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Astredax

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Posts posted by Astredax

  1. I will take a more in depth look later when I’m not on mobile, but just looking at the forum post I would recommend dropping rad siphon and slotting contaminated strike instead and also slotting parasitic aura a bit more heavily. Rad siphon is a trap - a lot of rad’s dps is from contaminated targets, and siphon will strip contamination when used, leading to lower DPS. With ablative carapace, dna siphon, and parasitic aura you already have plenty of healing.  
     

    Also, put both of the -res procs in irradiated ground (achilles and fury of the gladiator)

  2. On 10/7/2019 at 8:38 PM, Sir Myshkin said:

    As promised, took a Reverse Flash to my Tank Bio/SS and transformed it into SS/Bio for a Brute. It is same-for-same except in the necessity of Jab. Since I did not utilize Jab in any way before, not being forced to take it became a plus, and I opted for Dark Obliteration instead (which I wanted to test out with this build anyway, just couldn't fit it with the Tank). From a survival front, I definitely felt squishier on the Brute since it doesn't end up carrying the same extremes of Resistance and Defense. My attack set was 100% devoted to Proc building, so no set bonuses there, and most efforts are after +Rech over any other priority. The Tank is able to soft cap elemental defenses, and hard cap S/L Resists (even in the onset of Bio's Offensive mode). The Brute suffers a -10% Defense squash, and -30% Resistance.

     

    Bio Armor is relatively pretty good at utilizing three different Regen/Absorb/Heal tools to stay alive, but despite that I don't think I could've safely accomplished a full-tilt Comic-Con style "everything at once" farm and walked out with sane stress levels like the Tank can. From a singular spawn-to-spawn approach, I was good however, and didn't have any real concerns. From a kill speed, it matched the Tank (for the most part). Dark Obliteration obviously changed the dynamic a bit as I was able to hit FS>DO>FS and clear most of a mob save Bosses, which were easy to dispatch with KO-B and Gloom (no different than the Tank).

     

    The big kick is in its efficiency to take down a singular heavy target (ie Pylon "AV").

     

    It was a wash. If I walked blank into the fight, I'd hit a similar stride of 2:40-2:45 (which were my low-end ranged on a Tank), and if I hit the next Pylon at 70% Fury (where I pretty much tapped out in these fights), then I'd be in the 2:20-2:30 range; the peak non-hybrid zone for the Tank. The only tipping point where I was able to exceed the Tank at all was marginal in the fact that I could (technically) burst my +Dam into the 500%+ range for brief windows on the Gaussian's proc with rolling Hybrid stacks. The Tank tapped out its peak hits at just shy of +400%.

     

    My process for hitting the Pylons on both Tank and Brute was "clear them till I get bored, and then check the times." My best Tank time with Hybrid Assault Core running was 2:09 when I ran it. Tonight, with the Brute, the best time was 1:55. I broke two minutes on Super Strength, Solo, and (in my opinion) officially moved it into "outlier" territory. That time was hitting the Pylon just after "Weakened" passed, Ageless was already popped, Fury at 70% (again, was literally doing all this ping-ping-ping in a row), run in and hit DNA Siphon > Hybrid > Rage (Beat Pylon to Death); run only ended up with one drop of Rage, and honestly even in those drops I'm still doing ~150 DPS on Procs alone.

     

    For the first time in 15 years I'm actually like "Huh, maybe I should roll one of these." But then I know it's broken, so ... no.

     

    True, but these have to be looked at in a vacuum of solo performance to be fairly evaluated.

    Still sure about that given the changes we're facing?

    Wasn't the point of the changes to make the tank vs brute dynamic be tanks = 90% damage brute damage vs brutes = 90% tank survivability? 

     

    If the best time was 1:55 on a brute and 2:09 with a tank then it's a 10% difference in damage for the absolutely most well tooled primary/secondary combo that benefits tankers the most, so wouldn't that be mission accomplished? 

