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Restructuring my Angelic Avenger: Crescent

raighnraighn Posts: 2,339 Arc User
edited December 2013 in Builds and Roles
I'm nearing lvl 40 on my tank, Crescent... She's conceptually an angelic avenger... Utilizing a combination of Heavy Weapons, Celestial, and Infernal skills... currently her build is actually pretty good... however... I'd like some options on improving it... or if it even actually needs improving...

Crescent_zpscd89a41b.jpg

PowerHouse (Link to this build)

Name: Crescent

Archetype: Freeform

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

Talents:
Level 1: The Devastator
Level 6: Mighty
Level 9: Enduring
Level 12: Tireless
Level 15: Quick Recovery
Level 18: Physical Conditioning
Level 21: Relentless

Powers:
Level 1: Bludgeon
Level 1: Cleave (Rank 2, Defensive Stance, Challenging Strikes)
Level 6: Decimate (Crippling Challenge)
Level 8: Defiance
Level 11: Arc of Ruin (Rank 2, No Quarter)
Level 14: Guard
Level 17: Enrage (Endorphin Rush)
Level 20: Illumination (Rank 2, Brilliance)
Level 23: Devour Essence (Rank 2, Phlebotomist)
Level 26: Vicious Cyclone (Rank 2, Vortex Technique, Challenging Strikes)
Level 29: Supernatural Power
Level 32: Crippling Coils (Barbed Chains)
Level 35: Unbreakable (Better You Than Me)
Level 38: Bountiful Chi Resurgence

Travel Powers:
Level 6: Flight (Rank 2, Rank 3)
Level 35: Acrobatics (Versatility)

Specializations:
Constitution: Unyielding (2/2)
Constitution: Fuel My Fire (3/3)
Constitution: Resilient (2/2)
Constitution: Quick Healing (3/3)
Guardian: Fortified Gear (3/3)
Guardian: Locus (2/2)
Guardian: Retribution (2/2)
Guardian: The Best Defense (3/3)
Sentry: Fortified Gear (3/3)
Sentry: Sentry Aura (3/3)
Sentry: Fortify (2/2)
Sentry: Persevere (2/2)
Mastery: Sentry Mastery (1/1)

Currently I use Illumination on self and on enemies as much as possible to maintain a constant stream of health and improved healing while attacking. BCR only gets used when using DE, Unbreakable, and/or Guard; It's more or less there to bolster my healing from DE+Illumination and provide some healing when blocking or using Unbreakable... I'm not a dodge-tank or a crit build so it's not really advisable for me to maintain BCR constantly... Cleave has become my primary damage source due to it's ability to stack Enrage and Defiance after a fully charged Arc of Ruin removing any reliance on Knocks to build stacks, I hate knocks... I only have 1 knock in my build and that's a knock-to from Vicious Cyclone.

As her build stands damage output is rather low and energy management is non-existent when in situations where maintaining aggro is impossible or unnecessary (IE entire groups of mobs just fall dead from AoE spam from other party members while i'm charging AoR) Supernatural Power helps with this issue by permitting me to spam my Infernal skills when I can't maintain aggro to restore energy by being attacked...

I'm not sure if I should Rank DE up to R3 instead of Adv or if I should grab Crippling Challenge on it for the high threat gen... TBH I use it as a heal more than anything else so taking CC on it might be actually more of a hindrance than an improvement...

I'd really like some options that can improve my Energy management, Damage output, and survivability through defense and healing... She must use Heavy Weapons and Infernal Chains... Her block and lunge will not be changing either... and please, no knocks, I can't stress enough how much i dislike knocks on melee based characters...
^-^ cute, cuddly, @Pandabutt ^-^
jniKqKJ.png
Post edited by raighn on

Comments

  • creamymarinecreamymarine Posts: 22 Arc User
    edited December 2013
    Consider the following:

    PowerHouse (Link to this build)

    Name: Crescent

    Archetype: Freeform

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

    Talents:
    Level 1: The Devastator
    Level 6: Mighty
    Level 9: Enduring
    Level 12: Tireless
    Level 15: Quick Recovery
    Level 18: Physical Conditioning
    Level 21: Relentless

