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Posts
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Code:This is a partial variation I've been trying to fiddle with. has the 3 extra slots to play with, but AoE is a bit short (even more so if you flip that miracle set back to a panacea). I just can't figure out what to do with it. (Could put 3 aegis in resilience and just be at 42% AoE with barrier? or 40 with that panacea rather than miracle?)
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No, definitely not... that would be 1.25% more recharge for 3-5% AoE defense. That's definitely not worth it :/
At one point I even tried dropping resilience and got flashing steel for another eradication. That didn't quite work out, either :/
I do remember the fix for Arcana as well (that ... /sr something she spent 6billion or so on prematurely?) That was damn good stuff. -
regen cap is 3000% for scrappers. that's 12.5% in game.
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I started from scratch about half an hour ago. Worked on it, reworked on it, finally ended up with something I kinda liked.
Opened your build to make a comparison.
Same. exact. build.
fml >.< -
Quote:I play with Mids more than I do CoH. If you ever need help with anything (or anyone needs help, for that matter), I'm more than willing to help put some things together with any sort of constraints you may have (no purples, no pvps, supercheap, hp capped, softcapped, BBQ recharge, no travel, 3 travels, etc) for just about any build you can think of.I just have a hard time figureing out the right way to min/max alts. Some things are obvious, but almost all of the set combos require you giving up somethng to get something else. Many depend entirely on how you want to play in order to be effective. It is rare to see a "min/max" build in the player help sections that everyone agrees on.
We just had a discussion about this sort of thing (proper min/maxing) on the scrapper forums a few days ago, and Arcana wrote a good way of thinking about the process:
Quote:The best strategy I find for using Mids to make strong builds is to think in terms of threshold targets. Most strong builds try to get at least X of something, and then as much of something else as possible. For example, if you are making a defensive build, the goal is usually to try to reach a little more than the soft-cap - 45% defense, and then get as much something else as possible: recharge for an offensively minded build or something with click defenses, or regeneration if you're going for a very strong defensive build say.
If you find you cannot reach the target you pick, you scale the target back and try again: if you have a mitigation set that does not specialize in defense but you want as much avoidance as possible, you might try building for 45% defense to some types of attacks - all melee attacks, or all smash/lethal attacks for example. Alternatively, you might decide to aim for 32.5% defense to all types, thinking that one small purple inspiration will then get you to the soft cap (small luck inspirations are +12.5% defense).
It can be overwhelming to try to get as much bonuses as possible in every direction. Try to focus on what you want the build to be good at, and then slowly add capability to that core specialty. It takes practice, but that's what Mids is good for: practice. -
yeah, I sacrificed the power recharge just to see if I could at least get the passive defenses to that 40 mark. Realistically, I wouldn't make those changes either, just wanted to see if it would help one over the other. I'm sure we can find the good balance between the two.
I only just finished the build I previously mentioned, and I am super-satisfied with it. I prefer having flashing steel and SJ, however, so I'm willing to make the sacrifices for keeping those powers.
~~Also, I'm a sucker for water spout, so I don't even have Shmeld :P -
I've seen this multiple times now...
Why enzymes in DA? Why not Lysos?
I fiddled with some things... it looks kinda weird, but the defenses are higher <.<
Hero Plan by Mids' Hero Designer 1.94
http://www.cohplanner.com/
Click this DataLink to open the build!
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Werner is definitely correct. While building for regen seems nice initially, you will soon realize that you are drastically under-performing compared to many scrappers.
I know from personal experience, not just mathematical superiority. After dropping the regen heavy build for a "recharge, recharge, defense, moar recharge" build, you definitely can see the differences in survivability.
Doing it right increases your passive survivability enough to where you don't have to deal with things like redraw as much, either. Using things like IH and MoG preemptively means you don't have to redraw in the middle of an attack chain, and you redraw when it doesn't matter (before you start murdering).
Because of perma-barrier, my kat/regen now runs at 50 melee (After 1 DA), and 34 ranged/AoE defense at all times. His passive regen (at hp cap) is only 54-57ish hp/sec, (which is crap for a regen), but it's totally worth it. -
ironically we ran a tin mage on the first night... and the 4th person to join was a freakin peacebringer >.<
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"you would in a sense" ~ Meaning that's basically what you'd be building if you didn't take parry (which is fairly accurate). AA did not mean something like "you might as well roll an axe/regen,"
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a lot of things going on here...
are you slotting for melee or s/l? because I'm seeing sets for both, and it's wasteful if you're doing it for just one or the other.
