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BR / Bio - build critique


Volw604

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Hi! First post here and well, my first toon which I'm going to IO - I've played CoH until shortly after IO's came out and never really managed to play around with the system. I suffer from severe altoholism and this is the first toon to hit 50 soon (*cough*) since the revival 🙂

 

 

Now, as for the build - the overall idea is to have a blasterish level damage (Offensive Adaptation) with extra team utility coming from -res (with both +opportunity sets, I hope it will proc like crazy) . Other objective is near-perma hasten. (And yes, I'm pondering whether I shouldn't simply roll BR/TA blaster 😄). I'm not religious about soft-capped defenses as I don't really solo.

 

Powers removed:

- Charged Shot - Single Shot is perma, so it's not really needed and Defensive is a bit meh currently

- Cutting Beam - I don't use it that much and 6-target limit is a bit low (and I was running low on slots, so)

 

Potential questions:

- tactics can be replaced with something better - thoughts, ideas? currently frankenslotted for extra +def from Rectified Reticle

- rebuild dna - I think I can drop it and replace as well (but, I'm low on slots...)

- kismet - skipped it, not enough slots and I think I should be fine without

 

 

Again, this is my first IO build, so looking forward to your feedback! 🙂 

 

 

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brbio.thumb.jpg.e66e818e2b607f64aa236fe62e4ccdd5.jpg

 

 

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Hero Plan by Mids' Hero Designer 2.22
http://www.cohplanner.com/

Level 50 Magic Sentinel
Primary Power Set: Beam Rifle
Secondary Power Set: Bio Armor
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Speed
Power Pool: Leadership

Hero Profile:
------------
Level 1:    Single Shot    
 (A) Sentinel's Ward - Accuracy/Damage
 (5) Sentinel's Ward - Damage/RechargeTime
 (5) Sentinel's Ward - Accuracy/Damage/RechargeTime
 (11) Sentinel's Ward - Accuracy/Damage/Endurance
 (13) Sentinel's Ward - Accuracy/Damage/Endurance/RechargeTime
 (13) Sentinel's Ward - RechargeTime/Chance for +Absorb


Level 1:    Hardened Carapace    
 (A) Steadfast Protection - Resistance/+Def 3%
 (3) Reactive Armor - Resistance/Endurance
 (19) Reactive Armor - Resistance/Recharge
 (21) Reactive Armor - Endurance/Recharge
 (21) Reactive Armor - Resistance/Endurance/Recharge
 (46) Reactive Armor - Resistance


Level 2:    Inexhaustible    
 (A) Performance Shifter - Chance for +End


Level 4:    Boxing    
 (A) Empty


Level 6:    Disintegrate    
 (A) Superior Opportunity Strikes - Accuracy/Damage
 (7) Superior Opportunity Strikes - Damage/RechargeTime
 (7) Superior Opportunity Strikes - Accuracy/Damage/RechargeTime
 (9) Superior Opportunity Strikes - Accuracy/Damage/Endurance
 (9) Superior Opportunity Strikes - Accuracy/Damage/Endurance/RechargeTime
 (11) Superior Opportunity Strikes - RechargeTime/Chance for Opportunity


Level 8:    Aim    
 (A) Gaussian's Synchronized Fire-Control - To Hit Buff
 (15) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
 (15) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
 (17) Gaussian's Synchronized Fire-Control - Recharge/Endurance
 (17) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
 (23) Gaussian's Synchronized Fire-Control - Chance for Build Up


Level 10:    Adaptation    
Level 12:    Lancer Shot    
 (A) Opportunity Strikes - Accuracy/Damage
 (27) Opportunity Strikes - Damage/RechargeTime
 (27) Opportunity Strikes - Accuracy/Damage/RechargeTime
 (29) Opportunity Strikes - Accuracy/Damage/Endurance
 (29) Opportunity Strikes - Accuracy/Damage/Endurance/RechargeTime
 (31) Opportunity Strikes - RechargeTime/Chance for Opportunity


Level 14:    Super Jump    
 (A) Jumping IO


Level 16:    Hasten    
 (A) Recharge Reduction IO
 (19) Recharge Reduction IO


Level 18:    Refractor Beam    
 (A) Apocalypse - Damage
 (31) Apocalypse - Damage/Recharge
 (33) Apocalypse - Accuracy/Damage/Recharge
 (33) Apocalypse - Accuracy/Recharge
 (33) Apocalypse - Damage/Endurance
 (34) Apocalypse - Chance of Damage(Negative)


