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About Me

  1. One thing I'd really like to work on, if possible, is to create a group repository of information on Sentinels as a whole, explaining what makes a strong pairing from each primary to each secondary and all of the pool powers, as well as what distinguishes Sentinels from Scrappers and Blasters. I understand that this is a big undertaking, but I think it could be extremely helpful to new players. I have some thoughts on these subjects, but the fact of the matter is, I didn't play CoX live at a very high level of proficiency and there are limits to how much I've experienced in Sentinel as-is. I will say that i would like to avoid contributions from people who are of the position that there is no such thing as a weak choice of powerset in CoX, or of the position that any powerset is so bad it should not be taken by anyone with an interest in m making the most of their characters. I believe it is possible and responsible to speak in general terms about average player performance and also support a diversity of interests. There is no wrong way to play, but I want players to be reasonably well-informed going into their choices -- at least, if they want to be. Some enjoy the discovery! I think the best way to create such a project would be for people to submit "sets" of opinions, where they analyze multiple different powersets in compare and contrast, so that we can get a feel for each reviewer's independently, then have a "czar" for that powerset synthesize all the submissions into something that succinctly reflects the consensus and any important divergences thereof. However, that assumes a large interest in this project. I don't know if anyone else would be interested in contribution. Also, accepting general feedback at this stage. Post inspired in part by @oldskool and their excellent comments in various threads. Set Reviews List of posters reviewing what powersets; click the [X] next to the name to see a completed review. Set Name Review 1 Review 2 Review 3 Review 4 Primaries Archery @drbuzzard @oldskool [X] Assault Rifle @oldskool [X] @Sunsette Beam Rifle @Sunsette [X] @drbuzzard [X] Dark Blast @drbuzzard @oldskool [X] Dual Pistols @oldskool [X] Energy Blast @Sunsette [X] Electric Blast @Save-vs-DM [X] Fire Blast @drbuzzard [X] @underfyre [X] Ice Blast @underfyre [X] Psychic Blast @drbuzzard [X] @oldskool [X] Radiation Blast @underfyre [X] Sonic Attack @drbuzzard [X] Water Blast @drbuzzard [X] Secondaries Bio Armor @drbuzzard Dark Armor @oldskool [X] Electric Armor @Hopeling[X] @drbuzzard [X] Energy Aura @Sunsette [X] @drbuzzard [X] Fiery Aura @drbuzzard [X] Ice Armor @357trall [X] Invulnerability @Sunsette [X] Ninjutsu @drbuzzard @oldskool [X] Radiation Armor @Destlin [X] Regeneration Super Reflexes @Sunsette [X] @drbuzzard [X] Willpower @drbuzzard @oldskool [X] Epic Pools Dark Mastery Electricity Mastery @Sunsette Fire Mastery @Sunsette Ice Mastery @Sunsette Ninja Tool Mastery Psionic Mastery @Sunsette Leviathan Mastery Mace Mastery Mu Mastery Soul Mastery Utility Pools Concealment @Sunsette Fighting @Sunsette Flight @Sunsette Leadership @Sunsette Leaping @Sunsette Medicine @Sunsette Presence @Sunsette Sorcery @Sunsette Speed @Sunsette Teleportation @Sunsette We can have more reviewers than four, but I chose not to assume everyone in the world ever would want to participate in this. I'll increase the number of slots if necessary. I intend to do the synthesizing of reviews into a coherent whole and will also be doing primary reviews on a number of sets; please feel free to keep me honest and call me on my shit if you think I've done a poor job somewhere. I'm initially going to be conservative on picking sets and stick to ones I feel I have a very, very strong grasp on; I'll branch out to ones I feel I have an OK grasp on if we have a lot of holes. If you're interested in submitting a review, this is the current format. Submissions are not yet open, but will be soon barring major disagreements. Set Review Format (Tentative) Powerset Name Basic Qualities:0 If damage primary: High/Med/Low Single-Target Damage1, High/Med/Low AoE Damage2 (# Cones/# Spheres/# PBAoEs)3, High/Med/Low Control4 If survival secondary: High/Med/Low HP/Healing5, High/Med/Low Defense6, High/Med/Low Resistance7, High/Med/Low "Clicky-ness"8. If pool: The main purpose of this pool. Special Qualities: For primaries, list secondary effects here: knockback, knockdown, stun, -regen, -res, -def, etc. Do not include the benefits of Passive or Active Opportunity. For secondaries, list things that aren't defense, resistance, healing, absorbs, or max HP here. So +recharge, defense debuff resistance, any notable mez protection the set lacks or is weak in, etc. If pool: Can skip Other: Anything else that you think should be noted about this powerset. Significant changes in this powerset from their implementation on other archetypes should go here. Beginner's Notes: Any powers or strategies that are especially beneficial to low level or new players to this set. This is a good place to put down slotting ideas for before level 50 (keep it to under 10 million inf. costs please) as well as early level rotations. Skippables/Must-Haves: For primaries or secondaries, list the powers that typically are considered optional or bad. For pools, list powers that are the strongest in the set. Whenever possible, please explain your reasoning. Advanced Slotting: L50 builds. (sky's the limit for budget). Whenever possible, please explain your reasoning. This will probably be a pretty long section that needs subdivisions, I'll work on this some more. Base Rotation: The standard attack rotation leveling up or at early 50s, for people to refine. Note any cooldown benchmarks that may be necessary for a specific rotation if it requires over 70% or so enhancement or global recharge. Complementary Choices: Suggest any primary, secondary, or pool (save ones that are mutually exclusive with this one) that synergizes with this one, and explain why. Ex: Energy Blast synergizes well with pools that contain an AoE immobilize with knockback protection and a strong melee attack to make the most of position with Nova; Dark Blast synergizes well with Dark Mastery to completely floor the opponents' accuracy. Whenever possible, please explain your reasoning. Incarnates: Would skip this for pool powers generally speaking, but incarnate powers that pair notably well with this powerset. Whenever possible, please explain your reasoning. 0 All measures assuming fully geared and incarnated at 50; this is just so we have an empirical baseline. 1 High: ST damage of approximately ≥230+ DPS. // Medium: ST damage of approximately 190 DPS. // Low: ST damage of approximately ≤160 DPS. If damage type is mostly Smashing or Lethal, consider it one tier lower. 2 High: Has 3+ AoEs. // Medium: Has 2 AoEs. // Low: Has 1 AoE. If damage type is mostly Smashing or Lethal, consider it as having one fewer AoE. 3 The breakdown of the number and type of each AoE type. 4 High: Reliably reduces incoming damage from the average pack of enemies by 50% or more. // Medium: Reliably reduces incoming damage from the average pack of enemies by about a third or a quarter. // Low: Controls can be beneficial sometimes but not to be relied upon. 5 High: Unaided, can heal or absorb a third of base Max HP (400) every 10 seconds or less. // Medium: Unaided, can heal or absorb a third of base Max HP (400) every 20 seconds or so. // Low: Unaided, can heal or absorb a third of base Max HP (400) every 40 seconds or more. Does not include the benefits of Defensive Opportunity. 6 Use values derived from Reistorm's chart located here. High: Gets S/L/E or all Positional to ≥32.5%. // Medium: Gets some of S/L/E or Positional to ≥32.5%, or gets all of S/L/E to 20%+. // Low: Any other result. 7 Use values derived from Reistorm's chart located here. High: Gets S/L to ≥45% or S/L/E to ≥30%. // Medium: Gets S/L or E o to ≥45%, or gets all to 20+%. // Low: Any other result. 8 High: Has 2+ abilities with an enhanced cooldown of a minute or less used frequently. // Medium: Has an ability virtually used on 'autocast' or an ability with an enhanced cooldown of a minute or less that otherwise needs to be frequently used for a non-healing purpose. // Low: Active abilities with enhanced cooldowns of a minute or less are rarely used for any purpose but an emergency heal. Outline (Tentative) Why Play a Sentinel? Seize the Opportunity: Sentinel Basics The Never-Ending Battle: Attack and Defense Mechanics Zoom and Enhance: Enhancement Mechanics Four-Color Fantasy: Leveling Red, Blue, Gold, and Black Primary Colors: Blast Powerset Reviews Secondary Strategies: Defensive Powerset Reviews Fly Like an Eagle: Utility Pool Reviews EPIC!: Epic Pool Reviews The Alpha and the Omega: Incarnate Mechanics A Few Provisos: Badges, Macros, and other Miscellany At the moment these are all things I intend to write myself, but I will gladly take volunteers for any sections.
