Person34

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  1. Looks pretty mean. And as for the aid self option I've never needed it on mine, and mine's a melee fort. Controls + softcapped defenses means dying isn't something you see too often, esp with an "oh ****" button as potent as psy wail.

    And psy wail is the -only- reason I went in as a melee fort... it's that friggin nice. What's even nicer is having 31.5% global damage + double FU + double assault + aim (total 171.5%) before firing it off!

    Again, nice looking build.
  2. Quote:
    Originally Posted by Microcosm View Post
    Against a pylon, the pets will die. Against a normal AV, they should not. No one has clocked a bane at that dps (as far as I know) against a pylon for this reason, but assuming it is capable of 400 dps for the rest of the game is valid, and actually less artificial than a pylon run.
    What's funny about this is I changed my NW's build around a few times to tackle a pylon and the best I've been able to achiev is 9:45 (@ 195 DPS give or take). I checked a few weeks later and a crab spider posted as putting out 270 dps vs a pylon (that's what, 5 minutes?).

    I questioned this on the pylon thread and asked how he was able to pull this off because 1) crabs have less than stellar single target damage and 2) I've experience firsthand on my bane that the 2 pets croak after the second pylon AE.

    His reponse to my inquiry was "My crab spider build is far from standard. I run Double Assault, Double Maneuvers and Darkest Night with a single target chain of Single Shot>Gloom" so I assumed he had a way of keeping his pets alive.

    But I really don't see how this is possible... mine ran right up to the pylon to melee it and then croaked on two attempts. So is there a way to keep the pets out of the AE or is he just BSing everyone?
  3. Quote:
    Originally Posted by Vel_Overload View Post
    I still dont think debuffing or increasing the hp cap is the way to go. A stalker's primary duty is to take out key targets quickly with high burst damage. I'd take a simple global damage boost over a debuff anyday. We have, what? Defenders, Corruptors, Controllers, and Masterminds playing the Debuff Archetype. We honestly don't need another. Stalkers don't need an HP boost becuase they don't want to be hit on teams anyway so they can hide faster and while solo they already kill spawns relatively fast.

    My idea was probably a little much, but I still dislike critical hit on Stalkers. It doesn't do much for them.

    Atleast give Stalkers a boost to their critical for every attack that isn't a critical until a critical is made... that would help encourage Stalkers playing a more bursty role.
    I agree with this. Stalkers should not be debuffing at all. They don't need a raise in the base hitpoints, but could maybe use 100 or so on the top end (to make powers like dull pain a bit more viable). They just really need a damage boost. Maybe something like what they did with blasters where each hit adds a temporary + damage boost (I haven't played a blaster but I remember a few years ago they did something like this).

    I don't know what the solution is, and there's a lot of good ideas in this thread. But yeah -something- needs to be done.
  4. I have multiple stalkers sitting at level 50 (MA/regen, NB/WP, KM/DA, elec/elec, DM/nin) plus several others in the 30-40 range. In my opinion a fully IOed elec or DA > any other secondary. This has just been my experience anyway.

    The reason why is both sets offer a full array of resists (to include psionics and end drains) and decent heals in which a player can stack defense. On my elec/elec, when hide is supressed (its lesser value: 2.65%) I have 46% S/L defense, 36% melee defense and between 20-24% everything else. When I hit shadow meld, which has recharge of 30 seconds since the build is permahasten (110% global + 3 slotted hasten) all defenses -both typed and positional- are over 46%.

    Combined with the knockdowns in TS and LR (which recharges in 24 seconds) there is enough mitigation to survive most encounters. The only downside to all of this awesomeness is in order to make it all work I have to run 8 toggles -without- stamina. I've had to rely on power sink up until this point to keep the build going, so as you can imagine I'm estatic over the news of i19 getting an inherent fitness pool.

