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Musical instruments:
- drum kit
- guitar amps
- guitars and stands
- music stands
- kettledrum
- tuba
Gym stuff:
- weightlifting bench
- weight machines
- treadmill
- stationary bicycle
- wrestling / boxing ring
Greco-Roman stuff:
- all Classical orders of pillars, Doric, Ionic, Corinthian
More wall art:
- Firemullet! -
Finally got around to drawing a picture of Heraclea in a version of her current, post I12 costume. This is a Silver Age style sketch.
Like any pinup art, the image may be unsafe for work, though no nudity or such is involved. -
Hami-O's are fairly self-explanatory. My chief concern would be that a build focused so much on recharge is going to need recovery bonuses also. Look into Stupefies for Jab and Boxing, and Impervium Armor for damage resistance powers.
Edit: For those who are curious about why the guide contains Latin rather than Greek, I wrote an introduction to Heraclea's background in the roleplaying section, which can be read at New Colchis: an introduction. This is on the roleplaying board, and may be purged. -
It's probably easier to list the ones that apply by main character. Bear in mind that I already have an Amazon Brigade in the game, and very many of my characters share an origin that puts them in it.
Heraclea: Hot Amazon, Lady of War, Boobs of Steel
Daisy May: Hot Amazon, Granola Girl, Heart of Gold
Toxotes: Small Girl, Big Gun
Beata Beatrix: Hot Amazon, Lady of War, Boobs of Steel
Anactoria: Badass Lolita, Hot Amazon
Madame Nhu: Dragon Lady, The Baroness, Black Widow
Grignr: Dumb Muscle, Barbarian Hero -
==Heraclea's world==
This is background information on Heraclea, her country of origin, and its relationship with Paragon City and the Rogue Isles.
- Geography -
New Colchis is an archipelago of three main islands and a number of smaller islands that lies well to the south of the Rogue Isles along the Mid-Atlantic Ridge. The islands are volcanic and the climate is subtropical. They are shielded from discovery by outsiders by a mist that obscures vision if sailors who do not know the way attempt to visit them. The origin of the mist is unknown but is likely supernatural.
The three main islands are named Oës, Osonis, and Imæa, after the Three Mermaid Goddesses (below).
Imæa, the largest of the three islands, is a dormant shield volcano, covered mostly with volcanic savannahs and subtropical forests. Hunting, viniculture, and agriculture here feed the islanders. The volcano houses caves that lead to the Underworld.
Osonis, second largest of the islands, contains a large natural harbor. On it stands New Colchis, capitol of the Republic. New Colchis is a small city built of basalt rock and palm logs in a distinctive style, somewhat primitive, but seeking to imitate the features of classical Roman architecture.
Oës is the oldest of the islands geologically. It is the most geographically diverse of the islands, with eroded rocky prominences, dense forests, and open plains. It is used chiefly as a training ground for military exercises.
- History -
According to the founding legends, which may be believed or disbelieved at will, the Emperor Diocletian had thirty-three spirited daughters. Their independence was jarring to patrician Roman society, and Diocletian arranged marriages for each of them in order to compel them to conform. The women chafed at this, and at the instigation of the eldest of them, Julia Victrix, each of the daughters of Diocletian murdered their husbands on a prearranged night.
These murders shocked the Emperor, but he was loath to simply have his daughters put to death, so he had them set adrift in the Atlantic Ocean in a ship. There, they prayed to the Goddess Minerva, who steered them to the islands of New Colchis, which they named after classical Colchis, legendary home of the Amazons and the sorceress Medea. Here, they devoted themselves to the cultivation of military discipline in order to preserve their independence.
- Culture -
Demographics
The permanent population of the island is exclusively composed of women, and numbers around 7,500. The islands are the last place on earth where silphium and moly grow. Alchemists on the island brew an elixir from silphium and moly that gives the residents of the island unusually long lives and physical vigor. The average lifespan is approximately 500 years.
The founding Mediterranean population, since the original settlement of the islands, was augmented by the rescue of a number of slave ships that were raided or shipwrecked during the period of the Atlantic slave trade. The female cargo of these ships were recruited into the population and trained.
Men are only allowed on the island temporarily, and are not exposed to silphium or moly. Shipwrecks occasionally toss them up, and others were formerly brought there by raids, until an informal relationship with Paragon City was formed. Any men are housed on a compound on Oës. Men washed ashore there often choose to stay, and perish of exhaustion after several years. Those who leave are made to drink of the waters of oblivion. Because of the longevity enjoyed by the female population, few children are currently needed to maintain a sustainable population. By grace of the goddesses, all children born on the island are female.
The language spoken in the islands is a variety of spoken Late Latin. Greek is also known. English has recently become known there.
Religion
The religion practiced in New Colchis is a female-centric version of the Roman religion. Minerva is the de facto head of the pantheon there. Venus, Juno, and Vesta are also worshipped, as are Vulcan and Neptune. The private, personal worship of the junones loci is almost as important as the public cult of the gods. Animal sacrifice is the chief act of public worship.
In addition to the classical pantheon, the women of New Colchis worship a maritime version of the Triple Goddess, envisioned as sirens or mermaids. These goddesses are individually known as Osonis, the maiden and patroness of love, Imæa, the mother and patroness of fertility, and Oës / Jasanis, the crone and patroness of war. Collectively, these three mermaid goddesses are known as the Olocunæ.
New Colchis has public temples of Minerva, Vesta, and the Olocunæ. The temple of the Olocunæ is more of a courtyard. It serves as a public meeting and concert hall, since the chief act of worship performed in their honor is frenzied dancing and drumming. Others have smaller or private shrines.
Politics
The women of New Colchis chose to found a republic rather than a monarchy. Executive power is wielded by two Consuls, in connection with the Comitia Centuriata, the legislative assembly. The two consuls serve two year terms, and one is replaced yearly, so the two terms are staggered. A consul may not serve successive terms, but the same woman may be made consul more than once. Years in the public calendar are reckoned by consulships: i.e. the year of the founding of New Colchis is Julia Victrice primum Alba Altaque consulibus - "when Julia Victrix for the first time, and Alba Alta, were the consuls".
In addition to the Consuls, the chief leader of the armed forces of New Colchis is a Polemarch. She commands the six Centuries into which the armed forces (i.e. the entire population) of New Colchis are divided: the infantry, the engineers/artillery, the cavalry, the navy, the archers, and the intelligence/clandestine service. Voting for the Comitia Centuriata is representative by branch of service, rather than generally.
Culture
Military exercise, athletics, and gladiatorial combat are the chief sports and entertainments of the population. Most aspects of life are governed by a spirit of fierce competitiveness, a struggle for dominance. Women are seen as the obvious superiors to men; one aspect of this traditional wisdom is expressed in a New Colchian proverb: viri molles et vim carent. ("Men are squishy, and lack stamina.")
In addition to athletic and combat games, sculpture, music, and poetry inspired by classical models are practiced.
Foreign relations
Strictly speaking, New Colchis is an isolationist republic without foreign relations.
Paragon City was discovered in New Colchis during the Rikti War. An attempted Rikti landing outside New Colchis was repelled fairly handily, but this brought with it the intelligence that the people of Paragon City possessed unknown technologies.
An initial landing by an expeditionary force was made along the Adams River in approximately 2003. This did not go well: the first Paragonians encountered in numbers by the expeditionary force were large numbers of lightly armed Skulls, giving rise to a contemporary catchphrase in New Colchis: Vadite. Venamini. Calvarias trucidate! ("Go. Hunt. Kill Skulls.") It became evident to the would be conquistadoras that they were dealing with a large territory whose immediate conquest and occupation presented logistical challenges that were currently beyond them.
No official contacts were made with Paragon City, but one of the Skulls who escaped them managed to get word of the existence of New Colchis to the Circle of Thorns. High ranking members of the cult were intrigued, and managed to get onto the island by their spells. Here, they stole the Jewel of Hera. Heraclea, the first citizen of New Colchis to be sent to Paragon City and who registered as a hero there, was a gladiator who was sent on a mission to retrieve it from the mages.
The Troll Cure
Official relations between Paragon City officials and the amazons of New Colchis have been placed on a more secure footing since the discovery of the Troll Cure.
Trolls, of course, are former citizens who turn into trolls due to their abuse of Superadine. Early on in her career, after Heraclea captured an Ogre, she chose to toy with him for a while before turning him over to the Zig. While Superadine gave the Troll endurance and strength beyond ordinary human capacity, this was not limitless, and repeated acts of exertion were able to burn off some of the Superadine in the Troll's system.
After the discovery of the Lost Cure, heroes from New Colchis conducted experiments on Trolls. They discovered that by repeatingly taxing the Trolls' constitution, they were able to tap out the remaining Superadine in their systems and restore them to some semblance of normality. The discovery of the Troll Cure persuaded Paragon City officials to cautiously release small numbers of Trolls into the custody of New Colchis amazons for the purpose of being cured.
The arrival of a handful of Trolls in custody on New Colchis pretty much confirmed their opinion of men - superficially strong but lacking in stamina, brutish, and dumb as a sack of hair. The details of the cure are a closely guarded secret. Heraclea has only said that it involves "wrestling the troll into submission and the application of pressure to sensitive points, to make the Troll overexert himself." She insists that only amazons could actually administer it. Crey physicians who examined former Trolls reported a number of minor soft tissue injuries, but nothing that seemed permanently harmful. After undergoing the cure, the Trolls are administered the Waters of Oblivion, so they do not recall the details themselves.
The current situation
The discovery of the Troll Cure laid a foundation for peaceful co-existence between New Colchis and Paragon City. The Troll Cure means also that New Colchis no longer needs to raid shipping to meet its admittedly small need for human males. New Colchis also offers to train female heroes in its traditional martial disciplines.
Closer ties with Paragon City have induced a small amount of wanderlust and unrest in some elements of the population, though: especially those who sought but have not been admitted to Troll Cure training. A number of unauthorized New Colchis amazons have taken off on their own, and some of this chaotic element have ended up in the Rogue Isles.
- Roster -
The following are heroes who hail from New Colchis:
<ul type="square">[*]Heraclea, tanker (Victory)[*]Toxotes, blaster (Victory)[*]Ekphobippe, tanker (Victory)[*]Camilla, tanker (Virtue)[*]Egeria, tanker (Champion)[*]Philippa, tanker (Champion)[/list]
The following are rogue New Colchis amazons:
<ul type="square">[*]Beata Beatrix, brute (Victory)[*]Anactoria, brute (Victory)[/list]
These heroines received training on New Colchis:
<ul type="square">[*]Grandma Gnosis, controller (Victory)[*]Damage Cushion, tanker (Champion)[*]Bradamante, scrapper (Virtue)[/list] -
I'd want to redraw parts to make a vertical version, although the pose would work that way I think.
My original thought was to have her lounging on an animal skin, but I couldn't sell that in the line art so I am going to have to choose a different background if I add one. -
Anactoria (pinup style, amazonian, perhaps NSFW)
Anactoria is a brute on Victory. This is the old version of her costume, pre-ITF.
Have not decided yet whether I want this to be shaded or keep it 4-color style, or have a background. -
The Glory of Gaea: A Guide to Willpower / Stone Melee Tanking
This is a proposed illustrated build guide for PvE oriented Willpower/Stone Melee tankers. The purpose here is to build a Willpower/Stone Melee tanker that can tank late game missions at the highest level of difficulty, while keeping the ability to solo effectively at a reasonable pace.
Hero Plan by Mids' Hero Designer 1.30
http://www.honourableunited.org.uk/mhd.php
Glory of Gaea: Level 50 Natural Tanker
Primary Power Set: Willpower
Secondary Power Set: Stone Melee
Power Pool: Flight
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Speed
Hero Profile:
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Level 1: High Pain Tolerance
(A) Healing IO: Level 40
(3) Healing IO: Level 40
(7) Healing IO: Level 40
(11) Resist Damage IO: Level 40
(46) Resist Damage IO: Level 40
(46) Resist Damage IO: Level 40
Why this?
You have two primary choices available at level 1: High Pain Tolerance, which has slight but acceptable, passive, physical damage resistance and boosts your overall health; or Mind over Body, an endurance eating toggle that provides better damage resistance.
Why now?
Because it isn't the toggle. Stone Melee is an endurance heavy set. You will need all the advantages you get with respect to endurance.
Why these slots?
We slot health early, resistance relatively late. The health bonus you get from this power is substantial. It mitigates every sort of damage you might face. The resistance bonus you get from slotting this is relatively small. You can put it off until nothing better comes around.
Level 1: Stone Fist
(A) Accuracy IO: Level 40
(42) Accuracy IO: Level 40
(42) Damage Increase IO: Level 40
(46) Damage Increase IO: Level 40
Why this?
Because you don't have a choice.
Why now?
See "Why this?"
Why these slots?
This attack is one you get early on. By the time you have slots you can give to your attacks, you have better attacks to put them in than this one; it is therefore the lowest priority among your several attacks.
Level 2: Fast Healing
(A) Healing IO: Level 40
(3) Healing IO: Level 40
(5) Healing IO: Level 40
Why this?
This power boosts your health regeneration substantially.
Why now?
Because it isn't a toggle, and health regeneration helps mitigate all damage.
Why these slots?
ED limits us to three effective slots at SO/IO levels. We want them all, and we want them as soon as possible.
Level 4: Heavy Mallet
(A) Accuracy IO: Level 40
(5) Accuracy IO: Level 40
(7) Endurance Reduction IO: Level 40
(15) Damage Increase IO: Level 40
(34) Damage Increase IO: Level 40
(34) Damage Increase IO: Level 40
Why this?
The only other power available at this level is the toggle from the primary. But even if you want to be a meatshield at level 4, you still need attacks to generate threat.
You can get a weaker version of this, the Stone Mallet. This one hits harder. So we take it instead.
Why now?
This is a fairly good attack. Slotting this yields superior results to slotting Stone Fist.
Why these slots?
While this build focuses on basic tanking ability, attacks are needed for a character to be interesting to play.
Level 6: Indomitable Will
(A) Endurance Reduction IO: Level 40
(43) Defense Buff IO: Level 40
(43) Defense Buff IO: Level 40
(43) Defense Buff IO: Level 40
Why this?
This is your mezz and knockaround protection. Get it immediately.
Why now?
Because it protects you from mezzes and knockdown, duh! Once this is in play, you will be able to really tank even in the Atlas Park sewers.
Why these slots?
Slotting this for defense is not a priority. The defense provided is only against psionic damage. It is good that such defense is available. But you really only start facing that kind of damage heavily in the post-40 game.
Level 8: Rise to the Challenge
(A) Endurance Reduction IO: Level 40
(9) Healing IO: Level 40
(9) Healing IO: Level 40
(15) Healing IO: Level 40
Why this?
Because it substantially increases your health regeneration for every enemy you face; and because it also taunts them.
Why now?
Taunt auras are an important aspect of playing a tanker.
Why these slots?
You could, if you wanted, slot this for such things as taunt duration or accuracy debuff. Do this if you want debuff IO sets in your build; or, if you feel you need additional taunt beyond what you can get from your several AoE and single target attacks. But the most important thing is to increase its effects on your health regeneration, and to somewhat mitigate the fact that it chews on your endurance as a toggle.
Level 10: Air Superiority
(A) Accuracy IO: Level 40
(11) Accuracy IO: Level 40
(31) Endurance Reduction IO: Level 40
(37) Recharge Reduction IO: Level 40
(40) Recharge Reduction IO: Level 40
Why this?
Because it's one of the handiest pool power attacks in the game. You will want a travel power pool, and this puts you in the running.
Some tankers swear by the defense buff in Combat Jumping. This power has almost guaranteed knockup that stops an enemy's attacks for several seconds while doing damage to boot. I think there's more damage mitigation here, although a direct mathematical comparison would be difficult.
Why now?
Because we can.
Why these slots?
This has non-standard attack slotting. Feel free to slot for damage instead of recharge; it isn't really slow. But being able to quickly fire this on a number of enemies in a spawn gets you a lot of both mitigation and aggro.
Level 12: Quick Recovery
(A) Endurance Modification IO: Level 40
(13) Endurance Modification IO: Level 40
(13) Endurance Modification IO: Level 40
Why this?
Because one of the chief attractions of the Willpower set is the ability to get this power at level 12.
Why now?
Because it has been your whole purpose in life to get your willpower/stone tanker to level 12 to claim this prize.
Why these slots?
Because, thanks to ED, it isn't cost effective to six slot this for endurance recovery
Level 14: Fly
(A) Flight Speed IO: Level 40
(17) Flight Speed IO: Level 40
Why this?
It's your travel power. Fly gets it done in one. It also takes a handy IO set.
Why now?
Tradition. You could postpone a travel power if you wanted to, but I don't.
Why these slots?
Fly benefits from being slotted for flight speed. It is the slowest of the travel powers, though the most maneuverable, and the ability to always take a direct line and avoid aggro on the ground is also useful.
The Freebird: Stealth IO from the Freebird set is relatively inexpensive. Slotting one of those here gives you two minutes of Stealth by activating Fly. Stealth is not something commonly associated with tankers, but nevertheless extremely useful when soloing glowie hunt missions. And two of the Freebird set slotted here gives you a small but valuable endurance recovery buff. Endurance conservation is one of the chief focuses of this build.
Level 16: Swift
(A) Run Speed IO: Level 40
(17) Run Speed IO: Level 40
Why this?
A quality of life power. Team members are not always patient, or where they need to be. Swift helps you be the one the mobs notice first.
This puts us in the running for the Stamina pool. Hurdle is the other Fitness option; it makes you jump higher. Both are handy. Swift benefits Fly, which we've already committed to, having taken Air Superiority. Hurdle does not.
Why now?
This starts the Fitness pool. Because Stone Melee is such an endurance heavy set, I recommend an old school, traditional build order aimed at Stamina as soon as possible, and postponing other things until both QR and Stamina are in place. There aren't any other hard hitting attacks available from your secondary at this stage.
Why these slots?
Two slots of running speed in Swift also benefit Fly.
Level 18: Health
(A) Healing IO: Level 40
(19) Healing IO: Level 40
(19) Healing IO: Level 40
(31) Healing IO: Level 40
Why this?
It adds to your regeneration, and stacks with both Fast Healing and Rise to the Challenge.
Why now?
First opportunity.
Why these slots?
The shown slotting violates the ED soft cap: the fourth slot of Healing adds only 5% to the health regeneration bonus of the ability.
It is there for a reason, though. There are a number of Health sets, such as Numina's Convalescence and Miracle, that have unique enhancements that boost your endurance recovery (Miracle) or both your endurance and regeneration (Numina's). These sets are extremely expensive, a fact that testifies to how prized they are. Since under this build you will ultimately be running six (!) toggles at least some of the time, as well as attacking using one of the heaviest endurance cost secondaries, either or both of those rare enhancements are worth seeking.
Four slotting this allows for at least one of those specials to be placed here without losing any regeneration from the base power. If you use either of them, you want to put them here, in a passive power where they will be always on; rather than in a toggle like Rise to the Challenge. Both sets also have pure Heal IO enhancements, which can also be substituted for the generic IO shown, without loss of effectiveness.
If you go to the effort to acquire these rare IO sets, you may want to put more of them in your build. The other IOs in the set add things like endurance reduction, not useful in a passive power. They are only half healing, which reduces their effectiveness at adding to your regeneration somewhat. So if we are going to spec any of those sets, we'd want to put them in the less powerful regeneration power (Health) rather than the more powerful one (Fast Healing), so you lose less regeneration in seeking those bonuses.
Healing sets can also be slotted into High Pain Tolerance. It too is a passive. Since the heals slotted there increase your base hitpoints, and the damage resistance slotted there is enhancing the base value of a passive power and is relatively weak, non-heal IOS in healing sets should be substituted for resistance rather than heals if you put them there.
Level 20: Stamina
(A) Endurance Modification IO: Level 40
(21) Endurance Modification IO: Level 40
(21) Endurance Modification IO: Level 40
(34) Endurance Modification IO: Level 40
Why this?
This power boosts your endurance recovery. By now you know you need as much of that as you can get.
Why now?
First opportunity, again.
Why these slots?
For the same reasons we four-slotted Health, above, and used it as the place to put the unique IOs. Unique IOs that should be sought here include the Performance Shifter Chance for +End, which has a 20% chance to give you back 10 endurance. Slotted in a passive, it goes off approximately once every 10 seconds. Since that enhancement does not enhance the base recovery of the power, a fourth slot is prepared for it.
Level 22: Mind Over Body
(A) Endurance Reduction IO: Level 40
(23) Resist Damage IO: Level 40
(23) Resist Damage IO: Level 40
(33) Resist Damage IO: Level 40
Why this?
This power boosts physical damage resistance.
Why now?
The second last of the primary toggles, you'd need it eventually. It was, after all, available at level 2. But we've waited until both QR and Stamina was in place to start running 3 toggles.
This power also only starts to really improve your survivability when slotted with single origin or better quality enhancements. Apart from random drops or the Penelope Yin story arc, those become available from stores at level 25. You won't get much benefit from having this chewing on your endurance at level 1.
Why these slots?
Basic slotting for a damage resistance toggle is shown.
Level 24: Heightened Senses
(A) Endurance Reduction IO: Level 40
(25) Defense Buff IO: Level 40
(25) Defense Buff IO: Level 40
(31) Defense Buff IO: Level 40
Why this?
This is the last toggle of your primary. Itr provides you defense against exotic damage types.
Why now?
This power became available at level 18. We waited until now to take it, because with Stone Melee as your attack set, you definitely want to wait until both Quick Recovery and Stamina are in place before trying to keep up four toggles.
Why these slots?
Basic slotting for a defensive toggle power is shown.
Level 26: Build Up
(A) Recharge Reduction IO: Level 40
(27) Recharge Reduction IO: Level 40
(27) Recharge Reduction IO: Level 40
(50) To Hit Buff IO: Level 40
Why this?
Because it makes your attacks do more damage and likelier to hit.
Why now?
We prioritized other things, like a good little meatshield. Now we start to have fun with this character.
This and the next two secondary powers could have been chosen in any order. If you want Fault or Taunt earlier, take them now and postpone this. Fault only benefits from the to-hit buff of Build Up; it does no damage.
Why these slots?
Because we want this to be up as often as possible.
Level 28: Fault
(A) Accuracy IO: Level 40
(29) Range IO: Level 40
(29) Taunt Duration IO: Level 40
Why this?
Worthwhile for any meatshield, this is.
Why now?
This power, though it does no damage, is great fun, and carries a lot of mitigation. You can keep several mobs on their rear ends with this; it's like a multi target version of Air Superiority.
Why these slots?
Since it does no damage, but affects multiple mobs, one accuracy is generally good enough. Range makes it go a little farther. Taunt, because I use this as a mini-taunt. This accept Stun, Knockback, and Taunt IOs. The stun set Rope a Dope is worth pursuing. Two of them give you a regeneration bonus.
Level 30: Taunt
(A) Taunt Duration IO: Level 40
Why this?
Worthwhile for any meatshield, this is.
Why now?
Opportunity. And, by now, with the mitigation from your four primary toggles, Air Superiority, and Fault, you ought to be able to easily survive the aggro you can collect by Taunt.
Why these slots?
Taunt generally does not require slots in PvE. There are a number of valuable sets that can be slotted in taunt powers. But any power in your secondary will take them. Fault might be a better place for them.
Level 32: Strength of Will
(A) Resist Damage IO: Level 40
(33) Resist Damage IO: Level 40
(33) Resist Damage IO: Level 40
Why this?
Worthwhile for any meatshield, this is.
Why now?
Couldn't before.
Why these slots?
This is your "o fhit" button, the only one that Willpower gets. It's a clicky, and it increases your recovery while it is in operation, so slotting it for endurance reduction is unnecessary. You won't really be needing this that often. So we just max out the damage resistance we get in it and move on.
Level 35: Tremor
(A) Accuracy IO: Level 40
(36) Accuracy IO: Level 40
(36) Endurance Reduction IO: Level 40
(36) Damage Increase IO: Level 40
(37) Damage Increase IO: Level 40
(37) Damage Increase IO: Level 40
Why this?
Your PBAoE attack. A painfully slow animation, but useful for getting a lot of threat on multiple enemies. It also contains a fair amount of mitigation, similar to Fault.
Why now?
Couldn't before.
Why these slots?
Standard attack slotting is shown. This power accepts Melee AoE sets like Scirocco's Dervish.
Level 38: Seismic Smash
(A) Accuracy IO: Level 40
(39) Accuracy IO: Level 40
(39) Endurance Reduction IO: Level 40
(39) Damage Increase IO: Level 40
(40) Damage Increase IO: Level 40
(40) Damage Increase IO: Level 40
Why this?
The best attack is last.
Why now?
Couldn't before.
Why these slots?
Standard attack slotting. You want as much accuracy and damage in this as is reasonably feasible.
Level 41: Boxing
(A) Accuracy IO: Level 40
(42) Disorient Duration IO: Level 40
Why this?
Because you gotta if you want Tough and Weave.
Why now?
If you really needed earlier attacks, it could have been taken earlier.
Why these slots?
Slotting this is not a priority. This is Brawl's older brother. It does, however, accept Stun IOs like Stupefy. Two of those gets you an endurance recovery boost.
Level 44: Tough
(A) Endurance Reduction IO: Level 40
(45) Resist Damage IO: Level 40
(45) Resist Damage IO: Level 40
(45) Resist Damage IO: Level 40
Why this?
This power provides a fairly substantial boost to your resistance against smashing and lethal damage. With this and Weave, you could almost skip Strength of Will if you really wanted to.
Why now?
You really don't need this extra resistance until late in the game, but it really helps against archvillains.
Why these slots?
Standard slotting for a damage resistance toggle is shown.
Level 47: Weave
(A) Endurance Reduction IO: Level 40
(48) Defense Buff IO: Level 40
(48) Defense Buff IO: Level 40
(48) Defense Buff IO: Level 40
Why this?
This provides you with an across the board boost to your ability to dodge all kinds of incoming damage.
Why now?
You really don't need this extra defebse until late in the game, but it really helps against archvillains.
