Shadey_NA

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  1. Shadey_NA

    Beam Rifle/what?

    Quote:
    Originally Posted by Digito View Post
    I've been kind of torn between making a Beam/Rad or a Beam/Time myself. Time looks well balanced and fairly hard to kill if played correctly, but part of me does worry about combining what looks like a very active primary with an equally active secondary. Any high level Beam/Time's that can let me know what that's like? Both combinations do seem like they'd be highly effective, so I'm not terribly worried either way, but it would help me make a decision.
    Just based on playing it in beta, you're instincts are spot on with Beam/Time. I level bumped one and it was incredibly busy. On the other hand, it hit like a truck and was very safe. My only real concern at that level was running out of end because everything seemed to be available at all times due to the fantastic recharge and that was with SOs only. If you make one, you will be able to focus more on things like HP, end and damage for your IO build.
    Oh, and mine was a fender and it still felt very powerful offensively. On a corruptor, it'll be even stronger.
  2. Shadey_NA

    Sad Sonics

    Quote:
    Originally Posted by Psylenz View Post
    My .02 influence, I have bought into sonic resonance since the beta for that issue. I find sonic cage to have far more utility when soloing. I agree that finding a way to proliferate applying the sonic disruption field to the defender WHILE SOLO would be good.

    I rolled up a Demon/Sonic to witness the effects of having a willing sonic debuff anchor always available. Wow, talk about endurance usage! Even with inherent stamina, my toggles are crashing all the time.

    The -resistance of disruption field is mobile and constant. If it's on a sympathetic ally or a melee pet, it's very effective to keep on a running/mobile hard target. In my opinion, less endurance cost or bigger debuff would be appreciated. Seeing the interplay with time juncture, a modest -damage debuff augmenting the anchor's -resistance would be an interesting improvement.
    I'm thinking some of your end issue with the Demon/Sonic was due to the incr end usage MMs have. Not saying that end isn't an issue with Sonic/ fenders, cuz we all know it is.

    Have you tried using an incarnate pet? I haven't, but I keep threatening myself with the incarnate route on my Sonic/Sonic. Altitus keeps hitting about the time I think about doing the work on him.
  3. Seems with Time/ you would be able to do that with quite a few of the tier 1 blasts.

    Wouldn't mind trying it with a /Sonic. I'm getting a visual of a someone blowing smoke rings.
  4. Quote:
    Originally Posted by Dinamo View Post
    This is the best def for play alone with you think about this!

    Especially with alpha incarnate of damage!

    What do you think about it?

    The few tests I did, with the exception of endurance that runs out quickly due to lack of a build. There is nothing due to a blaster!
    I've been messing around with several fenders to see what works best with Time/. I've tried time/cold, time/elec, time/beam (in beta). For solo play, I think you are right, Time/Beam gives a great amount of defense and offense. The trick is it's verrrrry click happy. I think for the solo defender, you couldn't do a lot better than Time/Beam/Dark. With Dark mastery, you get OG for free (assuming you keep your hots going), an additional stun in the beam set, a way of getting your endo back up and a very nice damage buff from SD. You could easily make this kind of a char into a real farmer. I don't know about the time for a map, but I bet it would be fair with all the recharge you have going.

    That said, the other thought to me would be Time/Ice/Dark (mu or elec would work too). Lots of hold and aoe destruction here with fantastic recharges and heals... sounds pretty nice too.

    Time/DP/Dark would work too, but I've not tried that out just yet.
  5. Shadey_NA

    Beam/Poison

    Quote:
    Originally Posted by Rock_Crag View Post
    I was actually thinking of going with Energy Mastery for Power Build Up. This toon type isn't meant for melee range... and soul drain seems out of place... no matter how awesome it is.

    Granted... if Power Build Up doesn't help with the debuffs all that much, I may consider something else.
    Truth be told, I'm still a little up in the air on what to take for epic. I was actually thinking of Soul Mastery for both SD and BU. I just don't care for PBU's recharge time vs. how long it lasts.

