I noticed that turning on auto tree doesn't cure blackout so I started tinkering with the serverside tree scenario stuff. Unfortunately, it doesn't seem to work and if there is a help file for this I can't find it. The problem is probably somewhere between my chair and my keyboard so I hope someone can help.
This is what I am doing:
curing tree on curing tree scenario new basic curing tree scenario afflictions basic blackout curing tree scenario enable basic curing tree scenario show basic
Having monk telepathy black me out or a denizen blacking me out does not trigger touching tree. I thought perhaps that if you have custom scenarios in place that you have to disable auto tree and then it will only work for presets, but that did not work either for denizen blackout. My monk friend left before I was able to test mind blackout with auto tree off.
I use wundersys but I could not find anything that would cause the system to deny touching tree in blackout.
So at this point I am not really sure if I will even choose to auto cure tree during blackout, I just want it to work for the sake of understanding how to use tree scenarios.
Tried this a couple other ways and it just doesn't seem to work. Serverside doesn't want to acknowledge blackout even when I diag during it. Just gonna bug it and see how that goes.
I haven't been on lately, did they give sentinels a attack buff or no? (last time I was on they took away reflex which made the class a bit weaker tbh)
I haven't been on lately, did they give sentinels a attack buff or no? (last time I was on they took away reflex which made the class a bit weaker tbh)
Reflexes were removed when they got skirmishing, right? As far as I know, no real changes since then, but the class is decent barring a few annoyances.
It's good, but the bad parts about it are extremely annoying. Unconditional beast in groups though, and the bad parts can get fixed with like a single round of classleads (which might also nerf it though)
I prefer serp's 2 affs per 1.8s combo than sent's 3 per 2.7. 'Decent' is underselling it, sure, but a class being not-annoying contributes to how appealing it is too.
All aff classes have their annoyances. I'd prefer to fight against a Serpent than a Sentinel. Comboing impatience with venoms = lel. + their ents giving more affs, not to mention the passive confusion from... Lemming? I think. Big pile of noty.
Let's not forget traps, and their amount of defensive capability.
All aff classes have their annoyances. I'd prefer to fight against a Serpent than a Sentinel. Comboing impatience with venoms = lel. + their ents giving more affs, not to mention the passive confusion from... Lemming? I think. Big pile of noty.
Let's not forget traps, and their amount of defensive capability.
We're talking about fighting as, not fighting against, though. I wouldn't want to fight a sent, but I also don't want to fight as one except for raids.
I think there's a marked difference between ease-of-use and raw potential. Otherwise we could say that Blademaster is only "decent" because its limb counting is complicated and annoying. Sure, that drives away a lot of mid-tier players into more streamlined classes, but in the hands of someone who commits to it and overcomes those obstacles, BM can come pretty close to unsurvivable. Same could be said for Occultist before their recent changes; hard to use for the average user, but someone who mapped/scripted it out could make survival feel pretty futile. (May still be that way? Haven't fought a good one in a minute)
I don't know much about Sent; every time I start to learn about it, it gets overhauled, but without knowing those "lacking aspects", what I've heard and seen make it look pretty devastating.
-- Grounded in but one perspective, what we perceive is an exaggeration of the truth.
I'm aware of what we were talking about, and I'm pointing out that I simply don't agree with your point. Sentinel is exceptionally strong, and not 'decent' like you said it was. Once you figure out how to efficiently manage ents, the class becomes a powerhouse.
I think there's a marked difference between ease-of-use and raw potential. Otherwise we could say that Blademaster is only "decent" because its limb counting is complicated and annoying. Sure, that drives away a lot of mid-tier players into more streamlined classes, but in the hands of someone who commits to it and overcomes those obstacles, BM can come pretty close to unsurvivable. Same could be said for Occultist before their recent changes; hard to use for the average user, but someone who mapped/scripted it out could make survival feel pretty futile. (May still be that way? Haven't fought a good one in a minute)
I don't know much about Sent; every time I start to learn about it, it gets overhauled, but without knowing those "lacking aspects", what I've heard and seen make it look pretty devastating.
Limb counting isn't exactly difficult, even with different limb damage per attack. I also know that ease of use isn't what balances a class, I've been arguing that since like 2005.
My point is not that sentinel is bad because it's hard to script for (it's not that hard to script for), my point is that it's full of annoyances that come from strange design decisions and things that make it feel unfinished despite the fact that it's overall strong. This rangers from its parry bypass method being bugged for who knows how long now, to a certain exact combination of arties being ideal for certain strats (no more no less), to quite frankly just not being as fun as old sentinel was. I'd rather play a slightly weaker class that isn't full of annoying crap than just go for the 'top tier' class.
