Desmodos

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  1. Quote:
    1. Is the slotting in Siphon Soul adequate? Should it have more healing?
    Your Siphon Life slotting is ok, but I would actually remove the heal from it. Slot Siphon Life as an attack only. I would not use a Nucleolus in Siphon Life or any of your single target attacks. I prefer to grab a level 50 Acc/Dam/Rechg from any attack set (I usually get Crushing Impacts.) While other Secondaries depend more on the heal aspect of Siphon Life, DM/DA is better served by frequent use of Siphon Life in your attack chain. The heal will supplement your survivability while you are waiting for Dark Regeneration to become available.

    Quote:
    2. Is there anyway to get all of my resistances higher?
    Yes, but not by much and it gets astronomically expensive to do so. My DM/DA is my main character, so I did spend the influence. Her resistance values are 56% S/L, 48% F/C, 54% Ne, 66.7% Psi, and 28.5% energy and toxic. To achieve that requires 4 Purples sets and a PvP IO.

    Unless this is your most beloved character or you are really rolling in influence, I don't recommend going this route. Even if you chose to attain this, it should only be after you've substantially improve your current defense values.


    Quote:
    3. Possible to soft cap S/L without the use of a small purple?
    Yes it is. It requires you take Touch of Fear, Cloak of Fear, and either slot a Gladiator's Armor: TP Protection/+3% Def (All) or add Maneuvers to your build. I would not recommend this pursuit. Your current S/L Defense values are excellent, though I don't agree with how you attained them.

    Quote:
    Would like to know what you all think,would change,adjust and specificly:
    Overall, I think your build is pretty good. The one area I see lacking is Energy defense. Dark Armor has very low Energy Resistance and becomes it's greatest Kryptonite at higher levels.

    I would strongly recommend you switch from Oppressive Gloom to Cloak of Fear. Yes, CoF has it's negatives, but with the amount you've invested into this build, they can easily be overcome, making CoF superior to OG at higher levels.

    You've invested 6 slots into Weave but ignored the superior Cloak of Darkness. CoD has the same defense values as Weave, but adds +perception and stealth. These two powers should be slotted equally. Neither power has substantial base defense, so slot investments should be kept minimal.

    You've invested 4 Purple sets into your build, which I strongly recommend to anyone who can afford to. I disagree with two of the sets you've chosen as they do little for your damage output. You could get the same benefits with more damage if you took Dark blast, and 5 slotted it with Apocalypse and then switched out Gravitational Anchor for Ragnarok. (actually, optimal would be to switch to Blaze Mastery and slot Fire Blast and Fire Ball in the same fashion).

    I strongly disagree with your Dark Regeneration slotting. You have no accuracy which be extremely frustrating at higher levels. At low levels, you can take your chances and miss 7 but still fill you up your HP bar by hitting 3 mobs. I've jumped into a spawn hit DR and died shortly after. Review of my combat logs showed "Dark Regeneration Misses" 15 times. Healing is the least of your concerns with DR. You need Acc, rchg, and Endurance. My DM/DA uses 56% Accuracy, 92% Endurance, 78% recharge, and 57% heal.
  2. Additional thought:

    My DM/DA build is a concept build, so REALLY wanted Darkness Mastery. Until Issue 20, it was how I built my DM/DA. It is my hope that at some point, we have the ability to customize our APP, because simply put, Blaze Master is the superior choice. Tenebrous Tentacles looks really cool, and meshes nicely with the theme...but Fire Ball is faster, easier, and more effective.

    I love my concept build, but not enough to compromise that level of damage output.
  3. I am going to strongly disagree with Werner in regards to Touch of Fear. The rest his post I am in agreement with.

    Even if you achieve soft cap, which is REALLY expensive on Dark Armor, you will still run into a boss or LT that will get in a lucky shot. If that mob has an energy attack it can get very dicey. This is where Touch of Fear comes in. Even with out Cloak of Fear, the fear and tohit of ToF will pull your butt out of a jam. Obviously, it's only effective on the single mob you cast it on, so identify which mob has your kryptonite is crucial. Prior to inherent Fitness, I agreed with Werner on ToF. Since ToF I can think of few powers that add as much to the build.

    While it's true Kinetic Combats are the ideal IOs for S/L defense, they are not your only option. I am posting a build that will substantially improve your survivability without breaking the bank. This build will not make you the greatest DM/DA scrapper, but it will substantially decrease the PITA aspect of mobs with energy attack such as Arachnos. I've left your power choices intact, but you may consider making some changes based on Werner's post. This will at least give an idea how to build without bankrupting.

