As the title suggest, I could use a hand in building a DPS build that utilities Might with Brick, maybe? Some Fire would be good too but I'm thinking it more of maybe one ability or two? Maybe less? Although, the combo of the Uppercut + Haymaker must stay, of course.
Much thanks in advance!
[
@Skaargoroth in-game /
@summerfields on the Forums ]
Current character roaster: The Iconica, Lady Mythica, Black Jackal, Omni-Woman, Fantomask
Currently waiting for: Moar comics! And maybe City of Titans, too. Hopefully!
Comments
(Unnamed Build) - Freeform
Super Stats
Level 6: Dexterity (Primary)
Level 10: Strength (Secondary)
Level 15: Intelligence (Secondary)
Talents
Level 1: The Fist (Str: 10, Dex: 10, Int: 10, Rec: 8)
Level 6: Quick Recovery (Con: 5, Rec: 5)
Level 9: Covert Ops Training (Str: 3, Dex: 3, Con: 3, Int: 3)
Level 12: Acrobat (Dex: 5, Con: 5)
Level 15: Healthy Mind (Con: 5, Int: 5)
Level 18: Physical Conditioning (Str: 5, Con: 5)
Level 21: Enduring (Con: 8)
Powers
Level 1: Clobber (It's That Time)
Level 1: Roomsweeper (Rank 2, Concussive Blow)
Level 6: Unstoppable (Rank 2, Rank 3)
Level 8: Enrage (Giant Growth)
Level 11: Uppercut (Rank 2, Rank 3)
Level 14: Bountiful Chi Resurgence (Resurgent Reiki)
Level 17: Mighty Leap (Nailed to the Ground)
Level 20: Aggressor (Rank 2, Rank 3)
Level 23: Haymaker (Rank 2, Rank 3)
Level 26: Unbreakable (Rank 2, Rank 3)
Level 29: Resurgence (Rank 2, Evanescent Emergence)
Level 32: Rebirth
Level 35: Unleashed Rage
Level 38: Smoke Bomb (Concussive Escape)
Adv. Points: 36/36
Travel Powers
Level 6: Tunneling
Level 35: Superjump
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: Modified Gear (2/2)
Warden: Fortified Gear (3/3)
Warden: Ruthless (2/2)
Warden: Upper Hand (2/3)
Warden: The Best Defense (3/3)
Mastery: Dexterity Mastery (1/1)
(Unnamed Build) - Freeform
Super Stats
Level 6: Strength (Primary)
Level 10: Constitution (Secondary)
Level 15: Intelligence (Secondary)
Talents
Level 1: The Hero (End: 6, Rec: 6, Other Stats: 8)
Level 6: Covert Ops Training (Str: 3, Dex: 3, Con: 3, Int: 3)
Level 9: Physical Conditioning (Str: 5, Con: 5)
Level 12: Healthy Mind (Con: 5, Int: 5)
Level 15: Body and Mind (Str: 5, Int: 5)
Level 18: Quick Recovery (Con: 5, Rec: 5)
Level 21: Relentless (Str: 5, Rec: 5)
Powers
Level 1: Clobber
Level 1: Iron Cyclone (Rank 2, Vortex Technique)
Level 6: Unstoppable (Rank 2, Rank 3)
Level 8: Enrage (Endorphin Rush)
Level 11: Pounce (Furious Rush)
Level 14: Molecular Self-Assembly
Level 17: Conviction (Rank 2, Rank 3)
Level 20: Demolish (Rank 2, Below the Belt)
Level 23: Resurgence (Rank 2)
Level 26: Haymaker (Rank 2, Rank 3)
Level 29: Ego Surge (Nimble Mind)
Level 32: Uppercut (Rank 2, Head Trauma)
Level 35: Retaliation (Rank 2)
Level 38: Rebirth
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 (2/3)
Strength: Overpower (1/3)
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 (3/3)
Vindicator: Mass Destruction (2/3)
Mastery: Strength Mastery (1/1)
Gears mostly for Str and Con here.
- Be safe and have fun, champs - for science!
In Clobber I slotted it's that time to add the disorient which will later work with specialization to increase your damage by a small bit, but at as you will have to use the energy builder anyway I thought best to give it as much chance to benefit upcoming attacks as well. Roomsweeper is there to take care of the annoying small crowds and allows a bit of a stall as you use it to re-target and mighty leap on the bigger threats with the advantage. Unstopable for the obvious MOAR DAMAGE!!! Enrage serves the same role and the ever nice optional enlarge is free so I figured why not. Then the first half of your preferred combo. At this point you would need some self healing both for soloing and running alerts, and a need which will never really go away. Mighty leap for closing the distance quickly, usually I would pick this sooner as utility but if it is an issue you can swap priority with enrage. Agressor to pull out that extra WHAM when you need it most and then just as the enemies start to survive the uppercuts you get the second half of your combo. Now you will likely start hitting things that will be able to really hurt you and in some cases one shot you so to provide that extra boost invulnerability. my thought here is more RP as I picture the guy so strong that nickels bounce off them and then I super enhance this to pullets, punches, cars. Next is another active defense which is also a heal Now I am unsure on this one as I do not know if it grants less heal over time being that regeneration is not in the build and may be swapped out for another heal. As squishy as this is it will die and it will need resurgence but this is now standard in builds. Next the ultimate which is also an attack that is there for thematic reasons. Smoke bomb because you will get attention you don't want and this is the second solution. Travel powers are unenhanced as I picture a lumbering ravaging pile of muscles, not that quick but it doesn't need to be, but Concussive escape can be dropped in Smoke Bomb to enhance travel powers as an alternative.
Specialization is dex focused with combat training enhancing your critical chance and gear utilization which will come into play in that oh so critical wardicator combo. Deadly aim makes your criticals hit harder and expose weaknesses to make all your attacks work better with the high critical design. Now I will go over the 3 lesser parts of vindicator, Merciless again further increases your critical capabilities by making them do more damage. Focused strikes allows your combo to be more effective and modified gear fills the same role as gear utilization did before. Under warden fortified gear provides the same utility as modified but on the other side of the equation. Ruthless and merciless fill the same role making your criticals more savage. Upper hand is the reason for it's that time giving a 4% boost to your damage. Now the combo, vindicator's aggressive stance and warden's best defense for the feedback loop it creates to skyrocket defense and offense most effectively. And lastly Dexterity mastery as the other 2 don't add anything to the build.
Current character roaster: The Iconica, Lady Mythica, Black Jackal, Omni-Woman, Fantomask
Currently waiting for: Moar comics! And maybe City of Titans, too. Hopefully!