Post by KenpoJuJitsu3 on Oct 28, 2013 14:16:44 GMT -5
How to build a freeform character…the Kenpo way.
Greetings heroes!
Kenpo here. If you’re reading this guide chances are you’re in one of two categories. One, you’ve seen some of my builds posted over the last four years and like the kind of characters I build. Or two, you don’t think my builds are anything good at all and are here solely to find something to tear down.
Well, have no fear! I’ve got you covered either way! This guide is a step-by-step trip through my thought process(es) as I make the characters I play, and subsequently the builds I’ve posted. So if you want to know more about how I personally build as opposed to just looking at builds and guides of what I’ve built, this is the guide for you.
A little warning: In case you haven’t figured it out yet, or have no experience with my builds, my characters and my style of building is heavily generalist. I intentionally stray away from building deep into one specific area. I don’t tend to make glass cannons that die when sneezed on, nor do I tend to make godmode super tanks that kill slower than paint dries but you’ll never kill them. I build for the middle of the road for a number of reasons. For one, this makes my characters adaptable to different situations, events, team compositions, etc. For two, when power changes/rebalances come along my characters tend to be minimally impacted because they don’t rely too heavily on any one specific mechanic, power, piece of gear, etc. to the point of being massively crippled because one or two things changed. That said, LET’S GO!
Level 1 – Character Concept and Groundwork:
This is when you first start up the game. You decide what character you want to make. At this stage you’ve probably got a costume idea already and a name picked out. I’m not helping you with that. Beyond that you need to decide on your starter powers and such but what we’re going to decide first are our three stats. Now, you won’t actually get two of the stats until levels 10 and 15 but you should know what you want before you even click the final “create hero” button.
So let’s talk stats.
Primary Superstat. This stat has a great impact on how your character will perform in game and comes with its own specialization tree which will help you further fleshout the character. If you’re not familiar with the specialization trees I direct you here. You’re going to want to pick the stat that offers the benefits you want in your first specialization tree. Now for some suggestions on chosen super stats:
Dexterity. This is not the best superstat tree at any one particular thing. What it is though, is extremely versatile and applicable to nearly any type of build. For most builds and playstyles people come up with Dexterity can fit very well. This is my number one recommendation generally speaking. It has something for everyone.
Strength/Constitution. These are your good stat trees for melee brawlers/tanks providing defense options, critical boosting, energy management options, etc. Strength is probably my number 2 most used superstat if I took a guess.
Presence. This is your go to superstat tree for a support/control type of build. It offers options to increase hold effectiveness, increase healing, debuff targets, etc.
Ego. If you want the highest on paper numerical damage you can get on a ranged build (but not necessarily the highest DPS, there are several other things to consider for that) this is the superstat tree you want and so your first stat pick for that type of character.
Intelligence. This is a go to superstat tree if you’re going for a hybrid type of a control/support character that wants a bit of punch when you decide to hit something. Offers increased hold effectiveness, defense penetration and the ability to reduce the cooldown on powers by running your energy builder.
Recovery/Endurance. Ummmm, No. Just no. There is almost no reason to use either of these as primary ever. Almost. I have two characters that I can think of that use either of these and I remember making them and using these just because I wasn’t using these. They simply offer next to nothing compelling and what is on offer can mostly be had in other ways.
Now let’s talk about secondary superstats.
At level 10 you get to choose your first of two secondary superstats. I highly recommend you choose an energy management stat for this. My go to is generally Intelligence but for some builds Endurance (Fire, Wind) or Recovery (Supernatural, preemptive spike builds) are better fits because they scale the energy return powers and such.
At level 15 you get your remaining stat choice. I generally recommend having a “utility” stat in this position. By utility I mean something that can help your build and provide a boost just from the stat itself. Go to stats for me in this slot tend to be Constitution, Recovery, Presence with Constitution being the easy catch-all choice because it provides more health. This health is invaluable since I run a lot of offensive passive characters. Rec is chosen when I have a character whose playstyle is centered on a big burst attack at the beginning of combat and pre is for characters who are relying more on heals per second to keep them alive than they are on having a large health pool.
The other thing to consider at this stage is your innate talent. For this I tend to find one that adds a bump to my superstats along with giving something to recovery since I tend to not directly stat Recovery often. If I did stat Recovery I tend to look for something that focuses on my primary superstats and Endurance.
