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DP/SR for tanking (or more realistically, off-tanking)


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Posted

I'm still trying to find a Sentinel I like.  I gave up on Elect/Rad and Beam/Dark is feeling toothless.  I created a Fire/Reg to combine two of my favorite sets and it's been OK... to level 12.  I want something a little less of a compromise though, as the Fire/Reg is easily out-performed by my Fire/En Blaster and Spines/Reg Scrapper.  My DP/MM Blaster is less interesting than on Live as now all Blasters have recuperative powers as good as Drain Psyche - and that Blaster was built as the tougher alternative Blaster anyway.  So I decided a DP Sentinel build was worth a try.  The interest in this character are the DP/Katana combo and the soft-capped defense (my DP/MM Blaster was also soft-capped, but only against S/L).  So, it should be both stylish and effective.

 

Here's the build for your critiquing.  I considered swapping the slotting of Empty Clips and Piercing Rounds to get an Achilles' Heel -Res proc in Empty Clips, and that might be the better way to go.  Anyway, let me know where you think the build can be improved (btw, it's a PvE only build).

 

Hero Plan by Mids' Hero Designer 1.962

http://www.cohplanner.com/

 

Click this DataLink to open the build!

 

Tree-Fiddy: Level 50 Natural Sentinel

Primary Power Set: Dual Pistols

Secondary Power Set: Super Reflexes

Power Pool: Speed

Power Pool: Leaping

Power Pool: Presence

Power Pool: Leadership

Ancillary Pool: Ninja Tool Mastery

 

Hero Profile:

Level 1: Pistols -- 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: Focused Fighting -- LucoftheG-Def/EndRdx(A), LucoftheG-Def(7), LucoftheG-Def/EndRdx/Rchg(9), LucoftheG-Rchg+(9)

Level 2: Empty Clips -- SprFrzBls-Acc/Dmg(A), SprFrzBls-Dmg/EndRdx(11), SprFrzBls-Acc/Dmg/EndRdx(11), SprFrzBls-Acc/Dmg/Rchg(13), SprFrzBls-Dmg/EndRdx/Acc/Rchg(13), SprFrzBls-Rchg/ImmobProc(15)

Level 4: Focused Senses -- LucoftheG-Def/EndRdx(A), LucoftheG-Def/EndRdx/Rchg(15), LucoftheG-Def(17), LucoftheG-Rchg+(17)

Level 6: Hasten -- RechRdx-I(A), RechRdx-I(19)

Level 8: Swap Ammo

Level 10: Master Brawler -- DctWnd-Heal/EndRdx(A), DctWnd-Heal/Rchg(19), DctWnd-Heal/EndRdx/Rchg(21), DctWnd-Heal(21), DctWnd-Rchg(23)

Level 12: Bullet Rain -- SprSntWar-Acc/Dmg(A), SprSntWar-Dmg/Rchg(23), SprSntWar-Acc/Dmg/Rchg(25), SprSntWar-Acc/Dmg/EndRdx(25), SprSntWar-Acc/Dmg/EndRdx/Rchg(27), SprSntWar-Rchg/+Absorb(27)

Level 14: Combat Jumping -- LucoftheG-Def/EndRdx(A), LucoftheG-Rchg+(29)

Level 16: Enduring -- PrfShf-End%(A), PrfShf-EndMod(29), PrfShf-EndMod/Acc(33)

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(33), SprWntBit-Rchg/SlowProc(33)

Level 20: Agile -- DefBuff-I(A), DefBuff-I(34)

Level 22: Dodge -- DefBuff-I(A)

Level 24: Maneuvers -- LucoftheG-Rchg+(A), LucoftheG-EndRdx/Rchg(34), LucoftheG-Def/EndRdx(36), LucoftheG-Def/EndRdx/Rchg(45), LucoftheG-Def(50)

Level 26: Piercing Rounds -- OvrFrc-Acc/Dmg(A), OvrFrc-End/Rech(36), OvrFrc-Acc/Dmg/End(36), OvrFrc-Dmg/End/Rech(37), OvrFrc-Acc/Dmg/End/Rech(37), Dtn-Dmg/Rng(37)

Level 28: Quickness -- Run-I(A)

Level 30: Provoke -- PrfZng-Taunt(A), PrfZng-Acc/Rchg(34), PrfZng-Taunt/Rchg(39), PrfZng-Taunt/Rchg/Rng(39), PrfZng-Taunt/Rng(39), Acc-I(40)

Level 32: Hail of Bullets -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(40), SprAvl-Acc/Dmg/EndRdx(40), SprAvl-Acc/Dmg/Rchg(42), SprAvl-Acc/Dmg/EndRdx/Rchg(42), SprAvl-Rchg/KDProc(42)

Level 35: Evasion -- LucoftheG-Def/EndRdx(A), LucoftheG-Def/EndRdx/Rchg(43), LucoftheG-Def(43), LucoftheG-Rchg+(43)

Level 38: Sting of the Wasp -- Mk'Bit-Acc/Dmg(A), Mk'Bit-Dmg/EndRdx(45), Mk'Bit-Dmg/Rchg(45), Mk'Bit-Acc/EndRdx/Rchg(46), Mk'Bit-Acc/Dmg/EndRdx/Rchg(46), Mk'Bit-Dam%(46)

Level 41: The Lotus Drops -- Obl-Dmg(A), Obl-Acc/Rchg(48), Obl-Dmg/Rchg(48), Obl-Acc/Dmg/Rchg(48), Obl-Acc/Dmg/EndRdx/Rchg(50), Obl-%Dam(50)

Level 44: Tashibishi -- Dmg-I(A)

Level 47: Elude -- RechRdx-I(A)

Level 49: Paralizing Dart -- Acc-I(A)

Level 1: Brawl -- Empty(A)

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 -- Clr-Stlth(A)

Level 1: Sprint -- EndRdx-I(A)

Level 2: Rest -- Empty(A)

Level 4: Ninja Run

Level 2: Swift -- Run-I(A)

Level 2: Health -- Pnc-Heal/+End(A)

Level 2: Hurdle -- Jump-I(A)

Level 2: Stamina -- PrfShf-End%(A)

Level 8: Chemical Ammunition

Level 8: Cryo Ammunition

Level 8: Incendiary Ammunition

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

 

 

 

 

Posted

It's nice to see people posting builds at last. This sub-forum has a lack of those.

