Windenergy21

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  1. Windenergy21

    Claw/SR decision

    After discussing with a couple posts on the matter and looking at my own build, i've been having a dilemma. On the Claw/SR build I have.

    There are a couple slots to allocate to get certain results, the differences are:

    Build 1:

    Melee: 45.7%
    Ranged: 45.7%
    AoE: 45.7%

    Regeneration: 173.4% (bonus)
    Regeneration with/if slotting health boosts uniques: 216.9% (bonus)

    Max HP: 133.1%

    7% accuracy (probably unnecessary with follow up perma and FA, unless maybe when fighting +4s)

    Focus stats: ACC: 59.64%
    Dam: 98.58%
    End: 59.64%
    Rech: 59.64% (2.96s)

    bout 300mil cheaper

    Build 2:

    Melee: 45%
    Ranged: 45%
    AoE: 44.8%

    Regeneration: 197.4% (bonus)
    Regeneration with/if slotting health boosts uniques: 240.9% (bonus)

    Max HP: 135.4%

    Focus stats: ACC: 60.91%
    Dam: 97.55%
    End: 49.18%
    Rech: 82.46% (2.86s)

    As to the regeneration. Bonuses on top of slotted health, it takes 220% regeneration to heal a tic every 3 seconds. So if slotting health boosts the uniques, i "quite" won't reach that with build 1. However, with build 2, i'll reach that, and have about 20% over it, which might take care of a couple inconsistencies where you "count in your head faster than actual time goes" so itll help solidify that it feels like an actual every 3 seconds.

    So build 1 is true capped defenses, even amounts to all 3 types, with a little over to account for a rare debuff that would hit such as in Cimerora.

    Build 2 has more regeneration, a slight bit more HP 26.14% - 24.87% (about 1.27% resistance to all damage types difference). Much pricier of a cost however, why i don't know because the 2 purples i'm using, apparently went up in price since AE died, (wasn't it supposed to be the other way around??? GRRRRRRR!)

    But tis the facts. Input?
  2. Windenergy21

    Ninja Run

    Quote:
    Originally Posted by Kractis_Sky View Post
    Im going to play devil's advocate here and ask, then, why hasten should NOT be suppressed while traveling based on this logic? (And dont give me the "its a special case" brick-a-brack. I honestly want sound reasoning.)
    I was going to somewhat bring that up. With hasten it can't be singularly used because its a click buff. If it were a toggle that boosted recharge speed that would be different. But there is no way to have a click buff disallow you to use a toggle.

    Quote:
    I understand why CJ and SJ and NR are exclusive powers, but hey, I'd run them all together if I could. The fact that I cant is "meh." The true bonus to NR is that its available at *lvl 4.* That fly and CJ or other cross pool combos can work, well, the inconsistancy kind of erks me.
    Defense bonuses and immobilize resistances. Combat jumping is a combat power, not a travel power. Which is why it should be allowed to be in use while NR is just like sprint can.
  3. Windenergy21

    Ninja Run

    Quote:
    Hence my reacting that way. It sounded like you were saying Ninja Run or any booster power should be better/more powerful than "regular" powers in-game because anyone could buy them. Which... yeah. Don't agree with that. And really, it is an unfair thing to make someone pay on top of their regular monthly fee for more powersets, etc. It isn't fair because "everyone" can buy it. When you put a cost on it like that, it sets a line down.
    Nono. I meant that, when the person i was quoting, was saying that it shouldn't provide an unfair advantage to someone who doesn't have it. That's false, or else the power would be called "do nothing". I'm not saying unfair, but it should have a defined use that should be worth picking up, giving an advantage yes. "unfair" i'd certainly say its not. The fact will always remain that anyone can purchase it. In the midst of stacking with everything and anything I wouldn't come close to saying its an unfair advantage.

    Quote:
    I do kind of wish Combat Jumping would stack with Ninja Run (I don't have the Martial Arts booster yet, but I do hope to get it), but I can understand the logic. Ninja Run is designed as a travel power, and Combat Jumping doesn't stack with Super Jump already. But that isn't a 100% clear thing, as you can have CJ up with Super Speed, Fly, etc. So hmmmm, not sure what is up with that. How much does Ninja Run cost, endurancewise? The balance point with the other travel powers is that they suck a lot of endurance... if Ninja Run doesn't drain much, that may be why Castle limited it.
    thats because cj and sj are both within the same set. Like you mentioned it works with any other travel power. Its strictly defined. Even working with acrobatics in the same set. They can just as easily set ninja run to stricly defining to work with cj, but no other travel power.

