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Zeraphia

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Everything posted by Zeraphia

  1. I really like the idea of pet customization but I think it should have limits. Look, everyone wants to be a thugs or a robots without being a thug or a robot costume. Let's face it, the thugs are some of the most unenthusiastic, boring, non-special costumes/concepts there are. Also, after seeing the robots for quite awhile, the robotic costume gets quite boring as well and well... kind of ugly. Here's my opinion: each costume for the pets should have a list of specific costume pieces for that specific pet. For example, we shouldn't just have "robots" that look like clowns, have literally every power that robots have, and give them the costume of clowns, it would create a meta of MM's being pretty much one primary that "shines" and make others feel inclined to all choose said primary without being any variation, and make those who already have made the non-meta primaries feeling very left out that they dont even get the benefit of choosing a costume or theme they enjoyed. As a compromise, I think there should be sets of costumes for robots, thugs, demons, etc. that are attuned to each, for example, thugs can possibly look like clowns with certain colorings and costume set combinations (giving more "human" sets), ninjas can get a more "Scorpion" from Mortal Kombat feel (possibly more swords and effects), the Oni can look much more demonic (or possibly look like a more supernatural entity), and BIGGEST OF ALL, they should ALL have female variations. I think the fact that all minions are forcibly male is a little limiting. I wouldn't say that they can't be totally transformed, but I think robots should still look like robots, just given a LOT more robotic options! It would be a wonderful way to have various enemies (nemesis, praetorian clockwork, etc.) available as pets to you!
  2. I can confirm that this is unfortunately true, it only will apply to one power... However, the damage bonus on Impeded Swiftness applies to almost **every single one of his powers** granting him a pretty sizable damage boost.
  3. Here is a build I made for this, it attempts to squeeze the maximum DPS possible out of the minions along with keeping S/L defense capped (with barrier) and keeping the minions at 40% defense to every single type of defense and way over softcap for AoE, along with granting them absolutely absurd resistances. It also keeps 40% or more resistance for yourself personally to S/L/E/F/C. It makes a very meaty tankermind as well. I would've probably chosen Scorpion Shield instead of the entire Chill Mastery pool, but you said you did not want to go against your theme which is 100% understandable so I kept it and I made the best of a situation I could with proc'ing out Ice Blast. I also took Lash, because it can be a pretty amazing proc monster for damage as well as giving you and your pets the -res benefit. Hope you enjoy 🙂 Villain Plan by Mids' Reborn : Hero Designer 2.6.0.7 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! Level 50 Magic Mastermind Primary Power Set: Demon Summoning Secondary Power Set: Cold Domination Power Pool: Speed Power Pool: Leadership Power Pool: Fighting Ancillary Pool: Chill Mastery Villain Profile: Level 1: Summon Demonlings -- ImpSwf-Dam%(A), SprMarofS-Dmg(17), SprMarofS-Acc/Dmg/EndRdx(19), HO:Nucle(25), EdcoftheM-PetDef(31) Level 1: Infrigidate -- AchHee-ResDeb%(A), TchofLadG-%Dam(3), ImpSwf-Dam%(3), ShlBrk-%Dam(11), PcnoftheT-Acc/EndRdx(11) Level 2: Ice Shield -- LucoftheG-Def/Rchg+(A), ShlWal-Def(34), ShlWal-Def/EndRdx(34), ShlWal-Def/Rchg(36), ShlWal-Def/EndRdx/Rchg(36) Level 4: Lash -- Hct-Dam%(A), TchofDth-Dam%(5), GldStr-%Dam(5), ExpStr-Dam%(7), HO:Nucle(7), FrcFdb-Rechg%(9) Level 6: Enchant Demon -- EndRdx-I(A) Level 8: Hasten -- RechRdx-I(A), RechRdx-I(9), RechRdx-I(13) Level 10: Glacial Shield -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(33), ShlWal-Def(33), ShlWal-Def/EndRdx(33), ShlWal-Def/Rchg(34) Level 12: Summon Demons -- SvrRgh-PetResDam(A), HO:Nucle(13), SprMarofS-Dmg/EndRdx(15), SprMarofS-Acc/EndRdx(15), SlbAll-Build%(17) Level 14: Maneuvers -- LucoftheG-Def/Rchg+(A), ShlWal-Def(39), ShlWal-Def/EndRdx(39), ShlWal-Def/Rchg(40), ShlWal-Def/EndRdx/Rchg(40) Level 16: Frostwork -- Prv-Absorb%(A), Prv-Heal/Rchg/EndRdx(42), Prv-Heal(42), Prv-Heal/EndRdx(42), Prv-EndRdx/Rchg(40), Prv-Heal/Rchg(43) Level 18: Hell on Earth -- SprCmmoft-Rchg/PetAoEDef(A), SprCmmoft-Acc/Dmg/Rchg(19), SprCmmoft-Dmg/EndRdx/Rchg(23), SprCmmoft-Acc/Dmg/EndRdx/Rchg(25), ExpRnf-+Res(Pets)(29), CaltoArm-+Def(Pets)(31) Level 20: Arctic Fog -- Ags-Psi/Status(A), Ags-ResDam(21), Ags-ResDam/EndRdx(21), Ags-ResDam/Rchg(23), StdPrt-ResDam/Def+(37), Rct-ResDam%(37) Level 22: Tactics -- HO:Cyto(A) Level 24: Kick -- Empty(A) Level 26: Summon Demon Prince -- ImpSwf-Dam%(A), SprMarofS-Acc/Dmg(27), SprMarofS-EndRdx/+Resist/+Regen(27), HO:Nucle(29) Level 28: Benumb -- RechRdx-I(A), RechRdx-I(37) Level 30: Tough -- GldArm-3defTpProc(A), Ags-ResDam(31), Ags-ResDam/EndRdx(45), Ags-ResDam/Rchg(46), Ags-ResDam/EndRdx/Rchg(46) Level 32: Abyssal Empowerment -- EndRdx-I(A) Level 35: Sleet -- RechRdx-I(A), RechRdx-I(36) Level 38: Heat Loss -- RechRdx-I(A), RechRdx-I(39) Level 41: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(43), LucoftheG-Def/EndRdx(43), LucoftheG-Def/Rchg(50), LucoftheG-Def/EndRdx/Rchg(50) Level 44: Ice Blast -- Apc-Dam%(A), GldJvl-Dam%(45), ImpSwf-Dam%(45), HO:Nucle(46) Level 47: Frozen Armor -- LucoftheG-Def/Rchg+(A), ShlWal-Def(48), ShlWal-Def/EndRdx(48), ShlWal-Def/Rchg(48), ShlWal-Def/EndRdx/Rchg(50) Level 49: Super Speed -- EndRdx-I(A) Level 1: Brawl -- Empty(A) Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 1: Sprint -- Clr-Stlth(A) Level 1: Supremacy Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Run-I(A) Level 2: Health -- Pnc-Heal/+End(A) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-End%(A) Level 1: Cold Demonling Level 1: Fiery Demonling Level 1: Hellfire Demonling Level 12: Ember Demon Level 12: Hellfire Gargoyle Level 26: Demon Prince Level 50: Musculature Core Paragon Level 50: Degenerative Core Flawless Interface Level 50: Banished Pantheon Core Superior Ally Level 50: Support Core Embodiment Level 50: Barrier Core Epiphany ------------
