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Beam Invul


Snarky
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I did not build for Ranged Defense on this because I started from a different mindset.  Yet there is little doubt he will be trying to avoid melee, he will be in close.  I also PROC'd a couple powers, another thing I usually do not do.

 

Any opinions are appreciated.

 

This Hero build was built using Mids Reborn 3.4.6
https://github.com/LoadedCamel/MidsReborn

Click this DataLink to open the build!

BOT: Level 50 Technology Sentinel
Primary Power Set: Beam Rifle
Secondary Power Set: Invulnerability
Power Pool: Flight
Power Pool: Fighting
Power Pool: Speed
Power Pool: Leadership

Hero Profile:
Level 1: Charged Shot

  • (A) Superior Opportunity Strikes - Accuracy/Damage
  • (3) Superior Opportunity Strikes - Damage/RechargeTime
  • (3) Superior Opportunity Strikes - Accuracy/Damage/RechargeTime
  • (5) Superior Opportunity Strikes - Accuracy/Damage/Endurance
  • (5) Superior Opportunity Strikes - Accuracy/Damage/Endurance/RechargeTime
  • (7) Superior Opportunity Strikes - RechargeTime/Chance for Opportunity

Level 1: Temp Invulnerability

  • (A) Unbreakable Guard - Resistance
  • (7) Unbreakable Guard - Resistance/Endurance
  • (9) Unbreakable Guard - RechargeTime/Resistance
  • (9) Unbreakable Guard - Resistance/Endurance/RechargeTime
  • (11) Unbreakable Guard - +Max HP

Level 2: Resist Physical Damage

  • (A) Reactive Armor - Resistance/Endurance
  • (15) Reactive Armor - Resistance/Recharge
  • (17) Reactive Armor - Resistance/Endurance/Recharge
  • (17) Reactive Armor - Resistance
  • (19) Gladiator's Armor - TP Protection +3% Def (All)

Level 4: Durability

  • (A) Unbreakable Guard - Resistance
  • (19) Unbreakable Guard - Resistance/Endurance
  • (21) Unbreakable Guard - RechargeTime/Resistance
  • (21) Unbreakable Guard - Resistance/Endurance/RechargeTime

Level 6: Cutting Beam

  • (A) Bombardment - Accuracy/Damage/Recharge
  • (23) Bombardment - Chance for Fire Damage
  • (23) Achilles' Heel - Chance for Res Debuff
  • (25) Annihilation - Chance for Res Debuff

Level 8: Disintegrate

  • (A) Superior Sentinel's Ward - Accuracy/Damage
  • (25) Superior Sentinel's Ward - Damage/RechargeTime
  • (27) Superior Sentinel's Ward - Accuracy/Damage/RechargeTime
  • (27) Superior Sentinel's Ward - Accuracy/Damage/Endurance
  • (29) Superior Sentinel's Ward - Accuracy/Damage/Endurance/RechargeTime
  • (29) Superior Sentinel's Ward - RechargeTime/Chance for +Absorb

Level 10: Dull Pain

  • None:D-Sync Reconstruction

Level 12: Lancer Shot

  • (A) Superior Winter's Bite - Accuracy/Damage
  • (31) Superior Winter's Bite - Damage/RechargeTime
  • (31) Superior Winter's Bite - Accuracy/Damage/Endurance
  • (33) Superior Winter's Bite - Accuracy/Damage/Recharge
  • (33) Superior Winter's Bite - Damage/Endurance/Accuracy/RechargeTime
  • (33) Superior Winter's Bite - Recharge/Chance for -Speed & -Recharge

Level 14: Aim

  • (A) Recharge Reduction IO
  • (34) Recharge Reduction IO

Level 16: Unyielding

  • (A) Unbreakable Guard - Resistance
  • (34) Unbreakable Guard - Resistance/Endurance
  • (34) Unbreakable Guard - RechargeTime/Resistance
  • (36) Unbreakable Guard - Resistance/Endurance/RechargeTime

Level 18: Refractor Beam

  • (A) Bombardment - Accuracy/Damage/Recharge
  • (36) Bombardment - Chance for Fire Damage
  • (36) Achilles' Heel - Chance for Res Debuff
  • (37) Annihilation - Chance for Res Debuff
  • (37) Positron's Blast - Chance of Damage(Energy)

