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Galaxy Brain's 2021 Sentinel Fix


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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:

 

  1. Enforce a stronger identity for Sentinels to where you cannot easily get the "Sentinel experience" on other ATs or builds.
  2. 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)

Spoiler

(Stunning Shot / Slug / Disintegrate / Abyssal Gaze / Suppressive Fire / Zapping Bolt / Power Burst / Blaze / Chilling Ray / Will Domination / Cosmic Burst / Shout / Dehydrate)

 

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)

Spoiler

 

Opportunity:

The major changes will all revolve around the inherent, which is broken down into a few parts.

 

1) Vulnerability Mark:

One of the literal highlights of a Sentinel is the ability to mark a target with a big, glowy reticle that indicates that they have a harsh, unresistable Resistance Debuff on them! However, this mark is only available if you have a full Opportunity Meter and due to the timer on that, you often "waste" it as mentioned above.

 

Instead, given the precedence with Bruising before it, as well as numerous ATs with access to near spammable -Res abilities, lets just allow the T1/2 attack to mark targets freely. The value is lowered to 15% unresistable instead of 20% resistable. This does not stack from multiple Sentinels, but multiple sentinels can now easily spread marks. This is a direct increase to single target damage overall as you can consistently keep 1 enemy marked while in combat and the versatility it gives in a team scenario would be just awesome as you and other Sentinels can more freely set up enemies to take the hurt. 

 

  • Edit: Either the T1 or T2 can cause this mark freely, but they share the same mark. 

 

2) Opportunity Modes:

With the T1 and T2 now freely giving Vulnerability, a big part of "Opportunity" is no longer present with the modes. Instead, I'd like to tie these directly into the Vulnerability mark to still have that element of choice, but with much more leniency.

 

Offensive - When at (max) meter, Marked Targets take additional damage procs from your attacks. This is somewhat of a nerf due to AoEs not having small procs from the Sentinel, but is made up for by the ability to freely do this from target to target.

 

Defensive - When at (max) meter, defeating Marked Targets triggers a heal to Health and Endurance that scales based on enemy rank. This would be much bigger than the healing from current Defensive mode, but less frequent due to it not being per hit. Luckily defeating a marked target should be easy, especially a minion, with the combined offensive mode + stacked -Res debuffs.

 

  • Edit: Both effects happen once you hit max meter, they are not "separate"

 

Combining these modes when at max meter and trying them to the marked  target I feel would cement the Sentinel's playstyle to someone who calls the shots and points out the targets and strategies for the group. Now, currently meter drops to 0 after some time after triggering Opportunity. This could be kept as when you hit max meter, you get the same effect and go into "Opportunity Mode" for ~20s like now before it resets, or the meter could simply drain much quicker. Either way I think it'd be nice if attacking or defeating Marked targets gave bonus meter to allow you to get to this mode much more regularly.

 

A big downer for me was the build up to opportunity, and then often that would also be delayed by a miss, selecting a target, or juggling when to activate. Changing this to where you always get to mark a single foe to boost you in between Opportunities on top of making windows of opportunity more common would be a huge boon.

 

3) Overwatch:

A new ability, Sentinels now emit a wide area Aura that provides +Perception and +Perception resist to themselves and all friendlies in range (thinking like 60ft). This would be super flavorful for the AT's Scout/Cavalry role, but the aura also serves a potent secondary function.

 

The Sentinel and all friendlies in Overwatch Range benefit from the Sentinel's opportunity meter. As it builds, all entities in range will receive bonuses as you point out vulnerabilities in your foes, and ultimately get to join in when you trigger an Opportunity! The Sentinel and all Allies in range will receive up to the following at Maximum Meter:

 

  • +15% Damage
  • +7.5% ToHit
  • +50% Regen
  • +25% Recovery

 

The latter boosts to sustain even out the loss of the Defensive Mode per-hit bonus, while the 15% boost helps with AoE's losing the normal proc and helps bolster the hurt on Marked targets even more. These numbers can be fudged around, but I think those values are solid as the meter will eventually drop either naturally or after a set time when Opportunity wears off as above.

 

When you do have Opportunity active, it should be mentioned that Marked Targets take proc damage from Any Damage Source. This means allies, pets, or even other enemies that damage the marked target will be able to contribute to Offensive Opportunity! Multiple Sentinels with the mark and opportunity active cannot stack, but you can spread targets through a group still. As for the Defensive Opportunity, it should be noted that the Sentinel does not have to be the one to defeat the foe. Any defeat of a marked target will trigger the heal for everyone in Overwatch range. This means a Sentinel can mark a target for a Brute to smash, and by doing so the whole team benefits!

