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Posts
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Joined
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Gotcha. Thanks for all the replies. Much appreciated.
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Thanks for the replies. Just one last question. I don't see any listing on Arachnos enemies as having increased perception or ignoring stealth. Yet they could easily spot me during the STF...any comments?
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So, I was wondering if anyone can help me with which enemies have increased perception over others? Because I have some toons running with triple partial Stealth increases (Stealth power from Concealment pool, Super Speed, and Stealth IO) putting me at 110 Stealth radius and I still get noticed quite a bit. I know it's still 40 ft away from being on Hide levels, but still it's quite a bit. I know for sure Arachnos and Nemesis can see me even with that much stealth (not sure which units in each group though), and for example CoTs won't see me even if I only had two of those three on. I also know that some enemy units can detect stealth regardless of how much of it you get, even Stalkers, like Rikti Drones, those longbow stationary Alarm Turret thingies (LRSF), and ambushes of any kind or enemy group.
So I was wondering if anyone has anything specific on which enemy units have increased perception? And if it differs with level difference or enemy rank (As in enemies being on a higher level than mine, and if the Lts/Bosses/EBs/AVs ranks affect that)? -
While we're on this subject...what do you guys think of this one? Softcapped S/L Defence, 94% Recharge bonus before Hasten, and 21.5% Damage bonus before Aim or Concentration. Aim and Concentrate are up once every 26 seconds (best I could get was 22 seconds no matter how hard I tried), RoA up every 18. And I also my "Oh ****!" Button too in Hibernate. One of the things I love about this build is that it can play in multiple ranges too. I can fire Aim -> Concentrate -> RoA -> Fistfull of Arrows -> Psychic Scream from the distance (hence the range in Fistful). Or Go in, set up Aim -> Concentrate -> RoA -> Drain Psyche -> Psychic Shockwave -> Explosive Arrow.
I have both Flash Freeze and Stealth/SS/Stealth IO just for kicks. Anyways...comments?
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Crackshot Sparky: Level 50 Magic Blaster
Primary Power Set: Archery
Secondary Power Set: Mental Manipulation
Power Pool: Leadership
Power Pool: Speed
Power Pool: Fighting
Power Pool: Concealment
Ancillary Pool: Cold Mastery
Hero Profile:
Level 1: Aimed Shot -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(7), Decim-Dmg/Rchg(31), Decim-Acc/EndRdx/Rchg(46), Decim-Acc/Dmg/Rchg(46)
Level 1: Subdual -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(34), Decim-Acc/Dmg/Rchg(34), Decim-Dmg/Rchg(39), Decim-Acc/EndRdx/Rchg(50)
Level 2: Fistful of Arrows -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(3), Posi-Dmg/Rchg(3), Posi-Dmg/Rng(5), Posi-Acc/Dmg/EndRdx(5), Range-I(39)
Level 4: Mind Probe -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(13), KntkC'bat-Dmg/Rchg(15), KntkC'bat-Dmg/EndRdx/Rchg(15)
Level 6: Maneuvers -- LkGmblr-Def/EndRdx(A), LkGmblr-Rchg+(19), LkGmblr-Def/EndRdx/Rchg(50)
Level 8: Blazing Arrow -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(11), Decim-Dmg/Rchg(11), Decim-Acc/EndRdx/Rchg(13), Decim-Acc/Dmg/Rchg(43)
Level 10: Aim -- AdjTgt-ToHit/Rchg(A), AdjTgt-ToHit/EndRdx/Rchg(27), RechRdx-I(33)
Level 12: Hasten -- RechRdx-I(A), RechRdx-I(17), RechRdx-I(17)
Level 14: Super Speed -- Clrty-Stlth(A), Clrty-EndRdx(33)
Level 16: Psychic Scream -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(19), Posi-Dmg/Rchg(21), Posi-Dmg/Rng(21), Posi-Acc/Dmg/EndRdx(37)
Level 18: Assault -- EndRdx-I(A), EndRdx-I(23)
Level 20: Explosive Arrow -- HO:Nucle(A), HO:Nucle(25), HO:Nucle(25)
Level 22: Concentration -- AdjTgt-Rchg(A), AdjTgt-ToHit/Rchg(23), RechRdx-I(36)
Level 24: Drain Psyche -- P'Shift-EndMod/Acc/Rchg(A), Efficacy-EndMod/Acc/Rchg(34)
Level 26: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(27), KntkC'bat-Dmg/Rchg(29), KntkC'bat-Dmg/EndRdx/Rchg(33)
Level 28: Tough -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(29)
Level 30: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(31), LkGmblr-Def/EndRdx(31), LkGmblr-Def/EndRdx/Rchg(43)
Level 32: Rain of Arrows -- Posi-Dmg/Rchg(A), Posi-Acc/Dmg/EndRdx(36), Det'tn-Dmg/Rchg(37), AirB'st-Dmg/Rchg(37)
Level 35: Stealth -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(36), LkGmblr-Def(50)
Level 38: Psychic Shockwave -- Oblit-Dmg(A), Oblit-Acc/Rchg(39), Oblit-Dmg/Rchg(40), Oblit-Acc/Dmg/Rchg(40), Oblit-Acc/Dmg/EndRdx/Rchg(40)
