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Darkx3 Just how bad is /dark on sents?


Meknomancer

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Scrolling through the pages of toons and i find a dark/dark sent i don't remember making and sitting at lvl 1 i asked myself why did i make this? I usually do a build in mids and have some idea of what i'm going to do with a toon before i make one. And then i looked at mids. Didn't matter what i threw in set wise or what powers i picked. It looked awful. 4 thunderstrike sets just to try to get some defence, any kind at all and still only hitting bare minimum with a barrier needed. And do you really have to melee for Obscure Substenance? I'm going into nuke but still...Yes i could of squeezed in manouvres but it already looks like it'll drain the blue bar without extra toggles. Surely there isn't a worse set in the game. Is there?

 

 

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

DARKX3: Level 50 Magic Sentinel
Primary Power Set: Dark Blast
Secondary Power Set: Dark Armor
Power Pool: Flight
Power Pool: Speed
Power Pool: Leaping
Power Pool: Fighting
Ancillary Pool: Dark Mastery

Hero Profile:
------------
Level 1:    Dark Blast            Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(43), Thn-Dmg/Rchg(45), Thn-Acc/Dmg/EndRdx(45), Thn-Dmg/EndRdx/Rchg(45), Thn-Acc/Dmg/Rchg(46)
Level 1:    Dark Embrace            Ags-ResDam(A), Ags-ResDam/EndRdx(3), Ags-ResDam/EndRdx/Rchg(31), Ags-ResDam/Rchg(43), GldArm-3defTpProc(47), StdPrt-ResDam/Def+(48)
Level 2:    Tenebrous Regeneration        NmnCnv-Regen/Rcvry+(A)
Level 4:    Hover                LucoftheG-Def/Rchg+(A), Ksm-ToHit+(5), ShlWal-ResDam/Re TP(25), BlsoftheZ-Travel/EndRdx(40), BlsoftheZ-ResKB(40)
Level 6:    Abyssal Gaze            Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(7), Thn-Dmg/Rchg(7), Thn-Acc/Dmg/Rchg(9), Thn-Acc/Dmg/EndRdx(9), Thn-Dmg/EndRdx/Rchg(37)
Level 8:    Aim                GssSynFr--Build%(A)
Level 10:    Murky Cloud            Ags-ResDam/EndRdx(A), Ags-ResDam(11), Ags-ResDam/EndRdx/Rchg(11), Ags-ResDam/Rchg(40)
Level 12:    Dark Obliteration        SprSntWar-Rchg/+Absorb(A), SprSntWar-Acc/Dmg/EndRdx/Rchg(13), SprSntWar-Acc/Dmg/EndRdx(13), SprSntWar-Acc/Dmg/Rchg(15), SprSntWar-Dmg/Rchg(15), SprSntWar-Acc/Dmg(49)
Level 14:    Obsidian Shield            HO:Ribo(A), HO:Ribo(36)
Level 16:    Obscure Sustenance        Prv-Absorb%(A), Prv-Heal/Rchg/EndRdx(17), Prv-Heal/Rchg(17), Prv-EndRdx/Rchg(19), Prv-Heal/EndRdx(19), Prv-Heal(21)
Level 18:    Antumbral Beam            Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(34), Thn-Dmg/Rchg(34), Thn-Acc/Dmg/EndRdx(37), Thn-Dmg/EndRdx/Rchg(37), Thn-Acc/Dmg/Rchg(50)
Level 20:    Cloak of Darkness        LucoftheG-Def/Rchg+(A), RedFrt-Def(21), RedFrt-Def/EndRdx(23)
Level 22:    Hasten                RechRdx-I(A), RechRdx-I(23)
Level 24:    Combat Jumping            LucoftheG-Def/Rchg+(A)
Level 26:    Life Drain            Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(27), Thn-Dmg/Rchg(27), Thn-Acc/Dmg/Rchg(29), Thn-Acc/Dmg/EndRdx(29), Thn-Dmg/EndRdx/Rchg(36)
Level 28:    Boxing                Empty(A)
Level 30:    Tough                Ags-ResDam(A), Ags-ResDam/EndRdx(31), Ags-ResDam/EndRdx/Rchg(31), Ags-ResDam/Rchg(49)
Level 32:    Blackstar            SprOppStr-Rchg/+Opportunity(A), SprOppStr-Acc/Dmg/EndRdx(33), SprOppStr-Acc/Dmg/Rchg(33), SprOppStr-Dmg/Rchg(33), SprOppStr-Acc/Dmg(34), SprOppStr-Acc/Dmg/EndRdx/Rchg(46)
Level 35:    Netherworld Tentacles        Bmbdmt-+FireDmg(A), Bmbdmt-Acc/Rech/End(36), Bmbdmt-Dam/Rech(43), Bmbdmt-Acc/Dam/Rech(46), Bmbdmt-Dam(47), Bmbdmt-Acc/Dam/Rech/End(48)
Level 38:    Weave                LucoftheG-Def/Rchg+(A), Rct-ResDam%(39), Rct-Def(39), Rct-Def/EndRdx(39)
Level 41:    Engulfing Darkness        Erd-%Dam(A), Erd-Acc/Dmg/EndRdx/Rchg(42), Erd-Acc/Dmg/Rchg(42), FuroftheG-ResDeb%(42)
Level 44:    Soul Transfer            RechRdx-I(A)
Level 47:    Fly                WntGif-ResSlow(A)
Level 49:    Evasive Maneuvers        LucoftheG-Def/Rchg+(A)
Level 1:    Opportunity    
Level 1:    Brawl                Empty(A)
Level 1:    Sprint                Empty(A)
Level 2:    Rest                Empty(A)
Level 1:    Swift                Empty(A)
Level 1:    Hurdle                Empty(A)
Level 1:    Health                Pnc-Heal/+End(A), Mrc-Rcvry+(3)
Level 1:    Stamina                PrfShf-End%(A), PrfShf-EndMod(5)
Level 47:    Afterburner    
------------

