Mine as well use Storm Summoner's pull-in to clump stuff up for Dragon Kick follow-ups, and that FotT is one of the toggles that can still proc from Storm Summoner. TKicks can be used for the dodge buff, and DU as ur main single target attack. Ball Lit can add some dps, debuff w/ NI, and help proc MSA. Gears mostly for Dex, w/ some Con and Int, and skips severity rating when it unlocks Dex Mastery.
Hmm, how would this work as a variant of the above?
Periodically click on Ball Lightning and Spark Storm (missing 2 points is Electric Personality, currently not selectable) and alternate 100 Hands and Dragon Upper Cut. I have a Voltanic Potential Device to add to the mix.
Judging by the image, your character was using lightning strike (lunge) and sparkstorm w/electric personality. Both of them are perfectly practical to add to a melee build, though sparkstorm is a bit energy hungry.
Judging by the image, your character was using lightning strike (lunge) and sparkstorm w/electric personality. Both of them are perfectly practical to add to a melee build, though sparkstorm is a bit energy hungry.
That is correct. I did have them both. Sparkstorm helped keep the Electrical theme during the fight. It might not be energy efficient but it was fun to play.
Judging by the image, your character was using lightning strike (lunge) and sparkstorm w/electric personality. Both of them are perfectly practical to add to a melee build, though sparkstorm is a bit energy hungry.
That is correct. I did have them both. Sparkstorm helped keep the Electrical theme during the fight. It might not be energy efficient but it was fun to play.
It just means you might want to take an energy stat, which normally you don't have to do on a martial arts build. I use it on my dodge tank.
Mine as well use Storm Summoner's pull-in to clump stuff up for Dragon Kick follow-ups, and that FotT is one of the toggles that can still proc from Storm Summoner. TKicks can be used for the dodge buff, and DU as ur main single target attack. Ball Lit can add some dps, debuff w/ NI, and help proc MSA. Gears mostly for Dex, w/ some Con and Int, and skips severity rating when it unlocks Dex Mastery.
It can still work, though the Dragon moves no longer innately grant Rush, so you may want to get the 3pt advs for them, as its kinda costly to charge-spam them as is. TKicks is also a conal AoE now, and its dodge buff can be traded for Demolish (via special adv) to boost the dps of other Unarmed attacks (though you lose the dodge buff). Elec Siphon (on targets w/ NI debuff) could also be added as another heal when close-up, though you'd have to make room in the build for it.
The revamped FotMaster (scales w/ Dex) and new EU (Chi Manip- scales w/ Rec) can also work here- though they will proc from diff things (Chi effects vs. any attack crits for FotT, Chi effects vs. any cds for MSA). Ionic Reverb (scales w/ Rec or End) and Power Source (scales w/ End) could also work as the EU and form respectively, as long as you keep Ball Lit up when using the MA moves. I may just keep the current form, stats, and EU, though- as they are the most universal ones, but there are many other potentially viable options.
Wanted to follow-up on this thread, as I have a similar themed build (going for a Tsoo Sorceror homage actually). I'm trying to basically build single target melee strikes with Unarmed, Storm Bringer as Passive and Sparkstorm/Hurricane (with respective advantages) for close in AoE melting. Problem is that said Sparkstorm/Hurricane combo melts my end bar instead.
Is the best way to try to use this combo to simply toss in ball lightning and rely on Ionic Reverb and Power Source? Is there a better way to super stat or spec that would help? I figure I could use a circle if nothing else works, but at that point it probably means the combo is more trouble than it's worth... thoughts?
Power Source and Ionic Reverb can both scale w/ End, so that can work w/ enough gear (and Ball Lit). Other option is w/ FotT and a Dragon move for Rush (and a Dex focus), but still prob using Ionic reverb. DU w/ R2 + Rush is prob a good pick for Stormbringer.
You are despicable. I went 3 months without using my in-used character slot and then I come across this thread. I also would like an Electrified Martial Artist.
Ideally the dps seems like it would be pretty strong from that, but it may have energy issues spamming BCF w/ Sparkstorm running. But its prob worth testing that out to see, as Ionic Reverb can be very strong w/ Ball Lit + Triplicity causing Sparkstorm to consume NI frequently.
