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Posts
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Joined
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I'd like to join on my tanker if theres still room in any of the taunt teams.
Otherwise I'd bring my scrap. -
Sadly I didn't remember to take a screenshot of my power analysis of the AV, but he was hitting almost 500hp/sec while his shields were up, which brings onto the other point you've mad, and that is the cube spawns in the last room need to go down at pretty much the same time, as although they spawn when the shields come up, they also respawn after being defeated and unless all teams stay to their cubes and kill the mobs quickly (and tankers etc stay nearby to catch the respawn) the AV will simply regenerate fully in taking twice as long (or longer) to get the shields back down.
I noticed after the first attempt that people became far too spread out when the shields came back, so we were getting caught out in places and lost a few of our numbers.
My screenshots are here http://s127.photobucket.com/albums/p...ci/CathOfPain/ -
As a tanker: Please don't steal my favourite powersets. ):
If Stalkers were going to get Ice Melee, first off it'd have more people complaining about ice melee (It's fixed, it's amazing, but that because Frozen Aura pretty much provides the only "heavy hitter" with Frost being the second most used power.) GIS is not something I use as a Tanker, nor is frozen touch (FA provides a far better option.) but I could see GIS becoming the main attack for damage, however I can see issues from EA being on Stalkers, outside of triggering it around 5+ mobs, its defence bonus is only a little more than slotting anything from powerpools, and its primary use as a tanker is to cast it at the start of the fight, and cast it again when end drops below 50%, it's effectively the first panic-button before hibernate, and if Frozen Aura is kept without Icicles (Icicles breaks the sleep, which is why FA sucked before the damage boost, and is now why FA isn't overpowered after the boost.) Which means as Stalkers don't have any PBAoE toggles, that would total Ice/Ice stalkers as having 3 panic buttons, the first being EA to pull in strong defence bonuses on full mobs, the second would be placating when in trouble, the third would be hitting FA and then running away (You can even slot placate purple procs into FA) Not to mention Dark armour's PBAoE toggle has a hp drain, CE has no drawback and is intended imo as additional migration. I don't see Ice/Ice working for stalkers, because although its easy to write in ice powers (Freezing moisture in the air extra.) first of all Ice Armour's armours basically turn you into a giant walking ice-cube, not to mention the sounds are very heavy, and ultimately Ice/Ice's defence comes from 10 mob triggers of EA, using CE and all the -rech to avoid/increase gaps in attempts, and using Ice Patch for KD preventing attack, having this on a stalker really breaks the concept of ambushing the "big" target while the rest of the team takes on the others.
Just my two cents. -
Quote:It's just a shame I've seen and participated in discussions stating that off-tanks are useless, hopefully using Brutes as off-tanks will solve this debate, but when people start to argue in global channels that having an extra tank in STF (With the GW AI bug/flaw as well.) is completely redundant, which I do not believe, personally my tanker can and does farm, and sometimes I'll find a group with a tank and join as my tanker and contribute the damage without being requested to switch to my scrapper or my defender (although my defender is an aggressive build, and I frequently switch from my tanker to defender during Non-TF AV fights because of how insane rad/sonic stacks debuffs is far more effective than simply switching to a AT with more damage than tanker)this change makes me very happy indeed
not just my main but all the future tanks i have planned aswell
as for brutes ruining things? eish folks...
use them as off-tanks. problems solved
I'm not saying off-tanks are a bad idea, in-fact I heavily support the use of them, especially in Mo attempts, but there are still a lot of people who'll deny an off-tank/second-tank a spot in a team because they want a blaster or an extra debuffer (Most teams blueside and co-op TFs seem to have at least two debuffers, but after a certain point if the ratio to damageAT:debuffAT is too far towards debuff the debuffers become redundant, while a group can function fine with only one debuffer and depending on the consistency of high damage without any.)
At the moment I'm "Waiting to see." but in fact I'm tempted to bring my tanker over to redside, because I've personally found that Ice/Ice generates and holds far more aggro than any Brute I've teamed with, without spamming taunt. (2x aggro toggles, EA's taunt, FA's taunt, and Ice Patch with slows for "You're not leaving my taunt radius" effect.)
But I do find that the most likely case is that Stalker and Scrapper places in teams (especially Mo attempts) will dwindle in favour of one Tanker and one Brute due to the fact that brutes will be less likely to faceplant, however, counteracting my own point, it is much easier to pull aggro from Scrappers and Stalkers who go "out of depth" than it is to pull off Brutes, whether the scrappers/stalkers live long enough to warn the tank of the mistake as opposed to a brutes ability to "deal with it." longer, is anyones guess to make.
And contributing to the topic of Bruise, Bruise will actually assist the Brute in your team because when max-Fury'd that -Res is going to cause a greater constant damage upon upkeep (for example in really basic numbers, a tanker hitting 100 +20 from bruise opposed to a Brute hitting 200 +40 from bruise, the Brute will actually benefit from being teamed with a Tanker.) I'm sure Brutes that want to tank will argue that having a Tanker with them is going be of benefit to them (Even if they request that the Tanker becomes the off-tank.) -
Looking at it briefly, if I was to "fall from grace" on my primary Ice/Ice tanker, I'd probably only take either Soul or Mu mastery, Soul as first choice on the Ice/Ice, Mu if I don't find it performing how I wished (Although I'll probably reroll my elec/elec tanker as a Gr starter toon and take Mu on that redside.) Simply because Soul offers -acc, -dmg -ToHit and another -acc, going Gloom, Darkest Night, Dark Obliteration, I can effectively increase the migration of Ice/Ice (Chilling Embrace offers -rech -DMG to targets) and have far more survivability as I currently have or need, which would probably end up with my Ice/Ice farming Bobcats on +4/*8 No bosses instead of +2/*8 No bosses (Bobcats stack -def at 10%, responding badly to one stack of that and you can find yourself at 0% def as Bobcats attack so fast, but is really a fun/challenge to Ice/Ice as the KD targeted AoE tics and the -rech make up the majority of the toons defence outside of soft-capped and 40hp/s without the +HP power) because of how the -acc -ToHit -dmg is going to effect tankers using Soul (And as Ice, hitting hibernate after dropping the widow seems like a viable tactic vs elites on solo) While, as Mu as another choice, stacking the -end of opponents with the -end effect of EA, seems another viable option by migration in preventing the activation of enemies attacks (reducing their end to the point they can only attack at the specific frequency they recover at).
I will be most liking taking Mu on my elec/elec tanker, for the exact same reasons an elec/elec brute would take Mu: Even more end drain. And taking Leviathan on my Hero - Vig - Villain - Rogue WP/DB(or SR can't recall atm) tanker for the fact of having 3 extra cone , bringing the build to 5 cone attacks. -
First off let me say I don't think any powersets could be compared equally, and this is all in theory, but I'm going to compare powersets anyway.
As a proud owner of an Ice/Ice tanker, which I've played for periods of time about 2 years ago on US servers (back when ice/ice was considered beyond terrible.) and a few months before IOs and AE came to CoH, back when it was considered sub-par to most tanks but not completely unplayable, to now where I use my tanker to farm as I dislike playing Fire/kin controllers, I see Ice Armour being a viable tanker option in GR, not only because tanker is the only AT that can take Ice and I want to enjoy/trial how Ice works redside (Give all those longbow and arachnos a taste of -rech.) and looking at feedback from Kin Melee, I'm starting to look at a Ice/KM to supplement my GR experience after rolling a elec/elec dom, the reason for this is because KM seems to offer mitigation, using the stacks of -dmg, relating it personally to Ice Melee and its -rech as main mitigation, the stun, disorient and knockdowns could easily fill in the gap within Ice Armour's defence in non-powerpool toggles, and the Energy/Negative defence Ice armour offers at 18 is looking nice for turning off XP at 20 and staying in GR. Also making the comparison to Ice/Ice, Ice/KM seems to give the impression that most of the level 50 multi-target damage is going to come from Ice's Toggles (Slotting -rech proc and damage proc into Chilling Embrace, and damage proc into Icicles) with spamming Burst instead of Frozen Aura and APP aoes, while Burst is in comparison looking to be the effect of hitting FA while Ice Patch has been dropped, not to mention as a tanker a Pisonic damage proc can be slotted into that, or a disorient for even more mitigation, slotting wisely I think Ice/KM could be a very impressive Tanker set to play, as Ice Armour itself supplies the insane about of aoe-aggro that KM seems to lack when not relying on Gauntlet for effect. Although I'm personally declaring DOOM on how bad a giant ice-cube with spikes sticking out is going to look doing all the Kinetic animations.
So I'm trying to raise a point of discussion now on both how Kinetic Melee will function combined with Ice primary and another point on if anyone will be taking Ice tanks redside to make up for the complete lack of walking/flying ice-cubes around Rogue Islands. -
The only way I can see it working how you'd want it to work, is if the power was completely redesigned.
At the moment, it hits as an anchor, though not a toggle anchor like most of them, it will radiate from the target and maintain phase untill the power has reached the point where the algorithm comes to an end.
