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Builds - Hulk - bop it (2:21 TTK, 1:02K, 2:03U, TAHITI)
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bop it (2:21 TTK, 1:02K, 2:03U, TAHITI)
by jubite
Last updated 2025-12-01 15:11:05 Types: PVE, EndGame, All, Raid, Terminals, Cosmic, Melee, Video, TTK | |
Description Comments (0)
Gameplay
There isn't too much nuance to the build. Everything is revolving around the 3rd row talent, 'Hulk Wreck Everything!'
> Whenever you use a Cooldown Power, reduce the cooldowns of all other Cooldown Powers by 0.5s
We want to hit CDs as soon as they come up, which in turn will rotate up all other CDs. The power duration helps us extend Knuckledusters, which is a huge amp to our damage. In a game where most things are just linear scaling, Knuckledusters are adding sometimes double the damage to our abilities. So we spam CDs to rotate up CDs, to ultimately get us back faster to our Signature and Knuckledusters. Only thing to note; dont spam Avalanche Leap as it is a DPS loss when the dot is already down, so save it purely for mobility to reposition&reapply.
So we stack power duration to get the most out of them. Fundamentally the builds bones are inspired by this concept that Lozareth posted. His build here
Main differences here is that we have a Demolishing Charge (dash) for CC break and mobility, we add Rubble Toss for another CD and AOE clear, while giving up Vicious Headbutt (single target dot) and Meteor Strike.
Oh and this build is super tanky. 1:1 does work.
Gear Alternatives
This whole setup is based on power duration, trying to help extend Knuckledusters as much as possible. Similarly, you can gear for just raw damage to boost your overall damage and lower your KnuckleBurst(tm). Results are similar on the TTK dummy, in gameplay you'd probably slow down a bit. That said, raw damage is easier to gear.
Medallion Options:
> 
Slot 2:
or 
Slot 3: 
Slot 4: 
Slot 5:
(Hulks S5 is super competitive w Cobra Hood)
When in doubt, Hulk's uniques should do fine.
Cosmics! - I think a cosmic slot 2 or slot 4 could do really well, especially with the power duration setup. I don't have any well rolled ones to test, but I'd encourage folks to try and share.
oped rambling:
One of those big instances that the TTK does not reflect the gameplay pacing.
Ended up going with 13131 and stacking power duration. Did a bunch of testing, ended up near Loz's build except using PowerCell instead of Brooch, (gasp) slotting a dash in over Meteor Strike, and i got rid of the headbutt. Besides goofy factor, it tested barely ahead on single target, but Rubble Toss helps with the AoE and gameplay factor, lets the rotation cycle better, and overall frontloaded damage instead of dot damage.
Besides the usefulness of... a dash? it also helps a ton in terms as dashing/moving will lower all your CDs with the 3:1 talent. Makes terminals feel pretty smooth as everything is nearly always up, and dodging (gasp) mechanics is kindve a dps bump.
Along with 1:1 talent, this whole setup feels incredibly resistant and safe. TTKs def swing with sig brutes, but overall removing Meteor made everything less swingy and more consistent.
Documenting for science:
Tried Hulk Punch Harder, using Gamma Strike as a CD instead of Rubble Toss. Headbutt became the 'filler', to just add some damage layers. Avg ~2:30
Tried moving away from power duration, leaning away from Knuckleduster value for raw damage. Avg 2:27
Tried power duration and headbutt instead of Rubble Toss. This one was the most competitive, with Avg 2:24 and a best of 2:20. But in play I don't think this would actually feel as good as...
And finally, the setup I settled on averaged 2:25, best at 2:21, and only scales up in value when you'd dash/move which in my mind is a more reasonable gameplay experience. Dashes (any CD) will lower all CDs by .5, and youre pretty much all CDs, so a single button press is buying you 3 seconds worth of CDs. This is kinda like how blade works except blade does damage!
Gameplay Videos & TTK:


