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Posted

Sentinel Sages...answer my call!  The fate of the human race is at stake!  (Not really.  But pretend it is.) 

 

@oldskool

@drbuzzard

@Sunsette

 

(Apologies for leaving anyone out!)

 

The issue that I'm having is that ranged is over the cap, and melee & AoE are under the cap.  (It can softcap all three by using Weave.)  I threw a lot into defense, and recharge is ever so slightly neglected.  There is always room for improvement, I say!  But how?

 

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!

DP-SR: Level 50 Technology Sentinel
Primary Power Set: Dual Pistols
Secondary Power Set: Super Reflexes
Power Pool: Flight
Power Pool: Speed
Power Pool: Fighting

Hero Profile:
Level 1: Pistols -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(3), Thn-Dmg/Rchg(5), Thn-Acc/Dmg/Rchg(11), Thn-Acc/Dmg/EndRdx(31), Thn-Dmg/EndRdx/Rchg(40)
Level 1: Focused Fighting -- LucoftheG-Def(A), LucoftheG-Def/EndRdx(17), LucoftheG-Def/Rchg(25), LucoftheG-Def/EndRdx/Rchg(45), LucoftheG-Def/Rchg+(46)
Level 2: Empty Clips -- Ann-Acc/Dmg(A), Ann-Dmg/Rchg(3), Ann-Acc/Dmg/Rchg(5), Ann-Acc/Dmg/EndRdx(9), Ann-Acc/Dmg/EndRdx/Rchg(11), Ann-ResDeb%(37)
Level 4: Focused Senses -- LucoftheG-Def(A), LucoftheG-Def/EndRdx(15), LucoftheG-Def/Rchg(25), LucoftheG-Def/EndRdx/Rchg(45), LucoftheG-Def/Rchg+(46)
Level 6: Suppressive Fire -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(7), Thn-Dmg/Rchg(7), Thn-Acc/Dmg/Rchg(9), Thn-Acc/Dmg/EndRdx(23), Thn-Dmg/EndRdx/Rchg(37)
Level 8: Swap Ammo
Level 10: Master Brawler -- NmnCnv-Heal/EndRdx(A), NmnCnv-EndRdx/Rchg(39), NmnCnv-Heal/Rchg(40), NmnCnv-Heal/EndRdx/Rchg(40), NmnCnv-Heal(43), NmnCnv-Regen/Rcvry+(43)
Level 12: Bullet Rain -- SprSntWar-Acc/Dmg(A), SprSntWar-Dmg/Rchg(13), SprSntWar-Acc/Dmg/Rchg(13), SprSntWar-Acc/Dmg/EndRdx(15), SprSntWar-Acc/Dmg/EndRdx/Rchg(23), SprSntWar-Rchg/+Absorb(34)
Level 14: Fly -- EndRdx-I(A)
Level 16: Enduring -- EndMod-I(A), PrfShf-EndMod(17), PrfShf-End%(31)
Level 18: Executioner's Shot -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(19), Thn-Dmg/Rchg(19), Thn-Acc/Dmg/Rchg(21), Thn-Acc/Dmg/EndRdx(36), Thn-Dmg/EndRdx/Rchg(39)
Level 20: Agile -- LucoftheG-Def/Rchg+(A)
Level 22: Dodge -- LucoftheG-Def/Rchg+(A)
Level 24: Hasten -- RechRdx-I(A), RechRdx-I(48)
Level 26: Piercing Rounds -- SprOppStr-Acc/Dmg(A), SprOppStr-Dmg/Rchg(27), SprOppStr-Acc/Dmg/Rchg(27), SprOppStr-Acc/Dmg/EndRdx(29), SprOppStr-Acc/Dmg/EndRdx/Rchg(29), SprOppStr-Rchg/+Opportunity(37)
Level 28: Quickness -- Run-I(A)
Level 30: Boxing -- Empty(A)
Level 32: Hail of Bullets -- Arm-Dmg(A), Arm-Acc/Dmg/Rchg(33), Arm-Acc/Rchg(33), Arm-Dmg/EndRdx(33), Arm-Dam%(34), FrcFdb-Rechg%(34)
Level 35: Evasion -- LucoftheG-Def(A), LucoftheG-Def/EndRdx(36), LucoftheG-Def/Rchg(36), LucoftheG-Def/EndRdx/Rchg(45), LucoftheG-Def/Rchg+(46)
Level 38: Elude -- RechRdx-I(A), RechRdx-I(39)
Level 41: Tough -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(42), UnbGrd-Max HP%(42), UnbGrd-ResDam(42), UnbGrd-ResDam/EndRdx(43), UnbGrd-ResDam/EndRdx/Rchg(48)
Level 44: Hover -- Flight-I(A)
Level 47: Afterburner -- Flight-I(A)
Level 49: Weave -- ShlWal-Def(A), ShlWal-Def/EndRdx(50), ShlWal-ResDam/Re TP(50)

Level 1: Sprint -- Clr-Stlth(A)
Level 2: Swift -- Run-I(A)
Level 2: Health -- Pnc-Heal/+End(A), Prv-Absorb%(48), Mrc-Rcvry+(50)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- EndMod-I(A), PrfShf-EndMod(21), PrfShf-End%(31)

Level 50: Musculature Core Paragon
Level 50: Ion Core Final Judgement
Level 50: Degenerative Core Flawless Interface
Level 50: Barrier Core Epiphany
Level 50: Assault Core Embodiment
Level 50: Clockwork Core Superior Ally
------------

 

 

Formerly Negative_Man on the CoH forums (I'm more positive nowadays)

 

"I don't want it to appear that I'm willing to settle for anything. No-one likes a zombie without standards." -UnknownSubject

Posted (edited)

I know I am not one of the 3 you asked for help, but I am currently playing a DP/SR and have a 50 DP/Ninjitsu.  Your build looks pretty solid to me.  What is the concern with needing Weave to softcap?

