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Need help with a pa tank build

thaneos2014thaneos2014 Posts: 5 Arc User
edited October 2013 in Power Discussion
I want to make a PA tank with high survivability with a bit of range and melee powers.
Think of that movie real steel but with a mini gun, micro munitions and a chainsaw.

hPowerHouse (Link to this build)

Name:

Archetype: Freeform

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

Talents:
Level 1: The Invincible
Level 6: Brilliant
Level 9: Enduring
Level 12: Boundless Reserves
Level 15: Energetic
Level 18: Investigator
Level 21: Healthy Mind

Powers:
Level 1: Wrist Bolter
Level 1: Tactical Missiles (Blast Radius)
Level 6: Invulnerability (Rank 2, Rank 3)
Level 8: Micro Munitions (Rank 2, Rank 3, Challenging Strikes)
Level 11: Mini Gun (U-238 Rounds, Infrared Guidance System, Challenging Strikes)
Level 14: Unbreakable (Rank 2, Rank 3)
Level 17: Defiance
Level 20: Gauntlet Chainsaw (Rank 2, Ripsaw)
Level 23: Energy Shield (Phalanx Defense System)
Level 26: Bountiful Chi Resurgence
Level 29: Molecular Self-Assembly
Level 32: Targeting Computer (Rank 2)
Level 35: Reconstruction Circuits (Rank 2, Rank 3)
Level 38: Fire All Weapons (Rank 2, Rank 3)

Travel Powers:
Level 6: Jet Boots
Level 35: Rocket Jump

Specializations:
Endurance: Withstand (2/2)
Endurance: Gear Utilization (3/3)
Endurance: Hardened (2/2)
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: Exhausting Strikes (2/2)
Protector: Defensive Expertise (3/3)
Mastery: Protector Mastery (1/1)


I think I might like to get rid of tactical missles and get mighty leap in there some how. Anyways this build is probably totally wrong but I am just coming back to the game and any help would be appreciated
Post edited by thaneos2014 on

Comments

  • edited October 2013
    This content has been removed.
  • thaneos2014thaneos2014 Posts: 5 Arc User
    edited October 2013
    I was thinking more along these lines. Providing what I read about talents from different trees being able to stack was correct. I'd prefer not to have anymore attacks from the PA archtype other then 4 I have here.

    PowerHouse (Link to this build)

    Name:

    Archetype: Freeform

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

    Talents:
    Level 1: The Invincible
    Level 6: Brilliant
    Level 9: Enduring
    Level 12: Boundless Reserves
    Level 15: Energetic
    Level 18: Investigator
    Level 21: Healthy Mind

    Powers:
    Level 1: Clobber
    Level 1: Tactical Missiles (Blast Radius)
    Level 6: Invulnerability (Rank 2, Rank 3)
    Level 8: Mini Gun (U-238 Rounds, Infrared Guidance System, Challenging Strikes)
    Level 11: Micro Munitions (Rank 2, Rank 3, Challenging Strikes)
    Level 14: Unbreakable
    Level 17: Gauntlet Chainsaw (Ripsaw)
    Level 20: Chest Beam (Rank 2, Rank 3)
    Level 23: Energy Shield (Rank 2)
    Level 26: Demolish (Rank 2, Below the Belt)
    Level 29: Molecular Self-Assembly
    Level 32: Mighty Leap
    Level 35: Reconstruction Circuits (Rank 2, Rank 3)
    Level 38: Fire All Weapons (Rank 2, Rank 3)

    Travel Powers:
    Level 6: Jet Boots (Rank 2)
    Level 35: Rocket Jump

    Specializations:
    Endurance: Readiness (3/3)
    Endurance: Kickback (2/2)
    Endurance: Power Overwhelming (3/3)
    Endurance: Hardened (2/2)
    Guardian: Fortified Gear (3/3)
    Guardian: Ruthless (2/2)
    Guardian: Tenacious (2/2)
    Guardian: The Best Defense (3/3)
    Warden: Fortified Gear (3/3)
    Warden: Ruthless (2/2)
    Warden: Tenacious (2/2)
    Warden: The Best Defense (3/3)
    Mastery: Endurance Mastery (1/1)
  • edited October 2013
    This content has been removed.
  • thaneos2014thaneos2014 Posts: 5 Arc User
    edited October 2013
    Ok cool, this is just a early draft I might change clobber back out later for something else.

    Thanks for the advice / help.
  • secksegaisecksegai Posts: 1,354 Arc User
    edited October 2013
    There's no reason to have both Defiance and Invul. If you take def for the energy from being hit, it tends to negate the use of invul.

    Energy management is often the most difficult aspect to manage as far as PA goes. If you utilize end primary, you can cover most of that using the spec tree if you don't mind always being in 50ft range of your target and your handslot exclusively used by your energy builder (using adv to make it a toggle/handslot)

    However, msa offers nothing in your current setup, as the only thing that would set it off in a reasonable amount of time is bcr, which would still take too long in between cds. You might as well go overdrive.

    Saw the latest revision - definitely no use for msa at this point.
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