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To the build gurus out there...Swashbuckler needs an update.

themightyzeniththemightyzenith Posts: 4,599 Arc User
edited February 2014 in Power Discussion
First of all, I would like to thank all the build experts out there who bring their expertise and insight to the forums. Over the years I have seen you help out many players (including myself) with creating their characters. You have brought much to the CO community so a big shout out to you all..........

tumblr_mt80mvKYGn1rqfhi2o1_500.gif

With that said, I was wondering if you guys could help me with my build. I updated Swashbuckler when 'On-Alert' hit (with help from this sub-forum), but there have been numerous changes since then and I feel he could benefit once again from your expertise.

Swashy is a a thematic build using dual blades and dual pistols (flintocks and fantasy rapier). He is a superhero who models himself on the swashbuckling heroes portrayed in old black and white films by the likes of Errol Flynn and Douglas Fairbanks.

screenshot_2014-02-23-16-57-17.jpg

I realise that by wanting to use both dual pistols and dual blades I am gimping myself somewhat, but there is nothing like letting lose with my firearms and then lunging in for an attack with my swords drawn.

Here is my build....please help:smile:

Archetype: Freeform

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

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

Powers:
Level 1: Rain of Steel
Level 1: Two-Gun Mojo (Rank 2, Nailed to the Ground)
Level 6: Killer Instinct
Level 8: Form of the Tempest (Rank 2, Rank 3)
Level 11: Quarry (Rank 2, Rank 3)
Level 14: Thunderbolt Lunge
Level 17: Lock N Load
Level 20: Evasive Maneuvers (Rank 2)
Level 23: Masterful Dodge
Level 26: Bountiful Chi Resurgence (Rank 2, Resurgent Reiki)
Level 29: Eye of the Storm (Rank 2, Blade Beyond the Veil)
Level 32: Dragon's Wrath (Rank 2, Tiger's Courage)
Level 35: Lead Tempest (Rank 2, Tread Softly)
Level 38: Parry (The Elusive Monk)

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

Specializations:
Dexterity: Gear Utilization (3/3)
Dexterity: Brush It Off (2/2)
Dexterity: Deadly Aim (3/3)
Dexterity: Quick Reflexes (2/3)
Vindicator: Merciless (2/3)
Vindicator: The Rush of Battle (3/3)
Vindicator: Modified Gear (2/2)
Vindicator: Mass Destruction (3/3)
Warden: Fortified Gear (2/3)
Warden: Ruthless (2/2)
Warden: Elusive (2/2)
Warden: Reactive Strikes (1/2)
Warden: The Best Defense (3/3)
Mastery: Dexterity Mastery (1/1)
zrdRBy8.png
Click here to check out my costumes/milleniumguardian (MG) in-game/We need more tights, stances and moods
Post edited by Unknown User on

Comments

  • flowcytoflowcyto Posts: 12,852 Arc User
    edited February 2014
    Its a pretty solid build as is. Some feedback from me:

    Is NttG on TGM needed? I mean ya could always stick it on the lunge if you wanted the effect, while not hitting TGMs dps. Would prob be more efficient that way. You'll need 2 more adv points to get NttG and r3 TGM, but we'll get to that..

    now! You generally don't need to rank up the toggle (save IDF and Mental Disp), esp since FotT will stack up pretty fast at base w/ Dex/Crit as primary. Doing that will save you 4 adv points.

    Ego as 2ndary SS is a choice I generally try to discourage, if only because Ego's innate additive ranged dmg boost is only significant upto 70, which can be easily covered by a single mod at lvl 40 if you want much of that boost (here its not even needed since Quarry w/ decent Int w/ give you that Ego automatically). To make you more survivable and get more mileage out of some of the dodge-centered stuff you have, SSing Con in the 3rd slot may not be a bad idea. Another option is SS'ing or gearing some Str for some knock resist (though I can understand not taking to this much since its kinda out-of theme).

    That means you may also want to get MSA instead of KI as the EU- when solo, BCR and the lunge can easily proc it, as could EM. KI could still work in the build, thanks to Quarry's Int->Ego boost, but there is a decent alternative avail.

    A few other things I can see: Parry w/ EM is okay, but will only work when using DW and EotS.

    Modified Gear -type specs also don't really add much benefit, since there's usually not much Offense on gear. You'd prob be better off getting more points in the flat +crit% specs in Vindicator. Those are more valuable, esp since they ignore the crit/dex diminished returns (which you'll naturally be heavy into).

    You may want to consider LnL's special adv, if only because the dmg boost isn't much for a dps player anyways due to the dmg DR, and you can lower LnL's cd w/ it by using melee. I'm not sure how much you plan on melee-ing though.

    Also, did you want EM as a threat drop, or just for the +dodge? Cause you could have a threat drop in it w/ Sleight of Mind, but that means forgoing regular use of it if you don't actually want a chance to reset mobs/aggro.

    Looks like a fun build, given all the limitations of having a melee/ranged split.
    <CO stuff> .: Petco :. // A basic FF building guide (see 1st reply) // PSA on Power Activation Delay // Ayonachan's Gift Horse (misc stat data)
    - Be safe and have fun, champs - for science!
  • themightyzeniththemightyzenith Posts: 4,599 Arc User
    edited February 2014
    Thanks for responding, flow. I appreciate it greatly.
    flowcyto wrote: »
    Is NttG on TGM needed? I mean ya could always stick it on the lunge if you wanted the effect, while not hitting TGMs dps. Would prob be more efficient that way. You'll need 2 more adv points to get NttG and r3 TGM, but we'll get to that..

    Yup, I totally see the logic there. No point on having NttG with a ranged attack, you're so right saying it would be better on my lunge.
    flowcyto wrote: »
    now! You generally don't need to rank up the toggle (save IDF and Mental Disp), esp since FotT will stack up pretty fast at base w/ Dex/Crit as primary. Doing that will save you 4 adv points.

    Noted, thanks for that:smile:
    Ego as 2ndary SS is a choice I generally try to discourage, if only because Ego's innate additive ranged dmg boost is only significant upto 70, which can be easily covered by a single mod at lvl 40 if you want much of that boost (here its not even needed since Quarry w/ decent Int w/ give you that Ego automatically). To make you more survivable and get more mileage out of some of the dodge-centered stuff you have, SSing Con in the 3rd slot may not be a bad idea. Another option is SS'ing or gearing some Str for some knock resist (though I can understand not taking to this much since its kinda out-of theme).

    See, this is why I came to you guys for this. All great information which I will definitely take into account. I reckoned I would have to change my superstats, I just didn't know which way to go.
    That means you may also want to get MSA instead of KI as the EU- when solo, BCR and the lunge can easily proc it, as could EM. KI could still work in the build, thanks to Quarry's Int->Ego boost, but there is a decent alternative avail.

    I was pondering changing to MSA over KI.....it's nice to know my noob build instincts were right. Thanks again.
    A few other things I can see: Parry w/ EM is okay, but will only work when using DW and EotS.

    Also duly noted man. Perhaps the new block power, fluidity, is the way to go?
    Modified Gear -type specs also don't really add much benefit, since there's usually not much Offense on gear. You'd prob be better off getting more points in the flat +crit% specs in Vindicator. Those are more valuable, esp since they ignore the crit/dex diminished returns (which you'll naturally be heavy into).

