Post by Criswolf09 on Jul 8, 2022 8:10:15 GMT -5
Guide Overview
Hello guys and girls, today I bring you a new and updated guide for the Behemoth Archetype. So what does this hero do? The Behemoth is a Tank hero that focuses on having a large pool of Health Points and have powers that deal good damage with increased Threat to grab and maintain the attention of the enemies on them. This is one of the twelve base free archetypes
Main Mechanics:
1. Knock Effects: These effects are present on almost all attacks of the powers of the Might powerset which can send the enemies flying long distance (Knock Back), launch them up in the sky (Knock Up), make the enemies trip over themselves (Knock Down) and pull the foes toward our hero (Knock Towards/Knock to).
2. Reckless: This effect is present on several advantages of the Might powers and will apply the eponymous buff to our hero, that applies a shield effect called Bastion calculated from 6% of our damage pre-damage mitigation.
3. Disorient: This is a debuff used by many powersets, and will reduce the target's damage by 10% and movement speed by 25% for 12 seconds.
4. Demolish: This is a debuff that lowers the Crushing damage resistance of the enemies by 18% for 15 seconds.
Archetypes Super Stats
1. Primary Stat: Constitution
2. Secondary Stats: Strength and Recovery
Specialization Trees
1. Level 10: Constitution
2. Level 20: Protector
3. Level 30: Warden
Archetype Power Progression
1. Clobber
1. Defensive Combo
6. Mighty Leap
8. Defiance
11. Roomsweeper OR Thunderclap
14. Enrage
17. Uppercut OR Haymaker
21. Retaliation
25. Pulverizer
30. Havoc Stomp OR Shockwave
35. Indestructible OR Endorphin Rush
40. Call to Battle
Power Explanation
Level 1 - Clobber: This is our energy builder power that doesn't need to be ranked up in order to generate energy for us so I recommend leaving it at rank 1 and the initial attack has a 15% chance to apply the Disorient debuff. The special advantange of this power is called It's That Time which will make all the hits of this power have a 15% chance to apply Disorient instead the first strike.
Level 1 - Defensive Combo: This power is tagged as a Combo for specilization tree purposes and will damage up to 5 enemies as well apply a damage absorption shield to us that can stack up to 5 times. The shield effect of this power takes into account our defenses, making it a very useful tool for tanking. The special advantages of this power are the following:
a. Surge of Strength: This advantage will refresh the stacks of the Defiant buff if we have the Slotted Passive called Defiance.
b. Take a Beating: This advantage will grant this power a scaling chance to apply the Disorient debuff to the enemies.
c. Pummel: This advantage will cause this power to have a 50% chance on the last hit to Knock down targets. If we are affected by the Enraged buff this chance becomes 100% on the primary target. If said target is affected by a Hold effect or Hold Resistance buff, they will be Knocked upwards. This enhancement costs 1 advantage point.
Level 6 - Mighty Leap: This is a movement power that will cause our hero to perform a quick dash and hit an enemy dealing a small amount of Crushing damage as well Snaring them for 13 seconds. If we lunge further than 20ft and the target is not affected by a hold effect, the target will be Stunned for 2 seconds. This power has the following special advantages:
a. Bull Rush: This advantage will cause this power to knock back addtional targets within 10ft of our target and will also snare them for 16 seconds. This effect can happen once every 10 seconds
b. Rampant: This advantage will cause this power to grant us a stack of Reckless and refresh existing application of this buff.
c. Here I Am: This advantage will cause this power to Stun secondary targets for a second, within 10ft if they aren't affected by a control effect. This can happen once every 10 seconds.
Level 8 - Defiance: This is our Slotted Passive which will grant our hero stacks of Defiant! and passively provide one stack of this buff. The stacks of this Defiant! increases our damage resistance scaling with both ranks and our Super Stats and can stack up to 6 times; receiving a stack each time we suffer damage every two seconds. I also forgot to mention that Defiant! lasts for 20 seconds.
