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Posted

Hey there fellow Supers, I have never made a sentinel before, and this one is certainly a work in progress...  The purples are fine, and I can get the inf to make just about anything, but, I want to be certain it is worth the playing time.  So far I am loving it (lvl 41 atm), but this is the end goal. That is, unless some of you fine folks come up with something better, faster, stronger, and tougher.  :D

 

Hero Plan by Mids' Hero Designer 1.962

http://www.cohplanner.com/

 

Click this DataLink to open the build!

 

Homicidia: Level 50 Magic Sentinel

Primary Power Set: Electrical Blast

Secondary Power Set: Electric Armor

Power Pool: Sorcery

Power Pool: Leadership

Power Pool: Leaping

Power Pool: Speed

Ancillary Pool: Electricity Mastery

 

Hero Profile:

Level 1: Lightning Bolt

  • (A) Decimation - Accuracy/Damage
  • (7) Decimation - Damage/Recharge
  • (7) Decimation - Accuracy/Endurance/Recharge
  • (9) Decimation - Accuracy/Damage/Recharge
  • (9) Decimation - Chance of Build Up

Level 1: Charged Armor

  • (A) Steadfast Protection - Resistance/Endurance
  • (3) Steadfast Protection - Resistance/+Def 3%
  • (3) Steadfast Protection - Knockback Protection

Level 2: Ball Lightning

  • (A) Superior Sentinel's Ward - Accuracy/Damage
  • (19) Superior Sentinel's Ward - Damage/RechargeTime
  • (19) Superior Sentinel's Ward - Accuracy/Damage/RechargeTime
  • (21) Superior Sentinel's Ward - Accuracy/Damage/Endurance
  • (21) Superior Sentinel's Ward - Accuracy/Damage/Endurance/RechargeTime
  • (23) Superior Sentinel's Ward - RechargeTime/Chance for +Absorb

Level 4: Conductive Shield

  • (A) Impervious Skin - Resistance/Endurance
  • (5) Impervious Skin - Resistance/Recharge
  • (5) Impervious Skin - Endurance/Recharge
  • (27) Impervious Skin - Resistance/Endurance/Recharge
  • (27) Impervious Skin - Status Resistance

Level 6: Zapping Bolt

  • (A) Apocalypse - Damage
  • (13) Apocalypse - Damage/Recharge
  • (15) Apocalypse - Accuracy/Damage/Recharge
  • (15) Apocalypse - Accuracy/Recharge
  • (17) Apocalypse - Chance of Damage(Negative)

Level 8: Mystic Flight

  • (A) Freebird - +Stealth

Level 10: Maneuvers

  • (A) Luck of the Gambler - Recharge Speed

Level 12: Combat Jumping

  • (A) Luck of the Gambler - Recharge Speed

Level 14: Tactics

  • (A) Gaussian's Synchronized Fire-Control - Chance for Build Up

Level 16: Hasten

  • (A) Recharge Reduction IO
  • (17) Recharge Reduction IO

Level 18: Voltaic Sentinel

  • (A) Expedient Reinforcement - Accuracy/Recharge
  • (23) Expedient Reinforcement - Accuracy/Damage/Recharge
  • (25) Expedient Reinforcement - Endurance/Damage/Recharge
  • (25) Expedient Reinforcement - Accuracy/Damage

Level 20: Static Shield

  • (A) Unbreakable Guard - Resistance
  • (50) Unbreakable Guard - Resistance/Endurance
  • (50) Unbreakable Guard - +Max HP

Level 22: Grounded

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

Level 24: Charged Shield

  • (A) Panacea - Heal/Endurance
  • (29) Panacea - Endurance/Recharge
  • (29) Panacea - Hea/Recharge
  • (31) Panacea - Heal/Endurance/Recharge
  • (31) Panacea - Heal

Level 26: Short Circuit

  • (A) Obliteration - Damage
  • (36) Obliteration - Damage/Recharge
  • (36) Obliteration - Accuracy/Damage/Recharge
  • (37) Obliteration - Accuracy/Damage/Endurance/Recharge
  • (37) Obliteration - Chance for Smashing Damage

