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DP/Bio Build


Zylli

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This build has no travel power, but I don't think that's a problem with all of the teleport powers you can pick up, temporary travel powers, and Ninja Run.  It features capped S/L resist, practically perma-hasten, and enough defense that a small inspiration gets you softcapped  on typed defenses (technically 44.1% S/L but you won't notice the difference).  If you're on a budget, the purple sets can be swapped out for their non-purple counterparts and Hasten will be down 15 seconds or so.

 

 

Hero Plan by Hero Hero Designer 2.23
https://github.com/ImaginaryDevelopment/imaginary-hero-designer

Level 50 Natural Sentinel
Primary Power Set: Dual Pistols
Secondary Power Set: Bio Armor
Power Pool: Speed
Power Pool: Concealment
Power Pool: Fighting
Power Pool: Leaping
Ancillary Pool: Ninja Tool Mastery

Hero Profile:
------------
Level 1:    Pistols                SprSntWar-Acc/Dmg(A), SprSntWar-Dmg/Rchg(3), SprSntWar-Acc/Dmg/Rchg(3), SprSntWar-Acc/Dmg/EndRdx(5), SprSntWar-Acc/Dmg/EndRdx/Rchg(5), SprSntWar-Rchg/+Absorb(7)
Level 1:    Hardened Carapace        UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(7), UnbGrd-ResDam/EndRdx/Rchg(9), UnbGrd-EndRdx/Rchg(9), StdPrt-ResDam/Def+(11)
Level 2:    Dual Wield            SprOppStr-Rchg/+Opportunity(A), SprOppStr-Acc/Dmg/EndRdx/Rchg(13), SprOppStr-Acc/Dmg/EndRdx(13), SprOppStr-Acc/Dmg/Rchg(15), SprOppStr-Acc/Dmg(15)
Level 4:    Inexhaustible            PrfShf-EndMod(A)
Level 6:    Suppressive Fire        Dcm-Acc/Dmg(A), Dcm-Dmg/EndRdx(17), Dcm-Dmg/Rchg(19), Dcm-Acc/EndRdx/Rchg(19), Dcm-Acc/Dmg/Rchg(21)
Level 8:    Swap Ammo    
Level 10:    Adaptation    
Level 12:    Bullet Rain            Dtn-Acc/Dmg/EndRdx(A), Dtn-Dmg/Rchg(21), AirBrs-Acc/Dmg(23), AirBrs-Dmg/EndRdx(23), AirBrs-Dmg/Rchg(25), AirBrs-Dmg/Rng(25)
Level 14:    Environmental Adaptation        LucoftheG-Rchg+(A), RedFrt-Def/EndRdx/Rchg(27), RedFrt-Def/EndRdx(27)
Level 16:    Ablative Carapace        NmnCnv-Regen/Rcvry+(A), NmnCnv-Heal/EndRdx(29), NmnCnv-EndRdx/Rchg(29), NmnCnv-Heal/Rchg(31), NmnCnv-Heal/EndRdx/Rchg(31)
Level 18:    Executioner's Shot        Apc-Dmg(A), Apc-Dmg/Rchg(31), Apc-Acc/Dmg/Rchg(33), Apc-Acc/Rchg(33), Apc-Dmg/EndRdx(33)
Level 20:    Rebuild DNA            Prv-Heal/Rchg/EndRdx(A), Prv-Heal/Rchg(34)
Level 22:    Hasten                RechRdx-I(A), RechRdx-I(34)
Level 24:    Stealth                LucoftheG-Rchg+(A), RedFrt-Def/EndRdx(34), RedFrt-Def/EndRdx/Rchg(36)
Level 26:    Piercing Rounds            Rgn-Dmg(A), Rgn-Dmg/Rchg(36), Rgn-Acc/Dmg/Rchg(36), Rgn-Dmg/EndRdx(37), Rgn-Acc/Rchg(46)
Level 28:    Athletic Regulation        Clr-EndRdx(A), Clr-RunSpd(37)
Level 30:    Boxing                SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(37), SprBlsCol-Acc/Dmg/EndRdx(39), SprBlsCol-Acc/Dmg/Rchg(39), SprBlsCol-Dmg/EndRdx/Acc/Rchg(39)
Level 32:    Hail of Bullets            Arm-Dmg(A), Arm-Dmg/Rchg(40), Arm-Acc/Dmg/Rchg(40), Arm-Acc/Rchg(40), Arm-Dmg/EndRdx(42)
Level 35:    Genomic Evolution        GldArm-3defTpProc(A), UnbGrd-ResDam(42), UnbGrd-ResDam/EndRdx(42), UnbGrd-Rchg/ResDam(43), UnbGrd-Max HP%(43)
Level 38:    Tough                UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(43), UnbGrd-ResDam/EndRdx/Rchg(45), UnbGrd-Rchg/ResDam(45)
Level 41:    Weave                LucoftheG-Rchg+(A), RedFrt-Def/EndRdx(45), RedFrt-Def/EndRdx/Rchg(46)
Level 44:    Tashibishi            Dtn-Dmg/Rchg(A), Dtn-Dmg/EndRdx(46)
Level 47:    The Lotus Drops            SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(48), SprAvl-Acc/Dmg/EndRdx(48), SprAvl-Acc/Dmg/Rchg(48), SprAvl-Acc/Dmg/EndRdx/Rchg(50)
Level 49:    Combat Jumping            LucoftheG-Rchg+(A), Ksm-ToHit+(50), Rct-ResDam%(50)
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(A), Clr-EndRdx(11)
Level 2:    Rest                Empty(A)
Level 4:    Ninja Run    
Level 2:    Swift                Run-I(A)
Level 2:    Health                Mrc-Rcvry+(A)
Level 2:    Hurdle                Jump-I(A)
Level 2:    Stamina                PrfShf-EndMod(A), PrfShf-End%(17)
Level 8:    Cryo Ammunition    
Level 8:    Incendiary Ammunition    
Level 1:    Defensive Adaptation    
Level 10:    Efficient Adaptation    
Level 10:    Offensive Adaptation    
Level 50:    Agility Radial Paragon    
Level 8:    Chemical Ammunition    
------------

