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Good secondaries for Dark/


earthaddy

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I am liking the dark primary. Seems a pretty decent set balancing single target, aoe and a little control. Can't decide on secondary. I would like something that comes online fairly early and doesn't need a billion inf to make it work, but  I don't want it to be completely outshined endgame either.  I kinda like the idea of SR or Nin because defensive sets play well with sentinels, but it does seem it might be redundant with the - tohit of dark. SR has quickness for recharge speed, don't know how needed that is with dark, but sounds good. Regen maybe, I haven't tried that set on a sentinel at all, and I heard some good things, but wonder about debuffs with no defense. Willpower?

 

I don't know, that's why I'm asking. Are there good synergies somewhere? Pros and cons when paired with dark?  Hit me with the knowledge.

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Invuln.

High Defense.

 

 

 

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

Click this DataLink to open the build!

Dark Toughguy: Level 50 Technology Sentinel
Primary Power Set: Dark Blast
Secondary Power Set: Invulnerability
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Leadership
Power Pool: Flight

Hero Profile:
Level 1: Gloom -- Apc-Dmg/Rchg:50(A), Apc-Acc/Dmg/Rchg:50(48), Apc-Acc/Rchg:50(48), Apc-Dmg/EndRdx:50(50), Apc-Dam%:50(50)
Level 1: Temp Invulnerability -- UnbGrd-ResDam:50(A), UnbGrd-ResDam/EndRdx:50(3), UnbGrd-Rchg/ResDam:50(3), UnbGrd-ResDam/EndRdx/Rchg:50(7), GldArm-3defTpProc:50(11)
Level 2: Umbral Torrent -- Rgn-Dmg/Rchg:50(A), Rgn-Acc/Dmg/Rchg:50(40), Rgn-Acc/Rchg:50(40), Rgn-Dmg/EndRdx:50(42), Rgn-Knock%:50(42)
Level 4: Resist Physical Damage -- RctArm-ResDam:40(A), RctArm-ResDam/EndRdx:40(5), RctArm-ResDam/Rchg:40(5), RctArm-ResDam/EndRdx/Rchg:40(7), UnbGrd-Max HP%:50(13)
Level 6: Abyssal Gaze -- SprSntWar-Acc/Dmg:50(A), SprSntWar-Dmg/Rchg:50(13), SprSntWar-Acc/Dmg/Rchg:50(37), SprSntWar-Acc/Dmg/EndRdx:50(39), SprSntWar-Acc/Dmg/EndRdx/Rchg:50(39), SprSntWar-Rchg/+Absorb:50(40)
Level 8: Durability -- RctArm-ResDam:40(A), RctArm-ResDam/EndRdx:40(9), RctArm-ResDam/Rchg:40(9), RctArm-ResDam/EndRdx/Rchg:40(11)
