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I have a few. And more emerging every day.
Oedipus Tex himself was my first "serious" character. I've rerolled him from Empathy/Energy to Force Field/Archery, to Earth/Thermal, to Earth/Storm, to Illusion/Storm to finally (and now 50) something that I think fits perfectly: Pistols/Dark. Yet I rarely play him because he is currently stuck on the Red side, and I really don't like playing over there.
My other mains are Radio Iceotope (Ice/Rad troller), the Cold Reader (Mind/Cold troller), and Joan of Arkansas (Broadsword/Fire Armor Scrapper). -
Someone once suggested slotting Crushing Field with the purple Ragnarok: Chance for Knockdown. I have never tried it but I imagine it would be extremely effective given the lack of -kb in Gravity's immobs and how spammable Crushing Field is.
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To explain the /demorecord idea a bit better:
It turns out the way the game client (that is, the version of the game running on your computer) knows when to play animations is based on a text stream constantly broadcast from the game server. When you type /demorecord <filename> you save the contents of this text stream. If you browse to the location of the demorecord/textstream file (C:\Program Files (x86)\City of Heroes\client_demos for me) and right click and select Open with... > Wordpad you can see the contents.
I don't happen to have a /demorecord of Phantom Army. However, I do have one of Ice Slick, which I assume works similarly.
The first thing you'd have to do is identify your character's unique ID. This can be done by simply doing a text search for your character's name. You should find a block that looks like this:
Code:The number in the second column, in this case "1703," defines the player object. By searching the rest of the demo file for this number, you can locate any actions or changes in animation taken by the player. In this case you'd be looking for the moment the player summons the army. Here is the code showing what happens when Solar Winter, object ID #1703 summons an Ice Slick:0 1703 Player 0 1703 NEW "Solar Winter" 0 1703 COSTUME 0 00538bbf -5.503600 0.605200 0.000000 0.344700 ... (costume data)...
Code:0 1703 FX OneShot 1471446 CUSTOMIZEABLEPOWERS/ICECONTROL/CHILLBLAINSHANDS.FX 0 0 1703 FXSCALE 10.000000 10 0 1703 FXTINT -2725120 -65794 0 1703 ORIGIN ENT 0 0 0 1703 TARGET POS 1008.717590 -11.460144 -2136.534912
Code:0 1824 NEW "Ice Slick" 0 1824 POS 1008.71875 -11.453125 -2136.53125 0 1824 PYR 0 -2.564816 -0 0 1824 SEQ PUDDLE 0 1824 MOV READY 0 0 1824 HP 1070.00 0 1824 HPMAX 1070.00
But note that the location where the pet is positioned (the POS line) is exactly the same as the place the player targeted, so you could do a search for "POS 1008.71875 -11.453125 -2136.53125" to find the line where the slick was created if you were having trouble telling it from other casts of the power or didn't know the pet's name.
Anyway, this is the first part of the code you're interested in. The next part you need is the place where the pet disappears. We know the ID# of the pet (1824) so we can simply search on it. Here's what I found when I did:
Code:0 1824 POS 1008.71875 -11.46875 -2136.53125 0 1824 FXDESTROY 1471467 0 1824 FXDESTROY 1471468 0 1824 HP 0.00 0 1895 POS 1012.65625 -11.46875 -2123.40625 0 1906 POS 999.890625 -11.46875 -2132.25 133 1824 MOV DEATH 0
Now, the slick is dead. To find out how long it was alive, I need to add up all of the milliseconds that have passed since it was created (NOTE: in the case of perma Phantom Army you should actually use the casting animation, not the point of pet birth, as the start time). This sounds intimidating, but if you consider that milliseconds always appear as the first numbers in the column, it can be done by copy-pasting everything from creation to death of the pet into Word, selecting Convert > Text to Table (with a blank space as the table delimiter), then copy pasting the first column into Excel and getting a sum of the total. Divide the resulting number by 1000 to get the number of seconds. When I did this just now with Ice Slick I got 30318 milliseconds (30.318 seconds) from cradle to grave. The duration of Ice Slick is marketed as 30 seconds, but because the server ticks at a rate of about .132 per second, its likely there are some rounding errors in there due to the effects of Arcanatime.
I don't have the patience to do a test on Phantom Army at the moment, but that would be a start on how I'd investigate the numbers. Arcanaville has shown that the server times never change, so obtaining results from /demorecord, if replicated a few times, should be perfectly exact. If she happens by, maybe she can also explain why I came up .318 seconds over on the duration of Ice Slick, as I am far too lazy to think it through at the moment.
