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Sunsette

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Everything posted by Sunsette

  1. Return to Battle is also red and doesn't repopulate the bars after a respec, so that sounds like a good guess to me.
  2. Yes, but I opted to create a new post as the OP is not interested in fixing the inherent and wants to do something entirely different. While it is about sentinels and mentions the inherent, it is not looking to discuss that subject in depth.
  3. So, Sentinel is the thing I went most for -- it's the thing I always wanted in this game. I have to admit I'm feeling a little underimpressed by it -- there's a lot of work, but I feel like it's an AT that was designed for balance from the back half and not at all in the lower half. I am mindful that Sentinel has to be careful to avoid overshadowing the previous ATs but I think there's room for growth, and that it's unfortunately telling that I didn't really start to have fun with the AT until I was on my fourth or fifth max level respec and I realized how much the Epic AoE immobilizes help Sentinel out. Most of that boils down to the inherent, I think, so I'm glad to see it's getting a rework. Here's what I like about the inherent: - The idea of choice. Defensive Opportunity is very strong on end return and the healing is OK -- I feel like the healing'd be a bigger deal on a res based set while I went all in with an energy based set. Offensive opportunity is a good choice to switch to when with a team or you don't need end at all. - The fact that it's single-target focused. Sentinel's biggest weakness is in single target -- hard targets are boringly slow to kill so a big boost to them is nice! - It rewards watching the bar closely and choosing a variety of abilities to help you build the bar. Here's what I dislike about the inherent: - Offensive opportunity's damage increase (as opposed to the -res effect on the target) doesn't scale with enhancement or other damage bonuses from my understanding. If it does, it feels very small, such that I don't notice the damage increase. - Defensive opportunity's gradual nature doesn't really play well with defense-based secondaries that take a big burst of damage and might take two. - If you slot the attacks out as part of your cycle, it is entirely too easy to accidentally trigger the wrong opportunity. I try to watch the bar, but sometimes it's a bit much imo. It's really bad when you get that 5% miss on the one you needed followed by the hit of the one you didn't. The most often offered solution is that both offensive opportunity and defensive opportunity should be triggered by inherent paired powers, but I think this undercuts some of the value of making that first level choice. I have some ideas for fixes, but I don't know that I entirely like my own ideas yet. While it feels unsatisfying from a certain perspective -- it takes away the value of making both a build choice and a tactical choice -- a simple fix would just be to make it a click power that activates both offensives at the same time. Sentinels need to carry a lot of toggles in many cases because so few powers are completely 'skippable' due to their slightly lower defense numbers and scrapper/brute toggles. My ideal solution -- and I don't know how to implement this yet -- would be some sort of system with three types of opportunity. I do feel like the -res could be more significant; I often feel like I hit like a wet noodle when I'm solo, and while my defenses are good enough to wear down the minions and lieutenants with AoE in that case, bosses and EBs are much more of an issue for me than feels appropriate for a class that should be a strong soloer.
  4. I'm for this change, personally. I adore the critical miss/hit systems in dice-based games because they simulate action -- it's an added layer of abstraction that I don't feel adds a lot to any non-turn-based video games outside of spells or powers that are specifically designed to create the effect of an especially unreliable ability or especially dodgey character. It's worth noting that in other video games that use a random roll system, the cap is typically 100% and getting to 100% with standard attacks is usually one of the first expectations of a gearing system. Even in CoX, "slot Acc" is one of the first suggestions made to a newbie who's running low on end. I have no idea of the difficulty of fixing it -- something like the clamp could either be a very simple change or a very, very pain in the ass change to make, depending on how it's built in the code and the kind of code access and documentation the team has. If it's a pain in the ass, leave it alone; it's not a big deal. But if it's not, yeah, I think it should change. In a vacuum, anyway. Unfortunately, in practice I think it's a bad change because of the signal it sends to the player base. I'm thinking about the Super Strength Rage topic now; haven't weighed in on that one because it it's not a set I know anything about. But a lot of the interest in this game is that we missed it. This is not a live game that needs to constantly make changes to please a paying fanbase and compete. It needs to protect what people love about the game. Let's say for the sake of argument that the change is implemented, and 70% of people think it's a good change. They also wouldn't have cared if it didn't happen, because it's a minor issue. But the other 30%... whatever their reasons for disliking the change, they dislike it and it sends a signal: they are going to mess with fundamental systems of the game. Those people are often core users and their complaints will reverberate. While I generally hate "ain't broke, don't fix it" as a rationale to avoid adjusting with a game, due to the proliferation of alt servers and the game's nostalgic appeal, I think that it's more risky than it's worth it.