Level 41: Flash Freeze -- FtnHyp-Sleep(A), FtnHyp-Sleep/Rchg(42), FtnHyp-Acc/Sleep/Rchg(42), FtnHyp-Acc/Rchg(42), FtnHyp-Sleep/EndRdx(43)
Level 44: World of Confusion -- CoPers-Conf(A), CoPers-Conf/Rchg(45), CoPers-Acc/Conf/Rchg(45), CoPers-Acc/Rchg(45), CoPers-Conf/EndRdx(46)
Level 47: Frozen Armor -- LkGmblr-Rchg+(A), LkGmblr-Def(48), LkGmblr-Def/EndRdx(48), LkGmblr-Def/Rchg(48)
Level 49: Hibernate -- RechRdx-I(A)
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Level 1: Brawl -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(7), KntkC'bat-Dmg/Rchg(9), KntkC'bat-Dmg/EndRdx/Rchg(9)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Defiance
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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)
- 14.3% Defense(Smashing)
- 14.3% Defense(Lethal)
- 3% Defense(Fire)
- 3% Defense(Cold)
- 3% Defense(Energy)
- 3% Defense(Negative)
- 3% Defense(Psionic)
- 8.63% Defense(Melee)
- 3% Defense(Ranged)
- 3% Defense(AoE)
- 6.75% Max End
- 86.3% Enhancement(RechargeTime)
- 60% Enhancement(Accuracy)
- 4% Enhancement(Confused)
- 122 HP (10.1%) HitPoints
- Knockback (Mag -4)
- Knockup (Mag -4)
- MezResist(Immobilize) 16%
- MezResist(Stun) 2.2%
- 17% (0.28 End/sec) Recovery
- 40% (2.01 HP/sec) Regeneration
- 5.67% Resistance(Fire)
- 5.67% Resistance(Cold)
Set Bonuses:
Decimation
(Aimed Shot)- MezResist(Immobilize) 2.75%
- 13.6 HP (1.12%) HitPoints
- 2.25% Max End
- 6.25% Enhancement(RechargeTime)
(Subdual)- MezResist(Immobilize) 2.75%
- 13.6 HP (1.12%) HitPoints
- 2.25% Max End
- 6.25% Enhancement(RechargeTime)
(Fistful of Arrows)- 2.5% (0.04 End/sec) Recovery
- 1.58% Resistance(Fire,Cold)
- 9% Enhancement(Accuracy)
- 6.25% Enhancement(RechargeTime)
(Mind Probe)- MezResist(Immobilize) 2.75%
- 18.1 HP (1.5%) HitPoints
- 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
(Maneuvers)- 10% (0.5 HP/sec) Regeneration
- 13.6 HP (1.12%) HitPoints
- 7.5% Enhancement(RechargeTime)
(Blazing Arrow)- MezResist(Immobilize) 2.75%
- 13.6 HP (1.12%) HitPoints
- 2.25% Max End
- 6.25% Enhancement(RechargeTime)
(Aim)- 2% DamageBuff(All)
(Super Speed)- MezResist(Immobilize) 2.2%
(Psychic Scream)- 2.5% (0.04 End/sec) Recovery
- 1.58% Resistance(Fire,Cold)
- 9% Enhancement(Accuracy)
- 6.25% Enhancement(RechargeTime)
(Concentration)- 2% DamageBuff(All)
(Boxing)- MezResist(Immobilize) 2.75%
- 18.1 HP (1.5%) HitPoints
- 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
(Tough)- 1.5% (0.03 End/sec) Recovery
- 3% Defense(All)
- Knockback Protection (Mag -4)
(Weave)- 10% (0.5 HP/sec) Regeneration
- 13.6 HP (1.12%) HitPoints
- 9% Enhancement(Accuracy)
- 7.5% Enhancement(RechargeTime)
(Rain of Arrows)- 2.5% (0.04 End/sec) Recovery
(Stealth)- 10% (0.5 HP/sec) Regeneration
- 13.6 HP (1.12%) HitPoints (Exceeded 5 Bonus Cap)
- 7.5% Enhancement(RechargeTime)
(Psychic Shockwave)- MezResist(Stun) 2.2%
- 3% DamageBuff(All)
- 9% Enhancement(Accuracy)
- 5% Enhancement(RechargeTime)
(Flash Freeze)- 4% (0.07 End/sec) Recovery
- 2.52% Resistance(Fire,Cold)
- 15% Enhancement(Accuracy)
- 10% Enhancement(RechargeTime)
(World of Confusion)- 4% (0.07 End/sec) Recovery
- 4% Enhancement(Confused)
- 4% DamageBuff(All)
- 10% Enhancement(RechargeTime)
(Frozen Armor)- 10% (0.5 HP/sec) Regeneration
- 13.6 HP (1.12%) HitPoints (Exceeded 5 Bonus Cap)
- 9% Enhancement(Accuracy)
- 7.5% Enhancement(RechargeTime)
(Brawl)- MezResist(Immobilize) 2.75% (Exceeded 5 Bonus Cap)
- 18.1 HP (1.5%) HitPoints
- 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
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Quote:That's totally true. But I will need to check in-game to see if my chance ToHit on Cimeroreans with that setup is actually 95% or not first.I prefer to keep a "reserve" of sipon buffs, and stack -dmg debuffs than have my chance to-hit improve from .95 to .95, but whatevah.
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Quote:Thanks. I would do what you said if it wasn't for the fact that my FS already recharges in 32 seconds... That's 28 seconds before it expires. I'm thinking that's really pretty good for recharge times even if you didn't manage to get a good FS before, or so I think, at least. I had accuracy to a great deal in mind when building this because I was keeping the ITF in mind, and Cimeroreans have crazy defence to begin with. I remember once on a corruptor my Nova actually missed ALL the mob, didn't hit a single once despite the fact that I had it slotted with an accuracy and the inherent accuracy bonus in Nova. That was a total "WTF" moment for me. Yes, they were +3s, but still, lol.I just respecced my Kin/Sonic to his IO build. We took some different approaches but I like what you did.
