I am once again in need of advice. This time regarding the building of a unarmed melee martial artist inspired by Batman. I know the Night Warrior passive fits the theme, but I struggle to get mileage out of it in practice. I've considered using either lightning reflexes or Way of the Warrior as a slotted passive.
Unlike my electric DPS(Aptly named Electron), I have no idea where to start with this one.
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(Unnamed Build) - Freeform
v2.3.1-25
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: Boomerang Toss
Level 1: Thundering Kicks (Rank 2, Rank 3)
Level 6: Night Warrior (Rank 2, Rank 3, Silent Running)
Level 8: Form of the Tempest
Level 11: Ricochet Throw (Rank 2, Microelectronic Controllers)
Level 14: Conviction (Rank 2, Rank 3)
Level 17: Molecular Self-Assembly
Level 20: Trip Wire (Stim Pack, Open Wound)
Level 23: Dragon Uppercut (Rank 2, Rank 3)
Level 26: Resurgence (Rank 2)
Level 29: Parry (Rank 2)
Level 32: Thunderbolt Lunge (Nailed to the Ground)
Level 35: Lock N Load (Rank 2)
Level 38: Rebirth
Adv. Points: 33/36
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)
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: Slaughter (2/3)
Warden: Ruthless (2/2)
Warden: The Best Defense (3/3)
Mastery: Dexterity Mastery (1/1)
Can use TKicks and DU for up-close dps. Trip Wire, Conviction, and the lunge can proc MSA. Gears mostly for Dex, w/ some Con and Int, and skips severity rating on gear once you get Dex Mastery.
- Be safe and have fun, champs - for science!
- Be safe and have fun, champs - for science!
- Be safe and have fun, champs - for science!
For reference, here's your 2019 STR-based build:
Also, just because that build uses Str PSS, doesn't mean that it's Str-based; it's main stat is still Dex (for FotTempest and Steadfast). Your main stat does not have to be your PSS; it can be one of your 2ndary SSs instead, and then you're picking the PSS mainly for its spec tree options (and Str PSS is a good generalist pick for melee builds).
- Be safe and have fun, champs - for science!
It is AoE, Melee, knock down, can use Stim pack advantage.
I've found this to be a nice addition since it is tagged Melee for some melee toons.
-=-=-=-=-=-(CO in-game handle: @WarCan )-=-=-=-=-=-
"Okay, you're DEAD, what do you do NEXT?"
Thanks for the great advice and for helping me to understand the inner workings of the build!
I had been hoping to make a melee DPS unarmed fighter that relied on Dodge for survivability. But, Flow, if I understand you correctly, Dodge as a whole isn't really a winning approach for survivability for a DPS character? That is, for a melee unarmed fighter like in the builds above, Martial Arts powers like:
* Bountiful Chi Resurgence self-heal with Resurgent Reiki advantage (heals when you successfully Dodge),
* Parry with The Elusive Monk advantage (increase in Dodge & Avoidance ratings),
* Lightning Reflexes defensive passive (also increases Dodge & Avoidance ratings),
* Masterful Dodge, an active defense that increases Dodge chance (same for Archery's Evasive Maneuvers), or
* Thundering Kicks with the Floating Lotus Blossom advantage (increases Dodge chance)
are all essentially broken or woefully inadequate? And is that why the various builds above use the following powers instead?
* Conviction self-heal, since BCR BCR penalizes damage by 10% and its Dodge increase is of little help,
* Parry without the The Elusive Monk advantage or some other parry since the advantage does little for Dodge,
* Evasive Maneuvers with Slight of Mind advantage that trades increasing Dodge chance for a threat wipe, or
* Thundering Kicks with Demolishing Strikes advantage, applying Demolish rather than increasing Dodge since Dodge is ineffective.
Have I understood this correctly? If so, I guess the concept of a dodging fighter is off the table for actual in-game play, at least for non-tanks.