Level 28: Tesla Cage

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

Level 30: Energize

  • (A) Panacea - Heal/Endurance
  • (37) Panacea - Endurance/Recharge
  • (40) Panacea - Hea/Recharge
  • (40) Panacea - Heal/Endurance/Recharge
  • (43) Panacea - Heal

Level 32: Thunderous Blast

  • (A) Ragnarok - Damage
  • (33) Ragnarok - Damage/Recharge
  • (33) Ragnarok - Accuracy/Damage/Recharge
  • (33) Ragnarok - Accuracy/Recharge
  • (34) Ragnarok - Chance for Knockdown

Level 35: Lightning Reflexes

  • (A) Flight Speed IO

Level 38: Havoc Punch

  • (A) Hecatomb - Damage
  • (39) Hecatomb - Damage/Recharge
  • (39) Hecatomb - Accuracy/Damage/Recharge
  • (39) Hecatomb - Accuracy/Recharge
  • (40) Hecatomb - Chance of Damage(Negative)

Level 41: Lightning Field

  • (A) Obliteration - Damage
  • (42) Obliteration - Accuracy/Damage/Endurance/Recharge
  • (42) Obliteration - Damage/Recharge
  • (42) Obliteration - Accuracy/Damage/Recharge
  • (43) Obliteration - Chance for Smashing Damage

Level 44: Rehabilitating Circuit

  • (A) Doctored Wounds - Heal/Endurance
  • (45) Doctored Wounds - Heal/Recharge
  • (45) Doctored Wounds - Heal/Endurance/Recharge
  • (45) Doctored Wounds - Heal
  • (46) Doctored Wounds - Recharge

Level 47: Power Sink

  • (A) Efficacy Adaptor - EndMod
  • (48) Efficacy Adaptor - EndMod/Accuracy
  • (48) Efficacy Adaptor - EndMod/Accuracy/Recharge

Level 49: Aim

  • (A) Adjusted Targeting - To Hit Buff/Endurance/Recharge

Level 1: Brawl

  • (A) Empty

Level 1: Prestige Power Dash

  • (A) Empty

Level 1: Prestige Power Slide

  • (A) Empty

Level 1: Prestige Power Quick

  • (A) Empty

Level 1: Prestige Power Rush

  • (A) Empty

Level 1: Prestige Power Surge

  • (A) Empty

Level 1: Sprint

  • (A) Empty

Level 2: Rest

  • (A) Empty

Level 4: Ninja Run

Level 2: Swift

  • (A) Flight Speed IO

Level 2: Health

  • (A) Panacea - +Hit Points/Endurance
  • (11) Numina's Convalesence - +Regeneration/+Recovery
  • (11) Miracle - +Recovery

Level 2: Hurdle

  • (A) Jumping IO

Level 2: Stamina

  • (A) Performance Shifter - Chance for +End
  • (13) Performance Shifter - EndMod

------------

------------

I love ALL Archetypes, but prefer to play them Blue-Side.

Posted

Set Bonus Totals:

  • 17% DamageBuff(Smashing)
  • 17% DamageBuff(Lethal)
  • 17% DamageBuff(Fire)
  • 17% DamageBuff(Cold)
  • 17% DamageBuff(Energy)
  • 17% DamageBuff(Negative)
  • 17% DamageBuff(Toxic)
  • 17% DamageBuff(Psionic)
  • 11% Defense(Melee)
  • 8.5% Defense(Smashing)
  • 8.5% Defense(Lethal)
  • 6% Defense(Fire)
  • 6% Defense(Cold)
  • 7.25% Defense(Energy)
  • 7.25% Defense(Negative)
  • 6% Defense(Psionic)
  • 8.5% Defense(Ranged)
  • 6% Defense(AoE)
  • 5.85% Max End
  • 63% Enhancement(Accuracy)
  • 4% Enhancement(Heal)
  • 2.5% Enhancement(Max EnduranceDiscount)
  • 20% Enhancement(Range)
  • 112.5% Enhancement(RechargeTime)
  • 7.5% SpeedFlying
  • 289.1 HP (24%) HitPoints
  • 7.5% JumpHeight
  • 7.5% SpeedJumping
  • Knockback (Mag -7)
  • Knockup (Mag -7)
  • MezResist(Confused) 57.5%
  • MezResist(Held) 57.5%
  • MezResist(Immobilized) 57.5%
  • MezResist(Sleep) 57.5%
  • MezResist(Stunned) 57.5%
  • MezResist(Terrorized) 57.5%
  • 20.5% (0.34 End/sec) Recovery
  • 36% (1.81 HP/sec) Regeneration
  • 7.5% Resistance(Smashing)
  • 7.5% Resistance(Lethal)
  • 13.5% Resistance(Fire)
  • 13.5% Resistance(Cold)
  • 5.25% Resistance(Energy)
  • 5.25% Resistance(Negative)
  • 3.75% Resistance(Toxic)
  • 3.75% Resistance(Psionic)
  • 7.5% SpeedRunning

