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Pulp Ray Gun Build?

I just got them! I'm so happy! But now I need a build to use 'em, How's this sound?

Captain Kitters - Freeform (Any / Multiple)
v3.44:37

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

Talents
Level 1: The Scourge (Con: 10, Ego: 10, Rec: 10, End: 8)
Level 6: Ascetic (Con: 5, Ego: 5)
Level 9: Boundless Reserves (Con: 5, End: 5)
Level 12: Daredevil (Ego: 5, End: 5)
Level 15: Quick Recovery (Con: 5, Rec: 5)
Level 18: Worldly (Ego: 5, Rec: 5)
Level 21: Amazing Stamina (Rec: 5, End: 5)

Powers
Level 1: Particle Rifle
Level 1: Pulse Beam Rifle (Rank 2, Rank 3)
Level 6: Concentration
Level 8: Targeting Computer (Rank 2, Rank 3)
Level 11: Unified Theory
Level 14: Experimental Blaster (Rank 2, Rank 3, Death Ray)
Level 17: Chest Beam (Rank 2, Rank 3)
Level 20: Two-Gun Mojo (Rank 2, Rank 3)
Level 23: Resurgence (Rank 2)
Level 26: Support Drones (Rank 2, Rank 3)
Level 29: Lock N Load (Rank 2)
Level 32: Strafing Run (Rank 2)
Level 35: Thundering Return
Level 38: Energy Shield (Rank 2)
Adv. Points: 35/36

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

Specializations
Ego: Force of Will (2/2)
Ego: Insight (3/3)
Ego: Follow Through (3/3)
Ego: Sixth Sense (2/3)
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: Ego Mastery (1/1)

Devices

Comments

  • spookyspectrespookyspectre Posts: 631 Arc User
    Overall the build looks good. A couple of things you may want to tweak.

    I'd removed Pulse Beam Rifle. With the Pulp Ray gun, you don't need another single target maintain and PBR can't proc Unified Theory as well. I'd use the extra power slot for something else like a threat wipe. The extra advantage points could be used to rank up Strafing Run for increased alpha strike AoE damage.

    I'd recommend ranking Energy Shield up to rank 3.

    In the Specialization tree I'd recommend bumping up Guardian's Find the Mark to 3 advantage points and lower The Best Defense to 2 advantage points. Imho, the extra chance to proc Find the Mark is better than the extra Offense. Being mainly a single target build, I'd also consider taking points out of Vindicator's Mass Destruction and using them in either The Rush of Battle for some extra healing or Offensive Expertise if you keep Lock N Load.

    If you have any energy challenges at the start of a fight, you could consider dropping Lock N Load or Thundering Return for Power Conversion.
  • rhymere#3035 rhymere Posts: 486 Arc User
    How is this?

    Pulp Ray Build 2 - Freeform (Any / Multiple)
    v3.44:37

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

    Talents
    Level 1: The Impulse (Int: 10, Ego: 10, Rec: 8, End: 10)
    Level 6: Brilliant (Int: 8)
    Level 9: Indomintable (Ego: 8)
    Level 12: Energetic (End: 8)
    Level 15: Investigator (Int: 5, End: 5)
    Level 18: Academics (Int: 5, Ego: 5)
    Level 21: Daredevil (Ego: 5, End: 5)

    Powers
    Level 1: Particle Rifle
    Level 1: Concentration
    Level 6: Bionic Shielding (Rank 2, Rank 3)
    Level 8: Targeting Computer (Rank 2, Rank 3)
    Level 11: Unified Theory
    Level 14: Bullet Hail (Rank 2, Wall of Bullets)
    Level 17: Resurgence (Rank 2)
    Level 20: Two-Gun Mojo (Rank 2, Rank 3, Accelerated Metabolism)
    Level 23: Particle Smash (Null Value)
    Level 26: Support Drones (Rank 2, Rank 3)
    Level 29: Lock N Load (Rank 2)
    Level 32: Chest Beam
    Level 35: Thundering Return
    Level 38: Energy Shield (Rank 2, Rank 3)
    Adv. Points: 36/36

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

    Specializations
    Intelligence: Preparation (2/2)
    Intelligence: Enlightened (3/3)
    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: Merciless (3/3)
    Vindicator: The Rush of Battle (2/3)
    Vindicator: Focused Strikes (3/3)
    Vindicator: Mass Destruction (2/3)
    Mastery: Intelligence Mastery (1/1)

    Devices
  • flowcytoflowcyto Posts: 12,740 Arc User
    edited September 2021
    I would prob not SS Ego in an Int PSS build, assuming you are still mostly gearing for Int then. Dex is a solid SS for Int PSS builds because of its nice interaction w/ Expertise and crit% (Con SS is nice for it too, if you want a good maxHP boost). I don't have this Ray Gun device, but apparently having MSA or Unified Theory buffs its dmg? (kinda strange, but alright) I guess that explains why you also took Chest Beam and Unified Theory here.

