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Electricity + Munitions, help? Plausible?

hodgypodgehodgypodge Posts: 24 Arc User
edited November 2013 in Builds and Roles
I'm trying to come up with a concept build that is mainly electricity but fits in room for a rockets, grenades, miniguns - heavy artillery stuff. The concept is a toon wearing an overloaded set of armor equipped with a small arsenal of heavy weaponry that is constantly zapping targets (Electrocute, Ball Lightning) and then raining down steel on the disabled targets (Rocket, Minigun?) while being fairly mobile (Breakaway Shot).

A second question is: Does Electric Vengeance proc only while blocking, or is it like the Laser Knight w/ adv?
Post edited by hodgypodge on

Comments

  • deadman20deadman20 Posts: 1,529 Arc User
    edited November 2013
    That's a tough one, I'll see what I can do though.



    -Edit-

    Here's what I came up with...

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

    Talents:
    Level 1: The Glacier
    Level 6: Field Ops Training
    Level 9: Healthy Mind
    Level 12: Investigator
    Level 15: Boundless Reserves
    Level 18: Wordly
    Level 21: Ascetic

    Powers:
    Level 1: Electric Bolt
    Level 1: Lightning Arc (Rank 2, Rank 3)
    Level 6: Electric Shield (Rank 2, Rank 3)
    Level 8: Quarry (Rank 2, Rank 3)
    Level 11: Thunderstrike (Rank 2, Ionic Compression)
    Level 14: Concentration
    Level 17: Molecular Self-Assembly
    Level 20: Rocket (Rank 2, Rank 3)
    Level 23: Ego Surge (Nimble Mind)
    Level 26: Electrocute
    Level 29: Unbreakable
    Level 32: Breakaway Shot (Rank 2)
    Level 35: Holdout Shot (Rank 2, Stim Pack)
    Level 38: Lead Tempest (Rank 2, Rank 3)

    Specializations:
    Intelligence: Preparation (2/2)
    Intelligence: Enlightened (1/3)
    Intelligence: Tactician (2/2)
    Intelligence: Revitalize (1/3)
    Intelligence: Detect Vulnerability (2/3)
    Intelligence: Expertise (2/2)
    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: Modified Gear (2/2)
    Vindicator: Mass Destruction (3/3)
    Mastery: Intelligence Mastery (1/1)


    I left Both Travel Powers blank and 4 Advantage Points so you can upgrade them. Treat all builds as Experimental and be sure for get a feel for them in the Powerhouse before deciding that is exactly what you want. Some of the powers you wanted aren't available since I needed to fit in quite a lot, but this should do quite nicely. Have fun!

    -End of Edit-
    Steam Guide to Modifications and Equipment (Champions Online) - DZPlayer's Builds (Last updated: 3/26/2018)
    And I will always be @DZPlayer122.

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  • shadowzero66shadowzero66 Posts: 331 Arc User
    edited November 2013
    You might have an easier time using Power Armor set. It has some conventional firepower (Mini Gun, Shoulder Launcher, Tactical Missiles) and some energy weapons (Chest Beam, Conccussor Beam). You can even use multiple weapons at the same time.

    I believe Electric Vengeance requires you to be actively blocking for the retaliation effect. It's been a very long time since I played with that. But you should take a look at Bionic Shielding and its Overloaded Circuits advantage.
    Grind for the Grind God! Tokens for the Token Throne!
  • hodgypodgehodgypodge Posts: 24 Arc User
    edited November 2013
    Hmmm... PA I think may be the way to go, now that I look at it. With munitions, the build never really synergizes to be anything greater than the sum of it's parts. PA gives me the option of some big spike damage to mix in with electric paralyzes. I still want my rocket launcher though...
  • jamesbonnelljamesbonnell Posts: 170 Arc User
    edited November 2013
    PA gets Shoulder Launcher. That's pretty close to Rocket...
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