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Beam/Bio. Leveling and expensive build.


Sovera

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After a tepid attempt at Dual Pistols I turned to a Beam seeking more damage.

 

In the low levels we can feel it. The Disintegrate effect has noticeable chunks of HP removed which is noticeable coming from a Dual Pistols. This wanes later on, but I think (without having pylon tested for metrics) that the single target is actually decent. For a Sentinel.

 

I expected more from the Disintegrate spreading having visions of loadsa splash damage, but not really. The splash damage is not all that being just a carrier for the effect which is ACTUALLY meant to trigger MORE damage when skills are used on something that has Disintegrate.

 

In practice this doesn't work out too well since everything dies too fast. I took being level 40+ running a +3 ITF to finally feel I could use this mechanic.

 

So, in practice. Using AoE or ST skills on a target that has Disintegrate makes it take extra damage. While leveling and everything dying fast this can be mostly ignored as nothing +0 lasts long. Open with Cutting Beam, use Refractor Beam, pick a target, use Disintegrate, Charged Shot, then Lancer Shot. This will spread Disintegrate and the next uses of Cutting Beam and Refractor Beam will thus do more damage to those affected.

 

Piercing Beam might be better if it hits more than once mob, but screw dat 2.64 animation. Still, both Piercing and Lancer are interchangeable so pick what you'd like.

 

After 32 things finally pick up.

 

The AoE rotation becomes Disintegrate, Aim, Overcharge, Refractor Beam, Charged shot, cycling Disintegrate (to start the spread), followed by Charged Shot (to activate Defensive Opportunity which in AoE situations ought be up 90% of the time, but also also to fish for Force Feedback procs) and Refractor Beam (doing a bit extra damage to those who have Disintegrate). These three can be used near gapless even before the build is finished. In ST situations replace Refractor for Lancer Shot.

 

I've stopped using Cutting Beam at this point though I suppose an argument could be made for using it. But long animation cones that do double digit damage are just 🙂 . I suggest trying it and see how it works out. In my experience the Aim + Overcharge alpha kills most minions leaving only lieutenants and bosses and those are being tackled by the rest of the team, so using the cone for 4-5 mobs doesn't feel interesting and I prefer to help killing the hard targets with Refractor Beam tossed in as a nod to AoE.

 

A more advanced rotation (if things live that long) would be Disintegrate, Charged Shot, Refractor Beam, Lancer Shot, Charged shot, Refractor Bem. Basically using Disintegrate only every two rotations.

 

 

 

The good interactions with the build:

 

Defensive Opportunity *really* likes Cutting Beam, Disintegrate (I think) , Refractor Beam, and Overload. A single use of any of these on a group and the opportunity bar fills to the max. This also means a use of these ALSO triggers Defensive Opportunity flooding us with small heals and endurance. As a purely ranged character on top of this it means not only decent self healing that tops us but also that my experience is leveling at 90%-100% endurance the whole time which is why there is no attempt at adding more Recovery to the build.

 

 

 

The expensive end game build. Cremate and Fire Sword Circle are meant to be fillers and not really be used. Some might say not using Fire Sword Circle would be a waste and I possibly agree with them (mobs do try to come to us, this character is an agro magnet). Use if you'd like. Mids also says there are two free slots but it's just Mids not able to handle Fire Sword where it is.

 

