Here's a trio of melee builds, each with their own strange twist on blades.
We've updated! Now the builds have been upgraded to Mk.2
Old versions of these builds can be found: HerePowerHouse (Link to this build)AssassinArchetype: FreeformSuper Stats:Level 6: Intelligence (Primary)Level 10: Dexterity (Secondary)Level 15: Constitution (Secondary)Talents:Level 1: SureshotLevel 6: AgileLevel 9: EnduringLevel 12: BrilliantLevel 15: AcrobatLevel 18: CoordinatedLevel 21: Healthy MindPowers:Level 1: Rain of Steel (Grinning Ghost)Level 1: Night Warrior (Rank 2, Rank 3, Silent Running)Level 6: Form of the Tempest (Rank 2)Level 8: Eye of the Storm (Rank 2, Rank 3)Level 11: Bountiful Chi Resurgence (Rank 2, Resurgent Reiki)Level 14: Dragon's Wrath (Rank 2, Tiger's Courage)Level 17: Smoke BombLevel 20: Unbreakable (Rank 2)Level 23: Parry (The Elusive Monk)Level 26: Molecular Self-AssemblyLevel 29: Evasive Maneuvers (Sleight of Mind)Level 32: Toxic Nanites (Rank 2, Rank 3)Level 35: Masterful DodgeLevel 38: Ego Placate (Svengali's Guile)Travel Powers:Level 6: Athletics (Rank 2)Level 35: QWOP (Rank 2)Specializations:Intelligence: Enlightened (3/3)Intelligence: Tactician (2/2)Intelligence: Revitalize (3/3)Intelligence: Expertise (2/2)Vindicator: Aggressive Stance (2/2)Vindicator: Merciless (3/3)Vindicator: Initiative (2/2)Vindicator: The Rush of Battle (3/3)Protector: Fortified Gear (3/3)Protector: Unrelenting (2/2)Protector: Exhausting Strikes (2/2)Protector: Defensive Expertise (3/3)Mastery: Protector Mastery (1/1)Equpiment Preferences:
- 1st priority: Intelligence - Have actives up at all times, and prepare your Shadow Strike in the shortest time period possible. Also gain more energy from MSA.
- 2nd: Dexterity. Increase critical chance in mid-combat, and maximize defense bonuses from parry, as well as increase your stealth strength.
- 3rd: Constitution. Extra survivability
- Offense: Critical Severity, with Critical Chance mods/secondaries
- Defense: Dodge chance/avoidance
- Utility: Recharge speed. Include efficiency upgrades as needed
Role: Melee
Deft, Deadly, but in no means weak, the Assassin eschews some of its up-front combat prowess in favor of survivablity, escape, and extreme burst damage through its shadow strikes, combining them with a complex of defense debuffs and damage buffers to ensure that the Assassin makes a fatal strike - reliably, every few seconds or so, while living to escape and strike again.
The basic tactics of the build entail activating your stealth with both
Stealth and
Smoke Bomb. This is used to double the Shadow Strike damage - on an alert boss, this usually takes out 1/6th of their health from the get-go. This can be combined further with
Toxic Nanites for a potent after-strike poisoning, and
Ego Placate (sort of a callback to CoV Stalkers) to render your target vulnerable.
In the thick of battle, the Assassin simply holds out to prepare for their next ambush. It's preferable to use your
Masterful Dodge to hold the line while the boss inevitably targets you after dislodging a couple of their vertebrae. Because of your
defensive expertise and high intelligence, you will usually have an active defense up every 30 seconds or so.
Eye of the Storm is a great move for armoring yourself mid-battle to prepare for incoming damage (and also prepare damage immunity for another shadow strike) while
Dragon's Wrath is your primary source of damage for single-targets when unstealthed.
Escaping battle is simply a matter of using
Evasive Maneuvers. If taking DoT from a poison effect, and you don't have time to apply defense with Eye of the Storm, use your
Unbreakable to get a strong, reliable damage shield. From there, you can re-apply stealth successfully with the stealth toggle (and smoke bomb) to once again strike from the shadows for a fatal blow.
It's imperative that you master/understand how the stealth toggle works for this build. Make sure to turn it off whenever your shadow strike has been used up, and when toggling it back on, to make sure to disable your energy builder to stop from squandering a shadow strike opportunity.