However, to achieve that toggle effect you want, like what was mentioned with Phase Shift ending toggles, is that if it worked as a pet,
Speificly, it would be a toggled pet that would drop at the feet of the target (Defenders tier 1 heal works in the same way) however, if this power is ticking (the only way it can check and cycle the Phase in the algorithm iirc) it would then tick on every mob bought into the anchor (An example would be that if the tier 1 heal was a PBAoE toggle instead of a PBAoE heal single click, every tick of the toggle would heal whatever was in a range, much like if the power was designed to work this way it would phase whatever would be in range)
to make it possible it would have to have a secondary loop in the algorithm while the first is the target placement, which I'd refer to as "Trace"
A possible, yet simple, algorithm may be:
Code:Drop Anchor: Trace would need its own ticks and thus its own checking algorithm, not to mention adding in things such as Magnitude, Con System, Player/Critter checks, it becomes a heavy algorithm in the end.Cast: Black Hole Target: Yes > Cast as toggle " ": No > Do not cast Cast as Toggle Is Black Hole toggled: Yes > Drop Anchor: Trace at Target " ": No > Cast: Black Hole Trace at Target Is Target Traced: Yes > Cast: Phase " ": No > Is Black Hole Toggled " ": No > Remove Effect: Phase from Target Is Black Hole Toggled Yes: Trace at Target No: Remove Effect: Trace from Target > Trace at Target No: Remove Anchor: Trace from Target
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Quote:Do you? Would you?
Definition
Frankenslot
1. Slotting a power with a diverse mix of multi-aspect Set Invention Origin Enhancements, as well as possibly Common IOs and/or Hamidon Origin Enhancements, purely to maximize the basic enhancement bonuses to that power with little or no regard for set bonuses.
I'm thinking of rolling more alts, one of them being a fire/fire blaster, and while in mids I was considering instead of using global rech through slots, that I would take a look at Frankenslotting for Acc/Dmg/Rech in most of the powers, as well as hitting early set bonuses to get Regen/Recover up.
While frankenslotting a blaster seems a little unconventional, as opposed to slotting global rech to achieve perma-hasten and slotting for acc/dmg regen/recover, is it a "viable alternative" technique for slotting blasters, instead of meta-gaming them? -
Quote:Taking from revisions of less Regen/Recover and more Rech, I worked a build where for 25seconds, AM and Haste would be stacking twice.I get a little cross-eyed looking at detailed builds, so I'll just give you some general guidelines.
I could then maybe reduce this, free up more slots to regain some of the Regen/Recover, and have both AM and Haste down to just below 120 (due to cast times, overlapping triggers, etc)
This build is slowly looking better with each reply I'm getting, albeit slowly getting more pricey, but thats fine.
The build that New Dawn just posted is sitting at almost/above 2x the amount of Regen that the build made from your revisions have made, with maybe 10second cooldowns between Hasten and AM upkeep.
But most of that seems to be from dropping Health, not to mention that the revision has 8% more def and an ability to escape meele.
But the New Dawn build seems to focus heavily on holds, I may swap out the Fitness pool, add in Fallout somewhere and use slight changes to New Dawn's build as my team set-up.
Revision is:
Hero Plan by Mids' Hero Designer 1.707
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Science Defender
Primary Power Set: Radiation Emission
Secondary Power Set: Sonic Attack
Power Pool: Speed
Power Pool: Flight
Power Pool: Leadership
Ancillary Pool: Power Mastery
Hero Profile:
Level 1: Radiant Aura -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(33), Dct'dW-Heal/Rchg(33), Dct'dW-Heal/EndRdx/Rchg(37), Dct'dW-Rchg(37)
Level 1: Shriek -- Decim-Acc/Dmg(A), Decim-Dmg/Rchg(13), Decim-Acc/EndRdx/Rchg(15), Decim-Acc/Dmg/Rchg(29), Decim-Build%(31)
Level 2: Radiation Infection -- DarkWD-Slow%(A), DarkWD-ToHitDeb/Rchg(3), DarkWD-ToHitDeb/EndRdx(3), DarkWD-ToHitDeb(31), LdyGrey-DefDeb/Rchg(31), LdyGrey-DefDeb/Rchg/EndRdx(33)
Level 4: Accelerate Metabolism -- P'Shift-Acc/Rchg(A), P'Shift-EndMod(5), P'Shift-EndMod/Rchg(5), P'Shift-EndMod/Acc/Rchg(13), P'Shift-EndMod/Acc(15)
Level 6: Hasten -- RechRdx-I(A), RechRdx-I(7), RechRdx-I(7)
Level 8: Hover -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(9), RedFtn-EndRdx/Rchg(9), RedFtn-Def/EndRdx/Rchg(11), RedFtn-Def(11), LkGmblr-Rchg+(46)
Level 10: Scream -- Decim-Acc/Dmg(A), Decim-Dmg/Rchg(17), Decim-Acc/EndRdx/Rchg(17), Decim-Acc/Dmg/Rchg(19), Decim-Dmg/EndRdx(29)
Level 12: Fly -- Empty(A)
Level 14: Enervating Field -- EndRdx-I(A)
Level 16: Shout -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/Rchg(19), Dev'n-Acc/Dmg/Rchg(21), Dev'n-Acc/Dmg/EndRdx/Rchg(21)
Level 18: Lingering Radiation -- P'ngTtl--Rchg%(A), ImpSwft-Dam%(34)
Level 20: Assault -- EndRdx-I(A), EndRdx-I(27)
Level 22: Maneuvers -- LkGmblr-Def(A), LkGmblr-Rchg+(23), LkGmblr-Def/Rchg(23), S'dpty-Def(25), S'dpty-Def/Rchg(25), S'dpty-Def/EndRdx(27)
Level 24: Choking Cloud -- NrncSD-Dam%(A), NrncSD-Acc/Rchg(34), NrncSD-EndRdx/Hold(34), NrncSD-Acc/EndRdx(36), NrncSD-Hold/Rng(36), NrncSD-Acc/Hold/Rchg(36)
Level 26: Howl -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(39), Posi-Dmg/Rchg(40), Posi-Dmg/Rng(40), Posi-Acc/Dmg/EndRdx(40)
Level 28: Shockwave -- FrcFbk-Rechg%(A), FrcFbk-Acc/KB(39), FrcFbk-Dmg/KB(39), FrcFbk-Rchg/KB(43)
Level 30: Amplify -- RechRdx-I(A), RechRdx-I(42)
Level 32: Siren's Song -- FtnHyp-Acc/Rchg(A), FtnHyp-Sleep/Rchg(37), FtnHyp-Plct%(42), FtnHyp-Acc/Sleep/Rchg(42), FtnHyp-Sleep/EndRdx(46)
Level 35: Screech -- Amaze-ToHitDeb%(A), Amaze-Acc/Stun/Rchg(43), Amaze-Acc/Rchg(43), Amaze-Stun/Rchg(45), Amaze-Stun(45)
Level 38: Dreadful Wail -- Sciroc-Dam%(A), Sciroc-Acc/Rchg(48)
Level 41: Tactics -- Rec'dRet-Pcptn(A)
Level 44: Conserve Power -- RechRdx-I(A), RechRdx-I(45), RechRdx-I(46)
Level 47: Force of Nature -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam/Rchg(48), ImpArm-EndRdx/Rchg(48)
Level 49: Temp Invulnerability -- RctvArm-ResDam/Rchg(A), RctvArm-EndRdx/Rchg(50), RctvArm-ResDam(50), RctvArm-ResDam/EndRdx/Rchg(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Vigilance
Level 6: Ninja Run
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Set Bonus Totals:- 7.5% DamageBuff(Smashing)
- 7.5% DamageBuff(Lethal)
