-
Posts
89 -
Joined
-
Most of what's germane to /Storm has already been mentioned, so I'll just add a few things I find useful:
1.) Since you're required to take Gale on the Controller side, it's worth knowing that you can use the power without sending the entire mob flying. Since Gale is a cone attack with a maximum range, you can step out of range, queue Gale, and then walk back into range - resulting in just the one mob (if you do it right) getting pushed back into the AoE deathball. Yes, you can usually achieve the exact same effect with Hurricane, but Gale lets you move that guy *right now*, and do it from range.
2.) Freezing Rain, since it's placed, can be fired around corners or over low walls, entirely avoiding the threat of an alpha strike. Useful for pulls which you're not sure are survivable.
3.) You can get a similar effect with Snow Storm if you take a running jump from behind cover, with Snow Storm queued (best when you're at the start of a hallway, or can jump from one side of a wall to the other). You'll start the animation in mid-air and the skill will take effect (and aggro the mob) as you land safely behind the other wall. This works very well as an extension to something mentioned earlier, where you can place Snow Storm on a forward mob so that the mob clumps better while running toward you.
Edit: 4.)
What he's getting at, in case you don't already know, is that Warwolves are bad Snow Storm anchors. They have this habit of barreling down a hallway with Snow Storm on, and aggroing half the mission to you. Just watch them carefully if you don't have a better SS target. -
Quote:"Skippable", and I emphasize the quotations, as I love some of the things that you don't "need": Gale, Tornado, Thunderclap. Why? Gale's functionality can usually be handled by Hurricane (once you have it), it's largely useful in late levels for immediately moving a mob from point A to point B without Hurricane. Tornado is a love-hate power, wonderful in AVs but often sees very little use in teams barring significant -KB or a very clever Stormie (regular use is perhaps not advisable for someone new to Storm, but learn the power and you will love it). Thunderclap, alone, just feels largely irrelevant on a Stormer; it will not disorient anything above a minion, and you simply don't need the mitigation with all the rest the set can leverage.What this post is about is a request for "tips and tricks" of how to build for Storm/*
What powers (if any) are "skippable" in Storm ... and why?
What powers are MUST HAVE ... and why?
What powers need heavy slotting in Storm?
Which ones only need moderate slotting?
Which powers are One Slot Wonders?
Which powers are "pick one of these two" choices?
What are some of the "tricks" that can be accomplished with certain powers through ingenious (franken)slotting?
Must-Haves: O2 Boost, Freezing Rain, Snow Storm, Steamy Mist, Hurricane, Lightning Storm. Why? O2 Boost has lots of utility beyond its heal (read the detailed information, it's impressive), Freezing Rain is one of the single most powerful simultaneously offensive and defensive powers in the game, Snow Storm slow caps mobs in conjunction with FR and allows certain pulling methods, Steamy Mist is Stealth and significant Resistance rolled into one, Hurricane is one of the most powerful positioning tools in the game, and Lightning Storm is both superb damage and strong soft control.
Slot-Whores: Lightning Storm, Tornado (if you take it, and playstyle-dependent), Thunderclap (same story as Tornado), Freezing Rain (if you want a lot of procs), O2 Boost (if you want a recharge bonus). Nothing else should require more than four (4) slots unless you really want to either proc the power out or leverage an aspect a certain way.
Moderate Slotting: See above. Minimal slotting imaginable is Snow Storm, sufficient endgame with the default slot. Gale (if taken) is also sufficient with the default slot, but likes a second slot to overcome its inherent accuracy penalty.
One-Slot Wonders: See above. There are low-slot powers, though I wouldn't use the term "wonder".
Pick One: Covered above sufficiently.
Cheating with Slots: Gale (Not fancy, but 2nd Acc is nice), Steamy Mist (it's technically a Res power, but you can slot it as a defense and go for soft-capped Def), Freezing Rain (procs, especially the Achilles' Heel -Res, are beautiful here), Lightning Storm (any damage proc, especially the Devastation: Chance for Hold, is amazing in this power.
Avoid: Slotting Numina unique into O2 Boost, slotting Force Feedback -Recharge into Hurricane or Gale, slotting KB proc into Thunderclap, slotting Accuracy into Tornado (unavoidable sometimes if going for bonuses, but Tornado is auto-hit).
