I have stopped playing Daredevil. Therefore, let this guide be a glimmering example of how awesome the character used to be. Since the change on Enter The Void to a crit chance buff, I feel like they took away a lot of the fun that this character had in-game. I have barely even touched the game since then, as DD is my favorite Marvel character. What was done is just a travesty. Some may continue to enjoy playing him, but I do not. I'm going to be leveling up Iron Man just so I can boring like everyone else.
This guide will be updated as often as possible to keep up with all of the patches, so make sure to check back here and see what differences have been made. I will document them every time.
(UPDATED 07/02/2013)
Gear Itemization
With this build for Daredevil, you will not need to get a lot of dodge chance in your gear like many other builds. The primary reason is due to your points in Man Without Fear, Action Roll, and the two artifacts that you have. Since the dodge cap (maximum amount of dodge you can have) is at 70%, this will completely fulfill your dodge necessities.
You will also have no need to have critical hit chance in your gear, as your Fearsome Fist of Farallah and the synergy with your dodge chance will equal a higher critical hit chance than any amount of itemization you could possibly try to find. At this point in the game, I've only ever seen crit chance on my head slot item, and it's never been higher than 7.2%. Meanwhile, with the Fearsome Fist, it's a 100% chance to crit when I dodge, and this build offers 70% dodge. That's a much higher chance than 7.2%.
Therefore, here are the things you want to look for in your gear:
- Spirit cost reduction: This should be one of the primary stats you hunt down. Since your main DPS will be coming from Triple Strike and your Action Roll will be buffing up your dodge a ton, not having to spend spirit is a big deal here. Mind you, you'll still have 50% reduced spirit costs thanks to Enter The Void. However, the less spirit you spend, the more DPS you can output. It's simple math. Overall spirit cost reduction is best, but if you have to get specific with it, Cane-Fu is what you want more than anything.
- Power duration: Power duration effectively increases the amount of time your buffs like Radar Ping, dodge bonus from Action Roll, and Enter the Void will stay active before needing to be reapplied. This is good, since the dodge bonus from Action Roll and Enter the Void are on relatively low duration timers (around 5 seconds). Radar Ping is on a lengthy timer (around 12 seconds), but because of the lengthy duration, it means that percentage benefits it greatly. The longer these buffs last, the more you can Triple Strike, Action Roll, and have damage output increases/incoming damage reduction before re-upping, leading to more DPS and survival.
- Health regen: Yes, you have a point in Restorative Trance, so this seems a bit useless to some people. However, when you realize that Enter the Void costs 5% of your current health in order to activate, it means that health regen can be helpful here. Sure, you can use a SHIELD med kit to get that back quickly, but those are best used when you get clocked super hard and need a quick pick me up after rolling away from battle. Health regen is also beneficial because it will have synergy when you DO use Restorative Trance. More than anything, health regen will make sure you can get from point A to point B with a little more health than what you had while not wasting the cooldown on your med kit.
- Health: In general, having more health means having a longer duration in a fight. It means you can get hit a little more before needing to heal up. This is a good thing. Coupling this with defenses, it means you won't lose much of it. Find as much as you can, but if you cannot, you'll still end up with a decent health pool by the time you hit level 60.
- Defenses (primary and supplementary): Since "Ignore Defenses" suffix has been removed from the game on mobs, it means that defenses MATTER again. More importantly, Daredevil has an added bonus in being able to dodge a vast majority of things that are thrown at him...INCLUDING POWER COSMIC! Therefore, stacking up whatever defenses you can possibly find helps out tremendously, even if it's only a little bit. Mental and energy defenses as supplementals are worth way more than physical for you, since you can dodge most physical attacks. Just remember that once you are at about 50% defensive capability, you will either see some hard diminishing returns or no benefits at all. Luckily, the "enemy damage reduction" from your Radar Ping will add a little bit more damage reduction.
- Damage: You want to beef up the amount of damage you can deal as much as possible. Therefore, when you are choosing a weapon, try to find something that has your base damage PLUS any form of additional damage on it (usually +physical damage as a supplemental stat). Defense penetration is good as well, and beyond that, I like to find anything with pure "burn" damage or % chance to hit for 5% of their health. As for damage on gear, anything is beneficial.
