I'd like to get something that can survive rampages. It doesn't have to steal the main focus of bosses or anything, I just want to be able to live through Gravitar's constant pummeling. Any ideas?
Dodge is rng-based, so I may instead use something like Invuln if you want a hybrid-dps approach that's more reliable. Regardless, a DBZ theme could encompass many diff powers- are there any attacks in particular you'd want?
Fire w/ MA or Might? Well, there's not a ton of synergy there, but I suppose there's things like 100Hands having a CFlames adv. Maybe throw Fireball in there as a basic ranged attack too?
Can use 100Hands as a basic melee attack and AoE, and to put up CFlames and Demolish. charged DU can be your main single-target attack, and Fireball can be used from ranged. I also threw Firesnake in there for some more Fire theme, and as some extra background dps. The last 1-2 powers can be changed for other things, if you want (like maybe Absorb Heat, an ally res, and/or a threat wipe). Gears mostly for Dex, w/ some Con and End/Rec.
Would there be something at least relatively synergistic that would make the theme work? I would have thought fire would be perfect with MA since it has some fire-like moves.
well I've tried to make a Goku build a few times. Some ideas would be Energy Wave (spirit bomb), star barrage ( energy blasts ), Gust (could be kamehameah), there is also an unarmed attack that looks like kamehameah, I just cant remember what its called.
... there is also an unarmed attack that looks like kamehameah, I just cant remember what its called.
You prob mean Open Palm Strike (same casting anim as Gust, though obv w/ a different effect). But if the OP specifically wants Fire.. well, I pretty much gave the synergy in 100Hands' adv. There's also Iron Lariat's CF adv in Might, but I doubt that's thematic here. The 'Fire' in MA is a Chi Flame/Energy effect, which mechanically is distinct from anything in Fire.
It doesn't matter if it's fire or not, I suppose. I just thought that would be an effective DPS powerset, though I'm not entirely sure if energy in the show is fire-based or what. I haven't watched it in well over 19 years.
Yea, if you just want ki energy-styled stuff, then you can pretty much just make a normal Unarmed build for that, but use Invuln as the passive if you want to be tankier. One such example:
Main AoE here is w/ charged DK, though TKicks also has an AoE component. Open Palm Strike was mostly added for the theme, though you can use it as a mid-ranged AoE attack that can bring enemies closer and put up Chi Flame. The main single-target attack here is BCF, which you can use in between refreshing Demolish w/ TKicks and using charged DK for Rush (for extra energy). The build should be pretty sturdy for a hybrid-dps unit, and the last 1-2 powers can be changed for w/e ya want. Gears mostly for Dex, w/ some Con and Str (or Rec).
Problem there is that slotted PA powers (in this case, Plasma Beam) will disable all other types of powers when used. Energy Wave is non-slotted and can still be fine, though. I would also prob pick between DU or BCF as your main attack (BCF's RF adv can be nice for the AoE pull-in, though you'd already have Energy Wave w/ adv for that). I'd prob use something other than Con PSS for a hybrid-dps, and you'd also likely want a ranked block enhancer. BCR/RR + MD is still okay, though you'd be lowering your dps when using BCR w/ it's dmg penalty, and you'd now have to rank MD to get it past 100% dodge.
Energy Wave will still be a bit costly to use, since its not going to proc your toggle or EU, but you can always just half-charge it for the AoE pull-in effect (other option is using FotTempest as the toggle instead, though that's less reliable overall since it depends on crits; you can also charge DK at any time for Rush). Since 100Hands is a bit of a redundant power here, replacing it w/ Devastating Strike can be good, as the latter has utility as a decent burst dps ult. TKicks can put up Demolish, charged DK puts up Rush, and charged BCF is your main single-target attack. Gears mostly for Dex, w/ some Con and Rec (and some cost discount on gear, for EWave).
Well, w/ R3 Invuln, Str PSS (which also boosts knock resistance a bit), Wardicator spec w/ Elusive, an AD, Conviction, a ranked block, a self-res, and any devices you may have- it should stand a good chance. You can also move more points into Str PSS's Juggernaut (from Overpower) if you want more defense, though you'll lose a bit of melee crit% for it.
Intensity isn't going to be a large dmg boost (though it'll be worth a bit more than it is for a normal dps, since you're playing a defensive hybrid here), but if you value a minor dps boost + a hold break, then take it if you want.
Comments
- Be safe and have fun, champs - for science!