Level 11 - Roomsweeper OR Thunderclap: This is the first choice between two powers for this archetype.
1. Roomsweeper: This power will deal damage to up to 5 enemies in a wide arc of 180 degrees and Knock them back (knock distance scaling with our Strength stat). The base damage of this power increases by 30% if the target is knock immune like Super Villains or bosses. This power has the following special advantages:
a. Concussive Blow: which will Stun the targets for 2 seconds while they are flying. Can only occur once every 5 seconds.
b. Dizzying Impact: which will apply the Disorient debuff to all targets when fully charged.
c. Demolishing Strikes: which will apply the Demolish debuff to the primary target when fully charged.
2. Thunderclap: This power will deal damage to up to 5 enemies in a 10ft sphere around our hero and Stunning them for 2 seconds. This power has the following advantages:
a. Collateral Damage: which will increase the radius of this power to 20ft. The melee portion of this power caps at 10ft, but the extra damage of 20ft is dealt as ranged Sonic damage.
b. Magnitude: which will cause this power to Knock back enemies (the knock distance scales with our Strength stat).
c. Dizzying Impact: which will cause this power to apply the Disorient debuff to all targets.
Level 14 - Enrage: This is our toggle form that will grant us stacks of Enrage which increases the melee damage of our hero by a large amount and ranged damage for a lesser amount everytime we attempt to knock a foe. We can gain a stack of this form once every 4 seconds, stacks up to 8 times and the damage bonus of this form scales with our Strength stat. Also increases our energy costs by 10%. This form has a cosmetic advantage called Giant Growth which costs 0 advantage points and will cause our hero to grow for each stack of Enrage we have.
Level 17 - Uppercut OR Haymaker: This is the second choice between two powers for this archetype.
1. Uppercut: This power will hit a single target and knock them up in the air. This power has the following advantages;
a. Head Trauma: which will apply the Bewildered debuff to the target for 10 seconds, and when they attempt to charge a power they will be Stunned for 2 seconds. Can happen once every 20 seconds.
b. Setup: which will apply the Blindside buff to us when fully charged, which will increase the base damage of the next 3 Brick Framework powers for 1.9% for each stack of Enrage present on our hero and lasts for 10 seconds. Also adds 10 seconds onto the duration of the Demolish debuff.
c. Reckless Endargement: which will cause this power to grant us a stack of Reckless if fully charged.
2. Haymaker: This is the most powerful single target attack of the Might powerset and can be charged to deal a huge amount of damage to the enemy as well knock them back a long distance (knock distance scaling with our Strength stat). The base damage of this power is increased by 30% versus targets who are not knock prone such as Super Villains and higher ranked targets like bosses. This power has a special advantage called Reckless Strikes which will increase the base damage of this power by 30% if our hero is affected by the Reckless buff.
Level 21 - Retaliation: This is our block replacer power that can be maintained to reduce incoming damage from foes' attacks. The feature of this power is that while blocking will apply or refresh the Retaliation buff increasing the damage of our next attack for a certain percentage based on rank. Retaliation will generate energy based on the damage taken and our Recovery stat. This power has the following special advantages:
a. Punitive Pummeling: Attacks made against our hero while blocking with this power have a 100% chance to reflect the incoming damage as a Knock Back. This effect can occur at most every 10 seconds and deals no damage.
b. Indomitable: This advantage will grant an additional 5% resitance to all damage, 5% resistance to hold effects and resistance to Knock effects. This amount increases the lower your health gets, up to a 120% maximum.
Level 25 - Pulverizer: This power is our energy unlock that will generate energy over time if we attempt to knock a foe. The energy return of this power scales with our Recovery and Endurance stats and can stack up to 3 times. Gaining a new stack refreshes the duration of all stacks of this energy unlock.
Level 30 - Havoc Stomp OR Shockwave: This is the third choice between two powers for this archetype.
