I was wondering about creating a build themed around The Flash. I have no idea where to start, but the concept is there. I want something that can be viable for end game content when in close proximity to a giant monster or Teleios Ascendant. Hell, the ability to Mechanon if possible.
Slipstream Melee Damage
v3.31:32
Super Stats
Level 6:
Dexterity (Primary)
Level 10:
Recovery (Secondary)
Level 15:
Constitution (Secondary)Talents
Level 1:
The Dragon (Str: 10, Dex: 10, Con: 8, Rec: 10)
Level 6:
Acrobat (Dex: 5, Con: 5)
Level 9:
Impresario (Dex: 5, Rec: 5)
Level 12:
Quick Recovery (Con: 5, Rec: 5)
Level 15:
Amazing Stamina (Rec: 5, End: 5)
Level 18:
Boundless Reserves (Con: 5, End: 5)
Level 21:
Accurate (Dex: 5, End: 5)Powers
Level 1:
Vicious Strikes
Level 1:
One Hundred Hands
Level 6:
Beatdown
Level 8:
Form of the Master
Level 11:
Way of the Warrior
Level 14:
Steadfast
Level 17:
Resurgence
Level 20:
Conviction
Level 23:
Parry
Level 26:
Crashing Wave Kick
Level 29:
Masterful Dodge
Level 32:
Intensity
Level 35:
Thunderbolt Lunge
Level 38:
Evasive Maneuvers
Adv. Points:
0/36Travel Powers
Level 6:
Lightspeed
Level 35:
TeleportationSpecializationsDevices
Comments
https://aesica.net/co/herocreator.htm?v=32&n=&d=11230abG9APK000000E000E605EB00EF07EL00EP0XK503ES0PON011500EG03E80OK6001L002jN742iK0tid40000000000&e=
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: Acrobat (Dex: 5, Con: 5)
Level 12: Martial Focus (Str: 5, Dex: 5)
Level 15: Physical Conditioning (Str: 5, Con: 5)
Level 18: Quick Recovery (Con: 5, Rec: 5)
Level 21: Impresario (Dex: 5, Rec: 5)
Powers
Level 1: Righteous Fists
Level 1: One Hundred Hands (Rank 2, Demolishing Strikes)
Level 6: Form of the Master
Level 8: Night Warrior (Rank 2, Rank 3, Silent Running)
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: Resurgence (Rank 2)
Level 26: Lightning Strike
Level 29: Parry (Rank 2, Rank 3)
Level 32: Inexorable Tides (Flowing Strikes, Power Sweep)
Level 35: Imbue
Level 38: Thundering Return
Adv. Points: 33/36
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)
Warden: Fortified Gear (3/3)
Warden: Ruthless (2/2)
Warden: Upper Hand (2/3)
Warden: The Best Defense (3/3)
Brawler: The Glory of Battle (1/3)
Brawler: Penetrating Strikes (2/2)
Brawler: Ruthless (2/2)
Brawler: Finishing Blow (2/3)
Brawler: Flanking (3/3)
Mastery: Strength Mastery (1/1)
Either Steadfast or Chi Manip could work as the EU here. Uses 100Hands to apply Demolish (and Chi Flame), DK to put up Rush for extra energy, and BCF as its main single-target attack. Inex Tides can refresh Demolish quickly. You can use 100Hands, DK, and/or Inex Tides for AoE here (100Hands can debuff, DK can stun, Tides can knockup). Gears mostly for Dex, w/ some Con.
- Be safe and have fun, champs - for science!
- Evasive Maneuvers to Laughing Zephyr - I'd say the movement speed buff (of which you can gain up to 3 stacks of if you rank it up) is way more useful for melee builds than EM's dodge boost is: true the lunge can get you back in quickly either way, but that speed-up is key for keeping next to targets and positioning your AoEs - which is a pretty big deal for melee DPS.
- Parry to Antagonize - Similar case here, though I can make a stronger argument for it since unless you're using Elusive Monk (which cuts into DPS output) the ability to gain resistance by blocking is much better than the counter's strength. It's up to you, but one benefit of Parry is that if you pick Elusive Monk as your last advantage in your power-selection stack, then you can make quick/cheap dips into the powerhouse to switch between more dodge and more DPS, but for general use Antagonize is way better, and stacked with Laughing Zephyr you can zoom around the battlefield without any travel powers.
