test content
What is the Arc Client?
Install Arc

Mother Kali - DPS/Support

bluegrassbeastbluegrassbeast Posts: 1,907 Arc User
edited June 2014 in Power Discussion
So this is LIKELY a mess in the current state, and I welcome suggestions,especially on the back-end. The basic MO of this build is "DPS/Support melee"; using Skill trees and Demolish to stack debuffs, all the while hitting hard. Please let me know if you talented folks have any suggestions for me!

PowerHouse (Link to this build)

Name: Mother Kali

Archetype: Freeform

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

Talents:
Level 1: The Fist
Level 6: Martial Focus
Level 9: Impresario
Level 12: Relentless
Level 15: Martial Training
Level 18: Acrobat
Level 21: Physical Conditioning

Powers:
Level 1: Clobber
Level 1: Beatdown
Level 6: Unstoppable (Rank 2, Rank 3)
Level 8: Demolish (Rank 2, Below the Belt)
Level 11: Roomsweeper (Rank 2)
Level 14: Devour Essence (Rank 2, Rank 3)
Level 17: Enrage
Level 20: Intensity (Rank 2, Rank 3)
Level 23: Aggressor (Rank 2, Rank 3)
Level 26: Molecular Self-Assembly
Level 29: Masterful Dodge (Rank 2)
Level 32: Palliate (Rank 2, Absolve)
Level 35: Unleashed Rage (Rank 2, Rank 3)
Level 38: Rebirth

Travel Powers:
Level 6: Superjump (Rank 2, Rank 3)
Level 35: Flight (Rank 2, Rank 3)

Specializations:
Dexterity: Combat Training (3/3)
Dexterity: Power Swell (2/2)
Dexterity: Deadly Aim (3/3)
Dexterity: Expose Weakness (2/2)
Brawler: The Glory of Battle (1/3)
Brawler: Penetrating Strikes (2/2)
Brawler: Ruthless (2/2)
Brawler: Finishing Blow (1/3)
Brawler: Setup (2/2)
Brawler: Offensive Expertise (2/2)
Arbiter: Ruthless (2/2)
Arbiter: Arbiter Aura (3/3)
Arbiter: Rend (2/2)
Arbiter: Concussion (1/3)
Arbiter: Preservation (2/2)
Mastery: Arbiter Mastery (1/1)
Post edited by Unknown User on

Comments

  • ajanusajanus Posts: 501 Arc User
    edited June 2014
    PowerHouse (Link to this build)

    Name:

    Archetype: Freeform

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

    Talents:
    Level 1: Divinity
    Level 6: Agile
    Level 9: Intimidating
    Level 12: Enduring
    Level 15: Finesse
    Level 18: Acrobat
    Level 21: Shrug It Off

    Powers:
    Level 1: Clobber
    Level 1: Mighty Leap
    Level 6: Roomsweeper (Rank 2, Rank 3)
    Level 8: Aura of Primal Majesty (Rank 2, Rank 3)
    Level 11: Form of the Tempest
    Level 14: Demolish (Rank 2, Below the Belt)
    Level 17: Masterful Dodge
    Level 20: Dragon Uppercut (Rank 2, Rank 3)
    Level 23: Bountiful Chi Resurgence (Resurgent Reiki)
    Level 26: Sigils of Radiant Sanctuary (Rank 2, Rank 3)
    Level 29: Conviction (Rank 2, Reverence)
    Level 32: Ascension (Rank 2, Rank 3)
    Level 35: Miniaturization Drive (Rank 2, Reciprocating Gizmo)
    Level 38: Molecular Self-Assembly

    Travel Powers:
    Level 6: Athletics (Rank 2, Rank 3)
    Level 35: Lightning Flash

    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: Modified Gear (2/2)
    Warden: Fortified Gear (3/3)
    Warden: Ruthless (2/2)
    Warden: Elusive (2/2)
    Warden: The Best Defense (3/3)
    Mastery: Dexterity Mastery (1/1)

    I wasn't sure how sold you were on any of your ability choices, so I just went with something like what I would do as a melee/support toon.

    I chose AoPM just because it makes everything around you not suck. Helping people to not suck, to me, is one of the primary functions of 'support.'