  4. hehe, the build has an AOE immob just for that reason 😜
  5. So I was thinking of what could be the possibly most destructive defender combination for both solo and group play and I thought of the absurd synergy between these two. The -res that you're applying for yourself as well as your team is *bananas,* and you're not just giving the team the benefit, you gain the benefit with the LS and Nado doing extreme amounts of damage... The amount of -res you can apply for a mob can be -55% to -90% depending on it you can get the double rain up, possibly up to 110% for certain periods assuming you double howl and have double rain... That is an extreme amount of damage applied instantly but that's not all... If you Wail you get -40% from the wail and the FotG proc... So that mob actually then has -70% with rain and wail alone, -90% with one howl in addition, -125% with freezing rain in addition to the howl, and -145% with double wail in addition to freezing rain and the howl. Is it probably ever going to happen that I'll reach all those powers at once to combine for an AoE of -145% res? No, but even just assuming -55% or -70%++ is an absurd spike in a team's damage. The ST debuffing is ludicrous, where my -res may be a little lost on an extremely fast moving team, on an AV... yikes... Screech -> Shriek -> Scream -> Shriek is a flat -80% resistance, and I could easily get off another round of -res, I can run up double rains for -70% res in addition to this giving a pretty guaranteed -150% res to not just myself but the entire team. Bare in mind, you also are cast Nados and LS while get FF procs to make your recharge near permanently surge, the amount of damage of 3 storms 3 nados, and double rain with this level of -res is probably extraordinarily broken to teams, even if you can't run the chain and miss out on -20% even -40%, you're still at -110% - -130% res debuffed... Here is the build I came up with: Hero Plan by Mids' Reborn : Hero Designer 2.6.0.7 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! Level 50 Science Defender Primary Power Set: Storm Summoning Secondary Power Set: Sonic Attack Power Pool: Speed Power Pool: Leadership Power Pool: Fighting Power Pool: Leaping Ancillary Pool: Mace Mastery Hero Profile: Level 1: O2 Boost -- Prv-Absorb%(A), Prv-Heal/Rchg/EndRdx(17), Prv-Heal(19), Prv-Heal/EndRdx(21), Prv-EndRdx/Rchg(23), Prv-Heal/Rchg(23) Level 1: Shriek -- SprDfnBst-Rchg/Heal%(A), SprDfnBst-Acc/Dmg/EndRdx/Rchg(25), SprDfnBst-Acc/Dmg(25), SprDfnBst-Dmg/Rchg(31), SprDfnBst-Dmg/EndRdx/Rchg(31), SprDfnBst-Acc/Dmg/EndRdx(34) Level 2: Gale -- FrcFdb-Rechg%(A) Level 4: Howl -- PstBls-Dam%(A), JvlVll-Dam%(5), SprVglAss-Dmg/Rchg(7), SprVglAss-Dmg/EndRdx/Rchg(7), SprVglAss-Acc/Dmg/EndRdx(9) Level 6: Steamy Mist -- LucoftheG-Def/Rchg+(A) Level 8: Freezing Rain -- RechRdx-I(A), RechRdx-I(9), RechRdx-I(40) Level 10: Shockwave -- SuddAcc--KB/+KD(A), FrcFdb-Rechg%(11), PstBls-Dam%(11), JvlVll-Dam%(15), ExpStr-Dam%(17), Acc-I(46) Level 12: Hasten -- RechRdx-I(A), RechRdx-I(13), RechRdx-I(13) Level 14: Maneuvers -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(15) Level 16: Boxing -- Empty(A) Level 18: Tough -- GldArm-3defTpProc(A), StdPrt-ResDam/Def+(19) Level 20: Weave -- LucoftheG-Def/Rchg+(A), Rct-ResDam%(21) Level 22: Super Speed -- Clr-Stlth(A) Level 24: Scream -- GldJvl-Dam%(A), SprWntBit-Acc/Dmg(37), SprWntBit-Dmg/Rchg(37), SprWntBit-Acc/Dmg/EndRdx(43), SprWntBit-Acc/Dmg/Rchg(45), SprWntBit-Dmg/EndRdx/Acc/Rchg(46) Level 26: Tornado -- OvrFrc-Dam/KB(A), FrcFdb-Rechg%(27), ExpRnf-Acc/Dmg(27), ExpRnf-Acc/Dmg/Rchg(29), ExpRnf-EndRdx/Dmg/Rchg(29), ExpRnf-Acc/Rchg(31) Level 28: Amplify -- GssSynFr--Build%(A) Level 30: Combat Jumping -- LucoftheG-Def/Rchg+(A) Level 32: Lightning Storm -- Apc-Dam%(A), GldJvl-Dam%(33), FrcFdb-Rechg%(33), Apc-Dmg/Rchg(33), Apc-Acc/Dmg/Rchg(34), ExpStr-Dam%(34) Level 35: Screech -- GldJvl-Dam%(A), SprVglAss-Acc/Dmg(36), SprVglAss-Rchg/+Absorb(36), SprVglAss-Acc/Dmg/EndRdx/Rchg(36), Apc-Acc/Rchg(37) Level 38: Dreadful Wail -- Arm-Dam%(A), Arm-Dmg/EndRdx(39), Arm-Dmg/Rchg(39), Arm-Acc/Dmg/Rchg(39), Arm-Acc/Rchg(40), FuroftheG-ResDeb%(40) Level 41: Web Envelope -- TraoftheH-Dam%(A), TraoftheH-Acc/Immob/Rchg(42), TraoftheH-Acc/Rchg(42), TraoftheH-EndRdx/Immob(42), TraoftheH-Acc/EndRdx(43), TraoftheH-Immob/Acc(43) Level 44: Summon Disruptor -- SlbAll-Build%(A), SvrRgh-PetResDam(45), ExpRnf-+Res(Pets)(45), ExpRnf-Acc/Dmg/Rchg(48), ExpRnf-Acc/Rchg(46), ExpRnf-EndRdx/Dmg/Rchg(50) Level 47: Scorpion Shield -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(48), LucoftheG-Def/EndRdx(48) Level 49: Tactics -- GssSynFr--Rchg/EndRdx(A), GssSynFr--ToHit/EndRdx(50), GssSynFr--ToHit/Rchg/EndRdx(50) Level 1: Brawl -- Empty(A) Level 1: Quick Form Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 1: Sprint -- Empty(A) Level 1: Vigilance Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Run-I(A) Level 2: Health -- Pnc-Heal/+End(A), Mrc-Rcvry+(3) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(3), PrfShf-EndMod/Rchg(5) Level 50: Cardiac Core Paragon Level 0: Freedom Phalanx Reserve Level 0: Portal Jockey Level 0: Task Force Commander Level 0: The Atlas Medallion ------------ What are your thoughts/opinions on this?
