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Dual Pistols / Bio help


Menelruin

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Hi mighty peoples!

 

Just got back into the game a month or so ago, and have finally staved off my alt-itis long enough to achieve 50 on one character!  I'm afraid that back when I played before Shutdown, I only unlocked the Invention system shortly before the game, well, shut down.  As such, I don't really have a point of reference on sets, etc.  I toughed it out to 50 on standard IOs, but would like to up my game a bit so I can contribute more.  I figure my main concerns are accuracy and damage, as Sentinels aren't really invited for support or tanking.  Does anyone have a cheap build they can recommend for me to get the ball rolling?  (Someone on FB already linked me to an expensive, "final goal" build for later).  My char was styled after Mega Man (I figure the ammo change and stance changes are akin to swapping weapons and armor/adaptors), so my initial pools were Teleport and Electric Mastery, but those aren't 100% vital if they suck and don't really mesh well with a solid build.  Thank you in advance!

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18 hours ago, Menelruin said:

Hi mighty peoples!

 

Just got back into the game a month or so ago, and have finally staved off my alt-itis long enough to achieve 50 on one character!  I'm afraid that back when I played before Shutdown, I only unlocked the Invention system shortly before the game, well, shut down.  As such, I don't really have a point of reference on sets, etc.  I toughed it out to 50 on standard IOs, but would like to up my game a bit so I can contribute more.  I figure my main concerns are accuracy and damage, as Sentinels aren't really invited for support or tanking.  Does anyone have a cheap build they can recommend for me to get the ball rolling?  (Someone on FB already linked me to an expensive, "final goal" build for later).  My char was styled after Mega Man (I figure the ammo change and stance changes are akin to swapping weapons and armor/adaptors), so my initial pools were Teleport and Electric Mastery, but those aren't 100% vital if they suck and don't really mesh well with a solid build.  Thank you in advance!

Welcome back!  Dual Pistols and Bio Armor sounds like a cool pairing.  I don't play that combo myself as my Bio Armor is paired with a different primary.  

Just going to toss an idea out here for you...   I'd stick with standard IO's for as long as possible if expense is any concern.  The reason why is because Bio Armor is "OK" most of the time, but can become very powerful under a lot of investment.  Keep in mind, Bio Armor was a MELEE set.  The Homecoming team still has not created a wide array IO set options within any of the Ranged categories that apply MELEE defensive benefits.  Bio Armor on Sentinels has pretty abysmal Smashing/Lethal defense (Bio Armor is a typed defense set) and there are next to no options within the ranged IOs to fix this.  This is a very big reason why Bio Armor requires a lot of investment.  Its to close defensive gaps.  Furthermore, Bio Armor, like Regeneration, benefits massively from global recharge which requires some slotting considerations as well as some more expensive IO sets.  Its not unplayable, but there is going to be a significant difference in performance moving from a Standard IO build to a fully purpled out one.  That difference in performance may not be nearly as great going from Standard IOs to just "cheap" IO set build.  Since Bio Armor likes recharge (to try and have Rebuild DNA/Ablative/Parastic available on demand), I try to get around the initial start up costs by abusing Force Feedback: Chance for Recharge.  You have access to 5 powers that can accept that IO.  Hail of Bullets is practically guaranteed to proc it and Bullet Rain will have a nice chance per 10 targets to trigger it too.  You can keep your fingers crossed that Dual Wield, Executioner's Shot and/or Empty Clips will trigger it for you to keep things flowing.  The defenses in the build below hang around 19-23%.  You're not going to get a whole lot more than that on a low cost build without potentially compromising something else.  That's just the reality of it. 

 

On the topic of "cheap", you do need to consider putting some money into some of these sets.  Sets like Unbreakable Guard are really good at closing some of the gaps of your Smashing/Lethal and Melee defensive gaps.  Each piece will range in cost from 1.5 to 3 million but generally not much more than that.  Low bid on them and keep with patience.  Kinetic Combats can bounce all over the place on price too, but you can sometimes get a deal.  Almost everything in the build below can be bought for some where between 1 to 4 million per slot depending on when you can get lucky with your bids or how desperate you are to buy it now.  Its a FAR cry from spending 20+ million per purple IO.  In fact, the build below has absolutely 0 in the way of unique IOs or anything ultra expensive (No PVP IOs, No ATOs, No Purples).  

