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Advice for New Water/Regen Sentinel


JoJoMonkey

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any Advice for help with my new build 

 

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

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Level 50 Natural Sentinel
Primary Power Set: Water Blast
Secondary Power Set: Regeneration
Power Pool: Flight
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Psionic Mastery

Hero Profile:
Level 1: Aqua Bolt

  • (A) Superior Opportunity Strikes - Accuracy/Damage
  • (3) Superior Opportunity Strikes - Damage/RechargeTime
  • (3) Superior Opportunity Strikes - Accuracy/Damage/RechargeTime
  • (7) Superior Opportunity Strikes - Accuracy/Damage/Endurance
  • (9) Superior Opportunity Strikes - Accuracy/Damage/Endurance/RechargeTime
  • (13) Superior Opportunity Strikes - RechargeTime/Chance for Opportunity

Level 1: Fast Healing

  • (A) Doctored Wounds - Heal/Endurance
  • (15) Doctored Wounds - Heal
  • (19) Doctored Wounds - Heal/Recharge

Level 2: Reconstruction

  • (A) Numina's Convalesence - +Regeneration/+Recovery
  • (15) Numina's Convalesence - Heal
  • (19) Numina's Convalesence - Heal/Endurance/Recharge
  • (50) Numina's Convalesence - Heal/Recharge

Level 4: Water Burst

  • (A) Superior Sentinel's Ward - Accuracy/Damage
  • (5) Superior Sentinel's Ward - Damage/RechargeTime
  • (5) Superior Sentinel's Ward - Accuracy/Damage/RechargeTime
  • (7) Superior Sentinel's Ward - Accuracy/Damage/Endurance
  • (9) Superior Sentinel's Ward - Accuracy/Damage/Endurance/RechargeTime
  • (13) Superior Sentinel's Ward - RechargeTime/Chance for +Absorb

Level 6: Quick Recovery

  • (A) Performance Shifter - Chance for +End
  • (31) Performance Shifter - EndMod
  • (39) Performance Shifter - EndMod/Recharge

Level 8: Hover

  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
  • (34) Luck of the Gambler - Defense/Endurance

Level 10: Instant Regeneration

  • (A) Preventive Medicine - Heal
  • (11) Preventive Medicine - Chance for +Absorb
  • (11) Preventive Medicine - Heal/Endurance
  • (37) Preventive Medicine - Heal/RechargeTime/Endurance

Level 12: Fly

  • (A) Flight Speed IO

Level 14: Dehydrate

  • (A) Pacing of the Turtle - Accuracy/Slow
  • (17) Pacing of the Turtle - Damage/Slow
  • (17) Pacing of the Turtle - Accuracy/Endurance
  • (25) Pacing of the Turtle - Range/Slow
  • (25) Pacing of the Turtle - Endurance/Recharge/Slow
  • (31) Pacing of the Turtle - Chance of -Recharge

Level 16: Kick

  • (A) Accuracy IO

Level 18: Tidal Forces

  • (A) Adjusted Targeting - To Hit Buff
  • (46) Adjusted Targeting - To Hit Buff/Recharge
  • (48) Adjusted Targeting - To Hit Buff/Endurance/Recharge
  • (48) Adjusted Targeting - Endurance/Recharge
  • (48) Adjusted Targeting - To Hit Buff/Endurance
  • (50) Adjusted Targeting - Recharge

Level 20: Integration

  • (A) Preventive Medicine - Heal/Endurance
  • (21) Preventive Medicine - Heal
  • (21) Preventive Medicine - Heal/RechargeTime/Endurance

Level 22: Tough

  • (A) Aegis - Resistance/Endurance
  • (23) Aegis - Resistance/Endurance/Recharge
  • (23) Aegis - Resistance
  • (36) Aegis - Psionic/Status Resistance

Level 24: Dismiss Pain

  • (A) Panacea - +Hit Points/Endurance
  • (43) Panacea - Heal

Level 26: Steam Spray

  • (A) Bombardment - Damage
  • (27) Bombardment - Accuracy/Recharge/Endurance
  • (27) Bombardment - Damage/Recharge
  • (29) Bombardment - Accuracy/Damage/Recharge
  • (29) Bombardment - Accuracy/Damage/Recharge/Endurance
  • (31) Bombardment - Chance for Fire Damage

