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Posted

Okay, I fought my way using a 'levelling build' all the way to 50 and my alpha and feel it's time for that magical respec where you turn yourself into a total killing machine...
 

Background: Ribbit is an alien Amphibian from Neptune sent to scout out Earth for possible invasion and colonization of her oceans. Once he arrived, while he cannot breath above water, the atmosphere so light, that he could scout above the waves easily. He Fell in love with a Sentient mutant Dolphin named Mazura and 'went Native', vowing to protect Earth and her oceans from Alien Invasion... even from his own people.
He has a number of High-Tech Gadgets from his homeworld, including his trusty Blue-Green Mazer rifle and pressure suit for exploring the strange 'air' realms, and can fly using his fins easily... While not particularly tough except for his suit, the slightly lighter gravity and lack of liquid pressure have made his movements incredibly fast.

I do not have a whole lot of experience with Sentinels at all, so I decided to maximize his strengths in team assistance rather than shoring up his weaknesses, and hopefully give him a little more soloability than his levelling build provided. He has fairly decent single target and aoe attack chains without touching his opportunity powers, although I will often weave in  Charged shot when solo because it does a huge amount of damage and is great for spreading disintegration. single shot is pretty much only for opportunities or spreading disintegrate, though.

So...did I succeed? Did I fail utterly? am I looking forwards to a post-incarnate world of constantly taking one for the team? Is there some kind of obvious sentinel slotting trick I utterly missed? Will I be able to solo +2 or DA content?

Please give me feedback.

 

The Build:



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: Beam Rifle
Secondary Power Set: Super Reflexes
Power Pool: Flight
Power Pool: Force of Will
Power Pool: Fighting
Ancillary Pool: Ninja Tool Mastery

Hero Profile:
Level 1: Single Shot -- Acc-I(A), Thn-Dmg/EndRdx(3), Thn-Acc/Dmg/EndRdx(3), Thn-Acc/Dmg/Rchg(5)
Level 1: Focused Fighting -- Rct-ResDam%(A), Rct-Def/EndRdx/Rchg(5), Rct-Def/Rchg(7), Rct-EndRdx/Rchg(7), Rct-Def/EndRdx(9), Rct-Def(9)
Level 2: Charged Shot -- Apc-Dam%(A), Apc-Dmg/EndRdx(11), Apc-Acc/Rchg(11), Apc-Acc/Dmg/Rchg(13), Apc-Dmg/Rchg(13)
Level 4: Focused Senses -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(19), LucoftheG-Def(21)
Level 6: Cutting Beam -- SprOppStr-Rchg/+Opportunity(A), SprOppStr-Acc/Dmg/EndRdx/Rchg(21), SprOppStr-Acc/Dmg/EndRdx(23), SprOppStr-Acc/Dmg/Rchg(23), SprOppStr-Dmg/Rchg(25), SprOppStr-Acc/Dmg(25)
Level 8: Agile -- Ksm-ToHit+(A), Ksm-Def/EndRdx(27), Ksm-Def/Rchg(27)
Level 10: Disintegrate -- Dcm-Build%(A), Dcm-Acc/Dmg/Rchg(29), Dcm-Acc/Dmg(29), Dcm-Dmg/EndRdx(31), Dcm-Dmg/Rchg(31)
Level 12: Lancer Shot -- EntChs-Heal%(A), EntChs-Acc/Dmg(31), EntChs-Dmg/EndRdx(33), EntChs-Dmg/EndRdx/Rchg(33), EntChs-Dmg/Rchg(33)
Level 14: Practiced Brawler -- RechRdx-I(A)
Level 16: Aim -- RechRdx-I(A), RechRdx-I(34)
Level 18: Refractor Beam -- Ann-ResDeb%(A), Ann-Acc/Dmg/EndRdx/Rchg(34), Ann-Acc/Dmg(34), Ann-Acc/Dmg/Rchg(36), Ann-Dmg/Rchg(36)
Level 20: Enduring -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(36)
Level 22: Hover -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(37), LucoftheG-Def(37)
Level 24: Dodge -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(37)
Level 26: Piercing Beam -- Ann-ResDeb%(A), Ann-Acc/Dmg/EndRdx/Rchg(39), Ann-Acc/Dmg/EndRdx(39), Ann-Acc/Dmg/Rchg(39), Ann-Acc/Dmg(40)
Level 28: Quickness -- Flight-I(A)
Level 30: Weaken Resolve -- AchHee-ResDeb%(A), AchHee-DefDeb/Rchg(40), Acc-I(40)
Level 32: Overcharge -- SprSntWar-Rchg/+Absorb(A), SprSntWar-Acc/Dmg/EndRdx/Rchg(42), SprSntWar-Acc/Dmg/EndRdx(42), SprSntWar-Acc/Dmg/Rchg(42), SprSntWar-Dmg/Rchg(43), SprSntWar-Acc/Dmg(43)
Level 35: Evasion -- RedFrt-Def(A), RedFrt-Def/EndRdx(43), RedFrt-Def/Rchg(45), RedFrt-EndRdx/Rchg(45), RedFrt-Def/EndRdx/Rchg(45)
Level 38: Fly -- BlsoftheZ-Travel(A), BlsoftheZ-Travel/EndRdx(46)
Level 41: Boxing -- Empty(A)
Level 44: Tough -- GldArm-3defTpProc(A), StdPrt-ResDam/Def+(46), GldArm-ResDam(46)
Level 47: Weave -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(48), ShlWal-Def(48), LucoftheG-Def(48)
Level 49: Tashibishi -- PstBls-Dam%(A), Ann-ResDeb%(50), ImpSwf-Acc/Slow(50), ImpSwf-Dam%(50)
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 -- NmnCnv-Regen/Rcvry+(A), NmnCnv-Heal/EndRdx(15), NmnCnv-Heal(15)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(17), PwrTrns-+Heal(17), PwrTrns-EndMod(19)
Level 50: Musculature Core Paragon
Level 50: Reactive Core Flawless Interface
Level 50: Pyronic Radial Final Judgement
Level 50: Longbow Radial Superior Ally
Level 50: Ageless Radial Epiphany
Level 50: Support Radial Embodiment
------------