------------

Set Bonuses:

Decimation

(Lightning Bolt)

  •   1.5% Resistance(Energy,Negative), MezResist(Immobilized) 2.5%, MezResist(Held) 2.5%, MezResist(Stunned) 2.5%, MezResist(Sleep) 2.5%, MezResist(Terrorized) 2.5%, MezResist(Confused) 2.5%
  •   13.55 HP (1.12%) HitPoints
  •   2.25% Max End
  •   6.25% Enhancement(RechargeTime)

Steadfast Protection

(Charged Armor)

  •   1.5% (0.03 End/sec) Recovery
  •   18.07 HP (1.5%) HitPoints
  •   3% Defense(Melee), 3% Defense(AoE), 3% Defense(Ranged), 3% Defense(Smashing), 3% Defense(Lethal), 3% Defense(Fire), 3% Defense(Cold), 3% Defense(Energy), 3% Defense(Negative), 3% Defense(Psionic)
  •   Knockback (Mag -4), Knockup (Mag -4)

Superior Sentinel's Ward

(Ball Lightning)

  •   15% Enhancement(Accuracy)
  •   10% Enhancement(Range)
  •   36.14 HP (3%) HitPoints
  •   5% Defense(Melee), 2.5% Defense(Lethal), 2.5% Defense(Smashing)
  •   10% Enhancement(RechargeTime)

Impervious Skin

(Conductive Shield)

  •   1.5% Resistance(Smashing,Lethal), MezResist(Immobilized) 2.5%, MezResist(Held) 2.5%, MezResist(Stunned) 2.5%, MezResist(Sleep) 2.5%, MezResist(Terrorized) 2.5%, MezResist(Confused) 2.5%
  •   18.07 HP (1.5%) HitPoints
  •   2% (0.03 End/sec) Recovery
  •   5% Enhancement(RechargeTime)
  •   Status Resistance 7.5%

Apocalypse

(Zapping Bolt)

  •   16% (0.8 HP/sec) Regeneration
  •   36.14 HP (3%) HitPoints
  •   4% DamageBuff(All)
  •   10% Enhancement(RechargeTime)

Luck of the Gambler

(Maneuvers)

  •   7.5% Enhancement(RechargeTime)

Luck of the Gambler

(Combat Jumping)

  •   7.5% Enhancement(RechargeTime)

Expedient Reinforcement

(Voltaic Sentinel)

  •   1.5% Resistance(Energy,Negative), MezResist(Immobilized) 2.5%, MezResist(Held) 2.5%, MezResist(Stunned) 2.5%, MezResist(Sleep) 2.5%, MezResist(Terrorized) 2.5%, MezResist(Confused) 2.5%
  •   3% DamageBuff(All)
  •   6.25% Enhancement(RechargeTime)

Unbreakable Guard

(Static Shield)

  •   2.5% Enhancement(EnduranceDiscount)
  •   2.25% Resistance(Energy,Negative), MezResist(Immobilized) 3.75%, MezResist(Held) 3.75%, MezResist(Stunned) 3.75%, MezResist(Sleep) 3.75%, MezResist(Terrorized) 3.75%, MezResist(Confused) 3.75%
  •   90.36 HP (7.5%) HitPoints

