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Posts
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Quote:Most of your assumptions were correct. I did forget to mention FC resistance was at 43.2%. I posted the build above for easier review/critiquing.Resistance could affect the answer, since if you highly resist the damage coming through, it matters less that it comes through. Based on the assumption that we're talking about Dark Armor, I plugged your numbers on top of Alexei's resistance, with the exception that I raised his psionic resistance to 60%, because I believe you like to slot for that more than I do. Also using Alexei's regeneration and healing, but that makes no comparative difference.
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Here's what the build for Option 2 looks like.
Hero Plan by Mids' Hero Designer 1.621
http://www.cohplanner.com/
Click this DataLink to open the build!
Desmodas I17 possible: Level 50 Magic Scrapper
Primary Power Set: Dark Melee
Secondary Power Set: Dark Armor
Power Pool: Fitness
Power Pool: Flight
Power Pool: Fighting
Power Pool: Leaping
Ancillary Pool: Darkness Mastery
Hero Profile:
Level 1: Smite -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(3), KntkC'bat-Dmg/EndRdx/Rchg(5), C'ngImp-Acc/Dmg/Rchg(5), T'Death-Dam%(9)
Level 1: Dark Embrace -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(7), RctvArm-ResDam/EndRdx/Rchg(7), RctvArm-ResDam(9), S'fstPrt-ResDam/Def+(29)
Level 2: Shadow Maul -- Armgdn-Acc/Dmg/Rchg(A), Armgdn-Dmg/Rchg(11), Armgdn-Dmg/EndRdx(13), Armgdn-Acc/Rchg(13), Armgdn-Dam%(15)
Level 4: Death Shroud -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Dmg(15), Erad-Acc/Dmg/Rchg(17), M'Strk-Acc/Dmg/EndRdx(17), M'Strk-Dmg/EndRdx(19), M'Strk-Acc/EndRdx(19)
Level 6: Swift -- Empty(A)
Level 8: Siphon Life -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(11), KntkC'bat-Dmg/Rchg(21), KntkC'bat-Dmg/EndRdx/Rchg(21), C'ngImp-Acc/Dmg/Rchg(23), T'Death-Dam%(23)
Level 10: Obsidian Shield -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(25), RctvArm-ResDam/Rchg(27), RctvArm-ResDam/EndRdx/Rchg(27)
Level 12: Hover -- HO:Micro(A), LkGmblr-Rchg+(29), Zephyr-ResKB(31)
Level 14: Fly -- HO:Micro(A), Zephyr-ResKB(42)
Level 16: Dark Regeneration -- Theft-Heal(A), Theft-Heal/Rchg(39), Theft-+End%(40), Erad-Acc/Rchg(40), Erad-Acc/Dmg/Rchg(40), Erad-Acc/Dmg/EndRdx/Rchg(42)
Level 18: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(39)
Level 20: Stamina -- EndMod-I(A), EndMod-I(37)
Level 22: Murky Cloud -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(36), RctvArm-ResDam/EndRdx/Rchg(37), RctvArm-ResDam(37)
Level 24: Cloak of Darkness -- HO:Enzym(A), HO:Enzym(25)
Level 26: Soul Drain -- Erad-Acc/Rchg(A), Erad-Acc/Dmg/Rchg(34), Erad-Acc/Dmg/EndRdx/Rchg(34), C'ngBlow-Acc/Rchg(34), C'ngBlow-Dmg/Rchg(36), C'ngBlow-Dmg/EndRdx(36)
Level 28: Cloak of Fear -- SipInsght-ToHitDeb(A), SipInsght-Acc/ToHitDeb(31), SipInsght-Acc/Rchg(31), SipInsght-ToHitDeb/EndRdx/Rchg(33), SipInsght-Acc/EndRdx/Rchg(33), Abys-Acc/EndRdx(33)
Level 30: Boxing -- HO:Enzym(A)
Level 32: Midnight Grasp -- Hectmb-Dmg/Rchg(A), Hectmb-Acc/Dmg/Rchg(43), Hectmb-Acc/Rchg(43), Hectmb-Dmg/EndRdx(43), Hectmb-Dam%(45)
Level 35: Tough -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(39), RctvArm-ResDam/Rchg(42), RctvArm-ResDam/EndRdx/Rchg(45)
Level 38: Combat Jumping -- LkGmblr-Rchg+(A), Zephyr-ResKB(48)
Level 41: Torrent -- Empty(A)
Level 44: Dark Blast -- Apoc-Dmg/Rchg(A), Apoc-Dam%(45), Apoc-Acc/Dmg/Rchg(46), Apoc-Acc/Rchg(46), Apoc-Dmg/EndRdx(46)
Level 47: Tenebrous Tentacles -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(48), Ragnrk-Dmg/EndRdx(48), Ragnrk-Acc/Dmg/Rchg(50), Ragnrk-Acc/Rchg(50)
Level 49: Weave -- HO:Enzym(A), HO:Enzym(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit
Level 0: Ninja Run
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Having trouble trying to compare these in my head. Basically been staring at too many Mids builds for far too many hours straight.