Thanks in advance!
Posted

First thing that jumps to mind: swap Practiced Brawler for Master Brawler. Master Brawler is a strong +absorb power with a fast recharge which adds (passively) mez protection on your toggles. Master Brawler adds the extra layer of mitigation SR wants. It's superior in every way to Practiced Brawler save for the once in a blue moon fight where doublestacking mez protection helps.

Other: find slots for Panacea +hp/+end and Preventive Medicine +absorb procs in Health. These are useful on every character, even moreso on SR.

  • Thanks 1
Posted (edited)
8 hours ago, nihilii said:

First thing that jumps to mind: swap Practiced Brawler for Master Brawler. Master Brawler is a strong +absorb power with a fast recharge which adds (passively) mez protection on your toggles. Master Brawler adds the extra layer of mitigation SR wants. It's superior in every way to Practiced Brawler save for the once in a blue moon fight where doublestacking mez protection helps.

Other: find slots for Panacea +hp/+end and Preventive Medicine +absorb procs in Health. These are useful on every character, even moreso on SR.

I don't really understand master Brawler AT ALL. How's it work? (edit- finally found a useful article)

And I must have utterly spaced it, I ALWAYS have Panacea slotted someplace. ugh.

BTW, I appreciate your time for the commentary.

Edited by Frostweaver
Posted (edited)

So wait, with master Brawler I could get status protection AND still hjave an auto open for hasten? Daaaaayum.

Yah, swapped those into health. You were right. I have NO idea why I three slotted Numina's... 1.3% health is not worth it.

Edited by Frostweaver
  • Like 1
Posted

There were several sets I would shuffle around personally.  So I just crafted something a bit different as a visual aid.  

 

Lancer's a better carrier for Apocalypse than Charged Shot.  Gaussian's in Aim is worth having even if it delays the recharge line up with Overcharge.  Opportunity Strikes can get more use out of either Refractor Beam or Overcharge.  Same goes for the Ward set.  The slotting of the powers Cutting Beam, Refractor Beam, and Overcharge are up to you.  An argument can be made to have a -res in Refractor, if that's your bag go for it.  

Piercing Beam can be changed around too.  

 

You were overcapped on 10% regen.  Its a minor nuisance so I tried to shuffle the sets in the defense powers to allow all of the 2pc bonuses to shine.  

 

You give up some resistance, but Master Brawler is really powerful.  I removed the +def slotting from Enduring and replaced it with endurance mods.  The Psi defense loss is negligible but the sustain increase is noticeable.   

The procs help to pick up some more damage on average and you can end up with higher defenses too.  If you don't like that Winter Set, swap it out.  AoE would drop to just over 44% and I was looking for a set to bring it back up.  

 

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  • Like 1
Posted (edited)
1 hour ago, oldskool said:

There were several sets I would shuffle around personally.  So I just crafted something a bit different as a visual aid.  

 

Lancer's a better carrier for Apocalypse than Charged Shot.  Gaussian's in Aim is worth having even if it delays the recharge line up with Overcharge.  Opportunity Strikes can get more use out of either Refractor Beam or Overcharge.  Same goes for the Ward set.  The slotting of the powers Cutting Beam, Refractor Beam, and Overcharge are up to you.  An argument can be made to have a -res in Refractor, if that's your bag go for it.  

Piercing Beam can be changed around too.  

