Post by kelbornx on Mar 3, 2013 3:26:23 GMT -5
Everywhere I see Heavy Weapons, it always ends up being a Tank build. I do have a HW Tank, just because it's a very good set for Tanks. But I also wanted a HW DPS. And this is the result of that endeavor. The build went through several iterations to get to the point where I'm happy with it. Here's a link to an earlier version using STR and Enrage.
Link to this build: powerhouse.nullware.com/powerhouse.html?v=5&n=Heavy%20Weapon%20DPS%202&d=1234MEKPTdh63q1G000G203G503G905A600AH04G70G6604DD047G00G803EI05IE05DL000n2E42iK2MGB
Name: Heavy Weapon DPS 2
Archetype: Freeform
Super Stats:
Level 6: Dexterity (Primary)
Level 10: Constitution (Secondary)
Level 15: Intelligence (Secondary)
Talents:
Level 1: The Savage
Level 6: Relentless
Level 9: Impresario
Level 12: Quick Recovery
Level 15: Negotiator
Level 18: Paramilitary Training
Level 21: Survival Training
Powers:
Level 1: Bludgeon
Level 1: Eruption (Rank 2, Rank 3)
Level 6: Unstoppable (Rank 2, Rank 3) OR Way of the Warrior (Rank 2, Rank 3)
Level 8: Arc of Ruin (Rank 2, No Quarter)
Level 11: Form of the Tempest
Level 14: Bountiful Chi Resurgence (Resurgent Reiki)
Level 17: Decimate (Nailed to the Ground)
Level 20: Evasive Maneuvers (Sleight of Mind)
Level 23: Parry (The Elusive Monk) OR Energy Shield (Laser Knight)
Level 26: Molecular Self-Assembly
Level 29: Annihilate (Rank 2, Rank 3)
Level 32: Ego Surge (Rank 2, Nimble Mind)
Level 35: Demolish (Rank 2, Below the Belt)
Level 38: Masterful Dodge
Travel Powers:
Level 6: Athletics (Rank 2, Rank 3)
Level 35: Ninja Vanish (Rank 2)
Specializations:
Dexterity: Gear Utilization (3/3)
Dexterity: Power Swell (2/2)
Dexterity: Deadly Aim (3/3)
Dexterity: Expose Weakness (2/2)
Warden: Fortified Gear (3/3)
Warden: Ruthless (2/2)
Warden: Upper Hand (2/3)
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: Dexterity Mastery (1/1)
Explanation:
One thing I like to focus on in all of my builds is balance. Not too much of one thing, not too less of another... a "just right" combination. This comes down to two combinations of Slotted Passive and Block Enhancer: Unstoppable + Parry (The Elusive Monk) and Way of the Warrior + Energy Shield (Laser Knight). Of course, Unstoppable + Energy Shield can also be done. The reason I paired them like this is because you're getting Dodge and Avoidance from gear already. Then you're getting more rating from The Elusive Monk, and then even more from Way of the Warrior. This leads heavily into diminishing returns. I don't like diminishing returns. The Elusive Monk and gear gives me all the Dodge/Avoid that I need as a DPS, and Unstoppable gives me a mini-IDF, bonus Knock resist, and an energy return whenever I knock an opponent that scales with REC. A very nice combination.
The rest of the build is pretty straight forward. Expose Weakness, No Quarter, Below the Belt, and Demolish's base effect add up to -43% damage resist to your target. That's huge. And will push Annihilate to dealing huge damage.
Powers
Bludgeon: Thematic energy builder.
Eruption: Burst damage, Knock up, and a trigger for MSA. Weaving this in between Annihilates is good DPS and keeps MSA ticking. Deals 15% more damage vs targets with the Disorient debuff.
Unstoppable or Way of the Warrior: Choice of passive. Way of the Warrior gives the better defensive benefit, but if you take it with Parry (TEM) you will hit DR on Dodge/Avoidance pretty hard. I definitely recommend Unstoppable to be paired with Parry.
Arc of Ruin (No Quarter): AoE. Advantage gives a -10% Physical damage resist debuff. One of two debuff powers taken. Applies Disorient on full charge.