Spoiler

http://www.cohplanner.com/mids/download.php?uc=1551&c=717&a=1434&f=HEX&dc=78DA6594CB4F135114C6EFD029D896A7150AB4BC5A5EE531B4806E8D88B880C64AD7A619E152C69496B42C74E9C2BD2F820A2AEE448D7F89CF850A887B5F80891A7555CFCCF928937492E9EFCC77CFEB9EDE99D8E5F1CAE767AF9E144AF5E9B49ECF271332B3646464DA19D353C68C30AF0ABA9B0FF4E4B49E49C9596D4CEA0BC969632E2D83C5A57139273379A98D19D9E4B95C4ACF1833C953B9856C4E78E2D96C5A9B481BA9F925B7652716A59CADB1CC29A9CFCA5C7EDE58AC6237D3CBC8A49ACF2C1A335A31FB849193C9989E5F92B92B8DD49246F7BB30FD28669305A75821F4A8A2EC0E7897A9DE035799E5D7CA8488AAC27718EB10BF1C9656FE9B79E42FF887F93E0C57AAA36CAA9656B9C5ACDE063F326B77C04FCC268A75701DE1A82723EA121F4873723ED5F998FD8E6E804F98C79E82CF982EFA1F2A384F5905F2344C727F0D3F991B94D7C53E852DB23DA8E189F29E1B07418DD93C0446A0534C157AAD5AC11A69359871CD67AE13F8C26CFD0A7E03BF33DB7799DB145B674DAEE0AC7BC1FB687F09BE6276BC06DF806F9941DAAF97EB2ADE7E61ED37047A68AD9EF726EA0B7409D120840F8ACF9A0E55A0EA4DAC294D319E5820C1ACA30C7E4CD38F6986F6B8EBD03E7393E25B30C11654EEDCE0A9741E3CAFD2B35715DD6BCC1D8A69434CDB30FB768F80A3CC9EE3E009668862823889419CB89E7FCC304E66182753A1BEBB7012BBAEF3A4C237987D37C165F01673E036D341B1BD9868AF8F8C165A1BE6BC2AADF5631EFD98C700E63188792CF7F25B67F6A9C50941550C9D07A799D10473857C23E833B2C6F5A3F7C107CCC187CCE175F011D31F16B80A85805AB41D02B9DDA8ED46ED4AD4EE3BF43543E954444A9468893252A28C962853254A5C2D7E11846229AE5A7ACFD1F5AE9B5615FBEABE5DE9E079EE9578FDB02B78FF02E63B8DBCAD36FBA2DBEAC6B2759B7DC166C76DF625EB7BE7B4EC752FA5863E69DAF866FC07A54B0E3E

 

 

Leveling build/I don't have money for the super expensive stuff build. No effort has been made to fix the defense. This is merely an interim build:

 

 

 

 

Edited by Sovera
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Second iteration of the final build.

 

Seeing how I find myself not using Cutting Beam there was no point in having it overslotted. Changed things around and placed the Opportunity proc in Disintegrate to get more of a bar refill during ST rotations which is when it comes in slower.

 

I could definitely remove Cutting Beam since I don't use it, but if exemping under level 28 I lose Overload and that's when having a second AoE is welcome.

 

As it turns out Cross Punch mules Avalanche which was something I had not explored previously. This opens the epic pool and since I needed a melee attack to mule why not go for the big guns? Having KO Blow and not put a FF proc in would have been practically a sin since despite playing the character 100% ranged sometimes something flies into range, and then a Popeye punch to the crotch is just too nice to pass up.

 

Spoiler

http://www.cohplanner.com/mids/download.php?uc=1550&c=724&a=1448&f=HEX&dc=78DA6594C94F137114C77FC3CC886D592DD016CAD6B295E2D0027A3522EA011A2B9C4D33C250C69496B4C4E8D183372F6EF1202ADEC4EDE2F64FB8715001F12E2A60A2463D98FA3ADF4799A493CC7CDEBCFDF7FBBD99D8B9918AC7C72F1C1252D591949ECB25268CF4BC9936526A4C4F9A93A27095D3DDB8A34F8CEBE9A431A50D1BFA6C62DC9C4E1981A269C49836D239431B36338913D9A49E36271387B3B399AC70C5339994762C652667E69D963C31671853D5963866E85346363763CE55C2ADE065A693BEA373E6A456CC3E669C4DC4F4DCBC913DEFA58E34BADF85E821157ACCAB225A2644541165FB991AA84498FDE09E8BA0673756163F65D87E817BFF307F83EF43EC2AF28AF44458BA8AA760D533E673B0E605E8A31819F9855C4F42D4213E904E451E555D51E0BF0AEE5B637E04EBD6999F40071D4339F75BCEF91A46D15FC30FD0FB8FCCCD8A58A23A0EF8E6574976714DD73DE4F22E818DF7990F40FF4330F8087451CD4AC48ACA3C5DA291B255F38E577F4655FF06D8F285F995F90D6CDB04D728B6D6DAC7BC5AFB1215DA5E315F83ED6F986F99CB60803A71A3AEE40E0B6BF541A697F2D6F34ED7DFC0E98A06213CDCB9C7DA2DAA417E3ED6F962D8C15ACADBC4799B78578375E00AF937F3A9378771AA1D4BC8DFB1F37E93DEDD8AE85A00D729A695635A07E0DB35C81C02BB0F300F82418A09F0C90678E2BAFF82219ECC104FA644FD7622BFDC192704C87612EC1D674E8032F9F6F0DA7A06646B327A3D9245856C61D8CAC2BCEEBE2DD4E8DB0637A82F8DCF5AE3AFA6FF32CEA3FF0AF32A18BDC6BC0E5EA226233C759105B6DD02076E33EF30179977C1A690E02B9FF72B455916BC2E27AFDBC9EBAED859F7AE6F2194A63552A2899668064B3443259AB1124D5C29FE118464691C35F4BD73D79B4EB24A76EBB65DD38EFDDD2AF1FA6ED7F024FB0BDF32E76DB1C9A79D563796ACDBE45336396E93CF58FF3BD59217DD949AF5A30599FF15FF017C5A0E3E

