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Telekinetic Void - Is this build viable?

tykunetykune Posts: 70 Arc User
This is a build I had come up with trying to fit in a way to go Ego/Con/Dex, and wanted to ask for some opinions regarding how well it would work, and if it does, how to optimize it.

http://aesica.net/co/herocreator.htm?v=24&n=&d=15320r523ING011000F000F305GA03F804FK08FE04FQ03A803LA00FR08FM05GR03FO0500000dHL438W0CAT

The build is pretty self explanatory, except for Spirit Reverberation. The idea behind this was to gain a way to garner energy with the lack of recovery, and since you get energy from fear, you can use Garroting Grip on Ego Choke to apply fear, then blast away to get your energy. I also have Concentration on the side to gain some side energy as well, but I would love for some suggestions on this.

Comments

  • flowcytoflowcyto Posts: 12,847 Arc User
    Spirit Reverb only procs when you deal Dimensional dmg to a Feared target, so it won't jive normally w/ a TK build that's dealing Ego dmg. Good news is that TK Reverb still gives decent energy w/o SSing Rec, and you can be okay w/ energy in most TK builds w/o SSing it. I'd take TK Reverb, talent for Rec, and see how energy is for you. If you still need more, you could consider taking a piece of 2ndary gear w/ Rec n it.

    Also, you don't need to rank a toggle normally, and I may get Mental Precision instead of Conc if using TK Strike. This means you'll want to shift to a Dex focus, but you can still keep Ego PSS. Here's how I'd edit it to make it more standard:

    (Unnamed Build) - Freeform
    v2.2.3-24

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

    Talents
    Level 1: The Gunslinger (Con: 10, Dex: 10, Ego: 8, Rec: 10)
    Level 6: Acrobat (Dex: 5, Con: 5)
    Level 9: Ascetic (Con: 5, Ego: 5)
    Level 12: Shooter (Dex: 5, Ego: 5)
    Level 15: Quick Recovery (Con: 5, Rec: 5)
    Level 18: Impresario (Dex: 5, Rec: 5)
    Level 21: Wordly (Ego: 5, Rec: 5)

    Powers
    Level 1: Kinetic Darts
    Level 1: Telekinetic Strike (Rank 2, Stressed Out)
    Level 6: Ego Form (Rank 2, Rank 3)
    Level 8: Telekinetic Reverberation
    Level 11: Mental Precision
    Level 14: Telekinetic Burst (Rank 2, Sudden Impact)
    Level 17: Conviction (Rank 2, Rank 3)
    Level 20: Telekinetic Lance (Rank 2, Rank 3)
    Level 23: Telekinetic Shards (Inner Peace)
    Level 26: Resurgence (Rank 2)
    Level 29: Telekinetic Maelstrom (Rank 2, Inner Peace)
    Level 32: Telekinetic Shield (Rank 2, Telekinetic Reinforcement)
    Level 35: Ego Surge (Nimble Mind)
    Level 38: Rebirth
    Adv. Points: 34/36

    Travel Powers
    Level 6: Flight (Rank 2)
    Level 35:

    Specializations
    Ego: Force of Will (2/2)
    Ego: Insight (3/3)
    Ego: Follow Through (2/3)
    Ego: Sixth Sense (3/3)
    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 (3/3)
    Vindicator: Mass Destruction (2/3)
    Mastery: Ego Mastery (1/1)

    If you still really wanted to try to SReverb route, I'd be using Soul Vortex, though I'd prob keep such a build for a TK mix that uses more Darkness than just one attack.
    <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!
  • kallethenkallethen Posts: 1,576 Arc User
    What Flow says about not needing to SS Rec is true from my experience. I've got two TK builds that use TK Reverb and neither has Rec as a superstat, just from Talents. It provides a nice constant stream of energy with just that.​​
    100% of the world is crazy, 95% are in denial.

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  • tykunetykune Posts: 70 Arc User
    flowcyto said:

    Spirit Reverb only procs when you deal Dimensional dmg to a Feared target, so it won't jive normally w/ a TK build that's dealing Ego dmg. Good news is that TK Reverb still gives decent energy w/o SSing Rec, and you can be okay w/ energy in most TK builds w/o SSing it. I'd take TK Reverb, talent for Rec, and see how energy is for you. If you still need more, you could consider taking a piece of 2ndary gear w/ Rec n it.

