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Posts
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Quote:First you need to remember that you can only aggro 16 targets at once. Any more and they'll go play with someone else.A simple question for a complex issue: Do the various sources of Taunt form a Tank stack?
I have a /Dark Tank with Taunt and all the bangs and whistles. Yet I STILL find Blasters and the occasional Scrapper peeling off aggro. The Scraps I'm not as worried about but I take Tanking very seriously. If I've jumped into a Spawn and hit Taunt (51s duration), Soul Drain (13s duration), Cloak of Fear (toggle, should tick over automatically), Oppressive Gloom (same) and then throw an attack is that Mag 20 Taunt?
If so, how do I keep losing aggro? If not, then how does it really work?
Thanks in advance.
I'd advise having your damage aura and fear aura up and just attack. Focus on the biggest, meanest things in the spawn. One or two minions can be handled by a blaster, but a boss might give them more of a headache. -
Quote:This.It's all situational.
If you have a league that doesn't know what to do, pulling to the court is simple and easy to explain quickly. It can turn a failure into a win.
And yes, I play on a high-pop server and still find the occasional PUG that has a lot of first-timers. I was on one last night, failed miserably on the escapees. I took over star, explained it, second attempt using this method went fine.
Doing it stepwise with pulls to court works like a charm.
Now, with a better crew, by FAR the most rewards come from careful league composition and fighting the AV's in-place. Place toons with AOE's/mezz and Knockdown in spots 7 and 8 of all three teams. Spots 7 and 8 of all teams kill adds, team 1 and 1-3 of team two kill AV 1 in place, team 3 and spots 4-6 of team two kill AV 2 in place.
Nice and even that way.
High population servers take a while longer to reach that level of coordination, but I suspect most folks will eventually settle down to some variation of that scheme.
When you come into the BAF or Lambda the first time you don't really know what to do. You need it explained, and when it put it layman's terms there's less confusion. -
I'm going for Warworks Core for more damage. Sure they might die, but if I'm pulling enough aggro they should do their job for awhile.
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I just wish they had more Hammer weapons in the set. I mean there's like, what, 4 hammer skins for the weapons?
Yeah, we need more War Mace skins. -
I was thinking of that the other day really. Pop Unstoppable, when the power starts blinking pop Barrier. You'll CRASH, but for a little bit you'll still be at capped out Resistance and Defense (Softcap and then some anyway), and still hold a decent amount for awhile after giving you enough room to breathe.
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Quote:Agreed, but I would like it if it left some Endurance. Not much, maye 3-5 end. Not enough to do anything worthwhile, but enough to keep your toggles up and have a chance to survive.I like Unstoppable as it is, and don't want a SoW clone.
When I play a Tanker these days, it's because I want that character to be as tough as possible. If Invuln got something like SoW instead of Unstoppable, I wouldn't be able to hit it and survive unbelievable amounts of non-S/L damage from a single target.
Apparently, we're going to be facing Anti-Matter in one of the new trials. Based on the Praetorian AVs we've faced so far in Incarnate content, he's probably going to be like he was, but cranked up to 11. That means that your defense will be worthless, leaving just your Energy resistance, and you'll need as much as possible. I'd rather be able to cap my energy resistance for 3 minutes and then crash than go to 50% energy resistance for 2 minutes. I can always trade off aggro with another Tanker before the crash. I think BAF has taught enough people the value of aggro trading.
That being said, I would like it to to give a "time remaining" display and have the option to crash it early. -
Quote:True.But you can make your Elemental Resist 90%!! for 3 minutes then die!
Unstoppable is the "Oh NUTS' power of the set. You only hit it when your up Human Waste Creek anyway. If your fighting S/L or Psi and getting your backside kicked it won't help, but with a lot of Energy Damage being tossed around 3 minutes of god mode MIGHT be worth it. Sure, your not a push over as is, but it might help when things go bad.
I say you don't NEED it, but if you can take it then consider it. If you need another power more, pass over it. -
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I think Unstoppable would be better if you were left with 3% End at the crash. Enough to keep the toggles up, but not enough to do anything worthwhile. Toss in a -25% to -50% recovery debuff for 5 to 10 seconds and it'll work out well.
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The Reactive Core might not be that great solo, but I team on the toon alot. The stacked Reactive on top of Bruising (Toon's a tank, but I couldn't help but jump in here) and the Achille's Heel Proc will add much more damage when teamed with Scrappers and Blasters.