Level 10: Aim -- RechRdx-I:50(A), RechRdx-I:50(50)
Level 12: Dull Pain -- DctWnd-Heal/Rchg:50(A), NmnCnv-Heal/Rchg:50(33), Pnc-Heal/Rchg:50(48)
Level 14: Dark Obliteration -- SprFrzBls-Acc/Dmg:50(A), SprFrzBls-Dmg/EndRdx:50(15), SprFrzBls-Acc/Dmg/EndRdx:50(15), SprFrzBls-Acc/Dmg/Rchg:50(36), SprFrzBls-Dmg/EndRdx/Acc/Rchg:50(37), SprFrzBls-Rchg/ImmobProc:50(37)
Level 16: Unyeilding -- UnbGrd-ResDam:50(A), UnbGrd-ResDam/EndRdx:50(17), UnbGrd-Rchg/ResDam:50(17), UnbGrd-ResDam/EndRdx/Rchg:50(19)
Level 18: Antumbral Beam -- SprOppStr-Acc/Dmg:50(A), SprOppStr-Dmg/Rchg:50(19), SprOppStr-Acc/Dmg/Rchg:50(34), SprOppStr-Acc/Dmg/EndRdx:50(34), SprOppStr-Acc/Dmg/EndRdx/Rchg:50(34), SprOppStr-Rchg/+Opportunity:50(36)
Level 20: Environmental Resistance -- RctArm-ResDam:40(A), RctArm-ResDam/EndRdx:40(21), RctArm-ResDam/Rchg:40(21), RctArm-ResDam/EndRdx/Rchg:40(23), StdPrt-ResDam/Def+:30(23)
Level 22: Kick -- FrcFdb-Rechg%:50(A)
Level 24: Tough -- UnbGrd-ResDam:50(A), UnbGrd-ResDam/EndRdx:50(25), UnbGrd-Rchg/ResDam:50(25), UnbGrd-ResDam/EndRdx/Rchg:50(27)
Level 26: Life Drain -- SprWntBit-Acc/Dmg:50(A), SprWntBit-Dmg/Rchg:50(27), SprWntBit-Acc/Dmg/EndRdx:50(31), SprWntBit-Acc/Dmg/Rchg:50(33), SprWntBit-Dmg/EndRdx/Acc/Rchg:50(33)
Level 28: Invincible -- Rct-Def:50(A), Rct-Def/EndRdx:50(29), ShlWal-ResDam/Re TP:50(29)
Level 30: Weave -- Rct-Def:50(A), Rct-Def/EndRdx:50(31), Rct-ResDam%:50(31)
Level 32: Blackstar -- SprAvl-Acc/Dmg:50(A), SprAvl-Dmg/EndRdx:50(45), SprAvl-Acc/Dmg/EndRdx:50(46), SprAvl-Acc/Dmg/Rchg:50(46), SprAvl-Acc/Dmg/EndRdx/Rchg:50(46)
Level 35: Tough Hide -- LucoftheG-Rchg+:50(A), LucoftheG-Def:50(36)
Level 38: Combat Jumping -- LucoftheG-Rchg+:50(A), LucoftheG-Def:50(39)
Level 41: Maneuvers -- LucoftheG-Rchg+:50(A), LucoftheG-Def:50(42)
Level 44: Hover -- LucoftheG-Rchg+:50(A), LucoftheG-Def:50(45)
Level 47: Fly -- WntGif-ResSlow:50(A)
Level 49: Afterburner -- LucoftheG-Rchg+:50(A)
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 -- Clr-Stlth:50(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I:50(A)
Level 2: Health -- Pnc-Heal/+End:50(A), NmnCnv-Regen/Rcvry+:50(43), Mrc-Rcvry+:40(43)
Level 2: Hurdle -- Jump-I:50(A)
Level 2: Stamina -- PrfShf-End%:50(A), PrfShf-EndMod:50(43), EndMod-I:50(45)
Level 50: Agility Core Paragon
------------