Form of the Tempest: Form power that scales with DEX.
Bountiful Chi Resurgence (Resurgent Reiki): Self HoT, advantage procs a heal when you dodge. Reduces your damage by 10% per stack while active.
Decimate (Nailed to the Ground): Thematic Lunge power. Applies Disorient to the target if you lunge from 20+ feet. NttG for PvP and dealing with flying enemies.
Evasive Maneuvers (Sleight of Mind): Dodge buff, reverse lunge, and 50% chance to wipe threat. Very useful. I've been taking it earlier and earlier in my builds now, way too useful for Alerts...
Parry (The Elusive Monk) or Energy Shield (Laser Knight): Block Enhancer with defensive advantage. TEM adds Dodge/Avoidance rating, and LK adds Damage Resistance. Take whichever fits your theme best. Energy Shield is better paired with Way of the Warrior, to balance your defenses.
Molecular Self-Assembly: Energy unlock. Scales with INT. Eruption and Decimate are your main triggers.
Annihilate: Your heavy-hitter Single Target. I'm not too fond of Knockbacks, as they can royally screw with (and screw over) a pull. Great against bosses. I prefer to stack Knock Resist with Eruption before using this in groups though. With all of the debuffs, this power's damage will be through the roof. Charge spam isn't too far behind Tap spam in DPS, and is better for energy efficiency. I Charge it, because I like me some big numbers.
Ego Surge (Nimble Mind): Active Offense and hold breaker. Nimble Mind adds crit chance and scales with CON. +1% per 10 CON.
Demolish (Below the Belt): Our second debuff power. It deals good damage in it's own right, but this isn't a Might build. It's HW, so we're using it for it's debuffs which will pump Annihilate way up. At R2 it adds a -10% Physical damage resist debuff, just like Arc of Ruin does with No Quarter. Below the Belt adds a -1-13% (based on charge time) Crushing damage resist debuff. Lead with this, then let loose with Annihilates and Eruptions.
Masterful Dodge: Active Defense. Best one out there, imo. Take whenever you feel you need it.
Primary Super Stat
Dexterity: Best DPS stat. Adds crit chance, and the Specialization tree is great too.
Secondary Super Stats
Constitution: Bulks you up, because glass cannon is never fun. Scales Nimble Mind on Ego Surge very well.
Intelligence: Lowers costs and cooldowns, and scales MSA.
Talents
I talented for some REC to scale the energy on Knock from Unstoppable.
Specializations
Dexterity
Gear Utilization: More Offense and Defense from items.
Power Swell: Reduces cost of the next power used after a crit by 10%. Brush it Off is good too.
Deadly Aim: Gives crit severity based on your Secondary Super Stats
Expose Weakness: Stacks a -damage resist debuff on crit.
Warden
Fortified Gear: More Defense from gear.
Ruthless: More crit severity.
Upper Hand: Some more damage against Disoriented targets.
The Best Defense: Copies your Defense score to your Offense score.
Vindicator
Aggressive Stance: Gives you Defense based on your Offense. Loops with The Best Defense.
Merciless: Even more crit severity.
Focused Strikes: More crit chance on single target abilities.
Mass Destruction: More crit chance for Arc of Ruin, since we're using it so much to keep up Disorient and No Quarter.
Mastery
Dexterity Mastery: Best choice there.
Combat Priorities
Eruption should be first priority to keep MSA ticking. It also gives you energy through Unstoppable since it's a Knock Up. Not a lot, but still about half the cost. Demolish and Arc of Ruin come next for their debuffs. Then cycle Annihilate > Eruption. At lower levels before you grab Annihilate, cycle Arc of Ruin > Eruption. It's enough damage for lowbie mobs.
Gearing
Absolutely take Dodge / Avoidance in Primary Defense. Cost Discount would be the best in Utility, as the cooldowns in the build are short enough. INT can cover the rest. For your Offense, Crit. If you have a Legion's piece, it may be worth it to get some Severity, but you will see DR because of the Severity rating from DEX mastery. The Q-Store +Crit Secondary Offense is a good choice too.
