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/pokes head in
/runs away
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See? Even the OP wants nothing to do with this monster he's created! -
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*hold Resistance (Acrobatics has protection and resistance)
Yeah no kidding. The only problem here is 1. tight builds and 2. extreme END costs.
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*Confuse and Fear Resistance (Tactics)
See: tight builds. I don't have room to put this atrociously END-hoggy pool on every last alt I build.
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Question for you. Did you even READ the OP of this thread? You keep complaining about "tight builds", and this entire thread is based on the premise of arguing the usefulness of an entirely new mez protection power pool.
If you can't find room in your build for Acrobatics or Tactics, how are you going to have room for an entirely new power pool that A) other things can serve the same purpose as, and B) will count against your 4 power pool limit?
All this time you've been using "my build is too tight" as a reason you can't take any of those aforementioned abilities while completely ignoring the fact that the originally suggested idea in the thread was ANOTHER POWER POOL!!!! -
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It's something like 1 per 2000 minions (= 1 per 667 bosses) based on numbers I vaguely remember, from Topdoc. And of course on teams, all drops get split between team members.
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Yup, and all too often you find that it drops to the team member that contributed the least. I was on a mission that had a number of 50s, a 47, and a level 6 defender SKed to the 47.
.....Guess who got the only purple drop on that team? -
Also worth noting: It adds perception based on your BASE perception. Base perception is 500 feet, so the 20% that the +Perception IO adds would make it 600 feet. Any OTHER perception bonuses from Tactics, Targeting Drone, Focused Senses, Danger Sense, etc. are applied AFTER the +Perception IO.
So, the 20% is effectively always going to be an extra 100 feet. It will not add 20% to your enhanced 800 foot perception from other powers. -
The only thing I see that will probably need tweaking is Nature's Bounty. The Confuse mag protection seems WAY too high. The defense and resistance numbers look okay.
Change the confuse protection to mag 10 and it would look better. Confuses are VERY rare in the game, and mag 30 would just be overkill. Nothing has more than 2 confuse powers which total mag 6. That would give you 5x the needed protection. Unless you're fighting 4 or more foes with confuse powers you will never be affected by it. Fighting a Mind Control/Mental Manipulation enemy in AE is about the only place where mag 10 protection MIGHT fail you.
I question the prevalence of Toxic resist here. It is by far the rarest damage type in the game, but nothing else has significant resistance to it, so I don't see any problem with adding something that does. Just questioning, not saying it's a bad idea.
Other than the confuse protection overkill it looks good. -
Heh, how about that?
I just ran a Freakshow mission on Unyielding with my level 33 Fire/TA controller. There were multiple Stunner and Juicer Freaks in every spawn. Since I was being proactive and mezzing them before they could mez me, I got hit with exactly ONE sleep, and that was from a rezzer that I had left in another room who came up behind me.
I have no status protection at all, and yet I don't seem to be having much difficulty with status effects. Could it be because I'm using my powers intelligently? No, couldn't be! I mean, who does THAT?
Seriously, if status effects are such a big problem when you're playing a controller, defender, or blaster, maybe you should play a different AT. -
*shrug*
You have options available for dealing with mez, from Acrobatics and Combat Jumping all the way down to a simple Break Free.
If you choose not to use any of them it's no one's fault but your own. I'm done with this ridiculous argument. -
Immobilize Protection = Combat Jumping
Hold Protection and resistance = Acrobatics
Clear Mind, Thaw, Clarity, Inertial Reduction, Accelerate Metabolism (technically resistance)
Dispersion Bubble and Sonic Dispersion
The first two are available to anyone at all who wants them. You have an odd definition of NONE WHATSOEVER.
The ATs that have status protection are the ones who have next to zero ability to USE status effects. When they are fighting there is almost nothing they can do to prevent status effects from being used on them. Therefore, since they can't stop their enemy from using the powers, they get protection from them.
The ATs that don't get status protection have many ways of proactively preventing it. If an enemy is held it is NOT holding you. They have the means to prevent their enemy from using the powers that inflict status protection in the first place, therefore they do NOT get protection from those powers.
