-
Posts
681 -
Joined
-
Mission 1: 1.5 hours
Mission 2: 0.5 hours
Mission 3: 2.5 hours
Mission 4: 2.5 hours
Net Time: 7.0 hours.
Time including failures: 20 hours.
Real Time: 21 days.
PS:
I don't know what's up with the timer, I definitely didn't spend 97 hours.
The death count is off too, but I think that was the people that stuck around to watch and weren't using stealth.
That may be a crab, but I think a +4x8 run is a fair submission for "stupid scrapper tricks" regardless of AT. -
Elegost, How's the endurance profile on that build ? Which Alpha did you use ?
With my variant, with all the toggles running and going full bore offense I was looking at about 110 seconds burn time. Plenty for regular fighting, but not enough for long term or taking out an AV or Pylon without blues. Combining my endurance concerns with durability concerns in extreme difficulty situations and I just haven't pulled the trigger myself yet.
And yes, Mauk's Arc is brutal if you let them buff themselves. When I did it +4x8 with my crab I had to keep 70 defense minimum for every alpha and the first minute of each engagement, if not for the entirety of the engagement. In a few situations I needed even greater defense and resistance and only managed to punch through with inspirations, demonic, and rebirth stacked. -
I seriously doubt caltrops would be worth it for the dps, but then I've never measured it's dps. Maybe someone else has measured it's offensive use.
I used caltrops defensively on one regen build, past tense, for rain dancer type control. Running mobs aren't fighting mobs, and that buys you time to do other things. If you're SD with a taunt, the running mobs part may not work. -
I use a build similar to whats in my signature. It can be endurance heavy, but with a kin that won't be a problem.Without the Kin, you may prefer cardiac. Actually running all the toggles is optional. With nerve and weave, and little endurance boost it's incarnate soft-capped. Total Overkill.
I'd probably tell you to back off the defense numbers and increase the offensive side. However, I don't play her a great deal and I love her tank-ness, so I don't mind the lesser offense. It's always fun to be the last one standing with 7 dead tanks at your feet. With i21, I'll almost certainly remake her as a Traps/Fire Defender with a bit less defense and a good deal more offense. -
I solo most content @+4x8 with the Huntsman build in my sig. A few mobs I have to drop to +3 or +2. Mostly things like Carnies, Cheat DE, and a few others.
I solo everything @+4x8 with the Crab Tank build in my sig, and I'm currently working on Soloing a +4x8 ITF with the Crab Tank build.
The huntsman is the more offensive build, and costs less, but doesn't have enough immobilize for the AVs that like to run, like Romy. It also doesn't have enough status protection for heavy mezzers like carnival. You could modify the build to optimize immobilize and offense if you wanted to keep this overall path.
The Crab has considerably less offense, but has double the survivability, 4 times the status protection, and several times more immobilize; all key problems I ran into in various content. -
Quote:QFT... Romulus, problem was he ran everywhere. I didn't even need to use my toggles or heals/regen, he only attacked me once every 30 seconds or so. Just ran and ran and ran. Drove me nuts...
He also had +3 immob protection, total +6, so you may have to work at it to hold him still if you're solo. -
What happens if you put the Miracle, Numina, and Panacea in it? If it Fires once when you drop it then again every 10 seconds AoE, that would potentially be very interesting ?
-
Its in my sig below. The only change is the proc in Efences is likely still bugged and should be changed to a damage proc. I was unable to either confirm nor disprove the bug, so it's likely best to assume it's still bugged and use a damage proc instead.
-
I asked this in the Veat forum, and a couple of useful answers. I'm looking forward to additional feedback.
What would you build to solo +4x8 TFs? Would you build a Scrapper, Tank, Brute, Veat, or Other; any and all suggestions welcome.
If it's a Scrap, Tank, Brute, Veat type I'd like to have- HP * Resist >= 2500
- Defense >= 45/45/45 Vectored or Typed
- Incarnate Offense >= 400, Preferably >= 500 vs a Pylon and/or Rommy.
