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All-In Water/Nin Build - first attempt at going big


EndOla

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Hello again,

 

Let's play this game. I'm seeing what I can squeeze out of an "all-in" non-proc focused Water/Nin build. I'm doing this partially to learn what can be done if I remove the limits from my build and still stick with my play style. I like to run and gun, I hate "resting" I want to be in the fray and moving around a lot doing stuff all the time. Cremate has a been a great addition to my build for a quick hard hit to a single target that remained standing when everyone else is dead. I like to team as much as I like to run solo. I plan to utilize the Tidal Power mechanics and my T1 damage boost from opportunity. No PvP for me. 

 

This build gets me to soft-cap for positional defense, has a good amount of recharge boost, is heavy on accuracy, and has the 10% resist recharge debuff, which I rather like. I like the range boost from the ATO.

 

Let's see what we can learn from this little project,

Cheers,

End

 

 

Hero Plan by Mids' Reborn : Hero Designer 2.7.2.10
https://github.com/Crytilis/mids-reborn-hero-designer

Click this DataLink to open the build!

MS Proc: Level 50 Science Sentinel
Primary Power Set: Water Blast
Secondary Power Set: Ninjitsu
Power Pool: Speed
Power Pool: Leaping
Power Pool: Leadership
Power Pool: Fighting
Ancillary Pool: Fire Mastery

Hero Profile:
Level 1: Aqua Bolt -- Dvs-Acc/Dmg(A), Dvs-Dmg/EndRdx(3), Dvs-Dmg/Rchg(3), Dvs-Acc/Dmg/EndRdx/Rchg(5), Dvs-Acc/Dmg/Rchg(5)
Level 1: Ninja Reflexes -- RedFrt-Def/EndRdx(A), RedFrt-Def(7), RedFrt-EndRdx(7), RedFrt-EndRdx/Rchg(9), RedFrt-Def/EndRdx/Rchg(9), LucoftheG-Def/Rchg+(11)
Level 2: Hydro Blast -- Apc-Dmg(A), Apc-Dmg/Rchg(13), Apc-Acc/Dmg/Rchg(13), Apc-Acc/Rchg(15), Apc-Dmg/EndRdx(15)
Level 4: Water Burst -- Bmbdmt-Dam(A), Bmbdmt-Acc/Rech/End(17), Bmbdmt-Dam/Rech(19), Bmbdmt-Acc/Dam/Rech(19), Bmbdmt-Acc/Dam/Rech/End(21), Bmbdmt-+FireDmg(21)
Level 6: Danger Sense -- RedFrt-Def/EndRdx(A), RedFrt-Def(23), RedFrt-EndRdx(23), RedFrt-Def/Rchg(25), RedFrt-Def/EndRdx/Rchg(25), LucoftheG-Def/Rchg+(27)
Level 8: Dehydrate -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx/Rchg(11), Thn-Acc/Dmg/EndRdx(17), Thn-Dmg/EndRdx(27), Thn-Dmg/Rchg(29), Thn-Acc/Dmg/Rchg(29)
Level 10: Kuji-In Rin -- RechRdx-I(A)
Level 12: Whirlpool -- Ann-Acc/Dmg(A), Ann-Dmg/Rchg(33), Ann-Acc/Dmg/Rchg(33), Ann-Acc/Dmg/EndRdx(33), Ann-Acc/Dmg/EndRdx/Rchg(34), Ann-ResDeb%(48)
Level 14: Shinobi-Iri -- RedFrt-Def/EndRdx/Rchg(A), RedFrt-Def/EndRdx(31), RedFrt-Def(34), RedFrt-EndRdx(36), RedFrt-EndRdx/Rchg(42), LucoftheG-Def/Rchg+(45)
Level 16: Tidal Forces -- GssSynFr--ToHit/Rchg(A), GssSynFr--Build%(31), GssSynFr--Rchg/EndRdx(34)
Level 18: Water Jet -- SprSntWar-Rchg/+Absorb(A), SprSntWar-Acc/Dmg/EndRdx/Rchg(36), SprSntWar-Acc/Dmg/EndRdx(37), SprSntWar-Acc/Dmg/Rchg(37), SprSntWar-Dmg/Rchg(37), SprSntWar-Acc/Dmg(39)
Level 20: Seishinteki Kyoyo -- SynSck-EndMod(A), SynSck-EndMod/Rech(31), SynSck-EndMod/+RunSpeed(39)
Level 22: Kuji-In Sha -- NmnCnv-Regen/Rcvry+(A), NmnCnv-Heal/EndRdx/Rchg(39), NmnCnv-Heal/Rchg(46), NmnCnv-Heal(46)
Level 24: Hasten -- RechRdx-I(A), RechRdx-I(36), RechRdx-I(40)
Level 26: Steam Spray -- Ann-Acc/Dmg(A), Ann-Dmg/Rchg(40), Ann-Acc/Dmg/Rchg(40), Ann-Acc/Dmg/EndRdx(42), Ann-Acc/Dmg/EndRdx/Rchg(42)
Level 28: Bo Ryaku -- GldArm-3defTpProc(A)
Level 30: Combat Jumping -- LucoftheG-Def/Rchg+(A)
Level 32: Geyser -- SprOppStr-Acc/Dmg(A), SprOppStr-Dmg/Rchg(43), SprOppStr-Acc/Dmg/Rchg(43), SprOppStr-Acc/Dmg/EndRdx(43), SprOppStr-Acc/Dmg/EndRdx/Rchg(45), SprOppStr-Rchg/+Opportunity(45)
Level 35: Maneuvers -- EndRdx-I(A)
Level 38: Kuji-In Retsu -- RechRdx-I(A)
Level 41: Cremate -- CrsImp-Acc/Dmg/Rchg(A), Mk'Bit-Acc/Dmg(48), CrsImp-Acc/Dmg(48)
Level 44: Kick -- Empty(A)
Level 47: Tough -- StdPrt-ResDam/Def+(A)
Level 49: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(50), LucoftheG-Def(50), LucoftheG-EndRdx/Rchg(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 -- IntRdx-I(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Health -- Heal-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- EndMod-I(A), EndMod-I(46)
------------

