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9/9/2019 12:00:06 AM
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I wish that Nova Warp would have gotten a few touch ups too, but hey it’s Bungie we are talking about.
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  • It's still possible. They mostly just put the major changes so something could've been done like increasing pve damage or something.

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  • With the charge time being so long and it still having slowed movement while charging, I just can’t see it working in PvP anymore once it’s damage resistance is lowered a whopping 20%. It’s gonna be unusable again once Shadowkeep launches. It already struggles in PvE because it has no exotic armor to enhance it.

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  • Why do people keep saying 20%? The decrease I saw was 5% which isn't all that much. It's still going to make a difference, but 20% decrease is WAY too large. That would put it below chaos reach for armor.

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  • Masterworked damage resistance is +15% when in a super, it claims to not make a difference in PvP but it does. With masterworked resistance being removed plus a flat 5% to base resistance that’s a huge nerf!

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  • From what I remember, masterwork gear was 25%. But since it wasn't multiplicative you weren't actually getting an additional 25%, but rather you are just reducing your damage done after damage resistance calculations by that amount. So like if I had 100 health and I had 60% damage resistance I'd only take 40 damage right. But with a bonus 25% resistance from armor the way it's applied, you are only reducing that amount by an additional 10 damage which is 30 damage, or what would be equivalent to 70% damage resistance and not actually 85%. So at most you are losing around a 15-16% maximum damage resistance but you only needed around 53% to tank 90 rpm headshots so that means the single use snipers are gonna die pretty easy now, including nova warp. Higher armor supers will die no matter what to high impact snipers though.

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  • If you play Gambit Prime and have experience with the different Armor traits, then do you think this is to OP for a Sentry rework? Link: https://www.bungie.net/en/Forums/Post/253506892?sort=0&page=0

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  • Yeah that's pretty op. The health regen part would make you practically unkillable if you had a subclass that could also heal itself when near the bank and healing while inside of a well with something like a well of radiance would be insane. And the final trait of granting the sentry an overshield on damaging the invader would be kind of strong too. I'd say it granting a powerful overshield to all your allies after killing a marked invader would be fine though.

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  • Edited by Mythic: 9/9/2019 9:16:04 PM
    The health bump only works for the Sentry so they can revive fallen allies. If you’ve ever tried marking an Invader without killing them, you’d know 9-10 times they’ll kill you first.

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  • I think it could be a bit more limiting than that. The power of a flat heal during the damage phase where the invader is supposed to strike could be a problem, especially if you have multiple sentries.

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  • Edited by Mythic: 9/9/2019 9:19:57 PM
    I’m personally an Invader and let me tell you it wouldn’t be a problem...😎

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  • I don't use heavy or special normally when I invade and I just pick them off with primaries. It would be uh...challenging for me. I scout them to death.

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  • Edited by Mythic: 9/9/2019 9:49:38 PM
    150 scouts hit at 68 per crit, requiring only 3 crits to eliminate a guardian. TTK is only 0.80 seconds. Now in the scenario where they’re in a well of radiance and you hit them just before they get a health bump, that would only require 2 more crits. Resulting in a total of 5 crits and a TTK of 1.32 seconds. That’s 3.5 seconds away from the next health bump. Still sound difficult? Remember this is most likely just one Sentry. In the event you are going against 4 Sentries, you will have to use a Super or some heavy ammo.

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  • When they’re in the well I show no mercy.

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