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Silverado

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Posts posted by Silverado

  1. There are a few patterns we can see when looking at the epic pools available to sentinels. Namely the elemental-themed ones, Ice, Fire, and Electricity, share some similarities in terms of function, but their AoE immobilizes are not aligned with the original versions of those powers. 

     

    Frostbite from Ice Mastery, and Fire Cages from Fire Mastery, have a property that says "100.00 knock protection for 10.00s on target" which prevents targets affected by the immobilize to be knocked down. The original versions of these powers from Ice and Fire Control don't have those properties (anymore), but the Sentinels' versions do. This proves problematic for a whole bunch of reasons, which means Sentinels are potentially sabotaging their team by using these powers. 

     

    They should all be standardized, so that they behave similarly to the powers they were based on.

    • Thumbs Up 1
  2. I noticed that the AoE immobilizes that Sentinels get on their Epic Pools, Frostbite in Ice Mastery, and Fire Cages in Fire Mastery, prevent enemies from being knocked down. This is in contrast with those powers from Ice and Fire Control, respectively, which still allow the affected targets to be knocked down. This poses a problem for Sentinels (as if they needed more problems) when teaming with other players who may be using knockdowns as their main source of mitigation. If the Sentinel uses an AoE immobilize, they'd be preventing the mitigation and actively causing their teammates to take more damage. I bring this to your attention in hopes that it can be fixed sometime soon.

     

    Thanks in advance.

  3. 2 hours ago, Dispari said:

    First of all, 1.1 damage scalar is VERY good, for those that don't know. It's higher than every single other AT other than blaster and scrapper. Yes it's higher than dominator melee and higher than stalkers (though stalkers get crits). So yeah, the increase in damage is QUITE nice.

     

    Perhaps TOO nice I would say. Leaving it at 1.0 or even 1.05 would be still nice without overshooting the buff

    • Thumbs Down 11
  4. Breath of Fire makes enemies run away. Could we get that removed from the power? It makes it really useless.

     

    Also, can we get the dimensions of the cone changed to  be more in line with other melee set cones? As it is, it's a narrow cone with a long'ish range, which doesn't mesh well with a melee playstyle. Could the angle and range be changed to something similar to, say Frost from Ice Melee?

    • Thumbs Up 6
  5. 7 hours ago, Peacemoon said:

    Starting to believe -res is a big cause, as someone mentioned earlier in the thread. 

    As Luminara said, most patch/rain type powers have a built in "avoid" mechanic.

    It beats me why people decide to ignore the one reply in this thread that is actually accurate.

    • Confused 1
  6. I've seen META described as "Most Effective Tactics Available" in other games. 

     

    In CoH, even though most builds can bring *something* to the table, there definitely are builds and power combinations that are much, much more effective than others. However, that only matters if you're running midgame 25 to 40ish Arachnos, Longbow, or Vanguard missions. It's irrelevant at level 50 where you can literally have a Shit Smearing/Shit Slinging Defender be a god through incarnates and temps.

     

    • Thanks 3
  7. What are you lunatics babbling on about with this "cottage rule" madness? Wasn't that thrown right out the window with the Blaster Defiance, Stalker Assassination, Snipes, and Dark Melee changes? Both from HC devs and live devs?

  8. 6 hours ago, MashaTX said:

    I remember now why I never had a shield defense tank/brute.   The active defense is not a toggle, so you have to either auto it or hasten and either way it becomes a hassle.  Is there anyway the active defense could be coded in as a toggle?  That would be awesome!!

    So you're asking for a nerf for a set you've never played. Yeah, no.

  9. On 4/3/2020 at 6:29 PM, Sir Myshkin said:

    Side note: Personally I think Fire/Electric is looking to be one of the more interesting iterations since Fire Imps can get buffed and healed in triplicate pretty quickly, and those buffs can come back to the player, and the set is a little self-fixing from an endurance stand point if enough of the +End procs get dropped around. Might finally be able to run Hot Feet! There's also the obvious Elec/Elec combination for a sap-minded build that also has the same effect on Gremlins from a buff standpoint. Definitely not a Fire/Kin, but a bit more forgiving when it comes to Imp positioning and healing.

    I have a somewhat unrelated question about Fire Control. I notice in your builds you did not slot Fire Cages for procs (potentially Trap, Posi, and Anni procs). Why?

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