 

 

Edited by EndOla
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I'm going to run this kind of like a blog. I'm enjoying this toon a ton and have figured out how to make money, so now I can go crazy with the cheese-wiz with her build. My current build, below, is over soft-cap for positional, and then some... it just kind of came to be that way.

- Ranged 51.2%

- Melee 46.2%

- AoE 48.7%

 

- Recharg at 157.5% with hasten up, 16 seconds from perma hasten - I'm not worried about.

- I like the slow resistance bonus I have.

 

I started tinkering with procs, given I have them in some of the sets anyway. I put all procs in Aqua Bolt, I figured I'd try it out. Lady Grey fires off a lot, the others, not so sure. I don't think I've ever seen build-up fire off; I could just be missing it.

 

As it is now I'm running +1/x8 without much difficulty, unless vengeance is hit by the enemy or a similar buff and I am surrounded by too many mobs. I could likely do +2/x8 as well, but haven't tried it and like seeing the minions and Lts drop like flies, plus threads come in quickly at +1/x8

 

Changes I am considering:

- Remove one slot from Stamina - only two slot it.

- Change Water Burst to 5 slots of Ragnarok

- Remove extra slot from Cremate so it is single slotted or dump more slots in it so it does good damage... it doesn't get fired off that much, so I'm torn here.

- Put two more slot in Seishinteki Kyoyo to get 8% regen and 6.25% recharge bonus

- Put one more slit in Kuji-In Sha to get Numina Heal IO in and the 6% heal bonus, that will also roll over into Dehydrate.

 

I could put Apocalypse Hydro burst or Dehydrate... I have enough ranged defense to handle that.

 

I'm curious what the thoughts are from the masses.

 

Hero Plan by Mids' Reborn : Hero Designer 2.7.2.10
https://github.com/Crytilis/mids-reborn-hero-designer

Click this DataLink to open the build!