  6. I am not trying to be rude to you, but I am going to say I disagree with this assertion. In more extreme content, the potential for outright oneshots is very high. Your initial resistance, especially energy, can indeed get you killed very quickly and the damage may come at you so hard you don't get the scaling bonus. Is it all the time? No. Is scaling useless? No. It just has certain limitations when we speak of iTrials and extreme situations where base attacks are doing upwards of 2000+ damage.
  7. I want to point out a weakness Katana has in its native damage type is lethal damage. Lethal damage is the most commonly resisted type of damage across the entire game. "Lethal damage is the most resisted damage type across the board, with Crey Tanks, Malta Mechs, Council Robots having 50% Lethal resistance. Circle of Thorns Ghosts, Devouring Earth Rock monsters, and Council werewolves have 40 to 35% resistance." You can work against it by adding -res procs in its powers fairly easily given it has a -def inherent and AoE, that said, some missions and battles will be a real slog. This isn't me trying to dissuade you from choosing it, just bringing awareness as to a weakness it has.
  8. Hmm, there is something unsettling to me about the fact there is no +recovery for you or your allies despite this being an electric-based set... At early levels, this could be extremely helpful, what are your guy's thoughts? Also, I did some investigating as to what can "proc" in these powers, unfortunately when you place the Power Transfer IO into Galvanic Sentinel it only procs on you once you summon it (I had hopes it would heal the pet when it used its powers.) You also cannot place any pet resistance or defense auras in the pet unfortunately. However, Power Transfer in Energizing Circuit is exceptionally powerful as a way to heal yourself (on full teams where it hits all 8 players, it could potentially heal you for around 300 damage...) Further I investigated if Gaussian's in Empower Circuit was worth the endeavor, and ultimately it seems that it was, it proc'd several times! I suspect that on teams, this power would be even better with Gaussian's!
  9. The problem that lies with this set is mainly that is tries to force you into being a Stalker and into Melee when you're a Blaster. Look, all Blaster secondaries in this state of the game are playable and overall there is consistency between them that they'll always give you a decent source of endurance and health regeneration, therefore no secondary is inherently "useless" and is always going to have a meaningful contribution to your battles. That said, this set has more issues than any other... 1. The most resisted damage type is Toxic followed by Lethal, it is painful late game to deal with and in a lot of early game as well. This fact alone makes it hard to compete with other secondaries but let's keep going. 2. The AoE in this set is not the greatest especially compared to outliers such as Fire Manipulation. 3. The "hidden" mechanic is very easy to obtain with +stealth IO and super speed. It kinda makes this set not feel unique in what it can do for you. 4. Honestly I've already said it but it really deserves repeating again, being forced as a Blaster into Blapping or sets that would've otherwise been totally ranged is terrible. Primaries like Archery and Water should never be paired with Ninja because they can stay totally at range, if you wanted a primary that will allow you to stay at range and be even rewarded for being at range, TA and Energy are the ways to go. Conversely, secondaries like Fire Manipulation make fighting in melee "worth it" because of how uniquely damaging it is and how great the AoEs + auras are. 5. The "secondary effect" is not that helpful, -def is really only amazing to use for procs. 6. The set is very ST focused and the set is also lethal which means it has a unique problem in which for it to "shine" you're going to have to use its specialties on very hard targets that will already resist you in a lot of cases. 7. Honestly, Drain Psyche in Mental Manipulation and the better AoE as well as more unique damage type makes it really hard to justify taking Ninja Training over it due to the fact both will try to force you into melee, one however will make fighting harder targets much easier because of its exotic damage type, -regen and will survive better and have less end issues due to DP.
  10. Really? You think a terrible level 9 Necro spell is a "Proc Monster"??? https://everquest.allakhazam.com/db/spell.html?spell=355 -- I sooooo stole that joke!