 

A thought or 2:

  • You might want to replace the IO in Afterburner with a Reactive Scaling Defense.
  • You might want to add the Winter's Gift: Slow Resistance to Fly.  With Afterburner you will be flying pretty fast, so the standard IO might not be needed.
  • I don't think many people are taking Elude nowadays because of the crash and you generally soft-cap easily with SR.
  • Oldskool made a very strong case for Procs in his write up on DP and I believe he mentioned trying to get most of your defense without using damage sets, so you proc your damage powers.
    • This is one reason I decided to level another Sentinel (added my planned build below) because I wanted t see how the damage fared using procs
    • I am using Thunderstrike (Acc/Dmg, Dmg/End, and Acc/Dmg/End) until I can slot HOs

 

Again, your build looks solid to me, so please take anything I say with a grain of salt as they are merely suggestions, certainly not criticisms.

 

 

Spoiler

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!

2Pac: Level 50 Natural Sentinel
Primary Power Set: Dual Pistols
Secondary Power Set: Super Reflexes
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Flight

Hero Profile:
Level 1: Pistols -- HO:Nucle(A), HO:Nucle(3), GldJvl-Dam%(9), ShlBrk-%Dam(17), TchofLadG-%Dam(31), AchHee-ResDeb%(40)
Level 1: Focused Fighting -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(23), LucoftheG-Def/EndRdx(37), LucoftheG-Def/EndRdx/Rchg(37), LucoftheG-Def/Rchg(46)
Level 2: Dual Wield -- HO:Nucle(A), HO:Nucle(3), GldJvl-Dam%(9), ImpSwf-Dam%(15), ExpStr-Dam%(31), Dcm-Build%(40)
Level 4: Empty Clips -- HO:Nucle(A), HO:Nucle(5), ExpStr-Dam%(5), ImpSwf-Dam%(11), PstBls-Dam%(25), FrcFdb-Rechg%(40)
Level 6: Suppressive Fire -- HO:Nucle(A), HO:Nucle(7), GldJvl-Dam%(7), GhsWdwEmb-Dam%(11), UnbCns-Dam%(31), GldNet-Dam%(39)
Level 8: Swap Ammo
Level 10: Master Brawler -- Prv-Absorb%(A), Prv-Heal(48)
Level 12: Bullet Rain -- HO:Nucle(A), HO:Nucle(13), ExpStr-Dam%(13), PstBls-Dam%(15), JvlVll-Dam%(25), FrcFdb-Rechg%(34)
Level 14: Focused Senses -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(23), LucoftheG-Def/EndRdx(37), LucoftheG-Def/EndRdx/Rchg(43), LucoftheG-Def/Rchg(50)
Level 16: Enduring -- PrfShf-End%(A), PrfShf-EndMod(17), EndMod-I(48)
Level 18: Executioner's Shot -- SprOppStr-Acc/Dmg(A), SprOppStr-Acc/Dmg/Rchg(19), SprOppStr-Acc/Dmg/EndRdx(19), SprOppStr-Acc/Dmg/EndRdx/Rchg(21), SprOppStr-Rchg/+Opportunity(21), SprOppStr-Dmg/Rchg(39)
Level 20: Agile -- Ksm-ToHit+(A)
Level 22: Dodge -- Rct-ResDam%(A)
Level 24: Hasten -- RechRdx-I(A), RechRdx-I(46)
Level 26: Piercing Rounds -- SprSntWar-Acc/Dmg(A), SprSntWar-Dmg/Rchg(27), SprSntWar-Acc/Dmg/Rchg(27), SprSntWar-Acc/Dmg/EndRdx(29), SprSntWar-Acc/Dmg/EndRdx/Rchg(29), SprSntWar-Rchg/+Absorb(39)
Level 28: Quickness -- Run-I(A)
Level 30: Super Speed -- WntGif-ResSlow(A)
Level 32: Hail of Bullets -- Arm-Dmg(A), Obl-Acc/Dmg/EndRdx/Rchg(33), ExpStr-Dam%(33), ScrDrv-Dam%(33), Obl-%Dam(34), Arm-Dam%(34)
Level 35: Evasion -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(36), LucoftheG-Def/EndRdx(36), LucoftheG-Def/EndRdx/Rchg(36)
Level 38: Boxing -- Acc-I(A)
Level 41: Tough -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(42), UnbGrd-Max HP%(42), UnbGrd-ResDam(42), UnbGrd-ResDam/EndRdx(43), UnbGrd-ResDam/EndRdx/Rchg(43)
Level 44: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(45), LucoftheG-Def/EndRdx(45), LucoftheG-Def/EndRdx/Rchg(45)
Level 47: Combat Jumping -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(48)
Level 49: Fly -- HO:Micro(A)
Level 1: Brawl -- Acc-I(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 -- Clr-Stlth(A)
Level 2: Rest -- RechRdx-I(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Health -- Pnc-Heal/+End(A), Mrc-Rcvry+(46), NmnCnv-Regen/Rcvry+(50)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(50)
Level 8: Chemical Ammunition
Level 8: Cryo Ammunition
Level 8: Incendiary Ammunition
Level 50: Musculature Radial Paragon
Level 50: Void Core Final Judgement
Level 50: Degenerative Core Flawless Interface
Level 50: Tsoo Core Superior Ally
Level 50: Barrier Core Epiphany
Level 50: Assault Radial Embodiment
------------

 


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Edited by Lockpick
Clean up mistakes / minor edits
Posted

I have a defense cap build I can post when I get home. But I know it is here you just need to search. But I can tell you at least it is doable.

Posted

I agree elude isn't worth the trouble. Softcapping can be done easy enough without it, but that does assume weave. All my final sentinel builds tap into the fighting pool to one degree or another.

