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Sentinels, another possibility


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I have quite a few 50 Sentinels.  Ones I have taken through the Freedom Phalanx TFs as I leveled to see how they ran.  Different powersets.  In the end…sigh.  To me….to me the things just feel underpowered. 

I have seen good arguments for the power of the Sentinel T9 Nuke with its shorter recharge timer.  Potent with the to hit debuff on Dark Blast for instance.   Sigh.  The target cap.  Oof. 

I have (and am not alone) in the past made a few threads about ways to improve the Sentinel.  Things that could be done.  Many involved strategies for improving the damage


Today a new thought occurred to me.  Mostly leave the damage and target caps alone. 

que drum roll….


Increase Resistance caps to 90%, same as Brutes and Tanks.  

but that is not all.   remove that….thing they call an inherent.

Horn section, NOW!


Give Sentinels an Alpha Slot ability (chosen on initial character generation screen like primary/secondary sets) as the inherent for that Sentinel. This will never be able to be changed for that particular Sentinel  


This will leave Sentinel Damage mostly alone ….unless they all take musculature…then….still not game breaking.   And I think Sentinels will choose to find Alphas that complement the build concepts.  Sure, a lot will take Musculature.  So be it.  

The higher Resist caps along with a customized inherent would take this decent but also underperforming Archetype and change it into an exciting vehicle for many character concepts.  All while not overpowering the character or breaking the game


Remember….target caps stay the same.  Damage stays the same except where altered by inherent choice.  Resistance caps go up, but no resistances are increasing, except when  altered by the chosen inherent 


que grand crescendo.  I like a big exit




Edited by Snarky
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Not signing on here.


Resist cap change does nothing for the archetype. Literally only Fiery Aura, Electric Armor, and Ice Armor see any benefit to a higher resist cap and only to fire/energy/cold damage respectively. Even post-IOs most sentinel resist based secondaries do not hit 75% resists, and many secondaries are not based on resistances, which this would do nothing to address for sets like energy aura, super reflexes, ninjtsu, regeneration. Further the issue with sentinels has never been one of survivability, they don't even need the survivability they have access to without any aggro holding mechanics. 


An extra alpha slot that youre locked into at character creation just screams *I chose the wrong one and so now I need to reroll the character to fix my choice.* It also screams choose musculature/intuition radial and that just screams have sentinels rely more on proc damage than they already do. Even if it was a 33% always on damage buff this does not fix their low base damage.


They do need their target caps looked at, and if target caps are not changed they need a significant bump in their damage scalar, cause their single target damage is really quite garbo, especially pre-IOs/pre-damage proc slotting. Sentinels bring minimal team utility outside of damage dealt - when their damage dealt is lower than archetypes that can provide aggro control, hard controls, buffs, and debuffs there is a serious issue. If their damage is not increased, which I highly doubt that this basic aspect wouldn't be addressed when the sentinel patch eventually comes, then they need to be able to provide more utility to teams, which will like come via their inherent.

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Currently on fire.

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5 hours ago, DreadShinobi said:

they don't even need the survivability they have access to without any aggro holding mechanics. 


Can 100% confirm this on my Dark/Energy. I literally cannot generate enough damage on enough mobs to generate any aggro at all even when duoing, let alone a full team; when soloing, I still don't die (even at +3/4) but every fight feels like the trash can shootout from the Naked Gun. 

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@Aurora Girl - Excelsior - BSOD
 Aurora Girl  (Blaster)- Energy/Atomic, Queen of Faceplants and former Mayor of Pinnacle Server  Straye  (Brute)- Savage/SR, Survivor of +4 ITF Nictus Crystals and Bobcat's Bane  Aurora Snow  (Corruptor) - Ice/Cold, AV Humiliator  Terraflux  (Controller) - Earth/Rad, Bass Exploder  Spynerette  (Arachnos Soldier) - Night Widow, Super Spy of Sneakiness and Stabbing  Snowberrie  (Tank) - Ice/Spines, Disco Ball and Lady of Winter

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I am enjoying my Sentinel, but the damage/range are too low for it to be a sniper (which the target cap would suggest), and the def/res modifiers are too low for it to be really tanky.


