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My answer to Sentinels


Snarky

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For your amusement (and mine) I have altered a character I have on live to be a "Blanker": a Blaster who builds more like a Tanker.

 

The impetus for this was a new player who was doing what I considered very odd things with a Blaster build.  But was offering up decent fire support in 4/8 AE farms with only a moderate number of face plants.  I thought to myself...remember that electrical blaster you parked....

 

I have made many runs at Sentinels.  A half dozen 50s, many hours gaming.  Many TFs.  Never found what i wanted.

 

This....monstrosity....may indeed be that Sentinel.  I do need to play test it.  Just got it respec'd and noticed I could shave one more slot.  Back to mids for the final build.  Will respec and playtest this week.

 

Build goals. 

1) Tanky as possible with a number of "O crap!" buttons/solutions.

2) Fully Ranged

3) More damage than a Sentinel.  (I cheated on that one I know)

 

Achievements.

1) 45.01% Ranged Defense while in combat ( = 45%)

2) 75.56% Smash/Lethal Resistance.  Standing stone cold just running passive toggles all the time. (Yeah, I know right?) ( =75%)

3) Phase Shift available for 30 sec about every 50 seconds or so.  So long suckers.

4) Personal Force Field. Available about every 9 seconds. This was the power the AE Blaster was abusing that got me thinking...

5) Force of Nature available every 5 minutes.  This beauty gives a 2 minute window of +35% resist across the board along with +100 End Recovery.  There IS a crash at the end.  See above for possible solutions. Hide, pop a sm blue, use either of the other two o crap buttons.  Not a Invulnerable melee toon.  The crash is dealable with in my opinion.

 

As always feedback is appreciated.

 

This Hero build was built using Mids Reborn 3.0.5.7
https://github.com/Reborn-Team/MidsReborn

Click this DataLink to open the build!

Blanker: Level 50 Magic Blaster
Primary Power Set: Electrical Blast
Secondary Power Set: Temporal Manipulation
Power Pool: Concealment
Power Pool: Flight
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Force Mastery

