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Baby's first Sentinel | Elec/Nin | Looking for feedback


Onlyasandwich

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Hello there Sentinel land!

 

I've never made one of these before, and after researching builds thrown out over the ages, have put together something that fits a concept I have.

 

I would love your wisdom, and to hear what sort of opportunities I may have missed in selection/slotting from your perspective.

 

Update: Added an alternate build with Rune.

Squeezed further resists out of primary build. Found the recharge slot for Charge Up.

 

A few of my priorities:

  • Polish off my positional softcaps without overinvesting in too much pad.
  • Juicy procs wherever possible.
  • Recharge where I can grab the low-hanging fruit.
  • Slow resist! The 80 I have here should do the trick. Very underrated stat.
  • I do like my builds to exemplar decently well. I'm not purely optimized for this, but bear it in mind when boosting and placing IOs.

 

Things I would like to have, but don't see a good way to without sacrificing the above:

  • Better resists. I think I achieved okay resists given the tools available, but they are definitely mediocre.
  • An extra slot to drop a recharge IO in Charge Up would be nice. Not sure where I might steal it though. Done! Squeezed it in.
  • Am I missing anything regarding the opportunity mechanic by skipping my T2 blast? Most of the builds I see skip it for Elec - I'm guessing it's just not worth paying much attention to.

 

A few broad questions about power usage in these sets as well:

  • Blinding Powder looks pretty neat, especially with the purple proc! Reviews seem pretty mixed - what are your thoughts? I like it thematically, and it makes a good mule at least, though honestly I'm a bit overcapped on ranged def. Optimized this out. : )
  • I've really gone lean on end support. My hope is that the end clicky and refund mechanic on elec/ will be enough to get along. Is this a recipe for spending too much animation time clicking Seishinteki Kyoyo all the time? I am comfortable managing a bouncing blue bar on other builds, and don't mind running close to the edge here for the sake of optimization elsewhere.
  • Obviously Tesla Cage is way better on sents and worth taking. Just a point of curiosity - how useful do you find the chain mechanic? Is it worth paying attention to, or do you just let it happen when it pops up?

 

The Build:

Spoiler

This Hero build was built using Mids Reborn 3.1.2.5
https://github.com/LoadedCamel/MidsReborn

Click this DataLink to open the build!

Level 50 Magic Sentinel
Primary Power Set: Electrical Blast
Secondary Power Set: Ninjitsu
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fighting
Power Pool: Teleportation
Ancillary Pool: Psionic Mastery

