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Debating with myself about Beam Rifle, Blaster vs Sentinel.


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Posted

So I have been discussing this in game help channel, in the Discord, and now I am posting it here to get some expert opinions.

 

Okay, so I made a BR/SR sent build that caps all positional defenses, and then also I have it so that I have a +16.5% damage bonus (without Assault toggled on), and +27% with it toggled on. Also has a 91.25% Haste (without hasten activated). Is this worth it? Or should I go blaster?

 

In my experience blasters usually worry about building for defense not worrying about getting damage buffs. So the sent (+ the damage buff I achieved) is higher than baseline blaster.

 

With my (+27% dam and +92% haste without hasten activated) in the build, will it will help bridge the gap with Beam Rifle sent vs blaster?

 

 

Posted

Just rolled a BR/EA Sentinel myself after a lot of debate about returning to the set. Played a BR/Traps Corruptor on Retail that I enjoyed, but didn't want to revisit. Been sitting on a character concept for a while that I'd tried tossing about with different Blaster primaries, but Beam Rifle just made the most sense, and Sentinel has a few tricks that Blasters don't. Even with your bump in traveling +Dam on the Sentinel, you still won't be quite as powerful hit-for-hit as a Blaster will (in the grand scheme). It takes about 28-30% +Dam just to get a baseline performance equivalent, and Blaster's have a better +Dam modifier so even just 10.5% from Assault is already going to outshine a Sentinel at +30%. If I take Assault and Aim and Adaptive Offensive (from Bio) on a Sentinel (a total of +90.5%), Single Shot will do 95.34 damage (with no enhancement) compared to just taking Assault and Aim on a Blaster (73% +Dam) which does 108.2 damage.

 

If you're looking for raw damage, the Blaster is going to be the better path. If you want to have a "safer" or more durable experience, go Sentinel. I will say that, yes, there are some inherents built in to the Sentinel concept designed to improve it (and the team, technically) damage performance with -Def/-Res in the Opportunity mechanic, but that is just as countered by Defiance, and the fact that (depending on the set) the ability to pack in -Res (procs or built-in) to enhance that divide.

 

There is also a power variance between Blasters and Sentinels. Blasters get Penetrating Ray (Snipe) versus Sentinel's Refractor Beam (Chain). Translates as slightly better ST DPS versus slightly better AoE. I will say that Sentinel (with a defensive set) will find it pretty easy to get to 120% Global Recharge. Between LotG 7.5%, the two AT-O's, Quickness (or variants there-of), and a couple meandering other +6-10% (doesn't take much more). You can end up skipping Hasten at that point as there's very little it provides Beam Rifle at that value.

 

 

Posted (edited)

I have a Beam/psi Blaster and a Beam/Bio  Sent. My first was the blaster , I remember I was on one team and they named my gun the boom stick because the nuke was amazing but the higher I got it still rocked but it rocked on teams, solo farming +4x8 council farming  was a no go and I did not want to invest in IO sets with that toon to go further. 

 

  Now the Sent with no sets could farm the old Uni council mission +4x8 with ease almost as fast as a built scrapper. The refractor beam and the shorter CD nuke  made it a breeze moving mob to mob. Also Bio gave me +30% boost in damage so my sent did not feel as week as other Sentinel.  In all it was a lot more well rounded and with mez protection I could invest into incarnates solely focusing on damage. 

 

My perception is if you do not plan on going /bio on a Sentinel go with blaster because fully IO out you can get range def to 45%+ at very very endgame but it will cost a lot of influence(money).

 

 Beam/bio will give you insane regen, mez and survivability. Through out the level experience plays better and the extra aoe is a lot more fun than the blasters snipe.

Maxed out  it will have slightly less damage than a blaster  maybe even on aoe but a lot more  saving graces and at no point will you feel under powered. Beam/Bio is close to the top of Sentinel builds in damage.

 

 

Edited by Ironscarlet
Posted

Blasters worry about their defense because it's trash. Sentinels have to focus on upping their damage because that's mediocre too.

 

A Beam Sentinel gains Refractor beam - something I wish would replace either Cutting or Charged Shot in Blasters since, well, how often does anyone take charged shot? 66%ish more damage sure, but just as much extra cast time, and then double the recharge and nearly double the end cost too. They can also fully focus on that attack chain since they've no other attacks or utilities in their secondary. Higher survivability as well.

