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Please advice for my Mando-inspired Sentinel:


BeornOTNS

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I have the ice Mastery for the carbonite (as opposed to the flame-thrower stuff).

 

Any way to make this more... cool? Defensive? In keeping with the concept?

 

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

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Beorn Vizsla: Level 50 Technology Sentinel
Primary Power Set: Dual Pistols
Secondary Power Set: Super Reflexes
Power Pool: Flight
Power Pool: Speed
Power Pool: Fighting
Ancillary Pool: Ice 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(A), LucoftheG-Def/EndRdx(7), LucoftheG-Def/Rchg(9), LucoftheG-Def/EndRdx/Rchg(9), LucoftheG-Def/Rchg+(11)
Level 2: Empty Clips -- Ann-Acc/Dmg(A), Ann-Dmg/Rchg(11), Ann-Acc/Dmg/Rchg(13), Ann-Acc/Dmg/EndRdx(13), Ann-Acc/Dmg/EndRdx/Rchg(15), Ann-ResDeb%(15)
Level 4: Focused Senses -- LucoftheG-Def(A), LucoftheG-Def/Rchg+(17), LucoftheG-Def/EndRdx(17), LucoftheG-Def/EndRdx/Rchg(19)
Level 6: Suppressive Fire -- Dcm-Acc/Dmg(A), Dcm-Dmg/EndRdx(21), Dcm-Dmg/Rchg(21), Dcm-Acc/EndRdx/Rchg(23), Dcm-Acc/Dmg/Rchg(23), Dcm-Build%(25)
Level 8: Swap Ammo 
Level 10: Master Brawler -- NmnCnv-Heal/EndRdx(A), NmnCnv-EndRdx/Rchg(25), NmnCnv-Heal/Rchg(27), NmnCnv-Heal/EndRdx/Rchg(27), NmnCnv-Heal(29), NmnCnv-Regen/Rcvry+(29)
Level 12: Bullet Rain -- SprSntWar-Acc/Dmg(A), SprSntWar-Dmg/Rchg(31), SprSntWar-Acc/Dmg/Rchg(31), SprSntWar-Acc/Dmg/EndRdx(31), SprSntWar-Acc/Dmg/EndRdx/Rchg(33), SprSntWar-Rchg/+Absorb(33)
Level 14: Fly -- BlsoftheZ-ResKB(A)
Level 16: Enduring -- EndMod-I(A), PrfShf-EndMod(33), PrfShf-End%(34)
Level 18: Executioner's Shot -- Apc-Dmg(A), Apc-Dmg/Rchg(34), Apc-Acc/Dmg/Rchg(34), Apc-Acc/Rchg(36), Apc-Dmg/EndRdx(36), Apc-Dam%(36)
Level 20: Agile -- LucoftheG-Def/Rchg+(A)
Level 22: Dodge -- LucoftheG-Def/Rchg+(A)
Level 24: Hasten -- RechRdx-I(A), RechRdx-I(37)
Level 26: Piercing Rounds -- SprOppStr-Acc/Dmg(A), SprOppStr-Dmg/Rchg(37), SprOppStr-Acc/Dmg/Rchg(37), SprOppStr-Acc/Dmg/EndRdx(39), SprOppStr-Acc/Dmg/EndRdx/Rchg(39), SprOppStr-Rchg/+Opportunity(39)
Level 28: Quickness -- Flight-I(A)
Level 30: Kick -- Empty(A)
Level 32: Hail of Bullets -- Arm-Dmg(A), Arm-Acc/Dmg/Rchg(40), Arm-Acc/Rchg(40), Arm-Dmg/EndRdx(40), Arm-Dam%(42), FrcFdb-Rechg%(42)
Level 35: Frostbite -- GrvAnc-Hold%(A)
Level 38: Evasion -- LucoftheG-Def(A), LucoftheG-Def/Rchg+(42), LucoftheG-Def/EndRdx(43)
Level 41: Block of Ice -- UnbCns-Acc/Rchg(A), UnbCns-Hold/Rchg(46), UnbCns-Acc/Hold/Rchg(48), UnbCns-EndRdx/Hold(48), UnbCns-Dam%(50)
Level 44: Tough -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(45), UnbGrd-Max HP%(45), UnbGrd-ResDam(45), UnbGrd-ResDam/EndRdx(46), UnbGrd-ResDam/EndRdx/Rchg(46)
Level 47: Elude -- RechRdx-I(A), RechRdx-I(48)
Level 49: Weave -- ShlWal-ResDam/Re TP(A), ShlWal-Def(50), ShlWal-Def/EndRdx(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), Prv-Absorb%(19), Mrc-Rcvry+(43)
Level 1: Hurdle -- Jump-I(A)
Level 1: Stamina -- PrfShf-EndMod(A), PrfShf-End%(43)
Level 8: Chemical Ammunition 
Level 8: Cryo Ammunition 
Level 8: Incendiary Ammunition 
Level 14: Afterburner 
------------

 

I love ALL Archetypes, but prefer to play them Blue-Side.

