XaoGarrent Posted October 24, 2022 Posted October 24, 2022 Just now, drbuzzard said: What I get for not checking. Guess you're right. Slows it is. Though slows are considered mitigation. Barely. Same for the damage debuff. They're tiny enough that they get completely eaten by the purple patch. I have to wonder if you've played any of the sets you're attempting to comment on.
Wavicle Posted October 24, 2022 Posted October 24, 2022 6 minutes ago, drbuzzard said: What I get for not checking. Guess you're right. Slows it is. Though slows are considered mitigation. It could be you were confusing two different parts. There is ONE power in DP that gets changed from Stun to Hold when you activate ANY Special ammo. Wavicle's Guide To What Really Matters: What Needs To Be Done On Every Toon
drbuzzard Posted October 24, 2022 Posted October 24, 2022 3 minutes ago, XaoGarrent said: Barely. Same for the damage debuff. They're tiny enough that they get completely eaten by the purple patch. I have to wonder if you've played any of the sets you're attempting to comment on. I've played every sentinel set both sides to 50 (not every possible combo, but a lot. I've acknowledged my error. You can let it go. I generally don't expect mitigation from the primary because the AT has a defensive secondary. This means I don't really need it. But whatever, I screwed up, and will move on.
drbuzzard Posted October 24, 2022 Posted October 24, 2022 5 minutes ago, Wavicle said: It could be you were confusing two different parts. There is ONE power in DP that gets changed from Stun to Hold when you activate ANY Special ammo. Likely this. It's been a while since I touched my DP sent since I didn't care for the set. The DPAS is generally low, and I dislike the animations. 1
Wavicle Posted October 24, 2022 Posted October 24, 2022 Just now, drbuzzard said: Likely this. It's been a while since I touched my DP sent since I didn't care for the set. The DPAS is generally low, and I dislike the animations. I don’t mind the animations, but I agree it feels weak to me too. Wavicle's Guide To What Really Matters: What Needs To Be Done On Every Toon
Menelruin Posted October 25, 2022 Posted October 25, 2022 On 10/5/2022 at 8:55 AM, Uun said: If you haven't seen the new release on the beta server. They're also proliferating Seismic Blast and Stone Armor to sentinels. NGL, part of me actually wanted to do a Sentinel with Granite Armor, so I could basically play at being a mobile turret 😂
Wavicle Posted October 25, 2022 Posted October 25, 2022 1 minute ago, Menelruin said: NGL, part of me actually wanted to do a Sentinel with Granite Armor, so I could basically play at being a mobile turret 😂 It doesn’t get granite. 1 Wavicle's Guide To What Really Matters: What Needs To Be Done On Every Toon
Menelruin Posted October 25, 2022 Posted October 25, 2022 10 hours ago, Wavicle said: It doesn’t get granite. I know, and I'm a little sad about that =(
Sakura Tenshi Posted October 27, 2022 Posted October 27, 2022 Does thje debuff stack from separate sources? I know from testing it out it doesn't stack from a single source. (which is a bit of a shame)
Wavicle Posted October 27, 2022 Posted October 27, 2022 Just now, Sakura Tenshi said: Does thje debuff stack from separate sources? I know from testing it out it doesn't stack from a single source. (which is a bit of a shame) it does not. And it cannot be cast on a target that already has it on them. So you can’t waste it. But two Sentinels can keep it perma on one target easily, and you can put it on multiple targets. Wavicle's Guide To What Really Matters: What Needs To Be Done On Every Toon
Sakura Tenshi Posted October 27, 2022 Posted October 27, 2022 Bleh, all the pity, honestly. I mean, don't get me wrong, the new vulnerability mechanic is nice, it's just that some of the debuff seems incredibly anemic in many places. (-15% regeneration? that wouldn't even do anything against a minion. don't get me started on a -15% debuff to control resistances) And the lackluster oomph to it would feel a bit more understandable if it could be piled on by at least a team of sentinels. Especially since the 'perma' thing isn't an issue for even one sentinel.
Wavicle Posted October 27, 2022 Posted October 27, 2022 Just now, Sakura Tenshi said: Bleh, all the pity, honestly. I mean, don't get me wrong, the new vulnerability mechanic is nice, it's just that some of the debuff seems incredibly anemic in many places. (-15% regeneration? that wouldn't even do anything against a minion. don't get me started on a -15% debuff to control resistances) And the lackluster oomph to it would feel a bit more understandable if it could be piled on by at least a team of sentinels. Especially since the 'perma' thing isn't an issue for even one sentinel. one Sentinel has about 50% uptime on one target in a long fight. So making it perma in a gm or av fight is definitely an issue, past the first 45 seconds or so. Depends on how hard stuff you’re fighting of course. It’s not for minions. Using it on a minion is a waste. The Debuffs ignore level differences, so it’s stronger than you might think, and the debuff and mez resistance debuffs are also handier than you might expect. Considering it’s an auto hit def and res debuff with no end cost and no activation time, it’s about as powerful as would be balanced. Keep in mind the old Opportunity debuff also did not stack, only the small passive debuff. That was replaced by the base damage increase, so losing the stacking part is not really a problem. Wavicle's Guide To What Really Matters: What Needs To Be Done On Every Toon
Sakura Tenshi Posted October 27, 2022 Posted October 27, 2022 Oh, ho, the debuffs ignore level difference? Do they ignore resistances to them in general? Either way, that does make a difference.
