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Pulsewave's Power Armor Rundown (revised)

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  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited June 2012
    Pulsewave wrote:
    Thanks, I'm pretty happy with the Mark XIII as well. It's way better defensively than I expected. I've been able to survive solo against Warlord for several minutes with it.

    My favorite Mastery choice so far has been Avenger Mastery for Power Armor. Guardian is nice stats-wise with the 10% boost to dodge and blasts, but Avenger Mastery makes a much more notable difference. It's really, really cool for Power Armor as long as you can get to 20% critical chance or more and you have a blast attack.

    Can you please post what you chose in Avenger Mastery? Same as the other build? I would guess running my build with 3 active defenses and no heal wouldn't make Avenger Mastery an option for me tho.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited June 2012
    TacRedline wrote:
    Can you please post what you chose in Avenger Mastery? Same as the other build? I would guess running my build with 3 active defenses and no heal wouldn't make Avenger Mastery an option for me tho.

    Look at the Mark XII.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited June 2012
    I'll look into switching out Vindicator for Avenger, Guardian is too good to swap imo.

    I'd be worried about losing defense (I can expect to "tank" most of the Alerts my luck throws me in due to no one showing up with a defensive passive), and I tend to already do more than enough damage to get myself into trouble.

    Have you tried Guardian Mastery? I'm a little hesitant about it as it mentions no duration on the buff. 9% charge time reduction seems laughable, but for this build 30 more Dodge Rating might not be too bad of a deal. I'm currently using Int Mastery and am extremely underwhelmed, so I'll definitely try some experimenting.



    I also strongly recommend Evasive Maneuvers to anyone who can stomach the animation on their character. It is pretty easy to get ~55% Dodge and Avoidance bedfore Evasive Maneuvers and Quarry bonuses. Add in BCR and the build becomes very solid and is becoming even more so as I get better gear at 40.

    I swapped out Sonic Device for Evasive, but at this point it is so sturdy I might swap out Unbreakable to bring Sonic back in.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited June 2012
    I'll look into switching out Vindicator for Avenger, Guardian is too good to swap imo.

    I'd be worried about losing defense (I can expect to "tank" most of the Alerts my luck throws me in due to no one showing up with a defensive passive), and I tend to already do more than enough damage to get myself into trouble.

    Have you tried Guardian Mastery? I'm a little hesitant about it as it mentions no duration on the buff. 9% charge time reduction seems laughable, but for this build 30 more Dodge Rating might not be too bad of a deal. I'm currently using Int Mastery and am extremely underwhelmed, so I'll definitely try some experimenting.



    I also strongly recommend Evasive Maneuvers to anyone who can stomach the animation on their character. It is pretty easy to get ~55% Dodge and Avoidance bedfore Evasive Maneuvers and Quarry bonuses. Add in BCR and the build becomes very solid and is becoming even more so as I get better gear at 40.

    I swapped out Sonic Device for Evasive, but at this point it is so sturdy I might swap out Unbreakable to bring Sonic back in.

    Guardian Mastery is very simple and helps significantly. Think of it as a 9% dodge bonus plus a 9% blast bonus. That's handy, if not something you notice all the time. Its better than Intelligence Mastery for that build.

    Avenger Mastery is way more noticeable since it's up to 50% blast damage bonus. But you need critical hits to make it work. Take your crits to at least 20% and you should see it work fine. The main reason I don't have it in the build is because I skimped on crit gear for raw offense and defense. My crits are around 10% now. Plus Vindicator Mastery gives the best raw offense numbers. Still, I like Avenger so much It's something I think about switching back to.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited June 2012
    Helbjorn wrote:
    If you want to focus on Defense you would be better off dropping Warden for Vindicator and take Aggressive Stance, which adds 20% of your Offense to Defense. This would put you into the low to mid 300's in Defense which would give you damage resistance in the mid 70%'s. Then you could take The Rush of Battle, which would give you a substantial HoT after each kill.

    Interesting idea, though. I didn't know you could stack The Best Defense's. With Offense in the mid 500's you are WAY into diminishing returns. I'd be surprised if you got much more than 47-48% from that. I get 41% with only 411.

