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Need advice on freeform power selection

synthozoicsynthozoic Posts: 61 Arc User
edited April 2014 in Builds and Roles
So I had a character from that Other Superhero MMO and I wanted to translate her to this one but, naively, I was unable to map her powers easily. In the old game she was wizard who used arrows and flintlock pistols as a focus of her spells. But that ruled out the standard archetypes in Champions because, while there are several pistol using types and one archery type, never the twain shall meet.

So I went with freeform, hoping to do it that way. But as I did, I began to reframe the character concept, thinking instead of as kind of battle wizard using a mix of archery and melee spells (perhaps represented by psychic blades or martial arts or something.).

So what I'm looking for is advice on balance the powers available to free formers. Something that's good for archery but also good for brief scraps in the middle with the tanks. I'm looking for a balance that works for PvE solo play. I'm not interested in optimization for PvP (As I rarely do that.), I just want a good, versatile balance that can carry her own weight.

Advice? Suggestions? Tips?

Thanks in advance!

(By the way, if this is under the wrong section please tell me where to discuss free form character design, thanks!)
Post edited by synthozoic on

Comments

  • cybersoldier1981cybersoldier1981 Posts: 2,501 Arc User
    edited April 2014
    I'm not an expert. But I will tell you that ranged and melee rarely play nice in CO.

    I had a 'Deathstroke' build once (Yes, I called it that) and it was very underperforming. I can tell you it's a bit of a pain.
  • selpheaselphea Posts: 1,229 Arc User
    edited April 2014
    synthozoic wrote: »
    So I had a character from that Other Superhero MMO and I wanted to translate her to this one but, naively, I was unable to map her powers easily. In the old game she was wizard who used arrows and flintlock pistols as a focus of her spells. But that ruled out the standard archetypes in Champions because, while there are several pistol using types and one archery type, never the twain shall meet.

    So I went with freeform, hoping to do it that way. But as I did, I began to reframe the character concept, thinking instead of as kind of battle wizard using a mix of archery and melee spells (perhaps represented by psychic blades or martial arts or something.).

    So what I'm looking for is advice on balance the powers available to free formers. Something that's good for archery but also good for brief scraps in the middle with the tanks. I'm looking for a balance that works for PvE solo play. I'm not interested in optimization for PvP (As I rarely do that.), I just want a good, versatile balance that can carry her own weight.

    Advice? Suggestions? Tips?

    Thanks in advance!

    (By the way, if this is under the wrong section please tell me where to discuss free form character design, thanks!)

    This goes under the Builds and Roles subforum in Combat & Powers.

    Some quick ideas:

    Archery works well with Molecular Self-Assembly (MSA) as an unlock. Take Storm of Arrows and Torrent of Arrows and alternate them for AoE. While Archery damage isn't spectacular, its control is great, and melee mobs will have a hard time reaching you when they're being knocked, rooted and knocked again. And all this time you'll be gaining energy from (MSA)

    You'll probably want Form of the Tempest for your Form power. It procs off both melee and ranged crits. Enrage can work too with Torrent of Arrows, but you'll build stacks slower and will need to knock in melee.

    TK Blades is not a half bad idea. Ego Weaponry does decent damage due to its scaling crit bonus with Ego Leech. With Form of the Tempest it powers itself. Of course, it could benefit from synergy with Mental Storm, Ego Blade Breach etc, i.e. the works, but as a hybrid you'll have to figure out what to give up if you want that. Other than TK Blades, Dragon's Claw or Wrath is a good standalone attack

    Consider Way of the Warrior (WotW) for your passive. It buffs both physical attacks like Archery and melee attacks like TK blades.

    Defensively, with WotW you could use Evasive Maneuvers and Bountiful Chi Resurgence to take advantage of the Dodge bonuses.

    Superstat Dex for Form of the Tempest, Int for MSA and Con to survive in melee and you should be good.

    A sample build would look something like this:

    PowerHouse (Link to this build)

    Name:

    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: Impresario
    Level 18: Negotiator
    Level 21: Quick Recovery

    Powers:
    Level 1: Kinetic Darts
    Level 1: Ego Weaponry (Rank 2, Rank 3)
    Level 6: Ego Blade Dash
    Level 8: Way of the Warrior (Rank 2, Rank 3)
    Level 11: Conviction (Rank 2, Rank 3)
    Level 14: Storm of Arrows (Rank 2, Achilles' Heel)
    Level 17: Form of the Tempest
    Level 20: Molecular Self-Assembly
    Level 23: Torrent of Arrows (Rank 2, Relentless Recurve)
    Level 26: Force Shield (Force Sheathe)
    Level 29: Ego Surge (Rank 2, Nimble Mind)
    Level 32: Masterful Dodge
    Level 35: Evasive Maneuvers (Rank 2, Sleight of Mind)
    Level 38: Bountiful Chi Resurgence (Resurgent Reiki)

