Based on what I know of the game, I built... well... a Juggalo. The Malicious Merrymaker started out as just another Heavy Weapons tank, with some Infernal powers (okay, one Infernal power).
That isn't the problem. The problem is, on Alerts, I can't tank for beans. And this is a tanking character. In fact, in most alerts, I really can't dp much of anything. I lunge into combat, set up my energy builder, start attacking with Cleave, and my target is gone. Not a lot to do.
I did what people advised me. I took Defiance, took Enrage. Took Conviction, and why I listened to
that advice I have no idea -- Conviction
never works for me. I spam the hell out of it. But only half the time do I even have the energy for it, and usually once I trigger it and go through the animation for it, whatever I'm fighting has done enough damage to nullify its use. I might as well not have bothered.
I get it, Heavy Weapons is energy intensive, but what the heck can I do about it? I tried a STR/CON/INT build, but someone told me to go STR/CON/REC instead. I've found no difference between the two, except with REC I have more energy up front, and can launch my Vicious Cyclone right at the start.
Here's the build. I'm currently level 25, so power choices after level 23 are future choices. I'm hoping someone can tell me what I'm doing wrong, or if I'm just pooched.
PowerHouse (Link to this build)Name: The Malicious MerrymakerArchetype: FreeformSuper Stats:Level 6: Strength (Primary)Level 10: Constitution (Secondary)Level 15: Recovery (Secondary)Talents:Level 1: The BehemothLevel 6: Physical ConditioningLevel 9: EnduringLevel 12: MightyLevel 15: RelentlessLevel 18: Quick RecoveryLevel 21: Paramilitary TrainingPowers:Level 1: BludgeonLevel 1: Cleave (Rank 2, Rank 3, Challenging Strikes)Level 6: Decimate (Nailed to the Ground)Level 8: DefianceLevel 11: Enrage (Endorphin Rush, Giant Growth)Level 14: Conviction (Rank 2)Level 17: Vicious Cyclone (Rank 2, Rank 3, Challenging Strikes)Level 20: GuardLevel 23: Arc of Ruin (Rank 2)Level 26: Vile LariatLevel 29: Molecular Self-AssemblyLevel 32: AggressorLevel 35: Bionic ShieldingLevel 38: Unleashed RageTravel Powers:Level 6: Chain Swinging (Rank 2)Level 35:Specializations:Strength: Swole (3/3)Strength: Aggression (2/2)Strength: Brutality (2/2)Strength: Juggernaut (3/3)Warden: Fortified Gear (3/3)Warden: Elusive (2/2)Warden: The Best Defense (1/3)
Comments
My HW/Infernal toon uses Cleave with Challenging Strikes, and Devour Essence with Crippling Challenge.
Your priority order should be:
1. Leap in and tag with DE for Crippling Challenge
2. Apply Challenging Strikes via Cleave
3. Build Enrage via Cleave until:
4a. You need to refresh Crippling Challenge with DE or
4b. You need health back with DE, Conviction, Active Defense, etc.
5. Refresh Challenging Strikes, Crippling Challenge, Enrage stacks as needed.
Conviction does make a difference, even if you aren't seeing it at the moment. If you want to take Int and go Molecular Self-Assembly, Conviction also helps keep MSA running.
You need at least 1 active defense. Resurgence, Unbreakable, Masterful Dodge all count as those. You might also consider an active offense to start your fights with to help gain that initial agro. Ego Surge is usually best for that since you take Con as a superstat.
Taking multiple abilities with Challenging Strikes is wasteful, unless it is for thematic purposes, because it just refreshes the timer, and you have 6 (or so) seconds until you need to refresh it. Plus spamming Cleave for CS/Enrage is more than enough to keep CS up full time. Just like Devour Essence can keep Crippling Challenge up full time as well.
If DE isn't within your theme to take, then just put CC on your lunge, Decimate. Just be sure to hit it every time it is off cooldown.
Remember: Half the people you know are below average...
Do not correct a fool, for he will hate you for it. Correct a wise man, for he will appreciate you for it.
Don't be like the Qularr. They would not last one round in the Interstellar Galactic Arena...
Handle @brayv