerful) BUUUUUT you also can't balance the game and content around the idea of what classes are capable of at max level + levelshift + "most optimum MLG pro gamer random latin phrase 700 procs and a taco" build #584 either. This has been the death and downfall of SO MANY GAMES AND PROJECTS. You have to find the middle ground between the bottom rung and that, and then balance content to one side of that middle or the other (Easy content on the low side, harder content past it to varying degrees) Push it too far up, and you start forcing specific combinations of very specific builds because it's the only way to beat it. Push it too low and your better players won't feel challenged by it and complain. (See: GW2 raids and meta, that is a cesspool) Where does sentinel fall in this then? At a baseline of SO's/Non-set IO's pretty comfortably in the middle, practically any combo can do extremely well Solo or teamed, but you become several orders of magnitude scarier to heavy targets when you have a team with a couple big DPS AT's in it I Don't feel like after a year they'd honestly completely abandon the AT, it's far too popular If they REALLY want to push it as a "Ranged scrapper" i'd honestly go more "Ranged brute" which i've laid out before in one form, but basically just convert the gauge into a fury bar. More bar = More damage, and if we're above say, 75% "Fury" we get the passive heal/end/"Damage proc" of the current opportunity The problem is, to make up for the SERIOUS drop in effectiveness on teams (No more debuff) the damage % per point of "Fury" would have to be pretty high and/or Aim would have to be replaced by build-up (More damage, less Tohit) My biggest issue then becomes, why play a blaster? If sentinels could do just as much damage while being several times harder to kill, that defeats the purpose. Sure we can't be a blapper, but that's a niche thing. And thus, the circular argument repeats itself. My PREFERRED solution to this problem/argument is just to modify the class to be more like a VEAT/HEAT with a ton more options. VEAT's are soldiers who become more like squad leaders, with team-focused buffs and toggles that are superior versions of the leadership pool, which makes them a similar asset to a sentinel (while they're not super destructive as a scrapper or blaster might be, they provide a huge boon to the team) HEAT's are Jack of all trades, they get various boons for being on a team, and can be built to fill any necessary role at a moments notice going from Pure DPS, to DPS/support to straight tank even as the moment arises. Or they can be built to focus entirely on one or two of those roles So, what would the sentinel actually be, then? Well, here goes nothing: New inherent - "Opportunity" (Was going to change it, but meh, i kinda like it) As a Sentinel, you are extremely adept at taking advantage of and pointing out flaws in the strategies of your enemies. You attacks have a chance of striking a target with opportunity, allowing you and your allies to gain advantage over them in combat. Attacks you make on vulnerable targets do increased damage Sooo, what does this do, exactly? Well, it works like an unresistable debuff (but can be avoided, it requires attacks to hit still to be applied) that causes the enemy to release a buff pulse when hit, more or less, the buff it applies to allies is: ~5% Damage, ~10% Recovery, ~10% Regen - Stacking up to 3/4(more?) times, lasts for 10(15?) seconds, refreshes all stacks when applied But why? One, it makes the skill entirely passive, no more skill dependency here. Two, it strengthens the team-buffing side (by now giving all allies the buff to heal/reco) while not nerfing the damage, per se. and Three, it makes it interactive Basically, a scenario: I throw out a Zapping bolt, it procs "Vulnerability" on it's target, my tank hits that target with foot stomp, triggering my vulnerability and applying a stack of "Advantage" to all allies within say, 100ft or so, followed by the target dying to a crit from a stalker, but triggering a second stack to be applied At no point did i have to look for a target, i just do DPS and my passive takes advantage of that and the tankiness of sentinel in general to make sure i can keep sticking those debuffs and getting those stacks on everyone. The current "Targeter" becomes the indicator for the new debuff, the buff wave doesn't need a visual effect, and it doesn't even need to apply a visible effect to teammates For the sentinel, you get the current "Offensive" opportunity when hitting targets you've made vulnerable, just much stronger, we're talking probably 20-25%+ harder not counting the buff stacking on you. The spirit is still the same, ranged DPS with scrapper-esque bursts of damage, but it keeps that unique flair that sentinels have (scary solo, monstrous in teams or together)
  7. I Know, but this is the internet, i have to poke at it. The "SO Vacuum" is a very legitimate comparison, not everyone has 500 quintillion influence and a personal farming account to PL their own toons, so comparing SO-slotted builds means more to me than the absolutely IO'd right to hell L50 builds when i'm looking at class power or issues. After all, it's not like the AVERAGE PLAYER who decides to make a sentinel is going to hit level 20, and then partial slot all their non-50 sets and expand the slotting of them every time they get more slots. Not to mention, a LOT of people, including several of my friends hardly use ATO or purps in their builds, because they don't feel like putting hundreds of millions of INF into a single alt....when they have a couple dozen or more alts to build out, heck, half of them don't even use Mid's And, again, you hit it on the head. Sentinels aren't really blaster-tier DPS, even as broken as you can get with incarns and a procmonster build, you're still only doing about 50% of a blasters damage....at BEST. Compared to a Crab/Fort/Def/Corr though, your damage is a lot closer or better, but you also have the survival. The proper "Big three" here, would be Sentinels, Crab Spiders/Fortunatas (Ranged VEAT) & PB/WS - Ranged primary offense with Durable secondary sets/melee options. We're a lot tougher and have a really solid debuff, but we don't have the same tier of team buff as the VEAT's or the sheer options a PB/WS has. But more appropriate to actual GAMEPLAY to compare sentinel to those classes. Blasters are the "Extreme" side of ranged damage, but there's literally 4 other "Ranged attack + Defensive secondary" AT's that aren't sentinels.
