Rodion

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  1. Quote:
    Originally Posted by Postagulous View Post
    Cool, thanks.

    Didn't expect controller to be higher than Tank.
    It's all the Fire/Kins, I'd wager.
  2. Aid Self also grants some Stun resistance in addition to healing you.
  3. Quote:
    Originally Posted by Fury Flechette View Post
    Marketing > Farming
    While it's true that you can make more on the market than you can by playing the game or farming, the market would not function if people did not play the game or farm.

    Without any recipes to buy or sell, marketers would have nothing to do. The only real function marketers serve is to "rent out" their slots, essentially using them to store items that other players listed at prices lower than their actual worth, often because they lack slots. Otherwise marketers mostly cause inflation.

    Similarly, the only players who have enough inf to pay the prices that marketers charge are those who farm or actually play the game. The market itself is a less-than-zero sum game (because there are transaction charges). If everyone in the game just plays the market, and no one brings influence or items from outside into the market, the market dies very quickly.

    So, it's very misleading to say "Market > Farming." The market cannot exist without playing/farming, but playing/farming can exist without the market (especially now with AE tickets giving you a much better chance at getting useful drops/salvage).

    To answer the OP's real question: the best way to earn a lot of influence if you like actually like playing the game (and not just standing around in Wentworth's fiddling with market slots):
    • Join a supergroup with a base and get all your characters into it. You may want to have a SG with just you in it so that you don't have to worry about other players stealing your stuff. But if you have some friends you can trust, it's best to be in an SG with other players so you can help each other out.
    • You can use enhancement storage tables in the base to transfer enhancements between characters (which is why all your characters need to be in the same SG). This is why we don't really need in-game email transfer of items.
    • You can use storage racks to transfer salvage between characters (most useful for transferring rares for use in crafting).
    • Get a character to level 50.
    • Get there quickly by running at high difficulty levels. This is probably easiest by playing on big teams and fighting +2 to +4 mobs. That way you don't have to worry about trying to run solo against big spawns. But don't run too high: if you're dying all the time, you're wasting time and influence, so don't jack up the difficulty too high.
    • Once you reach level 47 run solo at +0/x2 or +0/x4, or +0/x8: the largest spawn size you can run without trouble. This will maximize your chance of getting a purple drop (which you can start getting at 47).
    • Sell your good drops (purple recipes, high-demand uncommons and rares) on the market for decent prices. Don't list things at 1 influence, list them for their actual value.
    • If you run out of market slots, craft high-demand recipes and make IOs that you can store in your base. Your other characters can use them, or you can sell them later, or you can have other characters use their market slots to sell them.
    • You usually don't need to transfer influence between two characters on the same account. Instead, craft an IO with the rich character, put the IO in a storage table, get it with the poor character, and have that character sell it on the market.
  4. Quote:
    Originally Posted by Jail_Bird View Post
    What you are all not getting is that knocking an arc from 5 stars basically condemns the arc to never being played again. The irony of this is that we are left with a large percentage of five star arcs that are ticket farming missions (one of them was actually bold enough to announce it in their briefing dialogue). So, as the system stands at the moment, rating an arc less than five stars is basically saying it is worse than a farm.
    No, actually what this says is that stars are meaningless. As you have found, many five-star arcs are just farms, because farmers run them a lot and they find them useful.

    Because of this, I pretty much ignore five-star arcs because they are often completely worthless. Four-star arcs are more likely to be decent, well-written stories. This is because in a real story artistic choices have to be made, and not everyone is going to like those choices.

    Five stars are used by farmers to make it easier for them to find their farms. Five stars are used by people who like stories to mark arcs that touch their hearts. Five stars are used by game designers (and apparently the devs) to mark arcs that use the mechanics of the MA to make complex arcs that stretch the boundaries of the system.

    These uses are pretty much exclusive -- farmers hate stories because of the incessant walls of text, they hate complex mechanics because they just slow down getting tickets. Story lovers hate farms because of the lack of content, game designers hate them because they're BORING.