Quote:~30% defense to SLFCNE
VS
~35% SLNE and 19% FC (incidentally having 27% melee and 26% Ranged)
Seems to me the 2nd scenario would be superior in the vast majority of situations, no? -
The suggestion wasn't for recipes. It would be for actual IOs. The enhancements would be refunded to your at the recipe merit value but any salvage used to craft them would be lost. Additionally, I'm suggesting that only a percentage of the merits be granted for a single IO and have that percentage increase for partial and/or full completion of a set.
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Quote:Are you factoring in the incremental return I suggested for having more of the set?This could be avoided by making the merit returns on liquidation low enough (which would sort of undermine the reason for doing this in the first place) or drastically changing merit vendor prices (which would require making low-end prices very low or making high-end goods much more expensive).
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Quote:Perhaps I'm being naive about this, but for how long could such an "exploit" remain before these so called "cheap sets" become inflated on the market. Either the supply would dry up rather quickly or the price would skyrocket.Aren't there people who powerlevel a character to 22 in an afternoon? For someone with a couple of vet respecs, it could be a profitable use of time to:
(1) Roll up new character.
(2) Powerlevel to 22. Buy the cheapest rattiest IOs you can to slot into powers, and fill every slot with cheap IOs.
(3) Back-convert them into 50 merits each (the cheapest any given recipe goes for at the vendor).
(4) Buy LotG +recharge recipes with those merits.
(5) Repeat until out of vet respecs, delete character.
Buy it back at a discount? Okay, you only get half your merits back. Eight Volley of Velocity pieces for a LotG is a fair trade, don't you think?
While I recognize the ease with which folks could powerlevel a character to level 22, these same folks have faster more efficient means of generating merits, influence, and AE tickets. Sure some folks would chose methods similar to what you've described here, but ultimately their impact would be exceedingly small compared to methods currently being employed in game today.
I'm not suggesting this idea is a great one, but it's the only thing I can think of ATM that would be fair. I sincerely doubt they will grant us the ability to store more than 10 IOs. They can't give us market value for our IOs because they fluctuate too much. That I am aware of, merits is the only consistent value we can place on IOs. -
Quote:1) This issue is being hi-lighted by the minor changes to BoTZ causing considerable inconvenience for players. It's essentially a small change, but the current respec system makes adjusting to it rather cumbersome and potentially costly.It's late and I'm tired so I haven't read everyones responses, but why does the solution have to be just something done with the respec system?
2) Some of us are operating under the assumption that the Devs don't want us to have more than 10 unplaced enhancements to carry about. If this proves true, then any suggestion proposing a permanent increase in unplaced enhancement slots will be dismissed. -
Quote:I'm one of the posters who suggested a respec system along these lines. I have no idea if I was the first.
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Example: Convert unsaved IOs into Merits
(Stolen from Castle's BotZ thread, forgot who suggested it, sorry)
Good: This allows players to adapt to new changes without keeping everything. (They'd still need to pay for salvage / crafting.)
