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Need Help with my Power Armor Build

reapfield#4372 reapfield Posts: 51 Arc User
edited March 2015 in Builds and Roles
I had this really good build a friend of mine made for me. I went and tweaked it in order to improve defense, but at the cost of energy and attack power. Most of the attacks are serious business and hurt like hell, but there's one attack in this build that really doesn't work. Plasma Beam. Any recommendations on what to replace it with for optimal damage?

I'm going for a more particle damage PA tank build

PowerHouse (Link to this build)

Name:

Archetype: Freeform

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

Talents:
Level 1: The Invincible
Level 6: Coordinated
Level 9: Healthy Mind
Level 12: Acrobat
Level 15: Field Ops Training
Level 18: Boundless Reserves
Level 21: Amazing Stamina

Powers:
Level 1: Wrist Bolter
Level 1: Concussor Beam (Rank 2, Rank 3)
Level 6: Concentration
Level 8: Invulnerability (Rank 2, Rank 3)
Level 11: Chest Beam (Rank 2, Rank 3)
Level 14: Ego Surge (Nimble Mind)
Level 17: Resurgence (Rank 2)
Level 20: Unbreakable
Level 23: Conviction (Rank 2)
Level 26: Bionic Shielding (Overloaded Circuits)
Level 29: Molecular Self-Assembly
Level 32: Evasive Maneuvers (Sleight of Mind)
Level 35: Plasma Beam (Rank 2, Rank 3)
Level 38: Lightspeed Dash (Crippling Challenge, Nailed to the Ground)

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

Specializations:
Constitution: Unyielding (1/2)
Constitution: Tough (3/3)
Constitution: Resilient (2/2)
Constitution: Deflection (2/3)
Constitution: Armored (2/2)
Guardian: Fortified Gear (3/3)
Guardian: Ruthless (2/2)
Guardian: Tenacious (1/2)
Guardian: Find the Mark (1/3)
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: Constitution Mastery (1/1)
Post edited by reapfield#4372 on

Comments

  • talondeverotalondevero Posts: 1 Arc User
    edited February 2015
    How is your energy with this build? Base line looks like REC 17, END 27, you have to divert precious mod slots to bump these up instead of your super stats to be able to even sustain one full barrage using all 3 PA slots let alone Plasma Beam by itself.

    Since your running PA powers, you'd want Overdrive as an energy unlock instead of Molecular Self-Assembly. Overdrive benefits from having recovery as a super stat; I'd ditch Dexterity for Recovery, and then maximize Endurance using your Talent selection.

    You already have Concussor Beams as a hand slot so Plasma Beam is competing with it, but nothing in the shoulder slot, so you could add Eye Beams to keep your particle theme. At level 40, you can recover your lost crit chance by using silver champion gear.

    Other suggestions:

    Dump Evasive Maneuvers, I suspect your timing will always be off in that it will need to be refreshed while you are firing your PA toggles and you have to stop them first before you could use it. Probably have the same problem with Light Speed Dash, which again makes Molecular Self-Assembly problematic to trigger. Maybe use Palliate with Absolve if you need to dump threat, plus it's a heal and can be used on others.

    Way to many heals, skip conviction and bionic circuits, go with Reconstruction Circuits so you can heal while damaging the enemy. They too will suffer from inability to use when needed while using your PA attacks. You have Resurgence for a big boost.

    To remove energy restrictions (at the penalty of mobility) use Circle of Arcane Power.

    Constitution Specializations. Need more energy use the Fuel My Fire option; but you may not need it with the other suggestions, you could switch Tough and Unyielding for it.

    Ditch Deflection, you don't have enough dodge, and Defense will benefit you more.

    Pick up Adrenaline Rush; with Crit Silver Champion gear and crit mods you will easily pick be up to 25% crit chance (+9% from Find the Mark), and if you decide to keep Plasma Beam, it will crit often enough for the heal to occur every second. 2% of 10000 hp is 200 a second, with Reconstruction Circuits, you could easily be getting 500 to 600 hp a second back.

    Prior to 40, you will still have energy issues in a running fight, so you may want to consider primary Recovery, Intelligence and Constitution secondary and then switch back to Constitution primary.