    Oh and NR is .46 end/sec and btw is unenhanceable/unslottable.


    OH, and PS, WHERE THE HECK is the option to "reply" to a post from someone. I wanted to quote PARTS of his post, not the whole thing, and quick reply is annoying having to go to the bottom of the page and back up to where the original post was to pick the pieces out of it to quote it. GRRR devs you forgot a button!!!!!!!!
  4. Windenergy21

    Ninja Run

    Quote:
    Originally Posted by Dispari View Post
    Truth is, while everyone technically CAN buy the packs, there's still a fair margin of the playerbase that doesn't or can't spring for the extra stuff. It happens a lot more in newer players, who come in and notice that there's currently $70 worth of packs. In the future this may be a lot higher. One of my annoyances with GW was that new players coming in had to spend like $150 to get the whole game.

    Since not everyone buys it, and we're talking real money, the safest bet is to give out non-impacting items like fluffy emotes and costume parts. This is the main draw of the packs. People who just love to make their toons look pretty pay extra to get some cute pieces. But nobody's gaining combat bonuses or being able to solo AVs easier because they have a frilly new dress.

    Each pack has a power, which is minor impact. They're designed that way so that the pay pack people get a small perk, but nothing that dramatically changes how they get to play the game. SD is cute but pretty much useless in nearly all situations (except to save you some debt if you're already going to die). Mission teleporter saves some time, but not that much. Mystic Fortune is a cool buff, but it's random and minor, and in my experience people usually forget they have it and don't keep people buffed. Body tailor is another costume-related perk which has no in-combat use. And NR is a perk for people who have no travel power, but isn't as good as a real travel power.

    What you're asking for is to make it be a clear advantage over everyone, whether they have a travel power or not. You're asking for it to stack and allow people with SS to go faster, and SJ to go faster. Right now it's only a pure advantage over people who don't get a travel power at all, and is an alternative to getting a real travel power at the expense of being slower and unslottable. Right now it's not an advantage, but a tradeoff. What you're asking for is for it to just be a pure advantage to anyone and everyone who didn't or can't pay for the pack. And sets a bad precedent.
    "pure advantage" is completely subjective in your response. First off hurdle + superjump with base slot is already capped for jump speed and pretty much heigth. Gaining zero benefit there anyways.

    It would help SSers a little bit with some obstacles. The kind that really you "can" switch toggles when needed when those arise.

    The BIG problem, which is NOTHING of what you say, or seem to be seeing of what i'm saying at ALL is the fact that it should be able to work with combat jumping. Considering the usually more appropriate use of combat jumping. And the minor addition you'd notice in conjunction with, but more-so the annoying of in missions having to CONSTANTLY switch toggles between CJ and NR for really no reason whatsoever.

    Travel-wise Cj added to Nr is WOW, going to take you from (with hurdle unslotted) about 60mph to 61mph. OMG YOUR UBER FAST NOW... Rant off.

    As mentioned since you can use sj and ss at the same time anyways it really provides such a small advantage at all when considering how it works with any other travel, with cj fairly non-existent.

    The ONLY time it provides a true advantage, is pre-14, and in those situations where getting swift + sprint + quickness + ninja run, or hurdle + ninja run when the user decides its fast enough to skip a travel power completely. Which currently has next to NOTHING to do with it actually being used with any other travel power.
  5. Windenergy21

    Ninja Run

    Quote:
    Originally Posted by Grey Pilgrim View Post
    So... you want them to start giving powers out for real world money? Make it a REAL have and have not situation?

    Heck... no. I'm fine with there being these fun little extras to these packs, but if they overomce regular things that come with the game... that's just bad. My biggest beef with the body slider change being packaged in with the Science Booster is that that should have been part of the game, not part of a booster. And that's not even close to what it would be if Ninja Run was somehow better than the other Travel powers in game.