  8. Even with high defense and resist, you're STILL going to have that one random streakbreaker hit be a nuke or a hold, and then it's naptime.
  9. You're right, but you're wrong. you DO include the debuffs the sentinel applies when talking about the sentinels damage contribution. Because it's not like i magically do 20% less damage when i apply my debuff to a target. I do exactly the same base damage just now that target takes increased damage. In no scenario does my PERSONAL contribution not go up in debuff state I might only do another ~30-40 DPS personally, but we can't just say "The sentinels debuff doesn't count towards their own damage contribution because everyone else does more damage with it" So my contribution on the deathmarked target goes up by the same % as everyone else, it's just that ~20% boost is SO MUCH better for the blasters/scrappers/whatever on the team, because they have a higher base damage and boost their own damage far harder than i boost my own even with Aim Thus, my PERSONAL contribution on debuff state is lower (Sub-100DPS typically) but across the TEAM that can become hundreds. we're still only counting the debuff once here. Just considering it the same as any other damage-boosting debuff. a sonic/sonic defender won't do a ton of damage, but their damage contribution to the team still includes their own damage. So, edge cases like this do not factor into my ideas of "Balance" or anything in the slightest, my comparisons are all made with the same SO Combo for 5/6 slotted offense powers. They also do NOT include buffs from incarnates or anything of the sort as well. What happens if you go do a Posi TF? No more epic pool, no more incarnates, etc. happens. (Seriously, i've seen people posting builds that don't have travel powers until like level 44+ because they ONLY do level 50+ content) When we look at the BROAD range, L1 to L50, sans sets/incarns/whatever sentinels will never touch blasters in damage at all, but blasters will also drop like rocks down a well. The line blurs a lot once you add sets, and NEARLY vanishes once incarns come in, but sentinels will still endure longer and tougher fights easier But the blaster will also notice the sentinels presence, because the moment they target that boss with the marker on him, they're a god. Pretty much, highest single target ranged vs highest single target ranged. And i'm SO AWARE of how powerful procs are, i know i can break so many powers by just proc'ing them all to hell and back and getting accuracy/rech/end reduc from other sets in other powers. And i staunchly refuse to do so, i will OCCASIONALLY do triple-set slotting (Proc + 2pc + 2pc or 2+2+2 or something) Because of bonuses, but i try to avoid stacking too many procs in things (Other than health/stam). just because it would be SO EASY for that to be nerfed away and break everything. Main point still stands though, regardless of slotting, increasing the sentinel scaler as a band-aid fix for reliability in the long run doesn't do NEARLY as much as people think it would. It would indeed make solo sentinel stronger, but it doesn't solve the mechanical or build-dependent issues the class actually has
  10. So, we've talked about the issue with "Just up the scaling" before, but let me break this down in a stupidly oversimplified form: On my Elec, my hardest-hitting non nuke attack does about 315dmg, and on my Elec/NRG Blaster, my hardest hitting (no defiance) attack does 678dmg (!) and these are both with no buffs or debuffs Lets say they do that much damage to an enemy through their base resists, for the sake of simplicity and argument. so combined, if those 2 attacks hit, they do 993 damage (Not counting Aim, build up, defiance, etc, that's just base smack in the face damage) Now lets say i spike the guy with opportunity, dropping his resists to our damage by 20%, so now we hit 20% harder (Roughly, this part is pretty hard to explain fully but "20% more damage" because -20% resist can actually vary wildly because of how the game works) Now i do 378dmg, and the blaster does 814 (!) for a total of 1192 damage Both these attacks are roughly 3s CD (2.9 and 2.4s) so 993/3 = 331dps, 1192/3 = 397.3dps from just spamming those 2 attacks, not even a rotation. Now if we went extreme and bumped the scale to 1.125 same as a blaster, that's a 17.5%+ increase, so it becomes 370base/444 debuffed which yeah, is still only like 66% of a blaster while in opp on a debuffed target but with nearly complete impunity (innate self healing, end return, status protection, damage resistance....) Remember, we can buff an ENTIRE TEAMS DAMAGE by "20%" (See above) when we hit an opportunity strike, hence why we're in sorta the tanker boat for damage. The trade-off is we get stupid survival, fast nukes, great debuffs, and pretty good sustain (We can DPS for longer due to opp and it's end return) but we're not the bursty types. And honestly, we don't need it Yeah, it kinda sucks, we get it. You wanna nuke and see those 900+ Damage numbers like a blaster, but we're more like a defender. Dangerous enough solo if not fast, but in a team you basically death-mark a single target and can get it to nearly 100% uptime We just need a way to make that DPS Boost less clunky and therefore more dangerous, so that we don't have these scenarios where we're just going through the rotations....and we accidentally waste it on a minion because of autotarget and we were 2 points of opp higher than we thought.
  11. Oh yeah, don't get me wrong. Tank/brute WP is NUTS if built well (higher HP and better scaling = way stronger regen) And it's not just that, Sentinel regen has the absorb toggle and attacks from a RANGE which means you can be crafty about how much damage you take (By say, hovering as usual and making melee mobs useless) so my 51-odd HP/sec + Absorb/sec from Instant + just straight up ignoring 90% of melee attacks through movement = Absolutely disgusting. And Dark blast, oh boy. i run a Dark/Bio combo so you have that pure insanity of blackstar stacked with /Bio's BS and it's just...wrong on so many levels. And dark is a sleeper to me. On melee it's amazing, but the angry ball of pocket lint works suprisingly well with range. I paired it with dark originally and it was basically unkillable, now i've got it paired with water like you do and it's just....comical. You play it kinda like my Elec/rad sents but not because you have a melee attack, but because cloak of fear and oppressive can outright just stop most enemies dead while you casually blow them apart. DPistols/Dark is another one, it's not a really good DPS build at all, but there's something hilarious about seeing a ton of bullets flying out of a cloud and a dozen enemies just shaking in terror...while on fire.
  12. This, right here, is why Sentinels have joined stalkers in my roster of "Main" characters. Both AT's have some absolutely disturbing shenanigans they are capable of, but it's so build-dependent and out of place you don't see it unless you're playing it or looking for it. It's only when you're looking for it that you realize bosses are dropping before minions and every so often even an AV's health just chunks by 10-15% out of nowhere Or, anyone who's done an SBB or something with me on my Elec has seen me literally flatline even AV's endurance in seconds while scaled down, and keep it basically at zero the whole fight, or the EB's in an ITF not getting to use unstoppable.....because i ate their end bar 2 minutes ago and debuffed them into the dirt. Lets look at a couple examples: Elec blast/Elec armor/Mu Mastery + Preemptive interface and Agillity paragon: "**** your endurance" the musical, can be built with a freebie travel power in LReflexes+Swift and set bonuses too. Nearly 5-caps resists with ease (Smash, lethal, fire, cold, energy) and with incarnates, has 20%+ Defense to all and can turn so many fights into a complete cheese-fest. Even AV's need endurance to use skills, and if you eat it all, they just become punching bags full of loot. might not kill them EXTREMELY fast like some builds can, but you'll basically make easy pickings out of anything you touch. Anything toxic is a priority target first though, they can actually hurt you. Oh and you get a heal that reduces your own end costs by a stupid % on a low cooldown, so that's also a thing. Anything*/Regen: Oh man, this is some amusement WAITING to happen if you build for it. I did Rad/Regen and ended up at 1869hp and change with 51hp (50.92) PER SECOND in regeneration. Also instant healing is now a toggle again but it gives you absorbtion. Generally though regen is considered "Meh" nowadays because it's super hard to build well and the payoff is just on-par with most other sets....Unless you're a sentinel or a stalker. The advantages of stealth or ranged attacks is hard to explain to the jaded. Build it right with the right sets however, and on a sentinel it's especially strong, MoG can get you out of a swarm, but most of the time they won't even scratch you through absorb and potentially 45-50%+ Resist to a few types of damage, oh and you still get reconstruction, so y'know, abuse it. Best for last: Anything*/Dark armor: Put down that pitchfork! i'm not crazy i swear! But