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Revamping Previous Builds

Hi All

So, if you recall back to my "Monowire/Tac Med and Titan Arms" builds, the 2 where based around Cyberwear Tech (Nano Wires and Gorilla Arms, yes I'm a Tech Nerd) and the other build being around a Combat Medic.

After some Live Testing (Outside the PH and into Alerts/Nem Missions and the like) I found that most of them where under preforming my expectations so I've wanted to address them here, while I may of chuold re-opened my older topic, to prevent confusion, I opened a new one ,on top of the fact that The 2 builds will have a much bigger change but the Nanowire will only have a few tweaks (if they work). So let's start with them.

Titan Arms: The old build of the Titan arms was useing the Might powers, however after moving onto Unarmed/Martial Arts I found them more easy to use, it does remove the "Uhmmf" factor, but the Damage/Attacks I feel are much stronger and the build is actively better.

The build focus is useing Chi (Concept Wise, it's viewed has Plasma/Hardlight that emits from the wrists/fists) so all the powers will have Advs to apply Chi. I also wanted to mix a tiny bit of Particle Powers (Mostly Particle Smash) for the quick heal and for Thame. I may also add a few Electrical powers to add to perhaps having Stun Knuckles (EMP?). But the main focus is to get much damage out of the Chi powers first (then add themed powers later)

(Unnamed Build) - Freeform (Melee Damage)
v3.44:36

Super Stats
Level 6: Dexterity (Primary)
Level 10: Strength (Secondary)
Level 15: Constitution (Secondary)

Talents
Level 1: The Predator (Str: 10, Dex: 10, Con: 8, Rec: 10)
Level 6: Martial Focus (Str: 5, Dex: 5)
Level 9: Physical Conditioning (Str: 5, Con: 5)
Level 12: Acrobat (Dex: 5, Con: 5)
Level 15: Impresario (Dex: 5, Rec: 5)
Level 18: Quick Recovery (Con: 5, Rec: 5)
Level 21: Relentless (Str: 5, Rec: 5)

Powers
Level 1: Vicious Strikes
Level 1: One Hundred Hands (Rank 2, Rank 3, Ghostly Strikes)
Level 6: Way of the Warrior (Rank 2, Rank 3)
Level 8: Crashing Wave Kick (Subtlety of the Tides, Flame Drop)
Level 11: Energy Shield (Rank 2, Phalanx Defense System)
Level 14: Demolish (Rank 2, Below the Belt)
Level 17:
Level 20: Burning Chi Fist (Rank 2, Shattering Strike, Ghostly Strikes)
Level 23: Dragon Uppercut (Chi Flame, Dragon Rush)
Level 26:
Level 29: Chi Manipulation
Level 32: Form of the Master
Level 35:
Level 38:
Adv. Points: 34/36

Travel Powers
Level 6: Swift Skating (Rank 2, Rank 3)
Level 35:

Specializations
Dexterity: Combat Training (3/3)
Dexterity: Gear Utilization (2/3)
Dexterity: Deadly Aim (3/3)
Dexterity: Expose Weakness (2/2)
Warden: Slaughter (3/3)
Warden: Ruthless (2/2)
Warden: Upper Hand (2/3)
Warden: The Best Defense (3/3)
Vindicator: Aggressive Stance (2/2)
Vindicator: Merciless (3/3)
Vindicator: Focused Strikes (3/3)
Vindicator: Mass Destruction (2/3)
Mastery: Dexterity Mastery (1/1)

Devices

Dex/Strg/Con I have gone for (I still want to be able to tank some damage) but Dex due to Chi and High Cirt and Strg to help out the Melee damage itself, Rec as an non SS to help out the Chi EU. But the rest of the SS/Specs and Others I do not kown.


Gunslinger Build: The old Tac-Med build wasn't doing so great in terms of damage and support, so I've gone for more of a Pure DPS build with minor tanking and a tiny bit of support.

Build focus in of Dual Pistols but with a small mix of Gadgettering, Sonic Boom Pistol and Crimson Bloom are part of the thame (SBP being an Lance Pistol, themed from XCOM: Blueblood) while the Blade (Knife in my case) is more used for melee units that get too close and a 2nd block, you'd be srupised how much this blocks on its own!.

Rest of the powers I'm not too sure on, perhaps Gas Pellets and a minor AoE Heal for the team, something simple like an illumination or spamable heal like Conviction but AoE.

(Unnamed Build) - Freeform (Any / Multiple)
v3.44:36

Super Stats
Level 6: Dexterity (Primary)
Level 10: Intelligence (Secondary)
Level 15: Constitution (Secondary)

Talents
Level 1: The Automaton (Con: 10, Int: 10, Ego: 10, End: 8)
Level 6: Healthy Mind (Con: 5, Int: 5)
Level 9: Acrobat (Dex: 5, Con: 5)
Level 12: Coordinated (Dex: 5, Int: 5)
Level 15: Shooter (Dex: 5, Ego: 5)
Level 18: Ascetic (Con: 5, Ego: 5)
Level 21: Covert Ops Training (Str: 3, Dex: 3, Con: 3, Int: 3)

Powers
Level 1: Gunslinger
Level 1: Bullet Hail (Rank 2, Rank 3)
Level 6: Holdout Shot (Stim Pack, Open Wound)
Level 8: Composure (Rank 2, Rank 3)
Level 11: Force Shield (Rank 2, Rank 3)
Level 14: Crimson Bloom (Wall of Blades, Serrated Edges)
Level 17: Sonic Boom Generator (Rank 2, Rank 3)
Level 20: Lead Tempest (Rank 2, Rank 3)
Level 23:
Level 26:
Level 29: Concentration
Level 32: Killer Instinct
Level 35:
Level 38:
Adv. Points: 28/36

Travel Powers
Level 6:
Level 35:

Specializations
Dexterity: Combat Training (3/3)
Dexterity: Gear Utilization (3/3)
Dexterity: Deadly Aim (3/3)
Dexterity: Expose Weakness (1/2)

Devices

The Specs/SS and Tals, I have ZERO clue on, oh do keep in mind that my TPs are all builds listed here (Besides Darkness) are fully leveled and will remain that way.

MonoBlade

As for the Mono-blade (Or Monowire as it was called before) will it not gimp the build too much if I add Particle Smash & Wave to the build?, to add to the "Hardlight" thame. If it does then I'll keep what I have.

https://aesica.net/co/herocreator.htm?v=36&n=The Mono Blade&d=11230abKP9GA000000B000B103BA03BH009D01BN03BL05EQ0XK503AC002Q00B800EM00ON012jN72MGB42kg40000000000&e=


Psi.

Comments

  • jaazaniah1jaazaniah1 Posts: 5,425 Arc User
    Here's another take on your Gunslinger

    You had Bullet Hail and Lead Tempest (and the sonic pistol!). Really only need one AoE. I went with LT but you could swap to BH. Swapped in 2GM for one of those. Swapped the sonic pistol for Sonic Grenade and gave it a Stun adv. Added Frag Greande for the debuff. You had Concentration (scales with Ego) so made Ego your PSS (also for cost discount to better afford 2GM). Killing Instinct needs Rec. If you feel brave you could swap Con for Dex for some more crit chance.

    Gunslinger Build - Freeform (Any / Multiple)
    v3.44:36

    Super Stats
    Level 6: Ego (Primary)
    Level 10: Recovery (Secondary)
    Level 15: Constitution (Secondary)

    Talents
    Level 1: The Gunslinger (Dex: 10, Con: 10, Ego: 8, Rec: 10)
    Level 6: Ascetic (Con: 5, Ego: 5)
    Level 9: Worldly (Ego: 5, Rec: 5)
    Level 12: Quick Recovery (Con: 5, Rec: 5)
    Level 15: Shooter (Dex: 5, Ego: 5)
    Level 18: Acrobat (Dex: 5, Con: 5)
    Level 21: Impresario (Dex: 5, Rec: 5)

    Powers
    Level 1: Gunslinger
    Level 1: Killer Instinct
    Level 6: Holdout Shot (Stim Pack, Open Wound)
    Level 8: Composure (Rank 2, Rank 3)
    Level 11: Force Shield (Rank 2, Rank 3)
    Level 14: Crimson Bloom (Rank 2, Wall of Blades)
    Level 17: Concussion Grenade (Stun Grenade)
    Level 20: Lead Tempest (Rank 2, Rank 3)
    Level 23: Conviction (Rank 2, Rank 3)
    Level 26: Resurgence (Rank 2)
    Level 29: Concentration
    Level 32: Two-Gun Mojo (Rank 2, Rank 3)
    Level 35: Frag Grenade (Cuts and Scrapes)
    Level 38: Fiery Embrace
    Adv. Points: 34/36

    Travel Powers
    Level 6:
    Level 35:

    Specializations
    Ego: Force of Will (2/2)
    Ego: Insight (3/3)
    Ego: Follow Through (3/3)
    Ego: Sixth Sense (2/3)
    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: Ego Mastery (1/1)

    Devices
    JwLmWoa.png
    Perseus, Captain Arcane, Tectonic Knight, Pankration, Siberiad, Sekhmet, Black Seraph, Clockwork
    Project Attalus: Saving the world so you don't have to!
  • jaazaniah1jaazaniah1 Posts: 5,425 Arc User
    Here's a take on the Titan build:
    For some reason you don't like to factor in the heals and such that you need? Added in a few tech things, but you won't really want PA stuff since they lock out other powers. Implosion Engine was added as an opening clumping tech based move. Particle Smash is because you said you wanted it and more minor heals. Sparkstorm because you mentioned electricity and with good end game energy management you can toggle that on and attack with MA powers. Dragon Kick would be more useful for this build because of its Stun. Put Demolish in 100H and now you don't need Demolish for Demolish. R3 for the block now. Since your Form is Dex based you might try Steadfast instead of Chi Manipulation? Always nice to double dip on what will be a high SS. If you are set on Chi Maip, the Rec is still there.

