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Refurbish Toons & Modding Builds (Build List)

circleofpsi#4619 circleofpsi Posts: 2,913 Arc User
edited August 2019 in Builds and Roles
Hello once more, I am alive!.

So after like (not doing anything for a whole week and then forgetting like a idiot) I was able to able to fully refurbish 4 of my main Toons, by removing them and re-leveling them to 40, due to either run out of power tokens and costumes where way too costly to keep editing, overflowing amount of costumes and overall they where a mess.

So, now that I finally got off my lazy **** and decided to actually do it, I want to try edit the builds slightly, the first build is just a tweak here and there, but the others are new ones (And nothing to do with Psioincs!)



STEM Build Link: https://aesica.net/co/herocreator.htm?v=32&n=STEM&d=14230OGHMPKT0Z3000200051032403340337057G00K5031K052E031D05ER00G5008D001R002WAM3byR3UbT20000000000&e

ANTHEM | Storm Javelin Class
Iornman , keep in mind of spoilers!

Here is the build that I've had before, I'll like to make a few tweaks and polishing to it, by making it stronger and add some more ideas to it. The build will still be mainly focused from the concept: ANTHEM | Storm Javelin Class. But with a bit of an added twist. (the name has a link)

I'm trying to see if I can apply some "nanotechnology" to it, just like the Iornman Suit Mark L. perhaps adding Drones or minor on-board weapons that are quick and simple.

Toon is the same, Sister of the other qularr, uses suit for her powers, but is also Augmented with alot of Implants


Nano Gauntlets Build Link: https://aesica.net/co/herocreator.htm?v=32&n=&d=100000000000000000E000E205E60JEF03EG00ES0JET05F700A400AC00000000000000000000010000000010000000000&e=
(mock up build, just ideas for powers)


The next build I have in mind is a Unarmed focused, but welding technology like Gauntlets, quite like Jacqui_Briggs from MKW11 & Shuri from Marval. The build will use Chi-Engrey mostly, but I do plan to try mix Plasma with it, such as Particle Smash, tech stuff that come out the gloves. Perhaps like a Power Gauntlet or so.

Drones will likely be used and other tech-healing powers or support (to help out) are also welcome. but the main build is an Unarmed/Officer like build.

Toon behind this is an Qularr, who is an L.T Officer (trains herself and others, so like a Commander type thing) I have no clue if we have such powers that can boost allys or so, but hey, we'll see what we can do.



Elemental Master Build Link: https://aesica.net/co/herocreator.htm?v=32&n=&d=1000000000000000002000510052002800240037002E001D005E002N0027002I005I003M0000010000000010000000000&e=
(mock-up build, just ideas for powers)

The 3rd build is an Elemental Master build, Fire/Ice and Lighting. (perhaps some toxin) high DPS and Tanking (an balance), the build will make use of Fire/Ice and Lighting equally, I'm not sure about healing and other support powers (AD/AO), but I'm sure something can be made up.

The Toon handling this build is an AI, but very high tech, floats mostly (only a few feet) and wisps around, so maybe if I can fit it, SOME techno powers. Floating head and such.



Psi.
Post edited by circleofpsi#4619 on
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Comments

  • flowcytoflowcyto Posts: 12,742 Arc User
    edited July 2019
    For STEM's build, the only major thing I'd prob change is using PFF. Otherwise I'm not sure what else you'd want to change, since the core of it is fine (you'd still want plenty of cd-based powers in there if using MSA, either way). I guess I'd have to ask which concept is more important to you, since the 'Storm' core is that of an Elementalist, while Iron Man is more PA, and those are diff styles. Also, the 2nd reference link is the same of the 1st atm.

    -

    For the 2nd build, you don't really need two different lariats here. I may use Unstoppable as the passive just for the extra energy on knock and extra knock resist. Otherwise, I'm not too sure where else to take it, outside of just better fleshing out the Unarmed side of it to be more efficient. Maybe something like this:

    (Unnamed Build) - Freeform (Melee Damage)
    v3.34:32

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

    Talents
    Level 1: The Master (Str: 8, Dex: 10, Con: 10, Rec: 10)
    Level 6: Impresario (Dex: 5, Rec: 5)
    Level 9: Accurate (Dex: 5, End: 5)
    Level 12: Amazing Stamina (Rec: 5, End: 5)
    Level 15: Quick Recovery (Con: 5, Rec: 5)
    Level 18: Acrobat (Dex: 5, Con: 5)
    Level 21: Boundless Reserves (Con: 5, End: 5)

    Powers
    Level 1: Righteous Fists
    Level 1: Thundering Kicks (Floating Lotus Blossom, Demolishing Strikes)
    Level 6: One Hundred Hands (Rank 2, Rank 3)
    Level 8: Unstoppable (Rank 2, Rank 3)
    Level 11: Form of the Master
    Level 14: Chi Manipulation
    Level 17: Bountiful Chi Resurgence (Rank 2, Resurgent Reiki)
    Level 20: Dragon Uppercut (Rank 2, Dragon Rush)
    Level 23: Burning Chi Fist (Rank 2, Shattering Strike, Ghostly Strikes)
    Level 26: Masterful Dodge
    Level 29: Cybernetic Tether (Recharge, Raediate)
    Level 32: Particle Smash (Light Everlasting)
    Level 35: Parry (Rank 2)
    Level 38: Thundering Return
    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)
    Vindicator: Aggressive Stance (2/2)
    Vindicator: Merciless (3/3)
    Vindicator: Focused Strikes (3/3)
    Vindicator: Mass Destruction (2/3)
    Warden: Fortified Gear (3/3)
    Warden: Ruthless (2/2)
    Warden: Upper Hand (2/3)
    Warden: The Best Defense (3/3)
    Mastery: Dexterity Mastery (1/1)

    Its more of an Unarmed build w/ some LS thrown in for theme. 100Hands and TKicks can debuff and help AoE, while DU and BCF can be mainly for single-target dps (DU for Rush, BCF as the main filler; TKicks can apply/refresh Demolish). Gears mostly for Dex, w/ some Rec and Con.

    -

    The 3rd build is a bit of a mess atm (and is lacking some basic things like a toggle/form and EU), and I'd actually use something like STEM's current build over it for an elementalist. I don't see the 'tank part of it w/ an offensive passive, and the passive won't boost Electric powers anyways. Also, I wouldn't really call AOs and ADs "support", as that term usually specifies things that help allies (ADs/AOs are self bonuses); I guess you mean 'supporting powers' as in accessory powers. The ally healing powers will also be petty weak, and take away time from you tanking or dps-ing.
    <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!
  • circleofpsi#4619 circleofpsi Posts: 2,913 Arc User
    edited July 2019
    flowcyto wrote: »
    For the 2nd build, you don't really need two different lariats here. I may use Unstoppable as the passive just for the extra energy on knock and extra knock resist. Otherwise, I'm not too sure where else to take it, outside of just better fleshing out the Unarmed side of it to be more efficient. Maybe something like this:

    I'll take a look to see what I can do, likewise I said, the builds I showed you where just templates we can work on or powers, not a full build ofc.

    Looks great thus so far
    Post edited by circleofpsi#4619 on
    Psi.
  • circleofpsi#4619 circleofpsi Posts: 2,913 Arc User
    edited July 2019
    Alright so I've just decided to stick with my Elementalist build as it is now, but I did touch it up a bit with some minor power changes. But I do have to ask what whuold you replace PFF with?

    https://aesica.net/co/herocreator.htm?v=32&n=STEM&d=14230OGHMPKT0Z3000200051032403340337057G00K5031K052E031D05ER00G5008D001P002WAM3byR3UbT20000000000&e=
    Psi.
  • flowcytoflowcyto Posts: 12,742 Arc User
    Replacing a passive w/ another will depend on what your goals are. If you want to keep it a sturdier, but lower-dps hybrid, then I'd prob just get R3 Invuln. For a higher-dps approach, you'd want to be in the Ranged dps role preferably and use something like Night Warrior instead (you can drag Sneak and Shadow Strike off of your ability bar, if you don't want to use them for theme).
    <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!
  • circleofpsi#4619 circleofpsi Posts: 2,913 Arc User
    Hey

    Sorry for the delay got caught up with stuff, but here is the STEM Build, I've kept most of the powers how they are and kept the passive. I do enjoy shield being there, so it's all good.

    https://aesica.net/co/herocreator.htm?v=32&n=STEM&d=14230OGHMPKT0Z3000200451032403340337057G00K5031K052E031D05ER001L008D00KK012WAM3byR3UbT20000000000&e=

    I've replaced the Psi power with something more useful and replaced the Ulty for a big AoE Heal/Rune to help in tough spots. Now there is only one small thing I'll to ask, but if I chuold replace Fireball, what will be the best thing to go into it's place?, as I rather not have too meny "charge ups" powers.

    Other then that, the build seems solid.


    With that qeastion tho, I wanted to ask if there is a way to "counteract" the TP penalties, now ofc the simple way whold be to just not use it of course, but given the thame is to be always hovering in the air (to stay out of melee range and some npcs firing line) I'll like to keep it that way, but is there any way to counteract it?
    Psi.
  • flowcytoflowcyto Posts: 12,742 Arc User
    edited August 2019
    With that qeastion tho, I wanted to ask if there is a way to "counteract" the TP penalties, now ofc the simple way whold be to just not use it of course, but given the thame is to be always hovering in the air (to stay out of melee range and some npcs firing line) I'll like to keep it that way, but is there any way to counteract it?

    You mean the travel power's energy-related penalties? It's not really a big deal as long as you have some cost discount on gear and/or via specs or Int. It will matter more when lower level, but at that point having the TP on is still worth it w/ all the travel you end up doing.

    Anyways, the Celestial ult can be okay, but your primary role isn't to res/heal allies as a dps- so if you're keeping it then I may leave it unranked (unless you are finding you have to use it a lot). Also keep in mind that Force Sheath on Force Shield is going to be made a 3-pt adv w/ the upcoming changes that are on the PTR atm, and Masterful Dodge is getting nerfed/changed such that it'll take R3 to get it to/past 100% dodge.