  • Actually, DO the 2nd tier ST attacks follow the recharge/damage formula properly?

A Beam Blaster can forego Charged Shot entirely (it won't screw your inherent to do so), and does more damage to more targets in the first place. Higher kill speed does compensate for incoming damage, most especially in a team where a lot of that damage isn't coming at you anymore. Their Sustain helps shrug off a lot of hits and can give them higher Regen and Recovery than the Regeneration secondary, all in one power (though without the max health, heals and absorbs from that set. Penetrating is a powerful, powerful attack with very quick casting in combat that the Sentinel simply cannot get.

 

With a blaster, you'll have a harder time (and may find yourself unable to without shooting your real abilities in the foot to severly-over-red stuff while six-slotting that bonus) getting stuff like 45% defense, but if you're dealing almost twice the damage and wouldn't be facing this stuff on a team or with pets out...

Posted (edited)

Blaster

Tighty whities armor

Gas can on the back

Claymore on the chest

Finger on the detonator 

Smug ass smirking grin cause you are gonna use it

 

Go blaster, can't beat that.  Defense is for wimps.

Edited by Outrider_01
  • Haha 3

"Farming is just more fun in my opinion, beating up hordes of angry cosplayers...."  - Coyotedancer

Posted

Beam really benefits from higher damage modifiers and more consistent +dmg buffs from defiance as the disintegrate spread dots will be much bigger on the Blaster than they will on the Sentinel. 

Sentinel beam is still in a good place as other's have mentioned and I will agree. It really depends on what you want to do and how much you want to invest. Beam sent will likely perform better on a modest budget but a Blaster will perform better with higher investment. 

I recently made a Beam/Devices blaster and got him to 50. The ST dps is very high and AoE is manageable. His defenses aren't all that bad either tbh. The build has 32.5 s/l/e/n and ranged defense, with melee just under 32.5 plus a resistance shield and PFF. It's a very run and gun playstyle. I can even manage to take on Carnies at +3/+4 x 8 with enough kiting/breaking line of sight, etc. The playstyle on a blaster definitely relies on inspiration usage if you intend to solo at a high difficulty and particularly against harder enemy factions where as the Sentinel will probably be more laid back.

Posted (edited)

The big break-point between the two will be level 20.

 

At that point the Sentinel's offense really falls behind. It's resilience on the other hand is going to be significantly higher though with many sets more lopsided - far higher defense against some attacks but virtually no resistance against those (even negative under Bio's offensive mode before you slot things up), and high resist but minimal defense against the rest. Easily twice the def OR res until endgame for nearly everything, and higher mez protection too obviously. Far easier to weather the slings and arrows of outrageous fortune.

 

But maybe you'd rather not have so many shot your way in the first place before things burn to "arrested": The addition of the Sustain power all but ends endurance management if slotted properly. Defiance scales higher thanks to tightening attack chains, and the basic damage multipliers differentiating the ATs are in full force. A complement of melee attacks and/or combat utilities round out the character, who can survive bad decisions or nasty swings of RNG less than ever, yet who can recover from the smaller ones without so much as slowing down.

Edited by Novacat
paragraphs are a good thing.
Posted

My Beam / Devices Blaster has 45%+ Range/Smashing/Lethal/Energy/Negative defenses, so a Blaster can be built with very strong defense.  My DP/Ninjitsu Sentinel was one of my first characters and could survive very well, but when you can get this level of defense on a Blaster I am not sure that there is a reason to play Sentinel.  I would be happy to be convinced, but at this point I have shelved all Sentinel characters until there is an update to the class.

Posted
On 1/28/2020 at 2:46 AM, Lockpick said:

My Beam / Devices Blaster has 45%+ Range/Smashing/Lethal/Energy/Negative defenses, so a Blaster can be built with very strong defense.  My DP/Ninjitsu Sentinel was one of my first characters and could survive very well, but when you can get this level of defense on a Blaster I am not sure that there is a reason to play Sentinel.  I would be happy to be convinced, but at this point I have shelved all Sentinel characters until there is an update to the class.