 

You were overcapped on 10% regen.  Its a minor nuisance so I tried to shuffle the sets in the defense powers to allow all of the 2pc bonuses to shine.  

 

You give up some resistance, but Master Brawler is really powerful.  I removed the +def slotting from Enduring and replaced it with endurance mods.  The Psi defense loss is negligible but the sustain increase is noticeable.   

The procs help to pick up some more damage on average and you can end up with higher defenses too.  If you don't like that Winter Set, swap it out.  AoE would drop to just over 44% and I was looking for a set to bring it back up.  

 

 

 

Thanks, a lot of that was part of the worry I had.

I DO understand that that Gaussian's was a bit of overkill, but I hadn't even thought about dumping the extra accuracy in order to use the LOTG 4 slot to bring up the global accuracy. That was exactly the kind of clever Idea I was hoping for.

I am not too worried about the -res, proc in overcharge, considering that weaken resolve with nothing but global recharge gives me darned near 100% chance of it going off there... There's already more than enough -res for street trash without worry about overloading it, and since achille's doesn't stack, not much need for achilles to take out minions, even for a sentinel. In point of fact, I tend to like having a minion or two around to hit with a single shot in hopes of spreading disintegrate, although, to be fair, it gets pretty tough to spread dis when all your legal beams hit for 200+ damage 🙂

I actually didn't notice the regen overcap. Thank you for doing so. Not too worried about the costs involved, not that money is no object, but it's not a very big one when you have a couple of farmers and actually ENJOY playing the superpack/converter game.

I noticed your rebuild pretty much caps without the need for incarnates. I was having a little trouble with the incarnate thing, since I like to build for melee hybrid taunt... but that does not seem like a useful strategy for a hoverblaster.

Umm... Fly.

 

After much thoguht I realized I have NO problems with buying jetpacks for flight, since it sort of fits the theme... The only real use I could see for the fly would be slotting a winter's gift slow resistance compared to...say... stealing the proc slot from disintegrate to replace it with hasten and 2 slot it for recharge.... Would that really screw with the recovery sustain, considering the end dump every 2 minutes? Not too worried about winter's 20% slow resistance with SR's already sorta sick slow resistance.


I figured that with aim proccing gaussian's every 25 seconds or so, almost 100% based on it's (technically) 45 second profile, that could easily massage in an extra 20-30% or so DPS.... but of course, the increased speed without some kind of click sustain might make it untenable or require some sort of incarnate end sustain...
Of course, that incarnate sustain could be utterly tenable if I swap box and fly (hasten) and then swap hasten and tashinishi so Hasten comes at 49... That way, if I exemplar to peregrine levels, I lose the end booster (say, ageless) but I ALSO lose access to the over endurance pushing of hasten, making it a little more self sustaining.

Of course, then that raises the question... is it worth losing barrier in favor of ageless just to sustain hasten? (and maybe leading to a nearly 50% dps boost overall due to recharges and more frequent build-up proc firing) considering the low resist levels? I figure you would know better than most, considering the sick performance you have dragged out of sentinels 🙂. but I don't have quite enough experience with sentinels to know where survival break points are worth making in favor of DPS. On a Blaster, brute, or tanker I would absolutely say yes... brutes and tankers cause their HP and regen can handle the load, blaster because killing in half the time is worth the load as well. But on a stalker or scrapper I would say no, because they NEED the resistance to survive the rare hit a lot more when that hit can 1-shot them. As a hoversentinel with decent HP, I just.... don't know. maybe support hybrid would be best because it kicks defenses up to neart incarnate softcaps AND handles the extra recovery strain


I assume Lancer's a better carrier because of the nearly 30% proc chance?

Can refracter beam reliably get absorb if there are no extra minions about? I assume that the refractions are considered pseudopets but procs go to you.

I know Tashibishi is a bit weird, but I am pretty sure you can see what I intend using it for... a little /devices hoverblaster trick that I REALLY appreciate for clump-herding spawns with quite a bit of appreciable addon. I am not addicted to the idea, but if I have to dump it's procs for 4 slotting impeded swiftness, or put a waster like fly and move the slots elsewhere, I will.... but to be completely honest, most of the epic pools for sentinels are absolutely identical except for damage type, and Ninja Tools is the only one I actually like because it is different.

Oh, I also, I figured that if 2 slotted enduring was good, 3 slotted enduring (with yet ANOTHER of my beloved chance to heal self) would be better, for the extra points of end. It cost me the proc in charged shot, but it's chances were so low thgat it barely offered 2 damage per shot on average anyway... I also slotted the new bombardment fire proc into cutting beam, because i don't know any mobs out there that resist both energy AND fire without resisting EVERYTHING, and you can see I have sort of a fire proc theme going on 🙂


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!

