Ragweed Posted July 24, 2019 Posted July 24, 2019 I was reading some of the hype surround the BR/Bio sentinel. Since I couldn't find a definitive build, I cobbled together suggestions from BR-Corruptor and Bio-Scrapper threads. This is my first build ever, so feel free to brutalize it. Thank you ahead of time for your input.Hero Plan by Mids' Hero Designer 1.962http://www.cohplanner.com/Click this DataLink to open the build!Level 50 Mutation SentinelPrimary Power Set: Beam RifleSecondary Power Set: Bio ArmorPower Pool: FlightPower Pool: SpeedPower Pool: FightingPower Pool: LeadershipAncillary Pool: Psionic MasteryHero Profile:Level 1: Single Shot -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(3), Thn-Dmg/Rchg(3), Thn-Acc/Dmg/Rchg(5), Thn-Acc/Dmg/EndRdx(5), Thn-Dmg/EndRdx/Rchg(46)Level 1: Hardened Carapace -- UnbGrd-Max HP%(A), UnbGrd-ResDam(7), StdPrt-ResDam/Def+(7), StdPrt-ResDam/EndRdx(9)Level 2: Charged Shot -- WntBit-Acc/Dmg(A), WntBit-Dmg/Rchg(9), WntBit-Acc/Dmg/EndRdx(11), WntBit-Acc/Dmg/Rchg(11), WntBit-Dmg/EndRdx/Acc/Rchg(13), WntBit-Rchg/SlowProc(45)Level 4: Hover -- LucoftheG-Rchg+(A), ShlWal-ResDam/Re TP(50)Level 6: Disintegrate -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(13), Thn-Dmg/Rchg(15), Thn-Acc/Dmg/Rchg(15), Thn-Acc/Dmg/EndRdx(17), Thn-Dmg/EndRdx/Rchg(45)Level 8: Aim -- RechRdx-I(A)Level 10: Inexhaustible -- Pnc-Heal/+End(A), Pnc-Heal(17), Pnc-Heal/EndRedux(19), PrfShf-End%(19), PrfShf-EndMod(21), PrfShf-EndMod/Acc(21)Level 12: Environmental Adaptation -- LucoftheG-Rchg+(A), LucoftheG-Def(23), LucoftheG-Def/EndRdx(23), LucoftheG-Def/Rchg(25), LucoftheG-Def/EndRdx/Rchg(25)Level 14: Adaptation Level 16: Ablative Carapace -- Prv-Heal/Rchg/EndRdx(A), Prv-Heal(27), Prv-Heal/Rchg(27)Level 18: Lancer Shot -- Dvs-Acc/Dmg(A), Dvs-Dmg/EndRdx(29), Dvs-Dmg/Rchg(29), Dvs-Acc/Dmg/Rchg(37), Dvs-Acc/Dmg/EndRdx/Rchg(37), Dvs-Hold%(45)Level 20: Rebuild DNA -- PrfShf-End%(A), PrfShf-EndMod(48)Level 22: Hasten -- RechRdx-I(A), RechRdx-I(31), RechRdx-I(46)Level 24: Refractor Beam -- Apc-Dmg(A), Apc-Dmg/Rchg(31), Apc-Acc/Dmg/Rchg(31), Apc-Acc/Rchg(39), Apc-Dmg/EndRdx(39), Apc-Dam%(43)Level 26: Piercing Beam -- PstBls-Acc/Dmg(A), PstBls-Dmg/EndRdx(33), PstBls-Dmg/Rchg(33), PstBls-Dmg/Rng(39), PstBls-Acc/Dmg/EndRdx(40), PstBls-Dam%(43)Level 28: Boxing -- KntCmb-Dmg/Rchg(A), KntCmb-Dmg/EndRdx/Rchg(40), KntCmb-Dmg/EndRdx(40), KntCmb-Acc/Dmg(42)Level 30: Tough -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(37), UnbGrd-ResDam/EndRdx/Rchg(46)Level 32: Overcharge -- SprSntWar-Acc/Dmg(A), SprSntWar-Dmg/Rchg(33), SprSntWar-Acc/Dmg/Rchg(34), SprSntWar-Acc/Dmg/EndRdx(34), SprSntWar-Acc/Dmg/EndRdx/Rchg(34), SprSntWar-Rchg/+Absorb(36)Level 35: Genomic Evolution -- GldArm-3defTpProc(A), UnbGrd-ResDam(36), UnbGrd-ResDam/EndRdx(36)Level 38: Parasitic Leech -- Mrc-Rcvry+(A)Level 41: Weave -- LucoftheG-Rchg+(A), LucoftheG-Def/EndRdx(42), LucoftheG-Def/EndRdx/Rchg(42)Level 44: Assault -- EndRdx-I(A)Level 47: Mass Hypnosis -- FrtHyp-Sleep(A), FrtHyp-Sleep/Rchg(48), FrtHyp-Acc/Rchg(48)Level 49: Dominate -- Slv-Acc/Dmg(A), Slv-Dmg/EndRdx/Rchg(50), Slv-Acc/Dmg/EndRdx/Rng(50)Level 1: Defensive Adaptation Level 1: Brawl -- Empty(A)Level 1: Prestige Power Dash -- Empty(A)Level 1: Prestige Power Slide -- Empty(A)Level 1: Prestige Power Quick -- Empty(A)Level 1: Prestige Power Rush -- Empty(A)Level 1: Prestige Power Surge -- Empty(A)Level 1: Sprint -- Empty(A)Level 2: Rest -- EndMod-I(A)Level 4: Ninja Run Level 2: Swift -- Flight-I(A)Level 2: Health -- NmnCnv-Regen/Rcvry+(A)Level 2: Hurdle -- Empty(A)Level 2: Stamina -- EnrMnp-EndMod(A), EnrMnp-EndMod/Rchg(43)Level 14: Efficient Adaptation Level 14: Offensive Adaptation ------------ | Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1473;691;1382;HEX;| |78DA6594CB4F135114C667DAA9509E85026DA1401FBC0AB4B4EADE88A88942AC906| |05C350D0C659232256D4D74A52C75E94257BE78EAC68DCF3FC26782F1B93326263E| |179AE8AA9ECEF75948DA64F2BB73EEF9EEF9EE9D733B7576A2E1EED195038ADA742| |89B2E145233BA59344C3D5B3B75A6982E1A395329FF6AE4E9FC3F959A4E9B197D3E| |36AEA79752D3C642560F55A626F405DD2CE8B17123973A91CFA44D632E7530BF94C| |B2BF5C95C2E1B3B9235328BC53A6B3CB3ACEBF38D0897A3869969B6DE26F5F4BC9E| 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Ragweed Posted July 24, 2019 Author Posted July 24, 2019 (edited) After looking at some other guides and reading up on mechanics, I did a complete rework on the build with much improved regen and very near soft-cap Nrg/Neg/Fire/Cold defense, and the rest within 1.5 purples of softcap. Please let me know what you think. *Note: No travel power in build because I plan on purchasing a flight power from the P2W. Hero Plan by Mids' Hero Designer 1.962http://www.cohplanner.com/ Level 50 Mutation Sentinel Primary Power Set: Beam Rifle Secondary Power Set: Bio Armor Power Pool: Flight Power Pool: Speed Power Pool: Fighting Power Pool: Leadership Ancillary Pool: Electricity Mastery Hero Profile: ------------ Level 1: Single Shot (A) Thunderstrike - Accuracy/Damage (3) Thunderstrike - Damage/Endurance (3) Thunderstrike - Damage/Recharge (5) Thunderstrike - Accuracy/Damage/Recharge (5) Thunderstrike - Accuracy/Damage/Endurance (46) Thunderstrike - Damage/Endurance/Recharge Level 1: Hardened Carapace (A) Aegis - Resistance (7) Aegis - Resistance/Endurance (7) Aegis - Resistance/Recharge (9) Aegis - Resistance/Endurance/Recharge (43) Aegis - Psionic/Status Resistance Level 2: Charged Shot (A) Thunderstrike - Accuracy/Damage (9) Thunderstrike - Damage/Endurance (11) Thunderstrike - Damage/Recharge (11) Thunderstrike - Accuracy/Damage/Recharge (13) Thunderstrike - Accuracy/Damage/Endurance (45) Thunderstrike - Damage/Endurance/Recharge Level 4: Hover (A) Luck of the Gambler - Recharge Speed (42) Shield Wall - +Res (Teleportation), +5% Res (All) Level 6: Disintegrate (A) Winter's Bite - Accuracy/Damage (13) Winter's Bite - Damage/RechargeTime (15) Winter's Bite - Accuracy/Damage/Endurance (15) Winter's Bite - Accuracy/Damage/Recharge (17) Winter's Bite - Damage/Endurance/Accuracy/RechargeTime Level 8: Inexhaustible (A) Panacea - +Hit Points/Endurance (17) Panacea - Heal (19) Panacea - Heal/Endurance (19) Performance Shifter - Chance for +End (21) Performance Shifter - EndMod (21) Performance Shifter - EndMod/Accuracy Level 10: Environmental Adaptation (A) Luck of the Gambler - Recharge Speed (23) Luck of the Gambler - Defense (23) Luck of the Gambler - Defense/Endurance (25) Luck of the Gambler - Defense/Recharge (25) Luck of the Gambler - Defense/Endurance/Recharge (45) Luck of the Gambler - Endurance/Recharge Level 12: Adaptation Level 14: Lancer Shot (A) Razzle Dazzle - Accuracy/Recharge (29) Razzle Dazzle - Endurance/Stun (29) Razzle Dazzle - Accuracy/Endurance (37) Razzle Dazzle - Stun/Range (37) Razzle Dazzle - Accuracy/Stun/Recharge (45) Razzle Dazzle - Chance of Immobilize Level 16: Ablative Carapace (A) Preventive Medicine - Heal/RechargeTime/Endurance (27) Preventive Medicine - Heal (27) Preventive Medicine - Heal/RechargeTime Level 18: Hasten (A) Recharge Reduction IO (31) Recharge Reduction IO Level 20: Rebuild DNA (A) Efficacy Adaptor - EndMod Level 22: Refractor Beam (A) Superior Winter's Bite - Accuracy/Damage (31) Superior Winter's Bite - Damage/RechargeTime (31) Superior Winter's Bite - Accuracy/Damage/Endurance (39) Superior Winter's Bite - Accuracy/Damage/Recharge (39) Superior Winter's Bite - Damage/Endurance/Accuracy/RechargeTime (43) Superior Winter's Bite - Recharge/Chance for -Speed & -Recharge Level 24: Kick (A) Kinetic Combat - Accuracy/Damage (42) Kinetic Combat - Damage/Endurance (42) Kinetic Combat - Damage/Recharge (43) Kinetic Combat - Damage/Endurance/Recharge Level 26: Piercing Beam (A) Superior Frozen Blast - Accuracy/Damage (33) Superior Frozen Blast - Damage/Endurance (33) Superior Frozen Blast - Accuracy/Damage/Endurance (39) Superior Frozen Blast - Accuracy/Damage/Recharge (40) Superior Frozen Blast - Damage/Endurance/Accuracy/RechargeTime Level 28: Tough (A) Steadfast Protection - Resistance/Endurance (37) Steadfast Protection - Resistance/+Def 3% (46) Steadfast Protection - Knockback Protection Level 30: Weave (A) Luck of the Gambler - Recharge Speed (40) Luck of the Gambler - Defense/Endurance (40) Luck of the Gambler - Defense/Endurance/Recharge Level 32: Overcharge (A) Superior Sentinel's Ward - Accuracy/Damage (33) Superior Sentinel's Ward - Damage/RechargeTime (34) Superior Sentinel's Ward - Accuracy/Damage/RechargeTime (34) Superior Sentinel's Ward - Accuracy/Damage/Endurance (34) Superior Sentinel's Ward - Accuracy/Damage/Endurance/RechargeTime (36) Superior Sentinel's Ward - RechargeTime/Chance for +Absorb Level 35: Genomic Evolution (A) Unbreakable Guard - Resistance (36) Unbreakable Guard - Resistance/Endurance (36) Unbreakable Guard - Resistance/Endurance/RechargeTime (46) Unbreakable Guard - +Max HP Level 38: Parasitic Leech (A) Miracle - +Recovery Level 41: Maneuvers (A) Luck of the Gambler - Defense/Endurance Level 44: Havoc Punch (A) Superior Blistering Cold - Accuracy/Damage (48) Superior Blistering Cold - Damage/Endurance (48) Superior Blistering Cold - Accuracy/Damage/Endurance (48) Superior Blistering Cold - Accuracy/Damage/Recharge (50) Superior Blistering Cold - Damage/Endurance/Accuracy/RechargeTime Level 47: Paralyzing Jolt (A) Performance Shifter - EndMod (50) Performance Shifter - EndMod/Accuracy/Recharge (50) Performance Shifter - Chance for +End Level 49: Rehabilitating Circuit (A) Regenerative Tissue - +Regeneration Level 1: Defensive Adaptation Level 1: Brawl (A) Empty Level 1: Sprint (A) Empty Level 2: Rest (A) Endurance Modification IO Level 4: Ninja Run Level 2: Swift (A) Flight Speed IO Level 2: Health (A) Numina's Convalesence - +Regeneration/+Recovery Level 2: Hurdle (A) Empty Level 2: Stamina (A) Energy Manipulator - EndMod Level 14: Efficient Adaptation Level 14: Offensive Adaptation ------------ | Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1474;689;1378;HEX;| |78DA6594CB4F135114C667DAA94079B4A5404B799522160AD436E0562382260A112| |171DB4C6028939429698BE2D2A5890B45A22B5FF888F85AF9FA237C261AE323D1B8| |32F1B9D04457F5B4DF6769D22693DF9D73EF77BE73CF9DDBC995B1BABBFB8EEF52D| |4863D293D9B4DCC1856CEB48C54F5E4724ECF99694B29FCAAE409FC9F4A4CEB56D2| |988B8E1AFA6262DA9C4F19A1D2D498316F5859233A6AA613073349DD326713BB338| |BE98C523B954EA7A27B53667221E72C8E67960C63AE1EE142D4B492AEE2DB84A1CF| |1999EC82B914185F3267A3A5ECE329633631A9677346E6985F4A0ACBF3B25FE12FE| |F50CE0BE29A62BB405E04B54BE46570681DF415B46A51AB29236A31B62546C6C1EA| |6130B2037CD54F89F8A9F4ABA69F937E4EFAD5D16F907E35D2473BFC547B33F2F51| |FB017F95AF23A588B635D83FE0AD87095BC06BAAF837ED15441E3A8EA461E77106C| |6C27CFD98A6C5A25CF82ADA2ADA1B686B5B434916ED0EF21BDE06023B821DA5A68F| |3EF655CCF7ED46725D8A129ED397219DC7A843C0A0EAE8001D1BA90C7E6FA8A7A03| |9FC92F60487AE661CF3C03E863271914BD17DE8AF724F6F54662CDACA7F906FAD4B| |941DE04B7DD226F83913BA04DBC7CD0DA7D5382909CCF21721A8CCC806FC5A7156B| |B5D67BD007EF930F98FF21187E04DA257F1BF7DBD6C29EF8C0213FA8C99A0EAEE9E| |0B984791E619EC33BF1EEE21EBB1ED3F309D8FD947C463E077B5E90A20D21BF3DF4| |0B3DEEF94DFE0187FE82DDB2B6176B95DEFD32086B8A47EAEB63AC8F757D907503E| |CC5C029F86C3F4DAE9267C0F81AF8513451EE33CA6F33BE46F29BFD246B62F48AED| |447FDA36EF7BBE5D2B8D0BAFF9BC12A988C42A22F18AC8704564A42232511199D24| |AFF048A1AE40D77CB0D6775DF9C32CFEAD51ECCFF288F1D46F7BE3BCBF21433FF2C| |5F75427AE195BBB479CFF29D65E37FAB97ED31| |-------------------------------------------------------------------| Edited July 24, 2019 by Ragweed