    There are a lot of other options for travel in the game already, so having something fun like Ninja Run is a nice bonus that isn't an issue in that regard.
    Whoa you're totally misreading what I was saying. First off, its STILL the case, where anyone can purchase it, whatever benefit we have it giving us. To say its an "unfair advantage" considering ANYONE can get it, is entirely untrue.

    Secondly, I wasn't saying it as much as you're thinking. I was exclaiming that it should work with cj, which, wow adds 1MPH to it travel speedwise. And a fractional height amount that with NR and hurdle would be nominally unnoticeable. The big BEEF I have with it is that especially in missions when having CJ on especially for its defense bonus how you have to annoying detoggle it to switch to NR and back constantly is annoying and completely unnecessary.

    I could semi-understand it not working with SJ/SS etc, but even then it thematically and mechanically makes no sense. But CJ it should definitely be able to work with, thematically which it makes the most sense out of any of them as well either.

    And 100% agreed on the character size scale slider, that should have always been a standard in game attribute, not on a separate pack.
  6. Windenergy21

    Ninja Run

    Quote:
    Originally Posted by Dispari View Post
    Yes I can. CJ+SJ doesn't work. NR is a mini version of SS+SJ. Therefore, it doesn't stack with CJ, because SJ doesn't.

    Uh, free in the sense that it doesn't require two power picks or a pool usage. Not in the doesn't cost any money sense, obviously. You pay for the advantage of having a travel power that doesn't cost anything on your character. To make it better than someone who actually does have stuff on their character would be unfairly powerful.

    Considering ANYONE can purshase the ninja pack, no it doesn't
  7. Quote:
    Originally Posted by Fleeting Whisper View Post
    Why the hell would you waste so much time getting Isolator in the tutorial anymore since I11 (Ouroboros), and especially since I16 (Super Sidekicking)?

    Since I11, you could go back and run The Pilgrim's arc at any level 25+, and have a better concentration of contaminated to kill, not to mention temp powers through 25 levels to use against them. Since I16, you're given powers up to +5 from your level, making it even easier to get Isolator outside of the tutorial.
    Tradition. It just doesn't quite feel right to play a toon who didn't get isolater in outbreak first. Like a good foot start off.
  8. Quote:
    Originally Posted by Smash_Zone View Post
    you deleted your character three times just because you were too lazy to actually walk to the contact?

    I feel like I should post something about being barefoot and snowy hills...
    Yes i'm lazy, because i remade a character THREE times, getting isolater on him each time, and drudged my level 2 a$$ to PI to make sure I got the outside contact. Its ANNOYING having to go into the building every time. And having to travel to the detective to say no to the bank mission every time as well.

    There is no reason we shouldn't be able to call the detectives after completing their bank mission.
  9. Windenergy21

    Ninja Run

    Quote:
    Originally Posted by Dispari View Post
    It doesn't work with CJ because you can't do CJ+SJ. Castle said it's by design.

    NR is a poor man's travel power. It's not something meant to enhance your current travel powers and give you an advantage. It's not meant to be used in combat and allow you bonus move and run speed unsuppressed. It's meant to be SJ before you get SJ, or SS before you get SS.
    CJ isn't a travel power though, its combat movement. You could argue having Ninja run supress, but not that it doesn't work with combat jumping.

    Quote:
    It's weaker than SS and SJ because it's free.
    EXCUSE ME??? Since WHEN is ten dollars FREE???
  10. Windenergy21

    Ninja Run

    Quote:
    Originally Posted by Fleeting Whisper View Post
    Why do you need +Def while traveling?

    Ninja Running is a travel power. A mix of Super Speed and Super Jump. It's not a combat power like Combat Jumping.

    As for why it's mutually exclusive with CJ... have you ever tried to use Super Jump alongside CJ?
    No, but you can certainly use SJ or Cj with sprint on, which is more-so what ninja run is like. The fact that it supresses also appalls me. Its not THAT fast that it should be doing this. Its a beefed up sprint - ninja style more or less. You can't even slot or enhance it.

    Its worth it for cool factor just for flipping while jumping, something i've wanted to be for normal jumping since day 1, guess this is better than nothing though i suppose :/.

    Now i want an "anime" ninja pack. Where when using ninja run with SJ for example your toon does a million superfast "cannonball" flips in the air etc.

