Techbot Alpha

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  1. Quote:
    Originally Posted by BackAlleyBrawler View Post
    Why not just ask for a Hamidon Mastermind set and be done with it?
    Well, now you mention it...
    First after BaBs! ^^
  2. I don't personally have a Mu character, those were just rustled up in costume creator.
    Either an Elec/elec Brute (Assault variant) or Elec/Something Corruptor (Support Variant).
    Of course, if you want to come up with something completely different, so long as it's believable then thats good too. I think Mu'Drakhan, or whoever it is in the Oh Wretched Man arc is Elec/Empathy, so Elec/Pain might work well for a more traditional Mu. Given the lack of one AT for them, and particularly a lack of Mu-like costume, it's mostly up to the player.
  3. Quote:
    Originally Posted by Noyjitat View Post
    I worked at 2 for 5 years and it certainly felt like I was working 24/7.
    Then you understand the pain that is working not 24/7. This is the reason people have holidays. Or else Managers would be an extinct species, due to all of them being killed by irate employees.
  4. Addict is a cruel, cruel person.
    I approve of this villainy, and laugh at any poor midget who falls for it
  5. Quote:
    Originally Posted by Thirty_Seven View Post
    And when I think about, I don't think any side should have exclusive unlockable costume parts. Costumery is one area that should have the same options on both sides of the moral divide.

    I fully support the emotes and costume pieces being "proliferated" to the redside, any way that makes at least some amount of logical sense.
    This.
    And no 'GR is coming, go the them then!' is not a valid arguement.
    1) GR is a paid for expanision. Some people will not be able to/wont want to buy it.
    2) What if you dont want to change side? Given that, apparently, staying loya to one side has added bonuses, why should people have to forfeit that to get a costume piece that, really, should be available to everyone.

    Suggested solution; Make the Dice 7 emote unlock as per BaBs suggestion.
    And simply remove Epaulets from the TF reward, and unlock them for everyone. That sounds like a win/win to me.
  6. The Krimzon Guard want YOU!
    Posters can be found on the walls in many streets in Mercy, Port Oakes, Cap au Diable, Sharkhead and St Martial. The poster shows the symbol of the Arachnos spider, with a sword through the middle of it in the background, while a towering Crab Spider in white and red armour points at the viewer.

    Quote:
    Afraid? Destitute? Nowhere to go?
    No longer! The Krimzon Guard, regiment of Arbiter Krimzon of Arachnos, is looking for new recruits!
    Strong? Good with physical labour? Even if you aren't, the KG has need for those with brain as well as brawn! All you need is the will to serve and be loyal, and the strength to head to a recruiting station when called. We will provide the rest!

    What you will recieve as part of the Elite:

    -Free medical care, food and lodging, for you and any family members.
    -A steady, monthly wage, plus bonuses for excellent service.
    -A united Regiment of other, likeminded individuals.
    -The chance for promotion and standing within glorious Arachnos.
    -Your chance for payback on the scum and vermin that infest our streets.

    The Krimzon Guard. We want YOU, to carve out a better future.
    ((Details on the KG can be found here: http://union.virtueverse.com/index.p..._Krimzon_Guard))
  7. Techbot Alpha

    The Longest Wait

    Quote:
    Originally Posted by MrYukon View Post
    Only thing I can think of is mebbe power customization was more resource intensive than I thought.
    Or something is coming that's just as intense programing wise.
    I can only hope.

    And yes I am quite eager for new info on i17 or GR if not both.
    Given that the Devs, especially BaBs, seem to now be working not so much on 'stuff' as actually breaking down the walls of Impossibilium to do things that were previously though to be made of Unobtanium (Power Customisation, for one), I think it's perfectly reasonable about the length of time beween issues.

    Still in the pipe, iirc, are;
    MM Power customisation (Full)
    Eliminating Re-draw
    Possible changes to Granite armour
    Eliminating old bugs and glitches

    And thats just one Dev.And I doubt any of those are easy. Everyone here talks like they could do the Devs jobs with ease. 'Oh, it should be easy!' No. No it shouldnt. You try doing there job, then comment on it.

