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**edited for newness
Ok so the build as it stands now. Was relatively easy to level up in Alerts even with the previous...mishmash of powers. Rebuilt is stronger and more fun.
Super Stats:
Level 6: Super Intelligence (Primary)
Level 10: Super Presence (Secondary)
Level 15: Super Recovery (Secondary)
(replacing End as previous SS)
Talents:
Level 1: The Radiant
Level 6: Lasting Impression
Level 9: Diplomatic
Level 12: Negotiator
Level 15: Field Ops Training
Level 18: Survival Training
Level 21: Command Training
Powers:
Level 1: Shadow Bolt
Level 1: Shadow Blast (Rank 2, Psychotic Break)
Level 6: Implosion Engine
Level 8: Hurricane (Rank 2, Rank 3, Accelerated Metabolism)
Level 11: Aura of Primal Majesty (Rank 2, Rank 3)
Level 14: Molecular Self-Assembly
Level 17: Devour Essence (Rank 2, Rank 3)
Level 20: Condemn (Rank 2, Redemption Denied)
Level 23: Fissure (Rank 2, Rank 3)
Level 26: Summon Shadows (Rank 2, Devouring Darkness)
Level 29: Ritual of Arcane Summoning (Rank 2, Unbound Ritual)
Level 32: Force Shield (Force Sheathe)
Level 35: Protection Field
Level 38: Inertial Dampening Field
Travel Powers:
Level 6: Jet Pack (Rank 2, Rank 3)
Level 35: Teleportation
Int tree - extra offense and defense, hold str, etc.
Guardian tree for general offense/defense boost, and find the mark for more crits.
Sentinel Tree makes it all juicy, and Mastery to proc off Bolt/Condemn for self/group heals.
Typical battle Shadows + Implosion Engine + Fissure + Condemn (used to be Grasping), then spam aoe/st damage for once maintain, recast Shadows + Fissure, more aoe/st damage etc.
Used to have Force bolts, planning on maybe fitting in Force Cascade at some point, but that was a meh idea, and Rebuke was not bad mid level, but slower attacking again = meh.
Fissure is one of the favorite powers, 1 second charge, has a recharge to proc MSA, does good aoe damage + knockdown for a full 10 seconds after using it, so it is as close to the old 'cast firewall and cook stuff in it' as I can get.
Hurricane is good aoe all around for lots of reasons.
Shadow bolt w/adv = fear targets and then stun on second charge, plus a dot for easy Sentinel healing proc. Since I got rid of the dark Grasping Shadows as it was too slow and the dot was just not that great, and dont really need to paralyze much when that 3 seconds could have been spent doing a bunch more damage - and most likely killing any non-heavy duty villains with just dps anyway. This way gives a good damage, single target fear+ stun +dot (which for alert bosses is great).
Condemn = para/stun, plus dots, again for Sentinel procs - could not find or fit in a decent aoe paralyze, and single target seems a waste of time since it would only be used on bosses anyway, and its faster and way more damage than Grasping Shadows.
Devour Essence replaced Lifedrain anticipating the new 'DE is ranged and buffs off Concentration' change coming. Lifedrain was ....ok, but 50ft range doesnt change the fact it does pretty weak damage even if the heal is decent.
Protection Field and IDF as placeholder defense for now, anticipating taking Concentration as the Form soon,which maybe means losing Force Sheath as well. As the old build used Dark Transfusion for energy, with End as SS for bigger energy, but that was kinda wasted. And Force Sheath only mattered if getting hit - but the energy gain from Concentration hopefully will eliminate that need + MSA.
Which would leave a spare power to fit in Wall of Ice like I was hoping all along, only 1 time damage, but good damage, and Ice Cage can be a good hold of an additional kind for the build.
Plus, it has shadow now, and earth/fire/air from various powers, and while technically Hurricane has cold, it is more of an air concept, so fitting in an ice/water power would make it a nice old school '4 elements + mystic' flavor.
The summons is an Iron Golem, not the most uber, but mandatory for the wizard concept. And Shadows are just so useful, and proc MSA - the added together damage of 3 shadows + golem + fissure + Engine + dots + direct aoe before was over 1000/second or so, plus whatever main attack was being used (less in Alerts a bit with the stupid SK thing), new build will be a bit more, and once Concetration comes online, expecting a nice damage boost from that.