 

Have you considered /ninja? I was putzing around with some basic slotting, not even juggling a lot of sets, and had it at 42% to all (about capped with incarnate), and it just feels like a better /SR. It has a heal, it has a stealth, it has endurance recovery. It would have mez resist, which is something you discarded for the absorb shield, which is a weird thing to me since mez resist is one of the selling points of a sentinel.

 

 

 

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Posted

So you current build probably wouldn't work for offtanking at all because it has zero resistances and no way to heal itself.  It would work well until it didn't, and then it would drop dead.  I switched some stuff around to make it a little better when exemplaring, added some different sets to get you 40% S/L resist, and overcapped your defenses to 50 so that if you get hit by a def debuff it isn't instantly the end of your tanking career.  I also added in dual wield so that you can use defensive opportunity to heal yourself, and got extra IO scaling resists and kismet in there as well. 

 

This might be better as /ninja since it has an actual self heal and more resists, but I honestly don't know exactly how much the scaling resists from SR help when stacked against 40% S/L, so this might be better.  But I think you could rebuild it into /ninja following this build easily enough. 

 

Hero Plan by Mids' Hero Designer 1.962

http://www.cohplanner.com/

 

Click this DataLink to open the build!

 

Level 50 Magic Sentinel

Primary Power Set: Dual Pistols

Secondary Power Set: Super Reflexes

Power Pool: Leaping

Power Pool: Speed

Power Pool: Fighting

Power Pool: Presence

Ancillary Pool: Ninja Tool Mastery

 

Hero Profile:

Level 1: Pistols

  • (A) Thunderstrike - Accuracy/Damage
  • (3) Thunderstrike - Damage/Endurance
  • (3) Thunderstrike - Accuracy/Damage/Endurance
  • (5) Thunderstrike - Damage/Endurance/Recharge
  • (5) Thunderstrike - Accuracy/Damage/Recharge

Level 1: Focused Fighting

  • (A) Luck of the Gambler - Recharge Speed
  • (9) Luck of the Gambler - Defense/Recharge
  • (11) Luck of the Gambler - Defense/Endurance
  • (11) Luck of the Gambler - Defense/Endurance/Recharge
  • (17) Luck of the Gambler - Defense

Level 2: Focused Senses

  • (A) Shield Wall - +Res (Teleportation), +5% Res (All)
  • (7) Shield Wall - Defense/Endurance
  • (7) Shield Wall - Defense
  • (9) Shield Wall - Defense/Endurance/Recharge
  • (19) Luck of the Gambler - Recharge Speed

Level 4: Agile

  • (A) Luck of the Gambler - Recharge Speed
  • (21) Luck of the Gambler - Defense
  • (21) Luck of the Gambler - Defense/Endurance
  • (33) Kismet - Accuracy +6%

Level 6: Empty Clips

  • (A) Superior Sentinel's Ward - Accuracy/Damage
  • (23) Superior Sentinel's Ward - Damage/RechargeTime
  • (23) Superior Sentinel's Ward - Accuracy/Damage/RechargeTime
  • (25) Superior Sentinel's Ward - Accuracy/Damage/Endurance
  • (25) Superior Sentinel's Ward - RechargeTime/Chance for +Absorb

Level 8: Swap Ammo

Level 10: Dual Wield

  • (A) Accuracy IO

Level 12: Bullet Rain

  • (A) Superior Opportunity Strikes - Accuracy/Damage
  • (13) Superior Opportunity Strikes - Accuracy/Damage/RechargeTime
  • (13) Superior Opportunity Strikes - Accuracy/Damage/Endurance
  • (15) Superior Opportunity Strikes - Damage/RechargeTime
  • (15) Superior Opportunity Strikes - RechargeTime/Chance for Opportunity
  • (17) Superior Opportunity Strikes - Accuracy/Damage/Endurance/RechargeTime

Level 14: Master Brawler

  • (A) Recharge Reduction IO

Level 16: Enduring

  • (A) Performance Shifter - Chance for +End
  • (46) Performance Shifter - EndMod

Level 18: Executioner's Shot

  • (A) Thunderstrike - Accuracy/Damage
  • (19) Thunderstrike - Accuracy/Damage/Endurance
  • (33) Thunderstrike - Damage/Endurance/Recharge
  • (34) Thunderstrike - Damage/Endurance
  • (34) Thunderstrike - Damage/Recharge
  • (34) Thunderstrike - Accuracy/Damage/Recharge

Level 20: Dodge

  • (A) Luck of the Gambler - Recharge Speed
  • (31) Luck of the Gambler - Defense/Endurance
  • (31) Luck of the Gambler - Defense
  • (31) Luck of the Gambler - Defense/Recharge
  • (27) Luck of the Gambler - Defense/Endurance/Recharge

