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Posts
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A couple of things I'd also like to mention and are key in character builds is the Law of 5, and the rules surrounding Procs and Global IOs. With the Law of 5; You can have up to 5 of the same type of set bonuses, but a 6th bonus won't apply. For example, you can have 5-5% recharge bonuses, and 5- 6.5% recharge bonuses, but a 6th 5% or 6th 6.5% recharge bonus won't be counted.
The rules surrounding Procs and Global IOs is a bit longer and can be further explained here; http://wiki.cohtitan.com/wiki/Invent..._IOs_from_Sets -
I've also made a new dark/ma tank for all the reasons Dechs mentioned.
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LSK, it sounds like he's more interested in a PvP build, since I've seen where it's been recommended that you want to get 41/42+ kb protection in PvP.
If this was intended for more of a PvE build, I'd recommend 4 slotting Reactive Armor in all your resistance powers, and 4 slotting Kinetic Combats in your single target attacks. Both of those give very nice S/L defense bonuses, with the Reactive's also adding in E/N defense. In a 5th slot on the ST attacks I would slot a Crushing Impact; Acc/Dmg/End IO. (Kinetic Combat set is a bit short on Acc.)
I'd find a few spots for the Eradication set's E/N defense bonuses as well. I would also grab Weave, and at minimum 3 slot it, if not 4 slot it. If I wasn't looking for a particular set bonus on Weave, I'd grab either Cytoskeleton or Enzyme Exposure HOs. You could get away with 3 slotting with the HOs. As someone who's not a fan of Melt Armor, I'd drop that in a heart beat and put Weave in there and redistribute a few slots around.
HOs in some powers are great, in others it's debatable. It all depends on the build goals, and whether you'd get more out of the HOs or Set IOs and Set bonuses. (For instance I've come to really like the idea of slotting Invincibility with 2 Cytoskeletons, One Membrane and the LotG; 7.5% recharge IO in it.) I'm not sure I'm sold on HOs in you resistance powers, and I'm definitely not sold on the PvP Resist/End IOs in your build. Another Ribosome HO would cover your needs better there.
Again, I think you're more interested in a PvP build. I'd recommend taking this into the PvP forums and see what kind of feed back you can get there. If you are interested in more of a PvE build, take a look at the recommendations I've made. Also, in a PvE build with some defense, you shouldn't need Aid Self. If you keep Jab as two slots I'd throw in two Crushing Impact IOs: Acc/Dmg/Rech and Acc/Dmg/End. -
On my Fire/Fire/Pyre tank I've built for both Cardiac and Spiritual Alpha. Depending on what I'm doing, or team make up, I'll switch between them. Lately I've been running with Spiritual for the extra recharge.
For Interface, I'd originally gone with Diamagnetic. With it being fairly well resisted by higher level mobs, I ended up changing to Reactive for the additional Fire dmg.
For Judgement, I went with Void for two reasons. One; the -dmg, and two; it gives me another dmg type in my attack chain. I have Ion on my Dark/Dark tank, and I'm tempted to work towards it on the Fire.
For Destiny, I've crafted both Barrier and Rebirth. With some teams Barrier is a must, on other teams having more regen is better. On Hamidon Raids I'll use Rebirth when I'm on the yellow aggro team.
For Lore I also went with the Seers for the same reason TBoxer mentioned. -
Don't PvP so I can't help you there. I know there were fairly dramatic changes to PvP in i13. You might wish to look in the Pvp forums for some history to that.
Beyond PvP, what is it you're looking for with the build? Better recharge? Better Defense? Better DPS? Need a bit more guidance from you so we have a direction to go. -
Quote:I'm sure this has been brought up before but I didn't feel like going through anymore pages looking for it. How about giving us the ability to change the height and size of characters when changing a costume. I'm not asking for a gender change but give us the ability to change the size and shape of a character so if someone wanted to give their oversized character a normal sized alter ego they could. Kind of like a Hulk/Bruce Banner type deal. It would be even cooler if when the player chose the civilian guise, their powers would shut off. Obviously this wouldn't apply with all characters and it would probably be a bit difficult to pull off but it would be a nice option for those that role play with their characters.
p.s. I know you can change the scales of a character but they'd still be the same height unless you changed the length of the legs, but that's only going to give a slight change in height.