  5. Here. It's still somewhat outdated though, and not sure when or who will update it again. Re: My actual build. Comments are for anyone else going this path and wondering how it works out. 1) Link Minds is terrible for what I wanted it to do because it has like a 3 or 5 second animation. 2) Hasten isn't really that necessary for a defense set sentinel thanks to the Agility Radial Paragon. 3) You can get away with only having three single target attacks; fully slotted, Energy Torrent is extremely comparable in DPS-AT to the single target attacks if you're going for getting soft-capped in all defenses, which highly limits your set choices. 4) Explosive Blast is absolutely terrible leveling up but amazing when fully slotted -- AoE KD on a low cooldown that does decent damage. 5) AoE immobs on Electricity Mastery are stupid good for this set. Wide range, decent damage with the lethal damage proc, absurdly fast recharge (that seems unfair to fire???) and the AoE chance of hold with the other proc does wonders. You're not as good as a controller or dominator, but you're getting there. 6) You're running ten toggles, you WILL suck endurance unless you're very good at management. I think when people start to realize how important and useful AoE immobs are for both damage and utility to Sents we're going to see a sharp uptick in price for the Peroxisome Exposure Enhancement, which I got for a pretty cheap 1 million each. Hero Plan by Mids' Hero Designer 1.962 http://www.cohplanner.com/ Click this DataLink to open the build! Chandeliere 4: Level 50 Magic Sentinel Primary Power Set: Energy Blast Secondary Power Set: Energy Aura Power Pool: Flight Power Pool: Fighting Power Pool: Leadership Power Pool: Leaping Ancillary Pool: Electricity Mastery Hero Profile: Level 1: Power Bolt -- Apc-Dmg(A), Apc-Dmg/Rchg(3), Apc-Acc/Dmg/Rchg(3), Apc-Acc/Rchg(5), Apc-Dmg/EndRdx(5), Apc-Dam%(7) Level 1: Kinetic Shield -- HO:Cyto(A), HO:Cyto(7), HO:Cyto(9) Level 2: Kinetic Dampening -- GldArm-3defTpProc(A), ImpArm-ResDam(9), ImpArm-ResDam/Rchg(11), ImpArm-ResPsi(11), UnbGrd-Max HP%(45) Level 4: Hover -- Srn-Fly(A), Srn-EndRdx/Fly(15), HO:Cyto(17), HO:Cyto(17) Level 6: Power Blast -- Dvs-Acc/Dmg(A), Dvs-Dmg/EndRdx(19), Dvs-Dmg/Rchg(19), Dvs-Acc/Dmg/Rchg(21), Dvs-Acc/Dmg/EndRdx/Rchg(21), Dvs-Hold%(23) Level 8: Energy Torrent -- PstBls-Acc/Dmg(A), PstBls-Dmg/EndRdx(23), PstBls-Dmg/Rchg(25), PstBls-Dam%(25), PstBls-Acc/Dmg/EndRdx(27), Empty(27) Level 10: Aim -- RechRdx-I(A) Level 12: Power Push -- Dvs-Acc/Dmg(A), Dvs-Dmg/EndRdx(29), Dvs-Dmg/Rchg(29), Dvs-Acc/Dmg/Rchg(31), Dvs-Acc/Dmg/EndRdx/Rchg(31), Dvs-Hold%(31) Level 14: Energize -- NmnCnv-Heal/Rchg(A), DctWnd-Heal/Rchg(33) Level 16: Fly -- Flight-I(A) Level 18: Entropy Shield -- EndRdx-I(A) Level 20: Power Shield -- DefBuff-I(A), ShlWal-ResDam/Re TP(33), DefBuff-I(33) Level 22: Explosive Blast -- PstBls-Acc/Dmg(A), PstBls-Dmg/EndRdx(34), PstBls-Dmg/Rchg(34), PstBls-Dam%(34), PstBls-Acc/Dmg/EndRdx(36), Empty(36) Level 24: Power Armor -- StdPrt-ResDam/Def+(A), ImpArm-ResPsi(36), ImpArm-ResDam(37), ImpArm-ResDam/EndRdx(37) Level 