Man-Frog: Level 50 Science Sentinel
Primary Power Set: Beam Rifle
Secondary Power Set: Super Reflexes
Power Pool: Flight
Power Pool: Force of Will
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Ninja Tool Mastery

Hero Profile:
Level 1: Single Shot -- Thn-Acc/Dmg/EndRdx(A), Thn-Acc/Dmg(3), Thn-Dmg/EndRdx(3)
Level 1: Focused Fighting -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(5), LucoftheG-Def/EndRdx(5), LucoftheG-Def/EndRdx/Rchg(7)
Level 2: Charged Shot -- Thn-Acc/Dmg/EndRdx(A), Thn-Acc/Dmg(7), Thn-Dmg/EndRdx(9)
Level 4: Focused Senses -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(15), LucoftheG-Def/EndRdx(15), LucoftheG-Def/EndRdx/Rchg(17), Ksm-ToHit+(17)
Level 6: Cutting Beam -- SprFrzBls-Dmg/EndRdx/Acc/Rchg(A), SprFrzBls-Acc/Dmg(19), SprFrzBls-Dmg/EndRdx(19), SprFrzBls-Acc/Dmg/EndRdx(21), SprFrzBls-Acc/Dmg/Rchg(21), Bmbdmt-+FireDmg(50)
Level 8: Agile -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(23)
Level 10: Disintegrate -- Dcm-Build%(A), Dcm-Acc/Dmg/Rchg(23), Dcm-Acc/Dmg(25), Dcm-Dmg/EndRdx(25), Dcm-Dmg/Rchg(27)
Level 12: Lancer Shot -- Apc-Dam%(A), Apc-Dmg/EndRdx(27), Apc-Dmg(29), Apc-Acc/Dmg/Rchg(29), Apc-Acc/Rchg(31), GldJvl-Dam%(31)
Level 14: Master Brawler -- Prv-Heal/Rchg(A), Prv-Heal/Rchg/EndRdx(31), Prv-Absorb%(33)
Level 16: Aim -- GssSynFr--Build%(A), RechRdx-I(33)
Level 18: Refractor Beam -- SprSntWar-Rchg/+Absorb(A), SprSntWar-Acc/Dmg/EndRdx/Rchg(33), SprSntWar-Acc/Dmg(34), SprSntWar-Dmg/Rchg(34), SprSntWar-Acc/Dmg/Rchg(34), SprSntWar-Acc/Dmg/EndRdx(36)
Level 20: Enduring -- PwrTrns-+Heal(A), PwrTrns-EndMod(36), PwrTrns-Dam/EndMod(36)
Level 22: Hover -- LucoftheG-Def/Rchg+(A)
Level 24: Dodge -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(37)
Level 26: Piercing Beam -- PstBls-Acc/Dmg(A), PstBls-Acc/Dmg/EndRdx(37), PstBls-Dmg/EndRdx(37), PstBls-Dam%(39), Bmbdmt-+FireDmg(39), Ann-ResDeb%(39)
Level 28: Quickness -- Run-I(A)
Level 30: Weaken Resolve -- AnlWkn-Acc/DefDeb(A), AchHee-ResDeb%(40)
Level 32: Overcharge -- SprOppStr-Rchg/+Opportunity(A), SprOppStr-Acc/Dmg/EndRdx/Rchg(40), SprOppStr-Acc/Dmg(40), SprOppStr-Dmg/Rchg(42), SprOppStr-Acc/Dmg/Rchg(42), SprOppStr-Acc/Dmg/EndRdx(42)
Level 35: Evasion -- Rct-Def/EndRdx/Rchg(A), Rct-Def(43), Rct-Def/EndRdx(43), Rct-EndRdx/Rchg(43), Rct-Def/Rchg(45), Rct-ResDam%(45)
Level 38: Boxing -- Empty(A)
Level 41: Tashibishi -- Ann-ResDeb%(A), PstBls-Dam%(45), Bmbdmt-+FireDmg(46), ImpSwf-Dam%(46)
Level 44: Tough -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(46), GldArm-ResDam(48)
Level 47: Weave -- Rct-Def(A), Rct-Def/EndRdx(48), Rct-Def/EndRdx/Rchg(48), ShlWal-ResDam/Re TP(50)
Level 49: Hasten -- RechRdx-I(A), RechRdx-I(50)
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 -- Run-I(A)
Level 2: Health -- NmnCnv-Regen/Rcvry+(A), Mrc-Rcvry+(9), Pnc-Heal/+End(11)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- PrfShf-EndMod(A), PrfShf-End%(11), PwrTrns-EndMod(13), PwrTrns-+Heal(13)
Level 50: Musculature Core Paragon
Level 50: Support Radial Embodiment
------------






BTW, I truly appreciate the time and effort you put into your commentary. It must have taken hours.

