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Posted (edited)

I really enjoy DP because it looks cool. So I played around with a Sentinel build to see what I could get.

How the build works.

Reminder its Perma Hasten

Caveat Master Brawler isn't showing any numbers in MIDs Pine. 

 

  • Link Minds is fire off last 90 seconds. 
  • That puts defenses at 45 range and 44 melee and 34 AOE.
  •  Rush in and fire of Hail of Bullets which will add 11% to defenses for 5 seconds, which means AOE is capped at 45% as well, for 5 seconds. 
  • Fire off Bullet Rain which is another AOE and has a Knockdown IO it so NO KNOCKBACK. 
  • Many mobs will be dead or close to dead.  Many mobs will be running
  • You have the 2 following choices here. I would suggest this order.
  1. Mass Hypnosis - Which I suggest as it has 2 Procs that can go off.
  • A heal,
  • A Placate
  • Finally the Sleep component of the power itself. 
  1. Psychic Shockwave - Which has a  2 procs that can go off.
    • A chance to immobilize
    • A Chance for hit debuff
    • Finally the Disorient component from the power itself.
  • The reason is the Mass Hypnosis gives you some quick breathing room if needed. Between the Placate and the Sleep. 
  • You could use Mass Hypnosis as your opener as well Or use it on a group next to the group you want to attack.  
  • Your single shot and small cone attacks are for picking off runners. 
  • You have elude for those really bad moments. 

 

I am positive someone could do better, but this was my first run at this and at least you could swap DP for your own power choice and work it up from there as well to get the defense numbers you need.

This build also leaves you free to choose what you want for Incarnates as it is not Incarnate reliant as some builds are due to endurance issues.

 

Hero Plan by Mids' Hero Designer 1.962
http://www.cohplanner.com/

Level 50 Natural Sentinel
Primary Power Set: Dual Pistols
Secondary Power Set: Super Reflexes
Power Pool: Speed
Power Pool: Leaping
Power Pool: Leadership
Ancillary Pool: Psionic Mastery

Hero Profile:
------------
Level 1:    Pistols                Thn-Acc/Dmg:50(A), Thn-Dmg/EndRdx:50(3), Thn-Dmg/Rchg:50(3), Thn-Acc/Dmg/Rchg:50(7), Thn-Acc/Dmg/EndRdx:50(9), Thn-Dmg/EndRdx/Rchg:50(36)
Level 1:    Focused Fighting        LucoftheG-Rchg+:50(A), LucoftheG-Def:50(9), LucoftheG-Def/EndRdx:50(11)
Level 2:    Dual Wield            Thn-Acc/Dmg:50(A), Thn-Dmg/EndRdx:50(13), Thn-Dmg/Rchg:50(13), Thn-Acc/Dmg/Rchg:50(15), Thn-Acc/Dmg/EndRdx:50(15), Thn-Dmg/EndRdx/Rchg:50(36)
Level 4:    Empty Clips            PstBls-Acc/Dmg:50(A), PstBls-Dmg/Rchg:50(5), PstBls-Dmg/EndRdx:50(5), PstBls-Dmg/Rng:50(7), PstBls-Acc/Dmg/EndRdx:50(11)
Level 6:    Focused Senses            LucoftheG-Rchg+:50(A), LucoftheG-Def:50(17), LucoftheG-Def/EndRdx:50(17)
Level 8:    Swap Ammo    
Level 10:    Agile                LucoftheG-Rchg+:50(A), LucoftheG-Def:50(19), LucoftheG-Def/EndRdx:50(19)
Level 12:    Bullet Rain            PstBls-Acc/Dmg:50(A), PstBls-Dmg/EndRdx:50(21), PstBls-Dmg/Rchg:50(21), PstBls-Dmg/Rng:50(23), PstBls-Acc/Dmg/EndRdx:50(23), OvrFrc-Dam/KB:50(25)
Level 14:    Master Brawler            Pnc-Heal/EndRedux:40(A), Pnc-Heal:40(25), Pnc-Heal/Rchg:40(27), Pnc-Heal/EndRedux/Rchg:40(27), Pnc-Heal/+End:40(43)
Level 16:    Enduring            LucoftheG-Rchg+:50(A), LucoftheG-Def:50(29), LucoftheG-Def/EndRdx:50(29)
Level 18:    Executioner's Shot        SprSntWar-Acc/Dmg:50(A), SprSntWar-Dmg/Rchg:50(31), SprSntWar-Acc/Dmg/Rchg:50(31), SprSntWar-Acc/Dmg/EndRdx:50(31), SprSntWar-Acc/Dmg/EndRdx/Rchg:50(34), SprSntWar-Rchg/+Absorb:50(36)
Level 20:    Dodge                LucoftheG-Rchg+:50(A), LucoftheG-Def:50(40), LucoftheG-Def/EndRdx:50(40)
Level 22:    Hasten                RechRdx-I:50(A), RechRdx-I:50(42), RechRdx-I:50(43)
Level 24:    Super Speed            Clr-Stlth:50(A), BlsoftheZ-ResKB:50(45)
Level 26:    Piercing Rounds            PstBls-Acc/Dmg:50(A), PstBls-Dmg/EndRdx:50(37), PstBls-Dmg/Rchg:50(37), PstBls-Dmg/Rng:50(37), PstBls-Acc/Dmg/EndRdx:50(39)
Level 28:    Quickness            Run-I:50(A)
Level 30:    Combat Jumping            RedFrt-Def/EndRdx:50(A), RedFrt-Def/Rchg:50(39), RedFrt-EndRdx/Rchg:50(39), RedFrt-Def/EndRdx/Rchg:50(46), RedFrt-Def:50(46), RedFrt-EndRdx:50(46)
Level 32:    Hail of Bullets            Obl-Dmg:50(A), Obl-Acc/Rchg:50(33), Obl-Dmg/Rchg:50(33), Obl-Acc/Dmg/Rchg:50(33), Obl-Acc/Dmg/EndRdx/Rchg:50(34), Obl-%Dam:50(34)
Level 35:    Evasion                Ksm-Def/EndRdx:30(A), Ksm-Def/Rchg:30(40), Ksm-EndRdx/Rchg:30(42), Ksm-Def/EndRdx/Rchg:30(48), Ksm-ToHit+:30(50)
Level 38:    Elude                PrfShf-End%:50(A), PrfShf-EndMod:50(42)
Level 41:    Assault                EndRdx-I:50(A)
Level 44:    Mass Hypnosis            FrtHyp-Plct%:50(A), CaloftheS-Heal%:50(45), FrtHyp-Sleep/Rchg:50(48)
Level 47:    Psychic Shockwave        RzzDzz-Immob%:30(A), AbsAmz-ToHitDeb%:50(48)
Level 49:    Link Minds            RedFrt-Def/Rchg:50(A), Rct-Def/Rchg:50(50), LucoftheG-Def/Rchg:50(50)
Level 1:    Health                NmnCnv-Regen/Rcvry+:50(A), NmnCnv-Heal:50(45)
Level 1:    Stamina                PrfShf-End%:50(A), PrfShf-EndMod:50(43)
Level 8:    Chemical Ammunition    
Level 8:    Cryo Ammunition    
Level 8:    Incendiary Ammunition    
------------

