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What sentinel build to go with


Degatez

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Hey there peeps!

So I have always played melee classes. But I am wanting to branch out a bit. Sentinels sound interesting. So i was hoping someone could point me in the direction of a good/fun sentinel build to try. Opinions are very welcome and appreciated.

 

Thanks

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I tend to lean towards the following secondaries: 

 

Super Reflexes

Energy Aura

Invulnerability

Ninjutsu 

 

Any of those 4 trend towards being some of the easiest to build while also including enough perks to be worth their while.  You can soft-cap any of those 4.  Invulnerability may not be as easy, depending on the build, but it most certainly has the potential.  

Most of the other sets range in effectiveness.  I generally lean towards defense-oriented secondaries for lower hit point cap ATs like the Sentinel/Stalker.  However, Radiation Armor and Electrical Armor are very strong resistance-oriented sets.  

There are only two secondaries that I would caution taking.  Fiery Aura and Ice Armor.  Fiery Aura gives up too much, in my opinion, for what it gains on Sentinels.  Ice Armor only really works with a big investment in IOs, and even then it has multiple powers that really suck.  Both Fiery Aura and Ice Armor from Sentinels incorporate powers that exist in Homecoming Blaster secondaries.  The Sentinel versions of these powers pale in comparison.  Ice Armor on Sentinels has Hoarfrost, just like the melee version, and it can be made perma.  That will cap your HP if you give even any passing thought to it plus collect your accolades.  This turns one of the final powers into a near useless choice that really just gives you more slow resistance.   Fiery Aura and Ice Armor are generally big losers on Sentinel endurance management tools when viewed against the other sets design choices.  Sentinel Ice Armor does include Icy Bastion like Stalkers for its T9.  Its an awesome power that has a really long downtime.  You can make either work, but you may feel like pulling your hair out while you level.  

For primaries, well you can generally make any of them work.  Sentinels aren't exactly Pylon time award winners, but they can be made more effective than their reputation may sound.  There are certain power sets that trend towards being better than others, but most of the sets can turn out well if you're not completely turned off by damage proc slotting.  

Assault Rifle and Energy Blast tend to be the sets that have the steepest hill to climb when looking at pure full set bonus builds.  Even with damage procs they'll only ever be "OK".  Archery can seem to struggle for some player's tastes.  Archery doesn't have much going for it in the way of additional proc slotting potential which in turn lowers its optimization ceiling when compared to some other sets.  Still, despite its perceived failings I tend to enjoy Archery.  That set just works better with a very high amount of recharge to cut out the need for its weaker starting attacks.  

Water Blast is a solid set but its single-target is notably light.  You can build this up, again with procs, but the highlight to the set is its strong AoE potential.  Since many players navel gaze at the lower caps on AoE targets of the Sentinel, Water Blast offers a set that overrules that design choice.  Sonic Blast does too for that matter, but I'm not a big fan of it.  

Electrical Blast actually is a solid Sentinel set if you'd like an alternative to Fire Blast.  If you're feeling bold and like the proc idea, then Ice Blast can be turned from chicken crap into chicken salad.  Psychic Blast, if you don't mind some of the hurdles it faces, has the hardest hitting single target power out of the entire AT.  Dark Blast is a flexible set and includes a bit more mitigation than other primaries.  Do not bother taking Life Drain for the heal.  Sentinel Life Drain has the lowest healing percentage out of every AT in the game.  Do take that power if you want to proc it out and convert it into a more effective attack.  

Edited by oldskool
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Oldskool has a great overall writeup. If I were to recommend just one fun build to try out Sentinels, I'd say Elec/SR.

 

- Sentinel SR is the best version of Super Reflexes available in the game. You get passive mez protection, a fast recharge absorb power, and a quick recovery clone. It's easy to build for, shoot for the softcap and you're golden. It leaves you a lot of room to focus on attacking.

- Sentinel Elec blast is also the best version of this powerset. You get a proper tier3 blast in Zapping Bolt, animating as fast as Blaze. Tesla Cage turns into a tier4 blast while retaining its hold effect. Thunderous Blast is on a 90s recharge instead of the slooow 170s recharge of the original, and this 90s recharge Thunderous Blast keeps its strong -recovery and -endurance secondary effects. Ergo, it is very easy to fully sap entire spawns just by going through one Aim, Ball Lightning, Thunderous Blast, Ball Lightning, Short Circuit rotation, a combo that is available every 25-30 seconds on a highend build.