    I'd still prob keep Fireball, as it fits into that build well w/ also having Rimefire and Ice Blast + Preemptive. If you wanted a diff approach then we'd have to change what main attacks to highlight. We could still do that, but then I'd be nice to know what attack powers you think you'd want the most.
    <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!
  • circleofpsi#4619 circleofpsi Posts: 2,913 Arc User
    "flowcyto wrote: »

    You mean the travel power's energy-related penalties? It's not really a big deal as long as you have some cost discount on gear and/or via specs or Int. It will matter more when lower level, but at that point having the TP on is still worth it w/ all the travel you end up doing..

    Yeah I did, but thanks for the Info!
    "flowcyto wrote: »

    Anyways, the Celestial ult can be okay, but your primary role isn't to res/heal allies as a dps- so if you're keeping it then I may leave it unranked (unless you are finding you have to use it a lot). Also keep in mind that Force Sheath on Force Shield is going to be made a 3-pt adv w/ the upcoming changes that are on the PTR atm, and Masterful Dodge is getting nerfed/changed such that it'll take R3 to get it to/past 100% dodge.

    I'll toy around with the last power, I'm still not quite sure yet. As for the Sheath 3 rank changes, I'll smipley just remove it, as they'll likely not be worth the 3 Adv points anyhow and as for the MD Nerf (I come from Warframe so its a Nerf no matter how you put it), if that is the case then give me something new to replace it.


    flowcyto wrote: »

    I'd still prob keep Fireball, as it fits into that build well w/ also having Rimefire and Ice Blast + Preemptive. If you wanted a diff approach then we'd have to change what main attacks to highlight. We could still do that, but then I'd be nice to know what attack powers you think you'd want the most.

    I'll have to quickly look what I can change, but any suggestions your side?

    Only things I can think of is Perhaps Eletic Bolts,Ice Blast, Electrical Current or Maybe Shatter. etc. Ice Shards, Chain Lightning, fire Strike

    Any are good, but I'm Interested what you think, due to the having Rimefire and Ice Blast + Preemptive
    Psi.
  • flowcytoflowcyto Posts: 12,742 Arc User
    edited August 2019
    cryneting wrote: »
    I'll toy around with the last power, I'm still not quite sure yet. As for the Sheath 3 rank changes, I'll smipley just remove it, as they'll likely not be worth the 3 Adv points anyhow and as for the MD Nerf (I come from Warframe so its a Nerf no matter how you put it), if that is the case then give me something new to replace it.
    Force Sheath is still really good for tanks or solo play if you are used to tapping it quickly to roll the linger effect, and then get much extra energy just from getting hit. But ofc many builds can/should be fine on energy w/o it, or not really prioritize that role, content, or playstyle. Either way, from the sounds of it, something like Wind's block is more thematic for the Storm anyways, yea? (Wind Wall)

    Not to your build's example, but speaking in general for other builds: It's looking like the new Indestructible AD in Brick is going to be the go-to for committed dps builds that have low dmgRes due to using an Offensive slotted passive, who want a mitigation cd similar to the current R1 MD, and w/o necc having to rank it up (though ranking it still improves it significantly, unlike the current MD). The new MD still turns into a strong & reliable mitigation cd w/ R3 once it puts you past 100% dodge again (assuming it's not on a dodge build at base), but that also takes 4 adv points that you didn't have to spend before. All of the other ADs are also shaping up to be better overall, but the shared cd on them being increased to 90 sec means that most builds may just want to stick to having one AD.

    Since yours is a Hybrid PFF build, though, you mine as well settle w/ Field Surge.
    I'll have to quickly look what I can change, but any suggestions your side?

    Only things I can think of is Perhaps Eletic Bolts,Ice Blast, Electrical Current or Maybe Shatter. etc. Ice Shards, Chain Lightning, fire Strike

    Any are good, but I'm Interested what you think, due to the having Rimefire and Ice Blast + Preemptive
    Well, none of those are great replacements for Fireball w/ your single-target rotation. LArc or Incinerate are already high-dps maintains for single-target. Stopping to use a blast (even w/ Avenger Mastery) may not be that effective w/ them, but it can still be fine enough for dps overall that mixing those spells for thematic reasons wouldn't be too detrimental. The issue is using Fire, Ice, and Elec all in one single-target rotation w/o it being too inefficient or cluttered.

    You could use Elec Current as your main AoE, but then it'd be mostly redundant w/ LStorm, and you'd prob want to pick between one of them. I wouldn't take Shatter w/ those AoE options available either. Chain Lightning would mostly be for Superconductor, but your build and rotation may already be too cluttered for it, and you depending on the attacks you may not get much mileage from the debuff. Some of the others are just energy builders that won't matter much overall.

    Keep in mind, too, that you don't necc have to charge all of your chargeable powers. You can tap Ice Blast and charge Fireball, for instance- that can be higher dps, though will take more energy. I may just do that and tweak a few other things w/ the build:

    (Unnamed Build) - Freeform (Hybrid)
    v3.34:32

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

    Talents
    Level 1: The Specialist (Dex: 10, Con: 10, Int: 8, Rec: 10)
    Level 6: Covert Ops Training (Str: 3, Dex: 3, Con: 3, Int: 3)
    Level 9: Coordinated (Dex: 5, Int: 5)
    Level 12: Investigator (Int: 5, End: 5)
    Level 15: Boundless Reserves (Con: 5, End: 5)
    Level 18: Healthy Mind (Con: 5, Int: 5)
    Level 21: Acrobat (Dex: 5, Con: 5)

    Powers
    Level 1: Power Bolts
    Level 1: Ice Blast (Rank 2, Rank 3)
    Level 6: Concentration
    Level 8: Personal Force Field (Rank 2, Rank 3)
    Level 11: Fireball (Rank 2, Rank 3)
    Level 14: Conviction (Rank 2, Rank 3)
    Level 17: Molecular Self-Assembly
    Level 20: Lightning Storm (Rank 2, Stolen Thunder)
    Level 23: Ball Lightning (Rank 2, Triplicity)
    Level 26: Field Surge (Rank 2)
    Level 29: Rimefire Burst (Rank 2, Rank 3)
    Level 32: Wind Barrier (Rank 2)
    Level 35: Thundering Return
    Level 38:
    Adv. Points: 32/36

    Travel Powers
    Level 6:
    Level 35:

    Specializations
    Intelligence: Preparation (2/2)
    Intelligence: Enlightened (3/3)
    Intelligence: Detect Vulnerability (3/3)
    Intelligence: Expertise (2/2)
    Avenger: Ruthless (2/2)
    Avenger: Round 'em Up (3/3)
    Avenger: Relentless Assault (2/3)
    Avenger: Preemptive Strike (3/3)
    Vindicator: Aggressive Stance (2/2)
    Vindicator: Merciless (3/3)
    Vindicator: Focused Strikes (2/3)
    Vindicator: Mass Destruction (3/3)
    Mastery: Intelligence Mastery (1/1)

    That should be pretty thematic for the concept, all things considered. I kept the last power slot open as a wild-card.
    <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!
  • circleofpsi#4619 circleofpsi Posts: 2,913 Arc User
    flowcyto wrote: »
    Force Sheath is still really good for tanks or solo play if you are used to tapping it quickly to roll the linger effect, and then get much extra energy just from getting hit. But ofc many builds can/should be fine on energy w/o it, or not really prioritize that role, content, or playstyle. Either way, from the sounds of it, something like Wind's block is more thematic for the Storm anyways, yea? (Wind Wall)

    I see, well, I'll likely have Force Sheath on another build, if it proves to be useful when it gets hit with the cost Nerf. But yes Wind Wall will be fitting.


    flowcyto wrote: »
    Not to your build's example, but speaking in general for other builds: It's looking like the new Indestructible AD in Brick is going to be the go-to for committed dps builds that have low dmgRes due to using an Offensive slotted passive, who want a mitigation cd similar to the current R1 MD, and w/o necc having to rank it up (though ranking it still improves it significantly, unlike the current MD). The new MD still turns into a strong & reliable mitigation cd w/ R3 once it puts you past 100% dodge again (assuming it's not on a dodge build at base), but that also takes 4 adv points that you didn't have to spend before. All of the other ADs are also shaping up to be better overall, but the shared cd on them being increased to 90 sec means that most builds may just want to stick to having one AD.

    Since yours is a Hybrid PFF build, though, you mine as well settle w/ Field Surge.

    Yeah, I'll grab Field Surge.

    As for the other builds and such, we'll see what happens after the changes go LIVE.


    flowcyto wrote: »

    Well, none of those are great replacements for Fireball w/ your single-target rotation. LArc or Incinerate are already high-dps maintains for single-target. Stopping to use a blast (even w/ Avenger Mastery) may not be that effective w/ them, but it can still be fine enough for dps overall that mixing those spells for thematic reasons wouldn't be too detrimental. The issue is using Fire, Ice, and Elec all in one single-target rotation w/o it being too inefficient or cluttered.

    You could use Elec Current as your main AoE, but then it'd be mostly redundant w/ LStorm, and you'd prob want to pick between one of them. I wouldn't take Shatter w/ those AoE options available either. Chain Lightning would mostly be for Superconductor, but your build and rotation may already be too cluttered for it, and you depending on the attacks you may not get much mileage from the debuff. Some of the others are just energy builders that won't matter much overall.

    Keep in mind, too, that you don't necc have to charge all of your chargeable powers. You can tap Ice Blast and charge Fireball, for instance- that can be higher dps, though will take more energy. I may just do that and tweak a few other things w/ the build:

    That should be pretty thematic for the concept, all things considered. I kept the last power slot open as a wild-card.

    Hum if that's the case then I'll go ahead and keep Fireball inside, as myself I can't see anything else to replace it.

    https://aesica.net/co/herocreator.htm?v=32&n=STEM&d=14230qbHUQMG0Z3000200451032403340345017G00K5031K052E031D053B011L008D0000002WAM3byR3UbT20000000000&e=

    I've updated the build I provided with your changes (I think I got them all) I'll still scope around for another fireball replacer but I'm not sure if anything else is good to replace Fireball with, even for myself.

    As for the Wildcard at the last power, I have ZERO clue, but something will come to my mind.