Wavicle Posted October 27, 2022 Posted October 27, 2022 (edited) 1 minute ago, Sakura Tenshi said: Oh, ho, the debuffs ignore level difference? Do they ignore resistances to them in general? Either way, that does make a difference. No, it does not ignore resistances. Just level differences and defense. Edited October 27, 2022 by Wavicle Wavicle's Guide To What Really Matters: What Needs To Be Done On Every Toon
Sakura Tenshi Posted October 27, 2022 Posted October 27, 2022 (edited) eh, i'll take it. my love/desire for strong resistance debuffing is just lingering trauma from live on my katana scrapper where I felt stone walled because of how common and strong lethal resists are. Edited October 27, 2022 by Sakura Tenshi
drbuzzard Posted October 27, 2022 Posted October 27, 2022 Yeah, the debuff ignoring the purple patch is pretty huge, though the lack of stacking is a bit disappointing since it denies all sentinel superteams. That was deliberate no doubt. They would have been reaping machines. 1 1
Snarky Posted October 27, 2022 Posted October 27, 2022 (edited) Based partly on looking at the new Sentinel inherent I have been thinking about how -res and -def work in CoH. My kitchen table back of the napkin wisdom goes like this. Useless against minions and Lts. They are dead before it matters. Near useless against almost all AVs. They are too tough. Somewhat helpful against GMs and EBs. As with most things there are no doubt subtleties I am missing. But that is not outside current reality too much Edited October 27, 2022 by Snarky
City Council Booper Posted October 27, 2022 City Council Posted October 27, 2022 6 hours ago, Sakura Tenshi said: Bleh, all the pity, honestly. I mean, don't get me wrong, the new vulnerability mechanic is nice, it's just that some of the debuff seems incredibly anemic in many places. (-15% regeneration? that wouldn't even do anything against a minion. don't get me started on a -15% debuff to control resistances) And the lackluster oomph to it would feel a bit more understandable if it could be piled on by at least a team of sentinels. Especially since the 'perma' thing isn't an issue for even one sentinel. It is not a -15% regeneration. It is -15% resistance to regeneration. So if you (or a teammate) follow up with a -200% regen debuff, it does -230% instead.
Snarky Posted October 27, 2022 Posted October 27, 2022 And if your team is not debuffing Regen it does....nothing. How many Sentinel powers debuff Regeneration?
drbuzzard Posted October 27, 2022 Posted October 27, 2022 1 hour ago, Snarky said: Based partly on looking at the new Sentinel inherent I have been thinking about how -res and -def work in CoH. My kitchen table back of the napkin wisdom goes like this. Useless against minions and Lts. They are dead before it matters. Near useless against almost all AVs. They are too tough. Somewhat helpful against GMs and EBs. As with most things there are no doubt subtleties I am missing. But that is not outside current reality too much You are correct about the lackeys. You are wrong about the AVs. The sentinel powers amplify the rest of the team with the type of debuffs. Solo? Yeah, not real strong on an AV, but you better have a good build if you're doing that kind of stuff. Also, another vote for envenomed daggers. These are way underappreciated. They can drag a lousy PUG over the finish line in many a TF. 1
BurtHutt Posted October 27, 2022 Posted October 27, 2022 Ok so I took a few Sents out for some playtime. It is nice to have the damage increase. No doubt. I think the inherent is ok - it could have been more or different. There were some cool ideas on various forums. Hopefully the Devs take another look and make some adjustments in the future. Thanks to the HC team for addressing this issue and making something happen. 1
Underfyre Posted October 27, 2022 Posted October 27, 2022 6 hours ago, Snarky said: And if your team is not debuffing Regen it does....nothing. How many Sentinel powers debuff Regeneration? Just Disintegrate and Single Shot from Beam Rife. 1 Sentinel DPS Spreadsheet Sentinel Builds, fifth post down
Wavicle Posted October 27, 2022 Posted October 27, 2022 7 hours ago, Snarky said: And if your team is not debuffing Regen it does....nothing. How many Sentinel powers debuff Regeneration? The power is designed so that no matter what your powerset is it does Something for you, and so that no matter what your teammates powers are it does Something for them as well. Not Every aspect of the debuff will be useful to the soloist, but every soloist will benefit from it in some way. 1 Wavicle's Guide To What Really Matters: What Needs To Be Done On Every Toon
Sovera Posted October 27, 2022 Posted October 27, 2022 42 minutes ago, Wavicle said: The power is designed so that no matter what your powerset is it does Something for you, and so that no matter what your teammates powers are it does Something for them as well. Not Every aspect of the debuff will be useful to the soloist, but every soloist will benefit from it in some way. Seen from the prism of 'bosses are what survive longer in a group' then Vulnerability its ass in a new spawn (does not trigger agro), Aim, nuke, unleash all AoEs. Boss which usually is what survives longer took 15% more damage, and its available at every spawn. - Simple guide for newcomers. - Money making included among other things. - Tanker Fire Armor: the Turtle, the Allrounder, the Dragon, and compilation of Fire Armor builds. - Tanker Stone Armor: beginner friendly (near) immortal Tanker for leveling/end-game and Stone Armor framework. - Brute Rad/Stone and compilation of Brute Stone Armor builds.
Wavicle Posted October 28, 2022 Posted October 28, 2022 9 minutes ago, Sovera said: Seen from the prism of 'bosses are what survive longer in a group' then Vulnerability its ass in a new spawn (does not trigger agro), Aim, nuke, unleash all AoEs. Boss which usually is what survives longer took 15% more damage, and its available at every spawn. Aim first, then Vulnerability. Using Aim during Vulnerability takes time out of Vulnerability, but using Vulnerability during Aim takes almost no time. The exception is when you’re helping your teammates before you’re in range or when you’re on a different target, then Vulnerability first. 2 Wavicle's Guide To What Really Matters: What Needs To Be Done On Every Toon
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