    Poison is a strange set. It plays ranged for most of it's life, but at level 38 you get Venomous Gas which has a very strong -toHit in it. This should let you go into melee for a lot of the game content outside of the big game. Now this means that you will need some Defense to leverage it to soft capped, but I'm not sure how much and if positional or typed. Once mids is updated, I'll have a better understanding.
  6. Shadey_NA

    Beam/Poison

    Quote:
    Originally Posted by JayboH View Post
    Envenom + Weaken + Venomous Gas + Disintegration + Piercing Beam + Assault + Scourge + Reactive Radial + procs

    Should destroy AVs and other hard targets. Elektro, I think Disintegrate is about as much setup or less setup than blasters that use Aim + Build Up. Granted, Aim is part of Beam Rifle...

    ...by the way, is anyone else thinking that Disintegrate isn't worth slotting damage? I know it does plenty, but it takes 10 sec to do it all - I was thinking 2 acc, 2 dam, a recharge, and an end cost, but now I wonder if I should go with one dam and 2 rech...
    Jay,

    I think you just hit on to one of the big issues ppl are having with Beam, Disintegrate is a DoT (and not a particularly fast one either). You kind of miss that big boom of damage and think it's not doing anything.

    As to the not slotting for damage, it does as much damage as your tier 2. Personally, I will slot it for damage for the big fights. Most of those fights will be longer than 10 second and Scourge works with Disintegrate. Now if we could take out an AV in less than 10 seconds, I might not slot it.
    Seriously though, I'm thinking that for any big game we (the /poison crowd) will probably want to be up close if we can for Venom Cloud. It's a PBAoE, right?
  7. Shadey_NA

    Beam/Poison

    Quote:
    Originally Posted by Rock_Crag View Post
    I can see Beam looking substandard on even level mobs... but the harder the enemy is, the more it shines.

    I was teaming with a friend of mine. He was tanking mobs of red and purple named enemies. I picked out a boss, used my poison debuffs as an opener and immediately followed with disintegrate. Then I spammed my other beam attacks. The flow 'disintegrate spread' warnings was really quite impressive. Was I doing a lot of damage? Hard to say... he was an SS/Invuln tank and I'm sure he did quite a bit of damage with Foot Stomp. Still... we seemed to be going through the mobs a heck of a lot faster with my help than without it...

    When I was level 18 (I got to 20 earlier today) I picked off a stray minion from a group in Talos. It was level 23. Not the most impressive display of awesomeness... but I can think of plenty of other combos who wouldn't have even come close.
    Yeah, mine's only up to 22 so far but I get the same impression. I've plucked bosses that would be mostly out of range with several other chars. Yes, a lot of the credit goes to the /Poison but Beam is more than holding his own in that equation. I remember getting the same impression of Beam in beta, really strong on single target and ok on aoe (including the tier 9). Now, if we throw in Soul Drain...
  8. Shadey_NA

    Beam/Poison

    Quote:
    Originally Posted by Langes View Post
    I do not have much to add, as I just started playing again. (Freedom will add many more people, so I resubbed.)

    Deciding between this and Fire/Poison. It will all come down to playstyle and efficiency in the end, however the steampunk concept of the rifle and mechanical backpack really looks fantastic. What would you think is the better choice for teams?
    it kinda comes down to what you want out of the char. Fire gives lots of damage and everyone loves it. On the otherhand, Beam gives out some very interesting debuffs like -regen which cannot be found on other sets. To me, I wanted more of a single target hard hitting set so i went with the beam. I also play lots of fenders and the like so I'm familiar with what those debuffs can add to the value of the combo. I should also say that the beam/poison version is very much a boss killer. So fewer kills but higher quality.

    That said, you should know that you will be squishier with fire up to level 38 due to the aoe nature of fire. Lots of attention on your and your debuff from weaken are in a small aoe. That leaves neurotoxic breath for all the aggro you will attain. Probably great on teams, but a little squishy for solo play early on. Endgame is up in the air on this one for me. I'm just not sure how they'll fit together.
  9. Elektro,

    One of your biggest problems is that you are stuck in Purgatoria.

    I'm actually semi serious with that. I took a elec/stone dom through there and it was sooo aweful that i almost deleted him twice rather than get to level 20 with him. I got him out of there eventually and he's immediately a better char.

    Also, I'd suggest at least sticking with your char till level 22 and SOland. Several sets perform very poorly until they get SOs and Rad blast is one of them. So so damage and large recharge on your only good aoe will do that to a person.
  10. Shadey_NA

    Beam/Poison

    This is a suprisingly good combo for a corrupter.

