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Posts
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The perfect AT for me would be controllers because they can do basically everything on high end builds with epics. A close second would be corrs, which is an AT I've been enjoying more than trollers because all my trollers have tons of keybinds, corrs are simpler.
That said, Brutes are the perfect melee AT imo after the Fury change. My SO'ed brute slotted all over for endredux can kill mobs faster than my scrapper (both TW) because the scrapper needs damage slotting so he has more end woes in the 20s.
In teams playing hard content (+3) in the 30-49 range I can be 'tankish' and if I'm doing 10-20% less damage than the scrapper it doesn't matter to me because I'll be holding aggro better and in seconds my fury will be high (all my Brutes have Taunt, love that power, and I use a lot it even when I'm not the main tanker). I like protecting squishies since I started playing trollers and doms and stayed with squishies for more than 1 year, and since my first 50s were a mind/emp and a fire/kin I have this 'carebear' mentality to protect the team even on my Stalker, I go out of my way to AS or ET a mob that is pounding the blaster or whatever. And I see so many Tankers who care so much about being at the aggro cap all the time that they end up letting some dangerous mobs go out to attack squishies so Brutes are perfect for off tanking too.
On Blasters.. I've been enjoying for the first time one of them (first one to get a nuke woohoo), she's energy/ice but... I'm finding I really like energy blast and from my secondary I only use chilblain and shiver regularly. I love chilblain, but I thought I'd like Ice Patch more... I should've checked first that the power has a tiny 10' radius and a 3.47 sec cast time, so not that useful on teams, and solo I don't really need it. The problem with Blasters imo is that they only have two secondaries that really stand out (EM and MM), the rest is just more attacks (or utility in the case of /ice but the debuff and control sets have a ton of powers that outclass shiver and patch for example). Only reason I don't reroll her as an nrg/nrg is that I've done all the boring TFs to get the accolade and I really like the concept. -
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Despite my weird love for Stalkers, Brutes are the best melee AT for me, they can tank, protect squshies, which is something I'd like to do with my db/elec scrapper which I like tons.
But as Hopeling said, Brutes are easier to level, you can slot a ton endredux till level 30 on your attacks and a scrapper suffers greatly wit the lack of slots. Both my TW toons (scrapper and brute) are in their 20s and the scrapper still suffers from the feeling of low damage (minion sliver of health syndrome making me use some other attack), the brute does a ton of damage since he left DFB because of Fury.
While I like scrappers, I even rerolled my first 50 scrap (dm/da) into a Brute due to better aggro control since the even though scrappers may outdamage Brutes on IOs at later levels, it's not enough for me to be noticeable and I love the extra brute perks. My 50 Stone/ELA and 50 Elec/Stone were shelved and now I like them again (well the /Stone not so much... ewww Granite) because it's so damn easy to maintain Fury now.
lol have you played any Brute after the Fury change? Dive into 3 mobs, deal 3 blows, 50% fury with any primary/secondary on TOs. At the end of the fight you're at the usual new ma fury (70% iirc). Walk down a hallway alone, you still keep most of your fury when you get to the next mob. I suggest you monitor your damage bonus in combat attributes (if you ever played any brute after the change which seems unlikely). -
Thanks for the suggestions, that makes me wanna level him (I kinda go through a week of heavy playing and the next one I can't bear to log in lol).
I always liked the idea of Invul and never liked WP, never played any past 20 tho (well my tw/invul is 22, I'm going the TF way of leveling with him). Plus with color customization invul is so much prettier
His end consumption after SOs is not so bad, my Mace/EA brute struggled much more until energy drain. I have a 50 TW/Regen with SOs on beta and he does fine on end for me but he has QR (and body mastery because I didn't wanna bother with end issues when testing the set). -
Yeah since you scrapper forumites are the best builders and all, go mod mid's for me and build me a dark/dark troller permahasten softcapped to all including toxic with no purples/pvps plz kthxbai
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Your main control for mobs is flashfire, and the power you'll use the most for control is your st hold, so you shouldn't skimp on flashfire's recharge after SOs.
Doms outside of domination are as good at mezzing minions/lts as controllers, with bosses you'll need to stack holds because you don't have the occasional 'critical mez' controllers do (overpower). Of course at SO level you'll miss a bit with flashfire, so your ST hold is really important (for any dom anyway) as you'll be grabbing more aggro than the usual controller and have no awesome debuffs like them, you trade that for damage.