    Another thing I was wondering about, more great info!

    You may want to consider LnL's special adv, if only because the dmg boost isn't much for a dps player anyways due to the dmg DR, and you can lower LnL's cd w/ it by using melee. I'm not sure how much you plan on melee-ing though.

    I will look into that straight away, flow. I generally only use melee with bosses, lunging in and hitting with DW, and I use EotS when in a tight spot with mobs and need the protection while still causing damage.
    Also, did you want EM as a threat drop, or just for the +dodge? Cause you could have a threat drop in it w/ Sleight of Mind, but that means forgoing regular use of it if you don't actually want a chance to reset mobs/aggro.

    This is something I have been on the fence about. I would probably prefer to have the threat wipe advantage, but....decisions, decisions:confused:
    Looks like a fun build, given all the limitations of having a melee/ranged split.

    Thanks man, he is very fun to play!
    zrdRBy8.png
    Click here to check out my costumes/milleniumguardian (MG) in-game/We need more tights, stances and moods
  • aiqaaiqa Posts: 2,620 Arc User
    edited February 2014
    Tiger's Courage is not a good adv. It seems nice since it says it adds a max of 30% damage bonus, but that is a different damage bonus then ranks.

    TC adds a damage bonus that is additive with the damage bonus you get from offense and crit severity, ranking adds a multiplicative base damage bonus.


    So to put that in actual number, I do need to guess about the crit chance, severity, and offense you end up with, but I have a pretty good idea about that.
    You will probably get about 125% crit severity, 35% crit chance (41% if you go for Focused Strikes), and about 15% damage bonus from offense.


    Now if for instance you do a hit that does 4000 damage when DW is at r2.

    TC will make that (avaraged): 0.35*(4000*(1+1.25+0.15+0.3))+0.65*(4000*(1+0.15+0.3))=7550

    R3 will make that (avaraged): 0.35*(4000*1.2*(1+1.25+0.15))+0.65*(4000*1.2*(1+0.15))=7620

    The difference is 7620-7550=70


    To show when ranking actually gets better then TC:

    crit*(4000*(1+1.25+0.15+0.3))+(1-crit)*(4000*(1+0.15+0.3))=crit*(4000*1.2*(1+1.25+0.15))+(1-crit)*(4000*1.2*(1+0.15))

    crit=0.28


    So with any crit chance higher then 28% you would would be better off ranking... well that could differ a bit if your severity and offense numbers are different, but not by very much probably.
  • kaneofchaoskaneofchaos Posts: 89 Arc User
    edited February 2014
    I will try to keep repeating points to a minimum, but here is my take.
    1. 2GM R3 or with close gap ADV is much better, especially since you can put NTTG on your lunge.
    2. The threat dump on evasive is VERY useful, and possibly the best defense in the entire game. I might move an ADV point from your form to it.
    3. Forms don't really need ADV points, with few exceptions.

    Your build is pretty solid in any right though.
    [SIGPIC][/SIGPIC].
  • flowcytoflowcyto Posts: 12,852 Arc User
    edited February 2014
    Also duly noted man. Perhaps the new block power, fluidity, is the way to go?

    No, I would not pick up Fluidity- main reason being that it means you lose the huge damage resist bonus from blocking (which normally cuts down final dmg taken by about 2/3rds or more). And w/o a heavy LR/Dodge build, using Fluidity probably wouldn't push you into 100%+ dodge territory anyways.

    Parry w/ EM isn't a bad choice for the build, just EM won't be active for all the repertoire (but for melee, that's when you most need some extra knock resistance and dodge anyways).
    I will look into that straight away, flow. I generally only use melee with bosses, lunging in and hitting with DW, and I use EotS when in a tight spot with mobs and need the protection while still causing damage.

    Yeah, whether its worth it or not would prob just depend on how often you plan on melee-ing- so I couldn't really say off-hand. Maybe make it a lower priority thing- something to pick up if you just have free adv points leftover. If you are only using melee for specific cases then its prob better to skip the special adv, though.

    -
    aiqa wrote: »
    -snip-

    Good info to know about TC.

    But the math seems to show that the diff is very small (<1% with the higher-end gear/mod example), and this would be for a committed melee role dps toon, right? I'm not sure what role themightyzenith plans on using for this character.

    I can't confirm in-game atm if TC truly is an additive or multiplicative bonus or not. I could try, but has someone already tested that in the past, so I can save myself the trouble?
    <CO stuff> .: Petco :. // A basic FF building guide (see 1st reply) // PSA on Power Activation Delay // Ayonachan's Gift Horse (misc stat data)
    - Be safe and have fun, champs - for science!
  • themightyzeniththemightyzenith Posts: 4,599 Arc User
    edited February 2014
    aiqa wrote: »
    ....lot's of info on Tiger's Courage...

    Thanks for that aiqa, that's some good info right there:smile:
    1. 2GM R3 or with close gap ADV is much better, especially since you can put NTTG on your lunge.
    2. The threat dump on evasive is VERY useful, and possibly the best defense in the entire game. I might move an ADV point from your form to it.
    3. Forms don't really need ADV points, with few exceptions.
    Your build is pretty solid in any right though.

    And thank you kane. Based on how useful EM with the threat dump is on a couple of my other characters I have pretty much decided to take it. Your observation has confirmed that for me.

    I have also decided, thanks to you and flow, to put my form down to R1, I'll have to see if I can afford TGM with the adv.

    flowcyto wrote: »
    No, I would not pick up Fluidity- main reason being that it means you lose the huge damage resist bonus from blocking (which normally cuts down final dmg taken by about 2/3rds or more). And w/o a heavy LR/Dodge build, using Fluidity probably wouldn't push you into 100%+ dodge territory anyways.

    Parry w/ EM isn't a bad choice for the build, just EM won't be active for all the repertoire (but for melee, that's when you most need some extra knock resistance and dodge anyways).

    Okay, I'll stay away from fluidity for the reasons you stated, thanks again.

    flowcyto wrote: »
    Yeah, whether its worth it or not would prob just depend on how often you plan on melee-ing- so I couldn't really say off-hand. Maybe make it a lower priority thing- something to pick up if you just have free adv points leftover. If you are only using melee for specific cases then its prob better to skip the special adv, though.

    To be honest, I don't really need to melee much. My Lead Tempest and TGM seem to deal with most things fine.....I seldom draw my swords.
    flowcyto wrote: »
    I'm not sure what role themightyzenith plans on using for this character.

    Up to now I have been using Hybrid....seemed to make sense. I have thought about sorting out my different role builds so that I just flip the switch from Hybrid to Melee role when necessary.
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    Click here to check out my costumes/milleniumguardian (MG) in-game/We need more tights, stances and moods
  • flowcytoflowcyto Posts: 12,852 Arc User
    edited February 2014
    Yeah the Hyrbid role is a good choice if only because you get a nice +heal boost from ur SS's. Since you say you favor ranged over melee, the other good option is the Ranged role for a bit more dmg from the ranged spells and less threat in groups.. downside is less healing, though, and the melee dmg will be about the same as in Hybrid role.

