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In a lifespan of poor choices, subpar decisions, lack of critical thinking and execution; this is without doubt my biggest mistake. I was looking to make a melee oriented Sentinel. You know, get all up in your grill and blast face kinda thing. I enjoy doing similar things with my Dominators, Defenders, Blasters...etc. So I thought to myself; why not a Sentinel. They get defense armors and I've read that Regen for a Sentinel is perhaps the finest iteration of the Set. So I gave it a go. 

Well, I did it. Only, after blowing literally all my influence on the character, I'm not exactly pleased with the end result.  My understanding concerning Regen was to max the Recharge & Max HP and follow it with some S/L resistance. IDK, I gave it my best. Please review and tell me where it needs to be refit. Thanks. 


 

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 50 Magic Sentinel
Primary Power Set: Radiation Blast
Secondary Power Set: Regeneration
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leadership
Power Pool: Leaping
Ancillary Pool: Psionic Mastery

Hero Profile:
Level 1: X-Ray Beam -- SprWntBit-Acc/Dmg(A), SprWntBit-Acc/Dmg/Rchg(3), SprWntBit-Dmg/Rchg(3)
Level 1: Fast Healing -- Pnc-Heal/+End(A), Pnc-Heal(5), Pnc-Heal/EndRedux(5)
Level 2: Irradiate -- 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(48)
Level 4: Reconstruction -- Prv-Heal(A), Prv-Heal/EndRdx(11), Prv-EndRdx/Rchg(11), Prv-Heal/Rchg(13), Prv-Heal/Rchg/EndRdx(13), Prv-Absorb%(46)
Level 6: Cosmic Burst -- Apc-Dmg(A), Apc-Dmg/Rchg(15), Apc-Acc/Dmg/Rchg(15), Apc-Acc/Rchg(17), Apc-Dam%(17)
Level 8: Quick Recovery -- PwrTrns-EndMod(A), PwrTrns-+Heal(19)
Level 10: Instant Regeneration -- Pnc-Heal/EndRedux(A), Pnc-EndRdx/Rchg(21), Pnc-Heal/Rchg(21), Pnc-Heal/EndRedux/Rchg(23), Pnc-Heal(23)
Level 12: Aim -- GssSynFr--ToHit/Rchg(A), GssSynFr--Build%(25)
Level 14: Hasten -- RechRdx-I(A), RechRdx-I(25)
Level 16: Dismiss Pain -- Prv-Heal(A), Prv-Heal/EndRdx(27), Prv-Heal/Rchg(27)
Level 18: Proton Stream -- SprOppStr-Acc/Dmg(A), SprOppStr-Rchg/+Opportunity(19), SprOppStr-Dmg/Rchg(29), SprOppStr-Acc/Dmg/Rchg(29), SprOppStr-Acc/Dmg/EndRdx(31), SprOppStr-Acc/Dmg/EndRdx/Rchg(31)
Level 20: Integration -- Pnc-Heal/EndRedux(A), Pnc-EndRdx/Rchg(31), Pnc-Heal/Rchg(33), Pnc-Heal/EndRedux/Rchg(33), Pnc-Heal(33)
Level 22: Super Speed -- Clr-EndRdx(A), Clr-Stlth(34)
Level 24: Boxing -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(43), KntCmb-Dmg/Rchg(48), KntCmb-Dmg/EndRdx/Rchg(50)
Level 26: Neutron Bomb -- Rgn-Dmg(A), Rgn-Dmg/Rchg(34), Rgn-Acc/Dmg/Rchg(34), Rgn-Acc/Rchg(36), Rgn-Knock%(36)
Level 28: Resilience -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(36)
Level 30: Tough -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(37), UnbGrd-Max HP%(39), UnbGrd-ResDam/EndRdx/Rchg(50)
Level 32: Atomic Blast -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(39), SprAvl-Acc/Dmg/EndRdx(39), SprAvl-Acc/Dmg/Rchg(40), SprAvl-Rchg/KDProc(40)
Level 35: Mind Probe -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(40), SprBlsCol-Acc/Dmg/EndRdx(42), SprBlsCol-Acc/Dmg/Rchg(42), SprBlsCol-Dmg/EndRdx/Acc/Rchg(42), SprBlsCol-Rchg/HoldProc(46)
Level 38: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(43)
Level 41: Psychic Shockwave -- Arm-Dmg(A), Arm-Dmg/Rchg(43), Arm-Acc/Dmg/Rchg(45), Arm-Acc/Rchg(45), Arm-Dam%(45)
Level 44: Link Minds -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/Rchg(46)
Level 47: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(48)
Level 49: Combat Jumping -- LucoftheG-Def/Rchg+(A), Ksm-ToHit+(50)
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 -- Mrc-Rcvry+(A), NmnCnv-Regen/Rcvry+(37)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- PwrTrns-EndMod(A), PwrTrns-Dam/EndMod(37)
Level 50: Agility Partial Core Revamp 
------------

