Post by PoochieHellhound on Mar 1, 2011 8:57:41 GMT -5
(Just wanted to add that The Inventor came out the same day I reached my 400 day mark. Woot!)
Introduction
I have been playing Gadgeteering since launch, so needless to say I'm loving the new Archetype, not to mention the changes that came with it!
The Inventor is also a very intruiging concept of using robots and other technological things to deal damage, support teammates, and heal the hurt. It is also the easiest of all the Archetypes to level with. (YMMV)
The Inventor is stuck in the Support Role. This means it has improved healing, improved energy management, improved crowd control and improved crowd control resistance at the cost of damage. But, thanks to the pets, the disadvantages aren't very prominent.
Powers
Overview
PowerHouse (Link to this build)
Super Stats:
Level 6: Intelligence (Primary)
Level 10: Presence (Secondary)
Level 15: Ego (Secondary)
Talents:
Level 1: The Inventor
Level 7: Brilliant (INT)
Level 12: Indomitable (EGO)
Level 15: Intimidating (PRE)
Level 20: Academics (INT/EGO)
Level 25: Diplomatic (PRE/INT)
Level 30: Showmanship (PRE/EGO)
Powers:
Level 1: Sonic Blaster
Level 1: Experimental Blaster (Rank 2, Rank 3, Death Ray) OR [PvP] (Rank 2, Crippling Challenge)
Level 6: Experimental Burst Ray (Rank 2, Rank 3)
Level 8: Medical Nanites (Rank 2, Rank 3)
Level 11: Attack Toys (Rank 2, Rank 3)
Level 14: Concentration
Level 17: Bionic Shielding (Rank 2, Rank 3)
Level 21: Energy Shield
Level 25: Support Drones (Rank 2, Rank 3)
Level 30: Miniaturization Drive (Reciprocating Gizmo)
Level 35: Sonic Device (Rank 2)
Level 40: Orbital Cannon (Rank 2, Anvil of Dawn)
This build leaves 3 Advantage Points to spend on ranking up your Travel Powers or on something else.
Specializations:
Intelligence: Enlightened (3/3)
Intelligence: Tactician (2/2)
Intelligence: Battle of Wits (3/3)
Intelligence: Tinkering (2/2)
Overseer: Administer (2/3)
Overseer: Overseer Aura (3/3)
Overseer: Honor (2/2)
Overseer: Enhanced Gear (3/3)
Commander: Evasive Action (2/2)
Commander: Multitasker (3/3)
Commander: Relief (3/3)
Commander: Savage (2/3)
Mastery: Commander Mastery (1/1)
Detailed rundown
Sonic Blaster: You probably won't use this power ever except for the lower levels thanks to the superior energy in Support.
Experimental Blaster w/ Death Ray: This is one of my favourite powers in the game. Great damage when tap-spammed, good crowd control when charged. And it can turn opponents into teddies. What's not to love? Death Ray increases the tap damage even more by improving the damage proc. Note: Crippling Challenge is a block remover in PvP and an effective debuff when soloing, but in groups it will taunt even the toughest enemy when used, so keep this in mind if you intend to play in groups.
Experimental Burst Ray: This is a quirky but effective power to use. The advantage helps it apply crowd control more often, as well as lowering the risk of overheating it, but I chose not to pick it because the damage is more valuable IMO. After a full charge and a couple of taps, Henchmen should go down. If you for some reason want to use this against tougher foes, Overcharge stacks up to three times, making the tap damage of the power even more awesome. Use this power against groups until it gets overheated, then use Sonic Blaster/Experimental Blaster against the survivors.
Medical Nanites: Increases the survivability of your teammates and your pets, mainly, and yourself for a lesser amount. Try to keep aggro off yourself, the self heal won't help a whole heck of a lot.