    Titan - Freeform (Melee Damage)
    v3.44:36

    Super Stats
    Level 6: Dexterity (Primary)
    Level 10: Recovery (Secondary)
    Level 15: Constitution (Secondary)

    Talents
    Level 1: The Predator (Str: 10, Dex: 10, Con: 8, Rec: 10)
    Level 6: Acrobat (Dex: 5, Con: 5)
    Level 9: Impresario (Dex: 5, Rec: 5)
    Level 12: Quick Recovery (Con: 5, Rec: 5)
    Level 15: Physical Conditioning (Str: 5, Con: 5)
    Level 18: Martial Focus (Str: 5, Dex: 5)
    Level 21: Relentless (Str: 5, Rec: 5)

    Powers
    Level 1: Vicious Strikes
    Level 1: One Hundred Hands (Rank 2, Demolishing Strikes, Ghostly Strikes)
    Level 6: Way of the Warrior (Rank 2, Rank 3)
    Level 8: Dragon Kick (Spectral Dragon Tail, Dragon Rush)
    Level 11: Energy Shield (Rank 2, Rank 3)
    Level 14: Sparkstorm (Electric Personality)
    Level 17: Conviction (Rank 2, Rank 3)
    Level 20: Burning Chi Fist (Rank 2, Shattering Strike, Ghostly Strikes)
    Level 23: Particle Smash (Light Everlasting)
    Level 26: Resurgence (Rank 2)
    Level 29: Steadfast
    Level 32: Form of the Master
    Level 35: Fiery Embrace
    Level 38: Implosion Engine
    Adv. Points: 35/36

    Travel Powers
    Level 6: Swift Skating (Rank 2, Rank 3)
    Level 35:

    Specializations
    Dexterity: Combat Training (3/3)
    Dexterity: Gear Utilization (2/3)
    Dexterity: Deadly Aim (3/3)
    Dexterity: Expose Weakness (2/2)
    Warden: Slaughter (3/3)
    Warden: Ruthless (2/2)
    Warden: Upper Hand (2/3)
    Warden: The Best Defense (3/3)
    Vindicator: Aggressive Stance (2/2)
    Vindicator: Merciless (3/3)
    Vindicator: Focused Strikes (3/3)
    Vindicator: Mass Destruction (2/3)
    Mastery: Dexterity Mastery (1/1)

    Devices
    JwLmWoa.png
    Perseus, Captain Arcane, Tectonic Knight, Pankration, Siberiad, Sekhmet, Black Seraph, Clockwork
    Project Attalus: Saving the world so you don't have to!
  • flowcytoflowcyto Posts: 12,740 Arc User
    edited March 2021
    For the 1st build- the Phalanx adv on Energy Shield is costly and not useful here, since you aren't using any slotted PA attacks. The other adv (Laser Knight) could be useful for a melee build, but will lower your base dmg a bit, and still costs 3 adv points. Demolish also won't work w/ the toggle/form or the EU, so getting a diff source of Demolish that's in Unarmed would be nice (like 100Hands, as Jaaz mentioned, though there are other options like TKicks and Elbow Slam).

    For the 2nd build- Crimson Blood won't be boosted by your passive or work w/ your EU, but I suppose if you use it only somewhat rarely for the up-close defense then it's okay. Sonic Boom gen also won't work w/ the EU and will thus be a bit costly, and it's also a bit redundant as AoE. Composure also won't be as good for dps as Targeting Comp, though you can still take it if you like the extra dodge/avoid and knock resist.

    I won't give any build edits atm, since Jaaz covered some pretty good revamps for them. As for the last build- it looks fine overall. Particle Smash doesn't really have much synergy w/ the build, but you can still throw it in just fine and get some use out of it by taking its special advs.
    <CO stuff> .: Petco :. // A basic FF building guide (see 1st reply) // PSA on Power Activation Delay // Ayonachan's Gift Horse (misc stat data)
    - Be safe and have fun, champs - for science!
  • circleofpsi#4619 circleofpsi Posts: 2,913 Arc User
    flowcyto wrote: »
    For the 1st build- the Phalanx adv on Energy Shield is costly and not useful here, since you aren't using any slotted PA attacks. The other adv (Laser Knight) could be useful for a melee build, but will lower your base dmg a bit, and still costs 3 adv points. Demolish also won't work w/ the toggle/form or the EU, so getting a diff source of Demolish that's in Unarmed would be nice (like 100Hands, as Jaaz mentioned, though there are other options like TKicks and Elbow Slam).

    I won't give any build edits atm, since Jaaz covered some pretty good revamps for them. As for the last build- it looks fine overall. Particle Smash doesn't really have much synergy w/ the build, but you can still throw it in just fine and get some use out of it by taking its special advs

    Not sure why Phalanx was picked over Laser Knight, as I had that in originally?, tho they are the same Advs, just Range/Melee based. I may still take LK as I do like the idea of having the Shield as a weapon itself. (Why don't we have Shield weapons D:)

    I'll def be taking some of Jaaz's suggestions however, so thank you both for that!





    Psi.
  • jaazaniah1jaazaniah1 Posts: 5,425 Arc User
    cryneting wrote: »
    Not sure why Phalanx was picked over Laser Knight, as I had that in originally?, tho they are the same Advs, just Range/Melee based. I may still take LK as I do like the idea of having the Shield as a weapon itself. (Why don't we have Shield weapons D:)

    Laser Knight does not do damage, it just gives you some extra resistance while melee attacking. Ofc, the trade off is that you don't get R3 when actually blocking. You'll have to decide which is more useful.
    JwLmWoa.png
    Perseus, Captain Arcane, Tectonic Knight, Pankration, Siberiad, Sekhmet, Black Seraph, Clockwork
    Project Attalus: Saving the world so you don't have to!
  • flowcytoflowcyto Posts: 12,740 Arc User
    Yeah aside from precluding R3 (and costing 3 pts), the Laser Knight adv also lowers your melee dmg, and the buff only lasts 2 seconds. LK can be good for defense on melee builds that attack frequently, but I prob would pass on it for most melee dps builds.
    <CO stuff> .: Petco :. // A basic FF building guide (see 1st reply) // PSA on Power Activation Delay // Ayonachan's Gift Horse (misc stat data)
    - Be safe and have fun, champs - for science!
  • circleofpsi#4619 circleofpsi Posts: 2,913 Arc User
    edited March 2021
    Alright so for the Gunslinger Build: I am not too sure why that Two-Gun Mojo was changed the way it was (I strictly recall that it wasn't 5th power down) so that is kinda a bit annoying, in terms of DPS (Cuz I never used TGM after it's change) what is better TGM or Bullet Hail?. IMO I do like the look and feel of TGM (Cuz A: No bullets dropping and B: Well, it's just badass).

    For now TGM isn't in the build but I can replace Bullet Hail with something else, Burst Shot I was thinking for a tap-debuff. As I do want to shy away from useing any Grenades, I've added the Rank 2/Adv for Conviction as I do want some very minor splash of support for the team (even if its small). Not too sure on the others powers just yet, as I've removed the Frags.

    Gunslinger Build - Freeform (Any / Multiple)
    v3.44:36

    Super Stats
    Level 6: Ego (Primary)
    Level 10: Recovery (Secondary)
    Level 15: Constitution (Secondary)

    Talents
    Level 1: The Gunslinger (Dex: 10, Con: 10, Ego: 8, Rec: 10)
    Level 6: Ascetic (Con: 5, Ego: 5)
    Level 9: Worldly (Ego: 5, Rec: 5)
    Level 12: Quick Recovery (Con: 5, Rec: 5)
    Level 15: Shooter (Dex: 5, Ego: 5)
    Level 18: Acrobat (Dex: 5, Con: 5)
    Level 21: Impresario (Dex: 5, Rec: 5)

    Powers
    Level 1: Gunslinger
    Level 1: Bullet Hail (Rank 2, Rank 3)
    Level 6: Holdout Shot (Stim Pack, Open Wound)
    Level 8: Composure (Rank 2, Rank 3)
    Level 11: Force Shield (Rank 2, Rank 3)
    Level 14: Crimson Bloom (Rank 2, Wall of Blades)
    Level 17: Conviction (Rank 2, Reverence)
    Level 20: Lead Tempest (Rank 2, Rank 3)
    Level 23:
    Level 26:
    Level 29: Resurgence (Rank 2)
    Level 32: Concentration
    Level 35:
    Level 38: Bullet Barrage (Rank 2, Rank 3)
    Adv. Points: 36/36

    Travel Powers
    Level 6: Swift Skating (Rank 2, Rank 3)
    Level 35:

    Specializations
    Ego: Force of Will (2/2)
    Ego: Insight (3/3)
    Ego: Follow Through (3/3)
    Ego: Sixth Sense (2/3)
    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: Ego Mastery (1/1)

    Devices



    (Edit Note: Had to re-add Concentration & Resurge in the build, forgot to add it in. Also do keep in mind that my TP is fully leveled and locked in, however I can change it, if it breaks the Advs too much) I've also added Bullet Barrage to the build for the Ult.



    Psi.
  • circleofpsi#4619 circleofpsi Posts: 2,913 Arc User
    And for the Titan Build: I removed Sparkstrom as it not only quite energy hungry but the power only lasts for a few seconds and doesn't seem much appealing over Particle Smash (both more damage and heal). I have also removed the TP rankings, due to was hurting the Advs too much. Coniv/Resruge and Steadfast with FoTM are unchanged from the build.

