Doctor Vivian

Queen of Rep
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  1. Quote:
    Originally Posted by Capa_Devans View Post
    Can I repeat my suggestion that if we get past the Obelisks and the AV is Storm we reset and reform automatically?
    I wasn't on this Friday run (I do the Saturday ones), but I've heard that suggestion many times before. And having faced, then failed, against the Storm aspect before, I'm beginning to think they're right.

    We are not in the kind of situation where we're beating this regularly, and we can look at the Storm aspect and say, oh ho -- more of a challenge!

    No, we're in the situation (or at least the Saturday team is) where despite our best collective efforts over several weeks and runs, we aren't winning against ANY of the aspects.

    Right now, despite some of the most experienced veterans and most powerful toons in the game participating in this effort -- even WITH nukes being dropped -- it's been one brutal, frustrating team wipe after team wipe, with our forces all struggling ineffectually against a towering monster with sky-high regen and a limited attack window through his shields.

    So I'm of a like mind on this. Until we all get this down and can regularly win against at least one if not all of the other Elemental aspects, CoP Trial teams should probably reset if they run into the Storm Aspect.

    Especially now that we can't use Warburg nukes in the CoP.

    -- Vivian
  2. I'm not sure what the exploit was -- or even if there WAS an exploit.

    Teams have failed before, many times, despite dropping nukes on Rularuu.

    Nukes are not the end-all solution, they never were.

    If three teams could coordinate closely enough -- with Nukes -- they could defeat Rularuu.

    But -- as Mrs. Alpha One says -- isn't that the point? Close coordination and intense focus results in triumph?

    The question now is -- without Nukes -- how must our CoP Strategy change to still win?

    -- Vivian
  3. Quote:
    Originally Posted by Blacjac84 View Post
    Any CoP attempt planned for this Saturday (18th)?
    I know the weekly Saturday 4 PM PST Earthclan Elite one is scheduled.

    Just send a /tell to @Kinimp3 and let her know what ATs you have available to bring.

    She'll let you know what's needed and will slot you onto one of the teams.

    -- Vivian
  4. Quote:
    Originally Posted by Lord of Storms View Post
    You may have a few points, they might even be true, but I don't agree with them. It was already pointed out that the AE/MA was marketed as an alternative way to level, so i will leave that alone.
    If MA was advertised as an alternative way to level, then I've been thinking about it the wrong way all this time. I always considered it a storytelling venue.

    Quote:
    Originally Posted by Lord of Storms View Post
    1) There are drops: Tickets. They can be used to "buy" the very things you correctly say don't drop in most story arcs, so I don't see where the point of driving prices up comes in. In fact, I understand there is less "junk" from the ticket buys, so I would think it would have the opposite effect of adding more desirable salvage, etc. to the market.
    I'm sorry I wasn't clear -- that's the problem of hastily writing replies. I was talking about Purple Recipes and PvP IO's, neither of which are available through MA Tickets, and the items most subject to inflation from INF injections into the virtual economy.

    My complaint was that things DO drop, i.e., in Dev Choice missions.

    It made no logical sense to me that anything would drop from the virtual world into your inventory. It made no more sense to me than the fact that you could make INF, Prestige and get Drops from what was basically a virtual "Danger Room" style experience.

    Even a cheap narrative device that could have explained the INF and Prestige away wasn't present, such as "Millions of fans of the AE Channel watch the daring exploits of heroes online and on TV from their homes, placing bets on outcomes." Something like that would give a quasi-realistic explanation as to (a) Why AE Corp was really doing this (profit from the betting), and (b) Why Heroes got INF and their SG's Prestige, as millions of people were watching them on TV and seeing their exploits rather than hearing about them second-hand. This would also explain why you got Debt, even though you weren't using the Medical Transporter system -- by being defeated on National TV in front of millions of viewers, your ratings would necessarily take a hit.

    However, if the goal of MA was to deliberately provide these things as an alternative to levelling using the rest of the game's content, I'll withdraw all my complaints.

    I've just been looking at it wrong.

    Viewed in that light, it is what it has to be, to accomplish that goal.

    -- Vivian
  5. Farmers aside, it's doubtless best to winnow down my point.

    Prior changes to MA awards did not go far enough. I honestly feel that removing Prestige, Influence, Drops and most XP gains from MA Missions would change the AE System from what it is now into a place where players could create, share and experience user-generated content in a separate venue that would not impact the virtual economy of CoX.

    Wasn't that the original goal of MA? To be a virtual storytelling venue inside the AE Game Computer?
  6. Quote:
    Originally Posted by Nethergoat View Post
    okay, so, tonight try paying attention.
    Unlike some people, I am not adverse to being proven wrong.

    In fact, I wish in this instance that I am!

    But since I saw it still happening just 3 nights ago, I'm pretty sure it hasn't abated since.

    However, who knows? Things change. If I happen to be up to 2-3 AM tonight, I'll take another look.

    When I spot some farmers, I'll copy down their globals and name names.

    -- Vivian
  7. Quote:
    Originally Posted by Eva Destruction View Post
    This pretty much confirms you don't know what you're talking about.
    Hmmm, I still see them every night, through the early hours of the morning, cycling their team of 8 "Dyyywoy4"-random-keystroke toons through one AE mission after another, appearing only long enough to queue another one up and jump back in.

    It's not an illusion. They're there, doing it every night. Just keep an eye on AE in Atlas on any server in the wee hours of the morning.

    Quote:
    Originally Posted by Eva Destruction View Post
    This confirms it. You have no idea what you're talking about. (Technically there was a brief period when an AE exploit allowed people to generate huge amounts of influence without generating stuff to balance it out, and caused a surge in the prices of desirable items. But since we're being technical, that was the Black Market, not Wentworth's, so you're still completely wrong.)
    I really hate to disillusion you but it's still happening. When you look at prices for Ragnarok and see they're in the 400 Million INF range -- even after the Market Merger, what do you think? Pre-merge (I haven't checked since) some PvP IO's were selling for over 1 Billion Influence each -- what does that tell you?

    Drop Farmers, who farm normal content missions and street areas in PI, reduce the prices of items in the market, as they are adding to the supply. MA Farmers, on the other hand, who only get INF and no drops, inflate market prices as all they do is add to the money supply available to make purchases.

    Quote:
    Originally Posted by Eva Destruction View Post
    Do you even play this game anymore?
    Every night.

    -- Vivian
  8. I actually agree with the idea behind this post, but feel it doesn't really go far enough.

