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Posts
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Quote:Wait... I thought some of the Carnie Bosses and the AVs use some non-positional psychic attacks? You know, the kind of things that would rip through a SR or Shield scrapper?Any scrapper with def at the softcap will pretty much ignore a lot of the end drain. SR is the easiest to get to that point, followed by Shields, Invulnerability and willpower (not sure about the order of the last two but I suspect Invulnerability is easier to softcap than WP). In addition to dark armor (as mentioned above) I suspect that electric armor will also be fairly carnie proof - it should be even better than dark armor as DA only gives you about 70% resistance to recovery/end drains where electric gives you 103% and has power sink and a mini-conserve power.
Pretty much any primary will work although if you want something that will specifically shred carnies any of the lethal damage sets will work well as they are all vulnerable to lethal - so DB/SR, Katana/SR or Broadsword/SR would probably be the easiest carnie killer you could make with Katana and BS having the advantage due to divine avalance/parry, which makes leveling /SR a breeze.
Hmm... Electric Armor, or Dark Armor? Didn't care much for /Dark last time I tried, but that may have been due to the chosen primary... may need to head onto test to see how /Elec is for Scrappers... -
I dislike the Carnival of Shadows. Every hero I've had that's gone against Carnies has ended up panting for Endurance, and often retreating before the power of their bosses.
As such... I have never tried the 45-50 Carnie arc, and skipped several missions from the 40-45 one. (Yes, several. As in I waited the three days for so I could drop another one. And this was before Day Jobs.)
So now... I look upon them, and realize that they are among the only Blue Side story arcs that I have not truely done. And... I want to.
But none of my current characters in that level range have proven to have the right stuff. So! What is the best kind of Hero to use when taking on the Carnival of Shadows?
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Er... please note that I mostly solo, for the simple reason that I suck at building teams. So, to further clarify... what's the best kind of hero (AT & Powers) to take on the Carnies... when Solo?
Thanks all! -
So, being a masochist, I'm looking for another Defender, and am curious as to how Radiation Emission works with Psychic Blast.
This is compounded by a general lack of information regarding Defender's Psychic Blast set.
Anyone have a few words to spare for this combo? -
...yes, my altahalism strike again...
Here's a question for those willing to put some thought into their characters...
I want to make a plant-theme character. A mutant who was killed by (well, I haven't decided what group is responsible yet), but whos conection to the life around her casued her to regrow out of plants.
Okay... now here's the challenge: I don't want a Controller or Dominator. Spines Scrappers and Stalkers are also out. The first because I'm not really big on the Control sets in general. The second because I've never been able to get into Spines.
So... for this lovely little living tree, what kind of AT and Powers would you suggest? -
Quote:True.Not needed. Purples help, but would probably only make a noticeable difference at levels of difficulty that are rare in the game. Having a handful of purple inspirations on hand will do MUCH more for you than having a handful of purple sets in your build.
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Except for those odd times that the RNG hates you. Then you're SOL no matter what. (3 Purple Insp, and 2 +1 LTs still hit me fast enough that I was dead within 7 seconds.) -
I don't know... I don't forsee rolling up a Spine/ scrapper any time soon, even with a concept that works wonderfully with the Thorns image.
I've just never been able to get into the early powers. It always ends up feeling like I don't have an attack chain... It's so AoE oriented that I can't find any kind of DpE chain of any value.
Not to mention that one of its THREE single target attacks is Barb Swipe, which looks awesome - and does diddly. Heck, if I am remembering correctly, it still takes longer to animate than it does to recharge! And all that for a low damage attack... ugh...
So if anyone has any tips on how to make Spines fun, I'll listen, but this one just looks like a pass for me...
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No matter how nice some of the new looks are. -
Soooo... how are Archery and Trick Arrows on a Corruptor?
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Um... wow.
I have to give a big thumbs up to the changes in Brawl and the origin attacks.
I got onto the Test server to check out a claws brute... and was amazed as I went nonstop from level 1 to 5... and I only stopped there because that's when I usually head to Oakes.
At first I think, wow - Claws on Brutes is good. Then I wondered about it, and started another Brute - Battle Axe/Invul.
Same thing. Only had to pause once to rest... for my health bar.
Decided to try for the proper test - something with a toggle at level one. Stone Melee/Dark Armor.