Edited by Frostweaver
  • Like 1
Posted

Np. Glad you find a set pair you like.  

 

I run Tashibishi on several builds.  Its a great power.  

 

I have little issue with the Hasten crash.  There are several Sentinel secondaries that can run Performance Shifter x 2 + Panacea.  Then with Enduring + Stamina slotting I can easily get 3.8 to 4+ end per second before those procs.  On my two /SR builds I run both with T2 power as a mule.  I mule the Apocalypse set there for bonuses only and rarely use it for damage (LOL, I KNOW!!).  The negative damage proc exists in powers I actually use along with other procs.  So Defensive Opportunity is there in those builds to trigger against heavy AoE fights where those powers do cost significantly more.  I rarely need to use the T2 for that.  I can probably count the number of times on one hand I've used a T2 with those builds in the last week and have fingers to spare.  I don't drop the power because... reasons.  I like my options open and the Apocalypse set has fantastic bonuses I can't get elsewhere. 

 

So, is it worth it to lose Barrier for Ageless?  Depends on what you're doing, right?  My DP/Nin has access to Ageless, Barrier and Rebirth at various tier grades.  Barrier is straight forward but Rebirth is also really good on dodge builds.  So if you don't really need the recharge in Ageless or its endurance or its DDR option, then what do you need it for?  Pylon tests?  Ageless with the DDR is still nice for Sentinel /SR since the 0.7 defense value of the AT also knocks down the resistance.  I think I'm around 70% DDR since I under slot Agile/Dodge.  So it is something to consider too.  

 

Lancer's base animation and recharge do contribute to better proc chances than Charge Shot.  I actually don't run Charged Shot at the moment.  I run Single Shot instead.  My single target chain is slightly faster because it.  The DPS difference is so small under that consideration it doesn't really matter much.  However, Single Shot still brings a regen debuff which is a DPS increase even if it gets partially resisted.  Single Shot brings Offensive Opportunity which can be a DPS gain.  So for me, Single Shot wins as a power even if Mids makes it look like crap.  There is no harm in running Charged Shot though or even having both.  I run the T1 and T2 in my /SR builds as I noted in the other paragraph.  So that too is something to consider.   

 

On Refractor Beam and the Ward set... who cares?  I'm being lighthearted with that statement, but really.. who care? 😉  I 6 slot Master Brawler with Preventative Medicine as often as I can because the overall set is pretty good.  Preventative Medicine has a much higher absorb than the Sentinel ATO does almost always.  Master Brawler's absorb is stronger than either of those.  I've seen MB range between 380 to 460.  Usually MB is granting me +400 absorb more often than it doesn't.  The cooldown on it with both builds is very short (16~ seconds) but the duration is shorter.  Still, I feel as if MB is always there when I need it.  I rarely take so much damage that I can't click MB and start to work my way back to full health.  The Power Transfer +heal and Panacea grant me +60 and +65 health respectively when they proc.  Its not super reliable, but 125 health without the need to use a green inspire isn't something to sneeze at either.  There are a few times where I can face plant because I get overwhelmed, but that happens with SR even on Scrappers or Stalkers.  Its not often enough to be a problem though.  

 

That didn't really answer the question though.  Can Refractor reliably get you the Ward proc on one target?  Not really.  However, it is such a weak effect its not the reason why I run the set.  You get 10% recharge at 6 pieces, 100% recharge to the power, strong damage capping, and a crap ton of accuracy.  No matter what content I run, I want my 10 target AoE to hit as many enemies as possible.  Since Cutting Beam is kind of 'meh', it don't prioritize slotting it.  Refractor Beam can potentially carry multiple procs though and hitting 10 targets is bound to get something to go off.  So there are great reasons to swap slotting strategies between the 4 AoEs in the set (including the Overcharge).  I've just made the decision that trying to push AoE really hard wasn't worth the outcomes I was getting.  It didn't significantly reduce time to move from mob to mob as it seemed on paper.  So instead I prefer to focus on recharge and that's largely geared towards T9's.  They're so good when they are available as soon as possible.  The Strikes set can be nice in a T9 but can be a good choice in Refractor Beam especially while exemplaring.  I really don't have a hard and fast rule on where to put these.  It depends on understanding a lot of factors and making the best judgment with that information.  

I haven't solo'ed an ITF yet on /SR, but @nihilii has.  I generally don't solo TFs, but I have a handful of times with /Nin.  Even then I felt pretty safe and /SR is stronger in some ways.  I know you didn't bring this up, but it seems like an inevitable milestone.  Its where DDR matters a lot which ties into my Ageless Radial suggestion from before.  😉 

Hope that helps answer some questions. 