    Powers:
    Level 1: Bludgeon
    Level 1: Cleave (Rank 2, Rank 3, Challenging Strikes)
    Level 6: Decimate
    Level 8: Defiance
    Level 11: Arc of Ruin (Rank 2, No Quarter)
    Level 14: Guard
    Level 17: Enrage (Endorphin Rush)
    Level 20: Illumination (Rank 2, Brilliance)
    Level 23: Devour Essence (Rank 2, Phlebotomist)
    Level 26: Vicious Cyclone (Rank 2, Vortex Technique, Challenging Strikes)
    Level 29: Molecular Self-Assembly
    Level 32: Eruption (Crippling Challenge)
    Level 35: Masterful Dodge
    Level 38: Conviction (Rank 2, Rank 3)

    Travel Powers:
    Level 6: Flight (Rank 2, Rank 3)
    Level 35: Acrobatics (Rank 2, Versatility)

    Specializations:
    Strength: Swole (3/3)
    Strength: Physical Peak (2/3)
    Strength: Aggression (2/2)
    Strength: Juggernaut (3/3)
    Warden: Fortified Gear (3/3)
    Warden: Elusive (2/2)
    Warden: Tenacious (2/2)
    Warden: The Best Defense (3/3)
    Protector: Fortified Gear (3/3)
    Protector: Bulwark (2/2)
    Protector: Exhausting Strikes (2/2)
    Protector: Resolute (3/3)
    Mastery: Protector Mastery (1/1)

    Specialisations and stats:

    Firsts things first I swapped con and str around, str's juggernaut spec should provide you with a lot of defence from con, and therefore with a lot of offence from The Best Defence. Feel free to change around the rest of specs in Strenght tree to your liking.

    Changed Guardian to Warden for the Elusive spec in Retribution's stead, while I do not frequent the forums much and don't know other people's opinion on it i consider Retribution pretty useless, it has a low chance of triggering (the more enemies attack you the better, tho) and the health return is very much underwhelming.
    A bit of extra resistance from Elusive is always nice however.
    Tenacious, because you will be in the center of attention as a tank, and getting a bit more of dmg while doing so.

    Now, Sentry Aura is great and you may not agree with my change here, but protector has quite a few handy specs, while more than a half sentry specs are pretty much useless to you, as they deal with heals and shields on others and effects on crit heals or attacks.

    Bulwark will increase your already formidable health pool, while Resolute heals you every time you are helplessy getting knocked or held.
    If you are quick with your block feel free to deposit the point somewhere else (like Debilitating Challenge).
    The best way to increase your survivability is to reduce the dmg the enemy deals, Exhausting Strikes will debuff your enemy's attack with just a quick application of your EB.

    To finish specialisations we have the Protector Mastery, seeing as you went with Sentry Mastery I'd think you'd go with protector as well, getting you a free use of your Active Defence every time you are losing too much health.



    Now, powers.
    I changed as little as possible in this one, while I do agree that knock back on a meele build is worse than useless knock ups and down are a nice way of reducing damage dealt to you and everyone around while keeping the enemy in one place.

    Rank 3 on Cleave instead of adv - more dmg!, Defensive Stance only refreshes your stacks of Defiance, or applies one if you dont have any, you being a Defiance tank should have no problem with that without this advantage.

    Moving Crippling Challenge from lunge to somewhere else, if you won't go with my suggestions for it feel free to put it back there.

    Now, MSA instead of Supernatural Power, while SP does let you use Devour Essence and infernal chains without end it does it only for them, while your heavy weapon powers dont get anything out of it.
    MSA will give you bursts of energy scaling with your Recovery every time a power comes out of cooldown, just cycle your lunge from time to time during a fight and you are golden.

    I'd consider swapping out Vicious Cyclone for Brimstone, while it is smaller I do believe it deals more dmg and it always knocks your enemies down, interrupting their attacks on you and keeping them in place.
    Cyclone does it's job well enough, tho.

    I swapped Crippling coils for Eruption, a single target hold is not of much use honestly, unless it is for PvP. Anything you'd want to hold can't be held, while holding mooks is a waste of time as it currently stands.
    Now, Eruption itself, its a handy single target click knock up with a short recharge, basically made for a meele MSA user, place Crippling challenge on it and you have a perfect attention grabbing tool that also gives you energy back.