  2. Sentinels have inherently shorter range than other ATs. However, AoE ranges get reduced even further, while other ATs have normalized ranges for AoEs. Here's a example comparison with powers like Ball Lightning and Fire Ball: Blasters have 80 range. (ST range for the AT is 80) Corruptors have 80 range. (ST range for the AT is 80) Defenders have 80 range. (ST range for the AT is 80) Sentinels have 40 range. (ST range for the AT is 60) Could we normalize the AoE ranges for Sentinels so they're mostly equal to their (reduced) ST ranges, like other ATs have? AoEs having even shorter range often cause repositioning in battles. I think it would be a nice QoL change if Sentinels didn't have to worry about that.
  3. Hello and thank you in advance for taking a look at this build. Normally, I just surf the forums and look for someone who has put together a build that works for the character I'm playing. Partly this is pure laziness, but there is a large portion of lack of knowledge on my part of how to put together an effective/synergistic build. I've read quite a few few posts on what Dual Pistol and Super Reflexes powers are best, what are skippable, and how they best work together and from that, I've created the monstrosity that is below. If you have the time to give it a look, throw your kindness out the window and brutally rip it apart. I'm just looking to learn as much as I can from the experience. The only caveats I would add are: 1. I would like to keep the Ninja Tool Mastery power set. Thematically, I would like to combine pistols and swords (Sting of the Wasp & The Lotus Drops) on this character. 2. I want to play the character as a short ranged/melee type. In the middle of the fight, rather than shooting from the edges. 3. If possible I would like to avoid any flight powers (again for theme reasons), but am open to either Super Speed or Super Jump; whichever would work best. 4. I've got a decked out farmer, so money is not an object. Again, thank you sincerely for taking a look at this and fixing/advising on the numerous screw-ups that I know are there. Cheers! Hero Plan by Mids' Reborn : Hero Designer https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! Level 50 Natural Sentinel Primary Power Set: Dual Pistols Secondary Power Set: Super Reflexes Power Pool: Speed Power Pool: Fighting Power Pool: Leaping Power Pool: Leadership Ancillary Pool: Ninja Tool Mastery Hero Profile: Level 1: Pistols -- GldJvl-Acc/Dmg(A), GldJvl-Dam/Rech(5), GldJvl-Acc/Dmg/End/Rech(5), GldJvl-Dam%(7), GldJvl-Acc/End/Rech(7), GldJvl-Dam/End/Rech(9) Level 1: Focused Fighting -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(3), LucoftheG-Def/EndRdx(3) Level 2: Empty Clips -- SprSntWar-Acc/Dmg(A), SprSntWar-Dmg/Rchg(9), SprSntWar-Acc/Dmg/Rchg(11), SprSntWar-Acc/Dmg/EndRdx(11), SprSntWar-Acc/Dmg/EndRdx/Rchg(13), SprSntWar-Rchg/+Absorb(13) Level 4: Focused Senses -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(15), LucoftheG-Def/EndRdx(15) Level 6: Suppressive Fire -- Dvs-Acc/Dmg(A), Dvs-Dmg/EndRdx(17), Dvs-Dmg/Rchg(17), Dvs-Acc/Dmg/Rchg(19), Dvs-Acc/Dmg/EndRdx/Rchg(19), Dvs-Hold%(21) Level 8: Swap Ammo Level 10: Master Brawler -- Prv-Absorb%(A), Prv-Heal/Rchg/EndRdx(21), Prv-Heal(23), Prv-Heal/Rchg(31), Prv-Heal/EndRdx(46) Level 12: Bullet Rain -- SprOppStr-Acc/Dmg(A), SprOppStr-Dmg/Rchg(23), SprOppStr-Acc/Dmg/Rchg(25), SprOppStr-Acc/Dmg/EndRdx(25), SprOppStr-Acc/Dmg/EndRdx/Rchg(27), SprOppStr-Rchg/+Opportunity(27) Level 14: Super Speed -- Clr-Stlth(A) Level 16: Enduring -- PrfShf-End%(A), PrfShf-EndMod/Acc(37), PrfShf-EndMod(37), PrfShf-EndMod/Rchg(37), PrfShf-EndMod/Acc/Rchg(39), PrfShf-Acc/Rchg(39) Level 18: Executioner's Shot -- Apc-Dmg(A), Apc-Dmg/EndRdx(34), Apc-Dam%(34), Apc-Acc/Dmg/Rchg(36), TchofLadG-%Dam(36), HO:Nucle(36) Level 20: Kick -- Empty(A) Level 22: Tough -- StdPrt-ResDam/Def+(A), StdPrt-ResDam/EndRdx(31), GldArm-3defTpProc(33) Level 24: Weave -- Rct-Def(A), Rct-Def/EndRdx(33), Rct-Def/EndRdx/Rchg(33), Rct-ResDam%(34) Level 26: Hasten -- RechRdx-I(A), RechRdx-I(39) Level 28: Quickness -- Run-I(A) Level 30: Combat Jumping -- BlsoftheZ-ResKB(A), BlsoftheZ-Travel(40) Level 32: Hail of Bullets -- Arm-Dam%(A), Arm-Dmg/EndRdx(40), Arm-Dmg(40), Arm-Dmg/Rchg(42), Arm-Acc/Dmg/Rchg(42), FuroftheG-ResDeb%(42) Level 35: Evasion -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(43), LucoftheG-Def/EndRdx(43) Level 38: Dodge -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(43) Level 41: Agile -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(46) Level 44: Sting of the Wasp -- Hct-Dam%(A), Hct-Dmg/EndRdx(45), Hct-Dmg(45), Hct-Acc/Dmg/Rchg(45), Hct-Dmg/Rchg(46) Level 47: The Lotus Drops -- Obl-Acc/Dmg/EndRdx/Rchg(A), Obl-Dmg(48), Obl-%Dam(48), Obl-Dmg/Rchg(48), Obl-Acc/Dmg/Rchg(50) Level 49: Maneuvers -- ShlWal-Def(A), ShlWal-Def/EndRdx(50), ShlWal-ResDam/Re TP(50) Level 1: Brawl -- Empty(A) Level 1: Opportunity 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 -- Empty(A) Level 2: Health -- NmnCnv-Regen/Rcvry+(A), Mrc-Rcvry+(29), Pnc-Heal/+End(29) Level 2: Hurdle -- Empty(A) Level 2: Stamina -- PrfShf-EndMod(A), PrfShf-End%(31) Level 8: Chemical Ammunition Level 8: Cryo Ammunition Level 8: Incendiary Ammunition ------------
  4. Yo. I think I heard that Sentinels are going to be getting a revisiting, up to and including their Inherent. I'm all about it. I was just thinking about what to do with Sentinels, and figured I'd share my thoughts, if only to have the discussion. Or...another discussion. I know this has been talked about plenty already. But maybe, if my take is any good, the players - or even the devs - will give it some consideration? I think the question comes down to: "What is a Sentinel"? I'd be interested to hear some discussion on that if nothing else. From where I'm standing I see Sentinels as skin to Scrappers, in that they're kind of tough, do decent damage (Scrappers do pretty damn good damage, I know), and are relatively simple for beginners. No quirks or built in tactics - just shoot the bad guys. So to me their inherent should support this idea. Beyond that, I think an AT's inherent should match that AT's inspiration. Vis a vis, each AT seems to have one or more archetypal character. Tankers have Superman. Br00ts have the Hulk. Scrappers have Wolverine. Blasters have Starfire. And so many more. But most of us can think of one or two characters when looking at each AT. So who do we think of when we look at the Sentinel? They're tough, but ranged almost exclusively. The character that comes to mind personally is Iron Man. Now naturally you could make a version of Iron Man with any ranged AT, given that his suit can have all kinds of unique abilities. But fundamentally, he's one of the toughest members of the Avengers, albeit not the toughest. He's a heavy hitter at range with all kinds of unique weapons, but really isn't the biggest gun on the Avengers either. But he is kind of a swiss army knife too, in that he has tricks for many situations. The current Inherent kind of supports this idea, but I think it falls a little short of the other Inherents in the game. It just doesn't seem to make as much of a difference to my gameplay loop on Sentinels. Whether I use Opportunity or not doesn't seem to make as big a difference, especially when compared to...Domination, Gauntlet, or Rage. On those respective ATs, those inherents are not just fun or unique - they're essential to how the AT plays and factor into almost every reasonable build for that AT. What if the Sentinel's Inherent really was built for any situation, akin to Iron Man? What if it supported a beginner-friendly playstyle, while