Hero Profile:
Level 1: Charged Bolts -- SprOppStr-Acc/Dmg/EndRdx(A), SprOppStr-Dmg/Rchg(11), SprOppStr-Acc/Dmg/EndRdx/Rchg(13), SprOppStr-Acc/Dmg(13), SprOppStr-Rchg/+Opportunity(43), SprOppStr-Acc/Dmg/Rchg(46)
Level 1: Ninja Reflexes -- LucoftheG-Def/Rchg+(A), Rct-Def/EndRdx(34), Rct-Def(36), Rct-ResDam%(40)
Level 2: Ball Lightning -- SprSntWar-Acc/Dmg(A), SprSntWar-Dmg/Rchg(3), SprSntWar-Acc/Dmg/Rchg(3), SprSntWar-Acc/Dmg/EndRdx(39), SprSntWar-Acc/Dmg/EndRdx/Rchg(40), SprSntWar-Rchg/+Absorb(40)
Level 4: Danger Sense -- LucoftheG-Def/Rchg+(A), ShlWal-Def(5), ShlWal-Def/EndRdx(5), ShlWal-ResDam/Re TP(50)
Level 6: Zapping Bolt -- SprWntBit-Acc/Dmg(A), SprWntBit-Acc/Dmg/EndRdx(7), SprWntBit-Dmg/EndRdx/Acc/Rchg(7), Apc-Dam%(11), GldJvl-Dam%(37)
Level 8: Shinobi-Iri -- LucoftheG-Def/Rchg+(A), RedFrt-Def(9), RedFrt-Def/EndRdx(9)
Level 10: Kuji-In Rin -- HO:Ribo(A)
Level 12: Charge Up -- GssSynFr--Build%(A), RechRdx-I(48)
Level 14: Tesla Cage -- HO:Nucle(A), HO:Nucle(15), GldJvl-Dam%(15), UnbCns-Dam%(17), NrnSht-Dam%(31), GhsWdwEmb-Dam%(31)
Level 16: Seishinteki Kyoyo -- EffAdp-EndMod(A), EffAdp-EndMod/Rchg(17)
Level 18: Voltaic Sentinel -- SvrRgh-Acc/Dmg(A), SvrRgh-Dmg/EndRdx(19), SvrRgh-Acc/EndRdx(19), SvrRgh-Acc/Dmg/EndRdx(23), SvrRgh-Acc(23), SvrRgh-PetResDam(25)
Level 20: Kuji-In Sha -- Prv-Absorb%(A), Prv-Heal/Rchg/EndRdx(21), Prv-Heal(21), Prv-Heal/EndRdx(36), Prv-EndRdx/Rchg(37), Prv-Heal/Rchg(37)
Level 22: Combat Jumping -- LucoftheG-Def/Rchg+(A)
Level 24: Hasten -- RechRdx-I(A), RechRdx-I(25)
Level 26: Short Circuit -- SprAvl-Acc/Dmg(A), SprAvl-Acc/Dmg/EndRdx(27), Obl-%Dam(27), Erd-%Dam(29), Arm-Dmg/EndRdx(29), Arm-Dam%(31)
Level 28: Bo Ryaku -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(48), GldArm-ResDam(50)
Level 30: Boxing -- Empty(A)
Level 32: Thunderous Blast -- SprFrzBls-Acc/Dmg(A), SprFrzBls-Dmg/EndRdx(33), SprFrzBls-Acc/Dmg/EndRdx(33), SprFrzBls-Acc/Dmg/Rchg(33), SprFrzBls-Dmg/EndRdx/Acc/Rchg(34), PstBls-Dam%(34)
Level 35: Tough -- Ags-ResDam(A), Ags-ResDam/EndRdx(36), Ags-ResDam/Rchg(48), Ags-Psi/Status(50)
Level 38: Weave -- LucoftheG-Def/Rchg+(A), RedFrt-Def/EndRdx(39), RedFrt-Def(39)
Level 41: Mind Probe -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Acc/Dmg/EndRdx(42), TchofDth-Acc/Dmg(42), TchofDth-Dam%(42), GldStr-%Dam(43), Hct-Dam%(43)
Level 44: Blinding Powder -- CrcPrs-Conf(A), CrcPrs-Conf/Rchg(45), CrcPrs-Acc/Conf/Rchg(45), CrcPrs-Acc/Rchg(45), CrcPrs-Conf/EndRdx(46), CrcPrs-Conf%(46)
Level 47: Combat Teleport -- Wrp-+Special(A)
Level 49: Teleport -- WntGif-ResSlow(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)
Level 1: Stamina -- PrfShf-End%(A)
Level 1: Shocked 
Level 50: Musculature Core Paragon 
------------

 

I have also been playing with the idea of dropping blinding powder and teleport pool in favor of working Rune of Protection into the build. On-demand res bump on a reasonable cooldown might be just what /Nin needs to bridge those battles where DDR and resists just aren't holding up. For those with Nin experience - have you tried Rune, and do you find it worth the sacrifice?

This build still keeps the softcaps, and gains some extra utility slotting (more recharge in charge up, 95% slow resist now). Spirit Ward is mostly a mule, but is actually a decent enough power if you have the extra end to run it. Global recharge takes a small hit from the loss of a purple set.

 

Rune Build:

Spoiler

This Hero build was built using Mids Reborn 3.1.2.5
https://github.com/LoadedCamel/MidsReborn

Click this DataLink to open the build!

