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Posts
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I'm confused about why Perma-dom would require perma-Hasten since it recharges faster. If you only 3-slot Hasten and get your IO bonuses to around 90%, wouldn't you still end up with permadom?
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Quote:Depending on which AT you have, going for a particular goal needn't be that expensive, but you're right that it tends to be end-game content.This sounds about what I've expected. I'm feeling a bit of a disconnect though on all the talk of soft-caps and permas which are just way out of my price range, too expensive, too much work and come way too late in the game.
Quote:DM is, I presupposed, what I expected. I'm a little disappointed in fire (that is balance-disappointed), since it rules AoE it seems unbalanced that it's so close on ST as well.
Fire Melee doesn't rule AoE for Brutes and Scrappers. SS and Elec have it beat. (FM might have the most AoE for Tankers, but they're not the AT for highest ST DPS, although some high-end Fire/Fire tanks can farm certain maps better than fire/kins.)
Fire Aura is often quoted as the highest DPS, and of the Armours, it probably does (although the impact of Against All Odds in Shield Defense is considerable). I've never seen a Fire Aura tank in a "Masters of..." run though.
Fire Blast arguably rules AoE and ST DPS, but comes with no mitigation. The -def debuff in Radiation Blast has some preferring that for AoE DPS.
Quote:After being gone quite a while and coming back, I'm a little disillusioned that there's still such great inequities. However, a balanced game isn't really a rational goal anyway. A fun game is, which has to be balanced enough not to stop the fun, but doesn't really need to be more balanced than that.
Quote:In the end I don't care much what the color of the name of the mob is. But I do like to feel like a superhero and I also like to feel like I can get taken out if I don't pay attention and keep on my game (and have a little luck). There's that suspension of disbelief. I need at least a couple fights a mission where I might go down, otherwise I'm bored. -
Quote:I've seen quotes for the Fire/Fire Doms breaking the 330 DPS mark, but not with numbers (or vids) backing that up. Since the Fire/Fire can prolly S/L softcap, perma-dom to ignore incoming mezzing and yet mez everything itself... I'd guess it'd be safer than the Blaster and, depending on play-style and target (an AV with massive mez resistance might be a problem), possibly even safer than the SD brute/scrapper.Im pretty sure a fire/elec (epic doesnt really matter) blaster does the most Single-target (sustained) DPS.... it was over 310.
Coming in second is a fire/fire dom methinks.....
but that's just raw DPS, and assuming they survive long enough to do it.
as for "effective" DPS providing buffs/debuffs/etc, I ~think~ it's either rad/son def or ill/rad troller....?
Having tried three high-end, expensive builds on Sonic/Rad Defenders (a teamer with perma-AM, a soloer with Ranged softcap, and a middle-ground blend), I find them to be arguably the best "force multiplier" in the game, cutting up mobs into nice little chunks for the rest of the team. However, even with the change to Vigilance, none of those builds outclass my DM scrapper for ST damage. And they really don't have the survivability solo that a Brute, Tank, Scrapper or perma-Dom has.
Ill/Rads have superb survivability and great overall damage, but I'd be surprised if they outclass a DM Brute/Scrapper for ST DPS. And, like MMs, most of your damage is coming from pet (or confused mobs) attacks, so that might be a play-style issue if you want to feel like you're doing the damage.
On a broader note, while Dark Melee does just take the lead in melee ST DPS, it's a very ST-pitched set, and my DM scrapper often feels somewhat mediocre on teams until she hits the bosses and AVs. Fire Melee gives more towards AoE while remaining very strong on ST DPS, and might be more enjoyable in overall play. -
It sounds like the complaints are coming from feelings more than facts.
I have a chat tab just for my combat rolls. Try taking a look. If you're 95% to hit, but you keep missing, that's bad luck on the RNG, not DM being poor.
(I can second the feeling that I always miss my first attack after popping a yellow, but I realised it was just a feeling by checking the rolls.)
DM does suffer from a lack of Aim/BU (SD comes late and requires more finesse than Aim/BU); perhaps that's what you're missing compared to other ATs? -
Quote:A Fire/MM is a nice choice for your first team-based blaster. Your AoE choices are fantastic.Well I have no experience with blasters. And I just picked up the game again after 2 years off so I don't even know where to start or what starts or abilities I would need. I would use him mostly for teams.
I'd suggest focusing upon developing smooth ST and AoE attack chains. Pick up just about every power in both of your Primary and Secondary, and find out which powers you like using. Respec at a later point to keep your favourites and drop the rest.
I would recommend Flares, Fire Blast and Subdual all properly slotted - you can still use all three attacks when mezzed and that's really handy if you're without any break-frees.
While I'd recommend a Combat Jumping approach to combat, you'll probably be doing AoE damage on mobs, then backing off to unleash the ST chain on a boss. Fire Ball and Psychic Scream are great AoE; Fire Breath or Rain of Fire make for a good third option, depending on your play-style. Fire Breath is probably better if you can use it well. RoF is ridiculously easy to use, but can cause scatter, so YMMV.
Blaze is the lynchpin of your ST attack chain, supported nicely by Flares and Fire Blast, or one of the MM melee attacks if you're in more of a Blapper mode.
The most easily skippable powers are: Blazing Blot, Scare and the melee attacks. World of Confusion is frequently chosen as a set mule rather than a genuinely-useful power; its end cost is too high for too little mitigation even with the Proc.
You'll need Stamina. Fire/ is Endurance hungry, and you'll probably want to slot some endred in your attacks as you develop.
There's really no "best" for a Fire/MM. For example, some people slot Drain Psyche for +Recovery and can walk away from the devastating Inferno nuke without any downtime. More people seem to favour the crashless Psychic Shockwave, but plenty of people pick up both.