    Psi.
  • flowcytoflowcyto Posts: 12,742 Arc User
    edited August 2019
    Putting a point into the energy builder still, eh? You can actually have 2 free adv points for a normal rank now (or ranking up your other TP) if you forgo that one point.
    As for the Wildcard at the last power, I have ZERO clue, but something will come to my mind.
    *shrug* Most ults are getting a bit of a buff soon w/ shorter cds. You could decide again on one of those, or just settle on R1 Imbue (until/unless they nerf 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!
  • circleofpsi#4619 circleofpsi Posts: 2,913 Arc User
    flowcyto wrote: »
    Putting a point into the energy builder still, eh? You can actually have 2 free adv points for a normal rank now (or ranking up your other TP) if you forgo that one point.
    As for the Wildcard at the last power, I have ZERO clue, but something will come to my mind.
    *shrug* Most ults are getting a bit of a buff soon w/ shorter cds. You could decide again on one of those, or just settle on R1 Imbue (until/unless they nerf it).


    Ah, I have a habit doing that, I;'ll save the point for something else =)

    I'll see what I can do
    Psi.
  • circleofpsi#4619 circleofpsi Posts: 2,913 Arc User
    Well, this is the final STROM Build: https://aesica.net/co/herocreator.htm?v=32&n=STEM&d=14230qbHUQMG0Z3000200051032403340345017G00K5031K052E031D053B011L008D005L012WAM3byR3UbT20000000000&e=

    I did have Energy Storm, but I am not sure if its any good. So I went for Aegis, as the Def Buff, sounds rather nice.I looked quite a bit into trying to replace Fireball, but nothing came up, so I'll just stick with it.

    Gear will be sorted (As I will go for the Quest Vig Gear) and then the rest might be sorted with a friend.
    Psi.
  • flowcytoflowcyto Posts: 12,742 Arc User
    Yeah, I'd pass on Energy Storm. I may just get R1 Imbue in the last slot for another dps cd, and then put the free 2 adv points into R3 of Field Surge.
    <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!
  • circleofpsi#4619 circleofpsi Posts: 2,913 Arc User
    flowcyto wrote: »
    Yeah, I'd pass on Energy Storm. I may just get R1 Imbue in the last slot for another dps cd, and then put the free 2 adv points into R3 of Field Surge.

    Hum I might consider that
    Psi.
  • flowcytoflowcyto Posts: 12,742 Arc User
    Alright, sounds good.
    <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!
  • circleofpsi#4619 circleofpsi Posts: 2,913 Arc User
    Alright so, This is what I have so far: https://aesica.net/co/herocreator.htm?v=32&n=&d=12730aKLaPGQ063000E100E60JEF03EG00E30HES0J00000000ER00EQ05EB00EK00000000000mUB2MGB42iK40000000000&e=


    I've gone for more of a "Hands" only type of build, as I've not really been useing Vicious Strikes/One Hundred Hands combo in most unarmed builds I try and most are always the "quick hands and feet" movement, it feels nice to play (even tho I wish the VS Animation was a wee bit faster). Strikes and OHH feels nice atm.

    I've changed the passive to NW as, while I do think WotW might be better due to the amount of doge and avoidance I have, the "Bleed" damage will be doing pretty much nothing. Unless Tornado Slash (with invs weapons) might be good for a quick stun and bleed proc, I'll be okey with such, as I whuold imagine, even beating someone with techno metal gloves will cause bleeding.

    The rest of the powers I'm not quite sure yet, as the Might Framework is getting revamped and I wanna toy with the "Warcry" powers and perhaps Indestructible. So build will be a bit open until they got Live (cuz I can't be assed to go onto the PTS)


    Besides the Might Framework, I'm thinking to add a wee bit of tech powers. Cybernetic Tether and Particle Smash might be fine to put in. I was also thinking something like Bullet Ballet or so. Due to her Tech gloves can "blast out" things (I need to make sure I have Invs weapons for that, pretty sure I do)


    But other then that seems fine at the moment.

    Psi.
  • flowcytoflowcyto Posts: 12,742 Arc User
    edited August 2019
    WotW should also be boosting the bleed dmg, but NW is a good dps passive too. I may use WotW w/ BCR/RR, but it'll be up to you if you want to focus on a bit more dps vs. a bit more survival power. Here's how I may edit it for the concept:

    (Unnamed Build) - Freeform (Melee Damage)
    v3.34:32

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

    Talents
    Level 1: The Master (Str: 8, Dex: 10, Con: 10, Rec: 10)
    Level 6: Impresario (Dex: 5, Rec: 5)
    Level 9: Accurate (Dex: 5, End: 5)
    Level 12: Amazing Stamina (Rec: 5, End: 5)
    Level 15: Quick Recovery (Con: 5, Rec: 5)
    Level 18: Acrobat (Dex: 5, Con: 5)
    Level 21: Boundless Reserves (Con: 5, End: 5)

    Powers
    Level 1: Vicious Strikes
    Level 1: One Hundred Hands (Rank 2, Demolishing Strikes, Ghostly Strikes)
    Level 6: Way of the Warrior (Rank 2, Rank 3)
    Level 8: Form of the Master
    Level 11: Chi Manipulation
    Level 14: Bountiful Chi Resurgence (Rank 2, Resurgent Reiki)
    Level 17: Strike Down
    Level 20: Burning Chi Fist (Rank 2, Shattering Strike, Ghostly Strikes)
    Level 23: Dragon Uppercut (Ghostly Strikes, Dragon Rush)
    Level 26: Resurgence (Rank 2)
    Level 29: Backhand Chop (Brutal Strike)
    Level 32: Tornado Slash (Rank 2, Fighting Spirit)
    Level 35: Retaliation (Rank 2)
    Level 38: Fiery Embrace
    Adv. Points: 34/36

    Travel Powers
    Level 6: Athletics (Rank 2, Rank 3)
    Level 35:

    Specializations
    Dexterity: Combat Training (2/3)
    Dexterity: Gear Utilization (3/3)
    Dexterity: Deadly Aim (3/3)
    Dexterity: Expose Weakness (2/2)
    Vindicator: Aggressive Stance (2/2)
    Vindicator: Merciless (3/3)
    Vindicator: Focused Strikes (3/3)
    Vindicator: Mass Destruction (2/3)
    Warden: Fortified Gear (3/3)
    Warden: Ruthless (2/2)
    Warden: Upper Hand (2/3)
    Warden: The Best Defense (3/3)
    Mastery: Dexterity Mastery (1/1)

    100Hands can AoE and also put up Demolish, Backhand Chop can quickly refresh Demolish, and DU can provide Rush to help afford BCF on single-targets. Also threw Tornado Slash in there for another AoE attack and some AoE CC (I assume that power and Strike Down can use invis weapons). Gears mostly for Dex, w/ some Con and Rec.
    <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!
  • circleofpsi#4619 circleofpsi Posts: 2,913 Arc User
    flowcyto wrote: »
    WotW should also be boosting the bleed dmg, but NW is a good dps passive too. I may use WotW w/ BCR/RR, but it'll be up to you if you want to focus on a bit more dps vs. a bit more survival power. Here's how I may edit it for the concept:

    100Hands can AoE and also put up Demolish, Backhand Chop can quickly refresh Demolish, and DU can provide Rush to help afford BCF on single-targets. Also threw Tornado Slash in there for another AoE attack and some AoE CC (I assume that power and Strike Down can use invis weapons). Gears mostly for Dex, w/ some Con and Rec.

    So here is the final build: https://aesica.net/co/herocreator.htm?v=32&n=&d=12730aKLaPGQ063000E100E60LED03EG00EK00DR09ES0PBH00ET0O8S05EU04EB00EQ05ON040mUB2MGB42iK40000000000&e=

    Right, well turns out, I do not have Invs weapons (for melee) but I do have a energy dagger, that I can make semi-invs and doing so, kinder makes it look like a line of energy, like a really sharp wire, so that works quite well and fitting.

    I've replaced a power or two in favor of some others: Open Palm Strike for an more stylish knock to power (or even konck back, to help out of a oh-shi), Not sure whats best. But I've also gone for Two-Gun Mojo: With Adv, as I got a bit inspired by another game, that uses Gauntlets that fires out plasma around (and a plasma beam for melee). Defector VR if you are wondering.

    But it also takes a snap out of Moral Kombat, as the girl with the Gantlets can also fire out rounds, now unsure it TGM is best one to use, but only one I can find, so far. Not sure if there is another power that can help with bleeding/stun or overall helps with healing or anything else better, but sure to let me kown.



    Psi.
  • flowcytoflowcyto Posts: 12,742 Arc User
    Yea, I'm going to edit out TGM, cause it just doesn't work well w/ the rest of the build, nor really adds that much to it. I'll keep Open Palm Strike, though, as it does have that pull-in adv at least. I'd still prob prefer something like Backhand Chop, Rising Knee, or Inex Tides to refresh Demolish faster, but I guess you can just use 100Hands to re-apply it.

    (Unnamed Build) - Freeform (Melee Damage)
    v3.34:32

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

    Talents
    Level 1: The Master (Str: 8, Dex: 10, Con: 10, Rec: 10)
    Level 6: Impresario (Dex: 5, Rec: 5)
    Level 9: Accurate (Dex: 5, End: 5)
    Level 12: Amazing Stamina (Rec: 5, End: 5)
    Level 15: Quick Recovery (Con: 5, Rec: 5)
    Level 18: Acrobat (Dex: 5, Con: 5)
    Level 21: Boundless Reserves (Con: 5, End: 5)

    Powers
    Level 1: Vicious Strikes
    Level 1: One Hundred Hands (Rank 2, Demolishing Strikes, Ghostly Strikes)
    Level 6: Way of the Warrior (Rank 2, Rank 3)
    Level 8: Form of the Master
    Level 11: Chi Manipulation
    Level 14: Bountiful Chi Resurgence (Rank 2, Resurgent Reiki)
    Level 17: Burning Chi Fist (Rank 2, Shattering Strike, Ghostly Strikes)
    Level 20: Dragon Uppercut (Ghostly Strikes, Dragon Rush)
    Level 23: Strike Down
    Level 26: Resurgence (Rank 2)
    Level 29: Tornado Slash (Rank 2, Fighting Spirit)
    Level 32: Open Palm Strike (Power Shift, Chi Flame)
    Level 35: Parry (Rank 2)
    Level 38: Fiery Embrace
    Adv. Points: 36/36

    Travel Powers
    Level 6: Athletics (Rank 2, Rank 3)
    Level 35:

    Specializations
    Dexterity: Combat Training (2/3)
    Dexterity: Gear Utilization (3/3)
    Dexterity: Deadly Aim (3/3)
    Dexterity: Expose Weakness (2/2)
    Vindicator: Aggressive Stance (2/2)
    Vindicator: Merciless (3/3)
    Vindicator: Focused Strikes (3/3)
    Vindicator: Mass Destruction (2/3)
    Warden: Fortified Gear (3/3)
    Warden: Ruthless (2/2)
    Warden: Upper Hand (2/3)
    Warden: The Best Defense (3/3)
    Mastery: Dexterity Mastery (1/1)
    <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!
  • circleofpsi#4619 circleofpsi Posts: 2,913 Arc User
    edited August 2019
    Ah I see, was hopeing to add a bit of flavor to the build, was was unsure what Munitions I can fit into the build without gimping it, but alright.

