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Tankshock

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Posts posted by Tankshock

  1. I think calling range a disadvantage that needs to be overcome is a misunderstanding of what Sentinels are.  By all means, if you love staying far away and blasting, have a gas.  But Sentinels do not need this at all to be effective, and building for it will usually create inefficiencies.  It's not hard to have soft-capped defenses with some resistance, as well as full mez protection.  With the right build, stuff will be arrested way before you are at risk, especially in today's game.

     

    I'm curious, if you are maximizing range it seems as though you are negating a Sentinel's advantages over Blaster and might as well go for Blaster and the better damage.  What do you like about a max range Sent that I'm missing?  Thanks!

     

  2. I need insight on whether to go WP or Ninjitsu.  (I need a low f/x secondary).  I'm leaning towards Ninjitsu for the cool factor and movement.  Will I regret the clicks? Thanks!

  3. This is an interesting question.  Some AT's will do better at -1/x8 while others do +2/x0.  My instincts/experience says that the x8 AT with bosses turned off will be faster.  I'd also ignore the 1st 20 levels, as the time difference is largely inconsequential compared to how you will handle the last 10-20 levels without teaming.  I'm assuming you'll have procs.  In addition to the AOE scutes, I'd include a Plant dom, confuse on almost every mob greatly accelerates solo mission clearing.  Also, Fire/Fire tank.  And of course, MM's - Thug, Demon, Bot with various secondaries.  Fire/Kin controller will fly thru the last 15 levels.  A Fire Sentinel.

  4. I'm finding this only procs once for Shield Charge, no matter how many mobs it hits.  Anyone else got it in an AoE and find the same thing?  I'm using the Superior version, which should stack 6 times.

  5. As someone who was live when the game first came out, Unstoppable, and perma-Unstoppable used to be a thing before I6 when Enhancement Diversification hit.  Now, mind you, this was prior to IO's which came out I9 I believe.  So at the time where you could double stack Unstoppable, incoming damage was nullified, so dropping to 1% was nothing, because incoming hits were being zeroed out.

     

    It was a glorious thing, though, now, just relegated to tales from old timers like me!  :(

     

    I remember that!  It was fun, but the changes were for the better.

  6. Also good for ninja pets since they die all the time ... ;D

     

    Nice. 

     

    Still, it does kind of look like the designers didn't fully understand the set mechanics.  Personally, I want a 6-proc ATO.  ;)

  7. Why does Command have so much recharge?  The pets still ignore recharge from it, correct?  Were the devs just taunting us by putting recharge into four(4) of the enhancements?

  8. Nothing's wrong with it.

     

    Most of the ones for sale are probably set to prices of, well, 20M and 25M.

     

    Whereas, thise nine hundred plus bids, are all for significantly less than that.

     

    So, someone comes along, doesn't pay close attention, and sells theirs for "1" figuring they'll get the 20M+ anyway .... and OOPS, the highest bid that was also equal to or over the asking price, was .... 314 Inf.

     

    Other way around - 18 bids, 946 for sale.

     

    Pretty sure "display error" is the correct answer.

  9. Respectfully disagree. If anything, why play a scrapper when you can get close to that in protections and much better aoe, which is king in teams?

     

    I'm not really suggesting people shouldn't play scrappers. But I feel confident you haven't fully wrapped your brain around sents, or their playstyle doesn't match your preferences.

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