 

I have yet to make a dual pistols character, so I can't claim expertise in that part of it, but I do have a finished and incarnate softcapped (50-60s) Hydro/SR sentinel. I make sure every defensive power is taken to the ED limit. Even the small numbers add up. I'd need to fire up my PC to work up a build myself. 

 

I also make it my tenet of sentinel builds that they all get perma hasten. The current strength of sentinels, IMO, is the fast recharging tier 9 nuke, so that should be up as often as possible, and that means perma hasten. I'd be dropping elude, but I don't know that you're all that close to perma hasten without it. I also never take musculature alpha. While it certainly seems popular, I consider it well sub optimal. I usually go with spiritual and sometime with agility (if I want well past softcap for incarnate stuff). If you consider that at best musculature is giving you more or less 16% more damage for well slotted powers, that's pretty unimpressive. Alternatively, spiritual at T4 gives you an extra 30% recharge in every power (or more up to 45% if it is below cap). Couple with a set like SR that gets a base global recharge of +20%(that is, assuming a person is sane and takes quickness) and you've only got 50% to dig up for perma hasten. Throw in the mandatory 5 lotg GRs, and you're at 87.5%. Just placing the 2 ATOs will get that. You can then play games with procs or other games for more defense. 

Posted

I won't be able to get to a copy of Pines until Friday.  Then I will probably post one way of skinning this cat. 

For my DP/Nin, I literally made a "blank" for the secondary.  That is that I applied the exact same slotting and enhancement logic to several other primaries.  It worked for that experiment.  I did the same with SR too. 

As @Lockpick notes, yes, I do encourage those playing any defensive oriented set (Nin, SR, even Energy Aura to an extent) to try to get to the soft-cap within the secondary plus pool powers (sub in the Epics if you like Link Minds).  That will free up the primary to include procs which are a damage increase.  BUT some people don't like random chances at damage which is totally fair.

I'll disagree with @drbuzzard about what is optimal or not.  I know that my own preference is towards the Musculature Alpha, but (and its a big but) I recognize the value of other Alpha slots options.  The reason why I tend to favor Musculature is because it offers a direct damage increase with generally no downside.  Agility/Spiritual do have an impact on PPM calculations but this only matters if you are running procs (as in multiple in a single power).  This is an important factor for PPM calculations with Dual Pistols because the set does have multiple powers with Arcanatime activations of 1.848 (or less) and a recharge of no more than 12 seconds for the last single-target attack available (Piercing Rounds is a bit special and requires its own discussion).  So for my purposes I want 0 recharge in my attacks.  I built enough global recharge to run the attack chain I wanted, and enough defense to softcap the positionals.  So in my case Agility offers me very little as I don't even need the endurance management.  Spiritual doesn't offer me enough either for similar reasons.  Cardiac doesn't boost my resistance enough to make it worth it, and endurance isn't a problem.  I could keep on going on the other Alpha slots, but by now you probably get the point.  Musculature just makes the most sense in my case. 

The OP's build isn't really focused on procs (which is fine - whatever sets your sails) so something like Agility/Spiritual may be beneficial for whatever attack chain they are shooting for.  So in the case of the OP's build, as it currently stands, then perhaps Agility would be a more optimal suggestion.  Maybe.  

 

 

Posted

I admit to not really doing the proc thing, and I certainly don't optimize around it even on builds where I do put in procs. I stated my case for more recharge, and that's simply bringing the nuke up as often as possible. I don't kill pylons for fun, or have a goal of soloing AVs so eking out the max single target DPS is not on my radar. I follow the holy school of AOE damage that reaps one greats rewards in COH. The best tools sentinels have for that is the nuke, so I say nuke as often as possible. 

  • Like 1
Posted (edited)

This would be my take on the build.

Goals:

1.  Nuke as often as possible without hasten, which will also net lots of Absorb (ATO proc) and the 5 second defense buff.

2.  Master Brawler to take every alpha.  Stacked with the Nuke's absorb proc, this is super sweet.

3.  As much Resistance added as I can muster to layer with the defense and the Scaling Resist as HP drops.

 

Tactic = stealth into mob, MB, Caltrops, Nuke

 

I took Bullet Rain as I prefer PBAoE/TAoE.  You could swap in Empty Clips if you prefer cone.  The TAoE will be easier to use after the Nuke, though.

ST attack chain is simple:  DW, SF, ES.  You could DW to Pistols with minimal change except a quarter-second gap in the chain.

 

You could drop caltrops for Swap Ammo if you really want it.  It has utility, but so does caltrops around yourself as an extra defensive layer.

 

Spoiler

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 Magic Sentinel
Primary Power Set: Dual Pistols
Secondary Power Set: Super Reflexes
Power Pool: Flight
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Concealment
Ancillary Pool: Ninja Tool Mastery