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From what I recall, Mando gets hit. A lot. Not so sure SR is a thematic to him as say, Willpower or even Radiation Armor. He intentionally jumps into the fray because he knows his armor will save his butt in almost every instance, but knows when to take cover. I don't know if his armor is strictly deflection based, absorption or a combo of both. Likely the latter because when he gets hit by anything stronger then a small arms blaster, he audibly grunts, gets kb'd and takes some time to get back up. You could also get the Crey CBX-9 Pistol (https://hcwiki.cityofheroes.dev/wiki/Hero_Accolade_Powers#Crey_CBX-9_Pistol) for your cryo damage and then take the fire epic pool for his flame thrower affect.

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6 hours ago, Thrax said:

Mine is beam/inv not  direct rip off but his costume for sure is. 

CC files or bullshit

 

14 hours ago, BeornOTNS said:

I have the ice Mastery for the carbonite (as opposed to the flame-thrower stuff).

 

Any way to make this more... cool? Defensive? In keeping with the concept?

 

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

Click this DataLink to open the build!

Beorn Vizsla: Level 50 Technology Sentinel
Primary Power Set: Dual Pistols
Secondary Power Set: Super Reflexes
Power Pool: Flight
Power Pool: Speed
Power Pool: Fighting
Ancillary Pool: Ice 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(A), LucoftheG-Def/EndRdx(7), LucoftheG-Def/Rchg(9), LucoftheG-Def/EndRdx/Rchg(9), LucoftheG-Def/Rchg+(11)
Level 2: Empty Clips -- Ann-Acc/Dmg(A), Ann-Dmg/Rchg(11), Ann-Acc/Dmg/Rchg(13), Ann-Acc/Dmg/EndRdx(13), Ann-Acc/Dmg/EndRdx/Rchg(15), Ann-ResDeb%(15)
Level 4: Focused Senses -- LucoftheG-Def(A), LucoftheG-Def/Rchg+(17), LucoftheG-Def/EndRdx(17), LucoftheG-Def/EndRdx/Rchg(19)
Level 6: Suppressive Fire -- Dcm-Acc/Dmg(A), Dcm-Dmg/EndRdx(21), Dcm-Dmg/Rchg(21), Dcm-Acc/EndRdx/Rchg(23), Dcm-Acc/Dmg/Rchg(23), Dcm-Build%(25)
Level 8: Swap Ammo 
Level 10: Master Brawler -- NmnCnv-Heal/EndRdx(A), NmnCnv-EndRdx/Rchg(25), NmnCnv-Heal/Rchg(27), NmnCnv-Heal/EndRdx/Rchg(27), NmnCnv-Heal(29), NmnCnv-Regen/Rcvry+(29)
Level 12: Bullet Rain -- SprSntWar-Acc/Dmg(A), SprSntWar-Dmg/Rchg(31), SprSntWar-Acc/Dmg/Rchg(31), SprSntWar-Acc/Dmg/EndRdx(31), SprSntWar-Acc/Dmg/EndRdx/Rchg(33), SprSntWar-Rchg/+Absorb(33)
Level 14: Fly -- BlsoftheZ-ResKB(A)
Level 16: Enduring -- EndMod-I(A), PrfShf-EndMod(33), PrfShf-End%(34)
Level 18: Executioner's Shot -- Apc-Dmg(A), Apc-Dmg/Rchg(34), Apc-Acc/Dmg/Rchg(34), Apc-Acc/Rchg(36), Apc-Dmg/EndRdx(36), Apc-Dam%(36)
Level 20: Agile -- LucoftheG-Def/Rchg+(A)
Level 22: Dodge -- LucoftheG-Def/Rchg+(A)
Level 24: Hasten -- RechRdx-I(A), RechRdx-I(37)
Level 26: Piercing Rounds -- SprOppStr-Acc/Dmg(A), SprOppStr-Dmg/Rchg(37), SprOppStr-Acc/Dmg/Rchg(37), SprOppStr-Acc/Dmg/EndRdx(39), SprOppStr-Acc/Dmg/EndRdx/Rchg(39), SprOppStr-Rchg/+Opportunity(39)
Level 28: Quickness -- Flight-I(A)
Level 30: Kick -- Empty(A)
Level 32: Hail of Bullets -- Arm-Dmg(A), Arm-Acc/Dmg/Rchg(40), Arm-Acc/Rchg(40), Arm-Dmg/EndRdx(40), Arm-Dam%(42), FrcFdb-Rechg%(42)
Level 35: Frostbite -- GrvAnc-Hold%(A)
Level 38: Evasion -- LucoftheG-Def(A), LucoftheG-Def/Rchg+(42), LucoftheG-Def/EndRdx(43)
Level 41: Block of Ice -- UnbCns-Acc/Rchg(A), UnbCns-Hold/Rchg(46), UnbCns-Acc/Hold/Rchg(48), UnbCns-EndRdx/Hold(48), UnbCns-Dam%(50)
Level 44: Tough -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(45), UnbGrd-Max HP%(45), UnbGrd-ResDam(45), UnbGrd-ResDam/EndRdx(46), UnbGrd-ResDam/EndRdx/Rchg(46)
Level 47: Elude -- RechRdx-I(A), RechRdx-I(48)
Level 49: Weave -- ShlWal-ResDam/Re TP(A), ShlWal-Def(50), ShlWal-Def/EndRdx(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), Prv-Absorb%(19), Mrc-Rcvry+(43)
Level 1: Hurdle -- Jump-I(A)
Level 1: Stamina -- PrfShf-EndMod(A), PrfShf-End%(43)
Level 8: Chemical Ammunition 
Level 8: Cryo Ammunition 
Level 8: Incendiary Ammunition 
Level 14: Afterburner 
------------