- Immobilize or Taunt sufficient to keep EBs/AVs from running at +4 lvl ~= +7 mag Perma Immobilize.
my soldier is currently soloing a +4x8 ITF, and so far my limiting factors are:
- immobilize/Taunt to keep Rommy from running. Without Immobilize best I've done is get him to half health as he runs like a chicken with it's head cut off. I spend more time chasing than fighting. Gonna try Carnies Lore and an Immobilize build next.
- Damage, AT +4 lvl you're doing half damage, so you're gonna need 400 to 500 dps, or more.
This also just happens to be my Incarnate dps limit inside my "crab tank" build, such that I'm just barely squeaking by and don't really see any way to eek out more damage while sustaining my defense, resist, HP, and immobilize. I may be able to steal a slot to get another -resistance proc, and I'm gonna change my build a bit as far as immobilize is concerned, but that's about it and that leaves me very close to 415 or so dps, where 500 would be much better. In all likely hood, I'm afraid dps will be less than 400 by the time I keep the immobilize going, and that's gonna make it all a very, very close thing.
So, if I was gonna build something new, like say a Staff/Wp scrapper in i25, or sooner, what should that be ? And given that I want to do these TFs as +4x8, I'll need both ST and AoE damage. An AoE build that has enough damage with Incarnate Lore filling in the High ST DPS Role, is very likely an acceptable answer.
PS: Why +4x8 ? Because I know I can do trivially it at +0, where as +4x8 is challenging me. -
Melee Fort is were I ended up, after many builds.
The NW gets Elude, the Fort gets Confuse and light controls. I find the Controls more useful in keeping me, and my team, alive. Take 4 seconds to put one ST confuse each on the dangerous bosses, then run in and AoC and go to town in complete safety. Next spawn, Nuke and/or Judgement, Next spawn is back to confuse ....
However, the ranged/control Fort is still useful, packs more AoE, and makes it even safer for the team. However, that comes at the cost of personal offense, and so far, I've not decided it's worth it to go back and reload the ranged/control build on an alternate build slot. While 4 spawn breakers is better than 3, If what I bring as a melee fort isn't enough for the team, the little bit more team defense offered by the ranged/control build most likely won't make a difference, and it's better to just find another team. -
Crab has less offense due to having less debuffs.
A select number of bane melee attacks are very good offensively.
You'll have redraw issues between the gun, crab, and patron attacks.
I build my Huntsman/Bane for offense, and Crab/Tank for Defense. Now I'm using them to solo a +4x8 ITF. -
- I chose Mu based on animation times, dpa, and point blank use.
- Soul Tentacles has no pre-requisites.
- Gloom should work well in the ST damage chain. There are redraw issues with the claws and gloom, but since you aren't using the claws, it should be ok, but it wouldn't hurt to double check. I theory, with enough recharge, Gloom, Dominate, Subdue is likely the best ST attack chain, but again, I'd have to double check that to be sure.
- Dark Obliteration should work well in the AoE damage chain.
- Unless you have the Vet Perk to skip pre-reqs, the only travel power easily obtainable would be SS. I've not used travel powers since travel temps and GvE Jump were introduced a forever ago. I use Raptor Pack (easily obtainable even at level 1), GvE Jump, Steam Jump, Ninja Run, and Beast Run.
-
Check my archives in my sig, there's probably something there you can use. You may need a google docs or gmail account to download them. You'll have to evaluate the quality of the builds yourself, it's just an archive of builds I've collected, both good builds and bad builds.
If you want one of my personal builds, for a ranged build look for the control variants like:- Fortunata - Isabella - Control - Rev 4a [i19].mxd (Cheaper)
- Fortunata - Isabella - Control - Rev 4a [i19].mxd (More Expensive)
If you have expense troubles, 5 slot the epic attacks and use those three slots for Mindlink and TTL to remove the Hamis. You can dig farther back into the my retired builds to find cheaper slotting for Dominate, Subdue, and AoC to reduce those costs.
Everything else is either relatively cheap or easily obtainable with A-Merits.
Probably something like the following for the cheapest version:
Villain Plan by Mids' Villain Designer 1.942
http://www.cohplanner.com/
Click this DataLink to open the build!