    I guess pick Hybrid when soloing for a survival increase and so you dun have to worry about micro-managing a role swap (-threat is wasted when solo anyways), but maybe use Ranged role in groups if you want to take advantage of the better dmg:threat ratio as a non-tank.
    <CO stuff> .: Petco :. // A basic FF building guide (see 1st reply) // PSA on Power Activation Delay // Ayonachan's Gift Horse (misc stat data)
    - Be safe and have fun, champs - for science!
  • themightyzeniththemightyzenith Posts: 4,599 Arc User
    edited February 2014
    flowcyto wrote: »
    Yeah the Hyrbid role is a good choice if only because you get a nice +heal boost from ur SS's. Since you say you favor ranged over melee, the other good option is the Ranged role for a bit more dmg from the ranged spells and less threat in groups.. downside is less healing, though, and the melee dmg will be about the same as in Hybrid role.

    I guess pick Hybrid when soloing for a survival increase and so you dun have to worry about micro-managing a role swap (-threat is wasted when solo anyways), but maybe use Ranged role in groups if you want to take advantage of the better dmg:threat ratio as a non-tank.

    Good idea.....I'll put this into practice:smile:
    zrdRBy8.png
    Click here to check out my costumes/milleniumguardian (MG) in-game/We need more tights, stances and moods
  • themightyzeniththemightyzenith Posts: 4,599 Arc User
    edited February 2014
    Okay folks, this is what I have chosen. What do you guys think?

    I've decided that I will mainly be in hybrid when solo and ranged role in groups....I may even switch to melee role and spam dragon's wrath now and again.

    Oh....and I still have 2 adv points left to spend on something......this is a really hard choice.

    PowerHouse (Link to this build)

    Name:

    Archetype: Freeform

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

    Talents:
    Level 1:
    Level 6:
    Level 9:
    Level 12:
    Level 15:
    Level 18:
    Level 21:

    Powers:
    Level 1: Rain of Steel
    Level 1: Form of the Tempest
    Level 6: Parry (The Elusive Monk)
    Level 8: Dragon's Wrath (Rank 2, Rank 3)
    Level 11: Eye of the Storm (Rank 2, Blade Beyond the Veil)
    Level 14: Two-Gun Mojo (Rank 2, Rank 3)
    Level 17: Lock N Load
    Level 20: Lead Tempest (Rank 2)
    Level 23: Molecular Self-Assembly
    Level 26: Thunderbolt Lunge (Nailed to the Ground)
    Level 29: Bountiful Chi Resurgence (Rank 2, Resurgent Reiki)
    Level 32: Masterful Dodge
    Level 35: Evasive Maneuvers (Rank 2, Sleight of Mind)
    Level 38: Quarry (Rank 2, Rank 3)

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

    Specializations:
    Dexterity: Combat Training (3/3)
    Dexterity: Brush It Off (2/2)
    Dexterity: Evasion (2/2)
    Dexterity: Deadly Aim (3/3)
    Vindicator: Merciless (3/3)
    Vindicator: The Rush of Battle (2/3)
    Vindicator: Focused Strikes (3/3)
    Vindicator: Mass Destruction (2/3)
    Warden: Fortified Gear (1/3)
    Warden: Ruthless (2/2)
    Warden: Elusive (2/2)
    Warden: Reactive Strikes (2/2)
    Warden: Tenacious (2/2)
    Warden: The Best Defense (1/3)
    Mastery: Dexterity Mastery (1/1)
    zrdRBy8.png
    Click here to check out my costumes/milleniumguardian (MG) in-game/We need more tights, stances and moods
  • flowcytoflowcyto Posts: 12,852 Arc User
    edited February 2014
    Looking good. If you still have 2 adv points left and dun want to change any powers, I'd prob get Lead Tempest to rank 3.

    Alternative at this point is to change LnL for Ego Surge, just to use those 2 adv points for Nimble Mind and have a much more powerful AO that better fits the build practically (and I dunno, having a 'surge' of 'ego' seems character-appropriate anyways).

    Its up to you (if you wanted ES/NM and rank 3 LT, I'd prob un-rank EM since you seem to be taking it for the aggro drop adv now).
    <CO stuff> .: Petco :. // A basic FF building guide (see 1st reply) // PSA on Power Activation Delay // Ayonachan's Gift Horse (misc stat data)
    - Be safe and have fun, champs - for science!
  • aiqaaiqa Posts: 2,620 Arc User
    edited February 2014
    Looks very nice.

    One more thing, have you considered switching BCR to conviction.
    Conviction heals more, doesn't debuff your damage, and is a good source to trigger MSA.
    The disadvantages of course being you need to click it more often, and it is more expensive, but the cost is covered by MSA being up all the time.
  • themightyzeniththemightyzenith Posts: 4,599 Arc User
    edited February 2014
    flowcyto wrote: »
    Looking good. If you still have 2 adv points left and dun want to change any powers, I'd prob get Lead Tempest to rank 3.

    Alternative at this point is to change LnL for Ego Surge, just to use those 2 adv points for Nimble Mind and have a much more powerful AO that better fits the build practically (and I dunno, having a 'surge' of 'ego' seems character-appropriate anyways).

    Its up to you (if you wanted ES/NM and rank 3 LT, I'd prob un-rank EM since you seem to be taking it for the aggro drop adv now).

    Advice taken because of sense and reasons:smile:

    I have also added talents and specialisations.....talents I am okay with. I think my specialisations are okay. but maybe you could cast your expert eye over them for me flow?

    I will also get my ego up to at least 70 with a single mod on my gear.

    PowerHouse (Link to this build)

    Name:

    Archetype: Freeform

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

    Talents:
    Level 1: The Glacier
    Level 6: Covert Ops Training
    Level 9: Field Ops Training
    Level 12: Coordinated
    Level 15: Acrobat
    Level 18: Healthy Mind
    Level 21: Martial Training

    Powers:
    Level 1: Rain of Steel
    Level 1: Form of the Tempest
    Level 6: Parry (The Elusive Monk)
    Level 8: Dragon's Wrath (Rank 2, Rank 3)
    Level 11: Eye of the Storm (Rank 2, Blade Beyond the Veil)
    Level 14: Two-Gun Mojo (Rank 2, Rank 3)
    Level 17: Ego Surge (Nimble Mind)
    Level 20: Lead Tempest (Rank 2, Rank 3)
    Level 23: Molecular Self-Assembly
    Level 26: Thunderbolt Lunge (Nailed to the Ground)
    Level 29: Bountiful Chi Resurgence (Rank 2, Resurgent Reiki)
    Level 32: Masterful Dodge
    Level 35: Evasive Maneuvers (Sleight of Mind)
    Level 38: Quarry (Rank 2, Rank 3)

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

    Specializations:
    Dexterity: Combat Training (3/3)
    Dexterity: Brush It Off (2/2)
    Dexterity: Evasion (2/2)
    Dexterity: Deadly Aim (3/3)
    Vindicator: Merciless (3/3)
    Vindicator: The Rush of Battle (2/3)
    Vindicator: Focused Strikes (3/3)
    Vindicator: Mass Destruction (2/3)
    Warden: Fortified Gear (1/3)
    Warden: Ruthless (2/2)
    Warden: Elusive (2/2)
    Warden: Reactive Strikes (2/2)
    Warden: Tenacious (2/2)
    Warden: The Best Defense (1/3)
    Mastery: Dexterity Mastery (1/1)
    zrdRBy8.png
    Click here to check out my costumes/milleniumguardian (MG) in-game/We need more tights, stances and moods
  • aiqaaiqa Posts: 2,620 Arc User
    edited February 2014
    I will also get my ego up to at least 70 with a single mod on my gear.