What you are essentially asking for is for some ATs to have the ability to make entire spawns helpless with their status effects while being immune to them in return.
You're asking for equality, so am I.
You want defenders and controllers to have status protection. Fair enough.
I want scrappers and tanks to be able to mez and debuff entire spawns so they can't fight back.
But wait! That would be overpowered!
See where I'm going with this.....? -
Well, 1 1/2 out of three ain't bad I guess
1 already can
2 no thanks, my Rad gets spammed with unwanted team invites enough as it is.
3 Yes, I agree with this one completely. -
Well, since you didn't read the rest of the post, and only the last sentence, I'll take that statement with a grain of salt. I elaborated on it in the rest of the post, but you don't seem to care, so I'll just leave it alone.
Edit: Though I personally find it hilarious that you admit you didn't read my post, and then respond like you know what it was about. -
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Higher level enemies are only a threat because they can mez you. If you remove that ability everything becomes a cakewalk.
And in my opinion, cakewalk = boring.
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Better yank Breakfrees out of the game, then. In fact, let's do away with ALL inspirations, they make the game a cakewalk.
I will never understand why its ok that some people are allowed to have [x] and it is in fact their birthright... but other people wanting a piece of the exact same slice of dessert is "making the game a cakewalk."
Or perhaps we should REMOVE status protection from melee-types, eh? Sounds like a plan to me, and think of how "interesting" THAT would make the game.
p.s Artic, just ignore "rachel." She showed her colors well and truly in the main forums' MA thread; trust me giving her more time is just opening yourself up to more of her trying to tell you what you should be doing every second you're in the game.
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Most Defenders, Blasters and Controllers have access to at least one way of making their foe less of a threat. All Controllers can hold a status effect using foe, so can many defenders, while blasters can still attack while they are mezzed. Since there are so many ways amongst those archtypes of pre-empting a status effect, through either using one first, or debuffing the enemy into helplessness, they do not get status protection, probably because it would make them too powerful.
If a Rad Defender puts both debuff toggles on an enemy, that enemy's chance to hit is probably floored, they have almost no defense themselves, they take more damage, and they deal less damage when they DO hit. And they should get status protection on top of that? The slim chance of a mez getting through is just about the only thing stopping a defender in that situation from being nigh-invincible.
Scrappers and Tankers on the other hand, usually have NO way of preventing those effects from being fired at them. And since their JOB is to be in melee range, diverting attention away from the less hardy members of the team, while having no way to stop enemies from using mez effects, they get status protection.
It's a simple balance feature. Those that can prevent status effects proactively do not get protection from them. Those that cannot prevent status effects proactively DO get protection from them.
Scrappers get a pathetic selection of status effects available to them. In the scrapper primaries there is ONE immobilize, and ONE fear. That's all. Spines and Dark Melee are the only scrapper primaries that have ANY kind of status effect at all. And both are imperfect. Scrappers APPs are equally pathetic in regards to status effects, they get ONE immobilize, a slow patch that makes enemies run, and ONE hold, which is generally regarded as the worst hold in the game. That doesn't give scrappers too many ways of proactively preventing a status effect attack now, does it? A scrapper will NEVER apply a status effect other than fear to a boss.
Tanks have it somewhat better because they didn't get screwed on their APPs. All tanker APPs have a hold in them. A couple tanker secondaries have status effects in them, notably Knockout Blow having a hold effect, as well as Seismic Smash. Other than that, tanks don't have much of any way of preventing status effects being fired at them.
Controllers have in their primary, a whole slew of proactive status effect prevention tools. At minimum in every single set there is one single target hold and one AoE hold. In EVERY set. There are also sleeps, continuous knockdowns, confuses. You name it, a controller somewhere can do it.
Almost every blast set in the game that blasters and defenders can use has at least ONE status effect. Fire is the only set I know of that DOESN'T have one. Sonic and Ice both have 2 each, and one of Sonic's is an AoE. Even Assault Rifle and Archery have a stun in them.
