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Posts
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Joined
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- Server you were playing on: Virtue
- Size of League/Team: 15-16
- Trial you were participating in: Lambda Sector
- Time of Day/Date/Timezone: Between 6:30 - 7:15 PM EDT
- Did you join as a preformed group or did you utilize the Team Up Teleporter: Preformed group.
We crashed out 3 times total, first 2 times we assembled in Pocket D, third time was in RWZ. -
1.) When both teams destroy a glowie, the time is extended and you'll see a message on the screen stating "Dual Assault Slows IDF Response".
2.) It's randomly dropped onto someone who is on the map when the glowie is destroyed. That's why everyone needs to check their temp power lists at the end. They could've been across the map and still gotten an acid/nade.
3.) You can have multiple, and they can be dragged/dropped onto other players from the powers menu. -
Nodonn, have you tried using TweakCoH to pick a different font and font size, then adjusting the window size and font size in-game?
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Awesome write-up, Dizzy! 5-starred and bookmarked for future usage!
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Well, to give you one example, I went for ranged defense on my Psi/Mental blaster and I took one set mule power that needed an additional two slots on top of its base slot for the full IO set. Also, I went with slotting a ranged damage IO set into my snipe instead of a snipe IO set. Other than that, capping the build was just a matter of looking at other powers in which to get the set bonuses... I run Stealth, Hover and Maneuvers for my defensive toggles, and World of Confusion as a damage mitigation aura only sometimes. With smart slotting, I was able to take every power I wanted and only one that I won't use.
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Quote:I have to disagree with this. Blasters can do a LOT of damage in a short period of time, but if you're going up against more than 3 or 4 people, your risk of defeat rises the longer you stay in the fight. The typical slotting of attacks will give you ED-capped damage and near-capped accuracy with some secondary effects added in, so without outside intervention (inspirations, team powers, self-buffing powers), you're going to do a constant set range of damage.I strongly advise against building Blasters like they "need" defenses as though they're Scrappers. Blasters work off of the concept of "Kill it before it can kill you". like they say in American football, "The best defense is a good offense".
Now, if you add defense, your risk of defeat still exists against that same group that was kicking your butt before; however, it is vastly lowered due to you having the random number generator assisting you by making those pesky ToHit rolls fail. You can continue dealing out your set range of damage and live up to the concept of "Kill it before it can kill you". Plus, if your IO slotting is intelligent enough, you'll have a build that can still put out 90% of the damage a balls-out recharge-based blaster can in the same period of time while not being so worried about your HP dropping... and your Endurance as well. Plus, if you plan on taking on tougher enemies, it's nice to give your support toons one less person to worry about as you go about blasting and rarely seeing your HP drop.
Defense helps a Blaster... BLAST. That's the purpose of the AT. -
Depends on what bonuses you're looking for. Generally, lower level IO sets don't need as many slots and don't give great set bonuses, so you should generally frankenslot your powers. When you hit higher levels, single-target sets like Decimation and Thunderstrike and Devastation and Apocalypse are preferred. Entropic Chaos deserves special mention 'cause it gives a recharge bonus and has a fun lil' proc with the chance for self heal but you can get it starting at level 20.
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Standard Power Pools: Still coming soon!
Build #1 - My Personal Build!
This build is the one I'm currently using on Mental Kitty. All the major ST blasts are here, as well as Psy Scream/Tornado/Shockwave and World of Confusion for AoE/PBAoE usage. Stealth, Hover and Maneuvers are the only always-active toggles. Common attack pattern vs. AVs: Concentration/Melt Armor/Drain Psyche/Psi Lance/Psi Bolt/Mental Blast/Psi Bolt/TK Blast, repeat as necessary.
Hero Plan by Mids' Hero Designer 1.93
http://www.cohplanner.com/
Click this DataLink to open the build!
Mental Kitty: Level 50 Science Blaster
Primary Power Set: Psychic Blast
Secondary Power Set: Mental Manipulation
Power Pool: Flight
Power Pool: Speed
Power Pool: Concealment
Power Pool: Leadership
Ancillary Pool: Flame Mastery
Hero Profile:
Level 1: Psionic Dart- (A) Thunderstrike - Accuracy/Damage
- (3) Thunderstrike - Damage/Endurance
- (3) Thunderstrike - Damage/Recharge
- (5) Thunderstrike - Accuracy/Damage/Recharge
- (5) Thunderstrike - Accuracy/Damage/Endurance
- (7) Thunderstrike - Damage/Endurance/Recharge