    And the average player wants a moderate combination of all these things: a decent story, fast and easy tickets and XP, and interesting but not ridiculously time-wasting mechanics.

    Which means that any arc that is highly valued in one of the above dimensions will be highly devalued by other segments of the audience. Which means no arc is going to be universally liked, and will almost certainly garner as many 1 and 2 star ratings as it does five-star ratings. Unless it's one of those rare arcs that is a happy medium of all of them.

    The only real way to address this problem is to have multi-dimensional ratings. Instead of one star rating, we'd need to have five or six: plot, mechanics, "playability" (a code word for farmability), coolness of concept, characterization, soloability, etc.

    The interface for doing this is already partially there. When you give a star rating at the end it displays the same categories that authors can select when they wrote the story. This appears to do nothing now, but it should be modified to allow you indicate a number of stars for each of these categories, in addition to the overall star rating.

    Then when you search for stories and select categories, the results will be ordered based on the star ratings of the categories you selected.

    Here's how the rating system works now: let's say I'm an avid soloer. I find a canon-related arc that has a great story line, but had way too many tough EBs in it. I would have rated it a 5 for the story, but only gave it a 3 because it was too damned hard and got me killed too often, unreasonably so. (To be fair, let's stipulate that the author marked the arc as team-oriented, but I stubbornly ignored that and plowed through it anyway.)

    With the above proposal, I could rank it a 5 for canon-related story, and 1 for soloability, and give it an overall rating of 3.

    Another player would rank it 5 for canon-related, and 5 for team-oriented, and 5 overall, selecting no rating for solo-friendly.

    When you search with canon-related as the category, the results would be ordered by the score in canon-related. The ratings for the other categories would be displayed, and if I'm playing on a big team and see this has a poor rating for soloability, I won't care. If you select multiple categories it would rank the arcs based on an average of the selected ratings.

    The downfall of this (and any) rating system is the conscientiousness of the raters. On the plus side, the lack of a rating in these categories would indicate no opinion and not zero -- so your arc wouldn't be torpedoed by someone who quickly one-starred you in anger, as long as other people give you fives for having a good canon-oriented story.

    This system would probably give better results because only people who have an opinion would bother to rate a category.
  5. Quote:
    Originally Posted by Random_McEric View Post
    So, my level 21 toon, running solo at +0/x2, yes boss, no AV. A Lost radio mission. It spawned absolutely nothing but bosses. Known issue?
    I've seen this too, for a variety of villain groups. My guess is that it's a rarely occurring bug, probably another one of those "uninitialized variables" that causes the same spawn to be reused over and over instead of rerolling the encounter for each spawn location.

    A bug like this is very hard to track down because if you have a mission full of the same LT/minion spawns you'll never notice anything out of the ordinary. So it could be happening all the time but no one realizes it.
  6. Quote:
    Originally Posted by Fury Flechette View Post
    Best I was able to do below (around 659k in 29:44). I'm wondering if just grabbing 540 AE tickets is just faster. I know if I get a friend to help me, 540 tickets are easy, but that would be against the spirit of this exercise.
    I've just confirmed that you have to be level 7 to be able to spend the 540 tickets on rare salvage. I got to 7 and bought the salvage, and remembered the final wrinkle: you have to have at least 100,000 influence to post a bid for 2 million. So I just sold a candy cane for 56K and put the Pangean Soil I got up for 1.1 million, which sold for 1.8 million, netting around 1.6 million. Not quite two million, but close enough to prove feasibility if you're really motivated.

    So, if you get all your ducks in a row, find the right AE mission and find some quick way to drum up 100K so you can post the salvage, you can easily make 2 million in hour or two the "honest" way, though 30 minutes might be pushing it.

    By the same token, it's possible to make 10+ million with that same 540 tickets if you happen to get a -KB recipe with a bronze roll.