    Hero Plan by Mids' Hero Designer 1.93
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Scrapper
    Primary Power Set: Dark Melee
    Secondary Power Set: Dark Armor
    Power Pool: Flight
    Power Pool: Fighting
    Power Pool: Leaping
    Power Pool: Leadership
    Ancillary Pool: Darkness Mastery

    Hero Profile:
    Level 1: Smite -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(3), S'ngH'mkr-Dmg/EndRdx/Rchg(3), S'ngH'mkr-Dmg/Rchg(5), T'Death-Acc/Dmg(5)
    Level 1: Dark Embrace -- ImpArm-ResDam(A), ImpArm-ResDam/EndRdx(7), ImpArm-ResDam/Rchg(7), ImpArm-ResDam/EndRdx/Rchg(9)
    Level 2: Shadow Maul -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Acc/Dmg/Rchg(11), Erad-Dmg(11), C'ngBlow-Acc/Dmg(13), C'ngBlow-Dmg/Rchg(13), C'ngBlow-Dmg/EndRdx(25)
    Level 4: Death Shroud -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Dmg(15), Erad-Acc/Dmg/Rchg(15), C'ngBlow-Acc/Dmg(17), C'ngBlow-Dmg/EndRdx(36), C'ngBlow-Dmg/Rchg(39)
    Level 6: Touch of Fear -- SipInsght-Acc/EndRdx/Rchg(A), SipInsght-Acc/ToHitDeb(17), SipInsght-%ToHit(21), SipInsght-Acc/Rchg(40), SipInsght-ToHitDeb/EndRdx/Rchg(46)
    Level 8: Siphon Life -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(9), S'ngH'mkr-Dmg/Rchg(19), S'ngH'mkr-Dmg/EndRdx/Rchg(19), T'Death-Acc/Dmg(21)
    Level 10: Obsidian Shield -- Aegis-Psi/Status(A), Aegis-ResDam(23), Aegis-ResDam/EndRdx(23)
    Level 12: Hover -- Zephyr-ResKB(A)
    Level 14: Boxing -- Empty(A)
    Level 16: Dark Regeneration -- Theft-Acc/EndRdx/Heal(A), Theft-Acc/EndRdx/Rchg(29), Theft-+End%(29), Nictus-Acc/EndRdx/Rchg(31), Numna-Heal/EndRdx/Rchg(31), Dct'dW-Heal/EndRdx/Rchg(43)
    Level 18: Dark Consumption -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Acc/Rchg(25), Erad-Acc/Dmg/Rchg(27), C'ngBlow-Acc/Dmg(37), C'ngBlow-Dmg/Rchg(42), C'ngBlow-Acc/Rchg(43)
    Level 20: Murky Cloud -- ImpArm-ResDam(A), ImpArm-ResDam/EndRdx(33), ImpArm-ResDam/Rchg(34), ImpArm-ResDam/EndRdx/Rchg(34)
    Level 22: Cloak of Darkness -- Krma-ResKB(A), GftotA-Def/EndRdx(40)
    Level 24: Tough -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResDam/EndRdx(50)
    Level 26: Soul Drain -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(27), Erad-Acc/Dmg/EndRdx/Rchg(31), Erad-Acc/Rchg(37), Erad-Acc/Dmg/Rchg(37)
    Level 28: Cloak of Fear -- SipInsght-Acc/ToHitDeb(A), SipInsght-ToHitDeb(34), SipInsght-Acc/Rchg(36), SipInsght-ToHitDeb/EndRdx/Rchg(39), SipInsght-Acc/EndRdx/Rchg(39), N'mare-Acc/EndRdx(40)
    Level 30: Combat Jumping -- Zephyr-ResKB(A)
    Level 32: Midnight Grasp -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(36), S'ngH'mkr-Dmg/Rchg(42), S'ngH'mkr-Dmg/EndRdx/Rchg(42), T'Death-Acc/Dmg(43)
    Level 35: Weave -- GftotA-Def/EndRdx(A)
    Level 38: Soul Transfer -- RechRdx-I(A)
    Level 41: Torrent -- DisWord-ToHitDeb(A)
    Level 44: Dark Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(45), Thundr-Dmg/Rchg(45), Thundr-Acc/Dmg/Rchg(45), Thundr-Acc/Dmg/EndRdx(46), Thundr-Dmg/EndRdx/Rchg(46)
    Level 47: Tenebrous Tentacles -- Det'tn-Acc/Dmg(A), Det'tn-Dmg/EndRdx(48), Det'tn-Dmg/Rchg(48), Det'tn-Dmg/Rng(48), Det'tn-Acc/Dmg/EndRdx(50)
    Level 49: Maneuvers -- GftotA-Def/EndRdx(A)
    Level 0: Freedom Phalanx Reserve
    Level 0: Task Force Commander
    Level 0: Portal Jockey
    Level 0: The Atlas Medallion
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Critical Hit
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 2: Swift -- Flight-I(A)
    Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(33)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- EndMod-I(A), EndMod-I(33), P'Shift-End%(50)
    Level 4: Ninja Run



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  4. Looking at the build and it's no surprise you're struggling against Arachnos mobs. I'm gonna echo Werner's statements, Arachnos mobs will always be a challenge to Dark Armor because the use a lot of energy attacks, but you can stack the odds in your favor.

