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Sunsette

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Everything posted by Sunsette

  1. Iiiinteresting, since that data should be drawn directly from what makes the power work. Will have to test that.
  2. Detailed info on non-epic, I think City of Data 2.0 also lists this info
  3. You're right that the Psi epic is a bit overrated because Dominate parses really well in pylons and it's so hard to get a solid idea of combat DPS outside of it in this game. Nevertheless, it's just an exceptionally strong epic pool that every sentinel can take and potentially benefit from. The extra AoEs generally are insufficient to make a huge difference to clear time as far as direct damage; that they allow you as Energy Blast to save slots on KB to KD is something I enormously appreciate but which becomes a lot less important outside of it, imo. The AoE immobs do really anemic damage and there are only three damage procs they can take ST damage, otoh, does make a big difference in AV killing, which I personally feel is a more a salient measure of how powerful people kill: their ability to handle AVs at the end of story arcs without having to call in friends. I think my big souring moment on Sent was when I ran into one AV after another my SO'd MA/SR Scrapper could handle with more ease than my IO'd En/En Sent There is literally no bad power in psi; Link Minds is a great way to reach softcap and provide team assist. That's a lot better than I can say for the Electric and Fire capstones, forex. So while it is spoken of in more glowing terms than it deserves, and there's some value in the other sets, at the end of the day Psi, Dark, Elec for End Drain, and Fire for Energy Blast specifically are the only Epics I can think of that really can change a Sent build for the better, and Psi is the most universal of those.
  4. It is a bit difficult to tell since some aspects of the power seem to be hidden and thus detailed info doesn't help as much as it should -- however, I notice I am consistently getting grounded by apparitions in First Ward content.
  5. Hey! I remember you. 😆 Yeah, I've been gone a while. Been working on a book and busy with my day job.
  6. yeaaaaaaah. I can do +4/x8 on my Energy/Energy. but that doesn't mean it's actually fun to do it at +4/x8. imo no one but scrappers and brutes should just default to thinking they can +4/x8. A lot of ATs can, but Scrap/Brute is the only one where the majority of combinations make it possible, I'd say (and even then there are definite exceptions). Part of the disappointment with Sents is that they have everything you'd think they need to be one of those, but it turns out they need a bit more than that.
  7. Uhm. Yes. The topic's mentioned Lancer Shot in every iteration (as well as why that's kind of an awkward solution for the content in CoX).
  8. I don't really think this will be a large boost to the endgame power (where this is a big issue) and I have made some edits to further elaborate on the change up-top. It would be a large QoL improvement at low levels, however.
  9. Making the most of Cleave DPS requires both more complex encounter design than is done in CoX outside of incarnate content and a few other endgame exceptions, and much tighter balancing restrictions on classes. I don't think it's a solvable problem in a way that keeps CoX feeling freeform and creative, unfortunately.
  10. I wholeheartedly agree that part of the set's concept is that it is a superb single-target set! It's why I tried to make the suggestion in a way that keeps to the 'cleave DPS' concept rather than makes Beam Rifle an excellent mass killer. As many sentinels can tell you, target cap restrictions are *very* meaningful in this game!