  3. The thing about the secondaries is there's a pretty large difference when you're talking about with IOs and without IOs.  

     

    With IOs Bio or Energy Aura are probably the strongest defensive secondaries, without them it's probably super reflexes, invuln, or maybe willpower. 

     

    If I had to say best all-around pick at all stages of the game, I'd say Energy Aura.  Its top end IO'd out performance is lower than Bio, but it's gonna be good at protecting you from 1-50 and doesn't require the super specific type of build Bio does for softcapping.  

     

     

    • Thumbs Up 1
  4. 37 minutes ago, ParagonKid said:

    Losing Bruising for slightly better AoE is still a huge net loss for Tankers. Bruising improved not only their direct damage, but the damage of Hybrid Assault and Interface damage procs and any IO procs on their attacks.

    Increasing their damage mod to .95 while removing Bruising makes them demonstrably worse.

    Let alone the fact the people who value ST damage would be having it forced on them. I personally find this whole thing very alienating and distressing that my tanks are getting nerfed.

    And for what? I mean, even at the end of the day it doesn't make Tankers more attractive to everyone else. They don't BECOME better than Brutes at anything people care about with these changes (and becoming better is what it takes to actually shift anything).

    It improved the damage of the radial assault, but these changes IMPROVE the strength of core assault AND make the increased damage from core assault stack with team damage buffs more easily.  

     

    Second, I've been min maxing the shit out of a bunch of tanker builds with these changes, and there is finally a reason to actually make tankers.  The changes are a net positive for solo damage for all of the high end builds I've made - this is a net increase against strong AVs etc. in a solo situation because bruising was resisted by the purple patch (9.6% debuff after you have an alpha slot level shift). 

     

    Will they do slightly less damage with a full team against an AV?  Yes.  But they will do significantly more damage in every other situation, and are also going to be better at buffing teammates via leadership, which they will also be better at running due to the end changes.  Taking assault pretty much gives you half of your bruising debuff back anyway - only characters stacking tons of damage already through IOs or Kin would have significantly better performance from utilizing a tank's bruising than from the leadership buff.  

     

    I'm sorry you don't like the changes and are losing bruising, I can see how some people might have been attached to that inherent.  If you look at it objectively it's not really even a significant single target nerf, and the damage scalar changes have definitely made tanks more attractive to me.  I haven't made a tanker since the game relaunched, and I'm going to be making one for the first time since I20.  

    • Thanks 5
  5. 4 hours ago, Haijinx said:

    Nice.  I guess I was mainly thinking Brutes, but you are right, looks like for Tankers my statement is incorrect.  

     

    On tankers, maybe Dark and Rad can get a lot of 90s too? 

    I made a /rad brute on the test server that sits at 90% resist to everything (toxic, psi, cold, literally everything) at all times.  You have to manage ageless and some cooldowns though.  

    • Thanks 1
  6. I've got a fire/bio that's softcapped to everything but psi and can take a pylon down in about 4 minutes or so, maybe faster but I haven't checked since I respecced to do even more damage.  It can also take out +4 AVs without using -regen effects.  

     

    If you want to push fire/bio sentinel damage as high as it can go you actually want to take the psi pool for dominate and mind probe.  Combine those with blaze and then you use flares for filler.  Ageless to handle the endurance drain is pretty important if you're against a single target too since dominate costs so much endurance.   

  7. No one seems to have suggested it yet, but if you want to be a tank style sentinel I'd recommend water blast.  Not only do you get a decent heal, which you can use with a def based set that you'll almost certainly want to use to do early tanking, your AoEs have a huge radius and high target caps, so you can get at least a little aggro on everything (though keeping it might be harder).  Not only that, they knock your enemies around, so it helps you take that alpha strike without dropping dead before you get all your super cool god-mode IOs for surviving armageddon.