Bad: Heavily exploitable. Slot a character with a lot of cheap, crappy sets, respec to get merits, use merits to buy more expensive/powerful recipes.
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I don't sure the concern about such a system being exploitable. The sheer limitation of respecs would limit this. Some safeguards could be implemented to limit these further, perhaps a only a percentage of merits granted. You could even incrementally increase the percentage based on completion of the entire set.
What ever system is developed, there needs to be a way for players to respec there builds and recope a considerable amount (if not all) of their investment. -
Not slightly, completely hyperbolic. I'm pretty annoyed by this change, not because of the quantity of the nerf but because of the annoyance over the work involved in adjusting to it. Castle's acknowledged this and is inquiring to a work around (no promises made). Once adjustments are made, this will have a minor impact on the game over all. Actually, to call the impact minor may be inflating things a bit.
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Quote:I understand that you chose not to get the best out of your build by utilizing IOs. That remains your option. I did not claim my character became unplayable. Simply stated, I put effort to obtain a certain level of performance; these changes reduce that performance. To return to the level of performance I like, the entire build will have to be redesigned.Lost performance in this game? Entire builds really??? Come on, I have toons with SOs still in them and they still function. That is min/maxing to an extreme.
Quote:So what if my scrapper can't take on 20 54's solo or solo a MITF like one player posted? That isn't part of the normal game. You can take any toon with just plain old enhancements or generic IOs and run the normal content in the game as it is designed.
Quote:Your own words say this has happened before and will likely happen again - then you should plan on that and accept it as part of the changing game. The devs made the right move IMO.
Quote:I won't bother debating anymore since it will be pointless over min/maxing items that I care nothing about. -
Quote:It's not about billions lost on a single set. To recoup the lost performance, entire builds need to be redesigned. This will require multiple repecs or the loss of enhancement you may have put a lot of effort into acquiring.For the first, you want my honest answer? I simply don't care about these "billions". If a player had that much for this single set, then they can earn it back again. You never lose anything in this game. Beat a mob or whatever, you always gain, even in debt. In July, it will be 6 years for me. So what if it takes me a few months to earn back the influence I lost compared to 72+ months. (For the record, I will lose nothing with this change, just making a point.)
If this were an isolated case, I for one would not care. But this has happened before and will likely happen again. The disproportionate response to these changes is more about cumbersome respec system in place. If the devs are going to continue to change IOs (which they should), they need to fix the respecifycation system so we don't have to throw away all our efforts. -
Quote:I wasn't suggesting DM/DA is on par with the AoE heavy weights. Dark Melee alone really is a tad thin on AoEs. My statement was specific to DM/DA or rather very specific to Soul Drain + Death Shroud. Fully buffed by Soul Drain, Death Shroud will do more damage than Quills + Death Shroud. Spines obviously has additional AoEs that take it to another level of AoE damage.While I loved playing my DM/DA all the way to 50 (you even said you liked my build like 1.5 years ago
) I don't think it can be labeled as an impressive AoE machine. Soul Drain takes too long to recharge compared to any normal attack PBAoEs. I agree it's a great spawn diving scrapper and very controllerish (<3 controllers and domis), but on frequently used attacks, only Shaow Maul can reliably hit 3-5 targets especially with the newish 7' melee range. I had some AoE fun with Tenebrous Tentacles (no Blaze Mastery back then), but any scrapper can get that or Fireball.
In other words, on my DM/DA I never feel lacking in AoEs. In the time I take down bosses, it's rare that any minions or LTs survive the shroud. In terms of AoE damage output, I'll take DM/DA ANY DAY over MA/DA. That's before accounting for the fact I add Tenebrous Tentacles to the mix.
That and I'm really good with Shadow Maul.