    That said, I have no love for the Marketing department. They seem like real-deal tight-a$$es. But hey, maybe that's just me.
  8. Although the Heroside GMs are not 'Triggerable', they also dont seem to despawn. Multiple times I've run through zones, going 'Hmm, Lusca's still here.' Or Kraken, or Sally, or w/e.

    Having them Triggerable is by no means easier. I specifically had to hunt down 100 of the Gremlins for the badge they give. I then ended up simply sat in Cap, waiting and chatting over channels, for Surge to spawn. (The Gremlins also have a respawn timer)

    I'd /Sign any changes that make GMs easier to locate in general.
  9. Rikti Portal Fix: Make the Spawned mobs give exp. Given you still have to kill them, same as normal mobs, I see no change in RvR for getting exp for killing them. Return the Comms officer to standard exp for a kill, if needs be. If you kill him first, no hassle from the portal. If you dont/dont get the chance, you at least get the reward part for the extra work. The Portals also seem to have a limited timer, e.g. you cant get unlimited exp from them because they dont produce unlimited spawns.

    Auto-Turrets do not give exp, and do no de-spawn when killed. Tried and Tested. For something that summons so fast, does steady, accurate damage, and is that much of a pain to kill, they should either die when the engineer dies, or give exp.

    Bres and Death Shamans, pretty much the same. Clockwork Assemblars were the other one I was trying to think of.
    General rule, just IMO; Any summon should either give exp for defeat, or die when the summoner is killed.
  10. Techbot Alpha

    Stalkers & Hide

    Off topic;
    Don't Stealth and Hide not stack?

    OT: I'd say buff VEAT Stealth. It sucks. Even in PvE. And they don't really have better defences/Res than a Stalker (For the most part)
  11. Quote:
    Originally Posted by Fleeting Whisper View Post
    No, the main issue, as I understand it, is Jay is an egotist who seems to slack off as much work as he can get away with and still get paid.
    Fix't.
    Yeah, I don't like him. *shrug*
    I'm hoping the graphics update is only the start of something epic. But I also maintain low expectations around him, to save my dissapointment.

    (Yes, I know Jay is not in charge of the Ultra Graphics. My point of dissapointment with lack of costume updates and realistic expectations still stands)

    On topic, I like the ideas. /Signed
  12. Put a 'No entry' sign on the Out Door of the station.
    Only a few weeks ago, someone on our team was going 'I cant get on the train!' I twigged fairly fast it was the wrong door
    Or make that bit block off entirely, and character simply step out of a standard mission door.

    The NPC idea sounds good. But yes, no more Mag 100 Sillystrength, please.
  13. Wall of text hurts my brain.

    I just wish that TOs, DOs and SOs were more affordable, given the 'Standard' rate of play. 'Redding out' is never any fun, especially when, despite having levelled that far, you STILL can't afford full slotting. And no, I'm not 'Doing it wrong'.

    But yeah, I get puzzled by the OP idea. Wall 'o text, see?
  14. /Signed
    Still wish for the standard Epaulets on Villain side, every single time. Not everything evil needs spikes, thanks. The flat epaulets are much better, in a number of cases.
  15. Quote:
    Originally Posted by Wuigly Squigly View Post
    Thats why i hate holidays or company-off time of any form, any time of the year. Its just another excuse for that long awaited new computer part to not arrive in the mail (or to delay mah shipping by x days), for a place you need to go to being closed, for no new info released by x company including game announcements. I wish every company in the world had some people working 100% of the time (and not just the guys keeping the servers up or w/e) >_>

    Anyways, pet peeve aside, Im guessing we're getting close to another crum of info now that the holiday crap is over with.
    I wish all restaraunts were open 24/7, every day of the week...
    And then you try working a job. Trust me, I've had a LOT more respect and understanding for food-service staff after that summer job. EVERYONE is due Holidays, especially at Christmas.
    Some poor sod has to 'Work 100% of the time'. And that's all fine and dandy, so long as it's not you working it.

