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SenTheFortress

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  1. IF you want to learn more about Elec/Psi Sentinels in particular I'd recommend checking this out: I used this as a foundation for my own EB/PA Sentinel. Travel powers are kinda up to you. If you want Teleport, you can also slot Combat Jumping for a modest defense boost that costs very little END to toggle. If you are already slotting into Leadership, picking it up to slot what you missed from Hover might be the perfect pick up to push further into the power pool for Vengence and the like. Hard to say with knowing exactly what your goal is/build is. Winter's gift CAN slot into teleport if you want! 😄 Voltaic Sentinel is a good thing to consider because it attacks independently of you and is no nonsense/invincible. You COULD pick up Havoc Punch as a proc bomb, but you already get Tesla Cage if you want that and you get it much sooner. I opted to grab Electrifying Fences since it gave me an AoE control tool which the build lacked. IF you wanted a damage pick here, Thunder Strike might be a better consideration.
  2. I mean, many people I've spoken to about them often say they didn't deal "quite enough" damage for their liking. I think this might change things for some people, giving them a consistent/fair damage boost might be just enough to get more people to give them a chance.
  3. Most stand by Electric Armor, but I'll do you one more with option C, Psionic Armor. Cheat on END recovery with Devour Psyche and shutdown enemy END recovery in tandem with your END draining primary. It's very solid. I actually have a post up, showing the build in action (with the OPEN BETA 12/19/25 changes): However, from what I understand you can't really do Electric Blast wrong, it's a great set for Sentinels. Pick whatever feels coolest to you, armor sets each have their own merits.. Energy Aura is solid. I think it can be more fun when they synergize together like Elec/Elec or Elec/Psi does.
  4. Taking my Sentinel builds out for a spin in the current open beta. I didn't modify them for the changes, these are my builds pulled from the current live version of the game. I don't claim to have the best version of these builds, but they did well enough to pull off the missions. I'll credit/shout-out Icesphere and KaizenSoze for help with the foundations of these builds. Please check out their contributions. Just wanted to show off some gameplay for the Sentinel AT we got a major list of changes: Sentinels Self Resist and Defense modifiers increased from 70% to 75% Sentinel Meter now only builds while in combat Vulnerability is now as chain that can affect up to 5 targets Known issue: the target requirement expression that is used to prevent the power from being used on a target that is already vulnerable is currently not working properly with chains. Opportunity now grants a perception buff based on meter buildup, with a max of +40% at full meter. Opportunity now grants a critical chance on all primary attacks based on meter buildup, with a max chance of +40% at full meter, 5% with empty meter. Critical damage is 40% the strength of base power damage. Note: nukes are not intended to crit So let's try out some builds as-is w/ these buffs!! First up, we got a +4x8 contact mission in Kallisti Wharf. We are running Saul Magus, the genetic mutant experiment turned "Cosmic Titan" sporting a Electric Blast / Psionic Armor / Mu Mastery build. He manages to shrug off blows and blast his way through to the finish line. All done without activating lore, hybrid, or destiny abilities, resting or using inspirations. Video Highlights: 3:05 - A great example of the general game-plan against a group 21:25 - A fight in the hallway leads to a scrap that pushes the build to it's limits. ------- And for the next one some hard mid-level game-play for the nimble and ever reliable Night White Lady, using a Dark Blast / Super Reflexes / Dark Mastery build. It is dropped down to level 25 for the Task Force. Even without her haymaker (Smite), she still puts up a fight. The 'Dark Blast Brawler' pulled off a win, pressing forward most of the time, with only a tiny amount of trouble along the way: 13:20 - A great example of the general game-plan against a group. While also showcasing Life Drain, scaling damage resistance from SR and Master Brawler's on demand absorb working together when put into the 'danger zone' during the fight. 16:54 - I wanted this run to be complete without using inspirations, but I got unlucky and got hit a few too many times with low END, causing me to get sapped. It forced me to pop a few inspirations to escape and recoup my END. Still impressive she survived, the SR's scaling damage resistance put in some work there when she was shields down and helpless for a moment. --------- I am so far happy with the buffs/changes to Sentinels, the power boost is noticeable without being 'too much'. Sentinels don't have to be be as strong as Blasters or Scrappers, but they should be strong enough to get the job done. This buff plays into the 'Steady Eddie' play style they are known for (a lower damage, but high % chance crit is parallel to the Sentinel's known reliability in dealing damage) while giving them some deeper fangs to help catch them up to the other damage dealers. If people weren't convinced before about them, I think we might get some people who don't like the AT to change their minds this time. Anyone else try it out? What do you think? Night White Lady - Sentinel - DB-SR-DM.mbd Saul Magus - Sentinel - EB-PA-MM.mbd
  5. This is a good approach, provided it is communicated better in the future, Although many are unhappy with some of the changes being yanked, there are a few things that I am glad are being pulled (Super Reflexes Changes w/ Master Brawler for example, which for all purposes made SR kinda /worse/ for Sentinels and was sort of pointless for other armored ATs unless you want to pay END for another toggle in a Armor Set with no END recovery.) I'm glad the developers WILL listen to us about problems with changes before implementing them.) This is coming form someone who has only been in the game for about 8 months. Though I see it wasn't handled the best this go around, It makes me optimistic about patches in the future at least.
