Check out my Profile. Got 2 Hulk Versions.
Bruce Banner worked as a scientist on the gamma bomb project when he heroically saved a young man from exposure to a nuclear blast. Unfortunately, the exposure to gamma radiation changed Banner's cell structure, causing him to transform into a raging green monster (known as the Hulk) when he became angry.Marvel Source
Over the years, the Hulk has acted as hero, villain, or pure destructive force depending on his state of mind.
Through it all, Banner continues to search for a cure that would end his deadly rampages.
+930 HP and 503 Defence or !!!Each Anger Point!!! (Maximum 5, so everything multiplied with 5) +65 Damage, 620 HP Heal, 930 HP in 10 Seconds, Spirit Cost Reduce 27.80%, +20% Haste (movement and attack). Your Choise...by the way: you can't perc 2 of the same Artifacts anymore.
Re-editing properly (including description) to add in Umbridled Rampage. I didn't read it properly. That thing is just too good to pass up. But, what would you say for the extra life that comes along with the defense bonus? Doesn't it make it worth the points at least in a better scale?
Short Temper to high. Only 530 Defence for 20 points is useles. Only 1 point in it and 19 points more in to Unbridled Rampage. You gain +65 Damage each Angerpoint (if you got the Skill on 20), so you gain for 5 Anger 325 Damage on each skill. UR+Hulk Mad+Worldbreaker Critical Damage = The real power of your Furious Punch and Destructive Mayhem.
VIOLENCE
9 points in Furious Punch to help in early game with a bit of scaled damage. In the end, synergizes well for a total +10% total damage for your Savage Swing, which should be maxed out.
RANCOR
Umbrindled Rage is meant to be used when things get rough. Hulk Tough gives you some seconds free of damage, enough to activate UR, preferrably when you have 4-5 rage. At level 10 it nets you +15% DR and some boost to defense. Hulk Mad is a must in my opininon, for high crit and higher damage.
WRECKAGE
Worldbreaker for max crit chance and damage; 1 point in Avalanche Leap to help you leap out of danger (if that somehow end up being necessary somehow). It should be used to run after those boring runaways and then, follow up with an Earthquake Leap to help cleaning the area (and to have some AoE, other than ultimate). Be sure to have a gear that gives you Destructive Mayhem at the highest possible level, for increased leap-hapinness effect.
The pros:
- Should work in early game as well as middle and end-game
- High damage; made more dangerous because of:
- Highest possible critical chance
- Survivability boosted by Umbristled Rampage
The cons:
- Probably more than I am actually aware of