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-Speed and -Recharge are debuffs. The developers are on record stating that they're debuffs. They're debuffs. Period.
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Just to clear up some confusion, the Devs have never said that -speed and -recharge are debuffs.
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Yes, a developer did say that Slows are debuffs. The post is gone, as far as I can tell (it was when they announced that controller and defender modifiers for Slows had been swapped since release, and that they were going to increase the defender mod but leave controllers untouched), but it absolutely was said. To the best of my recollection, it was Castle who said Slows are debuffs. Might've been Geko, but my memory has Castle's name on the post.
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In fact, Castle stated the exact opposite, I believe when he reviewed the original Defenders Issues List. This was back when the Defender Slow modifiers were -1.00 and the Controller modifiers were -1.25. Someone mentioned that they should be better for Defenders and he stated that -Speed and -Recharge were controls and would therefore be better for Controllers, but that he would review it.
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Castle never stated that Slows were controls in that thread. It's still available for review, you can read it for yourself. He said the modifier for Slows was higher for controllers and that he'd ask Geko to review it. He never said it was a control.
Later, when it was announced that controllers weren't supposed to have the 1.25 modifier for Slows, it was in that thread that a developer said that Slows are debuffs.
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Edit 2: Found Castle's post waaay back in the depths of the Defender boards, and he does not actually state that Slows are Controls, just that they work better for Controllers, but he'd be reviewing it.
So, while I was wrong on that part, I still stand by my point that that doesn't necessarily mean that they are considered debuffs. Just that the devs decided that they shouldn't just be considered controls.
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It's a debuff. Castle will tell you that if you ask him. -
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I'm going to assume someone just had a bad day
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Week. I've been in pain for a week, to the point of crawling around on the floor at work, clutching my chest and side. I wasn't expecting to still be experiencing pain like this almost four months after the surgery, and it's put me in a foul mood.
That doesn't excuse my behavior, nor do I expect it to be excused, but I did feel that you deserved an explanation.
And an apology. I am truly sorry that I went off on you like that. I should've closed the browser window and gone to bed, or outside, or taken more Tylenol, or anything other than blowing up at you. I let my judgment lapse and my frustration take over. I'm sorry. -
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I think a case can be made that KB at the very least is a form of 'soft' control.
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If Castle tells me that he considers KB/KU a control, then I'll call it a control.
Until then, it's not a control, regardless of how players want to refer to it.
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Slow, less so, and -recharge is something of a stretch.
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-Speed and -Recharge are debuffs. The developers are on record stating that they're debuffs. They're debuffs. Period.
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As for TA being control-heavy, while it's certainly debuff-heavy it doesn't have all that many status effects. If we're not considering slows or -recharge then Glue Arrow's out, which leaves a single-target hold (Ice Arrow) and nuke-style AOE hold/-regen debuff (EMP Arrow). OSA, being knockdown, presumably doesn't count as control either if knockback doesn't. That leaves Flash Arrow (which I'm not sure should count) and Entangling Arrow (single-target immobilize). Three, maybe four powers by the "no KB, no slows" definition.
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Entangling Arrow - Immobilize
Ice Arrow - Hold
Poison Gas Arrow - Sleep
EMP Arrow - Hold
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So, both sets get a single-target hold. TA adds a -perception debuff that could be viewed as control,
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Stop. Just stop. If I facepalm any harder, I'm going to break my nose.
Debuffs are not controls.
You don't know what TA does, you won't differentiate between debuffs and controls, I'm not going to address the rest of what you tried to say because it's all based on incorrect data.
Read a guide or something. I'm sure there's a halfway decent one somewhere around here. -
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Yes.
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How much -ToHit is available to TA/A?
How much -ToHit is available to TA/Dark?
The point I'm making here is that what you might've needed or chosen to do with your TA/A has no bearing, at all, on how TA/Dark plays or whether or not a TA/Dark will find EMP Arrow useful. -
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Slow
Knockback
-recharge
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Are not controls. -
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Ok, so I know that Damage Resistance resists damage debuffs, my question is: how much?
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The amount of the resistance.
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Heat Exhaustion has a 50% damage debuff, which is sizeable, but what does that mean when I try to use it against Statesman who does mostly smashing damage, and since he's /invul has a large resistance to smashing
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Again, the amount of resistance determines the resistance to the debuff. If Statesman has 85% Smashing resistance, then the 50% debuff will be reduced to 7.5% (15% of 50). If Statesman happened to have a Psi attack, but no Psi resistance, the full debuff would be applied. -
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dump the Emp/Archery and play a debuffing primary, secondary or both.