So the only 'technology' in the build now is the Implosion Engine, and you could theoretically count the Golem I guess, and the character does look like a robot, but the Support Drones just never made it in yet, might drop Protection Field now, and think about Wall of Ice pretty hard but will see, as it already has a lot of self and aoe healing now.
----
Whats is a Warforged?
A race of sentient playable golem like characters in the recent newish Eberron world developed for Dungeons and Dragons a few years back now. The world is pretty interesting, a place for everything and more technologically advanced as far as everyday magic is concerned (cities have eternal streetlights, there is a 'lightning rail' line, airships etc.).
During the 100 years war a house/guild of crafters uncovered/developed a way to make basic sentient soldiers, but what most did not realize it was from a set of ancient blueprints from a race that developed it as a way to fight/assist against a extra dimensional invasion (they left it vague enough for the GM to decide whatever worked better for individual campaigns).
So the basic concept is an ancient warforged from the first wars tens of thousands of years ago that knows magic gets sent/comes to a new dimension with technology instead and learns both.
----
Ok so the build as it stands now. Was relatively easy to level up in Alerts even with the previous...mishmash of powers. Rebuilt is stronger and more fun.
Super Stats:
Level 6: Super Intelligence (Primary)
Level 10: Super Presence (Secondary)
Level 15: Super Recovery (Secondary)
(replacing End as previous SS)
Talents:
Level 1: The Radiant
Level 6: Lasting Impression
Level 9: Diplomatic
Level 12: Negotiator
Level 15: Field Ops Training
Level 18: Survival Training
Level 21: Command Training
Powers:
Level 1: Shadow Bolt
Level 1: Shadow Blast (Rank 2, Psychotic Break)
Level 6: Implosion Engine
Level 8: Hurricane (Rank 2, Rank 3, Accelerated Metabolism)
Level 11: Aura of Primal Majesty (Rank 2, Rank 3)
Level 14: Molecular Self-Assembly
Level 17: Devour Essence (Rank 2, Rank 3)
Level 20: Condemn (Rank 2, Redemption Denied)
Level 23: Fissure (Rank 2, Rank 3)
Level 26: Summon Shadows (Rank 2, Devouring Darkness)
Level 29: Ritual of Arcane Summoning (Rank 2, Unbound Ritual)
Level 32: Force Shield (Force Sheathe)
Level 35: Protection Field
Level 38: Inertial Dampening Field
Travel Powers:
Level 6: Jet Pack (Rank 2, Rank 3)
Level 35: Teleportation
Int tree - extra offense and defense, hold str, etc.
Guardian tree for general offense/defense boost, and find the mark for more crits.
Sentinel Tree makes it all juicy, and Mastery to proc off Bolt/Condemn for self/group heals.
Typical battle Shadows + Implosion Engine + Fissure + Condemn (used to be Grasping), then spam aoe/st damage for once maintain, recast Shadows + Fissure, more aoe/st damage etc.
Used to have Force bolts, planning on maybe fitting in Force Cascade at some point, but that was a meh idea, and Rebuke was not bad mid level, but slower attacking again = meh.
Fissure is one of the favorite powers, 1 second charge, has a recharge to proc MSA, does good aoe damage + knockdown for a full 10 seconds after using it, so it is as close to the old 'cast firewall and cook stuff in it' as I can get.
Hurricane is good aoe all around for lots of reasons.
Shadow bolt w/adv = fear targets and then stun on second charge, plus a dot for easy Sentinel healing proc. Since I got rid of the dark Grasping Shadows as it was too slow and the dot was just not that great, and dont really need to paralyze much when that 3 seconds could have been spent doing a bunch more damage - and most likely killing any non-heavy duty villains with just dps anyway. This way gives a good damage, single target fear+ stun +dot (which for alert bosses is great).
Condemn = para/stun, plus dots, again for Sentinel procs - could not find or fit in a decent aoe paralyze, and single target seems a waste of time since it would only be used on bosses anyway, and its faster and way more damage than Grasping Shadows.
Devour Essence replaced Lifedrain anticipating the new 'DE is ranged and buffs off Concentration' change coming. Lifedrain was ....ok, but 50ft range doesnt change the fact it does pretty weak damage even if the heal is decent.
Protection Field and IDF as placeholder defense for now, anticipating taking Concentration as the Form soon,which maybe means losing Force Sheath as well. As the old build used Dark Transfusion for energy, with End as SS for bigger energy, but that was kinda wasted. And Force Sheath only mattered if getting hit - but the energy gain from Concentration hopefully will eliminate that need + MSA.
