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oldskool

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Everything posted by oldskool

  1. I highly recommend you read into this thread for some ideas on the pros and cons of what you're doing. More importantly, consider the difficultly being talked about here and the level of innate fragility of the AT. If you're still set on this, then by all means go for it. However, you're likely going to be the trailblazer here because "unconventional" builds are that for a good reason. They are hyper niche and there for your own fun and experimentation. They aren't wildly adopted because of that niche place (aka, often times they just aren't good beyond one specific thing; if they are good at all).
  2. Fun is subjective though (still not disagreeing with the broader point you're making). The thing about Sentinel /Dark is you really need to be willing to play into what it offers. Yes, you can skip the last three powers, but if you do then you are kneecapping what makes the set unique. That difference is maybe a bit more pronounced on Sentinels because of all of the other flaws that exist (not to mention the high competition from other re-imagined sets like Invulnerability or Super Reflexes). If anyone's idea of playing an edgelord pew-pew character is to include /DA, then they need to strongly consider being in closer range vs trying to hover blast 24/7. Otherwise, what is the point of picking it? Honestly, I'd argue the same thing for Stalkers whom give up on Deathshroud. What is the point of taking DA there if you're going to ignore the CC toggles? It makes the set really really niche on both ATs. At least with Brutes, Tankers, Scrappers you get a damage aura plus Dark Regen (where Stalkers would just be left with DR). It becomes an alternative to Fiery Aura or other mitigation secondaries with a similar schtick. I don't remember when it was, but I think I tossed around some suggestions like dumping the cloaks for the ranged control variants. Like Fearsome Stare and Dark Pit. Some of the Sentinel secondaries need some significant reworks to make them more interesting than they currently are. 😞
  3. It is really worth restating, in my opinion, this point here. Blackstar's debuff is massive which is truly a saving grace of the Dark Blast for any thing it pairs with. I've used this same strategy with Regen too and it can work. However, debuffs like this lose value the higher the difficulty runs BUT +2x8 is 100% reasonable for most (if not all) Sentinel pairings. There are other Sentinel combos that can deal with harder content and keep pace on damage better, but modest difficulty is absolutely doable.
  4. Geyser does! Also, I ran Psy Mastery for Link Minds to pad defense and Psy Shockwave as the other Disorient source. Other than that not much synergy. (I totally forgot about Shockwave in that build) The knockdowns also work too to help control crowds. It was a quirky thing to play and a labor of love.
  5. I had a Water/Dark that I was playing a good bit before I retired her. I agree with @underfyre. The Sent version of DA is the worst possible version of the set across all ATs. There are a few things that make DA really strong on the melee ATs. Those things are: 1) Dark Regen. 2) The IO system is heavily skewed towards melee primaries. 2 is probably the most important consideration to make. Melee ATs are spoiled for choice with multiple set opportunities to leverage PBAoE (which carries melee defenses) and melee attacks (also heavily favoring S/L/M with even some range). Furthermore, the IO system in general can essentially close all the endurance gaps of DA on melee. Dark Regen skyrockets as an absurd healing tool under these conditions. Effectively, if a pack of enemies cannot kill you in the time it takes for DR to recharge, then they likely can't kill you at all baring sapping your endurance. Sentinels have *neither* of these advantages, at all. Ranged attack sets are largely skewed towards range defense and TAoEs have range and AoE defense. Yet, DA still keeps two melee toggles and a short range sustain power. OS is a neat power with interesting mechanics, but is the polar opposite of Dark Regen. OS is not an "oh shit" heal. It is a multi-tiered regeneration and recovery buff that loses half its effectiveness over the course of 30 seconds (really at the 20 second mark) and runs for a full minute with the remaining health regen. Anyway, I ran Water/Dark with about 32% defense to everything, 68% S/L resist, enough recharge, and procs. I had to leverage stuns from the primary and Oppressive Gloom to reduce incoming threat from minions (whom can be dangerous in high numbers). It actually worked, but it wasn't the strongest thing I have ever played from an offensive front (even for Sentinels). She was fun, but I grew bored of it and took the enhancements for spare parts. Can you make Dark/Dark/Dark work? Yes. Will it exceed anything else you can do on this AT? Not really, it can have its moments, but its not a good pairing here (unfortunately).