    Thanks for the heads up on the diminishing returns, I wasn't aware Offense was being hit by that so hard.

    I tried out Vindicator in the PTS, and saw a noticeable improvement. Offense stays in the mid 40% range, and defense climbs up to about 80% when locus is up. Very nice. However, I'm nowhere near hurting in the heals department, so I decided to put the talent points into crit severity, since I'm somewhere around 27% crit chance. Make that Minigun shine!
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited June 2012
    Hey, just want to make sure you know to update the Minigun's Infrared Guidance System advantage. It's properly at 1 point now.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited June 2012
    I have a question, the damage of the cilinder version of Eye Beams afect the original target?
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited June 2012
    kallethen wrote:
    Hey, just want to make sure you know to update the Minigun's Infrared Guidance System advantage. It's properly at 1 point now.

    Thanks. Updated the blurb.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited June 2012
    Hagaren59 wrote:
    I have a question, the damage of the cilinder version of Eye Beams afect the original target?

    The 'target' always takes normal damage. Eye Beams also damages other enemies in line with the 'target' when pierce-through damage occurs.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited June 2012
    Updated 'Superstat' section to account for super-Recovery, which is really viable now. Also updated Wrist Bolter commentary.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited June 2012
    You really should try out endurance->kickback+wrist bolter->automated assault. I can run my toggles indefinitely and still throw in a lot of taps or charges of tactical missiles (more than before while running int as primary superstat).
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited June 2012
    Mafalin_ wrote:
    You really should try out endurance->kickback+wrist bolter->automated assault. I can run my toggles indefinitely and still throw in a lot of taps or charges of tactical missiles (more than before while running int as primary superstat).

    I've tried it and compared the damage against other builds. After testing I consider Automated Assault + Kickback a major build mistake. As I wrote in the guide, you are much better off with primary super Recovery with Efficient . Using secondary super INT or END and Overdrive you'll get over 60 energy per tick, which is more than Automated Assault and Kickback anyway. And then you can use your hand slot too.

    Why would you want to hamstring yourself with Kickback when there's a much better way to do things?
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited June 2012
    Pulsewave wrote:
    I've tried it and compared the damage against other builds. After testing I consider Automated Assault + Kickback a major build mistake. As I wrote in the guide, you are much better off with primary super Recovery with Efficient . Using secondary super INT or END and Overdrive you'll get over 60 energy per tick, which is more than Automated Assault and Kickback anyway. And then you can use your hand slot too.

    Why would you want to hamstring yourself with Kickback when there's a much better way to do things?

    My bad then, sounded to me like you hadn't tried it yet :). I tried super rec on another char and was underwhelmed...might have to give it another try with more toggles/maintains.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited June 2012
    Mafalin_ wrote:
    My bad then, sounded to me like you hadn't tried it yet :). I tried super rec on another char and was underwhelmed...might have to give it another try with more toggles/maintains.

    Was that before or after Overdrive was added? It wouldnt have made a significant difference using Molecular Self Assembly. But Overdrive scales up much differently.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited June 2012
    I'd probably update the Eye Beam description to mention the 20/20 Vision advantage. Since you one of its disadvantages is that it takes so long to burn through that the ability doesn't get a chance to do anything. I THINK with 20/20 the effect is very quick.

    While I agree that Minigun is the better damage power (damage + debuff)... Eye Beam isn't too horrible with the advantage. And combined with Electric Form does quite well.


    Also, and this is just a personal preference, while Plasma Beam's targetting IS completely borked... I THOUGHT the damage (on paper) was better than Concussor Beam. 10x per second and an AoE means decent damage out... even for single-target.

    But I may be wrong.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited June 2012
    Doest the AE advantage stack with the CC Advantage with Tac Missle? Havent tried it yet. But that would be sweet to hamstring a herd that way.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited June 2012
    Promytheus wrote:
    Doest the AE advantage stack with the CC Advantage with Tac Missle? Havent tried it yet. But that would be sweet to hamstring a herd that way.

