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LightMaster

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  1. I should have worded better since I don’t really want the Sentinel to be removed either and I’m fine with how it is currently, given that HC did at least took time and effort to create a new archetype either. I took it since there’s a few people of the server that straight up suggested to remove Sentinel altogether which is counterproductive.
  2. Hopefully without something like Scourge. If that’s the case, then it might be a solid well-rounder AT without overlapping too much with Melee ATs, then.
  3. On one hand, some of the Corruptor’s secondaries does encourage getting up close and personal such as Poison, but giving Corruptor access to Assault power sets might be asking for making an S-tier AT to be unbelievably overpowred, as Assault’s Melee Powers tend to have the best ones of their Full Melee Counterparts. A Scourged Melee Damage might be either comparable or even surpassing a Scrapper’s crit. There were suggestion on Melee/Buff and there are concerns about that AT idea overshadowing both sides. Allowing Corruptor to using highly-damaging, reliable Melee Powers before reaching Level 35 is asking to overshadow the Melee ATs even more. At least the Dominator doesn’t use Buff/Debuff and is countered by factors like higher than average endcost and WANTING to use Haste to be optimal.
  4. Yeah, but I’ve also been told that the Sentinel AT is supposed to be a DPS AT and not a tanky AT, and the Scrapper still deals lot more damage in comparison, so it resulted the Sentinel to be a master of none when compared to other ATs other than “the last bastion” unless one go for Electric/SR. A ranged tanky AT would be better off as a seperate AT and not Sentinel. I know for sure a rework too drastic will annoy players with multiple Sents, especially with ones built with DPS in mind. That’s why I want to keep an open mind to ensure a solution that makes Sent players happy, with less changes the better.
  5. Ooooor maybe leave the Luminous and Umbral stuff to Peacebringer and Warshade as-is? Granted, what powers the VEATs have aren’t super unique per say, but rather a neat combination, with A. Soldiers have a mix of Assault Rifle, Stalker stuff in Bane and Crowd Control and pseudo-MM in Crab, while A. Widows are basically Claws + Thorn + Psionic hybrid, but I rather not stripe away what uniqueness the Peacebringer and Warshade has beyond their exclusive forms, since some prefer to just stick with human form and not bother with the other two forms. Darkness elemental Power Sets can already scratch the Umbral / Void itch, and Energy is already used well as a substitute for light-based powers. I already requested Energy having Melee FX on Energy Blast and vice versa in here, for one, so that you can blast some really luminous projectiles for Energy Blast, while Energy Melee can enjoy punching with particles as FX options, akin to Dark’s Soul Noir option. If the HC devs are already making Luminous and Umbral stuff profiliated to compatible Archetypes, then sure, I can live with that, but I rather have the Kheldians catching up to par and make them relying a lot less of Changeling exploits first and foremost.
  6. Yeah, that’s a way for Sentinels to catch up in DPS while keeping their concept. Scrappers have crits, Stalkers have crits, even Corruptors and Controllers have crits (called Scourge and Containment respectively), and Blasters have a “pesudo-crit” in Defiance that grants Damage Bonus which means more damage to not one, but many foes. … Although I’d think that it should be a distinct type of “deal doubled damage” crit that either plays with Vulnerability, or by simply adding another inherent that deals a conditional crit, like Controller having two Inherits (Containment and Overpower), or both. Like making guaranteed crits within two/three seconds of a Vulnerability-targeted foe. Alternatives would be… First Strike (100% crit on full health foes, and then occasionally crit on foes with more than 50% health; basically the opposite of Scourge but the decreasing chance as HP lowers is a bit more strict) Weak Spots (Chance-based like Scrappers’, but have higher chance against foes that have high Resistance, Defense or ToHit) Saving Throw (Any time a Sentinel misses, dodged enough damage or suffered enough damage, it will deal a guaranteed, unmissable crit; especially useful for finishing off a Defense-boosted foe like a Tanker-type Crey Paragon Protrctor) Charged Shot (Every four successful strike, the fifth one will be a guaranteed critical hit; missing will not reset the combo, but not using any power for fifteen seconds will)