This stuff is already in game. You should look into the SuperScience Booster pack-Cosmetic Surgeon. I'm not sure where it can be found in the new Paragon Market, but I'm sure it's in there. As far as I can recall you can change everything about your characters "costume" as if you were starting over from scratch.
http://wiki.cohtitan.com/wiki/Cosmetic_Surgeon
http://wiki.cohtitan.com/wiki/Science_Pack -
When I took my new Sonic/Time Corruptor through Graves first set of missions I had a very similar reaction to Samuel's. My Corruptor is vane, pompous and arrogant, in spite of not having any tools (ie powers) to back that up very far (And yes, we all know individuals like that in real life). So having words put into the character's mouth that he wouldn't have said, was a bit jarring.
A bit of history; when the Mission Architect was first released I'd created a story arc that I thought wasn't half bad. The BIGGEST complaint I received was that, in some of my narrative, I was telling the players that their toon had "done things" that weren't in character. Unfortunately, the first arc smacks of the same thing I'd done.
In general I think they've done an OK job with things. I just think the dialog tree should have a few more options. -
You can find a fairly comprehensive list in this post:
http://boards.cityofheroes.com/showp...6&postcount=48 -
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As was mentioned you can monitor your "last chance to hit" percentage.
If it wasn't made clear how to do that, you'll find it in the Combat Attributes window under "Base" settings. You'll find the Combat Attributes window at the top edge of your power tab. Click on Combat Attributes, open up the Base section and right-click on "Last Chance to Hit". It should give you an option to monitor those numbers. The new window it opens can be dragged around the screen to a spot out of the way. -
One update to the Shivans in Bloody Bay I'd like to see; A shivan or two running around with the skeleton upside down inside.
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As was mentioned in several other threads, Shivans form themselves from whatever available material is around. The Bloody Bay Shivans landed in a graveyard so ended up using skeletons. The ones in Galaxy City are using the "material at hand".
So with that in mind it's highly doubtful there will be an "update" to the Shivans in Bloody Bay. -
I suppose the first question would be "farm what?"
He's not going to be doing much damage with your first two attacks.
Blazing Aura and Thunder Strike are poor spots for Obliteration as it doesn't have very good end reduction in it. Lightning Rod is the perfect spot for a set of Oblits as it has such a long recharge.
If he's planning on fighting against fire dmg, I wouldn't bother with Maneuvers as the defense isn't worth the end cost. (With rare exceptions I wouldn't put Maneuver's in a tank build anyway.)
Using Lightning clap as a set mule seems counter productive to farming.
If you're looking to give him more dps, then Pyre Mastery is a better way to go then Earth Mastery.
In Weave, you didn't even use the LotG +7.5% unique? Speaking of which, you didn't include the Steadfast Unique in the build anywhere. Temperature Protection doesn't need more then two slots in it, and would be a great spot to put the Steadfast Unique and maybe another -kb protection IO.
I'd recommend that your friend get the following Accolades: Atlas Medallion, Freedom Phalanx Reserve, Portal Jockey, and Task Force Commander. They give varying +hp and +end bonus amongst them.
Here's a quick rebuild. I did throw in one set of purples in Burn instead of going with Oblits. If you switch to Oblits in Burn you invoke the "law of 5" and the 5% recharge bonus won't work. If you wanted you could add another set of purples in Fireball.
Take a look at what I've done. See if you like it better. It's not perfect, but I think he'll be doing more DPS then what you've built.
Hero Plan by Mids' Hero Designer 1.942
http://www.cohplanner.com/
Click this DataLink to open the build!