    Bionic Shielding is a fine heal, though keep in mind that it takes getting hit for it to work, and you'll have to wait for the Bionic Tampering debuff to clear before using it on the same target. It may also be nice to rank up Chest Beam at least once, assuming you are tapping it sometimes for the EU and/or for Burn Through, and you could do that by dropping the Accel Metab adv on TGM and one rank from a travel power to free up 2 points.
    <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!
  • spookyspectrespookyspectre Posts: 631 Arc User
    Yeah, per flowcyto's post, I'd stat either Dex or Con. Myself, I usually stat Con for a little more health. Statting Dex would be a little more of a glass cannon but doable for more damage.

    As mentioned, it would be good to rank up Chest Beam. The Accel Metab advantage on TGM won't work for your Pulp Ray Gun and there shouldn't be much reason to use TGM with this build. I'd drop that advantage along with rank 2 on Lock N Load and an advantage point from a travel power to get you to rank 3 for Chest Beam.

    Particle Smash is 25' melee damage. Applying the Disintegrate debuff is nice but the lower damage and short range are some cons for me but definitely doable.

    I'd recommend getting a threat wipe in there somewhere, possibly in place of Lock N Load.

    You might have some trouble running Bullet Hail unless you're able to proc Unified Theory and get your energy reserve up.

    I'd definitely recommend getting the Distinguished primary Utility gear for it's extra energy return.
  • rhymere#3035 rhymere Posts: 486 Arc User
    edited September 2021
    Here's another attempt:

    Pulp Ray Build 2 - Freeform (Any / Multiple)
    v3.44:37

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

    Talents
    Level 1: The Marksman (Dex: 10, Int: 10, Ego: 10, End: 8)
    Level 6: Brilliant (Int: 8)
    Level 9: Agile (Dex: 8)
    Level 12: Energetic (End: 8)
    Level 15: Investigator (Int: 5, End: 5)
    Level 18: Coordinated (Dex: 5, Int: 5)
    Level 21: Accurate (Dex: 5, End: 5)

    Powers
    Level 1: Particle Rifle
    Level 1: Concentration
    Level 6: Bionic Shielding (Rank 2, Rank 3)
    Level 8: Targeting Computer (Rank 2, Rank 3)
    Level 11: Unified Theory
    Level 14: Bullet Hail (Rank 2, Wall of Bullets)
    Level 17: Resurgence (Rank 2)
    Level 20: Two-Gun Mojo (Rank 2, Rank 3)
    Level 23: Chest Beam (Rank 2, Rank 3)
    Level 26: Support Drones (Rank 2, Rank 3)
    Level 29: Blinding Light
    Level 32: Power Conversion (Rank 2)
    Level 35: Thundering Return
    Level 38: Energy Shield (Rank 2, Rank 3)
    Adv. Points: 36/36

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

    Specializations
    Intelligence: Preparation (2/2)
    Intelligence: Enlightened (3/3)
    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: Merciless (3/3)
    Vindicator: The Rush of Battle (2/3)
    Vindicator: Focused Strikes (3/3)
    Vindicator: Mass Destruction (2/3)
    Mastery: Intelligence Mastery (1/1)

    Devices
  • spookyspectrespookyspectre Posts: 631 Arc User
    edited September 2021
    Looks good to me. I'm sure you can make a successfully build with Ego, Int or Dex as your primary super stat.

    You could make Power Conversion one of your last power picks. I think you may find it comes in handy but if you find you don't need it, then it should be pretty easy to drop and get something else without needing a full respec.
  • flowcytoflowcyto Posts: 12,740 Arc User
    Well, Bullet Hail is somewhat cheap overall, so perhaps energy can be fine there w/o needing the EU's energy, at least once gearing is strong enough (namely Int for Conc and for cost discount). A quick tap of Chest Beam for UF can still be thrown in otherwise (since it can still be a net gain of energy). And then if you don't need Power Conversion you can just replace it, yea.
    <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!
  • redcastle56redcastle56 Posts: 133 Arc User
    I am thinking of a different direction for a Pulp Fiction Ray Gun Build.