  11. As the title says. Beam Rifle is designed in a way similar to 'cleave DPS'1 in other MMOs; it is a strong set which generally has poor mass AoE by CoX standards. While part of this is simply the set's concept, and it is by no means a weak set, it is clunkier than it needs to be. BR has one of the least intuitive cleave mechanics I've ever seen. The only source of guaranteed spread for BR's primary DoT debuff is Lancer Shot; outside of a multi-AV/EB fight, it is often difficult to get fights that exploit this mechanic well. Situations where there are a handful of tough, slow to take down elite enemies are the exception rather than the norm in City of Heroes. Cutting Beam is a narrow, medium-range cone that is frequently skipped because it is difficult to make good use of, getting a sizable damage increase from having disintegrate already up on targets, but otherwise being unimpressive. In normal content, when you include the guaranteed miss chance and everything else, it is simply quite awkward to Disintegrate a target, Lancer it, then Cutting Beam; there's a high chance the original target will be dead, and then Disintegrate is on a frustrating cooldown that you have to fight against. Giving this attack a guaranteed three-target spread would: Greatly increase the natural 'flow' of the set at low levels. Fewer steps involved at which something can die prematurely, move out of range, or have a shot forced-miss. Not dramatically scale up BR's group damage in high content; in any x8 content, BR will still be one of the weaker area damage sets. No guarantees that disintegrate would spread to priority targets, and you'd only be able to spread to (at most) 3 new targets every 3-4 seconds. This should be doable by creating three separate effects attached to Cutting Beam's animation: Base AoE damage, with normal target caps. Disintegrate AoE damage. If we make this change, it might be reasonable to lower the target cap on this boosted damage -- after all, it is a cleave, and in mass damage scenarios, you're rarely going to be spreading that much. This would limit the chance for edge-case exploitation. Spread disintegrate, with a 3 target cap. I might also recommend adding a spread to Sentinel's Refractor Beam, since this makes sense with the flavor of the attack. This would be a significant boost to the power of an already strong AoE, albeit one limited to a weaker AT. 1 The way cleave DPS usually works in other games is that they do comparable sustained ST DPS as a single-target focused character, but lack in one or two of the following: utility, survivability, mass burst AoE DPS, or mass sustain AoE DPS (this being much lower than ST damage on any one target). BR hews closely to this -- it gets mass burst AoE DPS but is weak by CoX standards at mass sustain, especially outside of the Sentinel. I think having weaknesses in the set is a good thing and I don't want to make it significantly better at mass sustain, I want to make it cleave more naturally, which is part of the set's intention. However, by its nature that will improve mass sustain a bit, so I understand caution.
  12. I don't know if the sheet is calculating Surveillance correctly -- my resistance and damage numbers all decrease when it is added in, which is very strange with an Achilles' Heel proc.
