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Will a Toxic Pistols build with Dark Utility Work

blackwolf305blackwolf305 Posts: 169 Arc User
I'm not sure where to even start, thus why there's no herocreator link, Master @flowcyto i need your Build making wisdom :)

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    pantagruel01pantagruel01 Posts: 7,091 Arc User
    edited October 2019
    What's a toxic pistols build? The only toxic pistols I'm aware of haven't dropped since On Alert and were level 5 so they'd be useless anyway.
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    blackwolf305blackwolf305 Posts: 169 Arc User
    What's a toxic pistols build? The only toxic pistols I'm aware of haven't dropped since On Alert and were level 5 so they'd be useless anyway.

    Infernal does toxic damage, so infernal and pistols with dark utilities
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    pantagruel01pantagruel01 Posts: 7,091 Arc User
    Oh, just powerset mixing. Anyway, you can do it but the sets have zero synergy so it won't be very good. Or you could just add toxic nanites to a pistol build.
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    flowcytoflowcyto Posts: 12,742 Arc User
    edited October 2019
    Yea, as Panta said, Infernal and Muni don't mix too well, but it's still feasible as long as dealing optimal dps isn't the biggest priority. One example build for it:

    (Unnamed Build) - Freeform (Ranged Damage)
    v3.41:33

    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: Investigator (Int: 5, End: 5)
    Level 15: Accurate (Dex: 5, End: 5)
    Level 18: Healthy Mind (Con: 5, Int: 5)
    Level 21: Acrobat (Dex: 5, Con: 5)

    Powers
    Level 1: Gunslinger
    Level 1: Bullet Hail (Rank 2, Wall of Bullets)
    Level 6: Concentration
    Level 8: Night Warrior (Rank 2, Rank 3)
    Level 11: Conjuring
    Level 14: Will-o'-the-Wisp (Guide, Ghost Fire)
    Level 17: Conviction (Rank 2, Rank 3)
    Level 20: Two-Gun Mojo (Rank 2, Rank 3)
    Level 23: Infernal Blast (Rank 2, Rank 3)
    Level 26: Resurgence (Rank 2)
    Level 29: Toxic Nanites (Rank 2)
    Level 32: Ebon Void (Rank 2)
    Level 35:
    Level 38:
    Adv. Points: 31/36

    Travel Powers
    Level 6:
    Level 35:

    Specializations
    Intelligence: Preparation (2/2)
    Intelligence: Enlightened (3/3)
    Intelligence: Detect Vulnerability (3/3)
    Intelligence: Expertise (2/2)
    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: Relentless Assault (3/3)
    Avenger: Preemptive Strike (2/3)
    Mastery: Avenger Mastery (1/1)

    (Open power slots can be w/e ya want; maybe with a CC and/or extra heal power from Darkness)

    Uses the Wisp to debuff and to proc/roll Conjuring, Bullet Hail as the main AoE, and TGM as the main single-target attack. AvMastery procs can be used on Infernal Blast, and Toxic Nanites can add some extra DoT dmg on top. If you don't mind dropping the dmg shield adv (and it is very good on the defensive side), you could get R3 + the 1pt Boogeyman adv on Bullet Hail as well (since the Wisp and/or Darkness stuff can put up Fear) if you just want more AoE dps instead. 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!
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    blackwolf305blackwolf305 Posts: 169 Arc User
    @flowcyto have a question, do any elemental/dimensional powers work with munitions ( fire,electric, ice,force psi etc)

    and thanks both of you for the help
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    flowcytoflowcyto Posts: 12,742 Arc User
    edited October 2019
    I'm not sure what you mean by that. As I said before, Fear can be combined w/ the 1-pt adv on SMG and Bullet Hail. A few of the Muni powers that deal some Fire dmg and/or can leave a Fire patch (ex. Incendiary Grenade, Rocket, Flamethrower) can work w/ Fire as a set (the grenade is esp nice for Fire w/ both special advs). Muni can also supply Crushing debuffs for Force, Earth, and/or Wind (via the Armor Piercing debuff, and/or via No Quarter from Incendiary Grenade's adv). There's not too many synergies in total w/ Muni and the Magic or Elemental sets, considering just how many sets you're including there. Just because there may be a lack of natural synergy doesn't mean that mixing any of them w/ Muni isn't viable, though.

    Outside of uses for theme/fun, you may have to look out for redundant powers when mixing sets. That said, as long as you have a decent single-target attack, a decent AoE (either in coverage or dps, or both), and the stats + EU + slotted passive + and toggle/form to match them (and not have any/many energy issues) then you're generally fine w/ whatever attack or power mixes you take. A patchwork or mixed build likely won't be as optimal dps as a build that's committed to a set, but CO generally doesn't stress that aspect for most of its content anyways.
    <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!
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