PDA

View Full Version : Pulsewave's Power Armor Rundown


Pages : 1 2 [3]

Archived Post
02-21-2011, 04:12 PM
Pulsewave, thanks for the great thread and the tireless commitment to developing excellent builds.

I am running a slightly different version but almost the same as the Pulsewave Mark VIII. I also am debating on going to IDF for more damage mitigation. TC is good now, but I could drop it. My concern is what it will IDF do to damage output. Per your recommendation, I did miss concussor beam after dropping it so it is back in the build.

Do you have anything to say about IDF in this build? Is it worth trying and have you tested the numbers? Thanks for your input.

Inertial Dampening Field is a great power but it will reduce your damage output. It reduces all your incoming energy, from energy unlocks to energy builder. If I took it, I'd use it with Aura of Radiant Protection or Defiance. A baseline offense build doesnt need it or want it.

Archived Post
02-21-2011, 04:14 PM
Would you consider it too powerful if they made it so Automated Assault generated energy (albeit, perhaps, at a reduced rate) while other slots were active? I only ask this because it occurred to me that the Electricity power set can basically do something a lot like that, in Sparkstorm's Electric Personality advantage (Quite fun in early leveling to just turn it on and fire my energy builder while everything died, of course that was until I had reverb)

Molecular Self Assembly is getting upgraded to give PA a real energy unlock. That would definitely make upgrading Automated Assault too powerful.

Archived Post
02-21-2011, 04:15 PM
Thanks for the help so far BTW, really appreciate it :)

I'm currently pondering on Bionic shielding. I've got no idea if it will still fit PA after the patch, but I do need some kind of self heal to keep me going in extended battles. Protection field only gives a paltry 400 shielding, so I can't exactly rely on that :P

I prefer Bionic Shielding or Resurgence for Power Armor. Bionic is getting a quasi-upgrade soon.

Archived Post
02-21-2011, 04:16 PM
Note: Upgrade first post, added characteristic focus section.

Archived Post
02-21-2011, 04:40 PM
hey Pulsewave, ive patched and am logged into the test server, how do i get my character(s) to lvl 40?

Archived Post
02-22-2011, 02:18 AM
hey Pulsewave, ive patched and am logged into the test server, how do i get my character(s) to lvl 40?

In front of MC powerhouse there's a debugger who can level you and also give you some gear.

Archived Post
02-23-2011, 07:04 PM
Starting play Mark VII build couple of days ago.
It is really not bad at the low levels. I did start at level 6 and will hit 20 tonight.

Swapped int & str /con for /end; extra end is for aggressor
Took aggressor at 17 and demolisher at 20.
Enrage really is not need; max out enrage stacks quick, constant buff from agressor is better.
Only other differance is take chest beam at 35.
Used 4 pont that were going to the energy form into aggressor.

I am really having fun with this build. Leveling to 20 was fun.

Archived Post
02-27-2011, 07:51 AM
Inertial Dampening Field is a great power but it will reduce your damage output. It reduces all your incoming energy, from energy unlocks to energy builder. If I took it, I'd use it with Aura of Radiant Protection or Defiance. A baseline offense build doesnt need it or want it.

I tried IDF on my PA toon during team Bloodmoon runs this weekend and IDF was great, but, as you say, killed my DPS. Running IDF and healing drones, a 3 toggle burst was fine, but it seemed I had to wait forever for the energy builder to give anything back, even with SS recovery and high INT to mitigate energy usage. Everyone was well protected however, so no deaths. Basically turned my character into a support medical PA. Idea scrapped. Back to DPS build.

Archived Post
02-27-2011, 04:41 PM
*post deleted due to answer in post below this one*
(thanks Pulsewave :cool: )

Archived Post
02-27-2011, 06:27 PM
Correct me if my logic here is flawed, but...

...Isn't the idea behind "seconday" end building to bypass Energy Builders and REC %'s,
and instead go by "grants ## end per [BLAH], and scales on [STAT]"?

It seems to me that IDF would shine in situations like "Flashfire" + "Thermal Reverberation".
And, well, er, suck in a EB + REC build?

It cuts all energy generation. Either build is going to take 20% longer to generate energy.

Archived Post
02-28-2011, 05:53 AM
From what I've observed in PTS, IDF doesn't reduce the energy income from MSA (30 energy with/without).

Archived Post
02-28-2011, 12:27 PM
Hello Pulsewave,

I like your guide here, it's very well written. I actually decided to give this game a try because I wanted to use the Powerarmor set, so I signed up for a gold account and began working on Refire, my Powerarmor character. I've been following this guide for the most part and currently sitting at level 18. By the description given for Protection Field it makes it seem as though it can only be cast on team members, not yourself. Is this true? I play solo for the most part so I didn't want to use a power choice for something I will rarely use so I was just hoping for some clarification on that. I still have Power Gauntlet right now, but plan to do a retcon at some point to switch some powers around. I wanted to fit both Targetting Computer and Invulnerability in so I might have to drop one of your suggested powers, I just haven't decided on what yet.

Archived Post
02-28-2011, 01:14 PM
First off, which build are you following exactly?

Protection field can be cast on teammates and yourself as well. Though without PRE as SS or stacked as gear the shield is quite pitiful. IMO not worth the energy cost/power at that point.

Archived Post
02-28-2011, 01:36 PM
Oh, I suppose I should have included that in my post huh.

I am following his Mark VIII build. This is what I have so far:

Superstats:
Level 5: Super Intelligence
Level 13: Super Recovery

Powers:
Level 1: Force Bolts
Level 1: Power Gauntlet
Level 5: Force Shield -- Force Sheath
Level 5: Jet Boots
Level 8: Concussor Beam -- Rank 2, Rank 3
Level 11: Targeting Computer -- Rank 2, Rank 3
Level 14: Molecular Self Assembly
Level 17: Micro Munitions

I really don't have any PRE in my gear at all. I was mainly focusing on my superstated INT and REC and trying to mix some CON in when I could. I guess I should read through some things again as I seem to be having a hard time determining which stats go with which powers and which ones are worth investing in.

Thanks for the informtation DarkWolf.

Archived Post
02-28-2011, 01:56 PM
If you're going to do a full retcon soon, and you're focusing on PvE, then I'd suggest you to do the following:

Drop Power Gauntlet and Force Shield. Power Gauntlet is mainly used for PVP and Conc beam can take its place just fine.
- Take Minigun when possible w/ U238 rounds. Combined with Micro Munitions it makes an excellent long range mob cleanup combo. Make sure to move around to line up the enemies for maximum damage.

- Also take Chest Beam with possible, and rank it up to R3. It's a great opening strike on groups with a villain or higher in it. Debuffs them, knockback and great damage. Plus it has a line-AoE (like Minigun, only thinner) that can usually one-shot mobs if they're in the way.

- Keep Molecular Self Assembly (MSA). An upcoming patch (tomorrow I think) will make it a very good PA energy unlock, main source of energy for now.

- Invul is easier on the new players, whilst not sacrificing damage output to the point it's below average. Plus you can always take Targeting Computer at a later level and switch when needed, seeing as both builds can share the same stats.

- Later on, don't forget to take some active defenses for added survivability. I myself really like Unbreakable, which refreshes its shields every time it gets damaged for a set amount. Even though the amount refreshed is reduced when attacking, I haven't come into a situation where the damage was larger than it could handle, and that was on a 5 man hard DEMON group in PH. Other defenses may include Resurgence (healing) or direct healing powers like conviction or Bionic Shielding. Though the latter is also getting a redesign and I'm not sure how well it will perform then (healing of it scales with PRE instead of INT now).

Power Armor does need a bit of getting used to in terms of "when to use what power on who" sometimes to achieve maximum damage, especially with the new MSA functionality to proc it. But it's easy and quick to get the hang of it.

I myself am currently level 24 running with Invul, Minigun, Micro Munitions, MSA, Unbreakable, Resurgence, Conc beam, Wrist Bolter and Chest Beam. I have great survivability against regular mobs with good damage too, and whenever I'm in a pinch I can always pop Unbreakable for a breather, followed by Resurgence for a second wind to either escape or finish them off. I'm going to test out if Inertial Dampening Field will provide me with even more survivability at no cost with the upcoming MSA changes. Also I'll be taking Targeting Computer for when I'm not in a tank role for that extra damage output soon too.

Hope this helped. Pulsewave can fill in for anything I might have missed as he's the real genius. If you've got any other questions, shoot :)

Archived Post
02-28-2011, 04:33 PM
Hello Pulsewave,

I like your guide here, it's very well written. I actually decided to give this game a try because I wanted to use the Powerarmor set, so I signed up for a gold account and began working on Refire, my Powerarmor character. I've been following this guide for the most part and currently sitting at level 18. By the description given for Protection Field it makes it seem as though it can only be cast on team members, not yourself. Is this true? I play solo for the most part so I didn't want to use a power choice for something I will rarely use so I was just hoping for some clarification on that. I still have Power Gauntlet right now, but plan to do a retcon at some point to switch some powers around. I wanted to fit both Targetting Computer and Invulnerability in so I might have to drop one of your suggested powers, I just haven't decided on what yet.

Protection Field works on yourself. You can always test this out in the Powerhouse.

If you're following the Mark VIII there's already room for 2 passives built-in.

Archived Post
02-28-2011, 05:28 PM
hey i love how detailed your guide is, but i do have a few question.

i currently am level 20, been using your Mark VII build so far, and i'm having a hard time finding good gear that boost both STR and INT. my R&D is science, should i switch it to Myst? or should i jsut start a new char?

Archived Post
02-28-2011, 05:58 PM
Thanks for the information guys!

From your post DarkWolf you mentioned that Invulnerability is a good passive and that I could take Targetting Computer later and switch when I needed the extra damage, does that mean that I can't use both at the same time? I still haven't really figured out how the powers in this game work (you can only have one of 'X' power and only one 'Y' power). I really wanted to have a power like Invulnerability so that I have some form of protection on at all times and then like you mentioned, a power like Unbreakable for some extra toughness when up against a bigger threat. Buuuuuut, I like Targetting Computer too for it's extra damage.

Coming from CoX this game just seems like a totally different ball game for whatever reason. :)

Thanks again!

Archived Post
02-28-2011, 07:33 PM
tiger87

stick with Science, Can Str from arms, then loose the int upgrades.
Str upgrades from arms are not that helpfull.
Stick with Science, since you get at least int.

Really need to get 31 for crafting system to work and then max it out.
Stick to rewards. Fine as long as two super stats give 32%+ to damage.

Sightless Shadow

Only take one passive offensive or defense at a time.
You can have as many passive energy builders as you like, which would be one due to their limitations.
Each of muply build can be set to use an offensive or defensive power.
Further set to role, which give additional bonuses.
Pretty much once per battle you can change roles.
Usually to offensive build to a Defensive build
No you can't have invanarbility and Targeting computer on at the same time.

Really think need to be a veteran player to appreciate invanurable.

Archived Post
02-28-2011, 11:47 PM
Thanks for the information guys!

From your post DarkWolf you mentioned that Invulnerability is a good passive and that I could take Targetting Computer later and switch when I needed the extra damage, does that mean that I can't use both at the same time? I still haven't really figured out how the powers in this game work (you can only have one of 'X' power and only one 'Y' power). I really wanted to have a power like Invulnerability so that I have some form of protection on at all times and then like you mentioned, a power like Unbreakable for some extra toughness when up against a bigger threat. Buuuuuut, I like Targetting Computer too for it's extra damage.

Coming from CoX this game just seems like a totally different ball game for whatever reason. :)

Thanks again!

It works like this: Each time you level up a few times you can choose a power. Let's call this your "power pool". From this power pool you can equip them however you like on your character. That's called a "build'. It's nothing more than an arrangement of powers you've gained and equipped.

With passive powers (Like Invul/Targeting) there's only one slot of in a "build". You can switch builds which means you can instantly switch from one arrangement of powers from your power pool to another. Passives are also bound to certain "roles" (http://www.champions-online-wiki.com/wiki/Role). An offensive power can only be slotted in offensive roles for example.

Powers like Unbreakable are called active defensive powers. You can take as many as you like of those, but when you activate one, all other active defensive powers go on a 30 second cooldown. There's also powers called active offense powers, which work the same way.

The only limitations to powers are that you can only have 1 passive power and 1 energy unlock (not energy builder, but a power like MSA). That's why people switch builds when needed if the situation calls for it.

Hope this helped :)

Archived Post
03-01-2011, 04:47 AM
A quick thanks to Pulsewave.

The Mark VII(Shellhead) is RIDICULOUSLY fun. :D
Been playing around with it on PTS, i may do a retcon of my main on live for this build.

Just a question. Would it be viable to replace Force Cascade in that build with Chest Beam?

I'm having a hard time getting enough energy to do a fully charged Force Cascade burst, in spite of Intelligence being a Superstat.

Chest Beam has a lower energy cost, also roughly the same range and damage. The debuff is an added bonus too.
The difference being Chest Beam has a much more narrow AOE.

Any thoughts on this? Or does Force Cascade have any other advantage that i'm not aware of, besides AOE?
I just went Gold several weeks ago, so i'm still learning framework synergies and getting to know all the skills.

Archived Post
03-01-2011, 06:20 AM
A quick thanks to Pulsewave.

The Mark VII(Shellhead) is RIDICULOUSLY fun. :D
Been playing around with it on PTS, i may do a retcon of my main on live for this build.

Just a question. Would it be viable to replace Force Cascade in that build with Chest Beam?

I'm having a hard time getting enough energy to do a fully charged Force Cascade burst, in spite of Intelligence being a Superstat.

Chest Beam has a lower energy cost, also roughly the same range and damage. The debuff is an added bonus too.
The difference being Chest Beam has a much more narrow AOE.

Any thoughts on this? Or does Force Cascade have any other advantage that i'm not aware of, besides AOE?
I just went Gold several weeks ago, so i'm still learning framework synergies and getting to know all the skills.

That's a good substitution. Force Cascade deals more damage and has a much larger AoE, being wider with 100 foot range. Chest Beam is less energy and debuffs defence, and can be used more often. It has only half the range.

If you want to blast often, go Chest beam. For the occasional massive blast, go Force Cascade.

Archived Post
03-01-2011, 07:12 AM
100 feet Force Cascade?
Good thing i asked here, didn't notice it in the game for some reason.
The range would make it a killer opener, although that would require some REC upgrades.
Eh. Bittersweet choices. <3
I'll select it as the last power during my retcon. If i still won't be able to handle the energy cost(just need to get some solid gear for that type of build), it won't be expensive to retcon it out and replace it with something else.

Archived Post
03-01-2011, 11:40 AM
It works like this: Each time you level up a few times you can choose a power. Let's call this your "power pool". From this power pool you can equip them however you like on your character. That's called a "build'. It's nothing more than an arrangement of powers you've gained and equipped.

With passive powers (Like Invul/Targeting) there's only one slot of in a "build". You can switch builds which means you can instantly switch from one arrangement of powers from your power pool to another. Passives are also bound to certain "roles" (http://www.champions-online-wiki.com/wiki/Role). An offensive power can only be slotted in offensive roles for example.

Powers like Unbreakable are called active defensive powers. You can take as many as you like of those, but when you activate one, all other active defensive powers go on a 30 second cooldown. There's also powers called active offense powers, which work the same way.

The only limitations to powers are that you can only have 1 passive power and 1 energy unlock (not energy builder, but a power like MSA). That's why people switch builds when needed if the situation calls for it.

Hope this helped :)

Thanks very much for that information. Ok, so I can only have 1 passive power and only 1 energy unlock. I wasn't sure if I could only have 1 passive offensive power and 1 passive defensive power, but it's just plain 1 passive power. Well that's a bummer. I may switch out Targetting Computer for Invulnerability then as I'm finding myself getting in trouble often. Though that may change once Bionic Shielding comes into play.

I just hit 20 last night so I'll have to make a decision on whether I'll take more offense (mini gun or lock and load) or some defense (bionic shielding).

Thanks again!

Archived Post
03-01-2011, 11:50 AM
Thanks very much for that information. Ok, so I can only have 1 passive power and only 1 energy unlock. I wasn't sure if I could only have 1 passive offensive power and 1 passive defensive power, but it's just plain 1 passive power. Well that's a bummer. I may switch out Targetting Computer for Invulnerability then as I'm finding myself getting in trouble often. Though that may change once Bionic Shielding comes into play.

I just hit 20 last night so I'll have to make a decision on whether I'll take more offense (mini gun or lock and load) or some defense (bionic shielding).

Thanks again!

For clarification: you can take more than one passive, and swap between them using builds so that only one is active at a time. So you might have an offensive build that uses Targeting Computer and a defensive build that uses Invulnerability.

But you can only take one secondary unlock, period. The game will not allow you to take a second one.

Archived Post
03-01-2011, 02:18 PM
For clarification: you can take more than one passive, and swap between them using builds so that only one is active at a time. So you might have an offensive build that uses Targeting Computer and a defensive build that uses Invulnerability.

But you can only take one secondary unlock, period. The game will not allow you to take a second one.

Ok, gotcha. Thanks for the clarification. :)

Archived Post
03-03-2011, 03:16 PM
which 1 would u recommend for pvp... im a heavy pvper so this build got me interested

Archived Post
03-05-2011, 09:13 AM
Hello the the PA'ers,

I am looking for some feedback/input on the following build.

Build by championBuilder 0.4.1 (http://champions.zarzu.ch)

Download this Build here. (http://champions.zarzu.ch/download.php?download=4132g5030070360016034026zz08 070h5401708210170150207083001508525075150643708240 360m0b070672015zz03708234075y10e5y20l5y20p5y20o5y2 0t5y20s5y20z25y0025y003dTemplar Mk Ih0000000000000000)

Templar Mk I: Level 40 Champion

Superstats:
Level 6: Super Constitution
Level 13: Super Intelligence

Powers:
Level 1: Force Bolts
Level 1: Protection Field -- Rank 2, Rank 3
Level 6: Force Shield -- Force Sheath
Level 6: Jet Boots -- Rank 2
Level 8: Aura Of Radiant Protection -- Rank 2, Rank 3
Level 11: Concussor Beam -- Rank 2, Rank 3
Level 14: Electric Sheath -- Matter - Energy Union, Rank 2
Level 17: Micro Munitions -- Rank 2, Rank 3
Level 20: Unbreakable
Level 23: Lock N Load
Level 26: Molecular Self-Assembly
Level 29: Chest Beam -- Rank 2, Point Blank Blast
Level 32: Conviction -- Rank 2
Level 35: Support Drones -- Rank 2, Rank 3
Level 35: Acrobatics
Level 38: Mini Gun -- U-238 Rounds, Rank 2

Talents:
Level 1: Tech Savvy
Level 6: Healthy Mind
Level 9: Boundless Reserves
Level 12: Quick Recovery
Level 15: Investigator
Level 18: Negotiator
Level 21: Amazing Stamina

Running in Sentinel Role drastically increases energy efficiency and combined with AoRP provides a good defensive base for the build. I was able to make it through a 5-man spawn, though I didn't try a 5-man hard spawn, in the battle station. My problem with PA is that with the toggles running it is hard to heal yourself or quickly use any non-toggle power, so I was trying for something that would be easier to play. I am fairly certain that this would do fine in PVE; just looking for a little refinement and tweaking from the experts here. It seems logical in such a power hungry set to want Sentinel Role, but when you see it on paper--well, I feel a little crazy now.

What do you all think about this build?

Archived Post
03-05-2011, 07:49 PM
I always wondered about the "Shellhead" build being here listed as a power armor build.
The build itself only has two powers from the power armor frame work. It seem to be more inline with your might/force build.

Archived Post
03-06-2011, 04:09 PM
I always wondered about the "Shellhead" build being here listed as a power armor build.
The build itself only has two powers from the power armor frame work. It seem to be more inline with your might/force build.
About all old Shellhead uses in the comics is his repulsors (conc beam), and unibeam (chest beam), the rest of the time he's just flying around figuring things out or punching them. He's not really a big micro munitions/minigun, laser sword, etc kind of guy. So I think Shellhead fits pretty well, though I can certainly see how it might not feel that way. ^_^

Archived Post
03-06-2011, 04:26 PM
I always wondered about the "Shellhead" build being here listed as a power armor build.
The build itself only has two powers from the power armor frame work. It seem to be more inline with your might/force build.

Its a build for players who want a hero like Iron Man. This game's version of Power Armor doesnt work well for Iron Man.

Archived Post
03-07-2011, 02:59 PM
Its a build for players who want a hero like Iron Man. This game's version of Power Armor doesnt work well for Iron Man.


I see thank you for the clarification.

Archived Post
03-09-2011, 10:35 AM
Man, this guide really helps. I got a few months of gold and I've succumbed to alt-oholism, so I made a PA guy. He's a delusional engineer turned heroic cowboy who blew all his money on the gear, inspired by both Iron Man and Don Quixote.

I am going to remove most of his current powers (level 14) to build up more around what the guide says, but I want to start with Sonic Blaster since, well, it'd fit his high-tech gunslinger thing. I never figured out how to remove power gauntlet for concussor beam due to how the powerhouse queue is set up, though. I know there's some trick to it but I never figured it out.

I might just take two more gadgeteer powers (with the blaster) and then pick concussor beams, unless anyone has a faster method.

Archived Post
03-13-2011, 10:27 AM
Would the following build still be playable in the end? I am new and wanted to create a Mecha like PA...

Superstats:
Level 5: Super Intelligence
Level 13: Super Recovery (?)

