MA/Electricity Dodge - Freeform (Hybrid)
v3.41:33
Super Stats
Level 6:
Constitution (Primary)
Level 10:
Dexterity (Secondary)
Level 15:
Recovery (Secondary)Talents
Level 1:
The Chiller (Dex: 10, Con: 10, Rec: 8, End: 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:
Survival Training (Dex: 3, Con: 3, Pre: 3, Rec: 2, End: 2)
Level 18:
Accurate (Dex: 5, End: 5)
Level 21:
Boundless Reserves (Con: 5, End: 5)Powers
Level 1:
Righteous Fists
Level 1:
Parry (Rank 2, The Elusive Monk)
Level 6:
Chi Manipulation
Level 8:
Form of the Master
Level 11:
Electric Sheath
Level 14:
Resurgence (Rank 2)
Level 17:
Bountiful Chi Resurgence (Rank 2, Resurgent Reiki)
Level 20:
Lightning Strike (Nailed to the Ground)
Level 23:
Thundering Return
Level 26:
Thundering Kicks (Rank 2, Floating Lotus Blossom)
Level 29:
Sparkstorm (Rank 2, Electric Personality)
Level 32:
Dragon Uppercut (Rank 2, Rank 3)
Level 35:
Lightning Reflexes (Rank 2, Rank 3)
Level 38:
Storm Strike (Rank 2, Rank 3)
Adv. Points:
36/36Travel Powers
Level 6:
Athletics (Rank 2, Rank 3)
Level 35:
SwingingSpecializations
Constitution:
Tough (3/3)
Constitution:
Resilient (2/2)
Constitution:
Deflection (3/3)
Constitution:
Adrenaline Rush (2/2)
Warden:
Fortified Gear (3/3)
Warden:
Slaughter (3/3)
Warden:
Ruthless (2/2)
Warden:
The Best Defense (2/3)
Vindicator:
Aggressive Stance (2/2)
Vindicator:
Merciless (3/3)
Vindicator:
Focused Strikes (2/3)
Vindicator:
Mass Destruction (3/3)
Mastery:
Constitution Mastery (1/1)Devices
The idea here is a martial artist with electric powers that moves super fast. For the build, the main purpose is dodge while using some MA powers with cool electric animations, like Sparkstorm.
@flowcyto any improvements I could do to increase dodge efficiency? Also, One Hundred Hands is a viable alpha strike? I'm using Dragon Uppercut, but OHH fits my theme way better.
Thanks in advance
Comments
Anyways, I'm not really sure why you want to build for dodge and not be a proper tank w/ Challenge advs and whatnot- as otherwise you're a very sub-optimal dps unit using RNG-based mitigation (BCR and Elusive Monk's penalties will considerably lower your melee dps while they are up). Even then, I wouldn't generally recommend dodge tanking for harder content, but I suppose it does depend on what content you're set on doing and how experienced you are. I guess that setup is good for off-tanking easier stuff (or just soloing), but you won't necc secure aggro in teams even then (and you don't necc have to use a defensive passive for much of it).
You can make an Elec + Unarmed build just fine, overall. There's numerous ways to go about it, but here's one example of a dps unit with it:
(Unnamed Build) - Freeform (Melee Damage)
v3.41:33
Super Stats
Level 6: Dexterity (Primary)
Level 10: Endurance (Secondary)
Level 15: Constitution (Secondary)
Talents
Level 1: The Chiller (Dex: 10, Con: 10, Rec: 8, End: 10)
Level 6: Accurate (Dex: 5, End: 5)
Level 9: Impresario (Dex: 5, Rec: 5)
Level 12: Amazing Stamina (Rec: 5, End: 5)
Level 15: Quick Recovery (Con: 5, Rec: 5)
Level 18: Acrobat (Dex: 5, Con: 5)
Level 21: Boundless Reserves (Con: 5, End: 5)
Powers
Level 1: Electric Bolt
Level 1: Thundering Kicks (Rank 2, Demolishing Strikes)
Level 6: Night Warrior (Rank 2, Rank 3)
Level 8: Form of the Tempest
Level 11: Sparkstorm (Rank 2, Electric Personality)
Level 14: Ionic Reverberation
Level 17: Conviction (Rank 2, Rank 3)
Level 20: Ball Lightning (Triplicity)
Level 23: Lightning Strike (Nailed to the Ground)
Level 26: Resurgence (Rank 2)
Level 29: Dragon Uppercut (Rank 2, Dragon Rush)
Level 32: Electric Shield (Rank 2)
Level 35: Electric Sheath (Matter - Energy Union)
Level 38: Storm Strike (Rank 2)
Adv. Points: 34/36
Travel Powers
Level 6:
Level 35:
Specializations
Dexterity: Gear Utilization (3/3)
Dexterity: Power Swell (2/2)
Dexterity: Deadly Aim (3/3)
Dexterity: Expose Weakness (2/2)
Vindicator: Aggressive Stance (2/2)
Vindicator: Merciless (3/3)
Vindicator: Focused Strikes (2/3)
Vindicator: Mass Destruction (3/3)
Warden: Slaughter (3/3)
Warden: Ruthless (2/2)
Warden: Upper Hand (2/3)
Warden: The Best Defense (3/3)
Mastery: Dexterity Mastery (1/1)
TKicks can put up Demolish and be cheap melee filler w/ a cleave AoE, while DU can provide Rush, extra CC, and single-target burst dmg. Sparkstorm and Ball Lit should be kept running as much as feasible. If you have tons of excess energy (via good gearing or whatnot), then you could consider dropping Rush and getting DU to R3. A few of the power slots can be changed out here- like the Ult, the AO, and/or the lunge. Regardless, it gears mostly for Dex, w/ some Con and End/Rec.
And yes, you could use 100Hands instead of DU here as well, though it kinda overlaps in purpose w/ TKicks (could instead repurpose the build to use 100Hands and DU, or something similar).
You can even make an Elec + Unarmed mix that doesn't have to use the Sparkstorm toggle and instead uses Elec for general ranged attacks and wider AoE (Storm Summoner w/ Magnetic adv is nice for corralling mobs for follow-ups w/ tighter melee AoE, for instance, and the Squall adv can add some CC to it). Again, there's many options here.
- Be safe and have fun, champs - for science!
I should have said I haven't intentions to run this build on high-endgame content, just to have fun doing Alerts/Rampages, sorry hahaha
Thanks for the suggestions, I'll test them at PH!
- Be safe and have fun, champs - for science!