PrincessDarkstar

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  1. Ignoring the rest of the build, but: Do NOT, under ANY circumstances, enhance the knockback in Jolting Chain!

    It goes from useful knockDOWN (IE: 0.67 mag knockback) to knockBACK which randomly scatters mobs in every direction.
  2. Why endmod/acc/rech instead of a single endmod and a single acc? The recharge isn't needed really, or is it for the set bonus'?
  3. Quote:
    Originally Posted by Saltyhero13 View Post
    The Pet Set IOs boost your pet's defense or resistance within a 20ft (??) radius of you....not your defense or resistance. At least that is the way I understand them to work.
    Correct. They have no effect on the actual player.

    You can tell this by the fact they aren't worth untold billions.
  4. As I level my domi I am finding Jolting Chain great for pulling too

    The whole mob falls down allowing you to find a nice corner and drop a Static Field to bunch them all up!
  5. Personally I think the biggest difference is playstyle rather than power, because they are both great sets. So that is what I would think about most.

    With /Rad you pretty much hit AM, toggle the bad guys and go to town with your blasts, this bores me to tears, especially when your anchor dies.

    With /Dark you control, then debuff, then attack and I find it much more active.

    I don't really like either Dark/ or Rad/ and find both lacking in damage, but I would say Dark/ is the best due to the two cones - which I know doesn't help because I just picked Dark/Dark which wasn't a choice!
  6. Does Mud Pots not wake up the slept mobs?
  7. Quote:
    Originally Posted by Chaos_Reaver View Post
    Possible for Force Feedback: Chance for +Recharge, which triggers regualy I've found for that small boost to recharge every now and then.
    This proc will not work in any of the chain or patch powers because all it will do is boost the recharge of the pseudo-pet that casts the power, not you.
  8. I think that would be overkill, nothing fights back as it is
  9. Even bosses aren't too bad with a bit of patience, drop Static Field, run them around it for a bit with Conductive Aura on and they will be out of endurance quite fast.

    Jolting Chain also works on most bosses, and most of the sleep/confuse resistant foes

    I have just picked up Gremlins however and although I do enjoy some of what they do, I hate other parts. They have an toggle damage aura that wakes people up and they both seem to cast Jolting Chain together turning it into KB instead of KD
  10. I think it would have to be auto-hit, and the set it is in would have to be mostly single target to get most benefit from it, but it is a good idea.

    The main problem I see is that even bosses don't last 10 seconds against a determined blaster so it would be much weaker than aim/build-up unless you are fighting an EB/AV.

    It might be a good twist to add some kind of small AoE explosion or AoE debuff if you manage to take your target down within the duration of the power. That way it becomes more useful against lesser mobs.
  11. I would say /Psi (Going from my Elec/Psi) is the best, because with Drain Psyche and Conductive Aura you can easily skip stamina (I am even running 2 leadership toggles!) which gives you a lot of room to build.

    Also Elec blooms early, and /Psi blooms late so you almost always have something nice to look forward to

    I also don't get anyone's complains about Elec, I think it is probably overpowered!
  12. I actually found the complete opposite Boerewors, while elec control offers almost no damage it is great for controlling mobs. Nothing on the sleep patch can really hurt you, and those that can you can hold, or knock down, or later on confuse.

    Edit: Actually Static Field may well be one of the best powers in the game.

    Which brings me nicely onto: DO NOT SKIP STATIC FIELD!
  13. PrincessDarkstar

    Thugs/Thermal

    As we talked about I have had a look and come up with the following build. I didn't change too much, but I got you gang war to hold the pet uniques (Getting your pets 5% more def and 10% more res) and I put the soulbound proc into the bruiser (Unless someone confirms it will work in enforcers).

    One thing I don't know is how much endurance the pets use, I haven't slotted any of them for endurance (I never do on my MM's but haven't played mercs to a high level yet).

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

    Click this DataLink to open the build!

    bbq: Level 50 Magic Mastermind
    Primary Power Set: Thugs
    Secondary Power Set: Thermal Radiation
    Power Pool: Speed
    Power Pool: Fitness
    Power Pool: Leadership
    Ancillary Pool: Soul Mastery

    Villain Profile:
    Level 1: Call Thugs -- SvgnRt-Acc/Dmg(A), BldM'dt-Acc/Dmg(40), EdctM'r-Acc/Dmg(40), BriL'shp-Acc/Dmg(43)
    Level 1: Warmth -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(33), Dct'dW-Heal/Rchg(34), Dct'dW-Heal/EndRdx/Rchg(34), Dct'dW-Heal(37)
    Level 2: Fire Shield -- TtmC'tng-ResDam/EndRdx(A), TtmC'tng-ResDam/Rchg(3), TtmC'tng-ResDam(3), TtmC'tng-ResDam/EndRdx/Rchg(34)
    Level 4: Cauterize -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(5), Dct'dW-EndRdx/Rchg(5), Dct'dW-Heal/Rchg(7), Dct'dW-Heal/EndRdx/Rchg(7)
    Level 6: Equip Thugs -- EndRdx-I(A)
    Level 8: Empty Clips -- FrcFbk-Rechg%(A), Posi-Dam%(9), Posi-Acc/Dmg/EndRdx(9), Posi-Acc/Dmg(11), Posi-Dmg/EndRdx(11), Posi-Dmg/Rchg(13)
    Level 10: Hasten -- RechRdx-I(A), RechRdx-I(46), RechRdx-I(50)
    Level 12: Call Enforcer -- Achilles-ResDeb%(A), DefBuff-I(13), BldM'dt-Acc/Dmg(15), SvgnRt-Acc/Dmg(15), EdctM'r-Acc/Dmg(17), BriL'shp-Acc/Dmg(17)
    Level 14: Super Speed -- Run-I(A)
    Level 16: Hurdle -- Jump-I(A)
    Level 18: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(19), Numna-Heal/EndRdx(19), Mrcl-Rcvry+(33)
    Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod/Acc(21), P'Shift-EndMod(21), P'Shift-EndMod/Rchg(25)
    Level 22: Plasma Shield -- TtmC'tng-ResDam/EndRdx(A), TtmC'tng-ResDam/Rchg(23), TtmC'tng-ResDam(23), TtmC'tng-ResDam/EndRdx/Rchg(25)
    Level 24: Thaw -- EndRdx-I(A)
    Level 26: Call Bruiser -- SvgnRt-Acc/Dmg(A), BldM'dt-Acc/Dmg(27), EdctM'r-Acc/Dmg(27), BriL'shp-Acc/Dmg(29), S'bndAl-Build%(33)
    Level 28: Forge -- RechRdx-I(A), RechRdx-I(29), EndRdx-I(37)
    Level 30: Gang War -- SvgnRt-PetResDam(A), EdctM'r-PetDef(31), C'Arms-+Def(Pets)(31), ExRmnt-+Res(Pets)(31)
    Level 32: Upgrade Equipment -- EndRdx-I(A)
    Level 35: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(36), LkGmblr-Def/EndRdx(36), LkGmblr-Def/EndRdx/Rchg(36), Ksmt-ToHit+(37)
    Level 38: Tactics -- AdjTgt-ToHit/EndRdx(A), AdjTgt-ToHit(39), AdjTgt-ToHit/Rchg(39), AdjTgt-ToHit/EndRdx/Rchg(39), AdjTgt-EndRdx/Rchg(40)
    Level 41: Dark Embrace -- Aegis-Psi/Status(A), Aegis-ResDam(42), Aegis-ResDam/EndRdx(42), Aegis-ResDam/EndRdx/Rchg(42), S'fstPrt-ResDam/Def+(43), S'fstPrt-ResKB(43)
    Level 44: Night Fall -- Ragnrk-Knock%(A), Posi-Dam%(45), Posi-Acc/Dmg/EndRdx(45), Posi-Acc/Dmg(45), Posi-Dmg/EndRdx(46), Posi-Dmg/Rchg(46)
    Level 47: Soul Tentacles -- GravAnch-Hold%(A), Posi-Dam%(48), Posi-Acc/Dmg/EndRdx(48), Posi-Acc/Dmg(48), Posi-Dmg/EndRdx(50), Posi-Dmg/Rchg(50)
    Level 49: Assault -- EndRdx-I(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Supremacy
    Level 4: Ninja Run
  14. it is way to late for me to fully understand all this thread, but to prevent any targets being out of range of a jump, do these mechanic make it best to hit a target in the middle of a spawn or near one side? Or does it not matter?