Hero Profile:
Level 1: Dual Wield -- Thn-Acc/Dmg:50(A), Thn-Dmg/EndRdx:50(3), Thn-Dmg/Rchg:50(3), Thn-Acc/Dmg/Rchg:50(5), Thn-Dmg/EndRdx/Rchg:50(5), Thn-Acc/Dmg/EndRdx:50(7)
Level 1: Focused Fighting -- GifoftheA-Def/EndRdx:40(A), GifoftheA-Def/Rchg:40(7), GifoftheA-EndRdx/Rchg:40(9), GifoftheA-Def/EndRdx/Rchg:40(9), GifoftheA-Def:40(11), GifoftheA-Run+:40(11)
Level 2: Focused Senses -- GifoftheA-Run+:40(A), GifoftheA-Def/EndRdx:40(13), GifoftheA-Def/Rchg:40(13), GifoftheA-EndRdx/Rchg:40(15), GifoftheA-Def/EndRdx/Rchg:40(15), GifoftheA-Def:40(17)
Level 4: Agile -- LucoftheG-Def/Rchg+:50(A), Ksm-ToHit+:30(48)
Level 6: Suppressive Fire -- Apc-Dam%:50(A), Apc-Dmg/Rchg:50(17), Apc-Acc/Dmg/Rchg:50(19), Apc-Acc/Rchg:50(19), Apc-Dmg/EndRdx:50(21), UnbCns-Dam%:50(21)
Level 8: Fly -- WntGif-ResSlow:50(A)
Level 10: Master Brawler -- Prv-Heal:50(A), Prv-Heal/EndRdx:50(23), Prv-EndRdx/Rchg:50(23), Prv-Heal/Rchg:50(25), Prv-Heal/Rchg/EndRdx:50(27), Prv-Absorb%:50(27)
Level 12: Bullet Rain -- Rgn-Knock%:50(A), Rgn-Dmg/Rchg:50(29), Rgn-Acc/Dmg/Rchg:50(29), Rgn-Acc/Rchg:50(31), Rgn-Dmg/EndRdx:50(31), SuddAcc--KB/+KD:50(31)
Level 14: Combat Jumping -- LucoftheG-Def/Rchg+:50(A)
Level 16: Enduring -- PrfShf-EndMod:50(A), PrfShf-End%:50(43), LucoftheG-Def/Rchg+:50(45)
Level 18: Executioner's Shot -- SprOppStr-Acc/Dmg:50(A), SprOppStr-Dmg/Rchg:50(33), SprOppStr-Acc/Dmg/Rchg:50(33), SprOppStr-Acc/Dmg/EndRdx:50(33), SprOppStr-Acc/Dmg/EndRdx/Rchg:50(34), SprOppStr-Rchg/+Opportunity:50(34)
Level 20: Dodge -- LucoftheG-Def/Rchg+:50(A)
Level 22: Boxing -- Empty(A)
Level 24: Tough -- StdPrt-ResDam/Def+:30(A), GldArm-3defTpProc:50(25), UnbGrd-ResDam/EndRdx:50(50), UnbGrd-ResDam:50(50), UnbGrd-Max HP%:50(50)
Level 26: Weave -- GifoftheA-Run+:40(A), GifoftheA-Def/EndRdx:40(34), GifoftheA-Def/Rchg:40(36), GifoftheA-EndRdx/Rchg:40(36), GifoftheA-Def/EndRdx/Rchg:40(36), GifoftheA-Def:40(37)
Level 28: Quickness -- Run-I:50(A)
Level 30: Hover -- LucoftheG-Def/Rchg+:50(A)
Level 32: Hail of Bullets -- SprSntWar-Acc/Dmg:50(A), SprSntWar-Dmg/Rchg:50(37), SprSntWar-Acc/Dmg/Rchg:50(37), SprSntWar-Acc/Dmg/EndRdx:50(39), SprSntWar-Acc/Dmg/EndRdx/Rchg:50(39), SprSntWar-Rchg/+Absorb:50(39)
Level 35: Evasion -- GifoftheA-Def:40(A), GifoftheA-Def/EndRdx:40(40), GifoftheA-Def/Rchg:40(40), GifoftheA-EndRdx/Rchg:40(40), GifoftheA-Def/EndRdx/Rchg:40(42), GifoftheA-Run+:40(42)
Level 38: Afterburner -- BlsoftheZ-Travel:50(A), BlsoftheZ-Travel/EndRdx:50(45), BlsoftheZ-ResKB:50(48)
Level 41: Stealth -- GifoftheA-Def/EndRdx:40(A), GifoftheA-Def/Rchg:40(45), GifoftheA-EndRdx/Rchg:40(46), GifoftheA-Def/EndRdx/Rchg:40(46), GifoftheA-Def:40(46), GifoftheA-Run+:40(48)
Level 44: Tashibishi -- Ann-ResDeb%:50(A)
Level 47: Invisibility -- Rct-ResDam%:50(A)
Level 49: Grant Invisibility -- ShlWal-ResDam/Re TP:50(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 -- Clr-Stlth:50(A)
Level 2: Rest -- RechRdx-I:50(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I:50(A)
Level 2: Health -- Pnc-Heal/+End:50(A), NmnCnv-Regen/Rcvry+:50(43), Mrc-Rcvry+:40(43)
Level 2: Hurdle -- Jump-I:50(A)
Level 2: Stamina -- PrfShf-EndMod:50(A), PrfShf-End%:50(42)
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
------------

 

 

 

Edited by Caulderone
Posted
38 minutes ago, Caulderone said:

Tactic = stealth into mob, MB, Caltrops, Nuke

Real talk...

My DP/Nin does this.  I do in fact have Caltrops (I have Swap Ammo - I can't live without it) and I combine it as my opener with Hail of Bullets out of Stealth.  You can either open with 'Trops or use it as a follow-up after Hail of Bullets.  Keep in mind, part of the "bonus" of standard ammo on Hail of Bullets is guaranteed knockdown.  Swapping away from standard removes a portion of that chance (it doesn't completely go away). 

 

Opening from stealth with Hail of Bullets is about as safe of game play as it gets.  Opening with Dark Blast's Blackstar from stealth and a Tidal Forces backed Geyser is also equally hilarious stuff. 

Posted (edited)

Forgot about the guaranteed knockdown.  So, maybe the entry is

 

stealth in-Nuke-Hail-MB-Caltrops

 

edit:  I really like the idea of the Sentinel ATO +Absorb proc in the nuke.  At 6PPM, it is basically a guaranteed Absorb shield every nuke.  With capped defense, that goes a long way.  Combined with MB, should be crazy good.