26: Kick -- Empty(A) Level 28: Repelling Force -- LucoftheG-Rchg+(A), DefBuff-I(37), Rct-Def(39), Rct-ResDam%(39) Level 30: Afterburner -- Flight-I(A), Flight-I(39) Level 32: Nova -- OvrFrc-Acc/Dmg(A), OvrFrc-End/Rech(40), OvrFrc-Acc/Dmg/End(40), OvrFrc-Dmg/End/Rech(40), OvrFrc-Acc/Dmg/End/Rech(42), OvrFrc-Dam/KB(42) Level 35: Maneuvers -- HO:Cyto(A), HO:Cyto(42), HO:Cyto(43) Level 38: Tactics -- EndRdx-I(A), EndRdx-I(43) Level 41: Tough -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam(45), ImpArm-ResPsi(45), ImpArm-ResDam/EndRdx/Rchg(46) Level 44: Chain Fences -- HO:Perox(A), HO:Perox(46), HO:Perox(46), TraoftheH-Dam%(48), TraoftheH-Acc/EndRdx(48), GrvAnc-Hold%(50) Level 47: Combat Jumping -- DefBuff-I(A), DefBuff-I(48) Level 49: Weave -- HO:Cyto(A), HO:Cyto(50), HO:Cyto(50) Level 1: Brawl -- Empty(A) Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Clr-Stlth(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 1: Sprint -- Run-I(A) Level 2: Rest -- IntRdx-I(A) Level 4: Ninja Run Level 2: Swift -- Flight-I(A) Level 2: Health -- Pnc-Heal/+End(A), Mrc-Rcvry+(13), Prv-Absorb%(43) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(13), PrfShf-EndMod/Acc(15) Level 50: Reactive Radial Flawless Interface Level 50: Agility Radial Paragon Level 0: Portal Jockey Level 0: Task Force Commander Level 0: The Atlas Medallion Level 0: Freedom Phalanx Reserve Level 50: Assault Core Embodiment Level 50: Ageless Radial Epiphany Level 50: Phantom Radial Superior Ally Level 50: Pyronic Radial Final Judgement ------------
  6. My understanding is that Offensive Opportunity is about +10% damage when fully slotted with +dam, which is nice but not amazing. Defensive Opportunity heals you and the heals suck, yes. The (undocumented, but there in the combat log) end return doesn't -- however, it still has the problem of accidentally triggering the one you don't want at the wrong time. If running an end heavy build, I prefer DO when soloing.
  7. Oh, I absolutely agree as far as Sent vs. Blaster. I just don't feel like (based on prior experience with Scrappers and Brutes) that Def vs. Res matters very much if you're not formally taking any sort of tank role and are there for your support and damage. If you're an OT that takes on stray lieutenants and stuff, any decent amount of investment should do.
  8. I feel it's worth pointing out the melee attacks are a lot harder hitting in DP-AT than the ranged attacks so they make for pretty useful blapping if you want to go that way. Still evaluating the use of the CCs but I have a hard time seeing CC as a bad pick for a Sent. Dominate in Psy hits as hard as most of your Primary Powerset moves, comes with extra range, and throws in a Mag 3 hold. All of the single target attacks spread the basic (not bar-based) Opportunity debuff and all damaging attacks spread your opportunity bar.
  9. By the same token, once you're on a team that's that well-prepared, isn't the damage (either directly or through our support inherent) the most important thing we bring to the table, leaving defense vs. resistance less relevant?