Why these slots?
Standard slotting for a defense toggle is shown.
Level 49: Hasten
(A) Recharge Reduction IO: Level 40
(50) Recharge Reduction IO: Level 40
(50) Recharge Reduction IO: Level 40
Why this?
Helps overclock your offense when you want or need that.
Why now?
Little better you can do with the limited slots you have available at level 49
Why these slots?
It's all it takes.
Paths not taken
Primary
One power of the primary has been skipped: Resurgence. This power enables you to resurrect yourself, and provides fairly strong accuracy bonuses immediately after the resurrection, with a crash.
You shouldn't be using this all that often with all of the various sorts of defense and resistance available to you.
Secondary
Two attacks from the secondary are skipped. Stone Mallet, a faster but weaker version of Heavy Mallet; and Hurl Boulder, a ranged attack that can knock fliers down.
Stone Mallet could be substituted for Heavy Mallet if you prefer.
You don't need Hurl in this build: you can fly yourself, and you have Air Superiority to bring flying mobs to the ground.
No epic / auxiliary pools
No epic / auxiliary pool powers are taken in this build.
In my opinion, those power pools offer two choices. You can take Energy Mastery for the valuable power Conserve Power, a clicky that reduces endurance costs. Or, you can take one of the elemental pool powers, where the payoffs are ranged AoE attacks and single target holds.
We don't have Energy Mastery here, because we've constantly focused on getting as much recovery as possible. Quick Recovery and Stamina, together with some of the suggested IO set uniques, should be enough to enable you to maintain an active pace without endurance issues. So that would be a waste. Focussed Accuracy is mostly for PvP, and this is a PvE build.
Holds are valuable for late game tankers specifically because of Malta missions, and the problems posed by Sappers. You get a single target hold in your secondary from Seismic Smash, so you're covered there.
So basically what you are losing here is a ranged AoE attack. The movement bonuses from Swift should be enough to get mobs in your aura before someone else attacks them, if you prefer an active play style.
In exchange for that, we took Fighting instead, which improves your primary role as a meatshield.
The build
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</pre><hr /> -
I see the question has been raised already. When the Levelling Pact goes live, I do hope that existing level 50 characters can benefit alts by it.
It's just a further incentive to keep them active, even if they are being played for reasons other than XP. It just means that you won't be forced into a choice between developing an under-50 character versus running task forces for recipes on your 50. -
All of the build guides I've written assume that they're taking you through a relatively normal levelling process, and contain at least some suggestions about which powers to take sooner, which to postpone, and which to skip.
The more recent ones mention inventions; but mostly in the spirit of keeping things inexpensive by pointing out potential bargains. All of them speak of slotting in terms of general priorities rather than specific sets.
I've written a Dark/Willpower guide you might get some ideas from. -
[ QUOTE ]
A question though: is Midnight Grasp really that good? I took it and was thoroughly unimpressed. So much so that I burned a freespec, and replaced it with Shadow Maul, because it seemed to help me more - mostly in that I was really feeling the lack of an AOE.
[/ QUOTE ]
Depends on your teams and preferred style, I supposed. Shadow Maul is not much of an AoE. If you have Sands of Mu, you know how it works; that's the same power. You can get a second mob in its effect every once in a while if you corner pull. In the chaos of typical team situations it is hardly an AoE - if you want to hit more than one mob, Dark Consumption works better, and so do several patron powers.
Midnight Grasp is more of a control thing than anything else. It allows you to leave the Champion Smasher to go chase down the Juicer Chief, for instance. The DoT works best if you can leave one mob to work on another. Situational, but I find it useful. -
Yep - all the quotations are from Courtney Love and Hole's album Live Through This.
-
[ QUOTE ]
I especially enjoy the coined phrases for each power.
[/ QUOTE ]
Bonus points for those who recognise the source. -
This is a sample build made according to the ideas laid out in this guide, showing what can be done with (almost) exclusive reliance on the exotic sets.
Villain Plan by Mids' Villain Designer 1.4006
http://www.cohplanner.com/
Courtney: Level 50 Magic Brute
Primary Power Set: Dark Melee
Secondary Power Set: Willpower
Power Pool: Flight
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Speed
Villain Profile:
Level 1: Shadow Punch <ul type="square">[*] (A) Dark Watcher's Despair - Recharge/Endurance: Level 50[*] (3) Dark Watcher's Despair - To Hit Debuff/Recharge/Endurance: Level 50[*] (13) Accuracy IO: Level 30[*] (15) Accuracy IO: Level 40[*] (39) Damage Increase IO: Level 30[*] (40) Dark Watcher's Despair - Chance for Recharge Slow: Level 50[/list]Level 1: High Pain Tolerance <ul type="square">[*] (A) Healing IO: Level 50[*] (5) Healing IO: Level 50[*] (15) Healing IO: Level 50[/list]Level 2: Smite <ul type="square">[*] (A) Dark Watcher's Despair - Recharge/Endurance: Level 50[*] (3) Dark Watcher's Despair - To Hit Debuff/Recharge: Level 50[*] (9) Dark Watcher's Despair - To Hit Debuff/Recharge/Endurance: Level 50[*] (9) Crushing Impact - Accuracy/Damage: Level 50[*] (11) Crushing Impact - Accuracy/Damage/Endurance: Level 50[*] (25) Crushing Impact - Accuracy/Damage/Recharge: Level 40[/list]Level 4: Fast Healing <ul type="square">[*] (A) Healing IO: Level 50[*] (5) Healing IO: Level 50[*] (7) Healing IO: Level 50[/list]Level 6: Air Superiority <ul type="square">[*] (A) Accuracy IO: Level 40[*] (7) Accuracy IO: Level 40[*] (11) Endurance Reduction IO: Level 40[*] (17) Endurance Reduction IO: Level 40[*] (29) Recharge Reduction IO: Level 40[*] (37) Recharge Reduction IO: Level 40[/list]Level 8: Swift <ul type="square">[*] (A) Run Speed IO: Level 50[/list]Level 10: Indomitable Will <ul type="square">[*] (A) Endurance Reduction IO: Level 50[*] (46) Defense Buff IO: Level 50[*] (48) Defense Buff IO: Level 50[*] (50) Defense Buff IO: Level 50[/list]Level 12: Siphon Life <ul type="square">[*] (A) Accuracy IO: Level 50[*] (13) Accuracy IO: Level 50[*] (34) Dark Watcher's Despair - To Hit Debuff/Recharge: Level 50[*] (34) Dark Watcher's Despair - Recharge/Endurance: Level 50[*] (43) Healing IO: Level 50[*] (48) Healing IO: Level 50[/list]Level 14: Fly <ul type="square">[*] (A) Flight Speed IO: Level 50[/list]Level 16: Rise to the Challenge <ul type="square">[*] (A) Numina's Convalescence - Heal/Endurance: Level 40[*] (17) Harmonized Healing - Heal/Endurance: Level 40[*] (36) Taunt Duration IO: Level 50[*] (39) Taunt Duration IO: Level 50[*] (40) Doctored Wounds - Heal/Endurance: Level 50[*] (40) Numina's Convalescence - Heal/Endurance/Recharge: Level 50[/list]Level 18: Health <ul type="square">[*] (A) Healing IO: Level 50[*] (19) Healing IO: Level 50[*] (19) Healing IO: Level 50[/list]Level 20: Quick Recovery <ul type="square">[*] (A) Endurance Modification IO: Level 50[*] (21) Endurance Modification IO: Level 50[*] (21) Endurance Modification IO: Level 50[/list]Level 22: Stamina <ul type="square">[*] (A) Endurance Modification IO: Level 50[*] (23) Endurance Modification IO: Level 50[*] (23) Endurance Modification IO: Level 50[/list]Level 24: Mind Over Body <ul type="square">[*] (A) Endurance Reduction IO: Level 30[*] (25) Resist Damage IO: Level 30[*] (37) Resist Damage IO: Level 40[*] (37) Resist Damage IO: Level 40[/list]Level 26: Soul Drain <ul type="square">[*] (A) Adjusted Targeting - To Hit Buff: Level 50[*] (27) Adjusted Targeting - To Hit Buff/Recharge: Level 50[*] (27) Adjusted Targeting - To Hit Buff/Endurance/Recharge: Level 50[*] (31) Adjusted Targeting - Endurance/Recharge: Level 50[*] (34) Adjusted Targeting - To Hit Buff/Endurance: Level 50[*] (46) Accuracy IO: Level 50[/list]Level 28: Touch of Fear <ul type="square">[*] (A) Glimpse of the Abyss - Accuracy/Recharge: Level 50[*] (29) Glimpse of the Abyss - Endurance/Fear: Level 50[*] (42) Glimpse of the Abyss - Accuracy/Endurance: Level 50[*] (43) Glimpse of the Abyss - Accuracy/Fear/Recharge: Level 50[*] (46) Glimpse of the Abyss - Chance of Damage(Psionic): Level 50[/list]Level 30: Heightened Senses <ul type="square">[*] (A) Endurance Reduction IO: Level 40[*] (31) Defense Buff IO: Level 40[*] (31) Defense Buff IO: Level 40[*] (48) Defense Buff IO: Level 40[/list]Level 32: Midnight Grasp <ul type="square">[*] (A) Trap of the Hunter - Accuracy/Recharge: Level 50[*] (33) Trap of the Hunter - Accuracy/Endurance: Level 50[*] (33) Trap of the Hunter - Accuracy/Immobilize/Recharge: Level 50[*] (33) Trap of the Hunter - Endurance/Immobilize: Level 50[*] (43) Damage Increase IO: Level 50[*] (45) Damage Increase IO: Level 50[/list]Level 35: Boxing <ul type="square">[*] (A) Stupefy - Accuracy/Recharge: Level 50[*] (36) Stupefy - Accuracy/Endurance: Level 50[*] (36) Stupefy - Accuracy/Stun/Recharge: Level 50[/list]Level 38: Strength of Will <ul type="square">[*] (A) Resist Damage IO: Level 40[*] (39) Resist Damage IO: Level 40[/list]Level 41: Tough <ul type="square">[*] (A) Endurance Reduction IO: Level 50[*] (42) Resist Damage IO: Level 50[*] (42) Resist Damage IO: Level 50[/list]Level 44: Weave <ul type="square">[*] (A) Endurance Reduction IO: Level 40[*] (45) Defense Buff IO: Level 40[*] (45) Defense Buff IO: Level 40[/list]Level 47: Taunt <ul type="square">[*] (A) Mocking Beratement - Taunt/Recharge/Range: Level 50[/list]Level 49: Hasten <ul type="square">[*] (A) Recharge Reduction IO: Level 50[*] (50) Recharge Reduction IO: Level 50[*] (50) Recharge Reduction IO: Level 50[/list]------------
Level 1: Brawl <ul type="square">[*] (A) Accuracy IO: Level 50[/list]Level 1: Sprint <ul type="square">[*] (A) Run Speed IO: Level 50[/list]Level 2: Rest <ul type="square">[*] (A) Recharge Reduction IO: Level 50[/list]Level 1: Fury
------------
[u]Set Bonus Totals:[u]<ul type="square">[*]2% DamageBuff(Smashing)[*]2% DamageBuff(Lethal)[*]2% DamageBuff(Fire)[*]2% DamageBuff(Cold)[*]2% DamageBuff(Energy)[*]2% DamageBuff(Negative)[*]2% DamageBuff(Toxic)[*]2% DamageBuff(Psionic)[*]27% Enhancement(Accuracy)[*]11.3% Enhancement(RechargeTime)[*]2.75% Enhancement(Terrorized)[*]5% Enhancement(Immobilize)[*]168.7 HP (11.3%) HitPoints[*]MezResist(Immobilize) 2.2%[*]7.5% (0.13 End/sec) Recovery[*]12% (0.75 HP/sec) Regeneration[*]1.26% Resistance(Energy)[*]1.26% Resistance(Negative)[/list]------------
[u]Set Bonuses:[u]
[u]Dark Watcher's Despair[u]
(Shadow Punch)<ul type="square">[*] 22.5 HP (1.5%) HitPoints[*] 2.5% (0.04 End/sec) Recovery[/list][u]Dark Watcher's Despair[u]
(Smite)<ul type="square">[*] 22.5 HP (1.5%) HitPoints[*] 2.5% (0.04 End/sec) Recovery[/list][u]Crushing Impact[u]
(Smite)<ul type="square">[*] MezResist(Immobilize) 2.2%[*] 16.9 HP (1.13%) HitPoints[/list][u]Dark Watcher's Despair[u]
(Siphon Life)<ul type="square">[*] 22.5 HP (1.5%) HitPoints[/list][u]Numina's Convalescence[u]
(Rise to the Challenge)<ul type="square">[*] 12% (0.75 HP/sec) Regeneration[/list][u]Adjusted Targeting[u]
(Soul Drain)<ul type="square">[*] 2% DamageBuff(All)[*] 1.26% Resistance(Energy,Negative)[*] 9% Enhancement(Accuracy)[*] 5% Enhancement(RechargeTime)[/list][u]Glimpse of the Abyss[u]
(Touch of Fear)<ul type="square">[*] 2.75% Enhancement(Terrorized)[*] 28.1 HP (1.88%) HitPoints[*] 9% Enhancement(Accuracy)[*] 6.25% Enhancement(RechargeTime)[/list][u]Trap of the Hunter[u]
(Midnight Grasp)<ul type="square">[*] 5% Enhancement(Immobilize)[*] 28.1 HP (1.88%) HitPoints[*] 9% Enhancement(Accuracy)[/list][u]Stupefy[u]
(Boxing)<ul type="square">[*] 2.5% (0.04 End/sec) Recovery[*] 28.1 HP (1.88%) HitPoints[/list]
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=== Live Through This: The cheap and trashy guide to the Dark Melee / Willpower Brute ===
Willpower and Dark Melee work together like a thin slice of sharp Cheddar cheese on top of a piece of warm, fresh apple pie. Willpower is a solid defensive set that gives you the benefit of Stamina x 2 1/2, because Quick Recovery is one and a half times as good as Stamina. It has some issues, including alpha strike survivability and the need to be surrounded by mobs for best regeneration. It also lacks the self heal found in other defensive sets.
Dark Melee provides that self heal in your secondary. It is not a big burst damage primary. But Dark Melee also contains a toolbox of handy abilities that increase your survivability in other ways. You get a mag 3 immobilize and DoT as your tier 9. You get a single target Fear. You get a longer lasting Build Up that's an AoE and does damage. Your self heal does damage, and is up reasonably often. The two power sets just work well together.
Another advantage of the Dark Melee set is that it takes a lot of exotic enhancements outside of the normal melee ones. This guide is by no means a comprehensive guide to invention sets, but briefly mentions some of the more unusual ones you may wish to consider.
Active survivability is the watchword here. This build proposes that you wait until after both Quick Recovery and Stamina are in place before you take two defensive toggles, an approach I generally take with Willpower characters. You get a small to-hit debuff in Rise to the Challenge; you get larger ones in many of your attacks, with the largest weighing in with Touch of Fear. These stack. You can incapacitate a foe for a fairly long time with Touch of Fear; for a shorter time, with Air Superiority. You can immobilize an enemy with Midnight Grasp. And you can heal yourself with Siphon Life.
The bottom line is, unless they kill you almost immediately, you're probably going to live through this. And they won't.
At any rate, these are the powers of the two sets, and the pool powers, I recommend:
Level 1 - Shadow Punch
"It stands for knife"
You definitely want this fast tier 1 attack.
Target slots: 6
Slotting priorities: Accuracy, Damage, Recharge, Endurance, in roughly that order.
Cheap stuff:
All of your attacks take To Hit Debuff and Taunt enhancements as well as melee damage enhancements. These are sets that are in relatively low demand. You can also get Recharge and Endurance buttons from the To Hit Debuff sets. And guess what! 2 "Dark Watcher's Despair" buys you a 1.5% hit point buff! Use two of these, and four of your favorite melee damage sets, or just straight IO's and SO's for the balance.
You may ultimately want to put a damage proc in this, although all of those are costly. Dark Watcher's gives you a slow debuff on your target. Perfect Zinger has a chance for psi damage. Triumphant Insult: chance to disorient. Deflated Ego: chance for recovery debuff. All of these buttons are options in addition to the ones you find in the single target melee sets.
Level 1 - High Pain Tolerance
"Some day you will ache like I ache"
You don't have the choice of Mind over Body at level 1. Which is for the best: you don't want it until later, anyway. Why eat your endurance with a toggle?
Target slots: 3+
Slotting priorities: Heal. Damage resistance is a distant second
Three slot this for Heal. Damage resistance slots are very optional. Base resistance is 5.63%, and you can get just over half that again by slotting damage resistance. Not the best choice for scarce slots.
Cheap stuff: The Healing invention sets tend to be coveted. So are the Damage Resistance sets. Their acquisition is not a priority unless you are a very lucky girl.
Level 2 - Smite
"I'm Miss World, somebody kill me"
You also want the tier 2 attack. This is much faster than the tier 3, does less damage, but does not lock you into a 3 second animation.
Target slots: 6
Slotting priorities: Accuracy, Damage, Recharge, Endurance, in roughly that order.
Recharge is a slightly higher priority with this attack than with Shadow Punch.
Cheap stuff: See Shadow Punch.
Level 4 - Fast Healing
"I'm stupid, I'm smarting"
Target slots: 3
Slotting priorities: Heal
ED caps your max benefit at 3 slots. You want all 3 of them obviously, this is your basic, passive, health regeneration.
