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Posts
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Quote:I was thinking that, too.Why not replace Quick Strike with Dark Blast (if Mids is correct it's DPS is OMGWTF compared to everything else)? Or is this to maximize the -DMG (I think the +DMG works on everything) of Kinetic Melee?
However, the OP posed the question without specifying what APP/PPP pool powers he would be taking, so I limited my response to KM attacks only.
Also, I'm concerned that with my KM/Regen/Soul build I'll be interrupting my attack chain fairly often in order to click Shadow Meld, MoG, DP, IH, etc., so I'm reluctant to drop QS from the build entirely at this point. I don't yet have a feel for how well I'll be able to maintain a full stack of buffs under actual combat conditions. I suspect it will be an issue for a /Regen with Shadow Meld on a 25sec timer.
In principle, though, I agree, for raw DPA under ideal conditions, Dark Blast would be better than QS, i.e.:
BB>SB>DB>BB>SB>CS -
Depends on how big the gap. If it's substantially shorter than the activation of QS, then it may be better to leave a gap. But remember that in this case, a gap in your chain is a double hit: first, you're not doing any damage, and second, you're not stacking any buffs.
But yeah, QS is the lowest DPA, so you don't want to use it any more than you need to. -
Quote:AFAIK, recharge has always begun at the completion of a power's activation. If at one point this was not the case, it was before I ever began computing attack chains, which was a couple years ago. Not sure what was going on with your Kheldian.I apologize. I didn't realize that they changed it so that recharge started at the end of activation rather than at the beginning
However, BB has an arcanatime of 1.202, SB of 1.332, making the combo even harder to pull off.
Do you know when they changed the recharge? I remember, particularly on my Kheldian, attacks recharging before the power had completed its activation... I missed an update post somewhere...
There was a point during beta when the KM attacks had activation times which were very different from their rooted times. I believe what was happening was that the animation team were working on the fluidity of the animations when KM attacks are chained. I've noticed that quite often you don't appear to return to a neutral "guard" stance between attacks; they seem to flow into one another. Anyway, when the animation and rooted times were different, they DID apparently begin recharging before the rooted time was over. But as far as I know, since they've gone live they're currently working like other attacks, and the recharge begins at the completion of the animation.
And here's how I'm computing the Arcanatimes of BB and SB:
BB has a published activation time of 1.07sec. (roundup(1.07/0.132)+1)*0.132=1.32sec
SB has a published activation time of 1.2sec. (roundup(1.2/0.132)+1)*0.132=1.452sec
So BB takes 10 server ticks and SB takes 11. -
Quote:The chain you mentioned, SB>BB>SB>CS, requires SB to recharge during the animation of BB. SB has a base recharge of 7sec, and BB has an Arcanatime activation of 1.32sec.I got my calculations by taking average damage divided by activation time. My numbers are based on Mids, will double check in-game when I get home from the in-laws in about an hour or two.
For recharge times you have to reduce from 7 to 2.27 for BS, which is possible, and for CS you have to reduce from 20 to 6.3. That is a reduction by a factor of 3, which can be done without Hasten. I'll drop a build here after I get home.
7/1.32=5.303; 5.303-1 = 4.303 or 430% recharge enhancement. Not gonna happen.
Also, CS must recharge during the animations of SB>BB>SB. SB has an Arcanatime of 1.452sec and as before, BB has an Arcanatime of 1.32sec, for a total of 4.224sec. That's how fast CS will need to recharge. It has a base recharge time of 20sec.
20/4.224=4.734; 4.734-1=3.734, or 374% recharge enhancement. Also won't happen. -
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Quote:According to my calculations, adjusted for Arcanatime, the ST attacks have the following DPS:Damage per activation time:
QS 69.6
BB 74.6
SB 84.9
RT 27.6
Bu 32.2
FB 56.5
CS 78.7
So, for single target damage you are looking at BB, SB and CS
The combined animation/activation time for those is 5.1s, However, adding a second SB in your chain will increase your overall damage. So I was looking at: SB>BB>SB>CS> for 506.3
before enhancements in a 6.3s time frame. Your first 6 attacks will be completed in 8.57s
That means that you would have to drop SB's recharge down to 2.27s which can be done without Hasten. You actually need a tad more to drop CS down to 6.3s, which can be done without hasten.
QS: 54.7
BB: 60.4
SB: 70.1
CS: 74.2
Also note that to chain SB>BB>SB>CS, you will need 430% rehcarge in SB, which is impossible. -
Quote:For the chain I posted, the requirements are:So what's the recharge needed specifically for BB and SB? Those are the only two you'd need to work on for that combo.