Mad Season 4: Level 50 Science Sentinel
Primary Power Set: Water Blast
Secondary Power Set: Ninjitsu
Power Pool: Speed
Power Pool: Leaping
Power Pool: Leadership
Power Pool: Fighting
Ancillary Pool: Fire Mastery

Hero Profile:
Level 1: Aqua Bolt -- AnlWkn-%ToHit(A), AchHee-ResDeb%(3), TchofLadG-%Dam(3), Dcm-Build%(5), ShlBrk-%Dam(48)
Level 1: Ninja Reflexes -- RedFrt-Def/EndRdx(A), RedFrt-Def(7), RedFrt-EndRdx(7), RedFrt-EndRdx/Rchg(9), RedFrt-Def/EndRdx/Rchg(9), LucoftheG-Def/Rchg+(11)
Level 2: Hydro Blast -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(13), Thn-Dmg/Rchg(13), Thn-Acc/Dmg/Rchg(15), Thn-Acc/Dmg/EndRdx(15), Thn-Dmg/EndRdx/Rchg(40)
Level 4: Water Burst -- Bmbdmt-Dam(A), Bmbdmt-+FireDmg(5), Bmbdmt-Acc/Rech/End(17), Bmbdmt-Dam/Rech(19), Bmbdmt-Acc/Dam/Rech(19), Bmbdmt-Acc/Dam/Rech/End(48)
Level 6: Danger Sense -- RedFrt-Def/EndRdx(A), RedFrt-Def(23), RedFrt-EndRdx(23), RedFrt-Def/EndRdx/Rchg(25), RedFrt-EndRdx/Rchg(25), LucoftheG-Def/Rchg+(27)
Level 8: Dehydrate -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx/Rchg(11), Thn-Acc/Dmg/EndRdx(17), Thn-Dmg/EndRdx(27), Thn-Dmg/Rchg(29), Thn-Acc/Dmg/Rchg(29)
Level 10: Kuji-In Rin -- EndRdx-I(A)
Level 12: Whirlpool -- Ann-Acc/Dmg(A), Ann-ResDeb%(21), Ann-Dmg/Rchg(33), Ann-Acc/Dmg/Rchg(33), Ann-Acc/Dmg/EndRdx(33), Ann-Acc/Dmg/EndRdx/Rchg(34)
Level 14: Shinobi-Iri -- RedFrt-Def/EndRdx/Rchg(A), RedFrt-Def/EndRdx(31), RedFrt-Def(34), RedFrt-EndRdx(36), RedFrt-EndRdx/Rchg(42), LucoftheG-Def/Rchg+(45)
Level 16: Tidal Forces -- GssSynFr--ToHit/EndRdx(A), GssSynFr--ToHit(31), GssSynFr--Build%(34)
Level 18: Water Jet -- SprSntWar-Rchg/+Absorb(A), SprSntWar-Acc/Dmg/EndRdx/Rchg(36), SprSntWar-Acc/Dmg/EndRdx(37), SprSntWar-Acc/Dmg/Rchg(37), SprSntWar-Dmg/Rchg(37), SprSntWar-Acc/Dmg(39)
Level 20: Seishinteki Kyoyo -- SynSck-EndMod(A), SynSck-EndMod/Rech(31), SynSck-EndMod/+RunSpeed(39)
Level 22: Kuji-In Sha -- NmnCnv-Regen/Rcvry+(A), NmnCnv-Heal/EndRdx/Rchg(39), NmnCnv-Heal/Rchg(46)
Level 24: Hasten -- RechRdx-I(A), RechRdx-I(36)
Level 26: Steam Spray -- Ann-Acc/Dmg(A), Ann-Dmg/Rchg(40), Ann-Acc/Dmg/Rchg(40), Ann-Acc/Dmg/EndRdx(42), Ann-Acc/Dmg/EndRdx/Rchg(42), Ann-ResDeb%(48)
Level 28: Bo Ryaku -- StdPrt-ResDam/Def+(A)
Level 30: Combat Jumping -- LucoftheG-Def/Rchg+(A)
Level 32: Geyser -- SprOppStr-Acc/Dmg(A), SprOppStr-Dmg/Rchg(43), SprOppStr-Acc/Dmg/Rchg(43), SprOppStr-Acc/Dmg/EndRdx(43), SprOppStr-Acc/Dmg/EndRdx/Rchg(45), SprOppStr-Rchg/+Opportunity(45)
Level 35: Maneuvers -- EndRdx-I(A)
Level 38: Kuji-In Retsu -- RechRdx-I(A)
Level 41: Cremate -- CrsImp-Acc/Dmg(A), Mk'Bit-Acc/Dmg(46)
Level 44: Kick -- Empty(A)
Level 47: Tough -- GldArm-3defTpProc(A)
Level 49: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(50), LucoftheG-Def(50), LucoftheG-Def/EndRdx/Rchg(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 -- IntRdx-I(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 -- EndMod-I(A), EndMod-I(21), EndMod-I(46)
------------