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|-------------------------------------------------------------------|

 

 

 

Edited by plainguyx
Posted (edited)

Even on a budget like this (no purples), I could pimp your ride up to 49% melee, 48% range, and 44.6% AoE defense.  It would require some changes.  You'd end up with 180% global recharge and 3.9 end gain before accolades.  Again, no Incarnates are required for this. 

If you ever get more influence for the build, I'd reconsider this approach entirely and go for damage procs (Edit: I'll tinker with this still, and see if I can rebuild it with procs on a budget.  I didn't have the time to do that earlier.).  Super Reflexes is one of 3 defense sets that lets Dual Pistols push some very decent damage with just ranged attacks (no melee shenanigans at all).  This is done with all the wonderful damage procs that the set can access.  

 

I'm not using your version of Mids so posting the data chunk isn't going to help.  😞

 

Things I'd keep the same: 

 

Your attack slotting... except for Bullet Rain.  You don't need the Overwhelming Force there.  The Knockback is turned off when using any ammo.  For dealing damage you should run Incendiary.  For this particular build, you'd likely get more defensive mileage out of Chemical ammo.  Below, I include Tactics for some mechanics abuse in teams.  With tactics you won't need to worry about the -defense for better hit rolls.  

 

Focused Fighting, Focused Senses, Agile, Quickness.  Sure. 

 

Things I'd change: 

 

Enduring - enhance this for endurance, not defense. This can take another Performance Shifter proc.  I recommend it! 

Master Brawler - 6x Preventative Medicine.  I love this set, and it is cheaper than Panacea (keep the proc for Health). 

Dodge - 3x something else, maybe Gift of the Ancients for the recovery. 

Hasten - drop to 2 slots.  With enhancers you'll lower this further.  

Superspeed - drop to 1 slot, keep the Stealth

Combat Jumping - 1 slot - LotG you can shift this power to your final pick if you like.  The defense value of CJ is so low that pushing enhancement is never worth it on any AT. 

Manuevers (level 30) - 3x LotG (or something if you cap your LotG's elsewhere). 

Evasion - 5x Red Fortune 

Elude - dump it

Assault - dump it, it sucks on Sentinels

Tactics - 6x Gausian's --- I normally HATE this, BUT I suggest this for the sake of shenanigans!  First off this gets you 2.5% positional defense which your build lacks.  Second the proc BLOWS for soloing, but it can be ABUSIVE in teams.  Apparently, as the Defender forums is finding, the Proc has a chance to roll on everyone in your team.  This has a 60ft radius and it counts pets as team mates too.  In a group setting this can potentially bolster your damage.  Your current build is sorely lacking on damage output and this could help.  It's not a guarantee, but it is an idea.  You still won't touch a build that includes damage procs, but you'll potentially improve what you currently have. 