Edited by Caulderone
Posted

Defense cap build

 

Villain 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: Dual Pistols
Secondary Power Set: Super Reflexes
Power Pool: Speed
Power Pool: Leadership
Power Pool: Fighting
Ancillary Pool: Ninja Tool Mastery

Villain Profile:
Level 1: Pistols -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(3), AchHee-ResDeb%(3), TchofLadG-%Dam(7), Thn-Acc/Dmg/EndRdx(9), ShlBrk-%Dam(36)
Level 1: Focused Fighting -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(17), LucoftheG-Def/EndRdx(37)
Level 2: Dual Wield -- ExpStr-Dam%(A), ImpSwf-Dam%(13), Apc-Dam%(13), Apc-Dmg(15), Apc-Dmg/Rchg(15), Apc-Acc/Dmg/Rchg(36)
Level 4: Empty Clips -- Rgn-Dmg(A), Rgn-Dmg/Rchg(5), Rgn-Acc/Dmg/Rchg(5), Rgn-Acc/Rchg(7), Rgn-Dmg/EndRdx(11)
Level 6: Focused Senses -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(9), LucoftheG-Def/EndRdx(11)
Level 8: Swap Ammo 
Level 10: Agile -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(19), LucoftheG-Def/EndRdx(19)
Level 12: Bullet Rain -- PstBls-Acc/Dmg(A), PstBls-Dmg/EndRdx(21), PstBls-Dmg/Rchg(21), PstBls-Dmg/Rng(23), PstBls-Acc/Dmg/EndRdx(23)
Level 14: Master Brawler -- Prv-Heal(A), Prv-Heal/EndRdx(25), Prv-EndRdx/Rchg(27), Prv-Heal/Rchg(27), Prv-Absorb%(17), Prv-Heal/Rchg/EndRdx(43)
Level 16: Enduring -- PrfShf-End%(A), PrfShf-EndMod/Rchg(29), PrfShf-EndMod(29)
Level 18: Executioner's Shot -- SprOppStr-Acc/Dmg(A), SprOppStr-Dmg/Rchg(31), SprOppStr-Acc/Dmg/Rchg(31), SprOppStr-Acc/Dmg/EndRdx(31), SprOppStr-Rchg/+Opportunity(34), TchofLadG-%Dam(25)
Level 20: Dodge -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(40), LucoftheG-Def/EndRdx(40)
Level 22: Hasten -- RechRdx-I(A)
Level 24: Maneuvers -- Rct-Def(A), Rct-Def/EndRdx(37), Rct-EndRdx/Rchg(37), Rct-Def/Rchg(39), Rct-ResDam%(42), Rct-Def/EndRdx/Rchg(36)
Level 26: Super Speed -- Clr-Stlth(A)
Level 28: Quickness -- Run-I(A)
Level 30: Kick -- Empty(A)
Level 32: Hail of Bullets -- Obl-Dmg(A), Obl-Acc/Rchg(33), Obl-Dmg/Rchg(33), Obl-Acc/Dmg/Rchg(33), Obl-Acc/Dmg/EndRdx/Rchg(34), Obl-%Dam(34)
Level 35: Evasion -- RedFrt-Def/EndRdx(A), RedFrt-Def/Rchg(40), RedFrt-EndRdx/Rchg(42), RedFrt-Def/EndRdx/Rchg(43), RedFrt-Def(39)
Level 38: Tashibishi -- PstBls-Dam%(A), ImpSwf-Dam%(39), JvlVll-Dam%(50)
Level 41: Tactics -- GssSynFr--ToHit(A), GssSynFr--ToHit/Rchg(50), GssSynFr--ToHit/Rchg/EndRdx(42), GssSynFr--Rchg/EndRdx(46), GssSynFr--ToHit/EndRdx(46), GssSynFr--Build%(45)
Level 44: Tough -- StdPrt-ResDam/Def+(A), StdPrt-ResDam/EndRdx(48), GldArm-3defTpProc(48)
Level 47: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(48), LucoftheG-Def/EndRdx(50)
Level 49: Burnout -- RechRdx-I(A)
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 2: Health -- NmnCnv-Regen/Rcvry+(A), Mrc-Rcvry+(45), Pnc-Heal/+End(45)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(43), PrfShf-EndMod/Rchg(46)
Level 2: Swift -- Empty(A)
Level 8: Cryo Ammunition 
Level 8: Incendiary Ammunition 
Level 8: Chemical Ammunition 
Level 1: Opportunity 
Level 4: Ninja Run 
------------

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Posted

Because we're talking about my favorite set, I'll keep chiming in. (hah!) 

Obligatory warning on Tactics and Gaussian's: 

The Build-Up proc technically has a chance to trigger in the realm of 2%(?) but since all procs have a minimum chance of 5% that's as low as it will go.  That's just for you personally.  In a group that chance will swell because each member increases the odds the event will happen.  The set bonus itself is understandable due to its positional bonus and all that.  However, I just want to toss out the info here just in case other new players see this and think that their damage will be as it is reflected in Mid's (spoiler, it won't be).  

Dual Pistols has inherently high accuracy in its attacks and it shouldn't be that tough to get to 95% to-hit vs 54's through brute force of inflated accuracy.  Things like the Kismet and Tactics are nice to have but they can also be replaced for those lesser mortals running the pauperish 75% baseline. 

Posted

Such a lively discussion! 
😄

 

On 12/4/2019 at 5:49 PM, oldskool said:

perhaps Agility would be a more optimal suggestion.

 

I like the idea of going with Agility.  It has several benefits:

 

  1. Perma-hasten.  Yay!
  2. Ranged defense reaches the Incarnate softcap of 58%
  3. All three positions are Incarnate softcapped while Hail of Bullets buff is active
  4. Both Stamina AND Enduring are buffed for even moar end recovery

 

And all of these things happen without any slotting changes!  Simply swapping out the Alpha slot!  Seems like a good trade to me.  😁 

Formerly Negative_Man on the CoH forums (I'm more positive nowadays)

 

"I don't want it to appear that I'm willing to settle for anything. No-one likes a zombie without standards." -UnknownSubject

Posted (edited)

Ok, below is a thought experiment.  I'm trying to keep as much of the identity of your build as I can, and hopefully that's accomplished.  