    One thing i would like animation-wise though is when running forward, the whole hand back thing doesn't really make sense. I'd prefer if there was a way to set that to running forward with two arms straight back. Guess that might make more sense also as a tweak for an anime-type ninja run, but still thing it would be better, or maybe as the option when used in conjunction with SS or something. Or selectable like the fly poses are.
  11. Windenergy21

    Ninja Run

    Quote:
    Originally Posted by Jharber View Post
    Ninja Run is the best #$% thing in the world! I would have paid the $10 just for that! Whoever thought this power up deserves a raise!

    my only complaint is that it does not work with combat jumping! Please make it work with combat jumping ... take away one of the jumping mods, I just want the sprint ability without having to click back and forth and without having to use the old sprint.
    I've petitioned several times and brought this subject up many times and i fullheartedly agree. It makes ZERO sense that it won't work with other movement powers. When SJ and SS can work at the same time, there makes no sense why ninja run wouldn't with them as well. Classify'ingly.

    But the fact that it doesn't work with combat jumping just APALLS me. And makes no sense either. Very annoying having to toggle back and forth between the two especially when using CJ for its defense as well.
  12. Would be nice to hear a dev's input or acknowledgement here. A simpe "we hear you" would always be nice. I know theyre busy, but this is so simple yet is a huge QoL factor for me and as i'm hearing others as well its such a simple thing to adjust for.
  13. Quote:
    Originally Posted by DreadedByMoon View Post
    Well, Clawls/SR scrapper is now level 26 almost 27, and wow is it abit of a pain to stick with in these levels. Most of my leveling is done soloing so I'm still thinking that it might be awhile for me to hit 50 with this bugger.
    Shouldn't be TOO much of a pain, what powers did you pick and slot so far? My fire/sr with no mitigation didn't do TOO bad. On a team it should be enough, if you get in a bad situation popping a luck should solve most problems.

    I mean you are in the "lowbies" levels somewhat, don't expect to take on +3 enemies.
  14. Quote:
    Originally Posted by Techbot Alpha View Post
    ^ This
    Also...PI? Why the frag is a lowbie in...
    Oh, right.
    No, HECK no. Think about it for a second, a lowbie couldnt get missions in PI anyways. I went IN to PI to make sure, that i have the outside detective before i even bother to level the toon up. Cause i know its a toon that i'll enjoy just briskly going through scanner missions often at level 50, and having to go into that dang building EVERY freaking time is so annoying.
  15. Can we PLEASE gain the ability to call detectives after completing their bank mission. I just had to remake my one scrapper I intend to play a lot THREE times because he kept getting detective Selnum, and i DESPISE having to go into the police station and finding him just to tell him NO I don't want to do the same bank mission for the 100 millionth time.

    If we could call the detectives after completing their bank mission it would eliminate this issue.
  16. Quote:
    Originally Posted by theheat View Post
    I'm just saying that weave is a good power and I fail to see how its such a bad pick that it makes you cringe to think of people taking it, especially when tough benefits /sr so much and its only one more power at that point. If you don't need it fine, I'm just saying it has a lot more benefit for flexibility in slotting, especially for claws with its high recharge so you should have room for it on a claws. I personally hate shockwave. The animation doesn't make sense for a claws toon, I despise the aoe knockback. And you definatly don't need all the claws attacks, but I guess if you like having multiple choices for ST attacks available all the time then go for it.
    Hasten is also always "one more power away" doesn't mean its always the best option. Shockwave is also "only one power away" when you hit level 32. Preference maybe, but when you can still hit the defense cap without weave or losing much of anything i'd say that diminishes its importance in the build GREATLY.
  17. Quote:
    Originally Posted by theheat View Post
    When you already have kick and tough, going for weave isn't that much of a committment. And with /sr and sets, your rech can get really high, so you don't really need as many attacks to have a totally solid chain. Its definatly possible to softcap without it, but having it gives you more flexibility in slotting. I am tossing around the idea of trying to get that new pvp proc with the def bonus and seeing if i can get by without weave with its bonus, but don't know if I can without taking cj (my ma/sr is a flyer, first toon concept stuff) so don't know how the numbers will work out. I can see arguing against weave, but not so much if you are gonna use two powers to get tough already....
    Because then conside what you're losing to do that. ok, FA, and PP at 41 and 44. kick, and tough at 47/49.