You slotted FH for more regen than Integration, while the latter gives more regen at base, you're short-sticking yourself.
5 reactive armors? Totally unnecessary. If you're building for s/l, 4 is fine, no need for more.
Hasten could use more slots, as always.
Your powers with doctored wounds and crushing impacts do not need all 6 enhancements (recon, DP, disembowel).
MoG needs more recharge enhancements.
~~~
On the parry, thing... Parry is not required to fire every time it's up, if you just make it part of your attack chain it will do its work while you still murder away. It's really the only mitigation you have that's closer to passive than active.
It's honestly one of the few things that makes regen still compete with the other secondaries we have access to. If you really want to *not* have it, though... meh, I guess I can't stop you. I'd just advise against it. -
I would highly recommended that you don't use that wikia site for your own safety, it's known to house some malicious junk that will eat your babies.. or something.
Anyway, I've always heard of those "labels," but I would wager that they're no more prevalent than any other server. We've definitely got a small-town community feel here on Victory - stick around for a while and you'll start seeing the same names and faces around. Also sport plenty of regular events for all kinds of people (ISOs, PvPU, PERC, TNTFs with Voo, weekly ship/hami raids, VB/VF for TFs and junk, etc). -
Mark! your present(s) should be in your email
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I hadn't really thought about that, it does seem like a pretty freakin good set for stalkers. Don't have to worry about ramping up to do effective damage, BU coming back all the time, you get to keep burst, and lose the cone.
Hell yeah, that's a good mix. -
I found the set to be very fun as a soloist (I paired it with /inv). When I started running the toon with my group of friends in TFs, my opinion slightly declined. The set is fun, but by design, it's not that great for teaming.
Not having a critical on CS isn't that big of a deal because of how hard it already hits (especially after a fully ramped power siphon).
The set can sometimes feel a bit weak when power siphon isn't up, but it's still pretty awesome. It pairs fairly well with everything too, synergy-wise, it only really stacks -dam with /shield, but any secondary will do just fine with the set (it's a good set to have both high or low recharge, they just build different ways). -
Quote:Do you plan on actually killing things or just stunning them and knocking them back?Here is what I am thinking about. I think for me this will be good enough, if not once I get max level I'll just have to tune it up.
Your attacks are underslotted, or slotted incorrectly (save dragon's tail). Heal bonuses only buff dull pain, not reconstruction, so those buffs are wasted (harmonized healing 4 sets), your recharge is very low, not even packing perma-dull pain (which is only 55% recharge in sets).
Defenses are very low, practically meaningless, honestly. Tough, weave, and MoG don't get any slots? That's not cool, especially MoG. Body mastery on a /regen scrapper is a terrible waste, pretty much anything else would be more useful.
~~
This is a fairly cheap ma/regen build with defense and recharge as its focus. Normally, the order of priority on a /regen is "recharge, recharge, defense, moar recharge," but on a cheaper budget, it doesn't quite reflect that mentality (especially on one without shadow meld, or on a sword/regen).
It houses over 20% ranged and AoE defense, and over 35% melee (one luck puts you over 45% to melee, standard content softcap). It has enough recharge for perma-hp cap as well (with passive accolades), and it should (I think?) have a pretty solid ST attack chain. Just glancing over the numbers, it looks like you won't even need to use crane kick.