    Timegunner - Freeform (Ranged Damage)
    v3.44:37

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

    Talents
    Level 1: The Mountain (Str: 8, Con: 10, Ego: 10, End: 10)
    Level 6: Daredevil (Ego: 5, End: 5)
    Level 9: Accurate (Dex: 5, End: 5)
    Level 12: Shooter (Dex: 5, Ego: 5)
    Level 15: Impresario (Dex: 5, Rec: 5)
    Level 18: Acrobat (Dex: 5, Con: 5)
    Level 21: Survival Training (Dex: 3, Con: 3, Pre: 3, Rec: 2, End: 2)

    Powers
    Level 1: Gunslinger
    Level 1: Bullet Hail (Rank 2, Assault)
    Level 6: Concentration
    Level 8: Breakaway Shot (Armor Piercing)
    Level 11: Targeting Computer (Rank 2, Rank 3)
    Level 14: Molecular Self-Assembly
    Level 17: Lock N Load (Rank 2, Rank 3)
    Level 20: Two-Gun Mojo (Rank 2, Rank 3)
    Level 23: Particle Wave (Rank 2, Illuminate)
    Level 26: Particle Smash (Rank 2, Light Everlasting)
    Level 29: Antagonize (Rank 2)
    Level 32: Resurgence (Rank 2)
    Level 35: Bountiful Chi Resurgence (Rank 2)
    Level 38: Smoke Bomb
    Adv. Points: 36/36

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

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

    Devices

  • jaazaniah1jaazaniah1 Posts: 5,424 Arc User
    I'll toss this in as a variant on the theme. I put Fire All Weapons in there just because it can be amazingly fun and melts bad guys pretty nicely. Not sure if Killer Instinct will be a better EU. You do have enough CD powers that MSA might well do the job.

    Timegunner - Freeform (Ranged Damage)
    v3.44:37

    Super Stats
    Level 6: Intelligence (Primary)
    Level 10: Constitution (Secondary)
    Level 15: Recovery (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: Negotiator (Int: 5, Rec: 5)
    Level 12: Quick Recovery (Con: 5, Rec: 5)
    Level 15: Impresario (Dex: 5, Rec: 5)
    Level 18: Acrobat (Dex: 5, Con: 5)
    Level 21: Field Ops Training (Con: 3, Int: 3, Ego: 3, Rec: 2, End: 2)

    Powers
    Level 1: Gunslinger
    Level 1: Bullet Hail (Rank 2, Assault)
    Level 6: Concentration
    Level 8: Breakaway Shot (Armor Piercing)
    Level 11: Targeting Computer (Rank 2, Rank 3)
    Level 14: Killer Instinct
    Level 17: Fire All Weapons (Rank 2, Rank 3)
    Level 20: Two-Gun Mojo (Rank 2, Rank 3)
    Level 23: Bad Sector (Analyze Weakness)
    Level 26: Particle Smash (Light Everlasting, Null Value)
    Level 29: Antagonize (Rank 2, Rank 3)
    Level 32: Resurgence (Rank 2)
    Level 35: Endorphin Rush (Rank 2)
    Level 38: Smoke Bomb
    Adv. Points: 36/36

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

    Specializations
    Intelligence: Enlightened (3/3)
    Intelligence: Tactician (2/2)
    Intelligence: Detect Vulnerability (3/3)
    Intelligence: Expertise (2/2)
    Avenger: Ruthless (2/2)
    Avenger: Round 'em Up (3/3)
    Avenger: Surprise Attack (2/2)
    Avenger: Relentless Assault (3/3)
    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: 12,740 Arc User
    edited September 2021
    If using MSA, then I'd prob take Frag Grenade instead of Breakaway Shot, since Breakaway has a long anim and can't trigger MSA, while the Grenade is decent dmg and an MSA proc (even if it doesn't debuff for Particle dmg). I would also make sure that the device is being boosted by Targeting Computer (it prob is, but I can't test it myself). You can also prob get away w/ using Dex SS instead of Rec SS when taking Int PSS, as long as your gear (mainly for Int) is decent enough. I may also max Focused Strikes in Vind spec.
    <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!
  • redcastle56redcastle56 Posts: 133 Arc User
    Breakaway has a 6 sec cooldown I think, Frag has a 10 sec. (at least according to herocreator) Shorter activation time, and with the adv for Armor piercing having a chance to apply to secondary targets, Frag is just primary.