Hopeling Posted July 24, 2019 Posted July 24, 2019 No Aim? It pairs pretty well with the nuke, especially with a Gaussian's proc. I'd drop Rehabilitating Circuit for it, personally. I don't think slotting endmod in Paralyzing Jolt is going to be useful. IIRC, the +end proc will apply to the target, not to you. The level 20 endmod in Stamina isn't doing you any good either. Don't slot Lancer Shot with just a stun set. It's an attack. Parasitic Leech is not a very good place to put the Miracle proc. You'll only get the +recovery for 120s after using the power, which in this case isn't all the time even if you're using the power on cooldown. I'm also very interested in Beam/Bio; I've got a Beam/Elec that I've been thinking of rerolling. I haven't played /Bio on anything yet, so I'm not sure how to give useful advice for it, but a lot of your defenses look underslotted to me.
Ragweed Posted July 24, 2019 Author Posted July 24, 2019 I really appreciate the reply, Hopeling. I will definitely take your suggestions for Aim, Parasitic Leech, and Stamina. If you are right about the +end proc of performance shifter, then I will slot it in Rebuild DNA instead. The reason I slotted endmod in Paralyzing Jolt was because I read somewhere that it enhanced the -end effect on the target. Am I wrong about that? If not, would it be worth taking over recharge or acc?\ I agree with you about the defenses being underslotted, which was the reason for the razzle dazzle on Lancer Shot, but you are right that the high damage is wasted on a stun set. I don't know if it's just due to inexperience, or its a problem with x/bio, but I really have no idea where to pull the extra defense from.
oldskool Posted July 24, 2019 Posted July 24, 2019 1 minute ago, Ragweed said: I really appreciate the reply, Hopeling. I will definitely take your suggestions for Aim, Parasitic Leech, and Stamina. If you are right about the +end proc of performance shifter, then I will slot it in Rebuild DNA instead. The reason I slotted endmod in Paralyzing Jolt was because I read somewhere that it enhanced the -end effect on the target. Am I wrong about that? If not, would it be worth taking over recharge or acc?\ I agree with you about the defenses being underslotted, which was the reason for the razzle dazzle on Lancer Shot, but you are right that the high damage is wasted on a stun set. I don't know if it's just due to inexperience, or its a problem with x/bio, but I really have no idea where to pull the extra defense from. I mule the +end proc in Inexhaustible. I actually don't bother slotting it beyond the default. It's a cool power, but there is so many other goodies I don't have it as a high priority. Genomic Evolution on Sentinels isn't as cool as it is on melee. I think I have just 2 slots here for the two +3% global IO's. I use Tough and Hardened Carapace for Unbreakable Guard. I slot another +end in Stamina as well as a few other pieces of Performance Shifter for +HP. I put the Panacea, Numina, and Miracle procs in Health. I 6 slot Ablative Carapace with Preventative Medicine. I 5 slot Rebuild DNA and Parasitic Leech with Panacea. These three sets offer a lot of global recharge. I do not find it worth while trying to push Smashing/Lethal defense to the point where it hurts my global recharge. Why? Bio for Sentinels has very little in Defense Debuff Resistance. Lethal damage almost always comes with -Defense to the tune of 7.5%. That's any rifle fire or slashing weapon attacks. Against anything like that (Arachnos, Cimos, etc.) your defense will get floored. So instead I play more proactive with Parasitic Leech and Ablative Carapace. Those grant regeneration and absorb (Leech actually does a lot) with Preventative Medicine having a fall back plan absorb. If I need a direct heal, that is what Rebuild DNA is for. I actually removed Kinetic Combats from my build. Purple inspires are also something I consider as well as Defensive Mode, Efficiency mode, and even Barrier with Incarnates. Defense mode gets you a bit more defense. I think I hit around 25% to Smash/Lethal during that adaptation (no Pine's working from memory). My elemental defense (Eng/Neg/Fire/Cold) is around 32-35% base and goes up more with Defensive Adaptation. Though honestly, I don't use Defensive much. I either use Offensive Adaptation all the time and leverage proactive measures (Carapace, Inspirations) or I run Efficient where I can hit higher levels of regeneration during Carapace + Leech. For Beam, I play that with Willpower. Slotting wise, I don't use Thunderstrikes at all. I use the slots for damage, global recharge, the ATO's, and the occasional proc in select powers. Refractor Beam in Pine's is messed up. It's an AoE, not a snipe like how it is presented. The damage isn't right either. I prefer the Ward set in AoE's that aren't T9's. For Bio Armor, and Willpower for that matter, the potential to continually activate that proc outside of the T9 cooldown is pretty valuable to me. For single target, I only worry about Disintegrate, Lancer Shot, and Charged Shot. Single Shot has -Regen which I find has little value outside of big game hunting. The effects of Offensive Opportunity aren't worth the power selection to me nor the slots to enhance the power. I could keep it at the default slot, but I ultimately decided to not bother.