    Full SR minus elude, 3 fitness powers, 2 travel powers (cj/sj)

    That leaves 7 powers left.

    Now fire melee, I use fire sword, creamate, incinerate, greater fire sword, single target, breath of fire and FSC aoe, and build up. Not one of those powers would I give up, so i fail to see wherei have room for weave.

    The only thing you could argue, is dropping like, cremate or GFS in lieu of having fast other 3 ST attacks. However, i don't feel that any recharge slotting, that you can do with having weave, would outweigh enough not having that 4th attack. You would need hasten to REALLY do what you're suggesting, which is another power pick, over weave. When having those powers still lets me do what i need to do.

    You might argue, skipping BoF, which is a bad idea IMO, i love aoe, and thats a decent power to use. Unless you are giong for strictly an AV soloing biuld, i would never consider skipping it on any toon.

    Same with the claw/sr, everything above the same, skipping swipe an confront. I'll probably hear more arguments about skipping eviscerate than all i'd imagine, but thats one reason why i wanted to remake, my claw/regen didn't have it, nor could fit it. I happen to love the power, in PVE hitting multiple enemies with it is win, and its damage got upped so its useful ST as well. You could almost argue skipping shockwave, but i would never suggest that. Even in the playstyle where you usually stand in the middle of the mob all the time, there will easily be times its worth using, and its giving you 6.25% recharge bonus with positrons blast anyways, kinda negating your decision of picking up weave for more recharge.
  18. Quote:
    Originally Posted by Imaheroe View Post
    trying out spines/WP. I knew its ST damage was teh suck but wow! Not sure if he will be around much longer.
    Fire/SD maybe.
    I am also THOROUGHLY enjoying my fire/sr scrap simultaneously
  19. Quote:
    Originally Posted by Imaheroe View Post
    QFT

    I am still having trouble building a secondary scapper that is as fun as my claws/SR.
    My elec/shield comes close in fun-factor. (BS/Kat)/(WP/Elec) may work fun-wise as well kat/sr, but when comparing fun builds you don't really want to use the same pri/sec :P
  20. Quote:
    Originally Posted by Possible View Post
    Why does the build have to be played? I have an MA/SR. All I am saying is you wind up in the wrong position for too long you will drain based on your recharge. And my Regen can have almost 4 Net recovery and still drain after a long fight (AV, Pylon, 17 +3's etc etc). I just think the real issue here is what your idea of pretty well and near unlimited means. I have ran toons with better end use/end rec. I do not need to "downgrade" my recovery to lower numbers to tell you the obviousness of the situation, FA or not. Then again, if near unlimited is falling under the "killing a couple baddies" or "+0, +1 groups" then ok I can see your side of it. At the same time, whats the point in building a good toon if you are going to be playing mediocre content. *shrugs*

    Not sure how you're thinking. I'd say unlimited when I haven't run into anything where i've run out, continuosly fighting missions/tfs etc. Usually able to go An entire AV battle without using a blue etc.

    As Bill said only "true" unlimited is when your EPS of your toggles + attacks is less than that of you're recovery, which usually only comes into play for like he said, Pylons/AV soloing. Any other time you'll be having repositioning, target switching etc that will decrease your end cost per second. I'd say a good classification outside of "true" unlimited endurance would be never having to look or think twice at your blue bar, while doing everything you could want to do with the toon. And i'm not talking about just +0s don't be broodish. +3s are no problem at all, +4s usually too.
  21. Quote:
    Originally Posted by Possible View Post
    I wouldn't call 2.16 near unlimited. My Regen has a net of 3.5 and still drains in long fights. And your's is down to 1.93 with sprint on. That won't take much with your fairly fast Recharges to drain you out. Tossing a mircale in health vs. that Health IO would net you more Recovery and lose you about 2 Hp/sec regen. But yea, overall its a pretty good build man.
    You have to figure in animation time and the end reduction on the attacks, and positioning time for some of the fighting time. For most fights its going to be more than enough, and that is with all toggles on. WIth perma-follow up you can keep FA off most of the time, resulting you in 2.61 end/sec, which on the claws with end redux really will be end efficient, and on most battles you can run without tough on too, taking that to 2.83 end/sec if needed.