    I'll have to play it a some and see how the energy is. (Its still theretical at this point) I was going back and forth between con or dex, but settled on con for survivability. Between furious and targeting comp i think my crit rate will be ok.

    No clue if the device will work with targeting computer, but what would I choose otherwise? Night Warrior would be the only one guaranteed to work I think.

    Idea is I could switch between piercing and particle depending on my mood :)
  • jaazaniah1jaazaniah1 Posts: 5,424 Arc User
    Hmm, these two are not going to be viable dps options that can replace 2GM, given they aren't even R3. I thought you imagined having them mostly as utility powers to provide some minor healing and a cc through a knock. The stun on Smash might be more useful than R2.
    Particle Wave (Rank 2, Illuminate)
    Particle Smash (Rank 2, Light Everlasting)
    JwLmWoa.png
    Perseus, Captain Arcane, Tectonic Knight, Pankration, Siberiad, Sekhmet, Black Seraph, Clockwork
    Project Attalus: Saving the world so you don't have to!
  • spookyspectrespookyspectre Posts: 631 Arc User
    If investing in the Pulp Ray Gun, I'd go with Unified Theory as the EU. It's not just about having enough energy, you're also only getting the bonus damage as long as you have MSA or UT active (both are 6 seconds unless refreshed). With UT, you'll likely have it up and active throughout your Pulp Ray Gun maintains. Pulp Ray Gun is also 100' and most/many of the options to keep MSA rolling limit you to 50' unless you're using something like Conviction to keep it rolling. You can do it but you lose some of the benefit of a 100' power and, possibly, do less DPS to keeping MSA rolling.

    Unified Theory does limit your other power options to proc it vs MSA. I suspect you'll get more DPS with the Pulp Ray Gun from UT than you will with MSA.

    Pulp Ray Gun should work with Targeting Computer. Quantum Stabilizer, Electric Form, Composure and Night Warrior should also work, with the pros and cons to each form.

    Imho, if you want to maximize using Pulp Ray Gun to its full effect, I'd go with a Unified Theory build.
  • flowcytoflowcyto Posts: 12,740 Arc User
    edited September 2021
    Breakaway has a 6 sec cooldown I think, Frag has a 10 sec. (at least according to herocreator) Shorter activation time, and with the adv for Armor piercing having a chance to apply to secondary targets, Frag is just primary.
    Ah, I guess they turned Breakaway a cd attack- alright then. Well, it still has a long animation that can't be canceled (the listed activation time is misleading), forced movement, and less total dmg than the grenade, so I may still recommend the grenade.
    No clue if the device will work with targeting computer, but what would I choose otherwise? Night Warrior would be the only one guaranteed to work I think.
    Well, the Qularr Rifle device works w/ Targeting Comp, and that replaces AR, so I'd guess that you're fine taking TC w/ the Ray Gun device. You can always see in the PH beforehand if TC is boosting its dmg and/or if TC's Lock On is activating on the target when using it (should be pretty easy to tell).
    jaazaniah1 wrote: »
    Hmm, these two are not going to be viable dps options that can replace 2GM, given they aren't even R3. I thought you imagined having them mostly as utility powers to provide some minor healing and a cc through a knock. The stun on Smash might be more useful than R2.
    Particle Wave (Rank 2, Illuminate)
    Particle Smash (Rank 2, Light Everlasting)
    I assume that they took those powers both cause they can proc MSA and cause the combo can put up Disintegrate for a Particle dmg debuff. It can work fine in theory at least, if you're okay w/ working around PSmash's 25ft range limit.
    <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!
  • redcastle56redcastle56 Posts: 133 Arc User
    edited September 2021
    Good point about PFRG keeping UT active. And if I am using the piercing side, I can always tap Particle Wave to refresh it.
    But MSA uses INT, while UT uses end. So would get less effect from it.

