Akronos Posted June 11, 2021 Posted June 11, 2021 (edited) Hello. I am trying to play a thematic Elec/elec/elec Sentinel. My goals are: * Range combat. (No melee combat powers). * A bit of defense (first layer of protection). * High resists (second layer of protection). * Enough recharge to get Energize perma or near it. * Enough offense to kill mobs. * Some minor crowd control. I dropped Voltaic Sentinel from the first build and took Paralyzing Jolt because VS, despite to be a free "fire and forget" DoT, could be dangerous if it attacks the wrong mob, pulling too much enemies. Paralyzing Jolt adds another bit of CC to this build. like Chain Fences and Tesla Cage does. (Any suggestion about this change? Is VS more DPA than PJ to worth it despite the risk to take unwanted aggro?). Short Circuit and Power Sink are melee range then they aren't fit on my concept. Power Surge exhausted and drained effects (lost HP and END) doesn't like to me and I see this like more dangerous than useful. Incarnates: * Musculature Core (+DMG, +Immob, DEF debuff). * Ion Radial (ranged DMG, chance of hold). * Reactive Core (RES debuff, fire DoT). * Lore not decided yet (any suggestion to fit the electric theme or to take an useful lore pet?). * Barrier Core (+DEF, +RES). * Assault Core (+DMG). I'm ready to read suggestions, opinions and criticism about this build. Thanks for read it, I apologize for any mistake on the text (my english proficiency is like "meh"). This is my actual build: Quote This Hero build was built using Mids Reborn 3.0.4.7https://github.com/Reborn-Team/MidsReborn Click this DataLink to open the build! Lady Volta: Level 50 Mutation SentinelPrimary Power Set: Electrical BlastSecondary Power Set: Electric ArmorPower Pool: LeadershipPower Pool: FightingPower Pool: FlightPower Pool: LeapingAncillary Pool: Electricity Mastery Hero Profile:Level 1: Lightning Bolt (A) Superior Opportunity Strikes - Accuracy/Damage (23) Superior Opportunity Strikes - Damage/RechargeTime (23) Superior Opportunity Strikes - Accuracy/Damage/RechargeTime (25) Superior Opportunity Strikes - Accuracy/Damage/Endurance (27) Superior Opportunity Strikes - Accuracy/Damage/Endurance/RechargeTime (27) Superior Opportunity Strikes - RechargeTime/Chance for Opportunity Level 1: Charged Armor (A) Unbreakable Guard - Resistance (3) Unbreakable Guard - Resistance/Endurance (3) Unbreakable Guard - Endurance/RechargeTime (5) Unbreakable Guard - RechargeTime/Resistance (5) Unbreakable Guard - Resistance/Endurance/RechargeTime (7) Unbreakable Guard - +Max HP Level 2: Ball Lightning (A) Superior Frozen Blast - Accuracy/Damage (29) Superior Frozen Blast - Damage/Endurance (29) Superior Frozen Blast - Accuracy/Damage/Endurance (33) Superior Frozen Blast - Accuracy/Damage/Recharge (34) Superior Frozen Blast - Damage/Endurance/Accuracy/RechargeTime (34) Superior Frozen Blast - Recharge/Chance for Immobilize Level 4: Charged Shield (A) Miracle - +Recovery Level 6: Conductive Shield (A) Gladiator's Armor - End/Resist (7) Gladiator's Armor - Resistance/Rech/End (9) Gladiator's Armor - Resistance (11) Gladiator's Armor - TP Protection +3% Def (All) Level 8: Zapping Bolt (A) Superior Sentinel's Ward - Accuracy/Damage (34) Superior Sentinel's Ward - Damage/RechargeTime (37) Superior Sentinel's Ward - Accuracy/Damage/RechargeTime (39) Superior Sentinel's Ward - Accuracy/Damage/Endurance (39) Superior Sentinel's Ward - Accuracy/Damage/Endurance/RechargeTime (39) Superior Sentinel's Ward - RechargeTime/Chance for +Absorb Level 10: Energize (A) Preventive Medicine - Heal (11) Preventive Medicine - Heal/Endurance (19) Preventive Medicine - Endurance/RechargeTime (21) Preventive Medicine - Heal/RechargeTime (21) Preventive Medicine - Heal/RechargeTime/Endurance (50) Preventive Medicine - Chance for +Absorb Level 12: Maneuvers (A) Luck of the Gambler - Defense/Endurance (13) Luck of the Gambler - Defense/Recharge (13) Luck of the Gambler - Endurance/Recharge (15) Luck of the Gambler - Defense/Endurance/Recharge (15) Luck of the Gambler - Defense (19) Luck of the Gambler - Defense/Increased