Playing my first CO character and he's now level 25. What I have of a build so far is below, but I have some questions about where to go from here as far as power selection. Any general advice is welcome as well.
I'm considering taking an active defense power next as there are still times in boss fights (I play mostly solo and have been playing adventure packs, but also some grouping for alerts) when, if I get focused, I seem to melt pretty fast. I really don't know if this would make a difference though and if so, what active defense I should be looking at. The one thing that makes me skeptical about picking an active defense is that right now it seem like if I keep my block up I'm fine, but if I drop it at the wrong moment, I die. Certain times this happens so fast, I'm not sure an active defense is the answer so much as just continuing to refine my blocking skills.
I also wonder if using Ego Weaponry's Siphoning strikes is serving me well. On the one hand, it does a very good job of healing me, especially when I rush a group of enemies and am hitting a lot of them at once. Likewise when I hold block for a while for big attacks against me - it's pretty nice to gain back the health lost during the block pretty rapidly. However, I know it's giving up a decent amount of DPS to have this benefit and thus slows down killing.
The problem is that I'm not knowledgeable enough to really understand my other healing options. I tried messing around with support drones and they just heal so little it didn't seem worth it. Likewise for unbound ritual of radiant summoning. I guess what I like about siphoning strikes is that I'm gearing and building for DPS and my healing scales directly by building that way. It seems like the other options I've come across would require some refocus in build/gear to be really effective. I would love suggestions for low maintainance heals I'm overlooking though.
Besides the above, I would also love other recommendations for powers as I move forward. I've got my eye on Imbue as an active offense and miniaturization drive with reciprocating gizmo advantage, but open to all suggestions. Thanks for any help.
Super Stats
Level 6: Ego (Primary)
Level 10: Dexterity (Secondary)
Level 15: Recovery (Secondary)
Talents
Level 1: Quick Trigger (Dex: 12, Ego: 12)
Level 6: Agile (Dex: 8)
Level 9: Indomintable (Ego: 8)
Level 12: Shooter (Dex: 5, Ego: 5)
Level 15: Impresario (Dex: 5, Rec: 5)
Level 18: Worldly (Ego: 5, Rec: 5)
Level 21: Martial Training (Str: 3, Dex: 3, Ego: 3, Rec: 3)
Powers
Level 1: Kinetic Darts
Level 1: Ego Weaponry (Stressed Out, Siphoning Strikes)
Level 6: Telekinetic Reverberation
Level 8: Mental Discipline (Rank 2, Rank 3, Id Blades)
Level 11: Night Warrior (Rank 2, Rank 3)
Level 14: Force Shield (Force Sheathe)
Level 17: Ego Blade Dash
Level 20: Ego Blade Annihilation (Rank 2, Mental Acuity)
Level 23: Rebirth
Level 26:
Level 29:
Level 32:
Level 35:
Level 38:
Adv. Points: 18/36
Travel Powers
Level 6: Jet Boots
Level 35:
Specializations
Ego: Mental Endurance (3/3)
Ego: Force of Will (2/2)
Ego: Follow Through (2/3)
Ego: Sixth Sense (3/3)
Warden: Slaughter (3/3)
Warden: Ruthless (2/2)
Warden: Upper Hand (3/3)
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Comments
ID Mastery can also boost your dmgRes a bit in general as a slotted passive, and ranking up the block can be good. You can also consider a threat wipe, but I would prob get at least one Active Defense. You could also consider getting Con SS for the maxHP boost, and getting a shorter cd self-heal like Conviction (or a normal no-cd heal) if you want a heal that doesn't take hitting an enemy in melee range.
To save adv points, you don't need to rank Mental Discipline as the toggle here. I'd also prob consider getting EB Frenzy w/ the Mental Block adv, so you have a decent pbAoE that can also boost ur survival when used. Another option is tapped TK Eruption w/ advs for the HoT adv and defense boost (though its on a cd).
The revamped TK is quite good overall, and as you can see you have some nice options here.
- Be safe and have fun, champs - for science!