    (Unnamed Build) - Freeform (Melee Damage)
    v3.34:32

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

    Talents
    Level 1: The Master (Str: 8, Dex: 10, Con: 10, Rec: 10)
    Level 6: Impresario (Dex: 5, Rec: 5)
    Level 9: Accurate (Dex: 5, End: 5)
    Level 12: Amazing Stamina (Rec: 5, End: 5)
    Level 15: Quick Recovery (Con: 5, Rec: 5)
    Level 18: Acrobat (Dex: 5, Con: 5)
    Level 21: Boundless Reserves (Con: 5, End: 5)

    Powers
    Level 1: Vicious Strikes
    Level 1: One Hundred Hands (Rank 2, Demolishing Strikes, Ghostly Strikes)
    Level 6: Way of the Warrior (Rank 2, Rank 3)
    Level 8: Parry
    Level 11: Chi Manipulation
    Level 14: Tornado Slash (Rank 2, Fighting Spirit)
    Level 17: Burning Chi Fist (Rank 2, Shattering Strike, Ghostly Strikes)
    Level 20: Strike Down
    Level 23: Dragon Uppercut (Ghostly Strikes, Dragon Rush)
    Level 26: Backhand Chop (Chi Flame, Brutal Strike)
    Level 29: Cybernetic Tether (Recharge)
    Level 32: Form of the Master
    Level 35: Bountiful Chi Resurgence (Rank 2, Resurgent Reiki)
    Level 38: Resurgence (Evanescent Emergence)
    Adv. Points: 36/36

    Travel Powers
    Level 6: Athletics (Rank 2, Rank 3)
    Level 35:

    Specializations
    Dexterity: Combat Training (2/3)
    Dexterity: Gear Utilization (3/3)
    Dexterity: Deadly Aim (3/3)
    Dexterity: Expose Weakness (2/2)
    Vindicator: Aggressive Stance (2/2)
    Vindicator: Merciless (3/3)
    Vindicator: Focused Strikes (3/3)
    Vindicator: Mass Destruction (2/3)
    Warden: Fortified Gear (3/3)
    Warden: Ruthless (2/2)
    Warden: Upper Hand (2/3)
    Warden: The Best Defense (3/3)
    Mastery: Dexterity Mastery (1/1)

    Devices

    I can still replace Open Plam Strike with a single target knock-to, depending on whats better.
    Psi.
  • flowcytoflowcyto Posts: 12,742 Arc User
    You can prob skip the Chi Flame adv on Backhand Chop, and then maybe move that to R2 of Parry. I'd prob also get R2 of Resurgence (or you can change that to R2 Masterful Dodge when the AD changes hit Live, since you're using WotW and BCR/RR). The Tether is okay, I guess, just cause its cheap to tap and adds another self-heal.
    <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!
  • circleofpsi#4619 circleofpsi Posts: 2,913 Arc User
    flowcyto wrote: »
    You can prob skip the Chi Flame adv on Backhand Chop, and then maybe move that to R2 of Parry. I'd prob also get R2 of Resurgence (or you can change that to R2 Masterful Dodge when the AD changes hit Live, since you're using WotW and BCR/RR). The Tether is okay, I guess, just cause its cheap to tap and adds another self-heal.
    flowcyto wrote: »
    You can prob skip the Chi Flame adv on Backhand Chop, and then maybe move that to R2 of Parry. I'd prob also get R2 of Resurgence (or you can change that to R2 Masterful Dodge when the AD changes hit Live, since you're using WotW and BCR/RR). The Tether is okay, I guess, just cause its cheap to tap and adds another self-heal.

    Alrighty, will do, wil stick to Ressruge tho

    Tho I wanted to ask, If I was going to try fit in a Munitions power, what will be the best? (for the build)
    Psi.
  • flowcytoflowcyto Posts: 12,742 Arc User
    edited August 2019
    cryneting wrote: »
    Tho I wanted to ask, If I was going to try fit in a Munitions power, what will be the best? (for the build)
    Uh.. well, Muni has its own version of a Tether/Lariat that you can take (Trip Wire). Otherwise, Holdout Shot could also supply that HoT adv (you'd prob only want one of those at most), and it's cheap to use.
    <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!
  • circleofpsi#4619 circleofpsi Posts: 2,913 Arc User
    flowcyto wrote: »
    cryneting wrote: »
    Tho I wanted to ask, If I was going to try fit in a Munitions power, what will be the best? (for the build)
    Uh.. well, Muni has its own version of a Tether/Lariat that you can take (Trip Wire). Otherwise, Holdout Shot could also supply that HoT adv (you'd prob only want one of those at most), and it's cheap to use.

    I might consider holdout shot due to the heal, forgot that exists
    Psi.
  • circleofpsi#4619 circleofpsi Posts: 2,913 Arc User
    edited August 2019
    And here is the final build:

    Gone for holdout shot for the extra heal and Thames, gone for Open Wound, as it helps with the passive, but I can remove it in favor to another power.

    (Unnamed Build) - Freeform (Melee Damage)
    v3.34:32

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

    Talents
    Level 1: The Master (Str: 8, Dex: 10, Con: 10, Rec: 10)
    Level 6: Impresario (Dex: 5, Rec: 5)
    Level 9: Accurate (Dex: 5, End: 5)
    Level 12: Amazing Stamina (Rec: 5, End: 5)
    Level 15: Quick Recovery (Con: 5, Rec: 5)
    Level 18: Acrobat (Dex: 5, Con: 5)
    Level 21: Boundless Reserves (Con: 5, End: 5)

    Powers
    Level 1: Vicious Strikes
    Level 1: One Hundred Hands (Rank 2, Demolishing Strikes, Ghostly Strikes)
    Level 6: Way of the Warrior (Rank 2, Rank 3)
    Level 8: Parry
    Level 11: Chi Manipulation
    Level 14: Tornado Slash (Rank 2, Fighting Spirit)
    Level 17: Burning Chi Fist (Rank 2, Shattering Strike, Ghostly Strikes)
    Level 20: Strike Down
    Level 23: Dragon Uppercut (Ghostly Strikes, Dragon Rush)
    Level 26: Backhand Chop (Brutal Strike)
    Level 29: Holdout Shot (Stim Pack, Open Wound)
    Level 32: Form of the Master
    Level 35: Bountiful Chi Resurgence (Rank 2, Resurgent Reiki)
    Level 38: Resurgence (Evanescent Emergence)
    Adv. Points: 36/36

    Travel Powers
    Level 6: Athletics (Rank 2, Rank 3)
    Level 35:

    Specializations
    Dexterity: Combat Training (2/3)
    Dexterity: Gear Utilization (3/3)
    Dexterity: Deadly Aim (3/3)
    Dexterity: Expose Weakness (2/2)
    Vindicator: Aggressive Stance (2/2)
    Vindicator: Merciless (3/3)
    Vindicator: Focused Strikes (3/3)
    Vindicator: Mass Destruction (2/3)
    Warden: Fortified Gear (3/3)
    Warden: Ruthless (2/2)
    Warden: Upper Hand (2/3)
    Warden: The Best Defense (3/3)
    Mastery: Dexterity Mastery (1/1)

    Devices
    Psi.
  • flowcytoflowcyto Posts: 12,742 Arc User
    I may get R2 in Resurgence and Parry, but otherwise for the theme it looks okay overall.
    <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!
  • circleofpsi#4619 circleofpsi Posts: 2,913 Arc User
    flowcyto wrote: »
    I may get R2 in Resurgence and Parry, but otherwise for the theme it looks okay overall.

    I'll throw the R2 in Resurge and Parry
    Psi.
  • circleofpsi#4619 circleofpsi Posts: 2,913 Arc User
    edited August 2019
    So now that the 2 builds are finished of my main Toons, I'll like to move onto the 3rd one that was meant to be another "Elementalist" build but I decided I'll like to move onto something different. I also have a 4th build that is going to be a bit more tricky to deal with then most of my other builds as it involves the mystic tree and as far I recall, I have never made a build set on this and kept it.

    So the first one: Kinetic/Ferromagnetic Energy Manipulation

    This build is aimed around Kinetic/Electrical & Ice type of thame, more like an Gauss/Coil rifle type. It will have a mix of the latter, but if need be, it can have a mix of Particle powers as well.

    For the passive, I'm not quite sure what will help, as I am unable to find a Passive that assists in Ice/Electrical mainly. As that is the focus Ice/Electrical Is the main powers, with Force powers added for either a helpful tip or to.

    (Unnamed Build) - Freeform (Any / Multiple)
    v3.34:32

    Super Stats
    Level 6: Ego
    Level 10: Rec
    Level 15: Con

    Talents
    Level 1:
    Level 6:
    Level 9:
    Level 12:
    Level 15:
    Level 18:
    Level 21:

    Powers
    Level 1: Power Bolts
    Level 1: Chain Lightning (Rank 2, Rank 3)
    Level 6: Electrical Current (Rank 2, Bad Wiring)
    Level 8: Electric Form (Rank 2, Rank 3)
    Level 11: Force Shield (Rank 2, Rank 3)
    Level 14: Force Eruption (Gravitational Polarity)
    Level 17: Force Snap (Rank 2, Recharge)
    Level 20: Icicle Spear (Rank 2, Rank 3)
    Level 23:
    Level 26:
    Level 29:
    Level 32: Inertial Dampening Field
    Level 35: Molecular Self-Assembly
    Level 38: Gravity Driver
    Adv. Points: 26/36

    Travel Powers
    Level 6:
    Level 35:

    Specializations

    Devices

    I went for the damping field for the AD but surely something better, only went for it, due to thematic and I got an EU MSA, as I image some powers have alot of cool-downs.