Global Recharge Speed Level 14: Tactics (A) Gaussian's Synchronized Fire-Control - Chance for Build Up (40) Gaussian's Synchronized Fire-Control - To Hit Buff (40) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge (40) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance (42) Gaussian's Synchronized Fire-Control - Recharge/Endurance (42) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance Level 16: Static Shield (A) Impervium Armor - Resistance (17) Impervium Armor - Psionic Resistance (17) Impervious Skin - Status Resistance Level 18: Kick (A) Empty Level 20: Grounded (A) Aegis - Psionic/Status Resistance Level 22: Tough (A) Steadfast Protection - Resistance/Endurance (25) Steadfast Protection - Resistance/+Def 3% Level 24: Hover (A) Luck of the Gambler - Defense/Increased Global Recharge Speed (50) Luck of the Gambler - Defense Level 26: Tesla Cage (A) Apocalypse - Damage (42) Apocalypse - Damage/Recharge (43) Apocalypse - Accuracy/Damage/Recharge (43) Apocalypse - Accuracy/Recharge (43) Apocalypse - Chance of Damage(Negative) (46) Unbreakable Constraint - Chance for Smashing Damage Level 28: Lightning Reflexes (A) Flight Speed IO Level 30: Weave (A) Luck of the Gambler - Defense/Increased Global Recharge Speed (31) Luck of the Gambler - Defense/Endurance (31) Luck of the Gambler - Defense/Recharge (31) Luck of the Gambler - Endurance/Recharge (33) Luck of the Gambler - Defense/Endurance/Recharge (33) Luck of the Gambler - Defense Level 32: Thunderous Blast (A) Ragnarok - Damage (46) Ragnarok - Damage/Recharge (48) Ragnarok - Accuracy/Damage/Recharge (48) Ragnarok - Accuracy/Recharge (48) Ragnarok - Damage/Endurance (50) Ragnarok - Chance for Knockdown Level 35: Charged Bolts (A) Superior Winter's Bite - Accuracy/Damage (36) Superior Winter's Bite - Damage/RechargeTime (36) Superior Winter's Bite - Accuracy/Damage/Endurance (36) Superior Winter's Bite - Accuracy/Damage/Recharge (37) Superior Winter's Bite - Damage/Endurance/Accuracy/RechargeTime (37) Superior Winter's Bite - Recharge/Chance for -Speed & -Recharge Level 38: Chain Fences (A) Enfeebled Operation - Accuracy/Immobilize Level 41: Paralyzing Jolt (A) Overwhelming Force - Damage/Chance for Knockdown/Knockback to Knockdown Level 44: Combat Jumping (A) Luck of the Gambler - Defense/Increased Global Recharge Speed (45) Shield Wall - +Res (Teleportation), +5% Res (All) (45) Kismet - Accuracy +6% (45) Reactive Defenses - Defense (46) Reactive Defenses - Scaling Resist Damage Level 47: Aim (A) Recharge Reduction IO Level 49: Fly (A) Blessing of the Zephyr - Knockback Reduction (4 points) Level 1: Opportunity Level 1: Brawl (A) Empty Level 1: Sprint (A) Celerity - +Stealth Level 2: Rest (A) Empty Level 2: Swift (A) Run Speed IO Level 2: Hurdle (A) Jumping IO Level 2: Health (A) Panacea - +Hit Points/Endurance (9) Numina's Convalesence - +Regeneration/+Recovery Level 2: Stamina (A) Endurance Modification IO Level 50: Ion Radial Final Judgement Level 50: Barrier Core Epiphany Level 50: Musculature Core Paragon Level 50: Reactive Core Flawless Interface Level 50: Assault Core Embodiment ------------ Edited June 11, 2021 by Akronos Formatting text to better readability Thanks for read this and enjoy the game. Take care and best regards from Spain. Akronos The Elder Gamer
oldskool Posted June 11, 2021 Posted June 11, 2021 3 hours ago, Akronos said: Hello. I am trying to play a thematic Elec/elec/elec Sentinel. My goals are: * Range combat. (No melee combat powers). * A bit of defense (first layer of protection). * High resists (second layer of protection). * Enough recharge to get Energize perma or near it. * Enough offense to kill mobs. * Some minor crowd control. It looks like you accomplished all of your goals already. So, congrats! Just noting that the highlighted isn't a question and there is no context surrounding what this means. "Enough offense to kill mobs" is the goal. You've met that. You should be able to take out enemies with what you have. What isn't stated is how fast you want to do it. 3 hours ago, Akronos said: I dropped Voltaic Sentinel from the first build and took Paralyzing Jolt because VS, despite to be a free "fire and forget" DoT, could be dangerous if it attacks the wrong mob, pulling too much enemies. Paralyzing Jolt adds another bit of CC to this build. like Chain Fences and Tesla Cage does. (Any suggestion about this change? Is VS more DPA than PJ to worth it despite the risk to take unwanted aggro?). Your reasons against VS are sound. The question about PJ's DPA seems a bit silly given that you opted not to invest in the power at all. If you're happy with the utility, then I recommend you not stress about this further. 