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Everything posted by Teirusu
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Unlimited new slots? No, hard pass on that. Part of the fun with builds is that you're limited in what you can slot full verse not at all. It would lead to characters being more generic with less interesting trade-offs. On the other-hand, there's certainly been builds of mine that where I've gone, "Gee, I wish I had another one or two slots to play with.." So, if we could exist, it be nice if was some system to earn some limited number of new slots. My suggestion would be to attach them to the Achievement badges of 'Badges Earned Badges'. Starting from the 500 badge 'Seeker' with the requirement that you already have the 99 veteran level badge. With this, you could earn up to 5 additional slots, enough to 6-slot one additional power, if you wanted. I picked the 500 badge as the starting point as that's where I feel the starting line is between a badging verse a non-badging character is right now. You can generally get up to 300-400 badges without trying too hard. I think a system like this might be really great in steering people to play more of the game's regular content and team for it.
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Thoughts on the Sentinel (feedback/theorycrafting ahoy)
Teirusu replied to Nerva's topic in Suggestions & Feedback
Having thought about it for a while and played my Sentinels quite a bit, I do agree that they are basically a 'ranged Scrapper', as has been pointed out. We also do have quite a few ranged buffing/debuffing/control ATs but, the only ranged DPS AT we have are Blasters. So, keeping them as mostly a DPS focused AT, as they currently are, I feel is the best. As it's been pointed out, they really can't leverage their armor secondary as much as the other armored ATs. So, I think a cool mechanic might be to give them a PBAOE inherent power that's always on. Give it about 15-20 feet radius? The only purpose of this power is to tag all enemies within range of the Sentinel with some kind of mode flag. If the Sentinel then hits them with a damage power, it does bonus damage. So, basically, you'd do extra damage to enemies within 20 feet of you. This follows the standard risk verse reward trade-off and would allow Sentinels to better leverage their armor to their advantage automatically. Dive into melee range to do more damage like a melee AT. Pull out of melee range and do less damage, basically what they do today. This could easily fall under being called 'opportunity' as it can just be RP as you, being much closer to the enemies, are able to more easily see their weaknesses and exploit them. There could even be multiple levels of this damage buff. For example: 0-10 feet: Lots of bonus damage 11-20 feet: Moderate bonus damage 21-30 feet: Minor bonus damage Another thought I had; Give them unique Aim powers that last 20 seconds. This would lean them more towards what Blasters have with both Aim and Build-up. It wouldn't be a huge damage buff but would make them particularly good at blasting through toHit debuffs and defense buffs. Sometimes that 10 second window isn't long enough and would be a great unique ability for them. -
I know, right? Like, this makes me wonder how people believe that their melee toons do "far" more damage then a properly built and played Sentinel. Nukes can be a huge amount of your overall DPS/DPA. Moreover, the area effect on most melee AOEs is far smaller. On teams (Not so much solo play) my Mace/Shield scrapper will struggle much more to hit large number of NPCs unless they're some mob type that really likes to melee you. If they didn't have Shield Charge, the damage output, compared to one of my Sentinels, would be awful in most team settings. And only some combinations of melee toons have comparable nukes to Sentinels. And Sentinel's average AOEs also have much better area of affect. So, it's much easier to hit the target caps on Sentinel AOE powers verse any of the standard melee ones. Tankers are a bit of an exception here due to the various buffs they got recently. That's not to say that Sents couldn't use some tweaks, for sure. I certainly have my own opinions on how they should be buffed, much like anyone else here. But I feel a lot of issues people have with them is that they're playing them like armored Blasters, and not Scrappers with range. Those T9 nukes are not emergency buttons, or to be used 'once in a while'. They should be used as an alpha strike as much as humanly possible. If that means being in melee range to do it, then you should.
