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Great Job by the Devs


drbuzzard
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I've been playing a bunch of my sentinels for the last couple days since I realized there was this update (hey, I was on vacation, I missed it) and I will say that the improvements are excellent. I have no beefs. Damage is up nicely, the vulnerability mechanic is nice, and I don't think the AT verges into overpowered status (well any more than the rest of the game of course). 

 

So I offer sincere thanks to the Dev team for getting this done and getting my favorite AT where I'm quite happy with it. 

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4 hours ago, Heatstroke said:

Agreed. I think they are right about where they needs to be..

They made a step forward and they did not fall down.  Let's hold off handing out any Oscars for that. The Sentinel is still hot garbage in the hardest content, in my opinion.  There is no (easy) fix for that either,

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I have to agree with the OP. I don't play the absolute end game content and so the new sentinel feels really good. I don't know if it will change when I'm decked out with IOs but the leveling process on the AT is very smooth and the new vulnerability feels easy and intuitive to use. I tend to shove it on a LT or boss and between movement and fighting time it feels like it has more uptime than I expected, and the snappy application feels like it doesn't mess with my attacks. With low cooldowns, moderate damage, and solid defenses, the AT solos at low levels very smoothly, and I rarely feel overwhelmed. Would a scrapper hit harder with better defenses? Sure, maybe, but I find actually hitting everything is a lot harder with scrapper, and I have to spend a lot more time chasing down runners, whereas the sentinel can blast, fight around corners, and overall just fight fairly smoothly.

 

I don't know if the AT is "top tier" or anything but it certainly feels better than it used to. I'm playing DP/regen right now with a character based on Alucard from Hellsing and it fits the concept perfectly. Even if a blaster is theoretically stronger my sentinel feels more stable, less bursty (so less downtime between packs), and I haven't had to actually rest even once for the first 20+ levels, let alone died, which is pretty rare for me on most ATs. I dunno if that has to do with the changes or my playstyle, but I'm certainly going to be messing around with more sentinel builds now that they aren't a chore to play!

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4 hours ago, Snarky said:

They made a step forward and they did not fall down.  Let's hold off handing out any Oscars for that. The Sentinel is still hot garbage in the hardest content, in my opinion.  There is no (easy) fix for that either,

 

While you are not completely incorrect, you're not really saying any really helpful truth. 

 

Let's be honest, for the hardest content in the game, seven corrupters and a tank is likely the best possible combination. I used to run with Repeat Offenders back in the day, and I know what those stacked buff/debuffs can do. Adding a tank with the biggest sack of HP to be the damage sponge is all you really need.  Perhaps having some of the higher damage scalar classes in (scrappers, blasters) may be considered, but I'm not sure they would actually add to things. 

 

So what does this leave us with? Four good classes, and the rest are sub optimal. Yep, I guess that it is the case, and doesn't reflect on the sentinel buffs whatsoever. 

 

Sentinels now run with the pack at least, though admittedly not the front of the pack. I'd certainly argue that now they are no longer close to the back anymore. 

 

Sentinels will remain a nice class for the leveling up portion of the game, and are now more relevant at endgame. That seems like some pretty good improvements to me. 

Edited by drbuzzard
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I saw I got a couple of thumbs down on my post above.  (From some really sharp players.)  Ouch, seriously.

 

Look I do appreciate what the Devs did.  And I have expressed that appreciation.  I was just saying, to be clear, there was no way this was enough.  Nor is this where Sentinels "need to be"

 

Why?  Why do I say this?

 

I invite you to look at my Blaster answer to the Sentinel issue.  A Blaster with very very high ranged defense, fully ranged powers.  More damage than a Sentinel could ever dream of having.  More AoE than a Sentinel.  And TWO 30 second nearly completely invulnerable powers with no crash on either.  One of those (Phase Shift) MIGHT be able to be taken by a Sentinel....except a Sentinel is too busy punching their dance card for a full armor secondary set.

 

When You can make a Sentinel that lives in the same zip code as this strange Blaster we can talk about the Archetype having arrived to the good neighborhood.  Until then, I am pretty sure they live on the wrong side of the tracks...

 

This Hero build was built using Mids Reborn 3.4.6
https://github.com/LoadedCamel/MidsReborn

Click this DataLink to open the build!