    That's a good question. The only other power that has that combo of advantages is Hurl from Might (I think.) They should work the same way.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited June 2012
    Yeah, just tested in the PH. I only got the skull over the main target. I had the taunt buff, but nothing was noticeable on the other two targets. Sad really. Maybe it has some effect, but nothing that showed.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited June 2012
    Pulsewave wrote:
    Was that before or after Overdrive was added? It wouldnt have made a significant difference using Molecular Self Assembly. But Overdrive scales up much differently.

    It was after Overdrive, but since the build is a particle tank build the only trigger I have so far is eye beams.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited June 2012
    Pulsewave wrote:
    I've tried it and compared the damage against other builds. After testing I consider Automated Assault + Kickback a major build mistake. As I wrote in the guide, you are much better off with primary super Recovery with Efficient . Using secondary super INT or END and Overdrive you'll get over 60 energy per tick, which is more than Automated Assault and Kickback anyway. And then you can use your hand slot too.

    Why would you want to hamstring yourself with Kickback when there's a much better way to do things?

    I tried this out and for some reason I get the same amount of energy back no matter how many stacks of overdrive I have up. Needless to say, that is nowhere near the amount of energy I was getting from primary endurance, kickback, wrist bolters, and automated assault.

    What am I missing?
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited June 2012
    ultrasmurf wrote:
    I tried this out and for some reason I get the same amount of energy back no matter how many stacks of overdrive I have up. Needless to say, that is nowhere near the amount of energy I was getting from primary endurance, kickback, wrist bolters, and automated assault.

    What am I missing?

    What are your stats?
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited June 2012
    Promytheus wrote:
    Doest the AE advantage stack with the CC Advantage with Tac Missle? Havent tried it yet. But that would be sweet to hamstring a herd that way.

    I had that thought, but Crippling Challenge only applied to the original target of Tac Missiles when I tried it on the PTS.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited June 2012
    Pulsewave wrote:
    What are your stats?

    I don't have access to check right now. The character is only level 32 and not in very good gear. In my combat log it says I get back 18 energy per tick when overdrive is up. Should that number change depending on how many stacks of overdrive I have going? Right now it doesn't though I suppose the rate of ticks may be different. That's hard to tell without time stamps on the log messages.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited June 2012
    ultrasmurf wrote:
    I don't have access to check right now. The character is only level 32 and not in very good gear. In my combat log it says I get back 18 energy per tick when overdrive is up. Should that number change depending on how many stacks of overdrive I have going? Right now it doesn't though I suppose the rate of ticks may be different. That's hard to tell without time stamps on the log messages.

    I'm sure Pulse will correct me, but I believe the more stacks you get... the more energy TICKS there are. And that the tick-size remains the same.

    But I may be thinking of another energy-return mechanic/power.


    -
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited June 2012
    ultrasmurf wrote:
    I don't have access to check right now. The character is only level 32 and not in very good gear. In my combat log it says I get back 18 energy per tick when overdrive is up. Should that number change depending on how many stacks of overdrive I have going? Right now it doesn't though I suppose the rate of ticks may be different. That's hard to tell without time stamps on the log messages.

    The exact stats dont matter so much as does what you chose for superstats. The most energy/tick should come from primary REC with super INT or END as well. Plus you should have maxed out Efficient from the Recovery specializations for another +15% to Overdrive. That will produce a ridiculous amount of free energy and it will run constantly, for up to 15 seconds.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited June 2012
    Kanniballl wrote:
    I'm sure Pulse will correct me, but I believe the more stacks you get... the more energy TICKS there are. And that the tick-size remains the same.

    But I may be thinking of another energy-return mechanic/power.
    -

    It looks like you are correct here. Looking at my log more closely, the "Your Overdrive gives X energy to you." messages come in groups of one, two, or three depending on how many stacks of overdrive I have.

    I do have recovery (with efficient) as a primary stat and intelligence as a super stat but I can barely keep mini-gun and micro munitions going and starting up concussor beam runs me to zero energy in 2-3 seconds.

