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Please Evaluate: A Beam Rifle/Regeneration build (BR/Regen)


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In seeking out a good BR/Regen build a read quite a few different builds for either BR/something or something/Regen but never found a BR/Regen I liked. So I stole things from several different builds across several different threads and crammed them all together to make this. How does it seem? I have essentially no experience with the Sentinel AT in general and none with either of these two power sets in particular, so I really don't have a good feel for whether it is any good. Any advice or suggestions would be helpful.


Hero Plan by Mids' Reborn : Hero Designer

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Aurora Green: Level 50 Mutation Sentinel
Primary Power Set: Beam Rifle
Secondary Power Set: Regeneration
Power Pool: Flight
Power Pool: Speed
Power Pool: Fighting

Hero Profile:
Level 1: Single Shot -- Dcm-Acc/Dmg(A), Dcm-Dmg/EndRdx(36), Dcm-Dmg/Rchg(36), Dcm-Acc/EndRdx/Rchg(37), Dcm-Acc/Dmg/Rchg(37), FrcFdb-Rechg%(37)
Level 1: Fast Healing -- Pnc-Heal/+End(A), Mrc-Rcvry+(3)
Level 2: Cutting Beam -- OvrFrc-Acc/Dmg(A), OvrFrc-Acc/Dmg/End(40), OvrFrc-Dam/KB(42), PstBls-Dam%(42), Ann-ResDeb%(42), AchHee-ResDeb%(43)
Level 4: Quick Recovery -- EndMod-I(A), EndMod-I(5)
Level 6: Disintegrate -- SprOppStr-Acc/Dmg(A), SprOppStr-Dmg/Rchg(7), SprOppStr-Acc/Dmg/Rchg(7), SprOppStr-Acc/Dmg/EndRdx(19), SprOppStr-Acc/Dmg/EndRdx/Rchg(23), SprOppStr-Rchg/+Opportunity(25)
Level 8: Reconstruction -- NmnCnv-Heal/EndRdx(A), NmnCnv-EndRdx/Rchg(9), NmnCnv-Heal/Rchg(9), NmnCnv-Heal/EndRdx/Rchg(15), NmnCnv-Heal(17), NmnCnv-Regen/Rcvry+(17)
Level 10: Instant Regeneration -- Prv-Heal(A), Prv-Heal/EndRdx(11), Prv-EndRdx/Rchg(11), Prv-Heal/Rchg(13), Prv-Heal/Rchg/EndRdx(13), Prv-Absorb%(15)
Level 12: Lancer Shot -- Dcm-Acc/Dmg(A), Dcm-Dmg/EndRdx(25), Dcm-Dmg/Rchg(27), Dcm-Acc/EndRdx/Rchg(27), Dcm-Acc/Dmg/Rchg(31), GldJvl-Dam%(34)
Level 14: Fly -- WntGif-ResSlow(A)
Level 16: Dismiss Pain -- NmnCnv-Heal/Rchg(A), NmnCnv-Heal(19)
Level 18: Refractor Beam -- SprFrzBls-Acc/Dmg(A), SprFrzBls-Dmg/EndRdx(43), SprFrzBls-Acc/Dmg/EndRdx(43), JvlVll-Dam%(45), PstBls-Dam%(45), AchHee-ResDeb%(45)
Level 20: Integration -- Prv-Heal(A), Prv-Heal/EndRdx(21), Prv-Heal/Rchg(21), Prv-Heal/Rchg/EndRdx(23)
Level 22: Hover -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(50), Rct-ResDam%(50), Ksm-ToHit+(50)
Level 24: Aim -- GssSynFr--Build%(A)
Level 26: Piercing Beam -- PstBls-Acc/Dmg(A), PstBls-Dmg/EndRdx(39), PstBls-Dmg/Rchg(39), PstBls-Dmg/Rng(39), PstBls-Acc/Dmg/EndRdx(40), Ann-ResDeb%(40)
Level 28: Resilience -- StdPrt-ResDam/Def+(A), UnbGrd-ResDam(29), UnbGrd-Rchg/ResDam(29), UnbGrd-Max HP%(31), UnbGrd-ResDam/EndRdx(46)
Level 30: Hasten -- RechRdx-I(A), RechRdx-I(31)
Level 32: Overcharge -- SprSntWar-Acc/Dmg(A), SprSntWar-Dmg/Rchg(33), SprSntWar-Acc/Dmg/Rchg(33), SprSntWar-Acc/Dmg/EndRdx(33), SprSntWar-Acc/Dmg/EndRdx/Rchg(34), SprSntWar-Rchg/+Absorb(34)
Level 35: Second Wind -- Prv-Heal/Rchg(A), Prv-Heal/Rchg/EndRdx(36)
Level 38: Kick -- FrcFdb-Rechg%(A)
Level 41: Tough -- GldArm-3defTpProc(A), Ags-ResDam/EndRdx(48), Ags-ResDam(48), Ags-ResDam/EndRdx/Rchg(48)
Level 44: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(46), LucoftheG-Def(46)
Level 47: Afterburner -- LucoftheG-Def/Rchg+(A)
Level 49: Moment of Glory -- LucoftheG-Def/Rchg+(A)
Level 1: Brawl -- Empty(A)
Level 1: Opportunity
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 2: Swift -- Empty(A)
Level 2: Health -- RgnTss-Regen+(A)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(5)


