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I'm totally lost on how to do this concept build right.

cinderskyescinderskyes Posts: 33 Arc User
edited January 2017 in Builds and Roles
Alright, I'm like, not even going to offer a build this time because I'm really just out of ideas.

Okay, so here is my basic concept: robot with control over light. Powers should keep a non-magical sunlight/energy projector theme. Force effects are visually perfect, but mechanically poorly fitting from what I can tell. Character should overall be more of the 'hard to kill' than the 'hits hard' type. Originally I wanted support, but I had trouble with a support I liked.

If you played WoW at all, the later and stronger incarnations of Discipline Priest were just about perfect -- strong soloing against tough mobs, but support focused. Something like Force is in concept would be nice -- bubbling enemies, absorbing damage and then retaliating with hard hits -- but I find IDF/Redirected Force and the excessive, indiscreet usage of knockback on everything to make it an awful fit in practice.

Mechanically, these are my goals:
1. Solo comfortably in the Q-Zone
2. Contribute comfortably to alerts.
3. Have some non-DPS contribution to cosmics (even support is fine if it meets the other criteria!)

This is also my priority list when the goals conflict, but I do want the list to be included in its entirety.

I'd wanted to do laser sword with a ranged attack from Power Armor, which is my current build, but Chest Beam is really hard to work in there without a pretty huge loss of threat overall I've found, due to the superiority of Str PSS over Con PSS for energy and how much better Invuln is than Defiance for soloing.
- Power Gauntlet is great, but I don't have a compelling reason to use it that often outside of, say, Kiga dogs -- the damage is paltry. It also doesn't work with any energy unlocks.
- Since I fly, I probably need a lunge and/or NttG; I've had issues more than once with Viper X in alerts where I'll get KBed up aerially and then he follows, and too many mobs use gravity in the Q-Zone.
Post edited by cinderskyes on

Comments

  • flowcytoflowcyto Posts: 12,859 Arc User
    edited January 2017
    You mentioned being support, then also mention not dealing enough threat (w/ Chest Beam)- but if ur not a tank then that shouldn't be a bad thing usually. So I guess I'm a bit confused. Do you want to be a formal group tank (ie. tries to hold aggro)? A Hybrid dps w/ some support that uses a defensive passive? A full-blown support (lower dps, but can reliably take the healer role)?

    Also, lunges are usually reserved for melee builds, so I guess ur taking NttG then.
    <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!
  • kamokamikamokami Posts: 1,634 Arc User
    Here is a tank setup. Aim for 200-300 STR and around 500 CON. The rest should be REC to let you comfortably fully charge your main attack.

    The main rotation is Lunge -> Full Charge Lum Slash or Energy Wave (if you're lunging into a group of mobs).

    Basically you hit with full charges to deal more damage and build enrage stacks. Invulnerability + Laser Knight makes it super easy to solo anything you want. Alerts will be easy mode.

    Re: Cosmics, you could easily tank the Baby dino or help be a soak damage tank for any of the comics. Over time you could practice and be a main tank, but by then you'll have enough exprience to want to customize this build to suit your needs.

    (Unnamed Build) - Freeform

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

    Talents
    Level 1: The Devastator (Con: 10, End: 8, Str: 10, Rec: 10)
    Level 6: Paramilitary Training (Str: 3, Con: 3, Rec: 3, End: 3)
    Level 9: Relentless (Str: 5, Rec: 5)
    Level 12: Quick Recovery (Con: 5, Rec: 5)
    Level 15: Boundless Reserves (Con: 5, End: 5)
    Level 18: Healthy Mind (Con: 5, Int: 5)
    Level 21: Physical Conditioning (Str: 5, Con: 5)

    Powers
    Level 1: Sonic Blaster
    Level 1: Meltdown (Rank 2, Rank 3)
    Level 6: Nanobot Swarm
    Level 8: Invulnerability (Rank 2, Rank 3)
    Level 11: Enrage (Endorphin Rush)
    Level 14: Masterful Dodge
    Level 17: Resurgence (Rank 2)
    Level 20: Conviction (Rank 2, Rank 3)
    Level 23: Lightspeed Dash (Download)
    Level 26: Aggressor
    Level 29: Luminescent Slash (Rank 2, Rank 3, Challenge!)
    Level 32: Energy Wave (Reverse Polarity, Challenge!)
    Level 35: Energy Shield (Rank 2, Laser Knight)
    Level 38: Ego Surge
    Adv. Points: 34/36

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

    Specializations
    Strength: Swole (2/3)
    Strength: Physical Peak (3/3)
    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 (3/3)
    Vindicator: Modified Gear (2/2)
    Mastery: Strength Mastery (1/1)
  • kamokamikamokami Posts: 1,634 Arc User
    edited January 2017
    Here is another build. This is a tough support build....a sort of "crit healer".....it's a bit weird but I've played a similar one and have found it to be quite fun for soloing and versatile enough to contribute during team content.

    Gear for 300 PRE. 400-500 CON. The rest REC.