- 7.5% DamageBuff(Fire)
- 7.5% DamageBuff(Cold)
- 7.5% DamageBuff(Energy)
- 7.5% DamageBuff(Negative)
- 7.5% DamageBuff(Toxic)
- 7.5% DamageBuff(Psionic)
- 2.5% Defense(Smashing)
- 2.5% Defense(Lethal)
- 1.25% Defense(Energy)
- 1.25% Defense(Negative)
- 1.88% Defense(Psionic)
- 3.13% Defense(Melee)
- 0.63% Defense(Ranged)
- 4.5% Max End
- 46% Enhancement(Accuracy)
- 2% Enhancement(Held)
- 68.8% Enhancement(RechargeTime)
- 4% Enhancement(Heal)
- 10% FlySpeed
- 129.7 HP (12.8%) HitPoints
- 10% JumpHeight
- 10% JumpSpeed
- MezResist(Immobilize) 11%
- MezResist(Terrorized) 4.95%
- 20% Perception
- 18% (0.3 End/sec) Recovery
- 46% (1.95 HP/sec) Regeneration
- 9.14% Resistance(Fire)
- 9.14% Resistance(Cold)
- 10% RunSpeed
Set Bonuses:
Doctored Wounds
(Radiant Aura)- MezResist(Terrorized) 2.2%
- 1.26% Resistance(Fire,Cold)
- 4% Enhancement(Heal)
- 5% Enhancement(RechargeTime)
(Shriek)- MezResist(Immobilize) 2.75%
- 11.4 HP (1.13%) HitPoints
- 2.25% Max End
- 6.25% Enhancement(RechargeTime)
(Radiation Infection)- 15.3 HP (1.5%) HitPoints
- 2.5% (0.04 End/sec) Recovery
- 5% Enhancement(RechargeTime)
(Radiation Infection)- 15.3 HP (1.5%) HitPoints
(Accelerate Metabolism)- 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
- 19.1 HP (1.88%) HitPoints
- 2.5% (0.04 End/sec) Recovery
- 2.5% DamageBuff(All)
(Hover)- MezResist(Immobilize) 2.2%
- 1.26% Resistance(Fire,Cold)
- 2% DamageBuff(All)
- 5% Enhancement(RechargeTime)
(Hover)- 7.5% Enhancement(RechargeTime)
(Scream)- MezResist(Immobilize) 2.75%
- 11.4 HP (1.13%) HitPoints
- 2.25% Max End
- 6.25% Enhancement(RechargeTime)
(Shout)- 12% (0.51 HP/sec) Regeneration
- 22.9 HP (2.25%) HitPoints
- 3% DamageBuff(All)
(Maneuvers)- 10% (0.42 HP/sec) Regeneration
- 11.4 HP (1.13%) HitPoints
- 7.5% Enhancement(RechargeTime)
(Maneuvers)- 4% (0.17 HP/sec) Regeneration
- 7.63 HP (0.75%) HitPoints
(Choking Cloud)- MezResist(Immobilize) 2.2%
- 15.3 HP (1.5%) HitPoints
- 7% Enhancement(Accuracy)
- 2% Enhancement(Held)
- 2.5% Defense(Melee), 1.25% Defense(Lethal), 1.25% Defense(Smashing)
(Howl)- 2.5% (0.04 End/sec) Recovery
- 1.58% Resistance(Fire,Cold)
- 9% Enhancement(Accuracy)
- 6.25% Enhancement(RechargeTime)
(Shockwave)- 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
- MezResist(Terrorized) 2.75%
- 10% (0.42 HP/sec) Regeneration
(Siren's Song)- 4% (0.07 End/sec) Recovery
- 2.52% Resistance(Fire,Cold)
- 15% Enhancement(Accuracy)
- 10% Enhancement(RechargeTime)
(Screech)- 4% (0.07 End/sec) Recovery
- 2.52% Resistance(Fire,Cold)
- 15% Enhancement(Accuracy)
- 10% Enhancement(RechargeTime)
(Dreadful Wail)- 10% (0.42 HP/sec) Regeneration
(Tactics)- 20% Perception
(Force of Nature)- 2.5% (0.04 End/sec) Recovery
- 1.88% Defense(Psionic)
(Temp Invulnerability)- MezResist(Immobilize) 1.1%
- 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
- 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)
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- EM Pulse with 4 procs - Base recharge is 5 minutes and with 5% Global recharge + Hasten, you will be going 3 minutes between usages, for things that have a 1 in 6.6ish/1 in 5 chance (15 or 20%) to fire.
Not relying on EM Pulse to be constantly up, atm I've viewing it as the panic button of the build, may even swap it for Siren's.
- Radiation Infection - no End Reduction until L31 ? RI is .52 End/sec base.
Will swap for 2 slots of -End
[list]Accelerate Metabolism - Why the +End proc ? With full Performance Shifter set + Hasten, that's 3 minutes between possible uses.[list]
Noted.
- Choking Cloud - Taken at 24, no slots or End Reduction added till mid 30s. This is a .83 End/sec power.
Build is designed as a 50 respec.
- Enervating Field - No slots added, 1 Recharge ? This is a 1.04 End/sec power. Between RI/CC/EF and Maneuvers, at L24 you will be burning almost 3 end/sec with all 4 going. Which brings us to...
Same as above.
- Stamina - 6 slots, but using just 4 pieces of Efficacy Adapter, including an Acc/Rech piece. The only purpose of that Acc/Rech that I can see is it provides a Global Regen bonus.
I don't really know what I can do with this one, as I'm already at the end cap for that power. I could maybe drop the Energy Map, and use the slots to regain the set in damage powers.
- Radiant Aura, Choking Cloud, Howl, Shockwave, Amplify - You take these powers but do not add any slots to them for anywhere from 10 to 32(!) levels after you take them. Radiant Aura is 13 End per use. 2 uses of Radiant Aura + the 3 end/sec burn rate, you will have maybe 24 seconds before your End bar goes poof. And I just noticed you have exactly one (1) attack (not counting temps/Vets) from L1 to L26.
As above with the build being designed for 50 play.
I've moved some stuff around, added some more damage and tried to recover some end, mostly why I took the Power epic was for more end control though.
Hero Plan by Mids' Hero Designer 1.707
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Science Defender
Primary Power Set: Radiation Emission
Secondary Power Set: Sonic Attack
Power Pool: Speed
Power Pool: Flight
Power Pool: Fitness
Power Pool: Leadership
Ancillary Pool: Power Mastery
Hero Profile:
Level 1: Radiant Aura -- Mrcl-Rcvry+(A), Mrcl-Heal/Rchg(33), Mrcl-EndRdx/Rchg(33), Mrcl-Heal(37), Mrcl-Heal/EndRdx/Rchg(37), Mrcl-Heal/EndRdx(37)
Level 1: Shriek -- Entrpc-Heal%(A), Entrpc-Dmg/EndRdx(13), Entrpc-Acc/Dmg(15), Entrpc-Dmg/Rchg(29), Entrpc-Dmg/EndRdx/Rchg(31)
Level 2: Radiation Infection -- DampS-Rchg(A), DampS-ToHitDeb(3), LdyGrey-%Dam(3), LdyGrey-DefDeb(31), LdyGrey-DefDeb/Rchg(31), LdyGrey-DefDeb/Rchg/EndRdx(33)
Level 4: Accelerate Metabolism -- P'Shift-Acc/Rchg(A), P'Shift-EndMod(5), P'Shift-EndMod/Rchg(5), P'Shift-EndMod/Acc/Rchg(13), P'Shift-EndMod/Acc(15)
Level 6: Hasten -- RechRdx-I(A), RechRdx-I(7), RechRdx-I(7)
Level 8: Hover -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(9), RedFtn-EndRdx/Rchg(9), RedFtn-Def/EndRdx/Rchg(11), RedFtn-Def(11)
Level 10: Swift -- Empty(A)
Level 12: Fly -- Empty(A)
Level 14: Enervating Field -- EndRdx-I(A), EndRdx-I(46)
Level 16: Health -- Numna-Heal/EndRdx(A), Numna-EndRdx/Rchg(17), Numna-Heal/Rchg(17), Numna-Heal/EndRdx/Rchg(19), Numna-Heal(19), Numna-Regen/Rcvry+(21)
Level 18: Lingering Radiation -- P'ngTtl--Rchg%(A), ImpSwft-Dam%(34)
Level 20: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(21), Efficacy-EndMod/Acc/Rchg(27), Efficacy-Acc/Rchg(29)
Level 22: Maneuvers -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(23), LkGmblr-Def/Rchg(23), S'dpty-Def(25), S'dpty-Def/Rchg(25), S'dpty-Def/EndRdx(27)