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It is absolutely a nice build that focuses highly on defense at the expense of some offense.  The damage it is capable of isn't bad though.  Between Offensive Adaption and Incendiary Ammo, the ranged only attack chain (Executioner's Shot -> Pistols -> Dual Wield) is OK.  

Suppressive Fire is probably a set mule since that power will be behind Dual Wield when under Incendiary Ammunition.  You don't have the Decimation Proc in there so it looks like you may have taken that into account.  There are really no procs at all in this build and so that is one of the best times to consider Agility as an Incarnate.  

Piercing Rounds could be skipped but it can mule that Purple set so its all good.  You could run Standard Ammunition for the resistance debuff, but I have never found that worth the time on Sentinel DP.

AoE has a lot of nice options.  

Nice job!  Did you see the other thread about this topic? 

Edited by oldskool
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The other thread seemed to be specifically requesting a cheap build.  I didn't think this build would be a good fit due to the global and proc120 IOs used.

 

Piercing Rounds looks like it has better damage per animation than Pistols and Dual Wield.  Unless I'm missing something, I think it should be a good attack to use in the single-target rotation.

 

I did want this build to be decent for either AoE or single-target.  I think it achieves that goal.  I'm not a big fan of damage procs, but it shouldn't be hard for someone else using this build to figure out where to put them if they want to squeeze out slightly more average damage.

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At baseline, no enhancements, Piercing Rounds is only slightly behind Pistols and a bit ahead of Dual Wield.  Swap Ammo does not change the actual DPA of these powers, but Mid's seems to lump the Damage-Over-Time into the DPA metric. 

So, if you did want to lump the DoT in (from Incendiary Ammo) and make a DPS comparison between these powers the gaps change.  Pistols changes from being fractions ahead of Piercing Rounds into being several whole numbers ahead.  Piercing Rounds will still be ahead of Dual Wield but the gap is a few whole numbers less. 

Piercing Rounds has a very long recharge.  You need PR to recharge in 4.224 seconds in order to run Piercing Rounds -> Pistols -> Executioner's Shot -> Pistols without a gap.  That full chain takes 6.864 seconds to animate.  

You absolutely have enough built-in recharge to run Executioner's Shot -> Pistols -> Dual Wield -> Executioner's Shot* because your Executioner's Shot animates in less than 3.03 seconds. (It was one of the first things I looked at) That chain takes 6.732 seconds.  Because you can fire off Executioner's Shot twice vs using Pistols twice, the shorter animation attack chain is going to be very competitive.  We're talking single digit levels of DPS though so really you can pick and choose which you wanted to run at any given moment.  

*You could also consider Executioner's Shot -> Dual Wield -> Pistols (repeat) if you're good on endurance at all times.  This will let you trigger Offensive Opportunity without disruption.  Dual Wield builds the exact same amount of Opportunity as Suppressive Fire so I can say from experience it works as stated. 😉

Anyway, the build looks like it achieves your goals which is pretty awesome!

 



 

Edited by oldskool
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