Level 20:    Maneuvers    
 (A) Luck of the Gambler - Recharge Speed
 (25) Luck of the Gambler - Defense/Endurance
 (46) Luck of the Gambler - Defense


Level 22:    Environmental Adaptation    
 (A) Luck of the Gambler - Recharge Speed
 (23) Luck of the Gambler - Defense


Level 24:    Combat Jumping    
 (A) Luck of the Gambler - Recharge Speed
 (25) Luck of the Gambler - Defense


Level 26:    Piercing Beam    
 (A) Superior Sentinel's Ward - Accuracy/Damage
 (37) Superior Sentinel's Ward - Damage/RechargeTime
 (37) Superior Sentinel's Ward - Accuracy/Damage/RechargeTime
 (37) Superior Sentinel's Ward - Accuracy/Damage/Endurance
 (40) Superior Sentinel's Ward - Accuracy/Damage/Endurance/RechargeTime
 (42) Superior Sentinel's Ward - RechargeTime/Chance for +Absorb


Level 28:    Athletic Regulation    
 (A) Run Speed IO


Level 30:    Tactics    
 (A) Rectified Reticle - To Hit Buff/Recharge
 (31) Rectified Reticle - To Hit Buff


Level 32:    Overcharge    
 (A) Ragnarok - Damage
 (34) Ragnarok - Damage/Recharge
 (34) Ragnarok - Accuracy/Damage/Recharge
 (36) Ragnarok - Accuracy/Recharge
 (36) Ragnarok - Damage/Endurance
 (36) Ragnarok - Chance for Knockdown


Level 35:    Genomic Evolution    
 (A) Unbreakable Guard - Resistance
 (43) Unbreakable Guard - Resistance/Endurance
 (43) Unbreakable Guard - Endurance/RechargeTime
 (45) Unbreakable Guard - RechargeTime/Resistance
 (45) Unbreakable Guard - +Max HP
 (45) Unbreakable Guard - Resistance/Endurance/RechargeTime


Level 38:    Parasitic Leech    
 (A) Preventive Medicine - Heal
 (39) Preventive Medicine - Heal/Endurance
 (39) Preventive Medicine - Endurance/RechargeTime
 (39) Preventive Medicine - Heal/RechargeTime
 (40) Preventive Medicine - Heal/RechargeTime/Endurance
 (40) Preventive Medicine - Chance for +Absorb


Level 41:    Tough    
 (A) Gladiator's Armor - TP Protection +3% Def (All)
 (42) Gladiator's Armor - Recharge/Resist
 (46) Gladiator's Armor - Recharge/Endurance
 (48) Gladiator's Armor - Resistance
 (48) Gladiator's Armor - Resistance/Rech/End
 (48) Gladiator's Armor - End/Resist


Level 44:    Rebuild DNA    
 (A) Harmonized Healing - Heal/Recharge


Level 47:    Weave    
 (A) Shield Wall - +Res (Teleportation), +5% Res (All)
 (50) Shield Wall - Defense
 (50) Luck of the Gambler - Recharge Speed
 (50) Shield Wall - Defense/Endurance


Level 49:    Ablative Carapace    
 (A) Triage - Heal/Recharge


Level 1:    Defensive Adaptation    
Level 1:    Brawl    
 (A) Empty


Level 1:    Prestige Power Dash    
 (A) Empty


Level 1:    Prestige Power Slide    
 (A) Empty


Level 1:    Prestige Power Quick    
 (A) Empty


Level 1:    Prestige Power Rush    
 (A) Empty


Level 1:    Prestige Power Surge    
 (A) Empty


Level 1:    Sprint    
 (A) Empty


Level 2:    Rest    
 (A) Empty


Level 4:    Ninja Run    
Level 2:    Swift    
 (A) Run Speed IO


Level 2:    Health    
 (A) Panacea - +Hit Points/Endurance
 (42) Miracle - +Recovery
 (43) Numina's Convalesence - +Regeneration/+Recovery


Level 2:    Hurdle    
 (A) Jumping IO


Level 2:    Stamina    
 (A) Performance Shifter - Chance for +End
 (3) Performance Shifter - EndMod


Level 10:    Efficient Adaptation    
Level 10:    Offensive Adaptation    
------------

 

 

 

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Hate to break it to you, but planners are broken for Beam Rifle on Sentinels (Edit: Actually, check out the new version of Mid's here if you can.  The new version 2.6.0.3 is correct on what Refractor can take).  Refractor Beam isn't a single target attack and will not accept Apocalypse.  Opportunity Strikes and Superior Opportunity Strikes are mutually exclusive.  You can only have one or the other, not both.  Likewise for Ward.  