Again, had to pause once for my health bar, but my End was fine.
I have never before felt quite like a Brute so early in the game!
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I can only imagine that this doesn't last long. Sooner or later, Endurance Dysfunction is going to rear its head... until then, I'll enjoy crushing my foes to paste... -
Quote:There's the key word.Funny how I'm able to solo hazard zone spawns in CF with my underperforming damage lacking mind troller.
This is why I said that Mind is only somewhat underperforming. It is very strong when solo! It becomes lackluster on when teaming. There, the Sleeps and Fear powers are nearly useless, and TK remains highly situational. With only a single built in way to achieve mass-containment, they can not leverage their powers higher damage abilities as well as others, and they have no pet to either help with damage output or tanking duties.
This isn't even considering those that will tell the Mind Controller not to use Mass Confusion - which would only serve to reduce their effectiveness even more.
Even with all that, Mind Control isn't bad on teams. It's just, the other control sets are better.
Well, except Gravity - which is the set that the Devs should look at first, in regards to controls... -
...Not about how to get there, I managed that.
But, Now that I've got access tot he Test Server... what can I do different? I know there's apperently some way to rapidly level (I doubt that people can be testing out level 50 Ele/SS Tanks in short order otherwise.) And that there are supposed to be other features to let you, well, Test things.
So... how do I access them? -
Quote:...are you, by any chance, /Traps?you sure? because my robots blocked me into a small room today and i had to use the mission teleport just to get out.
You can walk through your Bots, but you can't waly through any /Traps pets you may summong... like the Force Field Generator or the Acid Mortar... -
Quote:Snipes are a matter of personal preference on ALL ATs that get them. They really aren't an attack that you can use in your attack chain... their only real purpose is to pull. And even then, most the time, you don't need that kind of range to do the pulling.Are Snipes worthwhile on Corruptors? I never take them on Defenders and don't play Blasters much, so I don't know what a snipe is even good for.
I will grab Beanbag, I guess. I originally skipped it because I had unrealistic expectations about the control my Dom could provide.
It's a playstyle choice. -
Quote:He may be using an older build, or just older information. SL used to be a minor damage attack with a small heal. These days? It's a powerful attack, with a minor heal.My DM/SD is only 30, so maybe I am missing something, but my SL hits like a truck when slotted for damage, I cant imagine it out of the rotation, unless you are "supposed" to slot it for heal and neuter it.
Any thoughts?
As to SM, I treat it like a single target attack tbh. If there is a pack, I will try to target the back one if I can, but I dont sweat it failing.
Frankly, it's a power that just begs to have 6 slots and to be Frankenslotted. It isn't difficult to cobble together a group of IOs to enhance Accuracy, Damage, AND Healing - with some Recharge and End Reduction in there, too. -
Quote:Yes, set bonuses only apply to the Mastermind.Im going to roll up a thugs MM and had a few questions. Now Ive played an MM a few times but never really just set out to do it and had some questions I was wondering about.
1. Set bonuses: Do these only apply to the MM? for example if there is a set bonus of +2% damage is that only for the MM?
Quote:2. If the above question is true, does this mean that the best course of action is frankenslotting?
Quote:3. I want decent survivability with the build for soloing but i want those thugs hitting hard, what would be a good second for that? What would I slot for?
That's my personal feelings, but... Dark Miasma and Storm Summoning would be good choices, too. Maybe Pain Domination... haven't played one of those long enough to really know. Trick Arrow works well on paper, but I've heard that it has some problems meshing with Thugs in practice. Poison is not something I would recommend without a lot of experience, and Force Fields make your pets safe, but don't help with their damage.
Thermal... need to actually play the set for a while, so I'll throw that in with Pain for the moment.
Slotting depends on the secondary, so... won't go into that here.
Quote:4. Leadership Toggles seem to be a must for Thugs as it adds to the ones stacked from the MM inherant and the Enforcer leadership. Are these abilities worth slotting or should they stay as one slot?
Quote:5. What pools are standard for a thugs MM? Tough/Weave? Fitness?
Quote:6. Any of the Duel Pistol abilities worth slotting up or taking or should i ignore them completly?
That said, they can be useful to pull with. And, if you plan to Tankermind, your AoE can draw a lot of Aggro. Still, you probably never need more than one personal attack. And with Veteran attacks, you may not even need that... -
Did the Devs change anything in Energy Aura, too? Or does it still have Conserve Power?