The sets I choose  are there to boost a bit of global accuracy and a small amount of recharge.  That recharge is there to just make sure your attack chain is functional with as little gaps as possible.  That's also the reason why I have both Pistols and Dual Wield.  You'll basically juggle those on cooldown and fire off Executioner's Shot as a priority.  Empty Clips is as useful of a single target filler as it is as an AoE clean-up.  Also, these powers exemplar well.  Pistols is 6 slotted the way it is not because I like that full set, but more because it is a bit more future proofing.  You can use all of these powers in whatever final build you want by just swapping out the current IOs with something more powerful.  

No clue what a Mega-Man build would use with Electric Mastery so I'm only guessing that Havoc Punch and Lightening Field are of interest.  Again, these aren't there because I'd use them.  Its pure shot in the dark since you didn't really say what your current build is like.  

Anyway, hopefully this gives you some ideas on what is possible. 

 

Hero Plan by Mids' Reborn : Hero Designer 2.6.0.3
https://github.com/ImaginaryDevelopment/imaginary-hero-designer

Level 50 Magic Sentinel
Primary Power Set: Dual Pistols
Secondary Power Set: Bio Armor
Power Pool: Teleportation
Power Pool: Fighting
Power Pool: Leaping
Ancillary Pool: Electricity Mastery

Hero Profile:
------------
Level 1:    Pistols                Dcm-Acc/Dmg/Rchg:35(A), Dcm-Acc/Dmg:40(17), Dcm-Dmg/EndRdx:40(19), Dcm-Dmg/Rchg:40(19), Dcm-Acc/EndRdx/Rchg:30(21), Dcm-Build%:40(21)
Level 1:    Hardened Carapace        UnbGrd-ResDam:50(A), UnbGrd-ResDam/EndRdx/Rchg:50(23), UnbGrd-ResDam/EndRdx:50(23), UnbGrd-Rchg/ResDam:50(25)
Level 2:    Dual Wield            Dcm-Acc/Dmg/Rchg:35(A), Dcm-Acc/Dmg:35(3), Dcm-Dmg/EndRdx:35(3), Dcm-Dmg/Rchg:30(9), Dcm-Acc/EndRdx/Rchg:25(11), FrcFdb-Rechg%:50(11)
Level 4:    Empty Clips            PstBls-Acc/Dmg:50(A), PstBls-Acc/Dmg/EndRdx:50(5), PstBls-Dam%:50(5), PstBls-Dmg/EndRdx:50(7), PstBls-Dmg/Rng:50(7), FrcFdb-Rechg%:21(9)
Level 6:    Inexhaustible            PrfShf-End%:50(A)
Level 8:    Swap Ammo    
Level 10:    Adaptation    
Level 12:    Bullet Rain            PstBls-Acc/Dmg:50(A), PstBls-Acc/Dmg/EndRdx:50(13), PstBls-Dam%:50(13), PstBls-Dmg/EndRdx:50(15), PstBls-Dmg/Rng:20(15), FrcFdb-Rechg%:50(17)
Level 14:    Environmental Adaptation        Rct-Def:50(A), Rct-Def/EndRdx:50(25), Rct-Def/EndRdx/Rchg:50(27)
Level 16:    Ablative Carapace        Prv-Heal/Rchg:50(A), Prv-Heal/Rchg/EndRdx:50(27), Prv-Heal:50(29)
Level 18:    Executioner's Shot        Dcm-Acc/Dmg/Rchg:40(A), Dcm-Acc/Dmg:40(29), Dcm-Dmg/EndRdx:40(31), Dcm-Dmg/Rchg:25(31), Dcm-Acc/EndRdx/Rchg:30(31), FrcFdb-Rechg%:50(33)
Level 20:    Rebuild DNA            Prv-Heal:50(A), Prv-Heal/Rchg:50(33), Prv-Heal/Rchg/EndRdx:50(33)
Level 22:    Recall Friend            Empty(A)
Level 24:    Teleport            Empty(A)
Level 26:    Kick                KntCmb-Acc/Dmg:35(A), KntCmb-Dmg/EndRdx:35(34), KntCmb-Dmg/Rchg:35(34), KntCmb-Dmg/EndRdx/Rchg:35(34)
Level 28:    Athletic Regulation        Run-I:50(A)
Level 30:    Tough                UnbGrd-ResDam/EndRdx/Rchg:50(A), UnbGrd-ResDam:50(36), UnbGrd-ResDam/EndRdx:50(36), UnbGrd-Rchg/ResDam:50(36)
Level 32:    Hail of Bullets            ScrDrv-Dmg/EndRdx:50(A), ScrDrv-Dmg/Rchg:50(37), Obl-Dmg:50(37), Obl-Dmg/Rchg:50(37), Obl-%Dam:50(39), FrcFdb-Rechg%:50(39)
Level 35:    Genomic Evolution        UnbGrd-ResDam:50(A), UnbGrd-ResDam/EndRdx/Rchg:50(39), UnbGrd-ResDam/EndRdx:50(43), UnbGrd-Rchg/ResDam:50(45)
Level 38:    Parasitic Leech            Prv-Heal:50(A), Prv-Heal/Rchg:50(40), Prv-Heal/Rchg/EndRdx:50(40), EffAdp-Acc/Rchg:50(50)
Level 41:    Weave                Rct-Def:50(A), Rct-Def/EndRdx:50(43), Rct-Def/EndRdx/Rchg:50(43)
Level 44:    Havoc Punch            KntCmb-Acc/Dmg:35(A), KntCmb-Dmg/EndRdx:35(45), KntCmb-Dmg/Rchg:35(45), KntCmb-Dmg/EndRdx/Rchg:35(46), PndSlg-Acc/Dmg:30(46), PndSlg-Dmg/Rchg:30(46)
Level 47:    Lightning Field            Obl-Acc/Dmg/EndRdx/Rchg:50(A), Obl-Dmg:50(48), ScrDrv-Acc/Dmg/EndRdx:50(48), ScrDrv-Dmg/EndRdx:50(48), Mlt-Dmg/EndRdx:50(50), Mlt-Acc/Dmg/EndRdx:50(50)
Level 49:    Combat Jumping            DefBuff-I:50(A)
Level 1:    Brawl                Empty(A)
Level 1:    Opportunity    
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                Run-I:50(A)
Level 2:    Health                DctWnd-Heal/EndRdx:50(A), DctWnd-Heal:50(42), DctWnd-Heal/Rchg:50(42)
Level 2:    Hurdle                Jump-I:50(A)
Level 2:    Stamina                PrfShf-End%:50(A), EndMod-I:50(40), EndMod-I:50(42)
Level 8:    Chemical Ammunition    
Level 8:    Cryo Ammunition    
Level 8:    Incendiary Ammunition    
Level 10:    Defensive Adaptation    
Level 10:    Efficient Adaptation    
Level 10:    Offensive Adaptation    
------------