Mock up 1: Level 50 Magic Tanker
Primary Power Set: Fiery Aura
Secondary Power Set: Electrical Melee
Power Pool: Speed
Power Pool: Leaping
Power Pool: Fighting
Ancillary Pool: Pyre Mastery
Hero Profile:
Level 1: Fire Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(3), RctvArm-ResDam/EndRdx/Rchg(5), RctvArm-ResDam(7)
Level 1: Charged Brawl -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(7), C'ngImp-Acc/Dmg/Rchg(34), C'ngImp-Acc/Dmg/EndRdx(37), C'ngImp-Dmg/EndRdx/Rchg(46)
Level 2: Havoc Punch -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(9), C'ngImp-Acc/Dmg/Rchg(42), C'ngImp-Acc/Dmg/EndRdx(43), C'ngImp-Dmg/EndRdx/Rchg(46)
Level 4: Healing Flames -- Dct'dW-Heal(A), Dct'dW-Rchg(5), Dct'dW-Heal/EndRdx(11), Dct'dW-EndRdx/Rchg(23), Dct'dW-Heal/Rchg(34)
Level 6: Hasten -- RechRdx-I(A), RechRdx-I(40), RechRdx-I(42)
Level 8: Blazing Aura -- Erad-Dmg(A), Erad-Acc/Dmg/EndRdx/Rchg(9), Erad-Acc/Dmg/Rchg(15), Sciroc-Acc/Dmg/EndRdx(23), Sciroc-Dmg/EndRdx(34)
Level 10: Consume -- Efficacy-EndMod/Acc/Rchg(A), P'Shift-EndMod/Acc/Rchg(11), EnManip-EndMod/Rchg(43)
Level 12: Plasma Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(13), RctvArm-ResDam/EndRdx/Rchg(13), RctvArm-ResDam(15)
Level 14: Combat Jumping -- Krma-ResKB(A)
Level 16: Thunder Strike -- Erad-Dmg(A), Erad-Acc/Dmg/Rchg(17), Erad-Acc/Dmg/EndRdx/Rchg(17), Sciroc-Dmg/EndRdx(21), Sciroc-Dmg/Rchg(27)
Level 18: Burn -- Armgdn-Dmg(A), Armgdn-Dmg/Rchg(19), Armgdn-Acc/Dmg/Rchg(19), Armgdn-Acc/Rchg(21), Armgdn-Dmg/EndRdx(27)
Level 20: Build Up -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(46)
Level 22: Taunt -- Zinger-Taunt/Rchg/Rng(A), Zinger-Dam%(43)
Level 24: Boxing -- Acc-I(A)
Level 26: Fiery Embrace -- RechRdx-I(A), RechRdx-I(45), RechRdx-I(50)
Level 28: Jacobs Ladder -- Erad-Dmg(A), Erad-Acc/Dmg/EndRdx/Rchg(29), Erad-Acc/Dmg/Rchg(29), Sciroc-Acc/Dmg/EndRdx(37)
Level 30: Tough -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(31), RctvArm-ResDam/EndRdx/Rchg(31), RctvArm-ResDam/Rchg(31)
Level 32: Weave -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(33), LkGmblr-Def/EndRdx/Rchg(33), LkGmblr-Rchg+(33)
Level 35: Chain Induction -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(36), C'ngImp-Acc/Dmg/Rchg(36), C'ngImp-Acc/Dmg/EndRdx(36), C'ngImp-Dmg/EndRdx/Rchg(37)
Level 38: Lightning Rod -- Oblit-Dmg(A), Oblit-Acc/Rchg(39), Oblit-Dmg/Rchg(39), Oblit-Acc/Dmg/Rchg(39), Oblit-Acc/Dmg/EndRdx/Rchg(40), Oblit-%Dam(40)
Level 41: Char -- Lock-EndRdx/Rchg/Hold(A), HO:Endo(42)
Level 44: Fire Blast -- Thundr-Acc/Dmg/Rchg(A), Thundr-Acc/Dmg/EndRdx(45), Thundr-Dmg/EndRdx/Rchg(45)
Level 47: Fire Ball -- Posi-Dam%(A), Posi-Acc/Dmg/EndRdx(48), Posi-Dmg/Rng(48), Posi-Acc/Dmg(48), Posi-Dmg/Rchg(50)
Level 49: Temperature Protection -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(50)
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Level 1: Brawl -- Empty(A)
Level 1: Gauntlet
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 2: Swift -- Run-I(A)
Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(25)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-EndMod(A), EndMod-I(3), P'Shift-End%(25)
Level 4: Ninja Run
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Versions of some the current shields without the "wood" backing.
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It's fairly demanding should you include Cloak of Fear in it. If you take all the other powers in the set including Cloak of Fear, (but not OG), your base end/sec cost before any end reduction is 1.92 end/sec. You'll be at 1.48 end/sec with OG instead of CoF. That doesn't include Tough/Weave, and whatever else you wish to throw into the mix. I'm not saying it's unmanageable. My Dark/Dark tank currently gets over 4.08 end/sec recovery if memory serves me right, so it can be managed. (As for Dark Regen, as I mentioned earlier the Theft of Essence proc is usually the first thing that goes into it.) But I think you should plan to get some +recovery and +end bonuses in the build.
I will agree that yes, most players fail to adequately give their attacks enough end reduction compared to the recharge time. -
Also, if you slot one standard lvl 35 KB IO in Acrobatics, it will push the protection over 10 as a portion of the kb protection is enhanceable. Won't do you much for the end cost.
General opinion: 4 is enough for over 50% of the content. IF you want to cover a greater portion, such as Nemesis staff, or hami blasts you want over 10. On a tank I'd want 10+ kb protection. If you were going with KB IO's like Steadfast or Karma, I'd recommend getting three of them in your build for a total of 12 kb protection.
