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Critique my elec/regen

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I took some ideas from the other elec/regen post and put my spin on it.


Hero Plan by Mids' Reborn : Hero Designer

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Level 50 Technology Sentinel
Primary Power Set: Electrical Blast
Secondary Power Set: Regeneration
Power Pool: Fighting
Power Pool: Speed
Power Pool: Leaping
Power Pool: Leadership
Ancillary Pool: Electricity Mastery

Hero Profile:
Level 1: Charged Bolts -- SprWntBit-Acc/Dmg(A), SprWntBit-Dmg/Rchg(3), SprWntBit-Acc/Dmg/EndRdx(3), SprWntBit-Acc/Dmg/Rchg(5), SprWntBit-Dmg/EndRdx/Acc/Rchg(5), SprWntBit-Rchg/SlowProc(7)
Level 1: Fast Healing -- DctWnd-Heal/EndRdx(A), DctWnd-EndRdx/Rchg(31), DctWnd-Rchg(34), DctWnd-Heal(37), DctWnd-Heal/Rchg(37), DctWnd-Heal/EndRdx/Rchg(42)
Level 2: Ball Lightning -- SprOppStr-Acc/Dmg(A), SprOppStr-Dmg/Rchg(7), SprOppStr-Acc/Dmg/Rchg(9), SprOppStr-Acc/Dmg/EndRdx(9), SprOppStr-Rchg/+Opportunity(11), Bmbdmt-+FireDmg(11)
Level 4: Reconstruction -- Ags-ResDam/EndRdx(A), Ags-ResDam/Rchg(37), Ags-ResDam/EndRdx/Rchg(39), Ags-ResDam(39), Prv-Heal(39), Prv-Heal/Rchg(40)
Level 6: Zapping Bolt -- GldJvl-Acc/End/Rech(A), GldJvl-Dam/End/Rech(13), GldJvl-Acc/Dmg/End/Rech(13), GldJvl-Dam/Rech(15), GldJvl-Acc/Dmg(15), GldJvl-Dam%(17)
Level 8: Aim -- GssSynFr--Build%(A), RechRdx-I(46)
Level 10: Quick Recovery -- PwrTrns-+Heal(A)
Level 12: Tesla Cage -- SprEnt-Acc/Hold(A), SprEnt-Hold/Rchg(19), SprEnt-End/Rchg(19), SprEnt-Acc/Hold/End(21), SprEnt-Acc/Hold/End/Rchg(21), SprEnt-Rchg/AbsorbProc(31)
Level 14: Instant Regeneration -- Prv-Heal(A), Prv-Heal/EndRdx(17), Prv-EndRdx/Rchg(43), Prv-Heal/Rchg(43), Prv-Heal/Rchg/EndRdx(43), Prv-Absorb%(46)
Level 16: Dismiss Pain -- Pnc-Heal(A), Pnc-Heal/+End(42)
Level 18: Voltaic Sentinel -- BldMnd-Dmg(A), OvrFrc-Dam/KB(27), BldMnd-Dmg/EndRdx(23), SlbAll-Dmg(25), BldMnd-Acc/Dmg(23), SlbAll-Build%(27)
Level 20: Integration -- NmnCnv-Heal(A), NmnCnv-Regen/Rcvry+(40)
Level 22: Boxing -- Empty(A)
Level 24: Tough -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(25)
Level 26: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(29), LucoftheG-Def/Rchg(29), ShlWal-ResDam/Re TP(31)
Level 28: Resilience -- RctArm-ResDam/EndRdx(A), RctArm-ResDam/Rchg(36), RctArm-ResDam/EndRdx/Rchg(36), RctArm-ResDam(36)
Level 30: Super Speed -- BlsoftheZ-Travel/EndRdx(A)
Level 32: Thunderous Blast -- SprFrzBls-Acc/Dmg(A), SprFrzBls-Dmg/EndRdx(33), SprFrzBls-Acc/Dmg/EndRdx(33), SprFrzBls-Acc/Dmg/Rchg(33), SprFrzBls-Dmg/EndRdx/Acc/Rchg(34), SprFrzBls-Rchg/ImmobProc(34)
Level 35: Second Wind -- RechRdx-I(A), RechRdx-I(40)
Level 38: Super Jump -- BlsoftheZ-ResKB(A)
Level 41: Maneuvers -- LucoftheG-Def/EndRdx/Rchg(A)
Level 44: Havoc Punch -- Mk'Bit-Acc/Dmg(A), Mk'Bit-Dmg/EndRdx(45), Mk'Bit-Dmg/Rchg(42), Mk'Bit-Acc/EndRdx/Rchg(45), Mk'Bit-Acc/Dmg/EndRdx/Rchg(45), Mk'Bit-Dam%(46)
Level 47: Lightning Field -- Obl-Dmg(A), Obl-Acc/Rchg(48), Obl-Dmg/Rchg(48), Obl-Acc/Dmg/Rchg(48), Obl-Acc/Dmg/EndRdx/Rchg(50), Obl-%Dam(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-Stlth(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Health -- RgnTss-Regen+(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- PrfShf-End%(A)
Level 50: Musculature Core Paragon
Level 50: Ion Radial Final Judgement
Level 50: Degenerative Radial Flawless Interface
Level 50: Longbow Core Superior Ally
Level 50: Support Radial Embodiment
Level 50: Clarion Partial Core Invocation