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ouch.
I like my emp/archery. It's not the best, I know, but it's fun making her better
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I'm being honest, not cantankerous. You picked the two worst powersets for personal defense. Emp has exactly two powers which can help keep you alive, one of which is on a very long recharge timer and neither of which will prevent damage (or mez, or KB, or debuffs), and Archery brings nothing to the table beyond one single-target Stun and a chance for KB.
You're a walking, green-glowing target. You might as well have a giant neon sign attached to your head, saying "PLEASE MEZ ME, KNOCK ME DOWN AND TOUCH MY NO-NO BITS UNTIL I CRY".
You asked for ways to improve your defense, the best way would be to start with something that has some defensive potential. Barring that, focus on IO sets, special IOs, teams, spamming that HA and a lot of wishful thinking. -
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I agree with IronYeti. I'd say clearly the most control-heavy primaries would be Storm and Dark, though in very different ways.
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TA has as much control as both Storm and Dark combined, so I can't imagine how either of them could be "the most control-heavy". Unless you meant, "the most control-heavy if you're completely wasted on crack". -
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What do you guys think?
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Build up some Ranged Defense from IO set bonuses or dump the Emp/Archery and play a debuffing primary, secondary or both. -
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as you weren't using moonbeam as an attack. drop it, move maneuvers do that spot, add in tactics. 3 slot tactics with 2 from the adjusted targeting set and the + perception IO from reticulated.
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+Damage isn't a goal for this build.
I've also got enough +ToHit and +Acc to hit +3 foes with unslotted powers, before applying Soul Drain's buff, so adding Tactics wouldn't benefit me at all.
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the other two freed up slots go into dark blast and gloom, last piece of the thunderstrike set.
you lose a couple seconds of recharge bonus from the manticore that was in moon beam.
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And almost 0.10s recharge on the cones and 2.5s on Hasten. Not optimal.
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but you gain the + perception IO and a little over 3% more ranged defense. also get some nice extras from tactics itself, including even more + perception. which could free up that perception IO for use in a number of other places.
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I don't actually need the +Perception, as there are only a few critters that actually apply -Perception or have Stealth buffs, it was just an idle thought. I haven't decided what to do with the freespec yet. Whatever I end up doing with the level 35 power selection, it's almost certainly going to be there for no reason other than to mule an IO set.
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anyway, I am having fun playing around with all the "what if" scenarios in Mids. amazing how many different ways you can slot things when you have powers doing so many different things
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That's where half of my current list of played characters come from, random experimentation with Mids' sparking ideas that lead to full-blown builds. Every time new IO sets are added, I go zooming off in half a dozen new directions! Good thing +Jump and +Movement are so easily obtainable, so I can keep up with myself. >.> -
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If nothing can hit you, do you need everything Held?
If you can Stun everything, do you need to Hold them too?
That's why I skipped EMP on my TA/Dark.
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When I was leveling up, I used EMP almost every time it was available from 32 to 50.
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When you were leveling up your TA/A? -
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Ponies? Doom with hooves.
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Yay! -
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When the team leader chooses what he is going to allow and not allow
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The game becomes a dictatorship, run by a child.
In this game, the only things a team leader has the responsibility or authority to decide is who to invite and which mission the team is doing, and if there is a problem, that problem is discussion amongst the players as adults, not by some rampaging jackass forcing the entire team to conform to his egotistical and unilateral decisions.
No. -
[quotethough one other difference I see between having high range defense, like a SR scrapper, and getting it via THDB like here is the initial strike. you start at 17, add in 9 for flash but when the first damaging attack hits, you're defending at 26 or maybe 35 if you get credit for the debuff before they return fire.
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The debuff from the first attack is applied either when the ToHit check succeeds or when the damage is applied (or the first tick of damage, if it's a DoT), so either way, 35.265%. And if there's any hesitation on the part of the AI, you can usually get the second attack on them before the critters start making hit rolls, because the /Dark attacks have relatively quick animations.
Even if you don't land the second attack before the critters check hit rolls, you're still doing better than the average /SR scrapper at that point, and you've got multiple other methods of reducing or removing incoming damage.
