Jump to content
Hotmail and Outlook are blocking most of our emails at the moment. Please use an alternative provider when registering if possible until the issue is resolved.

KaizenSoze

Members
  • Posts

    2087
  • Joined

  • Last visited

Everything posted by KaizenSoze

  1. Trick Arrow/Beam Defender. Not the quickest, but you can just stand back in hover and pummel the spawn safely. Lots of -tohit, AOE damage, -resist, and large AOE hold that provides status protection.
  2. You have enough defense, I personally would prefer more resists. Fort are vulnerable to getting 1-2 shot, but that is preference. Unless you are only planning on playing this build at 50. I would move Psychic Wail to level 28. You want that as soon as you can get it. It will be the majority of your damage. Also, you should get Aim. Aim + Follow up + Psychic Wail = most of the spawn dead. On teams, I have found Confuse to not be worth it. The mobs are usually dead before it's useful, unlike Aura of Confusion.
  3. My Sentinel lives in melee range to maximize Aura of Madness. There is no reason is shouldn't work well on melee toons. Devour Psyche is great against groups that cone when buffed with Clarion Radial hits a lot of targets. The resists can quite good, except Toxic, plus the quick recharging large absorb backed by those resists makes for a durable build. An absorb which is also buffed by Clarion Radial. The defense is the only weak part, no enough DDR, which means is useless to build for defense. Build for resists and absorb and it works well.
  4. You're right, I do have it on my Sentinel.
  5. I have a almost fully built out Elec/Psi Sentinel, with the four accolades, just missing one T4. Since, Sentinels get Electrical Blast they are uniquely able to benefit from Devour Psyche's long -recovery. The problem with all melee primaries is they don't have a strong AOE end drain. Even if you were to go for maximum endurance drain in Electric Melee's best draining power, Chain Induction, using Musculature Radial and Clarion Radial, you only get -30 end drain per hit on the primary target. The chain jumps do not drain endurance. So, it's going to take multiple hits unless you go full end drain on multiple powers. I think Elec/Psi Stalker would probably be the best option as a melee. Other notes from play the sentinel a lot. Building for defense is useless, you don't have enough DDR to survive any defense debuff. Especially with the ever increasing heavy -defense mobs keep getting. Build for absorb, resists, and controls. Primarily the first two. Devour Psyche is really good for pulling on Mother Ship Raids, the long debuff keeps them following.
  6. Combat system Travel powers Teaming optional, but enjoyable Almost never mandatory tedious grinding like other MMORPGs
  7. Yes, it's fun to actually be challenged by the content. I think there should be more random large ambushes in missions. There should be a more defend a point missions like the Terra Volta respecs.
  8. Until the dev balance content against the current incarnates. I don't want any new ones.
  9. Added some LFG macros.
  10. Almost fully built out with T4, all four accolades. Really fun effective build. Updated the build slightly and posted some numbers that MIDs has wrong.
  11. Sure. Not the concept I have for mine, but I think something like Synapse or Neuron would work.
  12. Do you mean speed running content? Or the concept of a speedster?
  13. I only maintain Devour Psyche, Memento Mori is only for emergencies and a IO mule. You do have to keep Devour up with as much stacks as possible when leveling. You'll need to keep some blues on hand. I leveled this char without recovery amps or temp powers. Sentinel is probably the best newbie AT, since they are effective on SOs.
  14. That's easy, it's the one you are in.
  15. I have this tool that might work for you. It break each play session into separate files.
  16. It's awesome with Electrical Blast on Sentinel.
  17. People will assume it's blue unless you state otherwise. Red side generally knows this and will put in "red side" or something like that.
  18. The kinetic free of the combat system. Bad balance issues in the end game.
  19. If this helps with calculation from my parsing tool. It is normal for Judgements to be number one damage dealer on any AT. Elec/Psi Sentinel. All IOs, but not all T4 incarnates. Apex-Tin mage TFs with a full team.
  20. Or they could the Trick Arrow route and make part of the debuffs irresistible. Say 5% of the debuffs. Or allow 2-3 stacks. There are number of simple changes, that might have big effects. Also, the Chance For Opportunity proc, should give more points towards the bar.
  21. It's only about 1-3% of my total damage. I do see the mezz effects quite often. It has a host of debuffs too. You can see it stun a Vanguard boss in the video all by itself.
  22. Please, post your build when you're done. I am pretty new at building Sentinels. I mostly play VEATs.
  23. Two videos of the build in action. I don't think I used any inspirations Mistakes included, like forgetting to fire Opportunity and having trouble getting back through a door 🙂 Took on two groups before everything recharged. To show the build works without having to wait for incarnates Mobs that get sapped and hit with Devour Psyche stay sapped for a long time A number of mobs are mezzed including bosses 4x8 Freaklok Note the Eidolon on the right hitting with radiation attacks. Each hit would have gutted my defense if I cared about defense 4x8 Vanguard 15-20 Energy resists, so takes longer to kill
  24. First Sentinel in awhile, but this one has turned out well. Born out my frustration trying to build a blaster that could handle 4x8 KW mobs. Leveraging the power and long duration of Devour Psyche's -recovery, 45 secs, combined Electrical Blast ability to zero out endurance quickly this is a good, fast, sapper, with good durability outside of sapping. Good on teams, because you can be very aggressive and be right in the thick of things. Solo at 4x8 do have to play smart, corner pull, and use inspirations sometimes, but it's better than several other non-Sentinel squishy AT combinations I have tried against KW mobs. Durability is a combination of fast recharging absorb, decent-good overall resists, some control through Aura of Madness, and rapid long duration sapping. I completely ignore defense, as the available defense is small and no DDR. So, most KW group just drop me to negative defense at 4x8 in one hit even when I tried to build in some defense. Downsides, you need to watch your endurance while leveling and keep as many Devour Psyche stack going as you can. Build has some expensive sets, but you can slot up build over time. SOs work just fine leveling and at 50 while farming Incarnates and sets. You might note I use Clarion Radial, it boosts the absorb, endurance drain, and the controls. I'll post some video of it in action soon. 7/6/25 Update, I have the four base accolades. Finding out MIDs is off on several values. Max HP: 1873 Max HP with Memento Mori: 2088, Clarion doesn't effect it Psychokinetic Barrier absorb: 713 Psychokinetic Barrier absorb with Clarion Radial: 1002 Smashing resistance: 71% rather 60% from Mids Switched to Combat Jumping and Super Jump. Just didn't like Teleport. Sentinel (Electrical Blast - Psionic Armor)v3.mbd
  25. This week I have the pleasure of teaming with a player who runs one of the most effective odd ball builds I have seen in awhile. They run a Gravity/Force Field Controller that specializes in herd mobs. And they are damn good at it. The place the pet on top of the tank, then Repulsion Field entire rooms with multiple spawns into the kill zone. What are the crazy effective builds you have seen that don't follow the damage is everything mantra?
×
×
  • Create New...