    I assume I must need significantly higher recovery, intelligence, and / or power cost reduction items to get to the point where I can maintain three powers at once for even one full cycle.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited June 2012
    ultrasmurf wrote:
    It looks like you are correct here. Looking at my log more closely, the "Your Overdrive gives X energy to you." messages come in groups of one, two, or three depending on how many stacks of overdrive I have.

    I do have recovery (with efficient) as a primary stat and intelligence as a super stat but I can barely keep mini-gun and micro munitions going and starting up concussor beam runs me to zero energy in 2-3 seconds.

    I assume I must need significantly higher recovery, intelligence, and / or power cost reduction items to get to the point where I can maintain three powers at once for even one full cycle.

    FYI: Here's the chart on Overdrive energy returns: http://i.imgur.com/TyvUY.png

    This isn't my chart but it seemed accurate last time I tested.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited June 2012
    So. I burned my Questionite to pick up the Cyber Augmented Suit. Waste of time or is it actually good for PA?
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited June 2012
    Promytheus wrote:
    So. I burned my Questionite to pick up the Cyber Augmented Suit. Waste of time or is it actually good for PA?

    Looks like the cyber ninja, if you mean the costume.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited June 2012
    I meant for powers. Looking at it the Cybersuit might be good for anyone who just hit 40. But I think there is better gear to get and customize.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2012
    So I am trying to build a Support/Ranged Power Armor Hero, Rhodium Knight. Not a dedicated healer, more of an Hybrid build. He is currently Level 16.

    I made it with the idea of using the wrist bolters with automated assault combined with 3 Spec Trees that boost the energy builder.

    I like Intelligence as a primary SS for cost reduction and would like to have all three power armor slots on. Plus the revitalize advantage is in line with the Automated assault build. Since AoPrimalMajesty works so well with Int I took it and with it I plan to take the various talents with a rather flat stat distribution. The AoPM also suggests a Support Role to optimize its bonus in Alerts/open missions.

    Thereby I am asking for suggestions:

    -Do I need an energy unlock given the Int+AoPM combo granting me good cost reduction and good energy?

    -Primary SS, Int. SSS Ego and then? I choose Dex for Crits, but I am not so sure...

    -I want to be in a sort of dps/support role but without too much healing. Should I go with Concentration or Compassion?

    -As a self/group heal/shield I want an efficient clickable so that I can go back top the PA toggles quickly without having a maintain: what should I use? I plan on going Conviction+Advantage and Protection Field but are there better options?

    -I really like the Sentry tree for damage mitigation and the Twist Fate perk. I am unsure of the third tree, however. I currently plan to take the Vindicator tree for additional DPS with the Initiative perk (for automated assault) and the additional crit severity, but I could also use Protector for survivability, better HP and the Exhausting Strikes perk. Suggestions?


    Below the currently planned build using Powerhouse:


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

    Talents:
    Level 1: The Hero
    Level 6: Field Ops Training
    Level 9: Jack of All Trades
    Level 12: Academics
    Level 15: Coordinated
    Level 18: Command Training
    Level 21: Sniper Training

    Powers:
    Level 1: Wrist Bolter (Rank 2, Rank 3, Automated Assault)
    Level 1: Power Gauntlet (Crippling Challenge)
    Level 6: Energy Shield (Rank 2, Phalanx Defense System)
    Level 8: Aura of Primal Majesty (Rank 2, Rank 3)
    Level 11: Mini Gun (Rank 2, U-238 Rounds, Challenging Strikes)
    Level 14: Micro Munitions (Rank 2)
    Level 17: Conviction (Reverence)
    Level 20: Protection Field (Rank 2)
    Level 23: Masterful Dodge
    Level 26: Compassion
    Level 29: Unbreakable
    Level 32: Lock N Load
    Level 35: Resurrection Serum
    Level 38: Implosion Engine

    Travel Powers:
    Level 6: Athletics (Rank 2, Rank 3, Versatility)
    Level 35: Mach Speed