- (A) Trap of the Hunter - Accuracy/Recharge
- (7) Trap of the Hunter - Endurance/Immobilize
- (9) Trap of the Hunter - Accuracy/Endurance
- (9) Trap of the Hunter - Immobilize/Accuracy
- (11) Trap of the Hunter - Accuracy/Immobilize/Recharge
- (11) Trap of the Hunter - Chance of Damage(Lethal)
- (A) Thunderstrike - Accuracy/Damage
- (13) Thunderstrike - Damage/Endurance
- (13) Thunderstrike - Damage/Recharge
- (15) Thunderstrike - Accuracy/Damage/Recharge
- (15) Thunderstrike - Accuracy/Damage/Endurance
- (17) Thunderstrike - Damage/Endurance/Recharge
- (A) Mako's Bite - Accuracy/Damage
- (17) Mako's Bite - Damage/Endurance
- (19) Mako's Bite - Damage/Recharge
- (19) Mako's Bite - Accuracy/Endurance/Recharge
- (21) Mako's Bite - Accuracy/Damage/Endurance/Recharge
- (21) Mako's Bite - Chance of Damage(Lethal)
- (A) Thunderstrike - Accuracy/Damage
- (23) Thunderstrike - Damage/Endurance
- (23) Thunderstrike - Damage/Recharge
- (25) Thunderstrike - Accuracy/Damage/Recharge
- (25) Thunderstrike - Accuracy/Damage/Endurance
- (27) Thunderstrike - Damage/Endurance/Recharge
- (A) Luck of the Gambler - Recharge Speed
- (A) Explosive Strike - Accuracy/Knockback
- (27) Explosive Strike - Damage/Knockback
- (29) Explosive Strike - Chance for Smashing Damage
- (A) Positron's Blast - Accuracy/Damage
- (29) Positron's Blast - Damage/Endurance
- (31) Positron's Blast - Damage/Recharge
- (31) Positron's Blast - Damage/Range
- (31) Positron's Blast - Accuracy/Damage/Endurance
- (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
- (33) Blessing of the Zephyr - Knockback Reduction (4 points)
- (A) Recharge Reduction
- (A) Thunderstrike - Accuracy/Damage
- (33) Thunderstrike - Damage/Endurance
- (33) Thunderstrike - Damage/Recharge
- (34) Thunderstrike - Accuracy/Damage/Recharge
- (34) Thunderstrike - Accuracy/Damage/Endurance
- (34) Thunderstrike - Damage/Endurance/Recharge
- (A) Efficacy Adaptor - EndMod/Accuracy
- (36) Theft of Essence - Healing
- (36) Theft of Essence - Healing/Recharge
- (36) Theft of Essence - Accuracy/Healing
- (A) Positron's Blast - Accuracy/Damage
- (37) Positron's Blast - Damage/Endurance
- (37) Positron's Blast - Damage/Range
- (37) Positron's Blast - Damage/Recharge
- (39) Positron's Blast - Chance of Damage(Energy)
- (A) Recharge Reduction IO
- (39) Recharge Reduction IO
- (39) Recharge Reduction IO
- (A) Luck of the Gambler - Recharge Speed
- (A) Coercive Persuasion - Confused
- (40) Coercive Persuasion - Confused/Recharge
- (40) Coercive Persuasion - Accuracy/Confused/Recharge
- (40) Coercive Persuasion - Accuracy/Recharge
- (42) Coercive Persuasion - Confused/Endurance
- (42) Coercive Persuasion - Contagious Confusion
- (A) Thunderstrike - Accuracy/Damage
- (42) Thunderstrike - Accuracy/Damage/Recharge
- (43) Thunderstrike - Damage/Endurance/Recharge
- (A) HamiO:Nucleolus Exposure
- (A) Luck of the Gambler - Defense/Endurance
- (43) Luck of the Gambler - Defense/Recharge
- (43) Luck of the Gambler - Defense
- (45) Luck of the Gambler - Recharge Speed
- (A) Eradication - Accuracy/Damage/Endurance/Recharge
- (45) Eradication - Damage
- (A) Lockdown - Accuracy/Hold
- (45) Lockdown - Accuracy/Recharge
- (46) Lockdown - Recharge/Hold
- (46) Lockdown - Endurance/Recharge/Hold
- (46) Lockdown - Accuracy/Endurance/Recharge/Hold
- (48) Lockdown - Chance for +2 Mag Hold
- (A) Analyze Weakness - Accuracy/Defense Debuff
- (48) Achilles' Heel - Chance for Res Debuff
- (A) Recharge Reduction
- (A) Steadfast Protection - Resistance/+Def 3%
Level 1: Brawl- (A) Empty
- (A) Empty
- (A) Empty
- (A) Empty
- (A) Empty
- (A) Miracle - Heal
- (48) Miracle - +Recovery
- (50) Numina's Convalescence - +Regeneration/+Recovery
- (A) Performance Shifter - EndMod
- (50) Performance Shifter - EndMod/Accuracy
- (50) Performance Shifter - Chance for +End
Level 4: Ninja Run
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Set Bonus Totals:- 11.5% DamageBuff(Smashing)
- 11.5% DamageBuff(Lethal)
- 11.5% DamageBuff(Fire)
- 11.5% DamageBuff(Cold)
- 11.5% DamageBuff(Energy)
- 11.5% DamageBuff(Negative)
- 11.5% DamageBuff(Toxic)
- 11.5% DamageBuff(Psionic)
- 3% Defense(Melee)
- 3% Defense(Smashing)
- 3% Defense(Lethal)
- 4.25% Defense(Fire)
- 4.25% Defense(Cold)
- 29.88% Defense(Energy)
- 29.88% Defense(Negative)
- 3% Defense(Psionic)
- 38% Defense(Ranged)
- 5.5% Defense(AoE)
- 3.6% Max End
- 64% Enhancement(Accuracy)
- 2.5% Enhancement(Held)
- 4% Enhancement(Confused)
- 5% Enhancement(Immobilize)
- 45% Enhancement(RechargeTime)
- 21% FlySpeed
- 76.8 HP (6.374%) HitPoints
- 21% JumpHeight
- 21% JumpSpeed
- Knockback (Mag -4)
- Knockup (Mag -4)
- MezResist(Held) 8.25%
- MezResist(Immobilize) 3.3%
- 21.5% (0.359 End/sec) Recovery
- 20% (1.006 HP/sec) Regeneration
- 3.15% Resistance(Fire)
- 3.15% Resistance(Cold)
- 21% RunSpeed
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This build replaces Fire Mastery with Soul Mastery, so you'd have to go Villain to get there by level 40. Mostly the choice is personal thematics, 'cause I <3 Soul Storm's animation. But I did manage to pull the Ranged defense numbers up to 54.4% for a little extra over-the-cap room.
