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Dual Pistals - Super Reflexes Sentinal Build


SmalltalkJava

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I've been playing around with Dual Pistols and SR on the test server for the last few days.   Trying to find a Dual Pistols and SR build that I enjoyed.  One of the problems that plagues me is finding a streamlined attack rotation. Finding those is just something that I'm not good at.  Luckily @nihilii solved the base line starting point for me with his DP/Regen build that was posted in the Pylon Damage Thread that used: Executioner's Shot -> Suppressive Fire -> Pistols.  I started out porting that build to DP/SR and it worked, but without ageless it ran out of endurance rather quickly.   So then it occurred to me that I could swap Pistols for Duel Wield to take advantage of Defensive Opportunity.   Luckily after some rework and multiple builds, I was able to get it in a position where I could go without using blues and not rely on ageless.  As a matter of fact, I like my builds to run without incarnates just to see how they run naturally.   I was able to use Executioner's Shot -> Suppressive Fire -> Duel Wield.   And if I messed up, then I could just reverse it.  So it was really forgiving. And it doesn't need Incarnates.

 

I was able to take down a pylon without incarnates and without inspirations.  It took a while but I did it.  I also spent some time running a few PI missions at +3x8 and also the PI portal mission.  They all went pretty well.    I ran some Dark Astoria missions and f' those Assassins.  Regardless, I found this build to be fun and smooth.

 

Things I like about it

  • Perma Hasten
  • Soft Capped to positional defenses, without Hover running, turn on Hover for another percent or two if you need it.
  • 24.33 Second recharge on Hail of Bullets nuke.
  • 4.79 second recharge on Bullet Rain aoe.
  • When your endurance starts to get down, then that is about the time Defensive Opportunity comes online and right back up it fills.
  • S/L Resists at 30.49  E/N/F/C are at 17.75
  • Victory Rush for use to help out teammates that might have endurance problems
  • Easy 3 attack rotation for single targets.

 

It's not a world breaker, but it was relaxing and fun.

 

Here is a short video of it in action

 

 

 

The Build

Ps. in the build.  Evasion, Tactics, Focus Senses, and Agile have alternate slot options. They are ones that I was flipping back and forth with as I was trying things out in game.  I was looking at Hasten recharge time, resists, and defenses.  Trying to find sweet spots.
 

Spoiler

 

This Hero build was built using Mids Reborn 3.0.5.6
https://github.com/Reborn-Team/MidsReborn

DP - SR FINAL TEST 2: Level 50 Magic Sentinel
Primary Power Set: Dual Pistols
Secondary Power Set: Super Reflexes
Power Pool: Flight
Power Pool: Fighting
Power Pool: Speed
Power Pool: Leadership

Hero Profile:
------------
Level 1:    Dual Wield    
 (A) Thunderstrike - Damage/Endurance
 (3) Force Feedback - Chance for +Recharge
 (3) Gladiator's Javelin - Chance of Damage(Toxic)
 (5) Explosive Strike - Chance for Smashing Damage
 (5) Impeded Swiftness - Chance of Damage(Smashing)
 (7) Decimation - Chance of Build Up


Level 1:    Focused Fighting    
 (A) Reactive Defenses - Defense
 (7) Reactive Defenses - Defense/Endurance


Level 2:    Focused Senses    
 (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
 (9) Red Fortune - Defense
 (9) Red Fortune - Defense/Endurance
 (11) Red Fortune - Defense/Recharge
 (11) Red Fortune - Endurance
 (13) Red Fortune - Defense/Endurance/Recharge


Level 4:    Agile    
 (A) Kismet - Accuracy +6%
 (15) Kismet - Defense/Endurance
 (17) Shield Wall - Defense
 (17) Shield Wall - +Res (Teleportation), +5% Res (All)
 (19) Shield Wall - Defense/Endurance
 (19) Shield Wall - Defense/Endurance/Recharge


Level 6:    Suppressive Fire    
 (A) Unbreakable Constraint - Chance for Smashing Damage
 (21) Gladiator's Javelin - Chance of Damage(Toxic)
 (21) Ghost Widow's Embrace - Chance of Damage(Psionic)
 (23) Neuronic Shutdown - Chance of Damage(Psionic)
 (23) Gladiator's Net - Chance of Damage(Lethal)
 (25) Thunderstrike - Damage/Endurance


Level 8:    Swap Ammo    
Level 10:    Master Brawler    
 (A) Panacea - Heal/Endurance
 (25) Panacea - Endurance/Recharge
 (27) Panacea - Heal/Recharge
 (27) Panacea - Heal/Endurance/Recharge
 (29) Panacea - Heal
 (29) Panacea - +Hit Points/Endurance


Level 12:    Bullet Rain    
 (A) Superior Sentinel's Ward - Accuracy/Damage
 (31) Superior Sentinel's Ward - Damage/RechargeTime
 (31) Superior Sentinel's Ward - Accuracy/Damage/RechargeTime
 (31) Superior Sentinel's Ward - Accuracy/Damage/Endurance
 (33) Superior Sentinel's Ward - Accuracy/Damage/Endurance/RechargeTime
 (33) Superior Sentinel's Ward - RechargeTime/Chance for +Absorb


Level 14:    Hover    
 (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
 (33) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range


Level 16:    Enduring    
 (A) Performance Shifter - Chance for +End
 (34) Performance Shifter - EndMod
 (34) Power Transfer - EndMod


Level 18:    Executioner's Shot    
 (A) Apocalypse - Accuracy/Recharge
 (34) Apocalypse - Damage
 (36) Apocalypse - Damage/Endurance
 (36) Apocalypse - Accuracy/Damage/Recharge
 (36) Apocalypse - Chance of Damage(Negative)
 (37) Achilles' Heel - Chance for Res Debuff


Level 20:    Boxing    
 (A) Accuracy IO


Level 22:    Hasten    
 (A) Recharge Reduction IO
 (37) Recharge Reduction IO


Level 24:    Fly    
 (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
 (37) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range


Level 26:    Tough    
 (A) Steadfast Protection - Resistance/+Def 3%
 (39) Gladiator's Armor - TP Protection +3% Def (All)
 (39) Unbreakable Guard - Resistance
 (39) Unbreakable Guard - Resistance/Endurance
 (40) Unbreakable Guard - Resistance/Endurance/RechargeTime
 (40) Unbreakable Guard - +Max HP


Level 28:    Dodge    
 (A) Luck of the Gambler - Defense/Increased Global Recharge Speed


Level 30:    Weave    
 (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
 (40) Reactive Defenses - Defense/Endurance
 (42) Reactive Defenses - Scaling Resist Damage


Level 32:    Hail of Bullets    
 (A) Armageddon - Accuracy/Recharge
 (42) Armageddon - Damage/Endurance
 (42) Armageddon - Damage/Recharge
 (43) Armageddon - Accuracy/Damage/Recharge
 (43) Armageddon - Chance for Fire Damage
 (43) Fury of the Gladiator - Chance for Res Debuff