    /Opinion
  16. Quote:
    Originally Posted by Master-Blade View Post
    Seriously.. we bring random toons to the group each time, sometimes expecting it to be an epic phail.. but it ends up turning out not so bad and doesn't take more than a couple tries to get the "Master of" badge.. then we switch toons and do it again.

    The TF itself is not super hard at all. It's all about strategy and common sense.. not about min/max'ing.. especially considering we usually run with the "Master of" challenges and wouldn't even have access to Shivans or extra nukes of any kind anyway. And with no deaths.. there is no "vengbait" either.

    We don't require any specific toons... just players that can listen to and follow direction, and have a good time with. I'm not saying we've never failed completely, but that's usually when something extra-ordinary happens and we are severely lacking something on the team (like team members that fall asleep, haha).

    And yes, I agree with the OP.. the -1 settings on "master of" groups was very cheap. I wish they didn't even count.
    Uhm...I didn't say it was cheap. I said I now realise WHY there was such a huge fuss over people getting it with -1. Because doing it at present, without the Mo settings, seems impossible to me.

    We had everything you described as needed fo win in the final mission. Good players, solid charcters, followed instructions.
    We died most horribly.
  17. This is a bit of a bugbear for me. Essentially, enemies that spawn Pets.

    Examples:
    Malta Engineers
    Rikti Comms officers
    Bres (Tuatha)
    Death Shamans

    Sky Raider Engineers I suppose, but they are less of an issue. Why? Well, for a start their pets, while they provide a FFgen buff, are not that hard to kill. A tad annoying, yes. But mostly easy to deal with.

    The others, however, I take issue with. Rikti Comm officers, for starters. Back in the day, they used to only give the same exp as normal minions. The portals, however, gave exp as well.
    Now, given these portals can be quite tough, and usually spawn a Rikti squad at +1, that seemed fine to me. You got more exp, for more risk.
    Now? You get slightly more exp off the Comms officer. And nothing off the portal, or spawned mob. To me, that breaks RvR. The mobs are still nasty, and when you have multiple comms officers in a mob its not as simple as 'Kill them first'. So, effectively, less reward for same risk.

    Bres spawn Animated Stones, while Matla engineers spawn Auto-Turrets. Both of these annoy the heck out of me. Bres are big, and they are tough. When they die, if they have spawned the animated stone, you then get stuck trying to kill that too. The stone is hardly a pushover. And it doesn't give exp, nor does it die when it's summoner dies.
    Likewise with the Malta engineers. Their auto-turrets are stupidly tough for what they are, and also give no exp.

    Maybe it's just me. But they seem like slightly broken examples of RvR. It'd be nice to see that fixed. Either have them die when the summoner dies (Like the Rikti Portal does, which is nice) or give exp, to make up for having to kill another tough thing.
  18. Speculating on my stalker and what to do with him when I hit 50.
    This is the build I came up with so far;

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

    Click this DataLink to open the build!

    Von Schaden: Level 50 Technology Stalker
    Primary Power Set: Claws
    Secondary Power Set: Ninjitsu
    Power Pool: Fitness
    Power Pool: Leaping
    Ancillary Pool: Soul Mastery