    As for the 4th build: So this build is fully focused around Mystic, with if it can mix with minor Toxin/Void (due to the passive I picked), but all in all Mystic. No real need for Psi powers, unless they assist in the build (like ego sleep or so).

    The powers I've picked (they EU/Blast) are the core what I've started with (lighting bolts, cuz not a fan of the EU from mystic tree and its only an EU) the mystic blast ofc and for the "beam" power (EU/Blast/Beam) I'm not sure if I should go for Star or Bane, as the tool-tip (not effected by stats) look pretty weak. So I have ZERO idea for that. (I was also interested in Aura of Arcane Clarity, but that does Zero for damage and there is better ways for cooldown/recharge IIRC) Destruction if I wish to mix other powers. But the passive I got seems fine for now. (but again not good for team play, I do not plan on being Support role, just FYI)


    I kown that "Soul Beam" is a power I delfy want in the build, as well as Hex of Suffering (maybe the mystic blade pet thingy). but the rest I'll have to see what you grant me and we can toy around with that. (Will of wisp or Cruse?).

    Due to Mystic has so much passives, the Thame to help out is based around Doctor Strange, he is more of an Offensive/Support type of Guy, with minor Def (of what I saw in the movies) so I'll try to mimic that.


    (Unnamed Build) - Freeform (Any / Multiple)
    v3.34:32

    Super Stats
    Level 6: Intelligence (Primary)
    Level 10: Recovery (Secondary)
    Level 15: Constitution (Secondary)

    Talents
    Level 1:
    Level 6:
    Level 9:
    Level 12:
    Level 15:
    Level 18:
    Level 21:

    Powers
    Level 1: Electric Bolt
    Level 1: Eldritch Blast (Rank 2, Rank 3)
    Level 6: Enchanter (Rank 2, Rank 3)
    Level 8: Eldritch Shield
    Level 11: Skarn's Bane (Rank 2, Trance)
    Level 14: Star Barrage (Rank 2, Rank 3)
    Level 17:
    Level 20:
    Level 23:
    Level 26:
    Level 29:
    Level 32:
    Level 35:
    Level 38:
    Adv. Points: 16/36

    Travel Powers
    Level 6:
    Level 35:

    Specializations

    Devices


    The Specs and such, no idea but I do recall having a very old build (talking 2 years maybe) where Int/Rec and Con where good for magic builds.

    Let me kown what you think
    Psi.
  • flowcytoflowcyto Posts: 12,742 Arc User
    I'm a bit confused by the first build's concept, as you mentioned "a Gauss/Coil rifle" but I don't see any ranged weapons in there. Anyways, Ice and Elec won't mix too well, but it's still feasible:

    (Unnamed Build) - Freeform (Ranged Damage)
    v3.34:32

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

    Talents
    Level 1: The Invincible (Con: 10, Int: 10, Ego: 8, End: 10)
    Level 6: Academics (Int: 5, Ego: 5)
    Level 9: Healthy Mind (Con: 5, Int: 5)
    Level 12: Negotiator (Int: 5, Rec: 5)
    Level 15: Quick Recovery (Con: 5, Rec: 5)
    Level 18: Worldly (Ego: 5, Rec: 5)
    Level 21: Ascetic (Con: 5, Ego: 5)

    Powers
    Level 1: Ice Shards
    Level 1: Chain Lightning (Rank 2, Rank 3)
    Level 6: Chilled Form
    Level 8: Night Warrior (Rank 2, Rank 3)
    Level 11: Electrical Current (Rank 2, Bad Wiring)
    Level 14: Conviction (Rank 2, Rank 3)
    Level 17: Molecular Self-Assembly
    Level 20: Icicle Spear (Rank 2, Rank 3)
    Level 23: Force Geyser (Rank 2, Nailed to the Ground)
    Level 26: Resurgence (Rank 2)
    Level 29: Force Shield (Rank 2)
    Level 32: Ice Sheath (Rank 2)
    Level 35: Thundering Return
    Level 38: Gravity Driver (Rank 2, Rank 3)
    Adv. Points: 34/36

    Travel Powers
    Level 6:
    Level 35:

    Specializations
    Ego: Force of Will (2/2)
    Ego: Insight (3/3)
    Ego: Follow Through (2/3)
    Ego: Sixth Sense (3/3)
    Vindicator: Aggressive Stance (2/2)
    Vindicator: Merciless (3/3)
    Vindicator: Focused Strikes (3/3)
    Vindicator: Mass Destruction (2/3)
    Avenger: Ruthless (2/2)
    Avenger: Round 'em Up (3/3)
    Avenger: Offensive Expertise (2/2)
    Avenger: Preemptive Strike (3/3)
    Mastery: Ego Mastery (1/1)

    Alternates between Chain Lit and Ice Spear for single-target dps. Elec Current is the main AoE. Geyser and Conviction can be used to help roll MSA. Gears mostly for Int, w/ some Con and Ego.

    --

    Also, 'EU' is short for 'energy unlock', like MSA- not the energy builder. Anyways, the energy builder isn't too important here, either way, but I'd prob keep Eld Bolts just to unlock Sorcery powers early on.

    There's a number of ways to build a Sorc build, as the set is pretty versatile atm. Here's a basic Sorc dps build that you can edit:

    (Unnamed Build) - Freeform (Ranged Damage)
    v3.34:32

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

    Talents
    Level 1: The Glacier (Dex: 8, Con: 10, Int: 10, End: 10)
    Level 6: Covert Ops Training (Str: 3, Dex: 3, Con: 3, Int: 3)
    Level 9: Coordinated (Dex: 5, Int: 5)
    Level 12: Negotiator (Int: 5, Rec: 5)
    Level 15: Quick Recovery (Con: 5, Rec: 5)
    Level 18: Healthy Mind (Con: 5, Int: 5)
    Level 21: Acrobat (Dex: 5, Con: 5)

    Powers
    Level 1: Eldritch Bolts
    Level 1: Conjuring
    Level 6: Enchanter (Rank 2, Rank 3)
    Level 8: Concentration
    Level 11: Skarn's Bane (Rank 2, Trance)
    Level 14: Conviction (Rank 2, Rank 3)
    Level 17: Will-o'-the-Wisp (Guide, Cursed)
    Level 20: Soul Beam (Rank 2, Rank 3)
    Level 23: Resurgence (Rank 2)
    Level 26: Eldritch Shield (Rank 2)
    Level 29: Imbue
    Level 32: Fiery Embrace
    Level 35:
    Level 38:
    Adv. Points: 24/36

    Travel Powers
    Level 6:
    Level 35:

    Specializations
    Intelligence: Enlightened (3/3)
    Intelligence: Battle of Wits (2/3)
    Intelligence: Detect Vulnerability (3/3)
    Intelligence: Expertise (2/2)
    Guardian: Fortified Gear (3/3)
    Guardian: Ruthless (2/2)
    Guardian: Find the Mark (3/3)
    Guardian: The Best Defense (2/3)
    Vindicator: Aggressive Stance (2/2)
    Vindicator: Merciless (3/3)
    Vindicator: Focused Strikes (3/3)
    Vindicator: Mass Destruction (2/3)
    Mastery: Intelligence Mastery (1/1)

    (Not for early leveling; can get Eld Blast early on and re-train out of it later)

    Uses Wisp on cd to debuff, Skarn's for AoE, and Soul Beam for single-target dps. The last few power slots can be w/e ya want. Gears mostly for Int, w/ some Con and Dex.
    <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!
  • circleofpsi#4619 circleofpsi Posts: 2,913 Arc User
    Alright so: Being toying around with some of the powers and I think I have a basic idea of what I'll like to go with. I've replaced the passive with AoED (As I feel I can be a bit more helpful in a team, staying in Hybrid role however). That or depending on what gives me more " Offensive/Support" the AoMP (Not sure if MP, gives me more damage overall or just boosts the stats, that effect the roles it self, but ED seems a solid choice, as MP is always the get go choice)

    I've also played around with some of the "Circle of X" powers and so far Circle of Arcane Power strikes my likeing, but I THINK for the better choice here, will be Circle of Primal Dominion. while the always feeding Engrey sounds nice, not sure how effective it will be and how it works with EUs and keeping myself and others protected is a more ideal plan. (Let me kown what you think of Arcane Power).

    I've got the Heal/AD and EU sorted, as well as an Buff passive. Not sure for the last powers just yet, I may replace Will-o-Wisp, in favor for Hex of Suffering (Due to the AoE Stun, extra CC). And an outright heal for myself/team-mates (or add Reverence to convi due to how spammable it is)

    Other powers, I can only think of is maybe a pet (Floating blades) and something else, will think of something as I sort core powers out first.