Edit: For one of the most complete references on Storm - especially for someone new to the powerset, check out Draggynn's guide here: http://boards.cityofheroes.com/showthread.php?t=225992 (I know you still haven't added the section on Lightning Storm, but it's too GOOD for me not to reference). -
As someone already said, I like Spiritual unless it's one of my Stormers, then I typically take Cardiac. I shy away from Nerve because I usually have more than enough extra accuracy to spare between slotting, set bonuses, and (on trials, especially) team buffs and debuffs.
Musculature isn't horrible conceptually because it lets you hit things harder, but I don't know that I would be comfortable taking it without being able to leverage the bonus through a blast or melee set's existing damage. -
Quote:I should have clarified that I have no problems using Tornado for damage while either soloing or cornering mobs on a team. I was worried that the OP was going to treat Tornado as part of the standard damage arsenal on a team, which will typically catch flak without some form of -KB or first cornering the mob. As you say, it is a situational power - I just didn't want him treating it like Fireball.I slotted Tornado for Damage on my Ill/Storm happily, knowing that is a situational power. Yes, it throws around foes. So what - - - my attacks are mostly single target ranged attacks, so if the foes gets thrown from here to there, I can still attack.
Edit: I just noticed you said you couldn't find an up-to-date Storm guide. Hopefully Draggynn won't mind me directing someone to his, it's very good:
http://boards.cityofheroes.com/showthread.php?t=225992 -
Quote:I've had similar gripes with Hurricane over the years, but it's something that I either deal with or I turn off Hurricane for that mob. I would really like Hurricane to have an adjustable radius, so that I could shrink it to only debuffing/repelling things I literally run into, or expand it to its current size at will - and variants in between.I do find myself sometimes wishing Hurricane and its repel was seperate from the -ToHit portion. I doubt they'd ever do it for balance reasons but if they did my vote would be to axe Gale and split Hurricane into two different toggles, one -tohit the other repel.
Quote:Roots, the aoe immobilise, does a group -kb which counters most of the pitfalls of KB = SIN in storm summoning, however it doesn't beat the repel. This makes hurricane nearly functionless in standard groups, only effective on repel resistant AV's and the like.
I would go so far as to say that Roots removes what is often the only annoying factor when trying to position a mob with Hurricane: that the power sometimes will launch a mob over the spot you're trying to move it to. It seems to have a particular love for doing this when moving any mob upward at an angle. -
It looks like you might be set on slotting Tornado for damage, and I would caution against that without some sort of AoE -KB effect. Looking at Mids', the raw numbers are very enticing. However, Tornado has a habit of picking up one mob, running away with it, then coming back to do the same to another mob. The times when it's best-used for damage are typically when it also fits the role for a pseudo-hold (corner with Hurricane and perma-KB with Tornado), the mobs are highly-resistant to KB, or against a Paragon Protector for that last sliver of health (Tornado is auto-hit).
If you really want more damage in your build by that level, I would consider placing those slots into Air Superiority until you know what you want from them later. Again, it's not that Tornado isn't a great power under the right circumstances, but Illusion has a lot of trouble leveraging the power for damage.
Edit: If you decide that you want to continue slotting Tornado as a damage power, you're going to want some End Reduction in there. That sucker is expensive to summon. -
I haven't seen it mentioned yet, but in addition to ill/emp just being awesome, Empathy's recharge buff from Adrenalin Boost works on Lore Pets, so it has an extra source of obscene damage beyond PA, Phantasm, and the Blind-Wounds one-two punch.
It's worth considering that Plant Control is obscenely powerful, if you don't like Illusion. -
Quote:I haven't IO'd out my Stormer yet, so I haven't had a chance to check how things behave (or don't) in LS. If I read this correctly, damage procs can fire on me when I summon LS? That would make for some scary roulette if I'm low on health.It works as expected in LS and will have a chance to fire on every enemy hit by the Lightning Strike (that's up to 5 enemies). Each enemy will have a seperate check, so if the Strike hits 5 enemies it could hold anywhere from 0 to 5 of them.
It is also worth noting, that unlike some procs in LS (damage procs say), there is no chance to hold you when you summon LS, so slot the proc, and enjoy!
It's especially nice that the proc has the tesla cage effect and thus fits thematically. -
Quote:I'm tagging the post to read through later, because I noticed some things that would benefit from extra clarity or additional information (i.e. Granite's dislike of non-Teleport travel powers, as another poster mentioned). If you're going to tell someone that they can cap a particular resist, but it's going to cost them 1-2 billion (or what have you) in a PvP IO, I think that warning could be appreciated.Um ill keep this short (as much as I like to gas bag), sorry watching tv with the wife. Ela with the glad shield +3% res. 89% res to s/l then just some frankenslotting and you got 90%.