Try and shoot for at least 320 DEX. INT and CON as you see fit. I try for at least 120 in those. You don't need a whole lot. More CON means more Crit from Nimble Mind though. Better to grab more of that than more INT, imo.
Link to this build: powerhouse.nullware.com/powerhouse.html?v=5&n=Heavy%20Weapon%20DPS%202&d=1234MEKPTdh63q1G000G203G503G905A600AH04G70G6604DD047G00G803EI05IE05DL000n2E42iK2MGB
Name: Heavy Weapon DPS 2
Archetype: Freeform
Super Stats:
Level 6: Dexterity (Primary)
Level 10: Constitution (Secondary)
Level 15: Intelligence (Secondary)
Talents:
Level 1: The Savage
Level 6: Relentless
Level 9: Impresario
Level 12: Quick Recovery
Level 15: Negotiator
Level 18: Paramilitary Training
Level 21: Survival Training
Powers:
Level 1: Bludgeon
Level 1: Eruption (Rank 2, Rank 3)
Level 6: Unstoppable (Rank 2, Rank 3) OR Way of the Warrior (Rank 2, Rank 3)
Level 8: Arc of Ruin (Rank 2, No Quarter)
Level 11: Form of the Tempest
Level 14: Bountiful Chi Resurgence (Resurgent Reiki)
Level 17: Decimate (Nailed to the Ground)
Level 20: Evasive Maneuvers (Sleight of Mind)
Level 23: Parry (The Elusive Monk) OR Energy Shield (Laser Knight)
Level 26: Molecular Self-Assembly
Level 29: Annihilate (Rank 2, Rank 3)
Level 32: Ego Surge (Rank 2, Nimble Mind)
Level 35: Demolish (Rank 2, Below the Belt)
Level 38: Masterful Dodge
Travel Powers:
Level 6: Athletics (Rank 2, Rank 3)
Level 35: Ninja Vanish (Rank 2)
Specializations:
Dexterity: Gear Utilization (3/3)
Dexterity: Power Swell (2/2)
Dexterity: Deadly Aim (3/3)
Dexterity: Expose Weakness (2/2)
Warden: Fortified Gear (3/3)
Warden: Ruthless (2/2)
Warden: Upper Hand (2/3)
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: Dexterity Mastery (1/1)
Explanation:
One thing I like to focus on in all of my builds is balance. Not too much of one thing, not too less of another... a "just right" combination. This comes down to two combinations of Slotted Passive and Block Enhancer: Unstoppable + Parry (The Elusive Monk) and Way of the Warrior + Energy Shield (Laser Knight). Of course, Unstoppable + Energy Shield can also be done. The reason I paired them like this is because you're getting Dodge and Avoidance from gear already. Then you're getting more rating from The Elusive Monk, and then even more from Way of the Warrior. This leads heavily into diminishing returns. I don't like diminishing returns. The Elusive Monk and gear gives me all the Dodge/Avoid that I need as a DPS, and Unstoppable gives me a mini-IDF, bonus Knock resist, and an energy return whenever I knock an opponent that scales with REC. A very nice combination.
The rest of the build is pretty straight forward. Expose Weakness, No Quarter, Below the Belt, and Demolish's base effect add up to -43% damage resist to your target. That's huge. And will push Annihilate to dealing huge damage.
Powers
Bludgeon: Thematic energy builder.
Eruption: Burst damage, Knock up, and a trigger for MSA. Weaving this in between Annihilates is good DPS and keeps MSA ticking. Deals 15% more damage vs targets with the Disorient debuff.
Unstoppable or Way of the Warrior: Choice of passive. Way of the Warrior gives the better defensive benefit, but if you take it with Parry (TEM) you will hit DR on Dodge/Avoidance pretty hard. I definitely recommend Unstoppable to be paired with Parry.
Arc of Ruin (No Quarter): AoE. Advantage gives a -10% Physical damage resist debuff. One of two debuff powers taken. Applies Disorient on full charge.
Form of the Tempest: Form power that scales with DEX.
Bountiful Chi Resurgence (Resurgent Reiki): Self HoT, advantage procs a heal when you dodge. Reduces your damage by 10% per stack while active.
