Archived Post
09-22-2009, 09:30 AM
POWER ARMOR FOR NEWBIES
Power Overview
Wrist Bolter -- energy builder, mandatory for pure PA builds. I don't particularly like the FX for this power but it is very good for building energy quickly. However, since branching into other frameworks delays your access to later framework powers, I suggest sticking with Wrist Bolter until you retcon around level 20, and then changing it later for concept. Rating: 3/5 stars, 4/5 for ranged concepts.
Power Gauntlet -- ranged tap/charge power. There is nothing wrong with PG, but I find that it gets less and less use as you play -- there are simply better choices available to you. This power may be worth retconning out of later on. Rating: 2/5 stars, 3/5 for ranged concepts.
Laser Sword -- A tremendous power, for several reasons. First of all, you need a quick, non-charged melee attack as many foes will engage you at close range. Secondly, you need a place to park your an early power advantage or two, and boosting this melee beast is well worth it. Having a rank 2 Laser Sword is very nice and helps you get through the harder villains. Third, the PA framework characteristic bonuses favor Strength, so why not get some use out of your Strength score by using a melee attack? Rating: 5/5 stars, 3/5 for ranged concepts.
Invulnerability -- This is a no-brainer. You need your defenses ASAP, and this works as advertised. This defense is also boosted by Strength and Constitution, so again having a good Strength from level 1 benefits you with this one. I really like passive powers because I don't have to think to use them, which lets me focus on arresting the bad guys. This is invaluable if you plan on spending time in Balanced mode, which I recommend 95% of the time (as of the time of this writing, CO is a primarily solo experience at low level -- my philosophy is to build for solo play until a retcon at level 20 or so). This is another good place to park a few early advantage points. Rating: 5/5 stars.
Energy Shield-- hard to overstate the usefulness of this for those who like to use the Laser Sword and are often bearing the brunt of villain aggro. When slotted, it gives a nifty FX and can be given the Laser Knight advantage for extra Laser Sword goodness. Combined with Invulnerability, offers a very high level of protection. Rating: 4/5, 2/5 for ranged/Offensive types.
Eye Beam -- A toggle dealing fire damage, eye beam is unusual in that after the first target is "burned through" it keeps going in a line effect. Thus, it has potential as a mini-AoE power and with just 2 advantage points the "burn through" rate is quicker. The tricky part is obviously getting and keeping the targets lined up. Don't take this if you plan on using a lot of knockback powers. I view this as an AoE power to use while maneuvering in melee. Unfortunately, Eye Beam is outclassed by Minigun, but you may want it for concept reasons or to have a quickie single target power if you retcon out of Power Gauntlet in favor of, for instance, a melee power. Rating: 2/5 stars.
Micro Munitions -- Not a bad power if you want an early area of effect attack to help clear out henchmen. With a good blue bar, you can run this toggle power for its five ticks (knocking the henchmen to 50% health or less) while slashing with your Laser Sword, go to the Wrist Bolter for a second or two, then do it again. This will seriously injure all of the annoying underlings surrounding your real targets. MM is a melee-friendly power, doing no knockback, and so is recommended for those who prefer close-in action. Ranged PA types may want to wait for Rocket Launcher, which does knockback. Rating: 4/5 stars, 3/5 for ranged concepts.
Targeting Computer-- a damage boosting and energy-return slotted passive, this is a Ranged Blaster's friend when fighting anything tougher than a henchman. The extra damage is significant when you have a lock-on. This power is made for Offensive mode, so make sure someone else can get and hold aggro while you go to town, because you can't have Invulnerability going at the same time. Rating: 3/5 stars, 5/5 stars for post-retcon ranged/Offensive builds.
