Jump to content


  • Content Count

  • Joined

  • Last visited

  • Days Won


oldskool last won the day on August 20

oldskool had the most liked content!

Community Reputation

194 Excellent
  1. Ok, below is a thought experiment. I'm trying to keep as much of the identity of your build as I can, and hopefully that's accomplished. A couple things I noticed after I actually got to messing with your build (now that I am home). 1) No Maneuvers? -- Replace Elude from the build plan with this unless you REALLY like Elude. 2) Agility won't just hit the Incarnate soft-cap on your Range defense. It can exceed it to the point where you may wish to reconsider investing in that many Thunderstrikes. 3) I kept the Thunderstrikes just to illustrate that you can hit 58% Incarnate range defense (isn't 59% the softcap there?) without Agility. With Agility it would jump to 63% which is more than enough buffer with DDR. As a side effect you'll have over 50% to melee and AoE too. 4) Some Thunderstrikes could be swapped for 5x Decimation for moar recharge or Devastation if you like. 5) Annihilation is better in Piercing Rounds, imo. Opportunity Strikes is 'meh' and works just fine in Empty Clips. Don't rely on the proc. You could swap that back. Up to you. 6) I know the 10% regen cap was hit. I wanted to add a slot to Dodge and Agile though to get them a +Defense enhance out of the LoTG set. You could shift things around. 7) I'm probably giving up a bit of resistance for you, but I've added in the other +resistance IO 8)Recharge in this build is around 156% giving Hasten a 12 second downtime. With +5 boosters that's a 7 second downtime. Agility converts basic no booster Hasten into a 1 second down time. Agility with boosters turns Hasten perma as long as you're slowed enough for it to matter. 9) With just bare booster Hasten you can run Executioner's Shot -> Suppressive Fire -> Pistols with a very slight gap (0.05 seconds). With Agility, you could run Piercing Rounds -> Pistols -> Executioner's Shot -> Pistols/Suppressive Fire with only a slight (0.01 second) gap. 3 passes of the first (ES -> SF -> Pistol) rotation (roughly every 13 seconds) will get you over 90% Opportunity and the 3rd Pistols will trigger Offensive Mode without you needing to guess when to use it. Not pulling that out my ass, its something I've tested repeatedly and incorporate into real play. You can turn Offensive Opportunity into an auto pilot decision if you want. For realz. 10) No purples other than the two Superior ATOs. 11) You'd have enough endurance recovery to run Executioner - Suppressive - Pistols on repeat without noticing the end bar dropping BEFORE accolades. 4.59 end per second (not counting procs) is enough to sustain that and your toggles without much fuss. Using a chain with Piercing Rounds will cause drag on your endurance but after accolades you likely won't notice. You may not notice before that either if you get lucky on the procs. 12) Expanded Enduring to 6 slots to include Performance Shifter which has an AoE defense bonus at 6 pieces. 13) Hover's set is purely for the defense 14) Hail of Bullets... also more AoE defense 15) Numina's full set was wasted in Master Brawler in my opinion. I swapped it for Preventative Medicine. That proc in particular doesn't care about activations. It will go off when a condition is met. So there ya go. Another way to go about this, and there are others too. ---------------------------------------------------------------------------------------------- Hero Plan by Mids' Reborn : Hero Designer https://github.com/ImaginaryDevelopment/imaginary-hero-designer Level 50 Magic Sentinel Primary Power Set: Dual Pistols Secondary Power Set: Super Reflexes Power Pool: Flight Power Pool: Fighting Power Pool: Speed Power Pool: Leadership Hero Profile: ------------ Level 1: Pistols (A) Thunderstrike - Accuracy/Damage/Endurance: Level 50 (5) Thunderstrike - Damage/Endurance/Recharge: Level 50 (5) Thunderstrike - Accuracy/Damage: Level 50 (7) Thunderstrike - Damage/Endurance: Level 50 (7) Thunderstrike - Damage/Recharge: Level 50 (9) Thunderstrike - Accuracy/Damage/Recharge: Level 50 Level 1: Focused Fighting (A) Luck of the Gambler - Defense/Increased Global Recharge Speed: Level 50 (3) Luck of the Gambler - Defense: Level 50 (3) Luck of the Gambler - Defense/Endurance: Level 50 Level 2: Empty Clips (A) Superior Opportunity Strikes - RechargeTime/Chance for Opportunity: Level 50 (9) Superior Opportunity Strikes - Accuracy/Damage/Endurance/RechargeTime: Level 50 (11) Superior Opportunity Strikes - Accuracy/Damage: Level 50 (11) Superior Opportunity Strikes - Damage/RechargeTime: Level 50 (13) Superior Opportunity Strikes - Accuracy/Damage/RechargeTime: Level 50 (13) Superior Opportunity Strikes - Accuracy/Damage/Endurance: Level 50 Level 4: Focused Senses (A) Luck of the Gambler - Defense/Increased Global Recharge Speed: Level 50 (15) Luck of the Gambler - Defense: Level 50 (15) Luck of the Gambler - Defense/Endurance: Level 50 Level 6: Suppressive Fire (A) Thunderstrike - Accuracy/Damage/Endurance: Level 50 (17) Thunderstrike - Damage/Endurance/Recharge: Level 50 (17) Thunderstrike - Accuracy/Damage: Level 50 (19) Thunderstrike - Damage/Endurance: Level 50 (19) Thunderstrike - Damage/Recharge: Level 50 (21) Thunderstrike - Accuracy/Damage/Recharge: Level 50 Level 8: Swap Ammo Level 10: Master Brawler (A) Preventive Medicine - Chance for +Absorb: Level 50 (21) Preventive Medicine - Heal/RechargeTime/Endurance: Level 50 (23) Preventive Medicine - Heal: Level 50 (48) Preventive Medicine - Heal/Endurance: Level 50 (50) Preventive Medicine - Endurance/RechargeTime: Level 50 (50) Preventive Medicine - Heal/RechargeTime: Level 50 Level 12: Bullet Rain (A) Superior Sentinel's Ward - RechargeTime/Chance for +Absorb: Level 50 (23) Superior Sentinel's Ward - Accuracy/Damage/Endurance/RechargeTime: Level 50 (25) Superior Sentinel's Ward - Accuracy/Damage: Level 50 (25) Superior Sentinel's Ward - Damage/RechargeTime: Level 50 (27) Superior Sentinel's Ward - Accuracy/Damage/RechargeTime: Level 50 (27) Superior Sentinel's Ward - Accuracy/Damage/Endurance: Level 50 Level 14: Fly (A) Flight Speed IO: Level 50 Level 16: Enduring (A) Performance Shifter - Chance for +End: Level 50 (39) Performance Shifter - EndMod/Accuracy: Level 50 (39) Performance Shifter - EndMod: Level 50 (40) Performance Shifter - EndMod/Recharge: Level 50 (40) Performance Shifter - EndMod/Accuracy/Recharge: Level 50 (40) Performance Shifter - Accuracy/Recharge: Level 50 Level 18: Executioner's Shot (A) Thunderstrike - Accuracy/Damage/Endurance: Level 50 (36) Thunderstrike - Damage/Endurance/Recharge: Level 50 (37) Thunderstrike - Accuracy/Damage: Level 50 (37) Thunderstrike - Damage/Endurance: Level 50 (37) Thunderstrike - Damage/Recharge: Level 50 (39) Thunderstrike - Accuracy/Damage/Recharge: Level 50 Level 20: Kick (A) Empty Level 22: Tough (A) Steadfast Protection - Resistance/+Def 3%: Level 30 (36) Steadfast Protection - Resistance/Endurance: Level 30 (36) Gladiator's Armor - TP Protection +3% Def (All): Level 50 Level 24: Weave (A) Reactive Defenses - Defense: Level 50 (34) Reactive Defenses - Defense/Endurance: Level 50 (34) Reactive Defenses - Defense/Endurance/RechargeTime: Level 50 (50) Reactive Defenses - Scaling Resist Damage: Level 50 Level 26: Piercing Rounds (A) Annihilation - Chance for Res Debuff: Level 50 (31) Annihilation - Accuracy/Damage/Endurance/RechargeTime: Level 50 (33) Annihilation - Accuracy/Damage: Level 50 (33) Annihilation - Damage/RechargeTime: Level 50 (33) Annihilation - Accuracy/Damage/RechargeTime: Level 50 (34) Annihilation - Accuracy/Damage/Endurance: Level 50 Level 28: Quickness (A) Flight Speed IO: Level 50 Level 30: Hasten (A) Recharge Reduction IO: Level 50 (42) Recharge Reduction IO: Level 50 Level 32: Hail of Bullets (A) Scirocco's Dervish - Chance of Damage(Lethal): Level 50 (42) Scirocco's Dervish - Accuracy/Damage/Endurance: Level 50 (42) Scirocco's Dervish - Accuracy/Damage: Level 50 (43) Scirocco's Dervish - Damage/Endurance: Level 50 (43) Scirocco's Dervish - Damage/Recharge: Level 50 (43) Fury of the Gladiator - Chance for Res Debuff: Level 50 Level 35: Evasion (A) Luck of the Gambler - Defense/Increased Global Recharge Speed: Level 50 (45) Luck of the Gambler - Defense: Level 50 (45) Luck of the Gambler - Defense/Endurance: Level 50 Level 38: Maneuvers (A) Shield Wall - Defense: Level 50 (45) Shield Wall - Defense/Endurance: Level 50 (46) Shield Wall - +Res (Teleportation), +5% Res (All): Level 50 Level 41: Dodge (A) Luck of the Gambler - Defense/Increased Global Recharge Speed: Level 50 (46) Luck of the Gambler - Defense: Level 50 Level 44: Agile (A) Luck of the Gambler - Defense/Increased Global Recharge Speed: Level 50 (46) Luck of the Gambler - Defense: Level 50 Level 47: Hover (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range: Level 50 (48) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance: Level 50 (48) Blessing of the Zephyr - Knockback Reduction (4 points): Level 50 Level 49: Afterburner (A) Flight Speed IO: Level 50 Level 1: Brawl (A) Empty Level 1: Opportunity Level 1: Prestige Power Dash (A) Empty Level 1: Prestige Power Slide (A) Empty Level 1: Prestige Power Quick (A) Empty Level 1: Prestige Power Rush (A) Empty Level 1: Prestige Power Surge (A) Empty Level 1: Sprint (A) Empty Level 2: Rest (A) Empty Level 4: Ninja Run Level 2: Swift (A) Empty Level 2: Health (A) Numina's Convalesence - +Regeneration/+Recovery: Level 50 (29) Miracle - +Recovery: Level 40 (29) Panacea - +Hit Points/Endurance: Level 50 Level 2: Hurdle (A) Empty Level 2: Stamina (A) Performance Shifter - EndMod: Level 50 (31) Performance Shifter - Chance for +End: Level 50 (31) Endurance Modification IO: Level 50 Level 8: Chemical Ammunition Level 8: Cryo Ammunition Level 8: Incendiary Ammunition Level 50: Agility Core Paragon ------------ http://www.cohplanner.com/mids/download.php?uc=1488&c=679&a=1358&f=HEX&dc=78DA65944953134114C77BB28849208425097BD8134808897AE720621592AA1454797189233461742AA43241514F7E05D793EB07F093B89E5402A56CEE80A5372FF165DE5F48395335F5EBBCD7FD7FFFBCEE9ED4F278EDB39337C784E23DAEAB86919991B9A29693BA33A566B55951796AE8EDF817CF4CABB9AC9C8B8F2FA97A26AD19C545DD08ED27C7E5BCCC19323EB3949785CCB49CD7E5B2348427BDB8A8C727742DBB50ACE37165A8E5B26EF3D74C5ECAB97A733825D539593016B47CDB89BC361B3F90560B973329D528CAC2B516723444EF5A58E0293BC51342D2211C4FC107CC430FC147CCC38F99672244C55C6B137EC58CD99A411FF3431853485F5973F0FA55A6FB1DF89E59BB0296986749DF0E7D3BF4BDD0F742FF23E93BA1EF847F1FFCFBE0BF11FE1BE1BF19FED7696D0DEB97CF532D17745C3B769EF78319F8C21CFDCA4C7E03BF333748C783B59E37EC3DF09AD9F21C7CC16C7B09BE627AE868D4F15A51D7C7BE54F252CFBE9CF5F76D666CF01E788B19BE0DDE01EF3237C94B03BC34A01F7DE8473FFAD18F7EF4A31F83E8878DBC34C14B53991E61A7881F3BE00FD2A093D402E011FEF70E9A13E439F6E02EC77AF6C05FE8D46FE616B96B85BBD6CF1CEBFAC4ECDE0037C12D686C332F5257DAB98E6847A77AA97627C794CE28C786C06DAA1542ADD00DE4AE835798C357C165708C6BCD52AD5EFCEF5E9CBC184E5E0C27AF816A0F60CEC024AF8B4D30474E312F904E04FE22D01981CE39CA45918BFE977391761CDAF115DED9D112B8CA14012112D8AD04FAD1E1D8BFCD95434D3B78A972C915A779C6872DD9842592B4448E5A22C72C91294B24EDD8BFF74231232E1FDD668E9477DC9455AAB37B07119B729ABBD031490C137BB89BBB96553FAB57E16674E1C67475734FDE86F9FB5BA95BAA1AAF568DFF502F93F812FC05A8660416
