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Hexgunner build

rhymere#3035 rhymere Posts: 486 Arc User
edited December 2022 in Builds and Roles
Working on a hexgunner build. Chest beam is for variant to proc overpower and spike damage. R2 Holdout is for armor breaking adv

Hexgunner - Freeform (Ranged Damage)
v3.45:38

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

Talents
Level 1: Sureshot (Dex: 12, Int: 12)
Level 6: Investigator (Int: 5, End: 5)
Level 9: Negotiator (Int: 5, Rec: 5)
Level 12: Covert Ops Training (Str: 3, Dex: 3, Con: 3, Int: 3)
Level 15: Coordinated (Dex: 5, Int: 5)
Level 18: Impresario (Dex: 5, Rec: 5)
Level 21: Accurate (Dex: 5, End: 5)

Powers
Level 1: Gunslinger
Level 1: Concentration
Level 6: Holdout Shot (Rank 2, Stim Pack)
Level 8: Night Warrior (Rank 2, Rank 3, Silent Running)
Level 11: Conjuring
Level 14: Will-o'-the-Wisp (Cursed, Ghost Fire)
Level 17: Star Barrage (Rank 2, Rank 3)
Level 20: Two-Gun Mojo (Rank 2, Rank 3, Accelerated Metabolism)
Level 23: Resurgence (Rank 2)
Level 26: Eldritch Shield (Rank 2, Rank 3)
Level 29: Imbue
Level 32: Blinding Light
Level 35: Chest Beam (Rank 2, Rank 3)
Level 38: Thundering Return
Adv. Points: 36/36

Travel Powers
Level 6: Stoic Flight (Rank 2, Rank 3)
Level 35: Acrobatics (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

Comments

  • rhymere#3035 rhymere Posts: 486 Arc User
    here's an alternate build:

    Hexgunner - Freeform (Ranged Damage)
    v3.45:38

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

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

    Powers
    Level 1: Gunslinger
    Level 1: Concentration
    Level 6: Holdout Shot (Rank 2, Stim Pack)
    Level 8: Targeting Computer (Rank 2, Rank 3)
    Level 11: Killer Instinct
    Level 14: Resurgence (Rank 2)
    Level 17: Burst Shot (Off Your Feet)
    Level 20: Two-Gun Mojo (Rank 2, Rank 3)
    Level 23: Lead Tempest (Rank 2, Rank 3)
    Level 26: Eldritch Shield (Rank 2, Rank 3)
    Level 29: Imbue (Rank 2, Rank 3)
    Level 32: Sigils of the Storm (Rank 2, Mystic Transference)
    Level 35: Sigils of Destruction (Rank 2, Mystic Transference)
    Level 38: Thundering Return
    Adv. Points: 36/36

    Travel Powers
    Level 6: Stoic Flight
    Level 35: Acrobatics (Rank 2, Rank 3)

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

    Devices
  • flowcytoflowcyto Posts: 12,859 Arc User
    They both look pretty good overall for a mix of Sorc and Muni. The 2nd build is fine if you like to use sigils, but is more Muni-heavy otherwise. I think that I like the first build a bit more for having a more varied of a mix of powers that still comes together, but the 2nd build does optimize Muni's dmg a bit more and is more cohesive. If choosing between them, it also does somewhat come down to which attacks/powers you'd prefer this character to use. The 2nd build also doesn't utilize the Chest Beam device, if that's still a factor (could replace Imbue, if so).
    <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
    I tried to merge them both but I dunno how good it is:

    Hexgunner - Freeform (Ranged Damage)
    v3.45:38

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

    Talents
    Level 1: Sureshot (Dex: 12, Int: 12)
    Level 6: Investigator (Int: 5, End: 5)
    Level 9: Negotiator (Int: 5, Rec: 5)
    Level 12: Covert Ops Training (Str: 3, Dex: 3, Con: 3, Int: 3)
    Level 15: Coordinated (Dex: 5, Int: 5)
    Level 18: Impresario (Dex: 5, Rec: 5)
    Level 21: Accurate (Dex: 5, End: 5)

    Powers
    Level 1: Gunslinger
    Level 1: Concentration
    Level 6: Holdout Shot (Rank 2, Stim Pack)
    Level 8: Night Warrior (Rank 2, Rank 3)
    Level 11: Conjuring
    Level 14: Will-o'-the-Wisp (Cursed, Ghost Fire)
    Level 17: Star Barrage (Rank 2, Rank 3)
    Level 20: Two-Gun Mojo (Rank 2, Rank 3)
    Level 23: Resurgence (Rank 2)
    Level 26: Eldritch Shield (Rank 2)
    Level 29: Sigils of Destruction (Rank 2, Mystic Transference)
    Level 32: Sigils of the Storm (Rank 2, Mystic Transference)
    Level 35: Chest Beam (Rank 2, Rank 3)
    Level 38: Thundering Return
    Adv. Points: 36/36

    Travel Powers
    Level 6: Stoic Flight
    Level 35: Acrobatics (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
  • flowcytoflowcyto Posts: 12,859 Arc User
    Yea, that build could work, but so could the other two. Again, it'll prob just come down to how much you want to use certain non-Muni powers vs. drill down on optimizing something like TGM, cause to a degree there is some give-and-take there. It's ultimately up to you to decide what powers you'd like to stick to the most.

    Also, I missed it before, but you could drop the Accel Metab adv in the first build and drop one point in a travel power to free up two points for a normal rank_adv somewhere, if desired.
    <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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