[EDIT: Duh. Part of the reason I got the resulting total I did was that even though the slick is "born" at a point in time the animation for it doesn't start until a few milliseconds in, and the animation stops almost exactly one tick of Arcanatime prior to the actual deletion of the slick. The slick is visible and active for about 30 seconds, with an intro and outro that extend its "actual" life, if only for about .3 seconds. These are hazards you'd have to avoid in the PA test.]
Hope that helps. -
Quote:Not really. You very much do not need a team to deal with the Soldiers of Rularuu. I took a Blaster through them that did just fine, and I've been having occasional stints in the Shard with a Kat/SR Scrapper throughout the Issues. They're hard, they're cheap, they're annoying, but they are NOT impossible to deal with.
I didn't mean to imply that they are impossible. But they are a fair step harder than many enemy groups, and possibly one of the hardest in the game.
It happens that Malta are very easy for my Mind Controller (as long as I get the drop on them) but I would still call them a difficult group.
Anyway our wish has been granted. The Cathedral of Pain in I18 will, apparantly, feature the Ruularu heavily. -
Quote:The easiest way to breat the Fire/Kin Stereotype? As soon as you get on the team, speed boost everyone. Let them know that you are team-focused, and don't mind if they remind you to speed boost them . . . .
Most players in the game have never seen a team-focused Fire/Kin . . .
I have one of these actually. Not my favorite character but he can solo easy enemies well. On teams its more about Speed Boost and Fulcrum Shifting the team. I personally find the combo highly overrated outside of hardline farming though. If the characters name didn't happen to be "Swede of Light," implying a heavy dose of speed, he'd probably be a Fire/Rad. -
Quote:Took Psi epic on my fire/kin and I don't have as much difficulty going up against Carnies/Malta, if anything transference is the answer to sappers and ring mistress debuffs and transfusion is spammable. These are not pleasant mobs to go against for most toons but my experiences with fire/kin puts it ahead of my ice/storm, both played aggressively on a big team.
Cimerorans are more difficult due to their ability to shrug off mezzes, but fire/kins can deal with anything that can be mezzed just like any other troller.
I find it surprising that you aren't able to deal with Malta or Carnies more safely with an Ice (with any secondary) than Fire/Kin. I suppose your team could be killing enemies faster. IMO Fire can't touch Ice for overall control though. The moment Fire runs into enemies with hold and stun protection (read: force fields), thats all she wrote on the control front. And if your team is slaughtering hard enemies its less the Fire/ and more the /Kin bringing that extra damage in my experience. Running into melee with 3 suicidal crack babies who want nothing more than to pull other groups, drop dead, and leave all that aggro at your doorstep alone adds considerably to the risk. I could see the argument that Fire/ offers "enough" control for some general situations, but when you start getting into really hard stuff it would be my second to last choice to pair with /Kin (poor, poor Gravity)
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I have a light-based character. In this case he is a Fire/Kin with Fire Cages tinted gray (they appear as pure white, but partially translucent) and the big flashy powers colored pure white for big flashes of energy. I also combine Super Speed with the "Quick" Prestige Power Run, which produce a streaking glow behind me as the character moves.
Here are some pics and the run effect on the character, code name "Swede of Light."
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Fire/Kin is a pretty good combo that happens to be popular for one main reason: it is very good at killing masses of easy enemies quickly. Outside of this function it is not particularly better than other Controllers. It does good solo damage but in terms of team safety offers very little. People will say that "death is the ultimate debuff" and that's true--as you will find out when Malta, Carnies, Arachnos, and Rularuu send you to the hospital.
Strategically speaking, Fire/Kin is rather inflexible. If you can't survive in melee there's not a lot for you to do but stand back and Speed Boost and throw out heals. Unless you go with the Mind app enemies with mezzes will absolutely wreck you. Whether this matters to you depends on what you care about. If you just want to solo very easy enemies quickly, it's top of the line. If you're doing AE gauntlet runs, it's going to be frustrating. My Fire/Kin can solo a map of enemies in minutes that would take one of my other Controllers an hour to do. And yet compared to my other Controllers he struggles hard to do anything meaningful to truly difficult targets.