So at this point, you should be a level one in the character creator with a costume designed, a name chosen and you have selected your chosen stat progression. Now about those powers…
In general, your character’s theme will decide their energy builder unless you have an overwhelming need for one of the advantages in some of the energy builders (the one for Force Bolts comes to mind). I suggest picking whatever thematic energy builder you need and whatever starter power you want. Some characters tend to drop their starter power upon entering the powerhouse for the first time but I advise you to get familiar with some of them first before just dropping them because they are labeled “starter” powers. Some are really good from the beginning of the game all the way to level cap and you won’t want to get rid of them if you know what’s good for you.
Moving along…
Level 6 – Time to lock in some choices you made at level 1 and pick some new ones:
OK, you’re either finally out of the tutorial or you’ve done it before on another character and skipped it this time. You’re in the powerhouse now and it’s time to get going.
Step One: Lock in that primary superstat you already decided on.
Step Two: Pick your second power. This one can be a little tricky. Ideally you want to have an AOE by now. If there is one available to you that you like, pick it right now as it will make the early levels easier and go by faster. For some power sets, you can ditch your tier zero for an AOE you’ll use much of the time. For example, in the martial arts set, I will sometimes drop the starter power (is it Thundering Kicks?) for One Hundred Hands at this point.
Step Three: Pick your first of 6 talents. I tend to use my talents to give any character not using Recovery as a superstat all the Recovery they will ever need. At level 6 I tend to use Tireless. The remaining talents are +5 Recovery and +5 to other useful stats…especially the three superstats.
Step Four: Pick your travel power. Be warned, this travel power is the only non-vehicle one you will have constant access to all the way until level 35. So here’s my mindset. If you plan to have two travel powers with some vertical ability each (acrobatic jumping or flight), pick the faster of the two first to speed up travel between points and leveling. If you plan to pick two travel powers of which only one can go vertical (i.e. Flight and Superspeed) pick the vertical one first. The ability to ascend is very important to reach some places efficiently (or at all in rare cases) and trumps the speed in my opinion for a quality leveling experience.
Level 7 – Advantage…YOU:
At this point you’ve gotten your very first set of advantage points. Hold them.
Levels 8 through 11 – Is it time to get passive aggressive?:
OK, at level 8 you’ve now got another power pick. At this point you should be able to pick up your passive if you haven’t already done so earlier (varies due to tier requirements and based on the powers you selected already). If you can’t grab it at 8 you should for sure be able to grab it at level 11. When you do, spend your advantage points on your passive first. Always get that out of the way earlier so you can have the full benefit of your always on passive. You want to rank any passive not named Defiance up to rank 3 as soon as possible as a general rule. Some people would add Targeting Computer to the list of passives not to rank but I wouldn’t and some people may want to use the Fair Game advantage on Quarry as opposed to rank 3.
At level 9 you get another talent. Remember what I told you earlier and go for it.
At level 10 be sure to lock in that energy management superstat you chose. Also, at this point your specialization tree unlocks for the superstat you chose at level 6. Start spending those points now. Whenever the opportunity presents itself I advise using the tree specs that boost how much offense and/or defense you get from your gear. This will almost universally be useful to you.
At level 11 pick a passive or an AOE if you have not done so. If you have, now might be a good time to start looking at a form toggle or an energy unlock.
Levels 12 and 13 – No man’s land:
At this point you’re level 12, pick up your 3rd talent and proceed. By level 13 you should have some more advantage points if you haven’t spent them. After ranking your passive I advocate putting some ranks into ONE of your primary damage powers and then holding some points for the level 14-20 range.
Levels 14 through 20 – Offense gets the glory, but defense wins the game:
It is at this point that I feel that encounters in the game step it up a bit. This is also approaching the point where smash alerts for resources become available to a player. I’m not going to give you a level by level analysis from here on out as it gets very broad based on character concept and personal playstyle. I’m just going to give out general pointers.
I tend to have at least one direct self-heal and two active defenses on most characters. If one of those active defenses is Masterful Dodge the self-heal is most like Bountiful Chi Resurgence with its advantage Resurgent Reiki. If one of the active defenses in Resurgence I don’t count this as a self-heal as well, I still pack another heal with a shorter cooldown. These are powers I generally try to pick in this level range with the heal being first followed by active defenses.
Don’t forget to grab your talents at level 15 and 18 as well as your last superstat at level 15.
