black_barrier

Renowned
  • Posts

    1628
  • Joined

  1. black_barrier

    Tweaks and fixes

    Quote:
    Originally Posted by _Lith_ View Post
    Thats extremely sexy.
    and balanced. (no sarcasm).

    the option would be to proliferate mace mastery (with focused acc and webnades) to defenders (ZOMG ZOMG A VILLAIN POWER ON DEFENDERS BREAK MY IMMERSION SOME MORE BAD BARRIER).
  2. black_barrier

    Read this thread

    Quote:
    Originally Posted by macskull View Post
    Talked to some people in Unsuppressed vent last night - I'd like to see an option for base resistances being removed, but I don't think it'll happen. Why? The damage refiguring was based around DR on and base resists on, which is why DR-off PvP is so lol right now. I'd still like to see the option just to see how it plays out (lord knows it might make Sonics at least somewhat useful again) but I'm not holding my breath anymore.
    before we all realized that there was no mez protection in i13, almost everyone in the ladder community was happy with the damage changes. in i12, dying on a well balanced team with good players was pretty hard (at least villain side).

    even with the damage changes, the availability of actually capped resistance (75% on squishies) would actually be welcomed. think of it this way, we ran around in i12 with 75% resists. damage was doubled at most when DR was taken into consideration. that doubling actually accounts to (1-.75)*(new_damage-base_pve_dmg) = (1-.75)*(200%-100%)= a net 25% increase in damage in high end match.

    25% is nothing. 25% is giving two reds to every blaster in a match. and since the unresisted portion of blaster damage is gone, you might as well start calculating that blasters will actually do less damage in a capped resist environment now than they did before (FACT FACT FACT, REMEMBER i13 NO DR PVP FACT FACT FACT).
  3. Quote:
    Originally Posted by Serve and Protect View Post
    Hiding a match out is pretty chickensh*$, imo...

    prolly dodge a draft too
    wut noub r liek hide, tru warrir stand an fite
  4. black_barrier

    Read this thread

    the buff period "yay" is debatable.

    the buff period completely destroyed the risky strategy of sending out a blaster or two to nuke the opposing team or having your three forts (early i12) go in and psy wail the opposing team.

    any change that actually kills a possible strategy (that has an acceptable risk vs. reward ratio) and makes the game more close-ended (something that twixt actually wrote really lengthy posts about in the i13 boards) is a bad idea.

    edit: as an example of really good pvp look at things like TF2. the mechanics are relatively simple (shoot people), but also sufficiently opaque (as most fps' are), but the deployment of such mechanics in combination with the aspect of choice results in a great pvp game.
  5. black_barrier

    Tweaks and fixes

    Quote:
    Originally Posted by __Divine__ View Post
    First off ...we all realize how bad Defenders are now. But.....heroes will never get poison, it was said some time ago by the devs. Second, scourge is no longer unresisted, the only unresisted left in the game is stalkers AS. I agree Defenders need something done to them, but giving them a end drain will never ever happen. How would you even explain that in the inherent description. lolz. By the way TK on defenders is so OP. That is all.
    they said that heroes would never get unmodified poison, just like the said vills would never get empathy. a modified version must be the in works, somewhere, in some excel spreadsheet, or under a box of donuts.
  6. black_barrier

    Read this thread

    Quote:
    Originally Posted by Aura_Familia View Post
    glad to see there are pvpers like mac around to counter this.

    if you believe that nothing mac or anyone does will make a difference, why are you still here?
    because i like hearing people get emo every time i pop 2 greens.
    while i do respect mac, and i think he's a great player/advocate/etc/etc, my experience thus far with the devs has been.. well... just bad.

    every time they touch something, it turns into coal. we've spent 3 issues asking for them to remove the base resists from no DR matches, but instead, we get a button for no insps in the arena, a nerf to dom drain psyche (which was a great way of counterbalancing cant be bet style regens in both zones and duels), sudden death matches with no option for turning it off, a quick glance over doms where 12 second stuns on squishies were deemed ok, the placate proc remains broken, an elec/therm remains nearly unbeatable, a tank can outdamage a squishy from range, but it's all ok because now i have a walk power, so i forgive them.

