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The Combo Blaster (a short guide)

flowcytoflowcyto Posts: 12,859 Arc User
edited April 2016 in Builds and Roles
To try to break from the monotony of Guardicator/Wardicator builds (and to take a break from all the in-game power testing I do), I've been exploring some options to make not as common spec options work. Avenger, Brawler, and Sentinel I have taken particular fondness to of late, mainly due to the fun of making their perks work out in a build. They can force a basic change in playstyle beyond Ward/Guardicator, and help ya explore new options.

Its no secret that melee + ranged mixes are pretty restricted in terms of options atm. I think we can all safely assume that such builds will never, by default, be 'optimal'- one way or another some of ur build will only benefit one type of attack vs. the other.

Well, I'm here to introduce another window for melee/ranged mix builds: what I dub simply the 'Combo Blaster'.


How does it work? Well, I'll outline the basic premise via some key interactions:

- Avenger Mastery (AvM) and a basic blast are, ofc, core to the build, as is any melee combo.
- Melee combos (mostly) hit pretty rapidly- generating a good frequency of hits per sec. This makes most of them good candidates to proc AM frequently- since AvM looks at a 5-sec window for crits, and has no internal cd when used.
- Warden's Slaughter greatly boosts the crit rate of combos (upto 9% flat, and this is DR-free) to help proc AM even more. Thus, the basic spec setup for these types of builds will be Warden + Avenger, having a high crit rate even w/o high-end gear.
- Quarry allows one to capitalize on Ego's additive ranged dmg w/o having to gear for Ego at all, instead gearing for Int for its wider benefits. It also boosts all types of damage, being a versatile passive w/ some dodge/avoid boosts for defense.
- W/ Quarry and Int, Molecular Self-Assembly (MSA) is an easy choice for the EU.
- Concentration (Conc) becomes the ideal toggle (at lvl 40 once ya get AvM) due to all these nice interactions with Int. Conc can be built and maintained rather quickly w/ AvM procs, even given you'll be in melee range of the target. Since melee combos are rather cheap, energy should be easy to manage as long as there's something to roll MSA in between AvM-powered Blasts.
- Preemptive Strikes (PS) in Avenger means ya can follow up the AM Blast w/ a good non-Blast ranged power, for a basic rotation of: melee Combo till AM procs -> charged Blast -> non-Blast ranged attack.
- Ideally the non-Blast ranged spell you pick can also trigger MSA, but if not ya can throw in a quick and cheap cd afterwards to proc MSA (lunges, Hurl in Might, Force Geyser, etc. w/e may fit ur theme).
- Using the Ranged dps role is ideal (Hybrid role works too), since the blast and the follow-up non-blast ranged attack will be responsible for most of ur damage.
- Avenger's Round Em Up works for melee and ranged powers, so an AoE combo (Blade Tempest, Cleave), and/or a an AoE non-Blast ranged spell, or Stone Shot (the only AoE-flagged blast at base) can all work with REU.
- Since one is likely in the Ranged role and already using Concentration (plus boosting Ego w/ Audacity) these builds can use Ranged attacks for AoE as well as any pure Ranged dps'er can - giving them a stark advantage over most pure melee builds.
- W/ Con as a SS, Ego Surge w/ Nimble Mind (ES/NM) is the obvious burst dps cd of choice that hikes up AMs proc rate. Other crit-based options for Active Offenses (AO's) include Lock n Load (LnL), Imbue, or Ice Sheath.
- Int or Dex can be used as the PSS, though you'll want to gear mainly for Int and Con when using Conc + Quarry + MSA regardless.


Below is a sample template to use that highlights the basic setup (more odd builds/combinations to explore after this):

Name: Flow's Combo Blast Template

Archetype: Freeform

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

Talents:
Level 1: The Glacier
Level 6: Covert Ops Training
Level 9: Healthy Mind
Level 12: Coordinated
Level 15: Acrobat
Level 18: Quick Recovery
Level 21: Negotiator

Powers:
Level 1: Energy Builder of Choice
Level 1: Combo of Choice (Rank 2, Rank 3)
Level 6: Blast of Choice (Rank 2, Rank 3)
Level 8: Quarry (Rank 2, Rank 3)
Level 11: Concentration
Level 14: Ranged AoE Power of Choice (Rank 2, Rank 3)
Level 17: Conviction (Rank 2, Rank 3)
Level 20: Molecular Self-Assembly
Level 23: Cooldown-based Attack for Molec. Self-Assembly (if needed)
Level 26: Non-Blast Ranged Attack (Rank 2, Rank 3)
Level 29: Ego Surge (Rank 2, Nimble Mind)
Level 32: w/e ya want
Level 35: "
Level 38: "

Specializations:
Intelligence: Enlightened (3/3)
Intelligence: Tactician (2/2)
Intelligence: Detect Vulnerability (3/3)
Intelligence: Expertise (2/2)
OR
Dexterity: Combat Training (2/3)
Dexterity: Gear Utilization (3/3)
Dexterity: Deadly Aim (3/3)
Dexterity: Expose Weakness (2/2)

Warden: Fortified Gear (2/3)
Warden: Slaughter (3/3)
Warden: Ruthless (2/2)
Warden: The Best Defense (3/3)
Avenger: Ruthless (2/2)
Avenger: Anguish (2/2)
Avenger: Round 'em Up (1/3)
Avenger: Offensive Expertise (2/2)
Avenger: Preemptive Strike (3/3)
Mastery: Avenger Mastery (1/1)

If leveling w/ the build, and since AM isn't avail till lvl 40, ya can either keep the melee and ranged mix for theme using Form of the Tempest + Dex gearing (instead of Conc + heavier Int), or just play/level as a normal Ranged dps toon till lvl 40.

Since you'll want to be in melee, gearing some Str (upto 70) and/or getting a block power and ranking it up are good options to explore to help in dealing w/ knocks.

Again, the basic premise is: combo till AM procs, fire off a charged blast, use up Preemptive Strikes on a non-blast ranged attack, repeat (throwing MSA and any debuffs or buffs in as needed).