  11. Villain Plan by Mids' Reborn : Hero Designer 2.6.0.7 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! Level 50 Magic Stalker Primary Power Set: Street Justice Secondary Power Set: Bio Armor Power Pool: Speed Power Pool: Fighting Power Pool: Leadership Power Pool: Leaping Ancillary Pool: Mu Mastery Villain Profile: Level 1: Initial Strike -- SprAssMar-Rchg/Rchg Build Up(A), SprAssMar-Acc/Dmg(9), SprAssMar-Dmg/Rchg(40), SprAssMar-Dmg/EndRdx/Rchg(7), SprAssMar-Acc/Dmg/EndRdx/Rchg(25), SprAssMar-Acc/Dmg/Rchg(7) Level 1: Hide -- LucoftheG-Def/Rchg+(A) Level 2: Hardened Carapace -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(3), UnbGrd-ResDam/EndRdx/Rchg(3), UnbGrd-Rchg/ResDam(5), StdPrt-ResDam/Def+(5) Level 4: Boundless Energy -- Prv-Heal(A), Prv-Absorb%(27) Level 6: Super Speed -- HO:Micro(A) Level 8: Hasten -- RechRdx-I(A), RechRdx-I(9) Level 10: Environmental Modification -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(11), ShlWal-Def(11), ShlWal-Def/EndRdx(13), ShlWal-Def/Rchg(13), Rct-ResDam%(15) Level 12: Boxing -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(31), KntCmb-Dmg/Rchg(31), KntCmb-Dmg/EndRdx/Rchg(31) Level 14: Tough -- UnbGrd-Max HP%(A), UnbGrd-ResDam(15), UnbGrd-ResDam/EndRdx(17), UnbGrd-Rchg/ResDam(17), GldArm-3defTpProc(19) Level 16: Adaptation Level 18: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(19), LucoftheG-Def/EndRdx(33) Level 20: Ablative Carapace -- Pnc-Heal/EndRedux(A), Pnc-EndRdx/Rchg(21), Pnc-Heal/Rchg(21), Pnc-Heal/EndRedux/Rchg(23), Pnc-Heal(23) Level 22: Maneuvers -- LucoftheG-Def/Rchg+(A) Level 24: Combat Jumping -- LucoftheG-Def/Rchg+(A) Level 26: Sweeping Cross -- SprAvl-Acc/Dmg(A), FuroftheG-ResDeb%(27), SprAvl-Rchg/KDProc(37), SprAvl-Acc/Dmg/EndRdx(37), SprAvl-Acc/Dmg/Rchg(37), SprAvl-Acc/Dmg/EndRdx/Rchg(39) Level 28: DNA Siphon -- Erd-%Dam(A), Arm-Dam%(29), ScrDrv-Dam%(29), Obl-%Dam(43), TchoftheN-%Dam(50), HO:Nucle(50) Level 30: Assassin's Strike -- SprStlGl-Rchg/Hide%(A), SprStlGl-Acc/Dmg(34), SprStlGl-Dmg/Rchg(34), SprStlGl-Acc/Dmg/Rchg(36), SprStlGl-Dmg/EndRdx/Rchg(36), SprStlGl-Acc/Dmg/EndRdx/Rchg(36) Level 32: Build Up -- GssSynFr--Build%(A) Level 35: Genetic Corruption -- FrtHyp-Sleep/EndRdx(A) Level 38: Spinning Strike -- Rgn-Dmg(A), Rgn-Dmg/Rchg(39), Rgn-Acc/Dmg/Rchg(39), Rgn-Acc/Rchg(40), Rgn-Dmg/EndRdx(40), Ann-ResDeb%(25) Level 41: Shin Breaker -- SprBlsCol-Rchg/HoldProc(A), SprBlsCol-Acc/Dmg(42), SprBlsCol-Dmg/EndRdx(42), SprBlsCol-Acc/Dmg/EndRdx(42), SprBlsCol-Acc/Dmg/Rchg(43), AchHee-ResDeb%(43) Level 44: Ball Lightning -- HO:Nucle(A), HO:Nucle(46) Level 47: Crushing Uppercut -- Hct-Dam%(A), Hct-Dmg/EndRdx(45), Hct-Dmg/Rchg(45), Hct-Acc/Dmg/Rchg(45), Hct-Acc/Rchg(46), UnbCns-Dam%(50) Level 49: Zapp -- Apc-Dam%(A), Apc-Dmg/EndRdx(46), Apc-Dmg(51), Apc-Dmg/Rchg(51), Apc-Acc/Rchg(51) Level 1: Assassination Level 1: Brawl -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(33), KntCmb-Dmg/EndRdx/Rchg(33), KntCmb-Dmg/Rchg(34) Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 1: Sprint -- Empty(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Run-I(A) Level 2: Health -- Pnc-Heal/+End(A) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-End%(A) Level 16: Defensive Adaptation Level 16: Efficient Adaptation Level 16: Offensive Adaptation Level 1: Combo Level 1 Level 1: Combo Level 2 Level 1: Combo Level 3 Level 50: Agility Core Paragon Level 50: Ion Core Final Judgement Level 50: Degenerative Core Flawless Interface Level 50: Longbow Core Superior Ally Level 50: Barrier Core Epiphany Level 50: Assault Core Embodiment Level 49: Quick Form ------------
  12. Quite honestly, I am obviously in the second camp, however, there are clearly people who disagree with this (first camps). There are certain outliers within Sentinels (Fire/Rad) that are quite strong and there are some underwhelming ones (AR/Ice). As some pointed out in another thread, you can "make it work" to an extent, but you're looking at about a 180-240 DPS ceiling there (if that) and the AoE is abysmal, sure you survive fine enough, that can be a selling point. But clearly to us, that is extremely underperforming, and a far cry from "ranged Scrapper." I am 100% in agreement as playing Fire/Bio/Psi (the theoretical "highest possible" ST for a Sentinel) and I'm still at a "whopping" 280-350 DPS going pretty "gong ho" with procs. In the game's current state, there are now 300+ DPS Tanker builds now running around and this just widens the gaps so harshly that it feels very saddening. IMO, Sentinel shouldn't pay a tax as a "damage dealing class" to have its damage around the same numbers or lower than Tanker's. My biggest issue is that the inherent is targeted exclusively to a single target and not AoE with its inherently low damage values. The inherent is also one of the lowest damage-granting inherent bonuses of all ATs that have damage-granting bonuses. This is what I have concluded when I used it, but there are clearly some who value it. Side note, I don't like how 'opportunity' is tied to your 1st 2 powers either. I'd agree with you except I just think the inherent as it is should probably be reworked into something entirely new or innovative. This is why I say that both opinions have value, while I may agree with you that I find the defensive opportunity largely useless, there are people who genuinely get uses out of it. I want to address this, I was not being hyperbolic at all. Maybe it came across as hyperbolic upon initial inspection, but I was saying that it wasn't going to give the same type of debuffing properties that other popular things that exist in the game already do. Further, I said in 95% of teaming cases, the inherent feels useless. That is not a hyperbole, the majority of the game is done through mob-to-mob-to-mob-to-mob on missions, not mob-AV-mob-AV, I find that it feels exceptionally useless in most of these cases because the enemies you will apply it to will either/or 1. die so quickly with or without it that it will hardly make any actual difference 2. possibly miss a target with your T1 and make the battle against said boss in mob actually take longer 3. force you to use a T1 power instead of quickly chunking a boss if you want to use the offensive opportunity. That aside, what is your opinion on what the "current playstyle of the AT" is? You weren't very clear on this, or what you envisioned it to be. I am operating on the assumption that the AT is supposed to be, as the Devs called, it a "ranged Scrapper," making it do anything other than to achieve this goal seems secondary to what the primary goal should be. I just want your opinion on what you actually see this AT as because we may just simply see it differently and that is totally fine and it explains why you may see what I have said as hyperbole despite how it really wasn't intended that way. I am critiquing it based upon its claim to be a "ranged Scrapper," you could be insisting it to be the hybrid Tanker/Defender and thus it leads us to different outcomes on the way we see this AT and how it should be buffed. I think this is actually a huge topic of discussion because I think trying to balance it as this "jack-of-all-trades-master-of-none" with the complicated and arguably lackluster inherent res debuff, Tanker-level single target damage, worse survivability by default than Stalker/Scrapper is massively hurting the AT from becoming a "ranged Scrapper." My ideas are to make it become more in line with a "ranged Scrapper" not a hybrid. This is critical when we discuss the AT. I think the -res debuff as an opportunity mechanic is hurting the AT's balancing from becoming a "ranged Scrapper," because it is trying to juggle a team-wide benefit without being "overpowered" which other damage-dealing classes are not burdened by all of these balancing issues like the Sentinel is, thus it should be changed.