A couple things I noticed after I actually got to messing with your build (now that I am home).  

1)  No Maneuvers?  -- Replace Elude from the build plan with this unless you REALLY like Elude.  

2) Agility won't just hit the Incarnate soft-cap on your Range defense.  It can exceed it to the point where you may wish to reconsider investing in that many Thunderstrikes.  

3)  I kept the Thunderstrikes just to illustrate that you can hit 58% Incarnate range defense (isn't 59% the softcap there?) without Agility.  With Agility it would jump to 63% which is more than enough buffer with DDR.  As a side effect you'll have over 50% to melee and AoE too. 
4) Some Thunderstrikes could be swapped for 5x Decimation for moar recharge or Devastation if you like.  
5) Annihilation is better in Piercing Rounds, imo.  Opportunity Strikes is 'meh' and works just fine in Empty Clips.  Don't rely on the proc.  You could swap that back.  Up to you.  
6) I know the 10% regen cap was hit.  I wanted to add a slot to Dodge and Agile though to get them a +Defense enhance out of the LoTG set.  You could shift things around.  
7) I'm probably giving up a bit of resistance for you, but I've added in the other +resistance IO

8)Recharge in this build is around 156% giving Hasten a 12 second downtime.  With +5 boosters that's a 7 second downtime.  Agility converts basic no booster Hasten into a 1 second down time.  Agility with boosters turns Hasten perma as long as you're slowed enough for it to matter.  
9) With just bare booster Hasten you can run Executioner's Shot -> Suppressive Fire -> Pistols with a very slight gap (0.05 seconds).  With Agility, you could run Piercing Rounds -> Pistols -> Executioner's Shot -> Pistols/Suppressive Fire with only a slight (0.01 second) gap.  3 passes of the first  (ES -> SF -> Pistol) rotation (roughly every 13 seconds) will get you over 90% Opportunity and the 3rd Pistols will trigger Offensive Mode without you needing to guess when to use it.  Not pulling that out my ass, its something I've tested repeatedly and incorporate into real play.  You can turn Offensive Opportunity into an auto pilot decision if you want.  For realz. 
10) No purples other than the two Superior ATOs.  

11) You'd have enough endurance recovery to run Executioner - Suppressive - Pistols on repeat without noticing the end bar dropping BEFORE accolades.  4.59 end per second (not counting procs) is enough to sustain that and your toggles without much fuss.  Using a chain with Piercing Rounds will cause drag on your endurance but after accolades you likely won't notice.  You may not notice before that either if you get lucky on the procs.  

12) Expanded Enduring to 6 slots to include Performance Shifter which has an AoE defense bonus at 6 pieces.  

13) Hover's set is purely for the defense

14) Hail of Bullets... also more AoE defense 

15) Numina's full set was wasted in Master Brawler in my opinion.  I swapped it for Preventative Medicine.  That proc in particular doesn't care about activations.  It will go off when a condition is met.  

So there ya go.  Another way to go about this, and there are others too.  

 

 

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

 

Hero Plan by Mids' Reborn : Hero Designer 2.6.0.7
https://github.com/ImaginaryDevelopment/imaginary-hero-designer

Level 50 Magic Sentinel
Primary Power Set: Dual Pistols
Secondary Power Set: Super Reflexes
Power Pool: Flight
Power Pool: Fighting
Power Pool: Speed
Power Pool: Leadership

Hero Profile:
------------
Level 1:    Pistols    
 (A) Thunderstrike - Accuracy/Damage/Endurance: Level 50
 (5) Thunderstrike - Damage/Endurance/Recharge: Level 50
 (5) Thunderstrike - Accuracy/Damage: Level 50
 (7) Thunderstrike - Damage/Endurance: Level 50
 (7) Thunderstrike - Damage/Recharge: Level 50
 (9) Thunderstrike - Accuracy/Damage/Recharge: Level 50


Level 1:    Focused Fighting    
 (A) Luck of the Gambler - Defense/Increased Global Recharge Speed: Level 50
 (3) Luck of the Gambler - Defense: Level 50
 (3) Luck of the Gambler - Defense/Endurance: Level 50


Level 2:    Empty Clips    
 (A) Superior Opportunity Strikes - RechargeTime/Chance for Opportunity: Level 50
 (9) Superior Opportunity Strikes - Accuracy/Damage/Endurance/RechargeTime: Level 50
 (11) Superior Opportunity Strikes - Accuracy/Damage: Level 50
 (11) Superior Opportunity Strikes - Damage/RechargeTime: Level 50
 (13) Superior Opportunity Strikes - Accuracy/Damage/RechargeTime: Level 50
 (13) Superior Opportunity Strikes - Accuracy/Damage/Endurance: Level 50


Level 4:    Focused Senses    
 (A) Luck of the Gambler - Defense/Increased Global Recharge Speed: Level 50
 (15) Luck of the Gambler - Defense: Level 50
 (15) Luck of the Gambler - Defense/Endurance: Level 50


Level 6:    Suppressive Fire    
 (A) Thunderstrike - Accuracy/Damage/Endurance: Level 50
 (17) Thunderstrike - Damage/Endurance/Recharge: Level 50
 (17) Thunderstrike - Accuracy/Damage: Level 50
 (19) Thunderstrike - Damage/Endurance: Level 50
 (19) Thunderstrike - Damage/Recharge: Level 50
 (21) Thunderstrike - Accuracy/Damage/Recharge: Level 50