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Quote:I find that the Lore Pets are good for the breakout section. Summon as it starts, it'll be gone just as your done.No. The shift is there if you have the power slotted, and you are in the trial. You never have to use it if you don't want to.
I was in a particularly poorly lead BAF today though and me and Viki held a door alone. So the thing is useful even if I don't like the pet itself. -
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Quote:I myself am going the Core route on my Tanker.Like Bruising, the Reactive debuff procs are (IIRC) supposed to bypass the Purple patch -- because they actually make the target the caster of the debuff. Unfortunately, and by the same token, they don't stack beyond 4x even with a full League of people all spamming the same proc. (Just as Bruising doesn't stack even with multiple Tankers.)
Still, I would go (and have gone) with the DoT over the -RES debuff. It's just more helpful in more situations. Personally, I wouldn't even bother with the Tier 4. Because the procs don't stack with each other in team situations, and because -10% RES is generally insignificant in non-teaming situations, I figure any encounter in which I'm likely to miss the RES debuff will already have the RES debuff covered from other sources.
Destiny seems to be the only truly compelling T4 option for me. YMMV.
Also, Judgement, I find, is quite compelling. -
Quote:That WOULD explain it, save that I 6 slotted Taunt with Mocking Beratment for the F/C Def and 7.5 Rech. The Psi Damage is in Perfect Zinger.I have the reactive tier three 75% chance for -res and, on my other tank 75% chance for -dam. I have not gotten either to proc off taunt, despite multiple tries against groups of 5 or more. The odds of interface working with taunt seem low, but arguably, I'd need to have one of the 100% pros to be sure.
All the same, I think it slightly more likely that you have a chance for psi damage spotted in taunt that you've forgotten about. -
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Quote:This is close, but incorrect.You should all be aware that the incarnate slot only takes effect if you are level 50. If you exemplar to 49.99 you still lose it and all the benefits you get. So it's not something you should build around unless you will NEVER EVER exemplar down on that character.
You have your Incarnate powers if you exemplar down to Level 45. Any lower and you lose them. -
Quote:I have a Fire^3 Dom planned, and I think I'll go Musculare Radial. The Damage boost also helps the Immobilize and Hold powers that are not slotted for damage, the Endurance Modification works for Stamina and Consume, and it boost your Immobilize duration as an extra treat. If you take Smoke the -To Hit will help it as well.I've never really been that impressed with the damage out of fire compared to ice. Sure it's better at killing minions, but on Bosses and especially AVs, the -Res in ice goes so much farther.
Especially with judgement available now, fire just isn't looking too tastey, but ice is looking better and better.
on Cardiac, I'm a bit torn. I drool over the extra damage from musculature, but I do see the advantage of both the range and the end reduction allowing more and more of the higher end attacks. Sigh. I hate having to choose =) but I guess in the end I have 3 builds, might as well use two of them =) -
I tend to lean towards Tankers, Brutes, Scrappers and Masterminds, but I made up a Dom in mids that I think will work out quite well. However I am not experanced at control archtypes so I figured I'd check here to see what everyone thought.
It's meant to be an AoE damage machine with lockdown abilities with RoF and Fireball from Fire Mastery. Also planning to use it as a hover dom with ranged attacks and ranged defense. Being Fire/Fire/Fire is thematic. Going Muscular for Alpha on the basis that'll increase the damage done by Immobilzies and Holds not slotted for Damage, as well as the Immobilizes.
Any opinions are welcomed.
Villain Plan by Mids' Villain Designer 1.93
http://www.cohplanner.com/
Click this DataLink to open the build!