  6. You could equally have kept it to yourself. It isn't like those of us that offer advice about the AT are trying to gaslight people into thinking it is something it isn't. There is really nothing more worth talking about with your post. You said it. Its done. It wasn't as clever or original as you may have thought. For everyone else, just drop it and move on if you can. Do we really need more threads spiraling out of control where we just end up being assholes to each other? I don't think so. Drop it.
  7. Two of the most memorable names from playing live involved MMs. True heroes of inspiration. One MM was a Thugs/Storm character where the "hero" was a pornstar with a NSFW name. The thugs were her bodyguards to keep away fans. There was an entire backstory around the name, powers, and the thugs. It was just so... "chef's kiss'. The player was hilarious af to talk with.
  8. Go for it. Feel free to use some other fillers, like corn, to pad out the backstory. Toss it at the wall, see what sticks.
  9. Nerf Regen!
  10. The servers are not ready for the might of the poo tossing poo golems. Earth Blast + Stone Armor? I can see the new characters now... A normal monkey was a part of a school field trip to a waste treatment plant. The monkey [substitute character name] was bitten by radioactive poo. They gained the ability to protect themselves with poo and fling it. Fling it with mighty strength! Add auras for gas or even use the nature ground effects (fertilizing everything as you run!). Its too powerful, Bill. Too powerful.
  11. Thanks! I missed this while reading the notes on my phone and it was easy to gloss over the call outs to Sentinels. I've also seen on Reddit that Earth Blast had some time issues on conversion to Sentinels (true or not, I have no idea...).
  12. Or maybe some of these changes are writing on the wall that the Sentinel overhaul is going to be pretty deep. Perhaps that is why Sentinels aren't getting any changes, not even the ones to Electrical Blast, or (Oops, I missed that Electric Blast does apply; fixed!) any of the new sets or proliferations. Why do that now when the AT itself may be overhauled later. Obviously, I'd more than just really like some communication here, but the sentiment that it is a dead class to be forgotten for evah is a bit extreme. If that were going to be the case, then just let us all know so we can strip our characters down before they delete the option to play Sentinels further. What is going to suck though is the power balance is going to shift once again towards *everything* else which is just going to further creep the divide of the Sentinel (which started somewhat behind and is now exacerbated further... FUN). I'm sure we can all look forward to a new future series of shitposts about how bad Sentinels are or how we're all mentally deficient for continuing to play it. Can't. Wait. /popcorn
  13. I loved all of the rest of that comment, but this brought back some memories... haha Back in the dark times, MMO gameplay like EQ had Enchanters (a class in that game for the youngsters that don't know) that would be the crowd control class. However, they were necessary to stop too many enemies from swarming your group. Then you'd have a puller, a role given to some brave or stupid SOB, who would "pull" enemies often one-by-one. If they pulled too many, then the Enchanter may be able to lock down targets to buy you enough time... to run. The tank would be there to catch the pulled target while the real heroes would do the damage. Then, CoH came about in 2003-2004. It too had an enchanter style class (the Controller) but you could have the tank pull LOADs of enemies. Early on teams dropped, but CoH was one of those games that had power fantasy built in as a concept. Gone was this idea that tanks had to sponge damage from one singular entity while everyone else got to watch numbers. Tanks in CoH could take on all comers. The Controllers could even help lock down the overflow from what the tank took on. That is a simplification of gameplay, but by god I am glad that this wasn't like EQ. There was stuff I loved about that game but the late game stuff was absolute garbage, in my opinion.
  14. The full Coercive Persuasion set is really quite good for Nin but the set itself can be really starved for slots. The contagious confusion proc does work in Blinding Powder. Its a fun power with its minor novelty gimmick. Don't expect it to be much of a game changer on your survivability. It may be in some cases but the overall potency of the power isn't that high as crowd control. The lower DDR will show itself if you face off with enemies that can debuff. If you're in content below 45 (where Ageless Radial won't help), then this is potentially dangerous. Its dangerous in melee, but some TFs will have some ranged enemies with Radiation powers that can eat your lunch. The healing and kiting strategy can work just fine if you solo. If you're in a group, then your teammates should be contributing something. 😉 As to Fighting or not, Nin has lower defense values than Super Reflexes does. You may find issues with trying to softcap all 3 positional types without Weave. If you just fight at range, then this is less a problem. Same goes if you team a lot. Far easier to close up the weaknesses when others may be lending buffs. Edit: Nin is a solid set. It just has its holes like any set does. If you can play within the limitations then you can still do a lot of stuff with it and even do it solo.