The DP +Recovery trick rarely worked for me in practice, and despite Inferno's fantastic damage, I eventually dropped it because the crash ruined my overall DPS.
My Fire/MM changed radically on her final build, when I gave her the S/L softcap, enough Recharge to keep my chains perfectly smooth, and enough Endurance to never need to stop the carnage. I also slotted Drain Psyche for +Regen which, added to the S/L softcap, keeps her survivability extremely high. -
Quote:There'll be a decrease in debuffs. I'd doubt you'll notice it.I have a level 27 TA/DP defender right now, and I'm debating whether to reroll him as a DP/TA Corruptor (and make him a Hero once GR hits). Never having played redside seriously, I can't evaluate for myself whether it's worth it to switch ATs for the damage boost.
Will I notice a decrease in my debuff effectiveness?
Will I notice a marked increase in damage?
Is there ANY difference in survivability?
Will I acquire endurance problems suddenly which, as a defender, I can kinda ignore?
There'll be an increase in damage. I'd expect you to notice that, esp. the big SCOURGE! signs popping up over mobs' heads.
Since Defenders have no Def-based APP armour option, and Corruptors do (with Scorp Shield), I'd expect the Corruptor to be vastly more survivable if you go for the S/L softcap.
With Corrs, I always plan on getting Stamina at 20 and slotting a couple of EndReds in my most endurance-expensive powers, and that should see you fine.
If you team heavily then the decrease in debuffs might outweigh the increase in damage, but otherwise the Corr should have it. However, beyond the S/L softcap option, there's not really enough of a difference between the two to justify starting from scratch.
As an aside: I wouldn't make an redside AT right now with the express intent of taking it blueside. While I agree with a lot of common reasons for doing that, the planned market-merge takes away the biggest reason (for me, at least) and leaves a lot of potential problems. From what we've been told, it might not only take four weeks to make the change, but we have no idea what the APP options will be (if you respec blueside and lose the PPP option), and exactly how the incarnate system will/might penalise characters for switching sides. There's so many unanswered questions about the side-switching, I wouldn't recreate a Def as a Corr right now if I want to actually have a blueside AT. -
Re: The OP's actual build
While this build has impressive figures in terms of Def and Recharge, I'm not convinced it could actually handle AVs. It looks like a case of set bonuses (and set mules) over actual power choice.
(I'm guessing SS, CC, WoC, MoB are all straight set mules, with Amplify, LR and EMP being slotted for their set bonuses over their powers' usual goals.)
Most importantly, you're missing a smooth ST attack chain. Most use Shriek, Scream & Shout, but some people prefer Shriek, Scream & Electric Fence. Without this, I don't see how you solo anything but the weakest of AVs.
Given a Def Sonic's lackluster DPS, Amplify does very little to improve matters. Tactics might work better as a replacement, given the slotting.
You lack any way to bounce back from an EMP, which is a problem in a solo AV fight, esp. since EF and Assault are seriously underslotted in EndRed. Stocking up on Blues might work, but you'll probably want Purples, Reds and Oranges if you're using insips in your AV battles. Power Sink is another nice option to cover EMP's crash.
A single KB proc (perhaps one of the BotZ in SS) would be a very wise investment since even the twirling KB in Hover is a time-killer you can't afford.
Also, a single Enzyme in RI adds a nice Def Debuff boost. -
My favoured "team only" build: Perma-Hasten/AM being the biggest selling point, but most of the useful "team" powers in there. It doesn't solo well at all, but it turns most teams into lawnmowers.
Hero Plan by Mids' Hero Designer 1.707
http://www.cohplanner.com/
Click this DataLink to open the build!
Siouxsie Harkness: Level 50 Mutation Defender
Primary Power Set: Radiation Emission
Secondary Power Set: Sonic Attack
Power Pool: Speed
Power Pool: Flight
Power Pool: Concealment
Power Pool: Leadership
Ancillary Pool: Psychic Mastery
Hero Profile:
Level 1: Radiation Infection- (A) Achilles' Heel - Chance for Res Debuff
- (3) Dark Watcher's Despair - To Hit Debuff/Endurance
- (3) Dark Watcher's Despair - To Hit Debuff
- (5) Dark Watcher's Despair - To Hit Debuff/Recharge/Endurance
- (5) Dark Watcher's Despair - Recharge/Endurance
- (7) HamiO:Enzyme Exposure
- (A) Decimation - Accuracy/Damage
- (36) Decimation - Chance of Build Up
- (36) Decimation - Damage/Recharge
- (36) Decimation - Accuracy/Endurance/Recharge
- (37) Decimation - Accuracy/Damage/Recharge
- (40) Thunderstrike - Accuracy/Damage/Recharge
- (A) Numina's Convalescence - +Regeneration/+Recovery
- (7) Numina's Convalescence - Heal/Endurance
- (9) Numina's Convalescence - Endurance/Recharge
- (9) Numina's Convalescence - Heal/Recharge
- (11) Numina's Convalescence - Heal/Endurance/Recharge
- (11) Numina's Convalescence - Heal
- (A) Positron's Blast - Accuracy/Damage
- (23) Positron's Blast - Chance of Damage(Energy)
- (31) Positron's Blast - Damage/Recharge
- (31) Positron's Blast - Damage/Range
- (34) Positron's Blast - Accuracy/Damage/Endurance
- (A) Endurance Reduction IO
- (37) Endurance Reduction IO
- (40) Endurance Reduction IO
- (A) Recharge Reduction IO