Would you mind awfully posting the build, currently got a Beam/Dev blaster myself so would like to see how it's done 😄

Posted
11 hours ago, DR_Mechano said:

Would you mind awfully posting the build, currently got a Beam/Dev blaster myself so would like to see how it's done 😄

 

I posted my build with commentary earlier in the link below.  I provided some commentary so people could get an idea of why I chose what I did.  My builds are not uber by any means.  This version is a Hover blaster, which may not be for everyone.  I never thought I would play one, but it was surprisingly fun.

 

 

I am not sure if my build changed between the post I made and the final build.  The below build was my latest build in Mids, so should be my final build.  I have Field Operative unselected, so when it is on you will get a minor bump to defense.

 

Beam / Devices Build

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!

War Beam: Level 50 Natural Blaster
Primary Power Set: Beam Rifle
Secondary Power Set: Devices
Power Pool: Speed
Power Pool: Fighting
Power Pool: Flight
Power Pool: Leadership
Ancillary Pool: Mace Mastery

Hero Profile:
Level 1: Single Shot -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(3), Thn-Dmg/Rchg(5), Thn-Acc/Dmg/Rchg(9), Thn-Acc/Dmg/EndRdx(11), Thn-Dmg/EndRdx/Rchg(17)
Level 1: Toxic Web Grenade -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(37), Thn-Dmg/Rchg(37), Thn-Acc/Dmg/Rchg(40), Thn-Acc/Dmg/EndRdx(40), Thn-Dmg/EndRdx/Rchg(40)
Level 2: Charged Shot -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(3), Thn-Dmg/Rchg(5), Thn-Acc/Dmg/Rchg(9), Thn-Acc/Dmg/EndRdx(15), Thn-Dmg/EndRdx/Rchg(17)
Level 4: Hasten -- RechRdx-I(A), RechRdx-I(25)
Level 6: Disintegrate -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(7), Thn-Dmg/Rchg(7), Thn-Acc/Dmg/Rchg(11), Thn-Acc/Dmg/EndRdx(23), Thn-Dmg/EndRdx/Rchg(36)
Level 8: Super Speed -- BlsoftheZ-ResKB(A), BlsoftheZ-Travel/EndRdx(50)
Level 10: Targeting Drone -- GssSynFr--ToHit(A)
Level 12: Lancer Shot -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(13), Thn-Dmg/Rchg(13), Thn-Acc/Dmg/Rchg(15), Thn-Acc/Dmg/EndRdx(21), Thn-Dmg/EndRdx/Rchg(25)
Level 14: Aim -- GssSynFr--Build%(A)
Level 16: Smoke Grenade -- ToHitDeb-I(A)
Level 18: Penetrating Ray -- SprDfnBrr-Acc/Dmg(A), SprDfnBrr-Dmg/Rchg(19), SprDfnBrr-Acc/Dmg/Rchg(19), SprDfnBrr-Acc/Dmg/EndRdx(21), SprDfnBrr-Acc/Dmg/EndRdx/Rchg(23), SprDfnBrr-Rchg/+Status Protect(43)
Level 20: Field Operative -- PrfShf-End%(A), PrfShf-EndMod(27), LucoftheG-Def/Rchg+(43), Rct-ResDam%(43), Ksm-ToHit+(48)
Level 22: Kick -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(36), KntCmb-Dmg/Rchg(42), KntCmb-Dmg/EndRdx/Rchg(42)
Level 24: Tough -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(46), UnbGrd-Max HP%(50)
Level 26: Air Superiority -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(27), KntCmb-Dmg/Rchg(31), KntCmb-Dmg/EndRdx/Rchg(31)
Level 28: Trip Mine -- Obl-Dmg(A), Obl-Acc/Rchg(29), Obl-Dmg/Rchg(29), Obl-Acc/Dmg/Rchg(31), Obl-Acc/Dmg/EndRdx/Rchg(34), Obl-%Dam(46)
Level 30: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(37), LucoftheG-Def/EndRdx(39)
Level 32: Overcharge -- SprBlsWrt-Acc/Dmg(A), SprBlsWrt-Dmg/Rchg(33), SprBlsWrt-Acc/Dmg/Rchg(33), SprBlsWrt-Acc/Dmg/EndRdx(33), SprBlsWrt-Acc/Dmg/EndRdx/Rchg(34), SprBlsWrt-Rchg/Dmg%(36)
Level 35: Scorpion Shield -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(39), LucoftheG-Def/EndRdx(42)
Level 38: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(39), ShlWal-ResDam/Re TP(48)
Level 41: Hover -- BlsoftheZ-ResKB(A), BlsoftheZ-Travel/EndRdx(45), LucoftheG-Def/Rchg+(45)
Level 44: Fly -- BlsoftheZ-ResKB(A), BlsoftheZ-Travel/EndRdx(46)
Level 47: Afterburner -- BlsoftheZ-ResKB(A), BlsoftheZ-Travel/EndRdx(50)
Level 49: Assault -- EndRdx-I(A)
Level 1: Brawl -- Acc-I(A)
Level 1: Defiance
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 2: Swift -- Run-I(A)
Level 2: Health -- Mrc-Rcvry+(A), Prv-Absorb%(45), Pnc-Heal/+End(48)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(34)
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 50: Degenerative Core Flawless Interface
Level 1: Quick Form
Level 50: Assault Core Embodiment
Level 4: Ninja Run
Level 50: Barrier Core Epiphany
Level 50: Ion Core Final Judgement
Level 50: Vanguard Core Superior Ally
Level 50: Agility Radial Paragon
------------

