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Greenmantle

Psychic Blast / Super Reflexes

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Hmm... Yes.  I have one because it is a combo I have in my roster.  I'm not real sure how useful it would be to you since it is not intended to be a leveling plan.  My Psi/SR is one of the few characters I have where I don't wish to exemplar because it is so back loaded on strength.  I also don't run travel powers on any of Sentinels.  This makes replicating everything I do a bit difficult for those that want quality of life things like that.  

So let's look at discussing this combo in two phases.  The first phase is leveling, and the second would be end game.  Actually, I won't spend a lot of time on /SR.  I've talked about it before on this forum, and my approach is almost the same every time I run it.  So if you read anything I post elsewhere on the topic, you'll know exactly what I'm talking about.  

Leveling phase... Psy Blast: 

 

Rule #1 of Sentinel Club.  Take everything.  I'm serious.  When you're new and leveling there is very little point in worrying about what sucks and what doesn't.  This isn't just being facetious.  The powers I will suggest you skip later on, may make leveling the character a snore fest on the way to 26+.  So just take everything as you go and use one of the many respecs you automatically get later to dump the crap powers.  

That said, you do not need to heavily invest in Mental Blast.  Its not that great a power and really doesn't need more than 2-3 total slots, tops.  You want some accuracy, and endurance in it while leveling.  If you feel you can spare slots for damage, then great.  It will feel like it hits as a wet noodle from start to finish and there is no set of magic beans to fix it.  Still, having it early on can help close gaps in your attack availability.  Take Psychic Scream to contribute to AoE damage early on.  You can consider skipping it later.  Give Psionic Strike a whirl.  Its overall DPA/DPS kinda sucks later on, but it does hit hard for its animation.  

Things to keep: 

 

TK Blast.  You have to pick one, and TK Blast is really quite good.  
Will Domination.  Its easily one of the best attacks in the set.  

Scramble Thoughts.  It is my opinion that this power is the whole point of why you play Sentinel Psy Blast at all.  It is the highest base damage attack in the entire AT.  My average expected damage per hit (partially due to the proc here) is 700 damage.  Psi resistance?  HAH, eat this... 
Psionic Tornado.  Its your best AoE beside the T9.  
Psychic Wail.  Its your capstone.  Take it.  
Psychic Focus is your temporary buff.  Few good reasons to really skip powers like this.  

For /SR, I've mapped out a basic plan to handle it elsewhere.  That won't change here.  There is no reason to skip powers in this set other than Elude.  Consider taking Elude until you softcap melee/range at least.  If you're tight on a budget you may still want that power.  /SR isn't that hungry for slots and it really is as straight forward as it looks.  Master Brawler is generally the better choice over Practiced Brawler (you can only pick one).  

Now, for the full build concept of phase 2 I went for the following: 

Dump Mental Blast, Psychic Scream, and Psionic Strike (I kept it for a while, but its gone now).  

Replace those conceptually with Mind Probe, Dominate, and Psychic Shockwave.  Psionic Mastery Epic Pool is just amazing.  Psy Blast + Mastery is like Peanut Butter and Jelly.  Those power picks also allow me to take Link Minds.  It is very much like a wannabe Fortunata but with the DDR that build wishes it had.  

My build does abuse procs in Dominate.  In fact, it has just one Accuracy/Endurance slot and everything else is a damage proc.  This helps add some diversity beyond just psionic damage against resistance late game enemies, but really it adds crunch.  Mind Probe is amazing in melee, but I don't always need to be there.  TK Blast, Will Dom, Scramble, and Dominate all contribute a lot of single target damage.  

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Posted (edited)
20 minutes ago, kiramon said:

Does scramble do base damage or is it a proc machine too

Largely base damage, but I do run 2 damage procs.  The base cooldown on Scramble is 20 seconds with a 3 second animation.  Even with modified recharge there is still a very strong probability that the Gladiator's Javelin will trigger.  

Without any procs the damage is over 500 pts.  That's considering everything from set bonuses, Assault, Interface, and Alpha slot.

[Edit: Forgot to note, I'm also averaging in other effects like the minor contributions of Decimation and native Opportunity.    So technically without all bells and whistles rolling the damage is around 477 and the procs bring it to 634.  During Aim + Gausian's it's at 722/879.  When the stars align and absolutely everything is running the damage potential is pretty ridiculous.] 

Edited by oldskool

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1 hour ago, kiramon said:

Does scramble do base damage or is it a proc machine too

Scramble Thoughts is basically Total Focus at range. It works well with procs due to a long animation and long recharge, but doesn't need any to perform.