    I'd advise against that. Quarry already addes 60 ego, so with the default 10 ego, you get to 70 ego anyway.
    Higher ego than that hardly adds anything to an increase in ranged damage.
  • superalfgornsuperalfgorn Posts: 558 Arc User
    edited February 2014
    Yeah with Quarry your EGO is almost set. Take a STR mod to boost melee and for a bit of knock resistance, perhaps.

    Also the Spec trees seem off... you cannot skip the Guardicator loop!

    PowerHouse (Link to this build)
    Specializations:
    Dexterity: Combat Training (2/3)
    Dexterity: Gear Utilization (3/3)
    Dexterity: Evasion (2/2)
    Dexterity: Deadly Aim (3/3)
    Vindicator: Aggressive Stance (2/2)
    Vindicator: Merciless (3/3)
    Vindicator: The Rush of Battle (2/3)
    Vindicator: Focused Strikes (2/3)
    Vindicator: Mass Destruction (1/3)
    Warden: Fortified Gear (1/3)
    Warden: Ruthless (2/2)
    Warden: Elusive (2/2)
    Warden: Tenacious (2/2)
    Warden: The Best Defense (3/3)
    Mastery: Dexterity Mastery (1/1)
    ______________________________________________________________
    My Characters

  • themightyzeniththemightyzenith Posts: 4,599 Arc User
    edited February 2014
    Yeah with Quarry your EGO is almost set. Take a STR mod to boost melee and for a bit of knock resistance, perhaps.

    Also the Spec trees seem off... you cannot skip the Guardicator loop!

    PowerHouse (Link to this build)
    Specializations:
    Dexterity: Combat Training (2/3)
    Dexterity: Gear Utilization (3/3)
    Dexterity: Evasion (2/2)
    Dexterity: Deadly Aim (3/3)
    Vindicator: Aggressive Stance (2/2)
    Vindicator: Merciless (3/3)
    Vindicator: The Rush of Battle (2/3)
    Vindicator: Focused Strikes (2/3)
    Vindicator: Mass Destruction (1/3)
    Warden: Fortified Gear (1/3)
    Warden: Ruthless (2/2)
    Warden: Elusive (2/2)
    Warden: Tenacious (2/2)
    Warden: The Best Defense (3/3)
    Mastery: Dexterity Mastery (1/1)

    Thanks for the input:smile: That's good news about my ego, I was wanting to put my strength up a bit. What is the basis behind the Guardicator loop, pray tell?
    aiqa wrote: »
    Looks very nice.

    One more thing, have you considered switching BCR to conviction.
    Conviction heals more, doesn't debuff your damage, and is a good source to trigger MSA.
    The disadvantages of course being you need to click it more often, and it is more expensive, but the cost is covered by MSA being up all the time.

    I will also look into this right away...thank you for that:smile:
    zrdRBy8.png
    Click here to check out my costumes/milleniumguardian (MG) in-game/We need more tights, stances and moods
  • slowecsl4pweslowecsl4pwe Posts: 221 Arc User
    edited February 2014
    Since the wiki is no more, I loose track of the forms and what they buff. I like this build combo but was wondering about Form of the Tempest. Do you only get stacks of focus on criticals from melee only or will the other ranged munition criticals stack them as well?

    Thanks
    _________________

    Apathy is on the rise, but nobody seems to care.
  • themightyzeniththemightyzenith Posts: 4,599 Arc User
    edited February 2014
    Since the wiki is no more, I loose track of the forms and what they buff. I like this build combo but was wondering about Form of the Tempest. Do you only get stacks of focus on criticals from melee only or will the other ranged munition criticals stack them as well?

    Thanks

    Form of the Tempest works with both melee and ranged. I believe the quotation is "...you will gain an instance of Focus whenever you score a Critical Hit".
    zrdRBy8.png
    Click here to check out my costumes/milleniumguardian (MG) in-game/We need more tights, stances and moods
  • slowecsl4pweslowecsl4pwe Posts: 221 Arc User
    edited February 2014
    Form of the Tempest works with both melee and ranged. I believe the quotation is "...you will gain an instance of Focus whenever you score a Critical Hit".

    Excellent. Thanks for letting me know. I have retooled your build a bit for leveling and I'm enjoying it so far. Thanks for sharing. Have fun out there.
    _________________

    Apathy is on the rise, but nobody seems to care.
  • c3rvand0c3rvand0 Posts: 403 Arc User
    edited February 2014
    Since I have a similar concept that needs updating and you guys have been so useful in answering the OP, could you please comment on my build. His backstory is he is from the 17th Century and became a Witchfinder, working to purge Britain of all witches. However, he hid a terrible secret, he was in fact a damphyr, half human half vampire. He hates his vampire half and is determined to wipe out all evil in order that his soul can be purged. However, in order to survive he needs to kill, hence the rush of battle specialization and fair game advantage on quarry.

    My concerns are that he has no block other than the basic one. Apart form his on kill heals, his only self heal is resurgence, but I think this is enough. I did consider taking life drain or devour essence instead, as it is more in concept, but I am not sure how well they would work for this build and the delay might be fatal.


    PowerHouse (Link to this build)

    Name: Witchfinder

    Archetype: Freeform

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

    Talents:
    Level 1: The Inventor
    Level 6: Coordinated
    Level 9: Acrobat
    Level 12: Healthy Mind
    Level 15: Covert Ops Training
    Level 18: Martial Training
    Level 21: Field Ops Training

    Powers:
    Level 1: Rain of Steel
    Level 1: Two-Gun Mojo (Rank 2, Close the Gap)
    Level 6: Killer Instinct
    Level 8: Quarry (Rank 2, Fair Game)
    Level 11: Form of the Tempest
    Level 14: Void Shift (Emerging Nightmares)
    Level 17: Ego Surge (Nimble Mind)
    Level 20: Masterful Dodge
    Level 23: Eye of the Storm (Rank 2, Blade Beyond the Veil)
    Level 26: Resurgence (Rank 2, Rank 3)
    Level 29: Dragon's Wrath (Rank 2, Rank 3)
    Level 32: Lead Tempest (Rank 2, Tread Softly)
    Level 35: Evasive Maneuvers (Sleight of Mind)
    Level 38: Sniper Rifle (Rank 2, Rank 3)

    Travel Powers:
    Level 6: Athletics (Rank 2, Rank 3)
    Level 35: Bat Flight

    Specializations:
    Dexterity: Combat Training (3/3)
    Dexterity: Power Swell (2/2)
    Dexterity: Deadly Aim (3/3)
    Dexterity: Expose Weakness (2/2)
    Vindicator: Merciless (3/3)
    Vindicator: The Rush of Battle (2/3)
    Vindicator: Focused Strikes (3/3)
    Vindicator: Mass Destruction (2/3)
    Avenger: Ruthless (2/2)
    Avenger: Round 'em Up (3/3)
    Avenger: Surprise Attack (2/2)
    Avenger: Relentless Assault (3/3)
    Mastery: Dexterity Mastery (1/1)
    _______________________________________________________________________[SIGPIC][/SIGPIC]
  • flowcytoflowcyto Posts: 12,852 Arc User
    edited February 2014
    Thanks for the input:smile: That's good news about my ego, I was wanting to put my strength up a bit. What is the basis behind the Guardicator loop, pray tell?