    And it did just occur to me that a 40' reverse lunge from breakway would likely put me out of 50' range for regular 2GM. So frag grenade is looking more attractive. (if somewhat anti-thematic)

    I'm starting to wonder about what Passives would affect PFRG. Are devices considered to be in any "tree". Thats all it really is, a device. It has different effects based on owning 2GM and UT/MSA but its not a power from that tree. That may limit to to passives that affect straight damage and if I want to have the option of switching between piercing and particle, really limit me to night warrior. (as QS or elect form would be energy only)

    Will have to do some testing in PTS before I go go live.
  • spookyspectrespookyspectre Posts: 631 Arc User
    For all intents and purposes PFRG should be considered part of the Munitions powerset/tree. Munitions' +Damage utility mods will increase PFRG's damage, etc.. PFRG is considered a power variant device. Power replacers used to exist back in the day and have been replaced by these devices. Other power variant devices include the Flaming Pumpkin device (Fire framework) and the U-MD Ghosthunter Phase Rifle (Munitions framework).
  • flowcytoflowcyto Posts: 12,740 Arc User
    edited September 2021
    If investing in the Pulp Ray Gun, I'd go with Unified Theory as the EU. It's not just about having enough energy, you're also only getting the bonus damage as long as you have MSA or UT active (both are 6 seconds unless refreshed). With UT, you'll likely have it up and active throughout your Pulp Ray Gun maintains. Pulp Ray Gun is also 100' and most/many of the options to keep MSA rolling limit you to 50' unless you're using something like Conviction to keep it rolling. You can do it but you lose some of the benefit of a 100' power and, possibly, do less DPS to keeping MSA rolling.

    Unified Theory does limit your other power options to proc it vs MSA. I suspect you'll get more DPS with the Pulp Ray Gun from UT than you will with MSA. (...)
    Well, there's no 100ft Particle dmg debuff power that's not tied to a slotted PA attack either, so even a UT setup still has you going w/in 50ft to put up a dmg debuff (Chest Beam). There's also a number of 100ft cd-based attacks that are instant or can be tapped; even if they don't match your chosen slotted passive, they can still be fine to take for MSA since they aren't going to be the main source of dmg anyways. As mentioned, the MSA approach does also allow you to just double down on Int w/ Conc, and yea there's also less ranged sources of UT out there for the rest of the build.

    I'd say that there's ups and downs to either setup. I'd prob take the UT approach myself, since I also like Particle Wave for AoE, but either could be made to work.
    I'm starting to wonder about what Passives would affect PFRG. Are devices considered to be in any "tree". Thats all it really is, a device. It has different effects based on owning 2GM and UT/MSA but its not a power from that tree. That may limit to to passives that affect straight damage and if I want to have the option of switching between piercing and particle, really limit me to night warrior. (...)
    Afaik, the device adopts the powerset flag of the power that it replaces. For example: trying to use the Qularr Rifle device w/ Hunter's Instinct or Steadfast doesn't make it proc either EU, so it's not also considered an Archery or MA power, but it does proc KI to be considered a Muni power. As another example, the Flaming Pumpkin device (which replaces Fireball) deals mostly in Toxic dmg, but you can still boost it w/ the Fire set's Utility dmg mod (Qwyjibo's Fury), and not w/ another kind of dmg utility mod for a different set (including Infenral's, which is mostly Toxic dmg powers).

    <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!
  • spookyspectrespookyspectre Posts: 631 Arc User
    flowcyto wrote: »
    If investing in the Pulp Ray Gun, I'd go with Unified Theory as the EU. It's not just about having enough energy, you're also only getting the bonus damage as long as you have MSA or UT active (both are 6 seconds unless refreshed). With UT, you'll likely have it up and active throughout your Pulp Ray Gun maintains. Pulp Ray Gun is also 100' and most/many of the options to keep MSA rolling limit you to 50' unless you're using something like Conviction to keep it rolling. You can do it but you lose some of the benefit of a 100' power and, possibly, do less DPS to keeping MSA rolling.

    Unified Theory does limit your other power options to proc it vs MSA. I suspect you'll get more DPS with the Pulp Ray Gun from UT than you will with MSA. (...)
    Well, there's no 100ft Particle dmg debuff power that's not tied to a slotted PA attack either, so even a UT setup still has you going w/in 50ft to put up a dmg debuff (Chest Beam). There's also a number of 100ft cd-based attacks that are instant or can be tapped; even if they don't match your chosen slotted passive, they can still be fine to take for MSA since they aren't going to be the main source of dmg anyways. As mentioned, the MSA approach does also allow you to just double down on Int w/ Conc, and yea there's also less ranged sources of UT out there for the rest of the build.

    I'd say that there's ups and downs to either setup. I'd prob take the UT approach myself, since I also like Particle Wave for AoE, but either could be made to work.