    DEX/Con/Pre. No energy stat because I don't think it will be needed. You have enough from AoPM to fuel just about anything, even though I still added in MSA, the Int/Rec bonus from AoPM should make it viable still. Con, because HPs are awesome, especially in melee. Pre for added bonus stats to your teammates from AoPM.

    Minor heals, Sigils, Conviction + adv...paired with Ascension, it should be noticeable.

    I wanted it to be more of a melee/Lifedrain/Vampiric build, but wasn't sure if that wouldn't completely destroy the theme you were aiming for.

    Kept Demolish for debuff, and added Mini Drive for more debuffs.

    Added Dragon Uppercut for Rush.

    You might want to trade BCR + RR for Resurgence depending on the spike damage you plan on receiving.

    Again, this might not be anything like what you are looking for, but I figured I would throw this out there just in case it gives you any additional ideas.


    Remember: Half the people you know are below average...

    Do not correct a fool, for he will hate you for it. Correct a wise man, for he will appreciate you for it.

    Don't be like the Qularr. They would not last one round in the Interstellar Galactic Arena...

    Handle @brayv
  • flowcytoflowcyto Posts: 12,859 Arc User
    edited June 2014
    Hm, its mostly just a Might build, but oddly thrown together. You have Arbiter Mastery and Brawler's Setup, but you didn't rank up ur basic combo- both of those are heavily dependent on the combo. You also took Concussion but have no power that stuns to proc it.

    Concussion isn't easy to roll on boss-type mobs, due to the shortened duration (~3-4 sec). There aren't that many melee powers to reliably roll it. Brute Strike or Crashing Wave Kick can, but are low dps moves; Bite's adv I think can, but takes a bleed and may be out of theme; Dragon Kick can, but requires full charging and may also be out of theme; Thunderclap can, but you have to have a short cd and use it when its up.

    W/o Concussion, I wouldn't bother w/ Arbiter and instead pick up Warden if keeping a combo-heavy rotation. Could also just pick Vindicator.

    You chose DE.. I guess for the healing, but to get the most out of the heal you'd want a means of bleeding or poisoning for Phlebotomist.

    I also wouldn't take Dex PSS on a Str-toggle using build, esp since Str PSS + Con has great synergy. I would also replace Unstoppable w/ WotW and trade Rec SS for int SS, since you picked MSA up anyways. Then ur defenses will be a bit better if you also add BCR/RR. You also dun have many means of procing Enrage itself.


    I dun really know what to do about the build since, attack-wise, I am unsure of the theme. If you want to be a Might-based melee that heals teammates passively and still tries to use Arbiter Mastery, I can give you a modified version of a build I have for that (was an Ice Pummeler, but dropping the Ice powers here for some Earth/Brick ones and changing around a few other things), to help spark some ideas:

    PowerHouse (Link to this build)

    Archetype: Freeform

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

    Talents:
    Level 1: The Glacier
    Level 6: Coordinated
    Level 9: Healthy Mind
    Level 12: Acrobat
    Level 15: Quick Recovery
    Level 18: Impresario
    Level 21: Negotiator

    Powers:
    Level 1: Wield Earth
    Level 1: Beatdown (Rank 2, Rank 3)
    Level 6: Mighty Leap
    Level 8: Way of the Warrior (Rank 2, Rank 3)
    Level 11: Manipulator
    Level 14: Molecular Self-Assembly
    Level 17: Thunderclap (Rank 2, Collateral Damage)
    Level 20: Bountiful Chi Resurgence (Rank 2, Resurgent Reiki)
    Level 23: Demolish (Rank 2, Below the Belt)
    Level 26: Masterful Dodge
    Level 29: Unbreakable (Rank 2, Rank 3)
    Level 32: Stone Shroud (Rank 2)
    Level 35: Fissure (Rank 2, Reconstruct)
    Level 38:

    Travel Powers:
    Level 6: Superjump (Rank 2, Rank 3)
    Level 35: Flight (Rank 2, Rank 3)

    Specializations:
    Intelligence: Enlightened (3/3)
    Intelligence: Battle of Wits (2/3)
    Intelligence: Detect Vulnerability (3/3)
    Intelligence: Expertise (2/2)
    Sentinel: Torment (2/2)
    Sentinel: Sentinel Aura (3/3)
    Sentinel: Moment of Need (3/3)
    Sentinel: Wither (2/2)
    Arbiter: Enforcer (3/3)
    Arbiter: Ruthless (2/2)
    Arbiter: Rend (2/2)
    Arbiter: Concussion (3/3)
    Mastery: Arbiter Mastery (1/1)

    (1 power and 2 adv points left open)

    Its a bit of an unconventional build (not one for optimal self-sufficiency, but you wanted some 'Support'), yet the version I had worked pretty well in-play.