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Because of the newly-sparked interest (hur), I tried just testing some diff stat setups quickly:
Energy was very abundant w/ the End + Power Source + Ionic Reverb approach (no Rush), but that's assuming you have 300+ End or so (DEX/End/Rec, STR/End/Rec, or Con_Int SS instead of Rec SS, etc), and you keep Ball Lit + Sparkstorm going (easy to empty out energy spamming BCF w/o both).
Going a mostly Dex route (550+) w/ FotT and Steadfast, but no Rush, ran me dry pretty easily just doing BCF and Sparkstorm (esp w/o crits). Adding Rush via DU mostly fixed this, but it was still subject to some rng.
Going midway w/ FotT + Ionic Reverb (~300 Dex and ~400 End + Rec), energy was pretty abundant, as long as I kept Ball Lit + Sparkstorm up. Didn't need to use Rush for that either, though its still a good amount of End (and/or Rec) to have. Dropping ~125 End made it a bit more dodgy if I didn't have good Ball Lit and Sparkstorm uptime.
So you can do it w/o Rush, though it either takes the Power Source + Ionic reverb + End approach (keeping in mind that's using a ranged dps toggle), or a high amount of End/Rec and Dex w/ FotT and Ionic Reverb. Rush eases it a bit if taking an MA form + Dex, but can also add more clutter to the build and rotation. Cost discount on gear also helps, ofc.
Regardless, ymmv. I will say that the rotation is a bit muddy trying to also keep debuffs like Demolish going. If desired, I may use TKicks to put up Demolish since its faster than 100Hands (or add in Rising Knee or Backhand w/ advs if you have the room).
Its def going to be harder to have the energy at low levels, but that could mean using Ball Lit + SStorm and TKicks_blocking_energy-building more often early, and/or just waiting till higher-level gear to try the normal Sparkstorm + Ball Lit + charged attack thing. The energy return is still quite good for the Ball Lit + SStorm combo even at low stats, though the return is much better in AoE due to many more proc chances. It'll prob be more of an issue at lower levels vs. single targets.
Either SStorm or TKicks works early on, though. I'd prob move the toggle/form up to lvl 14 at elast (can use health packs for combat healing, if needed), and maybe get Rec as the 2nd SS to have better starter energy for Ball Lit openers. May also get R3 in Elec Shield if you eventually want to do Cosmics (can take a rank from the AO, or axe NttG on the lunge).
Still tinkering with this myself. Latest iteration.
This one is going the Knock route (DCU and Sparkstorm and sometimes Storm Strike). Thought is that with Str for Enrage and Rec for Unstoppable + Force Sheathe + EU and some Dex for EU and Endgame cost discount gear that Energy might be manageable. The Ultimate is sort of a place holder. Not wed to it. Maybe Thunderstrike (which can knock with adv), Storm Summoner, Inexorable Tides (also knocks)?
The Str + knock route can work, sure, though I'd still take Ionic Reverb if using the SStorm + Ball Lit combo. Steadfast makes less sense here since you lack Dex anyways. Since you are using Unstoppable, you aren't necc locked into Crushing dmg for the melee attacks either (though DU + Demolish can work fine as long as you have the energy for it).
The ult can stay as is, but it just depends on what extra you want to add to the build- another AO, an ult, another heal, another AD, nanobot swarm, self-res, threat wipe, etc.
Although Force Sheath can give good extra energy, its only upon getting hit. So I guess it just depends on what you plan on doing w/ this build, since I'd normally reserve on-incoming-hit things for tanks (or solo builds).
I'll play with Ionic Reverberation and see how it works (will add some End then, and then try End SS with a bit of Rec). Force Sheathe is there primarily to tap into the AoEs at Cosmics. Sort of an every little bit helps approach.
I've not used DU before, so want to keep that one in. Basically an excuse to play with a knock-based version of MA.
