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Well to be honest I used both builds while leveling up.
The primary build was for soloing pre-Imps. I had a couple pool attacks and put off the team buff powers until level 28 and 30.
The secondary build was designed to team. I took the team buffs early and the controls were slotted for control. I usually stood right behind the main aggro holder and if we didn't have an aggro holder.... I was the aggro holder.
It's NOT a damage monster like a fire/kin it is instead a very survivable damage platform. Slower soloing than my buffing defenders pre-Imps and surpassing the damage out put of my debuffing defenders post imps. -
If you were 100% on the apathy you wouldn't even be taking the time to talk about it here.....
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Quote:Missed that line in your post. As far as positioning and mob placement on my Fire/Fire goes I use teleport for travel so I "suddenly appear" in the midst of the mobs with hot feet running.Yeah, no one picks a secondary for the higher level powers. I did mention that I took Fire Sword Circle and Consume (that shot was taken @ lvl 25), and will be taking Burn and Hot Feet.
Another thing to think about is sometimes you don't always control where the mobs are placed. If they're grouped in front of you, or you are able to quickly position yourself to make use of a cone to the best of your ability, use Fire Breath. But if the enemies happen to be grouped around you, or it's quicker to drop into the middle of a spawn for whatever reason, use Fire Sword Circle. Or, if you're needing to use consume, use that chance to also fire off Fire Sword Circle and/or Burn. And sometimes it's easier to use Burn instead of running away for some mitigation. -
Quote:Yep, I certainly do. Plays rather like a master mind. Ring of fire and Char do good single target damage. Fire Cages lets me keep containment easily, hot feet melts stuff pretty fast.The problem I see is that the build Milady proposes is at least a billion inf, probably closer to 2 billion. I'd be looking at the better part of a month, even with aggressive marketeering.
I'm hesitant to put that kind of effort into the character just to get her back to 'okay'; it feels like I could make just about any character play okay for that amount of cash.
I might try taking those power selections and reslotting them with things I can attain right now. The LotGs, Numinas, Miracle, and Zephyr are pretty much out of the question. The Basilisk's Gaze are probably going to be a late acquisition since they'll require about a day of work apiece to get.
I guess I'll start by using up my freespec and grinding for some Red Fortune set pieces.
Edit: Wait, wait, wait.. fire cages, ring of fire, hot feet... and that's it? You -stand- things to death? o.O
I char the closest target and tactics +vet attacks, +hot feet +char +ring +Imps kills stuff pretty quickly all while I'm nice and safe in my bubbles.
I bid patiently on my IOs and bought every thing I didn't get as drops for around 270 million. -
Quote:There's 2 uses for it. The best use it as a set mule for the Purple Confusion set.What does it take to make World of Confusion worthwhile? Can it be done with SOs? Basic IOs? I am going to take it. I'd take it even if it was garbage with slots, simply because it lends an an aura for me. Yes I know, taking a power for it's looks only...silly maybe...but that's me. Soooooo, since I'm taking it anyway, how can I make it useful and worthwhile?
NOTE: I'm not looking to invest much money into this. I mean, MAYBE basic IOs, but preferably just SOs. Thanks.
The other use is as a damage aura by slotting it with lots of procs.
Neither option is SO or Gen IO cheap -
Try this. It picks up that extremely important single target attack that you dropped, Ranged defense is at 34.8 so a small purple insp will soft cap you to ranged and it has better numbers vs AoE, recovery is better and end use is low.
Range on Fistfull is greatly increased making it useful with an extreme range strategy.
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Technology Blaster
Primary Power Set: Archery
Secondary Power Set: Energy Manipulation
Power Pool: Flight
Power Pool: Fitness
Power Pool: Speed
Power Pool: Medicine
Ancillary Pool: Munitions Mastery
Hero Profile:
Level 1: Snap Shot -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(3), Thundr-Acc/Dmg/Rchg(5), Thundr-Acc/Dmg/EndRdx(5), Thundr-Dmg/EndRdx/Rchg(7)
Level 1: Power Thrust -- ExStrk-Dmg/KB(A), ExStrk-Acc/KB(7), ExStrk-Dam%(9)
Level 2: Aimed Shot -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(9), Thundr-Dmg/Rchg(11), Thundr-Acc/Dmg/Rchg(11), Thundr-Acc/Dmg/EndRdx(13), Thundr-Dmg/EndRdx/Rchg(13)
