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Archived Post
08-29-2009, 07:58 AM
I won't be starting playing the game until the 1st but anyway here a character that I have in mind:
A cowboy with supernatural powers (who have been alive for quite awhile), while I didn't play in beta, not exactly sure how those powers actually work in the game , just put together what I thought seemed cool and close to the concept of my cowboy (I avoided rocket launcher and stuffs like that because he only focuses on using two guns).

Critics and comments are appreciated, the supernatural cowboy could also be a mystic cowboy if some of you think eldritch powers and the likes fit better the theme:

I am obviously going scrapper style with him and want him to land mostly critical hits (showing his precision with guns).

Build by championBuilder 0.2.4 (http://champions.zarzu.ch)

Download this Build here. (http://champions.zarzu.ch/download.php?download=4131g80700032707104380730320 8zz060128073401250750807440425075170i500150i5470i5 60150i2250c21507205zz075082475y10d5y20h5y20y5y20b5 y20w5y2105y21225y0065y004cOutlaw Jack)

Outlaw Jack: Level 40 Champion

Superstats:
Level 5: Super Recovery
Level 13: Super Ego

Powers:
Level 1: Gun Slinger -- Rank 2, Trick Shot, Accelerated Metabolism
Level 1: Bullet Ballet -- Crippling Challenge, Not Without Incident
Level 5: Two-Gun Mojo -- Close The Gap, Accelerated Metabolism, Rank 2
Level 5: Swinging -- Rank 2, Rank 3, Flippin'
Level 8: Breakaway Shot -- Rank 2, Rank 3, Accelerated Metabolism
Level 11: Killer Instinct
Level 14: Lead Tempest -- Rank 2, Tread Softly, Accelerated Metabolism
Level 17: Lock And Load
Level 20: Regeneration -- Rank 2, Rank 3
Level 23: Aspect Of The Inferno
Level 26: Rebirth -- Rank 2, Rank 3
Level 29: Cloud Of Flies
Level 32: Masterful Dodge
Level 35: Mini Mines
Level 35: Tunneling
Level 38: Chest Beam

Talents:
Level 1: Sureshot
Level 6: Shooter
Level 9: Prodigy
Level 12: Professional Athlete
Level 15: Daredevil
Level 18: Covert Ops Training
Level 21: Paramilitary Training

Archived Post
08-29-2009, 08:53 AM
munitions = dex\ego
supernatural = con\rec

Dexterity - Chance to crit, amount of damage avoided when you successfully Dodge.
Constitution - Hit Points, Hit Point recovery.
Ego - Crit Severity, Strength of Hold effects, ability to free yourself from some Holds.
Recovery - Equilibrium, Energy generated by your fighting attacks.

for crits you NEED a high dex and ego

so make sure the background you take is the one for 12 dex \ 12 ego (quick trigger) (you only need to this if you use a custom framework, if you just use munitions then this will be pre-selected for you)

Then for your super stats work on con and recovery.

use your offensive\def\utility slots to round out your int and end (int will reduce power cost and end will raise max energy).

focus your talents on the 4 stats DCEgR as well as End and I

swap 2 gun mojo and bullet ballet ('cause that's the order you have to take them)
take regen earlier - - i would swap it with breakaway shot

just my two cents

Archived Post
08-29-2009, 03:48 PM
thanks a lot man, I'll work on the new build.

Archived Post
08-29-2009, 04:58 PM
Something to consider:

The only benefit you'll see from Aspect of the Inferno is the damage to nearby enemies. The rest of its abilities enhance powers you don't have.

I'd suggest giving consideration to perhaps Pyre or Fire Form from the fire set.
Pyre if you're looking for the damage, Fire forn if you're looking for the "wreathed in flame" Ghost Rider effect with some damage and defence as well..

If it's just for concept, then go for whatever you want.


Keep in mind, no-one will see what frameworks you use, etc. So being supernatural, alien imbued or the son of a god is all in the background/concept you make up. If you write a background for your character that says you're supernatural, then you're supernatural. Even if you never take a single power from that set.