 

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  • 2 weeks later
On 12/31/2019 at 9:36 PM, Sovera said:

Second iteration of the final build.

 

Seeing how I find myself not using Cutting Beam there was no point in having it overslotted. Changed things around and placed the Opportunity proc in Disintegrate to get more of a bar refill during ST rotations which is when it comes in slower.

 

I could definitely remove Cutting Beam since I don't use it, but if exemping under level 28 I lose Overload and that's when having a second AoE is welcome.

 

As it turns out Cross Punch mules Avalanche which was something I had not explored previously. This opens the epic pool and since I needed a melee attack to mule why not go for the big guns? Having KO Blow and not put a FF proc in would have been practically a sin since despite playing the character 100% ranged sometimes something flies into range, and then a Popeye punch to the crotch is just too nice to pass up.

 

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http://www.cohplanner.com/mids/download.php?uc=1550&c=724&a=1448&f=HEX&dc=78DA6594C94F137114C77FC3CC886D592DD016CAD6B295E2D0027A3522EA011A2B9C4D33C250C69496B4C4E8D183372F6EF1202ADEC4EDE2F64FB8715001F12E2A60A2463D98FA3ADF4799A493CC7CDEBCFDF7FBBD99D8B9918AC7C72F1C1252D591949ECB25268CF4BC9936526A4C4F9A93A27095D3DDB8A34F8CEBE9A431A50D1BFA6C62DC9C4E1981A269C49836D239431B36338913D9A49E36271387B3B399AC70C5339994762C652667E69D963C31671853D5963866E85346363763CE55C2ADE065A693BEA373E6A456CC3E669C4DC4F4DCBC913DEFA58E34BADF85E821157ACCAB225A2644541165FB991AA84498FDE09E8BA0673756163F65D87E817BFF307F83EF43EC2AF28AF44458BA8AA760D533E673B0E605E8A31819F9855C4F42D4213E904E451E555D51E0BF0AEE5B637E04EBD6999F40071D4339F75BCEF91A46D15FC30FD0FB8FCCCD8A58A23A0EF8E6574976714DD73DE4F22E818DF7990F40FF4330F8087451CD4AC48ACA3C5DA291B255F38E577F4655FF06D8F285F995F90D6CDB04D728B6D6DAC7BC5AFB1215DA5E315F83ED6F986F99CB60803A71A3AEE40E0B6BF541A697F2D6F34ED7DFC0E98A06213CDCB9C7DA2DAA417E3ED6F962D8C15ACADBC4799B78578375E00AF937F3A9378771AA1D4BC8DFB1F37E93DEDD8AE85A00D729A695635A07E0DB35C81C02BB0F300F82418A09F0C90678E2BAFF82219ECC104FA644FD7622BFDC192704C87612EC1D674E8032F9F6F0DA7A06646B327A3D9245856C61D8CAC2BCEEBE2DD4E8DB0637A82F8DCF5AE3AFA6FF32CEA3FF0AF32A18BDC6BC0E5EA226233C759105B6DD02076E33EF30179977C1A690E02B9FF72B455916BC2E27AFDBC9EBAED859F7AE6F2194A63552A2899668064B3443259AB1124D5C29FE118464691C35F4BD73D79B4EB24A76EBB65DD38EFDDD2AF1FA6ED7F024FB0BDF32E76DB1C9A79D563796ACDBE45336396E93CF58FF3BD59217DD949AF5A30599FF15FF017C5A0E3E

 

Hey Sovera, can you maybe post the long text of this build? For whatever reason, my version of Mid's (I swear it's updated!) always screws up with sentinel BR. It shows in mine that you have no power slotted at level 12, and don't have like 5 other powers you mentioned having. It's messy. 😕 I figure if I can get the long text, I can rebuild it in Mid's that way.