    it is obvious their priorities don't coincide with those of the community, and i don't want another "there's just a bunch of people running around with SS and SJ and once in a while someone dies" (BaBs paraphrased) sort of episode where whatever is actually happening in a match gets either misinterpreted or ignored.

    basically, what i'm saying is this: there is a higher chance of devs deciding that fire blast is op and going after it with the nerf-bat, after seeing silit or cyclon3 kill 4 baddos in an arena match (yeah, almost as ridiculous as powerset normalization, huh?), than of them deciding to fix any of the other things we, as a community, think of as being significant.
  7. black_barrier

    Read this thread

    i'd rather they just go away.

    a bunch of pve-ers with dev jobs don't bode well.
  8. black_barrier

    Earth/Energy Dom

    my relatively odd concoction. i added earthquake over veng just to try out something. quicksand though, might have been the better choice, but the build gets overly tight then.

    the main issue on my earth/ea dom is actually hitting stuff. i've been a bit more careful with my acc here, but it's still a very very tight build. while i liked con's, i think the hp was a bit low on it.

    Villain Plan by Mids' Villain Designer 1.601
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Science Dominator
    Primary Power Set: Earth Control
    Secondary Power Set: Energy Assault
    Power Pool: Speed
    Power Pool: Fitness
    Power Pool: Leaping
    Power Pool: Leadership
    Ancillary Pool: Leviathan Mastery

