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Found an older Beam/SR build would anything need to be changed with the newer Sent changes?


lokiie1984

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I found this build on the forums posted back in April. I'm curious if it would need updating for the recent changes. 

 

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This Hero build was built using Mids Reborn 3.4.7
https://github.com/LoadedCamel/MidsReborn

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Level 50 Natural Sentinel
Primary Power Set: Beam Rifle
Secondary Power Set: Super Reflexes
Power Pool: Speed
Power Pool: Leadership
Power Pool: Fighting
Power Pool: Flight
Ancillary Pool: Ninja Tool Mastery

Hero Profile:
Level 1: Single Shot

  • (A) Thunderstrike - Accuracy/Damage
  • (3) Thunderstrike - Damage/Endurance
  • (3) Gladiator's Javelin - Chance of Damage(Toxic)
  • (7) Decimation - Chance of Build Up
  • (9) Thunderstrike - Accuracy/Damage/Endurance
  • (36) Entropic Chaos - Chance of Heal Self

Level 1: Focused Fighting

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

Level 2: Charged Shot

  • (A) Gladiator's Javelin - Chance of Damage(Toxic)
  • (13) Entropic Chaos - Chance of Heal Self
  • (13) Apocalypse - Chance of Damage(Negative)
  • (15) Apocalypse - Damage
  • (15) Apocalypse - Damage/Recharge
  • (36) Apocalypse - Damage/Recharge/Accuracy

Level 4: Cutting Beam

  • (A) Ragnarok - Damage
  • (5) Ragnarok - Damage/Recharge
  • (5) Ragnarok - Damage/Recharge/Accuracy
  • (7) Ragnarok - Recharge/Accuracy
  • (11) Ragnarok - Damage/Endurance

Level 6: Focused Senses

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

Level 8: Aim

  • (A) Recharge Reduction IO

Level 10: Agile

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

Level 12: Disintegrate

  • (A) Thunderstrike - Accuracy/Damage
  • (21) Thunderstrike - Damage/Recharge
  • (21) Thunderstrike - Accuracy/Damage/Recharge
  • (23) Entropic Chaos - Chance of Heal Self
  • (23) Gladiator's Javelin - Chance of Damage(Toxic)

Level 14: Master Brawler

  • (A) Preventive Medicine - Heal
  • (25) Preventive Medicine - Heal/Endurance
  • (27) Preventive Medicine - Endurance/RechargeTime
  • (27) Preventive Medicine - Heal/RechargeTime
  • (17) Preventive Medicine - Chance for +Absorb
  • (43) Preventive Medicine - Heal/RechargeTime/Endurance

Level 16: Enduring

  • (A) Performance Shifter - Chance for +End
  • (29) Performance Shifter - EndMod/Recharge
  • (29) Performance Shifter - EndMod

Level 18: Refractor Beam

  • (A) Superior Opportunity Strikes - Accuracy/Damage
  • (31) Superior Opportunity Strikes - Damage/RechargeTime
  • (31) Superior Opportunity Strikes - Accuracy/Damage/RechargeTime
  • (31) Superior Opportunity Strikes - Accuracy/Damage/Endurance
  • (34) Superior Opportunity Strikes - RechargeTime/Chance for Opportunity
  • (25) Superior Opportunity Strikes - Accuracy/Damage/Endurance/RechargeTime

Level 20: Dodge

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

Level 22: Hasten

  • (A) Recharge Reduction IO

Level 24: Maneuvers

  • (A) Reactive Defenses - Defense
  • (37) Reactive Defenses - Defense/Endurance
  • (37) Reactive Defenses - Endurance/RechargeTime
  • (39) Reactive Defenses - Defense/RechargeTime
  • (42) Reactive Defenses - Scaling Resist Damage
  • (36) Reactive Defenses - Defense/Endurance/RechargeTime

Level 26: Super Speed

  • (A) Celerity - +Stealth

Level 28: Quickness

  • (A) Run Speed IO

Level 30: Kick

  • (A) Empty

Level 32: Overcharge

  • (A) Achilles' Heel - Chance for Res Debuff
  • (33) Touch of Lady Grey - Chance for Negative Damage
  • (33) Shield Breaker - Chance for Lethal Damage
  • (33) Positron's Blast - Chance of Damage(Energy)
  • (34) Positron's Blast - Accuracy/Damage
  • (34) Positron's Blast - Damage/Recharge

