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Posted

Hi all, I am trying to come up with a build that uses all the powers for Archery/SR. Unlike with melee characters I am having a hard time getting melee defense with all these range attacks. I know there is the defense to all IO's but even with that I am getting short on defense or it ends up going way past it 45% Range and AoE. Any ideas?

Posted
3 hours ago, Mansome said:

Unlike with melee characters I am having a hard time getting melee defense with all these range attacks.

Any ideas?

Take either Hover (and Air Superiority?) or Mystic Flight.

Stay out of Melee Range.

 

Questions?

IifneyR.gif

Verbogeny is one of many pleasurettes afforded a creatific thinkerizer.

Posted
13 hours ago, Mansome said:

Any ideas?

Never had this issue myself.  Without seeing your build one can only speculate as to what you're doing differently. 

Mind sharing your build so people can see what IO sets you are using?

Posted

You'll definitely need to post your build. But as a Sentinel and playing a 100% ranged set like Archery you have zero reasons to be in melee range anyway. Just take Hover and outside of tight Council caves you'll be fine.

Posted

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!

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

Hero Profile:
Level 1: Snap Shot -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(42), Thn-Dmg/Rchg(43), Thn-Acc/Dmg/Rchg(43), Thn-Acc/Dmg/EndRdx(43)
Level 1: Focused Fighting -- LucoftheG-Def/EndRdx(A), LucoftheG-Def/Rchg(3), LucoftheG-Def/EndRdx/Rchg(3), LucoftheG-Def/Rchg+(9)
Level 2: Aimed Shot -- Thn-Acc/Dmg(A), Thn-Dmg/Rchg(7), Thn-Acc/Dmg/Rchg(40), Thn-Acc/Dmg/EndRdx(40), Thn-Dmg/EndRdx(42)
Level 4: Focused Senses -- LucoftheG-Def/EndRdx(A), LucoftheG-Def/EndRdx/Rchg(5), LucoftheG-Def(5), LucoftheG-Def/Rchg+(7)
Level 6: Agile -- DefBuff-I(A)
Level 8: Stunning Shot -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(37), Thn-Dmg/Rchg(37), Thn-Acc/Dmg/Rchg(37), Thn-Acc/Dmg/EndRdx(40)
Level 10: Master Brawler -- Prv-Absorb%(A)
Level 12: Explosive Arrow -- PstBls-Acc/Dmg(A), PstBls-Dmg/EndRdx(13), PstBls-Dmg/Rchg(15), PstBls-Dmg/Rng(15), PstBls-Acc/Dmg/EndRdx(36), SuddAcc--KB/+KD(48)
Level 14: Aim -- GssSynFr--ToHit(A), GssSynFr--ToHit/EndRdx(21), GssSynFr--Build%(42), GssSynFr--ToHit/Rchg(45), GssSynFr--ToHit/Rchg/EndRdx(45), GssSynFr--Rchg/EndRdx(45)
Level 16: Fistful of Arrows -- PstBls-Acc/Dmg(A), PstBls-Dmg/EndRdx(17), PstBls-Dmg/Rchg(17), PstBls-Dmg/Rng(19), PstBls-Acc/Dmg/EndRdx(23)
Level 18: Enduring -- LucoftheG-Def/Rchg+(A), Ksm-ToHit+(19), PrfShf-EndMod(21), PrfShf-End%(36)
Level 20: Dodge -- DefBuff-I(A)
Level 22: Blazing Arrow -- SprSntWar-Acc/Dmg(A), SprSntWar-Dmg/Rchg(23), SprSntWar-Acc/Dmg/Rchg(25), SprSntWar-Acc/Dmg/EndRdx(25), SprSntWar-Acc/Dmg/EndRdx/Rchg(31), SprSntWar-Rchg/+Absorb(34)
Level 24: Boxing -- Empty(A)
Level 26: Perfect Shot -- 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(31)
Level 28: Quickness -- Run-I(A)
Level 30: Tough -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(31)
Level 32: Rain of Arrows -- Rgn-Dmg(A), Rgn-Dmg/Rchg(33), Rgn-Acc/Dmg/Rchg(33), Rgn-Dmg/EndRdx(33), Rgn-Acc/Rchg(34), RechRdx-I(34)
Level 35: Evasion -- LucoftheG-Def(A), LucoftheG-Def/EndRdx(36), LucoftheG-Def/EndRdx/Rchg(46), LucoftheG-Def/Rchg+(46)
Level 38: Weave -- LucoftheG-Def/EndRdx(A), LucoftheG-Def/EndRdx/Rchg(39), LucoftheG-Def(39), LucoftheG-Def/Rchg+(39)
Level 41: Maneuvers -- EndRdx-I(A)
Level 44: Hasten -- RechRdx-I(A), RechRdx-I(46)
Level 47: Tactics -- AdjTrg-ToHit/EndRdx(A), AdjTrg-ToHit/EndRdx/Rchg(48), EncAcc-ToHit/Rchg/EndRdx(48), EncAcc-ToHit(50), RctRtc-ToHit(50), RctRtc-Pcptn(50)
Level 49: Hover -- Flight-I(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 -- Run-I(A)
Level 2: Health -- NmnCnv-Regen/Rcvry+(A), Mrc-Rcvry+(11)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- EndMod-I(A), EndMod-I(9), PrfShf-EndMod(11), PrfShf-End%(13)
Level 50: Musculature Total Core Revamp 
Level 50: Reactive Total Core Conversion 
Level 50: Robotic Drones Total Core Improved Ally 
Level 50: Assault Genome 
Level 50: Barrier Partial Core Invocation 
------------

