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Archery/Ninja Sentinel build for feedback


BazookaTwo

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Just theory crafting based on what I've read in here. I want to build a decent-to-viable, maybe great PVP build. Here is my first shot at it. 

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

Click this DataLink to open the build!

Iron Bow: Level 50 Natural Sentinel
Primary Power Set: Archery
Secondary Power Set: Ninjitsu
Power Pool: Speed
Power Pool: Leadership
Power Pool: Concealment
Power Pool: Leaping
Ancillary Pool: Dark Mastery

Villain Profile:
Level 1: Snap Shot -- SprOppStr-Acc/Dmg(A), SprOppStr-Rchg/+Opportunity(3), Thn-Acc/Dmg(5), Thn-Dmg/EndRdx(5), Thn-Acc/Dmg/EndRdx(7), Thn-Acc/Dmg/Rchg(31)
Level 1: Ninja Reflexes -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx/Rchg(11), LucoftheG-Def/EndRdx(13), LucoftheG-Def(15)
Level 2: Aimed Shot -- SprOppStr-Acc/Dmg/EndRdx(A), SprOppStr-Dmg/Rchg(3), GldJvl-Acc/Dmg(49), GldJvl-Dam%(50), GldJvl-Dam/End/Rech(50), GldJvl-Acc/Dmg/End/Rech(50)
Level 4: Danger Sense -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(17), LucoftheG-Def(17)
Level 6: Super Speed -- BlsoftheZ-Travel/EndRdx(A), BlsoftheZ-ResKB(7), WntGif-RunSpd/Jump/Fly/Rng/EndRdx(9), WntGif-ResSlow(9)
Level 8: Shinobi-Iri -- Rct-Def/EndRdx(A), Rct-Def(19), Rct-ResDam%(40), Rct-Def/Rchg(27), Rct-EndRdx/Rchg(31), Rct-Def/EndRdx/Rchg(46)
Level 10: Kuji-In Rin -- RechRdx-I(A), RechRdx-I(25)
Level 12: Stealth -- RedFrt-EndRdx(A), RedFrt-Def(15), Ksm-ToHit+(40)
Level 14: Super Jump -- BlsoftheZ-ResKB(A), BlsoftheZ-Travel/EndRdx(33)
Level 16: Seishinteki Kyoyo -- PrfShf-Acc/Rchg(A), PrfShf-EndMod(23), PrfShf-EndMod/Rchg(45)
Level 18: Blazing Arrow -- SprOppStr-Acc/Dmg/Rchg(A), SprOppStr-Acc/Dmg/EndRdx/Rchg(19), Apc-Dmg(21), Apc-Dmg/EndRdx(21), Apc-Dam%(34), GldJvl-Dam%(39)
Level 20: Kuji-In Sha -- Prv-Heal/Rchg(A), Prv-Heal/Rchg/EndRdx(27), Prv-Absorb%(25)
Level 22: Hasten -- RechRdx-I(A), RechRdx-I(23)
Level 24: Bo Ryaku -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(33)
Level 26: Stunning Shot -- GldJvl-Acc/Dmg(A), GldJvl-Dam/End/Rech(45), GldJvl-Dam%(34), GldJvl-Acc/End/Rech(34), GldJvl-Acc/Dmg/End/Rech(36), GldJvl-Dam/Rech(36)
Level 28: Infiltration -- LucoftheG-Def/Rchg+(A), Thrst-+Special(31), Lnch-+Special(29)
Level 30: Kuji-In Retsu -- Rct-Def/Rchg(A), LucoftheG-Def/Rchg(39), RedFrt-Def/Rchg(43), LucoftheG-Def/Rchg+(47), PrfShf-EndMod/Rchg(47), SynSck-EndMod/+RunSpeed(48)
Level 32: Perfect Shot -- SprSntWar-Acc/Dmg(A), SprSntWar-Acc/Dmg/EndRdx(33), SprSntWar-Dmg/Rchg(36), SprSntWar-Rchg/+Absorb(29), SprSntWar-Acc/Dmg/Rchg(46)
Level 35: Smite -- Hct-Dmg(A), Hct-Dam%(37), Hct-Dmg/EndRdx(37), Hct-Acc/Dmg/Rchg(37), Hct-Dmg/Rchg(39)
Level 38: Netherworld Grasp -- Lck-%Hold(A), Lck-Acc/Hold(42), Lck-Rchg/Hold(42), BslGaz-Acc/Hold(42), BslGaz-Slow%(43), GhsWdwEmb-Dam%(43)
Level 41: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(48), LucoftheG-Def/EndRdx(48)
Level 44: Assault -- EndRdx-I(A)
Level 47: Tactics -- EndRdx-I(A)
Level 49: Phase Shift -- RechRdx-I(A)
Level 1: Opportunity 
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- EndRdx-I(A)
Level 2: Rest -- IntRdx-I(A)
Level 1: Swift -- Run-I(A)
Level 1: Hurdle -- Jump-I(A), Jump-I(11)
Level 1: Health -- NmnCnv-Regen/Rcvry+(A), Pnc-Heal/+End(13)
Level 1: Stamina -- EndMod-I(A)
Level 50: Degenerative Total Core Conversion 
Level 50: Ageless Total Core Invocation 
Level 50: Agility Core Paragon 
Level 50: Pyronic Total Core Judgement 
Level 50: Robotic Drones Total Core Improved Ally 
Level 50: Assault Total Core Graft 
Level 50: The Atlas Medallion 
Level 50: Freedom Phalanx Reserve 
Level 50: Task Force Commander 
Level 50: Portal Jockey 
Level 6: Speed Phase 
Level 32: Double Jump 
------------


