
drbuzzard
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Everything posted by drbuzzard
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The problem with regen debuffs is that you need to know the inside baseball before you count them much. AVs resist the heck out of those rebuffs. Thus a 12% debuff is fairly meaningless. Against mooks, it doesn't really mean much either, they don't live long enough to regen. It's pretty good against EBs and monsters, but that's about it. Though really, just go buy some envenomed daggers if you want regen debuff. They are a much higher number and are quite cheap. I imagine the -regen is considered important in the pylon crowd since they don't resist debuff and are not subject to purple patch since they are always even level. Actually the most interesting thing from the patch notes, that I've not seen discussed is how the vulnerability debuff is listed as not subject to purple patch. That's really quite a huge improvement over before. Considering +3 is .65 and +4 is .48 for your debuffs and damage, not having it almost or more than chopped in half is a big deal. Not having your effect chopped down hard means it's always a good buff to your damage. I used to do the math to math for sentinel/blaster comparisons and when you've got stacking purple patch applications it really hurts.
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Nah, I default to 'run like a bard' principles.
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I find that fire is overly frowned upon. The damage toggle is kinda nice and cauterize is pretty damned nice. I did skip burn since I almost always hover blast.
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Likely this. It's been a while since I touched my DP sent since I didn't care for the set. The DPAS is generally low, and I dislike the animations.
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I've played every sentinel set both sides to 50 (not every possible combo, but a lot. I've acknowledged my error. You can let it go. I generally don't expect mitigation from the primary because the AT has a defensive secondary. This means I don't really need it. But whatever, I screwed up, and will move on.
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Guess I was wrong on a core point, I'll just delete. Nevermind me.
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What I get for not checking. Guess you're right. Slows it is. Though slows are considered mitigation.
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While I understand that people don't like that sentinels are still well behind blasters, it's inevitable in a world where tank mage is taken to be a no no. You get to do decent ranged damage, and by stacking some decent defenses with range, you can do it with close to total impunity. Yes, tough ranged blasters are possible (I have a few), but the sentinel will be tougher given the same amount of attention to defenses. They top it off with status protection. I like what we got, and while I would not object to maybe a bit more, I'm not going to hold my breath. It's basically not going to happen.
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Hell, I've got BR/dev,fire/dev, archery/dev, archery,arrow, and ice/dev blasters that I use all at range (closest I come in is taser which is 30 feet). I do use trip mines, but I don't toe bomb. Guess it must all be a figment of my imagination.