Level 4: Build Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg(15), GSFC-ToHit/Rchg/EndRdx(15), GSFC-Rchg/EndRdx(17), GSFC-ToHit/EndRdx(17), GSFC-Build%(19)
Level 6: Fistful of Arrows -- Det'tn-Acc/Dmg(A), Det'tn-Dmg/Rchg(23), Det'tn-Dmg/Rng(23), Det'tn-Acc/Dmg/EndRdx(25), Det'tn-Dmg/EndRdx/Rng(25), HO:Centri(27)
Level 8: Blazing Arrow -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(27), Thundr-Dmg/Rchg(29), Thundr-Acc/Dmg/Rchg(29), Thundr-Acc/Dmg/EndRdx(31), Thundr-Dmg/EndRdx/Rchg(31)
Level 10: Aim -- AdjTgt-ToHit/Rchg(A), AdjTgt-ToHit/EndRdx/Rchg(31), AdjTgt-Rchg(33)
Level 12: Hover -- LkGmblr-Rchg+(A), LkGmblr-Def(33), Zephyr-Travel(33), Zephyr-Travel/EndRdx(34)
Level 14: Fly -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(34), Zephyr-ResKB(34)
Level 16: Swift -- Flight-I(A)
Level 18: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(19)
Level 20: Stamina -- EndMod-I(A), P'Shift-EndMod(21), P'Shift-End%(21)
Level 22: Explosive Arrow -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(36), Posi-Dmg/Rchg(36), Posi-Dmg/Rng(36), Posi-Acc/Dmg/EndRdx(37)
Level 24: Hasten -- RechRdx-I(A), RechRdx-I(37), RechRdx-I(37)
Level 26: Stunning Shot -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(39), Stpfy-Acc/EndRdx(39), Stpfy-Stun/Rng(39), Stpfy-Acc/Stun/Rchg(40), Stpfy-KB%(40)
Level 28: Stimulant -- EndRdx-I(A)
Level 30: Aid Self -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(40), Dct'dW-Heal/Rchg(42), Dct'dW-Heal/EndRdx/Rchg(42), Dct'dW-Heal(42)
Level 32: Rain of Arrows -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(43), Posi-Dmg/Rchg(43), Posi-Dmg/Rng(43), Posi-Acc/Dmg/EndRdx(45)
Level 35: Boost Range -- RechRdx-I(A), RechRdx-I(45)
Level 38: Super Speed -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(45)
Level 41: Body Armor -- S'fstPrt-ResDam/Def+(A)
Level 44: Cryo Freeze Ray -- BasGaze-Acc/EndRdx/Rchg/Hold(A), BasGaze-EndRdx/Rchg/Hold(46), BasGaze-Acc/Hold(46), BasGaze-Acc/Rchg(46)
Level 47: LRM Rocket -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Dmg/Rng(48), Posi-Acc/Dmg/EndRdx(50)
Level 49: Surveillance -- AnWeak-Acc/Rchg(A), Achilles-DefDeb/Rchg(50), Achilles-ResDeb%(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- ULeap-Stlth(A)
Level 2: Rest -- Empty(A)
Level 1: Defiance
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Set Bonus Totals:- 7.5% DamageBuff(Smashing)
- 7.5% DamageBuff(Lethal)
- 7.5% DamageBuff(Fire)
- 7.5% DamageBuff(Cold)
- 7.5% DamageBuff(Energy)
- 7.5% DamageBuff(Negative)
- 7.5% DamageBuff(Toxic)
- 7.5% DamageBuff(Psionic)
- 4.25% Defense(Smashing)
- 4.25% Defense(Lethal)
- 6.75% Defense(Fire)
- 6.75% Defense(Cold)
- 25.2% Defense(Energy)
- 25.2% Defense(Negative)
- 3% Defense(Psionic)
- 5.5% Defense(Melee)
- 32.4% Defense(Ranged)
- 10.5% Defense(AoE)
- 3% Enhancement(Stun)
- 48% Enhancement(Accuracy)
- 4% Enhancement(Heal)
- 45% Enhancement(RechargeTime)
- 22% FlySpeed
- 45.2 HP (3.75%) HitPoints
- 22% JumpHeight
- 22% JumpSpeed
- Knockback (Mag -4)
- Knockup (Mag -4)
- MezResist(Sleep) 1.65%
- MezResist(Terrorized) 2.2%
- 20.5% (0.34 End/sec) Recovery
- 10% (0.5 HP/sec) Regeneration
- 5.99% Resistance(Fire)
- 5.99% Resistance(Cold)
- 3.14% Resistance(Energy)
- 1.26% Resistance(Negative)
- 22% RunSpeed
- 1% XPDebtProtection
| Copy & Paste this data into Mids' Hero Designer to view the build |
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Rain of Fire doesn't accept slow sets or enhancements.
I know that you tend to avoid set IOs but if you use HamiOs 3 Nucleolus and 3 Microfilaments work very well in Hot Feet.
Also in the same vein as StratoNexus' post you can frankenslot the slow sets for cheap heightened performance.
Level 38: Hot Feet -- P'ngTtl-Acc/EndRdx:50(A), P'ngTtl-Dmg/Slow:50(39), TmpRdns-Acc/EndRdx:50(39), TmpRdns-Dmg/Slow:50(39), CtlSpd-Acc/EndRdx:30(40), CtlSpd-Dmg/Slow:30(40)
The above slotting takes you right up to the point where ED just begins to touch the values of all the things that are important to have enhanced in Hot Feet.
74.27% on Acc, Dam, Slow, and End. -
I have to say Bubba that it makes little sense to me to have done that with your Fire/Fire. You could have paired it with ANY secondary other than Devices and done the same thing.
Well ok Energy too since there's no immob in it. But with your power selections you would have been much better off going /energy to pair with Fire/ just for boost range.
Or if the top tier powers for mitigation are what you wanted you could have gone /Ice and got quite a bit more mitigation quite a bit earlier.
So I have to say ??????? -
This is the build that I use on mine.
The toggles cost 1.51 end/sec and recovery is 3.12 end/sec so I don't attack as fast as my recharge allows. Hasten is primarily for bringing Flashfires and Cinders back faster.
Smashing/Lethal defense is soft capped with out Smoke.
Melee defense is 30.9% without Smoke.
