Goal of the build :
To verify if incoming healing threat generation is good enough to be used as main threat source in endgame content and increase effectiveness in solo content. This setup has been tested and found 100% viable for TOMM and HC VoS.
Explanation of gear choices :
All gear choices made with the goal of maximising offensive stats and incoming healing.
The offensive stats (power,combat advantage, crit and crit severity) all increase damage dealt, and damage dealt equals threat generated. The same logic applies to incoming healing.
Note that screenshots are made out of party, making Defense stat show 4% lower than when in party.
Armor reinforced with Defense kits, Neck/Belt/Rings with Awareness kits.
The Watcher set buffs all the important stats for this build for the entire duration of boss fights, making it best in slot. For adventure zones I run Mirage.
The Negation armor enchantment is extremely effecitve for dungeons/adventure zones, but should be swapped for Elven Battle or Eclipse for trials. Negation can be replaced with Fireburst enchantment for AoE fights for a very nice boost to AoE threat generation.
The Vorpal weapon enchantment is used to maximise healing recieved from Blood Fury and Bloodletter. Higher damage dealt on critical hit means higher base healing value. This results in 4% more (Vorpals Critical Severity boost) threat generated from the heals.
The Band of Air increases total damage dealt by 30%, making it best in slot for threat generation.
Gear enchantments :
Weapon/Offhand offensive slots : 1x Radiant, 1x Heart of Fire and 1x Tenebrous
Armor/Jewelry offensive slots : Assassin's
Armor Jewelry defensive slots : Assassin's
Explanation of companion, mounts and boons choices :
I use Regis as a summoned companion for solo play, he is replaced with any buff/debuff companion in group conent (depending on companions in party).
This setup is the best i found to maximise defensive, offensive and incoming healing stats. Six Indomitable runestones slotted.
Companion gear is made up of 2 pieces that have Combat Advantage (2x offensive runestone slots ) + 1 piece with Critical Severity (2x offensive runestone slots).
The rank 1 - 4 campaign boons are spent on Power, Hit Points, Crit, Crit Sev and Combat Advantage. Maxing these will have you end up with a few (9) boon points you can slot wherever you want.
As a summoned companion I prefer to use the Tutor (+5% Combat Advantage to all when in full party), but any buff/debuff companion will do. For solo content anything that deals damage can be used.
Collars in use : Incoming healing, Stamina gain, At-Will damage and Recharge speed.
Insignia Bonuses :
2x Gladiator's Guile - Regal Dominance/Illuminated Dominance/Enlightened Fortitude
2x Warlord's Inspiration (AoE) Regal Dominance/Enlightened Fortitude/Regal Dominance
2x Combatant's Maneuver (Single Target) Regal Dominance/Illuminated Dominance/Regal Dominance
1x Victim's Preservation Crescent Dominance/Barbed Dominance/Barbed Dominance
Explanation of consumables choices :
Used to top off low offensive/defensive stats. No magic here.
Explanation of Powers and Feats choices :
Blood Fury is by far the strongest threat generator in the Sentinel arsenal, as both the damage and self-heal part of it generates threat. Massive increase to threat generated from Incoming Healing stat. Make sure to slot the feat and use only when low on stamina during Unstoppable. Heal buffed only by incoming healing.
Bloodletter is the 2nd best threat generator for Sentinels, also buffed by both offensive and incoming healing stats. Heal buffed only by incoming healing.
Note that all screenshots are taken while solo in the training room, meaning no equip bonuses that grant stats depending on party members are active. Damage/Healing numbers shown are achieved solo in training room with no buff/debuffs applied.