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PVP TGM build

blackwolf305blackwolf305 Posts: 170 Arc User
edited April 2015 in Builds and Roles
Hey guys Im looking for a TGM(two gun mojo) pvp build, any takers?
Post edited by Unknown User on

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  • purin1purin1 Posts: 433 Arc User
    edited April 2015
    I'm going to open up this post by saying TGM is actually fairly tough to pull off in PvP right now, assuming you are facing the normal PvP crowd. Sustained damage is not the most reliable with Unbreakable being cycled in with Masterful Dodge - you will be dealing next to 0 damage nearly half the time if your opponent is already tanky enough.

    On top of all of this, TGM is only 50 ft, so you will be outranged by common powers like Ebon Ruin, Rimefire Burst, Mental Storm, Shadow of Doubt, Ego Sleep, and Force Geyser. Because of that, you'd need to default to either sacrificing some damage for survivability to last long enough to get your damage in, or sacrificing some survivability to even think about being able to kill them in the first place. And then the powers you will not be outranged by that people actually use in PvP will outright kill (Mainly Unleashed Rage and/or Strafing Run. Everyone who is melee uses Unleashed Rage) you assuming you do not go the STR/CON route, sacrificing damage.

    That being said, it is not impossible, but it will require a lot of effort. I just wanted to get all of that out of the way to know what you'd be getting into. I've never been an avid ranged PvPer before, but I can come up with something that is survivable that packs a punch. It really wouldn't be much different than most PvE builds to be honest...

    PowerHouse (Link to this build)

    Name: TGM PvP Build

    Archetype: Freeform

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

    Talents:
    Level 1: Superhuman
    Level 6: Enduring
    Level 9: Brilliant
    Level 12: Mighty
    Level 15: Healthy Mind
    Level 18: Body and Mind
    Level 21: Physical Conditioning

    Powers:
    Level 1: Gunslinger
    Level 1: Two-Gun Mojo (Rank 2, Rank 3)
    Level 6: Holdout Shot (Rank 2, Stim Pack)
    Level 8: Concentration
    Level 11: Conviction (Rank 2, Rank 3)
    Level 14: Evasive Maneuvers (Sleight of Mind)
    Level 17: Quarry (Rank 2, Rank 3)
    Level 20: Masterful Dodge
    Level 23: Unbreakable (Rank 2, Rank 3)
    Level 26: Smoke Grenade (Escape Artist)
    Level 29: Ego Surge (Rank 2, Nimble Mind)
    Level 32: Molecular Self-Assembly
    Level 35: Sonic Device
    Level 38: Ascension (Rank 2, Rank 3)

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

    Specializations:
    Strength: Swole (3/3)
    Strength: Aggression (2/2)
    Strength: Brutality (2/2)
    Strength: Juggernaut (3/3)
    Vindicator: Aggressive Stance (2/2)
    Vindicator: Merciless (3/3)
    Vindicator: Focused Strikes (1/3)
    Vindicator: Modified Gear (2/2)
    Vindicator: Offensive Expertise (2/2)
    Warden: Fortified Gear (3/3)
    Warden: Ruthless (2/2)
    Warden: Elusive (2/2)
    Warden: The Best Defense (3/3)
    Mastery: Vindicator Mastery (1/1)

    This should make you unkillable if you play it right and are geared up enough, really. The damage from TGM itself might be enough to kill most people, I just find it a headache to get through both AD's, God forbid if they have Nanobot Swarm to boot.

    Avoid BCR like the plague if you want it to be solely for PvP because of the damage reduction. Holdout Shot w/ the adv plus Conviction should be enough. Stat for 200-250 INT for energy from MSA and max efficiency from Audacity on Quarry. The adv points that can be moved around are Rank 2 Ego Surge, Rank 2 Holdout Shot, and the ranks in Ascension. Reasoning behind all of that is because the extra Ego/duration of Ego Surge is nice, but not necessary. Holdout Shot hits for MASSIVE damage on crits and when you have low energy, but you most likely won't have low energy most of the time. Ascension's ranks are there for the longer duration, faster flight, and more bonus healing, but it's not all necessary. Those points can easily be allocated elsewhere for what you prefer or on your second TP. Versatility is not mandatory on Athletics/Acrobatics, but it's perfect for kiting, which you may want to do against UR builds. Other TP's like Jet Boots and Jet Pack also work great for this.

