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Water/Bio build critique


Rumbleweed

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This is my first sentinel (L39 so far), and man, this build seems so constrained. Earlier build attempts have had problems:

  • Try #1 skipped T1, and had no gapless single target attack chain, even when including darkwand and sands of mu,
  • Try #2 had gapless single target attack chains and decent set bonuses, but did next to no damage
  • Try #3 has good damage due to procs with few set bonuses, gapless single target attack chains, and big aoe damage. But there is no aoe attack chain because they're on such long cooldowns, except for water burst, which you would prefer to use only with full tidal power.

And this ignores the fact that I'm not close to capping any def or res.

 

Part of the stickiness is that, because of sentinel mechanics, you pretty much need to take almost everything in primary and secondary. Further, water has the tidal power mechanic which also really rewards you for taking almost everything in primary. And top of that, there is very little in the way of set bonuses that help with defensive weaknesses.

 

So, I'm mostly focusing on global recharge (+55% before hasten), global range (+25%), and procs. The procs are almost all damage, with a few Chance for +Recharge thrown in. I don't have a good feel for if swapping some damage for the various Chance for -Res procs would make a positive difference. Or if I should just give up on my RP powers (Knockout Blow, School of Sharks, and Afterburner) and pick the traditional Boxing/Tough/Weave instead.

 

Anyway, here's the plan... [Note: link uses the unofficial mids that supports the new IOs]

Spoiler

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!

Leviathan Jr: Level 50 Magic Sentinel
Primary Power Set: Water Blast
Secondary Power Set: Bio Armor
Power Pool: Flight
Power Pool: Speed
Ancillary Pool: Leviathan Mastery

Hero Profile:
Level 1: Aqua Bolt -- Thn-Acc/Dmg(A), Thn-Acc/Dmg/EndRdx(3), Thn-Dmg/EndRdx(3), TchofLadG-%Dam(5)
Level 1: Hardened Carapace -- TtnCtn-ResDam/EndRdx(A), TtnCtn-ResDam/Rchg(5), TtnCtn-ResDam(7), TtnCtn-ResDam/EndRdx/Rchg(7)
Level 2: Hydro Blast -- Thn-Acc/Dmg/EndRdx(A), Thn-Acc/Dmg/Rchg(9), Thn-Dmg/EndRdx(9), Dvs-Dmg/EndRdx(11), ExpStr-Dam%(11), ImpSwf-Dam%(13)
Level 4: Environmental Adaptation -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(13), LucoftheG-Def/EndRdx(15), Rct-ResDam%(15)
Level 6: Water Burst -- SprSntWar-Acc/Dmg/EndRdx(A), SprSntWar-Dmg/Rchg(17), SprSntWar-Acc/Dmg(17), Bmbdmt-+FireDmg(19), PstBls-Dam%(19), FrcFdb-Rechg%(21)
Level 8: Tidal Forces -- AdjTrg-Rchg(A), AdjTrg-EndRdx/Rchg(21)
Level 10: Adaptation 
Level 12: Dehydrate -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(23), Thn-Acc/Dmg/EndRdx(23), TchoftheN-%Dam(25), ImpSwf-Dam%(25), TchofLadG-%Dam(27)
Level 14: Fly -- WntGif-ResSlow(A)
Level 16: Ablative Carapace -- DctWnd-Heal/Rchg(A), DctWnd-Heal/EndRdx/Rchg(27)
Level 18: Water Jet -- Thn-Dmg/EndRdx(A), Thn-Acc/Dmg/EndRdx(29), Thn-Acc/Dmg(29), Apc-Dmg/EndRdx(31), Apc-Dam%(31), ImpSwf-Dam%(31)
Level 20: Rebuild DNA -- DctWnd-Heal/EndRdx/Rchg(A), NmnCnv-Heal/EndRdx/Rchg(33), Prv-Heal/Rchg/EndRdx(33)
Level 22: Whirlpool -- Artl-Acc/Dam(A), Artl-Dam/End(33), Artl-Acc/Rech/Rng(34), Bmbdmt-Dam(34), PstBls-Dam%(34), Bmbdmt-+FireDmg(36)
Level 24: Inexhaustible -- Pnc-Heal/+End(A)
Level 26: Hover -- LucoftheG-Def/Rchg+(A), Ksm-ToHit+(36), ShlWal-ResDam/Re TP(36)
Level 28: Athletic Regulation -- Flight-I(A)
Level 30: Hasten -- RechRdx-I(A), RechRdx-I(37)
Level 32: Geyser -- SprOppStr-Acc/Dmg(A), SprOppStr-Rchg/+Opportunity(37), SprOppStr-Acc/Dmg/Rchg(37), SprOppStr-Acc/Dmg/EndRdx(39), SprOppStr-Acc/Dmg/EndRdx/Rchg(39), FrcFdb-Rechg%(39)
Level 35: Genomic Evolution -- UnbGrd-Max HP%(A), UnbGrd-ResDam/EndRdx(40), StdPrt-ResDam/Def+(40), GldArm-3defTpProc(40)
Level 38: Steam Spray -- PstBls-Dam%(A), PstBls-Dmg/Rng(42), PstBls-Acc/Dmg(42), PstBls-Dmg/EndRdx(42), PstBls-Acc/Dmg/EndRdx(43), TchofLadG-%Dam(43)
Level 41: Parasitic Leech -- DctWnd-Heal/Rchg(A), DctWnd-Heal/EndRdx/Rchg(43), Prv-Heal/Rchg/EndRdx(45), Prv-Heal/Rchg(45)
Level 44: Knockout Blow -- Hct-Dmg(A), Hct-Dam%(45), Hct-Acc/Dmg/Rchg(46), Hct-Acc/Rchg(46), Hct-Dmg/EndRdx(46), UnbCns-Dam%(48)
Level 47: School of Sharks -- PstBls-Acc/Dmg(A), PstBls-Dmg/EndRdx(48), PstBls-Dam%(48), PstBls-Dmg/Rng(50), PstBls-Acc/Dmg/EndRdx(50), TraoftheH-Dam%(50)
Level 49: Afterburner -- LucoftheG-Def/Rchg+(A)
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 -- Clr-Stlth(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run 
Level 2: Swift -- Flight-I(A)
Level 2: Health -- Mrc-Rcvry+(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- PrfShf-End%(A)
Level 26: Defensive Adaptation 
Level 26: Efficient Adaptation 
Level 26: Offensive Adaptation 
------------