    I AM thinking on ditching the Lazer Knight on the block, given it only lasts for a few secs as well, I've also added in Elbow Slam to apply both Chi and Demo. So I can keep the higher damage in OHH (But if Demo is more useful and it don't hrut the damage too much I'll happily remove Eblow Slam and put the Demo back on OOH)

    Titan - Freeform (Melee Damage)
    v3.44:36

    Super Stats
    Level 6: Dexterity (Primary)
    Level 10: Recovery (Secondary)
    Level 15: Constitution (Secondary)

    Talents
    Level 1: The Predator (Str: 10, Dex: 10, Con: 8, Rec: 10)
    Level 6: Acrobat (Dex: 5, Con: 5)
    Level 9: Impresario (Dex: 5, Rec: 5)
    Level 12: Quick Recovery (Con: 5, Rec: 5)
    Level 15: Physical Conditioning (Str: 5, Con: 5)
    Level 18: Martial Focus (Str: 5, Dex: 5)
    Level 21: Relentless (Str: 5, Rec: 5)

    Powers
    Level 1: Vicious Strikes
    Level 1: One Hundred Hands (Rank 2, Rank 3, Ghostly Strikes)
    Level 6: Elbow Slam (Falling Hammer, Flaming Chicken Wing)
    Level 8: Way of the Warrior (Rank 2, Rank 3)
    Level 11: Energy Shield (Rank 2, Laser Knight)
    Level 14: Dragon Kick (Spectral Dragon Tail, Dragon Rush)
    Level 17: Conviction (Rank 2, Rank 3)
    Level 20: Burning Chi Fist (Rank 2, Shattering Strike, Ghostly Strikes)
    Level 23: Particle Smash (Light Everlasting)
    Level 26: Resurgence (Rank 2)
    Level 29: Steadfast
    Level 32: Form of the Master
    Level 35:
    Level 38:
    Adv. Points: 35/36

    Travel Powers
    Level 6: Swift Skating
    Level 35:

    Specializations
    Dexterity: Combat Training (3/3)
    Dexterity: Gear Utilization (2/3)
    Dexterity: Deadly Aim (3/3)
    Dexterity: Expose Weakness (2/2)
    Warden: Slaughter (3/3)
    Warden: Ruthless (2/2)
    Warden: Upper Hand (2/3)
    Warden: The Best Defense (3/3)
    Vindicator: Aggressive Stance (2/2)
    Vindicator: Merciless (3/3)
    Vindicator: Focused Strikes (3/3)
    Vindicator: Mass Destruction (2/3)
    Mastery: Dexterity Mastery (1/1)

    Devices

    Rest of the powers I may just go back with the Self Res and what other power comes to mind.
    Psi.
  • flowcytoflowcyto Posts: 12,740 Arc User
    edited March 2021
    For Gunslinger: TGM is a single-target attack, and a pretty solid one at that. Bullet Hail is an AoE that has much lower single-target dmg, so it can't really replace TGM. Bullet Hail (BH) is a bit redundant w/ Lead Tempest (LT), though, unless you use BH defensively w/ the dmg shield and LT offensively for the wide coverage. I also prob would skip on Conviction's special adv w/o being a support and having good bonus heal. You could add in something like Sonic Device, Mini Drive, or Toxic Nanites, since originally you said that you wanted some Gadgeteering in there. Here's an example edit:

    Gunslinger Build - Freeform (Ranged Damage)
    v3.44:36

    Super Stats
    Level 6: Ego (Primary)
    Level 10: Recovery (Secondary)
    Level 15: Constitution (Secondary)

    Talents
    Level 1: The Gunslinger (Dex: 10, Con: 10, Ego: 8, Rec: 10)
    Level 6: Ascetic (Con: 5, Ego: 5)
    Level 9: Worldly (Ego: 5, Rec: 5)
    Level 12: Quick Recovery (Con: 5, Rec: 5)
    Level 15: Shooter (Dex: 5, Ego: 5)
    Level 18: Acrobat (Dex: 5, Con: 5)
    Level 21: Impresario (Dex: 5, Rec: 5)

    Powers
    Level 1: Gunslinger
    Level 1: Bullet Hail (Rank 2, Wall of Bullets)
    Level 6: Concentration
    Level 8: Composure (Rank 2, Rank 3)
    Level 11: Killer Instinct
    Level 14: Burst Shot (Off Your Feet)
    Level 17: Resurgence (Rank 2)
    Level 20: Two-Gun Mojo (Rank 2, Rank 3)
    Level 23: Conviction (Rank 2, Rank 3)
    Level 26: Sonic Device (Rank 2)
    Level 29: Holdout Shot (Stim Pack)
    Level 32: Crimson Bloom
    Level 35: Force Shield (Rank 2)
    Level 38: Bullet Barrage (Rank 2, Rank 3)
    Adv. Points: 34/36

    Travel Powers
    Level 6: Swift Skating (Rank 2, Rank 3)
    Level 35: Jet Pack (Rank 2)

    Specializations
    Ego: Force of Will (2/2)
    Ego: Insight (3/3)
    Ego: Follow Through (3/3)
    Ego: Sixth Sense (2/3)
    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: Ego Mastery (1/1)

    Since Crimson Bloom doesn't really work well w/ the rest of the build, I kept it in unranked for the theme. Burst Shot debuffs (and can KD w/ the adv), BH is for AoE, and TGM is for single-target dps. Gears mostly for Ego, w/ some Con and Rec.

    (LT could also replace BH as the main AoE here, though you'd want to re-order the powers a bit for it. Or maybe drop Sonic Device or Holdout Shot if you value having both BH w/ its dmg shield and LT for dps.)

    --

    For the Titan build: I would still rank your most-used travel power to R3, at least. And yea, I prob wouldn't bother w/ Laser Knight. Also, Slaughter in Warden spec isn't useful here since you aren't using a combo. You could consider switching to Str PSS, though, and get more knock resist and defense that way, since you can still SS Dex and focus on it for FotM and Steadfast. For example:

    Titan - Freeform (Melee Damage)
    v3.44:36

    Super Stats
    Level 6: Strength (Primary)
    Level 10: Dexterity (Secondary)
    Level 15: Constitution (Secondary)

    Talents
    Level 1: The Predator (Str: 10, Dex: 10, Con: 8, Rec: 10)
    Level 6: Impresario (Dex: 5, Rec: 5)
    Level 9: Quick Recovery (Con: 5, Rec: 5)
    Level 12: Relentless (Str: 5, Rec: 5)
    Level 15: Martial Focus (Str: 5, Dex: 5)
    Level 18: Acrobat (Dex: 5, Con: 5)
    Level 21: Physical Conditioning (Str: 5, Con: 5)

    Powers
    Level 1: Vicious Strikes
    Level 1: One Hundred Hands (Rank 2, Rank 3, Ghostly Strikes)
    Level 6: Form of the Master
    Level 8: Way of the Warrior (Rank 2, Rank 3)
    Level 11: Steadfast
    Level 14: Dragon Kick (Spectral Dragon Tail, Dragon Rush)
    Level 17: Resurgence (Rank 2)
    Level 20: Burning Chi Fist (Rank 2, Shattering Strike, Ghostly Strikes)
    Level 23: Elbow Slam (Falling Hammer, Flaming Chicken Wing)
    Level 26: Conviction (Rank 2, Rank 3)
    Level 29: Energy Shield (Rank 2)
    Level 32: Particle Smash (Light Everlasting)
    Level 35:
    Level 38: Fiery Embrace
    Adv. Points: 34/36

    Travel Powers
    Level 6: Swift Skating (Rank 2, Rank 3)
    Level 35:

    Specializations
    Strength: Swole (2/3)
    Strength: Physical Peak (3/3)
    Strength: Brutality (2/2)
    Strength: Juggernaut (1/3)
    Strength: Overpower (2/3)
    Vindicator: Aggressive Stance (2/2)
    Vindicator: Merciless (3/3)
    Vindicator: Focused Strikes (3/3)
    Vindicator: Mass Destruction (2/3)
    Warden: Fortified Gear (3/3)
    Warden: Ruthless (2/2)
    Warden: Upper Hand (2/3)
    Warden: The Best Defense (3/3)
    Mastery: Strength Mastery (1/1)

    I left 2 free adv points and one free power slot open for w/e else you want to do with it. DK and 100Hands can be the main AoEs, while Elbow Slam debuffs and BCF is the main single-target attack (w/ charged DK thrown in for help w/ energy). You could also take BCR/RR instead of Conviction here, but either can work so it's just up to you. Gears mostly for Dex, w/ some Con and Str_Rec.
    <CO stuff> .: Petco :. // A basic FF building guide (see 1st reply) // PSA on Power Activation Delay // Ayonachan's Gift Horse (misc stat data)
    - Be safe and have fun, champs - for science!
  • circleofpsi#4619 circleofpsi Posts: 2,913 Arc User
    So here is a small edit of the Gunslinger Build: I've stuck to useing LT and TGM, Put the rank back in Conviction and kept Resruge for the extra healing help, tho want to ask Is there any other powers that is an AoE like stun, besides useing the Grenades?

    I am thinking to use Gas Pellets as part of the Gadgeteering, like the idea of smoke fumes, I may remove an Adv or two in, Open Wound, in other to rank something else. I'll have to toy with em.

    As for the Armor Piercing Debuff, due to no Frag or Burst shot, I won't have that Debuff applied, will that be fine or is it best to have that from something?, if so, what other powers applys this.

    Gunslinger Build - Freeform (Any / Multiple)
    v3.44:36

    Super Stats
    Level 6: Ego (Primary)
    Level 10: Dexterity (Secondary)
    Level 15: Recovery (Secondary)

    Talents
    Level 1: The Gunslinger (Dex: 10, Con: 10, Ego: 8, Rec: 10)
    Level 6: Ascetic (Con: 5, Ego: 5)
    Level 9: Worldly (Ego: 5, Rec: 5)
    Level 12: Quick Recovery (Con: 5, Rec: 5)
    Level 15: Shooter (Dex: 5, Ego: 5)
    Level 18: Acrobat (Dex: 5, Con: 5)
    Level 21: Impresario (Dex: 5, Rec: 5)

    Powers
    Level 1: Gunslinger
    Level 1: Holdout Shot (Stim Pack, Open Wound)
    Level 6: Killer Instinct
    Level 8: Composure (Rank 2, Rank 3)
    Level 11: Force Shield (Rank 2, Rank 3)
    Level 14: Crimson Bloom (Wall of Blades)
    Level 17: Conviction (Rank 2, Rank 3)
    Level 20: Two-Gun Mojo (Rank 2, Rank 3)
    Level 23: Lead Tempest (Rank 2, Rank 3)
    Level 26: Concentration
    Level 29: Resurgence (Rank 2)
    Level 32:
    Level 35:
    Level 38: Bullet Barrage (Rank 2, Rank 3)
    Adv. Points: 34/36

    Travel Powers
    Level 6: Swift Skating (Rank 2, Rank 3)
    Level 35:

    Specializations
    Ego: Force of Will (2/2)
    Ego: Insight (3/3)
    Ego: Follow Through (3/3)
    Ego: Sixth Sense (2/3)
    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: Ego Mastery (1/1)

