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  1. Playing an Archery/SR Sentinel I really have not had a hard time playing this character, it's been a smooth but slow ride. I cannot help but feel that Sentinels were undertuned for fear of them being OP from the gate. Range + mitigation has a recipe to be the Titan Weapon/Bio of ATs. So if you were part of the homecoming team, how would you buff, if at all, Sentinels? For starters I would like to see them have their range brought closer to Blaster level and have the same AoE cap.
  2. terrawar

    WB/inv

    Looking for a water blast/invulnerability builds any one try this combo before? Mostly looking for a strong build for incarnate and 50+4 lvl missions .
  3. One thing I'd really like to work on, if possible, is to create a group repository of information on Sentinels as a whole, explaining what makes a strong pairing from each primary to each secondary and all of the pool powers, as well as what distinguishes Sentinels from Scrappers and Blasters. I understand that this is a big undertaking, but I think it could be extremely helpful to new players. I have some thoughts on these subjects, but the fact of the matter is, I didn't play CoX live at a very high level of proficiency and there are limits to how much I've experienced in Sentinel as-is. I will say that i would like to avoid contributions from people who are of the position that there is no such thing as a weak choice of powerset in CoX, or of the position that any powerset is so bad it should not be taken by anyone with an interest in m making the most of their characters. I believe it is possible and responsible to speak in general terms about average player performance and also support a diversity of interests. There is no wrong way to play, but I want players to be reasonably well-informed going into their choices -- at least, if they want to be. Some enjoy the discovery! I think the best way to create such a project would be for people to submit "sets" of opinions, where they analyze multiple different powersets in compare and contrast, so that we can get a feel for each reviewer's independently, then have a "czar" for that powerset synthesize all the submissions into something that succinctly reflects the consensus and any important divergences thereof. However, that assumes a large interest in this project. I don't know if anyone else would be interested in contribution. Also, accepting general feedback at this stage. Post inspired in part by @oldskool and their excellent comments in various threads. Set Sign-Up Sheet List of posters reviewing what powersets. Set Name Reviewer 1 Reviewer 2 Reviewer 3 Reviewer 4 Primaries Archery @drbuzzard @oldskool Assault Rifle @oldskool @Sunsette Beam Rifle @Sunsette [X] Dark Blast @drbuzzard @oldskool Dual Pistols @oldskool [X] Energy Blast @Sunsette [X] Electric Blast Fire Blast @drbuzzard Ice Blast Psychic Blast @drbuzzard @oldskool Radiation Blast Sonic Attack Water Blast @drbuzzard Secondaries Bio Armor @drbuzzard Dark Armor @oldskool Electric Armor @Hopeling[X] Energy Aura @Sunsette [X] Fiery Aura @drbuzzard Ice Armor Invulnerability @Sunsette [X] Ninjitsu @drbuzzard @oldskool [X] Radiation Armor @Destlin Regeneration Super Reflexes @Sunsette [X] @drbuzzard Willpower @drbuzzard @oldskool [X] Epic Pools Dark Mastery Electricity Mastery @Sunsette Fire Mastery @Sunsette Ice Mastery @Sunsette Ninja Tool Mastery Psionic Mastery @Sunsette Leviathan Mastery Mace Mastery Mu Mastery Soul Mastery Utility Pools Concealment @Sunsette Fighting @Sunsette Flight @Sunsette Leadership @Sunsette Leaping @Sunsette Medicine @Sunsette Presence @Sunsette Sorcery @Sunsette Speed @Sunsette Teleportation @Sunsette We can have more reviewers than four, but I chose not to assume everyone in the world ever would want to participate in this. I'll increase the number of slots if necessary. I intend to do the synthesizing of reviews into a coherent whole and will also be doing primary reviews on a number of sets; please feel free to keep me honest and call me on my shit if you think I've done a poor job somewhere. I'm initially going to be conservative on picking sets and stick to ones I feel I have a very, very strong grasp on; I'll branch out to ones I feel I have an OK grasp on if we have a lot of holes. If you're interested in submitting a review, this is the current format. Submissions are not yet open, but will be soon barring major disagreements. Set Review Format (Tentative) Powerset Name Basic Qualities:0 If damage primary: High/Med/Low Single-Target Damage1, High/Med/Low AoE Damage2 (# Cones/# Spheres/# PBAoEs)3, High/Med/Low Control4 If survival secondary: High/Med/Low HP/Healing5, High/Med/Low Defense6, High/Med/Low