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but on the other hand, like you mentioned, you can stack attacks faster than some of the previous debuffs would wear off. so could actually reach higher levels of protection, especially on anything that's around long enough to get hit more than 2 or 3 times
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Indeed. Most of the /Dark debuffs last 10s, and you can easily stack up 5-8 of them in that period of time. Even after the purple patch adjustments, you can be soft-capped very quickly, especially if you have a bit of "real" Defense to back it up.
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but based on this analysis, would you recommend a bit higher than normal accuracy in these attacks, whether through actual enhancements in the powers or set or global IO bonuses? as your debuff is tied to hitting, it makes hitting twice as important - need it for both the damage to land and your debuff.
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My personal rule is to try to be slotted or buffed well enough to hit +3s reliably (90% or better). That's for all of my characters, not just my TA/Dark. I don't actually go out hunting +3s, or have my difficulty set high enough to need that much Acc/ToHit, but I find it handy for teaming, exemplaring and "emergency situations", like when I run into a critter with its own ToHit debuffs, or do something dumb like stumble into a Malta spawn.
For my TA/Dark, I specifically aimed to have enough global +Acc/ToHit to allow me to reliably hit +3s with powers that weren't slotted for Accuracy, which in turn gave me the option to slot TT the way that I did. Those three damage procs and two Range enhancements in TT are critical to my play style, so ensuring that TT wouldn't miss was vital. At the same time, I also wanted to match the recharge time on TT to NF as well as possible, and cut the endurance cost a little, so I could spam those two cones (i'm a damage proc junkie). The more often I use TT and NF, the more chances those damage procs have to trigger, and the higher my total damage output overall. Every one of those damage procs deals as much damage as an average, fully slotted defender tier 1 attack, so it's well worth having a lot of them and giving them a lot of opportunities to do their special thing.
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but now I need to think of a good name for a new TA/Dark defender, darn you
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I tend to dig into mythology and history to come up with names. My TA/Dark is Parthenia, which means "maiden" in ancient Greek. My Necro/TA is Acheronsia, "from the river Acheron". My Bots/TA, Oxybeles, is named for the very first siege weapon, a ballista created by (surprise) the Greeks. Djeseritra, my Fire/TA, means "holy woman of Ra" in ancient Egyptian. I've got a side project that never matured, a Dark/Rad corruptor named The Swan Device, which was one of first prototype portable nuclear weapons.
But I also have some more "conventional" hero names, like my Archery/Energy blaster, Sand Wasp, or my Dark/Traps corruptor, Infinity Effect.
The best names always seem to come from the things that fascinate us individually. I don't expect anyone to be blown away by my character names, but every time I look at them, I get a little thrill because they mean something to me. -
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Would 50.2 mph running speed be reasonable for traveling?
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Yes.
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Has anyone done this?
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I haven't made a runner (yet), but I've got numerous jumpers. With Hurdle, CJ and set bonuses, I can move at 52-55 mph easily. One build I've put together in Mids' would top out at 59 mph Jump Speed. -
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Hello...so just a quick question to throw out to anyone that can answer the call...
My main badger (EI) needs the MoSTF badge (should have had it but...that's another story) and hasn't had any luck in getting it (even with a semi-stacked team).
So would anyone be willing to help me get it?
Usually the best nights/days for me are as follows: Monday nights, Thursday and Friday nights and pretty much any time on Saturday.
This coming up week might not be the best (family coming into town) but maybe next week?
Oh and I'm on the east coast if that matters
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I've never done a master run... and I don't play at the times you're listing, but if you happen to be making an attempt after 2 a.m. Eastern, any night, I'm usually around. -
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I don't know myself what the current redraw status is for AR and Archery. To tell the truth, when I wrote it I was thinking more of the annoyance factor than about any penalty. It'd be great to have a definitive answer. I'll poke around a bit in the forums and the wiki and see if I can find one. It would be a good thing to mention, one way or the other.
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The only developer statement on redraw came from BAB, and that was when he said redraw can add up to 0.67s to cast time. It was in an Archery thread, but he didn't specify whether that was only for Archery, or across all weapon sets, or whether it was a specific power or powers, just that redraw "can add up to 0.67s to the cast time".
That is currently the only information on whatever "redraw penalty" may exist.
It is noteworthy, however, that even if this 0.67s were applied to all powers in all weapon sets, the average cast time should still be faster relative to when many (most?) weapon attacks had additional redraw time "baked in".