  8. I like Fire/Bio.  You can cap all your defenses and you still get the extra damage boost from Bio while doings so.  I've been able to solo every villain group on +4/x8 using the build, including arachnos and rogue vanguard, although rogue vanguard required purples.  It can solo AVs too, but it's annoying without envenomed daggers because they run away a lot even if you stand in melee.

  9. Just tested it, looks like you’re right. For some reason it isn’t working. I’d personally just go for 3 +5 def/recharge IOs from different sets. You only lose the tohit bonus. Good to know about this, will add it to the list of stuff to change for v2 of the build.

     

    Damage-wise, i know I’ve beaten a number of blasters on pylon time, but it’s still significantly longer than the top tier brutes/stalkers/scrappers. Iirc my time hovered around 4.5-5 minutes when i added both -res procs to the build.

     

    Fighting AVs is a little annoying since they run away a lot for whatever reason. Rotation has good points for using throwing knives, killing AVs goes pretty fast with those. 

  10. Update to this build, DO NOT SLOT HAMMIDON ENHANCEMENTS THEY DO NOT WORK. slot 2 piece luck and 2 rectified reticle both with the recharge

     

    Hey, I made the build you put up there - it’s pinned in the sentinel discord. Do you mind telling me what you mean by hamidon enhancements don’t work in link minds? They absolutely work for me on live - recharges when you expect it to and the def numbers in combat attributes seem to show it working too. 

  11. I wouldn't swap for dark - the stuff you'd want the debuffs for ends up resisting debuffs super heavily, so they aren't as useful as you'd hope. 

     

    Ithink psionic and fire are the two good sentinel APPs - if you're going to switch off of Psionic, go for fire.  The thing about those two pools is their damage abilities are basically swapped - fire's AOE is stronger but recharges slower, while it's melee recharges faster but has lower DPA.  Psionic is the reverse.  In your case, you probably want a slower recharging, higher DPA ability, so I'd personally keep psi.  Link minds is nice, but unless you're planning on soloing super high level stuff, you probably don't need it that badly. 

     

    Mind linking your build? It's a little hard to give better advice than that without seeing it. Plus I'm curious for myself.  Got my Fire/Bio to the point where it's super strong, looking for a new project to work on, and was thinking EA - although I haven't actually tried softcapping without Agility, the idea is nice since you could take musculature and make up some of the lost damage from swapping off bio. 

  12. I use psychic mastery.  Main reason to use it is for link minds and/or psychic shockwave.  Shockwave is a pbaoe on a short cooldown, which is great for a sentinel since it will hit more enemies than and is easier to aim than our cones.  It also has some minor -recharge and CC, but I don't notice that so much. 

     

    Link minds combined with maneuvers will see you giving the team around 8-9% defense to all.  It's nowhere near widow numbers, but it's a nice bonus.  More importantly it helps a number of sets softcap solo, so I'd say that's its main purpose.  It's what lets my fire/bio softcap, so that extra 5.5 defense from link minds is a pretty big deal for some characters. 

     

    Mind probe has a high DPA so it's quite good too, although the recharge is a little long. 

     

    I don't see much use for dominate or mass hypnosis, but dominate could be good if paired with dark/ or elec/. 

  13. Stay Water/Bio if you like the look, most of the people in help chat have no idea what they're talking about when it comes to Sentinels.  Most of the time they don't even know the secondaries are different from scrapper/tanker secondaries.  A lot of them will even say stuff like fully built Sentinels can't solo +4/x8 because their defenses are too low....like...Total nonsense things.  Just make a build on test and you can see that's not true. 

     

    Regarding Water/Nin, there's basically no mechanical reason to not go SR rather than ninja.  You already get a heal from water, you don't need a second heal in Ninja, and SR has strong defense debuff resist and the master brawler absorb shield, which are going to be generally more useful than the blind and 8% resistance. 

