SenTheFortress Posted June 20 Posted June 20 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? 1
BazookaTwo Posted June 21 Posted June 21 (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 June 21 by BazookaTwo 1 1
FupDup Posted June 21 Posted June 21 (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 June 21 by FupDup .
MTeague Posted June 22 Posted June 22 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. 6 .
legendaryjman Posted June 23 Posted June 23 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. 1
Heatstroke Posted June 23 Posted June 23 (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 June 23 by Heatstroke 2
Galactiman Posted June 24 Posted June 24 (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 June 24 by Galactiman 1
twozerofoxtrot Posted June 24 Posted June 24 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. 3
PyroBeetle Posted June 27 Posted June 27 (edited) On 6/20/2025 at 7:01 PM, SenTheFortress said: 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. I cannot disagree with this sentiment any more strongly than I do. The absolute last thing that this game needs is another power that helps mow through legions of minions and lieutenants faster. They already blow away faster than a fart in a windstorm. The value of Vulnerability as has been pointed out repeatedly is that it ignores level difference and applies a hefty debuff to many things on a single target. It is agnostic as to a rhoup or solo power, because on the target you paint, it applies for you and the group equally. It is a hard target cracker, something this game needs more of IMHO. The only change that I would make is revert to allowing it to stack from multiple Sentinels, even if you institute some form of diminishing return. Edited June 27 by PyroBeetle 1
tidge Posted June 27 Posted June 27 Vulnerability is a pretty awesome power. If there is anything wrong with it, I'd say the inability to change the color of the effect may be it.
Riverdusk Posted June 27 Posted June 27 I think maybe you've been reading some old posts. I think most people are decently happy with vulnerability now. It has undergone a lot of changes over time. This suggested change would make the power worse imo. Just looking at damage (which tends to be far and away the most important thing in this game). A flat -15% resistance is a LOT more powerful than "up to" +10% damage. Especially when you are fighting something like an AV. People are also not going to notice +10% damage on a big team. In fact I think they'd notice it even less than vulnerability now. So I don't think it'd make them any more team popular. That's less than just taking assault and with your suggested only 15' radius, only for those hanging around very close to you. Last is a nitpick, but Vigilance is already taken as an inherent name, by defenders, so the name of it is also a no go.
Hopeling Posted June 29 Posted June 29 Vuln could maybe be stronger in magnitude or have better uptime or something, but at least conceptually I think it fits Sentinels well. We are more of an ST class than blasters, and instead of raw personal damage like stalkers, we get a shot-call mechanic to both highlight and weaken a priority target. This is not only useful, but helps answer the question of what role Sentinels are supposed to do on a team.
Tsye Posted June 29 Posted June 29 By the simple test of, if I woke up on patch day and this is what they do to Sentinels, would it make me more or less likely to be excited about logging in, this one's a solid thumbs down for me. Honestly, that entire concept sounds like a nerf to just having vuln. Even ignoring the relatively high value vuln presently brings as an innate debuff rather than a buff, changing it to a buff aura with ramp-up time would make it fundamentally inferior without numbers far higher than what has been proposed. Right now, I get the full benefit of vuln even when I'm out alone, and when I'm on a team everyone else derives the same benefit I do, and we all get that benefit immediately and reliably. I'm supposed to trade that for spending time building up a bunch of stacks for a weaker buff that now has proximity restrictions for teammates, overlaps with better damage buffs coming from better supporters, and I can't even get the full benefit? At that point I'll just roll a defender. Even if you retain the debuff delivery mechanism, all you've created is just vuln with less benefit and a ramp-up that makes it even worse in shorter fights. The only part about this proposed change that is remotely palatable is the implication of an aoe, weaker version of vuln, but even that only sounds palatable as an option and not a replacement for what vuln currently does. Right now, Sentinel vibes with me as an innately self-sufficient AT that can contribute to a team but doesn't need to rely on one. Vuln as it exists plays into that characterization well. Shoot my target, or don't. I don't care. It'll die, I won't. Maybe there can be talk about tweaking numbers around, up or down, it doesn't matter, but the concept is fundamentally sound. The urge to turn it into a discount defender because of a mistaken perception that it's a dollar store blaster is the wrong approach. 1
SenTheFortress Posted Monday at 03:13 PM Author Posted Monday at 03:13 PM There's a lot of people to reply to, but I'll just start by saying I don't think the Sentinel Archetype needs to change, I think they are solid as is. I'm only considering the change to the inherit AT. I mentioned that some people don't vibe with the AT, I am not one of those people. Just wanted to clear that up. The AT is viable, there's no doubt about that. I'm just brainstorming about what could make the AT better or more desirable for a team. My suggestion about it being a global buff is one possibility, if my suggestion is "weak" then pretend the numbers are HIGHER/BALANCED for the sake of experimentation and comparison. Maybe think about it being a debuff aura instead or a buff. (Maybe a debuff stack on enemies as they are hit? (giving value to the AT's AoE abilities that are generally worse than Blaster's). I made this thread hoping that others (who know the game better than I do) would come up with their own suggestions, but if the whole thing is moot then I'll just go back to my noob corner. I do think that letting Vulnerability stack with other Sents (hell, even itself with 1 Sent) would be cool to see 9as someone mentioned)/ Then again, I realize that being a newer player means I miss a lot of the nuance of something that has a ton of history and veterans (this game). But I thought I'd offer a fresh perspective after diving into this game and putting 100+ hours into the AT. I think the general consensus of the thread is "shut up noob". Which is fair. Vulnerability as-is, is good but niche. Maybe it's better that it stays that way, but I would love to see a better reason to include Sentinels in a team composition. Thanks for the discussion.
