As long as you can keep your energy very high, then you can take advantage of Rec PSS's Super Charged. It could also see some use on builds w/ many cd-based powers, due to 2nd Wind. That said, I wouldn't say its a great PSS option atm, and I may suggest End PSS instead for builds that can keep their energy very high.
Thanks Flow. It's the only PSS I haven't built a character around so far, so I'm curious to understand how best to make it work. I agree pretty much every other PSS seems superior, but wondered if Rec can be good enough with the right combination of powers.
The problem is that the Outburst (Endurance tree) is just better than Super Charged, and has essentially the same activation condition. The only really distinctive benefit in Recovery is Second Wind.
It can still work out, if you just want to try something different. Perhaps start w/ a dps build that uses Rec for its toggle/form, like Fire? Here's one example:
Pretty much just play it like a normal Fire build- but trying to have very high energy at all_most times. Gears mostly for Rec, w/ some End.
Ofc, one issue w/ builds that depend heavily on energy levels is that they can be more dependent on gear and/or outside ally buffs than others, but as long as you have high Rec and solid End here (and keep up Flashfire and Firesnake for debuffs and form/EU procs), then you're generally gtg for Super Charged (and keep in mind that Super Charged doesn't have a buff icon atm, but you can see the crit boost on your char sheet).
-
Another option is to use a cheap attack as your main, like PBR atm (blast-based and combo-based builds could also fit the bill, but blasts are quite weak for dps, and combos aren't as high dps for melee either). Ball Lit + Ionic Reverb can also generate a lot of energy for a build w/ cheaper attacks. For example:
Can fill in the rest of the build with w/e ya want. Gears mostly for Int, w/ some End and Rec to help w/ energy.
-
For a CDR-based build, you could go all-in w/ AoAC, 2nd Wind, & Int + MSA, and then jam a buncha cd-based powers in there. Maybe even go w/ Nanobot Swarm to embrace the concept further. Here's an example build, for fun:
Specializations
Recovery: Gear Utilization(3/3)
Recovery: Staying Power(2/2)
Recovery: Super Charged(3/3)
Recovery: Second Wind(2/2)
Sentinel: Torment(2/2)
Sentinel: Sentinel Aura(3/3)
Sentinel: Moment of Need(2/3)
Sentinel: Wither(2/2)
Sentinel: Genesis(1/2)
Vindicator: Aggressive Stance(2/2)
Vindicator: Merciless(3/3)
Vindicator: Offensive Expertise(2/2)
Vindicator: Mass Destruction(3/3)
Mastery: Sentinel Mastery(1/1)
Main draw here is being able to use an Ult quite often (30 sec cd Grav Driver lol), but also just being able to create chaos w/ all the cd-based powers you could pick from. Energy should be pretty high cause MSA is constantly rolling, and your basic filler attack is pretty cheap in Sonic Arrow, so it shouldn't be too hard to have max energy before the Ult goes off, etc. Gears mostly for Int, and w/e else ya want.
Comments
- Be safe and have fun, champs - for science!
Epic Stronghold
Block timing explained
(Unnamed Build) - Freeform (Ranged Damage)
v3.43:35
Super Stats
Level 6: Recovery (Primary)
Level 10: Endurance (Secondary)
Level 15: Constitution (Secondary)
Talents
Level 1: The Chiller (Dex: 10, Con: 10, Rec: 8, End: 10)
Level 6: Amazing Stamina (Rec: 5, End: 5)
Level 9: Quick Recovery (Con: 5, Rec: 5)
Level 12: Boundless Reserves (Con: 5, End: 5)
Level 15: Impresario (Dex: 5, Rec: 5)
Level 18: Accurate (Dex: 5, End: 5)
Level 21: Acrobat (Dex: 5, Con: 5)
Powers
Level 1: Throw Fire
Level 1: Fire Breath (Rank 2, Spitfire)
Level 6: Fiery Form (Rank 2, Rank 3)
Level 8: Fiery Will
Level 11: Thermal Reverberation
Level 14: Conviction (Rank 2, Rank 3)
Level 17: Flashfire (Rank 2, Fan the Flames)
Level 20: Fire Snake (Rank 2, Trail Blazer)
Level 23: Incinerate (Rank 2, Rank 3, Burninator)
Level 26: Resurgence (Rank 2)
Level 29: Fire Shield (Rank 2)
Level 32:
Level 35:
Level 38:
Adv. Points: 30/36
Travel Powers
Level 6:
Level 35:
Specializations
Recovery: Gear Utilization (3/3)
Recovery: Staying Power (2/2)
Recovery: Super Charged (3/3)
Recovery: Efficient (2/3)
Overseer: Administer (1/3)
Overseer: Ruthless (2/2)
Overseer: Impact (2/2)
Overseer: Conservation (2/2)
Overseer: Enhanced Gear (3/3)
Vindicator: Aggressive Stance (2/2)
Vindicator: Merciless (3/3)
Vindicator: Focused Strikes (3/3)
Vindicator: Mass Destruction (2/3)
Mastery: Recovery Mastery (1/1)
Pretty much just play it like a normal Fire build- but trying to have very high energy at all_most times. Gears mostly for Rec, w/ some End.
Ofc, one issue w/ builds that depend heavily on energy levels is that they can be more dependent on gear and/or outside ally buffs than others, but as long as you have high Rec and solid End here (and keep up Flashfire and Firesnake for debuffs and form/EU procs), then you're generally gtg for Super Charged (and keep in mind that Super Charged doesn't have a buff icon atm, but you can see the crit boost on your char sheet).