 

 

I see the SR logic, since while Mando DOES get hit, he functionally may as well not have been hit half the time with how little effect it has. I second the suggestion to go Willpower, or even Invulnerability? I'd definitely go Invul, in fact. Pick up the Crey Accolade power for carbonite guns, then take Ninja Tool Mastery - that gives you the Ninja sword? I forget if you can customize it, but if you can, you can easily make that a Dark Saber, and the poison dart is phenominally on-brand for literally ANY wrist firing projectile.

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DP/SR was my second ever toon. and I particularly enjoyed it very much. I also took Ice mastery, but that was entirely for concept. I noticed that SR is quite sturdy on a sent, and possibly the best version of SR there is. I slotted my defences sparingly and it's still very very tough. That said, the only thing I'd suggest for your build is maybe a bit more frankenslotting to get proc-ed out as sents need all the damage they can get. The nice thing about SR is that it improves recharge, so while your individual attacks may seem weak, you'll be attacking more often so it picks up the slack.

 

I tend to gravitate towards Ninja Mastery for sentinels. It would give you access to the "Dark Sabre" and nifty tools like caltrops as every mercenary should have. Plus Ninja mastery CAN BE SLOTTED with ATOs... which is cool if you need to prioritise damage for your primaries.

And finally, just to give you another push towards your mando concept, @Solarverse came up with a sound mod that turns DP into pew-pew and ninja blade into light sabre "whoom".

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17 hours ago, BeornOTNS said:

I have the ice Mastery for the carbonite (as opposed to the flame-thrower stuff).

 

Any way to make this more... cool? Defensive? In keeping with the concept?

 

Once you've gotten around 45% defense to melee/range/aoe you're pretty golden. There is a reason to push a little higher to pad out your defenses vs enemies that debuff. However, you sprinkle to taste in this recipe. If you're hoping to survive Incarnate content by yourself, then you want around 59% defenses to those categories. If you're not pushing bleeding-edge content, then you don't have to go this far. 

So, defense wise you're golden. Maybe even a little high. You're not really going to get more out of your resistances, but Master Brawler is the key to filling that hole. Plus, as your health goes down your resistance goes up. As mentioned, SR on Sentinel isn't nearly as squishy as it looks on paper unless you purposefully chase content with auto hit mechanics (why even play SR if that would be the case? 😛). 

Keeping in concept is going to be a you thing. My Sentinel is a bit more conceptual around the movie Equilibrium and semi-head canon of Wesley in Wanted (more movie in bullet curving (lol)). 

Beam/Traps Corr was mentioned, but shout out to DP/Traps Corr (I play it so I am biased) since Mando is more about pistols than carbines/rifles. If you wanted, you could look into Ninja Tool Mastery and go all Dark Saber with a white core and black aura for some of the tech swords. Din doesn't use carbonite so that may be more in line. Of course if we mean "mando" as in generic to the entire creed, well then *anything* works. 

OK, now that is all out of the way. Here are some things to think about.  