    Villain Profile:
    Level 1: Fossilize -- GladNet-EndRdx/Rchg/Hold(A), GladNet-Dam%(17), GladNet-Rchg/Hold(27), GladNet-Acc/Rchg(34), GladNet-Acc/Hold(34), HO:Nucle(37)
    Level 1: Power Bolt -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(13), Dev'n-Dmg/Rchg(13), Dev'n-Acc/Dmg/Rchg(15)
    Level 2: Bone Smasher -- Mako-Acc/Dmg(A), Mako-Acc/Dmg/EndRdx/Rchg(3), Mako-Dmg/Rchg(3), T'Death-Dam%(9), Mako-Dam%(11), HO:Nucle(11)
    Level 4: Power Push -- KinCrsh-Rchg/KB(A), KinCrsh-Dmg/EndRdx/KB(5), KinCrsh-Dmg/KB(5), KinCrsh-Acc/KB(7), HO:Nucle(7), HO:Nucle(9)
    Level 6: Stone Prison -- TotHntr-Acc/Rchg(A), TotHntr-Acc/Immob/Rchg(15), TotHntr-Acc/EndRdx(37), TotHntr-Immob/Acc(46)
    Level 8: Hasten -- RechRdx-I(A), RechRdx-I(37), RechRdx-I(40)
    Level 10: Hurdle -- Jump-I(A)
    Level 12: Combat Jumping -- LkGmblr-Rchg+(A), Krma-ResKB(42), Zephyr-ResKB(42)
    Level 14: Super Speed -- HO:Micro(A), Zephyr-ResKB(19)
    Level 16: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(17)
    Level 18: Super Jump -- HO:Micro(A), ULeap-Stlth(19), Zephyr-ResKB(50)
    Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod/Acc(21), P'Shift-EndMod(21), Efficacy-EndMod(43), Efficacy-EndMod/Acc(46)
    Level 22: Stalagmites -- Amaze-EndRdx/Stun(A), Amaze-Stun/Rchg(23), Amaze-Acc/Stun/Rchg(23), Amaze-Stun(25), Amaze-Acc/Rchg(27), Acc-I(36)
    Level 24: Power Boost -- RechRdx-I(A), RechRdx-I(25)
    Level 26: Acrobatics -- EndRdx-I(A)
    Level 28: Total Focus -- Mako-Acc/Dmg(A), Mako-Dam%(29), Mako-Acc/Dmg/EndRdx/Rchg(29), Mako-Dmg/Rchg(31), HO:Nucle(31), Hectmb-Dam%(31)
    Level 30: Maneuvers -- Krma-ResKB(A)
    Level 32: Tactics -- GSFC-Rchg/EndRdx(A), GSFC-ToHit/Rchg/EndRdx(33), GSFC-ToHit/Rchg(33), GSFC-ToHit(33), GSFC-ToHit/EndRdx(34)
    Level 35: Animate Stone -- S'bndAl-Build%(A), S'bndAl-Acc/Rchg(36), S'bndAl-Dmg(36), S'bndAl-Dmg/Rchg(42)
    Level 38: Power Burst -- Apoc-Dmg(A), Apoc-Dmg/Rchg(39), Apoc-Acc/Dmg/Rchg(39), Apoc-Acc/Rchg(39), Apoc-Dam%(40), GJ-Dam%(40)
    Level 41: Water Spout -- LdyGrey-Rchg/EndRdx(A), LdyGrey-DefDeb/Rchg(43), Achilles-ResDeb%(43)
    Level 44: Hibernate -- Panac-EndRdx/Rchg(A), Panac-Heal/Rchg(45), Panac-Heal/EndRedux/Rchg(45), Panac-Heal/+End(45), Panac-Heal/EndRedux(46)
    Level 47: Shark Skin -- GA-ResDam(A), GA-Res/Rech/End(48), GA-End/Res(48), S'fstPrt-ResKB(48)
    Level 49: Earthquake -- Achilles-ResDeb%(A), DarkWD-Rchg/EndRdx(50), DarkWD-ToHitDeb/Rchg(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Domination
    ------------
    Set Bonus Totals:
    • 22% DamageBuff(Smashing)
    • 22% DamageBuff(Lethal)
    • 22% DamageBuff(Fire)
    • 22% DamageBuff(Cold)
    • 22% DamageBuff(Energy)
    • 22% DamageBuff(Negative)
    • 22% DamageBuff(Toxic)
    • 22% DamageBuff(Psionic)
    • 2.25% Max End
    • 42.5% Enhancement(RechargeTime)
    • 24% Enhancement(Accuracy)
    • 2.5% Enhancement(Held)
    • 17.5% Enhancement(Range) (in PvP)
    • 5% Enhancement(Immobilize)
    • 10% FlySpeed
    • 251.8 HP (24.8%) HitPoints (in PvP)
    • 10% JumpHeight
    • 10% JumpSpeed
    • Knockback (Mag -30)
    • Knockup (Mag -30)
    • MezResist(Confused) 10% (in PvP)
    • MezResist(Held) 10% (in PvP)
    • MezResist(Immobilize) 16.6% (in PvP)
    • MezResist(Repel) 2000% (10% chance, in PvP)
    • MezResist(Sleep) 10% (in PvP)
    • MezResist(Stun) 10% (in PvP)
    • MezResist(Terrorized) 10% (in PvP)
    • 14% (0.23 End/sec) Recovery
    • 54% (2.29 HP/sec) Regeneration
    • 10% ResEffect(FlySpeed) (in PvP)
    • 10% ResEffect(RechargeTime) (in PvP)
    • 10% ResEffect(RunSpeed) (in PvP)
    • 4.08% Resistance(Smashing)
    • 1.58% Resistance(Lethal) (in PvP)
    • 2.52% Resistance(Fire)
    • 2.52% Resistance(Cold)
    • 13% RunSpeed