    Also, with cj/hurdle you wont need sprint on, even have quickness as a mini backup, and what i'll probably end up doing when i get ninja-run is skipping SJ and picking up swift.

    I have/had a claw/regen less recovery than yours, but attacks were zero end redux, and 2 recharges each plus hasten and a couple rech bonuses and had very little problem. And my claw/dark has next to zero IOs and even does pretty well. I think the build ought to be played before assuming that 2.16 isn't enough especially when you will be running with FA off most of the time.
  22. It depends which playstyle you're going for. Fire/ice and fire/dev remain my two favorite combinations to this day. The control the /ice and /dev offer with the damage heavy fire blasting is almost too perfect. Shiver alone is pretty much an awesome reason /ice pairs well with fire blast. Much like caltrops does, but /dev while losing build up, has so many other goodies. Targetting drone makes leveling up the fire/dev painfully easy and fun.

    As to blapping, the best secondary with fire is IMO /elec. Fire/elec/elec blasters absolutely rule with multiple holds, prob the best ST damage in the game, lots of aoe with static discharge adding. Tons of fun.

    Fire/mental is also a very fun build, like a mix between /energy and /fire, /mental compliments fire blast well for soloing and on teams.
  23. Also note the high amounts of +HP and regen. Add the near unlimited endurance, 2.16 end/sec, when combined with Claw's natural end efficient attacks and end redux slotted in them. It is just a majorly fun powerhouse that I think everyone should make :P

    Did i mention how thematically well the two sets go together as well? Especially with that new martial arts pack that just came out :P I've considered dropping super jump in favor of sprint + quickness + swift + ninja run :P
  24. Quote:
    Originally Posted by theheat View Post
    It is really pretty cheap to get soft capped. Grab tough/weave and CJ if your a jumper. Tough helps a lot more than people give it credit for as you have to have it anyway, and having s/l attacks do less when they hit adds a lot to your survivability. Steadfast +def IO is reasonably cheap. Fortune sets for your toggle defense powers are also very cheap and add one of the def components. Definatly follow bubs advice and get softcapped first, then worry about rech/dam/whatever your focuses are.

    Trust me, when you hit 45% to all, that is when you will be able to almost totally ignore your green bar for most content. Warning, after playin a /sr scrapper for a long time, it does take some gettin used to when you play another character and all of a sudden have to start worrying about dying again.
    Claw/SR would TOTALLY win out over claw/wp. Its really not that expensive either until you start to think LOTG, which the build does fine without.

    Here is my build for my claw/sr. If you use about level 39 for the touch of death and makos, they are irresistably cheap for what you get out of them with SR. When initially starting this out to get the defense values the most expensive thing is going to be the set of sciroccos dervish which isn't that bad at those levels. I'd suggest 2 slotting PB till you get enough recharge to respec out the 2nd slot.

    The ToD, makos, and most of the sciroccos dervish are really cheap to get, as are the gaussians in focused accuracy. Making up for about 42% of your totaly defense by level 43. The lotg are bonus really. The pos blast mid level's aren't too bad. The half most expensive pieces are the numinas. Them and the lotg are the most expensive, everything else is really pretty much cake with this build influence wise.

    Also note: No need for weave, capped without it. Knowing this build is possible without it makes me cringe at the though of people wasting a power pick on weave, unless they specify it pre-respec. But by that point you're skipping out on quite a bit of powers/attacks to do so, so i still cringe lol.


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

    Click this DataLink to open the build!

    Claw SR Tough: Level 50 Magic Scrapper
    Primary Power Set: Claws
    Secondary Power Set: Super Reflexes
    Power Pool: Leaping
    Power Pool: Fitness
    Power Pool: Fighting
    Ancillary Pool: Body Mastery