Powers:
Level 1: Wrist Bolter
Level 1: Experimental Blaster
Level 5: Particle Mine
Level 5: Jet Boots
Level 8: Personal Force Field
Level 11: Support Drones
Level 14: Force Shield

after that at least (but still not so sure about the order):
Micro Munitions
Mini Gun
Molecular Self-Assembly
Shoulder Launcher
Protection Field (?)

Archived Post
03-13-2011, 02:34 PM
Would the following build still be playable in the end? I am new and wanted to create a Mecha like PA...

Superstats:
Level 5: Super Intelligence
Level 13: Super Recovery (?)

Powers:
Level 1: Wrist Bolter
Level 1: Experimental Blaster
Level 5: Particle Mine
Level 5: Jet Boots
Level 8: Personal Force Field
Level 11: Support Drones
Level 14: Force Shield

after that at least (but still not so sure about the order):
Micro Munitions
Mini Gun
Molecular Self-Assembly
Shoulder Launcher
Protection Field (?)

You might be disappointed with wrist bolters and ex. blaster. If you are going to start with gadgets, consider sonic blaster as your energy builder. Also, in general mixing attacks from PA with other attacks doesn't work well because of the way toggles work. Finally, you can't use shoulder launcher and minigun at the same time. They both have their uses; just something to be aware of.

Archived Post
03-14-2011, 02:03 AM
Oh, I didnt liked the look of the Sonic Blaster and the Bolter fits my costume ;) also there is the AA adventage for the Bolter and the Deathray advantage for the ExpBlaster...
I know of the problem with the toggles and also that Launcher and MiniGun cant work together but I thought they could work well after each other because of different runttime/cooldowns?

Archived Post
03-14-2011, 04:35 AM
I'll often open a fight with shoulder rocket+chest beam then build some energy (3-4 shots) then start up the minigun+conc beam+micro munitions. It seems to work well enough on master villains.

It seems best to pick powers you like as you level, you can worry about optimizing the build once your level 40 and have gotten a good fell for your character.

Poeple have suggest looking over your build at lvl 21~25 after this the cost to respec starts to out step the money your getting from kills, missions and items.

Archived Post
03-14-2011, 08:15 AM
Oh, I didnt liked the look of the Sonic Blaster and the Bolter fits my costume ;) also there is the AA adventage for the Bolter and the Deathray advantage for the ExpBlaster...
I know of the problem with the toggles and also that Launcher and MiniGun cant work together but I thought they could work well after each other because of different runttime/cooldowns?

Automated Assault was bugged last time I checked and sets all powers to recharge when used (even PA powers). Even if fixed it's not a good advantage. You deal a little extra damage for free.

You definitely dont want Experimental Blast Ray with Power Armor attacks. It's a bad idea since it will always be on recharge, and since the power is relatively lousy anyway.

You can actually use Mini Gun and Shoulder Launcher at the same time if you time it properly. Technically that's a bug/exploit, but it's probably not going to change.

Archived Post
03-16-2011, 11:33 AM
Just wondering if this was a decent build. I added the support drones just as a power for the theme of the build, but i'm up for switching it to micro munitions or mini guns if it works better.

Build by championBuilder 0.4.1 (http://champions.zarzu.ch)

Download this Build here. (http://champions.zarzu.ch/download.php?download=4132g5030060820370360106zz08 07082110708501050643606720707511050641708241070150 207024010508525zz0960851075y10e5y20s5y20t5y20z5y20 l5y20p5y20o25y0035y0061h0000000000000000)

: Level 40 Champion

Superstats:
Level 6: Super Intelligence
Level 13: Super Recovery

Powers:
Level 1: Force Bolts
Level 1: Power Gauntlet -- Crippling Challenge
Level 6: Protection Field -- Rank 3, Rank 2
Level 6: Jet Boots -- Rank 2
Level 8: Concussor Beam -- Rank 3, Rank 2
Level 11: Invulnerability -- Rank 3, Rank 2
Level 14: Molecular Self-Assembly
Level 17: Support Drones -- Rank 2
Level 20: Lock N Load -- Rank 3, Rank 2
Level 23: Bionic Shielding
Level 26: Chest Beam -- Rank 3, Rank 2
Level 29: Electric Sheath -- Matter - Energy Union, Rank 2
Level 32: Immolation -- Rank 3, Rank 2
Level 35: Unbreakable
Level 35: Rocket Jump
Level 38: Targeting Computer -- Rank 2

Talents:
Level 1: Tech Savvy
Level 6: Negotiator
Level 9: Investigator
Level 12: Amazing Stamina
Level 15: Healthy Mind
Level 18: Boundless Reserves
Level 21: Quick Recovery

Any help is greatly appreciated. If it helps i can give a run down on the theme I'm wanting to go with.

Archived Post
03-20-2011, 08:05 PM
I've been doing a ton of testing with my PA who is sitting in a powerhouse after a retcon, and my tests show Shoulder Launcher being a better option than Minigun for solo content. The damage from Shoulder Launcher is so much higher than Minigun that it more than makes up for the lack of debuff. (In team content, the debuff is more useful.)

Archived Post
03-21-2011, 07:47 PM
Okay, I've done the impossible (for me) and gotten my PA to 40. This is the first toon I've gotten to this level, and it wasn't even anywhere near the first I made. That's just how much fun I've had with PA. Anyways, here's the latest rundown of what I'm running.

Stinger 2.0

Talents
Gadgeteering
Enduring
Brilliant
Energetic
Healthy Mind
Boundless Reserves
Investigator

SuperStats
Super Intelligence
Super Endurance

Power Progression
Level 1: Force Bolts
Level 1: Power Guantlet -- Crippling Challenge
Level 6: Invulnerability -- Rank 2, Rank 3
Level 6: Jet Boots
Level 8: Targeting Computer Rank 2, Rank 3
Level 11: Mini Gun -- U238 Rounds, Challenging Strikes
Level 14: Micro Munitions -- Challenging Strikes
Level 17: Bionic Shielding Rank 2, Rank 3
Level 20: Force Shield -- Rank 2, Rank 3, Force Sheathe
Level 23: Molecular Self-Assembly
Level 26: Chest Beam -- Rank2, Rank 3
Level 29: Shoulder Launcher -- Rank 2, Rank 3
Level 32: Lock and Load
Level 35: Unbreakable
Level 35: Teleport
Level 38: Concussor Beam Rank 2, Rank 3

Originally I wanted to make a pure tank like your Everlast, but I just couldn't give up on being able to do some dps on the side. I use gear for Con and it's been very survivable so far. Whenever I'm hurting, an Unbreakable/Bionic Shielding combo heals like a wonder. Plus, when in Avenger mode, I've gotten 10k bursts consistently. Not half bad for still wearing my Con gear.

I'm keeping Power Guantlet, and all the taunt ranks at the end of the build. That way I can take off the challenging strikes and make myself a little more PvP friendly, should I ever decide to start PvP. 'Course, I'll prolly die. A lot.

-Edit: Realized I made an impossible build... now it should be all right.

Archived Post
03-22-2011, 01:30 PM
Some advice please?

So, my starting build as a F2P was a Blade. Then went gold and retconned into Power Armor/Gadgetry at lvl 27, found the Pulsewave Power Armor thread at lvl 40 and finally settled on the Shellhead build(with micro-changes on advantages) from it.
I found it insanely fun, durable and versatile compared to my previous builds and decided to stick with it.

However, i'm having a bit of a problem now. I'm quite satisfied with my durability, i have no energy problems, healing is ok since i upped PRE for BC a bit lately, but i think i'm dealing sub-par burst damage, compared to similar builds.
For instance, my fully charged Rank 3 Roomsweeper with 8 Enrage stacks does 1700-2050 damage on training dummies. That's in Guardian stance(Invul user).
My most powerful attack is a fully charged(with energy form) R3 Force Cascade with an energy form, and that does between 3700-5000 damage on training dummies.
Did a little testing with some of my buddies, which also used Invulnerability builds with Enrage*8 and Roomsweeper R3 - they're doing 3-4k damage(no other buffs on them).


Here's the specific build:

Superstats:
Level 5: Super Intelligence
Level 13: Super Strength

Powers:
Level 1: Force Bolts
Level 1: Force Blast -- Crippling Challenge
Level 5: Force Shield -- Force Sheath
Level 5: Jet Boots -- Rank 3
Level 8: Roomsweeper -- Rank 3
Level 11: Invulnerability -- Rank 3
Level 14: Bionic Shielding -- Rank 3
Level 17: Demolish -- Rank 3
Level 20: Enrage -- Rank 2
Level 23: Thunderclap
Level 26: Unbreakable -- Better You Than Me
Level 29: Force Cascade/Gigabolt -- Rank 3 - (R3 Gigabolt when i go farming, R3 FC for lairs)
Level 32: Mighty Leap
Level 35: Shadow Shroud -- Rank 2
Level 35: Rocket Jump
Level 38: Electric Sheath -- Rank 2, Matter - Energy Union

Talents:
Level 1: Mechanized
Level 6: Paramilitary Training
Level 9: Body And Mind
Level 12: Physical Conditioning
Level 15: Healthy Mind
Level 18: Relentless
Level 21: Negotiator



So, i figured there was something wrong with my stats(and consequently, with the way i'm playing this build).

My current stats:
STR - 199
DEX - 10
CON - 57
INT - 282(prefer fast cooldowns for energy forms, and i can use FC/Gigabolt frequently)
EGO - 18
REC - 110(mainly for using FC as a massive opener due to it's 100 feet range)
END - 87

Is there something lacking with these stats? Is STR sufficient for a good Enrage damage boost at lvl 40, or should i get it higher? Or is this build simply not meant to do higher damage?
I would need to sacrifice some INT and REC to raise STR, which cripples the usage of Force Cascade as an opener like i'm currently playing. But that's not a problem, since i placed FC on the top of my retcon list and i can replace it with anything cheaply.

So, in short, what stat numbers should i aim for with this build? What would be optimal?
I can get upgrades through farming or AH, resources really not a problem right now. But i'd like to hear opinions from people who've been playing this game longer than me, so i don't make faulty assumptions and spend hundreds of G's for nothing.

Archived Post
04-04-2011, 06:01 AM
Greetings all. I have a question, If I may.
I'm currently following the Mark VIII build. However, Protection Field seemed very irrelevant in there, especially since presence isn't a SS. As it is, the protection it gives is very low, and it costs alot of energy, for little energy return. At least that was so when I tried it. It didn't seem to return energy as much as force sheathe does.
So, what's the idea behind that power being there?
Thanks for yer time.

Archived Post
04-05-2011, 05:42 PM
Greetings all. I have a question, If I may.
I'm currently following the Mark VIII build. However, Protection Field seemed very irrelevant in there, especially since presence isn't a SS. As it is, the protection it gives is very low, and it costs alot of energy, for little energy return. At least that was so when I tried it. It didn't seem to return energy as much as force sheathe does.
So, what's the idea behind that power being there?
Thanks for yer time.

Damage protection and free energy. It pays for itself with super recovery and gives you free damage shielding while attacking. You can shield other players with it as well, which helps out on teams where you arent the target of damage. I'd rather have it than Force Shield.

Archived Post
04-06-2011, 11:13 AM
Damage protection and free energy. It pays for itself with super recovery and gives you free damage shielding while attacking. You can shield other players with it as well, which helps out on teams where you arent the target of damage. I'd rather have it than Force Shield.

I did some testing with protection field, but I just must be missing something. That shield doesn't shield much without presence. the energy return scales with ego, as the info of the power says, and yes, I know recovery adds more return too, but it won't return energy like force sheathe returns for me. Force sheathe returns energy for EVERY hit, while protection field seems to have a cooldown set in between energy returns, so you only get energy every 2 or 3 secs or so. Besides, when the shield is that low, I imagine it would just go down too fast, against big hitters at least.
Please do tell me what you're doing differently that makes it work, because as it seems, the shield has to stay on me for quite a while to even return the energy I first used to put it up.
Thanks Pulsewave, for taking the time to reply to these.

Archived Post
04-06-2011, 01:47 PM
I did some testing with protection field, but I just must be missing something. That shield doesn't shield much without presence. the energy return scales with ego, as the info of the power says, and yes, I know recovery adds more return too, but it won't return energy like force sheathe returns for me. Force sheathe returns energy for EVERY hit, while protection field seems to have a cooldown set in between energy returns, so you only get energy every 2 or 3 secs or so. Besides, when the shield is that low, I imagine it would just go down too fast, against big hitters at least.
Please do tell me what you're doing differently that makes it work, because as it seems, the shield has to stay on me for quite a while to even return the energy I first used to put it up.
Thanks Pulsewave, for taking the time to reply to these.

Protection Field gives more energy in my tests. Big laser, Force Sheath is 17 energy back, Prot Field is 21. It's 12% energy per hit with protection field and super REC and 1500 damage protection at 90 PRE (Rank 3 field). That's about a third of my health in Avenger (not superstat CON). You can reapply it continually and it pays for itself. And like I said before, on teams Force Sheath does nothing for you because you arent getting hit. Prot Field gives you 12% energy (with super REC) per hit on the tank.

Archived Post
04-06-2011, 01:58 PM
Small question from a returned player:
How well does power armor and inventions mix?

I'm growing quite fond of the healing drones.

Archived Post
04-06-2011, 08:33 PM
Protection Field gives more energy in my tests. Big laser, Force Sheath is 17 energy back, Prot Field is 21. It's 12% energy per hit with protection field and super REC and 1500 damage protection at 90 PRE (Rank 3 field). That's about a third of my health in Avenger (not superstat CON). You can reapply it continually and it pays for itself. And like I said before, on teams Force Sheath does nothing for you because you arent getting hit. Prot Field gives you 12% energy (with super REC) per hit on the tank.

Ooooh okay, I get what's happening here. Simple,really.
You're rolling avenger. The end. XD
Still, did you happen to check how many times the protection field's energy return triggers? Sure, it could be returning more energy at first hit, but the fact that force sheathe does not need energy to put on, and the part about protection field's energy return seeming to have a cooldown (at least for me) might change the results a little.
So yeah. I'm using Invulnerability, so I went with protector, thus I gain alot of energy from blocking.

Archived Post
04-07-2011, 06:04 PM
Small question from a returned player:
How well does power armor and inventions mix?

I'm growing quite fond of the healing drones.

Quite well. Both the attack and support drones are good, as are the toys if you can stomach their appearance.

Both frameworks are in the same category, so any Gadgeteering powers will count with your PA powers to get you to Implosion Engine, the T4 power, if you so desire.

I'm also a big fan of Bionic Shielding, and MSA for that matter.

Archived Post
04-08-2011, 11:36 AM
I've grown quite fond of the healing drones and the passive ability that gives energy on the recharge.
The two fluffily also mix very well.

Archived Post
04-08-2011, 01:10 PM
I've grown quite fond of the healing drones and the passive ability that gives energy on the recharge.
The two fluffily also mix very well.

If you mean the Molecular Reassembly, or whatever it was called, yes that Is in fact one of the powers Pulsewave recommends for Power Amor, and it goes absolutely well with it. The healing drones, I think that goes well with anyone that manages to not die instantly.

Archived Post
04-22-2011, 02:58 PM
**** Sample Builds ****

Pulsewave Mark IX: Overcharged!
Current for Free to Play update

The Mark IX is an end-game build for taking down late-game lairs and cosmic entities. It is designed to maximize sustained damage, with high burst damage and some short-term defense. This gives it some potential for PvP as well.


Wow thanks for all the awesome advice in this thread Pulsewave.

The Pulsewave Mark IX is an amazing build. Here is mine, modified for pvp and pve - I don't know power armor that well so all please comment :-)

Stats are Int/End/Con/Rec but how should I break down the gear?

He seems pretty squishy using just Targeting Computer - I was thinking of also tanking Invulnerability as a back up but I don't know what power to replace :confused:

Build by championBuilder 0.4.1 (http://champions.zarzu.ch)

Download this Build here. (http://champions.zarzu.ch/download.php?download=4132g50800708211070851015zz0 4608234706411050852708241050643607510703601060g523 6035106024008zz0320160150075y10p5y2125y20p5y20o5y2 0z5y20l5y20t25y0035y0071h0000000000000000)

: Level 40 Champion

Superstats:
Level 6: Super Intelligence
Level 13: Super Endurance

Powers:
Level 1: Wrist Bolter
Level 1: Concussor Beam -- Rank 3, Rank 2
Level 6: Targeting Computer -- Rank 2, Rank 3
Level 6: Teleport
Level 8: Mini Gun -- U-238 Rounds
Level 11: Bionic Shielding -- Rank 3, Rank 2
Level 14: Unbreakable
Level 17: Chest Beam -- Rank 3, Rank 2
Level 20: Molecular Self-Assembly
Level 23: Lock N Load -- Rank 2
Level 26: Protection Field -- Rank 3, Rank 2
Level 29: Dark Transfusion -- Blood Sacrifice
Level 32: Field Surge -- Rank 2
Level 35: Immolation -- Rank 2
Level 35: Acrobatics -- Versatility, Rank 2, Rank 3
Level 38: Electric Sheath -- Rank 2

Talents:
Level 1: Inhuman
Level 6: Paramilitary Training
Level 9: Boundless Reserves
Level 12: Quick Recovery
Level 15: Amazing Stamina
Level 18: Healthy Mind
Level 21: Investigator

Archived Post
04-25-2011, 10:28 AM
Hey Pulse, would you recommend a PvP build or stick with Overcharged (which I'm using now)?

Archived Post
04-30-2011, 08:15 AM
Great guides Pulse!!

Archived Post
04-30-2011, 01:36 PM
Hey Pulse, would you recommend a PvP build or stick with Overcharged (which I'm using now)?

Im not big on PvP. If Overcharged is working for you, keep using it. Be sure to add Molecular Self Assembly if thats not already there.

Archived Post
05-23-2011, 02:20 PM
Posted the Mark X build. Had to go with Rage of Majesty here too. Pretty much every build should be Rage of Majesty at this point unless you can use Quarry or you want to be a tank.

Archived Post
05-23-2011, 02:35 PM
Posted the Mark X build. Had to go with Rage of Majesty here too. Pretty much every build should be Rage of Majesty at this point unless you can use Quarry or you want to be a tank.

On the one hand, it's greatly powerful with noteworthy utility.

On the other, it's kind of sad that everything is being distilled to RoM.

Oh well. Pew pew harder!

Archived Post
05-23-2011, 05:07 PM
I've been doing a ton of testing with my PA who is sitting in a powerhouse after a retcon, and my tests show Shoulder Launcher being a better option than Minigun for solo content. The damage from Shoulder Launcher is so much higher than Minigun that it more than makes up for the lack of debuff. (In team content, the debuff is more useful.)

I have been soloing to 35 now and i like the minigun alot. It really makes the big bosses go down fairly fast. Call down and orbital with anvil and a quick tap of chest beam toggle concussor and minigun and fwooosh they go down.

Archived Post
05-24-2011, 03:43 AM
Posted the Mark X build. Had to go with Rage of Majesty here too. Pretty much every build should be Rage of Majesty at this point unless you can use Quarry or you want to be a tank.

Or support/pet. Aura of Radiant Protection is a lot more defensive than Majesty, and benefits pets more. (I know the pets gets health/damage bonuses, but often survivability of pets is more crucial, since they cannot block schtick attacks).

Archived Post
05-24-2011, 05:22 AM
Or support/pet. Aura of Radiant Protection is a lot more defensive than Majesty, and benefits pets more. (I know the pets gets health/damage bonuses, but often survivability of pets is more crucial, since they cannot block schtick attacks).

I'd usually still take Aura of Majesty over Radiant Protection with a pet build. They get a significant damage bonus and you get all the stat benefits. Sure, pets are more fragile. But pets are already resistant to AoE damage and losing a pet to direct attacks is no big deal. You just summon another one.

Archived Post
05-24-2011, 06:40 AM
I'd usually still take Aura of Majesty over Radiant Protection with a pet build. They get a significant damage bonus and you get all the stat benefits. Sure, pets are more fragile. But pets are already resistant to AoE damage and losing a pet to direct attacks is no big deal. You just summon another one.

But every moment summoning a pet is a moment not actively contributing in some other manner. And when you have multiple pets all dying, that's a lot of moments not actively contributing as well. Not to mention it also gives you some reasonable resistances too. (I don't believe a petmaster should have no other way of contribution to the team, granted the stat boosts would let me attack better as well) Also, it's not the direct attacks that is the issue, it is the AoE attacks because of the forementioned extra summoning involved.

I've also checked, the damage doesn't really increase by much with 40 extra SS stats (though the hp increase is much more noticible admitedly), so I don't think 80 extra SS stats would change that observation by much. May have to test some time to see if the hp boost would make both me and pets more surivivable than the extra con and SS bonuses at lv 40.

There's also the minor, and probably inconsequential note that the ration of self /others benefits from RP is better than PM.

Actually, think I'll just test, though I'll have to drop my other heavy end use attack.. Pets seem to gain 15% in damage and health at +68 SS. I gain 25% more health, but take 75% damage instead of 50%.. I can manage to maintain minigun at guardian instead of sentinel with primal though.. Another thing to consider is that I can take a non-pres SS if I take PM since I don't need Pre to pass on the advantages to pets, but if I drop pre my (granted few) heals would be weaker too (in exchange for a better attack cycle)..