EDIT: I was also trying to point out that you will not feel this difference on a Tanker DA/DM. On tanker scales, Death Shroud seemed too anemic to have any impact. Obviously my perception is skewed by the fact I've played Dark Armor scrappers for years before DA was available for Tankers. -
Quote:You need to go with what's fun for you, but I must mention gobbling blue skittles is only required on non-IO Dark Armor builds. IO set offer lots of different endurance management options so endurance really isn't an issue.well thanks for all the input ive decided to go with the kat regen i really wanted dark armor for the looks of it but i dont enjoy having to eat blues like candy i have to many other toons taht do that so i was looking for somthing that didnt need it and i compelety forgot you could change the ways powers looked so i got my regen a nice dark look it so far he at lvl 9 from last night and quite fun
While I certainly have preferences, but I don't any scrapper combo I've played lacked in fun. -
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Quote:OK, this was news to me. Not actively playing so I was unaware this feature had been added. I must say, I'm quite pleased with it.There's a third choice, something like "no impulsion" or something, i don't remember. Anyway, it works well and i choose it for ALL my dark characters
It's only for CoD so it won't be in the whole powerset menu. The option is there for Obsidian shield too but i never noticed an effect.
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Celidya, I know you say you've played a DA/DM tank but I would still strongly recommend DM/DA. DM/DA is far stronger as a scrapper than it is as a tanker. After years of playing DM/DA I was eager to play DA/DM as a tanker. Needless to say I was very disappointed with the combo tanker side.
I agree with Hejtmane in that Presence is lack luster at best. TF + CoF is considerably superior to anything Presence pool might offer.
Combined with Dark Armor, DM/DA becomes a rather impressive AoE machine. I never understood why folks considered DM such a single target set until I played it with something other than Dark Armor. Simply put, Soul Drain + Deathshroud adds to to an impressive amount of damage.
For aggressive, spawn diving scrappers, DM/DA is a fantastic choice. -
Best at what?
For the most part, every scrapper combo is on a level playing field. Some combos will excel in a specific area. A best over all will always boil down to personal preference. If you have a specific objective, like soloing AVs, or AoEs, easiest survivability, then you can get a more reliable answer. -
Quote:On a non-IOd scrapper I doubt fighting a single boss would be much trouble. Fighting a full spawn with bosses and LTs can be difficult on a non-IOd build, certainly not impossible. Much in the same spirit as Parry or Divine Avalanche, when fighting multiple targets, ToF was a great way to mitigate on threat (say a LT or 2nd boss) while you DPS'd the main threat.Am I an exception? Maybe. But I have to believe that the majority of Scrappers don't have a problem with boss fights. I would think that the majority of Scrappers would find Touch of Fear to be a highly situational power. They might enjoy it, or might use it to fill a survivability gap while they work on other aspects of their build, or what not. But I just wouldn't think that the majority would get a substantial benefit from it. I mean, I don't know, but I guess I'd hope not? That would make me a sad panda.
Eh, probably holes in my arguments. Like, OK, sure, you have no problem with that +0 boss. So that's why you crank up the difficulty. You keep cranking it up until you DO need Touch of Fear on that boss. And at that point, you're now beating a boss that's tougher than the person without Touch of Fear could beat. And that pretty much only ends when you're talking about AV soloing and massive protection from your status effects. Therefore, most people (non AV soloers) can get significant benefit from Touch of Fear. Dono. Maybe?
And again, maybe I simply have no clue what I'm talking about since I haven't tried it out. Lord knows a lot of people love it. Must be SOMETHING to it.
Even against AVs where the To Hit Debuffs border on meaningless, ToF amounted to significant mitigation from the "fear" aspect of the power. -
Quote:I don't soft cap defense on my DM/DA. I don't feel it's necessary. I did notice that at 25% defense (fairly easy to obtain), the utility of ToF dwindled to near useless. Further more, by dropping ToF, I could add another 2-6% defense. My current DM/DA build sits at 30% defense M/R/AoE. I do have a planned build I may implement that would grant me 35-36% M/R/AoE. In either case, ToF has no place in my builds.General feelings regarding ToF from the discussion thus far: It's great until you've got capped defense.
And to that I ask: How many players either create builds without a focus on capped defense, are in the process of getting capped defense but the build is far off from complete or simply do not take advantage of IOs at all?