Tsye Posted Monday at 05:56 PM Posted Monday at 05:56 PM (edited) If the goal is to make an organized team with limited slots more willing to pick a sentinel or two over a blaster or scrapper or a defender if they're already hesitant, that won't happen easily without contorting it into something unrecognizable, and also stepping on the toes of the ATs that are more overtly designed for team play and have sacrificed effectiveness elsewhere as a result. More to the point, is that even an objective that is worth pursuing? Would that make the AT more fun, more desirable for those who choose it? What are you willing to give up, remove from Sentinel's existing kit and identity, for the perceived better shot at being picked for the kickball team? ATs that work best in teams to blow through fights roided up on buffs are in a crowded space. Sentinels don't fit neatly into that picture...and that's okay. That's why some people gravitate towards it. It's why I do. I think about my Blasters that I dump a billion inf into, expend countless valuable slots and power picks and incarnates, just so it can pretend to approach the resilience my Sentinels get just by existing, and it still gets shredded by cascading debuffs my Sentinels would have shrugged off, and I think I like my Sentinels better. That resilience isn't as valuable in an "optimal" team setting where damage dealers should be fairly safe, but it's highly valuable virtually everywhere else. That said, Sentinels do suffer from negative perceptions that could mostly be attributed to what it was like when it first launched. As a relatively new player who glommed onto Sentinel as my "main" AT starting out, I missed most of that negativity but it's easy to still see the fallout from it even to this day. At this point, however, I feel like it's more of a perception issue than anything else. The more I think about it, the more I feel what Vuln fundamentally does right now, that is pick out a single target to soften it up, is good. Niche? Yes, but niche is good, niche is specialized, and balanced and affords more room for buffs. Rewarding some manner of stacking buff for the Sentinel and teammates prioritizing the target wouldn't be unwelcome as an addition to what vuln already does, and this separate addition could be scaled to allow for stacking by multiple Sentinels, where the numbers would be capped but multiple Sentinel vuln make the ramp-up quicker. Making the buff something like recharge speed would be valuable and thematic, though possibly overpowered. Something like, Vuln does what it does now, but hitting the target with an ST gives the attacker a stacking +x% recharge time buff, capped at anywhere from 10-30%. Multiple Sentinel vuln applied to the same target gives more increments of the stacking effect but doesn't move the cap. I can't speak to how feasible something like this would be to implement, but it does in my mind represent an attractive boost to what a Sentinel could do without messing with what it already can do. Edited Monday at 08:45 PM by Tsye
Heatstroke Posted Wednesday at 05:14 PM Posted Wednesday at 05:14 PM On 6/30/2025 at 11:13 AM, SenTheFortress said: There's a lot of people to reply to, but I'll just start by saying I don't think the Sentinel Archetype needs to change, I think they are solid as is. I'm only considering the change to the inherit AT. I mentioned that some people don't vibe with the AT, I am not one of those people. Just wanted to clear that up. The AT is viable, there's no doubt about that. I'm just brainstorming about what could make the AT better or more desirable for a team. My suggestion about it being a global buff is one possibility, if my suggestion is "weak" then pretend the numbers are HIGHER/BALANCED for the sake of experimentation and comparison. Maybe think about it being a debuff aura instead or a buff. (Maybe a debuff stack on enemies as they are hit? (giving value to the AT's AoE abilities that are generally worse than Blaster's). I made this thread hoping that others (who know the game better than I do) would come up with their own suggestions, but if the whole thing is moot then I'll just go back to my noob corner. I do think that letting Vulnerability stack with other Sents (hell, even itself with 1 Sent) would be cool to see 9as someone mentioned)/ Then again, I realize that being a newer player means I miss a lot of the nuance of something that has a ton of history and veterans (this game). But I thought I'd offer a fresh perspective after diving into this game and putting 100+ hours into the AT. I think the general consensus of the thread is "shut up noob". Which is fair. Vulnerability as-is, is good but niche. Maybe it's better that it stays that way, but I would love to see a better reason to include Sentinels in a team composition. Thanks for the discussion. I dont think the general consensus is " Shut up Noob " and if I gave that impression I sincerely apoligize. Many of us have been playing from early on when Sentinels were in a very bad place. They have gotten MUCH better. Sentinels have just as much value than any other AT in the game even if it doesnt excel at ONE specific thing.. and that in all honesty is the beauty of CoH is that everyone is viable.. Here is how I see the Vulnerability and I think it bears repeating.. 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. The fact that ONE power does so much and it is AUTO hit and works the same if you are fighting something your level of +4 is actually really really good. And one thing that Vulnerability does do which I dont think many people understand is that it makes other characters debuffs work better.. It enhances anyone elses -regen,-end,-to hit,-recharge powers. Anyone on the team that has powers that do any of those.. makes them work better simply because an auto hit power that CANT be resisted. It really is an incredibly good power.. for free.. 1