 

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If you want to be godlike, pick anything.

If you want to be GOD, pick a TANK!

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Or good Defense and higher speed.



 

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

Click this DataLink to open the build!

Dark Toughguy: Level 50 Technology Sentinel
Primary Power Set: Dark Blast
Secondary Power Set: Invulnerability
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Speed
Power Pool: Flight

Hero Profile:
Level 1: Gloom -- Apc-Dmg/Rchg:50(A), Apc-Acc/Dmg/Rchg:50(48), Apc-Acc/Rchg:50(48), Apc-Dmg/EndRdx:50(50), Apc-Dam%:50(50)
Level 1: Temp Invulnerability -- UnbGrd-ResDam:50(A), UnbGrd-ResDam/EndRdx:50(3), UnbGrd-Rchg/ResDam:50(3), UnbGrd-ResDam/EndRdx/Rchg:50(7), GldArm-3defTpProc:50(11)
Level 2: Umbral Torrent -- Rgn-Dmg/Rchg:50(A), Rgn-Acc/Dmg/Rchg:50(40), Rgn-Acc/Rchg:50(40), Rgn-Dmg/EndRdx:50(42), Rgn-Knock%:50(42)
Level 4: Resist Physical Damage -- RctArm-ResDam:40(A), RctArm-ResDam/EndRdx:40(5), RctArm-ResDam/Rchg:40(5), RctArm-ResDam/EndRdx/Rchg:40(7), UnbGrd-Max HP%:50(13)
Level 6: Abyssal Gaze -- SprSntWar-Acc/Dmg:50(A), SprSntWar-Dmg/Rchg:50(13), SprSntWar-Acc/Dmg/Rchg:50(37), SprSntWar-Acc/Dmg/EndRdx:50(39), SprSntWar-Acc/Dmg/EndRdx/Rchg:50(39), SprSntWar-Rchg/+Absorb:50(40)
Level 8: Durability -- RctArm-ResDam:40(A), RctArm-ResDam/EndRdx:40(9), RctArm-ResDam/Rchg:40(9), RctArm-ResDam/EndRdx/Rchg:40(11)
Level 10: Aim -- RechRdx-I:50(A), RechRdx-I:50(50)
Level 12: Dull Pain -- DctWnd-Heal/Rchg:50(A), NmnCnv-Heal/Rchg:50(33), Pnc-Heal/Rchg:50(48)
Level 14: Dark Obliteration -- SprFrzBls-Acc/Dmg:50(A), SprFrzBls-Dmg/EndRdx:50(15), SprFrzBls-Acc/Dmg/EndRdx:50(15), SprFrzBls-Acc/Dmg/Rchg:50(36), SprFrzBls-Dmg/EndRdx/Acc/Rchg:50(37), SprFrzBls-Rchg/ImmobProc:50(37)
Level 16: Unyeilding -- UnbGrd-ResDam:50(A), UnbGrd-ResDam/EndRdx:50(17), UnbGrd-Rchg/ResDam:50(17), UnbGrd-ResDam/EndRdx/Rchg:50(19)
Level 18: Antumbral Beam -- SprOppStr-Acc/Dmg:50(A), SprOppStr-Dmg/Rchg:50(19), SprOppStr-Acc/Dmg/Rchg:50(34), SprOppStr-Acc/Dmg/EndRdx:50(34), SprOppStr-Acc/Dmg/EndRdx/Rchg:50(34), SprOppStr-Rchg/+Opportunity:50(36)
Level 20: Environmental Resistance -- RctArm-ResDam:40(A), RctArm-ResDam/EndRdx:40(21), RctArm-ResDam/Rchg:40(21), RctArm-ResDam/EndRdx/Rchg:40(23), StdPrt-ResDam/Def+:30(23)
Level 22: Kick -- FrcFdb-Rechg%:50(A)
Level 24: Tough -- UnbGrd-ResDam:50(A), UnbGrd-ResDam/EndRdx:50(25), UnbGrd-Rchg/ResDam:50(25), UnbGrd-ResDam/EndRdx/Rchg:50(27)
Level 26: Life Drain -- Dcm-Acc/Dmg:40(A), Dcm-Dmg/EndRdx:40(27), Dcm-Dmg/Rchg:40(31), Dcm-Acc/EndRdx/Rchg:40(33), Dcm-Acc/Dmg/Rchg:40(33)
Level 28: Invincible -- Rct-Def:50(A), Rct-Def/EndRdx:50(29), ShlWal-ResDam/Re TP:50(29)
Level 30: Weave -- Rct-Def:50(A), Rct-Def/EndRdx:50(31), Rct-ResDam%:50(31)
Level 32: Blackstar -- Arm-Dmg/Rchg:50(A), Arm-Acc/Dmg/Rchg:50(45), Arm-Acc/Rchg:50(46), Arm-Dmg/EndRdx:50(46), Arm-Dam%:50(46)
Level 35: Tough Hide -- LucoftheG-Rchg+:50(A), LucoftheG-Def:50(36)
Level 38: Combat Jumping -- LucoftheG-Rchg+:50(A), LucoftheG-Def:50(39)
Level 41: Hasten -- RechRdx-I:50(A), RechRdx-I:50(42)
Level 44: Hover -- LucoftheG-Rchg+:50(A), LucoftheG-Def:50(45)
Level 47: Fly -- WntGif-ResSlow:50(A)
Level 49: Afterburner -- LucoftheG-Rchg+:50(A)
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 -- Clr-Stlth:50(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I:50(A)
Level 2: Health -- Pnc-Heal/+End:50(A), NmnCnv-Regen/Rcvry+:50(43), Mrc-Rcvry+:40(43)
Level 2: Hurdle -- Jump-I:50(A)
Level 2: Stamina -- PrfShf-End%:50(A), PrfShf-EndMod:50(43), EndMod-I:50(45)
Level 50: Agility Core Paragon
------------

 

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If you want to be godlike, pick anything.

