I want to make a PA tank with high survivability with a bit of range and melee powers.
Think of that movie real steel but with a mini gun, micro munitions and a chainsaw.
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PowerHouse (Link to this build)Name:Archetype: FreeformSuper Stats:Level 6: Endurance (Primary)Level 10: Intelligence (Secondary)Level 15: Constitution (Secondary)Talents:Level 1: The InvincibleLevel 6: BrilliantLevel 9: EnduringLevel 12: Boundless ReservesLevel 15: EnergeticLevel 18: InvestigatorLevel 21: Healthy MindPowers:Level 1: Wrist BolterLevel 1: Tactical Missiles (Blast Radius)Level 6: Invulnerability (Rank 2, Rank 3)Level 8: Micro Munitions (Rank 2, Rank 3, Challenging Strikes)Level 11: Mini Gun (U-238 Rounds, Infrared Guidance System, Challenging Strikes)Level 14: Unbreakable (Rank 2, Rank 3)Level 17: DefianceLevel 20: Gauntlet Chainsaw (Rank 2, Ripsaw)Level 23: Energy Shield (Phalanx Defense System)Level 26: Bountiful Chi ResurgenceLevel 29: Molecular Self-AssemblyLevel 32: Targeting Computer (Rank 2)Level 35: Reconstruction Circuits (Rank 2, Rank 3)Level 38: Fire All Weapons (Rank 2, Rank 3)Travel Powers:Level 6: Jet BootsLevel 35: Rocket JumpSpecializations:Endurance: Withstand (2/2)Endurance: Gear Utilization (3/3)Endurance: Hardened (2/2)Guardian: Fortified Gear (3/3)Guardian: Locus (2/2)Guardian: Tenacious (2/2)Guardian: The Best Defense (3/3)Protector: Fortified Gear (3/3)Protector: Bulwark (2/2)Protector: Exhausting Strikes (2/2)Protector: Defensive Expertise (3/3)Mastery: Protector Mastery (1/1)
I think I might like to get rid of tactical missles and get mighty leap in there some how. Anyways this build is probably totally wrong but I am just coming back to the game and any help would be appreciated
Comments
PowerHouse (Link to this build)
Name:
Archetype: Freeform
Super Stats:
Level 6: Endurance (Primary)
Level 10: Intelligence (Secondary)
Level 15: Constitution (Secondary)
Talents:
Level 1: The Invincible
Level 6: Brilliant
Level 9: Enduring
Level 12: Boundless Reserves
Level 15: Energetic
Level 18: Investigator
Level 21: Healthy Mind
Powers:
Level 1: Clobber
Level 1: Tactical Missiles (Blast Radius)
Level 6: Invulnerability (Rank 2, Rank 3)
Level 8: Mini Gun (U-238 Rounds, Infrared Guidance System, Challenging Strikes)
Level 11: Micro Munitions (Rank 2, Rank 3, Challenging Strikes)
Level 14: Unbreakable
Level 17: Gauntlet Chainsaw (Ripsaw)
Level 20: Chest Beam (Rank 2, Rank 3)
Level 23: Energy Shield (Rank 2)
Level 26: Demolish (Rank 2, Below the Belt)
Level 29: Molecular Self-Assembly
Level 32: Mighty Leap
Level 35: Reconstruction Circuits (Rank 2, Rank 3)
Level 38: Fire All Weapons (Rank 2, Rank 3)
Travel Powers:
Level 6: Jet Boots (Rank 2)
Level 35: Rocket Jump
Specializations:
Endurance: Readiness (3/3)
Endurance: Kickback (2/2)
Endurance: Power Overwhelming (3/3)
Endurance: Hardened (2/2)
Guardian: Fortified Gear (3/3)
Guardian: Ruthless (2/2)
Guardian: Tenacious (2/2)
Guardian: The Best Defense (3/3)
Warden: Fortified Gear (3/3)
Warden: Ruthless (2/2)
Warden: Tenacious (2/2)
Warden: The Best Defense (3/3)
Mastery: Endurance Mastery (1/1)
Thanks for the advice / help.
Energy management is often the most difficult aspect to manage as far as PA goes. If you utilize end primary, you can cover most of that using the spec tree if you don't mind always being in 50ft range of your target and your handslot exclusively used by your energy builder (using adv to make it a toggle/handslot)
However, msa offers nothing in your current setup, as the only thing that would set it off in a reasonable amount of time is bcr, which would still take too long in between cds. You might as well go overdrive.
Saw the latest revision - definitely no use for msa at this point.