  15. It is generally less, but there are degrees to the impact that may or may not matter to you. Blasters, Corruptors, and Defenders all have higher AoE potential than a Sentinel does. This isn't unique to Dual Pistols this is a broad AT vs AT topical issue. Again, the degree to which this creates a hinderance to your own personal enjoyment of the game is entirely subjective. Single-target damage can be a lot muddier because builds/context matter a lot with this. The reason why I bring this up is due to how Sentinel powers function with their deliberate single-target changes, prior to snipe changes, how those changes interact with build decisions and the implementation of the armor sets. Yes, that's a lot to say, but if anyone tries to tell something about these set comparisons in a vacuum take it for the total bullshit that it is.
  16. ^ This. There is a surprising amount of sustainability in having a multi-hundred point absorb shield, soft-cap (or Incarnate-cap) defenses, and then whatever regeneration rate you can squeeze out. I also mentioned the Rebirth Destiny path once you get access to the Incarnates. That's a really potent regeneration booster that can have some significant benefit with SR. Barrier is also a good choice since it can add +5% to both defense and resistance at its lowest point and that is effectively on all the time once you get the tier level high enough. Finally, green inspirations are good to have around too. There can be some situations where you're going to eat damage no matter what. There are no armor sets with zero weaknesses in this game and Super Reflexes is no different. Tankers, and some Brute builds, have an easier time shoring up those holes, but even they can have those weaknesses too. TL;DR: Personal healing powers with SR is overrated. 😉
  17. Tankers are in pretty good shape right now. It may sound like a lazy answer to say "just about anything", but really that's my answer. My best answer is to maybe play around with a few variants of your concept and see which one grabs you. You can make 1000 characters or so on HC. No real reason not to mess with a few by joining a couple teams or tinkering in some AE missions to quickly level up to around 20. Edit; I guess it seems like I an dancing around around the whole "I wanna solo end stuff". A well built Tanker is nearly immortal and they were buffed for doing more respectable damage (sometimes even amazing damage if you know what you're doing). So, the ability to solo on a Tanker is really trivial once you get going.
  18. What mezz is worrying you? Rad and Dark both have the same degree of protection against Hold, Sleep, Stun, and Immobilize. Rad has protection against knockback and Dark does not. Dark has protection against fear but Rad does not. That's really the difference there when it comes to status protection. Rad has some slow resistance where Dark does not. Dark has perception resistance where Rad does not. The two sets are both heavily biased towards resistance (Rad more so than Dark) and both have their share of additional perks. Dark Armor's side perks include soft control options, some weak stealth, and a potentially powerful (albeit very expensive) heal. Rad Armor includes perks like absorb shield, recharge boosts, regeneration, and a heal over time. Both sets can contribute to increased damage. Resistance gap wise, they are almost opposites. Rad Armor has higher protection to Energy and Toxic than Dark does. Dark has higher protection to Cold and Psi than Rad does. Of these damage types Energy is more common. Psi, from Carnies, is more lethal when you stand near them when they die. Their powers like Dominate aren't the real threat. Dark Armor can, potentially, have very high endurance costs if you try to run everything without a plan to deal with it. Rad Armor has Gamma Boost and it may help in certain situations. Total resist, both can become very solid. They both have their own quirks that you may or may not care for. Rad Armor benefits greatly from being released later as it has more quality of life benefits but Dark Armor is still very powerful on Tankers. So, on one hand Rad/TW may be easier to build while still offering a lot of benefit, and Dark Armor may be a bit more complicated to offset the drawbacks it comes with. Both can be very good choices in the grand scheme of things.
