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The ultimate Psychic Sentinel


KingCeddd03

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Mellfis Black - Villain Sentinel
Build plan made with Mids' Reborn v3.6.6 rev. 3
──────────────────────────────

  • Primary powerset: Psychic Blast
  • Secondary powerset: Willpower
  • Pool powerset (#1): Fighting
  • Pool powerset (#2): Leaping
  • Pool powerset (#3): Leadership
  • Pool powerset (#4): Speed
  • Ancillary powerset: Psionic Mastery

──────────────────────────────

Powers taken:

Level 1: Telekinetic Blast

  • A: Force Feedback: Chance for +Recharge
  • 3: Devastation: Damage/Recharge
  • 3: Devastation: Accuracy/Damage/Endurance/Recharge
  • 5: Devastation: Accuracy/Damage/Recharge
  • 5: Devastation: Damage/Endurance

Level 1: High Pain Tolerance

  • A: Numina's Convalesence: Heal
  • 21: Aegis: Resistance/Endurance
  • 21: Aegis: Resistance/Recharge
  • 23: Aegis: Resistance/Endurance/Recharge
  • 23: Aegis: Endurance/Recharge

Level 2: Mind Over Body

  • A: Aegis: Resistance/Endurance
  • 43: Aegis: Resistance/Recharge
  • 46: Aegis: Resistance/Endurance/Recharge
  • 48: Aegis: Endurance/Recharge

Level 4: Kick

  • A: Invention: Endurance Reduction

Level 6: Combat Jumping

  • A: Shield Wall: Defense/Endurance
  • 15: Shield Wall: Defense/Recharge
  • 17: Shield Wall: Defense/Endurance/Recharge
  • 9: Shield Wall: Endurance/Recharge

Level 8: Fast Healing

  • A: Regenerative Tissue: +Regeneration
  • 9: Numina's Convalesence: +Regeneration/+Recovery
  • 48: Miracle: +Recovery

Level 10: Will Domination

  • A: Apocalypse: Damage
  • 11: Overwhelming Force: Accuracy/Damage/Endurance
  • 11: Overwhelming Force: Accuracy/Damage/Endurance/Recharge
  • 13: Apocalypse: Damage/Recharge
  • 13: Apocalypse: Recharge/Accuracy
  • 15: Apocalypse: Chance of Damage(Negative)

Level 12: Maneuvers

  • A: Luck of the Gambler: Defense
  • 17: Luck of the Gambler: Defense/Increased Global Recharge Speed

Level 14: Assault

  • A: Invention: Endurance Reduction

Level 16: Hasten

  • A: Invention: Recharge Reduction

Level 18: Psychic Focus

  • A: Gaussian's Synchronized Fire-Control: Chance for Build Up
  • 19: Adjusted Targeting: To Hit Buff
  • 19: Adjusted Targeting: To Hit Buff/Recharge

Level 20: Indomitable Will

  • A: Reactive Defenses: Defense/Endurance/RechargeTime
  • 36: Reactive Defenses: Defense/Endurance
  • 37: Reactive Defenses: Defense/RechargeTime
  • 46: Reactive Defenses: Endurance/RechargeTime

Level 22: Up to the Challenge

  • A: Preventive Medicine: Chance for +Absorb
  • A: Preventive Medicine: Heal
  • A: Preventive Medicine: Heal/Endurance
  • 48: Preventive Medicine: Heal/RechargeTime

Level 24: Psionic Strike

  • A: Superior Sentinel's Ward: Damage/RechargeTime
  • 25: Superior Sentinel's Ward: RechargeTime/Chance for +Absorb
  • 25: Superior Sentinel's Ward: Accuracy/Damage/RechargeTime
  • 27: Superior Sentinel's Ward: Accuracy/Damage/Endurance
  • 27: Superior Sentinel's Ward: Accuracy/Damage
  • 29: Superior Sentinel's Ward: Accuracy/Damage/Endurance/RechargeTime