  13. I think there are two types of leading viewpoints on the Sentinel: The first one believes the Sentinel's inherent should be less complicated to manage and should just be given minor tweaks to its damage and not much besides that. The second one believes that there are many flaws with the inherent and want to see an AT that shines competitively amongst the other ATs. They want a completely new inherent altogether and/or a damage tweak and possibly target cap increase. The first viewpoint firmly believes that it already shines as an AT and that others who dismiss the AT are not running good combinations or are not giving Sentinels fair comparisons. The second viewpoint doesn't understand why the first viewpoint feels this way when so many things in the game feel so much more powerful than the Sentinel currently does to them. I think both of these viewpoints are valid, but I think it demonstrates that the Sentinel sets are imbalanced, that some sets are leaving a far worse impression of the AT than other sets are, further the mechanic is polarizing and not as easy to understand.
  14. Here was the one I came up with the other night (it mixes melee with ranged, yours is all ranged) yours takes the healing, mine doesn't, I just rely mostly on the inspiration tray. You have higher defenses, I have 45% S/L res, we have the exact same recharge... LOL! (I have a slot blank in my build for the Bombardment proc in Dark Oblit) This is mainly intended to squeeze the absolute highest amount of damage in the ST attack chain for a Fort with the melee attacks + dominate with lots of AoE procs. Villain Plan by Mids' Reborn : Hero Designer 2.6.0.7 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! Level 50 Science Arachnos Widow Primary Power Set: Fortunata Training Secondary Power Set: Fortunata Teamwork Power Pool: Fighting Power Pool: Speed Power Pool: Leadership Ancillary Pool: Soul Mastery Villain Profile: Level 1: Telekinetic Blast -- SprSpdBit-Rchg/Global Toxic(A) Level 1: Combat Training: Defensive -- LucoftheG-Def/Rchg+(A) Level 2: Strike -- Mk'Bit-Dam%(A), GldStr-%Dam(3), HO:Nucle(3), TchofDth-Dam%(7) Level 4: Lunge -- Hct-Dam%(A), Hct-Dmg/EndRdx(5), Hct-Dmg/Rchg(5), Hct-Dmg(48), Hct-Acc/Dmg/Rchg(48), TchofDth-Dam%(40) Level 6: Hasten -- RechRdx-I(A), RechRdx-I(7), RechRdx-I(50) Level 8: Tactical Training: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(9), LucoftheG-Def/EndRdx/Rchg(9), LucoftheG-Def/Rchg(11), LucoftheG-Def(11) Level 10: Indomitable Will -- GldArm-3defTpProc(A) Level 12: Spin -- Arm-Dam%(A), Arm-Dmg/EndRdx(13), Arm-Dmg(13), Arm-Acc/Dmg/Rchg(19), Arm-Acc/Rchg(21), FuroftheG-ResDeb%(21) Level 14: Dominate -- GldJvl-Dam%(A), UnbCns-Dam%(15), GldNet-Dam%(15), NrnSht-Dam%(17), GhsWdwEmb-Dam%(17), HO:Nucle(19) Level 16: Tough -- Ags-Psi/Status(A), Ags-ResDam(23), Ags-ResDam/EndRdx(25), Ags-ResDam/Rchg(25), StdPrt-ResDam/Def+(27), UnbGrd-Max HP%(27) Level 18: Weave -- LucoftheG-Def/Rchg+(A), Rct-ResDam%(36), LucoftheG-Def(43), LucoftheG-Def/EndRdx(46), LucoftheG-Def/Rchg(46), LucoftheG-Def/EndRdx/Rchg(50) Level 20: Follow Up -- Mk'Bit-Dam%(A), TchofDth-Dam%(23), GldStr-%Dam(37), HO:Nucle(37) Level 22: Foresight -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(37) Level 24: Mind Link -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/Rchg(34), LucoftheG-EndRdx/Rchg(34), LucoftheG-Def/EndRdx/Rchg(36), LucoftheG-Def(36) Level 26: Aim -- GssSynFr--Build%(A) Level 28: Confuse -- CrcPrs-Conf%(A), CrcPrs-Conf/EndRdx(29), CrcPrs-Conf(29), CrcPrs-Conf/Rchg(31), CrcPrs-Acc/Conf/Rchg(31), CrcPrs-Acc/Rchg(31) Level 30: Assault -- EndRdx-I(A) Level 32: Psychic Wail -- SprDmnofA-Acc/Dmg(A), SprDmnofA-Dmg/Rchg(33), SprDmnofA-Acc/Dmg/Rchg(33), SprDmnofA-Dmg/EndRdx/Rchg(33), SprDmnofA-Acc/Dmg/EndRdx/Rchg(34) Level 35: Tactical Training: Assault -- EndRdx-I(A) Level 38: Psionic Tornado -- FrcFdb-Rechg%(A), PstBls-Dam%(39), JvlVll-Dam%(39), ExpStr-Dam%(39), HO:Nucle(40) Level 41: Gloom -- CldSns-%Dam(A), Apc-Dam%(42), Apc-Dmg/EndRdx(42), Apc-Dmg(42), Apc-Acc/Dmg/Rchg(43), Apc-Acc/Rchg(43) Level 44: Dark Obliteration -- CldSns-%Dam(A), PstBls-Dam%(45), JvlVll-Dam%(45), HO:Nucle(46), Empty(50) Level 47: Boxing -- Empty(A) Level 49: Super Speed -- Clr-Stlth(A) Level 1: Brawl -- Empty(A) Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 1: Sprint -- Empty(A) Level 1: Conditioning Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Run-I(A) Level 2: Health -- Pnc-Heal/+End(A), Mrc-Rcvry+(45) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(40), PrfShf-EndMod/Acc(48) Level 50: Musculature Radial Paragon Level 50: Degenerative Core Flawless Interface Level 50: Ageless Core Epiphany Level 50: Assault Radial Embodiment Level 50: Ion Core Final Judgement ------------ ------------
