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Dual Pistols/Super Reflexes

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Hey all, so I'm a returning/new player (played a little before the server shutdown but wouldn't say avid...) Anyways I decided to run Dual Pistols because it was my favourite power before the shutdown and I picked SR as my secondary (couldn't resist sentinel after seeing the new archetype). But, I was wondering if I could get a little help with my enchantment slots? All I ask is that 3 goes to teleport cause I intend to take that as my travel power with the teleport enchantment set that grants stealth for a short time. 

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Hey Pyro. DP/SR is one of my fave toons. DP is probably my favourite attack set and SR is also my favourite Sentinel secondary (Nin a close second). 

Sent secondaries are extremely effective IMHO. that you don't need to 6-slot them. a lot of them can keep you alive with just 2, but I usually slot 3 or 4 to manage end consumption. Unless, of course, you're into the min/maxing thing, which I am not... that should leave you with enough slots for your travel power.

Also, take a look at Experimentation Speed of Sound. 1) it increases your speed a great deal. 2) It gives you Jaunt, which is a TP if you like TP, and its version of TP animates faster than Teleport or Mystic Flight's Translocation. Downside is, it guzzles end like there's no tomorrow. So I usually pick this up a little later in the game (15+). I slot Celerity Stealth + Celerity End (for a nice set bonus) and another end redux IO. With Speed of sound, you don't need to have Sprint on (which adds to your end consumption) and you can turn it off for escort missions which slows you down and makes you visible in one click... for those slow AF NPCs. 

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This is not a demanding combo on slots.  So you're in luck.  

Super Reflexes: 

Focused Fighting, Focused Senses, Evasion = At least 3 total slots.  Devote to 1 end plus 2 defense SOs/Common IOs OR a Defense, Defense/End, Defense/End/Recharge (or Defense/Recharge depending on how you feel on endurance consumption).  


Take 1 of Boxing or Kick (the choice doesn't matter).  Take Tough and at least 2 slot it.  Socket the Steadfast and Gladiator's Armor 3% to all defense uniques (+6% to all defenses!).  

Take Weave.  Slot it in the same manner as your SR toggles.  Do the same for Maneuvers.  


Dodge and Agile can be fine on just the default slot.  Both of the Sentinel Archetype Origin (ATO) sets offer boosts to melee and range defense.  So you can pick up the leftovers there and in other set bonuses.  

That'll get you 41.04% smashing and lethal defense with 45.1% AoE defense.  I'm not sure what version of Mids you have, but Evasion's true value can be higher than what some versions show.  Essentially, Evasion on Sentinels works the same as it does for Stalkers.  It is Evasion + Lucky (the passive power on Brutes/Scrappers/Tankers).  

Other powers... 

Enduring is essentially a stronger version of Stamina and you should consider slotting it with at least 3 slots (Stamina too).  With loaded common IO's these two powers offer you enough passive endurance to really not worry about running dry while attacking.  Malta Sappers can still drain you, but generally end isn't an issue for a lot of Sentinels.  

I highly recommend (as does most of the community) to take Master Brawler over Practiced Brawler.  You can devote as many or as few slots as you like.  

Dual Pistols: 

Core Powers - 

Pistols, Executioner's Shot, Bullet Rain, Hail of Bullets, Swap Ammo.   Everything else is preference, I promise.  

I recommend taking Empty Clips and Suppressive Fire. 

You may skip Piercing Rounds and Dual Wield if you like.  

If you take Teleport (you'll have enough slots for 3 slots easily), and Hasten (only 2 slot it) with Maneuvers plus Fighting Pool; you're done on power pools.  You could take all of the core powers from Dual Pistols, Empty Clips + Suppressive Fire, 6 slot ALL of them, and still have 17+ slots to spare.  

How you slot your powers on an individual power basis is largely preference too, and there are ways to add more damage via using procs (i.e., Lady Grey: Chance for Negative Damage in Pistols and Executioner's Shot) to improve damage beyond the baseline of the set.  If you're not sure about doing that, then that's OK.  Don't worry too much on it now, and just enjoy the ride.  If you'd like to know more, then feel to ask or I'm sure others will point out their individual preferences.  