 

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9 hours ago, BazookaTwo said:

Just theory crafting based on what I've read in here. I want to build a decent-to-viable, maybe great PVP build. Here is my first shot at it. 

  Hide contents

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

Click this DataLink to open the build!

Iron Bow: Level 50 Natural Sentinel
Primary Power Set: Archery
Secondary Power Set: Ninjitsu
Power Pool: Speed
Power Pool: Leadership
Power Pool: Concealment
Power Pool: Leaping
Ancillary Pool: Dark Mastery

Villain Profile:
Level 1: Snap Shot -- SprOppStr-Acc/Dmg(A), SprOppStr-Rchg/+Opportunity(3), Thn-Acc/Dmg(5), Thn-Dmg/EndRdx(5), Thn-Acc/Dmg/EndRdx(7), Thn-Acc/Dmg/Rchg(31)
Level 1: Ninja Reflexes -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx/Rchg(11), LucoftheG-Def/EndRdx(13), LucoftheG-Def(15)
Level 2: Aimed Shot -- SprOppStr-Acc/Dmg/EndRdx(A), SprOppStr-Dmg/Rchg(3), GldJvl-Acc/Dmg(49), GldJvl-Dam%(50), GldJvl-Dam/End/Rech(50), GldJvl-Acc/Dmg/End/Rech(50)
Level 4: Danger Sense -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(17), LucoftheG-Def(17)
Level 6: Super Speed -- BlsoftheZ-Travel/EndRdx(A), BlsoftheZ-ResKB(7), WntGif-RunSpd/Jump/Fly/Rng/EndRdx(9), WntGif-ResSlow(9)
Level 8: Shinobi-Iri -- Rct-Def/EndRdx(A), Rct-Def(19), Rct-ResDam%(40), Rct-Def/Rchg(27), Rct-EndRdx/Rchg(31), Rct-Def/EndRdx/Rchg(46)
Level 10: Kuji-In Rin -- RechRdx-I(A), RechRdx-I(25)
Level 12: Stealth -- RedFrt-EndRdx(A), RedFrt-Def(15), Ksm-ToHit+(40)
Level 14: Super Jump -- BlsoftheZ-ResKB(A), BlsoftheZ-Travel/EndRdx(33)
Level 16: Seishinteki Kyoyo -- PrfShf-Acc/Rchg(A), PrfShf-EndMod(23), PrfShf-EndMod/Rchg(45)
Level 18: Blazing Arrow -- SprOppStr-Acc/Dmg/Rchg(A), SprOppStr-Acc/Dmg/EndRdx/Rchg(19), Apc-Dmg(21), Apc-Dmg/EndRdx(21), Apc-Dam%(34), GldJvl-Dam%(39)
Level 20: Kuji-In Sha -- Prv-Heal/Rchg(A), Prv-Heal/Rchg/EndRdx(27), Prv-Absorb%(25)
Level 22: Hasten -- RechRdx-I(A), RechRdx-I(23)
Level 24: Bo Ryaku -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(33)
Level 26: Stunning Shot -- GldJvl-Acc/Dmg(A), GldJvl-Dam/End/Rech(45), GldJvl-Dam%(34), GldJvl-Acc/End/Rech(34), GldJvl-Acc/Dmg/End/Rech(36), GldJvl-Dam/Rech(36)
Level 28: Infiltration -- LucoftheG-Def/Rchg+(A), Thrst-+Special(31), Lnch-+Special(29)
Level 30: Kuji-In Retsu -- Rct-Def/Rchg(A), LucoftheG-Def/Rchg(39), RedFrt-Def/Rchg(43), LucoftheG-Def/Rchg+(47), PrfShf-EndMod/Rchg(47), SynSck-EndMod/+RunSpeed(48)
Level 32: Perfect Shot -- SprSntWar-Acc/Dmg(A), SprSntWar-Acc/Dmg/EndRdx(33), SprSntWar-Dmg/Rchg(36), SprSntWar-Rchg/+Absorb(29), SprSntWar-Acc/Dmg/Rchg(46)
Level 35: Smite -- Hct-Dmg(A), Hct-Dam%(37), Hct-Dmg/EndRdx(37), Hct-Acc/Dmg/Rchg(37), Hct-Dmg/Rchg(39)
Level 38: Netherworld Grasp -- Lck-%Hold(A), Lck-Acc/Hold(42), Lck-Rchg/Hold(42), BslGaz-Acc/Hold(42), BslGaz-Slow%(43), GhsWdwEmb-Dam%(43)
Level 41: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(48), LucoftheG-Def/EndRdx(48)
Level 44: Assault -- EndRdx-I(A)
Level 47: Tactics -- EndRdx-I(A)
Level 49: Phase Shift -- RechRdx-I(A)
Level 1: Opportunity 
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- EndRdx-I(A)
Level 2: Rest -- IntRdx-I(A)
Level 1: Swift -- Run-I(A)
Level 1: Hurdle -- Jump-I(A), Jump-I(11)
Level 1: Health -- NmnCnv-Regen/Rcvry+(A), Pnc-Heal/+End(13)
Level 1: Stamina -- EndMod-I(A)
Level 50: Degenerative Total Core Conversion 
Level 50: Ageless Total Core Invocation 
Level 50: Agility Core Paragon 
Level 50: Pyronic Total Core Judgement 
Level 50: Robotic Drones Total Core Improved Ally 
Level 50: Assault Total Core Graft 
Level 50: The Atlas Medallion 
Level 50: Freedom Phalanx Reserve 
Level 50: Task Force Commander 
Level 50: Portal Jockey 
Level 6: Speed Phase 
Level 32: Double Jump 
------------

