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Let's talk about Sentinel's inherent (Vulnerability/Opportunity)


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Posted

Hi all, I'm somewhat new to the game but I've absorbed a lot of the discussions about the Sentinel archetype since a Sentinel was my first character. I know they were changed in the past to be what they are today in terms of balance. 

 

I think the common sentiment towards the AT is either they are "fine" or "not worth playing", since with the right know-how all characters in the endgame can be fairly well protected, making their Def set seem pointless when other ranged ATs get more utility options. That being said, the experience of taking one from 1-50 was really solid especially when doing content solo. I have learned that it is intentional to keep the AT from being "too good" since it is essentially a fan AT. I have met some people that can make some really cool Sentinels, as it stands they can do well enough to be viable. 

 

HOWEVER, I think one thing the Sentinel haters and lovers have in common (at least, that I've met) is Vulnerability is not a good Inherent.

 

So, Vulnerability does as follows:

−11.25% defense

−15% resistance to all normal damage types — smashing, lethal, fire, cold, energy, negative, psionic, and toxic

−15% resistance to confusion, fear, hold, immobilize, sleep, and stun, causing these status effects to have longer durations on the target

−15% resistance to recovery, regeneration, and to-hit debuffs, causing these debuffs to have a stronger effect on the target

−150' stealth

 

....to one target.

 

Now honestly, all these things do sound good on paper and it can help a bit when applied to a enemy with a lot of HP. But that's the problem, this power is NICHE. It's not as "generally good" as a lot of other AT Inherents. This is good when you have a big bad villain to drop it on, but 90% of the time you're up against big mobs of enemies and your team has already started tearing into it. 

 

I think what the Sentinel needs is something that is more valuable to a team more consistantly. In terms of power, they are a solid solo AT and can hold their own on a team, but no one is asking for a Sentinel to join a team (that I've see) and what is the benefit of taking one if you have melee combatants to engage the enemy? 

 

The archetype and it's name would lend itself well to being based around accuracy and assessing the battlefield for the team.

This had me thinking, knowing what this AT represents I came up with this:

 

- New Inherent - Vigilance

Each time the Sentinel attacks with a primary power, they project a buff aura (15ft) that provides allies with a +1% buff to Accuracy, Defense, Resistance (Mez) and Damage. This buff can stack up to 10 times, but the aura and stack expires after 4 seconds if the Sentinel doesn't hit an enemy with a Primary power. Additionally, the Sentinel receives 1/2 of the buff from the Vigilance aura when it is active. (Can effect 200+ allies, or whatever the highest limit is, but they don't stack with multiple Sentinels, anyone inside multiple auras gets the highest bonus of any aura they are inside of.)

 

This power recontextualizes Vulnerability into a global buff, making it more universally useful and turns it into something of a foil to Blaster's inherent Defiance. By landing blows, the Sentinel calls out both the weaknesses and flaws of their opponent's attacks, creating that buff. This highlights the Sentinel as a reliable ranged combatant that uses their superior senses to expose weaknesses of the enemy. I think this ability is much better and is by no means overpowered. This also add value to having a Defense set to begin with, since you need to choose between moving into the fray to buff your melee combatants or hanging back to buff the ranged ATs on your team. Whenever you're around, you nudge things to be a little bit easier for your team, the AT is going for a "balanced" feel, so I think something like this fits. 

 

In theory, this ability could also be reversed to apply a debuff aura to enemies instead of buffing allies (using the same numbers and stacks) if that seems more thematic.

 

(Opportunity Strikes proc could just add stacks to Vigilance as a fix to that enhancement)

 

What do you think of this idea? Got suggestions? What do you think about Vulnerability/Opportunity right now?

 

 

 

Posted (edited)

You're wrong. Vuln is a key part of my attack cycle. Use it on the hard target. Whatever needs to die first. Use it, get to work, and use it again. 

 

Some builds have wicked synergies with this....

 

Thanks, now I need to roll a Rad/Psi. 

 

Also Vigilance is the Defender inherent.

Edited by BazookaTwo
  • Microphone 1
Posted (edited)

Vulnerability can be a little clunky at times and its impactfulness is questionable, but it's definitely better than the previous implementation that made you take both the T1 and T2 blasts to use it fully. It's not a great inherent but there are worse ones like Vigilance and Conditioning. I just wish it was stackable with multiple Sents. 

 

I feel like the bigger issue with Sents is in their base stats, with the most important one being that they were denied the proper ranged AT target caps. Secondary to that I think they should have their armor modifiers and HP equalized to Scrappers, to help cement their intended survival benefit over Blasters (and Cap Powerhouse does like to claim that Sents are "Ranged Scrappers" so it fits).