 

Didnt take EVERY SR power... didnt want Elude with the crash... Incarnate Barrier will do the same thing with no crash. 

Posted
10 minutes ago, Heatstroke said:

didnt want Elude with the crash... Incarnate Barrier will do the same thing with no crash.

Brings up the possibility of alternating Elude and Incarnate Barrier ...

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Verbogeny is one of many pleasurettes afforded a creatific thinkerizer.

Posted
1 hour ago, Heatstroke said:

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!

 

Didnt take EVERY SR power... didnt want Elude with the crash... Incarnate Barrier will do the same thing with no crash. 

Why would you even take Barrier with SR...? Go for the heal, I guess, you won't need Ageless for sure.

 

Did some tweaking. It honestly could do with more because you have too many attacks ( Blazing, Stunning and Perfect shot are enough for a complete attack chain with Aimed Shot tossed in once in a while to keep Defensive Opportunity going, which would open a slot for something else, whatever, a travel power?).

 

You had a *ton* of extra accuracy EVEN without Tactics on. We're talking something like 140% accuracy when it softcaps at 95% (against +3 which is where we end once incarnates kick in, and before incarnates we don't usually fight +4 anyway). So I dialed it back down. Even now it's still a bit too much for many attacks but Rain of Arrows and Fistful of Arrows were hurting so I added the Kismet back in. So in the same vein if you turn Tactics on it will be grossly over the accuracy but I let it stay since it's your build, although if there is one power that could be removed for a travel power (or whatever) this is it since it's not going to add anything.

 

You also were over the softcap. Since SR doesn't care about defense debuffing this was adding nothing, nor was it enough for incarnate content, so I tried to dial it down a bit but it's difficult with Maneuvers and Weave in, which leads me to....

 

You took Maneuvers and Weave, which makes four powers just for those two, which is something SR has no need of to reach the softcap. Since no fancy slotting was needed to reach softcap thanks to those two I just went ham on recharge and Hasten is now almost perma and will be in 90% of the gameplay since Exploding Arrow with the Force Feedback will make sure of it. There is no real reason for the Force Feedback for Hasten but it will make Rain of Arrows/Aim recharge a bit faster.

 

On the same vein of since-you-took-Maneuvers-and-Weave and no fancy slotting was needed I also went ham on damage procs to help with the damage. Due to the fast animation and fast recharges they won't go off often, but hey, why not? Due to the lack of procs we can slot in (basically only the toxic proc) I didn't see the point of doing the same thing I did for Blazing Arrow. Blazing Arrow, taking two damage procs and with the new slotting, goes from the previous 278 damage to 407. Now there's a reason to use Aimed Shot with the ST rotation becoming Blazing Arrow, Perfect Shot, Stunning Shot, Aimed. Snap Shot is a mule and not used, but it could be kept for when exemping down and needing a filler.