As to the reason Fire/Kins are sometimes disrespected, it has a lot to do with the combination being very popular and also often poorly played. A lot of Fire/Kins are designed for solo play and take this mentality with them when they join teams. Fire/Kin is not necessarily an easy combo to play, so a lot of folks roll them up because they hear they are "the best" but never really grasp what makes that the case. -
Quote:Blame the eyeballs again. Just for fun, I tried to take some on with my /SR Scrapper, to see if they were really that bad. Yes. Yes they are.
In a way I think that's great too. I wish more of the TFs were populated by enemies you really needed a team to deal with. Rularuu are one of the few groups that can really bake you. Too bad the TF that features them is so painful.
I've thought about writing a "Dr Q Redux" AE mission that re-does the arc in a more palatable fashion. -
I also have an Ill/Rad/Psi that I'm working on IOing. IMO World of Confusion is not worth it for Ice Control because the purple Contagious proc needs to go in Arctic Air instead. You're much better off with the two blasts, mezz protection, and resistance than WoC's pathetic 1.5 second base, mag 2, 8ft radius confuse.
The only Controller build I can think of that might want WoC would be some varieties of teaming Fire Controllers who want to make melee range a little safer. -
I've never tried it but it seems that Sonic/TA would be a decent combo. You could Sleep the group, set up your Poison and Glue, then open safely with Oil Slick. I should say I'm not a huge fan of TA as a whole though (Traps is IMO a much better set).
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Quote:You never fight anything tougher than a boss, while there are many defeat-alls. A Kinetics and three Fulcrum-shifted blasters should be able to shred their way through the TF in a hurry.
If you actually try this you probably want to bring a Force Field character or something similar to protect the group. Rularuu make Malta look like bunny rabbits. I'm not sure what all their stats are but "Confusion protection" and "Invisibility detection" are definitely in the mix. There are also heavy mezzes and if I'm not going senile lots of -Defense. Maybe I have an inflated sense of how difficult they are because I mostly play Controllers, but it seems like I've seen more wipes from this enemy group than any other. -
I'm reluctant to comment about this because the last few times I said something on this subject I got team-ganked. I'll just say that Illusion is what I think of as "circumstantially powerful" rather than "actually powerful," and the reason for it is largely connected to how boss fights in this game work. AVs are largely immune to contols and most debuffs but are universally brutish and approach all fights with a strategy of "charge and kill." Since they never do anything like run across the room to fire their death cannon or touch an electric node to heal themselves or whatever, any fight you have pretty much consists of standing in one place mashing buttons until whatever you are fighting dies. Phantom Army is perfect for that type of unstrategic fighting. Essentially what would wreck Illusion Control's dominance of the AV soloing field would be AV who actually did something beside charge you screaming.
Gravity meanwhile has some deep seated problems that keep it at the bottom of the Controller pile for me regardless of what happens with Illusion. Gravity simply does not compete as a viable set as of what is in the game at this time (fingers crossed for buffs). The biggest issue is the lack of a viable AoE mezz on quick recharge. That appears to be the role Dimension Shift was supposed to play, but the power is simply terrible and universally skipped. Wormhole would also be a viable option if it had a wider radius, but 15ft radius on a control is simply not big enough to matter. -
Quote:Ill doesn't have any AoE control abilities to note. You can consider Flash but that's just too long to be considered useful, even with 205% recharge. Spec Terror does a fine job keeping Minions/LTs cowtowed. Sure it doesn't set up contain but if you're playing an Ill troller you don't expect to get contain.
As far as the invis supression...my understanding with Mids is that the defense number you see listed there is supressed Defense. You can see a much higher number if you check the effects tab, for non-suppression.
For AV soloing, there is nothing like a perma PA Ill/Rad with his LR. However, on a regular run, it sucks having to mop up things with single target powers or overdoing it with fissure on small packs.
I much prefer my Ill/Storm.
I know a lot of people skip the AoE holds but IMO they are quite handy. On an average team with the kind of Recharge a top line build brings they are up every 60 seconds, or approximately once every other group, assuming you are fighting enemies that are somewhat difficult.
An Ill/Rad without Flash and EM Pulse misses two seperate opportunities for AoE control. It's hard for me to say the defense is better when you are that far over the soft cap once your Lingering Rad and Spectral Terror are in place.
Capped defense is certainly never a detriment to a character, but I'm not sure its worth it when you have to drop good abilities to get it. The ability to use your actual powers well doesn't show up as a straight up measurement like +Defense does but IMO its at least as important to consider.