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Time Bomb? Time Bomb is still in Traps!?
Ugh... -=FAIL!!=-
Seriously... that's probably THE most worthless power in the game, especially on a Corruptor, or now a Defender. Can we please get that thing changed? To something that someone might actually use at some point? -
Quote:Other control sets.lol
no really, wth are you talking about?
Underperforming....compared to what?
I will admit, my observations have been from a single server, and not a high-population one at that, but... after 32, I have only ever seen one Mind Control/ controller. Fire Control remains predominant, but Ice and Earth become more welcome. Illusions and Plant always seem popular, and...
Well, Gravity's got other issues, and seems to be rare at any level.
Also, I would point out that it is only somewhat underperforming. Any Mind Control player can easily provide the mass shutdown that they would be desired for. But the lack of a pet, little reliable mass-containment, and no additional debuff effect... means that teams aren't looking to Mind Control when they want a 'troller.
I also haven't taken a look at how it is for Dominators - with no Containment issues and a damage-devoted secondary, I can imagine that Mind Control is better for the Dominator than the Controller. -
Quote:In a word, YES!!What is the point of being invincible for 15 seconds? How could I use that tactically, whether solo or in teams? I'm almost 38... should I take it?
Regardless of your primary, by now you should have encountered /Regeneration's biggest weakness: Burst Damage. Generally this comes in the form of the Alpha Strike - when the enemies pull out a powerful attack as their first move. Get a group of those, and - without other means of mitigation, you can end up dead before you really get going.
Of course, if you survive that, /Regen is generally able to take care of itself. There is a reason for the old saw about Regeneration: If your not dead in the first 10 seconds, you are unkillable.
Well, take another look at Moment of Glory. For 15 seconds, you have 71% defense to all types (save Psionic) and 71% Resistance to all types (again, except Psionics). If you haven't been paying attention, that's well over the Defense Soft Cap, and almost at the Resistance cap.
In other words... yes, the perfect tool to plug /Regenerations Burst Damage weakness. It's the thing you use when you see a group of problem enemies - like, it includes more than one boss? Two Malta Sappers? How about an AV? Rikti, Nemesis, and Carnies can even be enough of a pain alone to warrant the power.
So yes, take it. You'll be hitting it, then Build up, then dive into enemies and see them fall. -
Quote:While Mind Control starts strong, it stagnates at the higher levels. I doubt adding a -20% to hit to Terrify would overpower the set that is somewhat underperforming now.I'm pretty sure it doesn't get -Tohit because Mind Control is absurdly good already, it's a control set not a debuff set, and the set doesn't need help?
Also, I completely disagree that Mass Hyp is better, either on teams, or solo. I find Terrify to be better because Feared guys stay Feared when attacked. Likely just a playstyle difference.
Of course, with how well controllers are doing in general, I don't know when the Devs are going to bother looking at Mind Control... or Gravity, for that matter, which is probably in worse shape. -
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Coyote, the problem with your little idea is... what else is there?
When you boil it all down, there are only two roles in this game. "Damage" and "Support."
Blasters, Scrappers, Brutes, & Stalkers hold only a "Damage" role.
Controllers alone hold only a "Support" role.
Every other AT is a mix of Damage and Support.
So what would you suggest? Making Defenders only a Support role, too? And how would you go about this change?
No. There is no reason for it, and the Devs certainly aren't going to go for it.
There IS an issue with the Defender's role, but it's not that they have a Damage role... it's that the damage role is trivialized. Either by the Defenders themselves ("I'm a Healer only!") or by their teammates ("Why the heck do you bother blasting?")
Do Defenders need to do more damage? Probably... but it's a slippery slope to get the right balance. Because you are partially right, Defenders should not be the go-to AT for a Damage role. It's just that right now there seems to be an overwhelming opinion that Defender damage is insignificant - and it shouldn't be that way.
Does Vigilance need to be revamped? Oh, certainly... simply because it IS that poor. Would it solve the Defender's problems? That depends a lot on what Vig v2.0 is... but I somehow doubt it.