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7 hours ago, DasEnder2 said:

Hey Sovera, can you maybe post the long text of this build? For whatever reason, my version of Mid's (I swear it's updated!) always screws up with sentinel BR. It shows in mine that you have no power slotted at level 12, and don't have like 5 other powers you mentioned having. It's messy. 😕 I figure if I can get the long text, I can rebuild it in Mid's that way.

I just tested and it works for me, but here's the long one.

 

 

Spoiler

Hero Plan by Mids' Reborn : Hero Designer 2.6.0.7
https://github.com/ImaginaryDevelopment/imaginary-hero-designer

Click this DataLink to open the build!

Level 50 Magic Sentinel
Primary Power Set: Beam Rifle
Secondary Power Set: Bio Armor
Power Pool: Flight
Power Pool: Speed
Power Pool: Leadership
Power Pool: Fighting
Ancillary Pool: Leviathan Mastery

Hero Profile:
Level 1: Charged Shot -- Apc-Dam%(A), Apc-Dmg/Rchg(3), Apc-Acc/Dmg/Rchg(3), Apc-Dmg/EndRdx(5), Apc-Acc/Rchg(5), FrcFdb-Rechg%(7)
Level 1: Hardened Carapace -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(7), UnbGrd-ResDam/EndRdx/Rchg(9), UnbGrd-Rchg/ResDam(9)
Level 2: Cutting Beam -- PstBls-Acc/Dmg(A), PstBls-Dmg/EndRdx(13), PstBls-Dmg/Rchg(15), PstBls-Dmg/Rng(15), PstBls-Acc/Dmg/EndRdx(17)
Level 4: Environmental Adaptation -- LucoftheG-Def/Rchg+(A)
Level 6: Disintegrate -- SprOppStr-Acc/Dmg(A), SprOppStr-Dmg/Rchg(17), SprOppStr-Acc/Dmg/Rchg(19), SprOppStr-Acc/Dmg/EndRdx(19), SprOppStr-Acc/Dmg/EndRdx/Rchg(21), SprOppStr-Rchg/+Opportunity(21)
Level 8: Hover -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(23), Rct-ResDam%(23), Ksm-ToHit+(25)
Level 10: Adaptation
Level 12: Lancer Shot -- SprWntBit-Acc/Dmg(A), SprWntBit-Dmg/Rchg(25), SprWntBit-Acc/Dmg/EndRdx(27), SprWntBit-Acc/Dmg/Rchg(27), SprWntBit-Dmg/EndRdx/Acc/Rchg(29), SprWntBit-Rchg/SlowProc(36)
Level 14: Fly -- Empty(A)
Level 16: Ablative Carapace -- Prv-Heal(A), Prv-Heal/EndRdx(29), Prv-EndRdx/Rchg(31), Prv-Heal/Rchg(31), Prv-Heal/Rchg/EndRdx(31), Prv-Absorb%(33)
Level 18: Refractor Beam -- SprSntWar-Acc/Dmg(A), SprSntWar-Dmg/Rchg(33), SprSntWar-Acc/Dmg/Rchg(33), SprSntWar-Acc/Dmg/EndRdx(34), SprSntWar-Acc/Dmg/EndRdx/Rchg(34), SprSntWar-Rchg/+Absorb(34)
Level 20: Hasten -- RechRdx-I(A), RechRdx-I(36)
Level 22: Inexhaustible -- PrfShf-End%(A)
Level 24: Afterburner -- LucoftheG-Def/Rchg+(A)
Level 26: Rebuild DNA -- DctWnd-Heal/Rchg(A)
Level 28: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(36)
Level 30: Aim -- RechRdx-I(A), GssSynFr--Build%(37), RechRdx-I(37), RctRtc-ToHit(37), RctRtc-ToHit/Rchg(39)
Level 32: Overcharge -- Rgn-Dmg(A), Rgn-Dmg/Rchg(39), Rgn-Acc/Dmg/Rchg(39), Rgn-Acc/Rchg(40), Rgn-Dmg/EndRdx(40)
Level 35: Genomic Evolution -- UnbGrd-Rchg/ResDam(A), UnbGrd-Max HP%(40), UnbGrd-ResDam(42), UnbGrd-ResDam/EndRdx(42)
Level 38: Boxing -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(42), KntCmb-Dmg/Rchg(43), KntCmb-Dmg/EndRdx/Rchg(43)
Level 41: Tough -- GldArm-3defTpProc(A), StdPrt-ResDam/Def+(43)
Level 44: Weave -- LucoftheG-Def/Rchg+(A), Rct-Def(45), Rct-Def/EndRdx(45)
Level 47: Knockout Blow -- FrcFdb-Rechg%(A), SprBlsCol-Dmg/EndRdx(48), SprBlsCol-Acc/Dmg/EndRdx(48), SprBlsCol-Acc/Dmg/Rchg(48), SprBlsCol-Dmg/EndRdx/Acc/Rchg(50), SprBlsCol-Rchg/HoldProc(50)
Level 49: Cross Punch -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(50), SprAvl-Acc/Dmg/EndRdx(51), SprAvl-Acc/Dmg/Rchg(51), SprAvl-Acc/Dmg/EndRdx/Rchg(51), SprAvl-Rchg/KDProc(51)
Level 1: Defensive Adaptation
Level 1: Brawl -- KntCmb-Dmg/EndRdx/Rchg(A), KntCmb-Acc/Dmg(11), KntCmb-Dmg/EndRdx(11), KntCmb-Dmg/Rchg(13)
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Slide -- Empty(A)
Level 1: Prestige Power Quick -- Empty(A)
Level 1: Prestige Power Rush -- Empty(A)
Level 1: Prestige Power Surge -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Health -- Pnc-Heal/+End(A)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- PrfShf-End%(A)
Level 10: Efficient Adaptation
Level 10: Offensive Adaptation
Level 0: The Atlas Medallion
Level 0: Task Force Commander
Level 0: Portal Jockey
Level 0: Freedom Phalanx Reserve
Level 1: Opportunity
Level 50: Barrier Core Epiphany
Level 50: Musculature Core Paragon
------------