Level 22: Hasten

  • (A) Recharge Reduction IO
  • (29) Recharge Reduction IO

Level 24: Combat Jumping

  • (A) Luck of the Gambler - Recharge Speed

Level 26: Kick

  • (A) Empty

Level 28: Tough

  • (A) Steadfast Protection - Resistance/+Def 3%
  • (33) Gladiator's Armor - TP Protection +3% Def (All)
  • (29) Resist Damage IO

Level 30: Piercing Rounds

  • (A) Superior Frozen Blast - Accuracy/Damage
  • (37) Superior Frozen Blast - Damage/Endurance
  • (40) Superior Frozen Blast - Accuracy/Damage/Endurance
  • (43) Superior Frozen Blast - Damage/Endurance/Accuracy/RechargeTime
  • (50) Superior Frozen Blast - Accuracy/Damage/Recharge

Level 32: Hail of Bullets

  • (A) Obliteration - Damage
  • (36) Obliteration - Accuracy/Recharge
  • (36) Obliteration - Damage/Recharge
  • (36) Obliteration - Chance for Smashing Damage
  • (37) Obliteration - Accuracy/Damage/Endurance/Recharge
  • (37) Obliteration - Accuracy/Damage/Recharge

Level 35: Weave

  • (A) Defense Buff IO
  • (46) Defense Buff IO

Level 38: Evasion

  • (A) Reactive Defenses - Scaling Resist Damage
  • (39) Reactive Defenses - Defense/Endurance/RechargeTime
  • (39) Reactive Defenses - Defense
  • (39) Reactive Defenses - Defense/Endurance
  • (40) Reactive Defenses - Endurance/RechargeTime
  • (40) Reactive Defenses - Defense/RechargeTime

Level 41: Sting of the Wasp

  • (A) Mako's Bite - Accuracy/Damage
  • (42) Mako's Bite - Damage/Endurance
  • (42) Mako's Bite - Damage/Recharge
  • (42) Mako's Bite - Chance of Damage(Lethal)
  • (43) Mako's Bite - Accuracy/Endurance/Recharge
  • (43) Mako's Bite - Accuracy/Damage/Endurance/Recharge

Level 44: The Lotus Drops

  • (A) Scirocco's Dervish - Accuracy/Damage
  • (45) Scirocco's Dervish - Damage/Endurance
  • (45) Scirocco's Dervish - Accuracy/Recharge
  • (45) Scirocco's Dervish - Damage/Recharge
  • (46) Scirocco's Dervish - Accuracy/Damage/Endurance

Level 47: Provoke

  • (A) Mocking Beratement - Taunt
  • (48) Mocking Beratement - Taunt/Range
  • (48) Mocking Beratement - Taunt/Recharge
  • (48) Mocking Beratement - Accuracy/Recharge
  • (50) Accuracy IO

Level 49: Quickness

  • (A) Empty

Level 1: Brawl

  • (A) Empty

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 1: Sprint

  • (A) Empty

Level 2: Rest

  • (A) Empty

Level 4: Ninja Run

Level 2: Swift

  • (A) Empty

Level 2: Health

  • (A) Miracle - +Recovery
  • (27) Numina's Convalesence - +Regeneration/+Recovery

Level 2: Hurdle

  • (A) Empty

Level 2: Stamina

  • (A) Performance Shifter - Chance for +End
  • (50) Performance Shifter - EndMod

Level 8: Cryo Ammunition

Level 8: Incendiary Ammunition

Level 8: Chemical Ammunition

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

 

 

 

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Posted

It's nice to see people posting builds at last. This sub-forum has a lack of those.

 

Have you considered /ninja? I was putzing around with some basic slotting, not even juggling a lot of sets, and had it at 42% to all (about capped with incarnate), and it just feels like a better /SR. It has a heal, it has a stealth, it has endurance recovery. It would have mez resist, which is something you discarded for the absorb shield, which is a weird thing to me since mez resist is one of the selling points of a sentinel.

 

 

 

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The SR absorb shield adds status protection to your toggles.

Posted

It's nice to see people posting builds at last. This sub-forum has a lack of those.

 

Have you considered /ninja? I was putzing around with some basic slotting, not even juggling a lot of sets, and had it at 42% to all (about capped with incarnate), and it just feels like a better /SR. It has a heal, it has a stealth, it has endurance recovery. It would have mez resist, which is something you discarded for the absorb shield, which is a weird thing to me since mez resist is one of the selling points of a sentinel.

 

Sentinel /SR has mez prot in the first two toggles.  According to Pine's anyway.  The detailed info on Focused Fighting says it has KB, Immob and Confuse Protection (not just Res).  Focused Senses has Stun, Sleep and Hold Prot - also according to Pine's.  I'll check out the in game numbers after I finish this Manticore TF.

 

As for Ninja... that was my first choice, but it I couldn't fit in everything I want.  I'll take a look at your build later.  I haven't gotten used to looking at the PvP sets.  So there's 3% Def right there I can fiddle in.  DP doesn't have Aim, so no Gaussian's without Tactics.

Posted

The build I posted was just a few random things slapped together, but after having posted it I kept messing with it and made an actual build which I've just posted on the forums. Perhaps you can lift something for your own needs.

Posted

So you current build probably wouldn't work for offtanking at all because it has zero resistances and no way to heal itself.  It would work well until it didn't, and then it would drop dead.  I switched some stuff around to make it a little better when exemplaring, added some different sets to get you 40% S/L resist, and overcapped your defenses to 50 so that if you get hit by a def debuff it isn't instantly the end of your tanking career.  I also added in dual wield so that you can use defensive opportunity to heal yourself, and got extra IO scaling resists and kismet in there as well. 

 

This might be better as /ninja since it has an actual self heal and more resists, but I honestly don't know exactly how much the scaling resists from SR help when stacked against 40% S/L, so this might be better.  But I think you could rebuild it into /ninja following this build easily enough. 

