Novella

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  1. I just toss a common recharge in Caltrops because otherwise its pointless to slot anything else. Caltrops is great for setting up another Hide + AS when the enemy starts running away giving you time to go from unhidden to hidden.
  2. I swear by EM/Nin, DM/Nin, and KM/Nin personally.

    NB/Nin is also very very nice as well.
  3. In all honesty I would drop the Fighting set because Tough is useless on a Stalker since the amount of resistance is so small, and it's not worth having to take two powers before you can select Weave. You are better off taking Manuevers.

    Additionally you are going to have some mez issues also since you are only single slotting Kuji-In Rin. If I were you would reload the build in Mids and look at other IO set besides KC because you can do it cheaper and more effective using other sets.

    I have been able to cap melee and ranged on my EM/Nin and DM/Nin and once I get my KM/Nin leveled up she too will have capped melee and ranged. I do not worry about capping area of effect defense because its not that big of an issue in my opinion to worry about. As long as you can get to around 30-35% you will be fine.
  4. Quote:
    Originally Posted by Jeuraud View Post
    Lol, I love these types of comments.

    You say this,
    then this,
    which contradicts the first part of your statement.

    Unless of course you are used to being defeated a lot more than 3 times before you reach lvl 15, and don't consider those 3 defeats worthy of being listed as even a single problem.
    Nothing I said was a contradiction. I do not consider 3 defeats at any level range to be worth consideration for having problems. If you bite of more than you can chew then you will be defeated its that simple.

    That being said it is very easy to have more than 3 defeat before level 15 depending on how you play or what your archetype is. If you consider 3 defeats to be a lot within 15 levels then that is YOUR problem, but to me 3 defeats is nothing to raise concern about.
  5. Quote:
    Originally Posted by Zem View Post
    So you'll have to run multiple alignment paths in Praetoria...
    That's the best way to experience all that Praetoria has to offer. During the beta people complained about running out of missions before reaching level 20, but I doubt those people ran multiple arcs and experience the full scope of the new content and story.
  6. Quote:
    Originally Posted by Jabbrwock View Post
    What leads you to this conclusion? I mean, people saying GR is rough on stalkers provide specific examples - notably the huge number of player targeted ambushes - that completely negate the hide/assassinate core mechanic of the AT. What are you seeing that makes you think GR is nicer for a Stalker than CoV?

    Not trying to pick nits, I want to hear what mechanics you're encountering that let you leverage your way to easy success with a Stalker. I'm playing a Stalker myself and finding it hugely frustrating. Then again, I don't think a Scrapper would deal with the ambushes much better, they've been really excessive.
    I don't think you are nitpicking, you are asking a legitimate question.

    The simplest answer I can give you is that many of the issues that people are complaining about I simply am not facing. For example, when an ambush occurs they typically run to the location where you were when the ambush spawned and once that happens I turn off Hide and lead my hostage along the outskirts of the room and then retoggle Hide once the ambush is near. This does not always work, but it works enough to the point that in 15 levels I have only been defeated two or three times tops. My first defeat didn't come until I ran into a Pyrokineticist. I could have easily won that fight, but I queued up another attack after my AS missed so that broke hide and she pretty much owned me. Since then the other defeats have been because I just wasn't paying attention to my health.

    Also I have noticed that in GR I do not have to run all my toggles at once like I did when I was leveling up two Stalkers in CoV. I hardly ever run Ninja Reflexes so Hide and Danger Sense are the only toggles I have to worry about.

    The main reason I say I feel like GR is suited for Stalkers is because a lot of the missions I have come across (Resistance) are stealth missions or missions that require to you be quick. The targeted ambushes that people keep talking about which negate Hide, simply are not an issue for me.

    In truth I am finding GR to be A LOT easier than low levels in CoH or CoV (especially CoV), and after leveling up two /Nin Stalkers in CoV this feels like a breeze.
  7. At level 15 I have yet to have a single problem leveling up my Kin/Nin Stalker and I have only been defeated 3 times. I am honestly shocked that so many people are having issues playing a Stalker in GR.

    In the JFA 2010 Channel I have seen people mention that GR is harder on a Stalker, but in my personal opinion I feel that most times GR was made for a Stalker for the most part.
  8. I love my Fire/Elec Tanker, she's a beast. I do not use Fiery Embrace that much since the down time is much more than the up time. I basically rely on Blazing Aura and Burn for consistent damage and then the melee attacks for anything that isn't defeated from the PBAoE attacks. I have two levels until I get LR and that is when the real fun will start because I will start IO'ing her out.

    As for survivability, she is very sturdy. I Fire Shield, Plasma Shield, and Tough pretty much keep me upright against smashing, lethal and fire damage. I am not capped to s/l, but at 70% that is more than enough and fire damage is nothing since you are capped to that from Fire Shield and Plasma Shield.

    When I made her I knew the sets would be perfect for each other, it was just a matter of them making Burn right again before I could jump back into playing her. I really hope it doesn't become flavor of the moment because I like being one of the few Fire/Elec Tankers. I pesonally haven't seen any, even though I know I am not the only person with one.
  9. Novella

    Hand Clap

    Quote:
    Originally Posted by StratoNexus View Post
    Not only did they type that, but they typed that just before they typed the following in the same post:

    It made me giggle.
    Not sure what made you giggle. It's true. Stacked Rage is not something everyone does on the SS characters and since Fury doesn't apply to Tankers that is added damage that Brutes get that Tankers do not get.

    Depending on how you build your character you may only have three slots in Rage and just enough recharge to make it overlap once rather than twice or the three times that some builds have.
  10. Novella

    Hand Clap

    Quote:
    Originally Posted by Peregrine_Falcon View Post
    Simple mistake. I was thinking of Fury when I typed Rage. I had more to my post which based around Fury but removed it.

    Quote:
    Originally Posted by Jade_Dragon View Post
    I think the question is would you be willing to remove the damage from Foot Stomp to put it in Hand Clap.

    Personally, if I were to try to fix the power, I would make it a short range cone in front of the caster. Then it could do damage about the likes of Jacob's Ladder or Shadow Maul. And the knockback would be more controlled, you could direct it if you wanted to throw foes into a corner, or into another Tanker or Brute.

    Then again, if we're going to "fix" Hand Clap, I'd like to hear what you plan to do about Fault, Lightning Clap, and Ice Patch, not to mention Stun or even Touch of Fear. (especially since Cobra Strike no longer lacks damage)
    I wouldn't mine having the damage reduced in Foot Stomp and some added to Hand Clap. I wouldn't care if it was a smaller radius than normal PBAoE's, but a little damage would be better than what it currently offers which is basically nothing.

    I know nothing about Fault so I can't really chime in on that. I have wanted damage on Lightning Clap for a long time and even made a thread about it a long time ago in the Blasters thread. Ice Patch doesn't need anything changed because of the type of power it is. Ice Patch has far better uses than Hand Clap in my opinion. Stun is another power that I am content with not touching because I like the function of that power. I would like to see the animation shortened, but that's about it. I personally think Touch of Fear is useless on a Tanker or Brute, but that is my opinion. I love the power on Stalkers and Scrappers, but I skip it on my Tanker and would never take it.


    Quote:
    Originally Posted by Mr. DJ View Post
    did you seriously type that?
    It was a simple mistake. I know Tankers get Rage, I meant to say Fury.
  11. Novella

    Hand Clap

    None of these posts has anything to do with my initial question, but I will address them anyway.

    Quote:
    Originally Posted by StratoNexus View Post
    SS is leaps and bounds ahead of Energy in mob mowing after level 39. Yes, it is extreme you have to wait that long. But it is also extremely good. If you want more damage from your own attacks, play a brute.
    Exactly, after level 39. What happens before you get Foot Stomp? You have a completely single target focused power set that can be out damaged by many other melee sets.

    I know that Foot Stomp is wonderful, but I am not talking about Foot Stomp, that is completely irrelevant to anything I am talking about.


    Quote:
    Originally Posted by RabidBrian View Post
    You gonna try to somehow back up that completely inaccurate statement? Because it doesnt take a genius to realize hitting just 2 people with a rage-buffed FS outdamages ET. How often do you hit two or more people with FS?

    Energy melee does consistently less aoe damage than almost (almost may be putting it nicely) every other set in the game. Energy melee does not even do the most single target damage. Even with both its big hitters.

    Seriously, how does your statement make sense to you...
    There is nothing inaccurate about my statement. Looking at my posts after replying to Mac and you will see I am talking about the set prior to getting Foot Stomp, hence my post talking about the lack of area of effect damage.

    Additionally last I checked, Tankers do not get Rage so its foolish to even mention it.

    Energy Melee does more damage than Super Strength prior to Foot Stomp and that much is blatantly obvious since smashing damage is resisted much more commonly than energy damage is. Can SS do more damage than EM? Sure. Fury and double stacked Rage can easily make it surpass EM, but those are special factors and factors that do not apply to every person playing the SS set.

    I think a better question is how does my statement not make sense to you?

    This is not a topic about whether EM is better than SS or vice versa. I am simply asking if it has even been explained why certain NPC's can do damage with Hand Clap where as we cannot.
  12. Novella

    Hand Clap

    I'm strictly referring to damage AoE which Hand Clap is not. The gauntlet radius of Knockout Blow is also irrelevant seeing as Gauntlet does not help you defeat enemies.

    As to the person that said Super Strength is the most overpowered melee set in the game I have to disagree highly. Energy Melee does consistently more damage than Super Strength unless you are on a Brute in which case SS is very powerful.

    If Hand Clap did the same damage as Whirling Hands it would not be overpowered being Whirling Hands does terrible damage as it is since its smashing damage over energy damage.
  13. Novella

    Hand Clap

    Quote:
    Originally Posted by macskull View Post
    Are you ignoring Footstomp, by chance?
    No Mac. I am not ignoring Foot Stomp and all its wonderful glory, but waiting 32 levels as a Brute or 38 levels as a Tanker for your only area of effect power is a bit extreme in my opinion.

    Most other sets have an area of effect attack earlier in the build and Super Strength has Hand Clap which could be changed to be an area of effect and still not make the set over powered.
  14. Novella

    Hand Clap

    Has it ever been explained why certain AV/Heroes version of Hand Clap does damage while the players version does not?.

    I think Super Strength would be a lot more fun and not so single target only if Hand Clap was made to do some damage (even if it was on the level of Whirling Hands).

    Thoughts?
  15. You don't need god-modes or loads of inspirations to scrap well with a Stalker. My EM/Nin and DM/Nin can stand in the middle of large mobs and dishout pain while deflecting the vast majority of damage using just her toggles and capped defense. It's very much like watching an /SR Scrapper do the same thing minus using placate to AS or crit enemies whist fighting.

    Otherwise I agree with your post though Scrapper have impressed me with some of the things they can do very well.
  16. As somone on my server points out quite often, the RNG just hates you. Some nights it will be like that for a defense based character, and other nights you will never get hit.

    However there is a big difference between being soft capped and having 43.5% ranged. I know that number is smalle, but that 1.5% does make a difference. However if you are using luck insps and still get hit then that fall back on the random number generator just not liking you.

    As the other person pointed out, other factors can contribute to this. Rikti Drones, Malta Gunslingers, etc have a +to-hit bonus so that means they will hit you more often even if you are soft capped.
  17. Quote:
    Originally Posted by Golden_Pie View Post
    looks pretty good now Novella. I think you'll be a bane to many an enemy
    Thanks. Sadly though I will not be joining the ranks of Banes in City of Heroes. I ended up deleting my level 26 Bane because I just couldn't A) stand playing as a male character, and B) couldn't really get into them the same way I could my Fortunata or Night Widow, or Stalker for that matter.
  18. Very nice topic. Good bit of forum reading.
  19. Dark Consumption is better than Consume. I wouldn't change. If you are going to respec do it for another reason than changing that power.

    Isn't Consume offerend endurance protection or something?
  20. Well thank you for clearing that up for me.

    I was once told a long time ago that on characters that are resistance based and have 0 defense that if you can get either typed or positional defense that will help with mitigation along with your resistance. For example if I have a Scrapper that has 75% resistance to smashing and use Invincibility which is smashing and lethal defense it will help with me avoiding the hit and in the event that I am hit then my resistance will reduce that damage.

    That is the train of though I have always had in reference to it helping Invul or resistance characters.

    I also redid the build again and this version I like a lot more than any of the others because now I have both pets slotted and was able to get Venom Grenade, Surveillance, and Poisonous Ray. Additionally I was able to get more global recharge, damage, and accuracy into the build.


    Villain Plan by Mids' Villain Designer 1.707
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Operative Williams: Level 50 Natural Arachnos Soldier
    Primary Power Set: Bane Spider Soldier
    Secondary Power Set: Bane Spider Training
    Power Pool: Leadership
    Power Pool: Fitness
    Ancillary Pool: Mace Mastery

    Villain Profile:
    Level 1: Bash -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(3), T'Death-Dmg/Rchg(3), T'Death-Acc/Dmg/EndRdx(5), T'Death-Dmg/EndRdx/Rchg(5), T'Death-Dam%(7)
    Level 1: Bane Spider Armor Upgrade -- S'fstPrt-ResDam/Def+(A)
    Level 2: Wolf Spider Armor -- ResDam-I(A)
    Level 4: Combat Training: Defensive -- Ksmt-ToHit+(A)
    Level 6: Build Up -- RechRdx-I(A), RechRdx-I(7), RechRdx-I(17)
    Level 8: Maneuvers -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(9), RedFtn-EndRdx/Rchg(9), RedFtn-Def/EndRdx/Rchg(29), RedFtn-Def(34), RedFtn-EndRdx(36)
    Level 10: Tactical Training: Maneuvers -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(11), RedFtn-EndRdx/Rchg(11), RedFtn-Def/EndRdx/Rchg(29), RedFtn-Def(34), RedFtn-EndRdx(36)
    Level 12: Pulverize -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(13), T'Death-Dmg/Rchg(13), T'Death-Acc/Dmg/EndRdx(15), T'Death-Dmg/EndRdx/Rchg(15), T'Death-Dam%(17)
    Level 14: Swift -- Run-I(A)
    Level 16: Health -- Numna-Regen/Rcvry+(A)
    Level 18: Shatter -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(19), T'Death-Dmg/Rchg(19), T'Death-Acc/Dmg/EndRdx(23), T'Death-Dmg/EndRdx/Rchg(23), T'Death-Dam%(25)
    Level 20: Stamina -- EndMod-I(A), EndMod-I(21), EndMod-I(21)
    Level 22: Mental Training -- Run-I(A)
    Level 24: Cloaking Device -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(25), RedFtn-EndRdx/Rchg(27), RedFtn-Def/EndRdx/Rchg(27), RedFtn-Def(34), RedFtn-EndRdx(36)
    Level 26: Placate -- RechRdx-I(A)
    Level 28: Surveillance -- ShldBrk-DefDeb(A), ShldBrk-Acc/DefDeb(40), ShldBrk-Acc/Rchg(40), ShldBrk-DefDeb/EndRdx/Rchg(43), ShldBrk-Acc/EndRdx/Rchg(43), ShldBrk-%Dam(46)
    Level 30: Poisonous Ray -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(31), Decim-Dmg/Rchg(31), Decim-Acc/EndRdx/Rchg(31), Decim-Acc/Dmg/Rchg(39)
    Level 32: Crowd Control -- Oblit-Dmg(A), Oblit-Acc/Rchg(33), Oblit-Dmg/Rchg(33), Oblit-Acc/Dmg/Rchg(33), Oblit-Acc/Dmg/EndRdx/Rchg(39), Oblit-%Dam(39)
    Level 35: Venom Grenade -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(37), Posi-Dmg/Rchg(37), Posi-Dmg/Rng(37), Posi-Acc/Dmg/EndRdx(40)
    Level 38: Tactical Training: Assault -- EndRdx-I(A)
    Level 41: Mace Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(42), Decim-Dmg/Rchg(42), Decim-Acc/EndRdx/Rchg(42), Decim-Acc/Dmg/Rchg(43)
    Level 44: Shatter Armor -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(45), Mako-Dmg/Rchg(45), Mako-Acc/EndRdx/Rchg(45), Mako-Acc/Dmg/EndRdx/Rchg(46), Mako-Dam%(46)
    Level 47: Call Reinforcements -- ExRmnt-Acc/Dmg(A), ExRmnt-Dmg/EndRdx(48), ExRmnt-Acc/Dmg/Rchg(48), ExRmnt-EndRdx/Dmg/Rchg(48)
    Level 49: Summon Blaster -- ExRmnt-Acc/Dmg(A), ExRmnt-Dmg/EndRdx(50), ExRmnt-Acc/Dmg/Rchg(50), ExRmnt-EndRdx/Dmg/Rchg(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Clrty-Stlth(A)
    Level 2: Rest -- Empty(A)
    Level 1: Conditioning
    Level 6: Ninja Run
    ------------
    ------------
    Set Bonus Totals:
    • 25.5% DamageBuff(Smashing)
    • 25.5% DamageBuff(Lethal)
    • 25.5% DamageBuff(Fire)
    • 25.5% DamageBuff(Cold)
    • 25.5% DamageBuff(Energy)
    • 25.5% DamageBuff(Negative)
    • 25.5% DamageBuff(Toxic)
    • 25.5% DamageBuff(Psionic)
    • 12.1% Defense(Smashing)
    • 12.1% Defense(Lethal)
    • 4.25% Defense(Fire)
    • 4.25% Defense(Cold)
    • 8.63% Defense(Energy)
    • 8.63% Defense(Negative)
    • 3% Defense(Psionic)
    • 21.1% Defense(Melee)
    • 14.3% Defense(Ranged)
    • 5.5% Defense(AoE)
    • 4.5% Max End
    • 29% Enhancement(Accuracy)
    • 51.3% Enhancement(RechargeTime)
    • 88.3 HP (8.25%) HitPoints
    • MezResist(Confused) 7.5%
    • MezResist(Held) 19.1%
    • MezResist(Immobilize) 31.2%
    • MezResist(Sleep) 7.5%
    • MezResist(Stun) 9.7%
    • MezResist(Terrorized) 7.5%
    • 5% (0.09 End/sec) Recovery
    • 5.36% Resistance(Fire)
    • 5.36% Resistance(Cold)
  21. Novella

    Lets go!!

    Patience is a virtue.
  22. I am simply saying that if I can't resist it then I can at least avoid it. I realize that no attack on the game is non-positional smashing/lethal.

    Since this character is defense and resistance based the same principals that would apply to a Invul character would apply here.
  23. Novella

    Brute Maturity

    She hit 33 today and her survivability increased drastically with Foot Stomp and slotting of the power. Now that I have hits the 30s it will be nice to finally be able to slot up powers with some damage to add to Fury and Rage.
  24. Capping melee, and ranged defense along with smashing/lethal increases survivability much more than just going for positional defense. If I have learned anything over the years from playing Invul it's that.

    Well I was able to move around some things and take Venom Grenade as well as being able to keep the 6.25% recharge that was once granted by the Decimation in Mace Blast. Since Venom Grenade takes Positron's that worked out perfectly.

    Thanks for the advice.
  25. Here is the newest build I came up with after looking over the powers more closely. Sacrificed some typed defense, but still capped to melee and ranged and nearly capped to smashing and lethal.

    Villain Plan by Mids' Villain Designer 1.707
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Operative Williams: Level 50 Natural Arachnos Soldier
    Primary Power Set: Bane Spider Soldier
    Secondary Power Set: Bane Spider Training
    Power Pool: Fitness
    Ancillary Pool: Mace Mastery