Rank up your heal immediately. Contrary to the beliefs of many players, this game is less about how much damage you can ultimately take/dodge/avoid/absorb and more about how much damage you can heal up and how quickly and/or often you can do it. When it comes to healing, look for multiple sources, particularly passive ones you can use while still fighting and that you can find in power advantages and specialization trees (some noteworthy examples: Enrage’s advantage, Nanobot swarm’s advantage, Ego Sprite’s advantage, Quarry’s advantage, Fissure’s advantage, Constitution spec tree, Vindicator spec tree, etc.).
At level 20 you will get access to your second of three specialization trees. I advocate that the first be closely related to how you play the character. My top picks for the first tree (depends on character theme so be mindful of what you need) Vindicator, Protector, Sentinel, Commander.
Levels 21 through 26 – Enough defense, let the beatings commence:
OK, at level 21, you get your last talent. Go ahead and handle that now. Between levels 21 and 26 you’ll get access to two more power points. This is where, if you haven’t already done so, you should be looking for specific types of powers.
1. An active offense/hold breaker. Grab whichever one fits your theme and or has a secondary effect or advantage you’ll find useful. Popular and versatile picks for various reasons are Ego Surge with advantage, Ascension, Electric Sheath with advantage and Ice Sheath.
2. A form toggle if you have not already done so. There are precious few build ideas that wouldn’t be well served with one of the forms toggles. I think of the 51 character builds I’ve posted at this time only my Archer, Broken Arrow, forgoes a form toggle…and that build only does it because I preferred having the extra “trick” arrow for theme. Popular and versatile Form toggles for various reasons are Form of the Tempest, Enrage, Concentration and Compassion.
3. An energy unlock. Energy management is key, key and key. It’s best when you have a build where you don’t have to think about building energy and while there are several ways to manage energy (including several that can layered on one another), an energy unlock can be critical. The energy unlock you choose is directly connected to the stat that scales it so you’ll need to pick one that scales with the energy stat you selected. This is one of the reasons Intelligence is such a popular energy stat. Whereas other energy unlocks like Thermal Reverberation, Ionic Reverberation, Supernatural Power, etc. all work on a very set specific mechanic Molecular Self Assembly scales with Intelligence is works anytime any non-travel power finishes its cooldown. It works in many, many builds. Another good and versatile energy unlock is overdrive if you are using maintained or toggle powers.
4. A debuff if available. If there is a power that will debuff targets to the type of damage you are dishing out, now is the time to start looking for it and including it if you can.
Levels 27 through 39 – Time for some seasoning, some flavor and some punch:
OK, if you’ve brought a character this far you’re ready to finish things out. If you haven’t already done so now is the time to get a major hard hitting power. Now, depending on the powers, specializations and advantages you’ve chosen you may already have a few really hard hitters…possibly even you T0 power. At any rate you’re at the stage where you definitely need to pick up the things I’ve been suggesting thus far and if that’s already done you can pick up flavor or utility powers. By flavor, I mean powers that compliment your theme. By utility I mean powers that can sure up any weak areas. From playing this far you will have gauged your playstyle on the character and will know if you could use another heal, more defense, a crowd control, a damage buff or a damage over time ability, etc.
At level 30 you’ll get access to your final specialization tree. Pick one that compliments the tree(s) you’ve chosen earlier. Popular and versatile picks for this final tree are Guardian, Warden and Avenger.
At level 35 you’ll be able to pick that second travel power. If your theme permits it, pick one that compliments your first choice. For example, if your first choice is slow and has vertical capability (basic flight) then you might want one that’s a bit faster and more suited to indoor maps (athletics, acrobatics).
Level 40 – The last hurrah and time to regear:
OK, if you played this far, congratulations. You have reached level 40 and will select your Mastery specialization and spend your final two advantage points. For me, my last two advantage points are always spent on ranking my travel powers to rank 3. A lot of people only rank 1 and use the other points for something else but I like maxed out travel powers and rarely feel the need to save those points for something else.
Now it’s time to gear up. Again, if you played this far and built the character based on this guide and based on your experience playing the character you have built and played a character that was NOT dependent on ultra-powerful gear to function. So at this point the gear you get will all serve as a bonus to compliment your characters abilities and your playstyle as opposed to the trap a lot of builds fall into of being too dependent on the bonuses gear grants…unless you’re doing a retcon build or simply copying someone else’s build later on without experiencing it yourself. Both of those situations are beyond the scope of this guide.