What is the purpose of your build?

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1 hour ago, BazookaTwo said:

Uh...pvp in pvp zones

That is rather obvious seeing that this is a PvP subforum.

 

Perhaps you could share a little bit about the goals of your build or what you intend to use it for in PvP. Something like "I want to disrupt damage spikes in organized Arena matches and pick up games." Or you could say "it is for Zone use with teammates" and you intend to contribute to an overall objective and you want to build to support that.

 

Just saying PvP in PvP zones is not going to get you a good answer.

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11 hours ago, Glacier Peak said:

That is rather obvious seeing that this is a PvP subforum.

 

Perhaps you could share a little bit about the goals of your build or what you intend to use it for in PvP. Something like "I want to disrupt damage spikes in organized Arena matches and pick up games." Or you could say "it is for Zone use with teammates" and you intend to contribute to an overall objective and you want to build to support that.

 

Just saying PvP in PvP zones is not going to get you a good answer.

 

I'm fairly new to PVP (well, except Live rollout) so my goal is doing decent to ok with it in pvp zones solo, and maybe win an arena match now and then. 
The goal is just to be fairly survivable while plinking out solid ST damage, for a Sentinel at least. 

 

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15 hours ago, BazookaTwo said:

I'm fairly new to PVP (well, except Live rollout) so my goal is doing decent to ok with it in pvp zones solo, and maybe win an arena match now and then. 
The goal is just to be fairly survivable while plinking out solid ST damage, for a Sentinel at least. 

That is a solid goal and I think with a little expectation management, you will enjoy the build to some degree also. Knowing a little bit about the Sentinel Archetype and how it is used in PvP (since many things are different compared to PvE) will help ensure you are defeating more players than not!

 

Looking at the build you posted, the first thing I would recommend is exporting it to the Beta server and testing it out there against a friend. I know you said it was a theory-crafted build, but I will go ahead and admit that I've spent many billions of inf on builds I theory-crafted and then PL'd up to 50 and unlocked Patrons and Incarnates, only to find out it did not meet my expectations or I failed to account for certain things. For example, I recently created a Electric Blast / Regeneration Sentinel with the intent to drop a significant amount of ST damage while having the ability to absorb initial damage spikes up front before needing to Phase Shift or Teleport away.