 

 

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11 hours ago, EndOla said:

I started tinkering with procs, given I have them in some of the sets anyway. I put all procs in Aqua Bolt, I figured I'd try it out. Lady Grey fires off a lot, the others, not so sure. I don't think I've ever seen build-up fire off; I could just be missing it.

Animation times and base recharge times influence chance to trigger procs.  Aqua Bolt is a very fast casting (1.188s Arcanatime) and fast recharging (3s) power.  This means that the default chance to trigger a given proc, even like Lady Grey, is actually fairly low.  The Build-Up proc's innate chance to trigger, the proc-per-minute rating (PPM), is even lower than the Lady Grey.  

Other powers in your kit like Hydro Blast, Dehydrate, or even Water Jet will have high chances to trigger those effects.  The high the chance to trigger the effect, then the more average damage that the proc will contribute.  

For Aqua Bolt to be truly worth slotting in that manner you'd have to use it very frequently in order to roll the dice as often as possible.  Even then, Aqua Bolt is likely a better carrier for a set bonus and the proc plan pushed to a different power that can abuse the mechanics like Dehydrate. 

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oldskool to the rescue!!!

 

A lot of reading done and to do here for me:

 

My current low level of proc knowledge, better than an hour ago knowledge, shows me how little I truly understand. I'm trying to distill down the core variables that I should take into consideration.

 

Warning - Blind leading the Blind information!!

 

What I have so far are the following factors that increase chance for a proc to trigger, that I actually can work with, beyond PPM for a given proc:

  • Longer base recharge
  • Less enhanced recharge
  • Longer activation/casting time
  • Longer duration of action and more tics per casting - need tics to be far enough apart to get additional chances to trigger the proc, so longer duration is better than really fast tics
  • Large area effected by power (AoE being better than Cones at triggering procs, all else being equal)
  • Larger number of enemies effected per cast

If those are indeed the variables in play, the best power to slot it in is Whirlpool. It should give me the most bang per cast. That is clearly different than overall proc/minute or improved dmg/minute of my build in the attack chain.  Other good powers from a pure math stance for the proc are Geyser, Water Burst, and, lesser so, Steam Spray. I feel like Geyser should be slotted for max consistent burst dmg given it is my nuke, I could be very wrong with that though. Given the effect of enhanced recharge on actual PPM, I could still enhance the recharge of Whirlpool a bit, 48% I think, and not effect the PPM.

 

Dehydrate has a longer casting time, which helps, but it is single target and has a decently quick recharge in comparison to the two AoEs and cone in the Water set, which makes it less powerful in triggering the proc.  Apocalypse seems like a good fit in Dehydrate +/- the Proc. 

 

Back to rebuilding... and maybe some actual work to pay the bills.

 

Edited by EndOla
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2 hours ago, EndOla said:

Dehydrate has a longer casting time, which helps, but it is single target and has a decently quick recharge in comparison to the two AoEs and cone in the Water set, which makes it less powerful in triggering the proc.  Apocalypse seems like a good fit in Dehydrate +/- the Proc.