  10. So I know the conventional wisdom is to go Tough and Weave for good reason, but the one wasted power was driving me nuts and I saw a good opportunity to reinforce concept. Hero Plan by Mids' Hero Designer 1.962 http://www.cohplanner.com/ Click this DataLink to open the build! ChandelierePsychic: Level 50 Magic Sentinel Primary Power Set: Energy Blast Secondary Power Set: Energy Aura Power Pool: Flight Power Pool: Leaping Power Pool: Speed Power Pool: Concealment Ancillary Pool: Psionic Mastery Hero Profile: Level 1: Power Bolt (A) Apocalypse - Damage: Level 50 (3) Apocalypse - Damage/Recharge: Level 50 (3) Apocalypse - Accuracy/Damage/Recharge: Level 50 (5) Apocalypse - Accuracy/Recharge: Level 50 (5) Apocalypse - Damage/Endurance: Level 50 (7) Apocalypse - Chance of Damage(Negative): Level 50 Level 1: Kinetic Shield (A) Luck of the Gambler - Recharge Speed: Level 50 (7) Luck of the Gambler - Defense: Level 50 (9) Luck of the Gambler - Defense/Endurance: Level 50 Level 2: Kinetic Dampening (A) Gladiator's Armor - TP Protection +3% Def (All): Level 50 (9) Gladiator's Armor - Resistance: Level 50 (11) Gladiator's Armor - End/Resist: Level 50 (34) Aegis - Psionic/Status Resistance: Level 50 Level 4: Hover (A) Flight Speed IO: Level 50 (17) Flight Speed IO: Level 50 (17) Luck of the Gambler - Defense: Level 50 (19) Luck of the Gambler - Recharge Speed: Level 50 Level 6: Power Blast (A) Superior Sentinel's Ward - Accuracy/Damage: Level 50 (19) Superior Sentinel's Ward - Damage/RechargeTime: Level 50 (21) Superior Sentinel's Ward - Accuracy/Damage/RechargeTime: Level 50 (21) Superior Sentinel's Ward - Accuracy/Damage/Endurance: Level 50 (23) Superior Sentinel's Ward - Accuracy/Damage/Endurance/RechargeTime: Level 50 (23) Superior Sentinel's Ward - RechargeTime/Chance for +Absorb: Level 50 Level 8: Energy Torrent (A) Overwhelming Force - Accuracy/Damage: Level 50 (25) Overwhelming Force - Accuracy/Damage/Endurance: Level 50 (25) Overwhelming Force - Damage/Endurance/Recharge: Level 50 (27) Overwhelming Force - Accuracy/Damage/Endurance/Recharge: Level 50 (27) Overwhelming Force - Damage/Chance for Knockdown/Knockback to Knockdown: Level 50 (29) Overwhelming Force - Endurance/Recharge: Level 50 Level 10: Aim (A) Gaussian's Synchronized Fire-Control - Chance for Build Up: Level 50 Level 12: Power Push (A) Superior Opportunity Strikes - Accuracy/Damage: Level 50 (29) Superior Opportunity Strikes - Damage/RechargeTime: Level 50 (31) Superior Opportunity Strikes - Accuracy/Damage/RechargeTime: Level 50 (31) Superior Opportunity Strikes - Accuracy/Damage/Endurance: Level 50 (31) Superior Opportunity Strikes - Accuracy/Damage/Endurance/RechargeTime: Level 50 (33) Superior Opportunity Strikes - RechargeTime/Chance for Opportunity: Level 50 Level 14: Energize (A) Preventive Medicine - Heal: Level 50 (33) Preventive Medicine - Chance for +Absorb: Level 50 Level 16: Combat Jumping (A) Defense Buff IO: Level 50 (33) Defense Buff IO: Level 50 Level 18: Entropy Shield (A) Endurance Reduction IO: Level 50 Level 20: Power Armor (A) Steadfast Protection - Resistance/+Def 3%: Level 30 (34) Impervium Armor - Psionic Resistance: Level 40 (34) Impervium Armor - Resistance: Level 40 (36) Impervium Armor - Resistance/Endurance: Level 40 Level 22: Fly (A) Flight Speed IO: Level 50 (36) Flight Speed IO: Level 50 Level 24: Explosive