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I dunno, I haven't been a fan of Dark Armor on any AT because of how end hungry it is. Generally it seemed like the only right thing they did for Sents was modify the secondaries to be some of the best in the game. Just not this one. And Fire. And Willpower. And Ice. Other than those, primo.

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I just don't get the set at all. Its a res set that doesnt seem to have much res. On an At you run ranged attacks with even if your primary doesnt take you into melee to nuke the secondary forces you to. Theres a lot of stuff like this and you get used to playing it, hopping in and out of mobs. Why does it feel like thats a suicidal style of play on /dark sents. You don't have the def/res to go into melee....ever. So i can throw and extra junk set in tentacles, the artillery will bump me close to ranged softcap. Now i have 5 junk sets slotted and lost the res that was close to 75%. I just can't bring myself to play a toon running thunderstrikes and artillery sets to hit  enough def numbers to be survivable/playable. No procs and no recharge. Do i give up on defense and try to slot for resists? Looking at mids it turns out even worse i end up with a bunch of attacks with 2-3 bits from 1 set  , 2-3 bits from another and still won't have enough to survive anything attacking me. Someone out there must be playing /dark. You can get anything to work in this game. I take this as a bit of a challenge. How do you make /dark work on sents?

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  I have a water blast/dark sent that is really fun....even for a sent. She was a vampire theme build with the water made red for a blood look to make her look like she's feeding or using blood magic. Managed to range soft cap her defense and get s/l resist to cap with cardiac which also helps with endurance

 

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

Click this DataLink to open the build!

