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Viridian Dreamer - Might Build

zakkaryuuzakkaryuu Posts: 20 Arc User
edited October 2014 in Power Discussion
Alright, so this is my She-Hulk style character - expect she doesn't change she just always strong and green. :tongue:

I want her to be tough, but not so much that she doesn't do any damage. I am planning to play her hybrid.

So I am looking for some feed back before I level her to high.

PowerHouse (Link to this build)

Name: Viridian Dreamer

Archetype: Freeform

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

Talents:
Level 1: The Master
Level 6: Physical Conditioning
Level 9: Acrobat
Level 12: Jack of All Trades
Level 15: Martial Focus
Level 18: Covert Ops Training
Level 21: Paramilitary Training

Powers:
Level 1: Clobber
Level 1: Roomsweeper (Rank 2, Rank 3)
Level 6: Mighty Leap
Level 8: Defiance (Rank 2, Rank 3)
Level 11: Enrage
Level 14: Shockwave (Rank 2, Rank 3, Leg Rumbler)
Level 17: Hurl (Rank 2, Rank 3, Strong Arm)
Level 20: Havoc Stomp
Level 23: Bountiful Chi Resurgence (Resurgent Reiki)
Level 26: Unbreakable (Better You Than Me)
Level 29: Demolish (Rank 2, Below the Belt)
Level 32: Unleashed Rage (Rank 2, Rank 3)
Level 35: Retaliation
Level 38: Thunderclap (Collateral Damage)

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

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: Elusive (2/2)
Warden: Tenacious (2/2)
Warden: The Best Defense (3/3)
Vindicator: Aggressive Stance (2/2)
Vindicator: Merciless (3/3)
Vindicator: Focused Strikes (3/3)
Vindicator: Modified Gear (2/2)
Mastery: Strength Mastery (1/1)
Post edited by zakkaryuu on

Comments

  • flowcytoflowcyto Posts: 12,851 Arc User
    edited October 2014
    There's no real need to rank up Defiance. Its the only slotted passive that ya usually want to skip out on ranking.

    Conviction would prob be better than BCR, given ur not setup for dodge, and BCR is giving ya a 10% final dmg penalty. If ya have some energy issues ya can always put MSA in the build- that pays for Conviction even w/ 10 Int by lvl 40.

    Would prob get Unbreakable and Thunderclap to R2. Maybe Retaliation as well if ya have spare adv ponts.

    Hurl doesn't seem necessary if ya have a lunge handy. Unranked Havoc Stomp also isn't doing much for the build and ya have other AoE spells as is.

    Shockwave won't deal much dmg, but if ya wanna hold AoE threat w/ it more easily then I'd take challenging strikes over leg rumbler.

    Ya could add Defensive combo w/ CripC if ya wanted a strong threat/taunt move, and something to refresh Defiant if ur not getting hit.

    For specs, Quick Recovery scales pretty terribly- I'd take Swole and Physical Peak over it. Would also consider Ruthless in Warden, and Mass Destruction in Vindicator (over Modified Gear).
    <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!
  • zakkaryuuzakkaryuu Posts: 20 Arc User
    edited October 2014
    flowcyto wrote: »
    There's no real need to rank up Defiance. Its the only slotted passive that ya usually want to skip out on ranking.

    Conviction would prob be better than BCR, given ur not setup for dodge, and BCR is giving ya a 10% final dmg penalty. If ya have some energy issues ya can always put MSA in the build- that pays for Conviction even w/ 10 Int by lvl 40.

    Would prob get Unbreakable and Thunderclap to R2. Maybe Retaliation as well if ya have spare adv ponts.

    Hurl doesn't seem necessary if ya have a lunge handy. Unranked Havoc Stomp also isn't doing much for the build and ya have other AoE spells as is.

    Shockwave won't deal much dmg, but if ya wanna hold AoE threat w/ it more easily then I'd take challenging strikes over leg rumbler.

    Ya could add Defensive combo w/ CripC if ya wanted a strong threat/taunt move, and something to refresh Defiant if ur not getting hit.

    For specs, Quick Recovery scales pretty terribly- I'd take Swole and Physical Peak over it. Would also consider Ruthless in Warden, and Mass Destruction in Vindicator (over Modified Gear).



    Huh not sure how defiance got 3 ranks, I could sworn set it to only two. However if it frees up more I'll be down.

    As for hurl, shockwave, and stomp are more for visual and fun. :biggrin:

    Also I'll play around with the masteries some, wasn't sure really to get. I am never sure when it comes to then.

