My Munitions character believes in one mantra: drop them before they drop you. I've seen a lot of munitions/X builds, but I don't like crossovers with martial arts or what have you. I'm going for all-out damage with this one.
But, as I said before, my character build-fu is weak. So I'd like to request some advice as to what I should be doing.
Right now the character is 32nd level, and here's what I have so far:
PowerHouse (Link to this build)Name: The CritmasterArchetype: FreeformSuper Stats:Level 6: Dexterity (Primary)Level 10: Intelligence (Secondary)Level 15: Ego (Secondary)Talents:Level 1: The MarksmanLevel 6: CoordinatedLevel 9: ShooterLevel 12: AcademicsLevel 15: AccurateLevel 18: InvestigatorLevel 21: DaredevilPowers:Level 1: GunslingerLevel 1: Two-Gun Mojo (Rank 2, Rank 3)Level 6: Holdout Shot (Stim Pack)Level 8: Concentration (Rank 2, Rank 3)Level 11: Quarry (Rank 2, Rank 3)Level 14: Killer InstinctLevel 17: Lead Tempest (Rank 2, Rank 3)Level 20: Lock N LoadLevel 23: Bountiful Chi Resurgence (Resurgent Reiki)Level 26: Smoke GrenadeLevel 29: RetaliationLevel 32: Strafing Run (Rank 2)Level 35:Level 38:Travel Powers:Level 6: Swinging (Rank 2, Flippin')Level 35:Specializations:Dexterity: Combat Training (3/3)Dexterity: Gear Utilization (2/3)Dexterity: Deadly Aim (3/3)Dexterity: Expose Weakness (2/2)Vindicator: Merciless (3/3)Vindicator: The Rush of Battle (2/3)Vindicator: Focused Strikes (3/3)Vindicator: Modified Gear (2/2)Avenger: Ruthless (1/2)Avenger: Anguish (2/2)
Following some build advice I got earlier from an outdated build led me to the use of Holdout Shot -- that Stim Pack advantage has been a real lifesaver. But with it, do I need Bountiful Chi Resurgence as well? I'm not maximizing Dodge like I should; I'm going for crit instead. Do I need an advanced block? I hardly ever use it. I took Smoke Grenade for a debuff power to help in teams, but is it really useful?
If anyone has any suggestions, I'd love to hear them. Or am I doing it right?
Comments
PowerHouse (Link to this build)
Name:
Archetype: Freeform
Super Stats:
Level 6: Dexterity (Primary)
Level 10: Intelligence (Secondary)
Level 15: Ego (Secondary)
Talents:
Level 1: The Marksman
Level 6: Coordinated
Level 9: Shooter
Level 12: Academics
Level 15: Accurate
Level 18: Investigator
Level 21: Daredevil
Powers:
Level 1: Gunslinger
Level 1: Two-Gun Mojo (Rank 2, Rank 3, Accelerated Metabolism)
Level 6: Holdout Shot (Stim Pack)
Level 8: Concentration (Rank 2, Rank 3)
Level 11: Quarry (Rank 2, Rank 3)
Level 14: Killer Instinct
Level 17: Lead Tempest (Rank 2, Rank 3, Accelerated Metabolism)
Level 20: Retaliation
Level 23: Bullet Beatdown (Rank 2, Not Without Incident)
Level 26: Bountiful Chi Resurgence (Resurgent Reiki)
Level 29: Breakaway Shot
Level 32: Lock N Load
Level 35: Ego Surge (Nimble Mind)
Level 38: Orbital Cannon (Rank 2, Rank 3)
Travel Powers:
Level 6: Swinging (Rank 2, Rank 3, Flippin')
Level 35: Athletics
Specializations:
Dexterity: Combat Training (3/3)
Dexterity: Gear Utilization (2/3)
Dexterity: Deadly Aim (3/3)
Dexterity: Expose Weakness (2/2)
Vindicator: Aggressive Stance (2/2)
Vindicator: Merciless (3/3)
Vindicator: Focused Strikes (3/3)
Vindicator: Modified Gear (2/2)
Avenger: Ruthless (2/2)
Avenger: Anguish (2/2)
Avenger: Round 'em Up (1/3)
Avenger: Surprise Attack (2/2)
Avenger: Relentless Assault (3/3)
Mastery: Dexterity Mastery (1/1)
I like having both an energy unlock and Accelerated Metabolism on my main attack powers; it lets me spam attacks as long as possible. Got rid of Strafing Run for Orbital Cannon, but I may switch back; it just seems more in-line to call in for an airstrike rather than a Thor shot from an UNTIL orbiting platform.
