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Posted (edited)

I'm relatively new, having been running around on Everlasting as my first COH experience for the past six or so months. After reading through all the info from various folks on this forum about Sentinel, Dual Pistols, SR and similar sets, I settled on the following build with my own personal tweaks and it seems to have performed well for me. I run solo 4/8 Radio missions in PI and Grandville primarily and fared well against the factions you typically encounter for those (Arachnos, Council, Carnival, Circle, Malta, etc.).  I'd like to share this build and also get some feedback on any blindspots I might be missing in optimizing its performance.
 

 

Spoiler

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Spoiler

Sentinel-DP-SR-PM-V4 - Villain Sentinel
Build plan made with Mids' Reborn v3.7.5 rev. 21
──────────────────────────────

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

──────────────────────────────

Powers taken:

Level 1: Pistols

  • A: Gladiator's Javelin: Accuracy/Damage
  • 3: Gladiator's Javelin: Chance of Damage(Toxic)
  • 3: Shield Breaker: Chance for Lethal Damage
  • 5: Touch of Lady Grey: Chance for Negative Damage
  • 5: Apocalypse: Chance of Damage(Negative)
  • 7: Achilles' Heel: Chance for Res Debuff

Level 1: Focused Fighting

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

Level 2: Focused Senses

  • A: Shield Wall: Defense
  • 13: Shield Wall: Defense/Endurance
  • 15: Shield Wall: Defense/Recharge
  • 15: Shield Wall: Defense/Endurance/Recharge
  • 17: Luck of the Gambler: Defense/Increased Global Recharge Speed

Level 4: Combat Jumping

  • A: Luck of the Gambler: Defense/Increased Global Recharge Speed
  • 17: Kismet: Accuracy +6%

Level 6: Suppressive Fire

  • A: Gladiator's Javelin: Chance of Damage(Toxic)
  • 19: Gladiator's Javelin: Accuracy/Damage
  • 19: Ghost Widow's Embrace: Chance of Damage(Psionic)
  • 21: Gladiator's Net: Chance of Damage(Lethal)
  • 21: Unbreakable Constraint: Chance for Smashing Damage
  • 23: Neuronic Shutdown: Chance of Damage(Psionic)

Level 8: Swap Ammo


Level 10: Master Brawler

  • A: Preventive Medicine: Heal
  • 23: Preventive Medicine: Heal/Endurance
  • 25: Preventive Medicine: Endurance/RechargeTime
  • 25: Preventive Medicine: Heal/RechargeTime
  • 27: Preventive Medicine: Heal/RechargeTime/Endurance
  • 27: Preventive Medicine: Chance for +Absorb

Level 12: Maneuvers

  • A: Red Fortune: Endurance
  • 29: Red Fortune: Defense
  • 29: Red Fortune: Defense/Endurance/Recharge
  • 31: Red Fortune: Endurance/Recharge
  • 31: Red Fortune: Defense/Recharge
  • 31: Red Fortune: Defense/Endurance

Level 14: Hasten

  • A: Invention: Recharge Reduction
  • 33: Invention: Recharge Reduction

Level 16: Enduring

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

Level 18: Executioner's Shot

  • A: Gladiator's Javelin: Accuracy/Damage
  • 33: Touch of Lady Grey: Chance for Negative Damage
  • 34: Impeded Swiftness: Chance of Damage(Smashing)
  • 34: Gladiator's Javelin: Chance of Damage(Toxic)
  • 34: Ice Mistral's Torment: Chance for Cold Damage
  • 36: Force Feedback: Chance for +Recharge

Level 20: Boxing

  • (Empty)

Level 22: Tough

  • A: Steadfast Protection: Resistance/+Def 3%
  • 36: Gladiator's Armor: TP Protection +3% Def (All)

Level 24: Weave

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

Level 26: Agile

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

Level 28: Evasion

  • A: Shield Wall: Defense
  • 36: Shield Wall: Defense/Endurance
  • 37: Shield Wall: Defense/Recharge
  • 37: Shield Wall: Defense/Endurance/Recharge