  2. Because we're talking about my favorite set, I'll keep chiming in. (hah!) Obligatory warning on Tactics and Gaussian's: The Build-Up proc technically has a chance to trigger in the realm of 2%(?) but since all procs have a minimum chance of 5% that's as low as it will go. That's just for you personally. In a group that chance will swell because each member increases the odds the event will happen. The set bonus itself is understandable due to its positional bonus and all that. However, I just want to toss out the info here just in case other new players see this and think that their damage will be as it is reflected in Mid's (spoiler, it won't be). Dual Pistols has inherently high accuracy in its attacks and it shouldn't be that tough to get to 95% to-hit vs 54's through brute force of inflated accuracy. Things like the Kismet and Tactics are nice to have but they can also be replaced for those lesser mortals running the pauperish 75% baseline.
  3. Real talk... My DP/Nin does this. I do in fact have Caltrops (I have Swap Ammo - I can't live without it) and I combine it as my opener with Hail of Bullets out of Stealth. You can either open with 'Trops or use it as a follow-up after Hail of Bullets. Keep in mind, part of the "bonus" of standard ammo on Hail of Bullets is guaranteed knockdown. Swapping away from standard removes a portion of that chance (it doesn't completely go away). Opening from stealth with Hail of Bullets is about as safe of game play as it gets. Opening with Dark Blast's Blackstar from stealth and a Tidal Forces backed Geyser is also equally hilarious stuff.
  4. I won't be able to get to a copy of Pines until Friday. Then I will probably post one way of skinning this cat. For my DP/Nin, I literally made a "blank" for the secondary. That is that I applied the exact same slotting and enhancement logic to several other primaries. It worked for that experiment. I did the same with SR too. As @Lockpick notes, yes, I do encourage those playing any defensive oriented set (Nin, SR, even Energy Aura to an extent) to try to get to the soft-cap within the secondary plus pool powers (sub in the Epics if you like Link Minds). That will free up the primary to include procs which are a damage increase. BUT some people don't like random chances at damage which is totally fair. I'll disagree with @drbuzzard about what is optimal or not. I know that my own preference is towards the Musculature Alpha, but (and its a big but) I recognize the value of other Alpha slots options. The reason why I tend to favor Musculature is because it offers a direct damage increase with generally no downside. Agility/Spiritual do have an impact on PPM calculations but this only matters if you are running procs (as in multiple in a single power). This is an important factor for PPM calculations with Dual Pistols because the set does have multiple powers with Arcanatime activations of 1.848 (or less) and a recharge of no more than 12 seconds for the last single-target attack available (Piercing Rounds is a bit special and requires its own discussion). So for my purposes I want 0 recharge in my attacks. I built enough global recharge to run the attack chain I wanted, and enough defense to softcap the positionals. So in my case Agility offers me very little as I don't even need the endurance management. Spiritual doesn't offer me enough either for similar reasons. Cardiac doesn't boost my resistance enough to make it worth it, and endurance isn't a problem. I could keep on going on the other Alpha slots, but by now you probably get the point. Musculature just makes the most sense in my case. The OP's build isn't really focused on procs (which is fine - whatever sets your sails) so something like Agility/Spiritual may be beneficial for whatever attack chain they are shooting for. So in the case of the OP's build, as it currently stands, then perhaps Agility would be a more optimal suggestion. Maybe.
