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I want to upgrade more aggressively (fire/rad)


SaMaGui

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I'm finally finishing the build weeks ago and I'm having a lot of fun playing.

 

Suitable Survival, Suitable damage.. yap cool

 

But for some reason, I thought needed to up overall damage.

 

 what should I do to upgrading?

 

 

 



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: Fire Blast
Secondary Power Set: Radiation Armor
Power Pool: Speed
Power Pool: Leaping
Power Pool: Leadership
Power Pool: Fighting
Ancillary Pool: Psionic Mastery

Hero Profile:
Level 1: Flares
Level 2: Swift
Level 0: Portal Jockey 
Level 0: Task Force Commander 
Level 0: The Atlas Medallion 
Level 1: Opportunity 
Level 50: Musculature Boost 
Level 50: Degenerative Interface 
------------

  • (A) Superior Sentinel's Ward - RechargeTime/Chance for +Absorb
  • (3) Superior Sentinel's Ward - Damage/RechargeTime
  • (3) Superior Sentinel's Ward - Accuracy/Damage
  • (11) Superior Sentinel's Ward - Accuracy/Damage/Endurance/RechargeTime
  • (11) Superior Sentinel's Ward - Accuracy/Damage/RechargeTime
  • (29) Superior Sentinel's Ward - Accuracy/Damage/Endurance
Level 1: Alpha Barrier
  • (A) Unbreakable Guard - Resistance
  • (17) Unbreakable Guard - Resistance/Endurance
  • (23) Unbreakable Guard - +Max HP
  • (23) Steadfast Protection - Resistance/+Def 3%
  • (27) Gladiator's Armor - TP Protection +3% Def (All)
  • (46) Unbreakable Guard - RechargeTime/Resistance
Level 2: Gamma Boost
  • (A) Preventive Medicine - Chance for +Absorb
  • (37) Preventive Medicine - Heal
  • (45) Preventive Medicine - Heal/Endurance
Level 4: Fire Ball
  • (A) Superior Opportunity Strikes - Accuracy/Damage
  • (5) Superior Opportunity Strikes - Accuracy/Damage/Endurance/RechargeTime
  • (5) Superior Opportunity Strikes - RechargeTime/Chance for Opportunity
  • (7) Superior Opportunity Strikes - Accuracy/Damage/RechargeTime
  • (9) Superior Opportunity Strikes - Accuracy/Damage/Endurance
  • (9) Annihilation - Chance for Res Debuff
Level 6: Blaze
  • (A) Apocalypse - Chance of Damage(Negative)
  • (7) Apocalypse - Damage/Endurance
  • (19) Apocalypse - Damage/Recharge
  • (19) Apocalypse - Accuracy/Damage/Recharge
  • (21) Apocalypse - Accuracy/Recharge
  • (21) Gladiator's Javelin - Chance of Damage(Toxic)
Level 8: Proton Armor
  • (A) Unbreakable Guard - Resistance
  • (13) Unbreakable Guard - Resistance/Endurance
  • (27) Unbreakable Guard - Resistance/Endurance/RechargeTime
  • (29) Unbreakable Guard - RechargeTime/Resistance
Level 10: Fallout Shelter
  • (A) Unbreakable Guard - Resistance
  • (25) Unbreakable Guard - Resistance/Endurance
  • (33) Unbreakable Guard - Resistance/Endurance/RechargeTime
  • (37) Unbreakable Guard - RechargeTime/Resistance
Level 12: Hasten
  • (A) Recharge Reduction IO
  • (15) Recharge Reduction IO
Level 14: Combat Jumping
  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
  • (15) Reactive Defenses - Scaling Resist Damage
  • (25) Winter's Gift - Slow Resistance (20%)
  • (31) Kismet - Accuracy +6%
  • (31) Shield Wall - +Res (Teleportation), +5% Res (All)
Level 16: Proton Therapy
  • (A) Preventive Medicine - Heal
  • (17) Preventive Medicine - Heal/RechargeTime
Level 18: Maneuvers
  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
  • (39) Luck of the Gambler - Defense
Level 20: Particle Acceleration
  • (A) Run Speed IO
Level 22: Aim
  • (A) Gaussian's Synchronized Fire-Control - Recharge/Endurance
  • (33) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
  • (39) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
  • (40) Gaussian's Synchronized Fire-Control - To Hit Buff
  • (40) Gaussian's Synchronized Fire-Control - Chance for Build Up
  • (43) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
Level 24: Boxing
  • (A) Empty
Level 26: Tough
  • (A) Unbreakable Guard - Resistance
  • (31) Unbreakable Guard - Resistance/Endurance
  • (40) Unbreakable Guard - Resistance/Endurance/RechargeTime
  • (45) Unbreakable Guard - RechargeTime/Resistance
Level 28: Particle Shielding
  • (A) Preventive Medicine - Heal
  • (33) Preventive Medicine - Heal/RechargeTime
  • (37) Preventive Medicine - Heal/RechargeTime/Endurance
Level 30: Weave
  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
  • (34) Luck of the Gambler - Defense
Level 32: Inferno
  • (A) Armageddon - Chance for Fire Damage
  • (34) Armageddon - Damage/Endurance
  • (34) Armageddon - Damage/Recharge
  • (36) Armageddon - Accuracy/Damage/Recharge
  • (36) Armageddon - Accuracy/Recharge
  • (36) Fury of the Gladiator - Chance for Res Debuff
Level 35: Mind Probe
  • (A) Hecatomb - Chance of Damage(Negative)
  • (39) Hecatomb - Damage/Endurance
  • (42) Hecatomb - Damage
  • (42) Hecatomb - Accuracy/Damage/Recharge
  • (42) Hecatomb - Accuracy/Recharge
  • (43) Touch of Death - Chance of Damage(Negative)
Level 38: Meltdown
  • (A) Recharge Reduction IO
Level 41: Dominate
  • (A) Thunderstrike - Accuracy/Damage/Endurance
  • (43) Decimation - Chance of Build Up
  • (46) Unbreakable Constraint - Chance for Smashing Damage
  • (46) Ghost Widow's Embrace - Chance of Damage(Psionic)
  • (50) Neuronic Shutdown - Chance of Damage(Psionic)
  • (50) Gladiator's Javelin - Chance of Damage(Toxic)
Level 44: Ground Zero
  • (A) Superior Avalanche - Accuracy/Damage
  • (45) Analyze Weakness - Chance for +ToHit
  • (48) Superior Avalanche - Accuracy/Damage/Endurance/Recharge
  • (48) Superior Avalanche - Damage/Endurance
  • (48) Superior Avalanche - Accuracy/Damage/Endurance
  • (50) Superior Avalanche - Recharge/Chance for Knockdown
Level 47: Tactics
  • (A) Endurance Reduction IO
Level 49: Assault
  • (A) Endurance Reduction IO
Level 1: Brawl
  • (A) Empty
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 
  • (A) Run Speed IO
Level 2: Health
  • (A) Panacea - +Hit Points/Endurance
  • (13) Numina's Convalesence - +Regeneration/+Recovery
Level 2: Hurdle
  • (A) Jumping IO
Level 2: Stamina
  • (A) Performance Shifter - Chance for +End
Level 0: Freedom Phalanx Reserve 