Archived Post
05-24-2011, 07:03 AM
But every moment summoning a pet is a moment not actively contributing in some other manner. And when you have multiple pets all dying, that's a lot of moments not actively contributing as well. Not to mention it also gives you some reasonable resistances too. (I don't believe a petmaster should have no other way of contribution to the team, granted the stat boosts would let me attack better as well) Also, it's not the direct attacks that is the issue, it is the AoE attacks because of the forementioned extra summoning involved.

I've also checked, the damage doesn't really increase by much with 40 extra SS stats (though the hp increase is much more noticible admitedly), so I don't think 80 extra SS stats would change that observation by much. May have to test some time to see if the hp boost would make both me and pets more surivivable than the extra con and SS bonuses at lv 40.

There's also the minor, and probably inconsequential note that the ration of self /others benefits from RP is better than PM.

Actually, think I'll just test, though I'll have to drop my other heavy end use attack.. Pets seem to gain 15% in damage and health at +68 SS. I gain 25% more health, but take 75% damage instead of 50%.. I can manage to maintain minigun at guardian instead of sentinel with primal though.. Another thing to consider is that I can take a non-pres SS if I take PM since I don't need Pre to pass on the advantages to pets, but if I drop pre my (granted few) heals would be weaker too (in exchange for a better attack cycle)..

As you can see, it's a lot more damage. Every pet gets about +15% damage, you get up to 10% more raw damage, plus more crits and longer maintains, and more health. I've run both builds extensively and I prefer Aura of Majesty. Radiant Aura is easier of course, since it's harder to get yourself killed. See my Morbo and Hexed guides for more data on it.

Archived Post
05-25-2011, 08:30 AM
I see a lot of people recommending Molecular Self Assembly. Why?

Last I checked, it only proc'ed on cooldowns. And none of the basic Power Armors have a cooldown.

Has something changed for/against Molecular Self Assembly and Power Armor?

Archived Post
05-25-2011, 08:33 AM
I see a lot of people recommending Molecular Self Assembly. Why?

Last I checked, it only proc'ed on cooldowns. And none of the basic Power Armors have a cooldown.

Has something changed for/against Molecular Self Assembly and Power Armor?

All of the basic power armor toggles trigger a cooldown. These cooldowns proc MSA.

Archived Post
05-25-2011, 08:33 AM
MSA now procs on PA toggles too. Every time you deactivate a toggle - MSA starts ticking.

Archived Post
05-25-2011, 08:34 AM
I see a lot of people recommending Molecular Self Assembly. Why?

Last I checked, it only proc'ed on cooldowns. And none of the basic Power Armors have a cooldown.

Has something changed for/against Molecular Self Assembly and Power Armor?

Toggles act like cooldowns. So MSA is constantly proccing.

Archived Post
05-25-2011, 08:45 AM
I see a lot of people recommending Molecular Self Assembly. Why?

Last I checked, it only proc'ed on cooldowns. And none of the basic Power Armors have a cooldown.

Has something changed for/against Molecular Self Assembly and Power Armor?

It's a Gageteer/Inventor power so it comes into play with Orbital Cannon and some other powers and not really any power armor ones. Many freeform builds get it for energy building with other cooldown powers though, like Force Geyser, Force Detonate, Resurgence, Field Surge, Ebon Void, Electric Sheath etc, etc.

Short cooldown powers (like force geyser - 5 seconds or so?) make getting extra energy a snap.

Archived Post
05-25-2011, 08:48 AM
It's a Gageteer/Inventor power so it comes into play with Orbital Cannon and some other powers and not really any power armor ones.

This is wrong. As stated previously, it activates on Power Armor toggles.

http://www.youtube.com/watch?v=elxYD83AQJo&t=4m17s

See how my energy keeps jumping up every 3 seconds while my toggles are running? That's MSA proccing

Archived Post
05-25-2011, 09:11 AM
This is wrong. As stated previously, it activates on Power Armor toggles.

http://www.youtube.com/watch?v=elxYD83AQJo&t=4m17s

See how my energy keeps jumping up every 3 seconds while my toggles are running? That's MSA proccing

Yeh wow! Didn't know that PA toggles counted as cooldowns. I wonder if that's on purpose.

Anyway, definitely cool. I threw it on there and am loving it.

Archived Post
05-25-2011, 09:39 AM
This is wrong. As stated previously, it activates on Power Armor toggles.

http://www.youtube.com/watch?v=elxYD83AQJo&t=4m17s

See how my energy keeps jumping up every 3 seconds while my toggles are running? That's MSA proccing

Whaa? Dammit that's like two kisses I want to give you. One for this and one for your crazy powerful Darkness build that I've been using the last two days.
:p

Seriously didn't think PA toggles counted. Grrr...

Archived Post
05-26-2011, 08:06 PM
I just wanted to ask about Pulsewave Mark IX.

1) How exactly does active offense cycling work, if using an active offense gives a 30 second timer to all the rest?
2) I assume you've to stop your attack toggles before you can fire an active offense?

Archived Post
05-29-2011, 11:05 AM
Could u tell me what do u think fo my PA build?
Mainly I used Pulsewave's INT/REC build, but added some ideas from Judgebot's JB build and KenpoJJ's Arsenal Gear build.
I mainly wanted to have a balanced build between offense and defense (maybe a little more offense). I wanna be able to take on more MOBs at the same time (and not die oc). Also I like to PVP, so I used Crip.Ch. on Power Gauntlet. Although I hardly believe thats enough :D
Well, tell me if I did something wrong :)

Build by championBuilder 0.4.1 (http://champions.zarzu.ch)

Download this Build here. (http://champions.zarzu.ch/download.php?download=4132g5030060820370821107zz08 10708501070823045064370672107083010506417082410503 707075110508526zz04060150075y10e5y20s5y20o5y20l5y2 0p5y2175y20225y0065y0031h0000000000000000)

Torve2.0: Level 40 Champion

Superstats:
Level 6: Super Recovery
Level 13: Super Intelligence

Powers:
Level 1: Force Bolts
Level 1: Power Gauntlet -- Crippling Challenge
Level 6: Concussor Beam -- Rank 3, Rank 2
Level 6: Jet Boots -- Rank 3, Rank 2
Level 8: Invulnerability -- Rank 3, Rank 2
Level 11: Mini Gun -- Rank 2, U-238 Rounds
Level 14: Molecular Self-Assembly
Level 17: Support Drones -- Rank 3, Rank 2
Level 20: Micro Munitions -- Rank 3, Rank 2
Level 23: Bionic Shielding
Level 26: Chest Beam -- Rank 3, Rank 2
Level 29: Inertial Dampening Field
Level 32: Lock N Load -- Rank 3, Rank 2
Level 35: Unbreakable
Level 35: Teleport -- Rank 2
Level 38: Electric Sheath -- Rank 2

Talents:
Level 1: Tech Savvy
Level 6: Negotiator
Level 9: Quick Recovery
Level 12: Healthy Mind
Level 15: Boundless Reserves
Level 18: Field Ops Training
Level 21: Enduring

Archived Post
06-13-2011, 10:40 AM
Pulsewave

I am ashmed to say I have not read all the posts on this monstrous post, but I started with a PA build and used your original. I have changed since I started and am at lv30 now with a INT/CON PA. I like the bots and like the many toggles I have, do you have a suggestion for a pet build in PA? I would even go with no mechanical pets if you thought some where better then the robots.

I am not struggling now by any means but have no heal yet, gonna take the support bots, and I think my energy replensihing is weak.

Thanks for all your work it rocks hard!

Archived Post
06-18-2011, 01:40 AM
I was wondering if your Mark IX build could be used without Dark Transfusion, I really like all the offense and protection, but Dark Transfusion doesn't seem to be my type of power. If I were to switch it out for something else, what would you recommend, either for more offense or more survivability.

Archived Post
06-21-2011, 08:03 AM
There's only one question I have...

Is it wise to take both Invulnerability and Targeting computer for those moments when I either need more protection, or want more dps from my power-armor attacks? Or should I only stick with one passive?

Also, is it a good idea for Power Armor to have both munition and support drones out at the same time?

Archived Post
06-21-2011, 08:13 AM
There's only one question I have...

Is it wise to take both Invulnerability and Targeting computer for those moments when I either need more protection, or want more dps from my power-armor attacks? Or should I only stick with one passive?

Also, is it a good idea for Power Armor to have both munition and support drones out at the same time?

In my opinion it is indeed wise, especially if you're going to regularly do the more difficult content in the game. TC for soloing and regular content and Invul for difficult content and hard bosses.

Having both Munition Bots and Support Drones out is only a good idea if you have really good energy management. Otherwise you may find the energy penalty from the pets to be too much.

Archived Post
06-21-2011, 12:16 PM
There's only one question I have...

Is it wise to take both Invulnerability and Targeting computer for those moments when I either need more protection, or want more dps from my power-armor attacks? Or should I only stick with one passive?

Also, is it a good idea for Power Armor to have both munition and support drones out at the same time?

Dual passives are completely fine. Invulnerability's good as a "backup" for when things get too tough because it doesn't require CON and still counts towards your tech tree.

It's quite possible to even do most of the end-game content in offensive stance, you'll face plant more often but that only really matters on a few lock-out bosses.

Personally I have a Particle-Damage Power Armor toon, but instead of using Targetting Computer I use Electric Form (for the particle dmg).

I only recently switched from Invulnerability to Defiance though, as Defiance @ R2 is good enough for me (only affects timing) and by swapping my gear I get my non-ss CON up to around 190. But with either one, I never really stayed in either for long.


Something to consider... with most builds you have a surplus of power slots by the time you get to your 30s. However with Power Armor, since your bread-and-butter attacks usually involve 2 or 3 powers at a time you wind up burning through your power slots quicker. Not MUCH quicker, but quicker.

Archived Post
06-21-2011, 05:46 PM
Oooh, my turn to post a build. Here's Stinger 3.0
Essentially, I looked long and hard at the Rage of Majesty builds and said: How could I make a tank out of that?

So far I've only tested it against the MC powerhouse (Every spawn in hard 5-man, all three types) and Mega Terak. So far, it's held up like a dream. I would caution to pop your defense when you get to half health, as the healing in this build is heavily dependent upon taking hits.

I also kept the advantage points to Enrage at the top of the list, since my gear is still kind of low-tier and I hope to get enough Con to take 2 points off and put them into something else.

Build by championBuilder 0.4.1 (http://champions.zarzu.ch)

Download this Build here. (http://champions.zarzu.ch/download.php?download=4132g5030060820370821015zz04 70c200180340012506438082343070c3020608303608522700 61015037070824015zz0850c2175y10g5y20l5y20t5y20a5y2 095y20p5y20025y0035y0008Stingerh0100000000000000)

Stinger: Level 40 Champion

Superstats:
Level 6: Super Intelligence
Level 13: Super Strength

Powers:
Level 1: Force Bolts
Level 1: Power Gauntlet -- Crippling Challenge
Level 6: Concussor Beam -- Rank 2, Rank 3
Level 6: Teleport
Level 8: Lightning Reflexes -- Rank 2, Rank 3
Level 11: Force Shield -- Rank 2, Rank 3, Force Sheath
Level 14: Molecular Self-Assembly
Level 17: Mini Gun -- U-238 Rounds, Challenging Strikes, Rank 2
Level 20: Bountiful Chi Resurgence -- Resurgent Reiki, Rank 2
Level 23: Micro Munitions -- Challenging Strikes
Level 26: Unbreakable -- Better You Than Me
Level 29: Enrage -- Rank 2, Rank 3
Level 32: Inertial Dampening Field
Level 35: Chest Beam -- Rank 2, Rank 3
Level 35: Jet Boots
Level 38: Masterful Dodge

Talents:
Level 1: Mechanized
Level 6: Healthy Mind
Level 9: Investigator
Level 12: Body And Mind
Level 15: Physical Conditioning
Level 18: Boundless Reserves
Level 21: Mighty

And here's the why of it:

Defense LR + BCR-RR + IDF= no brainer dodge tank. Masterful dodge doubles as a pinch heal and as a defensive boost. Unbreakable w/ advantage makes enrage stack faster and heals tick nicely behind the damage reduction. Even without Con SS, this has some nasty survivability since you'll heal through just about everything. If not, pop the shield and BCR will regen for you.

Offense Oh how I wish I could have worked Shoulder Launcher in here. However, Minigun + Concussor + Chest Beam simultaneously still packs a wallop, especially with 8 stacks of enrage. Best of all, with that combo, all your DPS teammates will do more damage too. Micro Munitions serves only for CC and taking out trash mobs.

Threat Just run all three threat builders simultaneously. Little to no Pre stacking needed. I'm not familiar with the mechanics, so I'm curious if BCR's healing would generate threat or not.

Energy No need for Rec statting. Simply keeping your Enrage up will fill your energy bar through MSA. I've also found that popping your shield to keep Force Sheathe up adds to your survivability as well as energy generation. In tight situations, you'll have more energy than you know what to do with.

Stats I focused on Str and Int, and geared for Con and End. If you'd prefer a more hefty, less damaging tank, SS Con instead and gear for Str. Your enrage will suffer, but you'll have a larger buffer for the big hits when they get through.

Variation If you feel you need a more reliable burst heal, replace Masterful Dodge with Resurgence or Palliate.

Archived Post
06-22-2011, 06:14 AM
Captain, and Kanni, thanks for the pointers! :)

my recovery allows me to recover about 55-60% of my total energy, and I haven't found energy management too complicated with both drones out. If anything (at least for the level 22 stuff), having both drones out in combination with my existing powers (Concussion beam R3, Should cannon r2, micromunitions r2) seems to trivialize most of the content I do... even on hard when I'm running with a similarly specced guildmate.

Archived Post
06-22-2011, 06:19 AM
This thread has been really valuable. I'm fairly new to this game, could I get some feedback on this build, it was based off of your Mark VI Everlast build:

Superstats:
Level 6: Super Intelligence
Level 13: Super Constitution

Powers:
Level 1: Force Bolts
Level 1: Power Gauntlet -- Crippling Challenge
Level 6: Force Shield -- Force Sheath
Level 6: Jet Boots
Level 8: Defiance -- Rank 2
Level 11: Molecular Self-Assembly
Level 14: Bionic Shielding -- Rank 2 & 3
Level 17: Mini Gun -- U-238 Rounds, Challenging Strikes, Rank 2
Level 20: Micro Munitions -- Challenging Strikes, Rank 2
Level 23: Masterful Dodge
Level 26: Shoulder Launcher -- Rank 2 & 3
Level 29: Support Drones -- Rank 2 & 3
Level 32: Orbital Cannon -- Anvil of Dawn
Level 35: Munitions Bots -- Rank 2
Level 35: Teleport
Level 38: Chest Beam -- Rank 2 & 3[/COLOR]

Talents:
Level 1: Tech Savvy
Level 6: Boundless Reserves
Level 9: Quick Recovery
Level 12: Investigator
Level 15: Negotiator
Level 18: Amazing Stamina
Level 21: Healthy Mind

Edit: Updated based on Captain Fabulous' feedback. I didn't realize retaliation was a block and it was supposed to be Con not Str as a SS. Shuffled some powers around and added Munitions bots for some added punch. unfortunately lv 17 is the earliest I can take PA attacks due to not specializing earlier.

Archived Post
06-22-2011, 06:37 AM
This thread has been really valuable. I'm fairly new to this game, could I get some feedback on this build, it was based off of your Mark VI Everlast build:

Superstats:
Level 6: Super Intelligence
Level 13: Super Strength

Powers:
Level 1: Force Bolts
Level 1: Power Gauntlet -- Crippling Challenge
Level 6: Force Shield -- Force Sheath
Level 6: Jet Boots
Level 8: Defiance -- Rank 2
Level 11: Retaliation -- Rank 2 & 3
Level 14: Bionic Shielding -- Rank 2 & 3
Level 17: Mini Gun -- U-238 Rounds, Challenging Strikes, Rank 2
Level 20: Molecular Self-Assembly
Level 23: Micro Munitions -- Challenging Strikes, Rank 2
Level 26: Shoulder Launcher -- Rank 2 & 3
Level 29: Support Drones -- Rank 2 & 3
Level 32: Orbital Cannon -- Anvil of Dawn
Level 35: Masterful Dodge
Level 35: Teleport
Level 38: Chest Beam -- Rank 2 & 3

Talents:
Level 1: Tech Savvy
Level 6: Boundless Reserves
Level 9: Quick Recovery
Level 12: Investigator
Level 15: Negotiator
Level 18: Amazing Stamina
Level 21: Healthy Mind

I've considered switching MSA and Bionic Shielding with each other.

Why do you have 2 blocks? I can't think of a really compelling reason for it. You've only got 2 attacks including your energy builder till level 17. That's gonna be a rough haul. I'm not sure you're going to get much use out of Bionic Shielding at lower levels with Defiance. Moving MSA up the list is good, but prior to getting Mini Gun at 17 you don't have any powers that will proc it. Drop the extra block, pick up the attacks sooner and put off Bionic Shielding till later.

The only other thing I question is the choice of STR as a superstat. CON is going to make Defiance work much better. And without any melee attacks you literally get nothing from STR except being able to pick up and throw stuff.

Archived Post
06-22-2011, 10:43 PM
This thread has been really valuable. I'm fairly new to this game, could I get some feedback on this build, it was based off of your Mark VI Everlast build:

Superstats:
Level 6: Super Intelligence
Level 13: Super Constitution

Powers:
Level 1: Force Bolts
Level 1: Power Gauntlet -- Crippling Challenge
Level 6: Force Shield -- Force Sheath
Level 6: Jet Boots
Level 8: Defiance -- Rank 2
Level 11: Molecular Self-Assembly
Level 14: Bionic Shielding -- Rank 2 & 3
Level 17: Mini Gun -- U-238 Rounds, Challenging Strikes, Rank 2
Level 20: Micro Munitions -- Challenging Strikes, Rank 2
Level 23: Masterful Dodge
Level 26: Shoulder Launcher -- Rank 2 & 3
Level 29: Support Drones -- Rank 2 & 3
Level 32: Orbital Cannon -- Anvil of Dawn
Level 35: Munitions Bots -- Rank 2
Level 35: Teleport
Level 38: Chest Beam -- Rank 2 & 3[/COLOR]

Talents:
Level 1: Tech Savvy
Level 6: Boundless Reserves
Level 9: Quick Recovery
Level 12: Investigator
Level 15: Negotiator
Level 18: Amazing Stamina
Level 21: Healthy Mind


Looking a little better, but I don't see why you have both Shoulder Launcher and Orbital Cannon, especially when you have Mini Gun ranked up as much as you do. Find which one fits your play style best and replace the other one with Concussor Beam early on to unlock your other attacks earlier and gain your MSA benefits earlier as well. I'd recommend keeping the Orbital Cannon, simply because it will play nicer with Mini Gun, which you should keep running all the time.

Edit: Another option, since you're sticking with Force Shield, is to switch to Invulnerability instead of Defiance. If you keep threat, the energy from your shield will keep you topped off nicely without the need for Defiance's energy gains. If you want to keep Defiance, I'd opt for Energy Shield instead, as you'll have better overall defense when you turtle up.

Archived Post
06-22-2011, 11:16 PM
Looking a little better, but I don't see why you have both Shoulder Launcher and Orbital Cannon, especially when you have Mini Gun ranked up as much as you do. Find which one fits your play style best and replace the other one with Concussor Beam early on to unlock your other attacks earlier and gain your MSA benefits earlier as well. I'd recommend keeping the Orbital Cannon, simply because it will play nicer with Mini Gun, which you should keep running all the time.

Edit: Another option, since you're sticking with Force Shield, is to switch to Invulnerability instead of Defiance. If you keep threat, the energy from your shield will keep you topped off nicely without the need for Defiance's energy gains. If you want to keep Defiance, I'd opt for Energy Shield instead, as you'll have better overall defense when you turtle up.

If it were me I'd do it in this order:

Level 1: Force Bolts
Level 1: Power Gauntlet -- Crippling Challenge
Level 6: Concussor Beam -- Rank 2 & 3
Level 6: Jet Boots
Level 8: Defiance -- Rank 2
Level 11: Mini Gun -- U-238 Rounds, Challenging Strikes, Rank 2
Level 14: Force Shield -- Force Sheath
Level 17: Micro Munitions -- Challenging Strikes, Rank 2
Level 20: Molecular Self-Assembly

This gets your attacks in quickly and then puts MSA in *after*, so it actually has something to proc off of.

Archived Post
06-23-2011, 09:33 PM
If it were me I'd do it in this order:

Level 1: Force Bolts
Level 1: Power Gauntlet -- Crippling Challenge
Level 6: Concussor Beam -- Rank 2 & 3
Level 6: Jet Boots
Level 8: Defiance -- Rank 2
Level 11: Mini Gun -- U-238 Rounds, Challenging Strikes, Rank 2
Level 14: Force Shield -- Force Sheath
Level 17: Micro Munitions -- Challenging Strikes, Rank 2
Level 20: Molecular Self-Assembly

This gets your attacks in quickly and then puts MSA in *after*, so it actually has something to proc off of.

Without a 3rd power from the PA tree, the earliest you can take Mini Gun is level 17. This is totally possible with Wrist Bolters at lvl 1, but who seriously does that?

Leveling into this, I'd go with that same progression you suggested, except with Wrist Bolters as an energy builder. Then, for style, retcon into Force bolts at 20 with this:

Level 1: Force Bolts
Level 1: Power Guantlet
Level 6: Concussor Beam
Level 8: Defiance
Level 11: Force Shield
Level 14: Molecular Self Assembly
Level 17: Mini Gun
Level 20: Micro Munitions

There, I think that fills my smarta__ quota for the day.