I'm aware of what we were talking about, and I'm pointing out that I simply don't agree with your point. Sentinel is exceptionally strong, and not 'decent' like you said it was. Once you figure out how to efficiently manage ents, the class becomes a powerhouse.
Eh, it's a good class, powerhouse even maybe. I can still call it 'decent' if it's an annoyance to play if I want to, though. I already admitted like 3 times now that my problems with it aren't its power.
Sent is only limited to 3 affs at 2.7 seconds if you're using spear combos. Unartied, you can give two affs faster than 1.8 using axe + enrage, plus limb damage, plus passive ent affs plus the ability to ignore rebounding. The tradeoff is a more limited pool of affs to choose from, which can be supplemented by considered use of doublestrike/gouge/lacerate at the right times.
Ent management can be a bit of a pain, but once you get it sorted Sentinel has quite a large power spike.
Yeah and I'd still rather be serpent for anything except specific raid circumstances. This is apparently foreign to most people but I've never picked class based on what's the single strongest one.
Sentinel would be lovely if there was a way to play it without needing hundreds keys/aliases, which could be reduced drastically by changing entity management whilst not changing its current balancing aspects. Classleads await!
For reference, for purely user interface convenience things, you can always send me concerns with your ideas in an email and I might get to it on a slow day. Obviously, if its changes that will influence combat potency, that'll need to wait for classleads.
Anyone have the numbers on Hugalaz and Thurisaz? Seems like hugalaz is just a flat % damage of health, but thurisaz is affected by int and collar. cany anyone verify?
We talking Hugalaz runeblade? Or ground rune? To my knowledge, runeblade procs are the same as the weapon's damage, but acid damage instead of physical. Don't know about the ground runes.
-- Grounded in but one perspective, what we perceive is an exaggeration of the truth.
Comments
This is what I am doing:
curing tree on
curing tree scenario new basic
curing tree scenario afflictions basic blackout
curing tree scenario enable basic
curing tree scenario show basic
Having monk telepathy black me out or a denizen blacking me out does not trigger touching tree. I thought perhaps that if you have custom scenarios in place that you have to disable auto tree and then it will only work for presets, but that did not work either for denizen blackout. My monk friend left before I was able to test mind blackout with auto tree off.
I use wundersys but I could not find anything that would cause the system to deny touching tree in blackout.
So at this point I am not really sure if I will even choose to auto cure tree during blackout, I just want it to work for the sake of understanding how to use tree scenarios.
Let's not forget traps, and their amount of defensive capability.
I don't know much about Sent; every time I start to learn about it, it gets overhauled, but without knowing those "lacking aspects", what I've heard and seen make it look pretty devastating.
My point is not that sentinel is bad because it's hard to script for (it's not that hard to script for), my point is that it's full of annoyances that come from strange design decisions and things that make it feel unfinished despite the fact that it's overall strong. This rangers from its parry bypass method being bugged for who knows how long now, to a certain exact combination of arties being ideal for certain strats (no more no less), to quite frankly just not being as fun as old sentinel was. I'd rather play a slightly weaker class that isn't full of annoying crap than just go for the 'top tier' class.
Eh, it's a good class, powerhouse even maybe. I can still call it 'decent' if it's an annoyance to play if I want to, though. I already admitted like 3 times now that my problems with it aren't its power.
Sent is only limited to 3 affs at 2.7 seconds if you're using spear combos. Unartied, you can give two affs faster than 1.8 using axe + enrage, plus limb damage, plus passive ent affs plus the ability to ignore rebounding. The tradeoff is a more limited pool of affs to choose from, which can be supplemented by considered use of doublestrike/gouge/lacerate at the right times.
Ent management can be a bit of a pain, but once you get it sorted Sentinel has quite a large power spike.
[ SnB PvP Guide | Link ]
Re: sentinel
For reference, for purely user interface convenience things, you can always send me concerns with your ideas in an email and I might get to it on a slow day. Obviously, if its changes that will influence combat potency, that'll need to wait for classleads.
@Sena ?
I know the health one, but it's quite clearly not the same, since with 2 less int I have more mana than I have health.
Is Justice supposed to re-direct all incoming damage to the aggressor, regardless if it's "passive damage" or not?
E.g. Darkshade?
Yes, it affects all damage. Rites, vibes, etc.
Seems like hugalaz is just a flat % damage of health, but thurisaz is affected by int and collar. cany anyone verify?