    Edit:

    PowerHouse (Link to this build)

    Name: Viridian Dreamer

    Archetype: Freeform

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

    Talents:
    Level 1: The Master
    Level 6: Physical Conditioning
    Level 9: Acrobat
    Level 12: Jack of All Trades
    Level 15: Martial Focus
    Level 18: Covert Ops Training
    Level 21: Paramilitary Training

    Powers:
    Level 1: Clobber
    Level 1: Roomsweeper (Rank 2, Rank 3)
    Level 6: Mighty Leap (Nailed to the Ground)
    Level 8: Defiance
    Level 11: Enrage
    Level 14: Shockwave (Rank 2, Rank 3, Leg Rumbler)
    Level 17: Hurl (Rank 2, Rank 3, Strong Arm)
    Level 20: Havoc Stomp
    Level 23: Conviction
    Level 26: Unbreakable (Rank 2, Better You Than Me)
    Level 29: Demolish (Rank 2, Below the Belt)
    Level 32: Unleashed Rage (Rank 2, Rank 3)
    Level 35: Retaliation
    Level 38: Thunderclap (Rank 2, Collateral Damage)

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

    Specializations:
    Strength: Physical Peak (3/3)
    Strength: Aggression (2/2)
    Strength: Brutality (2/2)
    Strength: Juggernaut (3/3)
    Warden: Fortified Gear (1/3)
    Warden: Ruthless (2/2)
    Warden: Elusive (2/2)
    Warden: Tenacious (2/2)
    Warden: The Best Defense (3/3)
    Vindicator: Aggressive Stance (2/2)
    Vindicator: Merciless (3/3)
    Vindicator: Focused Strikes (3/3)
    Vindicator: Mass Destruction (2/3)
    Mastery: Strength Mastery (1/1)
  • flowcytoflowcyto Posts: 12,851 Arc User
    edited October 2014
    You prob want Conviction at rank3, as it is ur main heal. Ya can lower ranks from Hurl, the 2nd travel power (or whichever ya won't use as often), or NttG on the lunge for it.
    <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!
  • aiqaaiqa Posts: 2,620 Arc User
    edited October 2014
    For performance I would advise changing either hurl or shockwave to haymaker, and unbreakable to masterful dodge. Also the adv on enrage that gives a heal is very useful.
  • zakkaryuuzakkaryuu Posts: 20 Arc User
    edited October 2014
    aiqa wrote: »
    For performance I would advise changing either hurl or shockwave to haymaker, and unbreakable to masterful dodge. Also the adv on enrage that gives a heal is very useful.

    Really? I have demolish and roomsweep already. Demolish be the main spam and resist debuff. Haymaker seems like just another roomsweep.

    Masterful dodge doesn't seem very "tough", why is masterful dodge is better then Unbreakable?

    I have dex as a secondary stat for extra crit, not sure I'll be "dodging" much not sure if it benefits from that or not.

    As for the enrage heal - I heard it was pretty weak and it takes to long to cast IMO for it to be worth putting points in.


    Also Flowcyto - I changed a few things around then. I reduce my athletics since I only see myself using this in "inside" areas

    http://powerhouse.nullware.com/powerhouse.html?v=11&n=Viridian%20Dreamer&d=1132aAGj9bd6023I000I703IC0WI900IG00IE05J503I204I4039Q05IJ03IL03IB00IF0411F03bpp2MGB
  • flowcytoflowcyto Posts: 12,851 Arc User
    edited October 2014
    Haymaker is good (Might's best single target dmg move by far on knock-immune targets), but then I'd prob take out stomp or hurl, or possibly even shockwave or thunderclap. Ya dun really need all those extra attack powers, even if they're for flair. I think ya could stand to cut at least one out.

    MD is the best mitigation cd overall, mainly cause it pushes ya well past 100% dodge even at rank1, and even if you have no dodge in ur build, and puts you at about 56% avoidance. Basically, w/o any extra avoidance/dodge, it takes the final dmg you'd normally take from each hit, and more than halves that. Unbreakable is also good, but takes ranking to be comparable in most cases, and still doesn't handle big hits as well as MD does.
    <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!
  • zakkaryuuzakkaryuu Posts: 20 Arc User
    edited October 2014
    flowcyto wrote: »
    Haymaker is good (Might's best single target dmg move by far on knock-immune targets), but then I'd prob take out stomp or hurl, or possibly even shockwave or thunderclap. Ya dun really need all those extra attack powers, even if they're for flair. I think ya could stand to cut at least one out.

    MD is the best mitigation cd overall, mainly cause it pushes ya well past 100% dodge even at rank1, and even if you have no dodge in ur build, and puts you at about 56% avoidance. Basically, w/o any extra avoidance/dodge, it takes the final dmg you'd normally take from each hit, and more than halves that. Unbreakable is also good, but takes ranking to be comparable in most cases, and still doesn't handle big hits as well as MD does.

    Is haymaker good enough really to use over demolish and room sweep? I dunno just seems like another roomsweep....

    I have a question, whats the state of regen these days, could taking regen with defense combo which think gives stack of 3 defiant make regen pretty good for damage mitigation - then I could also take Resurgence (which stacks from con?) instead of conviction or is defiant still over all better defense passive?