I do think you should change your FS slotting from 2 ACC, 1 Rch to 1 ACC, 2 Rch. With Accuracy bonuses and Tactics, you should be at your to-hit max unless a +3 or +4 hits you with a debuff. I like having FS up as often as possible even if I'm not actually firing it off as soon as it recharges. -
Been trying to work out a build for my newest toon. A Kin/Sonic defender. I'm a person who greatly enjoys being the support character. And Kin seemed like the perfect option. I've played a Kin controller before so I have a grasp on how the set works and I know I enjoy it a lot. I want this defender to be a great support character as well as not-half-bad offensively. As a Sonic Blast I know it doesn't do much damage...the main reason for it is the resistance debuff. I tried to have all the key powers from Kinetics as well as all the powers I thought would be best from Sonic (mainly the Cone attack for mobs -res and Siren's Song for some sort of control). And yes, I did skip the fitness pool entirely. It takes 15 seconds for my Transference to recharge and if I find myself almost running out of Endurance in those 15 seconds (very highly unlikely) I can simply wait a couple of seconds to shoot Transference and fill up on Endurance again. I did, however, fit the Numina Unique and the Miracle Unique in my Transfusion. I'm also a bit on the heavy side with Toggles almost draining 1.32End/Second. But I'm recovering 2.66End/Sec so should be okay with Transference. The part I'm most wondering about is the defensive result of the build. At first I went for capped Ranged defence (which was easy enough to get with all the ranged attacks and places to slot BotZ sets). I got Super Jump in lieu of Super Speed for two reasons. 1) Siphon Speed. 2) I wanted Acrobatics for the KB protection, and most importantly, the 2mag Hold protection. I REALLY wish I could have some sort of Sleep protection since that's the mez that annoys me the most on my squishies, but I don't know of any way to provide that via Pool powers or sets.
Anyways..I realized shortly afterwards that I'm going to want to stay close to melee range in order to benefit from my own abilities. So I revamped the whole build, swapped a couple powers and Ended up with 30% defence on all positionals as well as 63% S/L resistance. I REALLY wanted to go up to 33% in all positionals so I'm only one purple inspie away from soft cap but the only way I can see myself getting there is by getting the PvP 3%defence unique... I don't want to go that way because not only it's uber expensive, it's also extremely rare to find in the market as well. At any rate...here's the build, any opinions and suggestions are appreciated.
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Lady Keller Fiets: Level 50 Magic Defender
Primary Power Set: Kinetics
Secondary Power Set: Sonic Attack
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Leadership
Power Pool: Speed
Ancillary Pool: Dark Mastery
Hero Profile:
Level 1: Transfusion- (A) Touch of the Nictus - Accuracy/Endurance/Heal/HitPoints/Regeneration
- (5) Touch of the Nictus - Accuracy/Healing
- (7) Touch of the Nictus - Healing
- (7) Touch of the Nictus - Heal/HitPoints/Regeneration/Recharge
- (9) Numina's Convalescence - +Regeneration/+Recovery
- (9) Miracle - +Recovery
- (A) Decimation - Accuracy/Damage
- (3) Decimation - Damage/Endurance
- (5) Decimation - Damage/Recharge
- (13) Decimation - Accuracy/Endurance/Recharge
- (46) Decimation - Accuracy/Damage/Recharge
- (A) Decimation - Accuracy/Damage
- (3) Decimation - Damage/Endurance
- (40) Decimation - Damage/Recharge
- (46) Decimation - Accuracy/Endurance/Recharge
- (46) Decimation - Accuracy/Damage/Recharge
- (A) Accuracy IO
- (A) Accuracy IO
- (11) Recharge Reduction IO
- (11) Recharge Reduction IO
- (A) Razzle Dazzle - Accuracy/Recharge
- (17) Razzle Dazzle - Endurance/Stun
- (17) Razzle Dazzle - Accuracy/Endurance
- (19) Razzle Dazzle - Stun/Range
- (19) Razzle Dazzle - Accuracy/Stun/Recharge
- (34) Razzle Dazzle - Chance of Immobilize
- (A) Luck of the Gambler - Recharge Speed
- (13) Luck of the Gambler - Defense
- (15) Luck of the Gambler - Defense/Endurance
- (15) Luck of the Gambler - Defense/Endurance/Recharge
- (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
- (34) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
- (34) Endurance Modification IO
- (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
- (36) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
- (A) Resist Damage IO
- (A) Positron's Blast - Accuracy/Damage
- (40) Positron's Blast - Damage/Endurance
- (40) Positron's Blast - Damage/Recharge
- (43) Positron's Blast - Damage/Range
- (45) Positron's Blast - Accuracy/Damage/Endurance
- (A) Luck of the Gambler - Recharge Speed
- (21) Luck of the Gambler - Defense
- (21) Luck of the Gambler - Defense/Endurance
- (23) Luck of the Gambler - Defense/Endurance/Recharge
- (A) Gaussian's Synchronized Fire-Control - To Hit Buff