     

    Bio is basically the best secondary if you spend a ton of inf, while SR, Fire, and EA are the best if you don't want to do that.  Water is one of the better primaries - it's not gonna be as easy to solo an AV as it would be with Fire, Beam, and maybe psi, but it's got its own strengths. 

  14. I have the Melee hybrid, for helping me not die.  High level enemies really want to make me die.  The only place I can easily put a -res proc is Lightning Field, which I currently don't have.

     

    You should be able to drop one into your fireball: annihilation, chance for -res debuff.  You can stick fury of the gladiator in Inferno too if it's not six slotted for one of the defense types. 

  15. Psy blast is total crap to start out with, but when you pair it with the psi mastery it's actually one of the higher DPS sentinel powersets and has some good secondary effects baked in too.  The downside is that the ability that activates the offensive version of your passive is straight crap, but you'll have to take it and slot it anyway if you wanna use offensive opportunity.  It should pair really well with SR since out of all the sets SR has the most reason to use defensive opportunity while also giving you quicker recharge so that you can stop using mind blast asap. 

     

    Fire/Fire is kind of similar to regeneration in some ways - you probably aren't gonna be tanking a full +4/x8 group without inspirations like an SR/EA/invuln/Bio/Maybe WP could potentially do, but if you take the fighting pool you're gonna be pretty survivable, all things considered.  You won't drop dead like a blaster does, anyway.  You can also get a damage aura, in case you didn't know: the elec APP for sentinels gives you access to one.  It won't be thematic, but it's there if you want it. 

  16. I'm speaking from a fire/bio perspective, but I'd second skipping breath of fire.  I'd actually take blazing blast while leveling, or at least until you have some good recharge going, then ditch the power afterwards.

     

    I do, however, think the sentinel APPs are pretty good: the melee attacks in particular are worth your time.  Mind probe is super high DPA, and charged brawl isn't that far behind, and the elec damage aura is also pretty nice if you're going to be in melee anyway. 

  17. First try on my Fire/Elec Blaster, 4 min exactly.  Which works out to 287 DPS.  Which is pathetic, considering this is a Blaster, damage is supposed to be our thing.  I need to get Lightning Field back at least.

     

    Were you using Hybrid?  That does seem a bit low if you were, my Fire/Bio Sentinel comes out to 251 without hybrid running, and that's on a build that's made for defense rather than offense.  Maybe work on the attack chain or integrate some -res stuff?  I put a proc in my nuke.  Someone had the idea of putting a proc in fireball to get more -res, gonna try that next time I respec.

  18. So, thanks to this work:

    Bio Armor>Fire Armor for Plus-DPS

    Bio Armor != Saving Sentinel DPS

     

    Thank you for your efforts.

     

    This is probably accurate, but I don't think 10:45 is the ceiling here.

     

    My fire/rad sentinel is at ~215 DPS (7:16), on one try starting when Hybrid was on CD.

    Attack chain Blaze -> Flares -> Blazing -> Flares, Aim with Gaussian BU + Inferno with Arma Fire and Fury -RES.

    Setup: Hybrid T4 (doublehit), Reactive T4 (-75% res, -25% dot), Cardiac T4

     

    Given that Meltdown < Offensive, I'd expect a Fire/Bio to push this time down. End management being a nonissue, you could likely include Fireball in your attack chain with an additional -RES proc too!

     

    **

    Edit: crafted T4 Degen (-75% maxHp, -25% dot) on the aforementioned fire/rad sentinel, and gave it another go. 5:20, ~247 DPS.

     

    Hybrid was ready right away, so, this might account for more difference than Degen vs Reactive. Or, it could be luck.

     

    Just did this on my fire/bio, it has T4 Agility, T4 Doublestrike, and T4 Degen.  Got roughly 4 mins 35 seconds give or take a couple seconds, DPS should be 260something, was just trying to ballpark it.  When I didn't use hybrid, it was pretty close to your time using hybrid, interestingly enough.

