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Unarmed Build Advice

bkmk2007bkmk2007 Posts: 7 Arc User
edited March 2013 in Builds and Roles
I'm looking for some feedback on an Unarmed build I'm working on. My significant other wants to play a martial artist in the vein of Black Canary (top notch, fairly realistic/cinematic fighter). This is something that would primarily be played solo PvE so survivability is a must, but being thematic would be a close second. I've attempted a first build below, but Unarmed is not something I've ever attempted before so I admit I'm just treading water in the deep end. Any advice would be greatly appreciated.


PowerHouse (Link to this build)

Name:

Archetype: Freeform

Super Stats:
Level 6: Dexterity (Primary)
Level 10: Strength (Secondary)
Level 15: Intelligence (Secondary)

Talents:
Level 1: The Fist
Level 6: Acrobat
Level 9: Physical Conditioning
Level 12: Healthy Mind
Level 15: Martial Focus
Level 18: Coordinated
Level 21: Covert Ops Training

Powers:
Level 1: Vicious Strikes (Drunken Master, Accelerated Metabolism)
Level 1: Thundering Kicks (Rank 2, Floating Lotus Blossom)
Level 6: Way of the Warrior (Rank 2, Rank 3)
Level 8: Form of the Tempest
Level 11: Parry (The Elusive Monk)
Level 14: Dragon Kick (Rank 2, Lashing Dragon Tail)
Level 17: Thunderbolt Lunge (Nailed to the Ground)
Level 20: Bountiful Chi Resurgence (Resurgent Reiki)
Level 23: Molecular Self-Assembly
Level 26: Masterful Dodge (Unfettered Strikes)
Level 29: Intensity
Level 32: Evasive Maneuvers (Rank 2, Sleight of Mind)
Level 35: Conviction (Rank 2, Rank 3)
Level 38: Crashing Wave Kick (Subtlety of the Tides)

Travel Powers:
Level 6: Swinging (Flippin')
Level 35: Acrobatics

Specializations:
Dexterity: Gear Utilization (3/3)
Dexterity: Brush It Off (2/2)
Dexterity: Deadly Aim (3/3)
Dexterity: Expose Weakness (2/2)
Brawler: No Escape (1/3)
Brawler: Penetrating Strikes (2/2)
Brawler: Ruthless (2/2)
Brawler: Finishing Blow (3/3)
Brawler: Offensive Expertise (2/2)
Vindicator: Aggressive Stance (2/2)
Vindicator: Merciless (3/3)
Vindicator: Focused Strikes (3/3)
Vindicator: Offensive Expertise (2/2)
Mastery: Dexterity Mastery (1/1)
Post edited by bkmk2007 on

Comments

  • thearkadythearkady Posts: 337 Arc User
    edited March 2013
    Not much time, so just to quick thoughts right off the bat:
    1. Accelerated Metabolism on the EB is the single most pointless use for an Advantage point. Better rank a travel power.
    2. From a thematic PoV, do you wand her to have a "sonic cry"? Wind powers do physical damage partially or wholly, so they sync with melee reasonably well and that might be an option for you.

    EDIT
    Wait, uh... Specialization trees.
    1. I'd tend more toward Rush of Battle than Focused Strikes on Vindicator, it makes for a great extra self-heal and you're getting plenty of Crit Severity anayways
    2. For survivability while levelling, Evasion from DEX tree is pretty useful and might be better than Expose Weakness. That will be pretty useless on anything other than Supervillains because you'll kill it so fast.
  • bkmk2007bkmk2007 Posts: 7 Arc User
    edited March 2013
    Accelerated Metabolism was really just a "what the hell do I do with this leftover point?" consideration. I had forgotten ranks of travel powers were only 1 point.

    The Canary Cry is not a must-have for the build, but I'll certainly look into the wind powers as a possibility.

    I'll be sure to make those suggested changes to the spec trees.
  • oniganononiganon Posts: 155 Arc User
    edited March 2013
    Build looks decent... I'd replace Str with Con if you're not going to make Str the PSS. Change Brawler to Warden (Fortified, Ruthless, Best Defense, Elusive)

    But when you say 'survivability is a must' just how survivable do you want to make it? How much damage are you willing to sacrifice?