    All of the secondaries can be durable, but this has been the most rugged I have used. GL with whatever ya end up picking.
  5. On my /elec stalker I 4-slotted reactive armors for the 1.25% neg/energy and 1.25% smashing/lethal defense bonuses. Combine these with some kinetic combats in your melee attacks, tough + weave, maneuvers and the steadfast defense unique and your /elec armor just got a whole lot meaner. Yeah that's a lot of toggles to run but you have power sink =).

    The only downside to this is the kinect combats can be pricey... but there's alternatives if you don't want to purchase from the market (AE rolls, A-merits, etc).

    Quote:
    Originally Posted by _Zep_ View Post
    Thank you --- I was looking at energize a few days ago telling myself it didnt look familiar.

    What did it replace?
    Hmmm... conserve power? I can't remember as I didn't try /elec until they added in energize.
  6. Quote:
    Originally Posted by Rock_Crag View Post
    This. I think my final build for my Bane gives me an average of 10 to 12 percent.

    I do agree that DDR shouldn't be allowed to most class types. Who's ever going to pick poor ol' Super Reflexes if every friggen set has DDR and a good chance at softcap?
    If you put emphasis into the resists they can be pretty decent. My bane is running just shy of 40% S/L and 10-20% most other things. This is on a higher end IO build though an if I had deep pockets I could bump it up to about 50% S/L. Of course to get to this level will require tough, slotting of the pvp melee sets and the 3% resist unique.
  7. I took shatter armor on my crab, it hits like a truck and applies more debuff goodness to the target baddie. May or may not be in your planned build but it helps deal with the critters that refuse to melt before your AE blitzkrieg.
  8. I don't think banes need DDR. A lot of people have mentioned DDR but I think there needs to be some exclusivity when it comes to who can have access to it and how much is available. I have corruptors (that didn't take the BS shield) and /regen + / DA stalkers that can cap S/L defenses and I can can get 30-35% melee/ranged if I focus on it. This game offers defense in spades and the lack of DDR is what keeps most toons in line.

    Besides that, banes get resists and have active mitigation through knockdowns / an accessible hold/ an accessible immob. They even have pets to soak aggro. DDR will never happen, nor probably will a self heal.

    Banes, at best, just need a few tweaks. I'd like to see shatter do more damage (NW's slash outperforms it but it doesn't share the same light because you don't see the words "WIDOW'S SLASH!" pop up over your head every time you crit with it). It should have the damage buffed a bit... or they should tag shatter armor as able to crit from hide <--- this would be a killer change.

    And yeah, the constant redraw and the slow animating ranged attacks are a pain. Again, all they need is to be tweaked a bit and they will be golden.

    Folks will still continue to say they are the worst of the SoAs though...
  9. Title says it all, does eagle claw have a 15% crit chance or just 10% for stalkers? I thought I read in its description that has a higher crit rate but wasn't sure.

    Thanks.
  10. Some good ideas here. Some oddball ones as well.

    What I'd personally like to see:

    - Hide as an inherent: Awesome idea here! Frees up a spot to add a missing defense set
    power.

    - higher damage modifier: Check! I want it to equal a scrapper's.

    - something unique to add damage: like stalker's BU adding +40% crit rate when active
    or similiar.


    What I don't want to see:

    - higher hit points: I don't think it's realistic to ask for more hit points, and in essence adopt the survivability of a scrapper, and then go on to ask for a bunch of damage increasing abilities as well. It's either one or the other and I'd rather have the lower hit points + a nice damage boost then become a lower damage mod scrapper with controlled crits.

    -adding debuffs beyond demoralize: Stalkers are not bane spiders. It just doesn't make sense (to me anyways) for a stalker's attacks to have -regen or -resistance or whatever associated with them.
  11. Like you I tend to lean more towards the melee toons, but if I were to go with another AT I'd probably pick a dominator (even though, technically, they can be a "melee toon").

    Great controls, massive damage and mez protection (when using domination). Get a good amount of recharge and you can have domination up all the time. And with the hero epic pools now available they just got worlds better.