    Specializations:
    Intelligence: Enlightened (3/3)
    Intelligence: Tactician (2/2)
    Intelligence: Revitalize (3/3)
    Intelligence: Expertise (2/2)
    Sentry: Fortified Gear (3/3)
    Sentry: Twist Fate (2/2)
    Sentry: Sentry Aura (3/3)
    Sentry: Persevere (2/2)
    Vindicator: Aggressive Stance (2/2)
    Vindicator: Merciless (3/3)
    Vindicator: Initiative (2/2)
    Vindicator: Modified Gear (2/2)
    Vindicator: Mass Destruction (1/3)
    Mastery: Intelligence Mastery (1/1)
  • promytheanpromythean Posts: 53 Arc User
    edited July 2012
    The issue you are going to have to deal with is that the Power armor slotted powers are going to shut off any active powers and prevent you from using other powers while they are in use.
    Stealing Fire from the gods...
  • superalfgornsuperalfgorn Posts: 558 Arc User
    edited July 2012
    Indeed. That's why I am searching for clickables heals/bubbles and do not want to be a full healer.

    As an update I have seen that in support role I have very little energy problems, however the energy unlock is probably still needed for longer fights. I feel that the power armor one is probably better since with AoPM I have all the stats for a good energy return and my main energy consumption will be the full toggle assault.
    ______________________________________________________________
    My Characters

  • pulsewave1pulsewave1 Posts: 9 Arc User
    edited July 2012
    Indeed. That's why I am searching for clickables heals/bubbles and do not want to be a full healer.

    As an update I have seen that in support role I have very little energy problems, however the energy unlock is probably still needed for longer fights. I feel that the power armor one is probably better since with AoPM I have all the stats for a good energy return and my main energy consumption will be the full toggle assault.

    I wouldnt try to do a semi-support build using Power Armor. It takes more work than most other sets to queue up your 3 'slots' for attack and to manage your energy use. And you don't have a spare stat to use for Presence. You can get around the energy issues and stat issues somewhat by taking Primal Majesty as a passive and running in Support, but the Power Armor attacks will always kill your support powers.

    This game really doesnt need much of a support role as much as it needs tanks and DPS. If you just take a resurrection power at the end of your build you'll be able to help your teammates when needed and then get back into either tanking or DPS.
  • superalfgornsuperalfgorn Posts: 558 Arc User
    edited July 2012
    pulsewave1 wrote: »
    ...
    This game really doesnt need much of a support role as much as it needs tanks and DPS.

    Mmh, you are right. I noticed it is definitely true in Alerts, but also in Single player... I think I might revise the build along the lines of your more DPS oriented build!

    Ty.
    ______________________________________________________________
    My Characters

  • kanniballl2kanniballl2 Posts: 11 Arc User
    edited July 2012
    Mmh, you are right. I noticed it is definitely true in Alerts, but also in Single player... I think I might revise the build along the lines of your more DPS oriented build!

    Ty.


    I have to concur with the "Support not really needed" comment

    The only time I really see it needed is for something hard, like Gravitar. Between her strong attacks and temporarily standing behind the tank and getting hit by the cascade... having one of your team mates with support can help nicely. But usually you're usually pretty solid with Tanks and DPS in the game.

    ESPECIALLY for Free Forms as we have plenty of options for heals+mitigation. Archetypes are a little more limited.
  • pulsewave1pulsewave1 Posts: 9 Arc User
    edited July 2012
    I have to concur with the "Support not really needed" comment

    The only time I really see it needed is for something hard, like Gravitar. Between her strong attacks and temporarily standing behind the tank and getting hit by the cascade... having one of your team mates with support can help nicely. But usually you're usually pretty solid with Tanks and DPS in the game.

    ESPECIALLY for Free Forms as we have plenty of options for heals+mitigation. Archetypes are a little more limited.

    Yeah, Gravitar is about it, and even that is questionable. I really havent noticed any help from anyone while Beating Gravitar except for the times that I've been ressed. I would have noticed if someone was healing me. And everyone can carry a res without doing anything special to your build.