Level 8:    Swap Ammo    
Level 10:    Master Brawler    
 (A) Preventive Medicine - Chance for +Absorb: Level 50
 (21) Preventive Medicine - Heal/RechargeTime/Endurance: Level 50
 (23) Preventive Medicine - Heal: Level 50
 (48) Preventive Medicine - Heal/Endurance: Level 50
 (50) Preventive Medicine - Endurance/RechargeTime: Level 50
 (50) Preventive Medicine - Heal/RechargeTime: Level 50


Level 12:    Bullet Rain    
 (A) Superior Sentinel's Ward - RechargeTime/Chance for +Absorb: Level 50
 (23) Superior Sentinel's Ward - Accuracy/Damage/Endurance/RechargeTime: Level 50
 (25) Superior Sentinel's Ward - Accuracy/Damage: Level 50
 (25) Superior Sentinel's Ward - Damage/RechargeTime: Level 50
 (27) Superior Sentinel's Ward - Accuracy/Damage/RechargeTime: Level 50
 (27) Superior Sentinel's Ward - Accuracy/Damage/Endurance: Level 50


Level 14:    Fly    
 (A) Flight Speed IO: Level 50


Level 16:    Enduring    
 (A) Performance Shifter - Chance for +End: Level 50
 (39) Performance Shifter - EndMod/Accuracy: Level 50
 (39) Performance Shifter - EndMod: Level 50
 (40) Performance Shifter - EndMod/Recharge: Level 50
 (40) Performance Shifter - EndMod/Accuracy/Recharge: Level 50
 (40) Performance Shifter - Accuracy/Recharge: Level 50


Level 18:    Executioner's Shot    
 (A) Thunderstrike - Accuracy/Damage/Endurance: Level 50
 (36) Thunderstrike - Damage/Endurance/Recharge: Level 50
 (37) Thunderstrike - Accuracy/Damage: Level 50
 (37) Thunderstrike - Damage/Endurance: Level 50
 (37) Thunderstrike - Damage/Recharge: Level 50
 (39) Thunderstrike - Accuracy/Damage/Recharge: Level 50


Level 20:    Kick    
 (A) Empty


Level 22:    Tough    
 (A) Steadfast Protection - Resistance/+Def 3%: Level 30
 (36) Steadfast Protection - Resistance/Endurance: Level 30
 (36) Gladiator's Armor - TP Protection +3% Def (All): Level 50


Level 24:    Weave    
 (A) Reactive Defenses - Defense: Level 50
 (34) Reactive Defenses - Defense/Endurance: Level 50
 (34) Reactive Defenses - Defense/Endurance/RechargeTime: Level 50
 (50) Reactive Defenses - Scaling Resist Damage: Level 50


Level 26:    Piercing Rounds    
 (A) Annihilation - Chance for Res Debuff: Level 50
 (31) Annihilation - Accuracy/Damage/Endurance/RechargeTime: Level 50
 (33) Annihilation - Accuracy/Damage: Level 50
 (33) Annihilation - Damage/RechargeTime: Level 50
 (33) Annihilation - Accuracy/Damage/RechargeTime: Level 50
 (34) Annihilation - Accuracy/Damage/Endurance: Level 50


Level 28:    Quickness    
 (A) Flight Speed IO: Level 50


Level 30:    Hasten    
 (A) Recharge Reduction IO: Level 50
 (42) Recharge Reduction IO: Level 50


Level 32:    Hail of Bullets    
 (A) Scirocco's Dervish - Chance of Damage(Lethal): Level 50
 (42) Scirocco's Dervish - Accuracy/Damage/Endurance: Level 50
 (42) Scirocco's Dervish - Accuracy/Damage: Level 50
 (43) Scirocco's Dervish - Damage/Endurance: Level 50
 (43) Scirocco's Dervish - Damage/Recharge: Level 50
 (43) Fury of the Gladiator - Chance for Res Debuff: Level 50


Level 35:    Evasion    
 (A) Luck of the Gambler - Defense/Increased Global Recharge Speed: Level 50
 (45) Luck of the Gambler - Defense: Level 50
 (45) Luck of the Gambler - Defense/Endurance: Level 50


Level 38:    Maneuvers    
 (A) Shield Wall - Defense: Level 50
 (45) Shield Wall - Defense/Endurance: Level 50
 (46) Shield Wall - +Res (Teleportation), +5% Res (All): Level 50


Level 41:    Dodge    
 (A) Luck of the Gambler - Defense/Increased Global Recharge Speed: Level 50
 (46) Luck of the Gambler - Defense: Level 50


Level 44:    Agile    
 (A) Luck of the Gambler - Defense/Increased Global Recharge Speed: Level 50
 (46) Luck of the Gambler - Defense: Level 50


Level 47:    Hover    
 (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range: Level 50
 (48) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance: Level 50
 (48) Blessing of the Zephyr - Knockback Reduction (4 points): Level 50


Level 49:    Afterburner    
 (A) Flight Speed IO: Level 50


Level 1:    Brawl    
 (A) Empty


Level 1:    Opportunity    
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) Numina's Convalesence - +Regeneration/+Recovery: Level 50
 (29) Miracle - +Recovery: Level 40
 (29) Panacea - +Hit Points/Endurance: Level 50


Level 2:    Hurdle    
 (A) Empty


Level 2:    Stamina    
 (A) Performance Shifter - EndMod: Level 50
 (31) Performance Shifter - Chance for +End: Level 50
 (31) Endurance Modification IO: Level 50


Level 8:    Chemical Ammunition    
Level 8:    Cryo Ammunition    
Level 8:    Incendiary Ammunition    
Level 50:    Agility Core Paragon    
------------