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Mental Manipulation guides are pretty rare. There's StratoNexus's guide and mine. His is a standalone, mine works with Psionic Blast. The only differences between Psi and Fire are that Psi is more single-target and controlly, whereas Fire is more AoE-oriented with Rain of Fire and Fireball and Fire Breath and Inferno, and hits a little harder with Fire Blast and Blaze and Blazing Bolt. With Fire, I'd definitely take everything except maybe Fire Breath or Blazing Bolt. With MM, I would skip TK Thrust, World of Confusion and Scare. ST attack chain would be Flares-Fire Blast-Flares-Blaze-repeat, AoE would be Rain of Fire-Fire Ball (if you get the Ragnarok proc for knockdown, definitely slot it here)-Psy Scream-Fire Breath. Pretty brutal combination.
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Honestly, the game is still balanced around SO enhances, so craft the IOs you want to use now, plan for a build at around 40 and get it done mostly by 47 so you can finish up at 50.
Permahasten isn't really that great these days. 3 Recharge Redux IOs at 50 will get you like... 97% recharge time on Hasten, plus you can slot some Posi Blast IO sets in your Targeted AoE powers like Explosive Blast, Energy Torrent... and you can slot 6 Kinetic Crash IOs in the powers that do minor damage and major knockback in order to get some more IO recharge bonuses. Kinda slot-heavy though. Honestly, I'd go the defense bonus route with some recharge on the side. The longer you stay alive, the more damage you'll do.
Some people don't like snipes... especially since Energy Blast's snipe has a knockback component that can still trigger on a miss and pull an entire nearby group. I always take snipes on my blasters, but that's just me.
For a defense build, I managed to soft-cap with taking Stealth, Maneuvers, and Hover, plus slotting 4.5 full sets of Thunderstrike, a set of Explosive Strike in my TK Thrust, a full set of Trap of the Hunter in my immobilize, a full set of Mako's Bite in my melee attack, a set of Lockdown in my hold, and a Steadfast Protection Res/Def in my epic shield, and the purple confuse set. For powersets with more than one melee attack like Energy Manip, you could do more sets of Mako's Bite and not have to spend as much.
If you like, you can check out my guide I just wrote for my Psi/Mental Blaster.
My Blaster Guide. I'm gonna be posting some example builds in Mids data chunk form if you want an idea of how to plan and slot. -
Just posted a Psi Blast/Mental Manip guide.
Behold, The Power of Mind Bullets! - Psi/Mental Blastering Guide to Blasty-ness -
Power Pools
Here, I'll just be giving a basic overview of the available pools and how they could work with your awesome mind powers. The villain patron pools can be gotten by turning your blaster to the dark side around level 40 and talking with Arbiter Rein in Grandville to start your patron journey.
Quote:This pool has some interesting powers, especially Hoarfrost for the Heal and Max HP boosts which work well with your increased Regen to keep your health bar fairly full during combat. Flash Freeze seems good in theory, but since it applies a Sleep to the AoE, your enemies will wake up and continue shooting after one hit.Cold Mastery - Snow Storm: Toggle, Ranged (Targeted AoE), Foe -Speed -Recharge
- Flash Freeze: Ranged (Targeted AoE), Minor damage (Cold/Lethal), Foe Sleep
- Frozen Armor: Self, +Defense (Smashing/Lethal), +Resistance (Cold)
- Hoarfrost: Self Heal, +Max HP, +Res (Toxic)
- Hibernate: Toggle, Self +Regen, +Recovery, Invulnerable; Self Hold
You can pick 'em off one at a time, but they will wake up fairly quickly regardless. Snow Storm is another toggle to run, but the -Speed and -Recharge do sync well with the -recharge from your Psi and Mental powers. Hibernate is your "Oh Crap" power, which freezes you in place and acts like a Rest, quickly restoring health and endurance. And the Frozen Armor can help with some basic defensive needs, giving 10.5% defense unenhanced to Smashing and Lethal damage. If you can spare the slots to put into it, you can get up to 16.5% defense, which can definitely help with putting you near or over the soft cap of 45% when you factor in IO set bonuses and other toggles. I didn't take this pool but I can see why someone would.
Quote:Electrical Mastery
- Static Discharge: Ranged, Cone, Moderate damage (Energy), -Endurance
- Shocking Bolt: Ranged, Minor Damage over Time (Energy), Foe Hold, -Endurance
- Charged Armor: Toggle, Self +Resistance (Smashing, Lethal, Energy)
- Surge of Power: Self, +Resistance (All but Psionic), 100% Recovery for 120s, then -100% Endurance and -10000% Recovery
- EM Pulse: PBAoE, Foe Stun, -50 Endurance, -1000% Regen, Moderate damage vs. machines and robots, Self -100% Recovery
Quote:Flame Mastery
- Bonfire: Ranged, Location based AoE, Minor damage (Fire), Foe Knockback
- Char: Ranged, Moderate DoT (Fire), Foe Hold
- Fire Shield: Toggle, Self +Resistance (Fire, Lethal, Smashing, Cold)
- Melt Armor: Ranged, Targeted AoE, Foe -Resistance, -Defense
- Rise of the Phoenix: Self Resurrection; Moderate damage, Foe Stun, Knockback; Self Immobilize, Untouchable
Quote:Force Mastery
- Personal Force Field: Toggle, Self +Defense +Resistance (all res except Toxic)
- Repulsion Field: PBAoE Foe Knockback
- Repulsion Bomb: Ranged, Targeted AoE, Moderate damage (Smashing), Foe Knockdown, Stuns
- Temp Invulnerability: Toggle, Self +Resistance (Smashing, Lethal)
- Force of Nature: Self +Resistance against all but Psionic
And Force of Nature? More resistance! Nasty endurance crash after 2 minutes! No thank you, sir. This pool is not for me.
