Alphaeus -> RE: Unique Builds Thread (1/16/2016 17:14:37)
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This is a Tech Mage build. Please note that the stats and skills shown reflect a lvl 27 char…I do include what I am going to do as I lvl up, though, to maintain/improve the build. It is a variation of the standard Focus build, but is unique (well, I’m sure SOMEONE else might have it, but if so, I haven’t seen them) because of specific equipment and tactics. Because of this, I can’t just give the build, but also have to analyze it more in depth. Forgive the length... **Stats, Skills, and Equipment** Hp: 697 Energy: 614 Str: 45 +1 Dex: 48 +22 Tech: 45 +20 Supp: 45 +9 Primary: 362-381 [Phys] Dragon Battlegrear (Active Core: Energy Storm || Passive Core: Lucky Strike) Sidearm: 378-400 [Enrg] Dage’s Haunted Boomstick (Active Core: Energy Shot || Passive Core: Spreadfire) Auxillary: 418-440 [Enrg] Royal Launcher (Active Core: Concussive Shot || Passive Core: Aim Assist) Robot: 496-522 [Enrg] Dark Botanical Borg Defense: 240-284 }Basic Armor (20 in def) Resistance: 258-300} Basic Armor (50 in resist) ----- Basic Armor (Active Core: Recharge [I might be off on the name…but it is the permanent core that recharges hp and energy based off of your armor, not to be confused with Pison Punch]|| Passive Core: Tech Boost) Skills: Field Medic: 1 Defense Matrix: 1 Plasma Bolt: MAX Technician: 5 Bludgeon: 1 Malfunction: 1 Battery Backup: 3 Assimilation: 7 **Overall Description** Now, using a focus build is not unique…you see it all the time. What DOES make this unique is the way it is executed. CRITICAL TO THIS BUILD IS THE SIDEARM (must have spreadfire) AND THE BOT (for reasons I’ll explain later). Leveling up: My mentality for the stats as I continue to lvl up is to increase Dex the most, Tech second, and HP and Energy 3rd, Supp 4th, and Str last. As for skills, I plan to max Technician and Assimilation first. Field medic and Battery will receive a few skill points now and then. Additionally, one over lvl 35, I plan to put a good deal of points into Plasma Rain because of this build’s emphasis on Dex, which will require shifting some off my stats into energy. That, however, is only an idea that I want to test, and is irrelevant to the basic set-up of the build. On your first turn, use the Technician. When done, this will jack your bot’s damage up to 600, the damage of plasma bolt to well over 600, and your resistance up well over 400. If necessary, on your second turn, use the Defense Matrix (I only do this if facing a Merc or TLM with high damage phys skills). With that done, you will be able to “Damage Tank” quite easily, with a surprisingly high block/deflect rate (even without the boosts, the block-deflect rate will remain high, actually). The uniqueness of this build comes into play when you realize that with the spreadfire for the sidearm (95% damage, but hits both opponents, and is automatic), you have a multi. Even more beneficial, though, is the dark botantical borg (or just botanical borg if you want phys damage). The standard attack on this bot is powerful, and will usually do between 300 and 400 damage when technician is active, or between 200 and 300 damage without the boost. Even when deflected, I usually get about 120-170 damage out of it. What makes it special, however, is its secondary attack. This is a “Spore Barrage” which is a multi attack (full damage against one opponent, 85% damage against two). When used with technician, I can usually get about 210-350 damage EACH on my opponents, and without technician I’ll still get 180-250 damage (I usually only use the multi with technician, however, or on rage). An additional benefit that I have found of the “Spore Barrage” is that it CANNOT BE BLOCKED OR DEFLECTED, even by the cyber yeti’s Ice Shield. Thus, this is an excellent rage or kill maneuver, since you are guaranteed to do all of your damage with it. This build is nearly unbeatable in Jugg, is excellent in 2v2, and is still quite good in 1v1. **Tactics** Generally speaking, the mentality for this build is to reduce incoming damage as much as possible, and to make non-skill attacks almost useless. The advantage you have is that you really do not need much energy, since your critical skills of technician, field medic, and def matrix are all 150 or less. You additionally do not need much HP, since you can easily boost your def/resist to a rather high amount. **Skills** I generally use Plasma Bolt only once, and then within the first four turns. Occassionally I will be able to use it again later, but will usually only do so if I need it to make the kill. Otherwise, the only thing I do with energy is heal, and use my buffing-skills. If it is at all possible, save your energy for Technician, since that tech boost will both help keep you safe (from things like the Infernal Android’s powerful attack, or from energy skills and weps) AND give you an energy-free way of dealing super high damage (your bot). Assimilation is extremely useful, because you both deal damage and steal energy. It’s a good win-win move. It is also an superb way to prevent an opponent from using one of their top-powered skills, and gain some usefull extra energy yourself. Even though your battery is lower in this build, it is high