    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
    |MxDz;1428;717;1434;HEX;|
    |78DAA5944D4F134118C767DBC2965228B502A5949656B0D4D285DE548C88A526623|
    |198C697A8B1D9C04A5771DBECAE46D41813E38D83F1802F892701FD06463D79347E|
    |05AFDED418E3C15B7D5EA6E5E0D14DFBFFCDF336F3CC4CB78BB7E783423C98154AA|
    |8B8A63B4E75BE7EC3B474B76EAB9565D3B0960DA10A21926D77B558B75CBBBEA695|
    |74DBADB5ACD1DDF89CE3E837D75CAD6419F6EA7ACB0C9FB46A866D58AED61A0496E|
    |A304BA561182B411A9E305DCB701C36CA86DE30ADD550CB58316CA76636464B0D73|
    |59DB5DAC6CDC3275B7A65BD545DD710D7B3D0ACD66E11BF30AF9343B44118C82E82|
    |B1162C709A939C631C2D811C8F479C5374FBBCC2B5E090C05B718DB84DE1DC277C8|
    |53E4F4CA557279AE316A047F15901181EB6405E4F43FA0CC2BCBBCF73C18F2DD67D|
    |C2174DE6550BE107EC92128EA906D756C2AD4C80BC2D83342FE39210D77A5729E47|
    |CDD1D2638C0CA313A25DD47853744D906B005CDDB2A6BB9FA6C9FE016B4464BF503|
    |3FB20A18713949E196E680F87540885783A25748E6AFB1614DCF82044C21CF1845B|
    |455E2A2A70AD1F32229CE18B3C25D7DE4DC613C2810D42FE31210147D02F8FAEFF3|
    |4B9064E31CA84E80221B6C84DC768733FC11894BD0FF211442560F9218E88A114B9|
    |7E41F2B05C62982F35CEF717E7BB4DF0DD26E46D2672B45458C5C3E29946F8E422E|
    |04AB2CB977C4D59A33B8C6DC61621F586017B4BCBEB4D17B9FF39C651427696F01B|
    |745C36383E49AEFD7986C69822640A8C49FA6D3F049D90173CF1998FF613E323202|
    |2BEC23F404E769B1BA19AC90423C94811F271C223504D76AB4D916B6A9A51604415|
    |3C04AC9D96EB4EF34A8577FC0B784B88FBDA2F1B7CE011E57F3C4BBEF68B2614F2A|
    |47773FEEB790FBBE6A9BBCE04605401116751CEA379014717512EA15C46B9825245|
    |697E08B6BA081DC4860EA11C469941D9C024155FAB6E94204A0F4A2F4A08A50F258|
    |2328012437989D2FC0B674603BA|
    |-------------------------------------------------------------------|
  9. black_barrier

    Read this thread

    i dropped like twenty F bombs at curious observer when he was in RPVP Vent.

    he still didn't fix stupid inherent resists in no dr matches.
  10. black_barrier

    DM/elec build

    Quote:
    Originally Posted by _Lith_ View Post
    Suggestion.

    Dont Jump.
    hehe.
  11. black_barrier

    Tweaks and fixes

    Quote:
    Originally Posted by macskull View Post
    Not much they can do for Defenders short of making their debuffs unresisted again, and I'm 90% certain that won't fly. Of course I'm of the opinion that Defenders needs some help in PvE as well, but that's another story.
    proliferating focused acc or hibernate to defenders would have made them viable over corruptors in some situations (cold/psi, cold/dark, cold/sonic).
  12. black_barrier

    Earth/Energy Dom

    yeah.

    im stealing these.
  13. black_barrier

    /invul or /wp

    Quote:
    Originally Posted by ConFlict View Post
    INVAL IS A BEASY SUN!