    Devices
    Psi.
  • circleofpsi#4619 circleofpsi Posts: 2,913 Arc User
    For the Titan build: I've kept everything in but replaced the shield with another, I am not too sure for the last power however, I am thinking perhaps maybe "Execution Shot" or an Lariat of some kind. I will likely still keep the Self-Res tho, always helpful

    Titan - Freeform (Melee Damage)
    v3.44:36

    Super Stats
    Level 6: Strength (Primary)
    Level 10: Dexterity (Secondary)
    Level 15: Constitution (Secondary)

    Talents
    Level 1: The Predator (Str: 10, Dex: 10, Con: 8, Rec: 10)
    Level 6: Impresario (Dex: 5, Rec: 5)
    Level 9: Quick Recovery (Con: 5, Rec: 5)
    Level 12: Relentless (Str: 5, Rec: 5)
    Level 15: Martial Focus (Str: 5, Dex: 5)
    Level 18: Acrobat (Dex: 5, Con: 5)
    Level 21: Physical Conditioning (Str: 5, Con: 5)

    Powers
    Level 1: Vicious Strikes
    Level 1: One Hundred Hands (Rank 2, Rank 3, Ghostly Strikes)
    Level 6: Elbow Slam (Falling Hammer, Flaming Chicken Wing)
    Level 8: Way of the Warrior (Rank 2, Rank 3)
    Level 11: Force Shield (Rank 2)
    Level 14: Particle Smash (Light Everlasting)
    Level 17: Dragon Kick (Spectral Dragon Tail, Dragon Rush)
    Level 20: Burning Chi Fist (Rank 2, Shattering Strike, Ghostly Strikes)
    Level 23: Conviction (Rank 2, Rank 3)
    Level 26: Resurgence (Rank 2)
    Level 29: Form of the Master
    Level 32: Steadfast
    Level 35:
    Level 38:
    Adv. Points: 34/36

    Travel Powers
    Level 6: Swift Skating (Rank 2, Rank 3)
    Level 35:

    Specializations
    Strength: Swole (2/3)
    Strength: Physical Peak (3/3)
    Strength: Brutality (2/2)
    Strength: Juggernaut (1/3)
    Strength: Overpower (2/3)
    Vindicator: Aggressive Stance (2/2)
    Vindicator: Merciless (3/3)
    Vindicator: Focused Strikes (3/3)
    Vindicator: Mass Destruction (2/3)
    Warden: Fortified Gear (3/3)
    Warden: Ruthless (2/2)
    Warden: Upper Hand (2/3)
    Warden: The Best Defense (3/3)
    Mastery: Strength Mastery (1/1)

    Devices

    I've changed the stats as well
    Psi.
  • flowcytoflowcyto Posts: 12,740 Arc User
    edited March 2021
    For Gunslinger, I figured you'd want to keep Burst Shot in a least, since it is a way to get the AP debuff by using pistols, and not a grenade. For AP, you could use Shotgun w/ adv instead, or Gatling Gun, but I figure those aren't as thematic (Breakaway Shot and Parting Shot also have AP advs, though they also are reverse lunges w/ longer animations). You also don't need to rank Burst Shot for it to still provide the AP debuff on tap. As for AoE stuns- there are other ones in other powersets, but I don't know if you mean only in Muni or Gadgeteering. That said, you can still add in Gas Pellets if you really want, though they put up a snare instead of a stun.

    For Titan, Execution Shot (assuming you mean the power in Muni) seems like a... uh, weird choice for it. Like it's something that would better fit Gunslinger? You could still include it and/or a Lariat-style attack (presumably w/ a self-heal adv) if you really wanted to, though. Exec Shot (and possibly the Lariat) won't work w/ the EU or toggle/form, but that's prob not a big deal either.
    <CO stuff> .: Petco :. // A basic FF building guide (see 1st reply) // PSA on Power Activation Delay // Ayonachan's Gift Horse (misc stat data)
    - Be safe and have fun, champs - for science!
  • circleofpsi#4619 circleofpsi Posts: 2,913 Arc User
    Here's the Titan build: I've replaced Resruge with an unranked Unbreakable as I do enjoy the shield effect, however if it's not as effective I can always change back. Last power unsure yet but Fiery Embrace is there for the Self-Res.

    Titan - Freeform (Melee Damage)
    v3.44:36

    Super Stats
    Level 6: Strength (Primary)
    Level 10: Dexterity (Secondary)
    Level 15: Constitution (Secondary)

    Talents
    Level 1: The Predator (Str: 10, Dex: 10, Con: 8, Rec: 10)
    Level 6: Impresario (Dex: 5, Rec: 5)
    Level 9: Quick Recovery (Con: 5, Rec: 5)
    Level 12: Relentless (Str: 5, Rec: 5)
    Level 15: Martial Focus (Str: 5, Dex: 5)
    Level 18: Acrobat (Dex: 5, Con: 5)
    Level 21: Physical Conditioning (Str: 5, Con: 5)

    Powers
    Level 1: Vicious Strikes
    Level 1: One Hundred Hands (Rank 2, Rank 3, Ghostly Strikes)
    Level 6: Elbow Slam (Falling Hammer, Flaming Chicken Wing)
    Level 8: Way of the Warrior (Rank 2, Rank 3)
    Level 11: Force Shield (Rank 2)
    Level 14: Particle Smash (Light Everlasting)
    Level 17: Dragon Kick (Spectral Dragon Tail, Dragon Rush)
    Level 20: Burning Chi Fist (Rank 2, Shattering Strike, Ghostly Strikes)
    Level 23: Conviction (Rank 2, Rank 3)
    Level 26: Unbreakable
    Level 29: Form of the Master
    Level 32: Steadfast
    Level 35:
    Level 38: Fiery Embrace
    Adv. Points: 32/36

    Travel Powers
    Level 6: Swift Skating (Rank 2, Rank 3)
    Level 35:

    Specializations
    Strength: Swole (2/3)
    Strength: Physical Peak (3/3)
    Strength: Brutality (2/2)
    Strength: Juggernaut (1/3)
    Strength: Overpower (2/3)
    Vindicator: Aggressive Stance (2/2)
    Vindicator: Merciless (3/3)
    Vindicator: Focused Strikes (3/3)
    Vindicator: Mass Destruction (2/3)
    Warden: Fortified Gear (3/3)
    Warden: Ruthless (2/2)
    Warden: Upper Hand (2/3)
    Warden: The Best Defense (3/3)
    Mastery: Strength Mastery (1/1)

    Devices
    Psi.
  • circleofpsi#4619 circleofpsi Posts: 2,913 Arc User
    For the Gunslinger: I've ended up going back with the Frag with it's Adv (Trying to Burst shot, then quickly use TGM, was a bit off, as there is a tiny little delay in-between, Frag doesn't have this, tho it does look weird). Gas Pellets as usual and same ideal with Resruge, replaced it with an Shield.

    Last power, looking for an ideal Stun, but alot of choices.

    Gunslinger Build - Freeform (Any / Multiple)
    v3.44:36

    Super Stats
    Level 6: Ego (Primary)
    Level 10: Dexterity (Secondary)
    Level 15: Recovery (Secondary)

    Talents
    Level 1: The Gunslinger (Dex: 10, Con: 10, Ego: 8, Rec: 10)
    Level 6: Ascetic (Con: 5, Ego: 5)
    Level 9: Worldly (Ego: 5, Rec: 5)
    Level 12: Quick Recovery (Con: 5, Rec: 5)
    Level 15: Shooter (Dex: 5, Ego: 5)
    Level 18: Acrobat (Dex: 5, Con: 5)
    Level 21: Impresario (Dex: 5, Rec: 5)

    Powers
    Level 1: Gunslinger
    Level 1: Holdout Shot (Stim Pack, Open Wound)
    Level 6: Killer Instinct
    Level 8: Composure (Rank 2, Rank 3)
    Level 11: Force Shield (Rank 2, Rank 3)
    Level 14: Frag Grenade (Cuts and Scrapes)
    Level 17: Two-Gun Mojo (Rank 2, Rank 3)
    Level 20: Lead Tempest (Rank 2, Rank 3)
    Level 23: Gas Pellets (Rank 2, Rank 3)
    Level 26: Conviction (Rank 2, Rank 3)
    Level 29:
    Level 32: Unbreakable
    Level 35: Concentration
    Level 38: Bullet Barrage (Rank 2, Rank 3)
    Adv. Points: 34/36

    Travel Powers
    Level 6: Swift Skating
    Level 35:

    Specializations
    Ego: Force of Will (2/2)
    Ego: Insight (3/3)
    Ego: Follow Through (3/3)
    Ego: Sixth Sense (2/3)
    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: Ego Mastery (1/1)

    Devices
    Psi.
  • flowcytoflowcyto Posts: 12,740 Arc User
    Yea, r1 Unbreakabe isn't that great overall; I'd prob go back to Resurgence (unless you want to try the Brick framework's Indestructible as a basic mitigation cd). Anyways, aside from the AD issue and deciding on what to do w/ the open power slot, the builds overall look pretty good atm.
    <CO stuff> .: Petco :. // A basic FF building guide (see 1st reply) // PSA on Power Activation Delay // Ayonachan's Gift Horse (misc stat data)
    - Be safe and have fun, champs - for science!
  • circleofpsi#4619 circleofpsi Posts: 2,913 Arc User
    flowcyto wrote: »
    Yea, r1 Unbreakabe isn't that great overall; I'd prob go back to Resurgence (unless you want to try the Brick framework's Indestructible as a basic mitigation cd). Anyways, aside from the AD issue and deciding on what to do w/ the open power slot, the builds overall look pretty good atm.


    Thanks then, For the Gunslinger I went for an extra heal help Illumination, unranked, but does the job done (As I did want minor Support), I also removed Open Wound from Holdout shot and put it in Resruge for extra AD Power.