I think KM is a lot easier to find a chain in the fact you're not trying to spam CS but rather place it for the largest Siphon buff.
CS: 204%
SB: 195%
BB: 100%
QS: 0% -
Quote:As a matter of fact, it's a KM/Regen build with Shadow Meld.You actually don't need perma-hasten to do that attack chain. You just need around 55% global recharge. Any more than that is overkill unless you have a super recharge-intensive secondary like /Regen or if you plan on going rogue for Soul Mastery to dip into Shadow Meld.
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As far as I can see, the only trick to maximizing the stacking Siphon buffs is executing six attacks in each ten-second interval, which is easy enough. Beyond that, there's no reason to overuse QS, since it's a drag on DPA relative to the other three attacks. For my build plan which has almost perma-Hasten level recharge, I'm planning to use:
BB>SB>QS>BB>SB>CS (9.6sec) -
I went with KM/Regen, to better enjoy the 1-20 experience (i.e. for QR at 6) in Praetoria. And it was epic.
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Well, it pays to look at the in-game numbers. It turns out that my Grant Cover power is giving me 13.84% DDR according to Combat Attributes, which is the base value reported by RedTomax. So evidently enhancing GC for defense does NOT enhance the DDR.
I'm pretty certain that it used to, but now it clearly does not.
I'm sitting at 83.92% total DDR now. I used to have 87%. So to Kractis, you must be right that the DDR in GC is no longer enhancable, at least with straight defense enhancements. If that's new with i17, I didn't hear about it until just now. -
Like I said upthread, I'm pretty sure that you don't need to slot HOs in GC to enhance the DDR. Just enhancing the defense value of the power does that. The reason I'm pretty sure is that a while back, a friend and I were comparing the DDR values we were getting from GC. Both of us were scrappers, so we were using the same AT modifier. His was more, though. We both had it base slotted with just a LotG7.5. But his was a level 50 while mine was a level 41 (it was cheap yo). And yeah, he was getting about that percentage more DDR from the power, which escapes me presently. But it was different and his was more.
The trick to capping DDR on a /SD has always been slotting Membranes in AD, not slotting Enzymes in GC. And AFAIK, you can still slot Membranes in AD. -
I'm sorry to say it, but that's just a horrible build. The attacks are painfully mis-slotted. GC and SotW (the latter of which you don't need) have only 45% damage enhancement. SD has only 68%. FS only 63%. Those damage enhancement values are way lower than they should be. And DA is slotted with neither damage nor accuracy--none at all. It has to hit in order to give you any defense. And unless slotted for max damage it will utterly TANK your damage output. Not that you'd have much damage output to tank.
And those superfluous Achilles procs won't stack. You only need one in GC. No others. And slotting those extra Achilles -def/rech IOs for the little 2% damage buffs was silly, considering it was done in place of slotting the attacks themselves for damage--that would do you a lot more good. Also the Kismet should be in a toggle like CJ or Weave. Not in DA.
I advise you to look to Umbral's build, rather than this one that your friend built for you. Umbral's build will survive MUCH better and cut a LOT more neck. Note how all the attacks are slotted for max damage (red ED values). Note that they have more accuracy. Note that it has MUCH more defense and S/L resistance and about the same healing and passive regen.
Really, Umbral's build is quite sound. This one you posted is pretty bad. -
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Quote:Did this last night with a team of 7 (originally 8 but one of the controllers dropped and missed that whole mission). We had 2 trollers and a dom. I had Singularity but was forbidden to use it lest it aggro the nucleus. Nevertheless, we got the green mitos held very quickly and easily. The dom was a Mind permadom and both the trollers were kins (fire/kin and grav/kin). So we had a lot of holds and quite a bit of recharge. Also I was cycling Power Boost and the Vanguard Medal. Oh, and I think one of the blasters had a hold as well.Agreed. One of our Freedom teams was 3 Controllers, 2 Scrappers, 2 Blasters, and a Tank. It was barely enough, but it did work. Then again, at least one of them was Gravity with the Singularity pet, so maybe the pet counts as a 4th? lol
Really the whole encounter went off without a hitch. Well, at one point the tank tabbed to Hamidon while we were targeting through her and we all had to run like hell. But other than THAT, it went off without a hitch. -
Quote:Well, investment isn't really an object in a sense of what I can afford, but it probably is in the sense of what's actually available. I've had 4x 2 billion bids up for Gladiator's Armor uniques (1 each of crafted and recipe, redside and blueside) for months and haven't gotten one. I know I could buy them off-market, if I felt like dealing with someone I don't know in those circumstances but I'm afraid I don't, and might not ever, unless I could involve a trusted third party.LOL. Very true. Not a build I'd play.