Star Pyre: Level 50 Magic Dominator
Primary Power Set: Fire Control
Secondary Power Set: Fiery Assault
Power Pool: Flight
Power Pool: Speed
Power Pool: Leaping
Power Pool: Teleportation
Ancillary Pool: Fire Mastery
Villain Profile:
Level 1: Char -- BasGaze-Acc/EndRdx/Rchg/Hold:30(A), BasGaze-Acc/Hold:30(7), BasGaze-EndRdx/Rchg/Hold:30(36), BasGaze-Acc/Rchg:30(39)
Level 1: Flares -- Thundr-Dmg/EndRdx/Rchg:50(A), Thundr-Acc/Dmg/EndRdx:50(7), Thundr-Acc/Dmg:50(23), Thundr-Dmg/EndRdx:50(23), Thundr-Dmg/Rchg:50(25), Thundr-Acc/Dmg/Rchg:50(25)
Level 2: Fire Cages -- TotHntr-Dam%:50(A), TotHntr-Acc/Immob/Rchg:50(5), TotHntr-Acc/EndRdx:50(40), TotHntr-Immob/Acc:50(40), TotHntr-EndRdx/Immob:50(40), TotHntr-Acc/Rchg:50(42)
Level 4: Ring of Fire -- TotHntr-Dam%:50(A), TotHntr-Acc/Immob/Rchg:50(5), TotHntr-Immob/Acc:50(36), TotHntr-Acc/Rchg:50(46), TotHntr-EndRdx/Immob:50(46), TotHntr-Acc/EndRdx:50(50)
Level 6: Smoke -- RechRdx-I:50(A)
Level 8: Hot Feet -- M'Strk-Dmg/EndRdx:50(A), M'Strk-Acc/EndRdx:50(9), M'Strk-Acc/Dmg/EndRdx:50(9)
Level 10: Fire Blast -- Thundr-Dmg/EndRdx/Rchg:50(A), Thundr-Acc/Dmg/EndRdx:50(11), Thundr-Acc/Dmg:50(11), Thundr-Dmg/EndRdx:50(15), Thundr-Dmg/Rchg:50(15), Thundr-Acc/Dmg/Rchg:50(19)
Level 12: Flashfire -- Stpfy-KB%:50(A), Stpfy-Acc/Stun/Rchg:50(13), Stpfy-Acc/Rchg:50(13), Stpfy-EndRdx/Stun:50(17), Stpfy-Acc/EndRdx:50(21), Stpfy-Stun/Rng:50(21)
Level 14: Hover -- EndRdx-I:50(A)
Level 16: Embrace of Fire -- RechRdx-I:50(A), RechRdx-I:50(17)
Level 18: Cinders -- BasGaze-Acc/EndRdx/Rchg/Hold:30(A), BasGaze-Acc/Hold:30(19), BasGaze-Acc/Rchg:30(31), BasGaze-EndRdx/Rchg/Hold:30(31)
Level 20: Combustion -- Erad-Acc/Dmg/EndRdx/Rchg:30(A), Erad-Dmg:30(36), Erad-Acc/Rchg:30(37), Erad-Dmg/Rchg:30(37), Erad-Acc/Dmg/Rchg:30(37)
Level 22: Fly -- Zephyr-ResKB:50(A)
Level 24: Hasten -- RechRdx-I:50(A)
Level 26: Bonfire -- Posi-Acc/Dmg/EndRdx:50(A), Posi-Acc/Dmg:50(27), Posi-Dmg/EndRdx:50(27), Posi-Dmg/Rchg:50(29), Posi-Dmg/Rng:50(31)
Level 28: Consume -- Efficacy-EndMod/Acc:50(A), Efficacy-EndMod/Rchg:50(29), Efficacy-Acc/Rchg:50(33)
Level 30: Combat Jumping -- LkGmblr-Rchg+:50(A)
Level 32: Fire Imps -- ExRmnt-+Res(Pets):50(A), ExRmnt-EndRdx/Dmg/Rchg:50(33), ExRmnt-Acc/Rchg:50(33), ExRmnt-Acc/Dmg:50(34), ExRmnt-Dmg/EndRdx:50(34), ExRmnt-Acc/Dmg/Rchg:50(34)
Level 35: Recall Friend -- Empty(A)
Level 38: Blaze -- Thundr-Dmg/EndRdx/Rchg:50(A), Thundr-Acc/Dmg/EndRdx:50(39), Thundr-Dmg/Rchg:50(39), Thundr-Acc/Dmg:50(43), Thundr-Dmg/EndRdx:50(50), Thundr-Acc/Dmg/Rchg:50(50)
Level 41: Rain of Fire -- Posi-Acc/Dmg/EndRdx:50(A), Posi-Acc/Dmg:50(42), Posi-Dmg/EndRdx:50(42), Posi-Dmg/Rchg:50(43), Posi-Dmg/Rng:50(43)
Level 44: Fire Ball -- Posi-Acc/Dmg/EndRdx:50(A), Posi-Acc/Dmg:50(45), Posi-Dmg/Rchg:50(45), Posi-Dmg/EndRdx:50(45), Posi-Dmg/Rng:50(46)
Level 47: Fire Shield -- ImpArm-ResDam:40(A), ImpArm-ResDam/EndRdx:40(48), ImpArm-ResDam/EndRdx/Rchg:40(48), ImpArm-EndRdx/Rchg:40(48)
Level 49: Rise of the Phoenix -- RechRdx-I:50(A)
Level 0: Invader
Level 0: High Pain Threshold
Level 0: Born In Battle
Level 0: Marshal