Ranged defense is 42.8% with out Smoke and soft capped with Smoke even against +4s
AoE defense is 37.5%. With smoke AoE is soft capped against even con minions and in the low 40s against +4s.
My monkeys (and teammates) have defense values of 33.03 to all positions, without Smoke, if they stay inside Dispersion Bubble.
If I take too much damage (a rare occurence) I can pop PFF and let the bubbled monkeys finish the fight. If I need to heal fast or need a quick end refill, I hibernate while the monkeys fight.
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
Click this DataLink to open the build!
Fryer Fly: Level 50 Natural Controller
Primary Power Set: Fire Control
Secondary Power Set: Force Field
Power Pool: Speed
Power Pool: Fitness
Power Pool: Leadership
Power Pool: Leaping
Ancillary Pool: Ice Mastery
Hero Profile:
Level 1: Char -- Thundr-Dmg/EndRdx/Rchg(A), Thundr-Acc/Dmg/EndRdx(3), Thundr-Acc/Dmg/Rchg(3), Thundr-Dmg/EndRdx(5), HO:Perox(48)
Level 1: Personal Force Field -- LkGmblr-Rchg+(A)
Level 2: Fire Cages -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(5), Enf'dOp-Acc/EndRdx(7), Enf'dOp-Immob/Rng(7), Enf'dOp-Acc/Immob/Rchg(9), Enf'dOp-Acc/Immob(9)
Level 4: Ring of Fire -- Thundr-Dmg/EndRdx/Rchg(A), Thundr-Acc/Dmg/EndRdx(46), Thundr-Acc/Dmg/Rchg(48), Thundr-Dmg/EndRdx(48), HO:Perox(50)
Level 6: Hasten -- RechRdx-I(A), RechRdx-I(11), RechRdx-I(11)
Level 8: Hot Feet -- P'ngTtl-Acc/EndRdx(A), P'ngTtl-Dmg/Slow(13), TmpRdns-Acc/EndRdx(13), TmpRdns-Dmg/Slow(15), CtlSpd-Acc/EndRdx(15), CtlSpd-Dmg/Slow(17)
Level 10: Hurdle -- Jump-I(A)
Level 12: Flashfire -- RzDz-Acc/Rchg(A), RzDz-EndRdx/Stun(17), RzDz-Acc/EndRdx(19), RzDz-Stun/Rng(19), RzDz-Acc/Stun/Rchg(21), RzDz-Immob%(21)
Level 14: Super Speed -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(23), Zephyr-ResKB(23)
Level 16: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(25)
Level 18: Cinders -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(25), BasGaze-Rchg/Hold(27), BasGaze-EndRdx/Rchg/Hold(27), Lock-Acc/EndRdx/Rchg/Hold(29), Lock-%Hold(29)
Level 20: Stamina -- EndMod-I(A), P'Shift-EndMod(31), P'Shift-End%(31)
Level 22: Dispersion Bubble -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(31), RedFtn-EndRdx/Rchg(33), RedFtn-Def/EndRdx/Rchg(33), RedFtn-Def(33), RedFtn-EndRdx(34)
Level 24: Smoke -- DarkWD-ToHitDeb/EndRdx(A), DarkWD-ToHitDeb/Rchg(34), DarkWD-ToHitdeb/Rchg/EndRdx(34), DarkWD-ToHitDeb(36)
Level 26: Maneuvers -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(36), RedFtn-EndRdx/Rchg(36), RedFtn-Def/EndRdx/Rchg(37), RedFtn-Def(37), RedFtn-EndRdx(37)
Level 28: Assault -- EndRdx-I(A), EndRdx-I(39)
Level 30: Tactics -- GSFC-ToHit(A), GSFC-ToHit/Rchg(39), GSFC-ToHit/Rchg/EndRdx(39), GSFC-Rchg/EndRdx(40), GSFC-ToHit/EndRdx(40), GSFC-Build%(40)
Level 32: Fire Imps -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg/EndRdx(42), BldM'dt-Acc/EndRdx(42), BldM'dt-Acc/Dmg/EndRdx(42), BldM'dt-Acc(43), BldM'dt-Dmg(43)
Level 35: Deflection Shield -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx/Rchg(43), LkGmblr-Def(45)
Level 38: Insulation Shield -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx/Rchg(45), LkGmblr-Def(46)
Level 41: Hibernate -- RechRdx-I(A)
Level 44: Frozen Armor -- S'fstPrt-ResDam/Def+(A), LkGmblr-Rchg+(45), LkGmblr-Def/EndRdx(46)
Level 47: Combat Jumping -- LkGmblr-Rchg+(A)
Level 49: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(50), Zephyr-ResKB(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- ULeap-Stlth(A)
Level 2: Rest -- Empty(A)
Level 1: Containment
------------
Set Bonus Totals:- 9.5% DamageBuff(Smashing)
- 9.5% DamageBuff(Lethal)
- 9.5% DamageBuff(Fire)
- 9.5% DamageBuff(Cold)
- 9.5% DamageBuff(Energy)
- 9.5% DamageBuff(Negative)
- 9.5% DamageBuff(Toxic)
- 9.5% DamageBuff(Psionic)
- 9.56% Defense(Smashing)
- 9.56% Defense(Lethal)
- 12.4% Defense(Fire)
- 12.4% Defense(Cold)
- 19.3% Defense(Energy)
- 19.3% Defense(Negative)
- 3% Defense(Psionic)
- 12.4% Defense(Melee)
- 24.3% Defense(Ranged)
- 18.9% Defense(AoE)
- 14% Enhancement(Accuracy)
- 63.8% Enhancement(RechargeTime)
- 2% Enhancement(Stun)
- 3% Enhancement(Immobilize)
- 10% FlySpeed
- 72.5 HP (7.13%) HitPoints
- 10% JumpHeight
- 10% JumpSpeed
- Knockback (Mag -8)
- Knockup (Mag -8)
- MezResist(Immobilize) 5.5%
- MezResist(Sleep) 2.75%
- MezResist(Stun) 1.65%
- 16% (0.27 End/sec) Recovery
- 30% (1.27 HP/sec) Regeneration
- 2.52% Resistance(Fire)
- 2.52% Resistance(Cold)
- 1.88% Resistance(Negative)
- 10% RunSpeed
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Quote:You can currently tell your own story and I have. The problem is that most of what is posted in the AE is either garbage or farms and once you've told your story the only way to get more story slots is to buy them (which I'm not interested in doing) or have your story get Dev Choiced or Hall of Famed.Correct me if I'm wrong but, can't you currently still tell your own story? AE's main and original intentions included an alternative way to level 1 to 50. Some just found a loophole to do it faster and people such as yourself [assumption] and devs did not care for that.
