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Meet Star Colonel Alec Raynz.

Concept is a temporally and dimensionally displaced "Elemental", a genetically bred super-soldier wearing a suit of power armor. This armor features a small laser cannon, jump jets and missile launchers.  For more info go to https://www.sarna.net/wiki/Elemental_(Battle_Armor). Elementals use "swarming" tactics to harass and disable much larger battlemechs by jumping and climbing onto them, blasting them point blank and/or ripping off armor to expose sensitive internal equipment.

So other than the challenge of coming up with a decent costume I had 3 requirements for this build:

1) Beam Rifle aka laser cannon

2) LRM Rocket "missile launcher" and

3) Super Jump "jump jets".

So while a Sentinel would fit the power armor concept I'm kinda stuck with a Blaster to get the LRM Rocket for Munitions Mastery.

 

I'm also kind of at a loss as to what to build towards, normally I'd focus on one or two stats to min/max, but with this guy, I don't see how I can get his defense to soft-cap or Damage Resistance or Regen/HP to any useful value. So I basically threw together a jack-of-all-trades kind of build. Definitely open to any suggestions for improvement.

 

Hero Plan by Mids' Reborn : Hero Designer 2.6.1.25
https://github.com/Crytilis/mids-reborn-hero-designer

Click this DataLink to open the build!

Star Colonel Raynz: Level 50 Technology Blaster
Primary Power Set: Beam Rifle
Secondary Power Set: Energy Manipulation
Power Pool: Leaping
Power Pool: Speed
Ancillary Pool: Munitions Mastery

Hero Profile:
Level 1: Single Shot -- SprDfnBrr-Acc/Dmg(A), SprDfnBrr-Dmg/Rchg(3), SprDfnBrr-Acc/Dmg/Rchg(3), SprDfnBrr-Acc/Dmg/EndRdx(5), SprDfnBrr-Acc/Dmg/EndRdx/Rchg(5), SprDfnBrr-Rchg/+Status Protect(7)
Level 1: Power Thrust -- FrcFdb-Rechg%(A)
Level 2: Charged Shot -- SprBlsWrt-Acc/Dmg(A), SprBlsWrt-Dmg/Rchg(7), SprBlsWrt-Acc/Dmg/Rchg(9), SprBlsWrt-Acc/Dmg/EndRdx(9), SprBlsWrt-Acc/Dmg/EndRdx/Rchg(11), SprBlsWrt-Rchg/Dmg%(11)
Level 4: Energy Punch -- GldStr-Acc/Dmg(A), GldStr-Dam/Rech(13), GldStr-Dam/End/Rech(13), GldStr-Acc/End/Rech(15), GldStr-Acc/Dmg/End/Rech(15), GldStr-%Dam(48)
Level 6: Disintegrate -- GldJvl-Acc/Dmg(A), GldJvl-Dam/Rech(40), GldJvl-Acc/Dmg/End/Rech(40), GldJvl-Dam%(43), GldJvl-Acc/End/Rech(43), GldJvl-Dam/End/Rech(46)
Level 8: Aim -- GssSynFr--Build%(A), RechRdx-I(48)
Level 10: Build Up -- RechRdx-I(A)
Level 12: Bone Smasher -- GldStr-Acc/Dmg(A), GldStr-Dam/Rech(17), GldStr-Dam/End/Rech(19), GldStr-Acc/End/Rech(19), GldStr-Acc/Dmg/End/Rech(21), GldStr-%Dam(37)
Level 14: Lancer Shot -- Apc-Dmg/Rchg(A), Apc-Acc/Dmg/Rchg(17), Apc-Acc/Rchg(36), Apc-Dmg/EndRdx(37), Apc-Dam%(37)
Level 16: Energize -- RechRdx-I(A)
Level 18: Penetrating Ray -- ExpMarks-Dmg/End/Int(A), ExpMarks-Acc/End/Rech(21), ExpMarks-Rng/FSnp(23), ExpMarks-Acc/Dmg(23), ExpMarks-Dmg/Rech(25), ExpMarks-Dmg/Int/Rng/Rech(25)
Level 20: Super Jump -- BlsoftheZ-ResKB(A), BlsoftheZ-Travel(50), BlsoftheZ-Travel/EndRdx(50)
Level 22: Combat Jumping -- BlsoftheZ-ResKB(A)
Level 24: Super Speed -- WntGif-ResSlow(A), WntGif-RunSpd/Jump/Fly/Rng(48), WntGif-RunSpd/Jump/Fly/Rng/EndRdx(50)
Level 26: Piercing Beam -- JvlVll-Dam%(A), JvlVll-Acc/Dmg(27), JvlVll-Dam/Rech(27), JvlVll-Dam/End/Rech(29), JvlVll-Acc/End/Rech(29), JvlVll-Acc/Dmg/End/Rech(34)
Level 28: Acrobatics -- EndRdx-I(A)
Level 30: Spring Attack -- Arm-Dmg/Rchg(A), Arm-Acc/Dmg/Rchg(31), Arm-Acc/Rchg(31), Arm-Dmg/EndRdx(31), Arm-Dam%(34)
Level 32: Overcharge -- Rgn-Dmg/Rchg(A), Rgn-Acc/Dmg/Rchg(33), Rgn-Acc/Rchg(33), Rgn-Dmg/EndRdx(33), Rgn-Knock%(34)
Level 35: Body Armor -- GldArm-3defTpProc(A), StdPrt-ResDam/Def+(36), UnbGrd-Max HP%(36)
Level 38: Total Focus -- Hct-Dmg/Rchg(A), Hct-Acc/Dmg/Rchg(39), Hct-Acc/Rchg(39), Hct-Dmg/EndRdx(39), Hct-Dam%(40)
Level 41: Surveillance -- AnlWkn-Acc/DefDeb(A), AnlWkn-Acc/Rchg(42), AnlWkn-Acc/Rchg/EndRdx(42), AnlWkn-%ToHit(42), AchHee-ResDeb%(43)
Level 44: LRM Rocket -- OvrFrc-Acc/Dmg(A), OvrFrc-End/Rech(45), OvrFrc-Acc/Dmg/End(45), OvrFrc-Dmg/End/Rech(45), OvrFrc-Acc/Dmg/End/Rech(46), OvrFrc-Dam/KB(46)
Level 47: Power Boost -- RechRdx-I(A)
Level 49: Boost Range -- RechRdx-I(A)
Level 1: Brawl -- PndSlg-Stun%(A)
Level 1: Defiance 
Level 1: Quick Form 
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 -- Clr-Stlth(A)
Level 2: Rest -- RechRdx-I(A)
Level 4: Ninja Run 
Level 2: Swift -- Run-I(A)
Level 2: Health -- Mrc-Heal/EndRdx/Rchg(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- PrfShf-End%(A)
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