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Posted (edited)

Hi all,

 

I'm a new player, and I just reached 50 on my new character. I've respec'ed a couple times and I think I've figured out which abilities I'd like to take. I only have experience slotting IOs, but I've saved up almost 200 million influence and would like to invest in some late game enhancement sets. I just don't know where to start.

 

Below I believe I attached my Mids "build" (will edit post as it gets updated). I would like help with the following:

  • Recommendations for enhancements in various skills
  • Strategy for picking best sets to go where
  • What additional skills are recommended (I have a couple open powers)

 

Quote

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I watch videos of "Fire Farm" and it looks fun. I think a goal of mine would be to someday solo farm those instances (if that's even possible for my combination).

 

[Edit]

My Mids keeps having errors/crashing when I try to export it. I'm wondering if I downloaded the correct version. Here is a screenshot of where I'm at currently. 

Marcus Build.PNG

Edited by JackPowers
  • 5 weeks later
Posted

Really sorry that you have not gotten any help with this build of yours. 😞  Over 100 views and nothing to show for it.

 

I wish I could help you though, I'm not the best at Mids or even build planning myself but the powers look solid enough.

Posted (edited)

Hello, 

 

The Sentinel Forums seem kind of quiet of late and I am not the best advice giver, but I do have a little bit of experience with the Sentinel AT and Sentinels with SR in particular.

 

First,  what you have looks good.  There is nothing you NEED to change.  But some thoughts follow....

 

I can say that as you go further into incarnate you will find you need less powerrs from your Dual Pistols than what you think you need.  Typically I have 4 to 6 powers from the Offensive side, which rotate perfectly so there is always something worthwhile to cast.  

 

So for example, if you dropped 2 powers from Dual Pistols and Hasten - which you also wont really need exccept to get in a few more Hail of Bullets.  You culd opt for the Sorc tree - which is my personal favourite on Sentinels.  You can grab Spirit Ward, Enflame (an awesome and imo underrated power) and Rune of Protection - which is, quite possibly my favourite power for a sentinel.  This is especially true when combined with Toughness and SR.  This trio makes you virtually unkillable.  IT also allows you to grab a that sweet Muscle Alpha for 33% extra damage, while you tank everything right in the centre of the mobs pushing out your Hail.

 

You could also take Mystic Flight, Drop Fly and evasive maneuvers and go ahead and take Elude.  I read somewhere in a guide that this skill was safely skippable and this mindset has become sort of Gospel when using the SR Defensive set.  I think this is debatable postition.  It can come in very handy and yes there is a crash, but thematically, a crash is kind of fun to play around.

 

As for what to do with your 200 Million.  This really depends on if you are playing mostly Solo or in teams and what sort of playstyle most resonates with you.  I will almost always default to an Off Tank build, so I wlll go a bit heavy on the Defensive slotting.  I might put six slots in some powers you would typically see 3 or 4 (Toughness for example).  If you want to max your DPS, you will typically keep your defensive slotting to a minimum and made sure all your offense powers are fully slotted (by the way, this is easy to do if you trim these down as previously mentioned.

 

You enhancement selection is of course also directly tied to your prefferred playstyle.  The enhancemets themselves will show you *the way*

 

For example, for a build and a budget I particularly like Entropic Chaos as a 5 slot and adding Decimation and/or Devastation.  This is 8 to 10 million per set.

I also very much like Annhilation @ 7 Million, a -res and Got lo love Annihilation 5 3% endurance discount.  Add a few Unbrekable 2s for a cheap way to significantly help your endurance management 

 

Another idea that I find is essentially cannon in builds is that if a power does damage, slot it with damage.  I think this is also a debatable position - particularly on a Sentinel.  For example, if you have a power that can slot To Hit Debuff sets, you can immediately see how this could synergize with SR.  A very cheap DArk Watchers set not only furthers your already incredible damage avoidance - it helps your entire team.  The 25% rechange slow proc is going to do alot of work in those tough fights were a little more control goes a long way.  Under the hood abilities, i.e. those where you do not see numbers on your screen, are often overlooked - which is why they are cheap.  It is because they are overlooked and cheap the bang for your buck is very high.  Pretty much all of the soft sets are undervalued.  I tend to usee them alot in value builds and only replace them when the Purples start rolling in.

 

Good luck and I  hope you enjoy Sentinels as much as I do.