Hero Profile:
Level 1: Lightning Bolt -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(3), Thn-Dmg/Rchg(3), Thn-Acc/Dmg/Rchg(5), Thn-Acc/Dmg/EndRdx(5), Thn-Dmg/EndRdx/Rchg(7)
Level 1: Time Wall -- TraoftheH-Acc/Rchg(A), TraoftheH-EndRdx/Immob(7), TraoftheH-Acc/EndRdx(9), TraoftheH-Acc/Immob/Rchg(9), TraoftheH-Dam%(11), TraoftheH-Immob/Acc(11)
Level 2: Ball Lightning -- Artl-Acc/Dam(A), Artl-Dam/End(13), Artl-Dam/Rech(15), Artl-Acc/Dam/Rech(15), Artl-Acc/Rech/Rng(17), Artl-End/Rech/Rng(17)
Level 4: Stealth -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(19), ShlWal-ResDam/Re TP(19)
Level 6: Charged Bolts -- SprDfnBrr-Acc/Dmg(A), SprDfnBrr-Dmg/Rchg(21), SprDfnBrr-Acc/Dmg/Rchg(21), SprDfnBrr-Acc/Dmg/EndRdx(23), SprDfnBrr-Acc/Dmg/EndRdx/Rchg(23), SprDfnBrr-Rchg/+Status Protect(25)
Level 8: Aim -- GssSynFr--ToHit(A), GssSynFr--ToHit/Rchg(25), GssSynFr--ToHit/Rchg/EndRdx(27), GssSynFr--Rchg/EndRdx(27), GssSynFr--ToHit/EndRdx(29), GssSynFr--Build%(29)
Level 10: Chronos -- RechRdx-I(A), RechRdx-I(31)
Level 12: Zapp -- ExcCnt-Acc/Dmg(A), ExcCnt-Dmg/EndRdx(31), ExcCnt-Dmg/ActRdx(31), ExcCnt-Dmg/Rng(33), ExcCnt-Dmg/Rchg(33), ExcCnt-Stun%(33)
Level 14: Fly -- BlsoftheZ-ResKB(A), BlsoftheZ-Travel(34)
Level 16: Grant Invisibility -- Rct-ResDam%(A)
Level 18: Phase Shift -- RechRdx-I(A)
Level 20: Temporal Healing -- Prv-Absorb%(A), Prv-Heal(34), PrfShf-End%(34), PrfShf-EndMod(36), EndMod-I(36)
Level 22: Time Stop -- Lck-Acc/Hold(A), Lck-Acc/Rchg(36), Lck-Rchg/Hold(37), Lck-EndRdx/Rchg/Hold(37), Lck-Acc/EndRdx/Rchg/Hold(37), Lck-%Hold(39)
Level 24: Kick -- FrcFdb-Rechg%(A)
Level 26: Tough -- RctArm-ResDam/EndRdx(A), RctArm-ResDam/Rchg(39), RctArm-ResDam(40)
Level 28: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(40), LucoftheG-Def/Rchg(40), LucoftheG-Def/EndRdx/Rchg(42), LucoftheG-Def(42), Ksm-ToHit+(42)
Level 30: Hasten -- RechRdx-I(A), RechRdx-I(43)
Level 32: Thunderous Blast -- SprBlsWrt-Acc/Dmg(A), SprBlsWrt-Dmg/Rchg(43), SprBlsWrt-Acc/Dmg/Rchg(43), SprBlsWrt-Acc/Dmg/EndRdx(45), SprBlsWrt-Acc/Dmg/EndRdx/Rchg(45), SprBlsWrt-Rchg/Dmg%(45)
Level 35: Personal Force Field -- LucoftheG-Def/Rchg+(A)
Level 38: Time Lord -- StdPrt-ResDam/Def+(A)
Level 41: Repulsion Bomb -- Bmbdmt-Dam(A), Bmbdmt-Dam/Rech(46), Bmbdmt-Acc/Dam/Rech(46), Bmbdmt-Acc/Dam/Rech/End(48), Bmbdmt-+FireDmg(48), SuddAcc--KB/+KD(48)
Level 44: Temp Invulnerability -- RctArm-ResDam/EndRdx(A), RctArm-ResDam/Rchg(50), RctArm-ResDam(50)
Level 47: Time Shift -- ImpSwf-Acc/Slow(A), ImpSwf-Dam%(50)
Level 49: Force of Nature -- GldArm-3defTpProc(A)
Level 1: Brawl -- Empty(A)
Level 1: Defiance 
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Swift -- Flight-I(A)
Level 1: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(13), Mrc-Rcvry+(39)
Level 1: Hurdle -- Empty(A)
Level 1: Stamina -- PrfShf-End%(A), PrfShf-EndMod(46)
Level 49: Quick Form 
Level 14: Afterburner 
------------

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Ran this in a ITF Kill Most and an Operative Renault speed run last night.  Very informative runs.  The Nuke, not as impressive as my Dark Blaster.  But still a true Blaster Nuke, not a Sentinel...thing.  Decent AoE.  Only real issue is making sure you are hitting a lot with it.  I am 80% time so far away from combat all I see are special effects...  

 

During the Operative Renault the "true Speedrunners" (I play dirty casual style) were at mission goals...fast.  sometimes by the time I loaded in.  After we were all team teleported.  Like...wtf?  That left the sad sack half of the team (usually me in the back) trying to get to the goal.  I have full invisibility.  But I also stop to help teammates who are dead or in combat.  Thats where I spent most of my TF time.  Did real well.  Only one death for me.  When things got crazy town I had the 3 O crap buttons.  Phase Shift and Personal Force Field.  These two are going to be my friends.  I need to learn to use Grant invisibility on recently rezzed teammates.  I took it as a Mule to get to Phase Shift.  Infiltration...I heard complaints about it on the boards and from one of the speed runners in the Op Renault.  It aint good.

 

This could be my unicorn.  Does not fit my vampire theme at all but is the equivalent of an Automatic Semi Truck.  Lot of power.  Expect yourself to be doing more of what it wants.  But danged easy if you just temper your expectations.

 

This is a revived and rebuilt 50.  I had parked it fully I/O'd because I liked it.  I Respec'd it into this thing.  It had Cardiac Core on it.  Which...I have decided to leave.  For the Range benefits.  (Why i took it originally)  But that boosts my S/L Resists a LOT in 45+ content.  Honestly under 45 that is not an issue.  So I will be Respeccing this to gain back some of the set bonuses I dont need for S/L and apply elsewhere.  Also.  What End issues?  Pffft.  Probably do not need Health and Stamina overslotted so much.