My stories were published in the first week of live AE and are at 11 plays and 14 plays and both are at 5 stars and I know them to be good from the comments that I have gotten but since there is so much garbage out there the chances of a random player finding them are all most non-existant. That means that I won't be crafting any more stories even though I may have more ideas for some.
Even with the new tags it's still hard to find stories and harder still to find good ones.
I have no problem with farming in and of itself and there are times that I feel like rounding up large swarms of stuff and obliterating it but not to the exclusion of every thing else.
Even once this is done I won't be able to find decent stories unless the devs purge every thing and make folks repost their stories again which won't happen since folks have purchased story slots.
My opinion is, and the proof is in the execution of AE, that the AE was released prematurely, warnings from beta testers weren't heeded, the publishing black out from their marketing department, and all the unwarranted bans that took place after have all combined to make AE something it wasn't supposed to be and there's going to be far too much work required to fix it/return it to it's intended purpose.
So will I still be using it? I'm done telling my stories, I can't find good ones written by others because of all the chaff that's there, that chaff probably won't be getting purged.
With all those things to consider the answer is no, I won't be. I can go grab a story that I know I like and be half way done with it by the time I find one even half way worth running in the AE.
I'll be spending my time playing content that I know I'll enjoy rather than wasting time looking for content I "might" enjoy. -
Before I have enough power slots to soft cap my builds, I rely on it heavily.
After softcapping I'm indifferent. At that point I start combining insps into oranges instead of purples. I'll keep one purple to halt a defense cascade but the rest go orange since oranges have no end depletion when they expire and I usually have enough stuff dead that 60 seconds from insps instead of 120 seconds from OWtS is enough time.
One of my soft capped builds skipped OWtS entirely.
The problem for me with shields is the number of power picks available. There just aren't enough to get everything that you want from primary/secondary and every thing you need from pools.
Most of my builds come down to skipping either Grant Cover or skipping OWtS. I haven't been able to make a soft capped build that I like with both. -
Without Fitness no. You need it and Miracle + and Numina +/+ to fuel the damage auras and the increased end burn from hasten.
Without Fighting pool, yeah easily. It just takes a bit more practice and you'll rely a bit more on PFF. -
That's true Sam. Which means you'll want to set your missions for -1s, 5 man team, with bosses reduced to lieutenants.
It should be doable too since you are more than doubling the rate that inspirations are dropping and your second AoE in each spawn should be dropping the minions.
You can copy your character over to the Test server right now and experiment with it before it goes live to see if it will work for you or not. -
Well here's the deal from my perspective.
Merit rewards for story arcs are going up. IIRC correctly from their current 40% rate to a 60% rate.
Merits can also be used to specify a level range on a random roll but can also be used to specify an exact level on recipes which you can't do with tickets.
Oroing on level 50 story arcs set to -1 level, spawns set for 6-8 players, and no bosses will be exactly what you want to farm. You'll get salvage drops (uncommons will be plentiful and the prices on those will tank especially in the tier 3 range), chances for purples, and merits at the end to buy/roll pool Cs, plus mission complete bonuses and chances at Pool B recipes that can be greatly increased by day jobs. The Oro arcs you want to farm will now be the ones that are multiple defeat alls, and the merits awarded at the end are just a bonus paid to you for farming that Oro arc. Not only that but there's no DR on Oro merits for repeating Oros and you can hold lots more random rolls worth of merits than you can random rolls worth of tickets.
That makes Oro the perfect farming grounds in I16.
AE and tickets will only be useful for rolling lots of Bronzes or to buy the exact piece of rare salvage that you can't get to drop for you randomly. The 1500 ticket cap is what will move farming out of the AE.
The favored city farm map will have to be set up with bosses, lieuts, and minions for normal rewards and custom mobs will be more difficult than dev content for the same rewards. If you want to farm it and finish it you'll only be able to set it for 4 players or you'll risk exceeding the ticket cap.