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Here's the spreadsheet updated. It's mostly just single target attacks (unless the AOE has good DPAS). Power Damage animation time arcanatime DPAS recharge time recharge enhancement MRT Proc 4.5 proc 3.5 new damage new DPAS Snap Shot 44.38 1 1.188 37.35690236 2 0 2 0.225 0.175 51.38736842 43.25536062 Aimed Shot 52.83 1 1.188 44.46969697 4 0 4 0.375 0.2916666667 61.17157895 51.49122807 Stunning Shot 86.64 1 1.188 72.92929293 8 0 8 0.675 0.525 100.32 84.44444444 Blazing Arrow 136.56 1.83 1.98 68.96969697 10 0 10 0.88725 0.6900833333 158.1221053 79.85964912 Perfect Shot 120.45 1.67 1.848 65.17857143 12 0 12 1.02525 0.7974166667 139.4684211 75.46992481 Burst 57.06 1 1.188 48.03030303 4 0 4 0.375 0.2916666667 66.06947368 55.61403509 Disorienting Shot 61.28 0.9 1.056 58.03030303 5 0 5 0.4425 0.3441666667 70.95578947 67.19298246 Slug 86.64 1.67 1.848 46.88311688 8 0 8 0.72525 0.5640833333 100.32 54.28571429 incinerator 120.29 2 2.112 56.95549242 12 0 12 1.05 0.8166666667 139.2831579 65.94846491 Dark Blast 52.83 1 1.188 44.46969697 4 0 4 0.375 0.2916666667 61.17157895 51.49122807 gloom 92.98 1.67 1.848 50.31385281 8 0 8 0.72525 0.5640833333 107.6610526 58.25814536 Abyssal Gaze 112.05 1.67 1.848 60.63311688 11 0 11 0.95025 0.7390833333 129.7421053 70.20676692 Atumbral Beam 145.81 2.07 2.244 64.97771836 15 0 15 1.28025 0.99575 168.8326316 75.2373581 Life Drain 86.64 1.93 2.112 41.02272727 8 0 8 0.74475 0.57925 100.32 47.5 Pistols 64.71 1 1.188 54.46969697 4 0 4 0.375 0.2916666667 74.92736842 63.07017544 Dual Wield 93.62 1.67 1.848 50.66017316 6 0 6 0.57525 0.4474166667 108.4021053 58.65914787 Supressive Fire 86.64 1.67 1.848 46.88311688 8 0 8 0.72525 0.5640833333 100.32 54.28571429 Executioner Shot 139.27 1.67 1.848 75.36255411 10 0 10 0.87525 0.68075 161.26 87.26190476 Charged Bolts 52.83 1 1.188 44.46969697 4 0 4 0.375 0.2916666667 61.17157895 51.49122807 Lightning Bolt 86.64 1.67 1.848 46.88311688 8 0 8 0.72525 0.5640833333 100.32 54.28571429 Ball Lightning 57.06 1.07 1.188 48.03030303 16 0 16 1.28025 0.99575 66.06947368 55.61403509 Zapping Bolt 103.55 1 1.188 87.16329966 10 0 10 0.825 0.6416666667 119.9 100.9259259 Tesla Cage 120.45 2.17 2.244 53.67647059 12 0 12 1.06275 0.8265833333 139.4684211 62.15170279 Power Bolt 52.83 1 1.188 44.46969697 4 0 4 0.375 0.2916666667 61.17157895 51.49122807 Power Blast 86.64 1.67 1.848 46.88311688 7 0 7 0.65025 0.50575 100.32 54.28571429 Power Burst 112 2 2.112 53.03030303 10 0 10 0.9 0.7 129.6842105 61.40350877 Power Push 86.64 1.1 1.188 72.92929293 8 0 8 0.6825 0.5308333333 100.32 84.44444444 Focused Power Bolt 154.26 2.67 2.772 55.64935065 16 0 16 1.40025 1.089083333 178.6168421 64.43609023 Flares 51.77 1 1.188 43.57744108 2 0 2 0.225 0.175 59.94421053 50.45808967 Fire Bolt 80 1.67 1.848 43.29004329 5 0 5 0.50025 0.3890833333 92.63157895 50.12531328 fireball 63.02 1 1.188 53.04713805 16 0 16 1.275 0.9916666667 72.97052632 61.42300195 blaze 135.51 1 1.188 114.0656566 10 0 10 0.825 0.6416666667 156.9063158 132.0760234 blazing blast 115.28 1.67 1.848 62.38095238 12 0 12 1.02525 0.7974166667 133.4821053 72.23057644 ice bolt 44.38 1 1.188 37.35690236 3 0 3 0.3 0.2333333333 51.38736842 43.25536062 ice blast 69.74 1.67 1.848 37.73809524 6 0 6 0.57525 0.4474166667 80.75157895 43.69674185 Chilling ray 86.64 1.67 1.848 46.88311688 8 0 8 0.72525 0.5640833333 100.32 54.28571429 Bitter Ice Blast 120.45 1.07 1.188 101.3888889 12 0 12 0.98025 0.7624166667 139.4684211 117.3976608 Bitter Freeze Ray 154.26 2.5 2.64 58.43181818 16 0 16 1.3875 1.079166667 178.6168421 67.65789474 Mental Blast 52.83 1.67 1.848 28.58766234 4 0 4 0.42525 0.33075 61.17157895 33.10150376 Telekinetic Blast 69.74 1 1.188 58.7037037 6 0 6 0.525 0.4083333333 80.75157895 67.97270955 Will Domination 103.55 1.1 1.188 87.16329966 10 0 10 0.8325 0.6475 119.9 100.9259259 Psionic Strike 137.36 2.67 2.772 49.55266955 14 0 14 1.25025 0.9724166667 159.0484211 57.37677527 Scramblt Thoughts 188.07 3 3.168 59.3655303 20 0 20 1.725 1.341666667 217.7652632 68.73903509 Neutrino Bolt 52.83 1 1.188 44.46969697 4 0 4 0.375 0.2916666667 61.17157895 51.49122807 X Ray Beam 86.64 1.67 1.848 46.88311688 8 0 8 0.72525 0.5640833333 100.32 54.28571429 Cosmic Burst 112 2.07 2.244 49.91087344 10 0 10 0.90525 0.7040833333 129.6842105 57.79153767 Proton Stream 120.45 1.67 1.848 65.17857143 12 0 12 1.02525 0.7974166667 139.4684211 75.46992481 Shriek 44.38 1 1.188 37.35690236 3 0 3 0.3 0.2333333333 51.38736842 43.25536062 Scream 69.72 1.67 1.848 37.72727273 6 0 6 