Hero Plan by Mids' Hero Designer 1.94
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Scrapper
Primary Power Set: Martial Arts
Secondary Power Set: Regeneration
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed
Power Pool: Leadership
Hero Profile:
Level 1: Storm Kick -- C'ngImp-Acc/Dmg/EndRdx(A), C'ngImp-Dmg/EndRdx/Rchg(40), C'ngImp-Dmg/EndRdx(40), C'ngImp-Dmg/Rchg(40), C'ngImp-Acc/Dmg/Rchg(42)
Level 1: Fast Healing -- Heal-I(A)
Level 2: Cobra Strike -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(3), T'Death-Dmg/Rchg(3), T'Death-Acc/Dmg/EndRdx(43), T'Death-Dmg/EndRdx/Rchg(43), T'Death-Dam%(46)
Level 4: Reconstruction -- Dct'dW-Heal(A), Dct'dW-Rchg(5), Dct'dW-EndRdx/Rchg(5), Dct'dW-Heal/Rchg(7), Dct'dW-Heal/EndRdx/Rchg(7)
Level 6: Focus Chi -- RechRdx-I(A), RechRdx-I(9)
Level 8: Crane Kick -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(9), T'Death-Dmg/Rchg(11), T'Death-Acc/Dmg/EndRdx(11), T'Death-Dmg/EndRdx/Rchg(13), T'Death-Dam%(43)
Level 10: Dull Pain -- Dct'dW-Heal(A), Dct'dW-Rchg(13), Dct'dW-EndRdx/Rchg(15), Dct'dW-Heal/Rchg(15), Dct'dW-Heal/EndRdx/Rchg(25)
Level 12: Combat Jumping -- LkGmblr-Rchg+(A)
Level 14: Super Jump -- Winter-ResSlow(A)
Level 16: Integration -- Numna-Regen/Rcvry+(A), Numna-Heal(17), Numna-Heal/EndRdx(17), Numna-EndRdx/Rchg(19), Numna-Heal/EndRdx/Rchg(19), Numna-Heal/Rchg(21)
Level 18: Crippling Axe Kick -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(21), T'Death-Dmg/Rchg(23), T'Death-Acc/Dmg/EndRdx(23), T'Death-Dmg/EndRdx/Rchg(25), T'Death-Dam%(50)
Level 20: Boxing -- Empty(A)
Level 22: Tough -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(37), Aegis-ResDam/Rchg(39)
Level 24: Quick Recovery -- P'Shift-EndMod(A), P'Shift-EndMod/Acc/Rchg(34), P'Shift-EndMod/Rchg(34), P'Shift-Acc/Rchg(36), P'Shift-End%(37), P'Shift-EndMod/Acc(37)
Level 26: Dragon's Tail -- Oblit-Dmg(A), Oblit-Acc/Rchg(27), Oblit-Dmg/Rchg(27), Oblit-Acc/Dmg/Rchg(29), Oblit-Acc/Dmg/EndRdx/Rchg(29), Oblit-%Dam(31)
Level 28: Instant Healing -- Dct'dW-Heal(A), Dct'dW-Rchg(48), Dct'dW-EndRdx/Rchg(48), Dct'dW-Heal/Rchg(48), Dct'dW-Heal/EndRdx/Rchg(50)
Level 30: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(31), LkGmblr-Def/EndRdx(31)
Level 32: Eagles Claw -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(33), T'Death-Dmg/Rchg(33), T'Death-Acc/Dmg/EndRdx(33), T'Death-Dmg/EndRdx/Rchg(34), T'Death-Dam%(50)
Level 35: Hasten -- RechRdx-I(A), RechRdx-I(36), RechRdx-I(36)
Level 38: Moment of Glory -- LkGmblr-Rchg+(A), RechRdx-I(39), RechRdx-I(39)
Level 41: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(42), LkGmblr-Def/EndRdx(42)
Level 44: Tactics -- GSFC-Build%(A), GSFC-ToHit/Rchg/EndRdx(45), GSFC-Rchg/EndRdx(45), GSFC-ToHit/Rchg(45), GSFC-ToHit(46), GSFC-ToHit/EndRdx(46)
Level 47: Vengeance -- LkGmblr-Rchg+(A)
Level 49: Resilience -- S'fstPrt-ResDam/Def+(A)
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 50: Spiritual Partial Core Revamp
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Level 1: Brawl -- Empty(A)
Level 1: Critical Hit
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Health -- Mrcl-Rcvry+(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-End%(A)
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Quote:Hero Plan by Mids' Hero Designer 1.93PS: Elegost - that build would be splendid if there was a way to swap out Soul Mastery for something I have access to.