Some other interesting interactions one could explore, changing a few aspects, but keeping the same basic combo -> blast playstyle:

- Dodger: Thundering Kicks as the combo + Bountiful Chi Resurgence/R.Reiki to make a decent dodge-based off-tank.
- The Force is strong in you: any combo + Force Blast + follow-up, using Enrage + Str, for a knock-hardy version that could use Str PSS (and also Unleashed Rage, ofc).
- Combo Controller: Bullet Beatdown + Eldritch Blast or Exp Blaster + follow-up, using Manipulator and Int or Pres. Both attacks can proc/stack Manip, and B.Beatdown is the only combo that mixes in some Ranged hits. If using BB's NwoI adv, then ya can stick Howl in there for a source of Enrage (and MSA).
- Blast Bleeder: Viper's Fangs or Shred w/ Pen.Strikes adv + Physical dmg Blast + Iron Lariat w/ adv. Shredded buffs all physical dmg in addition to its slashing bonus, and the Lariat can stack bleed while procing MSA. If ya can throw in Reaper's Embrace to Rupture at 5x bleed, then ya can get more burst dps from this setup.
- Melee-Earth combo? Sure: Hurl w/ Strong Arm adv (start w/ MSA rolling) + Beatdown + AM-Stone Shot + R3 Upheaval. Can play this one in the Melee role if ya want, also potentially using Enrage + Str instead.
- Another Earth combo: Beatdown + Stone Shot + Cave In w/ adv, using Enrage + Str. The adv makes full charges of Cave In turn any Stagger stacks into Enrage stacks on you (it also stuns, and these stuns can work w/ Manip, but then ya wanna skip the Enrage-granting adv on Cave In and use a setup that supports Manip).
- Sharp Toxins: Viper's Fangs w/ Spitting Cobra adv + Infernal Blast + Defile. IB renews all poisons (including Defile's). Can also use Aspect of the Infernal (vs. Conc) and/or Supernatural Power (vs. MSA, w/ some Rec/End gearing).

- Special Note about Ego Blades: The TK Blade combo is very good for this template, as it scales w/ the Ego that Audacity gives (though its still flagged as melee dmg) and nets a really high crit rate once Ego Leech is stacked up. Ya can make a Ego-dmg version that pairs w/ Ego Blast (for which AM will be procing often) and any DoTs ya want.
- Note also that when Preemptive Strikes is used by a DoT (read: Mental Storm) it will buff the entire DoT cast and not just the first tick. 'DoTs' do not count 'entities' like Dust Devil, however (which PS doesn't even work with).

.. and prob many more. Use ur imagination! *jumps over a sparkly rainbow w/ a unicorn*


So, how's the dps?

Its pretty good, albeit not stellar (in my cheap-o gear, a basic TKicks + Force Blast + Force Detonation combination is ~3k dps, which is around the middle for many of my mid-gear pure dps FFs that use a theme). Again, melee-ranged mixes can't ever be 'optimal', but if ya combine the right spells together ya can get solid damage, can dps at practically any range, and have access to wide-reaching AoE (despite ur pref to get in the thick of things). Plus, well.. its fun!

Hope you enjoyed this mini-guide. Thanks for reading!
<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!
Post edited by flowcyto on

Comments

  • jasinblazejasinblaze Posts: 1,366 Arc User
    edited August 2014
    looks good
    one complaint
    Quit calling them spells this isn't Wow ;)
  • flowcytoflowcyto Posts: 12,859 Arc User
    edited August 2014
    jasinblaze wrote: »
    one complaint
    Quit calling them spells this isn't Wow ;)

    haha, alright. That's just to break the tedium of calling everything a power or attack :p

    and blah, I confused Merciless w/ Slaughter in-name; fixing that :x

    also added a special note for the TK blade combo
    <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!
  • helbjornhelbjorn Posts: 678 Arc User
    edited August 2014
    My biggest complaint in making a hybrid build that relies on being in melee range to support the ranged portion is that in group content staying in melee range reliably enough to pull off your combos is difficult.

    In most alerts/lairs, etc. mobs are usually running here and there between players or getting knocked away, or just simply die so quickly that your DPS potential is never realized.

    But I suppose that could be said about any build that's not exclusively ranged.
  • flowcytoflowcyto Posts: 12,859 Arc User
    edited August 2014
    helbjorn wrote: »
    My biggest complaint in making a hybrid build that relies on being in melee range to support the ranged portion is that in group content staying in melee range reliably enough to pull off your combos is difficult.

    In most alerts/lairs, etc. mobs are usually running here and there between players or getting knocked away, or just simply die so quickly that your DPS potential is never realized.

    But I suppose that could be said about any build that's not exclusively ranged.
    Yup, it can be applied to any melee build at large, and yup its another reason why the melee/range mix can never really be optimal. Adding in a lunge is a universal MSA trigger that can help vs. that, though.

    I find w/ trash mobs that ur usually AoE-ing optimally anyways (threat or survival issues notwithstanding), and that's where having a powerful ranged AoE can be handy cause the reach tends to be better, as this sort of build could have. The combo-blast is mostly for single-target purposes. I'm not expecting most players to interrupt their AoE w/ an ST blast in most AoE cases- sans to pick off a straggler or w/e (though the option is there).
    <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!
  • dontaskdontask Posts: 95 Arc User
    edited August 2014
    Brilliant post!
  • jonesing4jonesing4 Posts: 803 Arc User
    edited August 2014
    Flow, you magnificent bastard, you've done it again. Loving the possibilities here.