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I would ditch irradiate and take second wind or moment of glory, instead.  If you want to get in their face and melee, you need more melee attacks.  I would ditch mind probe, psychic shockwave, and link minds.  Take  Air superiority from flight pool, Cross punch from fighting pool, and Knockout blow from leviathan patron pool, instead.

 

This is similar to the build I'm shooting for with my Radiation/Super Reflexes Sentinel.

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1 hour ago, Triumphant said:

I would ditch irradiate and take second wind or moment of glory, instead.  If you want to get in their face and melee, you need more melee attacks.  I would ditch mind probe, psychic shockwave, and link minds.  Take  Air superiority from flight pool, Cross punch from fighting pool, and Knockout blow from leviathan patron pool, instead.

 

This is similar to the build I'm shooting for with my Radiation/Super Reflexes Sentinel.

 

So Knockout Blow is inferior to Mind Probe, Irradiate is a 10 target point blank attack, and Psi Shockwave is a 16 target point blank attack. How is losing these attacks for a sub par Air Superiority and a 5 target cone a good trade off?

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He wanted to play a melee oriented Sentinel.  I thought his disappointment was in that it didn't feel like a melee character  (i.e. more close-in punchy, like Superman/hulk, etc.).  I also wish to play Sentinel that has a more "punchy/brawling" feel to it, so I was sharing my plan to make my own character play that way.

 

Sentinels are a ranged combat class, so they will never be high performing as a melee toon.  Besides this, they are also weaker than the other ranged combat classes (blaster/dominator/corruptor), even if they are a little tougher and more forgiving to level up.

 

If he was asking how to turn the Sentinel into a power build, I apologize, b/c my advice is not useful in that regard.  I don't pursue power builds because I find the game so easy- even played at +4/8- that power builds are redundant (and even boring) unless you want to play those crazy 801 AE missions people make.

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Posted (edited)
21 hours ago, ThrillMill said:

In a lifespan of poor choices, subpar decisions, lack of critical thinking and execution; this is without doubt my biggest mistake. I was looking to make a melee oriented Sentinel. You know, get all up in your grill and blast face kinda thing. I enjoy doing similar things with my Dominators, Defenders, Blasters...etc. So I thought to myself; why not a Sentinel. They get defense armors and I've read that Regen for a Sentinel is perhaps the finest iteration of the Set. So I gave it a go. 

Well, I did it. Only, after blowing literally all my influence on the character, I'm not exactly pleased with the end result.  My understanding concerning Regen was to max the Recharge & Max HP and follow it with some S/L resistance. IDK, I gave it my best. Please review and tell me where it needs to be refit. Thanks. 

 

I'm sorry you've had a bad experience.  The build itself isn't actually that bad.  You're running into the very low ceiling that Sentinels have when it comes to building them.  That in and of itself is not your own poor choice, subpar decision or lack of critical thinking etc.  You've picked two power sets that are working against each other and learning that you'll likely need to just focus on one.  That isn't your fault though.  It is reasonable to just pick some power sets and go to town.  This is more a development issue.  I can't tell if you have some expectations of the AT that it cannot meet at this time, but that may be part of it too.  *shrug*  

Radiation Blast with just full sets isn't that impressive of a primary.  However, Radiation Blast can take on some damage procs and this can significantly improve it.  That also means forgoing some full set bonuses that are driving the gap closing of Regeneration's weaknesses.  

Regeneration on Sentinels is pretty good, but Regeneration is still the weakest mitigation set there is.  It can be made to be more durable, much like you've proven, but this limits how you handle the primary power.  