I updated the guide in the player guide section. I altered a few things also do remember its a mitigation guide. I didnt want to go into too much detail with all endurance numbers and such. It was more for what different tank power sets offer in terms of mitigation. Ill have to update the EA recharge debuff in ice. I sorta didnt think it had much to do with mitigating dmg tho? thanks for the review tooI appreciate it. I knew I would miss some stuff.
-
Quote:Thank you, I'm laughing so hard I'm crying.Well, that's just waving their stupid around like a flag, not specifically handing it to you and asking you to beat them to death with it.
The last time I saw someone commit suicide by stupid was years ago when a /Dev blaster actually begged the team to hang back and give him a chance to stealth in and lay mines. In a Rikti mission. With drones.
"Psst! We can SEE you!" -
This concerned me as well. If you're planning to do any tanking for teams, be aware that RttC is nothing like Invincibility when it comes to holding aggro. You will want Taunt significantly sooner than 30 for team play, or you're going to have a lot of trouble holding threat (and keeping some teams going).
-
Quote:Taking a quick glance through:Been gone since I last posted. Just got back, never got to do a build. This is what I've come up with today:
| Copy & Paste this data into Mids' Hero Designer to view the build |
|-------------------------------------------------------------------|
|MxDz;1397;700;1400;HEX;|
|78DA6593CB4F135114C6EF94D69697F4C1A3C8AB40112C30B 68A31AE4C14150D984|
|68CDB3AC200930C334D671A7525EACEB72B5FF1C5CA951B15 1F3B5708897F8A82BA|
|F451CF9CEFF248A649E777E79B73CFF9EEBDE74E5C1AAD136 2E1B050761E3535C72|
|98CEA33BA35AD9722136557730DDB4A8C19B373A9BCA91996 939A2CEA536E490F0B|
|213A36220B47CA3333EAA46B97E60B93E5F979DB32ACD9F6C DAF67346B569F5647C|
|B9A59C81B8E6B9B4EECA435A79774CB5537060D79DB36D571 5DA319CE9C51ACE177|
|AAA64FD7F2F0B8492EDC388FCFEAA65EB44BB0173F5634A6D 4BC7D914A4D688EAB9|
|72E27C95D3FFD6F0484FC5502E284E289CD63409AC49CC845 370342E2294B8167C0|
|7346FC05A3F125B0C8B8496915856709A59BA57D94A84A26A A42A220120591288A4|
|451248A23D12D4A1442A250A849F1A41D51A0915197247488 9D2D4033E336CD0ACB|
|5AE1CFF4921091E580171EF9C2A859015619755F1923E4B01 AB52A7748A9C5B8AA7|
|6893F273F31D21F808F8C3895A9970BADC7427B486A80A434 0CB2340CDCA52931D8|
|0AC6AEB0FDEE05E02A708DD17B9D514D89123277026B8F91D 4246D35414A46F9B85|
|241462EC248505C8BF4D0B2C84E875F31EED1B3556E4D2BD6 BD6B0D586774FE60A4|
|7E02BF1807686BDAA4F3B637BC98F6B7C03B46E712F01E5D1 0F64E01CE3B60F33EE|
|5E99275BB70FC691C71065D90411764D00543E8828354B747 D6ED79C03DDBFF90B1|
|E711F01878C23844E17DB248DF6F76BEFB0FF017F8C7E8AF0 05E43E6C4323D07A4D|
|B019CD40A4983D8BFC0E0006FE9501AC8F07256294095C6D4 F33C67AF065C00A670|
|7D74C6EB7A21B20857B2289103DA839BF7CBEBBB4A45647C4 AD6A7E47CCA7E9F32E|
|253C67DCA694F912D9F0FCAA17767F96BF5D695AD7CABD976 A3F9EBDA96A228A778|
|737ACFF1E67CF7C5AE6F8F4DF1C27B81AC77E9640D75DB05F C0F1C93FA74|
|-------------------------------------------------------------------|
Thoughts?
1.) You have two Miracle pieces in O2 Boost, I'm assuming for the Recovery bonus. You then have a standard Healing IO (Miracle has a Heal piece that you didn't use). If you want to use three slots, you may as well throw in the Miracle Heal piece for a HP bonus.
2.) You can cut at least one Expedient Reinforcement piece out of Tornado. If you want the Recharge bonus from the 4pc, that's fine. However, Tornado is auto-hit, so you can cut at least one of the Accuracy pieces. I don't necessarily agree with a damage proc here, but it depends on what you're fighting.