Level 20: Environmental Resistance

  • (A) Unbreakable Guard - Resistance
  • (37) Unbreakable Guard - Resistance/Endurance
  • (39) Unbreakable Guard - RechargeTime/Resistance
  • (39) Unbreakable Guard - Resistance/Endurance/RechargeTime
  • (39) Steadfast Protection - Resistance/+Def 3%

Level 22: Fly

  • (A) Winter's Gift - Slow Resistance (20%)

Level 24: Kick

  • (A) Force Feedback - Chance for +Recharge

Level 26: Piercing Beam

  • (A) Superior Frozen Blast - Accuracy/Damage
  • (40) Superior Frozen Blast - Damage/Endurance
  • (40) Superior Frozen Blast - Accuracy/Damage/Endurance
  • (40) Superior Frozen Blast - Accuracy/Damage/Recharge
  • (42) Superior Frozen Blast - Damage/Endurance/Accuracy/RechargeTime
  • (42) Superior Frozen Blast - Recharge/Chance for Immobilize

Level 28: Invincible

  • (A) Shield Wall - Defense/Endurance
  • (42) Shield Wall - Defense
  • (43) Shield Wall - +Res (Teleportation), +5% Res (All)

Level 30: Hasten

  • (A) Recharge Reduction IO
  • (43) Recharge Reduction IO

Level 32: Overcharge

  • (A) Ragnarok - Damage
  • (43) Ragnarok - Damage/Recharge
  • (45) Ragnarok - Damage/Recharge/Accuracy
  • (45) Ragnarok - Recharge/Accuracy
  • (45) Ragnarok - Damage/Endurance

Level 35: Tough Hide

  • (A) Reactive Defenses - Defense
  • (46) Reactive Defenses - Defense/Endurance
  • (46) Reactive Defenses - Scaling Resist Damage

Level 38: Tough

  • (A) Unbreakable Guard - Resistance
  • (46) Unbreakable Guard - Resistance/Endurance
  • (48) Unbreakable Guard - RechargeTime/Resistance
  • (48) Unbreakable Guard - Resistance/Endurance/RechargeTime

Level 41: Weave

  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
  • (50) Luck of the Gambler - Defense

Level 44: Maneuvers

  • (A) Luck of the Gambler - Defense
  • (50) Luck of the Gambler - Defense/Increased Global Recharge Speed
  • (50) Kismet - Accuracy +6%

Level 47: Hover

  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
  • (48) Luck of the Gambler - Defense

Level 49: Tactics

  • (A) Rectified Reticle - Increased Perception

Level 1: Opportunity 


Level 1: Brawl

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So Lancer Shot and Disintegrate are your bread and butter attacks. I'd put the Apocalypse set in one of them to draw more damage out with the proc. Reason being that Lancer Shot has a 100% proc to trigger the Disintegrated spread damage, so you should be using it often.

I'd drop Piercing Beam unless it's purely for muling. 

I'd move Sentinel's Ward to Overcharge.

I'd move Opportunity Strikes to either Lancer shot or Disintegrate. You should be using both of these extremely frequently and they have a higher chance to trigger that proc than Charged Shot.

I'd drop Tactics entirely unless you intend to exemp down a lot, Invincible gives you a +10% To Hit buff and you already have Kismet. You'd probably be better off with Assault, especially since we now have a juicier base damage.

No Gaussian's?

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55 minutes ago, Underfyre said:

So Lancer Shot and Disintegrate are your bread and butter attacks. I'd put the Apocalypse set in one of them to draw more damage out with the proc. Reason being that Lancer Shot has a 100% proc to trigger the Disintegrated spread damage, so you should be using it often.

I'd drop Piercing Beam unless it's purely for muling. 

I'd move Sentinel's Ward to Overcharge.

I'd move Opportunity Strikes to either Lancer shot or Disintegrate. You should be using both of these extremely frequently and they have a higher chance to trigger that proc than Charged Shot.

I'd drop Tactics entirely unless you intend to exemp down a lot, Invincible gives you a +10% To Hit buff and you already have Kismet. You'd probably be better off with Assault, especially since we now have a juicier base damage.

No Gaussian's?