still having some dynamism involved? What if it made Sentinels an absolute asset to any team, rather than a "Sure I guess"? So here's my idea for a Sentinel Inherent. I call it Adaptation. It has two components, again similar to the current Opportunity. First, I recommend that this be a clickie, similar to Dominators' Domination. Tying it to powers in the Primary tree means you have to grab both the T1 and T2 to get the full experience. This excludes all kinds of builds from taking full advantage of Opportunity. That's no bueno if you ask me. Every Brute can enjoy the benefits of Rage. Every Scraper gets to crit. But not every Sentinel gets to enjoy it's full Inherent. This is how it works: with each attack, your Sentinel would build their Adaptation meter, similar to the Opportunity or Rage meters. The idea is that as they fight an enemy more and more, they get wise to their tactics, their defenses, etc. Once you build your meter, you can hit the clickie! If you hit it while targeting an enemy, that enemy receives a hefty debuff to the damage type of the Sentinel's Primary powerset. So after fighting enough, a Dual Pistols Sent could weaken a boss's Lethal resistance, for example! And we can keep the Sentinel's reticle marker from Opportunity, why not? What's that? Do I hear DP and AR Sents weeping with relief? Or am I just crazy? 😛 However, if you select a teammate and activate Adaptation, you give your entire team a passive buff against your Primary set's damage type. This could represent a learning curve: working with a Sent long enough gives a team insight into a certain danger to watch for, or it could be seen as a literal upgrade bestowed by the Sentinel to get their team through the madness. I think that's very in line with Iron Man, and a nice option to have in many situations. With no target selected? Activating Adaptation gives you the resistance bonus towards your own Primary damage type. Generally, you'd only use this option when facing enemies who use the same damage type as you. To me that makes sense, because a Green Lantern would be quite wise to another Green Lantern's abilities, for instance. So with a single Inherent and a single clicky, Sentinels have three options for any engagement, once they've built their meter. There's your dynamism baby. I think this could be a lot of fun, because it gives you options for both solo and team play. Plus, they can stack, so a team with a couple Sents (or ALL Sents) could really link together some interesting buff/debuff combinations! A team of Psychic Sentinels, for instance, could seriously heap on some impressive damage by combining debuffs to Psi Resist, or vice versa be very hardy during a mission against Psychic foes. Or some combination thereof. Weird example: Did any of you play Diablo 2 back in the day? Remember the Paladin class? It's main deal were the use of Auras, passive effects you could switch between as needed. Some healed you, some reflected damage to enemies, some weakened your foes, dealt magical damage every few seconds, etc. In Diablo 2 multiplayer, as I understand it, Paladins are meant to be a boon to any team. A Paladin giving an entire group Fire Resistance could be pivotal during a given boss fight, for instance. But also, a full team of only Paladins could really stack and combine Auras to make themselves formidable in their own right. You could overlap magic resistances, healing auras, or simply buff the team's damage. All of the Paladins could pick the same aura to stack, or they could mix and match for unique combos. This is what I can see for Sentinels. An AT that's simple to play and get into with an Inherent that helps no matter what you do with it, but has a lot of room for creative use. I'm sure there should be a limit to how much these effects can stack. I also have no idea what the numbers should be for the buff/debuff effects. I leave that to the more number savvy players and perhaps the devs to hash out. But what do y'all think? Is Adaptation better than Opportunity? About the same? Is it worse? LOL
  5. Okay, this isn't REALLY a "Guide" so much as a set of pre-prepped builds in Mid's/Pine's. The basic touchstones are more or less identical across Tanks, Brutes, Scrappers and Sentinels. So I'm going to provide the templates pre-built and slotted out for Invuln, Fighting, Leaping, Maneuvers (when needed) and the basic expectations for Health and Stamina. Just plug in your attack primary/secondary and go to town. Updated 07-21-21 (Compatibility with newer Mids) (All frameworks updated!) Invuln Framework 2021 - TANK - Tanker (Invulnerability).mxd
  6. more specifically when you use Genomic Evolution with Offensive Adaption it is supposed to give you a range bonus and it does not, I tested the other two adaptations and the auto power works fine with them according to Mids its supposed to give you around an 15% range bonus but it gives nothing in the combat attributes (and yes i for sure have the auto power that gives the ranged buff i triple checked) these screenshots are from the beta x64 server if that matters i was trying to get max range possible for fun based on a Mids build I did
  7. For those who haven't seen yet we got a treasure trove of fun data today about all the AT's and combos. One set I have always loved thematically, and was very excited when homecoming launched was some changes to the set for Sentinels. Can't say I was surprised that Ice Armor was the least seen defensive set at 50 especially when compared to the top 3 and Ice Armor being near the bottom with every AT it is available to, but I do still feel like it would go a long way if this bug with Frigid Shield was addressed making ice armor more attractive to Sentinels.
  8. Playing an Archery/SR Sentinel I really have not had a hard time playing this character, it's been a smooth but slow ride. I cannot help but feel that Sentinels were undertuned for fear of them being OP from the gate. Range + mitigation has a recipe to be the Titan Weapon/Bio of ATs. So if you were part of the homecoming team, how would you buff, if at all, Sentinels? For starters I would like to see them have their range brought closer to Blaster level and have the same AoE cap.
  9. Hi. Here is my Sentinel Ice blast/ Ice armor Named Skate. And yes she is a themed character. And just so we don't get off topic I am looking for a build NOT recommendations for another AT combo. Not really good at sifting through the forums and finding what I am after in all of its overwhemingness. But I have not found a build for this specific combo. Been toying in Mids for a bit with this but not all that confident. Any comment related to this direct inquiry would be greatly appreciated. Thank you a lot in advance, Pouncy
  10. Tomorrow I have a free day, and I've NEVER rolled sentinel. Is /bio the business? Is dark blast insane? Do you rad/rad in madness? Where do you say to yourself 'this can only be on sentinel'? What would you choose, what would it be, if you had one day to get hooked hard on sentinel?
  11. So, after considering things and the fact that "good" ranged damage + mezz protection seems to be too much, how about we change that up? With tanks getting boosted damage/aoe-numbers, I'd surmise that it isn't resistances/defenses that the developers are leery of, but decent defense/mez protection with medium-high ranged damage. So instead of boosting the damage, how about bumping the Resistance cap to 82.5% along with a (roughly) 7.5% boost to Def/Resist/Regen numbers? Maybe add a hard single target taunt effect and turn Sentinels into something between a scrapper and tank in toughness?