    For a few weeks now, I've been trying to nail down a build that I like for a wind/MA costume I'd made. It seems something like this might work:

    PowerHouse (Link to this build)

    Name: Maelstrom

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

    Powers:
    Level 1: Wind Lash
    Level 1: Gust (Rank 2, Rank 3)
    Level 6: Thundering Kicks (Rank 2, Rank 3)
    Level 8: Quarry (Rank 2, Rank 3)
    Level 11: Concentration
    Level 14: Conviction (Rank 2, Rank 3)
    Level 17: Molecular Self-Assembly
    Level 20: Whirlwind (Rank 2, Vortex)
    Level 23: Typhoon (Rank 2, Rank 3)
    Level 26: Ego Surge (Nimble Mind)
    Level 29: Masterful Dodge
    Level 32: Backhand Chop (Rank 2, Rank 3)
    Level 35: Thunderbolt Lunge
    Level 38: Evasive Maneuvers (Rank 2, Rank 3)

    Specializations:
    Dexterity: Gear Utilization (3/3)
    Dexterity: Power Swell (2/2)
    Dexterity: Deadly Aim (3/3)
    Dexterity: Expose Weakness (2/2)
    Warden: Fortified Gear (2/3)
    Warden: Slaughter (3/3)
    Warden: Ruthless (2/2)
    Warden: The Best Defense (3/3)
    Avenger: Ruthless (2/2)
    Avenger: Round 'em Up (3/3)
    Avenger: Relentless Assault (2/3)
    Avenger: Preemptive Strike (3/3)
    Mastery: Avenger Mastery (1/1)

    A question I had, which I can probably just ask here, is what you know about Interrupts. Who do they work against, how often can they work, do they always work, etc.? Backhand Chop is decent DPS as a quick-hitting power to work into the rotation, has a great short CD to fuel MSA, and has some extra utility in that Interrupt. But I wanted to know exactly how effective that might be.

    At any rate, great guide, keep up the good work.
  • flowcytoflowcyto Posts: 12,859 Arc User
    edited August 2014
    jonesing4 wrote: »
    A question I had, which I can probably just ask here, is what you know about Interrupts. Who do they work against, how often can they work, do they always work, etc.? Backhand Chop is decent DPS as a quick-hitting power to work into the rotation, has a great short CD to fuel MSA, and has some extra utility in that Interrupt. But I wanted to know exactly how effective that might be.

    At any rate, great guide, keep up the good work.

    Thanks, and as far as interrupts- they work for everything not at boss-level (as with most CC effects). And that's prob a good thing cause when spammed, interrupts can be crippling to mob AI, I find. If they'd be enabled vs. bosses, many bosses would be rendered quite impotent.

    When I leveled using Power Gauntlet as my main attack I found that not only can the interrupt function to stop any charge attack (as you'd expect) but that it also could stop any special attack that wasn't simply the mob's basic auto-attack. It ended up being a good mitigation tool cause when forced to stop specials and re-engage in auto-attacking (also causing delays in attack patterns), a mob's dps greatly decreases.

    Ofc, that was w/ a spam-able ranged interrupt (though its not guaranteed each use), whereas Backhand is guaranteed but not spam-able, so ymmv using it. Fortunately, Backhand is also a (under-utilized) high-dps cd for MSA, and w/ this build ya can get the Stinging Bee adv for a stack of Focus that will work w/ all ur Conc stacks (and Dex SS). R3 is good too, ofc, but ya may want to consider the special adv for it as well.

    My only concern w/ Wind is that Typhoon is a bit costly, but ya can always charge it to varying degrees depending on energy reserves (or just tap it and get back to combo-ing for AM, using the MSA trigger cd). I wouldn't know what would be better in practice for it, but ya can always try diff stuff in the PH and see how the energy situation is. Else, ur build looks pretty good, provided ya can work w/ Conviction (and health packs) being ur only heal power.
    <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!
  • selpheaselphea Posts: 1,229 Arc User
    edited August 2014
    Nice idea!

    My main question is, if you're going to crit a lot, and if you're doing at least one Combo per Blast, and Combos typically have higher base DPS than Blasts and are buffed further with Slaughter, shouldn't you be running in melee mode with a melee Form like FotT? And then use a melee Preemptive Strike consumer.

    Probably the biggest weakness is not the concept itself, but an ironic lack of synergy between many Blasts and their unlock - aside from Shadow Blast with PsychoBreak, no other Blast can reliably be used as a standalone Energy Unlock trigger, otherwise we'd have a nice alternative to the typical MSA attack for melee characters, that also gives a serviceable ranged option. And to make things worse, PsychoBreak doesn't proc Vulnerability :/
  • flowcytoflowcyto Posts: 12,859 Arc User
    edited August 2014
    :fades in:

    Heya Selphea- thanks for helping to give advice to others while I'm preoccupied, and thanks for ur feedback 8)
    selphea wrote: »
    My main question is, if you're going to crit a lot, and if you're doing at least one Combo per Blast, and Combos typically have higher base DPS than Blasts and are buffed further with Slaughter, shouldn't you be running in melee mode with a melee Form like FotT? And then use a melee Preemptive Strike consumer.
    Well, one main reason is because Preemptive Strikes (last I checked at least) doesn't work with melee spells. If it did, one could definitely propose a combo -> blast -> melee cd attack string w/ FotT and the melee dps role as an alternative to this (though it loses power in any ranged spell ya may take for AoE purposes).

    Now, ya dun necc need Preemptive Strikes and the non-blast Ranged attack- I was just taking adv of game-play altering options in Avenger beyond just the mastery to make the overall build more interesting (and hopefully entertaining).

    A more basic alternative which could also work is just using combo -> AM blast and putting those spec points into Surprise Attack instead (since most blasts and combos are ST). Since there is a some variance w/in the blasts and combos themselves, I am unsure in this simplified version which would be better: Melee w/ Dex/FotT or Ranged w/ Con/Int. I assume the former, but ofc I can't really test that atm. If ur still using a EU (read: prob MSA) trigger, then it may also depend on what attack type that trigger is.
    Probably the biggest weakness is not the concept itself, but an ironic lack of synergy between many Blasts and their unlock - aside from Shadow Blast with PsychoBreak, no other Blast can reliably be used as a standalone Energy Unlock trigger, otherwise we'd have a nice alternative to the typical MSA attack for melee characters, that also gives a serviceable ranged option.
    Yeah I agree, but at least basic charged blasts and combos are rel cheap vs. most other attacks. A few blasts do have some EU interactions, but not most, and not all reliably:
    Chain Lightning (<-ew, Ionic Reverb)
    Gust (Wind Reverb)
    Straight Shot (Hunter's Instinct)
    Ego Blast (TP Reverb)
    Shadow Blast (Spirit Reverb)

    ..and I think that's it w/o checking in-game. Firestrike could be in there.. if the damn thing had a charge. Mm, not a great list.