Archived Post
06-24-2011, 12:13 AM
Without a 3rd power from the PA tree, the earliest you can take Mini Gun is level 17. This is totally possible with Wrist Bolters at lvl 1, but who seriously does that?

Leveling into this, I'd go with that same progression you suggested, except with Wrist Bolters as an energy builder. Then, for style, retcon into Force bolts at 20 with this:

Level 1: Force Bolts
Level 1: Power Guantlet
Level 6: Concussor Beam
Level 8: Defiance
Level 11: Force Shield
Level 14: Molecular Self Assembly
Level 17: Mini Gun
Level 20: Micro Munitions

There, I think that fills my smarta__ quota for the day.

Gah, my bad, I wasn't paying attention.

Archived Post
06-24-2011, 09:43 PM
You start this build off by choosing Custom Framework. Take Force Bolts and Power Gauntlet as your first two powers. That will get you through the tutorial. At level 8 you will want to remove powers when you level up. Once you can take Concussor Beam you will not need Power Gauntlet unless you are into PvP.

As you level up try to mostly slot items with Recovery, Intelligence, Endurance, and either Constitution (if you choose Invulnerability) or Presence (if you choose Targeting Computer). Since you'll have REC and INT as superstats you need those to be the highest numbers. Check your character sheet to make sure that those stats give you at least a 30% damage bonus. If it's not up to 30% then you should get bonuses into that stat. You can go past the 30% bonus, but there are diminishing returns so it's less valuable. Try to get some END and CON/PRE items to round out the build. If you can build some EGO that helps too, but it's not critical. Don't worry about anything else.

Things might feel a little slow until level 8 when you can pick up Concussor Beams. You only have Force Bolts and Power Gauntlet for dealing damage. That will get you through the first few levels ok, but once you get Concussor Beams you dont need Power Gauntlet any longer. You can remove Power Gauntlet in the Power House and replace it with Force Shield. You take the Force Sheath advantage immediately. That's critical for maintaining energy. You just need to block every 8 seconds or so and you'll get energized by enemy attacks. Along with the super Recovery and super Intelligence you will have tons of energy to burn down enemies. The only reason to keep Power Gauntlet is if you want to take the Crippling Challenge advantage. That makes Power Gauntlet 'taunt' enemies, and disables Block for 10 seconds. It's a great option, but used more for tanks heros in PvE, or for disabling shields in PvP. If you're not into either you can skip Power Gauntlet and Crippling Challenge.




I tried this and can't get it to work.

I removed everything down to Force Bolts and then went to buy powers.

Concussor Beam does not show up on the list until I choose PG (or perhaps something else on the set, but I am trying to follow your build to the letter). I tried choosing Force Shield hoping that would satisfy the CB prerequisite of 1 PA power but it didn't.

For me I can't replace the PG power with CB since C B isn't available until I select PG, and since you can only remove powers in reverse order, I am at a loss.

I don't think Eye Beam showed up either (until i chose PG), as I would have taken that to practice toggling two powers.

Level 8 BTW,

Thank you

What am I doing wrong?

Archived Post
06-26-2011, 12:03 PM
If you don't want Power Guantlet at all, I'd recommend retconning into this progression:

Lvl 1: Force Bolts
Lvl1: Force Shield
Lvl 6: Protection Field
Lvl 8: Concussor Beam

I'm sure Pulsewave has explained the benefits of Protection Field before, but I'll reiterate. Damage mitigation is okay even if you don't have presence, but the real benefit is the energy return. If it doesn't conflict with your concept, go for it. You won't regret it.

Also, the reason you haven't been able to get Concussor Beam is becaus it needs 2 out of framework powers to unlock. Just 1 framework power (PG) unlocks it. I only recommend Protection Field because it's the most generally useful option available at that junction for a PA build.

Archived Post
06-26-2011, 04:23 PM
Or you can go with Wrist Bolter instead of Force Bolts. That will also eliminate the problem.

Archived Post
06-26-2011, 04:29 PM
Or you can go with Wrist Bolter instead of Force Bolts. That will also eliminate the problem.

Wrist Bolters also has a slower start-up time then Force Bolts does, and that's something to be aware of. It also doesn't have any useful advantages (Force Bolts at least gets Energy Refraction, which is marginally useful).

Gotta know what you're getting into - Wrist Bolters is serviceable and it will get you into Concussor Beams faster, but all the same.

Archived Post
06-26-2011, 04:51 PM
Wrist Bolters also has a slower start-up time then Force Bolts does, and that's something to be aware of. It also doesn't have any useful advantages (Force Bolts at least gets Energy Refraction, which is marginally useful).

Gotta know what you're getting into - Wrist Bolters is serviceable and it will get you into Concussor Beams faster, but all the same.

True, but it doesn't take very long before your reliance on the EB is minimal. I'd rather have that small delay if it means being able to skip a power I don't really want. Just my 2 cents, YMMV.

Archived Post
06-26-2011, 04:58 PM
Oh, I don't disagree, just stating an argument against. I'm using them to get me into Minigun/Micro-Munitions faster. >_>

Archived Post
06-26-2011, 06:10 PM
Thank you all for the help.

Per the suggested build by PulsewaveI had taken Force Shield and thought it was a PA power, hence my confusion.

I did take PF and kind of liked it. I have unlearned my powers twice and experimented with stuff and am currently at level 10 with Concussor Beam, Mini-gun and Targeting Computer, with no self heal or real protection yet.

I kind of miss Force Shield and Force Sheath, and also the Protection Field build recommended by Callback.

But for now I am using Gank as my Tank. Probably gonna lose a few stars till i get a feel for it, but MG'ing & CB'ing a bad guy is fun.

Thanks for all the input. I might try a character with each different type of PA build to 20, just to see what it is like.

This game is like crack to a character creator like me.

Thanks again :)

Archived Post
06-26-2011, 06:22 PM
Thank you all for the help.

Per the suggested build by PulsewaveI had taken Force Shield and thought it was a PA power, hence my confusion.

I did take PF and kind of liked it. I have unlearned my powers twice and experimented with stuff and am currently at level 10 with Concussor Beam, Mini-gun and Targeting Computer, with no self heal or real protection yet.

I kind of miss Force Shield and Force Sheath, and also the Protection Field build recommended by Callback.

But for now I am using Gank as my Tank. Probably gonna lose a few stars till i get a feel for it, but MG'ing & CB'ing a bad guy is fun.

Thanks for all the input. I might try a character with each different type of PA build to 20, just to see what it is like.

This game is like crack to a character creator like me.

Thanks again :)

You can consider swapping out Targeting Computer for Quarry w/Fair Game. Personally I think Quarry is a better fit for PA, and Fair Game gives you a nice chunk of health on every kill. Bionic Shielding is also a great self heal. Of course going with Quarry means you'll have to take another PA power you might not want (Laser Sword, Eye Beams, Power Gauntlet, Invulnerability, or Energy Shield). If you want to have both a DPS and tank-y build go with Invul. If not I'd pick up Eye Beam w/Accelerated Metabolism.

Trying to tank without a defensive passive and block is going to be painful.

Archived Post
06-27-2011, 05:20 AM
it's definatley not somthin' you wanna' run around without in this game. I found great love of the MSR + Defiance + Accelerated metab combo on all of my attacks. SInce lvl 12 or so I haven't needed to bother with my nrg-builder. I never used Defiance b4 and so far it's been good as far as energy returns go. Give it a try...just remember to work the Con/Int angle or you'll be hurting when the nrg-returns come in.

Archived Post
06-27-2011, 09:54 AM
You can consider swapping out Targeting Computer for Quarry w/Fair Game.

I don't know... Targetting Computer no longer needs to "warm up" to increase your damage, just to initiate the "crit" stuff and your resistance. Actually, I think in the past after it warmed up it would debuff the targets resistance making it even better for team play.

Meanwhile Quarry affects the different power categories differently. Power Armor is a mix of physical and energy, and most of its big Single-Target damage is energy.

Sure, Fair Game is great for taking out the trash mobs but it doesn't do that much against bosses. And with a good enough offensive build you shouldn't need Fair Game's benefit from the trash mobs.

So personally, if I'd rather go with Targetting Computer if it's a mostly Power Armor toon. Evenerything gets the normal semi-high buff instead of your energy only getting a 1/2 buff.

Actually, I currently use Electric Form and just use the Particle Damage powers from Power Armor.

Archived Post
06-27-2011, 11:05 AM
I don't know... Targetting Computer no longer needs to "warm up" to increase your damage, just to initiate the "crit" stuff and your resistance. Actually, I think in the past after it warmed up it would debuff the targets resistance making it even better for team play.

Meanwhile Quarry affects the different power categories differently. Power Armor is a mix of physical and energy, and most of its big Single-Target damage is energy.

Sure, Fair Game is great for taking out the trash mobs but it doesn't do that much against bosses. And with a good enough offensive build you shouldn't need Fair Game's benefit from the trash mobs.

So personally, if I'd rather go with Targetting Computer if it's a mostly Power Armor toon. Evenerything gets the normal semi-high buff instead of your energy only getting a 1/2 buff.

Actually, I currently use Electric Form and just use the Particle Damage powers from Power Armor.

TC is a flat +14% damage buff. And while TC increases your crit chance by 5% and severity by 10%, this only happens after 3 seconds (by which time most trash mobs should be dead anyway), and only on the locked-on target. Locking on also gives you a tiny 4.2% damage resistance, again, only from damage from a locked on target. Honestly, that extra crit/severity and damage resistance is pretty trivial.

Quarry provides +14% to physical damage (Mini Gun, Micro-Munitions, and 1/2 of Shoulder Launcher) and 7% to non-physical damage (all the other particle PA attacks). It also gives stacks of Audacity that boosts your INT and EGO. If you superstat INT this starts at about 7 points per stack, for an extra 21 points at the max 3 stacks. Not only does this increase your superstat damage buff by 3-4% but it also gives you a huge power cost reduction, big boost to crit severity (not a big deal unless you're running a dex/int crit build like me) but also provides 36% +dodge and 18% +avoidance. Adding the heal from Fair Game only makes it that much more irresistible, at least to me. Yes, it doesn't help much against bosses, but that's what Bionic Shielding (or a 2nd defensive passive) is for.

Electric Form gives the biggest damage buff of the three, 18%, but only for energy (which includes particle) damage. You get 6.2% energy damage resistance and 26% electrical resistance along with a very small amount of energy when hit with electrical attacks. You also get double energy regeneration and a big boost to your equilibrium.

So if you're only using particle attacks Electric Form is not a bad choice. Hell, Targeting Computer isn't a bad choice for PA either. I just personally think Quarry is better, especially if you superstat INT.

Archived Post
06-27-2011, 11:21 AM
...
Technical details
...

So if you're only using particle attacks Electric Form is not a bad choice. Hell, Targeting Computer isn't a bad choice for PA either. I just personally think Quarry is better, especially if you superstat INT.

I agree that all 3 are decent, I'm just not sold on Quarry > Targetting Computer in the late game, unless you don't use any of the particle damage attacks (which are the main *single-target* attacks in Power Armor).

Early/Mid game Quarry is very very good. In fact, leveling up it might be one of the best.

- By the time you reach lvl40, the extra SS INT from Quarry stacks isn't doing a huge amount. By then you've probably passed the soft-cap so the SS damage bonus from Quarry would be maybe 1-2%.
- If INT is your SS, then by lvl40 the power discount would be maybe another 5-10% which in reality (after cryptic math) might be another 4% real discount. I don't know the numbers, I just know it's not a linear scale.

So in the late game with Quarry, you...
- Sacrifice 1/2 of the Offensive Form on particle damage which is where the bulk of the the *single-target* Power Armor damage comes from. Late game, 1/2 could mean a loss of 25-30% on TC/Quarry and not 7% like suggested.
- You sacrifice some resistance, which only makes a difference against bosses, but still a difference especially later in the game.
- You sacrifice crits, which are probably worthless so no loss there.



For leveling up, Quarry is probably better. Because until later in the game most of the time you're killing groups of mobs with your AoEs (physical damage). And early on that extra INT from Quarry is insane.

But (in my opinion) later in the game the groups of mobs fall too quickly to be a bother or need a heal from Quarry, but the boss-battles (and larger) are more epic.

Archived Post
06-27-2011, 04:58 PM
I agree that all 3 are decent, I'm just not sold on Quarry > Targetting Computer in the late game, unless you don't use any of the particle damage attacks (which are the main *single-target* attacks in Power Armor).

Early/Mid game Quarry is very very good. In fact, leveling up it might be one of the best.

- By the time you reach lvl40, the extra SS INT from Quarry stacks isn't doing a huge amount. By then you've probably passed the soft-cap so the SS damage bonus from Quarry would be maybe 1-2%.
- If INT is your SS, then by lvl40 the power discount would be maybe another 5-10% which in reality (after cryptic math) might be another 4% real discount. I don't know the numbers, I just know it's not a linear scale.

So in the late game with Quarry, you...
- Sacrifice 1/2 of the Offensive Form on particle damage which is where the bulk of the the *single-target* Power Armor damage comes from. Late game, 1/2 could mean a loss of 25-30% on TC/Quarry and not 7% like suggested.
- You sacrifice some resistance, which only makes a difference against bosses, but still a difference especially later in the game.
- You sacrifice crits, which are probably worthless so no loss there.



For leveling up, Quarry is probably better. Because until later in the game most of the time you're killing groups of mobs with your AoEs (physical damage). And early on that extra INT from Quarry is insane.

But (in my opinion) later in the game the groups of mobs fall too quickly to be a bother or need a heal from Quarry, but the boss-battles (and larger) are more epic.

The OP specifically said he was level 10 and using Mini Gun and Micro Munitions, and didn't have a heal. My suggestion was to switch from TC to Quarry. In his situation it's a smart move.

And honestly, I don't even bother with an offensive passive for hard boss battles, I use Invul. The only time I would consider sticking with an offensive passive is if I was on a solid trinity team, which is almost never the case for me.

Archived Post
08-02-2011, 07:20 AM
Altaholism strikes me again and I'm contemplating a Mark X,IX amalgam, based on theme of a suit of power armor powered by dark magic. Probably wishful thinking but will this work?

Build by championBuilder 0.4.1 (http://champions.zarzu.ch)

Download this Build here. (http://champions.zarzu.ch/download.php?download=4132g50h0060h30270h52105zz08 70821017036010601502708301060852250g50708311060g52 370g21106006105zz0460351275y11d5y20t5y2185y20a5y20 y5y20z5y20q25y0005y0031h0000000000000000)

: Level 40 Champion

Superstats:
Level 6: Super Strength
Level 13: Super Intelligence

Powers:
Level 1: Eldritch Bolts
Level 1: Eldritch Shield -- Imbue With Power
Level 6: Aura Of Primal Majesty -- Rank 3, Rank 2
Level 6: Jet Boots
Level 8: Concussor Beam -- Rank 2, Rank 3
Level 11: Protection Field -- Rank 3, Rank 2
Level 14: Electric Sheath -- Matter - Energy Union
Level 17: Micro Munitions -- Rank 3, Rank 2
Level 20: Unbreakable -- Better You Than Me
Level 23: Shadow Shroud
Level 26: Shoulder Launcher -- Rank 3, Rank 2
Level 29: Dark Transfusion -- Blood Sacrifice
Level 32: Lifedrain -- Rank 3, Rank 2
Level 35: Enrage -- Rank 2
Level 35: Teleport
Level 38: Field Surge -- Power Swell

Talents:
Level 1: The Devastator
Level 6: Investigator
Level 9: Jack Of All Trades
Level 12: Body And Mind
Level 15: Prodigy
Level 18: Amazing Stamina
Level 21: Academics

Archived Post
09-16-2011, 12:52 AM
Could use some help tweaking this build......I am only level 32 at the moment...Looking to optimise for primarily solo play & small group play....I dont plan on doing any pvp.....The concept of the build is Iron Man with a few gadgets.....I love the Healing Drones and Combat Droids.....But happy to move away from them if its deemed my points are better spread elsewhere....I am not sure if I need both Mini-Gun & micro-munitions...

I have 3 costume sets designed for this character......Standard Armour(Solo Concept), Hulkbuster Armour(Possibly Tank Concept) & Stealth Armour(Possibly DPS or Healing Concept)

Any help would be appreciated.


Build by championBuilder 0.4.1 (http://champions.zarzu.ch)

Download this Build here. (http://champions.zarzu.ch/download.php?download=4132g508005082070850107zz081 0708231070830106085227067210706711050643706302060d 502503705zzzz5zzzz5zzzz75y10g5y2035y2075y20t5y20k5 y20q5y20g25y0075y0039Extremish0000000000000000)

Extremis: Level 40 Champion

Superstats:
Level 6: Super Endurance
Level 13: Super Intelligence

Powers:
Level 1: Wrist Bolter
Level 1: Power Gauntlet
Level 6: Invulnerability -- Rank 3, Rank 2
Level 6: Jet Boots -- Rank 3, Rank 2
Level 8: Mini Gun -- Rank 3, Rank 2
Level 11: Micro Munitions -- Rank 3, Rank 2
Level 14: Unbreakable -- Better You Than Me
Level 17: Support Drones -- Rank 3, Rank 2
Level 20: Munitions Bots -- Rank 3, Rank 2
Level 23: Molecular Self-Assembly
Level 26: Orbital Cannon -- Anvil of Dawn, Rank 2
Level 29: Telekinetic Shield -- Telekinetic Reinforcement
Level 32: Inertial Dampening Field

Talents:
Level 1: Mechanized
Level 6: Brilliant
Level 9: Energetic
Level 12: Investigator
Level 15: Accurate
Level 18: Academics
Level 21: Coordinated

Archived Post
09-16-2011, 06:18 AM
Just my 2 cents:

Superstatting both END and INT is problematic because they share the same gear slots. If you want to be tanky stick with Invulnerability (or even Defiance, the extra energy is very helpful) and go CON/INT and gear for some END and REC. If you want to be more DPS go with something like Quarry (with Fair Game) and go DEX/INT and gear for some END, REC, and a little EGO. Though switching passives might cause you build problems.

If you're not doing PvP you may find Eye Beams to be a better choice than Power Gauntlet. Put Accelerated Metabolism on there and you can actually gain energy while using it. Unlike PG it's also a toggle, which will proc MSA. Or even Concussors. It's kind of a shame to see a PA without Concussors.

Why Telekinetic Shield instead of Force Shield w/Sheathe?

You should keep both Mini Gun and Micro Munitions, and put U238 Rounds on Mini-Gun for the debuff. These are your bread and butter attacks.

I don't think there's anything inherently wrong with having the pets, but remember they each impose an energy penalty. And Power Armor is known for being difficult when it comes to energy management. Same with IDF. With all 3 you're really going to take a huge energy penalty. I'm not saying ditch them, but it's just something to keep in mind.

With talents you get more bang for your buck if you use two-stat ones instead of single. So for example, instead of Brilliant (+8 INT) take Negotiator (+5 END/INT), and try to focus less on the superstats and more on the geared stats like REC and END (REC/END, REC/CON, REC/INT, END/CON, END/INT, CON/INT; assuming you go with CON/INT for superstats).

Archived Post
09-17-2011, 06:44 AM
Build by championBuilder 0.4.1 (http://champions.zarzu.ch)

Download this Build here. (http://champions.zarzu.ch/download.php?download=4132g6060035064370646015zz0j 70672017067101706700170h91206011045083070370015083 170170206015025zz0950f3175zzzz5zzzz5zzzz5zzzz5zzzz 5zzzz5zzzz25zzzz5zzzz5anonh0000000000000000)

anon: Level 40 Champion

Superstats:

Powers:
Level 1: Sonic Blaster -- Refraction Of Sound
Level 1: Molecular Self-Assembly
Level 6: Medical Nanites -- Rank 2, Rank 3
Level 6: Jet Pack
Level 8: Support Drones -- Rank 2, Rank 3
Level 11: Munitions Bots -- Rank 2, Rank 3
Level 14: Attack Toys! -- Rank 2, Rank 3
Level 17: Ritual Of Arcane Summoning -- Unbound Ritual, Rank 2
Level 20: Sparkstorm -- Electric Personality
Level 23: Micro Munitions
Level 26: Inertial Dampening Field -- Rank 2, Rank 3
Level 29: Shoulder Launcher
Level 32: Ball Lightning -- Triplicity, Rank 2
Level 35: Electric Sheath -- Matter - Energy Union
Level 35: Rocket Jump
Level 38: Mindful Reinforcement

Talents:

Archived Post
09-18-2011, 03:29 AM
ok after some play testing i have made a few modifications to a proposed build

please let me know what you think

Build by championBuilder 0.4.1 (http://champions.zarzu.ch)

Download this Build here. (http://champions.zarzu.ch/download.php?download=4132g6060035064370642017zz0j 0170670017067101706720170h912060110460760060170250 23270370016083105zz095018075y11b5y2055y2035y2065y2 0r5y20s5y20x25y0065y0031h0000000000000000)

: Level 40 Champion

Superstats:
Level 6: Super Recovery
Level 13: Super Intelligence

Powers:
Level 1: Sonic Blaster -- Refraction Of Sound
Level 1: Molecular Self-Assembly
Level 6: Nanobot Swarm -- Rank 2, Rank 3
Level 6: Jet Pack -- Rank 2, Rank 3
Level 8: Attack Toys! -- Rank 2, Rank 3
Level 11: Munitions Bots -- Rank 2, Rank 3
Level 14: Support Drones -- Rank 2, Rank 3
Level 17: Ritual Of Arcane Summoning -- Unbound Ritual, Rank 2
Level 20: Sparkstorm -- Electric Personality
Level 23: Smoke Grenade -- Rank 2
Level 26: Ball Lightning -- Triplicity
Level 29: Flashfire
Level 32: Inertial Dampening Field -- Rank 2, Rank 3
Level 35: Shoulder Launcher -- Rank 2
Level 35: Rocket Jump
Level 38: Lightning Storm

Talents:
Level 1: The Inventor
Level 6: Intimidating
Level 9: Brilliant
Level 12: Tireless
Level 15: Diplomatic
Level 18: Negotiator
Level 21: Lasting Impression

Archived Post
09-19-2011, 01:11 PM
hey pulsewave, love your guides,
ive been leveling a power armor as my first char on champions online
im at lvl 13 atm and i wanted to ask u... is it normal that it takes son long and be so difficult to kill mobs with this power set? ive seen tk bladers/tempest/soldier clean the same level as me clean a room with their aoes in half the time it takes me, since i have a high energy cosumption single target attack as my only damage dealing power (concussion beam)... do thins get better after i get my minigun or the power unlock? i spent to much time using protection shield / force shield to generate enerrgy and killing 1 mob at a time takes time...
i love power armor, i love the concept and the looks... i hate i`m having this much trouble keeping me from enjoying it...
thanks

Archived Post
09-20-2011, 07:54 AM
I had a similar experience trying to use Pulsewave's build a as a leveling build. Level 17 is just too long to wait for an AOE attack. I spent most of my time guarding and casting protection fields and not killing things. Might work great at 40 when you have the gear and stats, but not so much for leveling.

