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Beam/Invuln, looking for feedback


Generator

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Hi everyone,

 

Like it says in the subject line.  I've gotten this guy up to 32, and I figured I'd subject his build to a little "open review," let folks see if they think I missed anything.

 

In big groups, my tactics are

1) Disintegrate, on the toughest target available.

2) Lancing shot to spread Disintegrate.

3) Refractor Beam.

3a) Cutting Beam, if and only if I'm positioned such that I can nab multiple guys with the cone; if I'm in the middle of a furball, forget it.

4) Piercing Beam.

4a) Mop up.

 

The T1 and T2 are there really just for tagging stragglers, and for low-level exemplar availability.  I just got Overcharge, and haven't yet figured out how/where to fit that in.  (I suspect the answer is "Any time it's up and with great glee.")

 

Defenses look like they'll be adequate.  A touch under S/L resist cap, and typed defenses ranging from 35-40%.

 

If anyone sees places to tighten this up a bit without drastically changing the build, I'm all ears.

 

Later on,

Generator

 

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!

Ion Force: Level 50 Technology Sentinel
Primary Power Set: Beam Rifle
Secondary Power Set: Invulnerability
Power Pool: Flight
Power Pool: Fighting
Power Pool: Concealment

Hero Profile:
Level 1: Single Shot -- Thn-Acc/Dmg(A), Thn-Acc/Dmg/Rchg(3), Thn-Acc/Dmg/EndRdx(3), Thn-Dmg/EndRdx/Rchg(5)
Level 1: Temp Invulnerability -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(5), UnbGrd-Rchg/ResDam(7), UnbGrd-ResDam/EndRdx/Rchg(7), UnbGrd-Max HP%(9)
Level 2: Charged Shot -- Thn-Acc/Dmg(A), Thn-Acc/Dmg/Rchg(9), Thn-Acc/Dmg/EndRdx(11), Thn-Dmg/EndRdx/Rchg(11)
Level 4: Fly -- Flight-I(A)
Level 6: Disintegrate -- SntWar-Acc/Dmg(A), SntWar-Dmg/Rchg(15), SntWar-Acc/Dmg/Rchg(17), SntWar-Acc/Dmg/EndRdx(17), SntWar-Acc/Dmg/EndRdx/Rchg(19), SntWar-Rchg/+Absord(19)
Level 8: Cutting Beam -- OppStr-Acc/Dmg(A), OppStr-Dmg/Rchg(21), OppStr-Acc/Dmg/Rchg(21), OppStr-Acc/Dmg/EndRdx(23), OppStr-Acc/Dmg/EndRdx/Rchg(23), OppStr-Rchg/+Opportunity(25)
Level 10: Resist Physical Damage -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(25), UnbGrd-Rchg/ResDam(27), UnbGrd-ResDam/EndRdx/Rchg(27)
Level 12: Lancer Shot -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(29), Thn-Dmg/Rchg(29), Thn-Acc/Dmg/Rchg(31), Thn-Acc/Dmg/EndRdx(31), Thn-Dmg/EndRdx/Rchg(31)
Level 14: Hover -- Rct-ResDam%(A), ShlWal-ResDam/Re TP(33)
Level 16: Durability -- PwrTrns-+Heal(A), Heal-I(33)
Level 18: Unyielding -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(33), UnbGrd-Rchg/ResDam(34), UnbGrd-ResDam/EndRdx/Rchg(34)
Level 20: Refractor Beam -- Ann-Acc/Dmg(A), Ann-Dmg/Rchg(34), Ann-Acc/Dmg/Rchg(36), Ann-Acc/Dmg/EndRdx(36), Ann-Acc/Dmg/EndRdx/Rchg(36), Ann-ResDeb%(37)
Level 22: Environmental Resistance -- Ags-ResDam/EndRdx(A), Ags-ResDam/Rchg(37), Ags-ResDam(37)
Level 24: Boxing -- Empty(A)
Level 26: Piercing Beam -- Ann-Acc/Dmg(A), Ann-Dmg/Rchg(39), Ann-Acc/Dmg/Rchg(39), Ann-Acc/Dmg/EndRdx(39), Ann-Acc/Dmg/EndRdx/Rchg(40), Ann-ResDeb%(40)
Level 28: Invincible -- LucoftheG-Def/EndRdx(A), LucoftheG-Def(40), RctRtc-ToHit(50), RctRtc-Pcptn(50)
Level 30: Tough -- EndRdx-I(A), StdPrt-ResDam/Def+(42), GldArm-3defTpProc(42)
Level 32: Overcharge -- Bmbdmt-Dam(A), Bmbdmt-Acc/Rech/End(42), Bmbdmt-Dam/Rech(43), Bmbdmt-Acc/Dam/Rech(43), Bmbdmt-Acc/Dam/Rech/End(43), Bmbdmt-+FireDmg(45)
Level 35: Tough Hide -- LucoftheG-Def/EndRdx(A), LucoftheG-Def(45), LucoftheG-Def/Rchg+(45)
Level 38: Dull Pain -- DctWnd-Heal/EndRdx(A), DctWnd-EndRdx/Rchg(46), DctWnd-Heal/Rchg(46), DctWnd-Heal(46), DctWnd-Rchg(48)
Level 41: Weave -- LucoftheG-Def/EndRdx(A), LucoftheG-Def(48), LucoftheG-Def/Rchg+(48)
Level 44: Aim -- RechRdx-I(A), GssSynFr--Build%(50)
Level 47: Afterburner -- LucoftheG-Def/Rchg+(A)
Level 49: Stealth -- LucoftheG-Def/Rchg+(A)
Level 1: Brawl -- Empty(A)
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 2: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(13)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- EndMod-I(A), PrfShf-EndMod(13), PrfShf-End%(15)
Level 2: Swift -- Run-I(A)
Level 1: Opportunity
Level 4: Ninja Run
------------

 

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The other Steadfast Resistance/End could be swapped with the generic end redux IO in Tough.  That's inch you closer to the 75% on Smashing/Lethal and only cost 0.03 endurance over what you have.  

For a build using cheap sets this is probably as far as you're going to go without dramatically changing some slots to use different sets.  You're unlikely to get much more damage with just yellow IO slotting so I wouldn't worry about it. 

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