    Other options for attacks/powers would be Strafing Run with Nanobot Swarm if you're confident in landing it. That current build I posted lacks Nailed to the Ground - an in-theme power for that could be Shotgun Blast, but I'm not 100% sure of the theme you have in mind. You can also go with stuff like Rimefire Burst with Nanobot Swarm for ridiculous Burst and another means of NTTG if you so wish, but I imagine that'd be out of theme for you.

    This is all I really had time for at the moment, hope it's useful for now.

    P.S. - EGO/DEX primary would net you more DPS, but much less survivability due to lowered HP, Defense, and knock resist.
    I strive to be the strongest swordsman alive.
  • blackwolf305blackwolf305 Posts: 170 Arc User
    edited April 2015
    purin1 wrote: »
    I'm going to open up this post by saying TGM is actually fairly tough to pull off in PvP right now, assuming you are facing the normal PvP crowd. Sustained damage is not the most reliable with Unbreakable being cycled in with Masterful Dodge - you will be dealing next to 0 damage nearly half the time if your opponent is already tanky enough.

    On top of all of this, TGM is only 50 ft, so you will be outranged by common powers like Ebon Ruin, Rimefire Burst, Mental Storm, Shadow of Doubt, Ego Sleep, and Force Geyser. Because of that, you'd need to default to either sacrificing some damage for survivability to last long enough to get your damage in, or sacrificing some survivability to even think about being able to kill them in the first place. And then the powers you will not be outranged by that people actually use in PvP will outright kill (Mainly Unleashed Rage and/or Strafing Run. Everyone who is melee uses Unleashed Rage) you assuming you do not go the STR/CON route, sacrificing damage.

    That being said, it is not impossible, but it will require a lot of effort. I just wanted to get all of that out of the way to know what you'd be getting into. I've never been an avid ranged PvPer before, but I can come up with something that is survivable that packs a punch. It really wouldn't be much different than most PvE builds to be honest...

    PowerHouse (Link to this build)

    Name: TGM PvP Build

    Archetype: Freeform

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

    Talents:
    Level 1: Superhuman
    Level 6: Enduring
    Level 9: Brilliant
    Level 12: Mighty
    Level 15: Healthy Mind
    Level 18: Body and Mind
    Level 21: Physical Conditioning

    Powers:
    Level 1: Gunslinger
    Level 1: Two-Gun Mojo (Rank 2, Rank 3)
    Level 6: Holdout Shot (Rank 2, Stim Pack)
    Level 8: Concentration
    Level 11: Conviction (Rank 2, Rank 3)
    Level 14: Evasive Maneuvers (Sleight of Mind)
    Level 17: Quarry (Rank 2, Rank 3)
    Level 20: Masterful Dodge
    Level 23: Unbreakable (Rank 2, Rank 3)
    Level 26: Smoke Grenade (Escape Artist)
    Level 29: Ego Surge (Rank 2, Nimble Mind)
    Level 32: Molecular Self-Assembly
    Level 35: Sonic Device
    Level 38: Ascension (Rank 2, Rank 3)

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

    Specializations:
    Strength: Swole (3/3)
    Strength: Aggression (2/2)
    Strength: Brutality (2/2)
    Strength: Juggernaut (3/3)
    Vindicator: Aggressive Stance (2/2)
    Vindicator: Merciless (3/3)
    Vindicator: Focused Strikes (1/3)
    Vindicator: Modified Gear (2/2)
    Vindicator: Offensive Expertise (2/2)
    Warden: Fortified Gear (3/3)
    Warden: Ruthless (2/2)
    Warden: Elusive (2/2)
    Warden: The Best Defense (3/3)
    Mastery: Vindicator Mastery (1/1)

    This should make you unkillable if you play it right and are geared up enough, really. The damage from TGM itself might be enough to kill most people, I just find it a headache to get through both AD's, God forbid if they have Nanobot Swarm to boot.

    Avoid BCR like the plague if you want it to be solely for PvP because of the damage reduction. Holdout Shot w/ the adv plus Conviction should be enough. Stat for 200-250 INT for energy from MSA and max efficiency from Audacity on Quarry. The adv points that can be moved around are Rank 2 Ego Surge, Rank 2 Holdout Shot, and the ranks in Ascension. Reasoning behind all of that is because the extra Ego/duration of Ego Surge is nice, but not necessary. Holdout Shot hits for MASSIVE damage on crits and when you have low energy, but you most likely won't have low energy most of the time. Ascension's ranks are there for the longer duration, faster flight, and more bonus healing, but it's not all necessary. Those points can easily be allocated elsewhere for what you prefer or on your second TP. Versatility is not mandatory on Athletics/Acrobatics, but it's perfect for kiting, which you may want to do against UR builds. Other TP's like Jet Boots and Jet Pack also work great for this.

