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Post by KenpoJuJitsu3 on Apr 7, 2011 18:53:14 GMT -5
Tier changes required a rebuild.
Justice: Level 40 Champion
Superstats: Level 6: Super Dexterity Level 10: Exceptional Intelligence Level 15: Exceptional Constitution
Powers: Level 1: Gunslinger Level 1: Burst Shot -- Taking Names Level 6: Concentration Level 6: Flight -- Rank 3, Rank 2 Level 8: Quarry -- Rank 2, Rank 3 Level 11: Mighty Leap Level 14: Bullet Beatdown -- Not Without Incident, Rank 2 Level 17: Bountiful Chi Resurgence -- Resurgent Reiki, Rank 2 Level 20: Masterful Dodge Level 23: Molecular Self Assembly Level 26: Lead Tempest -- Tread Softly, Rank 2 Level 29: Evasive Maneuvers -- Rank 2, Rank 3 Level 32: Ego Surge -- Nimble Mind Level 35: Burning Chi Fist -- Rank 3, Rank 2 Level 35: Superjump -- Rank 3, Rank 2 Level 38: Two-Gun Mojo -- Rank 2, Rank 3
Talents: Level 1: The Glacier Level 6: Negotiator Level 9: Quick Recovery Level 12: Impressario Level 15: Healthy Mind Level 18: Acrobat Level 21: Enduring
Specializations: Dexterity - Gear Utilization (3), Combat Training (2), Evasion (2), Deadly Aim (3) Vindicator - The Rush of Battle (3), Merciless (3), Offensive Expertise (2), Aggressive Stance (2) Warden - Ruthless (2), Fortified Gear (3), The Best Defense (3), Slaughter (2) Dexterity Mastery (1)
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Post by imperatordeus40k on Apr 16, 2011 5:56:48 GMT -5
With Dex/Ego SS, how do you equip? Should I be looking for Rec or buff my SS? Ive been leveling my version of your build with Con and Rec. In other words, what stats should I be looking on my equipment.
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Post by skeeterbarnes on Apr 16, 2011 7:46:41 GMT -5
One variant - fit Retaliation in there. Retaliation works very well with defensive passives and charged attacks, in this with LR and Dragon Kick. You quickly build energy, have healing going (if you popped BCR), and once Retaliation procs you have a +1.00 to your next attack (with rank 1 Retaliation).
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Post by KenpoJuJitsu3 on Apr 19, 2011 22:29:35 GMT -5
I got bored with the old build and decided to make some changes to streamline it and make it even more durable. It's late here so I'll go into further detail later. Here's the new build for now and I have video of it uploading to my youtube channel as I type this.
With my updated gear (217DEX/317EGO/60ish END and REC) and self buffs active this build is at 80% dodge chance, 79% avoidance, 37.6% Crit Chance and 98.5% Crit Severity.
Justice: Level 40 Champion
Superstats: Level 5: Super Dexterity Level 13: Super Ego
Powers: Level 1: Gunslinger Level 1: Killer Instinct Level 5: Two-Gun Mojo -- Close The Gap, Rank 2 Level 5: Flight -- Rank 3, Rank 2 Level 8: Bullet Beatdown -- Not Without Incident, Rank 2 Level 11: Lightning Reflexes -- Rank 3, Rank 2 Level 14: Lock And Load -- Rank 2, Two Smoking Barrels Level 17: Bountiful Chi Resurgence -- Resurgent Reiki, Rank 2 Level 20: Masterful Dodge -- Rank 2 Level 23: Dragon Kick -- Lashing Dragon Tail Level 26: Form Of The Tempest -- Rank 3, Rank 2 Level 29: Lead Tempest Level 32: Burning Chi Fist -- Fists of Righteous Flame Level 35: Evasive Maneuvers -- Rank 3, Rank 2 Level 35: Superjump -- Rank 3, Rank 2 Level 38: Inertial Dampening Field
Talents: Level 1: Quick Trigger Level 6: Shooter Level 9: Impresario Level 12: Worldly Level 15: Accurate Level 18: Daredevil Level 21: Amazing Stamina
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Post by KenpoJuJitsu3 on Apr 20, 2011 7:26:08 GMT -5
OK, here's the video of the latest Justice build in action. www.youtube.com/watch?v=it3P7ibvcREI got rid of power redundancies and some other stuff I had for thematic reasons because....well...it's only thematic if you use it. I found myself either not certain using powers or making mental effort to use some of them every so often solely for thematic reasons. On to the explanations. NEW-ish explanations:Gunslinger - same as before, thematic energy builder. Killer Instinct - Same as before, returns energy every time you crit and that energy return is based on EGO (317 in my case currently). Two Gun Mojo - Since I want the stack of enrage for harder targets