Defender primaries/controller secondaries have numerous proactive status effect prevention tools in them. Rad can make it unlikely that such an effect will land, and has a way to make any that DO land last for much less time. Force Field and Sonic Dispersion actually DO have status protection in them, I suspect to make up for their lack of proactive ability. Kinetics is actually the loser in that regards, it has no proactive tools usable on yourself. But it has the ability to protect teammates and boost their damage to the point that enemies will not have much time to fire anything at all.
So in short, sure squishies can have status protection. On one condition: remove their ability to mez and debuff -OR- give scrappers and tanks EQUAL ability to mez and debuff. -
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I got invited to a team this morning, and as soon as I got on, one of the guys asked me if I knew any codes. I'd never heard this term before, but I asked if he meant ID numbers for AE missions, since it was the only thing I could think of that was code-like. He said no, then said "if you don't know what codes are, come back when you learn" and kicked me from the team.
Anyone know wtf this guy was talking about?
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In this day of farming the first thing that popped into my head was some sort of verbal password to indicate you're "in the circle" for a particular exploit-mish and not likely to rat on it. People apparently used stuff like that back in the Egg mission days to keep it secret (and wasn't the screaming and hair-pulling mighty when that got outed on the i9 Beta forums)
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In retrospect, this is the most likely scenario.
And my posting of the Konami code was from memory of almost 20 years ago, I'm proud that I got it as close to correct as I did. -
I can't argue with the fact that it makes sense. And it's been proven that they can tie a mission to a specific location (last mission of ITF comes to mind)
Also needed - A location for Lou's Garage that actually has a "Lou's Garage" sign out front. -
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I got invited to a team this morning, and as soon as I got on, one of the guys asked me if I knew any codes. I'd never heard this term before, but I asked if he meant ID numbers for AE missions, since it was the only thing I could think of that was code-like. He said no, then said "if you don't know what codes are, come back when you learn" and kicked me from the team.
Anyone know wtf this guy was talking about?
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Nope. Next time tell him: Up, Down, Up, Down, Left, Right, Left, Right, B, A, Start. (bonus geek points for knowing what that is)
Sounds like an idiot that thinks there are cheat codes in the game. There aren't. -
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I have to believe they are gonna fix that before release.
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I'd be very surprised if they didn't.
Despite all the CO haters and doomsayers a lot of COX players will be trying CO. I'll be one of them.
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I likely won't be. A few reasons. 1) I don't have the money to buy and pay subscription fees on another game, 2) I have seen nothing about CO so far that has even piqued my interest, and 3) I really don't like Jack Emmert's public relations technique, or his idea that his "vision" is what people want, evidence to the contrary notwithstanding.
I like that I am the ONLY Claws and Effect on Pinnacle, no one else has my name, spelled correctly, and with no out of place punctuation in it.
I don't like the idea of there being 150 Claws and Effects running around.
If they ran another name purge sometime soon, cool. If they included perma-banned accounts, even cooler. However, I don't think they should raise the level limit past level 10. If I was forced to leave for an extended period of time and I came back to find some or all of my names gone I would be extremely upset and would likely not be continuing with my subscription.
If you want to be SuperAwesome Guy and someone else thought of it first, guess what? You can be Super.Awesome Guy, or you can think of something else. It's really not that hard to be creative. Well, I guess for some people it is. -
ATs that don't have status protection were designed to not have status protection. The devs have stated that the game was designed so that any AT could solo on Heroic. They never said that any AT should be able to solo on Invincible.
Higher level enemies are only a threat because they can mez you. If you remove that ability everything becomes a cakewalk.
And in my opinion, cakewalk = boring.
I like having to think about what I'm doing whan I play squishies. If I could be immune to status effects I would just be sitting at the keyboard pressing buttons, with no thought or planning involved. Sorry, but that would bore me into a coma and I'd want to do something else before too long.
This game is already REALLY easy, why do people keep asking for things to make it easier? -
The only thing I see is anything that is ranged and NOT smashing or lethal will rip you to shreds. As in, if something agros on you and you're not in the middle of the spawn you will drop pretty quick. It happens more than you think.