    Basically I'm asking if you might rather just take Invulnerability or something.
  • bkmk2007bkmk2007 Posts: 7 Arc User
    edited March 2013
    Taking this feedback into account, here's what I have now:

    PowerHouse (Link to this build)

    Name:

    Archetype: Freeform

    Super Stats:
    Level 6: Dexterity (Primary)
    Level 10: Constitution (Secondary)
    Level 15: Intelligence (Secondary)

    Talents:
    Level 1: The Master
    Level 6: Martial Focus
    Level 9: Physical Conditioning
    Level 12: Body and Mind
    Level 15: Acrobat
    Level 18: Coordinated
    Level 21: Covert Ops Training

    Powers:
    Level 1: Vicious Strikes (Drunken Master)
    Level 1: Thundering Kicks (Rank 2, Floating Lotus Blossom)
    Level 6: Way of the Warrior (Rank 2, Rank 3)
    Level 8: Form of the Tempest
    Level 11: Parry (The Elusive Monk)
    Level 14: Dragon Kick (Rank 2, Lashing Dragon Tail)
    Level 17: Thunderbolt Lunge (Nailed to the Ground)
    Level 20: Bountiful Chi Resurgence (Resurgent Reiki)
    Level 23: Molecular Self-Assembly
    Level 26: Masterful Dodge (Unfettered Strikes)
    Level 29: Intensity
    Level 32: Evasive Maneuvers (Rank 2, Sleight of Mind)
    Level 35: Crashing Wave Kick (Subtlety of the Tides)
    Level 38: Wind Breath (Unstable Footing, Nailed to the Ground)

    Travel Powers:
    Level 6: Swinging (Flippin')
    Level 35: Acrobatics (Rank 2)

    Specializations:
    Dexterity: Gear Utilization (3/3)
    Dexterity: Brush It Off (2/2)
    Dexterity: Evasion (2/2)
    Dexterity: Deadly Aim (3/3)
    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: The Rush of Battle (3/3)
    Vindicator: Offensive Expertise (2/2)
    Mastery: Dexterity Mastery (1/1)
  • thearkadythearkady Posts: 337 Arc User
    edited March 2013
    I wouldn't bother with Wind Breath that late in the build; Typhoon packs more punch and while knockback may seem like a disavantage, dispersing a larger mob and lunging to one target can have its benefits. Only potential reason I see for sticking with WB would be if the graphic fits your concept that much better.

    On a similar note, Crashing Wave Kick that late in the build makes little sense. If you want it for the advantage, it needs to come earlier (where the buff makes more of a difference because dodge/avoidance gear is harder to come by). Even then, do you really need both Thundering Kicks and Crashing Wave? (Keep in mind you could simply switch out Thundering Kicks after leaving the tutorial.) Personally, I'd decide on one kick and add either Inexorable Tides or Rising Knee. Those knocks really help fighting Master Villains or Tough mobs by way of shutting much of their offense down. (For that reason, I'd also move at least the second active defense back in favor of whatever you pick.)

    Personally, I'd push Parry back in the build order. Imo, a lunge and a higher-level attack are more important than Parry early on.

    Drunken Master on the EB is a waste; with SS INT, MSA and FotT, you shouldn't use the EB much and with SS DEX + FotT, you'll be stacking Focus right quick anyways. Take BCR R2 or rank Swinging or whatever.
  • helbjornhelbjorn Posts: 678 Arc User
    edited March 2013
    You might consider switching Crashing Wave Kick out for Rising Knee with adv. (nice melee Crushing debuff) or Backhand Chop, an excellent interrupt.
  • bkmk2007bkmk2007 Posts: 7 Arc User
    edited March 2013
    Version 3.0 is here. I tried to incorporate as much feedback as possible.

    The use of Wind Breath is about 99.9% thematic. If there's a must-have power I could get rid of it. But if I can build something solo-able that has it, that would be most preferable.

    I'm not sure what thearklady means by "second active defense," as the build only has one. I assume the comment was directed at Evasive Maneuvers, so I pushed that one back further.