If you want to be GOD, pick a TANK!

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Dark Blast will have synergy with everything precisely due to the to hit debuffs.  This is actually a slightly bigger deal on Sentinels.  Since you said you don't want to spend a billion inf on the character then the debuff actually helps close defensive gaps that you'd normally handle with IOs.  

 

Invul, as mentioned, is good since it has high resistances but I don't recommend building overboard on defenses.  You really don't need that much defense on Sentinel Dark Blast post-32.  Blackstar, the T9, does a lot of work for you.  I'd try to pair it with something that lets you utilize the Clouded Senses Negative Damage proc + Gladiator's Javelin proc in each of your attacks.  Some attacks, Abyssal Gaze/Life Drain, can take on more proc options which is a substantial damage increase.  This shifts Dark Blast from low-moderate damage to upper middle tier damage or a little higher depending on RNG.  It is a very noticeable difference.  That's a long term goal though since it will cost you influence to do, but it is very worth the consideration.  

Super Reflexes can be fairly inexpensive to build up defenses on and the to hit debuff helps pad things out.  You will not soft-cap positional defense without some IOs but that's why Dark Blast works so well.  

Ninjutsu is very similar to Super Reflexes but it matures far earlier.  You gain access to all of your positional defenses before you're even out of the teens where SR has to wait for AoE defense in the 30's.  Nin is practically done by level 28 and that's only if you decide to take Bo Ryaku (slight resistance to all, slight knockback/down protection).  SR can have a hands off version of status protection in Master Brawler where Nin is stuck with a click variant.  Also, Nin has a KB/KD hole that SR never has to worry about.  A simple IO can fix that for Nin, but again it is an expense you may wish to consider.  The to hit debuff helps Nin's defense debuff resistance hole too.  Nin has less of that DDR than SR does so adding miss chance is welcome.  

Since Dark's damage on single target is a little on the lowish side, not considering damage procs, it pairs well with Bio Armor too.  Bio Armor gives it the damage boost it needs, and Dark helps close the Smashing/Lethal defense gap it has.  

We could go on and on like this.  The to hit debuff offers something in every single Sentinel set.  

Dark/SR or Dark/Nin for fairly low cost but decent performance are good choices. 

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Awesome oldskool. Thanks a lot.

 

Couple of more specific questions. I don't want to be a hassle.

 

On a stalker the clicky mez protection of SR was just about a deal breaker for me. But that was because of the animation, which while fairly fast, it annoyingly interrupted my attack flow. SR mez protection isn't clicky for sentinels, but does Ninjitsu's clicky mez stop you for an animation?

 

I've heard invuln is an endurance hog, but don't have any actual experience with it precisely because I heard it was an end hog. Is it? 

 

 

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4 hours ago, earthaddy said:

Awesome oldskool. Thanks a lot.

 

Couple of more specific questions. I don't want to be a hassle.

 

On a stalker the clicky mez protection of SR was just about a deal breaker for me. But that was because of the animation, which while fairly fast, it annoyingly interrupted my attack flow. SR mez protection isn't clicky for sentinels, but does Ninjitsu's clicky mez stop you for an animation?

 

I've heard invuln is an endurance hog, but don't have any actual experience with it precisely because I heard it was an end hog. Is it?

You're welcome!

Its not a hassle.

Super Reflexes offers a choice of Practiced Brawler (clicky mez) or Master Brawler (baked in Mez, clicky Absorb Shield).  So you have a choice here on which version of mez protect you take.  The animation for Master Brawler is pretty fast.  You will unlikely have it on auto cast as you probably would Practiced Brawler.  So it shouldn't feel as disruptive.

The Nin clicky mez will pause to animate just like Practiced Brawler and mine is on auto cast. 