    I will also look into this right away...thank you for that:smile:

    Yeah I mentioned before (but it was easy to miss) that Quarry's audacity makes modding Ego not needed. I would agree w/ superalfgorn that boosting Str to 70 instead may be a good idea (alternative is using that extra mod slot for one of ur 3 SS's- all of em are fine options).

    The Guardicator (or Wardicator) 'loop' being referred to (I assume) is comboing The Best Defense w/ Aggressive Stance (and possibly some points in Fortified Gear) so Defense boosts Offense (100% -> 100%), and Offense in return boosts Defense a bit (100% -> 20%). Its part of the reason those two spec combos are popular.

    -
    Since I have a similar concept that needs updating and you guys have been so useful in answering the OP, could you please comment on my build. His backstory is he is from the 17th Century and became a Witchfinder, working to purge Britain of all witches. However, he hid a terrible secret, he was in fact a damphyr, half human half vampire. He hates his vampire half and is determined to wipe out all evil in order that his soul can be purged. However, in order to survive he needs to kill, hence the rush of battle specialization and fair game advantage on quarry.

    My concerns are that he has no block other than the basic one. Apart form his on kill heals, his only self heal is resurgence, but I think this is enough. I did consider taking life drain or devour essence instead, as it is more in concept, but I am not sure how well they would work for this build and the delay might be fatal.

    You don't really need a block upgrade for most builds or content, honestly. They can be nice, esp for their 2ndary effects sometimes, but they are not essential in general terms.

    What you should care about, to varying extents depending on role and what content you plan on doing, is how survivable in general ur build is by going over its general defenses and heals- block can be a factor in that, but certainly not the only one.

    Take ur build as an example- factors to count could be Con SS, Resurgence, Fair Game (at least when solo), MD, EotS shield, Rush of Battle, Quarry's dodge/avoid boost, EM w/ SoM, Dex mastery, and a few other effects. You'd have pretty good healing as long as you kept killing, a tank cd, as well as a potential aggro drop, (and SR w/ Surprise Attack can be used to get a nice dmg lead on tougher mobs before they aggro)- so it'd be fine for solo and basic grouping (the latter as long as you aren't getting reckless w/ pulling group mob aggro and not blocking).
    <CO stuff> .: Petco :. // A basic FF building guide (see 1st reply) // PSA on Power Activation Delay // Ayonachan's Gift Horse (misc stat data)
    - Be safe and have fun, champs - for science!
  • iamruneiamrune Posts: 965 Arc User
    edited February 2014
    c3rvand0 wrote: »
    Since I have a similar concept that needs updating and you guys have been so useful in answering the OP, could you please comment on my build. His backstory is he is from the 17th Century and became a Witchfinder, working to purge Britain of all witches. However, he hid a terrible secret, he was in fact a damphyr, half human half vampire. He hates his vampire half and is determined to wipe out all evil in order that his soul can be purged. However, in order to survive he needs to kill, hence the rush of battle specialization and fair game advantage on quarry.


    Looks like a solid build at first glance Cervando, and I'd also like to point out something great in your build that the OP missed, and that's the Fair Game advantage on Quarry. Now that Con is a stat in the build, Fair game is an excellent option, in my opinion the boost to self healing and survivability in any minion filled battle is far more valuable than any small extra ten percent or so damage buff from ranking all the way to 3 from 2 on the passive.

    The more con you stack, the better the advantage, and the tougher your character gets up front too, so it's a win/win.

    My own range + melee hybrid fighter character uses this combo with one mod on Str [to get exactly 70 total from that mod and talents] for a solid +20% melee buff, and the Ego boost from Quarry is fine on ego for it's 20+ boost, and the stacked Con with Quarry r2 and fair game makes her really tough and constantly self healing, with conviction as her back up.

    As far as a block goes, it's not completely necessary for the build, since you'll get great value in combat from just defeating another minion at any time. I'd think an agro dump would be more useful for when you draw too much area agro.
  • c3rvand0c3rvand0 Posts: 403 Arc User
    edited February 2014
    flowcyto wrote: »
    ...You don't really need a block upgrade for most builds or content, honestly. They can be nice, esp for their 2ndary effects sometimes, but they are not essential in general terms.

    What you should care about, to varying extents depending on role and what content you plan on doing, is how survivable in general ur build is by going over its general defenses and heals- block can be a factor in that, but certainly not the only one.

    Take ur build as an example- factors to count could be Con SS, Resurgence, Fair Game (at least when solo), MD, EotS shield, Rush of Battle, Quarry's dodge/avoid boost, EM w/ SoM, Dex mastery, and a few other effects. You'd have pretty good healing as long as you kept killing, a tank cd, as well as a potential aggro drop, (and SR w/ Surprise Attack can be used to get a nice dmg lead on tougher mobs before they aggro)- so it'd be fine for solo and basic grouping (the latter as long as you aren't getting reckless w/ pulling group mob aggro and not blocking).

    Thanks, yes the general idea is too use sniper on tough opponents as an opener followed up by 2GM as they close and possibly dragon cut for up close. On trash I found running in and using LT was a win. However, since I have 2GM with theclose the gap advantage, I wonder if I need Dragon's cut and would be better off with another buff, shotgun with KB advantage or lifedrain. Your thoughts?

    iamrune wrote: »
    Looks like a solid build at first glance Cervando, and I'd also like to point out something great in your build that the OP missed, and that's the Fair Game advantage on Quarry. Now that Con is a stat in the build, Fair game is an excellent option, in my opinion the boost to self healing and survivability in any minion filled battle is far more valuable than any small extra ten percent or so damage buff from ranking all the way to 3 from 2 on the passive.

    The more con you stack, the better the advantage, and the tougher your character gets up front too, so it's a win/win.

    My own range + melee hybrid fighter character uses this combo with one mod on Str [to get exactly 70 total from that mod and talents] for a solid +20% melee buff, and the Ego boost from Quarry is fine on ego for it's 20+ boost, and the stacked Con with Quarry r2 and fair game makes her really tough and constantly self healing, with conviction as her back up.

    As far as a block goes, it's not completely necessary for the build, since you'll get great value in combat from just defeating another minion at any time. I'd think an agro dump would be more useful for when you draw too much area agro.

    Thanks for the feedback Rune. As I mentioned above, what are your thoughts on Dragon's Wrath? Should I keep it or replace with a buff such as sonic or KI, shotgun w/KB and travel remover or Lifedrain? You took Conviction for your build, is that because your energy unlock was MSA, or for what reason? I took Resurgence as I would have a trickle of health from kills, but felt a huge oh **** heal might be more useful than another small albeit spammable heal. I did consider BCR with RR, but felt only MD would supply sufficient dodging to make it work and I hate the dps loss.
    _______________________________________________________________________[SIGPIC][/SIGPIC]
  • flowcytoflowcyto Posts: 12,852 Arc User
    edited February 2014
    Well, themightyzenith included DW in the original build because being able to swap between melee and ranged on the fly was a character concept that wanted to be realized, and that + EotS was an efficient way of doing so since that build uses a focus toggle.