Level 28: Resilience

  • (A) Unbreakable Guard - +Max HP
  • (37) Unbreakable Guard - Resistance
  • (39) Unbreakable Guard - Resistance/Endurance/RechargeTime
  • (40) Unbreakable Guard - Resistance/Endurance
  • (40) Gladiator's Armor - TP Protection +3% Def (All)
  • (40) Steadfast Protection - Resistance/+Def 3%

Level 30: Weave

  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
  • (37) Luck of the Gambler - Defense/Endurance
  • (50) Shield Wall - +Res (Teleportation), +5% Res (All)

Level 32: Geyser

  • (A) Ragnarok - Damage
  • (33) Ragnarok - Damage/Recharge
  • (33) Ragnarok - Accuracy/Damage/Recharge
  • (33) Ragnarok - Accuracy/Recharge
  • (34) Ragnarok - Damage/Endurance
  • (34) Ragnarok - Chance for Knockdown

Level 35: Second Wind

  • (A) Doctored Wounds - Recharge
  • (36) Doctored Wounds - Heal/Recharge
  • (36) Doctored Wounds - Heal/Endurance/Recharge

Level 38: Hasten

  • (A) Recharge Reduction IO
  • (39) Recharge Reduction IO

Level 41: Mind Probe

  • (A) Hecatomb - Damage
  • (42) Hecatomb - Damage/Recharge
  • (42) Hecatomb - Accuracy/Damage/Recharge
  • (42) Hecatomb - Accuracy/Recharge
  • (43) Hecatomb - Damage/Endurance
  • (43) Hecatomb - Chance of Damage(Negative)

Level 44: Psychic Shockwave

  • (A) Armageddon - Damage/Endurance
  • (45) Armageddon - Accuracy/Recharge
  • (45) Armageddon - Accuracy/Damage/Recharge
  • (45) Armageddon - Damage/Recharge
  • (46) Armageddon - Chance for Fire Damage
  • (46) Armageddon - Damage

Level 47: Link Minds

  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed

Level 49: Afterburner

  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed

Level 1: Brawl

  • (A) Empty

Level 1: Opportunity 


Level 1: Prestige Power Dash

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|-------------------------------------------------------------------|
Edited by JoJoMonkey
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6 hours ago, JoJoMonkey said:

bump anyone?

 

You need to be more logical with your set choices. Pick a stat that you are looking to boost and chase it. 

 

for example each time you have slotted a purple set you have put 6 IOs in. This is gaining you psionic defence, which really isn't very useful in the grand scheme of things and each of the Damage set could be replaced with either a % chance for damage proc from another set or that slot taken and moved to slot other things. 

You could use your other powers to chase more recharge, either on the cheap with 5 slots of doctored wounds or less budget friendly using Panacea (don't forget 1x 6 slots of preventative medicine for sweet 8.75% recharge + absorb proc)

another option you could take is to slot for some ranged defence and sit out of melee range of your enemies with hover. However I would not recommend achieving this by slotting slow sets like you have in dehydrate. If you do go this route aim for at least 32.5% ranged defence. Please note that regen has 0 defence baked into the set, so anything you gain will be purely from pool power picks and set bonuses (Hover, combat jumping, weave, manoeuvres, link minds), this will limit your options for offense slotting however regen works REALLY well with any kind of layered defence as it has such good healing capabilities already. 

 

Water blast works quite nicely with damage procs, however there is nothing stopping you building for set bonuses 🙂

 

my last pointer would be to make sure you have your global procs slotted up which you seem to mostly have. Performance shifter +end proc can go in both stamina and quick recovery. I would start there. If you have spare slots slot up QR first over stamina base slot as it is stronger. Also make sure you have the panacea proc slotted somewhere early too (either health or one of your other regen powers)

I would also strongly recommend a Kismet +to hit proc in an early defence based toggle such as hover. 