For your Incarnates, I'd recommend you start working towards Musculature Core for the Alpha.  That will be a damage increase.  Assault in Hybrid, Reactive or Degen in Interface would be the next damage boosters to go for.  

Regeneration works well with the Barrier Destiny path or even the Radial version of Ageless for some defense debuff resistance.  

 

Here are some simple ideas without completely redoing the whole thing: 

 

1) You're 10% regen capped already.  You could remove a slot from Fast Healing to break up that set and add it to Cosmic Burst. 

2) You can decide if 6 slots in Mind Probe are necessary for the AoE/Fire/Cold Defense.  I'd maybe move a slot to Neutron Bomb.  

3) Move the set out of Proton Stream into Neutron Bomb.  Sell Ragnarok. 

4) Break up the Apocalypse set in Cosmic Burst.  You could run the Apocalypse damage and negative proc in Cosmic Burst (sell the rest if you want).  It looks like Cosmic Burst and Proton Stream have similar proc rates for that.  Someone will correct me on that.  Either way, add 3 more damage procs and an Acc/dmg/end IO of your choice.  Eventually +5 that and the Apocalypse damage one.  Or eventually go for a +3 Nucleus Exposure (you don't need it).  The +5 IOs and Musculature will put this power at 126% damage modification.  

5) Repeat for Proton Stream (or Cosmic Burst depending on step 4). The difference for Proton Stream is use one of the proc options for Achilles' Heel.  

The slotting changes in 4 & 5 will bring the damage of your single target change (X-Ray, Mind Probe, Cosmic and Proton) up to a point of similar performance as your current build... while Aim is on.   With the new slotting above, Aim will far exceed what your current build is doing.  

You will lose recharge, but +4's in both of Hasten's slots will get you 8 seconds of downtime.  You should still be able to run your attacks comfortably but there will be a bit of a lag on some of the cooldowns.  Still, you'd be doing more damage per hit so that is something.  You could even go for a +4 recharge IO in Aim (and break that 2pc set) bring that cooldown to line up with Atomic Blast.  

 

You could add procs to the AoE powers too, but you'd lose 30% recharge by giving up the two ATOs and 5pc Armageddon.  I wouldn't do that personally.  I'd just try to close the damage gap on single target so you don't feel like you're tickling things to death.  

Your hit points will be just over the AT cap with accolades.  You will lose about 1 hit point per second of regeneration.  Your melee defense should largely be unchanged.  


All in all, you have a very solid foundation.  Good job!  Let us know if any of this helps.

 

Edited by oldskool
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12 hours ago, Triumphant said:

Sentinels are a ranged combat class, so they will never be high performing as a melee toon.  Besides this, they are also weaker than the other ranged combat classes (blaster/dominator/corruptor), even if they are a little tougher and more forgiving to level up.

 

This: "Sentinels are a ranged combat class" (emphasis added by me).  That's the way they're designed.  They have no ST melee attacks, only melee range PBAoEs.  They are not designed for melee combat, even with armor secondaries.  Kudos to you for trying to make them work that way, but your efforts were doomed from the start, through no fault of yours.

 

That's not to say you can't play a Sentinel in melee range: you can.  But you do so by embracing your ST ranged attacks along the way.  Regen is a tough secondary for doing that, though.  I have a level 50+ Fire/Regen Sentinel that was fun to play, but I definitely played him ranged.  My best melee range Sentinels are */SR and */WP.

 

Finally, Sentinels are underperforming in pure damage: we're all eagerly awaiting whatever changes @Captain Powerhouse has in store for them.  Even if Sentinels could provide meaningful melee attacks, they'd probably be just as underwhelming as their current ranged attacks.  We already complain about how poorly they compare to Blasters: this would just give us more cause to complain about how poorly they compare to Scrappers, too.  In the meantime, I've just given up and decided to play Sentinels purely for fun and flavor, instead of pure power (ranged or otherwise).

 

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@Rathstar

Energy/Energy Blaster (50+3) on Everlasting

Energy/Temporal Blaster (50+3) on Excelsior

Energy/Willpower Sentinel (50+3) on Indomitable

Energy/Energy Sentinel (50+1) on Torchbearer

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Long range.
Short range.
Melee range.

I'm the Sentinel with the gun!

 

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!