    Personally I like it this way. If more players start slotting a res power then everything is pretty good. Healing doesnt really belong in comic-style combat anyway. Support is good, but that comes inherently through the passive Auras of Majesty, Destruction, and Protection anyway. All of those allow you to offer a nice bonus to your teammates without turning you into a 'support' build per-se. You'll deal less DPS than a DPS-er, but you're still attacking all the time and your teammates just get a cool passive bonus. Everyone wins.
  • queenchangelingqueenchangeling Posts: 0 Arc User
    edited July 2012
    Most of the healy heals in this game suck (See: almost every power in Celestial short of Inquity and Conviction), so anyone running a 'healer' is mostly just running bubbles, a rez and some other stuff.

    Bubbles can help lots.

    Must be remembered that there are an awful lot of F2P in the game and ATs don't have self heals unless they're a "healer" AT.
  • promytheanpromythean Posts: 53 Arc User
    edited July 2012
    Seriously. Now if we can just see the tank builds that have been brewing in Pulse's head... ;)
    Stealing Fire from the gods...
  • promytheanpromythean Posts: 53 Arc User
    edited July 2012
    Okay, PA affecionado's! Below is my Tank/DPS build. Please feel free to break it down. It did well in the PH. But I'm wondering if Defiance might do a better job than Invulnerable? It's set up to tank when it needs to, otherwise it's all about the range damaged. I have some slotted gear standing by, but right now I'm using 3 of the Armadillo set and 3 of the Cybersuit (though I do have all 6). Thoughts?

    PowerHouse (Link to this build)

    Name:

    Archetype: Freeform

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

    Talents:
    Level 1: The Invincible
    Level 6: Field Ops Training
    Level 9: Healthy Mind
    Level 12: Jack of All Trades
    Level 15: Covert Ops Training
    Level 18: Command Training
    Level 21: Survival Training

    Powers:
    Level 1: Force Bolts
    Level 1: Tactical Missiles (Blast Radius, Crippling Challenge)
    Level 6: Mini Gun (Rank 2, U-238 Rounds, Challenging Strikes)
    Level 8: Energy Shield (Phalanx Defense System)
    Level 11: Overdrive
    Level 14: Micro Munitions (Rank 2, Alpha Strike, Challenging Strikes)
    Level 17: Chest Beam (Rank 2, Rank 3)
    Level 20: Invulnerability (Rank 2, Rank 3)
    Level 23: Concentration
    Level 26: Quarry (Rank 2, Rank 3)
    Level 29: Unbreakable
    Level 32: Masterful Dodge
    Level 35: Rebirth
    Level 38: Concussor Beam (Rank 2, Rank 3)

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

    Specializations:
    Recovery: Gear Utilization (3/3)
    Recovery: Rapid Recovery (2/3)
    Recovery: Staying Power (2/2)
    Recovery: Efficient (2/3)
    Recovery: Second Wind (1/2)
    Guardian: Fortified Gear (3/3)
    Guardian: Locus (2/2)
    Guardian: Tenacious (2/2)
    Guardian: The Best Defense (3/3)
    Protector: Fortified Gear (3/3)
    Protector: Bulwark (2/2)
    Protector: Debilitating Challenge (2/2)
    Protector: Defensive Expertise (3/3)
    Mastery: Protector Mastery (1/1)
    Stealing Fire from the gods...
  • docsc00terdocsc00ter Posts: 17 Arc User
    edited July 2012
    Hey, whadda ya all think about using a Depleted Uranium Core ("This core causes you to ignore 15% of a targets [sic] resistance. This core cannot be ranked up.") as an Offensive Core Mod for a Power Armor build. Is it worth it for a PvE character, or is it better to go with one of the more classic mods?


    [SIGPIC][/SIGPIC]
  • angelofcaineangelofcaine Posts: 9 Arc User
    edited July 2012
    docsc00ter wrote: »
    Hey, whadda ya all think about using a Depleted Uranium Core ("This core causes you to ignore 15% of a targets [sic] resistance. This core cannot be ranked up.") as an Offensive Core Mod for a Power Armor build. Is it worth it for a PvE character, or is it better to go with one of the more classic mods?
    Any core that can't be ranked up is generally a PvP use core.
    Take that for what you will :wink:
    __________________________________________________O.P.T.I.O.N.S.
    | ME | A "Guide" Book" | | I, have a "DREAM! | ( Member since Feb 2008 ) ... ?
    [SIGPIC]http://i18.photobucket.com/albums/b132/AngelOfCaine/STILLS/Misc/CO-Sig_01e.png[/SIGPIC]
    Were there any specific reason for that personal attack other than that your opinion differs from mine?
  • docsc00terdocsc00ter Posts: 17 Arc User
    edited July 2012
    Hmm. I figured the "cannot be ranked up" line was because the mod is already Rank IX.