Fair points above.  

Geyser, and most T9's, will have high chance to trigger a given proc despite how area factor may influence things.  That's the benefit there for having a very long cool down.  This makes certain proc effects, like Force Feedback: Chance for Recharge, pretty interest effects to place there.  You can have a high degree of probability that the effect will go off on the cast and it being an AoE helps in this case.  

However, you're also right that due to the nature of a power like Geyser, you probably want to reduce its cooldown for more frequent availability.  A nice benefit for most Sentinels is having a T9 available in a 23 to 26 second cooldown range if you build a lot of recharge.  That's potentially very significant when you align that with Aim's cooldown plus the Gaussian's Build-Up.  It ends up being quite a bit of damage and even more so since Water's version of Aim buffs Geyser.  

Whirlpool has a lot of potential, but do exercise some caution there.  Don't conflate chance to trigger on cast as being the same as chance to trigger per target.  The proc effects are not guaranteed to hit all targets.  You can have a situation where a target does not receive a proc effect at all and others might.  Whirlpool does offer the chance to improve some general damage output by combining both the Achilles' Heel and Annihilation resistance debuffs.  Due to the factors of Whirlpool, it is also pretty good at triggering Opportunity Strikes even with the full 6 slot set.  

Whether or not you decide to proc out your AoE attacks or your ST attacks is a matter choice.  Single target damage on Water Blast is one of the lowest out the sets and compensates by having fairly high AoE damage.  You can potentially even this disparity out by putting procs in some of the single target attacks.  At least, that is what I opted to do.  Dehydrate, even with common PPM 3.5 procs, is still going to trigger those effects over half the time.  That's not bad.  Steam Spray may be pretty close, if not a little better, but the decision to build that way is just one way of doing it.  

Another thing to be mindful of is your attack chain and how coherent it will be pushing tons of procs.  Then, on top of that, your endurance drain per cast.  

Steam Spray has a base 20 second cooldown.  Whirlpool has 60s.  Steam Spray costs 18 endurance per cast.  Whirlpool costs 15.6.  On the other hand, Dehydrate costs 8 end and recycles every 8 seconds.  

If your goal is create situations where your have large moments of burst, then procs in attacks like Steam Spray aren't a bad way to go.  However, if you have to give up some recharge in the attack then your attack chain can suffer.  On top of that, when you fight the big bad guy you'll still need to leverage an AoE as a single target attack which will drain your end.  That means you need to rely more Seishen-teki Kyoyo where the cast time is going to be a DPS loss.  

My Water/Dark character has 162.5% global recharge.  Steam Spray recharges in 6.08 seconds for me with 66.25% recharge modification since it carries a set.  It still costs me 15.62 end per cast due the endurance reduction of the set which isn't a lot.  Dehydrate does slightly more average damage per cast due to the procs it carries potentially every 3 seconds for 1/3 the cost.   If I change my build slightly I can get 3 procs in Steam Spray with some better end reduction at the cost of 5% global recharge (157.5%).  The average damage goes up by 30 pts over Dehydrate yet has a 7.77 second recharge time and still a high end cost though slightly reduced from how I currently slot it.  However, Dehydrate still maintains a better damage-per-activation metric.  Hell, even Hydro Blast can.  Water Jet most certainly does. 

You're ideas aren't wrong if AoE burst is what you want, but the above is just there as stuff to think about.  Its burst vs sustain damage.  I know that concept can be casually dismissed at times, but things like bosses, elite boss, and arch-villains do exist.  I find it very inefficient to pound away at those kinds of enemies with a high reliance on area attacks.  Some sets can be exceptions to this like Fire Blast's Fireball is just too good not to use (and mine has procs there too).  

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I'm seriously enjoying the learning process here.

 

Adjusted based on feedback and reading. I do feel the deficit in ST damage, which I would like to fix. For Aqua Bolt I have Superior Winter's Bite, for the AoE def and other goodies, not the proc. I could put Winter's Bite or Kinetic in there as well. Winter's also puts recharg/accuracy/dmg all in the red and even more slow resistance, which I like. I'm not to worried about what goes in the Aqua Bolt, it is the other powers that I am focusing on. I put more into Cremate so it actually hits hard as a nice ST filler - also thematic for me.