High level demons with their ranged and AoE fire attacks will not be your friend. Scirocco in an STF will make short work of you.
What your build is good against it is REALLY good against (melee, smashing and lethal), and on the other side, what it is bad against it is REALLY bad against (ranged, AoE, anything NOT smashing or lethal. In the middle of a spawn you should be okay, but if you get caught by a barrage while you're out in the open (with nothing fueling Invincibility), you're going to be in trouble.
My only advice is not to ignore the other damage types, and defenses, because you WILL find yourself in situations where you'll wish you hadn't. I don't have enough experience with Invulnerability to give you specific advice, I was just noting that you left a pretty big hole in your defenses. I didn't even touch on Psionic because there isn't much you can do about that. -
Interesting idea.
But, if you never have to slot for endurance reduction at low levels, wouldn't people get upset that they're running out of endurance later?
Part of the reason endurance is so difficult to manage early is to get you ready for the higher levels when you have more powers burning endurance.
Also, in the early levels you are still a beginning hero or villain. You haven't completely mastered your powers yet, so it makes sense that you can't fight for as long. I look at endurance management as learning how to use your powers more efficiently as you gain levels.
So, I doubt you'll see any changes here. The devs would likely respond with "Working as intended" -
That's actually one of my older builds. My current build looks a little different. You could pull the 6th slot out of Eviscerate and put it in Tough with another Impervium armor if you want.
I dropped Stamina, and took more of Body Mastery. I have Laser Beam Eyes and Energy Torrent now. I also focused more on regen and max HP. I have 1812 before Dull Pain. I also don't have the Numina's in Fast Healing yet, so I'll have more regen and HP when I do that. I'm also missing a couple LotG recharges that will put me up to around 64% recharge altogether. I also have Shockwave and not Eviscerate.
Sorry, I never share my exact build, just ones that are close to it. -
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What are your opinions on dropping Thunderous Blast for Charged Brawl?
I know what TB can do but I just don't care for the end drain and CB seems extremely powerful.
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CB is powerful, and if you're planning on soloing mostly, you won't miss TB. However, you can mitigate the END crash by popping a blue and using Power Sink on any survivors.
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My wife has an E3 and the way she has her nuke slotted the end doesn't crash completely if she hits enough targets. She put an End Mod IO in the 6th slot. The nuke has the same chance to return endurance to you as the rest of the attacks in the set. If you hit enough targets with it a lot of times you will have enough end left to fire Power Sink without needing to eat a blue first.
I have seen this phenomenon with my own eyes on her screen, so I know that it DOES happen. She nukes and I glance over and see her with a little bit of endurance still. My guess to why this happens is the end crash DOES happen, and THEN the end return effect kicks in, returning a small amount of endurance, which does not count as recovery because it is a different source. -
No Shout in there? I dropped it on my defender, but I'd NEVER drop it on my blaster. It hits like a friggin Mack truck if you put it at the end of your chain. The -res and defiance boost from earlier attacks just make it hit that much harder. I've had my Shout break the damage cap when boosted by a kin's Fulcrum Shift.
(Resistance debuff increases your damage but does not count toward your damage cap, if you are at 500% damage bonus and debuff an enemy Shout's damage will exceed what it is supposed to be able to do) -
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(Except PK - he abused it, so some of us are tempted to petition for a ban if he does it again!)
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Yeah, mine's not changing again. Because we don't know when the new forums will be upon us, and I don't want to be stuck with something retarded when they make the switch.
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Yup, same here. Claws has basically become my general internet handle, mostly because other than my email and myspace I didn't HAVE an internet identity until I came here. -
I use Mid's hero planner and I'm hardly a "numbers guy". I use it more as a way of planning out what I'm taking when and when I'm slotting things. Some people use Mid's to try and crank out the best numbers they can for their powers. It is by no means a requirement to go into that kind of detail.