These are both useful, since in some cases (returning to Qwyjibo and escaping his lava pits, Teleiosaurus knockback) you won't have TPs available, but will need to avoid incoming attacks. This keeps in theme while still allotting some pretty nice ability to rush out of the way of attacks.One-Hundred-Hands isn't optimal for damage, but it is certainly workable as a main attack, and can be specced to get some pretty nasty output from it, though like Flo mentioned it still probably won't be preferable to bring to super-serious cosmics, and some could accuse you of ruining DPS checks in some cases like Teleiosaurus. Sad, but true unfortunately.
Regardless, Here's how I'd try and milk as much damage from OHH as possible:
Slipstream Melee Damage
v3.31:32
Slipstream Melee Damage
v3.31:32
Super Stats
Level 6: Dexterity (Primary)
Level 10: Recovery (Secondary)
Level 15: Constitution (Secondary)
Talents
Level 1: The Dragon (Str: 10, Dex: 10, Con: 8, Rec: 10)
Level 6: Acrobat (Dex: 5, Con: 5)
Level 9: Impresario (Dex: 5, Rec: 5)
Level 12: Quick Recovery (Con: 5, Rec: 5)
Level 15: Amazing Stamina (Rec: 5, End: 5)
Level 18: Boundless Reserves (Con: 5, End: 5)
Level 21: Accurate (Dex: 5, End: 5)
Powers
Level 1: Vicious Strikes
Level 1: One Hundred Hands (Rank 2, Rank 3, Ghostly Strikes)
Level 6: Thundering Kicks (Demolishing Strikes)
Level 8: Form of the Master
Level 11: Way of the Warrior (Rank 2, Rank 3)
Level 14: Steadfast
Level 17: Conviction (Rank 2, Rank 3)
Level 20: Antagonize (Rank 2)
Level 23: Inexorable Tides (Flowing Strikes, Power Sweep)
Level 26: Masterful Dodge
Level 29: Lock N Load (Rank 2, Rank 3)
Level 32: Thunderbolt Lunge
Level 35: Laughing Zephyr (Rank 2, Stim Pack)
Level 38: Devastating Strike (Rank 2, Rank 3)
Adv. Points: 35/36
Travel Powers
Level 6: Lightspeed (Rank 2, Rank 3)
Level 35: Teleportation
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: Offensive Expertise (2/2)
Vindicator: Mass Destruction (3/3)
Avenger: Ruthless (2/2)
Avenger: Round 'em Up (3/3)
Avenger: Relentless Assault (3/3)
Avenger: Offensive Expertise (2/2)
Mastery: Dexterity Mastery (1/1)
Devices
Both the Vindicator/Avenger speccing is chosen to specifically feed all possible damage-boost stacking into exactly what OHH is: a maintained, AoE attack. Relentless Assault especially creates extra Offense, which thanks to Dex's Combat Training spec, creates more crit chance. Combine that with Mass Destruction, and you'll be flinging out some pretty consistent crits. Theoretically (and in practice on my own speedster builds) REC primary can be utilized to grant some huge crit-chance bonuses when you have near-full energy (My alt Mach sits at around 45% crit chance when it's up), but in practice it usually isn't always in effect, and creating a reliable feedback loop to get enough energy with it isn't easy, so consistency of DEX tree wins out here.
Thundering Kicks is utilized once to apply Demolish to your target (or multiple since it also happens to be the only AoE demolish application), and then Inexorable Tides is useful as a periodic interrupt, as well as a reliable Demolish refresh. Both are pretty secondary attacks though, you should be using OHH as much as possible since that is 5 advantage-points and a full spec tree devoted to doing as much maintained DPS as possible.
Resurgence can be useful if you're a tank. But this is a DPS, so being able to keep health/defenses high for an extended period will usually be more key, especially for making more openings for attacks or holding on to your remaining HP, so Masterful Dodge on its own should be good enough. In place of Resurgence is Devastating Strikes, which can be super-good for spike damage in DPS checks. If you don't have access to that ult, Dragon Uppercut with Dragon Rush is also good to get some reliable energy for a while. The one remaining free Adv. Point can either be leveraged to spend on that 3-pt advantage, or otherwise put in an extra rank of your TPs for maximum speed!
Hope that helps.
I picked Parry just cause of the kickback anim showing fast reflexes (I wouldn't get EMonk w/ it; as stated, the dps hit prob isn't worth it for a dps, and you'd lose the ability to get R3 anyways), but yeah Antagonize's extra effects are nice here. You could change the block enhancer in a build like mine to Antagonize w/o much diff to the core build. Something like LZephyr could replace the AO or self-res too, if desired. I don't have the cosmic experience some others here do, but if move speed boost like that are useful, then by all means feel free to include them.
- Be safe and have fun, champs - for science!