    Also I already took out shockwave for defense combo.
  • flowcytoflowcyto Posts: 12,851 Arc User
    edited October 2014
    zakkaryuu wrote: »
    Is haymaker good enough really to use over demolish and room sweep? I dunno just seems like another roomsweep....

    I have a question, whats the state of regen these days, could taking regen with defense combo which think gives stack of 3 defiant make regen pretty good for damage mitigation - then I could also take Resurgence (which stacks from con?) instead of conviction or is defiant still over all better defense passive?

    Best defensive setup is LR w/ heavy flat dodge% boosts- w/ 100%+ dodge builds (w/ 80%+ avoidance) being possible. Beyond that, all defense passives are fine for tanks (PFF a bit less so). Problem w/ Regen is ya have to get 4 adv points for it, and ya lose the energy gain from Defiance.

    Haymaker is worth getting for bosses- it has a 50% final dmg bonus on knock immune targets in addition to much higher base dmg than Roomsweeper. Roomsweeper is still good, as is Demolish's debuff. Typical Might build has Haymaker and Demolish w/ BttB, and at least one AoE (Might's AoE is full of holes- they can be good, but no single Might AoE attack does everything well).
    <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!
  • zakkaryuuzakkaryuu Posts: 20 Arc User
    edited October 2014
    flowcyto wrote: »
    Best defensive setup is LR w/ heavy flat dodge% boosts- w/ 100%+ dodge builds (w/ 80%+ avoidance) being possible. Beyond that, all defense passives are fine for tanks (PFF a bit less so). Problem w/ Regen is ya have to get 4 adv points for it, and ya lose the energy gain from Defiance.

    Haymaker is worth getting for bosses- it has a 50% final dmg bonus on knock immune targets in addition to much higher base dmg than Roomsweeper. Roomsweeper is still good, as is Demolish's debuff. Typical Might build has Haymaker and Demolish w/ BttB, and at least one AoE (Might's AoE is full of holes- they can be good, but no single Might AoE attack does everything well).

    Alright Flow, Aiqa you guys talked me into it. Thank you very much for the advice!

    PowerHouse (Link to this build)

    Name: Viridian Dreamer

    Archetype: Freeform

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

    Talents:
    Level 1: The Master
    Level 6: Physical Conditioning
    Level 9: Acrobat
    Level 12: Jack of All Trades
    Level 15: Martial Focus
    Level 18: Covert Ops Training
    Level 21: Paramilitary Training

    Powers:
    Level 1: Clobber
    Level 1: Roomsweeper (Rank 2, Rank 3)
    Level 6: Mighty Leap (Nailed to the Ground)
    Level 8: Defiance
    Level 11: Enrage
    Level 14: Demolish (Rank 2, Below the Belt)
    Level 17: Conviction (Rank 2, Rank 3)
    Level 20: Defensive Combo (Surge of Strength)
    Level 23: Haymaker (Rank 2, Rank 3)
    Level 26: Masterful Dodge (Rank 2, Rank 3)
    Level 29: Havoc Stomp (Rank 2, Rank 3)
    Level 32: Unleashed Rage (Rank 2, Rank 3)
    Level 35: Retaliation
    Level 38: Thunderclap (Collateral Damage)

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

    Specializations:
    Strength: Physical Peak (3/3)
    Strength: Aggression (2/2)
    Strength: Brutality (2/2)
    Strength: Juggernaut (3/3)
    Warden: Fortified Gear (1/3)
    Warden: Ruthless (2/2)
    Warden: Elusive (2/2)
    Warden: Tenacious (2/2)
    Warden: The Best Defense (3/3)
    Vindicator: Aggressive Stance (2/2)
    Vindicator: Merciless (3/3)
    Vindicator: Focused Strikes (3/3)
    Vindicator: Mass Destruction (2/3)
    Mastery: Strength Mastery (1/1)

    Here is the build I went with - I dropped Hurl for haymaker and unstoppable for MD. The rest I am going keep I think I should be pretty effective.
  • flowcytoflowcyto Posts: 12,851 Arc User
    edited October 2014
    One last major thing: Masterful Dodge is best left unranked- since R1 already pushes ya past 100% dodge, and further ranks only add a very small amount of avoidance%. Ya can put those ranks elsewhere.

    Alternative is R2 Unbreakable w/ the Enrage building adv- won't be as good as R1 MD for tanking most things, but will allow ya to gain enrage a bit faster when getting hit. As w/ the Might AoE attacks, ya have some options here that can be good. Just depends on ur priorities or what powers ya like using.
    <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!
  • zakkaryuuzakkaryuu Posts: 20 Arc User
    edited October 2014
    flowcyto wrote: »
    One last major thing: Masterful Dodge is best left unranked- since R1 already pushes ya past 100% dodge, and further ranks only add a very small amount of avoidance%. Ya can put those ranks elsewhere.