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If you're talking about the Everlasting MSRs (Judging by your signature) that would be me. Jane Zim - Energy Blast/Energy Aura/Electricity Mastery - Mids Data Link Yeah, as it's been mentioned, Energy Aura is pretty good at making a Sentinel pretty durable against most content in the game. Being at or near the Def soft-cap is pretty great. Psi/Toxic damage is about the only weakness the set has and you can build/play around that fairly well without too much fuss. Between Fold Space, Lightning Field, Chain Fences, Nuke.. makes for a pretty good off-tank. I'm generally head-longing to groups to get the first strike when I'm teaming with little issue. And that's without even thinking about Destiny and Hybrid. Those are just icing on the cake really. Basically emergency buttons, depending on the situation. You can certainly toss in Provoke, if you wanted too.
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Focused Feedback: Dr. Aeon Strike Force
Teirusu replied to Booper's topic in [Open Beta] Focused Feedback
Just ran Aeon's Strike Force with Shadeknight on Ruthless. Took just about over 3 hours on a nearly blind run. We had 1 tank, 1 scrapper, 4 defenders, and 2 controllers. Totally amazing work Cobalt and everyone else! Just absolutely flooded by this SF. Definitely enjoyed every minute of it. Thank you for all your hard months long work on this thing. Definitely enjoyed every minute of it! 😄 Definitely not a snooze fest that is Dr. Q. LOL -
Yeah, I actually have a very similar story to Ankhammon's. Just the other day, I was running TFs with a stream and a few of their friends. The last one we ended up running was a Synapse. Fortunately, I had grabbed some P2W amplifiers because 'Ugh, synapse..'. Anyway, as a challenge, we started it on +3, oh boy..! The Tanker was a Willpower/ whom was in their high 40's and, as far as I could see, was either on SOs or Generic IOs, from what I could recall looking at their info. Fortunately, they were a really smart tank and learned quickly just to corner pull and dump mobs onto me. Soon, we had gotten into a nice pace of him training the mobs onto me half-way across the map as we sat at the near start of the map happily chewing them away. Once most of the spawn was dead, they just went off and grabbed more. It was interesting, fun, and different! Clearly showed off the power of Time's ability to tank with a good build. Definitely not something I'd be able to do on my Thermal/ Corruptor (Or Defender, if I had one) anytime... ever. Here is my build, in-case anyone was curious. This Hero build was built using Mids Reborn 3.0.5.6 https://github.com/Reborn-Team/MidsReborn Click this DataLink to open the build! Level 50 Magic Defender Primary Power Set: Time Manipulation Secondary Power Set: Radiation Blast Power Pool: Sorcery Power Pool: Flight Power Pool: Leadership Power Pool: Speed Ancillary Pool: Soul Mastery Hero Profile: Level 1: Temporal Mending -- Prv-Heal(A), Prv-Heal/EndRdx(3), Prv-EndRdx/Rchg(3), Prv-Heal/Rchg(5), Prv-Heal/Rchg/EndRdx(5), Prv-Absorb%(7) Level 1: Neutrino Bolt -- SprVglAss-Dmg/Rchg(A), SprVglAss-Acc/Dmg/EndRdx/Rchg(7), SprVglAss-Rchg/+Absorb(9) Level 2: Time's Juncture -- HO:Enzym(A), HO:Enzym(13) Level 4: Irradiate -- SprDfnBst-Acc/Dmg(A), SprDfnBst-Dmg/Rchg(15), SprDfnBst-Dmg/EndRdx/Rchg(15), SprDfnBst-Acc/Dmg/EndRdx(17), SprDfnBst-Acc/Dmg/EndRdx/Rchg(17), SprDfnBst-Rchg/Heal%(19) Level 6: Temporal Selection -- Prv-Heal(A), Prv-Heal/Rchg(19), Prv-Heal/Rchg/EndRdx(21) Level 8: Mystic Flight -- WntGif-ResSlow(A), WntGif-RunSpd/Jump/Fly/Rng/EndRdx(36) Level 10: Distortion Field -- UnbCns-Hold/Rchg(A), UnbCns-Acc/Hold/Rchg(21), UnbCns-EndRdx/Hold(23) Level 12: Time Stop -- SprEnt-Acc/Hold/End(A), SprEnt-Acc/Hold/End/Rchg(23), UnbCns-Dam%(25), GhsWdwEmb-Dam%(25), NrnSht-Dam%(27), GldNet-Dam%(27) Level 14: Hover -- BlsoftheZ-Travel/EndRdx(A), BlsoftheZ-ResKB(29), LucoftheG-Def/Rchg+(29), ShlWal-ResDam/Re TP(31), Ksm-ToHit+(31) Level 16: Proton Volley -- SprVglAss-Acc/Dmg(A), SprVglAss-Dmg/EndRdx/Rchg(31), SprVglAss-Acc/Dmg/EndRdx(33), Apc-Dam%(33), TchofLadG-%Dam(33), AchHee-ResDeb%(34) Level 18: Farsight -- LucoftheG-Def/Rchg+(A), HO:Membr(34), HO:Membr(34) Level 20: Time Crawl -- PcnoftheT-Acc/Slow(A), PcnoftheT-Acc/EndRdx(36), ImpSwf-Dam%(36) Level 22: Spirit Ward -- Prv-Heal(A), Prv-Heal/EndRdx(37), Prv-Heal/Rchg/EndRdx(37) Level 24: Rune of Protection -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(37), Ags-ResDam(39), Ags-Psi/Status(39) Level 26: Maneuvers -- LucoftheG-Def/Rchg+(A), Rct-Def/EndRdx(39), Rct-ResDam%(40) Level 28: Hasten -- RechRdx-I(A), RechRdx-I(40) Level 30: Aim -- GssSynFr--Build%(A) Level 32: Chrono Shift -- Prv-Heal/Rchg(A), Prv-Heal/Rchg/EndRdx(40), PreOptmz-EndMod/Rech(42), PreOptmz-EndMod/End/Rech(42) Level 35: Neutron Bomb -- Rgn-Dmg/Rchg(A), Rgn-Acc/Dmg/Rchg(42), Rgn-Acc/Rchg(43), Rgn-Dmg/EndRdx(43), Rgn-Knock%(43) Level 38: Atomic Blast -- Arm-Dmg/Rchg(A), Arm-Acc/Dmg/Rchg(45), Arm-Acc/Rchg(45), Arm-Dmg/EndRdx(45), Arm-Dam%(46), Erd-%Dam(46) Level 41: Dark Embrace -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(46), UnbGrd-ResDam/EndRdx/Rchg(48), UnbGrd-Max HP%(48) Level 44: Power Boost -- RechRdx-I(A) Level 47: Slowed Response -- ShlBrk-DefDeb/EndRdx/Rchg(A), ShlBrk-Acc/EndRdx/Rchg(48), ShlBrk-%Dam(50), AchHee-ResDeb%(50) Level 49: Soul Drain -- SprAvl-Acc/Dmg/Rchg(A), SprAvl-Acc/Dmg/EndRdx/Rchg(50) Level 1: Vigilance Level 1: Brawl -- Empty(A) Level 1: Sprint -- Clr-Stlth(A) Level 2: Rest -- Empty(A) Level 1: Swift -- Flight-I(A) Level 1: Hurdle -- Jump-I(A) Level 1: Health -- NmnCnv-Heal(A), NmnCnv-Regen/Rcvry+(9), Mrc-Rcvry+(11), Pnc-Heal/+End(11) Level 1: Stamina -- PrfShf-EndMod(A), PrfShf-End%(13) Level 49: Quick Form Level 50: Intuition Radial Paragon Level 50: Freedom Phalanx Reserve Level 50: Portal Jockey Level 50: Task Force Commander Level 50: The Atlas Medallion Level 50: Degenerative Radial Flawless Interface ------------
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Having just leveled up a Time/Rad/Soul Defender; I have to say, I'm pretty happy with the combination. Power Boosted Farsight that doesn't drop during the few times you might get mezzed? Yes please! Stacking the +Def uniques plus one or two +DEF (all) powers to hit that sweet sweet soft-cap against.. everything?! Ohhhhh yessss... pleeeeease and thank you! Heal yourself with Temporal Mending and an awesome recharge and recovery boost from Chrono Shift? I'll take that too! Time's Juncture that doesn't push people out of the debuff field like Hurricane? In-fact, it tries to keep them in there with slows? That's great too! Of course, it can be argued, that's a great thing about Hurricane... just depends on how you feel about it. It's only main drawbacks is the lack of some mez protection which can be dealt with in various ways, not that you get mezzed much though. And, of course, that it doesn't bring any additional direct damage to the table. Although, since you'll get a pretty great ToHit buff from Farsight and you'll want to build for +Recharge in-mind, you can somewhat make up for that depending on how you build.
