PrincessDarkstar

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  1. Quote:
    Originally Posted by Red_Raccoon View Post
    The mechanic that you are complaining about has been a part of Ouroboros and task forces alike since they were introducted. The Devs obviously don't think there's anything improper or half*** about it. Since I don't often hear players who run task forces complaining about it, I'm guessing most of the player base doesn't either.
    Ozone isn't half *****, thats a good idea, adding a contact saying 'do this mission even though nobody will give it to you' is half *****. Also TF's are team content so not applicable as they are the most likely reason you will want to abandon your half done arc.

    Lets say I log on before my SG, as it stands I can't start an ozone arc because I know in 30 mins they will be on wanting to do group content, which I would want to do. If the missions were standard repeatables then I could do a few, join my guild, then finish my arc at my leisure.

    Quote:
    Originally Posted by Red_Raccoon View Post
    He doesn't ask you to repeat any missions. He offers you a reward for completing missions. If you've already run the missions normally but want the reward again (or missed it because you ran them before he came along) you have the additional option of using Ouroboros to repeat the missions and still get the reward. I think that was pretty nice of the Devs to add that. But maybe they should remove the option of repeating the mission for multiple rewards--would that make you happy?
    Not having the option there in the first place would have made me happy. removing it wouldn't bother me in the slightest, but it would annoy some.

    As it is they really need to make the missions repeatable (Or move that guy to the ozone if they must) otherwise it makes no sense. It makes even less sense when you think of ozone as actual time travel, how can the guy reward you for going back in the past to do something you have already done? Surely he would just give you the reward each week because you already did it in the past and the past doesn't actively change?

    Weekly rewards for repeatable missions is a great idea, but using ozone is an opportunity lost.
  2. Quote:
    Originally Posted by Texas Justice View Post
    You aren't stuck. You can make a decision as to whether you want to complete the arc or drop it to run something else. Same as any other arc through Ouro.
    Great. What a wonderful decision to have to make.

    Quote:
    Originally Posted by Texas Justice View Post
    They did add a proper way to redo the missions when they designed them. It's through Ouroboros, just like any normal mission contact in the game. Taskmaster Gabriel was an afterthought added as a way to give us a deterministic method of getting Empys. It does matter when they added it since they can't quickly revamp those missions to make them and their contact repeatables without taking a chance on breaking several other things.
    It doesn't matter when they added him, because either do something properly or not at all. Don't half *** a job. And setting the missions to repeatable and testing that cannot be hard. And if it does break something hold the repeatable thing back until it is fixed.

    Quote:
    Originally Posted by Texas Justice View Post
    So because you don't want to be inconvenienced we should inconvenience others that are running things as they are designed? If you decide that it's more important to run something else after you've already started an arc then you should just suck it up (to use your phrase).

    The Ouro system has worked this way since it was introduced in that it locked you into whatever you were doing so you may as well argue that the entire game should have every contact and every mission as a repeatable mission without having to use Ouro.
    The ouro system is hardly used by anyone not after badges.

    And it is an inconvenience to a tiny handful of people once, and after that they benefit every time the run the arc. Also that is assuming they won't be able to complete the arc, which we don't know for certain anyway.

    I don't care about repeating any missions, but if they are going to stick a contact in to say "repeat this mission" then the mission should be repeatable properly (And having high level repeatable arcs is a good idea as seen in lots of other games). No other place in the game does someone give you a mission that asks you to run a completely seperate flashback.
  3. Quote:
    Originally Posted by gec72 View Post
    This is true and it's something that just has to be lived with. But darned if I haven't gotten into an arc figuring I probably would't run across a BAF soon (on Infinity, where they don't seem to run nearly as often as oh, Virtue) only to see "BAF lfm pst" come across one of the channels.
    This.

    I play one character and I like the freedom of running an arc then dropping to do whatever happens to be called out, I don't want to be stuck halfway through an arc.

    Also it doesn't really matter when the contact was added, it is pointless if they don't add a proper way to redo the missions.

    As for those halfway through the arc in ouro not being able to complete it I don't really see your point. They will have to suck it up (Once) and start the arc normally again, hardly a gamebreaker.