Code:| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1489;748;1496;HEX;| |78DA65935B4F134114C767BB85DA526C4BCB4D28B448B9145B682426BE885841311| |4411A301AD38C74231BD7DD66BB1579F3237821821AA3F2A2CF5EA21F4A04634450| |B19E3D672C4DBA69F33B73E67F6EB3B3997BE7BD8CDD1F635228ADF16231376EF2A| |565DD28E616D5BCB1E29AE156C9E45A62D230AD92CE2D1E4944A68AFCA6A269B699| |3674CB3434B0AE287723A33C725D4D9DBEE1628C45313E9735B9AAABFAAD642541C| |5D59155F89D15C3BC5DBD275C81297D593115DD4AFE373CB386A125E70B8A92F7A1| |39ADF0BC621697D54223AE334A5E5D527525402BAEAB8592C62DD5D04313057529B| |930319ECD654AB90C2F5A8AB9DA063DC6E1FF00C6A7A75CC7D601FDCCB141788A70| |3E233C47D4AF3A180BB2B40756124649AC198C1E567F00AB307BE8151B904F7A014| |8B1232F09AF119E4DC29A64C3DB87AB09C827533E87ECC77C7E0F0A9A287B0F9C69| |9D10D40D614C1321440880C025042ECA10A20C2D9461124AB849C0DCAD92DDEB1AF| |4DA207A6D7883695AA8BBB6578430E2588CB0EFB011864A8D14C51A7B71A71B5C3E| |72C9BE39ACDA394FC822BA661017A08780E82110C5D033E00A8ABE837E1253C35DD| |4FE14089A85A0B90B632202A41B03412B09E4D600C6441A1051FBC4FA59B48CAF6E| |1DA66D17D3B6FFC051A2BB88E33F097B041AB3F717E22C64EFA02867C72EA6EDFD4| |ED841F46D114E81C429B38BA00F8B9B117E8B29FA36111B50BF5BD4EFFE8DAEFE3F| |8403C25FC46099C0641BE31E7B463AB21E9AFB1CB862A2A5D817AC3E484DC4B709D| |459FC1B620FF20C08F9C07BCC70E203E123E11322F119B10FF221211F227982E409| |920F937C98E4EFE02A24853C49F26192A7489E22798AE44D705346C40D18A11BD0E| |9AC7C81F083874D577BDC781AB3CECA67C524BA74979D956FB0ECF633FBB8D0DE82| |E39144092981D2AFD5AE01746D1FBA24E912DE13EF029ED7CEE18E2CAD63F5A38F0| |88F11FE2788919ABEE3359E548D67B4C673B2C633E7411BA759ACB2AF56D9D7AAEC| |B9A0DD0FD9FF00F39E06B5| |-------------------------------------------------------------------|
-
A (Trapper + Fortunata/NW ) should have both of you soft-capped and runners shouldn't be an issue at all. Just let them run and keep on killing forward into more targets.
PGT can lock them down for a very short period of time, especially of slotted with something equivalent to a full lockdown set.
Additionally, You can add hold procs to several powers, especially on a Traps/Ice or Ice/Traps.
Lastly, you can both take immobilizes at 41, if you must.
However, yes, there is an in-between where you don't kill fast enough and even stacked slows aren't enough and some mobs run away with very low health. I never really had major problems with this, unless I was the only high-level on the team and my team-mates were very low level. With the just wrong combination of levels and team-mates, it can indeed be a pain, but that was always the exception for myself, not the rule. -
SOP is to put the Achilles in GC.
Optional Fury of the Gladiator in GD. It seems this one is skipped most often. -
Fortunatas are not inherently weak or gimp.
I'll assume you were fighting +0 vs an AV, if he was +4 you'll be doing half damage and need to double any offensive requirements below. If it was vs a +0 EB, you either have a great deal to learn, or you need to play something more suited to your playstyle.
Your -regen is worthless vs AVs, and honestly is worthless vs anything else too. You need -regen 10 or more times what you have to give it the value most people assign to a "-regen power". Make it a team of 8 widows, and it may or may not be enough stacking to make it "work", maybe.
A well built Ranged Fort without procs will only generate 104 dps tops, less when considering defense and any other powers or clickies. You'll be lucky if you are doing 90 to 95 dps, even if you manage 5 extra dps from -regen, you're still looking optimistically at 1.5 Hours to kill a standard AV.
