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Best ranged tank build for a sentinel?


KaizenSoze

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1) Cimerora is not the hardest chain by any stretch.  You're literally talking about the easiest EBs and AV in the game. 
I am talking about the Dark Astoria mission chain that LEADS to Cimerora. The AV's and EB's might not be as 'tough' as others, but they are incarnate-level, not ITF. That means higher base accuracy and vastly higher toughness/damage. I barely break a sweat on ITF's with ANY Character. The Mott mission chain is another story. You are also regularly presented with spawns that are double the aggro cap.

2) You're describing how tough your sentinel is while flying against melee based mobs and having another toon soak the alphas.
I think you missed the part where I mentioned soaking the alphas. And if I am out of Melee range, I am mostly out of the radius of my nuke.

3) while regen is great when in that type of role, so are most of the sentinel secondaries (i.e. tough enough to survive overflow but not main agro)
This is not personal. The OP said "Tankiest", not 'capable of off-tanking'. Every sentinel is capable of off tanking, NO sentinel is capable of tanking for real, just soaking the alpha. To soak the hardest Alpha, you require 4 components.

1. The defense/resistance to deal with the damage
2. the HP to deal with the overflow.
3. The ability to quickly recover from the overflow no matter how severe, as long as you are not dead.

Most sets have two of the three. Unfortunately, slotting-wise, the first one is by far the easiest to slot. The third one can be handled by primary/incarnates. The second, though, is the toughie... and that is where I think the question of 'tankiness' comes into play, and why I do not consider SR to be particularly Tanky.

I am on Excelsior as well. Let's set a time, and go for it.

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Hero Plan by Mids' Hero Designer 1.962
http://www.cohplanner.com/

Click this DataLink to open the build!

Darth ToughPewPew: Level 50 Magic Sentinel
Primary Power Set: Dark Blast
Secondary Power Set: Invulnerability
Power Pool: Fighting
Power Pool: Sorcery
Power Pool: Leaping
Power Pool: Leadership