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

    Specializations:
    Dexterity: Combat Training (2/3)
    Dexterity: Gear Utilization (3/3)
    Dexterity: Deadly Aim (3/3)
    Dexterity: Expose Weakness (2/2)
    Warden: Fortified Gear (3/3)
    Warden: Ruthless (2/2)
    Warden: Elusive (2/2)
    Warden: The Best Defense (3/3)
    Vindicator: Aggressive Stance (2/2)
    Vindicator: Merciless (3/3)
    Vindicator: Focused Strikes (3/3)
    Vindicator: Mass Destruction (2/3)
    Mastery: Dexterity Mastery (1/1)
  • synthozoicsynthozoic Posts: 61 Arc User
    edited April 2014
    selphea wrote: »
    Some quick ideas:

    Thanks very much for that detailed breakdown! And thanks for the pointer as where to put discussions like this in the future.

    Now, I'm off to retcon and rebuild!
  • flowcytoflowcyto Posts: 12,857 Arc User
    edited April 2014
    W/ Selphea's build, I'd prob replace Ego Surge or one of the defense moves for EBA or something, just to have another move in melee to go w/ the TK combo.

    Prob would also rank up the block, as ranged/TK builds are very susceptible to knocks in melee, but knowing when to block can help.

    Also note that in this build Evasive has the Sleight of Mind adv, which makes it a potential aggro drop. That's fine if you actually want to try to drop aggro, but if ur just using EM for the dodge buff then SoM's chance to drop threat can reset mobs, and that can be counter-productive. If ur sticking w/ EM, you'd have to decide which functionality you want out of it.
    <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!
  • ajanusajanus Posts: 501 Arc User
    edited April 2014
    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: Sureshot
    Level 6: Agile
    Level 9: Enduring
    Level 12: Brilliant
    Level 15: Acrobat
    Level 18: Healthy Mind
    Level 21: Coordinated

    Powers:
    Level 1: Eldritch Bolts
    Level 1: Aura of Primal Majesty (Rank 2, Rank 3)
    Level 6: Two-Gun Mojo (Rank 2, Rank 3, Accelerated Metabolism)
    Level 8: Concentration
    Level 11: Molecular Self-Assembly
    Level 14: Storm of Arrows (Rank 2, Achilles' Heel)
    Level 17: Ego Surge (Nimble Mind)
    Level 20: Conviction (Rank 2, Rank 3)
    Level 23: Explosive Arrow (Where's the Kaboom?)
    Level 26: Masterful Dodge
    Level 29: Resurgence (Evanescent Emergence)
    Level 32: Force Shield (Force Sheathe)
    Level 35: Skarn's Bane (Rank 2, Rank 3)
    Level 38: Hex of Suffering (Rank 2, Rune of Lethargy)

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

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

    Maybe this is something similar to your old toon.

    AoPM is pretty wizardly and will benefit any power you want to throw in. Also tossed in a couple of wizard powers like Skarn's and Hex since they are both effective and don't necessarily clash with theme.

    2GM helps with pistol power, and a few Archery powers to help with arrows.


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  • synthozoicsynthozoic Posts: 61 Arc User
    edited April 2014
    flowcyto wrote: »
    W/ Selphea's build, I'd prob replace Ego Surge or one of the defense moves for EBA or something, just to have another move in melee to go w/ the TK combo.

    Prob would also rank up the block, as ranged/TK builds are very susceptible to knocks in melee, but knowing when to block can help.

    Also note that in this build Evasive has the Sleight of Mind adv, which makes it a potential aggro drop. That's fine if you actually want to try to drop aggro, but if ur just using EM for the dodge buff then SoM's chance to drop threat can reset mobs, and that can be counter-productive. If ur sticking w/ EM, you'd have to decide which functionality you want out of it.

    Thanks, I'll consider that advice too.
    ajanus wrote: »


    [...]

    Maybe this is something similar to your old toon.

    AoPM is pretty wizardly and will benefit any power you want to throw in. Also tossed in a couple of wizard powers like Skarn's and Hex since they are both effective and don't necessarily clash with theme.

    2GM helps with pistol power, and a few Archery powers to help with arrows.

    And I'll consider this advice as well.

    I already spent the retcon token and started along the path selphea suggested but I might tweak things on the lines you both have suggested.
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