1. Havoc Stomp: This power will deal damage foes in a 10ft sphere around our hero. If charged for less than 90% the targets will be Knocked up in the sky, but if it is fully charged all the enemies will be knocked back. This power has the following advatages:
a. Cry Havoc: Applies the Fear debuff to the targets, lowering the damage they deal by 10% for 12 seconds. Counts as a Mental State.
b. Major Impact: This advantage will increase the radius of this power to 20ft but the damage stays at 10ft, and the knock back effect is replaced by a Knock towards.
c. Reckless Endargement: Fully charging this power will grant us a stack of Reckless for each target hit, up to a maximum of 3 stacks.
2. Shockwave: This is a ranged power that will deal damage to foes within 50ft. Foes within 25ft take Crushing damage, but foes beyond 25ft take Sonic damage instead. This power has the following advantages:
a. Power Shift: Each hit of this power has a 10% chance to knock targets to us and if it is fully maintained, all targets will be knocked towards our hero.
b. Reckless Endangerment: Each hit of this power has a 10% chance to apply a stack of Reckless to us. Stacks up to 3 times.
c. Wrecking Ball: If fully maintained, this power will apply the Demolish debuff to all targets.
Level 35 - Indestructible OR Endorphin Rush: This is fourth and final choice between two powers for this archetype.
1. Indestructible: This power is considered an Active Defense and will grant our hero an immense amount of damage resistance scaling with rank as well absorb damage for flat amount. The special advantage of this power is called Unchained which will apply a large amount of Break Free damage to any holds or disable affecting our hero, a stack of hold resistance and a stack of knock resistance. Places a 90 second cooldown on other Active Defenses.
2. Endorphin Rush: This is a heal over time power which heal will trigger if we deal damage or suffer damage from an enemy attack and the heal happens once every 2 seconds for 6 seconds for the next 15 seconds. The heal of this power doesn't scale with the Presence stat, instead it scales with our Constitution and Recovery stats. The special advantage of this power is called Can't Stop Me and will apply 3 stacks of Charged Up, which increases our travel speeds for a short time.
Level 40 - Call to Battle: This power will cause our hero to shout a defeaning scream Disorienting foes and applying 1 stack of Reckless to us and our allies, and more stacks will be granted if this power is ranked up. The special advantages of this power are the following:
a. Intimidating Force: This power now knocks down targets for synergy with Enrage.
b. Work Up: Which will apply the Restoration self heal over time that will heal us for a small amount every 2 seconds for 6 seconds. If our health is below 20% this heal effect will be stronger on the first pulse as well the following heal pulses. Activates a shared cooldown with similar advantages of 4 seconds.
c. Advance!: Using a damaging Brick (Might, Heavy Weapons, Earth) power reduces the cooldown on this power.
Build Examples
1. Exo-Skeleton: Recommended for PVE
Level 1: Clobber
Level 1: Defensive Combo (Rank 2, Pummel, Challenge!)
Level 6: Mighty Leap (Rampant, Nailed to the Ground)
Level 8: Defiance (Rank 2, Rank 3)
Level 11: Roomsweeper (Rank 2, Demolishing Strikes, Challenge!)
Level 14: Enrage
Level 17: Haymaker (Rank 2, Reckless Strikes, Challenge!)
Level 21: Retaliation (Rank 2, Rank 3)
Level 25: Pulverizer
Level 30: Shockwave (Power Shift, Wrecking Ball)
Level 35: Endorphin Rush (Rank 2, Rank 3)
Level 40: Call To Battle
2. Golem: Recomended for PVE
Level 1: Clobber
Level 1: Defensive Combo (Rank 2, Pummel, Challenge!)
Level 6: Mighty Leap (Rampant, Nailed to the Ground)
Level 8: Defiance (Rank 2, Rank 3)
Level 11: Thunderclap (Collateral Damage, Magnitude, Challenge!)
Level 14: Enrage
Level 17: Uppercut (Rank 2, Setup, Challenge!)
Level 21: Retaliation (Rank 2)
Level 25: Pulverizer
Level 30: Havoc Stomp (Rank 2, Major Impact, Challenge!)