Level 26: Tough

  • A: Unbreakable Guard: +Max HP
  • 29: Gladiator's Armor: TP Protection +3% Def (All)
  • 33: Aegis: Psionic/Status Resistance
  • 34: Impervium Armor: Psionic Resistance
  • 34: Impervious Skin: Status Resistance/Regeneration
  • 34: Steadfast Protection: Resistance/+Def 3%

Level 28: Weave

  • A: Shield Wall: +Res (Teleportation), +5% Res (All)
  • 36: Reactive Defenses: Scaling Resist Damage
  • 36: Gift of the Ancients: Defense/Increased Run Speed
  • 37: Kismet: Accuracy +6%

Level 30: Psionic Tornado

  • A: Superior Frozen Blast: Recharge/Chance for Immobilize
  • 31: Superior Opportunity Strikes: Accuracy/Damage
  • 31: Superior Opportunity Strikes: RechargeTime/Chance for Opportunity
  • 31: Superior Opportunity Strikes: Damage/RechargeTime
  • 33: Superior Opportunity Strikes: Accuracy/Damage/Endurance/RechargeTime
  • 33: Superior Opportunity Strikes: Accuracy/Damage/Endurance

Level 32: Quick Recovery

  • A: Performance Shifter: Chance for +End
  • 37: Power Transfer: Chance to Heal Self

Level 35: Heightened Senses

  • A: Shield Wall: Defense/Endurance
  • 40: Shield Wall: Defense/Recharge
  • 40: Shield Wall: Defense/Endurance/Recharge
  • 40: Shield Wall: Endurance/Recharge

Level 38: Psychic Wail

  • A: Armageddon: Chance for Fire Damage
  • 39: Armageddon: Damage/Endurance
  • 39: Fury of the Gladiator: Accuracy/Endurance/Recharge
  • 39: Armageddon: Damage/Recharge
  • 43: Armageddon: Damage/Recharge/Accuracy
  • 43: Armageddon: Recharge/Accuracy

Level 41: Mind Probe

  • A: Mako's Bite: Accuracy/Endurance/Recharge
  • 42: Mako's Bite: Accuracy/Damage
  • 42: Mako's Bite: Damage/Recharge
  • 42: Mako's Bite: Damage/Endurance

Level 44: Dominate

  • A: Lockdown: Chance for +2 Mag Hold
  • 45: Lockdown: Accuracy/Hold
  • 45: Superior Entomb: Recharge/Chance for +Absorb
  • 45: Superior Entomb: Accuracy/Hold/Endurance/Recharge
  • 46: Lockdown: Recharge/Hold

Level 47: Mass Hypnosis

  • A: Fortunata Hypnosis: Chance for Placate
  • 50: Induced Coma: Accuracy/Sleep/Recharge
  • 50: Induced Coma: Sleep/Range
  • 50: Fortunata Hypnosis: Sleep

Level 49: Strength of Will

  • A: Aegis: Resistance


──────────────────────────────

Inherents:

Level 1: Opportunity


Level 1: Brawl

  • (Empty)

Level 1: Sprint

  • (Empty)

Level 2: Rest

  • (Empty)

Level 1: Swift

  • (Empty)

Level 1: Hurdle

  • (Empty)

Level 1: Health

  • A: Panacea: +Hit Points/Endurance

Level 1: Stamina

  • A: Performance Shifter: EndMod

 

Edited by KingCeddd03
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I've never made a Sentinel myself, but I see a few glaring issues to be addressed in the early levels of slot placement. The 4-piece Aegis in High Pain Tolerance uses an Endurance/Recharge, without the Resistance, even though it's an auto-skill, meaning both recharge and endurance reduction are useless modifiers.