 

@Black Assassin - Torchbearer

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Also you have taken Psionic mastery but not taken Dominate. Which is the main reason to go into that pool. Take it and slot x6 % damage procs in or if you are low on global accuracy take 5x % damage procs and 1x Acc/Dam from a range set or a Nucleolus HamiO enhancement if you can get one.

@Black Assassin - Torchbearer

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Thanks for the input @Black_Assassin

I have taking the slotting and build up to about 43. I have noticed already the some really low damage and have a better understanding of how the power plays. This is my revised setup, like you already mentioned. I have removed one purple set and the at set to get better resists. I have also change up the powers base on team and solo play. Dehydrate was kind of lack luster for me. I am going to try to give it a little more control and DPS with whirlpool. This is still a work in process.

 

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!

water boy: Level 50 Natural Sentinel
Primary Power Set: Water Blast
Secondary Power Set: Regeneration
Power Pool: Flight
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Psionic Mastery

Hero Profile:
Level 1: Hydro Blast

  • (A) Superior Opportunity Strikes - Accuracy/Damage
  • (3) Superior Opportunity Strikes - Damage/RechargeTime
  • (3) Superior Opportunity Strikes - Accuracy/Damage/RechargeTime
  • (7) Superior Opportunity Strikes - Accuracy/Damage/Endurance
  • (9) Superior Opportunity Strikes - Accuracy/Damage/Endurance/RechargeTime
  • (13) Superior Opportunity Strikes - RechargeTime/Chance for Opportunity

Level 1: Fast Healing

  • (A) Preventive Medicine - Heal
  • (15) Preventive Medicine - Heal/Endurance

Level 2: Reconstruction

  • (A) Numina's Convalesence - +Regeneration/+Recovery
  • (15) Numina's Convalesence - Heal
  • (19) Numina's Convalesence - Heal/Endurance/Recharge
  • (50) Numina's Convalesence - Heal/Recharge

Level 4: Water Burst

  • (A) Bombardment - Damage
  • (5) Bombardment - Accuracy/Recharge/Endurance
  • (5) Bombardment - Damage/Recharge
  • (7) Bombardment - Accuracy/Damage/Recharge
  • (9) Bombardment - Accuracy/Damage/Recharge/Endurance
  • (13) Bombardment - Chance for Fire Damage

Level 6: Quick Recovery

  • (A) Performance Shifter - Chance for +End
  • (31) Performance Shifter - EndMod
  • (39) Performance Shifter - EndMod/Recharge

Level 8: Hover

  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
  • (19) Luck of the Gambler - Defense/Endurance

Level 10: Instant Regeneration

  • (A) Preventive Medicine - Heal
  • (11) Preventive Medicine - Chance for +Absorb
  • (11) Preventive Medicine - Heal/Endurance
  • (37) Preventive Medicine - Heal/RechargeTime/Endurance

Level 12: Fly

  • (A) Flight Speed IO

Level 14: Whirlpool

  • (A) Impeded Swiftness - Damage/Slow
  • (17) Impeded Swiftness - Accuracy/Slow
  • (17) Impeded Swiftness - Accuracy/Endurance
  • (25) Impeded Swiftness - Range/Slow
  • (25) Impeded Swiftness - Endurance/Recharge/Slow
  • (31) Damage Increase IO

Level 16: Kick

  • (A) Accuracy IO

Level 18: Tidal Forces

  • (A) Adjusted Targeting - To Hit Buff
  • (46) Adjusted Targeting - To Hit Buff/Recharge
  • (48) Adjusted Targeting - To Hit Buff/Endurance/Recharge
  • (48) Adjusted Targeting - Endurance/Recharge
  • (48) Adjusted Targeting - To Hit Buff/Endurance
  • (50) Adjusted Targeting - Recharge

Level 20: Integration

  • (A) Preventive Medicine - Heal/Endurance
  • (21) Preventive Medicine - Heal
  • (21) Preventive Medicine - Heal/RechargeTime/Endurance

Level 22: Tough

  • (A) Unbreakable Guard - Resistance
  • (23) Unbreakable Guard - Resistance/Endurance
  • (23) Unbreakable Guard - Endurance/RechargeTime
  • (34) Unbreakable Guard - RechargeTime/Resistance
  • (36) Unbreakable Guard - Resistance/Endurance/RechargeTime
  • (36) Unbreakable Guard - +Max HP

Level 24: Dismiss Pain

  • (A) Panacea - +Hit Points/Endurance
  • (43) Panacea - Heal

Level 26: Steam Spray

  • (A) Bombardment - Damage
  • (27) Bombardment - Accuracy/Recharge/Endurance
  • (27) Bombardment - Damage/Recharge
  • (29) Bombardment - Accuracy/Damage/Recharge
  • (29) Bombardment - Accuracy/Damage/Recharge/Endurance
  • (31) Bombardment - Chance for Fire Damage

Level 28: Resilience

  • (A) Unbreakable Guard - RechargeTime/Resistance
  • (37) Unbreakable Guard - Resistance
  • (39) Gladiator's Armor - End/Resist
  • (40) Unbreakable Guard - Resistance/Endurance
  • (40) Gladiator's Armor - TP Protection +3% Def (All)
  • (40) Steadfast Protection - Resistance/+Def 3%

Level 30: Weave

  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
  • (37) Luck of the Gambler - Defense/Endurance
  • (50) Shield Wall - +Res (Teleportation), +5% Res (All)

Level 32: Geyser

  • (A) Bombardment - Accuracy/Recharge/Endurance
  • (33) Bombardment - Damage/Recharge
  • (33) Bombardment - Accuracy/Damage/Recharge
  • (33) Bombardment - Accuracy/Damage/Recharge/Endurance
  • (34) Bombardment - Chance for Fire Damage
  • (34) Bombardment - Damage

Level 35: Second Wind

  • (A) Preventive Medicine - Heal
  • (36) Preventive Medicine - Heal/RechargeTime

Level 38: Hasten

  • (A) Recharge Reduction IO
  • (39) Recharge Reduction IO

Level 41: Mind Probe

  • (A) Hecatomb - Damage
  • (42) Hecatomb - Damage/Recharge
  • (42) Hecatomb - Accuracy/Damage/Recharge
  • (42) Hecatomb - Accuracy/Recharge
  • (43) Hecatomb - Damage/Endurance
  • (43) Hecatomb - Chance of Damage(Negative)

Level 44: Psychic Shockwave

  • (A) Armageddon - Damage/Endurance
  • (45) Armageddon - Accuracy/Recharge
  • (45) Armageddon - Accuracy/Damage/Recharge
  • (45) Armageddon - Damage/Recharge
  • (46) Armageddon - Chance for Fire Damage
  • (46) Armageddon - Damage

Level 47: Link Minds

  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed

Level 49: Afterburner

  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed

Level 1: Brawl

  • (A) Empty

Level 1: Opportunity 


Level 1: Prestige Power Dash

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  • JoJoMonkey changed the title to Advice for New Water/Regen Sentinel

So...

 

Dehydrate is is vastly better power once you slot it with procs. Yes, it has horrible base damage, and yes it hardly functions as a heal. But procs? It was made for procs.

 

You ignored the part where Black_Assassin said you went several powers into Psi Mastery and never took Dominate. Water Blast doesn't really need help in the AOE department. It's the single target area that it suffers.

 

You skipped Water Jet?

 

It'd probably be a good idea to use Gaussian's in Tidal Forces. Especially with 6 slots. You seem to have confused resists for defense.

 

The way you're currently slotted you will function as an underperforming Blaster. You will be able to take a punch, but you won't have the defenses to avoid the rest of the punches, then you will die and will have done very little damage to compensate. I'm drunk so sorry for being blunt. High resists are only potent when you have high defense to back them up.