Decimate (Nailed to the Ground): Thematic Lunge power. Applies Disorient to the target if you lunge from 20+ feet. NttG for PvP and dealing with flying enemies.
Evasive Maneuvers (Sleight of Mind): Dodge buff, reverse lunge, and 50% chance to wipe threat. Very useful. I've been taking it earlier and earlier in my builds now, way too useful for Alerts...
Parry (The Elusive Monk) or Energy Shield (Laser Knight): Block Enhancer with defensive advantage. TEM adds Dodge/Avoidance rating, and LK adds Damage Resistance. Take whichever fits your theme best. Energy Shield is better paired with Way of the Warrior, to balance your defenses.
Molecular Self-Assembly: Energy unlock. Scales with INT. Eruption and Decimate are your main triggers.
Annihilate: Your heavy-hitter Single Target. I'm not too fond of Knockbacks, as they can royally screw with (and screw over) a pull. Great against bosses. I prefer to stack Knock Resist with Eruption before using this in groups though. With all of the debuffs, this power's damage will be through the roof. Charge spam isn't too far behind Tap spam in DPS, and is better for energy efficiency. I Charge it, because I like me some big numbers.
Ego Surge (Nimble Mind): Active Offense and hold breaker. Nimble Mind adds crit chance and scales with CON. +1% per 10 CON.
Demolish (Below the Belt): Our second debuff power. It deals good damage in it's own right, but this isn't a Might build. It's HW, so we're using it for it's debuffs which will pump Annihilate way up. At R2 it adds a -10% Physical damage resist debuff, just like Arc of Ruin does with No Quarter. Below the Belt adds a -1-13% (based on charge time) Crushing damage resist debuff. Lead with this, then let loose with Annihilates and Eruptions.
Masterful Dodge: Active Defense. Best one out there, imo. Take whenever you feel you need it.
Primary Super Stat
Dexterity: Best DPS stat. Adds crit chance, and the Specialization tree is great too.
Secondary Super Stats
Constitution: Bulks you up, because glass cannon is never fun. Scales Nimble Mind on Ego Surge very well.
Intelligence: Lowers costs and cooldowns, and scales MSA.
Talents
I talented for some REC to scale the energy on Knock from Unstoppable.
Specializations
Dexterity
Gear Utilization: More Offense and Defense from items.
Power Swell: Reduces cost of the next power used after a crit by 10%. Brush it Off is good too.
Deadly Aim: Gives crit severity based on your Secondary Super Stats
Expose Weakness: Stacks a -damage resist debuff on crit.
Warden
Fortified Gear: More Defense from gear.
Ruthless: More crit severity.
Upper Hand: Some more damage against Disoriented targets.
The Best Defense: Copies your Defense score to your Offense score.
Vindicator
Aggressive Stance: Gives you Defense based on your Offense. Loops with The Best Defense.
Merciless: Even more crit severity.
Focused Strikes: More crit chance on single target abilities.
Mass Destruction: More crit chance for Arc of Ruin, since we're using it so much to keep up Disorient and No Quarter.
Mastery
Dexterity Mastery: Best choice there.
Combat Priorities
Eruption should be first priority to keep MSA ticking. It also gives you energy through Unstoppable since it's a Knock Up. Not a lot, but still about half the cost. Demolish and Arc of Ruin come next for their debuffs. Then cycle Annihilate > Eruption. At lower levels before you grab Annihilate, cycle Arc of Ruin > Eruption. It's enough damage for lowbie mobs.
Gearing
Absolutely take Dodge / Avoidance in Primary Defense. Cost Discount would be the best in Utility, as the cooldowns in the build are short enough. INT can cover the rest. For your Offense, Crit. If you have a Legion's piece, it may be worth it to get some Severity, but you will see DR because of the Severity rating from DEX mastery. The Q-Store +Crit Secondary Offense is a good choice too.
Try and shoot for at least 320 DEX. INT and CON as you see fit. I try for at least 120 in those. You don't need a whole lot. More CON means more Crit from Nimble Mind though. Better to grab more of that than more INT, imo.