    Ego Blast/MO w/ TP Reverb, Pres' Moment of Glory, and the high crit rate of TK blade combo sounds interesting. Add Vuln + Mental Storm and that could be a nice one. Hm.. sounds like I'd have some extra build experimenting to do whenever I get back :x

    :fades out into the night to bring justice to shady criminals (or to sleep, whichev):
    <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!
  • selpheaselphea Posts: 1,229 Arc User
    edited August 2014
    Out of that list, Chain Lightning is just terribad, Gust won't work as a melee, Straight Shot isn't a guaranteed crit for HI.

    Ego Blast has potential but then you kind of get funnelled down to Mind Opener and Mental Storm, which goes back to tap spam :x
  • flowcytoflowcyto Posts: 12,859 Arc User
    edited August 2014
    Yea, CL needs a major buff :v
    Gust won't work as a melee,
    true, but the combo-blast is mostly for ST, and vs. bosses the repel won't really matter. I find melee mobs still tend to stay in melee range w/ repels just cause of their pathing tendencies.
    Ego Blast has potential but then you kind of get funnelled down to Mind Opener and Mental Storm, which goes back to tap spam :x
    Well at some point ya just have accept some amount of sub-optimal performance from these mix style builds (beyond the more common 'melee for ST, ranged for AoE' setup, which is more of a segregation than a mix imo).
    Last I checked, though, MO was better than R3 even on charge (assuming TP Reverb's up), but I can't test that atm.

    The EU doesn't really have to cover much ground, tbh, since Quarry + Int + Conc can handle most of the cost of 1 combo + 1 charged blast as is. Well.. unless ya using laser sword or w/e.
    <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!
  • selpheaselphea Posts: 1,229 Arc User
    edited August 2014
    flowcyto wrote: »
    true, but the combo-blast is mostly for ST, and vs. bosses the repel won't really matter. I find melee mobs still tend to stay in melee range w/ repels just cause of their pathing tendencies.

    Yea I was mostly thinking about the MVs that survive the initial AoE and take a while to kill, especially Draysha Enforcers with Defiance.
    Well at some point ya just have accept some amount of sub-optimal performance from these mix style builds (beyond the more common 'melee for ST, ranged for AoE' setup, which is more of a segregation than a mix imo).
    Last I checked, though, MO was better than R3 even on charge (assuming TP Reverb's up), but I can't test that atm.

    Yep it's Hard Frost-level so it'll definitely be worth taking over R3, but where I'm coming from is that a new build concept that uses something that's already good (Ice Blast + HF or Ego Blast + MO) but doesn't make it better isn't all that exciting. On the other hand a new build concept that uses something average or below average and takes it close to competitive is.
    The EU doesn't really have to cover much ground, tbh, since Quarry + Int + Conc can handle most of the cost of 1 combo + 1 charged blast as is. Well.. unless ya using laser sword or w/e.

    It's the PS consumer really - seems a waste to not have one. If it has to be ranged I'd lean towards a fast, no-nonsense instacast. It looks like Ego Weaponry with Siphoning Strikes -> Shadow Blast -> Tapped Ruin with ParaPara and Spirit Reverb on a tank build with high Con has the most synergy there. Then you can go Mental Disc instead of FotT/Conc.
  • flowcytoflowcyto Posts: 12,859 Arc User
    edited September 2014
    So, after some more mucking around, I found a fun variant using ice blast and rimefire. My initial tests w/ Beatdown as the combo had me netting a much lower crit rate on it than expected, though. After switching just the combo to something different (VF), my combo crit rate shot up to what I expected.

    I have reason to believe that something is crit-suppressing R3 Beatdown (and possibly all ranks)- could be that Slaughter decreases its crit instead of raises it, or maybe it has to do w/ ES/NM, or the stacking & falling stagger debuff - I dunno. The tests were multiple 7-15 min ones where I was observing a much lower crit on it than expected (~30-35% vs. 50-55%)

    I already wiped the parse data, so I'll just have to run some more tests later to verify, I guess (never trusted Beatdown after noticing its 3pt blindside blow adv seems to almost not work at all, either additively or multiplicatively).
    <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!
  • flowcytoflowcyto Posts: 12,859 Arc User
    edited September 2014
    Well this rabbit hole w/ Beatdown seemed deep, and then my shoddy memory struck again!

    I won't post all the data in this reply. Instead ya can just browse this sheet for most of the info; the gist I'll repeat here:

    https://docs.google.com/spreadsheets/d/1LlnrZ0O0hWedpq2xbyiXxjTnz8GgkscOddAi1J7dv9I/edit#gid=0


    Basically, Beatdown at R3 has some hidden slashing dmg added to the first 2 hits of the combo. These 'ghost' hits do 0 dmg, have broken resist, and also cannot 'crit'. The combat log (and thus also the parser) picks them up as 'hits' anyways, and this lowers the parsed crit well below what it actually is.

    Ofc.. I didn't remember this until well into the tests and running w/ many other combos :x

    I still can't explain fully why some combos netted only low-50% crit w/ the full build, while others got more what I expected (low-60%). Could be ES/NM timing/RNG, but over the many long parses I'm not sure that's really the full explanation.


    I did see that Slaughter still affected Beatdown at both R1 and R3 properly w/ just basic combo spamming, so yeah.. I dunno.

    --

    A side-note also covered in the sheet: Beatdown's Blindside Blow adv seems to have gotten the Upper Hand treatment and isn't working properly (or at all).

    I did not notice a significant non-crit hit range difference when testing the adv on rooted/snared targets and w/o.