    Good luck!
  • pantagruel01pantagruel01 Posts: 7,091 Arc User
    edited February 2015
    The main problem powers in your build are
    Concussor Beam/Plasma Beam: pick only one. I like concussor more, though plasma is good for crit fishing.
    Bionic Shielding: no synergy with MSA, generally not my favorite heal. Also, you already have two other heals.
    Evasive Maneuvering: you should generally either go all-out on dodge or not bother at all, and you don't want a threat wipe on a tank build.
    Lightspeed Dash: you've got a ranged build, and PA powers are very finicky about facing. You don't really want a lunge power. If you really need both CC and NTTG, take Hurl; if you don't, power gauntlet works better for CC, force geyser works better for NTTG.

    In terms of specs, Tough and Deflection are both pretty iffy; I'd probably go with something like
    Constitution: Unyielding (2/2)
    Constitution: Fuel My Fire (2/3)
    Constitution: Resilient (2/2)
    Constitution: Adrenaline Rush (2/2)
    Constitution: Armored (2/2)

    FWIW, here's the PA build I use, though it's more of a dps setup than a tank setup:
    PowerHouse (Link to this build)

    Name: Tempus Fugit

    Archetype: Freeform

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

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

    Powers:
    Level 1: Sonic Blaster
    Level 1: Molecular Self-Assembly
    Level 6: Concentration
    Level 8: Invulnerability (Rank 2, Rank 3)
    Level 11: Concussor Beam (Rank 2, Rank 3)
    Level 14: Mini Gun (Rank 2, U-238 Rounds)
    Level 17: Chest Beam (Rank 2, Rank 3)
    Level 20: Conviction (Rank 2, Rank 3)
    Level 23: Force Shield (Force Sheathe)
    Level 26: Masterful Dodge
    Level 29: Unbreakable (Rank 2)
    Level 32: Ego Surge (Nimble Mind)
    Level 35: Quarry (Rank 2, Rank 3)
    Level 38: Sonic Device (Rank 2, Rank 3)

    Travel Powers:
    Level 6: Acrobatics (Rank 2, Rank 3)
    Level 35: Teleportation

    Specializations:
    Intelligence: Enlightened (3/3)
    Intelligence: Tactician (2/2)
    Intelligence: Detect Vulnerability (3/3)
    Intelligence: Expertise (2/2)
    Guardian: Fortified Gear (3/3)
    Guardian: Locus (1/2)
    Guardian: Ruthless (2/2)
    Guardian: Find the Mark (1/3)
    Guardian: The Best Defense (3/3)
    Vindicator: Aggressive Stance (2/2)
    Vindicator: Merciless (3/3)
    Vindicator: Initiative (2/2)
    Vindicator: Mass Destruction (3/3)
    Mastery: Intelligence Mastery (1/1)
  • insaneyackinsaneyack Posts: 51 Arc User
    edited February 2015
    Most of the attacks are serious business and hurt like hell, but there's one attack in this build that really doesn't work. Plasma Beam. Any recommendations on what to replace it with for optimal damage?

    One of my favorite powers in the game is Crushing Wave from the force power set. It Could be passed off as a 'particle energy' power and it has challenging strikes which is really important if you are going to tank.

    If you do go with Crushing Wave, I would agree with [talondevero] that you might want to get Overdrive instead of Molecular Self-Assembly as it will work with Concussor Beam.

    I agree with all of [talondever] recommendations except for this:
    Prior to 40, you will still have energy issues in a running fight, so you may want to consider primary Recovery, Intelligence and Constitution secondary and then switch back to Constitution primary.

    I would keep Constitution as your primary, and adjust the advantages as [talondever] recommends. If you are willing to adjust your super stats, I believe [talondever] is correct that recovery would be a better choice than dexterity. If you don't want to make recovery a super stat, then I would change your talent choices and gear to boost up recovery.
  • flowcytoflowcyto Posts: 12,851 Arc User
    edited February 2015
    Here's how I'd re-tool ur PA tank build, keeping in mind some of the suggestions from the posters above.