enough to be more than useful, especially if you want to heal or use Technician. Don’t forget about Bludgeon, either. It provides a decent damage boost to your weaker primary, and can be quite useful against opponents with really low def. I don’t suggest using Malfunction much. If you have the spare energy, or if someone buffs, go right ahead, but otherwise, save your time. Most of your attacks are strong enough to not need the extra help. [/spoiler] **Cores** The passive cores are quite important to this build, since they are focussed on either boosting your skills or the effectiveness of your weapons. Do NOT underestimate the influence of the 6 point Tech Boost. Though it is not ABSOLUTELY necessary for this build, having either that or the Eternal stat boost is quite useful. The active cores are some of the most important ones in this whole build. With your primary, you have Energy Storm that allows you to reduce the energy of ALL opponents…quite useful. With your sidearm, you can reduce the energy of one opponent by a rather large amount. Your aux’s active core can be anything you like…I use concussive shot because it is, on occasion, actually useful, but I strongly suggest getting a seasonal or limited rare aux with a more reliable built in core. The main point here is the energy-reducing cores…these cost you nothing to use, but can be the difference between an opponent healing, or using a high damage skill, and you being able to win. They have MANY times proved to be some of the critical moments in battles. Your armor’s active core is the most important. This both heals you some (which I have found is usually enough to survive till your next turn) AND gives you energy enough to heal. I do not suggest the Piston Punch core, since that is somewhat dependent upon your opponent. [/spoiler] **Equipment**[b/] The Dark Botan Borg is the real core of my assaults, obviously, dealing high damage. Though I will, often, use the multi as my first attack with that bot, I prefer to save that for times when I might need it more. On your first attack, UNLESS YOU THINK YOU WILL BE DEFLECTED, I suggest using the single attack. This has a shorter cooldown, and deals a good deal more damage, with a higher crit chance. If you use this on the same person you hit with the Plasma Bolt, you will be able to kill many players, or bring them extremely close to death. The “Spore Barrage,” as I have said before, is quite useful. To counter for the lower damage percent, using it on rage is wonderful. Even better, however, is freaking out an opponent with their cyber yeti’s Ice Shield up by doing an attack that they cannot block or deflect. >:D Your aux is powerful enough to be useful, but should be used wisely, usually for kills or to strategically attack weaker opponents. As I said above, the Concussive shot is ON OCCASION useful, but I do not recommend using this unless you have the energy to spare. Your sidearm is another big player here, because of spreadfire. The nice thing about this is that it deals almost 100% damage, and there is no energy usage or cooldown penalty for using it. Thus, you can deal essentially double damage for nothing. If you cannot rage on your bot’s “Spore Barrage”, I strongly suggest raging on this. Also, don’t forget about energy steal. It only hits one player, but you can drop their energy by a good deal…just don’t overuse it. Your primary, again, can be useful against people who have low defense, especially if your other weps are on cooldown. I particularly like to use it with Bludgeon if possible, since that compensates for having lower damage. If your opponent’s defense is high enough to make a strike useless, and you can’t Bludeon, I suggest just using the turn to use your armor core or battery to prepare for your next attack. **Weaknesses** This build is weakest against Mercs or TLMs, especially ones that have super-high hp. Not only do they have skills that can deal high physical damage, but they have so much health that even repeatedly dealing upwards of 350 Damage has little effect. Please note that no other class – whether it has high HP or not – is a weakness for this build. Additionally, you can even outfight other Focus builds, since very few make use of Tech-boosting skills, thus giving you an advantage. Other than this, being stunned on your first turn prevents you from using Technician which – though not ABSOLUTELY necessary to win – puts you at a significant disadvantage. Still, this can be ovecome with sufficient planning. Lastly, someone who uses resist or tech buffs can pose a problem, but not too much of one. If fighting two people, merely attack the one who did not boost. Or, you can heal or increase your own energy, or use energy stealing/reducing skills on them. You can even try using physical attacks if their def is low enough. All in all, Buffs are only annoyances for this build. **General Principle** In the end, you will have a powerful build that can last a long time, and can be mostly independent of energy, while draining the energy of your opponents through many different maneuvers. This build can play defensively or offensively with equal ease, and will usually have the advantage over your opponent in one or more areas.
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