    Villain Profile:
    Level 1: Strike
    • (A) Touch of Death - Accuracy/Damage
    • (3) Touch of Death - Damage/Endurance
    • (34) Touch of Death - Damage/Recharge
    • (37) Touch of Death - Accuracy/Damage/Endurance
    • (39) Touch of Death - Damage/Endurance/Recharge
    • (40) Touch of Death - Chance of Damage(Negative)
    Level 1: Hide
    • (A) Karma - Knockback Protection
    Level 2: Slash
    • (A) Touch of Death - Accuracy/Damage
    • (3) Touch of Death - Damage/Endurance
    • (46) Touch of Death - Damage/Recharge
    • (46) Touch of Death - Accuracy/Damage/Endurance
    • (46) Touch of Death - Damage/Endurance/Recharge
    • (50) Touch of Death - Chance of Damage(Negative)
    Level 4: Ninja Reflexes
    • (A) Red Fortune - Defense/Endurance
    • (5) Red Fortune - Defense/Recharge
    • (5) Red Fortune - Endurance/Recharge
    • (13) Red Fortune - Defense/Endurance/Recharge
    • (17) Red Fortune - Defense
    • (25) Red Fortune - Endurance
    Level 6: Assassin's Claw
    • (A) Touch of Death - Accuracy/Damage
    • (7) Touch of Death - Damage/Endurance
    • (7) Touch of Death - Damage/Recharge
    • (11) Touch of Death - Accuracy/Damage/Endurance
    • (23) Touch of Death - Damage/Endurance/Recharge
    • (23) Touch of Death - Chance of Damage(Negative)
    Level 8: Danger Sense
    • (A) Red Fortune - Defense/Endurance
    • (9) Red Fortune - Defense/Recharge
    • (9) Red Fortune - Endurance/Recharge
    • (13) Red Fortune - Defense/Endurance/Recharge
    • (19) Red Fortune - Defense
    • (25) Red Fortune - Endurance
    Level 10: Build Up
    • (A) Recharge Reduction IO
    • (11) Recharge Reduction IO
    Level 12: Hurdle
    • (A) Jumping IO
    Level 14: Health
    • (A) Healing IO
    • (15) Regenerative Tissue - +Regeneration
    • (15) Numina's Convalescence - +Regeneration/+Recovery
    Level 16: Kuji-In Rin
    • (A) Recharge Reduction IO
    • (17) Recharge Reduction IO
    Level 18: Placate
    • (A) Recharge Reduction IO
    • (19) Recharge Reduction IO
    Level 20: Stamina
    • (A) Endurance Modification IO
    • (21) Endurance Modification IO
    • (21) Performance Shifter - Chance for +End
    Level 22: Combat Jumping
    • (A) Karma - Knockback Protection
    Level 24: Super Jump
    • (A) Jumping IO
    Level 26: Kuji-In Sha
    • (A) Numina's Convalescence - Heal
    • (27) Numina's Convalescence - Endurance/Recharge
    • (27) Numina's Convalescence - Heal/Recharge
    • (40) Numina's Convalescence - Heal/Endurance/Recharge
    Level 28: Focus
    • (A) Thunderstrike - Accuracy/Damage
    • (29) Thunderstrike - Damage/Endurance
    • (29) Thunderstrike - Damage/Recharge
    • (37) Thunderstrike - Accuracy/Damage/Recharge
    • (40) Thunderstrike - Accuracy/Damage/Endurance
    • (43) Thunderstrike - Damage/Endurance/Recharge
    Level 30: Eviscerate
    • (A) Touch of Death - Accuracy/Damage
    • (31) Touch of Death - Damage/Endurance
    • (31) Touch of Death - Damage/Recharge
    • (31) Touch of Death - Accuracy/Damage/Endurance
    • (34) Touch of Death - Damage/Endurance/Recharge
    • (39) Touch of Death - Chance of Damage(Negative)
    Level 32: Shockwave
    • (A) Positron's Blast - Accuracy/Damage
    • (33) Positron's Blast - Damage/Endurance
    • (33) Positron's Blast - Damage/Recharge
    • (33) Positron's Blast - Damage/Range
    • (34) Positron's Blast - Accuracy/Damage/Endurance
    Level 35: Blinding Powder
    • (A) Siphon Insight - ToHit Debuff
    • (36) Siphon Insight - Accuracy/ToHit Debuff
    • (36) Siphon Insight - Accuracy/Recharge
    • (36) Siphon Insight - ToHit Debuff/Endurance/Recharge
    • (37) Siphon Insight - Accuracy/Endurance/Recharge
    Level 38: Caltrops
    • (A) Slow IO
    • (39) Slow IO
    Level 41: Dark Blast
    • (A) Thunderstrike - Accuracy/Damage
    • (42) Thunderstrike - Damage/Endurance
    • (42) Thunderstrike - Damage/Recharge
    • (42) Thunderstrike - Accuracy/Damage/Recharge
    • (43) Thunderstrike - Accuracy/Damage/Endurance
    • (43) Thunderstrike - Damage/Endurance/Recharge
    Level 44: Shadow Meld
    • (A) Defense Buff IO
    • (45) Defense Buff IO
    • (45) Recharge Reduction IO
    • (45) Recharge Reduction IO
    Level 47: Soul Storm
    • (A) Lockdown - Accuracy/Hold
    • (48) Lockdown - Accuracy/Recharge
    • (48) Lockdown - Recharge/Hold
    • (48) Lockdown - Endurance/Recharge/Hold
    • (50) Lockdown - Accuracy/Endurance/Recharge/Hold
    • (50) Lockdown - Chance for +2 Mag Hold
    Level 49: Swipe
    • (A) HamiO:Nucleolus Exposure
    ------------
    Level 1: Brawl
    • (A) Accuracy IO
    Level 1: Sprint
    • (A) Run Speed IO
    Level 2: Rest
    • (A) Recharge Reduction IO
    Level 1: Assassination