Blast (A) Opportunity Strikes - Accuracy/Damage: Level 50 (36) Opportunity Strikes - Damage/RechargeTime: Level 50 (37) Opportunity Strikes - Accuracy/Damage/RechargeTime: Level 50 (37) Opportunity Strikes - Accuracy/Damage/Endurance: Level 50 (37) Opportunity Strikes - RechargeTime/Chance for Opportunity: Level 50 (39) Empty Level 26: Power Shield (A) Luck of the Gambler - Recharge Speed: Level 50 (39) Luck of the Gambler - Defense: Level 50 (39) Luck of the Gambler - Defense/Endurance: Level 50 Level 28: Repelling Force (A) Luck of the Gambler - Recharge Speed: Level 50 (40) Luck of the Gambler - Defense: Level 50 (40) Luck of the Gambler - Defense/Endurance: Level 50 (40) Shield Wall - +Res (Teleportation), +5% Res (All): Level 50 (42) Reactive Defenses - Scaling Resist Damage: Level 50 Level 30: Afterburner (A) Flight Speed IO: Level 50 (45) Flight Speed IO: Level 50 Level 32: Nova (A) Armageddon - Damage: Level 50 (42) Armageddon - Damage/Recharge: Level 50 (42) Armageddon - Accuracy/Damage/Recharge: Level 50 (43) Armageddon - Damage/Endurance: Level 50 (43) Armageddon - Chance for Fire Damage: Level 50 (43) Empty Level 35: Mass Hypnosis (A) HamiO:Endoplasm Exposure Level 38: Power Drain (A) Performance Shifter - EndMod: Level 50 Level 41: Dominate (A) Essence of Curare - Accuracy/Endurance: Level 50 (45) HamiO:Peroxisome Exposure (45) HamiO:Peroxisome Exposure (46) HamiO:Peroxisome Exposure (46) Ghost Widow's Embrace - Chance of Damage(Psionic): Level 40 (46) Entomb - Endurance/Recharge: Level 50 Level 44: Link Minds (A) Luck of the Gambler - Recharge Speed: Level 50 (48) Luck of the Gambler - Defense/Recharge: Level 50 (48) Shield Wall - Defense/Recharge: Level 50 (48) Reactive Defenses - Defense/RechargeTime: Level 50 (50) Red Fortune - Defense/Recharge: Level 50 Level 47: Hasten (A) Recharge Reduction IO: Level 50 (50) Recharge Reduction IO: Level 50 Level 49: Stealth (A) Reactive Defenses - Defense: Level 50 (50) Reactive Defenses - Defense/Endurance: Level 50 Level 1: Brawl (A) Empty Level 1: Prestige Power Dash (A) Empty Level 1: Prestige Power Slide (A) Empty Level 1: Prestige Power Quick (A) Empty Level 1: Prestige Power Rush (A) Empty Level 1: Prestige Power Surge (A) Empty Level 1: Sprint (A) Run Speed IO: Level 50 Level 2: Rest (A) Interrupt Reduction IO: Level 50 Level 4: Ninja Run Level 2: Swift (A) Flight Speed IO: Level 50 (11) Flight Speed IO: Level 50 Level 2: Health (A) Numina's Convalesence - +Regeneration/+Recovery: Level 50 (13) Panacea - +Hit Points/Endurance: Level 50 (13) Miracle - +Recovery: Level 40 Level 2: Hurdle (A) Jumping IO: Level 50 Level 2: Stamina (A) Performance Shifter - Chance for +End: Level 50 (15) Performance Shifter - EndMod: Level 50 (15) Performance Shifter - EndMod/Accuracy: Level 50 Level 50: Agility Radial Paragon ------------ Without Tough I understand it comes at a fairly significant loss to resistance, but looking at much better psy defense, much better damage, and soft controls -- e.g. energy torrent or explosive blast, fly down, nova. Empty IO slots in attacks are meant to hold Sudden Acceleration KB to KD. Not worried about slotting KB to KD on my single target attacks -- those are mostly for bosses that can't normally be KBed anyway and I'm going up close since they have a tank on them.
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