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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, people would have to choose between the extra damage or globally turning all of their knockback into knockdown, or using the existing IOs to selectively turn KB-to-KD on just some of their powers. Some various sets and powers could use some tweaks to knockback powers, but otherwise, I think this solution would solve most of everyone's major issues.
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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. Sets like Claws, Dual Blades, and Fiery Melee should be the top DPS sets since they have basically no secondary effects besides some random thematic flail here and there. Of course, all that isn't really apart of this discussion about procs and if answering the question if super-procing powers is OP or not intended in the original design and balance of them. I would say no but, at least, there's a loss, usually, for using procs verse using full sets since you're loosing set bonuses. However, all this really reminds me of ED. The original Devs never intended that players should be 6-slotting for the same enhancements. Even in powers that that only took one type of enhancement like Hasten/Health/Stamina, etc. I'd imagine they'd be thinking about the same thing with 6-slotting damage procs too.
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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. For me, being able to 'LEEEEEROOOOOY JJJJJJEEEENKIIIIINS!!' ..NUKE! And have a large chunk of the mob gone in an instant.. That's fun, that feels powerful! And, I can do that basically every-time all the time. I don't have to worry about having particular buffs/de-buffs and/or ATs around. They are definitely a Tankmage and they're fun for that. Bad tank on the team? That's okay; I can generally survive fine on my own, I'll just nuke them. Bad buffers/debuffers on the team? No problem; I can generally survive fine on my own, I'll just nuke them. Team split? Scrapper got scrapper-locked and pulled in another spawn? That's fine; Just more bodies to nuke. Things just went completely to hell? That's cool, I'll pop some inspirations, then I'll just AOE immobilize them, shoot them from range/in the air, and NUKE those suckers back to HELL. "But what about-?" 'Shhhh.. it's okay. Don't worry about it. The answer is 42.. and nuke.'
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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, Cloak of Fear, the Spectral Interface, and either the Control Core or Radial Hybrid. I'm sure this wouldn't be for everyone, but I thought it might be fun and might give other people ideas. This Hero build was built using Mids Reborn 3.0.5.6 https://github.com/Reborn-Team/MidsReborn Click this DataLink to open the build! Daemn Rath: Level 50 Magic Sentinel Primary Power Set: Dark Blast Secondary Power Set: Dark Armor Power Pool: Speed Power Pool: Presence Power Pool: Flight Ancillary Pool: Dark Mastery Hero Profile: Level 1: Gloom -- SprSntWar-Acc/Dmg(A), SprSntWar-Dmg/Rchg(3), SprSntWar-Acc/Dmg/Rchg(3), SprSntWar-Acc/Dmg/EndRdx(5), SprSntWar-Acc/Dmg/EndRdx/Rchg(5), SprSntWar-Rchg/+Absorb(7) Level 1: Dark Embrace -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(7), UnbGrd-ResDam/EndRdx/Rchg(9), UnbGrd-Max HP%(9), GldArm-3defTpProc(11) Level 2: Tenebrous Regeneration -- Prv-Heal(A), Heal-I(11), Prv-Absorb%(13) Level 4: Hasten -- RechRdx-I(A), RechRdx-I(19) Level 6: Provoke -- MckBrt-Acc/Rchg(A) Level 8: Murky Cloud -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(19), UnbGrd-Rchg/ResDam(21), UnbGrd-ResDam/EndRdx/Rchg(21) Level 10: Obsidian Shield -- Ags-ResDam/EndRdx(A), Ags-Psi/Status(23), StdPrt-ResDam/Def+(23) Level 12: Umbral Torrent -- SprOppStr-Dmg/Rchg(A), SprOppStr-Acc/Dmg/Rchg(25), SprOppStr-Acc/Dmg/EndRdx(25), SprOppStr-Acc/Dmg/EndRdx/Rchg(27), SprOppStr-Rchg/+Opportunity(27), OvrFrc-Dam/KB(29) Level 14: Intimidate -- GlmoftheA-Acc/EndRdx(A) Level 16: Invoke Panic -- GlmoftheA-Acc/Rchg(A), GlmoftheA-EndRdx/Fear(29), GlmoftheA-Acc/EndRdx(31), GlmoftheA-Acc/Fear/Rchg(31), GlmoftheA-Dam%(31) Level 18: Unrelenting -- Prv-EndRdx/Rchg(A), Prv-Heal/Rchg(33), Prv-Heal/Rchg/EndRdx(33) Level 20: Hover -- HO:Micro(A), LucoftheG-Def/Rchg+(33), ShlWal-ResDam/Re TP(34), Rct-ResDam%(34) Level 22: Fly -- BlsoftheZ-ResKB(A) Level 24: Obscure Sustenance -- TchoftheN-Heal/HP/Regen/Rchg(A), TchoftheN-Acc/Heal(34), TchoftheN-Acc/EndRdx/Rchg(36), TchoftheN-Heal(36) Level 26: Cloak of Darkness -- LucoftheG-Def/EndRdx(A), LucoftheG-Def/Rchg+(36) Level 28: Cloak of Fear -- GlmoftheA-EndRdx/Fear(A), GlmoftheA-Acc/EndRdx(37), GlmoftheA-Acc/Fear/Rchg(37) Level 30: Abyssal Gaze -- SprWntBit-Acc/Dmg/EndRdx(A), SprWntBit-Acc/Dmg/Rchg(37), SprWntBit-Dmg/EndRdx/Acc/Rchg(39), UnbCns-Dam%(39), CldSns-%Dam(39) Level 32: Aim -- GssSynFr--ToHit/Rchg(A), GssSynFr--ToHit/Rchg/EndRdx(40), GssSynFr--Rchg/EndRdx(40), GssSynFr--Build%(40) Level 35: Dark Obliteration -- Rgn-Dmg/Rchg(A), Rgn-Acc/Dmg/Rchg(42), Rgn-Acc/Rchg(42), Rgn-Dmg/EndRdx(42), Rgn-Knock%(43) Level 38: Antumbral Beam -- Apc-Dmg/Rchg(A), Apc-Acc/Dmg/Rchg(43), Apc-Acc/Rchg(43), Apc-Dmg/EndRdx(45), Apc-Dam%(45), CldSns-%Dam(45) Level 41: Blackstar -- Arm-Dmg/Rchg(A), CldSns-%Dam(46), Arm-Acc/Dmg/Rchg(46), Arm-Acc/Rchg(46), Arm-Dmg/EndRdx(47), Arm-Dam%(47) Level 44: Netherworld Tentacles -- SprFrzBls-Acc/Dmg/EndRdx(A), SprFrzBls-Dmg/EndRdx/Acc/Rchg(48) Level 47: Engulfing Darkness -- SprAvl-Acc/Dmg/EndRdx(A), SprAvl-Acc/Dmg/Rchg(48), SprAvl-Acc/Dmg/EndRdx/Rchg(48), CldSns-%Dam(49) Level 49: Darkest Night -- DmpSpr-ToHitDeb/EndRdx(A) Level 1: Opportunity Level 1: Brawl -- Empty(A) Level 1: Sprint -- Empty(A) Level 2: Rest -- Empty(A) Level 2: Swift -- Flight-I(A) Level 2: Hurdle -- Jump-I(A) Level 2: Health -- NmnCnv-Heal(A), NmnCnv-Regen/Rcvry+(13), Mrc-Rcvry+(15), Pnc-Heal/+End(15) Level 2: Stamina -- PrfShf-EndMod(A), PrfShf-EndMod/Acc(17), PrfShf-End%(17) Level 50: Cardiac Radial Paragon Level 50: Control Core Embodiment Level 22: Afterburner ------------
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Thanks Homecoming teem for all your hard work! Really appreciate it! 😄 Hopefully, OVH gives you some discount for the downtime, haha.