Link Minds - 5x Red Fortune 

Mass Hypno/Psy Shock - default slots.  You didn't really enhance them for much in the first place so I figure these are just entry players to Link Minds.  Slap an accuracy in them and use them situationally. 

 

Health - use procs. The Numina heal isn't really doing much for you. You currently regenerate 13.54 hit points per second.  Use the Numina Proc, Miracle Proc, and the Panacea proc.  You'll regenerate 11 hit points per second, but the Panacea will constantly proc a heal on you.  In addition to that Panacea will proc more endurance.  

 

Stamina - you could 3x slot this with Performance shifters just like Enduring and use the proc.  I like the HP boost at 3pcs even if the endurance effect isn't necessary.  Doing this will get you 1385 total HP vs 1326 as in your current build.  59 hit points won't make or break you, but I try for as much HP as I can to buffer on a Sentinel.  This build will have a lot of absorb flying around when it does get hit which helps too. 

 

Fun fact, for 6 slots you can run 5x Red Fortune + 1 LotG for 12% global recharge.  You could also include Reactive Defenses for another 8% with Preventative Medicine.  That might influence some slotting elsewhere.  

 

 

 

Edited by oldskool
Posted (edited)

Ok, some more time to tinker with the concept, and the challenge is a little fun too.  The changes below do not use any purple sets other than one 5 piece ATO.  It does replace the Psi Epic with Fighting.  The results are 49% melee, 48% range and AoE with 187% recharge.  End per second is 3.86 before accolades.  Significantly higher DPS with a chance to proc a Build-Up in Decimation every 3 seconds.

 

Apologies for no easy data dump.  I just don't have access to Pine's on my system right now. 😞  Just plug in my suggestions though and you'll see what I mean.

 

Pistols & Dual Wield with Thunderstrike (Acc/Dmg, Acc/Dmg/End, Dmg/End) + 3 procs.  Pistols (Achilles' Heel, Lady Grey, Shieldbreaker) and Dual Wield (Explosive Strikes, Impeded Swiftness [if it still accepts it on Sentinels, I need to confirm!] or Javelin's Toxic proc [sometimes pricey], Decimation). 

 

Executioner's Shot - 5pc Opportunity Strikes (for the recharge bonus) + Lady Grey

 

Single target rotation would be Executioner's (hope for the Opportunity proc) -> Pistols (hope for Achilles' Heel) -> Dual Wield -> Repeat  Suppressive Fire would yield a minor DPS increase here when running procs since its base recharge is longer than Dual Wield.  Suppressive Fire pulls even further ahead if you use Unbreakable Constraint (purple Hold set with a damage proc, $18-25 million).  The benefit of this rotation is you still have access to Defensive Opportunity for endurance management.  The overall damage is OK, but that Decimation proc will give you spikes for 5 seconds. 

 

Focused Fighting, Focused Senses, Evasion = 5x Red Fortune + 1 LotG global

 

Agile & Dodge 3x LotG (since these were already in the original)  global, defense, and defen/recharg or defen/end

 

Master Brawler - 6x preventative med

 

Enduring 2-3 Performance Shifter.  Stamina 2 Performance Shifter (end mod + proc).  Health, slot as above in previous comment (3x procs).

 

Manuevers 6x Reactive Defenses

 

Combat Jumping 1 slot, common IO or for a slight hit on defense the Shield Wall Unique or the Kismet - you'll still be over the soft cap regardless.

 

Hail of Bullets - Obliteration for the recharge and the melee def.

 

Empty Clips & Bullet Rain 5x Positron's Blast.  Drop Piercing Rounds.

 

Boxing - nothing

 

Tough - 2x Steadfast (Resist/End, Resist/3% global) + Gladiator 3% global.

 

Weave 3x Defense set, I like Gift of the Ancients for the recovery, but whatever you like

 

2x Open powers but no more slots.  You could easily run Assault here and your endurance can handle it (with Accolades for sure).  That means you could open up to Vengeance on teams which is fun.  You could also run Elude again to mule something.  You could also squeeze in any other power that doesn't require much.  I'd suggest taking a strong look at Tashibishi in Ninja Tools.  Caltrops is one of the most flexible powers in this game.  It is good with the default slot or several.  You create a zone which enemies will run out of which makes for a nice buffer if you take too much heat.  You can load that sucker up with damage procs too.  It's extremely flexible. 

Edited by oldskool
  • Like 1
Posted

@oldskool Again as I mentioned. Someone could do it better. 

 

The great take away from all of this is you can swap out primary or secondary and just build from there. 

 

I have Pines 2.21 and  2.23. 

 

I was trying to download reborn from Github but was confused on getting it installed. I was looking for EXE or some sort of installer. I was missing both with my eyes. 

 

Homecoming should really use its influence to lock into one builder. Just too many rolling around ATM. 

 

 

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