  12. 2021 is upon us and it is a time of great change and new beginnings! So, let's take this opportunity dig up something we have been talking about for a while now 😉 Goal: The Sentinel AT has a great foundation all things considered, but a clunky inherent ends up leaving many players feel underwhelmed with them and often going to other more specialized roles or playstyles. They are a hybrid class that specializes in mid range engagement, but are not particularly high damage, not particularly tanky, nor do they have particularly stellar support. The inherent tries to rectify this by allowing you to provide support utility while also letting you choose between more offense or defense in theory, but there are a list of issues to address with how it works: Opportunity is only active some of the time, and while its active it's not incredibly better than without to make up for how somewhat lackluster Sentinels feel when not in a mode, yet still creates sort of a feast/famine dynamic as you need to build up the meter over time before the payoff. This is exasperated by the need to hit either your T1 or your T2 attack for one of 2 Opportunities. Often, a missed opportunity can feel wasted and frustrating with having to wait for your power to recharge or settle for the opportunity you did not want to use after needing to build it up. Let alone having the dynamic of selecting a target that is "worth" marking, I can't tell you how often there may be like a minion left in a spawn and I have opportunity ready and I have the choice to mark that minion and waste the mark, but get the buff for the next spawn or to just defeat that minion and try and hurry to the next spawn while I still have opportunity to mark a "worthy" target. I feel that this leads to more frustration than fun if you care to pay attention to which mode you want and who you want to target given that you need to build meter, need to then successfully land a hit with one of 2 different powers, and then a large portion of the effect can only be done once at activation which leads you to want to be very selective about who gets it. When everything works though, I feel that it is actually very fun! When you do get a mark on that boss and the right mode at the right moment it feels great! Its just getting to that moment feels much more difficult than it should be when you compare them to other AT's or even other powersets. A Corruptor with a ST Res debuff and decent survival through buffs/debuffs can pretty much do what a Sentinel does currently without needing to build up and take a shot. A more egregious example is comparing them to a Blaster with a lot of defensive investment in IO's, or even just a Scrapper or Stalker. In short, Sentinels have a sort of identity problem when you start comparing them to other AT's that is enhanced by the effort/payoff ratio of their inherent. They are super fun when you do line everything up, and their twists on existing Blast / Armor sets that are unique to them are fun to explore but it often feels like there is something missing. To remedy this, changes should: Enforce a stronger identity for Sentinels to where you cannot easily get the "Sentinel experience" on other ATs or builds. Make their playstyle easier to grasp and have a much smoother gameplay loop My suggestions below aim to hit those two goals and keep the spirit of Sentinels intact while making them just smoother overall. 1) Base Stats: The base stats for Sents I feel is actually in a decent spot overall for what they do, and changes to the inherent should be where the focus lies. The base -5% Res/-2.5% def per attack is actually solid given it's unresistable, but along those same lines I think a boost to the secondary effects of all their attacks could do wonders! Sentinels are sort of like the "cavalry" who come in and give back-up to the team with their versatility, allowing them to further "mark" targets with their effects would suit this very well. Currently, Sentinels have roughly the same (debuff) stats as Blasters, with Umbral Torrent for example dealing -5.25% ToHit on both. Boosting this by 1.25x for Sentinels will be a slight but meaningful change that would put them above other damage classes, but below the more "Support" oriented ones (5.25 on Blaster, 6.56 on Sent, 10.71 on Corr). We could potentially even go higher to match Corruptor values as Sentinels do not have Buff/Debuff sets to leverage them in the same ways! Many champion an increase to base damage, but I think there are more unique ways to go about that and having the "support" stats fits more with the often under-looked part of their inherent where simply attacking debuffs enemies. 2) Opportunity - Vulnerability Mark: Currently, Sentinels have to get max Meter and hit a target successfully with either their T1 or T2 attack in order to apply a Mark. This is far too particular given what the mark actually does, heck we even have Trick Arrow able to more or less replicate this exact effect every 3 seconds! This should be decoupled from "Opportunity" and instead just be something the Sentinel can do whenever. Specifically, the T1 and T2 blast, as well as the lvl 6 T3 ST blast will now be able to freely apply the Vulnerability Mark when they hit an enemy. (List of lvl 6 T3 blasts) Sentinels can only mark 1 Target at a time, and the mark cannot stack from multiple Sentinels. These marks last 10 seconds but disappear if another Mark is created (you cannot mark 2 different targets at once by yourself), and new marks replace old ones on the same target. While marked, Vulnerable Enemies face a harsh, unresistable 15% debuff to: Damage Resistance, Mez Resistance, and (Special/Debuff) Resistances, as well as a 7.5% Defense Debuff. This myriad of weaknesses allows any player to benefit in their own unique ways towards a target highlighted by a Sentinel where not only do they take more damage, but longer mezzes and harsher debuffs. Sentinels would enjoy this themselves solo too with each set having a strong Mez attack and increases to their base secondary effect mods! With this in place, the "passive" Vulnerability on-hit of 5% -Res and 2.5% -Def would be removed, and replaced by the second change to their inherent. 3) Opportunity - Overwatch: Sentinels will now produce a 60' Radius Aura (Identical range to Mastermind Supremacy) that grants themselves and allies +Perception, as well as +Perception and ToHit resistances (something minor, but flavorful). Allies in Overwatch range will have some interactions that we will touch on in just a moment. With every hit Sentinels dish out, they will gain meter towards Opportunity. Hits on Vulnerable Targets will give Bonus Meter, on top of this Allies within Overwatch Range will supply the Sentinel with Bonus Meter (TBD, could be if they are simply in range the Sentinel gets a boost per hit to make it easy). In order to solve some of the Feast/Famine dynamic, I figure giving the Sentinels more ways to stay in "Feast" may just be the most straightforward solution! Once at (near full, 80~90%) Meter, the Sentinel will trigger Opportunity automatically! Once active, both effects of Offensive and Defensive that we know now will be active for the Sentinel where they are able to proc damage on foes they strike as well as heal HP and Endurance just the same. On top of this, Overwatch will now grant everyone in range a 10% Damage Buff, 5% ToHit Buff, 30% Regen buff, and 15% Recovery buff for as long as Opportunity is active. Better still, allies within Overwatch will be able to use the effects of Offensive/Defensive opportunity (may as well just call it Opportunity) when they strike Marked Targets! 4) Putting it together: Overall the goals of the changes are to streamline Sentinel's Opportunity to be much easier to trigger and be more impactful to themselves and allies than it is now. The ability to mark targets at all times with an unresistable debuff will be stellar and help the Sentinel out greatly in between boosts, and the combination of boosts when you get going will allow them to rise to the occasion each fight especially when they focus fire in a team. Allies benefiting in multiple ways wouldn't hurt either 😉 Keeping the current opportunity bar and procs doesn't mess with too much IMO and keeps their spirit alive, though I am still a little hesitant on whether the T3 blast should also mark, but it seems like a fair compromise between those who do not like the base abilities and those who want every attack to be able to mark. These changes aim to make Sentinels more like actual "scouts" with their playstyle, generally debilitating foes through offense and being able to select foes individually to take down for added effect. I've tried to keep the spirit of them as they exist now intact with Opportunity still being a window, but making the journey to that spot a little less painful. Both Solo and in a Team the changes offer unique spins revolving around their ability to Mark Targets to take down for various rewards, and hopefully create a fun and unique supportive style through offense rather than raw support powers. -Galaxy Brain (Old OP below)
  13. There are three issues with this power right now. Two are probably bugs (#1 and #3), and the second is tuning depending on the fix to #3. This defensive currently drops when you are mez'd in PvP. Minor fix. If one of the devs could also review the numbers on this ability. It seems very low for being a toggle & currently it is 5% of max hp. 5% is less than most +hp passives. Even frost protection, in the same set gives +10% hp as a passive. For comparison look at Ice Armor vs Regen. Ice Armor's tooltip doesn't show even show the absorb amount so Ive had to calculate in game (5%) absorb and not any more over time. The tooltip description implies the absorb builds over time but it doesnt. This just adds to the poor ranking of ice armor.