DEADEYE: Level 50 Magic Sentinel
Primary Power Set: Dual Pistols
Secondary Power Set: Invulnerability
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Flight
Power Pool: Speed

Hero Profile:
Level 1: Dual Wield -- SprSntWar-Acc/Dmg(A), SprSntWar-Dmg/Rchg(3), SprSntWar-Acc/Dmg/Rchg(3), SprSntWar-Acc/Dmg/EndRdx(5), SprSntWar-Acc/Dmg/EndRdx/Rchg(5), SprSntWar-Rchg/+Absorb(7)
Level 1: Temp Invulnerability -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(7), UnbGrd-Rchg/ResDam(9), UnbGrd-ResDam/EndRdx/Rchg(9), StdPrt-ResDam/Def+(11), GldArm-3defTpProc(11)
Level 2: Empty Clips -- SprOppStr-Acc/Dmg(A), SprOppStr-Dmg/Rchg(13), SprOppStr-Acc/Dmg/Rchg(13), SprOppStr-Acc/Dmg/EndRdx(15), SprOppStr-Acc/Dmg/EndRdx/Rchg(15), SprOppStr-Rchg/+Opportunity(17)
Level 4: Resist Physical Damage -- RctArm-ResDam(A), RctArm-ResDam/EndRdx(21), RctArm-ResDam/Rchg(23), RctArm-ResDam/EndRdx/Rchg(23)
Level 6: Durability -- RctArm-ResDam(A), RctArm-ResDam/EndRdx(25), RctArm-ResDam/Rchg(25), RctArm-ResDam/EndRdx/Rchg(27)
Level 8: Suppressive Fire -- Apc-Dmg/Rchg(A), Apc-Acc/Dmg/Rchg(27), Apc-Acc/Rchg(29), Apc-Dmg/EndRdx(29), Apc-Dam%(31)
Level 10: Dull Pain -- DctWnd-Heal/Rchg(A), NmnCnv-Heal/Rchg(31), Pnc-Heal/Rchg(31)
Level 12: Swap Ammo
Level 14: Kick -- FrcFdb-Rechg%(A)
Level 16: Unyielding -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(33), UnbGrd-Rchg/ResDam(33), UnbGrd-ResDam/EndRdx/Rchg(33)
Level 18: Bullet Rain -- Rgn-Dmg/Rchg(A), Rgn-Acc/Dmg/Rchg(34), Rgn-Acc/Rchg(34), Rgn-Dmg/EndRdx(34), Rgn-Knock%(36)
Level 20: Environmental Resistance -- RctArm-ResDam(A), RctArm-ResDam/EndRdx(36), RctArm-ResDam/Rchg(36), RctArm-ResDam/EndRdx/Rchg(37)
Level 22: Tough -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(37), UnbGrd-Rchg/ResDam(37), UnbGrd-ResDam/EndRdx/Rchg(39)
Level 24: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(39), ShlWal-ResDam/Re TP(39), Rct-ResDam%(40)
Level 26: Executioner's Shot -- SprWntBit-Acc/Dmg(A), SprWntBit-Dmg/Rchg(40), SprWntBit-Acc/Dmg/EndRdx(40), SprWntBit-Acc/Dmg/Rchg(42), SprWntBit-Dmg/EndRdx/Acc/Rchg(42), SprWntBit-Rchg/SlowProc(42)
Level 28: Combat Jumping -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(43)
Level 30: Invincible -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(43)
Level 32: Piercing Rounds -- SprFrzBls-Acc/Dmg(A), SprFrzBls-Dmg/EndRdx(43), SprFrzBls-Acc/Dmg/EndRdx(45), SprFrzBls-Acc/Dmg/Rchg(45), SprFrzBls-Dmg/EndRdx/Acc/Rchg(45), SprFrzBls-Rchg/ImmobProc(46)
Level 35: Tough Hide -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(46)
Level 38: Hover -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(46)
Level 41: Hail of Bullets -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(48), SprAvl-Acc/Dmg/EndRdx(48), SprAvl-Acc/Dmg/Rchg(48), SprAvl-Acc/Dmg/EndRdx/Rchg(50), SprAvl-Rchg/KDProc(50)
Level 44: Hasten -- RechRdx-I(A), RechRdx-I(50)
Level 47: Fly -- WntGif-ResSlow(A)
Level 49: Afterburner -- Ksm-ToHit+(A)
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Clr-Stlth(A)
Level 2: Rest -- Empty(A)
Level 2: Swift -- Empty(A)
Level 2: Hurdle -- Empty(A)
Level 2: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(17), Mrc-Rcvry+(19)
Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(19), EndMod-I(21)
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 4: Ninja Run
Level 50: Agility Core Paragon
Level 12: Chemical Ammunition
Level 12: Cryo Ammunition
Level 12: Incendiary Ammunition
Level 1: Opportunity
------------