Honoree isn't a "standard" AV, he has an effective T9 as well. That means you have to kill him in less than the time it takes to recharge his T9. I don't know what that time period is, but I would say you'll need something in the area of 150 to 250 dps. If you plan on using Lore, then you'll want to save them until after the T9 expires the first time around. That means you have to beat him down, keep beating on him while he regens, then summon the pets and finish him off as soon as the T9 drops.- You can increase ranged dps by use of procs, but only slightly. However, slightly, may be enough.
- You can get 200 dps with a Melee Fort Build that double stacks Followup. 180+ dps is more practicable. Depending on his resists and what else you bring, Melee may not be the answer for this specific target, but will overall in other situations double your dps capability.
- You can add 200 to 500 dps with Lore Pets and Reactive Interface.
- You can Floor his regen with Longbow Pets, although you'd likely be better served by the pure damage of Cimerorans or Warworks, depending on level.
- You may also prefer the lower damage of Seers given the ability of Psy damage to bypass T9s.
- You can bypass the T9 with Psy damage from Dominate and Subdue.
- You can use the once a week mission complete feature to bypass the mission.
- You can unlock Alpha using one of the alternate methods.
-
I'm currently using a Huntsman/Crab Tri-build to do this, so I started here. However, given the type of challenge and preponderance of crickets, the eccentric scrapper forum might be a better location.
-
-defense is a very good point for MMs, whose pets can be as much as -7 vs the targets.
-
What would you build to solo +4x8 TFs? Would you build a Scrapper, Tank, Brute, Veat, or Other; any and all suggestions welcome.
If it's a Scrap, Tank, Brute, Veat type I'd like to have- HP * Resist >= 2500
- Defense >= 45/45/45 Vectored or Typed
- Incarnate Offense >= 400, Preferably >= 500 vs a Pylon and/or Rommy.
- Immobilize or Taunt sufficient to keep EBs/AVs from running at +4 lvl ~= +7 mag Perma Immobilize.
my soldier is currently soloing a +4x8 ITF, and so far my limiting factors are:
- immobilize/Taunt to keep Rommy from running. Without Immobilize best I've done is get him to half health as he runs like a chicken with it's head cut off. I spend more time chasing than fighting. Gonna try Carnies Lore and an Immobilize build next.
- Damage, AT +4 lvl you're doing half damage, so you're gonna need 400 to 500 dps, or more.
This also just happens to be my Incarnate dps limit inside my "crab tank" build, such that I'm just barely squeaking by and don't really see any way to eek out more damage while sustaining my defense, resist, HP, and immobilize. I may be able to steal a slot to get another -resistance proc, and I'm gonna change my build a bit as far as immobilize is concerned, but that's about it and that leaves me very close to 415 or so dps, where 500 would be much better. In all likely hood, I'm afraid dps will be less than 400 by the time I keep the immobilize going, and that's gonna make it all a very, very close thing.
So, if I was gonna build something new, like say a Staff/Wp scrapper in i25, or sooner, what should that be ? And given that I want to do these TFs as +4x8, I'll need both ST and AoE damage. An AoE build that has enough damage with Incarnate Lore filling in the High ST DPS Role, is very likely an acceptable answer.
PS: Why +4x8 ? Because I know I can do trivially it at +0, where as +4x8 is a challenging me. -
Second build looks good.
I prefer mu, for Efences damage and immobilize to keep my victims in close for another spin.
I prefer Maneuvers and AoC earlier in the build.
You can steal a slot from hasten, anything less than 135s is good.
You can steal a slot from TTA, TTA is already significantly lower cost than Pool:Assault and you're not really saving that much with the second slot. It's only .04. Nice to have, but not crucial.
The second slot in Pool:Assault may be worth it, but if I needed the slot, I'd steal it too. It's .08 eps, worth it if you can keep it, but expendable.
I'd add a Kismet +acc if I could, for exemplaring.
You could also steal slots from TTM and Pool:M without significantly hurting your build. Even if you stole both, you'd still have hasten recharging in 138, which is acceptable, but a hair slow.