Level 50 Magic Sentinel
Primary Power Set: Water Blast
Secondary Power Set: Dark Armor
Power Pool: Flight
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Soul Mastery

Hero Profile:
Level 1: Aqua Bolt -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(3), Thn-Dmg/Rchg(36), Thn-Acc/Dmg/Rchg(37), Thn-Acc/Dmg/EndRdx(37), Thn-Dmg/EndRdx/Rchg(37)
Level 1: Dark Embrace -- TtnCtn-ResDam(A), TtnCtn-ResDam/EndRdx(5), TtnCtn-ResDam/Rchg(7), TtnCtn-ResDam/EndRdx/Rchg(7)
Level 2: Water Burst -- SprOppStr-Acc/Dmg(A), SprOppStr-Dmg/Rchg(15), SprOppStr-Acc/Dmg/Rchg(25), SprOppStr-Acc/Dmg/EndRdx(25), SprOppStr-Acc/Dmg/EndRdx/Rchg(27), SprOppStr-Rchg/+Opportunity(27)
Level 4: Tenebrous Regeneration -- Pnc-Heal/+End(A), Pnc-Heal(15)
Level 6: Dehydrate -- Thn-Acc/Dmg/EndRdx(A), Thn-Dmg/EndRdx/Rchg(34), Thn-Acc/Dmg(34), Thn-Dmg/EndRdx(34), Thn-Dmg/Rchg(36), Thn-Acc/Dmg/Rchg(36)
Level 8: Murky Cloud -- TtnCtn-ResDam/EndRdx(A), TtnCtn-ResDam(9), TtnCtn-ResDam/Rchg(9), TtnCtn-ResDam/EndRdx/Rchg(11)
Level 10: Obsidian Shield -- Ags-Psi/Status(A), Ags-ResDam(11), Ags-ResDam/EndRdx(13), Ags-ResDam/Rchg(13)
Level 12: Whirlpool -- Ann-ResDeb%(A), Ann-Acc/Dmg/EndRdx/Rchg(29), Ann-Acc/Dmg(31), Ann-Dmg/Rchg(33), Ann-Acc/Dmg/Rchg(33), Ann-Acc/Dmg/EndRdx(33)
Level 14: Fly -- BlsoftheZ-ResKB(A)
Level 16: Obscure Sustenance -- Prv-Absorb%(A), Prv-Heal/Rchg/EndRdx(17), Prv-Heal(17), Prv-Heal/EndRdx(19), Prv-EndRdx/Rchg(19), Prv-Heal/Rchg(21)
Level 18: Water Jet -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(40), Thn-Dmg/Rchg(40), Thn-Acc/Dmg/Rchg(40), Thn-Acc/Dmg/EndRdx(43), Thn-Dmg/EndRdx/Rchg(43)
Level 20: Hover -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(21), BlsoftheZ-Travel/EndRdx(23), BlsoftheZ-Travel(23)
Level 22: Hasten -- RechRdx-I(A), RechRdx-I(39)
Level 24: Cloak of Darkness -- LucoftheG-Def/Rchg+(A), Rct-ResDam%(39), Rct-Def(39)
Level 26: Boxing -- Empty(A)
Level 28: Tough -- GldArm-3defTpProc(A), StdPrt-ResDam/Def+(29)
Level 30: Weave -- LucoftheG-Def/Rchg+(A), Rct-Def(31), Rct-Def/EndRdx(31)
Level 32: Geyser -- Artl-Acc/Dam(A), Artl-Dam/End(45), Artl-Dam/Rech(48), Artl-Acc/Dam/Rech(48), Artl-Acc/Rech/Rng(48), Artl-End/Rech/Rng(50)
Level 35: Midnight Grasp -- Mk'Bit-Acc/Dmg(A), Mk'Bit-Dmg/EndRdx(43), Mk'Bit-Dmg/Rchg(45), Mk'Bit-Acc/EndRdx/Rchg(45), Mk'Bit-Acc/Dmg/EndRdx/Rchg(46), Mk'Bit-Dam%(46)
Level 38: Tidal Forces -- GssSynFr--Build%(A)
Level 41: Soul Storm -- BslGaz-Acc/Hold(A), BslGaz-Acc/Rchg(42), BslGaz-Rchg/Hold(42), BslGaz-EndRdx/Rchg/Hold(42)
Level 44: Oppressive Gloom -- AbsAmz-ToHitDeb%(A), AbsAmz-Acc/Stun/Rchg(46)
Level 47: Cloak of Fear -- SphIns-Acc/ToHitDeb(A)
Level 49: Maneuvers -- LucoftheG-Def/Rchg+(A), Rct-Def(50), Rct-Def/EndRdx(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 -- Mrc-Rcvry+(A), NmnCnv-Regen/Rcvry+(5)
Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(3)
Level 50: Cardiac Radial Boost 
Level 14: Afterburner 
------------