People have different views about what is or is not an endurance hog.  I don't feel Invulnerability is any worse than any other set that happens to include toggles.  Every defense secondary tends to feel like it is an endurance hog prior to being able to slot higher quality enhancements into Stamina at level 22.  The exceptions will likely be Regeneration, Willpower, and Bio Armor due to Quick Recovery and the perks of Bio Armor (Inexhaustible, Efficiency Adaptation, etc.).  Besides, the reality is that attacks will drain your endurance more than the toggles ever will.  Toggles may slow the rate of recovery but they don't exactly floor your blue bar by themselves.  Toggles seem like a scapegoat for low quality enhancements (or none at all), loads of misses due to poor accuracy, or any other common combination of factors that exist while leveling up. 

 

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  • 2 months later
On 9/6/2019 at 5:06 AM, oldskool said:

Dark Blast will have synergy with everything precisely due to the to hit debuffs.  This is actually a slightly bigger deal on Sentinels.  Since you said you don't want to spend a billion inf on the character then the debuff actually helps close defensive gaps that you'd normally handle with IOs. 

So I have an early 20s dark/energy blaster. What would be the pros/cons for a dark sent over my blaster. And why is the to hit debuff a big deal for sent? As compared to blaster? I was thinking of re rolling but am not sure. Possibly dark/ninjutsu/dark. 

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On 11/13/2019 at 11:09 PM, graeberguinn said:

So I have an early 20s dark/energy blaster. What would be the pros/cons for a dark sent over my blaster. And why is the to hit debuff a big deal for sent? As compared to blaster? I was thinking of re rolling but am not sure. Possibly dark/ninjutsu/dark. 

I feel I addressed that in the rest of the response where I cite some specific power interactions.

 

I'll restate my position though. 

 

Sentinels have slightly lower defense values in their secondaries than Scrappers/Brutes/Stalkers.  On top of that they also have more limitations in IO set selection.  You can absolutely hit the defensive softcap with Sentinel Ninjitsu or Super Reflexes with some planning.  However, for other sets building up defense can require more creativity.  Dark Blast helps offset right from level 1.  Sentinels have 0 options for primary power sets that offer +Defense (no Parry, no Defensive Sweep, no Guarded Spin, etc.).  The only primary with somewhat direct defense additions is Dark Blast.  Furthermore, all Sentinels have standardized cooldowns on their T9's.  Blackstar's secondary effect was not adjusted for the reduction in cooldown.  Blackstar imposes a -35% to hit debuff for 20 seconds.  Sentinels can absolutely build to achieve cooldowns on their T9's in the 24-28 second range.  This means a Dark Blast Sentinel can have a -35% to hit debuff against up to 10 targets (that also does a lot of damage) with a down time on said debuff in the 4-8 second range.  That seems like a pretty big boon to me. 

Another factor on why I feel it is a big enough deal to mention.  Blackstar is point-blank in range.  Sentinels have an entire secondary devoted to letting them survive an alpha strike.  This makes delivery of Blackstar a lot easier on a Sentinel than it can be on a Blaster. 

 

Blaster pros (as I see them):

 

1) Higher base damage plus Defiance

2) Possibility for more IO set diversity in the secondary (immobilize at level 1, crowd control powers earlier, melee powers earlier, PBAoE powers earlier) -- IO set diversity is something I see as a weak point in Sentinels.

3) Higher AoE target caps

4) --Dark Blast specific-- Moonbeam is more accessible with the sniper changes and deals good damage

5) --Dark Blast specific-- Tenebrous Tentacles is an AoE Immobilize which can be rare on Blasters

6) --Dark Blast specific-- Its a primary with a legacy of being a hybrid damage/control set (both a pro and a con)

7) High-risk, High-reward game play

8)Easy to play tough to master... low skill floor and high skill ceiling

9) Largely AoE focused as envisioned by the original design (Scrappers were the single-target kings)

10) Defiance and sniper changes improved single-target damage to the AT

 

Blaster cons:

 

1) Lack of mezz protection in the earlier game

2) Lack of defensive powers in the earlier game (somewhat offset with Dark Blast)

3) --Dark Blast specific--  It's largely ranged cones and they aren't particularly strong

4) --Dark Blast specific -- No Aim for more control (Stuns, AoE Immobilize, etc..)