 

 

 

 

 

 

Edited by Galaxy Brain
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I like:

  • increasing secondary effects
  • Vulnerability Mark adjustments
  • Overwatch (though the numbers may need to shift)

I don't like:

  • tying vulnerability mark to T1/T2 powers
  • feast/famine meter style play
  • O/D stancing style play

The Overwatch feature and Marking adjustments could completely replace Opportunity modes (with some adjustments to values). Removing the meter and moderating the effects would make this much more consistent and reliable.

 

Suggestions:

  • Simplify - any ST attack will create a mark that has a -15% resist that does not stack from the same caster; allies within 100' gain +7.5% ToHit and +End/Heal on Mark defeat (scaling by level and target HP/End). 
  • Revise - your ideas are above average and interesting, revising your post to make the ideas more accessible would increase accessibility.
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Archetype Concept Compilation -- Powerset Concept Compilations: Assault Melee

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The Great Archetype Concept Battle: Final Round

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Archetype Proposal Amalgamation

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All I ask is that they NOT become overly focused or dependent on "team play" with any proposed changes... At the moment, they're great solo characters and as someone who often plays them solo or duo/small-team, I would really hate to lose that. (In other words, don't try so hard to 'fix' Sentinels that you end up ruining them. <_<) 

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1 hour ago, Galaxy Brain said:

I thought they were? Or at least the actual mark is, no?

Opportunity is not unresistable @aethereal

Just double checked, apparently neither the mark nor the normal one is. Making it unresistable would be a fun change though.

Edited by Monos King
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50 minutes ago, Monos King said:

Opportunity is not unresistable @aethereal

Just double checked, apparently neither the mark nor the normal one is. Making it unresistable would be a fun change though.

I couldda sworn the mark was like bruising before... 

 

Anywho, the basic stacking one per hit can stay but I think the actual mark should be unresistable!

 

@Coyotedancer, I agree that they should not suddenly be team reliant, but I think having them on a team should be beneficial to everyone given the unique perk of their marks is that others get to use them. While solo, these changes still all 100% benefit the Sentinel.

 

@Zepp, tying the mark to the t1/2, but not the stances, I feel makes the most sense as you *have* to take one of them. On a more mechanical note, I think this would be less work too as the marks are tied to those powers already and changing a trigger should be easier than applying it to more powers...

 

As for stance changing, I want to avoid having it be as feast/famine as it is now. Which is why I think the free mark + bonuses as you build opportunity would be nice, leading up to when you hit full meter you get to do damage and heal procs instead of making the split decision of which to dance to. 

Edited by Galaxy Brain
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/signed.   I love the idea that the mark is constant, and while I'd still hate the whole tier 1/tier 2 choice, this would go a long way to making it fee less costly having to wait for the right power to recharge and use it on the right target. Personally I'd prefer a "swap ammo" style of toggle to let me choose which affect I want from opportunity when it triggers, but I know that's been shot down before.  I just HATE having to keep my tier 1 in my rotation when there are a lot of times I drop that later on in builds.  Still, nice work! 

Edited by Puma
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The tie to Tier 1/2 could be severed by changing the mechanic such that once the meter triggers any attack applies a chaining resistance debuff to the target. "Chaining" would be a series of three different debuffs:

 

 Threatened - Can only be applied to a target with no chaining debuff on them, 5% Resistance Debuff for 10 seconds.

Endangered - Can only be applied to a target which has the Threatened debuff,  10% Resistance Debuff for 8 seconds, overwrites Threatened.

  Vulnerable - Can only be applied to a target which has the Endangered debuff, 20% Resistance Debuff, for 6 seconds, overwrites Endangered.

 

The penalty for missing with an attack is greatly reduced because any available attack can advance the debuff chain. It is not eliminated because missing is missing. Of course during the window of Opportunity a Sentinel could change targets. Hit one target then switch to another and you have two targets at Threatened. Hit either target a second time and that one advances to Endangered. This way it is less problematic to debuff a target which quickly dies but makes it so the obvious choice is to focus on a single target.

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43 minutes ago, Erratic1 said:

The tie to Tier 1/2 could be severed by changing the mechanic such that once the meter triggers any attack applies a chaining resistance debuff to the target. "Chaining" would be a series of three different debuffs:

 

 Threatened - Can only be applied to a target with no chaining debuff on them, 5% Resistance Debuff for 10 seconds.