    (Unnamed Build) - Freeform (Ranged Damage)
    v3.34:32

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

    Talents
    Level 1: The Glacier (Dex: 8, Con: 10, Int: 10, End: 10)
    Level 6: Covert Ops Training (Str: 3, Dex: 3, Con: 3, Int: 3)
    Level 9: Coordinated (Dex: 5, Int: 5)
    Level 12: Negotiator (Int: 5, Rec: 5)
    Level 15: Quick Recovery (Con: 5, Rec: 5)
    Level 18: Healthy Mind (Con: 5, Int: 5)
    Level 21: Acrobat (Dex: 5, Con: 5)

    Powers
    Level 1: Electric Bolt
    Level 1: Eldritch Blast (Rank 2, Rank 3)
    Level 6: Aura of Ebon Destruction (Rank 2, Rank 3)
    Level 8: Eldritch Shield
    Level 11: Skarn's Bane (Rank 2, Trance)
    Level 14: Conjuring
    Level 17: Circle of Primal Dominion (Rank 2, Rank 3)
    Level 20: Soul Beam (Rank 2, Rank 3)
    Level 23: Will-o'-the-Wisp (Guide, Cursed)
    Level 26:
    Level 29:
    Level 32: Conviction (Rank 2, Rank 3)
    Level 35: Resurgence
    Level 38: Spellcaster
    Adv. Points: 28/36

    Travel Powers
    Level 6:
    Level 35:

    Specializations
    Intelligence: Enlightened (3/3)
    Intelligence: Battle of Wits (2/3)
    Intelligence: Detect Vulnerability (3/3)
    Intelligence: Expertise (2/2)
    Guardian: Fortified Gear (3/3)
    Guardian: Ruthless (2/2)
    Guardian: Find the Mark (3/3)
    Guardian: The Best Defense (2/3)
    Vindicator: Aggressive Stance (2/2)
    Vindicator: Merciless (3/3)
    Vindicator: Focused Strikes (3/3)
    Vindicator: Mass Destruction (2/3)
    Mastery: Intelligence Mastery (1/1)

    Devices


    Now quick qeastion, does Mind Control effect as a Cruse, thus being effected by Conjuring or is that still broken?
    Psi.
  • jaazaniah1jaazaniah1 Posts: 5,431 Arc User
    Your hybrid AoED with w/ no Pre will not be very helpful in group content. If you really will do group content you should superstat Pre somewhere and be prepared to run in Support role in groups. E.g. drop Dex for Pre

    You can always get a (partial?) 2nd set of merc primaries with all Pre mods if you think you are mostly going to do solo but want to be reasonably well-equipped to help out meaningfully in groups. Other set of gear for solo work would be mainly Int (with some Con)

    You could also go the dual passive route and pick up Enchanter as an offensive passive. E.g.

    (Unnamed Build) - Freeform (Ranged Damage)
    v3.34:32

    Super Stats
    Level 6: Intelligence (Primary)
    Level 10: Presence (Secondary)
    Level 15: Constitution (Secondary)

    Talents
    Level 1: The Hero (Str: 8, Dex: 8, Con: 8, Int: 8, Ego: 8, Pre: 8, Rec: 6, End: 6)
    Level 6: Healthy Mind (Con: 5, Int: 5)
    Level 9: Shrug It Off (Con: 5, Pre: 5)
    Level 12: Diplomatic (Int: 5, Pre: 5)
    Level 15: Lasting Impression (Pre: 5, Rec: 5)
    Level 18: Showmanship (Ego: 5, Pre: 5)
    Level 21: Command Training (Int: 3, Ego: 3, Pre: 3, Rec: 3)

    Powers
    Level 1: Electric Bolt
    Level 1: Eldritch Blast (Blinding Light, Bad Luck)
    Level 6: Aura of Ebon Destruction (Rank 2, Rank 3)
    Level 8: Eldritch Shield (Rank 2)
    Level 11: Skarn's Bane (Rank 2, Trance)
    Level 14: Conjuring
    Level 17: Circle of Primal Dominion (Rank 2)
    Level 20: Soul Beam (Rank 2, Rank 3)
    Level 23: Will-o'-the-Wisp (Guide, Cursed)
    Level 26: Hex of Suffering
    Level 29: Enchanter (Rank 2, Rank 3)
    Level 32: Conviction (Rank 2, Rank 3)
    Level 35: Resurgence (Rank 2)
    Level 38: Spellcaster
    Adv. Points: 34/36

    Travel Powers
    Level 6:
    Level 35:

    Specializations
    Intelligence: Enlightened (3/3)
    Intelligence: Tactician (2/2)
    Intelligence: Detect Vulnerability (3/3)
    Intelligence: Expertise (2/2)
    Guardian: Fortified Gear (3/3)
    Guardian: Ruthless (2/2)
    Guardian: Find the Mark (3/3)
    Guardian: The Best Defense (2/3)
    Vindicator: Aggressive Stance (2/2)
    Vindicator: Merciless (3/3)
    Vindicator: Focused Strikes (3/3)
    Vindicator: Mass Destruction (2/3)
    Mastery: Intelligence Mastery (1/1)

    Devices
    JwLmWoa.png
    Perseus, Captain Arcane, Tectonic Knight, Pankration, Siberiad, Sekhmet, Black Seraph, Clockwork
    Project Attalus: Saving the world so you don't have to!
  • flowcytoflowcyto Posts: 12,742 Arc User
    cryneting wrote: »
    Alright so: Being toying around with some of the powers and I think I have a basic idea of what I'll like to go with. I've replaced the passive with AoED (As I feel I can be a bit more helpful in a team, staying in Hybrid role however). That or depending on what gives me more " Offensive/Support" the AoMP (Not sure if MP, gives me more damage overall or just boosts the stats, that effect the roles it self, but ED seems a solid choice, as MP is always the get go choice)

    I've also played around with some of the "Circle of X" powers and so far Circle of Arcane Power strikes my likeing, but I THINK for the better choice here, will be Circle of Primal Dominion. while the always feeding Engrey sounds nice, not sure how effective it will be and how it works with EUs and keeping myself and others protected is a more ideal plan. (Let me kown what you think of Arcane Power).

    I've got the Heal/AD and EU sorted, as well as an Buff passive. Not sure for the last powers just yet, I may replace Will-o-Wisp, in favor for Hex of Suffering (Due to the AoE Stun, extra CC). And an outright heal for myself/team-mates (or add Reverence to convi due to how spammable it is)

    Now quick qeastion, does Mind Control effect as a Cruse, thus being effected by Conjuring or is that still broken?
    A few things here:

    - You generally don't want to bring Hybrid role auras to groups as they are much weaker for allies, and any Support version of the aura will be stronger. Similar story w/ bringing a slotted aura when not stacking Pres- it'll just be much weaker for allies. Some aura passives have ally benefits that don't matter as much, like w/ Seraphim or Hearth, but most do. (also, it's "AoPM", not "AoMP")
    - CoAP doesn't stack w/ energy unlocks anymore. It's likely not going to be worth it or needed in your case. CoPD is okay, but for non-tanks you'd generally want other things for defense; the main benefit would be the knock resist then, but good blocking can also mitigate knocks.
    - As Jaaz said, there's other ways to get more dmg as a Support player- either via a dual passive approach or swapping gear and/or roles when you want to do more personal dps, or a combo of both.
    - (and yea, Mind Control is classed as a Curse, though I usually wouldn't take MC)

    That said, I'm unsure if you're actually trying to be a committed Support, as you don't have much ally healing or reses in there. If you just want to be a Hybrid-dps w/ some off-healing potential then you could always make a Seraphim Hybrid build w/ something like Iniquity, Arcane Vit, or Vala's Light and an ally res as backup support. For example:

    (Unnamed Build) - Freeform (Hybrid)
    v3.34:32

    Super Stats
    Level 6: Intelligence (Primary)
    Level 10: Presence (Secondary)
    Level 15: Constitution (Secondary)

    Talents
    Level 1: The Witch (Con: 10, Int: 8, Pre: 10, Rec: 10)
    Level 6: Diplomatic (Int: 5, Pre: 5)
    Level 9: Negotiator (Int: 5, Rec: 5)
    Level 12: Lasting Impression (Pre: 5, Rec: 5)
    Level 15: Quick Recovery (Con: 5, Rec: 5)
    Level 18: Healthy Mind (Con: 5, Int: 5)
    Level 21: Shrug It Off (Con: 5, Pre: 5)

    Powers
    Level 1: Eldritch Bolts
    Level 1: Conjuring
    Level 6: Eldritch Shield (Rank 2)
    Level 8: Seraphim (Rank 2, Rank 3)
    Level 11: Concentration
    Level 14: Skarn's Bane (Rank 2, Trance)
    Level 17: Will-o'-the-Wisp (Guide, Cursed)
    Level 20: Soul Beam (Rank 2, Rank 3)
    Level 23: Conviction (Rank 2, Rank 3)
    Level 26: Arcane Vitality (Rank 2, Rank 3)
    Level 29: Redemption (Rank 2, Salvation)
    Level 32: Resurgence (Rank 2)
    Level 35: Ascension (Judgment)
    Level 38: Rebirth
    Adv. Points: 34/36

    Travel Powers
    Level 6:
    Level 35:

    Specializations
    Intelligence: Enlightened (3/3)
    Intelligence: Battle of Wits (2/3)
    Intelligence: Detect Vulnerability (3/3)
    Intelligence: Expertise (2/2)
    Guardian: Fortified Gear (3/3)
    Guardian: Ruthless (2/2)
    Guardian: Find the Mark (3/3)
    Guardian: The Best Defense (2/3)
    Vindicator: Aggressive Stance (2/2)
    Vindicator: Merciless (3/3)
    Vindicator: Focused Strikes (3/3)
    Vindicator: Mass Destruction (2/3)
    Mastery: Intelligence Mastery (1/1)

    Acts like a normal Sorc dps usually, but can also heal and res allies, if needed. Gears mostly for Int, w/ some Pres and Con.

    If you're not trying to heal allies sometimes, then I'd prob advise you to just stick w/ a normal Sorc dps build, and let other players handle support-related functions.
    <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!
  • circleofpsi#4619 circleofpsi Posts: 2,913 Arc User
    edited August 2019
    flowcyto wrote: »
    If you're not trying to heal allies sometimes, then I'd prob advise you to just stick w/ a normal Sorc dps build, and let other players handle support-related functions.

    Riiiight, thanks for the Info both of you, but I'm gonna dip-out on the whole Support thing, I'll stick with my normal passive/dps role I was gonna go with. But still thanks again, if I ever come across another Toon who needs a re-fresh, I may do such for them!



    Edit: With that out the way and cleared up for me, what about the other qeastions I asked about "Circle of X" powers and the Hex Vs Wisp.

    Other then that, I just need to make an idea what other powers I'll like
    Psi.
  • flowcytoflowcyto Posts: 12,742 Arc User
    edited August 2019
    Edit: With that out the way and cleared up for me, what about the other qeastions I asked about "Circle of X" powers and the Hex Vs Wisp.
    Well, I already addressed CoAP and CoPD. CoRG you prob want to skip as it's not as reliable as a normal self-res, thought the AoE heal it gives can be okay. CoEW doesn't grant that much for the heal penalty and circle stipulations it imposes on you, since its dmg bonus is on the DR.