Blanker: Level 50 Magic Blaster
Primary Power Set: Electrical Blast
Secondary Power Set: Temporal Manipulation
Power Pool: Concealment
Power Pool: Flight
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Force Mastery

Hero Profile:
Level 1: Lightning Bolt

  • (A) Thunderstrike - Accuracy/Damage
  • (3) Thunderstrike - Damage/Endurance
  • (3) Thunderstrike - Damage/Recharge
  • (5) Thunderstrike - Accuracy/Damage/Recharge
  • (5) Thunderstrike - Accuracy/Damage/Endurance
  • (7) Thunderstrike - Damage/Endurance/Recharge

Level 1: Time Wall

  • (A) Trap of the Hunter - Accuracy/Recharge
  • (7) Trap of the Hunter - Endurance/Immobilize
  • (9) Trap of the Hunter - Accuracy/Endurance
  • (9) Trap of the Hunter - Accuracy/Immobilize/Recharge
  • (11) Trap of the Hunter - Chance of Damage(Lethal)
  • (11) Trap of the Hunter - Immobilize/Accuracy

Level 2: Ball Lightning

  • (A) Artillery - Accuracy/Damage
  • (13) Artillery - Damage/Endurance
  • (15) Artillery - Damage/Recharge
  • (15) Artillery - Accuracy/Damage/Recharge
  • (17) Artillery - Accuracy/Recharge/Range
  • (17) Artillery - Endurance/Recharge/Range

Level 4: Stealth

  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
  • (19) Luck of the Gambler - Defense
  • (19) Shield Wall - +Res (Teleportation), +5% Res (All)

Level 6: Charged Bolts

  • (A) Superior Defiant Barrage - Accuracy/Damage
  • (21) Superior Defiant Barrage - Damage/RechargeTime
  • (21) Superior Defiant Barrage - Accuracy/Damage/RechargeTime
  • (23) Superior Defiant Barrage - Accuracy/Damage/Endurance
  • (23) Superior Defiant Barrage - Accuracy/Damage/Endurance/RechargeTime
  • (25) Superior Defiant Barrage - RechargeTime/+Status

Level 8: Charge Up

  • (A) Gaussian's Synchronized Fire-Control - To Hit Buff
  • (25) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
  • (27) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
  • (27) Gaussian's Synchronized Fire-Control - Recharge/Endurance
  • (29) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
  • (29) Gaussian's Synchronized Fire-Control - Chance for Build Up

Level 10: Chronos

  • (A) Recharge Reduction IO
  • (31) Recharge Reduction IO

Level 12: Zapp

  • (A) Executioner's Contract - Accuracy/Damage
  • (31) Executioner's Contract - Damage/Endurance
  • (31) Executioner's Contract - Damage/Interrupt
  • (33) Executioner's Contract - Damage/Range
  • (33) Executioner's Contract - Damage/Recharge
  • (33) Executioner's Contract - Disorient Bonus

Level 14: Fly

  • (A) Blessing of the Zephyr - Knockback Reduction (4 points)
  • (34) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range

Level 16: Grant Invisibility

  • (A) Reactive Defenses - Scaling Resist Damage

Level 18: Phase Shift

  • (A) Recharge Reduction IO

Level 20: Temporal Healing

  • (A) Preventive Medicine - Chance for +Absorb
  • (34) Preventive Medicine - Heal
  • (34) Performance Shifter - Chance for +End
  • (36) Performance Shifter - EndMod
  • (36) Endurance Modification IO

Level 22: Time Stop

  • (A) Lockdown - Accuracy/Hold
  • (36) Lockdown - Accuracy/Recharge
  • (37) Lockdown - Recharge/Hold
  • (37) Lockdown - Endurance/Recharge/Hold
  • (37) Lockdown - Accuracy/Endurance/Recharge/Hold
  • (39) Lockdown - Chance for +2 Mag Hold

Level 24: Kick

  • (A) Force Feedback - Chance for +Recharge

Level 26: Tough

  • (A) Reactive Armor - Resistance/Endurance
  • (39) Reactive Armor - Resistance/Recharge
  • (40) Reactive Armor - Resistance

Level 28: Weave

  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
  • (40) Luck of the Gambler - Defense/Endurance
  • (40) Luck of the Gambler - Defense/Recharge
  • (42) Luck of the Gambler - Defense/Endurance/Recharge
  • (42) Luck of the Gambler - Defense
  • (42) Kismet - Accuracy +6%

Level 30: Hasten

  • (A) Recharge Reduction IO
  • (43) Recharge Reduction IO

Level 32: Thunderous Blast

  • (A) Superior Blaster's Wrath - Accuracy/Damage
  • (43) Superior Blaster's Wrath - Damage/Recharge
  • (43) Superior Blaster's Wrath - Accuracy/Damage/Recharge
  • (45) Superior Blaster's Wrath - Accuracy/Damage/Endurance
  • (45) Superior Blaster's Wrath - Accuracy/Damage/Endurance/Recharge
  • (45) Superior Blaster's Wrath - Recharge/Chance for Fire Damage

