**Mastery Loadouts**
Due to issues related to the release of Mastery Loadouts, the "free swap" period will be extended.
The new end date will be May 1st.
Due to issues related to the release of Mastery Loadouts, the "free swap" period will be extended.
The new end date will be May 1st.
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Questions re: DDHK
DrZola
Posts: 8,549 ★★★★★
Trying to put a polish on my second DDHK 6* pull in three tries...
Reading this Dev note, as I understand it, DDHK needs to reach a combo of 16 to avoid thorns/Electro damage. Is that correct?
Dr. Zola
2
Comments
Thank you—it would be nice to have a full understanding of any good applications of what feel like convoluted mechanics.
Dr. Zola
And to the mods: I’d appreciate it if this thread didn’t get mothballed to Strategies. Helpful to be able to access on the front page.
If u need DAAR as a piece of utility, throw heavies when you have between 21-26 hits on the combo meter and the sp2 when you have between 25-30.
I like to use him with the Kingpin synergy which gives him rage debuffs on blocked hits. You can also pair this up with the Elektra/Psylocke synergy which inflicts a 35% disorient on heavies. If u take a couple blocked hits at the start of the fight, this allows you to get -100% DAAR in total in Stick's Apprentice without having to land any hits.
The hit-monkey synergy is also pretty sweet. It gives you 100% perfect block chance against non contact projectiles e.g. War machine and Punisher's special attacks but not a necessity.
I've been wanting to make a write up on DDHK for the longest time because I genuinely think he has more utility than any other champion in the game but you know how threads like that go...
Non-damaging debuff shrug off: BPCW, Air walker, Annihilus, long distance relationship, the LDR equivalent of fatigue, encroaching stun (be careful with this one)
DAAR: evade, autoblock, bio hazard, freezer burn, Thing, IMIW
Immune to miss: Ebony maw, invisible woman, dark hawk, mysterio, tunnel vision
Damage back counter: electro, korg, thorns
Manipulation of combo: counter tactics, lazarus, dismay
Disorient: Rhino boss in 7.1.2, cav skill node.
I'm sure I've missed some other match ups but that the gist of it. He's also AW: Damage over time which could come in handy in the future if you do AW
Dr. Zola
I mean it's best to keep with facts because nobody is allowed opinions in mcoc, but all it really causes is discussion and free forum points.
Honestly DDHK seems pretty useful in many situations. Only problem I have with him is that he melts with suicides for some reason. It's not like they released Ibom the same month, lol.
DDHK has a lot of utility, spread between his core kit and his synergies.
The early doors advice I’d give to new players, and to echo your comments, is that being aware of the combo count is a key part of playing DDHK. Learning the combo numbers to drop Heavies and Specials to get the effect you need is key to getting the best out of his kit.
When I first started playing with the new DDHK I used the Spider-Gwen synergy a lot. Fisk’s Downfall is useful but you may need to be careful you don’t miss the notification to say it’s active again. Spider-Gwen herself can put out some pretty impressively damage if on a synergy team with Venom and DDHK.
The Secret of the Hand and Rule of Law synergies can be particularly useful too. It’s a shame that as of now Elektra isn’t great, and Psylocke has her issues too but I know some have a decent handle on her. Other synergies such as Fury’s boost with CMM may help too.
Rage can be a useful mechanic. It allows you to heal a small amount of damage with Willpower (more on that later). I’ve found it more useful though for healing up some of the chip damage from blocking and when I’ve made an occasional mistake. I would say to anyone to not expect it to be anywhere near Wolverine’s Regen or Voodoo’s fight start ability because it’s most certainly not.
It would be remiss not to mention the key two issues with the DDHK buff, specifically the level of damage output and the Regeneration Rate hit both need looking at. The kit is nearly there, it just falls short in a couple of pretty crucial areas.
I would be interested to hear people’s experiences with 5* vs 6*, AW attacker vs defender, node combinations etc. It would be nice to see a numbers breakdown of the various Mastery options to try and get the best out of the Regen Rate penalty.
There has already been plenty of insightful comments here, I can't add anything to them.