    So, here we are:

    PowerHouse (Link to this build)

    Name:

    Archetype: Freeform

    Super Stats:
    Level 6: Dexterity (Primary)
    Level 10: Constitution (Secondary)
    Level 15: Intelligence (Secondary)

    Talents:
    Level 1: The Master
    Level 6: Martial Focus
    Level 9: Physical Conditioning
    Level 12: Body and Mind
    Level 15: Acrobat
    Level 18: Coordinated
    Level 21: Covert Ops Training

    Powers:
    Level 1: Vicious Strikes (Drunken Master)
    Level 1: Crashing Wave Kick (Subtlety of the Tides)
    Level 6: Way of the Warrior (Rank 2, Rank 3)
    Level 8: Form of the Tempest
    Level 11: Rising Knee (Flowing Strikes)
    Level 14: Dragon Kick (Rank 2, Lashing Dragon Tail)
    Level 17: Thunderbolt Lunge (Nailed to the Ground)
    Level 20: Molecular Self-Assembly
    Level 23: Parry (The Elusive Monk)
    Level 26: Bountiful Chi Resurgence (Rank 2, Resurgent Reiki)
    Level 29: Masterful Dodge (Unfettered Strikes)
    Level 32: Intensity
    Level 35: Evasive Maneuvers (Rank 2, Sleight of Mind)
    Level 38: Wind Breath (Unstable Footing, Nailed to the Ground)

    Travel Powers:
    Level 6: Swinging (Flippin')
    Level 35: Acrobatics (Rank 2)

    Specializations:
    Dexterity: Gear Utilization (3/3)
    Dexterity: Brush It Off (2/2)
    Dexterity: Evasion (2/2)
    Dexterity: Deadly Aim (3/3)
    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: The Rush of Battle (3/3)
    Vindicator: Offensive Expertise (2/2)
    Mastery: Dexterity Mastery (1/1)
  • oniganononiganon Posts: 155 Arc User
    edited March 2013
    This is how I would do it:

    Super Stats:
    Level 6: Dexterity (Primary)
    Level 10: Constitution (Secondary)
    Level 15: Intelligence (Secondary)

    Talents:
    Level 1: The Savage
    Level 6: Paramilitary Training
    Level 9: Covert Ops Training
    Level 12: Relentless
    Level 15: Quick Recovery
    Level 18: Impresario
    Level 21: Negotiator

    Powers:
    Level 1: Vicious Strikes
    Level 1: Thundering Kicks (Rank 2, Floating Lotus Blossom) Single target attack
    Level 6: One Hundred Hands (Rank 2, Rank 3) AoE attack
    Level 8: Thunderbolt Lunge
    Level 11: Form of the Tempest
    Level 14: Quarry (Rank 2, Rank 3) Quarry over WotW because Audacity
    Level 17: Molecular Self-Assembly
    Level 20: Bountiful Chi Resurgence (Resurgent Reiki) No need for R2
    Level 23: Conviction (Rank 2, Rank 3)
    Level 26: Dragon Kick (Rank 2, Lashing Dragon Tail) AoE stun + Rush
    Level 29: Parry (The Elusive Monk)
    Level 32: Masterful Dodge
    Level 35: Lock N Load (Rank 2, Rank 3)Can use other AOs like Ego Surge if you don't mind graphics
    Level 38: Unleashed Rage (Rank 2, Rank 3) Canary Cry

    Travel Powers:
    Level 6: Swinging (Rank 2, Flippin')
    Level 35: Displacement Acrobatics

    Specializations:
    Dexterity: Gear Utilization (3/3)
    Dexterity: Brush It Off (2/2)
    Dexterity: Deadly Aim (3/3)
    Dexterity: Expose Weakness (2/2)
    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 (1/3)
    Vindicator: Modified Gear (2/2)
    Vindicator: Offensive Expertise (2/2)
    Mastery: Dexterity Mastery (1/1)



    Alternatively, a tank variant to really fulfill that 'survivability is a must' requirement:

    Super Stats:
    Level 6: Strength (Primary)
    Level 10: Dexterity (Secondary)
    Level 15: Constitution (Secondary)

    Talents:
    Level 1: The Savage
    Level 6: Paramilitary Training
    Level 9: Impresario
    Level 12: Relentless
    Level 15: Quick Recovery
    Level 18: Acrobat
    Level 21: Physical Conditioning