 

You're heavily focused on trying to raise up defenses but the slotting on Ablative Carapace and Rebuild DNA are too light for my tastes.  I'd recommend adjusting your expectations on where your defense numbers will actually end up and perhaps consider building more for recharge.  That's not to say you can't build up defense and use Ageless Incarnate to close the recharge gap, but I personally do not care to build that way.  

 

I go for global recharge and perma-hasten to make sure powers like Ablative Carapace/Rebuild DNA have sub-30 second recharges.  This means that absorb from Ablative is up on demand and you have the bonuses from Rebuild DNA up all the time.  This also lets me cut down the recharge on Parasitic Leech substantially allowing it to be available around 50% of the time.  That's my defense.  High regen and absorb.  

 

You don't need to fully complete every set either.  I'm sure someone else will post a build before I will, but if they don't I'll try to get around to it. 

Edit: There are some good ideas though like how you slot Health, and the IO's in Tactics aren't a bad choice.  However, with the IOs of that build you wouldn't ever need to turn it on. 😉 Your accuracy would be enough. 

Edited by oldskool
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Since we're on the subject, can you folks take a look at mine as well?

 

 

Hero Plan by Mids' Reborn : Hero Designer 2.6.0.3
https://github.com/ImaginaryDevelopment/imaginary-hero-designer

Click this DataLink to open the build!

Beam-Bio v2: Level 50 Mutation Sentinel
Primary Power Set: Beam Rifle
Secondary Power Set: Bio Armor
Power Pool: Flight
Power Pool: Speed
Power Pool: Fighting

Hero Profile:
Level 1: Single Shot -- SprSntWar-Acc/Dmg(A), SprSntWar-Dmg/Rchg(3), SprSntWar-Acc/Dmg/Rchg(5), SprSntWar-Acc/Dmg/EndRdx(9), SprSntWar-Acc/Dmg/EndRdx/Rchg(36), SprSntWar-Rchg/+Absorb(40)
Level 1: Hardened Carapace -- RctArm-ResDam(A), RctArm-ResDam/EndRdx(11), StdPrt-ResDam/Def+(31)
Level 2: Cutting Beam -- PstBls-Acc/Dmg(A), PstBls-Dmg/EndRdx(3), PstBls-Dmg/Rng(5), PstBls-Acc/Dmg/EndRdx(15), PstBls-Dam%(31), TchofLadG-%Dam(45)
Level 4: Environmental Adaptation -- LucoftheG-Def/EndRdx(A), LucoftheG-Def/Rchg(11), LucoftheG-Def/EndRdx/Rchg(25), LucoftheG-Def(46), LucoftheG-Def/Rchg+(48)
Level 6: Disintegrate -- SprOppStr-Acc/Dmg(A), SprOppStr-Dmg/Rchg(7), SprOppStr-Acc/Dmg/Rchg(7), SprOppStr-Acc/Dmg/EndRdx(9), SprOppStr-Acc/Dmg/EndRdx/Rchg(17), SprOppStr-Rchg/+Opportunity(37)
Level 8: Inexhaustible -- EndMod-I(A), EndMod-I(37), EndMod-I(39), Heal-I(50), Heal-I(50)
Level 10: Adaptation
Level 12: Lancer Shot -- Apc-Dmg(A), Apc-Dmg/Rchg(13), Apc-Acc/Dmg/Rchg(13), Apc-Acc/Rchg(15), Apc-Dmg/EndRdx(31), Apc-Dam%(40)
Level 14: Fly -- EndRdx-I(A)
Level 16: Ablative Carapace -- DctWnd-Heal/EndRdx(A), DctWnd-EndRdx/Rchg(17), DctWnd-Heal/Rchg(36), DctWnd-Heal/EndRdx/Rchg(42), DctWnd-Heal(43)
Level 18: Refractor Beam -- PstBls-Acc/Dmg(A), PstBls-Dmg/EndRdx(19), PstBls-Dmg/Rng(19), PstBls-Acc/Dmg/EndRdx(23), PstBls-Dam%(34), TchofLadG-%Dam(40)
Level 20: Rebuild DNA -- DctWnd-Heal/EndRdx(A), DctWnd-EndRdx/Rchg(21), DctWnd-Heal/Rchg(21), DctWnd-Heal/EndRdx/Rchg(37), DctWnd-Heal(42), DctWnd-Rchg(43)
Level 22: Aim -- RechRdx-I(A), RechRdx-I(23), GssSynFr--Build%(36)
Level 24: Hasten -- RechRdx-I(A), RechRdx-I(25), RechRdx-I(39)
Level 26: Piercing Beam -- PstBls-Acc/Dmg(A), PstBls-Dmg/EndRdx(27), PstBls-Dmg/Rng(27), PstBls-Acc/Dmg/EndRdx(29), PstBls-Dam%(29), Ann-ResDeb%(42)
Level 28: Athletic Regulation -- Run-I(A)
Level 30: Hover -- LucoftheG-Def/Rchg+(A)
Level 32: Overcharge -- Rgn-Dmg/Rchg(A), Rgn-Acc/Dmg/Rchg(33), Rgn-Acc/Rchg(33), Rgn-Dmg/EndRdx(33), Rgn-Knock%(34), AchHee-ResDeb%(34)
Level 35: Genomic Evolution -- GldArm-3defTpProc(A)
Level 38: Parasitic Leech -- RechRdx-I(A), RechRdx-I(39), RechRdx-I(43)
Level 41: Kick -- Empty(A)
Level 44: Tough -- ImpSki-ResDam/EndRdx(A), ImpSki-ResDam/Rchg(45), ImpSki-EndRdx/Rchg(45), ImpSki-ResDam/EndRdx/Rchg(46), ImpSki-Status(46)
Level 47: Weave -- LucoftheG-Def(A), LucoftheG-Def/EndRdx(48), LucoftheG-Def/Rchg(48), LucoftheG-Def/Rchg+(50)
Level 49: Afterburner -- LucoftheG-Def/Rchg+(A)