 

This makes for an especially fun Sent to try out if you have experience with the powersets on other ATs, because it's just the same except... better.

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Just maxed out a DP/Inv Sentinel.

ABSOLUTE BEAST!

And tons of fun to play.

 

Spoiler

Hero Plan by Mids' Hero Designer 1.962
http://www.cohplanner.com/

Click this DataLink to open the build!

DEADEYE: Level 50 Magic Sentinel
Primary Power Set: Dual Pistols
Secondary Power Set: Invulnerability
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Flight
Power Pool: Speed

Hero Profile:
Level 1: Dual Wield -- SprSntWar-Acc/Dmg:50(A), SprSntWar-Dmg/Rchg:50(3), SprSntWar-Acc/Dmg/Rchg:50(3), SprSntWar-Acc/Dmg/EndRdx:50(5), SprSntWar-Acc/Dmg/EndRdx/Rchg:50(5), SprSntWar-Rchg/+Absorb:50(7)
Level 1: Temp Invulnerability -- UnbGrd-ResDam:50(A), UnbGrd-ResDam/EndRdx:50(7), UnbGrd-Rchg/ResDam:50(9), UnbGrd-ResDam/EndRdx/Rchg:50(9), StdPrt-ResDam/Def+:30(11), GldArm-3defTpProc:50(11)
Level 2: Empty Clips -- SprOppStr-Acc/Dmg:50(A), SprOppStr-Dmg/Rchg:50(13), SprOppStr-Acc/Dmg/Rchg:50(13), SprOppStr-Acc/Dmg/EndRdx:50(15), SprOppStr-Acc/Dmg/EndRdx/Rchg:50(15), SprOppStr-Rchg/+Opportunity:50(17)
Level 4: Resist Physical Damage -- RctArm-ResDam:40(A), RctArm-ResDam/EndRdx:40(21), RctArm-ResDam/Rchg:40(23), RctArm-ResDam/EndRdx/Rchg:40(23)
Level 6: Durability -- RctArm-ResDam:40(A), RctArm-ResDam/EndRdx:40(25), RctArm-ResDam/Rchg:40(25), RctArm-ResDam/EndRdx/Rchg:40(27)
Level 8: Suppressive Fire -- Apc-Dmg/Rchg:50(A), Apc-Acc/Dmg/Rchg:50(27), Apc-Acc/Rchg:50(29), Apc-Dmg/EndRdx:50(29), Apc-Dam%:50(31)
Level 10: Dull Pain -- DctWnd-Heal/Rchg:50(A), NmnCnv-Heal/Rchg:50(31), Pnc-Heal/Rchg:50(31)
Level 12: Swap Ammo
Level 14: Kick -- FrcFdb-Rechg%:50(A)
Level 16: Unyeilding -- UnbGrd-ResDam:50(A), UnbGrd-ResDam/EndRdx:50(33), UnbGrd-Rchg/ResDam:50(33), UnbGrd-ResDam/EndRdx/Rchg:50(33)
Level 18: Bullet Rain -- Rgn-Dmg/Rchg:50(A), Rgn-Acc/Dmg/Rchg:50(34), Rgn-Acc/Rchg:50(34), Rgn-Dmg/EndRdx:50(34), Rgn-Knock%:50(36)
Level 20: Environmental Resistance -- RctArm-ResDam:40(A), RctArm-ResDam/EndRdx:40(36), RctArm-ResDam/Rchg:40(36), RctArm-ResDam/EndRdx/Rchg:40(37)
Level 22: Tough -- UnbGrd-ResDam:50(A), UnbGrd-ResDam/EndRdx:50(37), UnbGrd-Rchg/ResDam:50(37), UnbGrd-ResDam/EndRdx/Rchg:50(39)
Level 24: Weave -- LucoftheG-Rchg+:50(A), LucoftheG-Def:50(39), ShlWal-ResDam/Re TP:50(39), Rct-ResDam%:50(40)
Level 26: Executioner's Shot -- SprWntBit-Acc/Dmg:50(A), SprWntBit-Dmg/Rchg:50(40), SprWntBit-Acc/Dmg/EndRdx:50(40), SprWntBit-Acc/Dmg/Rchg:50(42), SprWntBit-Dmg/EndRdx/Acc/Rchg:50(42), SprWntBit-Rchg/SlowProc:50(42)
Level 28: Combat Jumping -- LucoftheG-Rchg+:50(A), LucoftheG-Def:50(43)
Level 30: Invincible -- LucoftheG-Rchg+:50(A), LucoftheG-Def:50(43)
Level 32: Piercing Rounds -- SprFrzBls-Acc/Dmg:50(A), SprFrzBls-Dmg/EndRdx:50(43), SprFrzBls-Acc/Dmg/EndRdx:50(45), SprFrzBls-Acc/Dmg/Rchg:50(45), SprFrzBls-Dmg/EndRdx/Acc/Rchg:50(45), SprFrzBls-Rchg/ImmobProc:50(46)
Level 35: Tough Hide -- LucoftheG-Rchg+:50(A), LucoftheG-Def:50(46)
Level 38: Hover -- LucoftheG-Rchg+:50(A), LucoftheG-Def:50(46)
Level 41: Hail of Bullets -- SprAvl-Acc/Dmg:50(A), SprAvl-Dmg/EndRdx:50(48), SprAvl-Acc/Dmg/EndRdx:50(48), SprAvl-Acc/Dmg/Rchg:50(48), SprAvl-Acc/Dmg/EndRdx/Rchg:50(50), SprAvl-Rchg/KDProc:50(50)
Level 44: Hasten -- RechRdx-I:50(A), RechRdx-I:50(50)
Level 47: Fly -- WntGif-ResSlow:50(A)
Level 49: Afterburner -- Ksm-ToHit+:30(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 -- Clr-Stlth:50(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Health -- Pnc-Heal/+End:50(A), NmnCnv-Regen/Rcvry+:50(17), Mrc-Rcvry+:40(19)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- PrfShf-End%:50(A), PrfShf-EndMod:50(19), EndMod-I:50(21)
Level 12: Cryo Ammunition
Level 12: Incendiary Ammunition
Level 50: Agility Core Paragon
Level 12: Chemical Ammunition
------------