The resist debuff adds 5% to everyone's damage (against targets who have been hit).

  • Increasing res/def multipliers would be more effective than raising caps.
  • Increasing target cap would allow more enemies to be hit, increasing the benefit to the team.
  • Combining Offensive/Defensive opportunity and having them proc on either the T1 or T2 would be useful.
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Archetype Concept Compilation -- Powerset Concept Compilations: Assault Melee


The Great Archetype Concept Battle: Final Round


Archetype Proposal Amalgamation

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2 hours ago, arcane said:

My best guess is, based on how Snark slots Blasters, he’s probably slotting Sentinels in a highly suboptimal way.

You know me well lol.  Yes, according to modern PROC it until you run out of places to proc, then add powers that you can proc, I am indeed slotting sub optimally.


here is a recent Beam/Will i enjoyed bringing to 50.  Then got there and was not adding a lot to the teams I was on.


This Hero build was built using Mids Reborn

Click this DataLink to open the build!

Level 50 Magic Sentinel
Primary Power Set: Beam Rifle
Secondary Power Set: Willpower
Power Pool: Flight
Power Pool: Speed
Power Pool: Leadership
Power Pool: Concealment

Hero Profile:
Level 1: Single Shot -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(3), Thn-Dmg/Rchg(3), Thn-Acc/Dmg/Rchg(5), Thn-Acc/Dmg/EndRdx(5), Thn-Dmg/EndRdx/Rchg(11)
Level 1: High Pain Tolerance -- RctArm-ResDam(A), RctArm-ResDam/Rchg(40), RctArm-ResDam/EndRdx(46)
Level 2: Mind Over Body -- GldArm-End/Res(A), GldArm-RechRes(43), GldArm-RechEnd(45), GldArm-Res/Rech/End(45), GldArm-ResDam(45), GldArm-3defTpProc(46)
Level 4: Fast Healing -- Mrc-Rcvry+(A)
Level 6: Charged Shot -- SprOppStr-Acc/Dmg(A), SprOppStr-Dmg/Rchg(7), SprOppStr-Acc/Dmg/Rchg(7), SprOppStr-Acc/Dmg/EndRdx(9), SprOppStr-Acc/Dmg/EndRdx/Rchg(9), SprOppStr-Rchg/+Opportunity(11)
Level 8: Cutting Beam -- Bmbdmt-Dam(A), Bmbdmt-Acc/Rech/End(13), Bmbdmt-Dam/Rech(13), Bmbdmt-Acc/Dam/Rech(23), Bmbdmt-Acc/Dam/Rech/End(25)
Level 10: Indomitable Will -- LucoftheG-Def/Rchg+(A)
Level 12: Aim -- GssSynFr--ToHit(A), GssSynFr--ToHit/Rchg(37), GssSynFr--ToHit/Rchg/EndRdx(37), GssSynFr--Rchg/EndRdx(39), GssSynFr--ToHit/EndRdx(39), GssSynFr--Build%(39)
Level 14: Disintegrate -- SprSntWar-Acc/Dmg(A), SprSntWar-Dmg/Rchg(15), SprSntWar-Acc/Dmg/Rchg(15), SprSntWar-Acc/Dmg/EndRdx(17), SprSntWar-Acc/Dmg/EndRdx/Rchg(17), SprSntWar-Rchg/+Absorb(23)
Level 16: Up to the Challenge -- NmnCnv-Heal/EndRdx(A), NmnCnv-EndRdx/Rchg(40), NmnCnv-Heal/Rchg(40), NmnCnv-Heal/EndRdx/Rchg(42), NmnCnv-Heal(42), NmnCnv-Regen/Rcvry+(42)
Level 18: Lancer Shot -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(19), Thn-Dmg/Rchg(19), Thn-Acc/Dmg/Rchg(21), Thn-Acc/Dmg/EndRdx(21), Thn-Dmg/EndRdx/Rchg(50)
Level 20: Quick Recovery -- PreOptmz-Acc/Rech(A), PreOptmz-EndMod/End(48), PreOptmz-EndMod/Rech(48), PreOptmz-EndMod/Acc/End(48), PreOptmz-EndMod/Acc/Rech(50), PreOptmz-EndMod/End/Rech(50)
Level 22: Refractor Beam -- Artl-Acc/Dam(A), Artl-Dam/End(25), Artl-Dam/Rech(27), Artl-Acc/Dam/Rech(27), Artl-Acc/Rech/Rng(29), Artl-End/Rech/Rng(36)
Level 24: Fly -- BlsoftheZ-Travel(A), BlsoftheZ-ResKB(46)
Level 26: Piercing Beam -- Artl-Acc/Dam(A), Artl-Dam/End(29), Artl-Dam/Rech(31), Artl-Acc/Dam/Rech(31), Artl-Acc/Rech/Rng(34), Artl-End/Rech/Rng(36)
Level 28: Heightened Senses -- LucoftheG-Def/Rchg+(A), Ksm-ToHit+(36), Rct-ResDam%(37), LucoftheG-Def(43)
Level 30: Hasten -- RechRdx-I(A), RechRdx-I(31)
Level 32: Overcharge -- Bmbdmt-Dam(A), Bmbdmt-Acc/Rech/End(33), Bmbdmt-Dam/Rech(33), Bmbdmt-Acc/Dam/Rech(33), Bmbdmt-Acc/Dam/Rech/End(34), HO:Centri(34)
Level 35: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(43)
Level 38: Assault -- EndRdx-I(A)
Level 41: Tactics -- RctRtc-Pcptn(A)
Level 44: Strength of Will -- StdPrt-ResDam/Def+(A)
Level 47: Hover -- LucoftheG-Def/Rchg+(A)
Level 49: Stealth -- LucoftheG-Def/Rchg+(A)
Level 1: Opportunity 
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 2: Swift -- Flight-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Health -- Pnc-Heal/+End(A)
Level 2: Stamina -- PrfShf-End%(A)
Level 1: Disintegrating 
Level 24: Afterburner 