    Other options for attacks/powers would be Strafing Run with Nanobot Swarm if you're confident in landing it. That current build I posted lacks Nailed to the Ground - an in-theme power for that could be Shotgun Blast, but I'm not 100% sure of the theme you have in mind. You can also go with stuff like Rimefire Burst with Nanobot Swarm for ridiculous Burst and another means of NTTG if you so wish, but I imagine that'd be out of theme for you.

    This is all I really had time for at the moment, hope it's useful for now.

    P.S. - EGO/DEX primary would net you more DPS, but much less survivability due to lowered HP, Defense, and knock resist.

    Srry i should have been more detailed, i just wanted tgm in the build iy doesent have to be based around munitions, but thank you
  • purin1purin1 Posts: 433 Arc User
    edited April 2015
    Here is an updated version:

    PowerHouse (Link to this build)

    Name: TGM PvP Build

    Archetype: Freeform

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

    Talents:
    Level 1: Superhuman
    Level 6: Enduring
    Level 9: Brilliant
    Level 12: Mighty
    Level 15: Healthy Mind
    Level 18: Body and Mind
    Level 21: Physical Conditioning

    Powers:
    Level 1: Gunslinger
    Level 1: Two-Gun Mojo (Rank 2, Rank 3)
    Level 6: Holdout Shot (Stim Pack)
    Level 8: Concentration
    Level 11: Conviction (Rank 2, Rank 3)
    Level 14: Nanobot Swarm (Rank 2, Rejuvinating Injectors)
    Level 17: Quarry (Rank 2, Rank 3)
    Level 20: Masterful Dodge
    Level 23: Unbreakable (Rank 2, Rank 3)
    Level 26: Ego Surge (Nimble Mind)
    Level 29: Molecular Self-Assembly
    Level 32: Rimefire Burst (Rank 2, Rank 3)
    Level 35: Ascension (Rank 2)
    Level 38: Force Geyser (Nailed to the Ground)

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

    Specializations:
    Strength: Swole (3/3)
    Strength: Aggression (2/2)
    Strength: Brutality (2/2)
    Strength: Juggernaut (3/3)
    Vindicator: Aggressive Stance (2/2)
    Vindicator: Merciless (3/3)
    Vindicator: Focused Strikes (1/3)
    Vindicator: Modified Gear (2/2)
    Vindicator: Offensive Expertise (2/2)
    Warden: Fortified Gear (3/3)
    Warden: Ruthless (2/2)
    Warden: Elusive (2/2)
    Warden: The Best Defense (3/3)
    Mastery: Vindicator Mastery (1/1)


    With these changes, you lose the power of stealth and extra dodge chance, but you gain access to near-permanent uptime on Active Defenses with the addition of Nanobot Swarm. You also gain access to a triple Rimefire Burst - the rotation would be Rimefire Burst -> Nanobot Swarm -> Rimefire Burst x2. Lastly, you get a 100 ft ranged knock that also applies NTTG through the form of Force Geyser. Its reliability is very high and is great for disruption.

    Some other powers that can be considered are Mental Storm and Shadow of Doubt. Mental Storm can be tapped to momentarily stun/hold the target, almost in the form of an interrupt, and will apply a fairly strong DoT. It is very useful for cutting through their HP if they are reliant on dodge and/or Masterful Dodge. Shadow of Doubt applies a debuff called Malaise which will increase the recharge time on your target's powers currently on recharge by 15% - very useful to counter Active Defense rotations. It also applies a stacking damage debuff to boot, and you can get access to Crippling Challenge from it.

    Quarry can be swapped out for Night Warrior for slightly higher damage on Rimefire Burst and the like, though you will be missing out on shorter CD's and other benefits of having stacked EGO and INT from Quarry. NW might provide higher DPS overall on players due to the defense penetration, it seems to be that way from what I've tested and observed.

    Ascension can be swapped out for anything you like pretty much, I just find it overly useful having a second AO to break free from holds, and Ascension's extra mobility is great.

    If you were to try out Mental Storm, swap out Nanobot Swarm for it and pick up either Evasive Maneuvers or Smoke Grenade with their respective advantages since you'd be missing out on survivability from Nanobot Swarm. If you were to try Shadow of Doubt, the same rules should apply.

    This is all I can think of at the moment. I'm probably missing a few things for all I know. If I think of anything else I'll post back here.
    I strive to be the strongest swordsman alive.
  • edited April 2015
    This content has been removed.
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