    Now refer to my previous post for a honest and truthful insight into the subject. I have probably played ss/fire in pvp more than anyone who post here that doesn't fight club. In a team setting, be it zone or arena match its a damn near impossible kill. I would say invUl can be slightly better than fire for arena but at that point you should be bringing scrapper so you can still get nades and have better damage in the mix. As far as playing straight disruption its pretty much a tie on brutes. The only real difference is that fire at least stands a chance of helping in a spike when fe is up. Otherwise its just spamming taunt and nading and phasing when you need to. Even if the other side has a phaser to get a kill on you, you will buy enough time for hf to be back and you made one of them burn their no phase timer setting them up to be killed.
    scrapper webnades cause -kb.

    i'd pick a brute over a scrapper if he's gonna be webnading.
    a scrapper trowing webs is a scrapper trowing 30 mill's worth of io's at people.
  14. black_barrier

    /invul or /wp

    oh yeah, also, can i get a no. 2 with super-size fries and a diet coke?
  15. black_barrier

    /invul or /wp

    tl dr ready for bad.

    you're bad.
    you can't type.
    you can't use contractions.

    gtfo and go back in lolfinity.
  16. black_barrier

    /invul or /wp

    Quote:
    Originally Posted by Supermax View Post
    Uh, no.
    aid self + dull pain = op.

    ready for bad is just bad.
  17. black_barrier

    Fire/Sonic

    i have a fully io'd and accoladed fire/sonic from back when it was a great pvp toon. it was basically my main toon til they broke pvp.

    my hybrid pvp build from i12 basically consists of maxed out recharge (80%) on top of a hefty hp bonus for when you grab agro from the crazy fireballing that that recharge entails.

    attack chain is fire blast -> fireball -> blaze.

    totally worth it.
  18. popping yellows is so hard.
  19. Quote:
    Originally Posted by macskull View Post
    Confused owner = confused pets. It's always worked that way IIRC, whether the "pets" are MM pets, patron pets, or just summoned pets like traps. I remember an RSF where the trapper set up his stuff just outside the door where the Vindicators were, someone opened the door early, and Malaise nailed him with a confuse. That was fun.
    Confuse + FS + Inferno.
    don't do CoT missions with meh.
  20. AFAIK it works that way.

    i remember that one time ujl ran internals with that a traps on one side and a mind/fire on the other...
    you ever seen that family guy scene where everyone's puking? yeah. just like that.
  21. 40% uptime or so i think.
  22. if you're starting from scratch redside, i do not recommend starting off with a mind/fire or any dom for that matter. it's a huge expenditure if you want to be competitive on it (like, every half-built mind/fire i've fought on my fully built fire/elec has been a 10+ to 0 match);

    i'd seriously consider building a stalker if you're feeling cheap or even a corr (because brutes also require a pretty big investment to be competitive too, as do epics).
    a corr would give you the advantage of being able to run a lot of high-reward content as well as pvping, so that might be a factor.
  23. wish i could go staminaless there but running acro + two toggles + sj + ss + stealth is a lot more end than say the one toggle + sj + ss + stealth that my regen runs.

    :-(

    on the defense thing: personal quirk. i don't expect defense to work. ever. ever. last time i seriously played a defense stalker was back in between i10-i12 and it was essentially as if i weren't running a secondary when i was out of elude. if someone misses twice, i'll be glad. otherwise, in kujin-elude / phase / reconstruction-clone i trust.

    Villain Plan by Mids' Villain Designer 1.601
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Stalker
    Primary Power Set: Dark Melee
    Secondary Power Set: Ninjitsu
    Power Pool: Fitness
    Power Pool: Speed
    Power Pool: Leaping
    Power Pool: Concealment
    Ancillary Pool: Leviathan Mastery