Resistance7, High/Med/Low "Clicky-ness"8. If pool: The main purpose of this pool. Special Qualities: For primaries, list secondary effects here: knockback, knockdown, stun, -regen, -res, -def, etc. Do not include the benefits of Passive or Active Opportunity. For secondaries, list things that aren't defense, resistance, healing, absorbs, or max HP here. So +recharge, defense debuff resistance, any notable mez protection the set lacks or is weak in, etc. If pool: Can skip Other: Anything else that you think should be noted about this powerset. Significant changes in this powerset from their implementation on other archetypes should go here. Beginner's Notes: Any powers or strategies that are especially beneficial to low level or new players to this set. This is a good place to put down slotting ideas for before level 50 (keep it to under 10 million inf. costs please) as well as early level rotations. Skippables/Must-Haves: For primaries or secondaries, list the powers that typically are considered optional or bad. For pools, list powers that are the strongest in the set. Whenever possible, please explain your reasoning. Advanced Slotting: L50 builds. (sky's the limit for budget). Whenever possible, please explain your reasoning. This will probably be a pretty long section that needs subdivisions, I'll work on this some more. Base Rotation: The standard attack rotation leveling up or at early 50s, for people to refine. Note any cooldown benchmarks that may be necessary for a specific rotation if it requires over 70% or so enhancement or global recharge. Complementary Choices: Suggest any primary, secondary, or pool (save ones that are mutually exclusive with this one) that synergizes with this one, and explain why. Ex: Energy Blast synergizes well with pools that contain an AoE immobilize with knockback protection and a strong melee attack to make the most of position with Nova; Dark Blast synergizes well with Dark Mastery to completely floor the opponents' accuracy. Whenever possible, please explain your reasoning. Incarnates: Would skip this for pool powers generally speaking, but incarnate powers that pair notably well with this powerset. Whenever possible, please explain your reasoning. 0 All measures assuming fully geared and incarnated at 50; this is just so we have an empirical baseline. 1 High: ST damage of approximately ≥230+ DPS. // Medium: ST damage of approximately 190 DPS. // Low: ST damage of approximately ≤160 DPS. If damage type is mostly Smashing or Lethal, consider it one tier lower. 2 High: Has 3+ AoEs. // Medium: Has 2 AoEs. // Low: Has 1 AoE. If damage type is mostly Smashing or Lethal, consider it as having one fewer AoE. 3 The breakdown of the number and type of each AoE type. 4 High: Reliably reduces incoming damage from the average pack of enemies by 50% or more. // Medium: Reliably reduces incoming damage from the average pack of enemies by about a third or a quarter. // Low: Controls can be beneficial sometimes but not to be relied upon. 5 High: Unaided, can heal or absorb a third of base Max HP (400) every 10 seconds or less. // Medium: Unaided, can heal or absorb a third of base Max HP (400) every 20 seconds or so. // Low: Unaided, can heal or absorb a third of base Max HP (400) every 40 seconds or more. Does not include the benefits of Defensive Opportunity. 6 Use values derived from Reistorm's chart located here. High: Gets S/L/E or all Positional to ≥32.5%. // Medium: Gets some of S/L/E or Positional to ≥32.5%, or gets all of S/L/E to 20%+. // Low: Any other result. 7 Use values derived from Reistorm's chart located here. High: Gets S/L to ≥45% or S/L/E to ≥30%. // Medium: Gets S/L or E o to ≥45%, or gets all to 20+%. // Low: Any other result. 8 High: Has 2+ abilities with an enhanced cooldown of a minute or less used frequently. // Medium: Has an ability virtually used on 'autocast' or an ability with an enhanced cooldown of a minute or less that otherwise needs to be frequently used for a non-healing purpose. // Low: Active abilities with enhanced cooldowns of a minute or less are rarely used for any purpose but an emergency heal. Outline (Tentative) Why Play a Sentinel? Seize the Opportunity: Sentinel Basics The Never-Ending Battle: Attack and Defense Mechanics Zoom and Enhance: Enhancement Mechanics Four-Color Fantasy: Leveling Red, Blue, Gold, and Black Primary Colors: Blast Powerset Reviews Secondary Strategies: Defensive Powerset Reviews Fly Like an Eagle: Utility Pool Reviews EPIC!: Epic Pool Reviews The Alpha and the Omega: Incarnate Mechanics A Few Provisos: Badges, Macros, and other Miscellany At the moment these are all things I intend to write myself, but I will gladly take volunteers for any sections.