Here's an example of what I had hoped to build as a DEX-Dodge-dependent unarmed melee DPS fighter, but which if I understand correctly is not going to be effective:
Vixen - Freeform (Melee Damage)
v3.44:37
Super Stats
Level 6: Dexterity (Primary)
Level 10: Recovery (Secondary)
Level 15: Constitution (Secondary)
Talents
Level 1: The Samurai (Dex: 10, Con: 10, Rec: 10, End: 8)
Level 6: Impresario (Dex: 5, Rec: 5)
Level 9: Acrobat (Dex: 5, Con: 5)
Level 12: Quick Recovery (Con: 5, Rec: 5)
Level 15: Martial Focus (Str: 5, Dex: 5)
Level 18: Relentless (Str: 5, Rec: 5)
Level 21: Physical Conditioning (Str: 5, Con: 5)
Powers
Level 1: Righteous Fists (Drunken Master)
Level 1: Thundering Kicks (Rank 2, Floating Lotus Blossom)
Level 6: Night Warrior (Rank 2, Rank 3, Silent Running)
Level 8: Form of the Tempest
Level 11: Ricochet Throw (Rank 2, Microelectronic Controllers)
Level 14: Steadfast
Level 17: Conviction (Rank 2)
Level 20: Dragon Uppercut (Rank 2, Dragon Rush)
Level 23: Smoke Bomb Lunge
Level 26: Bountiful Chi Resurgence (Rank 2, Resurgent Reiki)
Level 29: Inexorable Tides (Rank 2, Flowing Strikes)
Level 32: Fluidity (Flowing Like the River)
Level 35: Evasive Maneuvers (Slight of Mind)
Level 38: Masterful Dodge
Adv. Points: 35/36
Travel Powers
Level 6: Athletics
Level 35: Swinging
Specializations
Dexterity: Combat Training (2/3)
Dexterity: Gear Utilization (3/3)
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: Slaughter (2/3)
Warden: Ruthless (2/2)
Warden: The Best Defense (3/3)
Mastery: Dexterity Mastery (1/1)
Devices
Additional Notes:
Not sure about having both Evasive Maneuvers & Masterful Dodge. Advantages need fine-tuning.
Imo, the way around it is just to build up regular defenses and take powers that in your mind give you the feel that you are jumping around and dodging things. Many newer players obsess over the names of powers or what sets they are in, rather than focusing on the end result and using their imaginations to give their character the flavor they want.
Edit: Oh, I should also add that you should usually avoid getting Fluidity as your block power, since it replaces the large dmgRes bonus that normal blocks give w/ just a moderate dodge/avoid boost. I also wouldn't consider Parry's EM adv to be that great, since it costs 3 adv points, its buff is pretty short, and it lowers your base damage at all times. BCR also comes w/ a dmg penalty, but only when it's used; Conviction also technically is a minor hit to dps w/ its own activation time, so BCR isn't necessarily a bad alternative there. I also would generally not rank up energy builders, since you ideally shouldn't be using them often (or even at all) at higher levels.
- Be safe and have fun, champs - for science!
I suspect I have fallen into that trap. Thanks for helping me see past it.
- Be safe and have fun, champs - for science!
here is the basic 'batman-esque' build that I currently use, (Admittedly based off of one of FLOWS build suggestions)
The last few powers can be whatever you want, depending on what kind of 'utility belt' powers you want. Or if you want another heal/self rez/etc instead.
And there are many devices that can go well with the build as well, (If you are like me, and like to play with such things)
https://aesica.net/co/herocreator.htm?v=37&n=BatFox (FLOWCYTO)&d=12730iKPGaLQ0600907200E209BC077505EG01B800EQ0XCI00EU03ON01EJ007D037K05EA040mTO2MGB42iK40000000000&e=
BatFox (FLOWCYTO) - Freeform (Melee Damage)
v3.44:37
Super Stats
Level 6: Dexterity (Primary)
Level 10: Recovery (Secondary)
Level 15: Constitution (Secondary)
Talents
Level 1: The Chiller (Dex: 10, Con: 10, Rec: 8, End: 10)
Level 6: Impresario (Dex: 5, Rec: 5)
Level 9: Quick Recovery (Con: 5, Rec: 5)
Level 12: Acrobat (Dex: 5, Con: 5)
Level 15: Amazing Stamina (Rec: 5, End: 5)
Level 18: Accurate (Dex: 5, End: 5)
Level 21: Boundless Reserves (Con: 5, End: 5)
Powers
Level 1: Boomerang Toss
Level 1: Thundering Kicks (Rank 2, Demolishing Strikes)
Level 6: Night Warrior (Rank 2, Rank 3, Silent Running)
Level 8: Ricochet Throw (Rank 2, Microelectronic Controllers)
Level 11: Parry (Rank 2)
Level 14: Form of the Tempest
Level 17: Dragon Kick (Rank 2, Dragon Rush)
Level 20: Steadfast
Level 23: Dragon Uppercut (Rank 2, Rank 3)
Level 26: Resurgence (Rank 2)
Level 29: Smoke Bomb Lunge
Level 32: Sonic Device (Rank 2, Rank 3)
Level 35: Gas Pellets (Rank 2, Oversized Pellet Bag)
Level 38: Smoke Bomb (Concussive Escape)
Adv. Points: 36/36
Travel Powers
Level 6: Athletics
Level 35: Swinging
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: Upper Hand (2/3)
Warden: The Best Defense (3/3)
Mastery: Dexterity Mastery (1/1)
Devices