- (A) Recharge Reduction IO
- (13) Recharge Reduction IO
- (13) Recharge Reduction IO
- (A) Recharge Reduction IO
- (23) Recharge Reduction IO
- (A) Luck of the Gambler - Recharge Speed
- (15) Luck of the Gambler - Defense/Endurance
- (15) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
- (17) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
- (17) Blessing of the Zephyr - Knockback Reduction (4 points)
- (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
- (19) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
- (19) Blessing of the Zephyr - Knockback Reduction (4 points)
- (A) Luck of the Gambler - Recharge Speed
- (21) Luck of the Gambler - Defense/Endurance
- (21) Red Fortune - Defense/Endurance
- (A) Luck of the Gambler - Recharge Speed
- (A) Recharge Reduction IO
- (A) Basilisk's Gaze - Chance for Recharge Slow
- (25) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold
- (25) Basilisk's Gaze - Endurance/Recharge/Hold
- (27) Basilisk's Gaze - Accuracy/Hold
- (29) Endurance Reduction IO
- (37) Lockdown - Chance for +2 Mag Hold
- (A) Luck of the Gambler - Recharge Speed
- (27) Red Fortune - Defense/Endurance
- (29) Luck of the Gambler - Defense/Endurance
- (A) Endurance Reduction IO
- (31) Endurance Reduction IO
- (A) Luck of the Gambler - Recharge Speed
- (A) Lockdown - Accuracy/Hold
- (33) Lockdown - Accuracy/Recharge
- (33) Lockdown - Recharge/Hold
- (33) Lockdown - Endurance/Recharge/Hold
- (34) Lockdown - Accuracy/Endurance/Recharge/Hold
- (34) Lockdown - Chance for +2 Mag Hold
- (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
- (43) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
- (46) Efficacy Adaptor - EndMod/Accuracy/Recharge
- (48) Efficacy Adaptor - EndMod/Recharge
- (48) Performance Shifter - EndMod/Accuracy/Recharge
- (50) Performance Shifter - EndMod/Recharge
- (A) Decimation - Accuracy/Damage
- (39) Decimation - Damage/Endurance
- (39) Decimation - Damage/Recharge
- (39) Decimation - Accuracy/Endurance/Recharge
- (40) Decimation - Accuracy/Damage/Recharge
- (A) Lockdown - Chance for +2 Mag Hold
- (42) Lockdown - Accuracy/Recharge
- (42) Lockdown - Recharge/Hold
- (42) Lockdown - Accuracy/Hold
- (43) Lockdown - Endurance/Recharge/Hold
- (43) Lockdown - Accuracy/Endurance/Recharge/Hold
- (A) Coercive Persuasion - Contagious Confusion
- (45) Coercive Persuasion - Confused
- (45) Coercive Persuasion - Confused/Recharge
- (45) Coercive Persuasion - Accuracy/Confused/Recharge
- (46) Coercive Persuasion - Accuracy/Recharge
- (46) Coercive Persuasion - Confused/Endurance
- (A) Steadfast Protection - Resistance/+Def 3%
- (48) Aegis - Resistance/Endurance
- (50) Titanium Coating - Resistance/Endurance
- (A) Recharge Reduction IO
- (50) Recharge Reduction IO
Level 1: Brawl- (A) Empty
- (A) Empty
- (A) Empty
Level 0: Ninja Run
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I have a perma-hasten/perma-AM build that works well on teams, but terribly solo. I also have a Ranged softcapped build that was intended for solo but doesn't work quite as well as I'd hoped because it just isn't fast enough.
This is a compromise build, a few seconds shy of perma-AM and a Ranged Def of over 30%. It trades speed and endurance for the extra 10% of Def of DarkInvado's build, and brings a bit more to team-play too.
But if anyone can spot any obvious mistakes, please let me know!
Hero Plan by Mids' Hero Designer 1.707
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Mutation Defender
Primary Power Set: Radiation Emission
Secondary Power Set: Sonic Attack
Power Pool: Flight
Power Pool: Leadership
Power Pool: Speed
Power Pool: Fitness
Ancillary Pool: Electricity Mastery
Hero Profile:
Level 1: Radiation Infection- (A) Achilles' Heel - Chance for Res Debuff
- (13) HamiO:Enzyme Exposure
- (15) Dark Watcher's Despair - To Hit Debuff/Endurance
- (33) Dark Watcher's Despair - To Hit Debuff
- (45) Dark Watcher's Despair - To Hit Debuff/Recharge/Endurance
- (45) Dark Watcher's Despair - Recharge/Endurance
- (A) Apocalypse - Chance of Damage(Negative)
- (3) Apocalypse - Damage/Endurance
- (3) Apocalypse - Damage/Recharge
- (5) Apocalypse - Accuracy/Damage/Recharge
- (5) Apocalypse - Accuracy/Recharge
- (7) Decimation - Chance of Build Up
- (A) Thunderstrike - Damage/Endurance/Recharge
- (7) Thunderstrike - Damage/Endurance
- (9) Thunderstrike - Accuracy/Damage
- (9) Thunderstrike - Damage/Recharge
- (15) Thunderstrike - Accuracy/Damage/Recharge
- (17) Thunderstrike - Accuracy/Damage/Endurance
- (A) Efficacy Adaptor - EndMod/Recharge
- (17) Efficacy Adaptor - EndMod/Accuracy/Recharge
- (19) Performance Shifter - EndMod/Accuracy/Recharge
- (19) Performance Shifter - EndMod/Recharge
- (21) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
- (21) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
- (A) Endurance Reduction IO
- (25) Endurance Reduction IO
- (A) Ragnarok - Accuracy/Damage/Recharge
- (25) Ragnarok - Damage/Recharge
- (27) Ragnarok - Accuracy/Recharge
- (29) Ragnarok - Damage/Endurance
- (31) Positron's Blast - Chance of Damage(Energy)
- (50) Ragnarok - Chance for Knockdown
- (A) Luck of the Gambler - Recharge Speed
- (11) Luck of the Gambler - Defense/Endurance
- (11) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
- (13) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
- (A) Numina's Convalescence - +Regeneration/+Recovery
- (36) Numina's Convalescence - Heal/Endurance
- (37) Numina's Convalescence - Endurance/Recharge