PowerHouse (Link to this build)BarbarianArchetype: FreeformSuper Stats:Level 6: Strength (Primary)Level 10: Constitution (Secondary)Level 15: Recovery (Secondary)Talents:Level 1: SuperhumanLevel 6: Physical ConditioningLevel 9: Quick RecoveryLevel 12: RelentlessLevel 15: MightyLevel 18: EnduringLevel 21: Paramilitary TrainingPowers:Level 1: Reaper's TouchLevel 1: Thunderbolt LungeLevel 6: Way of the Warrior (Rank 2, Rank 3)Level 8: Eruption (Crippling Challenge)Level 11: Bountiful Chi Resurgence (Resurgent Reiki)Level 14: Enrage (Endorphin Rush)Level 17: Conviction (Rank 2, Rank 3)Level 20: Annihilate (Rank 2, Rank 3)Level 23: Brimstone (Rank 2, Rank 3, Challenging Strikes)Level 26: Aggressor (Rank 2)Level 29: Parry (The Elusive Monk)Level 32: Molecular Self-AssemblyLevel 35: Arc of Ruin (No Quarter)Level 38: Resurgence (Evanescent Emergence)Travel Powers:Level 6: Rolling around at the speed of sound (Rank 2, Rank 3)Level 35: Got places to go got to follow my rainbow (Rank 2)Specializations:Strength: Swole (3/3)Strength: Physical Peak (2/3)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)Protector: Fortified Gear (3/3)Protector: Bulwark (2/2)Protector: Debilitating Challenge (2/2)Protector: Resolute (3/3)Mastery: Strength Mastery (1/1)Equpiment Preferences:
- 1st priority: Constitution: Maximize defense yield from juggernaut, apply extra health, and maximize heal from Endorphin Rush and Resurgence.
- 2nd: Strength: Boost enrage damage yield and general melee effectiveness.
- 3rd: Recovery: Simply chosen for a light energy buffer. Don't even need equipment to boost this stat.
- Offense: Critical Chance
- Defense: Dodge chance/avoidance
- Utility: Recharge speed. Include efficiency upgrades as needed.
Role: When running as a tank, Hybrid. If extra damage is needed in an alert, or running solo, run Melee.
An absolutely brutal fighter, with DPS to match big hitters and immense healing power for defensibility to match even a decently-built tank, the Barbarian is able to take the high-damage basis of Strength superstatting, Enrage, and Way of the Warrior to apply a massive melee beatdown. On the other hand, the
Juggernaut specialization, combined with express focus on Constitution statting, myriad heals, and ample bonuses to dodge stats, means that the Barbarian has extremely good survivability - it can even stand up to the assault of big-hitters like Gravitar and Andrith if well-equipped!
The Barbarian, despite running with an offensive passive, is made for the express task of tanking. Use
Eruption to apply Crippling Challenge to major targets, as well as trigger MSA and perhaps knock the target up, and follow this up with
Annihilate for a constant stream of damage, applying Eruption when necessary to re-capture the boss' interest. Against multiple targets, all that's needed is the slamming fury of
Brimstone to bring every target around you to their knees. Either of these attack cycles can be interrupted, or even began, with
Arc of Ruin for defense-wearing properties.
Barbarian's defense is laudible, but requires a degree of micromanagement.
Bountiful Chi Resurgence should be running near-constantly if you're the primary target (though if you're not grabbing aggro, it should be off - it'll impact your damage output!) When you need an extra boost of healing, occasionally pop in
Conviction for that burst. If the going gets really bad, using
Resurgence will be enough to restore ample health to get yourself back into the fight - the Barbarian's combination of dodges and heals are enough to allow it to at least maintain a decent level of health against most bosses - so much so that most other active defenses (save for Masterful Dodge) usually don't have much of an impact on the Barbarian's survivability.
As with the old Barbarian build, be careful not to knock lightweight targets out of range with Annihilate. Always make sure they're resistant to knocks either by quickly tapping Brimstone 3 times, or repeatedly knocking the target up with your Eruption.
PowerHouse (Link to this build)ClericArchetype: FreeformSuper Stats:Level 6: Presence (Primary)Level 10: Dexterity (Secondary)Level 15: Constitution (Secondary)Talents:Level 1: SuperhumanLevel 6: EnduringLevel 9: MightyLevel 12: IntimidatingLevel 15: Physical ConditioningLevel 18: Impressive PhysiqueLevel 21: Shrug It OffPowers:Level 1: BludgeonLevel 1: Cleave (Rank 2, Rank 3)Level 6: Brute StrikeLevel 8: Aura of Primal Majesty (Rank 2, Rank 3)Level 11: CompassionLevel 14: Conviction (Rank 2, Reverence)Level 17: Parry (The Elusive Monk)Level 20: Arc of Ruin (Rank 2, No Quarter)Level 23: Vala's Light (Rank 2, Rank 3)Level 26: Telepathic ReverberationLevel 29: Ego Sprites (Rank 2, Rank 3)Level 32: Ego Storm (Malevolent Manifestation)Level 35: Palliate (Rank 2, Absolve)Level 38: RedemptionTravel Powers:Level 6: Moonwalking (Rank 2)Level 35: Warp Whistle (Rank 2)Specializations:Presence: Repurpose (3/3)Presence: Selfless Ally (2/2)Presence: Brilliance (1/3)Presence: Force of Will (2/2)Presence: Vulnerability (2/2)Arbiter: Enforcer (3/3)Arbiter: Ruthless (2/2)Arbiter: Rend (2/2)Arbiter: Concussion (3/3)Sentinel: Caregiver (2/3)Sentinel: Sentinel Aura (3/3)Sentinel: Moment of Need (3/3)Sentinel: Wither (2/2)Mastery: Sentinel Mastery (1/1)Equpiment Preferences:
- 1st priority: Presence: Apply stronger buffs to your allies, stronger heals, maximize your hold strength, and get the highest damage buff from your Compassion.