Destlin Posted July 24, 2019 Posted July 24, 2019 I'm not great at advice but what I can do is post what I would do (based on my water/bio build i have). 1 small lucky away from all but psi. didn't take cutting beam or lancer shot. Should perform very very well in all situations with a whole lot more damage. if refractor beam isn't showing it is 5 positron blast and 1 res debuff. ( my mids wont save it) Beam Bio Sent.mxd
Hopeling Posted July 24, 2019 Posted July 24, 2019 Endmod will make Paralyzing Jolt drain more endurance, but endurance drain is worth very little in PvE unless you can drain them completely, which you aren't going to do with just Havoc Punch and Paralyzing Jolt. I agree that getting high defense on /Bio looks hard, especially as a Sentinel, but the set also shouldn't need softcapped defense to survive pretty well. Hoverblasting makes this doubly true. So in this case, I'd just accept not being softcapped and use Lucks/Barrier to make up the difference when needed.
Ragweed Posted July 24, 2019 Author Posted July 24, 2019 (edited) Wow! Thank you all so much for the feedback. This is a lot to digest, but I'm going to take some time and completely rework the build with your suggestions. I think I'm going to use your build, Destlin, as a template for the def/resist profile as well as adopt your Psy ancillary idea (that was what I originally wanted to do). That will also solve the Paralyzing Jolt problem lol. Oldskool, I like where you head is at. I intend to play offensive opportunity as well, so I will adopt your method of liberal Leech and Carapace use. Ideally, I would like to take on AVs with this build, so the idea of the -regen from Single Shot is very appealing. What is the alternative though? Are you able to power through AV regen without it? Edited July 24, 2019 by Ragweed
Destlin Posted July 24, 2019 Posted July 24, 2019 You can but the extra 150 would be helpful. especially stacked with a dagger.
Ragweed Posted July 24, 2019 Author Posted July 24, 2019 (edited) Alright, thanks to Destlin, Oldskool, and Hopeling, I have a build that I think is pretty tops. The only glaring error (to me) is the trailing Smash/Lethal defense. Please let me know what you think. Hero Plan by Mids' Hero Designer 1.962http://www.cohplanner.com/ Level 50 Mutation Sentinel Primary Power Set: Beam Rifle Secondary Power Set: Bio Armor Power Pool: Flight Power Pool: Fighting Power Pool: Leadership Power Pool: Speed Ancillary Pool: Mace Mastery Hero Profile: ------------ Level 1: Single Shot SprOppStr-Acc/Dmg(A), SprOppStr-Dmg/Rchg(3), SprOppStr-Acc/Dmg/Rchg(3), SprOppStr-Acc/Dmg/EndRdx(5), SprOppStr-Acc/Dmg/EndRdx/Rchg(5), SprOppStr-Rchg/+Opportunity(46) Level 1: Hardened Carapace UnbGrd-Rchg/ResDam(A), UnbGrd-EndRdx/Rchg(7), UnbGrd-ResDam(7), UnbGrd-ResDam/EndRdx(9), UnbGrd-ResDam/EndRdx/Rchg(43) Level 2: Charged Shot Dvs-Acc/Dmg(A), Dvs-Dmg/EndRdx(9), Dvs-Dmg/Rchg(11), Dvs-Acc/Dmg/Rchg(11), Dvs-Acc/Dmg/EndRdx/Rchg(13) Level 4: Inexhaustible PrfShf-End%(A), PrfShf-EndMod(46), PrfShf-EndMod/Rchg(50) Level 6: Disintegrate Apc-Dam%(A), Apc-Dmg(13), Apc-Dmg/Rchg(15), Apc-Acc/Dmg/Rchg(15), Apc-Dmg/EndRdx(17), Dcm-Build%(25) Level 8: Hover LucoftheG-Def/EndRdx(A) Level 10: Adaptation Level 12: Environmental Adaptation Ksm-ToHit+(A), LucoftheG-Rchg+(17), ShlWal-ResDam/Re TP(19), Rct-ResDam%(19), Rct-Def(21) Level 14: Lancer Shot SprWntBit-Acc/Dmg(A), SprWntBit-Dmg/Rchg(29), SprWntBit-Rchg/SlowProc(29), SprWntBit-Acc/Dmg/Rchg(37), SprWntBit-Dmg/EndRdx/Acc/Rchg(37), SprWntBit-Acc/Dmg/EndRdx(45) Level 16: Ablative Carapace Prv-Heal(A), Prv-Heal/EndRdx(21), Prv-EndRdx/Rchg(23), Prv-Heal/Rchg(23), Prv-Heal/Rchg/EndRdx(25), Prv-Absorb%(27) Level 18: Aim GssSynFr--Build%(A) Level 20: Kick FrcFdb-Rechg%(A) Level 22: Refractor Beam SprSntWar-Acc/Dmg(A), SprSntWar-Dmg/Rchg(31), SprSntWar-Acc/Dmg/Rchg(31), SprSntWar-Acc/Dmg/EndRdx(39), SprSntWar-Acc/Dmg/EndRdx/Rchg(39), SprSntWar-Rchg/+Absorb(43) Level 24: Rebuild DNA Pnc-Heal/EndRedux(A), Pnc-EndRdx/Rchg(27), Pnc-Heal/Rchg(36), Pnc-Heal/EndRedux/Rchg(40), Pnc-Heal(46) Level 26: Piercing Beam SprFrzBls-Acc/Dmg(A), SprFrzBls-Dmg/EndRdx(31), SprFrzBls-Acc/Dmg/EndRdx(33), SprFrzBls-Acc/Dmg/Rchg(33), SprFrzBls-Dmg/EndRdx/Acc/Rchg(39), SprFrzBls-Rchg/ImmobProc(40) Level 28: Tough UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(37), UnbGrd-EndRdx/Rchg(42), UnbGrd-Rchg/ResDam(42), UnbGrd-ResDam/EndRdx/Rchg(43), UnbGrd-Max HP%(45) Level 30: Weave LucoftheG-Def/EndRdx(A), LucoftheG-Def(40) Level 32: Overcharge Rgn-Dmg(A), Rgn-Dmg/Rchg(33), Rgn-Acc/Dmg/Rchg(34), Rgn-Dmg/EndRdx(34), Rgn-Acc/Rchg(34), PstBls-Dam%(36) Level 35: Genomic Evolution GldArm-3defTpProc(A), StdPrt-ResDam/Def+(36) Level 38: Parasitic Leech Pnc-Heal/EndRedux(A), Pnc-EndRdx/Rchg(45), Pnc-Heal/Rchg(48), Pnc-Heal/EndRedux/Rchg(48), Pnc-Heal(48) Level 41: Web Envelope EnfOpr-Acc/Immob(A) Level 44: Web Cocoon EssofCrr-Acc/Hold(A) Level 47: Maneuvers LucoftheG-Def/EndRdx(A), LucoftheG-Def(50) Level 49: Hasten RechRdx-I(A), RechRdx-I(50) Level 1: Defensive Adaptation Level 1: Brawl Empty(A) Level 