    And isn't the "ignore 15% of a targets resistance" similar to, say, Initiative from the Avenger Specialization power tree ("...reduce your primary targets damage resistance to your attacks by 2% for 12 sec.")? Or the U-238 Rounds Advantage to Mini Gun ("-7.5% resist to all damage to target")?

    Or is my understanding of damage resistance in PvE all messed up?

    S


    [SIGPIC][/SIGPIC]
  • m34nb34r2m34nb34r2 Posts: 34 Arc User
    edited July 2012
    I finally gave up on trying to make my own PA build because I either ended up with too little energy generation or it just plain felt clunky, like things just didn't feel right together. So I respecced to Pulsewave XIII/Gyrojet, and it's just so good.

    Pulsewave, is there a reason to have secondary stat end over rec? The build doesn't seem to need lots of energy all at once, and overdrive seems to give me more energy with rec instead of end. Could be wrong.

    Also, when I get it to 40, I'm thinking of respeccing to swap out vindicator for avenger because that mastery sounds sweet. I wonder if I'll feel too squishy, but I'm thinking the nice dodge/avoidance gear at 40 can compensate enough that I'll want mighty tac missile power over the defense boost of the vindicator specialization.
  • pulsewave1pulsewave1 Posts: 9 Arc User
    edited July 2012
    m34nb34r2 wrote: »
    I finally gave up on trying to make my own PA build because I either ended up with too little energy generation or it just plain felt clunky, like things just didn't feel right together. So I respecced to Pulsewave XIII/Gyrojet, and it's just so good.

    Pulsewave, is there a reason to have secondary stat end over rec? The build doesn't seem to need lots of energy all at once, and overdrive seems to give me more energy with rec instead of end. Could be wrong.

    Also, when I get it to 40, I'm thinking of respeccing to swap out vindicator for avenger because that mastery sounds sweet. I wonder if I'll feel too squishy, but I'm thinking the nice dodge/avoidance gear at 40 can compensate enough that I'll want mighty tac missile power over the defense boost of the vindicator specialization.

    You're not wrong; Overdrive gives you more energy if you superstat Recovery instead of Endurance. My experience has been that unless you go primary REC it shouldnt be a big enough difference to worry about though. This may be because I did all my testing at level 40. You may find that REC is better than END for leveling up.

    I like primary INT with second END because it gives you the longest possible sustains in the end. I also choose the INT tree specialization that allows endurance to increase equilibrium, so it's a slightly better combination. I usually have enough energy to sustain two of Micro Munition, Mini Gun, and Tactical Missiles indefinitely, and all three when Lock and Load is running. After that a few energy builder shots and I have more than enough energy to last until my next active offense is ready. Rinse and repeat. I get a lot of energy from Concentration too, so what comes from Overdrive is only part of the equation.
  • m34nb34r2m34nb34r2 Posts: 34 Arc User
    edited July 2012
    Thanks!

    And again, thanks for the build. I've been wanting to make PA work for me for months since I went gold, and it always felt 'not quite there' until I tried this (mostly because balancing energy management, damage and toughness are easier to optimize with infernal or dual blade, which were my main characters). This is enough fun that I'm blazing through the levels and it is just feels plain better than my other characters--tough enough, and way more damage.

    I'm probably not going to swap out vindicator for avenger after all... I don't really need the extra damage, and that little bit of extra toughness from the higher defense gives me more of a margin for error with bcr and dodge (noticeable when I try the 5-man lairs or get aggro in alerts).
  • hubrixhubrix Posts: 264 Arc User
    edited July 2012
    I have another question regarding SS, wouldn't primary INT with END and REC as secondaries give better sustained DPS over END/EGO? I think it's hard to judge because dummies just don't have the health to take a sustained beating but with REC as a secondary, Overdrive ticks jump up from 10 to 16, add the fact that it will be easier to keep a stack of 3 since you use your energy builder alot less (takes 1-2 hits to get back to near full end for a full maintain of 3 attacks as opposed to 4-5). You still get 20+% from EGO if you take it from talents and once you have quarry going.

