What does mentalist mean for you? There are a variety of TK dps builds out there, telepathy DPS is in a sad place right now.
A character whose powers primarily come from the TK and/or Telepathy frameworks. I used the word "mentalist" only because I didn't want to limit myself to only TK or only telepathy.
EDIT: and I should maybe also clarify that I'm looking for a ranged build.
Specializations
Dexterity: Combat Training(2/3)
Dexterity: Gear Utilization(3/3)
Dexterity: Deadly Aim(3/3)
Dexterity: Expose Weakness(2/2)
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: Dexterity Mastery(1/1)
Though its not necessary for the build, TK Maelstrom gives you a large pbAoE stun that can also give you quick stacks of Ego Leech. That power could be something else, though, if you want. Main single-target rotation is to alternate between TK Strike and TK Lance, w/ TK Barrage being for long-ranged AoE. Gears mostly for Dex, w/ some Con and Rec.
If you want more dps, you could swap Con SS for Ego SS for more ranged dmg, or maybe try something like an EGO/Dex/Rec setup (still a Dex focus w/ Mental Precision, and with 3/3 in 6th Sense).
Thanks, flowcyto! It looks great! I've played around with it a bit on the Powerhouse dummies and it does solid DPS with no Energy problems.
I have two questions, though:
(1) Why Conviction instead of Empathic Healing? I understand the benefit of a tap power vs. a maintained power, but EH will give more healing than Conviction by the two-second mark, and by the five-second mark it will have done four times what Conviction can do, all before Conviction's cooldown is up.
(2) Why Resurgence instead of Masterful Dodge? A big heal of 75% of my HP is great, but it's a one-shot heal, whereas Masterful Dodge keeps me relatively safe from damage for 15 seconds.
Non-cd, regular heals like EH are more suited to Support. If you're committed to dps, then time spent channeling a heal is time spent not doing dps (or blocking or building threat, if you're a tank). You can still take one of those heals as a dps, but it'd more be if you wanted light ally/filler healing to pitch-hit for a healer.
R1 MD is also a good pick as an AD for a dps. Just depends how you use them, since one is a burst heal to react to large spikes, and the other is a mitigation cd that you should ideally use in anticipation of heavy inc dmg (you can ofc also get both, if you really want to spare an extra power slot for that).
I have tried both MD and Resurg for DPS AD and I much prefer Resurg.
As flow said, using MD, you kind of have to guess BEFORE you need it. Once that big spike comes through, it's pretty much too late, even if you pop MD after that, the little plinks are probably going to finish you off.
Using Resurg allows you to react to the situation appropriately. When that big hit lands, you can heal it up and move on. Since those big hits do not come very often, a good DPS can take down the big hitter before he gets another major shot off. I also like the take the Evanescent (whatever it is called) on Resurg to have an additional breakout. On my main DPS, that has OFTEN come in handy.
- - - - -
SIGNATURE:
Used to be coach on the forums. Still @coach in game.
I have tried both MD and Resurg for DPS AD and I much prefer Resurg.
They have significantly different purposes. The purpose of MD is "okay, I see that group of enemies over there, and if I just rush in they'll probably defeat me before I can take them out. If I use MD before I go in, I'll last long enough to win". The purpose of Resurg is "Oh crap, I took a lot of damage, need to heal now".
For people who don't superstat Con, I prefer to use consumable heals for the 'oh crap' situation, but it's really an issue of play style.
Comments
Epic Stronghold
Block timing explained
EDIT: and I should maybe also clarify that I'm looking for a ranged build.
https://aesica.net/co/herocreator.htm?v=30&n=&d=12730iGPKQLa000000F000F305FC00F903FG00FL09K503FQ03ON01FR08FE03FO041L00FV030mUB438W2MGB500000000&e=
Super Stats
Level 6: Dexterity (Primary)
Level 10: Recovery (Secondary)
Level 15: Constitution (Secondary)
Talents
Level 1: The Chiller (Dex: 10, Con: 10, Rec: 8, End: 10)
Level 6: Acrobat (Dex: 5, Con: 5)
Level 9: Quick Recovery (Con: 5, Rec: 5)
Level 12: Impresario (Dex: 5, Rec: 5)
Level 15: Boundless Reserves (Con: 5, End: 5)
Level 18: Accurate (Dex: 5, End: 5)
Level 21: Amazing Stamina (Rec: 5, End: 5)
Powers
Level 1: Kinetic Darts
Level 1: Telekinetic Strike (Rank 2, Stressed Out)
Level 6: Mental Precision
Level 8: Ego Form (Rank 2, Rank 3)
Level 11: Telekinetic Reverberation
Level 14: Telekinetic Barrage (Rank 2, Instill Doubt)
Level 17: Conviction (Rank 2, Rank 3)
Level 20: Telekinetic Lance (Rank 2, Rank 3)
Level 23: Resurgence (Rank 2)
Level 26: Telekinetic Maelstrom (Inner Peace)
Level 29: Telekinetic Shield (Rank 2, Rank 3)
Level 32: Ego Surge (Nimble Mind)
Level 35: Thundering Return
Level 38: Mental Impact (Rank 2, Rank 3)
Adv. Points: 34/36
Travel Powers
Level 6:
Level 35:
Specializations
Dexterity: Combat Training (2/3)
Dexterity: Gear Utilization (3/3)
Dexterity: Deadly Aim (3/3)
Dexterity: Expose Weakness (2/2)
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: Dexterity Mastery (1/1)
Though its not necessary for the build, TK Maelstrom gives you a large pbAoE stun that can also give you quick stacks of Ego Leech. That power could be something else, though, if you want. Main single-target rotation is to alternate between TK Strike and TK Lance, w/ TK Barrage being for long-ranged AoE. Gears mostly for Dex, w/ some Con and Rec.
If you want more dps, you could swap Con SS for Ego SS for more ranged dmg, or maybe try something like an EGO/Dex/Rec setup (still a Dex focus w/ Mental Precision, and with 3/3 in 6th Sense).
- Be safe and have fun, champs - for science!
I have two questions, though:
(1) Why Conviction instead of Empathic Healing? I understand the benefit of a tap power vs. a maintained power, but EH will give more healing than Conviction by the two-second mark, and by the five-second mark it will have done four times what Conviction can do, all before Conviction's cooldown is up.
(2) Why Resurgence instead of Masterful Dodge? A big heal of 75% of my HP is great, but it's a one-shot heal, whereas Masterful Dodge keeps me relatively safe from damage for 15 seconds.
R1 MD is also a good pick as an AD for a dps. Just depends how you use them, since one is a burst heal to react to large spikes, and the other is a mitigation cd that you should ideally use in anticipation of heavy inc dmg (you can ofc also get both, if you really want to spare an extra power slot for that).
- Be safe and have fun, champs - for science!
As flow said, using MD, you kind of have to guess BEFORE you need it. Once that big spike comes through, it's pretty much too late, even if you pop MD after that, the little plinks are probably going to finish you off.
Using Resurg allows you to react to the situation appropriately. When that big hit lands, you can heal it up and move on. Since those big hits do not come very often, a good DPS can take down the big hitter before he gets another major shot off. I also like the take the Evanescent (whatever it is called) on Resurg to have an additional breakout. On my main DPS, that has OFTEN come in handy.
SIGNATURE:
Used to be coach on the forums. Still @coach in game.
For people who don't superstat Con, I prefer to use consumable heals for the 'oh crap' situation, but it's really an issue of play style.
Epic Stronghold
Block timing explained