    Hero Profile:
    Level 1: Strike -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(3), T'Death-Dmg/Rchg(11), T'Death-Acc/Dmg/EndRdx(15), T'Death-Dmg/EndRdx/Rchg(37), T'Death-Dam%(39)
    Level 1: Focused Fighting -- S'dpty-Def/EndRdx(A), S'dpty-Def(5), DefBuff-I(5)
    Level 2: Slash -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(3), T'Death-Dmg/Rchg(11), T'Death-Acc/Dmg/EndRdx(15), T'Death-Dmg/EndRdx/Rchg(37), T'Death-Dam%(39)
    Level 4: Agile -- LkGmblr-Def(A), LkGmblr-Rchg+(13), DefBuff-I(13)
    Level 6: Focused Senses -- S'dpty-Def/EndRdx(A), S'dpty-Def(7), DefBuff-I(7)
    Level 8: Follow Up -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(9), Mako-Dmg/Rchg(9), Mako-Acc/EndRdx/Rchg(21), Mako-Acc/Dmg/EndRdx/Rchg(36), Mako-Dam%(40)
    Level 10: Practiced Brawler -- RechRdx-I(A)
    Level 12: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 14: Super Jump -- Jump-I(A)
    Level 16: Dodge -- LkGmblr-Def(A), LkGmblr-Rchg+(17), DefBuff-I(17)
    Level 18: Focus -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(19), Thundr-Dmg/Rchg(19), Thundr-Acc/Dmg/Rchg(21), Thundr-Acc/Dmg/EndRdx(37), Thundr-Dmg/EndRdx/Rchg(40)
    Level 20: Hurdle -- Jump-I(A)
    Level 22: Health -- Numna-Regen/Rcvry+(A), Numna-Heal/EndRdx(23), Numna-Heal(23), Heal-I(43), RgnTis-Regen+(48)
    Level 24: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(25), Efficacy-EndMod/Acc/Rchg(25), Efficacy-EndMod/Acc(34)
    Level 26: Eviscerate -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(27), Sciroc-Dmg/Rchg(27), Sciroc-Acc/Rchg(34), Sciroc-Acc/Dmg/EndRdx(39), M'Strk-Dmg/EndRdx/Rchg(48)
    Level 28: Lucky -- S'dpty-Def/Rchg(A), S'dpty-Def(29), LkGmblr-Rchg+(29)
    Level 30: Spin -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(31), Sciroc-Dmg/Rchg(31), Sciroc-Acc/Rchg(31), Sciroc-Acc/Dmg/EndRdx(40), M'Strk-Dmg/EndRdx/Rchg(48)
    Level 32: Shockwave -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(33), Posi-Dmg/Rchg(33), Posi-Dmg/Rng(33), Posi-Acc/Dmg/EndRdx(34), RechRdx-I(46)
    Level 35: Evasion -- S'dpty-Def/EndRdx(A), S'dpty-Def(36), DefBuff-I(36)
    Level 38: Quickness -- Run-I(A)
    Level 41: Focused Accuracy -- GSFC-ToHit(A), GSFC-ToHit/Rchg(42), GSFC-ToHit/Rchg/EndRdx(42), GSFC-Rchg/EndRdx(42), GSFC-ToHit/EndRdx(43), GSFC-Build%(43)
    Level 44: Physical Perfection -- Numna-Heal/EndRdx(A), Numna-Heal/Rchg(45), Numna-Heal(45), P'Shift-EndMod(45), P'Shift-EndMod/Rchg(46), P'Shift-EndMod/Acc(46)
    Level 47: Kick -- Acc-I(A)
    Level 49: Tough -- S'fstPrt-ResDam/Def+(A), Aegis-ResDam/EndRdx(50), Aegis-ResDam/EndRdx/Rchg(50), Aegis-ResDam(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Critical Hit
    ------------
    Set Bonus Totals:
    • 10.5% DamageBuff(Smashing)
    • 10.5% DamageBuff(Lethal)
    • 10.5% DamageBuff(Fire)
    • 10.5% DamageBuff(Cold)
    • 10.5% DamageBuff(Energy)
    • 10.5% DamageBuff(Negative)
    • 10.5% DamageBuff(Toxic)
    • 10.5% DamageBuff(Psionic)
    • 8% Defense(Smashing)
    • 8% Defense(Lethal)
    • 10.5% Defense(Fire)
    • 10.5% Defense(Cold)
    • 9.88% Defense(Energy)
    • 9.88% Defense(Negative)
    • 3% Defense(Psionic)
    • 13% Defense(Melee)
    • 13% Defense(Ranged)
    • 13.3% Defense(AoE)
    • 34% Enhancement(Accuracy)
    • 36.3% Enhancement(RechargeTime)
    • 14% FlySpeed
    • 175.7 HP (13.1%) HitPoints
    • 14% JumpHeight
    • 14% JumpSpeed
    • MezResist(Held) 8.8%