    You probably lose about 10% direct damage or so but the gain from cutting down energy builder use from about 3 secs to 1 per maintain might make up for it.

    EDIT: Tried it on Mega D, took about 11 minutes to solo, a bit faster than my average using INT/END/EGO but probably not big enough to waste resources over. Still I love that I barely have to use my energy builder, it's just so energy efficient that I don't want to go back to EGO. It probably also has slightly better survivability because with less EB use, Locus, Alacrity and Phalanx Defense all have better up time.

    Also is there any math to prove that tapping Tactical Missiles is better DPS than a charge with 3 stacks of Alacrity?
  • pulsewave1pulsewave1 Posts: 9 Arc User
    edited July 2012
    hubrix wrote: »
    I have another question regarding SS, wouldn't primary INT with END and REC as secondaries give better sustained DPS over END/EGO? I think it's hard to judge because dummies just don't have the health to take a sustained beating but with REC as a secondary, Overdrive ticks jump up from 10 to 16, add the fact that it will be easier to keep a stack of 3 since you use your energy builder alot less (takes 1-2 hits to get back to near full end for a full maintain of 3 attacks as opposed to 4-5). You still get 20+% from EGO if you take it from talents and once you have quarry going.

    You probably lose about 10% direct damage or so but the gain from cutting down energy builder use from about 3 secs to 1 per maintain might make up for it.

    EDIT: Tried it on Mega D, took about 11 minutes to solo, a bit faster than my average using INT/END/EGO but probably not big enough to waste resources over. Still I love that I barely have to use my energy builder, it's just so energy efficient that I don't want to go back to EGO. It probably also has slightly better survivability because with less EB use, Locus, Alacrity and Phalanx Defense all have better up time.

    Also is there any math to prove that tapping Tactical Missiles is better DPS than a charge with 3 stacks of Alacrity?

    If you skip Ego, You lose the basic ranged damage from Ego, plus the extra superstat damage you get from Quarry. When I tested it, that seemed significant.

    The way I see it, Intelligence, Ego, Endurance has a better high end max damage output. Any kind if teaming where you get stat bonuses or extra energy elevated that build more. But Intelligence, Recovery, Endurance is still good, and much easier for solo play. Both are effective, and the difference isn't too huge unless you choose a different primary stat. If you want mad energy you should look at primary Recovery too, since it scales up Overdrive so much.
  • angelofcaineangelofcaine Posts: 9 Arc User
    edited July 2012
    Why isn't this stickied yet? :confused:
    :mad:
    __________________________________________________O.P.T.I.O.N.S.
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    Were there any specific reason for that personal attack other than that your opinion differs from mine?
  • hubrixhubrix Posts: 264 Arc User
    edited July 2012
    pulsewave1 wrote: »
    If you skip Ego, You lose the basic ranged damage from Ego, plus the extra superstat damage you get from Quarry. When I tested it, that seemed significant.

    The way I see it, Intelligence, Ego, Endurance has a better high end max damage output. Any kind if teaming where you get stat bonuses or extra energy elevated that build more. But Intelligence, Recovery, Endurance is still good, and much easier for solo play. Both are effective, and the difference isn't too huge unless you choose a different primary stat. If you want mad energy you should look at primary Recovery too, since it scales up Overdrive so much.

    Thanks. When you tried INT/END/REC, did you switch the specialization to 3/3 Enlightened to boost EGO's ranged bonus? I agree that the difference doesn't feel significant, and without a proper damage meter, I don't think it's possible to really know how much better is one over the other. I do still have my EGO gear if they ever decide to change it so Overdrive scales properly with INT rather than REC. At the moment, a 60% or so boost in energy generation is just too convenient for me to give up and I don't feel heroic wasting about a third of my time attacking using an energy builder instead of spamming bullets and missiles.
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