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Posted (edited)

So, I've had a character concept in mind for a quite a while that I'm finally getting around to making. After trying several ATs and powerset combos, I've settled on a DP/Nin/Mind Sentinel. I did quite a bit of reading and came up with the build below. This is my first time really messing around with things like proccing out attacks instead of just going for set bonuses so I'd like to get some opinions from those with more experience. A few things to consider:

 

  1. The build's currently sitting at 82.5% Global Recharge. Not nothing but also not as much as I usually go for on other toons. Is that enough?
  2.  Pistols and Suppressive Fire are both proc heavy by my standards. I understand that's a good thing since Sentinel base damage is a little lackluster but have I gone too far at the expense of boosting the powers' inherent damage and recharge?
  3. After a certain level (45ish) I really ran out of ideas for how to make best use of all the available slots. Could I rearrange the late-build placement to get more impactful effects?

 

I should probably note that this isn't intended for min/max. I'm a pretty casual player so I tend to minimize use of the big ticket items like purples and ATOs. Soloing AVs and running up pylon times is cool but I'm just not interested in blowing the influence/merits necessary to do that kinda stuff. That being said, I appreciate any feedback you guys can offer. 

 

This Hero build was built using Mids Reborn 3.2.17
https://github.com/LoadedCamel/MidsReborn

Click this DataLink to open the build!

Deveraux: Level 50 Mutation Sentinel
Primary Power Set: Dual Pistols
Secondary Power Set: Ninjitsu
Power Pool: Flight
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Psionic Mastery

Hero Profile:
Level 1: Pistols -- Thn-Acc/Dmg(A), Thn-Acc/Dmg/EndRdx(3), Thn-Dmg/EndRdx(3), TchofLadG-%Dam(31), ShlBrk-%Dam(39), AchHee-ResDeb%(42)
Level 1: Ninja Reflexes -- LucoftheG-Def/Rchg+(A), RedFrt-Def(11), RedFrt-Def/EndRdx(36), Rct-ResDam%(48)
Level 2: Empty Clips -- PstBls-Acc/Dmg(A), PstBls-Acc/Dmg/EndRdx(5), PstBls-Dmg/EndRdx(5), PstBls-Dmg/Rchg(9), PstBls-Dmg/Rng(9), AchHee-ResDeb%(39)
Level 4: Danger Sense -- LucoftheG-Def/Rchg+(A), RedFrt-Def(11), RedFrt-Def/EndRdx(36), ShlWal-ResDam/Re TP(48)
Level 6: Suppressive Fire -- Thn-Acc/Dmg(A), Thn-Acc/Dmg/EndRdx(7), Thn-Dmg/EndRdx(7), NrnSht-Dam%(17), GhsWdwEmb-Dam%(25)
Level 8: Swap Ammo 
Level 10: Kuji-In Rin -- RechRdx-I(A)
Level 12: Bullet Rain -- PstBls-Acc/Dmg(A), PstBls-Acc/Dmg/EndRdx(13), PstBls-Dmg/EndRdx(13), PstBls-Dmg/Rchg(15), PstBls-Dmg/Rng(15), FrcFdb-Rechg%(39)
Level 14: Fly -- WntGif-ResSlow(A)
Level 16: Shinobi-Iri -- Clr-Stlth(A), LucoftheG-Def/Rchg+(17), RedFrt-Def(36), RedFrt-Def/EndRdx(46)
Level 18: Executioner's Shot -- Dcm-Acc/Dmg(A), Dcm-Acc/Dmg/Rchg(19), Dcm-Acc/EndRdx/Rchg(19), Dcm-Dmg/EndRdx(23), Dcm-Dmg/Rchg(23), IceMisTrmt-+ColdDmg(40)
Level 20: Kuji-In Sha -- Prv-Absorb%(A), Prv-Heal/Rchg(25), Prv-Heal/Rchg/EndRdx(31), Prv-Heal/EndRdx(34), Prv-Heal(37), Prv-EndRdx/Rchg(37)
Level 22: Kick -- Empty(A)
Level 24: Tough -- StdPrt-ResDam/Def+(A), UnbGrd-Max HP%(48)
Level 26: Piercing Rounds -- PstBls-Acc/Dmg(A), PstBls-Acc/Dmg/EndRdx(27), PstBls-Dmg/EndRdx(27), PstBls-Dmg/Rchg(29), PstBls-Dmg/Rng(29), Ann-ResDeb%(40)
Level 28: Bo Ryaku -- GldArm-3defTpProc(A)
Level 30: Weave -- LucoftheG-Def/Rchg+(A), RedFrt-Def(31), RedFrt-Def/EndRdx(37)
Level 32: Hail of Bullets -- Obl-Acc/Dmg/Rchg(A), Obl-Acc/Dmg/EndRdx/Rchg(33), Obl-Acc/Rchg(33), Obl-Dmg(33), Obl-Dmg/Rchg(34), FrcFdb-Rechg%(34)
Level 35: Hasten -- RechRdx-I(A), RechRdx-I(40), RechRdx-I(46)
Level 38: Kuji-In Retsu -- LucoftheG-Def/Rchg+(A), RechRdx-I(50), RechRdx-I(50)
Level 41: Mind Probe -- TchofDth-Acc/Dmg(A), TchofDth-Dmg/EndRdx(42), TchofDth-Dmg/Rchg(42), TchofDth-Acc/Dmg/EndRdx(43), TchofDth-Dmg/EndRdx/Rchg(43), TchofDth-Dam%(43)
Level 44: Dominate -- Dcm-Acc/Dmg(A), Dcm-Dmg/EndRdx(45), Dcm-Dmg/Rchg(45), Dcm-Acc/EndRdx/Rchg(45), Dcm-Acc/Dmg/Rchg(46)
Level 47: Mass Hypnosis -- FrtHyp-Acc/Rchg(A), FrtHyp-Acc/Sleep/Rchg(50)
Level 49: Link Minds -- RctRtc-Pcptn(A)
Level 1: Opportunity 
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Swift -- Run-I(A)
Level 1: Hurdle -- Jump-I(A)
Level 1: Health -- Mrc-Rcvry+(A)
Level 1: Stamina -- PrfShf-End%(A), EndMod-I(21), EndMod-I(21)
Level 8: Chemical Ammunition 
Level 8: Cryo Ammunition 
Level 8: Incendiary Ammunition 
Level 14: Afterburner 
------------