I rerolled my PA character (I had other issues, including spending all my money on a repec and then realizing I'd picked the wrong super stats ) and went with wrist bolters (I don't get the hate for these.. they're an energy builder like anything else), concussion beam, invulnerability and mini-gun by level 8. Leveling became a whole lot easier and faster than trying to use protection fields.

Archived Post
09-20-2011, 09:10 PM
yeah, i got minigun at lvl 14, im at 17 already and respected to get the force shield + advantage, i have targeting computer and im killing stuff prety quickly to be honest, the energy recharge is amazing with the force shield, the protec field and molecular self asembly, things are starting to look birghter now

Archived Post
10-06-2011, 11:15 AM
I'm a level 16 PA. Is anyone using the Rage of Majesty build? It doesn't seem to have many attacks at level 16. Is it meant more as an end game build?

Archived Post
10-24-2011, 02:17 AM
Okay here's my plan.

Build by championBuilder 0.4.1 (http://champions.zarzu.ch)

Download this Build here. (http://champions.zarzu.ch/download.php?download=4132g60600360820370850015zz0 86001206034025064370821016082347067201708240170370 016015026085225zz0960g52375y10e5y20s5y20t5y20z5y20 l5y20p5y20o25y0035y0071h0000000000000000)

: Level 40 Champion

Superstats:
Level 6: Super Intelligence
Level 13: Super Endurance

Powers:
Level 1: Sonic Blaster -- Refraction Of Sound
Level 1: Power Gauntlet -- Crippling Challenge
Level 6: Invulnerability -- Rank 2, Rank 3
Level 6: Jet Boots
Level 8: Roomsweeper -- Rank 2
Level 11: Force Shield -- Force Sheath
Level 14: Molecular Self-Assembly
Level 17: Concussor Beam -- Rank 2, Rank 3
Level 20: Mini Gun -- U-238 Rounds
Level 23: Support Drones -- Rank 2, Rank 3
Level 26: Chest Beam -- Rank 2, Rank 3
Level 29: Inertial Dampening Field -- Rank 2, Rank 3
Level 32: Electric Sheath -- Matter - Energy Union
Level 35: Unbreakable -- Better You Than Me
Level 35: Rocket Jump
Level 38: Dark Transfusion -- Blood Sacrifice

Talents:
Level 1: Tech Savvy
Level 6: Negotiator
Level 9: Investigator
Level 12: Amazing Stamina
Level 15: Healthy Mind
Level 18: Boundless Reserves
Level 21: Quick Recovery

The idea is that this should be viable for leveling all the way through without a respec. The roomsweeper gives you that useful leveling ability up until you get minigun and concussor beam in the late teens and early 20's. It should also be useful at level 40 for clearing stuff away (though arguably that job is accomplished by the chest beam, so if I find I'm not using it late game I'll respec out of it later)

Overall I'm pretty happy with the abilities until you hit about the early to mid 30's . I'm not sure if I have too much stuff in there to get your energy back. Maybe cut down on something? Not sure what though.

The superstats I have no idea on. I'm really not sure what I should pick and what I should pick for secondary stats to focus on via gear.

Finally, the purpose of this build is to be a jack of all trades. It's supposed to be able to tank, pvp, and dps if the need arises.


Any thoughts?

Archived Post
10-24-2011, 05:35 AM
I'm a level 16 PA. Is anyone using the Rage of Majesty build? It doesn't seem to have many attacks at level 16. Is it meant more as an end game build?

That's a build you'd want to start using after level 25 or so. You wouldnt want to use it to level up. I'd use the level up build to do that.

Archived Post
10-24-2011, 07:28 AM
Okay here's my plan.

Build by championBuilder 0.4.1 (http://champions.zarzu.ch)

Download this Build here. (http://champions.zarzu.ch/download.php?download=4132g60600360820370850015zz0 86001206034025064370821016082347067201708240170370 016015026085225zz0960g52375y10e5y20s5y20t5y20z5y20 l5y20p5y20o25y0035y0071h0000000000000000)

: Level 40 Champion

Superstats:
Level 6: Super Intelligence
Level 13: Super Endurance

Powers:
Level 1: Sonic Blaster -- Refraction Of Sound
Level 1: Power Gauntlet -- Crippling Challenge
Level 6: Invulnerability -- Rank 2, Rank 3
Level 6: Jet Boots
Level 8: Roomsweeper -- Rank 2
Level 11: Force Shield -- Force Sheath
Level 14: Molecular Self-Assembly
Level 17: Concussor Beam -- Rank 2, Rank 3
Level 20: Mini Gun -- U-238 Rounds
Level 23: Support Drones -- Rank 2, Rank 3
Level 26: Chest Beam -- Rank 2, Rank 3
Level 29: Inertial Dampening Field -- Rank 2, Rank 3
Level 32: Electric Sheath -- Matter - Energy Union
Level 35: Unbreakable -- Better You Than Me
Level 35: Rocket Jump
Level 38: Dark Transfusion -- Blood Sacrifice

Talents:
Level 1: Tech Savvy
Level 6: Negotiator
Level 9: Investigator
Level 12: Amazing Stamina
Level 15: Healthy Mind
Level 18: Boundless Reserves
Level 21: Quick Recovery

The idea is that this should be viable for leveling all the way through without a respec. The roomsweeper gives you that useful leveling ability up until you get minigun and concussor beam in the late teens and early 20's. It should also be useful at level 40 for clearing stuff away (though arguably that job is accomplished by the chest beam, so if I find I'm not using it late game I'll respec out of it later)

Overall I'm pretty happy with the abilities until you hit about the early to mid 30's . I'm not sure if I have too much stuff in there to get your energy back. Maybe cut down on something? Not sure what though.

The superstats I have no idea on. I'm really not sure what I should pick and what I should pick for secondary stats to focus on via gear.

Finally, the purpose of this build is to be a jack of all trades. It's supposed to be able to tank, pvp, and dps if the need arises.


Any thoughts?

Just my 2 cents:

1.) I think SS END is a waste. You're better off with DEX or CON (DEX for more damage, CON for more defense). You can squeeze in some END via gear and talents if you feel you need it. INT and END share gear slots, so keep that in mind. You'll also want to gear/talent for REC as well.

2.) You're taking MSA too early. You don't have any powers by then that have cooldowns. Get Concussors and Mini-Gun in first and then take MSA, otherwise it does absolutely nothing for you.

3.) Don't get me wrong, I love Roomsweeper. Not only does it send critters flying but it also gives you a stack of Enrage. But wouldn't you rather have something from PA there instead? Like Micro-Munitions (procs MSA), Energy Wave with the shield advantage (that will also proc MSA), or perhaps even Sparkstorm with the toggle advantage (which not only allows you to use other attacks including your EB, but is another that procs MSA)?

4.) If you want to be a jack-of-all trades you might want to considering also taking an offensive passive. This way you can swap passives on-the-fly using builds. I like Quarry, but Targeting Computer is good too.

5.) If energy is a problem (and it might be with the Drones and IDF), you can consider swapping Invulnerability for Defiance. It'll take some rejiggering of your build tho.

Archived Post
10-24-2011, 08:50 AM
Just my 2 cents:

1.) I think SS END is a waste. You're better off with DEX or CON (DEX for more damage, CON for more defense). You can squeeze in some END via gear and talents if you feel you need it. INT and END share gear slots, so keep that in mind. You'll also want to gear/talent for REC as well.

Okay, fair enough


2.) You're taking MSA too early. You don't have any powers by then that have cooldowns. Get Concussors and Mini-Gun in first and then take MSA, otherwise it does absolutely nothing for you.

If you get anything but wrist bolter you can't get minigun until 17, and wrist bolter is TERRIBLE. I keep toggling it off because it seems like it isn't working since the wind up animation is so long.


3.) Don't get me wrong, I love Roomsweeper. Not only does it send critters flying but it also gives you a stack of Enrage. But wouldn't you rather have something from PA there instead? Like Micro-Munitions (procs MSA), Energy Wave with the shield advantage (that will also proc MSA), or perhaps even Sparkstorm with the toggle advantage (which not only allows you to use other attacks including your EB, but is another that procs MSA)?

Roomsweeper is there as a leveling ability until I can hit 17 or 20. It also fits with my character's theme as he's a brain in a powered suit who calls himself MORDO THE UNSTOPPABLE.

That said I might give sparkstorm or energy wave a shot. I can always spec out of it later when I hit 17 or so.


4.) If you want to be a jack-of-all trades you might want to considering also taking an offensive passive. This way you can swap passives on-the-fly using builds. I like Quarry, but Targeting Computer is good too.

When I get to a higher level I might be able to rejigger some stuff to replace roomsweeper so that I have a leter slot open to get quarry or something.


5.) If energy is a problem (and it might be with the Drones and IDF), you can consider swapping Invulnerability for Defiance. It'll take some rejiggering of your build tho.

Defiance might be a good choice actually. It seems like it doesn't give as much protection as invulerability though.

Archived Post
10-24-2011, 08:59 AM
Defiance generally gives you better protection than Invul in most cases, but it's not always full-on as it takes time to build the stacks, and they drop off after 30 seconds of not getting hit. Invul's flat absorption is good for trash critters or against low damage per-hit attacks (like Munitions), but with full stacks of Defiance you'll have better overall damage resistance compared to Invul.

Honestly I've never understood the hate for Wrist Bolters. I have them on my PA and I never even notice the delay, let alone be bothered by it. To each their own I guess. Then again, I'm a fan of Eye Beams and Shoulder Launcher, so what do I know? :eek:

Archived Post
10-24-2011, 10:22 AM
Okay, I made some changes based on what has been said.

here's the build after a respec around 17 or 20..

Build by championBuilder 0.4.1 (http://champions.zarzu.ch)

Download this Build here. (http://champions.zarzu.ch/download.php?download=4132g60600360820370851015zz0 860060260340250643708210160823470m0b01708240170360 016015026085225zz0960g52375y10p5y20s5y20l5y20z5y20 o5y20p5y20j25y0035y0021h0000000000000000)

: Level 40 Champion

Superstats:
Level 6: Super Intelligence
Level 13: Super Constitution

Powers:
Level 1: Sonic Blaster -- Refraction Of Sound
Level 1: Power Gauntlet -- Crippling Challenge
Level 6: Targeting Computer -- Rank 2, Rank 3
Level 6: Jet Boots
Level 8: Defiance -- Force Of Will
Level 11: Force Shield -- Force Sheath
Level 14: Molecular Self-Assembly
Level 17: Concussor Beam -- Rank 2, Rank 3
Level 20: Mini Gun -- U-238 Rounds
Level 23: Conviction -- Rank 2, Rank 3
Level 26: Chest Beam -- Rank 2, Rank 3
Level 29: Protection Field -- Rank 2, Rank 3
Level 32: Electric Sheath -- Matter - Energy Union
Level 35: Unbreakable -- Better You Than Me
Level 35: Rocket Jump
Level 38: Dark Transfusion -- Blood Sacrifice

Talents:
Level 1: Inhuman
Level 6: Negotiator
Level 9: Healthy Mind
Level 12: Amazing Stamina
Level 15: Quick Recovery
Level 18: Boundless Reserves
Level 21: Impresario

Replaced IDF and support drones with Protection field and Conviction which should help with energy issues.
Targeting computer is going in there in place of roomsweeper when I respec for an increase in damage when dpsing.

I was thinking I could drop dark transfusion though. Maybe put in micro munitions at 38 since I'm betting I'll have more than enough energy generation from everything else there. The only worry I have is that most of my energy gain comes from being hit. So I'll have garbage dps if I'm not being hit by stuff.

Any thoughts on teh SS and talents too?

Archived Post
10-24-2011, 11:20 AM
Okay, I made some changes based on what has been said.

here's the build after a respec around 17 or 20..

Build by championBuilder 0.4.1 (http://champions.zarzu.ch)

Download this Build here. (http://champions.zarzu.ch/download.php?download=4132g60600360820370851015zz0 860060260340250643708210160823470m0b01708240170360 016015026085225zz0960g52375y10p5y20s5y20l5y20z5y20 o5y20p5y20j25y0035y0021h0000000000000000)

: Level 40 Champion

Superstats:
Level 6: Super Intelligence
Level 13: Super Constitution

Powers:
Level 1: Sonic Blaster -- Refraction Of Sound
Level 1: Power Gauntlet -- Crippling Challenge
Level 6: Targeting Computer -- Rank 2, Rank 3
Level 6: Jet Boots
Level 8: Defiance -- Force Of Will
Level 11: Force Shield -- Force Sheath
Level 14: Molecular Self-Assembly
Level 17: Concussor Beam -- Rank 2, Rank 3
Level 20: Mini Gun -- U-238 Rounds
Level 23: Conviction -- Rank 2, Rank 3
Level 26: Chest Beam -- Rank 2, Rank 3
Level 29: Protection Field -- Rank 2, Rank 3
Level 32: Electric Sheath -- Matter - Energy Union
Level 35: Unbreakable -- Better You Than Me
Level 35: Rocket Jump
Level 38: Dark Transfusion -- Blood Sacrifice

Talents:
Level 1: Inhuman
Level 6: Negotiator
Level 9: Healthy Mind
Level 12: Amazing Stamina
Level 15: Quick Recovery
Level 18: Boundless Reserves
Level 21: Impresario

Replaced IDF and support drones with Protection field and Conviction which should help with energy issues.
Tergeting computer is going in there in place of roomsweeper when I respec for ian increase in damage when dpsing.

I was thinking I could drop dark transfusion though. Maybe put in micro munitions at 38 since I'm betting I'll have more than enough energy generation from everything else there. The only worry I have is that most of my energy gain comes from being hit. So I'll have garbage dps if I'm not being hit by stuff.

Any thoughts on teh SS and talents too?

Take Quarry instead of TC. It increases your INT which lowers the energy cost of powers and the Fair Game advantage gives you a nice chunk of health on every kill. Instead of TC at level 6, take Concussors. Then take Roomsweeper at 8 or 11 and push everything else down. At least this way you get some use of out MSA when you take it.

I prefer Bionic Shielding to Protection Field and Conviction, tho PF can be useful for the energy return when on a full team (note that it scales with both PRE and EGO, neither of which you'll have in any appreciable amount). And the big problem with Conviction is that it costs a ton of energy and doesn't give much of a heal. The extra HP is useless to you; it's only for a Celestial healer that doesn't plan on getting hit.

I never understood the appeal of Matter-Energy Union as it pretty much makes it impossible to attack. Or am I missing something? Why boost your damage only to have all your energy sucked away? I dunno, I go with Lock n Load. Same +damage buff and also gives a big energy discount.

INT/CON is perfectly fine. As far as talents go I usually take dual-spec ones and focus not on my SSs, but on other aspects I want to enhance (sorry, but I don't know the names of talents off the top of my head). So with INT/CON for SS, and wanting to also enhance END and REC, I would go with INT/END, INT/REC, INT/CON, CON/END, CON/REC, and END/REC.

Archived Post
10-24-2011, 11:27 PM
Alright, you made some really good points, and judging by the text for the abilities the changes should be improvement.

Build by championBuilder 0.4.1 (http://champions.zarzu.ch)

Download this Build here. (http://champions.zarzu.ch/download.php?download=4132g60600360820370821105zz0 86006006034025064360823470641106054127082410703601 07075110508525zz09706302075y10p5y20s5y20t5y20z5y20 o5y20p5y20l25y0035y0021h0000000000000000)

: Level 40 Champion

Superstats:
Level 6: Super Intelligence
Level 13: Super Constitution

Powers:
Level 1: Sonic Blaster -- Refraction Of Sound
Level 1: Power Gauntlet -- Crippling Challenge
Level 6: Concussor Beam -- Rank 3, Rank 2
Level 6: Jet Boots
Level 8: Defiance -- Rank 2
Level 11: Force Shield -- Force Sheath
Level 14: Molecular Self-Assembly
Level 17: Mini Gun -- U-238 Rounds
Level 20: Bionic Shielding -- Rank 3, Rank 2
Level 23: Quarry -- Fair Game
Level 26: Chest Beam -- Rank 3, Rank 2
Level 29: Protection Field -- Rank 3, Rank 2
Level 32: Lock N Load -- Rank 3, Rank 2
Level 35: Unbreakable
Level 35: Rocket Jump
Level 38: Orbital Cannon -- Anvil of Dawn, Rank 2

Talents:
Level 1: Inhuman
Level 6: Negotiator
Level 9: Investigator
Level 12: Amazing Stamina
Level 15: Quick Recovery
Level 18: Boundless Reserves
Level 21: Healthy Mind

I decided to go with Orbital cannon instead of dark transfusion, unless you think I should do otherwise, for increased dps in PVE and a big old area nuke for arena PVP. The hammer of dawn advantage should make it a lot more capable of following its target.

Archived Post
10-25-2011, 06:02 AM
It looks good to me. And I love Orbital Cannon, so you'll get no argument here :)

Archived Post
10-25-2011, 07:14 AM
Okay, I made some changes based on what has been said.

here's the build after a respec around 17 or 20..

Build by championBuilder 0.4.1 (http://champions.zarzu.ch)

Download this Build here. (http://champions.zarzu.ch/download.php?download=4132g60600360820370851015zz0 860060260340250643708210160823470m0b01708240170360 016015026085225zz0960g52375y10p5y20s5y20l5y20z5y20 o5y20p5y20j25y0035y0021h0000000000000000)

: Level 40 Champion

Superstats:
Level 6: Super Intelligence
Level 13: Super Constitution

Powers:
Level 1: Sonic Blaster -- Refraction Of Sound
Level 1: Power Gauntlet -- Crippling Challenge
Level 6: Targeting Computer -- Rank 2, Rank 3
Level 6: Jet Boots
Level 8: Defiance -- Force Of Will
Level 11: Force Shield -- Force Sheath
Level 14: Molecular Self-Assembly
Level 17: Concussor Beam -- Rank 2, Rank 3
Level 20: Mini Gun -- U-238 Rounds
Level 23: Conviction -- Rank 2, Rank 3
Level 26: Chest Beam -- Rank 2, Rank 3
Level 29: Protection Field -- Rank 2, Rank 3
Level 32: Electric Sheath -- Matter - Energy Union
Level 35: Unbreakable -- Better You Than Me
Level 35: Rocket Jump
Level 38: Dark Transfusion -- Blood Sacrifice

Talents:
Level 1: Inhuman
Level 6: Negotiator
Level 9: Healthy Mind
Level 12: Amazing Stamina
Level 15: Quick Recovery
Level 18: Boundless Reserves
Level 21: Impresario

Replaced IDF and support drones with Protection field and Conviction which should help with energy issues.
Targeting computer is going in there in place of roomsweeper when I respec for an increase in damage when dpsing.

I was thinking I could drop dark transfusion though. Maybe put in micro munitions at 38 since I'm betting I'll have more than enough energy generation from everything else there. The only worry I have is that most of my energy gain comes from being hit. So I'll have garbage dps if I'm not being hit by stuff.

Any thoughts on teh SS and talents too?

Some tips for you from my perspective:

First off, take everything Captain Fabulous says with a huge grain of salt. I've got him on ignore because historically, his advice has been so bad that he appeared to be intentionally lying to rookies just to mess with them. I'm not even going to get into his specific posts here because all it does is start a flame war that's not too productive. Just do yourself a favor and test out most of the things you read, and don't assume that just because someone wrote something down that it's helpful advice.

For specific build tips: You shouldnt need Refraction of Sound. It's ok at low levels because you will use your energy builder for damage, but worthless as you get higher level. You should barely use your energy builder as you get high level, and energy builders are very inferior to actual damage powers.

