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"Yeoman" build ideas and advice (Arc/Inv?)


Hardboiled Hero

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So I'm still pretty new to the game (or at least after not having played in over a decade) and I'm hoping some people will be able to give me some ideas and advice on a character concept I had.  I'm sure I'm not the first person to want to try this, so any thoughts from those who have come before would be welcome.  The character concept is "Yeoman", as in a medieval Robin-hood (in some versions) style Yeoman.  I use a bow, I wear armor.  I might be quick or willful (so I'm not discounting changing my secondary), but I don't know what a Ninja is.

 

  So to get us started, Is Archery/Invulnerability a good idea or bad idea?  From people have tried it, or still use it, how does it work out?  would you consider it newbie friendly and/or end-game viable?  I'm also not really sure what travel power to get and I'm considering whether or not to go into fighting pool.. and specifically whether to grab some attacks from the fighting pool since sentinels have no melee otherwise.

 

  So I'm pretty sure I'm gonna stick with concept, but if some more experienced Sentinels could give me some ideas and advice on how to proceed, it would be greatly appreciated.

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I haven't played that combo, but I've played both sets with other pairings.  

 

Archery is a pretty good set overall.  There are a few caveats to be aware of though.  

 

1) Archery is largely lethal damage which tends to have a lot enemies with resistance to it (it ranges from mild to high). 

2) Archery has some quick animating and recharging powers.  This usually means damage per hit is lower and that compounds a poor perception with #1.  

 

Archery can be pretty effective with high recharge investment to prune attack use down to its strongest components (Stunning Shot/Blazing Arrow/Perfect Shot).  It takes a lot of recharge to do that, but it can be worth doing.  The AoE options are decent for the AT.  

Invulnerability: 

 

1) It has an endurance power unlike any of  the melee versions!! 

2) Invul does have a hole to psi damage, but it isn't that bad.  You can work around it or close that gap.  

 

Travel power is totally up to you.  I happen to play a lot with just Sprint + Ninja Run from the Pay-to-Win vendor but that may conflict with your theme.  Sorcery's Mystic Flight may be neat for you if the character can dabble in a little bit of magic. You gain both fly and a teleport in one power.  

The fighting pool for the melee attacks it has isn't worth it beyond Cross Punch.  You don't need it though.  At level 35 you gain access to Epic/Patron pools.  These contain some melee attacks and some of them are pretty good.  Still, you can just run a fully ranged attack chain and do just fine unless you really want to do the most uber-extreme-damage.  

 

Edit: I happen to enjoy Archery so I'm pretty biased. 😉 Corruptors/Defenders/Blasters all have expanded options to make more of a Green Arrow type with trick arrows.  However, even the Blaster secondary (Tactical Arrow) can run just bare minimum powers but may not fit the armor wearing theme.  

Edited by oldskool
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Thanks.

 

  Did you play Archery on a sentinel?  I'm wondering whether Opportunities might change which attacks I should focus on, making one or both of the "starter attacks" more valuable.  Also, with Archery's inherent accuracy, do you think it would be safe to reduce the number of accuracy enhances to make some room for recharge while still keeping the damage up?

 

  I'm not really that worried about the travel power..  I just don't want to make everyone wait for me in TF's and such, especially knowing that, as a Sentinel, I don't offer much utility to the team when I finally get there..  but if I really only need 3 powers or so from archery to have a smooth attack routine, maybe that would leave me some room to get leadership..  since I'm taking invulnerability, I feel like I should work on some other ways to get my defense up.  That's another reason to possibly go into fighting too.

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It was one of the first sets I explored.  

Snap Shot is linked to Offensive Opportunity.  The bonus this provides is an additional proc of energy damage on all attacks for 15 seconds.  The bonus damage is a percentage of your base damage and cannot be enhanced.  This bonus damage translates into single digit DPS at 50.  Its not much, but its something.  

Aim Shot is linked to Defensive Opportunity.  The bonus of this mode is all hits restore a small amount of health and endurance. It doesn't look like much at first glance but the endurance restore does pair well with rapid fire attacks.  This may look disappointing while leveling as the effect is linked to successfully hitting and early on offensive options feel limited.  

Both versions of Opportunity apply the same resistance debuff to a target (the big target symbol under a single enemy) but the effects described above apply to all attacks for the full duration.  