 

Edited by Snarky
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I think you succeeded in creating a blaster that does less damage than its sentinel counterpart and meanwhile has less survival as well (hello mezzes)

 

More context.

 

Sentinels get a true T3 blast, Tesla Cage does good damage, and they also have access to dominate, which means they will have a more complete ST attack chain than what you have. Their nukes also recharge faster and that offsets the AoE capabilities between the two ATs somewhat.

 

Furthermore sentinels get mez protection and some sets can reach defense softcap with less investment, which means they have the additional luxury of fitting damage procs into tesla cage and/or dominate, further widening the ST damage gap.

 

I'm an advocate of fully utilizing the tools given to you and this build is a good example of what happens when you make every effort to play against the strengths of what's given to you. The ROI on all that you invested into making your character safe is not worth the sacrifice you made in damage output, remember dead things don't fight back, that is the blaster mantra. When the build can't even compete against it's sentinel counterpart in the one area it should excel in, I would call it gimp. But I have no doubt that you can still play through content with a build like that, the game is so easy that you can have fun with even sub-optimal builds.

 

Perhaps this should be a build challenge: "How do I make my blaster do less damage than it's sentinel counterpart?" Feed the sentinel community some positivity and make them feel like the AT doesn't completely underperform.

Edited by Nemu
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Liberty, Torchbearer, Excelsior, Everlasting

Jezebel Delias

Level 50 Fire/Elec/Mace Blaster

 

I am the Inner Circle!

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8 hours ago, Nemu said:

I think you succeeded in creating a blaster that does less damage than its sentinel counterpart and meanwhile has less survival as well (hello mezzes)

 

 

Thanks for the input.  (seriously) 

 

You have just spurred me into rerolling this as a Electric/Willpower or Elec/Invulnerability Sentinel.  Time to research....

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I tried building a Sentinel using Hyperstrikes Invul Template.  Not sure where you getting more damage.  You said Sentinels Nuke is more often.  It would neeed to be near constant unless my values are off

 

This Hero build was built using Mids Reborn 3.0.5.7
https://github.com/Reborn-Team/MidsReborn

Click this DataLink to open the build!

Level 50 Magic Sentinel
Primary Power Set: Electrical Blast
Secondary Power Set: Invulnerability
Power Pool: Fighting
Power Pool: Flight
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Mu Mastery