Which would leave a spare power to fit in Wall of Ice like I was hoping all along, only 1 time damage, but good damage, and Ice Cage can be a good hold of an additional kind for the build.
Plus, it has shadow now, and earth/fire/air from various powers, and while technically Hurricane has cold, it is more of an air concept, so fitting in an ice/water power would make it a nice old school '4 elements + mystic' flavor.
The summons is an Iron Golem, not the most uber, but mandatory for the wizard concept. And Shadows are just so useful, and proc MSA - the added together damage of 3 shadows + golem + fissure + Engine + dots + direct aoe before was over 1000/second or so, plus whatever main attack was being used (less in Alerts a bit with the stupid SK thing), new build will be a bit more, and once Concetration comes online, expecting a nice damage boost from that.
So the only 'technology' in the build now is the Implosion Engine, and you could theoretically count the Golem I guess, and the character does look like a robot, but the Support Drones just never made it in yet, might drop Protection Field now, and think about Wall of Ice pretty hard but will see, as it already has a lot of self and aoe healing now.
----
Whats is a Warforged?
A race of sentient playable golem like characters in the recent newish Eberron world developed for Dungeons and Dragons a few years back now. The world is pretty interesting, a place for everything and more technologically advanced as far as everyday magic is concerned (cities have eternal streetlights, there is a 'lightning rail' line, airships etc.).
During the 100 years war a house/guild of crafters uncovered/developed a way to make basic sentient soldiers, but what most did not realize it was from a set of ancient blueprints from a race that developed it as a way to fight/assist against a extra dimensional invasion (they left it vague enough for the GM to decide whatever worked better for individual campaigns).
So the basic concept is an ancient warforged from the first wars tens of thousands of years ago that knows magic gets sent/comes to a new dimension with technology instead and learns both.
----
# 2
03-23-2012, 12:53 AM
Well after some testing by level 15 will have to make a couple changes looks like.
Molecular energy only procs on things with listed recharge times (or toggle it seems too), so a lot less than I was planning on.
It seems Ebon shield is not bad, and with the vengeful advantage it also spikes big damage on the enemy if they power up an attack, tested on a purple gang tommygun guy and after the little damage he hit me and himself for around 350 (it was on easy). So that is something. However I am thinking maybe Force Shield instead with the Force Sheath advantage - it returns way more energy for 10 seconds after blocking still..and more energy means I can heal up or do more damage on my own and not wait for the shield to do it. So Force Shield is probably going to win out.
However with the recharge thing I am thinking of fitting Thunderclap in there somewhere. Short fast Aoe knockdown with a 6 second recharge (less with Int), adds Enrage stacks, and costs less than it would return from MSA - unlike the other longer/more expensive recharge powers.
Molecular energy only procs on things with listed recharge times (or toggle it seems too), so a lot less than I was planning on.
It seems Ebon shield is not bad, and with the vengeful advantage it also spikes big damage on the enemy if they power up an attack, tested on a purple gang tommygun guy and after the little damage he hit me and himself for around 350 (it was on easy). So that is something. However I am thinking maybe Force Shield instead with the Force Sheath advantage - it returns way more energy for 10 seconds after blocking still..and more energy means I can heal up or do more damage on my own and not wait for the shield to do it. So Force Shield is probably going to win out.
However with the recharge thing I am thinking of fitting Thunderclap in there somewhere. Short fast Aoe knockdown with a 6 second recharge (less with Int), adds Enrage stacks, and costs less than it would return from MSA - unlike the other longer/more expensive recharge powers.
# 3
03-25-2012, 10:22 AM
About energy and MSA ...
Things change when you levelup. What you get now (lets say at lvl 15) will not be the same at lvl 40. I mean energy return from MSA goes up with INT (your SS and boosted by AoPM) but the cost of powers does not. So you may be low on energy now, but not at higher levels.
MSA is good if you have powers with short cooldown. Powers that you *use* a lot and have cooldown. If not, then MSA is not so good. Conviction (heal) works better with MSA then Bionic for example.
What if you switch from MSA to "thermal"? Super stat PRE (so INT+PRE), Thermal Reverb and spam Flashfire. Lets say your toaster Artificer/Pale Master learned to cast Wall of Fire or Incendiary Cloud. :)
Things change when you levelup. What you get now (lets say at lvl 15) will not be the same at lvl 40. I mean energy return from MSA goes up with INT (your SS and boosted by AoPM) but the cost of powers does not. So you may be low on energy now, but not at higher levels.