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Appreciate the post and build, i do think they will be fun and you can get some good ranged def numbers and s/l res i just wonder about the dps and having to run cardiac (range boost is always nice) . On the + side it will be the cheapest toon ever. And thats saying something after i threw together a couple stone blasters recently. Do you run/need the extra toggles with water- i can't see it ever going into melee except for OS, cloak looks pretty end heavy and Oppressive costs end/tic although i can see them bumping survivability and being good thematically.

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I had a Water/Dark that I was playing a good bit before I retired her. I agree with @underfyre. The Sent version of DA is the worst possible version of the set across all ATs. 

There are a few things that make DA really strong on the melee ATs. Those things are: 

 

1) Dark Regen. 

2) The IO system is heavily skewed towards melee primaries. 

 

2 is probably the most important consideration to make. Melee ATs are spoiled for choice with multiple set opportunities to leverage PBAoE (which carries melee defenses) and melee attacks (also heavily favoring S/L/M with even some range). Furthermore, the IO system in general can essentially close all the endurance gaps of DA on melee. Dark Regen skyrockets as an absurd healing tool under these conditions. Effectively, if a pack of enemies cannot kill you in the time it takes for DR to recharge, then they likely can't kill you at all baring sapping your endurance. 

Sentinels have *neither* of these advantages, at all. Ranged attack sets are largely skewed towards range defense and TAoEs have range and AoE defense. Yet, DA still keeps two melee toggles and a short range sustain power. 

OS is a neat power with interesting mechanics, but is the polar opposite of Dark Regen. OS is not an "oh shit" heal. It is a multi-tiered regeneration and recovery buff that loses half its effectiveness over the course of 30 seconds (really at the 20 second mark) and runs for a full minute with the remaining health regen. 

Anyway, I ran Water/Dark with about 32% defense to everything, 68% S/L resist, enough recharge, and procs. I had to leverage stuns from the primary and Oppressive Gloom to reduce incoming threat from minions (whom can be dangerous in high numbers). It actually worked, but it wasn't the strongest thing I have ever played from an offensive front (even for Sentinels). She was fun, but I grew bored of it and took the enhancements for spare parts. 

Can you make Dark/Dark/Dark work? Yes. Will it exceed anything else you can do on this AT? Not really, it can have its moments, but its not a good pairing here (unfortunately).

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Curious how you leveraged stuns from the primary, i didnt think water had any, just the knock up from water burst. With dark i'd like to squeeze in the cone kb for some low lvl control but i don;'t see how without giving up significant def+res. I'm unsure whether to just go 45% ranged with junk sets or drop to a luck insp 32.5% and throw in the good stuff.

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52 minutes ago, Meknomancer said:

Curious how you leveraged stuns from the primary, i didnt think water had any, just the knock up from water burst. With dark i'd like to squeeze in the cone kb for some low lvl control but i don;'t see how without giving up significant def+res. I'm unsure whether to just go 45% ranged with junk sets or drop to a luck insp 32.5% and throw in the good stuff.

 

Geyser does! Also, I ran Psy Mastery for Link Minds to pad defense and Psy Shockwave as the other Disorient source. Other than that not much synergy. (I totally forgot about Shockwave in that build)

The knockdowns also work too to help control crowds. It was a quirky thing to play and a labor of love. 