(Unnamed Build) - Freeform (Hybrid)
v3.41:33
Super Stats
Level 6: Dexterity (Primary)
Level 10: Endurance (Secondary)
Level 15: Constitution (Secondary)
Talents
Level 1: The Chiller (Dex: 10, Con: 10, Rec: 8, End: 10)
Level 6: Accurate (Dex: 5, End: 5)
Level 9: Impresario (Dex: 5, Rec: 5)
Level 12: Amazing Stamina (Rec: 5, End: 5)
Level 15: Quick Recovery (Con: 5, Rec: 5)
Level 18: Acrobat (Dex: 5, Con: 5)
Level 21: Boundless Reserves (Con: 5, End: 5)
Powers
Level 1: Throw Fire
Level 1: Fireball (Rank 2, Rank 3)
Level 6: Thermal Reverberation
Level 8: Invulnerability (Rank 2, Rank 3)
Level 11: Form of the Tempest
Level 14: One Hundred Hands (Demolishing Strikes, Flaming Fists)
Level 17: Conviction (Rank 2, Rank 3)
Level 20: Dragon Uppercut (Rank 2, Dragon Rush)
Level 23: Resurgence (Rank 2)
Level 26: Thunderbolt Lunge
Level 29: Fire Snake (Rank 2, Trail Blazer)
Level 32: Parry (Rank 2)
Level 35: Immolation (Rank 2, Blazing Body)
Level 38: Fiery Embrace
Adv. Points: 33/36
Travel Powers
Level 6:
Level 35:
Specializations
Dexterity: Combat Training (3/3)
Dexterity: Gear Utilization (2/3)
Dexterity: Deadly Aim (3/3)
Dexterity: Expose Weakness (2/2)
Vindicator: Aggressive Stance (2/2)
Vindicator: Merciless (3/3)
Vindicator: Focused Strikes (3/3)
Vindicator: Mass Destruction (2/3)
Warden: Fortified Gear (3/3)
Warden: Ruthless (2/2)
Warden: Elusive (2/2)
Warden: The Best Defense (3/3)
Mastery: Dexterity Mastery (1/1)
Can use 100Hands as a basic melee attack and AoE, and to put up CFlames and Demolish. charged DU can be your main single-target attack, and Fireball can be used from ranged. I also threw Firesnake in there for some more Fire theme, and as some extra background dps. The last 1-2 powers can be changed for other things, if you want (like maybe Absorb Heat, an ally res, and/or a threat wipe). Gears mostly for Dex, w/ some Con and End/Rec.
- Be safe and have fun, champs - for science!
- Be safe and have fun, champs - for science!
(Unnamed Build) - Freeform (Hybrid)
v3.41:33
Super Stats
Level 6: Strength (Primary)
Level 10: Dexterity (Secondary)
Level 15: Constitution (Secondary)
Talents
Level 1: The Master (Str: 8, Dex: 10, Con: 10, Rec: 10)
Level 6: Covert Ops Training (Str: 3, Dex: 3, Con: 3, Int: 3)
Level 9: Martial Focus (Str: 5, Dex: 5)
Level 12: Impresario (Dex: 5, Rec: 5)
Level 15: Quick Recovery (Con: 5, Rec: 5)
Level 18: Acrobat (Dex: 5, Con: 5)
Level 21: Physical Conditioning (Str: 5, Con: 5)
Powers
Level 1: Throw Fire
Level 1: Thundering Kicks (Floating Lotus Blossom, Demolishing Strikes)
Level 6: Form of the Master
Level 8: Invulnerability (Rank 2, Rank 3)
Level 11: Steadfast
Level 14: Dragon Kick (Rank 2, Dragon Rush)
Level 17: Conviction (Rank 2, Rank 3)
Level 20: Burning Chi Fist (Rank 2, Shattering Strike, Ghostly Strikes)
Level 23: Thunderbolt Lunge (Nailed to the Ground)
Level 26: Resurgence (Rank 2)
Level 29: Open Palm Strike (Force Collapse, Chi Flame)
Level 32: Parry (Rank 2)
Level 35: Lock N Load (Rank 2)
Level 38: Fiery Embrace
Adv. Points: 34/36
Travel Powers
Level 6:
Level 35:
Specializations
Strength: Swole (2/3)
Strength: Physical Peak (3/3)
Strength: Brutality (2/2)
Strength: Juggernaut (1/3)
Strength: Overpower (2/3)
Vindicator: Aggressive Stance (2/2)
Vindicator: Merciless (3/3)
Vindicator: Focused Strikes (3/3)
Vindicator: Mass Destruction (2/3)
Warden: Fortified Gear (3/3)
Warden: Ruthless (2/2)
Warden: Upper Hand (2/3)
Warden: The Best Defense (3/3)
Mastery: Strength Mastery (1/1)
Main AoE here is w/ charged DK, though TKicks also has an AoE component. Open Palm Strike was mostly added for the theme, though you can use it as a mid-ranged AoE attack that can bring enemies closer and put up Chi Flame. The main single-target attack here is BCF, which you can use in between refreshing Demolish w/ TKicks and using charged DK for Rush (for extra energy). The build should be pretty sturdy for a hybrid-dps unit, and the last 1-2 powers can be changed for w/e ya want. Gears mostly for Dex, w/ some Con and Str (or Rec).