 

oldskool listed some good numbers, and that's just solo. Once you throw in team buffs/debuffs... Yum. I see my friend's Psy/SR hit 4 digits left and right against level 54s whenever I bring my heavy -res debuffers.


I like to run WillDom -> Dominate -> Mind Probe -> WillDom -> Scramble Thoughts for an attack chain. If melee is impossible, replace Mind Probe with TK Blast (which you need every now and then for Opportunity anyway).

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On 6/5/2020 at 3:44 PM, Greenmantle said:

Would you mind sharing your build?

I've thought about it, and I'm leaning against it.  Builds can be personal things.  I make decisions based on my preferences, and these aren't really considerations I make for broader consumption.  

I do post builds on occasion, but I generally try to keep these as tailor made ones where I am looking to help someone think about something.  

I'm the kind of person that believes that if you give a person a fish they will eat for a night, but if you teach a person to fish they will eat for the rest of their life.  Posting builds without context is equal to just giving out fish. 

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3 hours ago, kiramon said:

I didn’t notice it was changed for sentinel 

Every single set experienced some kind of change.  The obvious stuff is all T9 powers being fairly normalized on recharge.  

Water Blast had the least amount of change next to Dual Pistols and probably Sonic Blast (I guess Rad too).  Those three sets basically keep all the same powers.  Water Blast has two powers that switch places (Dehydrate and Whirlpool) but that's about it.  Dual Pistols gained damage on Suppressive Fire (which swaps with Bullet Rain for selection) but is otherwise fairly the same.  Sonic Blast gained a damage increase on Screech but generally is the same.  Being able to dump Shout though is a pretty nice change.  

All others lost a snipe and gain a replacement.  Any other CC powers were changed too.  

Assault Rifle is almost an entirely different set.  

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28 minutes ago, oldskool said:

Every single set experienced some kind of change.  The obvious stuff is all T9 powers being fairly normalized on recharge.  

Water Blast had the least amount of change next to Dual Pistols and probably Sonic Blast (I guess Rad too).  Those three sets basically keep all the same powers.  Water Blast has two powers that switch places (Dehydrate and Whirlpool) but that's about it.  Dual Pistols gained damage on Suppressive Fire (which swaps with Bullet Rain for selection) but is otherwise fairly the same.  Sonic Blast gained a damage increase on Screech but generally is the same.  Being able to dump Shout though is a pretty nice change.  

All others lost a snipe and gain a replacement.  Any other CC powers were changed too.  

Assault Rifle is almost an entirely different set.  

I didn’t notice much difference on AR so I’d love to know in details besides the initial power movement / replacement. 

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1 hour ago, kiramon said:

I didn’t notice much difference on AR so I’d love to know in details besides the initial power movement / replacement. 

Really?  

The T2 spot was changed.  Slug moved out and replaced with Disorienting Shot.  Disorienting Shot is a new power that is a spiritual successor to Beanbag.  Disorienting Shot, like Burst, is a fast animating and recharging attack.  So the Sentinel AR has a very quick 1, 2, punch attack sequence early on.  Disorienting Shot can be a pretty good T2 all on its own.  

Slug moves into the spot of M30 Grenade and doesn't really gain anything with this change which is a shame.  Sentinel slug is just a lower base scalar version of the Blaster power just bumped up a few tiers.  Slug is somewhat underwhelming compared to Disorienting Shot.  This means the Sentinel can potentially value Burst, Disorienting Shot, and the snipe replacement.  That's not how I run it.  I use damage procs in Slug and devalue Disorienting Shot, but Sentinel AR is actually a complex beast to really understand.  I've gotten to a point where it has grown on me because I like how my build turned out, but I've tried multiple combos to get to a place I am happy with.  It could use some love for sure. 

Beanbag is gone.  Beanbag is effectively converted to Disorienting Shot and the selection slot is replaced by Aim.  Sentinel AR actually gets Aim! 

Sniper Rifle is gone and replaced with M30 Grenade.  The single-target nature of Sniper Rifle isn't entirely removed but it becomes something else.  

Ignite is replaced.  Incinerator is a new power that is a single-target heavy damage-over-time effect.  It is like a Frankenstein's monster of a heavy ST attack (Sniper Rifle) and the conceptual idea of Ignite (FIRE!!!!).  

Burst, Buckshot, Flamethrower, and Full Auto are all in the same positions.  Buckshot and Flamethrower have lower target caps, but don't let that fool you.  Flamethrower is pretty damn good on Sentinel AR.  M30 Grenade is actually a power I skipped and I don't miss it at all.  I generally take the sphere attacks on Sentinels, but in this case I felt it wasn't necessary.  

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