Level 24: Choking Cloud -- NrncSD-Dam%(A), NrncSD-Acc/Rchg(34), NrncSD-EndRdx/Hold(34), NrncSD-Acc/EndRdx(36), NrncSD-Hold/Rng(36), NrncSD-Acc/Hold/Rchg(36)
Level 26: Howl -- Det'tn-Acc/Dmg(A), Det'tn-Dmg/EndRdx(39), Det'tn-Dmg/Rchg(40), Det'tn-Dmg/Rng(40), Det'tn-Acc/Dmg/EndRdx(40), Det'tn-Dmg/EndRdx/Rng(42)
Level 28: Shockwave -- FrcFbk-Rechg%(A), FrcFbk-Acc/KB(39), FrcFbk-Dmg/KB(39), FrcFbk-Rchg/KB(43)
Level 30: Amplify -- RechRdx-I(A), RechRdx-I(42)
Level 32: Siren's Song -- FtnHyp-Acc/Rchg(A), FtnHyp-Plct%(42)
Level 35: Shout -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/Rchg(45), Dev'n-Acc/Dmg/EndRdx/Rchg(46)
Level 38: Dreadful Wail -- Sciroc-Dam%(A), Sciroc-Acc/Rchg(45)
Level 41: Scream -- F'Strk-Dmg/Rng(A), F'Strk-Dmg/Rchg(43), F'Strk-Acc/EndRdx(43)
Level 44: Conserve Power -- RechRdx-I(A), RechRdx-I(45), RechRdx-I(46)
Level 47: Force of Nature -- ImpArm-ResPsi(A), ImpArm-ResDam/Rchg(48), ImpArm-EndRdx/Rchg(48), ImpArm-ResDam(48)
Level 49: Temp Invulnerability -- RctvArm-ResDam/Rchg(A), RctvArm-EndRdx/Rchg(50), RctvArm-ResDam(50), RctvArm-ResDam/EndRdx/Rchg(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Vigilance
Level 6: Ninja Run
------------
Set Bonus Totals:- 6.5% DamageBuff(Smashing)
- 6.5% DamageBuff(Lethal)
- 6.5% DamageBuff(Fire)
- 6.5% DamageBuff(Cold)
- 6.5% DamageBuff(Energy)
- 6.5% DamageBuff(Negative)
- 6.5% DamageBuff(Toxic)
- 6.5% DamageBuff(Psionic)
- 2.5% Defense(Smashing)
- 2.5% Defense(Lethal)
- 1.88% Defense(Fire)
- 1.88% Defense(Cold)
- 3.13% Defense(Energy)
- 3.13% Defense(Negative)
- 3.75% Defense(Psionic)
- 3.13% Defense(Melee)
- 4.38% Defense(Ranged)
- 3.75% Defense(AoE)
- 4.5% Max End
- 7% Enhancement(Accuracy)
- 11.3% Enhancement(RechargeTime)
- 11% Enhancement(Heal)
- 2% Enhancement(Held)
- 10% FlySpeed
- 148.8 HP (14.6%) HitPoints
- 10% JumpHeight
- 10% JumpSpeed
- MezResist(Confused) 2.75%
- MezResist(Held) 3.3%
- MezResist(Immobilize) 5.5%
- MezResist(Sleep) 1.65%
- MezResist(Terrorized) 3.85%
- 15.5% (0.26 End/sec) Recovery
- 86% (3.65 HP/sec) Regeneration
- 1.26% Resistance(Fire)
- 1.26% Resistance(Cold)
- 1.88% Resistance(Energy)
- 1.88% Resistance(Toxic)
- 3% Resistance(Psionic)
- 10% RunSpeed
- 1% XPDebtProtection
Set Bonuses:
Miracle
(Radiant Aura)- 2.5% (0.04 End/sec) Recovery
- 19.1 HP (1.88%) HitPoints
- 5% Enhancement(Heal)
- 1.88% Defense(AoE), 0.94% Defense(Fire), 0.94% Defense(Cold)
- 1.88% Defense(Psionic)
(Shriek)- 10% (0.42 HP/sec) Regeneration
- MezResist(Confused) 2.75%
- 2.25% Max End
- 6.25% Enhancement(RechargeTime)
(Radiation Infection)- 2% DamageBuff(All)
(Radiation Infection)- 15.3 HP (1.5%) HitPoints
- 2.5% (0.04 End/sec) Recovery
- 8% (0.34 HP/sec) Regeneration
(Accelerate Metabolism)- 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
- 19.1 HP (1.88%) HitPoints
- 2.5% (0.04 End/sec) Recovery
- 2.5% DamageBuff(All)
(Hover)- MezResist(Immobilize) 2.2%
- 1.26% Resistance(Fire,Cold)
- 2% DamageBuff(All)
- 5% Enhancement(RechargeTime)
(Health)- 12% (0.51 HP/sec) Regeneration
- 19.1 HP (1.88%) HitPoints
- 6% Enhancement(Heal)
- MezResist(Held) 3.3%
- 3.75% Defense(Ranged), 1.88% Defense(Energy), 1.88% Defense(Negative)
(Stamina)- 11.4 HP (1.13%) HitPoints
- 1.5% (0.03 End/sec) Recovery
- 10% (0.42 HP/sec) Regeneration
(Maneuvers)- 10% (0.42 HP/sec) Regeneration
- 11.4 HP (1.13%) HitPoints
(Maneuvers)- 4% (0.17 HP/sec) Regeneration
- 7.63 HP (0.75%) HitPoints
(Choking Cloud)- MezResist(Immobilize) 2.2%
- 15.3 HP (1.5%) HitPoints
- 7% Enhancement(Accuracy)
- 2% Enhancement(Held)
- 2.5% Defense(Melee), 1.25% Defense(Lethal), 1.25% Defense(Smashing)
(Howl)- MezResist(Sleep) 1.65%
- 1.88% Resistance(Energy)
- 1% XPDebtProtection
- 1.88% Defense(AoE), 0.94% Defense(Fire), 0.94% Defense(Cold)
- 1.88% Resistance(Toxic)
(Shockwave)- 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
- MezResist(Terrorized) 2.75%
- 10% (0.42 HP/sec) Regeneration
(Siren's Song)- 4% (0.07 End/sec) Recovery
(Shout)- 12% (0.51 HP/sec) Regeneration
- 22.9 HP (2.25%) HitPoints
(Dreadful Wail)- 10% (0.42 HP/sec) Regeneration
(Scream)- MezResist(Terrorized) 1.1%
- 7.63 HP (0.75%) HitPoints
(Force of Nature)- 2.5% (0.04 End/sec) Recovery
- 1.88% Defense(Psionic)
- 2.25% Max End
- 3% Resistance(Psionic)
(Temp Invulnerability)- MezResist(Immobilize) 1.1%
- 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
- 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)
-
Thanks for the response, I'll start looking at other builds and begin revisions and such.
-
Currently without Hasten Dull Pain is on 161.2s recharge, inc +25% global recharge.
With Hasten at 200.8s recharge.
I can't really see how to add any more global rech without cutting the Regen further below 600% (597% atm without any purps)
Unless I've calculated wrong and Mids takes in account global rech in the power description.
[Edit] Seems mids power description takes in account global rech. -
Quote:What I meant was, I didn't just want someone to post a build and to say "This is how BS/Regen should be done."I'm kind of afraid to offer any advice. You say you don't want a cookie cutter build, and in a way that makes me worry that if we give you any good advice, you'll go off about how that isn't what you want, and how you clearly stated in your post that it wasn't what you want. But at the same time, you want to be able to amaze teams. Well, you're not going to amaze any teams. You have the survivability of a blaster with the damage output of a tanker. I don't THINK that was your intent, even if you want a concept build. So, I'm going to go ahead and risk it.
Honestly I've never gone into scrappers, or into the IO system, so right now I'm just playing around with possibilities, I much appreciate that people, yourself included, are saying why something is wrong, as opposed to simply saying its wrong.
So I've now dropped switched slash and phase, giving slash a use while phase is a concept power.
Slotted more in Hack, Air Sup, and Slash.
I've lost some regen and hp, but from Werner's suggestion of keeping Dull Pain up as much as possible thats not so much of an issue: Maybe even rotate uses of Dull Pain and Instant Healing for the survivablity?
I've moved some things around as well as dropping and switching IOs for more acc and rech.
Maybe even drop Phase Shift for Char, but I tend to forget about single target holds when playing.
Dropped the IOsfrom Instant Healing in favour of two Rech.
Current bonus on Acc and Rech is +25% on each.
