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Help please! DP/WP


Lanzlo

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Currently, my DP/WP Sentinel is in the early 21's. I want him to be a sort of 'jack of all trades' type character; effective solo, but able to group up effectively when needed. I'm going for a Troubleshooter flavor for him (he finds trouble and shoots it!) So far, I've just got powers selected up to 38, and no slots.

 

Would appreciate some build advice, please.

 

This Hero build was built using Mids Reborn 3.0.4.7
https://github.com/Reborn-Team/MidsReborn

Click this DataLink to open the build!

Mr. Ketch: Level 49 Natural Sentinel
Primary Power Set: Dual Pistols
Secondary Power Set: Willpower
Power Pool: Leaping
Power Pool: Fighting

Hero Profile:
Level 1: Pistols -- Empty(A)
Level 1: High Pain Tolerance -- Empty(A)
Level 2: Dual Wield -- Empty(A)
Level 4: Mind Over Body -- Empty(A)
Level 6: Fast Healing -- Empty(A)
Level 8: Swap Ammo
Level 10: Suppressive Fire -- Empty(A)
Level 12: Indomitable Will -- Empty(A)
Level 14: Combat Jumping -- Empty(A)
Level 16: Up to the Challenge -- Empty(A)
Level 18: Bullet Rain -- Empty(A)
Level 20: Quick Recovery -- Empty(A)
Level 22: Executioner's Shot -- Empty(A)
Level 24: Kick -- Empty(A)
Level 26: Piercing Rounds -- Empty(A)
Level 28: Heightened Senses -- Empty(A)
Level 30: Tough -- Empty(A)
Level 32: Hail of Bullets -- Empty(A)
Level 35: Weave -- Empty(A)
Level 38: Empty Clips -- Empty(A)
Level 41: [Empty]
Level 44: [Empty]
Level 47: [Empty]
Level 49: [Empty]
Level 1: Brawl -- Empty(A)
Level 1: Opportunity
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 2: Swift -- Empty(A)
Level 2: Health -- Empty(A)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- Empty(A)
Level 8: Chemical Ammunition
Level 8: Cryo Ammunition
Level 8: Incendiary Ammunition
------------

 

 

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Depending on how you want to build, you may not need either Dual Wield or Piercing Rounds.  Dual Wield generally takes a back seat to Pistols, Suppressive Fire and Executioner's shot on Sentinels.  Piercing Rounds is a slow animating power that can hit fairly hard, but it can lag behind the other three powers I mentioned.  Dual Pistols can hammer out fast shots repeatedly vs singular big hits.  

I'd recommend you take Strength of Will when you can.  Play around with it and see if you like it.  It can help cap your Smashing and Lethal resistance for a long time and it has a large boost to endurance recovery.  That may feel worth it until you get everything settled.  I use it on my Tanker but that is because my attacks eat blue bar like it is going out of style.  

 

Other than, that everything is fairly routine for both sets.  They aren't too complicated to play or build.  Just know Willpower isn't as easy to soft-cap on Sentinels as it is on melee.  You can get high 20's - low 30's on Smash/Lethal/Melee defense, and mid-30's to Energy/Negative/Cold/Fire with modest investment.  If you're hoping to get into the 40% range, then you may be looking at stacking Winter Sets.  

Don't build for +regeneration.  Try to build some hit points if you can, but it really isn't that important on Sentinel Willpower.  Sents don't get the ridiculousness of Rise to the Challenge and they don't have the highest hit points.  Still, it can be reasonably durable. 

 

If you haven't read through this yet, then I recommend you check out the thread below.  Dual Pistols and Willpower are both covered in that.

 

 

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Thank you, oldskool. I did ready your write-ups on that thread. I think I may want to keep Dual Pistols, if only for the option for the Defensive Opportunity. To start with, I think low-to-mid 30's on defenses would be fine, and I can work on stacking Winter's later.

 

Main thing is the last 4-5 power slots, as well as Incarnate abilities. As I stated above, going for a more Troubleshooter style, the guy you call to get things done.

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Spoiler

This Hero build was built using Mids Reborn 3.0.4.7
https://github.com/Reborn-Team/MidsReborn

Click this DataLink to open the build!