    You can def opt out of DW, but then you are pretty much making ur toon all ranged attacks for offense (EotS remains, but that is gonna be used more for the dmg shield than the dps- since LT is the dps AoE of the build), and then you mine as well pick up Concentration over FotT and be a Ranged dps character. Also would prob pick up a ranged end builder. Doing so would ofc make you more efficient as a ranged toon, but you'd lose some the concept of being able to melee some just for the theme or to mix it up.

    Anyways, if you were fine going a more pure ranged route, then shotgun w/ adv is nice for its powerful group CC (just don't spam it in groups unless under duress; the large aoe KB will annoying most other players trying to kill the same mobs), which the build lacked before. CC isn't a necessity for the build, but its nice to have sometimes. Ofc Lifedrain is a nice extra heal ability that fits character theme, but perhaps is a bit redundant in practice. Can't really go wrong w/ either- just depends what you find you'd like in-play: CC or more healing options.
    <CO stuff> .: Petco :. // A basic FF building guide (see 1st reply) // PSA on Power Activation Delay // Ayonachan's Gift Horse (misc stat data)
    - Be safe and have fun, champs - for science!
  • themightyzeniththemightyzenith Posts: 4,599 Arc User
    edited February 2014
    flowcyto wrote: »
    Yeah I mentioned before (but it was easy to miss) that Quarry's audacity makes modding Ego not needed. I would agree w/ superalfgorn that boosting Str to 70 instead may be a good idea (alternative is using that extra mod slot for one of ur 3 SS's- all of em are fine options).

    You did indeed point that out flow, thanks.
    flowcyto wrote: »
    The Guardicator (or Wardicator) 'loop' being referred to (I assume) is comboing The Best Defense w/ Aggressive Stance (and possibly some points in Fortified Gear) so Defense boosts Offense (100% -> 100%), and Offense in return boosts Defense a bit (100% -> 20%). Its part of the reason those two spec combos are popular.

    Thanks agin for the info, flow.
    iamrune wrote: »
    Looks like a solid build at first glance Cervando, and I'd also like to point out something great in your build that the OP missed, and that's the Fair Game advantage on Quarry.

    Hi Rune :smile: To be fair, I didn't really overlook Fair Game. The original build (before implementing improvements suggested by other posters) had absolutely no problem surviving and destroying stuff in normal missions and smash or grab alerts without having the advantage.

    I guess I decided to update because I reckoned my build could be optomised to do better in Rampages and against other tough bosses, and I really couldn't see what benefit a 'health on kill' effect could give against such opponents.

    I guess, now that I have decided to have Con as an SS, I could look into it....but I'm not convinced, really.
    zrdRBy8.png
    Click here to check out my costumes/milleniumguardian (MG) in-game/We need more tights, stances and moods
  • ashensnowashensnow Posts: 2,048 Arc User
    edited February 2014
    c3rvand0 wrote: »
    Thanks, yes the general idea is too use sniper on tough opponents as an opener followed up by 2GM as they close and possibly dragon cut for up close. On trash I found running in and using LT was a win. However, since I have 2GM with theclose the gap advantage, I wonder if I need Dragon's cut and would be better off with another buff, shotgun with KB advantage or lifedrain. Your thoughts?




    Thanks for the feedback Rune. As I mentioned above, what are your thoughts on Dragon's Wrath? Should I keep it or replace with a buff such as sonic or KI, shotgun w/KB and travel remover or Lifedrain? You took Conviction for your build, is that because your energy unlock was MSA, or for what reason? I took Resurgence as I would have a trickle of health from kills, but felt a huge oh **** heal might be more useful than another small albeit spammable heal. I did consider BCR with RR, but felt only MD would supply sufficient dodging to make it work and I hate the dps loss.


    I think that you are likely to find DW to be somewhat redundant with 2GM/close the gap in your build. Both powers are close range high damage options. The burst potential of DW can be nice in PvP, but the overall efficiency of 2GM is hard to argue with in PvE.

    An interesting option for another self heal is hold out shot with stim pack. When it crits the heal can be amazing.

    'Caine, miss you bud. Fly high.
  • flowcytoflowcyto Posts: 12,852 Arc User
    edited February 2014
    about Fair Game: it is mostly for solo- in groups and vs. bosses the heal on kill isn't going to be frequent or considerable enough to be relied upon (same thing w/ Vindicator's Rush of Battle).

    Its a fine soloing option, ofc.. just not sure I'd suggest it for anything else.
    <CO stuff> .: Petco :. // A basic FF building guide (see 1st reply) // PSA on Power Activation Delay // Ayonachan's Gift Horse (misc stat data)
    - Be safe and have fun, champs - for science!
  • superalfgornsuperalfgorn Posts: 558 Arc User
    edited February 2014
    Cervando (I saw your main yesterday evening, great costume) I would suggest a few changes here and there:

    Talent-wise The Inventor seems out of place, since PRE is wasted. Use the Glacier for all SS boost or perhaps The specialist for STR/EGO buff.

    Killer Instinct works off EGO and your sword powers do not trigger it, so you are optimally using it. Since you have Focus and Dragon's Wrath for the Rush energy refill, I would skip it in favour of an additional click power: below I picked Nanobot Swarm to shave off a few seconds from Active Off/Def, but it could be easily Rebirth, the self-res power (more on-theme, perhaps).

    For the Spec Trees. The discount from power swell is minimal. I would move the points to a mix of brush it off/enhanced gear. Aggressive Stance is nice for more Defense, and comboes with Relentless Assault (giving an extra 30 Defense).

    Finally Block Replacers are good if you need to block as a tank, or if you use the special advantage (Force Shield for extra energy for example). In your build I would skip it. In particular if you use Aggressive Stance with Lead Tempest+Adv: good dodge/avoidance boost and bonus defense.


    PowerHouse (Link to this build)

    Name: Witchfinder

    Archetype: Freeform

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

    Talents:
    Level 1: The Glacier
    Level 6: Coordinated
    Level 9: Acrobat
    Level 12: Healthy Mind
    Level 15: Covert Ops Training
    Level 18: Martial Training
    Level 21: Field Ops Training

    Powers:
    Level 1: Rain of Steel
    Level 1: Two-Gun Mojo (Rank 2, Close the Gap)
    Level 6: Form of the Tempest
    Level 8: Quarry (Rank 2, Fair Game)
    Level 11: Void Shift (Emerging Nightmares)
    Level 14: Ego Surge (Nimble Mind)
    Level 17: Masterful Dodge
    Level 20: Eye of the Storm (Rank 2, Blade Beyond the Veil)
    Level 23: Resurgence (Rank 2, Rank 3)
    Level 26: Dragon's Wrath (Rank 2, Rank 3)
    Level 29: Lead Tempest (Rank 2, Tread Softly)
    Level 32: Evasive Maneuvers (Sleight of Mind)
    Level 35: Sniper Rifle (Rank 2, Rank 3)
    Level 38: Nanobot Swarm

    Travel Powers:
    Level 6: Athletics (Rank 2, Rank 3)
    Level 35: Bat Flight

    Specializations:
    Dexterity: Combat Training (2/3)
    Dexterity: Gear Utilization (2/3)
    Dexterity: Brush It Off (1/2)
    Dexterity: Deadly Aim (3/3)
    Dexterity: Expose Weakness (2/2)
    Vindicator: Aggressive Stance (2/2)
    Vindicator: Merciless (3/3)
    Vindicator: The Rush of Battle (2/3)
    Vindicator: Focused Strikes (2/3)
    Vindicator: Mass Destruction (1/3)
    Avenger: Ruthless (2/2)
    Avenger: Round 'em Up (3/3)
    Avenger: Surprise Attack (2/2)
    Avenger: Relentless Assault (3/3)
    Mastery: Dexterity Mastery (1/1)
    ______________________________________________________________
    My Characters

  • c3rvand0c3rvand0 Posts: 403 Arc User
    edited February 2014
    flowcyto wrote: »
    Well, themightyzenith included DW in the original build because being able to swap between melee and ranged on the fly was a character concept that wanted to be realized, and that + EotS was an efficient way of doing so since that build uses a focus toggle.