The value of either of these only matters so much in how well your endurance is managed.  If you have solid defenses, then the heal aspect of Defensive Opp gets greatly diminished.  If your endurance is under control, then that too makes Defensive Opportunity look less attractive.  If Defensive isn't necessary, may as well take Offensive Opportunity for the minor damage buff.  Now, that said, none of that discussion on Opportunity matters much if one of those attacks happens to have a DPS benefit to your attack routine.  So to recap, you ultimately want the best choice out of the first two powers for general damage first.  You worry about the kind of Opportunity after you answer that question.  Then you determine what your build needs.  At least that is how I approach it.

Archery's strongest single-target attacks are Stunning Shot (unique to Sentinels, well unique that it does damage), Blazing Arrow (common power), and Perfect Shot (unique to Sentinels).  Your choice of Snap Shot or Aimed Shot matters a lot less the more recharge you stack.  If you're not quite at a point where you can run just 3 attacks gapless, then Aimed Shot has slightly better DPS than Snap Shot.  I highly recommend you take both Snap Shot and Aimed Shot while leveling to see for yourself which power you like.  You gain enough respec/retcon options on the way to 50 that you can easily drop an attack once you've finalized things.  

For my Invulnerability Sentinel, I have everything in the set except for Unstoppable.  I do have Fighting for Tough/Weave, Speed for Hasten, Leadership for Maneuvers/Assault, and Combat Jumping. I use jetpacks for flight or just run.  It fits the character and Sprint + Ninja Run is pretty fast.  With the new Synapse IOs (I have 2 in Stamina) my run speed is over 60 mph with a 42ft jump height.  Getting to missions isn't that bad if you know a map well, but if not then consider something faster.  

I do recommend Leadership as a pool if you can fit it in since it benefits teams.  Fighting is totally optional.  It really only matters if you want to cap off Smashing/Lethal resistance and Weave is a strong defense power.  Just how tanky you get is a matter of personal preference.  If you want to reduce some durability for other powers, then go for it.  

Edited by oldskool
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  An update now that I'm level 22..

 

  The concept was great for the first ten levels or so..  the first few archery powers recharge fast enough that only having one attack set and a relatively passive defense set still left me pressing buttons fairly fluidly.  Fighting Arachnos got annoying when they slowed my attacks and drained my endurance.  I didn't pick up any enhancements until level 10..  At that point I gave all my attacks 1 accuracy, which seemed to work well enough.  I gave each one damage, which again was okay.. then I started slotting stunning shot for 3 recharge.  Stunning shot is indeed a great attack.  Around 18 I got Blazing shot..  I'm less impressed with this, as it's animation is longer than I would like.  Right now I'm starting to have some big endurance issues, as I have Leadership assault and maneuvers toggeld on.  I've taken to normally have Unyielding on, but not Temp invuln..  Basically I feel that the combo of having several toggles and tricked out Stunning shot and Blazing shot (with recharge but not end reduction) is just too much for one character.  The teams I've been on have not mentioned my damage one way or the other and I don't really die unless there's a full party wipe.

 

  As for movement, I got ninja sprint just for getting to missions faster.. since I don't need to see it all the time, it's okay thematically.  The biggest issue I've had so far was in Positron Task force in the "save atlas park" portion where everyone else just flies over or teleports past mobs.  I've picked up stealth to try to handle that situation.  So far I haven't gone into fighting set at all.

 

  Further help/advice or people who want to offer their "Yeoman" builds are greatly appreciated.  I'm hoping this can become a guide of sorts.. or at least that I'll be able to learn enough to make a guide if it turns out to be a "not too bad" Theme.

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Generally yes..

 

the thing is, while I'm not exactly a min/maxer, my personal fun in any game is always directly impacted by how much I (feel I) contribute to teams and how often I die.  Of all the sentinels I've played so far (Beam Rifle, Water, and Electric) Archery seems to have the most fluid attack routine, so I really enjoy that I can basically always attack, while still not generally worrying about my defenses too much. Endurance can become a bit of an issue, but is manageable, I just need to be a little picky with my toggles.  However..

 

  I just did the Protean fight and got kind of disheartened.  I had to drop to -1 level difficulty in order to be able to beat him, and I think this might be starting to show a problem.  When I fight enemies that are much higher level then me, my damage drops significantly, but I also don't do well against groups right now, since I've been building mostly for single target attacks.  I feel like, when alone at least, I basically have to stick to +0 x1.  That's something I plan on monitoring.

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Check out my Invulnerability Framework thread in the main AT forum post.

Grab the Sentinel framework.
 