What the Defenders need the most is an attitude adjustment... an overall reminder that they have two roles and it is okay to do both. No, scratch that - they should be EXPECTED to fill both roles! But that's one thing the Devs can't just change. An overhaul of Defenders would help, but if the general player opinions don't change, then Defenders will continue to under perform, regardless of any changes. -
Quote:Ah... a misunderstanding. It's not the sets I would be concerned with. It's the amount of slots and power selections that ties up, especially if I'm throwing Hasten into the mix as well.The entire point of those sets is that they won't gimp you in some other way. Every single one of those sets gives you excellent enhancement values for the powers that they belong in. You were simply asking what can be used to give you a higher level of defense. Those are what is used in almost all cases and, even better, most of them aren't even that expensive.
Your suggestion included Weave (tying up 3 powers to get) CJ or Hover (One more power), and Maneuvers (One power). That's three power pools and 5 powers. I would need to sacrifice the Fitness pool, or not put in Hasten.
And it gets better - I find hover very hard to use. I have problems with it on Blasters and Defenders - I'm certainly not going to use it on a Scrapper. So there goes that. Either I don't take Flight - which I want for concept - or I'm sacrificing BOTH Fitness and Speed for Jumping.
Not to mention that I would be giving up AS, which will leave a hole in my current attack chain, AND remove a source of mitigation.
Then there's the issue of slots. I'd need to find enough slots to put in the sets mentioned - in the powers they can go. That means I'me going to have to underslot other things just to make the space...
This is running up against a wall here. To get what you were suggesting, I'd have to sacrifice things I put in for concept... but if I do that, I'm not playing the character I wanted to play any more.
I also would like to apologize if I came across as rude or offensive. It just raises my hackles when it seems (to me) that I'm being told that "There is only one way to play this! You must take these powers, put in these sets, and make these choices this way, or your character will not be a success!"
That's what I was seeing, and I overreacted. -
A few things...
The third slot: I know 50 IOs make that third slot nearly useless. This build was based around level 35 IOs - The point where I start switching to IOs in the first place. And I am unlikely to swap those out unless I'm putting in a set.
Hasten: Chalk this up to bad experiences. I've taken this on several toons, to one of two effects. I would hit the power, and either (a) find it a waste of time as I already had a smooth attack chain and the added Recharge does not noticeably help (this is usually on Blasters and Scrappers); or (b) the added recharge sure helps... me burn through all my End well before Hasten is done... and usually well before the battle is over (Defenders, Corruptors, and a Brute). And then the crash as I start recovering can often floor my End, AGAIN.
Throw in that I probably can't work it into this build until the 30s, by which time I should have my smooth attack chain... I am still left wondering about the benefits. Still... I will look into this.
The Uniques - Yes, they can be bought for 200 and 250 merits, respectively. As it has taken a Tanker I made after Merits were introduced until after level 40 to make over 200 Merits, I'm going to put that under "More trouble that it is worth" too. Unless I start farming some TFs (Which I don't have the play time for), that cost remains out of reach.
Finally:
Quote:O_oObliteration 6 piece, Mako's Bite 6 piece, Touch of Death 6 piece, Blessing of the Zephyr 2 and 3 piece, Gaussian's 6 piece, the Steadfast Protection 3% +def IO, taking Weave, Maneuvers, CJ, and/or Hover. Those are all of the big ones. Slotting those sets and taking those powers where you possible can easily net you positional defenses in your 20s. Stack that up with enough recharge to actually run a decent attack string/get the recharge of Recon down under 20 seconds and you'll be pretty well set.
Okay... any way to do that without gimping myself in some other way?
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And Hover? On a Scrapper? Isn't that a little... cross purpose?
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Actually, let me clarify something - I haven't really seen a point to playing a level 50 toon. Maybe, if GR is everything it is promising, there will be a point to wake up a 50, but generally, once I hit that point, the toon gets shelved. So if your plans are based around being awesome at 50... I need a second opinion. That's also why I don't bother considering HOs and Purples.
Similarly, my time to actually play the game is limited to about 90-120 minutes a day, with maybe up to 5 hours one day on the weekend, unless I plan ahead specifically to spend longer. So... solo play is big, Teams are few (in participants) and far between (in occurrence), and TFs are almost right out of consideration. And, as I find Farming the second most boring experience of the game, a rapid rise through the ranks is NOT in the future of any of my toons. (Darn, I guess I'll just have to experience the content and game play on my way up.) -
While I will admit that I've never taken Hasten with either Willpower or Regen before...