Most people will realize early on in I16 Live that AE is pretty much dead for farming and will now only really be useful for the originally intended purpose, letting the players tell their own stories. That means that the AE buildings will be pretty much ghost towns frequented by only those who were all ready only using it for its intended purpose, which according to my empirical data is about 1% of the game's population. -
Well before I can critique/assist I need to get an idea of what your intentions for the build are.
You've skipped 2 of your AoEs that do knock back does that mean you plan to team with melee players alot? If so then I question some of your secondary power set selections.
Do you want to be a stealthy trapper?
Why take Trip Mine at all if you are only going to one slot it for damage? Ignoring accuracy in that power means that you are going to be popping lots of duds. You'd be better off taking a power that works well with a single slot such as Combat Jumping or Super Speed for stacking stealth. -
I'm partial to this one. Though my personal build lacks the fighting pool and has Hasten, Fire Blast, and Combustion instead.
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Mutation Blaster
Primary Power Set: Fire Blast
Secondary Power Set: Fire Manipulation
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Medicine
Power Pool: Fighting
Ancillary Pool: Force Mastery
Hero Profile:
Level 1: Flares -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(43), Thundr-Dmg/Rchg(43), Thundr-Acc/Dmg/Rchg(45), Thundr-Acc/Dmg/EndRdx(46), Thundr-Dmg/EndRdx/Rchg(46)
Level 1: Ring of Fire -- Enf'dOp-Acc/Immob/Rchg(A), Enf'dOp-Acc/Immob(9), Enf'dOp-EndRdx/Immob(46), Enf'dOp-Acc/Rchg(50)
Level 2: Fire Sword -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(3), T'Death-Dmg/Rchg(3), T'Death-Acc/Dmg/EndRdx(42), T'Death-Dmg/EndRdx/Rchg(42), T'Death-Dam%(43)
Level 4: Fire Ball -- Det'tn-Acc/Dmg(A), Det'tn-Dmg/EndRdx(5), Det'tn-Dmg/Rchg(5), Det'tn-Acc/Dmg/EndRdx(40), Det'tn-Dmg/EndRdx/Rng(42)
Level 6: Rain of Fire -- Det'tn-Acc/Dmg(A), Det'tn-Dmg/EndRdx(7), Det'tn-Dmg/Rchg(7), Det'tn-Acc/Dmg/EndRdx(37), Det'tn-Dmg/EndRdx/Rng(37)
Level 8: Combat Jumping -- LkGmblr-Rchg+(A), Zephyr-Travel(9), Zephyr-Travel/EndRdx(37)
Level 10: Fire Sword Circle -- Oblit-Dmg(A), Oblit-Acc/Rchg(11), Oblit-Dmg/Rchg(11), Oblit-Acc/Dmg/Rchg(13), Oblit-Acc/Dmg/EndRdx/Rchg(13), Oblit-%Dam(17)
Level 12: Swift -- Run-I(A)
Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(15), Zephyr-ResKB(15)
Level 16: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(17)
Level 18: Blaze -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(19), Thundr-Dmg/Rchg(19), Thundr-Acc/Dmg/Rchg(23), Thundr-Acc/Dmg/EndRdx(23), Thundr-Dmg/EndRdx/Rchg(34)
Level 20: Stamina -- EndMod-I(A), P'Shift-EndMod(21), P'Shift-End%(21)
Level 22: Stimulant -- EndRdx-I(A)
Level 24: Aid Self -- Dct'dW-Heal/EndRdx/Rchg(A), Mrcl-Heal/EndRdx/Rchg(25), Numna-Heal/EndRdx/Rchg(25)
Level 26: Build Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg(27), GSFC-ToHit/Rchg/EndRdx(27), GSFC-Rchg/EndRdx(33), GSFC-ToHit/EndRdx(34), GSFC-Build%(34)
Level 28: Aim -- AdjTgt-ToHit/Rchg(A), AdjTgt-ToHit/EndRdx/Rchg(29), AdjTgt-Rchg(29)
Level 30: Consume -- Oblit-Dmg(A), Oblit-Acc/Rchg(31), Oblit-Dmg/Rchg(31), Oblit-Acc/Dmg/Rchg(31), Oblit-Acc/Dmg/EndRdx/Rchg(33), Oblit-%Dam(33)
Level 32: Boxing -- HO:Nucle(A)
Level 35: Tough -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam/EndRdx/Rchg(36), ImpArm-ResDam(36), ImpArm-EndRdx/Rchg(36)
Level 38: Hot Feet -- P'ngTtl-Acc/EndRdx(A), P'ngTtl-Dmg/Slow(39), TmpRdns-Acc/EndRdx(39), TmpRdns-Dmg/Slow(39), CtlSpd-Acc/EndRdx(40), CtlSpd-Dmg/Slow(40)
Level 41: Personal Force Field -- LkGmblr-Rchg+(A)
Level 44: Temp Invulnerability -- S'fstPrt-ResDam/Def+(A), ImpArm-ResDam/EndRdx(45), ImpArm-ResDam/EndRdx/Rchg(45)
Level 47: Force of Nature -- Aegis-ResDam/Rchg(A), TtmC'tng-ResDam/Rchg(48), ImpArm-ResDam/Rchg(48), ImpArm-ResDam/EndRdx/Rchg(48)
Level 49: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(50), LkGmblr-Def/EndRdx/Rchg(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Defiance
------------
Set Bonus Totals:- 13% DamageBuff(Smashing)
- 13% DamageBuff(Lethal)
- 13% DamageBuff(Fire)
- 13% DamageBuff(Cold)
- 13% DamageBuff(Energy)
- 13% DamageBuff(Negative)
- 13% DamageBuff(Toxic)
- 13% DamageBuff(Psionic)
- 12.4% Defense(Smashing)
- 12.4% Defense(Lethal)
- 7.69% Defense(Fire)
- 7.69% Defense(Cold)
- 14.9% Defense(Energy)
- 14.9% Defense(Negative)
- 4.88% Defense(Psionic)
- 18% Defense(Melee)
- 19.3% Defense(Ranged)
- 12.4% Defense(AoE)
- 2.25% Max End
- 32% Enhancement(Accuracy)
- 3% Enhancement(Immobilize)