1: Prestige Power Dash Empty(A) Level 1: Prestige Power Slide Empty(A) Level 1: Prestige Power Quick Empty(A) Level 1: Prestige Power Rush Empty(A) Level 1: Prestige Power Surge Empty(A) Level 1: Sprint Empty(A) Level 2: Rest Empty(A) Level 4: Ninja Run Level 2: Swift Flight-I(A) Level 2: Health NmnCnv-Regen/Rcvry+(A), Pnc-Heal/+End(42) Level 2: Hurdle Jump-I(A) Level 2: Stamina PrfShf-End%(A) Level 14: Efficient Adaptation Level 14: Offensive Adaptation ------------ | Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1839;706;1412;HEX;| |78DAED94494F535114C7EF6B5F998732D9525AE800964279B4806E8D88BA002281C| |46DF30297F292F2DAB435D1A50BBF80C6B871E788D3CA01BF8363A291C9BD1360E2| |802E4C3D7DFF63C174EFCA9BBCF7BBEF0CF79E73EEB96FF2F458DDBDE3670F09A5E| |1484ACFE51233D2CC1BA64C554D9ECAEB79236D8AE2A8A4C7F3479598D6CDA49CD3| |46A5BE989836E6533258528DC97969E6A4366AA41327B249DD34661387B38BE9ACA| |89D4AA753DAB194915CC8D7635E9C1A66B2D1FA9A90FA9CCCE6168C4C8DF53D9391| |72CE733463CC6AA5D527F55949AF5C5E66CFB829A40C3DAF228247C121565421E2A| 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|-------------------------------------------------------------------| BR-Bio Sent.mxd Edited July 24, 2019 by Ragweed minor tweak
oldskool Posted July 24, 2019 Posted July 24, 2019 Single Shot won't trigger the ATO proc often. The Superior version has a PPM of 2 which means once per 30 seconds. Single Shot's a fast recharging and fast animating attack which the ATO further enhances beyond that. The real chance for that proc to go off is probably around 10%. If that is ok for your needs, then proceed. Lancer Shot is your highest DPA attack and is likely a better candidate for Apocalypse. I'd probably put Opportunity Strikes in Disintegrate, maybe. I can't view this in Pine's at the moment, but those 3 things stood out to me.
Ragweed Posted July 24, 2019 Author Posted July 24, 2019 (edited) Hopeling and you made a good point about single shot. I went ahead and removed that for a little bit more defense in Link Minds, as well as switched the sets you recommended. Hero Plan by Mids' Hero Designer 1.962http://www.cohplanner.com/ Level 50 Mutation Sentinel Primary Power Set: Beam Rifle Secondary Power Set: Bio Armor Power Pool: Flight Power Pool: Fighting Power Pool: Speed Power Pool: Leadership Ancillary Pool: Psionic Mastery Hero Profile: ------------ Level 1: Charged Shot SprWntBit-Acc/Dmg(A), SprWntBit-Dmg/Rchg(9), SprWntBit-Acc/Dmg/EndRdx(11), SprWntBit-Acc/Dmg/Rchg(11), SprWntBit-Dmg/EndRdx/Acc/Rchg(13), SprWntBit-Rchg/SlowProc(46) Level 1: Hardened Carapace UnbGrd-Rchg/ResDam(A), UnbGrd-EndRdx/Rchg(7), UnbGrd-ResDam(7), UnbGrd-ResDam/EndRdx(9), UnbGrd-ResDam/EndRdx/Rchg(43) Level 2: Inexhaustible PrfShf-End%(A), PrfShf-EndMod(3), PrfShf-EndMod/Rchg(3) Level 4: Environmental Adaptation ShlWal-ResDam/Re TP(A), LucoftheG-Rchg+(5), Ksm-ToHit+(5), Rct-ResDam%(17), Rct-Def(19) Level 6: Disintegrate SprOppStr-Acc/Dmg(A), SprOppStr-Dmg/Rchg(13), SprOppStr-Acc/Dmg/Rchg(15), SprOppStr-Acc/Dmg/EndRdx(15), SprOppStr-Acc/Dmg/EndRdx/Rchg(17), SprOppStr-Rchg/+Opportunity(25) Level 8: Hover LucoftheG-Rchg+(A) Level 10: Adaptation Level 12: Lancer Shot Apc-Dmg(A), Apc-Dmg/Rchg(29), Apc-Acc/Dmg/Rchg(29), Apc-Acc/Rchg(37), Apc-Dmg/EndRdx(37), Dcm-Build%(45) Level 14: Aim GssSynFr--Build%(A) Level 16: Ablative Carapace Prv-Heal(A), Prv-Absorb%(19), Prv-Heal/EndRdx(21), Prv-EndRdx/Rchg(23), Prv-Heal/Rchg(23), Prv-Heal/Rchg/EndRdx(25) Level 18: Kick FrcFdb-Rechg%(A) Level 20: Refractor Beam SprSntWar-Acc/Dmg(A), SprSntWar-Dmg/Rchg(21), SprSntWar-Acc/Dmg/Rchg(27), SprSntWar-Acc/Dmg/EndRdx(31), SprSntWar-Acc/Dmg/EndRdx/Rchg(31), SprSntWar-Rchg/+Absorb(43) Level 22: Rebuild DNA Pnc-Heal/EndRedux(A), Pnc-EndRdx/Rchg(27), Pnc-Heal/Rchg(36), Pnc-Heal/EndRedux/Rchg(40), Pnc-Heal(46) Level 24: Tough UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(37), UnbGrd-EndRdx/Rchg(42), UnbGrd-Rchg/ResDam(42), UnbGrd-ResDam/EndRdx/Rchg(43), UnbGrd-Max HP%(45) Level 26: Piercing Beam SprFrzBls-Acc/Dmg(A), SprFrzBls-Dmg/EndRdx(31), SprFrzBls-Acc/Dmg/EndRdx(33), SprFrzBls-Acc/Dmg/Rchg(33), SprFrzBls-Dmg/EndRdx/Acc/Rchg(39), SprFrzBls-Rchg/ImmobProc(40) Level 28: Hasten RechRdx-I(A), RechRdx-I(40) Level 30: Weave LucoftheG-Rchg+(A), LucoftheG-Def(48) Level 32: Overcharge Rgn-Dmg(A), Rgn-Dmg/Rchg(33), Rgn-Acc/Dmg/Rchg(34), Rgn-Dmg/EndRdx(34), Rgn-Acc/Rchg(34), PstBls-Dam%(36) Level 35: Genomic Evolution GldArm-3defTpProc(A), StdPrt-ResDam/Def+(36) Level 38: Parasitic Leech Pnc-Heal/EndRedux(A), Pnc-Heal/EndRedux/Rchg(39), Pnc-Heal(39), Pnc-EndRdx/Rchg(45), Pnc-Heal/Rchg(46) Level 41: Mass Hypnosis LthRps-Acc/Sleep(A) Level 44: Dominate Ent-Acc/Hold(A) Level 47: Link Minds LucoftheG-Def/EndRdx(A), LucoftheG-Def/Rchg(48), LucoftheG-Def/EndRdx/Rchg(48), LucoftheG-Def(50), LucoftheG-Rchg+(50) Level 49: Maneuvers LucoftheG-Rchg+(A), LucoftheG-Def(50) Level 1: Defensive Adaptation Level 1: Brawl Empty(A) Level 1: Prestige Power Dash Empty(A) Level 1: Prestige Power Slide Empty(A) Level 1: Prestige Power Quick Empty(A) Level 1: Prestige Power Rush Empty(A) Level 