Hero Profile:
Level 1: Gloom -- SprWntBit-Acc/Dmg:50(A), SprWntBit-Dmg/Rchg:50(3), SprWntBit-Acc/Dmg/EndRdx:50(3), SprWntBit-Acc/Dmg/Rchg:50(5), SprWntBit-Dmg/EndRdx/Acc/Rchg:50(5)
Level 1: Temp Invulnerability -- UnbGrd-ResDam:50(A), UnbGrd-ResDam/EndRdx:50(7), UnbGrd-Rchg/ResDam:50(7), UnbGrd-ResDam/EndRdx/Rchg:50(9), StdPrt-ResDam/Def+:30(9), GldArm-3defTpProc:50(11)
Level 2: Umbral Torrent -- SprFrzBls-Acc/Dmg:50(A), SprFrzBls-Dmg/EndRdx:50(11), SprFrzBls-Acc/Dmg/EndRdx:50(13), SprFrzBls-Acc/Dmg/Rchg:50(13), SprFrzBls-Dmg/EndRdx/Acc/Rchg:50(15), SprFrzBls-Rchg/ImmobProc:50(15)
Level 4: Resist Physical Damage -- RctArm-ResDam:40(A), RctArm-ResDam/EndRdx:40(19), RctArm-ResDam/Rchg:40(21), RctArm-ResDam/EndRdx/Rchg:40(21)
Level 6: Abyssal Gaze -- OvrFrc-Acc/Dmg/End/Rech:50(A), GldJvl-Acc/Dmg/End/Rech:50(23), Dvs-Acc/Dmg/EndRdx/Rchg:50(23), Thn-Acc/Dmg/EndRdx:50(25)
Level 8: Durability -- RctArm-ResDam:40(A), RctArm-ResDam/EndRdx:40(25), RctArm-ResDam/Rchg:40(27), RctArm-ResDam/EndRdx/Rchg:40(27)
Level 10: Aim -- HO:Membr(A), HO:Membr(29)
Level 12: Dull Pain -- DctWnd-Heal/Rchg:50(A)
Level 14: Dark Obliteration -- SprSntWar-Acc/Dmg:50(A), SprSntWar-Dmg/Rchg:50(29), SprSntWar-Acc/Dmg/Rchg:50(31), SprSntWar-Acc/Dmg/EndRdx:50(31), SprSntWar-Acc/Dmg/EndRdx/Rchg:50(31), SprSntWar-Rchg/+Absorb:50(33)
Level 16: Unyeilding -- UnbGrd-ResDam:50(A), UnbGrd-ResDam/EndRdx:50(33), UnbGrd-Rchg/ResDam:50(33), UnbGrd-ResDam/EndRdx/Rchg:50(34)
Level 18: Antumbral Beam -- SprOppStr-Acc/Dmg:50(A), SprOppStr-Dmg/Rchg:50(34), SprOppStr-Acc/Dmg/Rchg:50(34), SprOppStr-Acc/Dmg/EndRdx:50(36), SprOppStr-Acc/Dmg/EndRdx/Rchg:50(36), SprOppStr-Rchg/+Opportunity:50(36)
Level 20: Environmental Resistance -- RctArm-ResDam:40(A), RctArm-ResDam/EndRdx:40(37), RctArm-ResDam/Rchg:40(37), RctArm-ResDam/EndRdx/Rchg:40(37)
Level 22: Kick -- FrcFdb-Rechg%:50(A)
Level 24: Tough -- UnbGrd-ResDam:50(A), UnbGrd-ResDam/EndRdx:50(39), UnbGrd-Rchg/ResDam:50(39), UnbGrd-ResDam/EndRdx/Rchg:50(39)
Level 26: Life Drain -- Apc-Dmg/Rchg:50(A), Apc-Acc/Dmg/Rchg:50(40), Apc-Acc/Rchg:50(40), Apc-Dmg/EndRdx:50(40), Apc-Dam%:50(42)
Level 28: Invincible -- LucoftheG-Rchg+:50(A), LucoftheG-Def:50(42), LucoftheG-Def/EndRdx:50(42), ShlWal-ResDam/Re TP:50(43), Rct-ResDam%:50(43)
Level 30: Weave -- LucoftheG-Rchg+:50(A), LucoftheG-Def:50(43), LucoftheG-Def/EndRdx:50(45)
Level 32: Blackstar -- SprAvl-Acc/Dmg:50(A), SprAvl-Dmg/EndRdx:50(45), SprAvl-Acc/Dmg/EndRdx:50(45), SprAvl-Acc/Dmg/Rchg:50(46), SprAvl-Acc/Dmg/EndRdx/Rchg:50(46), SprAvl-Rchg/KDProc:50(46)
Level 35: Tough Hide -- LucoftheG-Rchg+:50(A), LucoftheG-Def:50(48)
Level 38: Mystic Flight -- WntGif-ResSlow:50(A)
Level 41: Spirit Ward -- DctWnd-Heal/Rchg:50(A)
Level 44: Rune of Protection -- TtnCtn-ResDam/Rchg:50(A), Ags-ResDam/Rchg:50(48), UnbGrd-Rchg/ResDam:50(48), GldArm-RechRes:50(50)
Level 47: Combat Jumping -- LucoftheG-Rchg+:50(A), LucoftheG-Def:50(50)
Level 49: Maneuvers -- LucoftheG-Rchg+:50(A), LucoftheG-Def:50(50)
Level 1: Brawl -- Empty(A)
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 -- Pnc-Heal/+End:50(A), NmnCnv-Regen/Rcvry+:50(17), Mrc-Rcvry+:40(17)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- PrfShf-End%:50(A), PrfShf-EndMod:50(19)
Level 50: Resilient Core Paragon
Level 50: Diamagnetic Core Flawless Interface
------------

 

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If you want to be godlike, pick anything.