  14. Hey guys! I guess this is only my 3rd post on these forums. I'm more of a reader and lurker. I wanted to suggest some changes to Ice Armor and get peoples feedback. It was my favorite armor back on live and still is here on homecoming, something about it just looks so cool to me. So much so that I recreated my main character from live with the same costume and everything. Ice Armor, however, continues to be the least or second least played armor set on any Archetype (Tanker, Scrapper, Stalker, Brute, and Sentinel). And when you look at the actual survival numbers it definitely falls short compared to some of the other armor sets, especially the defense based sets. My Suggestions are: [Wet Ice] currently gives 1% defense to S/L/F/C/E/Neg (Not Enhanceable) and 30% Res to Cold (Not Enhanceable). This power takes no enhancements except recharge and endurance reduction. Change the defense to somewhere between 3-5% and make it enchanceable. Then remove the Cold Resistance from this power. Having 120% Cold resist is pretty pointless and is probably the least encountered damage type in PvE. (a) This will make [Permafrost] a smarter choice as it will now be the only means to get you to cap for Cold along with the extra fire resist (12.5%) and slow resist (20%) it provides. Give [Glacial Armor] somewhere between 5-10% Psi Defense enhanceable. This will put it more on par with other def and resistance sets. Making the set more viable in end-game content, even with just SO's or standard IOs. Add a small -End debuff resistance and -Recov Debuff resistance to [Energy Absorption] to give a little protection from enemies that sap endurance. Defense and Resistance stat comparisons between sets posted below. Let me know what you think! Is this crazy? Do the utility powers included in Ice Armor make it where these buffs would be to much? I think something like this might have more people taking a look at Ice Armor. It's a really great set, but it seems a little old and neglected compared to some of the newer sets IMHO. Thanks! In my examples below I will be using all Tanker numbers, as these are the best case scenario. (Energy Aura modified to reflect tanker values if it were to be made available) I will not include Toxic Resistance from any click heals, I will include the mez resistance powers in all of the power counts, of course some have def/res and some do not. These are percentages at lvl 50 with no enhancements Bio Armor not included because I can't see on Mid's how defensive adaptation effects the numbers.
  15. Best Sentinel Primary Power There comes a time when we sentinels have to decide which primary power is best suited for us. It might be the power set that might have the mighty Fire Blaster take notice and say "This poseur might have something". It could be a set that allows you to have fun with your friends and enjoy your character to the fullest. It might even have a hidden feature that most people overlook until they see first hand what you can do with it. The combination of ranged attacks and survival have never been more beautiful. Whether it be the potent blasts and damage over time of Fire, the immobilizing effects of Ice, the versatility of Dual Pistols, the probably-nerfed insanity of Archery, the hidden devastation of Electrical Blast, or the constant knockback of Energy Blast... We love blasting, surviving, and blasting some more. At the end of the day, the blasts are how we open a can of whoop-ass on everything that stands in our way. Some of us are heroes who want to protect Paragon City with our lives. Others are Villains with diabolical master plans. Or perhaps we're Praetorians trying to find our place in an new earth that is a strange reflection of home. One thing stands. Our blasts are not to be underestimated. So.... What's your favorite Primary Blast as a Sentinel? Make sure to vote and comment.
  16. NO ENHANCEMENTS! Same rules as before: “Worst” in however you interpret this to mean. Multiple selects are allowed if needed.
  17. I believe the CoX community has given a lot of feedback on a previous poll and I believe an updated poll to include more ideas about the Sentinels and their redesign is in order. I also would like for this to remain open in order to get as much of the community's views and values on the Sentinel as possible. Why do I have these specific questions? Because a lot community pointed out that the Sentinel is supposed to be a ranged Scrapper. Not some hybrid Tanker with ranged damage, not a "blaster with defenses." I don't think comparing Sentinels and Blasters is a healthy debate due to the fact that Blasters are given increased target caps, rotational snipes, far more hits/aoe from secondary, and access to both Aim and Build Up. In terms of current Sentinel damage, the Tanker updates have given rise to the fact that they're actually on the same damage scalar, and in fact many Tanker combinations are able to surpass or come very close to Sentinel damage. Captain Powerhouse has stated that the Sentinel is supposed to be a "ranged Scrapper" and has said that increased range and target caps are out of the question, so therefore I'm trying to include an imperfect (and realistic) accumulation of what I've seen with the community responses to this topic.
  18. It seems that Sentinel's Beam Rifle attacks will start firing from the leg if you pick an Epic with a weapon (such as Ninja Tool Mastery). All attacks in the set are affected, even AoEs. Also affects the power preview in the costume editor. Once you get one power (doesn't need to be a weapon attack), your character will be bugged forever even if you respec out of the Epic. (Thanks Just-K from the Discord for the info.)
  19. I was deeply curious how sentinel players themselves felt about the sentinel. I have fun with it from time to time but I really wondered... Beyond a suggestion thread or random murmerings here and there... If you COULD decide the fate of the entire Archetype and how it was approached, balanced or changed. What would you choose? And I think that would yield more interesting results numerically than a thread of suggestions. So I'm posting this poll here.
  20. So I was thinking, with Sentinel's inherit power being rather lacking (or at least in my experience) I thought of a few ways to fix this; many say "MORE DAMAGE!" but honestly? I don't think that's we need to do here. Hear me out. Sentinel's secondaries (depending on what you go for) can make them pretty bulky, so why not lean into that? I thought of two ways to do this. 1) Give every ranged set the option to slot for taunt enhancements. This can give players the option to take a bit of aggro away from their teammates and provide more use. Sentinel's inherit power only really works best if it stacks with other Sentinel's, its not exactly a universal thing. So -this- could help with that. 2) When Opportunity hits, be it offensive or defensive. Have an AoE taunt effect added to it, so when you debuff one target, those around it go "Hey, they're picking on Mikey! Get um!" again this could provide more universal mileage for a Sentinel. So that's my new suggestion for Sentinel's, let me know what you guys think. Now in regards to coding this, like for pretty much everything I have no idea how much hassle it would be. The code of this game is a mystery I'll never solve. But given the fact Sentinel's have armour sets, some of which are improvements on the originals, I thought it'd be fun to share my new opinion on the subject. I'll leave a poll in case anyone would like to vote on which suggestion is better! Take care and have a nice day! 😄
  21. It feels time to construct a thread to share some experiences about the AT after playing it for the better part of a year. When I first came to HC, probably right around this time, I wasn't sure exactly of what I wanted to play. I created a bunch of ATs and recreated old characters. I'm sure many of you understand. I saw the Sentinel and it got me curious. It was new, not many people knew anything about it, and it seemed like a challenge to play/build. I had tried to play Dual Pistols a few times but it never worked out for me. I didn't really care for it on Blasters (still don't) so I tried it on Corruptors/Defenders. My support sets always felt too busy for me to really enjoy Dual Pistols. Well, Sentinels come along and many of the armor sets are fairly hands off allowing me to fully focus on the attacks. YAY! Right off the bat... I want to try to keep bias to a minimum. Its not possible to fully remove my own bias, but unchecked bias helps absolutely no one. Unchecked bias is a very common lens to view the Sentinel through. 