Level 1: Sprint -- Clr-Stlth(A)
Level 2: Swift -- Run-I(A)
Level 2: Health -- RgnTss-Regen+(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- EndMod-I(A)

Level 50: Musculature Core Paragon
Level 50: Pyronic Core Final Judgement
Level 50: Degenerative Radial Flawless Interface
Level 50: Longbow Core Superior Ally
Level 50: Barrier Core Epiphany
Level 50: Assault Core Embodiment
------------

 

 

 

 

Please note: This is intended as a level-up build and not a RESPEC build. 

 

Lastly, I read something about the latest patch bugging the disintegrate mechanic in some way.  Can anyone explain? 

 

Edited by City_of_Jedi
Quick changes to Beam Rifle slotting

Formerly Negative_Man on the CoH forums (I'm more positive nowadays)

 

"I don't want it to appear that I'm willing to settle for anything. No-one likes a zombie without standards." -UnknownSubject

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On 9/6/2019 at 3:42 PM, City_of_Jedi said:

Lastly, I read something about the latest patch bugging the disintegrate mechanic in some way.  Can anyone explain? 

 

The disintegrate mechanic is bugged in that it does not require the Disintegrate power in order for the spread to happen.  So you can currently just fire off Lancer Shot (or any other power really) and completely ignore Disintegrate as power.  Lancer will spread the effect to other targets when it should not do this by itself. 

Its on the list of bug fixes in the Test Server subforum so this will be fixed. This is now fixed per the patch notes today.

Also, the build looks fine.

Edited by oldskool
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On 9/6/2019 at 3:42 PM, City_of_Jedi said:

Since we're on the subject, can you folks take a look at mine as well?

 

 

Hero Plan by Mids' Reborn : Hero Designer 2.6.0.3
https://github.com/ImaginaryDevelopment/imaginary-hero-designer

Click this DataLink to open the build!

Beam-Bio v2: Level 50 Mutation Sentinel
Primary Power Set: Beam Rifle
Secondary Power Set: Bio Armor
Power Pool: Flight
Power Pool: Speed
Power Pool: Fighting