On fire control I hate smoke because it's a lousy tohit debuff even well slotted and the -perception won't help much if you use your aoe controls and hotfeet later (hotfeet is kind of one of the main reasons to play fire control). I'm not a fan of stealth on doms, in fact I find it unnecessary, but on non /psi doms (psi has drain psyche for +regen/recovery) I usually go for aid self because it's easy to use since you have everything mezzed so often, so ymmv.
But you really must get the recharge on flashfire maxed out asap, it's your main source of control and your opening move like seeds of confusion is for Plant.
Anyway you probably took the most end heavy primary and secondary, especially since you're using CE which many /ice doms skip, I skipped on my Plant/Ice but she doesn't have many reasons to charge to melee like fire/, I just go to use ISC.
Edit: also, remember CE has a lousy radius (10 feet, little more than a melee damage aura) and hot feet, besides doing slow and damage, also has an afraid effect that protects you, plus 20 feet radius. -
Quote:Yeah, my dm/da scrapper planned 'maybe someday I'll do it' build (because I haven't played her in ages, having fun with TW and a blaster) is full of eradications on Soul Drain and even the damage aura because 4 erads are great for her secondary - energy defense and tons of +hp, energy is DA's weak spot as you know. But for SD I didnt bother with the damage and the proc and added recharge in the 5th slot, while the damage aura has more endred and damage from frankenslotting since erads don't cap damage.Naturally, that's because it's main purpose is to make everything else do much more damage - but the rest I agree with.
For a DM/SR I'd probably use 6 oblits in SD for the +rech and the melee def, but I'd surely love an accurate tohit set with good bonuses since it could improve SD's tohit even more, you can do it with 1 acc+5 adj targetting but the set's bonuses aren't that hot. Or even 6 gaussians for the global defense if you have tons of +global acc but gaussians don't cap recharge and I find the BU proc meh even in a fast recharging power (but except for the global rech, gaussian has great bonuses overall). -
Quote:I don't even consider the crash nukes, I only see them as 'fun' powers that will let you kill a mob once in a while instead of mashing more buttons or letting the team work in the spawn. I have fun with Nova but I don't think crash nukes are anything more than entertaining powers due to the absurd recharge times, unlike the crashless ones which are all very good (awesome in the case of AR and Archery).I love my dark/dark blaster level 33 shadoe nose. He is a swiss army knife of blasting. I do not understand the anti-synergistic comment at all. Build up, THEN blast. Follow the tank in, wait a couple sec's for the tank get aggro, hit buildup, hit blackstar, pop blue pez, suck endurance from any survivors - got to love the 95% accuracy cap.
I don't nuke every spawn, because the teams usually move that fast. I could sit there and spam my single target tentacle with the tenebrous tentacles non-stop. The melee attacks have no kb. It's not end efficient, but shadow maul/sands of mu is good for munching a lot of minions fast.
I did take the cone knockback power, but it's a tool in my swiss army knife, certainly not a featured go-to attack chain member. The dark hold is gold! I didn't take a snipe either.
Should I give more examples?
Fire/wp scrapper - no special synergy, but your fire melee powers will never get in the way of your secondary. Now TW/WP has synergy because the KD will help you regen while mobs are not attacking. Same way Energy Melee/Regen is considered problematic by some because EM has two loooong animating attacks that can get you killed when you need some clickie while kat/regen has synergy because of the +def power and the quick animations (I have an elec/regen stalker and I don't get killed while using thunderstrike but many people consider EM bad for regen due to the two long hard hitters, also the fact they're ST and do no KD like T-Strike).
Now, on to blasters - Dark/Dark, you'll never maximize your AoE cones and use the melee powers+Soul Drain 'at the same time' (figuratively speaking) since the ranged cones require jumping back, so primary gets in the way of the secondary - you don't hit a lot of targets with Tentacles at point blank like a fire blaster does with fireball or Rain of Fire. Rad/Fire or Rad/Dark - no need to ever leave melee and use all your AoEs at will, Electron Haze is a cone but it's skippable on rad blast. My Dark/MM can just use Aim+BU and spam cones, jumping to melee to get a regen/recov boost from DP is not as troublesome as having fast recharging melee/pBAoE attacks. And with the 3-cone chain you can skip PSW, while a dark/dark has fewer AoE options outside of epics so skipping Torrent for the KB is not as viable since it's a good AoE.