Hero Plan by Mids' Hero Designer 1.707
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Technology Scrapper
Primary Power Set: Broad Sword
Secondary Power Set: Regeneration
Power Pool: Speed
Power Pool: Flight
Power Pool: Concealment
Ancillary Pool: Blaze Mastery
Hero Profile:
Level 1: Hack -- C'ngImp-Acc/Dmg(A), C'ngImp-Acc/Dmg/EndRdx(3), C'ngImp-Acc/Dmg/Rchg(34), C'ngImp-Dmg/EndRdx/Rchg(36), C'ngImp-Dmg/Rchg(36)
Level 1: Fast Healing -- RgnTis-EndRdx/Rchg(A), RgnTis-Regen+(3), RgnTis-Heal/Rchg(5), RgnTis-Heal/EndRdx(5), RgnTis-Heal/EndRdx/Rchg(7)
Level 2: Reconstruction -- Tr'ge-Heal/Rchg(A), Tr'ge-EndRdx/Rchg(7), Numna-Regen/Rcvry+(9), Numna-Heal/Rchg(9), Numna-Heal(11), Numna-EndRdx/Rchg(11)
Level 4: Quick Recovery -- EnManip-EndMod(A), EnManip-EndMod/Rchg(13), P'Shift-End%(15), P'Shift-EndMod(15), P'Shift-EndMod/Acc(27)
Level 6: Hasten -- RechRdx-I(A), RechRdx-I(27), RechRdx-I(29)
Level 8: Air Superiority -- P'ngS'Fest-Stun%(A), P'ngS'Fest-Dmg/EndRdx(13), P'ngS'Fest-Acc/Dmg(34), P'ngS'Fest-Dmg/Rchg(34)
Level 10: Fly -- Frbd-Fly(A)
Level 12: Stealth -- GftotA-Run+(A)
Level 14: Invisibility -- EndRdx(A)
Level 16: Parry -- Acc-I(A), Acc-I(17), LkGmblr-EndRdx/Rchg(17), LkGmblr-Def/EndRdx/Rchg(19), LkGmblr-Def(19), LkGmblr-Rchg+(21)
Level 18: Dull Pain -- Numna-Heal/Rchg(A), Numna-Heal/EndRdx/Rchg(21), Numna-EndRdx/Rchg(23), Mrcl-Heal(23), Mrcl-Heal/Rchg(25), Mrcl-EndRdx/Rchg(25)
Level 20: Integration -- Panac-Heal/+End(A), Panac-Heal(31), Panac-EndRdx/Rchg(31), Panac-Heal/EndRedux/Rchg(33), Panac-Heal/Rchg(33), Panac-Heal/EndRedux(33)
Level 22: Build Up -- GSFC-Build%(A), GSFC-ToHit/Rchg(29), AdjTgt-ToHit/Rchg(31), AdjTgt-Rchg(45)
Level 24: Resilience -- ResDam-I(A)
Level 26: Disembowel -- Mako-Dam%(A), Mako-Acc/Dmg(42), Mako-Acc/Dmg/EndRdx/Rchg(42), C'ngImp-Acc/Dmg/Rchg(42), C'ngImp-Acc/Dmg/EndRdx(43), C'ngImp-Acc/Dmg(43)
Level 28: Instant Healing -- RechRdx-I(A), RechRdx-I(50)
Level 30: Slash -- P'ngS'Fest-Acc/Dmg(A), P'ngS'Fest-Dmg/Rchg(43)
Level 32: Head Splitter -- AnWeak-%ToHit(A), AnWeak-Acc/Rchg(36), Erad-Acc/Rchg(37), Erad-%Dam(37), Erad-Acc/Dmg/Rchg(37), Erad-Acc/Dmg/EndRdx/Rchg(40)
Level 35: Whirling Sword -- AnWeak-%ToHit(A), AnWeak-Acc/Rchg(45), Oblit-Acc/Rchg(45), Oblit-Acc/Dmg/EndRdx/Rchg(46), Oblit-%Dam(46), Oblit-Acc/Dmg/Rchg(46)
Level 38: Moment of Glory -- Adrenal-EndMod(A), Adrenal-EndMod/Rchg(39), Adrenal-EndMod/Acc/Rchg(39), P'Shift-EndMod/Rchg(39), P'Shift-Acc/Rchg(40), P'Shift-EndMod/Acc/Rchg(40)
Level 41: Ring of Fire -- T'pst-EndDrn%(A)
Level 44: Melt Armor -- ShldBrk-Acc/Rchg(A)
Level 47: Fire Ball -- Posi-Dam%(A), Posi-Acc/Dmg(48), AirB'st-Acc/Dmg(48), AirB'st-Dmg/EndRdx(48), AirB'st-Dmg/Rchg(50), AirB'st-Dmg/Rng(50)
Level 49: Phase Shift -- RechRdx-I(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit
Level 1: Ninja Run
------------
Set Bonuses:
Crushing Impact
(Hack)- MezResist(Immobilize) 2.2%
- 15.1 HP (1.12%) HitPoints
- 7% Enhancement(Accuracy)
- 5% Enhancement(RechargeTime)
(Fast Healing)- 4% RunSpeed
- 20.1 HP (1.5%) HitPoints
- 4% Enhancement(Heal)
- 5% Enhancement(RechargeTime)
(Reconstruction)- 4% (0.22 HP/sec) Regeneration
(Reconstruction)- 12% (0.67 HP/sec) Regeneration
- 25.1 HP (1.87%) HitPoints
- 6% Enhancement(Heal)
(Quick Recovery)- 1.5% (0.03 End/sec) Recovery
(Quick Recovery)- 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
- 25.1 HP (1.87%) HitPoints
(Air Superiority)- 8% (0.45 HP/sec) Regeneration
- 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
- 2% DamageBuff(All)
(Stealth)- 7.5% RunSpeed
(Parry)- 10% (0.56 HP/sec) Regeneration
- 15.1 HP (1.12%) HitPoints
- 9% Enhancement(Accuracy)
- 7.5% Enhancement(RechargeTime)
(Dull Pain)- 12% (0.67 HP/sec) Regeneration
- 25.1 HP (1.87%) HitPoints
(Dull Pain)- 2.5% (0.04 End/sec) Recovery
- 25.1 HP (1.87%) HitPoints
(Integration)- 2.5% (0.04 End/sec) Recovery1.58% Resistance(Smashing,Lethal) (in PvP)
- 10% (0.56 HP/sec) Regeneration, MezResist(Repel) 1000% (10% chance, in PvP)
- 20.1 HP (1.5%) HitPointsStatus Resistance 5% (in PvP)
- 7.5% Enhancement(RechargeTime), 7.5% Enhancement(Range) (in PvP)
- 6% Enhancement(Heal), 3.13% Defense(Melee), 1.56% Defense(Lethal), 1.56% Defense(Smashing)
(Build Up)- 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
(Build Up)- 2% DamageBuff(All)
(Disembowel)- MezResist(Immobilize) 3.3%
- 20.1 HP (1.5%) HitPoints
(Disembowel)- MezResist(Immobilize) 2.2%
- 15.1 HP (1.12%) HitPoints
(Slash)- 8% (0.45 HP/sec) Regeneration
(Head Splitter)- 10% (0.56 HP/sec) Regeneration
(Head Splitter)- 1.8% Max End
- 3.13% Defense(Energy,Negative), 1.56% Defense(Ranged)
- 30.1 HP (2.25%) HitPoints
(Whirling Sword)- 10% (0.56 HP/sec) Regeneration
(Whirling Sword)- MezResist(Stun) 2.2%
- 3% DamageBuff(All)
- 9% Enhancement(Accuracy)
(Moment of Glory)- 1% (0.02 End/sec) Recovery
- 15.1 HP (1.12%) HitPoints
(Moment of Glory)- 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
- 25.1 HP (1.87%) HitPoints
(Fire Ball)- 2.5% (0.04 End/sec) Recovery
(Fire Ball)- 2% Enhancement(Knockback), 2% Enhancement(Knockup)
- 10 HP (0.75%) HitPoints
- 0.63% Resistance(Smashing,Lethal)
-
I see your point in going more towards having a higher base chance to hit rather than relying on BuildUp to be triggered before firing off whirling.
My intial idea behind the procs was more of a "Wouldn't it be fun to..?" Rather than a staple component, as I'm not completely fond of whirling's activiation time.
Here's a revision taking in account what you've said:
Hero Plan by Mids' Hero Designer 1.707
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Technology Scrapper
Primary Power Set: Broad Sword
Secondary Power Set: Regeneration
Power Pool: Speed
Power Pool: Flight
Power Pool: Concealment
Ancillary Pool: Blaze Mastery
Hero Profile:
Level 1: Hack -- KntkC'bat-Knock%(A), KntkC'bat-Dmg/Rchg(3), KntkC'bat-Acc/Dmg(34)
Level 1: Fast Healing -- RgnTis-EndRdx/Rchg(A), RgnTis-Regen+(3), RgnTis-Heal/Rchg(5), RgnTis-Heal/EndRdx(5), RgnTis-Heal/EndRdx/Rchg(7)
Level 2: Reconstruction -- Tr'ge-Heal/Rchg(A), Tr'ge-EndRdx/Rchg(7), Numna-Regen/Rcvry+(9), Numna-Heal/Rchg(9), Numna-Heal(11), Numna-EndRdx/Rchg(11)
Level 4: Quick Recovery -- EnManip-Stun%(A), EnManip-EndMod/Rchg(13), EnManip-EndMod(13), P'Shift-End%(15), P'Shift-EndMod(15), P'Shift-EndMod/Acc(27)
Level 6: Hasten -- RechRdx-I(A), RechRdx-I(27), RechRdx-I(29)
Level 8: Air Superiority -- P'ngS'Fest-Stun%(A), P'ngS'Fest-Acc/Dmg(34), P'ngS'Fest-Dmg/Rchg(34)
Level 10: Fly -- Frbd-Fly(A)
Level 12: Stealth -- GftotA-Run+(A)
Level 14: Invisibility -- EndRdx(A)
Level 16: Parry -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/Rchg(17), LkGmblr-EndRdx/Rchg(17), LkGmblr-Def/EndRdx/Rchg(19), LkGmblr-Def(19), LkGmblr-Rchg+(21)
Level 18: Dull Pain -- Numna-Heal/Rchg(A), Numna-Heal/EndRdx/Rchg(21), Numna-EndRdx/Rchg(23), Mrcl-Heal(23), Mrcl-Heal/Rchg(25), Mrcl-EndRdx/Rchg(25)