You can also look for some additional attack speed on items if you would like, but I would recommend getting something with % attack speed for Cane-Fu powers. While flat attack speed is nice, you'll typically find that this specific form of attack speed will be a higher percentage value (usually above 10%). This means you can throw out Triple Strikes a little faster, getting a significantly larger amount of damage in a shorter period of time.Skill Tree
Let's break down what skills we have points in and why.
- Club Strike (20 points): This is your main basic attack, and surprisingly enough, you can deal some big damage with it. Put 20 points in this, as it will offer your highest damage on basic attacks and offer 1.5% extra damage per point for synergy with Triple Strike.
- Taser Club (10 points): These points are leftovers from your overall point distribution. You'll never use this skill for your basic attack, as it is generally weak and the knockdown % is low. However, each point in this will offer 2.5% additional damage per point for Club Strike and 1.5% additional damage per point for Triple Strike.
- Triple Strike (20 points): Your bread and butter go-to damage skill, Triple Strike outputs massive amounts of damage in a short time. The first two hits of the combo will deal regular damage, while the third hit deals double damage. Coupled with the additional damage from Club Strike and Taser Club's synergy...as well as your critical hits from Fearsome Fist...and your damage % increase from Radar Ping, Triple Strike will make quick work of almost anyone.
- Man Without Fear (20 points): This passive power is simple - it increases your dodge % chance. This enhances your survival. As a melee DPS, it's your first line of defense against enemies. Max the points out.
- Radar Ping (20 points): Radar Ping is a activate buff that offers you a % damage output bonus and reduced % incoming damage. Everyone likes doing more damage and taking less damage, right?
- Enter The Void (1 point): Enter The Void reduces all of your spirit costs by 50% at a cost of 5% of your current health. I do not care what anyone else says, whether you are using this guide with Triple Strike or another guide for AoE build (Club Sweep/Rebounding Club), but I will make this necessary statement: ONE POINT IN ENTER THE VOID SHOULD BE ON ALL BUILDS OF DAREDEVIL! You do not gain any real benefit beyond 1 point other than overall duration time, so don't waste more points than you have to.
- Ninja Reflexes (1 point): I've seen builds that put a lot more points into this skill, and I understand why: they are not looking at the benefit of other skills as well as typically not using Triple Strike effectively. Triple Strike throws out three attacks faster than you can throw out three basic attacks. Moreover, those three will deal more damage overall. Moreover, this attack speed is granted based on you dodging. While that will happen a lot, there are still better places to stack these points (like Taser Club). Therefore, we're only taking one point in here because we'll at least get a little extra attack speed to help output a tiny bit of extra DPS. Beyond that, I see very little benefit.
- Radar Senses (9 points): Up until this day, there was no real reason to put points into this skill at all. However, since the addition of projectile evasion to the skill, it is absolutely worth throwing some points into it. I go for 9 points as it currently offers 30% projectile evasion. I'm pretty sure you've fought Dr. Doom at this point, and you've seen him throwing cosmic iceballs (or whatever they are) at you in rapid fire succession. Dodge can affect those, but this just increases the chances that you won't get hit by them.
- Restorative Trance (1 points): While this skill does heal you pretty substantially at later levels, you'll also be getting a major negative while using it: 100% defense reduction. This means that you will need to go hide in a corner and suck on your thumb to bring your health back up. Since you'll be getting some health and health regen in your gear, only having one point in this is the most beneficial for getting your other skills filled out as necessary while also offering that extra boost in healing capability.
- Action Roll (19 points): Let's call this your "get out of jail free" card. When you are getting beat to hell or just need to get out of a bad situation, use Action Roll to get out. Moreover, this is going to be the way you move INTO combat, as activating this will give you a dodge bonus. This dodge bonus with this build is MANDATORY in order to hit your 70% dodge cap regularly. If you wanted to, you could take 1 point out of Taser Club and add 1 more point into Action Roll.
ConclusionDaredevil is an incredibly mobile and active fighter that has so far offered me the highest level of fun to play. He's relatively unique from other melee DPS characters like Wolverine, Black Panther, and Spider-Man as he is everywhere on the battlefield at once and doesn't receive the majority of his main benefits from gear (dodge chance) and instead is just passively a strong character.
I hope you have found this guide enjoyable and beneficial. Feel free to comment as needed.
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