Level 49 Magic Sentinel
Primary Power Set: Dual Pistols
Secondary Power Set: Willpower
Power Pool: Fighting
Power Pool: Flight
Power Pool: Leadership
Power Pool: Speed

Hero Profile:
Level 1: Pistols -- SprSntWar-Acc/Dmg(A), SprSntWar-Dmg/Rchg(7), SprSntWar-Acc/Dmg/Rchg(7), SprSntWar-Acc/Dmg/EndRdx(9), SprSntWar-Acc/Dmg/EndRdx/Rchg(9), SprSntWar-Rchg/+Absorb(11)
Level 1: High Pain Tolerance -- RctArm-ResDam(A), RctArm-ResDam/EndRdx(17), RctArm-ResDam/Rchg(27), RctArm-ResDam/EndRdx/Rchg(29), GldArm-3defTpProc(45)
Level 2: Empty Clips -- PstBls-Acc/Dmg(A), PstBls-Dmg/EndRdx(11), PstBls-Dmg/Rchg(13), PstBls-Dmg/Rng(15), PstBls-Acc/Dmg/EndRdx(15)
Level 4: Mind Over Body -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(31), UnbGrd-Rchg/ResDam(31), UnbGrd-ResDam/EndRdx/Rchg(33), StdPrt-ResDam/Def+(45)
Level 6: Suppressive Fire -- SprOppStr-Acc/Dmg(A), SprOppStr-Dmg/Rchg(17), SprOppStr-Acc/Dmg/Rchg(19), SprOppStr-Acc/Dmg/EndRdx(19), SprOppStr-Acc/Dmg/EndRdx/Rchg(21), SprOppStr-Rchg/+Opportunity(21)
Level 8: Fast Healing -- Pnc-Heal/EndRedux(A), Pnc-EndRdx/Rchg(33), Pnc-Heal/Rchg(33), Pnc-Heal/EndRedux/Rchg(34), Pnc-Heal(34)
Level 10: Swap Ammo
Level 12: Indomitable Will -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(13)
Level 14: Bullet Rain -- PstBls-Acc/Dmg(A), PstBls-Dmg/EndRdx(23), PstBls-Dmg/Rchg(23), PstBls-Dmg/Rng(25), PstBls-Acc/Dmg/EndRdx(27)
Level 16: Up to the Challenge -- Pnc-Heal/EndRedux(A), Pnc-EndRdx/Rchg(34), Pnc-Heal/Rchg(36), Pnc-Heal/EndRedux/Rchg(36), Pnc-Heal(37)
Level 18: Executioner's Shot -- Dcm-Acc/Dmg(A), Dcm-Dmg/EndRdx(37), Dcm-Dmg/Rchg(37), Dcm-Acc/EndRdx/Rchg(39), Dcm-Acc/Dmg/Rchg(39)
Level 20: Quick Recovery -- PwrTrns-+Heal(A), PrfShf-End%(39)
Level 22: Kick -- FrcFdb-Rechg%(A)
Level 24: Tough -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(25), UnbGrd-Rchg/ResDam(46), UnbGrd-ResDam/EndRdx/Rchg(46)
Level 26: Piercing Rounds -- PstBls-Acc/Dmg(A), PstBls-Dmg/EndRdx(40), PstBls-Dmg/Rchg(40), PstBls-Dmg/Rng(40), PstBls-Acc/Dmg/EndRdx(42)
Level 28: Heightened Senses -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(29)
Level 30: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(31)
Level 32: Hail of Bullets -- Obl-Dmg(A), Obl-Acc/Rchg(42), Obl-Dmg/Rchg(42), Obl-Acc/Dmg/Rchg(43), Obl-Acc/Dmg/EndRdx/Rchg(45)
Level 35: Hover -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(36)
Level 38: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(43)
Level 41: Hasten -- RechRdx-I(A), RechRdx-I(43)
Level 44: [Empty]
Level 47: [Empty]
Level 49: [Empty]
Level 1: Brawl -- Empty(A)
Level 1: Opportunity
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 2: Swift -- Empty(A)
Level 2: Health -- NmnCnv-Regen/Rcvry+(A), Pnc-Heal/+End(3), Mrc-Rcvry+(3)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(5), PwrTrns-+Heal(5)
Level 10: Chemical Ammunition
Level 10: Cryo Ammunition
Level 10: Incendiary Ammunition
------------

 

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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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7 hours ago, Lanzlo said:

Thank you, oldskool. I did ready your write-ups on that thread. I think I may want to keep Dual Pistols, if only for the option for the Defensive Opportunity. To start with, I think low-to-mid 30's on defenses would be fine, and I can work on stacking Winter's later.

 

Main thing is the last 4-5 power slots, as well as Incarnate abilities. As I stated above, going for a more Troubleshooter style, the guy you call to get things done.

 

I always recommend folks tinker with powers as they level.  So, I think it is a fine idea to explore the use of Dual Wield as you level.  However, you're likely going to find you won't need Defensive Opportunity as the build matures.  Defensive Opportunity just doesn't return enough hit points per shot to out pace damage and there is little sense in lowering your overall damage-per-second just to activate it.  Willpower won't find too much use in the endurance recovery of Defense Opportunity either (later on).  