    | Copy & Paste this data into Mids' Hero Designer to view the build |
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    |-------------------------------------------------------------------|

    I left Elude out, seeing as at 50 with those slots I could softcap him anyway...is that a stupid thing to do? I've only just got it in his regular build, so I don't know how much of a help/not useful it is yet.
    Any advice going? My Midsing is pretty sub par, going by past score ^^;
  19. Quote:
    Originally Posted by Aett_Thorn View Post
    You realize that would make the animations for this set multiplicative, right? If you ever added a new set to the AT, you'd have to do (set work) x (number of current sets) more work.

    Basically, it's why we don't have weapons work with power pools and secondary powers right now. It's a lot more additional work for the animators.
    BaBs did say he was working on it. The only problem with actually getting rid of redraw entirely was when it came to Shields, IIRC. So, it is in the pipeline. It just hit a U bend
  20. *Head Explodes*
    Oh dear...this is getting way too complex for me to deal with...I may just give him a beak until GR >_<
  21. Quote:
    Originally Posted by TonyV View Post
    The editors in the game have always been a bit on the borked side, though I've never had it act that badly. Still, I typically edit any text longer than a sentence in Notepad, then alt-tab to the game and paste it in. The standard Ctrl-C/Ctrl-V hotkeys work in-game.
    Not true.
    The Editors 'broke' around about I14, when AE hit. The AE text boxes in the Architecht itself were pretty bad. They even managed to ACTUALLY break the ID boxes. Remember when we had that month or so of no paragraphs in IDs? That was bad.
    The point and click is still woefully buggy. I guess its just not very high on the 'Fixit list'. I dont know how easy/hard it would be, so I wont insult anyones intelligence by saying 'It should be an easy fix!'

    Still annoying.
    Oh, and welcome to the boards =]
  22. I like it. Its different to all the other ATs we have. It'd sit nicely as a 'Neutral' AT, in that the character could be good or bad.
    It'd need a helluva lot of balancing, I can tell that much for certain. But something suitably different would be a nice addition.
    /Signed
  23. Quote:
    Originally Posted by Fire_Minded View Post
    The only thing you did wrong was pick Invln/ as a Armor set for a Tanker.
    This guy is, literally, a couple of years old. WP didn't exist, Elec armour wasn't a tanker set, Shields didn't exist.
    I might re-roll him as an elec/elec scrapper. They seem like they can get some pretty awesome numbers out there.