  4. Hi all - here is a build for an Energy/Bio sentinel. While running in Offensive is capped at F/C/E/N Def and S/L Defence. EndUsage/Recovery is not a worry and has 299% Regen or 497% Regen with Ablative Carapace. Hasten is not Perma but wasnt going for it. Any feedback? Hero Plan by Mids' Reborn : Hero Designer 2.6.0.7 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! Level 50 Natural Sentinel Primary Power Set: Energy Blast Secondary Power Set: Bio Armor Power Pool: Flight Power Pool: Fighting Power Pool: Speed Power Pool: Teleportation Ancillary Pool: Leviathan Mastery Hero Profile: Level 1: Power Bolt -- Thn-Acc/Dmg(A), Thn-Acc/Dmg/EndRdx(3), Thn-Acc/Dmg/Rchg(5), Thn-Dmg/EndRdx(37) Level 1: Hardened Carapace -- Ags-ResDam/EndRdx(A), Ags-ResDam/EndRdx/Rchg(7), Ags-ResDam(13), Ags-ResDam/Rchg(23) Level 2: Power Blast -- Dvs-Acc/Dmg(A), Dvs-Acc/Dmg/EndRdx/Rchg(3), Dvs-Acc/Dmg/Rchg(5), Dvs-Dmg/EndRdx(17), Dvs-Hold%(37) Level 4: Environmental Adaptation -- LucoftheG-Def/EndRdx(A), LucoftheG-Def/EndRdx/Rchg(7), LucoftheG-Def(13), LucoftheG-Def/Rchg+(23), LucoftheG-EndRdx/Rchg(40) Level 6: Inexhaustible -- Prv-Heal(A), Prv-Absorb%(48) Level 8: Energy Torrent -- SprOppStr-Acc/Dmg(A), SprOppStr-Acc/Dmg/Rchg(9), SprOppStr-Acc/Dmg/EndRdx(9), SprOppStr-Acc/Dmg/EndRdx/Rchg(21), SprOppStr-Dmg/Rchg(40), SprOppStr-Rchg/+Opportunity(43) Level 10: Adaptation Level 12: Aim -- GssSynFr--Build%(A), GssSynFr--ToHit/Rchg(50) Level 14: Power Burst -- SprWntBit-Acc/Dmg(A), SprWntBit-Dmg/Rchg(15), SprWntBit-Acc/Dmg/EndRdx(15), SprWntBit-Acc/Dmg/Rchg(17), SprWntBit-Dmg/EndRdx/Acc/Rchg(36), SprWntBit-Rchg/SlowProc(43) Level 16: Ablative Carapace -- NmnCnv-Heal/EndRdx/Rchg(A), NmnCnv-Heal/Rchg(25), NmnCnv-EndRdx/Rchg(39), NmnCnv-Heal/EndRdx(43), NmnCnv-Heal(46) Level 18: Explosive Blast -- SprFrzBls-Acc/Dmg(A), SprFrzBls-Dmg/EndRdx(19), SprFrzBls-Acc/Dmg/EndRdx(19), SprFrzBls-Acc/Dmg/Rchg(21), SprFrzBls-Dmg/EndRdx/Acc/Rchg(36), SprFrzBls-Rchg/ImmobProc(42) Level 20: Rebuild DNA -- NmnCnv-Heal/EndRdx(A), NmnCnv-EndRdx/Rchg(25), NmnCnv-Heal/Rchg(39), NmnCnv-Heal/EndRdx/Rchg(46), NmnCnv-Heal(46) Level 22: Hover -- ShlWal-ResDam/Re TP(A), Rct-ResDam%(39), LucoftheG-Def/Rchg+(50) Level 24: Kick -- Empty(A) Level 26: Focused Power Bolt -- SprSntWar-Acc/Dmg(A), SprSntWar-Dmg/Rchg(27), SprSntWar-Acc/Dmg/Rchg(27), SprSntWar-Acc/Dmg/EndRdx(31), SprSntWar-Acc/Dmg/EndRdx/Rchg(34), SprSntWar-Rchg/+Absorb(42) Level 28: Tough -- UnbGrd-ResDam/EndRdx(A), UnbGrd-ResDam/EndRdx/Rchg(29), UnbGrd-ResDam(29), UnbGrd-EndRdx/Rchg(34), UnbGrd-Max HP%(42) Level 30: Weave -- LucoftheG-Def/EndRdx(A), LucoftheG-Def/EndRdx/Rchg(31), LucoftheG-EndRdx/Rchg(31), LucoftheG-Def(34), LucoftheG-Def/Rchg+(40) Level 32: Nova -- OvrFrc-Acc/Dmg/End/Rech(A), OvrFrc-Dam/KB(33), OvrFrc-Acc/Dmg/End(33), OvrFrc-Dmg/End/Rech(33), OvrFrc-End/Rech(37) Level 35: Genomic Evolution -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(36) Level 38: Fly -- BlsoftheZ-Travel(A) Level 41: Athletic Regulation -- Clr-Stlth(A), Clr-RunSpd(48) Level 44: Knockout Blow -- Mk'Bit-Acc/Dmg(A), Mk'Bit-Acc/Dmg/EndRdx/Rchg(45), Mk'Bit-Acc/EndRdx/Rchg(45), Mk'Bit-Dmg/EndRdx(45), Mk'Bit-Dam%(48) Level 47: Hasten -- RechRdx-I(A), RechRdx-I(50) Level 49: Recall Friend -- WntGif-ResSlow(A) Level 1: Brawl -- Empty(A) Level 1: Opportunity Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 1: Sprint -- Empty(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Empty(A) Level 2: Health -- Mrc-Rcvry+(A), NmnCnv-Regen/Rcvry+(11) Level 2: Hurdle -- Empty(A) Level 2: Stamina -- PrfShf-EndMod(A), PrfShf-End%(11) Level 10: Defensive Adaptation Level 10: Efficient Adaptation Level 10: Offensive Adaptation ------------
  5. Looking at specifically dark mastery and soul mastery, they have almost identical powers with most of the stats in Dark Mastery being significantly more powerful. Specifically, hold duration, the debuffs from darkest night, and tentacles. There's a lower CD on soul darkest night but the stat discrepancy between them really makes that not matter. Other sets have a lot of similarities(elec/mu for instance) to the patron sets, which make choosing patron sets a little less appealing, which is bad since you need to do an arc to even access them. Thoughts on an approach to this?
  6. Here is a Dark/Energy build Im in the process of leveling (along with my other 32+ alts!) No Incarnates yet. STATS Defense S/L = 47% F/C = 47.8% En = 54.3% Neg = 44.9% (close enough :)) Psi = 18.2% M/R/A = 25.8%/18.9%/20.8% Resistance S/L = 53.5% F/C = 41.7% En = 28.5% Neg = 26% Toxic = 23.8% Psi = 8% Health & Endurance* Regen = 224% HP = 153.6% EndRec = 3.2/s EndUse = 1.01/s MaxEnd = 105% * No Accolades The Build Hero Plan by Mids' Reborn : Hero Designer 2.6.0.5 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! Level 50 Natural Sentinel Primary Power Set: Dark Blast Secondary Power Set: Energy Aura Power Pool: Flight Power Pool: Fighting Power Pool: Leaping Power Pool: Teleportation Ancillary Pool: Ninja Tool Mastery Hero Profile: Level 1: Dark Blast -- Dvs-Acc/Dmg(A), Dvs-Dmg/EndRdx(3), Dvs-Acc/Dmg/Rchg(5), Dvs-Acc/Dmg/EndRdx/Rchg(31), Dvs-Hold%(48) Level 1: Kinetic Shield -- LucoftheG-Def/EndRdx(A), LucoftheG-Def/EndRdx/Rchg(9), LucoftheG-Def(15), LucoftheG-Def/Rchg+(17), LucoftheG-EndRdx/Rchg(43) Level 2: Gloom -- Dvs-Acc/Dmg/EndRdx/Rchg(A), Dvs-Acc/Dmg(3), Dvs-Dmg/EndRdx(5), Dvs-Acc/Dmg/Rchg(31), Dvs-Hold%(48) Level 4: Power Shield -- LucoftheG-Def/EndRdx(A), LucoftheG-Def/EndRdx/Rchg(9), LucoftheG-Def(15), LucoftheG-Def/Rchg+(17), LucoftheG-EndRdx/Rchg(43) Level 6: Abyssal Gaze -- SprOppStr-Acc/Dmg(A), SprOppStr-Dmg/Rchg(7), SprOppStr-Acc/Dmg/Rchg(7), SprOppStr-Acc/Dmg/EndRdx(21), SprOppStr-Acc/Dmg/EndRdx/Rchg(37), SprOppStr-Rchg/+Opportunity(40) Level 8: Aim -- GssSynFr--ToHit/Rchg(A), GssSynFr--Build%(46) Level 10: Umbral Torrent -- Ann-Acc/Dmg(A), Ann-Acc/Dmg/EndRdx/Rchg(11), Ann-Acc/Dmg/Rchg(11), Ann-Acc/Dmg/EndRdx(31), Ann-ResDeb%(46), SuddAcc--KB/+KD(50) Level 12: Kinetic Dampening -- StdPrt-ResDam/Def+(A), UnbGrd-ResDam(34), UnbGrd-Max HP%(37) Level 14: Hover -- Ksm-ToHit+(A), ShlWal-ResDam/Re