It's painfully obvious. Just bear in mind, this has nothing to do with the toon being good or not, or your choice to do more ST damage is not valid or etc. As I said, the blaster I enjoy the most is a NRG/Ice, most of my toons aren't powergaming material, at least the ones I really like. My main hero is a mind/emp and I still think mind/ is better on a dom because my troller has no reliable way to set up containment and do AoE damage on teams (no immob, and the combo of mass hypnosis + terrify or epic AoE doesn't really work in teams since they break sleep almost immediately). I have an IO'ed incarnated SS/Fire Brute that is absolutely crazy on damage and can survive well but he's been at the market for months because I got bored with him and I make more money at WW than farming with him, which is another thing he excels at. My main villain is a EM/Nin Stalker, and while it's still a good combo, I'd be better off with KM/Nin or Elec/Nin, I just enjoy EM.
All I'm saying is, if it's still not that obvious, is that from all dark/dark combos we have in the game, the blaster one is the only one that some primary powers may get in the way of the secondary ones and vice versa (well unless you get corr/def Torrent which is a sucky power since it does little/no damage, I can't recall, and a dark/dark corr or def doesn't need the extra protection from KB, maybe not your blaster either, but Umbral Torrent is good damage). I never said it's a 'bad' combo. Oppressive Gloom was a little detrimental to dark/dark Brutes when fury was harder to build, but now that you can get and keep Fury so easily with any set, it's not really to the point it gets in the way of your other powers since you'll be using Soul Drain before mobs wander away too far. -
Quote:I don't like the creepy stuff. And I also find the fandom fascinating, I don't even like Pixar movies unless my friends/gf force me to go watch them, plus the last cartoons I watched (and got sick of) were Family Guy and Simpsons, but you know they're not kid material. Even weirder is that all the comments you see on the youtube episodes are from guys - I showed it to a female friend my age (30s) who's all into anime and stuff like that, she didn't care much. Now an older male friend who's almost in his 40s, happily married with kids and all, LOVED the show lol.I find this fandom fascinating and all but when it starts to creep into the webcomics I read, I start looking for an axe.
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Quote:Yeah, and I don't want no-kb on my darkElectrifying Fences in Mu Mastery grants knockback protection to the target. The AoE immobilizes in the other patron sets (including Web Envelope) don't, though. )-:
I love having a good chain of cones since SOs on mine (Psy Scream - TT - Torrent) and with life drain plus drain psyche it's a very survivable blaster on SOs, the most I've ever had. Maybe I'll even skip PSW since I only go to melee to use DP (haven't got there yet), I also got TK Thrust as a 'get off me' power (not sure I'll keep it tho, since Torrent recharges kinda fast even on SOs and the tentacles also help keeping the mobs away). I love what they did on Dark Blast for Blasters (even the hold has good damage) because on a corr I wasn't feeling it especially with the lack of strong ST dmg.
Not that I'm 'opposed' to non-synergistic toons, I enjoy my energy/ice more than my dark/mm, she's a hover blaster and I do tons of maneuvering with her - a keybind to drop hover and use ice patch helps but I'm finding ice patch kinda underwhelming with the short 10' radius and 3.5 cast time, I have faceplanted some trying to protect suicidal scrappers lol. -
Quote:That has nothing to do with the fact that the two sets are almost anti-synergistic, the best thing about blaster's DB is the cone chain and one of them does a ton of KB, which the other cone doesn't prevent (TT). A fire/dark can skip Breath and never jump back to maximize the AoEs (and then KB mobs with Torrent, uh, now it's hard to use shadow maul), neither a rad/dark since rad blast loves being in melee. Dark Blast has no targetted AoEs (ok nuke is a PbAoE but who cares, you'll never use it often) so you'll keep jumping back and forth to use the cones and all the melee goodness from the dark secondary. And Torrent, unlike the def/corr version, is a great power for damage and survivability.Agreed but you gotta admit that blasters with soul drain is pretty crazy - I have a dark/dark blaster in his 20s and I cannot wait to slot up soul drain - it is that good.
Sure anything's playable and can be made good in this game but I see dark/dark on blaster almost on the level of an energy/fire in terms of synergy. -
Quote:Pinkie Pie kinda had me from the start lol. Her song and all the shenanigans in the first two episodes made me watch the rest. I was also just finding it 'cute' then I really liked episode 13 (the one Applejack and Rainbow Dash compete), then came the Pinkie Keen one (1x15), then right after Sonic Rainboom, Stare Master, well I was hooked then lol.I first bumped into FIM when it became a popular subject for Youtube poopers, so I started watching the show just to shock my friends. I would go through the episodes one-by-one just to find material to troll my friends with. Everytime I'd log on to vent I would scream out loud "Hello everypony!!" or "Sup my fellow bronies!" and people would start groaning and rage-quitting the vent.
