Hi! I'm trying out a freeform character for the first time, and was hoping for some advice or a build that works pretty well!
I'm hoping to be more damage than tank, but that probably won't work out very well. The concept is pretty standard. Super Strength and Invulnerability, so unless there's something must-have, I'll probably be sticking to the Might powers. I'd kind of like to work one or two of the chain powers into the build, but it's not important if they're terrible.
I leveled up to 15 so far. My original power choices were Clobber - Beatdown - Iron Cyclone - Mighty Leap - Defiance, but my character seemed pretty weak in Alerts. I know that most characters are pretty weak at 15, but I was wondering if there were better powers to pick right now.
My current superstats are CON (Primary), STR, and DEX.
I would advise looking at the Infernal Supernatural set for your chain abilities. Infernal's chains are in my honest opinion far more powerful than Might's chains.
You'll want to pick up Enrage ASAP to up your damage output with your current build (which is actually a fairly decent start). Additionally, if your looking to be more damage than tank then you may want to set either STR or DEX as your primary and CON as a secondary... you'll also want to build up som REC, either as one of your super stats or on the side... I'd suggest taking it as one of your stats and building up either STR or DEX on the side...
If you stick with Defiance then you'll honestly want to tank at least a little bit... since Defiance only works when your attacked, and it gives energy when your attacked too... this will lead to a near constant energy flow from incoming attacks and your outgoing attacks (due to Enrage). A constant flow of energy means you can keep using big attacks and deal more energy. You actually want to use your Energy Builder (Clobber) as little as possible.
A few Might powers to look into:
Demolish - debuffs your target making your following attacks deal more damage. Increased effect when taking the Below the Belt advantage.
Uppercut - while not as powerful as the Martial Arts version, this power can still be useful, it's a safe knock power to use in groups since it's a Knock-up rather than a Knock-back. It's advantage applies the disorient debuff as well which can be useful.
On the topic of knocks... you'll want to take the Vortex Technique advantage on your Iron/Vicious Cyclone. As I mentioned already, in groups Knock-backs are generally a bad idea... all other Knocks though are helpful in groups.
Not much to add for generalized advise at this point, but there's are a good number of threads on Might-based tanks (or dps/tank hybrids) ya could look up for more reference- or just general reading material to see what other players have been doing. Here's just a few I could find in a (def not exhaustive) search:
I'm sure there's others, and perhaps they can be pointed out as well.
edit: Oh, and if this is ur first FF, then ya may benefit form some more generalized FF building guides. Ya can find most of them in the first list of links in Kenpo's FF directory here:
Comments
You'll want to pick up Enrage ASAP to up your damage output with your current build (which is actually a fairly decent start). Additionally, if your looking to be more damage than tank then you may want to set either STR or DEX as your primary and CON as a secondary... you'll also want to build up som REC, either as one of your super stats or on the side... I'd suggest taking it as one of your stats and building up either STR or DEX on the side...
If you stick with Defiance then you'll honestly want to tank at least a little bit... since Defiance only works when your attacked, and it gives energy when your attacked too... this will lead to a near constant energy flow from incoming attacks and your outgoing attacks (due to Enrage). A constant flow of energy means you can keep using big attacks and deal more energy. You actually want to use your Energy Builder (Clobber) as little as possible.
A few Might powers to look into:
Demolish - debuffs your target making your following attacks deal more damage. Increased effect when taking the Below the Belt advantage.
Uppercut - while not as powerful as the Martial Arts version, this power can still be useful, it's a safe knock power to use in groups since it's a Knock-up rather than a Knock-back. It's advantage applies the disorient debuff as well which can be useful.
On the topic of knocks... you'll want to take the Vortex Technique advantage on your Iron/Vicious Cyclone. As I mentioned already, in groups Knock-backs are generally a bad idea... all other Knocks though are helpful in groups.
http://co-forum.perfectworld.com/showthread.php?t=291461
http://co-forum.perfectworld.com/showthread.php?t=266951
http://co-forum.perfectworld.com/showthread.php?t=294161
http://co-forum.perfectworld.com/showthread.php?t=268421
http://co-forum.perfectworld.com/showthread.php?t=229751
http://champions-online.proboards.com/thread/490
I'm sure there's others, and perhaps they can be pointed out as well.
edit: Oh, and if this is ur first FF, then ya may benefit form some more generalized FF building guides. Ya can find most of them in the first list of links in Kenpo's FF directory here:
http://champions-online.proboards.com/thread/564
- Be safe and have fun, champs - for science!