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I have a dark*3 sent and its fun as hell, but you seriously need to engage brain to play it. I decided to build it like a buzzsaw and ignore survival beyond basic slotting of the resist shields and getting basic defense from the powers already there. I ended up with 20-22% def to all and that is it. 

 

what my build does have though is plenty of PBAoEs and ST attacks with procs out of the wazoo. I guess its kill or be killed, which isn't an intelligent way to play sents, but is is way to play sents. 

 

You realllly have to lean on the Nuke -ToHit debuff and aim to kill everything that is a serious threat within that debuff window. Nuke+PBAoE from Dark (Engulfing darkness?) and Dark Oblit is enough for the little baddies and can mostly sustain through the bosses. 

 

The only time i really felt on the edge was a BP mission in one of hte lvl 50 arcs in PI. Albeit was running it at +2x8 i think, so probably a bit ambitious anyway.

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@Black Assassin - Torchbearer

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Finished slotted, been lucky so far (teaming with kins ) so i dont yet have an idea of how bad it is. I am running in hitting aim/engulfing (how long is that animation?) for the fury of the glad proc/nuke/dark oblit. I ended up dropping antumbral for netherworld grasp its got a long rech but being able to stack a st hold with abyssal is great. OS still has me confused it needs clicking every few seconds doesnt seem to do anything other than some teeny dmg tics and kind of reminds me of the blaster version which was just annoying to play with. I hit 45% ranged but it feels like a waste of slots as i spend all my time in melee anyway and i ended up with umbral which feels like a wasted power pick now. It works but i also have a dark/nin which just feels so superior even without the epic powers due to the ability to proc out every attack and still have softcapped def to all and a clicky heal and endurance refill. I'm still of the opinion that /dark on sents is by far the worst powerset in the game, i've been looking through my alts to find something worse and can't find anything except /poison on mm's and i suspect thats entirely due to my playstyle. Appreciate the responses i can see it working with dark/ or water/ as they have a self heal but its had to see how any other primary will work with it. Hopefully someone with more imagination than me will come up with something better/more fun to play.

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13 minutes ago, Black_Assassin said:

You realllly have to lean on the Nuke -ToHit debuff and aim to kill everything that is a serious threat within that debuff window. Nuke+PBAoE from Dark (Engulfing darkness?) and Dark Oblit is enough for the little baddies and can mostly sustain through the bosses. 

 

It is really worth restating, in my opinion, this point here. Blackstar's debuff is massive which is truly a saving grace of the Dark Blast for any thing it pairs with. I've used this same strategy with Regen too and it can work. However, debuffs like this lose value the higher the difficulty runs BUT +2x8 is 100% reasonable for most (if not all) Sentinel pairings. There are other Sentinel combos that can deal with harder content and keep pace on damage better, but modest difficulty is absolutely doable. 

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21 hours ago, oldskool said:

 

It is really worth restating, in my opinion, this point here. Blackstar's debuff is massive which is truly a saving grace of the Dark Blast for any thing it pairs with. I've used this same strategy with Regen too and it can work. However, debuffs like this lose value the higher the difficulty runs BUT +2x8 is 100% reasonable for most (if not all) Sentinel pairings. There are other Sentinel combos that can deal with harder content and keep pace on damage better, but modest difficulty is absolutely doable. 

 

I guess if you are heading after challenging hardcore content, the sentinel isn't necessarily the best choice. When I played my sents it was mostly for fun, no SRS BSNS here, so I don't mind too much that the D3 isn't the best option out there. Just feels fun because of all the procs dark blast gets access to.