3.) You're using two standard Endmod IOs in Stamina (could fit in a Performance Shifter +End proc).
Beyond that, I don't see anything egregious where I can't say that I'd be trying to build your Stormie how I like to play the set. -
If you have Mids', can you post an approximation of what you're playing with right now (or use one of the tools to directly export your build)? It helps to see what powers you either like or don't like in a set, otherwise we'll give you something that we like to play, but not necessarily something that you will like to play (i.e. love/hate with Choking Cloud and Fallout).
If I'm correct here:
-You would like EM Pulse
-You remember building for damage (do you want to continue this focus?)
-You like the leadership toggles
-You want to be durable (or less-squishy)
-You spend a lot of time in melee range (or more time in than out)
If you want to both keep the Power pool and be durable, be aware that it will likely cost you more in IO sets. For example, a slotted Scorpion Shield is upwards of 22-24% Defense to S/L/E, but requires that you temporarily go villain-side for the patron pool (excluding use of the Power pool). -
Quote:What you believe you read was not my intention, and since amused frustration lacks a font, it's not easy to convey in text.So, you calling said person an idiot isn't an attack on the messenger? That seems to be what I saw...
Regardless of whether it is/isn't an attack, you are still missing the point and allowing your own snotty attitude to miss it...
He was looking for people who were +3 and had either T3 Rebirth and/or significant healing.
I do not see how that precluded anyone from the group unless you did not meet said requirement(s). Even then, I don't recall the people in the group being poor players. All of them were definitely people you'd want to have on an MoKeyes attempt. I believe all went well until Anti-matter pulled off a time freeze, obliteration beam, and disintegration all at the same time.
The only person on the group i didn't really prefer seeing was the guy running a "pure empathy" build. Those kind of builds just turn me off. I'd be bored to death on any group other than Keyes.
You seem to be hung up on the idea that I deliberately attacked a friend of yours, and are using that as an excuse to be progressively venomous. I laughed at a faceless suggestion that all the people who could be useful in a MoKeys would fall into stringent set of requirements X/Y/Z.
I completely understand what the comment was searching for in team composition, I simply don't agree with it. I agree that people who meet those requirements are more likely to result in a successful run, but not with the connotations of exclusion.
Quote:I'm not sure its practical to advertise openings on a trial for people who don't suck.
Next question: can you stay close to someone familiar with the trial?
If forced to choose between such a person and someone with all of their incarnate work done, in a vacuum, I would choose the person with the incarnate work completed. I'm just not willing to utterly ignore the idea that someone new is also someone useless, I haven't found that line of reasoning to be nearly as accurate as its converse. -
I'll throw out there that Invuln is relatively cheap to softcap to S/L while maintaining good resistances to other damage types (Psionic aside). It's not dirt cheap, but the cost is low enough that it won't set you back that far - and the tradeoff is amazing.
In case you end up running with Invuln, here's Call Me Awesome's guide to soft-capping an Invuln Tank on the cheap:
http://boards.cityofheroes.com/showthread.php?t=126983 -
Quote:You're confusing an attack on the message with an attack on the messenger. I have nothing against you or your friend, and I agree that a MoKeyes run needs significant healing. I did not agree with the exclusion of people who either weren't an Empath or didn't have a t3 Rebirth power, because it overlooked the most important facet of attempting the run: that someone be a decent player.Well, I am going to stop you right there because said person is a friend of mine who I have come to appreciate as being a very solid player. Perhaps his methods are not perfect, but they work. There are those people who I would agree that are incompetent but he is not one of them. So, you can just stop. You want to attack me? That's fine. I've done my share of stupid stuff. Want to pick on people that are good friends? Just get out now.
FYI, meeting the requirements he wanted isn't exactly that hard to do. And, given the fact that a good bit of the damage in the last part is unresistable/unavoidable, I, too, would err on the side of having ample healing/regeneration to compensate.
Come to think of it, I am guessing you are probably mad because you couldn't get in on a good team like his where you know the leader is actually trying to make it possible for everyone to win.
To claim that I'm somehow mad because I "couldn't get in on a good team" is just silly. I get in on a good team when and where I want to do something. I can't remember the last time - if ever - I was denied an invite on the basis that I wasn't a healer or didn't have power X (be it to a trial or whatever). However, seeing such requirements being thrown around irrespective of the core goal of a team irks me. -
Because having a level shift to 53 and a t3 Rebirth power utterly preclude the possibility of that player being a complete moron who can't avoid the green beam. Wanting Mo(Insert TF) doesn't make someone less dumb for overlooking the obvious. Hell, I've lost count of how many times I've seen a Master run missed specifically because Mr. IHAVESHINY stood in the avoidable death mechanic.