-
Another option is to use a cheap attack as your main, like PBR atm (blast-based and combo-based builds could also fit the bill, but blasts are quite weak for dps, and combos aren't as high dps for melee either). Ball Lit + Ionic Reverb can also generate a lot of energy for a build w/ cheaper attacks. For example:
(Unnamed Build) - Freeform (Ranged Damage)
v3.43:35
Super Stats
Level 6: Recovery (Primary)
Level 10: Intelligence (Secondary)
Level 15: Endurance (Secondary)
Talents
Level 1: The Cybernetic Warrior (Con: 10, Int: 10, Rec: 8, End: 10)
Level 6: Negotiator (Int: 5, Rec: 5)
Level 9: Amazing Stamina (Rec: 5, End: 5)
Level 12: Investigator (Int: 5, End: 5)
Level 15: Quick Recovery (Con: 5, Rec: 5)
Level 18: Healthy Mind (Con: 5, Int: 5)
Level 21: Boundless Reserves (Con: 5, End: 5)
Powers
Level 1: Particle Rifle
Level 1: Pulse Beam Rifle (Rank 2, Rank 3)
Level 6: Concentration
Level 8: Electric Form (Rank 2, Rank 3)
Level 11: Electrical Current (Rank 2, Bad Wiring)
Level 14: Ionic Reverberation
Level 17: Conviction (Rank 2, Rank 3)
Level 20: Ball Lightning (Rank 2, Triplicity)
Level 23: Resurgence (Rank 2)
Level 26: Energy Shield (Rank 2)
Level 29:
Level 32:
Level 35:
Level 38:
Adv. Points: 24/36
Travel Powers
Level 6:
Level 35:
Specializations
Recovery: Gear Utilization (3/3)
Recovery: Staying Power (2/2)
Recovery: Super Charged (3/3)
Recovery: Efficient (2/3)
Vindicator: Aggressive Stance (2/2)
Vindicator: Merciless (3/3)
Vindicator: Focused Strikes (3/3)
Vindicator: Mass Destruction (2/3)
Overseer: Administer (1/3)
Overseer: Ruthless (2/2)
Overseer: Impact (2/2)
Overseer: Conservation (2/2)
Overseer: Enhanced Gear (3/3)
Mastery: Recovery Mastery (1/1)
Can fill in the rest of the build with w/e ya want. Gears mostly for Int, w/ some End and Rec to help w/ energy.
-
For a CDR-based build, you could go all-in w/ AoAC, 2nd Wind, & Int + MSA, and then jam a buncha cd-based powers in there. Maybe even go w/ Nanobot Swarm to embrace the concept further. Here's an example build, for fun:
(Unnamed Build) - Freeform (Hybrid)
v3.43:35
Super Stats
Level 6: Recovery (Primary)
Level 10: Intelligence (Secondary)
Level 15: Constitution (Secondary)
Talents
Level 1: The Cybernetic Warrior (Con: 10, Int: 10, Rec: 8, End: 10)
Level 6: Negotiator (Int: 5, Rec: 5)
Level 9: Amazing Stamina (Rec: 5, End: 5)
Level 12: Quick Recovery (Con: 5, Rec: 5)
Level 15: Healthy Mind (Con: 5, Int: 5)
Level 18: Investigator (Int: 5, End: 5)
Level 21: Boundless Reserves (Con: 5, End: 5)
Powers
Level 1: Strafe
Level 1: Sonic Arrow (Rank 2, Deadly Dissonance)
Level 6: Concentration
Level 8: Aura of Arcane Clarity (Rank 2, Rank 3)
Level 11: Conviction (Rank 2, Rank 3)
Level 14: Molecular Self-Assembly
Level 17: Rimefire Burst (Rank 2, Rank 3)
Level 20: Rocket (Rank 2, Rank 3)
Level 23: Resurgence (Rank 2)
Level 26: Nanobot Swarm (Rank 2)
Level 29: Energy Shield (Rank 2)
Level 32: Lock N Load (Rank 2)
Level 35: Sonic Device (Rank 2)
Level 38: Gravity Driver (Rank 2, Rank 3)
Adv. Points: 34/36
Travel Powers
Level 6:
Level 35:
Specializations
Recovery: Gear Utilization (3/3)
Recovery: Staying Power (2/2)
Recovery: Super Charged (3/3)
Recovery: Second Wind (2/2)
Sentinel: Torment (2/2)
Sentinel: Sentinel Aura (3/3)
Sentinel: Moment of Need (2/3)
Sentinel: Wither (2/2)
Sentinel: Genesis (1/2)
Vindicator: Aggressive Stance (2/2)
Vindicator: Merciless (3/3)
Vindicator: Offensive Expertise (2/2)
Vindicator: Mass Destruction (3/3)
Mastery: Sentinel Mastery (1/1)
Main draw here is being able to use an Ult quite often (30 sec cd Grav Driver lol), but also just being able to create chaos w/ all the cd-based powers you could pick from. Energy should be pretty high cause MSA is constantly rolling, and your basic filler attack is pretty cheap in Sonic Arrow, so it shouldn't be too hard to have max energy before the Ult goes off, etc. Gears mostly for Int, and w/e else ya want.
- Be safe and have fun, champs - for science!
- Be safe and have fun, champs - for science!