Hero Profile:
Level 1: Lightning Bolt -- SprWntBit-Acc/Dmg(A), SprWntBit-Dmg/Rchg(3), SprWntBit-Acc/Dmg/EndRdx(3), SprWntBit-Acc/Dmg/Rchg(5), SprWntBit-Dmg/EndRdx/Acc/Rchg(5), SprWntBit-Rchg/SlowProc(7)
Level 1: Temp Invulnerability -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(7), UnbGrd-Rchg/ResDam(9), UnbGrd-ResDam/EndRdx/Rchg(9), GldArm-3defTpProc(11), StdPrt-ResDam/Def+(11)
Level 2: Ball Lightning -- Bmbdmt-Dam(A), Bmbdmt-Acc/Rech/End(17), Bmbdmt-Dam/Rech(17), Bmbdmt-Acc/Dam/Rech(19), Bmbdmt-Acc/Dam/Rech/End(19), Bmbdmt-+FireDmg(21)
Level 4: Resist Physical Damage -- RctArm-ResDam/EndRdx(A), RctArm-ResDam/Rchg(21), RctArm-ResDam/EndRdx/Rchg(23), RctArm-ResDam(23)
Level 6: Zapping Bolt -- SprOppStr-Acc/Dmg(A), SprOppStr-Dmg/Rchg(25), SprOppStr-Acc/Dmg/Rchg(25), SprOppStr-Acc/Dmg/EndRdx(27), SprOppStr-Acc/Dmg/EndRdx/Rchg(27), SprOppStr-Rchg/+Opportunity(29)
Level 8: Durability -- RctArm-ResDam/EndRdx(A), RctArm-ResDam/Rchg(29), RctArm-ResDam/EndRdx/Rchg(31), RctArm-ResDam(31)
Level 10: Aim -- RechRdx-I(A), RechRdx-I(31)
Level 12: Dull Pain -- Empty(A)
Level 14: Tesla Cage -- 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 16: Unyielding -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(34), UnbGrd-Rchg/ResDam(36), UnbGrd-ResDam/EndRdx/Rchg(36)
Level 18: Charged Bolts -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(36), Thn-Dmg/Rchg(37), Thn-Acc/Dmg/Rchg(37)
Level 20: Environmental Resistance -- RctArm-ResDam/EndRdx(A), RctArm-ResDam/Rchg(37), RctArm-ResDam/EndRdx/Rchg(39), RctArm-ResDam(39)
Level 22: Kick -- FrcFdb-Rechg%(A)
Level 24: Tough -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(39), UnbGrd-Rchg/ResDam(40), UnbGrd-ResDam/EndRdx/Rchg(40)
Level 26: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(40), ShlWal-ResDam/Re TP(42), Rct-ResDam%(42)
Level 28: Invincible -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(42)
Level 30: Fly -- WntGif-ResSlow(A)
Level 32: Thunderous Blast -- Rgn-Dmg(A), Rgn-Dmg/Rchg(43), Rgn-Acc/Dmg/Rchg(43), Rgn-Acc/Rchg(43), Rgn-Dmg/EndRdx(45), Rgn-Knock%(45)
Level 35: Tough Hide -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(45)
Level 38: Hasten -- RechRdx-I(A), RechRdx-I(46)
Level 41: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(46)
Level 44: Electrifying Fences -- Bmbdmt-Dam(A), Bmbdmt-+FireDmg(46)
Level 47: Electric Shackles -- SprEnt-Acc/Hold(A), SprEnt-Hold/Rchg(48), SprEnt-End/Rchg(48), SprEnt-Acc/Hold/End(48), SprEnt-Acc/Hold/End/Rchg(50), SprEnt-Rchg/AbsorbProc(50)
Level 49: Static Discharge -- Bmbdmt-Dam(A), Bmbdmt-+FireDmg(50)
Level 1: Brawl -- Empty(A)
Level 1: Opportunity 
Level 1: Sprint -- Clr-Stlth(A)
Level 2: Rest -- Empty(A)
Level 1: Swift -- Flight-I(A)
Level 1: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(13), Mrc-Rcvry+(13)
Level 1: Hurdle -- Jump-I(A)
Level 1: Stamina -- PrfShf-End%(A), PrfShf-EndMod(15), EndMod-I(15)
Level 30: Afterburner 
------------

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1 hour ago, Snarky said:

You have just spurred me into rerolling this as a Electric/Willpower or Elec/Invulnerability Sentinel.  Time to research....

 

I was looking at invul as an approximate counterpart to what you have as far as your survival goals. The only thing it can't mimic is the +recharge from time lord. However it's focus on typed defense means you can sink a lot of slots to cover the various damage types and thus lose out on proc opportunities.

 

SR might be a better pick, you can effectively not bother with melee and aoe defense and just build range defense if the game plan is to stay at range. Less investment in slots, high DDR, and quickness gives you a bit of recharge.

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Liberty, Torchbearer, Excelsior, Everlasting

Jezebel Delias

Level 50 Fire/Elec/Mace Blaster

 

I am the Inner Circle!

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1 minute ago, Nemu said:

 

I was looking at invul as an approximate counterpart to what you have as far as your survival goals. The only thing it can't mimic is the +recharge from time lord. However it's focus on typed defense means you can sink a lot of slots to cover the various damage types and thus lose out on proc opportunities.

 

SR might be a better pick, you can effectively not bother with melee and aoe defense and just build range defense if the game plan is to stay at range. Less investment in slots, high DDR, and quickness gives you a bit of recharge.

Good idea!  I am still not seeing the higher damage.  Specifically comparing Nuke damage and number of targets it (to me) looks like Blaster has parked in the garage whiole Sentinel is still racing the course.

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20 minutes ago, Snarky said:

Hyperstrikes Invul Template.

Let's not use that. His templates serve a different purpose.

 

This is what I fiddled around with

 

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

Click this DataLink to open the build!