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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.
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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 makes up for it in the long run. Not to mention they'll do even MORE damage while under AIM. Sure, you -can- go with 6 procs in dominate and use Alphas to make up for some of loses you take by not slotting any enhancements into those powers.. but you still have a power that costs more END and doesn't recharge nearly as fast. Sure, not all of the primary sets have the ability to add a bunch of damage procs to their T3 or T4 single target attacks but a good number of them offer debuffs that have sets that -do-. So damage-wise, it's a wash really. The cast-time is a plus, but not enormousness huge in comparison to the T3 and T4 attacks. I guess it'll make a different in pylon times? *Shrug* Mind-probe isn't even the most damaging Melee attack that Sentinels can get. Sure, it has a rather quick cast-time but not too much quicker the most of the others. The -recharge is nice, but not amazing. I would say that it only ranks about the same as the other melee attacks. Yes, it is in the sweet spot of recharge to get procs off at 90% of the time, but few of the the others aren't far behind. And, as far as Psychic Shockwave goes. Yes, it -is- and amazing power, which you can load up with some good proc'age. ...But it's the only AOE power of the set. Many of the other sets have 2 and some even have 3 AOE powers and we all know that AOE powers are generally king around here. Although, I will say that most Sentinels builds maybe only need one more AOE power to round out their cycles which is why Psychic Shockwave is quite good. That all being said, there's no mass immobilize (Which, admittedly, not everyone cares about, but I like them. ) and it's only a 25% change for a 2 Mag stun. Moreover, I've ran some RWZ repeatable mission runs with /Psionic Mastery and compared them to my normal build with /Electric Mastery. And, for me, at least, I was able to do more over-all DPS with /Electric Mastery. Even though each AOE in Electric is nowhere near as good as Psychic Shockwave, the fact that there's two with plenty of chances to proc just a interface radial can seemingly push it ahead. And each only has 3 slots with no damage procs. Heck, the ones in Electric are pretty meh so I bet the other sets can do better if people tried and compared. Electric run: https://www.carnifax.org/?uuid=f1137f15-c671-453b-aeb6-1bdf5c8c9f21 Psionic: https://www.carnifax.org/?uuid=e1221de6-a1d2-4c4e-9db3-a48eb3533855 Definitely do love Carni's Combat Parser for sure.
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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 slots.
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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." https://www.carnifax.org/?uuid=57b3dc3f-702b-432e-b5af-77edf621e612 As you can see, the offensive opportunity proc does basically -jack- for damage as it only accounted for 0.2% of my total damage. The Hecatomb proc that I have in Havoc punch did more over-all damage then that. Almost -twice-! Considering that I used Power Bolts nearly twice over Havoc Punch in that set of missions, it's pretty underwhelming. This leads me to believe that the offensive opportunity is basically worthless and you might as well just use the T2 power instead to get the minor defensive buffs. Back to the target-caps problem: One thing that does bug me is that Shield Charge https://cod.uberguy.net./html/power.html?power=villain_pets.shield_charge_aoe3.shield_charge_aoe_scrapper&at=minion_pets and Lightning Rod https://cod.uberguy.net./html/power.html?power=pets.lightning_rod_scrapper.lightning_rod&at=minion_pets are set to hit 16 targets. Yet, these two powers are basically the same as Sentinel nukes. Further adding to the point is that Savage Leap https://cod.uberguy.net./html/power.html?power=scrapper_melee_aux.savage_melee.savage_leap_aoe&at=scrapper is set to a 10 target cap.. yet it only has a 40 second cooldown. This clearly tells me that it's okay for Shield Charge and Lightning Rod to hit 16 targets while Savage Leap is balanced around 10 targets with a 40 second cooldown. So, why is it not okay for Sentinels to have 16 target-caps for their T9s?