Level 35: Evasion

  • (A) Red Fortune - Defense/Endurance
  • (40) Red Fortune - Defense/Recharge
  • (42) Red Fortune - Endurance/Recharge
  • (43) Red Fortune - Defense/Endurance/Recharge
  • (39) Red Fortune - Defense

Level 38: Tashibishi

  • (A) Positron's Blast - Chance of Damage(Energy)
  • (39) Impeded Swiftness - Chance of Damage(Smashing)

Level 41: Tactics

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

Level 44: Tough

  • (A) Steadfast Protection - Resistance/+Def 3%
  • (48) Steadfast Protection - Resistance/Endurance
  • (48) Gladiator's Armor - TP Protection +3% Def (All)

Level 47: Weave

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

Level 49: Hover

  • (A) Luck of the Gambler - Defense/Endurance/Recharge
  • (50) Luck of the Gambler - Defense/Endurance

Level 1: Opportunity 


Level 1: Brawl

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		|-------------------------------------------------------------------|
  • (A) Empty
Level 1: Sprint
  • (A) Empty
Level 2: Rest
  • (A) Empty
Level 2: Swift
  • (A) Empty
Level 2: Hurdle
  • (A) Empty
Level 2: Health
  • (A) Numina's Convalesence - +Regeneration/+Recovery
  • (45) Miracle - +Recovery
  • (45) Panacea - +Hit Points/Endurance
Level 2: Stamina
  • (A) Performance Shifter - Chance for +End
  • (43) Performance Shifter - EndMod
  • (46) Performance Shifter - EndMod/Recharge
Level 26: Speed Phase 

Level 1: Disintegrating 
Level 1: Prestige Power Dash
Edited by lokiie1984
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Build looks completely fine to my eyes! Biggest thing the changes would allow for is taking powers sooner if you wanted to for exemplar reasons (could grab Overcharge at level 26 instead of 32 now, for example) but the Sentinel changes would just make you do more damage with this build than before without needing any other adjustments. The Chance for Opportunity ATO proc works differently with the new mechanic, if that is a consideration for keeping or replacing the ATO set.

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This build takes both the T1 and T2 ranged attack powers.  I don't know much about Beam Rifle in particular, but I'd generally be inclined to wonder if that isn't overkill.  Lots of people liked to take both powers with the old Sent inherent where you triggered the two different kinds of opportunity with them, but under the new system, you should only take both T1 and T2 if you either want one as a useful mule or you need them both in order to manage a ST attack chain.

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I wouldn't sleep on Lancer Shot, and proccing out Single shot to the gills isn't nearly as worth doing as it looks on paper. That power will activate those damage procs about 30% of the time. It isn't really that consistent on the way the slotting is allocated and it hinders other aspects of the build because of it. 

Tactics will not be providing you that Gaussian's damage buff very often if you solo and still only seldomly if you are in a full group. Its a good place to mule a nice set, but uh... SR doesn't need those bonuses with more thoughtful slotting elsewhere. 

Anyway, you can get by with either Single Shot or Charged Shot. Both have their value. If you want to keep the proc-based approach, then maybe keep Charged Shot but change the slotting. You could get more out of Apocalypse in Lancer Shot. 

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14 hours ago, oldskool said:

I wouldn't sleep on Lancer Shot, and proccing out Single shot to the gills isn't nearly as worth doing as it looks on paper. That power will activate those damage procs about 30% of the time. It isn't really that consistent on the way the slotting is allocated and it hinders other aspects of the build because of it. 

Tactics will not be providing you that Gaussian's damage buff very often if you solo and still only seldomly if you are in a full group. Its a good place to mule a nice set, but uh... SR doesn't need those bonuses with more thoughtful slotting elsewhere. 

Anyway, you can get by with either Single Shot or Charged Shot. Both have their value. If you want to keep the proc-based approach, then maybe keep Charged Shot but change the slotting. You could get more out of Apocalypse in Lancer Shot. 

The more I play around with Beam/SR leveling the more I am wondering about some of the choices in the build. I didn't even realize they didn't tank Lancer Shot until I read your post. I played a beam a long time ago and don't remember a whole lot, and I've never done SR past say level 30. I did read something a while back about it being a set that didn't require a lot of slots though. 

 

Do you by chance have a better build that would work for a Beam/SR Sent? 

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One reason to potentially take Single Shot (either together with or instead of Charged Shot) is that it has 75% -regen. 

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3 hours ago, lokiie1984 said:

The more I play around with Beam/SR leveling the more I am wondering about some of the choices in the build. I didn't even realize they didn't tank Lancer Shot until I read your post. I played a beam a long time ago and don't remember a whole lot, and I've never done SR past say level 30. I did read something a while back about it being a set that didn't require a lot of slots though. 