Hero Plan by Mids' Hero Designer 1.962
http://www.cohplanner.com/

Click this DataLink to open the build!

Invuln Framework: Level 50 Magic Sentinel
Primary Power Set: Archery
Secondary Power Set: Invulnerability
Power Pool: Fighting
Power Pool: Flight
Power Pool: Leadership
Power Pool: Speed

Hero Profile:
Level 1: Snap Shot -- SprSntWar-Acc/Dmg:50(A), SprSntWar-Dmg/Rchg:50(3), SprSntWar-Acc/Dmg/Rchg:50(3), SprSntWar-Acc/Dmg/EndRdx:50(5), SprSntWar-Acc/Dmg/EndRdx/Rchg:50(5), SprSntWar-Rchg/+Absorb:50(7)
Level 1: Temp Invulnerability -- UnbGrd-ResDam:50(A), UnbGrd-ResDam/EndRdx:50(7), UnbGrd-Rchg/ResDam:50(9), UnbGrd-ResDam/EndRdx/Rchg:50(9), StdPrt-ResDam/Def+:30(11), GldArm-3defTpProc:50(11)
Level 2: Fistful of Arrows -- SprOppStr-Acc/Dmg:50(A), SprOppStr-Dmg/Rchg:50(13), SprOppStr-Acc/Dmg/Rchg:50(13), SprOppStr-Acc/Dmg/EndRdx:50(15), SprOppStr-Acc/Dmg/EndRdx/Rchg:50(15), SprOppStr-Rchg/+Opportunity:50(17)
Level 4: Resist Physical Damage -- RctArm-ResDam:40(A), RctArm-ResDam/EndRdx:40(21), RctArm-ResDam/Rchg:40(23), RctArm-ResDam/EndRdx/Rchg:40(23)
Level 6: Durability -- RctArm-ResDam:40(A), RctArm-ResDam/EndRdx:40(25), RctArm-ResDam/Rchg:40(25), RctArm-ResDam/EndRdx/Rchg:40(27)
Level 8: Stunning Shot -- SprWntBit-Acc/Dmg:50(A), SprWntBit-Dmg/Rchg:50(27), SprWntBit-Acc/Dmg/EndRdx:50(29), SprWntBit-Acc/Dmg/Rchg:50(29), SprWntBit-Dmg/EndRdx/Acc/Rchg:50(31), SprWntBit-Rchg/SlowProc:50(31)
Level 10: Dull Pain -- DctWnd-Heal/Rchg:50(A), Pnc-Heal/Rchg:50(31), NmnCnv-Heal/Rchg:50(33)
Level 12: Aim -- RechRdx-I:50(A), RechRdx-I:50(33)
Level 14: Kick -- FrcFdb-Rechg%:50(A)
Level 16: Unyeilding -- UnbGrd-ResDam:50(A), UnbGrd-ResDam/EndRdx:50(33), UnbGrd-Rchg/ResDam:50(34), UnbGrd-ResDam/EndRdx/Rchg:50(34)
Level 18: Explosive Arrow -- SprFrzBls-Acc/Dmg:50(A), SprFrzBls-Dmg/EndRdx:50(34), SprFrzBls-Acc/Dmg/EndRdx:50(36), SprFrzBls-Acc/Dmg/Rchg:50(36), SprFrzBls-Dmg/EndRdx/Acc/Rchg:50(36), SprFrzBls-Rchg/ImmobProc:50(37)
Level 20: Environmental Resistance -- RctArm-ResDam:40(A), RctArm-ResDam/EndRdx:40(37), RctArm-ResDam/Rchg:40(37), RctArm-ResDam/EndRdx/Rchg:40(39)
Level 22: Tough -- UnbGrd-ResDam:50(A), UnbGrd-ResDam/EndRdx:50(39), UnbGrd-Rchg/ResDam:50(39), UnbGrd-ResDam/EndRdx/Rchg:50(40)
Level 24: Weave -- LucoftheG-Rchg+:50(A), LucoftheG-Def:50(40), ShlWal-ResDam/Re TP:50(40), Rct-ResDam%:50(42)
Level 26: Blazing Arrow -- GldJvl-Acc/Dmg:50(A), GldJvl-Dam/Rech:50(42), GldJvl-Acc/Dmg/End/Rech:50(42), GldJvl-Acc/End/Rech:50(43), GldJvl-Dam/End/Rech:50(43)
Level 28: Hover -- LucoftheG-Rchg+:50(A), LucoftheG-Def:50(43)
Level 30: Invincible -- LucoftheG-Rchg+:50(A), LucoftheG-Def:50(45)
Level 32: Perfect Shot -- Apc-Dmg/Rchg:50(A), Apc-Acc/Dmg/Rchg:50(45), Apc-Acc/Rchg:50(45), Apc-Dmg/EndRdx:50(46), Apc-Dam%:50(46)
Level 35: Tough Hide -- LucoftheG-Rchg+:50(A), LucoftheG-Def:50(46)
Level 38: Maneuvers -- LucoftheG-Rchg+:50(A), LucoftheG-Def:50(48)
Level 41: Rain of Arrows -- Rgn-Dmg/Rchg:50(A), Rgn-Acc/Dmg/Rchg:50(48), Rgn-Acc/Rchg:50(48), Rgn-Dmg/EndRdx:50(50), Rgn-Knock%:50(50)
Level 44: Fly -- BlsoftheZ-ResKB:50(A)
Level 47: Hasten -- RechRdx-I:50(A), RechRdx-I:50(50)
Level 49: Assault -- EndRdx-I:50(A)
Level 1: Brawl -- Empty(A)
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Slide -- Clr-Stlth:50(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 -- Flight-I:50(A)
Level 2: Health -- Pnc-Heal/+End:50(A), NmnCnv-Regen/Rcvry+:50(17), Mrc-Rcvry+:40(19)
Level 2: Hurdle -- Jump-I:50(A)
Level 2: Stamina -- PrfShf-End%:50(A), PrfShf-EndMod:50(19), EndMod-I:50(21)
Level 50: Agility Core Paragon
Level 50: Diamagnetic Core Flawless Interface
------------