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Here is another example.  The one below is based more on recharge without needing an Incarnate to perma-Hasten.  


The damage it is capable of is very similar but it requires half the number of attacks to get there.  So in the first one, you're looking at using something like:  Pistols -> Executioner -> Dual Wield -> Empty Clips -> Pistols.  That's without getting lucky on Force Feedback letting you use Executioner sooner.  

The routine of the build below is Executioners -> Suppressive Fire -> Pistols, all day long (Bosses+ are the only enemies where an attack chain really matters.  For everything else, just spam AoEs and pick things off with Pistols/Dual Wield).   Dual Wield is purely a mule for the ATO, and whenever you feel you want Defensive Opportunity you have a chance to trigger the Ward proc.  Its not a huge benefit either way.  Same can be said for the Opportunity Strikes proc in Executioner's Shot.  Its nice when it happens, but don't count on it.  Instead it is there for the set bonus.  Actually, the Opportunity Strikes and Apocalypse sets are totally interchangeable between the two.  I just figure, that may as well get the best chance to proc on the Unbreakable Constraint by having less modified recharge into that power.  So that's why it is set up the way it is.  

Your two major heals have 25 second cool downs and Parasitic Aura has a downtime of only 32 seconds.  

I basically just used the way I built Bio Armor on my other Sentinel and just tossed in one way of building Dual Pistols.  I skip travel powers pretty frequently and I don't usually pair Dual Pistols with Epic/Patron powers.  It just messes up concepts for me.  Anyway, maybe this will also give you some ideas.  

 

Good luck!
 