@Black Assassin - Torchbearer

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My problem with the combo isnt the primary or the epic which are both great for proccing out or that its not fun, my problem is you have a secondary set that sits so far below the other

sentinel secondaries that makes any other option so much better. Theres nothing other than the low lvl mag controls from oppressive and cloak that make it worth picking and anyone who's played /dark on scraps/tanks/brutes will tell you those are 2 of the 3 most skippable powers with the 3rd being the rez and that needs a target to rez off which means it gets skipped just as often. If every other sentinel secondary offers better options with more survivability/regen/recovery what makes dark unique/special and worth playing? Every other AT/powerset/combo has something that makes it different even ones that aren't great like assault rifle/archery or ice/ armour for tanks that are all fun and worth playing. I can't find anything like that with sents /dark and from the teams i've seen its seems i'm not the only one. I've been on HC since the start i spend most of my time teaming and i have never ever teamed with a /dark sent. Not once. Nobody seems to play it and having tried one at 50 its obvious why. Its more than just a challenge to make it playable it seems pointless because anything else feels like more fun 😛

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Fun is subjective though (still not disagreeing with the broader point you're making). 

The thing about Sentinel /Dark is you really need to be willing to play into what it offers. Yes, you can skip the last three powers, but if you do then you are kneecapping what makes the set unique. That difference is maybe a bit more pronounced on Sentinels because of all of the other flaws that exist (not to mention the high competition from other re-imagined sets like Invulnerability or Super Reflexes).

If anyone's idea of playing an edgelord pew-pew character is to include /DA, then they need to strongly consider being in closer range vs trying to hover blast 24/7. Otherwise, what is the point of picking it? Honestly, I'd argue the same thing for Stalkers whom give up on Deathshroud. What is the point of taking DA there if you're going to ignore the CC toggles? It makes the set really really niche on both ATs. At least with Brutes, Tankers, Scrappers you get a damage aura plus Dark Regen (where Stalkers would just be left with DR). It becomes an alternative to Fiery Aura or other mitigation secondaries with a similar schtick. 

I don't remember when it was, but I think I tossed around some suggestions like dumping the cloaks for the ranged control variants. Like Fearsome Stare and Dark Pit. Some of the Sentinel secondaries need some significant reworks to make them more interesting than they currently are. 😞 

Edited by oldskool
Note: I've played Dark Armor on every AT and done so up to level 50. I've been a fan of it long before ED and when toggles had to be run separately.
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  • 1 year later

I know its an old thread but i've seen more than a few darkity/dark sent builds lately running either dark/soul epics and some chat on forums. So went back over everything other players were putting in and had a look at their much greater experience with the sets. I gave up on mine the thunderstrike sets alone made me cry. After a good few hours in mids and looking at a few builds @oldskoolposted.....i went in the complete opposite direction 😛 First i looked at the AT sets, melee defence and e/ne defence, devs must have made them that way for a reason i thought. I'll build for melee and play it as a scrapper.

 

That worked out ok for a while but the endurance issues were a pain and cardiac meant the already measly damage didn't improve. So i dumped leadership.....and fighting and somehow ended up with every travel pool (can't get enough of fold space) and decided scrapping is the way to go, with some control chucked in. Shame i can't replace all the ranged attacks with melee powers from the epics as i would definitely do that if i could, sents play so much better in melee and just about every combo runs powers in the primary/secondary/epic/patron pools that require you to be up close.

 

Ended up renaming it, putting it in a different cossie and looking for powers that synergise.

 

Primary was easy its all - to hit that stacks up.

 

Sents get the best epics/patron powers but 1 set is so far out in front of the others its laughable. Psi has better recharge and slotting options luckily thats good for a theme and....

 

Oppressive gloom with Psy Shockwave for stuns.

Abyssal and Dominate are a stacked hold.

 

Then i run into problems, i take the powers i want, chuck sets in and its a complete mess of tiny resist numbers and no defence whatsoever. Even if i wanted to put fighting and leadership back in to bump the numbers theres no slots left. I look at the build and theres not 1 single enhance in it that doesnt look essential apart from the 1 slotted mass hypnosis that is a force pick to get dominate and psy shockwave.

 

Few hours more and i'm building it for melee defence and e/ne def with as much res as i can get. Trying to keep the power picks, i combat tp into the mob aim-fold space-nuke-dark oblit-psy shockwave hit obscure sustenance at some point, which says pbaoe but is in fact single target and doesn't seem to do anything but my regen jumps just enough that i can fire off a few life drains and keep my hp up. I know sent life drain is the worst and the way i slotted it makes no sense, although the same could be said for OS but the blue bar can drop drastically and the theft procs seem to keep me afloat since i dumped cardiac.