    This could be because the BsB adv text specifies '+50% Crushing Damage', and I suspect that many items or gear that had such specific modifiers were old and prob deactivated w/ the On Alert gear/stat re-haul. It may be the adv got the same treatment as a side-effect. Could also simply be the 'ghost hits' at R3 of Beatdown messing up other aspects of the power's code.


    annnd, time for a break- CO driving mah brain crazee! May have some more combo-blaster related stuff in the future.
    <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!
  • pantagruel01pantagruel01 Posts: 7,091 Arc User
    edited September 2014
    flowcyto wrote: »
    This could be because the BsB adv text specifies '+50% Crushing Damage', and I suspect that many items or gear that had such specific modifiers were old and prob deactivated w/ the On Alert gear/stat re-haul.
    Far as I know, they still work, they just have a bugged tooltip -- that +50% was actually +50% damage resistance. Doesn't have anything to do with Beatdown. However, many powers with a damage bonus treated it as a conventional damage bonus, which means if you already have a damage bonus of +150% (easily possible with strength and enrage) it will be less damage than increased rank.
  • flowcytoflowcyto Posts: 12,859 Arc User
    edited September 2014
    Far as I know, they still work, they just have a bugged tooltip -- that +50% was actually +50% damage resistance. Doesn't have anything to do with Beatdown. However, many powers with a damage bonus treated it as a conventional damage bonus, which means if you already have a damage bonus of +150% (easily possible with strength and enrage) it will be less damage than increased rank.
    Interesting that those items still work (my earliest toon still has one, but I've never tested it out).

    But the tests for Blindisde that I did were on a hybrid FF w/ no toggle, passive, or offense geared at the time, and only w/ 5 Str/Ego. I only had some minor passive dmg from ~100 Rec PSS (no other SS's). So the passive dmg DR wouldn't have been much a factor.. well, certainly not enough to make a 50% additive bonus seem like nothing at all.
    <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!
  • mingtran2mingtran2 Posts: 2 Arc User
    edited September 2014
    Was trying to make a Cyborg Beast themed character, originally going to be Electric/Beastial, however looking at Quarry, maybe Force instead for better synergy
  • flowcytoflowcyto Posts: 12,859 Arc User
    edited September 2014
    mingtran2 wrote: »
    Was trying to make a Cyborg Beast themed character, originally going to be Electric/Beastial, however looking at Quarry, maybe Force instead for better synergy
    Well, if ya can wait for the new AT and unlock its powers, Rocket Punch can effectively replace Force Blast or Tac Missiles now, depending on ur concept. There's a higher base dmg on Rocket Punch even factoring in Force Blast's knock immune bonus, and with the adv it can also knock if ya want it to for Enrage or w/e.

    Electricity + Bestial SN can be done like this:

    PowerHouse (Link to this build)

    Archetype: Freeform

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

    Talents:
    Level 1: The Savage
    Level 6: Covert Ops Training
    Level 9: Coordinated
    Level 12: Acrobat
    Level 15: Healthy Mind
    Level 18: Quick Recovery
    Level 21: Negotiator

    Powers:
    Level 1: Electric Bolt
    Level 1: Shred (Rank 2, Penetrating Strikes)
    Level 6: Tactical Missiles (Rank 2, Rank 3)
    Level 8: Concentration
    Level 11: Quarry (Rank 2, Rank 3)
    Level 14: Conviction (Rank 2, Rank 3)
    Level 17: Molecular Self-Assembly
    Level 20: Lightning Storm (Rank 2, Stolen Thunder)
    Level 23: Thunderstrike (Rank 2, Rank 3)
    Level 26: Resurgence (Rank 2)
    Level 29: Pounce
    Level 32: Ego Surge (Rank 2, Nimble Mind)
    Level 35: Electric Shield (Rank 2)
    Level 38:

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

    Specializations:
    Intelligence: Enlightened (3/3)
    Intelligence: Tactician (2/2)
    Intelligence: Detect Vulnerability (3/3)
    Intelligence: Expertise (2/2)
    Avenger: Ruthless (2/2)
    Avenger: Round 'em Up (3/3)
    Avenger: Offensive Expertise (2/2)
    Avenger: Preemptive Strike (3/3)
    Warden: Fortified Gear (2/3)
    Warden: Slaughter (3/3)
    Warden: Ruthless (2/2)
    Warden: The Best Defense (3/3)
    Mastery: Avenger Mastery (1/1)

    Again, ya can replace Tac Missiles_FB w/ Rocket Punch. Thunderstrike would be ur MSA trigger and preemptive strikes consumer after using the blast. Thematic block I imagine could be either elec shield, energy shield, or retaliation.

    Ofc, there's other ways to go about a cyborg or experimental beast (ex. mixing in the sparkstorm toggle w/ bestial SN melee attacks like shred and massacre), but since ya posted in this thread I assume ya wanna tackle it from the angle of a combo blaster :x
    <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!
  • flowcytoflowcyto Posts: 12,859 Arc User
    edited September 2014
    selphea wrote: »
    It's the PS consumer really - seems a waste to not have one. If it has to be ranged I'd lean towards a fast, no-nonsense instacast. It looks like Ego Weaponry with Siphoning Strikes -> Shadow Blast -> Tapped Ruin with ParaPara and Spirit Reverb on a tank build with high Con has the most synergy there. Then you can go Mental Disc instead of FotT/Conc.
    Oh and I missed this before, but yeah I was throwing together a build like that and it looks pretty scary. Mental Storm can be added in as well since it can also benefit from Preemptive Strikes.


    And on that note- what you brought up a few weeks back (I think) concerning SB -> ER taps and problems w/ PS not being consumed due to skipping delay.. is unfortunately quite relevant to this sort of build, I've found.

    Ya can def skip the activation delay for the attack the follows the AM-charged blast, but doing so w/ a ranged spell pretty much guarantees that it won't properly consume or be buffed by Preemptive Strikes, unless its a charged ability. It seems one reason for the delay is perhaps to allow these effects to process, but its still a flawed system how its been implemented.

    Basically: if the non-blast Ranged power ur using is instant or tapped, ya want to very slightly delay using it right after the AM-blast- so PS is properly used each time after an AM-blast. If PS isn't consumed after using the non-blast, then you likely skipped a bit of the activation delay that bridges ability use.
    <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!
  • mingtran2mingtran2 Posts: 2 Arc User
    edited September 2014
    thanks, will try it out
  • selpheaselphea Posts: 1,229 Arc User
    edited September 2014
    flowcyto wrote: »
    Oh and I missed this before, but yeah I was throwing together a build like that and it looks pretty scary. Mental Storm can be added in as well since it can also benefit from Preemptive Strikes.