To be honest, I didn't think much of the series judging by the first 6 or so episodes. I thought it was an average (but charming) show with trippy visuals.
However towards the end of season 1 I found myself addicted to the show. The episode featuring "Flutterguy" basically made me a brony.
So yeah, ponies.
Tl;dr version; cool story.
I was still watching each episode only once but... the 2x03 one became my favorite and finally made me like Twilight Sparkle (kind of self-identification with totally freakin out with things that seem unimportant to others) and now there's no turning back, I watch some episode I like whenever I need a 20-minute pony fix
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I can't see your builds because I'm on Mac OS X now, but the dark secondary for blasters is the only one that doesn't mesh well with the dark primary - Dark Blast is cones and KB, and dark assault (or whatever it's called) is melee/PbAoE centered.
Any other dark/dark combo is good (even the melee ones), although I don't like dark blast's damage output except on Blasters since theirs is a bit different (I have a dark/mm who only jumps into melee to use drain psyche, very survivable combo and one extra sweet cone). -
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Someone has soloed a MoITF in his SS/FA before incarnates iirc, it's in his sig.
I have a farmer SS/FA slotted only for recharge and he tanks +2 LGTFs okay (only did speed itfs with him so it was no issue). And 'okay' because I have to use some insps for defense since he only has fire def (he's just a farmer), but otoh one of the reasons he can do it is that SS/FAs do so much damage the mobs are dead stupidly fast.
But if I hadn't done it I'd maybe have the same question, since when I started playing Ii9/i10) I saw so many Fire *Tankers* dying more than crazy blasters that I had the impression they were very fragile. -
Quote:It's not because of the damage, SD has a 120 sec recharge time and does less damage than Whirling Mace.Actually I am finding more people that enjoy slotting Soul Drain as an attack.
The reasons are:
1) There are no accurate tohit buff sets.
2) The bonuses from the newer PbAoE sets are highly desirable in most secondaries, like e/n def and +hp from Eradication, +rech and melee def from Obliteration. And these sets provide everything Soul Drain needs which is accuracy and recharge and being on a long recharge it doesn't need much end reduction. And dark melee can only use two of these sets, in Shadow Maul and Soul Drain. -
Quote:Interesting, those HOs always haxing the powers lol (since Arm Lash doesn't accept any IO set with range). According to Mid's with these HOs even Brawl can have a 11' range instead of 7, or any melee power. That'd make it very worthwhile in powers with a huge arc like Crowd Control if you have the slots.Perhaps, but the range enhancement in the T'AoE sets WILL affect Spinning Strike's Range - my Crab threw 3 Centrioles into Arm Lash to make it a 16' cone.
Becaules unless you're using ragnaroks, the only TAoE set that is worth anything is Posi Blast, and you'll likely slot 5 of them giving you 26% recharge max, so instead of using the 6th slot for some proc like the FF +rech like you'd do with obliterations or eradications you'll likely end up putting a straight recharge IO there since Posi's recharge sucks and you always want good rech values on your best AoE. Or if you're short on slots 5 pieces of Oblits are good enough depending on your secondary, 5 posis usually not unless you already have tons of global rech, and even then on toons like my perma hasten ss/fire broot I use 5 oblits on Footstomp to get close to 90% recharge instead of Posi's lousy 26. -
KM and ELM are pretty good on Stalkers, they only have one long animating attack and Burst has a 100% AoE crit from Hide.
That said, I stopped leveling my ELM/Regen - I don't remember dying in Thundertrike's animation (a bonus is that you can use LRod and follow with T-Strike from hidden, the ST part is 100% crit and 50% for the AoE) but until the i22 changes regen is crippled on Stalkers because of the low HP cap making Dull Pain meh, I wouldn't roll a regen Stalker now. -
Bof is a ranged cone, and like Fault, a ranged targetted AoE, benefits from range enhancements like dam/range from Positron (or the Stun/Range from Stupefy for Fault). Those two can also be slotted with vanilla Range SOs/IOs while Spinning Strike cannot.
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Quote:Yup, mine's Scotaloo but because on Virtue ALL THE PONY NAMES ARE TAKENCanonically, it's Scootaloo.