    Villain Profile:
    Level 1: Smite -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(3), Mako-Dmg/Rchg(5), Mako-Acc/EndRdx/Rchg(5), DampS-Rchg/EndRdx(15), DampS-Rchg(37)
    Level 1: Hide -- Krma-ResKB(A), RedFtn-Def(25), RedFtn-Def/Rchg(25), RedFtn-Def/EndRdx(40), RedFtn-Def/EndRdx/Rchg(43), RedFtn-EndRdx(46)
    Level 2: Ninja Reflexes -- SW-Def(A), SW-Def/EndRdx(3), SW-EndRdx/Rchg(19), SW-Def/EndRdx/Rchg(21), SW-Def/Rchg(31)
    Level 4: Danger Sense -- SW-Def/EndRdx(A), Krma-ResKB(19), SW-Def/Rchg(36), SW-EndRdx/Rchg(36), SW-Def/EndRdx/Rchg(36), SW-Def(37)
    Level 6: Assassin's Eclipse -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(7), Mako-Acc/Dmg/EndRdx/Rchg(7), Mako-Dam%(9), HO:Nucle(9), Hectmb-Dam%(11)
    Level 8: Build Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg(11), GSFC-ToHit/Rchg/EndRdx(13), GSFC-Rchg/EndRdx(13), GSFC-Build%(23)
    Level 10: Hurdle -- Jump-I(A)
    Level 12: Hasten -- RechRdx-I(A), Empty(17), RechRdx-I(23)
    Level 14: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(15)
    Level 16: Super Speed -- HO:Micro(A), Zephyr-ResKB(17)
    Level 18: Combat Jumping -- LkGmblr-Rchg+(A), Zephyr-ResKB(50)
    Level 20: Stealth -- LkGmblr-Rchg+(A), Krma-ResKB(21), Ksmt-ToHit+(34)
    Level 22: Kuji-In Sha -- Numna-Heal/EndRdx/Rchg(A), Numna-Heal(27), S'fstPrt-ResKB(27), Numna-Heal/Rchg(31), Numna-EndRdx/Rchg(31)
    Level 24: Kuji-In Rin -- RechRdx-I(A)
    Level 26: Placate -- RechRdx-I(A), Range-I(37)
    Level 28: Super Jump -- ULeap-Jump(A), ULeap-EndRdx(29), ULeap-Stlth(29), Zephyr-ResKB(48)
    Level 30: Acrobatics -- EndRdx-I(A)
    Level 32: Midnight Grasp -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(33), Mako-Dam%(33), Mako-Acc/Dmg/EndRdx/Rchg(33), TotHntr-Dam%(34), HO:Nucle(34)
    Level 35: Invisibility -- LkGmblr-Rchg+(A), Krma-ResKB(46)
    Level 38: Kuji-In Retsu -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(39), RedFtn-EndRdx/Rchg(39), RedFtn-Def/EndRdx/Rchg(39), RedFtn-Def(40), LkGmblr-Rchg+(40)
    Level 41: Spirit Shark -- Apoc-Dmg(A), Apoc-Dmg/Rchg(42), Apoc-Acc/Dmg/Rchg(42), Apoc-Acc/Rchg(42), Apoc-Dam%(43), ExStrk-Dam%(43)
    Level 44: Touch of Fear -- Abys-Acc/Rchg(A), Abys-EndRdx/Fear(45), Abys-Acc/EndRdx(45), Abys-Fear/Rng(45), Abys-Acc/Fear/Rchg(46)
    Level 47: Stamina -- P'Shift-End%(A), P'Shift-EndMod(48), P'Shift-EndMod/Rchg(48), P'Shift-EndMod/Acc/Rchg(50), P'Shift-EndMod/Acc(50)
    Level 49: Phase Shift -- RechRdx-I(A)
    ------------
    Level 1: Brawl -- Mako-Acc/Dmg(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Assassination
    ------------
    Set Bonus Totals:
    • 29% DamageBuff(Smashing)
    • 29% DamageBuff(Lethal)
    • 29% DamageBuff(Fire)
    • 29% DamageBuff(Cold)
    • 29% DamageBuff(Energy)
    • 29% DamageBuff(Negative)
    • 29% DamageBuff(Toxic)
    • 29% DamageBuff(Psionic)
    • 56.3% Enhancement(RechargeTime)
    • 6% Enhancement(Heal)
    • 2.75% Enhancement(Terrorized)
    • 9% Enhancement(Accuracy)
    • 10% FlySpeed
    • 253 HP (21%) HitPoints
    • 14% JumpHeight
    • 14% JumpSpeed
    • Knockback (Mag -32)
    • Knockup (Mag -32)
    • MezResist(Confused) 10% (in PvP)
    • MezResist(Held) 10% (in PvP)
    • MezResist(Immobilize) 24.3%
    • MezResist(Repel) 2000% (10% chance, in PvP)
    • MezResist(Sleep) 10% (in PvP)
    • MezResist(Stun) 10% (in PvP)
    • MezResist(Terrorized) 10% (in PvP)
    • 10% (0.17 End/sec) Recovery (in PvP)
    • 48% (2.41 HP/sec) Regeneration
    • 20% ResEffect(FlySpeed) (in PvP)
    • 20% ResEffect(RechargeTime) (in PvP)
    • 20% ResEffect(RunSpeed) (in PvP)
    • 2.52% Resistance(Fire)
    • 2.52% Resistance(Cold)
    • 3.78% Resistance(Energy)
    • 3.78% Resistance(Negative)
    • 10% RunSpeed