    But your point is very well taken: with just a little investment in time, any low-level character can now get as much influence as they can possibly use in a matter of an hour or two.
  7. Quote:
    Originally Posted by Postagulous View Post
    500 tickets in AE for a level 2? I gotta know more about this. And I don't think they do rolls for that lev.
    You're right. They aren't rolls for salvage -- you just buy the rare salvage you want outright -- but the ticket vendor wouldn't sell me rare salvage at level 5.

    Starting from scratch, without doing the tutorial, I just now got 590 tickets in about 55 minutes from doing some randomly selected arcs, which got me from level 1 to level 5. The time included going to level twice. I cheated and used vet attacks, which really do speed things up. I also had a false start with an arc that SKed me to level 12, in which none of my attacks did any damage at all. And I also had a couple of missions where I had to waste time searching for glowies and another one with hostages on a big open outdoor map.

    Unfortunately, when it came time to buy rare salvage it wasn't on offer from the ticket vendor. Nor were any recipes. My guess is that when I hit level 7 I'll be able to buy recipes at my level, plus any kind of salvage.

    If you pick the right arc, you can probably make it to level 7 in AE and get 540+ tickets within an hour. Half an hour? Probably tough, but possible if you write a custom arc ahead of time that's made for doing this.

    I've used tickets to get rare salvage for my level 11 characters, which I then sold for millions. It didn't take much more than half an hour to do it, but they weren't level 1 to start off.
  8. Quote:
    Originally Posted by UberGuy View Post
    According to this page he is simply on a timer.
    Thanks. I searched the web but Google didn't find that because the information is in a JPG image and not text.

    I eventually found Ghost of Scrapyard standing on the container ship next to the black market. A friend got a stone brute and with the help of a couple of Shivans she and my Fire/Dark corruptor took him out in about ten minutes. And I got my accolade!
  9. Is there a particular event that causes Ghost of Scrapyard to spawn? I see "Miner strike in progress" messages all the time, until now that I need the badge.

    Is it just random, or do you need to defeat miners in Potters Field, or what?
  10. Quote:
    Originally Posted by CatAstrophy View Post
    Planing to make new corruptor and I am not sure which power sets to choose.
    In your opinion which combination would be best for solo leveling both in lower and higher levels (not planing any sets till lvl 50).
    So far I have fire/cold - great in teams but very slow by her self and ice/kin - pain to solo on lower levels but getting better in her 30's .

    Any suggestions?
    I found Fire/Dark to be very good all around on teams and solo. I would guess that Sonic/Dark would be as good or better. Fire/Rad and Sonic/Rad would also be good, though I haven't played them.

    I have a Rad/Kin and had an experience similar to your ice/kin, though I would have thought it would be easier to solo given the hold and slows.
  11. Quote:
    Originally Posted by American_Angel View Post
    Well, I'm here to warn people they are broke again.
    I'm not seeing this. I'm getting a ton of recipes (it's embarrassing -- I've gotten like 10 purples since I16, including one today), and I'm not really playing all that much.

    It's possible that there is a bug with the drop rates at higher levels. I suggest you do 10 runs at +0/x8, then +2/x8, then +4/x8 with chat logs turned on. Run your logs through the stats analyzer and get back to us.
  12. Rodion

    Server Merger...

    Quote:
    Originally Posted by JanewayFan View Post
    If you ask me, it's time.
    The devs gave you six free character transfers a week for the holidays. You can do your own server merger!
  13. Quote:
    Originally Posted by Ninus View Post
    Welcome to Ouroboros.
    This was my reaction. Ouroboros does exactly what the OP wanted: the ability to run content after outleveling it.

    The OP is missing another slant on this: the new difficulty options give you four extra levels to complete arcs.

    The one thing that's missing now is the ability to run the mission from your actual contact at the lower level. I have many characters that have open arcs that are 10 or 20 levels old. As it is now, I go through these missions swatting EBs like flies in order to close the arc out. It seems like such a waste of time, since I get no XP or inf.