no, seriously, you want to talk about a creatively hard but rewarding build? Sentinel DA. If you want to off-tank or just explode the world in mostly melee range, this is your set. Dark armor has always been an expensive (In terms of EPS) armor set, but low-key one of the strongest in the game aside from it's lack of knock resist, but we have an IO for that now so skip acro and the added toggle We lose the damage aura...but keep both the fear and stun ones, get an improved version of the heal, and we still get a stealth power. Pair this with Rad/ Elec/ or anything else with a PBAOE damage/debuff ability and just go ham. The build will break your brain a little, but the payoff of being a lethal ball of pocket lint is worth it. Nobody expects a dust bunny to throw a giant bolt of lightning into their face, after all. All that aside though, you're right, but i still feel like the passive should not be part of the starting powers and dependent on taking both of them to use the full potential of it. it should either be entirely passive (Keep bar full, have chance to apply vuln on attacks as a "Crit" effect, scaling heal/end return per attack based on charge %) or dom-style clicky (Same as above, but click button at full bar to trigger the effect) Basically, make it easier for people to get into PLAYING a sentinel, right now builds aside, it feels like you have to sit someone down and teach them at least a highschool if not college-level course on how the class works so they figure out how to shred with the best. Builds will always be akward just like a PB/WS or VEAT because you can be entirely ranged with defense sets to worry about, not just doing the most damage.
  13. I proposed a similar idea to this, which was actually even simpler, when you activate it, for the duration single-target attacks (And possibly at a lower chance, AOE) apply stacks of vulnerability to a target that last a few seconds for 5/7-10% resistance debuff each with a limit of 3 stacks from a single source Meaning we'd have the option of throwing a lower debuff on more targets, or focus on a single target and absolutely shred their resist like the current form. Just now it's entirely de-linked from our attacks
  14. Yeah, i probably could have worded it a bit better, but the point was basically that if doing damage and only damage was all that mattered (EG: Debuffing/Buffing/Controlling/Etc. was useless) stacking blasters or something would be how you tackled content The reality is, buffing/debuffing etc. is SO STRONG in CoX that bringing only pure DPS is a losing game. A blaster with a Kin is always more dangerous than just 2 blasters due to speed, cooldown, damage, mez/damage resist buffing, etc paired with either a second DPS set or a CC set or pets now with MM's having /kin.
  15. Oh man i missed a bit, here we go Not ENTIRELY sure if intentional, but you instantly proved what i said with this. Pure raw DPS is NOT how you actually do the most damage. Otherwise stacking blasters would be all that mattered. In reality having a couple of Pure or High DPS builds paired with a lot of debuffs is always higher DPS. Because people are so used to the idea that "Support = weak and low damage" from other games, even buffers/medics in shooters tend not to have the biggest baddest guns available. So especially people who are basically new to COX Want to play the blaster/stalker/scrapper not the Troller/dom/brute/etc. Whereas, anyone who's played CoX for any length of time knows that if you want to kill things in femtosecond timescales, you bring a couple Kin/X - X/Kin builds. Remember doing Long killy TF's with THREE Fire/Kin trollers? Pepperidge farm remembers. And you smacked it directly on the head, because the top statement describes how to properly look at things like set & class balance. You don't nerf scrapper melee scalar because TW is too powerful, you nerf scrapper TW. You also don't buff scrappers because claws is too weak, you buff claws. Sets are representatives of themselves, not entire classes Context is EXTREMELY important, i mentioned i test with base SO's so generally in a 5-slotted attack i'll have 2dmg/1acc/1end/1rech @ 50 and suchforth for defensive powers/holds/etc. as this is more representative of what the BASE SET is capable of TW/Bio without IO's is alright, but without all the procs and end rec and such, it peters out pretty quick since TW is expensive to run. But at the fully-IO'd full incarn extremes? Yeah it's friggin' terrifying. And i do this for every class and every build i make before i start slotting them all out.
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