    Alternative is R2 Unbreakable w/ the Enrage building adv- won't be as good as R1 MD for tanking most things, but will allow ya to gain enrage a bit faster when getting hit. As w/ the Might AoE attacks, ya have some options here that can be good. Just depends on ur priorities or what powers ya like using.

    I like the sound of 4 extra points, can ad bound res on super jump and put 2 more some where else hmm not sure where but I'll figure it out.

    Thanks again flow much appreciated that you took the time to analysis my build!
  • jamesbonnelljamesbonnell Posts: 170 Arc User
    edited October 2014
    A point about Enrage / Endorphin Rush - sure, yes, Enrage itself takes a long time to cast.

    So, you toggle it on once, and leave it on.

    Endorphin Rush kicks in every time you: have 8 stacks fall off and get the default Stack (so, out of combat). Okay, so what?

    It also kicks in every time you *gain* an enrage stack. As long as you keep attacking with knocks, it should be ticking away almost all the time, and it scales on Con (tooltip is wrong).

    I take it on *every* character I have Enrage on - and I often ignore Aspect of the Bestial unless it's a purely bleeds build with no knocks, because Endorphin Rush is just that good.

    You don't need any ranks in MD.

    I'd toss your extra two points into Endorphin Rush - you may not exactly "notice" it, but I think you'll find the build to be more survivable and you have to click on Conviction less often.

    It's one of the main reasons I *use* Enraged.


    Personally - I'd also take one point out of Focused Strikes and toss it into The Rush of Battle in Vindicator. A small, but significant against trash - heal that kicks in every time you defeat an enemy? Yes, please.

    My near-perma Vindicator setup (used on almost every character, unless they have negligible offense) is:

    Vindicator: Merciless (3/3)
    Vindicator: The Rush of Battle (1/3)
    Vindicator: Focused Strikes (1/3)
    Vindicator: Modified Gear (2/2)
    Vindicator: Mass Destruction (1/3)

    I think you'll find that Focused Strikes/Mass Destruction 2/3 each will be fine, and you'll benefit from the constant ticking (against trash, anyway) of The Rush of Battle.

    It's worked for me, anyway.
  • zakkaryuuzakkaryuu Posts: 20 Arc User
    edited October 2014
    I see, Ok well after much thinking about it yesterday I moved some things around, I was able to play around with thunderclap and decide to scrap it for something more benefical and picked up MSA.

    Added the points to ER on Enrage, which left me with like one point over which I decide just to throw into Accelerated Metabolism on clobber. (If anyone can think of a better way please let me know) Here is the final build. (for now :tongue:)

    PowerHouse (Link to this build)

    Name: Viridian Dreamer

    Archetype: Freeform

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

    Talents:
    Level 1: The Master
    Level 6: Physical Conditioning
    Level 9: Acrobat
    Level 12: Jack of All Trades
    Level 15: Martial Focus
    Level 18: Covert Ops Training
    Level 21: Paramilitary Training

    Powers:
    Level 1: Clobber (Accelerated Metabolism)
    Level 1: Roomsweeper (Rank 2, Rank 3)
    Level 6: Mighty Leap (Nailed to the Ground)
    Level 8: Defiance
    Level 11: Enrage (Endorphin Rush)
    Level 14: Demolish (Rank 2, Below the Belt)
    Level 17: Conviction (Rank 2, Rank 3)
    Level 20: Defensive Combo (Surge of Strength, Crippling Challenge)
    Level 23: Haymaker (Rank 2, Rank 3)
    Level 26: Masterful Dodge
    Level 29: Havoc Stomp (Rank 2, Rank 3)
    Level 32: Unleashed Rage (Rank 2, Rank 3)
    Level 35: Retaliation
    Level 38: Molecular Self-Assembly

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

    Specializations:
    Strength: Physical Peak (3/3)
    Strength: Aggression (2/2)
    Strength: Brutality (2/2)
    Strength: Juggernaut (3/3)
    Warden: Fortified Gear (1/3)
    Warden: Ruthless (2/2)
    Warden: Elusive (2/2)
    Warden: Tenacious (2/2)
    Warden: The Best Defense (3/3)
    Vindicator: Aggressive Stance (2/2)
    Vindicator: Merciless (3/3)
    Vindicator: The Rush of Battle (1/3)
    Vindicator: Focused Strikes (2/3)
    Vindicator: Mass Destruction (2/3)
    Mastery: Strength Mastery (1/1)
  • flowcytoflowcyto Posts: 12,851 Arc User
    edited October 2014
    Ya can always get R2 in Athletics instead of Accel Metabolism, if ya want. It is the easier travel power to use indoors, and some Alerts and missions take you indoors anyways.
    <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!
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