  15. I've mentioned this combination before, but I'll say it again, if you're going to pick TW (arguably an over-performer in every situation) then it fixes the defense hole Rad needed filled with defensive sweep... You can tank +4 ITF with ease. I actually did a pylon time of 3:42 for a total DPS of 300. On. A. Tanker. That is SOLID DPS, and this build isn't even optimized for ST, it can actually go up quite a bit more, and the AoE on this thing is absurd, you get two proc monsters form Rad, also get AoD + Whirling. The build caps every single resistance sans Cold damage, the least seen damage type in the game. I've tanked LR with ease even while defense inspirations weren't there, I've tanked iTrials easily, can farm just about any group easily, there literally isn't a single flaw w/ this combination. Hero Plan by Mids' Reborn : Hero Designer 2.6.0.7 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! Level 50 Science Tanker Primary Power Set: Radiation Armor Secondary Power Set: Titan Weapons Power Pool: Fighting Power Pool: Leadership Power Pool: Leaping Power Pool: Speed Ancillary Pool: Energy Mastery Hero Profile: Level 1: Alpha Barrier -- UnbGrd-ResDam/EndRdx/Rchg(A), UnbGrd-ResDam(5), UnbGrd-ResDam/EndRdx(5), UnbGrd-Rchg/ResDam(7), UnbGrd-Max HP%(11), ImpArm-ResPsi(19) Level 1: Defensive Sweep -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(42), LucoftheG-Def/EndRdx(43) Level 2: Gamma Boost -- NmnCnv-Regen/Rcvry+(A), NmnCnv-Heal(3), NmnCnv-Heal/EndRdx(3) Level 4: Proton Armor -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(7), UnbGrd-Rchg/ResDam(9), UnbGrd-ResDam/EndRdx/Rchg(9), UnbGrd-EndRdx/Rchg(11), ImpArm-ResPsi(17) Level 6: Fallout Shelter -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(13), UnbGrd-ResDam/EndRdx/Rchg(13), UnbGrd-Rchg/ResDam(15), UnbGrd-EndRdx/Rchg(15), ImpArm-ResPsi(17) Level 8: Radiation Therapy -- ScrDrv-Dam%(A), TchoftheN-%Dam(29), Obl-%Dam(48), Erd-%Dam(29), Arm-Dam%(31) Level 10: Boxing -- Empty(A) Level 12: Beta Decay -- EndRdx-I(A) Level 14: Tough -- GldArm-3defTpProc(A), StdPrt-ResDam/Def+(19), Ags-Psi/Status(21), ImpArm-ResPsi(23) Level 16: Weave -- ShlWal-Def/EndRdx/Rchg(A), Rct-ResDam%(21), LucoftheG-Def/Rchg+(31), ShlWal-Def(33), ShlWal-Def/EndRdx(33), ShlWal-Def/Rchg(34) Level 18: Particle Shielding -- Prv-Absorb%(A), Prv-Heal(23), Prv-Heal/EndRdx(25), Prv-EndRdx/Rchg(25), Prv-Heal/Rchg(27), Prv-Heal/Rchg/EndRdx(27) Level 20: Maneuvers -- LucoftheG-Def/Rchg+(A), ShlWal-Def(34), ShlWal-Def/EndRdx(34), ShlWal-Def/Rchg(37), ShlWal-ResDam/Re TP(39) Level 22: Combat Jumping -- LucoftheG-Def/Rchg+(A) Level 24: Hasten -- RechRdx-I(A), RechRdx-I(31), RechRdx-I(33) Level 26: Ground Zero -- HO:Nucle(A), ScrDrv-Dam%(46), Erd-%Dam(46), Obl-%Dam(50), TchofLadG-%Dam(50) Level 28: Crushing Blow -- HO:Nucle(A), HO:Nucle(42) Level 30: Rend Armor -- Hct-Dam%(A), Hct-Acc/Dmg/Rchg(39), Hct-Dmg/Rchg(39), Hct-Acc/Rchg(40), Hct-Dmg/EndRdx(40), AchHee-ResDeb%(42) Level 32: Follow Through -- SprGntFis-Rchg/+Absorb(A), SprGntFis-Acc/Dmg(43), SprGntFis-Dmg/Rchg(43), SprGntFis-Acc/Dmg/Rchg(45), SprGntFis-Dmg/EndRdx/Rchg(45), SprGntFis-Acc/Dmg/EndRdx/Rchg(45) Level 35: Whirling Smash -- SprMghoft-Rchg/Res%(A), SprMghoft-Acc/Dmg/EndRdx/Rchg(36), SprMghoft-Acc/Dmg(36), SprMghoft-Dmg/Rchg(36), SprMghoft-Acc/Dmg/Rchg(37), SprMghoft-Dmg/EndRdx/Rchg(37) Level 38: Arc of Destruction -- Arm-Dmg/EndRdx(A), Arm-Dmg(40), Arm-Dmg/Rchg(46), Arm-Acc/Dmg/Rchg(48), Arm-Acc/Rchg(48), FuroftheG-ResDeb%(50) Level 41: Taunt -- Range-I(A) Level 44: Build Momentum -- GssSynFr--Build%(A) Level 47: Super Speed -- Run-I(A) Level 49: Conserve Power -- RechRdx-I(A) Level 1: Brawl -- Empty(A) Level 1: Gauntlet Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 1: Sprint -- Clr-Stlth(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Run-I(A) Level 2: Health -- Pnc-Heal/+End(A) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-End%(A) Level 0: Freedom Phalanx Reserve Level 0: Portal Jockey Level 0: Task Force Commander Level 0: The Atlas Medallion Level 1: Momentum Level 50: Musculature Radial Paragon Level 50: Degenerative Core Flawless Interface Level 50: Ion Core Final Judgement Level 50: Assault Core Embodiment Level 50: Longbow Core Superior Ally Level 50: Barrier Radial Epiphany ------------
  16. I think a simple strategy to make this combination work a little better (even if slowly) would be to start a mob off with Poison Gas Arrow (try to get this ability so that it permanently sleeps enemies) and then one by one take out the group with your ninjas and single targeting and using Ice Arrow to hold the target. I actually don't think it would be too bad because the minions use a majority of single target powers and the lack of AOE may not wake up the other enemies from PGA.