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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 your T9. If you're not one-shotting the minions with your T9, then you're having to waste another attack (Or two) on killing them which then means more targets for your other target-cap-limited AOEs to deal with. Also, as far as the back-of-the-napkin math goes for that -20% res proc, you need to hit 3.5x base 100 damage attacks to make up the 70-ish damage you'd lose from not using a normal damage proc. So, this would generally be a loss against minions for sure, you will generally only need to hit them 1 (maaaaybe 2) more times with an AOE power to kill them, if you didn't one-shot them already. For Lts, this might come out as a wash. For Bosses, could very well be better then a standard damage proc as you'll definitely need to use a bunch more attacks to polish them off. Few things to further consider though; 1) The -20% res proc only lasts for 10 seconds. 2) Most cast times are going to be in the 1.5 to 2 second range. Thus you may only get another 4-6 attacks off during that time. 3) Most sentinel attacks are under 100 base damage. Most other AOEs are definitely under that. Generally, only the hard hitting ST attacks are over that. Sooo, in reality, the chances of you making up that lost 71 damage of a normal damage proc aren't that great... Of course, if you're in a team, then you have 7 people that can help with that. Which, in that case, they're great! Otherwise, solo, the -20% Res, and others that are similar to it, are only about as good as normal proc and can be lower. ATs that have higher base damage (Basically those whom have better melee powers) get waaay more mileage out of the -Res procs, for sure. Take a War Mace Scrapper, for example, just 2 of their powers do less then 100 base damage.. and they have chances for criticals.
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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 interface procs, at least for the one that I was running. It be nice to know how many times an interface proc goes off, for instance. https://www.carnifax.org/?uuid=b4700942-95b3-4629-8ace-c6ce33730347
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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 myself to convert as many inspirations that dropped into rages that I could and ate them but did not use any special inspirations that wouldn't normally drop in regular missions. Basically, just ran them like I normally would. One set of runs comparing both: https://www.carnifax.org/?uuid=94e376be-9edf-4dcd-8123-a2e0215c9af8 Another set of just my sentinel: https://www.carnifax.org/?uuid=b4700942-95b3-4629-8ace-c6ce33730347 Basically, quick recharging and firing Chain Fences and cast-time free Lighting Field mean -lots- of Interface Radial procs going off. Also, my Sent has Fold Space. Sooo, that makes a big difference too. Certainly don't need to chase around as many mobs when you can Fold Space and then AOE immobilize the whole lot of them... 😃
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New P2W temp Flight with no jetpack
Teirusu replied to AngryJesusMan's topic in Suggestions & Feedback
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. -
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 then just being weaker then either blasters or scrappers. I did some Trapdoor mission runs on 3 of my characters the other day; doing two runs apiece. I ran them how I'd normally run a mission and not necessarily speed through them, I did not try to drag bosses with me to the next spawn. Also, my builds are defensive-leaning then offensive-leaning. (So, they don't have many procs in them. Generally aiming for set bonuses and the like.) So, all three were able to do the mission at +4/x8 comfortably. Energy/Energy/Elec - Sentinel Ware Mace/Shield Defense/Body Mastery - Scrapper (No attacks from epic) Super Strength/Willpower/Energy Mastery - Brute (I only used one stack of Rage and has no attacks from the epic but does have Spring attack with 3 procs. Also has Cross Punch) WM/SD scrapper was in the 6:30-ish Nrg/Nrg/Elec sentinel was at the 8:30-ish SS/Will brute clocked in at 9:30-ish. The Trapdoor mission is very scrapper focused as all the mobs are willing to run towards you to melee (While already being in tight quarters) so it's easy to get them within melee AOEs, so it doesn't surprise me to see the scrapper pull so far ahead. SD already has a Sentinel-like nuke with Shield Charge and War Mace is a pretty good set so it's a really decent damage combo. Not the highest-end, but very good. I'm sure people whom are waaaay better at speeding things can get better times then I could. It makes me feel it's the actual sets themselves that make more of a difference but that's just my limited experience through these 3 characters.