 

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|-------------------------------------------------------------------|

 

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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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Nice topic, I rolled the same sentinel three days ago except that I level her at a slow pace to see how she does and while she is quite functional and Regen is extremely forgiving at low level, she doesn't look like she'll be vastly impressive any time soon.

 

I was looking to reroll her Psy/Regen (I really want a regen Sentinel) but after reading @oldskool's post on Psychic in the thread where every primary/secondary is analysed, I'm no longer sure it's a good match for regen. Though Psy does look like insane fun, but Oldskool makes me want to lean on a Widow instead. I dunno.  Too many choices.

 

What WOULD be a good match for regen?

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I've recently finished a nrg/regen sentinel and while it's still not great damage proccing out mind probe and dominate from the psi epic pool at least gave it some actual damage when combined with high global recharge, and both are 1.1 second attacks. Still a sentinel though, so waiting on the fixes to come to help its primary damage.

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Posted (edited)
3 hours ago, Aeroprism said:

What WOULD be a good match for regen?

 

Regeneration isn't exactly a min/max set.  So if you're wanting to shore up its complete lack of defense, then you want a primary that doesn't need much help in damage.  Fire Blast is the easiest candidate to fit that bill.  Fire Blast doesn't need, nor have many options for, procs to do reasonable well even without the epic options.  You can stack defense bonuses to your hearts desire and do pretty well.  Electrical Blast is in a similar boat, but Tesla Cage really should take advantage of its proc potential.  Beam Rifle can get a lot of procs in certain powers, but it too doesn't need it that badly.  Finally, Dark Blast can be a reasonable choice given how Blackstar's debuff works.  Still, Dark Blast gets a lot out of procs too so stacking defense bonuses sky high isn't that great for increasing damage.  

Beyond those sets, then other pairings may struggle *if*  not you're shoving procs in certain powers (and this only matters if you have laser like focus on max damage).  Really, if all you want to do is stack full sets, then Fire Blast kinda limits the options.  

And since procced out Dominate + Mind Probe has been mentioned, that combination alone can nearly invalidate your entire primary's damage potential (I think it is a really big problem, personally).  

And to the Widow... Do try one out.  They are fantastic, but a Psychic Blast/Super Reflexes/Psychic Mastery Sentinel is also a very solid choice.  The downside is the Sentinel is more narrow scoped to just being a single target turret without the group buffs.  A Night Widow, or a combination of claw and psi attacks (so not full Fortunata), is a force to be reckoned with once you get endurance under control. 

Edited by oldskool
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Posted (edited)
55 minutes ago, oldskool said:

And since procced out Dominate + Mind Probe has been mentioned, that combination alone can nearly invalidate your entire primary's damage potential (I think it is a really big problem, personally).  

 

Basically, if you want to play a Sentinel for maximum effectiveness, you're going to play a Psionic Mastery/* Sentinel: they're all Psionic Mastery Sentinels, regardless of whatever other primary or secondary choose.  Your primary power set is almost irrelevant, because you're going to replace it with Psionic Mastery's Mind Probe + Dominate at levels 35+.  Sure, you might pick a primary that offers a few attack powers to fill-in your rotation, but it's basically all MP+Dom all the time.  Any other attack powers you might have are there to carry/trigger procs, not really do anything else.

 

Indeed, this is also my biggest problem with Sentinels right now, too.  I don't want to play Psionic Mastery exclusively: I want to play the primary I chose, a primary that's actually... I dunno... maybe... PRIMARY?  But Psionic Mastery is simply too good for Sentinels to forego, so it's essentially mandatory.  That is indeed a "really big problem".  The only solution is to either make the Sentinel primaries actually better than Psionic Mastery, or, nerf Psionic Mastery (which I generally don't think is a good thing).

 

This is why I play Sentinels for fun, not performance.