Your revised build looks very nice, but yes, you have to ask yourself if it's any better than anything else you already play. That's why I didn't IO out my Broad Sword/Shield Defense. I had great fun leveling it, but when I started comparing what I could do with it to what I could already do with my existing Scrappers, nothing about it stood out enough to be worth the investment. In your case, yeah, Broad Sword/Shield Defense is probably capable of better DPS with similar survivability. Dual Blades/Super Reflexes would be fun, but wouldn't really be better in a numerical sense, so it's a matter of what you're after and how much you're willing to spend.
I'm sure there's still room for improvement - I spend tens of hours on my own builds, fiddling and tweaking. And they do improve. But after the first couple hours, I think you can get a good idea about what will be possible. In this case, while nothing is jumping out at me to change, let's say you could boost damage output to 225 or 230 DPS while making minor improvements to survivability. Then would it be worth it? I think you'd still be in the same boat when comparing to your existing Scrappers.
I might personally do it. For some reason, I've always wanted a top chain Dual Blades, just because. Well, in my case, I'd probably go with Blinding Feint -> Sweeping Strike -> Ablating Strike, trading some DPS for extra cone damage to tear apart spawns. It's pointless, particularly since I have a Fire/Shield I could IO out for better numbers, but it just seems like it would be fun.
But yeah, I might go forward with DB/SR just because, even if it would be unremarkable compared to my BS/SD and Kat/WP. The thing is, I have a guy with a sword and board and dauntless courage. I have a guy with a talsorian katana and a crazy notion that he's a Jedi. And I really want a guy with a rapier and dagger and dazzling agility. I'm personally trained in all these weapons and although in CoX they look about as silly to me as fireballs and curving bullets, I'm very fond of my natural origin scrappers who face down superpowered villains with nothing but their swords and wits about them.
But yeah, it would be really nice if the DB/SR could be built to stand out in some way next to the others, but I'm afraid it might not be possible given the various powersets and their capabilities.
Ah well. After revising it very late last night and sleeping late this morning, I awoke with the revelation that my build has significantly more endurance than it really needs. Perhaps I can move some slots around and squeeze in a bit more damage. Anyway thanks for all your help, Werner. -
Quote:Well, it turns out I was able to reduce the recharge of AS to 1.57sec, which leaves a gap just barely smaller than a server tick. And it remains softcapped to melee & ranged with 44.9% AoE defense; 1772hp, 23hp/sec regen (including Panacea proc), Tough, Aid Self; and provided the P.Shifter and Panacea procs behave themselves, it should still be endurance-sustainable.I suspect you'd be able to fiddle with the build to get the gap down where you need it without severely compromising it. The compromised build I posted had, I believe, significantly MORE recharge than it needed to get to a single tick gap. I'm sure there's a happy medium.
Only problem is, using your DPS formula (which I admit has more mathematical rigor than the one I was using), I'm still only seeing 220dps--mostly because I lost a great deal of global +damage in my scramble to fix the recharge while maintaining endurance sufficiency and Aid Self. Whereas the sample build you posted has a hefty 22% global damage buff, I was only able to keep 6.5% in mine, and it makes a big difference once the -res procs begin to compound the damage.
On the other hand, my build is significantly more survivable, having more hp, better passive regen, and Aid Self. And where the build you posted does 237dps for about 71 seconds and then dies horribly, Burnsides maintains his 220dps indefinitely.
So my revised build is functional and capable of many feats of derring-do, but I have to ask myself whether it's a sword build on par with my BS/SD and Kat/WP. When I was looking at maybe 240ish dps from DB/SR I was thinking thumbs up, but looking at maybe 220ish dps, I'm awfully nonplussed. I'm thinking there must still be room for improvement.
Here's the revision if you want to peruse it.
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Quote:Well, that's fine as a way of benchmarking DPS output, so it's useful. But it isn't soloing a pylon. That's the benchmark I'm usually after: DPS output in a solo combat situation. If you're going to accept someone else supporting you via aggro control, then you're measuring DPS output very narrowly: just your max possible DPS under ideal conditions. And that's fine, but again, not the benchmark I'm typically trying to nail down.I have mixed feelings on this. If your build goal is to see how much DPS you can crank out and make survivability secondary, then I can see why a Tank's taunting would be both needed and acceptable given your goals. If you're someone who teams with a Tank and/or a dedicated healer and wants to see what kind of DPS you're contributing when you don't have aggro/need to use healing clicks, then I would accept usage of a taunting tank as acceptable as well.