Will revise tomorrow.  Thank you!

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2 minutes ago, drbuzzard said:

Though one thing to note on beam rifle is that the DPAS numbers listed in character creation are dead wrong. They assume disintegration is active. It looks far better than it actually is. 

I never go by those.  I do randomly look at MiDs when deciding the best spot for sets.  I obviously chase set bonuses. Are MiDs more or less accurate?

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10 hours ago, Snarky said:

I never go by those.  I do randomly look at MiDs when deciding the best spot for sets.  I obviously chase set bonuses. Are MiDs more or less accurate?

Mids uses the same numbers as the in game character leveling stuff. It's derived from the same DB, but just makes certain assumptions. 

 

I managed to make and level to 50 3 BR sentinels before I noticed that other primaries did a lot better. BR isn't bad for AOE work, but the single target isn't all that hot, even though it looks like it. I guess I need to update my DPAS spreadsheet now that sentinels have been upgraded. Theoretically I should be able to do it with just a simple multiply damage by 1.1/.95. 

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Here's the spreadsheet updated. It's mostly just single target attacks (unless the AOE has good DPAS). 

 

Power Damage animation time arcanatime DPAS recharge time recharge enhancement MRT Proc 4.5 proc 3.5 new damage new DPAS
Snap Shot 44.38 1 1.188 37.35690236 2 0 2 0.225 0.175 51.38736842 43.25536062
Aimed Shot 52.83 1 1.188 44.46969697 4 0 4 0.375 0.2916666667 61.17157895 51.49122807
Stunning Shot 86.64 1 1.188 72.92929293 8 0 8 0.675 0.525 100.32 84.44444444
Blazing Arrow 136.56 1.83 1.98 68.96969697 10 0 10 0.88725 0.6900833333 158.1221053 79.85964912
Perfect Shot 120.45 1.67 1.848 65.17857143 12 0 12 1.02525 0.7974166667 139.4684211 75.46992481
Burst 57.06 1 1.188 48.03030303 4 0 4 0.375 0.2916666667 66.06947368 55.61403509
Disorienting Shot 61.28 0.9 1.056 58.03030303 5 0 5 0.4425 0.3441666667 70.95578947 67.19298246
Slug 86.64 1.67 1.848 46.88311688 8 0 8 0.72525 0.5640833333 100.32 54.28571429
incinerator 120.29 2 2.112 56.95549242 12 0 12 1.05 0.8166666667 139.2831579 65.94846491
Dark Blast 52.83 1 1.188 44.46969697 4 0 4 0.375 0.2916666667 61.17157895 51.49122807
gloom 92.98 1.67 1.848 50.31385281 8 0 8 0.72525 0.5640833333 107.6610526 58.25814536
Abyssal Gaze 112.05 1.67 1.848 60.63311688 11 0 11 0.95025 0.7390833333 129.7421053 70.20676692
Atumbral Beam 145.81 2.07 2.244 64.97771836 15 0 15 1.28025 0.99575 168.8326316 75.2373581
Life Drain 86.64 1.93 2.112 41.02272727 8 0 8 0.74475 0.57925 100.32 47.5
Pistols 64.71 1 1.188 54.46969697 4 0 4 0.375 0.2916666667 74.92736842 63.07017544
Dual Wield 93.62 1.67 1.848 50.66017316 6 0 6 0.57525 0.4474166667 108.4021053 58.65914787
Supressive Fire 86.64 1.67 1.848 46.88311688 8 0 8 0.72525 0.5640833333 100.32 54.28571429
Executioner Shot 139.27 1.67 1.848 75.36255411 10 0 10 0.87525 0.68075 161.26 87.26190476
Charged Bolts 52.83 1 1.188 44.46969697 4 0 4 0.375 0.2916666667 61.17157895 51.49122807
Lightning Bolt 86.64 1.67 1.848 46.88311688 8 0 8 0.72525 0.5640833333 100.32 54.28571429
Ball Lightning 57.06 1.07 1.188 48.03030303 16 0 16 1.28025 0.99575 66.06947368 55.61403509
Zapping Bolt 103.55 1 1.188 87.16329966 10 0 10 0.825 0.6416666667 119.9 100.9259259
Tesla Cage 120.45 2.17 2.244 53.67647059 12 0 12 1.06275 0.8265833333 139.4684211 62.15170279
Power Bolt 52.83 1 1.188 44.46969697 4 0 4 0.375 0.2916666667 61.17157895 51.49122807
Power Blast 86.64 1.67 1.848 46.88311688 7 0 7 0.65025 0.50575 100.32 54.28571429