MSA is good if you have powers with short cooldown. Powers that you *use* a lot and have cooldown. If not, then MSA is not so good. Conviction (heal) works better with MSA then Bionic for example.
What if you switch from MSA to "thermal"? Super stat PRE (so INT+PRE), Thermal Reverb and spam Flashfire. Lets say your toaster Artificer/Pale Master learned to cast Wall of Fire or Incendiary Cloud. :)
# 4
03-25-2012, 05:24 PM
Quote:
|
Originally Posted by Pirogen
About energy and MSA ...
Things change when you levelup. What you get now (lets say at lvl 15) will not be the same at lvl 40. I mean energy return from MSA goes up with INT (your SS and boosted by AoPM) but the cost of powers does not. So you may be low on energy now, but not at higher levels. MSA is good if you have powers with short cooldown. Powers that you *use* a lot and have cooldown. If not, then MSA is not so good. Conviction (heal) works better with MSA then Bionic for example. What if you switch from MSA to "thermal"? Super stat PRE (so INT+PRE), Thermal Reverb and spam Flashfire. Lets say your toaster Artificer/Pale Master learned to cast Wall of Fire or Incendiary Cloud. :) |
I find so far that lightning and ionic energy return is higher and easier than fire and fire form was on my first basic blaster, the lightning guy has better options and longer range damage, and ranged energy return. So if anything I would go electric. And once 2 enemies get negative ions, even at level 17 my bar fills up after a full maintain rather than drains out.
Yeah something like Conviction would be good. I think on the PTS I was getting 30 energy back from MSA on a characterand only cost 38 energy(32 with no pets, 38 with 2), so it would be good for extra energy, as healing, and its fast.
I even looked at Chained Kunai /Shuriken throw - it is an .83 second recharge time for barely any energy at all...but then that is maybe not the way I want to go...however it is a nice interrupt as well, and being able to stop a charged attack is always handy too.
# 5
03-29-2012, 10:16 AM
Level 17, tried swapping in Regeneration and Hurricane, makes for faster more stress free fights with 3-4 enemies at once.
Starting to think about recovery as a SS instead of End - max energy is much less of an issue so far over having enough to do a full maintain of damage - and both the pulse rifle and hurricane do extra effects the longer maintained.
Added in Dark Transfusion at 17 finally, with Blood Sacrifice. it is awesomely good with spam Hurricane, and the Regeneration takes care of most of the damage, and after 17 seconds it triggers MSA finally.
Starting to think about recovery as a SS instead of End - max energy is much less of an issue so far over having enough to do a full maintain of damage - and both the pulse rifle and hurricane do extra effects the longer maintained.
Added in Dark Transfusion at 17 finally, with Blood Sacrifice. it is awesomely good with spam Hurricane, and the Regeneration takes care of most of the damage, and after 17 seconds it triggers MSA finally.
# 6
03-30-2012, 12:02 AM
I am sure, some other players will give you better tips, but don't you think for MSA to work properly you need powers with "low" CD? And 17 seconds isn't low. Take Conviction, Lunge, Force Geyser, Force Snap, Eruption or something like that, whatever will fit your concept or playstyle. With Conviction for example having REC as SS won't be necessary, just spam it out of combat and MSA will provide you with energy all the time. Anyways, having atleast one power with not more then 6 seconds CD is a must for MSA to be effective.
# 7
04-01-2012, 01:32 PM
Quote:
|
Originally Posted by Evil_Doll
I am sure, some other players will give you better tips, but don't you think for MSA to work properly you need powers with "low" CD? And 17 seconds isn't low. Take Conviction, Lunge, Force Geyser, Force Snap, Eruption or something like that, whatever will fit your concept or playstyle. With Conviction for example having REC as SS won't be necessary, just spam it out of combat and MSA will provide you with energy all the time. Anyways, having atleast one power with not more then 6 seconds CD is a must for MSA to be effective.
|
Only 1 thing that procs MSA at the moment, but Force Sheath pretty much fills the bar every combat so its mostly moot right now. Later I should have at least 4 things that proc MSA, maybe 6, so again should be filling up pretty constantly.
# 8
05-25-2012, 01:35 PM
Edited with fresh changes, now level 40.
Will be replacing IDF with Concentration most likely soon, and maybe one other power.
Will be replacing IDF with Concentration most likely soon, and maybe one other power.
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