Not that you need the defense, but Foresight is definitely underslotted. You may be able to move slots around, chase less defense bonuses or powers, and use those bonuses or powers for other ends.
I'd slot more hold in Dominate.
I'd add one purple set for an accuracy bonus for exemplaring. I use a full Hecatomb set, splitting the triple into FU, and the other 5 and Maco in Lunge.
Level 8: Follow Up -- Hectmb-Acc/Dmg/Rchg:50(A), C'ngImp-Dmg/Rchg:50(9), C'ngImp-Acc/Dmg/EndRdx:50(9), C'ngImp-Dmg/EndRdx/Rchg:50(11), Mako-Acc/Dmg/EndRdx/Rchg:50(11), GSFC-Build%:50(13)
Level 12: Dominate -- Thundr-Acc/Dmg/Rchg:50(A), Thundr-Dmg/EndRdx/Rchg:50(25), Thundr-Acc/Dmg/EndRdx:50(27), Lock-Acc/EndRdx/Rchg/Hold:50(27), Lock-EndRdx/Rchg/Hold:50(29), HO:Perox(29)
Level 14: Lunge -- Hectmb-Dmg:50(A), Hectmb-Dmg/Rchg:50(15), Hectmb-Acc/Rchg:50(15), Hectmb-Dmg/EndRdx:50(17), Hectmb-Dam%:50(17), Mako-Acc/EndRdx/Rchg:50(19) -
If you're duoing, I'd definitely go with Dual Huntsman and as much -resistance as possible. Maybe take one Mace with Shatter Armor and an ST focus, and the other Shark with Arctic breath and an AoE Focus.
For AVs that love to run, make sure between the two of you that your team can stack a minimum of 6 perma, perferably 9, immobilize magnitude vs +4s, which means duration double of that required for perma at +0. If you both take call reinforcements, then the pets can probably do this passably. You may also be able to stack Call Reinforcements with Carnies Lore for the same effect*. AV Marathon Mileage may vary. I hate AV runners. "You're an AV trying to take over the world, why do you run like a chicken with it's head cut off ?"
At that point, you'll be able to Duo Most if not all the TFs in the game, and likely do it at +4x8. You'll each be capable of soloing most +4x8 content with only a few exceptions, most notably Cheat DE and Carnies.
If you went the Fortunata route with confuse, you'd be able to solo those exceptions as well, but at a slower pace, and your Duo speeds on anything harder than a boss, and teaming speeds on all content, would be slower due to the lack of -resistance. On the positive side, the Fortunata psy attacks, if one of you goes ranged and one goes melee, would bypass most T9s. Back on the negative side The Fortunata path also means you won't be able to dual build for a tank build to power through the tougher content, as a NW isn't really any more durable than a Fort, where as a crab alternate build* can be considerably more durable than all other veats at the expense of offense.
* My Soldier (Huntsman Bane/Crab Tank Dual Build)is currently trying to solo a +4x8 ITF and ran into the immobilization problem with Rommy. Rommy's a marathon runner. I'm working up an alternate build with more immoblize and then I'm going to use the carnies with the Reinforcement pets. It should be enough to overcome his immobilize protection and inherent Boss protection. Then he's toast and I win. With his running a marathon the best I managed was to get him to half health, I've got to stop his running.
** Why +4x8? Because I know I can do it at +0, as can almost anyone. However, +4x8, that's a challenge. -
I lead with Seekers, then jump in with PGT, AM, Optional Mine, Optional Caltrops, AoEs.
- Seekers take the alpha and distract things while you drop PGT.
- PGT, slotted equivalent to a lockdown set, is almost never wasted, but it's also "just long enough" to break a spawn. It's the just perfect power to lock things down just long enough for the team to blow them away, or for you to get your defensive powers out, so the mobs don't blow you away. It's perfect regardless.
- AM is also, almost never wasted. However, if the team moves very very fast, it can be optional as well. After all, if a spawn is only living 10 seconds without AM, what's the difference between 10 seconds without AM and 8 seconds with AM ? On teams like that, you're packing so much offense that debuff of any kind will be almost irrelevant, and it doesn't really matter which debuff set you are, you'll be equally irrelevant; suck it up and be glad you brought your FFG.