- 32.5% Enhancement(RechargeTime)
- 18% FlySpeed
- 54.2 HP (4.5%) HitPoints
- 18% JumpHeight
- 18% JumpSpeed
- Knockback (Mag -4)
- Knockup (Mag -4)
- MezResist(Held) 2.75%
- MezResist(Immobilize) 3.85%
- MezResist(Sleep) 6.05%
- MezResist(Stun) 4.4%
- 15.5% (0.26 End/sec) Recovery
- 10% (0.5 HP/sec) Regeneration
- 5.01% Resistance(Energy)
- 3.14% Resistance(Negative)
- 18% RunSpeed
- 2% XPDebtProtection
| Copy & Paste this data into Mids' Hero Designer to view the build |
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Eh, I almost forgot to tell you Sam. When you solo on Fire/Fire you are going to get alot of inspirations. Eat them. Eat them and love them.
Since you are solo all the insps that drop are going to you. I can easily eat 6-8 a spawn and have them all back again (sometimes more) before they've worn off. That's how fast fire/fire destroys stuff.
Teamed you don't get as many but teamed you should have the support of teammates and not need to use as many.
The long animating powers are fine for me. While combustion is going off I'm combining insps.
FSC at 2.67 seconds gives me time to combine insps too.
If insps truly were candy my fire/fire blaster would have a huge dental bill. -
Quote:I'm actually thinking the same thing. I get all shivery just thinking about having Achilles Heel procs in the primary....../Fire is, IMO, the red-headed step child of blaster secondaries. It has a few nice things it can do, but the other powers don't synergize well, and unless you have a control-heavy primary, it's really hard to play effectively.
I'm crazy enough to think about pairing it with rad blast when I16 launches. -
Well it's not everyone's cup of tea Sam but you can crank out some serious hurt in not so much time fairly easily with the right approach.
This works really well for me but I use IO sets and honestly you can get away with some really cheap ones to do it.
Hot Feet slotted with 3 Acc/Ends and Dam/Slows from 3 different slow sets gives you:
Acc - 130.7%
End costs - .6 per second
-run - 122%
Damage - 24.2 per tick
Dam per End vs a single target - 20.167
That's good all the way up to +2 mobs
Fireball as a comparison
6 slotted with Posi blast does 16.63 damage per endurance and that's if the proc activates. Plus fireball does nothing for your mitigation and has 5' less radius.
(SO slotting for fireball 1 acc/3 dam/1 end/1 rech gives 13.48 damage per endurance)
(SO slotting for Hot Feet 1 acc/2 dam/2 end/1 slow gives 18.71 damage per endurance and will keep even con minions all most at the -run speed cap.)
It takes a different play style to play it.
Here's an example of the way I use mine. (I'll give a running total of AoE damage delivered using SOs only)
I run PFF from Force Mastery with Hot Feet and Blazing Aura running. I jump into the middle of the mob, get their attention and splash the alpha.
While the Alpha is splashing I'm popping Aim and Build Up. I drop PFF and cast Rain of Fire where I'm standing (most every thing is now in melee range and effected by Blazing Aura).
The mobs have used their alpha attack and aren't ready to cast anything else yet (this actually works even better now with the bug that has the mobs having no delay on their attacks after notification) when PFF drops they are immediately affected by the avoid in Hot Feet which is then stacked with avoid in Rain of Fire.
In the first 2 seconds after dropping PFF you've hit twice with ticks from Blazing Aura and Hot Feet and the first tick of Rain of Fire and the mobs have started to run away but at the -run speed cap. (177.16 damage)
Fire Sword Circle takes 2.67 seconds to cast. That means that the mobs have taken another tick from Hot Feet (they are probably out of Blazing Aura range by now unless you have one on follow) and 18 ticks from Rain of Fire. (635.24 including the enhanced base base damage from FSC. Minions should be dead or dying now.)
Fire Ball takes another 1 second to cast (every thing should still be in Fire Ball radius) adding 5 more ticks from Rain of Fire and 2 of the 3 ticks from FSC. This is also the point where some of the mobs will stop and finally make a ranged attack against you. (898.04 damage including the enhanced base damage from Fireball)
Combustion takes 3 more seconds (every thing should still be in Combustion radius) which adds 2 more ticks from Hot Feet, 15 more ticks from Rain of Fire, the last tick from FSC and the 3 ticks from Fireball. This is where things that are still alive and haven't had the run AI kick in may make a second atatck. (1294.64 damage including the enhanced base damage of Combustion and it's first damage tick. Lieutenants should be dead or dying by now.)