I'm still not seeing it.
Yes... The faster the power recharges, the faster I can use it again. But WHY do I need to to recharge faster, if I'm already seeing it up enough?
As I said, I've taken Hasten before, on other toons. And in every case, as soon as I hit SOs, it sits unused... no longer finding a situation where I need the recharge, and it is worth the crash.
Is making Dull Pain perma really that big a deal? I never bothered on my other /Regen toons, and didn't see a problem.
And, again, I'm sticking with Flight for my travel power.
Now, onto defense: How can you build a significant defense into /Regeneration? (Outside of MoG - that's a 15 second God Mode). I haven't really seen much for it - that's why I put slots in Resilience in the first place, to get some Resists in, at the least. Even then, between Resilience and Tough, all I manage is 27% S/L resist.
What should I be shooting for, in regards to defense? Well, other than Positional Defense, that goes without saying... -
Quote:Yeah... no. Not unless I get one through a random roll. Otherwise.. it's not worth the effort.You're missing the numi +recovery +regen unique and the regen tissue +regen unique.
Quote:The only other suggestion is to slot more sets of 3 Numis for the +HP and +regen bonusses.
I'm happy with the build I posted. He'll never be the lead scrapper but he can take alpha like a sonofagun.
As long as the team comes in behind you within 15 seconds it doesn't matter how much defense you have. You're untouchable when MoG is running.
Also resilience is a skippable power so you could take hasten.
While the build I gave had all the sets I would be looking for... I have never been good at making Inf. I will most likely end up in a common IO build.
And Hasten? Um... why? I've taken Hasten on several toons... and I either don't need to use it, or it ends up being detrimental (What good is having my powers recharged if I'm out of Endurance?) I'm nearing the 18 month mark with this game, and have yet to see why some people swear that Hasten is the Be all/End all power.
Besides, I'm sticking with Flight for thematic purposes.
I'll take a look into building in more +Regen and more +HP, and who knows? Maybe I'll get lucky, and find a way to work in one of the uniques.
Thanks for the help... I'll post an updated build when I finish it. -
Well, here's the build I worked out. I did not include Scorch - I couldn't fit it in early enough (taking it in the late 30s seems... redundant), and think Air Superiority will serve just as well. I wish I could work Tough in earlier, at least, but... well I couldn't without pushing something else back.
I took Weave, mostly because... well, I couldn't think of anything else to take. Maybe, after i16 and Blaze Mastery appears, I'll find something else worth taking.
As it is, with weave I've managed a whopping 10% melee defense. [sarcasm]I feel really safe now![/sarcasm]
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
Level 50 Magic Scrapper
Primary Power Set: Fiery Melee
Secondary Power Set: Regeneration
Power Pool: Flight
Power Pool: Fitness
Power Pool: Fighting
Hero Profile:
Level 1: Fire Sword- (A) Crushing Impact - Accuracy/Damage/Endurance: Level 35
- (3) Crushing Impact - Damage/Endurance/Recharge: Level 35
- (5) Crushing Impact - Accuracy/Damage: Level 35
- (13) Crushing Impact - Damage/Endurance: Level 35
- (42) Crushing Impact - Damage/Recharge: Level 35
- (43) Crushing Impact - Accuracy/Damage/Recharge: Level 35
- (A) Healing IO: Level 35
- (7) Healing IO: Level 35
- (25) Healing IO: Level 35