That said you are obviously a very good toon builder. If you have any thoughts on how to soft cap an Ice/Rad/Mind build while keeping high enough recharge for perma (or near) Indom Will I'd love to hear your input. I'm not convinced its possible, which is why I'm hoping someone can prove me wrong. -
Both of the posted builds are very very strong, although IMO highly specialized. The first lacks any AoE attacks at all and the second lacks any AoE control capabilities. They're certainly excellent builds but all that extra defense seems like overkill to me outside of fighting multiple AVs, and IMO Cold Dom is the superior set for that these days. The second build is also not actually soft capped, I don't believe, due to the suppression of defense in Invisibility powers, and IMO badly needs accuracy in Lingering Radiation if its intended for AVs. The endurance usage is also extremely high (3.02 end/sec) when all toggles are in place. Putting down toggles or Spectral Terror will help with the soft cap issue but that would be the case whether your defenses were in the 30s or semi-capped.
Although I will be stealing from these builds to outfit other characters. -
Quote:Never seen an explanation, but I can guess. Ice Slick's purpose is a knockdown field. If you could slot it for Knockback, then foes would get knocked OFF the field instead of knocked down. Rather than deal with those complaints, the Devs limited the usable enhancements to Recharge, Range and EndRdx. No need for additional slow since there are already plenty of Slow powers in the Ice set.
All that was done long before IO sets, and I doubt that they re-examined it just to allow procs. The only set I could see being added to Ice Slick might be Slow, but that would need some changes to the power. It is probably not worth the Dev time. Plus there are a good number of other powers in which procs can be placed.
The thing is Earthquake does accept knockback sets, to the power's detriment except specifically for procs. It's just kind of weird that Earthquake would take it and Ice Slick would not. Not the end of the world, but arbitrary. -
I have had fun on this TF, but mainly because of the groups I was with. I would give this a 3/10 but only because the enemy group is actually, legitimately difficult. If someone were to slash out 2/3rds of the missions at random I doubt if anyone could even tell on the story front, because the story is basically "go kill some rularuu and then grab some glowies."
If nothing else the change that is needed is the contact giving out his phone number after the first mission. I think right now it happens on the 7th or 8th mission? Luckily you can jump off an island and then get tp'ed back, but I mean, really. -
Just curious about this. Earthquake takes 3 different sets (and Quicksand takes 1) but Ice Slick takes none at all. Has an explanation for this ever been given? Sure would be nice for Ice Control to get a break on procs here given the sets very low damage.
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I treat Sleet like a proc-basket and it basically turns into an attack. With a high recharge build you're able to slip up to five procs in there (Achilles (-resistance), Positron, Lady Gray, Impeded Swiftness, Shield Breaker). Each damage proc is a 20% chance to do 70 damage 3 times over the power's duration. The odds that you will hit each enemy at least once are very high, meaning slotted this way, this power out damages some of your actual AoE blasts, on top of everything else it does.
I used to slot it for -Defense but less so these days. Now I do either 1 or 2 recharges (depending on the amount of global +Recharge I have) and proc the rest. -
You may be able to check the times in a /demorecord, if the text file it generates includes timestamps for the instant each phantom disappears. I believe that time is recorded in exact server ticks.
To the OP, I don't have a horse in this race but I agree with those who said persuing maxed ranged defense in a Ill/Rad build probably isn't worth it. It has more value to Ill/Cold, although as long as you keep the toggles up Ill/Rad is actually much better defended outside of AVs (because +Defense protects only against certain damage types and -ToHit protects indiscriminately). Unless for some reason you want to solo multiple AVs at once you are probably better off investing elsewhere because the tradeoffs are too steep. -
Nevermind, I answered my own question. Just remembered one of my old characters had Invisibility from way back in the day.
The answer is: toggles keep running but their effects are suppressed. The power I tested specifically was Arctic Air on my old Ice/Therm. Normally I think Invisibility kind of sucks... but this would allow my Ice/Rad Controller to walk into the middle of a group, detoggle Invisibility and hit the group with Arctic Air, Choking Cloud, and Glacier at the same time. Plus it lets you slot Luck of the Gamblers (here and in Grant Invisibility). This may warrant my first official dive into the Stealth pool on a 50 build. -
Hey guys,
Quick question about how Invisibility interacts with offensive PBAoE toggles. Does toggling Invisibility on shut down your toggles entirely, or leave them up but suppress their effects? I have a feeling I know the answer but I don't have any way to test it right now. -
[Post deleted because it is now irrelevant. Sorry about the mess
See edits to the build noted above.]