Your argument of how casual players use respecs is kind of silly. I know plenty of causal players in the game. Most of them have never respecced their character at all, because they are "casual" players. Being more effective just isn't that important to them. They don't play to "win", they play to have fun. They generally don't care that they can get 3 more points of damage out of their Fireball, or that they can get Hasten back 2 seconds faster by changing their slotting.
How many powersets receive major changes in any given issue? Usually two or three at most. This particular issue Dominators entire playstyle was changed, but that is an extremely rare occurrence.
Asserting that a large number of players change their build frequently enough to make use of a feature like this is, I suspect, not very accurate.
I have used a number of respecs on all of my "main" characters and I don't feel the need to delay a respec grant for a week. For two reasons A) I feel no need to respec into a different power and immediately back again, and B) In the event that I had a freespec still I clearly felt no need to respec at all because I was presumably happy with my character's powers.
Basically what I'm saying is: Your situation is not as common as you make it out to be.
A true casual player generally doesn't respec often enough to the point that they are out of other options.
And anyone who DOES respec that often is usually trying to squeeze the most performance out of their build as possible. That would indicate at least a minimum of research into the differences in powers.
Respeccing for better performance without looking into the powers in question is, sorry to say, foolish. If you don't read anything about the powers and make a poor decision with a power selection or slotting it is no one's fault but your own. And for the record, the Test server patch notes I mentioned looking at? They're usually up on the forums for a month or more before the issue goes live. That's plenty of time to hop on and read them. Instead of posting here, you could be looking at patch notes.
Also, a casual player who "just plays the game", and doesn't read the patch notes, or do any research on power changes, isn't going to KNOW the power is being changed until it IS changed, at which point they have a respec to use if they don't like what was done to the power.
What you're saying is: "I didn't plan my build and screwed up my character, I should be allowed to fix it at no cost to myself." Or at least that's what I'm getting out of it.
When the game was first released there was no ability to re-choose your powers at all. EVER. You were stuck with what you picked whether you liked it or not. Then they released the respec trial, giving you 3 chances to re-select your powers. THEN they started giving out free respecs at issue releases as they changed how powers worked so people weren't upset that a power no longer worked for them and they had no way to change it. THEN they released veteran respecs. Then respec recipes, and now you can spend real money on one. That is an insane amount of power changing available to just about anyone who plays the game.
Also, just as an aside: If you have changed your powers that many times and are STILL unhappy with the character, you probably never WILL be happy with it and might as well delete it.
And just to reiterate: I don't have a problem with the idea of delaying respecs. I just think that this isn't a good enough reason to do it. -