Cheap stuff: Healing invention sets are expensive, and this guide is for cheap trash like us.
Level 6 - Air Superiority
"She walks over me"
As far as I am concerned, any melee character really needs good reasons to take another travel power than Fly. This is especially true redside, where Super Speed is just broken, and only taken by PvPers - and we don't PvP either: we're melee, we're not stalkers, and we need Fury for damage.
This attack gives you solid mitigation with its near certain knockdown. The damage it does is not inconsiderable, but that's just the cherry on top.
Target slots: 6
Slotting priorities: Accuracy, Recharge, Endurance, Damage
I like to emphasize accuracy and recharge in Air Superiority. Its chief purpose in your build is for mitigation and control, so you will be using it often. Teamed, you may often be cycling between mobs and keeping them on their backs. If you slot for recharge, you will also want some endurance reduction in there as well. These first three attacks will become the core of your attack chain; the remaining attacks are situational, except for Boxing.
Cheap stuff: This only takes single target melee damage sets.
Level 8 - Swift
"No babies sleep on atrophy"
Puts you in the running for Stamina. Improves Fly slightly. Helps you in taking point.
Target slots: 1, maybe 2
Slotting priorities: Running speed
Cheap stuff: Does not take
Level 10 - Indomitable Will
"Just you try to hold me down"
This is your mez protection. Get it as soon as you can. It also can be slotted for psionic defense. This is not a priority until late in the game, and not a large priority then, in my opinion. Slot it when you have the slots to spare.
Target slots: 1-4
Slotting priorities: Endurance reduction (high); defense (low, later), recharge (low)
Cheap stuff: Any of the defense/endurance inventions would be good here. All of the defense sets have one. Slot whichever drops.
If you slot any toggles for recharge, this is the one to slot for it.
Level 12 - Siphon Life
"Alive, but just barely"
This attack is key to the Dark Melee and Willpower synergy. It's a self heal that has to hit a mob to work, like the Kinetic heal. It also does damage! And it has a reasonable recharge, base is 15 seconds. The heal is around 10% of your hit points unslotted.
Target slots: 5-6
Slotting priorities: Accuracy, Recharge, Heal
Cheap stuff: The Heal sets are expensive. But most of them contain Heal/Recharge buttons. Frankenslot a couple of those in here and you can devote the rest to Accuracy.
Level 14 - Fly
"I'm so high I cannot walk"
Your travel power. You could postpone this. I've been playing long enough that level 14 equals travel power, always, for me.
Target slots: 1-2
Slotting priorities: Flight speed
Cheap stuff: Save up for the Freebird Stealth proc button if you want to play Grandville. Fortunately, villains now have alternatives.
Level 16 - Rise to the Challenge
"Was she asking for it? Was she asking nice?"
A key power in the Willpower secondary, this one adds substantially to your regeneration.
Target slots: 4-6
Slotting priorities: Heal, Endurance Reduction, Taunt(?)
You may or may not want to slot Taunts in this. 2 Taunt IO's will guarantee that the taunt in this power will overlap its very short duration on +3 boss enemies. If you tank for teams, this may be worth your while. Otherwise, not so much.
Cheap stuff: Note that this does not accept Taunt sets, which otherwise would be quite attractive here.
Level 18 - Health
"Your milk turns to cream"
See Fast Healing, level 2
Level 20 - Quick Recovery
"I want to be the girl with the most cake"
This is the reason you rolled a Willpower brute.
Target slots: 3-4
Slotting priorities: Endurance recovery
Cheap stuff: If you're lucky enough to get the Performance Shifter Chance for Endurance, you may consider adding another slot to either this or Stamina.
Level 22 - Stamina
"Go on, take everything, I want you to"
Yes, you want this too. And yes, you want this now.
Target slots: 3-4
Slotting priorities: Endurance recovery
See Quick Recovery, level 20
Level 24 - Mind Over Body
"I've got a blister from touching everything I see"
Now, and not before now, we take armors that improve defenses passively and cost endurance.
Target slots: 3-4
Slotting priorities: Damage Resistance, Endurance Reduction
Cheap stuff: If you are rich, use one of the sets that improve maximum hit points or regeneration. Impervious Skin and Titanium Coating are good.
Level 26 - Soul Drain
"The abyss opens up, it steals everything from me"
This is one of the handiest Build Up style powers in the game. It must hit mobs to do anything. It lasts for 30 seconds. And its power increases with the number of mobs it hits. It is useful if you need to tank a little, as an opening AoE. It has a very long recharge. It also does some relatively minor damage.
Target slots: 4-6
Slotting priorities: Accuracy, Recharge, To Hit Buff
Cheap stuff: The Gaussian's Synchronized Fire Control set offers a valuable hit point bonus and movement bonuses for this power.
Level 28 - Touch of Fear
"You're gutless"
This attack does a mag 3 fear on a single melee target. Very handy. It deals no damage, but can mitigate a lot of damage.
Target slots: 4-5
Slotting priorities: Accuracy, Recharge, Fear Duration
Cheap stuff: The Fear sets are usually fairly inexpensive, and do exactly what you want in the power. Glimpse of the Abyss is highly recommended, for accuracy bonuses, hit point bonuses, and bonuses for recharge time at 5.
Level 30 - Heightened Senses
"I fake it so real I am beyond fake"
Your second passive defensive toggle, this provides defense against exotic attacks.
Target slots: 3-5
Slotting priorities: Defense, endurance reduction
Cheap stuff: Defensive sets are costly. Serendipity is a low level set that provides bonuses to regeneration and hit points, and tends to be slightly less expensive than many.
Level 32 - Midnight Grasp
"You can try to suck me dry, but there's nothing left to suck"
Your tier 9 attack is a single target hold. With tentacles! Tentacles are good.
It does fair initial damage, and much damage over time. As a power, it tends to be rather situational, but it is useful when you want to beat down more than one enemy at once, or deal with a runner or range attacker while being tied down in melee. It immobilizes, but does not incapacitate, its single target foe; for incapacitating an enemy, use Touch of Fear or Air Superiority. Neither of those powers do this much damage, though.
Target slots: 6
Slotting priorities: Accuracy, damage, recharge, hold
Cheap stuff: This takes Hold sets, which are often less expensive. Four Trap of the Hunter gets you a hit point bonus and a general bonus to accuracy.
Level 35 - Boxing
"With a bullet, number one, kill the family, save the son"
I imagine you will want Tough and perhaps Weave here.
Target slots: 1-3
Slotting priorities: Accuracy, damage
Cheap stuff: This takes Stun sets. Three of the Stupefy set wins you recovery bonuses and hit point bonuses.
Level 38 - Strength of Will
"Watch me break and watch me burn"
This tier 9 of the Willpower secondary adds to your resistance and defenses for 60 seconds, and has an endurance crash when it wears off. Useful to take alpha strikes with if you need to do that.
Target slots:2-3
Slotting priorities: Damage resistance
Cheap stuff: see Mind over Body, level 24
Level 41 - Tough
"I shut my mouth with glue"
A small but worthwhile boost to your smashing and lethal resistance.
Target slots: 3-4
Slotting priorities: Damage resistance, endurance reduction
Cheap stuff: see Mind over Body, level 24
At this point, you should no longer need a build guide, and the powers you take after here are optional. Some of the stuff we skipped might be considered:
Shadow Maul, available at level 2. I did not take it because it locks you into a 3 second animation, which is hard to take when it misses. It does solid damage, but is not that good for Brutes because it contributes relatively less to Fury building
Taunt, available at level 12. Brutes are not tankers. But take this if you want to become the aggro magnet for team utility.
Dark Consumption, available at level 18. This is a very slow recharging AoE attack that drains enemy endurance and restores it to you. Since you shouldn't have serious endurance issues on this character, it is useful mostly if you want a second AoE.
Resurgence, available at level 35. This build is based on high survivability to begin with, and as such a self-rez is less than ideally useful to you, in my opinion.
You have one open power pool and a patron power pool open under this guide. Hasten is useful in this build. So are some of the AoE attacks from the patron power sets. You can also consider Taunt for team utility. Or something else entirely. -
[ QUOTE ]
I know you're into never having to run out of end so I guess you'd pick Fitness. But which one, in your experience, would provide the most survivability for WP?
[/ QUOTE ]
On pure survivability grounds, Tough and Weave. On the other hand, without Fitness you'd be hard pressed to keep them up.
It's probably closer than you think. Ice adds a lot of secondary mitigation, the problem is having enough endurance to keep using it. You will still have Strength of Will if things start looking bad. And Health is a survival power that plays to your strengths. This versus under 15% more resistance and under 10% defense. -
A couple points:
I think the hit point bonus in HPT is easily enough to get you to at least level 12 before you need any more toggles. In fact, for other secondaries, like /Stone Melee, my advice is to take your pool powers in the traditional order for other tanker primaries, aiming for Stamina at 20 (in addition to QR at 12). Postpone the unnecessary toggles like HS and MoB until after Stamina. You'll enjoy your character a lot more this way. Also, unlike resistance or defense toggles, getting Health early plays to what you're best at, adding to QR and RttC.