- (37) Numina's Convalescence - Heal/Recharge
- (37) Numina's Convalescence - Heal/Endurance/Recharge
- (39) Numina's Convalescence - Heal
- (A) Endurance Reduction IO
- (31) Endurance Reduction IO
- (A) Tempered Readiness - Accuracy/Slow
- (45) Recharge Reduction IO
- (50) Recharge Reduction IO
- (A) Gaussian's Synchronized Fire-Control - Chance for Build Up
- (33) Gaussian's Synchronized Fire-Control - Recharge/Endurance
- (39) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
- (39) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
- (40) Gaussian's Synchronized Fire-Control - To Hit Buff
- (40) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
- (A) Recharge Reduction IO
- (23) Recharge Reduction IO
- (31) Recharge Reduction IO
- (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
- (23) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
- (A) Flight Speed IO
- (A) Healing IO
- (27) Healing IO
- (A) Performance Shifter - Chance for +End
- (29) Performance Shifter - EndMod
- (50) Endurance Modification IO
- (A) Luck of the Gambler - Recharge Speed
- (36) Luck of the Gambler - Defense/Endurance
- (36) Red Fortune - Defense/Endurance
- (42) Gift of the Ancients - Defense/Endurance
- (A) Lockdown - Chance for +2 Mag Hold
- (33) Basilisk's Gaze - Accuracy/Hold
- (34) Basilisk's Gaze - Endurance/Recharge/Hold
- (34) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold
- (34) Basilisk's Gaze - Chance for Recharge Slow
- (40) Endurance Reduction IO
- (A) Basilisk's Gaze - Recharge/Hold
- (42) Basilisk's Gaze - Accuracy/Recharge
- (43) Basilisk's Gaze - Endurance/Recharge/Hold
- (43) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold
- (43) Unbreakable Constraint - Chance for Smashing Damage
- (A) Recharge Reduction IO
- (A) Thunderstrike - Accuracy/Damage/Endurance
- (42) Thunderstrike - Damage/Endurance/Recharge
- (46) Thunderstrike - Accuracy/Damage
- (46) Thunderstrike - Accuracy/Damage/Recharge
- (48) Thunderstrike - Damage/Endurance
- (48) Thunderstrike - Damage/Recharge
- (A) Steadfast Protection - Resistance/+Def 3%
- (46) Steadfast Protection - Knockback Protection
- (A) Performance Shifter - EndMod/Accuracy/Recharge
- (48) Efficacy Adaptor - EndMod/Accuracy/Recharge
- (A) Luck of the Gambler - Recharge Speed
Level 1: Brawl- (A) Empty
- (A) Empty
- (A) Recharge Reduction IO
Level 0: Ninja Run
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Without the purple set+proc, it doesn't provide enough mitigation to really "work" properly. And even with those, it doesn't provide enough mitigation to make it worth the end cost.
It does make for a good set mule and provide an amusement factor. -
A lot of good reasons mentioned above. There's really nothing to attract someone to sonic over anything else. Fire outdoes its AoE and ST DPS, DP is more flashy, etc.
However, I see a LOT of /Sonic Defenders. This is largely due to the obscene -Res debuff in their attacks and the lower importance of outright DPS for Defenders. Also Defenders tend to be focusing upon their Primary, so moving around for the placement of the cones is less of an issue than it is for the "killing everything now" agenda of most Blasters. -
If you're not going for Fire/Fire/Fire, I'd highly recommend Fire/Fire/Cold. Frozen Armor (and the S/L softcap) and Hoarfrost add a tremendous level of survivability.
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To offer another (unheated) opinion: I would definitely go for the S/L softcap, and I would never skip Hasten. The stacking of FS, particularly on debuff-weak PuGs, is simply too potent.
I spend most of my time in melee range due to the positioning of DP/Kin's powers, and Ranged Def is of limited benefit. I stock up on Def insips before playing with Rikti, but otherwise rarely need to worry about insips. -
Widows were definitely FOTM here for a long time, with the playing sort of like softcapped spines-scrappers with stalker aspects. Despite End issues, they're incredibly powerful if you like that sort of thing (I didn't, and switched to Fort in my 40s), and high-end builds tear apart AVs with ease.
However, they're melee-focused so they produce slightly-less satisfying AoE results than Banes or Crabs unless you can play them quite well.
Fortunas have the mixed blessing/curse of being very versatile, and so debates on here about particular builds falls into personal preference very quickly. Beyond the all-positions-softcap and a little bit of Endurance care, your goals are quite open: load up on AoE or maintain a killer ST chain? Stick solely to ranged or go for Mask Presence and crit?
My one complaint with my Fortuna is a lack of a self-heal. If something ignores my lovely softcapped Def, I can go down off one AV attack. My crab never has that issue. -
Quote:Yes, Combustion tends to be skipped due to its long animation time, making its DPS weak in comparison to some of a Fire/Fire's other AoE choices; FSC, FireBall, Fire Breath and RoF are all better than it.I just got back from a long hiatus and am jumping back in with my fire/fire blaster and I had a few questions.
Why doesn't anyone take Combustion? Is it just the slow animation time? And I don't see too many people with FSC but I like it (I'm more of a blapper kinda guy).
Anyway, I've never tried IOs before but a friend convinced me that they were a worthwhile investment so I was wondering what sets I should look into first?
Any help would be appreciated thanks!