    I seem to recall the devs talking about dealing with this problem, but if they implemented it I can't find the option.

    There should be be an option to autoexemp those arcs at the appropriate level. Instead of going through Frostfire at level 37, I would be exemped to 15 if this option is set.

    You used to be able to do this by finding someone of the appropriate level and exemping to them. Now everyone will be autosked to the mission holder's level. Again, unless I'm missing something...
  14. Quote:
    Originally Posted by Reiraku View Post
    With TA, if you're helping your team in an effective manner, no one will ever notice it. It's just how the set works in this game.
    I've seen this over and over. When a team with a decent TA breaks up everyone says "AWESOME team! We rule!" What they don't realize is how much the TA had to do with it.

    The real problem with TA is that it has so many different debuffs and you have to get them all out there to make that difference: one debuffs damage resistance, another debuffs defense and damage resistance, another slows, another debuffs enemy damage, another debuffs to-hit, another does knockdown and damage (which often requires a second roll to ignite).

    When you add up the activation times for all those powers, it takes 10 or more seconds to get all of them out there. Except for EMP Arrow, no single power in TA is obviously dominant; but taken all together, they shut down an enemy, leaving them unable to move, hit, damage, or defend themselves, while burning in flaming oil.

    Perhaps the best way to buff TA would be to combine debuffs from some of the powers into fewer powers (Poison Gas and Acid Arrow are the obvious ones), and then add some kind of new utility power. The other alternative would be to speed up the animations for all the debuffs, but some of them are already only 1.16 sec.
  15. Both are loud and smashy, with lots of screen shake. My recollection is that early on stone seemed more end intensive, but that could be due to any number of things.

    The key difference is Rage: it gives a big damage and to-hit buff, but it has a crash that causes you to lose end and have lowered defenses temporarily. If you can live with the downside, it's a big upside.
  16. Rodion

    Brute - Dom

    Quote:
    Originally Posted by Malkizid View Post
    So yes, i´m just gonna lvl the Fire/WP to 11 and see which one i like best at that time.
    Thx a lot for the input guys
    That's the best thing to do: try them both out. However, SS doesn't get its best powers till level 18 (Rage) and level 32 (Foot Stomp). Until you get those, you haven't experienced the true fun of SS.
  17. Rodion

    Brute - Dom

    Quote:
    Originally Posted by Malkizid View Post
    OT: I just started a Fire/WP brute, would you recommend for me to stick with it or go back to my SS/Inv Brute. The SS is only lvl 11 lol.
    Really, either of them will be fine. They just have different strengths and weaknesses.

    SS has two advantages: Rage and Foot Stomp. Rage has a 20% base to-hit buff and and 80% damage buff (but does have an annoying crash). Foot Stomp does knockdown around you, and provides a great deal of mitigation against damage because the mobs are wasting time standing up instead of attacking you.

    SS has disadvantages too: smashing damage is the most resisted damage type in the game. That means that you'll do less effective damage against certain mobs.

    Fire does more base damage, and does damage over time, but doesn't have any powers with mitigating effects like knockdown that Foot Stomp has. If you're taking too much damage the only thing you can do is use an inspiration, run or kill them. Over time Foot Stomp prevents quite a lot of damage. Hand Clap, which is usually scorned, is an excellent mitigator when you use it in a small enclosed room.

    Fire is less resisted than smashing damage, but since Rage is up most of the time SS probably does more damage on the whole than Fire.

    WP has no self-heal, while Inv has Dull Pain which heals and increases your hit points. WP gets Quick Recovery early on, so you won't have as many endurance issues that other powersets have.