    As for the Titan, went for more of a Meme/Joke power (Mind Control), Titan is so strong, he woos his targets, I love PSI stuff so :D
    Psi.
  • flowcytoflowcyto Posts: 12,740 Arc User
    Yea, neither of those powers are gonna be that impactful. But if you really want them then that's alright, as the builds are already fine w/o them.
    <CO stuff> .: Petco :. // A basic FF building guide (see 1st reply) // PSA on Power Activation Delay // Ayonachan's Gift Horse (misc stat data)
    - Be safe and have fun, champs - for science!
  • circleofpsi#4619 circleofpsi Posts: 2,913 Arc User
    edited March 2021
    Hi

    Back again, after doing a few missions, the Titan builds seems to have a few bearing issues, Energy/Health and Fluidity, so I'm gonna tweak the build a bit. Most of the core powers (DK, BCF, Resruge, EB/EU, Self-Res) are unchanged. However the others may need to. As for the tweaking.

    I've stuck with most of the Chi powers and replaced the EU, due to Steadfest won't apply much for Defensive Combo, but I can change it. I'd gone for Thundering Kicks, but I rather try stick with the Titan Build aimed around useing his Fists, rather then his feet. (With the exception of Dragon Kick, due to it's useful Stun)


    Titan - Freeform (Melee Damage)
    v3.44:36

    Super Stats
    Level 6: Strength (Primary)
    Level 10: Dexterity (Secondary)
    Level 15: Constitution (Secondary)

    Talents
    Level 1: The Predator (Str: 10, Dex: 10, Con: 8, Rec: 10)
    Level 6: Impresario (Dex: 5, Rec: 5)
    Level 9: Quick Recovery (Con: 5, Rec: 5)
    Level 12: Relentless (Str: 5, Rec: 5)
    Level 15: Martial Focus (Str: 5, Dex: 5)
    Level 18: Acrobat (Dex: 5, Con: 5)
    Level 21: Physical Conditioning (Str: 5, Con: 5)

    Powers
    Level 1: Vicious Strikes
    Level 1: Defensive Combo (Rank 2, Rank 3)
    Level 6: Elbow Slam (Falling Hammer, Blunt Force)
    Level 8: Way of the Warrior (Rank 2, Rank 3)
    Level 11: Energy Shield
    Level 14: Thunderbolt Lunge (Essence Assault)
    Level 17: Dragon Kick (Spectral Dragon Tail, Dragon Rush)
    Level 20: Burning Chi Fist (Rank 2, Shattering Strike, Ghostly Strikes)
    Level 23: Particle Smash (Light Everlasting)
    Level 26: Conviction (Rank 2, Rank 3)
    Level 29: Resurgence (Rank 2, Rank 3)
    Level 32: Form of the Master
    Level 35: Chi Manipulation
    Level 38: Fiery Embrace
    Adv. Points: 33/36

    Travel Powers
    Level 6: Swift Skating
    Level 35:

    Specializations
    Strength: Swole (2/3)
    Strength: Physical Peak (3/3)
    Strength: Brutality (2/2)
    Strength: Juggernaut (1/3)
    Strength: Overpower (2/3)
    Vindicator: Aggressive Stance (2/2)
    Vindicator: Merciless (3/3)
    Vindicator: Focused Strikes (3/3)
    Vindicator: Mass Destruction (2/3)
    Warden: Fortified Gear (3/3)
    Warden: Ruthless (2/2)
    Warden: Upper Hand (2/3)
    Warden: The Best Defense (3/3)
    Mastery: Strength Mastery (1/1)

    Devices


    Edit: I could go with a few more Might Powers, but I don't know if I'll have to change my Passive or not for that however, the only issue I wish to avoid is useing an "Knock" build, where I have to relie on knocking foes back, not something I want for this build. I guess can I Use the Adv in Def Combo for the Debuffing of an enemies damage, that may be useful (Take a Beating)
    Psi.
  • flowcytoflowcyto Posts: 12,740 Arc User
    Eh, why change to Defense Combo? It won't work w/ the EU and toggle/form. Also, you shouldn't really be having many energy issues w/ Steadfast, FotM, Dragon's Rush, and some cost discount on gear- assuming you geared for a good amount of Dex and are using Rush for BCF. Ofc, that's also assuming you aren't low level or something.

    So I'd prob just go back to the previous build for Titan and make sure you're gearing and using the powers right. You could change Steadfast to Chi Manip in the older build, but then you may want to consider Rec SS (Steadfast makes it easy since you can just gear for more Dex, though it is a bit more rng-based).
    <CO stuff> .: Petco :. // A basic FF building guide (see 1st reply) // PSA on Power Activation Delay // Ayonachan's Gift Horse (misc stat data)
    - Be safe and have fun, champs - for science!
  • jaazaniah1jaazaniah1 Posts: 5,425 Arc User
    edited March 2021
    I'm with flow on this. Energy should not be an issue and the original power choices are solid. If you are still fairly low level you can switch in Rec for Con until you get to lvl 32 or so and have some better gear. At some point spend the 50 Gs and respec back to Con. Have some faith in the program!
    Post edited by jaazaniah1 on
    JwLmWoa.png
    Perseus, Captain Arcane, Tectonic Knight, Pankration, Siberiad, Sekhmet, Black Seraph, Clockwork
    Project Attalus: Saving the world so you don't have to!
  • circleofpsi#4619 circleofpsi Posts: 2,913 Arc User
    flowcyto wrote: »
    Eh, why change to Defense Combo? It won't work w/ the EU and toggle/form. Also, you shouldn't really be having many energy issues w/ Steadfast, FotM, Dragon's Rush, and some cost discount on gear- assuming you geared for a good amount of Dex and are using Rush for BCF. Ofc, that's also assuming you aren't low level or something.

    So I'd prob just go back to the previous build for Titan and make sure you're gearing and using the powers right. You could change Steadfast to Chi Manip in the older build, but then you may want to consider Rec SS (Steadfast makes it easy since you can just gear for more Dex, though it is a bit more rng-based).
    jaazaniah1 wrote: »
    If with flow on this. Energy should not be an issue and the original power choices are solid. If you are still fairly low level you can switch in Rec for Con until you get to lvl 32 or so and have some better gear. At some point spend the 50 Gs and respec back to Con. Have some faith in the program!


    Fair enough, I can easily sort of Gear that's not an issue, however to try explain the problem I have is that I find it difficult to use an Maintain Attack over an Tap-Comb Attack, that is what I mean by Fluidity (As I always been useing Combo for Melee focused builds). So while I have faith in the program, I don't have faith in my own muscle memory.

    I'm happy to keep some of the powers, but I'll assume I will have to switch the build around if I want to stick with Def Combo, something I'll have to put up with, However with that being said, its only down to personal taste, as I can always get used to the "Knock" effects, but is there a way around NOT useing the KB effects.
    Psi.
  • flowcytoflowcyto Posts: 12,740 Arc User
    edited March 2021
    Well, you have maintains in other builds- like even w/ Muni and the Gunslinger here, so I don't think it's an issue of not being able to execute the attack. It'll prob just take some practice, but you can eventually get used to having a melee maintain, even if it seems weird now. You don't necc need a combo or 100Hands in the build either, but 100Hands is a decent AoE that works w/ FotM and is not a kick (Open Palm Strike also has an AoE component, but it's pretty narrow, and you'd want its Chi Flame and knock-in adv then). BCF can also be made into a wide pull-in AoE w/ its RF adv, but then it's no longer your main single-target attack and you'd have to switch to something like DU.

    So, there are other workarounds, but it's prob better in the long run here to just get used to 100Hands, if you can.
    <CO stuff> .: Petco :. // A basic FF building guide (see 1st reply) // PSA on Power Activation Delay // Ayonachan's Gift Horse (misc stat data)
    - Be safe and have fun, champs - for science!
  • jaazaniah1jaazaniah1 Posts: 5,425 Arc User
    If you can't handle a maintain in that build, why not use Thundering Kicks instead of DC? At least that is a Chi power.
    JwLmWoa.png
    Perseus, Captain Arcane, Tectonic Knight, Pankration, Siberiad, Sekhmet, Black Seraph, Clockwork
    Project Attalus: Saving the world so you don't have to!
  • circleofpsi#4619 circleofpsi Posts: 2,913 Arc User
    I understand that and I'll try my best to get used to such, I'ts just outside of Melee Builds, any type of maintain is fine, but FOR Melee it's rather difficult for me to get used to, as I pointed out I don't have faith in my own muscle memory, I hope you understand.

    However rather then letting the build go to waste, I will keep the build for another character as pointed out by Jazz, I can always use Thundering Kicks, with that being said I'll like to grab an alternative build for the Titan Build itself. I'll just have to suck my pride down and use the Might powers that have knock-down for it's EU/EF.

    However will the stats from this build work well with Might?, or will I need to change it.


    Super Stats
    Level 6: Strength (Primary)
    Level 10: Dexterity (Secondary)
    Level 15: Constitution (Secondary)

    Talents
    Level 1: The Predator (Str: 10, Dex: 10, Con: 8, Rec: 10)
    Level 6: Impresario (Dex: 5, Rec: 5)
    Level 9: Quick Recovery (Con: 5, Rec: 5)
    Level 12: Relentless (Str: 5, Rec: 5)
    Level 15: Martial Focus (Str: 5, Dex: 5)
    Level 18: Acrobat (Dex: 5, Con: 5)
    Level 21: Physical Conditioning (Str: 5, Con: 5)

    Psi.
  • jaazaniah1jaazaniah1 Posts: 5,425 Arc User
    Once you are 40 and have both Utility pieces with innate high cost reduction equipped with good cost reduction mods you should not have energy problems with any build in which an EU is tied to a SS and the Toggle Form SS is ca. 500. No real magic. If energy is an issue getting to 40 maybe take Rec as a SS then change it once you have the appropriate gear.
    JwLmWoa.png
    Perseus, Captain Arcane, Tectonic Knight, Pankration, Siberiad, Sekhmet, Black Seraph, Clockwork
    Project Attalus: Saving the world so you don't have to!
  • flowcytoflowcyto Posts: 12,740 Arc User
    edited March 2021
    Yea, energy really shouldn't be much of an issue at higher levels and w/ better gear, and you can always test stuff in the PTS if you wanna see how it may work out at that point.
    However will the stats from this build work well with Might?, or will I need to change it.
    For a Might version that mostly uses knocks, you'd prob want something like STR/Rec/Con or STR/Rec/Dex (using a Str focus, either way), assuming you're using Enrage and Pulverizer.
    <CO stuff> .: Petco :. // A basic FF building guide (see 1st reply) // PSA on Power Activation Delay // Ayonachan's Gift Horse (misc stat data)
    - Be safe and have fun, champs - for science!
  • circleofpsi#4619 circleofpsi Posts: 2,913 Arc User
    flowcyto wrote: »
    Yea, energy really shouldn't be much of an issue at higher levels and w/ better gear, and you can always test stuff in the PTS if you wanna see how it may work out at that point.
    However will the stats from this build work well with Might?, or will I need to change it.
    For a Might version that mostly uses knocks, you'd prob want something like STR/Rec/Con or STR/Rec/Dex (using a Str focus, either way), assuming you're using Enrage and Pulverizer.


