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  1. #1
    Community Member bloodnose13's Avatar
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    Jul 2009
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    Default @Devs: thoughts about changes to unyealding sentinel.

    So i checked the changes on a quickly made paladin tank (since char copy didint let me copy any), still remembering the initial information about changes being made (to make sentinel to have more dps) i started to attempt to allocate points back to have same stuff i have on live, and imagine my surprise when i ran out of points, makeing impossible to take any of new things. so after 5 resets and attempts i got to conclusion that its impossible without leaveing out something important, that gave me a few thoughts.

    1. i dont understand the point behind makeing hardened, strength of vitality and divine energy resist, a 3 tiered enchancements, other than to burn away our points, all of those should be 1 tier since, vitality and hardened wont be twisted by anyone, they are bound to this destiny and in current way they are meant to augument a tank!!! so dont make them so hard to get, so either 1 tier each, or both merged and with 2 ap cost, 1 tier only.

    2. divine energy resistance is very nice idea and was asked for for a long time, and thus will be twisted a lot, makeing it 3 tiered again makes it only harder to get to anyone IN sentinel destiny and not anyone twisting it in, 1 tier only will be good, otherwise its an unnesesary boost of the ap cost, for something that is in tank and support destiny its clearly something that will be only used as twist??? its insane.

    3. please lower the ap cost for intolerant blows to 1 ap, anyone who builds a tank will want to have it and have it on all the time, 2 ap is again unnsesary ap waste

    4. block energy could be merged with legendary shield mastery, it would actualy make it legendary, while freeing some ap again.

    5 now the fun part, add some damage abilities, so tank is not treated like nessary evil for raids only. i dont ask to be a new barbarian i ask to have ANY dps at epic levels, an epic variant of smite would be nice since that destiny is primarely meant for paladins, maybe a enchancement that would give a small alacrity bonus when wielding a shield, also shield bash bonuses would be useful, there is a lot of ways to give tanks bit extra dps indirectly.

    6: i sugested that before and i think a good idea would be reworking of sentinel stances to sometihng that would give reason to switch between them depending on situation.

    vigor of battle: a assault destiny, could have some stacking damage bonus, +1% - max 20% on critical, for example or something like that. something that would give reason to use it at any time when tanking is not needed.

    stand against the tide (swapped names with unbreakable): a stance against many enemies targets, horde deffence mode stance, something that would lower the hit rate when there is more than few enemies atacking tank at once.

    unbreakable: a single target tanking mode, this is the one that should have healing touch.

    all three stances shoud give that 50 hp bonus so hp does not drop when swapping between them as another reason to do so depending on situation.

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    currently after looking at divine crusader im pretty sure that a cleric standing next to tank will be able to passively steal aggro with those auras in that destiny......, and that is sad.....
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    last thought, maybe it would be good to think about reworking legendary dreadnought so it has similar bonuses for a tank as sentinel, so fighter tanks dont have to use sentinel as their destiny? its a dreadnought after all?


    please devs dont treat paladins again like they are overpowered and need constant culling of their immense power......


    less this:

    more this:
    Last edited by bloodnose13; 04-01-2014 at 05:50 PM.
    "If you're not having fun, you're doing something wrong."
    — Groucho Marx

  2. #2
    Community Member psymun's Avatar
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    Nov 2009
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    I didn't change the names of them, but here are my suggestions:

    • Stand Against the Tide: Boosts should decay rather than disappear when you move. Similar to Archer's Focus. And should be +1 Weapon power rather than +1 Attack Damage.
    • Unbreakable: Add +1 PRR/MRR when successfully hit, stacking up to 20. Lasts for 3 seconds, decays over time.
    • Vigor of Battle: Add +1% Dodge when successfully hit, stacking up to 20. Lasts for 3 seconds, decays over time. Does not stack with other sources of dodge. If stacking dodge, max at 5.
    Last edited by psymun; 09-09-2014 at 01:03 PM.
    Dynacel (30 Paladin Vanguard), Eminence (30 Druid Caster), Nymari (20 Deepwood Sniper) Soulfusion (18/2 Artificer Monk)

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  3. #3
    Community Member Lonnbeimnech's Avatar
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    Jun 2010
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    Quote Originally Posted by psymun View Post
    I didn't change the names of them, but here are my suggestions:

    • Stand Against the Tide: Boosts should decay rather than disappear when you move. Similar to Archer's Focus. And should be +1 Weapon power rather than +1 Attack Damage.
    • Unbreakable: Add +1 PRR/MRR when successfully hit, stacking up to 20. Lasts for 3 seconds, decays over time.
    • Vigor of Battle: Add +1% Dodge when successfully hit, stacking up to 20. Lasts for 3 seconds, decays over time. Does not stack with other sources of dodge. If stacking dodge, max at 5.
    I would like it more if it looked like this

    Sentinel Stance +10% healing amp and +50 hp. Enemies you hit gain Healing Touch for 3 seconds, which grants 10 temporary HP to targets they attack.
    You gain DR 10/epic.
    +1 melee damage, 20% threat generation, 5% fort, +1 reflex/fort/will saves. This bonus stacks up to four extra times while standing still.
    Passive bonus: +100 HP
    +20 Physical Resistance.
    +2 attack, +1 bonus to Fortitude, Reflex, and Will saves.


    I think giving it 3 different stances that are 3 flavors of the same thing, but with abilities that only work with this or that stance just cuts in third what is already a fairly weak destiny for a niche build.

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