 

Then, considering that Combat Jumping already has practically no endurance cost, and gives a lower base defense value than Maneuvers, it seems like an odd decision to put a full 4-slot set into Combat Jumping while Maneuvers remains only two-slotted. You also used Endurance/Recharge again for the Shield Wall set in Combat Jumping, which is effectively doing nothing, while later putting the +TP Res/+Res into Weave. You could keep Combat Jumping at 1 slot, put in the +7.5% Recharge from Luck of the Gambler, move that slot to Maneuvers so that it has 5 slots, keep the other+7.5% Recharge in it, and put the 4-slot Shield Wall into Maneuvers, while also removing the Endurance/Recharge and instead replacing it with the +TP Res/+Res from Weave. This would free the later slot from Weave, which you could then put back into Combat Jumping if you want to get back the two-piece Luck of the Gambler set bonus that is lost from Maneuvers.

 

I would also personally say it's simply not worth a whole slot to put the Gift of the Ancients: Defense/Run Speed into Weave. Also, Weave has an even higher defense bonus than either Combat Jumping or Maneuvers, although Maneuvers does apply to teammates, but if you're more worried about personal survivability then Weave should definitely get more priority. No matter which way you want to go, Combat Jumping is absolutely where you want to go for dumping stat enhancements, while Weave and Maneuvers should be a higher priority for full defense sets. This means I'd pull the Gift of the Ancients from Weave, move the Kismet: Accuracy into Combat Jumping, and use the two freed slots in Weave for an actual set bonus with a Defense and Defense/Endurance enhancement. 

 

Lastly, the Regenerative Tissue: +Regeneration that you put into Fast Healing is only worth a flat +25% regeneration, which is less than the amount you would get from just putting any standard level 50 heal IO into that power. The power gives a base 75% regeneration, and a 50 IO is a 42.4% enhancement, which takes the regeneration up to 106.8%, which means it's worth +31.8% regeneration. Since you already have a Numina's: +Regen/+Recovery in the power, you could put a Numina's: Heal into it to get that +31.8% regeneration, on top of the +12% 2-piece set bonus, for a total of +43.8%, rather than the current flat +25% that you get from the single Regenerative Tissue.

 

So, I would say you're getting more bang for your buck to change:

 

Level 1: High Pain Tolerance

  • A: Numina's Convalesence: Heal
  • 21: Aegis: Resistance/Endurance
  • 21: Aegis: Resistance/Recharge
  • 23: Aegis: Resistance/Endurance/Recharge
  • 23: Aegis: Endurance/Recharge

Level 6: Combat Jumping

  • A: Shield Wall: Defense/Endurance
  • 15: Shield Wall: Defense/Recharge
  • 17: Shield Wall: Defense/Endurance/Recharge
  • 9: Shield Wall: Endurance/Recharge

 

Level 8: Fast Healing

  • A: Regenerative Tissue: +Regeneration
  • 9: Numina's Convalesence: +Regeneration/+Recovery
  • 48: Miracle: +Recovery

 

Level 12: Maneuvers

  • A: Luck of the Gambler: Defense
  • 17: Luck of the Gambler: Defense/Increased Global Recharge Speed

 

Level 28: Weave

  • A: Shield Wall: +Res (Teleportation), +5% Res (All)
  • 36: Reactive Defenses: Scaling Resist Damage
  • 36: Gift of the Ancients: Defense/Increased Run Speed
  • 37: Kismet: Accuracy +6%

Into:

 

Level 1: High Pain Tolerance

  • A: Numina's Convalesence: Heal
  • 21: Aegis: Resistance/Endurance
  • 21: Aegis: Resistance/Recharge
  • 23: Aegis: Resistance/Endurance/Recharge
  • 23: Aegis: Resistance

Level 6: Combat Jumping

  • A: Luck of the Gambler: Defense/Increased Global Recharge Speed
  • 9: Kismet: Accuracy +6%
  • 36: Reactive Defenses: Scaling Resist Damage

 

Level 8: Fast Healing

  • A: Numina's Convalesence: Heal
  • 9: Numina's Convalesence: +Regeneration/+Recovery
  • 48: Miracle: +Recovery