On a side note, I'm not a huge fan of Acrobatics. I don't believe the end cost for what it gives you is worth it. But as always, ymmv. -
I just snuck over the 1100 badge mark on my badger with 1104 badges today. I may eventually get around to pushing for 1200 eventually.
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I have both a SD/DM and an INV/DM tank and I like them for different reasons.
The Inv/DM tank will eventually be soft capped to s/l/e/n(with one in range), is hard capped to s/l resistance, and is pretty much impossible to kill. With DM being more single target oriented he's great for taking on hard targets, but it's a bit slower going with large mobs. Not a lot of AoE to be had until you can pick up an epic power. I went Artic Mastery on this toon and grabbed Ice Storm so that he had something.
The SD/DM tank isn't high enough for me to get him soft capped to positions yet, but is still fairly survivable. Siphon life gives him a heal every round of attacks, and while not a Dull Pain nor Aid self, in most situations I've run across it keeps him from doing the 100-0 in no time flat. (Don't expect it to be the life saver Dull Pain can be.) Adding in Shield Charge to the mix gives some of the AoE dmg that the Inv didn't have. -
I've got a mid 30s Dark/Elec. He's a bit more end heavy then my dark/dark was so far.
I'll echo most of what's been said before. Less concern about Dark Regen; more concern about acc/rech/end redux. Mind you the first thing I drop into it is the proc before anything else, then I build from there.
I don't mind the stun stagger from OG and it pairs nicely with a few of the other powers in Elec Melee. Now you can stun Lts and Bosses.OG is one of those one slot wonder powers.
As Finduilas mentioned, Cloak's defense doesn't supress. It makes it so much nicer when working towards the soft cap. I think my next tank is going to be Dark/MA to get crane kick's +10% defense. -
Quote:Yours was the tl;dr version? Er, uhm, nvm.So, what exactly is the difference between your proposed set and this idea I had?
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I mentioned this in beta as something I felt would/could be an issue so I've been thinking about this for a bit myself. I'd like to see if it would be feasible for the dev's to add in a option that would allow you to cancel getting the vet reward at that time. (ie a way to back out of the vet reward option selection) I know that over on beta I messed up the vet reward order on one toon because it wasn't clear.
It's still not clear. I think it will be unclear to returning vets. -
I think they should randomly turn on and off every time you log into a toon... No, not really.
Yes please. Turned off globally. Thanks bai! -
Sorry if I'm a bit late to the party. I have a lvl 33 Invulnerable/DB tank over on Union that's very sturdy against most mobs. (I drag him out for any of the "Tanker Tuesday" Saturday Euro Tour events on Union that I can make. )
Up until I started getting into the Cones and PBAoEs it never felt like he was doing all that much dmg. (I am an AoE junkie, I'll admit) But I've waded into mobs of council that have ripped apart other tanks teaming with me and come out smelling like a rose. (Well, maybe not a rose, but you get the idea.) You'll never do the dmg an equivalent brute/scrapper will do, so don't expect that. You will, however, survive things they can't without having spent a lot of influence to get there.
I don't recall seeing any mention of Call Me Awesome's Invulnerable tank guides, but take a look at them in the tank guide section if you haven't already. They're a must read for Invulnerable tanks. -
A quick added note.
Once my tank hits lvl 42 I'll add another slot to tough and placing 4 Reactive Armor enhancements in there to compliment the Steadfast (Reactive: Resist, Resist/Recharge, Resist/End redux, Resist/End redux/Recharge). The Reactive's will place the tank at 44.6% S/L and 45.8% E/N without using EA.
Hasten will also get two more slots. -
First of all, welcome to the tank forums. Second of all you've got a lot of basic build flaws that can be fixed.
We'll start with Enhancement Diversification (to be referred to as ED from now on). It comes down to this, any more then two enhancements of any type (defense, resistance, end mod, healing, etc.) will have diminishing returns. The fall off on effectiveness is such that a fourth of any kind slotted in a power is fairly useless. (Some won't slot a third enhancement of one type. ) Mousing over a power in Mids, like Hasten in your build, will show you the current recharge bonus you're getting vs. the pre-ED bonus. Because of the ED rules, you're wasting slots in Hasten, and Stamina.
Secondly you need to look at your defense/resist powers. Most def/resist powers can get enough end redux, and close enough to the ED cut off using 4 slots. I'd recommend going with either LotG or GotA sets for your defensive powers. That Enzyme Exposure in Ice Armor is a very expensive HO that does EXTREMELY very little for you where you've got it placed. Take a look at you're defensive totals while dropping it in and out of Frozen Armor. That small a percentage isn't worth it. Yes it might soft cap you to s/l, but there are better ways.