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ok lol this took me a while and I was able to get "Water Jet" in and change my setup. I have remove the fighting pool change for concealment and also add the leadership pool. I focused on damage and range def. I use hover all the time so it should be in range almost all the time. input welcome

 

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!

water boy: Level 50 Natural Sentinel
Primary Power Set: Water Blast
Secondary Power Set: Regeneration
Power Pool: Flight
Power Pool: Concealment
Power Pool: Leadership
Power Pool: Speed
Ancillary Pool: Psionic Mastery

Hero Profile:
Level 1: Hydro Blast

  • (A) Superior Opportunity Strikes - Accuracy/Damage
  • (3) Superior Opportunity Strikes - Damage/RechargeTime
  • (3) Superior Opportunity Strikes - Accuracy/Damage/RechargeTime
  • (7) Superior Opportunity Strikes - Accuracy/Damage/Endurance
  • (9) Superior Opportunity Strikes - Accuracy/Damage/Endurance/RechargeTime
  • (13) Superior Opportunity Strikes - RechargeTime/Chance for Opportunity

Level 1: Fast Healing

  • (A) Preventive Medicine - Heal
  • (15) Preventive Medicine - Heal/Endurance

Level 2: Reconstruction

  • (A) Numina's Convalesence - +Regeneration/+Recovery
  • (15) Numina's Convalesence - Heal
  • (19) Numina's Convalesence - Heal/Endurance/Recharge
  • (36) Numina's Convalesence - Endurance/Recharge
  • (36) Numina's Convalesence - Heal/Endurance
  • (50) Numina's Convalesence - Heal/Recharge

Level 4: Water Burst

  • (A) Overwhelming Force - Accuracy/Damage
  • (5) Overwhelming Force - Endurance/Recharge
  • (5) Overwhelming Force - Accuracy/Damage/Endurance
  • (7) Overwhelming Force - Damage/Endurance/Recharge
  • (9) Overwhelming Force - Accuracy/Damage/Endurance/Recharge

Level 6: Quick Recovery

  • (A) Performance Shifter - Chance for +End
  • (31) Performance Shifter - EndMod
  • (39) Performance Shifter - EndMod/Recharge

Level 8: Hover

  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
  • (19) Luck of the Gambler - Defense/Endurance

Level 10: Instant Regeneration

  • (A) Preventive Medicine - Heal
  • (11) Preventive Medicine - Chance for +Absorb
  • (11) Preventive Medicine - Heal/Endurance
  • (37) Preventive Medicine - Heal/RechargeTime/Endurance

Level 12: Fly

  • (A) Flight Speed IO

Level 14: Whirlpool

  • (A) Pacing of the Turtle - Damage/Slow
  • (17) Pacing of the Turtle - Accuracy/Slow
  • (17) Pacing of the Turtle - Accuracy/Endurance
  • (25) Pacing of the Turtle - Range/Slow
  • (25) Pacing of the Turtle - Endurance/Recharge/Slow
  • (31) Pacing of the Turtle - Chance of -Recharge

Level 16: Tidal Forces

  • (A) Gaussian's Synchronized Fire-Control - To Hit Buff
  • (23) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
  • (31) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
  • (34) Gaussian's Synchronized Fire-Control - Recharge/Endurance
  • (37) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
  • (50) Gaussian's Synchronized Fire-Control - Chance for Build Up

Level 18: Water Jet

  • (A) Thunderstrike - Accuracy/Damage
  • (46) Thunderstrike - Damage/Endurance
  • (48) Thunderstrike - Damage/Recharge
  • (48) Thunderstrike - Accuracy/Damage/Recharge
  • (48) Thunderstrike - Accuracy/Damage/Endurance
  • (50) Thunderstrike - Damage/Endurance/Recharge

Level 20: Integration

  • (A) Preventive Medicine - Heal/Endurance
  • (21) Preventive Medicine - Heal
  • (21) Preventive Medicine - Heal/RechargeTime/Endurance

Level 22: Stealth

  • (A) Luck of the Gambler - Defense/Endurance
  • (23) Luck of the Gambler - Defense/Increased Global Recharge Speed

Level 24: Dismiss Pain

  • (A) Panacea - +Hit Points/Endurance
  • (43) Panacea - Heal

Level 26: Steam Spray

  • (A) Artillery - Accuracy/Damage
  • (27) Artillery - Damage/Endurance
  • (27) Artillery - Damage/Recharge
  • (29) Artillery - Accuracy/Recharge/Range
  • (29) Artillery - Accuracy/Damage/Recharge