- (23) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
- (25) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
- (31) Gaussian's Synchronized Fire-Control - Recharge/Endurance
- (31) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
- (33) Gaussian's Synchronized Fire-Control - Chance for Build Up
- (A) Recharge Reduction IO
- (25) Recharge Reduction IO
- (37) Recharge Reduction IO
- (A) Efficacy Adaptor - EndMod
- (27) Efficacy Adaptor - EndMod/Recharge
- (27) Efficacy Adaptor - EndMod/Accuracy/Recharge
- (29) Efficacy Adaptor - Accuracy/Recharge
- (29) Efficacy Adaptor - EndMod/Accuracy
- (31) Efficacy Adaptor - EndMod/Endurance
- (A) Call of the Sandman - Accuracy/Recharge
- (36) Lethargic Repose - Accuracy/Recharge
- (A) Endurance Reduction IO
- (A) Accuracy IO
- (33) Accuracy IO
- (33) Recharge Reduction IO
- (A) Reactive Armor - Resistance/Endurance
- (36) Reactive Armor - Resistance
- (37) Reactive Armor - Endurance
- (37) Reactive Armor - Resistance/Endurance/Recharge
- (A) Luck of the Gambler - Recharge Speed
- (39) Luck of the Gambler - Defense
- (39) Luck of the Gambler - Defense/Endurance
- (39) Luck of the Gambler - Defense/Endurance/Recharge
- (A) Razzle Dazzle - Accuracy/Recharge
- (42) Razzle Dazzle - Endurance/Stun
- (42) Razzle Dazzle - Accuracy/Endurance
- (42) Razzle Dazzle - Accuracy/Stun/Recharge
- (43) Razzle Dazzle - Stun/Range
- (43) Razzle Dazzle - Chance of Immobilize
- (A) Steadfast Protection - Resistance/+Def 3%
- (45) Steadfast Protection - Resistance/Endurance
- (45) Resist Damage IO
- (A) Razzle Dazzle - Accuracy/Recharge
- (48) Razzle Dazzle - Endurance/Stun
- (48) Razzle Dazzle - Accuracy/Endurance
- (48) Razzle Dazzle - Stun/Range
- (50) Razzle Dazzle - Accuracy/Stun/Recharge
- (50) Razzle Dazzle - Chance of Immobilize
- (A) Recharge Reduction IO
- (50) Recharge Reduction IO
Level 1: Brawl- (A) Empty
- (A) Empty
- (A) Empty
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Set Bonus Totals:- 5% DamageBuff(Smashing)
- 5% DamageBuff(Lethal)
- 5% DamageBuff(Fire)
- 5% DamageBuff(Cold)
- 5% DamageBuff(Energy)
- 5% DamageBuff(Negative)
- 5% DamageBuff(Toxic)
- 5% DamageBuff(Psionic)
- 9.25% Defense(Smashing)
- 9.25% Defense(Lethal)
- 8% Defense(Fire)
- 8% Defense(Cold)
- 8.63% Defense(Energy)
- 8.63% Defense(Negative)
- 3% Defense(Psionic)
- 13.6% Defense(Melee)
- 12.4% Defense(Ranged)
- 13% Defense(AoE)
- 4.5% Max End
- 46.3% Enhancement(RechargeTime)
- 6% Enhancement(Stun)
- 45% Enhancement(Accuracy)
- 5% Enhancement(Heal)
- 5% FlySpeed
- 141.2 HP (13.9%) HitPoints
- 5% JumpHeight
- 5% JumpSpeed
- MezResist(Immobilize) 6.6%
- 14% (0.23 End/sec) Recovery
- 40% (1.7 HP/sec) Regeneration
- 1.58% Resistance(Fire)
- 1.58% Resistance(Cold)
- 5% RunSpeed
Set Bonuses:
Touch of the Nictus
(Transfusion)- 19.1 HP (1.88%) HitPoints
- 9% Enhancement(Accuracy)
- 5% Enhancement(Heal)
(Shriek)- MezResist(Immobilize) 2.75%
- 11.4 HP (1.13%) HitPoints
- 2.25% Max End
- 6.25% Enhancement(RechargeTime)
(Scream)- MezResist(Immobilize) 2.75%
- 11.4 HP (1.13%) HitPoints
- 2.25% Max End
- 6.25% Enhancement(RechargeTime)
(Boxing)- 2% (0.03 End/sec) Recovery
- 15.3 HP (1.5%) HitPoints
- 2% Enhancement(Stun)
- 2.5% Defense(Melee), 1.25% Defense(Lethal), 1.25% Defense(Smashing)
- 2.5% Defense(AoE), 1.25% Defense(Fire), 1.25% Defense(Cold)
(Combat Jumping)- 10% (0.42 HP/sec) Regeneration
- 11.4 HP (1.13%) HitPoints
- 9% Enhancement(Accuracy)
- 7.5% Enhancement(RechargeTime)
(Speed Boost)- 3.13% Defense(Ranged), 1.56% Defense(Energy), 1.56% Defense(Negative)
(Super Jump)- 3.13% Defense(Ranged), 1.56% Defense(Energy), 1.56% Defense(Negative)
(Howl)- 2.5% (0.04 End/sec) Recovery
- 1.58% Resistance(Fire,Cold)
- 9% Enhancement(Accuracy)
- 6.25% Enhancement(RechargeTime)
(Maneuvers)- 10% (0.42 HP/sec) Regeneration
- 11.4 HP (1.13%) HitPoints
- 9% Enhancement(Accuracy)
- 7.5% Enhancement(RechargeTime)
(Tactics)- 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
- 19.1 HP (1.88%) HitPoints
- 2.5% (0.04 End/sec) Recovery
- 2.5% DamageBuff(All)
- 2.5% Defense(Melee), 1.25% Defense(Lethal), 1.25% Defense(Smashing), 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative), 2.5% Defense(AoE), 1.25% Defense(Fire), 1.25% Defense(Cold)
(Transference)- 11.4 HP (1.13%) HitPoints
- 1.5% (0.03 End/sec) Recovery
- 10% (0.42 HP/sec) Regeneration
- 2.5% DamageBuff(All)
- 5% Enhancement(RechargeTime)
(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% (0.42 HP/sec) Regeneration
- 11.4 HP (1.13%) HitPoints (Exceeded 5 Bonus Cap)
- 9% Enhancement(Accuracy)
- 7.5% Enhancement(RechargeTime)
(Oppressive Gloom)- 2% (0.03 End/sec) Recovery
- 15.3 HP (1.5%) HitPoints
- 2% Enhancement(Stun)
- 2.5% Defense(Melee), 1.25% Defense(Lethal), 1.25% Defense(Smashing)
- 2.5% Defense(AoE), 1.25% Defense(Fire), 1.25% Defense(Cold)
(Dark Embrace)- 1.5% (0.03 End/sec) Recovery
- 3% Defense(All)
(Screech)- 2% (0.03 End/sec) Recovery
- 15.3 HP (1.5%) HitPoints