  7. As some of you may know, the Sentinel Archetype haven’t got their solid identity compared to other ATs. Being a “ranged Scrapper” proved to be fundamentally flawed, as it’s damage don’t even come close to a Scrapper, and it’s reduced Target Cap means it’s AoE is gutted out in overall damage it can do against a group of foes. And if one were to play a ranged Scrapper, then a pure ranged Blaster can already do that job far better in terms of DPS. So what can be done to Sentinel without overshadowing an existing Archetype? Well, instead of being a “ranged Scrapper”, the Sentinel could become a tanky ranged archetype instead. There are superheroes and villains that have a combination of high ranged damage and survivability. Iron Man having his faithful armor that shoots strong energy blasts, War Machine with a similar armor but with a multiplicity of weaponry, The Sentry that uses both melee and ranged powers on top of regenerative abilities, Mr. Freeze with his body suit that can withstand damage and can dish deadly ice projectiles in return, et cetera. With those in mind, it’s only fair that the Sentinel should be reworked into putting emphasis on survivability as a ranged counterpart of a Tanker, but also an opposite where the Sentinel focus on single-target damage and debuff* with less Target Cap. Their DPS still won’t reach the likes of Scrappers, Corruptors or Blasters, but they make up for it with a much more impressive survivability at a mid-range combat if all else fails, and in terms of debuff-inflicting, they surpass the Defender in damage. * Perhaps increasing the value equal to Defender so that any of the Sentinel’s blast power other than Electric Blast (already great on Sent) and Fire Blast (already great and never going wrong with DoT) will have more time to shine without dealing with the Defender’s low damage scalar. Again, to make up for low target cap and mid-range. Vulnerability should probably be enhanced with enemies taking more damage than it already does to make up for the Sentinel’s more limited Target Cap, as well as more severe reducing Resistance to mezzing and debuffs to make it a much more effective Force Multiplier, but otherwise it’ll be left as is. Armor secondaries would be touched accordingly since Super Reflexes is easily a favorite of Sentinels, and I found lot of good uses with Energy Armor, so it’s likely that Defense-oriented Armors and Super Reflexes will remain top tier. Instead, the Resistance-oriented Armor would be buffed to be ahead of Scrapper and Brute, but still behind Tanker’s versions, with the Sentinel’s Resistance cap increased (perhaps around 80 or 85%). The Snipe-replacing powers will probably have to be buffed to have a stronger secondary effect or stronger damage output depending on one’s want. Or have at least one “Tesla Cage” type where it deals Extreme Damage to make up for a lack of Snipe; Tesla Cage is part of what makes Electric Blast so good on Sentinel. As tempting as it is to remove / replace Sentinel entirely, I do not want to see an Archetype that the HC team had put some effort and time to put on. All being said, what would be your idea to improve the Sentinel other than removing it?
  8. Wouldn’t hurt to bring some screenshots and see if those NPCs have multiple positions. I am not sure if it was already a thing since some non-important NPCs (like visiters / ravers) did stick to a place.
  9. Why would be Tankers have no good “niches”? Being by far the tankiest AT, at least in the Melee category, and great at aggro control is a good reason we see in a variety of teams, be it casual to even Four Stars contents. I do think making the four existing Melee archetypes more distinct beyond numerical numbers and Inherents should take priority over trying to make a new Melee archetype, though. Stalker having Hide being Endurance-free stealth is a big start, so is Tanker’s big aggro control and specialty on survivability, leaving Scrappers (outdone by Corruptors, not just Blasters in damage) and Brutes in a rut.
  10. It often happens when you logged back in after suddenly disconnecting from the server, and you can enter your password and enter the server list just fine if you try again after receiving the message. I don’t think it’s something to worry about as long as you’re not multi-boxing, since multi-boxing involves different accounts. Players can individually report if they suspect two or three toons are being multi-boxed at a server with 1100 players or more / three red dots.
  11. I can imagine it as “Elemental Blast / Melee / Affinity / Control / Manipulation / Assault” with Swap Ammo type of power as a free package, at cost of being a master of none Set that can at least able to swap the type of damage on the fly, which means Fire, Cold, Energy, Negative, Psionic and Toxic (or even add Smash via Wind and Lethal via Metal) to circumvent an enemy group heavily resilient to a specific type of damage. In case of Affinity and Control, it also has a different additional effect like slight boost on Resist/Defense (or -Res for Control) versus that type of damage depending on one of the six / eight Elements chosen. I said Master of None because I don’t want that having different secondary effects on the fly and make other sets feeling obsolete. Mechanically, it can serve as a “beginner friendly” power set with no severe weaknesses and easy to understand, that nonetheless does have a level of complexity to it that allows veterans to take advantage of the Damage Swap system to defeat enemies that, say, a Fire Melee might struggle, at cost of being average across the board without the use of Enhancements. As a bonus, all powers can use different elemental FX, to really sell on specializing more than two elements lore-wise and can also help for a thematic “master of elements or Kirby/Mega Man-esque” concept, with Storm Blast being the closest with dealing Cold, Energy and Wind-based Smash damage in one package without involving weaponry.