    In-game, and in-character, the AE Complex is offering its customers a virtual experience. In other words, players are being virtualized (a la TRON) and are experiencing adventures within the AE computer system. Since this is the case, I asked why would their actions in the virtual game world of the AE computer ever earn them Influence in the "real" world of Paragon City? Why would it earn their Super Group Prestige? And why on earth would they get Recipes and Salvage from their defeating of virtual enemies? (from Dev Choice missions)

    I think that any XP users of AE would get should be a fraction of normal XP, since it's a virtual world -- basically, a training experience, a la the "Danger Room". There is something indefinable that is lost... perhaps the element of actual danger? And certainly -- since heroes who are defeated in combat are not using the Medical Transporter System, but rather are just being dumped out of the AE System and re-materialized as hale as they were when they went in, why would they ever suffer "debt" from being defeated?

    Back in the day, when AE first came out, I said that users should only receive 1/4 the normal amount of Experience one would gain in an actual (i.e., non-MA) mission, and no debt for being defeated.

    It made no sense to me that playing MA missions awards Prestige or Influence, and certainly not drops, either from an in-game or an out-of-game perspective. I felt, and proposed, that these rewards be removed entirely from AE.

    Out-of-Game, by removing Influence and Prestige and Drops ENTIRELY from the AE System, the Devs would also completely remove the inf Farmers and Power-Levellers from the system. Farmers will go only to the places where they can farm for the inf that they sell through their pay sites.

    If AE didn't offer it, then these people would go back to RV or somewhere else, but they would not be capable of generating such huge levels of Influence and artificially inflating market prices into the billions at WW.

    Similarly, if the amount of experience earned through AE missions was significantly less than that of normal game content, the Power-Levellers would go back to using their demon farms and XP-turned-off Level 46 bridges or what-have-you -- but at least they would not be clogging up the AE building trying to power-level one another.

    My thought was that if these changes were implemented, it would leave the AE System exactly what it was meant to be -- (or at least what I assumed it was meant to be) -- a venue where players could create, share and experience user-generated content in a safe, "virtual" venue that would not at all impact the "outer" world of CoX. Where there would be no grinding, no griefing, and no farming. Just pure storytelling, and the enjoyment that comes from experiencing it.

    -- Vivian
  9. Although I do enjoy this discussion, we are misusing this Bug Reporting thread.

    I reported in detail what I feel is a Visual Effect Bug, we should stop there.

    We can continue a fuller discussion of Field Generators in a different thread.

    -- Vivian
  10. Quote:
    Originally Posted by MTS View Post
    I still believe that the old "water effect" was intended and not a bug, as it only sort of looked like water. It was very slow moving, and distorted the area around it in much the way I would expect a time-and-space altering field to do.
    Even assuming that the Devs intended for there to be a visible field effect around an operating Slow Field, and even if they intended for Slow Field Generators to be operating all the time (even when a Base Raid was not in progress, and even though no other Base Defense Item operates that way), I am fairly sure they did not initially intend for that effect to be used as a substitute for water when those Slow Field Generators are floated... since floating items wasn't planned for at all. The ability to float items is itself a bug that has been continually exploited to such an extent by Base Builders that it has become accepted practice -- and impossible to "fix".

    I agree with your earlier post that decorative Base Builders would need a substitute water effect system before any changes can be made to Slow Fields -- and it would have to be a better water system than the effect around the current Slow Fields generates; so much better, in fact, that everyone would want to use the new system. That way no one would feel bad about them being changed. I would say real water, that you could splash around and swim in, would be the ideal solution.

    -- Vivian
  11. Quote:
    Originally Posted by MTS View Post
    I know I've seen the Stealth Suppression defense item used decoratively as a "disco light". I'll have to see if I can find anyone who currently is and what they had to do to avoid it shutting off.
    It may have been that it was placed just before the party, and the Base in question was never empty of people until after the party (i.e., it was never unloaded from the memory of the Base Server until the event was over).

    In such an instance it would have remained "on" until that happened, just like Force Field Generators would have shown their field effect operating.

    -- Vivian
  12. Quote:
    Originally Posted by MTS View Post
    I'm not so certain that we can assume that slow fields are intended to be hidden. Certainly not as visible as a reflective surface, but the distortion effect from pre-I17 was subtle, but still visible to a keen eye. Since it's a "field" rather than a "trap", it makes perfect logical sense to me to be always on.
    Repulsion Field Generators are also Fields, but they are off when a Base Raid is not in progress. As are Force Field Generators.

    Slow Field Generators are just like Gas Generators, Repulsion Field Generators or High Explosive Land Mines.

    I.e., you can see the item if you look, you can target it and you can attack it. They're not hidden, just hard to spot when you're in the middle of a fight and running around an enemy Base, getting attacked.

    And all the other traps have no visible effect until an enemy enters the trigger zone. When they do -- bang, the effect triggers.

    Even Weapon Shield Generators and Generator Energy Curtains are off when a Base Raid is not taking place.

    Why would Slow Fields differ from Repulsion Fields and every other Base Item in that they would need to be "always on", even when the Base was not under attack?

    -- Vivian
  13. Quote:
    Originally Posted by MTS View Post
    The only thing I can think of is perhaps you have many overlapping slow fields, but wouldn't the pre-I13 raid pathing rules have prohibited that arrangement in an actual raid?
    I can't say without experimenting (removing or spacing out Slow Field Generators) what is specifically causing the lag, but I can say that Pre-Issue-13 we did not have as many Slow Fields in the Base as we did after the Base Re-Pricing went into effect.

    Now we have quite a few overlapping Slow Fields, which could be contributing to the lag. Or, just as possibly, it could be something specific to the unique nature of the Slow Field water effect, as it certainly differs from water effects seen elsewhere in the game -- as a result, it may be requiring more CPU or GPU overhead to draw. After all, the overlapping Slow Fields were not causing any lag issues in Issues 13-16 (i.e., before Issue 17's Ultra Mode came about).

    Regardless of how Base Designers may feel about it from the standpoint of inconvenience, I honestly feel that the water effect around the Slow Field Generators is a Visual Effect Bug, which is why I listed it here.

    But I think we are both on the same page when I say that I hope -- indeed, I think it necessary -- that the same Issue to fix the effect problem will also add better alternatives for putting water -- real water, that you can swim and splash in -- into people's bases.

    -- Vivian
  14. Quote:
    Originally Posted by MTS View Post
    More accurately: The slow fields need to either be fixed to reflect correctly (they're massively distorted right now), or reverted back to the pre-I17 look.
    Reverting them back to Pre-Issue-17 would be fine, as although there was still an improper effect that seemed to have water on the floor with some users' graphics cards, it did not lag the game client. Ideally the water effect should be removed entirely -- I really think it is a Visual Effects Bug.

    However, I strongly suspect the fact that many decorative Base Designers have been using Slow Fields to generate water effects in lieu of water tiles will postpone any changes being made until the long-awaited "Base Love" Issue where we will get more objects, tilesets, textures and elements like water, swimming pools, etc., for Bases. Otherwise, all of the decorative base designers will complain about their base's water effects suddenly being shut off.