May this small guide assist you as you bring your own characters to life. See ya around.
Greetings heroes!
Kenpo here. If you’re reading this guide chances are you’re in one of two categories. One, you’ve seen some of my builds posted over the last four years and like the kind of characters I build. Or two, you don’t think my builds are anything good at all and are here solely to find something to tear down.
Well, have no fear! I’ve got you covered either way! This guide is a step-by-step trip through my thought process(es) as I make the characters I play, and subsequently the builds I’ve posted. So if you want to know more about how I personally build as opposed to just looking at builds and guides of what I’ve built, this is the guide for you.
A little warning: In case you haven’t figured it out yet, or have no experience with my builds, my characters and my style of building is heavily generalist. I intentionally stray away from building deep into one specific area. I don’t tend to make glass cannons that die when sneezed on, nor do I tend to make godmode super tanks that kill slower than paint dries but you’ll never kill them. I build for the middle of the road for a number of reasons. For one, this makes my characters adaptable to different situations, events, team compositions, etc. For two, when power changes/rebalances come along my characters tend to be minimally impacted because they don’t rely too heavily on any one specific mechanic, power, piece of gear, etc. to the point of being massively crippled because one or two things changed. That said, LET’S GO!
Level 1 – Character Concept and Groundwork:
This is when you first start up the game. You decide what character you want to make. At this stage you’ve probably got a costume idea already and a name picked out. I’m not helping you with that. Beyond that you need to decide on your starter powers and such but what we’re going to decide first are our three stats. Now, you won’t actually get two of the stats until levels 10 and 15 but you should know what you want before you even click the final “create hero” button.
So let’s talk stats.
Primary Superstat. This stat has a great impact on how your character will perform in game and comes with its own specialization tree which will help you further fleshout the character. If you’re not familiar with the specialization trees I direct you here. You’re going to want to pick the stat that offers the benefits you want in your first specialization tree. Now for some suggestions on chosen super stats:
Dexterity. This is not the best superstat tree at any one particular thing. What it is though, is extremely versatile and applicable to nearly any type of build. For most builds and playstyles people come up with Dexterity can fit very well. This is my number one recommendation generally speaking. It has something for everyone.
Strength/Constitution. These are your good stat trees for melee brawlers/tanks providing defense options, critical boosting, energy management options, etc. Strength is probably my number 2 most used superstat if I took a guess.
Presence. This is your go to superstat tree for a support/control type of build. It offers options to increase hold effectiveness, increase healing, debuff targets, etc.
Ego. If you want the highest on paper numerical damage you can get on a ranged build (but not necessarily the highest DPS, there are several other things to consider for that) this is the superstat tree you want and so your first stat pick for that type of character.
Intelligence. This is a go to superstat tree if you’re going for a hybrid type of a control/support character that wants a bit of punch when you decide to hit something. Offers increased hold effectiveness, defense penetration and the ability to reduce the cooldown on powers by running your energy builder.
Recovery/Endurance. Ummmm, No. Just no. There is almost no reason to use either of these as primary ever. Almost. I have two characters that I can think of that use either of these and I remember making them and using these just because I wasn’t using these. They simply offer next to nothing compelling and what is on offer can mostly be had in other ways.
Now let’s talk about secondary superstats.
At level 10 you get to choose your first of two secondary superstats. I highly recommend you choose an energy management stat for this. My go to is generally Intelligence but for some builds Endurance (Fire, Wind) or Recovery (Supernatural, preemptive spike builds) are better fits because they scale the energy return powers and such.
At level 15 you get your remaining stat choice. I generally recommend having a “utility” stat in this position. By utility I mean something that can help your build and provide a boost just from the stat itself. Go to stats for me in this slot tend to be Constitution, Recovery, Presence with Constitution being the easy catch-all choice because it provides more health. This health is invaluable since I run a lot of offensive passive characters. Rec is chosen when I have a character whose playstyle is centered on a big burst attack at the beginning of combat and pre is for characters who are relying more on heals per second to keep them alive than they are on having a large health pool.
The other thing to consider at this stage is your innate talent. For this I tend to find one that adds a bump to my superstats along with giving something to recovery since I tend to not directly stat Recovery often. If I did stat Recovery I tend to look for something that focuses on my primary superstats and Endurance.