    He's meant to be a robotic entity, so not so sure about WP. I also like having a clicky heal to fall back on...but, eh, that's a whole other problem.
  24. Quote:
    Originally Posted by New Dawn View Post
    I was wondering how undecided you were about the direction you would take with an Invuln however I thought you were more interested in Psi protection than most people. You could of carried on with your current build having invested in getting it to where it's at so far.
    The problem with the build as it stands is that it looks like it should be good on paper but it massively underperforms in the field. It doesn't hit hard, and it drains endurance like nobodies business, even slotted for 'too much' end red.

    I am, however, going to test out the general build on Test Server first. I know I cant IO it, but I can at least test out wether it 'feels' right or not.

    I guess this is the root of the problem. I want to keep the character (First character, first and only Hero 50, most investment so far) and all that...but I just don't know wether the pain is really worth it.
    I mean, I could re-roll him as a Scrapper, and sometimes achieve similar if not better results (I've seen a friends Scrapper that puts my tanking AND damage massively to shame) So....I guess really I'm kinda stuck. Personally, I do think that EM seems to be the porblem. But...Don't know >_<
  25. Alright, this looks like a winner. Shuffled the slots around a tiny bit, went for the slotting in Air Supe and all that. Added in the other two +regen and +rec procs for future ref, if I ever get to afford them.

    Lost about 0.7% on S/L res somewhere along the line, but gained more in Melee and elemental defence, so it seems worth it in total.
    Thanks a lot for the help, guys, shows me just how little I know about Mids and IO builds ^^;

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

    Click this DataLink to open the build!

    Chief Centurion Z1: Level 50 Technology Tanker
    Primary Power Set: Invulnerability
    Secondary Power Set: Energy Melee
    Power Pool: Fitness
    Power Pool: Flight
    Power Pool: Fighting
    Ancillary Pool: Energy Mastery