Edited by Exqzr984

My Sentinels: 108 Wat/SR.  90 Wat/Reg,. 68 DP/Dark. 63 Ar/Nin, 62 Rad/EA, 53 Ice/Stone, 53 En/EA.  50 Dark/Rad.  49 Psy/Will.  25 Storm/EA

Posted (edited)

This is my current build on live for my DP/SR Sentinel. He is built as " natural " hero, hence he has no true travel power. Its a pretty solid build IMO. 

 

Mister Magnum - Hero Sentinel
Build plan made with Mids' Reborn v3.7.4 rev. 9
──────────────────────────────

  • Primary powerset: Dual Pistols
  • Secondary powerset: Super Reflexes
  • Pool powerset (#1): Leaping
  • Pool powerset (#2): Leadership
  • Pool powerset (#3): Speed
  • Pool powerset (#4): Fighting
  • Epic powerset: Weapon Mastery

──────────────────────────────

Powers taken:

Level 1: Pistols

  • A: Thunderstrike: Accuracy/Damage
  • 3: Thunderstrike: Damage/Endurance
  • 3: Thunderstrike: Damage/Recharge
  • 5: Thunderstrike: Accuracy/Damage/Recharge
  • 5: Thunderstrike: Accuracy/Damage/Endurance
  • 7: Thunderstrike: Damage/Endurance/Recharge

Level 1: Focused Fighting

  • A: Luck of the Gambler: Defense/Endurance
  • 7: Luck of the Gambler: Defense/Endurance/Recharge
  • 9: Luck of the Gambler: Defense
  • 9: Luck of the Gambler: Defense/Increased Global Recharge Speed

Level 2: Focused Senses

  • A: Luck of the Gambler: Defense/Endurance
  • 11: Luck of the Gambler: Defense/Endurance/Recharge
  • 11: Luck of the Gambler: Defense
  • 13: Luck of the Gambler: Defense/Increased Global Recharge Speed

Level 4: Combat Jumping

  • A: Blessing of the Zephyr: Knockback Reduction (4 points)
  • 17: Reactive Defenses: Scaling Resist Damage

Level 6: Dual Wield

  • 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 8: Empty Clips

  • A: Superior Opportunity Strikes: Accuracy/Damage
  • 23: Superior Opportunity Strikes: Damage/RechargeTime
  • 25: Superior Opportunity Strikes: Accuracy/Damage/RechargeTime
  • 25: Superior Opportunity Strikes: Accuracy/Damage/Endurance
  • 27: Superior Opportunity Strikes: Accuracy/Damage/Endurance/RechargeTime
  • 27: Superior Opportunity Strikes: RechargeTime/Chance for Opportunity

Level 10: Assault

  • A: Invention: Endurance Reduction

Level 12: Suppressive Fire

  • A: Invention: Accuracy
  • 29: Gladiator's Net: Chance of Damage(Lethal)
  • 29: Ghost Widow's Embrace: Chance of Damage(Psionic)
  • 31: Gladiator's Javelin: Chance of Damage(Toxic)
  • 31: Unbreakable Constraint: Chance for Smashing Damage
  • 31: Apocalypse: Chance of Damage(Negative)

Level 14: Master Brawler

  • A: Preventive Medicine: Chance for +Absorb

Level 16: Swap Ammo


Level 18: Bullet Rain

  • A: Ragnarok: Damage
  • 33: Ragnarok: Damage/Recharge
  • 33: Ragnarok: Damage/Recharge/Accuracy
  • 33: Ragnarok: Recharge/Accuracy
  • 34: Ragnarok: Damage/Endurance
  • 34: Overwhelming Force: Damage/Chance for Knockdown/Knockback to Knockdown

Level 20: Dodge

  • A: Invention: Defense Buff
  • 34: Invention: Defense Buff

Level 22: Executioner's Shot

  • A: Apocalypse: Damage
  • 36: Apocalypse: Damage/Recharge
  • 36: Apocalypse: Damage/Recharge/Accuracy
  • 36: Apocalypse: Recharge/Accuracy
  • 37: Apocalypse: Damage/Endurance
  • 37: Sudden Acceleration: Knockback to Knockdown

Level 24: Agile

  • A: Invention: Defense Buff
  • 37: Invention: Defense Buff

Level 26: Hasten

  • A: Invention: Recharge Reduction
  • 39: Invention: Recharge Reduction

Level 28: Boxing

  • (Empty)

