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My DP/Inv Build (with commentary)


Lockpick

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I've done some posts in the past where I posted a build and gave the rationale behind my choices and thought I would do another, although maybe not as extensive as the ones in the past.

 

When HC went Live one of my first level 50 characters was a DP/Ninjitsu, which I really enjoyed.  I had originally started a DP/SR, but was getting my butt handed to me in the 20s and early 30s, so shelved it and went DP/Ninjitsu.  The DP/Ninjitsu was very survivable, but I felt the damage was lackluster, so went on to play a bunch of Blasters and Stalkers.

 

With the changes to Sentinel I decided to revisit Sentinels and I ended up leveling a DP/Regeneration, the aforementioned DP/SR, a DP/EA, and now a DP/Invuln.  I also have a DP/WP in the low 20s that I will revisit in a bit.

 

Build Planning:

I wanted to build for softcap defense and capped S/L resist.  I also wanted enough stealth to stealth most missions (65' normally).

 

The Build:

 

Pros:

  • 42.67% def to S/L/F/C/E/N, which bumps up past 45% with Link Minds or Barrier active
  • 75%+ S/L resistance with other resistances pretty good
  • With Dull Pain active HP is at the Sentinel cap and DP offers a good heal.  I don't usually have it active and usually hit it when I need a heal.

 

Cons:

  • Toxic / Psi defense and resist is low
  • Link Minds does not take recharge, so there is a ~30 second gap when it is not available.  It also comes late in the build, but I had no real issues with my defense during the journey to 50.

 

image.thumb.png.5badf3e6d7c187754f70060b7f195011.png

 

 

Spoiler

 

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

Click this DataLink to open the build!

War Gun: Level 50 Natural Sentinel
Primary Power Set: Dual Pistols
Secondary Power Set: Invulnerability
Power Pool: Concealment
Power Pool: Speed
Power Pool: Leaping
Power Pool: Fighting
Ancillary Pool: Psionic Mastery

Hero Profile:
Level 1: Dual Wield -- SprWntBit-Acc/Dmg(A), SprWntBit-Dmg/Rchg(3), SprWntBit-Acc/Dmg/EndRdx(5), SprWntBit-Acc/Dmg/Rchg(11), SprWntBit-Dmg/EndRdx/Acc/Rchg(17), SprWntBit-Rchg/SlowProc(31)
Level 1: Resist Physical Damage -- StdPrt-ResDam/Def+(A)
Level 2: Empty Clips -- SprSntWar-Acc/Dmg(A), SprSntWar-Dmg/Rchg(3), SprSntWar-Acc/Dmg/Rchg(5), SprSntWar-Acc/Dmg/EndRdx(9), SprSntWar-Acc/Dmg/EndRdx/Rchg(17), SprSntWar-Rchg/+Absorb(31)
Level 4: Durability -- PrfShf-End%(A), PrfShf-EndMod(36), PwrTrns-+Heal(37), PwrTrns-EndMod(37)
Level 6: Suppressive Fire -- GldJvl-Acc/Dmg(A), GldJvl-Dam%(7), NrnSht-Dam%(7), GldNet-Dam%(9), GhsWdwEmb-Dam%(23), UnbCns-Dam%(33)
Level 8: Swap Ammo
Level 10: Dull Pain -- DctWnd-Heal/Rchg(A), NmnCnv-Heal/Rchg(11), Prv-Heal/Rchg(33), Prv-Absorb%(46)
Level 12: Bullet Rain -- SprOppStr-Acc/Dmg(A), SprOppStr-Dmg/Rchg(13), SprOppStr-Acc/Dmg/Rchg(13), SprOppStr-Acc/Dmg/EndRdx(15), SprOppStr-Acc/Dmg/EndRdx/Rchg(15), SprOppStr-Rchg/+Opportunity(25)
Level 14: Infiltration -- Ksm-ToHit+(A)
Level 16: Unyielding -- GldArm-3defTpProc(A), GldArm-ResDam(40)
Level 18: Executioner's Shot -- Apc-Dmg/Rchg(A), Apc-Acc/Dmg/Rchg(19), Apc-Acc/Rchg(19), Apc-Dmg/EndRdx(21), Apc-Dam%(21), GldJvl-Dam%(25)
Level 20: Environmental Resistance -- UnbGrd-Max HP%(A), UnbGrd-ResDam(46)
Level 22: Hasten -- RechRdx-I(A), RechRdx-I(23)
Level 24: Invincible -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/Rchg(37), LucoftheG-Def/EndRdx(40), LucoftheG-Def(40), LucoftheG-Def/EndRdx/Rchg(43)
Level 26: Hail of Bullets -- Arm-Dmg/Rchg(A), Arm-Acc/Dmg/Rchg(27), Arm-Acc/Rchg(27), Arm-Dmg/EndRdx(29), Arm-Dam%(29), Erd-%Dam(31)
Level 28: Tough Hide -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(39), ShlWal-ResDam/Re TP(39), Rct-ResDam%(43), Rct-Def(43)
Level 30: Combat Jumping -- LucoftheG-Def/Rchg+(A)
Level 32: Temp Invulnerability -- HO:Ribo(A), HO:Ribo(36)
Level 35: Kick -- Empty(A)
Level 38: Tough -- HO:Ribo(A), HO:Ribo(39)
Level 41: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(42), LucoftheG-Def(42), LucoftheG-Def/EndRdx/Rchg(42), LucoftheG-Def/Rchg(50)
Level 44: Mind Probe -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(45), SprBlsCol-Acc/Dmg/EndRdx(45), SprBlsCol-Acc/Dmg/Rchg(45), SprBlsCol-Dmg/EndRdx/Acc/Rchg(46)
Level 47: Psychic Shockwave -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(48), SprAvl-Acc/Dmg/EndRdx(48), SprAvl-Acc/Dmg/Rchg(48), SprAvl-Acc/Dmg/EndRdx/Rchg(50), SprAvl-Rchg/KDProc(50)
Level 49: Link Minds -- LucoftheG-Def/Rchg+(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 -- Pnc-Heal/+End(A), Mrc-Rcvry+(33), NmnCnv-Regen/Rcvry+(34)
Level 1: Stamina -- PrfShf-End%(A), PrfShf-EndMod(34), PwrTrns-+Heal(34), PwrTrns-EndMod(36)
Level 50: Degenerative Core Flawless Interface
Level 50: Robotic Drones Radial Superior Ally
Level 50: Barrier Core Epiphany
Level 50: Mighty Core Final Judgement
Level 50: Agility Radial Paragon
Level 50: Assault Radial Embodiment
Level 50: Freedom Phalanx Reserve
Level 50: Portal Jockey
Level 50: Task Force Commander
Level 50: The Atlas Medallion
Level 1: Defense Amplifier (1 hour)
Level 8: Chemical Ammunition
Level 8: Cryo Ammunition
Level 8: Incendiary Ammunition
------------