    You can def opt out of DW, but then you are pretty much making ur toon all ranged attacks for offense (EotS remains, but that is gonna be used more for the dmg shield than the dps- since LT is the dps AoE of the build), and then you mine as well pick up Concentration over FotT and be a Ranged dps character. Also would prob pick up a ranged end builder. Doing so would ofc make you more efficient as a ranged toon, but you'd lose some the concept of being able to melee some just for the theme or to mix it up.

    Anyways, if you were fine going a more pure ranged route, then shotgun w/ adv is nice for its powerful group CC (just don't spam it in groups unless under duress; the large aoe KB will annoying most other players trying to kill the same mobs), which the build lacked before. CC isn't a necessity for the build, but its nice to have sometimes. Ofc Lifedrain is a nice extra heal ability that fits character theme, but perhaps is a bit redundant in practice. Can't really go wrong w/ either- just depends what you find you'd like in-play: CC or more healing options.

    Ironically my current version of Witchfinder is very much range based and his only reference to blades is the pet version. However, I do want to how more blades in the build, whilst wondering if I would actually use DW. SG allows me to use blunderbuss skin, which looks awesome ;p
    ashensnow wrote: »
    I think that you are likely to find DW to be somewhat redundant with 2GM/close the gap in your build. Both powers are close range high damage options. The burst potential of DW can be nice in PvP, but the overall efficiency of 2GM is hard to argue with in PvE.

    An interesting option for another self heal is hold out shot with stim pack. When it crits the heal can be amazing.

    Thanks Ashen. I think I may choose DW or its replacement as his last slot so I can experiment. To clarify he is pure PvE, despite his original premise being meant for PvP, as he considered all superpowered beings to be witches, so hunted hero and villain alike. Whilst I agree tim pack can be sweet and an obvious fit for munitions, if I took another it would be LD or DE to simulate his vampiric origin.
    flowcyto wrote: »
    about Fair Game: it is mostly for solo- in groups and vs. bosses the heal on kill isn't going to be frequent or considerable enough to be relied upon (same thing w/ Vindicator's Rush of Battle).

    Its a fine soloing option, ofc.. just not sure I'd suggest it for anything else.

    I agree that FG and RoB are only useful when fighting minions not bosses, hence I took resurgence as a big heal. The trickle heals are there to simulate his vampiric theme, the idea being he gets stronger after he defeats an enemy.

    Thanks everyone for your input, I think I will try him as is, but leave the question of whether or not I take DW to trial and error and if I don't use it, go pure ranged and change to concentration instead.
    _______________________________________________________________________[SIGPIC][/SIGPIC]
  • c3rvand0c3rvand0 Posts: 403 Arc User
    edited February 2014
    Cervando (I saw your main yesterday evening, great costume) I would suggest a few changes here and there:

    Talent-wise The Inventor seems out of place, since PRE is wasted. Use the Glacier for all SS boost or perhaps The specialist for STR/EGO buff.

    Killer Instinct works off EGO and your sword powers do not trigger it, so you are optimally using it. Since you have Focus and Dragon's Wrath for the Rush energy refill, I would skip it in favour of an additional click power: below I picked Nanobot Swarm to shave off a few seconds from Active Off/Def, but it could be easily Rebirth, the self-res power (more on-theme, perhaps).

    For the Spec Trees. The discount from power swell is minimal. I would move the points to a mix of brush it off/enhanced gear. Aggressive Stance is nice for more Defense, and comboes with Relentless Assault (giving an extra 30 Defense).

    Finally Block Replacers are good if you need to block as a tank, or if you use the special advantage (Force Shield for extra energy for example). In your build I would skip it. In particular if you use Aggressive Stance with Lead Tempest+Adv: good dodge/avoidance boost and bonus defense.


    PowerHouse (Link to this build)

    Name: Witchfinder

    Archetype: Freeform

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

    Talents:
    Level 1: The Glacier
    Level 6: Coordinated
    Level 9: Acrobat
    Level 12: Healthy Mind
    Level 15: Covert Ops Training
    Level 18: Martial Training
    Level 21: Field Ops Training

    Powers:
    Level 1: Rain of Steel
    Level 1: Two-Gun Mojo (Rank 2, Close the Gap)
    Level 6: Form of the Tempest
    Level 8: Quarry (Rank 2, Fair Game)
    Level 11: Void Shift (Emerging Nightmares)
    Level 14: Ego Surge (Nimble Mind)
    Level 17: Masterful Dodge
    Level 20: Eye of the Storm (Rank 2, Blade Beyond the Veil)
    Level 23: Resurgence (Rank 2, Rank 3)
    Level 26: Dragon's Wrath (Rank 2, Rank 3)
    Level 29: Lead Tempest (Rank 2, Tread Softly)
    Level 32: Evasive Maneuvers (Sleight of Mind)
    Level 35: Sniper Rifle (Rank 2, Rank 3)
    Level 38: Nanobot Swarm

    Travel Powers:
    Level 6: Athletics (Rank 2, Rank 3)
    Level 35: Bat Flight

    Specializations:
    Dexterity: Combat Training (2/3)
    Dexterity: Gear Utilization (2/3)
    Dexterity: Brush It Off (1/2)
    Dexterity: Deadly Aim (3/3)
    Dexterity: Expose Weakness (2/2)
    Vindicator: Aggressive Stance (2/2)
    Vindicator: Merciless (3/3)
    Vindicator: The Rush of Battle (2/3)
    Vindicator: Focused Strikes (2/3)
    Vindicator: Mass Destruction (1/3)
    Avenger: Ruthless (2/2)
    Avenger: Round 'em Up (3/3)
    Avenger: Surprise Attack (2/2)
    Avenger: Relentless Assault (3/3)
    Mastery: Dexterity Mastery (1/1)

    Thanks for detailed reply. I assume you mean Cervando, if so I thank you. He is my namesake, but I have spent more time playing Witchfinder and Albion was meant to be my main, but I have never found a build that meets his original PnP design, but that's for another day :)

    Yes, it was meant to be Glacier, I have no idea how it said Inventor lol. The changes to the specializations make sense too. I hadn't considered dropping KI, as I am not sold on DW, but it's certainly an option I will look into, thanks again.
    _______________________________________________________________________[SIGPIC][/SIGPIC]
  • themightyzeniththemightyzenith Posts: 4,599 Arc User
    edited February 2014
    Okay guys, I think I have found the build I want thanks to you all. I may be bothering you all again in the near future as I want to update Britannia's build very soon.

