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The Tank Mage: Solo ITF With A Fire Blast Invulnerability Sentinel


VoidSpawn2

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Contrary to the common Zeitgeist, the Sentinel is a most excellent AT.

 

While many believe it brings little to a team that other ATs can't provide more effectively, it is a robust and hard to kill AT, and it is perhaps one of the strongest ATs for solo or normal team play. 

 

With even an average build, the Sentinel is a Tank Mage, able both to blast and to withstand great physical damage. With a strong build, it is possible to perform unusual feats of strength, such as soloing the Imperious Task Force (ITF). 

 

After bringing a couple of Sentinels to 50, I still hadn't yet found a satisfactory "Tank Mage" build. So I decided to start scoping out the Veteran Sentinels I'd occasionally see around, check out their power selection and the effects of their IOs, and crunch some easy numbers. Fire/Inv stood out, with the most players at the highest vet levels from among the rest of the possible Sentinel combinations that I saw being played live. 

 

So I created a build that I thought would finally be the Tank Mage I'd been seeking: 

 

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!

Void2222: Level 50 Magic Sentinel
Primary Power Set: Fire Blast
Secondary Power Set: Invulnerability
Power Pool: Leadership
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leaping
Ancillary Pool: Dark Mastery

Hero Profile:
Level 1: Fire Blast -- SprSntWar-Acc/Dmg(A), SprSntWar-Dmg/Rchg(27), SprSntWar-Acc/Dmg/Rchg(27), SprSntWar-Acc/Dmg/EndRdx(29), SprSntWar-Acc/Dmg/EndRdx/Rchg(31), SprSntWar-Rchg/+Absorb(31)
Level 1: Temp Invulnerability -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(3), UnbGrd-Rchg/ResDam(3), UnbGrd-Max HP%(5), GldArm-3defTpProc(5), ImpArm-ResPsi(7)
Level 2: Resist Physical Damage -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(7), UnbGrd-Rchg/ResDam(9), UnbGrd-ResDam/EndRdx/Rchg(9)
Level 4: Maneuvers -- HO:Cyto(A)
Level 6: Durability -- PwrTrns-+Heal(A), PrfShf-End%(11), ImpSki-Status(11), ImpArm-ResPsi(13)
Level 8: Fire Ball -- SprOppStr-Acc/Dmg(A), SprOppStr-Dmg/Rchg(31), SprOppStr-Acc/Dmg/Rchg(33), SprOppStr-Acc/Dmg/EndRdx(33), SprOppStr-Acc/Dmg/EndRdx/Rchg(33), SprOppStr-Rchg/+Opportunity(34)
Level 10: Blaze -- SprWntBit-Acc/Dmg(A), SprWntBit-Dmg/Rchg(37), SprWntBit-Acc/Dmg/EndRdx(37), SprWntBit-Acc/Dmg/Rchg(39), SprWntBit-Dmg/EndRdx/Acc/Rchg(39), SprWntBit-Rchg/SlowProc(50)
Level 12: Aim -- GssSynFr--Build%(A)
Level 14: Dull Pain -- DctWnd-Heal/Rchg(A), NmnCnv-Heal/Rchg(15), Pnc-Heal/Rchg(15)
Level 16: Unyielding -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(17), UnbGrd-EndRdx/Rchg(17), UnbGrd-Rchg/ResDam(19), UnbGrd-ResDam/EndRdx/Rchg(36), ImpArm-ResPsi(36)
Level 18: Blazing Blast -- Apc-Dmg(A), Apc-Dmg/Rchg(39), Apc-Acc/Dmg/Rchg(40), Apc-Acc/Rchg(40), Apc-Dmg/EndRdx(40), Apc-Dam%(48)
Level 20: Environmental Resistance -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(21), UnbGrd-EndRdx/Rchg(21), UnbGrd-Rchg/ResDam(23), StdPrt-ResDam/Def+(34), ImpArm-ResPsi(34)
Level 22: Hasten -- RechRdx-I(A), RechRdx-I(23)
Level 24: Super Speed -- WntGif-ResSlow(A)
Level 26: Kick -- FrcFdb-Rechg%(A)
Level 28: Invincible -- LucoftheG-Def(A), LucoftheG-Def/Rchg+(29)
Level 30: Combat Jumping -- Rct-ResDam%(A), LucoftheG-Def/Rchg+(50)
Level 32: Inferno -- Obl-Dmg(A), Obl-Acc/Rchg(42), Obl-Dmg/Rchg(42), Obl-Acc/Dmg/Rchg(42), Obl-Acc/Dmg/EndRdx/Rchg(43), Obl-%Dam(50)
Level 35: Tough Hide -- LucoftheG-Def(A), LucoftheG-Def/Rchg+(36)
Level 38: Netherworld Tentacles -- Ann-ResDeb%(A)
Level 41: Engulfing Darkness -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(43), SprAvl-Acc/Dmg/EndRdx(43), SprAvl-Acc/Dmg/Rchg(46), SprAvl-Acc/Dmg/EndRdx/Rchg(46)
Level 44: Tough -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(45), UnbGrd-EndRdx/Rchg(45), UnbGrd-Rchg/ResDam(45), UnbGrd-ResDam/EndRdx/Rchg(46)
Level 47: Weave -- LucoftheG-Def(A), LucoftheG-Def/Rchg+(48), ShlWal-ResDam/Re TP(48)
Level 49: Darkest Night -- HO:Enzym(A)
Level 1: Opportunity 
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Clr-Stlth(A)
Level 2: Rest -- IntRdx-I(A)
Level 2: Swift -- Run-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Health -- Mrc-Rcvry+(A), NmnCnv-Regen/Rcvry+(13), Pnc-Heal/+End(19), Prv-Absorb%(37)
Level 2: Stamina -- PrfShf-EndMod(A), PrfShf-End%(25), PwrTrns-+Heal(25)
Level 24: Speed Phase 
Level 50: Ion Core Final Judgement 
Level 50: Diamagnetic Core Flawless Interface 
Level 50: Longbow Core Superior Ally 
Level 50: Melee Core Embodiment 
Level 50: Ageless Core Epiphany 
Level 50: Elusive Mind 
Level 50: Eye of the Magus 
Level 50: Freedom Phalanx Reserve 
Level 50: Geas of the Kind Ones 
Level 50: Vanguard Medal 
Level 50: The Atlas Medallion 
Level 50: Task Force Commander 
Level 50: Portal Jockey 
Level 50: Musculature Core Paragon 
------------