Level 35: Personal Force Field

  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed

Level 38: Time Lord

  • (A) Steadfast Protection - Resistance/+Def 3%

Level 41: Repulsion Bomb

  • (A) Bombardment - Damage
  • (46) Bombardment - Damage/Recharge
  • (46) Bombardment - Accuracy/Damage/Recharge
  • (48) Bombardment - Accuracy/Damage/Recharge/Endurance
  • (48) Bombardment - Chance for Fire Damage
  • (48) Sudden Acceleration - Knockback to Knockdown

Level 44: Temp Invulnerability

  • (A) Reactive Armor - Resistance/Endurance
  • (50) Reactive Armor - Resistance/Recharge
  • (50) Reactive Armor - Resistance

Level 47: Time Shift

  • (A) Impeded Swiftness - Accuracy/Slow
  • (50) Impeded Swiftness - Chance of Damage(Smashing)

Level 49: Force of Nature

  • (A) Gladiator's Armor - TP Protection +3% Def (All)

Level 1: Defiance 


Level 1: Brawl

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You can't attack when either PFF or Phase Shift are up.

It's the same thing every time, from all the naysayers. They always say "I can make a blaster just as tough as a sentinel", and it's never true.

ALMOST as tough, sure. Just as tough? No. You can't. And to even come close you have to make big sacrifices the Sentinel won't have to make.

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Sentinel's are great, the devs did good. They definitely got what they needed to fit their intent. I am one to just roll with the punches but sentinels of old were terrible. I actually deleted some and made blasters instead. Almost wished I would have left them as sentinels now...okay, I do wish it! The debuff is great too. 

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Currently my only issue with Sentinels now is their new inherit powers animation. Vulnerability is a nice de-buff but its /still/ single target and the animation that plays out in between my powers is... underwhelming? Distracting? A bit... weird?

 

Its just /em point in between fighting and the target on the ground under your foe that we can no longer color.

 

Everything else? A wonderful step in the right direction. All I'd change is the animation, that's it. Make the effect similar to Build Up or something, or Power Boost. Wouldn't mind the rainbow effect! Numerically its a nice little de-buff but visually its very bleh.

 

This is only a minor thing I'd change. I'm just happy they haven't given up on Sentinels in general, and I doubt the animation for their new active will receive any further changes anytime soon and this IS a nit-pick on my part, I'll admit.

 

Sentinels definitely still need work, but is this a downgrade from what we had before? Hell naw.

 

Anyways I've thrown my pennies. *Sips tea.*

 

Hope ya'll are having a good day? ^-^

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@Snarky Check out the pylon thread. There's several builds for sents that have been there for a good couple of years that will easily out dps your blaster (fire/rad and fire/bio off the top of my head) and have even more survivability since page 4+5 updates. Sents ability to slot tons of damage procs thanks to their secondary being an armour and not having to chase set bonuses by tossing in junk sets like artillery/thunderstrike/lockdown (i call these junk sets because they have 0 recharge bonus/no dmg proc and you have to 6 slot them to achieve a small def bonus) significantly bumps their damage. And they don't have to worry about melee attacks so they can take their close range stuff ( i saw you skipped short circuit which i find one of the best powers in elec blast and 1 of the main reasons to play it) . This makes them much easier to play when teaming- all the buffs are centred on the mob, not on the flyer 50 feet back so when you team with a sent your damage will be better than a 45% ranged def blaster simply because they will get hit by max fulcrums/overgrowth/empowering circuit or whatever buffs are going at the time.

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6 hours ago, Wavicle said:

You can't attack when either PFF or Phase Shift are up.

It's the same thing every time, from all the naysayers. They always say "I can make a blaster just as tough as a sentinel", and it's never true.

ALMOST as tough, sure. Just as tough? No. You can't. And to even come close you have to make big sacrifices the Sentinel won't have to make.

You know how often I hit Phase Shift outside of running Fire Support on a Fire Farm?  Maybe once every 5 hours of gameplay.  That generally to do something like reposition in a +4/x8 ITF cave map where the team split.  When I need to traverse the map Phase Shift and zip.  Because the toon is 100% ranged everything and is rocking extreme Ranged defense there is almost nothing that floors it.  I have a similar build on a "real" Blaster, Beam Rifle/Temp without the Stealth or Force Mastery pools.  That is my Blaster for Incarnate Trial badging, including Really Hard Way Magisterium.  Very rarely hits the floor.  That Beam is insanely powerful.  AND as sturdy as any Sentinel IF played to the strength of the build.  The Electrical was just a lulz to see what I could do.  When a friend needs a Blaster for tough work and Badges I break out my little hover Blaster.  Does not have the 75% S/L Res or the "oh crap" buttons.  So rarely an issue.  Oooooh, S/L farms are big now.  My little Elec may have better Farm opportunities!

 

This Hero build was built using Mids Reborn 3.4.6
https://github.com/LoadedCamel/MidsReborn

Click this DataLink to open the build!

Crackle: Level 50 Technology Blaster
Primary Power Set: Beam Rifle
Secondary Power Set: Temporal Manipulation
Power Pool: Flight
Power Pool: Speed
Power Pool: Concealment
Power Pool: Leadership
Ancillary Pool: Munitions Mastery

Hero Profile:
Level 1: Charged Shot

  • (A) Thunderstrike - Accuracy/Damage
  • (3) Thunderstrike - Damage/Endurance
  • (3) Thunderstrike - Damage/Recharge
  • (5) Thunderstrike - Accuracy/Damage/Recharge
  • (5) Thunderstrike - Accuracy/Damage/Endurance
  • (7) Thunderstrike - Damage/Endurance/Recharge

Level 1: Time Wall

  • (A) Gravitational Anchor - Chance for Hold

Level 2: Cutting Beam

  • (A) Artillery - Accuracy/Damage
  • (9) Artillery - Damage/Endurance
  • (11) Artillery - Damage/Recharge
  • (11) Artillery - Accuracy/Damage/Recharge
  • (13) Artillery - Accuracy/Recharge/Range
  • (13) Artillery - Endurance/Recharge/Range

Level 4: Single Shot

  • (A) Thunderstrike - Accuracy/Damage
  • (15) Thunderstrike - Damage/Endurance
  • (15) Thunderstrike - Damage/Recharge
  • (17) Thunderstrike - Accuracy/Damage/Recharge
  • (17) Thunderstrike - Accuracy/Damage/Endurance
  • (19) Thunderstrike - Damage/Endurance/Recharge

Level 6: Disintegrate

  • (A) Thunderstrike - Accuracy/Damage
  • (19) Thunderstrike - Damage/Endurance
  • (21) Thunderstrike - Damage/Recharge
  • (21) Thunderstrike - Accuracy/Damage/Recharge
  • (23) Thunderstrike - Accuracy/Damage/Endurance
  • (23) Thunderstrike - Damage/Endurance/Recharge

Level 8: Aim

  • (A) Gaussian's Synchronized Fire-Control - To Hit Buff
  • (25) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
  • (25) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
  • (27) Gaussian's Synchronized Fire-Control - Recharge/Endurance
  • (27) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
  • (29) Gaussian's Synchronized Fire-Control - Chance for Build Up

Level 10: Chronos

  • (A) Recharge Reduction IO
  • (29) Recharge Reduction IO

Level 12: Lancer Shot

  • (A) Thunderstrike - Accuracy/Damage
  • (31) Thunderstrike - Damage/Endurance
  • (31) Thunderstrike - Damage/Recharge
  • (31) Thunderstrike - Accuracy/Damage/Recharge
  • (33) Thunderstrike - Accuracy/Damage/Endurance
  • (33) Thunderstrike - Damage/Endurance/Recharge

Level 14: Fly

  • (A) Winter's Gift - Slow Resistance (20%)

Level 16: Hasten

  • (A) Recharge Reduction IO
  • (33) Recharge Reduction IO

Level 18: Penetrating Ray

  • (A) Superior Defiant Barrage - Accuracy/Damage
  • (34) Superior Defiant Barrage - Damage/RechargeTime
  • (34) Superior Defiant Barrage - Accuracy/Damage/RechargeTime
  • (34) Superior Defiant Barrage - Accuracy/Damage/Endurance
  • (36) Superior Defiant Barrage - Accuracy/Damage/Endurance/RechargeTime
  • (36) Superior Defiant Barrage - RechargeTime/+Status

Level 20: Temporal Healing

  • (A) Performance Shifter - Chance for +End
  • (36) Performance Shifter - EndMod
  • (37) Endurance Modification IO
  • (37) Numina's Convalesence - +Regeneration/+Recovery
  • (37) Numina's Convalesence - Heal
  • (39) Healing IO

Level 22: Stealth

  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed

Level 24: Time Stop

  • (A) Superior Entomb - Accuracy/Hold
  • (39) Superior Entomb - Hold/Recharge
  • (39) Superior Entomb - Endurance/Recharge
  • (40) Superior Entomb - Accuracy/Hold/Endurance
  • (40) Superior Entomb - Accuracy/Hold/Endurance/Recharge
  • (40) Superior Entomb - Recharge/Chance for +Absorb

Level 26: Piercing Beam

  • (A) Artillery - Accuracy/Damage
  • (42) Artillery - Damage/Endurance
  • (42) Artillery - Damage/Recharge
  • (42) Artillery - Accuracy/Damage/Recharge
  • (43) Artillery - Accuracy/Recharge/Range
  • (43) Artillery - Endurance/Recharge/Range