Level 11: This is where your first choice appears. It is largely a concept choice: If you want to go "I studied a military school for ten years and am now epic leetzors at making military robots", choose Muni Bots. But if you want to go "I found some scrap at a yard and installed it in my toys at home, and now they run around and explode stuff!" go with Attack Toys!! PS. I believe that Attack Toys!! is easier to level with, since they multiply and use Might powers.
Concentration: Increases the damage you do every time you meet one of its conditions (Hitting someone from more than 25 feet, half charging an attack, half maintaining an attack). This means you want to keep attacking, but thankfully that is easy to do with this AT, since most of your heals are passively on, and Bionic Shielding just requires clicking once to activate.
Bionic Shielding: Also one of my favourite powers. This is a powerful heal that gets boosted by your SS Presence. However, the heal only triggers if the target gets hit by an attack. This means it's only really effective on the tank in a group, or on the pet that gets attacked if you're playing solo. The power doesn't have a cooldown, so you don't lose anything from misplacing it other than a little time and some energy, though. Ranking it up to rank 3 makes it able to protect your tank from further hits with great success, after their health has been restored (which it will, rapidly, especially if lots of enemies are hitting on them.) However, if you want some extra damage against enemies while healing, you can choose the advantage. Just remember that you will be losing a lot of healing by doing so.
Energy Shield: Not the best block enhancer for this archetype, but it fits thematically. Stay as far away from Laser Knight as possible, since it will be an utter waste of 3 Advantage Points. Same with Phalanx System.
Support Drones: Yet another of my favourite powers in the game. These will keep you and your robots alive for a long time. On my Level 40 Gadgeteer (Who is PRE/INT/EGO) I can stand in 5 man hard Battle Station and block against one of the mobs and not lose any damage, and I only have Medical Nanites and Support Drones to heal me. This allows me to stand there while my Muni Bots fire away on my targets and the debuff from Bionic Shielding ticks away. AND if you feel like their heal is redundant, you can always turn them into battle mode for some extra damage and crowd control.
Miniturization Drive w/ Reciprocating Gizmo: The debuff provided by this power and buff provided by its advantage are very effective at any occasion. It's a simple damage debuff and damage buff that will make the battle go faster. Ranking it up just makes the debuff stronger and longer, so they're more worth spending elsewhere.
Level 32: This choice is pretty easy for most. Sonic Device will stun nearly an enemy and damage all enemies in a mob for, which is obviously very good. However, Toxic Nanites with Rank 2 deals damage over time to all the targets hit by it, which I find useful as well. I chose Sonic Device for this build, but Toxic Nanites is very viable as well. If you do choose Toxic Nanites, the spec Battle of Wits in the Intelligence Tree becomes useless, so you may want to relocate those points to another spec if you do so.
Orbital Cannon: This is The Inventor's top end power, and it is worth waiting for. This is one of the best alpha strike powers in the game, but is very hard to use mid-combat, due to it taking a very long time to do damage (~7.5 sec total with charge) but with Anvil of Dawn, it can do good damage, even when used in combat.
Talents & Stats
Firstly: The Super Stats of The Inventor are PRE/INT/EGO, three very useful stats on their own. PRE improves heals and reduces threat, two things that a healing character needs. INT reduces energy costs of powers and cooldown times, making you able to use your powers all the time, and EGO increases your damage. This means that you have the most important things to stat for in your Superstats; Damage, survivability and energy management. Therefore you don't really need to spend points in another stat, which is why I have all my Talents allocated to these three stats to push them as high as possible.
Gear for the above stats, and, if possible, a little CON and you should be fine. The reason I recommend CON is because a support character needs to be able to take care of itself would it get aggro, and health helps in that.
Just remember that upon reaching 220 or so, Super Stats become wildly less effective to invest in due to heavy diminishing returns. So, if you have a Super Stat that is reaching that number, you're better off spending any additional stats from gear or Talents elsewhere.
As a final note, I want to say that everything I say in this guide are in every way guidelines, and by no means should you feel forced to follow my advice. Trial and error is one of the most fun things of this game, and you can make due with almost anything. I am just giving you tips to what you can use to make an effective Inventor that does what it's supposed to do.