 

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Obviously, its up to you, but what you have isn't that bad for going glass cannon damage.  Its definitely light on defense, but I don't feel like it is necessary to soft-cap Sentinel Bio Armor.  Then again it may be necessary if you're aiming to do the hardest content possible while solo.  

Anyway... You could potentially skip Aqua Bolt.  That Lady Grey isn't going to yield you much damage in that power since it animates and recharges very quickly.  In order for that proc to really be worth the time you'd need to consider sandwiching it between several power activation times to force the event.  I didn't feel it was worth doing.  

I often run Water Jet -> Dehydrate -> Hydro Blast.  This builds Tidal Focus to 3 stacks without using anything on Dehydrate.  So the next Water Jet will have the ring around it, and will get its Tidal perk.  

So a second round attacks looks like Water Jet -> slight pause for the game to catch up -> Water Jet -> Dehydrate -> Hydro Blast.  Now, I have 162% global recharge on my Water/Dark, and Water Jet runs 5x Apocalypse in my set up so it is quite different.  I bring this up though as a food for thought type thing.  You can skip Aqua Bolt or not.  Totally up to you.  

With your set up as it is, I'd probably consider another force feedback in Knockout Blow vs the extra proc.  That's not a bad idea, but the key word I used is "consider". 😉  

Whirlpool's finicky with procs.  It sounds great on paper, but it isn't that amazing in practice due to all of its quirks.  I'd consider maybe a full set there for bonuses, but again what you present isn't necessarily a bad idea.  

 

Generally when I look at procs in Sentinels, I put them in the single target power, but a good argument could be made to do that in the AoE instead.  I guess it boils down to what you want to get the most out of.  The all in approach with this build is going to feel extremely squishy, but you could also tailor your Incarnate picks to handle that.  Barrier is certainly a strong Destiny candidate for you here.  

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Single target I run the same chain you mention, and that works out really well.

 

Aqua Bolt I like to keep in for a few reasons. It gives me access to Offensive Opportunity. If I miss with Water Jet, Dehydrate, Hydro Blast, I can throw in an Aqua Bolt for that 3rd Tidal Power. And finally, when exemped to lower levels, it fills in the attack chain.