    I only have two doms ATM, a lvl 45 earth/fire and lvl 50 fire/psy. Neither really get played much anymore but logged on the earth/fire for about an hour last week and I had almost forgotten just how crazy powerful they can be.
  12. I have a 50 elec/elec stalker. A while back someone stated in another thread (might have been Siolfir) that thunderstrike from hide can hit up to scale 3.96. All I know is target a boss or lt - something lightning rod won't kill immediately - and BU + LR in and follow with TS for some crazy damage. It's one of the few things in game that never gets old for me.

    Elec/ feels less like a stalker and more like a mobile artillery piece. It's a primary like no other in the game when paired with this AT.
  13. Gloom will cause redraw on a melee fort, but again so will dominate and the other fort ranged attacks. On my alternate melee fort I've adopted the chain of FU/strike/lunge/dominate, and on a permahasten build this is gapless (will prob be gapless without permahasten, there a brief moment where FU isn't double stacked).

    I think dominate is probably equal to gloom in some regards: less damage, but it's also a hold and tagged as a psi-only attack rather than ranged. Which is why I skipped gloom and took black scorpion's pool for the -fly immob (good for bringing down flying runners) and shatter armor (great for robot enemies, who resist both psi and lethal attack which is a melee fort's primary method of damage; on top of this, shatter armor does -bonus- damage to robots so it fills a hole nicely).

    Gloom is still a killer attack, just throwing in my 2 cents.

    EDIT: BTW, dominate is prob > than gloom due to the fact it can take both the purple ranged and hold procs... which means 350+ damage on occasion. Frankenslot 3 hold/damage hamis, an accuracy and the 2 purple procs to get the most out of its capabilities.
  14. Quote:
    Originally Posted by Frogfather View Post
    Im pretty sure you cant take Follow Up and Aim on the same Character. However, Double Stacked FU+Stacked Assaults is still pretty good.

    --Frog
    Fortunatas can take both follow up and aim.

    edit: beaten to the punch.
  15. Ok thanks for the confirmation Luxun, on paper it looks like a beast. Gonna mess around with some builds and see how it goes. Thanks again!
  16. Hey guys, I've seen a few "melee forts" posts floating around, but an unsure of how effective they really are. The reason I ask is because the idea of double-stacked FU + stacked assault + aim looks like the recipe for some wicked damage.

    Anyone have success with something like this?
  17. Quote:
    Originally Posted by Deus_Otiosus View Post

    That's my main problem with pets in general, and using them as a DPS source.

    My playstyle is just too fast to allow for pets to add their, largely, uncontrolled and unfocused damage to the final package.

    The situations where it does all come together, it is pretty nuts.

    begin with - like near perma fully saturated Soul Drain.
    This is my problem as well... the randomness of the brainless pets. Unless you take provoke to keep the aggro off of them they happily engage whatever they see and before you know it they're dead... and you spend a great deal of time provoking as they have ADHD and change targets every five seconds. And when you stealth up to a group, they run in like puppies in heat and take a beatdown. You literally have to babysit them to keep them alive, which, IMO, negates a good portion of their purpose (additional damage and control)... esp on a perma-pet build that is suppost to have them up and running most of the time.

    Of course, this is on +1/x8 maps, so near-instant pet meltdown is expected.

    I guess this is why I find banes lacking. I don't have the patience for the pets, and without them my bane falls behind my widow in both ST and AE damage.

    I wish the devs would implement a training dummy, ala RWZ, that was there for the sole purpose of recording dps. It could have adjustable resists to boot to simulate different encounters. Hard evidence gathered from such an event would put to rest a lot of these squabbles. I'm curious what a bane is truly capable of, both with and without its pets.
    And what a widow is capable of with shatter armor + BS spider pet.
  18. Widows > banes in most regards. This is a fact, otherwise there wouldn't be 100 "banes need buffs" posts floating around. The idea that a bane can outdamage a widow in any respect (burst or dps) is hard to swallow; against a non-resistant single target a widow will do more damage, hands down. Don't beleive me? Go solo a rikti pylon with a bane, I guarantee you won't come close to a NW's time. Yeah I understand the force multiplier concept behind debuffs + attacks, but also understand that while you are VGing and firing off surveillances the NW is already in the mix piling up the bodies.