  19. That is my primary Blaster. Despite the nerfs to Tac Arrow, I still really like it. I kinda miss playing it as a Defender, but my original build was super gimmicky. I haven't given it a try since the HC buffs, but since I already have a Blaster with a conceptual theme I see no point in doing it right now. I do like Dual Pistols/Martial Combat conceptually and visually. My build had pretty solid S/L defense plus respectable defenses elsewhere. However, I generally don't like weapon redraw and so it tends to make me like certain pairings less. The only exception are my DP/Traps Corr and Dark/DP Defender. They're doing other things and the weapon swap isn't too bothersome. One of the things about Blasters that tends to keep my interest low is the general array of powers. None of it really excites me (outside a very small band of it), and I'd rather play the glass cannon control plus damage on the Dominator. The Dominator pulls off the schtick better and caters to my bias of liking the control sets. So, it really is a range of things about the Blaster both in mechanics and broader appeal that just doesn't resonate with me. I think it is awesome that folks love the AT, but it just isn't for me outside only a couple characters. Sentinels are the opposite. Its probably the fact that my very first hero ever was a Scrapper and so the armor set life is my jam.
  20. A Blaster died and didn't just automatically delete the target from existence by looking at them? Say it ain't so! I tend to slot 3x Thunderstrike, as described above, in Pistols, Suppressive Fire and Executioner's Shot. This leaves those three powers with 3 empty slots each. Suppressive Fire can hold the purple Unbreakable Constraint proc, and two other damage ones of your choice (either psionic in hold powers or toxic in damage from the PVP). Pistols I already described. For Executioner's Shot I run it slightly differently. I run the Apocalypse negative damage proc, Achilles' Heel for resistance debuff, and one damage proc (your choice but I like Toxic or Lady Grey for more negative). I have enough recharge that Executioner's Shot doesn't need a full set and this is why I run the loadout I do. I use the ATOs in Empty Clips and Bullet Rain, all 6pcs of both, and Armageddon plus pvp resist debuff in Hail of bullets. You could sub in a Force Feedback there for faster AoE recharge if that is your preference. My Defender runs Force Feedbacks in most powers even ones like Executioner's Shot and Dual Wield. You can get real creative with the set and that is why I like it so much. My slotting isn't necessarily the highest possible damage but it is a good balance of certain bonuses, enhancement, and procs.
  21. I enjoy the dialog. My Dual Pistols Sentinel is one of my favorite characters. I always wanted to like the set before on live, but never did get into it (of course the animation times were worse on its release so...). Since then, I've played the set on the other ATs too and actively play a Dual Pistols Defender and occasionally a Corruptor. Its 'meh' on Blasters without blapping and that experiment get shelved for lack of interest. Anyway... You don't *need* Decimation Build-Up proc and most definitely don't *need* it in Pistols. There was a point where I found it a clever idea, from other discussion elsewhere, that Decimation can potentially be 'OK' *if* you're spamming Pistols in between other attacks. So, Pistols -> Suppressive Fire -> Pistols -> Executioner's Shot -> Pistols, etc... and repeat into infinity and beyond. Having this set up also means you need just enough total recharge (global and/or slotted in the power) in Executioner's Shot to have it recharge in 4.224 seconds. Keeping in mind, this is also the exact same time constraint that Pistols -> Executioner's Shot -> Pistols -> Piercing Rounds has. Anyway, the point here is you spam Pistols in order to keep trying to roll the dice and check for that Decimation proc. The proc itself does not have a very high chance to trigger and so that is why increasing chances is really just tossing more dice rolls. Is it effective in actual practice? No, no it isn't. If you want it to be more reliable, then it should go in a power like Executioner's Shot. However, Achilles' Heel is better there, in my opinion. For more consistent damage in Pistols, I'd suggest running some procs and not using recharge in the power (it does not need it). I personally, I like to use 3 each of Thunderstrike (acc/dmg, acc/dmg/end, dmg/end) and +5 each of them. Then, I'll use Touch of Lady Grey's Negative Proc, the PvP toxic proc, and the Shield Breaker lethal proc. Each one has a 28% or 30% chance to go off individually and should average around 19 to 20 damage. Using the Thunderstrikes, like I do, pushes the enhancement effect from 73% (no enhancement boosts) up to 89%. ED rolls in at 99%. You're looking at a step up for a 4th enhancement slot from 89% to 99% or 10% difference on boost to base damage. Pistols has 52 on its base damage. What is 10% of this? If you guessed "5" you'd be right. So it seems to make some sense that at slot #4 putting an average 20~ damage proc here seems like a better step up than just going for more damage enhancement. Musculature Core Alpha, the largest bonus enhancement for damage, will let you ignore some ED cap. However, the strategy above will still get you into 126% total damage enhancement all things considered. You'll start hitting ED cap again around 134%. 134 - 126 = 8... Still not a huge leap vs the proc. As I mentioned before, I have 195% recharge (I promise I'm not bragging, I have a point here) which gets me closer to having a seamless sequence of Executioner's Shot -> Suppressive Fire -> Pistols. This is seamless at 3.03 recharge in Executioner's Shot. I'm 0.3 seconds off this. I'm older now, but human perception generally doesn't notice really tiny shifts in second delays like this. Professional gamers can be an exception and as you get older it may change too. So, in other words, my Boomer (OK, I'm not that old...) eyes don't really notice and I also personally don't mind. The alternative here, as has been shown in other builds, is to use Dual Wield to trigger other procs (Explosive Strikes, Impeded Swiftness, etc.) as an alternative. This requires even less recharge and still does competitive damage. Hats off to those that play that way. I've always had consistently better results with Pistols than with Dual Wield, but again YMMV. TL;DR: There is a specific trick to using Decimation Build-Up in Pistols and in the grand scheme of things it isn't worth doing. I've found that my average DPS with that proc vs another damage proc has been roughly the same. In other words, no appreciable benefit to running it vs not running it. Who knows, your luck may be better than mine so give it a try if you like, but don't assume (like I sometimes do) it is better than it really it.
