Specializations
Constitution: Unyielding(1/2)
Constitution: Fuel My Fire(3/3)
Constitution: Resilient(2/2)
Constitution: Adrenaline Rush(2/2)
Constitution: Armored(2/2)
Protector: Fortified Gear(3/3)
Protector: Beacon of Hope(1/3)
Protector: Unrelenting(1/2)
Protector: Bulwark(2/2)
Protector: Defensive Expertise(3/3)
Guardian: Fortified Gear(3/3)
Guardian: Ruthless(2/2)
Guardian: Find the Mark(3/3)
Guardian: The Best Defense(2/3)
Mastery: Constitution Mastery(1/1)
The last 2-3 powers can be w/e ya want.
Stone Shot and Cave In can be your main single-target attacks, while Tremor can be your main AoE (Stone Shot also has splash dmg that you can use from long-range). Hurl can put up Demolish (and Challenge), and help you roll MSA, so it can be good to weave in here. Gears mostly for Con, w/ some Int (and Dex).
-
As far as the 2nd build, I guess it'll just be a hybrid of Gadgeteering and PA:
Specializations
Intelligence: Preparation(2/2)
Intelligence: Enlightened(3/3)
Intelligence: Detect Vulnerability(3/3)
Intelligence: Expertise(2/2)
Guardian: Fortified Gear(3/3)
Guardian: Ruthless(2/2)
Guardian: Find the Mark(3/3)
Guardian: The Best Defense(2/3)
Vindicator: Aggressive Stance(2/2)
Vindicator: Merciless(3/3)
Vindicator: Focused Strikes(3/3)
Vindicator: Mass Destruction(2/3)
Mastery: Intelligence Mastery(1/1)
The last power can be w/e ya want.
I went w/ non-slotted PA, so you don't have to work around power lockouts. It won't have nearly the same dmg potential, but it should still work okay. Charged Ricochet throw, EWave, and Chest Beam can all be used to help AoE. Chest Beam can also be tapped to put up Burn Through, will can boost Tac Missiles' dmg a bit. Sonic Device and Toxic Nanites can also be weaved into the other attacks to add some dmg, and help proc MSA. Gears mostly for Int, w/ some Con and End (or Dex).
Comments
(Unnamed Build) - Freeform (Tank)
v3.43:35
Super Stats
Level 6: Constitution (Primary)
Level 10: Intelligence (Secondary)
Level 15: Dexterity (Secondary)
Talents
Level 1: The Specialist (Dex: 10, Con: 10, Int: 8, Rec: 10)
Level 6: Covert Ops Training (Str: 3, Dex: 3, Con: 3, Int: 3)
Level 9: Negotiator (Int: 5, Rec: 5)
Level 12: Quick Recovery (Con: 5, Rec: 5)
Level 15: Coordinated (Dex: 5, Int: 5)
Level 18: Healthy Mind (Con: 5, Int: 5)
Level 21: Acrobat (Dex: 5, Con: 5)
Powers
Level 1: Wield Earth
Level 1: Stone Shot (Rank 2, Rank 3)
Level 6: Tremor (Rank 2, Rank 3, Challenge!)
Level 8: Invulnerability (Rank 2, Rank 3)
Level 11: Concentration
Level 14: Conviction (Rank 2, Rank 3)
Level 17: Molecular Self-Assembly
Level 20: Hurl (Hard Fall, Didn't See That Coming, Challenge!)
Level 23: Cave In (Rank 2, Rank 3)
Level 26: Resurgence (Rank 2)
Level 29: Retaliation (Rank 2, Rank 3)
Level 32: Lock N Load
Level 35:
Level 38:
Adv. Points: 32/36
Travel Powers
Level 6:
Level 35:
Specializations
Constitution: Unyielding (1/2)
Constitution: Fuel My Fire (3/3)
Constitution: Resilient (2/2)
Constitution: Adrenaline Rush (2/2)
Constitution: Armored (2/2)
Protector: Fortified Gear (3/3)
Protector: Beacon of Hope (1/3)
Protector: Unrelenting (1/2)
Protector: Bulwark (2/2)
Protector: Defensive Expertise (3/3)
Guardian: Fortified Gear (3/3)
Guardian: Ruthless (2/2)
Guardian: Find the Mark (3/3)
Guardian: The Best Defense (2/3)
Mastery: Constitution Mastery (1/1)
The last 2-3 powers can be w/e ya want.
Stone Shot and Cave In can be your main single-target attacks, while Tremor can be your main AoE (Stone Shot also has splash dmg that you can use from long-range). Hurl can put up Demolish (and Challenge), and help you roll MSA, so it can be good to weave in here. Gears mostly for Con, w/ some Int (and Dex).
-
As far as the 2nd build, I guess it'll just be a hybrid of Gadgeteering and PA:
(Unnamed Build) - Freeform (Ranged Damage)
v3.43:35
Super Stats
Level 6: Intelligence (Primary)
Level 10: Endurance (Secondary)
Level 15: Constitution (Secondary)
Talents
Level 1: The Cybernetic Warrior (Con: 10, Int: 10, Rec: 8, End: 10)
Level 6: Investigator (Int: 5, End: 5)
Level 9: Boundless Reserves (Con: 5, End: 5)
Level 12: Healthy Mind (Con: 5, Int: 5)
Level 15: Coordinated (Dex: 5, Int: 5)
Level 18: Accurate (Dex: 5, End: 5)
Level 21: Acrobat (Dex: 5, Con: 5)
Powers
Level 1: Boomerang Toss
Level 1: Ricochet Throw (Rank 2, Microelectronic Controllers)
Level 6: Concentration
Level 8: Targeting Computer (Rank 2, Rank 3)
Level 11: Conviction (Rank 2, Rank 3)
Level 14: Molecular Self-Assembly
Level 17: Chest Beam (Rank 2, Rank 3)
Level 20: Tactical Missiles (Rank 2, Rank 3)
Level 23: Energy Wave (Reverse Polarity, Recharge)
Level 26: Resurgence (Rank 2)
Level 29: Sonic Device (Rank 2)
Level 32: Toxic Nanites (Rank 2)
Level 35: Energy Shield (Rank 2)
Level 38:
Adv. Points: 32/36
Travel Powers
Level 6:
Level 35:
Specializations
Intelligence: Preparation (2/2)
Intelligence: Enlightened (3/3)
Intelligence: Detect Vulnerability (3/3)
Intelligence: Expertise (2/2)
Guardian: Fortified Gear (3/3)
Guardian: Ruthless (2/2)
Guardian: Find the Mark (3/3)
Guardian: The Best Defense (2/3)
Vindicator: Aggressive Stance (2/2)
Vindicator: Merciless (3/3)
Vindicator: Focused Strikes (3/3)
Vindicator: Mass Destruction (2/3)
Mastery: Intelligence Mastery (1/1)
The last power can be w/e ya want.
I went w/ non-slotted PA, so you don't have to work around power lockouts. It won't have nearly the same dmg potential, but it should still work okay. Charged Ricochet throw, EWave, and Chest Beam can all be used to help AoE. Chest Beam can also be tapped to put up Burn Through, will can boost Tac Missiles' dmg a bit. Sonic Device and Toxic Nanites can also be weaved into the other attacks to add some dmg, and help proc MSA. Gears mostly for Int, w/ some Con and End (or Dex).
- Be safe and have fun, champs - for science!