    I'll agree that a 3 billion inf bane build can be sturdy, but a NW is just insane when performing at the same level. But I'll also say that I think banes fill a different role than widows, so to directly compare the two probbly isn't really fair. I find both to be enjoyable: with my bane I sit back and debuff a bit, then head into the fray and crack skulls. With my widow I just murder groups outright.

    I'm not saying one is better than the other as again, outside of a stealth power, placate and having some melee attacks, they have have different roles. Widows are pure damage, banes are damage + debuffs. Facts are facts.

    Edit: my above statements are straight comparing bane mace attacks vs widow claws attacks. I will agree that a bane with call reinforcements + the black scorpion spider pet will significantly outdamage a NW vs a single target. I think Frosticus mentioned something like 400 dps or the likes with all 3 pets attacking in concert with the bane.
  19. Person34

    So... rularuu

    Great information guys, thanks. What made it so crazy is I had no way of knowing the mission would contain them. They appeared as a new enemy group after the first objective was clicked. And for all of this unexpectedness I'm kinda of glad they did appear. It definitely kept things interesting.

    Thanks again!
  20. Person34

    So... rularuu

    Any tips on dealing with these guys? Having played villains exclusively I've never had to deal with them. Tip missions have now changed this.

    My mission began with those kheld PPDs, which are an annoyance to softcapped non DDR toons (playing a night widow atm). But with careful approach I was able to beat them on a +8/+1 map. Got to the objective and mean red-con eyeball appears, with friends... not that he needed them though. He saw me through my stealth, turned 180 degrees and launched some kind of spikes at me from his eyeball ***.

    So now I'm running from the hospital and stop to grab some orange insperations. Time for some payback! Zone back in, pop oranges and now I have the upper hand... and then I get placed in a detention field. So I run off to lick my wounds and reset the mish at a lower difficulty. But I have a funny feeling it won't be much easier.

    Any information that makes these fights any easier? These guys are insane!

    Edit: I should have put this in the player help section... sry about that.
  21. Just curious... when Concentrated Strike "crits", does it notify you of buildup's recharge somehow? Or do you just need to keep an eye on the buildup button?
  22. I love these monthly "banes need love" meetings =)

    Quote:
    Originally Posted by Talen Lee View Post
    Now, that's a rather disingenuous sentiment. They are definitely comparable to the stalker.
    I'll agree they are the most stalkerish non-stalker in the game.

    - Cloaking device: check!

    - Crits from hide: check!

    - Placate: check!

    - Low hitpoints: check! (yeah their cap is way higher but it's tough to build a 1700+
    hp bane)

    Banes are really a tough AT to define. They are a semi-squishy melee monster that also plays a support role utilizing team buffs and enemy resistance debuffs. They have a stalker's approach, and can hit for over 1k with shatter in the right conditions but in order to do so they have to apply debuffs to the enemy and then placate/ active BU/ attack.

    If I remember right during beta they had a crazyfast recharging placate which set them apart from stalkers. You could basically crit on demand and it was the talk of the town. They were touted as being the Arachnos "shocktroopers" and with this feature they were undeniably so. Then they went live and their placate gem had been re-adjusted to match the stalker's recharge time of sixty seconds. Would have been nice to at least have retained a slight discount in placate or BU recharge (ala stalker claws) but it is what it is.

    Also -

    Their status protection is a bit subpar IMO.

    Web cocoooooon!... WTH is this? I think web cocoon needs some attention. Make it into a 'burn' clone where, once the target is held, a group of spiderlings appear and DoT the piss out of the critter or something. Ok... yeah this is a bit extreme but I personally think web cocoon could have something better in its place.