  13. After some testing, it's not earth-shattering -- Stun doesn't get affected by any source of range increase, so it interferes with the play of the rest of the build, and Mids erred on how it displayed Support Core's benefits to the player, so while defenses are great, you do not cap every defense, lol. Replaced Stun with Web Envelope for an immob and it works well but nothing to write home about. v2.1, and probs final build: This Hero build was built using Mids Reborn 3.0.4.7 https://github.com/Reborn-Team/MidsReborn Flying Artillery2.1: Level 50 Technology Blaster Primary Power Set: Beam Rifle Secondary Power Set: Energy Manipulation Power Pool: Flight Power Pool: Leadership Power Pool: Fighting Power Pool: Speed Ancillary Pool: Mace Mastery Hero Profile: ------------ Level 1: Charged Shot Apc-Dam%:50(A), Apc-Dmg/Rchg:50(3), Apc-Acc/Dmg/Rchg:50(3), Apc-Dmg/EndRdx:50(5), Apc-Acc/Rchg:50(5), FrcFdb-Rechg%:50(7) Level 1: Power Thrust SprDfnBrr-Acc/Dmg:50(A), SprDfnBrr-Dmg/Rchg:50(7), SprDfnBrr-Acc/Dmg/Rchg:50(9), SprDfnBrr-Acc/Dmg/EndRdx:50(9), SprDfnBrr-Acc/Dmg/EndRdx/Rchg:50(11), SprDfnBrr-Rchg/+Status Protect:50(11) Level 2: Cutting Beam PstBls-Acc/Dmg:50(A), PstBls-Dmg/EndRdx:50(17), PstBls-Dmg/Rchg:50(17), PstBls-Acc/Dmg/EndRdx:50(19), PstBls-Dmg/Rng:50(19), Range-I:50(50) Level 4: Build Up GssSynFr--Build%:50(A) Level 6: Disintegrate Apc-Dmg:50(A), Thn-Acc/Dmg:50(25) Level 8: Hover LucoftheG-Def/Rchg+:50(A), LucoftheG-Def:50(25), WntGif-ResSlow:50(27), WntGif-RunSpd/Jump/Fly/Rng/EndRdx:50(27) Level 10: Fly BlsoftheZ-Travel/EndRdx:50(A) Level 12: Lancer Shot SprBlsWrt-Acc/Dmg:50(A), SprBlsWrt-Dmg/Rchg:50(29), SprBlsWrt-Acc/Dmg/Rchg:50(29), SprBlsWrt-Acc/Dmg/EndRdx:50(31), SprBlsWrt-Acc/Dmg/EndRdx/Rchg:50(31), SprBlsWrt-Rchg/Dmg%:50(31) Level 14: Maneuvers LucoftheG-Def/Rchg+:50(A), LucoftheG-Def:50(33), LucoftheG-Def/EndRdx:50(33) Level 16: Energize Prv-Heal:50(A), Prv-Heal/Rchg:50(33), Prv-Absorb%:50(34), Prv-Heal/EndRdx:50(34), Prv-EndRdx/Rchg:50(34), Prv-Heal/Rchg/EndRdx:50(36) Level 18: Penetrating Ray StnoftheM-Dam%:40(A), StnoftheM-Dmg/EndRdx/Rchg:35(36), StnoftheM-Acc/Dmg:50(36), StnoftheM-Dmg/EndRdx:50(37), StnoftheM-Dmg/ActRdx/Rchg:35(37), FrcFdb-Rechg%:50(37) Level 20: Afterburner BlsoftheZ-Travel:50(A), LucoftheG-Def/Rchg+:50(50) Level 22: Kick FrcFdb-Rechg%:30(A) Level 24: Tough StdPrt-ResDam/Def+:30(A), GldArm-3defTpProc:50(39) Level 26: Piercing Beam PstBls-Acc/Dmg:50(A), PstBls-Dmg/EndRdx:50(39), PstBls-Dmg/Rchg:50(39), PstBls-Dmg/Rng:50(40), PstBls-Acc/Dmg/EndRdx:50(40), Ann-ResDeb%:50(40) Level 28: Power Boost RechRdx-I:50(A), RechRdx-I:50(42) Level 30: Weave LucoftheG-Def/Rchg+:50(A), LucoftheG-Def:50(42), LucoftheG-Def/EndRdx:50(42) Level 32: Overcharge Rgn-Dmg:50(A), Rgn-Dmg/Rchg:50(43), Rgn-Acc/Dmg/Rchg:50(43), Rgn-Acc/Rchg:50(43), Rgn-Dmg/EndRdx:50(45), AchHee-ResDeb%:20(45) Level 35: Boost Range RechRdx-I:50(A) Level 38: Tactics EndRdx-I:50(A) Level 41: Hasten RechRdx-I:50(A), RechRdx-I:50(45) Level 44: Scorpion Shield Rct-Def:50(A), Rct-Def/EndRdx:50(46), Rct-EndRdx/Rchg:50(46), Rct-Def/Rchg:50(46), Rct-Def/EndRdx/Rchg:50(48), Rct-ResDam%:50(48) Level 47: Web Envelope GrvAnc-Immob/EndRdx:50(A), HO:Endo(48), HO:Endo(50) Level 49: Vengeance LucoftheG-Def/Rchg+:50(A) Level 1: Defiance Level 1: Brawl Hct-Dmg:50(A), Hct-Dmg/Rchg:50(13), Hct-Acc/Dmg/Rchg:50(13), Hct-Acc/Rchg:50(15), Hct-Dmg/EndRdx:50(15) Level 1: Sprint Empty(A) Level 2: Rest Empty(A) Level 2: Swift Flight-I:50(A) Level 2: Hurdle Jump-I:50(A) Level 2: Health Pnc-Heal/+End:40(A), Pnc-Heal:50(21), Pnc-Heal/EndRedux:50(21), Pnc-Heal/Rchg:50(23), Pnc-Heal/EndRedux/Rchg:50(23) Level 