1: Prestige Power Surge Empty(A) Level 1: Sprint Empty(A) Level 2: Rest Empty(A) Level 4: Ninja Run Level 2: Swift Flight-I(A) Level 2: Health NmnCnv-Regen/Rcvry+(A), Pnc-Heal/+End(42) Level 2: Hurdle Jump-I(A) Level 2: Stamina PrfShf-End%(A) Level 14: Efficient Adaptation Level 14: Offensive Adaptation ------------ | Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1838;705;1410;HEX;| |78DAED944B4F135114C7EFB4535ADEADB4424BCBA3E555688716D0AD11511742249| |0B86D267029939469D3D644972EFC02BA70E307105F2B1FE8D6ADCF8591972B637C| |82263ED085A9A7F33F164CF7AEBCC9E477E77FEF79DC73E6CED49989869BC7CF1D1| |24AD3918C5E28A466A559344C99714D9D2EEA45236B8AF270D213F8B3949AD1CDB4| |9CD7C6A5BE949A311632325C599A900BD22C486DDCC8A64EE6D3BA69CCA50EE797B| |279513F9DCD66B4631923BD586CC4BC3C35CC749DF5369B9372BED99A4E4A7D5EE6| |0B8B46CE7F3467CC6915EFD3052335A5178A327FB68D32CAD1F33C2A78941CE28A2| 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|-------------------------------------------------------------------| BR-Bio Sent.mxd Edited July 24, 2019 by Ragweed switched out kismet for LotG
Ragweed Posted July 24, 2019 Author Posted July 24, 2019 What is everybody's take on incarnate slots?
oldskool Posted July 25, 2019 Posted July 25, 2019 (edited) For Incarnates I lean towards Musculature, Degenerative, and Assault. Barrier is also pretty good and any lore and any judgement. That said, here are some more ideas on the most recent build. If you really, really, really want Mind Link, you can save some slots by using some Hami-O's. 1 LotG for the Recharge, and 2x Membrane Exposures with +2 level enhanced will bring the recharge down to 88 seconds with your current slotting vs the 94s you have it at. You're pushing a ton of Energy/Negative/Fire/Cold. That's cool, but you could also get a lot more damage out of your powers. You really don't need to softcap any of your defenses. I'm honestly not a big fan of Decimation Chance for Build-Up. That proc has such a low chance to activate in reality, and you have no control over it. It has a 10 second duration and about half of that duration is a lock out period where the effect can't happen again. It would have around a 13% (+/- 1%) chance to activate. First Power - Single or Charged Shot - 5pc Decimation. Ideally no proc here since you'll rarely use this skill. This is purely for the global recharge. If you really need a choice, Single Shot at least has some utility you can make use of. Defensive Opportunity won't do much for you in an endgame build. Parasitic Leech with the slotting above gets you about 7 endurance a second for 45 seconds if used on all 5 targets. Even with just 1 target you're still over 4 end/s. Hardened Carapace, 4x Ubreakable is enough. Inexhaustible, I leave it default with a Performance Shifter. Environmental Adaptation - I like a minimum of 3 slots for LotG Disintegrate - 5x Opportunity Strikes + Javelin's Volley Chance for Toxic - You'll use this alot, put a proc in here. The defense from the 6pc is nice, but I like more offense. Aim - 6x Gaussian's for defense, or 5x Adjusted Targeting (for recharge) + Gaussian's Proc. Gaussian's is only 1.25% defense to all typed damage which is OK. Up to you. Lancer - 5x Apocalypse + Javelin's Volley - again, put another proc here for damage. Ablative, Refractor, Rebuild, Parasitic, Genome, - I agree since I suggested that. 😉 Tough - 4x Unbreakable is fine. Unique or not is also your choice. Unique for HP is fine. Weave - you can either under slot this with 3x defense set like LotG, 5x Red Fortune + 1 LotG or (my favorite) 6x Reactive Defenses. This is a power this ALL defense and it is higher base than Maneuvers. Piercing Beam - 5x Ragnarok or Positron's + Annihilation Chance for -Resistance. You skip Athletic Regulation. I like it. It is also the only source of DDR for Bio. It's not much so I guess it could be optional. YMMV Weave - I like at least 3 slots. Overcharge - Ragnarok or Positron. The cooldown is long and it's base DPA isn't so high that it takes priority over Disintegrate/Lancer/Piercing You can take or leave travel powers. I personally skip them most of the time. For my Beam/WP I actually have more from Leadership (Assault, Vengeance, Victory Rush) and Combat Jumping. You can probably fit those in with a Bio build too. Vengeance mules a LotG but on teams it is sexy stuff. Anyway, just some thoughts. I'm pretty biased to keeping ranged attacks. The Epic/Patrons would open some opportunity for Hecatomb, or other really sweet sets. I don't like swapping out my beam cannon for a melee attack though. Again, YMMV. Edited July 25, 2019 by oldskool 1 1
Ragweed Posted July 25, 2019 Author Posted July 25, 2019 Thank you for your patience, Oldskool. Your experience is really showing through. Honestly, I thought the last build was the bee's knees judging by the numbers in Pine's, but it's amazing how far off it was from truly optimized. I'm glad you clarified the role of the T1 beam ability, and I would've never thought about procs being a significant source of damage. Back to the drawing board!