0.57525 0.4474166667 80.72842105 43.68421053 Shout 112 2.67 2.772 40.4040404 11 0 11 1.02525 0.7974166667 129.6842105 46.78362573 Screech 120.45 1.5 1.584 76.04166667 12 0 12 1.0125 0.7875 139.4684211 88.04824561 Aqua Bolt 44.38 1 1.188 37.35690236 3 0 3 0.3 0.2333333333 51.38736842 43.25536062 Hydro Blast 78.19 1.67 1.848 42.31060606 7 0 7 0.65025 0.50575 90.53578947 48.99122807 Dehydrate 92.19 1.87 1.98 46.56060606 8 0 8 0.74025 0.57575 106.7463158 53.9122807 water jet 103.55 1.43 1.584 65.37247475 10 0 10 0.85725 0.66675 119.9 75.69444444 Disintegrate 111.45 1.9 1.98 56.28787879 10 0 10 0.8925 0.6941666667 129.0473684 65.1754386 Single Shot 51.42 1 1.188 43.28282828 4 0 4 0.375 0.2916666667 59.53894737 50.11695906 Lancer shot 109.03 1.9 1.98 55.06565657 11 0 11 0.9675 0.7525 126.2452632 63.76023392 charged shot 81.53 1.67 1.848 44.11796537 8 0 8 0.72525 0.5640833333 94.40315789 51.0839599
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Mids uses the same numbers as the in game character leveling stuff. It's derived from the same DB, but just makes certain assumptions. I managed to make and level to 50 3 BR sentinels before I noticed that other primaries did a lot better. BR isn't bad for AOE work, but the single target isn't all that hot, even though it looks like it. I guess I need to update my DPAS spreadsheet now that sentinels have been upgraded. Theoretically I should be able to do it with just a simple multiply damage by 1.1/.95.
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Though one thing to note on beam rifle is that the DPAS numbers listed in character creation are dead wrong. They assume disintegration is active. It looks far better than it actually is.
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I already said that four ATs might be considered the high end. Sentinels are not one of those. I accept that, and I also accept that we're not going to get much better than the current state. The tankmage onus sits above their head so getting this buff is to be appreciated as well as accepted as about all we're going to get. Was doing a 2 star ITF last night (a PUG nightmare, I should know better). There were 2 blasters on the team and an old, not terribly optimized sentinel of mine (psi/wp- had not played it in around 2 years). While it is clear they were doing more damage per individual hit, their time spent examining the floor on their bellies would seem to indicate to me that I did more damage. Heck, I probably lived more than the Brute that was attempting to tank (SD is not a good idea for ITF IMO). It's all and well great to show off your tough blaster, but I'd rather have a corrupter on my team (last night's team lack sufficient buff/debuff, which is why it was hell). Heck, I could just make a general statement that anything not a tank or corrupter is a waste of a team slot, and you don't need many tanks.
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While you are not completely incorrect, you're not really saying any really helpful truth. Let's be honest, for the hardest content in the game, seven corrupters and a tank is likely the best possible combination. I used to run with Repeat Offenders back in the day, and I know what those stacked buff/debuffs can do. Adding a tank with the biggest sack of HP to be the damage sponge is all you really need. Perhaps having some of the higher damage scalar classes in (scrappers, blasters) may be considered, but I'm not sure they would actually add to things. So what does this leave us with? Four good classes, and the rest are sub optimal. Yep, I guess that it is the case, and doesn't reflect on the sentinel buffs whatsoever. Sentinels now run with the pack at least, though admittedly not the front of the pack. I'd certainly argue that now they are no longer close to the back anymore. Sentinels will remain a nice class for the leveling up portion of the game, and are now more relevant at endgame. That seems like some pretty good improvements to me.