TP(34) Level 16: Entropy Shield -- EndRdx-I(A) Level 18: Antumbral Beam -- SprSntWar-Acc/Dmg/EndRdx/Rchg(A), SprSntWar-Acc/Dmg/Rchg(19), SprSntWar-Acc/Dmg/EndRdx(19), SprSntWar-Acc/Dmg(21), SprSntWar-Rchg/+Absorb(34), SprSntWar-Dmg/Rchg(37) Level 20: Power Armor -- GldArm-3defTpProc(A) Level 22: Dark Obliteration -- SprFrzBls-Acc/Dmg(A), SprFrzBls-Acc/Dmg/EndRdx(23), SprFrzBls-Acc/Dmg/Rchg(23), SprFrzBls-Dmg/EndRdx/Acc/Rchg(29), SprFrzBls-Dmg/EndRdx(42), SprFrzBls-Rchg/ImmobProc(43) Level 24: Energize -- Prv-Heal/Rchg/EndRdx(A), Prv-Heal/Rchg(40), Prv-Heal(42), Prv-EndRdx/Rchg(50) Level 26: Life Drain -- SprWntBit-Acc/Dmg(A), SprWntBit-Rchg/SlowProc(27), SprWntBit-Acc/Dmg/EndRdx(27), SprWntBit-Acc/Dmg/Rchg(29), SprWntBit-Dmg/EndRdx/Acc/Rchg(40) Level 28: Repelling Force -- Rct-Def(A), Rct-ResDam%(48), Rct-Def/Rchg(50) Level 30: Kick -- Empty(A) Level 32: Blackstar -- SprAvl-Acc/Dmg/EndRdx/Rchg(A), SprAvl-Acc/Dmg/EndRdx(33), SprAvl-Acc/Dmg/Rchg(33), SprAvl-Rchg/KDProc(33), SprAvl-Dmg/EndRdx(42) Level 35: Tough -- RctArm-ResDam/EndRdx(A), RctArm-ResDam/EndRdx/Rchg(36), RctArm-ResDam(36), RctArm-EndRdx(36) Level 38: Weave -- LucoftheG-Def/EndRdx(A), LucoftheG-Def/EndRdx/Rchg(39), LucoftheG-Def(39), LucoftheG-Def/Rchg+(39), LucoftheG-EndRdx/Rchg(46) Level 41: Tashibishi -- Ann-ResDeb%(A) Level 44: Sting of the Wasp -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(45), KntCmb-Dmg/Rchg(45), KntCmb-Dmg/EndRdx/Rchg(45) Level 47: Super Jump -- UnbLea-Stlth(A) Level 49: Recall Friend -- WntGif-ResSlow(A) Level 1: Brawl -- Empty(A) Level 1: Opportunity Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 1: Sprint -- Empty(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Flight-I(A) Level 2: Health -- NmnCnv-Regen/Rcvry+(A), Mrc-Rcvry+(13), Pnc-Heal/+End(25) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-EndMod(A), PrfShf-End%(13), EffAdp-EndMod(25) ------------ Thoughts
  7. so first attack is offense and second attack is defense opportunity I understand that part, for first two powers the description says they give -20 res in the power descriptions so if i attack with both of them the enemy has -40 res? or is it talking about the inherit power opportunity strikes what is the -20 res part referring to? lastly is taking the two starter powers a must as sentinel?.. I really only want to do the offense version since i have enough defense and healing already
  8. I made an Archery/Ninjitsu sentinel during a themed sg weekend "ninja theme" and figured once I added the sword attacks from the epic pool I would feel pretty darn ninja like... and then something sad happened... his sword is completely missing, animations are correct, he looks like he is holding something...but no. Invisible sword and hilt... NOOOOOOOOO!!! After messing around with the few random ideas I had to fix it he got parked in the back of my alt pile. I have not seen anyone bring this up yet and from my friends perspectives there was no sword either... Character creation offers no sword or blade selection options. Anyone else share my pain?