    I'm sure, everyone thinks about the scourge/disintegrate/envenom combination, which does not disappoint even a little. You hit hard, fast and repeatedly. But what is suprising me is how good weaken/neurotoxic breath/Lancer Shot is for some added defenses (debuffage/mez prot/mezing/damage prot). Yes, you still faceplant, but those three powers add a lot to your survivability. I really expected this char to be more of a glass cannon than he's turning out to be.

    Has anyone else taken this combo and want to share your opinions?

    I've only gotten mine to 20 so far, but am really looking forward to the rest of the journey.
  11. How is Street Justice in regards to aoe and mitigation? I didnt' get much time on SJ during beta, so I dont' know.
    If it doesn't have a decent amount of both, it might be a bit tricky to play with SR as a tank. Dont' get me wrong, SR should be an able tank, but well placed aoe mitigation powers just might help it out more than some other sets.
    I know my claw/sr scrapper loves a well placed shockwave or focus for their kb.
  12. Shadey_NA

    Time Overpowered

    Quote:
    Originally Posted by Maroon Warlock View Post
    Slowed Response vs Melt Armor. I STILL do NOT like how these even out. Melt Armor lasts longer and is permable, but Slowed Response is more easily permable AND has a bigger radius. Slowed Response also burns less endurance, and has a longer range, but that doesn't really bother me. I guess I can take solace in the fact that if a therm cast Melt Armor and got one-shotted right after, that debuff would last longer than Slowed Response under the same circumstances. I think Melt Armor should also have a 25ft radius to help justify its longer recharge time and heavier end cost, but that's just how the jealous therm feels
    As a Sonic resonance: Liquefy fan, I feel your pain.
  13. Quote:
    Originally Posted by NeoSaturn View Post
    Don't cross the Streams, It would be bad. Try to imagine all life as you know it stopping instantaneously, and every molecule in your body exploding at the speed of light.


    Tell him about the twinkie.
  14. Quote:
    Originally Posted by Dechs Kaison View Post
    Of course it can be. The only question is are you willing to make other sacrifices in the build to hit the S/L softcap?

    Me? I'm going with the "damn survival, I'll just kill 'em faster" method.
    I'm not sure how to approach him just yet. Poison offers a good chunk of tohit debuff, but that won't carry you far on the really big game and that's where I think the sets damage will really shine.

    Maybe I should just box him with a time fender for the Defense and healz.
  15. Quote:
    Originally Posted by Dechs Kaison View Post
    HOLY HELL GUYS.

    Beam Rifle / Poison hits HARD.

    Just sayin'.
    Dechs, we've been thinking alike on this issue.
    I've made a couple chars since the new issue hit. a Dark/MA tank and a Beam/Poison corrupter. Afterwards I went out to the forums to see what ppl might have thought of em and there you are talking about how good they look. BTW, the song on your DA sux video was done by Big Bad Voodoo Daddy. In case you never figured it out.

    Question is, will Beam/Poison be survivable enough.
  16. Shadey_NA

    Time Overpowered

    Quote:
    Originally Posted by Oedipus_Tex View Post
    None of those things are really the reason Time is overpowered, IMO.

    The fact that you can soft cap to every position, including Psi, on SOs because Farsight can be Power Boost'ed might be, though.

    Time actually isn't just up there with Rad and Kin... its competing with (and to some extent beating) Super Reflexes and Energy Aura.
    This is probably a better argument to make, IMO. Two reasons why I don't think it's quite right though, debuff resistance and mez protection.
    Well that and you will probably play a Time char as a fender or a rupter. I would take scrapper, brute or stalker damage any day over what those do.
  17. Shadey_NA

    Time Overpowered

    Quote:
    Originally Posted by Maroon Warlock View Post
    Time Manipulation is new, shiny, and has some fun toys. However, I think it is just TOO powerful! Time can:

    -heal
    -debuff regen
    -get a 4 mag hold that can also hinder enemy healing
    -lay out a hold patch like Volcanic Gasses that also slows (but doesn't have a 50 mag fear or do dmg)
    -perma-buff defense and to-hit on allies and self
    -increase recovery
    -improve recharge with two powers
    -buff damage
    -debuff damage
    -debuff to-hit
    -buff regen
    -debuff resistance and defense with one power

    What Time does NOT do is increase resistance, offer mez protection/mez recovery, or rez allies. Now, the only powers that I have a problem with are Time Stop (the hold) used in conjunction with Time Crawl, Distortion Field being a placed hold patch that slows, and the BIGGEST offender: Slowed Response!!!