Level 12: Maneuvers

  • A: Shield Wall: Defense
  • 15: Shield Wall: Defense/Endurance
  • 17: Shield Wall: Defense/Endurance/Recharge
  • 17: Shield Wall: +Res (Teleportation), +5% Res (All)

Level 28: Weave

  • A: Luck of the Gambler: Defense/Increased Global Recharge Speed
  • 36: Luck of the Gambler: Defense
  • 37: Luck of the Gambler: Defense/Endurance

This way you are effectively using the same slots and sets for the same types of bonuses while getting higher values in all regards, while not really spending much more influence. The only thing you're losing entirely is the +7.5% run speed, but in exchange you're getting another +7.5% recharge speed, which I would say the +recharge is far superior to +run speed. There are perhaps other changes I would do personally, but I'm not looking to decide how you play, so I'm just trying to offer how to get mathematical gains in what you seem to be going for without actually changing the build itself.

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On 4/12/2024 at 3:12 AM, Sovera said:

A Fortunata?


Given the recent buffs, it's worth considering...

That being said, I find it tough to break even just 300 DPS on a Fortunata (unless we include Claws attacks, but then that's hardly psychic). Whereas a psy/*/psy sent can dish out slightly more damage.

 

The Sentinel has an easier time with healing/endurance too, and can reach higher passive survivability. The Fortunata has better team buffs and active control (which counts as a team buff too).

Sentinal has some -res, Fortunata has no -res.

All in all it feels pretty balanced between the two options.

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I’m not sure what you mean by better, it would depend on your aims.

I’ve got a number of Psy based Sentinels and in my opinion, the cornerstone of these is stacking stuns from Psychic Shockwave and Psychic Wail.

Keeping all of the nearby mobs staggering around while you’re capped to ranged damage is a great way to survive. Also takes out most mobs allowing you to concentrate on the bosses.

 

On my Willpower Sentinel, I use hover to stay out of range and avoid most defence debuffs, to which you have little resistance.

 

I built a ground based Psy/SR/Psy that works well, as it has good resistance to defence debuff and slows.

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1 hour ago, Psiphon said:

I’m not sure what you mean by better, it would depend on your aims.

I’ve got a number of Psy based Sentinels and in my opinion, the cornerstone of these is stacking stuns from Psychic Shockwave and Psychic Wail.

Keeping all of the nearby mobs staggering around while you’re capped to ranged damage is a great way to survive. Also takes out most mobs allowing you to concentrate on the bosses.

 

On my Willpower Sentinel, I use hover to stay out of range and avoid most defence debuffs, to which you have little resistance.

 

I built a ground based Psy/SR/Psy that works well, as it has good resistance to defence debuff and slows.

Well show me your build so I can understand.

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On 4/13/2024 at 5:21 AM, nihilii said:

That being said, I find it tough to break even just 300 DPS on a Fortunata ...

I'd love to see @nihilii's Psy/Nin/Psy Sentinel.

That tracks with my experience, and is why my main Fort was a Melee Fort.  The Sentinel could be cheaper to build too.  I find Fortunata's almost always want the most expensive builds possible.

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On 4/20/2024 at 7:51 AM, MizuUeumatsu said:

Hello I was making a fortunata but this is giving me some food for thought! Quick question: will the build work the same with hover instead of combat jumping?

yes

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On 4/22/2024 at 5:56 PM, RCU7115 said:

I would put the Numi Regen/Recovery and the Mircle proc in Health and used either Numi or Prevent Meds 

Heal/Absorb, Heal/End, and Heal/Rech in Fast Healing 

Dont think that helped.

 

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  • 4 weeks later
  • 2 weeks later
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7 hours ago, KingCeddd03 said:

 

I think you've nailed most of it so it's mostly a little bit of min-maxing now.

 

Now, there are two ways to approach defense on a Sentinel (IMO):

 

1 - We reach 45% to all defense.

2 - We lean on being a low agro ranged character and aim for 33%, and then if things get hairy we eat a small purple that pushes us to 45%.