    Edit: I should mention that I couldn't care less about getting the merits from this guy, it just smacks of an incomplete feature that could have been a good one.

    Edit 2: Actually they could make him give out all the missions (Or duplicates of) once you have completed them so the original arc will still be in flashback and the repeat arcs all come from one easy to access location and could even be given in order so people have to run them all and can't just farm the easy ones.
  4. In DA there is a contact (Can't remember his name) who offers you a weekly reward for doing all the DA arcs, and he will offer this every time you speak to him.

    However as far as I can see there is no way to repeat the arcs without going to the ozone, which then locks you in (And encourages speed running because nobody want to be locked in an arc for a week).

    Is this right? And if so why make a weekly mission and not let it be done in an more obvious and less annoying way?
  5. PrincessDarkstar

    Energy Aura

    Quote:
    Originally Posted by Shadey_NA View Post
    I think the brute version might serve you better. You can play with your recharge numbers with a staff/ea like no other melee combo and get some really high recharge out of it. Would make it possible to play with things like Overlord and get you to the HP cap, if only for 180 seconds out of 200.
    On a build that has 217.5% global recharge, plus Agility and 3 +5 IO's in Overload I can only get it down to 224s.

    Still that isn't to bad (Though it is a pretty extreme recharge build with only 104s recharge on Hasten - the double stacking will probably drop Overload's recharge to less than 220s), and Ageless can cover any crashes (Or blue + Energy Drain) if you care to use it. Personally I hate crashes because toggles dropping means death.

    Edit: A better strategy would be Barrier when you see the icon flicker, then blue + Energy Drain to cover the crash, and it is now looking tempting! Though you would still have 16 seconds downtime to retoggle every time it crashed. It would definitely let you increase your difficulty significantly, not that you can go over +1 once you have the level shifts so it is probably overkill once you get a good enough build to actually keep Overload on so often.
  6. PrincessDarkstar

    Energy Aura

    Ooh thats strange, the build I made in mids yesterday doesn't show a taunt component, but when I create a new toon it does show! I haven't updated mids so that is confusing!

    2.3 seconds unenhancable is sadly a bit weak, but probably enough to keep me playing the set (And better than WP), and I am really enjoying playing DB again (I forgot how fun it was!).
  7. Quote:
    Originally Posted by Memphis_Bill View Post
    Are you telling that person (and me) that we're actually NOT enjoying it? Because, if so, I've got some news you may not like.
    Lol no!

    Good and fun are not always linked. But one is objective, one is subjective.
  8. I have come to the conclusion that because of the recharge they are either not ready when you really want them, or if you save them for the AV it makes next to no difference in teams (Longbow aside) and feels like cheating solo.

    Perma or nothing for me it seems

    Still at least I have my level shift, but I would hope there are no more incarnate powers that you can't have perma.
  9. PrincessDarkstar

    A new archetype

    Quote:
    Originally Posted by ClawsandEffect View Post
    Control/Pets would be brokenly overpowered I think.

    Earth Control paired with something like Bots?

    Your enemy won't be able to fight back at all, and the bots would never miss due to all the -def in Earth.

    Fire Control and Demons? 9 pets running around beating on things that are completely locked down and helpless....no that's not overpowered at all.
    That is assuming they get to use bodyguard mode and supremacy. Most controllers tend not to lock down entire mobs in 1 shot and have to be careful to avoid faceplanting. Plus pets get aggro from wherever they can find it so it would be a challenge.

    Lastly without significant debuffs the pet damage would be considerably weaker than on an MM.

    They would be quite safe toons when played well, but not overpowered killing machines and probably less damaging than a domi outside of AssBot and Pyroman.

    Speaking of AssBot I want a set where I can be him
  10. Just a note about endurance, your net end gain is MUCH more important than your endurance drain figure alone which without seeing the recovery figure is actually meaningless. Net recovery is the only stat to care about.

    Some people seem to have this idea that a 2:1 ratio of recovery to drain is a build goal but it doesn't really mean anything.