My take on it, as a player who spends the majority of time playing a weapon set paired with a weaponless set: it's not even noticeable unless you're using two weapon sets (like Bots/TA with personal attacks) or constantly switching back and forth between weapon and weaponless powers. In either case, the player is more likely to be inconvenienced and irritated by the rather craptastic results of playing badly than by redraw. -
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Thoughts?
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Won't fix anything. As long as KB is available, there will be people (including myself) who take and use KB powers, and there will be people who complain about people who take and use KB powers.
Making optional KD powers won't change that. It's not the powers that KB haters object to, it's the (poor) use of those powers by other players. -
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What beverage can most often be found on your desk when playing?
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I have a coffee maker in my bedroom.
I keep a thermal bottle on my desk so the coffee doesn't sit in the coffee pot and go sour.
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At any rate, my secondary question is, what flavor does CHV inspire?
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Black.
But I drink it black anyway, what I'm doing or where I am isn't relevant. -
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Luminara
I have a level 31 TA/Dark that I'm loving, but I have some questions.
No EMP arrow? I thought this was one of the best holds in the game.
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If nothing can hit you, do you need everything Held?
If you can Stun everything, do you need to Hold them too?
That's why I skipped EMP on my TA/Dark.
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I believe its the only source of - regen for TA?
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It's also pointless and, in all practical ways, useless. It lasts for 15 seconds, so even if you somehow cap recharge for the power, it'll never have more than 1/4th up time (15 out of 60s). And if you are facing anything which you feel "needs" -Regen, you're just as well served by stacking 2 Disruptions, 1 Acid, 1 Achilles' Heel and 1 Warburg Chem Nuke. Ridiculous amounts of -Res will go a longer way toward getting that defeat than a 15s -Regen once every one to five minutes.
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Poison Arrow, am I missing something? I never slotted it, but I never felt like it did much. I had more/better mitigation than I knew what to do with. Solo, I didn't need it. In teams, I didn't really ever feel like the needed the mitigation either.
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Set bonuses and AV/GM combat.
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Moonbeam? Are you still using this for cool IO sets? What set is that cool to waste a power?
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Sting of the Manticore. Ranged Defense and 7.5% +Recharge.
Could also be an excellent place to slot the purple Ranged Damage set, if, say, one had a couple hundred million disposable influence and didn't want to give up the bonuses from the Thunderstrike sets in the other two single-target blasts.
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Blackstar? I've never been a huge fan of the endurance crash. Yes, we can get it back with Dark Consumption and a blue, but that takes a lot of work to recover from it. Also you aren't running hasten.
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This isn't my build. This is the OP's build, modified for what I felt could be improvements but without discarding the powers that I suspect the OP wanted.
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Your aren't running hasten? Isn't Hasten nice with TA's weird recharge times? I see from the guide you don't think its really necessary since you have to get used to two sets of timing one with hasten up and one without.
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Hasten can be useful for many builds, but it's not required for any build, not even TAs. I have TAs of all kinds. Some use Hasten, many don't, it just depends on the focus of the build. Sometimes you just don't need Hasten, and that's just as true for TA as it is for every other powerset. Sometimes you can achieve your goals without Hasten, sometimes you don't have room for it, sometimes you just don't feel like it's adding anything crucial (or as crucial as another power).
I do have Hasten on my TA/Dark. It's ~2 seconds away from perma, in fact. But I built that character to get Hasten as close to perma as possible, specifically for the purpose of spamming TT and NF to experiment with damage procs.
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Why did you go from Combat Jumping to Hover? I'm guessing its because Hover can for sure keep things at a distance for your ranged defense to matter?
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Again, not my TA/Dark. Mine still has, and will always have, CJ. The OP had Hover in his build, so that's what was in the build I posted for him to consider. -
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Thanks Lumi, ATM I have 4 full T-strike sets so I guess I finally have someone to use em!
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Those builds are very, very basic, using cheap and easily acquired sets. You'll have room to grow if you decide to pursue more expensive sets or IOs, or even purples. I've got a similarly "ubercheap" build with sets coming together for my Fire/TA. I've been very pleased with the results so far, and I also like knowing that I can improve it further if I find myself playing it frequently enough to afford a purple set or three.
At the very least, if you do intend to keep playing the character after reaching 50, I strongly recommend picking up the purple Sleep set (Fortunata Hypnosis, get 5/6, everything but the Sleep recipe) and replacing Call of the Sandman. You can get the entire set for less than 4 million inf, the set bonuses are very nice and that Placate proc is... you have to use it to understand just how useful and worthwhile it can be. Placate is a debuff, and the only things I've found with Placate resistance are those running the critter Leadership power, so it's effective against nearly everything you'll encounter. -
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according to the numbers in Mid's, for your build as shown before swapping in Blessing, range defense is only 17%. that's a long ways from the soft cap of 45%. are you factoring in some of the to hit debuffs from various powers? or am I missing some other major piece here?