Level 35:    Quickness    
 (A) Run Speed IO


Level 38:    Evasion    
 (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
 (45) Red Fortune - Defense/Endurance
 (45) Red Fortune - Defense/Recharge
 (45) Red Fortune - Endurance
 (46) Red Fortune - Defense/Endurance/Recharge
 (46) Red Fortune - Defense


Level 41:    Maneuvers    
 (A) Luck of the Gambler - Defense
 (46) Luck of the Gambler - Defense/Endurance
 (48) Luck of the Gambler - Defense/Increased Global Recharge Speed


Level 44:    Tactics    
 (A) Gaussian's Synchronized Fire-Control - Chance for Build Up
 (48) Adjusted Targeting - To Hit Buff
 (48) Adjusted Targeting - To Hit Buff/Recharge
 (50) Adjusted Targeting - To Hit Buff/Endurance/Recharge
 (50) Adjusted Targeting - Endurance/Recharge
 (50) Adjusted Targeting - To Hit Buff/Endurance


Level 47:    Assault    
 (A) Endurance Reduction IO


Level 49:    Victory Rush    
 (A) Performance Shifter - Chance for +End


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) Numina's Convalesence - +Regeneration/+Recovery
 (13) Miracle - +Recovery


Level 2:    Stamina    
 (A) Performance Shifter - EndMod
 (15) Performance Shifter - Chance for +End


Level 24:    Afterburner    
Level 1:    Prestige Power Dash    
 (A) Empty


Level 1:    Prestige Power Slide    
 (A) Empty


Level 1:    Prestige Power Quick    
 (A) Empty


Level 1:    Prestige Power Rush    
 (A) Empty


Level 1:    Prestige Power Surge    
 (A) Empty


Level 4:    Ninja Run    
Level 50:    Musculature Core Paragon    
Level 50:    Freedom Phalanx Reserve    
Level 50:    Portal Jockey    
Level 50:    Task Force Commander    
Level 50:    The Atlas Medallion    
Level 8:    Chemical Ammunition    
Level 8:    Cryo Ammunition    
Level 8:    Incendiary Ammunition    
------------

 

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Sentinel (Dual Pistols - SR) Final 2.mxd

Edited by SmalltalkJava
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Very nice.  I've been toying with a DP/SR build for a while.  It's interesting to see how similar and yet how different a particular build can be.

 

I'm not convinced this is a build where perma-Hasten is needed or too beneficial, which is quite unusual.  Without it I have +1 sec recharge on Bullet Rain, +3.6 sec on MB, and +4.56 sec on Hail.  In exchange, I got more resists and a smidge more hp and regen.

 

The ST chain (ES-SF-DW) is exactly what I had ended up deciding on and doesn't need Hasten to achieve.  Good to see it in action and viable.  Thanks for the Vid!

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Well, I'll drop my work in progress plan below.  I keep tinkering with it, but this is the current plan.  Maybe it will provide some ideas you can use, as I'm still picking at yours to find things I can tweak in mine.

 

Spoiler

https://www.midsreborn.com/builds/download.php?uc=1484&c=746&a=1492&f=HEX&dc=78DA4D944B4F135114C7EFCCDC02D3D26269A185F27EB5053AA5EE7C858508A1A5A681C48D621D70A8A363214C31B0F453B87663D418BF83AE4D5CAA80C6474C7CF1F0195D987AE69E633B4DA6BF73CFFCEFB9FFB973EEE437A79A1FCEDC9C6452E0B4A5DB7671C12857CCB26179F27AC95C66CEAF11AEAEFFF9E2BC5E2E1997B5A90DDD2A164CBBB26AD9BDB59B53C68A51B60D6D6163CD582FCE1B2B96B169D8CC57585DB5B469CB2C5DA9348B78CED0D7CC72C98F379C3C8C8262345BBE61DAE692699995ADCE336BE6B2562FAFAF5F2BE675BB62AC6F45C1D5285CAFE2F027393EAB1E761B905159C3130EE4ACE129B2E90E0854E0962CE81D5704CF276A7315360DB93E9579B3C8E619E22CF2026825D24AA46D256D2B69C3A45D04AD825A496993448E8791AFC1AF87A15FCF5DF417BE8F6C7F409C9505A33AFA8E5E0786387B03731BB16EF522ACA1521DF58322F49D1F71FDCE4FC8AECFC42FC89E3D45D4790B757C34D7F71CD7EC7941DC46F6ED1077892F913E68073FCE95FDDBE833B0238BFA815DDC5F1DBCB5A04FB9E516E4C29C1DF9C591B41FEFC043903C04C7B14EBF464C132764F13E0733381E7C84F52F41FD10D50FEDE3B30D1E2087BE22DBC1671B6A58DB5F26E649908BE09A3C92C59A4339E21C72244F3C8B54604E07F557C751EC9B910824BA5516FF896BC57F107F23937F709F97C0678C3CC4524CD4E350AF9BEA7593F724794F1E2247E91946BF11BF63BDF7B067BDB467BDC7706FC68F134F104F2253A7D07F6A123D2F839701EADF01EADF14F56F9AFA369D43AD1F3C0E937698B469D266A8D7333447056D023DB184B3E151CE1EC3C11CA3DC18E502A0D328A751AE057213949B88E1DA5793CED8237ABC8B33FA559D61B5CAE678EDC44A4C85270C709669C2272D70BA056A2986BBBDE7ADE919A337B0EFCE25307750CFC9AC1F9DC8E79CB70CCCE2E93BF4BAD6A6AEE6D4D5ACBD762AAAB91094A4533A1DA9C7F706EA71C15B8F175DB1EE8A975CF1B3387E879D78C715EFBABE08FF0079B7E0C5

 

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This what I have and serves me well

8/3 setting on missions.

 

This Villain build was built using Mids Reborn 3.0.5.6
https://github.com/Reborn-Team/MidsReborn

Click this DataLink to open the build!

Level 50 Natural Sentinel
Primary Power Set: Dual Pistols
Secondary Power Set: Super Reflexes
Power Pool: Speed
Power Pool: Leadership
Power Pool: Fighting
Ancillary Pool: Ninja Tool Mastery