500lb Gorillas... Damage. The Sentinel is a damage AT. It isn't a tanker, it isn't an off-tank, nor is it a support set. Its a damage AT. Its a damage AT that incorporates some group support through its inherent but that is subject to change. When it comes to damage the Sentinel is often compared to entire ATs with little regard for any component pieces. It is, possibly unfairly, compared to ATs in light of recent changes to those groups as well. This is where the unchecked bias becomes a problem. I think the disparities are blown way out of proportion. I think that people's unchecked bias doesn't allow them to go past a certain point with the AT and then make sweeping comments about it as a whole. Make no mistake, there is some truth in those arguments, but they can get distorted very quickly. Metrics... Let's note that Mids just isn't accurate for all things for just a moment. When I just jumped into the game to check the info screen on one of my characters I noted a 43 damage difference between the game and the planner. Doesn't sound like much, but this exacerbates the unchecked bias. Let's talk ranged damage scalars for just a moment. AT/Class Scalar (ranged) Blaster 1.125 Corruptor 0.75 Defender 0.65 Sentinel 0.95 When you step back and look at the numbers as they are it doesn't look so bad does it? However, this isn't the full story either. Inherent Mechanics: An Ugly Monster of Unchecked Bias... Corruptors, Defenders, and Blasters have inherents. Corruptor Scourge grants an increasing chance to double damage when health goes below a threshold. Defenders gain bonus damage while solo. Blasters gain damage while attacking. The 3 ATs previously mentioned all have fairly straight forward inherents. These make great sounding boards for arguments on effectiveness in a vacuum. The Sentinel inherent is far more complicated than it needs to be. It is confusing, sometimes counterproductive, removes a sense of player agency, and is difficult to quantify. It is no wonder to me why some people dislike the AT or are adverse to playing it. Opportunity as a mechanic is not easy to use nor is it easy to understand. What's it do though? Opportunity will always impose a minor resistance and defense debuff on enemies struck by the Sentinel. There is no thought or action required. If you successfully hit, then the target gets a debuff pairing (-resistance and defense). This effect does not stack from the caster and it can be resisted. It will work alongside other sources of the same debuffs. So additional resistance or defense debuffing still build from the caster as normal. Against most content this translates into more damage not only from the Sentinel but by teammates too. Everyone gets to take advantage so the Sentinel functions like a Bard might from other games. You multiply damage and no one ever recognizes your contribution. That's the passive portion of the inherent. The activated portion is a separate mechanic and has multiple parts. Confused? Good, because this part may cross your eyes. I'll try to keep at a 30,000ft level. Sentinels have a 3rd bar called "Opportunity". Its a meter that functions like a Dominator's inherent "Domination". Hell, when you fill the bar near max you glow... just like a Dominator. Unlike the Dominator, this meter does not hit a "perma" status. Some builds can create situations where Opportunity's meter mechanic feels more like a Brute's Fury. ...Crap, I said I would try to keep this simple, but it just isn't. So all attacks have a specific amount of meter attached to it. For example, all T1 attacks grant +8 meter to the bar. This has been consistent across every single primary set I have tested. T9 powers can grant 30+ meter. Many of the single target attacks grant +13 meter. Cones can generate 16-18 and TAoEs can range 18-20's. The exact amount of meter generated is not uniform across the sets. Generally, if an attack has a longer set of recharge and/or animation it will trend towards more meter. For ease of use though, it is pretty consistent to observe all T1's as granting +8 and virtually all other single target attacks as granting +13 (includes the T2). At 90 meter the T1 and T2 attack choices will gain a ring. The T1 power will always trigger "Offensive Opportunity". The T2 power will always trigger "Defensive Opportunity". There is a catch... You have to successfully hit first. If you miss the attack Opportunity remains full until you successfully land attack or leave combat. Technically, if you miss the chance to trigger the inherent's active mechanic you just continue to build meter until you spend it. What activing Opportunity does (general): Once triggered, Opportunity will last 15 seconds. The effect below will last until the target is defeated. The specific modes are independent of the target's state. Regardless of hitting the T1 or T2, the target struck will receive a -20% resistance debuff. This debuff can be resisted and it stacks with all other -resistance sources. In other words, it is its own source. This debuff allows all other teammate striking the target to gain a damage boost. Bard complex, no one cares that they are doing upto 20% more damage and that you were the cause of it. Offensive Mode: This grants a proc-like effect that lasts for 15 seconds. The effect applies to all attacks dealt during the duration. The effect cannot be enhanced and functions off a percentage of your base damage. So the weaker the attack the smaller the effect's hit. AoE attacks can spread more damage during the duration. Defensive Mode: Its similar to Offensive Mode but applies a minor health and endurance restore for the same duration. Once again, this is tied to all successful hits and can apply to AoE powers. The game will directly tell you how much health you gain but the combat window will only say "you also gain some endurance". You do in fact gain endurance. The endurance feature is the strongest perk of this effect as endurance is a much smaller pool than health. Even at low levels I have found the endurance restore to achieve a state of neutral drain. That was tested without any endurance reduction in attacks or toggles. The higher in level you get and the more end drain you apply the hard it is to maintain that equilibrium. However, once you start modifying endurance spend in attacks and toggles, the perk starts to pay you BACK endurance spent. The faster your recharge, the more frequently you hit, and the more frequently you hit successfully the more endurance you restore. Crap on the healing effect all you want, but the endurance restore can be very powerful for an inherent if you bother to pay attention. Should you focus on one opportunity or both? That's a great question and it is impossible to answer in a vacuum. Offensive Opportunity cannot be enhanced meaning that the more you push your own ED cap on damage modification the less it contributes. Still, Offensive Opportunity is usually a positive DPS gain but it can be so relatively minor that you can skip it. Just how good this effect becomes is very related to how good the carrier power is and whether or not it holds any significance to your attack cycle. It is possible to net a tiny fraction (or sometimes even lose) of DPS triggering Offensive Opportunity by using a T1 power with no other enhancement beyond accuracy. If you treat the T1 as a regular part of your routine, then the effect becomes just added damage. Still, it isn't so significant that you stress about it. Same goes for Defensive Opportunity. Defensive Opportunity's strongest benefit is probably the endurance gain. That can have noticeable effect during the entire leveling spectrum, but its contribution can drop off sharply with a well designed build. Still, some secondaries do struggle with recovery and the T2 can benefit those (more on this later). My advice is this... run both the T1 and T2 to explore the options while leveling. Worry less about it once you hit 50 and just use the best attack out of the two if you need to prune a pick/slots. The strongest aspect of the activated inherent is that -20% resistance which is available in either mode. How to Use Opportunity Organically... Simply don't worry about it. That's the easiest way to view it with a full build. I spent an awful lot of time linking the animation, recharges, and meter values of the attacks I use in my characters. I could tell you the average expected time in seconds it takes for my Dual Pistols Sentinel to hit 90% meter. I've designed the attack sequence to include Opportunity without much thought on my part. All I need is the muscle memory of what powers to click and that's it. Basically what I do is I tag the T1 or T2 at the end of my attack sequence. I generally try to limit my attacks cycles to just one of the two, but not all primaries can or should do that. If you would generally use a concept of T1 (or T2) -> T3 -> T1 (or T2) -> T4, just reverse it. T4 -> T1 (or T2) -> T3 -> T1 (or T2). Doing that will usually result in triggering Opportunity at the soonest moment without much worry. Sometimes you'll miss and that sucks. Still, if you try to trigger Opportunity as close to 90% of the meter as possible you can usually improve the overall uptime of the effect. Once the duration ends you rebuild as fast as possible (more on this later). You rinse and repeat. Why does the above work the way it does? I've found that I can often achieve 90% meter by the time I hit that T3 power on the 3rd sweep of the routine. This means that when the T1 (or T2 - these can be interchangeable for the purpose of this discussion) is used next it will automatically trigger the inherent once the target is hit. If you run the reverse of the routine what happens is you often generate 90% opportunity during the use of the T1. This will NOT trigger the inherent. The T1 cannot be the power that gets you to 90%+ meter. It has to come AFTER that condition. If the T1 is the power that generates you're 90% meter condition, then the next attack will go beyond 100% (since it almost always grants +13 meter). That delays the triggering of the Inherent by 1.188 to 2.64 (or higher) seconds. I've almost always had positive DPS gains doing this but some primaries might not pull it off. Still, it is worth exploring as an option. You could also completely ignore this advice and do what you want. Opportunity, AoE, and the ATO... The previous commentary is focused on single target. However, what about AoE? This is a big can of worms. There are a wide range of ways to build your Sentinel, but I'll still share some my findings on what works for me. I tend to prefer both ATOs in AoE powers. Superior Sentinel's Ward has good set bonuses, but the proc is total crap in difficult content. The absorb shield it provides is affected by the purple patch and therefore its benefit is severely reduced. I've see it proc for as little as +14 Absorb against +4 