Level 49 Mutation Sentinel
Primary Power Set: Electrical Blast
Secondary Power Set: Invulnerability
Power Pool: Flight
Power Pool: Speed
Power Pool: Leadership
Power Pool: Fighting
Ancillary Pool: Psionic Mastery

Hero Profile:
Level 1: Charged Bolts -- SprWntBit-Acc/Dmg(A), SprWntBit-Dmg/Rchg(3), SprWntBit-Acc/Dmg/EndRdx(3), SprWntBit-Acc/Dmg/Rchg(5), SprWntBit-Dmg/EndRdx/Acc/Rchg(7), SprWntBit-Rchg/SlowProc(7)
Level 1: Temp Invulnerability -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(40), UnbGrd-ResDam/EndRdx/Rchg(40), UnbGrd-Max HP%(40)
Level 2: Lightning Bolt -- SprSntWar-Acc/Dmg(A), SprSntWar-Dmg/Rchg(9), SprSntWar-Acc/Dmg/Rchg(9), SprSntWar-Acc/Dmg/EndRdx(11), SprSntWar-Acc/Dmg/EndRdx/Rchg(13), SprSntWar-Rchg/+Absorb(13)
Level 4: Hover -- LucoftheG-Def/Rchg+(A), Ksm-ToHit+(5), WntGif-ResSlow(48)
Level 6: Ball Lightning -- Ann-ResDeb%(A), Bmbdmt-+FireDmg(34), JvlVll-Dam%(34), PstBls-Dam%(34), SprFrzBls-Acc/Dmg(36), SprFrzBls-Acc/Dmg/EndRdx(37)
Level 8: Zapping Bolt -- SprOppStr-Acc/Dmg(A), SprOppStr-Dmg/Rchg(25), SprOppStr-Acc/Dmg/Rchg(25), SprOppStr-Acc/Dmg/EndRdx(27), SprOppStr-Acc/Dmg/EndRdx/Rchg(27), SprOppStr-Rchg/+Opportunity(33)
Level 10: Hasten -- RechRdx-I(A), RechRdx-I(11)
Level 12: Tesla Cage -- Apc-Dam%(A), UnbCns-Dam%(17), GldJvl-Dam%(21), GhsWdwEmb-Dam%(21), Apc-Dmg(23), NrnSht-Dam%(23)
Level 14: Maneuvers -- LucoftheG-Def/Rchg+(A), Rct-Def(15), Rct-Def/EndRdx(15), Rct-ResDam%(17)
Level 16: Unyielding -- HO:Ribo(A)
Level 18: Aim -- RctRtc-ToHit/Rchg(A), RctRtc-ToHit(19), GssSynFr--Build%(19)
Level 20: Environmental Resistance -- StdPrt-ResDam/Def+(A)
Level 22: Tactics -- RctRtc-ToHit(A), RctRtc-ToHit/Rchg(47), HO:Cyto(48)
Level 24: Kick -- Empty(A)
Level 26: Tough -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(39), UnbGrd-Rchg/ResDam(48), UnbGrd-ResDam/EndRdx/Rchg(49)
Level 28: Invincible -- LucoftheG-Def/Rchg+(A), RctRtc-ToHit(29), RctRtc-Pcptn(29), HO:Cyto(33), HO:Cyto(33)
Level 30: Weave -- LucoftheG-Def/Rchg+(A), ShlWal-Def/EndRdx(31), ShlWal-Def(31), ShlWal-ResDam/Re TP(31)
Level 32: Thunderous Blast -- Rgn-Dmg/Rchg(A), Rgn-Dmg(37), Rgn-Acc/Dmg/Rchg(37), Rgn-Acc/Rchg(39), Rgn-Dmg/EndRdx(39)
Level 35: Tough Hide -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(36), LucoftheG-Def(36)
Level 38: Mind Probe -- Hct-Dmg(A), Hct-Dmg/Rchg(43), Hct-Acc/Dmg/Rchg(46), Hct-Acc/Rchg(46), Hct-Dmg/EndRdx(47)
Level 41: Dominate -- Dcm-Build%(A), GldJvl-Dam%(42), NrnSht-Dam%(42), GhsWdwEmb-Dam%(42), GldNet-Dam%(43), Dmg-I(43)
Level 44: Dull Pain -- Pnc-Heal/EndRedux(A), Pnc-EndRdx/Rchg(45), Pnc-Heal/Rchg(45), Pnc-Heal/EndRedux/Rchg(45), Pnc-Heal(46)
Level 47: Durability -- PrfShf-End%(A)
Level 49: Resist Physical Damage -- GldArm-3defTpProc(A)
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 -- Pnc-Heal/+End(A)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- PrfShf-End%(A)
------------

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Your nuke is up every fight, that and a few ball lightnings will take care of the trash, ST is what matters to finish up the harder targets. Tesla and dominate are both well-procced, and I fit all the -res procs that I can fit. Tactics is taken early to offset the lack of ACC slotting in the proc powers. 