Villain Profile:
Level 1: Pistols -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(3), AchHee-ResDeb%(3), TchofLadG-%Dam(7), Thn-Acc/Dmg/EndRdx(9), ShlBrk-%Dam(36)
Level 1: Focused Fighting -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(17), LucoftheG-Def/EndRdx(37)
Level 2: Dual Wield -- ExpStr-Dam%(A), ImpSwf-Dam%(13), Apc-Dam%(13), Apc-Dmg(15), Apc-Dmg/Rchg(15), Apc-Acc/Dmg/Rchg(11)
Level 4: Empty Clips -- Rgn-Dmg(A), Rgn-Dmg/Rchg(5), Rgn-Acc/Dmg/Rchg(5), Rgn-Acc/Rchg(7), Rgn-Dmg/EndRdx(11)
Level 6: Focused Senses -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(9), LucoftheG-Def/EndRdx(36)
Level 8: Swap Ammo 
Level 10: Agile -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(19), LucoftheG-Def/EndRdx(19)
Level 12: Bullet Rain -- SprOppStr-Acc/Dmg(A), SprOppStr-Dmg/Rchg(21), SprOppStr-Acc/Dmg/Rchg(21), SprOppStr-Acc/Dmg/EndRdx(23), SprOppStr-Acc/Dmg/EndRdx/Rchg(23), SprOppStr-Rchg/+Opportunity(25)
Level 14: Master Brawler -- Prv-Heal(A), Prv-Heal/EndRdx(25), Prv-EndRdx/Rchg(27), Prv-Heal/Rchg(27), Prv-Absorb%(17), Prv-Heal/Rchg/EndRdx(43)
Level 16: Enduring -- PrfShf-End%(A), PrfShf-EndMod/Rchg(29), PrfShf-EndMod(29)
Level 18: Executioner's Shot -- SprWntBit-Acc/Dmg(A), SprWntBit-Dmg/Rchg(31), SprWntBit-Acc/Dmg/EndRdx(31), SprWntBit-Acc/Dmg/Rchg(31), SprWntBit-Dmg/EndRdx/Acc/Rchg(34), SprWntBit-Rchg/SlowProc(50)
Level 20: Dodge -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(40), LucoftheG-Def/EndRdx(40)
Level 22: Hasten -- RechRdx-I(A)
Level 24: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(39)
Level 26: Super Speed -- Clr-Stlth(A)
Level 28: Quickness -- Run-I(A)
Level 30: Kick -- Empty(A)
Level 32: Hail of Bullets -- SprSntWar-Acc/Dmg(A), SprSntWar-Dmg/Rchg(33), SprSntWar-Acc/Dmg/Rchg(33), SprSntWar-Acc/Dmg/EndRdx(33), SprSntWar-Acc/Dmg/EndRdx/Rchg(34), SprSntWar-Rchg/+Absorb(34)
Level 35: Evasion -- RedFrt-Def/EndRdx(A), RedFrt-Def/Rchg(40), RedFrt-EndRdx/Rchg(42), RedFrt-Def/EndRdx/Rchg(36), RedFrt-Def(39), RedFrt-EndRdx(42)
Level 38: Tashibishi -- PstBls-Dam%(A), ImpSwf-Dam%(39)
Level 41: Tactics -- GssSynFr--ToHit(A), GssSynFr--ToHit/Rchg(46), GssSynFr--ToHit/Rchg/EndRdx(42), GssSynFr--Rchg/EndRdx(45), GssSynFr--ToHit/EndRdx(45), GssSynFr--Build%(45)
Level 44: Sting of the Wasp -- KntCmb-Knock%(A), KntCmb-Acc/Dmg(46), KntCmb-Dmg/Rchg(46), KntCmb-Dmg/EndRdx(50)
Level 47: The Lotus Drops -- TchofLadG-%Dam(A), Obl-%Dam(48), Erd-%Dam(48), Arm-Dam%(48)
Level 49: Tough -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(50)
Level 1: Opportunity 
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 2: Swift -- Empty(A)
Level 2: Hurdle -- Empty(A)
Level 2: Health -- NmnCnv-Regen/Rcvry+(A), Mrc-Rcvry+(37), Pnc-Heal/+End(37)
Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(43), PrfShf-EndMod/Rchg(43)
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 8: Chemical Ammunition 
Level 8: Cryo Ammunition 
Level 8: Incendiary Ammunition 
Level 26: Speed Phase 
------------

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

 

 

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Thank you both.  I've only had a few minutes to start digging in.   Definitely very very interesting.      I have a question about the attack cycle and timing. There are 3 attacks and each attack has an animation time of 1.67 seconds.  Does that mean there will be no wait time if each attack recharges within 3.24 (1.67+ 1.67) seconds?

 

Attack 1 and its recharge starts

>> attack 2 starts for 1.67 animation time, 

>>>> Attack 2 done - attack 1 has been recharging for 1.67 seconds

>> Attack 3 starts for 1.67 Animation time,

>>>> Attack 3 done, - attack 1 has been recharging for 3.24 (1.67 + 1.67) seconds

>>>> Attack 3 done, - attack 2 has been recharging for 1.67 seconds

Then the cycle would just continue rolling with 1.67 second increments.

 

Looking at your builds I might be able to change some sets around to lose some recharge for resists and HP.  Then my Force Feedback proc can assist a little bit to offset.

 

 

Edited by SmalltalkJava
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All 3 of the attacks have an Arcanatime of 1.848 seconds.  So, they each need to recharge in 3.696 seconds or less (1.848 x 2).

In the planner, be sure to check the Use Arcanatime for Animation Times checkbox (options->effects & math tab) to see that.

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3 minutes ago, Caulderone said:

In the planner, be sure to check the Use Arcanatime for Animation Times checkbox (options->effects & math tab) to see that.

We also added it to the tooltipstring if you hover over the cast time. So if cast time is 1.67s, hovering over it will show 1.848s arcana.


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On 7/10/2021 at 11:59 AM, DarknessEternal said:

Good thing we have that figured out then.

I think it was underfyre, but i remember someone wondering due to testing or something if arcana time actually applied when powers were queued.  It applied on the first attack but not subsequent attacks as long as they were queued.  But I could be misremembering.  So don't quote me on it.

 

Anyways.  I found a simple way to get a smidge more heat/cold resist.  I changed the slotting in Master Brawler from Panacea to Preventative Medicine, and put the panacea proc in Health.

  • S/L Resists are up by just over 2 points now and are now at 32.74 and Fire/Cold got bumped up a few points to 20%
Spoiler

 

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

DP - SR FINAL TEST 2: Level 50 Magic Sentinel
Primary Power Set: Dual Pistols
Secondary Power Set: Super Reflexes
Power Pool: Flight
Power Pool: Fighting
Power Pool: Speed
Power Pool: Leadership

Hero Profile:
------------
Level 1:    Dual Wield    
 (A) Thunderstrike - Damage/Endurance
 (3) Force Feedback - Chance for +Recharge
 (3) Gladiator's Javelin - Chance of Damage(Toxic)
 (5) Explosive Strike - Chance for Smashing Damage
 (5) Impeded Swiftness - Chance of Damage(Smashing)
 (7) Decimation - Chance of Build Up


Level 1:    Focused Fighting    
 (A) Reactive Defenses - Defense
 (7) Reactive Defenses - Defense/Endurance


Level 2:    Focused Senses    
 (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
 (9) Red Fortune - Defense
 (9) Red Fortune - Defense/Endurance
 (11) Red Fortune - Defense/Recharge
 (11) Red Fortune - Endurance
 (13) Red Fortune - Defense/Endurance/Recharge


Level 4:    Agile    
 (A) Kismet - Accuracy +6%
 (15) Kismet - Defense/Endurance
 (17) Shield Wall - Defense
 (17) Shield Wall - +Res (Teleportation), +5% Res (All)
 (19) Shield Wall - Defense/Endurance
 (19) Shield Wall - Defense/Endurance/Recharge