So at this point, you should be a level one in the character creator with a costume designed, a name chosen and you have selected your chosen stat progression. Now about those powers…
In general, your character’s theme will decide their energy builder unless you have an overwhelming need for one of the advantages in some of the energy builders (the one for Force Bolts comes to mind). I suggest picking whatever thematic energy builder you need and whatever starter power you want. Some characters tend to drop their starter power upon entering the powerhouse for the first time but I advise you to get familiar with some of them first before just dropping them because they are labeled “starter” powers. Some are really good from the beginning of the game all the way to level cap and you won’t want to get rid of them if you know what’s good for you.
Moving along…
Level 6 – Time to lock in some choices you made at level 1 and pick some new ones:
OK, you’re either finally out of the tutorial or you’ve done it before on another character and skipped it this time. You’re in the powerhouse now and it’s time to get going.
Step One: Lock in that primary superstat you already decided on.
Step Two: Pick your second power. This one can be a little tricky. Ideally you want to have an AOE by now. If there is one available to you that you like, pick it right now as it will make the early levels easier and go by faster. For some power sets, you can ditch your tier zero for an AOE you’ll use much of the time. For example, in the martial arts set, I will sometimes drop the starter power (is it Thundering Kicks?) for One Hundred Hands at this point.
Step Three: Pick your first of 6 talents. I tend to use my talents to give any character not using Recovery as a superstat all the Recovery they will ever need. At level 6 I tend to use Tireless. The remaining talents are +5 Recovery and +5 to other useful stats…especially the three superstats.
Step Four: Pick your travel power. Be warned, this travel power is the only non-vehicle one you will have constant access to all the way until level 35. So here’s my mindset. If you plan to have two travel powers with some vertical ability each (acrobatic jumping or flight), pick the faster of the two first to speed up travel between points and leveling. If you plan to pick two travel powers of which only one can go vertical (i.e. Flight and Superspeed) pick the vertical one first. The ability to ascend is very important to reach some places efficiently (or at all in rare cases) and trumps the speed in my opinion for a quality leveling experience.
Level 7 – Advantage…YOU:
At this point you’ve gotten your very first set of advantage points. Hold them.
Levels 8 through 11 – Is it time to get passive aggressive?:
OK, at level 8 you’ve now got another power pick. At this point you should be able to pick up your passive if you haven’t already done so earlier (varies due to tier requirements and based on the powers you selected already). If you can’t grab it at 8 you should for sure be able to grab it at level 11. When you do, spend your advantage points on your passive first. Always get that out of the way earlier so you can have the full benefit of your always on passive. You want to rank any passive not named Defiance up to rank 3 as soon as possible as a general rule. Some people would add Targeting Computer to the list of passives not to rank but I wouldn’t and some people may want to use the Fair Game advantage on Quarry as opposed to rank 3.
At level 9 you get another talent. Remember what I told you earlier and go for it.
At level 10 be sure to lock in that energy management superstat you chose. Also, at this point your specialization tree unlocks for the superstat you chose at level 6. Start spending those points now. Whenever the opportunity presents itself I advise using the tree specs that boost how much offense and/or defense you get from your gear. This will almost universally be useful to you.
At level 11 pick a passive or an AOE if you have not done so. If you have, now might be a good time to start looking at a form toggle or an energy unlock.
Levels 12 and 13 – No man’s land:
At this point you’re level 12, pick up your 3rd talent and proceed. By level 13 you should have some more advantage points if you haven’t spent them. After ranking your passive I advocate putting some ranks into ONE of your primary damage powers and then holding some points for the level 14-20 range.
Levels 14 through 20 – Offense gets the glory, but defense wins the game:
It is at this point that I feel that encounters in the game step it up a bit. This is also approaching the point where smash alerts for resources become available to a player. I’m not going to give you a level by level analysis from here on out as it gets very broad based on character concept and personal playstyle. I’m just going to give out general pointers.
I tend to have at least one direct self-heal and two active defenses on most characters. If one of those active defenses is Masterful Dodge the self-heal is most like Bountiful Chi Resurgence with its advantage Resurgent Reiki. If one of the active defenses in Resurgence I don’t count this as a self-heal as well, I still pack another heal with a shorter cooldown. These are powers I generally try to pick in this level range with the heal being first followed by active defenses.
Don’t forget to grab your talents at level 15 and 18 as well as your last superstat at level 15.