 

 

 

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  • 8 months later

Had to go through 10 or so pages to find a beam/bio thread and I'm very confused by that.

Mine just hit 34 with a badly slapped together build using junk I had in the base and I'm already cruising at +4/x5.

Am I wrong in thinking beam is to blast sets as titan is to melee sets?

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19 hours ago, Bill Z Bubba said:

Had to go through 10 or so pages to find a beam/bio thread and I'm very confused by that.

Mine just hit 34 with a badly slapped together build using junk I had in the base and I'm already cruising at +4/x5.

Am I wrong in thinking beam is to blast sets as titan is to melee sets?

Yes, you are wrong. Beam Rifle is a good bit of fun, but it really doesn't have a really good high DPAS power. Lancer shot is the best of the bunch at around 75 DPAS (part is DoT which is variable) with disintegrate up. Without it on the target, you only get 55. Fire, ice, and electricity all have 100+ DPAS powers. A big problem with BR is that the in game data is off because it gets distorted by the disintegration mechanic. For example, single shot is listed at 85 DPAS at level 50, but that's completely wrong since it includes the damage of disintegration spread, which doesn't affect the target you just shot. Actual value (without Arcanatime so numbers are comparable) is 51. Charged shot is more honest since in that case disintegrate actually does boost damage, as is Lancer shot.

I have a beam/bio sentinel and I used to consider it to be the bee's knees, but after making an elec/bio for direct comparison, I don't play it very much. Disintegrate is an entertaining mechanic, and watching the spread is cool, but it kind of distracts you from how plebeian the set really is (especially if disintegrate is not yet up).

 

I suppose in a sense it is a bit like titan weapons in that with disintegrate up vs. disintegrate down on the target there is a large difference in performance, but the high end performance just isn't that high like in TW.

Edited by drbuzzard
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3 hours ago, Bill Z Bubba said:

Looks like I can run Disintegrate, Lancer Shot, Charged Shot, repeat without much effort. Unsure if throwing in Overcharge when it's up will improve overall DPS. I would just go test this on beta but I needed another sentinel anyway.

That's the single target chain I use on my BR/Bio.

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58 minutes ago, Bill Z Bubba said:

Normal incarnate loadout for damage? Musc, Degen, Assault Core?

Nah, I build all my sents for recharge, so it's agility radial for recharge and more defense. I like my nuke up as often as possible. Do have degen though iirc and assault core. . 

Edited by drbuzzard
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20 hours ago, Bill Z Bubba said:

Looks like I can run Disintegrate, Lancer Shot, Charged Shot, repeat without much effort. Unsure if throwing in Overcharge when it's up will improve overall DPS. I would just go test this on beta but I needed another sentinel anyway.