Quote:Munitions Mastery
- Body Armor: Automatic, Self +Resistance (Smashing, Lethal)
- Cryo Freeze Ray: Ranged, Minor damage (Cold), Foe Hold
- Sleep Grenade: Ranged, Targeted AoE, Minor damage (Smashing), Foe Sleep
- Surveillance: Ranged, Foe -Defense, -Resistance (All)
- LRM Rocket: Ranged, Interruptible, Targeted AoE, Superior damage (Smashing/Lethal), Foe Knockback
Quote:Mace Mastery
- Web Envelope: Ranged, Targeted AoE, Immobilize, -Recharge, -Fly, -Jump
- Scorpion Shield: Toggle, Self +Defense (Smashing, Lethal, Energy), +Resistance (Toxic)
- Mace Beam Volley: Ranged, Cone, Moderate damage (Smashing/Energy), Foe Knockback
- Summon Spiderlings: Summon Pets who do ranged moderate lethal damage
- Web Cocoon: Ranged, Foe Hold, -Recharge, -Fly, -Jump, Slow
Quote:Mu Mastery
- Static Discharge: Ranged, Cone, Moderate damage (Energy), -Endurance
- Charged Armor: Toggle, Self +Resistance (Smashing, Lethal, Energy)
- Electrifying Fences: Ranged, Targeted AoE, Minor DoT (Energy), Foe Immobilize, -Endurance
- Summon Adept: Summon mummy that deals ranged moderate damage (Energy)
- Electric Shackles: Ranged, Minor damage (Energy), Foe Hold, -Endurance
Quote:Leviathan Mastery
- School of Sharks: Ranged, Cone, Moderate DoT (Negative), Foe Immobilize
- Bile Spray: Ranged, Cone, Moderate DoT (Toxic)
- Knockout Blow: Melee, Extreme damage (Smash), Foe Hold
- Shark Skin: Toggle, Self +Resistance (Smash, Lethal, Cold)
- Spirit Shark Jaws: Ranged, Moderate DoT (Lethal), Foe Hold, -Fly
Quote:Soul Mastery
- Night Fall: Ranged, Cone, Moderate damage (Negative), Foe -Accuracy
- Dark Embrace: Toggle, Self +Res (Smash, Lethal, Negative Energy, Toxic)
- Oppressive Gloom: Toggle, PBAoE, Foe Stun, Self -HP
- Soul Tentacles: Ranged Cone, Moderate damage (Negative), Foe Immobilize
- Soul Storm: Ranged, Moderate DoT (Negative), Foe Hold
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Secondary Powers
Mental Manipulation is an amazing Blaster secondary that combines good AoE damage, some control, a Build Up clone and DRAIN PSYCHE. The caps are for a reason... IT'S SO GOOD! Here we go with the rundown.
Quote:Hmm. Well, it's good for a must-take power. Mag 3 Immobilize, Psi damage over time... It'll help out for a little bit until you get your blast powers slotted up. After that, you can ignore it, or use it situationally, or just use it as a set mule. It's not awful... yeah, I'm just meh about it.Subdual
Damage(Unslotted, level 50): 76.91 (Psionic, DoT)
Base Accuracy: 75%
Activation Time: 1.848s
Recharge: 4s
Endurance Cost: 8.528
Range: 80 ft
Type: Single Target
Damage Type: Ranged, Psionic
Special Effects: 17.88s of Immobilize at magnitude 3*
Allowed IO Sets: Ranged Damage, Immobilize
Basic Slotting: 1 Accuracy. It's decent right out of the box.
IO Slotting: Well, it'll take Ranged Damage sets, so if you need a place for another set of THUNDERSTRIKES, here ya go. If you're all filled up like I am, and you're going for a defense build, use 6 Enfeebled Operations for the Melee defense bonus or 6 Trap of the Hunters for the Ranged defense bonus.
Quote:Mind Probe
Damage(Unslotted, level 50): 105.55
Base Accuracy: 75%
Activation Time: 1.32s
Recharge: 8s
Endurance Cost: 8.528
Range: 7 ft
Type: Single Target
Damage Type: Melee, Psionic
Special Effects: -40% recharge for 6s*
Allowed IO Sets: Melee Damage
Basic Slotting: 1 Accuracy, 3 Damage. Pretty good with just these enhancements.
IO Slotting: 6 Mako's Bite, 6 Touch of Death, or 5 Crushing Impact. Mako will give you 3.75% Ranged, Touch of Death will give you 3.75% Melee, and Crushings will give you the 5% recharge. You could also go with 4 Kinetic Combats but as of right now, those are expensive. That set will give you Smashing/Lethal Defense with some Melee on the side.
Quote:Telekinetic Thrust
Damage(Unslotted, level 50): 58.84
Base Accuracy: 75%
Activation Time: 2.244s
Recharge: 6s
Endurance Cost: 6.864
Range: 7 ft
Type: Single Target
Damage Type: Melee, Psionic
Special Effects: Magnitude 26.21 of KnockBack*
Allowed IO Sets: Melee Damage, Knockback
I took it... three Explosive Strikes will give 1.875% Ranged defense. That works for me.
Basic Slotting: 1 Accuracy. Don't slot it PLEASE. I beg you.