Level 50 Magic Sentinel
Primary Power Set: Electrical Blast
Secondary Power Set: Ninjitsu
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fighting
Power Pool: Sorcery
Ancillary Pool: Psionic Mastery

Hero Profile:
Level 1: Charged Bolts -- SprOppStr-Acc/Dmg/EndRdx(A), SprOppStr-Acc/Dmg/EndRdx/Rchg(13), SprOppStr-Acc/Dmg(13), SprOppStr-Rchg/+Opportunity(43), SprOppStr-Acc/Dmg/Rchg(46), SprOppStr-Dmg/Rchg(46)
Level 1: Ninja Reflexes -- LucoftheG-Def/Rchg+(A), Rct-Def/EndRdx(34), Rct-ResDam%(36), Rct-Def(40), ShlWal-ResDam/Re TP(50)
Level 2: Ball Lightning -- SprSntWar-Acc/Dmg(A), SprSntWar-Dmg/Rchg(3), SprSntWar-Acc/Dmg/Rchg(3), SprSntWar-Acc/Dmg/EndRdx(39), SprSntWar-Acc/Dmg/EndRdx/Rchg(40), SprSntWar-Rchg/+Absorb(40)
Level 4: Danger Sense -- LucoftheG-Def/Rchg+(A), RedFrt-Def(5), RedFrt-Def/EndRdx(5)
Level 6: Zapping Bolt -- SprWntBit-Acc/Dmg(A), SprWntBit-Acc/Dmg/EndRdx(7), SprWntBit-Dmg/EndRdx/Acc/Rchg(7), Apc-Dmg/EndRdx(11), Apc-Dam%(11), GldJvl-Dam%(37)
Level 8: Shinobi-Iri -- LucoftheG-Def/Rchg+(A), RedFrt-Def(9), RedFrt-Def/EndRdx(9), WntGif-ResSlow(45)
Level 10: Kuji-In Rin -- HO:Ribo(A)
Level 12: Charge Up -- GssSynFr--ToHit(A), RechRdx-I(46)
Level 14: Tesla Cage -- HO:Nucle(A), HO:Nucle(15), GldJvl-Dam%(15), UnbCns-Dam%(17), NrnSht-Dam%(31), GhsWdwEmb-Dam%(31)
Level 16: Seishinteki Kyoyo -- EffAdp-EndMod(A), EffAdp-EndMod/Rchg(17)
Level 18: Voltaic Sentinel -- BldMnd-Acc/Dmg/EndRdx(A), BldMnd-Dmg(19), BldMnd-Acc(19), BldMnd-Acc/EndRdx(23), BldMnd-Dmg/EndRdx(23), BldMnd-Acc/Dmg(25)
Level 20: Kuji-In Sha -- Prv-Absorb%(A), Prv-Heal/Rchg/EndRdx(21), Prv-Heal(21), Prv-Heal/EndRdx(36), Prv-EndRdx/Rchg(37), Prv-Heal/Rchg(37)
Level 22: Combat Jumping -- LucoftheG-Def/Rchg+(A)
Level 24: Hasten -- RechRdx-I(A), RechRdx-I(25)
Level 26: Short Circuit -- SprAvl-Acc/Dmg(A), SprAvl-Acc/Dmg/EndRdx(27), Obl-%Dam(27), Erd-%Dam(29), Arm-Dmg/EndRdx(29), Arm-Dam%(31)
Level 28: Bo Ryaku -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(48), GldArm-ResDam(50)
Level 30: Boxing -- SprBlsCol-Acc/Dmg/Rchg(A), SprBlsCol-Dmg/EndRdx/Acc/Rchg(45)
Level 32: Thunderous Blast -- SprFrzBls-Acc/Dmg(A), SprFrzBls-Dmg/EndRdx(33), SprFrzBls-Acc/Dmg/EndRdx(33), SprFrzBls-Acc/Dmg/Rchg(33), SprFrzBls-Dmg/EndRdx/Acc/Rchg(34), PstBls-Dam%(34)
Level 35: Tough -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(36), UnbGrd-Rchg/ResDam(48), UnbGrd-Max HP%(50)
Level 38: Weave -- LucoftheG-Def/Rchg+(A), RedFrt-Def/EndRdx(39), RedFrt-Def(39)
Level 41: Mind Probe -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Acc/Dmg/EndRdx(42), SprBlsCol-Dmg/EndRdx(42), GldStr-%Dam(42), TchofDth-Dam%(43), Hct-Dam%(43)
Level 44: Mystic Flight -- BlsoftheZ-Travel(A), BlsoftheZ-Travel/EndRdx(45)
Level 47: Spirit Ward -- Prv-Heal(A), Prv-Heal/EndRdx(48)
Level 49: Rune of Protection -- ResDam-I(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)
Level 1: Stamina -- PrfShf-End%(A)
Level 1: Shocked 
Level 50: Musculature Core Paragon 
------------

