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=15320r523ING011000F000F305GA03F804FK08FE04FQ03A803LA00FR08FM05GR03FO0500000dHL438W0CATThe 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
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.
- Be safe and have fun, champs - for science!
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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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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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- Be safe and have fun, champs - for science!
- Be safe and have fun, champs - for science!
- Be safe and have fun, champs - for science!
%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
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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.
- Be safe and have fun, champs - for science!
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.
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