IMHO, a Fire/Fire's two greatest boons from IO sets are Recharge and Endurance. The former makes its attack chains smooth, and the latter addresses the rather end-expensive Primary and, depending on your choices, a very end-expensive secondary.
I wouldn't recommend running after Damage bonuses. You'll inevitably pick some up, but in the face of Build Up, Aim, Defiance and decent slotting in your attacks, Damage set bonuses have a less noticeable effect than Recharge.
Your biggest problem will always be mitigation. Unfortunately, the Frozen Armor offered in the APPs felt tremendously wrong on my Fire/Fire so I skipped the S/L softcap option, and I've never liked the Ranged softcap builds that I've designed or seen on here (the powers, recharge and/or End always seem skewed to me).
I played with the following, and on teams it was a beast.
Hero Plan by Mids' Hero Designer 1.707
http://www.cohplanner.com/
Click this DataLink to open the build!
.: Level 50 Mutation Blaster
Primary Power Set: Fire Blast
Secondary Power Set: Fire Manipulation
Power Pool: Speed
Power Pool: Fitness
Power Pool: Medicine
Power Pool: Leaping
Ancillary Pool: Flame Mastery
Hero Profile:
Level 1: Flares- (A) Decimation - Chance of Build Up
- (7) Decimation - Damage/Endurance
- (25) Decimation - Damage/Recharge
- (36) Decimation - Accuracy/Damage
- (39) Decimation - Accuracy/Damage/Recharge
- (A) Enfeebled Operation - Accuracy/Endurance
- (3) Enfeebled Operation - Accuracy/Recharge
- (17) Enfeebled Operation - Endurance/Immobilize
- (27) Enfeebled Operation - Immobilize/Range
- (36) Enfeebled Operation - Accuracy/Immobilize/Recharge
- (A) Decimation - Accuracy/Damage
- (3) Decimation - Damage/Endurance
- (17) Decimation - Damage/Recharge
- (27) Decimation - Accuracy/Endurance/Recharge
- (36) Decimation - Accuracy/Damage/Recharge
- (A) Positron's Blast - Chance of Damage(Energy)
- (5) Positron's Blast - Damage/Endurance
- (5) Positron's Blast - Damage/Recharge
- (7) Positron's Blast - Accuracy/Damage
- (13) Positron's Blast - Accuracy/Damage/Endurance
- (43) Recharge Reduction IO
- (A) Recharge Reduction IO
- (31) Recharge Reduction IO
- (31) Recharge Reduction IO
- (A) Positron's Blast - Damage/Recharge
- (9) Positron's Blast - Damage/Endurance
- (9) Positron's Blast - Accuracy/Damage/Endurance
- (13) Positron's Blast - Accuracy/Damage
- (15) Positron's Blast - Chance of Damage(Energy)
- (A) Obliteration - Damage
- (11) Obliteration - Accuracy/Recharge
- (11) Obliteration - Damage/Recharge
- (15) Obliteration - Accuracy/Damage/Endurance/Recharge
- (25) Obliteration - Accuracy/Damage/Recharge
- (A) Jumping IO
- (A) Blessing of the Zephyr - Knockback Reduction (4 points)
- (A) Numina's Convalescence - +Regeneration/+Recovery
- (46) Miracle - +Recovery
- (50) Numina's Convalescence - Heal
- (A) Decimation - Accuracy/Damage
- (19) Decimation - Damage/Endurance
- (19) Decimation - Damage/Recharge
- (23) Decimation - Accuracy/Endurance/Recharge
- (23) Decimation - Accuracy/Damage/Recharge
- (37) Devastation - Accuracy/Damage/Endurance/Recharge
- (A) Performance Shifter - Chance for +End
- (21) Performance Shifter - EndMod
- (21) Endurance Modification IO
- (A) Recharge Reduction IO
- (A) Interrupt Reduction IO
- (34) Doctored Wounds - Heal/Endurance
- (37) Doctored Wounds - Endurance/Recharge
- (37) Doctored Wounds - Heal
- (40) Doctored Wounds - Heal/Endurance/Recharge
- (46) Doctored Wounds - Recharge
- (A) Recharge Reduction IO
- (34) Recharge Reduction IO
- (A) Performance Shifter - EndMod/Accuracy/Recharge
- (29) Performance Shifter - EndMod/Recharge
- (29) Performance Shifter - EndMod/Accuracy
- (31) Performance Shifter - Accuracy/Recharge
- (A) Luck of the Gambler - Recharge Speed
- (A) Obliteration - Damage
- (33) Obliteration - Chance for Smashing Damage
- (33) Obliteration - Damage/Recharge
- (33) Obliteration - Accuracy/Damage/Recharge
- (34) Obliteration - Accuracy/Damage/Endurance/Recharge
- (A) Obliteration - Accuracy/Damage/Recharge
- (40) Obliteration - Chance for Smashing Damage
- (43) Obliteration - Damage
- (45) Obliteration - Damage/Recharge
- (45) Obliteration - Accuracy/Damage/Endurance/Recharge
- (A) Tempered Readiness - Accuracy/Damage/Slow
- (39) Tempered Readiness - Damage/Slow
- (39) Scirocco's Dervish - Damage/Endurance
- (40) Endurance Reduction IO
- (43) Armageddon - Chance for Fire Damage
- (45) Scirocco's Dervish - Accuracy/Damage/Endurance
- (A) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold
- (42) Basilisk's Gaze - Accuracy/Recharge
- (42) Basilisk's Gaze - Recharge/Hold
- (42) Basilisk's Gaze - Endurance/Recharge/Hold
- (A) Aegis - Resistance/Endurance
- (46) Titanium Coating - Resistance/Endurance
- (A) Obliteration - Damage
- (48) Obliteration - Accuracy/Damage/Endurance/Recharge
- (48) Obliteration - Accuracy/Recharge
- (48) Obliteration - Damage/Recharge
- (50) Obliteration - Accuracy/Damage/Recharge
- (A) Recharge Reduction IO
- (50) Recharge Reduction IO
Level 1: Brawl- (A) Empty
- (A) Unbounded Leap - +Stealth
- (A) Recharge Reduction IO
Level 0: Ninja Run
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Piggy-backing this thread: I thought that DM/SD had the highest ST DPS at the moment, so I'm surprised to see less recommendations for that. Is it because SD falls down in PvP or because ST attacks work poorly for tanking?