Concussive Blast -- this is a single target maintain power. Its main distinguishing feature over Power Gauntlet and other PA ranged attacks is that it deals a steady stream of damage while gently repelling most targets back. This is great because it creates space between you and the target while delivering just enough damage to take out the target without overkill -- a big issue to help save endurance. While being pushed back, the target can attack but often they seem to be interrupted and do nothing. This makes it very effective against mid-level bad guys (villains) and for putting the finishing touches on a tough master villain or supervillain. This is not a burst damage power, however, and you will need other methods (preferably Chest Beam or Laser Sword) to deliver big damage to a single target quickly. That said, with a good Intelligence, Endurance, and a rank or two, you can do continuous maintain damage for quite awhile, knocking off a third of a Supervillain's health in one go. Rating: 5/5 stars.
Minigun -- very similar to eyebeam in game terms; a single target toggle that is really a line AoE. The main difference is more damage, a higher front-end END cost to the power, and the fact that the line AoE (actually, a 4' wide cylinder of lead) begins immediately. This makes it a better choice overall than eyebeam, despite the higher END cost and the fact that it deals piercing damage. Rating: 4/5 stars.
Unbreakable -- A handy boost when you are overwhelmed and need to get away or use a healing patch. It's hard to squeeze this in early, but I would try to grab it by the mid-20s. Rating: 4/5 stars.
Chest Beam -- another single target tap/charge power, like Power Gauntlet. If used as a tap, it debuffs the target's damage resistance and does good damage with a chance of knockback; when charged, it delivers guaranteed knockback and high damage. This is a good opener after you have a full blue bar: tap Chest Beam, then follow up with Concussive Blast or Laser Sword for increased damage penetration. Or just hit 'em with another (fully charged) Chest Beam. In my opinion, Chest Beam thoroughly outclasses Power Gauntlet (about the only advantage PG has over CB is a longer range), so if you plan on taking this, don't put any ranks into PG or retcon into a different framework's level 1 damage power. Rating: 5/5 stars.
Rocket Launcher -- very similar to Micro Munitions (a toggle AoE), but it does knockback and focuses the damage more on the primary target than the secondary targets. It also has a higher damage rating than MM, though it only fires once per second. This is a good toggle AoE for a PA in Offensive mode operating from range. Rating: 4/5 stars, 5/5 for ranged/Offensive builds.
Important PA Statistics
Intelligence -- reduces END usage of your powers. This is extremely handy when you are using toggle/maintain powers, which this Framework has in spades. A high intelligence lets you stay away from your energy builder power longer.
Strength -- boosts your melee offense and your Invulnerability defense. Also helps with some incidentals like forklift-hurling and knockback resistance.
Endurance -- a big blue bar lets you go to town longer with your good powers.
Constitution-- more hit points and improved Invulnerability are good. This is less important for ranged/Offensive retcon builds.
Recovery -- having a good equilibrium and faster blue bar recharge are important. Combined with a slow "burn rate" (from INT) and a big blue bar (from END), REC lets you use Bolter less and your other, better powers more often.
Presence -- not terribly important for a Balanced build, but very handy for aggro and ranged/offensive builds. Also improves your healing rate, which is a great way to improve your mileage from Invulnerability.
Dexterity -- PA is built to deliver high base damage in a variety of ways. It's not really a finesse/critical framework. While more criticals and avoidance are handy, this is not a high priority other than for Ranged/Offensive PAs.
Ego -- Better criticals and intangible hold resistance are useful, but other stats are a higher priority. This is more useful for Ranged/Offensive types.
Build Types
Power Armor allows for several different build types. The tricky part in having multiple builds is picking powers (and placing advantages) and retaining enhancements that make sense for both builds.
Realistically, most PAs at level 20 will either be suited for a Swordsman / Balanced build combo or a Ranged / Balanced build combo.
Swordsman:
Key powers: Laser Sword, Micro Munitions, Energy Block, Invulnerability, Unbreakable.
Key stats: Strength, Intelligence, Constitution, Endurance, Recovery (and Presence if tanking).
Advantage focus: Laser Sword, Energy Block, Invulnerability.
The swordsman spends his time in balanced mode, charging up his blue bar with Bolter, then cutting through opponents with a high-rank Laser Sword. Energy Shield is an excellent blocking tool, and Micro Munitions allows you to deal with those pesky henchmen swarm situations up close or at range. His stats are geared to allow him to use his Laser Sword effectively and often, while keeping Invulnerability at its highest.