 

Better resists. Native 21.5% S/L instead of zero. Native 14% negative/energy instead of zero. Once losing HP SR's scaling resists will add to the IO's scaling resists.

 

Worse Recovery. Down from 3.32 EPS to 3.18. But, I personally would remove all the extra slots (leaving only the Panacea and the Performance Shifter's procs) since the Sentinel's Defensive Opportunity does the job all on its own, but s'up to you. Offensive Opportunity does not add all that much.

 

 

Things you could do would be removing Maneuvers and Tactics (I would leave Tough + Weave since Tough allows for the slotting of uniques SR otherwise couldn't use) and take Aid-other + Aid-Self. Some minor rejigging of slots would be needed but you'd have a self heal and not need to rely on greens. You could also take Fly and Afterburner since you already have Hover.

 

 

 

Spoiler

http://www.cohplanner.com/mids/download.php?uc=1522&c=720&a=1440&f=HEX&dc=78DA6594C94F535114C6EF6D5FC532B5504A4140A00C9D68A58212E3C21851128584D0C48D43ADE5D2D634A5E92B092E5DF80FB8C121A038BB71A34677CEBA718C1BC795C68D014C5CB930F5F49D8F42D29736BFDE337DE79D7B6FC76687AB6F8F9CDA2564ED9E744CD7A31195C9A7322A6D198B255271418F3D3293537A723ABFEAAA20A36B75119D8865126A32B43B174FAADCC9F6927D584DA98CAE429199ACCA4527D4545ACD2A5DD48C4F4FA743FB52892485256CC66A54C526554E4FA6B255EC4D17DD95C6EF4856A9C9E6BDD9543C542A3DAEA7A263313D4F7A4DD48B9FBE0F3D024FC1223E6A42843561FA047E666A5FC12FCC0DDF9887BC94268D5C93B04BF62D9B0D6E5C613EF22084EACB3982877C679995E7C0F3CCEA0B601FE71EA6FA66D437A3BE1D75EBA17384622C1C232C4E8E79429A15D0AC80663D341BA0D900CD46683642F328D5B372AEB42EB1ADFB579156F18CEA56B196A5EA27DB9A76803F989B86C0D32623B7F53BCFEA29E5D6A0A79AABF0DD646EBE055E03AF333B6E301F53AE0DB9B63B827D6EEEADE32EAF3BEF810FC0FBCC18BD4F1DE79AEA309FAE3326A3C7AE39AE7F8C621C98A10331CF49D3C9799A735E70FC02B37B110C737E2F662769E82ECE11AE023DE205556946E7CDAF7812BDAFC1374CCF5BF01DF89E799CBA6A41572D417E1B3329B4E16DDA5CE46CD3846F2BABFBFE325F92663B34DB87B8431FA6E21FE0B57F10DCCEECDBC68C93A69B35A51B27AC0F274E23ED1EF87AE00BC257473E2F7C5ED88288B1922F80531C38809AFF84D17BF00FAF1D141342CFA105EE65CB45F012B8C80C5F06AF30DD94DB0FEDFE00EF4C186CD54AB79B3EC51D39E12BDE594BD152F09779FBCB2CE132CB409965B0CC325A6619D74AFF03421A16AB9D6E375B0A4B95E4C55E4BECF5CA9ACD243B794EB5FBA5715B6B0FF2295D5E9FE7E5BCDF6B362971C2ED38F1230E02343FACFBBD938E7A98730A8BEE35FBFCBA98FF01C50648

 

Posted
41 minutes ago, Sovera said:

Why would you even take Barrier with SR...?

 

Massive +damres. Also you can slot SR for normal softcap of 45% to all positions and since barrier is perma (even though it scales down) you'll be over or near the incarnate softcap of 58% most of the time.

 

Frees up a lot of other areas for slotting like extra HP and regen.

Posted
1 hour ago, Bill Z Bubba said:

 

Massive +damres. Also you can slot SR for normal softcap of 45% to all positions and since barrier is perma (even though it scales down) you'll be over or near the incarnate softcap of 58% most of the time.

 

Frees up a lot of other areas for slotting like extra HP and regen.