If you want to be GOD, pick a TANK!

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10 hours ago, FUBARczar said:

let's do it, I have a great Sonic/Bio on Excelsior!

 

and TBH I am happy that there is variety in the game and that different folks find different strokes that suit them.  It's good that there is SR and that you like it.  Personally I choose shield and even Ninjitsu over SR every time, as I do have several such 50s: SD Stalker, Scrapper and Tank and a Nin Scrapper.

So here was my logic on SR for a Sentinel (remember, my goal was to have a true tanking Sentinel):

 

1) Resist based sets for Sentinels are capped at 75%. Additionally reaching those caps can be a chore and you're certainly not doing it before your 40s (including full sets). That alone made resist based sets a non-starter for me.

 

2) Regen based and mixed sets (Will Power, Regen, etc ...) offer an interesting play style but don't hold up under direct agro (for non-tank ATs) except at the extreme ends (for some of them), meaning full sets and Incarnate. 

 

3) That left me with defense based sets. Of those, SR is the easiest to soft cap (and beyond), be fully realized (defensively) well before L50 and don't require expensive sets to do it (not an issue for me but for others reading this, a point of clarification). SR also offers the best defense debuff resistance (a must for defense based main agro characters). There are other defense based sets that can get there of course, but I didn't want this to be the main issue at later levels, so I went with the easy choice. Also toggle status protection vs. click based (SR vs. SD) is just a nice convenience (I have several SD characters and is my one really annoyance with them).

 

With that in mind I chose a Water/SR Sentinel. Water because it does much more damage then it reads as initially (proved out by a friend of mine who ran a great Water Blaster). It also offers utility in defense/regen debuffs, multiple AOE knockdowns, an AOE slow and heal options. And while Dark would appear on paper as the default primary for a defense based Sentinel, Dark's damage is kind of eh (that and I've played a lot of dark so was looking to try something new).

 

If you are not looking for an agro-cap agro magnet (i.e. you have someone who will be breaking alphas and/or you're not planning on challenging the agro cap) then yes, most combinations of Sentinel (or other ATs) will work for you in CoH and yes, it's one of the really nice things about this game.

 

P.S. - I'm on most nights from 5 PM est onwards (global is @kruunch). Hit me up any time and I'd be happy to show off (or die foolishly and hilariously for your amusement).

 

 

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12 hours ago, Kruunch said:

So here was my logic on SR for a Sentinel (remember, my goal was to have a true tanking Sentinel):

 

1) Resist based sets for Sentinels are capped at 75%. Additionally reaching those caps can be a chore and you're certainly not doing it before your 40s (including full sets). That alone made resist based sets a non-starter for me.

 

2) Regen based and mixed sets (Will Power, Regen, etc ...) offer an interesting play style but don't hold up under direct agro (for non-tank ATs) except at the extreme ends (for some of them), meaning full sets and Incarnate. 

 

3) That left me with defense based sets. Of those, SR is the easiest to soft cap (and beyond), be fully realized (defensively) well before L50 and don't require expensive sets to do it (not an issue for me but for others reading this, a point of clarification). SR also offers the best defense debuff resistance (a must for defense based main agro characters). There are other defense based sets that can get there of course, but I didn't want this to be the main issue at later levels, so I went with the easy choice. Also toggle status protection vs. click based (SR vs. SD) is just a nice convenience (I have several SD characters and is my one really annoyance with them).

 

With that in mind I chose a Water/SR Sentinel. Water because it does much more damage then it reads as initially (proved out by a friend of mine who ran a great Water Blaster). It also offers utility in defense/regen debuffs, multiple AOE knockdowns, an AOE slow and heal options. And while Dark would appear on paper as the default primary for a defense based Sentinel, Dark's damage is kind of eh (that and I've played a lot of dark so was looking to try something new).

 

If you are not looking for an agro-cap agro magnet (i.e. you have someone who will be breaking alphas and/or you're not planning on challenging the agro cap) then yes, most combinations of Sentinel (or other ATs) will work for you in CoH and yes, it's one of the really nice things about this game.