    As for your build as long as your attacks are well slotted for endrd (And with Cardiac the will be) then you will generally be fine and losing 0.08 eps is pretty here nor there unless you are calculating for using a specific attack chain.
  11. PrincessDarkstar

    Energy Aura

    Quote:
    Originally Posted by Zyphoid View Post
    Oh it is there. A very Good friend of mine Fallenz may even chime in on it in a moment because he hates it so much. The taunt portion should be suppressed when energy cloak has you in stealth, but I have been told that is not working correctly.
    Don't see how anyone can hate a taunt aura, it is the main reason I haven't been able to enjoy anything since I made my shield scrapper.
  12. PrincessDarkstar

    Energy Aura

    Quote:
    Originally Posted by Zyphoid View Post
    Yeah it does.
    Mids shows the brute version having a taunt component but not the scrapper version, which is confusing me and stopping me from playing EA at the moment.

    I have a nice DB/EA planned which will be in a wonderful position to take advantage of the crit proc in the 2nd ATIO set should it stay at +50% crit
  13. Quote:
    Originally Posted by SpyralPegacyon View Post
    Opinions differ, film at eleven.
    Good performance is not really an opinion. It either works well or it doesn't.

    Having said that I haven't played staff (No intention of either) but it sounds very middle of the road. I have noticed the sets that have a large following (Staff/ Dual Pistols/ Beast Mastery) tend to have flashy animations and below par damage, and the sets I didn't epect arriving (TW/ Street Justice) to have good damage.

    So they obviously pick an audience when they design a set.
  14. Another thought: If you use Hover for combat movement then you could drop Combat Jumping for Maneuvers which gives a bit more defence, then that would probably let you reslot a few of your attacks for recharge instead of defence, though endurance would take a hit but I would hope it is covered because of Body Mastery.

    I haven't time to have a proper look though.
  15. Just a quick look at your build based on your too much defence comment

    You have more than 45% to all positions, which could be considered too much for normal content, though I like to have a bit of leeway with defence debuffs so unless you had to sacrifice anything for that last bit of defence I think it looks nice.

    I also noticed that you took the Agility alpha which boosts you to just over 50% against incarnate content, I assume you plan on using Barrier to cover the remaining 9%, but personally (And this is a goal for a higher budget) I would try to aim for having 54% to all when you include the alpha slot, so that with Barrier you can always be capped against incarnate stuff (Though that needs to T4 Barrier which is a pain to get).

    If you drop the Kismet you are still at 95% chance to hit +3's in every power other than Pulverise, which is because Touch of Death is a level 40 set.

    Personally I would move a few slots, lose the Kismet (For a Winters gift slow protection) and gain a bit of recharge:

    Hero Plan by Mids' Hero Designer 1.954
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Sthorm: Level 50 Magic Scrapper
    Primary Power Set: War Mace
    Secondary Power Set: Shield Defense
    Power Pool: Fighting
    Power Pool: Speed
    Power Pool: Leaping
    Power Pool: Flight
    Ancillary Pool: Body Mastery