    I think that bane's are just an AT suffering from an identity crisis is all. I don't think they need a major buff, just a few tweaks and a little definition would suffice.
  23. Person34

    I19 Wish List??

    Quote:
    Originally Posted by GavinRuneblade View Post

    * Titan-Os...
    Is this some kind of superhero breakfast cereal?
  24. Made a few changes to softcap the build to all positions, you had some unusual slotting happening there, mostly in the form of overslotting or slotting for bonuses that go against a bane's strengths (like selecting kinetic combats for S/L defense when a bane gets melee defense). Cloaking device now supressed is now at 5.91% so it will get you where you need to be.

    Villain Plan by Mids' Villain Designer 1.803
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Human Crab: Level 50 Natural Arachnos Soldier
    Primary Power Set: Bane Spider Soldier
    Secondary Power Set: Bane Spider Training
    Power Pool: Fitness
    Power Pool: Fighting
    Power Pool: Leaping
    Ancillary Pool: Mace Mastery

    Villain Profile:
    Level 1: Bash -- T'Death-Acc/Dmg:40(A), T'Death-Dmg/EndRdx:40(3), T'Death-Dmg/Rchg:40(3), T'Death-Acc/Dmg/EndRdx:40(5), T'Death-Dmg/EndRdx/Rchg:40(5), T'Death-Dam%:40(7)
    Level 1: Wolf Spider Armor -- S'fstPrt-ResDam/Def+:30(A), Aegis-ResDam/EndRdx:50(7), Aegis-ResDam/Rchg:50(9), Aegis-ResDam:50(9), Aegis-ResDam/EndRdx/Rchg:50(11), Aegis-Psi/Status:50(11)
    Level 2: Mace Beam -- ExStrk-Dmg/KB:20(A), ExStrk-Acc/KB:20(13), ExStrk-Dam%:20(13), Apoc-Dmg:50(15), Apoc-Dam%:50(15)
    Level 4: Bane Spider Armor Upgrade -- S'fstPrt-ResKB:30(A), Aegis-ResDam/EndRdx:50(17), Aegis-ResDam/Rchg:50(17), Aegis-ResDam/EndRdx/Rchg:50(19), Aegis-ResDam:50(19), Aegis-EndRdx/Rchg:50(21)
    Level 6: Build Up -- RechRdx-I:50(A), AdjTgt-ToHit:50(21), AdjTgt-Rchg:50(23)
    Level 8: Combat Training: Defensive -- RedFtn-Def/EndRdx:50(A), RedFtn-Def:50(23), RedFtn-Def/EndRdx/Rchg:50(25), RedFtn-EndRdx:50(25), RedFtn-EndRdx/Rchg:50(50)
    Level 10: Combat Training: Offensive -- Acc-I:50(A)
    Level 12: Pulverize -- T'Death-Acc/Dmg:40(A), T'Death-Dmg/EndRdx:40(27), T'Death-Dmg/Rchg:40(27), T'Death-Acc/Dmg/EndRdx:40(29), T'Death-Dmg/EndRdx/Rchg:40(29), T'Death-Dam%:40(31)
    Level 14: Tactical Training: Maneuvers -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def:50(31), LkGmblr-Def/Rchg:50(31), GftotA-Def:40(33), GftotA-Run+:40(33), GftotA-Def/EndRdx:40(33)
    Level 16: Swift -- Run-I:50(A)
    Level 18: Shatter -- Hectmb-Dmg:50(A), Hectmb-Dmg/Rchg:50(34), Hectmb-Dmg/EndRdx:50(34), P'ngS'Fest-Acc/Dmg:30(34), P'ngS'Fest-Stun%:30(36), P'ngS'Fest-Dmg/EndRdx:30(36)
    Level 20: Health -- RgnTis-Regen+:30(A), Mrcl-Heal:40(36), Mrcl-Rcvry+:40(37), Numna-Regen/Rcvry+:50(37), Numna-Heal:50(37)
