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CaptTastic

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Everything posted by CaptTastic

  1. I’d like to suggest a fire/rad corruptor with a few caveats: • IF it’s IO’d for ranged defence • IF it has the clarion incarnate • IF you pick up an AoE immob in epic/patron power pools to keep groups in RoF • IF you’re not expecting it to be easy and are happy to embrace that.
  2. TA/A Defenders very much can solo pretty nicely. It's a set that really doesn't get the love and respect it deserves!
  3. Yes, I have to speak up for TA too. I think the perception of TA suffers from its lack of visual flamboyance. Watch a TA player and all you’ll see is the same animation over and over and an arrow heading into a mob. That’s it. Oil Slick aside, if you watch the mob you won’t see much visually remarkable happening from a TA player. It just doesn’t look exciting, so many find it hard to get excited about. Under the hood, though, TA is a very potent set and, contrary to your experience, I have actually found that soloing is when you discover the true strength of TA. Agincourt, my Alpha T3 slotted TA/A Defender, easily solos 52/x8. Mez is the only real danger (and Destiny will sort that in time), as mobs are either glued down (Glue Arrow), held (EMP Arrow), falling over (Oil Slick arrow), or choking (Poison Gas Arrow) while they are burning (Oil Slick Arrow), getting an exploding arrow in their face, and getting Rain of Arrows drop on them. TA/A is just an ocean of orange numbers when played well. Some caveats though, if I may... Firstly, I think TA has a much steeper and tougher learning curve to the other sets. It’s not a set that’s just great out of the box and frustration reigned A LOT whilst I was figuring the set out. Secondly, I have spent a fair chunk of inf on him and without that I doubt he’d have the survivability to solo like he does. So yes, TA is certainly an unpopular set but it’s one I’d personally recommend. By the figures posted earlier in this thread, it seems Agincourt is something of a rarity as being an incarnate, regularly played and heavily invested in TA Defender. Part of me wishes there were more, but then the vanity kicks in and I like being rare. So In conclusion: TA is brilliant, but play something else please 😂
  4. I can’t think of a single reason to take PB over MB. Like, literally not one. I’m staggered the devs even bothered to leave PB in the set to be honest.
  5. Some thoughts on TA/A defender: 1) In terms of AoE debuffs, it’s very hard to criticise it. Fast animations mean that within 5 seconds a mob’s damage, recharge, resistance, and defence are all severely reduced. 2) AoE damage is nice too with oil slick, Rain of Arrows, and explosive arrow (slotted with KB>KD IO) thrown in on top of the debuffed mob. 3) It does lack for a little -Regen on AVs, but that can be helped by incarnate. The -resist and -damage is really effective in these fights though. 4) You’re not going to be steamrolling big mobs solo, but a defender isn’t designed to do that. You’ll make others better around you though, which leads onto the caveat of... 5) The better your team is, the more effective you’ll be. Having someone happily using AoE knockback and scattering mobs all over will reduce your effectiveness, for example. Good controllers and blasters will make you better. 6) Single target is surprisingly decent on archery. Ranged shot and blazing arrow are good attacks, and a procced-out Ice Arrow becomes better than both. That makes for three very decent ST attacks with quick recharge. 7) You’re not going to get a great amount of love on a TA/A defender for two main reasons... a) although you’re doing A LOT, you aren’t necessarily seen to be doing much. It’s not a flashy set, oil slick aside, so many won’t notice what you’re doing. And b) not enough players have actually played TA enough to genuinely appreciate it. 8). IO’s can make TA/A, like all defenders, VERY survivable. Mine has capped S/L/E/R and with a single flash arrow the other categories get to the cap or very close to it too. 9) TA/A always keeps you involved and engaged. Very little/no downtime on powers so your pace of play feels frantic, fluid, and fun. 10) While you won’t be steamrolling +4/x8 solo missions, you absolutely CAN solo just fine. It’s a little slower and needs more thought than scrappers or brutes but that more cerebral demand is what makes defenders/support toons most fun for me anyway.
  6. On Flash Arrow, my understanding of it was that it was always a situational -perception aggro management tool rather than a battle-hardened -tohit staple debuff. Like an AoE sleep, it was the power you wanted to use on a mob close to the one your team was piling into so you kept them from getting aggro’d too. Not that it matters in endgame content now with IOs and incarnate boosted toons happy to aggro a whole map because they know they won’t take a scratch, but back in the day it was very useful, situationally, and still can be during the level-grind now.