I debated on slotted passive and went with night warrior for the stealth because I wanted to see how that worked in a game like this (I like it so far) and because my PTS parses showed virtually no difference between the two. Even though ID Mastery gives a higher bonus damage, maybe the penetration and reduced EBA activation was making up for it? Either way I didn't see a huge case for picking up a second passive, but will play around with this more to make sure I'm not mistaken about the impact.
I will say I was torn about the value of stealth though combined with the question of travel power. I really considered taking a tunnel power rather than night warrior, but sort of didn't want to give up the overall mobility of flight. May relook at this as well, especially when I have a second travel power.
The CON SS I may actually give a go. I originally picked my third SS based on my energy unlock. And I can still have some energy issues when in alerts, but when solo, I've found that force shield + force sheath is basically unlimited energy, so maybe worth switching that to REC to CON. I think when I started I also planned on using ID Mastery because the cost discount to mentalist powers which was also based on REC, but again, at least for solo content, it seems like energy management has been a non issue.
For active defense, I asked in zone chat, and 3/4 people said to go with Masterful Dodge. Do you concur? Wow I totally didn't realize that apparently the only benefit of ranking this up is giving 3 stacks at activation rather than 1. I thought it was giving an increased bonus per stack or something. Thanks for saving me some points.
Regarding EB Frenzy, I'm torn about this. I initially looked at Mental Block and Siphoning Strikes somewhat similarly - ways to turn offense into defense/healing, and thought I should take one of Ego Weaponry/EB Frenzy to fill that purpose and the other to be the DPS/ego leech builder for EBA. The problem is that EB Frenzy just doesn't seem to have as many synergies and doesn't do either role as well as Ego Weaponry. As a defensive option it can only prevent damage when channeling, can't heal up damage taken while activating EBA, and so probably requires some other heal anyway. As offense, it isn't a combo, which hurts certain synergies, and it doesn't auto grant ego leech when ego infusion is on from EBA.
I do like the idea of TK eruption with advantages, wasn't on my radar but I will probably give it a try.
Yes despite my fussing over the details, it seems even the basic setup works well with this theme. It gives good DPS without too much fuss (just get 5x leech and hit EBA) and several different survivability options.
Masterful Dodge is a pretty popular AD pick, yea, mainly cause you get effectively ~50-55% final mitigation w/o needing any extra base dodge for the duration, and w/o having to rank it up. The other ADs (sans Field Surge outside of PFF builds) can also be good in their own ways, but generally aren't as efficient.
NW is a good passive for any general dps build, but I may still prefer ID Mastery's more reliable defense boost and cost discount on Mentalist powers. Stealth can be nice, but you don't have any powers that specifically utilize it, and in group content most mobs will be able to see through it. I didn't mean to suggest it as a dual passive build, though- imo its kinda a waste of a power slot (and 4 adv pts) to take dual passives of the same type (offensive, here), unless ur a Support using diff auras in high end content so they don't overlap w/ others.
Con SS is mostly just if you want to be sturdier. Its not essential to basic dps, but if energy can still be handled w/ it SS'd then its nice to consider to go along w/ the heavy self-healing.
- Be safe and have fun, champs - for science!
Re: NW vs ID Mastery, this is something I've debated a lot in my head and am not 100% set on, so I value the feedback. NW does have a built in attack that uses stealth (forget the name) and I have found it very effective as an opener. While soloing the stories, I like being able to sneak past a lot of the mobs and I also like often being able to one shot the boss. For group content, you are correct that the stealth doesn't seem to hold up (I don't understand this mechanic in this game...why in alerts can all the mobs see me while stealthed?), but it has still served a purpose. I find myself going for the villain or super villain in a pack and often one shotting them as the group starts fighting the rest of the mobs.
I could also try to take advantage of NW more by picking some other powers that benefit from stealth, but so far the only one I've seen is Ricochet Throw, which was pretty underwhelming. Are there other melee attacks that have bonus from stealth?
- Be safe and have fun, champs - for science!
- Be safe and have fun, champs - for science!