You'll probably be better of energy-wise w/ Ionic Reverb (assuming you can keep the Elec stuff up in the background), cause even just spamming DU w/o Rush and only a form + Steadfast isn't always sufficient atm (even a setup w/ 525 Dex + FotTiger + Steadfast + Physical Peak can bottom out if crit rng sucks at any point). But yea, its worth testing out to see, at least.
Comments
(Unnamed Build) - Freeform
v2.3.2-25
Super Stats
Level 6: Dexterity (Primary)
Level 10: Intelligence (Secondary)
Level 15: Constitution (Secondary)
Talents
Level 1: The Specialist (Dex: 10, Con: 10, Int: 8, Rec: 10)
Level 6: Covert Ops Training (Str: 3, Dex: 3, Con: 3, Int: 3)
Level 9: Acrobat (Dex: 5, Con: 5)
Level 12: Healthy Mind (Con: 5, Int: 5)
Level 15: Coordinated (Dex: 5, Int: 5)
Level 18: Quick Recovery (Con: 5, Rec: 5)
Level 21: Impresario (Dex: 5, Rec: 5)
Powers
Level 1: Electric Bolt
Level 1: Thundering Kicks (Rank 2, Rank 3)
Level 6: Way of the Warrior (Rank 2, Rank 3)
Level 8: Form of the Tempest
Level 11: Lightning Strike (Charged Up)
Level 14: Molecular Self-Assembly
Level 17: Bountiful Chi Resurgence (Rank 2, Resurgent Reiki)
Level 20: Storm Summoner (Rank 2, Magnetic)
Level 23: Dragon Kick (Rank 2, Rank 3)
Level 26: Resurgence (Rank 2)
Level 29: Ball Lightning (Rank 2, Triplicity)
Level 32: Dragon Uppercut (Rank 2, Rank 3)
Level 35: Electric Shield (Rank 2)
Level 38: Thundering Return
Adv. Points: 34/36
Travel Powers
Level 6:
Level 35:
Specializations
Dexterity: Combat Training (2/3)
Dexterity: Gear Utilization (3/3)
Dexterity: Deadly Aim (3/3)
Dexterity: Expose Weakness (2/2)
Warden: Fortified Gear (3/3)
Warden: Ruthless (2/2)
Warden: Elusive (2/2)
Warden: The Best Defense (3/3)
Vindicator: Aggressive Stance (2/2)
Vindicator: Merciless (3/3)
Vindicator: Focused Strikes (2/3)
Vindicator: Mass Destruction (3/3)
Mastery: Dexterity Mastery (1/1)
Mine as well use Storm Summoner's pull-in to clump stuff up for Dragon Kick follow-ups, and that FotT is one of the toggles that can still proc from Storm Summoner. TKicks can be used for the dodge buff, and DU as ur main single target attack. Ball Lit can add some dps, debuff w/ NI, and help proc MSA. Gears mostly for Dex, w/ some Con and Int, and skips severity rating when it unlocks Dex Mastery.
- Be safe and have fun, champs - for science!
Periodically click on Ball Lightning and Spark Storm (missing 2 points is Electric Personality, currently not selectable) and alternate 100 Hands and Dragon Upper Cut. I have a Voltanic Potential Device to add to the mix.
