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FF I might use, suggestions?

cerebellumcerebellum Posts: 74
edited September 2012 in Power Discussion
This is a FF character I would like to make if I ever get enough zen. Suggestions would be appreciated. The character is intended to be a bit on the solo side, but when the situation demands he can work in a group.

http://powerhouse.nullware.com/powerhouse.html?v=5&n=Cerebellum&d=1412Z49B2HO25708000C10CF10J8200C7013707C3054704ED008G0832014A00CI00EN051GU61lFC1nZb
Post edited by Unknown User on

Comments

  • theravenforcetheravenforce Posts: 7,122 Arc User
    edited September 2012
    Ego Blast isnt really that great unless you have EGO statted some place.

    I don't think I've seen an FF build like that before. By the way what is your theme/concept?

    Just from looking at it. I can see your passive choice (a very good one) has not been taken to rank 3 :confused:

    You have no heals, active offensives/defensives. To keep yourself alive. Your stat choice is good but you should perhaps stick to physical damage instead of straying into Ego Damage which such stats.

    I take it that you want to be mid ranged to melee range style of combatant. This build isnt going to satisfy that need.

    Remove Mind Link, it is very situational and requires you to have foes in your vicinity and for them to be attacking you.

    It seems like this is leaning in some aspects towards The Specialist AT. But a ranged variation?

    My advice would be remove ranged attacks such as Ego Blast, Updraft, Twister and perhaps TK Eruption. Your Super Stat choice is much more geared towards physical damage attacks, such as Martial Arts, Blades, Dual Blades etc.

    I will assume you are looking for a Specialist AT type of FF build.
  • cerebellumcerebellum Posts: 74
    edited September 2012
    Ego Blast isnt really that great unless you have EGO statted some place.

    Ok, noted, will do some more tinkering.
    I don't think I've seen an FF build like that before. By the way what is your theme/concept?

    Well, his powers are all supposed to be mentally based, but since his telekinesis is a bit weak, it looks more like wind when he uses it. He has to rely on weapons for major damage, and on his mental capabilities for support, and defense. He is supposed to be good with both pistols, and with single swords.
    Just from looking at it. I can see your passive choice (a very good one) has not been taken to rank 3 :confused:

    This is my very first time at attempting to make free form, and I technically don't even have that kind of slot available yet, and am tinkering around still. I only get 36 advantage points after all.
    You have no heals, active offensives/defensives. To keep yourself alive. Your stat choice is good but you should perhaps stick to physical damage instead of straying into Ego Damage which such stats.

    Perhaps I can take out the Ego Blast, and replace it with a HoT.
    I take it that you want to be mid ranged to melee range style of combatant. This build isnt going to satisfy that need.

    Yeah, ranged and melee are his main damage dealing attacks, but I want him to have at least one mental type attack, as well as one wind type attack. I will keep working on this character for a while, as I have no real money to spend, and it will take a long time to get enough questionite to buy a FF slot.
    Remove Mind Link, it is very situational and requires you to have foes in your vicinity and for them to be attacking you.

    Ok, it just sounded rather perfect considering the character's story. He used to have a debilitatingly painful disease, and being able to use that pain on enemies as a power sounded very interesting to me.
    It seems like this is leaning in some aspects towards The Specialist AT. But a ranged variation?

    Yeah, a bit like the Specialist, but with some wind and psionic type powers.
    My advice would be remove ranged attacks such as Ego Blast, Updraft, Twister and perhaps TK Eruption. Your Super Stat choice is much more geared towards physical damage attacks, such as Martial Arts, Blades, Dual Blades etc.

    I am definitely wanting to keep Updraft, as it is a wind uplift, which is one of his common moves. Another common move he had was slashing his sword very hard and quick to make a ranged wind attack that could cut things. I called it Vacuum Cut. Another skill he had was to focus the air around a person into a bubble, effectively trapping them, and usually knocking them out after they ran out of usable air, but that's a bit too specific for this game.
    I will assume you are looking for a Specialist AT type of FF build.

    Yeah, but I want a at least one wind, and one telekinetic type attack to go in the mix. Thanks for the suggestion, I will go and tinker around with Power House some more. :smile:
  • secksegaisecksegai Posts: 1,354 Arc User
    edited September 2012
    Way too much accelerated metabolism - there are better ways to address energy.

    The complete lack of self-healing will limit what you can solo.

    The power choices indicate a preference of "fun" over performance. Nothing wrong in that, but if you want better performance you'd end up swapping out maybe half the powers.
  • theravenforcetheravenforce Posts: 7,122 Arc User
    edited September 2012
    PowerHouse (Link to this build)

    Name: Cerebellum

    Archetype: Freeform

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

    Talents:
    Level 1: The Fist
    Level 6: Brilliant
    Level 9: Martial Focus
    Level 12: Body and Mind
    Level 15: Agile
    Level 18: Coordinated
    Level 21: Shrug It Off

    Powers:
    Level 1: Reaper's Touch
    Level 1: Reaper's Caress (Rank 2)
    Level 6: Thunderbolt Lunge
    Level 8: Form of the Master (Storm's Eye Prana)
    Level 11: Lightning Reflexes (Rank 2, Rank 3)
    Level 14: Force Shield (Rank 2, Rank 3)
    Level 17: Scything Blade (Rank 2, Swallowtail Cut)
    Level 20: Bountiful Chi Resurgence (Rank 2, Resurgent Reiki)
    Level 23: Molecular Self-Assembly
    Level 26: Intensity (Rank 2)
    Level 29: Dragon's Bite (Rank 2, Cull the Weak)
    Level 32: Masterful Dodge
    Level 35: Dragon Kick (Rank 2, Rank 3)
    Level 38: Smoke Bomb (Rank 2)

    Travel Powers:
    Level 6: Superjump (Rank 2)
    Level 35: Teleportation (Rank 2)

    Specializations:
    Dexterity: Combat Training (2/3)
    Dexterity: Gear Utilization (2/3)
    Dexterity: Brush It Off (1/2)
    Dexterity: Evasion (1/2)
    Dexterity: Deadly Aim (1/3)
    Dexterity: Expose Weakness (1/2)
    Dexterity: Quick Reflexes (2/3)
    Vindicator: Merciless (2/3)
    Vindicator: The Rush of Battle (3/3)
    Vindicator: Focused Strikes (2/3)
    Vindicator: Offensive Expertise (2/2)
    Vindicator: Mass Destruction (1/3)
    Warden: Fortified Gear (2/3)
    Warden: Slaughter (1/3)
    Warden: Ruthless (2/2)
    Warden: Reactive Strikes (1/2)
    Warden: Upper Hand (2/3)
    Warden: The Best Defense (2/3)
    Mastery: Dexterity Mastery (1/1)
  • theravenforcetheravenforce Posts: 7,122 Arc User
    edited September 2012
    Ah ok I see what your concept is now. The above build may be what you want to use but it is VERY melee based. Main mechanic I think is Bleed and defense mechanic is dodge/avoid. I'll do some quick tinkering as well and see what I can do to include the wind and one psionic power.
  • theravenforcetheravenforce Posts: 7,122 Arc User
    edited September 2012
    PowerHouse (Link to this build)

    Name: Cerebellum

    Archetype: Freeform

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

    Talents:
    Level 1: The Fist
    Level 6: Brilliant
    Level 9: Martial Focus
    Level 12: Body and Mind
    Level 15: Agile
    Level 18: Coordinated
    Level 21: Shrug It Off

    Powers:
    Level 1: Reaper's Touch
    Level 1: Reaper's Caress (Rank 2)
    Level 6: Thunderbolt Lunge
    Level 8: Form of the Master (Storm's Eye Prana)
    Level 11: Lightning Reflexes (Rank 2, Rank 3)
    Level 14: Force Shield (Rank 2, Rank 3)
    Level 17: Scything Blade (Rank 2, Swallowtail Cut)
    Level 20: Bountiful Chi Resurgence (Rank 2, Resurgent Reiki)
    Level 23: Molecular Self-Assembly
    Level 26: Intensity (Rank 2)
    Level 29: Dragon's Bite (Rank 2, Cull the Weak)
    Level 32: Masterful Dodge
    Level 35: Updraft (Rank 2)
    Level 38: Telekinetic Eruption (Rank 2, Rank 3)

    Travel Powers:
    Level 6: Superjump (Rank 2)
    Level 35: Teleportation (Rank 2)

    Specializations:
    Dexterity: Combat Training (2/3)
    Dexterity: Gear Utilization (2/3)
    Dexterity: Brush It Off (1/2)
    Dexterity: Evasion (1/2)
    Dexterity: Deadly Aim (1/3)
    Dexterity: Expose Weakness (1/2)
    Dexterity: Quick Reflexes (2/3)
    Vindicator: Merciless (2/3)
    Vindicator: The Rush of Battle (3/3)
    Vindicator: Focused Strikes (2/3)
    Vindicator: Offensive Expertise (2/2)
    Vindicator: Mass Destruction (1/3)
    Warden: Fortified Gear (2/3)
    Warden: Slaughter (1/3)
    Warden: Ruthless (2/2)
    Warden: Reactive Strikes (1/2)
    Warden: Upper Hand (2/3)
    Warden: The Best Defense (2/3)
    Mastery: Dexterity Mastery (1/1)
  • theravenforcetheravenforce Posts: 7,122 Arc User
    edited September 2012
    To make this a more, psychic/wind/melee type of build you'd need to change quite a few things.

    Focus on Dex as your main stat then perhaps INT and EGO as secondaries, INT purely to scale off your MSA when certain powers come off cooldown and to lower cooldown and give a cost discount to all powers.

    For ranged Ego is not a necessity but if you want them to be actively useful then add it in.

    Again dependant on if you go more Melee or more ranged the passive choice and form etc will need to be changed, as well as a change around of stats.

    I am an AT player myself with FF experience in Force/Mentalist builds. Not much else xP.

    So FF's might look at my above build lol and give you a much better one xP
  • theravenforcetheravenforce Posts: 7,122 Arc User
    edited September 2012
    Just re-read one of your replies and have come up with this. NOTE: I only changed powers. I think DEX, INT/Ego and STR are best for a major weapons reliance build.

    PowerHouse (Link to this build)

    Name: Cerebellum

    Archetype: Freeform

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

    Talents:
    Level 1: The Fist
    Level 6: Brilliant
    Level 9: Martial Focus
    Level 12: Body and Mind
    Level 15: Agile
    Level 18: Coordinated
    Level 21: Shrug It Off

    Powers:
    Level 1: Reaper's Touch
    Level 1: Reaper's Caress (Rank 2)
    Level 6: Two-Gun Mojo (Rank 2)
    Level 8: Form of the Master (Storm's Eye Prana)
    Level 11: Lightning Reflexes (Rank 2, Rank 3)
    Level 14: Force Shield (Rank 2, Rank 3)
    Level 17: Scything Blade (Rank 2)
    Level 20: Bountiful Chi Resurgence (Rank 2, Resurgent Reiki)
    Level 23: Molecular Self-Assembly
    Level 26: Ego Surge (Nimble Mind)
    Level 29: Dragon's Bite (Rank 2, Cull the Weak)
    Level 32: Masterful Dodge
    Level 35: Updraft (Rank 2)
    Level 38: Twister (Rank 2)

    Travel Powers:
    Level 6: Superjump (Rank 2)
    Level 35: Teleportation (Rank 2)

    Specializations:
    Dexterity: Combat Training (2/3)
    Dexterity: Gear Utilization (2/3)
    Dexterity: Brush It Off (1/2)
    Dexterity: Evasion (1/2)
    Dexterity: Deadly Aim (1/3)
    Dexterity: Expose Weakness (1/2)
    Dexterity: Quick Reflexes (2/3)
    Vindicator: Merciless (2/3)
    Vindicator: The Rush of Battle (3/3)
    Vindicator: Focused Strikes (2/3)
    Vindicator: Offensive Expertise (2/2)
    Vindicator: Mass Destruction (1/3)
    Warden: Fortified Gear (2/3)
    Warden: Slaughter (1/3)
    Warden: Ruthless (2/2)
    Warden: Reactive Strikes (1/2)
    Warden: Upper Hand (2/3)
    Warden: The Best Defense (2/3)
    Mastery: Dexterity Mastery (1/1)
  • cerebellumcerebellum Posts: 74
    edited September 2012
    Wow Ravenforce, thanks. I did a little tinkering as well, and came up with a new one. Will have to take a look at all of these, and then see which one actually ends up working the best.


    PowerHouse (Link to this build)

    Name: Cerebellum

    Archetype: Freeform

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

    Talents:
    Level 1: Feral
    Level 6: Tireless
    Level 9: Indomitable
    Level 12: Mighty
    Level 15: Martial Training
    Level 18: Wordly
    Level 21: Relentless

    Powers:
    Level 1: Gunslinger
    Level 1: Reaper's Caress (Cleaving Strikes, Accelerated Metabolism)
    Level 6: Bullet Beatdown (Rank 2, Not Without Incident, Accelerated Metabolism)
    Level 8: Two-Gun Mojo (Accelerated Metabolism)
    Level 11: Lightning Reflexes (Rank 2, Rank 3)
    Level 14: Force Shield (Rank 2, Rank 3, Force Sheathe)
    Level 17: Scything Blade (Rank 2)
    Level 20: Way of the Warrior (Rank 2, Rank 3)
    Level 23: Updraft (Dispersal)
    Level 26: Breakaway Shot (Accelerated Metabolism)
    Level 29: Concentration (Rank 2)
    Level 32: Psionic Healing (Psionic Emanation)
    Level 35: Reaper's Embrace
    Level 38: Energy Storm

    Travel Powers:
    Level 6: Superjump (Rank 2, Rebounding Resilience)
    Level 35: Teleportation

    Specializations:
    Recovery: Gear Utilization (1/3)
    Recovery: Withstand (1/2)
    Recovery: Rapid Recovery (1/3)
    Recovery: Staying Power (2/2)
    Recovery: Super Charged (2/3)
    Recovery: Well Rounded (1/2)
    Recovery: Second Wind (2/2)
    Vindicator: Aggressive Stance (2/2)
    Vindicator: Merciless (1/3)
    Vindicator: Initiative (1/2)
    Vindicator: The Rush of Battle (1/3)
    Vindicator: Focused Strikes (2/3)
    Vindicator: Offensive Expertise (2/2)
    Vindicator: Mass Destruction (1/3)
    Overseer: Administer (1/3)
    Overseer: Ruthless (1/2)
    Overseer: Overseer Aura (3/3)
    Overseer: Impact (1/2)
    Overseer: Trapped (1/3)
    Overseer: Conservation (2/2)
    Overseer: Enhanced Gear (1/3)
    Mastery: Vindicator Mastery (1/1)
  • pion01pion01 Posts: 758 Arc User
    edited September 2012
    No recovery. Just.... No. You were on the right track before you fell off that cliff. Stay away from recovery. There's only like one reason for that to be an SS, and I don't know what it is.

    Also, you need to let go of the accelerated metabolism. It's seriously not that important.

    My suggestion, and I don't have access to the hero planner atm so I'm winging it from memory, would be

    Rain of Steel because it's an AoE EB, so even tho damage is less than stellar you'll be hitting multiple targets at once, which is nice when starting, but reapers touch or gunslinger work too, there's no diffirence, since soon....

    2 Gun Mojo will essentially replace your EB after a bit anyway with...

    Killer Instinct building energy for every crit with guns.

    Here you should decide if you want to focus on guns or sword primarily.

    If you want to do swords mostly you should probably go the Reapers Caress + Embrace Way since it'll look more sword combo hitty, but if you want to focus more on guns, take Dragon's Bite to keep you supplied with energy while doing some nice damage.

    either way, take Lead Tempest (R3 if guns primary, R as high as possible given points left over if swords primary) instead of Bullet Ballet because although I absolutely LOVE BB, lead tempest will just put out more damage, is less reliant on proximity (meaning taking less hits), hit a wider range of baddies, and does not require enrage, which will conflict with...

    Form of the Tempest which will grant you focus, and thus more energy and potentially more damage for your melee hits. You want tempest, even if you focus reapers and bleeds, because critting is nice, you can do it with range or EBs that don't stack bleed, and you should be getting some nice crits anyway if you take

    Lock N Load with Two Smoking Barrels - every time you hit with melee, it lowers recharge meaning you can nearly perma this nice little crit bump and energy cost reduction, even if means losing base damage (which by cap you'll probably hit diminishing returns anyway).

    AND

    Ego Surge with Nimble Mind which grants a flat damage boost, on top of an increased critical chance (and yes, it's possible to squeeze out a few seconds with both Nimble mind and LnL). This also puts you into a mentalist state that increases his physical ability - a solid push through telepathy that's just strong enough to affect himself rather than tossing around cars.

    To round it all off I'd say WotW or if you wanna cloud men's minds the new Night Warrior passive which is sweeeeeet but kinda breaks concept with the assasin move (it should let you pick, but it's still awesome) unless you think of it as plunging daggers or something, in a brawler mode.

    For survival - with WotW you get some dodge bumping, and resurgent reiki even though the glow is annoying, or you could do any of a number of things depending on your concept, but totally find a way to heal yourself. There was one really good mentalist heal where you could just stand there and keep taking hits essentially making you immortal as long as you maintained it, but I can't remember the name. That was awesome.

    Which leaves you with 3/4 powers (depending if you took Dragon's Bite), like Twister which is a nice hold (to give you time for a set up or heal yourself or something), or Dust Devil so you can summon it and then do your own thing, if you want something tk-wind-ish or whatevs. Maybe TK Splode or a shield or something. Force Geyser or Crushing Wave for that "****ty but useful" TK feeling. Something situational, or independant, or an "oh [noes]!" button like masterful dodge or smoke 'nade. I just did some quick math, Mind Link sucks, don't touch that thing.

    STATS - I'd say Ego for crits and range damage (Lead Tempest) and Dex+Int for crits and power cost and recharge reduction (more nimble mind = more crits).

    So yeah, Reaper's Sweet Love/Dragon's Bite for single targets, Lead Tempest for groups, both R3, WotW or whatever passive ranked, LnL and Ego Surge both R2 with Advantage.

    Just an idea. I'll try this out tonight and see if it's actually any good, and figure out all the proper names and stuff, plus spec trees, but it's basically "crit as much and as hard as possible" specs and everything else is flavor. Maybe the Avenger Maintain if you go with Lead Tempest.

    Speaking of, would you rather gun primarily or sword primarily?
  • cerebellumcerebellum Posts: 74
    edited September 2012
    pion01 wrote: »
    No recovery. Just.... No. You were on the right track before you fell off that cliff. Stay away from recovery. There's only like one reason for that to be an SS, and I don't know what it is.

    Also, you need to let go of the accelerated metabolism. It's seriously not that important.

    My suggestion, and I don't have access to the hero planner atm so I'm winging it from memory, would be

    Thanks for the tips, I am pretty much a noob, but I intend on learning this.
    Rain of Steel because it's an AoE EB, so even tho damage is less than stellar you'll be hitting multiple targets at once, which is nice when starting, but reapers touch or gunslinger work too, there's no diffirence, since soon....

    2 Gun Mojo will essentially replace your EB after a bit anyway with...

    Killer Instinct building energy for every crit with guns.

    Here you should decide if you want to focus on guns or sword primarily.

    If you want to do swords mostly you should probably go the Reapers Caress + Embrace Way since it'll look more sword combo hitty, but if you want to focus more on guns, take Dragon's Bite to keep you supplied with energy while doing some nice damage.

    either way, take Lead Tempest (R3 if guns primary, R as high as possible given points left over if swords primary) instead of Bullet Ballet because although I absolutely LOVE BB, lead tempest will just put out more damage, is less reliant on proximity (meaning taking less hits), hit a wider range of baddies, and does not require enrage, which will conflict with...

    Form of the Tempest which will grant you focus, and thus more energy and potentially more damage for your melee hits. You want tempest, even if you focus reapers and bleeds, because critting is nice, you can do it with range or EBs that don't stack bleed, and you should be getting some nice crits anyway if you take

    Lock N Load with Two Smoking Barrels - every time you hit with melee, it lowers recharge meaning you can nearly perma this nice little crit bump and energy cost reduction, even if means losing base damage (which by cap you'll probably hit diminishing returns anyway).

    AND

    Ego Surge with Nimble Mind which grants a flat damage boost, on top of an increased critical chance (and yes, it's possible to squeeze out a few seconds with both Nimble mind and LnL). This also puts you into a mentalist state that increases his physical ability - a solid push through telepathy that's just strong enough to affect himself rather than tossing around cars.

    To round it all off I'd say WotW or if you wanna cloud men's minds the new Night Warrior passive which is sweeeeeet but kinda breaks concept with the assasin move (it should let you pick, but it's still awesome) unless you think of it as plunging daggers or something, in a brawler mode.

    For survival - with WotW you get some dodge bumping, and resurgent reiki even though the glow is annoying, or you could do any of a number of things depending on your concept, but totally find a way to heal yourself. There was one really good mentalist heal where you could just stand there and keep taking hits essentially making you immortal as long as you maintained it, but I can't remember the name. That was awesome.

    Which leaves you with 3/4 powers (depending if you took Dragon's Bite), like Twister which is a nice hold (to give you time for a set up or heal yourself or something), or Dust Devil so you can summon it and then do your own thing, if you want something tk-wind-ish or whatevs. Maybe TK Splode or a shield or something. Force Geyser or Crushing Wave for that "****ty but useful" TK feeling. Something situational, or independant, or an "oh [noes]!" button like masterful dodge or smoke 'nade. I just did some quick math, Mind Link sucks, don't touch that thing.

    STATS - I'd say Ego for crits and range damage (Lead Tempest) and Dex+Int for crits and power cost and recharge reduction (more nimble mind = more crits).

    So yeah, Reaper's Sweet Love/Dragon's Bite for single targets, Lead Tempest for groups, both R3, WotW or whatever passive ranked, LnL and Ego Surge both R2 with Advantage.

    Just an idea. I'll try this out tonight and see if it's actually any good, and figure out all the proper names and stuff, plus spec trees, but it's basically "crit as much and as hard as possible" specs and everything else is flavor. Maybe the Avenger Maintain if you go with Lead Tempest.

    I will try making a new build, also like I said in a previous post, it will probably be a long time before I get a chance to actually make this, but I want to plan ahead on this. CO comes by far the closest to making my character the way I want, so, I want it to be good when I finally get it right.
    Speaking of, would you rather gun primarily or sword primarily?

    I'm thinking primarily gun, but it won't be a problem if I need to go primarily sword. Thanks for all of the tips, and I'm glad you warned me about recovery, I thought it would be a nice way to have max power, with a pretty constant supply of energy so that my character could pull moves off more often.
  • cerebellumcerebellum Posts: 74
    edited September 2012
    One thing I forgot to mention, he only has two pistols, and one sword. So shot guns, and machine guns aren't too good.
  • cerebellumcerebellum Posts: 74
    edited September 2012
    Taking into account some of the things said previously, I tried tinkering around a little more, and came up with this.


    PowerHouse (Link to this build)

    Name: Cerebellum

    Archetype: Freeform

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

    Talents:
    Level 1: The Inventor
    Level 6: Brilliant
    Level 9: Professional Athlete
    Level 12: Body and Mind
    Level 15: Academics
    Level 18: Covert Ops Training
    Level 21: Command Training

    Powers:
    Level 1: Gunslinger
    Level 1: Reaper's Caress (Rank 2, Cleaving Strikes)
    Level 6: Lightning Reflexes (Rank 2, Rank 3)
    Level 8: Two-Gun Mojo
    Level 11: Way of the Warrior (Rank 2, Rank 3)
    Level 14: Ego Surge (Rank 2, Nimble Mind)
    Level 17: Force Shield (Rank 2, Force Sheathe)
    Level 20: Dragon's Bite (Rank 2, Rank 3)
    Level 23: Killer Instinct
    Level 26: Form of the Tempest
    Level 29: Psionic Healing (Rank 2, Psionic Emanation)
    Level 32: Updraft (Rank 2)
    Level 35: Lead Tempest (Rank 2, Rank 3)
    Level 38: Telekinetic Eruption

    Travel Powers:
    Level 6: Superjump (Rank 2, Rebounding Resilience)
    Level 35: Teleportation

    Specializations:
    Intelligence: Preparation (2/2)
    Intelligence: Enlightened (1/3)
    Intelligence: Tactician (2/2)
    Intelligence: Battle of Wits (1/3)
    Intelligence: Revitalize (2/3)
    Intelligence: Detect Vulnerability (1/3)
    Intelligence: Expertise (1/2)
    Vindicator: Aggressive Stance (2/2)
    Vindicator: Merciless (1/3)
    Vindicator: Initiative (1/2)
    Vindicator: The Rush of Battle (1/3)
    Vindicator: Focused Strikes (2/3)
    Vindicator: Offensive Expertise (2/2)
    Vindicator: Mass Destruction (1/3)
    Overseer: Administer (1/3)
    Overseer: Ruthless (1/2)
    Overseer: Overseer Aura (3/3)
    Overseer: Impact (1/2)
    Overseer: Trapped (1/3)
    Overseer: Conservation (2/2)
    Overseer: Enhanced Gear (1/3)
    Mastery: Vindicator Mastery (1/1)

    Still a work in progress though.:wink:
  • pion01pion01 Posts: 758 Arc User
    edited September 2012
    Yeah recovery's a sneaky one, it makes all these promises and then breaks your heart...... >.>

    I think that looks pretty durn good. My only 2 notes would be -
    you prolly don't need 2 passives, but if you want em (they can be handy), you don't need em both by 11 - you may want to take something else earlier on so leveling isn't so frustrating, and you don't have a power sitting about that you can't use since you can only have 1 passive slotted at a time. I, personally, would maybe go gunslinger, caress, passive (ranked asap, even at the expense of damage), form of the tempest, mojo and then feel out which would be most beneficial from there.

    And

    You'll prolly want a lunge or accrobatics, or rank up mojo instead of caress cuz getting from mob to mob or chasing runners, or getting back to the fray after being knocked/killed may get annoying. Honestly I don't know - mojo, updraft and lead tempest may make that a non-issue, I've never run a build like this before, but it does stick out to me because I'm very impatient.
  • cerebellumcerebellum Posts: 74
    edited September 2012
    pion01 wrote: »
    Yeah recovery's a sneaky one, it makes all these promises and then breaks your heart...... >.>

    I think that looks pretty durn good. My only 2 notes would be -
    you prolly don't need 2 passives, but if you want em (they can be handy), you don't need em both by 11 - you may want to take something else earlier on so leveling isn't so frustrating, and you don't have a power sitting about that you can't use since you can only have 1 passive slotted at a time. I, personally, would maybe go gunslinger, caress, passive (ranked asap, even at the expense of damage), form of the tempest, mojo and then feel out which would be most beneficial from there.

    And

    You'll prolly want a lunge or accrobatics, or rank up mojo instead of caress cuz getting from mob to mob or chasing runners, or getting back to the fray after being knocked/killed may get annoying. Honestly I don't know - mojo, updraft and lead tempest may make that a non-issue, I've never run a build like this before, but it does stick out to me because I'm very impatient.

    Well, this hero was designed to be very unique, and I will probably change the order of the powers like you said, and I will take out one of the passives. Thanks for the tips.
  • cerebellumcerebellum Posts: 74
    edited September 2012
    I just realized that Killer Instinct, and WoTM are also passives, so it looks like my more recent build has 3 passives, unless Killer Instinct, and WoTM are somehow both usable, I am going to likely have to drop one of them, and add in a new power.
  • pion01pion01 Posts: 758 Arc User
    edited September 2012
    Both useable, KI is an energy unlock while while WotW is a passive. I shoulda been more clear.

    Or the game should actually, now that I think about it lol But yeah, energy unlocks are their own category and mutually exclusive with each other (i.e. you're only allowed to pick one by the system like how it does for EBs [if you choose to pick one at all]), while defensive/offensive passives, you can take all of them.

    WotW is an offensive passive, and Lightning Reflexes is a defensive passive, so if you plan on switching between a defensive and offensive build it's perfectly logical, and my main does something similar (he was built as a DPS/Tank hybrid), but probably you'll be plenty survivable and damaging either way.

    I'm actually about to jump on PTS and see how this thing plays. I'm also excited to try Raven's build too, since it's a completely different energy management and damage set up than I'm used to so that should be fun (and a lot of face planting on my part until I figure out what I'm doing lol)
  • pion01pion01 Posts: 758 Arc User
    edited September 2012
    So, I ran it using your latest build and it's good - great damage, kinda squishy. I was totally wrong about dragon's bite tho, not worth it, reaper's embrace is better, energy is a non-issue, it keeps at pretty much max with some decent gear.

    By good I mean I managed to handle the powerhouse set for team of 3 on hard. Team of 5, I died, couldn't clear the mobs fast enough. The heal was too slow to mitigate the incoming damage, and the damage kept incoming while I charged the heal. The tap is worthless, but full charge is a solid 4k, so that's nice if you're healing on a team (kinda).

    So I cheated.

    I took Tread Softly on Lead Tempest to increase my dodge chance/avoidance, and bountiful chi resurgence instead of psionic healing (side note, the maintain heal ALMOST kept me up, if it ticked like 2 more times I would have healed back to full from nothing while being shot by the whole mob) and took resurgent reiki to heal on each dodge. Wonderful, cleared the room a mob at a time.

    My gear was good, but not great, nor suited for the stats, but it did have cost reduction and crit severity increase, but the right stats would probably have balanced that out if you don't have those mods, and really, like 4 runs of Unity and you'll have pretty much the same gear I did, except the right kind, so you can potentially (probably easily) double these numbers.

    Lead tempest hits for a reliable 500 points of damage per tick (.5 seconds) per target (like, 20) so it's a great room cleaner.

    If mobs are clustered close, caress hits each for near 1k, and embrace with 3 bleeds stacked (because nothing survived long enough to get to 5) hit for a solid 5k. No idea how much each bleed ticked for, but I'm sure it was pretty nice since things just kept dying.

    Gust was a great starter to keep the boss in each mob busy for the few seconds it took me to run in and set up (acrobatics). The damage was nice, like 1k on full charge, no ranks in it.

    TK Boom felt painfully slow, but also had a nice starter damage - like 1.5k at full charge R1, and like, a push or knock or something for the mob? Not sure, but it disoriented them somehow, so that was nice too. Then I just unloaded with Lead Tempest. Things died, then finished the luitenants and boss with with caress and embrace respectively.

    I had 1 power left over and 12 advantage points not used. I also shifted the specs a little. Sentinel didn't really do it for me, but I stuck with it since that was your pick and I didn't really feel like finding something better, but I think avenger with the maintain-boosting-offense spec might be nice. I did, however, specialize, didn't spread as thin with the specs, picked the +gear, +stats and +crits and maxed em.

    Also, I had almost no use for either the EB or Mojo. You'll probably need them for leveling, but with KI and Tempest form you won't need it. Like, ever. But it's nice if you wanna switch it up, pull or catch a runner. I actually considered taking mojo off my tray to reach other powers easier, but kept it cuz I likes it.

    Also, I was in Hybrid. If you switch to ranged it'll prolly make a real difference damage-wise for tempest.

    Seriously tho, your build is really effective as you have it, so it's pretty much good to go as is. Should you decide to tweak it further it'll be something really special. Especially with 12 advantage points left over. I only ranked the essentials - reiki, caress, embrace, lead tempest, WotW, surge and I think something else but I don't remember.

    Hope you get enough for a FF soon!
  • cerebellumcerebellum Posts: 74
    edited September 2012
    pion01 wrote: »
    So, I ran it using your latest build and it's good - great damage, kinda squishy. I was totally wrong about dragon's bite tho, not worth it, reaper's embrace is better, energy is a non-issue, it keeps at pretty much max with some decent gear.

    Ok, I will definitely do that.
    By good I mean I managed to handle the powerhouse set for team of 3 on hard. Team of 5, I died, couldn't clear the mobs fast enough. The heal was too slow to mitigate the incoming damage, and the damage kept incoming while I charged the heal. The tap is worthless, but full charge is a solid 4k, so that's nice if you're healing on a team (kinda).

    Well, it's nice to have the ability to heal if my team ever needs it, and being able to solo heal is nice on occasion as well.
    So I cheated.

    I took Tread Softly on Lead Tempest to increase my dodge chance/avoidance, and bountiful chi resurgence instead of psionic healing (side note, the maintain heal ALMOST kept me up, if it ticked like 2 more times I would have healed back to full from nothing while being shot by the whole mob) and took resurgent reiki to heal on each dodge. Wonderful, cleared the room a mob at a time.

    My gear was good, but not great, nor suited for the stats, but it did have cost reduction and crit severity increase, but the right stats would probably have balanced that out if you don't have those mods, and really, like 4 runs of Unity and you'll have pretty much the same gear I did, except the right kind, so you can potentially (probably easily) double these numbers.

    Lead tempest hits for a reliable 500 points of damage per tick (.5 seconds) per target (like, 20) so it's a great room cleaner.

    If mobs are clustered close, caress hits each for near 1k, and embrace with 3 bleeds stacked (because nothing survived long enough to get to 5) hit for a solid 5k. No idea how much each bleed ticked for, but I'm sure it was pretty nice since things just kept dying.

    Cool, will keep that in mind.
    Gust was a great starter to keep the boss in each mob busy for the few seconds it took me to run in and set up (acrobatics). The damage was nice, like 1k on full charge, no ranks in it.

    TK Boom felt painfully slow, but also had a nice starter damage - like 1.5k at full charge R1, and like, a push or knock or something for the mob? Not sure, but it disoriented them somehow, so that was nice too. Then I just unloaded with Lead Tempest. Things died, then finished the luitenants and boss with with caress and embrace respectively.

    I had 1 power left over and 12 advantage points not used. I also shifted the specs a little. Sentinel didn't really do it for me, but I stuck with it since that was your pick and I didn't really feel like finding something better, but I think avenger with the maintain-boosting-offense spec might be nice. I did, however, specialize, didn't spread as thin with the specs, picked the +gear, +stats and +crits and maxed em.

