I'm looking for 1 more tier of survivability and I have room for 1 more power and a couple adv points to spare. I'm kinda jealous of TK melee's shield advantage on EB Frenzy because they already take that power as part of the standard build and it's an AoE power on top of a scaling shield maintain, something like that in a ranged version would be perfect but I can't think of anything. Conviction is ok and pretty standard but I was hoping for something better. Ideas I've had so far are Life Drain, Shadow Embrace w/ Drain adv, Or just a straight up heal power like Empathic Healing. Looking for any suggestions because Siphoning Strikes and Resurgence alone aren't cutting it for me. I looked at Inner peace on Maelstrom but it's a pretty tiny heal but I'm also considering switching Maelstrom to Shards w/ inner peace just so I can apply it from range - then I can actually still slot another heal power in. Whichever option works best, if it crit heals, that's even better
TK ranged v2 - Freeform (Ranged Damage)
v3.44:37
Super Stats
Level 6:
Dexterity (Primary)
Level 10:
Recovery (Secondary)
Level 15:
Constitution (Secondary)Talents
Level 1:
The Chiller (Dex: 10, Con: 10, Rec: 8, End: 10)
Level 6:
Impresario (Dex: 5, Rec: 5)
Level 9:
Amazing Stamina (Rec: 5, End: 5)
Level 12:
Quick Recovery (Con: 5, Rec: 5)
Level 15:
Acrobat (Dex: 5, Con: 5)
Level 18:
Accurate (Dex: 5, End: 5)
Level 21:
Boundless Reserves (Con: 5, End: 5)Powers
Level 1:
Kinetic Darts
Level 1:
Telekinetic Strike (Stressed Out, Siphoning Strikes)
Level 6:
Mental Precision
Level 8:
Ego Form (Rank 2, Rank 3)
Level 11:
Telekinetic Barrage (Rank 2, Dazzle)
Level 14:
Telekinetic Lance (Rank 2, Rank 3)
Level 17:
Telekinetic Reverberation
Level 20:
Resurgence (Rank 2)
Level 23:
Telekinetic Shield (Rank 2, Telekinetic Reinforcement)
Level 26:
Mind Wipe
Level 29:
Ego Surge (Nimble Mind)
Level 32:
Telekinetic Maelstrom (Expansive Intellect)
Level 35:
Mental Impact (Rank 2, Rank 3)
Level 38:
Adv. Points:
34/36Travel Powers
Level 6:
Tornado Flight (Rank 2, Rank 3)
Level 35:
AthleticsSpecializations
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)
Guardian:
Fortified Gear (3/3)
Guardian:
Ruthless (2/2)
Guardian:
Find the Mark (3/3)
Guardian:
The Best Defense (2/3)
Mastery:
Dexterity Mastery (1/1)Devices
Comments
(oh, and Inner Peace on TK Maelstrom triggers on activation, so you don't necessarily have to hit anything w/ it for the heal to proc.)
- Be safe and have fun, champs - for science!
Ok, Erush actually sounds like a good idea since I'm rec/con secondary and I like it on my str/rec/con HW and it's also pretty fire and forget. I'll throw it in last as you say, for when I get more cozy with the game. Thanks guys, problem solved
- Be safe and have fun, champs - for science!
I'm also wondering if the sorcery rotation just clears that kind of content faster due to only having to pop a Wisp and then use Soul Beam maintains being more efficient than doing the TK Strike X3 > TK Lance charge rotation. Just now I finished up the Graknash mission from ladyhawke and dropped him in 1 single SB maintain after Wisp + Toxic nanites and my eyes popped out. Or maybe there's nothing wrong to bother improving on my TK build and Wisp+SB with Detect vuln on sorcery is simply just that damn good? Or maybe it's just because SB just inherently builds Concentration stacks faster against a single target? Anyway, here's both of my characters,
TK ranged v2 - Freeform (Ranged Damage)
v3.44:37
Super Stats
Level 6: Dexterity (Primary)
Level 10: Recovery (Secondary)
Level 15: Constitution (Secondary)
Talents
Level 1: The Chiller (Dex: 10, Con: 10, Rec: 8, End: 10)
Level 6: Impresario (Dex: 5, Rec: 5)
Level 9: Amazing Stamina (Rec: 5, End: 5)
Level 12: Quick Recovery (Con: 5, Rec: 5)
Level 15: Acrobat (Dex: 5, Con: 5)
Level 18: Accurate (Dex: 5, End: 5)
Level 21: Boundless Reserves (Con: 5, End: 5)
Powers
Level 1: Kinetic Darts
Level 1: Telekinetic Strike (Rank 2, Stressed Out)
Level 6: Mental Precision
Level 8: Ego Form (Rank 2, Rank 3)
Level 11: Telekinetic Barrage (Rank 2, Dazzle)
Level 14: Telekinetic Lance (Rank 2, Rank 3)
Level 17: Telekinetic Reverberation
Level 20: Resurgence (Rank 2)
Level 23: Telekinetic Shield (Rank 2, Rank 3)
Level 26: Mind Wipe
Level 29: Telekinetic Maelstrom (Expansive Intellect, Inner Peace)
Level 32: Ego Surge (Rank 2, Nimble Mind)
Level 35: Mental Impact (Rank 2, Rank 3)
Level 38: Fiery Embrace
Adv. Points: 36/36
Travel Powers
Level 6: Tornado Flight (Rank 2, Rank 3)