  12. Ice Mastery has a Snipe for Scrapper + Stalker, whereas Ice Blast does not? It’s not like Ice Blast needs it all things considered (Ice Assault Doms might appreciate it though), but now I should keep that in mind next time I make an ice-themed Scrapper / Stalker. I’m also surprised that Moonbeam have a higher slow-snipe base damage than other Scrapper + Stalker Snipes despite the animation speed being the same as Zapp and Frozen Spear. I thought at first a Slow Snipe feels redundant with Hidden Assassin’s Strike, but it can be a much safer alternative and adds an Extreme damage to your rotation as a fast-snipe, too. I’d only recommand Mace if it goes with your theme (i.e. Arachnos hired assassin or someone who stole some gadgets) but otherwise stick with Elec and Dark Masteries that you’d preferred.
  13. TBH increasing the Dominator’s damage scales runs the risk of making the AT overpowered and away from it’s main role, since such main role first and foremost is “damage dealing CC” as twozerofoxtrot pointed, and not one of the damage dealing ATs, with Scrapper, Stalker, Corruptor and Blaster from tied 3rd for Scrapper and Stalker, to 1st for Blaster. If we increased the Dominator’s damage scales, they’ll end up forgoing CC most of the time because they will deal too much damage. While a smidge increase on Ranged Damage is fine, that scalar is ultimately good enough as is due to still doing enough damage to finish off targets and fight at a safe distance. It helps that Dominator have access to a Snipe in most Assault sets, too. Unlike Heatstroke, I’m taking advantage of the Assault the way it is meant to be; a nice mixture of Blast and Melee sets of the same theme, making Dominator one of the only true mixed ATs alongside the Blaster and the Epic ATs. I’ve been told in the Discord server of Homecoming that Assaults and most Manipulations (the Blaster’s secondaries) tend to have the same best melee powers as their Melee set counterparts, too. If anything, it gives a Dominator a sense of duality one must take advantage off on both solo or on a team. On one side, a Dominator can off Crowd Control often if the foes aren’t resistant to mezzes, then finish them off with their Assault powers. On the other side, on a team with already lot of CC or if the foes are resistant to mezzes like AVs, then pelt them with your Assault powers while shooting your CC powers time to time if you are on Domination. Perma-Dom (increased magnitude, resistance to mez for the Dominator, and insta-full End on activation) helps a lot in this regard as the Domination meter fills faster by using Assault Powers than with Control Powers iirc. If anything, the Controller is the underperforming one in the past, not the Dominator. Both can fill up some good Damage-Procs on their CCs, but the Dominator already have good damage on their own as well, giving the latter AT a bigger edge in a damage-oriented meta today, whereas the Controller have to rely on Containment, their pet damage and buff/debuff sets to significantly contribute beyond Crowd Control, and Overpower is inconsistant vs Domination. At least Defender have a much stronger buff and debuff than all other ATs, especially if such Defender can inflict -Def or -Res on foes. The Controller doesn’t have a luxury, only equal to Corruptor’s buffs and debuffs but with far less damage potential. It doesn’t make the Controller bad, I’ll say it is still good all things considered, just doesn’t hold the candle compared to other ATs. tl;dr Dominator is already in a good spot today, doesn’t severely need any buff, and already does better than Controller, an AT that is good but overshadowed.
  14. A job for a Tanker is to control, get as much Resist / Defense fo survive and maintain that control, and distribute AoE damage. Energy Melee doesn’t have much AoE, thusly while servicable on a Tanker it is not the AT I’d recommand using for optimal use of the Power Set unless you’re more into the thematic sides of things, or combine with Bio Armor for granting one self extra damage to clean low ranked foes, then grant extra Resists for dealing with the big guns. Stalker is a common answer and for very good reason. Stalker are the most ST focused among pure Melee ATs* and thusly would love to use Energy Assassin Strike, Bone Smasher (optioanally), Total Focus and Energy Transfer as the single target damage chain. Although criticals work differently for Total Focus and Energy Transfer instead of a straightforward 2x danage, Total Focus Crits giving 2x Energy Focus means you have two Quick Energy Transfers, allowing for effective 2x damage on that power.
  15. I appreciate giving your saying in the matters, particularly the “surprise” development. Regarding Hard Mode / Four Stars, It helps that players aren’t forced to participate on it at any point nor does Four Stars replaced the original (Lady Gray / Imperious) or the Four Star being the original one (Dr. Aeon) regarding Task / Strike Forces. They moreso serve for those who thinks those aren’t difficult enough and it helps that each Star adds additional objectives beyond boosting the critters’ numbers, with increased rewards in Prismatic Aethers. It does have an unfortunate effect of only certain ATs and powersets being selected a vast majority of the time for Four Stars, with loads of Corruptors and a Tanker back in the day, and then five Corrs, one Tanker and two Blasters. Back into the subject, I do think that civility should be enforced more given we saw some threads getting derailed a bit (if not severely so) with a few reaction post / snarky things in a row that didn’t add much to the conversations.
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