Level 20: Integration -- Panac-Heal/+End(A), Panac-Heal(31), Panac-EndRdx/Rchg(31), Panac-Heal/EndRedux/Rchg(33), Panac-Heal/Rchg(33), Panac-Heal/EndRedux(33)
Level 22: Build Up -- GSFC-Build%(A), GSFC-ToHit/Rchg(29), AdjTgt-ToHit/Rchg(31), AdjTgt-Rchg(45)
Level 24: Resilience -- S'fstPrt-ResKB(A), S'fstPrt-ResDam/Def+(36), S'fstPrt-ResDam/EndRdx(36)
Level 26: Disembowel -- Mako-Dam%(A), Mako-Acc/Dmg(42), Mako-Acc/Dmg/EndRdx/Rchg(42), C'ngImp-Acc/Dmg/Rchg(42), C'ngImp-Acc/Dmg/EndRdx(43), C'ngImp-Acc/Dmg(43)
Level 28: Instant Healing -- Numna-Heal(A), Numna-Heal/Rchg(43)
Level 30: Phase Shift -- RechRdx(A)
Level 32: Head Splitter -- AnWeak-%ToHit(A), AnWeak-Acc/Rchg(36), Erad-Acc/Rchg(37), Erad-%Dam(37), Erad-Acc/Dmg/Rchg(37), Erad-Acc/Dmg/EndRdx/Rchg(40)
Level 35: Whirling Sword -- AnWeak-%ToHit(A), AnWeak-Acc/Rchg(45), Oblit-Acc/Rchg(45), Oblit-Acc/Dmg/EndRdx/Rchg(46), Oblit-%Dam(46), Oblit-Acc/Dmg/Rchg(46)
Level 38: Moment of Glory -- EnManip-Stun%(A), EnManip-EndMod/Rchg(39), EnManip-EndMod(39), Adrenal-EndMod(39), Adrenal-EndMod/Rchg(40), Adrenal-EndMod/Acc/Rchg(40)
Level 41: Ring of Fire -- T'pst-EndDrn%(A)
Level 44: Melt Armor -- AnWeak-Acc/DefDeb(A), AnWeak-%ToHit(50)
Level 47: Fire Ball -- Posi-Dam%(A), Posi-Acc/Dmg/EndRdx(48), AirB'st-Acc/Dmg(48), AirB'st-Dmg/EndRdx(48), AirB'st-Dmg/Rchg(50), AirB'st-Dmg/Rng(50)
Level 49: Slash -- KntkC'bat-Knock%(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit
Level 1: Ninja Run
------------
Set Bonuses:
Kinetic Combat
(Hack)- MezResist(Immobilize) 2.75%
- 20.1 HP (1.5%) HitPoints
(Fast Healing)- 4% RunSpeed
- 20.1 HP (1.5%) HitPoints
- 4% Enhancement(Heal)
- 5% Enhancement(RechargeTime)
(Reconstruction)- 4% (0.22 HP/sec) Regeneration
(Reconstruction)- 12% (0.67 HP/sec) Regeneration
- 25.1 HP (1.87%) HitPoints
- 6% Enhancement(Heal)
(Quick Recovery)- 1.5% (0.03 End/sec) Recovery
- 6% (0.34 HP/sec) Regeneration
(Quick Recovery)- 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
- 25.1 HP (1.87%) HitPoints
(Air Superiority)- 8% (0.45 HP/sec) Regeneration
- 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
(Stealth)- 7.5% RunSpeed
(Parry)- 10% (0.56 HP/sec) Regeneration
- 15.1 HP (1.12%) HitPoints
- 9% Enhancement(Accuracy)
- MezResist(Held) 2.75%
- 3.13% Resistance(Psionic)
- 7.5% Enhancement(RechargeTime)
(Dull Pain)- 12% (0.67 HP/sec) Regeneration
- 25.1 HP (1.87%) HitPoints
(Dull Pain)- 2.5% (0.04 End/sec) Recovery
- 25.1 HP (1.87%) HitPoints
(Integration)- 2.5% (0.04 End/sec) Recovery1.58% Resistance(Smashing,Lethal) (in PvP)
- 10% (0.56 HP/sec) Regeneration, MezResist(Repel) 1000% (10% chance, in PvP)
- 20.1 HP (1.5%) HitPointsStatus Resistance 5% (in PvP)
- 7.5% Enhancement(RechargeTime), 7.5% Enhancement(Range) (in PvP)
- 6% Enhancement(Heal), 3.13% Defense(Melee), 1.56% Defense(Lethal), 1.56% Defense(Smashing)
(Build Up)- 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
(Build Up)- 2% DamageBuff(All)
(Resilience)- 1.5% (0.03 End/sec) Recovery
- 20.1 HP (1.5%) HitPoints
- Knockback Protection (Mag -4)
- 3% Defense(All)
(Disembowel)- MezResist(Immobilize) 3.3%
- 20.1 HP (1.5%) HitPoints
(Disembowel)- MezResist(Immobilize) 2.2%
- 15.1 HP (1.12%) HitPoints
(Instant Healing)- 12% (0.67 HP/sec) Regeneration
(Head Splitter)- 10% (0.56 HP/sec) Regeneration
(Head Splitter)- 1.8% Max End
- 3.13% Defense(Energy,Negative), 1.56% Defense(Ranged)
- 30.1 HP (2.25%) HitPoints
(Whirling Sword)- 10% (0.56 HP/sec) Regeneration
(Whirling Sword)- MezResist(Stun) 2.2%
- 3% DamageBuff(All)
- 9% Enhancement(Accuracy)
(Moment of Glory)- 1.5% (0.03 End/sec) Recovery
- 6% (0.34 HP/sec) Regeneration
(Moment of Glory)- 1% (0.02 End/sec) Recovery
- 15.1 HP (1.12%) HitPoints
(Melt Armor)- 10% (0.56 HP/sec) Regeneration
(Fire Ball)- 2.5% (0.04 End/sec) Recovery
(Fire Ball)- 2% Enhancement(Knockback), 2% Enhancement(Knockup)
- 10 HP (0.75%) HitPoints
- 0.63% Resistance(Smashing,Lethal)
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http://boards.cityofheroes.com/showthread.php?t=119258
As an Ice/Ice, I'm still basing off that build, even though it's a few issues behind. -
Due to the fact that the game allows the use of two builds, as I've been leveling my Defender I've come into the habit of switching to my second build for solo work, and playing in AE.
Now as I'm coming towards level 50, I've decided to build the toon with solo in mind (and either SO the team build, or I'm looking into rolling an Empathy/) as such hitting things such as def caps and multi-target damage is important.
The defense of this build, rather than solidly relying on say Regen or Def/Res combos, to achieve a balance of -ToHit & Def & Holds (Because while not precisely equal, they follow the same purpose of not getting hit) while having Regen and (several) Emergancy/pre-charge/panic buttons ready when required.
I'm not quite sure I've hit the Perma-AM thing,
Amplify is being slotted for basic recharge as opposed to Damage/ToHit, as Vigilance will be providing a damage boost in the build.
If someone could conform/prove/disprove the math of the -ToHit and Defence combo that would be kind. As well as pointing out any solid gaps within the build.
I'm really hoping that people can get a slight idea of what the concept is, and what I'm trying to achieve with my IO slotting, as always, any and all help/comments/critizism is appreciated, and this is intended to be "fun to play" rather than a "typical Rad/" build.
Hero Plan by Mids' Hero Designer 1.707
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Science Defender
Primary Power Set: Radiation Emission
Secondary Power Set: Sonic Attack
Power Pool: Speed
Power Pool: Flight
Power Pool: Fitness
Power Pool: Leadership
Ancillary Pool: Power Mastery
Hero Profile:
Level 1: Radiant Aura- (A) Miracle - +Recovery
- (33) Miracle - Heal/Recharge
- (33) Miracle - Endurance/Recharge
- (37) Miracle - Heal
- (37) Miracle - Heal/Endurance/Recharge
- (37) Miracle - Heal/Endurance
- (A) Entropic Chaos - Chance of Heal Self
- (A) Dampened Spirits - Recharge
- (3) Dampened Spirits - To Hit Debuff
- (3) Touch of Lady Grey - Chance for Negative Damage
- (31) Touch of Lady Grey - Defense Debuff
- (31) Touch of Lady Grey - Defense Debuff/Recharge
- (33) Touch of Lady Grey - Defense Debuff/Recharge/Endurance
- (A) Performance Shifter - Chance for +End
- (5) Performance Shifter - EndMod
- (5) Performance Shifter - EndMod/Recharge
- (13) Performance Shifter - EndMod/Accuracy/Recharge
- (15) Performance Shifter - EndMod/Accuracy
- (15) Performance Shifter - Accuracy/Recharge
- (A) Recharge Reduction IO
- (7) Recharge Reduction IO
- (7) Recharge Reduction IO
- (A) Red Fortune - Defense/Endurance
- (9) Red Fortune - Defense/Recharge
- (9) Red Fortune - Endurance/Recharge
- (11) Red Fortune - Defense/Endurance/Recharge
- (11) Red Fortune - Defense
- (13) Red Fortune - Endurance