The Swordsman should consider retconning into a different level one damage power, preferably a melee power that has a taunt element. Single Blade works well for this, with the Tech Blade costume piece that can be matched with Laser Sword. Be careful about retconning your energy builder power -- if you choose another framework's energy builder, you will make it very difficult to run other build types with the same character.
Ranged Blaster:
Key powers: Concussion Blast, Rocket Launcher, Targeting Computer, Chest Beam
Key stats: Intelligence, Endurance, Recovery, Presence, Dexterity, Ego.
Advantage focus: Rocket Launcher, Chest Beam, Concussion Blast
The ranged blaster is ideally suited to the offensive or balanced role. His job is to remain at range (preferably while hovering) and pound henchmen with AoE damage from the Rocket Launcher and hit villain-class mobs with charged-up Power Gauntlet/Chest Beam or Concussion Blast to defeat them.
For concept, you may want to retcon out of Wrist Bolter around level 20 and take a few powers from the Force framework, namely the energy builder, Force Repulsion, and PFF. Of course, you may be unable to go with an alternate PA build until the late 20s due to all of the power choices needed in Force and PA for both builds.
Lastly, if you are committed to running a strictly ranged PA, I suggest you change your starting statistical bonuses at creation to emphasize INT and END.
Balanced PA:
Key Powers: Laser Sword, Concussion Blast, Invulnerability, Chest Beam, Minigun, Micro Munitions or Rocket Launcher
Key Stats: Intelligence, Strength, Endurance, Constitution, Recovery
Advantage Focus: Concussion Blast, Laser Sword, Chest Beam
This PA is my personal favorite, staying true to the framework conceptually. This PA is built for balanced play and off-tanking. Solo, he is versatile enough to tackle any challenge. On a team, he is near the front lines, hacking with his Laser Sword and lining up toggle AoE blasts, then debuffing supervillains with Chest Beam so he and his mates can finish them off. This is probably the most versatile build to actually level with before you start retconning.
Power Overview
Wrist Bolter -- energy builder, mandatory for pure PA builds. I don't particularly like the FX for this power but it is very good for building energy quickly. However, since branching into other frameworks delays your access to later framework powers, I suggest sticking with Wrist Bolter until you retcon around level 20, and then changing it later for concept. Rating: 3/5 stars, 4/5 for ranged concepts.
Power Gauntlet -- ranged tap/charge power. There is nothing wrong with PG, but I find that it gets less and less use as you play -- there are simply better choices available to you. This power may be worth retconning out of later on. Rating: 2/5 stars, 3/5 for ranged concepts.
Laser Sword -- A tremendous power, for several reasons. First of all, you need a quick, non-charged melee attack as many foes will engage you at close range. Secondly, you need a place to park your an early power advantage or two, and boosting this melee beast is well worth it. Having a rank 2 Laser Sword is very nice and helps you get through the harder villains. Third, the PA framework characteristic bonuses favor Strength, so why not get some use out of your Strength score by using a melee attack? Rating: 5/5 stars, 3/5 for ranged concepts.
Invulnerability -- This is a no-brainer. You need your defenses ASAP, and this works as advertised. This defense is also boosted by Strength and Constitution, so again having a good Strength from level 1 benefits you with this one. I really like passive powers because I don't have to think to use them, which lets me focus on arresting the bad guys. This is invaluable if you plan on spending time in Balanced mode, which I recommend 95% of the time (as of the time of this writing, CO is a primarily solo experience at low level -- my philosophy is to build for solo play until a retcon at level 20 or so). This is another good place to park a few early advantage points. Rating: 5/5 stars.
Energy Shield-- hard to overstate the usefulness of this for those who like to use the Laser Sword and are often bearing the brunt of villain aggro. When slotted, it gives a nifty FX and can be given the Laser Knight advantage for extra Laser Sword goodness. Combined with Invulnerability, offers a very high level of protection. Rating: 4/5, 2/5 for ranged/Offensive types.
