Post by nintova on May 3, 2011 14:01:08 GMT -5
I'm trying to get a denial build together to run with my brother. We like to roll with Hammer and Thumb set ups. He will be the Hammer this time taking a massive AOE build ( it shamelessly borrows from Skeeterbarnes Gidget Girl AOErific build ).
What I want this build to do, aside from the obvious, is to be flexible in it's environments, have exceptional mobility both in dungeon crawls and in the outside world and have a decent chance of surviving a damage spike.
The denial aspect will be to take away or severely limit damage, movement, defense and escapes. I intend to do this with Fears, knockdowns and debuffs.
I also intend to mitigate damage, heal and boost my melee damage by way of a high dodge.
Simon Says: Level 40 Champion
Superstats:
Level 6: Super Dexterity
Level 13: Super Intelligence
Powers:
Level 1: Shadow Bolt
Level 1: Shadow Blast -- Crippling Challenge, Psychotic Break
Level 6: Shadow Embrace -- Nailed to the Ground, Dark Displacement, Fatal Allure
Level 6: Swinging -- Flippin'
Level 8: Quarry -- Fair Game, Rank 2
Level 11: Void Shift -- Emerging Nightmares
Level 14: Grasping Shadows -- Unyielding Agony
Level 17: Dragon's Claws -- Vertebreak
Level 20: Dragon Kick -- Lashing Dragon Tail
Level 23: Masterful Dodge -- Rank 2
Level 26: Bountiful Chi Resurgence -- Resurgent Reiki
Level 29: Form of the Tempest -- Rank 2, Rank 3
Level 32: Inexorable Tides
Level 35: Smoke Bomb -- Concussive Escape
Level 35: Acrobatics -- Versatility
Level 38: Skarn's Bane
Talents:
Level 1: Sureshot
Level 6: Coordinated
Level 9: Accurate
Level 12: Healthy Mind
Level 15: Investigator
Level 18: Acrobat
Level 21: Covert Ops Training
The Skinny:
Shadow Bolt ~ Just an energy builder. It has a low chance on first use to fear.
Shadow Blast ~ This has excellent range and will also serve to debuff by way of Crippling Challenge. If the target is feared it will also add a DoT if fully charged.
Shadow Embrace ~ This is a cone attack that also serves several roles. It debuffs movement powers for 5 seconds, has a chance to fear, has a chance to knock down, and finally it has a chance to knock a target back to me.
Swinging ~ A movement power that gives me a slightly improved chance to dodge if I want it. This keeps in line with my "more than one use" theory on this build.
Quarry ~ This does several things for this build. First it increases physical damage by a fair amount. It gives a small resistance to non physical damage types. It improves Dodge chance that scales off Simons super stats. It gives a health boost when a target is defeated. Finally, it gives a short term buff that boosts avoidance slightly and also gives a slight bump to Intelligence as well as ego by a % of my Intelligence. This will boost Simons critical severity.
Void Shift ~ This is a closing power that stuns a target briefly, snares the target and finally has a chance to cause a small AOE fear.
Grasping Shadows ~ This is a ranged AOE root that has a DoT. It also has a chance to cause fear.
Dragon's Claws ~ This is the first of Simons melee attacks. As with most of the other powers in this build it does more than one thing. It gives a boost to critical severity. It can apply stacks of Rush ( up to 8 ) that reduce the cost of all powers for a short time and gives a boost to energy regen per stack of focus Simon has. Finally it knocks down the target up to 3 times. It hits reasonably hard as well.
Dragon Kick ~ This is a cone attack that also adds the Rush buff if fully charged. In addition it increases the amount of damage Simon can dodge for a short time.
Masterful Dodge ~ This is a beautiful skill that increases Simons survivability significantly. It gives a 15 second damage reduction, HUGE dodge boost and a sizable avoidance boost. This has a 90 second cool down.
Bountiful Chi Resurgence ~ This gives an immediate small heal over time and adds a heal over time every time you dodge an incoming attack. Coupled with Masterful Dodge this is a wonderful thing. You will do slightly less damage for the 16 seconds this is active. It has a 15 second cool down.
Form of the Tempest ~ This form gives a stack of focus every time you score a critical hit. There is a 40% chance an additional stack will be applied. It also gives a small amount of energy back every 4 seconds. The amount of energy returned scales off of Dex.
Inexorable Tides ~ This is a cone attack that can knock foes up in the air. It also snares the targets, reducing their movement speed for a time.
Smoke Bomb ~ Sometimes the action gets too hot, even for Simon. When that occurs he can leave the scene in a cloud of smoke and a hearty HI HO SIL .... no wait, wrong hero. This is a means of erasing aggro and getting the flock outta dodge. You get 3 seconds of time out of combat and Stealth for 12 seconds. If you have a DoT on you this is negated, however the concussive aspect still makes it useful in that circumstance knocking foes down in a 15' radius. (( A question for those in the know: Can this be used to gain stealth out of combat, allowing you to sneak into places? Very cool if so ))
Acrobatics ~ A movement power that also gives a speed boost ( up to 5 stacks if active ) if you take damage in combat.