 

Recommend utilizing the linked tool to determine approximate set and attribute values: COH PvP Calculator

 

Travel Powers:

Now, on to your build - looking first at your movement selection. Combining Super Speed and Super Jump is the common selection for movement in most general PvP builds. Mainly because of the lateral and vertical movement caps being reachable (if slotted or built through set bonuses) and the access to Combat Jump (for an additional LoTG) and Hasten. My advice is to drop Infiltration and instead pick up Combat Jump and then drop the two Travel Type IO Uniques because diminishing returns (DR) and because slots are more valuable elsewhere. You should also remove the second slot on Hurdle, which is wasted due to diminishing returns. I think your decision to build in Knockback protection is appropriate considering the lack of native protection from your Secondary Power Set. With my aforementioned change, you will be capable of quickly locking on to a target and chaining your attacks while maintaining a relatively fast movement. You will also be able to evade following a damage spike on you, assuming you are in areas which can break line of sight. One point of advice I would offer is that the movement meta has changed a great deal since Live with the advent of teleporting straight up with Speed of Sound's Jaunt or Mystic Flight's Translocation powers being used as an effective escape. Building in this method along with Phase Shift or Hibernate has given many players the ability to mitigate formerly guaranteed damage spikes and live to fight on.

 

Damage Mitigation:

Continuing on from the aforementioned escape powers above, your build is primarily relying on the Defensive-based powers from Ninjutsu. Outside of incredibly-focused built Defensive builds (such as Super Reflexes or Energy Aura), most Defensive-based power sets suffer from diminishing returns in PvP to quite a substantial degree. Sentinel's share their Defense diminishing return's curve with all other Ranged Primary/Secondary Archetypes, but they are still weak to the Accuracy and To-Hit ceilings that most players can reach in PvP. So for example, your build's 45% Defense to all in PvE turns to 31% Defense to all in PvP. Having Kuji-In Retsu on hand will greatly improve your damage mitigation, however. That power, coupled with evasion and Phase Shift will greatly increase your ability to prevent being defeated. It should be assumed that even the best damage mitigation strategies rely on player reaction to their environment (i.e., I see on my health bar that an attack is queued on me). This alone is not always enough to mitigate a coordinated damage spike by a team. I recommend slotting Performance Shifter: Chance to Endurance in to Stamina instead of the Level 55 Endurance Recovery IO. There is a calculator on the forums somewhere that @Bopper made which explains optimal slotting of the Fitness powers, including Health.

 

Damage Output:

First, I will say that none of the Primary powers in Archery make for "procable" attacks. They have fast animation times and quick recharge, so slotting the set for Damage and Accuracy will contribute to more damage output in the long run. At the same time, knowing what attacks to slot and how to slot them generally comes from playing the set in different environments (don't consider how it performs against NPCs in PvP zones because they use their PvE values and skew testing considerably). Your attack chain should consist of Aim (which I noted you did not take for some reason), followed by your mez-capable Epic Power Pool attack (Netherworld Grasp), then your highest damaging attack, followed by whatever you can use to continue applying damage. All of this taken in to consideration, you must also be aware that Sentinels are not "heavy hitters" when it comes to damage output. You will not likely be defeating anyone who is actively paying attention or knows what they are doing. That is not a jab at you, it is the reality of the Archetype. 

 

In closing, I recommend testing out your build ahead of time in a convenient environment like the Beta shard before investing the time and effort in to this build. Here is the link that explains how to do so. 

 

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8 hours ago, Glacier Peak said:

 

This is all great advice. And a good start for me learning. I went with Sentinel because it's my main - it has all the accolades, and is my most solid pve build. 
But, doing a second PVP build may be a waste of resources if all is as you say. Good to know on DR...if I'm going to build this particular combo for pvp should I try to layer in more resistance as well? Should my attack chain be tightened up to less powers? I see that there are three powers which would make an optimal ST chain for archery. Maybe I don't need more than that? 

All in all, I'm going back to 'this won't be worth it' and I should pick a different combo if I want to PVP 😔

That Mids > Beta thing is ridiculously awesome, and I think it should be pinned somewhere obvious!

Seems so much faster than doing the build in mids, creating a character on beta, and manually doing the auto level and slot thing. 

Edited by BazookaTwo
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There's a bit of satisfaction in making any build work in the right circumstances in PvP, however, more often than not, certain builds (not just flavor of the months) tend to be more favored in any given situation. For example, Blasters are esteemed for their damage output at range, Defenders are unmatched for their debuffs which are necessary pre-spike to ensure a clean defeat of the targeted player. Then you have every other Archetype, which can be used in varying success for both of the above, or outright disruption of the opposing team. 

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3 hours ago, BazookaTwo said:

My issue is I don't really feel like rolling a character just for pvp, and the characters I love in pve might not build well for pvp. Ah well. I'd sunk about 53 million inf into the alt build. Easy enough to get back with unslotters

I've stripped billions of Inf off of my builds that weren't up to my expectation - learning the hard way that playstyle and team communication win out the majority of the time. Basically what I'm saying is, bring more friends than foes and you can play whatever you want. 

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