enemies. I've seen it grant well over +1000 when I shot at a level 1 Hellion in Atlas Park at level 50. Do not take this set for the proc. However, the proc does check per target in AoEs. I have not noticed it stacking with itself but it can have a high chance to go off in an AoE. Its not great, but it is something. Superior Opportunity Strikes is also good for set bonuses. The proc can be total crap in single target situations, but it can have potential in AoE. The proc is similar to the Ward one. It will check against enemies but doesn't appear to stack effect. You can turn an AoE power from generating +18 opportunity to generating +37.5. It can make your T9's grant you half a bar. It can trigger again if activated against a large group and you get lucky. The other night I had back to back procs. My bar filled to max, I ran Opportunity, and when it ended I filled to max in a span of less than 10 seconds. Many, many months ago, I saw someone talking about Sentinel opportunity working like being a ranged Brute. They just kept filling their bar over and over. AoE is how you do that. You could slot the Strikes set in any AoE you prefer or even a T9. The full 6pc set has 100% recharge modification. I have a Sentinel with this set in the T9. That power has a 23 second cool down due to the set and global recharge (185%). Hitting 10 targets with that power has a pretty good chance of granting significant meter. Several other Sentinels I have run the set in their 10 target TAoEs and in teams I notice a significant uptime on Opportunity. Pairing this strategy with taking the T1 to trigger Offensive Opportunity can allow a person to have significant uptime on the bonus damage. Even if that damage effect is low, it still applies to all attacks. To recap, I tend to find that in fast moving group scenarios the Sentinel can potentially hammer out a lot of Opportunity use due to the above strategy. Single target is far more difficult to optimize. This is largely due to the Strikes ATO having a PPM value of 1 (the basic version) or a PPM value of 2 (superior) depending on version used. I have only had success triggering that proc in very select powers within specific primaries. For example, Sonic's Screech or Psionic Blast's Scramble Thoughts trend towards higher than proc chances than many other powers. Slotting that ATO in a T1 power that has a 1 second animation plus 4 second recharge will likely land you around the default proc chance of 5%. It may trigger so rarely in quickly available powers that you'd think it is totally useless. For single target, I'd agree. Try to find space in AoE if you bother with the proc or otherwise its value is pretty much garbage. Most Sentinel primaries can easily rebuild opportunity meter within 13 seconds in their single target chains when considering higher states of recharge. Even without that, you could potentially hit 50% uptime. The longer your attack chains lag the greater the gap gets. With AoE powers and the ATO the difference in uptime can be significantly less. Food for thought. I've noted before that Sentinels aim to pick up a lot of pennies. The pennies being bits of damage that are available in various forms to offset the perception of the AT being "low damage". Playing with Opportunity uptime is one way to do that. Its not the only way to do it, and can pair with others.
  22. After much consideration, I'd like to suggest a powerset reskin for Assault Rifle. I know that plenty of players would like to play a power-armor character with versatile gadgets, and I think that redesigning Assault Rifle to work with unarmed animations (such as Energy Projection) could make for a sleek transition into power armor design. What're everyone's thoughts on this? Does it sound like a good idea, and is it feasible?
  23. So I tried my hand at making my first build. I made it for doing different types of content, TFs, radio missions, ect. I was hoping to get some experienced input on the build. I dont know how to improve it or if I chose too many expensive sets and could use cheaper ones. Anyways, help please! http://www.cohplanner.com/mids/download.php?uc=1451&c=675&a=1350&f=HEX&dc=78DA6593D94F135118C5EFB48350CABEC8D60AAD400B85D2B22F2A5111A28184C0838F4D634798A469493B24FAE87FA0A8E1C5F5C1286E4FAEFF83EB9BEBB32BEA8326FA60F063CEB19074D2E63773EE77CEFDEEBD333327264AEE4E9D1A575AD9C1643C9B8DCD1B29CB4C19C9A299652B6E99E99492CB35954E265AE60EA7AD42796AFA5F139B8BA7168C44F868DC3232B103E2B7B6C6268CE3462A6B84274D237332B67F391357EED9743A199E4C9A0B8B56B17D3FBF64188952C89BAA995A28B79FA68D78C2C86417CDA5C6434BE6B1702E76D2CC18B119994952EBA59956F97B828AD746817AA92B15D595E305F91CD49F914FC11D4FC0A14DAF667B75D5AF612C0216F58155BD60EB00E80DD222F369EF9153F40E2C7E4BBE014B5E93AF4097ECA0135EE5AC45DE2EC92B605EC1A013730E803543E430B87384FC008E88B790DEC28FD0EA3F919FC1C62FE457D0B30EB688D705AFC3B5E6B0B5B26BA0E73AE8967037F647B9FFA25F9FF84A3967E963AC6BD723F221F9006CB94FDE03C7C45B8E3C67F92FE9C3ABAB8A9FECE7B73020F97F40BFD456729ECA3BF0FB6E9337C0DD6BE44DF216382CDE6AEE73B54FD99A5FD6520B4DAB0D410B909A8CD5614CAFEBC4DA5B0364106CEF2043E0A8CCD1C0BD69A8D3ECB5EC13AD893D37ED455D600F3906768C9223E438D6EF941EBCC873787BA1F5F480D1A893BD28D5CCFCE65EF83BFBC87E7200EC1A24F9AEE892EF67BF7EBE7BE724AF8DEB6E3B0FADFD0CD87516EC3E4DAE80ABE209B287E055EC77F715B0E73279098C5E242F8095D24388E712620F55A285A985795635A245A84558E7D173DFB9FCE4529D794A244F89E6297D794A7F9E32BD5D614FB37AEEBB579A5DE5AAC87DCD1BEBC532CADDD5BAE1F8BEA5699A0FA7507644B3DFEE6FDBEB83A8FFB1BD7E15A757B102FE0345EFDF96
  24. So! for a time I've been thinking what blast powersets we have at our disposal and how the damage types are a little disproportionate. So far we have five powersets that use Energy Damage: (Energy, Sonic, Radiation, Electric, Beam Rifle) four that use Smashing Damage: (Energy, Sonic, Ice, Water) four that use Lethal Damage (Assault Rifle, Archery, Dual Pistols, Ice) four that use Fire Damage (Fire, Water, Assault Rifle, Dual Pistols) three that use Cold Damage (Ice, Water, Dual Pistols) and only one each for Negative, Psychic and Toxic damage (Dark, Psychic, Dual Pistols). Now, since Psychic damage is supposed to be 'rare and exotic' so I can excuse that, it seems odd that Negative damage doesn't have many other powersets with access to it, especially blast powersets. I know that Toxic damage is supposed to be more rare than Psychic damage, but since the only way of accessing it is via the Ammo Swap power in Dual Pistols I think it could potentially be explored elsewhere. So, I decided to kill two birds with one stone and come up with a powerset that is focused on delivering both Dark damage and Toxic damage; Blight Blast. This powerset is designed specifically to utilise those two damage types, and pairs well with many other powersets to help conceptualise and explore different themes; Pair it with Poison or Ninja Training to focus on delivering deadly poisons. pair it with Bio Armor to make a putrid monstorsity, or maybe pair it with Nature Affinity or Plant Manipulation to send spores and natural toxins to your foes! You could even pair it with anything like Radiation or Dark to make all sorts of concepts! I think we have plenty in the way of existing assets that can be drawn from Poison, Radiation, Bio and Plant based powersets to amalgamate into a putrid looking FX theme, as well as a plethora of attack animations that could easily be used along with them. Blight Blast You are capable of withering away your foes with blasts of necrotic blight. Blight Blast focuses on delivering a mixture of Negative damage and Toxic damage as you wither away your enemies. Enemies subject to multiple attacks may become Blighted, and may spread this blight to their nearby allies, lowering their regeneration rate and healing received. - Putrid Bolt: (Ranged, Light Negative, Minor Toxic DoT) A quick blast of putrid essence, with a low chance of Blighting your target. - Atrophic Blast: (Ranged, Moderate Negative, Light Toxic DoT) A more powerful blast of atrophic rot, with a higher chance of Blighting your target. - Infection: (Ranged Chain, Moderate Negative/Toxic DoT) You release a deadly infection that chains between targets and deals good damage over time, but also can transfer Blight from one target to another. - Incubate: (Self +ToHit, +Special) Greatly increases your chance to hit of your attacks for a few seconds, and also increases the chances of attacks inflicting or spreading Blight. - Necrotic Lance: (Sniper Superior Negative, High Toxic DoT) An extremely long and accurate strike that creates a withering necrosis on your foe, devouring them with extreme damage over time. This power has a guaranteed chance of Blighting your target if this power is used as a sniper attack. Even if activated in combat, this power has a high chance of Blighting your target. - Miasma: (Targeted AoE, Sleep, Special) You create a cloud of petulant fumes that blankets a targeted area. Foes caught in the miasma may fall extremely ill and begin choking on the fumes, and have a higher chance of spreading Blight to other foes - Enervate: (Close, High Negative/Toxic DoT) You deliver a bolt of enervating toxin that greatly harms your foe, and has a high chance of Blighting your target. - Parasitic Drain (Ranged, Medium Negative/Toxic DoT, Self +Heal over Time) You infect your foe with a parasitic toxin, transferring their life essence to yourself to mend your wounds. If used on a blighted target, the healing you receive is greatly improved. - Virulence: (PBAoE, Extreme DoT Negative/Toxic, Hold) you unleash a deadly virulent shroud around yourself, spreading to all foes in a large area. Foes affected suffer extreme damage over time, and may become overcome by a foul sickness that has a chance to hold them and spread Blight to nearby allies.