    And on that note- what you brought up a few weeks back (I think) concerning SB -> ER taps and problems w/ PS not being consumed due to skipping delay.. is unfortunately quite relevant to this sort of build, I've found.

    Ya can def skip the activation delay for the attack the follows the AM-charged blast, but doing so w/ a ranged spell pretty much guarantees that it won't properly consume or be buffed by Preemptive Strikes, unless its a charged ability. It seems one reason for the delay is perhaps to allow these effects to process, but its still a flawed system how its been implemented.

    Basically: if the non-blast Ranged power ur using is instant or tapped, ya want to very slightly delay using it right after the AM-blast- so PS is properly used each time after an AM-blast. If PS isn't consumed after using the non-blast, then you likely skipped a bit of the activation delay that bridges ability use.

    You could always flip the rotation around. Instead of Combo - Blast - Consumer, do the first rotation as Combo - Blast, then Combo - Consumer - Blast :p
  • flowcytoflowcyto Posts: 12,859 Arc User
    edited September 2014
    not a bad idea, but does going from the blast to the combo still entail skipping the delay? (cause I'm honestly not sure)


    (annd, le sigh 8( TC noooooo! I want to like you; whyyyyy?)
    <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!
  • moxiedangermoxiedanger Posts: 191 Arc User
    edited September 2014
    Hey Flow,

    This idea gives me hope for making a Bestial/Infernal concept work. Question: do you know how Avenger Mastery affects maintains? I was hoping to run: Defile->Shred->Infernal Blast->Venomous Breath. Between Pestilence (sub-optimal, but concepty), Bleed, and Deadly Poison, I figured that wouldn't be half-bad single target DPS.
  • flowcytoflowcyto Posts: 12,859 Arc User
    edited September 2014
    Hey Flow,

    This idea gives me hope for making a Bestial/Infernal concept work. Question: do you know how Avenger Mastery affects maintains? I was hoping to run: Defile->Shred->Infernal Blast->Venomous Breath. Between Pestilence (sub-optimal, but concepty), Bleed, and Deadly Poison, I figured that wouldn't be half-bad single target DPS.
    Avenger Mastery works w/ any critical hits- no matter melee, ranged, or attack type, so yes it'll work w/ whatever AoE or maintain power ya pick.

    Ofc, Venom breath is low single-target dps, so I wouldn't make that part of the single-target rotation, but ya can fire off quick blasts between AoE'ing if ya want to pick off a straggler at ranged or w/e.

    If ur using Supernatural Power and Pestilence, I'd prob make the ST rotation: Defile -> Shred -> Infernal Blast as the opener, then Shred -> Defile -> IBlast on repeat. Can throw firesnake in there too. If ya wanted to use MSA instead of SP, I'd prob use vile lariat w/ adv as the PS consumer (instead of Defile, though prob keeping Defile for its debuff, which IBlast will renew).
    <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!
  • guyhumualguyhumual Posts: 2,412 Arc User
    edited September 2014
    I'm currently trying this out with a ice/heavy weapons build (level 30 ATM) but I don't understand some of your abbreviations. specifically:
    flowcyto wrote: »

    Level 23: CD attack for MSA (if needed)
    What does CD stand for?
  • moxiedangermoxiedanger Posts: 191 Arc User
    edited September 2014
    Cooldown, to proc Molecular Self-Assembly.
  • guyhumualguyhumual Posts: 2,412 Arc User
    edited September 2014
    Cooldown, to proc Molecular Self-Assembly.

    Ahh! "Cool down" seems so obvious now. I took a lunge at that level anyways. I got everything else but for some reason I couldn't figure that abbreviation out. Thanks! :smile:
  • flowcytoflowcyto Posts: 12,859 Arc User
    edited September 2014
    I'll update the OP to help clarify abbreviations like that- not a bad idea.
    <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!
  • mingtran2mingtran2 Posts: 2 Arc User
    edited September 2014
    can you swap Quarry with Pestilence and still be as effective?
  • flowcytoflowcyto Posts: 12,859 Arc User
    edited September 2014
    mingtran2 wrote: »
    can you swap Quarry with Pestilence and still be as effective?
    Yup. Any passive can be used, really. I just put Quarry in there cause its the most versatile offensive passive, and w/ MSA and Audacity it offers the best synergy w/ Int gearing.
    <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!
  • darkjzerodarkjzero Posts: 2 Arc User
    edited December 2014
    Hello
    I am trying to build a Combo Blaster as a Cosmic Being, I just cant decide if I should use Might or Heavy Weapon for my melee combo bits, I wanted to do Paranormal Damage, so I was thinking of using Shadow Form just so I can add the Mentalist Power Selection as well to my choices. I guess the main Question is where to start with the build

    Thank you
  • flowcytoflowcyto Posts: 12,859 Arc User
    edited December 2014
    Well, I'd recommend Ego Form then, cause it not only boosts Paranormal, but also Physical dmg to a lesser degree, and gives ya some extra damage resistance to boot. Quarry is still a good pick for the passive (when is it not :p) but its def not necessary for a combo blaster build.

    HW vs. Might is more-or-less down to ur own pref, as far as looks and whatnot. Beatdown (or Defense Combo) does hit notably faster than Cleave, though Cleave also has innate close-range AoE w/ each hit and procs/refreshes Enrage. The Mentalist DoTs do gain from Preemptive Strikes (Mental Storm being the highest dps of them by far, but also having the longest cd), so I'd prob use 1-2 of them, and/or use Ego Blast as ur blast spell.

    AoE could be anything from Might (Iron Cyclone w/ Vortex, Havoc Stomp), HW (Brimstone), or Mentlaist (TK Maelstrom_Eruption, Ego Storm) for upfront dmg. Earth, Force, Wind (or even PA) could also work- though that's up to you if those powersets fitting enough for the cosmic theme.