Edit: with a tank taunting, you're not necessarily measuring a build whose goal is DPS first and in which survivability is secondary. You're testing the build in a situation where DPS is everything and survivability is irrelevant. This is why I don't really find such a test useful. I want my scrappers to function not as damage-dealing primadonnas, but as self-sufficient units that can take on a variety of tasks with a minimum of support. -
Quote:Okay, let me see if I have your formula right.I get 205 DPS for that build. If you want to double check my work:
Blinding Feight = 95%*(50*(100%+93.64%+95%*37.5%*1+15%)*110%+20%*71. 8)*(100%+(100%-81%^4)*20%)*(100%+(100%-81%^2)*20%)
HitChance*(BaseDmg*(Base+Enhanced+HitChance*BFBuff *BFStack+GlobalDamBuff)*Crit+ProcChance*ProcDmg) *
I think I'm with you so far. I'm a little confused by the next bit:
AttackDmg + (100%-81%^4)*20%) * (100%+(100%-81%^2)*20%
I was under the impression that the Achilles proc had a 20% chance to land, rather than 19% as your forumla seems to suggest. Or wait, is that applying the 5% miss chance to the proc check? Okay, I think I get it now.
Quote:I believe attacks can only activate on the 0.132-second ticks, so I think we have to round the gap before Ablating Strike up to 0.264 seconds. That hurts the stacking of Blinding Feint, Achilles' Heel and Fury of the Gladiator, and the whole thing starts to fall apart.
Quote:On the other hand, did we ever say you couldn't use a Tank taunting the pylon? Most of the people in the pylon thread are already measuring best runs instead of average runs, which yields numbers higher than what you'll see in practice most of the time. I guess it all depends on how you personally want to measure DPS.
Personally, I want to know what a build can do while running toggles, hitting Aid Self as random chance mandates, and so on. So the couple of pylon times I reported weren't perfect runs without Aid Self. But then, I generally haven't reported my pylon times in the pylon thread. If I did, I'd have a whole slew of new datapoints to share with the community, but frankly none of them except the one I did report are much different from the times recorded by others with similar builds.
Anyway, the BS/SD I did report has a gapped chain, too, but it's clearly a multiple-tick gap and only occurs once at the end of the chain. And it's a 3.93 tick gap, rounding neatly to 4 ticks, so it's very difficult for me to use it as a reference to measure whether Arcanatimes are affecting attack chain gaps as you suggest they are.
I'm going to defer to your wisdom in this though, and assume that I do indeed need to get those gaps down below 1 server tick, or scrap the build idea. It's still quite low level so no big loss if I ****can the whole project. -
Quote:I'm working on a DB/SR build which--according to my calculations--should do about 244dps, fully endurance sustainable.Taking massive recharge into account plus all procs in actual builds, I calculated these numbers:
243 DPS Katana/SR at +250% recharge
238 DPS Dual Blades/SR at +279% recharge
216 DPS Martial Arts/SR at +225% recharge
(Not endurance sustainable.)
It's a gappy BF > AS > SS > AS chain. I used the recharge time (1.67sec) of Ablating Strike in place of the 1.452sec arcanatimes of BF and SS. Of course, even if my 244dps estimate is spot on, I expect it to do less in actual encounters because of PB autofiring and the situational need to use Aid Self.
EDIT: forgot to turn accolades on. Fixed.
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Also, while it's true that you can't email infamy to heroes and turn it into influence, you *can* use Smurphy's Email Inf Exchange. He is 100% trustworthy and reliable, and is currently charging a 7.5% fee to change your influence to infamy or vice versa via email.
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I have a Kat/FA scrapper but it has stalled out at a very low level. I like the toon though, it's just that I've got other projects in CoX.
For my .02 inf, I preferred to go with positional defense so as not to leave a non-melee smashing hole, but honestly my Kat/WP has such a hole and I hardly ever notice it.
Also I'm not a fan of Melt Armor. The debuff is ridiculously weak for the timer that it's on. It's barely worth the animation time it takes to cast it IMO.
EDIT: Also, I notice your build has only 4 points of knockback protection. I personally wouldn't be satisfied with this; certain things will be able to pong you around. I designed my Kat/FA to have 12 points, but that was a design choice on my part--I hate being knocked back. Curious as to why you'd use the Zephyr -KB in CJ instead of a Karma which is much cheaper, too.
But other than that your build looks good.
In my build plan, I went with positional defense, reaching about 34% to ranged and aoe and softcapped melee with stacked DA. IIRC I estimated single-target damage at a little over 160dps with infinite sustainability.
Anyway it isn't a build that I was 100% satisfied with (hence the toon stalling out at a low level--hard to focus on it when I have other build plans which I'm more excited to implement), but anyway here it is, just in case it might give you any ideas.