  5. It should only get better when you can add the purple set procs and Incarnates. I run 3x Thunderstrikes all +5 in Pistols, Executioner's Shot, and Suppressive Fire. Each of those also have 3 procs. Two of those are utility (Decimation's Build-Up, and Achilles' Heel). With Hasten I have enough recharge to just use those 3 attacks. The lack of Aim does make it struggle on burst so you won't get super amazing Pylon times (if you cared), but you can still get enough DPS for a 5-6 minute drop on that kind of testing. I'm happy with it.
  6. Sentinel is the AT that I never knew I wanted. My first character ever was an Invul/EM Tanker followed by an AR/DEV Blaster. I scrapped both and made a Dark/Dark Scrapper and then a Dark/Dark Defender. When CoV came out I went with a Necro/Dark MM and never looked back. Then when Willpower was released I made an SS/WP Brute, a Sonic/Sonic Corruptor and finally a Huntsman build SOA. I dabbled in Widow but that Huntsman was a character that I played almost as much as my Brute. So I guess that VEATS were a basis for the ranged attack + defensive power combo that attracted me to the Sentinel. I tried Dual Pistols multiple times but never really found anything that clicked for me due to redraw. With the Sentinel it was finally time to try out some weapon sets with less active secondaries to give these power sets some play. After trying out Dual Pistols with Regen and Willpower I finally settled into Nin as a secondary. I played that almost exclusively to 50 on HC. That character has its Incarnates and IOs all done. I still brush the dust off and play it because its a fun character. After tinkering with other power combos, I finally settled into Beam/Bio Armor and Water Blast/Dark Armor as the only other Sentinels I actively care about. I've been slowly revisiting old power pairs that I played a long time ago, but most of them have become new takes on those characters. I have 2 characters that are the same in name only but their power combos now are more in line with what I wished they were when the game went live. One of those concepts dabbled as a Sentinel.
  7. I won't say its not possible, but I will say I don't think it is worth it. Willpower does not easily get close to 40% defense to Smashing/Lethal. You need some slotting investment and specific IOs to pull that off. You can easily get into the upper 20's low 30's on the damage types on Willpower. WP is typed, not positional, and positional options on Sentinels are pretty much a dumpster fire without melee attacks or really heavy slotting on secondary powers. If you rely on the Incarnate system to cap you off, then that's a bit more forgiving but only applies in level 45+ content. Dual Pistols isn't really that special on softcapping. Hail of Bullets has a roughly 10% positional defense buff that lasts for 5 seconds on a 24-30+ cool down. Not reliable enough to make it a cornerstone of a build. Still, I won't say its impossible because some people are pretty damn creative.