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It's not a bad move, just unnecessary. Crabs are pretty easy to build for the Ranged softcap and for constant, ranged AoE and ST chains, so melee isn't needed.
Of course, play whatever you find fun. -
As others have said above, Blazing Aura's radius is too small to justify the End cost. It does nice damage, but unless you're hugging your opponent, they're too far away.
Hot Feet has a decent range and some people find that its mixed fear/slow effects can keep mobs out of the dangerous melee range. -
Quote:All of this: Seconded.Anyway, if you were wanting a serious AV soloist, I'd recommend dropping EM Pulse, Dreadful Wail, and Mutation. Outside of IO mules, those powers are useless soloing AVs. End Crash/Recovery Crash against an AV, even for a moment, could easily be fatal. I'd say pick up Amplify (if I recall, Guassian's has a defense bonus in it, don't remember the type though), Hover for those times the AV refuses to be immobilized (that'll require ditching either Leadership or Leaping, I'd recommend the latter since you can just replicate the sets in Hover/Fly), and something else. Maybe Shout for more damage [...]
Nukes are fun, but unnecessary. Although EMP's regen debuff is amazing if you can use it solo without killing yourself, Dreadful Wail and Mutation aren't so useful for a solo-AV-killer.
I'd doubt that your current build has a clean ST attack chain, and it'll want that for AVs, so you'll probably need Shout.
While I'm all about Sonic's Res debuff, its actual DPS is bit weak, and you feel that solo, so Amplify is a good investment.
Hover/Flight gives you mitigation beyond Siren's Song, and is a better pairing (in my experience) for a Ranged-Def Rad/Sonic build than CJ. -
To the OP: My personal picks for highest-AoE DPS are Fire/MM and Fire/Fire. The latter has better AoE DPS stats, but I don't enjoy soloing with it, so I prefer the Fire/MM.
No other Primary has the same raw DPS as Fire/ for both ST and AoE. /MM and /Fire are the favs for AoE DPS, but /Fire has definite survivability issues unless you're prepared to sacrifice your fire motif with chunky, untintable, ice-blue armour.
Fire is also quick, and blooms early, so it's extremely popular. It's expensive in terms of End though, so plan on putting some EndRed into your attacks.
Quote:Even with the raw figures, personal builds and play-styles make a huge difference. And there's subjective impression: I'm sure that some people are unable to regard Sonic Blast as a decent set simply because it looks and sounds like an asthmatic 3-year having a temper tantrum.Ah, I see. It's hard to figure out what's true or not when all I've got to go off of are so many varying opinions!
DP, OTOH, looks flashy and impressive, although it's been pretty heavily criticised for rooting issues and "meh" numbers. (It's fun and I enjoy mine.)
Quote:Even if I were to master swapping ammo at the right times to maximize damage, DP still wouldn't be up there with Fire or Arch?
Quote:I've liked the idea of Fire so far but after reading this thread the idea of a no-crash nuke seems a lot more efficient in terms of fast paced eight man teaming and getting as much AoE out as possible without having to take breaks between spawns. Inferno is awesome and all, but in terms of damage dished out per mission, I think the end crash and subsequent downtime could really hold a player back.
I think of Inferno as FUN! or one hell of a panic button. It's not really a smooth part of your attack chain, but then very few nukes are; I think it's just the "Lethal" trio of DP, AR and Arch.
However, Fire/Fire and Fire/MM pairings don't NEED their Tier 9 to maintain smooth AoE attack chains.
Additionally, for Fire/MMs, Psychic Shockwave is commonly recommended as the "crashless nuke" of the Fire/MM pairing. -
To be honest, this build seems skewed for the sole goal of the Ranged softcap. And since your AoE Def is still below 20%, I'd expect to see you getting hurt solo.
You have more set mules than I like to see: Aim, World of Confusion, Tough, Body Armour, Cyro Freeze Ray, Health... even Telekinetic Thrust?
Three slot Hasten.
Drain Psyche usually sees a heavy Recovery slotting to be used in concert with Inferno. If you have Stamina and no Inferno, it probably makes sense to slot it for Healing. Combined with Hoarfrost and run perma, it could be an impressive source of regen, but it's not doing either of those things, so 6-slotting it seems like a bit of a waste.
Don't put the Numina's set in it. You'll need some accuracy to reliably hit, which Numina won't give you, and you'll need to remember to fire off the power once every 120 seconds to keep the Numina +R/R Proc active.
Drain Psyche is PBAoE, so you'll need to drop into mobs to use it. Psychic Shockwave usually provides the protection for that, but you've skipped that too, and you're Ranged softcapped, so moving into melee for a Regen buff might end up being deadly, or at least counter-productive.
Similarly, Telekinetic Thrust is melee, and so rarely and dangerously used by a hover-blaster.
I'd always six-slot Fireball, if at all possible.
Six-slotting Aim is a bit of a waste, as is 4-slotting Concentration. At the very least, swap the two: Concentration could use the extra ToHit and Aim doesn't need it.