Level 6:    Suppressive Fire    
 (A) Unbreakable Constraint - Chance for Smashing Damage
 (21) Gladiator's Javelin - Chance of Damage(Toxic)
 (21) Ghost Widow's Embrace - Chance of Damage(Psionic)
 (23) Neuronic Shutdown - Chance of Damage(Psionic)
 (23) Gladiator's Net - Chance of Damage(Lethal)
 (25) Thunderstrike - Damage/Endurance


Level 8:    Swap Ammo    
Level 10:    Master Brawler    
 (A) Preventive Medicine - Heal
 (25) Preventive Medicine - Heal/Endurance
 (27) Preventive Medicine - Endurance/RechargeTime
 (27) Preventive Medicine - Heal/RechargeTime
 (29) Preventive Medicine - Heal/RechargeTime/Endurance
 (29) Preventive Medicine - Chance for +Absorb


Level 12:    Bullet Rain    
 (A) Superior Sentinel's Ward - Accuracy/Damage
 (31) Superior Sentinel's Ward - Damage/RechargeTime
 (31) Superior Sentinel's Ward - Accuracy/Damage/RechargeTime
 (31) Superior Sentinel's Ward - Accuracy/Damage/Endurance
 (33) Superior Sentinel's Ward - Accuracy/Damage/Endurance/RechargeTime
 (33) Superior Sentinel's Ward - RechargeTime/Chance for +Absorb


Level 14:    Hover    
 (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
 (33) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range


Level 16:    Enduring    
 (A) Performance Shifter - Chance for +End
 (34) Performance Shifter - EndMod
 (34) Power Transfer - EndMod


Level 18:    Executioner's Shot    
 (A) Apocalypse - Accuracy/Recharge
 (34) Apocalypse - Damage
 (36) Apocalypse - Damage/Endurance
 (36) Apocalypse - Accuracy/Damage/Recharge
 (36) Apocalypse - Chance of Damage(Negative)
 (37) Achilles' Heel - Chance for Res Debuff


Level 20:    Boxing    
 (A) Accuracy IO


Level 22:    Hasten    
 (A) Recharge Reduction IO
 (37) Recharge Reduction IO


Level 24:    Fly    
 (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
 (37) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range


Level 26:    Tough    
 (A) Steadfast Protection - Resistance/+Def 3%
 (39) Gladiator's Armor - TP Protection +3% Def (All)
 (39) Unbreakable Guard - Resistance
 (39) Unbreakable Guard - Resistance/Endurance
 (40) Unbreakable Guard - Resistance/Endurance/RechargeTime
 (40) Unbreakable Guard - +Max HP


Level 28:    Dodge    
 (A) Luck of the Gambler - Defense/Increased Global Recharge Speed


Level 30:    Weave    
 (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
 (40) Reactive Defenses - Defense/Endurance
 (42) Reactive Defenses - Scaling Resist Damage


Level 32:    Hail of Bullets    
 (A) Armageddon - Accuracy/Recharge
 (42) Armageddon - Damage/Endurance
 (42) Armageddon - Damage/Recharge
 (43) Armageddon - Accuracy/Damage/Recharge
 (43) Armageddon - Chance for Fire Damage
 (43) Fury of the Gladiator - Chance for Res Debuff


Level 35:    Quickness    
 (A) Run Speed IO


Level 38:    Evasion    
 (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
 (45) Red Fortune - Defense/Endurance
 (45) Red Fortune - Defense/Recharge
 (45) Red Fortune - Endurance
 (46) Red Fortune - Defense/Endurance/Recharge
 (46) Red Fortune - Defense


Level 41:    Maneuvers    
 (A) Luck of the Gambler - Defense
 (46) Luck of the Gambler - Defense/Endurance
 (48) Luck of the Gambler - Defense/Increased Global Recharge Speed


Level 44:    Tactics    
 (A) Gaussian's Synchronized Fire-Control - Chance for Build Up
 (48) Adjusted Targeting - To Hit Buff
 (48) Adjusted Targeting - To Hit Buff/Recharge
 (50) Adjusted Targeting - To Hit Buff/Endurance/Recharge
 (50) Adjusted Targeting - Endurance/Recharge
 (50) Adjusted Targeting - To Hit Buff/Endurance


Level 47:    Assault    
 (A) Endurance Reduction IO


Level 49:    Victory Rush    
 (A) Performance Shifter - Chance for +End


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
 (13) Miracle - +Recovery


Level 2:    Stamina    
 (A) Performance Shifter - EndMod
 (15) Performance Shifter - Chance for +End


Level 1:    Prestige Power Dash    
 (A) Empty


Level 1:    Prestige Power Slide    
 (A) Empty


Level 1:    Prestige Power Quick    
 (A) Empty


Level 1:    Prestige Power Rush    
 (A) Empty


Level 1:    Prestige Power Surge    
 (A) Empty


Level 4:    Ninja Run    
Level 50:    Musculature Core Paragon    
Level 50:    Freedom Phalanx Reserve    
Level 50:    Portal Jockey    
Level 50:    Task Force Commander    
Level 50:    The Atlas Medallion    
Level 8:    Chemical Ammunition    
Level 8:    Cryo Ammunition    
Level 8:    Incendiary Ammunition    
------------

| Copy & Paste this data into Mids Reborn : Hero Designer to view the build |
|-------------------------------------------------------------------|
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|-------------------------------------------------------------------|

 

 

Oh,  I've started to dabble in an Ice/SR build that seems like it will be pretty interesting.  It won't be quite as damage proc as this build, but it looks like it will help with some healing.   It should have Ice Blast, Chilling Ray, Bitter Ice Blast as the single target rotation with just 1.34 seconds short of perma Ice Storm and under 25 second Blizzard.    I have to build and test it out.  I'll probably make an alternate thread for that. 

Sentinel (Dual Pistols - SR) Final 2.mxd

Edited by SmalltalkJava
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Yeah, I read the original arcanaville post wrong. After doing my own testing I was getting results varying from standard arcanatime, to longer than arcanatime, to less than cast time but there was a buffer time between abilities, to just flat cast time. So I just don't know what to do with all the info. It seems like arcanatime is just a good average time to stick with.

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8 hours ago, underfyre said:

Somewhere between yes, more than yes, and also no.

 

5 hours ago, underfyre said:

Yeah, I read the original arcanaville post wrong. After doing my own testing I was getting results varying from standard arcanatime, to longer than arcanatime, to less than cast time but there was a buffer time between abilities, to just flat cast time. So I just don't know what to do with all the info. It seems like arcanatime is just a good average time to stick with.

 

@Bopper mentioned that internal testing was showing worse than arcanatime variance on actual cast time which gave me a big ol' sad (making me miss my attack chain spreadsheets slightly less given their obvious inaccuracies) and I still haven't gotten an answer on how/why this would be. Hopefully the devs will chime in one day with what an attack's *actual* cast time is given the current hardware/software environment CoH is running on. Although based on what you've stated and what I've read elsewhere, it seems that there is NO *actual* cast time.

