Human form PB
I don't think incarnates help PBs nearly as much as they do other ATs. A house built on a shaky foundation is still prone to falling over under stress. This goes especially for human PBs, IMO, since I think the optimal PB build is human/nova. So, consider that a bit of caveat emptor. PBs are pretty, they can be fun, but you may end up with some buyer's remorse in the endgame.
I'm a little confused about your build's strategy. You're taking weave and slotting defense powers with common IOs, then skipping the opportunity to 6-slot attack powers to receive defense bonuses that would stack with weave and yield better overall build results. You've got 5 slots in buildup for a 5% recharge bonus you could have gotten for swapping one of your st melee attack sets for crushing impact, and you're slotting heavily for status resistance - even though it's a weak benefit and was mildly nerfed in i13 - but you say you are aiming for the incarnate endgame where the Clarion Destiny would make those IOs obsolete.
Essence boost, reform essence, and photon seekers are critically under-slotted. The first two are your best defensive powers, and you should aim to have essence boost up permanently. Light form is badly over-slotted. I would switch glinting eye for gleaming bolt: they have the same DPA, but loaded with procs gleaming bolt's quick cycle time makes it a viable ranged attack spamming option. I'd take glowing touch, especially if its improved range is here to stay. I'm not a fan of luminous detonation, the knockback isn't justified by sufficient damage. You can easily take slots away from quantum and thermal shield to help powers elsewhere, the damage types they defend against compose about 30% of the total damage encountered in the game -combined-, and your passive level 1 defense offers energy/negative resistance already.
I'd recommend taking superspeed. It is very tactically valuable for a human PB.
"Experience is the mother of good judgement. Bad judgement is the father of experience."
I don't think incarnates help PBs nearly as much as they do other ATs. A house built on a shaky foundation is still prone to falling over under stress. This goes especially for human PBs, IMO, since I think the optimal PB build is human/nova. So, consider that a bit of caveat emptor. PBs are pretty, they can be fun, but you may end up with some buyer's remorse in the endgame.
I'm a little confused about your build's strategy. You're taking weave and slotting defense powers with common IOs, then skipping the opportunity to 6-slot attack powers to receive defense bonuses that would stack with weave and yield better overall build results. You've got 5 slots in buildup for a 5% recharge bonus you could have gotten for swapping one of your st melee attack sets for crushing impact, and you're slotting heavily for status resistance - even though it's a weak benefit and was mildly nerfed in i13 - but you say you are aiming for the incarnate endgame where the Clarion Destiny would make those IOs obsolete. Essence boost, reform essence, and photon seekers are critically under-slotted. The first two are your best defensive powers, and you should aim to have essence boost up permanently. Light form is badly over-slotted. I would switch glinting eye for gleaming bolt: they have the same DPA, but loaded with procs gleaming bolt's quick cycle time makes it a viable ranged attack spamming option. I'd take glowing touch, especially if its improved range is here to stay. I'm not a fan of luminous detonation, the knockback isn't justified by sufficient damage. You can easily take slots away from quantum and thermal shield to help powers elsewhere, the damage types they defend against compose about 30% of the total damage encountered in the game -combined-, and your passive level 1 defense offers energy/negative resistance already. I'd recommend taking superspeed. It is very tactically valuable for a human PB. |
I have no idea about clarion destiny and don't those incarnate abilities have a cooldown? I'll consider what you say. Its going to be a while before the toon is lvl 50 so Im in no rush.
Very-rare Destiny buffs are perma. At rare and uncommon they have a 50% to 66% uptime depending on which power you choose.
"Experience is the mother of good judgement. Bad judgement is the father of experience."
Very-rare Destiny buffs are perma. At rare and uncommon they have a 50% to 66% uptime depending on which power you choose.
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Id suggest getting it first, but once you've got said rare one, immediately start working on another one. Rebirth or Barrier, are my suggestions. Ive kinda had a thing for rebirth's regen side myself.
Clarion's good for soloing, but if you're in a large group (like you will be in the trials) you'll have the team's "natural padding" (IE: More warm bodies to draw enemy fire that aren't yours) to help with the mez's flying about...of which there really aren't that many in the trials. BAF is pure robot, and mostly the seers in Lambda. You shouldnt be charging the seer's head on anyways because some sadistic dev decided to give them drain psyche, which will eat your endurance bar and make all that status prot useless anyways.
Here's my first stab at making a human form PB. The incarnate stuff has piqued my interest and hopefully when help make them more viable as a build. I like the whole blapper concept. Let me know what you think.