    The Wisp can reach upto 100ft and give you both Hexed and an Enchantment rolled into one w/ its advs, while Hex can only give a Curse (Hexed), is on a longer cd, and is limited to 50ft. On the flip-side, Hex can deal more total dmg and has other potentially useful utility advs, like the stun, root, or NttG ones. You'll already have some AoE CC if you take Skarn's Stun adv, though.
    <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!
  • circleofpsi#4619 circleofpsi Posts: 2,913 Arc User
    flowcyto wrote: »
    Edit: With that out the way and cleared up for me, what about the other qeastions I asked about "Circle of X" powers and the Hex Vs Wisp.
    Well, I already addressed CoAP and CoPD. CoRG you prob want to skip as it's not as reliable as a normal self-res, thought the AoE heal it gives can be okay. CoEW doesn't grant that much for the heal penalty and circle stipulations it imposes on you, since its dmg bonus is on the DR.

    The Wisp can reach upto 100ft and give you both Hexed and an Enchantment rolled into one w/ its advs, while Hex can only give a Curse (Hexed), is on a longer cd, and is limited to 50ft. On the flip-side, Hex can deal more total dmg and has other potentially useful utility advs, like the stun, root, or NttG ones. You'll already have some AoE CC if you take Skarn's Stun adv, though.

    Oh really?, I somehow missed that (reading things at 10:00pm is not good) thanks for the info, I'll toy around with the Circle of X powers, just in case I'll still want it, sure they don't give much, but better then nothing.

    As for the Hex Vs Wisp, I'll likely stick with Wisp then.
    Psi.
  • circleofpsi#4619 circleofpsi Posts: 2,913 Arc User
    Alright, as I've gone back to the normal role I was going for, these are the changes that I've made:

    I've forgot to add the TP I was useing that is fully-leveled, so tats now in play and this is a fully level 40 build (I should props mention that each time). I've toyed around with the "Circle of X" powers and I'm torn in-between CoPD and CoRG. I enjoy the % of both DR/Healing and other effects it has, they are nothing to sneeze at, while blocking can help, an extra boost I don't think will mind.

    As for CoRG and I'm not sure if this is correct, but it seems it still heals you, regardless if you have physically moved or not, the heal might alright for a quick boost of HP/Team HP, but I am petty sure Conviction heals way more then the power itself.

    I've also toyed around with the "Sigil of X" powers as well and quite frankly I am really enjoying the Sigil of Destruction, both the effects and how it has some good CC in and damage. (Not sure if it can trigger the "Stun" effect, that electrical powers have).

    As for the last power, I have really no clue what I'll like to put in: The only power I have Interest in right now is Warlock's Blades, to help me out, like a pet (Not so sure if you can summon it out-side of combat), other then that Mind Control (cuz you kown me) or an "incapacitate" tho I heard they're not quite useful. (Crippling Coils or Binding of Aratron or even Banish comes to mind)


    (Unnamed Build) - Freeform (Ranged Damage)
    v3.34:32

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

    Talents
    Level 1: The Glacier (Dex: 8, Con: 10, Int: 10, End: 10)
    Level 6: Investigator (Int: 5, End: 5)
    Level 9: Coordinated (Dex: 5, Int: 5)
    Level 12: Negotiator (Int: 5, Rec: 5)
    Level 15: Quick Recovery (Con: 5, Rec: 5)
    Level 18: Healthy Mind (Con: 5, Int: 5)
    Level 21: Acrobat (Dex: 5, Con: 5)

    Powers
    Level 1: Electric Bolt
    Level 1: Eldritch Blast (Rank 2, Rank 3)
    Level 6: Enchanter (Rank 2, Rank 3)
    Level 8: Eldritch Shield
    Level 11: Skarn's Bane (Rank 2, Trance)
    Level 14: Sigils of Destruction (Rank 2, Rank 3)
    Level 17: Soul Beam (Rank 2, Rank 3)
    Level 20: Will-o'-the-Wisp (Guide, Cursed)
    Level 23: Circle of Primal Dominion Or Glory?
    Level 26: ????
    Level 29: Conjuring
    Level 32: Conviction (Rank 2, Rank 3)
    Level 35: Resurgence
    Level 38: Spellcaster
    Adv. Points: 30/36

    Travel Powers
    Level 6: Arcane Flight (Rank 2, Rank 3)
    Level 35: Energy Slide

    Specializations
    Intelligence: Enlightened (3/3)
    Intelligence: Battle of Wits (2/3)
    Intelligence: Detect Vulnerability (3/3)
    Intelligence: Expertise (2/2)
    Guardian: Fortified Gear (3/3)
    Guardian: Ruthless (2/2)
    Guardian: Find the Mark (3/3)
    Guardian: The Best Defense (2/3)
    Vindicator: Aggressive Stance (2/2)
    Vindicator: Merciless (3/3)
    Vindicator: Focused Strikes (3/3)
    Vindicator: Mass Destruction (2/3)
    Mastery: Intelligence Mastery (1/1)

    Devices

    I've just realized I also changed one of the specs (first one) to 5/5 one, must of done that by natural instincts, let me kown if its needed to back to its normal one.
    Psi.
  • flowcytoflowcyto Posts: 12,742 Arc User
    The Destruction Sigils don't CC, unless you mean maybe distracting the enemies potentially? That's not really reliable, though, and can destroy your sigils. Perhaps you were thinking of a different power.

    As far as the circles, I still don't really think it's that worthy of a power slot for a dps, but CoPD is okay- if you insist on having a circle power.

    Anyways, I'd prob get Concentration over Spellcaster for that build, and get r2 of Resurgence and Eldritch Shield. Warlock's Blades could work for the open power slot, or get a self-res, or an ult, or an AO, or a threat wipe- or w/e ya want (yes, even Mind Control..) cause you already have most aspects covered.
    <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!
  • circleofpsi#4619 circleofpsi Posts: 2,913 Arc User
    flowcyto wrote: »
    The Destruction Sigils don't CC, unless you mean maybe distracting the enemies potentially? That's not really reliable, though, and can destroy your sigils. Perhaps you were thinking of a different power.

    As far as the circles, I still don't really think it's that worthy of a power slot for a dps, but CoPD is okay- if you insist on having a circle power.

    Anyways, I'd prob get Concentration over Spellcaster for that build, and get r2 of Resurgence and Eldritch Shield. Warlock's Blades could work for the open power slot, or get a self-res, or an ult, or an AO, or a threat wipe- or w/e ya want (yes, even Mind Control..) cause you already have most aspects covered.

    Weird, I imagined the Sigils where more of a distracting tool thing, like a CC of some kind, but guess not. the Healing one seems decent, but eh.

    And alright then, will get Conce over spell-caster and place a rank in both the shield and resurgence, as for last power I';l toy around with it.

    Tho as an general qeastion, have you tired spell-caster?, reading the tooltip seem it only effects if a Curse is in place, thus might not be as reiable if you don't have much powers that trigger that, say vs always in range and charge up/maintain one


    Psi.
  • flowcytoflowcyto Posts: 12,742 Arc User
    Spellcaster could still work fine, it's just that w/ the powers you'd be using it'd be generally easier to proc something like Conc w/ them. That said, I missed that you also had Eld Blast in there earlier, but it's not really providing anything noteworthy to the build as is, so I'd prob take it out of the final build (can be okay for early leveling, but I'd train out of it later then).
    <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!
  • jaazaniah1jaazaniah1 Posts: 5,431 Arc User
    I'd ditch Eldritch Blast and take Crashing Incantation when you retcon at 40.
    JwLmWoa.png
    Perseus, Captain Arcane, Tectonic Knight, Pankration, Siberiad, Sekhmet, Black Seraph, Clockwork
    Project Attalus: Saving the world so you don't have to!
  • circleofpsi#4619 circleofpsi Posts: 2,913 Arc User
    edited August 2019
    flowcyto wrote: »
    Spellcaster could still work fine, it's just that w/ the powers you'd be using it'd be generally easier to proc something like Conc w/ them. That said, I missed that you also had Eld Blast in there earlier, but it's not really providing anything noteworthy to the build as is, so I'd prob take it out of the final build (can be okay for early leveling, but I'd train out of it later then).
    jaazaniah1 wrote: »
    I'd ditch Eldritch Blast and take Crashing Incantation when you retcon at 40.

    Uh, alright, will see what I'll do with it, as my normal play style is EU/Blast/Maintain (or Bolt/Blast/Beam, as I call it), Never not had a "blast" power in my builds, so might take a while to get used to, but again, I'll see what I can do, might save up a power slot for something else I'll like.


    Edit: Yeah, I'm gonna have to see if I can make the Eld Blast somewhat worth useing, as much as I kown its not really providing much, for a mystic build of I've seen in most builds, I can't break out my habit play-style of not having a EU/Blast and Maintain as the Tito starting powers. But thanks non-the less for pointing it out to me.

    I think to make Eld blast more appealing to use I plan to use the w/adv: Blinding Light or Bad Luck (cuz Bane stuns if Bad Luck is on at 100%, or a small heal each time I fully use it, can be nice)

    The shard is down for now, so I'll update this when its back LIVE
    Post edited by circleofpsi#4619 on
    Psi.
  • flowcytoflowcyto Posts: 12,742 Arc User
    edited August 2019
    Yea.. outside of leveling, perhaps, that's not a very efficient play style. The energy builder (again, not the "EU", which is the Energy Unlock, or Conjuring here) is very low dps, as are blasts in most cases. You'll want to minimize use of the former and often just skip over the latter if there's better options (some blast builds can still do okay if built properly, say if you want to keep one for theme- but I'd make those the exception instead of the rule). Hopefully you can do all that w/o having any major energy issues at max level (and Int handles most energy issues pretty easily, for this build at least).
    <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!
  • circleofpsi#4619 circleofpsi Posts: 2,913 Arc User
    Just looked at the PTS note: Quite ALOT of powers are being changed, so if the LIVE comes out with them, I'll have to re-do some toons by re-pacing advs and such
    Psi.
  • circleofpsi#4619 circleofpsi Posts: 2,913 Arc User
    edited August 2019
    flowcyto wrote: »
    Yea.. outside of leveling, perhaps, that's not a very efficient play style. The energy builder (again, not the "EU", which is the Energy Unlock, or Conjuring here) is very low dps, as are blasts in most cases. You'll want to minimize use of the former and often just skip over the latter if there's better options (some blast builds can still do okay if built properly, say if you want to keep one for theme- but I'd make those the exception instead of the rule). Hopefully you can do all that w/o having any major energy issues at max level (and Int handles most energy issues pretty easily, for this build at least).