    Ok, here's the part you are not going to like. I recognize this build. It is very similar to how I used to advise folks to slot DM/DA, but sadly the game has changed. I'm gonna recommend you scrap this build completely. Simply put, your defense values are too low. While positional defense is still valid, it requires a great many slots for a Dark Armor to obtain positional defense. Typed defense, while a tad more expensive, is available in greater abundance and will be as effective in the majority of scenarios. For Dark Armor the one exception will be Toxic damage.

    Start switching over to Kinetic Combats, yes they are expensive, but well worth the investment. Slot Reactive Armors in your resistance toggles, then build from there.
  5. I recently dusted off my Dark Armor tanker to bring her build up to date. I've been doing some BAF runs and noticed an "oddity."

    I was on a BAF run that herded up the AVs to the ambush spawn point to farm the adds. The idea was for the tankers to keep the AVs busy while everyone else focused on the adds. I was one of 3 tankers playing with Nightstar. One of the tankers got Sequestered 2 times and moved out of melee range. I was trying to pull/aggro Nightstar off of him. Despite attacking and taunting continuously in melee range, Nightstar completely ignored me. After about of minute of this (yes the other tanker got Sequestered) I turned Cloak of Darkness off on a hunch. At that point Nightstar immediately aggroed on to me.

    I tested this a few times on the fly, but I seemed able to consistently grab aggro with Cloak of Darkness off and failed miserably when I turned it on.

    I was aware of the challenges of Dark Armor tankers getting aggro from neighboring spawns due to the stealth aspect of Cloak of Darkness, but I never failed to get aggro off something I was actively attacking. I am aware AVs can resist taunt effects, but this seemed different to me.

    Anyone else experience this? I've been away awhile, so was this identified as a Dark Armor Tanker issue previously?

    Hoping for some sort of workaround, 'cause it kind makes a Dark Armor tanker pointless.
  6. Quote:
    Originally Posted by Grey Pilgrim View Post
    I would say it's random as well, and the more people post in that thread, the more it confirms it. My experience matches yours, but then people come in (like a recent poster) and say it has to be contribution based because they usually have tons of connection issues and only received the ten thread table seven times. On the eighth when they were there most of the time, uncommon or something. Like that proves it... I told him to look up odds and randomness... if you test coin tosses, you're usually not going to end up 50/50 between the two sides.

    Random is random, and people forget you can get odd streaks with that or pocket cases from anecdotal evidence.
    Well...not that this has been settled.

    http://boards.cityofheroes.com/showt...03#post3592303

    Quote:
    Reward System
    Last, but certainly not least, we have been paying attention to your feedback and questions concerning the rewards from Incarnate Trials. Particularly, we understand the curiosity surrounding the way in which the Incarnate Trial Reward Tables are awarded. While we’re not going to give away the keys to the castle, here’s a few points we wanted to share with you:
    As Second Measure previously said, the system rewards participation.
    The Trials are a group effort, so working together to complete the objectives of the event will provide a more rewarding experience for all members of the league.
    While there is an element of randomness, the system is not completely random.
    Don’t forget that higher tier rewards can be broken down into lower tier components.
    We are actively monitoring the reward system to ensure it continues to reward players for their participation as fairly and equitably as possible.
    When a part of our community shows concern, such as Masterminds have, we will investigate the rewards and make tweaks as needed. In fact, you can expect to see some changes from the first round of metrics and feedback in an upcoming patch.
  7. Spines/Fire is superior in AoE damage out of the damage toggle scrapper options. Spine/Elec and Spines/Dark rank about even.

    Blazing Aura does higher base damage than Death Shroud or Lightening Field, which puts Spines/Fire ahead before factoring in Burn and Fiery Embrace.

    Before factoring in IOs, Spines/Fire = more damage, Spines/Elec = Easy Endurance, Spines/Dark = better survivability. Once you factor in IOs, the lines do start the blur. IMHO, Spines/Dark and Spines/Elec are about dead even in damage and survivability. Spines/Fire pulls ahead in the damage but never really catches up in survivability. This all depends on what you will be doing with your scrapper. AE, for example, seems fire wielding mobs are very popular, in which case Spines/Fire would be the most survivable.
  8. Samuel Tow, would you be willing to post your build?

    It is difficult to ascertain the problem with the information you've provided. I can tell you that at level 40 you should not have any endurance problems, especially if you are not running Cloak of Fear.

    I will state that when I design any Dark Armor build, I look at my recovery vs endurance consumption with out attacks. If I cannot not get a net recovery of 2 EPS (recovery - consumption) then I consider the build unmanageable.