 

I think the point on getting Dual Wield in there is a good one, especially given that Captain Powerhouse said the inherent is likely getting a (badly needed) rework.  I had originally put DW with an Entropic Chaos heal proc in there but couldn't get to the soft-cap for lack of slots.

 

I was using Incarnate, Hail of Bullets, Elude (with a 50% up time if needed)  and purples to deal with cascade failure.  Since HoB would be run first most of the time you have 9.75% more Def for the first 10s of the fight.  Elude also gets you over the Incarnate cap.  I wasn't really planning on this guy being a farmer (not enough offense regardless) or tanking for a team with no healers, so cascade failure wasn't a huge concern.

 

My attacks were better slotted than yours.  Not a huge thing since I failed to get the Heal and -Res proc I wanted in there.  I also slotted the Absorb.  Maybe I'm over-rating that.  If so, I'd probably be better off going back to Ninjutsu as suggested.  I'll tweak this build to suit me and post it.  I think I'll have to shuffle some powers/slots and steal slots out of Provoke.

Posted

Here was my /Energy attempt, just for the heck of it.

 

Hero Plan by Mids' Hero Designer 1.962

http://www.cohplanner.com/

 

Click this DataLink to open the build!

 

Tree-Fiddy: Level 50 Technology Sentinel

Primary Power Set: Dual Pistols

Secondary Power Set: Energy Aura

Power Pool: Speed

Power Pool: Leaping

Power Pool: Leadership

Power Pool: Fighting

 

Hero Profile:

Level 1: Pistols -- EntChs-Acc/Dmg(A), EntChs-Dmg/EndRdx(3), EntChs-Dmg/Rchg(3), EntChs-Dmg/EndRdx/Rchg(5), EntChs-Heal%(5), HO:Nucle(7)

Level 1: Kinetic Shield -- LucoftheG-Def/EndRdx(A), LucoftheG-EndRdx/Rchg(39), LucoftheG-Def/EndRdx/Rchg(39), LucoftheG-Def(40), LucoftheG-Rchg+(40)

Level 2: Empty Clips -- PstBls-Acc/Dmg(A), PstBls-Dmg/EndRdx(7), PstBls-Dmg/Rng(9), PstBls-Acc/Dmg/EndRdx(9), PstBls-Dam%(11), Range-I(11)

Level 4: Dual Wield -- Dcm-Acc/Dmg(A), Dcm-Dmg/EndRdx(13), Dcm-Dmg/Rchg(13), Dcm-Acc/EndRdx/Rchg(15), Dcm-Acc/Dmg/Rchg(15), Dcm-Build%(17)

Level 6: Power Shield -- LucoftheG-Def/EndRdx(A), LucoftheG-EndRdx/Rchg(36), LucoftheG-Def/EndRdx/Rchg(37), LucoftheG-Def(37), LucoftheG-Rchg+(37)

Level 8: Swap Ammo

Level 10: Energize -- DctWnd-Heal/EndRdx(A), DctWnd-Heal/Rchg(40), DctWnd-Heal/EndRdx/Rchg(42), DctWnd-Heal(42), DctWnd-Rchg(42)

Level 12: Bullet Rain -- SprFrzBls-Acc/Dmg(A), SprFrzBls-Dmg/EndRdx(17), SprFrzBls-Acc/Dmg/EndRdx(19), SprFrzBls-Acc/Dmg/Rchg(19), SprFrzBls-Dmg/EndRdx/Acc/Rchg(21), SprFrzBls-Rchg/ImmobProc(21)

Level 14: Hasten -- RechRdx-I(A), RechRdx-I(23)

Level 16: Entropy Shield -- EndRdx-I(A)

Level 18: Executioner's Shot -- SprWntBit-Acc/Dmg(A), SprWntBit-Dmg/Rchg(27), SprWntBit-Acc/Dmg/EndRdx(27), SprWntBit-Acc/Dmg/Rchg(29), SprWntBit-Dmg/EndRdx/Acc/Rchg(29), FrcFdb-Rechg%(31)

Level 20: Power Armor -- EndRdx-I(A)

Level 22: Kinetic Dampening -- StdPrt-ResDam/Def+(A)

Level 24: Super Jump -- Spr-EndRdx/Jump(A)

Level 26: Piercing Rounds -- PstBls-Acc/Dmg(A), PstBls-Dmg/EndRdx(31), PstBls-Dmg/Rng(31), PstBls-Acc/Dmg/EndRdx(33), PstBls-Dam%(33), Ann-ResDeb%(33)

Level 28: Repelling Force -- LucoftheG-Def/EndRdx(A), LucoftheG-Rchg+(43), LucoftheG-Def(43)

Level 30: Combat Jumping -- LucoftheG-Rchg+(A), Ksm-ToHit+(45)

Level 32: Hail of Bullets -- SprSntWar-Acc/Dmg(A), SprSntWar-Dmg/Rchg(34), SprSntWar-Acc/Dmg/Rchg(34), SprSntWar-Acc/Dmg/EndRdx(34), SprSntWar-Acc/Dmg/EndRdx/Rchg(36), SprSntWar-Rchg/+Absorb(36)

Level 35: Power Drain -- RechRdx-I(A), RechRdx-I(50)

Level 38: Maneuvers -- LucoftheG-Def/EndRdx(A), LucoftheG-EndRdx/Rchg(39), LucoftheG-Def(43), LucoftheG-Def/EndRdx/Rchg(45), LucoftheG-Rchg+(45)

Level 41: Kick -- Acc-I(A)

Level 44: Tough -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(46), UnbGrd-ResDam/EndRdx/Rchg(46), UnbGrd-Max HP%(46)