  8. I agree with the other stuff, but this is a great comment here. Just to add to it, when viewing what that 75% vs 70% secondary value translates to is really quite small. Its not insignificant, but its small. Super Reflexes between the two ATs on purely SO's have a difference of roughly 2% on the positional values. So shifting the Sentinel up by 5% in its defenses isn't actually an additive 5%. Furthermore, Sentinels do have lower values on EVERYTHING related to defense. Everything. That includes Defense Debuff Resistance (which is slightly lower than the Scrapper/Stalker/Brute version) as well as the mezz protection. Ninjutsu Bo Ryaku's KB/KD protection is lower on Sentinels than it is on Scrappers. Does a shift of 2% on defenses or +1.X KB/KD protection matter in the grand scheme of things? Not really. However, the design of it being that way speaks to something a bit broader than that. The Sentinels have lower defensive effects in their secondaries for what reason? Because they are ranged? As the post above, and several others constantly point out, there isn't a really good reason to do this. So for the sake of consistency across AT, let's have Sentinels with the same 75% values in their secondary. Damage balance is a complicated issue that would require a large realignment across AT if all of the DPA potential of range sets were to shift. That may happen at some point after enemy resistance values and melee set review happens. One thing I don't want to see is Sentinel getting some ad hoc +acc/to hit/perception buffs. There isn't that much use for that in this game, and Sentinel AT doesn't need it at all. We'd gain an inherent that helps everyone else with a snipe make use of faster sniper changes. God, what a kick in the crotch that would for an AT that designed snipes OUT of the power set! For the melee classes and *EATS it doesn't do that much either. I said this once, and I'll say it again. What's in a name? A bouncer at a club is a sentinel. Most of the time they stand watch and only take action when necessary. That isn't what I consider grounds for compelling game play. Sentinel means to stand and keep watch often by a soldier or a guard. Stand and do nothing and only intervene when necessary. Sounds like fun! Want something that moves ahead of a team and does something more frontlinish? Call it.. Vanguard. Stalkers already can scout. Trying to define balance by tripping over a name definition feels asinine. For the sake of the game if the Sentinel is going to be a DPS role, then make it a damn DPS role.
  9. In general I prefer to focus on the -to hit and that extends to every AT I can get away with doing it on. I will consider the Fear IO set category because the bonuses are often pretty good but the duration of the CC isn't the reason. I think most of the fear powers in the game have access to more than just the fear sets so you can usually find something more worthwhile to invest in.
  10. So what's decent? General advice: Dark Armor plays nicely with IOs and the more expensive you go the better it gets. Dark Armor gets a little weak on Energy and Toxic resistance once you start piling on IO sets. You can make up for that with 4x Shield Wall in defensive powers and Toxic is often paired with the rare IO sets as well as Psychic resist. There are the two resistance unique powers too that help a bit. Since DM has limited AoE options you're not in a great spot to add Eradication mules. That's OK though. Its really not that important. Dark Armor should be capping Smashing/Lethal/Negative/Psy by accident and possibly getting close to Fire/Cold too (if not capping it). The Rune of Protection in Sorcery is also a possible path to take for temporary increases to all resistances. Dark Melee on Stalkers is very limited on AoE damage having only Shadow Maul. The single-target damage however is quite good so lean into it. Soft-capping all defenses is going to be a challenge but Stalker DA can get into the upper 20's to low 30's with some planning. My Staff/DA has around 32% defense to melee/range/AoE (though AoE is a lot higher due to Hide). If you really want more defense you can go for Shadow Meld. The to-hit debuffs in your primary will give you stacking effects of miss chance on a target. Touch of Fear being a pretty large debuff to a single enemy. You can run both Cloak of Fear and Oppressive Gloom at the same time to generate more coverage of CC effects. You can also run neither of them if you like or just one. Cloak of Fear inherently has synergy with Dark Melee and Touch of Fear. Oppressive Gloom, not so much.
  11. I loved my DM/DA back on live. It was my first 50. I started it up because it was such a black sheep back when toggles didn't stack and you could 6 slot recharge in Hasten. I just couldn't get back into that combination with Homecoming. The magic just isn't there for me. I've been pretty preoccupied with Sentinels, Controllers, Defenders, and Stalkers since the game has come back. If Stalkers count, then Street Justice/Super Reflexes is probably my favorite of the ones I have made. I've leveled several Tankers but now some of my interest has been coming back around to Scrappers. So I made a Dual Blades/Dark Armor that just works for what I want. It's been 50 for a while but I've been slowly working in the sets I want. I've tried playing DB on every melee AT. I've always loved the animations but never had a pairing that clicked until now. DB/DA maybe that inspirational magic I wanted. Its a character without Hasten (which is rare for me) but still has enough recharge to pull off Blinding Feint -> Attack Vitals. BF -> AV is really all I want out of him anyway. Maybe one day I'll rebuild him for some extreme recharge to push something more deadly, but right now the simplicity of it all makes me happy.
  12. I opted to keep using the gun versions of the attacks for my Crab. The only crab attacks I have are the melee which mostly mule things but the cone attack isn't too shabby when hitting multiple enemies.
  • Create New...