  • Thanks 1
Posted (edited)

I just did some tests with an unslotted Refractor Beam.  It builds opportunity per target tagged in the chain so the Strikes set may not be the most appropriate spot for that.  Its been a while since I played Beam and was reminded there was something I was missing.  

I'm probably missing some other things too, but that's a pretty big perk to the set.  A few other primaries do this on AoE powers and several don't.  

Edited by oldskool
Posted (edited)

Hehe. Yes, I kinda had an ITF in mind too since all those EB's and the Nictus at the end are kind of a litmus test for dps/debuff sets.

 

My husband was helping me pound all this stuff out (and get all the IO's, which is not a trivial project even if you have the cash unless you don't mind getting ripped off) and he noticed something, though. That the overall aoe DPS for a BR sentinel was greater than like three quarters of most blaster ranged endgame aoe chains. the only blaster aoe chains that defeated it was like AR/dev and fire/dev, and fire/dev only barely.
I pointed out the target caps for Sentinels and he nodded and said he took that into account, but that even without adding in stuff like offensive opportunity, the math (according to mids) was supporting this. I mean, obviously pop a few reds and the Blaster's much higher cap (and less need for procs) takes over, but still it's actually kind of cool.

Is this a mid's math error or is this legit? I mean, I intend to run a few ITF completion time tests, but since this are based on a lack of faceplanting as much as aoe chain dps, and ST will make a huge diff, I don't think it's a very good test...

heh, Maybe farm times or something.

Edited by Frostweaver
  • Like 1
Posted (edited)

Okay, I finally banged the build together a bit better, on suggestions of both @oldskool and @nihilii.

I am not sure that I like having such low resistances, but in testing (solo farms, several ITF's, Katie, Hess, MSR and 3 Itrials) It holds up extremely well... I am not exactly outblasting blasters, but darned close.

At times it feels like luck has a huge hand, but between Master Brawler's absorb every 20 seconds or so and constant heal firings, every time I hit a bad chain my health shoots back up extremely quickly. It feels like I spend half my fighting time with another HP bar from absorbs, and several times I was sitting at 20% health AND 20% absorb and the absorb bar was barely flickering despite lots of incoming fire.

I am quite pleased with the build right now... It seems to definitely be useful for stupid sentinel tricks, and has really changed my opinions on sentinels... being able to slot for damage instead of trying to shore up a blaster's defenses has made a huge difference.

The endurance profile is really decent, and, of course, a full end bar is just a defensive opportunity away. I got rid of kismet because my average accuracy was 150%, and I have a bit of -def also.

Anyway, this looks like the final build. I am still trying to get enough cash/levels/merits to polish off the incarnates, but it will take a while... it's worth the trip, though.

 

 

 


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!

Man-Frog: Level 50 Science Sentinel
Primary Power Set: Beam Rifle
Secondary Power Set: Super Reflexes
Power Pool: Leaping
Power Pool: Force of Will
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Ninja Tool Mastery