Edited by Timeshadow

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Posted (edited)
21 hours ago, Timeshadow said:
  1. The build's currently sitting at 82.5% Global Recharge. Not nothing but also not as much as I usually go for on other toons. Is that enough?
  2.  Pistols and Suppressive Fire are both proc heavy by my standards. I understand that's a good thing since Sentinel base damage is a little lackluster but have I gone too far at the expense of boosting the powers' inherent damage and recharge?
  3. After a certain level (45ish) I really ran out of ideas for how to make best use of all the available slots. Could I rearrange the late-build placement to get more impactful effects?


1. "Enough" is a big question. What where you hoping for? Enough for the attacks you have? Yes. More on that in a moment. 
2. There are some changes you can make here. 
3. Yes. 

Consider: 
1) Move the Achilles Heel to Executioner's Shot. 
2) Reduce Empty Clips to 5 slots. Create a free slot to use elsewhere. 
3) Know that Suppressive Fire can take 2 purple quality procs (Apocalypse and Unbreakable Constraint). I see you're mostly avoiding purples (except for Mass Hypnosis), but that is a significant damage boost. You could use one or both. 

4) You can afford to change Executioner Shot's slotting to mirror your Pistols set up (3x Thunderstrike plus procs) and one of the procs could be Achilles Heel for more consistent activation. 
5) Piercing Rounds is questionable use in your set up. You may want to consider dropping it for Seishinteki Kyoyo. With your set up, you can run out of endurance. Having an on-demand end heal is nice. The full Performance Shifter set is a worth while replacement and the proc will mostly cap off your end even if you are near zero.

6) You can drop a slot from Hasten. You don't need 3 recharge there and especially not if you ever plan to boost the enhancements to +4 each. 

7) You don't need added slots for recharge in Kuji-In Retsu. It isn't helping you much. That frees up 2 more slots. 
8 ) You don't need 6 slots in Mind Probe for the set you picked. You could free another slot and even potentially switch this entire set to something else like Crushing Impact. 
9) Dominate is of questionable value since you're not using damage procs in it. Other than using it as a set mule for recharge, what is the plan for this? If you run procs in other powers, but not Dominate, then the power will underperform in your attack routine. 
10) 2 purple pieces for Mass Hypnosis makes little sense for the effect it grants. Do you really need more than 1 slot with an Accuracy mod in it? You could free up another slot. 
11) Link Minds can benefit from enhancements that are Defense/Recharge and lower its cooldown that way. You can drop its recharge to match its duration. You'll still need to deal with the long cast time, but it would be effectively permanent. 