I do not build pure meatshields. My opinion is, they aren't very much fun to play; more importantly, Willpower doesn't work very well as a pure meatshield primary. I think of it as the second offensive set, after Fire.
Willpower's taunt aura is weaker than the ones in other primaries. If you want to function as a traditional tanker, you need to work around that. There are a number of ways to do it. In my opinion, the fun way is to have a strong attack chain. Gauntlet is your friend. A full tilt attack chain is Willpower's best bet for aggro holding.
There is more damage mitigation in Air Superiority than there is in much of the primary. Air Superiority takes a single mob out of its game for several seconds, and does it consistently. I think it's a no-brainer, especially for a melee set that doesn't use a drawn weapon animation.
And I wouldn't take Taunt until my defenses were to a level that you know you can survive taunting. Before you get to SO levels, you need some nuance to how much aggro you want to take, especially since big alphas are Willpower's weakness. If you want to be a taunt-bot and pure meatshield, Willpower is simply not the best primary to choose. Its strengths lie elsewhere.
Tough and Weave are also included to assist Willpower in taking those big alphas. -
[ QUOTE ]
Similar in concept to our character creator, it allows you, the players, to create missions and story arcs for your characters and others to participate in. Youll be able to pick the map, villain group, and objectives, as well as write the dialog and any clues needed for the missions. When you are satisfied with it, you can upload it and have other players across all servers play it and rate it. Fame will come to the players whose stories rate the best overall.
[/ QUOTE ]
This will rock. I have more than ten years experience writing modules for Forgotten Realms Unlimited Adventures, a 1983 vintage game that let you design AD&D adventures. I still play that game from time to time. I've also done some tinkering with Neverwinter Nights. I am ready for this.
Questions - will we be able to include named characters and customized bosses? Will we be able to use existing NPCs, or create new NPCs? or create NPCs based on our own characters? Will we be able to create cutscenes? -
Thank you, Juno, Minerva, and Back Alley Brawler.
I have literally dozens of characters who have been urgently needing this, or limping by with the Enforcer chest detail or one of the Samurai ones, as poor substitutes for a lorica segmentata or sculpted cuirass. Skirts with pteryges, even! -
I've put off taking MoB to even later than that on some of my WP characters. I would definitely advise you to not take it immediately (it is available at level 1) and to postpone it until at least after Quick Recovery is in place. You don't need to be running many toggles until you get SO's or equivalents in your endurance recovery power.
In fact, if you have someone who is willing to powerlevel your new tanker to level 21 or so, for pure fun I'd take powers in the Traditional Order for other sets: with Swift - 10, Health - 16, Stamina - 20, and postpone the stuff that the guide says. You wouldn't be quite as tough by level 22, but you'd have a character that would be a lot of fun to play and that can only improve after that. I'm a strong believer in never running out of endurance, and never having to think about it: and this is part of the theme. -
Caution: minor roleplaying ahead
THE COMPLETE AMAZON
A themed guide for Willpower/Super Strength tankers
Amazons have had a presence in Paragon City since at least 47 BC, the fateful year in which Julia Victrix, First Consul, led her legions across the Red River, and issued that fateful command:
---- Vadite. Venamini. Trucidate calvarias!
This brief introduction seeks to instruct the tiro in the physical disciplines and military arts judged most fitting to the traditions and lore of the Amazons.
I. Considerationes primæ de originibus artibusque
Of the several labels given by the Paragonians as sources of our abilities, three explanations are most frequently used. First, that our strength is simply a gift of Nature. Second, that since they know not our gods (nor their own, it seems), our gifts are sorcerous in nature. Third, that we represent mutants, violations of the natural order.
In truth, we are what they would call "technological", since the holy Axe, a sword, or a mace, is all the technology anyone should require. But do not tell them this, else their authorities will assign us the tiresome task of picking up after their broken robots. You may pick whichever you choose.
As to which disciplines are best suited to the cultivation of our way of life among the Paragonians, we have come to recommend especially those that require nothing but the cultivation of the body and mind: for it is in this wise that the barbarian male is chiefly deficient; as again, Julia Victrix observed at the first encounter with the lesser sex - "Utrum nescis an nequis?" Indeed, as it was said of old, "viri molles, et vim carent."
II. De potestatum selectione et ordine
The arts of the cultivation of mind and body are called among the barbarians "Willpower" and "Super Strength". The average Paragonian, as you will learn, has little use for either, especially among the males, who likely as not are drug addicts who crowd together in deserted areas to seem more fearsome than they are. The women are, as expected, made of somewhat more solid stuff - some show commendable tenacity in seeking to retain their property which the men seek to pry from their hands - but few have had the training to achieve their true potential. Throughout your sojourn there, you will find people, men and even women, who are said to be physicians or hold high offices of state, but who will require your rescue, and when rescued will get lost trying to find their way around a box or pipe. Truly these people need instruction from a superior culture.
These disciplines must be selected, and then practiced; a process that is called "power selection" and (mysteriously) "slotting". Of the various disciplines that fall under this rubric, we will consider the ones we consider most worthy of taking; and the ways they should be improved.
Some tradesmen offer exotic versions of these enhancements, which are said to increase their power by using several of the same kind. These things are available chiefly to those who have access to ancient treasure, or to those upon whom lady Fortuna smiles. Neither of these blessings is assumed by this treatise, which confines itself to those which can be learned in their schools and bought at their crafting tables.
== Level I==
High Pain Tolerance
Priority: High
Recommended slots: 6
Practice: Healing (first) x3, Damage Resistance (second) x3
An Amazon learns to tolerate pain. This ability will, when taken, make you substantially harder to kill, and gives good, if not excellent, ability to endure physical attack.
Jab
Priority: Inescapable, but low
Recommended slots: 3 to 6
Practice: Endurance reduction (x1), Accuracy (x2), Damage (1-3)
You cannot avoid taking this attack, a "super strength" attack that does little more damage than a punch from someone who makes no such grand claims to strength.
== Level II==
Fast Healing
Priority: Highest
Recommended slots: 3
Practice: Healing x3
By this art, you will recover your health much faster than normal. Only one sort of improvement is possible
== Level IV==
Haymaker
Priority: Medium
Recommended slots: 6
Practice: Endurance reduction (x1), Accuracy (x2), Damage (1-3) or Recharge (1)
The first attack worthy of the name "super strength", this does high damage to a single target.
== Level VI==
Indomitable Will
Priority: Low
Recommended slots: 4-5
Practice: Endurance reduction (1-2); Defense Buff (3, at your leisure)
This power needs to be taken immediately. Slot it for endurance reduction first: for this will be the power you turn on when rising. It protects you against those who would control your mind or body through fear or restraint.
You may eventually want to add slots to this; those slots will help you avoid direct attacks aimed at your mind. But adding these slots is not a priority, and can be postponed until late in the game, when they are plentiful. Adding slots will not improve the strength of its other abilities.
== Level VIII==
Rise to the Challenge
Priority: Highest
Recommended slots: 4-6
Practice: Endurance (1-2), Healing (3); optionally Taunt (1)
By this art, you will recover your health quickly; and the challenge represented by a number of enemies will make this ability even stronger. You may wish to defy them by adding Taunt, making this stance even more provocative to them. A vital and necessary ability.
== Level X==
Hasten
Priority: High
Recommended slots: 3
Practice: Recharge x3
The legends say, an Amazon is swift of foot and swift of mind. This is the first ability outside the defining ones of Willpower and Super Strength. At this point, your defenses will be quite strong compared to the foes you will face, but you have not learned many of the attacks you will wield. Hasten allows us to fight faster and harder, and thus to defeat the foes more quickly. There is a small penalty of exhaustion when it wears off.
== Level XII==
Quick Recovery
Priority: Highest - 3 slots immediately
Recommended slots: 3
Practice: Endurance Modification x3
Take this power immediately when it becomes available. The discipline of an Amazon, our ability to continue fighting long after the mere males are exhausted, is definitive.
== Level XIV==
Super Speed
Priority: Low
Recommended slots: Default
Practice: Running Speed
The ability to run swiftly was attributed to the Amazons of old - Atalanta, Camilla, and Penthesilea all possessed such powers.
Know, however, that other such abilities exist, that have the advantage of being able to move into the skies as well as across the earth. You may obtain several temporary abilities using devices as rewards for guarding property in Paragon City. These should be tended carefully and used only when needed, and turned off immediately when no longer needed. You eventually will fly. But not yet.
== Level XVI==
Air Superiority
Priority: Medium
Recommended slots: 6
Practice: Endurance reduction (x1), Accuracy (x2), Damage (1-3)
This attack prepares us for flight. It is worthy in its own right, and knocks men onto the most used but least useful part of their bodies.