Ragweed Posted July 25, 2019 Author Posted July 25, 2019 (edited) When you are right, you're right. Much improved offense (plus some HP) at the cost of a slight bit of def %. But man oh man does that change when Vengeance pops off. "Wow" is all I have to say. The only question I have is whether or not a Performance Shifter +End should go into Victory Rush or if the +End proc will affect the target instead? Hero Plan by Mids' Hero Designer 1.962http://www.cohplanner.com/ Click this DataLink to open the build! Level 50 Mutation SentinelPrimary Power Set: Beam RifleSecondary Power Set: Bio ArmorPower Pool: FlightPower Pool: FightingPower Pool: SpeedPower Pool: Leadership Hero Profile:Level 1: Single Shot -- Dcm-Acc/Dmg(A), Dcm-Dmg/EndRdx(3), Dcm-Dmg/Rchg(3), Dcm-Acc/EndRdx/Rchg(9), Dcm-Acc/Dmg/Rchg(11)Level 1: Hardened Carapace -- UnbGrd-Rchg/ResDam(A), UnbGrd-Max HP%(7), UnbGrd-ResDam(7), UnbGrd-ResDam/EndRdx(9)Level 2: Inexhaustible -- PrfShf-End%(A)Level 4: Environmental Adaptation -- LucoftheG-Def/EndRdx/Rchg(A), LucoftheG-Def/EndRdx(5), LucoftheG-Rchg+(5), LucoftheG-Def(17)Level 6: Disintegrate -- SprOppStr-Acc/Dmg(A), SprOppStr-Acc/Dmg/EndRdx/Rchg(11), SprOppStr-Dmg/Rchg(13), SprOppStr-Acc/Dmg/Rchg(15), SprOppStr-Acc/Dmg/EndRdx(15), GldJvl-Dam%(17)Level 8: Hover -- LucoftheG-Rchg+(A)Level 10: AdaptationLevel 12: Lancer Shot -- Apc-Dmg(A), Apc-Acc/Rchg(13), Apc-Dmg/EndRdx(25), Apc-Dmg/Rchg(29), Apc-Acc/Dmg/Rchg(29), GldJvl-Dam%(37)Level 14: Aim -- GssSynFr--Build%(A), GssSynFr--ToHit(19), GssSynFr--ToHit/Rchg(43), GssSynFr--ToHit/Rchg/EndRdx(45), GssSynFr--Rchg/EndRdx(50), GssSynFr--ToHit/EndRdx(50)Level 16: Ablative Carapace -- Prv-Heal(A), Prv-Absorb%(19), Prv-Heal/EndRdx(21), Prv-EndRdx/Rchg(23), Prv-Heal/Rchg(23), Prv-Heal/Rchg/EndRdx(25)Level 18: Kick -- FrcFdb-Rechg%(A)Level 20: Refractor Beam -- SprSntWar-Acc/Dmg(A), SprSntWar-Dmg/Rchg(21), SprSntWar-Acc/Dmg/Rchg(27), SprSntWar-Acc/Dmg/EndRdx(31), SprSntWar-Acc/Dmg/EndRdx/Rchg(31), SprSntWar-Rchg/+Absorb(43)Level 22: Rebuild DNA -- Pnc-Heal/EndRedux(A), Pnc-EndRdx/Rchg(27), Pnc-Heal/Rchg(36), Pnc-Heal/EndRedux/Rchg(40), Pnc-Heal(46)Level 24: Tough -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(37), UnbGrd-ResDam/EndRdx/Rchg(42), UnbGrd-Rchg/ResDam(42)Level 26: Piercing Beam -- SprFrzBls-Acc/Dmg(A), SprFrzBls-Dmg/EndRdx(31), SprFrzBls-Acc/Dmg/EndRdx(33), SprFrzBls-Acc/Dmg/Rchg(33), SprFrzBls-Dmg/EndRdx/Acc/Rchg(39), SprFrzBls-Rchg/ImmobProc(40)Level 28: Hasten -- RechRdx-I(A), RechRdx-I(40)Level 30: Weave -- Rct-ResDam%(A), Rct-Def(43), Rct-Def/EndRdx(45), Rct-Def/Rchg(46), Rct-Def/EndRdx/Rchg(48), Rct-EndRdx/Rchg(50)Level 32: Overcharge -- Rgn-Dmg(A), Rgn-Dmg/Rchg(33), Rgn-Acc/Dmg/Rchg(34), Rgn-Dmg/EndRdx(34), Rgn-Acc/Rchg(34), PstBls-Dam%(36)Level 35: Genomic Evolution -- GldArm-3defTpProc(A), StdPrt-ResDam/Def+(36)Level 38: Parasitic Leech -- Pnc-Heal/EndRedux(A), Pnc-Heal/EndRedux/Rchg(39), Pnc-Heal(39), Pnc-EndRdx/Rchg(45), Pnc-Heal/Rchg(46)Level 41: Maneuvers -- LucoftheG-Rchg+(A), LucoftheG-Def(48), ShlWal-ResDam/Re TP(48)Level 44: Assault -- EndRdx-I(A)Level 47: Vengeance -- LucoftheG-Rchg+(A)Level 49: Victory Rush -- EffAdp-Acc/Rchg(A)Level 1: Defensive AdaptationLevel 1: Brawl -- Empty(A)Level 1: Prestige Power Dash -- Empty(A)Level 1: Prestige Power Slide -- Empty(A)Level 1: Prestige Power Quick -- Empty(A)Level 1: Prestige Power Rush -- Empty(A)Level 1: Prestige Power Surge -- Empty(A)Level 1: Sprint -- Empty(A)Level 2: Rest -- Empty(A)Level 4: Ninja RunLevel 2: Swift -- Flight-I(A)Level 2: Health -- NmnCnv-Regen/Rcvry+(A), Mrc-Rcvry+(37), Pnc-Heal/+End(42)Level 2: Hurdle -- Jump-I(A)Level 2: Stamina -- PrfShf-End%(A)Level 14: Efficient AdaptationLevel 14: Offensive Adaptation------------ BR-Bio Sent.mxd Edited July 25, 2019 by Ragweed
oldskool Posted July 25, 2019 Posted July 25, 2019 (edited) 4 hours ago, Ragweed said: The only question I have is whether or not a Performance Shifter +End should go into Victory Rush or if the +End proc will affect the target instead? It should not. The cool down is 300 seconds. The proc won't do enough to matter with a down time like that. Besides, they won't need it. Vengeance is indeed pretty amazing on teams, but it does require someone to die. It works as a nice base slot power to squeeze out recharge since I have no more slots to devote to Epics/Patron powers. I'm glad you found my ideas helpful. I'd suggest hopping on Justin to test it out for yourself and see how you like it. Edit: Also, thanks for the compliment on "expertise". I think that's a bit of a stretch for me personally. I wasn't going super hard into the numbers on things like proc calculations myself until more recently. I found a list of PPM #'s and an equation to judge for myself after having some disappointing results from initial base assumption out of older knowledge. Also, some pure stubbornness about adapting on my part. So expertise is humbling. I feel it is more "experience" and that experience is... do not go the route I did. Take advice where you can, but take it with a grain of salt. Test it yourself on Justin when you can. Don't take my for it and spend the time/influence only to be disappointed. I have 27 characters and counting because I like making heroes. I don't have the time for all of them though. When I build in Pine's I need to maximize my understanding to fit my preferences, but also not waste resources. So I try to pay forward the mistakes I have made so others don't do it. Edited July 25, 2019 by oldskool 1
Destlin Posted July 25, 2019 Posted July 25, 2019 Dude I feel like I'm always learning something new about this class. Every time I am like " I got this" i realize I have been dumb and wasted about 125 mil on an epic set I didn't want or need. Luckily we have people around who love the class possibly even more than I do and that is Oldskool here Nihli and Sunsette. They love to give advice and while their style does not always match mine they ALWAYS give solid advice. So Oldskool if it took you a lot of mistakes to get to that point I'm kinda glad you already made them before others XD. It seemed to work out pretty well. 1