  17. Actually Faraday Cage is completely equitable in terms of resistance to Sonic Dispersion, they both provide 15% resistance and are the same radius. Faraday provides more mez protection however (12.98) vs (8.65), and provides protections to other mezzes that Sonic does not and mez resistances. Comparing Faraday (resistance) to Dispersion Bubble (defense) is apples vs. oranges in terms of their numbers. However, much like Sonic, Faraday provides more mez protection however (12.98) vs (8.65), and provides protections to other mezzes that Force Field does not and mez resistances. In both scenarios the only advantage it has is its numbers in mez protections and unique protections to KB/KU/Sleep/Repel. I'd gladly trade the ability for it to be much more mobile than those protections that are either easily shored up by IO's or are given pretty easily through personal protections or rarely encountered. There is plenty of point in Sonic Dispersion and Dispersion Bubble, being that they are in different sets and thus will have different things. You aren't getting the Sonic debuffs, and you're not giving the complete ease of softcap defense that FF provides in Electrical Affinity, that doesn't invalidate them or make one or another set automatically inferior. -- I also really like @Bopper's suggestion and I think it's a fair compromise at least and would really help and make my main issues not totally disappear but alleviate a lot of the headache I'd foresee with this set.
  18. It's interesting and a cool effect! It just doesn't seem like it will keep up with teams very well or be that useful in a gameplay environment sans very hard long fights without mobility required and can lead to some unfortunate solo deaths because you may run out of the cage accidentally or possibly feel as if you need to stay in the cage and melee-based opponents start thrashing you because of it (the set also doesn't really "slow" enemies by itself to slowly prevent them from getting to you)... which is why I kind of think it should be a toggle like FF's Dispersion Bubble or a cast like Nature's Wild Growth or Time's Farsight. I corrected my original post to give it some more insightful details and more thorough explanations.
  19. I like Faraday Cage, and now actually playing around with Elec before forming opinions and testing around with it rather than just looking at the set on paper, I see the gems in this set despite my initial reaction being underwhelmed with the details in its powers. I understand how this set is clearly not going to be the next Kinetics or Rad and that's totally okay, I get it 100%, and I wasn't going in expecting to be "wow'd!" by it. I beg, please do not attack me and say I'm making an upward comparison of this set against others as a whole, this is purely just a recommended rework of one of the powers... Faraday Cage. Instead of a self-anchor PBAOE I would recommend that it be changed to a PBAoE buff to all players within its radius for an extended period of time (like nature's Wild Growth or Time Manipulation's Farsight) or a toggle (like FF's Dispersion Bubble) instead of the self-anchoring in one location at a time mechanic. The reason being for this is that in a given situation in which you're in a mission for a team, they will often rapidly move out of the bubble and other than a few instances of a very hard fight with no movement mechanics (as new content is created such as iTrials and TF's like Apex/Tin Mage, there are definitely movement mechanics being introduced) and this doesn't mesh well with it. Further, another point of discussion is the fact this power could potentially lead to some unwanted deaths in a solo situation, for example, you're fighting a melee-based group (warriors comes to mind) and you feel compelled to either stay within the bubble with no slows given by the primary to stop them from coming toward you and hurting you or move out of the bubble and lose its resistances and status protections. As such, changing it to a toggle or cast for an extended period of time would help this set out very much in terms of soloing content. With it in its current state you will be forced to repeatedly cast it over and over every 25' feet to have it become a permanent benefit whereas many sets have this same type of power as a toggle and do not have to be forced into casting it. This in turn leads to attack chains not being able to be fully realized, you aren't given the permanent protection that (the majority) of other support sets are given, and it has very limited utility for the ways in which the game is currently being designed for later content. I'm going to compare the use of Faraday in its current state against other defender AOE teammate buffs to demonstrate a point (however I am not calling the set "bad" or saying it is worse than something else I'm also not comparing the bonuses it gives, merely the practicality): Recovery Aura/Regeneration Aura - Cast AOE, has long recharge cooldown but with IOing is able to be made mostly-permanent, is much more mobile friendly, only has to be cast after its duration expires, the buff lingers regardless of how far away your teammates are from you as long as you were in its radius when cast, permanent benefit in solo situations, same radius. Sonic Dispersion - Toggle AOE, does not have to be recast, is the same radius, and is much more mobility friendly, also is always on. Dispersion Bubble - Toggle AOE, does not have to be recast, is the same radius, and is much more mobility friendly, also is always on. Shadow Fall - Toggle AOE, does not have to be recast, is a larger radius, and is much more mobility friendly, also is always on. Wild Growth - Cast AOE, has a long recharge cooldown but with IOing is able to be made permanent without difficulty, is much more mobile friendly, only has to be cast after its duration expires, the buff lingers regardless of how far away your teammates are from you as long as you were in its radius when cast, permanent benefit in solo situations, same radius. Arctic Fog - Toggle AOE, does not have to be recast, is a larger radius, and is much more mobility friendly, also is always on. Accelerated Metabolism - Cast AOE, has a long recharge cooldown but with IOing is able to be made permanent, is much more mobile friendly, only has to be cast after its duration expires, the buff lingers regardless of how far away your teammates are from you as long as you were in its radius when cast, permanent benefit in solo situations, same radius. Steamy Mist - Toggle AOE, does not have to be recast, is a larger radius, and is much more mobility friendly, also is always on. Farsight - Cast AOE, has a long recharge cooldown but with IOing is able to be made permanent without difficulty, is much more mobile friendly, only has to be cast after its duration expires, the buff lingers regardless of how far away your teammates are from you as long as you were in its radius when cast, permanent benefit in solo situations, same radius. Traps - Destructible drone, acts a pet but provides essentially the same thing as Dispersion Bubble Kinetics/Poison/Thermal/TA - Not really a comparable one to the other sets, they either work more with debuffing an enemies or targeted AOE buffing sans Inertia Reduction which is a Cast AoE that's a permanent buff to allies but I don't think they're really comparable. Faraday Cage - In comparison to all of them that have these types of powers is much more disruptive to attack chains, is much less mobile friendly, and has much more limited use on teams. Side note while I may not slot it like this, I did test Power Transfer's heal proc in Energizing circuit and I can say that it is a rather beefy heal with that proc and a decent amount of teammates.