== Level XVIII==
Heightened Senses
Priority: Medium to high
Recommended slots: 4-5
Practice: Endurance reduction (1-2), Defense Buff (3)
An Amazon is aware of her environment. This ability enables us to guard against the foul magics and sciences of the enemy, and offers some ability to perceive those who would come against us by stealth.
== Level XX==
Mind over Body
Priority: High
Recommended slots: 4-5
Practice: Endurance reduction (1-2), Damage Resistance (3)
By this art, we can add greatly to our ability to resist direct physical attacks. It is somewhat tiring to maintain the stance, though, so it can be dismissed when not needed.
== Level XXII==
Knockout Blow
Priority: Medium
Recommended slots: 6
Practice: Endurance reduction (x1), Accuracy (x2), Damage (1-3)
Perhaps the first attack that shows our full potential. Take it, improve it, and use it liberally.
== Level XXIV==
Taunt
Priority: Low
Recommended slots: Default
Practice: Taunt
An Amazon lives to guard the weak. Taunt allows us to do this, by commanding and diverting the attention of the enemies. We deserve all of the attention in any case.
== Level XXVI==
Swift
Priority: Low
Recommended slots: 1-2
Practice: Running Speed (1-2)
An Amazon leads. By this discipline, you will be able to slightly outstep your cohort and ensure that you and not they are the ones that lead the charge into battle.
By this art, you may begin to cultivate your physical well being and endurance even more.
== Level XXVIII==
Rage
Priority: Medium
Recommended slots: 3-4
Practice: Recharge (3), To Hit Buff (optional, 1)
Rage is a dangerous tool. We lose our composure at our hazard. Yet, when unleashed, an Amazon's rage is a fearsome wonder to behold. Take care, though, that when your rage is ended, you may withdraw; for you will need time to recover.
An Amazon whose job is chiefly to defend weaker members of her cohort should avoid unleashing her rage prematurely. You do not need to put yourself in a position where you have been disabled by its aftereffects, and use it only when final victory is within reach, or to tilt overwhelming odds in your favour.
== Level XXX==
Health
Priority: High
Recommended slots: 3
Practice: Healing x3
By this stage of your sojourn among the Paragonians, you will have noticed that many of them live in filth, the unfortunate debris of their incomprehensible industries. Your goal is to rise above them.
== Level XXXII==
Strength of Will
Priority: Highest
Recommended slots: 3
Practice: Damage Resistance x3
By heroic efforts, you can endow yourself with armor almost as mighty as Minerva's aegis, for a short time. This power should be used with some caution, in that its use is exhausting, and its return is governed by divine laws that cannot be hastened by any mortal artifice.
At this stage, your journey nears completion. The remaining abilities can be selected mostly in any order desired, depending on what seems most pressing.
== Level XXXV==
Stamina
Priority: High
Recommended slots: 3
Practice: Endurance Modification x3
One of the two chief qualities men lack.
== Level XXVIII==
Foot Stomp
Priority: Medium
Recommended slots: 6
Practice: Endurance reduction (x1), Accuracy (x2), Damage (1-3)
We strike the earth and make it tremble. Useful for getting the enemy's attention.
== Level XLI==
Boxing
Priority: Lowest
Recommended slots: 1-2
Practice: Accuracy x2
A feeble attack, needed for a valuable ability.
== Level XLIV==
Tough
Priority: Low
Recommended slots: 3-5
Practice: Endurance Reduction (x2), Damage Resistance (1-3)
This discipline, perhaps one of the more useful discoveries made by the males, will markedly improve your ability to resist physical attack. The only point of Boxing is to enable this ability.
== Level XLVII==
Fly
Priority: Medium
Recommended slots: Default
Practice: Fly
Sisterhood with the air enables us to overcome vertical obstacles, after the devices we have been rewarded with have been exhausted.
== Level XLIX==
Char
Priority: Medium
Recommended slots: 3-4
Practice: Accuracy (x2), Hold Duration, Recharge
The ability to rope and hold men helpless is a defining Amazon ability. This one enables you to keep an enemy helpless at range.
=== Reliquiæ===
The following powers of the primary and secondary are available, but not taken in the proposed build. You may substitute them if desired:
i. Primary:
Resurgence
The ability to resurrect yourself, it provides a brief power boost when resurrected, followed by a period of debility. Prepare, instead, not to die, and if you must, face it bravely.
ii. Secondary
Punch
Depending on perspective, this is either a slower but more powerful version of Jab, or a weaker but faster version of Haymaker. Since you must take Jab, and can take Haymaker by the time it becomes practical to take this, there is no reason to prefer the weak to the strong.
Handclap
An attack which does no damage, but can scatter your foes and disorient them briefly. Useful at times, but largely redundant to Foot Stomp.
Hurl
You rip a chunk of earth or masonry from your feet and toss it at an enemy, seeking to bring them to earth.
Most unseemly. And since you will eventually take to the air and fly, and there you can knock down the flyer directly, somewhat unnecessary.
=== Sample build ===
Hero Plan by Mids' Hero Designer 1.30
http://www.honourableunited.org.uk/mhd.php
Amazon: Level 50 Natural Tanker
Primary Power Set: Willpower
Secondary Power Set: Super Strength
Power Pool: Speed
Power Pool: Flight
Power Pool: Fitness
Power Pool: Fighting
Ancillary Pool: Pyre Mastery
Hero Profile:
Level 1: High Pain Tolerance -- Heal-I:40(A), Heal-I:40(3), Heal-I:40(15), ResDam-I:40(17), ResDam-I:40(17), ResDam-I:40(27)
Level 1: Jab -- Acc-I:40(A), EndRdx-I:40(5), Acc-I:40(42), Dmg-I:40(42), Dmg-I:40(42), Dmg-I:40(43)
Level 2: Fast Healing -- Heal-I:40(A), Heal-I:40(3), Heal-I:40(7)
Level 4: Haymaker -- Acc-I:40(A), EndRdx-I:40(5), Acc-I:40(7), Dmg-I:40(37), Dmg-I:40(37), Dmg-I:40(40)
Level 6: Indomitable Will -- EndRdx-I:40(A), DefBuff-I:40(46), DefBuff-I:40(46), DefBuff-I:40(48)
Level 8: Rise to the Challenge -- EndRdx-I:40(A), Heal-I:40(9), Heal-I:40(9), Heal-I:40(15), EndRdx-I:40(43)
Level 10: Hasten -- RechRdx-I:40(A), RechRdx-I:40(11), RechRdx-I:40(11)
Level 12: Quick Recovery -- EndMod-I:40(A), EndMod-I:40(13), EndMod-I:40(13)
Level 14: Super Speed -- Run-I:40(A)
Level 16: Air Superiority -- Acc-I:40(A), EndRdx-I:40(31), Acc-I:40(33), Dmg-I:40(34), Dmg-I:40(36), Dmg-I:40(37)
Level 18: Heightened Senses -- EndRdx-I:40(A), DefBuff-I:40(19), DefBuff-I:40(19), DefBuff-I:40(27), EndRdx-I:40(48)
Level 20: Mind Over Body -- EndRdx-I:40(A), ResDam-I:40(21), ResDam-I:40(21), ResDam-I:40(25), EndRdx-I:40(43)
Level 22: Knockout Blow -- Acc-I:40(A), EndRdx-I:40(23), Acc-I:40(23), Dmg-I:40(25), Dmg-I:40(34), Dmg-I:40(34)
Level 24: Taunt -- Taunt-I:40(A)
Level 26: Swift -- Run-I:40(A), Flight-I:40(48)
Level 28: Rage -- RechRdx-I:40(A), RechRdx-I:40(29), RechRdx-I:40(29)
Level 30: Health -- Heal-I:40(A), Heal-I:40(31), Heal-I:40(31)
Level 32: Strength of Will -- ResDam-I:40(A), ResDam-I:40(33), ResDam-I:40(33)
Level 35: Stamina -- EndMod-I:40(A), EndMod-I:40(36), EndMod-I:40(36)
Level 38: Foot Stomp -- Acc-I:40(A), EndRdx-I:40(39), Acc-I:40(39), Dmg-I:40(39), Dmg-I:40(40), Dmg-I:40(40)
Level 41: Boxing -- Acc-I:40(A), Acc-I:40(50)
Level 44: Tough -- EndRdx-I:40(A), EndRdx-I:40(45), ResDam-I:40(45), ResDam-I:40(45), ResDam-I:40(46)
Level 47: Fly -- Flight-I:40(A)
Level 49: Char -- Acc-I:40(A), Acc-I:40(50), Hold-I:40(50)
------------
Level 1: Brawl -- Acc-I:40(A)
Level 1: Sprint -- Run-I:40(A)
Level 2: Rest -- RechRdx-I:40(A)
Level 1: Gauntlet
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