| Copy & Paste this data into Mids Reborn : Hero Designer to view the build |

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Yeah you’re a real kook 🙂


My Elec/Dark feels pretty meh, but I played my DP/SR for the first time in awhile last night - and damn. Pretty nice toon. 

Has Vigor Alpha, 6 procs in Bullet Rain, Executioner’s Shot, and Dominate. 5 procs in Psychic Shockwave. 2 in Mind Probe, and ATO sets in T1 and T9. Those procs cover all purple damage procs, all -res procs, and force feedback, so pretty broad coverage. Sure seems to both shred mobs and be sturdy af to me. Were it not for the target caps and build up, I’d be damn near comfortable calling it Blaster level damage.

Edited by arcane
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After leveling several sentinels I would say it’s the lower target caps that I feel the most.  I’m not sure why they have to do less damage AND hit less foes.  


Just increase the target caps and I’d be happy.  I enjoy the tanker buffs more for the increased aoe sizes more so than the increased damage.  Tanks would have been great with the aoe size increase only, and I believe sentinels, as well,  would be great with just normal target caps.   

Guardian survivor

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All of my characters are sub optimal and i bring to the team getting bugged in the stunned state on a keyes avoid the green stuff run.  I could still use my powers but i was stuck at disoriented speed.  Good times when im the tank =D

Edited by TheZag
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Sentinels definitely do not need to be any tougher.


They don't need higher target caps, except a couple attacks that are 3 but should be 5.  The 5s and 10s can stay.


Just increase the base damage to 1.0, make Opportunity have both Offensive and Defensive portions regardless of which attack you trigger it with, and make the Offensive portion scale with enhancements.


Edited by Wavicle
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I would like to see sent attack range on par with defenders, minus the snipe still perhaps.  Maybe slightly smaller/narrower cone AOEs than blasters instead?


I don't see the point of making Opportunity that simplistic though. I rather like having choices in how to play and what strategy to use when.  Making it simpler also means making the combat more cookie cutter.  Do this all the time to win type stuff kills me.

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