SenTheFortress Posted Thursday at 01:04 AM Author Posted Thursday at 01:04 AM 7 hours ago, Heatstroke said: I dont think the general consensus is " Shut up Noob " and if I gave that impression I sincerely apoligize. Many of us have been playing from early on when Sentinels were in a very bad place. They have gotten MUCH better. Sentinels have just as much value than any other AT in the game even if it doesnt excel at ONE specific thing.. and that in all honesty is the beauty of CoH is that everyone is viable.. Here is how I see the Vulnerability and I think it bears repeating.. 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. The fact that ONE power does so much and it is AUTO hit and works the same if you are fighting something your level of +4 is actually really really good. And one thing that Vulnerability does do which I dont think many people understand is that it makes other characters debuffs work better.. It enhances anyone elses -regen,-end,-to hit,-recharge powers. Anyone on the team that has powers that do any of those.. makes them work better simply because an auto hit power that CANT be resisted. It really is an incredibly good power.. for free.. On 6/30/2025 at 12:56 PM, Tsye said: If the goal is to make an organized team with limited slots more willing to pick a sentinel or two over a blaster or scrapper or a defender if they're already hesitant, that won't happen easily without contorting it into something unrecognizable, and also stepping on the toes of the ATs that are more overtly designed for team play and have sacrificed effectiveness elsewhere as a result. More to the point, is that even an objective that is worth pursuing? Would that make the AT more fun, more desirable for those who choose it? What are you willing to give up, remove from Sentinel's existing kit and identity, for the perceived better shot at being picked for the kickball team? ATs that work best in teams to blow through fights roided up on buffs are in a crowded space. Sentinels don't fit neatly into that picture...and that's okay. That's why some people gravitate towards it. It's why I do. I think about my Blasters that I dump a billion inf into, expend countless valuable slots and power picks and incarnates, just so it can pretend to approach the resilience my Sentinels get just by existing, and it still gets shredded by cascading debuffs my Sentinels would have shrugged off, and I think I like my Sentinels better. That resilience isn't as valuable in an "optimal" team setting where damage dealers should be fairly safe, but it's highly valuable virtually everywhere else. That said, Sentinels do suffer from negative perceptions that could mostly be attributed to what it was like when it first launched. As a relatively new player who glommed onto Sentinel as my "main" AT starting out, I missed most of that negativity but it's easy to still see the fallout from it even to this day. At this point, however, I feel like it's more of a perception issue than anything else. The more I think about it, the more I feel what Vuln fundamentally does right now, that is pick out a single target to soften it up, is good. Niche? Yes, but niche is good, niche is specialized, and balanced and affords more room for buffs. Rewarding some manner of stacking buff for the Sentinel and teammates prioritizing the target wouldn't be unwelcome as an addition to what vuln already does, and this separate addition could be scaled to allow for stacking by multiple Sentinels, where the numbers would be capped but multiple Sentinel vuln make the ramp-up quicker. Making the buff something like recharge speed would be valuable and thematic, though possibly overpowered. Something like, Vuln does what it does now, but hitting the target with an ST gives the attacker a stacking +x% recharge time buff, capped at anywhere from 10-30%. Multiple Sentinel vuln applied to the same target gives more increments of the stacking effect but doesn't move the cap. I can't speak to how feasible something like this would be to implement, but it does in my mind represent an attractive boost to what a Sentinel could do without messing with what it already can do. I think you both have some good points here. Sentinels don't really fit into the super optimal meta high stuff, simply because of the design of the AT. So a lot would need to change for that to happen. Vulnerability does it's job against single targets, it's a good debuff. If it were to change, it would have to be a different approach. Thanks for the insight, both of you. Maybe the approach is making Vulnerability slightly better in a different way. How would you feel about the Opportunity Strikes proc just completely filling the meter instead of current amount? I think being able to spam it more often would also help the ability be more applicable often, instead of burning out after 2 uses all the time.