    It would be simpler if you could post the build you are working with, but if that's not feasible, perhaps indicate how you've slotted your powers.
  9. Quote:
    Originally Posted by Prince_Tycho View Post
    This seems to be the best way to do it. I've actually had one or two drop while inside a trial, but only one or two. Ever. So crafting the ones you want/need from Threads is still the easiest and most reliable way to get them.
    I recommend you avoid breaking down Empyrean Merits. Astral Merits are fairly easy to acquire, so I do break those down. Empyrean Merits are harder to obtain and we know they will server a greater purpose in the future.

    It is possible, though very difficult, to get Very Rares as a drop and as a reward pool. I'd recommend taking your chances with those. You need two tier 3 to get there regardless, so you'll need a lot of Trials either way.

    Tier 3 is the objective you should be shooting for in all your Incarnate slots. Yes, Tier 4 is very nice...and I REALLY want Tier 4 Pyronic, but at this time I am not willing to breakdown Empyreans to get there.
  10. I hate all of them.

    I went with Seers. The buff they grant is nice enough...then I dive into the spawn and they die instantly.

    If level shift were not associated with it, I'd skip the entire thing.
  11. The Negative:

    Lore wise, B.A.F. is rather disappointing. The Incarnate trial should be where we bring our most powerful heroes to thwart and extra ordinary threat. Apex, Tin Mage, and Lamda achieve this, IMHO. The whole 'prisoner escape' segment really diminishes that feel. Never mind that I've hated this game mechanic since it's introduction in Croatoa. With B.A.F, the whole thing seems overly silly. Seems like the entire escape segment should have been settled by a tossing a WarHulk corpse on the door...or having a blaster melt the door shut...or call the janitor and have him just lock the door...

    So after attaining all this power of the Well stuff, we've become glorified maintenance managers?

    For the immediate future, these trials are the only means of advancing our Incarnate slots. I hope and expect this will change in a future issue. Having to run the same two trials repeatedly at nauseum is very annoying. I applaud and appreciate those who kept running things, and the experimentation that went along to makes get the most bang for our time. I got my main to T4, T3, T3, T3, T3; basically in just 3 days. Now, I have the joy of repeating the process on all my other alts...

    The Positive:

    The trials are actually fun and challenging. Even with level shifting +3, you need to be on your toes. Things move quickly and the timers keep a sense of urgency; which keeps things exciting. The level of coordination required is not insurmountable and the trials reward you for higher levels of team work without punishing you too severely for miscommunications...and those who can't read...or only check chat window every third mob kill...OK OK OK I look every third spawn.

    The Incarnate abilities really are cool and worth the effort in attaining them. With the exception of the Lore pets, I'm actually impressed with the Lore abilities.

    Overall, I am very pleased with Issue 20. I am eager to see future trials. More variety in our options for advancing Incarnate abilities will be a pleasant change.
  12. Quote:
    Originally Posted by The Demacian View Post
    This may be the longest amount of time I've ever spent dirtnapping. Thanks for the xp, the death, and the server, des! :P
    Yeah, forgot I was set to +2 when we started. Still went through that mission rather quickly considering.
  13. Running a speed ITF. We hearded all the spawns around Solaris. Everyone on the team launched Judgement powers...and the server crashed.


    ....apologies.
  14. Received 2nd RMA today. When I opened the box, I knew immediately something was different. Turns out, rather than send me another 295 GTX, EVGA elected to send me 480 GTX. Not sure how to interpret that.

    I installed the 480 GTX, installed nVidia drivers 267.24 and loaded up CoH. I cranked up the graphics and no crash occurred. Too early for any conclusions. Waiting for a BAF to form up as I'm typing this, so we'll see how things go.
  15. Quote:
    Originally Posted by Krogoth View Post
    Huh? DM to me has always been one of the best attack sets for building fury, the first two powers are like a buzzsaw.
    The ideal DM attack chain does not include Shadow Punch.

    For optimal DM ST damage you want to chain Smite-->Siphon Life-->Smite-->Midnights Grasp.
  16. Quote:
    Originally Posted by Mr_Kingkillaha View Post
    Sorry if this topic has been discussed to death, I'm not smart enough to find anything relevant with the search.
    My main is a claws/regen/fire scrapper, and he is what I consider my best built character (ill post my build when I get home). I still get the impression that brutes survive better and kill faster than I do, though I haven't compared the math in any detail.
    What is it that scrappers do better than any other AT?
    I hate to pick on Regeneration, but it just isn't what it used to be. Every mitigation options has it's strengths and weakness; so they will excel in some scenarios and struggles in others. In the balance of excel vs struggle, I find Regeneration struggling more often then excelling. That's my experience and I state that knowing full well some players do extremely well with Regeneration scrappers.

    As to the scrapper vs brute debate, it varies greatly from set to set. Obviously some power sets are not shared, but when comparing identical builds, some brute variations will be superior, while with others scrappers will be superior.

    Now these are my personal experiences.

    DM/DA is considerably more powerful as a scrapper vs a brute. DM is weaker than other attack sets for building Fury and Dark Armor mitigation toggles (CoF or OG) are counter productive to building fury. Combined and DM/DA brute is constantly struggling for Fury while a DM/DA scrapper jumps in and goes to town immediately.

    DB/WP works really well for damage output as a brute as it does a scrapper. At this point, the scales tip rather favorably for the brute as WP becomes more survivable the more HP you have. Barring external buffs, advantage goes to the Brute.

    Now that's just two examples of identical power sets. You can't just generalize brute vs scrapper as the difference varies greatly with each set combo.

    IMHO, there is not clear cut superiority.
  17. You've made several choices with your build I would consider odd, but overall, you've got the right idea.

    You don't have a travel power and IMHO insufficient KB protection.

    I'm posting a build with some proposed changes.

    I tried not to change or move any powers around but I did remove Grant Invisibility and swapped in Hasten.

    You over slotted Health, Stamina, and your defense powers so I redistributed those slots.

    Most of changes were done for increased recharge and to bump up your defense considerably. This build should be a tad cheaper, but considerably more durable. Defense bumped up to 43% S/L and 35 % E/Ne.

    Accuracy remains a concern here. I'd suggest dropping Soul Transfer for either Tactics or Focused Accuracy. You can pull the damage procs out of Thunder Kick and Storm Kick if you chose to go that route.

    Hope this helps.

    Hero Plan by Mids' Hero Designer 1.92
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Ophidian Coil: Level 50 Magic Scrapper
    Primary Power Set: Martial Arts
    Secondary Power Set: Dark Armor
    Power Pool: Fighting
    Power Pool: Leaping
    Power Pool: Leadership
    Power Pool: Speed
    Ancillary Pool: Body Mastery

    Hero Profile:
    Level 1: Thunder Kick -- KntkC'bat-Dmg/EndRdx(A), KntkC'bat-Dmg/Rchg(3), KntkC'bat-Dmg/EndRdx/Rchg(7), KntkC'bat-Acc/Dmg(25), C'ngImp-Acc/Dmg/Rchg(31), T'Death-Dam%(43)
    Level 1: Dark Embrace -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx/Rchg(5), RctvArm-ResDam/Rchg(13), RctvArm-ResDam/EndRdx(15)
    Level 2: Storm Kick -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx/Rchg(7), KntkC'bat-Dmg/EndRdx(40), KntkC'bat-Dmg/Rchg(40), C'ngImp-Acc/Dmg/Rchg(42), T'Death-Dam%(42)
    Level 4: Cobra Strike -- KntkC'bat-Dmg/EndRdx/Rchg(A), KntkC'bat-Acc/Dmg(34), KntkC'bat-Dmg/EndRdx(39), KntkC'bat-Dmg/Rchg(39), C'ngImp-Acc/Dmg/Rchg(39)
    Level 6: Murky Cloud -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(21), RctvArm-ResDam/Rchg(23), RctvArm-ResDam/EndRdx/Rchg(23)
    Level 8: Death Shroud -- C'ngBlow-Acc/Dmg(A), C'ngBlow-Dmg/EndRdx(9), C'ngBlow-Dmg/Rchg(9), Erad-Acc/Dmg/EndRdx/Rchg(11), Erad-Acc/Dmg/Rchg(11), Erad-Acc/Rchg(13)
    Level 10: Obsidian Shield -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx/Rchg(15), RctvArm-ResDam/EndRdx(43), RctvArm-ResDam/Rchg(45)
    Level 12: Kick -- Empty(A)
    Level 14: Tough -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResDam/EndRdx(25)
    Level 16: Dark Regeneration -- Theft-Acc/EndRdx/Rchg(A), Theft-Acc/EndRdx/Heal(17), Theft-+End%(17), Nictus-Acc/EndRdx/Rchg(19), Dct'dW-Heal/EndRdx/Rchg(19), Numna-Heal/EndRdx/Rchg(21)
    Level 18: Crippling Axe Kick -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(31), KntkC'bat-Dmg/Rchg(33), KntkC'bat-Dmg/EndRdx/Rchg(33), Mako-Acc/Dmg(33), Mako-Acc/EndRdx/Rchg(34)
    Level 20: Cloak of Darkness -- LkGmblr-Rchg+(A), HO:Enzym(34)
    Level 22: Weave -- LkGmblr-Rchg+(A), HO:Enzym(46)
    Level 24: Combat Jumping -- Zephyr-ResKB(A), LkGmblr-Rchg+(42), Krma-ResKB(45)
    Level 26: Dragon's Tail -- C'ngBlow-Acc/Dmg(A), C'ngBlow-Dmg/EndRdx(27), C'ngBlow-Dmg/Rchg(27), Erad-Acc/Dmg/Rchg(29), Erad-Acc/Dmg/EndRdx/Rchg(29), Erad-Acc/Rchg(31)
    Level 28: Maneuvers -- LkGmblr-Rchg+(A), HO:Enzym(46)
    Level 30: Focus Chi -- RechRdx-I(A)
    Level 32: Eagles Claw -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(36), KntkC'bat-Dmg/Rchg(36), KntkC'bat-Dmg/EndRdx/Rchg(37), Mako-Acc/Dmg(37), Mako-Acc/EndRdx/Rchg(37)
    Level 35: Oppressive Gloom -- RzDz-Acc/Rchg(A), RzDz-Immob%(36), RzDz-Acc/EndRdx(40), RzDz-Acc/Stun/Rchg(43), RzDz-EndRdx/Stun(46)
    Level 38: Soul Transfer -- RechRdx-I(A)
    Level 41: Conserve Power -- RechRdx-I(A)
    Level 44: Physical Perfection -- P'Shift-EndMod(A), P'Shift-End%(45)
    Level 47: Laser Beam Eyes -- Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/EndRdx(48), Thundr-Dmg/Rchg(48), Thundr-Dmg/EndRdx/Rchg(48), Thundr-Dmg/EndRdx(50), Thundr-Acc/Dmg/Rchg(50)
    Level 49: Hasten -- RechRdx-I(A), RechRdx-I(50)
    Level 50: Cardiac Total Core Revamp
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Clrty-Stlth(A)
    Level 2: Rest -- Empty(A)
    Level 1: Critical Hit
    Level 4: Ninja Run
    Level 2: Swift -- Empty(A)
    Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(5)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- EndMod-I(A), EndMod-I(3)