    Yeah, I considered using Dust Devil to proc MSA in-between PFRG maintains. My rotation ended up being tap Chest Beam -> 2 PFRG maintains and repeat for most content or just using PFRG at 100' to take out scrub. I assume the Devs wanted a bit of challenge with their choices of UT or MSA. Otherwise, they could have built its +damage effect to work with the Killer Instinct EU. I did take Eye Beams with the 20/20 Fission advantage for both an AoE that could proc UT and apply the Burn Through debuff at 100'.
  • redcastle56redcastle56 Posts: 133 Arc User
    So of course the device isn't in the debugger in test. I'll have to throw it in some toons inventory, copy them over then retcon to play with it. Good discussion on the options though. I'm working up another variant using Dex/Con/End with Chilled form and UT. Would drop the gunslinger theme though. Something like (not complete yet)

    Powers
    Level 1: Power Bolts
    Level 1: Power Gauntlet
    Level 6: Targeting Computer (Rank 2, Rank 3)
    Level 8: Chilled Form
    Level 11: Unified Theory
    Level 14: Lock N Load (Rank 2, Rank 3)
    Level 17: Chest Beam
    Level 20: Two-Gun Mojo (Rank 2, Rank 3)
    Level 23: Particle Wave (Rank 2, Illuminate)
    Level 26: Particle Smash (Light Everlasting, Null Value)
    Level 29: Antagonize (Rank 2)
    Level 32: Resurgence (Rank 2)
    Level 35: Bountiful Chi Resurgence (Rank 2)
    Level 38: Smoke Bomb

    Guess I'll just have to get another one, so I can try both types :)
  • rhymere#3035 rhymere Posts: 486 Arc User
    edited September 2021
    So given the theory crafting in this thread I thought I'd give my build another go.

    Pulp Ray Donovan - Freeform (Any / Multiple)
    v3.44:37

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

    Talents
    Level 1: The Chiller (Dex: 10, Con: 10, Rec: 8, End: 10)
    Level 6: Enduring (Con: 8)
    Level 9: Agile (Dex: 8)
    Level 12: Energetic (End: 8)
    Level 15: Acrobat (Dex: 5, Con: 5)
    Level 18: Coordinated (Dex: 5, Int: 5)
    Level 21: Accurate (Dex: 5, End: 5)

    Powers
    Level 1: Particle Rifle
    Level 1: Bionic Shielding (Rank 2, Rank 3)
    Level 6: Arrow Assault (Just Blow It Up)
    Level 8: Targeting Computer (Rank 2, Rank 3)
    Level 11: Unified Theory
    Level 14: Chilled Form
    Level 17: Resurgence (Rank 2)
    Level 20: Two-Gun Mojo (Rank 2, Rank 3, Accelerated Metabolism)
    Level 23: Chest Beam (Rank 2, Rank 3)
    Level 26: Bullet Hail (Rank 2, Wall of Bullets)
    Level 29: Blinding Light
    Level 32: Energy Shield (Rank 2, Rank 3)
    Level 35: Thundering Return
    Level 38: Power Conversion (Rank 2)
    Adv. Points: 36/36

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

    Specializations
    Dexterity: Combat Training (3/3)
    Dexterity: Gear Utilization (2/3)
    Dexterity: Deadly Aim (3/3)
    Dexterity: Expose Weakness (2/2)
    Guardian: Fortified Gear (3/3)
    Guardian: Ruthless (2/2)
    Guardian: Find the Mark (3/3)
    Guardian: The Best Defense (2/3)
    Vindicator: Merciless (3/3)
    Vindicator: The Rush of Battle (2/3)
    Vindicator: Focused Strikes (3/3)
    Vindicator: Mass Destruction (2/3)
    Mastery: Dexterity Mastery (1/1)

    Devices
  • flowcytoflowcyto Posts: 12,740 Arc User
    edited September 2021
    Yea, the options here are pretty interesting overall.
    So given the theory crafting in this thread I thought I'd give my build another go. (...)
    I see it's mostly like your previous build, but using Chilled Form and Dex, and the Archery Ult instead of the drones. It can still work fine, though I'd still prob drop the Accel Metab adv on TGM and either just rank the other travel power w/ it, or also take one rank away from a travel power and put the two free points into R2 of the Ult.
    <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!
  • rhymere#3035 rhymere Posts: 486 Arc User
    flowcyto wrote: »
    Yea, the options here are pretty interesting overall.
    So given the theory crafting in this thread I thought I'd give my build another go. (...)
    I see it's mostly like your previous build, but using Chilled Form and Dex, and the Archery Ult instead of the drones. It can still work fine, though I'd still prob drop the Accel Metab adv on TGM and either just rank the other travel power w/ it, or also take one rank away from a travel power and put the two free points into R2 of the Ult.