Power Burst 112 2 2.112 53.03030303 10 0 10 0.9 0.7 129.6842105 61.40350877
Power Push 86.64 1.1 1.188 72.92929293 8 0 8 0.6825 0.5308333333 100.32 84.44444444
Focused Power Bolt 154.26 2.67 2.772 55.64935065 16 0 16 1.40025 1.089083333 178.6168421 64.43609023
Flares 51.77 1 1.188 43.57744108 2 0 2 0.225 0.175 59.94421053 50.45808967
Fire Bolt 80 1.67 1.848 43.29004329 5 0 5 0.50025 0.3890833333 92.63157895 50.12531328
fireball 63.02 1 1.188 53.04713805 16 0 16 1.275 0.9916666667 72.97052632 61.42300195
blaze 135.51 1 1.188 114.0656566 10 0 10 0.825 0.6416666667 156.9063158 132.0760234
blazing blast 115.28 1.67 1.848 62.38095238 12 0 12 1.02525 0.7974166667 133.4821053 72.23057644
ice bolt 44.38 1 1.188 37.35690236 3 0 3 0.3 0.2333333333 51.38736842 43.25536062
ice blast 69.74 1.67 1.848 37.73809524 6 0 6 0.57525 0.4474166667 80.75157895 43.69674185
Chilling ray 86.64 1.67 1.848 46.88311688 8 0 8 0.72525 0.5640833333 100.32 54.28571429
Bitter Ice Blast 120.45 1.07 1.188 101.3888889 12 0 12 0.98025 0.7624166667 139.4684211 117.3976608
Bitter Freeze Ray 154.26 2.5 2.64 58.43181818 16 0 16 1.3875 1.079166667 178.6168421 67.65789474
Mental Blast 52.83 1.67 1.848 28.58766234 4 0 4 0.42525 0.33075 61.17157895 33.10150376
Telekinetic Blast 69.74 1 1.188 58.7037037 6 0 6 0.525 0.4083333333 80.75157895 67.97270955
Will Domination 103.55 1.1 1.188 87.16329966 10 0 10 0.8325 0.6475 119.9 100.9259259
Psionic Strike 137.36 2.67 2.772 49.55266955 14 0 14 1.25025 0.9724166667 159.0484211 57.37677527
Scramblt Thoughts 188.07 3 3.168 59.3655303 20 0 20 1.725 1.341666667 217.7652632 68.73903509
Neutrino Bolt 52.83 1 1.188 44.46969697 4 0 4 0.375 0.2916666667 61.17157895 51.49122807
X Ray Beam 86.64 1.67 1.848 46.88311688 8 0 8 0.72525 0.5640833333 100.32 54.28571429
Cosmic Burst 112 2.07 2.244 49.91087344 10 0 10 0.90525 0.7040833333 129.6842105 57.79153767
Proton Stream 120.45 1.67 1.848 65.17857143 12 0 12 1.02525 0.7974166667 139.4684211 75.46992481
Shriek 44.38 1 1.188 37.35690236 3 0 3 0.3 0.2333333333 51.38736842 43.25536062
Scream 69.72 1.67 1.848 37.72727273 6 0 6 0.57525 0.4474166667 80.72842105 43.68421053
Shout 112 2.67 2.772 40.4040404 11 0 11 1.02525 0.7974166667 129.6842105 46.78362573
Screech 120.45 1.5 1.584 76.04166667 12 0 12 1.0125 0.7875 139.4684211 88.04824561
Aqua Bolt 44.38 1 1.188 37.35690236 3 0 3 0.3 0.2333333333 51.38736842 43.25536062
Hydro Blast 78.19 1.67 1.848 42.31060606 7 0 7 0.65025 0.50575 90.53578947 48.99122807
Dehydrate 92.19 1.87 1.98 46.56060606 8 0 8 0.74025 0.57575 106.7463158 53.9122807
water jet 103.55 1.43 1.584 65.37247475 10 0 10 0.85725 0.66675 119.9 75.69444444
Disintegrate 111.45 1.9 1.98 56.28787879 10 0 10 0.8925 0.6941666667 129.0473684 65.1754386
Single Shot 51.42 1 1.188 43.28282828 4 0 4 0.375 0.2916666667 59.53894737 50.11695906
Lancer shot 109.03 1.9 1.98 55.06565657 11 0 11 0.9675 0.7525 126.2452632 63.76023392
charged shot 81.53 1.67 1.848 44.11796537 8 0 8 0.72525 0.5640833333 94.40315789 51.0839599
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So something you're not accounting for is that Beam Rifle has 2 bonuses going for it. Disintegrate grants a stacking 12.5% bonus to damage (probably a bug from the copy+paste coding like the smashing damage bonus in Ice) (I probably shouldn't have pointed that out), and both Disintegrate and Single Shot have a regen debuff. Obviously one is only relevant in single target situations, but every bit of health a mob isn't regenerating is an indirect increase to dps. These two bonuses plus the Disintegrate mechanic make Beam Rifle a top tier set.