Hero Plan by Mids' Reborn : Hero Designer 2.6.0.3
https://github.com/ImaginaryDevelopment/imaginary-hero-designer

Level 50 Magic Sentinel
Primary Power Set: Dual Pistols
Secondary Power Set: Bio Armor
Power Pool: Speed
Power Pool: Leadership
Power Pool: Fighting
Power Pool: Leaping

Hero Profile:
------------
Level 1:    Pistols                Thn-Acc/Dmg/EndRdx:50(A), Thn-Acc/Dmg:50(46), GldJvl-Dam%:50(46), TchofLadG-%Dam:50(48), ShlBrk-%Dam:30(48), AchHee-ResDeb%:20(48)
Level 1:    Hardened Carapace        UnbGrd-ResDam/EndRdx/Rchg:50(A), UnbGrd-ResDam:50(43), UnbGrd-ResDam/EndRdx:50(45), UnbGrd-Rchg/ResDam:50(46)
Level 2:    Dual Wield            SprSntWar-Rchg/+Absorb:50(A), SprSntWar-Acc/Dmg/EndRdx/Rchg:50(40), SprSntWar-Acc/Dmg:50(43), SprSntWar-Dmg/Rchg:50(43), SprSntWar-Acc/Dmg/Rchg:50(50), SprSntWar-Acc/Dmg/EndRdx:50(50)
Level 4:    Environmental Adaptation        Rct-Def:50(A), Rct-Def/EndRdx:50(11), Rct-ResDam%:50(11), ShlWal-ResDam/Re TP:50(37), LucoftheG-Def/Rchg+:50(40)
Level 6:    Empty Clips            PstBls-Dam%:50(A), PstBls-Acc/Dmg/EndRdx:50(7), PstBls-Acc/Dmg:50(7), PstBls-Dmg/EndRdx:50(9), PstBls-Dmg/Rng:50(9), AchHee-ResDeb%:20(50)
Level 8:    Swap Ammo    
Level 10:    Adaptation    
Level 12:    Bullet Rain            PstBls-Dam%:50(A), PstBls-Acc/Dmg/EndRdx:50(13), PstBls-Acc/Dmg:50(13), PstBls-Dmg/EndRdx:50(15), PstBls-Dmg/Rng:50(15), Ann-ResDeb%:50(37)
Level 14:    Inexhaustible            Empty(A)
Level 16:    Ablative Carapace        Pnc-Heal:50(A), Pnc-Heal/EndRedux:50(17), Pnc-EndRdx/Rchg:50(17), Pnc-Heal/Rchg:50(36), Pnc-Heal/EndRedux/Rchg:50(37)
Level 18:    Executioner's Shot        SprOppStr-Rchg/+Opportunity:50(A), SprOppStr-Acc/Dmg:50(19), SprOppStr-Dmg/Rchg:50(19), SprOppStr-Acc/Dmg/Rchg:50(31), SprOppStr-Acc/Dmg/EndRdx:50(34), TchofLadG-%Dam:21(36)
Level 20:    Rebuild DNA            Pnc-Heal:50(A), Pnc-Heal/EndRedux:50(21), Pnc-EndRdx/Rchg:50(21), Pnc-Heal/Rchg:50(23), Pnc-Heal/EndRedux/Rchg:50(31)
Level 22:    Hasten                RechRdx-I:50(A), RechRdx-I:50(23)
Level 24:    Maneuvers            LucoftheG-Def/Rchg+:50(A), LucoftheG-Def:50(25), LucoftheG-Def/EndRdx:50(25)
Level 26:    Suppressive Fire        Apc-Dam%:50(A), Apc-Dmg/EndRdx:50(27), Apc-Dmg:50(27), Apc-Acc/Dmg/Rchg:50(29), Apc-Dmg/Rchg:50(29), UnbCns-Dam%:50(31)
Level 28:    Athletic Regulation        Run-I:50(A)
Level 30:    Kick                Empty(A)
Level 32:    Hail of Bullets            Arm-Dam%:50(A), Arm-Dmg/EndRdx:50(33), Arm-Dmg:50(33), Arm-Dmg/Rchg:50(33), Arm-Acc/Dmg/Rchg:50(34), FuroftheG-ResDeb%:50(34)
Level 35:    Genomic Evolution        StdPrt-ResDam/Def+:30(A), GldArm-3defTpProc:50(36)
Level 38:    Parasitic Leech            Pnc-Heal:50(A), Pnc-EndRdx/Rchg:50(39), Pnc-Heal/EndRedux:50(39), Pnc-Heal/Rchg:50(39), Pnc-Heal/EndRedux/Rchg:50(40)
Level 41:    Tough                UnbGrd-Max HP%:50(A), UnbGrd-ResDam/EndRdx/Rchg:50(42), UnbGrd-ResDam:50(42), UnbGrd-ResDam/EndRdx:50(42)
Level 44:    Weave                LucoftheG-Def/Rchg+:50(A), LucoftheG-Def:50(45), LucoftheG-Def/EndRdx:50(45)
Level 47:    Combat Jumping            LucoftheG-Def/Rchg+:50(A)
Level 49:    Assault                EndRdx-I:50(A)
Level 1:    Brawl                Empty(A)
Level 1:    Opportunity    
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                Empty(A)
Level 2:    Health                Prv-Heal:50(A), Prv-Heal/EndRdx:50(5), Prv-Absorb%:50(5)
Level 2:    Hurdle                Empty(A)
Level 2:    Stamina                PrfShf-EndMod:50(A), PrfShf-EndMod/Acc:50(3), PrfShf-End%:50(3)
Level 8:    Chemical Ammunition    
Level 8:    Cryo Ammunition    
Level 8:    Incendiary Ammunition    
Level 10:    Defensive Adaptation    
Level 10:    Efficient Adaptation    
Level 10:    Offensive Adaptation    
------------