Thanks for reading.
Introduction
I have been playing Gadgeteering since launch, so needless to say I'm loving the new Archetype, not to mention the changes that came with it!
The Inventor is also a very intruiging concept of using robots and other technological things to deal damage, support teammates, and heal the hurt. It is also the easiest of all the Archetypes to level with. (YMMV)
The Inventor is stuck in the Support Role. This means it has improved healing, improved energy management, improved crowd control and improved crowd control resistance at the cost of damage. But, thanks to the pets, the disadvantages aren't very prominent.
Powers
Overview
PowerHouse (Link to this build)
Super Stats:
Level 6: Intelligence (Primary)
Level 10: Presence (Secondary)
Level 15: Ego (Secondary)
Talents:
Level 1: The Inventor
Level 7: Brilliant (INT)
Level 12: Indomitable (EGO)
Level 15: Intimidating (PRE)
Level 20: Academics (INT/EGO)
Level 25: Diplomatic (PRE/INT)
Level 30: Showmanship (PRE/EGO)
Powers:
Level 1: Sonic Blaster
Level 1: Experimental Blaster (Rank 2, Rank 3, Death Ray) OR [PvP] (Rank 2, Crippling Challenge)
Level 6: Experimental Burst Ray (Rank 2, Rank 3)
Level 8: Medical Nanites (Rank 2, Rank 3)
Level 11: Attack Toys (Rank 2, Rank 3)
Level 14: Concentration
Level 17: Bionic Shielding (Rank 2, Rank 3)
Level 21: Energy Shield
Level 25: Support Drones (Rank 2, Rank 3)
Level 30: Miniaturization Drive (Reciprocating Gizmo)
Level 35: Sonic Device (Rank 2)
Level 40: Orbital Cannon (Rank 2, Anvil of Dawn)
This build leaves 3 Advantage Points to spend on ranking up your Travel Powers or on something else.
Specializations:
Intelligence: Enlightened (3/3)
Intelligence: Tactician (2/2)
Intelligence: Battle of Wits (3/3)
Intelligence: Tinkering (2/2)
Overseer: Administer (2/3)
Overseer: Overseer Aura (3/3)
Overseer: Honor (2/2)
Overseer: Enhanced Gear (3/3)
Commander: Evasive Action (2/2)
Commander: Multitasker (3/3)
Commander: Relief (3/3)
Commander: Savage (2/3)
Mastery: Commander Mastery (1/1)
Detailed rundown
Sonic Blaster: You probably won't use this power ever except for the lower levels thanks to the superior energy in Support.
Experimental Blaster w/ Death Ray: This is one of my favourite powers in the game. Great damage when tap-spammed, good crowd control when charged. And it can turn opponents into teddies. What's not to love? Death Ray increases the tap damage even more by improving the damage proc. Note: Crippling Challenge is a block remover in PvP and an effective debuff when soloing, but in groups it will taunt even the toughest enemy when used, so keep this in mind if you intend to play in groups.
Experimental Burst Ray: This is a quirky but effective power to use. The advantage helps it apply crowd control more often, as well as lowering the risk of overheating it, but I chose not to pick it because the damage is more valuable IMO. After a full charge and a couple of taps, Henchmen should go down. If you for some reason want to use this against tougher foes, Overcharge stacks up to three times, making the tap damage of the power even more awesome. Use this power against groups until it gets overheated, then use Sonic Blaster/Experimental Blaster against the survivors.
Medical Nanites: Increases the survivability of your teammates and your pets, mainly, and yourself for a lesser amount. Try to keep aggro off yourself, the self heal won't help a whole heck of a lot.
Level 11: This is where your first choice appears. It is largely a concept choice: If you want to go "I studied a military school for ten years and am now epic leetzors at making military robots", choose Muni Bots. But if you want to go "I found some scrap at a yard and installed it in my toys at home, and now they run around and explode stuff!" go with Attack Toys!! PS. I believe that Attack Toys!! is easier to level with, since they multiply and use Might powers.