I'd also stay away from Defiance unless you are trying to be a dedicated tank. Defiance is only a good defense if you are trying to be a dedicated tank that always has agro. And the higher max defense only matters against galactic-level bosses in lairs that do massive damage. So for 95% of the game you get better defense from Invulnerability. You do get free energy from Defiance, but that's not terribly useful to a hero with Super INT and Molecular Self Assembly. You've got Force Shield/Force Sheath listed along with Protection Field R3. All that energy makes Defiance a relatively strange choice.

Defiance is not a bad power, but it's just not a great fit for your build. It forces you to superstat CON and it forces you to try and tank. You will be more fragile through most of the game content than you would be with Invulnerability, and if you ever have to team up you will wonder why your hero feels so different. Not being the target of regular attacks will make you MORE vulnerable to occasional targets plus you'll lose the incoming energy boost that you're used to. If you do stick with Defiance, drop the Force of Will advantage and take it to rank2 only.

Another reason you DONT want to use Defiance is that you have multiple passives selected. The fact that you have both Defiance and Quarry suggests you will adjust roles based on whether you want to deal a lot of damage or you want to be more survivable. Since Defiance starts with lousy defense that gets tougher as you get damaged it is a bad choice for a failover. That's another good reason to go with Invulnerability, which is always the same strong defense whenever you use it.

Likewise, Quarry is a good passive, but it's better used as your PRIMARY passive and not a passive that you fail over to when you dont want to use a defensive passive. It's insane to take Quarry at rank1 with Fair Game as a failover for when you want to deal a ton of damage. What you want to do is maximize your damage as high as possible for the times that you want to go all-out damage mode. If you take too much damage, you fall back to a build in protector or guardian role with more health and your defensive passive.

Quarry works best with power that deal physical damage, which leaves most of your attacks lacking. Power Gauntlet, Concussor Beam, Orbital Cannon, and Chest Beam are all non-physical. They get a reduced benefit from Quarry. Minigun gets the full boost, but since you're taking U-238 rounds you're not maxing the damage out there either. Minigun is effectively a debuff, not a real attack. There's no problem with that; it's a great power when used that way. Just realize that all your damage is non-physical, so you are gimping your max damage quite a bit.

With those attacks you should be better off with Targeting Computer, which gives you the full damage boost for everything except Orbital Cannon. You are probably better off dropping that attack anyway, and picking up Micro Munitions for your sphere AoE. But you should play around and see which you like better. I find it annoying to have to set up Orbital Cannon for a few seconds and then wait for it to execute, but your mileage may vary. For another option, if you REALLY like Orbital Cannon you could use Electric Form for your offensive passive. That will enhance all your energy powers plus Orbital Cannon and helps your energy generation. It wont boost Mini Gun, but that wont matter much since its not a real damage dealer for you.

There's a lot to digest in all that commentary, but hopefully you get the picture. Try out some of the tips in the Power House and see what you like.

Archived Post
10-25-2011, 07:37 AM
For the record, Pulsewave has me on ignore because he has serious reading comprehension issues. Not that I'm trying to start a flamewar or nuthin'...

While I don't agree with his assessment of things (he and I come from very different perspectives on character building, another reason he seems to not understand the things I say and has chosen to ignore me rather than accept that his way isn't always the best way for everyone. But again, it's not like I'm trying to troll or nuthin'...) there is absolutely no harm in trying out his suggestions and deciding what works best for you. There is no right way or wrong way, there is only the way that you like best.

Tho I'd be a bit suspect of anyone that recommends Aura of Primal Majesty as the cornerstone of a Power Armor build. But it's not like I'm trying to be insulting or nuthin'...

Archived Post
10-25-2011, 08:09 AM
Some tips for you from my perspective:

First off, take everything Captain Fabulous says with a huge grain of salt. I've got him on ignore because historically, his advice has been so bad that he appeared to be intentionally lying to rookies just to mess with them. I'm not even going to get into his specific posts here because all it does is start a flame war that's not too productive. Just do yourself a favor and test out most of the things you read, and don't assume that just because someone wrote something down that it's helpful advice.

For specific build tips: You shouldnt need Refraction of Sound. It's ok at low levels because you will use your energy builder for damage, but worthless as you get higher level. You should barely use your energy builder as you get high level, and energy builders are very inferior to actual damage powers.

I'd also stay away from Defiance unless you are trying to be a dedicated tank. Defiance is only a good defense if you are trying to be a dedicated tank that always has agro. And the higher max defense only matters against galactic-level bosses in lairs that do massive damage. So for 95% of the game you get better defense from Invulnerability. You do get free energy from Defiance, but that's not terribly useful to a hero with Super INT and Molecular Self Assembly. You've got Force Shield/Force Sheath listed along with Protection Field R3. All that energy makes Defiance a relatively strange choice.

Defiance is not a bad power, but it's just not a great fit for your build. It forces you to superstat CON and it forces you to try and tank. You will be more fragile through most of the game content than you would be with Invulnerability, and if you ever have to team up you will wonder why your hero feels so different. Not being the target of regular attacks will make you MORE vulnerable to occasional targets plus you'll lose the incoming energy boost that you're used to. If you do stick with Defiance, drop the Force of Will advantage and take it to rank2 only.

Another reason you DONT want to use Defiance is that you have multiple passives selected. The fact that you have both Defiance and Quarry suggests you will adjust roles based on whether you want to deal a lot of damage or you want to be more survivable. Since Defiance starts with lousy defense that gets tougher as you get damaged it is a bad choice for a failover. That's another good reason to go with Invulnerability, which is always the same strong defense whenever you use it.

Likewise, Quarry is a good passive, but it's better used as your PRIMARY passive and not a passive that you fail over to when you dont want to use a defensive passive. It's insane to take Quarry at rank1 with Fair Game as a failover for when you want to deal a ton of damage. What you want to do is maximize your damage as high as possible for the times that you want to go all-out damage mode. If you take too much damage, you fall back to a build in protector or guardian role with more health and your defensive passive.

Quarry works best with power that deal physical damage, which leaves most of your attacks lacking. Power Gauntlet, Concussor Beam, Orbital Cannon, and Chest Beam are all non-physical. They get a reduced benefit from Quarry. Minigun gets the full boost, but since you're taking U-238 rounds you're not maxing the damage out there either. Minigun is effectively a debuff, not a real attack. There's no problem with that; it's a great power when used that way. Just realize that all your damage is non-physical, so you are gimping your max damage quite a bit.

With those attacks you should be better off with Targeting Computer, which gives you the full damage boost for everything except Orbital Cannon. You are probably better off dropping that attack anyway, and picking up Micro Munitions for your sphere AoE. But you should play around and see which you like better. I find it annoying to have to set up Orbital Cannon for a few seconds and then wait for it to execute, but your mileage may vary. For another option, if you REALLY like Orbital Cannon you could use Electric Form for your offensive passive. That will enhance all your energy powers plus Orbital Cannon and helps your energy generation. It wont boost Mini Gun, but that wont matter much since its not a real damage dealer for you.

There's a lot to digest in all that commentary, but hopefully you get the picture. Try out some of the tips in the Power House and see what you like.

A lot of interesting stuff. A lot of what you said is really reasonably actually. I mostly agree with you when it comes to the targeting computer and refraction of sound at a high level.

I disagree about defiance though. I've been using it and am level 14 now and am really enjoying it. World mobs really aren't an issue, especially since you typically get that stack up in one fight and it stays full until you need to go somewhere else.

Only done a bit of PVP so I'm not really sure on how good it is in there, but it may be weaker in there. But that's where unbreakable comes in. It serves two purposes. First to give me the time needed to get stacks up when tanking or pvping, and also can work as much the same for if I'm using targeting computer, suddenly get aggro, and need to switch to a defensive passive. It should cover me while the stacks build and I'm blocking.

So I feel as though defiance is fine, and that it's shortcomings can be filled in with unbreakable.

I made a few changes here so that the final level 40 build combines stuff from what both of you said. I expect to roll with the roomsweeper as my aoe damage until I hit 20, then I'll respec into this. and roll on from there because I'll have all my power armor slots at my disposal.

Build by championBuilder 0.4.1 (http://champions.zarzu.ch)

Download this Build here. (http://champions.zarzu.ch/download.php?download=4132g5060060820370821105zz08 60060060340250643608234708300170851017082410703601 07075110508525zz09706410175y10p5y20s5y20t5y20z5y20 o5y20p5y20l25y0035y0021h0000000000000000)

: Level 40 Champion

Superstats:
Level 6: Super Intelligence
Level 13: Super Constitution

Powers:
Level 1: Sonic Blaster
Level 1: Power Gauntlet -- Crippling Challenge
Level 6: Concussor Beam -- Rank 3, Rank 2
Level 6: Jet Boots
Level 8: Defiance -- Rank 2
Level 11: Force Shield -- Force Sheath
Level 14: Molecular Self-Assembly
Level 17: Mini Gun -- U-238 Rounds
Level 20: Micro Munitions -- Rank 2, Rank 3
Level 23: Targeting Computer -- Rank 2, Rank 3
Level 26: Chest Beam -- Rank 3, Rank 2
Level 29: Protection Field -- Rank 3, Rank 2
Level 32: Lock N Load -- Rank 3, Rank 2
Level 35: Unbreakable
Level 35: Rocket Jump
Level 38: Bionic Shielding -- Rank 2, Rank 3

Talents:
Level 1: Inhuman
Level 6: Negotiator
Level 9: Investigator
Level 12: Amazing Stamina
Level 15: Quick Recovery
Level 18: Boundless Reserves
Level 21: Healthy Mind

One thing I would note Pulsewave, is that your first build in this thread is really really rough until level 17. I leveled a character up to that point but you only have a single attack, really, until you hit 17, and that single attack can only hit one target. It's really quite terrible for farming stuff or clearing the 3-4 sets of mobs that you'll typically encounter in a solo stuff. I would personally suggest that you have a leveling build until 17 or 20 that has roomsweeper in there as your AOE and main damage doer, and then you have people respec to follow the rest of your guide there.

Archived Post
10-25-2011, 01:36 PM
For the record...
One 'nuthin' i'll accept as being serious.
Two 'nuthin's i'll take as coincidence.
Three 'nuthin's?...

...Convince me someone is trying too hard to convice the reader that they mean well, while secretly trying to be insulting :rolleyes:

*looks at Pulsewaves track record, looks at CaptainFabulous's*

I think i'll bet on the sure thing for now ;)

Archived Post
10-25-2011, 01:41 PM
Oh Caine, my snark never gets past you, does it?

Archived Post
10-26-2011, 07:49 AM
A lot of interesting stuff. A lot of what you said is really reasonably actually. I mostly agree with you when it comes to the targeting computer and refraction of sound at a high level.

I disagree about defiance though. I've been using it and am level 14 now and am really enjoying it. World mobs really aren't an issue, especially since you typically get that stack up in one fight and it stays full until you need to go somewhere else.

If you like Defiance, that's cool. Just realize that you're only level 14, and gameplay will change. You arent switching roles at all so far, and you are probably just going solo. So Defiance feels great. It's there at the start of a fight and makes you tougher as the fight goes on. BUT, If you ever decide to take an offensive passive so that you can maximize your damage, you will be in the position I noted above. I like to stay in offensive role/Avenger for most of the game. I only use my defensive passive when I'm already damaged, or if Im on a team that's taking on something really nasty. In those situations Defiance is far inferior to Invulnerability.

If you don't care about switching roles or teaming up then it wont matter. But if you want to maximize your offense and versatility you will want a different passive. You can test this out in the Powerhouse on the Test Server. Copy your hero over and level him up to 30 or 40. Take the extra role, and take on some larger groups. I'll be very surprised if you still prefer Defiance.

Only done a bit of PVP so I'm not really sure on how good it is in there, but it may be weaker in there. But that's where unbreakable comes in. It serves two purposes. First to give me the time needed to get stacks up when tanking or pvping, and also can work as much the same for if I'm using targeting computer, suddenly get aggro, and need to switch to a defensive passive. It should cover me while the stacks build and I'm blocking.

Unbreakable is not a bad power, but it gets less useful as you level up. That's because galactic-level bosses outdamage the protection it offers. It's more useful for builds using offensive passives than it is for builds with damage reducing defensive passives.
...

One thing I would note Pulsewave, is that your first build in this thread is really really rough until level 17. I leveled a character up to that point but you only have a single attack, really, until you hit 17, and that single attack can only hit one target. It's really quite terrible for farming stuff or clearing the 3-4 sets of mobs that you'll typically encounter in a solo stuff. I would personally suggest that you have a leveling build until 17 or 20 that has roomsweeper in there as your AOE and main damage doer, and then you have people respec to follow the rest of your guide there.

That's a pretty good recommendation. I'll look into that the next time I make a build update.

Archived Post
10-31-2011, 07:22 PM
Dear Pulsewave,

My go to man for excellent advice on successful builds that do not disappoint! I am forever a fan of yours... And I look forward to more fantastic builds in the future...

I hope this message has inspired you to hit the Test Server again ... there are so many changes since your last update. A lot to play with. New Nerfs.... New Buffs.. New Weapons...

Thanks for everything you do Pulsewave!

Your friends Willblack and others are also great support as well! their Knowledge and your skill should combine to form a Build Team where the best builds come from your genius!

Archived Post
11-01-2011, 04:29 AM
Dear Pulsewave,

My go to man for excellent advice on successful builds that do not disappoint! I am forever a fan of yours... And I look forward to more fantastic builds in the future...

I hope this message has inspired you to hit the Test Server again ... there are so many changes since your last update. A lot to play with. New Nerfs.... New Buffs.. New Weapons...

Thanks for everything you do Pulsewave!

Your friends Willblack and others are also great support as well! their Knowledge and your skill should combine to form a Build Team where the best builds come from your genius!

Thanks NotOfThisWor1d. I've actually been online recently and will have updates for some of the older builds.

Archived Post
11-01-2011, 09:54 AM
...Your friends Willblack and others are also great support as well! their Knowledge and your skill should combine to form a Build Team where the best builds come from your genius!
Between:

Pulsewave
WillBlack
KenpoJuJitsu3

(and a small number of others)
I shudder to think of the build they could create :eek:

Archived Post
11-01-2011, 10:43 AM
Between:

Pulsewave
WillBlack
KenpoJuJitsu3

(and a small number of others)
I shudder to think of the build they could create :eek:

Like this? http://forums.champions-online.com/showthread.php?t=114027

Archived Post
11-02-2011, 09:43 AM
I made a variation based on your Mk VII.

It's a bit more defensive based and can tank extremely effectively. It's a bit more effective at PVP given the alterations I made to Mighty leap (it being the basis by which you apply crippling challange) but should do a really effective job of reducing the damage output of a dangerous person in PVP by 1/3 once you Mighty leap, thunderclap, then roomsweeper them.

I went with Energy shield and laser knight instead of your force shield because this is a melee build. I also replaced force bolts with clobber so I could actually get this build to work, and also to help proc laser knight. However I replaced unbreakable with MSA since it has several abilities with cooldownes, all of which you should be using as often as they are up to either remain in melee range or break blocking (as is the case for mighty leap), or aoe stun (thunderclap).

I was also considering replacing Force cascade with chest beam which is substantially cheaper to cast, doesn't consume energy forms, and will debuff targets. I'll need to do some testing to see whether it's better overall, but I fear I might be cutting too much from the damage capability of this build by doing that.

I cut enrage because I've never had any problems building up and maintaining enrage stacks, and without defiant it's not a terribly effective way to build enrage anyway. In it's place is IDF, which when combined with laser knight, and invulnerability should make you nearly impossible to kill. Fast hitting weak attacks will do basically one damage, and heavy attacks will have to deal with the combined effectiveness of BOTH laser knight and invulnerability.

Additionally in a PVE setting this should be highly effective at maintaining an AOE tank with thunderclap having challenging strikes.

Build by championBuilder 0.4.1 (http://champions.zarzu.ch)

Download this Build here. (http://champions.zarzu.ch/download.php?download=4132g50000703201070031345zz0 88001210270850107064110700151050643600203703211060 84025037050g505zz0960150275y10g5y2125y20a5y2095y20 l5y20d5y20s25y0005y0039Iron Manh0000000000000000)

Iron Man: Level 40 Champion

Superstats:
Level 6: Super Strength
Level 13: Super Intelligence

Powers:
Level 1: Clobber
Level 1: Force Blast -- Rank 3, Rank 2
Level 6: Mighty Leap -- Nailed to the Ground, Crippling Challenge
Level 6: Jet Boots
Level 8: Roomsweeper -- Rank 3, Rank 2, Challenging Strikes
Level 11: Invulnerability -- Rank 3, Rank 2
Level 14: Bionic Shielding -- Rank 3, Rank 2
Level 17: Demolish -- Rank 3, Rank 2
Level 20: Molecular Self-Assembly
Level 23: Thunderclap -- Challenging Strikes
Level 26: Force Cascade -- Rank 3, Rank 2
Level 29: Energy Shield -- Laser Knight
Level 32: Inertial Dampening Field
Level 35: Shadow Shroud
Level 35: Rocket Jump
Level 38: Electric Sheath -- Matter - Energy Union

Talents:
Level 1: Mechanized
Level 6: Paramilitary Training
Level 9: Body And Mind
Level 12: Physical Conditioning
Level 15: Healthy Mind
Level 18: Relentless
Level 21: Negotiator

Archived Post
11-08-2011, 01:07 AM
Hey Pulsewave, I just wanted to say thanks a lot for putting together your excellent guides!

I had been wanting to create a Power Armour character for a while now, so I used a free retcon and changed the build for my Mecha toon. I wanted to have a character who I could primarily use for getting Acclaim in Zombie Apocalypse, so I made a variant of your Rage of Majesty PA build. Eternium X was originally a copy of the judgebot build, but I found that there were several powers I never used, or were very ineffective in this scenario, so I tweaked things accordingly. May I introduce the Dead Reckoning variant:

Eternium X: lvl 40 Champion

Superstats:
Level 6: Super Intelligence
Level 13: Super Strength

Powers:
Level 1: Sonic Blaster
Level 1: Molecular Self-Assembly
Level 6: Bionic Shielding
Level 6: Flight -- Rank 3, Rank 2
Level 8: Concussor Beam -- Rank 3, Rank 2
Level 11: Aura Of Primal Majesty -- Rank 3, Rank 2
Level 14: Unbreakable -- Better You Than Me
Level 17: Force Shield -- Rank 3, Rank 2, Force Sheath
Level 20: Mini Gun -- Rank 2, U-238 Rounds, Accelerated Metabolism
Level 23: Micro Munitions -- Rank 3, Rank 2
Level 26: Chest Beam
Level 29: Inertial Dampening Field
Level 32: Enrage -- Rank 2
Level 35: Support Drones -- Rank 3, Rank 2
Level 35: Acrobatics
Level 38: Munitions Bots -- Rank 3, Rank 2

Talents:
Level 1: Mechanized
Level 6: Body And Mind
Level 9: Covert Ops Training
Level 12: Physical Conditioning
Level 15: Healthy Mind
Level 18: Jack Of All Trades
Level 21: Discipline Training

The main changes were taking Inertial Dampening Field to be able to shrug off the continuous low damage spam from the zombies, and adding in the Support Drones and Munitions Bots. I agree with you that the minion AI is woeful, but in a stationary fight like Zombie Apocalypse, you just stick them in Turret mode and let them go to work! I was a bit concerned about losing invulnerability from my original build and relying purely on IDF, but the only time I went below 95% hp was when I got attacked by an enemy player.

Being able to hammer zombies at 100' range with a combination of the Mini Gun, Micro Munitions and the Munitions Bots meant I was able to keep the entire right side of the map cleared solo. I was a bit wary about adding in two minion powers, in case it messed up the energy expenditure of the build, but with Aura of Primal Majesty pumping up my End, Int and Rec to such high levels, I was able to constantly fire Mini Gun and Micro Munitions with zero downtime. The Aura and IDF synergise doubly well for this build, as they both buff the minions, as well as any nearby team members.

Concussor Beam and Chest Beam arent used much here, as you tend to mow everything down before they get into range. However, if enemy players do attack you or your team, its great being able to tap chest beam to get the debuff on them and then open up with everything, including Concussor Beams. Taking players out takes some time, so these powers are great for clearing the Zombies that have got to close range while you were distracted.

Archived Post
11-08-2011, 04:21 PM
Updated the first build to Mark XI.

Archived Post
12-08-2011, 07:08 PM
**** Sample Builds ****

Pulsewave Mark XI: see it in action here (http://www.wegame.com/watch/pulsewave-powerhouse-5-man-hard/) (this link still works but it is from an older build)
Updated 11/8/2011

Build by championBuilder 0.4.1 (http://champions.zarzu.ch)

Download this Build here. (http://champions.zarzu.ch/download.php?download=4132g5080070821106085007zz08 1070823045064370830017036010707511050m0b50c2170824 10708511070150205zz0450i5275y10e5y20l5y20o5y20p5y2 0s5y20t5y20z25y0035y006iPulsewave Mark XIh0000000000000000)

Pulsewave Mark XI: Level 40 Champion

Superstats:
Level 6: Super Intelligence
Level 13: Super Recovery

Powers:
Level 1: Wrist Bolter
Level 1: Concussor Beam -- Rank 3, Rank 2
Level 6: Invulnerability -- Rank 2
Level 6: Jet Boots -- Rank 3, Rank 2
Level 8: Mini Gun -- Rank 2, U-238 Rounds
Level 11: Molecular Self-Assembly
Level 14: Micro Munitions -- Rank 2, Rank 3
Level 17: Protection Field -- Rank 3, Rank 2
Level 20: Lock N Load -- Rank 3, Rank 2
Level 23: Conviction
Level 26: Masterful Dodge
Level 29: Chest Beam -- Rank 3, Rank 2
Level 32: Targeting Computer -- Rank 3, Rank 2
Level 35: Electric Sheath -- Matter - Energy Union, Rank 2
Level 35: Teleport
Level 38: Resurgence

Talents:
Level 1: Tech Savvy
Level 6: Healthy Mind
Level 9: Quick Recovery
Level 12: Boundless Reserves
Level 15: Negotiator
Level 18: Investigator
Level 21: Amazing Stamina



One question: Would Quarry be a viable option for the 2nd passive? I realize it primarily buffs Mini Gun and Micro Munitions but i imagine the boost to INT and EGO would be considerable with Super INT, and the EGO would be especially useful if we take super DEX later on like you did. Any thoughts?