Level 30: Enduring

  • A: Kismet: Accuracy +6%
  • 39: Invention: Endurance Modification
  • 39: Performance Shifter: EndMod
  • 43: Performance Shifter: Chance for +End

Level 32: Hail of Bullets

  • A: Superior Avalanche: Accuracy/Damage
  • 40: Superior Avalanche: Damage/Endurance
  • 40: Superior Avalanche: Accuracy/Damage/Endurance
  • 40: Superior Avalanche: Accuracy/Damage/Recharge
  • 42: Superior Avalanche: Accuracy/Damage/Endurance/Recharge
  • 42: Superior Avalanche: Recharge/Chance for Knockdown

Level 35: Evasion

  • A: Luck of the Gambler: Defense/Endurance
  • 42: Luck of the Gambler: Defense/Endurance/Recharge
  • 43: Luck of the Gambler: Defense
  • 43: Luck of the Gambler: Defense/Increased Global Recharge Speed

Level 38: Tactics

  • A: Invention: Endurance Reduction
  • 48: Rectified Reticle: Increased Perception

Level 41: Tough

  • A: Steadfast Protection: Knockback Protection
  • 45: Steadfast Protection: Resistance/+Def 3%
  • 45: Gladiator's Armor: TP Protection +3% Def (All)
  • 46: Unbreakable Guard: +Max HP

Level 44: Weave

  • A: Luck of the Gambler: Defense/Endurance
  • 46: Luck of the Gambler: Defense
  • 46: Luck of the Gambler: Defense/Increased Global Recharge Speed
  • 47: Luck of the Gambler: Defense/Endurance/Recharge

Level 47: Maneuvers

  • A: Luck of the Gambler: Defense/Endurance
  • A: Luck of the Gambler: Defense/Endurance/Recharge
  • A: Luck of the Gambler: Defense
  • 48: Luck of the Gambler: Defense/Endurance/Recharge

Level 49: Quickness

  • A: Invention: Run Speed


──────────────────────────────

Inherents:

Level 1: Opportunity


Level 1: Brawl

  • (Empty)

Level 1: Sprint

  • A: Invention: Run Speed

Level 2: Rest

  • (Empty)

Level 2: Swift

  • A: Invention: Run Speed

Level 2: Hurdle

  • A: Invention: Jumping

Level 2: Health

  • A: Numina's Convalesence: +Regeneration/+Recovery
  • 13: Miracle: +Recovery
  • 15: Panacea: +Hit Points/Endurance
  • 48: Regenerative Tissue: +Regeneration

Level 2: Stamina

  • A: Invention: Endurance Modification
  • 15: Performance Shifter: EndMod
  • 17: Performance Shifter: Chance for +End
  • 45: Power Transfer: Chance to Heal Self

Level 16: Chemical Ammunition


Level 16: Cryo Ammunition


Level 16: Incendiary Ammunition


Level 1: Prestige Power Dash

  • (Empty)

Level 1: Prestige Power Slide

  • (Empty)

Level 1: Prestige Power Quick

  • (Empty)

Level 1: Prestige Power Rush

  • (Empty)

Level 1: Prestige Power Surge

  • (Empty)

Level 4: Ninja Run

──────────────────────────────
Incarnates:

Rebirth Radial EpiphanyAssault Total Core GraftReactive Total Radial ConversionRobotic Drones Total Core Improved AllyMusculature Core ParagonPyronic Total Core Judgement

Edited by Heatstroke
Posted

I'm relatively new here. Just started playing a month ago, but I do have two fully geared out DP sentinels (DP/SR and DP/NInja) that I've put through the paces running +4x8 Radio missions. There is a relatively recent thread with some really good dp/sr/psi builds that helped me get going so I recommend hunting that thread down.

 

I will say though, don't sleep on Suppressive Fire. It's not the "low dmg cc" it masquerades as. If you're using special ammo, which should be most of the time, it's one of your hardest hitting single target attacks and has very good utility, letting you downright bully bosses with cryo freeze. Even without special ammo, it takes so many damage proc enhancements that it's still worth using as a damage dealer.

 

 

  • 2 weeks later
Posted
13 hours ago, Wolfboy1 said:

 

Just wondering, what could I replace flurry with if I really dont think it fits for theme?  Or Just keep it for the Hecatomb mule?  Is there another power and enh. set that could replace Heca?


you could switch it for anything really. The power itself sucks even slotted. Mind prob would be fine. Not home at the moment. 

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