 

Edited by Rathulfr
Reminder: I actually LIKE playing Sentinels.
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@Rathstar

Energy/Energy Blaster (50+3) on Everlasting

Energy/Temporal Blaster (50+3) on Excelsior

Energy/Willpower Sentinel (50+3) on Indomitable

Energy/Energy Sentinel (50+1) on Torchbearer

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Posted (edited)
2 hours ago, Rathulfr said:

This is why I play Sentinels for fun, not performance.

 

Basically how I play the game.

 

I just like to understand what meshes well with what.

 

Edit: I'm also going to comment on what @Rathulfr said.  in order to use those two Epic Psy powers with any efficiency, I assume you need to be at least well in your 40s.  Well, there's a whole game I like to play before I get there.

Edited by Aeroprism
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3 hours ago, Aeroprism said:

I assume you need to be at least well in your 40s.  Well, there's a whole game I like to play before I get there.

 

Yes, agreed.

 

@Rathstar

Energy/Energy Blaster (50+3) on Everlasting

Energy/Temporal Blaster (50+3) on Excelsior

Energy/Willpower Sentinel (50+3) on Indomitable

Energy/Energy Sentinel (50+1) on Torchbearer

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I tried Fire Blast on live.  I tried it here as well, got a 35 or 36 Fire/fire blaster.  The playstyle just doesn't appeal to me.  I dunno.

 

I wanna stick to my Rad/Regen but it's clearly demonstrated here that even for casual play, it just sucks.

 

Meh.  Sometimes knowledge is a burden.

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13 hours ago, Aeroprism said:

I tried Fire Blast on live.  I tried it here as well, got a 35 or 36 Fire/fire blaster.  The playstyle just doesn't appeal to me.  I dunno.

 

I wanna stick to my Rad/Regen but it's clearly demonstrated here that even for casual play, it just sucks.

 

Meh.  Sometimes knowledge is a burden.

 

If you're not too discouraged to try something a bit more fun and is still kinda like Regen, try a */WP Sentinel.  I love my Energy/WP Sentinel: he feels the most like classic The Invincible Iron Man™ to me.  I also enjoy the heck out of my Ice/SR Sentinel: SR is a treat on Sentinels, although you'll be focusing on Def there, instead of Regen.  Perhaps you'll get more mileage out of Rad/WP or Rad/SR?

 

@Rathstar

Energy/Energy Blaster (50+3) on Everlasting

Energy/Temporal Blaster (50+3) on Excelsior

Energy/Willpower Sentinel (50+3) on Indomitable

Energy/Energy Sentinel (50+1) on Torchbearer

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2 hours ago, Rathulfr said:

I love my Energy/WP Sentinel: he feels the most like classic The Invincible Iron Man™ to me.

 

God damn it.  STOP MAKING ME PLAY MORE SENTINELS, YOU JERKS!

 

❤️

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15 hours ago, Aeroprism said:

I tried Fire Blast on live.  I tried it here as well, got a 35 or 36 Fire/fire blaster.  The playstyle just doesn't appeal to me.  I dunno.

 

I wanna stick to my Rad/Regen but it's clearly demonstrated here that even for casual play, it just sucks.

 

Meh.  Sometimes knowledge is a burden.

So I've completed the changes as recommended by Senpai Oldskool and it feels quite a bit better in terms of damage. I also dropped Neuron Bomb for a proc'ed out Dominate. It's dropping bosses a good deal quicker. Still having trouble going any higher than x1/x8 with him, tho. Despite his lackluster survivability; I'm still enjoying the experience. Don't give up on him just yet. FWIW: I've been actively seeking bubblers to duo with whenever possible and it's been a huge boon. Anyone know of Philhilotic Knight is still playing?! 

Thinking about picking up Melee Hybrid and maybe swapping out Ageless  for Barrier.   

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20 minutes ago, ThrillMill said:

Still having trouble going any higher than x1/x8 with him, tho. 

 

If you're feeling swarmed due to the increased mob size, then maybe consider lowering the team count to 5 or 6.  That will reduce enemies which means you aren't taking as many potential hits.  You can then maybe explore raising the enemy level range up a bit if that is what you're going for.  As you start building up more in the Incarantes +3 or +4 may start to be more comfortable.  The /x# team size issue may always be there just because the more enemies there are the more chances they have to overwhelm your defense.  