  22. Bill is my brother from another mother. Blasters are generally too squishy for me to enjoy. I've had a few I like, but I really only spend time with one right now. I tend to like one of two modes of play. I either like to sit back and control the field and support or I like to smash face without thought. I lack the required 300 IQ to play Blasters.
  23. Hmmm. Not sure how your non-Force Feedback recharge would have decreased. When I made the suggestions your build's native global recharge of 140~% went up by 10 the first change I made. There are a number of ways you can pile on native global recharge with Super Reflexes and still hit soft-cap defense. So, I'm not sure why you're not capping, or getting real close, to all 3 positions either. For context, my DP/SR has 195% global recharge without Ageless or Force Feedback (I don't currently use that in my setup at all; don't need it). My lowest positional defense is AoE at 44.91%. The loss of global damage was expected, and predictable, but it shouldn't set you back much if you're optimizing procs in your attacks. You could lose AoE through-put if you stop using a lot of Force Feedbacks, but that's just personal preference for me. I don't think it makes a significant enough change to my gameplay to run Force Feedback, but for everyone else YMMV. HP and regeneration are a fun thing to talk about. With Accolades you're looking at 16 hp returned to you per second. If you managed to push HP upwards closer to 2000 you'd only gain around 4pts more health per second at a regen rate of roughly 240%. That isn't worth doing in my opinion. Power Transfer gives me 60 hp and Panacea gives me 65*. These are procs but they are stable enough that they become significant contributors to my health return in between the times I am actually hit. On top of that, Master Brawler gives me 400+ temporary health via the absorb. I tend to find this is enough for much of what I do in the game. I'm very against stacking regeneration for the sake of stacking regeneration. There is merit in building up hit points, BUT there is an opportunity cost to that which needs to be weighed. My Sentinel has roughly the same total HP as my Scrapper and Stalker. Both of those are also Super Reflexes characters and they too survive pretty well. However, there is a difference in having Master Brawler that I find noticeable. Finally, Rebirth Destiny can ramp your base regeneration high enough that the health return becomes much more noticeable. The ability to both dodge hits and absorb some hits allows Rebirth to pull a lot more weight. That's why I recommend taking a look at it because it feels really underrated. It can shine with some builds and Super Reflexes is one of those, in my opinion. TL;DR, there are better ways to improve health return vs looking at set bonuses for regeneration. *I feel I need to explain something further here. Yes, both Power Transfer and Panacea are procs and have a delay in their triggering. However, they can average out over time to being considered along with my health regeneration. So two procs grant me 6 health regen per 10 seconds. It would take me a significant effort to pile on regeneration percentage in order to accomplish the same thing. Additionally, it would take a lot of HP piling to get close. In either case of the latter, this is going to come from set bonuses spanning multiple powers. However, just two power slots with procs accomplish that kind of effort on their own. That's my perspective on why they become significant contributors to health restoration over time. The clarity here should help, I hope.