 

http://www.cohplanner.com/mids/download.php?uc=1488&c=679&a=1358&f=HEX&dc=78DA65944953134114C77BB28849208425097BD8134808897AE720621592AA1454797189233461742AA43241514F7E05D793EB07F093B89E5402A56CEE80A5372FF165DE5F48395335F5EBBCD7FD7FFFBCEE9ED4F278EDB39337C784E23DAEAB86919991B9A29693BA33A566B55951796AE8EDF817CF4CABB9AC9C8B8F2FA97A26AD19C545DD08ED27C7E5BCCC19323EB3949785CCB49CD7E5B2348427BDB8A8C727742DBB50ACE37165A8E5B26EF3D74C5ECAB97A733825D539593016B47CDB89BC361B3F90560B973329D528CAC2B516723444EF5A58E0293BC51342D2211C4FC107CC430FC147CCC38F99672244C55C6B137EC58CD99A411FF3431853485F5973F0FA55A6FB1DF89E59BB0296986749DF0E7D3BF4BDD0F742FF23E93BA1EF847F1FFCFBE0BF11FE1BE1BF19FED7696D0DEB97CF532D17745C3B769EF78319F8C21CFDCA4C7E03BF333748C783B59E37EC3DF09AD9F21C7CC16C7B09BE627AE868D4F15A51D7C7BE54F252CFBE9CF5F76D666CF01E788B19BE0DDE01EF3237C94B03BC34A01F7DE8473FFAD18F7EF4A31F83E8878DBC34C14B53991E61A7881F3BE00FD2A093D402E011FEF70E9A13E439F6E02EC77AF6C05FE8D46FE616B96B85BBD6CF1CEBFAC4ECDE0037C12D686C332F5257DAB98E6847A77AA97627C794CE28C786C06DAA1542ADD00DE4AE835798C357C165708C6BCD52AD5EFCEF5E9CBC184E5E0C27AF816A0F60CEC024AF8B4D30474E312F904E04FE22D01981CE39CA45918BFE977391761CDAF115DED9D112B8CA14012112D8AD04FAD1E1D8BFCD95434D3B78A972C915A779C6872DD9842592B4448E5A22C72C91294B24EDD8BFF74231232E1FDD668E9477DC9455AAB37B07119B729ABBD031490C137BB89BBB96553FAB57E16674E1C67475734FDE86F9FB5BA95BAA1AAF568DFF502F93F812FC05A8660416

Edited by oldskool
  • Thanks 2
Posted
10 hours ago, oldskool said:

 3)  I kept the Thunderstrikes just to illustrate that you can hit 58% Incarnate range defense (isn't 59% the softcap there?) without Agility.  With Agility it would jump to 63% which is more than enough buffer with DDR.  As a side effect you'll have over 50% to melee and AoE too.

To be exact, the Incarnate soft cap is 58.75%.

Posted (edited)
14 hours ago, oldskool said:

Ok, below is a thought experiment.  I'm trying to keep as much of the identity of your build as I can, and hopefully that's accomplished.  

 

I like this build.  😎  Thank you for your evaluation.  It's seriously appreciated.

 

Edit:  I also wanted to acknowledge the other posters in this thread.  Your input is valued and valuable.  So you have my thanks as well.

 

4 hours ago, Caulderone said:

To be exact, the Incarnate soft cap is 58.75%.

Ah...good to know!

 

The planner was saying 58.7.  I figured it was just a decimal place limitation.  So I was off by 0.5%, it looks like.  Oops!  😐

Edited by City_of_Jedi
saying thanks

Formerly Negative_Man on the CoH forums (I'm more positive nowadays)

 

"I don't want it to appear that I'm willing to settle for anything. No-one likes a zombie without standards." -UnknownSubject

  • 3 weeks later
Posted (edited)
Posted
3 hours ago, Sovera said:

For you DP experts what ammo choice are you using? 

Incendiary 100% of the time on my Sentinel and would likely do that on a Blaster as well.  On my Defender/Corruptor I do swap ammo more  frequently and even run no ammo at all for the better debuff modifiers. 

3 hours ago, Sovera said:

For procs to be use the lethal ammo must be used?

Thankfully, no.  The ammo swap mechanic doesn't interfere with proc triggers. 

Posted
4 minutes ago, oldskool said:

Incendiary 100% of the time on my Sentinel and would likely do that on a Blaster as well.  On my Defender/Corruptor I do swap ammo more  frequently and even run no ammo at all for the better debuff modifiers. 

Thankfully, no.  The ammo swap mechanic doesn't interfere with proc triggers. 

The 'instead of a knockdown it does extra fire damage' wording doesn't actually interfere then?

Posted
2 hours ago, Sovera said:

The 'instead of a knockdown it does extra fire damage' wording doesn't actually interfere then?

Knockback proc IOs like Force Feedback still proc if you have Cryo, Incendary or Toxic toggles on.

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Verbogeny is one of many pleasurettes afforded a creatific thinkerizer.

Posted

Have a DP/SR/Ninja Sent currently at 45.  This toon unfortunately followed my Fire/Rad Sentinel and it feels sooooo much weaker overall.  I may shelve it until the Sent changes are implemented by the devs.

 

It’s very durable but the damage is just abysmal.

 

I’m also annoyed that the Ninja sword animations remain invisible.  So the overall style the “matrix” theme should have is borked by an invisible sword.

Posted

Yes, I've abandoned my DP/Bio as well. I thought it would get better but it hasn't. I can't help but feel that feel Sentinels are a baby class. Fun to play with a bit but clunky and weak so at some point we move back to a real AT.

 

My Beam/Bio is feeling good, but looking under the hood and it's also weak. AoEs doing double digits means painfully whittling down enemies. While my Claws Scrapper has Spin doing 200 damage, and if it crits then double that. It's common for me to plunge into a spawn and do Follow-Up and Spin and most minions are dead, and no need to wait 25 seconds to do it again.

  • 10 months later

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