 

There's a few more issues beyond those (like better ATO procs), but those are the two big ones to get out of the way first. 

Edited by FupDup

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Posted

I'm quite content with Sentinels as they are. If the dev team really wants to buff my Sents, I won't stand there and demand that they put it back the way it was, but I don't think they really need anything extra.  I am entirely unconcerned with min/maxers saying Sents aren't "worth it" because of max kitted defense and incarnate rotations on blasters. That is no more than Charlie Brown teacher noises to my ears. I vastly prefer the 1-44 game over the 45-50 game anyway.

  • Like 5

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Posted

As a sentinal player (BR/INV), I can safely say that I had no idea the inherent even existed. I played 30 levels of my character not knowing I had Vulnerabiility. 

 

I was getting pretty frustrated because the Sentinal didn't feel necessary. I wasn't tough enough to tank, I wasn't doing damage compared to blasters. So what was the purpose?

 

It wasn't until I respected out of some powers I didn't like that I noticed I had a power I never used. 

 

When I finally started using it it changed my whole world. Finally Sentinals made sense.  I wouldn't want to give up the power the way it is because it's too good to use (in my humble opinion).

 

I do agree that it doesn't do a whole lot in groups. Granted you are supposed to be putting it on the boss. A minions and LTs don't need a debuff. 

 

What I would like to see is the ability for the vulnerability to spread. As a BR I have Desintigration. A DoT that when I hit the enemy with my T1 or T2 power it has a chance to spread to other mobs. I would want that for Vulnerability. When it's active every team mate's attack has a chance to proc a Vulnerability spread to other enemies. 

 

That doesn't make any sense with the theme of the power, but it would make the utility of the power better.

  • Like 1
Posted (edited)

Functioning in my self proclaimed role of the champion defender of the Sentinel AT.. 

 

Vulnerability is perfectly fine. 
 

Vulnerability is Auto-Hit and ignores level differences. 

 

Vulnerability debuffs the following:

    Damage Resistance
    Defense
    Mez Resistance
    Stealth
    Resistance to Endurance, Endurance Discount, Recovery, Regeneration, ToHit, and Recharge

 

Very few things in the game Debuff as much as it does.. as many things as it does.. To one target and it is AUTO HIT.. It works.. PERIOD.. 

 

Is the Tank chided because it doesnt do as much damage as the brute or scrapper. 

Is the Brute chided because it doesn to as much AoE damage as the tank? 

Is the Stalker chided because it isnt as tough as any of the other ATs and its main focus is single target damage in most cases? 

Are Defenders who dont heal looked down on ? 

Here is the reality the viability of an AT IMO is really about two things.. The Player.. and the specific build,  how functional you are is dependent on power choices and your build.

 

For Example off the top of my head. My Fire/Rad Sentinel

 

Single target attacks- Flares, Fire Blast, Blaze, Blazing Bolt.


AoE attacks- FireBall, Fire Sword Circle, FireCages/Rain Of Fire Combo (I always use them together), Inferno, Ground Zero ( heavily Proc'd).  Pyronic from Incarnate.



SO I can do a little bit of everything, Im not limited in my ability at all. And because I have more than One AoE, I can cycle them and always have something ready to use.

 

And as said by @ Exqzr984 on another post 

 

 

A dedicated, skilled Sentinel player knows the value they bring to any fight and this value does not need to be confirmed by anyone else. We know we are often last one standing.  We know we can do 90 to 95% percent as much damage as anyone else while at the same time sharing aggro as an off tank, all the while peeling or controlling as needed.  

 

 

My wife, also a Sentinel player (not for lack of trying other ATs) put is best.  Who defends the Defenders - Sentinels.  Who Plugs the holes the Tank/Brutes miss? - Sentinels.  Who chases down the runners - Sentinels?  Who holds the line when all else fails? - Sentinels. 



 

Edited by Heatstroke
  • Microphone 2
Posted (edited)

It's pretty damn lame. Oh look another button to press. I guess that boss was defeated slightly faster? Also I guess I'm Tech origin now?

Edited by Galactiman
  • Confused 1
Posted

It also provides inhererent +10 ToHit and Perception Debuff resist.

 

It does a lot. A lot of little things. Overall, its sum is greater than its parts.

 

I also personally like how it visually marks the target. Want to let everyone know that Requiem is in the middle of a pile of Cims? Clamor under a pile of Freaks? Vulnerability them. 

 

I'm a fan of it as is.

  • Like 2

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