Edited by Bill Z Bubba
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Fun stuff.   

So, I run a frankenslotted setup in my attacks (Pistols, Suppressive Fire, Executioner's Shot) with +5 Acc/dmg, Acc/dmg/end, Dmg/end Thunderstrike sets.  The other 3 slots are all procs of some kind.  

 

That combination there is really the only secret sauce that makes my build any different from those posted.  I do push 5 purple sets (I have an Apocalypse mule in Dual Wield with no proc) to get my global recharge at 195%.  

The high recharge is only necessary to push Executioner's Shot availability when it is not slotted with recharge enhancement.  Pistols + Suppressive Fire = 3.036 seconds of animation time on the Arcanatime scale.  My Executioner's Shot with just global recharge refreshes every 3.36 seconds.  

Another option is to run Executioner's Shot + Pistols + Suppressive Fire + Pistols which can allow for Executioner's Shot to have a 4.224 second cooldown.  Funny enough, that is also the same rate of time you'd want Piercing Rounds to recharge in order to make Piercing Rounds - Pistols - Executioner - Pistols gapless.  However, the proc stacking of Suppressive Fire makes it a better choice for speedy pew-pew.  I only take PR on my Defender and Corr to use the higher -resistance debuff due to their class modifiers.  

I don't run Tactics because I have a high level of accuracy and don't mind using a yellow inspire if I get debuffed on to-hit.  I do get the convenience of having Gaussian's proc in that power, but the tick rate on solo play is very low.  However, if you buff teammates with Tactics the proc will check for every member giving you a slightly inflated result.  

Watching the clip, I wonder the overall value of Decimation proc.  I see it go off a couple of times, and it is possible one of those was a lucky Gaussian.  However, it seems to add little value to me.  I do currently run it, but I've been considering dropping it.  

Destiny-wise, I often run Rebirth for 98% of the content I play.  It is an underrated power, but Barrier is also nice.  Ageless is too, but I don't feel I need the endurance or the recharge.  

 

Edited by oldskool
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11 hours ago, oldskool said:

Watching the clip, I wonder the overall value of Decimation proc.  I see it go off a couple of times, and it is possible one of those was a lucky Gaussian.  However, it seems to add little value to me.  I do currently run it, but I've been considering dropping it.  

 

While I was doing my runs it was suggested I take Decimation out of the attack and see the numbers. It was on Dominate, and Dominate was specifically placed after Aim and before the abilities that would take best advantage of the 80% boost. It ended up adding like 6dps? I was whelmed. Just regular whelmed.

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12 hours ago, underfyre said:

While I was doing my runs it was suggested I take Decimation out of the attack and see the numbers. It was on Dominate, and Dominate was specifically placed after Aim and before the abilities that would take best advantage of the 80% boost. It ended up adding like 6dps? I was whelmed. Just regular whelmed.

 

Yeah, a boost of roughly 4-6 DPS is about where my napkin mathing is coming.  I could replace it with a damage proc and likely not notice much, if any, real difference. 

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Yes,  it isn't really doing much.  I think I may swap it out for maybe an overwhelming force damage/knockdown.  that will give some knockdown and a bit more damage.  There aren't really any more damage procs left to put in there, unless I just missed one.

 

Option 1:

Level 1:    Dual Wield    
 (A) Thunderstrike - Damage/Endurance
 (3) Force Feedback - Chance for +Recharge
 (3) Gladiator's Javelin - Chance of Damage(Toxic)
 (5) Explosive Strike - Chance for Smashing Damage
 (5) Impeded Swiftness - Chance of Damage(Smashing)
 (7) Overwhelming Force - Damage/Chance for Knockdown/Knockback to Knockdown

 

Option 2. even this for a 6 more Fire/Cold Resists

 

Level 1:    Dual Wield    

 (A) Superior Winter's Bite - Accuracy/Damage/Endurance
 (3) Force Feedback - Chance for +Recharge
 (3) Gladiator's Javelin - Chance of Damage(Toxic)
 (5) Explosive Strike - Chance for Smashing Damage
 (5) Impeded Swiftness - Chance of Damage(Smashing)
 (7) Superior Winter's Bite - Accuracy/Damage

 

Additionally,  I noticed that if I remove the Gaussian Build Up proc and go with 6 Adjusted Targeting, then I get 3 more S/L resists.  If I go with Option 2 and 6 Adjusted Targeting.

 


 

Spoiler

 

This Hero build was built using Mids Reborn 3.0.5.6
https://github.com/Reborn-Team/MidsReborn

DP - SR FINAL TEST 2: Level 50 Magic Sentinel
Primary Power Set: Dual Pistols
Secondary Power Set: Super Reflexes
Power Pool: Flight
Power Pool: Fighting
Power Pool: Speed
Power Pool: Leadership

Hero Profile:
------------
Level 1:    Dual Wield    
 (A) Superior Winter's Bite - Accuracy/Damage/Endurance
 (3) Force Feedback - Chance for +Recharge
 (3) Gladiator's Javelin - Chance of Damage(Toxic)
 (5) Explosive Strike - Chance for Smashing Damage
 (5) Impeded Swiftness - Chance of Damage(Smashing)
 (7) Superior Winter's Bite - Accuracy/Damage


Level 1:    Focused Fighting    
 (A) Reactive Defenses - Defense
 (7) Reactive Defenses - Defense/Endurance


Level 2:    Focused Senses    
 (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
 (9) Red Fortune - Defense
 (9) Red Fortune - Defense/Endurance
 (11) Red Fortune - Defense/Recharge
 (11) Red Fortune - Endurance
 (13) Red Fortune - Defense/Endurance/Recharge


Level 4:    Agile    
 (A) Kismet - Accuracy +6%
 (15) Kismet - Defense/Endurance
 (17) Shield Wall - Defense
 (17) Shield Wall - +Res (Teleportation), +5% Res (All)
 (19) Shield Wall - Defense/Endurance
 (19) Shield Wall - Defense/Endurance/Recharge


Level 6:    Suppressive Fire    
 (A) Unbreakable Constraint - Chance for Smashing Damage
 (21) Gladiator's Javelin - Chance of Damage(Toxic)
 (21) Ghost Widow's Embrace - Chance of Damage(Psionic)
 (23) Neuronic Shutdown - Chance of Damage(Psionic)
 (23) Gladiator's Net - Chance of Damage(Lethal)
 (25) Thunderstrike - Damage/Endurance


Level 8:    Swap Ammo    
Level 10:    Master Brawler    
 (A) Preventive Medicine - Heal
 (25) Preventive Medicine - Heal/Endurance
 (27) Preventive Medicine - Endurance/RechargeTime
 (27) Preventive Medicine - Heal/RechargeTime
 (29) Preventive Medicine - Heal/RechargeTime/Endurance
 (29) Preventive Medicine - Chance for +Absorb


