Jump to content

drbuzzard

Members
  • Posts

    1097
  • Joined

  • Last visited

  • Days Won

    1

Everything posted by drbuzzard

  1. Yes, I only use it once per time I log it on to avoid tossing 'things'. Really? The second part of this 'argument' doesn't hold a lot more water. The target gets tossed out of AOE range. I've had a fire/fire sent for years now. I tried to limit the impact of the knockback with KB>KD IOs, and they don't do it because of the repel. Do we need COH 101 or something? Spawns have opponents of different toughness, some require more damage to kill. Hence you kill mooks with AOEs and bosses with high damage single target attacks. Sometimes you need a cycle of AOEs to finish things and oddly enough sometimes those AOEs are not up. This doesn't even bring up the concept that you can be on a team, and tossing away a target being engaged by a melee teammate is kinda rude. How about you accept that you like the power as is and I don't . Furthermore, how about we avoid specious arguments as to why I have my opinion. I don't ask the power to be changed other than having the option of no KB and repel. I don't wish to take away the way you like to play it. If my option is not feasible, I can live with playing electric blast instead, which I do.
  2. I would certainly like the option of ending the repel. I'm not fond of tossing things around, YMMV. I like things bunched up for AOEs.
  3. There is some of this for most sets (though not all, though I can't think of the negative examples). For example, in sonic screech for a blaster is just a stun, while in a sonic it's a high damage attack plus a stun. In archery, blasters get stunning shot which is merely a stun, for sentinels, it's a high damage attack again. In electric tesla cage is a hold for blasters with little damage, but sentinels get the hold plus big damage. This is common across the sets where individual powers which are just utility in blasters, get damage (usually big damage at that) added. I can't think of any sentinel sets where you get a mez power that lacks decent damage (stalagmite is a bit weak damage wise, but still attack worthy).
  4. The other day I ended up having to pull both Nightstar and Seige with my sentinel in a BAF. I don't suppose too many blasters do that. (there was no tank, and a very soft brute)
  5. Well you are comparing the best blaster primary set against some of the lesser sentinel primaries. That's not entirely fair really. Try a fire/regen or elec/regen, those should do a better job of impressing you.
  6. You are correct. How did I get that wrong? I was just looking at the wiki. Thanks for the correction.
  7. I've been thinking about the vulnerability power. It's interesting, but given that it ignores the purple patch, you end up with a debuff which exceeds what a corrupter can do at +4. It can be maintained pretty much permanently on a single target. Sentinels are now competitive debuffers. Let's have the math to back it up. Purple patch is .42 against +4s. Most corrupters debuff resistance at 22.5% (there are outliers). Actually the crossover for corrupters is at +3s for +3 targets .65x.225= .14625 for +4 targets.42x.225=.0945 So if you're doing your normal +4 stuff with an alpha shift, at least for resistance the sentinel is superior. Of course the corrupters will stack, so that's back in their favor. For defenders: for +3 targets .65x.3= .195 for +4 targets.42x.3=.126 So against +4s (and above) sentinels are the resistance debuffing kings now. So the moral of this story, is keep up vulnerability on the hard target, your team is counting on you.
  8. More like high plains.
  9. You are correct about the lackeys. You are wrong about the AVs. The sentinel powers amplify the rest of the team with the type of debuffs. Solo? Yeah, not real strong on an AV, but you better have a good build if you're doing that kind of stuff. Also, another vote for envenomed daggers. These are way underappreciated. They can drag a lousy PUG over the finish line in many a TF.
  10. drbuzzard

    Why tanker?

    This question comes down to teaming vs. solo IMO. If you want to tank for a team, go tank. While a brute can do this with the right build, it is ultimately easier to make a tough tank, and the ceiling is higher for durability. If you want to solo missions, a brute will definitely be better since they are damage focused. Aside from that super strength has known issues, and when the devs tried to fix it a niche crowd howled like it was the end of the world, so I doubt it will get fixed any time soon. The change in when powers are available does help the set a fair bit since you can avoid jab now.
  11. BA is drastically better. Almost every power has had the DPAS improved, and I'd guess it's easily top half now instead of bottom half.
  12. Yeah, the debuff ignoring the purple patch is pretty huge, though the lack of stacking is a bit disappointing since it denies all sentinel superteams. That was deliberate no doubt. They would have been reaping machines.
  13. drbuzzard

    Beam Invul

    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.
  14. Nah, I default to 'run like a bard' principles.
  15. 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.
  16. 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.
  17. 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.
  18. Guess I was wrong on a core point, I'll just delete. Nevermind me.
  19. What I get for not checking. Guess you're right. Slows it is. Though slows are considered mitigation.
  20. nevermind
  21. nevermind
  22. 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.
  23. 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.
  24. drbuzzard

    Beam Invul

    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
  25. drbuzzard

    Beam Invul

    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.
×
×
  • Create New...