    There is no "best" overall powerset. They're intended to be balanced overall, with some being better for certain purposes than others. For example, Energy isn't very good for AoE, but has very strong single-target attacks. Even the sets generally perceived to be weak (/Energy Aura) can be made pretty strong by power selections (Tough, Weave) and by choosing the right IO sets.
  18. Rodion

    Brute - Dom

    Quote:
    Originally Posted by Malkizid View Post
    Would you suggest starting over with say, a Fire/WP brute? or middle-end game the SS/Inv will hold on its own?

    I´ve decided to stick with Brutes, but not sure on the power set choice
    You can pretty much do what you want with any kind of brute, but some powersets will be more vulnerable to certain kinds of attacks and will play better under certain circumstances. For example, Invulnerability has no native defenses for Psi attacks, while WP has excellent protection against Psi. On the other hand, WP is very vulnerable to ranged energy attacks that debuff defense (such as radiation). An Electric Armor brute can easily cap energy resistance, so they laugh at the same defense-debuffing ranged energy attacks that slaughter WP brutes.

    Certain powersets necessitate certain kinds of tactics. You will find fun the kind of brute that uses the tactics you find fun. For example, Invulnerability derives a great deal of its defense from Invincibility, which increases with the addition of more and more mobs in your immediate vicinity. If you stand alone in the middle of the room, you will be much easier to hit than if you're in the middle of a big crowd. Willpower uses a similar mechanic, but instead of getting defense from proximity to enemies, you get Regeneration (and you debuff their to-hit).

    This makes a difference when fighting mobs that prefer ranged attacks. An Electric Armor brute can let them take pot shots at a distance and it doesn't really make any difference (in terms of taking damage). But as an Inv brute you have to "herd" the ranged attackers into a compact group and then plunk yourself in the middle of them to maximize your defense.

    So, if you despise herding and being in a big crowd, you won't like Inv or WP brutes. If you prefer to blast away at range, you might want to try a corruptor or dominator.

    Most brutes (and tankers and scrappers) herd anyway to maximize the effectiveness of AoEs and damage auras, but for Inv and WP you have to compact the groups out of necessity.
  19. Rodion

    Brute - Dom

    Once your brute's shields are fully slotted with SOs (or IOs) and you have Stamina, and a proper build, you can be able to wade into groups of 10-15 non-stop, building up Fury and maintaining it full time. That starts to happen in the 20s, and you can usually go crazy in the late 30s. By 50 brutes can be pretty much invulnerable to a large number of enemy groups if built properly.

    Dominators have a much harder time dealing with large numbers of mobs except when their AoE hold is up. This recharges slowly, so you can't bulldoze non-stop like brutes.

    I suggest you play on some teams and watch what other players can do, and how they do it, to get an idea of the capabilities of the various ATs.
  20. If you replace Maneuvers with Combat Jumping slotted with two Blessing of the Zephyr you can get 45.3%, but you have to give up Assault as well. You'd have to take away one slot from Charged Armor too. You also need to put Thunderstrike in Electric Fence.

    Not sure if that works for you, but Assault may not be worth the endurance cost, considering what you get from Aim, Build Up and Defiance.
  21. Make sure you have at least the standard or hard powers, and then add any custom powers. Also make sure that you define minions, LTs and bosses in your custom group.
  22. Quote:
    Originally Posted by Darkfaith View Post
    ... But I like the fact that names are unique, so probably not. All of the ideas I've heard so far for making the duplicate names unique for purposes of eacy identification have been quite immersion breaking, and in a game where immersion is considered so important I can see why it hasn't been done. Nor would I want it to be.
    Names in this game aren't really unique -- the system doesn't decorate them with disambiguating characters, we do. If I want the name Darkfaith I can get some version of it -- Dark.Faith, Dark-Faith, -Darkfaith, xx Darkfaith xx, Darkfaith2, Darkfa1th, etc.

    Is it really any better to force players resort to adding junk letters to the name to make them syntactically unique, than to just have the system find some way of doing it?