2: Stamina PrfShf-End%:50(A) Level 1: Disintegrating Level 49: Quick Form Level 50: Musculature Core Paragon Level 50: Clarion Core Epiphany Level 50: Pyronic Radial Final Judgement Level 50: Reactive Radial Flawless Interface Level 50: Support Radial Embodiment ------------ | Copy & Paste this data into Mids Reborn : Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1476;718;1436;HEX;| |78DA5D934B4F135114C7EF746EC5B654C0964781421FD01730B4A86C8D28B800120| |2ECEB488732C9D0D6B62476E9C2CF60A2A24BC3C68DAFB5897B8DBA30FA017CF250| |77BAA867E67FA08D3799F9DD7BEE799F99E59B573A1F5FBD755128FECB965EABE5E| 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  14. This may seem an odd request, but the number of Mace options is very small1 and some current animations use the mace with gun posing. This suggests that the gun model types can be repurposed into Mace Mastery relatively easily. In addition, widening the number of melee weapons that can be used with Mace Mastery would be similarly helpful. There are two non-Arachnos mace options already, although one appears to be confused2. Doing so would allow characters with frankenguns/omnirifles/etc to better unify their themes rather than being required to switch between two weapons. Thanks. Let's prevent future tragedies like this one3. 1 There are literally six options. 2 That is to say, it is an axe backwards, so... perfect cutting your own face for some reason? 3 Why yes, that is someone taking out an axe backwards with the blade pointed at their face and then shooting something out the head of the axe so that the recoil comes dangerously close to their face.
  15. I had that originally, but for w/e reason attempts to put in a new one were of mixed success. Had to do it plaintext, no formatting -- hope it's not too rough to read.
  16. Those are good points. I made carve-outs for other powersets that don't follow the usual patterns and when I get a minute, I'll make similar carve-outs for the T9 secondaries.
  17. Good timing anyway -- just put up a new version. As someone on Discord put it, "Hello. I'm a Force Fields Blaster."
  18. I'm like 90% sure that the target caps are never going up and that they're never going up because the HC devs are afraid of creating a second Brute or Troller Farmer. Every aspect in which Sentinels are bad matches that. That's why no taunts, that's why bad controls, that's why low target caps, that's why the class shores up psi holes relatively easily but has big gaps in everything else. That's what bothers me about Sentinel, the design is so afraid of accidentally getting great at something that there's little it is actually good at, and so what it is good at tends to look very similar across the board, just with different visuals. Sents of different powersets resemble each other more than even the Scrapper/Stalker/Brute families do, which are otherwise the most samey ATs in the game. Small group damage will go up and survivability might go up (i think it should; it isn't that the sentinel is bad at survivability now, but it should be easier to reach caps with fewer power and IO expenditures if the class is going to be offensively underwhelming).
  19. Endurance rate seems sliiiiightly off? Granted I messed with the discount value in order to approximate perma-Energize, might have broken something that way
  20. @Bopper This was incredibly useful, thank you.