IO Slotting: Pick a Melee set like for Mind Probe, or use 6 Kinetic Crashs for the 7.5% recharge, or go with my 3 Explosive Strikes for the Ranged defense for less slots.
Quote:Psychic Scream
Damage(Unslotted, level 50): 79.41
Base Accuracy: 75%
Activation Time: 2.904s
Recharge: 12s
Endurance Cost: 11.86
Range: 60 ft
Cone Arc: 30 degrees
Type: Targeted AoE
Damage Type: Ranged, Psionic
Special Effects: -50% recharge for 10 seconds*
Allowed IO Sets: Targeted AoE
Basic Slotting: 1 Accuracy, 3 Damage, 1 End Redux.
IO Slotting: 5 Positron's Blasts. Moar Recharge. 'Nuff said.
Quote:Concentration
Endurance Cost: 5.2
Recharge: 90s
Activation: 1.32s
Duration: 10s
Special Effects: 15% ToHit buff, 100% Damage buff
Basic Slotting: 1 Recharge Redux. That'll get the power down to where it will be ready for each spawn, give or take a few seconds.
IO Slotting: Gaussian's... or maybe some Rectified Reticle if you can find it. The increased Perception proc helps out massively vs. Arachnos or anything with stealth.
Quote:Drain Psyche
Accuracy: 75%
Endurance Cost: 13
Recharge: 120s
Duration: 30s
Activation Time: 1.584s
Special Effects: -250% regen, -250% recovery on all affected targets; 75% regen, 75% recovery on self per affected target
Allowed IO Sets: Healing, Endurance Modification, Accurate Healing
Basic Slotting: 2 Accuracy, 1 End Modification, 2 Heal, 1 Recharge Redux. You want this thing up often, you want it to hit everyone possible in the area, and you want to get as much of the +regen from it as possible.
IO Slotting: MANY different ways to slot this power effectively. My favorite is this suggestion from the Mental Manipulation guide by StratoNexus on the forums.- 2 Efficacy Adaptor (Acc/Rech, Acc/End Mod/Rech), 3 Numina’s (Heal/Rech, Heal/End/Rech, Heal), and a Harmonized Healing (Heal/Rech) yields good Acc, ED capped Rech and Heal and some minor End Red and End Mod enhancing. You also get +12% regen and +3% HPs.
- You can also go with those 2 Efficacy Adaptors and 4 Touch of the Nictus (Acc/End Rdx/Rech, Heal, Heal/Rech, Acc/End Rdx/Heal) for ED capped Accuracy, Recharge, good +regen and +recovery, plus the 10% regen, an extra 1.8 endurance, and a 5% bonus to your healing.
Quote:World of Confusion
Accuracy: 75%
Endurance Cost: 0.13/s
Recharge: 10s
Radius: 8 feet
Duration: Toggle
Activation Time: 1.848s
Special Effects: Magnitude 2 Confuse pulses that last 1.5 seconds unenhanced
Allowed IO Sets: Confusion, PBAoE Damage
Basic Slotting: 2-3 Accuracy, 2 Confuse, 1-2 End Rdx. Go big or go home.
IO Slotting: 6 Malaise's Illusions or 6 Coercive Persuasions. Both sets give great bonuses to Accuracy, Recharge and Ranged Defense.
Quote:Scare
Accuracy: 75%
Endurance Cost: 10.4
Recharge: 20s
Radius: 60 feet
Activation Time: 2.904s
Special Effects: Magnitude 3 Fear on a single target for 8.344s
Allowed IO Sets: Fear
Basic Slotting: 1 Accuracy, 1 End Rdx maybe? I dunno. Doesn't seem worth using if you're only using SOs.
IO Slotting: 4 or 5 Glimpse of the Abyss. 4 gets you that 9% Accuracy bonus that you should already have 5 of by now, and 5 will get you an extra 6.25% recharge.
Quote:Psychic Shockwave
Damage(Unslotted, level 50): 68.82
Base Accuracy: 75%
Activation Time: 2.112s
Recharge: 20s
Endurance Cost: 10.19
Radius: 15 ft
Type: Point Blank AoE
Damage Type: PBAoE, Psionic
Special Effects: -50% recharge for 20 seconds, chance for magnitude 2 Stun
Allowed IO Sets: PBAoE Damage, Stuns
Basic Slotting: 1 Accuracy, 3 Damage, 1 End Rdx, 1 Recharge Rdx. It works. Trust me.
IO Slotting: 6 OBLITERATIONS. If you're cheap, 5 Scirocco's Dervishes, including the chance for lethal proc. -
Psi/Mental Blaster – Yes, The Power Of Mind Bullets!
Hey everyone! I'm @Bound Kitty and I decided, after reading Shocklust's Guide To Psychic Blast For Blasters, to go a little further and share my guide to the most dangerous, effective Blaster I've ever played. My own Psi/MM Blaster upon whom this guide will be based, Mental Kitty (on Pinnacle), has soloed multiple Arch-Villains (in one case, two at once). Yes, seriously. She is a MONSTER when it comes to single-target damage and survivability. So, if that sounds like fun to you, and you can get past the fact that certain foes like robots and Carnies and a couple of Psychic Arch-Villains will be much, much tougher than you'd believe, then read on!
I like the idea of Pros and Cons that several builds have set out, so I'm gonna do the same here. But instead of simply listing the Pros and Cons of the individual sets, I'm gonna list the Pros and Cons of the build as a whole.
Pros-- Psionic Damage: Psi damage is one of the least resisted damage types in City of Everyone (CoX) and hits like a Mack Truck. You click button, you see big orange happy death numbers. Fun fun!
- Single Target focus: For taking on big enemies, like Bosses/Elite Bosses/Arch-Villains, you'll be able to hit harder, longer, without wasting endurance on AoE attacks. Kinda like taking a Viagra before playing. Wait. That's what Psychic Focus and Concentration are for. ^_^
- Controls: The Psi/ and /MM sets both have powers that let you sleep, stun, fear, and confuse enemies. Ever liked the idea of a Mind/ Controller or Dominator but wanted more damage? Here ya go!
- DRAIN PSYCHE: This power deserves its own Pro bullet point. This amazing power, which I will go into detail on a little later, makes people cry with happiness. I'm over here crying right now just -thinking- about it. YOU WANT IT.
Cons-- Psionic Damage: Yes, a Pro is -also- a Con. Psi damage, when resisted, is resisted HEAVILY. Things without minds will make you pound your keyboard in frustration. Carnies will make you curse like a sailor with Tourette's. I've warned you now, no blaming me later.
- Lack of AoEs: There are 4 total if you count both Psychic Blast and Mental Manipulation. One is your Blaster Nuke, one can be a bit of a disappointment (no daddy i swear i'll finish college soon please don't look at me like that), and the other two are fairly decent, one being a ranged cone and the other being Point Blank Area of Effect (PBAoE) and AWESOME. But... PBAoE can be risky for a Blaster with little melee defense and low Hit Point totals. So, your mileage may vary.
- I'm really drawing a blank here. Psi/MM is really amazing and fun.
Yay! Now we get to dive into the meat portion of the meat and potatoes that is the delicious dish called Psi/MM Blasting, or as I call it, DEATH KITTY... 'scuse me, Arrest Kitty. Forgot. Heroes don't cause DEATH.
Wait. Morality system. Level your Blaster to 20, start running tips, and make her a Villain. There. DEATH KITTY. Anyways. I'll provide basic numbers, from Mids' Hero and Villain Designer, and also basic/SO/IO slotting strategies. At the end of the guide, I'll post different builds for different IO specializations, 'cause we're all special, unique snowflakes and everyone likes what they like and sappy friendly general stuffs. Shave the whales. Maybe you'll find something inspiring. Here we go!
Quote:Yay Tier 1 blast! Well, maybe not Yay but definitely not Boo... Psi Dart is quick-firing, fairly cheap on endurance, quite fast recharging, and puts a decent 30% -recharge debuff on the target you hit. Oh, and 'cause of the Blaster inherent Defiance, you can fire this off while mezzed in any way. Slept, stunned, held... fire this off repeatedly and with malice at your aggressor until he or she drops and you giggle with glee. Sure, it doesn't hit hard, but it hits often. In fact, it's the highest Damage Per Activation attack you've got. So definitely take it. Level 1 or 2. Doesn't matter.Psionic Dart
Damage(Unslotted, level 50): 62.56
Base Accuracy: 75%
Activation Time: 1s
Recharge: 4s
Endurance Cost: 5.20
Range: 80 ft
Type: Single Target
Damage Type: Ranged, Psionic
Special Effects: -30% Rech for 6s
Allowed IO Sets: Ranged Damage
Basic Slotting: 2 Accuracy, 2 Damage. Not worth a full 6 slots if you're just using Single Origin Enhancements.
IO Slotting: 6 Thunderstrikes. Or 3 Thunderstrikes. Or frankenslot with an Acc/Dam from two different sets and an Acc/Dam/End from Thunderstrike. YES I LIKE THUNDERSTRIKES and I will tell you why later.
Quote:Mental Blast
Damage(Unslotted, level 50): 102.6
Base Accuracy: 75%
Activation Time: 1.848s
Recharge: 8s
Endurance Cost: 8.528
Range: 80 ft
Type: Single Target
Damage Type: Ranged, Psionic
Special Effects: -30% Rech for 6s
Allowed IO Sets: Ranged Damage
Basic Slotting: 1 Accuracy, 3 Damage, 1 Recharge Reduction, 1 Endurance Reduction. You'll benefit from the full 6-slots in this power with capped damage, and enough recharge/end redux to help keep you firing away for hours on end. (Not actually hours. But man, that'd be exhausting.)
IO Slotting: 6 Thunderstrikes. Maybe, if you've got the money and you want to focus on a recharge build, 6 Apocalypses. But I actually prefer the cheaper Thunderstrikes for their Accuracy and Ranged/Energy/Neg Energy set bonuses. It's up to you though.
Quote:Telekinetic Blast
Damage(Unslotted, level 50): 122.62 (62.56 Smashing, 60.06 Psionic)
Base Accuracy: 75%
Activation Time: 1.188s
Recharge: 10s
Endurance Cost: 10.19
Range: 80 ft
Type: Single Target
Damage Type: Ranged, Psionic/Smashing
Special Effects: 6.647 magnitude KnockBack on target
Allowed IO Sets: Ranged Damage, KnockBack
Basic Slotting: 2 Accuracy, 3 Damage, 1 Endurance Reduction. Not much to say here... your basic single-target blast slotting.
IO Slotting: 6 Thunderstrikes or 5 Decimations with a level 50 End Reduction IO. Decimations if you're building for recharge, Thunderstrikes if you're going for Ranged Defense.
Quote:Psychic Focus
Endurance Cost: 5.2
Recharge: 90s
Activation: 1.32s
Duration: 10s
Special Effects: 37.5% ToHit buff, 62.5% Damage buff
Basic Slotting: 2 Recharge Reduction. Actually, you'd be alright with just 1 Recharge Redux, if you need slots elsewhere.
IO Slotting: You could do with a set of Gaussian's Synchronized Fire Control if you've got slots to spare.
Quote:Will Domination
Damage(Unslotted, level 50): 77.58
Base Accuracy: 75%
Activation Time: 1.32s
Recharge: 20s
Endurance Cost: 10.19
Range: 80 ft
Type: Single Target
Damage Type: Ranged, Psionic
Special Effects: 19.07s of Sleep at magnitude 3
Allowed IO Sets: Ranged Damage, Sleep
There. I think I'm good for a little while. Oh hai, Will Domination finally recharged.
Basic Slotting: 1 Accuracy, 2 Damage, 2 End Redux, 1 Recharge. You can get decent results with this slotting if you're using the power for damage. If you're going for sleep duration, then try 2 Accuracy, 2 Sleep, 2 Recharge.
IO Slotting: ... 6 Thunderstrikes. Yeah yeah yeah. I know. BUT. If you're gonna set-mule this power, and you've got about 100 mill in spare influence, then invest in the cheapest purple set you can: Fortunata Hypnosis. 5 slots gets you 15% Accuracy bonus and 10% Recharge. Heck yes.
Quote:Psionic Lance
Damage(Unslotted, level 50): 172.67
Base Accuracy: 90%
Activation Time: 4.224s
Interrupt Time: 3s
Recharge: 12s
Endurance Cost: 14.35
Range: 150 ft
Type: Single Target
Damage Type: Ranged, Psionic
Special Effects: -15% Rech for 10s
Allowed IO Sets: Ranged Damage, Ranged (Sniper)
Basic Slotting: 1 Accuracy, 3 Damage, 1 Interrupt Reduction, 1 End Reduction. Yes, the power is worth 6 slots. Yes, PLEASE put an Interrupt Redux in it. It'll drop your Interrupt time down almost a whole second and make it easier to fire off during a frenzied battle.
IO Slotting: For you guys... 5 Sting of the Manticores. OR. If you're going for the Ranged Defense build... 6 THUNDERSTRIKES OH MY GOD YES. Now, you've noticed that I've recommended that set for ALL of my single-target blasts. This is where the Rule of 5 comes into play. If you have more than 5 of the same Named Set Bonuses (for example, Large Ranged/Energy/Negative Energy Bonus), only the first 5 will come into play and the rest will be ignored. So, use your discretion when picking which blasts to slot Thunderstrikes. If I could rework the build, I'd put the Sting of the Manticore set here instead of the Thunderstrikes, for the Interrupt Reduction and the Chance for Toxic Damage, as well as the defense bonus and the recharge bonus too.
Quote:Psionic Tornado
Damage(Unslotted, level 50): 55.68
Base Accuracy: 75%
Activation Time: 2.37s
Recharge: 20s
Endurance Cost: 18.51
Range: 80 ft
Type: Targeted Area of Effect
Damage Type: Ranged, Psionic, Damage over Time
Special Effects: Magnitude 1.4 KnockUp on Target/AoE, -30% recharge for 10s
Allowed IO Sets: Targeted AoE
Basic Slotting: 1 Accuracy, 2-3 Damage, 1 Recharge, 1-2 End Redux
IO Slotting: 5 Positron's Blasts. I mean, it's a good recharge bonus, and probably the only Targeted AoE set worth investing in.
Quote:Scramble Thoughts
Damage(Unslotted, level 50): 15.64
Base Accuracy: 75%
Activation Time: 3.168s
Recharge: 20s
Endurance Cost: 10.4
Range: 80 ft
Type: Single Target
Damage Type: Ranged, Psionic
Special Effects: 11.92s of Stun at magnitude 3*
Allowed IO Sets: Ranged Damage, Stun
I mean, it does Stun for almost 12 seconds unenhanced. If you've got the /Energy secondary, you could fire this, close into melee range and smack the baddie with Total Focus for a Stun that'll take out bosses. So, I guess it's highly situational. It's also a good set mule for Stupefy IOs. That's about it...
Basic Slotting: Meh. Don't bother if all you're gonna do is slot SOs or IOs. Not worth losing the slots to other powers.
IO Slotting: 5 or 6 Stupefys. 5 gets you a 6.25% recharge bonus, 6 also gives a 3.125% Ranged and 1.563% En/Neg En Defense bonus. Don't bother with anything else.
Quote:Psychic Wail
Damage(Unslotted, level 50): 304.99
Base Accuracy: 112.5%
Activation Time: 2.112s
Recharge: 360s
Endurance Cost: 20.8 or ALL OF IT. (I'll explain in a minute)
Radius: 25 ft
Type: Point Blank Area of Effect
Damage Type: Point Blank, Psionic
Special Effects: 11.92s of Stun at magnitude 3, -70% recharge for 20s*
Allowed IO Sets: PBAoE Damage, Stuns
It's a good thing anyone left behind is stunned and their recharge time is shot, 'cause if you hit anyone with this nuke, your endurance drops to 0 and you have a -100% recovery penalty applied for 20 seconds. If you whiff... well, it's -only- 20.8 endurance wasted. You'll live. Hopefully. No, don't go taunting the Crey Voltaic Tank. No leave- awww, see, he didn't like that.
Basic Slotting: 1 Accuracy, 3 Damage, 2 Recharge Redux. If you're gonna slot it, do it up right. Alternatively, go with 2 Acc/Dam Hamidon Enhances and 3 Recharges for maximum uptime and impressive damage.