- If I'm on the leading edge, or fights are lasting a longer duration, I'll drop the mine, otherwise I'll skip to the AoEs. If everything is dead by the time I've fired my AoEs, I didn't need the Mine. If not, next spawn I'll drop the mine. The idea is to balance damage and time such that at the end of my first round of AoEs, everything should be dead.
- If it's extra hard content and we need the defense, I'll drop the Caltrops. I use caltrops as a rain dancer defense effect, where mobs that are dancing in the rain aren't hitting anyone.
- If I had Triage, this is where/when I'd drop it, assuming I don't stealth drop it at range prior to starting the fight. It has a very large radius, a radius almost as big as the pool/fountain in Oroborous, much much larger than most people realize. That very large radius gives you several options on how to use it. But on very very fast moving teams, you'll get fewer opportunities to leverage it effectively. Regardless, even if it's only in range for 20 seconds, that's still equivalent to a Healing Aura or similar power. For any fight lasting longer it's definitely useful, even if it's not as "dramatic" as giant green numbers floating over your head.
You'll be doing more good than you know, but you'll still be doing it. Just last night on a team, the lead scrapper would splat from time to time, because he got too far ahead of the team and I didn't have time to neutralize the bosses' alpha. In that case I was confusing them, but on a trapper I could have just as easily distracted and debuffed them using seekers. Once the bosses were neutralized, the rest of the alpha was next to harmless. A subtle difference of 3 to 5 seconds that is otherwise almost completely unnoticeable. -
Once defenders get fire, the offensive difference isn't going to be that great. The sets and conversions are all a bit different, all of them don't really follow the rules. Since each one is just a bit unique, what's "best" is really going to depend on which primary/secondary you want to compare. Just as there are combinations that right now are "best" as a defender, there will also continue to be sets that are "best" as a corruptor.
In general most set combinations edge out in favor of corruptor, while a few are better as a defender. Just as traps is slightly in favor of a defender, Thermal may be one of those few choices that ends up balancing out ever so slightly in favor of the defender. Dark Blast typically I would say is a draw; the damage portion of the TT and NF will favor Scourge, while the debuff portion favors a Defender.
I personally would roll thermal as a defender, it will indeed be great as a defender set.
Then I'd combine it with either Ice or Fire for the damage. If you chose dark blast for the debuff to compliment Thermal as a support build, then I'd definitely say re-roll as defender. If you chose Dark Blast for damage, then I'd definitely say re-roll as Fire or Ice, in that order. Fire is the top damage dealer, and Ice is a good Number two that does more than just damage. AR, if and only if you have an immobilize to leverage the location damage, is up there evenly between Fire and Ice, but without the immobilize ice is likely better. -
You'll have to work extra hard to turn an Veat into a leech. I would say "Good Luck with That", but I don't want to wish a leech onto any team, no matter how badly they might otherwise deserve it.
If, however, you want strong buffing and defensive support, I would recommend a Fortunata Ranged Control Build. If you want a more offensive support build, I'd recommend a huntsman build.
The Fortunata can bring ~30 defense all with controls as good as the lower end spectrum of controllers, all while being self-armored and very hard to kill and bringing sufficient offense to take down an AV, but not a pylon. A Melee Fortunata variant would give up minimal control, and gain additional offense capable of taking down a pylon.
The Huntsman can bring ~20 defense all, with up to -60% Resistance to multiply team offense, all while being self-armored and very hard to kill and bringing sufficient offense to take down a pylon.
Additionally you can take Rebirth Radial for Healing, Void Radial for -damage, Paralytic Radial for -damage, Gravitic Radial for -special, and a Radial Lore for Support, probably the IDF for the AoE Bubble, but I'd have to research the lore option.
Crabs I reserve for AoE Offensive platforms, or Tank platforms; I use mine as a tank. Banes are similar to huntsman, but more melee oriented and may not have as much debuffing. Night Widows are more Self Offense oriented, and lack the control, but can still contribute significant defense. -
Here's an alpha build for Demons/Dark. I never completely finished the build. It's based on stacking of (Defense + -Tohit) and (Resist + -Damage) for both the Pets and the MM, as well as Body Guard and +HP for the MM. It should flatten any normal content, but since it relies on debuffs, it will be weak vs AVs, and GMs due to their special resistance to debuffs.
