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DP/Fire and making Burn work


Cutter

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Spoiler

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

Click this DataLink to open the build!

Gun Fire: Level 50 Natural Sentinel
Primary Power Set: Dual Pistols
Secondary Power Set: Fiery Aura
Power Pool: Speed
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Teleportation
Ancillary Pool: Ninja Tool Mastery

Hero Profile:
Level 1: Pistols -- SprOppStr-Acc/Dmg(A), SprOppStr-Dmg/Rchg(3), SprOppStr-Acc/Dmg/Rchg(3), SprOppStr-Acc/Dmg/EndRdx(5), SprOppStr-Acc/Dmg/EndRdx/Rchg(5)
Level 1: Fire Shield -- TtnCtn-ResDam/EndRdx(A), TtnCtn-ResDam/Rchg(7), TtnCtn-ResDam/EndRdx/Rchg(7), TtnCtn-ResDam(9), GldArm-3defTpProc(42)
Level 2: Empty Clips -- Rgn-Dmg(A), Rgn-Dmg/EndRdx(11), Rgn-Dmg/Rchg(13), Rgn-Acc/Dmg/Rchg(13), Rgn-Acc/Rchg(15), FrcFdb-Rechg%(15)
Level 4: Molten Embrace -- EndRdx-I(A)
Level 6: Suppressive Fire -- SprWntBit-Acc/Dmg(A), SprWntBit-Dmg/Rchg(17), SprWntBit-Acc/Dmg/EndRdx(19), GhsWdwEmb-Dam%(19), NrnSht-Dam%(21), UnbCns-Dam%(21)
Level 8: Swap Ammo
Level 10: Super Speed -- WntGif-ResSlow(A)
Level 12: Bullet Rain -- SprSntWar-Acc/Dmg(A), SprSntWar-Dmg/Rchg(23), SprSntWar-Acc/Dmg/Rchg(23), SprSntWar-Acc/Dmg/EndRdx(25), SprSntWar-Acc/Dmg/EndRdx/Rchg(25), SprSntWar-Rchg/+Absorb(27)
Level 14: Healing Flames -- Prv-Heal(A), Prv-Heal/EndRdx(27), Prv-EndRdx/Rchg(29), Prv-Heal/Rchg(29), Prv-Heal/Rchg/EndRdx(31), Prv-Absorb%(31)
Level 16: Plasma Shield -- TtnCtn-ResDam/EndRdx(A), TtnCtn-ResDam(17), TtnCtn-ResDam/Rchg(31), TtnCtn-ResDam/EndRdx/Rchg(33), StdPrt-ResDam/Def+(42)
Level 18: Executioner's Shot -- Apc-Dmg(A), Apc-Dam%(33), Apc-Acc/Dmg/Rchg(34), Apc-Acc/Rchg(34), Apc-Dmg/EndRdx(34), FrcFdb-Rechg%(37)
Level 20: Consume -- SynSck-EndMod(A), SynSck-EndMod/+RunSpeed(36), SynSck-EndMod/Rech(36)
Level 22: Combat Jumping -- Krm-ResKB(A), LucoftheG-Def/Rchg+(33), Rct-ResDam%(36), ShlWal-ResDam/Re TP(37)
Level 24: Kick -- Empty(A)
Level 26: Combat Teleport -- GssSynFr--Build%(A)
Level 28: Burn -- SprAvl-Rchg/KDProc(A), SprAvl-Acc/Dmg/Rchg(39), SprAvl-Acc/Dmg/EndRdx/Rchg(39), SprAvl-Dmg/EndRdx(39), SprAvl-Acc/Dmg/EndRdx(40), SprOppStr-Rchg/+Opportunity(40)
Level 30: Tough -- TtnCtn-ResDam(A), TtnCtn-ResDam/EndRdx(37), TtnCtn-ResDam/Rchg(40), TtnCtn-ResDam/EndRdx/Rchg(42)
Level 32: Hail of Bullets -- Obl-Dmg(A), Obl-Acc/Rchg(43), Obl-Dmg/Rchg(43), Obl-Acc/Dmg/Rchg(43), Obl-Acc/Dmg/EndRdx/Rchg(45), Obl-%Dam(45)
Level 35: Cauterizing Blaze -- Pnc-Heal/+End(A), Pnc-Heal(45)
Level 38: Tashibishi -- Bmbdmt-+FireDmg(A), Bmbdmt-Acc/Rech/End(46), Bmbdmt-Dam/Rech(46), Bmbdmt-Acc/Dam/Rech(46), Bmbdmt-Acc/Dam/Rech/End(48)
Level 41: Hasten -- RechRdx-I(A), RechRdx-I(48)
Level 44: Weave -- LucoftheG-Def/Rchg+(A), Ksm-Def/EndRdx(48), Ksm-Def/EndRdx/Rchg(50), Ksm-ToHit+(50), LucoftheG-Def/EndRdx(50)
Level 47: Temperature Protection -- UnbGrd-Max HP%(A)
Level 49: Rise of the Phoenix -- OvrFrc-Dam/KB(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+(9)
Level 1: Stamina -- PrfShf-End%(A), PrfShf-EndMod(11)
Level 10: Speed Phase
Level 8: Chemical Ammunition
Level 8: Cryo Ammunition
Level 8: Incendiary Ammunition
------------

 

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Current project. Sitting at 42 right now and it works enough for me to want to keep pushing and see what I can improve. Plays much differently from my other sentinels which is a huge selling point. The basic idea is leveraging the +def from Hail of Bullets to make it safer to drop a Burn patch (with KD proc), and keeping the bad guys in it longer with Tashibishi.

 

(As far as keeping the bad guys close, I tried Thunder Strike out of Mu Mastery for the KD, but that glacial animation and unreliable proc didn't do enough. Also looked at Electrifying Fences (seemed the best of the bunch of AoE immobs) but that wasn't reliable enough either. Tashibishi not needing a hit to slow feels like it's the best of the bunch for this approach. Sure do wish that slow was enhanceable tho (per Mids it isn't, maybe that's inaccurate?).)

 

Anyway to the meat of the post and my dilemma.

 

I'm at a point in the speculative build process where I'm torn between how best to manage the defensive side of things. Initial proposal is maxing S/L resists & relying on a small purple to cap Melee def under Hail. Alternative is pumping Melee def to a point where I don't have to eat a purple to cap, at the expense of S/L resists.

 

Stats without Hail active look decent but that tradeoff haunts me.

image.png.18b692fd5dcc0cbe912231e81bc76503.png

If I want to push Melee def it's a simple answer to swap Titanium Coating x3 for Unbreakable Guard x3. That loses me 9% S/L resist but gains me 9.39% Melee def, meaning I'm capped with Hail alone. I don't know the math even remotely well enough to know if I would feel that lost resist (all the time) more than I'd feel the increased defense (capped for 10s out of every ~30s).


Given the build goal, is there a clear winner between the two approaches?

 

And do Incarnate choices skew the decision? I don't have anything in mind right now so looking for suggestions there. Cardiac Alpha with the +def approach blunts some of that 9% S/L loss, whereas Agility really doesn't do much at all to improve defense under capped S/L resists. Barrier seems an obvious choice to shore up holes as well, or perhaps Ageless is better for the DDR? As for Hybrid, I'm pretty sure Melee Radial for the taunt is where I want to be? Tho I can see arguments for the others as well.

 

Comments and suggestions greatly appreciated!

@Cutter

 

So many alts, so little time...

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