 

| Copy & Paste this data into Mids' Hero Designer to view the build |
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|-------------------------------------------------------------------|

 

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If you want to be godlike, pick anything.

If you want to be GOD, pick a TANK!

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1 hour ago, oldskool said:

Most of the other sets range in effectiveness.  I generally lean towards defense-oriented secondaries for lower hit point cap ATs like the Sentinel/Stalker.  However, Radiation Armor and Electrical Armor are very strong resistance-oriented sets.  

I can understand this motivation. But I've moved away from it.

 

In terms of armor sets, most of the time you're going to get about a third of the way to cap from a toggle. That is, if you've got a toggle that increases Defense you'll get about +15% (a third of the way to 45%) while a comparable Resist toggle would give you about +25% (a third of the way to 75%).

 

The problem is that this ratio is not preserved anywhere else. The only resist toggle you can take from pools is Toughness (which only applies to S/L). In contrast, you can get an equivalent level of universal defense from stacking pool powers. In a team, you are far more likely to receive +defense bonuses than you are +resist bonuses.

 

In IO set bonuses, this trend continues. Winter/Purple/ATO sets grant +5% Defense or +6% Resists - nearly the same value. The unique resist/defense IOs grant +6% Defense vs. +8% Resist.

 

What this means in practice is that a Resist-based build will be able to hard-cap critical Resists and then get ~30% to critical Defenses while a Defense-based build will be able to soft-cap Defenses but generally have sub-50% Resists even on S/L. Defense also tends to be a less reliable form of mitigation than Resist. If you're taking damage of a certain type, then Resist will always apply. Defense can often be circumvented. When it is circumvented, it's often catastrophic because you're taking nearly full damage.

 

In contrast, the peril of a Resist-based approach is that you'll soak down more debuffs. But moving slowly or having trouble hitting is a lot less of a hindrance than 'dead'.

 

 

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37 minutes ago, Hjarki said:

I can understand this motivation. But I've moved away from it.

 

In terms of armor sets, most of the time you're going to get about a third of the way to cap from a toggle. That is, if you've got a toggle that increases Defense you'll get about +15% (a third of the way to 45%) while a comparable Resist toggle would give you about +25% (a third of the way to 75%).

 

The problem is that this ratio is not preserved anywhere else. The only resist toggle you can take from pools is Toughness (which only applies to S/L). In contrast, you can get an equivalent level of universal defense from stacking pool powers. In a team, you are far more likely to receive +defense bonuses than you are +resist bonuses.

 

In IO set bonuses, this trend continues. Winter/Purple/ATO sets grant +5% Defense or +6% Resists - nearly the same value. The unique resist/defense IOs grant +6% Defense vs. +8% Resist.