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So this is my other Ice troller (I posted about my Ice/Therm a few days ago). After an insane multi-hour romp through Peregrine Isle yesterday my Ice/Rad rose from lvl 46 to 50. Now that he's got his AoE blast and some armor, he rivals my Ice/Therm for attention. I got him the Contagious Confusion proc straight away and am, of course, loving the results.
This is the build I have for him right now. Unlike the Ice/Therm build, I built for Recharge instead of Slash/Lethal defense, on the theory that the absolute most critical thing for this character is keeping toggles in place, which means keeping Indomitable Will as close to perma as possible (its currently about .8 seconds from perma). This also makes Glacier and EM Pulse available much more frequently--right now 64 seconds on Glacier and 77 on EM Pulse, making them available for about 3/4ths of groups (if I alternate Glacier/EM/Glacier for each).
Main things I'm not as sure of are the lack of a stronger endurance discount in Choking Cloud and Mind Over Body. MOB could easily get another slot by dropping the +Recharge proc in Psionic Tornado. I'm torn on whether to make that adjustment however, because Recharge is gold when we're talking about the possibility of perma mezz protection. I'm not sure if anything can be done about Choking Cloud (and really don't want to lose the chance for +2 hold proc and purple proc chance for 107 damage there) without losing global +Recharge.
I expect some posters to wonder why there is no Recharge in Ice Slick, but it's actually just .3 seconds from perma. I have found having Range in this power extremely beneficial because it lets me cast around corners with more flexibility.
I'm less sure about the purple Immob set. Having long duration Immob is good for Ice in some situations because you can get Containment while enemies fall. However, from a damage standpoint I'm missing out on procs. If I wanted to splurge (using money I don't have) I could franken-proc Frostbite with Immob/Accuraries and procs and make up the lost global Recharge and Accuracy with Apocalypses and Raganoraks.
Hover is here as a sort-of mule for Luck of the Gambler but also to let me hover above the crowd when things get scary. I do not plan to leave it on all or even most of the time.
[EDIT: Corrected the slotting in Block of Ice to version with green'ed hold duration and damage. This resulted in even more global Recharge, resulting in perma-Indom Will.]
[EDIT 2: After posting that I looked over the build again and found a major error. I had slotted the purple Hold set twice. Mids normally prevents that, but I had it slotted as an "alternative slotting" and was toggling between my 3 AoE holds to see which one benefited most from the purple set. Accidentally left it toggled on two at once. Oops. Anyway, back to no-perma Indom Will.]
Here is the build:
Hero Plan by Mids' Hero Designer 1.621
http://www.cohplanner.com/
Click this DataLink to open the build!
Radio Iceotope: Level 50 Magic Controller
Primary Power Set: Ice Control
Secondary Power Set: Radiation Emission
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fitness
Power Pool: Flight
Ancillary Pool: Psionic Mastery
Hero Profile:
Level 1: Block of Ice -- BasGaze-Acc/Hold(A), BasGaze-EndRdx/Rchg/Hold(3), BasGaze-Rchg/Hold(5), BasGaze-Acc/EndRdx/Rchg/Hold(11), HO:Nucle(13), Dmg-I(25)
Level 1: Radiant Aura -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(3), Dct'dW-Heal/Rchg(5), Dct'dW-Rchg(19), Dct'dW-Heal/EndRdx/Rchg(19)
Level 2: Radiation Infection -- Achilles-ResDeb%(A), DarkWD-ToHitDeb/EndRdx(15), DarkWD-Rchg/EndRdx(15), DarkWD-ToHitdeb/Rchg/EndRdx(17), DarkWD-ToHitDeb(17)