    Hero Profile:
    Level 1: Pulverize -- C'ngImp-Dmg/EndRdx(A), C'ngImp-Acc/Dmg(3), C'ngImp-Acc/Dmg/Rchg(3), C'ngImp-Acc/Dmg/EndRdx(5), C'ngImp-Dmg/EndRdx/Rchg(5), T'Death-Dam%(40)
    Level 1: Deflection -- LkGmblr-Rchg+(A), LkGmblr-Def(25), ImpArm-ResDam(36), ImpArm-ResDam/EndRdx(37), ImpArm-ResDam/Rchg(39), ImpArm-ResDam/EndRdx/Rchg(43)
    Level 2: Battle Agility -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(7), LkGmblr-Def(23), LkGmblr-Rchg+(39)
    Level 4: Jawbreaker -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(27), Mako-Dmg/Rchg(27), Mako-Acc/EndRdx/Rchg(29), Mako-Acc/Dmg/EndRdx/Rchg(29), Mako-Dam%(31)
    Level 6: Build Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg(7), GSFC-ToHit/Rchg/EndRdx(9), GSFC-Rchg/EndRdx(9), GSFC-ToHit/EndRdx(15), GSFC-Build%(17)
    Level 8: True Grit -- Numna-Regen/Rcvry+(A), Numna-Heal(17), Numna-Heal/EndRdx(40), ResDam-I(42), ResDam-I(50), S'fstPrt-ResDam/Def+(50)
    Level 10: Clobber -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(11), Mako-Dmg/Rchg(11), Mako-Acc/EndRdx/Rchg(13), Mako-Acc/Dmg/EndRdx/Rchg(13), Mako-Dam%(15)
    Level 12: Active Defense -- RechRdx-I(A), RechRdx-I(46)
    Level 14: Boxing -- Empty(A)
    Level 16: Against All Odds -- EndRdx-I(A)
    Level 18: Whirling Mace -- Oblit-Dmg(A), Oblit-Acc/Rchg(19), Oblit-Dmg/Rchg(19), Oblit-Acc/Dmg/Rchg(21), Oblit-Acc/Dmg/EndRdx/Rchg(21), Oblit-%Dam(23)
    Level 20: Phalanx Fighting -- LkGmblr-Rchg+(A)
    Level 22: Tough -- Aegis-ResDam(A), Aegis-ResDam/EndRdx/Rchg(37), Aegis-ResDam/EndRdx(40)
    Level 24: Weave -- LkGmblr-Def(A), LkGmblr-Rchg+(25), LkGmblr-Def/EndRdx(42)
    Level 26: Shatter -- Oblit-Dmg(A), Oblit-Acc/Rchg(31), Oblit-Dmg/Rchg(31), Oblit-Acc/Dmg/Rchg(34), Oblit-Acc/Dmg/EndRdx/Rchg(36), Oblit-%Dam(36)
    Level 28: Hasten -- RechRdx-I(A), RechRdx-I(48)
    Level 30: Combat Jumping -- Winter-ResSlow(A)
    Level 32: Crowd Control -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(33), Sciroc-Dmg/Rchg(33), Sciroc-Acc/Rchg(33), Sciroc-Acc/Dmg/EndRdx(34), FrcFbk-Rechg%(34)
    Level 35: Shield Charge -- Oblit-Dmg(A), Oblit-%Dam(37), Oblit-Acc/Rchg(43), Oblit-Dmg/Rchg(43), Oblit-Acc/Dmg/Rchg(45), Oblit-Acc/Dmg/EndRdx/Rchg(45)
    Level 38: Conserve Power -- RechRdx-I(A)
    Level 41: Physical Perfection -- P'Shift-End%(A)
    Level 44: Hover -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(46), SW-ResDam/Re TP(48)
    Level 47: Grant Cover -- LkGmblr-Rchg+(A)
    Level 49: One with the Shield -- GA-3defTpProc(A)
    Level 0: The Atlas Medallion
    Level 0: Portal Jockey
    Level 0: Freedom Phalanx Reserve
    Level 50: Agility Partial Core Revamp
    ------------
    Level 2: Swift -- Flight-I(A)
    Level 2: Health -- RgnTis-Regen+(A), Mrcl-Rcvry+(48)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-End%(39), P'Shift-EndMod/Rchg(42), P'Shift-EndMod/Acc/Rchg(45), P'Shift-Acc/Rchg(46), P'Shift-EndMod/Acc(50)
    Level 1: Brawl -- Empty(A)
    Level 1: Critical Hit
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 4: Ninja Run



    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
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    |78DA6594DB6E126110C77761297286524E5240CEA77601DB6B4DB46AB425A921EA9|
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    |DAEB6F|
    |-------------------------------------------------------------------|
    That is just working on your build, I haven't looked into attack chains etc because I don't know enough about War Mace.
  16. Quote:
    Originally Posted by Sthorm View Post
    Cant really say I find any super nice place to put hami'Os at all tbh, but ah well, cheaper is better I guess
    I use the occasional Nucleolus or Golgi, but thats it now.
  17. Quote:
    Originally Posted by Machariel View Post
    Which factions run tactics on a regular basis?
    The only one I can think of is Longbow, cause officers have leadership powers. And I guess Nemesis vengeance gives confuse resist too, but massed nemesis vengeance is pretty much no fun for anyone.
    PPD, RIP, and probably some incarnate stuff too, but it doesn't seem to much of a problem to be honest, every set has a few groups that it is weak to. And it isn't like SoC is the only weapon in plants arsenal.
  18. If I recall correctly you only need about 30-40% global recharge (And well slotted powers) for the BF > AV chain so it is quite easy to get on a DB/WP toon.