Villain Plan by Mids' Villain Designer 1.942
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Mastermind
Primary Power Set: Demon Summoning
Secondary Power Set: Dark Miasma
Power Pool: Flight
Power Pool: Fighting
Power Pool: Leadership
Power Pool: Speed
Ancillary Pool: Chill Mastery
Villain Profile:
Level 1: Summon Demonlings -- SvgnRt-Acc/Dmg:50(A), SvgnRt-Dmg/EndRdx:50(3), SvgnRt-Acc/EndRdx:50(3), SvgnRt-Acc/Dmg/EndRdx:50(5), SvgnRt-Acc:50(5), SvgnRt-PetResDam:50(7)
Level 1: Twilight Grasp -- Nictus-Acc/EndRdx/Rchg:50(A), Nictus-Acc/EndRdx/Heal/HP/Regen:50(7), Nictus-Acc/Heal:50(9), Numna-Heal/EndRdx/Rchg:50(9), Numna-Heal/Rchg:50(11)
Level 2: Tar Patch -- P'ngTtl-EndRdx/Rchg/Slow:50(A), RechRdx-I:50(11)
Level 4: Darkest Night -- DarkWD-ToHitDeb:50(A), DarkWD-ToHitDeb/Rchg:50(15), DarkWD-ToHitdeb/Rchg/EndRdx:50(17), DarkWD-ToHitDeb/EndRdx:50(17)
Level 6: Enchant Demon -- EndRdx-I:50(A), EndRdx-I:50(19)
Level 8: Hover -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def:50(19), LkGmblr-Def/EndRdx/Rchg:50(21), LkGmblr-Rchg+:50(21), Krma-ResKB:30(23)
Level 10: Boxing -- Empty(A)
Level 12: Summon Demons -- HO:Nucle(A), HO:Nucle(23), HO:Nucle(25), HO:Ribo(25), HO:Ribo(27), HO:Ribo(27)
Level 14: Tough -- Aegis-ResDam/EndRdx:50(A), Aegis-ResDam/EndRdx/Rchg:50(29), Aegis-ResDam:50(29), S'fstPrt-ResDam/Def+:30(31)
Level 16: Shadow Fall -- Aegis-ResDam/EndRdx:50(A), Aegis-ResDam/Rchg:50(31), Aegis-ResDam:50(31), LkGmblr-Def/EndRdx:50(33), LkGmblr-Def:50(33), LkGmblr-Rchg+:50(33)
Level 18: Maneuvers -- HO:Enzym(A), HO:Enzym(34), LkGmblr-Rchg+:50(34)
Level 20: Fearsome Stare -- Abys-Fear/Rng:50(A), Abys-EndRdx/Fear:50(36), Abys-Acc/Fear/Rchg:50(36), SipInsght-ToHitDeb:50(36), SipInsght-Acc/ToHitDeb:50(37), SipInsght-ToHitDeb/EndRdx/Rchg:50(37)
Level 22: Weave -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def/EndRdx/Rchg:50(37), LkGmblr-Def:50(39), LkGmblr-Rchg+:50(39)
Level 24: Hell on Earth -- C'Arms-+Def(Pets):30(A), ExRmnt-+Res(Pets):50(39), EdctM'r-PetDef:40(40)
Level 26: Summon Demon Prince -- BldM'dt-Acc/Dmg:50(A), BldM'dt-Dmg/EndRdx:50(34), BldM'dt-Acc/EndRdx:50(40), BldM'dt-Acc/Dmg/EndRdx:50(40), BldM'dt-Acc:50(42), BldM'dt-Dmg:40(42)
Level 28: Hasten -- RechRdx-I:50(A), RechRdx-I:50(42)
Level 30: Tactics -- HO:Cyto(A)
Level 32: Abyssal Empowerment -- EndRdx-I:50(A), EndRdx-I:50(43)
Level 35: Vengeance -- HO:Membr(A)
Level 38: Dark Servant -- SipInsght-ToHitDeb:50(A), SipInsght-Acc/ToHitDeb:50(43), SipInsght-ToHitDeb/EndRdx/Rchg:50(43), Nictus-Heal:50(45), Nictus-Acc/Heal:50(45), Nictus-Acc/EndRdx/Heal/HP/Regen:50(45)