Another way to go is focusing on Piercing Beam vs Charged Shot.  One can also add some procs into Lancer, Piercing Beam, and Refractor Beam.  Refractor can, and maybe even should, hold two -resistance procs.  Piercing Beam has at least 3 damage proc options due to being an AoE and it also naturally provides additional resistance debuffing.  

So I trend towards favoring Disintegrate, Lancer, Piercing -> floating option.  The floating option can either be Refractor or Single Shot for me, but I do have Charged Shot available as well.  My Beam/Invul is one of the few Sentinels I run that has all of the primary powers. 

 

While I don't have full on perma-hasten, I still have 158% global rchg which is about 7 seconds of downtime before any Ageless effects.  Since I put the Sentinel's Ward into Overcharge, I still have just under a 25 second recharge of that power.  

 

I tend to feel that Bio Armor works well with recharge stacking too, but the frankenslotting may hinder some defensive options.  Still, my point is Beam is a very flexible power set when it comes to slotting and power use. 

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On 10/4/2020 at 8:15 PM, Bill Z Bubba said:

Had to go through 10 or so pages to find a beam/bio thread and I'm very confused by that.

Mine just hit 34 with a badly slapped together build using junk I had in the base and I'm already cruising at +4/x5.

Am I wrong in thinking beam is to blast sets as titan is to melee sets?

 

This is what I had a long long long time ago when I still played Sentinels. Some choices are dubious (FF proc in KO blow, 6 slot Crosspunch for the fire/cold defense) but I had the usual 40%-defense-goal-and-then-Barrier-does-the-last-5% ergo KO Blow and Crosspunch as mules. I don't even remember what the rotation was but vaguely recall Disintegrate was only used every two rotations? I think the DoT did not stack? Or was it too low damage? It's been so very long -_-

 

Edit: Horee crap, it's actually one of my posts so I'm just reposting the build 😄 Well, with some tiny changes when I glanced at it.

 

Spoiler

Hero Plan by Mids' Reborn : Hero Designer 2.7.2.10
https://github.com/Crytilis/mids-reborn-hero-designer

Click this DataLink to open the build!

Level 50 Magic Sentinel
Primary Power Set: Beam Rifle
Secondary Power Set: Bio Armor
Power Pool: Flight
Power Pool: Speed
Power Pool: Leadership
Power Pool: Fighting
Ancillary Pool: Leviathan Mastery