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Posted (edited)

Thanks for the help guys, and ya I skipped dual wield thus far been going pistol > suppressive fire > empty clips rinse and repeat. 


EDIT: Mids' Reborn: Hero Designer v2.0.6.7


Edited by pyro32

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Truly support going teleport, though personally I've grown to hate it. That being said - mystic flight/the run with Jaunt just do teleport better IMO. But more power to you if you keep with Teleport. 

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now that I've compared it does seem a bit slow.. whereas Jaunt gives you no time to do another shift lol


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If you like flying, Mystic Flight offers a good combination of flight and teleport abilities. Speed of Sound, while faster with the TP, slows down your running/jet pack (from p2w lady) if you're attacked.

But my other melee toon has Speed of Sound's Jaunt in a macro that makes her tp from one target to the next. beats running after them. 😃 as long as they're unobstructed and in line of sight


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don't forget to turn redraw off in the costume editor... That makes a huge difference and I have forgotten several times.

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A little thing about Jaunt I've noticed the other night. I have it on a macro to select nearest target alive (beats running after them), so kill, jaunt to the next, repeat. but last time I used it on my melee toon, it would TP me away from the fight. I'd be in the middle, kill the creep, press the macro (see the next victim selected... with no obstruction between me and him... and boom I appear 20 feet away in a random direction away from where all the fighting is. happened several times in one night of playing. haven't played my toon since that time, so I haven't recreated the behaviour yet. could be my connection was laggy at the time??? could be my machine needing a restart. I don't know.

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4 minutes ago, Six Six said:

could be my connection was laggy at the time???

That would be my guess.  Client/Server desync.

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Verbogeny is one of many pleasurettes afforded a creatific thinkerizer.

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Posted (edited)

This is my DP/SR 'cheap version'

It is designed to run MoITF's with a small team, and to do most of Maria's arc solo at +3/8.
It also does well in DA at +2/8 (more than that and you start missing too much)


This is a 'melee sentinel', meaning that most of it's utility is at point blank or very short range. When you click hail of bullets, your defense instantly hits incarnate softcap, and is at normal softcap most of the time. Mind Probe is a melee attack.

Brawler is up most of the time, and should be used at a little over half health. At that point, you are capped for resistance, capped for defense, and have a healthy absorb pool... that is your 'fighting level' and between that and enduring's power transfer heal you should be nice and toasty at 800 HP the whole time.
I personally happen to be fond of the superspeed-teleport thing, but you can swap if you want.  Mind link is basically perma, which is a nice buff for your teammates too.

If you feel the need, you can replace unbreakable constraint's proc with an accuracy IO. It drops the damage a bit, but might be worth it for +4 AV's

And like I said, it's cheap... only 1 vrare (proc hold damage) and 3 pvp in the whole build.




Hero Plan by Mids' Reborn : Hero Designer

Click this DataLink to open the build!

Level 50 Science Sentinel
Primary Power Set: Dual Pistols
Secondary Power Set: Super Reflexes
Power Pool: Concealment
Power Pool: zn_Experimentation
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Psionic Mastery