    The main synergy here is that of Presence Mastery's crit chance spec + Ego Weaponry's advantage + Compassion as a Toggle. You'll have tons of heals and great damage mitigation with AoRP + Force of Will + Wardicator.

    Soloing stuff will be a breeze because you can hold mobs with ego storm/adv + hit them with Mental Leech + Ego Weaponry for heals, enegery, and damage rolled into one combo. The rest of the powers are really there for flavor. When solo be in hybrid role.

    In team content, you'll contribute greatly by going in support role. With AoRP in place, your whole team will be a lot tougher and the mini drive at the end will help reduce boss damage even further.

    Once you get comfortable playing this setup....swap out AoRP for AoPM. You will be slightly squishier but will have better heals when soloing in hybrid role and a bigger contribution to the team's performance when in support role during alerts and cosmics.

    (Unnamed Build) - Freeform

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

    Talents
    Level 1: Divinity (Con: 12, Pre: 12)
    Level 6: Survival Training (Dex: 3, Con: 3, Pre: 3, Rec: 2, End: 2)
    Level 9: Acrobat (Dex: 5, Con: 5)
    Level 12: Lasting Impression (Pre: 5, Rec: 5)
    Level 15: Boundless Reserves (Con: 5, End: 5)
    Level 18: Quick Recovery (Con: 5, Rec: 5)
    Level 21: Enduring (Con: 8)

    Powers
    Level 1: Psi Lash
    Level 1: Telepathic Reverberation
    Level 6: Mental Leech (Rank 2, Rank 3)
    Level 8: Aura of Radiant Protection (Rank 2, Rank 3)
    Level 11: Compassion
    Level 14: Masterful Dodge
    Level 17: Unbreakable (Rank 2, Rank 3)
    Level 20: Conviction (Rank 2, Rank 3)
    Level 23: Ego Blade Dash (Head Shot)
    Level 26: Bionic Shielding (Rank 2, Rank 3)
    Level 29: Ego Weaponry (Rank 2, Siphoning Strikes)
    Level 32: Ego Storm (Malevolent Manifestation)
    Level 35: Telekinetic Shield (Rank 2, Rank 3, Telekinetic Reinforcement)
    Level 38: Miniaturization Drive
    Adv. Points: 36/36

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

    Specializations
    Presence: Repurpose (3/3)
    Presence: Selfless Ally (2/2)
    Presence: Moment of Glory (3/3)
    Presence: Force of Will (2/2)
    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 (3/3)
    Vindicator: Modified Gear (2/2)
    Mastery: Warden Mastery (1/1)
  • kamokamikamokami Posts: 1,634 Arc User
    Haha after posting that last build I sorta really wanna play it. Especially with AoPM.


    If after looking at these builds and other tank threads on the forums you still can't decide on anything then you just need form your own opinion and preferences through experience. Make a super standard tank build and go out and play it....do alerts, Q-zone dailies, Cosmics and formulate your own take on what's important there.

    Then come back and make the concept build you want.
  • cinderskyescinderskyes Posts: 33 Arc User
    edited January 2017
    flowcyto said:

    You mentioned being support, then also mention not dealing enough threat (w/ Chest Beam)- but if ur not a tank then that shouldn't be a bad thing usually. So I guess I'm a bit confused. Do you want to be a formal group tank (ie. tries to hold aggro)? A Hybrid dps w/ some support that uses a defensive passive? A full-blown support (lower dps, but can reliably take the healer role)?

    Also, lunges are usually reserved for melee builds, so I guess ur taking NttG then.

    Sorry for being unclear -- basically, I've been doing melee tank up to this point for lack of any better ideas. I'm literally okay with any role that can fit my concept. Due to the focus on defense, that means my concept avoids DPS as their primary contribution, so anything else is fine.

    I'm gonna give both builds that you posted a try, kamo, thanks a lot for taking the time to hash it out. I know you don't usually work with concept stuff. Appreciate it, and they both look really nice.
  • kamokamikamokami Posts: 1,634 Arc User

    I'm gonna give both builds that you posted a try, kamo, thanks a lot for taking the time to hash it out. I know you don't usually work with concept stuff. Appreciate it, and they both look really nice.

    Awesome! I'm curious about your experience with them so definitely let me know how it goes and if you like help with any changes.

    I'm happy to work within concept restrictions. My preference is to first make builds that have a singular focus on being optimal towards a specific outcome.....max DPS...max Spike dmg....max Threat....max Debuffs....max HPS (healing)....etc.

    Then once I have the optimal build set up, I'll apply concept restrictions and swap out powers and specs to conform to the concept. This way I can have my concept build without crippling its performance.

    As an example, if I'm making a Power Armor build for which I want to maximize DPS I know that it will need lots of energy. So at first I take a bunch of dmg focused specs and stats and throw in the magical Circle of Arcane Power and test it out in the PH.

    Now my concept might not allow for magical stuff on my futuristic robot hero....so instead of the circle I take a an energy unlock and lots of cost discount specs and gear. Then test it out in the PH and if I find that my loss of performance towards my top goal (DPS in this example) was not too bad then great!
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