 

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Posted
2 hours ago, Lockpick said:

 

I posted my build with commentary earlier in the link below.  I provided some commentary so people could get an idea of why I chose what I did.  My builds are not uber by any means.  This version is a Hover blaster, which may not be for everyone.  I never thought I would play one, but it was surprisingly fun.

 

 

I am not sure if my build changed between the post I made and the final build.  The below build was my latest build in Mids, so should be my final build.  I have Field Operative unselected, so when it is on you will get a minor bump to defense.

 

Beam / Devices Build

  Reveal hidden contents

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!

War Beam: Level 50 Natural Blaster
Primary Power Set: Beam Rifle
Secondary Power Set: Devices
Power Pool: Speed
Power Pool: Fighting
Power Pool: Flight
Power Pool: Leadership
Ancillary Pool: Mace Mastery

Hero Profile:
Level 1: Single Shot -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(3), Thn-Dmg/Rchg(5), Thn-Acc/Dmg/Rchg(9), Thn-Acc/Dmg/EndRdx(11), Thn-Dmg/EndRdx/Rchg(17)
Level 1: Toxic Web Grenade -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(37), Thn-Dmg/Rchg(37), Thn-Acc/Dmg/Rchg(40), Thn-Acc/Dmg/EndRdx(40), Thn-Dmg/EndRdx/Rchg(40)
Level 2: Charged Shot -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(3), Thn-Dmg/Rchg(5), Thn-Acc/Dmg/Rchg(9), Thn-Acc/Dmg/EndRdx(15), Thn-Dmg/EndRdx/Rchg(17)
Level 4: Hasten -- RechRdx-I(A), RechRdx-I(25)
Level 6: Disintegrate -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(7), Thn-Dmg/Rchg(7), Thn-Acc/Dmg/Rchg(11), Thn-Acc/Dmg/EndRdx(23), Thn-Dmg/EndRdx/Rchg(36)
Level 8: Super Speed -- BlsoftheZ-ResKB(A), BlsoftheZ-Travel/EndRdx(50)
Level 10: Targeting Drone -- GssSynFr--ToHit(A)
Level 12: Lancer Shot -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(13), Thn-Dmg/Rchg(13), Thn-Acc/Dmg/Rchg(15), Thn-Acc/Dmg/EndRdx(21), Thn-Dmg/EndRdx/Rchg(25)
Level 14: Aim -- GssSynFr--Build%(A)
Level 16: Smoke Grenade -- ToHitDeb-I(A)
Level 18: Penetrating Ray -- SprDfnBrr-Acc/Dmg(A), SprDfnBrr-Dmg/Rchg(19), SprDfnBrr-Acc/Dmg/Rchg(19), SprDfnBrr-Acc/Dmg/EndRdx(21), SprDfnBrr-Acc/Dmg/EndRdx/Rchg(23), SprDfnBrr-Rchg/+Status Protect(43)
Level 20: Field Operative -- PrfShf-End%(A), PrfShf-EndMod(27), LucoftheG-Def/Rchg+(43), Rct-ResDam%(43), Ksm-ToHit+(48)
Level 22: Kick -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(36), KntCmb-Dmg/Rchg(42), KntCmb-Dmg/EndRdx/Rchg(42)
Level 24: Tough -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(46), UnbGrd-Max HP%(50)
Level 26: Air Superiority -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(27), KntCmb-Dmg/Rchg(31), KntCmb-Dmg/EndRdx/Rchg(31)
Level 28: Trip Mine -- Obl-Dmg(A), Obl-Acc/Rchg(29), Obl-Dmg/Rchg(29), Obl-Acc/Dmg/Rchg(31), Obl-Acc/Dmg/EndRdx/Rchg(34), Obl-%Dam(46)