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  18. Quote:
    Originally Posted by PleaseRecycle View Post
    *Say what you will about KB, but I ran the gaussian RWZ arc at around level 45. Wasn't softcapped yet, and it was on x6. That means two missions containing groups consisting of nothing but six fakes at once. I think I got knocked down twice per fight, and it didn't do them much good.

    Matter of personal preference I suppose. Getting KB twicer per fight would annoy the holy heck out of me.

    Thanks for posting the screen shot of your build, though. Giving me a few ideas.
  19. Quote:
    Originally Posted by bAss_ackwards View Post
    Have you considered what your attack chain might be for single target and AoE?
    I know I want to incorporate Fire Sword Circle and Fire Ball for the AoE attack chain the AoE attack chain, beyond that I'm flexible.

    For a single target attack chain I'm rather undecided. Firey Melee attack animation seem randomly chosen what with three sword attacks, two fisted attacks, and a kiss. I found this entertaining while leveling and I've made the randomness part of the character, but at this point I'm more concerned with performance. I don't recall if Scorch or Fire Sword is a better choice?
  20. Quote:
    Originally Posted by Grey Pilgrim View Post
    Des, what are you going for with this build? Do you want more recharge? Are you hoping for softcap with S/L? A mix of both?
    Very good questions, GP, but thing is I don't actually know. I have limited experience with either Fiery Melee or Fiery Aura. I made the character for conceptual reasons and she's a lot of fun to play. Currently, her performance/survivability is no where near what I accustomed to on my scrappers. I want be able to dive into spawns, release AoE carnage with wanton abandon and then focus my single target attacks on the boss, (same as you've seen me do on every other scrapper.) To this aim, I was thinking to take the Musculature Alpha enhancement.

    She's only level 45, but right now survivability is a major problem. I don't expect her to reach Dark Armor or Will Power survivability, but I had intended to skip Rise of the Phoenix, where as right now, I may as well make it part of the attack chain.


    Quote:
    Having two -kb IOs isn't all that worth it overall... most kb is either under 4 or between 8 and 12, and with some even above 12.
    I have played this other secondary, that doesn't have inherent KB protection, so I say with a little bit of experience, that I respectfully and emphatically disagree with this assessment.
  21. WooHOOT!!!

    Happy birthday suit day!!!
  22. Hero Plan by Mids' Hero Designer 1.92
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Desmagda: Level 50 Magic Scrapper
    Primary Power Set: Broad Sword
    Secondary Power Set: Willpower
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Speed
    Power Pool: Leadership
    Ancillary Pool: Body Mastery