Level 47: Weave -- Rct-Def(A), Rct-Def/EndRdx/Rchg(48), Rct-Def/EndRdx(48), Rct-EndRdx/Rchg(48), Rct-ResDam%(50)

Level 49: Overload -- RechRdx-I(A), RechRdx-I(50)

Level 1: Brawl -- Empty(A)

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 1: Sprint -- Empty(A)

Level 2: Rest -- Empty(A)

Level 4: Ninja Run

Level 2: Swift -- Run-I(A)

Level 2: Health -- Pnc-Heal/+End(A), Prv-Absorb%(25)

Level 2: Hurdle -- Jump-I(A)

Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(23), PrfShf-EndMod/Acc(25)

Level 8: Cryo Ammunition

Level 8: Incendiary Ammunition

Level 50: Agility Radial Boost

Level 50: Barrier Total Core Invocation

Level 8: Chemical Ammunition

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

 

 

 

 

Posted

Here's my tweaked version of Astredax's build.  I moved powers around to suit me better at low levels, spent more INF and lost a lot of Provoke.  The last is the only thing I'm not happy with.

 

I'm not sure if the Res is better than the Absorb or not.  It won't get blown off, so it's probably better for tough situations, but I was counting on the high Def to stretch the value of the Absorb and the Res isn't against everything.  Astredax's build has about 30% more Res against S/L and about 10% more against everything else.  Call it about the equivalent of 50% more HP (1/0.6 - 1/0.9) versus S/L and around 10-15% against everything else.  I wonder how the Absorb compares to that.

 

Anyway, I got my extra -Res in Lotus Drops and my Heal proc.  I put it in Pistols so I'd have two options for little heals.  I felt the Immob proc was best in either Empty Clips or Bullet Rain.  I went with it in Bullet Rain since Empty Clips is the more likely opener for the +Absorb proc.  It might be better the other way around.  I wanted the Sentinel proc in something I'd use in a ST attack chain, so I moved it to Executioner's Shot.  I tweaked things around to get Dual Wield slotted (at the cost of the Provoke).

 

Hero Plan by Mids' Hero Designer 1.962

http://www.cohplanner.com/

 

Click this DataLink to open the build!

 

Tree-Fiddy: Level 50 Natural Sentinel

Primary Power Set: Dual Pistols

Secondary Power Set: Super Reflexes

Power Pool: Speed

Power Pool: Leaping

Power Pool: Fighting

Power Pool: Presence

Ancillary Pool: Ninja Tool Mastery

 

Hero Profile:

Level 1: Pistols

  • (A) Entropic Chaos - Accuracy/Damage
  • (3) Entropic Chaos - Damage/Endurance
  • (3) Entropic Chaos - Damage/Recharge
  • (5) Entropic Chaos - Damage/Endurance/Recharge
  • (5) Entropic Chaos - Chance of Heal Self
  • (7) Accuracy IO

Level 1: Focused Fighting

  • (A) Luck of the Gambler - Recharge Speed
  • (7) Luck of the Gambler - Defense/Recharge
  • (9) Luck of the Gambler - Defense/Endurance
  • (9) Luck of the Gambler - Defense/Endurance/Recharge
  • (11) Luck of the Gambler - Defense

Level 2: Focused Senses

  • (A) Shield Wall - +Res (Teleportation), +5% Res (All)
  • (11) Shield Wall - Defense/Endurance
  • (13) Shield Wall - Defense
  • (13) Shield Wall - Defense/Endurance/Recharge
  • (15) Luck of the Gambler - Recharge Speed

Level 4: Dual Wield

  • (A) Superior Winter's Bite - Accuracy/Damage
  • (17) Superior Winter's Bite - Accuracy/Damage/Endurance
  • (19) Superior Winter's Bite - Accuracy/Damage/Recharge
  • (19) Superior Winter's Bite - Damage/Endurance/Accuracy/RechargeTime
  • (21) Superior Winter's Bite - Recharge/Chance for -Speed & -Recharge

Level 6: Empty Clips

  • (A) Superior Sentinel's Ward - Accuracy/Damage
  • (21) Superior Sentinel's Ward - Damage/RechargeTime
  • (23) Superior Sentinel's Ward - Accuracy/Damage/RechargeTime
  • (23) Superior Sentinel's Ward - Accuracy/Damage/Endurance
  • (25) Superior Sentinel's Ward - RechargeTime/Chance for +Absorb

Level 8: Swap Ammo

Level 10: Master Brawler

  • (A) Recharge Reduction IO

Level 12: Bullet Rain

  • (A) Superior Frozen Blast - Accuracy/Damage
  • (25) Superior Frozen Blast - Accuracy/Damage/Endurance
  • (27) Superior Frozen Blast - Accuracy/Damage/Recharge
  • (27) Superior Frozen Blast - Damage/Endurance/Accuracy/RechargeTime
  • (29) Superior Frozen Blast - Recharge/Chance for Immobilize

Level 14: Hasten

  • (A) Recharge Reduction IO
  • (29) Recharge Reduction IO

Level 16: Enduring

  • (A) Performance Shifter - Chance for +End
  • (31) Performance Shifter - EndMod

Level 18: Executioner's Shot

  • (A) Superior Opportunity Strikes - Accuracy/Damage
  • (31) Superior Opportunity Strikes - Damage/RechargeTime
  • (31) Superior Opportunity Strikes - Accuracy/Damage/RechargeTime
  • (33) Superior Opportunity Strikes - Accuracy/Damage/Endurance
  • (33) Superior Opportunity Strikes - Accuracy/Damage/Endurance/RechargeTime
  • (33) Superior Opportunity Strikes - RechargeTime/Chance for Opportunity