I get what you mean, but that's melee talk, not ranged. A ranged character doesn't really need massive resistances since they aren't in the thick of things, especially an Archery one that has no PbAoEs like Fire's Inferno.

 

Still, sure, why not? I find the heal Destiny might be more useful since a SR is there blocking damage and with scaling resists helping but once greens run out that's that.

Posted
On 1/14/2020 at 9:32 AM, Redlynne said:

Brings up the possibility of alternating Elude and Incarnate Barrier ...

 

 

if you get Barrier to T4 it effectively becomes perma so you shouldnt need to alternate Barrier and Elude.

Posted
11 hours ago, Heatstroke said:

 

 

if you get Barrier to T4 it effectively becomes perma so you shouldnt need to alternate Barrier and Elude.

The resistance and defense Barrier gives great erodes in a few seconds. After a minute it's just 5% of each.

Posted

yeah got that. know how the powers work.. my point is that between the toggles you already have an barrier T4 which you can refresh every 120 seconds you probably wont need to deal with Elude and the crash from it..

 

 

Posted (edited)

Not sure what the issue is.  3 thunderstrike, Weave, Combat Jumping (or hover if you prefer) both ATOs and the defense uniques slotted in Tough gets you there with tons of room to play with and that is just using SOs.

 

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 Natural Sentinel
Primary Power Set: Archery
Secondary Power Set: Super Reflexes
Power Pool: Leaping
Power Pool: Fighting

Hero Profile:
Level 1: Snap Shot -- SprSntWar-Acc/Dmg(A), SprSntWar-Dmg/Rchg(39), SprSntWar-Acc/Dmg/Rchg(40), SprSntWar-Acc/Dmg/EndRdx(40), SprSntWar-Acc/Dmg/EndRdx/Rchg(40), SprSntWar-Rchg/+Absorb(43)
Level 1: Focused Fighting -- EndRdx(A), DefBuff(3), DefBuff(3), DefBuff(5)
Level 2: Aimed Shot -- SprOppStr-Acc/Dmg(A), SprOppStr-Dmg/Rchg(5), SprOppStr-Acc/Dmg/Rchg(15), SprOppStr-Acc/Dmg/EndRdx(37), SprOppStr-Acc/Dmg/EndRdx/Rchg(37), SprOppStr-Rchg/+Opportunity(39)
Level 4: Fistful of Arrows -- Empty(A), Empty(43), Empty(43), Empty(45), Empty(45), Empty(45)
Level 6: Stunning Shot -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(7), Thn-Acc/Dmg/EndRdx(7), Empty(9), Empty(9), Empty(11)
Level 8: Aim -- Empty(A)
Level 10: Focused Senses -- EndRdx(A), DefBuff(11), DefBuff(13), DefBuff(15)
Level 12: Agile -- DefBuff(A), DefBuff(13)
Level 14: Master Brawler -- RechRdx-I(A)
Level 16: Explosive Arrow -- Empty(A), Empty(17), Empty(17), Empty(19), Empty(21), Empty(31)
Level 18: Enduring -- Empty(A)
Level 20: Dodge -- DefBuff(A), DefBuff(21)
Level 22: Blazing Arrow -- Empty(A), Empty(23), Empty(23), Empty(25), Empty(25), Empty(31)
Level 24: Combat Jumping -- DefBuff(A), DefBuff(34)
Level 26: Perfect Shot -- Empty(A), Empty(27), Empty(27), Empty(29), Empty(29), Empty(31)
Level 28: Quickness -- Empty(A)
Level 30: Boxing -- Empty(A)
Level 32: Rain of Arrows -- Empty(A), Empty(33), Empty(33), Empty(33), Empty(34), Empty(34)
Level 35: Evasion -- EndRdx(A), DefBuff(36), DefBuff(36), DefBuff(36)
Level 38: Tough -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(39)
Level 41: Weave -- EndRdx(A), DefBuff(42), DefBuff(42), DefBuff(42)
Level 44: [Empty] 
Level 47: [Empty] 
Level 49: [Empty] 
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 -- Empty(A), Empty(48), Empty(48)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- Empty(A), Empty(50)
------------

 

Edited by HelenCarnate

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