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Scrapper
Primary Power Set: Kinetic Melee
Secondary Power Set: Willpower
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Leadership
Power Pool: Speed
Ancillary Pool: Blaze Mastery
Hero Profile:
Level 1: Body Blow -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(7), KntkC'bat-Dmg/Rchg(7), KntkC'bat-Dmg/EndRdx/Rchg(9), Mako-Acc/Dmg/EndRdx/Rchg(9)
Level 1: High Pain Tolerance -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(11), RctvArm-ResDam/Rchg(11), RctvArm-ResDam/EndRdx/Rchg(13), Heal-I(13), Heal-I(42)
Level 2: Smashing Blow -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(15), KntkC'bat-Dmg/Rchg(15), KntkC'bat-Dmg/EndRdx/Rchg(17), Mako-Acc/Dmg/EndRdx/Rchg(17)
Level 4: Mind Over Body -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/EndRdx/Rchg(5), RctvArm-ResDam/Rchg(34), RctvArm-ResDam(34)
Level 6: Power Siphon -- Rec'dRet-ToHit/Rchg(A), Rec'dRet-ToHit(36), RechRdx-I(37), RechRdx-I(37)
Level 8: Fast Healing -- Numna-Heal(A), Numna-Regen/Rcvry+(36), Numna-Heal/EndRdx(37)
Level 10: Indomitable Will -- Ksmt-ToHit+(A)
Level 12: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(39)
Level 14: Super Jump -- Winter-ResSlow(A)
Level 16: Rise to the Challenge -- Numna-Heal(A), Numna-Heal/EndRdx(40), Numna-Heal/Rchg(40), RgnTis-Regen+(43)
Level 18: Burst -- Oblit-Dmg(A), Oblit-Acc/Dmg/EndRdx/Rchg(19), Oblit-%Dam(19), Oblit-Acc/Rchg(21), Oblit-Dmg/Rchg(34), Oblit-Acc/Dmg/Rchg(42)
Level 20: Quick Recovery -- P'Shift-EndMod/Rchg(A), P'Shift-End%(21), P'Shift-EndMod(23), P'Shift-EndMod/Acc(23)
Level 22: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(39), KntkC'bat-Dmg/Rchg(46), KntkC'bat-Dmg/EndRdx/Rchg(46)
Level 24: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(25), RctvArm-ResDam(25), RctvArm-ResDam/EndRdx/Rchg(27)
Level 26: Focused Burst -- Decim-Dmg/EndRdx(A), Decim-Dmg/Rchg(27), Decim-Acc/EndRdx/Rchg(31), Decim-Acc/Dmg/Rchg(31), Decim-Build%(40)
Level 28: Heightened Senses -- LkGmblr-Rchg+(A), LkGmblr-Def(29), LkGmblr-Def/EndRdx(29)
Level 30: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(31), LkGmblr-Def/EndRdx(43)
Level 32: Concentrated Strike -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(33), KntkC'bat-Dmg/Rchg(33), KntkC'bat-Dmg/EndRdx/Rchg(33), Mako-Acc/Dmg/EndRdx/Rchg(42), Mako-Acc/EndRdx/Rchg(46)
Level 35: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(36), LkGmblr-Def/EndRdx(43)
Level 38: Hasten -- RechRdx-I(A), RechRdx-I(39), RechRdx-I(48)
Level 41: Char -- BasGaze-Acc/Hold(A), BasGaze-Rchg/Hold(50)
Level 44: Fire Blast -- Empty(A)
Level 47: Fire Ball -- Ragnrk-Dmg/Rchg(A), Ragnrk-Acc/Dmg/Rchg(48), Ragnrk-Acc/Rchg(48), Ragnrk-Dmg/EndRdx(50), Ragnrk-Knock%(50)
Level 49: Strength of Will -- S'fstPrt-ResDam/Def+(A)
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
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Level 1: Brawl -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(45), KntkC'bat-Dmg/Rchg(45), KntkC'bat-Dmg/EndRdx/Rchg(45)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Health -- Mrcl-Rcvry+(A)
Level 2: Stamina -- P'Shift-EndMod/Rchg(A), P'Shift-EndMod/Acc(3), P'Shift-End%(3), P'Shift-EndMod(5)
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no... -range is a component added into taunt/confront powers (excluding presence powers). It's not part of the taunt mag itself.
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I didn't keep records prior to the patch, but post patch, I've only run them on the katana/regen.
ran 4 lambdas, 1 baf yesterday (that lag was terrible on BaF)
1 common, 3 uncommons, and 1 rare -
I took from Vysires and wiggled things around some more.
Kept s/l over 45, got you 12 kb protection, got that recharge back in RoF, better stamina slotting, put accolades in, and threw in the partial core cardiac (This is what I have on my fire/rad, even with all the recovery buffs, I still was having problems because of rain of fire).
I'm not sure if you actually intend to use choking cloud or not, but yeah, a lockdown proc works well in it (which I didn't put in because I wouldn't use it).
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I'm slightly late to the party... but I can vouch for Nugget here, I play with the guy pretty much every day. He's not the kind of person to do that sort of crap.
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for farming? No, not much out of that. For being an extremely hard tank to kill, yes. That would be a very good build. Lots of defense, resistance, hp, regen, self-heal, endurance management, and fair ST damage (for a tank, pretty good I'd say). The only thing you would lack would be AoE damage. mu mastery could help with that (TAoE and a cone).
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Moved some things around for better accuracy and a bit more defense. Lost some recharge, gained some net recovery as well. I did not build with an attack chain in mind, since you have 4 attacks, I figured that wouldn't be a problem ("click what's up" method)
Hero Plan by Mids' Hero Designer 1.93
http://www.cohplanner.com/
Click this DataLink to open the build!