I don't know what your AoE attack chain is, but Psychic Scream is so underslotted that it's useless. Most Fire/MM builds run Psychic Scream, Fireball and Fire Breath (possibly with a Blaze, Psychic Shockwave or RoF slipped in there before repeating). Fire/MMs are arguably the AoE gods, with many ways to build for piling on AoE damage, so it's a shame that you don't seem to have a constant AoE chain.
I've personally found Fire Breath's cone to be weak when hovering, and far superior when on the ground. I preferred RoF on hover-blasters, but Fire Breath on CJ/SS blasters. YMMV.
I wouldn't waste the 2-5 billion Gladiator's Proc on this build unless you're desperately trying to get rid of your influence... In which case, I have a nice bridge in Founder's Falls to sell you -
Quote:Piercing Rounds has the -Res debuff regardless of which ammo you're using.Now my question. I'm trying to get as much -res as i can in this build. I know the prog -res's don't stack, but figure with them all over the place I should be able to keep it mostly on during long av fights. But, I have an attack, Piercing Rounds, that also does some -res. The question is, i tend to run with Incendeiry Rounds for extra damage. Does that take away the -res special effect of the attack to replace it with the dot, or does it add the dot to the -res? Would i need to use the basic bullets to get the -res?
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Quote:CJ offers a little bit of Def for almost no End cost; Hover offers a little bit of Def for a noticeable chunk of End, but allows you to hover above your foes, outside of melee ranged attacks. Both offer more in terms of combat maneuverability than outright Def.thanks for the answers guys
here's my thinking:
I've taken Hover on Scarlet and 6 slotted for the range def bonus of LotG.
It seems to me I could junk Hover (or at least save 5 slots) and go for the fighting pool (I tend to blap anyhow) and thus improve my def? I'd have to juggle other powers but I'm not exactly a stand-off gunner.
Would that philosophy work across other ATs? I also play a lot of trollers - in fact I've got more 50 trollers than blasters as things stand.
IMHO, a little bit of Def is nice, but usually comes secondary to other concerns, like Recharge Reduction or Endurance.
That changes if you plan on a "softcapped" build (45% Def). These builds sacrifice speed and endurance for a lot of survivability.
(Others in this thread have highlighted exactly how much, so I won't repeat them.)
Typically people approach the softcap for a particular kind of Def, either Positional (Ranged/AoE/Melee) or Typed (S/L, E/N, F/C, Psi), then specific to their needs (scrappers tend to face more melee attacks, blasters face more ranged, and Smashing/Lethal are the most common forms of Typed attacks).
So, for example, if you're desiring the softcap (and frankly I think Weave is a huge waste of End and powers on a Blaster if you're not aiming for the softcap), you have to decide if you want Ranged Def (with some decent AoE Def) or S/L Def, and then focus on everything else behind that.
It's worth noting that what kind of Def you opt for, it'll only apply to those sorts of attacks. Ranged Def is essentially no use at all if you're in melee range getting swarmed by a mob. Ranged Def also doesn't apply to AoE attacks (some of which are used at range), so many people shooting for a 45% Ranged Def also aim for a 30-35% AoE Def.
Similarly, a S/L softcap will only help you against Smashing and Lethal attacks, but it covers all S/L attacks, whether melee, ranged or AoE. S/L covers the majority of incoming attacks, so you'll feel like a tank against many mobs, but there's some attacks it won't help with at all (notably Rikti psi attacks).
I've found the S/L softcap to be a more useful goal if you're going to Blap or otherwise spend time in melee.
The S/L softcap is usually easier to reach than the Ranged softcap since most ATs have the option of a S/L PPP armour (for Blasters, it's Frozen Armour; for Trollers it's Rock Armour, etc.).
The Ranged softcap doesn't have the help of PPP armour, and it got harder to reach with the nerfing of BotZ. So trying to reach it might require more sacrifices in your build than you really want to give.
I'd never six-slot hover or CJ, esp. CJ. Beyond a lone Def IO or LotG 7.5%, you're essentially using it as a set mule. There's a stronger argument for bringing the EndUse of Hover (or Maneuvers) down, but its Def is never going to be good enough to justify more than a couple of slots.
Weave and Frozen Armour, which both have larger base Defs, are worth IOing until Def hits yellow/red and the EndUse is workable for your build. -
Quote:6 pets are fun, but a bit excessive. I like the distraction/mitigation provided by the spiderlings specifically (since there's 3 of them). I'd get the AT pets before considering a PPP pet, but YMMVThis build is more geared to being in teams.
I sacraficed some things to pick up Manuvers and Assault from the Leadership Pool to stack with my own. I gave up grabbing all the pets, because quite frankly in teams I've usually got 2+ MMs already and I didn't really want to add more to the mix, though I'm not sure if the Disruptors where the best choice? When I go for a more solo build I'll probably work on grabbing more pets and more personal defense.
I've heard good and bad about Omega Maneuver, I should be able to try it out soon and judge for myself, it would seem like a semi useful power, any input?
I decided on picking up Mu Mastery an extra single target attack to help strengthen that attack chain, and both Ball Lighting and Fences make good AoE attacks, to add into my aoe mix.
As for slotting well any help on that end would be nice, still feeling my way around IOs a bit.
The Ranged softcap is fairly easy and definitely worth hitting.
Mu Mastery is great for not causing Redraw, which Mace Mastery does. I prefer Static Discharge over Ball Lightning, but since I'm always on the fringe of the mob, angling for the best cone position, it fits my play-style. BL does a bit more damage, but it's DoT, so again, YMMV.
I really like Omega, but it took me a while to find good ways to use the power. Its taunt is handy for those times when the tank/brute is overwhelmed and aggro starts spilling out onto the squishies, or you get hit with an ambush, or as an opener when you're solo.