-
If your problem is killing speed, roll a SS/Fire Brute. Tanks can farm, but they will always be slower.
-
I hate to tell you this, but the people who lead trials seem to be some of the dumbest players I've ever encountered.
I had someone ask me if Rad was a debuffing set yesterday.
There was some Keyes trial forming on Freedumb where the requirement to join was "Must be 53 with t3 Rebirth, or a Healer". I swear people were smarter before I left. -
I'll throw my vote in for Rad/Sonic here. I made one a little over a week ago and she's at 43 now and is one of the more fun rides I've had on the way to 50. It's also one of the Defender powerset combos that happens to be very, very good at soloing AVs and GMs between solid DPS, LR for -Regen, EF, and a self-heal (not to mention the ability to perma hasten/AM without outside help for relatively cheap).
EM Pulse deserves special mention for the fact that it crashes your End recovery, but doesn't kill your bar, so you can pop Aim and AoE Hold that entire mob that the fire imps brought back with them. I love this power so much that I find myself looking for excuses to use it every time it's up.
Edit: Typo. -
I'll have to look at the numbers, if Brute Blazing Aura has the same taunt mag as Tanker Blazing Aura, it may be that either her aura did more damage or you were just catching moments after hers pulsed (one of the aggro list components is duration remaining of Taunt Effect X).
Edit: SS/Fire for the farming question. 1-50 in maybe 2-3 days solo (that's 2-3 days in short sessions, not hermetic grinding), can farm +4x8 immediately by munching insps. -
I may be misremembering, but I feel like there was talk about why Brutes weren't given Ice Armor to begin with and that the reason given was Ice did too good a job of generating Fury. This would have been... CoV release-era?
-
Quote:I could, watch:I'd love it if tornado was knockup. But I don't think I can convince developers that such a buff is necessary and wouldn't increase the set's performance noticably.
Tornado should be Knockup. Such a buff is necessary and will not noticeably increase the performance of the Storm Summoning Powerset.
Honest. -
After playing around in Mids' for a while, I've managed to softcap S/L, almost (40.9%) E/N, and hit Fire/Cold/Melee in one small purple. I'm not sure that I like some of my slotting with RttC, and I'm sure that I've probably missed something that a WP vet will catch me at. I'm hoping that there's a more efficient (or fancy, if you will) way to achieve similar mitigation.
I would like to avoid expensive purple sets and PvP IOs, but other than that am not concerned with the cost of the enhancements.
Hero Plan by Mids' Hero Designer 1.942
http://www.cohplanner.com/
Click this DataLink to open the build!
WP Softcap-3: Level 50 Mutation Tanker
Primary Power Set: Willpower
Secondary Power Set: Electrical Melee
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Mu Mastery
Hero Profile:
Level 1: High Pain Tolerance -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(5), RctvArm-ResDam/EndRdx/Rchg(7), RctvArm-ResDam(7), S'fstPrt-ResDam/Def+(43)
Level 1: Charged Brawl -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(3), KntkC'bat-Dmg/EndRdx/Rchg(5), P'ngS'Fest-Acc/Dmg(43), P'ngS'Fest-Dmg/EndRdx(45)
Level 2: Mind Over Body -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(9), RctvArm-ResDam/EndRdx/Rchg(9), RctvArm-ResDam(11)
Level 4: Fast Healing -- Numna-Heal/EndRdx(A), Numna-Heal(11)
Level 6: Indomitable Will -- LkGmblr-Def/EndRdx(A)
Level 8: Rise to the Challenge -- Mrcl-Heal/EndRdx(A), Mrcl-Heal/EndRdx/Rchg(34), Mrcl-Heal(34), Numna-Heal/EndRdx(34), Numna-Heal/EndRdx/Rchg(36), Numna-Heal(36)