  21. As always, great work, love the sheet.
  22. v2.0 I've put together an experimental Perma-Boost Power build for ranged artillery. Basic premise is: You've got two Mag 3 area stuns with durations and cooldowns in the 20-30s range. Ridiculous recharge generally speaking plus absurd range means you can snipe safely from a distance and cover very wide areas with AoEs to make up for BRs normal deficiencies with area. Capped every defense with incarnates and spread 21.4% Def to allies within 50 feet. Hyper-mobility: capped flight movement. Solid DPS (~370 in standard rotation) You are hyper-mobile support fire -- devastating in your own right, but you can watch over the entire battlefield and protect anyone anywhere with suppressing fire. Maintaining perma boost power and boost range can be annoying, but it's neat! | Copy & Paste this data into Mids Reborn : Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1458;708;1416;HEX;| |78DA4D934B4F135114C7EF74A6625B2AC5964781421F401FC0D0E2636B44C185901| |0705F473A9449864E9D96C4AE148D9FC1444597868D1B5F6BE307D0A80BA31FC027| |0F75E9A29E99F387B649E777EE39F7BC67166F5CEC7C7A69EB9C9082174CAD562BC| |ED2B3AEDBFE2BFAEA7AC532AD7243D02F346F368C4A397EDEAE1BA6A9DB8D0E5246| |71B7B8AC55CA7A499DD5B58DE2B2B166EAA943CBCA66B56AD97575AEA2DBE546715| |1AB18D54D53AB1B564504962CCB54E74DA3BC5EEF72E5055D2BE9766DDDA806D9E6| |9828ADDF3DAD5475BD149DAB1AABEA61F8456D55A7872337FAA9A271FA5F8DD0437| |28A6E7A45C1234441119E2950652A79873EA14CF3F9D85DE68668F3150ADB24E671| |0F2833FD0AE8656A9457625F457A26DCF8A1E7E00BE6C957E04BA64590D947C83B5| |CC3358AE3659DE49DE43AFBB7F9BE8FC6DEC136B9A347625B84393028BBFE0303B2| |7B0ED05D9FE0D8BE2F1CA744B103E82F709FEF0F3D001F3287B7C147E0636637C50| |BB2AF2788DC71E48E8798D7C9DA85F85DDFD82FFE93EB49ECF239F11DE71FCCD42F| |A64EB5754BBDAE6FF747425A11A90FC424F12DF73FFA0E7CCFFA02F666D3318CD98| |76F732DA35BCCF15BE01DF0A6C4EF02F5D383D9F73871628A9049D787D9F73942CC| |27D2335CF71AD517456F51EC378DFDA6B1DF2CF69AC59EB35FD9B746C741C41D9C6| |05B0E5428670C738D61AE39CC3587B99629F708728FCCF02E274F81A7C133CCA9B3| |E06B625811756754E833899C61CA3906DD58827549D265506306F7A6C07F2121269| |07F628FF735BD0F1E80BF99853FE05F6684E2AA780F55F42768CD79E8F29FB9DE84| |72F4ED358714815F5311E3BCE3CE3498619EC88239E642CBC709D16C8A250501492| |3B99A5DFFD1372AA414F7B6D7AECBB06EDFDFF62D2764F75D8CC4D1CF10B377181C| |611EB4C7B9C7353DC9B57ABA4C72FE500E9319F29B644BDE69D3A7222DF9539BFE3| |F653BDA64| |-------------------------------------------------------------------| FlyingArtilleryBeamEnergy.mxd
  23. On further consideration, I agree. You're at best looking at a free opportunity bar once every 30 seconds, and that shouldn't be too scary. @Hardboiled Hero That's a fair response, My intention wasn't to remove existing effects from opportunity. I've made some changes to my suggestions given feedback and having read Captain Powerhouse's comments from last year about what they wanted the Sentinel to be, to hopefully better match that vision. The comments at the time suggested removing Opportunity altogether, however, and obviously I didn't go that way. 🙂
  24. Whatever it is, it needs to be along the lines of a truly medium-term effect - long enough to easily last two pulls in inoptimal play, but not long enough to be compatible with pulling a whole TF and whittling them down over a few minutes (which is precisely why I avoided discussion of bringing up target caps -- I think it would be a big improvement to QoL but would continue to leave the Sentinel feeling like a weird blaster variant at high levels). There is no shortage of ATs that build up to do good sustained damage or ATs that can provide very scary spike damage. I'm thinking of something that lets you bring down an AV comfortably or that you can pop when the pull goes a little wild but you know the team has your back.
