hoopahnan Posted May 16 Posted May 16 (edited) Okay, after playing around with some tanker and sentinel concepts I decided I'm going to make a female Captain America (with a bit of cyclops) sentinel. With beam rifle, super reflexes, and jet pack. So I want to take the flight skills fly and hover, hasten, maybe combat jumping, and tough+weave. Though everything except the Beam/SR/Flying pools is negotiable. Any builds/advice? I'll be Miss President on Excelsior. Edited May 16 by hoopahnan
mistagoat Posted May 19 Posted May 19 I'm not really familiar with Beam but I have 3 SR Sentinels. SR is pretty easy to level but choosing when to select your powers can be tough. It's always a balance between beefing up damage vs beefing up survivability. I also find Sentinel builds to be among the tightest when it comes to slotting. This Electric/SR has become my favorite Sent and it has Hover + Mystic Flight (I love the utility of Translocation, swap for Fly if you like). Build attached, it's a leveling build so no purps or plussed out enhancers. You just have to swap out Elec for Beam and adjust. If you take Hover you could probably skip Combat Jumping. I do love me some CJ but it's a bit redundant at that point. Sentinel (Electrical Blast - Super Reflexes - Fire Mastery) pre50 v1.3a Dawnstar.mbd SPOON!
Spaghetti Betty Posted May 19 Posted May 19 Hullo! I'm not really much of a Sentinel player and not the biggest fan of BR, but something about this did pique my curiosity, so I gave it a go! Firin Ma Lazor - Sentinel (Beam Rifle - Super Reflexes).mbd Now, this is definitely an endgame build (Softcap is achieved with Nerve Core), so take that as you will! CJ is definitely not necessary, since running Hover + Fly will give you all the maneuverability you need during combat! I also like including lots of options for damage, since it makes encounters really fun! As such, I included Psi Mastery for your perusal. This will give you access to strong ST damage options, including a really handy lockdown tool for big targets that will also double as a pseudo-Build Up, plus Psychic Shockwave, which will do a great job as shoring up BR's lack of good AoE damage! I do think SR on Sentinels is a bit frail and restrictive build-wise, but it's definitely one of the more serviceable secondaries! Mainly on Excelsior. Find me in game @Spaghetti Betty. AE Arcs: Big Magic Blowout! 41612 | The Meta-Human Wrestling Association 44683 | MHWA Part 2 48577 Click to look at my pets!
Warshades Posted May 20 Posted May 20 (edited) This is a slight alteration to the build that @Spaghetti Betty did. The one thing I would recommend for /SR sentinels is to take Master Brawler over Practiced Brawler. The mez protection gets moved to your toggles and instead you get an absorb shield power and the amount of the absorb shield scales with your HP/endurance, this is pretty useful since you lack any heals from the combination of beam/sr. I did end up dropping Dominate to get enough slots for other powers. You should have enough attacks regardless, but Dominate is a fantastic power to proc bomb so up to you if you can find a way to give it enough slots and fit it back in. Mass Hypnosis is there mainly as a just in case 1 slot power pick to sleep mobs if you bite off more than you can chew, but you can replace it with whatever else if you'd like. This build hits soft cap without relying on incarnates. If you prefer a slight bit more damage, you could consider switching to fire mastery for Cremate and FSC (this has a bit more base damage than Psychic Shockwave, but smaller radius). Fire doesn't quite fit Captain America theme so I left it with psionic mastery. As an additional side note, I've not played beam rifle to a high level on any char so I'm not sure if Refractor/Piercing Beams are worth picking up. I would avoid boosting the acc/dmg/rech and rech/acc Apocalypse IOs on Lancer Shot as according to Mid's, doing so reduces damage proc chance (due to increased recharge buffs) and actually lowers the calculated average damage. Edit: fixed uploaded mid's file. Sentinel (Beam Rifle - Super Reflexes).mbd Edited May 20 by Warshades 1
Spaghetti Betty Posted May 20 Posted May 20 7 hours ago, Warshades said: The one thing I would recommend for /SR sentinels is to take Master Brawler over Practiced Brawler. The mez protection gets moved to your toggles I didn't actually know this, so thanks for the insight! Mainly on Excelsior. Find me in game @Spaghetti Betty. AE Arcs: Big Magic Blowout! 41612 | The Meta-Human Wrestling Association 44683 | MHWA Part 2 48577 Click to look at my pets!
tidge Posted Monday at 12:47 PM Posted Monday at 12:47 PM I like Beam Rifle on Sentinels better than I like it on Blasters. The disintegration mechanic favors lots of target-switching and the shorter range is really no problem for Sentinels. I don't have a SR Sentinel but my general experience with the AT is that the secondaries are wicked good and it is pretty easy to make an extremely survivable character with most any of them. A casual (Sentinel) comment: For whatever reason I found it pretty easy to end up passively hitting the MaxHP cap on my Sentinels, usually with the two accolades. SR has the Master Brawler +Absorb, so I would definitely leverage it. If the protection from Practiced Brawler is desired... I'd probably go a different route (Sorcery pool perhaps?)
Uldreth Posted yesterday at 04:10 AM Posted yesterday at 04:10 AM Is there any particular reason you didn't take Refractor Beam? Sorry if that's a noob question, I'm new to CoH and even newer to Sentinel
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