Level 30: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(37), LucoftheG-Def/EndRdx(39)
Level 32: Overcharge -- SprBlsWrt-Acc/Dmg(A), SprBlsWrt-Dmg/Rchg(33), SprBlsWrt-Acc/Dmg/Rchg(33), SprBlsWrt-Acc/Dmg/EndRdx(33), SprBlsWrt-Acc/Dmg/EndRdx/Rchg(34), SprBlsWrt-Rchg/Dmg%(36)
Level 35: Scorpion Shield -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(39), LucoftheG-Def/EndRdx(42)
Level 38: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(39), ShlWal-ResDam/Re TP(48)
Level 41: Hover -- BlsoftheZ-ResKB(A), BlsoftheZ-Travel/EndRdx(45), LucoftheG-Def/Rchg+(45)
Level 44: Fly -- BlsoftheZ-ResKB(A), BlsoftheZ-Travel/EndRdx(46)
Level 47: Afterburner -- BlsoftheZ-ResKB(A), BlsoftheZ-Travel/EndRdx(50)
Level 49: Assault -- EndRdx-I(A)
Level 1: Brawl -- Acc-I(A)
Level 1: Defiance
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 2: Swift -- Run-I(A)
Level 2: Health -- Mrc-Rcvry+(A), Prv-Absorb%(45), Pnc-Heal/+End(48)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(34)
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 50: Degenerative Core Flawless Interface
Level 1: Quick Form
Level 50: Assault Core Embodiment
Level 4: Ninja Run
Level 50: Barrier Core Epiphany
Level 50: Ion Core Final Judgement
Level 50: Vanguard Core Superior Ally
Level 50: Agility Radial Paragon
------------

 

 



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		|-------------------------------------------------------------------|

 

 

Yeah sadly not building a hover blaster since it doesn't suit the theme. Ah well, I'll stick to just softcapping Ranged and N/E and perma-hasten. That and having just come off fulling IOing out both a Spines/Fire farmer and a TW/Bio scrapper for about a billion each my funds are rather dry.

Posted (edited)
18 hours ago, DR_Mechano said:

Yeah sadly not building a hover blaster since it doesn't suit the theme. Ah well, I'll stick to just softcapping Ranged and N/E and perma-hasten. That and having just come off fulling IOing out both a Spines/Fire farmer and a TW/Bio scrapper for about a billion each my funds are rather dry.

 

Here is a no fly pool version of the build.  This has Combat Jumping instead of Hover and gives some flexibility on the build. 

 

At level 41+ you can take any powers you want, but you only have 4 slots to leverage.  This can give you one power with 5 slots and the rest with 1 slot or you can mix and match.  I have 5 slot Caltops in this version, but might go with Gun Drone or Piercing Beam if I were to make this build.

 

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!

War Beam (No Hover): Level 50 Natural Blaster
Primary Power Set: Beam Rifle
Secondary Power Set: Devices
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Leadership
Ancillary Pool: Mace Mastery