This is about where Aim runs out and some of the stuff may have made it to the edge of Hot Feet where they can finally begin to run away at full steam or they may turn to attack. Taking a step towards them puts them back in Hot Feet radius and back in the damage and slow field. They also have 9 more seconds of Rain of Fire damage (though they may make it out of the radius before it's duration ends) and 7 more seconds of burn damage from Combustion. (1698.08 Damage).
At this point Bosses should be below 3/4 health which, with the remaining time left on Build Up, a quick Blaze should drop as well. You will probably be between 3/4 and half health at this point.
Now a couple things to consider in the above is that I didn't take into account the 5% of all attacks that miss, nor did I account for each damage tick from FSC and Fire Ball only having an 80% chance of occurring and that if a roll fails the following ticks are not checked for BUT I didn't account for defiance either which would boost damge up another 20% or so.
I hope that gives you an idea of the appeal that Fire/Fire/Force has for some of us. I'll also be the first to admit that the play style lacks appeal for some players. -
Quote:I thought this too but it's not correct. You only have to be on the ground to toggle Hot Feet on. Once it's on you can fly and it works just fine.Whatwhatwhatwhat?!? I cannot use Hot Feet while flying? OK. That settles it, then. I'm not taking it. I never land. Of course, I should have suspected I couldn't, but I kind of never really got high enough to look at the power in detail. Maybe I could say it's nice to have a power that lets a grounded Blaster keep foes at bay, but being unusable from air just seems silly.
-
Quote:Ok, let me see if I can give some answers. First let me say that the /fire blaster does best with a team and operates best in melee or close range. /Fire is clearly an AoE monster.Now, I realise this is kind of a vague question, so let me see if I can't break it down into something more specific. I've played with Fire Manipulation for some time, and at one point I may have had the illusion that I knew what I was doing, but after leaving this Blaster to rest for nearly a year, I rather doubt this. Fire Manipulation is one of these sets that seem odd on the AT they are for, and have a lot of what look to be eccentric powers that don't seem to jive with how the AT "wants" to be played. As such, let me ask four specific questions:
Quote:1. What is Blazing Aura for? On a Tank, Scrapper or Brute I can see this, but on a Blaster, having a damage aura seems remarkably silly. For a damage aura to have much use, it has to continuously damage enemies for some time. That, however, would mean that I have to continuously stay in melee with said enemies for some time, which pretty much guarantees they'll do more damage to me than I will to them. What use do I have for this power and what do I do with it?
Doesn't seem like much? OK what about the extra damage boost for those 10 seconds for Aim and Build Up? For 10 seconds you are doing 29.2 per tick instead.
Oh, wait. What about defiance? It's not at all hard to get up to a 20% bonus from that. That gets us up to 31.36 (unenhanced) damage per tick.
Quote:2. What is Burn for? Were this a Fire Tanker back in 2004, I wouldn't even need to ask this question, but for a Blaster right now? The offensive capabilities of this power are more than questionable, with a 25 second recharge timer, no ability to slot for accuracy and the need to immobilise enemies inside the Burn patch. Better to just pop them in the face with something like Blaze, no? I could possibly see it as adefensive power to combat immobilization, but I'm not sure how much use that has if I haven't used it for that once up to this point.
Well it has a mag 50 Avoid built into it, it does massive damage (51 ticks of 3.34 [unenhanced] damage over 10 seconds), and it gives a very healthy defiance buff. That means that we can use it to get everything that isn't immune to avoid effects off of us really fast and it's still going to do some decent damage. Let's say for instance that the mob has a melee attack queued up that takes 1.67 seconds to animate and lets give it .25 seconds to get into melee range and then another .25 seconds to get back out. That means that the mob takes 5.1 ticks every second and will be in the burn patch for 2.17 seconds 5.1*2.17 = 11.067 so the mob will be in there long enough to take 36.74 (unenhanced) damage and you can keep the mob in there for the full duration if you use your immob power or if you have a hold in your primary (electric has 1, Ice has 2).
Quote:3. What are Fire Sword Circle and Combustion for? Obviously, AoE attacks are pretty much what a Blaster does, but melee-based AoE attacks seem to be more of a liability than a boon, especially when both attacks are so infuriatingly slow, and for what looks to be really no reason. Combustion, especially, is just slow for the sake of being slow, or so it seems. What do I do with these powers without getting killed for it?
Quote:4. What is Hot Feet for? I really can't make heads or tails of this power. Is it a damage aura? Isn't that what Blazing Aura is for? Is it a slow field. What use could I have for something like this? And why in hot hell does it cost so absurdly much? Over 1.0 endurance per second. What in the world could be worth that kind of cost? Just... What the hell, man? What the hell?
With decent slotting for slow you can keep +2s at the -runspeed cap. Combine this with the avoid effect and they are running away (and not hitting you) in slow motion all the while being ticked away at by Blazing Aura, Hot Feet, and Burn if you dropped it. Hot Feet keeps stuff at close range which gives you the time you need to use Fire Sword Circle and Combustion.
What you need still is some mitigation. Where to get that. Well since the secondary lacks it with pretty much the exception of Hot Feet you need to look else where.
Teammates. Most defenders are really helpful. Empath for fortitude, Bubbler or Cold for defense, Sonic for resistances.
Try your epics.