 

Recharge is 162%
Positional Def is above soft cap with Winter's Bite or Kinetic, except AoE would be at 44.9%... bah close enough.

I may play this one on Beta and see how it goes.

Hero Plan by Mids' Reborn : Hero Designer 2.7.2.10
https://github.com/Crytilis/mids-reborn-hero-designer

Click this DataLink to open the build!

Level 50 Science Sentinel
Primary Power Set: Water Blast
Secondary Power Set: Ninjitsu
Power Pool: Leaping
Power Pool: Speed
Power Pool: Leadership
Power Pool: Fighting
Ancillary Pool: Fire Mastery

Hero Profile:
Level 1: Aqua Bolt -- SprWntBit-Acc/Dmg(A), SprWntBit-Dmg/Rchg(17), SprWntBit-Acc/Dmg/EndRdx(17), SprWntBit-Acc/Dmg/Rchg(31), SprWntBit-Dmg/EndRdx/Acc/Rchg(36), SprWntBit-Rchg/SlowProc(39)
Level 1: Ninja Reflexes -- LucoftheG-Def/Rchg+(A), RedFrt-Def/EndRdx(46), RedFrt-EndRdx/Rchg(46), RedFrt-Def/EndRdx/Rchg(48), RedFrt-Def(48), RedFrt-EndRdx(48)
Level 2: Hydro Blast -- Apc-Dmg(A), Apc-Dmg/Rchg(3), Apc-Acc/Dmg/Rchg(37), Apc-Acc/Rchg(37), Apc-Dmg/EndRdx(37)
Level 4: Danger Sense -- LucoftheG-Def/Rchg+(A), RedFrt-Def/EndRdx(5), RedFrt-EndRdx/Rchg(5), RedFrt-Def/EndRdx/Rchg(45), RedFrt-Def(45), RedFrt-EndRdx(46)
Level 6: Water Burst -- Ann-Acc/Dmg(A), Ann-Dmg/Rchg(7), Ann-Acc/Dmg/Rchg(7), Ann-Acc/Dmg/EndRdx(43), Ann-Acc/Dmg/EndRdx/Rchg(43), Ann-ResDeb%(45)
Level 8: Dehydrate -- GldJvl-Acc/Dmg(A), GldJvl-Acc/Dmg/End/Rech(9), Thn-Acc/Dmg(9), Thn-Acc/Dmg/EndRdx(42), ShlBrk-%Dam(42), TchoftheN-%Dam(43)
Level 10: Shinobi-Iri -- LucoftheG-Def/Rchg+(A), RedFrt-Def/EndRdx(11), RedFrt-EndRdx/Rchg(11), RedFrt-Def/EndRdx/Rchg(40), RedFrt-Def(40), RedFrt-EndRdx(42)
Level 12: Whirlpool -- SprOppStr-Acc/Dmg(A), SprOppStr-Dmg/Rchg(13), SprOppStr-Acc/Dmg/Rchg(13), SprOppStr-Acc/Dmg/EndRdx(39), SprOppStr-Acc/Dmg/EndRdx/Rchg(39), SprOppStr-Rchg/+Opportunity(40)
Level 14: Tidal Forces -- GssSynFr--Build%(A), GssSynFr--ToHit(15), GssSynFr--ToHit/EndRdx(15)
Level 16: Kuji-In Rin -- EndRdx-I(A)
Level 18: Water Jet -- SprSntWar-Acc/Dmg(A), SprSntWar-Dmg/Rchg(19), SprSntWar-Acc/Dmg/Rchg(19), SprSntWar-Acc/Dmg/EndRdx(25), SprSntWar-Acc/Dmg/EndRdx/Rchg(25), SprSntWar-Rchg/+Absorb(31)
Level 20: Seishinteki Kyoyo -- SynSck-EndMod(A), SynSck-EndMod/Rech(21), SynSck-EndMod/+RunSpeed(21)
Level 22: Kuji-In Sha -- NmnCnv-Regen/Rcvry+(A), NmnCnv-Heal(23), NmnCnv-Heal/EndRdx(23)
Level 24: Combat Jumping -- LucoftheG-Def/Rchg+(A)
Level 26: Steam Spray -- Bmbdmt-Dam(A), Bmbdmt-Acc/Rech/End(27), Bmbdmt-Dam/Rech(27), Bmbdmt-Acc/Dam/Rech(29), Bmbdmt-Acc/Dam/Rech/End(29), Bmbdmt-+FireDmg(34)
Level 28: Bo Ryaku -- StdPrt-ResDam/Def+(A)
Level 30: Hasten -- RechRdx-I(A), RechRdx-I(31)
Level 32: Geyser -- Rgn-Dmg(A), Rgn-Dmg/Rchg(33), Rgn-Acc/Dmg/Rchg(33), Rgn-Acc/Rchg(33), Rgn-Dmg/EndRdx(34), FrcFdb-Rechg%(34)
Level 35: Cremate -- Hct-Dmg(A), Hct-Dmg/EndRdx(36), Hct-Dam%(36)
Level 38: Kuji-In Retsu -- Ksm-ToHit+(A)
Level 41: Maneuvers -- EndRdx-I(A)
Level 44: Kick -- Empty(A)
Level 47: Tough -- GldArm-3defTpProc(A)
Level 49: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(50), LucoftheG-Def/EndRdx/Rchg(50), LucoftheG-Def(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 -- Heal-I(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 -- EndMod-I(A), EndMod-I(3)
------------