Level 12:    Bullet Rain    
 (A) Superior Sentinel's Ward - Accuracy/Damage
 (31) Superior Sentinel's Ward - Damage/RechargeTime
 (31) Superior Sentinel's Ward - Accuracy/Damage/RechargeTime
 (31) Superior Sentinel's Ward - Accuracy/Damage/Endurance
 (33) Superior Sentinel's Ward - Accuracy/Damage/Endurance/RechargeTime
 (33) Superior Sentinel's Ward - RechargeTime/Chance for +Absorb


Level 14:    Hover    
 (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
 (33) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range


Level 16:    Enduring    
 (A) Performance Shifter - Chance for +End
 (34) Performance Shifter - EndMod
 (34) Power Transfer - EndMod


Level 18:    Executioner's Shot    
 (A) Apocalypse - Accuracy/Recharge
 (34) Apocalypse - Damage
 (36) Apocalypse - Damage/Endurance
 (36) Apocalypse - Accuracy/Damage/Recharge
 (36) Apocalypse - Chance of Damage(Negative)
 (37) Achilles' Heel - Chance for Res Debuff


Level 20:    Boxing    
 (A) Accuracy IO


Level 22:    Hasten    
 (A) Recharge Reduction IO
 (37) Recharge Reduction IO


Level 24:    Fly    
 (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
 (37) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range


Level 26:    Tough    
 (A) Steadfast Protection - Resistance/+Def 3%
 (39) Gladiator's Armor - TP Protection +3% Def (All)
 (39) Unbreakable Guard - Resistance
 (39) Unbreakable Guard - Resistance/Endurance
 (40) Unbreakable Guard - Resistance/Endurance/RechargeTime
 (40) Unbreakable Guard - +Max HP


Level 28:    Dodge    
 (A) Luck of the Gambler - Defense/Increased Global Recharge Speed


Level 30:    Weave    
 (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
 (40) Reactive Defenses - Defense/Endurance
 (42) Reactive Defenses - Scaling Resist Damage


Level 32:    Hail of Bullets    
 (A) Armageddon - Accuracy/Recharge
 (42) Armageddon - Damage/Endurance
 (42) Armageddon - Damage/Recharge
 (43) Armageddon - Accuracy/Damage/Recharge
 (43) Armageddon - Chance for Fire Damage
 (43) Fury of the Gladiator - Chance for Res Debuff


Level 35:    Quickness    
 (A) Run Speed IO


Level 38:    Evasion    
 (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
 (45) Red Fortune - Defense/Endurance
 (45) Red Fortune - Defense/Recharge
 (45) Red Fortune - Endurance
 (46) Red Fortune - Defense/Endurance/Recharge
 (46) Red Fortune - Defense


Level 41:    Maneuvers    
 (A) Luck of the Gambler - Defense
 (46) Luck of the Gambler - Defense/Endurance
 (48) Luck of the Gambler - Defense/Increased Global Recharge Speed


Level 44:    Tactics    
 (A) Adjusted Targeting - To Hit Buff
 (48) Adjusted Targeting - To Hit Buff/Recharge
 (48) Adjusted Targeting - To Hit Buff/Endurance/Recharge
 (50) Adjusted Targeting - Endurance/Recharge
 (50) Adjusted Targeting - To Hit Buff/Endurance
 (50) Adjusted Targeting - Recharge


Level 47:    Assault    
 (A) Endurance Reduction IO


Level 49:    Victory Rush    
 (A) Performance Shifter - Chance for +End


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
 (13) Miracle - +Recovery


Level 2:    Stamina    
 (A) Performance Shifter - EndMod
 (15) Performance Shifter - Chance for +End


Level 1:    Prestige Power Dash    
 (A) Empty


Level 1:    Prestige Power Slide    
 (A) Empty


Level 1:    Prestige Power Quick    
 (A) Empty


Level 1:    Prestige Power Rush    
 (A) Empty


Level 1:    Prestige Power Surge    
 (A) Empty


Level 4:    Ninja Run    
Level 50:    Musculature Core Paragon    
Level 50:    Freedom Phalanx Reserve    
Level 50:    Portal Jockey    
Level 50:    Task Force Commander    
Level 50:    The Atlas Medallion    
Level 8:    Chemical Ammunition    
Level 8:    Cryo Ammunition    
Level 8:    Incendiary Ammunition    
Level 24:    Afterburner    
------------

 

| Copy & Paste this data into Mids Reborn : Hero Designer to view the build |
|-------------------------------------------------------------------|
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9 hours ago, oldskool said:

 

Yeah, a boost of roughly 4-6 DPS is about where my napkin mathing is coming.  I could replace it with a damage proc and likely not notice much, if any, real difference. 

 

Napkin math is inclined to agree with your assessment. Sometimes it comes down to, "Do I want the 1PPM chance to do 80% more damage, or the 3.5PPM chance to do 71 more damage?" and it will probably make 0 difference in the end.

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  • 3 weeks later

I did a respec the other day to test some things out.  I dropped my travel power and went to just using the P2W Flying Carpet.  That enabled me to make a few tweaks and also fit in Pistols with 3 slots.   I just use Pistols when I want to use Offensive Opportunity.   If one wanted to you could swap the levels and slotting for Pistols and Dual Wield and it would work fine I think.

 

Resists: 

S/L  37.24

E/N 21.5

Fire/cold 21.5

Toxic/Psionic 23

 

This Hero build was built using Mids Reborn 3.0.5.9
https://github.com/Reborn-Team/MidsReborn

Witch Hunter Vekk: Level 50 Science Sentinel
Primary Power Set: Dual Pistols
Secondary Power Set: Super Reflexes

Spoiler

 

Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed
Power Pool: Leadership

Hero Profile:
------------
Level 1:    Dual Wield    
 (A) Winter's Bite - Accuracy/Damage
 (3) Winter's Bite - Accuracy/Damage/Recharge
 (3) Impeded Swiftness - Chance of Damage(Smashing)
 (5) Force Feedback - Chance for +Recharge
 (5) Explosive Strike - Chance for Smashing Damage
 (7) Gladiator's Javelin - Chance of Damage(Toxic)


Level 1:    Focused Fighting    
 (A) Reactive Defenses - Defense
 (7) Reactive Defenses - Defense/Endurance


Level 2:    Focused Senses    
 (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
 (11) Luck of the Gambler - Defense
 (11) 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


Level 4:    Agile    
 (A) Kismet - Accuracy +6%
 (15) Kismet - Defense/Endurance
 (17) Shield Wall - Defense/Endurance
 (17) Shield Wall - +Res (Teleportation), +5% Res (All)
 (19) Shield Wall - Defense
 (19) Shield Wall - Defense/Endurance/Recharge


Level 6:    Suppressive Fire    
 (A) Thunderstrike - Damage/Endurance
 (21) Unbreakable Constraint - Chance for Smashing Damage
 (21) Gladiator's Javelin - Chance of Damage(Toxic)
 (23) Gladiator's Net - Chance of Damage(Lethal)
 (23) Neuronic Shutdown - Chance of Damage(Psionic)
 (25) Ghost Widow's Embrace - Chance of Damage(Psionic)