  7. I love this post because it cuts through all the crap and answers the Sentinel OR Blaster question in the most succinct and best possible way. The answer, as you say, is both. Play both, appreciate both, enjoy both for what they are.
  8. I played a fully IO’d TA/Archery Defender on Live and I can say with absolute honesty it was arguably the most powerful team toon I had (of 27 level 50s I played) and by far and away the most fun.
  9. Solo'd ITF on my Fire/SR today. I know it's hardly rare these days but still felt good. Didn't do it especially spectacularly (1:21:50 - I won't be challenging @nihiliiany time soon!) but zero deaths either. Was good fun too, which is the important bit.
  10. Definitely related, yes. I wanted to make something a bit more tanky and so it turned out. I must admit though, I thought by getting plenty of recharge and taking knockout blow from patron pool I could offset more of the damage compromises I made then I ultimately achieved, and I’ve still solo’d AVs with him, so he’s certainly no dud. There’s just something about him though that feels weak and underwhelming. He is what he was supposed to be though: A tanky, steady yet unspectacular sentinel, so I’ve no complaints. One day I’ll get round to Fire/Invul JUST to do a comparison!
  11. I suppose like all ATs there are very different experiences depending upon the different sets involved. A Titan Weapons scrapper will, I suspect, have a very different experience of the AT to the one a Staff Fighting or Kinetic Melee will. So it’s difficult to make sweeping AT-wide conclusions. I have fully IO’d out two Sentinels at this point, and they feel completely different. Energy/Invul: Supremely tough, never feeling in any danger (except to Psi). Capped typed defence, capped S/L resist, good other resists. Good recharge but feels slower than it is due to longer animations. Pretty underwhelming damage but feels very much in control. Fire/SR: Supreme recharge, meaning blaze available every 2.something seconds, and quick animations make it feel brilliantly busy with far quicker kill times. Capped positional defence but no real resists so always feels vulnerable to taking a big hit. Great damage output but feels like he’s in a fight. Same AT but that’s really where the similarities end as they feel completely different to play, and neither tell you what a Sentinel actually is, because what any AT is is what we make of it. That Incredible variation, even within the same AT is, in my opinion, a huge part of what makes CoH so special. Edit: I also have an Elec/Rad Sentinel at 50 but since he has no IO build yet I don’t feel right comparing him to the other two. Sonic/Bio and Psi/SR are next on my list of Sentinels to try out.
  12. Must admit, I love the Defensive in opportunity and never really understood why it doesn’t get much love. It makes a big difference on my SR, but suppose it’s easy to see why it’s much less effective on other secondary sets. That said, seems inevitable it’s going in favour of greater damage/accuracy, which I guess is a trade off that will benefit the AT as a whole.
  13. More than happy to defer to @oldskoolon the dark armour overview. He’s provided a brilliant comparative guide in general. 👏🏻
  14. I would personally go Dark/Fire from those choices, just because I don’t think Dark Armour has been adapted to Sentinels very well at all. I’m a believer though that you can make any combination work and your favourite characters always end up being the ones you can’t really explain why you love them - you just do.
  15. How sweet was level 20 back then?! Cape and Stamina. God that felt good. It was all about milestones back then really. lvl 12: DOs lvl 14: Travel power lvl 20: Cape/Stamina lvl 22: SOs lvl 30: Auras Suppose it still is about milestones now. The milestones have just changed and the major ones have been moved back, with 50 itself now a milestone before incarnate rather than the destination. I personally look back in the old school CoH days with rose-tinted glasses and remember all the quirky, fun nuances it provided. But in reality, could I be bothered to go back to it - voluntarily? Absolutely no way!
  16. It’s funny because I personally look at the blaster v sentinel question and ask why you’d play a blaster when you could be a sentinel! It’s all subjective based on what you value the most in a toon. For me, sacrificing some damage to gain a lot more security and survivability is a trade worth making. For those who value maximum damage more than me, I expect it’s not. For some, the high risk high reward playstyle of a blaster is thrilling and exciting, and you lose that with a sentinel. For me, though, it’s stressful, so I go with the lower risk, lower reward Sentinel. I don’t personally think it’s a fair or relevant comparison either as Sentinel is more a utility class than a damage one I think. One that can perform a number of roles, provide a second line of defence in a team and look after itself etc. It’s a jack of all trades. As tanks become less common, think Sentinels become more useful as they can stay in a fight so long. But if all you want is damage, and there’s nothing wrong with that, a blaster is better, of course it is. But that’s not me so I love the Sentinel class like no other.