Gladiator's Armor

(Grounded)

  •   2.5% (0.04 End/sec) Recovery
  •   2.25% Max End
  •   Knockback,Knockup protection (Mag 3)
  •   MezResist(Repel) 1000% (10% chance)
  •   3.75% Resistance(Toxic,Psionic), MezResist(Immobilized) 6.25%, MezResist(Held) 6.25%, MezResist(Stunned) 6.25%, MezResist(Sleep) 6.25%, MezResist(Terrorized) 6.25%, MezResist(Confused) 6.25%
  •   3% Defense(Melee), 3% Defense(AoE), 3% Defense(Ranged), 3% Defense(Smashing), 3% Defense(Lethal), 3% Defense(Fire), 3% Defense(Cold), 3% Defense(Energy), 3% Defense(Negative), 3% Defense(Psionic)

Panacea

(Charged Shield)

  •   2.5% (0.04 End/sec) Recovery
  •   2.25% Resistance(Smashing,Lethal), MezResist(Immobilized) 3.75%, MezResist(Held) 3.75%, MezResist(Stunned) 3.75%, MezResist(Sleep) 3.75%, MezResist(Terrorized) 3.75%, MezResist(Confused) 3.75%
  •   10% (0.5 HP/sec) Regeneration
  •   MezResist(Repel) 1000% (10% chance)

Obliteration

(Short Circuit)

  •   2.25% Resistance(Smashing,Lethal), MezResist(Immobilized) 3.75%, MezResist(Held) 3.75%, MezResist(Stunned) 3.75%, MezResist(Sleep) 3.75%, MezResist(Terrorized) 3.75%, MezResist(Confused) 3.75%
  •   3% DamageBuff(All)
  •   9% Enhancement(Accuracy)
  •   5% Enhancement(RechargeTime)

Superior Opportunity Strikes

(Tesla Cage)

  •   10% Enhancement(Range)
  •   3.6% Max End
  •   4% DamageBuff(All)
  •   10% Enhancement(RechargeTime)

Panacea

(Energize)

  •   2.5% (0.04 End/sec) Recovery
  •   2.25% Resistance(Smashing,Lethal), MezResist(Immobilized) 3.75%, MezResist(Held) 3.75%, MezResist(Stunned) 3.75%, MezResist(Sleep) 3.75%, MezResist(Terrorized) 3.75%, MezResist(Confused) 3.75%
  •   10% (0.5 HP/sec) Regeneration
  •   MezResist(Repel) 1000% (10% chance)

Ragnarok

(Thunderous Blast)

  •   4% (0.07 End/sec) Recovery
  •   6% Resistance(Fire,Cold), MezResist(Immobilized) 10%, MezResist(Held) 10%, MezResist(Stunned) 10%, MezResist(Sleep) 10%, MezResist(Terrorized) 10%, MezResist(Confused) 10%
  •   15% Enhancement(Accuracy)
  •   10% Enhancement(RechargeTime)

Hecatomb

(Havoc Punch)

  •   4% (0.07 End/sec) Recovery
  •   6% Resistance(Fire,Cold), MezResist(Immobilized) 10%, MezResist(Held) 10%, MezResist(Stunned) 10%, MezResist(Sleep) 10%, MezResist(Terrorized) 10%, MezResist(Confused) 10%
  •   15% Enhancement(Accuracy)
  •   10% Enhancement(RechargeTime)

Obliteration

(Lightning Field)

  •   2.25% Resistance(Smashing,Lethal), MezResist(Immobilized) 3.75%, MezResist(Held) 3.75%, MezResist(Stunned) 3.75%, MezResist(Sleep) 3.75%, MezResist(Terrorized) 3.75%, MezResist(Confused) 3.75%
  •   3% DamageBuff(All)
  •   9% Enhancement(Accuracy)
  •   5% Enhancement(RechargeTime)

Doctored Wounds

(Rehabilitating Circuit)