 

P.S. - I'm on most nights from 5 PM est onwards (global is @kruunch). Hit me up any time and I'd be happy to show off (or die foolishly and hilariously for your amusement).

 

 


The main problem with SR, though, is what I refer to as the "eggshell" effect.

You quite literally have NO other mitigation under all that Defense.

This means anything that can reliably crack your Defenses pretty much PASTES you.

Also, since you floor out at a minimum 5% chance To-Hit, larger groups make you statistically less pleasing to the RNG Gods.

The next thing you know, you're frenching the floor, and if you could still think, it'd be "MMMMM!  Is that MINWAX?"
 

If you want to be godlike, pick anything.

If you want to be GOD, pick a TANK!

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10 hours ago, Hyperstrike said:


The main problem with SR, though, is what I refer to as the "eggshell" effect.

You quite literally have NO other mitigation under all that Defense.

This means anything that can reliably crack your Defenses pretty much PASTES you.

Also, since you floor out at a minimum 5% chance To-Hit, larger groups make you statistically less pleasing to the RNG Gods.

The next thing you know, you're frenching the floor, and if you could still think, it'd be "MMMMM!  Is that MINWAX?"
 

Yes but that's true of any defense based set and I believe I've stressed that point previously.

 

Having said that, there isn't much content I can't do in the game and at agro cap with my setup (some I have to be more dodgy about but that comes with the territory).

 

This goes for my Sentinel, Scrappers, Stalker and Brute who have defense based sets (the latter of which doesn't really apply since you can layer some decent resists there).

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1 hour ago, Kruunch said:

Yes but that's true of any defense based set and I believe I've stressed that point previously.

 

Having said that, there isn't much content I can't do in the game and at agro cap with my setup (some I have to be more dodgy about but that comes with the territory).

 

This goes for my Sentinel, Scrappers, Stalker and Brute who have defense based sets (the latter of which doesn't really apply since you can layer some decent resists there).


No Krunch.

Every other set offering innate Defense, is either a Defense/Resist (at times, INCOMPLETE Resist coverage, but coverage nonetheless), Defense/Regen or Defense/Heal.

SR offers NO innate self-Heal.
SR offers NO Regen.
SR offers no Resist.

ALL SR offers is Defense, Defense and Defense.
And if that's not enough, here's some more Defense!

Hence eggshelling.

 

If you want to be godlike, pick anything.

If you want to be GOD, pick a TANK!

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15 minutes ago, Hyperstrike said:


No Krunch.

Every other set offering innate Defense, is either a Defense/Resist (at times, INCOMPLETE Resist coverage, but coverage nonetheless), Defense/Regen or Defense/Heal.

SR offers NO innate self-Heal.
SR offers NO Regen.
SR offers no Resist.

ALL SR offers is Defense, Defense and Defense.
And if that's not enough, here's some more Defense!

Hence eggshelling.

 

So don't play it ... what can I tell ya?

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7 hours ago, Kruunch said:

So don't play it ... what can I tell ya?



Never mind...

Christ.  Can't just make a simple point without someone jumping down my throat as if I'd just "Yo momma'ed" them and deliberately insulted their favorite set...

If you want to be godlike, pick anything.

If you want to be GOD, pick a TANK!

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Except you happen to be wrong. SR has defense, defense debuff resistance (and a lot of it), scaling resistance at low health, and an absorb power (if you go for toggle mez protection). 

 

By contrast, regen which seems to be what you think is the winner has  regen, heals, absorb, and a small smidge of resistance. With relatively low HP on sentinels regen is hardly the best tool to have as your defensive anchor, and while you can add defense and a bit more resistance, the defense really is an egg shell in this case without any debuff resistance. 

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12 hours ago, drbuzzard said:

Except you happen to be wrong. SR has defense, defense debuff resistance (and a lot of it), scaling resistance at low health, and an absorb power (if you go for toggle mez protection). 