    After all, with Base Raids currently turned off, the only purpose for Base Defense Items is to be decorative.

    So a full fix seems unlikely anytime soon, but relief from the lagging and "flooded" appearance would really be a good thing.

    Quote:
    Originally Posted by MTS View Post
    This is not true. Force field defensive items are always "on", as are Stealth Suppression fields. Some of these items would "break" due to a bug after being moved a few times and appear to be off when not in a raid, but it's clear that the intent was for them to always be "on".
    I would, honestly and with all respect to your own opinion, politely disagree.

    I maintain an extremely Raid-ready base. I have deployed and experimented with every weapon system in the game, in actual Raids.

    While items such as Force Fields, Stealth Strippers, etc., activate in the fashion they should during a Base Raid when they are first "placed" in the Base Editor, they immediately turn off -- and remain off -- the moment the base is unloaded from the Base Server's memory (i.e., when all heroes have left it and it is empty for a short period of time).

    It's not that they break when being moved around, but rather that some Base Defense items are broken from the get-go -- a fact I have repeatedly submitted bug reports on to no avail. I.e., while they turn "on" when placed, many items don't activate when they're supposed to -- during an actual Base Raid.

    Weapon Shield Generators do not turn on when placed, but they turn on and show an effect around their linked weapon to demonstrate they are working during actual Raids -- although their effect is only "visible" on normal-sized, non-Elite-class weapons, such as Sappers. Elite-class weapon systems do not show the Shield effect during raids. With the shield effect not showing, who knows if they're shielded or not?

    Force Fields and Stealth Strippers, on the other hand, don't turn on in a Base Raid. They just don't activate. They have no apparent effect and generate no animation or display during a Base Raid. They are broken, and take up Power and Control to no purpose. I have submitted quite a few bug reports on these -- and even many inquiries, asking "are these items working even though they are not generating an effect?" -- but no one in Customer Support (at any level) had a clue whether they were or not, and nothing in regards to Bases has been fixed that I'm aware of since the Cathedral of Pain was taken offline.

    On a slightly different topic, something that's important to remember is that Repulsors, Gas Traps and Slow Fields all are in the same category -- hard-to-spot traps -- and none of them should be active when a Base Raid is not in progress. To put it simply, even when active, they should not be generating a huge water effect on the surrounding floor tiles. It doesn't exactly make them hard to spot. Even a Gas Trap only sprays gas and has a visible effect when an enemy comes into its trigger area. It would make no more sense for a Slow Field to be "always on" than a Gas Trap to be constantly spraying gas.

    This error (and I really believe it is an error, given the nature of all the other trap systems in the game) -- i.e., this water effect -- has remained in place so long, despite many bug reports, that it has become incorporated into many bases as a substitute water effect (since no water tiles were provided in the editor), and I would speculate that even if fixing it was on the agenda of the Dev Team (with all the other work they have had on their plate between Issue 17 and Going Rogue), this kind of prevalent use across all the servers would actually now be hindering it being fixed.

    Indeed, I would speculate that it may well be the reason for the extra-strong water effect that appeared with the advent of Issue 17's Ultra Mode -- so many people are using Slow Fields for water effects, the Devs may have said "well, let's just make it look even more watery in Ultra Mode". Alternately, it could be a completely incidental and unplanned effect, unrelated to Slow Fields or their use as a decorative item -- Issue 17's Ultra Mode affects all water surfaces, and if one surrounds Slow Fields, Ultra Mode would simply treat it like any other water surface in the game.

    -- Vivian
  15. Issue 17 Visual Effect Bug: Slow Field Generators

    I originally reported this in a Petition over 3 months ago when Issue 17 went live. The GMs recently advised me to also list this issue here when I sent a follow-up inquiry.

    Slow Fields, like all Defensive base items, are supposed to be "off" when no Base Raid was in progress, and only "activate" during a Base Raid. However some people reported seeing a shimmery effect on the 4 floor tiles around them all the time, and if Slow Field Generators were "floated", it became even more visible. In fact, some non-Base-Raid interested (i.e., "decorative") Base designers would use that shimmery field effect (now fully revealed in the open air) as a pseudo-water effect for fountains, etc. The shimmer became a full-out water effect when floated atop a "Dirty" style floor tile surface.

    With the advent of "Ultra Mode" graphics in Issue 17, that "always on" effect became vastly more pronounced. What was before a mild shimmer on the floor tiles around "unfloated" Slow Fields now became a full-out water effect, making it look like the base floor was covered in large shimmery puddles. Even when Ultra Mode is turned completely off, the base floor tiles surrounding Slow Field Generators are covered with a moving, smoky texture.

    Not only is this extremely unappealing, visually-speaking (our base looks flooded), but it significantly lags all users whose graphic cards need to draw all of these overlapping Ultra Mode water effects of the Slow Fields. Furthermore, when Base Raids return to the game, this water effect will plainly reveal the presence of the Slow Fields -- they were always meant to be a sort of hard-to-spot trap, much like Repulsion Fields and Gas Traps.

    The water effect around Slow Field Generators should be removed -- it should not display any such effect, whether "active" or "inactive".


    Screenshot showing one of many areas with "Flooded" Water Effect (Lagging my game client down to 2 FPS)




    Screenshot showing moving smoky texture with all "Ultra Mode" options turned off

  16. Doctor Vivian

    Idun says Hello!

    Quote:
    Originally Posted by Psynder13 View Post
    Crap my knowledge of internet memes has failed me.
    *giggles* You didn't follow the very clear Warning on that link.

    You're not supposed to refer to me by my correct name!

    -- Vivian

    PS: I do kill aliens and stuff!

    PPS: 4chan memes! To what depths have we sunk?
  17. Doctor Vivian

    Idun says Hello!

    Tomorrow's the big day!

    I'm so excited!

    Any last-minute thoughts or comments, anyone?

    -- Vivian
  18. Doctor Vivian

    Idun says Hello!

    Quote:
    Originally Posted by Doctor Vivian View Post
    I'll definitely be implementing this into my forthcoming Respec this weekend, unless anyone else out there would like to also suggest ways to take this up yet another notch?
    Any extra feedback from folks would be very welcome!

    -- Vivian
  19. Doctor Vivian

    Idun says Hello!

    Dear StratoNexus --

    I liked some of your changes, such as using Impervium in both Force of Nature and Temporary Invulnerability (Aegis was only there because it had been grandfathered in rather than being a deliberate selection), but I thought some others should be changed, like the emphasis on Hover Speed and the use of Swift instead of Hurdle (some of the reasons for which I mentioned in my last post).