    Hero Profile:
    Level 1: Temp Invulnerability
    • (A) Reactive Armor - Resistance/Endurance
    • (3) Reactive Armor - Resistance/Recharge
    • (7) Reactive Armor - Endurance/Recharge
    • (13) Reactive Armor - Resistance/Endurance/Recharge
    • (17) Steadfast Protection - Resistance/+Def 3%
    Level 1: Barrage
    • (A) Kinetic Combat - Accuracy/Damage
    • (5) Kinetic Combat - Damage/Endurance
    • (37) Kinetic Combat - Damage/Recharge
    • (42) Kinetic Combat - Damage/Endurance/Recharge
    Level 2: Dull Pain
    • (A) Doctored Wounds - Heal/Endurance
    • (3) Doctored Wounds - Endurance/Recharge
    • (7) Doctored Wounds - Heal/Recharge
    • (13) Doctored Wounds - Heal/Endurance/Recharge
    • (17) Doctored Wounds - Heal
    Level 4: Bone Smasher
    • (A) Touch of Death - Accuracy/Damage
    • (5) Touch of Death - Damage/Endurance
    • (15) Touch of Death - Damage/Recharge
    • (34) Touch of Death - Accuracy/Damage/Endurance
    • (40) Touch of Death - Damage/Endurance/Recharge
    • (42) Touch of Death - Chance of Damage(Negative)
    Level 6: Swift
    • (A) Run Speed IO
    Level 8: Unyielding
    • (A) Reactive Armor - Resistance/Endurance
    • (9) Reactive Armor - Resistance/Recharge
    • (9) Reactive Armor - Resistance/Endurance/Recharge
    • (11) Reactive Armor - Resistance
    Level 10: Taunt
    • (A) Mocking Beratement - Taunt
    • (11) Mocking Beratement - Taunt/Recharge
    • (34) Mocking Beratement - Taunt/Recharge/Range
    • (40) Mocking Beratement - Accuracy/Recharge
    • (43) Mocking Beratement - Taunt/Range
    • (43) Mocking Beratement - Recharge
    Level 12: Air Superiority
    • (A) Smashing Haymaker - Accuracy/Damage
    • (46) Smashing Haymaker - Damage/Endurance
    • (48) Smashing Haymaker - Damage/Recharge
    • (48) Smashing Haymaker - Damage/Endurance/Recharge
    Level 14: Fly
    • (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
    • (15) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
    Level 16: Health
    • (A) Numina's Convalescence - +Regeneration/+Recovery
    Level 18: Invincibility
    • (A) HamiO:Cytoskeleton Exposure
    • (19) HamiO:Cytoskeleton Exposure
    • (19) HamiO:Cytoskeleton Exposure
    Level 20: Stamina
    • (A) Endurance Modification IO
    • (21) Endurance Modification IO
    • (21) Endurance Modification IO
    • (40) Performance Shifter - Chance for +End
    Level 22: Whirling Hands
    • (A) Eradication - Damage
    • (23) Eradication - Damage/Recharge
    • (23) Eradication - Accuracy/Damage/Recharge
    • (29) Multi Strike - Damage/Endurance
    • (29) Multi Strike - Accuracy/Endurance
    • (34) Multi Strike - Accuracy/Damage/Endurance
    Level 24: Resist Physical Damage
    • (A) Reactive Armor - Resistance/Endurance
    • (25) Reactive Armor - Resistance/Recharge
    • (25) Reactive Armor - Resistance/Endurance/Recharge
    • (27) Reactive Armor - Resistance
    Level 26: Tough Hide
    • (A) Defense Buff IO
    • (27) Defense Buff IO
    • (43) Defense Buff IO
    Level 28: Boxing
    • (A) HamiO:Nucleolus Exposure
    Level 30: Tough
    • (A) Reactive Armor - Resistance/Endurance
    • (31) Reactive Armor - Resistance/Recharge
    • (31) Reactive Armor - Resistance/Endurance/Recharge
    • (31) Reactive Armor - Resistance
    • (50) Reactive Armor - Endurance
    Level 32: Weave
    • (A) Gift of the Ancients - Defense/Endurance
    • (33) Gift of the Ancients - Defense/Recharge
    • (33) Gift of the Ancients - Defense/Endurance/Recharge
    • (33) Gift of the Ancients - Defense
    Level 35: Energy Transfer
    • (A) Smashing Haymaker - Accuracy/Damage
    • (36) Smashing Haymaker - Damage/Endurance
    • (36) Smashing Haymaker - Damage/Recharge
    • (36) Smashing Haymaker - Damage/Endurance/Recharge
    • (37) Pounding Slugfest - Accuracy/Damage
    • (37) Pounding Slugfest - Damage/Endurance
    Level 38: Resist Energies
    • (A) Reactive Armor - Resistance/Endurance
    • (39) Reactive Armor - Resistance/Recharge
    • (39) Reactive Armor - Resistance/Endurance/Recharge
    • (39) Reactive Armor - Resistance
    Level 41: Conserve Power
    • (A) Recharge Reduction IO
    • (42) Recharge Reduction IO
    Level 44: Laser Beam Eyes
    • (A) Thunderstrike - Accuracy/Damage
    • (45) Thunderstrike - Damage/Endurance
    • (45) Thunderstrike - Damage/Recharge
    • (45) Thunderstrike - Accuracy/Damage/Recharge
    • (46) Thunderstrike - Accuracy/Damage/Endurance
    • (46) Thunderstrike - Damage/Endurance/Recharge
    Level 47: Physical Perfection
    • (A) Regenerative Tissue - +Regeneration
    • (48) Miracle - +Recovery
    Level 49: Resist Elements
    • (A) Aegis - Resistance/Endurance
    • (50) Aegis - Resistance/Recharge
    • (50) Aegis - Resistance
    ------------
    Level 1: Brawl
    • (A) Accuracy IO
    Level 1: Sprint
    • (A) Run Speed IO
    Level 2: Rest
    • (A) Recharge Reduction IO
    Level 1: Gauntlet



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