Level 28: Resilience

  • (A) Unbreakable Guard - Resistance
  • (37) Unbreakable Guard - Resistance/Endurance
  • (39) Unbreakable Guard - +Max HP
  • (40) Unbreakable Guard - RechargeTime/Resistance
  • (40) Gladiator's Armor - TP Protection +3% Def (All)
  • (40) Steadfast Protection - Resistance/+Def 3%

Level 30: Maneuvers

  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
  • (43) Luck of the Gambler - Defense/Endurance

Level 32: Geyser

  • (A) Artillery - Accuracy/Damage
  • (33) Artillery - Damage/Endurance
  • (33) Artillery - Damage/Recharge
  • (33) Artillery - Accuracy/Damage/Recharge
  • (34) Artillery - Accuracy/Recharge/Range
  • (34) Artillery - Endurance/Recharge/Range

Level 35: Second Wind

  • (A) Preventive Medicine - Heal
  • (36) Preventive Medicine - Heal/RechargeTime

Level 38: Hasten

  • (A) Recharge Reduction IO
  • (39) Recharge Reduction IO

Level 41: Mind Probe

  • (A) Hecatomb - Damage
  • (42) Hecatomb - Damage/Recharge
  • (42) Hecatomb - Accuracy/Damage/Recharge
  • (42) Hecatomb - Accuracy/Recharge
  • (43) Hecatomb - Damage/Endurance

Level 44: Dominate

  • (A) Lockdown - Accuracy/Hold
  • (45) Lockdown - Accuracy/Recharge
  • (45) Lockdown - Recharge/Hold
  • (45) Lockdown - Endurance/Recharge/Hold
  • (46) Lockdown - Accuracy/Endurance/Recharge/Hold
  • (46) Lockdown - Chance for +2 Mag Hold

Level 47: Link Minds

  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed

Level 49: Afterburner

  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed

Level 1: Brawl

  • (A) Empty

Level 1: Opportunity 


Level 1: Prestige Power Dash

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9 hours ago, JoJoMonkey said:

ok lol this took me a while and I was able to get "Water Jet" in and change my setup. I have remove the fighting pool change for concealment and also add the leadership pool. I focused on damage and range def. I use hover all the time so it should be in range almost all the time. input welcome

 

If the build is fun for you in actual play, then no one's advice matters.  That said, I think you are misunderstanding some fundamental mechanics and it is holding you back.  

1) "Focused on damage", Unfortunately, no, no you aren't.  You're focused on building % damage from sets, but this isn't as effective as it seems.  You have 16% bonus damage globally.  That's 16% base damage.  That's like 12 pts of damage added to Hydro Blast.  Whirlpool you have a full set of a slow set.  It is obvious you're fishing for the defense, but let's consider what you've lost.  That set modifies Whirlpool's damage by 21% (22-ish damage).  Your global bonus another 16% (17-ish damage).  If you actually enhanced that power with a damage set, then you'd have 90-100% boost.   You've literally specced that power to do 1/3 of its potential from a damage set that could double its base effort.  

2) When people talk about using Dominate for damage they are not talking about speccing it as a hold.  What they mean is using singular %-based procs from a range of different sets to push it's damage artificially.  By artificially, this means each proc is worth between 71 to 100+ damage for each slot.  Other factors like recharge and base damage change this evaluation.  Dominate's base damage isn't that high in the first place so each proc is likely going to be better than enhancing it.  This really simplifying the topic, but what you have isn't effective for the goal.  

3) You've enhanced regeneration rate with Luck of the Gambler's or you figured to add a +def slot.  Either way, this is inefficient in powers like Hover which have pretty low base defense.  Also, Regeneration the power set ironically works better off enhancing recharge.  The whole mechanic of regeneration rate ticks isn't as powerful as it sounds.  Those 10% boosts to regen rate in a set bonus are literally only giving you +0.5 hit points each second.  That's not going to save you when enemies are hitting in the hundreds.  

4) If you're going to slot Numina in Reconstruction, then be prepared to click that power every 120 seconds.  You probably will anyway, but if you don't that proc will drop off.  You could run that proc in a passive ability or a toggle and never ever have to worry about it.  The Preventative Medicine proc doesn't rely on you at all since its condition to trigger is when you take damage.  So you can have that set in a power like Reconstruction.  