Level 20: Agile

  • (A) Luck of the Gambler - Recharge Speed
  • (34) Luck of the Gambler - Defense
  • (34) Luck of the Gambler - Defense/Endurance
  • (34) Kismet - Accuracy +6%

Level 22: Dodge

  • (A) Luck of the Gambler - Recharge Speed
  • (36) Luck of the Gambler - Defense

Level 24: Combat Jumping

  • (A) Luck of the Gambler - Recharge Speed

Level 26: Piercing Rounds

  • (A) Detonation - Accuracy/Damage/Endurance
  • (36) Detonation - Damage/Endurance/Range
  • (36) Detonation - Accuracy/Damage
  • (37) Detonation - Damage/Endurance
  • (37) Detonation - Damage/Range

Level 28: Kick

  • (A) Accuracy IO

Level 30: Tough

  • (A) Steadfast Protection - Resistance/+Def 3%
  • (37) Gladiator's Armor - TP Protection +3% Def (All)
  • (39) Resist Damage IO

Level 32: Hail of Bullets

  • (A) Obliteration - Damage
  • (39) Obliteration - Accuracy/Recharge
  • (39) Obliteration - Damage/Recharge
  • (40) Obliteration - Chance for Smashing Damage
  • (40) Obliteration - Accuracy/Damage/Endurance/Recharge
  • (40) Obliteration - Accuracy/Damage/Recharge

Level 35: Weave

  • (A) Luck of the Gambler - Defense/Endurance
  • (42) Luck of the Gambler - Defense/Endurance/Recharge
  • (42) Luck of the Gambler - Defense
  • (42) Luck of the Gambler - Recharge Speed
  • (43) Luck of the Gambler - Endurance/Recharge

Level 38: Evasion

  • (A) Reactive Defenses - Scaling Resist Damage
  • (43) Reactive Defenses - Defense/Endurance/RechargeTime
  • (43) Reactive Defenses - Defense
  • (45) Reactive Defenses - Defense/Endurance
  • (45) Reactive Defenses - Endurance/RechargeTime
  • (45) Reactive Defenses - Defense/RechargeTime

Level 41: Sting of the Wasp

  • (A) Mako's Bite - Accuracy/Damage
  • (46) Mako's Bite - Damage/Endurance
  • (46) Mako's Bite - Damage/Recharge
  • (46) Mako's Bite - Chance of Damage(Lethal)
  • (48) Mako's Bite - Accuracy/Endurance/Recharge
  • (48) Mako's Bite - Accuracy/Damage/Endurance/Recharge

Level 44: The Lotus Drops

  • (A) Multi-Strike - Accuracy/Damage
  • (48) Multi-Strike - Accuracy/Damage/Endurance
  • (50) Multi-Strike - Damage/Endurance/Recharge
  • (50) HamiO:Nucleolus Exposure
  • (50) Achilles' Heel - Chance for Res Debuff

Level 47: Provoke

  • (A) Accuracy IO

Level 49: Quickness

  • (A) Run Speed IO

Level 1: Brawl

  • (A) Empty

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) Unbounded Leap - +Stealth

Level 1: Sprint

  • (A) Endurance Reduction IO

Level 2: Rest

  • (A) Empty

Level 4: Ninja Run

Level 2: Swift

  • (A) Run Speed IO

Level 2: Health

  • (A) Miracle - +Recovery
  • (15) Numina's Convalesence - +Regeneration/+Recovery
  • (17) Panacea - +Hit Points/Endurance

Level 2: Hurdle

  • (A) Jumping IO

Level 2: Stamina

  • (A) Performance Shifter - Chance for +End

Level 8: Cryo Ammunition

Level 8: Incendiary Ammunition

Level 8: Chemical Ammunition

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

Posted

I actually swapped Empty Clips and Focused Senses.  Though it only matters for the first few levels.

Posted

Here's the DP/Nin I did quickly to compare...

 

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Posted

Thinking about it more, /SR might be a lot better for this than ninja simply because of the extra endurance recovery.  I heard the master brawler heal is not too different from the ninja heal in magnitude once you get to about 50-60% health, so I think there should actually be enough effective HP recovery with defensive, the proc, and the absorb shield. 

 

I'm still not exactly sure how the procs per minute works out with an AoE attack vs a single target attack, but I stuck it in the AoE just so you wouldn't have to figure out how to afford two sets of the winter event enhancements.  It might be better in a single target attack like you slotted it.

Posted

Just to point out that Ninja does have endurance recovery too though.

 

It's actually better, imo, but requires a 2s click that costs you maybe 5% of your offense.  The way I did SK in the build posted it would give 47-51 END (depending on Accolades) every 22-27s (depending on Hasten).  Using it once a minute would equate to roughly 0.8 E/s, which gives that build the better END management at the cost of 3% effectiveness elsewhere.  The click does have the advantage of being able to get the END in burst when you need it.

 

The /Nin build has less offense, but is more straight forward and has the major +Def buff late just when I might need it for Incarnate content.  The Res is a tick better.  On the other hand, /SR has a MAJOR -Def Res advantage at 75% to 28%, scaling Res as health drops, more Recharge and better Slow Res (70% to 45%).  It's how the Absorb compares to the Heal that is the question.

 

In this /Nin build I ended up having to put the Numina's in a click that is up every 20 some seconds, and so that +Rec/Reg will only be there a fraction of the time.  Both builds are quite expensive despite using no Purples.  I think the /SR will do a bit better with a cheaper build, but not hugely.  The /SR has more Def and Def Res and so is less prone to cascade failure, but /Nin has the Heal and major +Def click and can handle tough moments better.