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ToHit debuffs are almost functionally identical to Defense buffs. The only difference, in regard to the equation used to determine final hit chance, is that ToHit debuffs are subject to the purple patch, meaning they're less effective against higher tier and higher level critters.
I have 16.97% total Ranged Defense. Flash Arrow is slotted up to 8.92% -ToHit. Tenebrous Tentacles and Night Fall both apply 9.375% -ToHit. This means a standard +0 minion has a total hit chance of...
50 - (8.92 + 9.375 + 9.375) - 16.97 = 5.36%, a mere 0.36% away from the soft cap.
Now, when I'm facing lieutenants or bosses, the total hit chance is higher, first because they have accuracy modifiers and second because they resist ToHit debuffs (yes, even Flash Arrow). But that first point is applicable to both Defense buffs and ToHit debuffs, it's not exclusively applied to ToHit debuffs. Even a soft-capped /SR scrapper is going to be hit more frequently by lieutenants and bosses, because of their accuracy modifiers.
And, again, level is also a factor, because all powers are reduced in value by set amounts when used against enemies +1 or greater to the player. So if I were fighting a +2 lieutenant, that lieutenant's final hit chance would be...
1.15 * (1.2 * (50 - {([8.92 * 0.9] * 0.8) + ([9.375 * 0.9] * 0.8) + ([9.375 * 0.9] * 0.8)} - 16.97) = 18.088488%
That's where this build doesn't come quite as close to the soft cap with the strategy outlined (have ~17% Defense, use Flash Arrow, use any two /Dark attacks), but, then, those ToHit debuffs also stack, both with each other and with themselves, so it's still possible to hit or come close to hitting the soft cap, it simply requires you to attack more than twice. And since defeating enemies is sort of required in order to progress, you're probably going to be attacking more than twice anyway.
And that's why I'm considering buffing up my Ranged Defense a bit more, to compensate for that debuff devaluation when facing higher tier/level enemies. To be honest, I don't really need it, I'm just looking for little tweaks I can make which will make me happier with the build. To be completely honest, I'm more tempted to move that spare slot to Sprint so I can mate that +Stealth IO with another piece of the set and get that 4% +Jump... I do love my +Jump/Movement bonuses. Obsessively. Unhealthily. Fanatically. Disturbingly.
>.>
<.<
I even put together a TA/Rad build that hits 59 mph without a travel power. That's over the Fly Speed cap.
>.>
<.<
No, I'm not normal. v.v -
Had to split this up into two posts, the forum was giving me connection reset errors every time I tried to reply in a single post. -_-
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also if anyone could comment on my power selections and if I missed anything important.
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Drop Assault, Tactics and Vengeance.
Pick up Maneuvers, Dark Pit and Oppressive Gloom.
Then do this for your level 50 build (note: no purples, as requested).