Edited by Underfyre
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First: I don't play Sentinels, I'm no expert, but with the changes recently, I think it looks fun. 

 

I took a stab at some of Underfyre's suggestions. Here is what I came up with. I feel like I missed some things, suggestions are welcome, and thanks in advance.

 

A few explanations might help.

Single Shot slots a Force Feedback. I think here it will actually get used, rather than in Kick. And if you wanted, you could slot one in Kick also.

Aim gets Gaussians, but is there maybe a better place to put the second slot? 

Dull Pain: I don't usually use the special enhancements, but this looks interesting.

Leadership: I felt like it drained too much endurance, so I took it out. Made a small difference to DEF, but not much. Was that a mistake?

Hasten: Try as I might, I can't get it to Perma-Hasten unless the Force Feedback in Single Shot Procs. I think I'm ok with that. I think Single Shot will be a regular "filler" attack.

Refractor Beam looks interesting with all the procs. 

Invincible: Suggestions for a better way to slot this? Does it make much difference? Is this ok?

Hover: I think I could free up a slot if I didn't go "Hover Blaster" and just use it to mule the 7.5% recharge. Where is a better place to  use the second slot in Hover, or is "Hover Blaster" perfectly ok for a Sentinel?

Electrifying Fences gives me a slow, but decent PBAoE, and I can slot in another 10% recharge reduction set (and the Chance for Hold might be funny if it works).

Unstoppable is either a wasted power or an "oh s***" button. Suggestions and guidance here is welcome. 

And last but not least, what are suggestion for the Incarnate Powers?

 

 

 

This Hero build was built using Mids Reborn 3.4.6
https://github.com/LoadedCamel/MidsReborn

Click this DataLink to open the build!

Level 50 Technology Sentinel
Primary Power Set: Beam Rifle
Secondary Power Set: Invulnerability
Power Pool: Flight
Power Pool: Speed
Power Pool: Leaping
Power Pool: Fighting
Ancillary Pool: Mu Mastery

Hero Profile:
Level 1: Single Shot

  • (A) Decimation - Accuracy/Damage
  • (3) Decimation - Damage/Endurance
  • (3) Decimation - Accuracy/Endurance/Recharge
  • (5) Decimation - Accuracy/Damage/Recharge
  • (5) Decimation - Chance of Build Up
  • (7) Force Feedback - Chance for +Recharge

Level 1: Temp Invulnerability

  • (A) Unbreakable Guard - Resistance
  • (7) Unbreakable Guard - Resistance/Endurance
  • (9) Unbreakable Guard - RechargeTime/Resistance
  • (9) Unbreakable Guard - Resistance/Endurance/RechargeTime
  • (11) Unbreakable Guard - +Max HP

Level 2: Resist Physical Damage

  • (A) Reactive Armor - Resistance/Endurance
  • (15) Reactive Armor - Resistance/Recharge
  • (15) Reactive Armor - Resistance/Endurance/Recharge
  • (17) Reactive Armor - Resistance