 

What this means in practice is that a Resist-based build will be able to hard-cap critical Resists and then get ~30% to critical Defenses while a Defense-based build will be able to soft-cap Defenses but generally have sub-50% Resists even on S/L. Defense also tends to be a less reliable form of mitigation than Resist. If you're taking damage of a certain type, then Resist will always apply. Defense can often be circumvented. When it is circumvented, it's often catastrophic because you're taking nearly full damage.

 

In contrast, the peril of a Resist-based approach is that you'll soak down more debuffs. But moving slowly or having trouble hitting is a lot less of a hindrance than 'dead'.

There are some fair points to consider here.  Still, I prefer defense-based.  This has worked out in practice far more than it hasn't.  

Furthermore, I'd be very cautious in recommending Winter sets as a universal defense hole plugger for the Sentinel AT.  Those kinds of builds are the precise reason why there are numerous threads in this subforum running on for 5+ pages of people bickering about damage.  Any other AT with a higher damage multiplier and more consistent inherent can easily make use of the Winter sets without the loss of performance that Sentinel's experience.  

Loading up on Winter sets to gain several of those +5% bonuses can be a fine strategy with a limited number of sets.  Those would be the ones with the least amount of options to explore damage proccing exist (i.e., Fire Blast, Archery, Psychic Blast, Electrical Blast - partially).  I get that many folks do not like that procs help raise Sentinel damage to what becomes more competitive with other ATs.  However, that is reality of the current game implementation.  

So yes, what you present is certainly an option.  It is why I point out Radiation and Electric armors specifically vs also talking about Dark Armor in that same sentence.  Radiation and Electric both have other consistent effects that make them better than just resistance-based.  Their particular layering of mitigation options works well with any level of defense investment where the more is the merrier.  

However, this idea does not work with all Sentinel combinations.  The Defense sets are generally easier to do this with, and still allow for flexibility in damage dealing.  It is a more universal approach vs a specialized one.  

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Thank you guys for your reply's. It seems like there is a lot to consider and learn about this AT. I do appreciate you guys taking the time to give me all this information. It is very much appreciated. I did notice that Willpower wasn't brought up. Is that secondary trash for this AT? I have used it quite a bit on brute's and scrappers. I enjoyed that secondary on those classes. What are your opinions/thoughts on that?

 

Again, thanks for your advice/opinions.

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3 minutes ago, Degatez said:

Thank you guys for your reply's. It seems like there is a lot to consider and learn about this AT. I do appreciate you guys taking the time to give me all this information. It is very much appreciated. I did notice that Willpower wasn't brought up. Is that secondary trash for this AT? I have used it quite a bit on brute's and scrappers. I enjoyed that secondary on those classes. What are your opinions/thoughts on that?

 

Again, thanks for your advice/opinions.

I've got an Energy/WP Sentinel that I enjoyed playing last year.  It's fun to play, but less optimized than any of the advice/builds you'd get from experts like @oldskool or @nihilii

 

Sent WP is difficult to soft-cap defense or to cap all resistances; however, I compensated for that by really leaning into regen/rec.  This made it a lot tougher, but definitely vulnerable to heavy alpha strikes from higher-level/more-complex enemies. 

 

If you're going to go WP, I recommend a complementary primary with good debuffs, like Dark, Psychic, Rad, Sonic, Water, etc.  Avoid pairing pure damage primaries (like Energy or Fire) with WP.  That's just my opinion: someone more experienced with WP Sentinels might have better advice.

 

@Rathstar

Energy/Energy Blaster (50+3) on Everlasting

Energy/Temporal Blaster (50+3) on Excelsior

Energy/Willpower Sentinel (50+3) on Indomitable

Energy/Energy Sentinel (50+1) on Torchbearer

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1 hour ago, Degatez said:

Thank you guys for your reply's. It seems like there is a lot to consider and learn about this AT. I do appreciate you guys taking the time to give me all this information. It is very much appreciated. I did notice that Willpower wasn't brought up. Is that secondary trash for this AT? I have used it quite a bit on brute's and scrappers. I enjoyed that secondary on those classes. What are your opinions/thoughts on that?

 

Again, thanks for your advice/opinions.

I've written about Willpower a number of times.  There is a synopsis of it in the sticky of this subforum, and if you scroll down a bit there is a discussion on Fire Blast/Willpower to another curious user.  