 

Really needs some pro eyes to look over it, i had to give up hasten (threw in fly, i was sick of trying to tp my way through mission tunnels) and all but a tiny bit of my recharge to fit in the picks i wanted. It kind of works, its only a small purple from softcap melee/e/ne def and just about scrapes in enough res to survive but the accuracy is pretty bad, almost as bad as the damage. It plays more like a controlling scrapper but with none of the oomph. Combat teleport while hovering and Fold space makes it fun and that makes it playable.

 

Spoiler

This Hero build was built using Mids Reborn 3.4.7
https://github.com/LoadedCamel/MidsReborn

Level 50 Magic Sentinel
Primary Power Set: Dark Blast
Secondary Power Set: Dark Armor
Power Pool: Flight
Power Pool: Teleportation
Power Pool: Leaping
Ancillary Pool: Psionic Mastery

Hero Profile:
------------
Level 1:    Gloom    
 (A) Superior Sentinel's Ward - RechargeTime/Chance for +Absorb
 (36) Superior Sentinel's Ward - Accuracy/Damage/Endurance/RechargeTime
 (36) Superior Sentinel's Ward - Accuracy/Damage/Endurance
 (36) Superior Sentinel's Ward - Accuracy/Damage/RechargeTime
 (37) Superior Sentinel's Ward - Damage/RechargeTime
 (37) Superior Sentinel's Ward - Accuracy/Damage


Level 1:    Dark Embrace    
 (A) Unbreakable Guard - +Max HP
 (5) Unbreakable Guard - Resistance/Endurance/RechargeTime
 (45) Unbreakable Guard - Resistance
 (45) Unbreakable Guard - Resistance/Endurance
 (47) Steadfast Protection - Resistance/+Def 3%


Level 2:    Tenebrous Regeneration    
 (A) Panacea - +Hit Points/Endurance
 (3) Panacea - Heal


Level 4:    Murky Cloud    
 (A) Unbreakable Guard - RechargeTime/Resistance
 (31) Unbreakable Guard - Resistance/Endurance/RechargeTime
 (45) Unbreakable Guard - Resistance
 (48) Unbreakable Guard - Resistance/Endurance
 (49) Gladiator's Armor - TP Protection +3% Def (All)


Level 6:    Abyssal Gaze    
 (A) Superior Winter's Bite - Accuracy/Damage
 (7) Superior Winter's Bite - Damage/RechargeTime
 (7) Superior Winter's Bite - Accuracy/Damage/Endurance
 (9) Superior Winter's Bite - Accuracy/Damage/Recharge
 (9) Superior Winter's Bite - Damage/Endurance/Accuracy/RechargeTime
 (48) Unbreakable Constraint - Chance for Smashing Damage


Level 8:    Aim    
 (A) Gaussian's Synchronized Fire-Control - Chance for Build Up


Level 10:    Obsidian Shield    
 (A) Unbreakable Guard - Resistance
 (11) Unbreakable Guard - Resistance/Endurance
 (11) Unbreakable Guard - RechargeTime/Resistance
 (48) Unbreakable Guard - Resistance/Endurance/RechargeTime


Level 12:    Dark Obliteration    
 (A) Bombardment - Accuracy/Damage/Recharge/Endurance
 (13) Bombardment - Chance for Fire Damage
 (13) Bombardment - Damage
 (15) Bombardment - Accuracy/Recharge/Endurance
 (46) Bombardment - Accuracy/Damage/Recharge


Level 14:    Hover    
 (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
 (15) Kismet - Accuracy +6%
 (46) Shield Wall - +Res (Teleportation), +5% Res (All)