  •   1.5% Resistance(Smashing,Lethal), MezResist(Immobilized) 2.5%, MezResist(Held) 2.5%, MezResist(Stunned) 2.5%, MezResist(Sleep) 2.5%, MezResist(Terrorized) 2.5%, MezResist(Confused) 2.5%
  •   1.5% Resistance(Fire,Cold), MezResist(Immobilized) 2.5%, MezResist(Held) 2.5%, MezResist(Stunned) 2.5%, MezResist(Sleep) 2.5%, MezResist(Terrorized) 2.5%, MezResist(Confused) 2.5%
  •   4% Enhancement(Heal)
  •   5% Enhancement(RechargeTime)

Efficacy Adaptor

(Power Sink)

  •   13.55 HP (1.12%) HitPoints
  •   1.5% (0.03 End/sec) Recovery

Performance Shifter

(Stamina)

  •   7.5% SpeedJumping, 7.5% JumpHeight, 7.5% SpeedFlying, 7.5% SpeedRunning

 

 

 

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I love ALL Archetypes, but prefer to play them Blue-Side.

Posted

Personally, I prefer having my Chance for Build-Up in Aim (the PPM system means that it will trigger every time you Aim, regardless of how low you've brought the recharge) and a recharge, then single-slot tactics with a Cytoskeleton +To-Hit/-End.

 

Your defenses strike me as a bit low with those resist numbers, but that shouldn't be a huge issue given how fast you can drain end.

Posted

Would you think defense a better thing to slot for than recharge? I was hoping that more attacks, given endurance shouldn't be a problem, would prove the old adage "the best defense is a good offense."

 

~B

I love ALL Archetypes, but prefer to play them Blue-Side.

Posted

Personally, yes, though I would note I prioritize survivability above all, everything else comes second. I work really hard on getting damage up, but never at the expense of survivability. So that's my general bias, it may not be a good or helpful one for you.

 

I'd try to get to the 30s on E/L/S defenses. Resistance on Sents has to compensate for the fact that they have about 8% less HP than scrappers and about 15% (relatively, I think in the absolute sense it's only 7.5 vs. 7%) less defense and resistance scaling than scrappers. That'll add up fast. Cutting so many seconds off of your T9 is something you will appreciate but you'll have to be careful taking on high level enemies without a tanker or brute present.

 

One thing you may want to consider is investing in Chain Fences, which has a longer range and higher target cap than the rest of your attacks and lets you get started on the endurance draining early.

Posted

THANK YOU!  I really have NO idea what I am doing with Sentinels.  I mean, my Street Justice/Elec Armor Brute I recreated from the old days is tuned to be pretty set on end game content, but...  Beyond that, even 50s I had before (widows, crabs, warshades, peacebringers, etc.,) I really need guidance on slotting.  So, totally new territory for me here, and I am not too proud to get guidance from others!

 

:)

 

~B

I love ALL Archetypes, but prefer to play them Blue-Side.

Posted

Alpha Slot:

Musculature Core or Radial; depends on whether you want to go just for damage or if you want to make your endurance draining even more brutal faster.

 

Judgment:

Ionic is the best flat-out. While there are some uses for others if they fit theme, Ionic was really made too good and it also fits your theme, so.

 

Interface:

Degenerative is never bad. Reactive is less good on a Sentinel than a Blaster. Diamagnetic will help you and groups soloing by improving hard target kill speeds and your survivability a little bit.

 

Lore:

If you're grabbing a lore pet for general soloing, go down the support tree. A lot of pets are really good at that. If you're grabbing one for incarnate trials or to otherwise get pure DPS, Cimerorans are best at single target DPS.

 

Destiny:

Totally up to you. Figure out what you want and need most often. With the exception of incandescence though, all of these buffs are basically worthless after 30 seconds, which makes Ageless Core a popular pick; 30 seconds of infinite blue bar every 2 minutes basically alleviates almost anyone's end concerns.

 

Hybrid:

Assault Hybrid gave me much better results on a Sent than Assault Core, and I think it's much more OK to have highly variable offensive output (2 min on, 2 min off) than it is to have highly variable defensive strengths, so I stay away from Melee Hybrid even though I blap.

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