| Copy & Paste this data into Mids' Reborn : Hero Designer to view the build |
Edited by Avilister
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Just my own personal preference, but I am not fond of slotting 6x Numina in active powers.  The ranged defense bonus is nice and all, but I prefer putting the proc into a passive skill so it is always on.  In Recon the proc will run after you activate the power but it will last a good bit.  I tend to find that cumbersome but you may not notice if your pretty proactive on Recon clicking. 


I'd consider the Decimation Build-Up proc in Lancer Shot.  You should be using that power often and having even a smallish chance to boost damage for 5 seconds is nice to have. 


Attack sequence wise, you want to open with Disintegrate (and the Opportunity Strikes set makes since here even if the chance to trigger is low) follow-up with Lancer Shot and finish with Piercing Beam.  Ideally you repeat those 3 attacks until your target drops. When your Opportunity meter hits 90 to 100% then fire off Single Shot to trigger its effects.  Against an AV you'll use Single Shot to apply its debuff but you shouldn't spam it if you can.  Just drop the health regen and go into using your stronger attacks.  Apply Offensive Opportunity/debuff as needed.


Second set of Performance Shifter in Quick Recovery would be nice too.  The proc is generally better than a generic IO.  If you do use generic level 50 IOs then consider adding boosts (if you haven't already. i can't view the build right now.) to them when you can afford to.  Some of your other set powers can benefit from boosts too, but I don't often prioritize them. 

Edited by oldskool
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Hmm, would it be better, then, to swap the slotting of Instant Healing and Recon's sets. Then, at least, the Numina proc is in a toggle.


The advice about the second Performance Shifter proc is good. I'm never quite sure when it outperforms just having a higher base. I should probably run the math on it some time so I know the threshold, but I just haven't. Its relatively rare that I play something that gets a Quick Recovery-like power to take advantage of it in the first place.

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Good question.  I've never run it in a toggle and I've never looked into what would happen if I did.  [Edit: The answer is that even passive powers check once per 10 seconds (just like a Toggle) but in this case the "proc" has a longer duration than the "check".  It should function fine. <- while true, Numina doesn't run a PPM calc so it functions differently in toggles/passives.  While either are fine it is the lower powered passives like Health that are ideal places for it.]


My usual approach to endurance passives is 3 slots.  1 Performance shifter end mod, 1 PS proc, and 1 generic 50 IO.  Both of the end mod IOs get +5 boosters since the set bonus doesn't matter if I exemplar.  I like to swim in endurance on my characters if I can manage it. 😉

Edited by oldskool
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I agree on the endurance procs (actually the whole endurance approach). Though I will say you can get away with just doing +3 on the end mods since ED will trim your sails enough that the extra +2 on each is mostly a waste of influence unless you have oceans of it sitting around. You can get one of the needed slots for 3 slotting the end power from ditching the kismet +to hit in hover. 

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