  24. Just an FYI, but those procs in Obscure Sustenance aren't going to work like you probably hope. That power has weird design features like using AoE ranges but only effects one enemy. In other words, it is no where close to being the AoE proc bomb that its cousin Dark Regeneration is. Furthermore, Theft of Essence isn't that reliable so do not count on this power fueling your endurance much. I'd say, you're better off slotting OS as a regular old heal power with either Doctored Wounds, Panacea, or Preventative Medicine for the global recharge benefit. Tenebrous Regeneration is a power that you could potentially skip if you wanted. All it does it push regeneration, nothing more, and while that value is high the general use of passive regeneration kinda sucks. Likewise, Cloak of Fear isn't that great of a proc carrier for an aura power either. At least, the damage it suggests isn't as reliable as it is really functions. That on top of its base endurance cost (and crappy base accuracy) makes it less useful for that kind of slotting, in my opinion. I also generally don't value CoF much without using some other form of fear to handle more difficult targets. Oppressive Gloom makes sense with the power pair, and the Epic, due to stun stacking which you can notice some results with. It'd be nice to see Psychic Focus with one more slot to hold Gaussian's Build-Up proc. It is a nice damage increase. Scramble Thoughts is a deceptive power. It looks like it sucks because the animation is so long. It is actually one of the strongest powers in your tool kit making it better than Psionic Strike (which actually does suck in comparison to almost everything else). The Apocalypse set would work well in Scramble Thoughts allowing for it trigger the bonus negative damage more frequently. You could do something similar with Psionic Strike too, but well, it is just one of the powers in the tool kit that is basically inferior to your total array of options. Other than that, I don't have much more to say. The pairing of these two sets can be difficult to build with, and having higher resists is a decent way to approach it. So, is it viable as is? Of course. It'll be viable with some changes too. Do you mean is this optimal? No, but then again neither half of this power combo is going to be "optimal" when the conditions are either A) the most damage (this power pair won't do that) or even B) having the best survivability for the hardest content (Dark Armor on Sentinels can struggle there). Still, the combination of stun stacking can actually go a long way making this more durable than it has any real business being. The psionic damage type will be nice for certain enemy factions but some will be frustrating due to late game psi-enemies being overly punitive to the type for players. So there will be areas it shines as a niche power combo but plenty of other areas where it will seem merely "OK".
  25. There are several decisions that I frankly don't understand. 1) You're under on defense because you're not using the 3% defense to all uniques. You could easily slot Tough with the 1 Steadfast that is Resist/End (for some sustain help) + the 3% defense to all. The 3rd slot can be for the Gladiator's 3%. That'll get you +6% to all. You will lose some of the endurance reduction and the energy resistance. 2) Point 1 leads me to this, I think you're chasing resistances at an expense for very little gained. For Sentinels, the combo of having high defenses (at least softcap) plus Master Brawler's absorb is surprisingly durable. You could even add another fun layer with Destiny Incarnates like Rebirth to heal whatever actually hits you later *or* take on Barrier. Super Reflexes is a little glass cannon-y in concept but really the Sentinel version is fairly tough. I'd suggest trying to focus on things like Recharge and Defense. 3) I think some of the breaking up of sets like Overwhelming Force are also a bit of a waste. You're getting 12% regen... 'meh' and 3% damage... 'double meh'. Keep in mind how damage buffs work. They buff your *base* damage. You're looking at the possibility of stacking a bunch of small-ish damage buffs to fundamentally account for what is effectively less than the value of a regular damage enhancement. Sure, this can add on once you've hit ED in slotted powers, but you're still only effecting the base damage. In other words, you're looking at about 3 pts of damage if the base value of a power is 100. This is why damage procs get spoken about so much. If a proc has 30% chance to grant you 71 damage, then its average is 21 damage. Hopefully, that adds some context on why people may slot for procs vs pushing that one extra slot for a 3% damage boost. 4) The slotting of Hail of Bullets doesn't make a lot of sense. First off, you're not going to be consistently running 257% global recharge. MIDs, by default, turns on your procs. Unless you're actually triggering all of those Force Feedbacks your actual recharge is going to be an average of your baseline plus the uptime of that proc. That proc, as you have it, is going to rely on enemy density so there is a level attrition you may be missing (or maybe I am missing your intent). The 5th slot of the Ward set would raise your melee defense to 44.7% easy-peasy. The 6th slot would get you 10% more global recharge and work towards making you less reliant on Force Feedback (which you are heavily reliant on now). There are a couple slotting options for Hail of Bullets that I personally like. 1) Use either of the full ATO sets. The Ward set is better here than the Opportunity set, in my opinion. 