and I dropped Assault Rifle due to disuse I ranked this power up to Rank 2 and still added Close the Gap since that's exactly what I do with this power before busting out the next power... Bullet Beatdown -- This is my primary attack for hard targets. Added Not without Incident but not for the AOE as people believe (I have two other AOE's for that). The Not Without Incident adv. counts a seperate proc/attack for this move. For hard targets that means two hits instead of one on every tick of the move. refer to the video above to take note of this. The AOE is nice to but we'll get to why I could care less for it in this build. Lightning Reflexes -- is your primary damage protection. Works OK alone, works amazing when used with Bountiful Chi Resurgence and Resurgent Reiki advantage. Lock and Load -- is to increase your ranged munitions damage, increase your crit chance and reduce your energy costs (this reduction combined with high DEX/EGO, a martial arts forms rush buff and Killer Instinct is essentially unlimited energy). The advantage is to reduce the cooldown on Lock and Load every time you land a melee attack. So spam that Bullet Beatdown after Lock and Load where's off. Also, each target hit with Dragon Kick counts as a seperate melee attack for the reducing the cooldown. So in large mobs spammed dragon kicks will knock the cooldown down very very quickly. Bountiful Chi Resurgence w/ Resurgent Reiki-- will heal you over time and every time you dodge. With Lightning Reflexes this is usually often rendering nearly unkillable...nearly. Sometimes you will end up on the wrong side of the random number generator and seemingly stop dodging. But this time, we'll further minimize this issue. Masterful Dodge -- This is still the emergency button but after testing last night I may respec again and remove the rank 2 from it. Seriously, I didn't even use this power in my testing at all last night. Jury is still out on this one when I look at another update (the rank 2 at least). Dragon Kick -- This attack is still to give the rush buff, still to stun enemies that survive it and also to bring down the cooldown on Lock N Load. But the Lashing Dragon Tail adv? I will probably be ditching that. 2 advantage points for only another 2% to my avoidance is not exactly making feel this is useful in this build. the jury is still out. Form of the Tempest -- Energy and Focus stacks every time you crit. Crit chance at almost 40% when lock and load is active. Dragon Kick gives the rush buff for more energy. Bullet Beatdown gets added damage from focus stacks, crits more often from L N L and brings the cooldown of L N L down so it can be used again to increase crit chance to proc focus stacks to....you get the idea. Also means focus stacks can be kept even on those occasions where there is a dedicated tank that can pull aggro off of me. Lead Tempest -- Obligatory Equilibrium inspired, non-targetted AOE. Mob slayer and the bane of smoke grenades. your go to when surrounded. You will shoot everything up, you will score a lot of criticals and you will probably be able to maintain it several times from having so many ways of getting energy back as mentioned earlier. Burning Chi Fist -- Your melee single target nuke. It hits hard and on a full charge puts a DOT on the enemy. Also added Fists of Righteous Flame this time since unlike before I am now currently using Bullet Beatdown as a primary attack on this character. the advantage adds a bit of damage to Bullet Beatdown and Dragon Kick. Jury is still out though. If we need the adv. points elsewhere these can be used as well as Lashing Dragon Tail on Dragon Kick and Rank 2 on Masterful Dodge. You have options. Evasive Maneuvers -- The higher the dodge the less often we end up on the bad side of Mr. random number generator so to speak. So this is ranked to R3 to add 24% dodge on top of the 56% in Lightning Reflexes. See the video. Inertial Dampening Field -- Is here for thematic reasons (think of when Neo stops bullets in mid-air) and....because I really couldn't find anything else that I liked and or needed for the build. It was performing that well. You may find that this ends up being an open pick for you...or you may like its contribution to playing in God Mode. Your call. See the video.