5) High-risk, High-reward game play can lead to a lot of hospital visits

 

Sentinel Dark Blast is very different.  I happen to like Sentinel Dark Blast better than the Blaster/Corruptor versions.  I feel it is fine as is with Defender/Corruptors since I don't mind the level of control it has.  Yeah, I mention Corruptor twice.  If I am looking for a heavy AoE damage set on a Corruptor then I am not looking at Dark Blast.  I don't tend to select heavy offensive sets on Defenders in the first place (I prefer the secondary effects) and that mindset also applies to more supporty Corruptors vs pew-pew Corruptors. 

Sentinel pros:

 

1) --Dark Blast specific-- Dark Pit traded out completely (*Edit: Blasters don't get Dark Pit, Defenders/Corruptors do... still this is win in a general sense).

3) --Dark Blast specific-- Tenebrous Tentacles traded out completely (this is a pro and a con... I like TT)

3) --Dark Blast specific-- Nightfall traded for a targeted AoE vs a cone (Dark Obliteration) (*Edit: again not a Blaster Power, BUT Blasters don't get Dark Obliteration either 😉 )

4) --Dark Blast specific-- Torrent changed to Umbral Torrent - moved lower in the power order selection and still does good damage (*Edit: Blasters also get this)

5) --Dark Blast specific-- You actually gain Aim likely at the expense of Dark Pit (*Edit: Blasters gain Aim too.)

6) --Dark Blast specific-- You gain Abyssal Gaze which is a high damage hold (*Edit: Blasters also gain this.)

7) --Dark Blast specific-- You swap Moonbeam with Antumbral Beam.  This isn't so bad in actual practice as AB decent.

8)Mezz protection/resistance in the secondary

9) Possibly easier leveling experience - this is completely subjective but a common statement in favor of Sentinels especially solo

10) Tier 9 powers recharge faster

11) Easy to play from level 1

12) --Dark Blast specific-- Different single target rotation available.  Abyssal Gaze/Antumbral Beam + filler out of either Dark Blast or Gloom for a decent DPA attack sequence vs Moonbeam/Gloom/Dark Blast on Blasters (*Edit: Blasters could also use Abyssal Gaze.)

13) Single-target focus as an AT vs AoE focused (*Edit: The Blaster version can be very Single-target focused if it wants to be but the AoE of the set is subjectively pretty much garbage for a Blaster. This commentary is applicable to comparison of Defender/Corruptor versions though which is where my head was at.)

 

Sentinel cons:

 

1) Lower base damage.

2) Lower target caps on AoE powers

3) Lower IO set diversity in general

4) Easy to play from level 1 through 50+.  Low skill entry and arguably low skill ceiling too.  I say arguably because it creative builds can do amazing things as well as players though this isn't as intuitive for most of the player base. 

5) --Dark Blast specific-- Loss of legacy identity as a control/damage hybrid

 

My bias here is that Blasters are very good at AoE damage.  Dark Blast is subjectively not a great AoE set for damage.  It is a subjectively good set for additional control.  So if that is your bag then you can make a Blaster to fit that bill.  It isn't how I view them but I am also not a big fan of Blasters period.  So I'm probably not a great resource. 😉

 

The Sentinel version of Dark changes out the set so much and shifts it toward more offense.  Sure, Abyssal Gaze can hold targets (for something like 2 seconds base duration) but its a reasonably hard hitting damage-over-time attack.  Beyond that Sentinel Dark Blast doesn't pretend to be a Controller-lite like the original version of it was on Defenders.  As a former D3 Defender player I can say I greatly appreciate the design changes on a more offensive AT vs the straight port over that Blasters got. 

 

 

 

 

 

Edited by oldskool
Realized I was comparing too much to Defender and Corruptor versions vs the actual Blaster set. Whoops!
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  • 3 months later

Necroing this thread but I wanted to put it out there for anyone reading this from the future. I have had amazing experience with dark/energy aura/soul. Getting to 40% all defense except psi and still doing more than my fire/rad sent. So /energy might be something to think about for dark.

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