My conclusion: The common situation to skip or drop ToF is in the minority. If you take ToF, it can greatly improve survivability.
I have several DM characters that are not Dark Armor, but all of those achieve significantly higher values of defense, so ToF is absent from all of them. The one exception is my DM/Regen scrapper. That build still has ToF and since I refuse to invest an IOs into that build (not a regen fan), will likely retain ToF permanently.
In short, Soft Capping is not required to diminish the value of ToF. I would agree that any non-IO build would substantially benefit from ToF. So would any IO build that does not increase your defense. -
I suggest you start with John Printemps Spines/DA guide.
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Quote:Largely picking on Werner here, but I think he meant Cloak of Fear.It is generally a waste to run both Cloak of Darkness and Oppressive Gloom. They do similar things. Unless you're going for hard core defense, I'd probably keep Oppressive Gloom. Dropping Cloak of Fear gives you a lot of endurance, which you can use to run more useful toggles, like Tactics, Tough and Weave. I'd also personally take Maneuvers instead of Assault. Assault is pretty minor as far as damage buffs go.
Jharber, I strongly recommend you read Celidya's guide. For a slightly different approach to Dark Armor, you may find the DA sections of my guide useful as well. Celidya's guide is more specific to Claws/DA though.
If you plan on making any serious attempts at adding defense to your build, I would STRONGLY recommend you consider CoF over OG. Reasons for this are explained thoroughly in Celidya's guide and mine. -
Prior to the introduction of IOs, I found ToF invaluable damage mitigation. On a DM/DA I could lock down bosses and LTs while focusing my attack chain on the greatest threat in the spawn. I could even occasionally fear AVs.
After a few goes at IO builds, I quickly found ToF contribution to my damage mitigation became smaller and smaller. With an IO build, you can raise defense far above the To Hit Debuff values of ToF. That's before factoring in mobs resistances to To Hit Debuffs. ToF only affects a single target where those defense values provide mitigation from every mob.
There would be obvious benefits to stacking ToF debuffs with IO set defense values. Ultimately it becomes a question of opportunity costs. Selecting ToF means not selecting some other power that could have increased your defense values or increased your damage output.
If you can confidently state selecting ToF does not compromise defense values or damage output, then taking it would be a good idea. On my builds, I found keeping ToF required that compromise and as such is no long part of my builds. -
That's a considerable improvement IMHO. You may want to tweak it a bit, but what you have currently should perform quite well.
The tweaks I refer to could allow you to obtain better defense values to AoE and Ranged. CoF for example, could be slotted with a full set of Siphon Insight for AoE defense or a full set of Cloud Senses for Ranged defense. Both sets offer additional appealing bonuses. Yeah, yeah, I know you're concerned about accuracy in CoF. Keep in mind you have 36% global accuracy and you have Soul Drain up ever 60 seconds.
Another thing for you to consider. The levels of recovery you're dealing with will require you to rely on Dark Consumption less and less. Honestly, due to it's lengthy recharge, it'c can't function as an attack and since your don't really need it for endurance management; your build may be better off with out it. This sounds really counter intuitive to someone whose be playing DM/DA before the advent of IOs. If your hesitant, keep it but pay close attention to how often you use it. I dropped it from most of my DM/DA builds. The additional slots from DC could got to your travel powers, adding more AoE and or Ranged defense to your build. -
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Here is a sample build. All of my builds are designed to retain the bulk of their bonuses when exemplaring as far down as level 27.
The focus of this build is insane levels of endurance management. I no longer use this build personally as I felt the endurance management was over kill.