 

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If you want to be godlike, pick anything.

If you want to be GOD, pick a TANK!

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Including a data chunk below to contrast with the above.  

The build below eases off the defense stacking for a bit more global recharge, a bit more damage slotting, and more damage from Incarnate options.  Perhaps having two different builds on opposite ends of the spectrum can help others craft something like prefer in the middle.  Of course, they could also use either build as is if it fits a preference. 

Other notes: 

 

The build is fully ranged, no melee.  One could swap things around and bring a melee attack in from the Patron/Epics.  You could cannibalize all the slots from Snap Shot/Aimed Shot to 5 slot and Hecatomb a melee attack like Mind Probe/Cremate/Knockout Blow.  The left over power between Snap Shot or Aimed Shot needs only an accuracy, see below for why. 

 

I include both Snap and Aimed Shot for illustration.  Technically, neither is critical to the attack routine.  Stunning Shot -> Blazing Arrow -> Perfect Shot is easily repeatable.  Perfect Shot needs to recharge in 3.16 seconds to be completely gapless.  The current build is about 0.15 seconds off of that target, but it may not be that noticeable to you (it isn't to me).  If you want to drive that gap down, then pick either Snap or Aimed Shot and use 5pc Decimation.  Swap the slots from either Fistful or Explosive Arrow to 5pc Ragnarok.  Congrats, you're over 170% global recharge and the cooldown of Perfect Shot will be 3.21. Ageless Destiny will also make this a non-issue.  I would not suggest using any of the non-damaging Alpha mods with Archery, at all.  Archery's fast hits plus low damage per shot compound with each other to give an impression of lackluster damage.  Musculature really does help.  The procs aren't guaranteed but they are welcome damage increases over time.  Degenerative or Reactive Interfaces provide solid DPS increases too as well as worthwhile debuffs.  Spectral can be interesting as an alternative.  Diamagnetic isn't needed, but can work too I suppose. 

 

Obviously, if the build is running too many expensive sets, then one should use what they can afford.  If that's the case, then Snap/Aimed Shot become filler powers.  You really only need one once you start enhancing recharge in the powers and global recharge (even if only a little bit).  Ideally though Archery should get to a point where it prunes out Snap/Aimed Shot from the routine because either of these are significant damage losses vs focusing on the three high damage powers.  

 

Durability, Stamina, and Health are stacked to make your endurance issues go away.  This is how I built my Beam/Invul.  I opted to do this so I didn't feel a need to lock myself into Ageless as a Destiny.  This is also why I push global recharge so hard in many of my builds.  I like having options.  That said, there is an Ageless variant with defense debuff resistance which is sweet to have.  Barrier and Rebirth also become options.  