- (A) Empty
- (A) Empty
- (A) Recharge Reduction IO
- (A) Numina's Convalescence - Heal/Endurance
- (17) Numina's Convalescence - Endurance/Recharge
- (17) Numina's Convalescence - Heal/Recharge
- (19) Numina's Convalescence - Heal/Endurance/Recharge
- (19) Numina's Convalescence - Heal
- (21) Numina's Convalescence - +Regeneration/+Recovery
- (A) Pacing of the Turtle - Chance of -Recharge
- (34) Impeded Swiftness - Chance of Damage(Smashing)
- (A) Efficacy Adaptor - EndMod
- (21) Efficacy Adaptor - EndMod/Recharge
- (27) Efficacy Adaptor - EndMod/Accuracy/Recharge
- (29) Efficacy Adaptor - Accuracy/Recharge
- (29) Energy Manipulator - EndMod
- (31) Energy Manipulator - EndMod/Recharge
- (A) Luck of the Gambler - Defense
- (23) Luck of the Gambler - Defense/Endurance
- (23) Luck of the Gambler - Defense/Recharge
- (25) Serendipity - Defense
- (25) Serendipity - Defense/Recharge
- (27) Serendipity - Defense/Endurance
- (A) Neuronic Shutdown - Chance of Damage(Psionic)
- (34) Neuronic Shutdown - Accuracy/Recharge
- (34) Neuronic Shutdown - Endurance/Hold
- (36) Neuronic Shutdown - Accuracy/Endurance
- (36) Neuronic Shutdown - Hold/Range
- (36) Neuronic Shutdown - Accuracy/Hold/Recharge
- (A) Detonation - Accuracy/Damage
- (39) Detonation - Damage/Endurance
- (40) Detonation - Damage/Recharge
- (40) Detonation - Damage/Range
- (40) Detonation - Accuracy/Damage/Endurance
- (42) Detonation - Damage/Endurance/Range
- (A) Force Feedback - Chance for +Recharge
- (39) Force Feedback - Accuracy/Knockback
- (39) Force Feedback - Damage/Knockback
- (43) Force Feedback - Recharge/Knockback
- (A) Gaussian's Synchronized Fire-Control - Chance for Build Up
- (42) Recharge Reduction IO
- (42) Recharge Reduction IO
- (A) Lockdown - Chance for +2 Mag Hold
- (45) Ghost Widow's Embrace - Chance of Damage(Psionic)
- (46) Neuronic Shutdown - Chance of Damage(Psionic)
- (46) Energy Manipulator - Chance to Stun
- (A) Entropic Chaos - Chance of Heal Self
- (A) Scirocco's Dervish - Chance of Damage(Lethal)
- (45) Scirocco's Dervish - Accuracy/Recharge
- (A) Far Strike - Damage/Range
- (43) Far Strike - Damage/Recharge
- (43) Far Strike - Accuracy/Endurance
- (A) Recharge Reduction IO
- (45) Recharge Reduction IO
- (46) Recharge Reduction IO
- (A) Impervium Armor - Psionic Resistance
- (48) Impervium Armor - Resistance/Recharge
- (48) Impervium Armor - Endurance/Recharge
- (48) Impervium Armor - Resistance
- (A) Reactive Armor - Resistance/Recharge
- (50) Reactive Armor - Endurance/Recharge
- (50) Reactive Armor - Resistance
- (50) Reactive Armor - Resistance/Endurance/Recharge
Level 1: Brawl- (A) Empty
- (A) Empty
- (A) Empty
Level 6: Ninja Run
------------
Set Bonus Totals:- 6.5% DamageBuff(Smashing)
- 6.5% DamageBuff(Lethal)
- 6.5% DamageBuff(Fire)
- 6.5% DamageBuff(Cold)
- 6.5% DamageBuff(Energy)
- 6.5% DamageBuff(Negative)
- 6.5% DamageBuff(Toxic)
- 6.5% DamageBuff(Psionic)
- 2.5% Defense(Smashing)
- 2.5% Defense(Lethal)
- 3.44% Defense(Fire)
- 3.44% Defense(Cold)
- 4.38% Defense(Energy)
- 4.38% Defense(Negative)
- 3.75% Defense(Psionic)
- 3.13% Defense(Melee)
- 6.88% Defense(Ranged)
- 6.88% Defense(AoE)
- 2.25% Max End
- 2% Enhancement(Held)
- 11% Enhancement(Heal)
- 7% Enhancement(Accuracy)
- 5% Enhancement(RechargeTime)
- 10% FlySpeed
- 125.9 HP (12.4%) HitPoints
- 10% JumpHeight
- 10% JumpSpeed
- MezResist(Held) 3.3%
- MezResist(Immobilize) 5.5%
- MezResist(Sleep) 1.65%
- MezResist(Terrorized) 3.85%
- 13% (0.22 End/sec) Recovery
- 64% (2.72 HP/sec) Regeneration
- 1.26% Resistance(Fire)
- 1.26% Resistance(Cold)
- 1.88% Resistance(Energy)
- 1.88% Resistance(Toxic)
- 3% Resistance(Psionic)
- 10% RunSpeed
- 1% XPDebtProtection
Set Bonuses:
Miracle
(Radiant Aura)- 2.5% (0.04 End/sec) Recovery
- 19.1 HP (1.88%) HitPoints
- 5% Enhancement(Heal)
- 1.88% Defense(AoE), 0.94% Defense(Fire), 0.94% Defense(Cold)
- 1.88% Defense(Psionic)
(Radiation Infection)- 2% DamageBuff(All)
(Radiation Infection)- 15.3 HP (1.5%) HitPoints
- 2.5% (0.04 End/sec) Recovery
- 8% (0.34 HP/sec) Regeneration
(Accelerate Metabolism)- 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
- 19.1 HP (1.88%) HitPoints
- 2.5% (0.04 End/sec) Recovery
- 2.5% DamageBuff(All)
- 3.13% Defense(AoE), 1.56% Defense(Fire), 1.56% Defense(Cold)
(Hover)- MezResist(Immobilize) 2.2%
- 1.26% Resistance(Fire,Cold)
- 2% DamageBuff(All)
- 5% Enhancement(RechargeTime)
- 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative)
(Health)- 12% (0.51 HP/sec) Regeneration
- 19.1 HP (1.88%) HitPoints
- 6% Enhancement(Heal)
- MezResist(Held) 3.3%
- 3.75% Defense(Ranged), 1.88% Defense(Energy), 1.88% Defense(Negative)
(Stamina)- 11.4 HP (1.13%) HitPoints
- 1.5% (0.03 End/sec) Recovery
- 10% (0.42 HP/sec) Regeneration
(Stamina)- 1.5% (0.03 End/sec) Recovery
(Maneuvers)- 10% (0.42 HP/sec) Regeneration
- 11.4 HP (1.13%) HitPoints
(Maneuvers)- 4% (0.17 HP/sec) Regeneration
- 7.63 HP (0.75%) HitPoints
(Choking Cloud)- MezResist(Immobilize) 2.2%
- 15.3 HP (1.5%) HitPoints
- 7% Enhancement(Accuracy)
- 2% Enhancement(Held)
- 2.5% Defense(Melee), 1.25% Defense(Lethal), 1.25% Defense(Smashing)
(Howl)- MezResist(Sleep) 1.65%
- 1.88% Resistance(Energy)
- 1% XPDebtProtection
- 1.88% Defense(AoE), 0.94% Defense(Fire), 0.94% Defense(Cold)
- 1.88% Resistance(Toxic)
(Shockwave)- 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
- MezResist(Terrorized) 2.75%
- 10% (0.42 HP/sec) Regeneration
(Dreadful Wail)- 10% (0.42 HP/sec) Regeneration
(Scream)- MezResist(Terrorized) 1.1%
- 7.63 HP (0.75%) HitPoints
(Force of Nature)- 2.5% (0.04 End/sec) Recovery
- 1.88% Defense(Psionic)
- 2.25% Max End
- 3% Resistance(Psionic)
(Temp Invulnerability)- MezResist(Immobilize) 1.1%
- 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
- 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)
-
As within the coming week or two, I intend to hit 50 on my BS/Regen Scrapper, I think now is the best time to begin plotting out how he's going to "shape up" after the big ding, and have been playing around with a concept of using the Epic Powersets and the final tiers of Broadsword fleshed out with the basics and some "fun" powerpools.
This build would probably be used mostly in TFs and the occasional AE run & merit arc run, instead of the usual "Single target" focus of broadsword, I want a build that has a chance of either amazing the team, or tasting the floor, as a scrapper should do.
the budget of the build will probably be maybe a billion or two, as by current calculation I'll have 1000 merits by the time I hit 50, allowing me either to chance the RNG or buy enough of the "big sellers" to gain enough to flesh out this build, and hopefully my Defender toon with decent non-purple IOs.
I'm pretty much open to consider any advance, I just don't want a "cookie-cutter standard BS/Regen build" by the end of it.
Thank you for your time.