Dresden 3 - Freeform
v2.3.2-25
Super Stats
Level 6: Dexterity (Primary)
Level 10: Strength (Secondary)
Level 15: Constitution (Secondary)
Talents
Level 1: The Master (Str: 10, Dex: 10, Con: 10, Rec: 8)
Level 6: Martial Focus (Str: 5, Dex: 5)
Level 9: Physical Conditioning (Str: 5, Con: 5)
Level 12: Acrobat (Dex: 5, Con: 5)
Level 15: Relentless (Str: 5, Rec: 5)
Level 18: Impresario (Dex: 5, Rec: 5)
Level 21: Quick Recovery (Con: 5, Rec: 5)
Powers
Level 1: Electric Bolt
Level 1: Electric Shield (Rank 2)
Level 6: Sparkstorm (Rank 2)
Level 8: Steadfast
Level 11: Thunderbolt Lunge
Level 14: Conviction (Rank 2, Rank 3)
Level 17: Form of the Tiger
Level 20: Way of the Warrior (Rank 2, Rank 3)
Level 23: Imbue
Level 26: Dragon Uppercut (Rank 2, Rank 3)
Level 29: One Hundred Hands (Rank 2, Rank 3, Ghostly Strikes)
Level 32: Resurgence (Rank 2)
Level 35: Electrical Siphon (Rank 2, Rank 3)
Level 38: Ball Lightning (Rank 2, Triplicity)
Adv. Points: 34/36
Travel Powers
Level 6: Lightning Flash (Rank 2, Rank 3)
Level 35: Blazing Speed (Rank 2)
Specializations
Dexterity: Combat Training (3/3)
Dexterity: Gear Utilization (2/3)
Dexterity: Deadly Aim (3/3)
Dexterity: Expose Weakness (2/2)
Warden: Fortified Gear (3/3)
Warden: Ruthless (2/2)
Warden: Tenacious (2/2)
Warden: The Best Defense (3/3)
Vindicator: Aggressive Stance (2/2)
Vindicator: Merciless (3/3)
Vindicator: Focused Strikes (2/3)
Vindicator: Modified Gear (1/2)
Vindicator: Mass Destruction (2/3)
Mastery: Dexterity Mastery (1/1)
Epic Stronghold
Block timing explained
Epic Stronghold
Block timing explained
With the changes out, is this build still good?
The revamped FotMaster (scales w/ Dex) and new EU (Chi Manip- scales w/ Rec) can also work here- though they will proc from diff things (Chi effects vs. any attack crits for FotT, Chi effects vs. any cds for MSA). Ionic Reverb (scales w/ Rec or End) and Power Source (scales w/ End) could also work as the EU and form respectively, as long as you keep Ball Lit up when using the MA moves. I may just keep the current form, stats, and EU, though- as they are the most universal ones, but there are many other potentially viable options.
- Be safe and have fun, champs - for science!
- Be safe and have fun, champs - for science!
Is the best way to try to use this combo to simply toss in ball lightning and rely on Ionic Reverb and Power Source? Is there a better way to super stat or spec that would help? I figure I could use a circle if nothing else works, but at that point it probably means the combo is more trouble than it's worth... thoughts?
- Be safe and have fun, champs - for science!
Here is what I came up with.
T-Bolt - Freeform
v2.4.2-29
Super Stats
Level 6: Intelligence (Primary)
Level 10: Dexterity (Secondary)
Level 15: Constitution (Secondary)
Talents
Level 1: The Specialist (Dex: 10, Con: 10, Int: 8, Rec: 10)
Level 6: Covert Ops Training (Str: 3, Dex: 3, Con: 3, Int: 3)
Level 9: Acrobat (Dex: 5, Con: 5)
Level 12: Healthy Mind (Con: 5, Int: 5)
Level 15: Coordinated (Dex: 5, Int: 5)
Level 18: Quick Recovery (Con: 5, Rec: 5)
Level 21: Impresario (Dex: 5, Rec: 5)
Powers
Level 1: Electric Bolt (advantages)
Level 1: Sparkstorm (Rank 2, Electric Personality)
Level 6: Lightning Strike (Nailed to the Ground)
Level 8: Stormbringer (Rank 2, Rank 3)
Level 11: Form of the Tempest (advantages)
Level 14: Ionic Reverberation
Level 17: Conviction (Rank 2, Rank 3)
Level 20: Storm Summoner (Rank 2, Magnetic)
Level 23: One Hundred Hands (Rank 2, Demolishing Strikes) Apply Demolish
Level 26: Resurgence (Rank 2)
Level 29: Ball Lightning (Rank 2, Triplicity)
Level 32: Burning Chi Fist (Rank 2, Shattering Strike) Take advantage of Demolish
Level 35: Electric Shield (Rank 2)
Level 38: Thundering Return (advantages)
Adv. Points: 36/36
Travel Powers
Level 6: Athletics (advantages)
Level 35: Electric Arc (Rank 2)
Specializations
Intelligence: Enlightened (3/3)
Intelligence: Tactician (2/2)
Intelligence: Detect Vulnerability (3/3)
Intelligence: Expertise (2/2)
Warden: Fortified Gear (3/3)
Warden: Ruthless (2/2)
Warden: Elusive (2/2)
Warden: The Best Defense (3/3)
Vindicator: Aggressive Stance (2/2)
Vindicator: Merciless (3/3)
Vindicator: Focused Strikes (2/3)
Vindicator: Mass Destruction (3/3)
Mastery: Intelligence Mastery (1/1)
How will be for energy.