Cold gives you excellent defense vs Smash and Lethal. Snow Storm combined with Hot Feet will bankrupt your endurance quickly but will keep even +4s at the -runspeed cap in your Hot Feet radius. Hibernate gives you an "oh crap" power if you get overwhelmed.
Elec gives you another hold to use with Burn, decent resistances, Surge of Power.
Flame gives you decent resists, another hold to use with burn, and an AoE damage self rez.
Force gives you good resists, PFF for a very frequent "oh crap" power. You can even PFF, splash the alpha and then drop PFF and suddenly every thing is grinding away from you in slow motion.
Not much help for the melee play style in Munitions so probably avoid that.
If it were me I'd go Cold or Force. (or both if you want to use an alt build)
Still not enough mitigation? Then look to your primary. Fire has another AoE slow and avoid in Rain of Fire.
The best choice of all for a primary may be Ice Blast. Frost Breath and Ice Storm give you more slow movement to stack on Hot Feet (letting you hit the -runspeed cap vs +4s) and also give a total of -30% to enemy recharge time which is a very nice reduction in damage on top of the avoid. Ring of Fire, Freeze Ray, and Bitter Freeze Ray all used together will get you lots of mileage out of burn.
Then there are IO sets and set bonuses which I know you avoid. You could slot some extra mitigation in the form of defense set bonuses or even add Pace of the Turtle procs to Frost Breath and Ice Storm for even more mitigation. -
Arch/Mental starts strong and stays strong.
But........ Fulcrum shift lets the Fire/Kin catch up quickly after level 38. -
The whole idea behind soft capping is so that you can drop Parry. So drop it.
Slash is an inferior attack and Hack is one of your staples. You've skipped Hack and taken Slash.
You should also have Build Up much sooner.
Try this one instead.
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Natural Scrapper
Primary Power Set: Broad Sword
Secondary Power Set: Shield Defense
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Hack -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(11), T'Death-Dmg/Rchg(25), T'Death-Acc/Dmg/EndRdx(46), T'Death-Dmg/EndRdx/Rchg(46), T'Death-Dam%(50)
Level 1: Deflection -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(5), RedFtn-EndRdx/Rchg(5), RedFtn-Def/EndRdx/Rchg(13), RedFtn-Def(23), RedFtn-EndRdx(40)
Level 2: Battle Agility -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(3), RedFtn-EndRdx/Rchg(3), RedFtn-Def/EndRdx/Rchg(13), RedFtn-Def(23), RedFtn-EndRdx(40)
Level 4: True Grit -- S'fstPrt-ResDam/Def+(A), Numna-Regen/Rcvry+(11), Numna-Heal(25), Mrcl-Rcvry+(43), Mrcl-Heal(43)
Level 6: Slice -- Oblit-Dmg(A), Oblit-Acc/Rchg(7), Oblit-Dmg/Rchg(7), Oblit-Acc/Dmg/Rchg(9), Oblit-Acc/Dmg/EndRdx/Rchg(17), Oblit-%Dam(17)
Level 8: Build Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg(9), GSFC-ToHit/Rchg/EndRdx(48), GSFC-Rchg/EndRdx(48), GSFC-ToHit/EndRdx(48), GSFC-Build%(50)
Level 10: Active Defense -- HO:Membr(A)
Level 12: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(15), Zephyr-Travel/EndRdx(43), Zephyr-Travel(45)
Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-ResKB(15), Zephyr-Travel/EndRdx(46)
Level 16: Against All Odds -- EndRdx-I(A)
Level 18: Whirling Sword -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(19), Sciroc-Dmg/Rchg(19), Sciroc-Acc/Rchg(21), Sciroc-Acc/Dmg/EndRdx(21)
Level 20: Phalanx Fighting -- LkGmblr-Rchg+(A)
Level 22: Hurdle -- Jump-I(A)
Level 24: Health -- RgnTis-Regen+(A)
Level 26: Disembowel -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(27), Mako-Dmg/Rchg(27), Mako-Acc/EndRdx/Rchg(31), Mako-Acc/Dmg/EndRdx/Rchg(34), Mako-Dam%(37)
Level 28: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(29), P'Shift-EndMod/Acc/Rchg(29), P'Shift-Acc/Rchg(42), P'Shift-EndMod/Acc(42), P'Shift-End%(42)
Level 30: Hasten -- RechRdx-I(A), RechRdx-I(31), RechRdx-I(31)
Level 32: Head Splitter -- Oblit-Dmg(A), Oblit-Acc/Rchg(33), Oblit-Dmg/Rchg(33), Oblit-Acc/Dmg/EndRdx/Rchg(33), Oblit-Acc/Dmg/Rchg(34), Oblit-%Dam(34)
Level 35: Shield Charge -- Oblit-Dmg(A), Oblit-Acc/Rchg(36), Oblit-Dmg/Rchg(36), Oblit-Acc/Dmg/Rchg(36), Oblit-Acc/Dmg/EndRdx/Rchg(37), Oblit-%Dam(37)
Level 38: One with the Shield -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(39), Aegis-EndRdx/Rchg(39), Aegis-ResDam/EndRdx/Rchg(39), Aegis-ResDam(40)
Level 41: Conserve Power -- RechRdx-I(A)
Level 44: Adrenalin Boost -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(45), P'Shift-End%(45)
Level 47: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(50)
Level 49: Grant Cover -- LkGmblr-Rchg+(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit
| Copy & Paste this data into Mids' Hero Designer to view the build |
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