    Thank you then, I'll post the build soon
    Psi.
  • circleofpsi#4619 circleofpsi Posts: 2,913 Arc User
    So for the alternative Might version, I'm a little curious on the differences between WotW and Unstoppable, I assume they are both the same in Damage output, but one is more tanky then the other?. I'm unsure if my Tals need changing but they can be if need be.

    Besides that I've gone for the Enrage'n'Pulverizer approach, keep in mind that I have purposely not put the Adv in Demolish for it's knock up effect as I want to avoid knocking them back too far or to high up (it is very annoying, tho knock back on a Melee tree, why?)

    I'm not too sure what other powers I can grab for knock downs, but there is plenty of choices to pick (Particle Smash and its Adv, Inexorable Tides, Rising Knee, Tear Down. etc) so got few choices, so I'll toy around with them. (Particle Smash seems kinda neat, as it stuns the main target and knocks others down)

    Might Alt - Freeform (Melee Damage)
    v3.44:36

    Super Stats
    Level 6: Strength (Primary)
    Level 10: Dexterity (Secondary)
    Level 15: Recovery (Secondary)

    Talents
    Level 1: The Predator (Str: 10, Dex: 10, Con: 8, Rec: 10)
    Level 6: Martial Focus (Str: 5, Dex: 5)
    Level 9: Impresario (Dex: 5, Rec: 5)
    Level 12: Relentless (Str: 5, Rec: 5)
    Level 15: Quick Recovery (Con: 5, Rec: 5)
    Level 18: Acrobat (Dex: 5, Con: 5)
    Level 21: Physical Conditioning (Str: 5, Con: 5)

    Powers
    Level 1: Vicious Strikes
    Level 1: Defensive Combo (Rank 2, Take a Beating, Pummel)
    Level 6: Way of the Warrior (Rank 2, Rank 3)
    Level 8: Energy Shield
    Level 11:
    Level 14:
    Level 17:
    Level 20:
    Level 23:
    Level 26:
    Level 29:
    Level 32:
    Level 35:
    Level 38:
    Adv. Points: 9/36

    Travel Powers
    Level 6: Swift Skating
    Level 35:

    Specializations
    Strength: Swole (3/3)
    Strength: Physical Peak (2/3)
    Strength: Brutality (2/2)
    Strength: Juggernaut (1/3)
    Strength: Overpower (2/3)
    Warden: Fortified Gear (3/3)
    Warden: Ruthless (2/2)
    Warden: Upper Hand (2/3)
    Warden: The Best Defense (3/3)
    Vindicator: Aggressive Stance (2/2)
    Vindicator: Merciless (3/3)
    Vindicator: Focused Strikes (3/3)
    Vindicator: Mass Destruction (2/3)
    Mastery: Strength Mastery (1/1)

    Devices

    Additional Notes:
    ]Titan%20Arms%20+%20Freeform
    Psi.
  • jaazaniah1jaazaniah1 Posts: 5,425 Arc User
    You should post some more powers to your build. Hard to know what you have your heart set on.

    Unstoppable gives you a bit more damage resistance and WotW gives you some dodge/avoidance. Neither is something to write home about.
    JwLmWoa.png
    Perseus, Captain Arcane, Tectonic Knight, Pankration, Siberiad, Sekhmet, Black Seraph, Clockwork
    Project Attalus: Saving the world so you don't have to!
  • jaazaniah1jaazaniah1 Posts: 5,425 Arc User
    Here is one example of a might build that I would play:

    Might Alt - Freeform (Melee Damage)
    v3.44:36

    Super Stats
    Level 6: Strength (Primary)
    Level 10: Dexterity (Secondary)
    Level 15: Recovery (Secondary)

    Talents
    Level 1: The Predator (Str: 10, Dex: 10, Con: 8, Rec: 10)
    Level 6: Martial Focus (Str: 5, Dex: 5)
    Level 9: Impresario (Dex: 5, Rec: 5)
    Level 12: Relentless (Str: 5, Rec: 5)
    Level 15: Quick Recovery (Con: 5, Rec: 5)
    Level 18: Acrobat (Dex: 5, Con: 5)
    Level 21: Physical Conditioning (Str: 5, Con: 5)

    Powers
    Level 1: Vicious Strikes
    Level 1: Beatdown (Rank 2, Reckless Endangerment)
    Level 6: Unstoppable (Rank 2, Rank 3)
    Level 8: Energy Shield (Rank 2, Rank 3)
    Level 11: Pulverizer
    Level 14: Hurl (Hard Fall, Didn't See That Coming)
    Level 17: Endorphin Rush
    Level 20: Conviction (Rank 2, Rank 3)
    Level 23: Resurgence (Rank 2)
    Level 26: Shockwave (Rank 2, Power Shift)
    Level 29: Thunderclap
    Level 32: Haymaker (Rank 2, Reckless Strikes)
    Level 35: Uppercut (Setup, Reckless Endangerment)
    Level 38: Fiery Embrace
    Adv. Points: 34/36

    Travel Powers
    Level 6: Swift Skating
    Level 35:

    Specializations
    Strength: Swole (3/3)
    Strength: Physical Peak (2/3)
    Strength: Brutality (2/2)
    Strength: Juggernaut (1/3)
    Strength: Overpower (2/3)
    Warden: Fortified Gear (3/3)
    Warden: Ruthless (2/2)
    Warden: Upper Hand (2/3)
    Warden: The Best Defense (3/3)
    Vindicator: Aggressive Stance (2/2)
    Vindicator: Merciless (3/3)
    Vindicator: Focused Strikes (3/3)
    Vindicator: Mass Destruction (2/3)
    Mastery: Strength Mastery (1/1)

    Devices

    Additional Notes:
    ]Titan%20Arms%20+%20Freeform
    JwLmWoa.png
    Perseus, Captain Arcane, Tectonic Knight, Pankration, Siberiad, Sekhmet, Black Seraph, Clockwork
    Project Attalus: Saving the world so you don't have to!
  • circleofpsi#4619 circleofpsi Posts: 2,913 Arc User
    jaazaniah1 wrote: »
    You should post some more powers to your build. Hard to know what you have your heart set on.

    Unstoppable gives you a bit more damage resistance and WotW gives you some dodge/avoidance. Neither is something to write home about.

    Yeah, I have a habit of doing that, Sorry :s

    And thanks for the Info, think I'll stick with Unstoppable, I do enjoy a bit more damage resist
    Psi.
  • flowcytoflowcyto Posts: 12,740 Arc User
    edited March 2021
    Yeah, I'd normally just get Demolish w/ the knock adv, but Hurl w/ advs is a fine replacement if you want a cheap/fast Demolish debuff w/o knocks. Jaaz's build is fine for Might, though I'm also unclear on what powers you really want here. You don't necc need non-Might attacks to avoid knock-backs in Might, either way- though you're fine to stick those sort of powers in if you also want them for the theme. Both basic combos in Might can be made to knockdown, and Shockwave or Havoc Stomp w/ advs can knock enemies in. Those are usually enough on their own to build up knock immunity on trash, and after that point you can use attacks w/ heavy knock effects cause the mobs will be temporarily immune to knocks.

    Also, Unstoppable and WotW are the same in terms of offense, while defensively Unstoppable has a small dmg shield and extra knock/hold resist, while WotW has decent dodge/avoid; either can work here.
    <CO stuff> .: Petco :. // A basic FF building guide (see 1st reply) // PSA on Power Activation Delay // Ayonachan's Gift Horse (misc stat data)
    - Be safe and have fun, champs - for science!
  • circleofpsi#4619 circleofpsi Posts: 2,913 Arc User
    flowcyto wrote: »
    I'm also unclear on what powers you really want here. You don't necc need non-Might attacks to avoid knock-backs in Might.

    Also, Unstoppable and WotW are the same in terms of offense, while defensively Unstoppable has a small dmg shield and extra knock/hold resist, while WotW has decent dodge/avoid; either can work here.

    Yeah, as I said, some powers in Might only knockdown, rather than knockback, why I said I have plenty of other choices in that regard. But to be honest with you any power can work, as long as it porcs the EU/EF, even if they are not from the same tree, as long as I don't go for something outright nothing to do with the Passive or something that doesn't help the build in any way, then it be fine, unless the power is for Utility reasons. (Like a Heal or for a quick theme-wise, like Smash, for its Adv)

    With that being said even, in some builds I don't even have to use the same EU/EF from the same Framework to make the build work, sure, using the same from the main Tree is considered much stronger, but even an EU from another tree can work in almost -all- builds as long as you have a Power or doing something to trigger it.

    For example, I did do a small test build that uses Molecular Self-Assembly, as long as I have powers that have a quick cooldown and I can spam it, it still Porcs its effect, same goes for Form of the Tempest, as long as my Dex is high enough and the power is capable of doing Cirts, it will porc that effect. Hell, even Chi Manipulation can work, as long as I have the means to porc it. Etc

    That overall is what I've been trying to do with my builds, not always go with the basic meta framework of a Tree Set, even tho I porb suck at trying to show it. :s Now, ofc the Passive is a differ story, but you get the idea.

    Anyways with that being said, I'll look into the build Jazz provided me and work out more test builds, as for Unstop and WotW, good to know.