  9. I'm playing a Sentinel (just like anyone else) and I noticed a problem with the text of Sentinel's Ward stating you needed to be Lv50 to equip despite being a Standard (from the Vendor/AH). I double checked with a few folks in #help and discovered it's actually a text error (copy/paste) from the Superior version to the Standard. Only the percentage is different and both have the same PPM. So the bug is that the Standard version is displaying Superior's text and makes it confusing, not to mention hiding important info like the Standard's PPM. Screenclips are posted below.
  10. Hi, I'm Sunsette. I'm not an especially experienced player, but I am obsessively thorough and like documenting things. There's not a lot on Sentinels or Energy Blast, so I thought I'd try to coalesce what we have and put it all together. While this guide is primarily written from the perspective of the Energy Blast Sentinel, it is my goal to collect a lot of general information useful on Sentinels as a whole, so as to help people transition to this archetype. Thus, I will try to explain things as if someone is new to the game or archetype as a whole, and not merely the powerset. TABLE OF CONTENTS I. Why Energy Blast? II. What Secondary? --IIa. Survival --IIb. Utility III. Guide to Enhancements --IIIa. Enhancement Types --IIIb. Hit the Slots --IIIc. Rating Format IV. Energy Blast Powers --IVa. Seize the Opportunity --IVb. Attack Chains and Aim --IVc. Area of Effect Attacks --IVd. School of Hard Knocks V. Secondary Powers VI. Utility Power Pools --VIa. Haste Makes Waste --VIb. Travel Powers --VIc. Defense Powers --VId. Miscellaneous Powers VII. Epic Power Pools --VIIa. Ancillary Power Pools --VIIb. Patron Power Pools VIII. Incarnate Slots --VIIIa. Alpha --VIIIb. Judgment --VIIIc. Interface --VIIId. Destiny --VIIIe. Lore --VIIIf. Hybrid IX. Example Builds X. A Note on Endurance XI. Force Feedback XII. Changelog I. Why Energy Blast? I chose Energy Blast because it's pretty. That's it. Everything else was secondary. I've wanted something like an Energy Blast sentinel since I discovered Ancillary Power Pools on my scrapper back in live and I found out how frickin' pretty Energy Torrent was in Body Mastery. I wish I could say that Energy Blast has a unique mechanical niche that it offers, but all of the tricks I've learned for Energy Blast can straight-up be done on another, better powerset available to Sentinels. Water, Fire, and Dual Pistols all have elements of this set and out-do it, mechanically. However, it is not an unusable set. While I would appreciate a balance pass that gives Energy Blast a little something more than "LOL RANDOM KNOCKBACK" to define it, it's perfectly usable. If you're willing to bleed for the effort. Its damage type is nothing to write home about but it's not awful either, slightly outpacing Water Blast although it is much less impressive in controls. It has more control than fire, and unlike Dual Pistols, it can Aim+Build Up. II. What Secondary? There's two mechanical aspects you need to evaluate when deciding your secondary: how well will it help you survive attacks, and how well it'll help you defeat enemies. If you've already chosen a secondary, skip to the next section, IIa. Survival Very few sets are purely defense (avoiding attacks) or resistance (toughing them out). Due to hidden math that I won't go over here, both defense and resistance get increasingly better the higher each is, up to the defense softcap (45%, plus enemies' base 50% chance to miss) and the resistance hard cap (75% for Sentinels). In simple terms this means that a Sentinel can potentially be hit by only 5% of attacks if defense softcapped, and take only 25% damage if resistance hardcapped. The reality is more complicated. Defenses are mutually exclusive; an attack is only checked against one of your defenses (Melee, Ranged, AoE, Smashing, Lethal, Energy, Negative Energy, Fire, Cold, Psionic) regardless of how many types the attack has, and it is checked against your highest relevant defense. Since the overwhelming majority of enemy damage involves Smashing, Lethal, or Energy, and backline Sentinels can expect to only be hit with Ranged or AoE attacks, it is relatively easy to build up a good defense even if your powerset lacks any. Resistance, however, is not mutually exclusive; each damage type (Smashing, Lethal, Energy, Negative Energy, Fire, Cold, Psionic, and Toxic) that an attack has is divided and resisted separately. This means that if an attack is 95% Fire and 5% Smashing, your Smashing Defense is very relevant -- but your Smashing Resistance is basically unimportant. If you have no fire resist, you're basically going to eat that attack