Level 35: Athletics
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)
Guardian: Fortified Gear (3/3)
Guardian: Ruthless (2/2)
Guardian: Find the Mark (3/3)
Guardian: The Best Defense (2/3)
Mastery: Dexterity Mastery (1/1)
Devices
and for comparison
Sorcery DPS - Freeform (Ranged Damage)
v3.44:37
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: Negotiator (Int: 5, Rec: 5)
Level 12: Impresario (Dex: 5, Rec: 5)
Level 15: Coordinated (Dex: 5, Int: 5)
Level 18: Healthy Mind (Con: 5, Int: 5)
Level 21: Acrobat (Dex: 5, Con: 5)
Powers
Level 1: Eldritch Bolts
Level 1: Enchanter (Rank 2, Rank 3)
Level 6: Conjuring
Level 8: Concentration
Level 11: Star Barrage (Rank 2, Rank 3)
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: Entrancing
Level 29: Eldritch Shield (Rank 2, Rank 3)
Level 32: Fiery Embrace
Level 35: Crashing Incantation (Rank 2, Rank 3)
Level 38: Toxic Nanites (Rank 2, Rank 3)
Adv. Points: 36/36
Travel Powers
Level 6: Broomstick Flight
Level 35: Athletics (Rank 2, Rank 3)
Specializations
Intelligence: Enlightened (3/3)
Intelligence: Tactician (2/2)
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)
Guardian: Fortified Gear (3/3)
Guardian: Ruthless (2/2)
Guardian: Find the Mark (3/3)
Guardian: The Best Defense (2/3)
Mastery: Intelligence Mastery (1/1)
Devices
All I can say is that my TK is a pretty standard accepted optimal way to do it from what I've been told. I'm just left to wonder how my sorcery is dropping a solo mission boss in 1 single Soul Beam whereas my TK would never match that with 1 single TK Lance with all other things being equal (like stacks, debuffs, etc). Maybe I should skip the suggested TK rotation on solo content and just blast 2 Lances instead of rotating TK Strike x3 after the first Lance?
One final thing I'm wondering about is that there's nothing in TK ranged that provides a debuff to ego damage resist that I can see, but rather uses stress to apply a damage buff. maybe that's a factor too, I don't know.
If you're opening with Telekinetic Strike, that's going to be lower DPS and slower to proccing Ego Leech and Stress when not under the effect of Ego Infusion.
Your Sorcery build also has Detect Vulnerability which probably helps right out of the gate against harder targets with its defense penetration.
- Be safe and have fun, champs - for science!
Distinguished Boots + Helm with Virtuous gloves of Piercing (2 piece set bonus of +20 superstats, +10 all non-superstats)
or
Virtuous gloves + boots with Distinguished helm (2 piece set bonus of +15 superstats and 10% damage resist)
I'm thinking the first choice 2 piece set bonuses would be better for DPS
- Be safe and have fun, champs - for science!
Where would I do that? Aside from my talents I don't have any CON at all slotted, and my mods are all DEX with just enough REC to be able to use Mental Impact as an opener (I think I have about 60 REC total from mods). Are you talking about changing my talents?
EDIT: I think it was you I spoke to in-game just now about possibly switching to DEX/REC/EGO
The part I'm curious about the most I put in bold italics. If I understand you correctly, are you saying that switching CON SS to EGO came to a 3.8% boost in DPS you saw in your testing with just one stack from my toggle stacks and that boost goes down even further as I gain stacks?
How much less would that boost from EGO SS do you think it'd be with 8 toggle stacks and full stacks of leech (rough estimate)? The reason I'm asking is because right now I'm running Cosmics and in a perfect setting where I don't screw up and die due to myself, bad luck, or a so-so group, I'm sometimes able to hit the top 10 on the scoreboard just wearing heroics, OSV gear, and R5 mods. That can only improve as I start getting my recog gear, better mods, and MORE PRACTICE lol. So if your numbers are right I'd rather just keep my extra HP from CON SS and I'll be happy with that.
Yes, the relative boost will go down more cause you're even further into DR when you have a fully-stacked toggle/form (esp if you are putting all or most of your gear itemization into that toggle/form's stat). I'm not sure that I can fully re-create that exact setup I had before, as I don't remember all of the specifics, but atm w/ a similar one at 618 Dex (also using R3 Ego Form and Guardicator as before) and 8x Mental Precision stacks.. I go from 4315 tooltip dmg on a R3 charged TK Lance w/ Con SS'd to 4379 tooltip dmg w/ Ego SS'd instead, or a ~1.5% dmg boost in that case (ie. full toggle/form stacks).