Eye Beam -- A toggle dealing fire damage, eye beam is unusual in that after the first target is "burned through" it keeps going in a line effect. Thus, it has potential as a mini-AoE power and with just 2 advantage points the "burn through" rate is quicker. The tricky part is obviously getting and keeping the targets lined up. Don't take this if you plan on using a lot of knockback powers. I view this as an AoE power to use while maneuvering in melee. Unfortunately, Eye Beam is outclassed by Minigun, but you may want it for concept reasons or to have a quickie single target power if you retcon out of Power Gauntlet in favor of, for instance, a melee power. Rating: 2/5 stars.
Micro Munitions -- Not a bad power if you want an early area of effect attack to help clear out henchmen. With a good blue bar, you can run this toggle power for its five ticks (knocking the henchmen to 50% health or less) while slashing with your Laser Sword, go to the Wrist Bolter for a second or two, then do it again. This will seriously injure all of the annoying underlings surrounding your real targets. MM is a melee-friendly power, doing no knockback, and so is recommended for those who prefer close-in action. Ranged PA types may want to wait for Rocket Launcher, which does knockback. Rating: 4/5 stars, 3/5 for ranged concepts.
Targeting Computer-- a damage boosting and energy-return slotted passive, this is a Ranged Blaster's friend when fighting anything tougher than a henchman. The extra damage is significant when you have a lock-on. This power is made for Offensive mode, so make sure someone else can get and hold aggro while you go to town, because you can't have Invulnerability going at the same time. Rating: 3/5 stars, 5/5 stars for post-retcon ranged/Offensive builds.
Concussive Blast -- this is a single target maintain power. Its main distinguishing feature over Power Gauntlet and other PA ranged attacks is that it deals a steady stream of damage while gently repelling most targets back. This is great because it creates space between you and the target while delivering just enough damage to take out the target without overkill -- a big issue to help save endurance. While being pushed back, the target can attack but often they seem to be interrupted and do nothing. This makes it very effective against mid-level bad guys (villains) and for putting the finishing touches on a tough master villain or supervillain. This is not a burst damage power, however, and you will need other methods (preferably Chest Beam or Laser Sword) to deliver big damage to a single target quickly. That said, with a good Intelligence, Endurance, and a rank or two, you can do continuous maintain damage for quite awhile, knocking off a third of a Supervillain's health in one go. Rating: 5/5 stars.
Minigun -- very similar to eyebeam in game terms; a single target toggle that is really a line AoE. The main difference is more damage, a higher front-end END cost to the power, and the fact that the line AoE (actually, a 4' wide cylinder of lead) begins immediately. This makes it a better choice overall than eyebeam, despite the higher END cost and the fact that it deals piercing damage. Rating: 4/5 stars.
Unbreakable -- A handy boost when you are overwhelmed and need to get away or use a healing patch. It's hard to squeeze this in early, but I would try to grab it by the mid-20s. Rating: 4/5 stars.
Chest Beam -- another single target tap/charge power, like Power Gauntlet. If used as a tap, it debuffs the target's damage resistance and does good damage with a chance of knockback; when charged, it delivers guaranteed knockback and high damage. This is a good opener after you have a full blue bar: tap Chest Beam, then follow up with Concussive Blast or Laser Sword for increased damage penetration. Or just hit 'em with another (fully charged) Chest Beam. In my opinion, Chest Beam thoroughly outclasses Power Gauntlet (about the only advantage PG has over CB is a longer range), so if you plan on taking this, don't put any ranks into PG or retcon into a different framework's level 1 damage power. Rating: 5/5 stars.
Rocket Launcher -- very similar to Micro Munitions (a toggle AoE), but it does knockback and focuses the damage more on the primary target than the secondary targets. It also has a higher damage rating than MM, though it only fires once per second. This is a good toggle AoE for a PA in Offensive mode operating from range. Rating: 4/5 stars, 5/5 for ranged/Offensive builds.