Level 41: Ice Blast -- Acc-I:50(A)
Level 44: Hoarfrost -- Numna-Heal/EndRdx/Rchg:50(A), Dct'dW-Heal/EndRdx/Rchg:50(46), Mrcl-Heal/EndRdx/Rchg:40(46), Aegis-ResDam/Rchg:50(46)
Level 47: Frozen Armor -- Aegis-ResDam/EndRdx:50(A), Aegis-ResDam/Rchg:50(48), Aegis-ResDam:50(48), LkGmblr-Def/EndRdx:50(48), LkGmblr-Def:50(50), LkGmblr-Def/EndRdx/Rchg:50(50)
Level 49: Hibernate -- RechRdx-I:50(A), RechRdx-I:50(50)
Level 0: Born In Battle
Level 0: High Pain Threshold
Level 0: Invader
Level 0: Marshal
Level 50: Spiritual Core Paragon
Level 0: Force of Nature
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 1: Supremacy
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Health -- Numna-Regen/Rcvry+:50(A), Mrcl-Rcvry+:40(13)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- EndMod-I:50(A), P'Shift-EndMod:50(13), P'Shift-End%:50(15)
Code:| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1446;688;1376;HEX;| |78DA65935B4F135110C7CFE9B696162A2DA52D502E6DE5DAC2D2068C89319A081A2| |F1421082889211B58E8C6B6342D24FAE667F0C518E3E52BF8A2C6CF6234F1CD0B17| |1513DFEAECFC0FB6719BB6BFD99939733D9B7F30DB26C4A34B4206678A46ADB69E3| |76ABB66B56495373D7963DBDA105E2144B2A15D5FDA2B9576CAFAAC49FFEAC12A6F| |C79B3C2EEF6D6DE9B346F5FE7ADE326A252374BD5C30AB6679573F115A1776768AF| |AD5A2B55DD80D40B6458AD3CE4F73A6B169566B05ABE2E7E7A58A696E765CA9581B| |FA4CC12A1655950FBBA8B60CFD9E0685FAD43DE2889013AE1FC04F86FB1770CC38F| |59BB1ECFE77CA2D621A5BA28C9608705BDAF02F3156C85DC25DCAD7B06438D02A59| |3436D535ED8DCB569D7ECB08BE03DE339E51991E15C193E4A31D808FA6EC4504B73| |7C8B13B3A199D6120C288FE21973E21C9DD8740C257A78F784EA15BD5045A2F10DC| |9A882A769DF022D8F31F358A1650E507B29CA7770A9866F4C7A49DF52EB5D90E3F4| |F3BFCFA7300FC12A83C81CA13283944D14338E50A9D43C6E409E1B24681C3AAF8F0| |47569DF9007C02BCBC8FC116C0CF7053E0882A3B82CC8318D6300A1846F417349A1| |8A2BB629F5D7627C3C7BC8F912FA41C112FC9A15BA5EFFECAFB487E638C7C07F619| |6307C0219F4A51FA38D2CB38EEC11810264B1F2CA2EF2C3A7D453906D4EA07B0F33| |4D049DE29B5CBD47978DFA3810CA98A86D07B1ABDA7D1FB7818C03D1DC7ADBD4939| |4655A4D11E0E9E275546CD2883DB3C310F5C9376171358E03CF9E96AB53A563B09C| |B24563B8901E730D91CE67C8B4E65555359F49E037A1BAF167DED0B9A7668B20E4D| |CEA1997268A61D9A398726DFD0D4171A6FAD906CF551D59AB2EEFBC92A9BAD870D8| |D942BDC66DB0D1ED581C3F7A8A171C90437DEF618AFFF13C6A29F8BE254AB4DF29D| |2679AD495E0CDBA7202F37E9FF0294B0F441| |-------------------------------------------------------------------|