- (A) Touch of Death - Chance of Damage(Negative): Level 35
- (3) Touch of Death - Accuracy/Damage: Level 35
- (5) Touch of Death - Damage/Recharge: Level 35
- (13) Touch of Death - Accuracy/Damage/Endurance: Level 35
- (42) Touch of Death - Damage/Endurance: Level 35
- (42) Touch of Death - Damage/Endurance/Recharge: Level 35
- (A) Endurance Modification IO: Level 35
- (15) Endurance Modification IO: Level 35
- (15) Endurance Modification IO: Level 35
- (A) Focused Smite - Accuracy/Damage/Recharge: Level 35
- (7) Focused Smite - Accuracy/Damage: Level 35
- (A) Doctored Wounds - Heal: Level 35
- (9) Doctored Wounds - Recharge: Level 35
- (9) Doctored Wounds - Heal/Endurance: Level 35
- (40) Doctored Wounds - Heal/Recharge: Level 35
- (40) Doctored Wounds - Endurance/Recharge: Level 35
- (46) Doctored Wounds - Heal/Endurance/Recharge: Level 35
- (A) Doctored Wounds - Heal: Level 35
- (11) Doctored Wounds - Recharge: Level 35
- (11) Doctored Wounds - Heal/Endurance: Level 35
- (34) Doctored Wounds - Heal/Recharge: Level 35
- (40) Doctored Wounds - Endurance/Recharge: Level 35
- (46) Doctored Wounds - Heal/Endurance/Recharge: Level 35
- (A) Flight Speed IO: Level 35
- (A) Flight Speed IO: Level 35
- (50) Flight Speed IO: Level 35
- (A) Numina's Convalescence - Heal: Level 35
- (17) Numina's Convalescence - Heal/Endurance: Level 35
- (17) Numina's Convalescence - Heal/Endurance/Recharge: Level 35
- (31) Numina's Convalescence - Heal/Recharge: Level 35
- (A) Obliteration - Accuracy/Damage/Endurance/Recharge: Level 35
- (19) Obliteration - Chance for Smashing Damage: Level 35
- (19) Obliteration - Damage: Level 35
- (36) Obliteration - Damage/Recharge: Level 35
- (36) Obliteration - Accuracy/Recharge: Level 35
- (36) Obliteration - Accuracy/Damage/Recharge: Level 35
- (A) Air Burst - Accuracy/Damage: Level 35
- (21) Air Burst - Damage/Endurance: Level 35
- (21) Air Burst - Damage/Recharge: Level 35
- (43) Air Burst - Damage/Range: Level 35
- (43) Positron's Blast - Damage/Range: Level 35
- (46) Positron's Blast - Damage/Recharge: Level 35
- (A) Recharge Reduction IO: Level 35
- (23) Recharge Reduction IO: Level 35
- (23) Recharge Reduction IO: Level 35
- (A) Healing IO: Level 35
- (25) Healing IO: Level 35
- (39) Healing IO: Level 35
- (A) Touch of Death - Accuracy/Damage/Endurance: Level 35
- (27) Touch of Death - Damage/Recharge: Level 35
- (27) Touch of Death - Damage/Endurance: Level 35
- (37) Touch of Death - Accuracy/Damage: Level 35
- (37) Touch of Death - Chance of Damage(Negative): Level 35
- (37) Touch of Death - Damage/Endurance/Recharge: Level 35
- (A) Recharge Reduction IO: Level 35
- (29) Recharge Reduction IO: Level 35
- (29) Recharge Reduction IO: Level 35
- (A) Endurance Modification IO: Level 35
- (31) Endurance Modification IO: Level 35
- (31) Endurance Modification IO: Level 35
- (A) Mako's Bite - Chance of Damage(Lethal): Level 35
- (33) Mako's Bite - Accuracy/Damage/Endurance/Recharge: Level 35
- (33) Mako's Bite - Accuracy/Damage: Level 35
- (33) Mako's Bite - Damage/Endurance: Level 35
- (34) Mako's Bite - Accuracy/Endurance/Recharge: Level 35
- (34) Mako's Bite - Damage/Recharge: Level 35
- (A) Titanium Coating - Resistance: Level 35
- (50) Titanium Coating - Resistance/Endurance: Level 35
- (50) Titanium Coating - Resistance/Recharge: Level 35
- (A) Recharge Reduction IO: Level 35
- (39) Recharge Reduction IO: Level 35
- (39) Recharge Reduction IO: Level 35
- (A) Accuracy IO: Level 35
- (A) Reactive Armor - Resistance: Level 35
- (45) Reactive Armor - Resistance/Endurance: Level 35