    Accordingly, in the below (which was derived from your post) I removed the two sets of Soaring from Fly and Hover, largely to free up the Enhancement slots. I know it cost me 2% Recovery from the loss of the two +1% Set Bonuses but I needed those slots, and Hover is only used by Idun while fighting aloft, above enemy mobs. It doesn't need to be fast. In closed-in spaces and indoor environments, Super Speed is what's being used, and so I had to make sure that it had at least two Run Speed IO's.

    Similarly I wanted to add a sixth Enhancement Slot and pure Recharge Speed IO to each of Idun's primary three attack powers to ensure they were all running at their max capped cycle speeds (until that, none of them were). I also swapped out some Set items to drop Recharge for Endurance Discounts or vice-versa on things like Aim, tweaking those totals a bit higher without changing the Set Bonuses.

    If we compare the totals, we have this:


    YOURS (As modified by me)
    • 10% DamageBuff(Smashing)
    • 10% DamageBuff(Lethal)
    • 10% DamageBuff(Fire)
    • 10% DamageBuff(Cold)
    • 10% DamageBuff(Energy)
    • 10% DamageBuff(Negative)
    • 10% DamageBuff(Toxic)
    • 10% DamageBuff(Psionic)
    • 3.75% Defense(Psionic)
    • 9% Max End
    • 96% Enhancement(Accuracy)
    • 121.3% Enhancement(RechargeTime)
    • 5% FlySpeed
    • 126.5 HP (10.5%) HitPoints
    • 5% JumpHeight
    • 5% JumpSpeed
    • MezResist(Immobilize) 5.5%
    • 26% (0.43 End/sec) Recovery
    • 46% (2.31 HP/sec) Regeneration
    • 11.7% Resistance(Fire)
    • 11.7% Resistance(Cold)
    • 3.78% Resistance(Energy)
    • 3.78% Resistance(Negative)
    • 5% RunSpeed
    MINE (from the earlier, original post)
    • 10% DamageBuff(Smashing)
    • 10% DamageBuff(Lethal)
    • 10% DamageBuff(Fire)
    • 10% DamageBuff(Cold)
    • 10% DamageBuff(Energy)
    • 10% DamageBuff(Negative)
    • 10% DamageBuff(Toxic)
    • 10% DamageBuff(Psionic)
    • 3% Defense(Smashing)
    • 3% Defense(Lethal)
    • 6.13% Defense(Fire)
    • 6.13% Defense(Cold)
    • 3% Defense(Energy)
    • 3% Defense(Negative)
    • 3% Defense(Psionic)
    • 3% Defense(Melee)
    • 3% Defense(Ranged)
    • 4.56% Defense(AoE)
    • 4.5% Max End
    • 105% Enhancement(Accuracy)
    • 121.3% Enhancement(RechargeTime)
    • 5% FlySpeed
    • 90.4 HP (7.5%) HitPoints
    • 5% JumpHeight
    • 5% JumpSpeed
    • MezResist(Immobilize) 5.5%
    • 21% (0.35 End/sec) Recovery
    • 46% (2.31 HP/sec) Regeneration
    • 11.7% Resistance(Fire)
    • 21.7% Resistance(Cold)
    • 3.78% Resistance(Energy)
    • 3.78% Resistance(Negative)
    • 3% Resistance(Psionic)
    • 15% RunSpeed
    All in all, a lot more hit points and Recovery, even after I dropped that 2% off. Not to mention double the extra END percentage. I think this is a really good build! Thanks, Strato!

    I'll definitely be implementing this into my forthcoming Respec this weekend, unless anyone else out there would like to also suggest ways to take this up yet another notch? *hope hope*

    -- Vivian

    Hero Plan by Mids' Hero Designer 1.621

    Click this DataLink to open the build!

    Idun: Level 50 Science Blaster
    Primary Power Set: Electrical Blast
    Secondary Power Set: Devices
    Power Pool: Speed
    Power Pool: Flight
    Power Pool: Fitness
    Power Pool: Leadership
    Ancillary Pool: Force Mastery

    Hero Profile:


    Level 1: Charged Bolts
    • (A) Decimation - Accuracy/Damage
    • (3) Decimation - Chance of Build Up
    • (3) Decimation - Damage/Endurance
    • (5) Decimation - Accuracy/Damage/Recharge
    • (11) Decimation - Damage/Recharge
    • (39) Recharge Reduction IO
    Level 1: Web Grenade
    • (A) Gravitational Anchor - Chance for Hold
    • (9) Gravitational Anchor - Immobilize
    • (9) Gravitational Anchor - Immobilize/Recharge
    • (11) Gravitational Anchor - Accuracy/Recharge
    • (17) Gravitational Anchor - Immobilize/Endurance
    Level 2: Lightning Bolt
    • (A) Apocalypse - Damage
    • (5) Apocalypse - Damage/Recharge
    • (13) Apocalypse - Accuracy/Recharge
    • (17) Apocalypse - Damage/Endurance
    • (34) Apocalypse - Chance of Damage(Negative)
    • (42) Recharge Reduction IO
    Level 4: Ball Lightning
    • (A) Ragnarok - Damage
    • (7) Ragnarok - Damage/Recharge
    • (13) Ragnarok - Accuracy/Recharge
    • (19) Ragnarok - Damage/Endurance
    • (36) Ragnarok - Chance for Knockdown
    • (39) Recharge Reduction IO
    Level 6: Hasten
    • (A) Recharge Reduction IO
    • (7) Recharge Reduction IO
    • (15) Recharge Reduction IO
    Level 8: Hover
    • (A) Luck of the Gambler - Recharge Speed
    Level 10: Targeting Drone
    • (A) Adjusted Targeting - To Hit Buff
    • (19) Adjusted Targeting - To Hit Buff/Recharge
    • (21) Adjusted Targeting - To Hit Buff/Endurance/Recharge
    • (21) Adjusted Targeting - To Hit Buff/Endurance
    • (23) Adjusted Targeting - Endurance/Recharge
    Level 12: Short Circuit
    • (A) Armageddon - Damage
    • (23) Armageddon - Damage/Recharge
    • (25) Armageddon - Accuracy/Damage/Recharge
    • (25) Armageddon - Accuracy/Recharge
    • (27) Armageddon - Damage/Endurance
    Level 14: Super Speed
    • (A) Run Speed IO
    • (15) Run Speed IO
    Level 16: Fly
    • (A) Flight Speed IO
    • (37) Flight Speed IO
    Level 18: Tesla Cage
    • (A) Unbreakable Constraint - Hold
    • (36) Unbreakable Constraint - Hold/Recharge
    • (36) Unbreakable Constraint - Accuracy/Hold/Recharge
    • (37) Unbreakable Constraint - Accuracy/Recharge
    • (37) Unbreakable Constraint - Endurance/Hold
    Level 20: Cloaking Device
    • (A) Luck of the Gambler - Recharge Speed
    • (34) Luck of the Gambler - Defense
    • (34) Luck of the Gambler - Defense/Endurance
    Level 22: Taser
    • (A) Decimation - Accuracy/Damage/Recharge
    • (31) Decimation - Accuracy/Endurance/Recharge
    • (33) Decimation - Damage/Recharge
    • (33) Decimation - Damage/Endurance
    • (33) Decimation - Accuracy/Damage
    Level 24: Aim
    • (A) Adjusted Targeting - To Hit Buff
    • (27) Adjusted Targeting - To Hit Buff/Recharge
    • (29) Adjusted Targeting - To Hit Buff/Endurance/Recharge
    • (31) Adjusted Targeting - Recharge
    • (31) Adjusted Targeting - To Hit Buff/Endurance
    Level 26: Hurdle
    • (A) Jumping IO
    Level 28: Health
    • (A) Numina's Convalescence - +Regeneration/+Recovery
    • (29) Miracle - +Recovery
    Level 30: Stamina
    • (A) Performance Shifter - EndMod/Accuracy
    • (39) Performance Shifter - EndMod/Recharge
    • (40) Performance Shifter - EndMod
    • (40) Performance Shifter - Chance for +End
    Level 32: Thunderous Blast
    • (A) Positron's Blast - Accuracy/Damage
    • (40) Positron's Blast - Damage/Endurance
    • (42) Positron's Blast - Damage/Recharge
    • (42) Positron's Blast - Damage/Range
    • (43) Positron's Blast - Accuracy/Damage/Endurance
    Level 35: Maneuvers
    • (A) Luck of the Gambler - Recharge Speed
    Level 38: Tactics
    • (A) Adjusted Targeting - To Hit Buff
    • (43) Adjusted Targeting - To Hit Buff/Endurance
    • (43) Adjusted Targeting - To Hit Buff/Recharge
    • (45) Adjusted Targeting - To Hit Buff/Endurance/Recharge
    • (46) Adjusted Targeting - Endurance/Recharge
    Level 41: Personal Force Field
    • (A) Luck of the Gambler - Recharge Speed
    • (45) Luck of the Gambler - Defense
    • (46) Luck of the Gambler - Defense/Recharge
    Level 44: Vengeance
    • (A) Luck of the Gambler - Recharge Speed
    • (45) Luck of the Gambler - Defense
    • (46) Luck of the Gambler - Defense/Recharge
    Level 47: Temp Invulnerability
    • (A) Impervium Armor - Resistance/Endurance/Recharge
    • (48) Impervium Armor - Resistance/Recharge
    • (48) Impervium Armor - Resistance
    • (48) Impervium Armor - Resistance/Endurance
    Level 49: Force of Nature
    • (A) Impervium Armor - Endurance/Recharge
    • (50) Impervium Armor - Resistance/Recharge
    • (50) Impervium Armor - Resistance/Endurance/Recharge
    • (50) Impervium Armor - Resistance
    ------------