- 2% Enhancement(Stun)
- 2.5% Defense(Melee), 1.25% Defense(Lethal), 1.25% Defense(Smashing)
- 2.5% Defense(AoE), 1.25% Defense(Fire), 1.25% Defense(Cold)
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-
Quote:That's very true. And that's where your buffs come in. You also need to keep an eye on your surrounds to see if a group of mobs is heading towards someone so you can get ready to heal. So, IMO, if you're busy doing all that stuff you're really too busy to attack unless your team has everything under control for sure..But then again, one wrong click or an off attack might require your immediate attention to avoid a team wipe. It's happened many times before...this is the prime reason I go for support and no offence mostly.I've played the support role in many other MMOs along with CoX and one important trait I've developed that really helps when playing this role is to play preemptively instead of reactively. Many times if you wait until after something happens to react it's already too late, but if you can see it coming ahead of time you can respond a lot quicker.
Quote:You might also want to take note of any melee oriented blasters (blappers as they're sometimes called) on your team as well, and prioritize them for fort since they'll be in melee range a lot like the scrappers but won't have near the same level of survivability due to not having much in the way of defense. Most "blapper" blasters are usually /Elec or /Energy due to those secondaries having the strongest melee attacks, so that's something to keep in mind when you find one on your team.
Quote:I kinda wanna remake my Empath now... xD -
-
Quote:I agree with most of what people said about Empathy here. I don't claim to be the best empath out there. But I dare say I play a reasonably good one. However, I'm one of the few people who play a "dictated" character. I'm NOT playing a dictated healer, rather than a dictated support character. I'm pretty sure that if I use my Empath's attacks (Dark Blast) I will help kill the mobs quickly, and more importantly, give the baddies the -ToHitBuff that will make them hit my teammates less often (which I only do against AVs when I get a break from buffing/healing), which means less healing for me. But to me when you're the sole support character available you will want to be dictated to it. If you're attacking then that one or two seconds you spend casting a certain attack might be the one or two seconds you need to heal a teammate before they faceplant. Because most often when I'm playing my Empath I'm on an SG team, and we like to set the difficulty settings as high as it's possible to make it with a good team without faceplanting every other mob.THIS !
I would go so far as to say, you can judge how well you are playing your Empathy exactly by the amount of Healing that you are doing. Because unless your team is going after spawns/missions way beyond their capabilities, your buffs WILL reduce the amount of active healing you need to use and thereby increasing the amount of blasting you can afford, and more DPS (even Def level dps) shortens the fight and also the amount of overall healing needed.
For me, there a few guidelines that I use when using Empathy...It's what *I* do. If anyone can give me notes or corrections it'll be much appreciated.
1- Know your team. It's the most basic advice. Knowing the make up of your team will enable you to make the best out of it.
2- Know your buffs and where they best help. Forting a Stone Tank is useless, for example. But an Electric Armor or Dark Armor Tank might probably appreciate your Fort unless they're IO'd to the throat. Personally my priorities for fort are as follows (note that my Emp can keep Fort on up to 4 people at a time on a 33+ team): Squishy Tanks -> Scrappers -> Fire Controllers (because they tend to stay in melee [Hot Feet]) -> Blasters.
3- Adrenaline boost is changing for me. I like to give it to people who have the best AoE damage. A Fire Blaster or Archery Blaster with both Fort and Adrenaline boost is a beastly killing machine. While for example an Ice Blaster is probably not so good to use AB on because Ice Blast recharges fast as is, and it's single target oriented. And it's also one thing that Nuke happy Blasters will love you for if you cast it after they Nuke so they can recovery End immediately after (That's of course provided you have at least one End Mod slotted in AB).
4- Clear Mind is very situational... When facing mezzers I like to keep it up on all squishies to avoid mezzes. And if facing mobs with people who can invis it's good to cast it on everyone because of the +Perception buff.
5- Do NOT cast your RAs on a team while it's on stand by. Cast it on the fly. Position yourself so that it covers as many teammates as possible and fire in the midst of battle. THAT is where they're most helpful. Not when the team is AFK or waiting for something and the timer for the RAs runs out.