The set really only relies on two powers: 2GM and Lead Tempest. Bullet Beatdown has about the same DPS as 2GM, but not having it at R3 will hurt DPS. Breakaway Shot is only there for quick movement. Holdout Shot for Stim Pack. I could still ditch BCR, Breakaway Shot and Ego Surge, and take either some debuffs (Smoke Grenade) or healing (Bionic Shielding or Resurrection Serum) for team support.
"My attention does not so much wander, as it takes long vacations to foreign locales and meets strange women that leave it crying and broken in the hot, hot sun." :cool:
Couple things - you do NOT need to rank up Concentration. You should get 8 stacks from maintains of 2GM (which provides it even if you don't HAVE concentration) and Lead Tempest. 4 points saved.
Don't ever bother with accelerate metabolism. 2 points saved, I'd throw on the advantage for Lock & Load. Two Smoking Barrels. You won't add damage to Bullet Beatdown, but you'll get it back faster when you use Bullet Beatdown.
You have Quarry, so BCR/RR is reasonable. Also, you might consider swapping for Conviction - it's a spike that has no damage penalty. I like Holdout Shot / stimpack plus one heal on builds that use Holdout Shot.
KEEP Ego Surge, it's arguably the best AO in the game.
I'd personally swap out Breakaway Shot for Evasive Maneuvers, either R3 (from concentration) for +24% dodge (straight-up so it's QUITE effective), or with Sleight of Mind for an agro wipe and +20% dodge. It's great. You already will have good Dodge from Quarry (and SCR gear at 40), so why not add to it?
I'd test out Avenger vs Guardian. one's more offense, one's more defense. I sometimes find my Avenger folks too squishy.
I haven't used Strafing Run, but Orbital Cannon is a decent source of additional damage. I'd swap out R3 for Anvil of Dawn, though, it then tracks your primary target.
Hope this helps.
I like Retaliation - sometimes - on spike damage builds. It's probably a waste for maintains - since I believe it will only apply to the first tick of the maintain.
I'd probably reshuffle and get Force Shield / Force Sheath (take 1 point from ... somewhere). Personally, it's extra energy and damage resist for 8 seconds on block tap. Most of my ranged folks take that.
OH - and you didn't take Tread Softly on Lead Tempest. Since you are a dodge build with Concentration, you WANT this advantage.
I believe one of my 40 quarry users with SCR dodge/avoid gear gets around a 72% dodge, NOT counting Evasive Maneuvers, while using it. That plus Force Shield and some heals... you're pretty golden for most content.
Flippin is good, but I might move that to 1 point into Force Sheath, and 1 point into Athletics. You're going to have good dodge from gear, quarry, and evasive maneuvers (if you take that).
PowerHouse (Link to this build)
Name:
Archetype: Freeform
Super Stats:
Level 6: Dexterity (Primary)
Level 10: Intelligence (Secondary)
Level 15: Ego (Secondary)
Talents:
Level 1: The Marksman
Level 6: Coordinated
Level 9: Shooter
Level 12: Academics
Level 15: Accurate
Level 18: Investigator
Level 21: Daredevil
Powers:
Level 1: Gunslinger
Level 1: Two-Gun Mojo (Rank 2, Rank 3)
Level 6: Holdout Shot (Stim Pack)
Level 8: Concentration
Level 11: Quarry (Rank 2, Rank 3)
Level 14: Killer Instinct
Level 17: Lead Tempest (Rank 2, Tread Softly)
Level 20: Force Shield (Force Sheathe)
Level 23: Bullet Beatdown (Rank 2, Not Without Incident)
Level 26: Conviction
Level 29: Evasive Maneuvers (Rank 2, Sleight of Mind)
Level 32: Lock N Load (Two Smoking Barrels)
Level 35: Ego Surge (Nimble Mind)
Level 38: Orbital Cannon (Rank 2, Anvil of Dawn)
Travel Powers:
Level 6: Swinging (Rank 2, Rank 3, Flippin')
Level 35: Athletics (Rank 2)
Specializations:
Dexterity: Combat Training (3/3)
Dexterity: Gear Utilization (2/3)
Dexterity: Deadly Aim (3/3)
Dexterity: Expose Weakness (2/2)
Vindicator: Aggressive Stance (2/2)
Vindicator: Merciless (3/3)
Vindicator: Focused Strikes (3/3)
Vindicator: Modified Gear (2/2)
Guardian: Fortified Gear (3/3)
Guardian: Ruthless (2/2)
Guardian: Find the Mark (2/3)
Guardian: The Best Defense (3/3)
Mastery: Dexterity Mastery (1/1)
I'm not sure if I want Tread Softly on Lead Tempest; I'd rather do more damage than dodge, but I suppose there's something to be said about surviving to do more damage...
Thanks for the help!
"My attention does not so much wander, as it takes long vacations to foreign locales and meets strange women that leave it crying and broken in the hot, hot sun." :cool: