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need help with making a ultrapowerful, themed toon

gradiigradii Posts: 11,717 Arc User
edited March 2013 in Builds and Roles
Just throw suggestions at me :D what I'm looking for is something ranged that has alot of hp and survives like a beast at lvl40 with heroic gear and is good leveling too. no lvl40 retcon builds please, although it can be sure the build can be refined at 40! I also want decent damage as its boring when stuff just takes too long to die. you give suggestions, I'll handle the
thinking of a good theme, I just want a strong (really strong) toon I can lvl, been having trouble sticking with my new toons lately cuz they were weak/boring :frown:
if possible I want to avoid most of the technology and magic powers that clearly look like tech and magic, looking for some sorta metahuman theme.
also done just give me a build, I want suggestions on making my own build not a list of powers and stats. thanx!
Post edited by gradii on

Comments

  • s3rjus3rju Posts: 268 Arc User
    edited March 2013
    just put this together real quick.

    PowerHouse (Link to this build)

    Name:

    Archetype: Freeform

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

    Talents:
    Level 1: The Glacier
    Level 6: Physical Conditioning
    Level 9: Body and Mind
    Level 12: Healthy Mind
    Level 15: Mighty
    Level 18: Enduring
    Level 21: Brilliant

    Powers:
    Level 1: Eldritch Bolts
    Level 1: Aura of Primal Majesty (Rank 2, Rank 3)
    Level 6: Sigils of the Primal Storm (Rank 2, Rank 3)
    Level 8: Hurricane (Rank 2, Rank 3)
    Level 11: Lightning Arc (Rank 2, Rank 3)
    Level 14: Bionic Shielding (Rank 2, Rank 3)
    Level 17: Molecular Self-Assembly
    Level 20: Conviction (Rank 2, Rank 3)
    Level 23: Unbreakable (Better You Than Me)
    Level 26: Masterful Dodge
    Level 29: Concentration
    Level 32: Evasive Maneuvers (Rank 2, Sleight of Mind)
    Level 35: Bountiful Chi Resurgence (Resurgent Reiki)
    Level 38: Electric Sheath (Matter ? Energy Union)

    Travel Powers:
    Level 6: Electro Flight (Rank 2, Rank 3)
    Level 35: Lightning Flash

    Specializations:
    Strength: Swole (3/3)
    Strength: Aggression (2/2)
    Strength: Brutality (2/2)
    Strength: Juggernaut (3/3)
    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: Initiative (2/2)
    Vindicator: The Rush of Battle (3/3)
    Mastery: Strength Mastery (1/1)

    granted, with AoPM you want to be on your toes, cycling through your acvie defenses and heals, keeping conviction up at all times for energy management.
    if you don't feel comfortable with aopm you can switch for something of your liking, imo it's a great passive for leveling a new toon. try finding a crit strike piece or two, make sure int is your highest stat, then con and then str. you can easliy get 300 on all 3 SS with AoPM, or 300/300/200 roughly with anything else.

    hope this helps.

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

    In loving memory of AngelofCaine.
  • riltmosriltmos Posts: 204 Arc User
    edited March 2013
    Here is an unarmed build I made that should do the trick.

    http://powerhouse.nullware.com/powerhouse.html?v=5&n=&d=12367236PKY6000I008D205DE00D507DA03DK04IE05DJ04A600DB035603K707DG00D4000mUB0iMX3bIm

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

    Talents:
    Level 1: Absolute Zero
    Level 6: Agile
    Level 9: Enduring
    Level 12: Intimidating
    Level 15: Quick Recovery
    Level 18: Impresario
    Level 21: Lasting Impression

    Powers:
    Level 1: Clobber (It's That Time)
    Level 1: Thundering Kicks (Rank 2, Floating Lotus Blossom)
    Level 6: Thunderbolt Lunge
    Level 8: One Hundred Hands (Rank 2, Rank 3, Ghostly Strikes)
    Level 11: Way of the Warrior (Rank 2, Rank 3)
    Level 14: Bountiful Chi Resurgence (Resurgent Reiki)
    Level 17: Demolish (Rank 2, Below the Belt)
    Level 20: Dragon Kick (Lashing Dragon Tail)
    Level 23: Form of the Tempest
    Level 26: Intensity (Rank 2, Rank 3)
    Level 29: Ice Sheath (Rank 2, Rank 3)
    Level 32: Ebon Void (Rank 2, Rank 3, Voracious Darkness)
    Level 35: Backhand Chop
    Level 38: Shuriken Throw

    Travel Powers:
    Level 6: Athletics
    Level 35:

    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: The Rush of Battle (1/3)
    Vindicator: Modified Gear (2/2)
    Vindicator: Offensive Expertise (2/2)
    Warden: Fortified Gear (3/3)
    Warden: Ruthless (2/2)
    Warden: Tenacious (2/2)
    Warden: The Best Defense (3/3)
    Mastery: Dexterity Mastery (1/1)

    The playstyle will need some rotations and micromanagement to use at it's full potential though.
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  • riltmosriltmos Posts: 204 Arc User
    edited March 2013
    First, you want to pick your two main attacks, a strong single target dps skill, and an AoE. Anymore and you'll end up with skills you'll never use. With some exceptions like PA builds or if you want an alpha strike attack. Also if there is a skill that works as a buff/debuff/heal/ect. that works for your build and does damage, you'll want to go for that.

    Next, you'll want to choose how you are going to survive, either from dodging, HoTs, resistance, or stacking damage debuffs. You're generally going to be using all of them anyways, but giving it a focus makes it easier Try to make it synergize with your passive. A disorient and/or fear, a maintaining block such as parry, ebon void, energy shield, or force shield, and evasive maneuvers are all good staples in a dps build. No point in having a dps build if your dps is 0 half the time.

    The other skills should mostly be buffs, heals, and debuffs. Next important debuffs other than ones that make you live are ones that lower resistances of the opponent. Making them nice and squishy makes even alert bosses drop like flies, especially if it works with everyone on the team. Damage over Time debuffs are nice to have, but you only want to take those after you are done with everything else, if you have a DoT based build, or if it comes with something else that helps your build.

    Usually, a dps build can get away with one heal, especially a devour essence/bleed build, while others need a bit of a push. In those cases, it's good to have a HoT and a spike heal. An active defense can also substitute a secondary heal, but I don't like those due to the cd.

    Buffs, the most fun. You want to grab buffs that raise your damage and defenses, I prefer having two active offenses in an offensive build since there is very little down time between them and you can never have too much dps in a dps build...Well, except when you have so much dps that your survivability is kapoot.

    Energy unlocks, some builds need them, some don't, it really depends on how endurance draining your build is. If you have endurance problems about 1/4 of the time or more, you should consider one.

    Specialization tree is simple, it's basically the same thing for every dps build.
    Vindicator: Aggressive Stance (2/2)
    Vindicator: Merciless (3/3)
    Vindicator: The Rush of Battle (1/3) *I prefer this one, but it can be changed.
    Vindicator: Modified Gear (2/2)
    Vindicator: Offensive Expertise (2/2)
    Warden: Fortified Gear (3/3)
    Warden: Ruthless (2/2)
    Warden: Tenacious (2/2)
    Warden: The Best Defense (3/3)

    As for suggestions, since you want a ranged character that is survivable, I'd suggest using quarry as a passive and use ranged attacks that use piercing, slashing, and crushing damage. Dex or Int should be the super stat and the other should be a secondary, the third is up to you. The focus on this type of build would be dodging, so Bountiful Chi Resurgence (Resurgent Reiki) and evasive maneuvers will be staples, and everything else is up to you. Good luck!
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  • oniganononiganon Posts: 155 Arc User
    edited March 2013
    You keep saying 'metahuman' as if we're supposed to know what that means... But as far as i know, 'metahuman' is simply the comic book term to describe anyone with abilities far above normal humans, which is basically every superhero ever.

    You want to be a little more specific?
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  • riltmosriltmos Posts: 204 Arc User
    edited March 2013
    gradii wrote: »
    Although I was looking for a metahuman themed toon, and I cant really make a good metahuman theme with a gunslinger, thanks for the helpful tips! :biggrin:
    I'll keep your premises and tips in mind.

    Not only munitions are physical, but so is force, earth, and half of wind.
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  • jonesing4jonesing4 Posts: 800 Arc User
    edited March 2013
    gradii wrote: »
    if you have any suggestions on making a strong non pff non AoPM force toon that isnt energy broke please tell me!

    My force toon, Crush, uses Quarry. Thematically, she can control gravitational fields, so she's very knock heavy. I PSS'd EGO to give maximum knock distance; with the bonus from Quarry, she sends people flying and does good damage. Of course, if you don't like knocking, that wouldn't be the one for you. Definitely not a min-max build, but very fun to play (for me).

    As far as managing the Energy problem, she has a few things in her favor:

    1) EGO PSS with the Insight spec gives a huge cost discount to ranged powers
    2) Also SS INT and REC
    3) Took MSA to go with lots of short-cooldown powers--Force Geyser, Force Snap, Force Detonation, Conviction, etc. These powers work great with the theme, and when I cycle through them as my attack chain, they're constantly fueling my blue bar through MSA
    4) Concentration is also a minor help, giving some Energy back every time I strike from range

    So you can definitely make an offensive force toon that doesn't struggle with Energy management, just have to use things that synergize well with each other.
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  • riltmosriltmos Posts: 204 Arc User
    edited March 2013
    gradii wrote: »
    I never said offensive toon I actually prefer defensive. easier to make OP. :biggrin:

    Quarry gives you defenses comparable to lightning reflexes when geared. So you can have best of both worlds.
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  • riltmosriltmos Posts: 204 Arc User
    edited March 2013
    gradii wrote: »
    can you get 84% avoid and 64% dodge with rank 5 mods? I did with LR

    I don't know the exact numbers, it's less than LR, but not too big of a difference.
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  • helbjornhelbjorn Posts: 678 Arc User
    edited March 2013
    Why is anyone still trying to help this person? Stop wasting your time; clearly, he already knows better than any of us.
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  • daslaya2012daslaya2012 Posts: 13 Arc User
    edited March 2013
    riltmos wrote: »
    The other skills should mostly be buffs, heals, and debuffs. Next important debuffs other than ones that make you live are ones that lower resistances of the opponent. Making them nice and squishy makes even alert bosses drop like flies, especially if it works with everyone on the team. Damage over Time debuffs are nice to have, but you only want to take those after you are done with everything else, if you have a DoT based build, or if it comes with something else that helps your build.

    I am having trouble finding some good debuffs, the only ones i see currently are Minitarization Drive and Defile. Can you please suggest any other ones. I am specifically looking for the ones that debuff the enemies DEF and/or resistance, or basically make bad guys weaker. Thanks in advance.
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  • jonesing4jonesing4 Posts: 800 Arc User
    edited March 2013
    I am having trouble finding some good debuffs, the only ones i see currently are Minitarization Drive and Defile. Can you please suggest any other ones. I am specifically looking for the ones that debuff the enemies DEF and/or resistance, or basically make bad guys weaker. Thanks in advance.

    Chest Beam, and the advantage on Mini-Gun, both debuff enemies' defenses. Demolish lowers their defense, but I think that's only their Physical damage resistance. Not sure about that. At any rate, the advantage on Demolish makes it debuff even more. Rising Knee also has an advantage that lowers enemy defense for your next two attacks.
  • helbjornhelbjorn Posts: 678 Arc User
    edited March 2013
    Pro tip for the youthful and/or ignorant: when you come to an advice forum and specifically ask its members for advice, you will get better feedback when you refrain from criticizing or dismissing every attempt of said members to help you.

    Good luck and feel free to do with that what you've done with the rest of the free advice you've been given in this thread.
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