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I've been playing a bunch of my sentinels for the last couple days since I realized there was this update (hey, I was on vacation, I missed it) and I will say that the improvements are excellent. I have no beefs. Damage is up nicely, the vulnerability mechanic is nice, and I don't think the AT verges into overpowered status (well any more than the rest of the game of course). So I offer sincere thanks to the Dev team for getting this done and getting my favorite AT where I'm quite happy with it.
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issue 27 Focused Feedback: Sonic Attack Revamp
drbuzzard replied to The Curator's topic in [Open Beta] Focused Feedback
Built a test sentinel to try this out (sonic/regen) and ran around Cimerora for a while. It definitely feels much better. The animation times flow together a whole lot better. It's been a while since I played my sonic sentinel on live (well played anything on live actually), but I don't think I even had howl. The damage was meh, and cones are generally annoying. The new sirens call though does some pretty solid damage, so it's in the rotation on test. I cleared a bunch of wall spawn to get a feel for it and tried out the new arc. I could definitely see myself playing a sonic once more since it's no longer in the dumps DPS wise, and the sirens cone actually does enough damage to be worth having. I have not tried a defender, so no comment as to that. Thing is, I play defenders for team only, and teams on test are few and far between, so it would be a bear to get in real testing. I've made a blaster that I need to slot up and try. I'll get around to it. -
Interface (Incarnate Power) vagaries
drbuzzard replied to Scarlet Shocker's topic in General Discussion
I use cognitive sometimes simply because I hate the EBs going into unstoppable on the ITF. The psi damage isn't huge, but the baddies are already at low HP so it can speed things up. Otherwise, yeah, it's not all that good. Interface tends to be the last slot I get around to filling. -
Focused Feedback: Stone Armor - Revamp and Proliferation
drbuzzard replied to Booper's topic in [Open Beta] Focused Feedback
I have soloed an ITF on a granite brute. I wouldn't even consider it on a granite tank. You are correct that granite carriers serious penalties, but if you're a tank, they don't interfere with your meatshield job. On a brute, the lower damage scalar means it is less consequential, and you can compensate for the recharge without much trouble since you have a lot of mule slots for LotG and potential to chase recharge IO sets since your defenses are quite stout. -
Focused Feedback: Stone Armor - Revamp and Proliferation
drbuzzard replied to Booper's topic in [Open Beta] Focused Feedback
Enough is being moved from granite to stone skin to make non granite builds viable. I consider that to be good game design. Note: beta tanker numbers. Granite gives 50% resistance to l/s 40% to everything else but psi. Add in stone skin with 10 % to all but psi and that puts you in a really good place to cap resistance with minimal trouble from IOs. For defense granite is 15% def to all but skin, and the new stone skin gets that to 20% before enhancement. Heck with just SOs you're talking around 80% resistance and 32% def to most things. That's really damned solid. Minimal IO and incarnate (alpha) work and you cap all resistances but psi and softcap defense. You basically have to face psi, or tons of debuff to actually die (especially with rooted up for the regen). If you think granite is a waste of a T9, you've not played it. The penalties are a bit annoying, but with combat teleport in the game they really are easily mitigated. -
Focused Feedback: Stone Armor - Revamp and Proliferation
drbuzzard replied to Booper's topic in [Open Beta] Focused Feedback
Granite is good enough on its own to deserve the downsides. -
Focused Feedback: Stone Armor - Revamp and Proliferation
drbuzzard replied to Booper's topic in [Open Beta] Focused Feedback
Yeah, that wouldn't be bad. It's how granite works. -
Focused Feedback: Stone Armor - Revamp and Proliferation
drbuzzard replied to Booper's topic in [Open Beta] Focused Feedback
Yeah, I was about to mention this. Also, I suppose it is working as intended but I make a lot of characters for hovering while in combat since 3D mobility is useful. Geode will not go on when hovering. That got me killed a couple times playing tag with Cimerorans. -
Focused Feedback: Stone Melee - Changes and Proliferation
drbuzzard replied to Booper's topic in [Open Beta] Focused Feedback
Accidental double post.