 

I also don't believe you need to be at the softcap. the build and the playstyle it endorses will make you safe enough even with just 40% defense against most content. Barrier and misc team buffs can top you off. and that allows you to move slots to take care of recovery. 

Edited by Nemu

Liberty, Torchbearer, Excelsior, Everlasting

Jezebel Delias

Level 50 Fire/Elec/Mace Blaster

 

I am the Inner Circle!

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5 minutes ago, Nemu said:

Let's not use that. His templates serve a different purpose.

 

 

Your nuke is up every fight, that and a few ball lightnings will take care of the trash, ST is what matters to finish up the harder targets. Tesla and dominate are both well-procced, and I fit all the -res procs that I can fit. Tactics is taken early to offset the lack of ACC slotting in the proc powers. 

My Blasters full first salvo of Aoe sometimes doesnt clear all the trash.  especially not in incarnate trials and ITF runs.  These two sentinels are just going to piss them off.

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Isn't that part of the reason you sacrificed so much to build for defenses? Which do you want? to do damage or survive? It's hard to fit both in especially if you are aiming at the extremes of either spectrum.

Liberty, Torchbearer, Excelsior, Everlasting

Jezebel Delias

Level 50 Fire/Elec/Mace Blaster

 

I am the Inner Circle!

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what i see in the Blaster is this.  Warthog anti tank plane.  some armor.  speed, ability to hide.  a CRAPTON of damage.  

 

the sentinel (to me) is more like a light tank.  It fights much closer to the action.  It does not have access to the big Hide buttons I have on the Blaster.  Phase Shift (cannot fit) and Force Field (unavailable)  It also cannot deliver the first strike ability, nor does it have the range.

 

Just my thoughts.

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It should be easy to test both builds and gauge their effectiveness/sustainability against the odds you describe on test. I think the sentinel will be more consistent both in damage output and survival. Where it may lose out on burst AoE, it has better tools to deal with problem targets or harder targets and sometimes putting those down ASAP can make a big difference in your chances of survival. Single target killing speed matters, and I see that as blaster electric blast's biggest weakness.

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Liberty, Torchbearer, Excelsior, Everlasting

Jezebel Delias

Level 50 Fire/Elec/Mace Blaster

 

I am the Inner Circle!

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I agree with @Nemu objectiveness around the blaster build. A properly built sentinel with proc damage will absolutely out perform this build both in damage and survivability. Elec Blast changes for Sentinels are a big deal. A sentinel can invest so much more in offensive output because they need so much less slot investment in survivability. Bio armor in particular has built in damage buff, doesnt even need to be built for softcaps, and survivability scales up with global recharge, which also improves offense. 

 

A blaster can be built to be quite the tankmage, but the approach in slotting in post-1 is too much of a sacrifice if you are having an honest discussion about objective performance. The investment to get to 45% ranged defense can be viable, but you gutted out every single proc slotting opportunity to get there, and you removed any blaster-specific dps increase available by avoiding all melee options. A purely ranged blaster as a concept by itself is honestly done better by a sentinel, corruptor, or defender. Blaster potential thrives when melee opportunity is taken advantage of. Personal Force Field and Phase shift are rarely seen in any build anywhere because they drop your dps to zero. Any time you use these powers, the performance discrepancy in favor of the sentinel increases. 

 

For blaster ancillary choice, force mastery is a loss. Your Force of nature is granting 35% resist to F/C/E/N/T. You're still stuck with a psi hole, zero benefit to S/L resist, a mez protection hole, and a crash. Rune of Protection is much better for blasters in comparison which does increase your psi resist and provides mez protection to handle a difficult encounter. The best ancillary toggle is charged armor, the energy resist is a huge deal. Having that energy resist does way more than slightly higher S/L resist and/or PFF access all by itself. The energy resist in charged armor also stacks in with RoP beautifully. Bonfire access in flame mastery is a tool that I don't care to use personally, but all by itself puts the damage mitigation available far above force mastery, and you get self rez access as well. 

 

A hyper offense sentinel is going to feel so much better than a sacrifice-everything for unneeded def/res numbers blaster, guaranteed. 

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Currently on fire.

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