    I would never personally accept a name like "xx Darkfaith xx", but I would take "Dark-Faith" if "Darkfaith" was already in use. But nothing will stop some guy after me from taking "xx Darkfaith xx", and then there's this guy out there with an immersion-breaking copy of MY NAME!

    So, it's disingenuous to say that such a system would be unacceptably bad, because we already have a system that's equally terrible, which produces exactly the same kind of garbage names that you want to avoid. True, you don't have to give them to your characters, but other people give them to their characters all the time and you have to use them if only to put them on ignore .
  23. Quote:
    Originally Posted by Fury Flechette View Post


    4B worth of bids out and not nibble. But it still irritates me that even if you have the influence, there's just no supply. 197 bidding, 0 supply.

    I'm guessing that if the 2B price cap wasn't in place, these IOs would go for even more.
    Instead of complaining about how the system won't let you bid enough on the things that no one is producing, how about you go out and produce those things? You can bid the sun, the stars and the moon, but if no one is producing them there won't be any to be had.

    On the technical side: there is probably a limitation in the database that prevents bids greater than 2,147,483,647. If the price is stored as a signed two's-complement 32-bit integer, 2,147,483,647 (2 to the 31st power minus 1) is the largest possible integer that can be stored. It's not some arbitrary cap, it's a limitation of the numeric format. They may be limiting it to two billion to avoid the really silly looking value above.

    If the price is stored an unsigned integer that maximum possible value would be twice that, or slightly more than four billion.

    The only way the limitation can be removed is to store the data in a bigger field, which has to be some quad-size integer (64 bits) or some other format used to store very large amounts of money.

    But it's more complicated than that, because everywhere throughout the code where influence is referenced, changes have to be made to ensure that the new data type is properly handled. That probably means hundreds of changes in the client, on the server, and on the market server. Most programming languages don't have intrinsic data types that manipulate such large numbers (you want to avoid floating point values because of roundoff errors -- you should use some kind of integer value when manipulating money and similar things because people just don't like their money disappearing just because you multiplied or divided).

    In short, removing this limitation would probably be a large, time-consuming, costly and potentially error-prone task.

    Anyway, if the lure of two-billion a pop PvP recipes isn't enticing people to find them, it seems unlikely that four or six billion would be any more motivating.
  24. I have a friend who until recently used dial-up because he lived in a remote area of Illinois. He also had noisy phone lines, which made things that much worse. He had a lot of problems with running on large teams because the standing data rate has been getting larger all the time. Large events such as the Rikti invasion were completely impossible, so he couldn't get any of the badges involved.

    Each time a change to the game has been made it has increased the amount of data transmitted. Power customization and AE changes finally pushed him over the edge: although the data required for power customization wasn't all that great, it was enough to make running on teams larger than two or three impossible.

    He switched to mobile broadband and after some initial issues is now able play all content without problems.
  25. I've got a SS/Electric Armor brute, and it works pretty well. As an experiment I tried to maximize melee defense, but it didn't work out. It definitely helps (only 26% melee defense), but it would be much better if it were against Smash/Lethal.

    I tried working out a tanker build that maximizes S/L defense, but I can't get much more than 36% without seriously compromising playability (and it's pretty pricey with all those Kinetic Combat sets, though if you use Smashing Haymaker you can easily get 26% S/L which ain't bad -- I've included that below).

    Looking at your numbers, you've only got 56% resistance on S/L and Fire/Cold, and no defense to speak of. My Fire tank had similar numbers and was pretty squishy until I got Tough. A lot of attacks have some S/L component, so getting Tough makes a big difference in survivability. You might drop Power Surge and Hurl and pick up Boxing and Tough instead.

    You might want to have Rage slotted with at least two recharge.

    The crash in Power Surge is pretty severe. It's nice to have, but if you've got good defenses to begin with you'll rarely need it. I'd get it at 49 and just put one recharge in it.

    My experience with the Brute is that I almost never get knocked back (I also have Fly). You don't need the expense of the -KB IO.