Level 8:    Swap Ammo    
Level 10:    Master Brawler    
 (A) Preventive Medicine - Chance for +Absorb
 (25) Preventive Medicine - Heal
 (27) Preventive Medicine - Heal/Endurance
 (27) Preventive Medicine - Endurance/RechargeTime
 (29) Preventive Medicine - Heal/RechargeTime
 (29) Preventive Medicine - Heal/RechargeTime/Endurance


Level 12:    Bullet Rain    
 (A) Superior Sentinel's Ward - Accuracy/Damage
 (31) Superior Sentinel's Ward - RechargeTime/Chance for +Absorb
 (31) Superior Sentinel's Ward - Accuracy/Damage/Endurance
 (31) Superior Sentinel's Ward - Damage/RechargeTime
 (33) Superior Sentinel's Ward - Accuracy/Damage/Endurance/RechargeTime
 (33) Superior Sentinel's Ward - Accuracy/Damage/RechargeTime


Level 14:    Combat Jumping    
 (A) Red Fortune - Defense/Endurance


Level 16:    Enduring    
 (A) Performance Shifter - Chance for +End
 (33) Performance Shifter - EndMod
 (34) Power Transfer - EndMod


Level 18:    Executioner's Shot    
 (A) Apocalypse - Damage/Endurance
 (34) Apocalypse - Damage
 (34) Apocalypse - Damage/Recharge
 (36) Apocalypse - Accuracy/Damage/Recharge
 (36) Apocalypse - Chance of Damage(Negative)
 (36) Touch of Lady Grey - Chance for Negative Damage


Level 20:    Kick    
 (A) Mako's Bite - Chance of Damage(Lethal)


Level 22:    Hasten    
 (A) Recharge Reduction IO
 (37) Recharge Reduction IO


Level 24:    Maneuvers    
 (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
 (37) Luck of the Gambler - Defense/Endurance
 (37) Luck of the Gambler - Defense


Level 26:    Tough    
 (A) Steadfast Protection - Resistance/+Def 3%
 (39) Gladiator's Armor - TP Protection +3% Def (All)
 (39) Unbreakable Guard - +Max HP
 (39) Unbreakable Guard - Resistance/Endurance
 (40) Unbreakable Guard - Resistance/Endurance/RechargeTime
 (40) Unbreakable Guard - Resistance


Level 28:    Dodge    
 (A) Luck of the Gambler - Defense/Increased Global Recharge Speed


Level 30:    Weave    
 (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
 (40) Reactive Defenses - Scaling Resist Damage
 (42) Reactive Defenses - Defense/Endurance


Level 32:    Hail of Bullets    
 (A) Armageddon - Damage
 (42) Armageddon - Chance for Fire Damage
 (42) Armageddon - Damage/Endurance
 (43) Armageddon - Damage/Recharge
 (43) Armageddon - Accuracy/Damage/Recharge
 (43) Armageddon - Accuracy/Recharge


Level 35:    Quickness    
 (A) Run Speed IO


Level 38:    Evasion    
 (A) Gift of the Ancients - Defense/Endurance
 (45) Gift of the Ancients - Defense
 (45) Gift of the Ancients - Defense/Recharge
 (45) Gift of the Ancients - Run Speed +7.5%
 (46) Gift of the Ancients - Endurance/Recharge
 (46) Gift of the Ancients - Defense/Endurance/Recharge


Level 41:    Tactics    
 (A) Adjusted Targeting - To Hit Buff
 (46) Adjusted Targeting - To Hit Buff/Endurance
 (48) Adjusted Targeting - To Hit Buff/Endurance/Recharge
 (48) Adjusted Targeting - To Hit Buff/Recharge
 (48) Adjusted Targeting - Endurance/Recharge
 (50) Adjusted Targeting - Recharge


Level 44:    Pistols    
 (A) Thunderstrike - Accuracy/Damage/Endurance
 (50) Thunderstrike - Damage/Endurance
 (50) Thunderstrike - Accuracy/Damage


Level 47:    Victory Rush    
 (A) Performance Shifter - Chance for +End


Level 49:    Assault    
 (A) Endurance Reduction IO


Level 1:    Brawl    
 (A) Empty


Level 1:    Opportunity    
Level 1:    Sprint    
 (A) Quickfoot - Endurance/RunSpeed


Level 2:    Rest    
 (A) Empty


Level 1:    Swift    
 (A) Run Speed IO


Level 1:    Health    
 (A) Panacea - +Hit Points/Endurance
 (9) Miracle - +Recovery


Level 1:    Hurdle    
 (A) Jumping IO


Level 1:    Stamina    
 (A) Performance Shifter - Chance for +End
 (9) Performance Shifter - EndMod


Level 8:    Chemical Ammunition    
Level 8:    Cryo Ammunition    
Level 8:    Incendiary Ammunition    
Level 1:    Prestige Power Rush    
 (A) Celerity - +Stealth


------------

 

 

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

 

Edited by SmalltalkJava
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  • 2 months later

I made a couple small modifications.  Mostly just tweaking for DPS.   This is my current live build and its the build that I posted the time for in the Pylont Test thread in the scrapper forum.

 

 

 

This Hero build was built using Mids Reborn 3.0.6.0
https://github.com/LoadedCamel/MidsReborn

Witch Hunter Vekk: Level 49 Science Sentinel
Primary Power Set: Dual Pistols
Secondary Power Set: Super Reflexes
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed
Power Pool: Leadership

Hero Profile:
------------
Level 1:    Dual Wield    
 (A) Apocalypse - Damage/Endurance
 (3) HamiO:Centriole Exposure
 (3) Impeded Swiftness - Chance of Damage(Smashing)
 (5) Force Feedback - Chance for +Recharge
 (5) Explosive Strike - Chance for Smashing Damage
 (7) Gladiator's Javelin - Chance of Damage(Toxic)


Level 1:    Focused Fighting    
 (A) Reactive Defenses - Defense
 (7) Reactive Defenses - Defense/Endurance


Level 2:    Focused Senses    
 (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
 (11) Luck of the Gambler - Defense
 (11) 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


Level 4:    Agile    
 (A) Kismet - Accuracy +6%
 (15) Kismet - Defense/Endurance
 (17) Shield Wall - Defense/Endurance
 (17) Shield Wall - +Res (Teleportation), +5% Res (All)
 (19) Shield Wall - Defense
 (19) Shield Wall - Defense/Endurance/Recharge


Level 6:    Suppressive Fire    
 (A) Apocalypse - Chance of Damage(Negative)
 (21) Unbreakable Constraint - Chance for Smashing Damage
 (21) Gladiator's Javelin - Chance of Damage(Toxic)
 (23) Gladiator's Net - Chance of Damage(Lethal)
 (23) Neuronic Shutdown - Chance of Damage(Psionic)
 (25) Ghost Widow's Embrace - Chance of Damage(Psionic)