 

 

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Just another way to think about it... 

 

When you start pushing recharge into the realm you the following thing can be run without much of a gap: 

 

Water Jet -> Dehydrate -> Hydro Blast.  You'll build enough Tidal Force for double Water Jet on the first pass.  Double Water Jet has an internal cooldown of 15 seconds.  By the time that happens, the same sequence will align with that barring no missed hits.  This also means Hydro Blast would automatically trigger Defensive Opportunity since you'd also be building meter to 90% before that event happens.  Aqua Bolt becomes a mule or just the occasional Offensive Opportunity trigger.   Water Burst gets pruned because Whirlpool + Steam Spray is plenty of damage as it is. 

Have fun deconstructing it.
 

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Edited by oldskool
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I'm going to have tons of fun deconstructing that!! 

 

I  currently hit big mobs with Geyser --> Whirlpool --> Burst --> Steam --> clean up mess.   My killing of Bosses takes way too long though.

 

The pruning needs aside, how was my proc utilization?

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13 hours ago, EndOla said:

The pruning needs aside, how was my proc utilization?

The use of AOE + clean-up mess tactic is the vast majority of play and the general focal point of team play.  So worrying too much about rotations isn't necessary, but I do elaborate on it a lot to explain my slotting logic.  Also, understanding how those powers interact becomes useful when you do face off with a singular enemy while solo, or if you want to burn down a target on a team.  

As to the above, you're learning.  From the macro level perspective you're not really using a proc build.  It is just that the sets happen to have a proc.  It really just becomes a fairly common build tactic vs one that is actually focused on using procs.  

The slotting of Dehydrate could use refinement.  It has 18% recharge modification which lowers the chance that the two procs would fire off.  That lowers the potential damage of the power which is counter productive (only if the goal is to maximize the procs... otherwise it doesn't matter).  Still, the two procs there raise the damage of Dehydrate in those two slots over what you would have gotten from raw damage % increases.  If you swapped out the Acc/dmg/end/rch from Dehydrate and used a dmg/end enhancement you're overall damage would go up a bit.  Is it worth it to you to improve the average by 16 pts?  We're talking such small numbers here it can get a bit silly to be highly critical of it, you know?  Still Dehydrate is the only power that is running procs which isn't a major focus.  