Hero Plan by Mids' Hero Designer 1.707
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Technology Scrapper
Primary Power Set: Broad Sword
Secondary Power Set: Regeneration
Power Pool: Speed
Power Pool: Flight
Power Pool: Concealment
Ancillary Pool: Blaze Mastery
Hero Profile:
Level 1: Hack- (A) Kinetic Combat - Knockdown Bonus
- (A) Numina's Convalescence - +Regeneration/+Recovery
- (3) Numina's Convalescence - Heal
- (3) Numina's Convalescence - Heal/Endurance/Recharge
- (5) Numina's Convalescence - Heal/Recharge
- (5) Numina's Convalescence - Heal/Endurance
- (7) Numina's Convalescence - Endurance/Recharge
- (A) Regenerative Tissue - +Regeneration
- (7) Regenerative Tissue - Heal/Recharge
- (9) Regenerative Tissue - Heal/Endurance/Recharge
- (9) Numina's Convalescence - Heal/Recharge
- (11) Numina's Convalescence - Heal
- (11) Numina's Convalescence - Endurance/Recharge
- (A) Energy Manipulator - Chance to Stun
- (13) Energy Manipulator - EndMod/Recharge
- (13) Energy Manipulator - EndMod
- (15) Performance Shifter - Chance for +End
- (15) Performance Shifter - EndMod
- (27) Performance Shifter - EndMod/Accuracy
- (A) Recharge Reduction IO
- (27) Recharge Reduction IO
- (29) Recharge Reduction IO
- (A) Pounding Slugfest - Disorient Bonus
- (A) Freebird - FlySpeed
- (A) Gift of the Ancients - Run Speed +7.5%
- (A) Endurance Reduction
- (A) Luck of the Gambler - Defense/Endurance
- (17) Luck of the Gambler - Defense/Recharge
- (17) Luck of the Gambler - Endurance/Recharge
- (19) Luck of the Gambler - Defense/Endurance/Recharge
- (19) Luck of the Gambler - Defense
- (21) Luck of the Gambler - Recharge Speed
- (A) Numina's Convalescence - Heal/Recharge
- (21) Numina's Convalescence - Heal/Endurance/Recharge
- (23) Numina's Convalescence - Endurance/Recharge
- (23) Miracle - Heal
- (25) Miracle - Heal/Recharge
- (25) Miracle - Endurance/Recharge
- (A) Panacea - +Hit Points/Endurance
- (31) Panacea - Heal
- (31) Panacea - Endurance/Recharge
- (33) Panacea - Heal/Endurance/Recharge
- (33) Panacea - Hea/Recharge
- (33) Panacea - Heal/Endurance
- (A) Gaussian's Synchronized Fire-Control - Chance for Build Up
- (29) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
- (31) Adjusted Targeting - To Hit Buff/Recharge
- (45) Adjusted Targeting - Recharge
- (A) Impervious Skin - Status Resistance
- (34) Impervious Skin - Resistance/Endurance
- (34) Impervious Skin - Resistance/Recharge
- (34) Steadfast Protection - Knockback Protection
- (36) Steadfast Protection - Resistance/+Def 3%
- (36) Steadfast Protection - Resistance/Endurance
- (A) Mako's Bite - Chance of Damage(Lethal)
- (42) Mako's Bite - Accuracy/Damage
- (42) Mako's Bite - Accuracy/Damage/Endurance/Recharge
- (42) Crushing Impact - Accuracy/Damage/Recharge
- (43) Crushing Impact - Accuracy/Damage/Endurance
- (43) Crushing Impact - Accuracy/Damage
- (A) Numina's Convalescence - Heal
- (43) Numina's Convalescence - Heal/Recharge
- (A) Recharge Reduction
- (A) Analyze Weakness - Chance for +ToHit
- (36) Analyze Weakness - Accuracy/Recharge
- (37) Touch of Lady Grey - Chance for Negative Damage
- (37) Eradication - Chance for Energy Damage
- (37) Force Feedback - Chance for +Recharge
- (40) Explosive Strike - Chance for Smashing Damage
- (A) Touch of Lady Grey - Chance for Negative Damage
- (45) Achilles' Heel - Chance for Res Debuff
- (45) Shield Breaker - Chance for Lethal Damage
- (46) Eradication - Chance for Energy Damage
- (46) Obliteration - Chance for Smashing Damage
- (46) Accuracy IO
- (A) Energy Manipulator - Chance to Stun
- (39) Energy Manipulator - EndMod/Recharge
- (39) Energy Manipulator - EndMod
- (39) Adrenal Adjustment - EndMod
- (40) Adrenal Adjustment - EndMod/Recharge
- (40) Adrenal Adjustment - EndMod/Accuracy/Recharge
- (A) Tempest - Chance of End Drain
- (A) Analyze Weakness - Accuracy/Defense Debuff
- (50) Analyze Weakness - Chance for +ToHit
- (A) Positron's Blast - Chance of Damage(Energy)
- (48) Positron's Blast - Accuracy/Damage/Endurance
- (48) Air Burst - Accuracy/Damage
- (48) Air Burst - Damage/Endurance
- (50) Air Burst - Damage/Recharge
- (50) Air Burst - Damage/Range
- (A) Kinetic Combat - Knockdown Bonus
Level 1: Brawl- (A) Empty
- (A) Empty
- (A) Empty
Level 1: Ninja Run
------------
Set Bonus Totals:- 2% DamageBuff(Smashing)
- 2% DamageBuff(Lethal)
- 2% DamageBuff(Fire)
- 2% DamageBuff(Cold)
- 2% DamageBuff(Energy)
- 2% DamageBuff(Negative)
- 2% DamageBuff(Toxic)
- 2% DamageBuff(Psionic)
- 4.56% Defense(Smashing)
- 4.56% Defense(Lethal)
- 3% Defense(Fire)
- 3% Defense(Cold)
- 4.88% Defense(Energy)
- 4.88% Defense(Negative)
- 3% Defense(Psionic)
- 6.13% Defense(Melee)
- 6.75% Defense(Ranged)
- 3% Defense(AoE)
- 7.5% Enhancement(Range) (in PvP)
- 9% Enhancement(Accuracy)
- 15% Enhancement(RechargeTime)
- 2% Enhancement(Knockup)
- 2% Enhancement(Knockback)
- 12% Enhancement(Heal)
- 10% FlySpeed
- 281.1 HP (21%) HitPoints
- 10% JumpHeight
- 10% JumpSpeed
- Knockback (Mag -4)
- Knockup (Mag -4)
- MezResist(Confused) 12.5% (in PvP)
- MezResist(Held) 18.6%
- MezResist(Immobilize) 18% (in PvP)
- MezResist(Repel) 1000% (10% chance, in PvP)
- MezResist(Sleep) 14.7% (in PvP)
- MezResist(Stun) 12.5% (in PvP)
- MezResist(Terrorized) 12.5% (in PvP)
- 13% (0.22 End/sec) Recovery
- 100% (5.59 HP/sec) Regeneration
- 2.21% Resistance(Smashing) (in PvP)
- 2.21% Resistance(Lethal) (in PvP)
- 3.13% Resistance(Psionic)
- 21.5% RunSpeed
Set Bonuses:
Numina's Convalescence
(Fast Healing)- 12% (0.67 HP/sec) Regeneration
- 25.1 HP (1.87%) HitPoints
- 6% Enhancement(Heal)
- MezResist(Held) 3.3%
- 3.75% Defense(Ranged), 1.88% Defense(Energy), 1.88% Defense(Negative)
(Reconstruction)- 4% RunSpeed
- 20.1 HP (1.5%) HitPoints
(Reconstruction)- 12% (0.67 HP/sec) Regeneration
- 25.1 HP (1.87%) HitPoints
(Quick Recovery)- 1.5% (0.03 End/sec) Recovery
- 6% (0.34 HP/sec) Regeneration
(Quick Recovery)- 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
- 25.1 HP (1.87%) HitPoints
(Stealth)- 7.5% RunSpeed
(Parry)- 10% (0.56 HP/sec) Regeneration
- 15.1 HP (1.12%) HitPoints
- 9% Enhancement(Accuracy)
- MezResist(Held) 2.75%
- 3.13% Resistance(Psionic)
- 7.5% Enhancement(RechargeTime)
(Dull Pain)- 12% (0.67 HP/sec) Regeneration
- 25.1 HP (1.87%) HitPoints
(Dull Pain)- 2.5% (0.04 End/sec) Recovery
- 25.1 HP (1.87%) HitPoints
(Integration)- 2.5% (0.04 End/sec) Recovery1.58% Resistance(Smashing,Lethal) (in PvP)
- 10% (0.56 HP/sec) Regeneration, MezResist(Repel) 1000% (10% chance, in PvP)
- 20.1 HP (1.5%) HitPointsStatus Resistance 5% (in PvP)
- 7.5% Enhancement(RechargeTime), 7.5% Enhancement(Range) (in PvP)
- 6% Enhancement(Heal), 3.13% Defense(Melee), 1.56% Defense(Lethal), 1.56% Defense(Smashing)
(Build Up)- 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
(Build Up)- 2% DamageBuff(All)
(Resilience)- MezResist(Sleep) 2.2%
- 20.1 HP (1.5%) HitPoints
- Status Resistance 7.5%
(Resilience)- 1.5% (0.03 End/sec) Recovery
- 20.1 HP (1.5%) HitPoints
- Knockback Protection (Mag -4)
- 3% Defense(All)
(Disembowel)- MezResist(Immobilize) 3.3%
- 20.1 HP (1.5%) HitPoints
(Disembowel)- MezResist(Immobilize) 2.2%
- 15.1 HP (1.12%) HitPoints
(Instant Healing)- 12% (0.67 HP/sec) Regeneration
(Head Splitter)- 10% (0.56 HP/sec) Regeneration
(Moment of Glory)- 1.5% (0.03 End/sec) Recovery
- 6% (0.34 HP/sec) Regeneration
(Moment of Glory)- 1% (0.02 End/sec) Recovery
- 15.1 HP (1.12%) HitPoints
(Melt Armor)- 10% (0.56 HP/sec) Regeneration
(Fire Ball)- 2.5% (0.04 End/sec) Recovery
(Fire Ball)- 2% Enhancement(Knockback), 2% Enhancement(Knockup)
- 10 HP (0.75%) HitPoints
- 0.63% Resistance(Smashing,Lethal)