SweetNicole's page

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From those who have played Envoy a fair amount, is it better to pick +1 to attack or stamina heal at level 1?


(cross posting from another thread)
It seems like you could do:

Char level 1: Soldier/1
(dex for more resolve points, heavy armor prof, advanced melee prof, long arm prof, heavy armor prof, sniper weapon prof)
Sharpshooter for bonus vs covered enemies or blitz for bonus initiative, negate heavy armor move penalty
Feat: ??

Char level 2: Envoy/1
Get 'Em for improv talent

Char level 3: Envoy/2
Inspiring Boost
Feat: ?? (you could delay choosing this one until level 4 to pick up versatile weapon specialization since you don't gain weapon specialization until level 3 with a class)

Char level 4: Envoy/3

Char level 5: Envoy/4
+1 Str (heavy weapon), +Dex, +Dex, +Int, +Cha
Feat: Versatile Weapon Specialization (if not delayed level 3 feat)

From this point forward, build out as a normal Envoy, wearing heavy armor with specialization in heavy weapons, long arms or sniper if you so desire. Alternatively, take Envoy @ level 1, soldier level 2, but you're less combat effective for those first three scenarios since you have no long arm weapon prof.


Deadmanwalking wrote:
SweetNicole wrote:
Do you think it's better for an Envoy to invest in long arm proficiency picking up plasma rifles around 6 or to pick up sniper proficiency?

Either works, though to be honest I'd be very tempted by Heavy Weapons, given the ability to grab Versatile Specialization it's only a single Feat extra, after all (plus one each of your level 5 and 10 stat-ups into Str). Flamethrowers and Plasma Cannons are shiny.

Advanced Melee Weapons are also a solid way to go, though obviously a quite different build.

It seems like you could do (based on the discussion on another envoy thread)

Char level 1: Soldier/1
(dex for more resolve points, heavy armor prof, advanced melee prof, long arm prof, heavy armor prof, sniper weapon prof)
Sharpshooter for bonus vs covered enemies or blitz for bonus initiative, negate heavy armor move penalty
Feat: ??

Char level 2: Envoy/1
Get 'Em for improv talent

Char level 3: Envoy/2
Inspiring Boost
Feat: ?? (you could delay choosing this one until level 4 to pick up versatile weapon specialization since you don't gain weapon specialization until level 3 with a class)

Char level 4: Envoy/3

Char level 5: Envoy/4
+1 Str (heavy weapon), +Dex, +Dex, +Int, +Cha
Feat: Versatile Weapon Specialization (if not delayed level 3 feat)

From this point forward, build out as a normal Envoy, wearing heavy armor with specialization in heavy weapons, long arms or sniper if you so desire. Alternatively, take Envoy @ level 1, soldier level 2, but you're less combat effective for those first three scenarios since you have no long arm weapon prof.


Deadmanwalking wrote:
grandpoobah wrote:
You really like to have to play a tactical support character - and have to be OK with dealing basically no damage in combat to like the Envoy. Even with all that, you're still not great(er) outside of combat.

Eh. By around 6th, you can do Get Em as a standard action as part of an attack. Grab an Unwieldy weapon and go to town. You're definitely primarily a support character in combat but 'no damage' is a pretty big exaggeration if you want to deal some.

Do you think it's better for an Envoy to invest in long arm proficiency picking up plasma rifles around 6 or to pick up sniper proficiency?