Dual Pistols can operate just fine at about 90% global recharge without Hasten. You will almost always have an attack at the ready, and especially so since you're adding more with Mind Probe/Dominate. For just single target, running Pistols - Suppressive Fire - Pistols takes just over 4 seconds to animate. Executioner's Shot can easily fit its cooldown into that timeframe while Hasten is active. This means that Piercing Rounds doesn't have room, in terms of animation/activation time, in that sequence because one of those 3 attacks will be available. Also, Piercing Rounds for Sentinels can take a backslide on damage output due to its very long animation time and lackluster damage potential. 

Bullet Rain and Hail of Bullets will also have a good chance to keep you going at +100% more recharge with further devalues the use of Piercing Rounds for damage. You could even add another Force Feedback to Empty Clips if you want to keep rolling dice to keep that effect going. 

You could play around with slotting a bit more. One old trick is use 1 slot for a LoTG and 5 slots of Red Fortune. The power you set up in this way grants 12.5% global recharge. Since you'd be pushing a lot of defense, I'd recommend using this in one of your global defense powers (e.g., Weave) to squeeze out just a bit more defense out of it. You could also 6 slot Reactive Defenses for another 8.75% recharge effect. 

What you have isn't bad for a low budget build, but you squeeze out some more performance with what you have. 
 

Edited by oldskool
  • Like 1
  • 3 weeks later
Posted

Coincidentally, I rolled a DP/Nin Sentinel on June 21st. I found this post a few days ago when I was respeccing at level 24, so I used your build above as a guide and slotted two 5-sets of Positron's Blast and two 4-sets of LotG, along with 2 other LotG recharges (eventually 5 total). That gave 4x9% accuracy set bonuses as well, which helped when right after the respec, I joined a level 54 Maria Jenkins arc team... at the end of which I was level 38 (14 levels in 2 hours!) and pretty happy with the leveling build.

 

I'm level 46 now and planned out this final build today, taking most of @oldskool's advice. I tried out the Ninja Tools pool and it wasn't a fit.  I'm switching to Psionic.

 

I'm not a big fan of trying to mix in a ST melee attack so I skipped Mind Probe, but I'm OK with PBAoE (umm Hail of Bullets) so I included Psychic Shockwave. Mostly a playstyle choice. When the team is banging on a lone AV, I'd rather just stay at range.

 

I included Seishinteki Kyoyo because I use it constantly. I dropped Kuji-In Retsu because I hate the crash and almost never use it. I suppose if you go with Agility alpha you could probably drop SK and put Retsu back in. It's certainly a great "oh $h!7" button, like when that Longbow Warden's singularity has you stuck in the middle of a pack of Longbow.

 

Hasten and Link Minds are not perma out of the box but I put the FF proc in both Empty Clips and Bullet Rain, so in practice they should be perma or very close.

 

Note that I had to modify the Mids database to allow sets in Kuji-In Rin, since it's out of date on some of the recent Ninja changes.

 

This Hero build was built using Mids Reborn 3.2.17
https://github.com/LoadedCamel/MidsReborn

Click this DataLink to open the build!

Ninja Annie: Level 49 Natural Sentinel
Primary Power Set: Dual Pistols
Secondary Power Set: Ninjitsu
Power Pool: Fighting
Power Pool: Speed
Power Pool: Leaping
Ancillary Pool: Psionic Mastery