    Also, small random question, does my Passive effect Sidekicks in anyway?, Just wondering about that.
    Psi.
  • flowcytoflowcyto Posts: 12,740 Arc User
    Yea, since Enrage and Pulv don't need powers to be flagged as Might_Brick to work, you can treat them kinda like universal ones, like many other toggle/forms and EUs. You just have to make sure you're satisfying their proc conditions regularly in your build.
    Also, small random question, does my Passive effect Sidekicks in anyway?, Just wondering about that.
    Afaik, Support aura passives (like AoPM) can affect device pets as well, but not normal passives that don't have an aura (as those are just for you). You can always check in the PTS/PH to make sure.
    <CO stuff> .: Petco :. // A basic FF building guide (see 1st reply) // PSA on Power Activation Delay // Ayonachan's Gift Horse (misc stat data)
    - Be safe and have fun, champs - for science!
  • circleofpsi#4619 circleofpsi Posts: 2,913 Arc User
    So

    After a few build testings and such I've out-right decided to go with either a plan'old Might build with some tiny mixture of Chi powers and others.

    Rising Knee/Pummel and Null Value will be my main methods of knock down spam (RK is super easy to spam, due to short cooldown) and Def Combo/w Pummel is my main attack so that be used all the time. While Torn Disc will be spammed somewhat for quick knockdown and heal.

    Enrage/Pulv for the EU/EF as per usual, I have ER for my main method of healing, Firey Brace for an Self-Rez, I was gonna go with even extra Def and put the Adv in the block, but I have plenty of ways of HP and Shielding, so there is no need.

    Might Alt - Freeform (Melee Damage)
    v3.44:36

    Super Stats
    Level 6: Strength (Primary)
    Level 10: Dexterity (Secondary)
    Level 15: Recovery (Secondary)

    Talents
    Level 1: The Predator (Str: 10, Dex: 10, Con: 8, Rec: 10)
    Level 6: Martial Focus (Str: 5, Dex: 5)
    Level 9: Impresario (Dex: 5, Rec: 5)
    Level 12: Relentless (Str: 5, Rec: 5)
    Level 15: Quick Recovery (Con: 5, Rec: 5)
    Level 18: Acrobat (Dex: 5, Con: 5)
    Level 21: Physical Conditioning (Str: 5, Con: 5)

    Powers
    Level 1: Clobber
    Level 1: Defensive Combo (Rank 2, Take a Beating, Pummel)
    Level 6: Unstoppable (Rank 2, Rank 3)
    Level 8: Energy Shield (Rank 2)
    Level 11: Demolish (Rank 2, Seeing Stars)
    Level 14: Mighty Leap (Rampant, Here I Am)
    Level 17: Rising Knee (Flowing Strikes, Gut Strike)
    Level 20: Particle Smash (Light Everlasting, Null Value)
    Level 23: Endorphin Rush (Rank 2, Rank 3)
    Level 26: Indestructible
    Level 29: Pulverizer
    Level 32: Enrage
    Level 35: Burning Chi Fist (Rank 2, Shattering Strike)
    Level 38: Fiery Embrace
    Adv. Points: 35/36

    Travel Powers
    Level 6: Swift Skating
    Level 35:

    Specializations
    Strength: Swole (3/3)
    Strength: Physical Peak (2/3)
    Strength: Brutality (2/2)
    Strength: Juggernaut (1/3)
    Strength: Overpower (2/3)
    Warden: Fortified Gear (3/3)
    Warden: Ruthless (2/2)
    Warden: Upper Hand (2/3)
    Warden: The Best Defense (3/3)
    Vindicator: Aggressive Stance (2/2)
    Vindicator: Merciless (3/3)
    Vindicator: Focused Strikes (3/3)
    Vindicator: Mass Destruction (2/3)
    Mastery: Strength Mastery (1/1)

    Devices


    Passive and all good stuff is unchanged. Now I WAS gonna go with a Might/Psi build, but god is it painful to manage
    Psi.
  • flowcytoflowcyto Posts: 12,740 Arc User
    edited March 2021
    I'd prob trade the Disorient adv on Defense Combo for R3. I'd also either get the knock adv on Demolish (it will help proc stuff, even if you don't like it), or just forget about the Despondency adv for it and take R3 (or save those 2 adv points for something else). I'd also axe the Despondency adv for Rising Knee (can just get R2, since you'd be using it often). BCF is also a bit of a problem here cause it's kinda expensive and won't work w/ the EU or toggle/form, but I guess you'll just have to be on the ball w/ weaving in Rising Knee. I may also forgo the special advs on Mighty Leap, but that's a bit more up to you.

    Although Indestructible is a fine mitigation cd for dps, you could instead take Resurgence if you find that your self-healing isn't strong enough. The Ghostly Strikes adv on BCF is also nice for sustained dmg, since BCF innately applies Chi Flame on charge (it can lower the initial dmg due to less Physical dmg interacting w/ Demolish, but the Chi Power interaction can make up for that overall).
    <CO stuff> .: Petco :. // A basic FF building guide (see 1st reply) // PSA on Power Activation Delay // Ayonachan's Gift Horse (misc stat data)
    - Be safe and have fun, champs - for science!
  • circleofpsi#4619 circleofpsi Posts: 2,913 Arc User
    edited March 2021
    flowcyto wrote: »
    I'd prob trade the Disorient adv on Defense Combo for R3. I'd also either get the knock adv on Demolish (it will help proc stuff, even if you don't like it), or just forget about the Despondency adv for it and take R3 (or save those 2 adv points for something else). I'd also axe the Despondency adv for Rising Knee (can just get R2, since you'd be using it often).

    That's fine I can Axe them, I'll place R3 in Demolish and I can remove Desp on Rising Knee. For Defense Combo, I'll likely change to R3, tho I don't think the lower % damage for mobs is useful?
    flowcyto wrote: »
    BCF is also a bit of a problem here cause it's kinda expensive and won't work w/ the EU or toggle/form, but I guess you'll just have to be on the ball w/ weaving in Rising Knee. I may also forgo the special advs on Mighty Leap, but that's a bit more up to you. Ghostly Strikes adv on BCF is also nice for sustained dmg, since BCF innately applies Chi Flame on charge (it can lower the initial dmg due to less Physical dmg interacting w/ Demolish, but the Chi Power interaction can make up for that overall).

    I can remove BCF and look for another replacement, tho I'll porb avoid something like Haymaker. Mighty leap, I can ditch some of the Advs, tho Reckless is nice.


    As for Resruge, I'll play around with both, see whats ideal.



    Psi.
  • circleofpsi#4619 circleofpsi Posts: 2,913 Arc User
    Ok so

    Yeah, this was rather quick. I've changed around the unneeded Advs and placed them in R3 (They are stronger this way for DMG, thus what I am wantin). Removed an Adv from RK, but I am curious if should keep the re-fresh for it too, given Demo doesn't have an Cool-down (But RK is cheeper to cast, if I am in a jam or need to quickly re-fresh).

    As for the Advs in Mighty Leap, I am not sure what feels more Useful (An AoE stun, minus the main target) or Reckless. If I go for the Stun, I can porb remove the one in Torn Disc and just keep it for its Heal.

    I've replaced BCF with Energy Wave to pull in folks and due to its high damage. Given I can take care of trash mobs easily with Demolish and Def Combo now they are up close. (and its a knock effect). I am wondering about the shield tho, but I doute its any point, given Def Combo.


    Might Alt - Freeform (Melee Damage)
    v3.44:36

    Super Stats
    Level 6: Strength (Primary)
    Level 10: Dexterity (Secondary)
    Level 15: Recovery (Secondary)

    Talents
    Level 1: The Predator (Str: 10, Dex: 10, Con: 8, Rec: 10)
    Level 6: Martial Focus (Str: 5, Dex: 5)
    Level 9: Impresario (Dex: 5, Rec: 5)
    Level 12: Relentless (Str: 5, Rec: 5)
    Level 15: Quick Recovery (Con: 5, Rec: 5)
    Level 18: Acrobat (Dex: 5, Con: 5)
    Level 21: Physical Conditioning (Str: 5, Con: 5)

    Powers
    Level 1: Clobber
    Level 1: Defensive Combo (Rank 2, Rank 3, Pummel)
    Level 6: Unstoppable (Rank 2, Rank 3)
    Level 8: Energy Shield (Rank 2)
    Level 11: Demolish (Rank 2, Rank 3)
    Level 14: Mighty Leap (Rampant)
    Level 17: Rising Knee (Flowing Strikes)
    Level 20: Particle Smash (Light Everlasting, Null Value)
    Level 23: Endorphin Rush (Rank 2, Rank 3)
    Level 26: Resurgence (Rank 2)
    Level 29: Pulverizer
    Level 32: Enrage
    Level 35: Energy Wave (Rank 2, Reverse Polarity)
    Level 38: Fiery Embrace
    Adv. Points: 33/36

    Travel Powers
    Level 6: Swift Skating
    Level 35:

    Specializations
    Strength: Swole (3/3)
    Strength: Physical Peak (2/3)
    Strength: Brutality (2/2)
    Strength: Juggernaut (1/3)
    Strength: Overpower (2/3)
    Warden: Fortified Gear (3/3)
    Warden: Ruthless (2/2)
    Warden: Upper Hand (2/3)
    Warden: The Best Defense (3/3)
    Vindicator: Aggressive Stance (2/2)
    Vindicator: Merciless (3/3)
    Vindicator: Focused Strikes (3/3)
    Vindicator: Mass Destruction (2/3)
    Mastery: Strength Mastery (1/1)

    Devices
    Psi.
  • flowcytoflowcyto Posts: 12,740 Arc User
    edited March 2021
    Yea, I'd take the higher numbers from R3 of Defense Combo over a minor debuff like Disorient for pve. The Demolish adv is prob fine to keep for RK- since you're using it often anyways.

    That said, by getting rid of BCF you've also gotten rid of your best single-target attack. It was prob fine to keep before- provided you use RK often to proc Enrage and Pulv. That is, unless you are going to make Demolish your main attack now? (cause then you don't need the Demolish refresh on RK, though you'd still need to use RK heavily if Demolish isn't knocking).