  6. Yeah I'll chime in and say I really disagree with this. You know what you do? Keep the Sentinel Master Brawler the way it is and DELETE practiced Brawler for that AT. Now there's no confusion if there's only one choice. Now, you have the READ what the power says now. Sentinels losing an 'on demand' power is a blow to the set for them and it really doesn't need to change for this AT at all.
  7. It's very interesting. So far so good. Not a fan for the Master Brawler change for Sentinels specifically. They should just keep the OG Master Brawler and remove Practiced for Sentinel. There will be no 'confusion' if it's the only choice. My only problem with the changes: Is balancing the meter...... trying to decide between maintaining a higher crit chance % or using Vulnerability to apply a debuff kinda made me scratch my head at first. To me it makes it it seem like tactically you really only want to use Vulnerability when you're about to nuke a group (since nukes don't crit), or if you have multiple heroes wailing on a AV, where the Res debuff + multiple people will make up for the damage lost from a low crit chance.
  8. Anyone else think it feels bad that you can't use your AT ability on the same target as another Sentinel? I know in the past Vulnerability used to work differently.. I wasn't around in those days, but I know it was stackable. I'm thinking we should bring that back, but keep the bonuses from multiple stacks modest. Say something like -0.5% applied to the debuffs per stack of Vulnerability, So a team of 8 Sentinels would grant -3.5% total, which isn't a lot but would simply just 'feel' better. Then maybe -0.25% for everything past 8 stacks. This simple and streamlined. Or another way which seems more balanced, is having the bonus scale down as additional Sentinels stack Vulnerability. 2 stacks = -1% 3 stacks = -2% 4 stacks = -3% 5 stacks = -3.5% 6 stacks = -4% 7 stacks = -4.5% 8 stacks = 5% 9 or more = an additional -0.1% per stack beyond 8 (which serves as a softcap) I don't think it would break the game to do this and would make teaming up with multiple Sentinels feel a lot better. What do you think? Should it be more or less? Also, buff the ATE procs (and Brute too! or something)
  9. So, I'll ask again: How well does it compare to Elec/Elec? Would you say they seem equal?
  10. Well yeah, that's kind of a given. I'm just not as familiar with Elec/Elec compared to most since I'm relatively new to the game.
  11. How well do you think this build compares to a Elec/Elec Sentinel as a sapper?
  12. +1 for Dark Blast / SR, it's a very good combination with good synergy. I like to tell people DB / SR Sentinel is like Dark Melee/ SR Scrapper, but you have much better AoE / to hit debuff potential in exchange for less damage. Still one of my favorite toons, just rock solid with no major weaknesses. Can hang with the best of them, solo some AVs, solos some +4/8 content. Here's my Dark Blast/ SR variant, with Dark Mastery (mine is built for exemplaring): NWL - Sentinel - DB - SR.mbd Sentinel - DB - SR - updated power order.mbd
  13. Cool, thanks for the fine tuning here. My intial thought was using Ice arrow since I can take it much sooner, therefore being able to use it for exemplar much more often. But given that people rarely run low level content above +2 Not, I probably don't really need it and Cyro would be better with a longer recharge. Fair point, leave that for a Sentinel or a dedicated debuffer. I wasn't intending to go for % DMG bonus, cut the fat from the build, by all means. Very good point, I guess that's a part of the lesson I missed. This is a good general tip as well. Yep, I was accounting for +4 always. I left accuracy floating in the 100%ish range minimum to account for To-Hit debuffs, But if you don't think it's very relevant, tune it closer to 95% by all means (I suppse Upshot and build up procs help with this on their own). Ha, unfortunately I'm very adamant on flight specifically for this character. More of an RP thing. Nice, you shaved off a bit more, thanks for that! I figured since the END recover/Drain ratio is similar to "Rambo" it will be just fine, but I'll consider swapping Alpha's if end becomes an issue.
  14. Hi all, I've spent a few hours reading through the links Nemu provided. I decided to try to make this AR/TA Blaster build from scratch by considering what I've learned, especially regarding slotting for Ranged Defense from efficient sources and being a bit more loose about perma-haste and recharge in general. It compares well with the "Rambo" build, I didn't even look at or reference it at all when making this, so I think the lessons learned were truly learned. So thanks Nemu. There's probably some optimizations to make but I think I'm starting to get on the right track. scoutythespeedyv2(1).mbd
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