6- Empathy is, for me, the one Power set that can consistently run withOUT Stamina. I've been running mine for about a year without it and never had End problems. That frees up three power slots that can be used for something more useful (Leadership takes priority here IMO, since Defenders get the best out of it. Minus Assault maybe).
7- When facing mezzers and someone dies, it's best to cast CM on anyone you Veng -> Rez immediately after especially meleers so they won't get mezzed before they activated their mez protection toggle. Another thing...Resurrect has a very short range. Learn to joust it (with either super speed or fly). Target the dead person, Queue Resurrect, then rush PAST them quickly. The power will activate as soon as you're in range, but you're still running away, you'll quickly be out of danger without having to stand in the middle of a crazy melee/AoE fight while still having done your job.
8- This point MANY people disagree with me on. But Personally I see Hover as an essential power for me to have on my Empath. It allows me to stay out of Melee and most AoE attacks while still in the range for my Auras to affect everyone and throw my heals/buffs without trouble. An empath can't be in the midst of the melee fight, and sometimes the surroundings can block your Line of Sight, or you just simply can't get through to them because of mobs.
9- Another thing...In CoX healing doesn't bring aggro. So having stealth on your character will help ensure that you're rarely detected unless you're attacking. That means that angry baddy that managed to escape the Tank's taunt Aura won't notice the squishy you in the distance and serve a beating. A Stealth IO in your travel power will do. This also enables you to do the Stealth/TP stuff (especially if you have Super Speed to suppliment the stealth from the IO). Because it's highly recommended to have Recall Friend IMO.
10- One last thing..know your heals. Yes, it's very basic. But it's important too. If you see a teammate getting heavily assaulted and their HP is already in the Orange or Red zone do NOT use Absorb Pain. Absorb Pain has about a 1-1.5 second delay before the heal itself kicks in. Hit them with Heal Other THEN immediately queue up Absorb Pain to bring them back to full HP, and probably Fort them as well.
Anyways.. Those are my 10 personal guildlines I use when playing my Empath. If anyone has any advice I can use to further improve my Empath career I'll be thankful. -
Quote:Like I said, it isn't cheap, but this build is 1 insp from softcap (similar to yours in that regard) and 75% global rech. No pvp IO's.
I'm not a fan of snowstorm in late game.
Click this DataLink to open the build!
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Thank you so much. I really love this build. I made one tiny adjustment in which I took Hover over Manuevers. I lose less than 1% Ranged defence, but in exchange I gain the ability to stay out of all Melee and most AoE attacks which is always a great thing to have. This toon is by far my favorite toon to play. I'm willing to spend the time and or/effor and inf to get this done. Thanks again. Much appreciated -
Can I see some suggestions about having both good ranged defence and good Recharge bonuses? Because the way I see it you have to choose between one or the other. I can get some good recharge bonuses by exchanging the Thunderstrike sets with Decimation (Losing 7.5% Ranged defence and gaining 12.5% Global recharge) and take out one IO from each of the 3 Red Fortune sets and exchange it with a LotG: Recharge Speed IO (Losing 7.5% Ranged Defence and gaining 22.5% Global recharge). This way I end up with 66% Global recharge, but only 20% Ranged defence.
-
Quote:I had Rain of Fire before. And I realize the power of the DoT than happens when you drop RoF after Sleet. But the panic effect caused by it apparently ticks off my SG mates even though it's an 80% Speed debuff from both (more with Power Boost), that's why I took it off. I can easily put it back in instead of Snow Storm though. But really, RoF is a HUGE End hog O_oChecked out build 1.
I'd never play fire/cold in pve without rain of fire. Sleet+rof is a major synergy of the set and wtfpwns things.
Quote:Just as importantly, where is blaze??? it's only the best st attack in the game.
Quote:It looks like you went with soul mastery for soul drain, but then didn't bother to slot it. I say that because powerboost is of limited use on a fire/cold. Great with benumb, but whether that is worth the powerpick is pretty debatable. Especially when you have skipped such key powers.
Soul is a fine choice if you get soul drain up a lot. If you lack the slots to devote to it then mako is also a really good fit for fire/cold cause hibernate can keep you alive through all the agro you pull cause on a fire/cold you should be pulling a lot of agro.
1) I really don't have the slots to spare
2) I don't think it actually needs the slots aside from what's in it. Since I always hit Aim before I use Soul Drain (and power boost if it's recharged for more ToHit Buffs) and Aim will skyrocket the accuracy/ToHit checks of Soul Drain to the point where it will always hit almost anything even +3/+4 AVs. And it provides a very nice boost to my damage power. Aim -> Soul Drain (on 4/5 mobs) will boost the damage from say, inferno to about 1000. Along with the ToHit Boost from it and Aim Inferno will hit any mob in range (think Cimeroreans with their high defence AND immense numbers) and obliterate them all once they're prettily herded on the Tank/Brute.
Quote:I wouldn't strive for acc bonuses like you did. Sleet and infrig take care of that need. Just get a reasonable amount of acc slotted and w/e acc bonuses happen to occur.
Ranged def is a great goal for a fire/cold, but I'd strive for ranged def, rech, and hp. Rech is incredibly useful on a /cold cause the last three powers are all "i win" buttons, two of which have very long recharges.
I appreciate all the feedback you gave me, and would like to hear your comments about this post as well. -
Hey guys. I've been trying to figure out a final build for my Fire/Cold corruptor which dinged 50 recently. I really like this toon and I want to get the best out of it. I've had so many different ideas and approaches on her build (from me and with help from friends and SG mates) that I really am not sure on how to go with it. This is the last build that I came up with...modified from another one with the help from some SG mates. But I still want more advice. Any is appreciated.