    Now, Masterful Dodge or Unbreakable, it is honestly your call, Unbreakable however, oh the irony, can be broken with a big enough attack, while Masterful Dodge will always keep working until it's duration ends.
    For a lot of small attacks, Unbreakable.
    For a bit more oomph Masterful Dodge works better.

    And at the end Conviction instead of BCR, it does not lower your dmg, and also triggers MSA, so you can cycle it freely.
    BCR would do work better with Masterful Dodge pops, but Conviction you can use anytime without worry.
    Also, don't treat Conviction as an emergency button, treat it as a consistent heal that you should keep using every time it comes out of recharge and you are not at full hp.

    Well, thats it, I hope I helped.
    _________________________________

    And if that don't work?
    [SIGPIC][/SIGPIC]
  • eatmoreseatmores Posts: 23 Arc User
    edited December 2013
    A couple of quick points.

    MSA scales primarily with Int not Rec. Without any Int you won't get much out of it.

    Unbreakable was fixed a while back; it no longer breaks. I actually like it with Defiance as it works well against hordes of plinkers, which is a weak point of Defiance.
  • raighnraighn Posts: 2,339 Arc User
    edited December 2013
    I had a couple reasons behind several of my skill selections on Crescent.

    Edit: This post is rather long... I wasn't aware when typing it that I had created such a gigantic wall of text...
    please don't just skim through...


    For starters, Unbreakable... the advantage Better You Than Me turns this into a near instant 6/8 stack Defiance/Enrage when popped at the start of combat.. and since Defiance's weak point is small hits especially when first entering combat when you have no stacks... popping Unbreakable off the bat with this advantage will more often than not solve this little issue as well as speeding up the process of stacking enrage for damage. It also works out pretty nice as a rapid energy buildup too but I try to avoid using it for that...

    Vicious Cyclone & Supernatural Power.... Originally I was using Iron Cyclone from might in this build but after some convincing from an old SG mate I switched her over to Vicious Cyclone... I mostly use this for quick aggro grab on groups in addition to pulling enemies in close and attempting to build up 3 quick stacks of knock resist on everything so that i can attack whole groups without worries. My SG mates recommendation on this was specifically Vicious Cyclone with Supernatural Power to ensure that I'll always have the energy for the full maintain to get that knock-to at the end... an problem I kept having issues with when using Iron Cyclone. In addition to the near guaranteed full maintain, Vicious Cyclone also provides a higher DPS in the end due to it's Toxic DoT application. On top of the strategic benefits of this skill and how it works into my play style for her, I had also had her designed conceptually from the start to use a Scythe and Chains as her only forms of combat. Even if other skills may benefit better I still build heavily towards concept... I try to maximize the potential without stepping out of my original concept. So removal of Vicious Cyclone is ultimately a NO-GO for me...

    While I understand MSA is a common fallback for most builds It's just not something I can work into this build... I prefer my Energy Unlocks to complement my builds and synergize with my playstyle on that character... with Crescent, it would be a bit of a strain to incorporate it into my playstyle and would quite honestly require a complete overhaul of her playstyle really... I'm already splitting my focus on a dozen things at once with her as is...

    BCR vs Conviction: I've been down this road with Crescent several times over the past couple years... just about every time I've decided to resume leveling her really... I had conviction on her at one point early on and it really felt rather underperforming... even continually spamming it every time it came off CD it provided such miniscule benefit to her that i may as well have just not used it... BCR has it's own downfalls too... namly the damage reduction and it's increased heals when dodging both leading to recommendations of high Dex builds for Crit/Dodge to counter the damage reduction and get the most out of it's heals... it's for that reason that I dont run BCR permanently, only in periods of heavy damage or when the damage reduction otherwise won't be a major factor. I have also used conviction again more recently as well and still don't feel the skill benefits Crescent's build or playstyle as much as it should.