 

I still feel Master Brawler ought to be slotted.  I think I'll roll a /SR just to test out the Absorb and see what slotting and actual play can tell me.  Taking my original build (which slots MB) and replacing Tashibishi, Paralyzing Dart and Maneuvers with Kick, Tough and Weave then rearranging slots I get to way over the Def cap and some S/L Res, but with some END issues (still reliant on the two P-Shifters and Panacea to make things work).  I have 54/53/58 Def, so I can switch some things to help with the END issues, improve S/L Res and probably save some INF by getting rid of Winter sets.

Posted

Thinking about it more, /SR might be a lot better for this than ninja simply because of the extra endurance recovery.  I heard the master brawler heal is not too different from the ninja heal in magnitude once you get to about 50-60% health, so I think there should actually be enough effective HP recovery with defensive, the proc, and the absorb shield. 

 

I'm still not exactly sure how the procs per minute works out with an AoE attack vs a single target attack, but I stuck it in the AoE just so you wouldn't have to figure out how to afford two sets of the winter event enhancements.  It might be better in a single target attack like you slotted it.

 

I'm pretty sure the proc would have a better chance of firing in the large area AoE, but in sustained fights I probably wouldn't be using that, so I put it in the -Res power that will be run regularly.

Posted

Here is my original build reworked to include many of Astredax's ideas.  Versus my build it saves some money, has much better Res and a bit better END management.  It doesn't have as many tricks, but includes Dual Wield to use the (hopefully soon-to-be-improved) inherent.  Slotting the +Opp instead of the +Absorb version of the Sentinel set would require switching from Mako's to ToDs in Sting of the Wasp, and though it has a bit lower Melee Def it may otherwise be a better option.

 

 

Hero Plan by Mids' Hero Designer 1.962

http://www.cohplanner.com/

 

Click this DataLink to open the build!

 

Tree-Fiddy: Level 50 Natural Sentinel

Primary Power Set: Dual Pistols

Secondary Power Set: Super Reflexes

Power Pool: Speed

Power Pool: Leaping

Power Pool: Fighting

Power Pool: Presence

Ancillary Pool: Ninja Tool Mastery

 

Hero Profile:

Level 1: Pistols

  • (A) Entropic Chaos - Accuracy/Damage
  • (3) Entropic Chaos - Damage/Endurance
  • (3) Entropic Chaos - Damage/Recharge
  • (5) Entropic Chaos - Damage/Endurance/Recharge
  • (5) Entropic Chaos - Chance of Heal Self
  • (7) Accuracy IO

Level 1: Focused Fighting

  • (A) Luck of the Gambler - Defense/Endurance
  • (7) Luck of the Gambler - Defense
  • (9) Luck of the Gambler - Defense/Endurance/Recharge
  • (9) Luck of the Gambler - Recharge Speed

Level 2: Empty Clips

  • (A) Detonation - Accuracy/Damage
  • (11) Detonation - Accuracy/Damage/Endurance
  • (11) Detonation - Damage/Endurance/Range
  • (13) Detonation - Damage/Range
  • (13) Detonation - Damage/Endurance
  • (15) Range IO

Level 4: Dual Wield

  • (A) Thunderstrike - Accuracy/Damage
  • (36) Thunderstrike - Damage/Endurance
  • (37) Thunderstrike - Damage/Recharge
  • (43) Thunderstrike - Accuracy/Damage/Recharge
  • (46) Thunderstrike - Accuracy/Damage/Endurance
  • (50) Thunderstrike - Damage/Endurance/Recharge

Level 6: Hasten

  • (A) Recharge Reduction IO
  • (19) Recharge Reduction IO

Level 8: Swap Ammo

Level 10: Master Brawler

  • (A) Numina's Convalesence - Heal/Endurance
  • (19) Numina's Convalesence - Endurance/Recharge
  • (21) Numina's Convalesence - Heal/Recharge
  • (21) Numina's Convalesence - Heal/Endurance/Recharge
  • (23) Numina's Convalesence - Heal

Level 12: Bullet Rain

  • (A) Annihilation - Accuracy/Damage
  • (23) Annihilation - Damage/RechargeTime
  • (25) Annihilation - Accuracy/Damage/RechargeTime
  • (25) Annihilation - Accuracy/Damage/Endurance
  • (27) Annihilation - Accuracy/Damage/Endurance/RechargeTime
  • (27) Annihilation - Chance for Res Debuff

Level 14: Focused Senses

  • (A) Luck of the Gambler - Defense/Endurance
  • (15) Luck of the Gambler - Defense/Endurance/Recharge
  • (17) Luck of the Gambler - Defense
  • (17) Luck of the Gambler - Recharge Speed

Level 16: Enduring

  • (A) Performance Shifter - Chance for +End
  • (29) Performance Shifter - EndMod
  • (29) Performance Shifter - EndMod/Accuracy

Level 18: Executioner's Shot

  • (A) Thunderstrike - Accuracy/Damage
  • (31) Thunderstrike - Damage/Endurance
  • (31) Thunderstrike - Damage/Recharge
  • (31) Thunderstrike - Accuracy/Damage/Recharge
  • (33) Thunderstrike - Accuracy/Damage/Endurance
  • (33) Thunderstrike - Damage/Endurance/Recharge

Level 20: Agile

  • (A) Shield Wall - +Res (Teleportation), +5% Res (All)
  • (33) Reactive Defenses - Scaling Resist Damage
  • (46) Reactive Defenses - Defense