    Level 22: Stamina -- P'Shift-End%:50(A), P'Shift-EndMod:50(39), P'Shift-EndMod/Rchg:50(39), P'Shift-EndMod/Acc/Rchg:50(39), P'Shift-Acc/Rchg:50(40), P'Shift-EndMod/Acc:50(40)
    Level 24: Cloaking Device -- RedFtn-Def:50(A), RedFtn-Def/EndRdx:50(40), RedFtn-Def/EndRdx/Rchg:50(42), RedFtn-Def/Rchg:50(42), RedFtn-EndRdx:50(50)
    Level 26: Placate -- RechRdx-I:50(A)
    Level 28: Mental Training -- Run-I:50(A)
    Level 30: Hurdle -- Jump-I:50(A)
    Level 32: Crowd Control -- Oblit-%Dam:50(A), Oblit-Dmg:50(42), Oblit-Dmg/Rchg:50(43), Oblit-Acc/Dmg/Rchg:50(43), Oblit-Acc/Rchg:50(43), Oblit-Acc/Dmg/EndRdx/Rchg:50(45)
    Level 35: Boxing -- Empty(A)
    Level 38: Tough -- S'fstPrt-ResKB:30(A), TtmC'tng-ResDam/EndRdx:50(45), TtmC'tng-EndRdx/Rchg:50(45), TtmC'tng-ResDam:50(46)
    Level 41: Weave -- LkGmblr-Def/EndRdx:50(A), LkGmblr-EndRdx/Rchg:50(46), LkGmblr-Def:50(46)
    Level 44: Mace Blast -- Empty(A)
    Level 47: Shatter Armor -- Mako-Acc/Dmg:50(A), Mako-Dmg/EndRdx:50(48), Mako-Dmg/Rchg:50(48), Mako-Acc/EndRdx/Rchg:50(48), Mako-Acc/Dmg/EndRdx/Rchg:50(50)
    Level 49: Combat Jumping -- Ksmt-ToHit+:30(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Conditioning
    Level 2: Ninja Run
    ------------
    ------------
    Set Bonus Totals:
    • 21% DamageBuff(Smashing)
    • 21% DamageBuff(Lethal)
    • 21% DamageBuff(Fire)
    • 21% DamageBuff(Cold)
    • 21% DamageBuff(Energy)
    • 21% DamageBuff(Negative)
    • 21% DamageBuff(Toxic)
    • 21% DamageBuff(Psionic)
    • 8.62% Defense(Smashing)
    • 8.62% Defense(Lethal)
    • 13.9% Defense(Fire)
    • 13.9% Defense(Cold)
    • 5.19% Defense(Energy)
    • 5.19% Defense(Negative)
    • 3% Defense(Psionic)
    • 14.3% Defense(Melee)
    • 5.5% Defense(Ranged)
    • 15.5% Defense(AoE)
    • 15% Enhancement(RechargeTime)
    • 9% Enhancement(Accuracy)
    • 5% FlySpeed
    • 108.4 HP (10.1%) HitPoints
    • 5% JumpHeight
    • 5% JumpSpeed
    • Knockback (Mag -8)
    • Knockup (Mag -8)
    • MezResist(Held) 8.8%
    • MezResist(Immobilize) 13.2%
    • MezResist(Sleep) 2.2%
    • MezResist(Stun) 2.2%
    • 11% (0.19 End/sec) Recovery
    • 56% (3 HP/sec) Regeneration
    • 7.54% Resistance(Fire)
    • 5.04% Resistance(Cold)
    • 3% Resistance(Psionic)
    • 22.5% RunSpeed
    • 5% XPDebtProtection
    ------------
    Set Bonuses:
    Touch of Death
    (Bash)
    • MezResist(Immobilize) 2.75%
    • 16.1 HP (1.5%) HitPoints
    • 2.5% DamageBuff(All)
    • MezResist(Held) 2.75%
    • 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
    Steadfast Protection
    (Wolf Spider Armor)
    • 3% Defense(All)
    Aegis
    (Wolf Spider Armor)
    • 5% RunSpeed
    • 3.13% Defense(Fire,Cold), 1.56% Defense(AoE)
    • 2.5% XPDebtProtection
    • 3.13% Defense(AoE), 1.56% Defense(Fire), 1.56% Defense(Cold)
    • 3% Resistance(Psionic)
    Explosive Strike