Hero Profile:
Level 1: Pistols -- Thn-Acc/Dmg(A), Thn-Acc/Dmg/EndRdx(3), Thn-Dmg/EndRdx(3), TchofLadG-%Dam(5), ShlBrk-%Dam(5), AchHee-ResDeb%(7)
Level 1: Ninja Reflexes -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(7), LucoftheG-Def(9), LucoftheG-Def/EndRdx/Rchg(9)
Level 2: Empty Clips -- PstBls-Acc/Dmg(A), PstBls-Acc/Dmg/EndRdx(13), PstBls-Dmg/EndRdx(13), PstBls-Dmg/Rchg(15), PstBls-Dmg/Rng(15), FrcFdb-Rechg%(40)
Level 4: Danger Sense -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(17), LucoftheG-Def(19), LucoftheG-Def/EndRdx/Rchg(19)
Level 6: Suppressive Fire -- Thn-Acc/Dmg(A), Thn-Acc/Dmg/EndRdx(21), Thn-Dmg/EndRdx(21), NrnSht-Dam%(23), GhsWdwEmb-Dam%(23)
Level 8: Swap Ammo
Level 10: Kuji-In Rin -- BlsoftheZ-ResKB(A)
Level 12: Bullet Rain -- PstBls-Acc/Dmg(A), PstBls-Dmg/Rng(17), PstBls-Acc/Dmg/EndRdx(25), PstBls-Dmg/EndRdx(25), PstBls-Dmg/Rchg(27), FrcFdb-Rechg%(27)
Level 14: Shinobi-Iri -- ShlWal-ResDam/Re TP(A), LucoftheG-Def/Rchg+(29), RedFrt-Def(31), RedFrt-Def/EndRdx(31)
Level 16: Seishinteki Kyoyo -- EndMod-I(A), EndMod-I(37)
Level 18: Executioner's Shot -- Dcm-Acc/Dmg(A), Dcm-Dmg/EndRdx(31), Dcm-Dmg/Rchg(33), Dcm-Acc/EndRdx/Rchg(33), Dcm-Acc/Dmg/Rchg(33), AchHee-ResDeb%(34)
Level 20: Kuji-In Sha -- Prv-Absorb%(A), Prv-Heal/Rchg(34), Prv-Heal/Rchg/EndRdx(34), Prv-Heal/EndRdx(36), Prv-Heal(36), Prv-EndRdx/Rchg(36)
Level 22: Kick -- Empty(A)
Level 24: Tough -- UnbGrd-ResDam(A), UnbGrd-Max HP%(37), UnbGrd-ResDam/EndRdx(42), UnbGrd-ResDam/EndRdx/Rchg(43)
Level 26: Hasten -- RechRdx-I(A), RechRdx-I(40)
Level 28: Bo Ryaku -- GldArm-3defTpProc(A), StdPrt-ResDam/Def+(42), Ags-ResDam(43), Ags-Psi/Status(43), GldArm-ResDam(45)
Level 30: Weave -- LucoftheG-Def/Rchg+(A), RedFrt-Def/EndRdx(37), RedFrt-Def(42)
Level 32: Hail of Bullets -- Obl-Acc/Dmg/Rchg(A), Obl-Acc/Dmg/EndRdx/Rchg(39), Obl-Acc/Rchg(39), Obl-Dmg(39), Obl-Dmg/Rchg(40)
Level 35: Super Speed -- EndRdx-I(A)
Level 38: Mass Hypnosis -- Acc-I(A)
Level 41: Dominate -- GhsWdwEmb-Acc/EndRdx(A), GhsWdwEmb-Dam%(46), NrnSht-Dam%(46), NrnSht-Acc/EndRdx(49), UnbCns-Dam%(49)
Level 44: Link Minds -- RedFrt-EndRdx/Rchg(A), RedFrt-Def/EndRdx(45), RedFrt-Def/Rchg(45), RedFrt-Def/EndRdx/Rchg(46), RedFrt-Def(48)
Level 47: Psychic Shockwave -- Mlt-Acc/Dmg(A), Mlt-Acc/Dmg/EndRdx(47), Mlt-Dmg/EndRdx(47), Mlt-Dmg/Rchg(48)
Level 49: Combat Jumping -- LucoftheG-Def/Rchg+(A)
Level 1: Opportunity
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Clr-Stlth(A)
Level 2: Rest -- Empty(A)
Level 1: Swift -- Run-I(A)
Level 1: Hurdle -- Jump-I(A)
Level 1: Health -- Mrc-Rcvry+(A), NmnCnv-Regen/Rcvry+(29)
Level 1: Stamina -- PrfShf-End%(A), PrfShf-EndMod(11), EndMod-I(11)
Level 8: Chemical Ammunition
Level 8: Cryo Ammunition
Level 8: Incendiary Ammunition
Level 35: Speed Phase
------------

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DP Ninjitsu Sentinel.mxd

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