    Level 1: Brawl
    • (A) Empty
    Level 1: Sprint
    • (A) Celerity - +Stealth
    Level 2: Rest
    • (A) Healing IO
    Level 1: Defiance
    ------------


    Set Bonus Totals:
    • 10% DamageBuff(Smashing)
    • 10% DamageBuff(Lethal)
    • 10% DamageBuff(Fire)
    • 10% DamageBuff(Cold)
    • 10% DamageBuff(Energy)
    • 10% DamageBuff(Negative)
    • 10% DamageBuff(Toxic)
    • 10% DamageBuff(Psionic)
    • 3.75% Defense(Psionic)
    • 9% Max End
    • 96% Enhancement(Accuracy)
    • 121.3% Enhancement(RechargeTime)
    • 5% FlySpeed
    • 126.5 HP (10.5%) HitPoints
    • 5% JumpHeight
    • 5% JumpSpeed
    • MezResist(Immobilize) 5.5%
    • 26% (0.43 End/sec) Recovery
    • 46% (2.31 HP/sec) Regeneration
    • 11.7% Resistance(Fire)
    • 11.7% Resistance(Cold)
    • 3.78% Resistance(Energy)
    • 3.78% Resistance(Negative)
    • 5% RunSpeed
    ------------
    Set Bonuses:
    Decimation

    (Charged Bolts)
    • MezResist(Immobilize) 2.75%
    • 13.6 HP (1.12%) HitPoints
    • 2.25% Max End
    • 6.25% Enhancement(RechargeTime)
    Gravitational Anchor
    (Web Grenade)
    • 4% (0.07 End/sec) Recovery
    • 2.52% Resistance(Fire,Cold)
    • 15% Enhancement(Accuracy)
    • 10% Enhancement(RechargeTime)
    Apocalypse
    (Lightning Bolt)
    • 16% (0.8 HP/sec) Regeneration
    • 36.1 HP (3%) HitPoints
    • 4% DamageBuff(All)
    • 10% Enhancement(RechargeTime)
    Ragnarok
    (Ball Lightning)
    • 4% (0.07 End/sec) Recovery
    • 2.52% Resistance(Fire,Cold)
    • 15% Enhancement(Accuracy)
    • 10% Enhancement(RechargeTime)
    Luck of the Gambler
    (Hover)
    • 7.5% Enhancement(RechargeTime)
    Adjusted Targeting
    (Targeting Drone)
    • 2% DamageBuff(All)
    • 1.26% Resistance(Energy,Negative)
    • 9% Enhancement(Accuracy)
    • 5% Enhancement(RechargeTime)
    Armageddon
    (Short Circuit)
    • 4% (0.07 End/sec) Recovery
    • 2.52% Resistance(Fire,Cold)
    • 15% Enhancement(Accuracy)
    • 10% Enhancement(RechargeTime)
    Unbreakable Constraint
    (Tesla Cage)
    • 4% (0.07 End/sec) Recovery
    • 2.52% Resistance(Fire,Cold)
    • 15% Enhancement(Accuracy)
    • 10% Enhancement(RechargeTime)
    Luck of the Gambler
    (Cloaking Device)
    • 10% (0.5 HP/sec) Regeneration
    • 13.6 HP (1.12%) HitPoints
    • 7.5% Enhancement(RechargeTime)
    Decimation
    (Taser)
    • MezResist(Immobilize) 2.75%
    • 13.6 HP (1.12%) HitPoints
    • 2.25% Max End
    • 6.25% Enhancement(RechargeTime)
    Adjusted Targeting
    (Aim)
    • 2% DamageBuff(All)
    • 1.26% Resistance(Energy,Negative)
    • 9% Enhancement(Accuracy)
    • 5% Enhancement(RechargeTime)
    Performance Shifter
    (Stamina)
    • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
    • 22.6 HP (1.87%) HitPoints
    • 2.5% (0.04 End/sec) Recovery
    Positron's Blast
    (Thunderous Blast)
    • 2.5% (0.04 End/sec) Recovery
    • 1.58% Resistance(Fire,Cold)
    • 9% Enhancement(Accuracy)
    • 6.25% Enhancement(RechargeTime)
    Luck of the Gambler
    (Maneuvers)
    • 7.5% Enhancement(RechargeTime)
    Adjusted Targeting
    (Tactics)
    • 2% DamageBuff(All)
    • 1.26% Resistance(Energy,Negative)
    • 9% Enhancement(Accuracy)
    • 5% Enhancement(RechargeTime)
    Luck of the Gambler
    (Personal Force Field)
    • 10% (0.5 HP/sec) Regeneration
    • 13.6 HP (1.12%) HitPoints
    • 7.5% Enhancement(RechargeTime)
    Luck of the Gambler
    (Vengeance)
    • 10% (0.5 HP/sec) Regeneration
    • 13.6 HP (1.12%) HitPoints
    • 7.5% Enhancement(RechargeTime)
    Impervium Armor
    (Temp Invulnerability)
    • 2.5% (0.04 End/sec) Recovery
    • 1.88% Defense(Psionic)
    • 2.25% Max End
    Impervium Armor
    (Force of Nature)
    • 2.5% (0.04 End/sec) Recovery
    • 1.88% Defense(Psionic)
    • 2.25% Max End
  20. Doctor Vivian