    I guess by 'Torn Disc' you mean Particle Smash? Its advs are okay to keep, if you like them. As for Reckless on the lunge- it's up to you if you still want the buff for defensive purposes; it's obv not required for dps here (it would be if you took Haymaker w/ its special adv).
    <CO stuff> .: Petco :. // A basic FF building guide (see 1st reply) // PSA on Power Activation Delay // Ayonachan's Gift Horse (misc stat data)
    - Be safe and have fun, champs - for science!
  • circleofpsi#4619 circleofpsi Posts: 2,913 Arc User
    flowcyto wrote: »
    Yea, I'd take the higher numbers from R3 of Defense Combo over a minor debuff like Disorient for pve. The Demolish adv is prob fine to keep for RK- since you're using it often anyways.

    Yeah I'd thought as much, they do feel stronger this way, so I'll be sure to keep them as they are now without the minor debuffs.
    flowcyto wrote: »
    That said, by getting rid of BCF you've also gotten rid of your best single-target attack. It was prob fine to keep before- provided you use RK often to proc Enrage and Pulv. That is, unless you are going to make Demolish your main attack now? (cause then you don't need the Demolish refresh on RK, though you'd still need to use RK heavily if Demolish isn't knocking).

    Yeah, I kinda noticed that now that I no longer have a STA anymore, I guess Demolish -could- be that, but I rather have something for higher bosses, I'll toy around see what I can do. theoretically I can pick any strong single-target attack, as long as they deal Melee damage (Slash/Curshing/etc)


    Psi.
  • circleofpsi#4619 circleofpsi Posts: 2,913 Arc User
    So I've removed Energy Wave in favor for a single-target attack, but I am curious, Execution Shot says it's a Melee attack, does that just state it's needed to be used at that range or is it classed as a out-right Melee attack?, if that's the case, then I chuold use that. (Using Invs Weapons).

    if not I'll stick with Dragon's Bite, can be a small blade (or knife) being used or Invs blade hidden in the Wrist


    Might Alt - Freeform (Melee Damage)
    v3.44:36

    Super Stats
    Level 6: Strength (Primary)
    Level 10: Dexterity (Secondary)
    Level 15: Recovery (Secondary)

    Talents
    Level 1: The Predator (Str: 10, Dex: 10, Con: 8, Rec: 10)
    Level 6: Martial Focus (Str: 5, Dex: 5)
    Level 9: Impresario (Dex: 5, Rec: 5)
    Level 12: Relentless (Str: 5, Rec: 5)
    Level 15: Quick Recovery (Con: 5, Rec: 5)
    Level 18: Acrobat (Dex: 5, Con: 5)
    Level 21: Physical Conditioning (Str: 5, Con: 5)

    Powers
    Level 1: Clobber
    Level 1: Defensive Combo (Rank 2, Rank 3, Pummel)
    Level 6: Unstoppable (Rank 2, Rank 3)
    Level 8: Energy Shield (Rank 2)
    Level 11: Demolish (Rank 2, Rank 3)
    Level 14: Mighty Leap (Rampant)
    Level 17: Rising Knee (Flowing Strikes)
    Level 20: Particle Smash (Light Everlasting, Null Value)
    Level 23: Endorphin Rush (Rank 2, Rank 3)
    Level 26: Resurgence (Rank 2)
    Level 29: Pulverizer
    Level 32: Enrage
    Level 35: Dragon's Bite (Rank 2, Cull the Weak)
    Level 38: Fiery Embrace
    Adv. Points: 33/36

    Travel Powers
    Level 6: Swift Skating
    Level 35:

    Specializations
    Strength: Swole (3/3)
    Strength: Physical Peak (2/3)
    Strength: Brutality (2/2)
    Strength: Juggernaut (1/3)
    Strength: Overpower (2/3)
    Warden: Fortified Gear (3/3)
    Warden: Ruthless (2/2)
    Warden: Upper Hand (2/3)
    Warden: The Best Defense (3/3)
    Vindicator: Aggressive Stance (2/2)
    Vindicator: Merciless (3/3)
    Vindicator: Focused Strikes (3/3)
    Vindicator: Mass Destruction (2/3)
    Mastery: Strength Mastery (1/1)

    Devices
    Psi.
  • flowcytoflowcyto Posts: 12,740 Arc User
    Execution Shot is melee, and it can't be a main attack anyways since it's on a cd. That said, DBite is okay (should be at R3). It'd be better to have an attack that's Crushing dmg for Demolish, though. Is there any reason you can't go back to BCF? Cause it would prob be stronger than DBite here.
    <CO stuff> .: Petco :. // A basic FF building guide (see 1st reply) // PSA on Power Activation Delay // Ayonachan's Gift Horse (misc stat data)
    - Be safe and have fun, champs - for science!
  • circleofpsi#4619 circleofpsi Posts: 2,913 Arc User
    flowcyto wrote: »
    Execution Shot is melee, and it can't be a main attack anyways since it's on a cd. That said, DBite is okay (should be at R3). It'd be better to have an attack that's Crushing dmg for Demolish, though. Is there any reason you can't go back to BCF? Cause it would prob be stronger than DBite here.

    No, there's no reason why I can't go back to BCF, I was just swaying my other options to see what I can pull off, as anything that is classed as an melee ability will work with the passive, give or take. I just got a little confused over "Physical damage" type which is crushing, slashing and piercing damage normally, so I'd wanted to see if that due to most passives by now not buff specific damage types anymore as such, I'd wanted to know if it will still work.
    Psi.
  • circleofpsi#4619 circleofpsi Posts: 2,913 Arc User
    edited March 2021
    So in terms of damage BCF is alot higher, tho I'd assume I'll want to keep the Adv in BCF (Shattering Strike) Due to 30% base damage on top of the already high damage yes?. or is Rank 3 Higher damageing?


    Might Alt - Freeform (Melee Damage)
    v3.44:36

    Super Stats
    Level 6: Strength (Primary)
    Level 10: Dexterity (Secondary)
    Level 15: Recovery (Secondary)

    Talents
    Level 1: The Predator (Str: 10, Dex: 10, Con: 8, Rec: 10)
    Level 6: Martial Focus (Str: 5, Dex: 5)
    Level 9: Impresario (Dex: 5, Rec: 5)
    Level 12: Relentless (Str: 5, Rec: 5)
    Level 15: Quick Recovery (Con: 5, Rec: 5)
    Level 18: Acrobat (Dex: 5, Con: 5)
    Level 21: Physical Conditioning (Str: 5, Con: 5)

    Powers
    Level 1: Clobber
    Level 1: Defensive Combo (Rank 2, Rank 3, Pummel)
    Level 6: Unstoppable (Rank 2, Rank 3)
    Level 8: Energy Shield (Rank 2)
    Level 11: Demolish (Rank 2, Rank 3)
    Level 14: Mighty Leap (Rampant, Here I Am)
    Level 17: Rising Knee (Flowing Strikes)
    Level 20: Particle Smash (Light Everlasting, Null Value)
    Level 23: Endorphin Rush (Rank 2, Rank 3)
    Level 26: Resurgence (Rank 2)
    Level 29: Pulverizer
    Level 32: Enrage
    Level 35: Burning Chi Fist (Rank 2, Shattering Strike, Ghostly Strikes)
    Level 38: Fiery Embrace
    Adv. Points: 36/36

    Travel Powers
    Level 6: Swift Skating
    Level 35:

    Specializations
    Strength: Swole (3/3)
    Strength: Physical Peak (2/3)
    Strength: Brutality (2/2)
    Strength: Juggernaut (1/3)
    Strength: Overpower (2/3)
    Warden: Fortified Gear (3/3)
    Warden: Ruthless (2/2)
    Warden: Upper Hand (2/3)
    Warden: The Best Defense (3/3)
    Vindicator: Aggressive Stance (2/2)
    Vindicator: Merciless (3/3)
    Vindicator: Focused Strikes (3/3)
    Vindicator: Mass Destruction (2/3)
    Mastery: Strength Mastery (1/1)

    Devices
    Psi.
  • flowcytoflowcyto Posts: 12,740 Arc User
    edited March 2021
    The Shattering adv is better dmg, assuming you can roll the Demolish debuff. This should be pretty easy via RK w/ adv, once you've put the debuff up via Demolish (the attack). I may still get R2 of RK, but the build looks like it can work fine overall.
    <CO stuff> .: Petco :. // A basic FF building guide (see 1st reply) // PSA on Power Activation Delay // Ayonachan's Gift Horse (misc stat data)
    - Be safe and have fun, champs - for science!
  • circleofpsi#4619 circleofpsi Posts: 2,913 Arc User
    flowcyto wrote: »
    The Shattering adv is better dmg, assuming you can roll the Demolish debuff. This should be pretty easy via RK w/ adv, once you've put the debuff up via Demolish (the attack). I may still get R2 of RK, but the build looks like it can work fine overall.

    Thanks then, I'll stick with Shattering and strange, RK is R3 on my build
    Psi.
  • flowcytoflowcyto Posts: 12,740 Arc User
    edited March 2021
    I'd def get the Demolish refresh adv on RK (+R2), and not R3. It'll keep the Demolish debuff rolling while you're using RK anyways to proc Enrage and Pulv, and that way you don't have to keep using Demolish (the attack) to refresh it (since you aren't using the knock adv on Demolish).
    <CO stuff> .: Petco :. // A basic FF building guide (see 1st reply) // PSA on Power Activation Delay // Ayonachan's Gift Horse (misc stat data)
    - Be safe and have fun, champs - for science!
  • circleofpsi#4619 circleofpsi Posts: 2,913 Arc User
    flowcyto wrote: »
    I'd def get the Demolish refresh adv on RK (+R2), and not R3. It'll keep the Demolish debuff rolling while you're using RK anyways to proc Enrage and Pulv, and that way you don't have to keep using Demolish (the attack) to refresh it (since you aren't using the knock adv on Demolish).

    Will do.

    Thanks for the help as always!
    Psi.
  • flowcytoflowcyto Posts: 12,740 Arc User
    Sure thing. Have fun out there 8)
    <CO stuff> .: Petco :. // A basic FF building guide (see 1st reply) // PSA on Power Activation Delay // Ayonachan's Gift Horse (misc stat data)
    - Be safe and have fun, champs - for science!
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