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  1. Having read Powerhouses previous thoughts on the subject, I feel that their shouldn't be some global way to shut it off without giving Knockback some additional helpful mechanic first. The best solution, I feel, would be to give knockback an additional tick of damage dependent upon the magnitude of the KB. The mob would take that tick of damage upon landing. It's pretty similar to how CO has it, really. That way, slotting knockback enhancements would actually increase the amount of damage the power does, up to a point, along with flinging them further away. That way,
  2. I have to agree. I'm not saying the Llewellyn Blackwell said isn't true or anything... but all this brings really brings up is another balance issue. If a set like Dark Melee, which has tons of secondary effects attached to it, can be built to be a top DPS scrapper, that's kiiiinda an issue in it's own right, isn't it? After it, it has tons of -tohit, a self-heal, an END buff attack, an immobilize built into one of it's powers, a Damage buff power that lasts 3x as long as a standard build up, and a fear power. Dark Melee is suppose to be a utility set. Not a top-end DPS set.
  3. My favorite thing is that they feel powerful and versatile like my melee characters, but have fewer annoyances/limitations. While, at the same time, doing a decent chunk of damage still. Can blasters out-damage them? Sure, of course they can. But they don't necessarily feel as powerful while doing it. Why? Because they're just not at the same level of survivability as your normal blaster. Only with very specific builds can you get somewhat close to Sentinel-level survivability. And, that's just not good enough for me. Especially after playing melee characters for a while.
  4. Here's an odd-ball build that I've poked at on and off. No means finalized as the build order is -quite- out of whack. I hadn't actually played a Dark/ anything before so I was just grabbing things in Mids and slotting them as I go before tweaking them. However, I did eventually did make a test character on the beta server and was able to do +4/x8 missions on him well enough. Definitely needs tweaking/work though. The concept is a ghost character that basically lays down tons of Fear. Leaving whole mobs stuck and shaking in their boots through the stacking of Invoke Panic, Clo
  5. Thanks Homecoming teem for all your hard work! Really appreciate it! 😄 Hopefully, OVH gives you some discount for the downtime, haha.
  6. It also be nice if there was sets that provided End cost reduction. Since a lot of the taunt auras have pretty decent END costs on them.
  7. Why do people put Psionic Mastery on some god-tier pedestal? No really, why? Sure, it has a lot going for it, I get that. It's definitely one of the better Sentinel epic sets. But, I get the feeling that most people think every other set is complete trash. I can assure you they're not. Heck, you can proc up your Primary T3 or T4 single target attacks in basically the same way as you do dominate and get more-or-less the same effect on average. Sure, the procs don't fire as often in a faster recharging primary attack, but the primary attack's extra base damage easily
  8. City of Data is your friend with questions like these: https://cod.uberguy.net/html/index.html Here's the link for Chain Fences. https://cod.uberguy.net/html/power.html?power=epic.sentinel_electricity_mastery.chain_fences&at=sentinel Its target-cap is 16 which I can confirm from my own in-game experience. It's -very- good, perhaps the best Sentinel immobilize really. It may not be very good with procs due to low recharge, nor do much damage out of the box... but it works very nicely with Interface Radials. Which means you can lightly slot it if you're short on
  9. I'm pretty positive that this is wrong for the offense opportunity. It only procs on the target you cast it on. It does not proc on any other mobs you attack. Here is one of my most recent Combat Logs using Carni's combat Parser. This was collected over running a batch of RWZ repeatable missions on +4/x8 with my Sentinel. I also manually skimmed combat log checking for 'opportunity' to make sure that the parser wasn't seemingly missing anything. The opportunity proc shows up like this: "You hit Rikti Leader with your Opportunity for 1.66 points of Energy damage."
  10. One thing that I'd like to point out about the Fury of Gladiator -20% resistance proc; it doesn't apply the debuff instantly. Thus, the damage of power it's fired from isn't effected by the -20% res it places on mobs. I've tested with Nova, at least, to confirm it's behavior in a T9. Because of this, I actually prefer to two damage procs in a T9 nuke (Or more.) if I can get away with it. This all but guarantees that you'll one-shot minions that it hits as long as you're using AIM (+Gaussian's Build-up proc. You really -really- want this proc in AIM... I -can not- stress that enough.) with
  11. Thank you Carnifax! I really like this utility. Finally a decent way to compare characters and powers that doesn't require running specific maps/missions or targets. This seems to allow running regular missions in strings and comparing the results with ease. One of things I've noticed though is that, sometimes, it's missing displaying tags for certain powers. For example, in the below image, Nova doesn't show up a label in the 'Damage by power' but clearly has a large slice of pie and it's own color. Also, using the custom graph, it doesn't seem to show hits or activation for the inter
  12. Might as well add in mine: Probably not much of a secret but my NRG/NRG/Elec Sent is my favorite character to play. Eats alphas for breakfast no problem. (Regularly do pulls on MSRs because it's just plain fun!) Also does comparable damage to my War Mace/Shield scrapper. (Gasp! Sometimes even more.. depends on the situations, of course.) Recently did some DPS test runs on Beta using the repeatable RWZ Rikti missions and uploaded the log files to https://www.carnifax.org/ CombatLog Parser. Basically did 3-4 missions on both characters. (All set at +4/x8) Allowed
  13. This would be a fantastic idea for some of my characters that could have alternate costumes that have costume pieces of the tech like wings or rocket boots. Like my modern armor that your melee characters might put on for Hami raids.
  14. And this is why I really -dislike- the whole 'Ranged Scrapper' idea that Powerhouse had brought up. 'Ranged Scrapper' will always mean that Sentinels will be compared to Scrappers (And by proxy Stalkers) whom, logically, will have to do more damage then Sentinels due to them being in melee while Sents have the option of playing at range. You don't hear this comparison as much when talking about VEATS or Khelds and that's because they bring other stuff to the table other then just 'Range Damage'. 'Other stuff' would help better define Sentinels and give them more of a role/identity on teams
  15. Most of the Assault sets have few AOEs and/or melee AOEs, so that just make them worse then they already are. However, I'd -certainly- would like to see an Earth Blast set of some kind, eventually. Although, I could see that might be a little.. boring? 'I'm throwing a rock at you!' '..Now I'm throwing an even -bigger- rock at you!' 'Oh? That wasn't big enough? Well, here's an even BIGGER rock!' 'You get a rock! And you get a rock! EVERYONE GETS A ROCK!' Perhaps, instead of the T4 blasts that most of the sets ended up getting, maybe an extreme damage melee control-type attac
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