    (Mace Beam)
    • 1.5% DamageBuff(All)
    • 1.88% Defense(Ranged), 0.94% Defense(Energy), 0.94% Defense(Negative)
    Apocalypse
    (Mace Beam)
    • 16% (0.86 HP/sec) Regeneration
    Steadfast Protection
    (Bane Spider Armor Upgrade)
    • Knockback Protection (Mag -4)
    Aegis
    (Bane Spider Armor Upgrade)
    • 5% RunSpeed
    • 3.13% Defense(Fire,Cold), 1.56% Defense(AoE)
    • 2.5% XPDebtProtection
    • 3.13% Defense(AoE), 1.56% Defense(Fire), 1.56% Defense(Cold)
    Adjusted Targeting
    (Build Up)
    • 2% DamageBuff(All)
    Red Fortune
    (Combat Training: Defensive)
    • MezResist(Immobilize) 2.2%
    • 1.26% Resistance(Fire,Cold)
    • 2% DamageBuff(All)
    • 5% Enhancement(RechargeTime)
    Touch of Death
    (Pulverize)
    • MezResist(Immobilize) 2.75%
    • 16.1 HP (1.5%) HitPoints
    • 2.5% DamageBuff(All)
    • MezResist(Held) 2.75%
    • 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
    Luck of the Gambler
    (Tactical Training: Maneuvers)
    • 10% (0.54 HP/sec) Regeneration
    • 12 HP (1.12%) HitPoints
    Gift of the Ancients
    (Tactical Training: Maneuvers)
    • 2% (0.04 End/sec) Recovery
    • 2.5% Resistance(Fire)
    • 7.5% RunSpeed
    Hecatomb
    (Shatter)
    • 4% (0.07 End/sec) Recovery
    • 2.52% Resistance(Fire,Cold)
    Pounding Slugfest
    (Shatter)
    • 8% (0.43 HP/sec) Regeneration
    • 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
    Miracle
    (Health)
    • 2.5% (0.04 End/sec) Recovery
    Numina's Convalescence
    (Health)
    • 12% (0.64 HP/sec) Regeneration
    Performance Shifter
    (Stamina)
    • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
    • 20.1 HP (1.87%) HitPoints
    • 2.5% (0.04 End/sec) Recovery
    • 2.5% DamageBuff(All)
    • 3.13% Defense(AoE), 1.56% Defense(Fire), 1.56% Defense(Cold)
    Red Fortune
    (Cloaking Device)
    • MezResist(Immobilize) 2.2%
    • 1.26% Resistance(Fire,Cold)
    • 2% DamageBuff(All)
    • 5% Enhancement(RechargeTime)
    Obliteration
    (Crowd Control)
    • MezResist(Stun) 2.2%
    • 3% DamageBuff(All)
    • 9% Enhancement(Accuracy)
    • 5% Enhancement(RechargeTime)
    • 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
    Steadfast Protection
    (Tough)
    • Knockback Protection (Mag -4)
    Titanium Coating
    (Tough)
    • MezResist(Sleep) 2.2%
    • 16.1 HP (1.5%) HitPoints
    Luck of the Gambler
    (Weave)
    • 10% (0.54 HP/sec) Regeneration
    • 12 HP (1.12%) HitPoints
    Mako's Bite
    (Shatter Armor)
    • MezResist(Immobilize) 3.3%
    • 16.1 HP (1.5%) HitPoints
    • 3% DamageBuff(All)
    • MezResist(Held) 3.3%



    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
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    |-------------------------------------------------------------------|