    I'm actually kind of surprised that someone actually tried out my build. Thanks though, it definitely helps me to understand what works, and what doesn't.
    Also, I had almost no use for either the EB or Mojo. You'll probably need them for leveling, but with KI and Tempest form you won't need it. Like, ever. But it's nice if you wanna switch it up, pull or catch a runner. I actually considered taking mojo off my tray to reach other powers easier, but kept it cuz I likes it.

    Well, early on it will definitely be useful to have them, even if I don't use them a lot.
    Also, I was in Hybrid. If you switch to ranged it'll prolly make a real difference damage-wise for tempest.

    You can switch roles when needed right? Or maybe I misunderstood something I read on here.
    Seriously tho, your build is really effective as you have it, so it's pretty much good to go as is. Should you decide to tweak it further it'll be something really special. Especially with 12 advantage points left over. I only ranked the essentials - reiki, caress, embrace, lead tempest, WotW, surge and I think something else but I don't remember.

    Hope you get enough for a FF soon!

    Cool, and it's really a matter of getting enough questionite for the zen, which could take a long time depending on how much it costs in the exchange, or if they do another FF sale. Quick question, do I need to own a power set, in order to add those powers to a FF character, or will buying a FF unlock all powers for said character(other than like travel powers)?
  • cerebellumcerebellum Posts: 74
    edited September 2012
    Did a little more tinkering, and removed Dragon's Bite, and moved a few things around, and used a few different advantages.


    PowerHouse (Link to this build)

    Name: Cerebellum

    Archetype: Freeform

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

    Talents:
    Level 1: The Inventor
    Level 6: Brilliant
    Level 9: Professional Athlete
    Level 12: Body and Mind
    Level 15: Academics
    Level 18: Covert Ops Training
    Level 21: Command Training

    Powers:
    Level 1: Gunslinger
    Level 1: Reaper's Caress (Rank 2, Cleaving Strikes)
    Level 6: Way of the Warrior (Rank 2, Rank 3)
    Level 8: Gust (Toppling Winds)
    Level 11: Two-Gun Mojo
    Level 14: Killer Instinct
    Level 17: Psionic Healing (Rank 2, Psionic Emanation)
    Level 20: Force Shield (Rank 2, Rank 3, Force Sheathe)
    Level 23: Reaper's Embrace
    Level 26: Thunderbolt Lunge (Rank 2)
    Level 29: Updraft (Dispersal)
    Level 32: Form of the Tempest (Rank 2, Gifts of the Storm)
    Level 35: Lead Tempest (Tread Softly)
    Level 38: Telekinetic Burst (Rank 2)

    Travel Powers:
    Level 6: Superjump (Rank 2, Rebounding Resilience)
    Level 35: Teleportation

    Specializations:
    Intelligence: Preparation (2/2)
    Intelligence: Enlightened (1/3)
    Intelligence: Tactician (2/2)
    Intelligence: Battle of Wits (1/3)
    Intelligence: Revitalize (2/3)
    Intelligence: Detect Vulnerability (1/3)
    Intelligence: Expertise (1/2)
    Vindicator: Aggressive Stance (2/2)
    Vindicator: Merciless (1/3)
    Vindicator: Initiative (1/2)
    Vindicator: The Rush of Battle (1/3)
    Vindicator: Focused Strikes (2/3)
    Vindicator: Offensive Expertise (2/2)
    Vindicator: Mass Destruction (1/3)
    Overseer: Administer (1/3)
    Overseer: Ruthless (1/2)
    Overseer: Overseer Aura (3/3)
    Overseer: Impact (1/2)
    Overseer: Trapped (1/3)
    Overseer: Conservation (2/2)
    Overseer: Enhanced Gear (1/3)
    Mastery: Vindicator Mastery (1/1)
  • pion01pion01 Posts: 758 Arc User
    edited September 2012
    cerebellum wrote: »
    Cool, and it's really a matter of getting enough questionite for the zen, which could take a long time depending on how much it costs in the exchange, or if they do another FF sale. Quick question, do I need to own a power set, in order to add those powers to a FF character, or will buying a FF unlock all powers for said character(other than like travel powers)?

    You can switch role whenever, there's a cooldown tho, like 30 seconds or something, but yeah, you can go back and forth.

    No idea about the powersets, but I don't think you have to buy them. I could be wrong.

    You should also check out some of the peanut labs/free zen things that are posted/linked on here. Free zen is nice for quick surveys, it'll probably cut down your time a lot.
  • cerebellumcerebellum Posts: 74
    edited September 2012
    pion01 wrote: »


    You can switch role whenever, there's a cooldown tho, like 30 seconds or something, but yeah, you can go back and forth.

    No idea about the powersets, but I don't think you have to buy them. I could be wrong.

    You should also check out some of the peanut labs/free zen things that are posted/linked on here. Free zen is nice for quick surveys, it'll probably cut down your time a lot.

    Yeah, I try to do them when I can, but for some reason I don't "qualify" for very many.
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