Level 16:    Obscure Sustenance    
 (A) Theft of Essence - Chance for +Endurance
 (17) Preventive Medicine - Chance for +Absorb
 (17) Preventive Medicine - Heal
 (40) Superior Avalanche - Damage/Endurance
 (43) Superior Avalanche - Accuracy/Damage/Recharge
 (43) Superior Avalanche - Recharge/Chance for Knockdown


Level 18:    Antumbral Beam    
 (A) Superior Opportunity Strikes - Accuracy/Damage/Endurance
 (19) Superior Opportunity Strikes - Accuracy/Damage/RechargeTime
 (19) Superior Opportunity Strikes - RechargeTime/Chance for Opportunity
 (34) Superior Opportunity Strikes - Accuracy/Damage
 (34) Superior Opportunity Strikes - Accuracy/Damage/Endurance/RechargeTime
 (37) Superior Opportunity Strikes - Damage/RechargeTime


Level 20:    Cloak of Darkness    
 (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
 (21) Reactive Defenses - Scaling Resist Damage
 (21) Reactive Defenses - Defense/Endurance
 (40) Reactive Defenses - Defense


Level 22:    Life Drain    
 (A) Theft of Essence - Chance for +Endurance
 (23) Overwhelming Force - Accuracy/Damage
 (23) Overwhelming Force - Accuracy/Damage/Endurance
 (33) Overwhelming Force - Damage/Endurance/Recharge
 (33) Overwhelming Force - Accuracy/Damage/Endurance/Recharge
 (34) Overwhelming Force - Endurance/Recharge


Level 24:    Cloak of Fear    
 (A) Nightmare - Accuracy/Fear
 (25) Nightmare - Accuracy/Endurance
 (25) Nightmare - Endurance/Fear
 (31) Unspeakable Terror - Disorient Bonus


Level 26:    Blackstar    
 (A) Obliteration - Chance for Smashing Damage
 (27) Obliteration - Accuracy/Damage/Endurance/Recharge
 (27) Obliteration - Damage
 (29) Obliteration - Accuracy/Recharge
 (29) Obliteration - Damage/Recharge
 (31) Obliteration - Accuracy/Damage/Recharge


Level 28:    Oppressive Gloom    
 (A) Stupefy - Accuracy/Endurance
 (33) Stupefy - Endurance/Stun


Level 30:    Fly    
 (A) Winter's Gift - Slow Resistance (20%)


Level 32:    Combat Teleport    
 (A) Rectified Reticle - Increased Perception


Level 35:    Mass Hypnosis    
 (A) Call of the Sandman - Chance of Heal Self


Level 38:    Dominate    
 (A) Apocalypse - Chance of Damage(Negative)
 (39) Apocalypse - Damage/Endurance
 (39) Apocalypse - Recharge/Accuracy
 (39) Apocalypse - Damage/Recharge/Accuracy
 (40) Apocalypse - Damage


Level 41:    Psychic Shockwave    
 (A) Eradication - Chance for Energy Damage
 (42) Eradication - Accuracy/Damage/Endurance/Recharge
 (42) Eradication - Accuracy/Damage/Recharge
 (42) Obliteration - Accuracy/Damage/Endurance/Recharge
 (43) Obliteration - Chance for Smashing Damage
 (46) Obliteration - Accuracy/Damage/Recharge


Level 44:    Teleport    
 (A) Blessing of the Zephyr - Knockback Reduction (4 points)


Level 47:    Fold Space    
 (A) Accuracy IO
 (49) Recharge Reduction IO


Level 49:    Combat Jumping    
 (A) Luck of the Gambler - Defense/Increased Global Recharge Speed


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


Level 1:    Sprint    
 (A) Empty


Level 2:    Rest    
 (A) Empty


Level 1:    Swift    
 (A) Empty


Level 1:    Hurdle    
 (A) Empty


Level 1:    Health    
 (A) Miracle - +Recovery
 (3) Numina's Convalesence - +Regeneration/+Recovery


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


Level 30:    Afterburner    
Level 50:    Intuition Radial Paragon    
------------

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