I'm trying to come up with a concept build that is mainly electricity but fits in room for a rockets, grenades, miniguns - heavy artillery stuff. The concept is a toon wearing an overloaded set of armor equipped with a small arsenal of heavy weaponry that is constantly zapping targets (Electrocute, Ball Lightning) and then raining down steel on the disabled targets (Rocket, Minigun?) while being fairly mobile (Breakaway Shot).
A second question is: Does Electric Vengeance proc only while blocking, or is it like the Laser Knight w/ adv?
I left Both Travel Powers blank and 4 Advantage Points so you can upgrade them. Treat all builds as Experimental and be sure for get a feel for them in the Powerhouse before deciding that is exactly what you want. Some of the powers you wanted aren't available since I needed to fit in quite a lot, but this should do quite nicely. Have fun!
You might have an easier time using Power Armor set. It has some conventional firepower (Mini Gun, Shoulder Launcher, Tactical Missiles) and some energy weapons (Chest Beam, Conccussor Beam). You can even use multiple weapons at the same time.
I believe Electric Vengeance requires you to be actively blocking for the retaliation effect. It's been a very long time since I played with that. But you should take a look at Bionic Shielding and its Overloaded Circuits advantage.
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Hmmm... PA I think may be the way to go, now that I look at it. With munitions, the build never really synergizes to be anything greater than the sum of it's parts. PA gives me the option of some big spike damage to mix in with electric paralyzes. I still want my rocket launcher though...
Comments
-Edit-
Here's what I came up with...
Super Stats:
Level 6: Intelligence (Primary)
Level 10: Constitution (Secondary)
Level 15: Endurance (Secondary)
Talents:
Level 1: The Glacier
Level 6: Field Ops Training
Level 9: Healthy Mind
Level 12: Investigator
Level 15: Boundless Reserves
Level 18: Wordly
Level 21: Ascetic
Powers:
Level 1: Electric Bolt
Level 1: Lightning Arc (Rank 2, Rank 3)
Level 6: Electric Shield (Rank 2, Rank 3)
Level 8: Quarry (Rank 2, Rank 3)
Level 11: Thunderstrike (Rank 2, Ionic Compression)
Level 14: Concentration
Level 17: Molecular Self-Assembly
Level 20: Rocket (Rank 2, Rank 3)
Level 23: Ego Surge (Nimble Mind)
Level 26: Electrocute
Level 29: Unbreakable
Level 32: Breakaway Shot (Rank 2)
Level 35: Holdout Shot (Rank 2, Stim Pack)
Level 38: Lead Tempest (Rank 2, Rank 3)
Specializations:
Intelligence: Preparation (2/2)
Intelligence: Enlightened (1/3)
Intelligence: Tactician (2/2)
Intelligence: Revitalize (1/3)
Intelligence: Detect Vulnerability (2/3)
Intelligence: Expertise (2/2)
Guardian: Fortified Gear (3/3)
Guardian: Ruthless (2/2)
Guardian: Find the Mark (2/3)
Guardian: The Best Defense (3/3)
Vindicator: Aggressive Stance (2/2)
Vindicator: Merciless (3/3)
Vindicator: Modified Gear (2/2)
Vindicator: Mass Destruction (3/3)
Mastery: Intelligence Mastery (1/1)
I left Both Travel Powers blank and 4 Advantage Points so you can upgrade them. Treat all builds as Experimental and be sure for get a feel for them in the Powerhouse before deciding that is exactly what you want. Some of the powers you wanted aren't available since I needed to fit in quite a lot, but this should do quite nicely. Have fun!
-End of Edit-
And I will always be @DZPlayer122.
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I believe Electric Vengeance requires you to be actively blocking for the retaliation effect. It's been a very long time since I played with that. But you should take a look at Bionic Shielding and its Overloaded Circuits advantage.