Level 28: Maneuvers

  • (A) Kismet - Accuracy +6%

Level 30: Tactics

  • (A) Rectified Reticle - Increased Perception

Level 32: Overcharge

  • (A) Superior Blaster's Wrath - Accuracy/Damage
  • (43) Superior Blaster's Wrath - Damage/Recharge
  • (45) Superior Blaster's Wrath - Accuracy/Damage/Recharge
  • (45) Superior Blaster's Wrath - Accuracy/Damage/Endurance
  • (45) Superior Blaster's Wrath - Accuracy/Damage/Endurance/Recharge
  • (46) Superior Blaster's Wrath - Recharge/Chance for Fire Damage

Level 35: Body Armor

  • (A) Gladiator's Armor - TP Protection +3% Def (All)

Level 38: Time Lord

  • (A) Steadfast Protection - Resistance/+Def 3%

Level 41: Surveillance

  • (A) Endurance Reduction IO

Level 44: Cryo Freeze Ray

  • (A) Lockdown - Accuracy/Hold
  • (46) Lockdown - Accuracy/Recharge
  • (46) Lockdown - Recharge/Hold
  • (48) Lockdown - Endurance/Recharge/Hold
  • (48) Lockdown - Accuracy/Endurance/Recharge/Hold
  • (48) Lockdown - Chance for +2 Mag Hold

Level 47: Time Shift

  • (A) Absolute Amazement - Stun
  • (50) Absolute Amazement - Stun/Recharge
  • (50) Absolute Amazement - Stun/Recharge/Accuracy
  • (50) Absolute Amazement - Chance for ToHit Debuff

Level 49: Assault

  • (A) Endurance Reduction

Level 1: Defiance 


Level 1: Brawl

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2 minutes ago, Meknomancer said:

@Snarky Check out the pylon thread. There's several builds for sents that have been there for a good couple of years that will easily out dps your blaster (fire/rad and fire/bio off the top of my head) and have even more survivability since page 4+5 updates. Sents ability to slot tons of damage procs thanks to their secondary being an armour and not having to chase set bonuses by tossing in junk sets like artillery/thunderstrike/lockdown (i call these junk sets because they have 0 recharge bonus/no dmg proc and you have to 6 slot them to achieve a small def bonus) significantly bumps their damage. And they don't have to worry about melee attacks so they can take their close range stuff ( i saw you skipped short circuit which i find one of the best powers in elec blast and 1 of the main reasons to play it) . This makes them much easier to play when teaming- all the buffs are centred on the mob, not on the flyer 50 feet back so when you team with a sent your damage will be better than a 45% ranged def blaster simply because they will get hit by max fulcrums/overgrowth/empowering circuit or whatever buffs are going at the time.

I do struggle to be part of the "team buff cycle" on my Beam.  But the trade off is I never get floored by the damn Crackle in Really Hard Way lol.

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6 minutes ago, Meknomancer said:

The problem is, especially on itrials like that your not giving much to the team by missing out on all the destinys popping off and the massive amount of team buffs getting given out.

True, and also not true lol.  My SG ran this weekly for a looooong time.  On Discord of course.  When we settled into facing Tyrant the Tank went and grabbed the idiot to pull.  On signal we all ate Ultimate, hit Hybrids, Dropped Lores and ate Incarnate Team Insp.  75% time Tyrant was toast before those inspirations needed refreshing.  I would zip near the team and hover blast anytime warning were not starting about Crackle.

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47 minutes ago, Snarky said:

You know how often I hit Phase Shift outside of running Fire Support on a Fire Farm?  Maybe once every 5 hours of gameplay.  That generally to do something like reposition in a +4/x8 ITF cave map where the team split.  When I need to traverse the map Phase Shift and zip.  Because the toon is 100% ranged everything and is rocking extreme Ranged defense there is almost nothing that floors it.  I have a similar build on a "real" Blaster, Beam Rifle/Temp without the Stealth or Force Mastery pools.  That is my Blaster for Incarnate Trial badging, including Really Hard Way Magisterium.  Very rarely hits the floor.  That Beam is insanely powerful.  AND as sturdy as any Sentinel IF played to the strength of the build.  The Electrical was just a lulz to see what I could do.  When a friend needs a Blaster for tough work and Badges I break out my little hover Blaster.  Does not have the 75% S/L Res or the "oh crap" buttons.  So rarely an issue.  Oooooh, S/L farms are big now.  My little Elec may have better Farm opportunities!

 

This Hero build was built using Mids Reborn 3.4.6
https://github.com/LoadedCamel/MidsReborn

Click this DataLink to open the build!