 

By contrast, regen which seems to be what you think is the winner has  regen, heals, absorb, and a small smidge of resistance. With relatively low HP on sentinels regen is hardly the best tool to have as your defensive anchor, and while you can add defense and a bit more resistance, the defense really is an egg shell in this case without any debuff resistance. 

Yeah.... scaling resists in just about every power.

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On 10/24/2019 at 11:02 PM, Hyperstrike said:



Never mind...

Christ.  Can't just make a simple point without someone jumping down my throat as if I'd just "Yo momma'ed" them and deliberately insulted their favorite set...

Stop being Debbie Drama. My point is that all of the sets we're talking about have certain play styles, and they can all be successful within those styles.

 

SR (of the defense sets) is the easiest to cap and has the strongest debuff resistance which makes it the clear winner from a purely defense stand point. The play style of defensive based sets is such that you're always battling RNG. Occasionally you'll drop instantly and that's the way that play style goes. Most times you'll laugh at what's around you. Sometimes you'll need to gobble inspirations.

 

Regen on the other hand you end up playing like a Scrapper. Jump in, duke it out, jump out when getting low so you regain health. Helped out by on-demand heals as they are up (i.e. these just shorten jump-out time).

 

Obviously different people on this thread have found both to be playable at the end game (such as it is). In that regard, it just falls to what your preference in play style is.

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On 10/25/2019 at 5:07 PM, drbuzzard said:

Except you happen to be wrong. SR has defense, defense debuff resistance (and a lot of it), scaling resistance at low health, and an absorb power (if you go for toggle mez protection). 

 

By contrast, regen which seems to be what you think is the winner has  regen, heals, absorb, and a small smidge of resistance. With relatively low HP on sentinels regen is hardly the best tool to have as your defensive anchor, and while you can add defense and a bit more resistance, the defense really is an egg shell in this case without any debuff resistance. 

SR is living on the edge.  It is a glass egg, maybe bulletproof glass but it's still an egg.  Those scaling resists are nothing to write home about, they scale pretty late usually buying just enough time to realize that you are going to die.  The T9 is one of the worst, so much so that people laugh about taking it just to use as a travel power and mule for LotG.  And there really is no arguing that it is the least dynamic set.  That said, it's still a decent viable set.  

Personally on a Sentinel or Scrapper I wouldn't take it over Ninja, but to each their own.

 

As for Regen, I think you are mistaken.  Sentinels have a 2088 HP cap, which is not a tiny amount.  Also Regen is not the anchor, in fact not one thing is.  Regen helps, so does the regenerating absorption shield, which is a different layer that actually makes the regen more effective, add to that the more-than-just-a-smidgen resists (for all 2088 hp, btw), add to that MoG, add to that 1.5 heals (reconstruction and Revive) and you get a whole package that works together very well.   But I understand if the synergy and complexity are too difficult for an SR-is-the-best mentality to grasp.  

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15 minutes ago, FUBARczar said:

SR is living on the edge.  It is a glass egg, maybe bulletproof glass but it's still an egg.  Those scaling resists are nothing to write home about, they scale pretty late usually buying just enough time to realize that you are going to die.

I actually have similar setup - defence hovering between 30 and 50%, scaling resistances (with IOs, I start at about 10-20%), a teeny weeny bit of absorb from procs and no heals other that one incarnate power and some inspirations... and I eat AVs for breakfast and I can tank if all my teammates are lower threat than me. 

 

It's a setup build that looks terrible on paper but in practice works really well. If the first shot from an AV knocks out half you health bar, the next one won't be any time soon and even then it'll only do a fraction of the damage. I've left my character on auto and gone to answer the door while fighting a +4 AV and been none the worse for it when I got back.

 

In +3 or +4 stuff, I only really use my incarnate heal if my teammates are in danger - as long as my health is out of the red, I'm good to go. 