(and I double-checked the numbers by retraining back, re-specing, and redoing the tests, and I got the same numbers on a 2nd round, so I think the results should be correct.)
- Be safe and have fun, champs - for science!
- Be safe and have fun, champs - for science!
Both options will give nice boosts from their Specialization trees. EGO just as a secondary SS without being used by your toggle won't do much with it's native boosts. It's more about the specializations.
Keeping DEX as the PSS will probably be a bit more DPS and less Defense vs using EGO as your PSS. It should shoot up your Crit Severity if stacking EGO. If you want Crit Severity at 100% or higher, this may be the way to go.
Making EGO your PSS and stacking DEX should give you some really nice +Def and +Crit Chance with a bit of extra Crit Severity.
For me, I'd probably go with EGO as the PSS while stacking DEX and taking the Specializations below.
Specializations
Ego: Force of Will (2/2)
Ego: Insight (3/3)
Ego: Follow Through (3/3)
Ego: Sixth Sense (2/3)
Vindicator: Merciless (3/3)
Vindicator: The Rush of Battle (2/3)
Vindicator: Focused Strikes (3/3)
Vindicator: Mass Destruction (2/3)
Guardian: Fortified Gear (3/3)
Guardian: Ruthless (2/2)
Guardian: Find the Mark (3/3)
Guardian: The Best Defense (2/3)
Mastery: Ego Mastery (1/1)
I think this is the route I'm going to take. I took it into the PST with my Heroic Gear and OSV and put on the Virtuous gloves with a Gambler's and a severity core. I gained about 8% crit chance, but dropped about 2.5% severity. Once I get my 2 piece distinguished bonus to +20 superstats, that severity should get put back up again from the Follow Through bonus on Ego spec tree. The only thing I'm not sure about right now is how to redo my talents from the build in the OP for Ego/dex/rec
Also, if stacking Dex and taking Ego PSS then you'll prob want 3/3 in 6th Sense.
- Be safe and have fun, champs - for science!
Talents
Level 1: The Psychokinetic (Dex: 10, Ego: 10, Rec: 10, End: 8)
Level 6: Shooter (Dex: 5, Ego: 5)
Level 9: Impresario (Dex: 5, Rec: 5)
Level 12: Worldly (Ego: 5, Rec: 5)
Level 15: Amazing Stamina (Rec: 5, End: 5)
Level 18: Martial Training (Str: 3, Dex: 3, Ego: 3, Rec: 3)
Level 21: Accurate (Dex: 5, End: 5)
So with ego/dex/rec I sit around 46% crit chance and 110% severity with 3/3 in Follow through. With 3/3 in sixth sense instead, I end up at 49-50% crit chance and 100% severity. So a pretty hefty drop in severity just for an extra 3-4% chance.
All of the above is assuming Virtuous gloves with R5 gambler+severity core, heroic gloves/helm, and OSV secondary gears.
So far in testing it looks like I need about 60 ego from mods to get 110% severity so I can't just stack dex mods everywhere.
- Be safe and have fun, champs - for science!
No need to guess.
First up is EGO/DEX/REC with 3/3 in 6th Sense
Talents
Level 1: The Psychokinetic (Dex: 10, Ego: 10, Rec: 10, End: 8)
Level 6: Shooter (Dex: 5, Ego: 5)
Level 9: Impresario (Dex: 5, Rec: 5)
Level 12: Worldly (Ego: 5, Rec: 5)
Level 15: Amazing Stamina (Rec: 5, End: 5)
Level 18: Martial Training (Str: 3, Dex: 3, Ego: 3, Rec: 3)
Level 21: Accurate (Dex: 5, End: 5)
(numbers rounded)
Offense 228
Crit chance 50%
Crit Severity 103%
TK Lance tooltip dmg 3864
R5 Severity Core x2 in gloves (because at these numbers I got higher severity gains per mod from those than Gambler's gave my in chance and on the live server R5 is all I'm going to be able to afford for now for those mods
Second build is identical except this time I took 3/3 in Follow Through instead
crit chance 46%
crit severity 109%
As you can see I only lost 4% crit chance but my severity gain was 6%. So smaller drop for bigger gain. IMO this should result in better total damage but I haven't parsed these yet, just looking at the paper numbers right now.
Just for comparison sake I also looked at my current DEX/REC/CON build posted in the OP. As can be expected I traded more damage for about 1000 HP (7258 HP without CON SS)
offense 248
crit chance 40%
crit severity 108%
Lance tooltip dmg 3737 (so about 130 less)
with 1x Gambler mod and 1x severity both R5
So right now my impression is that before I take the leap to dropping CON for EGO, I want to have all 3 of my Dist gear pieces. As I said earlier, at this point in time I have no interest in Justice, and may or may not change my mind in the future.