Good enough for Event Bosses and maybe cosmic? Should I take from somewhere and add to Block?
-
Because of the newly-sparked interest (hur), I tried just testing some diff stat setups quickly:
Energy was very abundant w/ the End + Power Source + Ionic Reverb approach (no Rush), but that's assuming you have 300+ End or so (DEX/End/Rec, STR/End/Rec, or Con_Int SS instead of Rec SS, etc), and you keep Ball Lit + Sparkstorm going (easy to empty out energy spamming BCF w/o both).
Going a mostly Dex route (550+) w/ FotT and Steadfast, but no Rush, ran me dry pretty easily just doing BCF and Sparkstorm (esp w/o crits). Adding Rush via DU mostly fixed this, but it was still subject to some rng.
Going midway w/ FotT + Ionic Reverb (~300 Dex and ~400 End + Rec), energy was pretty abundant, as long as I kept Ball Lit + Sparkstorm up. Didn't need to use Rush for that either, though its still a good amount of End (and/or Rec) to have. Dropping ~125 End made it a bit more dodgy if I didn't have good Ball Lit and Sparkstorm uptime.
So you can do it w/o Rush, though it either takes the Power Source + Ionic reverb + End approach (keeping in mind that's using a ranged dps toggle), or a high amount of End/Rec and Dex w/ FotT and Ionic Reverb. Rush eases it a bit if taking an MA form + Dex, but can also add more clutter to the build and rotation. Cost discount on gear also helps, ofc.
Regardless, ymmv. I will say that the rotation is a bit muddy trying to also keep debuffs like Demolish going. If desired, I may use TKicks to put up Demolish since its faster than 100Hands (or add in Rising Knee or Backhand w/ advs if you have the room).
- Be safe and have fun, champs - for science!
T-Bolt - Freeform
v2.4.2-29
Super Stats
Level 6: Dexterity (Primary)
Level 10: Endurance (Secondary)
Level 15: Recovery (Secondary)
Talents
Level 1: The Chiller (Dex: 10, Con: 10, Rec: 8, End: 10)
Level 6: Impresario (Dex: 5, Rec: 5)
Level 9: Bodybuilder (Str: 5, End: 5)
Level 12: Amazing Stamina (Rec: 5, End: 5)
Level 15: Quick Recovery (Con: 5, Rec: 5)
Level 18: Boundless Reserves (Con: 5, End: 5)
Level 21: Acrobat (Dex: 5, Con: 5)
Powers
Level 1: Electric Bolt (advantages)
Level 1: Sparkstorm (Rank 2, Electric Personality)
Level 6: Ionic Reverberation
Level 8: Stormbringer (Rank 2, Rank 3)
Level 11: Ball Lightning (Rank 2, Triplicity)
Level 14: Conviction (Rank 2, Rank 3)
Level 17: Form of the Tempest (advantages)
Level 20: Thundering Kicks (Rank 2, Demolishing Strikes)
Level 23: Burning Chi Fist (Rank 2, Shattering Strike)
Level 26: Resurgence (Rank 2)
Level 29: Electric Sheath (Rank 2, Rank 3)
Level 32: Lightning Strike (Nailed to the Ground)
Level 35: Electric Shield (Rank 2)
Level 38: Thundering Return (advantages)
Adv. Points: 36/36
Travel Powers
Level 6: Athletics (advantages)
Level 35: Electric Arc (Rank 2)
Specializations
Dexterity: Combat Training (2/3)
Dexterity: Gear Utilization (3/3)
Dexterity: Deadly Aim (3/3)
Dexterity: Expose Weakness (2/2)
Warden: Fortified Gear (3/3)
Warden: Ruthless (2/2)
Warden: Elusive (2/2)
Warden: The Best Defense (3/3)
Vindicator: Aggressive Stance (2/2)
Vindicator: Merciless (3/3)
Vindicator: Focused Strikes (2/3)
Vindicator: Mass Destruction (3/3)
Mastery: Dexterity Mastery (1/1)
Looking for ease of leveling.