    The build below has 78% S/L, 56% Fire/Cold, 90% Energy, 43% Negative, and 54% psi damage resist. It has 27% S/L defense. If you subscribe to the theory that damage resistance = 2 x defense, then this build effectively has 130% S/L damage resistance . It's relatively cheap, and could be made much better at great expense by using Kinetic Combat instead of Smashing Haymaker.

    I haven't actually built a character with this, but it may give you some ideas. I got rid of all the fire attacks but kept Char: it stacks with Knockout Blow so that you can hold bosses in two shots.

    Hero Plan by Mids' Hero Designer 1.601
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Paranoid Heroine: Level 50 Mutation Tanker
    Primary Power Set: Electric Armor
    Secondary Power Set: Super Strength
    Power Pool: Flight
    Power Pool: Fitness
    Power Pool: Fighting
    Power Pool: Speed
    Ancillary Pool: Pyre Mastery

    Hero Profile:
    Level 1: Lightning Field -- M'Strk-Acc/Dmg:30(A), M'Strk-Dmg/EndRdx:30(37), M'Strk-Dmg/Rchg:30(40), M'Strk-Acc/Dmg/EndRdx:30(43), M'Strk-Acc/EndRdx:30(43), M'Strk-Dmg/EndRdx/Rchg:35(43)
    Level 1: Jab -- S'ngH'mkr-Acc/Dmg:35(A), S'ngH'mkr-Dmg/EndRdx/Rchg:35(15), S'ngH'mkr-Dmg/EndRdx:35(19), S'ngH'mkr-Dmg/Rchg:35(34), F'dSmite-Acc/EndRdx/Rchg:35(34), F'dSmite-Acc/Dmg/Rchg:40(37)
    Level 2: Charged Armor -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam:40(3), RctvArm-ResDam/Rchg:40(3), RctvArm-ResDam/EndRdx/Rchg:40(19)
    Level 4: Conductive Shield -- RctvArm-ResDam/EndRdx:35(A), RctvArm-ResDam:35(5), RctvArm-ResDam/Rchg:35(5), RctvArm-ResDam/EndRdx/Rchg:35(9)
    Level 6: Static Shield -- RctvArm-ResDam/EndRdx:35(A), RctvArm-ResDam:35(7), RctvArm-ResDam/EndRdx/Rchg:35(7), RctvArm-ResDam/Rchg:35(9)
    Level 8: Grounded -- ResDam-I:35(A)
    Level 10: Air Superiority -- S'ngH'mkr-Dmg/EndRdx/Rchg:35(A), S'ngH'mkr-Acc/Dmg:35(11), S'ngH'mkr-Dmg/EndRdx:35(11), S'ngH'mkr-Dmg/Rchg:35(17), F'dSmite-Acc/Dmg:40(17)
    Level 12: Energize -- H'zdH-Heal/Rchg:35(A), Mrcl-Heal/Rchg:35(13), Dct'dW-Heal/Rchg:35(13), Dct'dW-Heal/EndRdx/Rchg:35(15)
    Level 14: Fly -- Flight-I:35(A)
    Level 16: Swift -- Run-I:35(A)
    Level 18: Health -- Heal-I:35(A)
    Level 20: Stamina -- EndMod-I:35(A), EndMod-I:35(21), EndMod-I:35(21)
    Level 22: Knockout Blow -- S'ngH'mkr-Dmg/Rchg:35(A), S'ngH'mkr-Acc/Dmg:35(23), S'ngH'mkr-Dmg/EndRdx:35(23), S'ngH'mkr-Dmg/EndRdx/Rchg:35(25), F'dSmite-Acc/Dmg/Rchg:40(25), F'dSmite-Acc/EndRdx/Rchg:40(29)