     

    I don't have gaussian's in Aim, and the build is kind of made to be defensive so it has softcap to everything, 70% S/L resist etc. etc.  I'm sure this could be brought down using a build that had an optimized attack chain, procs, etc.  I used Blaze, mind probe, flares, blaze, flares, flame blast, blaze.  If blazing blast gets its damage bug fixed, swapping in blazing blast would allow for a better attack chain as well.  Also, the fireball idea is a good idea since my end bar basically never moves.  I don't have the -res in it, and honestly forgot to fireball instead of fire blast, so that also dropped my time a bit.  I guess a sentinel might actually be able to get sub 4 minutes if you do all those things and have a better damage build. 

     

     

  19. Hero Plan by Mids' Hero Designer 1.962

    http://www.cohplanner.com/

     

    Click this DataLink to open the build!

     

    Level 50 Mutation Sentinel

    Primary Power Set: Assault Rifle

    Secondary Power Set: Regeneration

    Power Pool: Leaping

    Power Pool: Fighting

    Power Pool: Speed

    Power Pool: Leadership

    Ancillary Pool: Ninja Tool Mastery

     

    Hero Profile:

    Level 1: Burst

    • (A) Superior Sentinel's Ward - Accuracy/Damage
    • (7) Superior Sentinel's Ward - Damage/RechargeTime
    • (27) Superior Sentinel's Ward - Accuracy/Damage/RechargeTime
    • (31) Superior Sentinel's Ward - Accuracy/Damage/Endurance
    • (33) Superior Sentinel's Ward - Accuracy/Damage/Endurance/RechargeTime
    • (33) Superior Sentinel's Ward - RechargeTime/Chance for +Absorb

    Level 1: Fast Healing

    • (A) Doctored Wounds - Heal/Endurance
    • (3) Doctored Wounds - Heal
    • (5) Doctored Wounds - Endurance/Recharge
    • (5) Doctored Wounds - Heal/Recharge
    • (7) Doctored Wounds - Heal/Endurance/Recharge

    Level 2: Disorienting Shot

    • (A) Apocalypse - Damage
    • (15) Apocalypse - Accuracy/Damage/Recharge
    • (43) Apocalypse - Damage/Recharge
    • (43) Apocalypse - Accuracy/Recharge
    • (43) Apocalypse - Chance of Damage(Negative)

    Level 4: Buckshot

    • (A) Ragnarok - Damage
    • (15) Ragnarok - Damage/Recharge
    • (45) Ragnarok - Accuracy/Damage/Recharge
    • (45) Ragnarok - Accuracy/Recharge
    • (45) Ragnarok - Damage/Endurance

    Level 6: Slug

    • (A) Thunderstrike - Accuracy/Damage
    • (46) Thunderstrike - Damage/Endurance
    • (46) Thunderstrike - Accuracy/Damage/Endurance
    • (46) Thunderstrike - Damage/Endurance/Recharge
    • (31) Thunderstrike - Damage/Recharge
    • (31) Thunderstrike - Accuracy/Damage/Recharge

    Level 8: Aim

    • (A) Gaussian's Synchronized Fire-Control - To Hit Buff
    • (9) Gaussian's Synchronized Fire-Control - Recharge/Endurance
    • (9) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
    • (11) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
    • (11) Gaussian's Synchronized Fire-Control - Chance for Build Up
    • (13) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance

    Level 10: Reconstruction

    • (A) Preventive Medicine - Heal
    • (13) Preventive Medicine - Heal/RechargeTime
    • (27) Preventive Medicine - Heal/RechargeTime/Endurance

    Level 12: M30 Grenade

    • (A) Overwhelming Force - Damage/Chance for Knockdown/Knockback to Knockdown
    • (33) Superior Frozen Blast - Accuracy/Damage
    • (34) Superior Frozen Blast - Accuracy/Damage/Endurance
    • (34) Superior Frozen Blast - Recharge/Chance for Immobilize
    • (34) Superior Frozen Blast - Accuracy/Damage/Recharge
    • (36) Superior Frozen Blast - Damage/Endurance/Accuracy/RechargeTime