    PowerHouse (Link to this build)

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

    Talents:
    Level 1: The Invincible
    Level 6: Field Ops Training
    Level 9: Healthy Mind
    Level 12: Quick Recovery
    Level 15: Negotiator
    Level 18: Boundless Reserves
    Level 21: Investigator

    Powers:
    Level 1: Wrist Bolter
    Level 1: Power Gauntlet (Rank 2, Crippling Challenge)
    Level 6: Concentration
    Level 8: Invulnerability (Rank 2, Rank 3)
    Level 11: Mini Gun (Rank 2, U-238 Rounds, Challenging Strikes)
    Level 14: Overdrive
    Level 17: Resurgence (Rank 2)
    Level 20: Reconstruction Circuits (Rank 2, Rank 3)
    Level 23: Micro Munitions (Rank 2, Rank 3, Challenging Strikes)
    Level 26: Masterful Dodge
    Level 29: Energy Shield (Phalanx Defense System)
    Level 32: Fire All Weapons (Rank 2, Challenging Strikes)
    Level 35: Ego Surge (Nimble Mind)
    Level 38: Circle of Arcane Power

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

    Specializations:
    Constitution: Unyielding (1/2)
    Constitution: Fuel My Fire (3/3)
    Constitution: Resilient (2/2)
    Constitution: Adrenaline Rush (2/2)
    Constitution: Armored (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: Focused Strikes (2/3)
    Vindicator: Mass Destruction (3/3)
    Mastery: Constitution Mastery (1/1)

    The problem w/ ur main build was a lack of CripC, and MSA not working as easily for Ranged PA builds due to power lockouts on most cd attacks (that won't be PA slots). I cleaned it up a bit and added Micro Muni for a decent non-cd AoE option (since minigun, while good, has a small radius, and FAW is on a long cd).

    For AoE, ya can run around using MicroMuni and Minigun, which should do very well for AoE threat w/ rapid CS ticks. For bosses, ya can mainly use Minigun and Power Gauntlet, adding either Circuits for some healing form the chest slot, or Micro Muni for some extra dmg if energy allows. CoAP was added at the end to help you w/ energy, should ya want to use 2-3 PA slot powers more often (and also cause CoAP energy scales w/ Rec, which you should SS anyways for Overdrive).

    Tac Missiles could also replace Power Gauntlet, if ur so inclined (more dps, but ya lose the interrupt option and it may not be as thematic).
    <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!
  • pantagruel01pantagruel01 Posts: 7,091 Arc User
    edited February 2015
    flowcyto wrote: »
    The problem w/ ur main build was a lack of CripC, and MSA not working as easily for Ranged PA builds due to power lockouts on most cd attacks
    That's not really a big problem. You just use the cd power between PA cycles. For example, tap conviction, tap minigun (6s), tap concussor (5s), tap micro munitions (4s), wait for all cycles to complete, restart.
  • insaneyackinsaneyack Posts: 51 Arc User
    edited February 2015
    That's not really a big problem. You just use the cd power between PA cycles. For example, tap conviction, tap minigun (6s), tap concussor (5s), tap micro munitions (4s), wait for all cycles to complete, restart.

    I believe the concept is fluidity of action, if you need conviction which has a 4 second cool down, having to wait the 6 seconds or 5 seconds for a pa attack to finish limits you from hitting conviction when you need it, or as soon as it is off cool down. Reconstructing circuits would allow you to continue an attack while activating a heal at the same time. If you look at Flowcyto's full post you will notice that he replaced MSA with Overdrive which will work very well with the three toggle powers.

    The Original Poster [bladeflyer] stated he wanted more of a particle damage based PA Tank.
    I'm going for a more particle damage PA tank build
    That really limits some of the great area attacks like micro munitions and mini gun. I modified Flowcyto's build a bit to allow for the OP's particle damage which I translated to mean energy like attacks. The good thing about crushing wave is that it isn't too disruptive to clumped up mobs (the mobs just rush forward after being repelled) and it will trigger overdrive. I haven't tried with eye beam, but I know I was able to use crushing wave and mini gun at the same time if you time it right. Might be a bug though... Basically I would hit mini gun, wait a half a second and then hold my crushing wave attack button down. You could also swap out eye beam with any other particle attack like fire all weapons, or chest beam if you would prefer more power.