Hero Profile:
Level 1: Single Shot -- Thn-Acc/Dmg/EndRdx(A), Thn-Acc/Dmg(3), Thn-Dmg/EndRdx(3)
Level 1: Focused Fighting -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(5), LucoftheG-Def/EndRdx(5)
Level 2: Charged Shot -- Thn-Acc/Dmg/EndRdx(A), Thn-Acc/Dmg(7), Thn-Dmg/EndRdx(9)
Level 4: Focused Senses -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(15), LucoftheG-Def(15)
Level 6: Cutting Beam -- SprOppStr-Rchg/+Opportunity(A), SprOppStr-Acc/Dmg/EndRdx/Rchg(17), SprOppStr-Acc/Dmg/EndRdx(17), SprOppStr-Acc/Dmg/Rchg(19), SprOppStr-Dmg/Rchg(19), SprOppStr-Acc/Dmg(21)
Level 8: Agile -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(21)
Level 10: Disintegrate -- Dcm-Build%(A), Dcm-Acc/Dmg/Rchg(23), Dcm-Acc/Dmg(23), Dcm-Dmg/EndRdx(25), Dcm-Dmg/Rchg(25)
Level 12: Lancer Shot -- Apc-Dam%(A), Apc-Dmg/EndRdx(27), Apc-Dmg(27), Apc-Acc/Dmg/Rchg(29), Apc-Acc/Rchg(29), GldJvl-Dam%(31)
Level 14: Master Brawler -- Prv-Heal/Rchg(A), Prv-Heal/Rchg/EndRdx(31), Prv-Absorb%(31), Prv-EndRdx/Rchg(33), Prv-Heal/EndRdx(33), Prv-Heal(33)
Level 16: Aim -- GssSynFr--Build%(A), RechRdx-I(34)
Level 18: Refractor Beam -- SprSntWar-Rchg/+Absorb(A), SprSntWar-Acc/Dmg/EndRdx/Rchg(34), SprSntWar-Acc/Dmg(34), SprSntWar-Dmg/Rchg(36), SprSntWar-Acc/Dmg/Rchg(36), SprSntWar-Acc/Dmg/EndRdx(36)
Level 20: Enduring -- PwrTrns-+Heal(A), PwrTrns-EndMod(37), PwrTrns-Dam/EndMod(37)
Level 22: Dodge -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(37)
Level 24: Boxing -- Empty(A)
Level 26: Piercing Beam -- PstBls-Acc/Dmg(A), PstBls-Acc/Dmg/EndRdx(39), PstBls-Dmg/EndRdx(39), PstBls-Dam%(39), JvlVll-Dam%(40)
Level 28: Quickness -- Run-I(A)
Level 30: Tough -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(40), GldArm-ResDam(40)
Level 32: Overcharge -- TchofLadG-%Dam(A), Rgn-Dmg/Rchg(42), Rgn-Acc/Dmg/Rchg(42), Rgn-Acc/Rchg(42), Rgn-Dmg/EndRdx(43), Rgn-Knock%(43)
Level 35: Evasion -- Rct-Def/EndRdx/Rchg(A), Rct-Def(43), Rct-Def/EndRdx(45), Rct-EndRdx/Rchg(45), Rct-Def/Rchg(45), Rct-ResDam%(46)
Level 38: Weave -- Rct-Def(A), Rct-Def/EndRdx(46), Rct-Def/EndRdx/Rchg(46), ShlWal-ResDam/Re TP(48)
Level 41: Tashibishi -- Ann-ResDeb%(A), PstBls-Dam%(48), Bmbdmt-+FireDmg(48), ImpSwf-Dam%(50)
Level 44: Combat Jumping -- LucoftheG-Def/Rchg+(A)
Level 47: Weaken Resolve -- AnlWkn-Acc/DefDeb(A), AchHee-ResDeb%(50)
Level 49: Hasten -- RechRdx-I(A), RechRdx-I(50)
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 -- Clr-EndRdx(A), Clr-RunSpd(7)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Health -- NmnCnv-Regen/Rcvry+(A), Mrc-Rcvry+(9), Pnc-Heal/+End(11)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- PrfShf-EndMod(A), PrfShf-End%(11), PwrTrns-EndMod(13), PwrTrns-+Heal(13)
Level 50: Musculature Radial Boost
Level 50: Ion Total Core Judgement
Level 50: Reactive Core Interface
------------
 

 

 

 

Edited by Frostweaver
I am aware that that 'huge luck' may have had something to do with sr's and reactive defenses scaling resistance :) It is far more powerful than most people realize... I can see why SR tankers are much tougher than they seem.
  • Like 2
Posted (edited)
38 minutes ago, Frostweaver said:

Okay, I finally banged the build together a bit better, on suggestions of both @oldskool and @nihilii.

I am not sure that I like having such low resistances, but in testing (solo farms, several ITF's, Katie, Hess, MSR and 3 Itrials) It holds up extremely well... I am not exactly outblasting blasters, but darned close.

At times it feels like luck has a huge hand, but between Master Brawler's absorb every 20 seconds or so and constant heal firings, every time I hit a bad chain my health shoots back up extremely quickly. It feels like I spend half my fighting time with another HP bar from absorbs, and several times I was sitting at 20% health AND 20% absorb and the absorb bar was barely flickering despite lots of incoming fire.

I am quite pleased with the build right now... It seems to definitely be useful for stupid sentinel tricks, and has really changed my opinions on sentinels... being able to slot for damage instead of trying to shore up a blaster's defenses has made a huge difference.

The endurance profile is really decent, and, of course, a full end bar is just a defensive opportunity away. I got rid of kismet because my average accuracy was 150%, and I have a bit of -def also.

Anyway, this looks like the final build. I am still trying to get enough cash/levels/merits to polish off the incarnates, but it will take a while... it's worth the trip, though.

 

  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!

Man-Frog: Level 50 Science Sentinel
Primary Power Set: Beam Rifle
Secondary Power Set: Super Reflexes
Power Pool: Leaping
Power Pool: Force of Will
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Ninja Tool Mastery