 

As far as the Aqua Bolt proc goes, Mids says the average added damage for the proc is only about 16 damage, but it's still more than even replacing it with a regular damage IO. Or are you more suggesting to take out the proc altogether and move the slot somewhere more impactful? Put a Heal in Inexhaustible or Heal/End in Ablative Carapace, perhaps...

 

I'm seriously considering swapping out the hold damage proc from Knockout Blow for Force Feedback. I was initially resisting it because it makes the attack so over the top damaging (Mids says ~580). But even without the proc, it does ~480, which is still higher than all my other attacks. It looks like the proc would go off most of the time, getting rid of the occasional minor stutter waiting for Water Jet to recharge in the single target attack chain.

 

I was figuring Intuition Radial Paragon (Alpha) for Damage, DefDebuff, Slow, Hold, and Range. Barrier Core Epiphany (Destiny) for +Res and +Def. Assault Radial Embodiment (Hybrid) for more aggressive play, and Control Radial Embodiment for more defensive play.

 

I'll keep an eye out for Whirlpool procs. If it looks like they're not performing effectively, I'll look into 6 slotting with Bombardment, Ragnarok, or Frozen Blast.

 

I agree he's running at the squishy end of the sentinel spectrum. Can't help but think I could make a more robust Water/* blaster, because you could probably skip half the secondary, grab boxing/tough/weave/maneuvers/patron armor, and softcap either range or S/L/E and have some decent resists. But I'd lose out on the 3 heals/absorbs and status protection. Oh well.

 

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14 minutes ago, Rumbleweed said:

As far as the Aqua Bolt proc goes, Mids says the average added damage for the proc is only about 16 damage, but it's still more than even replacing it with a regular damage IO. Or are you more suggesting to take out the proc altogether and move the slot somewhere more impactful? Put a Heal in Inexhaustible or Heal/End in Ablative Carapace, perhaps...

Pretty much.  

That average damage of 16pts is right.  You are also right that it is more than adding a minor amount of % damage via slotting.  16pts of damage in a power you hardly use isn't adding a lot to the build.  If there is no other place that the slot can go, then I get it.  Add moar damage.  However, if that slot can be used somewhere else, then it is worth dropping that proc.  Its a minor nitpick, but that's pretty much the stage you're at with the build.  Minor nitpicks to consider alternatives of slight gains.  😉 

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I will never again post a build or guide, as the last time I did that, and spent HOURS putting together a comprehensive guide, someone showed up and was decidedly a shit. So, I'll give you general advice on water in sentinels.

 

You want 170+% recharge, this gets your nuke up in 23 seconds and makes hasten perma. Sentinels have 2 main points, scrap level toughness and super fast nuke.

 

Attack chain is very flexible, as water is so powerful. I tend to go like this for the alpha chain,

 

Whirlpool>Tidal forces>Geyser>Steam spray>Water burst>Water blast>Dehydrate>hydro blast

 

Follow up chain while nuke recharges,

 

Water burst>water blast>dehydrate>hydro blast

 

I skipped the T1 attack.

 

Water Burst keeps things on their back, so you don't have to chase them.

 

Dehydrate is fully slotted with damage, the purple set no proc.

 

Whirlpool is actually really significant damage. Annihilation (I think, not at my PC) full set with res proc

 

Musculature alpha

 

Assault hybrid, 65% chance additional 5 stack, do not go chance for double, were not at cap.

Edited by SwitchFade
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8 hours ago, SwitchFade said:

I will never again post a build or guide, as the last time I did that, and spent HOURS putting together a comprehensive guide, someone showed up and was decidedly a shit. So, I'll give you general advice on water in sentinels.

Which is unfortunate.  One of the responses in one of those threads could have been written with a bit less condescending tone, but the general idea behind the guide was an interesting read.  

All builds are always just one way of going about things and almost always viewed through a narrow band of personal preference.  I hope you reconsider your stance of build/guides.  I've read your DB/EA Stalker chatter and found it interesting.  While it may not be how I went with my own character, I wouldn't suggest you delete it.  Same goes for your approach to Water/SR.  

Different perspectives can be helpful to other readers even if those of that post a lot have disagreements.  

Edited by oldskool
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