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My E3 sentinel


Akronos

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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 3.0.4.7
https://github.com/Reborn-Team/MidsReborn

Click this DataLink to open the build!

Lady Volta: Level 50 Mutation Sentinel
Primary Power Set: Electrical Blast
Secondary Power Set: Electric Armor
Power Pool: Leadership
Power Pool: Fighting
Power Pool: Flight
Power Pool: Leaping
Ancillary 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 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

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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. 

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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

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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

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  • 4 weeks later
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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