My original SoA build went for the Leadership PP as well, but it felt like I was paying a lot for limited benefit, and unless you really want Vengeance, I'd say skip it.
This is my current build, but it needs tinkering with now they're nerfing BotZ. It has a lot more health than your build, though less to-hit (but it rarely misses). It should also cost a lot less. I use it for both team and solo play; it works great for both!
Villain Plan by Mids' Villain Designer 1.707
http://www.cohplanner.com/
Click this DataLink to open the build!
Ranged Def Build: Level 50 Natural Arachnos Soldier
Primary Power Set: Crab Spider Soldier
Secondary Power Set: Crab Spider Training
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Mu Mastery
Villain Profile:
Level 1: Channelgun- (A) Decimation - Accuracy/Damage/Recharge
- (3) Decimation - Damage/Recharge
- (5) Decimation - Accuracy/Endurance/Recharge
- (7) Decimation - Accuracy/Damage
- (13) Decimation - Chance of Build Up
- (A) Steadfast Protection - Resistance/+Def 3%
- (A) Thunderstrike - Accuracy/Damage
- (3) Thunderstrike - Damage/Endurance/Recharge
- (5) Thunderstrike - Accuracy/Damage/Recharge
- (7) Thunderstrike - Accuracy/Damage/Endurance
- (11) Thunderstrike - Damage/Endurance
- (11) Thunderstrike - Damage/Recharge
- (A) Luck of the Gambler - Recharge Speed
- (A) Jumping IO
- (A) Ragnarok - Chance for Knockdown
- (9) Ragnarok - Accuracy/Recharge
- (9) Ragnarok - Accuracy/Damage/Recharge
- (23) Ragnarok - Damage/Endurance
- (31) Ragnarok - Damage/Recharge
- (A) Luck of the Gambler - Recharge Speed
- (13) Luck of the Gambler - Defense/Endurance
- (17) Red Fortune - Defense/Endurance
- (17) Gift of the Ancients - Defense/Endurance
- (A) Luck of the Gambler - Recharge Speed
- (A) Positron's Blast - Accuracy/Damage
- (15) Positron's Blast - Accuracy/Damage/Endurance
- (15) Positron's Blast - Damage/Endurance
- (34) Positron's Blast - Damage/Recharge
- (37) Positron's Blast - Chance of Damage(Energy)
- (A) Endurance Reduction IO
- (A) Numina's Convalescence - +Regeneration/+Recovery
- (19) Numina's Convalescence - Heal
- (19) Miracle - +Recovery
- (23) Regenerative Tissue - +Regeneration
- (46) Miracle - Heal
- (A) Positron's Blast - Damage/Recharge
- (21) Positron's Blast - Damage/Endurance
- (21) Positron's Blast - Chance of Damage(Energy)
- (34) Positron's Blast - Accuracy/Damage
- (40) Positron's Blast - Accuracy/Damage/Endurance
- (A) Run Speed IO
- (A) Performance Shifter - Chance for +End
- (25) Performance Shifter - EndMod
- (25) Endurance Modification IO
- (A) Recharge Reduction IO
- (27) Recharge Reduction IO
- (27) Recharge Reduction IO
- (A) Titanium Coating - Resistance
- (29) Titanium Coating - Resistance/Recharge
- (29) Titanium Coating - Endurance
- (39) Titanium Coating - Endurance/Recharge
- (40) Titanium Coating - Resistance/Endurance/Recharge
- (40) Titanium Coating - Resistance/Endurance
- (A) Numina's Convalescence - Heal/Recharge
- (31) Numina's Convalescence - Heal/Endurance/Recharge
- (31) Doctored Wounds - Heal/Recharge
- (34) Miracle - Heal/Recharge
- (A) Positron's Blast - Accuracy/Damage
- (33) Positron's Blast - Chance of Damage(Energy)
- (33) Positron's Blast - Damage/Recharge
- (33) Positron's Blast - Accuracy/Damage/Endurance
- (37) Positron's Blast - Damage/Range
- (A) Call to Arms - Accuracy/Recharge
- (36) Call to Arms - Accuracy/Damage
- (36) Call to Arms - Damage/Endurance
- (36) Call to Arms - Accuracy/Damage/Recharge
- (37) Call to Arms - Endurance/Damage/Recharge
- (42) Call to Arms - Defense Bonus Aura for Pets
- (A) Expedient Reinforcement - Damage/Endurance
- (39) Expedient Reinforcement - Accuracy/Recharge
- (39) Expedient Reinforcement - Accuracy/Damage
- (43) Expedient Reinforcement - Accuracy/Damage/Recharge
- (45) Expedient Reinforcement - Endurance/Damage/Recharge
- (45) Expedient Reinforcement - Resist Bonus Aura for Pets
- (A) Devastation - Accuracy/Damage/Recharge
- (42) Devastation - Accuracy/Damage/Endurance/Recharge
- (42) Devastation - Damage/Recharge
- (43) Devastation - Chance of Hold
- (43) Devastation - Accuracy/Damage
- (A) Luck of the Gambler - Recharge Speed
- (45) Luck of the Gambler - Defense/Endurance
- (46) Red Fortune - Defense/Endurance
- (46) Red Fortune - Endurance
- (A) Detonation - Damage/Endurance/Range
- (48) Detonation - Damage/Recharge
- (48) Detonation - Damage/Range
- (48) Detonation - Accuracy/Damage/Endurance
- (50) Detonation - Accuracy/Damage
- (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
- (50) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
- (50) Blessing of the Zephyr - Knockback Reduction (4 points)
Level 1: Brawl- (A) Accuracy IO
- (A) Celerity - +Stealth
- (A) Recharge Reduction IO
Level 0: Ninja Run
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