My main goal in this build was to focus on Ranged Defence, Accuracy then Damage bonuses. Since all my debuffs have a ToHit check. And the damage bonus was just for that =P. Some recharge was also fitted in. I wanted to cap out my Ranged defence but that requires me to sacrifice too much in the Accuracy and damage bonus department. So I figured that 35% Ranged defence and 25% S/L Resistance should be good enough...advice?
Villain Plan by Mids' Villain Designer 1.601
http://www.cohplanner.com/
Kerry Astrid: Level 50 Mutation Corruptor
Primary Power Set: Fire Blast
Secondary Power Set: Cold Domination
Power Pool: Fitness
Power Pool: Speed
Power Pool: Flight
Power Pool: Teleportation
Ancillary Pool: Soul Mastery
Villain Profile:
------------
Level 1: Flares
(A) Thunderstrike - Accuracy/Damage
(3) Thunderstrike - Damage/Endurance
(3) Thunderstrike - Damage/Recharge
(5) Thunderstrike - Accuracy/Damage/Recharge
(5) Thunderstrike - Accuracy/Damage/Endurance
(37) Thunderstrike - Damage/Endurance/Recharge
Level 1: Infrigidate
(A) Analyze Weakness - Defense Debuff
(42) Analyze Weakness - Accuracy/Defense Debuff
(42) Analyze Weakness - Accuracy/Recharge
(43) Analyze Weakness - Defense Debuff/Endurance/Recharge
(43) Analyze Weakness - Accuracy/Endurance/Recharge
Level 2: Ice Shield
(A) Red Fortune - Defense/Endurance
(7) Red Fortune - Defense/Recharge
(46) Red Fortune - Endurance/Recharge
(46) Red Fortune - Defense/Endurance/Recharge
(48) Red Fortune - Defense
(48) Red Fortune - Endurance
Level 4: Fire Blast
(A) Thunderstrike - Accuracy/Damage
(7) Thunderstrike - Damage/Endurance
(9) Thunderstrike - Damage/Recharge
(9) Thunderstrike - Accuracy/Damage/Recharge
(11) Thunderstrike - Accuracy/Damage/Endurance
(40) Thunderstrike - Damage/Endurance/Recharge
Level 6: Fire Ball
(A) Positron's Blast - Accuracy/Damage
(11) Positron's Blast - Damage/Recharge
(13) Positron's Blast - Damage/Endurance
(13) Positron's Blast - Accuracy/Damage/Endurance
(15) Positron's Blast - Damage/Range
(21) Recharge Reduction IO
Level 8: Swift
(A) Run Speed IO
Level 10: Glacial Shield
(A) Red Fortune - Defense/Endurance
(15) Red Fortune - Defense/Recharge
(19) Red Fortune - Endurance/Recharge
(37) Red Fortune - Defense/Endurance/Recharge
(43) Red Fortune - Endurance
(45) Red Fortune - Defense
Level 12: Hasten
(A) Recharge Reduction IO
(17) Recharge Reduction IO
Level 14: Hover
(A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
(17) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
Level 16: Aim
(A) Adjusted Targeting - Recharge
(19) Adjusted Targeting - To Hit Buff/Recharge
Level 18: Health
(A) Numina's Convalescence - +Regeneration/+Recovery
(23) Numina's Convalescence - Heal
(31) Miracle - +Recovery
Level 20: Stamina
(A) Performance Shifter - EndMod
(21) Performance Shifter - EndMod/Recharge
(23) Performance Shifter - EndMod/Accuracy/Recharge
(25) Performance Shifter - EndMod/Accuracy
(29) Performance Shifter - Chance for +End
Level 22: Arctic Fog
(A) Red Fortune - Defense/Endurance
(25) Red Fortune - Defense/Recharge
(27) Red Fortune - Endurance/Recharge
(33) Red Fortune - Defense/Endurance/Recharge
(45) Red Fortune - Endurance
(48) Red Fortune - Defense
Level 24: Frostwork
(A) Miracle - Heal/Endurance/Recharge
(27) Miracle - Heal
(29) Miracle - Heal/Recharge
Level 26: Snow Storm
(A) Endurance Reduction IO
Level 28: Benumb
(A) Recharge Reduction IO
(31) Recharge Reduction IO
(31) Accuracy IO
Level 30: Fly
(A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
(33) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
Level 32: Inferno
(A) Obliteration - Damage
(33) Obliteration - Accuracy/Recharge
(34) Obliteration - Damage/Recharge
(34) Obliteration - Accuracy/Damage/Recharge
(34) Obliteration - Accuracy/Damage/Endurance/Recharge
Level 35: Sleet
(A) Analyze Weakness - Defense Debuff
(36) Analyze Weakness - Accuracy/Defense Debuff
(36) Analyze Weakness - Accuracy/Recharge
(36) Analyze Weakness - Defense Debuff/Endurance/Recharge
(37) Analyze Weakness - Accuracy/Endurance/Recharge
(46) Achilles' Heel - Chance for Res Debuff
Level 38: Heat Loss
(A) Efficacy Adaptor - EndMod
(39) Efficacy Adaptor - EndMod/Recharge
(39) Efficacy Adaptor - EndMod/Accuracy/Recharge
(39) Efficacy Adaptor - Accuracy/Recharge
(40) Efficacy Adaptor - EndMod/Accuracy
(40) Efficacy Adaptor - EndMod/Endurance
Level 41: Soul Drain