SStorm or TKick for level 1 attack power? (Early AoE attack)
Moved Ball Lightning to level 11 for Ireverb interaction.
ESheath for energy management and damage increase.
Either SStorm or TKicks works early on, though. I'd prob move the toggle/form up to lvl 14 at elast (can use health packs for combat healing, if needed), and maybe get Rec as the 2nd SS to have better starter energy for Ball Lit openers. May also get R3 in Elec Shield if you eventually want to do Cosmics (can take a rank from the AO, or axe NttG on the lunge).
- Be safe and have fun, champs - for science!
Ionic could work if you have in mind Sparkstorm have 10% chance to apply Negative Ions and Lighting Ball have 25% *3
This one is going the Knock route (DCU and Sparkstorm and sometimes Storm Strike). Thought is that with Str for Enrage and Rec for Unstoppable + Force Sheathe + EU and some Dex for EU and Endgame cost discount gear that Energy might be manageable. The Ultimate is sort of a place holder. Not wed to it. Maybe Thunderstrike (which can knock with adv), Storm Summoner, Inexorable Tides (also knocks)?
Dresden 5 - Freeform
v2.4.2-29
Super Stats
Level 6: Strength (Primary)
Level 10: Recovery (Secondary)
Level 15: Constitution (Secondary)
Talents
Level 1: The Savage (Str: 10, Dex: 8, Con: 10, Rec: 10)
Level 6: Physical Conditioning (Str: 5, Con: 5)
Level 9: Relentless (Str: 5, Rec: 5)
Level 12: Quick Recovery (Con: 5, Rec: 5)
Level 15: Martial Focus (Str: 5, Dex: 5)
Level 18: Acrobat (Dex: 5, Con: 5)
Level 21: Impresario (Dex: 5, Rec: 5)
Powers
Level 1: Electric Bolt (advantages)
Level 1: Sparkstorm (Rank 2, Electric Personality)
Level 6: Lightning Strike (advantages)
Level 8: Conviction (Rank 2, Rank 3)
Level 11: Enrage (Endorphin Rush)
Level 14: Unstoppable (Rank 2, Rank 3)
Level 17: Ball Lightning (Rank 2, Triplicity)
Level 20: Force Shield (Rank 2, Force Sheathe)
Level 23: Steadfast
Level 26: Dragon Uppercut (Rank 2, Rank 3)
Level 29: Elbow Slam (Falling Hammer)
Level 32: Resurgence (Rank 2)
Level 35: Storm Strike (Rank 2, Rank 3)
Level 38: Imbue (advantages)
Adv. Points: 36/36
Travel Powers
Level 6: Mach Speed (Rank 2)
Level 35: Electro Flight (Rank 2)
Specializations
Strength: Swole (3/3)
Strength: Physical Peak (2/3)
Strength: Brutality (2/2)
Strength: Juggernaut (3/3)
Warden: Fortified Gear (3/3)
Warden: Ruthless (2/2)
Warden: Tenacious (2/2)
Warden: The Best Defense (3/3)
Vindicator: Aggressive Stance (2/2)
Vindicator: Merciless (3/3)
Vindicator: Focused Strikes (2/3)
Vindicator: Modified Gear (1/2)
Vindicator: Mass Destruction (2/3)
Mastery: Strength Mastery (1/1)
The ult can stay as is, but it just depends on what extra you want to add to the build- another AO, an ult, another heal, another AD, nanobot swarm, self-res, threat wipe, etc.
Although Force Sheath can give good extra energy, its only upon getting hit. So I guess it just depends on what you plan on doing w/ this build, since I'd normally reserve on-incoming-hit things for tanks (or solo builds).
- Be safe and have fun, champs - for science!
I've not used DU before, so want to keep that one in. Basically an excuse to play with a knock-based version of MA.
- Be safe and have fun, champs - for science!