Sentinel DP is not reliant on Piercing Rounds. Take it if you like, but your base global recharge is over 180%. This means that you will have Pistols, Suppressive Fire, and Executioner's Shot available almost always. Therefore, you won't have room to fire off the sluggishly animating Piercing Rounds unless you just want to. PR works best as an AoE when hitting its target max (3) but it is pretty poor overall vs 1 target. Yes, it has more direct damage than say, Pistols or Suppressive fire individually.  Yet, you'll be able to shoot those powers more often in nearly the same animation window and most certainly during the cooldown of the power. Piercing Rounds shines the best on Defenders, and then Corruptors when using Standard Ammo for the high resistance debuff. Blasters can make some use of that utility, but there are better powers available for damage in their kits. Sentinels have the worst debuff and better options for faster/smooth gameplay cycles.  Now, all that said... play what you like. Use the power if you want. I'm just pointing out it is not an optimal power for damage (it is very misleading and should get an animation reduction to improve it). 

 

Slotting:

Decimation is good for the 5pc bonus to recharge if you need it. However, the 6th slot isn't that important and the Build-Up proc looks great on paper but isn't as strong as it sounds in actual practice. A solid strategy here is to run the 5pc Apocalypse set (with the negative proc) + Unbreakable Constraint (Chance for Smashing; you have it in Block of Ice) for a double dose of two PPM 4 105~ damage procs. This change alone will spike your Suppressive Fire's damage to exceed Piercing Rounds on average. You could also run a set up like I describe below with Executioner's Shot/Pistols.

Executioner's Shot can take the slotting you have, but the 6th slot in the set isn't necessary. So, you could go either 5 slots in the power just for the set recharge or add another proc. You could also go with 3 slots of Thunderstrike (Acc/Dmg, Dmg/End, Acc/Dmg/End; +5 these when you can) and then 3 damage procs. Procs like Explosive Strikes, Impeded Swiftness, Achilles' Heel, Touch of Lady Grey, etc. are all damage increases for your build.  Executioner's Shot lacking a high amount of slotted recharge is OK when you're pushing a ton of recharge. You could also use this exact same slotting strategy in Pistols (3 of a kind set + 3 procs). Pistols having a high amount of slotted recharge isn't necessary since it refreshes very fast already. Your limiter is animation time. Your animation windows are around 1.8 seconds except for Piercing Rounds or Hail of Bullets. Getting 2 attacks in the PR animation windows increases your attacks per minute which leads to more damage. If this is a bit too min-max, then ignore it, but you can squeeze more out of Sentinel DP if you want. I've done it. It is possible, I promise. 

If you dropped Piercing Rounds, move the ATO into Empty Clips. 

You don't *need* Elude, but its endurance benefit could be handy if you wanted. 

I prefer using the Preventative Medicine set in Master Brawler and put the Numina proc in Health. 

Block of Ice could just swap the damage proc for the other enhancement it has access to. This keeps the 10% recharge bonus if you want. Alternatively, 4pc Basilisk Gaze is another small ranged defense bonus, recharge bonus that stacks with Luck of the Gambler, and saves you a slot. Investing heavily into CC isn't necessary when you start doing more damage. 

So there you go. Food for thought. 

 

Edited by oldskool
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How important is "Swap Ammo" for the Sent build? Just how good are the DoTs or the other effects?

 

Also, I am going with dual pistols, Invul, Ninja (I dig the idea of the Darksaber), and I will use the Cryo Crey pistol and then Pyro Judgement.

I THINK that should about do it.

 

Now to get back into Mids and work this thing out.

Edited by BeornOTNS
remembered some stuff

I love ALL Archetypes, but prefer to play them Blue-Side.

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3 hours ago, BeornOTNS said:

How important is "Swap Ammo" for the Sent build? Just how good are the DoTs or the other effects?

 

Also, I am going with dual pistols, Invul, Ninja (I dig the idea of the Darksaber), and I will use the Cryo Crey pistol and then Pyro Judgement.

I THINK that should about do it.

 

Now to get back into Mids and work this thing out.


Fire bullets are useless. The dot is absolutely MICRO on a sentinel. Cryo bullets are... ok. Reducing recharge is never a BAD thing, really, and it swaps your damage type so there's that, it's ok. Chem ammo is probably the best thing besides standard ammo, toxic a rarely resisted damage type and the -damage makes you EVEN tankier.

But no. Standard ammo is pretty godly on its own. -defense, chance for knock? That's just free damage.

 

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On 2/17/2022 at 3:37 PM, Redletter said:


Fire bullets are useless. The dot is absolutely MICRO on a sentinel. Cryo bullets are... ok. Reducing recharge is never a BAD thing, really, and it swaps your damage type so there's that, it's ok. Chem ammo is probably the best thing besides standard ammo, toxic a rarely resisted damage type and the -damage makes you EVEN tankier.

But no. Standard ammo is pretty godly on its own. -defense, chance for knock? That's just free damage.

 

 

Toxic is the second most resisted damage type ?

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