    The very best DB chain of (iirc) BF > AB > SS > AB requires massive amount of recharge, and isn't realistic on a DB/WP if you want to build for defence, but it is possible to get close (Or even reach) to the 45% softcap while running BF > AV. It has been a while since I made my DB/WP but I think you may have to sacrifice the Sweep combo in order to reach the defence numbers though, so it is a balancing acts and iirc I settled on ~35% defence to all types and good regen (In hindsight it was a noob mistake to pick regen over defence and I should have aimed for ~40 defence instead of the extra regen).
  19. Yeah I fell for this as well and unfortunately it seems ~72% is the best you can get.

    Personally I don't bother with Grant Cover and have only once noticed cascading defence failure, but then I am 54% to all which is pretty well covered in standard content and Barrier pretty much covers incarnate stuff too so it is harder to start the cascade.
  20. PrincessDarkstar

    New to scrappers

    Quote:
    Originally Posted by Carnifax_NA View Post
    How are you managing to recolour an APP? HAX!
    Caught!
  21. PrincessDarkstar

    New to scrappers

    Quote:
    Originally Posted by Xyzor View Post
    One recommendation I'll make with DM is to look into the Soul PP. The awesomeness of Shadow Meld aside, Dark Blast is a very solid dmg, fast power that gives DM the ranged attack it lacks, with good symmetry with the set's already impressive -tohit. I use it as the 4th attack in my chain, along with Smite, Siphon Life and Midnight Grasp, and love it.
    With Dark Melee I would go Fire over Soul, colour it dark and it matches well enough too.

    But I think its mostly about the epic AoE powers and the ability to fit an extra purple set than increasing the ST damage.
  22. PrincessDarkstar

    New to scrappers

    Quote:
    Originally Posted by scottydoe16 View Post
    ...always playing brutes instead...
    What brute sets do you like playing?

    That could help us narrow down the scrappers you might like because they are very similar.
  23. PrincessDarkstar

    Fire/SD Tweaking

    I noticed you 6 slotted the ATIO set so I would say as soon as you get the first Catalyst you can upgrade the +crit proc because the last bonus is negligable, then save up another 5 before upgrading the rest of the set.

    And even if you don't do much incarnate stuff you should hopefully drop one quite fast and the extra +crit is lovely
  24. PrincessDarkstar

    Fire/SD Tweaking

    What do you fight?

    The build doesn't have a 95% chance to hit +3 enemies with most powers, which is what I always aim for.

    Either way GFS is way overslotted for accuracy so you could swap the Acc/Dam for the Dam/End and the Mako for a ToD Dam/End/Rec quite easily.

    The other powers can be brought up to 95% by adding in the missing IO's with Acc in place of the ones without (IE: Swapping Dam/End for Acc/Dam/End in most powers).

    Fire Blast is the only power in the below build not at 95% against +3's but that is 94.83% so close enough really.

    Hero Plan by Mids' Hero Designer 1.954
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Science Scrapper
    Primary Power Set: Fiery Melee
    Secondary Power Set: Shield Defense
    Power Pool: Speed
    Power Pool: Leadership
    Power Pool: Leaping
    Power Pool: Fighting
    Ancillary Pool: Blaze Mastery