Level 35: Indestructible (Rank 2, Unchained)
Level 40: Call To Battle
3. Radioactive Boost Recomended for PVP
Level 1: Clobber
Level 1: Defensive Combo (Rank 2, Pummel, Challenge!)
Level 6: Mighty Leap (Nailed to the Ground, Break Through)
Level 8: Defiance (Rank 2, Rank 3)
Level 11: Thunderclap (Rank 2, Magnitude, Challenge!)
Level 14: Enrage
Level 17: Haymaker (Rank 2, Reckless Strikes, Challenge!)
Level 21: Retaliation (Rank 2)
Level 25: Pulverizer
Level 30: Shockwave (Power Shift, Wrecking Ball, Challenge!)
Level 35: Endorphin Rush (Rank 2, Rank 3)
Level 40: Call To Battle
Specializations for all Builds
Constitution: Unyielding (2/2)
Constitution: Fuel My Fire (2/3)
Constitution: Resilient (2/2)
Constitution: Adrenaline Rush (2/2)
Constitution: Armored (2/2)
Protector: Fortified Gear (3/3)
Protector: Bulwark (2/2)
Protector: Debilitating Challenge (2/2)
Protector: Resolute (3/3)
Warden: Fortified Gear (3/3)
Warden: Ruthless (2/2)
Warden: Elusive (2/2)
Warden: The Best Defense (3/3)
Mastery: Constitution Mastery (1/1)
Talents for all builds
Level 7: Physical Conditioning (Str: 5, Con: 5)
Level 12: Relentless (Str: 5, Rec: 5)
Level 15: Quick Recovery (Con: 5, Rec: 5)
Level 20: Bodybuilder (Str: 5, End: 5)
Level 25: Boundless Reserves (Con: 5, End: 5)
Level 30: Amazing Stamina (Rec: 5, End: 5)
For gearing this Archetype I suggest the following gear:
1. Baseline:
Primary Gear:
Heroic Gloves of Precision + Strength Enhancement x2 + Gambler's Lucky Gem
Heroic Breastplate of Defense + Constitution Armoring x2 + Impact Prism
Heroic Helmet of Efficiency + Recovery Enhancement x1 + Endurance Armoring x1 + Gambler's Lucky Gem
Secondary Gear:
Armadillo's Goggles
Armadillo's Ring
Armadillo's Boots
The Armadillo secondaries can be obtained in the Questionite store for 75000 points of refined questionite. You can obtain this currency by doing Adventure Packs, Comic Series, Serials and daily alert missions from the Alerts Coordinator in Renaissance Center near Defender.
2. Endgame
Primary Gear:
Distinguished Gloves of Intimidation + Strength Enhancement x2 + Confront x2
Distinguished Armor of Freedom + Constitution Armoring x2 + Impact Prism x2
Distinguished Helmet of Efficiency + Recovery Enhancement x1 + Endurance Armoring x1 + Gambler's Lucky Gem x2
Secondary Gear:
Cosmic Ambition + Special mod of your choice rank 5 max (Cosmic Ambition drops from Qwyjibo)
Cosmic Talons of Rage + Special mod of your choice rank 5 max
Cosmic Vision of Rage + Special mod of your choice rank 5 max
The Endgame Gear refers to the items that can be unlocked by defeating Cosmic Threats (Teleiosaurus, Qwyjibo, Kigatilik and the Eidolon of Destruction) at level 40, who award Silver and Gold Champions Recognition tokens as well have a rare chance to drop cosmic secondary gear. The cosmic secondary gear can also be bought at the Champions Recognition vendors around the different maps with the respective perks. Be aware that you can only beat 3 cosmic monsters per day plus one fight against the Eidolon of Destruction and each fight will provide diminishing rewards.
Conclusion:
Well this is the guide, I hope it is helpful for you guys and have fun. If you have a question or suggestion on how to improve the guide, the feedback is always welcome!