    Hero Profile:
    Level 1: Hack -- KntkC'bat-Dmg/EndRdx(A), KntkC'bat-Acc/Dmg(3), KntkC'bat-Dmg/Rchg(3), KntkC'bat-Dmg/EndRdx/Rchg(5), C'ngImp-Acc/Dmg/EndRdx(40), Achilles-ResDeb%(43)
    Level 1: High Pain Tolerance -- S'fstPrt-ResDam/Def+(A), GA-3defTpProc(5), Numna-Heal(7), Numna-Heal/EndRdx(7), Numna-Heal/Rchg(46)
    Level 2: Slice -- Erad-Dmg(A), Erad-Acc/Dmg/EndRdx/Rchg(9), Erad-Acc/Dmg/Rchg(9), Erad-%Dam(11), Oblit-Dmg(46), Oblit-%Dam(50)
    Level 4: Mind Over Body -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(11), RctvArm-ResDam/Rchg(13), RctvArm-ResDam/EndRdx/Rchg(13)
    Level 6: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 8: Parry -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(15), KntkC'bat-Dmg/Rchg(15), KntkC'bat-Dmg/EndRdx/Rchg(17), C'ngImp-Acc/Dmg/EndRdx(48)
    Level 10: Fast Healing -- Numna-Regen/Rcvry+(A), Numna-Heal(17), Numna-Heal/EndRdx(19), Numna-Heal/Rchg(19), RgnTis-Regen+(48)
    Level 12: Indomitable Will -- LkGmblr-Rchg+(A), LkGmblr-Def(21), LkGmblr-Def/EndRdx(21), LkGmblr-Def/EndRdx/Rchg(23)
    Level 14: Super Jump -- Empty(A)
    Level 16: Rise to the Challenge -- Numna-Heal(A), Numna-Heal/EndRdx(23), Numna-Heal/EndRdx/Rchg(25), Numna-Heal/Rchg(25)
    Level 18: Whirling Sword -- Erad-Dmg(A), Erad-Acc/Dmg/EndRdx/Rchg(27), Erad-Acc/Dmg/Rchg(27), Erad-%Dam(29), Oblit-Acc/Dmg/EndRdx/Rchg(42), Oblit-%Dam(43)
    Level 20: Quick Recovery -- P'Shift-EndMod(A), P'Shift-End%(31)
    Level 22: Build Up -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(31)
    Level 24: Boxing -- Empty(A)
    Level 26: Disembowel -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(31), KntkC'bat-Dmg/Rchg(33), KntkC'bat-Dmg/EndRdx/Rchg(33), C'ngImp-Acc/Dmg/EndRdx(43), T'Death-Dam%(50)
    Level 28: Heightened Senses -- LkGmblr-Rchg+(A), LkGmblr-Def(33), LkGmblr-Def/EndRdx(34), LkGmblr-Def/EndRdx/Rchg(34)
    Level 30: Tough -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(34), RctvArm-ResDam/Rchg(36), RctvArm-ResDam/EndRdx/Rchg(36)
    Level 32: Head Splitter -- Oblit-Dmg(A), Oblit-Acc/Rchg(36), Oblit-Dmg/Rchg(37), Oblit-Acc/Dmg/Rchg(37), Oblit-Acc/Dmg/EndRdx/Rchg(37), Oblit-%Dam(39)
    Level 35: Weave -- LkGmblr-Rchg+(A), HO:Enzym(39)
    Level 38: Strength of Will -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(39), RctvArm-ResDam/Rchg(40), RctvArm-ResDam/EndRdx/Rchg(40)
    Level 41: Focused Accuracy -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(42), HO:Enzym(42)
    Level 44: Physical Perfection -- P'Shift-End%(A), Numna-Heal(45), Numna-Heal/EndRdx(45)
    Level 47: Hasten -- RechRdx-I(A), RechRdx-I(48)
    Level 49: Maneuvers -- LkGmblr-Rchg+(A), HO:Enzym(50)
    Level 0: The Atlas Medallion
    Level 0: Task Force Commander
    Level 0: Portal Jockey
    Level 0: Freedom Phalanx Reserve
    Level 50: Spiritual Total Radial Revamp
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Critical Hit
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    Level 2: Swift -- Empty(A)
    Level 2: Health -- Numna-Heal(A), Numna-Heal/EndRdx(45), Numna-Heal/Rchg(46)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(29)



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  23. IMHO, you don't have enough Hit Points. Anything less than 2000 HP on a Will Power build is short changing Will Powers potential.

    Personally, I would not rely on Shadow Meld. It's animation and recharge are rather long for such a short duration. You can build BS/WP for 40+ defense without Parry. I recommend keeping Parry to create a small buffer for DDR moments, (granted for Melee/Lethal only.)
  24. So I've dusted off my lvl 45 Fire/Fire scrapper and now I remember why I never finished leveling her. I could never make up my mind on her build. For thematic reasons, I wanted Fire/Fire/Fire. I'm dead set on Breath of Fire, despite it's apparent lack of popularity. I can't seem to find the right balance of survivability and recharge I think I'll be happy with.

    Here's the build I came up with so far. I threw purple sets into Fire Blast and Fire Ball but they seem like a waste on this build. Temp. Prot. is over slotted for set bonuses, not thrilled with it.

    Hoping for suggestions, criticisms, and/or words of wisdom from others that have played the set.