Level 22: Dodge

  • (A) Defense Buff IO

Level 24: Combat Jumping

  • (A) Luck of the Gambler - Recharge Speed

Level 26: Piercing Rounds

  • (A) Superior Sentinel's Ward - Accuracy/Damage
  • (34) Superior Sentinel's Ward - Damage/RechargeTime
  • (34) Superior Sentinel's Ward - Accuracy/Damage/RechargeTime
  • (34) Superior Sentinel's Ward - Accuracy/Damage/Endurance
  • (36) Superior Sentinel's Ward - Accuracy/Damage/Endurance/RechargeTime
  • (36) Superior Sentinel's Ward - RechargeTime/Chance for +Absorb

Level 28: Quickness

  • (A) Run Speed IO

Level 30: Kick

  • (A) Accuracy IO

Level 32: Hail of Bullets

  • (A) Obliteration - Damage
  • (37) Obliteration - Accuracy/Recharge
  • (37) Obliteration - Damage/Recharge
  • (39) Obliteration - Accuracy/Damage/Recharge
  • (39) Obliteration - Accuracy/Damage/Endurance/Recharge
  • (39) Obliteration - Chance for Smashing Damage

Level 35: Evasion

  • (A) Luck of the Gambler - Defense/Endurance
  • (40) Luck of the Gambler - Defense/Endurance/Recharge
  • (40) Luck of the Gambler - Defense
  • (40) Luck of the Gambler - Recharge Speed

Level 38: Tough

  • (A) Steadfast Protection - Resistance/+Def 3%
  • (43) Gladiator's Armor - TP Protection +3% Def (All)
  • (43) Gladiator's Armor - Recharge/Endurance
  • (45) Titanium Coating - Resistance/Endurance/Recharge

Level 41: Weave

  • (A) Luck of the Gambler - Recharge Speed
  • (42) Luck of the Gambler - Defense/Endurance
  • (42) Luck of the Gambler - Defense
  • (42) Luck of the Gambler - Defense/Endurance/Recharge

Level 44: Provoke

  • (A) Mocking Beratement - Taunt/Recharge
  • (45) Mocking Beratement - Accuracy/Recharge
  • (46) Mocking Beratement - Taunt
  • (45) Accuracy IO

Level 47: Sting of the Wasp

  • (A) Mako's Bite - Accuracy/Damage
  • (48) Mako's Bite - Damage/Endurance
  • (48) Mako's Bite - Damage/Recharge
  • (50) Mako's Bite - Accuracy/Endurance/Recharge
  • (50) Mako's Bite - Accuracy/Damage/Endurance/Recharge
  • (48) Mako's Bite - Chance of Damage(Lethal)

Level 49: Elude

  • (A) Recharge Reduction IO

Level 1: Brawl

  • (A) Empty

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) Celerity - +Stealth

Level 1: Sprint

  • (A) Endurance Reduction IO

Level 2: Rest

  • (A) Empty

Level 4: Ninja Run

Level 2: Swift

  • (A) Run Speed IO

Level 2: Health

  • (A) Numina's Convalesence - +Regeneration/+Recovery

Level 2: Hurdle

  • (A) Jumping IO

Level 2: Stamina

  • (A) Performance Shifter - Chance for +End

Level 8: Cryo Ammunition

Level 8: Incendiary Ammunition

Level 8: Chemical Ammunition

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

 

 

 

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Posted

Let us know what you found out about the absorb. There is a lack of numbers that is annoying to decide on things.

 

Initial low level testing shows it to be a 19% Absorb shield at full health.  It scales up as your HP drop.  It's about 25% stronger at 75% HP and around 50% stronger in the 50% HP region (exact numbers are hard to determine without fancy log parsing to find your HP when it activated).  I certainly need to do more testing with it to see how it works in the wild, but the facts revealed by the basic testing seem promising.

 

It appears to be fully enhanceable and so should be slotted.  With the slotting I had in the target build it would be 39% HP base shield.  Used around 50% HP that would take you from 50% to effectively having about 105-110% HP.  I think it may be slightly better than a straight heal.  With the advantages being that you can go over 100% health and that the Absorb + a heal is likely better than a heal + a heal.

Posted

The SR absorb shield adds status protection to your toggles.

 

To be clear... *taking* Master Brawler adds the Mez Prot, you don't actually have to use MB to get it.

Posted

Between what I read of what Sentinels did to SR and Regen, I start to wish they would ‘back-port’ those buffs to other instances of those sets.

 

Master Brawler - no clickie mezz prot - would be joy, and the absorb shields would make a real difference for both sets on the melee versions of those ATs. 

Great Justice - Invuln/Energy Melee Tank

Ann Atomic - Radiation/Super Strength Tank

Elecutrix - Electric Blast/Super Reflexes Sentinel

Ramayael - Titan Weapons/Bio Scrapper

C'len - Spines/Bio Brute

Posted

Between what I read of what Sentinels did to SR and Regen, I start to wish they would ‘back-port’ those buffs to other instances of those sets.

 

Master Brawler - no clickie mezz prot - would be joy, and the absorb shields would make a real difference for both sets on the melee versions of those ATs.

 

Practice Brawler was a relatively better power when toggle Mez Prot being overcome meant that it dropped and then you did.

Posted
Posted

Well, Defensive Opportunity appears to heal 2% of HP times the Activation Time of the power.  So with 15s to work with it could theoretically be a 30% heal.  I'm getting 10-24% in actual play, due to misses and mobs running or simply having them all die before the buff expires.

Posted

Quick question, why no Suppressive Fire?  Obviously the build is tight on powers and slots, but would Suppressive be better for single target over say Piercing Rounds?  Pistols, DW, Suppressive, Execution should be good with enough recharge. 

 

Is Piercing there because the base recharge makes it more friendly to the Absorb proc in the ATO? I can totally see that with the direction you're going. 

 

Just spit balling some ideas.  The concept is pretty cool!

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