Rank up your heal immediately. Contrary to the beliefs of many players, this game is less about how much damage you can ultimately take/dodge/avoid/absorb and more about how much damage you can heal up and how quickly and/or often you can do it. When it comes to healing, look for multiple sources, particularly passive ones you can use while still fighting and that you can find in power advantages and specialization trees (some noteworthy examples: Enrage’s advantage, Nanobot swarm’s advantage, Ego Sprite’s advantage, Quarry’s advantage, Fissure’s advantage, Constitution spec tree, Vindicator spec tree, etc.).
At level 20 you will get access to your second of three specialization trees. I advocate that the first be closely related to how you play the character. My top picks for the first tree (depends on character theme so be mindful of what you need) Vindicator, Protector, Sentinel, Commander.
Levels 21 through 26 – Enough defense, let the beatings commence:
OK, at level 21, you get your last talent. Go ahead and handle that now. Between levels 21 and 26 you’ll get access to two more power points. This is where, if you haven’t already done so, you should be looking for specific types of powers.
1. An active offense/hold breaker. Grab whichever one fits your theme and or has a secondary effect or advantage you’ll find useful. Popular and versatile picks for various reasons are Ego Surge with advantage, Ascension, Electric Sheath with advantage and Ice Sheath.
2. A form toggle if you have not already done so. There are precious few build ideas that wouldn’t be well served with one of the forms toggles. I think of the 51 character builds I’ve posted at this time only my Archer, Broken Arrow, forgoes a form toggle…and that build only does it because I preferred having the extra “trick” arrow for theme. Popular and versatile Form toggles for various reasons are Form of the Tempest, Enrage, Concentration and Compassion.
3. An energy unlock. Energy management is key, key and key. It’s best when you have a build where you don’t have to think about building energy and while there are several ways to manage energy (including several that can layered on one another), an energy unlock can be critical. The energy unlock you choose is directly connected to the stat that scales it so you’ll need to pick one that scales with the energy stat you selected. This is one of the reasons Intelligence is such a popular energy stat. Whereas other energy unlocks like Thermal Reverberation, Ionic Reverberation, Supernatural Power, etc. all work on a very set specific mechanic Molecular Self Assembly scales with Intelligence is works anytime any non-travel power finishes its cooldown. It works in many, many builds. Another good and versatile energy unlock is overdrive if you are using maintained or toggle powers.
4. A debuff if available. If there is a power that will debuff targets to the type of damage you are dishing out, now is the time to start looking for it and including it if you can.
Levels 27 through 39 – Time for some seasoning, some flavor and some punch:
OK, if you’ve brought a character this far you’re ready to finish things out. If you haven’t already done so now is the time to get a major hard hitting power. Now, depending on the powers, specializations and advantages you’ve chosen you may already have a few really hard hitters…possibly even you T0 power. At any rate you’re at the stage where you definitely need to pick up the things I’ve been suggesting thus far and if that’s already done you can pick up flavor or utility powers. By flavor, I mean powers that compliment your theme. By utility I mean powers that can sure up any weak areas. From playing this far you will have gauged your playstyle on the character and will know if you could use another heal, more defense, a crowd control, a damage buff or a damage over time ability, etc.
At level 30 you’ll get access to your final specialization tree. Pick one that compliments the tree(s) you’ve chosen earlier. Popular and versatile picks for this final tree are Guardian, Warden and Avenger.
At level 35 you’ll be able to pick that second travel power. If your theme permits it, pick one that compliments your first choice. For example, if your first choice is slow and has vertical capability (basic flight) then you might want one that’s a bit faster and more suited to indoor maps (athletics, acrobatics).
Level 40 – The last hurrah and time to regear:
OK, if you played this far, congratulations. You have reached level 40 and will select your Mastery specialization and spend your final two advantage points. For me, my last two advantage points are always spent on ranking my travel powers to rank 3. A lot of people only rank 1 and use the other points for something else but I like maxed out travel powers and rarely feel the need to save those points for something else.
Now it’s time to gear up. Again, if you played this far and built the character based on this guide and based on your experience playing the character you have built and played a character that was NOT dependent on ultra-powerful gear to function. So at this point the gear you get will all serve as a bonus to compliment your characters abilities and your playstyle as opposed to the trap a lot of builds fall into of being too dependent on the bonuses gear grants…unless you’re doing a retcon build or simply copying someone else’s build later on without experiencing it yourself. Both of those situations are beyond the scope of this guide.
May this small guide assist you as you bring your own characters to life. See ya around.