 

Do you by chance have a better build that would work for a Beam/SR Sent? 


Better is subjective, but in the spoiler tag below is a build that can show you some idea on what can be done. 

I only used 47 of the total slots in order to get to 160% global recharge, 45% to the 3 positional defenses, and a reasonable selection of powers for a coherent attack sequence. 

So no, SR doesn't necessarily demand much in the way of slots, BUT that also depends on how many pool powers you are willing to take. The build below uses Tough to mule the two +3% global defense IOs (a significant 6% defense boost across the board) and Weave which is also a solid power of +all defense. Combined, these two powers will get you at least 11% more defense to everything. 

I like taking Maneuvers for another defense to all as well. If I have room, then I will grab Assault too for additional global damage BUT its only 10% of base damage so it isn't that important. 

There are 4 power slots open in the build below to flex in whatever travel power you want and/or explore some Epic pool choices if you wished. Since the total slots spent are under the maximum, you could even build out the Epic powers more if you wanted. Given that the general defense, recharge, and recovery is already handled with half the build you could do whatever else you wanted with this. It can only get better. 😉 
 

 

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6 hours ago, oldskool said:


Better is subjective, but in the spoiler tag below is a build that can show you some idea on what can be done. 

I only used 47 of the total slots in order to get to 160% global recharge, 45% to the 3 positional defenses, and a reasonable selection of powers for a coherent attack sequence. 

So no, SR doesn't necessarily demand much in the way of slots, BUT that also depends on how many pool powers you are willing to take. The build below uses Tough to mule the two +3% global defense IOs (a significant 6% defense boost across the board) and Weave which is also a solid power of +all defense. Combined, these two powers will get you at least 11% more defense to everything. 

I like taking Maneuvers for another defense to all as well. If I have room, then I will grab Assault too for additional global damage BUT its only 10% of base damage so it isn't that important. 

There are 4 power slots open in the build below to flex in whatever travel power you want and/or explore some Epic pool choices if you wished. Since the total slots spent are under the maximum, you could even build out the Epic powers more if you wanted. Given that the general defense, recharge, and recovery is already handled with half the build you could do whatever else you wanted with this. It can only get better. 😉 
 

 

Cool thanks. Looks like slotting is pretty close to what I've been going for. I'll need a respec at 50 either way though. I've also been thinking I may end up taking single shot just for the single target rotation to feel better. I'll have to see how it is after putting in the sets. Right now I have most of the gambler sets in but don't have any of the attack sets in yet. (Attuned) So far though it honestly feels like I'm cheating. Nice damage and packs of mobs just miss constantly, granted it's not 4x8 or anything but it feels powerful. The only downfall at the moment is End. I run out pretty fast, hoping the attack sets will help with that.   I set up my Stamina and Enduring to match your build and so far the end issues are gone, as long as I'm not fighting clockwork or freaks. 

So now the only downside is the beam sound effects. I use a mod that changes the sounds and they're great but hearing the same four or five sounds over and over is starting wear on me. Might have to look into just muting those. 

 

But all in all I feel like this is something I've been looking for. Good ranged damage but also durable, I always enjoyed melee solo but hated it in groups. So with Sent I feel like it solves the issues I had with melee. 

Edited by lokiie1984
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  • 2 months later
On 11/29/2022 at 10:41 AM, oldskool said:

*snip*

 

I was looking at your old 2020 build and comments from the proc thread.  Do you reccomend this setup over the proc setup or is this just a more budget friendly build?  I've been bouncing between this one and your proc setup trying to merge them optimized.  I noticed no piercing shot here for instance, yet you mentioned back in 2020 of disintegrate, lancing shot and it as a holy trinity per se.  Did beam change since then?

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8 hours ago, Stormangel said:

 

Do you reccomend this setup over the proc setup or is this just a more budget friendly build?

 

Not necessarily. 

 

8 hours ago, Stormangel said:

I noticed no piercing shot here for instance, yet you mentioned back in 2020 of disintegrate, lancing shot and it as a holy trinity per se.  Did beam change since then?

 

You may be reading too much into this thread. My goal here was to craft a skeleton build to start with as an idea point. I didn't go into minutiae of various powers and attack routines with a focus on optimizing. The open power selections and unassigned power slots allow the posted build to be finished however someone wanted. If that means taking Piercing Shot, then go for it. If that means using an Epic Power instead, then that's on the table as well. 

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