Level 8:    Swap Ammo    
Level 10:    Master Brawler    
 (A) Preventive Medicine - Chance for +Absorb
 (25) Preventive Medicine - Heal
 (27) Preventive Medicine - Heal/Endurance
 (27) Preventive Medicine - Endurance/RechargeTime
 (29) Preventive Medicine - Heal/RechargeTime
 (29) Preventive Medicine - Heal/RechargeTime/Endurance


Level 12:    Bullet Rain    
 (A) Superior Sentinel's Ward - Accuracy/Damage
 (31) Superior Sentinel's Ward - RechargeTime/Chance for +Absorb
 (31) Superior Sentinel's Ward - Accuracy/Damage/Endurance
 (31) Superior Sentinel's Ward - Damage/RechargeTime
 (33) Superior Sentinel's Ward - Accuracy/Damage/Endurance/RechargeTime
 (33) Superior Sentinel's Ward - Accuracy/Damage/RechargeTime


Level 14:    Combat Jumping    
 (A) Red Fortune - Defense/Endurance


Level 16:    Enduring    
 (A) Performance Shifter - Chance for +End
 (33) Performance Shifter - EndMod
 (34) Power Transfer - EndMod


Level 18:    Executioner's Shot    
 (A) Shield Breaker - Chance for Lethal Damage
 (34) Apocalypse - Damage
 (34) Gladiator's Javelin - Chance of Damage(Toxic)
 (36) Touch of Lady Grey - Chance for Negative Damage
 (36) Impeded Swiftness - Chance of Damage(Smashing)
 (36) Achilles' Heel - Chance for Res Debuff


Level 20:    Kick    
 (A) Mako's Bite - Chance of Damage(Lethal)


Level 22:    Hasten    
 (A) Recharge Reduction IO
 (37) Recharge Reduction IO


Level 24:    Maneuvers    
 (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
 (37) Luck of the Gambler - Defense/Endurance
 (37) Luck of the Gambler - Defense


Level 26:    Tough    
 (A) Steadfast Protection - Resistance/+Def 3%
 (39) Gladiator's Armor - TP Protection +3% Def (All)
 (39) Unbreakable Guard - +Max HP
 (39) Unbreakable Guard - Resistance/Endurance
 (40) Unbreakable Guard - Resistance/Endurance/RechargeTime
 (40) Unbreakable Guard - Resistance


Level 28:    Dodge    
 (A) Luck of the Gambler - Defense/Increased Global Recharge Speed


Level 30:    Weave    
 (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
 (40) Reactive Defenses - Scaling Resist Damage
 (42) Reactive Defenses - Defense/Endurance


Level 32:    Hail of Bullets    
 (A) Fury of the Gladiator - Chance for Res Debuff
 (42) Armageddon - Chance for Fire Damage
 (42) Armageddon - Damage/Endurance
 (43) Armageddon - Damage/Recharge
 (43) Armageddon - Accuracy/Damage/Recharge
 (43) Armageddon - Accuracy/Recharge


Level 35:    Quickness    
 (A) Run Speed IO


Level 38:    Evasion    
 (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
 (45) Red Fortune - Defense
 (45) Red Fortune - Defense/Endurance
 (45) Red Fortune - Defense/Endurance/Recharge
 (46) Red Fortune - Endurance
 (46) Red Fortune - Defense/Recharge


Level 41:    Tactics    
 (A) Adjusted Targeting - To Hit Buff
 (46) Adjusted Targeting - To Hit Buff/Endurance
 (47) Adjusted Targeting - To Hit Buff/Endurance/Recharge
 (47) Adjusted Targeting - To Hit Buff/Recharge
 (47) Adjusted Targeting - Endurance/Recharge
 (48) Gaussian's Synchronized Fire-Control - Chance for Build Up


Level 44:    Pistols    
 (A) Apocalypse - Accuracy/Damage/Recharge
 (48) Apocalypse - Damage/Recharge
 (48) Apocalypse - Accuracy/Recharge


Level 47:    Victory Rush    
 (A) Performance Shifter - Chance for +End


Level 49:    Assault    
 (A) Endurance Reduction IO


Level 1:    Opportunity    
Level 1:    Brawl    
 (A) Empty


Level 1:    Sprint    
 (A) Quickfoot - Endurance/RunSpeed


Level 2:    Rest    
 (A) Empty


Level 1:    Swift    
 (A) Run Speed IO


Level 1:    Hurdle    
 (A) Jumping IO


Level 1:    Health    
 (A) Panacea - +Hit Points/Endurance
 (9) Miracle - +Recovery


Level 1:    Stamina    
 (A) Performance Shifter - Chance for +End
 (9) Power Transfer - Chance to Heal Self


Level 8:    Chemical Ammunition    
Level 8:    Cryo Ammunition    
Level 8:    Incendiary Ammunition    
------------

 

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Here is a question I have.  So say you take a nasty hit with SR. How do you heal? Since SR doesnt have a heal, something that has always "scarred" me about SR

Why yes I do know what a search feature is. However with the 1000 returns it is hard to dig through all that. So I ask in posts.

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12 hours ago, I-Dirty said:

Here is a question I have.  So say you take a nasty hit with SR. How do you heal? Since SR doesnt have a heal, something that has always "scarred" me about SR

 

well, the Sentinel version of SR can take an Absorb shield click power, and just slot up +Regen specials.

 

 

I noticed in the video OP @SmalltalkJava you have Sprint on while fighting. If you're still having endurance issues, that could be why. Looks like a fun build.

Edited by Wavicle
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2 hours ago, Wavicle said:

 

well, the Sentinel version of SR can take an Absorb shield click power, and just slot up +Regen specials.

 

^ This.  There is a surprising amount of sustainability in having a multi-hundred point absorb shield, soft-cap (or Incarnate-cap) defenses, and then whatever regeneration rate you can squeeze out.  I also mentioned the Rebirth Destiny path once you get access to the Incarnates.  That's a really potent regeneration booster that can have some significant benefit with SR.  Barrier is also a good choice since it can add +5% to both defense and resistance at its lowest point and that is effectively on all the time once you get the tier level high enough.  Finally, green inspirations are good to have around too. 

There can be some situations where you're going to eat damage no matter what.  There are no armor sets with zero weaknesses in this game and Super Reflexes is no different.  Tankers, and some Brute builds, have an easier time shoring up those holes, but even they can have those weaknesses too.  

TL;DR: Personal healing powers with SR is overrated. 😉 

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Another healing advantage is the defensive opportunity that only Sentinels have access to.   It truly makes a difference.  Not an ungodly difference, but its noticeable.    For example a pylon will take me down to 50%life because I'm not actively using my absorb.  When killing a pylon I'm literally just pressing 1,2,3 for 4 minutes.  Then defence opportunity kicks in and my health and endurance start to fill back up.  

 

In the build I have the offensive opportunity attack 3 slotted just as a mule and to use for offensive opportunity if I want it.   But I never end up using it.    I could easily swap it out for a travel power and 3 slot it for some extra defenses to go higher than it is, move the slots somewhere else.    There are lots of options.   just keep defense at 45 min, acc high enough to hit, and global recharge high enough to maintain the attack chain.

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