Level 4: Durability

  • (A) Unbreakable Guard - Resistance
  • (17) Unbreakable Guard - Resistance/Endurance
  • (19) Unbreakable Guard - RechargeTime/Resistance
  • (19) Unbreakable Guard - Resistance/Endurance/RechargeTime

Level 6: Disintegrate

  • (A) Apocalypse - Damage/Recharge
  • (21) Apocalypse - Damage/Recharge/Accuracy
  • (21) Apocalypse - Recharge/Accuracy
  • (23) Apocalypse - Damage/Endurance
  • (23) Apocalypse - Chance of Damage(Negative)
  • (25) Gladiator's Javelin - Chance of Damage(Toxic)

Level 8: Aim

  • (A) Gaussian's Synchronized Fire-Control - Chance for Build Up
  • (46) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge

Level 10: Dull Pain

  • None:D-Sync Reconstruction

Level 12: Lancer Shot

  • (A) Superior Opportunity Strikes - Accuracy/Damage
  • (27) Superior Opportunity Strikes - Accuracy/Damage/RechargeTime
  • (27) Superior Opportunity Strikes - Accuracy/Damage/Endurance
  • (29) Superior Opportunity Strikes - Accuracy/Damage/Endurance/RechargeTime
  • (29) Superior Opportunity Strikes - RechargeTime/Chance for Opportunity
  • (31) Gladiator's Javelin - Chance of Damage(Toxic)

Level 14: Fly

  • (A) Blessing of the Zephyr - Knockback Reduction (4 points)

Level 16: Unyielding

  • (A) Unbreakable Guard - Resistance
  • (31) Unbreakable Guard - Resistance/Endurance
  • (31) Unbreakable Guard - RechargeTime/Resistance
  • (33) Unbreakable Guard - Resistance/Endurance/RechargeTime

Level 18: Refractor Beam

  • (A) Bombardment - Accuracy/Damage/Recharge
  • (33) Bombardment - Chance for Fire Damage
  • (33) Achilles' Heel - Chance for Res Debuff
  • (34) Annihilation - Chance for Res Debuff
  • (34) Positron's Blast - Chance of Damage(Energy)

Level 20: Environmental Resistance

  • (A) Unbreakable Guard - Resistance
  • (34) Unbreakable Guard - Resistance/Endurance
  • (36) Unbreakable Guard - RechargeTime/Resistance
  • (36) Unbreakable Guard - Resistance/Endurance/RechargeTime
  • (36) Steadfast Protection - Resistance/+Def 3%
  • (37) Steadfast Protection - Knockback Protection

Level 22: Hasten

  • (A) Recharge Reduction IO
  • (37) Recharge Reduction IO

Level 24: Combat Jumping

  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed

Level 26: Piercing Beam

  • (A) Ragnarok - Damage/Recharge
  • (37) Ragnarok - Damage/Recharge/Accuracy
  • (39) Ragnarok - Recharge/Accuracy
  • (39) Ragnarok - Damage/Endurance
  • (39) Ragnarok - Chance for Knockdown

Level 28: Invincible

  • (A) Shield Wall - Defense/Endurance
  • (40) Shield Wall - Defense
  • (40) Shield Wall - +Res (Teleportation), +5% Res (All)

Level 30: Kick

  • (A) Empty

Level 32: Overcharge

  • (A) Superior Sentinel's Ward - Accuracy/Damage
  • (40) Superior Sentinel's Ward - Damage/RechargeTime
  • (42) Superior Sentinel's Ward - Accuracy/Damage/RechargeTime
  • (42) Superior Sentinel's Ward - Accuracy/Damage/Endurance
  • (42) Superior Sentinel's Ward - Accuracy/Damage/Endurance/RechargeTime
  • (43) Superior Sentinel's Ward - RechargeTime/Chance for +Absorb

Level 35: Tough Hide

  • (A) Reactive Defenses - Defense
  • (43) Reactive Defenses - Defense/Endurance
  • (43) Reactive Defenses - Scaling Resist Damage

Level 38: Tough

  • (A) Unbreakable Guard - Resistance
  • (45) Unbreakable Guard - Resistance/Endurance
  • (45) Unbreakable Guard - RechargeTime/Resistance
  • (45) Unbreakable Guard - Resistance/Endurance/RechargeTime