    The advantage on cleave... I'm well aware that I shouldn't have issues stacking defiance as a tank, however... This advantage is more or less there to help supplement my lack of energy management on HW skills as well as speed up the process of building those initial stacks... Usually Unbreakable will cover the initial stacks for me quite well but it helps to have my Combo attack also building and refreshing stacks for me as well... Every 3rd hit I refresh all my stacks of Defiance and Enrage, both providing me with a burst of energy... This typically will let me continue another 3 hit combo whether I'm being attacked or not, however if I'm not being attacked I won't be able to do anything beyond 3 hit combos utilizing this energy return... when eventually leads to Disorient expiring and ending my energy return.

    Now onto the specs...

    I've always been on the edge about whether I should have Str or Con Primary... and looking through the Str tree again I can honestly say I see the merits of it over Con and will certainly be switching her over to Str primary. However... losing the Fuel My Fire advantage might hurt my energy management in the long run but that cost reduction to melee powers should hopefully balance it out.

    Guardian vs Warden: I had the same recomendation made to me on another build [Link]... I'm going to stand by the same reasoning on this one as well quite honestly... I'm going to compare the 2 specs that are changed between the 2 specs to better explain why I'm using Guardian instead of Warden despite being a Melee tank not a Ranged tank (since i guess apparently Guardian is for Ranged Tanks...)

    Locus: 30 stacks built up from attacking with or being hit by AoEs... the majority of my attacks are AoEs so I'm gaining stacks every time I hit, and quite a few NPCs attack with AoEs as well.... more often than not I hit 30 stacks almost instantly when they start building. Lotus eruption grants me 49 Offense and Defense for it's durration. It has been my experiance that The Best Defense synergizes with this boost as well converting that to 98 Offense & 49 Defense

    As opposed to...

    Tenacious: once every second grants me +10 Offense for 15 seconds up to 5 stacks... this leads to what is essentially a permanent +50 Offense... even without The Best Defense doubling the offense bonus from Lotus Eruption by adding the Defense to it this really is quite a bit of a loss... I'd be sacrificing 49 Defense for 1 Offense... but as it stands I'd actually be sacrificing 49 Defense & 48 Offense for a permanent upkeep of only 50 Offense

    Next up...

    Retribution: 10% chance for single target attacks against me to grant me a 6 second HoT and a 6 second 10% damage bonus... So when I'm not being hit with AoEs to stack up Locus I'm being granted a heal and damage bonus... 10% chance may not sound like high odds but when you are a tank 10% chance from attacks against you is plenty enough to keep this up constantly

    Vrs...

    Elusive: 20% resistance to AoE damage... Ok honestly I'm not really seeing how this is actually supposed to be an improvement over either of my spec choices from Guardian... From where I'm sitting Guardian is quite honestly just a superior spec tree over Warden in every possible way.

    Sentry vrs Protector: I'll be honest with you. I took Sentry almost exclusively for it's Mastery... Almost... not completely though... Sentry Aura & Persevere also factored into this decision quite a bit... Fortify was really just a last couple levels addition since I didn't know where else to put the points... Honestly if I could have I would have thrown those points into Guardian and grabbed Tenacious for the extra +50 Offense... but since we are limited to 10 points per spec unfortunately I had to pick something in Sentry to put them in... so I put them in Fortify... Infact Sentry was my original Lv20 spec tree before Guardian up until I had filled in Aura, Fortified gear, and Persevere and couldn't continue to my next spec tree without a 4th spec so I reset her specs and picked up Guardian deciding I'd pick Sentry back up at lvl 30

    Sentry Mastery: Whenever a damaging attack brings you below 50% Health, the attacker is Stunned and you Heal nearby allies for 10% of your Maximum Health. This Stun lasts 3 seconds and is twice as powerful as normal Stuns, and can affect enemies that are not normally affected by Stuns. This effect can only occur once every 60 seconds.

    Take a good hard look at that mastery... if your a tank this mastery is like finding the Holy Grail... An AoE heal for 10% of your max health (i'm not sure if they changed it to match the tooltip or not over the past year but a year ago we tested this in my SG and found that the heal applies to you as well as nearby allies). And a 3 second double strength stun that can stun everything, including Cosmics... Yes Cosmics (unless again things have been changed over the past year)

    Now for a side by side comparison of a couple of the specs

    Persevere vrs Resolute: Since these are both "heal when attacked" type specs I feel this is a fitting comparison to start with...

