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Sentinel ATO Chance for Absorb needs to be buffed to some degree


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it used to be that you would get a decent absorb when hitting multiple targets. Its been nerfed so bad with the Sentinel changes that if it wasnt for the +10% recharge bonus for the last slot it would barely be worth taking. There should be a better balance between what is was and what it is now. 

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4 hours ago, Heatstroke said:

it used to be that you would get a decent absorb when hitting multiple targets. Its been nerfed so bad with the Sentinel changes that if it wasnt for the +10% recharge bonus for the last slot it would barely be worth taking. There should be a better balance between what is was and what it is now. 

That was a bug

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The megamind play is to slot the ATO bonuses by threes anyhow so you end up with +40% range and +7.2 End. This allows you to mitigate Sent range penalties (especially useful on cones) and increase the benefit from the Recovery abilities in their secondary set.

 

Agreed that the procs are awful, though.

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Im very old but i cant seem to remember the absorb mechanic during live.

that being said 

How useful is the absorb mechanic?

It never seems to make much of a difference (imo)

Are there any AT's/Builds that maximize upon this mechanic?

Its easy to criticize a suggestion but can you suggest an alternative?

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12 minutes ago, Saiyajinzoningen said:

Are there any AT's/Builds that maximize upon this mechanic?

 

Absorb generally speaking is a very strong mechanic. It's more than just "extra HP" because it benefits from your defense and resist values, and provides time and space for heals or regen to get your HP back up.

 

It's a large part of why Rad Armor and Bio Armor are such powerful sets. But it's most effective the way those sets use it: in large applications with appropriately long cooldowns. 

 

Preventative Medicine's absorb proc is useful generally as a grace mechanic and it's proc chance scaling makes it work really well for that.

 

Small absorbs, like the one from the Sent ATO, Winter Hold set, or from certain Blaster sustain powers, are less effective because they slough off faster and the re-application isn't fast enough to make up for it.

 

That said, even small absorbs are better than nothing.

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Both the sentinel and tanker ATOs have a +absorb proc. Sentinel's Ward is 2PPM for both the regular and superior versions, with the superior version providing 50% more absorb. Gauntleted Fist is 2PPM for the regular version and 3PPM for the superior version, with the superior version providing 50% more absorb. Sentinel's Ward has a 30 second duration while Gauntleted Fist has a 20 second duration. 

 

Sentinel's Ward is tied to the Melee HealSelf modifier and provides a static 120 (regular)/180 (superior) absorb. Gauntleted Fist is tied to the Max HitPoints attribute. While it would provide an equivalent absorb amount using base hit points (adjusting for sentinel values), the absorb increases as your max hit points increase due to accolades, set bonuses, powers, etc. (The Preventative Medicine proc is also tied to Max HitPoints.)

 

My recommendation would be change Sentinel's Ward to match Gauntleted Fist.

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4 hours ago, Saiyajinzoningen said:

Im very old but i cant seem to remember the absorb mechanic during live.

that being said 

How useful is the absorb mechanic?

It never seems to make much of a difference (imo)

Are there any AT's/Builds that maximize upon this mechanic?

Nature Affinity with Resilient Radial alpha and Power Boost.

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