Crackle: Level 50 Technology Blaster
Primary Power Set: Beam Rifle
Secondary Power Set: Temporal Manipulation
Power Pool: Flight
Power Pool: Speed
Power Pool: Concealment
Power Pool: Leadership
Ancillary Pool: Munitions Mastery

Hero Profile:
Level 1: Charged Shot

  • (A) Thunderstrike - Accuracy/Damage
  • (3) Thunderstrike - Damage/Endurance
  • (3) Thunderstrike - Damage/Recharge
  • (5) Thunderstrike - Accuracy/Damage/Recharge
  • (5) Thunderstrike - Accuracy/Damage/Endurance
  • (7) Thunderstrike - Damage/Endurance/Recharge

Level 1: Time Wall

  • (A) Gravitational Anchor - Chance for Hold

Level 2: Cutting Beam

  • (A) Artillery - Accuracy/Damage
  • (9) Artillery - Damage/Endurance
  • (11) Artillery - Damage/Recharge
  • (11) Artillery - Accuracy/Damage/Recharge
  • (13) Artillery - Accuracy/Recharge/Range
  • (13) Artillery - Endurance/Recharge/Range

Level 4: Single Shot

  • (A) Thunderstrike - Accuracy/Damage
  • (15) Thunderstrike - Damage/Endurance
  • (15) Thunderstrike - Damage/Recharge
  • (17) Thunderstrike - Accuracy/Damage/Recharge
  • (17) Thunderstrike - Accuracy/Damage/Endurance
  • (19) Thunderstrike - Damage/Endurance/Recharge

Level 6: Disintegrate

  • (A) Thunderstrike - Accuracy/Damage
  • (19) Thunderstrike - Damage/Endurance
  • (21) Thunderstrike - Damage/Recharge
  • (21) Thunderstrike - Accuracy/Damage/Recharge
  • (23) Thunderstrike - Accuracy/Damage/Endurance
  • (23) Thunderstrike - Damage/Endurance/Recharge

Level 8: Aim

  • (A) Gaussian's Synchronized Fire-Control - To Hit Buff
  • (25) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
  • (25) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
  • (27) Gaussian's Synchronized Fire-Control - Recharge/Endurance
  • (27) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
  • (29) Gaussian's Synchronized Fire-Control - Chance for Build Up

Level 10: Chronos

  • (A) Recharge Reduction IO
  • (29) Recharge Reduction IO

Level 12: Lancer Shot

  • (A) Thunderstrike - Accuracy/Damage
  • (31) Thunderstrike - Damage/Endurance
  • (31) Thunderstrike - Damage/Recharge
  • (31) Thunderstrike - Accuracy/Damage/Recharge
  • (33) Thunderstrike - Accuracy/Damage/Endurance
  • (33) Thunderstrike - Damage/Endurance/Recharge

Level 14: Fly

  • (A) Winter's Gift - Slow Resistance (20%)

Level 16: Hasten

  • (A) Recharge Reduction IO
  • (33) Recharge Reduction IO

Level 18: Penetrating Ray

  • (A) Superior Defiant Barrage - Accuracy/Damage
  • (34) Superior Defiant Barrage - Damage/RechargeTime
  • (34) Superior Defiant Barrage - Accuracy/Damage/RechargeTime
  • (34) Superior Defiant Barrage - Accuracy/Damage/Endurance
  • (36) Superior Defiant Barrage - Accuracy/Damage/Endurance/RechargeTime
  • (36) Superior Defiant Barrage - RechargeTime/+Status

Level 20: Temporal Healing

  • (A) Performance Shifter - Chance for +End
  • (36) Performance Shifter - EndMod
  • (37) Endurance Modification IO
  • (37) Numina's Convalesence - +Regeneration/+Recovery
  • (37) Numina's Convalesence - Heal
  • (39) Healing IO

Level 22: Stealth

  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed

Level 24: Time Stop

  • (A) Superior Entomb - Accuracy/Hold
  • (39) Superior Entomb - Hold/Recharge
  • (39) Superior Entomb - Endurance/Recharge
  • (40) Superior Entomb - Accuracy/Hold/Endurance
  • (40) Superior Entomb - Accuracy/Hold/Endurance/Recharge
  • (40) Superior Entomb - Recharge/Chance for +Absorb

Level 26: Piercing Beam

  • (A) Artillery - Accuracy/Damage
  • (42) Artillery - Damage/Endurance
  • (42) Artillery - Damage/Recharge
  • (42) Artillery - Accuracy/Damage/Recharge
  • (43) Artillery - Accuracy/Recharge/Range
  • (43) Artillery - Endurance/Recharge/Range

Level 28: Maneuvers

  • (A) Kismet - Accuracy +6%

Level 30: Tactics

  • (A) Rectified Reticle - Increased Perception

Level 32: Overcharge

  • (A) Superior Blaster's Wrath - Accuracy/Damage
  • (43) Superior Blaster's Wrath - Damage/Recharge
  • (45) Superior Blaster's Wrath - Accuracy/Damage/Recharge
  • (45) Superior Blaster's Wrath - Accuracy/Damage/Endurance
  • (45) Superior Blaster's Wrath - Accuracy/Damage/Endurance/Recharge
  • (46) Superior Blaster's Wrath - Recharge/Chance for Fire Damage

