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Heavy Weapons/Elemental (Water?) build?

doomedluke1doomedluke1 Posts: 118 Arc User
edited December 2014 in Power Discussion
Hello,
I'm building a new hero, and he's meant to be some kind like an atlantean, a bit inspired by Aquaman. I wanted him to use Heavy Weapon and have water powers, but, as there's no such powerset in the game, I started to use Earth and other elemental powers instead.
I was wondering if are there any powers that can simulate water powers. Metallic Ooze Tunneling is an option as TP, I thought of giving him Quicksand, maybe Crushing Wave, Conflagration or some other elemental powers. Can consider also a few powers from Wind, Ice and Fire. He's lvl 24 right now. I gave him Cave In as a ranged single target and it seems good.

He's not meant for PVP. I mostly do PVE. I'm not necessarily worried about min/maxing, just want him to be fun to play and to have a good survivability without losing too much damage, so critical is not needed. I still want to have some extra healing besides Specs and Endorphin Rush and probably some rez, and some Earth powers (like Cave In - thought initially of Skullcrusher) I may consider giving up if I can get something to simulate water powers. Just reminding that I'm silver and can not recolor powers for now. As for SS, I used END as it increases energy return from energy builder, and can also change it for something more suitable, but don't wanna give up STR and CON.

If the build stick to Earth, then I'll probably want to buy Earth Flight eventually. But are there any devices that can have similar effects to Superjump, Metallic Ooze or Earth Flight?
I'll be glad to have some suggestions if anyone can help.



PowerHouse (Link to this build)

Name:

Archetype: Freeform

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

Talents:
Level 1: The Mountain
Level 6: Physical Conditioning
Level 9: Bodybuilder
Level 12: Boundless Reserves
Level 15: Paramilitary Training
Level 18:
Level 21:

Powers:
Level 1: Wield Earth (Faltering Strikes)
Level 1: Cleave
Level 6: Land Slide (Rock Solid, Nailed to the Ground)
Level 8: Defiance (Rank 2, Rank 3)
Level 11: Tremor
Level 14: Enrage (Rank 2, Endorphin Rush)
Level 17: Stone Shroud
Level 20: Fissure (Rank 2, Reconstruct)
Level 23: Cave In
Level 26: Brimstone
Level 29: Quicksand
Level 32:
Level 35:
Level 38:

Travel Powers:
Level 6: Superjump
Level 35: Metallic Ooze Tunneling

Specializations:
Strength: Swole (3/3)
Strength: Physical Peak (2/3)
Strength: Aggression (2/2)
Strength: Juggernaut (3/3)
Warden: Fortified Gear (3/3)
Warden: Elusive (2/2)
Warden: Tenacious (2/2)
Warden: The Best Defense (3/3)
Vindicator: Aggressive Stance (2/2)
Vindicator: The Rush of Battle (3/3)
Vindicator: Modified Gear (2/2)
Vindicator: Mass Destruction (3/3)
Mastery: Vindicator Mastery (1/1)
Post edited by doomedluke1 on

Comments

  • flowcytoflowcyto Posts: 12,852 Arc User
    edited December 2014
    Not being able to re-color will limit what can be used to simulate Water, yea. Can just stick w/ Earth + HW for now.

    Defiance is the one passive ya do not want to rank up. Also typically don't rank up the energy builder. Fissure works good w/ Enrage, but Cave In doesn't really. Since ya already have Cleave or other Heavy Weapon powers avail single-target, I'd prob drop Cave In for something else. Tremor or Fault Line for AoE does work w/ Enrage, though Brimstone is a good AoE as well.

    Here's a re-working of the build- making it more idealized, but I may have cut out some things out that ya wanted to keep:

    PowerHouse (Link to this build)

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

    Talents:
    Level 1: The Mountain
    Level 6: Covert Ops Training
    Level 9: Physical Conditioning
    Level 12: Healthy Mind
    Level 15: Body and Mind
    Level 18: Quick Recovery
    Level 21: Negotiator

    Powers:
    Level 1: Wield Earth
    Level 1: Cleave (Rank 2, Defensive Stance, Challenging Strikes)
    Level 6: Defiance
    Level 8: Enrage (Endorphin Rush)
    Level 11: Land Slide (Crippling Challenge)
    Level 14: Conviction (Rank 2, Rank 3)
    Level 17: Molecular Self-Assembly
    Level 20: Brimstone (Rank 2, Rank 3, Challenging Strikes)
    Level 23: Fissure (Rank 2, Reconstruct)
    Level 26: Annihilate (Rank 2, Rank 3)
    Level 29: Stone Shroud (Rank 2)
    Level 32: Unbreakable (Rank 2, Better You Than Me)
    Level 35: Resurgence (Rank 2)
    Level 38: Aggressor