    Villain Profile:
    Level 1: Bash -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(3), T'Death-Dmg/Rchg(3), T'Death-Acc/Dmg/EndRdx(7), T'Death-Dmg/EndRdx/Rchg(9), T'Death-Dam%(27)
    Level 1: Wolf Spider Armor -- ResDam-I(A)
    Level 2: Bane Spider Armor Upgrade -- S'fstPrt-ResDam/Def+(A)
    Level 4: Mace Beam -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(5), Decim-Dmg/Rchg(5), Decim-Acc/EndRdx/Rchg(7), Decim-Acc/Dmg/Rchg(9)
    Level 6: Combat Training: Defensive -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(34), RedFtn-EndRdx/Rchg(36), RedFtn-Def/EndRdx/Rchg(36), RedFtn-Def(36), RedFtn-EndRdx(37)
    Level 8: Swift -- Run-I(A)
    Level 10: Tactical Training: Maneuvers -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(11), RedFtn-EndRdx/Rchg(11), RedFtn-Def/EndRdx/Rchg(17), RedFtn-Def(17), RedFtn-EndRdx(27)
    Level 12: Pulverize -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(13), T'Death-Dmg/Rchg(13), T'Death-Acc/Dmg/EndRdx(15), T'Death-Dmg/EndRdx/Rchg(15), T'Death-Dam%(25)
    Level 14: Health -- Heal-I(A)
    Level 16: Poisonous Ray -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(37), Decim-Dmg/Rchg(37), Decim-Acc/EndRdx/Rchg(39), Decim-Acc/Dmg/Rchg(39)
    Level 18: Shatter -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(19), T'Death-Dmg/Rchg(19), T'Death-Acc/Dmg/EndRdx(23), T'Death-Dmg/EndRdx/Rchg(23), T'Death-Dam%(25)
    Level 20: Stamina -- EndMod-I(A), EndMod-I(21), EndMod-I(21)
    Level 22: Mental Training -- Run-I(A)
    Level 24: Cloaking Device -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(29), RedFtn-EndRdx/Rchg(29), RedFtn-Def/EndRdx/Rchg(31), RedFtn-Def(31), RedFtn-EndRdx(31)
    Level 26: Placate -- RechRdx-I(A)
    Level 28: Surveillance -- ShldBrk-DefDeb(A), ShldBrk-Acc/DefDeb(43), ShldBrk-Acc/Rchg(43), ShldBrk-DefDeb/EndRdx/Rchg(50), ShldBrk-Acc/EndRdx/Rchg(50), ShldBrk-%Dam(50)
    Level 30: Build Up -- RechRdx-I(A), RechRdx-I(40), RechRdx-I(40)
    Level 32: Crowd Control -- Oblit-Dmg(A), Oblit-Acc/Rchg(33), Oblit-Dmg/Rchg(33), Oblit-Acc/Dmg/Rchg(33), Oblit-Acc/Dmg/EndRdx/Rchg(34), Oblit-%Dam(34)
    Level 35: Hurdle -- Jump-I(A)
    Level 38: Call Reinforcements -- S'bndAl-Dmg(A), S'bndAl-Dmg/Rchg(39), S'bndAl-Acc/Dmg/Rchg(40), S'bndAl-Acc/Rchg(46)
    Level 41: Mace Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(42), Decim-Dmg/Rchg(42), Decim-Acc/EndRdx/Rchg(42), Decim-Acc/Dmg/Rchg(43)
    Level 44: Shatter Armor -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(45), T'Death-Dmg/Rchg(45), T'Death-Acc/Dmg/EndRdx(45), T'Death-Dmg/EndRdx/Rchg(46), T'Death-Dam%(46)
    Level 47: Summon Blaster -- CmdPres-Acc/Dmg(A), CmdPres-Dmg/EndRdx(48), CmdPres-Acc/EndRdx(48), CmdPres-Acc/Dmg/EndRdx(48)
    Level 49: Tactical Training: Assault -- EndRdx-I(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Conditioning
    Level 6: Ninja Run
    ------------
    ------------
    Set Bonus Totals:
    • 23% DamageBuff(Smashing)
    • 23% DamageBuff(Lethal)
    • 23% DamageBuff(Fire)
    • 23% DamageBuff(Cold)
    • 23% DamageBuff(Energy)
    • 23% DamageBuff(Negative)
    • 23% DamageBuff(Toxic)
    • 23% DamageBuff(Psionic)
    • 13.9% Defense(Smashing)
    • 13.9% Defense(Lethal)
    • 4.25% Defense(Fire)
    • 4.25% Defense(Cold)
    • 6.75% Defense(Energy)
    • 6.75% Defense(Negative)
    • 3% Defense(Psionic)
    • 24.9% Defense(Melee)
    • 10.5% Defense(Ranged)
    • 5.5% Defense(AoE)
    • 8.1% Max End
    • 38.8% Enhancement(RechargeTime)
    • 20% Enhancement(Accuracy)
    • 144.6 HP (13.5%) HitPoints
    • MezResist(Confused) 2.5%
    • MezResist(Held) 13.5%
    • MezResist(Immobilize) 22.9%
    • MezResist(Sleep) 2.5%
    • MezResist(Stun) 4.7%
    • MezResist(Terrorized) 2.5%
    • 4% (0.07 End/sec) Recovery
    • 16% (0.86 HP/sec) Regeneration
    • 3.78% Resistance(Fire)
    • 3.78% Resistance(Cold)



    Code:
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