    Persevere: 10% chance for single target attacks to AoE heal for 20% of damage dealt... just like with retribution 10% chance from incoming attacks on a tank is actually really good odds. Admittedly 20% of damage dealt can be quite low though and that 10% has a bad habit of missing the heavy hits that you really want it to proc on.

    Resolute: Knocks & Holds against you regen 6% max health over 5 seconds... I won't argue in this case Protection offers the better spec. I'd much rather get 6% of my max health than 20% of a small hit against me. But the condition of it only procing off Knocks and Holds can be a big drawback...

    Results: Resolute is still the better spec despite it's more limited conditional proc due to it's higher heal and 100% proc. If it had been a 50% or less chance on Knock or Hold then I'd probably consider both to be equal.

    Sentry Aura vs Bulwark: These two seem to be the main focus specs of the two trees and offer similar benefits in different formats.

    Sentry Aura: 6% resist all to entire party... Crescent is supposed to be an angelic protector and prior to the Form changes she ran Defiance, Enrage/Aggressor, IDF... Sentry Aura is more or less her new IDF I had to make a tough choice back then and chose to keep Enrage over IDF and Sentry Aura helped to fill in the hole that IDF left... plus the benefit of providing a resistance buff to allies has always felt like a plus to me... On the chance that I lose aggro on something I atleast know that I'm still helping them to survive a hit or two while I try to aggro the target again.

    Bulwark: +10% max health... an extra 10% to my health pool would be nice but I really just don't know if it's worth sacrificing my aura for... and TBH it really wouldn't change much... at least not with my current gear... later on once I've got her fully geared up again that 10% might be something real impressive but at the same time... by then it might also be a bit unnecessary...

    Result: I'm gonna have to say Sentry Aura seems like the better choice here... You really can't argue much with group wide damage resistance...

    Fortify vrs Exhausting Strikes: I'm not going to go into great detail on these two so... lets just do a simple comparison here... Fortify gives me 2-6% Heal strength and Damage resist for 10seconds... ES grants my EB a 10% damage debuff for 10 seconds... This is more or less a 2 sides of the same coin comparison here... 1 side I make my opponent deal less damage, on the other side I resist more of my opponents damage and heal for more. Both are very good benefits but I think Fortify might be a bit more on top here... It would apply this 6% resistance to all damage sources not just the 1-5 targets I hit with my EB... and it triggers off more actions... for a build that doesn't focus on crits I do gain critical effects from both heals and damage more than 3 times every 10 seconds.
    ^-^ cute, cuddly, @Pandabutt ^-^
    jniKqKJ.png
  • raighnraighn Posts: 2,339 Arc User
    edited December 2013
    Ok so wall of text out of the way... I did take some of your recommendations and am willing to give R3 Cleave a shot... I've opted to keep my Specs aside from Primary the same though since as I pointed out I honestly don't feel they need to be changed at this time.

    PowerHouse (Link to this build)

    Name: Crescent

    Archetype: Freeform

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

    Talents:
    Level 1: The Devastator
    Level 6: Mighty
    Level 9: Enduring
    Level 12: Tireless
    Level 15: Quick Recovery
    Level 18: Physical Conditioning
    Level 21: Relentless

    Powers:
    Level 1: Bludgeon
    Level 1: Cleave (Rank 2, Rank 3, Challenging Strikes)
    Level 6: Decimate
    Level 8: Defiance
    Level 11: Arc of Ruin (Rank 2, No Quarter)
    Level 14: Guard
    Level 17: Enrage (Endorphin Rush)
    Level 20: Illumination (Rank 2, Brilliance)
    Level 23: Devour Essence (Rank 2, Phlebotomist)
    Level 26: Vicious Cyclone (Rank 2, Vortex Technique, Challenging Strikes)
    Level 29: Supernatural Power
    Level 32: Unbreakable (Better You Than Me)
    Level 35:
    Level 38:

    Travel Powers:
    Level 6: Flight (Rank 2, Rank 3)
    Level 35: Acrobatics (Versatility)