    It sounds like aim in the middle and watch the ripples, but my eyes only stay open long enough to read 3 words at a time ...
  15. Good shout about Efficacy Adaptor in Chain Fences

    Though I wouldn't slot Jolting Chain for Kockback, at the moment it does lovely KnockDOWN, slotting for KB will send mobs flying randomly all over.
  16. Thinking about what I have hear people say like "It will be nice to have a real tank on the LRSF" I would think Brutes are the endangered species. But then again I know better than that.
  17. PrincessDarkstar

    Spines...

    I find the problem with spines is the long cast times on most of the powers. It makes the set feel really lumpy to me.
  18. I am going to take a guess at: No.

    You could probably softcap to range, but only range.
  19. I would expect it to check on every target. The jumps are just a fancy way of saying 'aoe' and aoe attacks have a chance to proc on every target hit, this should be no different.

    But that is logic speaking, which the game isn't always known for.
  20. Charged Brawl > Havok Punch (DPA wise rather than burst, but with LR your burst damage is pretty much covered) and that is a simple swap.

    Also i am not sure how much use a -res proc is in a damage aura considering this is a mostly AoE toon and I think -res procs are only really useful against AV/EB's.
  21. Quick addition to this for those better with attack chain knowledge than me:

    I am looking at making a Fire/Regen/Soul and Dark Blast seems to be the best DPA attack available (Going from mids* and feeling very wrong). Incinerate is the next best followed by Cremate, with GFS coming 4th.

    What is the best attack chain counting Dark Blast?

    *I also know mids doesn't show the right damage on Fire Melee powers, but I am not sure if it overestimates them or underestimates them.
  22. I thought I would sit down and have a better look at the brute v scrapper thing so can anyone correct my maths on this?

    Taking into account double stacked BF, 85% fury, crits at 10%, no -res or +build up procs with an attack chain of BF > AS > SS > AS:

    Brute -
    Lightning field: 19.25 dps
    154.8 + 290.5 + 363.9 + 290.5 = 1099.7 in 5.1s = 215.63 dps
    Total = 234.88 dps

    Scrapper -
    Lightning field: 12.9 dps
    (172.9 + 320 + 418.6 + 320) x 1.1 = 1354.65 in 5.1s = 265.62 dps
    Total = 278.52 dps

    I have counted the slight pause in my attack chain (I think) though I haven't counted on Arcanatime (Overall difference wise it won't matter will it?).

    Is 85% fury reasonable? Or should I have gone for 90%? And does anyone know how to work the -res or chance for build up into that?

    The -res proc made about a 20dps difference for Shadowsylph looking at his post, so this build could be awesome if I got the maths right.

    The scrapper build I have been working from is:

    Hero Plan by Mids' Hero Designer 1.621
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Murdera: Level 50 Science Scrapper
    Primary Power Set: Dual Blades
    Secondary Power Set: Electric Armor
    Power Pool: Fitness
    Power Pool: Speed
    Power Pool: Leaping
    Power Pool: Fighting
    Ancillary Pool: Blaze Mastery