    Some build options using Might_HW + Mentalist- not exhaustive at all of the possibilities (and the powers can be mixed and matched), but just for a sampling and to give ya some ideas:

    ex1:
    PowerHouse (Link to this build)

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

    Talents:
    Level 1: The Glacier
    Level 6: Covert Ops Training
    Level 9: Healthy Mind
    Level 12: Acrobat
    Level 15: Coordinated
    Level 18: Quick Recovery
    Level 21: Negotiator

    Powers:
    Level 1: Psi Lash
    Level 1: Ego Blast (Rank 2, Rank 3)
    Level 6: Cleave (Rank 2, Rank 3)
    Level 8: Quarry (Rank 2, Rank 3)
    Level 11: Concentration
    Level 14: Conviction (Rank 2, Rank 3)
    Level 17: Molecular Self-Assembly
    Level 20: Iron Cyclone (Rank 2, Vortex Technique)
    Level 23: Decimate
    Level 26: Masterful Dodge
    Level 29: Mental Leech (Rank 2, Rank 3)
    Level 32: Mental Storm (Rank 2, Rank 3)
    Level 35: Guard (Rank 2)
    Level 38: Ego Surge (Rank 2, Nimble Mind)

    Travel Powers:
    Level 6:
    Level 35:

    Specializations:
    Intelligence: Enlightened (3/3)
    Intelligence: Tactician (2/2)
    Intelligence: Detect Vulnerability (3/3)
    Intelligence: Expertise (2/2)
    Warden: Fortified Gear (2/3)
    Warden: Slaughter (3/3)
    Warden: Ruthless (2/2)
    Warden: The Best Defense (3/3)
    Avenger: Ruthless (2/2)
    Avenger: Round 'em Up (3/3)
    Avenger: Offensive Expertise (2/2)
    Avenger: Preemptive Strike (3/3)
    Mastery: Avenger Mastery (1/1)

    ex2:
    PowerHouse (Link to this build)

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

    Talents:
    Level 1: The Glacier
    Level 6: Covert Ops Training
    Level 9: Acrobat
    Level 12: Healthy Mind
    Level 15: Coordinated
    Level 18: Quick Recovery
    Level 21: Negotiator

    Powers:
    Level 1: Psi Lash
    Level 1: Ego Blast (Rank 2, Rank 3)
    Level 6: Beatdown (Rank 2, Rank 3)
    Level 8: Ego Form (Rank 2, Rank 3)
    Level 11: Concentration
    Level 14: Conviction (Rank 2, Rank 3)
    Level 17: Molecular Self-Assembly
    Level 20: Shadow of Doubt (Rank 2, Rank 3)
    Level 23: Telekinetic Eruption (Rank 2, Enhanced Form)
    Level 26: Masterful Dodge
    Level 29: Mental Storm (Rank 2, Rank 3)
    Level 32: Retaliation (Rank 2)
    Level 35: Mighty Leap
    Level 38: Ego Surge (Rank 2, Nimble Mind)

    Travel Powers:
    Level 6:
    Level 35:

    Specializations:
    Dexterity: Combat Training (2/3)
    Dexterity: Gear Utilization (3/3)
    Dexterity: Deadly Aim (3/3)
    Dexterity: Expose Weakness (2/2)
    Warden: Fortified Gear (2/3)
    Warden: Slaughter (3/3)
    Warden: Ruthless (2/2)
    Warden: The Best Defense (3/3)
    Avenger: Ruthless (2/2)
    Avenger: Round 'em Up (3/3)
    Avenger: Offensive Expertise (2/2)
    Avenger: Preemptive Strike (3/3)
    Mastery: Avenger Mastery (1/1)
    <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!
  • darkjzerodarkjzero Posts: 2 Arc User
    edited December 2014
    Thank you
    While your build wasn't what i was looking for, it helped narrow down what I wanted, Thank you again and Merry Christmas
    Thanks
  • flowcytoflowcyto Posts: 12,859 Arc User
    edited December 2014
    darkjzero wrote: »
    Thank you
    While your build wasn't what i was looking for, it helped narrow down what I wanted, Thank you again and Merry Christmas
    Thanks
    anytime, and hope ur having a good holiday too.
    <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!
  • honkhillhonkhill Posts: 56 Arc User
    Hey, just bumping this to say I've been having fun with the bullet beatdown + eldritch blast + manipulator flavor of this build. But now with the changes to the pistol set, with the addition of new powers and the 'Furious' effect, would this affect the combo blaster at all?
    Catch me as '@Rotundo' in game
  • flowcytoflowcyto Posts: 12,859 Arc User
    edited February 2016
    Well, if ya wanna take adv of BB's Nw/oI adv, then yea you'll need Furious, and the best way to get that atm is via Burst Shot's special adv that grants it. You no longer shoe-horn in Concentration or Enrage via other means to get that special adv to work.

    If Burst Shot is made into a charged blast, then even pure Muni builds will be able to take part in builds like this.
    <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!
  • riveroceanriverocean Posts: 1,690 Arc User
    How about something like this for a Warrior/Mage type? I tried to build one ages ago.. and could never get it to work. Heavy weapons looks great the Dragon's Scepter or Wizard's staff.

    PowerHouse http://powerhouse.nullware.com/

    Link to this build: http://powerhouse.nullware.com/powerhouse.html?v=13&amp;n=War Wizard&amp;d=1432ObMGHPT0000M000M103G1036403G603J5037G00GE03G7009Q006500MB03QJ0000002WIF3SXU43Oy

    Name: War Wizard

    Archetype: Freeform

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

    Talents:
    Level 1: The Glacier
    Level 6: Covert Ops Training
    Level 9: Healthy Mind
    Level 12: Acrobat
    Level 15: Coordinated
    Level 18: Quick Recovery
    Level 21: Negotiator

    Powers:
    Level 1: Eldritch Bolts
    Level 1: Eldritch Blast (Rank 2, Rank 3)
    Level 6: Cleave (Rank 2, Rank 3)
    Level 8: Quarry (Rank 2, Rank 3)
    Level 11: Guard (Rank 2, Rank 3)
    Level 14: Conviction (Rank 2, Rank 3)
    Level 17: Molecular Self-Assembly
    Level 20: Brimstone (Rank 2, Rank 3)
    Level 23: Decimate
    Level 26: Unbreakable
    Level 29: Concentration
    Level 32: Circle of Primal Dominion (Rank 2, Rank 3)
    Level 35: Rebirth
    Level 38:

    Travel Powers:
    Level 6:
    Level 35:

    Specializations:
    Intelligence: Enlightened (3/3)
    Intelligence: Tactician (2/2)
    Intelligence: Detect Vulnerability (3/3)
    Intelligence: Expertise (2/2)
    Warden: Fortified Gear (2/3)
    Warden: Slaughter (3/3)
    Warden: Ruthless (2/2)
    Warden: The Best Defense (3/3)
    Avenger: Ruthless (2/2)
    Avenger: Round 'em Up (3/3)
    Avenger: Offensive Expertise (2/2)
    Avenger: Preemptive Strike (3/3)
    Mastery: Avenger Mastery (1/1)
    Questions About AT Play? Visit Silverwolfx11's Updated AT Guides!
  • flowcytoflowcyto Posts: 12,859 Arc User
    edited March 2016
    I had to double check, cause this isn't always the case w/ ranged instant cds, but it does seem like Hex of Suffering uses Preemptive Strike properly, so that's nice and makes it a good fit for the build. You'd then use Cleave till AvM proc -> charged Eld Blast -> Hex as ur single-target rotation. The new Hex will also debuff the target for Magic dmg, increasing Eld Blast dmg on targets affected by it- good for longer fights.

    Since ur using a melee AoE (Brimstone) I may go a melee role + FotT + Dex focus instead of Int + Conc + ranged, but its kinda up to you. Dex PSS is also good for this- prob more optimal dps than Int PSS, but Int PSS is still nice since Expertise will boost the crit% Dex gearing gives and the health Con gives. That's also up to you.

    PowerHouse (Link to this build)

    Archetype: Freeform

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

    Talents:
    Level 1: The Glacier
    Level 6: Covert Ops Training
    Level 9: Healthy Mind
    Level 12: Acrobat
    Level 15: Coordinated
    Level 18: Quick Recovery
    Level 21: Negotiator

    Powers:
    Level 1: Eldritch Bolts
    Level 1: Cleave (Rank 2, Rank 3)
    Level 6: Guard (Rank 2)
    Level 8: Quarry (Rank 2, Rank 3)
    Level 11: Form of the Tempest
    Level 14: Conviction (Rank 2, Rank 3)
    Level 17: Molecular Self-Assembly
    Level 20: Brimstone (Rank 2, Rank 3)
    Level 23: Masterful Dodge
    Level 26: Hex of Suffering (Rank 2, Rank 3)
    Level 29: Eldritch Blast (Rank 2, Rank 3)
    Level 32: Ego Surge (Rank 2, Nimble Mind)
    Level 35: Circle of Primal Dominion (Rank 2, Rank 3)
    Level 38: Rebirth

    Travel Powers:
    Level 6:
    Level 35:

    Specializations:
    Intelligence: Enlightened (3/3)
    Intelligence: Tactician (2/2)
    Intelligence: Detect Vulnerability (3/3)
    Intelligence: Expertise (2/2)
    Warden: Fortified Gear (2/3)
    Warden: Slaughter (3/3)
    Warden: Ruthless (2/2)
    Warden: The Best Defense (3/3)
    Avenger: Ruthless (2/2)
    Avenger: Round 'em Up (3/3)
    Avenger: Offensive Expertise (2/2)
    Avenger: Preemptive Strike (3/3)
    Mastery: Avenger Mastery (1/1)

    I dropped the lunge if ya can take a fast combat TP, though ya could drop something else instead for Hex.
    <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!
  • xkagearashixxkagearashix Posts: 397 Arc User
    not that good at this kind of build, but thought I'd give it a try for when Ballistix hits 40, this is what it would look like...


    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: Healthy Mind
    Level 12: Coordinated
    Level 15: Acrobat
    Level 18: Quick Recovery
    Level 21: Negotiator

    Powers:
    Level 1: Gunslinger
    Level 1: Bullet Beatdown (Rank 2, Not Without Incident)
    Level 6: burst shot Rank 3
    Level 8: Quarry (Rank 2, Rank 3)
    Level 11: Concentration
    Level 14: Two-Gun Mojo (Rank 2, Rank 3)
    Level 17: Conviction (Rank 2, Rank 3)
    Level 20: Molecular Self-Assembly
    Level 23: Bountiful Chi Resurgence
    Level 26: Submachinegun Burst (Rank 2, Rank 3)
    Level 29: Ego Surge (Rank 2, Nimble Mind)
    Level 32: Masterful Dodge
    Level 35: Holdout Shot (Stim Pack)
    Level 38: Evasive Maneuvers (Sleight of Mind)

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

    Specializations:
    Dexterity: Combat Training (2/3)
    Dexterity: Gear Utilization (3/3)
    Dexterity: Deadly Aim (3/3)
    Dexterity: Expose Weakness (2/2)
    Warden: Fortified Gear (2/3)
    Warden: Slaughter (3/3)
    Warden: Ruthless (2/2)
    Warden: The Best Defense (3/3)
    Avenger: Ruthless (2/2)
    Avenger: Anguish (2/2)
    Avenger: Round 'em Up (1/3)
    Avenger: Offensive Expertise (2/2)
    Avenger: Preemptive Strike (3/3)
    Mastery: Avenger Mastery (1/1)
  • flowcytoflowcyto Posts: 12,859 Arc User
    Unfortunately, Combo-Blaster as a concept can't work w/ Burst Shot, since its a blast that can't be charged (wish they didn't make it instant-only; limits what ya can do w/ it :/ ). That build is a fine BBeatdown build in a more general sense, though- just sub Avenger for Vindicator and make sure to pickup Taking Names on Burst Shot, and get RR adv on BCR if pairing it w/ MD. You'll also have to gear somewhat heavily into Int if wanting to afford TGM via MSA procs and Conc.
    <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!
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