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Need a knowledgeable critique of my DP/SR/Ninja build


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Hello and thank you in advance for taking a look at this build. Normally, I just surf the forums and look for someone who has put together a build that works for the character I'm playing. Partly this is pure laziness, but there is a large portion of lack of knowledge on my part of how to put together an effective/synergistic build. I've read quite a few few posts on what Dual Pistol and Super Reflexes powers are best, what are skippable, and how they best work together and from that, I've created the monstrosity that is below. If you have the time to give it a look, throw your kindness out the window and brutally rip it apart.  I'm just looking to learn as much as I can from the experience.

 

The only caveats I would add are:

1. I would like to keep the Ninja Tool Mastery power set. Thematically, I would like to combine pistols and swords (Sting of the Wasp & The Lotus Drops) on this character.

2. I want to play the character as a short ranged/melee type. In the middle of the fight, rather than shooting from the edges.

3. If possible I would like to avoid any flight powers (again for theme reasons), but am open to either Super Speed or Super Jump; whichever would work best.

4. I've got a decked out farmer, so money is not an object.

 

Again, thank you sincerely for taking a look at this and fixing/advising on the numerous screw-ups that I know are there.

 

Cheers!    

 

Hero Plan by Mids' Reborn : Hero Designer 2.6.0.7
https://github.com/ImaginaryDevelopment/imaginary-hero-designer

Click this DataLink to open the build!

Level 50 Natural Sentinel
Primary Power Set: Dual Pistols
Secondary Power Set: Super Reflexes
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Leadership
Ancillary Pool: Ninja Tool Mastery

Hero Profile:
Level 1: Pistols -- GldJvl-Acc/Dmg(A), GldJvl-Dam/Rech(5), GldJvl-Acc/Dmg/End/Rech(5), GldJvl-Dam%(7), GldJvl-Acc/End/Rech(7), GldJvl-Dam/End/Rech(9)
Level 1: Focused Fighting -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(3), LucoftheG-Def/EndRdx(3)
Level 2: Empty Clips -- SprSntWar-Acc/Dmg(A), SprSntWar-Dmg/Rchg(9), SprSntWar-Acc/Dmg/Rchg(11), SprSntWar-Acc/Dmg/EndRdx(11), SprSntWar-Acc/Dmg/EndRdx/Rchg(13), SprSntWar-Rchg/+Absorb(13)
Level 4: Focused Senses -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(15), LucoftheG-Def/EndRdx(15)
Level 6: Suppressive Fire -- Dvs-Acc/Dmg(A), Dvs-Dmg/EndRdx(17), Dvs-Dmg/Rchg(17), Dvs-Acc/Dmg/Rchg(19), Dvs-Acc/Dmg/EndRdx/Rchg(19), Dvs-Hold%(21)
Level 8: Swap Ammo 
Level 10: Master Brawler -- Prv-Absorb%(A), Prv-Heal/Rchg/EndRdx(21), Prv-Heal(23), Prv-Heal/Rchg(31), Prv-Heal/EndRdx(46)
Level 12: Bullet Rain -- SprOppStr-Acc/Dmg(A), SprOppStr-Dmg/Rchg(23), SprOppStr-Acc/Dmg/Rchg(25), SprOppStr-Acc/Dmg/EndRdx(25), SprOppStr-Acc/Dmg/EndRdx/Rchg(27), SprOppStr-Rchg/+Opportunity(27)
Level 14: Super Speed -- Clr-Stlth(A)
Level 16: Enduring -- PrfShf-End%(A), PrfShf-EndMod/Acc(37), PrfShf-EndMod(37), PrfShf-EndMod/Rchg(37), PrfShf-EndMod/Acc/Rchg(39), PrfShf-Acc/Rchg(39)
Level 18: Executioner's Shot -- Apc-Dmg(A), Apc-Dmg/EndRdx(34), Apc-Dam%(34), Apc-Acc/Dmg/Rchg(36), TchofLadG-%Dam(36), HO:Nucle(36)
Level 20: Kick -- Empty(A)
Level 22: Tough -- StdPrt-ResDam/Def+(A), StdPrt-ResDam/EndRdx(31), GldArm-3defTpProc(33)
Level 24: Weave -- Rct-Def(A), Rct-Def/EndRdx(33), Rct-Def/EndRdx/Rchg(33), Rct-ResDam%(34)
Level 26: Hasten -- RechRdx-I(A), RechRdx-I(39)
Level 28: Quickness -- Run-I(A)
Level 30: Combat Jumping -- BlsoftheZ-ResKB(A), BlsoftheZ-Travel(40)
Level 32: Hail of Bullets -- Arm-Dam%(A), Arm-Dmg/EndRdx(40), Arm-Dmg(40), Arm-Dmg/Rchg(42), Arm-Acc/Dmg/Rchg(42), FuroftheG-ResDeb%(42)
Level 35: Evasion -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(43), LucoftheG-Def/EndRdx(43)
Level 38: Dodge -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(43)
Level 41: Agile -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(46)
Level 44: Sting of the Wasp -- Hct-Dam%(A), Hct-Dmg/EndRdx(45), Hct-Dmg(45), Hct-Acc/Dmg/Rchg(45), Hct-Dmg/Rchg(46)
Level 47: The Lotus Drops -- Obl-Acc/Dmg/EndRdx/Rchg(A), Obl-Dmg(48), Obl-%Dam(48), Obl-Dmg/Rchg(48), Obl-Acc/Dmg/Rchg(50)
Level 49: Maneuvers -- ShlWal-Def(A), ShlWal-Def/EndRdx(50), ShlWal-ResDam/Re TP(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 -- Empty(A)
Level 2: Health -- NmnCnv-Regen/Rcvry+(A), Mrc-Rcvry+(29), Pnc-Heal/+End(29)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- PrfShf-EndMod(A), PrfShf-End%(31)
Level 8: Chemical Ammunition 
Level 8: Cryo Ammunition 
Level 8: Incendiary Ammunition 
------------