There was a thread else where that was asking if not playing at +4/x8 was "doing it wrong".  You'd be amazed at how many Blaster blow hard responded with playing at +2/x6 or some combination where they can total abuse the lower target count with their nukes.  

So don't be ashamed to lower the difficulty.  There are plenty of posters that make people believe all AT combos are capable of doing the hardest possible content while blowing total bullshit. 

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Posted (edited)

yeaaaaaaah. I can do +4/x8 on my Energy/Energy.

but that doesn't mean it's actually fun to do it at +4/x8.

 

imo no one but scrappers and brutes should just default to thinking they can +4/x8. A lot of ATs can, but Scrap/Brute is the only one where the majority of combinations make it possible, I'd say (and even then there are definite exceptions). Part of the disappointment with Sents is that they have everything you'd think they need to be one of those, but it turns out they need a bit more than that.

Edited by Sunsette
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On 6/7/2021 at 8:06 AM, oldskool said:

 

I'm sorry you've had a bad experience.  The build itself isn't actually that bad.  You're running into the very low ceiling that Sentinels have when it comes to building them.  That in and of itself is not your own poor choice, subpar decision or lack of critical thinking etc.  You've picked two power sets that are working against each other and learning that you'll likely need to just focus on one.  That isn't your fault though.  It is reasonable to just pick some power sets and go to town.  This is more a development issue.  I can't tell if you have some expectations of the AT that it cannot meet at this time, but that may be part of it too.  *shrug*  

Radiation Blast with just full sets isn't that impressive of a primary.  However, Radiation Blast can take on some damage procs and this can significantly improve it.  That also means forgoing some full set bonuses that are driving the gap closing of Regeneration's weaknesses.  

Regeneration on Sentinels is pretty good, but Regeneration is still the weakest mitigation set there is.  It can be made to be more durable, much like you've proven, but this limits how you handle the primary power.  

For your Incarnates, I'd recommend you start working towards Musculature Core for the Alpha.  That will be a damage increase.  Assault in Hybrid, Reactive or Degen in Interface would be the next damage boosters to go for.  

Regeneration works well with the Barrier Destiny path or even the Radial version of Ageless for some defense debuff resistance.  

 

Here are some simple ideas without completely redoing the whole thing: 

 

1) You're 10% regen capped already.  You could remove a slot from Fast Healing to break up that set and add it to Cosmic Burst. 

2) You can decide if 6 slots in Mind Probe are necessary for the AoE/Fire/Cold Defense.  I'd maybe move a slot to Neutron Bomb.  

3) Move the set out of Proton Stream into Neutron Bomb.  Sell Ragnarok. 

4) Break up the Apocalypse set in Cosmic Burst.  You could run the Apocalypse damage and negative proc in Cosmic Burst (sell the rest if you want).  It looks like Cosmic Burst and Proton Stream have similar proc rates for that.  Someone will correct me on that.  Either way, add 3 more damage procs and an Acc/dmg/end IO of your choice.  Eventually +5 that and the Apocalypse damage one.  Or eventually go for a +3 Nucleus Exposure (you don't need it).  The +5 IOs and Musculature will put this power at 126% damage modification.  

5) Repeat for Proton Stream (or Cosmic Burst depending on step 4). The difference for Proton Stream is use one of the proc options for Achilles' Heel.  

The slotting changes in 4 & 5 will bring the damage of your single target change (X-Ray, Mind Probe, Cosmic and Proton) up to a point of similar performance as your current build... while Aim is on.   With the new slotting above, Aim will far exceed what your current build is doing.  

You will lose recharge, but +4's in both of Hasten's slots will get you 8 seconds of downtime.  You should still be able to run your attacks comfortably but there will be a bit of a lag on some of the cooldowns.  Still, you'd be doing more damage per hit so that is something.  You could even go for a +4 recharge IO in Aim (and break that 2pc set) bring that cooldown to line up with Atomic Blast.  

 

You could add procs to the AoE powers too, but you'd lose 30% recharge by giving up the two ATOs and 5pc Armageddon.  I wouldn't do that personally.  I'd just try to close the damage gap on single target so you don't feel like you're tickling things to death.  

Your hit points will be just over the AT cap with accolades.  You will lose about 1 hit point per second of regeneration.  Your melee defense should largely be unchanged.  