  25. Hey, long time no see. I've been pretty busy with life, but I do check back in here now and then, hoping for changes to my favorite AT (Sent) or powerset (NRG Blast) -- haven't seen anything, yet, so thought I'd throw out some random ruminations. I'm not the first to observe that Sentinel's identity is a bit muddied and that it's a difficult topic when considering high level players, given the blaster role, blaster quality-of-life changes, and the fact that there are already so many support ATs. But I do have some suggestions that I hope might be helpful to ... whoever, to make sentinel play more dynamic. My vision for a sentinel is a fighter who briefly shines in difficult spots with just-in-time valuable single-target controls and bursts of high damage by tactically accepting higher risk to do higher damage when the alternative is a team defeat. True to its name, the playstyle rewards watching the battle rather than just going in and headbutting things. When I last played, the Sentinel achieves this well at low to medium levels (outside of praetorian content anyway) but not at all at high levels. Here are my suggestions to that end. Primary Powerset & Opportunity: Two powers got changed for most sentinel primary sets from blasters: the snipe, and the utility. I'd like to recommend some changes here: The Snipe: Using the snipe-replacement during offensive opportunity should function rather like a critical hit in addition to its existing functions; it should be the highest DPS-AT attack in the set under these conditions and not be close. 50% to 100% extra base damage in most cases would be appropriate. The Utility: Using this attack during defensive opportunity should result in absolutely ridiculous single target mez strength or a soft control effect. Exception: Energy Blast, Power Push should get -Fly and KnockUp to replace Knockback, like Air Superiority. Aim: Rename this ability to Overwatch. Using Overwatch should not give a damage boost; instead, it should do the following functions: Immediately ends Opportunity but activates a new Opportunity. Briefly but significantly increase the team's perception and to-hit, to represent the sentinel being on-guard from a superior vantage position and watching allies. Increase the range boost to +67% (up from +33%), so that Sentinels can better protect their ranged allies who are far away. It can never have better than about 40% uptime in extreme edge-case recharge anyway. Exception: Dual Pistols, different ammo should also gain different benefits from the new Overwatch ability other powersets get. Not using any Ammo imposes an increased Defense penalty now. Using any special ammo reduces the Stealth values of anything struck (because they're on fire/frozen/melting) to be functionally equivalent to a Perception increase. Swapping to a new Ammo type refreshes Opportunity, no more than once a minute per Ammo type on an ICD. The T9: This ability can now trigger an additional form of Opportunity: Mass Opportunity. This does not get the specific benefits of Offensive or Defensive Opportunity but afflicts all targets struck with Opportunity if used when Opportunity is ready. Why? The snipe replacements often have distinct animations for Sentinels and feel like they should be powerful, and yet they are not. Their DPS-AT is frequently middling, because for some reason the attack developed from the CC was frequently chosen to be the surprise damage attack. This change would make Opportunity into a more dynamic and purposeful mechanic. Secondary Powerset T9: The secondary powerset's T9 needs to grant a significant boost to the sentinel's offensive output, increasing the sentinel's base attack damage. It should not boost defenses at all. The maximum duration for T9s should be reduced to 120s (down from 180) to ensure that even extremely high recharge builds cannot have better than about 50% uptime with crashing to avoid overincentivizing this option. Exceptions: This really only applies to T9s in secondaries that crash. Neither self-rezzing powersets, like /Dark or /Fire, nor entirely crashless T9s (as in /Rad) should be affected. Why? If I'm trying to stay alive, I'm not going to risk a crash for for something worse than purples and oranges -- but I might for something better than reds. No one uses a crashing T9 on a sentinel secondary; one of the few clear advantages the Sentinel has over other ranged classes is that its defenses are more consistent. Having a crash defense is completely at odds with this identity. Currently, the sentinel design also overly rewards proc frankenslotting on offense, which can eke out extra performance but can feel unrewarding to character identity and exemplaring. Epic Power Pools: Every epic power pool has one of its two openers be a melee attack. But like, that just makes the sentinel a worse blapper... PBAoE: Would consider throwing in a taunt here. Final Power: Even by the standards of many other final powers, the final power in Sentinel Epic pools is frequently laughable. There is no one-size-fits-all solution here, but the healing powers are ridiculously weak in particular. Why? These choices would more meaningfully represent the Sentinel as a jack-of-all that is choosing to favor part of their DNA. Currently the immobs are the most useful part of the toolkit across most of the pools.
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