- (45) Reactive Armor - Resistance/Recharge: Level 35
- (45) Reactive Armor - Resistance/Endurance/Recharge: Level 35
- (A) Luck of the Gambler - Defense: Level 35
- (48) Luck of the Gambler - Defense/Endurance: Level 35
- (48) Luck of the Gambler - Defense/Recharge: Level 35
- (48) Luck of the Gambler - Defense/Endurance/Recharge: Level 35
- (A) Recharge Reduction IO: Level 35
Level 1: Brawl- (A) Accuracy IO: Level 35
- (A) Run Speed IO: Level 35
- (A) Recharge Reduction IO: Level 35
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Set Bonus Totals:- 11% DamageBuff(Smashing)
- 11% DamageBuff(Lethal)
- 11% DamageBuff(Fire)
- 11% DamageBuff(Cold)
- 11% DamageBuff(Energy)
- 11% DamageBuff(Negative)
- 11% DamageBuff(Toxic)
- 11% DamageBuff(Psionic)
- 6.88% Defense(Smashing)
- 6.88% Defense(Lethal)
- 3.13% Defense(Energy)
- 3.13% Defense(Negative)
- 11.9% Defense(Melee)
- 4.38% Defense(Ranged)
- 2% Enhancement(Knockback)
- 2% Enhancement(Knockup)
- 20% Enhancement(RechargeTime)
- 14% Enhancement(Heal)
- 25% Enhancement(Accuracy)
- 145.6 HP (10.9%) HitPoints
- MezResist(Held) 8.8%
- MezResist(Immobilize) 13.8%
- MezResist(Sleep) 2.2%
- MezResist(Stun) 2.2%
- MezResist(Terrorized) 4.4%
- 2.5% (0.04 End/sec) Recovery
- 22% (1.23 HP/sec) Regeneration
- 0.63% Resistance(Smashing)
- 0.63% Resistance(Lethal)
- 2.52% Resistance(Fire)
- 2.52% Resistance(Cold)
- 2.52% Resistance(Toxic)
- 5.02% Resistance(Psionic)
Set Bonuses:
Crushing Impact
(Fire Sword)- MezResist(Immobilize) 2.2%
- 15.1 HP (1.12%) HitPoints
- 7% Enhancement(Accuracy)
- 5% Enhancement(RechargeTime)
- 2.5% Resistance(Psionic)
(Cremate)- MezResist(Immobilize) 2.75%
- 20.1 HP (1.5%) HitPoints
- 2.5% DamageBuff(All)
- MezResist(Held) 2.75%
- 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
(Air Superiority)- MezResist(Immobilize) 1.65%
(Reconstruction)- MezResist(Terrorized) 2.2%
- 1.26% Resistance(Fire,Cold)
- 4% Enhancement(Heal)
- 5% Enhancement(RechargeTime)
- 1.26% Resistance(Toxic,Psionic)
(Dull Pain)- MezResist(Terrorized) 2.2%
- 1.26% Resistance(Fire,Cold)
- 4% Enhancement(Heal)
- 5% Enhancement(RechargeTime)
- 1.26% Resistance(Toxic,Psionic)
(Integration)- 12% (0.67 HP/sec) Regeneration
- 25.1 HP (1.87%) HitPoints
- 6% Enhancement(Heal)
(Fire Sword Circle)- MezResist(Stun) 2.2%
- 3% DamageBuff(All)
- 9% Enhancement(Accuracy)
- 5% Enhancement(RechargeTime)
- 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
(Breath of Fire)- 2% Enhancement(Knockback), 2% Enhancement(Knockup)
- 10 HP (0.75%) HitPoints
- 0.63% Resistance(Smashing,Lethal)
(Breath of Fire)- 2.5% (0.04 End/sec) Recovery
(Incinerate)- MezResist(Immobilize) 2.75%
- 20.1 HP (1.5%) HitPoints
- 2.5% DamageBuff(All)
- MezResist(Held) 2.75%
- 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
(Greater Fire Sword)- MezResist(Immobilize) 3.3%
- 20.1 HP (1.5%) HitPoints
- 3% DamageBuff(All)
- MezResist(Held) 3.3%
- 3.75% Defense(Ranged), 1.88% Defense(Energy), 1.88% Defense(Negative)
(Resilience)- MezResist(Sleep) 2.2%
- 20.1 HP (1.5%) HitPoints
(Tough)- MezResist(Immobilize) 1.1%
- 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
- 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)
(Weave)- 10% (0.56 HP/sec) Regeneration
- 15.1 HP (1.12%) HitPoints
- 9% Enhancement(Accuracy)
| Copy & Paste this data into Mids' Hero Designer to view the build |
|-------------------------------------------------------------------|
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|-------------------------------------------------------------------|
...so, what do you think?