    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
    |MxDz;1405;707;1414;HEX;|
    |78DAA5934B4F135114C7EFF441693B7D591EE5555A0A145A18E84EC5C4858882ADA|
    |215356A6C46BCD08166209D91D8A8910FE04A8D2E8C3B1F716DDCE84701F16BB831|
    |F53C6ED1BD4DFAFFCD3DAF7BEEABF268511762FFACD022E71AA6E3D4AAAED9D8964|
    |D7FC5DCB4D64540089152A65A4536A43416CDE6367F1E3B16E586B41D695CB6EC2D|
    |CB751E2696EDBA6C4ADB353A1FFAEACE4EC358B25C5B3A4E8806D55D291FB0BD2CC|
    |D5DCBDE4CD060D9DEB31CEBBED5B0DC56FAFCAEB56E74A629CB3DCB74EBA65DAB98|
    |8E2B9BAD1474370DFF5650A85FDB2F360025E1D924F8EA0C8B10FDE2418C7F255CC|
    |22C4D65FD028C885454434F2A4CC887088508613646284396C6593E6DC54B732D11|
    |4E5C24F42C13D217081508F7AA49BC2A8EE7CA71408EB3729C35CE151F43965F2DC|
    |8CF0BEAE205756D11BAB71967003EAF081569454F202DC069BEC07B32853E10F48F|
    |8C4F84BECF842E880D726F22384505C7C014E60A9E70914CF136FC441F0F02E08F7|
    |08A16B9411B125D01E4450E3C31E5892D605B42C40F793A7025B8A896E8A5A4127B|
    |22E049729227C99E1EDE9DEC6FC22AACA857ADA8F73A050CAE31521A06A4AB344A5|
    |F235C81F07E0E17FDDCF153300DA8C907D8345E20F4C3E4433CB977C843FD0C6B0C|
    |2F618E9B4C41DC88DAA6912CA5EE43D151753EA37C3E193E9F0C1F4C868F29FB96D|
    |ACAAA638A41A531D5CB182F7796975B858213AAE0045FBB49BE84933A832F619E2F|
    |689E930FE0B24CA9ACA9196A767A966130E6088512A305488A67305751ED69F1800|
    |ACD1C327E308EB8B59F846E68DA5017DE78C31BF382F192507AC5784D8843F8BC3A|
    |8279DEEF61DFF1F314EA7996FF35D1055BF5A9C708168D2C437F63FEEBF74DEFBCF|
    |3E0D5107C5541C41ACA4D1CDE42B98D72076D7751EEA1D450DADFF54E17B193D8D0|
    |2994D3280B28CF3128804F268CA2A34450A2283194384A12A50F6510E51D4AFB0F2|
    |F4EF8C6|
    |-------------------------------------------------------------------|
  24. from looking at my combat log, i believe repel bonuses work by granting a defense bonus against repel, whose accuracy cannot be enhanced... pretty clever game mechanics there.