Hero Profile:
Level 1: Pistols -- Thn-Acc/Dmg/EndRdx(A), Thn-Acc/Dmg(3), Thn-Dmg/EndRdx(3)
Level 1: Focused Fighting -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(5), Ksm-ToHit+(5), ShlWal-ResDam/Re TP(7)
Level 2: Focused Senses -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(7)
Level 4: Stealth -- LucoftheG-Def/Rchg+(A)
Level 6: Empty Clips -- SprOppStr-Rchg/+Opportunity(A), SprOppStr-Acc/Dmg/EndRdx/Rchg(11), SprOppStr-Acc/Dmg/EndRdx(13), SprOppStr-Acc/Dmg/Rchg(13), SprOppStr-Dmg/Rchg(15), SprOppStr-Acc/Dmg(15)
Level 8: Speed of Sound -- Clr-Stlth(A), WntGif-RunSpd/Jump/Fly/Rng/EndRdx(17), Clr-EndRdx(17), WntGif-RunSpd/Jump/Fly/Rng(19)
Level 10: Suppressive Fire -- Dcm-Build%(A), Dcm-Acc/Dmg/Rchg(19), Dcm-Acc/Dmg(21), Dcm-Dmg/Rchg(21), Dcm-Dmg/EndRdx(23)
Level 12: Bullet Rain -- SprSntWar-Rchg/+Absorb(A), SprSntWar-Acc/Dmg/EndRdx/Rchg(23), SprSntWar-Acc/Dmg/EndRdx(25), SprSntWar-Acc/Dmg/Rchg(25), SprSntWar-Dmg/Rchg(27), SprSntWar-Acc/Dmg(27)
Level 14: Master Brawler -- Prv-Heal/Rchg(A), Prv-Heal/Rchg/EndRdx(29), Prv-Absorb%(29), Prv-EndRdx/Rchg(31), Prv-Heal/EndRdx(31), Prv-Heal(31)
Level 16: Enduring -- PwrTrns-+Heal(A), PwrTrns-EndMod(33), PwrTrns-Dam/EndMod(33)
Level 18: Swap Ammo
Level 20: Dodge -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(33)
Level 22: Executioner's Shot -- Dcm-Acc/Dmg/Rchg(A), Dcm-Acc/EndRdx/Rchg(34), Dcm-Dmg/Rchg(34), Dcm-Dmg/EndRdx(34), Dcm-Acc/Dmg(36), TchofLadG-%Dam(36)
Level 24: Boxing -- Empty(A)
Level 26: Tough -- UnbGrd-ResDam/EndRdx(A), UnbGrd-ResDam/EndRdx/Rchg(36), UnbGrd-Max HP%(37), UnbGrd-ResDam(37), GldArm-3defTpProc(37), StdPrt-ResDam/Def+(39)
Level 28: Quickness -- Flight-I(A)
Level 30: Agile -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(39)
Level 32: Hail of Bullets -- Obl-%Dam(A), Obl-Acc/Dmg/EndRdx/Rchg(39), Obl-Acc/Dmg/Rchg(40), Obl-Dmg/Rchg(40), Obl-Dmg(40), FrcFdb-Rechg%(42)
Level 35: Evasion -- Rct-Def/EndRdx/Rchg(A), Rct-Def(42), Rct-Def/EndRdx(42), Rct-EndRdx/Rchg(43), Rct-Def/Rchg(43), Rct-ResDam%(43)
Level 38: Weave -- RedFrt-Def/Rchg(A), RedFrt-Def(45)
Level 41: Mind Probe -- CrsImp-Dmg/EndRdx/Rchg(A), CrsImp-Acc/Dmg(45), CrsImp-Dmg/EndRdx(45), CrsImp-Acc/Dmg/EndRdx(46), CrsImp-Acc/Dmg/Rchg(46)
Level 44: Dominate -- GldNet-Dam%(A), UnbCns-Dam%(46), GhsWdwEmb-Dam%(48), NrnSht-Dam%(48), GldJvl-Dam%(48)
Level 47: Link Minds -- GifoftheA-Run+(A), GifoftheA-Def(50), GifoftheA-Def/Rchg(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(9)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- EndMod-I(A), EndMod-I(11)
Level 50: Ion Total Core Judgement
Level 50: Reactive Core Flawless Interface
Level 49: Chemical Ammunition
Level 49: Cryo Ammunition
Level 49: Incendiary Ammunition
Level 50: Musculature Core Paragon





Edited by Frostweaver

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Great thing about SR is you can defense cap all positional defenses..  Which means you can do 3/8 easy.. 


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Make sure you check out the thread “The Matrix Build” as it’s totally focused on DP/SR for Sentinels.



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