    Level 14: Quick Recovery

    • (A) Performance Shifter - Chance for +End

    Level 16: Instant Regeneration

    • (A) Preventive Medicine - Heal
    • (17) Preventive Medicine - Heal/Endurance
    • (17) Preventive Medicine - Endurance/RechargeTime
    • (19) Preventive Medicine - Heal/RechargeTime
    • (19) Preventive Medicine - Chance for +Absorb
    • (25) Preventive Medicine - Heal/RechargeTime/Endurance

    Level 18: Dismiss Pain

    • (A) Healing IO

    Level 20: Integration

    • (A) Numina's Convalesence - Heal/Endurance
    • (21) Numina's Convalesence - Endurance/Recharge
    • (21) Numina's Convalesence - Heal
    • (23) Numina's Convalesence - Heal/Recharge
    • (23) Numina's Convalesence - +Regeneration/+Recovery
    • (25) Numina's Convalesence - Heal/Endurance/Recharge

    Level 22: Super Jump

    • (A) Winter's Gift - Slow Resistance (20%)

    Level 24: Kick

    • (A) Empty

    Level 26: Incinerator

    • (A) Thunderstrike - Accuracy/Damage
    • (39) Thunderstrike - Damage/Endurance
    • (40) Thunderstrike - Accuracy/Damage/Endurance
    • (40) Thunderstrike - Damage/Endurance/Recharge
    • (40) Thunderstrike - Damage/Recharge
    • (42) Thunderstrike - Accuracy/Damage/Recharge

    Level 28: Resilience

    • (A) Steadfast Protection - Resistance/+Def 3%
    • (29) Gladiator's Armor - TP Protection +3% Def (All)
    • (29) Unbreakable Guard - +Max HP
    • (48) Resist Damage IO

    Level 30: Combat Jumping

    • (A) Luck of the Gambler - Recharge Speed

    Level 32: Full Auto

    • (A) Superior Opportunity Strikes - Accuracy/Damage
    • (37) Superior Opportunity Strikes - Accuracy/Damage/Endurance
    • (37) Superior Opportunity Strikes - Accuracy/Damage/RechargeTime
    • (37) Superior Opportunity Strikes - Damage/RechargeTime
    • (39) Superior Opportunity Strikes - RechargeTime/Chance for Opportunity
    • (42) Superior Opportunity Strikes - Accuracy/Damage/Endurance/RechargeTime

    Level 35: Second Wind

    • (A) Preventive Medicine - Heal
    • (36) Preventive Medicine - Heal/RechargeTime
    • (36) Preventive Medicine - Heal/RechargeTime/Endurance

    Level 38: Tough

    • (A) Resist Damage IO
    • (39) Resist Damage IO

    Level 41: Weave

    • (A) Defense Buff IO
    • (42) Defense Buff IO
    • (48) Reactive Defenses - Scaling Resist Damage
    • (50) Shield Wall - +Res (Teleportation), +5% Res (All)

    Level 44: Tashibishi

    • (A) Damage Increase IO

    Level 47: Hasten

    • (A) Recharge Reduction IO
    • (48) Recharge Reduction IO

    Level 49: Maneuvers

    • (A) Luck of the Gambler - Recharge Speed
    • (50) Luck of the Gambler - Defense
    • (50) Luck of the Gambler - Defense/Endurance

    Level 1: Brawl

    • (A) Empty

    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) Panacea - +Hit Points/Endurance

    Level 2: Hurdle

    • (A) Empty

    Level 2: Stamina

    • (A) Performance Shifter - Chance for +End
    • (3) Performance Shifter - EndMod

    Level 0: Portal Jockey

    Level 0: Freedom Phalanx Reserve

    Level 0: Task Force Commander

    Level 0: The Atlas Medallion

    Level 50: Agility Core Paragon

    ------------

     

    Here's what I was able to come up with after thinking about it for a little while.  You will have to tweak it a little because it's not as great as it could be and it's a bit expensive, but it's a place for you to start.  You get 34% ranged def, around 25 to the other positions, close to 50% S/L resist, and you aren't super far away from perma hasten, although you aren't exactly close either.  Just posting this since you didn't get any responses, I'm sure this can be further optimized.

