I'm down to my last character slot, so I'm making another dual passive character to make the best of it. This one is a tank/healer hybrid, and for that combination of roles I'm not sure how to fit all the needed powers plus assign all the proper advantages. Assume an end goal of Alerts/Rampages because I don't think I'll be ready for Cosmics gear- or time-wise for a long while yet.
Here is the build.
EDIT: For the healer passive especially, I'm not sure if I should use Hearth or Aura of <
whatever>.
Comments
I'm not sure I'd normally do a tank + support dual-passive build, just cause its harder to mix them w/o taking away from key powers for either role (whereas mixing w/ dps is easier cause dps tends to be more straight-forward and streamlined). In this case, for ex, you got a mostly complete basic healer setup, but you lack any ADs, and have to use a toggle and specs that are not as ideal for tanking. And when playing as a healer, you'll ideally have to be up in melee. You also don't have as many options to heal yourself directly (Absorb Heat is a good AoE heal, but it does have its stipulations).
Regardless, I'd prob consider taking STR PSS, 3/3 Juggernaut, 2/2 Brutality, and 1pt in Quick Recovery to help proc Compassion. Can also move R2 from Eruption to ranking the ally res.
- Be safe and have fun, champs - for science!
Is this more realistic/workable? I'm thinking AoRP would give me a little more margin for error, but I'd take any support passive really.
https://aesica.net/co/herocreator.htm?v=29&n=&d=16310WOADPYE0600102000H1092D00MC03K503K800H90i2H03K403HE0L2C01ER00H4002J010mTO1Dlt03Et
Super Stats
Level 6: Presence (Primary)
Level 10: Constitution (Secondary)
Level 15: Strength (Secondary)
Talents
Level 1: The Devastator (Str: 10, Con: 10, Rec: 10, End: 8)
Level 6: Shrug It Off (Con: 5, Pre: 5)
Level 9: Physical Conditioning (Str: 5, Con: 5)
Level 12: Impressive Physique (Str: 5, Pre: 5)
Level 15: Quick Recovery (Con: 5, Rec: 5)
Level 18: Lasting Impression (Pre: 5, Rec: 5)
Level 21: Relentless (Str: 5, Rec: 5)
Powers
Level 1: Throw Fire (advantages)
Level 1: Cleave (Rank 2, Rampant)
Level 6: Thermal Reverberation
Level 8: Aura of Radiant Protection (Rank 2, Rank 3)
Level 11: Conviction (Rank 2, Rank 3)
Level 14: Compassion (advantages)
Level 17: Arc of Ruin (No Quarter, Wildfire, Challenge!)
Level 20: Absorb Heat (Rank 2, Rank 3)
Level 23: Iniquity (Rank 2, Rank 3)
Level 26: Annihilate (Rank 2, Scorching Blade, Challenge!)
Level 29: Fire Shield (Rank 2)
Level 32: Masterful Dodge (advantages)
Level 35: Defiance (advantages)
Level 38: Rise From the Ashes (Rank 2)
Adv. Points: 34/36
Travel Powers
Level 6: Athletics (advantages)
Level 35: Flight (advantages)
Specializations
Presence: Repurpose (3/3)
Presence: Selfless Ally (2/2)
Presence: Moment of Glory (3/3)
Presence: Force of Will (2/2)
Sentinel: Caregiver (3/3)
Sentinel: Sentinel Aura (3/3)
Sentinel: Moment of Need (3/3)
Sentinel: Genesis (1/2)
Sentry: Fortified Gear (2/3)
Sentry: Precise (3/3)
Sentry: Sentry Aura (3/3)
Sentry: Fortify (2/2)
Mastery: Presence Mastery (1/1)
I'm unsure if you'll have enough energy for Annihilate here, but I suppose Defiance energy will help. Cleave is cheap enough when not tanking as is. I kept 2 adv points left over for ranking one or both of your travel powers.
- Be safe and have fun, champs - for science!
- Be safe and have fun, champs - for science!
1. I notice you recommended Circle of Primal Dominion in some tank builds and it has increased powers for both Support/Tank roles, so I made room for it. Will it be able to pull double duty in Support role, or should I still expect to keep moving/not have the prep time to summon it?
2. I swapped Arc of Ruin for Expulse + Daybreaker. It has a larger range (15' sphere vs 10' cone) and drops a healing rune for me to stand on, but I lose the damage debuff. Is that a fair trade? I'm also hoping that sticking Challenge! on it won't be a problem when I'm healing because I can stand more than 15' away from the tank, and the AoRP Healer in the Healer Builds thread has "Pillar of Poz -> Arcane Vitality ×3 || Iniquity as needed" as its healing rotation.
3. Minor point, but I forgot how much I disliked the whole "windmill arms" animation of Radiance. Does the choice of energy builder basically not matter at level 40, or can I get away with Bludgeon/Eldritch Bolts (and should I have a strong preference for ranged over melee)?
Arc is now a pbAoE (doesn't even require a target to use), and not a frontal cone. Expulse is alright for the healing rune and tagging stuff w/ Challenge, though Arc doesn't have a cd (so it can also be used as a normal AoE) and has the No Quarter debuff for better dps/tps (and can refresh the dbeuff and CF on tap w/ both special advs). Regardless, if there's a real tank in the group, I wouldn't worry too much about your own infrequent Challenge and lower threat gen stealing boss aggro from them, but that will be dependent on your allies more than you.
Radiance can lightly heal allies, but imo its not really worth taking for that alone, as you have quite more potent heals (and the energy to use for them) instead. For combat, energy builder choice doesn't overall matter too much, imo, as you shouldn't be using it much (or at all) at the high levels. The choice more matters when trying to unlock a specific power in a specific set earlier than usual, and/or to skip having an early redundant power that you don't really need later on.
- Be safe and have fun, champs - for science!
By the way, I noticed the pyre patch from Daybreaker triggered Thermal Reverb even without any enemies around. Didn't know it worked it that way, but it's been really helpful for energy management. Even so, do you think I should still gear a little Rec/End for my healer set?
You'd generally only want to get more energy stats if you still find yourself saddled w/ energy issues sometimes when in combat. Since that's somewhat gear dependent, it'll mostly come down to your own gameplay experience.
- Be safe and have fun, champs - for science!
Celestial/HW Hybrid - Freeform (Any / Multiple)
v3.41:33
I remember it being fine to leave Defiance unranked before the Might rework, but now I'm wondering if it might not be better to swap it for Invulnerability so I don't have to wait for stacks to build. (I'm noticing that's a little bit more of a problem now than when I last played this character.) I don't think I can pull adv points from anywhere to rank it, so either way I'm left with an unranked defensive passive.
Not much else has been affected and I'm mostly pleased with how this character performs for the content I do (in my janky blues + Armadillos gear setup). I'm asking just in case there are more powers I should swap or if I should reassign any of my adv points.
- Be safe and have fun, champs - for science!
I actually use Cleave for its damage (it's my main AoE/trash clear), but Expulse is more for the pyre patch so I'll pull R2 from there and the res. Hadn't really thought about it before. Should I have any preference for Defiance or Invulnerability? I don't know how well this build could scale into Cosmics/QZone with better gear and more practice on my part, so I'd prefer whichever works out better for me in the long term. If this really doesn't look like it could handle either, then yeah I'll switch out for Invulnerability.
- Be safe and have fun, champs - for science!
Thanks again for all the help.
- Be safe and have fun, champs - for science!