    TC and the Lunge proc Manipulator, TC also procs Concussion, MSA, and Wither. W/ Int + Manipulator, TC also stuns CC-able enemies for a long time. Beatdown builds up Stagger, Demolish has the BtB debuff, and Fissure was added just as an extra, small healing venue when in melee (consider it optional). Sentinel Aura also adds a small passive group heal in the background.

    For this build you prob want to get Str and Pres to 70, but mostly gear for Int and Con. If ya want more healing ya can get +heal% and/or Sentinel mods in offense slot gear. If ya want an easier time vs. Gravi ya can get Earth Form or Stormbringer instead of WotW and change BCR for Conviction.
    <CO stuff> .: Petco :. // A basic FF building guide (see 1st reply) // PSA on Power Activation Delay // Ayonachan's Gift Horse (misc stat data)
    - Be safe and have fun, champs - for science!
  • edited June 2014
    This content has been removed.
  • flowcytoflowcyto Posts: 12,859 Arc User
    edited June 2014
    So, the 'support' aspect is really just stacking a couple debuffs for you and the team; otherwise focus on Might? Okay.

    PowerHouse (Link to this build)

    Archetype: Freeform

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

    Talents:
    Level 1: The Master
    Level 6: Physical Conditioning
    Level 9: Body and Mind
    Level 12: Healthy Mind
    Level 15: Quick Recovery
    Level 18: Relentless
    Level 21: Negotiator

    Powers:
    Level 1: Wield Earth
    Level 1: Beatdown (Rank 2, Rank 3)
    Level 6: Mighty Leap
    Level 8: Earth Form (Rank 2, Rank 3)
    Level 11: Molecular Self-Assembly
    Level 14: Enrage (Endorphin Rush)
    Level 17: Conviction (Rank 2, Rank 3)
    Level 20: Haymaker (Rank 2, Rank 3)
    Level 23: Iron Cyclone (Rank 2, Vortex Technique)
    Level 26: Demolish (Rank 2, Below the Belt)
    Level 29: Masterful Dodge
    Level 32: Aggressor (Rank 2)
    Level 35: Unleashed Rage (Rank 2, Rank 3)
    Level 38: Palliate (Absolve)

    Travel Powers:
    Level 6: Superjump (Rank 2, Rank 3)
    Level 35: Flight

    Specializations:
    Strength: Swole (3/3)
    Strength: Physical Peak (2/3)
    Strength: Brutality (2/2)
    Strength: Juggernaut (2/3)
    Strength: Overpower (1/3)
    Brawler: The Glory of Battle (1/3)
    Brawler: Penetrating Strikes (2/2)
    Brawler: Ruthless (2/2)
    Brawler: Finishing Blow (1/3)
    Brawler: Setup (2/2)
    Brawler: Offensive Expertise (2/2)
    Arbiter: Enforcer (3/3)
    Arbiter: Ruthless (2/2)
    Arbiter: Arbiter Aura (1/3)
    Arbiter: Rend (2/2)
    Arbiter: Preservation (2/2)
    Mastery: Arbiter Mastery (1/1)

    I kept Arbiter in there for the mastery, but that can be swapped for warden or vindicator. Since AM involves using combos, I built around that. W/ Brawler's Setup you basically use Beatdown as ur starter move: Beatdown -> Demolish, Beatdown -> Haymaker, etc.

    Lunge and Conviction gives you MSA for extra energy. Vortex Cyclone paired w/ UR gives you a nice AoE combo. Earth Form protects you against many types of enemy attacks (including Gravi). I kept Palliate/absolve in there from the original build as a threat wipe, but it could be replaced if you want a diff power.
    <CO stuff> .: Petco :. // A basic FF building guide (see 1st reply) // PSA on Power Activation Delay // Ayonachan's Gift Horse (misc stat data)
    - Be safe and have fun, champs - for science!
Sign In or Register to comment.