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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 attacks might have been a better option. That way, we could have 2 good melee attacks in the high-end and fill in with pool powers for filler, if we wanted.
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One could argue that their damage scale is actually just 1 by the sheer fact that all of their attacks apply a -%5 RES debuff by default. They also get the -20% RES on either their offensive or defensive opportunity. So, in some situations, it's much closer to base blaster damage, when only talking about ranged ST. Of course, blasters get defiance on top of that sooo yeah. That's interesting to know about the banning of inspiration usage on the runs, but that makes sense. Still, the fact there's no valid time for Sents leads me to think it's a lack of will to do so with the people whom like to run them. They know they'll get the better times with blasters because they do the most damage. So, they practice it XX's times until they can get that -perfect- run until the stars align and they finally manage it. There is literally no reason that, if a pack of scrappers could do it, that a similar pack of well-built Sentinels couldn't. Would they take more time? Probably, sure. But they could still do it.
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MoITF's are a silly metric to go by anyway, for various reasons. They really only show off just how powerful things like Incarnate Destiny powers are and, of course, inspirations themselves. (Of course, people are going to have stacks of inspirations waiting in their emails, ready to be used.) The more you can squeeze into the time-frame of inspirations and destiny powers, they more powerful they become. A 4 person team can easily have 2 Barriers, 1 Clarion, and either an Ageless or Rebirth. That's basically like having a pocket empathy defender.. but -better-! And, I'm sure that people don't bother with Sentinel 'Mo' runs because people feel they're 'bad' or not worth it, so they don't bother. It's a self feeding cycle really. As for the reverse scourge idea, I like that too. That's a nice high-risk/high-reward trade there. Rewards opening up with your nuke and facing the wrath of the rest of the spawn. This is pretty much how I play my Sentinel anyway. Get in as fast as I can, eat the alpha, and nuke before anyone else. It rather fits into the idea of how I've viewed them as being the opposite of a Stalker. Instead of using Hide to get big criticals on AS or AOEs, you're just waltzing right in, nuking, and waving good bye to half of them at the start. Although, I can't say that it sounds.. very Sentinel-ish..? But what is 'Sentinel' anyway? Clearly, we're still trying to figure that out, apparently... Increasing their caps and then making their buffs/debuffs better (Without effecting their secondaries), I think, would be a decent idea too. Those PBAoe heals on the end of some of their epic sets are pretty.. trash. This would certainly make the blast sets that have debuffs better in comparison to the all mighty Fire blast.
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QOL Suggestion: Portable SG Base Buffs?
Teirusu replied to Mr. Vee's topic in Suggestions & Feedback
Being able to immediately get the SG buffs with a portable bench or what-not might be a little too.. good. Certainly be -nice- for sure. But we'd certainly wouldn't want these buffs to be necessary for everyone to have. Not that people need them now, but, if it was ridiculous easy to get them, then everyone will feel like they -should- have them. Perhaps, what would be better solution, would be to just allow them to stack for more then one hour at a time. Least then, you can get a bunch of them for a full play session and be on your way. There's some other stuff I'd like to see being able to stack more then one at a time.. like all the Vangaurd stuff. (The PSI DEF+/RES+ toggle and the pet.)