3 hours ago, Akronos said: Incarnates: * Musculature Core (+DMG, +Immob, DEF debuff). * Ion Radial (ranged DMG, chance of hold). * Reactive Core (RES debuff, fire DoT). * Lore not decided yet (any suggestion to fit the electric theme or to take an useful lore pet?). * Barrier Core (+DEF, +RES). * Assault Core (+DMG). Storm Elemental Lore pets may be the most thematic. For Reactive, I prefer the Radial vs Core. The resistance debuff is rather small and will be heavily resisted against any targets that matter. May as well go for the higher damage proc chance. Assault, I tend to prefer Radial for the damage proc effect. However, you have a lot of enhanced recharge so the +damage is probably better for your build. It may be worth testing on the Test Server to see which you prefer vs just relying on a spreadsheet. That's all I've got. 1
MaximusPrime Posted June 17, 2021 Posted June 17, 2021 Good Luck as you'll be missing out on tons of damage from Havoc Punch, and you can't be a sapper from range. Why even E3 then?
Omega Force Posted June 17, 2021 Posted June 17, 2021 Musculature Radial would boost the End Drain from your electrical attacks.
Akronos Posted June 18, 2021 Author Posted June 18, 2021 9 hours ago, MaximusPrime said: Good Luck as you'll be missing out on tons of damage from Havoc Punch, and you can't be a sapper from range. Why even E3 then? Hi, MaximusPrime and thanks for the answer. I know Havoc Punch is a good melee damage, but I'd want to play a full ranged toon then I rejected to take any melee power. This is a thematic toon inspired in Electro or Aftershock AV from Marvel built around the electricity theme, this is the reason to play an E3. I didn't have in my mind to play like a sapper, my goal was to play like a full ranged mini-blaster with good survivality, but I can to drain all endurance from mobs at +4x8 in AE (not full checked yet). Thanks for read this and enjoy the game. Take care and best regards from Spain. Akronos The Elder Gamer
Akronos Posted June 18, 2021 Author Posted June 18, 2021 9 hours ago, Omega Force said: Musculature Radial would boost the End Drain from your electrical attacks. Hi, Omega Force and thanks for the answer. End Drain is not the main objetive in this toon despite her capabilites to do that with great effect. I'll try to check the Musculature Radial to see the numbers. Thanks for read this and enjoy the game. Take care and best regards from Spain. Akronos The Elder Gamer
MaximusPrime Posted July 15, 2021 Posted July 15, 2021 On 6/18/2021 at 11:41 AM, Akronos said: Hi, MaximusPrime and thanks for the answer. I know Havoc Punch is a good melee damage, but I'd want to play a full ranged toon then I rejected to take any melee power. This is a thematic toon inspired in Electro or Aftershock AV from Marvel built around the electricity theme, this is the reason to play an E3. I didn't have in my mind to play like a sapper, my goal was to play like a full ranged mini-blaster with good survivality, but I can to drain all endurance from mobs at +4x8 in AE (not full checked yet). Like I said Good Luck, but you will also be missing out on DPS from the damage aura. Blasters are plenty survivable so if you really wanted to stick to range only a Blaster would probably have been a better choice. But as a blaster if you stick at range then you also lose out on a lot of damage with some of the best attacks coming from melee in the secondary.
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