Hero Plan by Mids' Hero Designer 1.93
http://www.cohplanner.com/
Click this DataLink to open the build!
Teslaforce: Level 50 Natural Peacebringer
Primary Power Set: Luminous Blast
Secondary Power Set: Luminous Aura
Power Pool: Speed
Power Pool: Fighting
Hero Profile:
Level 1: Glinting Eye -- Entrpc-Acc/Dmg(A), Entrpc-Dmg/EndRdx(3), Entrpc-Dmg/Rchg(3), Entrpc-Dmg/EndRdx/Rchg(5), Entrpc-Heal%(5)
Level 1: Incandescence -- S'fstPrt-ResKB(A), ImpSkn-Status(7), Aegis-Psi/Status(7)
Level 2: Shining Shield -- ResDam-I(A), ResDam-I(9), ResDam-I(9)
Level 4: Gleaming Blast -- Decim-Build%(A), Decim-Acc/Dmg(11), Decim-Dmg/EndRdx(11), Decim-Dmg/Rchg(13), Decim-Acc/Dmg/Rchg(13)
Level 6: Radiant Strike -- T'Death-Dam%(A), T'Death-Acc/Dmg(15), T'Death-Dmg/EndRdx(15), T'Death-Dmg/Rchg(17), T'Death-Acc/Dmg/EndRdx(17)
Level 8: Essence Boost -- Mrcl-Rcvry+(A), Heal-I(19), Heal-I(19)
Level 10: Hasten -- RechRdx-I(A), RechRdx-I(21), RechRdx-I(21)
Level 12: Build Up -- GSFC-Build%(A), GSFC-ToHit(25), GSFC-ToHit/Rchg(27), GSFC-Rchg/EndRdx(27), GSFC-ToHit/EndRdx(29)
Level 14: Quantum Shield -- S'fstPrt-ResKB(A), ResDam-I(29), ResDam-I(31)
Level 16: Luminous Detonation -- Posi-Dam%(A), Posi-Acc/Dmg(31), Posi-Dmg/EndRdx(31), Posi-Dmg/Rchg(33), Posi-Dmg/Rng(33)
Level 18: Incandescent Strike -- Mako-Dam%(A), Mako-Acc/Dmg(33), Mako-Dmg/EndRdx(34), Mako-Dmg/Rchg(34), Mako-Acc/Dmg/EndRdx/Rchg(34)
Level 20: Pulsar -- Stpfy-KB%(A), Stpfy-EndRdx/Stun(36), Stpfy-Acc/Rchg(36), Stpfy-Acc/Stun/Rchg(36), Stpfy-Acc/EndRdx(37)
Level 22: Reform Essence -- Heal-I(A), Numna-Regen/Rcvry+(37), Numna-Heal(37)
Level 24: Conserve Energy -- RechRdx-I(A)
Level 26: Solar Flare -- Oblit-%Dam(A), Oblit-Dmg(39), Oblit-Acc/Rchg(39), Oblit-Dmg/Rchg(39), Oblit-Acc/Dmg/EndRdx/Rchg(40)
Level 28: Kick -- Acc-I(A)
Level 30: Tough -- ImpSkn-Status(A), ResDam-I(40), ResDam-I(40)
Level 32: Dawn Strike -- Oblit-%Dam(A), Oblit-Dmg(42), Oblit-Dmg/Rchg(42), Oblit-Acc/Dmg/Rchg(42), Oblit-Acc/Rchg(43)
Level 35: Weave -- LkGmblr-Rchg+(A), DefBuff-I(43), DefBuff-I(43)
Level 38: Light Form -- ImpArm-ResPsi(A), ImpArm-ResDam(45), ImpArm-ResDam/EndRdx(45), ImpArm-ResDam/Rchg(45), ImpArm-ResDam/EndRdx/Rchg(46)
Level 41: Thermal Shield -- ImpSkn-Status(A), ResDam-I(46), ResDam-I(46)
Level 44: Proton Scatter -- Posi-Dam%(A), Posi-Acc/Dmg(48), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Dmg/Rng(50)
Level 47: Photon Seekers -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(50), ExRmnt-Dmg/EndRdx(50)
Level 49: Restore Essence -- RechRdx-I(A)
Level 50: Musculature Core Paragon
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Level 1: Brawl -- Empty(A)
Level 1: Cosmic Balance
Level 1: Energy Flight -- Flight-I(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 10: Combat Flight -- LkGmblr-Rchg+(A)
Level 2: Swift -- Run-I(A)
Level 2: Health -- Heal-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-End%(A), EndMod-I(23), EndMod-I(23), EndMod-I(25)
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