Level 41: Weave

  • (A) Luck of the Gambler - Defense/Endurance
  • (46) Luck of the Gambler - Defense/Increased Global Recharge Speed

Level 44: Hover

  • (A) Luck of the Gambler - Defense/Endurance
  • (46) Luck of the Gambler - Defense/Increased Global Recharge Speed

Level 47: Electrifying Fences

  • (A) Gravitational Anchor - Immobilize/Recharge
  • (48) Gravitational Anchor - Immobilize/Recharge/Accuracy
  • (48) Gravitational Anchor - Recharge/Accuracy
  • (48) Gravitational Anchor - Immobilize/Endurance
  • (50) Gravitational Anchor - Chance for Hold

Level 49: Unstoppable

  • (A) Gladiator's Armor - Recharge/Resist
  • (50) Gladiator's Armor - Resistance/Rech/End
  • (50) Gladiator's Armor - TP Protection +3% Def (All)

Level 1: Brawl

  • (A) Empty

Level 1: Opportunity 


Level 1: Sprint

Edited by StoneKarma
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13 hours ago, Underfyre said:

So something you're not accounting for is that Beam Rifle has 2 bonuses going for it. Disintegrate grants a stacking 12.5% bonus to damage (probably a bug from the copy+paste coding like the smashing damage bonus in Ice) (I probably shouldn't have pointed that out), and both Disintegrate and Single Shot have a regen debuff. Obviously one is only relevant in single target situations, but every bit of health a mob isn't regenerating is an indirect increase to dps. These two bonuses plus the Disintegrate mechanic make Beam Rifle a top tier set.

 

The problem with regen debuffs is that you need to know the inside baseball before you count them much. AVs resist the heck out of those rebuffs. Thus a 12% debuff is fairly meaningless. Against mooks, it doesn't really mean much either, they don't live long enough to regen. It's pretty good against EBs and monsters, but that's about it. Though really, just go buy some envenomed daggers if you want regen debuff. They are a much higher number and are quite cheap. I imagine the -regen is considered important in the pylon crowd since they don't resist debuff and are not subject to purple patch since they are always even level. 

 

Actually the most interesting thing from the patch notes, that I've not seen discussed is how the vulnerability debuff is listed as not subject to purple patch. That's really quite a huge improvement over before. Considering +3 is .65 and +4 is .48 for your debuffs and damage, not having it almost or more than chopped in half is a big deal. Not having your effect chopped down hard means it's always a good buff to your damage. I used to do the math to math for sentinel/blaster comparisons and when you've got stacking purple patch applications it really hurts. 

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Personally I am running in alt circles again (when i play).  Beam/Invul Sent, no wait AR/Dev Blaster….but then Dark Blaster, but then Dark^3 Corruptor.   Each seems to logically (for me) to lead to the other.  But then I am unsure where I ended up or why lol.  
 

Ah, the game is still adding new twists

 

And still frustrating the crap out of me with Dark not being what I want it to be lol

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36 minutes ago, Thrax said:

I haven’t played my beam/inv since the changes. Beam is fun though. 

The damage was lackluster.  I alted back to a Dark Dark Corruptor.  This is where I see myself over the next year mostly.  

 

Just last night I joined a PUG Penelope Yin +1 "crawl run"  There were issues.  People maybe (definitely) not playing optimally.  We get to the last boss fight and the team starts dying.  Now, again, I'm on a dark dark Corr.  Not a heal bot, plus this team like to spread like they were all Brute players at heart.  (I should talk) Anyways half the team is dead and I go into overdrive, pop a purp, slamming debuffs, dropping AoEs.  Then all the team is dead but me.  And there is a WALL of Freak Tanks and the AV.  Literally jogging toward me.  I actually lasted a couple minutes (at least more than one!) before they put me down.  We all Hosp, reformed and lazily finished it.  

 

My point in bringing this up is the survivability of the Dark Corr, in that and most situations, will be average with a Sentinel.  In my opinion.  To Hit Debuffs are very real.  Stormtroopers cannot aim.  And the Corr does more damage than the Sentinel.  But it has been pointed out by smarter minds than me this game can be run by 7 Corruptors and a Tank.  Anything else is slightly less than that.  I paraphrase, but you get the idea.

Edited by Snarky
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