At this point you're going to be saying "Wait" I need that slotting in the toggles because I'm running out of endurance! Which leads us next to your attacks. A lot of your attacks are under-slotted for end reduction. You'll chew through more endurance/sec using your attacks then toggles. Think about how quickly you'll chew through endurance using Clobber/Shatter/Crowd Control back to back constantly. Approximately 30 endurance every 6 seconds. That translates to 5 end/sec. (compared to your toggles using less then 1.5 end/sec. ) I didn't even include Whirling Mace (13 end cost) in that calculation. That would make it worse. Clobber/Shatter/Crowd Control/Whirling Mace all need better end reduction.
One build limitation you didn't hit but should be aware of is the "Law of Five". Any more then 5 of the same type of set bonus won't work. So you could have 5x 5% recharge bonuses, and 5 x 6.25% recharge bonuses, but if you had 6th 5%recharge, the 6th bonus would be worthless. The Sets and Bonuses window(Cltrl+B) in Mids will show you if you've broken the Law of Five.
As a comparative example here's the in-completed build of my Ice/Mace, who is currently lvl 41 The way he's built so far, he's nearly soft capped to S/L/E/N without a ton of IOs. Using Energy Absorption he gets S/L/E/N capped.(Eventually he will be soft capped without EA) I'll try and dredge up a final build for him, but take a look at this for examples of what I've already mentioned and hopefully it will also give you some ideas.
Hero Plan by Mids' Hero Designer 1.942
http://www.cohplanner.com/
Click this DataLink to open the build!
Deep Gouge: Level 48 Science Tanker
Primary Power Set: Ice Armor
Secondary Power Set: War Mace
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed
Hero Profile:
Level 1: Frozen Armor -- GftotA-Def(A), GftotA-Def/Rchg(3), GftotA-Def/EndRdx(3), GftotA-Def/EndRdx/Rchg(5)
Level 1: Bash -- Acc(A), Dmg-I(5), EndRdx(7), RechRdx(7)
Level 2: Hoarfrost -- RechRdx(A), RechRdx-I(9), Heal-I(9), Heal-I(11)
Level 4: Jawbreaker -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(11), S'ngH'mkr-Dmg/Rchg(13), S'ngH'mkr-Dmg/EndRdx/Rchg(13)
Level 6: Wet Ice -- EndRdx(A)
Level 8: Combat Jumping -- DefBuff-I(A)
Level 10: Taunt -- RechRdx(A)
Level 12: Icicles -- Acc(A), Dmg-I(15), EndRdx(15), EndRdx(17)
Level 14: Super Jump -- EndRdx(A)
Level 16: Boxing -- Empty(A)
Level 18: Glacial Armor -- GftotA-Def/Rchg(A), GftotA-Def(19), GftotA-Def/EndRdx(21), GftotA-Def/EndRdx/Rchg(21)
Level 20: Clobber -- Acc(A), Dmg(23), EndRdx(23), RechRdx(25)
Level 22: Tough -- EndRdx(A), ResDam(25), S'fstPrt-ResDam/Def+(27), ResDam(40)
Level 24: Chilling Embrace -- EndRdx(A), Slow-I(27), EndRdx(29), EndRdx(29)
Level 26: Energy Absorption -- RechRdx(A), RechRdx(31), RechRdx(31), DefBuff-I(31), DefBuff(33)
Level 28: Whirling Mace -- Erad-Dmg(A), Erad-Acc/Dmg/Rchg(33), Erad-Acc/Dmg/EndRdx/Rchg(33), EndRdx(34), RechRdx(34)
Level 30: Weave -- GftotA-Def/EndRdx(A), GftotA-Def/EndRdx/Rchg(34), GftotA-Def/Rchg(36), GftotA-Def(36)
Level 32: Hibernate -- EndRdx(A)
Level 35: Shatter -- Acc(A), Dmg(36), EndRdx(37), EndRdx(37), Dmg-I(37)
Level 38: Crowd Control -- Acc(A), EndRdx-I(39), Dmg-I(39), Dmg(40), RechRdx(40)
Level 41: Hasten -- Empty(A)
Level 44: [Empty]
Level 47: [Empty]
Level 49: [Empty]
Level 0: The Atlas Medallion
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 2: Swift -- Run(A)
Level 2: Hurdle -- Jump(A)
Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(39)
Level 2: Stamina -- EndMod-I(A), P'Shift-EndMod(17), P'Shift-End%(19)
Level 1: Gauntlet
Level 4: Ninja Run
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