    Idun says Hello!

    Quote:
    Originally Posted by StratoNexus View Post
    It is generally a good idea to only note the 4 passive accolades, otherwise you get all the effects of the others as well in the totals windows.
    I'll try and turn them off in the next revision I post.

    Quote:
    Originally Posted by StratoNexus View Post
    You had a small bit of defense, it did not look like you were building for it, so I did not worry about whatever little bit I lost when changing things.
    While Defense is good for PvE, since the changes in Issue 13, I've found that Resistance is actually better to have than Defense when it comes to PvP.

    Quote:
    Originally Posted by StratoNexus View Post
    This build has a bit more HPs and massively more recovery. It lost an insignificant amount of +Acc. Hover is much more usable without needing a Kin. FOCE recharges 37 seconds faster.
    I will put my head into this when I get out of work and am home today! But looking at it on the surface, I do think that extra Fly Speed IO Enhancement Slot on Hover would be better on Super Speed. I've always found it much more important to be able to run fast on the ground (ideally with the Winter's Gift Slow Resistance) than it is to Hover a little more quickly -- Idun only switches into Hover mode before fighting aloft for END conservation, after all. Similarly, the boost from Swift is so miniscule that it's almost always better to take Hurdle -- that extra jump distance can get you over a lot of obstacles and makes it possible to kite during PvP, especially if slotted with a Jump IO.

    Quote:
    Originally Posted by StratoNexus View Post
    With Sprint's Celerity:+stealth IO and Cloaking Device, you already have Invis. How married are you to super speed? It is cool to zip around, but if you normally fly anyway, I'd drop SS and pick up Caltrops and just put a common Slow IO in there (with your global +recharge it comes back plenty fast anyway). Caltrops are yummy, even for a hover blaster, IMO.
    Flight is no good for Idun in Purple Cave Tunnels or similar tight, closed-in environs with obstructions, she just gets stuck on things and it's pretty annoying. Super Speed works much better for almost every "indoor" environment, from Warehouses to Council Bases. Plus, when Flying, if you are hit by a Web Grenade or similar -FLY attack in PvP you need a second travel power to be able to get away or you're toast. Super Speed has saved Idun from an untimely demise in PvP probably more than a hundred times.

    -- Vivian
  21. Doctor Vivian

    Idun says Hello!

    Quote:
    Originally Posted by Psynder13 View Post
    Idun is a pretty cool gal. She teams with Psynder and isn't afraid of anything.
    Awww! Thank you, Psynder!

    -- Vivian
  22. Doctor Vivian

    Idun says Hello!

    Quote:
    Originally Posted by Fury Flechette View Post
    To slot more end redx in toggles, I'd look to slot some of the triples (def/end redx/rech, res/end redx/rech) instead of the straight defense and resistance pieces. You're way over the ED cap in both cloaking device and temp invulnerability so you can swap those out and still be well slotted.
    Well in Temp Invulnerability I have an Aegis Res/End and an Impervium Res/End, so I think I'm doing pretty okay there unless I was to drop in another Enhancement Slot and put in a pure End IO, or a triple, as you suggest -- it would give another Set Bonus, after all, either way.

    On the Cloaking Device I already have the LotG Def/End but I could swap out the LotG Def/Rech for a pure End IO -- this would cause me to lose the +9% Accuracy Set Bonus but Idun has a really high Accuracy bonus already. I just wonder if the difference in End would be noticeable, and worth giving up the Accuracy, Def and Recharge -- Cloaking Device isn't that big of a power drain to begin with.

    Quote:
    Originally Posted by Fury Flechette View Post
    You could also slot cytos/enzymes/ribos in your toggles or pull slots from PFF. 1 Def/+Rech LoTG is probably more than what you need for PFF for the vast majority of encounters.
    I could pull the pure DEF IO from the PFF, it's true, or take out the LotG Def/Rech, although that would lose a Set Bonus. The DEF IO would probably be the best one to pull, and switch that Enhancement Slot over to Temp Invulnerability for the End IO or a Triple with End in it, but I do want to stay at or near the DEF cap in PFF -- Idun doesn't use it much, but when it's time to turn it on, things have really gone South -- it needs to work as well as possible.

    Quote:
    Originally Posted by Fury Flechette View Post
    As for my advice for skipping leadership...in light of your goal of slotting recharge, it's probably better for your build to just go with what you have. With my suggestion, you'd lose the slot for the last LoTG, although 121% recharge may be overkill.
    When it comes to Recharge, the more damage per second Idun can deliver, the better off she is!

    -- Vivian
  23. Doctor Vivian

    Idun says Hello!

    Quote:
    Originally Posted by Fury Flechette View Post
    Pretty expensive build. I'm assuming you have all the pieces already and are just soliciting feedback.
    Yes, and thank you for giving me feedback -- I really appreciate it!

    Quote:
    Originally Posted by Fury Flechette View Post
    One thing that I've noticed is that running all your toggles, you have 1.44 end/sec endurance consumption (1.2 if you're turning off tactics). That's a tad on the high side IMO, and you could do well with slotting in more end redx in cloaking device, temp invulnerability, etc.
    I agree I'd prefer to reduce that, and an END Reduction IO or two in each would do the trick. The only reason I didn't do that is I've been unsure of where to pull the enhancement slots for them from. What do you recommend? I would pull the third from Hasten but I'm not sure if Idun will still have perma Hasten if I do.