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Edited by oldskool
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34 minutes ago, earthaddy said:

A little off topic, but @oldskool, have you posted your pistols/ninja build somewhere that I can take a look at? 

Not a Mid's/Hero Builder data chunk, but I describe my plan here: 

 

 

I've done a respec since then so Dual Wield is now the default slot, its only there for Defensive Opportunity, and I put that set into Piercing Rounds which I use for AoE/Solo.   The sets I mention for Nin haven't really changed in months now.  I only tinker with how I slot attacks and which I take.  At this point, I have everything out of both the Primary and Secondary in DP/Nin but no one really needs to do that.  It just suits my play style for this particular character.  

 

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Thanks much.  I'm still stuck in the days of slotting SOs, and set bonuses kinda throw that whole mindset on slotting out the window.  I appreciate it when someone talks me through why they did what they did. Often very helpful to me in ways that just linking a pines build can't.

Edited by earthaddy
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  • 6 months later

Hi guys, I've been hearing the min-maxing of defences and resistance a lot in here and on discord whenever builds are discussed. Honestly, I'm still quite unclear what they mean. As a noob to the game (just joined when it came back to HC, never played on Live), I may be in a unique position of having a fresh set of eyes.

So after a rather steep, but very enjoyable learning curve, I do have a few 50s under my belt, most of them Sentinels. Through experimentation and mostly accidental circumstance, I have discovered that Sentinel defences are remarkably strong, insofar as to be very survivable with minimal slotting. So far, I have done this with SR, EA, and Rad. I only slot 2 IOs in each defensive toggle. one for res/def, the other for end -- also to get set bonuses of the IOs. occasionally, I would slot 4, but very seldom.

Some secondaries focus primarily on def like SR, some on res, but most have both -- enough to not force you to pick the Fighting pool's Box-Tough-Weave combo. Some secondaries also have clickies for res, rec, regen (and def -- SR's master/practised brawler). All of them perform remarkably well even with minimal slotting. very survivable. Yes the HP bar will dip every now and then, but it's manageable. And no, I don't go running into the fray thinking I'm melee... only occasionally to fire off a nuke, or when I'm swarmed. But still I live.

This in turn leaves a lot of slots available from attacks, which can now be allocated in order to up the damage, debuff, etc.

---

That said, DP/Bio sounds like a very interesting and versatile combo. You now have two choices: Primary's swap ammo and Bio's adaptation. Setting both to do more damage will surely be noticeable; and I'm sure that at a certain level, end consumption is no longer a problem to necessitate efficient adaptation. Then you have the incarnates that can either complement (plug holes in) your build, or supplement (yet more damage).

My /bio toon is still a lowbie currently, and if it wasn't for the aesthetics, I would definitely roll a DP/Bio.

😃

 

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18 hours ago, Six Six said:

Hi guys, I've been hearing the min-maxing of defences and resistance a lot in here and on discord whenever builds are discussed. Honestly, I'm still quite unclear what they mean. As a noob to the game (just joined when it came back to HC, never played on Live), I may be in a unique position of having a fresh set of eyes.

So after a rather steep, but very enjoyable learning curve, I do have a few 50s under my belt, most of them Sentinels. Through experimentation and mostly accidental circumstance, I have discovered that Sentinel defences are remarkably strong, insofar as to be very survivable with minimal slotting. So far, I have done this with SR, EA, and Rad. I only slot 2 IOs in each defensive toggle. one for res/def, the other for end -- also to get set bonuses of the IOs. occasionally, I would slot 4, but very seldom.