 

Living on the edge is a fair assessment, but you can live there for a reaiiy long time and once you get there it's hard to knock you off. 

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18 minutes ago, FUBARczar said:

 But I understand if the synergy and complexity are too difficult for an SR-is-the-best mentality to grasp.  

Nice of you to include a swipe there at the end. 

 

So you list off a whole bunch of heals/regen (absorb is just a different pool of hit points being healed- if you believe otherwise you have no grounds whatsoever to criticize anyone for not understanding anything). Yes, and a smidge of resists which is all you get from the set (11% after enhancement is a smidge). 

 

I do find it funny that the absorb in regen is a big deal, but SR having it as well is something you just brush off (not to mention the scaling resistance is on the order of the regen resistance). 

 

I have both SR and Regen sents at 50 now, and both are incarnated out. I think I might have a clue about what I speak. Can you say the same?  I know what each set can do in practice. That's not speculation- that's a road test. SR is more durable. That's just the way it is. I actually like how regen plays, and I'm glad I made one up, but I know what each set can handle, and SR handles more. 

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1 hour ago, drbuzzard said:

Nice of you to include a swipe there at the end. 

 

So you list off a whole bunch of heals/regen (absorb is just a different pool of hit points being healed- if you believe otherwise you have no grounds whatsoever to criticize anyone for not understanding anything). Yes, and a smidge of resists which is all you get from the set (11% after enhancement is a smidge). 

 

I do find it funny that the absorb in regen is a big deal, but SR having it as well is something you just brush off (not to mention the scaling resistance is on the order of the regen resistance). 

 

I have both SR and Regen sents at 50 now, and both are incarnated out. I think I might have a clue about what I speak. Can you say the same?  I know what each set can do in practice. That's not speculation- that's a road test. SR is more durable. That's just the way it is. I actually like how regen plays, and I'm glad I made one up, but I know what each set can handle, and SR handles more. 

lol, had to nudge you a little 😜

 

look I don't hate on SR, it's fine really, great even most of the time, but when it's not it's not.  I am just saying this after using a few SR's as veng bait recently running all of these shadow shard TFs many times these past few weeks.  Perhaps the Rularuu are an extreme case, but I was tanking full mobs solo with bio and regen sentinels.  But I know other mobs can also be tough on SR (well defense in general) like Nemesis, DE sometimes, etc

 

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Yes, when there is something which nullifies defense (Ruularu, DE crystal emitters, are the real culprits, I don't find vengeance to be nearly as bad) then SR crumples fast. In a mixed environment with many damage types, and even a goodly number of debuffs (the aforementioned cases are massive to hit bonuses, which is a different kettle of fish) it holds up well. I've done some fairly good with with my water/SR, though I don't like him as much as some other sents because he's ground bound due to the primary. I like my sentinels flying. To be quite honest, with the exception of psi and toxic holes, energy aura is probably the best of the lot. It's easy to softcap, it has decent resistances (think in the 30s or so for a lot of things, and toughness really helps), and a solid heal which also gives regen and endurance discount. Now there is a nicely layered set of defenses. If it weren't for the holes, and the reduced defbuff resistance (it has some, but not SR levels), I'd say it was a clear winner over SR. 

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1 hour ago, drbuzzard said:

Yes, when there is something which nullifies defense (Ruularu, DE crystal emitters, are the real culprits, I don't find vengeance to be nearly as bad) then SR crumples fast. In a mixed environment with many damage types, and even a goodly number of debuffs (the aforementioned cases are massive to hit bonuses, which is a different kettle of fish) it holds up well. I've done some fairly good with with my water/SR, though I don't like him as much as some other sents because he's ground bound due to the primary. I like my sentinels flying. To be quite honest, with the exception of psi and toxic holes, energy aura is probably the best of the lot. It's easy to softcap, it has decent resistances (think in the 30s or so for a lot of things, and toughness really helps), and a solid heal which also gives regen and endurance discount. Now there is a nicely layered set of defenses. If it weren't for the holes, and the reduced defbuff resistance (it has some, but not SR levels), I'd say it was a clear winner over SR. 