    Specializations:
    Strength: Swole (3/3)
    Strength: Physical Peak (3/3)
    Strength: Aggression (2/2)
    Strength: Juggernaut (2/3)
    Guardian: Fortified Gear (3/3)
    Guardian: Locus (2/2)
    Guardian: Retribution (2/2)
    Guardian: The Best Defense (3/3)
    Sentry: Fortified Gear (3/3)
    Sentry: Sentry Aura (3/3)
    Sentry: Fortify (2/2)
    Sentry: Persevere (2/2)
    Mastery: Sentry Mastery (1/1)


    Ok so still using Supernatural Power since it doesn't require a change in my playstyle unlike MSA which requires a complete overhaul of my playstyle...

    I've removed Crippling Coils and BCR leaving me with 2 blank spots to fill in...

    I've removed CC from my lunge and ranked Cleave up to 3...

    so from all that now I need a new single target for CC and something to fill my final skill slot be it a heal (other than BCR or Conviction), another Active Def, an Active Off, or something else entirely I'm not to concerned....

    I'd love to use Lash or Vicious Lariat but I'm not really sure...

    Lash could fill that need for a single target with CC and Vicious Lariat offers me a quick knock-to for targets running away... and both offer me a simi-reasonable ranged attack for those pesky flyers and ranged opponents that keep running away from me... quite honestly though it's a shame that Vicious lariat can't have CC and that the advantage for Lash is a knock-back instead of a Knock-to... I'd so love to be able to hit a target with CC and knock them to me in the same attack... Hell even if Lash'd advantage was just a knock-down that'd be better... but I guess It does't much matter since I wouldnt have enough points to get CC and it's advantage if I took Lash and Lariat and took Lariat's advantage...

    so....

    Level 35: Lash (Crippling Challenge)
    Level 38: Vile Lariat (Kyoketsu Shoge)

    as possible additions... any opinions?
    ^-^ cute, cuddly, @Pandabutt ^-^
    jniKqKJ.png
  • creamymarinecreamymarine Posts: 22 Arc User
    edited December 2013
    eatmores wrote: »
    MSA scales primarily with Int not Rec. Without any Int you won't get much out of it.
    Yes i know it scales primarly with Int, in my experience Recovery actually does a good job at increasing its energy return tho.
    eatmores wrote: »
    Unbreakable was fixed a while back; it no longer breaks. I actually like it with Defiance as it works well against hordes of plinkers, which is a weak point of Defiance.
    Okay, good to know it is fixed, the three characters of mine that have Unbreakable have not been played much for some time.



    Now going back to the build, okay I did not ask about your playstyle so there is that and I do like your reasoning, as I said its mostly your call.
    I would max out Juggernaut in Str tree to get the most of it, tho.
    Proceeding to next stage, crippling challenge moves (except for infernal chains you have already listed) -

    If you dont mind a single Unarmed move in your build try Backhand Chop, it is much underused, most meele tanky people go for Defensive Combo or Eruption.
    Backhand Chop is a handy Crippling Challenge move that can interrupt even Gravi's yellow bubbles, just have to have RNG not hate you.

    Eruption is still an option, even if MSA is out of the picture.

    Annihilate is also an option, it has no cooldown to stop you, but it has Knock Back, so beware. Tapping it thrice on a knockable enemy and then going mad with it works.

    You could always put CC on your Devour, it would complement your Supernatural Power.
    If you go with it you suddenly have one more power slot free, you can get an active offence for burst of higher dmg or just another power. Just an idea.
    It would suddenly take you under the label of a DE tank, tho.

    From the moves you have I can guess that your weapon is of a slashy type, if it is also a thrusty type and you have the points you could always get Skewer with Follow Through for more dmg, it actually beats Annihilate in single target dps.

    For heals, except for BCR or Conviction there is not much that can get you good heals in theme without getting some Presence (Conviction would benefit from Pre too).

    Radiant Sigils do heal you but they also put aggro stealth on you, so meh.

    Ebon Sigils may work as a way to increase your survivability by reducing the dmg dealt to you in the first place, but their effectiveness without Pre is questionable.