Edited by Rex Havoc
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What you have will work out just fine.  It could maybe use some refinement in set choice and placement, but really it isn't that huge an issue.  You've got the core powers that work which is the biggest hurdle to pass.  

Instead of nitpicking every decision you made just look at the character block in the spoiler.  That's a build that has just as much defense and resist, slightly more recharge, slightly better DPS in the gun attacks, and still has 5 slots that I didn't even bother using.  You could even change things around in some of the powers if you really wanted.  

Assault is the very last pick and it could be swapped out with Super Speed or Super Jump.  It could be used at any point in the leveling process vs just 49.  You can switch it around if you like.  The point here is that Quickness + Swift + Sprint + Ninja Run is still pretty freaking fast.  You could skip a travel power if you wanted (I do) and be just fine.  If you know maps fairly well you can even beat some players to doors on occasion.  For areas that have to have flight there is the flight pack.  I have so much time on those that the occasional flight needs are covered well enough.  

 

Good luck!

 

Spoiler

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

 

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Thanks very much oldskool for giving me some guidance! You are one of several posters that I have read extensively and I hoped you would stop by my thread. I can see where the build you posted is better than my creation and will be following your advice as I level up. I've never had a character without a travel power, so it'll be interesting to see what he can do. With the server TP Hub available, it shouldn't be too big of a hardship.  Now all I have to do is decide where to put those extra 5 enhancement slots!

 

Thanks again for your help. I really appreciate it.

Edited by Rex Havoc
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There's a bunch of ways to slot out a DP/SR/Ninja Sentinel build.  Ultimately, I settled on this.  I've not done the incarnate grind on her yet as I'm not sure it's worth it for a Sentinel.  But it was easy leveling this and the guns-n-sword combo looks really unique.

 

Hero Plan by Mids' Reborn : Hero Designer 2.6.1.25
https://github.com/Crytilis/mids-reborn-hero-designer

Click this DataLink to open the build!

Cimarron Starr: Level 50 Natural Sentinel
Primary Power Set: Dual Pistols
Secondary Power Set: Super Reflexes
Power Pool: Speed
Power Pool: Leaping
Power Pool: Fighting
Ancillary Pool: Ninja Tool Mastery