IO Slotting: 6 Obliterations. It's hands down, the best PBAoE set available. 4 slots gets you a 9% Acc buff if you need it, 5 slots gets you 5% more recharge, and 6 slots gives you 3.75% Melee defense plus some Smashing/Lethal. -
Okay, this has gotten ridiculous. I -didn't- mean to be condescending, so you guys can stop making me feel like crap for trying to welcome you over here and wanting to be a connection for you to make the jump a little easier. Thanks.
-
No, not attitude! I -want- you guys to come over here! I mean, if I'm lucky, I'll get a chance to practice my Deutsche... But yeah. I think that you guys've been like the red-headed stepchildren for too long. Come play!
-
Okay, all you formerly-abandoned Europeans... PLEASE come play on the big boy/girl servers with us! If you come to Pinnacle and Virtue, you can bug me to take you on TF/SF/Trials, I promise!
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Yay! Second Measure finally announced the GLOBAL SERVER MERGE! All NA/EU servers available on one list!
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Quote:How are my defenses not up to par? I range between 50-60% in every position. I'd say going beyond the soft cap is like hitting an eagle instead of settling for par.not trying to be rude...but I fail to see how this build is requested for TF's.
Your defenses are not up to parr....
My widow's build's recharge is only 8% less than your base recharge. and I didn't take dart burst.
But you should have total domination, and you took leadership, which shouldn't really be needed if properly IO'd out(considering mind link ups to hit.)
I also find it interesting on your slotting choice in dominate. 2 damage IO's and 4 basilisk gaze work much better IMO.
although I have to say....you do have an advantage using medicine...I didn't take it and I think I might respec to have aid self, in the case that my defenses do fall.
Dart burst was a minor personal choice... I like the power and its -regen, while not huge, has helped out against tougher AVs.
Leadership is used for team buffing as well as myself. I'm not entirely selfish.
Dominate works better for me slotted for damage. It recharges quick enough to stack it for holding tougher enemies, and because it's part of my ST chain, I don't neglect to use it. I don't need Total Domination because by the time it animates, I could've either popped an Aim+Psi Shockwave or Aim+Aura of Confusion. I don't need 3 Alpha shots.
Again, this is how I choose to play... your results may vary. But I assure you, Operative Jenoma gets tells all the time to come run various TFs... even though she's a villain and can't run that Statesman TF that's so popular these days. -
I love using your guide for my twin Mind/Energy Doms (1 runs on Pinnacle with a group, 1 runs solo on Virtue), but I get confused sometimes from the guide's old numbers conflicting with current issue 19.5 play styles and the Dom revamp. So yeah, whenever you pop that updated guide out, I'll be one of the first to eagerly read it and give feedback.
-
I think Jibi and I have the same ideas when it comes to Forts. Right on! *internet high-five!*
-
It's different than the APP version. It doesn't pulse, rather, it's a one-time application in PBAoE range that will confuse minions and LTs. But the real gem is being able to use the Coercive Persuasion purple set for the excellent bonuses including 10% global recharge boost. My Fort uses it as both an Alpha (Throw AoC, then Dark Obliteration, reposition and use Dart Burst, then start with ST attacks), or as a panic button if I've bitten off more than I can chew.
-
True.
Quote:Melee fort can offer a nice change from either Ranged Fort or Widow (or scrapper) in terms of gameplay. A Stalker/Scrapper type who can also buff their teammates and use a wider variety of interesting PBAOEs (or AOEs used at 0 range in the case of Psi Tornado) : a crashless, stunning nuke, Spin, Psi Tornado, Patron AOE and Aura of Confusion. It's more like playing a blap-happy Domi with shields than a scrapper.
Quote:There's no reason for a Fort not to dip into the melee attacks if they fancy it.
The beauty of Forts is that they're a very flexible build with many interesting possibilities, moreso than Night Widows IMO. -
That's fine and dandy, but when you look at the two branches of the Widow tree, you've got a superb ranged-focused set and a superb melee-focused set. A melee-Fort does have excellent DPS, but if you're wanting melee, why not just play a Claws/SR scrapper? You gain more flexibility and control by going ranged. Highest DPS is something a min/maxer claims is the only goal, but I like my Fort to stand out in a variety of settings. And she -still- does excellent DPS.
-
I'll try my hand at giving you some advice... I've got a Fortunata sitting at 50 on Virtue who is requested by name for a lot of Strike Forces/co-op Task Forces because she excels in ranged Psi/Neg Energy damage, fully softcapped defense to all 3 positions, and her full assortment of team buffs. She's also capable of helping with debuffs, has a nasty AoE chain, plenty of recharge, perma-Mind Link and near-perma Hasten (I find the 5 second gap just enough time to remind me to hit Mind Link again). If that sounds like what you want, I'll make some suggestions.
My Fort build has -no- Melee. If you want to go Melee, you'd be better off respec-ing into a Night Widow build. Keeping a mixture of Melee and Ranged makes you a decent Claws/SR scrapper with some Psi blaster capability, but you're not playing to the AT's strengths. The ranged single-target attacks are all quick and let you blaze through tougher targets' HP bars like a Fire/Dark Corr through a group of Council lackeys. Those are just my observations though.
I also took the medicine pool with my Fort... Defense is awesome, but against AVs or big groups of defense debuffing enemies (Paragon PD, Cimerorans), you'll appreciate not being locked into your attack animations as you zip away, pop Aid Self and get back into the combat seconds later with your defenses restored and your HP quickly refilling.
So, enough jabber... here's the build.
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|E756097F004BCFC5A1|
Edit: I also went Cardiac uncommon for the End Reduction and the secondary bonus. I think range? I can't quite recall.