Level 30: Dodge

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

Level 32: Quickness

  • A: Invention: Run Speed

Level 35: Mass Hypnosis

  • A: Fortunata Hypnosis: Chance for Placate
  • 37: Fortunata Hypnosis: Sleep
  • 39: Fortunata Hypnosis: Sleep/Recharge
  • 39: Fortunata Hypnosis: Sleep/Recharge/Accuracy
  • 39: Fortunata Hypnosis: Recharge/Accuracy
  • 40: Fortunata Hypnosis: Sleep/Endurance

Level 38: Dominate

  • A: Neuronic Shutdown: Accuracy/Recharge
  • 40: Ghost Widow's Embrace: Chance of Damage(Psionic)
  • 40: Neuronic Shutdown: Chance of Damage(Psionic)
  • 42: Gladiator's Net: Chance of Damage(Lethal)
  • 42: Gladiator's Javelin: Chance of Damage(Toxic)
  • 42: Superior Entomb: Recharge/Chance for +Absorb

Level 41: Hail of Bullets

  • A: Superior Sentinel's Ward: RechargeTime/Chance for +Absorb
  • 43: Superior Sentinel's Ward: Accuracy/Damage/Endurance/RechargeTime
  • 43: Superior Sentinel's Ward: Accuracy/Damage/Endurance
  • 43: Superior Sentinel's Ward: Accuracy/Damage/RechargeTime
  • 45: Superior Sentinel's Ward: Damage/RechargeTime
  • 45: Superior Sentinel's Ward: Accuracy/Damage

Level 44: Link Minds

  • A: Reactive Defenses: Defense/Endurance/RechargeTime
  • 45: Reactive Defenses: Defense
  • 46: Reactive Defenses: Defense/Endurance
  • 46: Reactive Defenses: Endurance/RechargeTime
  • 46: Reactive Defenses: Scaling Resist Damage
  • 47: Reactive Defenses: Defense/RechargeTime

Level 47: Bullet Rain

  • A: Ragnarok: Chance for Knockdown
  • A: Ragnarok: Damage
  • A: Ragnarok: Damage/Recharge
  • 48: Ragnarok: Damage/Recharge/Accuracy
  • 48: Ragnarok: Recharge/Accuracy
  • 48: Ragnarok: Damage/Endurance

Level 49: Elude

  • A: Winter's Gift: Run Speed, Jump, Flight Speed, Range/Endurance


──────────────────────────────

Inherents:

Level 1: Opportunity


Level 1: Brawl

  • (Empty)

Level 1: Sprint

  • A: Invention: Endurance Reduction

Level 2: Rest

  • (Empty)

Level 1: Swift

  • A: Invention: Run Speed

Level 1: Hurdle

  • A: Invention: Jumping

Level 1: Health

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

Level 1: Stamina

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

Level 8: Chemical Ammunition


Level 8: Cryo Ammunition


Level 8: Incendiary Ammunition


Level 4: Athletic Run


Level 1: Jump Pack


Level 2: Void Skiff

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

Musculature Radial ParagonBarrier Core EpiphanyDiamagnetic Core Flawless InterfaceAssault Core Embodiment

 

Preemptive note: I am running pistols currently, but for most of my time with this build I ran dual wield and had adjusted executioner's shot accordingly. Pistols appears to perform better on paper in terms of both damage and endurance, makes it easier to maintain the Assault Core stacking buff, easier rotation, etc. I do miss dual wield's animation, though. The order of powers taken during level up is personal preference - I am rushing having my single target rotation and most of the defensive kit fully realized as soon as possible. I always run recovery serum so endurance is usually not an issue when it comes to grabbing all the toggles early. AOE attacks are de-prioritized as I tend to focus down the biggest boss threats first, oftentimes with a good chunk of any given spawn slept. 

 

Anyway, hope for some useful feedback. Thanks.

Edited by Tsye

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