    • MezResist(Immobilize) 8.8%
    • 8.5% (0.14 End/sec) Recovery
    • 90% (5.03 HP/sec) Regeneration
    • 1.58% Resistance(Fire)
    • 1.58% Resistance(Cold)
    • 6.25% Resistance(Negative)
    • 19% RunSpeed
    ------------
    Set Bonuses:
    Touch of Death
    (Strike)
    • 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)
    Serendipity
    (Focused Fighting)
    • 4% (0.22 HP/sec) Regeneration
    Touch of Death
    (Slash)
    • 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)
    Luck of the Gambler
    (Agile)
    • 10% (0.56 HP/sec) Regeneration
    • 7.5% Enhancement(RechargeTime)
    Serendipity
    (Focused Senses)
    • 4% (0.22 HP/sec) Regeneration
    Mako's Bite
    (Follow Up)
    • 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)
    Luck of the Gambler
    (Combat Jumping)
    • 7.5% Enhancement(RechargeTime)
    Luck of the Gambler
    (Dodge)
    • 10% (0.56 HP/sec) Regeneration
    • 7.5% Enhancement(RechargeTime)
    Thunderstrike
    (Focus)
    • 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)
    Numina's Convalescence
    (Health)
    • 12% (0.67 HP/sec) Regeneration
    • 25.1 HP (1.87%) HitPoints
    Efficacy Adaptor
    (Stamina)
    • 15.1 HP (1.12%) HitPoints
    • 1.5% (0.03 End/sec) Recovery
    • 10% (0.56 HP/sec) Regeneration
    Scirocco's Dervish
    (Eviscerate)
    • 10% (0.56 HP/sec) Regeneration
    • 3.13% Resistance(Negative)
    • 9% Enhancement(Accuracy)
    • 3.13% Defense(AoE), 1.56% Defense(Fire), 1.56% Defense(Cold)
    Serendipity
    (Lucky)
    • 4% (0.22 HP/sec) Regeneration
    Luck of the Gambler
    (Lucky)
    • 7.5% Enhancement(RechargeTime)
    Scirocco's Dervish
    (Spin)
    • 10% (0.56 HP/sec) Regeneration
    • 3.13% Resistance(Negative)
    • 9% Enhancement(Accuracy)
    • 3.13% Defense(AoE), 1.56% Defense(Fire), 1.56% Defense(Cold)
    Positron's Blast
    (Shockwave)
    • 2.5% (0.04 End/sec) Recovery
    • 1.58% Resistance(Fire,Cold)
    • 9% Enhancement(Accuracy)
    • 6.25% Enhancement(RechargeTime)
    Serendipity
    (Evasion)
    • 4% (0.22 HP/sec) Regeneration
    Gaussian's Synchronized Fire-Control
    (Focused Accuracy)
    • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
    • 25.1 HP (1.87%) 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)
    Numina's Convalescence
    (Physical Perfection)
    • 12% (0.67 HP/sec) Regeneration
    • 25.1 HP (1.87%) HitPoints
    Performance Shifter
    (Physical Perfection)
    • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
    • 25.1 HP (1.87%) HitPoints
    Steadfast Protection
    (Tough)
    • 3% Defense(All)
    Aegis
    (Tough)
    • 5% RunSpeed
    • 3.13% Defense(Fire,Cold), 1.56% Defense(AoE)



    Code:
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  25. Quote:
    Originally Posted by Samuel_Tow View Post
    No, actually, the only part that matters is that when BABs was asked for this, he said no. Since it's his call, his final word is all that counts.

    *edit*
    To avoid crediting him with something he may not have actually said, that's how I remember it. He could very well have left escape clauses, but as I remember it, we got the same "No. Won't happen." as we've gotten when asking for multiple cape rigs. Whether I'm wrong or right doesn't change the fact that his call is what ultimately matters.
    Because nobody in the history of the world has EVER changed their mind...