    Powers:
    Level 1: Righteous Fists
    Level 1: One Hundred Hands (Rank 2, Ghostly Strikes, Challenging Strikes)
    Level 6: Thunderbolt Lunge (Crippling Challenge)
    Level 8: Invulnerability (Rank 2, Rank 3)
    Level 11: Form of the Tempest
    Level 14: Howl (Rank 2, Rank 3, Make them Tremble)
    Level 17: Spirit Reverberation
    Level 20: Bountiful Chi Resurgence (Resurgent Reiki)
    Level 23: Conviction (Rank 2, Rank 3)
    Level 26: Dragon Kick (Rank 2, Lashing Dragon Tail)
    Level 29: Parry (Rank 2, The Elusive Monk)
    Level 32: Masterful Dodge
    Level 35: Ego Surge (Nimble Mind)
    Level 38: Evasive Maneuvers

    Travel Powers:
    Level 6: Swinging (Rank 2, Flippin')
    Level 35: Displacement Acrobatics

    Specializations:
    Strength: Physical Peak (1/3)
    Strength: Quick Recovery (2/2)
    Strength: Aggression (2/2)
    Strength: Brutality (2/2)
    Strength: Juggernaut (3/3)
    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: Modified Gear (2/2)
    Vindicator: Mass Destruction (3/3)
    Mastery: Strength Mastery (1/1)
  • s3rjus3rju Posts: 268 Arc User
    edited March 2013
    PowerHouse (Link to this build)

    Name:

    Archetype: Freeform

    Super Stats:
    Level 6: Dexterity (Primary)
    Level 10: Constitution (Secondary)
    Level 15: Intelligence (Secondary)

    Talents:
    Level 1: The Fist
    Level 6: Acrobat
    Level 9: Physical Conditioning
    Level 12: Healthy Mind
    Level 15: Martial Focus
    Level 18: Coordinated
    Level 21: Covert Ops Training

    Powers:
    Level 1: Vicious Strikes
    Level 1: Thunderbolt Lunge
    Level 6: Parry (The Elusive Monk)
    Level 8: Way of the Warrior (Rank 2, Rank 3)
    Level 11: One Hundred Hands (Rank 2, Rank 3)
    Level 14: Conviction (Rank 2, Rank 3)
    Level 17: Molecular Self-Assembly
    Level 20: Form of the Master (Storm's Eye Prana)
    Level 23: Bountiful Chi Resurgence (Resurgent Reiki)
    Level 26: Masterful Dodge
    Level 29: Evasive Maneuvers (Rank 2, Sleight of Mind)
    Level 32: Dragon Kick (Rank 2, Lashing Dragon Tail)
    Level 35: Thundering Kicks (Floating Lotus Blossom)
    Level 38: Ego Surge (Nimble Mind)

    Travel Powers:
    Level 6: Swinging (Flippin')
    Level 35: Acrobatics (Rank 2, Rank 3)

    Specializations:
    Dexterity: Gear Utilization (3/3)
    Dexterity: Brush It Off (2/2)
    Dexterity: Deadly Aim (3/3)
    Dexterity: Expose Weakness (2/2)
    Brawler: The Glory of Battle (2/3)
    Brawler: Penetrating Strikes (2/2)
    Brawler: Ruthless (2/2)
    Brawler: Setup (2/2)
    Brawler: Offensive Expertise (2/2)
    Vindicator: Aggressive Stance (2/2)
    Vindicator: Merciless (3/3)
    Vindicator: Initiative (2/2)
    Vindicator: Modified Gear (2/2)
    Vindicator: Offensive Expertise (1/2)
    Mastery: Dexterity Mastery (1/1)

    this is a cross between surviability and dps, role doesn't matter here. what does is to keep your conviction and dodge/avoid ratings up for your form, with the way this works you'll be stacking triple bcr with ease and have plenty of energy thanks to msa combined with form of the master.
    make sure you refresh initiatie followed by a thundering kick combo in to dragon's kick to fuel your 100 hands. enjoy

    My build directory (work in progress)
    Guide list
    Freeform Builds

    In loving memory of AngelofCaine.
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