All in all, you have a very solid foundation.  Good job!  Let us know if any of this helps.

 

Senpai has noticed me!!!

Oldskool.

 

8 minutes ago, Sunsette said:

yeaaaaaaah. I can do +4/x8 on my Energy/Energy.

but that doesn't mean it's actually fun to do it at +4/x8.

 

imo no one but scrappers and brutes should just default to thinking they can +4/x8. A lot of ATs can, but Scrap/Brute is the only one where the majority of combinations make it possible, I'd say (and even then there are definite exceptions). Part of the disappointment with Sents is that they have everything you'd think they need to be one of those, but it turns out they need a bit more than that.

I suspect that you're correct about AT expectations not being in synch with CoX realities. I'm almost positive that at the onset I believed that I'd eventually be able to handle x4/x8 mobs. As it turns out; teaming with support players is actually fun and I still get to have some blast-y ish fun. Win/Win. 

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On 6/6/2021 at 9:58 PM, Triumphant said:

He wanted to play a melee oriented Sentinel.  I thought his disappointment was in that it didn't feel like a melee character  (i.e. more close-in punchy, like Superman/hulk, etc.).  I also wish to play Sentinel that has a more "punchy/brawling" feel to it, so I was sharing my plan to make my own character play that way.

 

Sentinels are a ranged combat class, so they will never be high performing as a melee toon.  Besides this, they are also weaker than the other ranged combat classes (blaster/dominator/corruptor), even if they are a little tougher and more forgiving to level up.

 

If he was asking how to turn the Sentinel into a power build, I apologize, b/c my advice is not useful in that regard.  I don't pursue power builds because I find the game so easy- even played at +4/8- that power builds are redundant (and even boring) unless you want to play those crazy 801 AE missions people make.

Off Topic but I tried the 801's recently on my DM/Rad TANKER and got rekt on the .7? one. Whew...what a rush. Literally no chance I'll ever attempt that on the Rad/Regen Sent :P 

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22 hours ago, Rathulfr said:

Basically, if you want to play a Sentinel for maximum effectiveness, you're going to play a Psionic Mastery/* Sentinel: they're all Psionic Mastery Sentinels, regardless of whatever other primary or secondary choose.  Your primary power set is almost irrelevant, because you're going to replace it with Psionic Mastery's Mind Probe + Dominate at levels 35+. 

 

I don't care what kind of numbers or performance you can produce by spamming Mind Probe and a Proc-Bomb-Dominate. 

I simply won't do it. 

 

My Fire/Fire/Fire sentinel, uses FIRE to kill things.

My Ice/Dark/Dark sentinel, uses the chill of the netherworld to do it. 

 

I can still kill things just fine. As fast? Maybe not. Don't care. 

I do hear you though:

 

22 hours ago, Rathulfr said:

Indeed, this is also my biggest problem with Sentinels right now, too.  I don't want to play Psionic Mastery exclusively: I want to play the primary I chose, a primary that's actually... I dunno... maybe... PRIMARY

 

That, I agree with wholeheartedly. I do think it's definitely time for procs in general to be reviewed verrrrry carefully, and asked if their current state of use is what they want in the game. Maybe it is. Maybe it's not but the devs realize just what kind of wailing and gnashing of teeth quick-and-dirty changes would make, so they're keeping everything 100% on the QT until they think they have something extremely polished and balanced. I don't know. I don't get to know. I'm not a dev. 

 

But there's times I really wonder at the proc-bombing frenzies and hyperfocus on max recharge to feed the proc-bombs, and wonder if that's really a desireable thing.

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I never got the +4x8.   I'm not a group, I'm a person.

 

I agree that +1x1 is boring because it does not feel very heroic to dispatch groups of 2-3 even-con minions at a time, but my EN/EN scrapper (level 41) plays at +2x3 and it's quite fun. 

 

Ok so I'm a small group.  It's the voices. 

 

So back on topic, Thanks to some unexpected yet incredible outsourced help (thanks @oldskool!!) I will definitely keep my Rad/Regen.  And I will NOT go for the Psy epic and roll my face on the two same powers forever.  The character has a full bio and background and it involved using radiations to steal the life of people.  So that's that.

 

You guys rock.  The voices agree.

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