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
DM/DA -Max end: Level 50 Magic Scrapper
Primary Power Set: Dark Melee
Secondary Power Set: Dark Armor
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Fighting
Ancillary Pool: Darkness Mastery
Hero Profile:
Level 1: Smite -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(3), C'ngImp-Dmg/Rchg(3), C'ngImp-Acc/Dmg/Rchg(5), C'ngImp-Dmg/EndRdx/Rchg(5)
Level 1: Dark Embrace -- ImpArm-ResDam(A), ImpArm-ResDam/EndRdx(7), ImpArm-ResDam/Rchg(7), ImpArm-ResDam/EndRdx/Rchg(9), S'fstPrt-ResDam/Def+(17)
Level 2: Shadow Maul -- C'ngBlow-Acc/Dmg(A), C'ngBlow-Dmg/EndRdx(11), C'ngBlow-Dmg/Rchg(11), C'ngBlow-Acc/Rchg(13), Erad-Dmg(13), Erad-Acc/Dmg/EndRdx/Rchg(25)
Level 4: Death Shroud -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(15), M'Strk-Acc/Dmg/EndRdx(15), M'Strk-Dmg/EndRdx/Rchg(17), Erad-Acc/Dmg/EndRdx/Rchg(21), Erad-Dmg(36)
Level 6: Swift -- Flight-I(A)
Level 8: Siphon Life -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(9), C'ngImp-Dmg/Rchg(19), C'ngImp-Acc/Dmg/Rchg(19), C'ngImp-Acc/Dmg/EndRdx(21)
Level 10: Obsidian Shield -- ImpArm-ResDam(A), ImpArm-ResDam/EndRdx(23), ImpArm-ResDam/Rchg(23), ImpArm-ResDam/EndRdx/Rchg(46)
Level 12: Combat Jumping -- Krma-ResKB(A)
Level 14: Super Jump -- Zephyr-ResKB(A)
Level 16: Dark Regeneration -- Theft-Acc/EndRdx/Heal(A), Theft-Acc/EndRdx/Rchg(29), Theft-+End%(29), Nictus-Acc/EndRdx/Rchg(31), Numna-Heal/EndRdx/Rchg(31), Dct'dW-Heal/EndRdx/Rchg(43)
Level 18: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(33)
Level 20: Stamina -- EndMod-I(A), EndMod-I(33), EndMod-I(50)
Level 22: Murky Cloud -- ImpArm-ResDam(A), ImpArm-ResDam/EndRdx(33), ImpArm-ResDam/Rchg(34), ImpArm-ResDam/EndRdx/Rchg(34)
Level 24: Cloak of Darkness -- GftotA-Run+(A), GftotA-Def(25), GftotA-Def/EndRdx/Rchg(27), GftotA-Def/EndRdx(39)
Level 26: Soul Drain -- Oblit-Acc/Rchg(A), Erad-Acc/Rchg(27), C'ngBlow-Acc/Rchg(31), Sciroc-Acc/Rchg(50)
Level 28: Cloak of Fear -- Cloud-Acc/ToHitDeb(A), Cloud-Acc/Rchg(34), Cloud-Acc/EndRdx/Rchg(36), DampS-ToHitDeb/EndRdx(39), DampS-ToHitDeb/Rchg/EndRdx(39), DampS-Rchg/EndRdx(40)
Level 30: Shadow Punch -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(37), C'ngImp-Dmg/Rchg(37), C'ngImp-Acc/Dmg/Rchg(37), C'ngImp-Acc/Dmg/EndRdx(46)
Level 32: Midnight Grasp -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(36), C'ngImp-Dmg/Rchg(42), C'ngImp-Acc/Dmg/Rchg(42), C'ngImp-Acc/Dmg/EndRdx(43), C'ngImp-Dmg/EndRdx/Rchg(43)
Level 35: Boxing -- Empty(A)
Level 38: Tough -- ImpArm-ResDam(A), ImpArm-ResDam/EndRdx(40), ImpArm-ResDam/Rchg(40), ImpArm-ResDam/EndRdx/Rchg(42)
Level 41: Torrent -- SipInsght-%ToHit(A)
Level 44: Dark Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(45), Thundr-Dmg/Rchg(45), Thundr-Dmg/EndRdx/Rchg(45), Thundr-Acc/Dmg/EndRdx(46)
Level 47: Weave -- GftotA-Run+(A), GftotA-Def(48), GftotA-Def/EndRdx(48), GftotA-Def/EndRdx/Rchg(48)
Level 49: Tenebrous Tentacles -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit
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