 

 

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This looks like something I've seen before... Down to the Analyze Weakness +tohit meant to represent Achilles Heel's -res in an older Mids version that didn't take it. 😛

I don't think there's much leeway to add any ST damage, save for breaking sets in Mind Probe and such to add procs (but then, if you're not recharge boosted from external sources, you don't have enough recharge to run the optimal chain).

If you want more AoE damage, it's possible to cull down Unbreakable Guard sets to 2 pieces (res, res/end), get rid of Meltdown and pick Psi Shockwave instead. But really, AoE output is more than fine with Gaussianed Aim + Ground Zero + Inferno
+ Fireball as an opening salvo every ~25 seconds. I have toyed with both options extensively, and as fun as Psi Shockwave is, it's not worth it IMHO.

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Let me assure you that just Kismet is enough to keep all of your abilities at maxed out hit % (at +3) and having Tactics running is a waste of an ability slot and a waste of endurance. Hell, even Kismet is over kill with your slotting. Including Dominate.

 

I'm concerned about your lack of Rain of Fire, but if your aim is single target DPS it's fine.

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11 minutes ago, underfyre said:

Let me assure you that just Kismet is enough to keep all of your abilities at maxed out hit % (at +3) and having Tactics running is a waste of an ability slot and a waste of endurance. Hell, even Kismet is over kill with your slotting. Including Dominate.

 

I'm concerned about your lack of Rain of Fire, but if your aim is single target DPS it's fine.

Even without tactics or Kismet you will still be at 95%+ to hit +3 mobs outside of defense buffs and/or to hit debuffs for all your attacks on this build.

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For some of us (me), anything under 95% chance to hit +4s won't do.  Content exists below level 45 where you lose the +1 level from Alpha.  You can always turn off Tactics or drop down to +3, but why would I want to do that?

 

The problem with that is in this build, you'll lose Tactics when you do need it while exemplared.

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I have been on 1 team below 50 running at +4.  It was a TF where at least half the team quit after the first mission because the leader refused to turn it down after several team wipes.  For the vast majority of people, 95% vs +3 is plenty with a little extra like Kismet to cover the occasional defense buffs and to hit debuffs.  Chasing more to hit or accuracy beyond that (for most people) is a waste unless the sets come with other bonuses you are looking for.

 

Now if you regularly run lower level content at +4 more power to you.  You would just have to build accordingly. 

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  • 2 weeks later

I personally find Fire/Rad/Fire to be a really good combination, as you add in Fire Sword Circle as part of your opening chain.  For me it’s Aim+Ground Zero (they are on backs) + Inferno + Fire Sword Circle for those surviving, then Fire Cages.  You can also throw out Fire Cages after Aim and alternate your chain a bit depending on the spawns tendencies to run.  Since your aggro limit is lower on a Sent this helps keep everything grouped up.

 

I based my build off of this thread, but made some changes along the way.

 

Out of all my Sentinels, it “feels” the most powerful.  I routinely solo +4/x8 with it, have literally “farmed” Carnies and solo’d several TF’s.  Because it’s a Sentinel, it still won’t kill anything fast, but the 3 PbAOE plus Fireball makes it a really good AOE player, and you’ve several good ST attacks for finishers.

 

 

 

Edited by Crysis
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