- Be safe and have fun, champs - for science!
(Unnamed Build) - Freeform (Any / Multiple)
v3.41:33
Super Stats
Level 6: Constitution (Primary)
Level 10: Dexterity (Secondary)
Level 15: Recovery (Secondary)
Talents
Level 1:
Level 6:
Level 9:
Level 12:
Level 15:
Level 18:
Level 21:
Powers
Level 1: Power Bolts
Level 1: Thundering Kicks
Level 6: One Hundred Hands
Level 8: Invulnerability
Level 11: Steadfast
Level 14: Dragon Kick
Level 17: Plasma Beam
Level 20: Bountiful Chi Resurgence
Level 23: Masterful Dodge
Level 26: Energy Wave
Level 29: Burning Chi Fist
Level 32: Form of the Master
Level 35: Devastating Strike
Level 38: Dragon Uppercut
Adv. Points: 0/36
Travel Powers
Level 6:
Level 35:
Specializations
Devices
(Unnamed Build) - Freeform (Hybrid)
v3.41:33
Super Stats
Level 6: Strength (Primary)
Level 10: Dexterity (Secondary)
Level 15: Constitution (Secondary)
Talents
Level 1: The Master (Str: 8, Dex: 10, Con: 10, Rec: 10)
Level 6: Covert Ops Training (Str: 3, Dex: 3, Con: 3, Int: 3)
Level 9: Impresario (Dex: 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: Physical Conditioning (Str: 5, Con: 5)
Powers
Level 1: Power Bolts
Level 1: Thundering Kicks (Floating Lotus Blossom, Demolishing Strikes)
Level 6: Form of the Master
Level 8: Invulnerability (Rank 2, Rank 3)
Level 11: Steadfast
Level 14: Dragon Kick (Rank 2, Dragon Rush)
Level 17: Conviction (Rank 2, Rank 3)
Level 20: Energy Wave (Reverse Polarity, Recharge)
Level 23: Burning Chi Fist (Rank 2, Shattering Strike, Ghostly Strikes)
Level 26: Resurgence (Rank 2)
Level 29: Thunderbolt Lunge
Level 32: Parry (Rank 2)
Level 35: Fiery Embrace
Level 38: Devastating Strike (Rank 2, Rank 3)
Adv. Points: 34/36
Travel Powers
Level 6:
Level 35:
Specializations
Strength: Swole (2/3)
Strength: Physical Peak (3/3)
Strength: Brutality (2/2)
Strength: Juggernaut (1/3)
Strength: Overpower (2/3)
Vindicator: Aggressive Stance (2/2)
Vindicator: Merciless (3/3)
Vindicator: Focused Strikes (3/3)
Vindicator: Mass Destruction (2/3)
Warden: Fortified Gear (3/3)
Warden: Ruthless (2/2)
Warden: Elusive (2/2)
Warden: The Best Defense (3/3)
Mastery: Strength Mastery (1/1)
Energy Wave will still be a bit costly to use, since its not going to proc your toggle or EU, but you can always just half-charge it for the AoE pull-in effect (other option is using FotTempest as the toggle instead, though that's less reliable overall since it depends on crits; you can also charge DK at any time for Rush). Since 100Hands is a bit of a redundant power here, replacing it w/ Devastating Strike can be good, as the latter has utility as a decent burst dps ult. TKicks can put up Demolish, charged DK puts up Rush, and charged BCF is your main single-target attack. Gears mostly for Dex, w/ some Con and Rec (and some cost discount on gear, for EWave).
- Be safe and have fun, champs - for science!
- Be safe and have fun, champs - for science!
- Be safe and have fun, champs - for science!
- Be safe and have fun, champs - for science!