 

Most of the typed defenses are at least 31%.  This is just 1% off a milestone I like.  Still, a single small purple inspiration will push you to 44%.  Barrier at its lowest buff would make this 36%, or the Melee Hybrid defense variant is also a possibility.  Defense booster temp power will take this up too.  32% defense is comfortable enough to handle +2/x8 solo especially if it is Smashing/Lethal damage.  +3 is possible once you Alpha shift, and +4 will always feel risky without a Destiny running.  That's my own experience doing this across a multitude of characters and different ATs.  YMMV.  

 

I built up Psi resist a bit.  That's also a bit of illustration.  I happen to like a little bit of resistance padding there, but a different set is fine.  

 

I tend to skip travel powers a lot these days but Snap or Aimed Shot could be replaced with Super Jump or Super Speed.  Alternatively, Combat Jump could be replaced with Hover and Fly could be taken or whatever else sets anyone's sails. 

 

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  Last night I joined a Level 50 mission team and got myself up to level 40.  There were some key situations in which I felt like I contributed a lot, but through most of the run I was feeling like my damage was negligible.  I also found several situations in which my defenses seemed to be holding up really well for 15 seconds or so after I had gotten aggro (Usually from purple bosses that were running amok on the squishies), then I would suddenly get knocked out before I could even hit my self heal.  That seems pretty weird considering that I'm running invulnerability.  With that said, I also haven't respecd or changed my enhancements since I slotted in those IO's at level 22.  The character is still worth playing.  No one complains about me in groups or anything (But I kinda doubt I'd find that with this community).  After I level more characters I'll have a better idea of how the leveling experience actually compares to other builds.

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@oldskool

 

  So for some reason mids reborn doesn't seem to be accepting your data.  I tried in both IE and edge and browser doesn't seem to make a difference.  @Hyperstrike 's data imported just fine (and thank you Hyperstrike)

 

That said I got level 50 just now and I'm going to try to finalize my level 50 build.  As for leveling, it was generally fun.  I tried not to get into teams in which I felt like I wasn't contributing..  there were times that I was definitely glad to have others around, but rarely felt like I couldn't have been on my own.. I just prefer playing with teams and it was easiest to get into/work with radio teams.  I've got a lot of other sentinels made, so I'll try to let everyone know how the leveling experience for Archery/Invuln compares to those..  and maybe work on archery characters for other AT's to compare to.

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Hardboiled-

The Hardest part I am thinking to playing a sentinel is knowing that the contribution, although huge, is almost completely unnoticeable. Defenders get special effects, VEAT's get Black Buff icons, but a sentinel just speeds up a steamroll by a higher percentage than the extra player DPS... You join as the 4th player on the steamroll team, the team speeds up by 50% and nobody notices. You join an ITF as player #6, and Romulus drops in 1/3rd less time, as do the minotaurs and cyclopes. If two sentinels are on the team, the cyclopes and minotaur t9 becomes irrelevant and you save the team huge amounts of kill time... and no one really notices.

It took me a year to figure it out, but sentinels are sort of team lubricant... they ease the way between the brutes, tanks, and scrappers running in front and the buffers, REAL dps, and utility struggling to keep up with their idiocy.

That's probably why they are called sentinels... because, if played well, they help prevent the spikes that cause surprise wipes. In fact, Sentinels are kind of like the 'new normal' for CoH... average damage, (Very average between brutes at one end and controllers at the other) average defense (Tankers at one end and dominators at the other), average buffs/debuffs, (defenders at one end and blasters at the other), a little control from of the primaries and secondaries, And literally as much customizing potential as you could possibly imagine because they can CHOOSE how they want to play. The New Normal.

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  • 2 weeks later

I now have my Alpha power (Musculature partial core revamp) and I have all of my single target powers fully enhanced (with decimation set), but still workbench IO's in everything else.  At this point I'm easily soloing +3 x2 radio missions.. I haven't tried higher yet.. but when I say "easily" I mean, in 10 missions my health dropped maybe 5 times.. and only got to less then 1/4 once when I was fighting arachnos and didn't realize I had some mobs go invisible on me when I started fighting the next group.

 

  So far invisible mobs seems to be my only problem at all. I'm having tons of fun with this character now, although I still haven't had a chance to see how much I can contribute in end-game TF's with my current set-up. Before I figured out the incarnate system and got my full sets in my ST attacks I went on a level 50+ ITF as the only dps (I remember it was 2 tankers, 2 trollers, a widow, and I think it was 2 defenders also) and we rocked it in just under 40 minutes.. so I think I should be okay in TF teams as well.

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