Going all in on procs would be including procs on multiple powers that you use frequently.  Whirlpool, Steam Spray, Dehydrate, Hydro Blast, Water Jet, and maybe Geyser.  Doing that is giving up set bonuses for gimmick.  Sure, it is a gimmick that will increase damage, but it is still a gimmick.  Also, a build like that is likely going to require Tactics to bring your accuracy back up since you could give up a lot of native to-hit chance from slotting even at the basic level.  I do not want to say such a build is impossible to pull off with Ninjutsu, but it probably would be stretching things very thin if you want to soft cap positionals.  Super Reflexes is easier to do this with since the secondary isn't nearly as reliant on other sources of defense as Nin may potentially be.  I think most people start to notice that Nin, while gaining access to AoE earlier, can potentially struggle to soft-cap AoE positional defense due set bonus availability in Sentinel powers.  That statement is a little generalized because I cannot assume all builds are the same.  Melee PBAoE sets can help fill that gap, but if you're not using those your options start getting pretty limited.  

 

P.S. -- Going with a really heavy proc slotting approach can go one of two ways.  It can potentially add a significant punch to your damage.  It can also potentially make your character worse.  It is my opinion, that Sentinels aren't quite the proc monster potential AT that ones like Defenders, Controls, or Tankers can be.  Sentinels just don't always have the defenses to get to the more obscene levels, EASILY, like the aforementioned ATs can.  Sentinels can however, find plenty of room for balance to use procs to enhance a weakness or further boost a strength.  Again, BIG generalization because a proc-centric build can exist with some power combinations and appropriate planning.  However, it is an advanced way to do it.  It also requires some very specific planning.  That planning doesn't jive with how I like to play.  It forces me to plan a power like Tactics at points where I personally may not want it when I wish to exemplar down for lower level Task Force or even general door missions.  Yes, I have fully Incarnate kitted out purple set monsters and I still like running Positon 1 and 2.  So sue me.

Edited by oldskool
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And the knowledge continues to rain down!!!

 

I'm with you on balance of all in proc with flow and my personal preference to how the character should play.  For this I'm going "all in" on cost, not procs. A no financial-holds barred attempt to build a character the way I want her to play.

 

Looking at the four figures on effect of enhanced recharge on PPM from Boppers post linked above, I figured if I keep the enhanced recharge at or below 20% on my 8s base/2s cast powers I'd be comfortable with that loss of damage for gain in sets bonus. For those long base recharge powers it seems you could go up to 48% recharge and still be above the 90% PPM rate or I am totally reading this wrong...

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2 hours ago, EndOla said:

And the knowledge continues to rain down!!!

 

I'm with you on balance of all in proc with flow and my personal preference to how the character should play.  For this I'm going "all in" on cost, not procs. A no financial-holds barred attempt to build a character the way I want her to play.

 

Looking at the four figures on effect of enhanced recharge on PPM from Boppers post linked above, I figured if I keep the enhanced recharge at or below 20% on my 8s base/2s cast powers I'd be comfortable with that loss of damage for gain in sets bonus. For those long base recharge powers it seems you could go up to 48% recharge and still be above the 90% PPM rate or I am totally reading this wrong...

Then I misunderstood.  That changes my response to your build is fine then if you're happy with it.  

Defining goals is where the refinement happens.  So dumping a ton of cash is easy.  Using that cash to make sure it meets your standards is something different from fully optimizing the use of said cash.  

You can squeeze a lot of performance out of a character with an unlimited budget.  That performance doesn't even need to be tuned to the point of peak optimization since the game doesn't require that.  Furthermore, the difference in damage often isn't that big a deal.  Improving your total DPS over a long period of time by 10% sounds like a lot.  However, in reality we're talking about shaving off several seconds of time here and there.  In a group situation you're probably not going to notice the difference from a moderately optimized build vs a fully optimized build.  

And, it looks like your understanding of recharge impact is fine.  

So, new rhetorical question.  What is your goal?  Is it softcapping with a bit of damage improvement?  Is it really pushing damage to the limits?  Is it exploring set bonuses to their fullest?  If it is something in between that then you're already on track.

Edited by oldskool
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