  17. I’ve got two level 50 Sentinels (so far, currently working on an Elec/Rad), both fully IO’d out. One is Energy/Invul, one is Fire/SR. Statistically, my invul is better with capped type defences (all but Psi) and capped S/L resist, and perma hasten and dull pain. However, S/R just seems to have that X-factor in-game that Mids can’t measure. It’s a million miles more fun through the levels and then the Destiny incarnate slot fills either the heal or resist gap in the build (I went heal). There is a disclaimer here that it may be fire over energy that’s making the bigger difference, I don’t know, but I know SR is bloody brilliant either way.
  18. I would love to see Opportunity improved and/or damage and AoE cap increased, but if they left Sentinels exactly how they are I’d still love them. Yeah there are bigger damage dealers around, but Sentinels are incredibly versatile and reliable. They can kill for themselves and look after themselves. They can fight at range or come right into the middle of the melee without fear. They can solo great and they can add that versatility to teams. With some investment of influence and time, they can kill AVs by themselves too so it’s not like they are incurable week. Will happily take that smidgen extra damage though if the devs fancy handing it out, but I unashamedly LOVE Sentinels.
  19. I’m loving this combo so much. My build has perma-hasten, perma CC, capped ranged defence, and capped resistance to Smashing, Lethal, and Cold (not that you ever need cold resist!). Just basically stand back, confuse a mob, immob them, drop freezing rain on them, smash them with CC, then toss a tornado and water spout at them for good measure. There are some endurance challenges atm, I must admit. I’m pretty sure Incarnate slotting (I have nothing atm) will solve that though.
  20. I tend to go Agility because it offers both. Greater recharge is, after all, greater damage in a roundabout kind of a way?
  21. I actually really like both and get both for my levelling build. Once you get enough recharge with IOs though, there is literally no reason to take flares. Fire blast recharge on my perma-hasten kin is down to one second so surely you just take the higher damage attack.
  22. I am curious about slotting and powers to take from invuln would you mind sharing? I took everything except unstoppable. It’s a great set. Invincibility is different on a Sentinel as it’s a flat defence boost rather than requiring you to be in a mob. Aegis and unbreakable guard great sets for slotting for the defence bonuses. There is the Psi hole, of course, and I didn’t try to plug that. Firstly, I had quite a lot of residual positional defence from typed defence bonuses. But also, as a Sentinel you don’t take the same kind of aggro you do in melee, especially on a tank, so Psi foes don’t have the damage to cause major problems really.
  23. I go for a compromise solution on my Energy/Invul Sentinel. I put the KB>KD enhancement in the AoEs but leave my ST attacks as they are. KB is a key part of my survivability, especially against Bosses with Psi attacks, so no way I’m dropping them to keep teams happy. That said, on teams the mobs should be locked down or taunted or both, so AoE knockback doesn’t really help them help me
  24. That’s not how I meant it though. Some people love Scrappers, but they aren’t really for me. Same with dominators and masterminds. But them just not being for me doesn’t mean they are necessarily weaker or underpowered. Yet with Sentinels the impression I get is that there isn’t a great deal of respect for the AT, which I find a shame.
  25. +1 this. I always prefer ranged DPS to melee. On live, I primarily played Blasters and Corruptors, but hated the routine face plants. When I first came home here, I recreated my favorite Blasters and Corruptors. And then I tried a Sentinel alt, just to see what it was about. The clouds parted, a light shone down out of heaven, and I heard choirs of angels singing. THIS was what I had wanted to play since that first day back in 2004 when I created my first Energy² Blaster that I then played for 8 years. THIS was what it felt like to really be a SUPER-hero (even if the math doesn't work). I. am. a. SENTINEL! So I retconned my main to an Energy/WP Sentinel, and I won't ever go back. Damage numbers be damned. I can get in there and fight now, not just shoot and kite. I can blast and blast and blast and blast and never run out of end. When the tank goes down -- and they do, occasionally -- I'm standing right beside them, grabbing aggro and taking hits until they get back up. When the team wipes, I do not go gentle into that good night: I rage, rage against the dying of the light, and often end up being the last man standing. That's my brand of fun. Don't give me spreadsheets or IO sets or procs or DPA times. Give me passion and fury and the sense that I'm actually conquering evil. That's what I want. That's what I need. That's why I'm here. Best post I’ve ever seen on Sentinels. Are they going to be for everyone? No. But what AT is? Plenty people swear by Scrappers but I don’t get it. Loads of people don’t get Stalkers but some absolutely love them. A Sentinel, for me, delivers the most satisfying and enjoyable experience of the game, and that’s the point of playing it - not numbers.
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