    Quote:
    Originally Posted by Fury Flechette View Post
    I'd also dump tactics. Does nothing for you (you already have tohit buffs up the gazoo with aim and targeting drone) except as a mule to hold a 5% recharge bonus. If you want to get that bonus, consider taking trip mine and 5 slotting with Obliteration. It amounts to the same thing, and you'll have something more useful in the rare times you want to use it.
    If I drop Tactics I won't be able to take Vengeance, as you need two Leadership Pool powers before you can take Vengeance, and Vengeance is home to a LotG +7.5 Recharge.

    Quote:
    Originally Posted by Fury Flechette View Post
    Other than that, looks pretty solid as a recharge oriented build.
    Electric Blasters have always suffered from some of the slowest cycle times and also lower damage when compared to say Fire Blasters, etc. I can see the rationale for this in that Electric Blasters are also draining END from their targets with every hit. If only that line in the Electric Blaster's Description, "some of that END may be returned to you" was actually true! Either way, with Idun's base 121% recharge (291% with Geas+Hasten kicked in), she's on a more equal footing, and the constant END drain on opponents is actually helpful in longer fights.

    -- Vivian
  24. Doctor Vivian

    Idun says Hello!

    Quote:
    Originally Posted by StratoNexus View Post
    Do you use Hover?
    Yes, when flying above a fight in open environments I switch to Hover for its lower END use and DEF bonus.

    Plus it holds my fifth LotG 7.5.

    -- Vivian
  25. Doctor Vivian

    Idun says Hello!

    This is the respec I am planning.

    I would very much appreciate any thoughts the pros here can give on making this better!

    Any advice would be happily appreciated!

    -- Vivian

    Hero Plan by Mids' Hero Designer 1.621

    Click this DataLink to open the build!

    Idun: Level 50 Science Blaster
    Primary Power Set: Electrical Blast
    Secondary Power Set: Devices
    Power Pool: Speed
    Power Pool: Flight
    Power Pool: Fitness
    Power Pool: Leadership
    Ancillary Pool: Force Mastery


    Hero Profile:

    Level 1: Charged Bolts
    • (A) Decimation - Accuracy/Damage
    • (3) Decimation - Chance of Build Up
    • (3) Decimation - Damage/Endurance
    • (5) Decimation - Accuracy/Damage/Recharge
    • (11) Decimation - Damage/Recharge
    Level 1: Web Grenade
    • (A) Gravitational Anchor - Chance for Hold
    • (9) Gravitational Anchor - Immobilize
    • (9) Gravitational Anchor - Immobilize/Recharge
    • (11) Gravitational Anchor - Accuracy/Recharge
    • (17) Gravitational Anchor - Immobilize/Endurance
    Level 2: Lightning Bolt
    • (A) Apocalypse - Damage
    • (5) Apocalypse - Damage/Recharge
    • (13) Apocalypse - Accuracy/Recharge
    • (17) Apocalypse - Damage/Endurance
    • (46) Apocalypse - Chance of Damage(Negative)
    Level 4: Ball Lightning
    • (A) Ragnarok - Damage
    • (7) Ragnarok - Damage/Recharge
    • (13) Ragnarok - Accuracy/Recharge
    • (19) Ragnarok - Damage/Endurance
    • (36) Ragnarok - Chance for Knockdown
    Level 6: Hasten
    • (A) Recharge Reduction IO
    • (7) Recharge Reduction IO
    • (15) Recharge Reduction IO
    Level 8: Hover
    • (A) Luck of the Gambler - Recharge Speed
    • (42) Luck of the Gambler - Defense
    Level 10: Targeting Drone
    • (A) Adjusted Targeting - To Hit Buff
    • (19) Adjusted Targeting - To Hit Buff/Recharge
    • (21) Adjusted Targeting - To Hit Buff/Endurance/Recharge
    • (21) Adjusted Targeting - To Hit Buff/Endurance
    • (23) Adjusted Targeting - Endurance/Recharge
    Level 12: Short Circuit
    • (A) Armageddon - Damage
    • (23) Armageddon - Damage/Recharge
    • (25) Armageddon - Accuracy/Damage/Recharge
    • (25) Armageddon - Accuracy/Recharge
    • (27) Armageddon - Damage/Endurance
    Level 14: Super Speed
    • (A) Run Speed IO
    • (15) Winter's Gift - Run Speed, Jump, Flight Speed, Range/Endurance
    • (39) Winter's Gift - Run Speed, Jump, Flight Speed, Range
    Level 16: Fly
    • (A) Flight Speed IO
    • (37) Winter's Gift - Run Speed, Jump, Flight Speed, Range
    • (39) Winter's Gift - Run Speed, Jump, Flight Speed, Range/Endurance
    Level 18: Tesla Cage
    • (A) Unbreakable Constraint - Hold
    • (36) Unbreakable Constraint - Hold/Recharge
    • (36) Unbreakable Constraint - Accuracy/Hold/Recharge
    • (37) Unbreakable Constraint - Accuracy/Recharge
    • (37) Unbreakable Constraint - Endurance/Hold
    Level 20: Cloaking Device
    • (A) Luck of the Gambler - Recharge Speed
    • (34) Luck of the Gambler - Defense
    • (34) Luck of the Gambler - Defense/Endurance
    • (34) Luck of the Gambler - Defense/Recharge
    Level 22: Taser
    • (A) Decimation - Accuracy/Damage/Recharge
    • (31) Decimation - Accuracy/Endurance/Recharge
    • (33) Decimation - Damage/Recharge
    • (33) Decimation - Damage/Endurance
    • (33) Decimation - Accuracy/Damage
    Level 24: Aim
    • (A) Adjusted Targeting - To Hit Buff
    • (27) Adjusted Targeting - To Hit Buff/Recharge
    • (29) Adjusted Targeting - To Hit Buff/Endurance/Recharge
    • (31) Adjusted Targeting - To Hit Buff/Endurance
    • (31) Adjusted Targeting - Recharge
    Level 26: Hurdle
    • (A) Jumping IO
    Level 28: Health
    • (A) Numina's Convalescence - +Regeneration/+Recovery
    • (29) Miracle - +Recovery
    Level 30: Stamina
    • (A) Endurance Modification IO
    • (39) Endurance Modification IO
    • (40) Performance Shifter - EndMod
    • (40) Performance Shifter - Chance for +End
    Level 32: Thunderous Blast
    • (A) Positron's Blast - Accuracy/Damage
    • (40) Positron's Blast - Damage/Endurance
    • (42) Positron's Blast - Damage/Recharge
    • (42) Positron's Blast - Damage/Range
    • (43) Positron's Blast - Accuracy/Damage/Endurance
    Level 35: Maneuvers
    • (A) Luck of the Gambler - Recharge Speed
    Level 38: Tactics
    • (A) Adjusted Targeting - To Hit Buff
    • (43) Adjusted Targeting - To Hit Buff/Endurance
    • (43) Adjusted Targeting - To Hit Buff/Recharge
    • (45) Adjusted Targeting - To Hit Buff/Endurance/Recharge
    • (46) Adjusted Targeting - Endurance/Recharge
    Level 41: Personal Force Field
    • (A) Luck of the Gambler - Recharge Speed
    • (45) Luck of the Gambler - Defense
    • (45) Defense Buff IO
    • (46) Luck of the Gambler - Defense/Recharge
    Level 44: Vengeance
    • (A) Luck of the Gambler - Recharge Speed
    Level 47: Temp Invulnerability
    • (A) Aegis - Resistance
    • (48) Aegis - Resistance/Endurance
    • (48) Impervium Armor - Resistance
    • (48) Impervium Armor - Resistance/Endurance
    Level 49: Force of Nature
    • (A) Aegis - Psionic/Status Resistance
    • (50) Aegis - Resistance
    • (50) Aegis - Resistance/Recharge
    • (50) Steadfast Protection - Resistance/+Def 3%
    ------------
    Level 1: Brawl
    • (A) Empty
    Level 1: Sprint
    • (A) Celerity - +Stealth
    Level 2: Rest
    • (A) Healing IO
    Level 1: Defiance
    ------------
    Set Bonus Totals:
    • 10% DamageBuff(Smashing)
    • 10% DamageBuff(Lethal)
    • 10% DamageBuff(Fire)
    • 10% DamageBuff(Cold)
    • 10% DamageBuff(Energy)
    • 10% DamageBuff(Negative)
    • 10% DamageBuff(Toxic)
    • 10% DamageBuff(Psionic)
    • 3% Defense(Smashing)
    • 3% Defense(Lethal)
    • 6.13% Defense(Fire)
    • 6.13% Defense(Cold)
    • 3% Defense(Energy)
    • 3% Defense(Negative)
    • 3% Defense(Psionic)
    • 3% Defense(Melee)
    • 3% Defense(Ranged)
    • 4.56% Defense(AoE)
    • 4.5% Max End
    • 105% Enhancement(Accuracy)
    • 121.3% Enhancement(RechargeTime)
    • 5% FlySpeed
    • 90.4 HP (7.5%) HitPoints
    • 5% JumpHeight
    • 5% JumpSpeed
    • MezResist(Immobilize) 5.5%
    • 21% (0.35 End/sec) Recovery
    • 46% (2.31 HP/sec) Regeneration
    • 11.7% Resistance(Fire)
    • 21.7% Resistance(Cold)
    • 3.78% Resistance(Energy)
    • 3.78% Resistance(Negative)
    • 3% Resistance(Psionic)
    • 15% RunSpeed
    ------------
    Set Bonuses:
    Decimation
    (Charged Bolts)
    • MezResist(Immobilize) 2.75%
    • 13.6 HP (1.12%) HitPoints
    • 2.25% Max End
    • 6.25% Enhancement(RechargeTime)
    Gravitational Anchor
    (Web Grenade)
    • 4% (0.07 End/sec) Recovery
    • 2.52% Resistance(Fire,Cold)
    • 15% Enhancement(Accuracy)
    • 10% Enhancement(RechargeTime)
    Apocalypse
    (Lightning Bolt)
    • 16% (0.8 HP/sec) Regeneration
    • 36.1 HP (3%) HitPoints
    • 4% DamageBuff(All)
    • 10% Enhancement(RechargeTime)
    Ragnarok
    (Ball Lightning)
    • 4% (0.07 End/sec) Recovery
    • 2.52% Resistance(Fire,Cold)
    • 15% Enhancement(Accuracy)
    • 10% Enhancement(RechargeTime)
    Luck of the Gambler
    (Hover)
    • 10% (0.5 HP/sec) Regeneration
    • 7.5% Enhancement(RechargeTime)
    Adjusted Targeting
    (Targeting Drone)
    • 2% DamageBuff(All)
    • 1.26% Resistance(Energy,Negative)
    • 9% Enhancement(Accuracy)
    • 5% Enhancement(RechargeTime)
    Armageddon
    (Short Circuit)
    • 4% (0.07 End/sec) Recovery
    • 2.52% Resistance(Fire,Cold)
    • 15% Enhancement(Accuracy)
    • 10% Enhancement(RechargeTime)
    Winter's Gift
    (Super Speed)
    • 5% Resistance(Cold)
    Winter's Gift
    (Fly)
    • 5% Resistance(Cold)
    Unbreakable Constraint
    (Tesla Cage)
    • 4% (0.07 End/sec) Recovery
    • 2.52% Resistance(Fire,Cold)
    • 15% Enhancement(Accuracy)
    • 10% Enhancement(RechargeTime)
    Luck of the Gambler
    (Cloaking Device)
    • 10% (0.5 HP/sec) Regeneration
    • 13.6 HP (1.12%) HitPoints
    • 9% Enhancement(Accuracy)
    • 7.5% Enhancement(RechargeTime)
    Decimation
    (Taser)
    • MezResist(Immobilize) 2.75%
    • 13.6 HP (1.12%) HitPoints
    • 2.25% Max End
    • 6.25% Enhancement(RechargeTime)
    Adjusted Targeting
    (Aim)
    • 2% DamageBuff(All)
    • 1.26% Resistance(Energy,Negative)
    • 9% Enhancement(Accuracy)
    • 5% Enhancement(RechargeTime)
    Performance Shifter
    (Stamina)
    • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
    Positron's Blast
    (Thunderous Blast)
    • 2.5% (0.04 End/sec) Recovery
    • 1.58% Resistance(Fire,Cold)
    • 9% Enhancement(Accuracy)
    • 6.25% Enhancement(RechargeTime)
    Luck of the Gambler
    (Maneuvers)
    • 7.5% Enhancement(RechargeTime)
    Adjusted Targeting
    (Tactics)
    • 2% DamageBuff(All)
    • 1.26% Resistance(Energy,Negative)
    • 9% Enhancement(Accuracy)
    • 5% Enhancement(RechargeTime)
    Luck of the Gambler
    (Personal Force Field)
    • 10% (0.5 HP/sec) Regeneration
    • 13.6 HP (1.12%) HitPoints
    • 7.5% Enhancement(RechargeTime)
    Luck of the Gambler
    (Vengeance)
    • 7.5% Enhancement(RechargeTime)
    Aegis
    (Temp Invulnerability)
    • 5% RunSpeed
    Impervium Armor
    (Temp Invulnerability)
    • 2.5% (0.04 End/sec) Recovery
    Aegis
    (Force of Nature)
    • 5% RunSpeed
    • 3.13% Defense(Fire,Cold), 1.56% Defense(AoE)
    • 3% Resistance(Psionic)
    Steadfast Protection
    (Force of Nature)
    • 3% Defense(All)