Hero Profile:
Level 1: Charged Shot -- Apc-Dam%(A), Apc-Dmg/Rchg(3), Apc-Acc/Dmg/Rchg(3), Apc-Dmg/EndRdx(5), Apc-Acc/Rchg(5), FrcFdb-Rechg%(7)
Level 1: Hardened Carapace -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(7), UnbGrd-ResDam/EndRdx/Rchg(9), UnbGrd-Rchg/ResDam(9)
Level 2: Cutting Beam -- Bmbdmt-Dam(A), Bmbdmt-Acc/Rech/End(13), Bmbdmt-Dam/Rech(15), Bmbdmt-Acc/Dam/Rech(15), Bmbdmt-Acc/Dam/Rech/End(17), Bmbdmt-+FireDmg(25)
Level 4: Environmental Adaptation -- LucoftheG-Def/Rchg+(A)
Level 6: Disintegrate -- SprOppStr-Acc/Dmg(A), SprOppStr-Dmg/Rchg(17), SprOppStr-Acc/Dmg/Rchg(19), SprOppStr-Acc/Dmg/EndRdx(19), SprOppStr-Acc/Dmg/EndRdx/Rchg(21), SprOppStr-Rchg/+Opportunity(21)
Level 8: Hover -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(23), Rct-ResDam%(23)
Level 10: Adaptation
Level 12: Lancer Shot -- SprWntBit-Acc/Dmg(A), SprWntBit-Dmg/Rchg(25), SprWntBit-Acc/Dmg/EndRdx(27), SprWntBit-Acc/Dmg/Rchg(27), SprWntBit-Dmg/EndRdx/Acc/Rchg(29), SprWntBit-Rchg/SlowProc(36)
Level 14: Aim -- RechRdx-I(A), GssSynFr--Build%(37), RctRtc-ToHit(37), RctRtc-ToHit/Rchg(39)
Level 16: Ablative Carapace -- Prv-Heal(A), Prv-Heal/EndRdx(29), Prv-EndRdx/Rchg(31), Prv-Heal/Rchg(31), Prv-Heal/Rchg/EndRdx(31), Prv-Absorb%(33)
Level 18: Refractor Beam -- SprSntWar-Acc/Dmg(A), SprSntWar-Dmg/Rchg(33), SprSntWar-Acc/Dmg/Rchg(33), SprSntWar-Acc/Dmg/EndRdx(34), SprSntWar-Acc/Dmg/EndRdx/Rchg(34), SprSntWar-Rchg/+Absorb(34)
Level 20: Hasten -- RechRdx-I(A), RechRdx-I(36)
Level 22: Fly -- WntGif-ResSlow(A)
Level 24: Afterburner -- LucoftheG-Def/Rchg+(A)
Level 26: Rebuild DNA -- DctWnd-Heal/Rchg(A)
Level 28: Inexhaustible -- PrfShf-End%(A)
Level 30: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(36)
Level 32: Overcharge -- Bmbdmt-+FireDmg(A), Bmbdmt-Dam(37), Bmbdmt-Acc/Rech/End(39), Bmbdmt-Dam/Rech(39), Bmbdmt-Acc/Dam/Rech(40), Bmbdmt-Acc/Dam/Rech/End(40)
Level 35: Genomic Evolution -- UnbGrd-Rchg/ResDam(A), UnbGrd-Max HP%(40), UnbGrd-ResDam(42), UnbGrd-ResDam/EndRdx(42)
Level 38: Boxing -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(42), KntCmb-Dmg/Rchg(43), KntCmb-Dmg/EndRdx/Rchg(43)
Level 41: Tough -- GldArm-3defTpProc(A), StdPrt-ResDam/Def+(43)
Level 44: Weave -- LucoftheG-Def/Rchg+(A), Rct-Def(45), Rct-Def/EndRdx(45)
Level 47: Knockout Blow -- FrcFdb-Rechg%(A), SprBlsCol-Dmg/EndRdx(48), SprBlsCol-Acc/Dmg/EndRdx(48), SprBlsCol-Acc/Dmg/Rchg(48), SprBlsCol-Dmg/EndRdx/Acc/Rchg(50), SprBlsCol-Rchg/HoldProc(50)
Level 49: Cross Punch -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(50), SprAvl-Acc/Dmg/EndRdx(51), SprAvl-Acc/Dmg/Rchg(51), SprAvl-Acc/Dmg/EndRdx/Rchg(51), SprAvl-Rchg/KDProc(51)
Level 1: Defensive Adaptation
Level 1: Brawl -- KntCmb-Dmg/EndRdx/Rchg(A), KntCmb-Acc/Dmg(11), KntCmb-Dmg/EndRdx(11), KntCmb-Dmg/Rchg(13)
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Slide -- Empty(A)
Level 1: Prestige Power Quick -- Empty(A)
Level 1: Prestige Power Rush -- Empty(A)
Level 1: Prestige Power Surge -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Health -- Pnc-Heal/+End(A)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- PrfShf-End%(A)
Level 10: Efficient Adaptation
Level 10: Offensive Adaptation
Level 0: The Atlas Medallion
Level 0: Task Force Commander
Level 0: Portal Jockey
Level 0: Freedom Phalanx Reserve
Level 1: Opportunity
Level 50: Barrier Core Epiphany
Level 50: Musculature Core Paragon
------------

 

Edited by Sovera
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On 10/9/2020 at 5:39 AM, Bill Z Bubba said:

I'll be deleting my beam/bio. On the plus side, my fire/bio sent just soloed Proctor Sinclair at the end of Vertrano's arc as a 54+3 AV.

Gee, for someone who was in love with it 😛

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On 10/10/2020 at 6:05 PM, Bill Z Bubba said:

It wasn't just the crappy pylon time. Realized over time that the sound FX were grating on me.

The sound effects and the way the animation beam hits the target, then pause, then the damage hits keeps me from sticking with one.  I really enjoy the lower levels but the more attacks I get the more I notice the projectile speed doesn’t match the applied damage timing.  

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Guardian survivor

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1 hour ago, Doomrider said:

This Beam Rifle mod is actually pretty good. I wasn't a big fan of the original beam rifle SFX either.
 

 

He can also try the Terminator Plasma Rifle mod for Beam Rifle. They can both be found on the CoH Modder Tool.

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