- 2nd: Dexterity: Maximize the chance your attacks and heals give the biggest benefit.
- 3rd: Constitution: Obligatory survival buff.
- Offense: Mix of Critical Severity and Heal Strength
- Defense: Dodge chance/avoidance
- Utility: Recharge speed. Include efficiency upgrades as needed.
Role: When you need to do damage, run Hybrid. When you are required for your healing services, switch to Support role.
The Cleric has gone through some rather drastic changes, going from a melee fighter with a strong angle towards healing, to a healer and controller with a set of some melee attacks. Though the damage output of this new cleric suffers a bit, it is a much more effective healer overall.
Unfortunately, the Cleric's big strength doesn't arise until it's already reached max level:
Sentinel Mastery will enable the cleric's stuns and holds, such as
Ego Storm and
Brute Strike, to heal the allies who target the same enemy you are attacking. This is combined with various defense and offense debuffs, meaning the targets will also have a much harder time landing potent strikes against your allies.
Cleric's heals are all fairly short-ranged, with the exception of the aforementioned mastery and the
Sentinel Aura. Cleric's heals are largely passive, and serve to mostly augment their own survivability while also providing passive benefits to surrounding allies.
The biggest change to the cleric, though, comes to the incorporation of Disorient -
Telepathic Reverberation means that every time the Cleric lays
Ego Sprites on a target it disorients (with an attack like Arc of Ruin), energy will be gained. Also, the use of holds like
Ego Storm will further fuel the energy generation, just by hitting targets, while also widely spreading the Sentinel Mastery buff among targets for mass healing.
So, there you go. Feel free to use these builds and do stuff. Or complain about how they're all melee, whatever.
Comments
Along those lines, what are your thoughts on a paladin build attempt? Primarily tank, with support and damage as secondary. Is that stretching things too thin, or is it possible? Back when I played, the ability to hold aggro was altered and I never really caught up; threat became about spamming high damaging attacks rather than stacks of threat management debuffs, and that conflicted with the attempts to recreate roles my friend and I preferred (paladin and wizard).
These builds will be a big help. Thanks again for posting them.
Thanks for the feedback! I've tried building Tank/Support characters; they're... Not easy. If you're going to grab aggro, you're going to either have to focus exclusively on heals (and given that a lot of support specializations focus on reducing your threat while raising heal value, tanking using heals is rather iffy.) Or on damage (which leaves almost no room for solid support). In any case, the Cleric build is quite nicely balanced. If you mixed in some of the Barbarian's dodge stats and taunts into the build, you could end up with a veritable melee healer that could hold aggro.
Aside from that, I also happen to have a character named paladin! Ironically, he uses the Barbarian build described above, so yeah.
If you would like to, please check out the toons in my Signature and see if their builds are any good, and maybe inspire you to create something out of them.
The good news is that I've got a character testing the build in question.
The bad news is that they're only level 17.
one thing i noticed is that Vulnerability is not activating.
Is this because the build only has a stun ( Brute Strike ) and a incapacitate ( Ego Storm )
not sure if a incapacitate is classed as a paralyze, would love your feedback
Might be the case that Sentinel Mastery only applies on direct stuns/holds with targets?
Bluhman, have you ever considered making a single-blade bleed style build for any of these three? If so how would you go about it as Im trying to make the afor mentioned character heavy on bleeds and whatnot, very Marvel Asgard style of brute force mixed with the swordmanship..
Yeah, made no sense there, sorry.
Single-Blade is tricky; Making a Single-Blade Cleric is possible, but it would be very difficult to play, as managing DoT's and burst damage while attempting to heal your allies can get quite hairy.
A single-blade Assassin, amusingly, is completely out of the question. As it turns out, because the origin of DoT bleed effects are from your character, if you have placed any bleed on enemies, it will prevent you from going back into hiding. There's other reasons as well that are nonthematic, including the fact that Single-Blade is already quite heavily based on dealing big burst damage mid-battle.
A single-blade DPS/Tank, though, would probably be readily possible. I'll see what I could whip up.