Skarn's Bane ~ A cone attack that removes buffs from the target and disables energy forms every half second it's maintained.
What I want this build to do, aside from the obvious, is to be flexible in it's environments, have exceptional mobility both in dungeon crawls and in the outside world and have a decent chance of surviving a damage spike.
The denial aspect will be to take away or severely limit damage, movement, defense and escapes. I intend to do this with Fears, knockdowns and debuffs.
I also intend to mitigate damage, heal and boost my melee damage by way of a high dodge.
Simon Says: Level 40 Champion
Superstats:
Level 6: Super Dexterity
Level 13: Super Intelligence
Powers:
Level 1: Shadow Bolt
Level 1: Shadow Blast -- Crippling Challenge, Psychotic Break
Level 6: Shadow Embrace -- Nailed to the Ground, Dark Displacement, Fatal Allure
Level 6: Swinging -- Flippin'
Level 8: Quarry -- Fair Game, Rank 2
Level 11: Void Shift -- Emerging Nightmares
Level 14: Grasping Shadows -- Unyielding Agony
Level 17: Dragon's Claws -- Vertebreak
Level 20: Dragon Kick -- Lashing Dragon Tail
Level 23: Masterful Dodge -- Rank 2
Level 26: Bountiful Chi Resurgence -- Resurgent Reiki
Level 29: Form of the Tempest -- Rank 2, Rank 3
Level 32: Inexorable Tides
Level 35: Smoke Bomb -- Concussive Escape
Level 35: Acrobatics -- Versatility
Level 38: Skarn's Bane
Talents:
Level 1: Sureshot
Level 6: Coordinated
Level 9: Accurate
Level 12: Healthy Mind
Level 15: Investigator
Level 18: Acrobat
Level 21: Covert Ops Training
The Skinny:
Shadow Bolt ~ Just an energy builder. It has a low chance on first use to fear.
Shadow Blast ~ This has excellent range and will also serve to debuff by way of Crippling Challenge. If the target is feared it will also add a DoT if fully charged.
Shadow Embrace ~ This is a cone attack that also serves several roles. It debuffs movement powers for 5 seconds, has a chance to fear, has a chance to knock down, and finally it has a chance to knock a target back to me.
Swinging ~ A movement power that gives me a slightly improved chance to dodge if I want it. This keeps in line with my "more than one use" theory on this build.
Quarry ~ This does several things for this build. First it increases physical damage by a fair amount. It gives a small resistance to non physical damage types. It improves Dodge chance that scales off Simons super stats. It gives a health boost when a target is defeated. Finally, it gives a short term buff that boosts avoidance slightly and also gives a slight bump to Intelligence as well as ego by a % of my Intelligence. This will boost Simons critical severity.
Void Shift ~ This is a closing power that stuns a target briefly, snares the target and finally has a chance to cause a small AOE fear.
Grasping Shadows ~ This is a ranged AOE root that has a DoT. It also has a chance to cause fear.
Dragon's Claws ~ This is the first of Simons melee attacks. As with most of the other powers in this build it does more than one thing. It gives a boost to critical severity. It can apply stacks of Rush ( up to 8 ) that reduce the cost of all powers for a short time and gives a boost to energy regen per stack of focus Simon has. Finally it knocks down the target up to 3 times. It hits reasonably hard as well.
Dragon Kick ~ This is a cone attack that also adds the Rush buff if fully charged. In addition it increases the amount of damage Simon can dodge for a short time.
Masterful Dodge ~ This is a beautiful skill that increases Simons survivability significantly. It gives a 15 second damage reduction, HUGE dodge boost and a sizable avoidance boost. This has a 90 second cool down.
Bountiful Chi Resurgence ~ This gives an immediate small heal over time and adds a heal over time every time you dodge an incoming attack. Coupled with Masterful Dodge this is a wonderful thing. You will do slightly less damage for the 16 seconds this is active. It has a 15 second cool down.
Form of the Tempest ~ This form gives a stack of focus every time you score a critical hit. There is a 40% chance an additional stack will be applied. It also gives a small amount of energy back every 4 seconds. The amount of energy returned scales off of Dex.
Inexorable Tides ~ This is a cone attack that can knock foes up in the air. It also snares the targets, reducing their movement speed for a time.
Smoke Bomb ~ Sometimes the action gets too hot, even for Simon. When that occurs he can leave the scene in a cloud of smoke and a hearty HI HO SIL .... no wait, wrong hero. This is a means of erasing aggro and getting the flock outta dodge. You get 3 seconds of time out of combat and Stealth for 12 seconds. If you have a DoT on you this is negated, however the concussive aspect still makes it useful in that circumstance knocking foes down in a 15' radius. (( A question for those in the know: Can this be used to gain stealth out of combat, allowing you to sneak into places? Very cool if so ))
Acrobatics ~ A movement power that also gives a speed boost ( up to 5 stacks if active ) if you take damage in combat.
Skarn's Bane ~ A cone attack that removes buffs from the target and disables energy forms every half second it's maintained.