I somewhat disagree with @Rathulfr about pairing Fire with Willpower.  In fact, the advice I give on pairing Fire Blast and Willpower comes back to everything @Hjarkiis discussing.  That is using Winter sets in order to bolster defense.  I don't generally like recommending that path, but it certainly a possibility with Fire Blast and Willpower.  You can build up to 40%+ defenses while still having high hit points, regen, and modest resistance.  Fire Blast is self contained enough that it isn't hindered that much by the loss of procs.  

Now, what @Rathulfris really saying about pairing a highly offensive primary with Willpower on Sentinels relates to the leveling experience.  There is going to be a very big gap in how Fire/WP plays from levels 1-49 vs how it will play with full nuts-outs superior versions of defensive heavy IO sets at 50+.  So I only somewhat disagree because some narrow bands of primaries plus Willpower can work out reasonably well at endgame.  Some combos will have a slightly smoother transition from level 1 to 50.  Few, if any at all, accomplish both while simultaneously keeping a majority its damage (referring to overall damage potential, not ED capping) intact.  

Willpower is an OK set on Sentinels.  With the right primary and a plan at 50, it can probably be very good.  However, IO set diversity on Sentinels just isn't at the same level as it is on melee ATs.  That makes closing Willpower's (and by extension Bio Armor) gaps more tricky.  Its not impossible, but it just doesn't come across as intuitive to me.  YMMV though.  Some folks love WP in all its forms.  Here, it trends on taking a backseat.  Invulnerability is nearly better in every way in this AT.  The biggest difference there is Psi resist and that can be overstated on occasion.  

Edited by oldskool
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I defer to @oldskool, as he is indeed The Sentinel Whisperer😉

 

Edited by Rathulfr
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@Rathstar

Energy/Energy Blaster (50+3) on Everlasting

Energy/Temporal Blaster (50+3) on Excelsior

Energy/Willpower Sentinel (50+3) on Indomitable

Energy/Energy Sentinel (50+1) on Torchbearer

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1 minute ago, oldskool said:

@Rathulfr, thanks.  

You sell your own advice too short.  I think you often present valuable insights since we both have different perspectives on how to approach the AT.  As I said yesterday, what you present isn't wrong.  

I appreciate your encouragement.  Sometimes I feel like I'm stuck between a rock and a hard place when it comes to Sentinels.  I really do love Sentinels, and would prefer to play them, if they were just a smidge better with DPS.  But this runs me afoul of the Sentinel haters, who often sound like they'd rather see the AT deleted entirely; however, it also runs me afoul of the Sentinel zealots, who are convinced that my criticisms are unjustified.  It seems like I can't win for losing, so I try to bite my tongue or couch my comments as gently as possible, to avoid triggering either camp.

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@Rathstar

Energy/Energy Blaster (50+3) on Everlasting

Energy/Temporal Blaster (50+3) on Excelsior

Energy/Willpower Sentinel (50+3) on Indomitable

Energy/Energy Sentinel (50+1) on Torchbearer

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Kinda surprised that no one really spoke about Bio apart from a slight side mention.

 

I've got 50s of fire/bio, fire/sr and fire/nin and by far, the added damage from Bio makes that one shine above the others. Being unkillable due to all the absorption is a nice bonus.

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AR/Dark is … difficult to optimize? But IMHO pretty fun, you get a lot of "soft" crowd control, can lock down bosses easily with chained stuns between disorienting shot and gloom, and with the regen and Opportunity Strikes in Full Auto, plus the soft control, it's pretty easy  to stay healed too.

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I am trying to figure out if the Strong and Pretty combination of Rad/Energy Aura can really work on an Iron-Woman type sentinel.

Why? Because Sentinel EA literally has a power in it called "Power Armor". And you can change rad to shoot x-ray beams out of your hands, which is about as power armor techy as you can get without carrying a weapon.

Thematically, Electricity mastery, especially havoc punch, seems to fit the theme extraordinarily well. and with lots of proc potential....well... let's just see how well it works. But the huge variety of power effects really FEELS like some girl built everything she could into a set of power armor, including the ability to punch a dude's lights out.

Edited by Frostweaver
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On 5/28/2020 at 4:32 AM, Degatez said:

Hey there peeps!

So I have always played melee classes. But I am wanting to branch out a bit. Sentinels sound interesting. So i was hoping someone could point me in the direction of a good/fun sentinel build to try. Opinions are very welcome and appreciated.

 

Thanks

Energy.  Energy Aura.  Elec Mastery.  (Havoc Punch for the 'lights out' punch.)

 

Lots of fun.

 

Azrael.

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