    Level 24: Lightning Reflexes -- Run-I:35(A)
    Level 26: Power Sink -- Efficacy-EndMod/Rchg:35(A), P'Shift-EndMod/Rchg:35(27), RechRdx-I:35(27), EndMod-I:35(29)
    Level 28: Rage -- GSFC-ToHit:35(A), GSFC-ToHit/Rchg:35(33), GSFC-ToHit/Rchg/EndRdx:35(33), GSFC-Rchg/EndRdx:35(46), GSFC-ToHit/EndRdx:35(46), GSFC-Build%:35(46)
    Level 30: Taunt -- Mocking-Taunt:35(A), Mocking-Taunt/Rchg:35(31), Mocking-Taunt/Rchg/Rng:35(31), Mocking-Acc/Rchg:35(31), Mocking-Taunt/Rng:35(33), Mocking-Rchg:35(34)
    Level 32: Boxing -- Acc-I:35(A)
    Level 35: Haymaker -- S'ngH'mkr-Dmg/EndRdx/Rchg:35(A), S'ngH'mkr-Acc/Dmg:35(36), S'ngH'mkr-Dmg/EndRdx:35(36), S'ngH'mkr-Dmg/Rchg:35(36), F'dSmite-Acc/Dmg/Rchg:40(37), F'dSmite-Acc/Dmg:40(50)
    Level 38: Foot Stomp -- Oblit-Dmg:35(A), Oblit-Acc/Rchg:35(39), Oblit-Dmg/Rchg:35(39), Oblit-Acc/Dmg/Rchg:35(39), Oblit-Acc/Dmg/EndRdx/Rchg:35(40), Oblit-%Dam:35(40)
    Level 41: Char -- BasGaze-Acc/Rchg:30(A), BasGaze-Acc/Hold:30(42), BasGaze-EndRdx/Rchg/Hold:30(42), BasGaze-Rchg/Hold:30(42)
    Level 44: Tough -- RctvArm-ResDam/EndRdx:35(A), RctvArm-ResDam:35(45), RctvArm-ResDam/Rchg:35(45), RctvArm-ResDam/EndRdx/Rchg:35(45)
    Level 47: Weave -- RedFtn-Def/EndRdx:50(A), RedFtn-Def:50(48), RedFtn-Def/Rchg:50(48), RedFtn-Def/EndRdx/Rchg:50(48)
    Level 49: Hasten -- RechRdx-I:35(A), RechRdx-I:35(50), RechRdx-I:35(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Clrty-Stlth:35(A)
    Level 2: Rest -- Empty(A)
    Level 1: Gauntlet
    ------------
    Set Bonus Totals:
    • 7.5% DamageBuff(Smashing)
    • 7.5% DamageBuff(Lethal)
    • 7.5% DamageBuff(Fire)
    • 7.5% DamageBuff(Cold)
    • 7.5% DamageBuff(Energy)
    • 7.5% DamageBuff(Negative)
    • 7.5% DamageBuff(Toxic)
    • 7.5% DamageBuff(Psionic)
    • 19.1% Defense(Smashing)
    • 19.1% Defense(Lethal)
    • 5.31% Defense(Fire)
    • 5.31% Defense(Cold)
    • 8.75% Defense(Energy)
    • 8.75% Defense(Negative)
    • 15.6% Defense(Melee)
    • 6.25% Defense(Ranged)
    • 5.94% Defense(AoE)
    • 1.8% Max End
    • 20% Enhancement(RechargeTime)
    • 9% Enhancement(Accuracy)
    • 5% FlySpeed
    • 119.5 HP (6.38%) HitPoints
    • 5% JumpHeight
    • 5% JumpSpeed
    • MezResist(Held) 2.75%
    • MezResist(Immobilize) 20.4%
    • MezResist(Sleep) 1.65%
    • MezResist(Stun) 3.85%
    • MezResist(Terrorized) 2.2%
    • 4.5% (0.08 End/sec) Recovery
    • 2.21% Resistance(Fire)
    • 2.21% Resistance(Cold)
    • 5% RunSpeed



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