    PowerHouse (Link to this build)

    Name:

    Archetype: Freeform

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

    Talents:
    Level 1: The Invincible
    Level 6: Field Ops Training
    Level 9: Healthy Mind
    Level 12: Quick Recovery
    Level 15: Negotiator
    Level 18: Boundless Reserves
    Level 21: Investigator

    Powers:
    Level 1: Power Bolts
    Level 1: Power Gauntlet (Rank 2, Crippling Challenge)
    Level 6: Concentration
    Level 8: Invulnerability (Rank 2, Rank 3)
    Level 11: Concussor Beam (Rank 2, Rank 3)
    Level 14: Overdrive
    Level 17: Resurgence (Rank 2)
    Level 20: Reconstruction Circuits (Rank 2, Rank 3)
    Level 23: Crushing Wave (Rank 2, Rank 3, Challenging Strikes)
    Level 26: Masterful Dodge
    Level 29: Energy Shield (Phalanx Defense System)
    Level 32: Eye Beam (Rank 2, Rank 3)
    Level 35: Ego Surge (Nimble Mind)
    Level 38: Circle of Arcane Power

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

    Specializations:
    Constitution: Unyielding (1/2)
    Constitution: Fuel My Fire (3/3)
    Constitution: Resilient (2/2)
    Constitution: Adrenaline Rush (2/2)
    Constitution: Armored (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: Focused Strikes (2/3)
    Vindicator: Mass Destruction (3/3)
    Mastery: Constitution Mastery (1/1)
  • flowcytoflowcyto Posts: 12,851 Arc User
    edited February 2015
    That's not really a big problem. You just use the cd power between PA cycles. For example, tap conviction, tap minigun (6s), tap concussor (5s), tap micro munitions (4s), wait for all cycles to complete, restart.

    MSA can def still work for Ranged PA, just not as naturally, and I'd rather a player get used to how a proper PA build handles when running multiple toggles and slots. If I were to make a MSA-based PA build (that wasn't committed to laser sword), I'd prob limit the amount of PA toggles and look to powers like particle smash, bind shot, energy wave, and/or some cd-based attacks in Gadgeteering (which can usually fit thematically pretty easily). Its a diff and viable appraoch, but would take a bit of rebuilding.
    <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!
  • pantagruel01pantagruel01 Posts: 7,091 Arc User
    edited February 2015
    insaneyack wrote: »
    I believe the concept is fluidity of action, if you need conviction which has a 4 second cool down, having to wait the 6 seconds or 5 seconds for a pa attack to finish limits you from hitting conviction when you need it, or as soon as it is off cool down. Reconstructing circuits would allow you to continue an attack while activating a heal at the same time. If you look at Flowcyto's full post you will notice that he replaced MSA with Overdrive which will work very well with the three toggle powers.
    I know. I disagree with that choice, because you have the problem of Overdrive scaling with Rec (its Int scaling is worthless) while Concentration scales with either Int or Ego, whereas MSA lets you just use Int -- and the energy return from Concentration cannot be ignored when looking at your energy management issues. The issue with MSA is that it's a 6s EoT, so using your cd power more than once every 6s doesn't help -- if you really need conviction early, use block to cut off all your toggles (this is another reason to not use reconstructive circuits: unlike other toggles, blocking doesn't turn it off, so it's prone to getting you killed because it's blocking your active defense from functioning).
  • edited March 2015
    This content has been removed.
  • pantagruel01pantagruel01 Posts: 7,091 Arc User
    edited March 2015
    gradii wrote: »
    My Silver Sentinel build. Tanks Frosticus, Gravitar, Anything Else, without issues and without a need for crippling challenge. Pulls aggro from most tanks who use crippling challenge.
    That's not really all that hard to do, I do so fairly routinely in Guardian without even using challenging strikes.
  • jonesing4jonesing4 Posts: 800 Arc User
    edited March 2015
    That's not really all that hard to do, I do so fairly routinely in Guardian without even using challenging strikes.

    Here, use one of these.

    2831717815_2169346449.jpg
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