It can be anything you want when you're trying to duck the generic bat.
I do have two Sweetie Belles on Freem and Exalted tho lol.
Now c'mon let's share test results! -
Quote:I don't know about the Stalker/Blaster version but the Tanker fellas say that CE is so good for holding aggro because it ticks every 0.5 secs while the others have a 1 sec tic rate. I know the Stalker version doesn't have a taunt component of course, but I'm guessing it ticks at least as fast as OG.AH reading it again, I see, chilling embrace does tick slowly enough to allow an attack that is already queued up to get the false hidden state critical, but not slowly enough to allow an assassin strike.
So that means Dark armor's Oppressive gloom with its faster ticks is still boned.
Thanks for the confirmation Jibako. Saved me from rolling a /Ice to 16 tonight to test it out. -
Quote:Nice to know, I don't see many invul brutes but I saw invul Tankers surviving stupid stuff, I was wondering if a Brute could do as well or close. The build is at 44.9% for s/l and 43% e/n with 1 mob, I think that's good enough because TW is hungrier than SS in power picks and slotting (and I don't want to get the pvp proc lol), resists are 70.5% s/l and 23% e/n (that part kinda worries me a bit but lots of energy damage are typed smashing right?).I run ss/invul brutes at 50. My current main is a ss/invul Brute. You do not need dull pain as perma. In fact i go long lone very long periods never hitting it. But your build needs to be solid, with softcap to S/L/mayme En//etc with 1 mob in range. Also, your S/L res should be respectable 45-55 range. GL
Quote:Willpower is fantastic and all, but in my experience of the two Invul is much sturdier vs everything exception psi. Dark Armor on a tank is also very sturdy overall.
Well just like Call_Me_Awesome's guide to invul Tankers softcaps to s/l/e/n with 1 mob using smashing haymakers and other cheap stuff.
Thanks for the build Doc, it looks great, I really wanted to fit Hasten. Seems Cardiac is the way to go since resistance buffs are uncommon even in iTrials, Agility looks nice too and would softcap me to 1 mob and help with recovery and rech, but at least in iTrials most of my toons have their defense and recharge buffed to hell almost every time. -
Today I leveled my new TW/Invul Brute named Scotaloo to 22 on Virtue.
I got the following tells in 4 hours:
1 - 'SCOTALOOO- SCOOT-SCOOTALOOOOOO!' (a scene that can be seen at 15:05 here)
2 - 'Hey Brony *brohoof*'
3, 4, 5 (yes, thrice) - 'Hey you a brony too?' -
Hi all,
I want a 'Tanky' Brute for endgame stuffs since Tanker damage makes me cry, and I played my 50 elm/stone I hadn't logged for 2 years, got some incarnate stuff on him and realized I hate Granite
So I rolled a TW/Invul, level 22 now - I never played Invul so I'm not sure I'd be better off with a WP for the later TFs and all the iTrials. And since I bought TW I have to get a TW to 50 (and I enjoy the set unlike Beam Rifle which I bought but... argh). I have seen Invul and WP Tankers and usually found the Invul ones sturdier, but I haven't played any of them past 20.
That's the build I came up with - the problem is that I can't fit Hasten in so Dull Pain isn't perma, any suggestions? I just don't want PvP sets.
Thanks!
Villain Plan by Mids' Villain Designer 1.953
http://www.cohplanner.com/
Click this DataLink to open the build!