Some secondaries focus primarily on def like SR, some on res, but most have both -- enough to not force you to pick the Fighting pool's Box-Tough-Weave combo. Some secondaries also have clickies for res, rec, regen (and def -- SR's master/practised brawler). All of them perform remarkably well even with minimal slotting. very survivable. Yes the HP bar will dip every now and then, but it's manageable. And no, I don't go running into the fray thinking I'm melee... only occasionally to fire off a nuke, or when I'm swarmed. But still I live.

This in turn leaves a lot of slots available from attacks, which can now be allocated in order to up the damage, debuff, etc

I'm of the opinion that the term "min/max" is a bit misused in the context of CoH.  

Min/max here really just means optimization.  Hell, at its core, that's all min/max ever was.  Min/max is a legacy term from pen and paper RPGs, especially Dungeons and Dragons.  In DnD you often rolled randomly for attributes.  If you were using the option to assign those attributes, you could place your highest rolls into the attribute necessary for the class and then toss the low rolls into the "dump stats".  The randomness could get you anywhere between a 3 to an 18.  

On the more extreme ends of min/max, you start dumping other things in order to push focus into a singular role or thing.  This kind of min/max would create highly specialized characters, often times Fighters or Wizards, that weren't good for anything other than their one trick.  When min/max gets to a point of being disruptive this term isn't used nicely.  Its used as an insult.  

Playing a "munchkin" is a term that derived from highly disruptive min/maxers.  These players built characters in order to "win" in a game system where "winning" was loosely defined.  There is a card game series that is called Munchkin, and this is an homage to this kind of jerk game play.  In essence you build cards, steal cards, and try to build a character that is as ridiculous as it is powerful.  A legendary "munchkin" build in the past decade+ was "Pun Pun the Shapeshifting Kobold".  

City of Heroes isn't really built for that level of obnoxiousness but the term min/max is so overused it is just a part of regular gamer lexicon.  What you see in build discussions is attempts to optimize defense and/or resistance.  There is a ceiling for optimization which varies wildly across character builds.  However, in the end what you want to try to do is get as close to the soft-cap of defense (which is 45%), and the hard-cap of resistance (which is 75% for all but VEATs/HEATs/Brutes/Tankers).  That's just optimizing damage mitigation.  If you can also swing it, you want to balance this with trying to improve damage output.  The most common way to do that is increase recharge and remove the weakest attacks from your selection.  Alternative measures also include incorporating damage procs if the attack set can manage it.  The value of damage procs is going to vary greatly across the different ATs and should not be viewed as universal or in a vacuum.  

Now that is out of the way, Sentinel armor sets (0.70 scale) are numerically weaker than those found in Scrappers and Stalkers (0.75 scale).  However, in actual play those numbers fall around 2% difference [Edit: Also worth noting that an IO build plan can reduce this difference to zero.  Several sets can hit 45% defenses or cap Smashing/Lethal Resistance at 75%.  This creates a "so what" situation.  So what if a Sentinel's Psi resist is 38% vs a Scrapper's 40.5% Psi resist.]  So it isn't much.  Many Sentinel secondaries offer variants that include new mitigation features that don't exist elsewhere.  Usually that's absorb shields like how Super Reflexes has Master Brawler or Regeneration's Instant Healing.  Where those absorb shields actually function well (some like Frigid Shield don't) that makes the set more durable than its base numbers might suggest.  This appears to be the case with Regeneration and is compounded by limiting enemies to just ranged attacks.  

What I think you may be seeing is that enemies with ranged options often do less damage than their melee attacks.  That's not really new.  It is just going to be noticeable if you kite enemies a lot and then swap to a melee character and mix it up.  Several bosses also have multiple melee attacks while maybe only having 1 ranged attack.  That can also be significant damage avoided.  Those enemies will cast their 1 ranged power and then run at you.  If you can maintain distance they can't hurt you until that ranged attack recycles.  This is why I don't mind powers that cause enemies to run on my Sentinels.  This makes the caltrops power in Ninja Tools functional as both an offensive tool and defensive tool.  Enemies will turn around and run, slowly, while I shoot them in the back.  While they run, I am not taking damage.  Worst case, they turn around and shoot at me.  That's still better than eating whatever high DPA melee option they might have had ready.  

Edited by oldskool
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