Galaxy Brain Posted June 7, 2019 Share Posted June 7, 2019 The actual debuffs placed that is. For something that can only be placed so often and needs to be built up, the -20% value (and the inherit res and def debuffs) feel a little inadequate. Sentinels are already a sort of hybrid AT, making their debuffs stronger couldn't hurt that much could it? Link to comment Share on other sites More sharing options...
JusticeBowler Posted June 7, 2019 Share Posted June 7, 2019 The actual debuffs placed that is. For something that can only be placed so often and needs to be built up, the -20% value (and the inherit res and def debuffs) feel a little inadequate. Sentinels are already a sort of hybrid AT, making their debuffs stronger couldn't hurt that much could it? I enjoy my Sentinel though I'm still working on the shorter range (I often can't figure out why I can't hit someone until I realize I need to get closer)... but on the flipside I haven't once accidently targeted a mob in another group! Here's the problem with Opportunity: 1. OffensiveO is ALWAYS useful. Even in many cases where you might want DefensiveO killing something faster is often the best defense there is. Too bad it is on the crappy power most people try to avoid taking/slotting and using as soon as they can respec out of it. 2. DefensiveO is only useful at random intervals and they are almost always unexpected and critical. 3. When I have met the following conditions: DO is needed.... (I'm badly hurt and at risk) AND DO is available (I've got the light around the power and I haven't accidentally hit the other button)... It has never been enough to save my bacon. Keep a purple and maybe an orange around (like you would on probably every other toon) and you are better off than what DO will do for you. I can't find numbers for either power. I have no idea how OO and DO stack up against defender boss-toggles, but my impression is that they stack up badly. It almost feels like I'm being fooled into thinking something is working when actually there's just a graphic on the ground under the mob, but no actual effect. I still enjoy my Sentinel. Especially in small teams (Duo. Trio) where a tank isn't "needed" but I can let loose with my Fire Blast of Crispy Goodness without dying from the aggro. Svengjuk, Formerly Alice, Empty Man, EM Riptide, Silver Mouse, and many more... SG: Hero Dawn Link to comment Share on other sites More sharing options...
nihilii Posted June 7, 2019 Share Posted June 7, 2019 Too bad it is on the crappy power most people try to avoid taking/slotting and using as soon as they can respec out of it. Given Sentinels are spoiled for great DPA choices, the T1 blast is actually superior to the T2 blast for most Sentinel primaries (in the sense it does the same DPA, but takes less time, leaving more room for the heavy hitters). Link to comment Share on other sites More sharing options...
Galaxy Brain Posted June 7, 2019 Author Share Posted June 7, 2019 Too bad it is on the crappy power most people try to avoid taking/slotting and using as soon as they can respec out of it. Given Sentinels are spoiled for great DPA choices, the T1 blast is actually superior to the T2 blast for most Sentinel primaries (in the sense it does the same DPA, but takes less time, leaving more room for the heavy hitters). Was gonna say this too, generally the t1 is superior for attack chains? Link to comment Share on other sites More sharing options...
JusticeBowler Posted June 8, 2019 Share Posted June 8, 2019 Given Sentinels are spoiled for great DPA choices, the T1 blast is actually superior to the T2 blast for most Sentinel primaries (in the sense it does the same DPA, but takes less time, leaving more room for the heavy hitters). Was gonna say this too, generally the t1 is superior for attack chains? That depends on the peculiarities of the set and a host of uncontrollable variables most of the time in game play. An attack chain you use most of the time will shift around when the council shows up and drops your rchg or change again when a kin defender hits you with speed boost. Heck, even how fast you click the buttons or what part of the screen you glance for a second can change things dramatically. Even if there's a place for it in "pylon" configuration that wouldn't always be the case. At any rate, that's a small problem. The big problem is that defense that isn't "on demand in time of need and sufficient to make a difference at that moment" isn't really all that useful at all. Svengjuk, Formerly Alice, Empty Man, EM Riptide, Silver Mouse, and many more... SG: Hero Dawn Link to comment Share on other sites More sharing options...
nihilii Posted June 8, 2019 Share Posted June 8, 2019 Precisely why T1 > T2 in most cases. You get hit with -recharge => that half base recharge on the T1 blast starts being helpful. A kin hits you with Speed Boost => you want to spend even less time locked in the animation of your T2 blast when you could be using heavy hitters. Longterm, the stable attack chain of most Sentinels probably looks like T3 -> T1 -> T4 -> T1. In regular gameplay you're likely just going to use T3, T4, AOEs and clicks. T1 coming in only to fill in a gap, or to slap that -res debuff on a boss. The least time spent on the animation, the better. Opportunity? Yeah, Opportunity isn't the greatest thing. Could be worse... if the -res was tied to the T2 blast. ;) There's strong hints the Sentinel inherent is being reworked. I'd prefer something more agnostic to your power selection, personally. Link to comment Share on other sites More sharing options...
Sunsette Posted June 8, 2019 Share Posted June 8, 2019 My understanding is that Offensive Opportunity is about +10% damage when fully slotted with +dam, which is nice but not amazing. Defensive Opportunity heals you and the heals suck, yes. The (undocumented, but there in the combat log) end return doesn't -- however, it still has the problem of accidentally triggering the one you don't want at the wrong time. If running an end heavy build, I prefer DO when soloing. Sundered Marches: The Website | The Official Soundtrack! | The Campaign Setting! Link to comment Share on other sites More sharing options...
Solymer89 Posted June 10, 2019 Share Posted June 10, 2019 I use DO to regain endurance when I need it, the heal is negligible. The rest of the time is OO. The issue is the mechanic is sort of hard to plan around and as you go from group to group I haven't been able to plan on which I'm going to use the next time it pops up, it's more reactionary than anything else; need end? DO, any other situation? OO Link to comment Share on other sites More sharing options...
earthaddy Posted June 10, 2019 Share Posted June 10, 2019 Speaking of 10% damage boosts, I wonder why I don't see Assault in any builds. Just not room for it? Link to comment Share on other sites More sharing options...
csr Posted June 10, 2019 Share Posted June 10, 2019 Speaking of 10% damage boosts, I wonder why I don't see Assault in any builds. Just not room for it? It uses a lot of END and takes no sets. Link to comment Share on other sites More sharing options...
Riverdusk Posted June 11, 2019 Share Posted June 11, 2019 Speaking of 10% damage boosts, I wonder why I don't see Assault in any builds. Just not room for it? It uses a lot of END and takes no sets. Assault's +10% to base damage isn't even usually noticeable unless you stack several in a team. 9 times out of 10 I'd rather take maneuvers. You get the defense and probably get more offense out of having a place to put another LoTG +7.5% recharge speed than you do from assault. Link to comment Share on other sites More sharing options...
nihilii Posted June 11, 2019 Share Posted June 11, 2019 Speaking of 10% damage boosts, I wonder why I don't see Assault in any builds. Just not room for it? I take Assault on all my Sentinels. Our epic choices don't mesh with my style, and I never take travel powers. So, there's always room for Assault. :) But, it's definitely a "last choice" type thing. Take Maneuvers and Tactics before even considering Assault. Link to comment Share on other sites More sharing options...
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