3 - We build to 40% and use Barrier for the last 5%.

 

I've found the second approach works fine for me and the build was already at that sweet spot, but in the process it got closer to the third sweet spot.

 

 

Things I did change:

 

- Assault provides very little (about or less than 5% despite what the tooltip might say) so I took the liberty of picking a travel power. Just put it back in if you'd like.

- Knocked about a minute off Hasten which in turn also helped Psychic Focus and Psychic Wail. These last two are your bread and butter and you want them up and available at every group if possible. This is, IMO, more important than chasing resistances as dead mobs don't hurt.

- I respected your incarnate choices (small change to Musculature since the damage loss is minimal in practice (ignoring the misleading tooltip) and a bit more recovery never hurt) and pushed S/L resistances to 75%. If you were to change from Rebirth to Barrier (which is what I'd do since one is proactive and the other is reacting to damage already taken) you could knock 5% resistances off S/L (take all slots from Dominate for example, or change the four Titanium coatings for Unbreakable Guards, etc) and move the slotting around. Perhaps get the last % to have S/L defenses to 40% since then Barrier would then make ALL your defenses at 45% (again, more important than building for resistances IMO) while also adding another 5% to all resistances which would bump S/L back to 75%.

- A lot of the F/C resistances you were building for were sacrificed. This is a fair trade off in my book as not only is that damage type not commonly found but you have defenses versus it. But this is just one way to build.

- Shuffled all your powers for leveling/exemplaring.

 

I'm sure that there is still room for improvement. I would personally try to see if it was possible to make a tighter and leaner attack chain that does not require four attacks as that would free powers and slots, but the build should do all content as is.

 

Mellfis Black 6- Sentinel (Psychic Blast - Willpower).mbd

 

 

Edit: ah chrissakes, nevermind, I only now noticed you had Support Core Embodiment toggled on for some reason. Well, okay, small change of plan. It's back to sweet spot 1 where. Barrier is no longer the clincher (It's still 5% to all resistances and defenses at minimum and is a panic button so it would be my pick anyway but it's your character).

 

Revised build aiming for sweetspot 1. One small purple in a moment of crisis will get all defenses to 45%. Even solo it shouldn't be needed all the time since you can now open for each group with Psychic Focus and Psychic Wail which will get half the group dead. I couldn't get the S/L resistances quite to 75% but the Reactive Defences proc will skirt it the moment your HP goes to 90% so meh. I'm sure it can be done with a bit more shuffling but I've spent too long on this already.

 

Mellfis Black 6- Sentinel (Psychic Blast - Willpower) V2.mbd

 

Consider Stone Armor since it's a large improvement over Willpower.

 

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I've been leveling a Psi/Nin sentinel. While it's very survivable, my issue is that foes that resist psi damage resist it A LOT, and it's difficult to add a significant amount of non-psi damage to the attack chain (I've got Smite, Engulfing Darkness, the piddling amount of smashing damage in TK Blast and prestige/temp powers). I feel like other ATs with Psi Blast have an easier time adding a second type of damage in their secondaries. Sure it's nice to take down Marauder in seconds, but fighting Nightstar took forever, even as an EB, because she has 75% resistance to psi (as does Siege). Malta Titans have 60% psi resist. Carnies and Vanguard Sword have 20% psi defense. 

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  • 1 month later

I absolutely love my Psi Sentinel, although she’s Psi/Invul/Psi rather than willpower. Kind of love the irony of having a Psi character who has Psi as their weakness. 
 

Absolute beast of a Sentinel, mind.

 

• Capped defence to S/L/F/C/E/N

• Capped resistance to S/L

• Perma hasten and dull pain HP cap

• Two single target procced-out attacks

• Great AoE with stuns

 

Don't play her as much as I should for two reasons: I prefer fully-ranged characters and I find some of the activation times a bit too slow on Psi.

 

Massively recommended though if those two things don’t really bother you. 

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