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
Level 50 Magic Defender
Primary Power Set: Trick Arrow
Secondary Power Set: Dark Blast
Power Pool: Fitness
Power Pool: Flight
Power Pool: Leadership
Ancillary Pool: Dark Mastery
Hero Profile:
Level 1: Flash Arrow -- DarkWD-ToHitDeb:30(A), DarkWD-ToHitDeb/Rchg:30(3), DarkWD-ToHitdeb/Rchg/EndRdx:30(3), DarkWD-ToHitDeb/EndRdx:30(5)
Level 1: Dark Blast -- Thundr-Acc/Dmg:30(A), Thundr-Dmg/EndRdx:30(5), Thundr-Dmg/Rchg:30(7), Thundr-Acc/Dmg/Rchg:30(7), Thundr-Dmg/EndRdx/Rchg:30(9)
Level 2: Glue Arrow -- RechRdx-I:45(A)
Level 4: Gloom -- Thundr-Acc/Dmg:30(A), Thundr-Dmg/EndRdx:30(9), Thundr-Dmg/Rchg:30(11), Thundr-Acc/Dmg/Rchg:30(11), Thundr-Dmg/EndRdx/Rchg:30(13)
Level 6: Swift -- Run-I:45(A)
Level 8: Poison Gas Arrow -- CSndmn-Acc/Rchg:30(A), CSndmn-EndRdx/Sleep:30(13), CSndmn-Acc/EndRdx:30(15), CSndmn-Acc/Sleep/Rchg:30(15), CSndmn-Heal%:30(17)
Level 10: Hover -- Zephyr-Travel:30(A), Zephyr-Travel/EndRdx:30(17), Ksmt-ToHit+:10(46), Krma-ResKB:10(46)
Level 12: Acid Arrow -- AnWeak-Acc/Rchg/EndRdx:49(A), Achilles-ResDeb%:20(19)
Level 14: Health -- Heal-I:45(A)
Level 16: Tenebrous Tentacles -- DampS-Rchg/EndRdx:49(A), Range-I:50(19), Range-I:50(21), Cloud-%Dam:20(21), TotHntr-Dam%:20(23), Posi-Dam%:20(23)
Level 18: Disruption Arrow -- RechRdx-I:45(A)
Level 20: Stamina -- P'Shift-EndMod:30(A), P'Shift-EndMod/Acc:30(34)
Level 22: Night Fall -- Posi-Acc/Dmg:49(A), Posi-Dmg/EndRdx:49(25), Posi-Dmg/Rchg:49(25), Posi-Acc/Dmg/EndRdx:49(27), Posi-Dam%:20(27), Cloud-%Dam:20(29)
Level 24: Fly -- Zephyr-Travel/EndRdx:30(A), Zephyr-Travel:30(43)
Level 26: Maneuvers -- RedFtn-Def/EndRdx:30(A), RedFtn-EndRdx/Rchg:30(29), RedFtn-Def/EndRdx/Rchg:30(31), RedFtn-Def:30(31), RedFtn-EndRdx:30(31)
Level 28: Oil Slick Arrow -- AirB'st-Dmg/Rchg:49(A), Det'tn-Dmg/Rchg:49(33), Posi-Dmg/Rchg:49(33), TmpRdns-Dmg/Slow:30(33), TmpRdns-EndRdx/Rchg/Slow:30(34)
Level 30: Dark Pit -- Stpfy-Acc/Rchg:33(A), Stpfy-EndRdx/Stun:33(34), Stpfy-Acc/EndRdx:33(36), Stpfy-Stun/Rng:33(36), Stpfy-Acc/Stun/Rchg:33(36), Rope-Acc/Stun/Rchg:49(43)
Level 32: Moonbeam -- Mantic-Acc/Dmg:35(A), Mantic-Dmg/EndRdx:35(37), Mantic-Acc/ActRdx/Rng:35(37), Mantic-Dmg/ActRdx/Rchg:35(37), Mantic-Dmg/EndRdx/Rchg:35(39)
Level 35: Life Drain -- Acc-I:45(A), Dct'dW-Heal/EndRdx:38(39), Dct'dW-Heal/Rchg:38(39), Dct'dW-Heal/EndRdx/Rchg:38(40), Dct'dW-Heal:38(40), Dct'dW-Rchg:38(40)
Level 38: Blackstar -- C'ngBlow-Acc/Dmg:41(A), C'ngBlow-Dmg/EndRdx:41(45), C'ngBlow-Dmg/Rchg:41(45), Erad-Dmg/Rchg:30(46), Erad-Acc/Dmg/Rchg:30(50), Erad-Acc/Rchg:30(50)
Level 41: Oppressive Gloom -- Stpfy-Acc/Rchg:44(A), Stpfy-EndRdx/Stun:44(42), Stpfy-Acc/EndRdx:44(42), Stpfy-Stun/Rng:44(42), Stpfy-Acc/Stun/Rchg:44(43)
Level 44: Dark Consumption -- P'Shift-EndMod/Acc/Rchg:44(A), P'Shift-Acc/Rchg:44(45)
Level 47: Soul Drain -- AdjTgt-ToHit/Rchg:49(A), AdjTgt-ToHit/EndRdx/Rchg:49(48), AdjTgt-EndRdx/Rchg:49(48), AdjTgt-ToHit/EndRdx:49(48), AdjTgt-Rchg:49(50)
Level 49: Dark Embrace -- S'fstPrt-ResDam/Def+:10(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Vigilance
<font class="small">Code:[/color]<hr /><pre>| Copy & Paste this data into Mids' Hero Designer to view the build |
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|MxDz;1397;720;1440;HEX;|
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|-------------------------------------------------------------------|</pre><hr />