     

     

    • Thumbs Up 1
  20. Go for typed defenses instead of positional ones.  You can cap every type except psi and get psi to the low 30s - enough for capping it with a purple.

     

    You will have to slot three melee attacks to cap the S/L def, though.  Brawl, boxing, and one of the APP attacks.  If "wasted" slots drive you nuts, you can try going for pure ranged defense, I think it would be possible since my build has 42% melee that I wasn't actually trying for. 

  21. Do you have to take the first power in your set to trigger the tier 1 opportunity bar, in my case Flares.  I have skipped it initially.  I think it's a waste of a slot.

     

    If you can skip it what is a tier one/tier 2 power then?

     

    Also people are saying it's OK to not take powers you don't like and that you don't need to worry about the opportunity bar.

     

    You have to take it to trigger your offensive opportunity, yes.  But you should actually be taking it anyway because it's higher DPA than flame blast.  Actually, it's the second highest DPA ability in fire: blazing blast is bugged and not doing as much damage as the detailed info says it is.

  22. Well, to look at Fire Mastery as an example, since I have a Fire/Fire sentinel:

    * Fire Cages (AoE Immobilize) - VERY useful, especially with Rain of Fire. 

    * Cremate (high damage melee) - Sentinels have high damage ranged attacks, so this seems redundant).

    * Char (Hold) - Holds are useful.

    * Fire Sword Circle (PBAoE) - If you didn’t have enough AoE in your primary.  Easily skippable for Fire Blast sentinels.

    * Warmth (PBAoE heal) - Incredibly useful, though I’d have to see the exact numbers on heal and recharge time.

     

    For comparison, here’s Psionic Mastery:

    * Mass Hypnosis (AoE Sleep) - Sleep and Immobilize are both useful to Sentinels, in different ways. Immobilize is better if you’re using lots of AoE attacks, but Sleep can keep attackers docile while you take out their buddies.

    * Mind Probe (Melee, -Recharge) - Seems redundant, but could be useful for the right build.

    * Dominate (Hold) - It’s a hold.

    * Psychic Shockwave (PBAoE Damage +Disorient) - Isn’t this the tier 9 power in Mental Manipulation (the Blaster secondary)?  Another power that forces you into melee range...but not a bad one, especially with a chance to disorient.

    * Link Minds (Team +DEF, +Hit, +RES Psy) - This is the power that makes the power pool shine.  A team boost with added Defense (helps with softcap), Accuracy, and Psionic Resistance.

     

    One thing about the melee attacks is that they work as kinetic combat set mules for sets with typed defenses - getting almost 4% S/L def is pretty great considering how hard it is to get S/L def on a character with only ranged attacks.

     

    I'd also say the PBAoE attacks are super worth it for any sentinel with a cone attack - breath of fire is pretty shitty to be honest.  I dropped it in favor of psychic shockwave and didn't look back - easier to hit multiple targets, higher number of potential targets hit, same-ish recharge.

  23. Thinking about it more, /SR might be a lot better for this than ninja simply because of the extra endurance recovery.  I heard the master brawler heal is not too different from the ninja heal in magnitude once you get to about 50-60% health, so I think there should actually be enough effective HP recovery with defensive, the proc, and the absorb shield. 

     

    I'm still not exactly sure how the procs per minute works out with an AoE attack vs a single target attack, but I stuck it in the AoE just so you wouldn't have to figure out how to afford two sets of the winter event enhancements.  It might be better in a single target attack like you slotted it.

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