Archived Post
12-09-2011, 07:19 AM
One question: Would Quarry be a viable option for the 2nd passive? I realize it primarily buffs Mini Gun and Micro Munitions but i imagine the boost to INT and EGO would be considerable with Super INT, and the EGO would be especially useful if we take super DEX later on like you did. Any thoughts?

Quarry would work out ok. You get better damage overall from Targeting Computer, especially against tougher enemies. Quarry is better against weaker enemies and groups, since it boosts the AoE powers better. That's even more significant if you take Fair Game. If you plan to use Avenger only for grinding things out and you usually drop back to Invulnerability for bosses, then Quarry is just as good. If you like to take on bosses or higher in avenger stance, Targeting Computer should be the better choice.

With super DEX things arent that different. I just ran both builds through the Power House and I didnt see a big difference. It would be a bigger deal if you chose to superstat Ego. The flat critical bonus you get from TC was bigger than what you get from Quarry's free Ego.

Archived Post
12-22-2011, 11:57 AM
If Wind Reverberation (http://www.champions-online-wiki.com/wiki/Wind_Reverberation) gives energy when we try to Repel, I wonder if that could turn Concussor Beam into an energy builder. It's already the Power Armor's best single-target attack, right? Hmm...

Archived Post
12-22-2011, 12:04 PM
If Wind Reverberation (http://www.champions-online-wiki.com/wiki/Wind_Reverberation) gives energy when we try to Repel, I wonder if that could turn Concussor Beam into an energy builder. It's already the Power Armor's best single-target attack, right? Hmm...

I was thinking the same thing this morning, but haven't had a chance (and probably won't today) to test it out.

Archived Post
12-24-2011, 07:18 AM
I tested it. It ticks every 3-4 seconds. Maybe it wouldn't be so bad if your enduance was SS'ed and high. But I won't count on it as an energy builder.

Archived Post
12-24-2011, 07:41 AM
I tested it. It ticks every 3-4 seconds. Maybe it wouldn't be so bad if your enduance was SS'ed and high. But I won't count on it as an energy builder.

I played around with it briefly. In this particular build I threw together on PTS Wind Reverbation gave 21 energy every 3 or 4 seconds. On a full cycle of Concussors it would proc twice. In comparison, MSA gave 3 ticks of 12 energy (every 2 seconds) after Concussors finished.

Honestly it's six of one, half dozen of the other. It will all depend upon your playstyle.

Archived Post
01-15-2012, 06:46 AM
I just came back after 4ish months and I'd like some help cleaning up my old PA build.
I threw it together from the power menu ingame but it's not a leveling build so w/e.

Build by championBuilder 0.4.1 (http://champions.zarzu.ch)

Download this Build here. (http://champions.zarzu.ch/download.php?download=4132g51311713b110713d1206tp0 907243210765a110611a227245204524a3623a10713b210724 341056b9176442205tp0q522f175y10e5y20p5y20t5y20s5y2 0l5y20o5y20z25y0035y0071h0000000000000000)

: Level 40 Champion

Superstats:
Level 6: Super Intelligence
Level 13: Super Endurance

Powers:
Level 1: Force Bolts
Level 1: Protection Field -- Rank 3, Rank 2
Level 6: Force Shield -- Force Sheath, Rank 2
Level 6: Jet Boots -- Rank 2
Level 8: Concussor Beam -- Rank 3, Rank 2
Level 11: Aura Of Ebon Destruction -- Rank 3, Rank 2
Level 14: Electric Sheath -- Matter - Energy Union
Level 17: Mini Gun -- Rank 2, U-238 Rounds
Level 20: Unbreakable
Level 23: Lock N Load -- Rank 2
Level 26: Inertial Dampening Field -- Rank 3, Rank 2
Level 29: Chest Beam -- Rank 3, Rank 2
Level 32: Resurgence
Level 35: Invocation Of Storm Calling -- Electrical Storm, Rank 2
Level 35: Lightning Flash
Level 38: Molecular Self-Assembly

Talents:
Level 1: Tech Savvy
Level 6: Boundless Reserves
Level 9: Investigator
Level 12: Negotiator
Level 15: Healthy Mind
Level 18: Quick Recovery
Level 21: Amazing Stamina

I feel like I need to replace Resurgence with a better heal, I was also thinking about dumping the force base for an elec one and then getting Mindful Reinforcement instead of prot field.

Archived Post
01-15-2012, 06:58 PM
What specifically are you trying to accomplish? Tank? PvP? Solo elite? Team support? You have a support passive that scales with PRE with 4 defense powers and 2 active offenses.

Anywho, a few basic suggestions. Go with INT/REC and gear for END. INT/END is rough cause they share slots. Take MSA much earlier, but AFTER you get in your attacks, which should also come much earlier. MSA does nothing unless you have toggles and cooldowns to proc it. A better choice of heal is Bionic Shielding. IMO IDF is only a good choice if you have tons of energy; something Power Armor has a lot of issues with.

If you want to be more offensive consider Targeting Computer or Quarry. If you want to be more defensive try Invulnerability or Defiance. Or take one of each and switch as needed. If you really want to stick with support Aura of Primal Majesty is probably your best choice. If so then I'd go with INT/PRE, as AoPM also scales with PRE.

If you're going with some electric attacks you really should consider Sparkstorm with Electric Personality. It's pretty sweet.

Archived Post
01-15-2012, 07:47 PM
I threw it together from the power menu ingame but it's not a leveling build so w/e.


I thought this made it clear that I'm already lvl 40.

Anyway I forgot to say that this is for Solo Elite and I've already cleared Serpent Lantern with it, it was quite tough though and I died several times.

My important ingame stats:
Con 105
Int 243
Rec 159
End 207

I used to be Int/Rec but as my gear improved I hit the point where my equilibrium was higher then my max energy, one of the big reasons I switched.

I'm not sure how to write this next part without sounding rude.
I'm not some noob who just started playing, I don't need to know what any of the powers do I can ****ing read. I don't have energy problems because there's this little thing called Force Shield that has an advantage by the name of Force Sheath, with my stats it kinda makes energy a non issue. I only have 1(2 with energy builder) powers that are physical and as such Quarry is far from optimal for me, as for Targeting Computer well first of it has 0 effect on Storm Calling (which I rather like and would prefer to keep) but it grants less damage and the Lock On usually doesn't have time to activate on anything below Master Villain.

Archived Post
01-15-2012, 08:12 PM
I thought this made it clear that I'm already lvl 40.

Anyway I forgot to say that this is for Solo Elite and I've already cleared Serpent Lantern with it, it was quite tough though and I died several times.

My important ingame stats:
Con 105
Int 243
Rec 159
End 207

I used to be Int/Rec but as my gear improved I hit the point where my equilibrium was higher then my max energy, one of the big reasons I switched.

I'm not sure how to write this next part without sounding rude.
I'm not some noob who just started playing, I don't need to know what any of the powers do I can ****ing read. I don't have energy problems because there's this little thing called Force Shield that has an advantage by the name of Force Sheath, with my stats it kinda makes energy a non issue. I only have 1(2 with energy builder) powers that are physical and as such Quarry is far from optimal for me, as for Targeting Computer well first of it has 0 effect on Storm Calling (which I rather like and would prefer to keep) but it grants less damage and the Lock On usually doesn't have time to activate on anything below Master Villain.

Yup, you're right. It was rude. Since you obviously know it all you should have no trouble fixing your build on your own. Have a good night.

Archived Post
01-16-2012, 04:06 PM
I just came back after 4ish months and I'd like some help cleaning up my old PA build.
I threw it together from the power menu ingame but it's not a leveling build so w/e.

Build by championBuilder 0.4.1 (http://champions.zarzu.ch)

Download this Build here. (http://champions.zarzu.ch/download.php?download=4132g51311713b110713d1206tp0 907243210765a110611a227245204524a3623a10713b210724 341056b9176442205tp0q522f175y10e5y20p5y20t5y20s5y2 0l5y20o5y20z25y0035y0071h0000000000000000)

: Level 40 Champion

Superstats:
Level 6: Super Intelligence
Level 13: Super Endurance

Powers:
Level 1: Force Bolts
Level 1: Protection Field -- Rank 3, Rank 2
Level 6: Force Shield -- Force Sheath, Rank 2
Level 6: Jet Boots -- Rank 2
Level 8: Concussor Beam -- Rank 3, Rank 2
Level 11: Aura Of Ebon Destruction -- Rank 3, Rank 2
Level 14: Electric Sheath -- Matter - Energy Union
Level 17: Mini Gun -- Rank 2, U-238 Rounds
Level 20: Unbreakable
Level 23: Lock N Load -- Rank 2
Level 26: Inertial Dampening Field -- Rank 3, Rank 2
Level 29: Chest Beam -- Rank 3, Rank 2
Level 32: Resurgence
Level 35: Invocation Of Storm Calling -- Electrical Storm, Rank 2
Level 35: Lightning Flash
Level 38: Molecular Self-Assembly

Talents:
Level 1: Tech Savvy
Level 6: Boundless Reserves
Level 9: Investigator
Level 12: Negotiator
Level 15: Healthy Mind
Level 18: Quick Recovery
Level 21: Amazing Stamina

I feel like I need to replace Resurgence with a better heal, I was also thinking about dumping the force base for an elec one and then getting Mindful Reinforcement instead of prot field.

Conviction is my favorite Power Armor heal. It triggers MSA and its available whether you are in combat or not. I like Resurgence a lot since it's good with high CON, and it recharges fast with super INT. Bionic Shielding is ok. The biggest problem is that it gets less benefit from super INT now, because it lost its recharge in exchange for a 'can't heal' timer. The recharge was better for solo heroes with high INT. The way Bionic is now is better for low INT heros with high PRE. Thats a big loss for Power Armor builds.

I like Protection Field a lot more than Mindful Reinforcement. Better protection plus energy. But you should try both. I dont use Energy Shield any more, preferring the energy to come from Protection Field.

You should ditch Aura of Ebon Destruction. Its inferior in every way to Aura of Majesty. I wouldnt usually take Inertial Dampening Field with Power Armor either. You're probably better off with Invulnerability or Regeneration as a passive rather than trying to add defense to an offensive build.

Try out Targeting Computer in Avenger mode for high damage. You'll see a big difference from Aura of Ebon Destruction. Use a second (defensive) passive for tough times if needed, instead of Intertial Damp Field. You'll deal more damage, which is more important in Avenger. Invocation of Storm calling will have to go, but that should be no real loss. Targeting Computer only boosts ranged Technology attacks ,so Storm Calling gets no boost.

Archived Post
01-19-2012, 03:09 PM
**** Power Armor Review ****

The ‘Power Armor’ framework in Champions Online is a little confusing. The powers sound cool, but they mention ‘slots’ and ‘toggles’ that don’t seem to exist anywhere else. Power Armor also recommends an odd combination of abilities for you with Strength and Intelligence. Should you take the ‘Mechanized’ talent to build these stats, or are there better combinations? What powers make sense together? Here are some answers for you.

First off, it should be explained that Power Armor is non-standard. It’s not necessarily more difficult than the elemental sets like Electricity or Fire, but it is less intuitive. With those sets you build up energy with your basic energy builder attack. When you have enough energy you use your better damage dealing powers. Almost all the higher tier powers can be ‘charged up’ for 2-3 seconds to significantly increase their damage and effects. This is the staple for most frameworks.

Power Armor doesn’t really work that way. There are only two attacks in the framework that can be charged up at all. All other attacks are ‘toggles.’ That means you ‘tap’ the attack, which will then execute automatically for its default time. One good thing about toggles is that you don’t have to wait for 2-3 seconds of charge-up to deal damage. You deal damage immediately. The downside is that you don’t have the option to increase the attack’s effects and you lose the ‘burst’ ability of having one massive attack stacked with other effects.

Another point to note is the ‘slot’ concept that is unique to Power Armor. All attacks beside the un-enhanced energy builder have a ‘slot’ designated as either ‘hand’ or ‘shoulder’ or ‘chest’. This limits you conceptually since you can’t change the emanation point of most attacks. But it’s done because Power Armor attacks can be run at the same time as long as they are in different slots. That means you can ‘toggle on’ Concussion Beam, Micro Munitions, and Shoulder Launcher simultaneously and get the damage from all three attacks at once. That’s awesome. You can even select different targets for attacks at the same time. Power Armor attacks work well with each other as long as you understand how the slots work.

There’s also a downside to this though. Every toggle you add increases the endurance cost of all the others. So you’re going to burn a lot of endurance to deal high DPS. You also really need to keep most of your attacks in the framework. When you ‘toggle on’ any Power Armor attack you are unable to use any other powers. Once your toggles are off it will take a second or two for everything else to recharge. And since your toggles are all DPS attacks and not burst damage, you can’t easily split attacks between power frameworks. You don’t need to worry about this, because Power Armor attacks are pretty effective. But choosing Power Armor means you are going to limit yourself conceptually. That might bother some players.

****Energy Unlock Notes:****

Almost every build should have an 'energy unlock' power at some point. This is a power that generates energy without making you resort to your energy builder attack. The amount of free energy you get scales up based on a specific stats. This differentiates the frameworks a bit, while making the 'energy unlock' stat a staple for it's associated framework.

The clear energy unlock for Power Armor is Molecular Self Assembly. It's a power from the Gadgeteering tree. It provides free energy whenever a power recharges from cooldown. You get immediate energy, which recurs twice over the next 6 seconds. If another power recharges in the meantime, the energy over time keeps going.

MSA scales up based mostly on Intelligence and also on Recovery. It will always generate 10 energy and it can go above 30 energy per tick. It's a staple power choice on any Power Armor build and it makes high Intelligence a no-brainer.

****Characteristic Focus Notes:****

Power Armor is an energy hog. It's easier to run down your energy using these attacks than it is with anything else in Champions Online. Here are the typical combination of super-stats you'd be likely to choose for a Power Armor hero:

Recovery and Endurance

This is the easiest pair of stats. It's the best ratio for building up a full bar of energy and then releasing that energy bar with attacks. You can have maxed out superstats with this combo. You can't go wrong with this, and it's easy for a rookie to work with. The only limitation with this combo is that you don't have super INT to maximize Molecular Self Assembly. This costs you a significant amount of energy return over time.

Recovery and Intelligence

This is very easy as well. You don't get a huge energy bar, but the energy that you do have gets used more slowly. You also start with 100% energy from rest, without having to build any up. It's less efficient at building energy than REC+END, but the super INT give you recharge time bonuses that will more than make up for this with the right power selection. This makes the combo more effective OVERALL than REC+END, but you have to know enough to use the right powers. Plus this combo will maximize Molecular Self Assembly for free energy over time. That's a big edge.

Intelligence and Endurance

This is a harder combo in some ways since you're limited from maxing out both superstats. This has the lowest alpha strike potential of the three combos. You should have secondary energy generation of some sort, like Force Sheath or Dark Transfusion. The combo of INT and END gives you a ton of energy to play with overall, for the longest maintains. But you refill your energy more slowly by default, and you're limited from the maximizing both super-stats. Molecular Self Assembly is still effective for free energy. It wont generate as much energy per tick, but you are able to store more energy with the larger Endurance pool.

Intelligence and Constitution

Recommended for tank players or newbies. You lose some offensive punch, but you get a lot of durability. As long as you use Power Gauntlet and Crippling Challenge with Defiance and/or Force Sheath you will still have adequate energy to use multiple toggles. This combo is actually very easy to use in its own way. It's much harder to get killed with super CON while you cycle active defenses and heals with super INT. And you will still have a lot of offensive punch. You still get effective free energy from Molecular Self Assembly.

Hey I read a few pages but I don't know if i am the only one that said: "Have you ever tried Aura Of Arcane Clarity? Like really? I just tested it on Pts now on Sentinel role with ss rec an int! IT IS AMAZING! THE ENERGY IS GREAT THE DISCOUNT AND COOLDOWN IS AWESOME! i just mad a toon with that passive and it is so useful, even with some 3 mixed up toggles it doesn go down that fast because i used AOAC+MSA is so awesome and I even thought of adding Circle of Arcane Power! ALL THOSE 3 ARE LIKE UNLIMITED ENERGY AS YOU AND SPAM AS MUCH AS YOU WANT WITH THE TOGGLES! but one flaw, weak damages and weak def.... not so good and i didnt rank any of them up but if you rank some powers it should be useful and try to only rank powers that you'd spam the most. it is so great that i made a toon with it it is amazing with that passive discount and cooldowns+ sentinel role! that is a WOW I tell ya! Just try it and the passive i used is rank 3! so try this build

Passive: Aura Of Arcane Clarity - Rank 3

Role: Sentinel (you can try guardian role for the defence and offense)

SuperStats: Rec + Int

Powers: i just used powers that involves toggles only in PA so that means i didnt use Energy wave or lazer sword. Must Have MSA + Circle of Arcane Power - Rank 3.

Talents are not needed, so just use them all for free!

Try it, really try it and put as much ideas you can do!

Archived Post
01-20-2012, 08:17 AM
Hey I read a few pages but I don't know if i am the only one that said: "Have you ever tried Aura Of Arcane Clarity? Like really? I just tested it on Pts now on Sentinel role with ss rec an int! IT IS AMAZING! THE ENERGY IS GREAT THE DISCOUNT AND COOLDOWN IS AWESOME! i just mad a toon with that passive and it is so useful, even with some 3 mixed up toggles it doesn go down that fast because i used AOAC+MSA is so awesome and I even thought of adding Circle of Arcane Power! ALL THOSE 3 ARE LIKE UNLIMITED ENERGY AS YOU AND SPAM AS MUCH AS YOU WANT WITH THE TOGGLES! but one flaw, weak damages and weak def.... not so good and i didnt rank any of them up but if you rank some powers it should be useful and try to only rank powers that you'd spam the most. it is so great that i made a toon with it it is amazing with that passive discount and cooldowns+ sentinel role! that is a WOW I tell ya! Just try it and the passive i used is rank 3! so try this build

Passive: Aura Of Arcane Clarity - Rank 3

Role: Sentinel (you can try guardian role for the defence and offense)

SuperStats: Rec + Int

Powers: i just used powers that involves toggles only in PA so that means i didnt use Energy wave or lazer sword. Must Have MSA + Circle of Arcane Power - Rank 3.

Talents are not needed, so just use them all for free!

Try it, really try it and put as much ideas you can do!

Aura of Arcane Clarity is generally considered to be underpowered. The energy bonus is not nearly as useful as the global bonus you get from Aura of Majesty, or the defensive bonus from Aura of Radiant Protection. You could run Aura of Majesty in Sentinel mode and you'd get a decent damage bonus plus the energy boost of Sentinel. But then you pay a massive penalty to raw damage. You definitely wouldnt need any Recovery if you go that route.

Archived Post
01-20-2012, 08:22 AM
Wow you are still around?

I thought I was the last Feb8 left.

Archived Post
01-20-2012, 10:34 AM
Wow you are still around?

I thought I was the last Feb8 left.

I go through phases. I generally carry one MMO at a time and nothing has convinced me to switch over. When a game like Skryim comes out I'm out of commission for a while though. Summertime has a similar effect.

Archived Post
01-25-2012, 03:07 AM
<-- Feels left out of the crotchety old man club.

Archived Post
02-24-2012, 06:14 PM
<--- Feels like that exboyfriend that gets tipsy enough to show up in the middle of the night for a booty call.

Archived Post
04-24-2012, 06:31 AM
Updated some power descriptions and added the Mark XII build.

Archived Post
04-24-2012, 06:45 AM
Hey Pulse, reading through your update (haven't finished yet) and I noticed you haven't touched your stats section yet and saw a bit about INT and END limiting each other still being in there.

Archived Post
04-24-2012, 07:12 AM
Hey Pulse, reading through your update (haven't finished yet) and I noticed you haven't touched your stats section yet and saw a bit about INT and END limiting each other still being in there.

I'll have to rewrite that whole section with notes to the specializations.

Archived Post
04-24-2012, 07:18 AM
I'll have to rewrite that whole section with notes to the specializations.

I hear ya. Soooo much has changed.

Archived Post
04-25-2012, 06:37 PM
I'll have to rewrite that whole section with notes to the specializations.

Glad to know you're working on it! Your guides helped me stay in and choose Champs as MMO to stay with instead of having a bad experience and dropping it. Really looking forward to updated builds, since I'm not sure I've 'rebuilt' properly after On Alert update [thought it IS nice to be able to have Int and both Con/Str as superstats instead of having to choose when you're going tanky].

Archived Post
04-27-2012, 11:03 AM
Updated some power descriptions and added the Mark XII build.

So the choice here is AoPM/Hybrid and more criticals vs. Targeting Computer/Ranged Damage bonus and less criticals. Am I reading this right?