Hero Profile:
Level 1: Single Shot -- SprSntWar-Acc/Dmg(A), SprSntWar-Dmg/Rchg(3), SprSntWar-Acc/Dmg/Rchg(5), SprSntWar-Acc/Dmg/EndRdx(9), SprSntWar-Acc/Dmg/EndRdx/Rchg(36), SprSntWar-Rchg/+Absorb(40)
Level 1: Hardened Carapace -- RctArm-ResDam(A), RctArm-ResDam/EndRdx(11), StdPrt-ResDam/Def+(31)
Level 2: Cutting Beam -- PstBls-Acc/Dmg(A), PstBls-Dmg/EndRdx(3), PstBls-Dmg/Rng(5), PstBls-Acc/Dmg/EndRdx(15), PstBls-Dam%(31), TchofLadG-%Dam(45)
Level 4: Environmental Adaptation -- LucoftheG-Def/EndRdx(A), LucoftheG-Def/Rchg(11), LucoftheG-Def/EndRdx/Rchg(25), LucoftheG-Def(46), LucoftheG-Def/Rchg+(48)
Level 6: Disintegrate -- SprOppStr-Acc/Dmg(A), SprOppStr-Dmg/Rchg(7), SprOppStr-Acc/Dmg/Rchg(7), SprOppStr-Acc/Dmg/EndRdx(9), SprOppStr-Acc/Dmg/EndRdx/Rchg(17), SprOppStr-Rchg/+Opportunity(37)
Level 8: Inexhaustible -- EndMod-I(A), EndMod-I(37), EndMod-I(39), Heal-I(50), Heal-I(50)
Level 10: Adaptation
Level 12: Lancer Shot -- Apc-Dmg(A), Apc-Dmg/Rchg(13), Apc-Acc/Dmg/Rchg(13), Apc-Acc/Rchg(15), Apc-Dmg/EndRdx(31), Apc-Dam%(40)
Level 14: Fly -- EndRdx-I(A)
Level 16: Ablative Carapace -- DctWnd-Heal/EndRdx(A), DctWnd-EndRdx/Rchg(17), DctWnd-Heal/Rchg(36), DctWnd-Heal/EndRdx/Rchg(42), DctWnd-Heal(43)
Level 18: Refractor Beam -- PstBls-Acc/Dmg(A), PstBls-Dmg/EndRdx(19), PstBls-Dmg/Rng(19), PstBls-Acc/Dmg/EndRdx(23), PstBls-Dam%(34), TchofLadG-%Dam(40)
Level 20: Rebuild DNA -- DctWnd-Heal/EndRdx(A), DctWnd-EndRdx/Rchg(21), DctWnd-Heal/Rchg(21), DctWnd-Heal/EndRdx/Rchg(37), DctWnd-Heal(42), DctWnd-Rchg(43)
Level 22: Aim -- RechRdx-I(A), RechRdx-I(23), GssSynFr--Build%(36)
Level 24: Hasten -- RechRdx-I(A), RechRdx-I(25), RechRdx-I(39)
Level 26: Piercing Beam -- PstBls-Acc/Dmg(A), PstBls-Dmg/EndRdx(27), PstBls-Dmg/Rng(27), PstBls-Acc/Dmg/EndRdx(29), PstBls-Dam%(29), Ann-ResDeb%(42)
Level 28: Athletic Regulation -- Run-I(A)
Level 30: Hover -- LucoftheG-Def/Rchg+(A)
Level 32: Overcharge -- Rgn-Dmg/Rchg(A), Rgn-Acc/Dmg/Rchg(33), Rgn-Acc/Rchg(33), Rgn-Dmg/EndRdx(33), Rgn-Knock%(34), AchHee-ResDeb%(34)
Level 35: Genomic Evolution -- GldArm-3defTpProc(A)
Level 38: Parasitic Leech -- RechRdx-I(A), RechRdx-I(39), RechRdx-I(43)
Level 41: Kick -- Empty(A)
Level 44: Tough -- ImpSki-ResDam/EndRdx(A), ImpSki-ResDam/Rchg(45), ImpSki-EndRdx/Rchg(45), ImpSki-ResDam/EndRdx/Rchg(46), ImpSki-Status(46)
Level 47: Weave -- LucoftheG-Def(A), LucoftheG-Def/EndRdx(48), LucoftheG-Def/Rchg(48), LucoftheG-Def/Rchg+(50)
Level 49: Afterburner -- LucoftheG-Def/Rchg+(A)


Level 1: Sprint -- Clr-Stlth(A)
Level 2: Swift -- Run-I(A)
Level 2: Health -- RgnTss-Regen+(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- EndMod-I(A)

Level 50: Musculature Core Paragon
Level 50: Pyronic Core Final Judgement
Level 50: Degenerative Radial Flawless Interface
Level 50: Longbow Core Superior Ally
Level 50: Barrier Core Epiphany
Level 50: Assault Core Embodiment
------------

 

 

 

 

Please note: This is intended as a level-up build and not a RESPEC build. 

 

Lastly, I read something about the latest patch bugging the disintegrate mechanic in some way.  Can anyone explain? 

 

I don’t understand why people call these “level up” builds since it’s got many purples slotted before 50?  You can’t?

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7 hours ago, Crysis said:

 You can’t?

Well of course not.

 

It refers to the placement of slots, and not the enhancements themselves. 

Formerly Negative_Man on the CoH forums (I'm more positive nowadays)

 

"I don't want it to appear that I'm willing to settle for anything. No-one likes a zombie without standards." -UnknownSubject

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