    Also, you don't need to rank a toggle normally, and I may get Mental Precision instead of Conc if using TK Strike. This means you'll want to shift to a Dex focus, but you can still keep Ego PSS. Here's how I'd edit it to make it more standard:

    (Unnamed Build) - Freeform
    v2.2.3-24

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

    Talents
    Level 1: The Gunslinger (Con: 10, Dex: 10, Ego: 8, Rec: 10)
    Level 6: Acrobat (Dex: 5, Con: 5)
    Level 9: Ascetic (Con: 5, Ego: 5)
    Level 12: Shooter (Dex: 5, Ego: 5)
    Level 15: Quick Recovery (Con: 5, Rec: 5)
    Level 18: Impresario (Dex: 5, Rec: 5)
    Level 21: Wordly (Ego: 5, Rec: 5)

    Powers
    Level 1: Kinetic Darts
    Level 1: Telekinetic Strike (Rank 2, Stressed Out)
    Level 6: Ego Form (Rank 2, Rank 3)
    Level 8: Telekinetic Reverberation
    Level 11: Mental Precision
    Level 14: Telekinetic Burst (Rank 2, Sudden Impact)
    Level 17: Conviction (Rank 2, Rank 3)
    Level 20: Telekinetic Lance (Rank 2, Rank 3)
    Level 23: Telekinetic Shards (Inner Peace)
    Level 26: Resurgence (Rank 2)
    Level 29: Telekinetic Maelstrom (Rank 2, Inner Peace)
    Level 32: Telekinetic Shield (Rank 2, Telekinetic Reinforcement)
    Level 35: Ego Surge (Nimble Mind)
    Level 38: Rebirth
    Adv. Points: 34/36

    Travel Powers
    Level 6: Flight (Rank 2)
    Level 35:

    Specializations
    Ego: Force of Will (2/2)
    Ego: Insight (3/3)
    Ego: Follow Through (2/3)
    Ego: Sixth Sense (3/3)
    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 (3/3)
    Vindicator: Mass Destruction (2/3)
    Mastery: Ego Mastery (1/1)

    If you still really wanted to try to SReverb route, I'd be using Soul Vortex, though I'd prob keep such a build for a TK mix that uses more Darkness than just one attack.

    Oh, bleh. I got dimensional mixed up with paranormal. I thought ego damage was considered dimensional, but counts as paranormal?
  • kallethenkallethen Posts: 1,576 Arc User
    Paranormal is a broad category of damage types, which consists of Ego, Dimensional, and Magic.

    There's also Energy (which can be either Particle, Electric, or Sonic), Physical (Slashing, Piercing, Crushing), and Elemental (Fire, Ice, and Toxic).​​
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  • tykunetykune Posts: 70 Arc User
    A few questions with the build you offered here. How come no points in mental precision to increase the stacks you get? And is all this healing (resurgence, inner peace on maelstrom and shards) to keep me up and to keep me alive after rebirth?
  • tykunetykune Posts: 70 Arc User
    A few other questions I have as well in regards to the trees, how come force of will over aggression? I figured looping offense/defense percentages was a good idea. Also, should I really take mass destruction over modified gear? It just seems like 20% more offense was better than just 4% more crit chance on my AoEs.
  • kallethenkallethen Posts: 1,576 Arc User
    Regarding Mental Precision: Many people don't get ranks in Form powers like Enrage/Concentration/Martial arts forms/etc. All the ranks do is start you off with a larger stack of the buff the form grants. The reason many people do not spend the points for ranks in Forms is because it's usually pretty easy to stack up the buff in combat. The only real benefit is jump starting the buff stacking at the start of the fight.

    Aspect of the Machine is one exception to that philosophy, as the requirement to trigger it's buff is quite difficult compared to other Forms. Inertial Dampening Field is another that is usually ranked up, since the form itself is the buff.​​
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  • flowcytoflowcyto Posts: 12,847 Arc User
    edited July 2017
    tykune said:

    A few other questions I have as well in regards to the trees, how come force of will over aggression? I figured looping offense/defense percentages was a good idea. Also, should I really take mass destruction over modified gear? It just seems like 20% more offense was better than just 4% more crit chance on my AoEs.