Hero Profile:
Level 1: Single Shot -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(3), Thn-Dmg/Rchg(5), Thn-Acc/Dmg/Rchg(9), Thn-Acc/Dmg/EndRdx(11), Thn-Dmg/EndRdx/Rchg(17)
Level 1: Toxic Web Grenade -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(37), Thn-Dmg/Rchg(37), Thn-Acc/Dmg/Rchg(40), Thn-Acc/Dmg/EndRdx(40), Thn-Dmg/EndRdx/Rchg(40)
Level 2: Charged Shot -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(3), Thn-Dmg/Rchg(5), Thn-Acc/Dmg/Rchg(9), Thn-Acc/Dmg/EndRdx(15), Thn-Dmg/EndRdx/Rchg(17)
Level 4: Hasten -- RechRdx-I(A), RechRdx-I(25)
Level 6: Disintegrate -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(7), Thn-Dmg/Rchg(7), Thn-Acc/Dmg/Rchg(11), Thn-Acc/Dmg/EndRdx(23), Thn-Dmg/EndRdx/Rchg(36)
Level 8: Super Speed -- BlsoftheZ-ResKB(A), BlsoftheZ-Travel/EndRdx(50)
Level 10: Targeting Drone -- RechRdx-I(A)
Level 12: Lancer Shot -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(13), Thn-Dmg/Rchg(13), Thn-Acc/Dmg/Rchg(15), Thn-Acc/Dmg/EndRdx(21), Thn-Dmg/EndRdx/Rchg(25)
Level 14: Aim -- RechRdx-I(A)
Level 16: Smoke Grenade -- ToHitDeb-I(A)
Level 18: Penetrating Ray -- SprDfnBrr-Acc/Dmg(A), SprDfnBrr-Dmg/Rchg(19), SprDfnBrr-Acc/Dmg/Rchg(19), SprDfnBrr-Acc/Dmg/EndRdx(21), SprDfnBrr-Acc/Dmg/EndRdx/Rchg(23), SprDfnBrr-Rchg/+Status Protect(43)
Level 20: Field Operative -- PrfShf-End%(A), PrfShf-EndMod(27), LucoftheG-Def/Rchg+(43), Rct-ResDam%(43), Ksm-ToHit+(48)
Level 22: Kick -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(36), KntCmb-Dmg/Rchg(42), KntCmb-Dmg/EndRdx/Rchg(42)
Level 24: Tough -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(46), UnbGrd-Max HP%(50)
Level 26: Combat Jumping -- LucoftheG-Def/Rchg+(A)
Level 28: Trip Mine -- Obl-Dmg(A), Obl-Acc/Rchg(29), Obl-Dmg/Rchg(29), Obl-Acc/Dmg/Rchg(31), Obl-Acc/Dmg/EndRdx/Rchg(34), Obl-%Dam(46)
Level 30: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(37), LucoftheG-Def/EndRdx(39)
Level 32: Overcharge -- SprBlsWrt-Acc/Dmg(A), SprBlsWrt-Dmg/Rchg(33), SprBlsWrt-Acc/Dmg/Rchg(33), SprBlsWrt-Acc/Dmg/EndRdx(33), SprBlsWrt-Acc/Dmg/EndRdx/Rchg(34), SprBlsWrt-Rchg/Dmg%(36)
Level 35: Scorpion Shield -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(39), LucoftheG-Def/EndRdx(42)
Level 38: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(39), ShlWal-ResDam/Re TP(48)
Level 41: Caltrops -- Rgn-Dmg/Rchg(A), Rgn-Acc/Dmg/Rchg(45), Rgn-Acc/Rchg(45), Rgn-Dmg/EndRdx(46), Rgn-Knock%(50)
Level 44: Tactics -- GssSynFr--Build%(A)
Level 47: Victory Rush -- EndMod-I(A)
Level 49: Assault -- EndRdx-I(A)
Level 1: Brawl -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(27), KntCmb-Dmg/Rchg(31), KntCmb-Dmg/EndRdx/Rchg(31)
Level 1: Defiance
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 2: Swift -- Run-I(A)
Level 2: Health -- Mrc-Rcvry+(A), Prv-Absorb%(45), Pnc-Heal/+End(48)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(34)
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 50: Degenerative Core Flawless Interface
Level 1: Quick Form
Level 50: Assault Core Embodiment
Level 4: Ninja Run
Level 50: Barrier Core Epiphany
Level 50: Ion Core Final Judgement
Level 50: Vanguard Core Superior Ally
Level 50: Agility Radial Paragon
------------

 


| Copy & Paste this data into Mids' Reborn : Hero Designer to view the build |
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		|-------------------------------------------------------------------|

 

Edited by Lockpick
Updates
  • 2 weeks later
Posted (edited)

On a whim I rolled o Beam/Dev Blaster without knowing much about the details, so now I'm looking over these forums for build help and hm, why does this build omit Gun Drone?  I mean, it sounds like it would be fun to have an automatic machine gun following me around, is it trash or something?