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I'm not sure you were doing yourself any favors by copying that build. 


First off, Incarnates. You don't need Clarion, at all.  You could pick up Barrier instead, or Ageless, or Rebirth for that matter.  Support Hybrid is OK if that what you're trying to pull off.  Supporting a team.  If you're intention was getting more defense, then Melee Hybrid (either flavor depending on where the build goes) can be a bit more useful to you personally.  The Assault hybrids are there for damage.  


The damage is OK (purely because Sentinel Electrical is pretty good by default), it could be better, but what you have is OK.  

There are several things I generally agree with in the build, but there is just so much more of it that begs the question of "what is this?".  

I personally don't understand the appeal of Lightning Field in this build and the skipping of Short Circuit.  Short Circuit is also PBAoE and complements that choice.  However, melee defense is pretty low compared to your other categories.  That seems somewhat contradictory.  

I'm not sure if you know this, but Tesla Cage has the highest base damage of any of your single target attacks.  Unenhanced its 120 dmg at 50.  Slotting it like a damage power and enhancing it by the 126-134% like your other powers will give you a substantial DPS increase.  Tesla Cage is one of the rare powers on Sentinels where it has a reasonable base CC duration (8 seconds), but its damage is real value of the power.  In a Blaster/Corruptor/Defender build it can make sense to slot the CC powers for their CC.  Those ATs do not always have passive defensive abilities in their non-range powers.  Sentinels have an entire secondary devoted to mitigation.  There is very little reason to kneecap your damage to chase CC duration that isn't necessary.  

Lightning Bolt can potentially be a good choice.  It will depend a lot on where you'd end up on recharge if you change your build plan.  You could run Tesla Cage (seriously, slot it for damage) -> Charged Bolts -> Zapping Bolt -> Charged Bolts on tougher singular targets.  Charged Bolts would need to recharge within Zapping Bolt's animate (1.188) to pull that off.  As it is right now, you'd have a minor 0.1 gap for the second Charged Bolt.  Even slight gaps aren't that bad.  Average human reaction time generally won't notice even a quarter second of lag time from visual mediums.  Anyway, you don't necessarily need Lightning Bolt, but you probably do want a bit more global recharge.  

Regen benefits a lot from global recharge to make powers like Reconstruction available more often.  Second Wind too.  Hell, even Moment of Glory.  Let's talk about how MoG interacts for a moment.  

Moment of Glory has a 15 second duration and it is practically guaranteed immortality for that time frame except vs psionic damage.  It does have a long recharge, and it cannot be made permanent.  It is not an "oh crap" button.  It can be, but I find heals are better for that, especially Second Wind. MoG can work just as well as "that spawn looks tough, let's be nearly immune to the alpha".  Furthermore, MoG and Barrier can play leap frog with their effects.  Barrier when activated will have a huge spike in defense and resistance then wind down to just 5% to resist/defense for the remaining duration.  This is also why I brought up Melee Hybrid (though Support could work too).  You'd end up with 3 powers to juggle eating certain alpha strikes when you deem it necessary.  That kind of strategy can help you ease off trying to push high defenses with IO sets alone.  The logic of pushing high defenses on Regen is actually tough to do on Sentinels (largely due to a number of limitations in set diversity plus power damage scaling) without hindering your overall damage potential (which you're doing with this build).  

So that's the big topics.  I won't go into each power specifically beyond what I've said.  I tend to prefer pushing more recharge first.  If I can get defenses to 20%, then great.  Otherwise, I don't chase Winter sets for their lopsided Fire/Cold defense unless I am specifically trying to tackle those kind of enemies.  Energy, Smashing, and Lethal defense are far more common, and you could use more of those bonuses.  You don't need to try to soft-cap Regen, and really you shouldn't unless you're OK with the decline in damage that comes with it.  

Edited by oldskool

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