I play a Water/SR Sentinel and use Hover 100% of the time. Why do you feel it's ground bound? Whirlpool?

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1 hour ago, drbuzzard said:

Yes, when there is something which nullifies defense (Ruularu, DE crystal emitters, are the real culprits, I don't find vengeance to be nearly as bad) then SR crumples fast. In a mixed environment with many damage types, and even a goodly number of debuffs (the aforementioned cases are massive to hit bonuses, which is a different kettle of fish) it holds up well. I've done some fairly good with with my water/SR, though I don't like him as much as some other sents because he's ground bound due to the primary. I like my sentinels flying. To be quite honest, with the exception of psi and toxic holes, energy aura is probably the best of the lot. It's easy to softcap, it has decent resistances (think in the 30s or so for a lot of things, and toughness really helps), and a solid heal which also gives regen and endurance discount. Now there is a nicely layered set of defenses. If it weren't for the holes, and the reduced defbuff resistance (it has some, but not SR levels), I'd say it was a clear winner over SR. 

did you know that Ninjitsu is also easy to softcap, with out the holes?  In fact you get awesome psi resist and more all around utility.

 

fyi - my dark/regen has resists between 26-36 to everything, 2088.25 hp, absorption shield of 476, and 15-18 def, regen `70 hp/sec.

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On 11/1/2019 at 3:35 PM, FUBARczar said:

SR is living on the edge.  It is a glass egg, maybe bulletproof glass but it's still an egg.  Those scaling resists are nothing to write home about, they scale pretty late usually buying just enough time to realize that you are going to die.  The T9 is one of the worst, so much so that people laugh about taking it just to use as a travel power and mule for LotG.  And there really is no arguing that it is the least dynamic set.  That said, it's still a decent viable set.  

Personally on a Sentinel or Scrapper I wouldn't take it over Ninja, but to each their own.

This is a perfect example of what's funny about opinions: Some are silly.

In this usage does "least dynamic set" mean "clicking your attacks instead of your armor/heals/inspirations?"  Soft-capped SR is plenty far from the edge. You can stand in a full spawn attacking you with everything, click a glowie and wait without getting touched.

Elude's a great power. Imagine you're having so much fun arresting everything in sight and completely forget about your blue bar. Oopsie! Toggledrop! No worries, click Elude, do a sweet double backflip into battle, and have soft-capped defenses again without running any other toggles *and still gain endurance while fighting*.  It's like a whole set of pocket Defenders to give you forcefields, Accelerate Metabolism, and Speed Boost all at the same time.

 

And just like every set you can pair it with another powerset and get a heal or endurance recovery or whatever you want.

Or you can pretend like you're super smart for knowing how weak it is and always go with something else. That's what's great about the game!

Edited by ninja surprise
didn't mean to sound like ridiculing
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35 minutes ago, ninja surprise said:

This is a perfect example of what's funny about opinions: Some are ridiculous.

In this usage does "least dynamic set" mean "clicking your attacks instead of your armor/heals/inspirations?" 

.........

Or you can pretend like you're super smart for knowing how weak it is and always go with something else. That's what's great about the game!

It's just an observation, to be more accurate I should have said that SR has the least dimensions, is not multifaceted, it's not a layered set, it's a one trick pony, etc. etc. while other sets provide various aspects like Def+resist+heal+end+dmg, or def+resist+HP+dmg, or def+resist+sucks enemy's endurance+heal+end discount+HP, and so on.  SR is just def, the scaling resist is lacking, and we all know that it was added to the set later b/c of too many complaints of SR being made of glass.  It's great until it cracks and you die.  The set itself doesn't really have mitigation outside of defense.   

So like I said b4, SR is great most of the time, and then it's not and you are dead. And I also said to each their own, so have at it.

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