Level 35: Body Armor

  • (A) Gladiator's Armor - TP Protection +3% Def (All)

Level 38: Time Lord

  • (A) Steadfast Protection - Resistance/+Def 3%

Level 41: Surveillance

  • (A) Endurance Reduction IO

Level 44: Cryo Freeze Ray

  • (A) Lockdown - Accuracy/Hold
  • (46) Lockdown - Accuracy/Recharge
  • (46) Lockdown - Recharge/Hold
  • (48) Lockdown - Endurance/Recharge/Hold
  • (48) Lockdown - Accuracy/Endurance/Recharge/Hold
  • (48) Lockdown - Chance for +2 Mag Hold

Level 47: Time Shift

  • (A) Absolute Amazement - Stun
  • (50) Absolute Amazement - Stun/Recharge
  • (50) Absolute Amazement - Stun/Recharge/Accuracy
  • (50) Absolute Amazement - Chance for ToHit Debuff

Level 49: Assault

  • (A) Endurance Reduction

Level 1: Defiance 


Level 1: Brawl

 

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|-------------------------------------------------------------------|

 

 

 


no. It is not as sturdy as any sentinel. It might be close, but it is not just as sturdy. It is not possible.

 

And what was the point of mentioning phase shift earlier if you only use it every five hours?

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I already said that four ATs might be considered the high end. Sentinels are not one of those. I accept that, and I also accept that we're not going to get much better than the current state. The tankmage onus sits above their head so getting this buff is to be appreciated as well as accepted as about all we're going to get. 

 

Was doing a 2 star ITF last night (a PUG nightmare, I should know better). There were 2 blasters on the team and an old, not terribly optimized sentinel of mine (psi/wp- had not played it in around 2 years). While it is clear they were doing more damage per individual hit, their time spent examining the floor on their bellies would seem to indicate to me that I did more damage. Heck, I probably lived more than the Brute that was attempting to tank (SD is not a good idea for ITF IMO). 

 

It's all and well great to show off your tough blaster, but I'd rather have a corrupter on my team (last night's team lack sufficient buff/debuff, which is why it was hell). Heck, I could just make a general statement that anything not a tank or corrupter is a waste of a team slot, and you don't need many tanks. 

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17 minutes ago, Wavicle said:


no. It is not as sturdy as any sentinel. It might be close, but it is not just as sturdy. It is not possible.

 

And what was the point of mentioning phase shift earlier if you only use it every five hours?

Phase shift is part of the package.  During fire support on Fire Farms I use it quite often.  Normal TFs, almost never.  +4/x8 ITF, maybe once a run on average.  It is situational and strategic.  A game changer.  Keep in mind that if you average the damage the Elec Blaster does vs Any Sentinel (including the 30 second downtime) the Blaster still easily outdamages the Sentinel.  While having periods of complete untouchability.  I did see a post above by Meknomancer saying some Sentinels out damage this Blaster.  *cough.  versus a PYLON.  THis Elec Blaster is fire support versus dozens of mobs, it is an AoE platform.  While having Blaster ST chain.  Granted a Fing weak Blaster ST chain, but still....  

 

No, I am not convinced a Sentinel is sturdier than this Blaster.  You cannot leave out the strategy of the build.  Sure, if you let an AI run both these things at a Pylon defended by 30 Ritki the Sentinel will win.  Because the AI will have them both go up to melee range and ST the pylon while getting wailed on.  Gonna pass.  I was actually inspired to build this while farming on my Brute and a little Blaster joined and was doing this ranged hover blast.  Then when they got a ton of agro they would phase shift.  I was amazed how well it worked.  No Sentinel could survive that, and they certainly could not run fire support on a Fire Farm.

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10 hours ago, Snarky said:

I saw I got a couple of thumbs down on my post above.  (From some really sharp players.)  Ouch, seriously.

 

Look I do appreciate what the Devs did.  And I have expressed that appreciation.  I was just saying, to be clear, there was no way this was enough.  Nor is this where Sentinels "need to be"

 

Why?  Why do I say this?

 

I invite you to look at my Blaster answer to the Sentinel issue.  A Blaster with very very high ranged defense, fully ranged powers.  More damage than a Sentinel could ever dream of having.  More AoE than a Sentinel.  And TWO 30 second nearly completely invulnerable powers with no crash on either.  One of those (Phase Shift) MIGHT be able to be taken by a Sentinel....except a Sentinel is too busy punching their dance card for a full armor secondary set.