    Cheers again and here's the build:biggrin:

    PowerHouse (Link to this build)

    Swashbuckler:

    Archetype: Freeform

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

    Talents:
    Level 1: The Glacier
    Level 6: Covert Ops Training
    Level 9: Field Ops Training
    Level 12: Coordinated
    Level 15: Acrobat
    Level 18: Healthy Mind
    Level 21: Martial Focus

    Powers:
    Level 1: Rain of Steel
    Level 1: Form of the Tempest
    Level 6: Parry (The Elusive Monk)
    Level 8: Dragon's Wrath (Rank 2, Rank 3)
    Level 11: Eye of the Storm (Rank 2, Blade Beyond the Veil)
    Level 14: Two-Gun Mojo (Rank 2, Rank 3)
    Level 17: Ego Surge (Nimble Mind)
    Level 20: Lead Tempest (Rank 2, Rank 3)
    Level 23: Molecular Self-Assembly
    Level 26: Thunderbolt Lunge (Nailed to the Ground)
    Level 29: Bountiful Chi Resurgence (Rank 2, Resurgent Reiki)
    Level 32: Masterful Dodge
    Level 35: Evasive Maneuvers (Sleight of Mind)
    Level 38: Quarry (Rank 2, Rank 3)

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

    Specializations:
    Dexterity: Combat Training (2/3)
    Dexterity: Gear Utilization (3/3)
    Dexterity: Evasion (2/2)
    Dexterity: Deadly Aim (3/3)
    Vindicator: Aggressive Stance (2/2)
    Vindicator: Merciless (3/3)
    Vindicator: Focused Strikes (2/3)
    Vindicator: Modified Gear (2/2)
    Vindicator: Mass Destruction (1/3)
    Warden: Fortified Gear (1/3)
    Warden: Ruthless (2/2)
    Warden: Elusive (2/2)
    Warden: Tenacious (2/2)
    Warden: The Best Defense (3/3)
    Mastery: Dexterity Mastery (1/1)

    By the way Cerv, I'd love to see Witchfinder's costume. Do you fancy posting it on the "Post Your Best Costumes" thread?
    zrdRBy8.png
    Click here to check out my costumes/milleniumguardian (MG) in-game/We need more tights, stances and moods
  • c3rvand0c3rvand0 Posts: 403 Arc User
    edited February 2014
    By the way Cerv, I'd love to see Witchfinder's costume. Do you fancy posting it on the "Post Your Best Costumes" thread?

    Nice build btw. Although I like Witchfinder's costume, as he is one of the first toons I ever made in CO, nowadays he seems a bit generic and hardly warrants being in the 'Post Your Best Costumes' thread. He has various looks, although I stuck to a theme of aminly black/dark grey, red and white.

    Here are 3 of his looks, albeit crappy shots:

    His most popular 'V' homage look:


    screenshot_2013-11-27-10-06-27_zpsffa4ee17.jpg

    His anti-hero look:

    screenshot_2013-11-27-10-05-48_zps22fe565c.jpg

    His most common form:

    screenshot_2013-11-27-10-06-03_zps83c8da84.jpg
    _______________________________________________________________________[SIGPIC][/SIGPIC]
  • shaenthebrainshaenthebrain Posts: 111 Arc User
    edited February 2014
    Another great concept and costume! The newest build looks solid.

    The return from Combat Training and Evasion are both pitiful. I would highly recommend spending those points elsewhere. Brush It Off is decent, and combines well with Elusive. Power Swell doesn't give much, but it gives more than Combat Training or Evasion. And Exploit Weakness is a very popular choice.

    I wouldn't bother with Mass Destruction. It's the single-target attacks, against the stronger foes, where crits really count. I would get Focused Strikes 3/3 instead. I've also had a lot of success with a point or two in Rush of Battle, especially with CON super-statted. I think you'd get a lot more return from that investment than from Modified Gear.

    If you find yourself not needing the damage shield so much, with all the dodge, avoid, and resulting healing from BCR+RR, I'd consider switching Eye of The Storm out for Blade Tempest, and grabbing Slaughter 3/3. That would give you some quick and easy crits while clearing out the mooks, which would give you a bunch of Focus stacks for when you move on to the villain(s).

    I would also recommend eventually retconning Gunslinger as your energy builder instead of Rain of Steel, just because I prefer the utility of a ranged energy builder when possible and concept-appropriate.
  • themightyzeniththemightyzenith Posts: 4,599 Arc User
    edited February 2014
    Another great concept and costume! The newest build looks solid.

    The return from Combat Training and Evasion are both pitiful. I would highly recommend spending those points elsewhere. Brush It Off is decent, and combines well with Elusive. Power Swell doesn't give much, but it gives more than Combat Training or Evasion. And Exploit Weakness is a very popular choice.

    I wouldn't bother with Mass Destruction. It's the single-target attacks, against the stronger foes, where crits really count. I would get Focused Strikes 3/3 instead. I've also had a lot of success with a point or two in Rush of Battle, especially with CON super-statted. I think you'd get a lot more return from that investment than from Modified Gear.

    If you find yourself not needing the damage shield so much, with all the dodge, avoid, and resulting healing from BCR+RR, I'd consider switching Eye of The Storm out for Blade Tempest, and grabbing Slaughter 3/3. That would give you some quick and easy crits while clearing out the mooks, which would give you a bunch of Focus stacks for when you move on to the villain(s).

    I would also recommend eventually retconning Gunslinger as your energy builder instead of Rain of Steel, just because I prefer the utility of a ranged energy builder when possible and concept-appropriate.

    Thanks for having a look at my build shaen. What about these for my specializations then?

    Specializations:
    Dexterity: Gear Utilization (3/3)
    Dexterity: Brush It Off (2/2)
    Dexterity: Power Swell (1/2)
    Dexterity: Deadly Aim (2/3)
    Dexterity: Expose Weakness (2/2)
    Vindicator: Aggressive Stance (2/2)
    Vindicator: Merciless (3/3)
    Vindicator: The Rush of Battle (2/3)
    Vindicator: Focused Strikes (3/3)
    Warden: Fortified Gear (1/3)
    Warden: Ruthless (2/2)
    Warden: Elusive (2/2)
    Warden: Tenacious (2/2)
    Warden: The Best Defense (3/3)
    Mastery: Dexterity Mastery (1/1)

    Thanks for your advice about EotS. I will see how it goes and keep that in mind:smile:

    In the meantime, I will go ahead and follow your advice on changing my EB....makes sense

    Thanks again!
    zrdRBy8.png
    Click here to check out my costumes/milleniumguardian (MG) in-game/We need more tights, stances and moods
  • shaenthebrainshaenthebrain Posts: 111 Arc User
    edited February 2014
    DEX: The greatest strength of DEX as your primary stat is access to increased crit severity. I wouldn't even consider going with less than a full 3/3 in Deadly Aim. I would yank out that lone rank in Power Swell and transfer it to Deadly Aim ASAP.

    Warden: First, I would take Warden before Vindicator, so you can enjoy The Best Defense as soon as possible. I'm not certain, but I think you'll get more Offense out of Fortified Gear 3/3 + Best Defense 3/3 than you will out of Fortified Gear 1/3 + Tenacious 2/2 + Best Defense 3/3.

    Vindicator: That's exactly how I do it on all my characters, unless they have mostly AoEs (like a Fire or Heavy Weapons build), in which case I will get Mass Destruction.
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