Concentration: Increases the damage you do every time you meet one of its conditions (Hitting someone from more than 25 feet, half charging an attack, half maintaining an attack). This means you want to keep attacking, but thankfully that is easy to do with this AT, since most of your heals are passively on, and Bionic Shielding just requires clicking once to activate.
Bionic Shielding: Also one of my favourite powers. This is a powerful heal that gets boosted by your SS Presence. However, the heal only triggers if the target gets hit by an attack. This means it's only really effective on the tank in a group, or on the pet that gets attacked if you're playing solo. The power doesn't have a cooldown, so you don't lose anything from misplacing it other than a little time and some energy, though. Ranking it up to rank 3 makes it able to protect your tank from further hits with great success, after their health has been restored (which it will, rapidly, especially if lots of enemies are hitting on them.) However, if you want some extra damage against enemies while healing, you can choose the advantage. Just remember that you will be losing a lot of healing by doing so.
Energy Shield: Not the best block enhancer for this archetype, but it fits thematically. Stay as far away from Laser Knight as possible, since it will be an utter waste of 3 Advantage Points. Same with Phalanx System.
Support Drones: Yet another of my favourite powers in the game. These will keep you and your robots alive for a long time. On my Level 40 Gadgeteer (Who is PRE/INT/EGO) I can stand in 5 man hard Battle Station and block against one of the mobs and not lose any damage, and I only have Medical Nanites and Support Drones to heal me. This allows me to stand there while my Muni Bots fire away on my targets and the debuff from Bionic Shielding ticks away. AND if you feel like their heal is redundant, you can always turn them into battle mode for some extra damage and crowd control.
Miniturization Drive w/ Reciprocating Gizmo: The debuff provided by this power and buff provided by its advantage are very effective at any occasion. It's a simple damage debuff and damage buff that will make the battle go faster. Ranking it up just makes the debuff stronger and longer, so they're more worth spending elsewhere.
Level 32: This choice is pretty easy for most. Sonic Device will stun nearly an enemy and damage all enemies in a mob for, which is obviously very good. However, Toxic Nanites with Rank 2 deals damage over time to all the targets hit by it, which I find useful as well. I chose Sonic Device for this build, but Toxic Nanites is very viable as well. If you do choose Toxic Nanites, the spec Battle of Wits in the Intelligence Tree becomes useless, so you may want to relocate those points to another spec if you do so.
Orbital Cannon: This is The Inventor's top end power, and it is worth waiting for. This is one of the best alpha strike powers in the game, but is very hard to use mid-combat, due to it taking a very long time to do damage (~7.5 sec total with charge) but with Anvil of Dawn, it can do good damage, even when used in combat.
Talents & Stats
Firstly: The Super Stats of The Inventor are PRE/INT/EGO, three very useful stats on their own. PRE improves heals and reduces threat, two things that a healing character needs. INT reduces energy costs of powers and cooldown times, making you able to use your powers all the time, and EGO increases your damage. This means that you have the most important things to stat for in your Superstats; Damage, survivability and energy management. Therefore you don't really need to spend points in another stat, which is why I have all my Talents allocated to these three stats to push them as high as possible.
Gear for the above stats, and, if possible, a little CON and you should be fine. The reason I recommend CON is because a support character needs to be able to take care of itself would it get aggro, and health helps in that.
Just remember that upon reaching 220 or so, Super Stats become wildly less effective to invest in due to heavy diminishing returns. So, if you have a Super Stat that is reaching that number, you're better off spending any additional stats from gear or Talents elsewhere.
As a final note, I want to say that everything I say in this guide are in every way guidelines, and by no means should you feel forced to follow my advice. Trial and error is one of the most fun things of this game, and you can make due with almost anything. I am just giving you tips to what you can use to make an effective Inventor that does what it's supposed to do.
Thanks for reading.