 

Derp, I see it now, I missed what you said under the quote.

Edited by Clave Dark 5

 

Tim "Black Scorpion" Sweeney: Matt (Posi) used to say that players would find the shortest path to the rewards even if it was a completely terrible play experience that would push them away from the game...

╔═══════════════════════════════════════════════════════════════════════════════════╗

Clave's Sure-Fire Secrets to Enjoying City Of Heroes
Ignore those farming chores, skip your market homework, play any power sets that you want, and ignore anyone who says otherwise.
This game isn't hard work, it's easy!
Go have fun!
╚═══════════════════════════════════════════════════════════════════════════════════╝
Posted

Post 50 the Blaster can reasonably have capped s/l resist and high defenses or vice versa, always-available status protection with Clarion, while Sentinel is stuck with that low base damage forever.  Especially if you're supported by teammates, it's not a very even comparison.  IMO Sentinels need some more design effort, I feel like they were designed previous to the Blaster changes in I24 that made them so much stronger.

Posted

It's possible. If we think along those lines it appears the Sentinels were also designed under the old statesman-era adage: "range is your defense, you don't need to be that much more damaging, damage is your defense you don't need range, ranged damage is your defense you don't need any defenses"

 

I do like the addition of area attacks like Dark Obliteration and Refractive Beam (why am I stuck with Charged Shot and a half-the-half-it-should-be still-not-a-snipe LRM instead?) but the lower damage, lower range, clunky Opportunity and worst of all the severe lack of utility because your secondary's nothing but defense powers ... it just dulls the shine away.

 

That said, I always feel capping defenses on a Blaster simply costs too much. Even as effective as it is, it just... feels like you've given up so much for it.

  • 2 weeks later
Posted

I loathe my beam rifle.  I want to delete it and reuse the IO's.  It feels so weak and un-fun.  I actually like AR more (even though it's prob. less damage, it feels tougher).  I would cry if I was forced to play beam rifle on a sentinel.  Not sure why people play them; guess they're new to the game or don't min/max.

 

If you must take beam, go blaster.  Beam/Time would be decent, or Beam/Devices for great solo play and decent team play.  Smoke grenade is your friend.  Heck, Tactical Arrow would be awesome, but who wants a rifle AND a bow?

 

Posted
On 1/30/2020 at 5:33 PM, Haijinx said:

Blasters are in a good place right now.

 

Sents not so much.

 

Sounds like Sents may have some improvements coming, someday.

 

 

This. Part of it for me is Sents not having the auras like the other melee versions of the defense sets. They simply aren't an interesting archtype. They are merely safe.

Top 10 Most Fun 50s.

1. Without Mercy: Claws/ea Scrapper. 2. Outsmart: Fort 3. Sneakers: Stj/ea Stalker. 4. Emma Strange: Ill/dark Controller. 5. Project Next: Ice/stone Brute. 6. Waterpark: Water/temp Blaster. 6. Mighty Matt: Rad/bio Brute. 7. Without Hesitation: Claws/sr Scrapper. 8. Within Reach: Axe/stone Brute. 9. Without Pause: Claws/wp Brute.  10. Chasing Fireworks: Fire/time Controller. 

 

"Downtime is for mortals. Debt is temporary. Fame is forever."

Posted

I have both, and honestly would not suggest the Beam Sentinel. The damage is really lackluster, although the Refracting Beam is pretty nice at least. If I had to pick, my favorites out of my Beamers is probably Blaster and Corruptor. I tried, and maybe other Sents are better, but I really do not like the class much.

  • Like 1
Posted

For teams - not so much alone - water/bio-armor was rather nice. Was more of an "offensive support" class than anything though; not really a heavy damage dealer just an endless stream of slow wetness and gushing knockdowns.

  • Like 1
Posted

Yeah, I think Sents are okay as an AT. They just don't fit ME, or I don't fit the AT well either way. After getting a Beam/Fire to 50, incarnates, IO'ing them out and all that, I was just left with the feeling that I could have gotten that survivability and more damage as another AT.

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