 

Edited by Onlyasandwich
Further optimized primary build.
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7 minutes ago, Onlyasandwich said:

 Just a point of curiosity - how useful do you find the chain mechanic? Is it worth paying attention to, or do you just let it happen when it pops up?

It's the absolute worst of the 4 AoE powers in the set.  Trying to make the chain optimized will reduce your total dps.

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12 hours ago, Onlyasandwich said:

Things I would like to have, but don't see a good way to without sacrificing the above:

  • Better resists. I think I achieved okay resists given the tools available, but they are definitely mediocre.
  • Am I missing anything regarding the opportunity mechanic by skipping my T2 blast? Most of the builds I see skip it for Elec - I'm guessing it's just not worth paying much attention to.

A few broad questions about power usage in these sets as well:

  • Blinding Powder looks pretty neat, especially with the purple proc! Reviews seem pretty mixed - what are your thoughts? I like it thematically, and it makes a good mule at least, though honestly I'm a bit overcapped on ranged def.
  • I've really gone lean on end support. My hope is that the end clicky and refund mechanic on elec/ will be enough to get along. Is this a recipe for spending too much animation time clicking Seishinteki Kyoyo all the time? I am comfortable managing a bouncing blue bar on other builds, and don't mind running close to the edge here for the sake of optimization elsewhere.

 

1) You're unlikely to gain significant resists with this *and* maintain proc slotting. The reality is the range sets just don't offer the same kind of mitigation bonuses that the melee counterparts do. This can make things more difficult on the Sentinel where a Scrapper/Stalker/Brute may be able to get higher numbers. 

2) Opportunity as a mechanic isn't that great in the first place. Skipping out on Lightning Bolt vs Charged Bolts is a generalized DPS decision vs core Sentinel inherent one. Charged Bolts has a faster animation time and recharge which can work out better when weaving attacks. This is really a distinction that makes more sense when you look at high recharge building or try to optimize attack routines for really durable targets. The entire question of "should I take offensive or defensive opportunity" is often a footnote. 

3) Blinding Powder is fun and it feels somewhat function due to the full purple set and proc. It is not a game changing power in any sense, but I highly recommend that people play with it for a bit to make their own choice. 

4) I ran Seishinteki Kyoyo with a full Performance Shifter set and that proc does work in that power. However, if I am using that power, then I am not using a damage option. The more time you spend working in end management, the less time you are hitting things. This may lead you to take Ageless Destiny which then kinda begs a question of why bother with this power in the first place and then why bother with Nin at all? That said, Ageless does have an option that includes more Defense Debuff Resistance which Nin lacks. So... maybe a moot point.

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I've had a chance to get this build to the 30's and am really enjoying it! Haven't hit any situations yet that I really felt Rune might be preferred, though I haven't even had a chance to play with Powder of course. Defenses are holding up well with the very nice heal to back them up. The first true test here will be once I run an ITF - I doubt it will hold up well against the inevitable cascade there. I don't intend to make this character an ITF soloist though, so no worries.

 

Meanwhile I keep chewing on the primary build further and have added several optimizations. Very pleased so far! 

 

 

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