Mistress Etheldreda: Level 50 Magic Scrapper
Primary Power Set: Fiery Melee
Secondary Power Set: Invulnerability
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leadership
Power Pool: Leaping
Ancillary Pool: Mu Mastery
Hero Profile:
Level 1: Fire Sword -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(3), KntkC'bat-Dmg/EndRdx/Rchg(5), HO:Nucle(17)
Level 1: Resist Physical Damage -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(5), Aegis-ResDam/Rchg(7), S'fstPrt-ResDam/Def+(7)
Level 2: Cremate -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(9), KntkC'bat-Dmg/Rchg(9), KntkC'bat-Dmg/EndRdx/Rchg(11), HO:Nucle(34)
Level 4: Temp Invulnerability -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(11), Aegis-ResDam/Rchg(13), GA-3defTpProc(13)
Level 6: Build Up -- RechRdx-I(A), RechRdx-I(15)
Level 8: Dull Pain -- Dct'dW-Rchg(A), Dct'dW-EndRdx/Rchg(19), Dct'dW-Heal/Rchg(21), Dct'dW-Heal/EndRdx/Rchg(21), Dct'dW-Heal(23)
Level 10: Super Speed -- HO:Micro(A)
Level 12: Hasten -- RechRdx-I(A), RechRdx-I(23), RechRdx-I(25)
Level 14: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(25), KntkC'bat-Dmg/Rchg(27), KntkC'bat-Dmg/EndRdx/Rchg(27)
Level 16: Unyielding -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(29), Aegis-ResDam/Rchg(29)
Level 18: Fire Sword Circle -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Acc/Rchg(31), Erad-Acc/Dmg/Rchg(31), C'ngBlow-Acc/Dmg(31), C'ngBlow-Dmg/EndRdx(33), C'ngBlow-Dmg/Rchg(33)
Level 20: Tough -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(33), Aegis-ResDam/Rchg(34)
Level 22: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(36), HO:Enzym(36)
Level 24: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(36), HO:Enzym(37)
Level 26: Incinerate -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(37), KntkC'bat-Dmg/Rchg(37), KntkC'bat-Dmg/EndRdx/Rchg(39), HO:Nucle(46)
Level 28: Invincibility -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(39), HO:Enzym(39)
Level 30: Combat Jumping -- LkGmblr-Rchg+(A)
Level 32: Greater Fire Sword -- P'ngFist-Acc/Dmg(A), P'ngFist-Acc/Dmg/Rchg(40), P'ngFist-Acc/Dmg/EndRdx/Rchg(40), P'ngS'Fest-Acc/Dmg(40), P'ngS'Fest-Dmg/EndRdx(43), P'ngS'Fest-Dmg/Rchg(46)
Level 35: Tough Hide -- LkGmblr-Rchg+(A), LkGmblr-Def(42), Ksmt-ToHit+(42)
Level 38: Super Jump -- HO:Micro(A)
Level 41: Mu Bolts -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(42), Thundr-Acc/Dmg/Rchg(43)
Level 44: Ball Lightning -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(45), Ragnrk-Acc/Dmg/Rchg(45), Ragnrk-Acc/Rchg(45), Ragnrk-Dmg/EndRdx(46)
Level 47: Electric Shackles -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(48), Thundr-Acc/Dmg/EndRdx(48), Thundr-Dmg/EndRdx/Rchg(48), Thundr-Acc/Dmg/Rchg(50)
Level 49: Unstoppable -- Aegis-ResDam/Rchg(A), Aegis-Psi/Status(50), Aegis-EndRdx/Rchg(50)
Level 50: Cardiac Core Boost
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 0: Freedom Phalanx Reserve
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Level 1: Brawl -- P'ngS'Fest-Acc/Dmg(A), P'ngS'Fest-Dmg/EndRdx(34), P'ngS'Fest-Dmg/Rchg(43)
Level 1: Critical Hit
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(15)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- EndMod-I(A), P'Shift-End%(17), P'Shift-EndMod(19)
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It may held to have both of our builds open at once while reading the comparison so that you get a visual to directly compare what he's saying versus what you did. It can go both ways. Just having a build, or just having a wall of text, can largely become rather confusing and overwhelming if you can't see how and why it all fits together the way it does.
That is, if you have enough monitor space to place them side-by-side or be able to flip between the builds and the forums :P -
Thumbs up. The future is bright, or will be... as long as we start fighting less robots and moar gods.
Rularuu war, plzkthx. That's a multi-man trial worth coordinating. Screw Tower-Defenses and Glowy-Hunts.