Level 4: Accelerate Metabolism -- Efficacy-EndMod(A), Efficacy-EndMod/Acc(23), Efficacy-EndMod/EndRdx(34), Efficacy-Acc/Rchg(34), Efficacy-EndMod/Rchg(37), Efficacy-EndMod/Acc/Rchg(40)
Level 6: Arctic Air -- CoPers-Conf%(A), CoPers-Conf/EndRdx(7), Mlais-Dam%(7), Mlais-EndRdx/Conf(9), C'phny-EndRdx/Conf(9), C'phny-Dam%(13)
Level 8: Combat Jumping -- LkGmblr-Rchg+(A)
Level 10: Hasten -- RechRdx-I(A), RechRdx-I(11)
Level 12: Ice Slick -- Range-I(A), Range-I(46)
Level 14: Hurdle -- Jump-I(A)
Level 16: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(43)
Level 18: Enervating Field -- EndRdx-I(A), EndRdx-I(37)
Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod(21), Adrenal-EndMod(21)
Level 22: Lingering Radiation -- RechRdx-I(A), Acc-I(23)
Level 24: Frostbite -- GravAnch-Hold%(A), GravAnch-Immob/EndRdx(25), GravAnch-Immob/Rchg(31), GravAnch-Acc/Immob/Rchg(36), GravAnch-Acc/Rchg(37), TotHntr-Dam%(43)
Level 26: Glacier -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(27), BasGaze-Rchg/Hold(27), BasGaze-Acc/EndRdx/Rchg/Hold(36), Lock-Acc/EndRdx/Rchg/Hold(36)
Level 28: Choking Cloud -- UbrkCons-Acc/Hold/Rchg(A), UbrkCons-Acc/Rchg(29), Lock-%Hold(29), UbrkCons-Hold/Rchg(31), UbrkCons-Dam%(31), UbrkCons-EndRdx/Hold(34)
Level 30: Super Speed -- Zephyr-ResKB(A)
Level 32: Jack Frost -- ExRmnt-Dmg/EndRdx(A), ExRmnt-Acc/Dmg(33), ExRmnt-Acc/Rchg(33), ExRmnt-Acc/Dmg/Rchg(33)
Level 35: Hover -- LkGmblr-Rchg+(A), Ksmt-ToHit+(46)
Level 38: EM Pulse -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(39), BasGaze-Rchg/Hold(39), BasGaze-Acc/EndRdx/Rchg/Hold(39), Lock-Acc/EndRdx/Rchg/Hold(40), Lock-EndRdx/Rchg/Hold(40)
Level 41: Mental Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(42), Decim-Dmg/Rchg(42), Decim-Acc/EndRdx/Rchg(42), Decim-Acc/Dmg/Rchg(43), Apoc-Dam%(46)
Level 44: Indomitable Will -- RechRdx-I(A), RechRdx-I(45), LkGmblr-Rchg+(45), RechRdx-I(45)
Level 47: Psionic Tornado -- Posi-Dmg/EndRdx(A), Posi-Dmg/Rchg(48), Posi-Acc/Dmg(48), Posi-Acc/Dmg/EndRdx(48), Posi-Dam%(50), FrcFbk-Rechg%(50)
Level 49: Mind Over Body -- HO:Ribo(A), HO:Ribo(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Clrty-Stlth(A)
Level 2: Rest -- Empty(A)
Level 1: Containment
Level 4: Ninja Run
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Set Bonus Totals:- 8.5% DamageBuff(Smashing)
- 8.5% DamageBuff(Lethal)
- 8.5% DamageBuff(Fire)
- 8.5% DamageBuff(Cold)
- 8.5% DamageBuff(Energy)
- 8.5% DamageBuff(Negative)
- 8.5% DamageBuff(Toxic)
- 8.5% DamageBuff(Psionic)
- 7.5% Defense(Energy)
- 7.5% Defense(Negative)
- 3.75% Defense(Ranged)
- 2.25% Max End
- 4% Enhancement(Heal)
- 98.8% Enhancement(RechargeTime)
- 39% Enhancement(Accuracy)
- 5% FlySpeed
- 38.2 HP (3.75%) HitPoints
- 5% JumpHeight
- 5% JumpSpeed
- Knockback (Mag -4)
- Knockup (Mag -4)
- MezResist(Confused) 2.5%
- MezResist(Held) 2.5%
- MezResist(Immobilize) 5.25%
- MezResist(Sleep) 2.5%
- MezResist(Stun) 2.5%
- MezResist(Terrorized) 4.7%
- 28% (0.47 End/sec) Recovery
- 10% (0.42 HP/sec) Regeneration
- 7.88% Resistance(Fire)
- 7.88% Resistance(Cold)
- 5% RunSpeed
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Blaster Bonfire and Controller Bonfire are exactly the same except that the Blaster version takes twice as long (at base) to Recharge. They even do the same damage.
Bonfire is actually a good little power. It's not something I'd live or die for but it has surprising number of uses. It's one of the few auras ranged squishies seem willing to go stand in, for one. But it also can be used to pin mobs in rooms/corners, or block doors. If a group is spread out I also sometimes throw it over the enemy's heads so that they fly toward me. And since enemies are too dumb to go around it you can do some kiting with it as well by circling it gradually as you fight.