Hero Profile:
Level 1: Single Shot -- Thn-Acc/Dmg/EndRdx(A), Thn-Acc/Dmg(3), Thn-Dmg/EndRdx(3)
Level 1: Focused Fighting -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(5), LucoftheG-Def/EndRdx(5)
Level 2: Charged Shot -- Thn-Acc/Dmg/EndRdx(A), Thn-Acc/Dmg(7), Thn-Dmg/EndRdx(9)
Level 4: Focused Senses -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(15), LucoftheG-Def(15)
Level 6: Cutting Beam -- SprOppStr-Rchg/+Opportunity(A), SprOppStr-Acc/Dmg/EndRdx/Rchg(17), SprOppStr-Acc/Dmg/EndRdx(17), SprOppStr-Acc/Dmg/Rchg(19), SprOppStr-Dmg/Rchg(19), SprOppStr-Acc/Dmg(21)
Level 8: Agile -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(21)
Level 10: Disintegrate -- Dcm-Build%(A), Dcm-Acc/Dmg/Rchg(23), Dcm-Acc/Dmg(23), Dcm-Dmg/EndRdx(25), Dcm-Dmg/Rchg(25)
Level 12: Lancer Shot -- Apc-Dam%(A), Apc-Dmg/EndRdx(27), Apc-Dmg(27), Apc-Acc/Dmg/Rchg(29), Apc-Acc/Rchg(29), GldJvl-Dam%(31)
Level 14: Master Brawler -- Prv-Heal/Rchg(A), Prv-Heal/Rchg/EndRdx(31), Prv-Absorb%(31), Prv-EndRdx/Rchg(33), Prv-Heal/EndRdx(33), Prv-Heal(33)
Level 16: Aim -- GssSynFr--Build%(A), RechRdx-I(34)
Level 18: Refractor Beam -- SprSntWar-Rchg/+Absorb(A), SprSntWar-Acc/Dmg/EndRdx/Rchg(34), SprSntWar-Acc/Dmg(34), SprSntWar-Dmg/Rchg(36), SprSntWar-Acc/Dmg/Rchg(36), SprSntWar-Acc/Dmg/EndRdx(36)
Level 20: Enduring -- PwrTrns-+Heal(A), PwrTrns-EndMod(37), PwrTrns-Dam/EndMod(37)
Level 22: Dodge -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(37)
Level 24: Boxing -- Empty(A)
Level 26: Piercing Beam -- PstBls-Acc/Dmg(A), PstBls-Acc/Dmg/EndRdx(39), PstBls-Dmg/EndRdx(39), PstBls-Dam%(39), JvlVll-Dam%(40)
Level 28: Quickness -- Run-I(A)
Level 30: Tough -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(40), GldArm-ResDam(40)
Level 32: Overcharge -- TchofLadG-%Dam(A), Rgn-Dmg/Rchg(42), Rgn-Acc/Dmg/Rchg(42), Rgn-Acc/Rchg(42), Rgn-Dmg/EndRdx(43), Rgn-Knock%(43)
Level 35: Evasion -- Rct-Def/EndRdx/Rchg(A), Rct-Def(43), Rct-Def/EndRdx(45), Rct-EndRdx/Rchg(45), Rct-Def/Rchg(45), Rct-ResDam%(46)
Level 38: Weave -- Rct-Def(A), Rct-Def/EndRdx(46), Rct-Def/EndRdx/Rchg(46), ShlWal-ResDam/Re TP(48)
Level 41: Tashibishi -- Ann-ResDeb%(A), PstBls-Dam%(48), Bmbdmt-+FireDmg(48), ImpSwf-Dam%(50)
Level 44: Combat Jumping -- LucoftheG-Def/Rchg+(A)
Level 47: Weaken Resolve -- AnlWkn-Acc/DefDeb(A), AchHee-ResDeb%(50)
Level 49: Hasten -- RechRdx-I(A), RechRdx-I(50)
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 -- Clr-EndRdx(A), Clr-RunSpd(7)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Health -- NmnCnv-Regen/Rcvry+(A), Mrc-Rcvry+(9), Pnc-Heal/+End(11)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- PrfShf-EndMod(A), PrfShf-End%(11), PwrTrns-EndMod(13), PwrTrns-+Heal(13)
Level 50: Musculature Radial Boost
Level 50: Ion Total Core Judgement
Level 50: Reactive Core Interface
------------
 

 

 

 

I have around 30-40% resists on my SR sentinel when my health drops it caps out quite easily at 75%. Feels a bit weird running at low health but my resists are capped and i have high defence and an absorb that is nice at lower health. In a team though a support class will usually throw me a heal fast lol. Big spike damage can floor you sometimes though as sentinels dont have the highest health.

 

A Tanker in SR i can imagine would be very durable. High defence and decent resists due to the ATO proc and a decent IO build. They have the high health to take the spike damage and the lower they get the more resists they will get. 90% is probably achievable.

 

A Tanker with an IO build could have 50%ish S/L resists and 30%ish to the others. Throw in 3 procs of the ATO and that is another 20%ish. Add 5% from barrier or Cimemora and that is some decent resists that just gets better when you lose health on an AT with high health and very high defence and DDR. You could even go Staff Mastery and add even more resists and defence lol.

 

So yea SR on a Tanker looks like it could be very good.

Edited by Gobbledegook

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