Hero Profile:
Level 1: Pistols -- EntChs-Acc/Dmg(A), EntChs-Dmg/EndRdx(3), EntChs-Dmg/Rchg(3), EntChs-Dmg/EndRdx/Rchg(5), EntChs-Heal%(5), Dcm-Build%(7)
Level 1: Focused Fighting -- LucoftheG-Def/EndRdx(A), LucoftheG-Def(7), LucoftheG-Def/EndRdx/Rchg(9), LucoftheG-Def/Rchg+(9)
Level 2: Empty Clips -- Dtn-Acc/Dmg(A), Dtn-Acc/Dmg/EndRdx(11), Dtn-Dmg/EndRdx/Rng(11), Dtn-Dmg/Rng(13), Dtn-Dmg/EndRdx(13), AchHee-ResDeb%(15)
Level 4: Dual Wield -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(36), Thn-Dmg/Rchg(37), Thn-Acc/Dmg/Rchg(43), Thn-Acc/Dmg/EndRdx(46), Thn-Dmg/EndRdx/Rchg(50)
Level 6: Hasten -- RechRdx-I(A), RechRdx-I(19)
Level 8: Swap Ammo 
Level 10: Master Brawler -- NmnCnv-Heal/EndRdx(A), NmnCnv-EndRdx/Rchg(19), NmnCnv-Heal/Rchg(21), NmnCnv-Heal/EndRdx/Rchg(21), NmnCnv-Heal(23)
Level 12: Bullet Rain -- Ann-Acc/Dmg(A), Ann-Dmg/Rchg(23), Ann-Acc/Dmg/Rchg(25), Ann-Acc/Dmg/EndRdx(25), Ann-Acc/Dmg/EndRdx/Rchg(27), Ann-ResDeb%(27)
Level 14: Focused Senses -- LucoftheG-Def/EndRdx(A), LucoftheG-Def/EndRdx/Rchg(15), LucoftheG-Def(17), LucoftheG-Def/Rchg+(17)
Level 16: Enduring -- PrfShf-End%(A), PrfShf-EndMod(29), PrfShf-EndMod/Acc(29)
Level 18: Executioner's Shot -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(31), Thn-Dmg/Rchg(31), Thn-Acc/Dmg/Rchg(31), Thn-Acc/Dmg/EndRdx(33), Thn-Dmg/EndRdx/Rchg(33)
Level 20: Agile -- ShlWal-ResDam/Re TP(A), Rct-ResDam%(33), Rct-Def(46)
Level 22: Dodge -- DefBuff-I(A)
Level 24: Combat Jumping -- LucoftheG-Def/Rchg+(A)
Level 26: Piercing Rounds -- SprOppStr-Acc/Dmg(A), SprOppStr-Dmg/Rchg(34), SprOppStr-Acc/Dmg/Rchg(34), SprOppStr-Acc/Dmg/EndRdx(34), SprOppStr-Acc/Dmg/EndRdx/Rchg(36), SprOppStr-Rchg/+Opportunity(36)
Level 28: Quickness -- Run-I(A)
Level 30: Kick -- Acc-I(A)
Level 32: Hail of Bullets -- SprSntWar-Acc/Dmg(A), SprSntWar-Dmg/Rchg(37), SprSntWar-Acc/Dmg/Rchg(37), SprSntWar-Acc/Dmg/EndRdx(39), SprSntWar-Acc/Dmg/EndRdx/Rchg(39), SprSntWar-Rchg/+Absorb(39)
Level 35: Evasion -- LucoftheG-Def/EndRdx(A), LucoftheG-Def/EndRdx/Rchg(40), LucoftheG-Def(40), LucoftheG-Def/Rchg+(40)
Level 38: Tough -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(43), GldArm-RechEnd(43), UnbGrd-Max HP%(45)
Level 41: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(42), LucoftheG-Def(42), LucoftheG-Def/EndRdx/Rchg(42)
Level 44: Sting of the Wasp -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(45), SprBlsCol-Rchg/HoldProc(46), SprBlsCol-Acc/Dmg/EndRdx(45), SprBlsCol-Acc/Dmg/Rchg(48)
Level 47: The Lotus Drops -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(48), SprAvl-Acc/Dmg/EndRdx(48), SprAvl-Acc/Dmg/Rchg(50), SprAvl-Rchg/KDProc(50)
Level 49: Elude -- RechRdx-I(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 -- Clr-Stlth(A)
Level 1: Sprint -- EndRdx-I(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run 
Level 2: Swift -- Run-I(A)
Level 2: Health -- NmnCnv-Regen/Rcvry+(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- PrfShf-End%(A)
Level 8: Cryo Ammunition 
Level 8: Incendiary Ammunition 
Level 8: Chemical Ammunition 
Level 1: Opportunity 
------------

Cim_Totals1.JPG

Cim_Totals3.JPG

Cim_Totals2.JPG

Edited by Crysis
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  • 5 weeks later
Quote

Have a DP/SR/Ninja Sent currently at 45.  This toon unfortunately followed my Fire/Rad Sentinel and it feels sooooo much weaker overall.  I may shelve it until the Sent changes are implemented by the devs.