 

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The Commentary:

  • I went through numerous builds to try and get the softcap defense.  I finally had to breakdown and go with the Psionic Mastery pool for Link Minds. I would have preferred the Ninja Mastery pool, but I like Psychic Shockwave as an AoE despite the low damage (surprising how often the KD proc hits).
  • I went Infiltration for the stealth component and because I could slot a defense IO there.  I originally had SS but I hate maneuvering caves with SS, so eventually switched up to Infiltration.
  • My build isn't completely done as I need the purple set for Executioner's Shot (currently using similar slotting to Suppressive Fire with 2 PVP IOs (including the proc) and 4 procs.
  • Sentinel IO sets went into the 2 AoE powers.  Not a fan of the procs for these sets, but the bonuses are good.  The other offensive powers had their IO sets selected based on their bonuses to either defense or recharge.

 

Incarnates:

I pick Incarnates usually based on character concept. 

 

  • Alpha: I went with Agility for the extra defense and recharge.  The End is nice, but surprisingly I didn't have End issues with Durability and Stamina 4 slotted.
  • Judgement: Mighty - This character wears a suit of armor, so Mighty was a good fit, plus I like the PBAoE for DP characters.  Hit HoB, Mighty, and Psychic Shockwave and big crowds melt.
  • Interface: Degenerative - I always select Degenerative for the -HP and Toxic damage
  • Lore: Robotic Drones - I selected this due to concept.
  • Destiny: Barrier - I selected this for the extra defense to hit softcap.
  • Hybrid: I was choosing between Melee and Assault and finally went Assault for the Damage.

 

 

Final Thoughts:

 

I haven't seen many threads on DP/Invuln and I have to say I am really enjoying this character.  I tend to like characters that have less active secondaries and with Invuln (in this build) your only secondary power you have to worry about activating is Dull Pain.  There are a number of AoE powers and although the damage doesn;t seem great it seems to add up. 

 

I highly recommend you give DP/Invuln a spin if you are looking for something tough. 

 

 

 

 

Edited by Lockpick
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15 minutes ago, Lockpick said:

Link Minds does not take recharge, so there is a ~30 second gap when it is not available.  It also comes late in the build, but I had no real issues with my defense during the journey to 50.

So, as I recall, link minds does not take recharge enhancements, so Hamidon recharge enhancements and the alpha slot will not improve its recharge, but Link Minds will get the recharge reduction enhancement bonuses from invention sets it can slot.

 

So Luck of the Gambler: Defense/Recharge and Adjusted Targeting: Recharge should both work to reduce the recharge on Link Minds.

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1 hour ago, Major_Decoy said:

So, as I recall, link minds does not take recharge enhancements, so Hamidon recharge enhancements and the alpha slot will not improve its recharge, but Link Minds will get the recharge reduction enhancement bonuses from invention sets it can slot.

 

So Luck of the Gambler: Defense/Recharge and Adjusted Targeting: Recharge should both work to reduce the recharge on Link Minds.

 

Looks like you are right.  I did some quick tests and Link Minds slotted with a Luck of the Gambler: Defense/Recharge showed a lower recharge.  I had originally planned the build with 2 Membranes at 53 and Mids was showing it as perma, but it wasn't working in game.  I tested the Membranes and there was no recharge, so I assume it wouldn't work with any IO, but you are right it does have recharge with the Def/Rech IO.  Back to the drawing board!

 

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16 minutes ago, Lockpick said:

 2 Membranes at 53

 

That's because they changed the way the code worked *JUST* for hamidon enhancements. Defense Debuffs are Schedule A and Defense buffs are schedule B, but they're essentially the exact same enhancements, so people were able to get much better enhancement bonuses in defense powers by slotting Enzymes. So they developed code for hamidon enhancements so that it would only provide the enhancement bonuses that the power could be slotted for.

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