    Hero Profile:
    Level 1: Fire Sword -- C'ngImp-Acc/Dmg(A), C'ngImp-Acc/Dmg/Rchg(3), C'ngImp-Dmg/Rchg(3), C'ngImp-Dmg/EndRdx/Rchg(5), C'ngImp-Acc/Dmg/EndRdx(5)
    Level 1: Deflection -- LkGmblr-Rchg+(A), LkGmblr-Def(7), LkGmblr-Def/EndRdx(7), S'fstPrt-ResDam/Def+(9)
    Level 2: Battle Agility -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(9), DefBuff-I(11)
    Level 4: True Grit -- Numna-Heal/EndRdx(A), Numna-EndRdx/Rchg(11), Numna-Heal/Rchg(13), Numna-Heal/EndRdx/Rchg(13), Numna-Heal(15), Numna-Regen/Rcvry+(15)
    Level 6: Cremate -- ScrappersS-Acc/Dmg(A), ScrappersS-Dmg/Rchg(17), ScrappersS-Acc/Dmg/Rchg(17), ScrappersS-Dmg/EndRdx/Rchg(19), ScrappersS-Acc/Dmg/EndRdx/Rchg(19), ScrappersS-Rchg/+Crit(21)
    Level 8: Hasten -- RechRdx-I(A), RechRdx-I(21)
    Level 10: Active Defense -- RechRdx-I(A)
    Level 12: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(23), EndRdx-I(23)
    Level 14: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 16: Super Jump -- Zephyr-ResKB(A)
    Level 18: Fire Sword Circle -- FotG-ResDeb%(A), Sciroc-Dmg/EndRdx(25), Sciroc-Dmg/Rchg(27), Sciroc-Acc/Dmg/EndRdx(27), Sciroc-Acc/Rchg(29), Oblit-Acc/Dmg/Rchg(29)
    Level 20: Build Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg(31), GSFC-ToHit/Rchg/EndRdx(31), GSFC-Rchg/EndRdx(31), GSFC-ToHit/EndRdx(33), GSFC-Build%(33)
    Level 22: Against All Odds -- EndRdx-I(A)
    Level 24: Boxing -- Empty(A)
    Level 26: Incinerate -- C'ngImp-Acc/Dmg(A), C'ngImp-Acc/Dmg/EndRdx(33), C'ngImp-Dmg/Rchg(34), C'ngImp-Acc/Dmg/Rchg(34), C'ngImp-Dmg/EndRdx/Rchg(34)
    Level 28: Tough -- Aegis-ResDam/EndRdx(A), Aegis-Psi/Status(36), Aegis-EndRdx/Rchg(36), Aegis-ResDam/EndRdx/Rchg(36), Aegis-ResDam(37)
    Level 30: Weave -- DefBuff-I(A), DefBuff-I(37), EndRdx-I(48)
    Level 32: Greater Fire Sword -- C'ngImp-Dmg/EndRdx(A), C'ngImp-Dmg/Rchg(37), C'ngImp-Acc/Dmg/Rchg(39), C'ngImp-Acc/Dmg/EndRdx(39), C'ngImp-Dmg/EndRdx/Rchg(39), T'Death-Dmg/EndRdx/Rchg(40)
    Level 35: Shield Charge -- Oblit-Dmg(A), Oblit-Acc/Rchg(40), Oblit-Dmg/Rchg(40), Oblit-Acc/Dmg/Rchg(42), Oblit-Acc/Dmg/EndRdx/Rchg(42), Oblit-%Dam(42)
    Level 38: One with the Shield -- GA-3defTpProc(A), ResDam-I(43)
    Level 41: Char -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(43), BasGaze-EndRdx/Rchg/Hold(43), BasGaze-Slow%(45)
    Level 44: Fire Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(45), Decim-Dmg/Rchg(45), Decim-Acc/EndRdx/Rchg(46), Decim-Acc/Dmg/Rchg(46)
    Level 47: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Dam%(50), Posi-Acc/Dmg/EndRdx(50), JavVoll-Acc/End/Rech(50)
    Level 49: Phalanx Fighting -- LkGmblr-Rchg+(A)
    Level 50: Spiritual Core Paragon
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 2: Swift -- Empty(A)
    Level 2: Hurdle -- Empty(A)
    Level 2: Health -- Mrcl-Rcvry+(A)
    Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-End%(25), P'Shift-EndMod/Rchg(46)
    Level 1: Critical Hit
    Level 4: Ninja Run



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    Every other change I see brings the cost up significantly so I will leave any major changes for people who have a better eye for budget builds.
  25. I don't see many non-melee weapon sets around at all, not just Beam Rifle (Which I have NEVER seen).

    They really need to make a matching secondary that uses the same weapons and thus eliminates redraw if they want them to be more popular (Or just eliminate redraw).

    Releasing Beam Weapon Manipulation for free would have quite a few people spending points on the blast part.

    As for Archery you have to be a good few seconds ahead of the pack to get any use out of it (And if there are any shield scrappers in the pack you will not be first), and I hate being stuck in an animation for that long. Judgement nukes also step on RoA's toes and make for even more wasted damage.