Important PA Statistics
Intelligence -- reduces END usage of your powers. This is extremely handy when you are using toggle/maintain powers, which this Framework has in spades. A high intelligence lets you stay away from your energy builder power longer.
Strength -- boosts your melee offense and your Invulnerability defense. Also helps with some incidentals like forklift-hurling and knockback resistance.
Endurance -- a big blue bar lets you go to town longer with your good powers.
Constitution-- more hit points and improved Invulnerability are good. This is less important for ranged/Offensive retcon builds.
Recovery -- having a good equilibrium and faster blue bar recharge are important. Combined with a slow "burn rate" (from INT) and a big blue bar (from END), REC lets you use Bolter less and your other, better powers more often.
Presence -- not terribly important for a Balanced build, but very handy for aggro and ranged/offensive builds. Also improves your healing rate, which is a great way to improve your mileage from Invulnerability.
Dexterity -- PA is built to deliver high base damage in a variety of ways. It's not really a finesse/critical framework. While more criticals and avoidance are handy, this is not a high priority other than for Ranged/Offensive PAs.
Ego -- Better criticals and intangible hold resistance are useful, but other stats are a higher priority. This is more useful for Ranged/Offensive types.
Build Types
Power Armor allows for several different build types. The tricky part in having multiple builds is picking powers (and placing advantages) and retaining enhancements that make sense for both builds.
Realistically, most PAs at level 20 will either be suited for a Swordsman / Balanced build combo or a Ranged / Balanced build combo.
Swordsman:
Key powers: Laser Sword, Micro Munitions, Energy Block, Invulnerability, Unbreakable.
Key stats: Strength, Intelligence, Constitution, Endurance, Recovery (and Presence if tanking).
Advantage focus: Laser Sword, Energy Block, Invulnerability.
The swordsman spends his time in balanced mode, charging up his blue bar with Bolter, then cutting through opponents with a high-rank Laser Sword. Energy Shield is an excellent blocking tool, and Micro Munitions allows you to deal with those pesky henchmen swarm situations up close or at range. His stats are geared to allow him to use his Laser Sword effectively and often, while keeping Invulnerability at its highest.
The Swordsman should consider retconning into a different level one damage power, preferably a melee power that has a taunt element. Single Blade works well for this, with the Tech Blade costume piece that can be matched with Laser Sword. Be careful about retconning your energy builder power -- if you choose another framework's energy builder, you will make it very difficult to run other build types with the same character.
Ranged Blaster:
Key powers: Concussion Blast, Rocket Launcher, Targeting Computer, Chest Beam
Key stats: Intelligence, Endurance, Recovery, Presence, Dexterity, Ego.
Advantage focus: Rocket Launcher, Chest Beam, Concussion Blast
The ranged blaster is ideally suited to the offensive or balanced role. His job is to remain at range (preferably while hovering) and pound henchmen with AoE damage from the Rocket Launcher and hit villain-class mobs with charged-up Power Gauntlet/Chest Beam or Concussion Blast to defeat them.
For concept, you may want to retcon out of Wrist Bolter around level 20 and take a few powers from the Force framework, namely the energy builder, Force Repulsion, and PFF. Of course, you may be unable to go with an alternate PA build until the late 20s due to all of the power choices needed in Force and PA for both builds.
Lastly, if you are committed to running a strictly ranged PA, I suggest you change your starting statistical bonuses at creation to emphasize INT and END.
Balanced PA:
Key Powers: Laser Sword, Concussion Blast, Invulnerability, Chest Beam, Minigun, Micro Munitions or Rocket Launcher
Key Stats: Intelligence, Strength, Endurance, Constitution, Recovery
Advantage Focus: Concussion Blast, Laser Sword, Chest Beam
This PA is my personal favorite, staying true to the framework conceptually. This PA is built for balanced play and off-tanking. Solo, he is versatile enough to tackle any challenge. On a team, he is near the front lines, hacking with his Laser Sword and lining up toggle AoE blasts, then debuffing supervillains with Chest Beam so he and his mates can finish them off. This is probably the most versatile build to actually level with before you start retconning.