 

When You can make a Sentinel that lives in the same zip code as this strange Blaster we can talk about the Archetype having arrived to the good neighborhood.  Until then, I am pretty sure they live on the wrong side of the tracks...

 

"From some really sharp players" - Nice backhanded compliment. 

I gave you a thumbs down the first time because I disagree with your commentary. I find "hot garbage" to be a bit much. I also find it a bit much from someone not qualifying their observation with anything else other just *I think this is true...*. 

Furthermore, you show your complete arrogance here taking umbrage with someone disagreeing with you (how DARE we). In order to really get us good this time, you decide to not only be a condescending jerk in text, but make a false assumption we must be idiots too. Therefore, it must be necessary to post your Blaster and then declare it superior to all Sentinels because surely no one here is as smart as you are. 

Meanwhile, in reviewing a comparison, my Sentinel actually does in fact higher single-target DPS than that build does due to its structure. Sure, the Blaster as an AT is going to do more AOE. I freaking know this because I play one myself, but its also not an argument anyone is making. 

Seriously, get over yourself. You'd be easier to take seriously if you didn't purposefully go out of your way not only be a dick about it but then literally post a build that is yawn inducing. 

Don't get a nose bleed off that high horse your riding on. 

 

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2 minutes ago, drbuzzard said:

I already said that four ATs might be considered the high end. Sentinels are not one of those. I accept that, and I also accept that we're not going to get much better than the current state. The tankmage onus sits above their head so getting this buff is to be appreciated as well as accepted as about all we're going to get. 

 

Was doing a 2 star ITF last night (a PUG nightmare, I should know better). There were 2 blasters on the team and an old, not terribly optimized sentinel of mine (psi/wp- had not played it in around 2 years). While it is clear they were doing more damage per individual hit, their time spent examining the floor on their bellies would seem to indicate to me that I did more damage. Heck, I probably lived more than the Brute that was attempting to tank (SD is not a good idea for ITF IMO). 

 

It's all and well great to show off your tough blaster, but I'd rather have a corrupter on my team (last night's team lack sufficient buff/debuff, which is why it was hell). Heck, I could just make a general statement that anything not a tank or corrupter is a waste of a team slot, and you don't need many tanks. 

You, DrBuzzard, are well respected in my dusty moldering old castle.  Your Sentinel advice is top notch.  

 

You play well.  As my last post pointed out, that brings a LOT to the table.  You probably did outdamage those Blasters lol.  I do wonder how my little monstrosity would do in a 2 star....

 

I am experimenting with my Dark Dark Corruptor again.  Your advice is always wise.  Dark/Dark is ill fitting suit on a Blaster but does reasonably well on a Corruptor. 

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1 minute ago, Wavicle said:

 

It's overstatements like this that tell the story.

Another exaggeration.

Ahem.  I have a few farmers available.  Care to grab ANY sentinel and join me in a farm?  If you can burn stuff down and not die (too often) I will cede the point, grudgingly.  Because if you wanna grab a farmer and see what this Blaster can do... (and no tunnels or asteroids, my boy need some air space lol) The Blaster can alpha strike the crap out of mobs, let the Brute/Tank hold agro, and if crap gets smelly fly away and/or hit a panic button.

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Just now, Wavicle said:

No. In a tunnel. No Hover.

 

 Anybody can tailor a mission to make themselves look good.

Oh, you wanted me to play the Blaster by walking up to mobs and fighting therm in melee range?  Oh, I see why you were so confused.  Sorry you did mnot follow the conversation.  These things happen.

 

This Blaster is built for ranged defense, played at range, with all ranged powers.  You need to be smart enough to do that, and really able to understand the concept.  So sorry you are confused.

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Just now, Snarky said:

Oh, you wanted me to play the Blaster by walking up to mobs and fighting therm in melee range?  Oh, I see why you were so confused.  Sorry you did mnot follow the conversation.  These things happen.

 

This Blaster is built for ranged defense, played at range, with all ranged powers.  You need to be smart enough to do that, and really able to understand the concept.  So sorry you are confused.


yes, I understand perfectly. Your Blaster is “tough” when mobs can’t get near it. Throw some -fly in that mission.

 

 Your statements about Blaster toughness relative to Sentinel are laughable.

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2 minutes ago, Wavicle said:


yes, I understand perfectly. Your Blaster is “tough” when mobs can’t get near it. Throw some -fly in that mission.

 

 Your statements about Blaster toughness relative to Sentinel are laughable.

Keep beating your head against the wall.  It is funny to watch.  Let me explain...sigh....sadly.  About the Y axis.  In Cartesian coord...  F, you'll never follow.

 

Look, Up is just a direction.  Back is technically the same.  Stand down the tunnel and it is the same as hover.  Sheesh.  It is just easier and more relaxing to have some air space.  Have run this in many ITF 4/8 tunnel maps as part of the test.

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