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Post by knowledge3754 on Apr 22, 2011 9:32:59 GMT -5
gunkata! *wets self*
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Post by vaeliorin on May 16, 2011 2:03:55 GMT -5
I noticed you didn't have a block in this build, and I was wondering if you ever felt the lack. I've got a character I'm working on that none of the blocks really feel right for (except maybe retaliation, and most of his attacks are maintains, which mean retaliation wouldn't be very useful), and was concerned that it would be a problem.
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Post by KenpoJuJitsu3 on May 16, 2011 7:34:44 GMT -5
I noticed you didn't have a block in this build, and I was wondering if you ever felt the lack. I've got a character I'm working on that none of the blocks really feel right for (except maybe retaliation, and most of his attacks are maintains, which mean retaliation wouldn't be very useful), and was concerned that it would be a problem. He never needs a block enhancer power. With an 80% dodge rate and IDF he's plenty durable. I added Amazing Grace's item to him during this last bloodmoon to give him a 100% dodge rate when I need it and he has an active defense as well. Several of my characters don't use block enhancers. Some people consider them to be essential and for some of my builds I feel the same the way but for a lot of my builds I've never felt gimped by not having one.
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Post by supercollide on May 16, 2011 9:08:53 GMT -5
'Resistance' Angela has been playing with a similar build. Mostly dropping Chi Fist & Dragon Kick for: Breakaway Shot as it fits her 'gymnast gone Freedom Fighter with cobbled Power Armor bits' concept. Gatling Gun (as PA shoulder minigun really doesn't work in the build, shame it really fits the look I'm after.) (actually could leave Chi Fist in and maybe drop two gun mojo instead) Travel powers are Acrobatics & Flight (jetpack) As it's PTS I'm still struggling getting appropriate gear to test fully, been buying gift box (Blue gear or a bag!) things like crazy and still not got all the upgrade slots filled yet.... This Angela is just a PTS concept build for fun but I may add her costume to 'Live' Angela for running Resistance.
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Post by grogin13 on May 31, 2011 13:20:43 GMT -5
Now if only Ken can make an archer and a healer build, my toon list will be complete. I tried some of the other builds in the directory, but my toon list is pretty much all of Kens builds. LOL Want to just keep it that way.
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Post by delcar on Jun 17, 2011 23:21:14 GMT -5
Heh, my character list is starting to be a bunch of Kenpo Clones too.
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Post by SteelShaman on Jun 28, 2011 14:22:43 GMT -5
Heh, my character list is starting to be a bunch of Kenpo Clones too. Glad I'm not the only one. Kenpo, you gotta stop posting builds and videos like this. ;D Last night I had an RL friend finally start playing CO. Now I could easily have SK'd down to his level, but I had just finished reading this thread when he logged in and.........Tribunal was born. How am I ever gonna hit 40? <sigh> I do have one question about the build though: would you suggest a different order of power selection while leveling? Just looking at it there doesn't seem to be any AoE until the 20's, which looks like it might make things rough at times.
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Post by KenpoJuJitsu3 on Jun 28, 2011 14:54:29 GMT -5
Bullet Beatdown with the NWI advantage is an AOE as long as you have an enrage stack, which two gun mojo will grant you on a full maintain.
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Post by SteelShaman on Jun 28, 2011 15:02:15 GMT -5
Bullet Beatdown with the NWI advantage is an AOE as long as you have an enrage stack, which two gun mojo will grant you on a full maintain. I had totally missed the (100% while Enraged) part of that advantage. Thanks!
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Post by sonnenwolf on Aug 12, 2011 14:36:09 GMT -5
I've got a question. If one would change SS Ego to SS Int and change lightning reflexes to quarry, would this build be still as effective?
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