Endangered - Can only be applied to a target which has the Threatened debuff,  10% Resistance Debuff for 8 seconds, overwrites Threatened.

  Vulnerable - Can only be applied to a target which has the Endangered debuff, 20% Resistance Debuff, for 6 seconds, overwrites Endangered.

 

The penalty for missing with an attack is greatly reduced because any available attack can advance the debuff chain. It is not eliminated because missing is missing. Of course during the window of Opportunity a Sentinel could change targets. Hit one target then switch to another and you have two targets at Threatened. Hit either target a second time and that one advances to Endangered. This way it is less problematic to debuff a target which quickly dies but makes it so the obvious choice is to focus on a single target.

 

Just curious, do these timers stack to a total of 24 seconds, or do they get shorter and shorter? If the latter, on top of the needing full meter, I unfortunately see that as a downgrade 😞

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1 minute ago, Haijinx said:

What is the current rationalization for the AOE nerfs that Sents got?

 

I mean I know originally it was to limit their power but lulz.  

 

 

As in the lower caps? I'm not sure, but they have even faster nukes than any other blast AT so it sorta evens out.

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13 minutes ago, Galaxy Brain said:

As in the lower caps? I'm not sure, but they have even faster nukes than any other blast AT so it sorta evens out.

Maybe fix that.   

 

Make them have normal caps, and normal nuke recharge.  

 

Offensively, they are like ranged-only blasters, but worse.  And ranged-only blasters are kinda meh anyhow.  
Defensively they are pretty solid, they have good versions of the sets with some nice AT specific powers.  

 

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1 hour ago, Galaxy Brain said:

 

Just curious, do these timers stack to a total of 24 seconds, or do they get shorter and shorter? If the latter, on top of the needing full meter, I unfortunately see that as a downgrade 😞

 

They overwrite so yes, they get shorter. The reason is that running attacks one after the other you do get the benefit of enhanced damage as the chain builds--your second attack which will push the chain to Endangered got the benefit of the target having 5% less resistance and likewise your third attack got the benefit of the target having 10% less resistance.  The specific duration of the debuffs is something which the developers can iron out--I did not attempt a full mathematical breakdown of the current system by which to try to match it but rather was trying to address the qualitative problems players have identified with the current Offensive Opportunity mechanic.

 

If it works better as 16/14/12 that is fine by me. I am not wed to any particular set of numbers. But in looking at what the numbers should be, looking at another AT might help fence in some what would be appropriate.  Corruptor Scourge, for example, cannot even trigger until the target is at half life and you do not reach a 50-50 chance of double damage until the target is at 30% of its base health. If I have done the math correctly that is on average a 30% boost to their damage output for a given target. Obviously having to fill a meter means Sentinels would not be getting a boost on every target. That is balanced by a number of considerations:

  • Resistance debuff boosts not just the Sentinel's damage but the damage of everyone on the team.
  • Sentinels also have a healing mechanic.
  • Sentinels have superior defenses to Corruptors.
  • Not getting a damage boost on three targets then getting a boost on the third can be worked out as an average per target over time.
Edited by Erratic1
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T1/T2: I see a lot of responses here seem to dislike having benefits still tied here.  I'm not sure I understand.  You will have a T1 or a T2, and (to my reading) there is no T1/T2 decision under this proposal.  So no need to get both, no need to feel like you're missing half your inherent if you don't.

Perhaps people just really don't like slotting their starter attack?  Because I would say that's a strength: not only is it keeping early powers relevant, it also helps the "not a sniper" mindset of a Sentinel by having them always tend to lead with the light attack to soften their opponent.

 

@Galaxy Brain you might want to clarify this point.  It reads to me like you're saying Offensive and Defensive are combined into the "max gauge" effect but on 2nd reading, I'm less sure.

 

Overwatch: While I like the overall proposal, I would rather see Sentinel lose the bar.  Simply giving your damage and sustain procs on any marked target would feel less complicated to me.  That streamlines the entire passive down to:

 

"You can mark up to one enemy at a time with either of your starting attack powers.  Marked targets have their resistance lowered, allies' attacks against them deal an amount of additional damage based on your primary set*, and trigger a small area [Sustain Benefits**] when defeated."

 

While I get the idea of the aura buffs, it feels like just one more thing to track, and they're just stats.  My suggested implementation above doubles-down on the marked target, which may or may not offset the loss of those stats.