  20. I wasn't quoting you specifically, I'm putting it in a way someone who is just glancing over the AT may think of it based upon the way you portrayed the effect. I'm glad you actually can make use of the defensive opportunity! I wasn't trying to be hyperbolic, I said "not nearly as much as x can, but still decent" because it is a factor in group play and I'm trying to show a gauge of where the set lies in relativity to other things within a group. It is not to say I think it should be buffed nearly as much as those, it is to give it perspective within the group settings as to how much that inherent would be truly valued. I really don't think the inherent for most ATs are "afterthoughts" even on fast moving groups by any means whatsoever... Domination is never an afterthought, Fury is never an afterthought, Vigilance is never an afterthought (the end discount), Scourge is never an afterthought, Critical Strikes is absolutely never an afterthought, Assassin's is never an afterthought, Contamination (double damage + help on lockdown) is never an afterthought, Supremacy is iffy on teams (MMs do not need a buff IMO other than making certain minions survive "better"... another thread), Tanker's Gauntlet is never an afterthought, PB/WS are their own sort of "thing," same with the VEATS. I really do not think any of these are "afterthoughts" and you can see these visibly make a difference in battles much more consistently and to a much greater extent than the Sentinel's inherent. Are there some that shine more than others? Yes. But are they in quite the same boat as Sentinel? I don't think so. I wasn't speaking directly on the epic or patron pools.
  21. I like where you're going with this, but I have to point out, like I did in the last post, the inherent (just as it is entirely) isn't exactly something you can use to a "great effect" to even optimize in so many actual gameplay situations... I can't tell you much about the defensive so if you truly believe the defensive is amazing and well worth the tax, then there you go you can disregard everything I'll say from then on. That said, I notice absolutely no survivability increases from it, I can't count on one hand how many times it has "saved my life" because the number is 0, but perhaps your experience could be different and I'd be glad to be enlightened on that! That said, it is still a resistance debuff. The problem as it exists now is that the resistance debuff is only on one enemy and only -25% res debuff and forces you to use your lowest hitting attack. Now, it is an OK buff to yourself, and it makes for a decent buff to your teammates against AV's, not nearly as much as other AT's can with (Sonic/Storm/Rad)/Sonic defenders/corruptors or proc'd out TW, -res procs, etc., but still decent. Now you can use those in conjunction with the Sentinel's offensive to argue that it can become a decent damage multiplier on an AV for a team, but that's going to come down to individual builds. However, this buff to the team isn't necessarily just by itself on a team (others contribute -res), so you're not really alone going to make the team deal almost 1.25x more damage, still decent for a team against a very hard target. However, that is probably less than 5% of the actual game, your inherent legitimately feels useless against most mobs in group play on the other 95% of the game and that's what I have an issue with, no other inherent legitimately feels useless against 95% of the game quite like this one so frequently does.
  22. Ah, oh dear! I completely didn't get the reference... >_<! JOKES ON ME!
  23. Because 1. Mez powers traditionally don't belong in a melee set, 2. There's very limited utility in an actual single target fear power... if you hit the target, it still hits you... 3. The set badly needs AoE, Shadow Maul is just not enough to cover it, also that "crappy level 12 Necro spell" is an excellent PBAoE that is heavily used for a dominator to clear spawns of foes that would be exceptionally useful to shore up the lack of a reliable PBAoE power in Dark Melee that every melee set has.
  24. From what the devs themselves have said, they're supposed to be like "ranged Scrappers." Unfortunately, I think they rather missed the mark on this particular front. In my truthful honest opinion, I really really really do not like the Opportunity mechanic at all. It is focused for low amounts of debuff on one target. I would much prefer more AOE-focused mechanics or personal self-enhancing mechanics much more like what Scrappers and every single AT has (yes, even Stalkers because they can still crit AoEs). Personally, I would like to see either a Fury mechanic type of power (obviously not going to do as much % damage bonuses as Brute Fury, but as the Sentinel hits more does more damage type of ordeal) or for these "Opportunity Strikes" to have a set of given Critical hits for a period of time. The epic/patron pools could use some investigation, I find the PBAoEs extremely anemic for starters on an AT that's kind of "low" on AoE besides the T9 "nuke." Also, it's time now for the Sentinel to receive the Snipers. If Dominators can get snipes and they're both on the same .95 scalar, and the Sentinel now has access to achieving a Sniper power auto-cast with just using a ranged hit, there's no reason for them not to receive snipes. The repel effect in what they have that replaces snipes is pretty universally undesirable. The whole reasoning behind why Sentinels didn't get a snipe was because it didn't have Build Up and thus would have a much more difficult time achieving the use of a snipe, but now that this has been changed, there's just no reason anymore. Bottom line with this Inherent is this: the mechanic for teaming and live gameplay is just not keeping up. It's nice for solo **sometimes** and can be **useful** against hard AV-level targets. That is it. On groups the mechanic goes much like this: you're in say, a team, and you're looking at a big mob, you get opportunity, you place it on a boss (being forced to use your weakest blast powers to activate it), that boss dies in 3-4 seconds after everyone has demolished everything. It barely makes any difference in the actual time it took to kill said boss. That's it. It probably won't be up again until the next 2 or 3 mob battles. That is TERRIBLE. Compare that Inherent with legitimately any other AT's, and it beats it. I actually like my Sentinel for the fact she's so tanky and doesn't have to chase around mobs, but that's really the it, she's unimpressive in almost every other way. It's just the truth.
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