Level 50: Musculature Total Radial Revamp
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Level 1: Brawl -- Empty(A)
Level 1: Domination
Level 1: Sprint -- Clrty-Stlth:50(A)
Level 2: Rest -- Empty(A)
Level 2: Swift -- Empty(A)
Level 2: Health -- Numna-Regen/Rcvry+:50(A), Mrcl-Rcvry+:40(3)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- P'Shift-End%:50(A), P'Shift-EndMod:50(3)
Level 4: Ninja Run
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Quote:Agreed. On my Inv/SS I just did an ITF and I could have ignored Dull Pain/Destiny Heal. Which I only used on Rommy. Even then in both cases I only lost 1/4 hp. In reality I could have gone the whole thing without heals. Everything else was doing so little damage it wasn't even worth noticing.It all depends on what you want to get out of it. You can just cover the basics in my guide relatively inexpensively and get probably 90-95% of the durability and functionality of a tweaked to the gills build. What costs all the money is getting that last couple of % out of a build.
Invuln is a great set and it's pretty easy to get it to a near-unkillable level of performance without any sacrifice of offense. I ran a BAF last night and I never once even needed Dull Pain. The ITF is a snooze fest; the only time I need Dull Pain is for the first Romy takedown when that autohit nictus is still alive... and that's typically just a very minor issue. Literally nothing else on the ITF makes my green bar dip below 95%. You can get that level of performance out of your Invuln as well, and as long as you don't insist on max level IO's you can do it on a budget too. You ought to be able to cover the basics for ~100 - 150 million. -
I think for MM fixes three big things should be changed.
All pets agian 15% AoE Defense. Enough to be useful, not enough to really be game breaking.
Pet AI is fixed so melee pets go into melee and ranged pets stay at ranged OR the Attack Command is split into Attack at Melee and Attack at Range.
Pet Summoning Powers and Upgrades get their end costs reduced by 10%. Agian, enough to be helpful, but not enough to be game breaking. -
I got one for you. A little rearanging of slots and slipping in a Multi Strike, but you are softcapped to everything.
Villain Plan by Mids' Villain Designer 1.93
http://www.cohplanner.com/
Foerender: Level 50 Mutation Brute
Primary Power Set: Kinetic Melee
Secondary Power Set: Super Reflexes
Power Pool: Leaping
Power Pool: Flight
Power Pool: Fighting
Ancillary Pool: Mu Mastery
Villain Profile:
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Level 1: Quick Strike T'Death-Acc/Dmg:40(A), T'Death-Dmg/EndRdx:40(3), T'Death-Dmg/Rchg:40(9), T'Death-Acc/Dmg/EndRdx:40(15), T'Death-Dmg/EndRdx/Rchg:40(25), T'Death-Dam%:40(31)
Level 1: Focused Fighting LkGmblr-Def/EndRdx:50(A), LkGmblr-Def:50(7), LkGmblr-Def/Rchg:50(11), LkGmblr-Rchg+:50(23)
Level 2: Smashing Blow T'Death-Acc/Dmg:40(A), T'Death-Dmg/EndRdx:40(3), T'Death-Dmg/Rchg:40(5), T'Death-Acc/Dmg/EndRdx:40(15), T'Death-Dmg/EndRdx/Rchg:40(25), T'Death-Dam%:40(34)
