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Have Freeform, Will Travel -- Please Critique my Pistols Build

michigan48237michigan48237 Posts: 15 Arc User
edited January 2013 in Builds and Roles
Hoping to get some feedback on my dual pistol, super cowboy build. I'm only in the early 20's with her, but this is my planned endgame at level 40. Progression has been pretty steady so far, the the only real challenges being mostly due player-errors on my part (I have a tendency to forget to keep an eye on how much aggro I'm drawing.)

PowerHouse (Link to this build)

Name: Pistolero v1.0

Archetype: Freeform

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

Talents:
Level 1: The Soldier
Level 6: Jack of All Trades
Level 9: Field Ops Training
Level 12: Command Training
Level 15: Sniper Training
Level 18: Shooter
Level 21: Academics

Powers:
Level 1: Gunslinger
Level 1: Two-Gun Mojo (Rank 2, Accelerated Metabolism, Nailed to the Ground)
Level 6: Killer Instinct
Level 8: Quarry (Rank 2, Rank 3)
Level 11: Lock N Load (Rank 2, Rank 3)
Level 14: Bountiful Chi Resurgence (Rank 2, Resurgent Reiki)
Level 17: Bullet Beatdown (Rank 2, Not Without Incident)
Level 20: Lead Tempest (Tread Softly)
Level 23: Evasive Maneuvers (Sleight of Mind)
Level 26: Inertial Dampening Field (Rank 2, Rank 3)
Level 29: Parry (The Elusive Monk)
Level 32: Smoke Grenade (Escape Artist)
Level 35: Conviction
Level 38: Implosion Engine

Travel Powers:
Level 6: Swinging (Flippin')
Level 35: Flag Speed

Specializations:
Dexterity: Combat Training (3/3)
Dexterity: Gear Utilization (2/3)
Dexterity: Power Swell (1/2)
Dexterity: Deadly Aim (1/3)
Dexterity: Expose Weakness (1/2)
Dexterity: Quick Reflexes (2/3)
Vindicator: Aggressive Stance (2/2)
Vindicator: Merciless (2/3)
Vindicator: The Rush of Battle (1/3)
Vindicator: Focused Strikes (3/3)
Vindicator: Modified Gear (2/2)
Avenger: Ruthless (2/2)
Avenger: Can't Touch This (2/3)
Avenger: Anguish (2/2)
Avenger: Surprise Attack (2/2)
Avenger: Relentless Assault (2/3)
Mastery: Dexterity Mastery (1/1)


I'm really unsure on my power selection for levels 20+, but "on paper" this seems to be a good selection. It has also been suggested that I drop Quarry in favor of Inertial Dampening Field.
Post edited by michigan48237 on

Comments

  • s3rjus3rju Posts: 268 Arc User
    edited January 2013
    fixed the build for you:

    PowerHouse (Link to this build)

    Name: Pistolero v1.0

    Archetype: Freeform

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

    Talents:
    Level 1: The Marksman
    Level 6: Agile
    Level 9: Brilliant
    Level 12: Indomitable
    Level 15: Academics
    Level 18: Coordinated
    Level 21: Shooter

    Powers:
    Level 1: Gunslinger
    Level 1: Two-Gun Mojo (Rank 2, Close the Gap)
    Level 6: Holdout Shot (Stim Pack)
    Level 8: Quarry (Rank 2, Rank 3)
    Level 11: Lock N Load (Two Smoking Barrels)
    Level 14: Bountiful Chi Resurgence (Resurgent Reiki)
    Level 17: Bullet Beatdown (Not Without Incident, Break the Trigger)
    Level 20: Lead Tempest (Tread Softly)
    Level 23: Evasive Maneuvers (Sleight of Mind)
    Level 26: Form of the Tempest
    Level 29: Parry (The Elusive Monk)
    Level 32: Molecular Self-Assembly
    Level 35: Conviction (Rank 2, Rank 3)
    Level 38: Implosion Engine (Rank 2, Rank 3)

    Travel Powers:
    Level 6: Swinging (Flippin')
    Level 35: Flag Speed (Rank 2, Rank 3)

    Specializations:
    Dexterity: Combat Training (2/3)
    Dexterity: Gear Utilization (3/3)
    Dexterity: Deadly Aim (3/3)
    Dexterity: Expose Weakness (2/2)
    Warden: Fortified Gear (3/3)
    Warden: Ruthless (2/2)
    Warden: Tenacious (2/2)
    Warden: The Best Defense (3/3)
    Avenger: Ruthless (2/2)
    Avenger: Round 'em Up (3/3)
    Avenger: Relentless Assault (3/3)
    Avenger: Offensive Expertise (2/2)
    Mastery: Dexterity Mastery (1/1)

    make sure conviction and holdout are running alongside bcr and lead tempest to fuel your energy, evasive out if you need to, fully maintain 2gunmojo for the single conentration stack to boost your bullet beatdown's dmg with nwi.

    stats:
    int at around 340
    ego at around 130
    rest into dex

    enjoy.

    P.S check my pistolizer it might intrest you

    My build directory (work in progress)
    Guide list
    Freeform Builds

    In loving memory of AngelofCaine.
  • kallethenkallethen Posts: 1,576 Arc User
    edited January 2013
    Don't drop Quarry for IDF. Quarry is a passive, IDF is a form. Quarry is a great DPS passive for a ranged toon. Stick with it.

    I would recommend exchanging IDF for a damage form. As the previous poster suggested, Form of the Tempest is great for a high Dex + Crit build (which this is looking to be). Concentration could also work, and would benefit from Quarry's Audacity stacks.
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  • michigan48237michigan48237 Posts: 15 Arc User
    edited January 2013
    I was under the impression that Form of the Tempest (and the Focus stacks from it) was limited to melee damage. Wouldn't Concentration mke more sense in this case as it a) applies to ranged combat, b) acticates with a maintained ranged power at 4+ ticks or attacking a target 25' away (which pretty much screams Lead Tempest and Two-Gun Mojo to me).

    My main concern is survivability as well has critical hit frequency/potentcy. I can live with being less than maximized on the DPS side of things, if I can avoid the "glass cannon" nature of most ranged builds that I've come across. This is why IDF was appealing to me, if I am reading the build from s3rju right, it looks a bit squishy.

    I normally stick to PvE, Alerts, and adventure packs, solo or with my very good (but small) SG. I'm not expecting to turn her into a Tank, but I'd like some damage resistence.
  • darkstarcrashdarkstarcrash Posts: 883 Arc User
    edited January 2013
    I was under the impression that Form of the Tempest (and the Focus stacks from it) was limited to melee damage. Wouldn't Concentration mke more sense in this case as it a) applies to ranged combat, b) acticates with a maintained ranged power at 4+ ticks or attacking a target 25' away (which pretty much screams Lead Tempest and Two-Gun Mojo to me).

    Form of the Tempest also buffs ranged damage, albeit at half the rate of melee damage.
    My main concern is survivability as well has critical hit frequency/potentcy. I can live with being less than maximized on the DPS side of things, if I can avoid the "glass cannon" nature of most ranged builds that I've come across. This is why IDF was appealing to me, if I am reading the build from s3rju right, it looks a bit squishy.

    I normally stick to PvE, Alerts, and adventure packs, solo or with my very good (but small) SG. I'm not expecting to turn her into a Tank, but I'd like some damage resistence.

    Parry with Elusive Monk advantage will be giving you dodge and avoidance, and Evasive maneuvers will wipe threat. If you're really worried about being squishy, you could substitute SS Con for Ego, and just talent/gear for Ego to 70ish.
  • michigan48237michigan48237 Posts: 15 Arc User
    edited January 2013
    So why chose Form of the Tempest over Concentration? Concentration adds its full boost to ranged attacks (which all but part of one attack power here is) and half that amount to melee... is Tempet's defense boost just that much better?

    I've never really been good at MMOthematics, I'm old and set in my ways from table-top gaming where the designers don't hide the formulae from you. So you'll all have to forgive my noobish questions. :wink:
  • selpheaselphea Posts: 1,229 Arc User
    edited January 2013
    So why chose Form of the Tempest over Concentration? Concentration adds its full boost to ranged attacks (which all but part of one attack power here is) and half that amount to melee... is Tempet's defense boost just that much better?

    I've never really been good at MMOthematics, I'm old and set in my ways from table-top gaming where the designers don't hide the formulae from you. So you'll all have to forgive my noobish questions. :wink:

    IMO for your build, Concentration is better :p Also, Tempest doesn't give a defense boost does it? Unless you mean Lead Tempest which is something different altogether

    Unless you plan to use Bullet Beatdown more than 2GM and Lead Tempest that is.
  • michigan48237michigan48237 Posts: 15 Arc User
    edited January 2013
    Okay, this incorporates a lot of the feedback above. I'm not putting as much emphasis on melee as s3rju suggests... I'm much happier to stay 50' to 60' away and let the tanks and melee DPS deal with the Big Bad at bad breath distances... for mooks there doesn't seem to be much downside to using ranged attacks at point blank distances. Bullet Ballet is proving itself mostly useful for mooks that surround me when I don't want to risk the extra aggro of lead tempest... it's also a very statisfying way to cherry tap the last dozen HP from a mook. Two Gun Mojo remains my primary attack.

    PowerHouse (Link to this build)

    Name: Pistolero v1.5

    Archetype: Freeform

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

    Talents:
    Level 1: The Marksman
    Level 6: Agile
    Level 9: Brilliant
    Level 12: Indomitable
    Level 15: Coordinated
    Level 18: Shooter
    Level 21: Academics

    Powers:
    Level 1: Gunslinger
    Level 1: Two-Gun Mojo (Rank 2, Rank 3, Accelerated Metabolism)
    Level 6: Killer Instinct
    Level 8: Quarry (Rank 2, Rank 3)
    Level 11: Lock N Load (Rank 2, Rank 3)
    Level 14: Bountiful Chi Resurgence (Rank 2, Resurgent Reiki)
    Level 17: Bullet Beatdown (Not Without Incident)
    Level 20: Lead Tempest (Rank 2, Tread Softly)
    Level 23: Evasive Maneuvers (Sleight of Mind)
    Level 26: Inertial Dampening Field (Rank 2)
    Level 29: Parry (The Elusive Monk)
    Level 32: Concentration (Rank 2)
    Level 35: Conviction (Rank 2)
    Level 38: Implosion Engine

    Travel Powers:
    Level 6: Swinging (Flippin')
    Level 35: Flag Speed

    Specializations:
    Dexterity: Combat Training (2/3)
    Dexterity: Gear Utilization (3/3)
    Dexterity: Deadly Aim (3/3)
    Dexterity: Expose Weakness (2/2)
    Guardian: Fortified Gear (3/3)
    Guardian: Ruthless (2/2)
    Guardian: Tenacious (2/2)
    Guardian: The Best Defense (3/3)
    Avenger: Ruthless (2/2)
    Avenger: Anguish (2/2)
    Avenger: Round 'em Up (1/3)
    Avenger: Relentless Assault (3/3)
    Avenger: Offensive Expertise (2/2)
    Mastery: Dexterity Mastery (1/1)
  • selpheaselphea Posts: 1,229 Arc User
    edited January 2013
    Okay, this incorporates a lot of the feedback above. I'm not putting as much emphasis on melee as s3rju suggests... I'm much happier to stay 50' to 60' away and let the tanks and melee DPS deal with the Big Bad at bad breath distances... for mooks there doesn't seem to be much downside to using ranged attacks at point blank distances. Bullet Ballet is proving itself mostly useful for mooks that surround me when I don't want to risk the extra aggro of lead tempest... it's also a very statisfying way to cherry tap the last dozen HP from a mook. Two Gun Mojo remains my primary attack.

    Couple things to note: You can't run Inertial Dampening Field and Concentration at the same time. If you plan to alternate between forms, I'd suggest alternating between passives instead for better effect. Invulnerability or Lightning Reflexes are good choices. If not, replace IDF with Holdout Shot + Stimpack.

    You can safely drop the rank in Concentration to rank up Conviction. If something's too weak for you to build up stacks, the fight's not hard enough for that rank to matter. On the other hand, that extra rank in Conviction could save you in a pinch, so that rank's more worth it imo.
  • kallethenkallethen Posts: 1,576 Arc User
    edited January 2013
    So why chose Form of the Tempest over Concentration? Concentration adds its full boost to ranged attacks (which all but part of one attack power here is) and half that amount to melee... is Tempet's defense boost just that much better?
    Concentration will likely be better by the numbers if you rely mostly on your ranged powers, especially with Quarry as your passive.

    But FotT could actually be viable especially if you have a very high Dex and wanted to add more melee into the mix.



    Now, for feedback on your latest build draft:

    The only conflict I see is between IDF and Concentration. It should be noted that IDF got tweaked last year in that it became a "Form." This means you cannot use IDF and Concentration at the same time. You would most likely be better off just having Concentration. I'd recommend switching IDF for Masterful Dodge. MD is the gold standard for Active Defenses these days. It's a good "oh s@#$!" button, especially if you hit it and BCR w/RR at the same time.

    EDIT: Holdout Shot w/ Stim pack as noted above is also a good choice.
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  • selpheaselphea Posts: 1,229 Arc User
    edited January 2013
    kallethen wrote: »
    CI'd recommend switching IDF for Masterful Dodge. MD is the gold standard for Active Defenses these days. It's a good "oh s@#$!" button, especially if you hit it and BCR w/RR at the same time.

    Just noticed it didn't have an active defense :O I'd go with Masterful Dodge too in that case
  • theravenforcetheravenforce Posts: 7,155 Arc User
    edited January 2013
    I'm not sure if anyone has told you this yet but with regards your latest build, get rid of Accelerated Metabolism, it's a waste of a power point.

    Since you are focusing on crits, Killers Instinct should grant you all the energy you need.

    Also as others have said, work in MD and remove IDF
  • michigan48237michigan48237 Posts: 15 Arc User
    edited January 2013
    See... I thought that IDF was in conflict with Concentration, but its nice to have confirmation. I've never really planned out a build in advance so I'd like to thank veryone for their help. This verision drops IDF as per everyone's recommendation and slots in Masterful Dodge.

    Although I agree with theravenforce that Accelerated Metabolism is pretty much gilding the lily, the Elusive Monk advantage for Parry costs 3 AP, leaving me with 35 of 36 spent otherwise... and not very many other options for 1 AP. I could rank up my travel powers, or stick either Accelerated Metabolism or Challenging Strikes onto one of my attacks. I'll already be drawing enough aggro that CS seems like a bad idea, I prefer to leave my travel powers alone (both can be charged up), and some simple napkin math tells me that Killer Instinct will trigger much more with Lead Tempest than with Two-Gun Mojo (more targets, more attacks, more crit chances). So, yeah, Accelerated Metabolism is just kinda there... but no one ever complained about a few points of extra energy, right?

    PowerHouse (Link to this build)

    Name: Pistolero v1.6

    Archetype: Freeform

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

    Talents:
    Level 1: The Marksman
    Level 6: Agile
    Level 9: Brilliant
    Level 12: Indomitable
    Level 15: Coordinated
    Level 18: Shooter
    Level 21: Academics

    Powers:
    Level 1: Gunslinger
    Level 1: Two-Gun Mojo (Rank 2, Rank 3, Accelerated Metabolism)
    Level 6: Killer Instinct
    Level 8: Quarry (Rank 2, Rank 3)
    Level 11: Lock N Load (Rank 2, Rank 3)
    Level 14: Bountiful Chi Resurgence (Rank 2, Resurgent Reiki)
    Level 17: Bullet Beatdown (Not Without Incident)
    Level 20: Lead Tempest (Rank 2, Tread Softly)
    Level 23: Evasive Maneuvers (Sleight of Mind)
    Level 26: Masterful Dodge (Rank 2)
    Level 29: Parry (The Elusive Monk)
    Level 32: Concentration
    Level 35: Conviction (Rank 2, Rank 3)
    Level 38: Implosion Engine

    Travel Powers:
    Level 6: Swinging (Flippin')
    Level 35: Flag Speed

    Specializations:
    Dexterity: Combat Training (2/3)
    Dexterity: Gear Utilization (3/3)
    Dexterity: Deadly Aim (3/3)
    Dexterity: Expose Weakness (2/2)
    Guardian: Fortified Gear (3/3)
    Guardian: Ruthless (2/2)
    Guardian: Tenacious (2/2)
    Guardian: The Best Defense (3/3)
    Avenger: Ruthless (2/2)
    Avenger: Anguish (2/2)
    Avenger: Round 'em Up (1/3)
    Avenger: Relentless Assault (3/3)
    Avenger: Offensive Expertise (2/2)
    Mastery: Dexterity Mastery (1/1)
  • kelbornxkelbornx Posts: 83 Arc User
    edited January 2013
    This is the build I'm using for my Dual Pistols. Personally, I went with pure ranged - dropped Bullet Beatdown. The Gun-Kata of Lead Tempest didn't fit my theme so I took SMG Burst (with the Tommy Gun skin, of course). Two-Gun Mojo got a 60% dmg buff in a recent patch, so it's a lot more viable than it used to be. Not sure if the numbers on the wiki page reflect the change yet or not, but with all the aggro I'm pulling in Alerts...

    There's also 5 extra advantage points to play with, haven't decided where I want them yet.

    PowerHouse (Link to this build)

    Name: Two Gun Mojo (Ranged only) - Revised

    Archetype: Freeform

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

    Talents:
    Level 1: The Soldier
    Level 6: Impresario
    Level 9: Coordinated
    Level 12: Acrobat
    Level 15: Quick Recovery
    Level 18: Negotiator
    Level 21: Field Ops Training

    Powers:
    Level 1: Gunslinger
    Level 1: Two-Gun Mojo (Rank 2, Rank 3)
    Level 6: Submachinegun Burst (Rank 2, Rank 3)
    Level 8: Quarry (Rank 2, Rank 3)
    Level 11: Killer Instinct
    Level 14: Concentration
    Level 17: Bountiful Chi Resurgence (Rank 2, Resurgent Reiki)
    Level 20: Masterful Dodge
    Level 23: Holdout Shot (Rank 2, Stim Pack)
    Level 26: Lock N Load
    Level 29: Frag Grenade (Rank 2, Incendiary Grenade)
    Level 32: Evasive Maneuvers (Sleight of Mind)
    Level 35: Ego Surge (Nimble Mind)
    Level 38: Retaliation

    Travel Powers:
    Level 6: Swinging (Rank 2, Flippin')
    Level 35: Teleportation

    Specializations:
    Ego: Force of Will (2/2)
    Ego: Insight (2/3)
    Ego: Aggression (1/2)
    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: Modified Gear (2/2)
    Mastery: Ego Mastery (1/1)


    I went with EGO PSS because Killer Instinct, though I stat INT higher (because Audacity is fueled by INT). I also like the Vindicator tree instead of Avenger, though a dual pistols build does make good use out of Relentless Assault at early levels. Later on though you'll be hitting diminishing returns hard when coupled with The Best Defense, which is why I opt for Vindicator.

    Frag Grenade is definitely optional, though I like it as some extra dmg on bosses and CC for mooks. Especially since SMG Burst is a cone, mobs that get up close tend to get outside of the angle of it. Toss a 'nade, send 'em flying, shoot 'em down.

    Don't rank up Masterful Dodge. The base skill gives you 200% dodge chance (aka guaranteed dodging) and 87% Avoidance. Rank 2 for 18% more Avoidance isn't worth it, considering the Avoidance you should have from Audacity, The Illusive Monk, and/or Flippin' (if you choose to take it).

    As for dodge in general, my build has more than enough of it from Quarry and Evasive Maneuvers to get away with not having Parry + TEM. I took Retaliation as a block enhancer for the nifty dmg boost.

    For builds where it fits the theme: Holdout Shot w/ Stim Pack > Conviction. Why? Stupidly lower cost (13 base vs 50 base) for roughly the same total heal at base value. Stim Pack doesn't scale with PRE (I forget what it scales with, but it DOES scale with something as I'm seeing larger and larger heals with it). The damage component also has 100% crit severity and when used under 20% energy, it costs almost nothing and deals double damage. Very useful, and in builds that don't stack any PRE a lot more useful than Conviction, IMO. Especially stacking the HoT with BCR/RR.

    TL;DR - try this build if want ranged only since it would probably fit your "cowboy" theme a lot better than the punching and kicking of Bullet Beatdown
  • michigan48237michigan48237 Posts: 15 Arc User
    edited January 2013
    Another small refinement... I know sniper-rife might not be the best, but I just picked up a Western Rifle costume piece with my main character. Should be a fun openner if nothing else...

    PowerHouse (Link to this build)

    Name: Pistolero v1.65

    Archetype: Freeform

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

    Talents:
    Level 1: The Marksman
    Level 6: Agile
    Level 9: Brilliant
    Level 12: Indomitable
    Level 15: Coordinated
    Level 18: Shooter
    Level 21: Academics

    Powers:
    Level 1: Gunslinger
    Level 1: Two-Gun Mojo (Rank 2, Rank 3, Accelerated Metabolism)
    Level 6: Killer Instinct
    Level 8: Quarry (Rank 2, Rank 3)
    Level 11: Lock N Load (Rank 2, Rank 3)
    Level 14: Bountiful Chi Resurgence (Rank 2, Resurgent Reiki)
    Level 17: Lead Tempest (Rank 2, Tread Softly)
    Level 20: Evasive Maneuvers (Sleight of Mind)
    Level 23: Concentration
    Level 26: Parry (The Elusive Monk)
    Level 29: Holdout Shot (Rank 2, Stim Pack)
    Level 32: Masterful Dodge
    Level 35: Sniper Rifle (Rank 2, Tungsten Rounds)
    Level 38: Implosion Engine

    Travel Powers:
    Level 6: Swinging (Flippin')
    Level 35: Flag Speed

    Specializations:
    Dexterity: Combat Training (2/3)
    Dexterity: Gear Utilization (3/3)
    Dexterity: Deadly Aim (3/3)
    Dexterity: Expose Weakness (2/2)
    Guardian: Fortified Gear (3/3)
    Guardian: Ruthless (2/2)
    Guardian: Tenacious (2/2)
    Guardian: The Best Defense (3/3)
    Avenger: Ruthless (2/2)
    Avenger: Anguish (2/2)
    Avenger: Round 'em Up (1/3)
    Avenger: Relentless Assault (3/3)
    Avenger: Offensive Expertise (2/2)
    Mastery: Dexterity Mastery (1/1)
  • signalrunnersignalrunner Posts: 1 Arc User
    edited January 2013
    It looks like you got rid of Bullet Beatdown. No point in the Elusive Monk advantage in Parry now.
  • michigan48237michigan48237 Posts: 15 Arc User
    edited January 2013
    It looks like you got rid of Bullet Beatdown. No point in the Elusive Monk advantage in Parry now.

    Excellent point; I wonder if I might not be best to simply swap to Energy Shield; the beehive barrier doesn't clash with my theme and according to CO Wiki it has the best raw numbers for any Block.
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