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

 

On a whim, and with little planning, I decided to try a run through the ITF at 0/8. Just a little test, and nothing more (like an @Werner or @Bill Z Bubba master run). Something I'd already put a few of my tanks through a few months back, and something with which I was relatively familiar as a gauge of nascent Incarnate strength. 

 

Void2222 Fire Blast/Invulnerability Sentinel Data Points

  • Tier 3 Alpha Musculature
  • Tier 3 Ion Core Judgement 
  • Tier 3 Diamagnetic Core Interface
  • 45% Melee and S/L Defense
  • 75% S/L Resistance 
  • Perma Dull Pain for max Sentinel HP of 2088
  • 50% DDR
  • Dark Mastery for Darkest Night, one of the best defensive powers available

 

Synopsis of ITF: There were two instances of DDR crashing, which had to be mitigated via movement. Several Inspirations were used, as I wasn't using higher settings for running the Task Force. No email backup was used. No other characters or external PTW forces were used, save for the Kinetic Dampener, which was helpful during combat with energy-using mobs. The strategy used the following tactics: Bull-rush the targets, sink Darkest Night on the biggest bad guy, focus-fire healers down first, then focus-fire the Darkest Night baddie, with the AOEs in the attack cycles whittling down the other baddies by attrition. This worked even on the AV fights. Sometimes they actively fled and aggroed more mobs, so I dealt with them, too, via AoE attrition. 

 

I wasn't going for any speed records, or doing a solo "Master of..." I'm simply not that good. Yet. 

 

Still, it was quite a bit of fun, and it demonstrated to me what a true Tank Mage Sentinel is capable of. 

 

Hint: They're capable of quite a lot, especially if you are playing solo. 

 

Big Hat Tip to the creators of this AT. Once you find one that suits you, it's really fun to play. 

 

 

-void

 

 

ITFCompleteVoid2222_001.png

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Congratulations.

 

While I'm not quite as enthusiastic about sentinels, they do fill a role rather nicely.   I've soloed a +4x8 ITF with all of mine, as well.

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AE 801 (link) is a variety of missions for fun and challenge, and is designed for a team of 5+ Incarnates.  Just search '801' in AE.

     801 Difficulty Varies: 801.0 Easy, ..., 801.2 Standard*, ..., 801.5 Moderate**, ..., 801.6 Hard***, ..., 801.7 Four Star****, ... 801.F Death.

I may be AFK IRL, But CoH is my Forever Home.

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My fire/bio sent managed it at max diff, no faceplants. Can't recall if it was also no temps/insps. Hover blasting kept me alive but the main problem was low DPS on top of AVs running all over the damn map. Pretty sure the time was around 3.5 hours. For comparison, my shield/nrg tank does it in 1.5.

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6 hours ago, Krimson said:

Remember, the Sentinel naysayers aren't actually in game playing them. There's a difference between theory crafting and actually using the thing. 

 

 

Not to mention the cherry picking of favorable outcomes, hypothetical maximums of perfect execution, and other hyperbolic nonsense*. 

*Yes, I am new to the Internet.

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2 hours ago, oldskool said:

Not to mention the cherry picking of favorable outcomes, hypothetical maximums of perfect execution, and other hyperbolic nonsense*. 

 

You mean like making a hyper specific build to down a Pylon as fast as possible, but is little good for actual gameplay, then using that as your argument about why one AT is better than others?

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10 hours ago, underfyre said:

 

You mean like making a hyper specific build to down a Pylon as fast as possible, but is little good for actual gameplay, then using that as your argument about why one AT is better than others?

 

"iTs EvIdEnCe! tHe NuMb3Rs dOn'T LiE!"

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1 minute ago, oldskool said:

^ For when the joke the previous two posts this references doesn't land and needs to be spelled out in a hand holding manner.

 

Oh c'mon.. it's the internet. Have you met any people? It's all got to be laid out in its entirety with footnotes and citations.

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