So what changed? 🙂

 

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builds are quite personal in the sense that they cater to YOUR style of play. so, while I won't really critique the build, I will offer a few morsels of advice:

Ninja Mastery can take ATOs, so you can slot those there and free up primaries for much needed damage

SR's defenses are quite strong even when minimally slotted. use this to your advantage. 

Enduring is good even with just the Perf shifter proc, that's 2 more slots for you to use elsewhere.

I'm not a big fan of Hasten, and especially on SR. I think SR will recharge you fast enough once you get Quicken. I'd much rather take Leadership Assault and Tactics then 6-slot tactics with a full set of Gaussian. but that's just me.

=)

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I'll post a build later, but here's my initial impressions...

Waaaaaaaay to much accuracy. You're at 100+ for most when 80 is more than enough. (base tohit @39)

If you're going to 4-slot your defenses, go 1xLOTG and 3x Shield Wall for DOUBLE the HP over acc.

I think you meant to place an end/res instead of an rch/end in tough.

I'd switch out elude for Kemuridama. -10-13% tohit (depending on slotting) every 40-45 secs is more valuable.

Overall good, but could be more refined. I assume defense > priority than damage.

Side note: decimation processes @1PPM and will almost never go off in pistols (too fast rch).

I only ever include it when i have 5 decimation slotted and I'm choosing it over dam/rch because damage already capped.

Edited by xl8
Decimation
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1 hour ago, Six Six said:

I'm not a big fan of Hasten, and especially on SR.

Mbe not, but it's very useful for getting your attacks back up quickly and... If you slot empty clips and bullet rain with an FF proc (like every1 should), you become a lawnmower against mobs.
Plus, he's maxxing out master brawler, so that's your absorb back every 17 seconds.

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Here's how I'd mod your build....
(I'm on a macbook, so can't export right now, TWEAK file below)

The extra offense and rch proc will mean not only are you no longer playing in anticipation of being last man standing, but now you're leading the charge and steamrolling those mobs. You could slice kemuridama to 20~ seconds, making it almost perma - that's +13 def (-13% tohit) AND placate--hello, incarnate soft caps!

Ninja Pool... if you're using for concept or filling defense, then leave it how it is. But with your pistol attacks on fast rch you probably will never use the attacks. On the builds I use ninja with, I always proc out lotus drops to turn it into a great mini-nuke, but that may change come i27 going live (not by much, just 1 extra enh for inherent damage).

Dual wield shouldn't be in anyone's build. Damage is poor, it ruins the AC, and the cast time versus arcana time is waaaay off. Not the 1.8 secs mids claims. It's slow.

I'd suggest, but did not change in this build, placing processors in executioner's shot. You gain 100% damage for a 4% loss in range def.

 

Screen Shot 2020-11-17 at 6.37.28 PM.png

Screen Shot 2020-11-17 at 6.51.58 PM.png

Here's some comparison's...

 

Sent DualSuperNinj Crysis TWEAK.mxd Sent DualSuper OldSkool.mxd Sent DualSuperNinja PlainGuy.mxd Sent DualSuper Lockpick.mxd Sent DualSuperNinj Crysis.mxd Sent DualSuperPsi CHEAP Frostweaver.mxd

Edited by xl8
readability
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Big problem I have with any advice is... how do you play it. Someone can roll in here with a build that is GODLY... and I'll try it and I die opening the door to a mission. A lot really depends on how you enjoy the game, and then finding parts that fit your style.

From a min/max perspective... just wow. The worst set up. DP has been known forever to be lackluster on the damage. SR is pretty dangerous because when you are hit, you are taking full damage so you'll experience HUGE blows when they land....

That being said, screw min/max as this looks fun as heck ha ha. Have a resistance based defender in the team and you've become tankier than maybe even the tank lol. DP isnt the best DPS... but then again, if you wanted MAX DEEEPPPSS you'd be a blaster. 

xl8 seems to have some good power advice. 

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