(A) Adjusted Targeting - Recharge
(42) Adjusted Targeting - To Hit Buff/Recharge
Level 44: Power Boost
(A) Recharge Reduction IO
(45) Recharge Reduction IO
Level 47: Recall Friend
(A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
(50) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
Level 49: Dark Embrace
(A) Steadfast Protection - Resistance/+Def 3%
(50) Steadfast Protection - Knockback Protection
(50) Steadfast Protection - Resistance/Endurance
------------
Level 1: Brawl
(A) Empty
Level 1: Sprint
(A) Celerity - +Stealth
Level 2: Rest
(A) Empty
Level 1: Scourge
------------
Set Bonus Totals:
24% DamageBuff(Smashing)
24% DamageBuff(Lethal)
24% DamageBuff(Fire)
24% DamageBuff(Cold)
24% DamageBuff(Energy)
24% DamageBuff(Negative)
24% DamageBuff(Toxic)
24% DamageBuff(Psionic)
3% Defense(Smashing)
3% Defense(Lethal)
3% Defense(Fire)
3% Defense(Cold)
18.9% Defense(Energy)
18.9% Defense(Negative)
3% Defense(Psionic)
3% Defense(Melee)
27.4% Defense(Ranged)
3% Defense(AoE)
31.3% Enhancement(RechargeTime)
54% Enhancement(Accuracy)
13% FlySpeed
68.3 HP (6.37%) HitPoints
13% JumpHeight
13% JumpSpeed
Knockback (Mag -4)
Knockup (Mag -4)
MezResist(Immobilize) 6.6%
MezResist(Stun) 6.6%
14.5% (0.24 End/sec) Recovery
42% (1.88 HP/sec) Regeneration
5.36% Resistance(Fire)
5.36% Resistance(Cold)
13% RunSpeed
------------
Set Bonuses:
Thunderstrike
(Flares)
2% (0.03 End/sec) Recovery
2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
7% Enhancement(Accuracy)
4% RunSpeed, 4% FlySpeed, 4% JumpSpeed, 4% JumpHeight
2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative)
Analyze Weakness
(Infrigidate)
10% (0.45 HP/sec) Regeneration
MezResist(Stun) 2.2%
3% DamageBuff(All)
11% Enhancement(Accuracy)
Red Fortune
(Ice Shield)
MezResist(Immobilize) 2.2%
1.26% Resistance(Fire,Cold)
2% DamageBuff(All)
5% Enhancement(RechargeTime)
2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative)
Thunderstrike
(Fire Blast)
2% (0.03 End/sec) Recovery
2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
7% Enhancement(Accuracy)
4% RunSpeed, 4% FlySpeed, 4% JumpSpeed, 4% JumpHeight
2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative)
Positron's Blast
(Fire Ball)
2.5% (0.04 End/sec) Recovery
1.58% Resistance(Fire,Cold)
9% Enhancement(Accuracy)
6.25% Enhancement(RechargeTime)
Red Fortune
(Glacial Shield)
MezResist(Immobilize) 2.2%
1.26% Resistance(Fire,Cold)
2% DamageBuff(All)
5% Enhancement(RechargeTime)
2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative)
Blessing of the Zephyr
(Hover)
3.13% Defense(Ranged), 1.56% Defense(Energy), 1.56% Defense(Negative)
Adjusted Targeting
(Aim)
2% DamageBuff(All)
Numina's Convalescence
(Health)
12% (0.54 HP/sec) Regeneration
Performance Shifter
(Stamina)
5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
20.1 HP (1.87%) HitPoints
2.5% (0.04 End/sec) Recovery
2.5% DamageBuff(All)
Red Fortune
(Arctic Fog)
MezResist(Immobilize) 2.2%
1.26% Resistance(Fire,Cold)
2% DamageBuff(All)
5% Enhancement(RechargeTime)
2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative)
Miracle
(Frostwork)
2.5% (0.04 End/sec) Recovery
20.1 HP (1.87%) HitPoints
Blessing of the Zephyr
(Fly)
3.13% Defense(Ranged), 1.56% Defense(Energy), 1.56% Defense(Negative)
Obliteration
(Inferno)
MezResist(Stun) 2.2%
3% DamageBuff(All)
9% Enhancement(Accuracy)
5% Enhancement(RechargeTime)
Analyze Weakness
(Sleet)
10% (0.45 HP/sec) Regeneration
MezResist(Stun) 2.2%
3% DamageBuff(All)
11% Enhancement(Accuracy)
Efficacy Adaptor
(Heat Loss)
12 HP (1.12%) HitPoints
1.5% (0.03 End/sec) Recovery
10% (0.45 HP/sec) Regeneration
2.5% DamageBuff(All)
5% Enhancement(RechargeTime)
Adjusted Targeting
(Soul Drain)
2% DamageBuff(All)
Blessing of the Zephyr
(Recall Friend)
3.13% Defense(Ranged), 1.56% Defense(Energy), 1.56% Defense(Negative)
Steadfast Protection
(Dark Embrace)
1.5% (0.03 End/sec) Recovery
16.1 HP (1.5%) HitPoints
3% Defense(All)
Knockback Protection (Mag -4)
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|MxDz;1426;718;1436;HEX;|
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Here is the other build that I was going with before I decided to change. It has two different powers (Aid Other and Aid Self instead of Hasten and Snow Storm) plus a little less Ranged defence.
| Copy & Paste this data into Mids' Hero Designer to view the build |
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