Level 10: Combat Jumping -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(15)
Level 12: Quick Recovery -- P'Shift-EndMod(A), P'Shift-End%(15)
Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(36)
Level 16: Thunder Strike -- Oblit-Dmg(A), Oblit-Acc/Rchg(17), Oblit-Dmg/Rchg(17), Oblit-Acc/Dmg/Rchg(21), Oblit-Acc/Dmg/EndRdx/Rchg(21), Oblit-%Dam(27)
Level 18: Heightened Senses -- HO:Enzym(A), HO:Enzym(19), HO:Enzym(19)
Level 20: Build Up -- RechRdx-I(A)
Level 22: Taunt -- Zinger-Taunt(A), Zinger-Taunt/Rchg(23), Zinger-Taunt/Rchg/Rng(23), Zinger-Acc/Rchg(25), Zinger-Taunt/Rng(25), Zinger-Dam%(27)
Level 24: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(37), KntkC'bat-Dmg/Rchg(40), KntkC'bat-Dmg/EndRdx/Rchg(42)
Level 26: Resurgence -- RechRdx-I(A)
Level 28: Chain Induction -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(29), KntkC'bat-Dmg/Rchg(29), KntkC'bat-Dmg/EndRdx/Rchg(33), P'ngS'Fest-Dmg/EndRdx(33), P'ngS'Fest-Acc/Dmg(33)
Level 30: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(31), RctvArm-ResDam/EndRdx/Rchg(31), RctvArm-ResDam(31)
Level 32: Strength of Will -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(42), RctvArm-ResDam/EndRdx/Rchg(42), RctvArm-ResDam(43)
Level 35: Weave -- HO:Enzym(A), HO:Enzym(37), HO:Enzym(37)
Level 38: Lightning Rod -- Oblit-Dmg(A), Oblit-Acc/Rchg(39), Oblit-Dmg/Rchg(39), Oblit-Acc/Dmg/Rchg(39), Oblit-Acc/Dmg/EndRdx/Rchg(40), Oblit-%Dam(40)
Level 41: Mu Lightning -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(48), Dev'n-Dmg/Rchg(48)
Level 44: Ball Lightning -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(45), Posi-Dmg/Rchg(45), Posi-Dmg/Rng(46), Posi-Acc/Dmg/EndRdx(46), Posi-Dam%(46)
Level 47: Hasten -- RechRdx-I(A), RechRdx-I(48)
Level 49: Havoc Punch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(50), KntkC'bat-Dmg/Rchg(50), KntkC'bat-Dmg/EndRdx/Rchg(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Gauntlet
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(13)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-End%(13)
Code:| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1379;679;1358;HEX;| |78DA6593DB4E13511486F77406A1A5582A4241E88172282D30D068E2A5898201439| |3222897CDA46C60E2643A4E87A8773E83373E80FA041E5F42E321DEE8ADE7F3BD87| |BABAFE0D1AA669FBCDACBDD6FED7AC7F76E5EA425C88EBA784163FE358CD666DDD7| |22F49BFABB21B5881DD70E31BD5DC5A632BA85BDE6CB95308318884DA82DC926E53| |9A1BB6E3788D2BD24FAB858A74A434171D590F7CBB6E39082497DD1DE94B3730F72| |EE2D546C33157A4E5D9EE760FDF9CB5B77702BA8BF1DD9A27E566622F6B53FACD1D| |DBEB5FF4ECBA79DADF0D64ADB25BAB58CD40FAD706A9B109FABD89D29F463FD1324| |4862E0AC2C8320E8D0279462945488BC709A13EAD0E5125E445641538CF30D618A5| |25D14E9F5966BC25110D22BA06912E8874412406917794A7234FD357E9A22C62171| |8EF69A5032BA2A397431F28D4A9C5B895CE45AE1F5D02968155C6D83AA78F61A301| |7224AA24A2AF22EDD0E1D78C8FB45FB75AE9BE81959B8C14D5F4E0A1B51ED48CA1E| |6198D23A1C691F8C9A1DE5FC06FC6D13F408B714CE86D7C22A5249422C993044317| |470EF0396DDB879D45DFB468973DA550BF12EB7779C38106E031062F033EC49A0C8| |D9A4FA14A4FC1B171385680634538F6999A1A528243107C4182C34A7018A523281D| |41690EA539B89C83E73A09A695D969989D81D919989D81D95F4830AB1ACB22AF88B| |C22F24AC83368BFBC9A565E4D67FC005F26F036B73B9D800F93F061123E4CC28702| |7C28C0871AFD4FA12A32758B1F79EE3670876151C2B4DA76FA2E8766EE01F719B30| |F8087C023469E1A36D5EB62629273C0136A735E3DF23C065AC640CB186819031D31| |F64F197DE9238AC6FE316D9542ABF3A1483914391E8A9C0845564291AAA16429A27| |124DA2BDAD3E34EBEC6F6CFB55AFDFE2FA26917F9C4C5CFB18DDF42B93FFECFC581| |8BE3C0FD05C8D0EB64| |-------------------------------------------------------------------|