5) You don't need to soft-cap any defenses with Sentinel Regeneration and especially not if you're intending to hover out of range.  You can ease off the defense if it will allow you to actually slot for damage vs chasing bonuses that aren't that effective.  32.5% is the defense number that makes any purple inspiration soft-cap that defense.  A small purple inspiration is +12.5%.  

6) If you're worried about alpha strikes, then Moment of Glory is better than it sounds.  However, the Barrier Destiny Incarnate will also work real well.  Speaking of Barrier, when you T4 that one you will have a minimum of 5% defense for the duration of that power.  

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So yeah, on Dominate. It has a base of 52.83. Which is a DPA of 48.02. That DPA is actually higher than your T1 and 2 abilities. What it also has going for it is a 16 second recharge. A single target ability needs a recharge of around 10.6 seconds and it will have the maximum chance to trigger a proc at 3.5 PPM, which is 90%. Procs only care about enhanced recharge. So you global recharge can bring the recharge all the way down to 6 seconds and it won't care, the proc will still be 90% as long as the enhanced recharge is above 10.6 seconds. For Dominate this is around 50% recharge, or a single level 50 recharge IO at +4. Chances are you won't be enhancing the recharge anyway, so just assume 90% proc chance for 5-6 procs at 71.75 each, and either 1-2 of them at 107.1. I usually only put the epic proc from the hold set, and 4 more of the other procs.

 

EDIT: Sorry, I meant an ability with a 1.1 cast time will need a recharge of 10.6 seconds.

 

So:

107.1+ (4*71.75) = 394.5

 

That's 740% more damage. Enhancing the ability with regular enhancement sets will probably get you to 133% tops. Putting in 6 basic Damage IOs at +5 will get you to 159.95%. Hell, subbing one of those out for a +5 damage IO from an epic set will top you out at 161.94%. Now granted, they have a 90% proc chance, so it effectively drops down to 355.05 damage, but you get the point. There's a reason everyone says that Psi Mastery is the best blast set for Sentinels.

Edited by underfyre
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@oldskool 

I was working very hard to get range damage def. I do now agree that dominate is much better with damage mods. While leveling up the sentinel I had put damage io to wait till I got to 50 and notice what @underfrye had said the dam was much better with damage mods. I was looking for some point of reference as to were I should be aiming for def or resists when it comes to sentinels.  I primarily use melee so this has been a steep learning curve. you so right in the middle with you damage and defense.  

 

I was wondering when you mention only staying at distance, Do you have a play style or def sets that let  you stay close in the mix of it. I find I keep moving still have used distance and hover is a nice platform for protection.

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14 hours ago, JoJoMonkey said:

I was looking for some point of reference as to were I should be aiming for def or resists when it comes to sentinels. 

 

Edit, rephrasing a bit.
 

Any AT is going to benefit from maximizing its resistance values and stacking defense up to the soft-cap, at least.  What can sometimes be missed in those discussions is that building in this way has trade offs.  Some, not all, power set combinations can build defense without losing too much elsewhere.  Not all of them can.  

With that in mind, the Sentinel, especially Regeneration, has to be considerate of what kind of features it is leaving behind in order to close its defensive gaps.  That is going to vary with primary combinations too.  A blanket "get 45% defense" is actually terrible advice when it doesn't come with explanation on what you give up with that. 
 

14 hours ago, JoJoMonkey said:

I was wondering when you mention only staying at distance, Do you have a play style or def sets that let  you stay close in the mix of it. I find I keep moving still have used distance and hover is a nice platform for protection.

 

I tend to find value in the AoE immobilize offerings from several of the elemental epic options as well as Tashibishi in Ninja Tools.  Tashibishi, it is caltrops, will force enemies away from me while shooting them in close quarters.  Whirlpool already does this, but it is better as a damage option than as a slow utility, in my opinion.  I haven't played Water with Regen and so I don't know what I would take as a layer here.  Though I may look at an immobilize to keep targets in Whirlpool and then shoot at melee enemies from outside their range.  It won't always catch everything, but it helps.  