    Hero Plan by Mids' Hero Designer 1.92
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Fire/Fire Scrapper: Level 50 Magic Scrapper
    Primary Power Set: Fiery Melee
    Secondary Power Set: Fiery Aura
    Power Pool: Leaping
    Power Pool: Speed
    Power Pool: Fighting
    Ancillary Pool: Blaze Mastery

    Hero Profile:
    Level 1: Fire Sword -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx/Rchg(36), C'ngImp-Acc/Dmg/Rchg(42), KntkC'bat-Dmg/EndRdx(46), KntkC'bat-Dmg/Rchg(46)
    Level 1: Fire Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(15), RctvArm-ResDam(15), RctvArm-ResDam/EndRdx/Rchg(25), S'fstPrt-ResDam/Def+(37)
    Level 2: Cremate -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(3), KntkC'bat-Dmg/EndRdx/Rchg(11), C'ngImp-Acc/Dmg/Rchg(11)
    Level 4: Blazing Aura -- Oblit-Dmg(A), Oblit-Acc/Rchg(5), Oblit-Dmg/Rchg(5), Oblit-Acc/Dmg/Rchg(7), Oblit-Acc/Dmg/EndRdx/Rchg(42), Oblit-%Dam(43)
    Level 6: Build Up -- RechRdx-I(A), RechRdx-I(7)
    Level 8: Breath of Fire -- Posi-Acc/Dmg/EndRdx(A), Posi-Acc/Dmg(9), Posi-Dmg/EndRdx(9), Posi-Dmg/Rchg(42), Posi-Dmg/Rng(43)
    Level 10: Combat Jumping -- Zephyr-ResKB(A)
    Level 12: Healing Flames -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(13), Dct'dW-Heal/Rchg(13), Dct'dW-Heal/EndRdx/Rchg(37), Dct'dW-Heal(37), Dct'dW-Rchg(40)
    Level 14: Temperature Protection -- GA-3defTpProc(A), RctvArm-ResDam(25), RctvArm-ResDam/EndRdx(34), RctvArm-ResDam/Rchg(40), RctvArm-ResDam/EndRdx/Rchg(46)
    Level 16: Plasma Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(17), RctvArm-ResDam(17), RctvArm-ResDam/EndRdx/Rchg(23)
    Level 18: Fire Sword Circle -- Oblit-Dmg(A), Oblit-Acc/Rchg(19), Oblit-Dmg/Rchg(19), Oblit-Acc/Dmg/Rchg(21), Oblit-Acc/Dmg/EndRdx/Rchg(21), Oblit-%Dam(23)
    Level 20: Consume -- RechRdx-I(A), RechRdx-I(40)
    Level 22: Hasten -- RechRdx-I(A), RechRdx-I(45)
    Level 24: Super Jump -- Zephyr-ResKB(A)
    Level 26: Incinerate -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(27), KntkC'bat-Dmg/Rchg(27), KntkC'bat-Dmg/EndRdx/Rchg(34), C'ngImp-Acc/Dmg/Rchg(36)
    Level 28: Burn -- Oblit-Dmg(A), Oblit-Acc/Rchg(29), Oblit-Dmg/Rchg(29), Oblit-Acc/Dmg/Rchg(31), Oblit-Acc/Dmg/EndRdx/Rchg(31), Oblit-%Dam(31)
    Level 30: Boxing -- Empty(A)
    Level 32: Greater Fire Sword -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(33), KntkC'bat-Dmg/Rchg(33), KntkC'bat-Dmg/EndRdx/Rchg(33), C'ngImp-Acc/Dmg/Rchg(34)
    Level 35: Fiery Embrace -- RechRdx-I(A), RechRdx-I(36)
    Level 38: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(39), RctvArm-ResDam(39), RctvArm-ResDam/EndRdx/Rchg(39)
    Level 41: Char -- Empty(A)
    Level 44: Fire Blast -- Apoc-Acc/Rchg(A), Apoc-Dmg/Rchg(45), Apoc-Acc/Dmg/Rchg(45), Apoc-Dmg/EndRdx(50)
    Level 47: Fire Ball -- Ragnrk-Acc/Rchg(A), Ragnrk-Dmg/EndRdx(48), Ragnrk-Acc/Dmg/Rchg(48), Ragnrk-Dmg/Rchg(48), Ragnrk-Dmg(50)
    Level 49: Weave -- HO:Enzym(A), LkGmblr-Rchg+(50)
    Level 50: Musculature Total Radial Revamp
    Level 0: The Atlas Medallion
    Level 0: Portal Jockey
    Level 0: Task Force Commander
    Level 0: Freedom Phalanx Reserve
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Critical Hit
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    Level 2: Swift -- Empty(A)
    Level 2: Health -- RgnTis-Regen+(A)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- EndMod-I(A), EndMod-I(43)



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    |-------------------------------------------------------------------|
  25. Quote:
    Originally Posted by Elegost View Post
    they both have a power at the same level, that looks the same...
    >.>
    <.<
    ....yeah I don't think Spines and Claws play the same.