Level 4: Body Blow Mako-Acc/Dmg:50(A), Mako-Dmg/EndRdx:50(5), Mako-Dmg/Rchg:50(9), Mako-Acc/EndRdx/Rchg:50(17), Mako-Acc/Dmg/EndRdx/Rchg:50(31), Mako-Dam%:50(34)
Level 6: Focused Senses LkGmblr-Def/EndRdx:50(A), LkGmblr-Def:50(7), LkGmblr-Def/Rchg:50(13), LkGmblr-Rchg+:50(27)
Level 8: Combat Jumping LkGmblr-Rchg+:50(A)
Level 10: Practiced Brawler RechRdx-I:50(A), RechRdx-I:50(11)
Level 12: Power Siphon RechRdx-I:50(A), RechRdx-I:50(13)
Level 14: Fly Winter-ResSlow:50(A)
Level 16: Dodge LkGmblr-Def:50(A), LkGmblr-Def/EndRdx:50(17), LkGmblr-Def/Rchg:50(36)
Level 18: Burst M'Strk-Acc/Dmg:50(A), M'Strk-Dmg/EndRdx/Rchg:50(19), M'Strk-Acc/Dmg/EndRdx:50(19), M'Strk-Dmg/EndRdx:50(29), M'Strk-Dmg/Rchg:50(34), M'Strk-Acc/EndRdx:50(39)
Level 20: Agile LkGmblr-Def:50(A), LkGmblr-Rchg+:50(29)
Level 22: Evasion LkGmblr-Def:50(A), LkGmblr-Def/EndRdx:50(23)
Level 24: Boxing Empty(A)
Level 26: Tough S'fstPrt-ResDam/Def+:30(A), Aegis-ResDam:50(27), Aegis-ResDam/Rchg:50(36), Aegis-EndRdx/Rchg:50(36), Aegis-ResDam/EndRdx:50(40), Aegis-ResDam/EndRdx/Rchg:50(43)
Level 28: Lucky LkGmblr-Rchg+:50(A), LkGmblr-Def:50(37), LkGmblr-Def/EndRdx:50(40)
Level 30: Focused Burst Thundr-Acc/Dmg:50(A), Thundr-Dmg/EndRdx:50(31), Thundr-Dmg/Rchg:50(37), Thundr-Acc/Dmg/Rchg:50(39), Thundr-Acc/Dmg/EndRdx:50(43), Thundr-Dmg/EndRdx/Rchg:50(46)
Level 32: Concentrated Strike Mako-Acc/Dmg:50(A), Mako-Dmg/EndRdx:50(33), Mako-Dmg/Rchg:50(33), Mako-Acc/EndRdx/Rchg:50(33), Mako-Acc/Dmg/EndRdx/Rchg:50(37), Mako-Dam%:50(46)
Level 35: Quickness Flight-I:50(A)
Level 38: Repulsing Torrent Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(39), Posi-Dmg/Rchg:50(40), Posi-Acc/Dmg/EndRdx:50(42)
Level 41: Electrifying Fences Det'tn-Acc/Dmg:50(A), Det'tn-Dmg/EndRdx:50(42), Det'tn-Dmg/Rchg:50(42), Det'tn-Dmg/EndRdx/Rng:50(43), Det'tn-Acc/Dmg/EndRdx:50(46)
Level 44: Ball Lightning Det'tn-Acc/Dmg:50(A), Det'tn-Dmg/EndRdx:50(45), Det'tn-Dmg/Rchg:50(45), Det'tn-Dmg/Rng:50(45), Det'tn-Acc/Dmg/EndRdx:50(50)
Level 47: Static Discharge Det'tn-Acc/Dmg:50(A), Det'tn-Dmg/EndRdx:50(48), Det'tn-Dmg/Rchg:50(48), Det'tn-Dmg/Rng:50(48), Det'tn-Acc/Dmg/EndRdx:50(50)
Level 49: Taunt Empty(A)
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Level 1: Brawl Empty(A)
Level 1: Fury
Level 1: Sprint Empty(A)
Level 2: Rest Empty(A)
Level 4: Ninja Run
Level 2: Swift Empty(A)
Level 2: Health Empty(A)
Level 2: Hurdle Empty(A)
Level 2: Stamina P'Shift-EndMod:50(A), P'Shift-EndMod/Rchg:50(21), P'Shift-EndMod/Acc:50(21), P'Shift-End%:50(50)
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Quote:Still an awesome image.And the Regen would benefit the team a lot better than the HP. Regen it is then thanks!
Yes there is! Right here http://img200.imageshack.us/img200/5583/fansy.jpg
But it's really huge for reasons I'm not too sure of. -
Off topic, but nice Avatar Fanservice. There a large version of the pic?
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I'm also planning on the Rebirth Radial Route (Heal/Regen) on my Inv Tanker for the extra heal and regen. It'll be awesome if I decide I want/need to solo something a bit harder than usual.