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Need somebody to take a look at this thing. (beam/bio)


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Disclaimer - i'm an absolute peasant, i don't really know what i'm doing and this is more of a concept build than anything else.
Couldn't find a beam+bio build so i'm trying to make one on my own, after a couple hours i managed to cobble this atrocity together from various sources and i'm banging my head against the wall at this point - can't figure out how to get 100% hasten uptime, don't think end recovery is enough, combined defenses in offensive adaptation look really, really sussy, maybe they're supposed to, i don't know, never played bio armor (or much of sentinels tbh). I'd appreciate it if somebody could peep this thing and tell me what can i do to make it better if at all possible.
p.s. i'd love to take rebuild DNA but i couldn't fit it and spare slots for it without gimping the whole thing, unfortunately.

Crapler - Sentinel (Beam Rifle).mxd

Edited by machopi
typos galore up in here
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Are you set on psi epic? i saw you skipped dominate which is the main reason to take it. Do not take agility, you want musc for dmg+def debuff - works much better with beams attacks and sents lesser damage. Don't chase perma hasten, you can slot an ff+rech in single shot. Bio gets a massive amount of s/l resist so i wouldn't bother with chasing s/l/melee def, i tried this originally on bio toons - your better off with e/ne def and some f/c def. I don't bother with parasitic and i usually skip piercing due to its animation. So i took your build and swapped out psi for dark, same melee and pbaoe but you'll get some - to hit from them, if the plan is to go psi find a way to get dominate in and proc it out heavily, probably by dropping piercing beam. Anyway its a different route and something to look at:




This Hero build was built using Mids Reborn 3.4.7

Crapler: Level 50 Technology Sentinel
Primary Power Set: Beam Rifle
Secondary Power Set: Bio Armor
Power Pool: Leaping
Power Pool: Speed
Power Pool: Leadership
Power Pool: Fighting
Ancillary Pool: Dark Mastery

Hero Profile:
Level 1:    Single Shot    
 (A) Apocalypse - Chance of Damage(Negative)
 (3) Apocalypse - Damage/Endurance
 (13) Apocalypse - Recharge/Accuracy
 (15) Apocalypse - Damage/Recharge/Accuracy
 (31) Apocalypse - Damage
 (31) Force Feedback - Chance for +Recharge

Level 1:    Hardened Carapace    
 (A) Aegis - Resistance/Endurance
 (7) Aegis - Resistance/Recharge
 (7) Aegis - Resistance
 (11) Aegis - Resistance/Endurance/Recharge

Level 2:    Inexhaustible    
 (A) Performance Shifter - Chance for +End
 (5) Numina's Convalesence - +Regeneration/+Recovery

Level 4:    Combat Jumping    
 (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
 (5) Kismet - Accuracy +6%

Level 6:    Disintegrate    
 (A) Superior Winter's Bite - Accuracy/Damage
 (31) Superior Winter's Bite - Damage/RechargeTime
 (34) Superior Winter's Bite - Accuracy/Damage/Endurance
 (37) Superior Winter's Bite - Accuracy/Damage/Recharge
 (47) Superior Winter's Bite - Damage/Endurance/Accuracy/RechargeTime
 (49) Gladiator's Javelin - Chance of Damage(Toxic)

Level 8:    Environmental Adaptation    
 (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
 (9) Luck of the Gambler - Defense
 (9) Luck of the Gambler - Defense/Endurance
 (11) Luck of the Gambler - Defense/Recharge
 (15) Luck of the Gambler - Defense/Endurance/Recharge
 (46) Shield Wall - +Res (Teleportation), +5% Res (All)

Level 10:    Adaptation    
Level 12:    Hasten    
 (A) Recharge Reduction IO
 (13) Recharge Reduction IO

Level 14:    Super Jump    
 (A) Winter's Gift - Slow Resistance (20%)

Level 16:    Lancer Shot    
 (A) Superior Opportunity Strikes - Accuracy/Damage
 (17) Superior Opportunity Strikes - Damage/RechargeTime
 (17) Superior Opportunity Strikes - Accuracy/Damage/RechargeTime
 (19) Superior Opportunity Strikes - Accuracy/Damage/Endurance
 (19) Superior Opportunity Strikes - Accuracy/Damage/Endurance/RechargeTime
 (25) Superior Opportunity Strikes - RechargeTime/Chance for Opportunity

Level 18:    Ablative Carapace    
 (A) Preventive Medicine - Chance for +Absorb
 (45) Preventive Medicine - Heal/RechargeTime
 (45) Preventive Medicine - Endurance/RechargeTime
 (45) Preventive Medicine - Heal/Endurance
 (46) Preventive Medicine - Heal
 (46) Preventive Medicine - Heal/RechargeTime/Endurance

Level 20:    Refractor Beam    
 (A) Bombardment - Damage
 (21) Bombardment - Accuracy/Recharge/Endurance
 (21) Bombardment - Damage/Recharge
 (23) Bombardment - Accuracy/Damage/Recharge
 (23) Bombardment - Accuracy/Damage/Recharge/Endurance
 (25) Bombardment - Chance for Fire Damage

Level 22:    Maneuvers    
 (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
 (40) Reactive Defenses - Scaling Resist Damage
 (40) Reactive Defenses - Defense/Endurance

Level 24:    Boxing    
 (A) Empty

Level 26:    Tough    
 (A) Aegis - Resistance/Endurance/Recharge
 (27) Aegis - Resistance/Endurance
 (27) Aegis - Resistance
 (29) Aegis - Resistance/Recharge

Level 28:    Weave    
 (A) Luck of the Gambler - Defense/Endurance
 (29) Luck of the Gambler - Defense/Increased Global Recharge Speed

Level 30:    Rebuild DNA    
 (A) Preventive Medicine - Heal/RechargeTime
 (43) Preventive Medicine - Heal
 (48) Preventive Medicine - Heal/RechargeTime/Endurance

Level 32:    Piercing Beam    
 (A) Superior Sentinel's Ward - Accuracy/Damage
 (33) Superior Sentinel's Ward - Damage/RechargeTime
 (33) Superior Sentinel's Ward - Accuracy/Damage/RechargeTime
 (33) Superior Sentinel's Ward - Accuracy/Damage/Endurance
 (34) Superior Sentinel's Ward - Accuracy/Damage/Endurance/RechargeTime
 (34) Superior Sentinel's Ward - RechargeTime/Chance for +Absorb

Level 35:    Overcharge    
 (A) Achilles' Heel - Chance for Res Debuff
 (36) Ragnarok - Damage
 (36) Ragnarok - Damage/Recharge
 (36) Ragnarok - Damage/Recharge/Accuracy
 (37) Ragnarok - Recharge/Accuracy
 (37) Ragnarok - Damage/Endurance

Level 38:    Smite    
 (A) Hecatomb - Chance of Damage(Negative)
 (39) Hecatomb - Damage/Endurance
 (39) Hecatomb - Recharge/Accuracy
 (39) Hecatomb - Damage/Recharge/Accuracy
 (40) Hecatomb - Damage

Level 41:    Engulfing Darkness    
 (A) Eradication - Chance for Energy Damage
 (42) Eradication - Accuracy/Damage/Endurance/Recharge
 (42) Eradication - Damage
 (42) Superior Avalanche - Recharge/Chance for Knockdown
 (43) Superior Avalanche - Accuracy/Damage
 (47) Superior Avalanche - Accuracy/Damage/Endurance

Level 44:    Assault    
 (A) Endurance Reduction IO

Level 47:    Genomic Evolution    
 (A) Unbreakable Guard - +Max HP
 (48) Gladiator's Armor - TP Protection +3% Def (All)
 (48) Steadfast Protection - Resistance/+Def 3%

Level 49:    Aim    
 (A) Gaussian's Synchronized Fire-Control - Chance for Build Up

Level 1:    Opportunity    
Level 1:    Brawl    
 (A) Empty

Level 1:    Sprint    
 (A) Celerity - +Stealth

Level 2:    Rest    
 (A) Empty

Level 1:    Swift    
 (A) Run Speed IO

Level 1:    Hurdle    
 (A) Jumping IO

Level 1:    Health    
 (A) Miracle - +Recovery
 (43) Panacea - +Hit Points/Endurance

Level 1:    Stamina    
 (A) Power Transfer - Chance to Heal Self
 (3) Power Transfer - EndMod

Level 1:    Disintegrating    
Level 14:    Double Jump    
Level 10:    Defensive Adaptation    
Level 10:    Efficient Adaptation    
Level 10:    Offensive Adaptation    
Level 50:    Musculature Core Paragon    

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


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tbh i took domination because i wanted another pbaoe to stick an obliteration into and didn't think of dark, but if i'm not supposed to pump s/l def. on bio i better rework it from the ground up, thanks for the input

yeah, on second though i can see why s/l def is wasted with the amount of natural resist i'm getting, really good to figure that one out ❤️

Edited by machopi
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I would shoot for 40%+ on F/C/E/N defense and 75% S/L resistance. I would take Rebuild DNA over Parasitic Leach (and actually did so on my Fire/Bio sentinel) as the "Oh crap, my life is low" situation is going to be addressed by Rebuild DNA whereas Parasitic Leach requires you to be closer to targets than I prefer, even with the sturdiness of the build.


As always, trying out the build on the test server is recommended to see if you are getting the performance you want out of it.




Edit: I went ahead and did some tweaking of your build. Assuming (praying really) you were not really planning on engaging in melee, I dropped the slots from Box/Brawl and tossed Mind Probe out the window. Danced some things around and landed on:


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


It has 8.5% more F/C defense and 7.5% more E/N defense, and it is considerably more honest about having Hasten toggled on. It is not quite to perma, but you will only experience 6.7s of downtime every 126.7s with the changes compared to the original build's actual downtime of 51.5s every 171.5s. Functionally that is 94.7% uptime vs 70% uptime.


Yes, it curb stomps your S/D defense down to 14% or so. Between Ablative Carapace, Rebuild DNA, and not standing in melee when you can help it, you will be fine. You can even actually be in melee long enough to build down the occasional foe or small group which manages to make its way to you (routine on my Fire/Bio is to pop Ablative, pop Aim as I am running into a group, and then setting off Inferno and Fireball point blank--which is not something I would do if I were worried about being beat down by a group of nasties).


Swapped Mind Link for Dominate. Trust me, you will use it a lot more and to more meaningful effect.

Edited by Erratic1
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I've been in the process of leveling one of these myself, I've got most the ATOs already and having a good time in the 20s. Built for some crazy range and several powers can be swapped out depending on if one wants hasten but Ablative and DNA are both recharging faster than their cooldowns as is. Also features 100% slow resist.


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