unprotected, should it hit you. This picture provides a rough estimate of the baseline performance of all Sentinel secondary powersets at 50: All credit for this chart belongs to /u/Reistorm on reddit. All credit for this chart belongs to /u/Reistorm on reddit. Pure defense sets will perform well on survivability with little investment in extra powers and enhancements, because the defense softcap reduces average damage much more than the resistance hard cap. Defense sentinels get the most freedom in how they build. However, defense can suffer from a string of bad luck, as it is never possible to avoid more than 5% of all attacks in any circumstance; the hits that get through may easily defeat you in one or two strikes. Pure defense sets are very good for backline Sentinels who aren't expecting to be targeted often, but plateau in terms of performance relatively quickly at maximum level with Enhancement Sets; it's easy to get more defense from an item set bonus, but it's hard to get a meaningful amount of resistance to back it up. Defense Sets are Ninjitsu and Super Reflexes. Pure resistance sets have the benefit of significantly removing randomness from the equation, but as noted above, have less pure reduction of overall damage. In addition, status effects are not checked by damage resistance but by various forms of "mez resistance" that are hard to improve. Therefore, it is common for people using Resistance sets to aim for key defenses in the Smashing, Lethal, and Energy fields or Melee/Ranged/AoE fields to reach 32.5% or better. Resistance sets are more likely to carry significant self-healing, which is another point in their favor. This would seem to make resistance sets the best for survival -- and tankers and brutes, with their much higher resist hardcap, would agree. However, there is a status effect known as Defense DeBuff, and this effect is fairly common at high levels. Sets that are purely or primarily defense get some level of defense debuff protection, reducing the loss of defense. Resistance sets generally do not, and can find themselves stripped of virtually all defenses against such enemies. Resistance Sets are Electric Armor, Fiery Aura, and Radiation Armor. There's also Regeneration, which is really kind of its own thing but I don't have space to go over in depth. This leaves the third type of set, sets which inherently offer a mixture of the two. For the Sentinel, most are defense-leaning, and by and large I think these end up the strongest survival sets for a Sentinel at maximum level, but they often take the longest to become useful -- you won't have significant amounts of either defense or resistance until late. To make the most of their survival, you are committing to heavy investment in equipment and defensive powers. However, they often have defense debuff protection. Hybrid sets are Bio Armor, Dark Armor, Energy Aura, Ice Armor, Invulnerability, and Willpower. IIb. Utility Regardless of the secondary powerset you take, your defenses will generally be acceptable to get the job done. Your offense is more questionable. There's a few ways that a secondary powerset can improve your offense: 1. A direct damage improvement. Exclusive to Bio Armor, Fiery Aura, and Radiation Armor. 2. Improved recharge times. Exclusive to Energy Aura, Electric Armor, Radiation Armor, and Super Reflexes. 3. Foe debuffs and controls. Featured in Dark Armor, Electric Armor, Energy Aura, Ice Armor, Ninjitsu, and Radiation Armor 4. Improved endurance management. Most secondary powersets have this as an option. It's noteworthy that Dark Armor tends to have a lot of endurance problems, on the other hand. There are other additional perks each powerset has, but these are the most useful to discuss. Generally an Energy Blast Sentinel will prioritize 1 and 2, as Energy itself has no real synergy with 3; knocks forbid any sort of action for a brief period, while debuffs degrade the utility of actions when taken. However, teammates definitely will benefit from debuffs, so that's still an option. III. Guide to Enhancements IIIa. Enhancement Types There are five main kinds of enhancements, items used to improve the effect of your superpowers: - Training Origin: These enhancements drop randomly from level 1 to 21 and can be bought in stores. These are very, very weak. - Dual Origin: These enhancements require someone to have two of the five origins in the game to actually equip them. They are twice as strong as Training Origin, but still pretty weak. The lowest level DOs are available is 13. - Single Origin: These enhancements require someone to have one of the five origins in the game to equip them. They are twice as strong as Dual