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Beam Rifle/Super Reflex Help


snow61

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Started a BR/SR a few days a go and I must say I am having fun with it.  That being said the Psychic hole in the defenses has been rather frustrating at higher levels.  I will post my build below but what I am hoping for is some advise on how to close the psychic hole a bit.  I have been doing the Maria J arc and the abundance of psychic attacks has made me critically aware of how vulnerable I am to these untyped attacks.  Something of note, you will see that my build only goes up to 44 currently.  I am currently 48 however, unlike many characters I build, I have no idea what 2 additional powers to add and where to put additional slots.  I have already over slotted my defenses due to the fact that I had nowhere else that I really wanted to put those slots....strange to stay the least.  Anyways here is my build and I would appreciate any advice you can provide.  Also I do plan on enhancing the Sentinel ATO's to superior versions and putting Ragnarok in Overcharge once I hit 50 but for the sake of where my build is now I left them as is.
 

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

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Level 49 Magic Sentinel
Primary Power Set: Beam Rifle
Secondary Power Set: Super Reflexes
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Speed

Hero Profile:
Level 1: Charged Shot -- Empty(A)
Level 1: Focused Fighting -- LucoftheG-Def/EndRdx(A), LucoftheG-Def/EndRdx/Rchg(3), LucoftheG-Def(3), LucoftheG-Def/Rchg+(5)
Level 2: Focused Senses -- LucoftheG-Def/EndRdx(A), LucoftheG-Def/EndRdx/Rchg(5), LucoftheG-Def(7), LucoftheG-Def/Rchg+(7)
Level 4: Cutting Beam -- PstBls-Acc/Dmg(A), PstBls-Dmg/EndRdx(9), PstBls-Dam%(9), PstBls-Dmg/Rng(11), PstBls-Acc/Dmg/EndRdx(11), AchHee-ResDeb%(13)
Level 6: Agile -- GifoftheA-Def/EndRdx(A), GifoftheA-Def/Rchg(13), GifoftheA-Def(15), GifoftheA-Run+(15), Ksm-ToHit+(17)
Level 8: Disintegrate -- Dcm-Acc/Dmg(A), Dcm-Dmg/EndRdx(17), Dcm-Dmg/Rchg(19), Dcm-Acc/EndRdx/Rchg(19), Dcm-Acc/Dmg/Rchg(21), Dcm-Build%(21)
Level 10: Aim -- GssSynFr--Rchg/EndRdx(A), GssSynFr--ToHit(23), GssSynFr--ToHit/Rchg(23), GssSynFr--ToHit/Rchg/EndRdx(25), GssSynFr--ToHit/EndRdx(25), GssSynFr--Build%(27)
Level 12: Master Brawler -- Prv-Heal(A), Prv-Absorb%(27)
Level 14: Lancer Shot -- Dcm-Acc/Dmg(A), Dcm-Dmg/EndRdx(29), Dcm-Dmg/Rchg(29), Dcm-Acc/EndRdx/Rchg(31), Dcm-Acc/Dmg/Rchg(31), GldJvl-Dam%(31)
Level 16: Enduring -- PrfShf-End%(A), PrfShf-EndMod(33)
Level 18: Refractor Beam -- SntWar-Acc/Dmg(A), SntWar-Dmg/Rchg(33), SntWar-Acc/Dmg/Rchg(33), SntWar-Acc/Dmg/EndRdx(34), SntWar-Acc/Dmg/EndRdx/Rchg(34), SntWar-Rchg/+Absord(34)
Level 20: Dodge -- GifoftheA-Def/EndRdx(A), GifoftheA-Def/Rchg(36), GifoftheA-Def(36), GifoftheA-Run+(36)
Level 22: Kick -- Empty(A)
Level 24: Tough -- StdPrt-ResDam/Def+(A), StdPrt-ResDam/EndRdx(37), GldArm-3defTpProc(37)
Level 26: Piercing Beam -- OppStr-Acc/Dmg(A), OppStr-Dmg/Rchg(37), OppStr-Acc/Dmg/Rchg(39), OppStr-Acc/Dmg/EndRdx(39), OppStr-Acc/Dmg/EndRdx/Rchg(39), OppStr-Rchg/+Opportunity(40)
Level 28: Quickness -- Empty(A)
Level 30: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(40), LucoftheG-Def(40)
Level 32: Overcharge -- PstBls-Acc/Dmg(A), PstBls-Dmg/EndRdx(42), PstBls-Dmg/Rng(42), PstBls-Acc/Dmg/EndRdx(42), PstBls-Dam%(43), AchHee-ResDeb%(43)
Level 35: Evasion -- LucoftheG-Def/EndRdx(A), LucoftheG-Def/Rchg+(43), LucoftheG-Def(45), LucoftheG-Def/EndRdx/Rchg(45)
Level 38: Combat Jumping -- LucoftheG-Def/Rchg+(A)
Level 41: Super Jump -- Jump-I(A)
Level 44: Hasten -- RechRdx-I(A), RechRdx-I(45)
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)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- Empty(A)
------------

 

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The short end of it: I don't think it is worth wasting resources to plug the Psi hole.  

 

Enduring does provide some defense against Psi, and you can enhance it beyond just endurance mods.  You have 2 powers left.  Maneuvers, like Weave, is Defense to All so that will add some more Psi defense.  Combat Jumping, while running, also is Def to All.  You should be able to hit 24%+ without thinking about it too hard.  

 

In the Maria J arc you do face off against a lot of Carnies.  Note, most of them do not have Psychic attacks. 

 

Attendants/Jugglers - these do lethal and energy damage.  Your energy resist is very low and your lethal isn't much higher.  They shouldn't be hitting too much unless you're pushing higher difficulty where they gain to hit buffs against you.  

 

Any Strongman - these do mostly smashing damage and they have a lot of attacks

 

Fencers - these do mostly lethal 

 

Any Illusionist - their offense consists of Spectral Wounds (which doesn't hit very hard) and Blind (which also doesn't hit very hard).  

 

Seneschals - fire damage of which you have little resistance to.  

 

The psychic damage you're likely experiencing is Psychic Visage.  That's the PBAoE that goes off when you kill them and it also drains end.  There is a very easy way to deal with this...  kite them a bit when at low health and don't be too close when they die.  This can be tough if a bunch get in your face but taking multiple Carnies out in close proximity means you're eating a lot of Visage blasts.  Don't try to tank those if you can.  

 

P.S., Your Overcharge slotting is fine as is.  It is the least of your worries. 

Edited by oldskool
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