    Hero Profile:
    Level 1: Power Slice -- HO:Centri(A)
    Level 1: Charged Armor -- HO:Ribo(A), HO:Ribo(3), HO:Ribo(3)
    Level 2: Ablating Strike -- Hectmb-Dmg(A), Hectmb-Dmg/Rchg(5), Hectmb-Acc/Dmg/Rchg(5), Hectmb-Acc/Rchg(7), Hectmb-Dam%(7), Achilles-ResDeb%(9)
    Level 4: Conductive Shield -- HO:Ribo(A), HO:Ribo(9), HO:Ribo(11)
    Level 6: Swift -- Run-I(A)
    Level 8: Blinding Feint -- Empty(A), C'ngImp-Acc/Dmg(11), C'ngImp-Dmg/Rchg(13), C'ngImp-Acc/Dmg/Rchg(13), C'ngImp-Acc/Dmg/EndRdx(15), C'ngImp-Dmg/EndRdx/Rchg(15)
    Level 10: Static Shield -- HO:Ribo(A), HO:Ribo(17), HO:Ribo(17)
    Level 12: Hasten -- RechRdx-I(A), RechRdx-I(19), RechRdx-I(19)
    Level 14: Health -- Panac-Heal/EndRedux(A), Panac-Heal/Rchg(21), Panac-Heal/EndRedux/Rchg(21), Panac-Heal(23), Panac-Heal/+End(23), Mrcl-Rcvry+(25)
    Level 16: Grounded -- ResDam-I(A), ResDam-I(25)
    Level 18: Combat Jumping -- LkGmblr-Rchg+(A), SW-ResDam/Re TP(27)
    Level 20: Energize -- Panac-Heal/EndRedux(A), Panac-EndRdx/Rchg(27), Panac-Heal/Rchg(29), Panac-Heal/EndRedux/Rchg(29), Panac-Heal(31), Numna-EndRdx/Rchg(31)
    Level 22: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(31), Efficacy-EndMod/Acc/Rchg(33), Efficacy-Acc/Rchg(33), Efficacy-EndMod/Acc(33), Efficacy-EndMod/EndRdx(34)
    Level 24: Lightning Field -- Erad-%Dam(A), Erad-Acc/Dmg/EndRdx/Rchg(34), Sciroc-Dam%(34), Oblit-%Dam(36), Oblit-Acc/Dmg/EndRdx/Rchg(36), Oblit-Acc/Dmg/Rchg(36)
    Level 26: Sweeping Strike -- Armgdn-Dmg(A), Armgdn-Acc/Dmg/Rchg(37), Armgdn-Acc/Rchg(37), Armgdn-Dmg/EndRdx(37), Armgdn-Dam%(39), FotG-ResDeb%(39)
    Level 28: Lightning Reflexes -- Run-I(A)
    Level 30: Super Jump -- Jump-I(A)
    Level 32: Boxing -- HO:Nucle(A)
    Level 35: Power Sink -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(39), Efficacy-EndMod/Acc/Rchg(40), Efficacy-Acc/Rchg(40), Efficacy-EndMod/Acc(40), Efficacy-EndMod/EndRdx(42)
    Level 38: Tough -- S'fstPrt-ResDam/Def+(A), HO:Ribo(42), HO:Ribo(42), HO:Ribo(43)
    Level 41: Weave -- LkGmblr-Rchg+(A), RedFtn-Def/EndRdx(43), RedFtn-EndRdx/Rchg(43), RedFtn-Def/EndRdx/Rchg(45), RedFtn-Def(45), RedFtn-EndRdx(45)
    Level 44: Ring of Fire -- Apoc-Dmg(A), Apoc-Dmg/Rchg(46), Apoc-Acc/Dmg/Rchg(46), Apoc-Dmg/EndRdx(46), Apoc-Dam%(48), Decim-Build%(50)
    Level 47: Confront -- Zinger-Taunt(A), Zinger-Taunt/Rchg(48), Zinger-Taunt/Rchg/Rng(48), Zinger-Acc/Rchg(50), Zinger-Dam%(50)
    Level 49: Super Speed -- Winter-ResSlow(A)
    ------------
    Level 1: Brawl -- HO:Centri(A)
    Level 1: Sprint -- Run-I(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 1: Critical Hit
    Level 4: Ninja Run



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  23. I think I have been persuaded that I need to have a brute, so this might as well be it.

    I have made a few changes and eeked out 2.5% more damage, but the main question is can this run the BF > AS > SS > AS chain? With AS recharging in 1.64s and SS only taking 1.23s to animate (Or 1.36 I think with Arcanatime) I am slightly short, but is that pretty much a given in this attack chain?

    Or can anyone see any improvements?

    Villain Plan by Mids' Villain Designer 1.621
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    The Shadow's Knife: Level 50 Magic Brute
    Primary Power Set: Dual Blades
    Secondary Power Set: Electric Armor
    Power Pool: Fitness
    Power Pool: Speed
    Power Pool: Leaping
    Power Pool: Fighting
    Ancillary Pool: Soul Mastery