As to the last powers, well the world is your oyster.   You may find yourself running short on slots if you're going to take all of the attacks in the primary and those will want the majority of your slots.  You won't need additional attacks from any other pools because you have 7 primary attacks to pick from.  So, in other words you can pick up whatever you want and even go for a bunch of 1 slot wonders.  

Here are some other power ideas:

1) Maneuvers, and the Leadership Pool in general.  These are useful on any character and can be the Troubleshooter's natural leadership/charisma inspiring others.  

2) Concealment - This was changed recently and the new powers are pretty neat.  This adds some stealth and new movement power options. 

3) A travel power like Super Jump

4) Resurgence - if you have nothing else.  This power doesn't require investment.  

 

Incarnates for a Sentinel are pretty straight forward:  Go for damage increases because the AT needs it.  

- Musculature Core Alpha line 

- Reactive or Degenerative Interface line (you can eventually build both and swap based on teams)

- I generally prefer the Double Hit option in Hybrid Assault

- Judgement = whatever you want.  Ion has a chain effect which makes it popular AF, but really any of these are good. 

- Lore - whatever you want.  I've got two Sentinels running an Agent's of Shield kind of concept.  I like Longbow for them, but the Knives group are cool too.  

- Destiny - whatever you feel you need.  Rebirth feels underrated and gives you a feeling of ridiculous pre-nerf Regeneration's Instant Healing.  Barrier will give you a 5% defense and resistance buff even on the lowest end of the effect which can be up with high frequency.  Ageless gives you more recharge and endurance, but that isn't that useful to DP/WP.  Ageless also has an option with defense debuff protection and that *is* useful for Willpower.  You can build as many of these as you want, but only have one active at a time.  I'd go for either Barrier or Rebirth first, depending on your preference.  When you feel like dancing with the Cimos at point-blank later you'll probably want Ageless with the DDR option.  

 

Definitely give @Hyperstrike's posted build a look.  It comes with a few free power options and several slots.  It is a modest investment in funds to get those sets (pvp healing isn't cheap) and doesn't rely heavily on purples.  It should give you some ideas on what a final build can look like.  There are going to be other ways to handle this combo that can increase damage at the cost of defense or push defense even more (but won't add more damage to what is that post). 

Edited by oldskool
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Dual Wield > Suppresive Fire > Executioner's Shot > very slight pause > Repeat, got me to solo AVs without Incarnates (except for Seige, couldn't beat him solo, all others soloed) on my DP/NIN.

 

Defensive Opportunity is a waste, but I couldn't get enough Recharge to make Pistols > SF > Pistols > ES > Repeat work without lower DPS and Offensive Opportunity didn't make up for it.

 

Musculature Core is more damage, but Radial gives End Mod, which can be nice for some builds.  Lore, I've come to like Radial side of things for the buff pet. 

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4 hours ago, BrandX said:

Dual Wield > Suppresive Fire > Executioner's Shot > very slight pause > Repeat, got me to solo AVs without Incarnates (except for Seige, couldn't beat him solo, all others soloed) on my DP/NIN.

 

Defensive Opportunity is a waste, but I couldn't get enough Recharge to make Pistols > SF > Pistols > ES > Repeat work without lower DPS and Offensive Opportunity didn't make up for it.

 

Musculature Core is more damage, but Radial gives End Mod, which can be nice for some builds.  Lore, I've come to like Radial side of things for the buff pet. 

 

Doesn't your build run multiple procs in DW?  Its been awhile since I have seen it.  The proc use in DW is a pretty significant difference in value add.  

The recharge topic is very much a reason why I use Super Reflexes as it allows me to constantly chain attacks.  The repeated uses of Achilles' Heel pushes its likelihood of proccing which is a damage increase for the 10 second duration.  That too is something DW doesn't come with, BUT the value is likely going to vary based on build.  

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41 minutes ago, oldskool said:

 

Doesn't your build run multiple procs in DW?  Its been awhile since I have seen it.  The proc use in DW is a pretty significant difference in value add.  

The recharge topic is very much a reason why I use Super Reflexes as it allows me to constantly chain attacks.  The repeated uses of Achilles' Heel pushes its likelihood of proccing which is a damage increase for the 10 second duration.  That too is something DW doesn't come with, BUT the value is likely going to vary based on build.  

 

Yes.  3 Procs in DW.

 

Though, I believe I tested Pistols with and without Procs with DW coming out on top still.  I didn't use Dominate at all, and I believe that's popular to use with it.

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