When young Matt Murdock saved a blind pedestrian from a crashing truck, a radioactive isotope spilled onto him from the vehicle. The substance blinded Matt, but he soon found that his other senses were amplified to superhuman levels. He also manifested a "radar sense" that allowed him to visualize his surroundings without relying on sight.Marvel Source
As he grew up, Matt received training from the ninja master Stick. He later earned a law degree and opened an office with his friend Foggy Nelson, defending those unjustly accused of crimes. By night, he protects his home neighborhood of Hell's Kitchen from criminals and super-villains. Despite living through more personal tragedies than any man should be able to endure, Matt retains an optimistic, heroic outlook on life.
Wellcome to Micro-oriented DD build for DD.
Lifesteal - survivability is totally based on health gain per hit and damage to health conversion (definitely not the most efficient strategy).
DamageDealer - items and skills are build around high DamagePerSecond rating.
Micro - being a DamageDealer we must stay alive with fast movement, good positioning and evasive skillset.
Powers
Cane-Fu
- this is our basic skill. With it we can slow bosses, which helps to evade their attacks. First HP source - health gain when you hit with basic power. Costume affix - can be around 100-150 based on CostumeCore lvl (unfortunately, basic attack is considered only the first hit out of 4 strikes, so you will get you HP only once, otherwise it would have been OP). Health gain on our Gear Clubs - around 20-40 and works with every hit. Also, this skill has AOE - little sector.
- knock-down is useless against bosses, never needed in other cases, physical damage is lover then in ClubStrike with equall attack speed.
- our highest one target DPS skill. It is approximately 1.3 - 1.5 times faster then Club Strike, plus last hit deals double damage (with damage 2300 - 3000 on it ant +1k damage on critical hit I got max 10k crits; having 0,7 - 1% Lifesteal results in +70-100 hp instantly). The only problem with it is that it does not give us + health when hit with basic power, on which my boss survivability hardly relies on. So I decided to give up this skill in favour of our passives.
vs/with - these are two DareDevil's main AOE spells. Most guides debate around which one is better and most pick Whirling Club (WC) over Club Strike (CS). I use both of them and here is why. Firstly, WC has about twice bigger AOE; secondly, DPS of CS is way, way higher than WC, because of the way it works; thirdly, damage scaling on CS is far greater than on WC. But if you read carefully the description, one can easily see the synergy of this two skills - one slows, the other knocks them down and deals DOUBLE DAMAGE to sloved targets. Using these two skills properly and having the right position you can kill 4-6 blue mobs without taking a single hit. Two - three swings of WC should be enough to take out most ordinary mobs, while CS will dish out all the damage. And here you can already see that positioning starts to play an important role.
and - these are our two ranged skills. Damage is higher in CT than in RC; CT has a 20-30% shorter range; RC is better for killing multiple weak targets. Wether you get one of these for yourself is highly debatable and depends on your playstyle. I like to have RC to use in locations like A.I.M. with nasty Incinerators and Obliterators to clean the place a bit before rolling in. These 20 points can be instead used for passives, like or .
Focus
- Tenacity bonus is fine, but hard to evaluate, as we don't know how it really works. One point is a must. Basic Tenacity is 250, so 10 points in RJ would give us 140 bonus, which is +56% of our basic rate (4 points + 3-6 from "+1 to current rank of all powers" should be enough).
- one of the strongest passives fo melee heroes, at lvl 20 will give us around 40% dodge chance. I like to keep my dodge around 50%. The reason why you should not stack it too much is that in last patch 1.2a blue, yellow mobs and bosses are harder to crit and dodge. So don't rely too hard on dodge procs.
- this one looks better than it is in practice. First, the area is relatively small - you can not ping range mobs unless you are close to them (compare to Hulk's Leap, which affects most ranged mobs). Nevertheless, lvl 20 will give us +700 damage rating to pinged targets, which sounds good and should encrease our damage by 10-15%. But to Dare Devil damage output is never a problem. And I am not sure you can ping bosses (I will test this to be sure), if not - it is useless. Next, enemy damage reduction - 90 damage is a joke, cause you will be hit by ordinary mob for apprx. 500 damage, blue guys 1000. So I'm not chosing to use this spell.
- a must have spell. Spirit cost makes it spamable,plus it no longer has an animation, so no real need to put more than one point into it. Including some points from "+1 to current rank of all powers" and maybe some gear bonuses it will have 5 seconds duration which to me is enough.
- one point is a must have. Further investment is debatable, as scaling rate is pretty low. Currently, at lvl 52 my DD has 1000 critical rating (40%) - 200 from Medallion, 250 from Cap, 250 from two cotume affixes (grade 2 and 3) and 300 from this passive. Putting another 10 points into it will make my crit chance 42% which I don't feel like worth it. After freeing points from Triple Strike there is not much of a choice but to max this skill.
- one point is a must have. Scaling of evasion chance is great, really worth of investing some points into it as this passive will add to our survivability.
- this one depends on one thing - do you want to save MedKits and heal yourself when out of combat - then put 1 point into it; if you feel like using MedKits instead - then don't. When low on HP I just use Rebounding Club from max range - Lifesteal heals me to max pretty quickly.
Acrobatics
- useless skill to me, you can not take one point away.
- great positioning skill, whether you roll into combat or out of it. Very fast animation, dodge bonus is too small (Man Without Fear at lvl 20 gives us 2,5k dodge rating, not much more needed). Can be used to evade anything - mobs, projectiles, bosses - just practice it. Spirit cost average.
- another positionong skill with fast animation and cheap Spirit cost. Use for evasion and moving around the map. + it gives defence now which is always great.
All other Acrobatics powers can be charaterized as following: don't fit my playstyle. Though some people use Opening Lunge for an AOE jump-in spell. I prefer Roll-in and Club Sweep or Whirl Club. Definetely experiment around these powers to see whether you can find application to them.
Under construction...