    Thanks I missed that, meant to change it. Yea I realized Dex would be the better option and the overpower would be useful on groups and cosmics/mega's.
  • spookyspectrespookyspectre Posts: 631 Arc User
    The build looks good :)
  • andondarkmoreandondarkmore Posts: 671 Arc User
    Sorry to necro thread but...
    Does the power replacer have a set look or can you use a charcater's weapon skin unlock. Was thinking of using this for a space Pirate type build ( gadget particle pistol powers and Laser sword.)
  • rhymere#3035 rhymere Posts: 486 Arc User
    Sorry to necro thread but...
    Does the power replacer have a set look or can you use a charcater's weapon skin unlock. Was thinking of using this for a space Pirate type build ( gadget particle pistol powers and Laser sword.)

    You can use any pistol skin for it. I use anything from GEM to Sentai pistols.
  • andondarkmoreandondarkmore Posts: 671 Arc User
    Great.

    Now can anyone help with a build (looking for Laser Sword / Gadget guns doing particle damage.) Also save may chest beam for last. A chest beam does not sound like Space Pirate to me but if it will help the build maybe a magic/High tech necklace or chest emblem.
  • rhymere#3035 rhymere Posts: 486 Arc User
    Great.

    Now can anyone help with a build (looking for Laser Sword / Gadget guns doing particle damage.) Also save may chest beam for last. A chest beam does not sound like Space Pirate to me but if it will help the build maybe a magic/High tech necklace or chest emblem.

    You just need a normal laser sword build. Maybe add in form of the tempest? Flow would know better. Add TGM somewhere of course. Particle smash would give the debuff you want.
  • flowcytoflowcyto Posts: 12,740 Arc User
    Now can anyone help with a build (looking for Laser Sword / Gadget guns doing particle damage.) Also save may chest beam for last. A chest beam does not sound like Space Pirate to me but if it will help the build maybe a magic/High tech necklace or chest emblem.
    Okay, here's an LS build that also mixes in some Gadgeteering and Chest Beam:

    (Unnamed Build) - Freeform (Melee Damage)
    v3.44:37

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

    Talents
    Level 1: The Chiller (Dex: 10, Con: 10, Rec: 8, End: 10)
    Level 6: Impresario (Dex: 5, Rec: 5)
    Level 9: Amazing Stamina (Rec: 5, End: 5)
    Level 12: Accurate (Dex: 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: Particle Rifle
    Level 1: Lightspeed Strike (Rank 2, Particle Acceleration)
    Level 6: Unified Theory
    Level 8: Electric Form (Rank 2, Rank 3)
    Level 11: Form of the Tempest
    Level 14: Particle Wave (Illuminate)
    Level 17: Resurgence (Rank 2)
    Level 20: Luminescent Slash (Rank 2, Rank 3)
    Level 23: Chest Beam (Rank 2)
    Level 26: Sonic Boom Generator (Rank 2, Rank 3)
    Level 29: Conviction (Rank 2, Rank 3)
    Level 32: Laser Deflection (Rank 2)
    Level 35:
    Level 38:
    Adv. Points: 28/36

    Travel Powers
    Level 6:
    Level 35:

    Specializations
    Dexterity: Combat Training (3/3)
    Dexterity: Gear Utilization (2/3)
    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)
    Brawler: The Glory of Battle (1/3)
    Brawler: Penetrating Strikes (2/2)
    Brawler: Ruthless (2/2)
    Brawler: Setup (2/2)
    Brawler: Flanking (3/3)
    Mastery: Dexterity Mastery (1/1)

    The last 2 powers can be w/e ya want.

    For single-targets, it alternates between Lightspeed Strike and charged Lumi Slash, while you can also throw in taps of Chest Beam for an extra debuff. For AoE, you can group up mobs in front of you w/ Particle Wave, and use Lightspeed Strike's cleave and/or Sonic Boom Gen for AoE filler. Gears mostly for Dex, w/ some Con and End.
    <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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