2) For better damage, you could opt for 5pc Armageddon + Fury of the Gladiator -20% res proc *or* Force Feedback. Armageddon gets you a nice purple quality fire damage proc that has a high chance to trigger given the base recharge of the power. In other words, it should go off most of the time. 5) Ragnarok in Bullet Rain is OK, I guess. Overall, Ragnarok is not a great set. You're not in any danger of exceeding the 5 copies of the 10% recharge bonus. So, you could dump that set and switch it for the Ward Set out of Hail of Bullets and include Armageddon that way. Net gains, more damage for Hail, better defense to melee, and 10% more recharge. 6) Empty Clips could keep the frankslotting you have, or you just put a set in there for some ranged defense if you like. I don't see a lot of value in how you have it set up right now. Additionally, you could slot the full Opportunity Strikes set in Empty Clips and do something different with Pistols. Up to you. 7) Do you actually use Kick in combat? If you're looking for a slot to steal, that Explosive Strikes slot is one. That is only going to add an average damage of 8pts. That Force Feedback proc there is worth even less if you never actually use Kick but some folks love this strategy. I don't even slot Boxing or Kick on my power bar and so I don't ever bother enhancing it with anything. 8 ) You don't need the Karma KB protection in Agile. Master Brawler should grant you enough KB protection. 9) I'm not sure there is a lot of value in how you have Suppressive Fire set up. The duration of the hold is like 2 seconds. I don't find it worth enhancing. I get the damage procs, do that, but the utility slotting doesn't make sense to me. That said, I am very much for trying to end fights faster vs worrying about locking down enemies. I personally don't find a lot of creative room to make utility powers in the Sentinels work because their base durations are pretty crappy. I have other characters better suited to that kind of gameplay so I just avoid it here. 10) I'm not fond of 6pc Apocalypse but I get it if you're worried about resistance. Still, see my early comment on high defense plus absorb. 11) Do you need Piercing Rounds? Want, I can understand, but need it? What is confusing here is that it looks like some of the slotting is going out of your way to make really strong powers suck and sucky powers even worse. Right now, Piercing Rounds is your second highest damage attack. However, your single target attack options aren't that coherent. You could leverage a chain of just Pistols, Suppressive Fire (if it were slotted better for damage), and Executioner's Shot OR Pistols, Executioner's Shot and Piercing Rounds. As it stands, you can't really do either without 100% uptime on Force Feedback (see the problem?). In order for Piercing Rounds to make a gapless/comfortable attack sequence it needs to recharge in the time it takes to run Pistols -> Executioner's Shot -> Pistols. That's 4.224 seconds, by the way. You're at 5.1 seconds which creates downtime. You're either going to fill this time with Pistols or Suppressive Fire which is a damage loss. If you pushed more global recharge without Force Feedback, and leveraged procs better in Suppressive Fire, you could completely dump Piercing Rounds and average a slight damage gain. This is because the current attack animation time of Piercing Rounds becomes a drag on Sentinel DPS in particular. This is made worse by how Sentinel Piercing Rounds has less side benefit than it does on any other AT (its standard ammo mode is weaker than all versions that exist and it doesn't actually exceed the value of Incendiary Ammo; at least in solo play). 12) You're past the 5 versions of 12% regeneration in set bonuses so the slotting of Master Brawler could use some work. Also, you're missing out on the Numina Regen/Recovery proc in Health, so I'd look for a slot to include that too. For Master brawler, you may as well go for one of the 3 sets that net you more recharge. Either full 6pc Preventative Med, or 5pc Panacea or Doctored Wounds. I get the stacking of resistance that appears to being achieved here, but again... see my early points. Obviously none of the above matters one spit if you don't care about whatever difficulty you currently feel happy with. However, I do in fact play this power combo, and I can assure you it can add around 100 DPS to its gains with some significant changes. Most of that change is really just a different focus. That is, focusing less on trying to cover resistances, and more on building up the strength of the pair which is faster shooting. In order to get faster you need more recharge and Super Reflexes can enable this in spades. It is really good at both defense and recharge. It is not good, at all, in stacking resistance.
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