    You could get any normal Support heal that you can also target yourself with, but again, Presence, unless you have crits, which you don't, and I'm still keeping that in mind.

    Devour Essence is also a good heal in its own right.

    At the end you may want to just stick with BCR or Conviction. (probably the former)

    edit: one more thing, you could try going with two Active Defences, Unreakable and Resurgence, Resurge would fill your health bar instantly in the rare cases you are in such a bad situaion.
    It would put you with them both going into a 30 second (less with cooldown reduction) rotation if you are willing to give it a shot.
    In pre-alet I actually often had such a cycle with either Active Offences or Defences, depending on the toon's role, when my character had no Int to reduce the cooldown.
    _________________________________

    And if that don't work?
    [SIGPIC][/SIGPIC]
  • raighnraighn Posts: 2,339 Arc User
    edited December 2013
    I use the batwing scythe from the Harajuku Girls pack as my weapon on Crescent... it was actually sorta the inspiration behind her name even... I had Skewer on her at one point and I'll be perfectly honest I didn't like it... for a while I played her as a Devastator AT while between subscriptions so I had some experience with Eruption and Skewer... I spammed Eruption a lot back then because it was the best option for building Enrage and to get energy from Unstoppable... *shudders* I don't want to go back to that experience....

    Annihilate... trying real hard to avoid Knock Backs all together...

    I might just go with Lash and Vial Lariat.... they fit my concept and Lash only does Knock back w/ advantage on full charge or while enraged... plus having only CC on it fits my build better anyways... click spam ranged CC that can trigger Supernatural Power... I can't really argue much with that... Vial Lariat is a bit more of an optional and could be replaced if something else of necessity pops up... with adv i can have it apply bleed and poison quick and easy too...

    Question: Devour Essence - Rank 3 or Devour Essence - Rank 2 w/ Phlebotomist? I'm not sure if I'd benefit more from Rank 3 or from the advantage... and with 3 sources of Poison and 1 source of Bleed I can almost guarantee to have my opponent either poisoned or bleeding when using DE....

    I might try Active Def rotation instead of Vial Lariat even as you suggested... and having resurgence to give me that instant burst of high health would be nice.... though if I were to go that route... wouldn't it be best to rank resurgence to R3? if so... I'd have to remove an advantage from something... or do you think R2 would be sufficient?

    PowerHouse (Link to this build)

    Name: Crescent

    Archetype: Freeform

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

    Talents:
    Level 1: The Devastator
    Level 6: Mighty
    Level 9: Enduring
    Level 12: Tireless
    Level 15: Quick Recovery
    Level 18: Physical Conditioning
    Level 21: Relentless

    Powers:
    Level 1: Bludgeon
    Level 1: Cleave (Rank 2, Rank 3, Challenging Strikes)
    Level 6: Decimate
    Level 8: Defiance
    Level 11: Arc of Ruin (Rank 2, No Quarter)
    Level 14: Guard
    Level 17: Enrage (Endorphin Rush)
    Level 20: Illumination (Rank 2, Brilliance)
    Level 23: Devour Essence (Rank 2, Phlebotomist)
    Level 26: Vicious Cyclone (Rank 2, Vortex Technique, Challenging Strikes)
    Level 29: Supernatural Power
    Level 32: Unbreakable (Better You Than Me)
    Level 35: Lash (Crippling Challenge)
    Level 38: Resurgence (Rank 2)

    Travel Powers:
    Level 6: Flight (Rank 2, Rank 3)
    Level 35: Acrobatics (Rank 2, Versatility)

    Specializations:
    Strength: Swole (3/3)
    Strength: Physical Peak (3/3)
    Strength: Aggression (2/2)
    Strength: Juggernaut (2/3)
    Guardian: Fortified Gear (3/3)
    Guardian: Locus (2/2)
    Guardian: Retribution (2/2)
    Guardian: The Best Defense (3/3)
    Sentry: Fortified Gear (3/3)
    Sentry: Sentry Aura (3/3)
    Sentry: Fortify (2/2)
    Sentry: Persevere (2/2)
    Mastery: Sentry Mastery (1/1)
    ^-^ cute, cuddly, @Pandabutt ^-^
    jniKqKJ.png
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