If you ever decide to make another Sentinel, then the following power sets can be very forgiving: Invulnerability, Super Reflexes, Energy Aura, Ninjutsu, Electric Armor, and Radiation Armor.  

Edited by oldskool
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  • 2 weeks later
On 5/14/2021 at 10:57 PM, JoJoMonkey said:

I was wondering when you mention only staying at distance, Do you have a play style or def sets that let  you stay close in the mix of it. I find I keep moving still have used distance and hover is a nice platform for protection.

 

    Well the Sentinel is in a weird spot..  I mean this literally.  "Stay at range" for a Sentinel is still closer than a blaster, defender or corruptor want to be.  But it can't really stick into melee like a scrapper either..  In this way, I'd suggest that the sentinel and dominator are actually both "mid range" classes, but where the Dom is really likely to be at mid range because they're bouncing from long to melee range, the Sentinel wants to keep the fight at mid range. (Yes, technically I suppose blasters may want to bounce from long to melee like doms do)

 

On 5/15/2021 at 12:14 PM, oldskool said:

With that in mind, the Sentinel, especially Regeneration, has to be considerate of what kind of features it is leaving behind in order to close its defensive gaps.  That is going to vary with primary combinations too.  A blanket "get 45% defense" is actually terrible advice when it doesn't come with explanation on what you give up with that. 

 

  I feel like this is @oldskool 's overly complicated way of saying "Regeneration is not optimized for sentinels".  but again, "play it if you like it".. which I think is really the motto of the Sentinel, not only because of oldskool's ubiquitous nature on these forums, but also because we've all chosen to play an AT that isn't mechanically the best, simply because we have fun playing it.

 

On regeneration specifically, it may not be the easiest set to get soft-caps on, but it has other qualities too.. perhaps you should think about why you want to play regen, and lean into that?  and while this character might not be able solo all the content you want to solo, I bet there are some Bubblers out there who really just wish their defense boosts would be useful in high-end content.  If you play what's fun for you, it might lead to others playing what's fun for them.

 

  As for other secondaries, I have a 50+ archery/invuln sentinel and I like her. Archery is pretty fluid paced and invuln is a good "set and forget" defensive, so they work nicely together. Invuln is also more resistance based than defense based, so it's still not the easiest to get defense caps on, but it isn't difficult and the mix of defense and resist is good.  I'm leveling a character with energy aura now and she's alot of fun.. the ability to reduce endurance costs while getting a heal and +regen to me has shades of what I like about the regen powerset. (and yes, that EA stuff is all on one power, which I feel has a good cooldown.. perhaps even unreasonably short.)

 

  While I realize it's gotten kinda long, I suggest you take a look at the stickied thread for the powers you curious about.  You can probably skip through most of it and find powerset names in bold.

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  • 1 year later

Hey guys, 

 

i was reading through all the comments, but to be honest i am still not sure what a Water/Regen Build should look like? 

 

My Vampire (Water in red = Blood, obviously Regeneration and Hasten as a Vampire, Stealth and Dark Mastery) would really appreciate advice as well. Just hit the incarnate levels recently and am still IO slotted. How should a build look like, when i am playing midrange and want to do some decent damage?.

 

Anyone experienced with it and willing to share his proven build? 🙂

 

best wishes

Akasha I

Edited by Radeon
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I don’t have a Water/Regen but got a couple of Regens. Superb set on Sentinels imo. 
 

For what it’s worth, in your shoes I’d be slotting for the following:

 

• Recharge: Not as important as melee Regen ATs, but still nice to have Reconstruction and MoG up any time you might need them. Water has a decent amount of AoE soft controls too, which also serves Regen very well. Another second they can’t attack you is another second of Regen. 
 

• Ranged def: You don’t need soft cap here. Not even close in fact. Getting to around 25% will make a big enough difference. 
 

• HP cap: You’ll need accolades to get there, but definitely aim for it. More HP means more Regen, after all. 

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  • 3 weeks later

I’m slow leveling a Water/Regen myself. Seems very synergistic and sturdy, but honestly I’m a bit all over the place with my build.

 

I know there are some in this thread, but does anyone have an updated build they’d like to share? Would love to use something as a base.

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