Archived Post
04-27-2012, 12:03 PM
So the choice here is AoPM/Hybrid and more criticals vs. Targeting Computer/Ranged Damage bonus and less criticals. Am I reading this right?

It's more like a choice between a well-rounded build or an optimal damage build. Aura of Majesty is sort of a middle ground between a 'real' offensive passive and taking a defensive passive like Invulnerability. It makes things a lot easier on you if you find yourself too squishy in Avenger mode, but you still want to deal more damage than you can with a defensive passive.

With Aura of Majesty you get more frequent and bigger crits, more energy, more health, and bigger shields. Plus you get more energy back from blocking by comparison. It's a much easier build to play, plus it's nice of teams for the free aura you give off.

With Targeting Computer you deal much more raw damage at the expense of everything listed above. But if you want to maximize damage, you go with Targeting Computer.

As I get more experience with the new system I'll be able to offer more concrete advice. Before the patch you could get roughly the same level of damage from Aura of Majesty plus Enrage as you could with Avenger plus Targeting Computer. Since that last patch I think that Avenger allows for significantly higher damage, which is a good thing.

Archived Post
04-27-2012, 10:38 PM
Hehe, just tried the new build. It puts out positively Tuetonic levels of damage with Targeting Computer in Avenger mode (sorry Ranged Damage mode :) ). It's not even all that fragile if you're careful (what with a bubble, 2 active defences and a heal), but you do have to be a bit careful.

Thx for all the testing Pulsewave!

Archived Post
04-28-2012, 02:10 PM
It's more like a choice between a well-rounded build or an optimal damage build. Aura of Majesty is sort of a middle ground between a 'real' offensive passive and taking a defensive passive like Invulnerability. It makes things a lot easier on you if you find yourself too squishy in Avenger mode, but you still want to deal more damage than you can with a defensive passive.

With Aura of Majesty you get more frequent and bigger crits, more energy, more health, and bigger shields. Plus you get more energy back from blocking by comparison. It's a much easier build to play, plus it's nice of teams for the free aura you give off.

With Targeting Computer you deal much more raw damage at the expense of everything listed above. But if you want to maximize damage, you go with Targeting Computer.

As I get more experience with the new system I'll be able to offer more concrete advice. Before the patch you could get roughly the same level of damage from Aura of Majesty plus Enrage as you could with Avenger plus Targeting Computer. Since that last patch I think that Avenger allows for significantly higher damage, which is a good thing.

Pulse have you considered the combination of AoPM with PSS Intel. Using the Intel tree of Enlightened, Revitalize, and Expertise give a real boost to AoPM. Plus Revitalize can keep Unbreakable w/adj up almost all the time, so no problems keeping Enrage. For my PA rebuild I took PSS Intell, SSS End, & Str

Archived Post
04-28-2012, 04:25 PM
Pulse have you considered the combination of AoPM with PSS Intel. Using the Intel tree of Enlightened, Revitalize, and Expertise give a real boost to AoPM. Plus Revitalize can keep Unbreakable w/adj up almost all the time, so no problems keeping Enrage. For my PA rebuild I took PSS Intell, SSS End, & Str

bah, should have read your update first,,,,,nm

Archived Post
05-04-2012, 01:29 PM
Pulsewave,

I tried the Endurance Kickback trick with automated assault and it was pretty stellar... but one massive problem is that when you use some powers (Chest Beam, for example) the animation turns off the bolters... really lame! W/O that issue it would be a valuable option.

+S

Archived Post
05-05-2012, 10:17 AM
**** Powers Overview ****

Concussion Beams
This is a great toggle that deals the best single target damage in the set.

Uh huh. Cussion beams... best single target damage in set.

Tell that to the T4 PvP fotm builds that can spike rocket launncher for 7k+ and Chest beam for 7k+.

Archived Post
05-05-2012, 10:38 AM
Uh huh. Cussion beams... best single target damage in set.

Tell that to the T4 PvP fotm builds that can spike rocket launncher for 7k+ and Chest beam for 7k+.

Those are AoE attacks. Concussor is the best single target damage power by default.

Archived Post
05-06-2012, 08:46 AM
Thanks for this wonderful thread Pulse.

I have a question about the Mk XII build. For max damage, wouldn't Concussor + MG + Chest Beam taps still be higher dps than PG + Micro + MG with Avenger Mastery? Of course, that assumes you don't mind the lower range and knockback which isn't so bad in indoor settings or vs. bosses.

Also, is Energy Wave the only close AoE that can be spammed with the toggles? I was wondering how much dps EW, Concussor, MG, Micro would give with real low cooldown and sufficient energy.

Archived Post
05-06-2012, 09:56 AM
Thanks for this wonderful thread Pulse.

I have a question about the Mk XII build. For max damage, wouldn't Concussor + MG + Chest Beam taps still be higher dps than PG + Micro + MG with Avenger Mastery? Of course, that assumes you don't mind the lower range and knockback which isn't so bad in indoor settings or vs. bosses.

Also, is Energy Wave the only close AoE that can be spammed with the toggles? I was wondering how much dps EW, Concussor, MG, Micro would give with real low cooldown and sufficient energy.

Power Gauntlet has better DPS than Concussor once you factor in Avenger Mastery. It ends up being about 20% better DPS by the raw numbers. Of course, you wont get Av Mastery to proc every time. So it's probably a wash in the long run. You can figure equal damage, and pick whether you want longer range and interrupt, or a toggle with pushback. I prefer the range and interrupt, but there's nothing wrong with Concussor. And that frees up your mastery pick, because Avenger is useless without Power Gauntlet.

Energy Wave is pretty good damage and knockback, but the shield effect stinks. It looks awesome but it's not worth using compared to other powers. I prefer to build a fragile hero that works at a distance, so it doesnt suit my style. But its a fine power if you like to be in melee.

Archived Post
05-06-2012, 10:27 AM
Sparkstorm w/Electric Personality is a great PbAoE for PA. Energy Wave has a cooldown and can't be spammed.

Archived Post
05-06-2012, 03:45 PM
Hey Pulse, is this firing arc thing intended? I guess I started CO when PA was just like any other power with regard to firing arcs. Now, I cannot keep shoot at targets right below EVEN if I move the camera to face them because apparently, once a PA toon starts firing, we can't point up or down even if flying. =(

This is really making it frustrating to play a PA toon. And I was really looking forward to some of the changes to PA....

Would have rather CO unfix the fix hehe.

Archived Post
05-06-2012, 03:47 PM
Have you looked at Kinetic Manipulation as a passive for a larger flat damage increase? Of course, this only works with the physical damaging PA powers.

Archived Post
05-07-2012, 06:21 PM
Might have missed this in an earlier post: Pulse? Did you forgo the use of a Block (Force Shield with Force Sheathe)?

Archived Post
05-07-2012, 07:13 PM
Might have missed this in an earlier post: Pulse? Did you forgo the use of a Block (Force Shield with Force Sheathe)?

I dont use that any more. You cant rely on getting attacked in group missions. Protection Field is better for energy and gives better protection.

Archived Post
05-07-2012, 08:58 PM
I've been playing around with in the power house. I noticed that. Thanks! I just wish I could use something else. I'm not too fond of the 'bubble effect' or Power Gauntlet either.

Archived Post
05-08-2012, 10:07 AM
I've been playing around with in the power house. I noticed that. Thanks! I just wish I could use something else. I'm not too fond of the 'bubble effect' or Power Gauntlet either.

The CON tree has an ability that gives you energy when you take damage. But I find that with super INT and END, MSA gives me back about as much energy as I use for 2 toggles. With Lock and Load or Immolation I can do three toggles.

Archived Post
05-09-2012, 08:53 AM
Would you recommed Con tree, MSA, and Defiance? I'm thinking SS Con, ss int/end?

Archived Post
05-10-2012, 10:14 AM
Just tried the Mk XII (Targeting Computer) on test and it freaking rocks. Thanks Pulsewave, been stalking you since CoH haha.

Archived Post
05-10-2012, 12:47 PM
Would you recommed Con tree, MSA, and Defiance? I'm thinking SS Con, ss int/end?

I wouldnt recommend it, but it should work OK. Less damage, more durability. Other options are taking Primal Majesty, or Invulnerability with the default build. Try them out in the Power House and see if you like any one more than the others.

Archived Post
05-10-2012, 01:11 PM
MK XII BUILD:

Was wanting to make one major and three thematic changes and was wondering the impact:

1) Replace Chest Beam (that I don't use much) (how much damage/function lost here? Do I need this for non-minion mobs?) ifor another Active Defense? Which? Field Surge? Maybe another power all together? Might attack? Force?

2) Replace Force Bolts in for the Might End Builder (just to have some punchy stuff for theme and I dislike the low power pew,pew,pew look from Force Bolt spam)

3) Replace Jet Boots in for Flight (for the charge up option, see below)

4) Replace Teleport in for Rocket Boots (I know Teleport is (was?) a fantastic get-away/stealth power but I love doing a Rank 3 Rocket Jump to a fully charge Flight. I would like to use Athletics but it just looks awful in Power Armor.

Thanks!

Archived Post
05-10-2012, 05:20 PM
I'm using Rocket boots and Rocket Jump. I use the Jump for landing/take-off.

You could loose chest beam, but then you loose that nifty debuff that comes with it. I often tap it 3 times just to have it tagged, after that I move on to my other attacks.

I'm not a big fan of force end builder either. I'm glad they fixed the PA end builder as far as look (hated the hunced over look). I'd be interested to see a build centered around automated assault. I too do like the punchy effect for PA users as well. But thats my playstyle I guess, Ironman and X-O Manowar style.

Archived Post
05-11-2012, 04:21 AM
I wouldnt recommend it, but it should work OK. Less damage, more durability. Other options are taking Primal Majesty, or Invulnerability with the default build. Try them out in the Power House and see if you like any one more than the others.

Tried it out. It works fine if you're a tank (or being attacked at all) but I had issues as DPS. Hanging back and shooting doesnt give you the energy I thought it would. Diving in the middle of the fight seems to work best for this build. Sigh...

Archived Post
05-11-2012, 07:10 AM
Just a head's up, big changes coming to PA, including a PA archetype. New stuff is currently up on the PTS.

Archived Post
05-11-2012, 08:48 AM
When can we expect to see it hit the live server? And will Pulsewave break it shortly thereafter? My money is on yes.

Archived Post
05-11-2012, 09:14 AM
When can we expect to see it hit the live server? And will Pulsewave break it shortly thereafter? My money is on yes.

My guess is that he'll probably hate all the new attacks.

Archived Post
06-02-2012, 11:30 PM
They have listed current changes under the release notes.

Also , apparently AOPM is not working at all, at the moment .:(

Archived Post
06-05-2012, 07:11 AM
I was never a big fan of Auras. Inspite of thier effectiveness. I like my Tech powers to be just that. Techy.

Archived Post
06-05-2012, 10:50 AM
Anyone know what the new Advantage on Energy Shield does? How is it triggered, etc?

Archived Post
06-05-2012, 11:55 AM
Anyone know what the new Advantage on Energy Shield does? How is it triggered, etc?

Its a roughly 10% damage reduction. It lasts for 3 seconds after any Power Armor maintain, and throughout any PA toggle. Pretty nifty advantage overall. While active you display the Rank1 Energy Shield on the left arm.

Archived Post
06-05-2012, 12:01 PM
Its a roughly 10% damage reduction. It lasts for 3 seconds after any Power Armor maintain, and throughout any PA toggle. Pretty nifty advantage overall. While active you display the Rank1 Energy Shield on the left arm.
So it's like a ranged Laser Knight. Any reduction to YOUR damage? And 10% scaling with your Defense/dam reduction or a flat 10%? Seems good to have in any case for 3 pts. :)

Archived Post
06-05-2012, 12:21 PM
So it's like a ranged Laser Knight. Any reduction to YOUR damage? And 10% scaling with your Defense/dam reduction or a flat 10%? Seems good to have in any case for 3 pts. :)

No impact to your own damage that I'm aware of.

Archived Post
06-05-2012, 12:31 PM
No impact to your own damage that I'm aware of.

I dunno, is that 10% in its own layer or added to any resistance you already have? If it's in its own layer that would be good, but stacked with other resistances 10% isn't much and IMO not worth 3 points.

Archived Post
06-07-2012, 04:59 PM
Okay, here's an interesting problem. MSA doesn't work off of PA slots anymore like it used to, so what do we take as an Energy Unlock, or should we? Also, I've been messing with Concentration and noticed it has great DPS output, but I have to wonder if Quarry would work better with it or is TC still a better choice?

Archived Post
06-07-2012, 05:07 PM
Okay, here's an interesting problem. MSA doesn't work off of PA slots anymore like it used to, so what do we take as an Energy Unlock, or should we? Also, I've been messing with Concentration and noticed it has great DPS output, but I have to wonder if Quarry would work better with it or is TC still a better choice?

Overdrive is the new PA energy unlock. Quarry is good but you get a reduced bonus to particle damage. Targeting Computer is also good but it only works on ranged technology powers. So it all depends upon your power choices.

Archived Post
06-08-2012, 11:58 AM
Too bad there is no new Offensive Slotted Passive for Laser Sword wielders. Something with an add'l discount to Power Armor melee power use because Laser Sword sure eats up energy like crazy. Guess we'll have to depend on WotW or Unstoppable for a lesser boost.

Will be exciting to see the new changes when I get home.

PS Does the new Energy Shield Adv work with Laser Sword???

Archived Post
06-08-2012, 12:06 PM
PS Does the new Energy Shield Adv work with Laser Sword???

No, but... Laser Knight didn't go anywhere.

Archived Post
06-08-2012, 12:40 PM
Too bad there is no new Offensive Slotted Passive for Laser Sword wielders. Something with an add'l discount to Power Armor melee power use because Laser Sword sure eats up energy like crazy. Guess we'll have to depend on WotW or Unstoppable for a lesser boost.

Will be exciting to see the new changes when I get home.

PS Does the new Energy Shield Adv work with Laser Sword???

Electric Form fully buffs particle damage.

Archived Post
06-08-2012, 01:52 PM
I'm curious what people think for a Ranged Tank PA character. Previously I had been using Defiance because it helped fuel the massive energy need, but seemed decidedly more fragile than Invuln in Adventure Packs etc. due to accumulating tons of chip damage from the minion hordes.

Since Defiance has lost its Enrage interactions, and Concentration now exists to help sate the energy demand, I'm wondering if it's still worth it to take Defiance over Invuln.

On a similar note, is the Ranged-Laser Knight advantage worth dropping Force Shield + Force Sheathe?

Archived Post
06-08-2012, 02:35 PM
I'm curious what people think for a Ranged Tank PA character. Previously I had been using Defiance because it helped fuel the massive energy need, but seemed decidedly more fragile than Invuln in Adventure Packs etc. due to accumulating tons of chip damage from the minion hordes.

Since Defiance has lost its Enrage interactions, and Concentration now exists to help sate the energy demand, I'm wondering if it's still worth it to take Defiance over Invuln.

On a similar note, is the Ranged-Laser Knight advantage worth dropping Force Shield + Force Sheathe?

Invuln plus the chest slot heal deals with hordes of small enemies amazingly well but it means you'll have to sacrifice micro munitions or chest beam to run it.

Archived Post
06-08-2012, 03:55 PM
I'm curious what people think for a Ranged Tank PA character. Previously I had been using Defiance because it helped fuel the massive energy need, but seemed decidedly more fragile than Invuln in Adventure Packs etc. due to accumulating tons of chip damage from the minion hordes.

Since Defiance has lost its Enrage interactions, and Concentration now exists to help sate the energy demand, I'm wondering if it's still worth it to take Defiance over Invuln.

On a similar note, is the Ranged-Laser Knight advantage worth dropping Force Shield + Force Sheathe?

If you don't mind losing Conventration. Invuln + IDF will make you incredibly tough. For survival testing I use Battlestation set to 5 man Team, Tough Demon. That will thoroughly thrash just a Invulnerable build even with Reconstruction Circuits and Palahnx Defense System to back it up. But adding IDF will cut out the nickle and dime damage to a trickle (even with just IDF Rank 1). When health get's a bit low fire up RC to get your Health topped off. And when it hits the fan, Blocking + RC will get your back up even in the worst of DPS. (That's how I had to survive w/o using IDF in the Battle Station).

Unless a better build comes forth. I'll be adding both Energy Shield with Phalanx Defense System, Concentration and IDF to my build. Concenration for DPS mode and IDF for when I need Defense and Pocket Tanking.

And in regards to Energy, Overrdive with a decent amount of INT as Super Stat and Energy Cost reduction will give you more then enough energy to run 3 weapons systems for quite a while. Tough Nehcnhman and Villains are dead before even finish the weapon firing cycles.

Archived Post
06-09-2012, 06:26 PM
So is the PA review over and done? Cause I need to get the Hephaestus Class MK VII put together...

Archived Post
06-09-2012, 07:25 PM
So is the PA review over and done? Cause I need to get the Hephaestus Class MK VII put together...

Safe to say, now that the AT has released and everything is online, that it is..

Archived Post
06-11-2012, 10:22 AM
It was a pleasure working with you on the test center for this pulse, though there could have been a couple of things done better i'd say PA got a lot of nice improvements in the overall scheme of things.

-Dr. G

P.S. To those who are curious about PA tanking, look me up as i run Doc as a PA tank and don't even bother with IDF. Junked that thing as soon as concentration came out.

Archived Post
06-11-2012, 01:09 PM
P.S. To those who are curious about PA tanking, look me up as i run Doc as a PA tank and don't even bother with IDF. Junked that thing as soon as concentration came out.

I'm quite interested in running my PA toon as a tank. Any build advice you have would be greatly appreciated..:)

Archived Post
06-11-2012, 05:32 PM
It may be a bit before we see Pulse. It seems the Power Guru is studying the folds of reality on the Test server., ;)

Archived Post
06-12-2012, 03:27 AM
It may be a bit before we see Pulse. It seems the Power Guru is studying the folds of reality on the Test server., ;)

I'm debating whether I should stick it out with Targeting Computer, switch over to Quarry, or just say to heck with it and go with Invulnerability.

Archived Post
06-12-2012, 04:24 AM
*shakes his fist at the evil test server*



Give us Pulsewave back ********s I cry!!*

I so messed up my PA toon, Gauntlet needs your expertise Pulsewave!!!

Archived Post
06-12-2012, 10:40 AM
I've had some success with Invul. Using Ego end/int (though I may go int/str (or con)) I managed to clear the 5 man uber battle room with little cool downs. I used the Ego, Guardian, and Warden trees. Maxing out my Offense and Defense. I open up attacks with the tact missle, micro munitions, and shoulder launcer. Once they start heading my way, Plasma Beam, then run them through with Plasma Cutter. It's not an optimized build, but I like my Power Armor guys techy (think Hard Suits from Bubble Gum Crisis)...

Archived Post
06-12-2012, 11:05 AM
I'm debating whether I should stick it out with Targeting Computer, switch over to Quarry, or just say to heck with it and go with Invulnerability.

I took both TC and Invulnerability in the Battlemaster MK XVI. MK XVII now has only Invulnerability. I'm happy with the weapons mix of minigun R2 with U-238, Micromunitions R3, Chest Beam R3, Power Gauntlet R3 and Chainsaw. I haven't needed more than Lock n Load, RC, Concentration, Unbreakable, and Energy Shield R3 for tanking.

Archived Post
06-12-2012, 01:48 PM
So what's the go to heal for a PA tank? I grabbed recon circuits for my new PA toon, but it seems weak already and have been reading up on it's many disadvantages. I'll probably drop it for Bio Shielding, maybe grab BCR as well to layer on an extra heal if needed.

Archived Post
06-12-2012, 01:50 PM
So what's the go to heal for a PA tank? I grabbed recon circuits for my new PA toon, but it seems weak already and have been reading up on it's many disadvantages. I'll probably drop it for Bio Shielding, maybe grab BCR as well to layer on an extra heal if needed.

Conviction.

Archived Post
06-12-2012, 06:12 PM
Havent had any problems with it. I just ran Resistence all by my lonesome using the PA heal (maxed) I did just fine. Of course I also have the Phalanx adv on my shield so it proccs when I use the heal.

Archived Post
06-13-2012, 12:56 AM
For Hand slot (used in conjunction with Shoulder and Chest slot), which one is better in the long run: Conc beams, Plasma or Tac Missiles?

Archived Post
06-13-2012, 04:09 AM
definately concusor. plasma comes close tho.

Archived Post
06-13-2012, 04:18 AM
Hand slot depends on what you want to do. Tac missle with adv is good for Aoe. Plasma w/ adv is good for dot as well as direct damage. Concussion is good damage with the added effect of pushing away. Power Gauntlet does great damage maxed out, but it also has some adv's that make it a tank weapon with built in interrupt. Both Tac Miss and Plasma are AoE. PG and CB are single target. PVE leveling up? Go with maxed Concussion. Just my two zenny.

Archived Post
06-13-2012, 06:18 AM
For Hand slot (used in conjunction with Shoulder and Chest slot), which one is better in the long run: Conc beams, Plasma or Tac Missiles?

After reading something Pulsewave posted I dropped concussor beams for power gauntlet. I like the interrupt and when minigun and micro munitions are both running (I am efficient with lots of energy) PG gives the option of taps or charge. And I like it better than Tac missiles even if the emination point sucks.

Concussor is still really good, but as the target is pushed away it does less to no damage at max range.