    Villain Profile:
    Level 1: Power Slice -- HO:Nucle(A)
    Level 1: Charged Armor -- HO:Ribo(A), HO:Ribo(7), HO:Ribo(15)
    Level 2: Ablating Strike -- Hectmb-Dmg/Rchg(A), Hectmb-Acc/Dmg/Rchg(3), Hectmb-Acc/Rchg(3), Hectmb-Dmg(5), Hectmb-Dam%(5), Achilles-ResDeb%(7)
    Level 4: Conductive Shield -- HO:Ribo(A), HO:Ribo(23), HO:Ribo(25)
    Level 6: Swift -- Run-I(A)
    Level 8: Blinding Feint -- GSFC-Build%(A), C'ngImp-Acc/Dmg(9), C'ngImp-Dmg/Rchg(9), C'ngImp-Acc/Dmg/Rchg(11), C'ngImp-Acc/Dmg/EndRdx(11), C'ngImp-Dmg/EndRdx/Rchg(13)
    Level 10: Static Shield -- GA-3defTpProc(A), GA-ResDam(33), GA-End/Res(33)
    Level 12: Hasten -- RechRdx-I(A), RechRdx-I(13), RechRdx-I(15)
    Level 14: Health -- Panac-Heal/EndRedux(A), Panac-Heal(17), Panac-Heal/Rchg(19), Panac-Heal/EndRedux/Rchg(19), Mrcl-Rcvry+(21), Panac-Heal/+End(25)
    Level 16: Grounded -- ResDam-I(A), ResDam-I(17)
    Level 18: Combat Jumping -- LkGmblr-Rchg+(A), SW-ResDam/Re TP(39)
    Level 20: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(21), Efficacy-EndMod/Acc/Rchg(23), Efficacy-Acc/Rchg(31), Efficacy-EndMod/Acc(31), Efficacy-EndMod/EndRdx(33)
    Level 22: Lightning Reflexes -- Run-I(A)
    Level 24: Super Jump -- Winter-ResSlow(A)
    Level 26: Sweeping Strike -- Armgdn-Dmg/Rchg(A), Armgdn-Acc/Dmg/Rchg(27), Armgdn-Acc/Rchg(27), Armgdn-Dmg(29), Armgdn-Dam%(29), FotG-ResDeb%(31)
    Level 28: Lightning Field -- Oblit-%Dam(A), Oblit-Acc/Dmg/EndRdx/Rchg(34), Erad-%Dam(36), Erad-Acc/Dmg/EndRdx/Rchg(36), Sciroc-Dam%(36), Oblit-Acc/Dmg/Rchg(37)
    Level 30: Boxing -- HO:Nucle(A)
    Level 32: Tough -- S'fstPrt-ResDam/Def+(A), HO:Ribo(34), HO:Ribo(34), HO:Ribo(37)
    Level 35: Weave -- LkGmblr-Rchg+(A), RedFtn-Def/EndRdx(37), RedFtn-EndRdx/Rchg(39), RedFtn-Def/EndRdx/Rchg(39), RedFtn-Def(40), RedFtn-EndRdx(40)
    Level 38: Energize -- Panac-Heal/EndRedux(A), Numna-EndRdx/Rchg(40), Panac-EndRdx/Rchg(43), Panac-Heal/Rchg(45), Panac-Heal/EndRedux/Rchg(45), Panac-Heal(45)
    Level 41: Gloom -- Apoc-Dmg/Rchg(A), Apoc-Acc/Dmg/Rchg(42), Apoc-Acc/Rchg(42), Apoc-Dmg(42), Apoc-Dam%(43), Decim-Build%(43)
    Level 44: Taunt -- Zinger-Taunt(A), Zinger-Dam%(46), Zinger-Taunt/Rchg(46), Zinger-Taunt/Rchg/Rng(46), Zinger-Acc/Rchg(50)
    Level 47: Power Sink -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(48), Efficacy-EndMod/Acc/Rchg(48), Efficacy-Acc/Rchg(48), Efficacy-EndMod/Acc(50), Efficacy-EndMod/EndRdx(50)
    Level 49: Super Speed -- Run-I(A)
    ------------
    Level 1: Brawl -- HO:Centri(A)
    Level 1: Sprint -- Run-I(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 1: Fury
    Level 4: Ninja Run



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    |-------------------------------------------------------------------|
  24. The Gaussian's chance for Build Up proc in Blinding Feint will work better on a scrapper than a brute? Is that alone enough to make up the difference of ~1 dps "The Results Are In..." shows in the scrappers favour?
  25. I knew you would say that lol and it is what I thought. I guess I will never find a brute I like