oldskool Posted July 25, 2019 Posted July 25, 2019 8 minutes ago, Destlin said: Dude I feel like I'm always learning something new about this class. Every time I am like " I got this" i realize I have been dumb and wasted about 125 mil on an epic set I didn't want or need. Luckily we have people around who love the class possibly even more than I do and that is Oldskool here Nihli and Sunsette. They love to give advice and while their style does not always match mine they ALWAYS give solid advice. So Oldskool if it took you a lot of mistakes to get to that point I'm kinda glad you already made them before others XD. It seemed to work out pretty well. Justin has been a life saver! There has been some misinformation floating around about how procs work in Toggles that cost me some time and money. In actual testing of that, I learned a lot. This came after making that character and only having some cursory glances at "effectiveness". When I play I group almost 100% of the time. So efficiency was hidden by others contributing to the team. It wasn't until I really started scrutinizing my build that I realized I needed to re-evaluate everything. So I did. I've changed so many things in all my builds it isn't funny. I have a Dark/Dark project that will likely see a few iterations before I actually finish it. I may title that project "Putting Lipstick on Pig, or How I fell in Love with an Underperforming Set".
GetRidOfWires Posted July 25, 2019 Posted July 25, 2019 BR/Bio is an awesome performer. I wonder if you would consider moving the Superior Sentinel’s Ward set to Disintegrate instead of Overcharge. I tend to fire Disintegrate at, well, everything, and so you might be getting the proc more often than waiting for Overcharge, whether if it’s on cool down or just not appropriate to fire off for a few targets.
Ragweed Posted July 27, 2019 Author Posted July 27, 2019 GROW, that is an idea. I think it comes down to whether you enjoy a more defensive play style, really. That same justification was used to put the Gladiator's Javelin proc in there for the extra damage. One change I did make was swapping out Victory Rush and a semi-useless enhancement for Athletic Regulation and some extra flight speed. Oldskool was being modest in his description of the DDR you get from Athletic Regulation...it's actually pretty significant at 41.5%.
oldskool Posted July 27, 2019 Posted July 27, 2019 To be fair, DDR really only offers noticeable returns when you have extremely high values to it. I'm not aware of a defensive set that is actually immune to defense debuffs. Even Super Reflexes can lose percentage points from their defenses if enough enemies chip away at it. AV's with big defense debuffs will make a dent in them too. 41.5% is nice to have, but enemies often have high amounts of -defense in the first place. I mean it's better than nothing, and people should consider it, but it won't exactly save you either.
Sunsette Posted July 27, 2019 Posted July 27, 2019 (edited) Eh, I notice a big difference between 50 Def and no DDR and 50 Def with 40% DDR. They're hitting you rarely in the first place, you don't need a lot to stop a death spiral if you've got a comfortable cushion over cap. Edited July 27, 2019 by Sunsette Sundered Marches: The Website | The Official Soundtrack! | The Campaign Setting!
oldskool Posted July 27, 2019 Posted July 27, 2019 1 hour ago, Sunsette said: Eh, I notice a big difference between 50 Def and no DDR and 50 Def with 40% DDR. They're hitting you rarely in the first place, you don't need a lot to stop a death spiral if you've got a comfortable cushion over cap. Well sure, you've exceeded the 45% soft cap which is going to create a buffer against debuffing enemies. It doesn't change the fact that 40% DDR on its own isn't that amazing. Defense debuffs are still pretty high by default with the common vector of rifle/sword hits carrying -7.5%. So in your example the first hit against your defense will still keep you 0.5% above the soft cap. If the enemies miss before the duration of the debuff ends, then you're defense goes back up. Also, it is likely if you get hit a second time (and go below the cap) the first debuff falls off before a big problem starts to happen. Bio Armor has a real hard time achieving 50% to all types. Hell, it has a hard time going past the mid 20's for smashing and lethal. Against radiation blast enemies, your defenses will last longer, but not against broadsword enemies. So I stand by my statement that it takes high values of DDR for it make significant differences in light of so many base game debuffs being large by default. You can make that DDR go further by exceeding the soft cap, but that isn't easy on Bio Armor. It also isn't realistic for most players below 50 and there are plenty of enemy groups with -defense from levels 1 to 50. 1
Sovera Posted July 27, 2019 Posted July 27, 2019 Ugh, don't get me started on capping Bio to smash (and the rest really). Such contortions I had to make in my last sonic/bio to even get to 40%. But in that particular example she has the tools to keep mobs at range (slotted fire cages with sonic is a thing of beaaaaauty!). 1 - Simple guide for newcomers. - Money making included among other things. - Tanker Fire Armor: the Turtle, the Allrounder, the Dragon, and compilation of Fire Armor builds. - Tanker Stone Armor: beginner friendly (near) immortal Tanker for leveling/end-game and Stone Armor framework. - Brute Rad/Stone and compilation of Brute Stone Armor builds.
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