Origin, and are the original standard the game was based around. The lowest level SOs are available is generally 22, although there are some exceptions to this. - Special Origin: These are SO strength enhancements that affect two or more categories simultaneously. These drop from the Hamidon Raid, the Crystal Titan and Hydra Trials, and the Miss Liberty and Lord Recluse Taskforces. Don't plan your build around these before 50 and if you get any before 50, sell them on the Consignment House; Homecoming will convert Special Origin Enhancements of any level to all of the levels at which they can be found, so a good one is worth a lot of influence. These four kinds of Enhancements can be boosted up to two times by combining them with another enhancement of the same level. - Invention Origin: These enhancements, unlike the other four types, never 'wear out' -- you can never reach a level at which your IOs stop giving you a benefit. The drawback is that they're initially expensive to craft, and they do not reach their full strength until level 50. However, by level 25 IOs are almost as good as SOs, and at level 35, they are better. IOs sometimes boost more than one category at a time, although not as strongly as Special Origin usually. You can identify a standard IO by its hexagonal shape. You may go to any university and craft IOs, beginning at level 10. You will have to purchase a recipe from the workbench if you did not already find one to craft. IOs can come in 'sets' that grant special bonuses for slotting more than one IO from that set into a single power. If an IO is part of a set, you can never slot two of the exact same IO into the same power. There is a subtype of IO sets called 'attuned' and these enhancements automatically scale with your level to a maximum benefit of the IO set's possible highest level; sets cap out at any level from 20 to 50. These IOs have a round shape with a silver filigree border. If you have exceeded an attuned set's max level, the tooltip will say that it has continued to scale beyond that maximum level, but that is a lie. Finally, IOs that are not attuned can be 'boosted' up to five times using a fairly expensive enhancement booster. IO sets generally are very expensive for a new player, so I won't go into how to obtain them here. IIIb. Hit the Slots You cannot use the same strategy for putting enhancements in your powers from levels 1 to 50, unfortunately. What's optimal at 50 is not feasible at 10, and what's optimal at 10 is pretty trash at 50. Until you're near to level 50, the first thing you need to focus on is the efficacy of your attacks -- how well they do their job -- and the second target is your efficiency -- how much endurance or time they cost to do their job. -- Accuracy: As a general rule, 1 to 2 accuracy enhancements (I prefer one, for Energy Blast) of a recent level are all you need. While we previously discussed how bad TOs and DOs are, you get a bonus to your accuracy below combat level 20 that compensates. Note that you will lose this bonus whenever you sidekick above level 20, so be careful participating in higher-level content. -- Damage: Three of these, as fast as you can after accuracy. If it's defeated, it can't hurt you. That will leave you with one or two slots for endurance reduction and recharge reduction, which may feel (is) cramped. You will likely want to invest in a few -- not a lot, but a few, maybe two or three per attack power -- attuned IOs that combine two of the things you're looking for in order to save yourself a slot. As a general rule, the more attacks you take, the less you need recharge reduction, but that comes with its own problems. Slotting at 50 is a whole new ballgame, and I'll get into that on a per-power basis below. IIIc. Rating Format My Power Ratings are broken up like so: NAME: The Name of the Power (Tier; Level) TYPE: Attack, Heal, Buff, etc. DESCRIPTION: The official description of the attack. NOTES: My own general thoughts on this power. SEE ALSO: Other powers you may consider taking instead or alongside this one. HASTEN: How much you want Hasten for this power on a scale of 1 to 5, 1 being lowest, and 5 being highest. SLOTTING: Recommendations on slotting this power as... Minimal: Ignoring set bonuses or going only for very small set bonuses. Offensive: Maximizing your damage (or mez if it's a control effect). Defensive: Going for defense set bonuses. Recharge: Maximizing your global recharge with this power. Unique: Targeting one of the unusual aspects of this power, these will generally be individual Unique IO recommendations or interesting choices from the Special Origin set.
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