 

* Yeah, we hadn't thought about this but you would basically need a Sentinel inherent for every primary (or an entry for each primary, at least).  Because we need to figure out what kind of damage is being dealt.  The most obvious solution is to proc a damage type strongly tied to your primary.

 

**Sustain - I like the idea of the sustain, but something about "aoe heal and end grant" doesn't sit well.  Specifically: giving a custom AT an aoe heal starts to feel a lot like you're intentionally making a "god mode" class.  I would instead suggest a strong, but short Regeneration bonus as well as direct Endurance infusion.

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I think the suggestions (if implemented) would make for a really fun AT.  It would change it from less of a semi-tanky, mid-ranged combatant to a semi-tanky, mid-ranged, combat support unit.

 

I love all of the the suggestions, although I do wonder if the Overwatch buffs should be dialed down a bit (or, at least, the 50% regen lowered to 25%).

 

Apart from that, I think you have a great eye for both game balance and making an AT a fun and interesting experience to play!

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4 hours ago, Galaxy Brain said:

As in the lower caps? I'm not sure, but they have even faster nukes than any other blast AT so it sorta evens out.

 

Not really.  This has been looked at in other threads, and it's been demonstrated that Sentinels compete with Defenders for the dubious honor of "weakest blast output".  Corrupters and Blasters leave them in the dust.  This while bringing nothing of value to the team in their present state.

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37 minutes ago, Black Zot said:

 

Not really.  This has been looked at in other threads, and it's been demonstrated that Sentinels compete with Defenders for the dubious honor of "weakest blast output".  Corrupters and Blasters leave them in the dust.  This while bringing nothing of value to the team in their present state.

I don't understand how Corruptors can leave Sentinels behind so much. Corruptors have a .75 mod to Sentinels .95 and Corruptors have to spend TIME casting buffs and debuffs, during which the Sentinel is attacking.

I'm not saying you're wrong, it's just really confusing to me.

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I also don't like having the effects tied to T1/T2 . Yes we have to take one of them and we do usually need to use them but I try not to use them if I can and only use once in a while as a filler. I open with my strongest attacks not my weakest.

 

Sentinels get shorter cool down nukes that apply big AoE secondary effects. I would be careful buffing these anymore.

 

One opportunity mode is enough. Combine offensive/defensive into one. I think people want it more simplistic.

 

Maybe make the team buff overwatch tied to the build up power. Lasts 10-15 seconds after using BU.

 

Definitely un-nerf the AoE limit.this game is very AoE orientated. Even Stalkers can have good AoE and very good single target.

 

 

 

 

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I edited the OP a bit to clarify, but the intent here is that there is just 1 opportunity mode, but with offensive and defensive aspects. You get both the damage procs and the sustain/heal on defeating marked targets at the same time instead of having to pick one or the other, you just get "Opportunity" at full meter.

 

@Wavicle, while Corruptors do have a .75 mod to a Sentinel's .95, there is a lot that goes into it, mainly Scourge and multiplication. If we take Scourge just as-is, you can double that .75 to 1.5 every so often, let's be generous and say throughout an encounter about 1/3 of your attacks Scourge, that would end up with the Corruptor essentially dealing 1.0 damage scale. In "bigger" fights that ratio climbs up and up to somewhere near 50% of your hits or more. The kicker though is that Scourge is a seperate hit that interacts with damage buffs and resistance debuffs doubly, further boosting output in a way that Sentinels cannot as easily at the moment. Sure, it may take a moment longer for more "bursty" encounters, but beyond that the Corruptor (talking top end, there are exceptions like a /FF corr) pulls ahead.

 

1 hour ago, Gobbledegook said:

Maybe make the team buff overwatch tied to the build up power. Lasts 10-15 seconds after using BU.

I had thought of this when coming up with this,, wanting to tie "offensive opportunity" to Aim but... dual pistols would not be able to use it.

 

1 hour ago, Gobbledegook said:

I also don't like having the effects tied to T1/T2 . Yes we have to take one of them and we do usually need to use them but I try not to use them if I can and only use once in a while as a filler. I open with my strongest attacks not my weakest.

Tying to the T1/T2 makes the most sense still as everyone *needs* to take them. Perhaps also having the t3 or mez attack that all Sentinel blast sets have apply marks could help?

 

The AoE comment is valid too where Sentinels have the same target caps as melee classes (except tanks). However the blast sets were more designed to cover huge areas.

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