  25. Hi all - here is a build for an Energy/Bio sentinel. While running in Offensive is capped at F/C/E/N Def and S/L Defence. EndUsage/Recovery is not a worry and has 299% Regen or 497% Regen with Ablative Carapace. Hasten is not Perma but wasnt going for it. Any feedback? Hero Plan by Mids' Reborn : Hero Designer https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! Level 50 Natural Sentinel Primary Power Set: Energy Blast Secondary Power Set: Bio Armor Power Pool: Flight Power Pool: Fighting Power Pool: Speed Power Pool: Teleportation Ancillary Pool: Leviathan Mastery Hero Profile: Level 1: Power Bolt -- Thn-Acc/Dmg(A), Thn-Acc/Dmg/EndRdx(3), Thn-Acc/Dmg/Rchg(5), Thn-Dmg/EndRdx(37) Level 1: Hardened Carapace -- Ags-ResDam/EndRdx(A), Ags-ResDam/EndRdx/Rchg(7), Ags-ResDam(13), Ags-ResDam/Rchg(23) Level 2: Power Blast -- Dvs-Acc/Dmg(A), Dvs-Acc/Dmg/EndRdx/Rchg(3), Dvs-Acc/Dmg/Rchg(5), Dvs-Dmg/EndRdx(17), Dvs-Hold%(37) Level 4: Environmental Adaptation -- LucoftheG-Def/EndRdx(A), LucoftheG-Def/EndRdx/Rchg(7), LucoftheG-Def(13), LucoftheG-Def/Rchg+(23), LucoftheG-EndRdx/Rchg(40) Level 6: Inexhaustible -- Prv-Heal(A), Prv-Absorb%(48) Level 8: Energy Torrent -- SprOppStr-Acc/Dmg(A), SprOppStr-Acc/Dmg/Rchg(9), SprOppStr-Acc/Dmg/EndRdx(9), SprOppStr-Acc/Dmg/EndRdx/Rchg(21), SprOppStr-Dmg/Rchg(40), SprOppStr-Rchg/+Opportunity(43) Level 10: Adaptation Level 12: Aim -- GssSynFr--Build%(A), GssSynFr--ToHit/Rchg(50) Level 14: Power Burst -- SprWntBit-Acc/Dmg(A), SprWntBit-Dmg/Rchg(15), SprWntBit-Acc/Dmg/EndRdx(15), SprWntBit-Acc/Dmg/Rchg(17), SprWntBit-Dmg/EndRdx/Acc/Rchg(36), SprWntBit-Rchg/SlowProc(43) Level 16: Ablative Carapace -- NmnCnv-Heal/EndRdx/Rchg(A), NmnCnv-Heal/Rchg(25), NmnCnv-EndRdx/Rchg(39), NmnCnv-Heal/EndRdx(43), NmnCnv-Heal(46) Level 18: Explosive Blast -- SprFrzBls-Acc/Dmg(A), SprFrzBls-Dmg/EndRdx(19), SprFrzBls-Acc/Dmg/EndRdx(19), SprFrzBls-Acc/Dmg/Rchg(21), SprFrzBls-Dmg/EndRdx/Acc/Rchg(36), SprFrzBls-Rchg/ImmobProc(42) Level 20: Rebuild DNA -- NmnCnv-Heal/EndRdx(A), NmnCnv-EndRdx/Rchg(25), NmnCnv-Heal/Rchg(39), NmnCnv-Heal/EndRdx/Rchg(46), NmnCnv-Heal(46) Level 22: Hover -- ShlWal-ResDam/Re TP(A), Rct-ResDam%(39), LucoftheG-Def/Rchg+(50) Level 24: Kick -- Empty(A) Level 26: Focused Power Bolt -- SprSntWar-Acc/Dmg(A), SprSntWar-Dmg/Rchg(27), SprSntWar-Acc/Dmg/Rchg(27), SprSntWar-Acc/Dmg/EndRdx(31), SprSntWar-Acc/Dmg/EndRdx/Rchg(34), SprSntWar-Rchg/+Absorb(42) Level 28: Tough -- UnbGrd-ResDam/EndRdx(A), UnbGrd-ResDam/EndRdx/Rchg(29), UnbGrd-ResDam(29), UnbGrd-EndRdx/Rchg(34), UnbGrd-Max HP%(42) Level 30: Weave -- LucoftheG-Def/EndRdx(A), LucoftheG-Def/EndRdx/Rchg(31), LucoftheG-EndRdx/Rchg(31), LucoftheG-Def(34), LucoftheG-Def/Rchg+(40) Level 32: Nova -- OvrFrc-Acc/Dmg/End/Rech(A), OvrFrc-Dam/KB(33), OvrFrc-Acc/Dmg/End(33), OvrFrc-Dmg/End/Rech(33), OvrFrc-End/Rech(37) Level 35: Genomic Evolution -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(36) Level 38: Fly -- BlsoftheZ-Travel(A) Level 41: Athletic Regulation -- Clr-Stlth(A), Clr-RunSpd(48) Level 44: Knockout Blow -- Mk'Bit-Acc/Dmg(A), Mk'Bit-Acc/Dmg/EndRdx/Rchg(45), Mk'Bit-Acc/EndRdx/Rchg(45), Mk'Bit-Dmg/EndRdx(45), Mk'Bit-Dam%(48) Level 47: Hasten -- RechRdx-I(A), RechRdx-I(50) Level 49: Recall Friend -- WntGif-ResSlow(A) Level 1: Brawl -- Empty(A) Level 1: Opportunity 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 -- Empty(A) Level 2: Health -- Mrc-Rcvry+(A), NmnCnv-Regen/Rcvry+(11) Level 2: Hurdle -- Empty(A) Level 2: Stamina -- PrfShf-EndMod(A), PrfShf-End%(11) Level 10: Defensive Adaptation Level 10: Efficient Adaptation Level 10: Offensive Adaptation ------------
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