Here's my build.
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
Chemlab: Level 50 Magic Scrapper
Primary Power Set: Spines
Secondary Power Set: Fiery Aura
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Fighting
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Lunge -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(3), T'Death-Dmg/Rchg(11), T'Death-Acc/Dmg/EndRdx(42), T'Death-Dmg/EndRdx/Rchg(43), T'Death-Dam%(43)
Level 1: Fire Shield -- TtmC'tng-ResDam/EndRdx(A), TtmC'tng-ResDam/Rchg(5), TtmC'tng-EndRdx/Rchg(13), TtmC'tng-ResDam/EndRdx/Rchg(25), TtmC'tng-ResDam(43), TtmC'tng-EndRdx(46)
Level 2: Spine Burst -- Oblit-Dmg(A), Oblit-Acc/Rchg(3), Oblit-Dmg/Rchg(11), Oblit-Acc/Dmg/Rchg(15), Oblit-Acc/Dmg/EndRdx/Rchg(37), Oblit-%Dam(42)
Level 4: Healing Flames -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(5), Dct'dW-Heal/EndRdx/Rchg(13), Dct'dW-Heal(29), Dct'dW-Rchg(34)
Level 6: Blazing Aura -- Sciroc-Dmg/EndRdx(A), Sciroc-Acc/Dmg/EndRdx(7), M'Strk-Dmg/EndRdx(7), M'Strk-Acc/Dmg/EndRdx(39), Sciroc-Acc/Dmg(40), M'Strk-Acc/Dmg(40)
Level 8: Impale -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(9), Decim-Dmg/Rchg(9), Decim-Acc/EndRdx/Rchg(15), Decim-Acc/Dmg/Rchg(34)
Level 10: Hurdle -- Jump-I(A)
Level 12: Combat Jumping -- LkGmblr-Rchg+(A)
Level 14: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(31)
Level 16: Plasma Shield -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(17), TtmC'tng-ResDam/Rchg(17), TtmC'tng-EndRdx/Rchg(25), TtmC'tng-ResDam/EndRdx/Rchg(46), TtmC'tng-EndRdx(50)
Level 18: Quills -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(19), Sciroc-Dmg/Rchg(19), Sciroc-Acc/Dmg/EndRdx(29), Sciroc-Acc/Rchg(42)
Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Acc(21), P'Shift-EndMod/Rchg(21), P'Shift-End%(36)
Level 22: Build Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg/EndRdx(23), GSFC-ToHit/Rchg(23), GSFC-Rchg/EndRdx(36), GSFC-ToHit/EndRdx(37), GSFC-Build%(37)
Level 24: Super Jump -- Jump-I(A)
Level 26: Ripper -- Oblit-Dmg(A), Oblit-Acc/Rchg(27), Oblit-Dmg/Rchg(27), Oblit-Acc/Dmg/Rchg(40), Oblit-Acc/Dmg/EndRdx/Rchg(48), Oblit-%Dam(50)
Level 28: Temperature Protection -- S'fstPrt-ResDam/Def+(A)
Level 30: Consume -- Efficacy-EndMod/Acc/Rchg(A), Efficacy-Acc/Rchg(31), Efficacy-EndMod/Rchg(31)
Level 32: Throw Spines -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(33), Posi-Dmg/Rchg(33), Posi-Dmg/Rng(33), Posi-Acc/Dmg/EndRdx(34)
Level 35: Fiery Embrace -- RechRdx-I(A), RechRdx-I(36)
Level 38: Rise of the Phoenix -- Oblit-Dmg/Rchg(A), M'Strk-Dmg/Rchg(39), Sciroc-Dmg/Rchg(39)
Level 41: Kick -- Empty(A)
Level 44: Tough -- TtmC'tng-ResDam/EndRdx(A), TtmC'tng-ResDam/Rchg(45), TtmC'tng-EndRdx/Rchg(45), TtmC'tng-ResDam/EndRdx/Rchg(45), TtmC'tng-ResDam(46), TtmC'tng-EndRdx(50)
Level 47: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(48), LkGmblr-Rchg+(48)
Level 49: Conserve Power -- RechRdx-I(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit
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[u]Set Bonus Totals:[u]<ul type="square">[*]11% DamageBuff(Smashing)[*]11% DamageBuff(Lethal)[*]11% DamageBuff(Fire)[*]11% DamageBuff(Cold)[*]11% DamageBuff(Energy)[*]11% DamageBuff(Negative)[*]11% DamageBuff(Toxic)[*]11% DamageBuff(Psionic)[*]13.6% Defense(Smashing)[*]13.6% Defense(Lethal)[*]5.81% Defense(Fire)[*]5.81% Defense(Cold)[*]4.25% Defense(Energy)[*]4.25% Defense(Negative)[*]3% Defense(Psionic)[*]24.3% Defense(Melee)[*]5.5% Defense(Ranged)[*]8.63% Defense(AoE)[*]2.25% Max End[*]36% Enhancement(Accuracy)[*]4% Enhancement(Heal)[*]42.5% Enhancement(RechargeTime)[*]10% FlySpeed[*]175.7 HP (13.1%) HitPoints[*]10% JumpHeight[*]10% JumpSpeed[*]MezResist(Held) 11%[*]MezResist(Immobilize) 5.5%[*]MezResist(Sleep) 8.25%[*]MezResist(Stun) 11%[*]MezResist(Terrorized) 2.2%[*]9% (0.15 End/sec) Recovery[*]30% (1.68 HP/sec) Regeneration[*]3.78% Resistance(Fire)[*]3.78% Resistance(Cold)[*]6.25% Resistance(Negative)[*]10% RunSpeed[/list]------------
[u]Set Bonuses:[u]
[u]Touch of Death[u]
(Lunge)<ul type="square">[*] 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)[/list][u]Titanium Coating[u]
(Fire Shield)<ul type="square">[*] MezResist(Sleep) 2.2%[*] 20.1 HP (1.5%) HitPoints[*] MezResist(Stun) 2.2%[*] MezResist(Held) 2.75%[*] 2.5% Defense(Melee), 1.25% Defense(Lethal), 1.25% Defense(Smashing)[/list][u]Obliteration[u]
(Spine Burst)<ul type="square">[*] MezResist(Stun) 2.2%[*] 3% DamageBuff(All)[*] 9% Enhancement(Accuracy)[*] 5% Enhancement(RechargeTime)[*] 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)[/list][u]Doctored Wounds[u]
(Healing Flames)<ul type="square">[*] MezResist(Terrorized) 2.2%[*] 1.26% Resistance(Fire,Cold)[*] 4% Enhancement(Heal)[*] 5% Enhancement(RechargeTime)[/list][u]Scirocco's Dervish[u]
(Blazing Aura)<ul type="square">[*] 10% (0.56 HP/sec) Regeneration[*] 3.13% Resistance(Negative)[/list][u]Multi Strike[u]
(Blazing Aura)<ul type="square">[*] MezResist(Sleep) 1.65%[*] 0.95% Resistance(Fire,Cold)[/list][u]Decimation[u]
(Impale)<ul type="square">[*] MezResist(Immobilize) 2.75%[*] 15.1 HP (1.12%) HitPoints[*] 2.25% Max End[*] 6.25% Enhancement(RechargeTime)[/list][u]Luck of the Gambler[u]
(Combat Jumping)<ul type="square">[*] 7.5% Enhancement(RechargeTime)[/list][u]Titanium Coating[u]
(Plasma Shield)<ul type="square">[*] MezResist(Sleep) 2.2%[*] 20.1 HP (1.5%) HitPoints[*] MezResist(Stun) 2.2%[*] MezResist(Held) 2.75%[*] 2.5% Defense(Melee), 1.25% Defense(Lethal), 1.25% Defense(Smashing)[/list][u]Scirocco's Dervish[u]
(Quills)<ul type="square">[*] 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)[/list][u]Performance Shifter[u]
(Stamina)<ul type="square">[*] 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed[*] 25.1 HP (1.87%) HitPoints[*] 2.5% (0.04 End/sec) Recovery[/list][u]Gaussian's Synchronized Fire-Control[u]
(Build Up)<ul type="square">[*] 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)[/list][u]Obliteration[u]
(Ripper)<ul type="square">[*] MezResist(Stun) 2.2%[*] 3% DamageBuff(All)[*] 9% Enhancement(Accuracy)[*] 5% Enhancement(RechargeTime)[*] 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)[/list][u]Steadfast Protection[u]
(Temperature Protection)<ul type="square">[*] 3% Defense(All)[/list][u]Efficacy Adaptor[u]
(Consume)<ul type="square">[*] 15.1 HP (1.12%) HitPoints[*] 1.5% (0.03 End/sec) Recovery[/list][u]Positron's Blast[u]
(Throw Spines)<ul type="square">[*] 2.5% (0.04 End/sec) Recovery[*] 1.58% Resistance(Fire,Cold)[*] 9% Enhancement(Accuracy)[*] 6.25% Enhancement(RechargeTime)[/list][u]Titanium Coating[u]
(Tough)<ul type="square">[*] MezResist(Sleep) 2.2%[*] 20.1 HP (1.5%) HitPoints[*] MezResist(Stun) 2.2%[*] MezResist(Held) 2.75%[*] 2.5% Defense(Melee), 1.25% Defense(Lethal), 1.25% Defense(Smashing)[/list][u]Luck of the Gambler[u]
(Weave)<ul type="square">[*] 10% (0.56 HP/sec) Regeneration[*] 15.1 HP (1.12%) HitPoints[*] 7.5% Enhancement(RechargeTime)[/list]