FupDup Posted Thursday at 01:41 AM Posted Thursday at 01:41 AM 36 minutes ago, SenTheFortress said: Maybe the approach is making Vulnerability slightly better in a different way. How would you feel about the Opportunity Strikes proc just completely filling the meter instead of current amount? I think being able to spam it more often would also help the ability be more applicable often, instead of burning out after 2 uses all the time. If I was to change Opportunity Strikes, what I would do is make it apply a mini-version of the Vulnerability debuff (like 1/3 - 1/2 of the strength) to whatever it hits, and allow that to stack with your built-in Vulnerability. .
Heatstroke Posted Thursday at 03:21 AM Posted Thursday at 03:21 AM Honestly I have never had any issue being accepted on any team with a Sentinel. I have found that Sentinels are often the glue that holds things together on teams. simply because they can do a little bit of everything. Sure there are some of those 4 star.. Super Hard mode people that want specific things but thats not most of the teams I see.
Steampunkette Posted Thursday at 05:00 AM Posted Thursday at 05:00 AM Counter-Proposal: 1) Make Vulnerability irresistible. 2) That's it. That's the whole thing. People would DEMAND Sentinels on teams against hard targets. But they can't do that, because while 99% of content would be only minimally affected by the change, high end hard content would be much more significantly impacted with enemies taking hundreds of times more damage than they otherwise would.
KaizenSoze Posted Thursday at 12:00 PM Posted Thursday at 12:00 PM 6 hours ago, Steampunkette said: Counter-Proposal: 1) Make Vulnerability irresistible. 2) That's it. That's the whole thing. People would DEMAND Sentinels on teams against hard targets. But they can't do that, because while 99% of content would be only minimally affected by the change, high end hard content would be much more significantly impacted with enemies taking hundreds of times more damage than they otherwise would. Or they could the Trick Arrow route and make part of the debuffs irresistible. Say 5% of the debuffs. Or allow 2-3 stacks. There are number of simple changes, that might have big effects. Also, the Chance For Opportunity proc, should give more points towards the bar. Night Pixie on Excelsior Introduction to Arachnos Widows - Night/Blood/Fortunata
Steampunkette Posted Thursday at 12:19 PM Posted Thursday at 12:19 PM 17 minutes ago, KaizenSoze said: Or they could the Trick Arrow route and make part of the debuffs irresistible. Say 5% of the debuffs. Or allow 2-3 stacks. There are number of simple changes, that might have big effects. Also, the Chance For Opportunity proc, should give more points towards the bar. You know what would be an absolutely massive benefit in place of Chance for Opportunity? Chance for Vulnerability. That would make it SO VALUABLE to slot. Set the Vulnerability from the Proc to a 5 second duration or something, and allow it to stack with normal Vulnerability... -so- sexy. 1
SenTheFortress Posted Thursday at 11:36 PM Author Posted Thursday at 11:36 PM 11 hours ago, Steampunkette said: You know what would be an absolutely massive benefit in place of Chance for Opportunity? Chance for Vulnerability. That would make it SO VALUABLE to slot. Set the Vulnerability from the Proc to a 5 second duration or something, and allow it to stack with normal Vulnerability... -so- sexy. That would be sick, not gonna lie. I was saying Chance for Opportunity should just fill the meter, but a "mini version" of Vuln as a proc might be better.
DarknessEternal Posted 9 hours ago Posted 9 hours ago On 7/3/2025 at 7:19 AM, Steampunkette said: You know what would be an absolutely massive benefit in place of Chance for Opportunity? Chance for Vulnerability. That would make it SO VALUABLE to slot. Set the Vulnerability from the Proc to a 5 second duration or something, and allow it to stack with normal Vulnerability... -so- sexy. Literally came into the thread to post that. Apparently I'm not alone.
Triumphant Posted 6 hours ago Posted 6 hours ago Sentinel (and its inherent power) are one of my favorite ATs (perhaps eclipsed only by the Brute- yes, I know, another controversial choice. I don't know what to tell you. I like what I like. 😝)
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now