Hero Plan by Mids' Hero Designer 1.707
http://www.cohplanner.com/
Click this DataLink to open the build!
Gung-Hotep: Level 50 Magic Scrapper
Primary Power Set: Katana
Secondary Power Set: Fiery Aura
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Gambler's Cut -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(3), Mako-Dmg/Rchg(11), Mako-Acc/EndRdx/Rchg(15), Mako-Acc/Dmg/EndRdx/Rchg(34), Mako-Dam%(43)
Level 1: Fire Shield -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(9), Aegis-EndRdx/Rchg(13), Aegis-ResDam/EndRdx/Rchg(40), Aegis-ResDam(45), S'fstPrt-ResKB(50)
Level 2: Flashing Steel -- C'ngBlow-Acc/Dmg(A), C'ngBlow-Dmg/EndRdx(3), C'ngBlow-Acc/Rchg(13), Erad-Dmg(25), Erad-Acc/Dmg/EndRdx/Rchg(37), Erad-%Dam(48)
Level 4: Healing Flames -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(5), Dct'dW-Heal/Rchg(5), Dct'dW-Heal(29), Dct'dW-Rchg(37)
Level 6: Build Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg(7), GSFC-ToHit/Rchg/EndRdx(7), GSFC-Rchg/EndRdx(45), GSFC-ToHit/EndRdx(46), GSFC-Build%(46)
Level 8: Divine Avalanche -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(9), Mako-Dmg/Rchg(11), Mako-Acc/EndRdx/Rchg(15), Mako-Acc/Dmg/EndRdx/Rchg(36), Mako-Dam%(46)
Level 10: Temperature Protection -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(48)
Level 12: Hurdle -- Jump-I(A)
Level 14: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(40)
Level 16: Plasma Shield -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(17), Aegis-EndRdx/Rchg(17), Aegis-ResDam/EndRdx/Rchg(40), Aegis-ResDam(50)
Level 18: The Lotus Drops -- C'ngBlow-Acc/Dmg(A), C'ngBlow-Dmg/EndRdx(19), C'ngBlow-Acc/Rchg(19), Erad-Dmg(25), Erad-Acc/Dmg/EndRdx/Rchg(37), Erad-%Dam(48)
Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod(21), EndMod-I(21)
Level 22: Blazing Aura -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(23), Sciroc-Dmg/Rchg(23), Sciroc-Acc/Rchg(36), Sciroc-Acc/Dmg/EndRdx(45)
Level 24: Combat Jumping -- Krma-ResKB(A)
Level 26: Soaring Dragon -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(27), Mako-Dmg/Rchg(27), Mako-Acc/EndRdx/Rchg(29), Mako-Acc/Dmg/EndRdx/Rchg(34), Mako-Dam%(43)
Level 28: Boxing -- Empty(A)
Level 30: Tough -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(31), Aegis-EndRdx/Rchg(31), Aegis-ResDam/EndRdx/Rchg(31), Aegis-ResDam(50)
Level 32: Golden Dragonfly -- C'ngBlow-Acc/Dmg(A), C'ngBlow-Dmg/EndRdx(33), C'ngBlow-Dmg/Rchg(33), Erad-Acc/Rchg(33), Erad-Acc/Dmg/EndRdx/Rchg(34), Erad-%Dam(43)
Level 35: Fiery Embrace -- RechRdx-I(A), RechRdx-I(36)
Level 38: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(39), LkGmblr-Def/EndRdx(39), LkGmblr-Def/EndRdx/Rchg(39)
Level 41: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(42), LkGmblr-Def/EndRdx(42), LkGmblr-Def/EndRdx/Rchg(42)
Level 44: Conserve Power -- RechRdx-I(A)
Level 47: Physical Perfection -- P'Shift-End%(A)
Level 49: Rise of the Phoenix -- Dmg-I(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit
Level 6: Ninja Run
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Quote:But when I was testing this while ago, I was summoning them at my feet. Yet I still couldn't reproduce the knockback effect. Again, I'm not sure what's up with this, but I do know that it never knocks back the enemies and once in a blue moon knocks me back.You are right, but you have to be near them for it to happen. I've had a handful of times where I'd just fly back for no conceivable reason and my combat log wouldn't say anything about it. I just shrugged it off, but now that I think about it it happens when I'm near where I summon them. I only have 4pts kb protection.
So ya, I'd never notice it fighting spawns cause I always summon seekers from range to eat the alpha, but occasionally fighting an AV up close I call them up and I go for a short ride heh.
That's one mystery solved.