    Because those spec choices only account for Offense from gear, which is typically not gonna be much unless you get specific set bonuses that add a large amount of Offense. Its usually better to gear for crit and severity over Offense for dps (usually cause Ward/Gardicator specs push Offense rating heavily into diminishing returns).
    <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!
  • tykunetykune Posts: 70 Arc User
    flowcyto said:

    tykune said:

    A few other questions I have as well in regards to the trees, how come force of will over aggression? I figured looping offense/defense percentages was a good idea. Also, should I really take mass destruction over modified gear? It just seems like 20% more offense was better than just 4% more crit chance on my AoEs.

    Because those spec choices only account for Offense from gear, which is typically not gonna be much unless you get specific set bonuses that add a large amount of Offense. Its usually better to gear for crit and severity over Offense for dps (usually cause Ward/Gardicator specs push Offense rating heavily into diminishing returns).
    Is it not worth pushing it heavily into the region of diminishing returns?
  • flowcytoflowcyto Posts: 12,847 Arc User
    You already are there if you use Guardicator specs and have at least semi-decent gear, and that's even w/o gear that has much offense on it.
    <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!
  • tykunetykune Posts: 70 Arc User
    flowcyto said:

    You already are there if you use Guardicator specs and have at least semi-decent gear, and that's even w/o gear that has much offense on it.

    I see.. alright. I will give this build a try. I've noticed a distinct lack in traits that go along with what I am aiming for, leaving only two which are close... The Void (10 Con, 10 End, 8 Dex, 10 Ego) or Gunslinger (10 Con, 10 Dex, 8 Ego, Rec 10). I suppose the biggest thing that matters would be whether I want recovery or endurance.. what would you suggest?
  • flowcytoflowcyto Posts: 12,847 Arc User
    If using TK Reverb, you'll want Rec for it.
    <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!
  • tykunetykune Posts: 70 Arc User
    At what point does diminish returns take effect for offense and defense?
  • tykunetykune Posts: 70 Arc User
    Also, for that build, wouldn't it make sense to take chilled form over mental precision since chilled form scales with dex or ego?
  • flowcytoflowcyto Posts: 12,847 Arc User
    DR takes effect pretty much immediately, but its a shallower curve, and the algorithm for Offense is estimated to be:
    %OffenseDmg = 0.767*Offense/(1901 + Offense)

    Ex: at 300 Offense rating, that's about 10.5%. At 400 Offense, about 13.3%. At 100 Offense, about 4%, etc. Keep in mind too that Offense's dmg% boost is not a final dmg bonus, as the dmg algorithm for CO is complex and has multiple layers. Offense is in the same layer w/ crit Severity, which means it doesn't multiply off of crit (ie. at 100% crit severity, a 100 dmg hit is a 200 dmg crit, but 10% Offense would still add only 10 dmg to the 200 dmg crit, etc). So, as you get better crit and severity, Offense's relative impact on total dps also diminishes.

    More general info about CO's dmg algorithm can be found in Aqia's sticky for it:
    https://www.arcgames.com/en/forums/championsonline/#/discussion/251612/damage-bonus-layers

    Defense is a naturally decaying curve with respect to final dmg taken. The formula for that is: %final dmg taken = 100/(100+ X), where X is the total %dmgRes (usually from stuff like defensive passives) + %Defense (from the char sheet) that you have all added up. So, having 100 total of %dmgRes and %Defense is 100/(100 +100) = 1/2 ie. you halve all inc dmg. 50% total dmgRes + Defense is 100/150, or you take ~67% final dmg, etc. Note also that things like flat dmg negation (ex. IDF) or dodge are modifying off the final dmg and not the base dmg you take.

    /CrypticMath

    -
    Also, I took Mental Precision since ur using TK Strike, and that won't proc a ranged toggle if ur target is up close, whereas most TK powers will be able to proc Mental Prec at any range.
    <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!
  • kallethenkallethen Posts: 1,576 Arc User
    Chilled Form would be an acceptable alternative. However, I believe that Mental Precision's trigger condition would be easier to work with on a TK build. Chilled form needs you to either hit a foe from at least 25 feet away or charge/maintain a power at least half way. Mental Precision just needs you to apply, refresh, or consume a Mental State (Ego Leech, Stress, Fear, or Dependency).

    Granted, both conditions forms have fairly easy trigger conditions, which is why I say Chilled Form is a good alternative. MP's is just a little easier.​​
    100% of the world is crazy, 95% are in denial.

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