Scotaloo: Level 50 Magic Brute
Primary Power Set: Titan Weapons
Secondary Power Set: Invulnerability
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Energy Mastery
Villain Profile:
Level 1: Crushing Blow -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(3), KntkC'bat-Dmg/EndRdx/Rchg(5), C'ngImp-Acc/Dmg/Rchg(36)
Level 1: Resist Physical Damage -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(17), RctvArm-ResDam(17), RctvArm-ResDam/EndRdx/Rchg(27)
Level 2: Titan Sweep -- Erad-Acc/Rchg(A), Erad-Dmg/Rchg(27), Erad-Acc/Dmg/Rchg(31), Erad-Acc/Dmg/EndRdx/Rchg(31), C'ngBlow-Dmg/EndRdx(31), FrcFbk-Rechg%(33)
Level 4: Temp Invulnerability -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(9), RctvArm-ResDam/EndRdx/Rchg(15), RctvArm-ResDam(15)
Level 6: Combat Jumping -- LkGmblr-Rchg+(A)
Level 8: Follow Through -- Hectmb-Dmg/Rchg(A), Hectmb-Acc/Dmg/Rchg(37), Hectmb-Acc/Rchg(37), Hectmb-Dmg/EndRdx(37), Hectmb-Dam%(39)
Level 10: Dull Pain -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(11), Dct'dW-Heal/EndRdx/Rchg(11), Dct'dW-Heal(13), Dct'dW-Rchg(13)
Level 12: Taunt -- Zinger-Taunt(A), Zinger-Taunt/Rchg(46), Zinger-Taunt/Rchg/Rng(46), Zinger-Acc/Rchg(50), Zinger-Taunt/Rng(50), Zinger-Dam%(50)
Level 14: Boxing -- Empty(A)
Level 16: Unyielding -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(43), RctvArm-ResDam/EndRdx/Rchg(43), RctvArm-ResDam(45)
Level 18: Rend Armor -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(19), KntkC'bat-Dmg/Rchg(19), KntkC'bat-Dmg/EndRdx/Rchg(21), C'ngImp-Acc/Dmg/Rchg(21), Achilles-ResDeb%(23)
Level 20: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(23), RctvArm-ResDam/EndRdx/Rchg(25), RctvArm-ResDam(25)
Level 22: Build Momentum -- Rec'dRet-ToHit/Rchg(A), Rec'dRet-Pcptn(40), RechRdx-I(46)
Level 24: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(39), LkGmblr-Def(39), LkGmblr-Rchg+(40)
Level 26: Whirling Smash -- Erad-Acc/Rchg(A), Erad-Dmg/Rchg(40), Erad-Acc/Dmg/Rchg(42), Erad-Acc/Dmg/EndRdx/Rchg(42), C'ngBlow-Dmg/EndRdx(42), FrcFbk-Rechg%(43)
Level 28: Invincibility -- HO:Cyto(A), HO:Cyto(29), HO:Cyto(29)
Level 30: Resist Energies -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResDam/EndRdx(45), ResDam-I(45)
Level 32: Arc of Destruction -- Erad-Acc/Rchg(A), Erad-Dmg/Rchg(33), Erad-Acc/Dmg/Rchg(33), C'ngBlow-Dmg/EndRdx(34), C'ngBlow-Dmg/Rchg(34), C'ngBlow-Acc/Dmg(34)
Level 35: Tough Hide -- GftotA-Def(A), GftotA-Run+(36), LkGmblr-Rchg+(36)
Level 38: Unstoppable -- ResDam-I(A)
Level 41: Superior Conditioning -- EndMod-I(A)
Level 44: Physical Perfection -- EndMod-I(A)
Level 47: Maneuvers -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(48), LkGmblr-Def(48), LkGmblr-Rchg+(48)
Level 49: Super Jump -- Empty(A)
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Level 2: Swift -- Empty(A)
Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(7)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(5), P'Shift-EndMod/Acc(7), P'Shift-End%(9)
Level 1: Momentum
Level 1: Brawl -- Empty(A)
Level 1: Fury
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
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Set Bonus Totals:- 2.5% DamageBuff(Smashing)
- 2.5% DamageBuff(Lethal)
- 2.5% DamageBuff(Fire)
- 2.5% DamageBuff(Cold)
- 2.5% DamageBuff(Energy)
- 2.5% DamageBuff(Negative)
- 2.5% DamageBuff(Toxic)
- 2.5% DamageBuff(Psionic)
- 20.5% Defense(Smashing)
- 20.5% Defense(Lethal)
- 3% Defense(Fire)
- 3% Defense(Cold)
- 18.63% Defense(Energy)
- 18.63% Defense(Negative)
- 3% Defense(Psionic)
- 11.75% Defense(Melee)
- 10.81% Defense(Ranged)
- 3% Defense(AoE)
- 5.4% Max End
- 4% Enhancement(Heal)
- 33% Enhancement(Accuracy)
- 50% Enhancement(RechargeTime)
- 5% FlySpeed
- 174.3 HP (11.63%) HitPoints
- 5% JumpHeight
- 5% JumpSpeed
- MezResist(Immobilize) 9.9%
- MezResist(Terrorized) 4.95%
- 20% Perception
- 11% (0.18 End/sec) Recovery
- 30% (1.87 HP/sec) Regeneration
- 3.78% Resistance(Fire)
- 3.78% Resistance(Cold)
- 12.5% RunSpeed
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