    Yeah understandable, I do bealive I have one build somewhere, where I don't have the such play style somewhere and some builds, once say the PTS goes LIVE, I'll likely update them, but say for this build its kept for thame and energy seems fine, so no issue there.

    However this does intrigue me quite alot, of the builds I've posted (The STORM/Melee Combat and the "Gauss" build, what lines between not having a "Blast" and not. for sample the Storm build whom uses Ice blast or the Gauss one. Cuz the other one I posted along side with the Mystic one, I chuold not have a blast power there and just have the say: EB and Elc Current.

    And yes I keep mixing EU and EB, I'm sorry :s



    Oh and to answer your sequestration before on the Gauss build, I meant to use "Coil-gun/Gauss Rifle" figuratively, sorry for the confutation. As an Gauss Rifle uses magnetic energy and such, etc.

    (and if this just made it worse and confuses you even more, then your free to shoot me)


    Psi.
  • flowcytoflowcyto Posts: 12,742 Arc User
    "then your free to shoot me"
    o.0 .. nah I'm good, gonna pass on that lol

    Anyways, yea atm w/ all the changes implemented it may be best to re-evaluate all or most of the builds, also in the knowledge of trying to play more effectively (the AD and AO changes alone are going to affect most builds as is). Again, blast-based builds can still be fine, to a degree (esp if you have energy issues, as they are pretty cheap), just know that blasts generally have some of the lowest base dps of all ranged attacks in the game, which is why you generally wouldn't see them in high-end dps builds.
    <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!
  • circleofpsi#4619 circleofpsi Posts: 2,913 Arc User
    edited August 2019
    flowcyto wrote: »
    "then your free to shoot me"
    o.0 .. nah I'm good, gonna pass on that lol

    Anyways, yea atm w/ all the changes implemented it may be best to re-evaluate all or most of the builds, also in the knowledge of trying to play more effectively (the AD and AO changes alone are going to affect most builds as is). Again, blast-based builds can still be fine, to a degree (esp if you have energy issues, as they are pretty cheap), just know that blasts generally have some of the lowest base dps of all ranged attacks in the game, which is why you generally wouldn't see them in high-end dps builds.

    I see, well that's what I'm going to do with the other builds, I will re-post them here (not chnageing the other builds too satirically, but will see what I can do)



    Anyways onto the Mystic build: I've toyed around with quite a few powers such as the Sigils and such, etc, While they do some good damage and help out, there're not as good as I hoped.

    So I've gone for an Heal for both myself and Teammates, if I'm ever in a mission, so another quick tap/hold heal, as it seems useful to not just relie on Convi.

    For the last power, I'm either thinking to go with Mind Control or have another tap power the Hex of Suffering (with Adv or Rank 2). Not so sure yet, but my soul tells me HoS is the better choice here. As Will-o-Wisp don't effect it (not on a shared cooldown). Mind Control just provides a minor distraction.

    That or I go for something more useful like a threat wipe in-case I get into some shite

    (Unnamed Build) - Freeform (Ranged Damage)
    v3.34:32

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

    Talents
    Level 1: The Glacier (Dex: 8, Con: 10, Int: 10, End: 10)
    Level 6: Investigator (Int: 5, End: 5)
    Level 9: Coordinated (Dex: 5, Int: 5)
    Level 12: Negotiator (Int: 5, Rec: 5)
    Level 15: Quick Recovery (Con: 5, Rec: 5)
    Level 18: Healthy Mind (Con: 5, Int: 5)
    Level 21: Acrobat (Dex: 5, Con: 5)

    Powers
    Level 1: Electric Bolt
    Level 1: Eldritch Blast (Rank 2, Blinding Light)
    Level 6: Enchanter (Rank 2, Rank 3)
    Level 8: Eldritch Shield(Rank 2)
    Level 11: Skarn's Bane (Rank 2, Trance)
    Level 14: Will-o'-the-Wisp (Guide, Cursed)
    Level 17: Circle of Primal Dominion (Rank 2, Rank 3)
    Level 20: Soul Beam (Rank 2, Rank 3)
    Level 23: Vala's Light (Rank 2, Light Everlasting)
    Level 26: Mind Control
    Level 29: Conjuring
    Level 32: Conviction (Rank 2, Rank 3)
    Level 35: Resurgence
    Level 38: Concentration
    Adv. Points: 36/36

    Travel Powers
    Level 6: Arcane Flight (Rank 2, Rank 3)
    Level 35: Energy Slide

    Specializations
    Intelligence: Enlightened (3/3)
    Intelligence: Battle of Wits (2/3)
    Intelligence: Detect Vulnerability (3/3)
    Intelligence: Expertise (2/2)
    Guardian: Fortified Gear (3/3)
    Guardian: Ruthless (2/2)
    Guardian: Find the Mark (3/3)
    Guardian: The Best Defense (2/3)
    Vindicator: Aggressive Stance (2/2)
    Vindicator: Merciless (3/3)
    Vindicator: Focused Strikes (3/3)
    Vindicator: Mass Destruction (2/3)
    Mastery: Intelligence Mastery (1/1)

    Devices


    Note: I've kept the Edric Blast in this build solely for Thematic reasons and I have kinder made it somewhat useful for either to refresh my Hexed or a extra heal (I think refresh might be better, as I can just tap to re-fresh)


    Psi.
  • flowcytoflowcyto Posts: 12,742 Arc User
    Yea, for that build I'd say the core dps powers not to change are: the passive (Enchanter), the form (Conc), the EU (Conjuring), Wisp (w/ Guide and Curse advs), Soul Beam (main single-target), and Skarn's Bane or Star Barrage (main AoE). Powers beyond those would be more for utility/CC, or defenses/heals for survival (block enhancer, Conviction, and an AD can be sufficient there). If you want some utility from Eld Blast you can skip the Illum and Hex refresh advs, since you have Wisp already, and give it the Jinxed adv for some minor CC/debuff that way. I may also get R2 of Resurgence, or maybe get R1 Indestructible for a mitigation cd instead. Rest of the power slots are just up to you, but if you're unsure then I would train them and their advantages last, so any re-training of them is cheaper.
    <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!
  • circleofpsi#4619 circleofpsi Posts: 2,913 Arc User
    edited September 2019
    flowcyto wrote: »
    Yea, for that build I'd say the core dps powers not to change are: the passive (Enchanter), the form (Conc), the EU (Conjuring), Wisp (w/ Guide and Curse advs), Soul Beam (main single-target), and Skarn's Bane or Star Barrage (main AoE). Powers beyond those would be more for utility/CC, or defenses/heals for survival (block enhancer, Conviction, and an AD can be sufficient there). If you want some utility from Eld Blast you can skip the Illum and Hex refresh advs, since you have Wisp already, and give it the Jinxed adv for some minor CC/debuff that way. I may also get R2 of Resurgence, or maybe get R1 Indestructible for a mitigation cd instead. Rest of the power slots are just up to you, but if you're unsure then I would train them and their advantages last, so any re-training of them is cheaper.


    Sounds like the plan, I'll change the adv on the blast and see if I can rank 2 Ressruge as well, if not I'll go with R1 Indestructible (if I can bluddy find it)
    Psi.
  • circleofpsi#4619 circleofpsi Posts: 2,913 Arc User
    edited September 2019
    And here is the final build: I've gone for the new Indestructible R1 and for my last power I've gone with Illumination, as its super quick to spam/small AoE and effects as an Curse, thus effecting Conjuring. I think it should be fine as it is without any advs.

    Hero Creator not updated the new powers yet, but its def in the build

    (Unnamed Build) - Freeform (Ranged Damage)
    v3.34:32

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

    Talents
    Level 1: The Glacier (Dex: 8, Con: 10, Int: 10, End: 10)
    Level 6: Investigator (Int: 5, End: 5)
    Level 9: Coordinated (Dex: 5, Int: 5)
    Level 12: Negotiator (Int: 5, Rec: 5)
    Level 15: Quick Recovery (Con: 5, Rec: 5)
    Level 18: Healthy Mind (Con: 5, Int: 5)
    Level 21: Acrobat (Dex: 5, Con: 5)

    Powers
    Level 1: Electric Bolt
    Level 1: Eldritch Blast (Rank 2, Blinding Light)
    Level 6: Enchanter (Rank 2, Rank 3)
    Level 8: Eldritch Shield
    Level 11: Skarn's Bane (Rank 2, Trance)
    Level 14: Will-o'-the-Wisp (Guide, Cursed)
    Level 17: Circle of Primal Dominion (Rank 2, Rank 3)
    Level 20: Soul Beam (Rank 2, Rank 3)
    Level 23: Vala's Light (Rank 2, Light Everlasting)
    Level 26: Illumination
    Level 29: Conjuring
    Level 32: Conviction (Rank 2, Rank 3)
    Level 35: Indestructible (Rank 2)
    Level 38: Concentration
    Adv. Points: 36/36

    Travel Powers
    Level 6: Arcane Flight (Rank 2, Rank 3)
    Level 35: Energy Slide

    Specializations
    Intelligence: Enlightened (3/3)
    Intelligence: Battle of Wits (2/3)
    Intelligence: Detect Vulnerability (3/3)
    Intelligence: Expertise (2/2)
    Guardian: Fortified Gear (3/3)
    Guardian: Ruthless (2/2)
    Guardian: Find the Mark (3/3)
    Guardian: The Best Defense (2/3)
    Vindicator: Aggressive Stance (2/2)
    Vindicator: Merciless (3/3)
    Vindicator: Focused Strikes (3/3)
    Vindicator: Mass Destruction (2/3)
    Mastery: Intelligence Mastery (1/1)

    Devices
    Psi.
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