    Travel Powers:
    Level 6: Superjump (Rank 2)
    Level 35: Metallic Ooze Tunneling

    Specializations:
    Strength: Swole (3/3)
    Strength: Physical Peak (2/3)
    Strength: Brutality (2/2)
    Strength: Juggernaut (3/3)
    Warden: Fortified Gear (3/3)
    Warden: Ruthless (2/2)
    Warden: Elusive (2/2)
    Warden: The Best Defense (3/3)
    Vindicator: Aggressive Stance (2/2)
    Vindicator: Merciless (3/3)
    Vindicator: Focused Strikes (2/3)
    Vindicator: Mass Destruction (3/3)
    Mastery: Strength Mastery (1/1)
    <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!
  • doomedluke1doomedluke1 Posts: 118 Arc User
    edited December 2014
    Thanks for replying!

    I'll check Conviction and MSA because I'm not very familiar with them. Can you explain to me why not to rank up Defiance? Waste of adv. points? I'm not having lots of problems with energy as it is, but I'll try to swap END for INT to see how energy management will come out.

    I plan to sub for a month in a near future to be able to recolor powers (does this still work?), so, what powers would you recommend to this build to simulate water?
  • flowcytoflowcyto Posts: 12,852 Arc User
    edited December 2014
    Defiance doesn't get any bonuses when ranked up, aside from just starting off w/ higher stacks (2-3 instead of 1). Since ur likely to build to 6 stacks quickly anyways, its generally seen as a waste of points (unless ya want more effect from Giant Growth when out of combat). Other passives don't behave like this and are generally worth ranking up.

    I found some TK or Force powers (like TK Wave or PF's 'bubble') and some Sorcery powers (like Skarn's bane, eldritch blast, or pillar of poz) to be pretty watery when tinted blue-ish. Some fire powers could be seen as vapor when tinted blue as well, like Firebreath or Firesnake. I had a Hybrid FF build based loosely on a water theme that's mostly Sorcery (just to make the build's powers cohesive). Can check that out, if ur curious:

    http://powerhouse.nullware.com/powerhouse.html?v=11&n=&d=1423ObMGHPT63b1M000M303M5037F00J5037G005601MD03ME05LB013603JC047U0037052WvY439J0mTX
    <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!
  • doomedluke1doomedluke1 Posts: 118 Arc User
    edited December 2014
    Flowcyto, sorry for the delay, cause I'm still levelling the character and trying out the build. I used most of your tips, now at level 35.

    I gave up Brimstone for Crushing Wave because I felt Tremor was already covering its role as an AoE (with the plus of the knock ups) and felt the need of a mantained cone AoE. Gave up also Cave In and Quicksand for Annihilate and Agressor. Cave In looks cool, but sending enemies flying with Annihilate is really funny. :D
    But since I kept Tremor, now I have only one power left and have to chose between Conviction or Unbreakable (thinking in get Unbreakable).

    Went with Int as third SS, and with MSA, and Land Slide and Fissure cooldowns, it's working nicely. I didn't have quite an understanding of MSA before. And I'm still using Heirloom gear until I get Heroics, so things will probably get even better.

    Anyways, thanks for the help, and thanks for all the help you're always giving us!
  • flowcytoflowcyto Posts: 12,852 Arc User
    edited December 2014
    Crushing Wave isn't that great for dps or threat, but its pretty spammable, has better reach than melee AoE, and Disruptive Force allows the last tick to proc Enrage. You'd want to keep something like Tremor for CS's AoE threat, though.

    Conviction would be the easier choice for keeping you healthy, since its cd is much shorter than any Active Defense. However, R2 Unbreakable w/ its special adv is also a good tank cd for Enrage builds. I don't know what other heals or cds ya already settled on though. I'd prob have at least one reg heal (like Conviction, BCR, or Bionic Shielding) and one AD (Unbreakable, Resurgence, or Masterful Dodge) in there regardless. Paired w/ Endorphin Rush and Fissure's smaller heals, that's prob enough.

    MSA is pretty simple- ya just need to have a few cd-based powers that are easy to access or to weave into your rotations, and its basically 'free' extra energy gains for doing so.

    Hope the build ya settle on works well enough for the theme.
    <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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