    Ok, Slowed Response. What do I have against it? It is a tier 8 power in Time Manipulation. Thermal Radiation has Melt Armor, which is a tier 9 power. When comparing the two, Slowed Response has a considerably larger radius (25ft vs 15ft), slightly longer range (80ft vs 70ft), uses less endurance, and has the potential to debuff by more with Time Crawl. Slowed Response lasts for 30 seconds and recharges in 1m 30s. Melt Armor lasts for 40s (the only thing going for it compared to Slowed Response) and recharges in 2m 30s.

    Being a therm, I would MUCH rather have the 30s duration with 1m 30s recharge and a radius of 25ft! I think most enemies debuffed by that much won't even last the 30 seconds, so why do we need 40s on Melt Armor?

    Basically, my biggest beef with Time Manipulation is that I feel that its tier 8 Slowed Response is superior to Thermal Radiation's tier 9 Melt Armor. Does anyone else out there feel the same way about those two powers?
    Yes, this set is overpowered. Fortunately, this is not the Time Manipulation set.

    Here are a few areas in which your view of the set is not in alignment with the reality of the set.

    Yes it heals. It actually has two heals, but the tier 9 is on a pretty large recharge for a heal.

    The debuff regen. It's maxed at about 150%. This amount of regen debuff is so strong, they gave it to the Beam set. Try that next to poison gas trap which places a hold, is aoe and debuffs regen 1000%.

    The mag 4 hold you are refering to is after placing two powers onto a single target. Very nice, but hardly something to add to argue that something is overpowered.

    There is not layout hold patch like volcanic gases. It only slows and slows rech. You can place on a couple of bad guys a chance to hold. It's not a fantastic chance either and it doesn't last very long.

    The perma-able buff to defense and to hit is one of the selling points of the set. Personally, I say it's about time a set was given to defenders that actually allows us to go and stay in melee range. I know, Rad/ fenders and others will argue my point, but you guys have to worry about toggle drops and the like.

    The increased recovery happens only for 30 sec on the tier 9. Not permable in the slightest.

    Improve recharge is the other good selling point of this set. It also gets teams into trouble as they have a tendency to use all their endo fast. Kind of a double edged sword with this power (and yes, i think it's awesome).

    buff damage and buff regen. Again, it's a single target power. Good, but hardly anything overpowered.

    Debuff damage and tohit. Nice ability, very good while in melee range. It's no better than several toggels available to players already. It's real advantage is toggle drops only happen with a self mez.

    debuff res and def with one power. Lets see... how many powers do this already? Or at worst, they take two powers but add two or more of the following -tohit -damage or chance of hold, etc. Point being this is hardly a unique power unless you are refering to the extra -res given to one opponent. In that case remember that once again, you have to hit with an additional power to set it up.

    Is this set really overpowered? Not really, but I will agree with anyone who says it's a very nice set. One of the better ones available to defenders actually. It provides moments of glory and good all around performance.
  18. Quote:
    Originally Posted by streetlight View Post
    I expect Fire, Dark and KM to be the most popular secondaries. Fire just does more damage, so it'll always be popular. Dark has a self healing attack and -ToHit, which will help against those circumstances that would normally overwhelm 45% defense. KM has nice damage and a -Dmg debuff that will help when an attack squeaks through.

    That said, I think it'll be competent in traditional content, but maybe not quite as good for Incarnate content. At least it won't melt from debuffs. The added resists and other attributes of Ice, Invuln and Shield should make them better defense-based choices. If Tankers get Energy Aura, that should be a better option, too.
    I would expect MA to hold up very well with SR on tanks too. With a +10 Def in Storm Kick (I think), Cobra Strike for mezing and Dragons Tail for lots of mitigation, it would be very nice primary. Not to mention, it's a classic.
  19. Quote:
    Originally Posted by New Dawn View Post
    SRs are kind of fun. I remember fighting high level Malta in the days of just SOs with my scrapper and losing almost my entire life bar in a jiffy, so I went to click Elude. After fighting for my life for about 45s I thought "thank you Elude!" only to find I hadn't actually clicked it like I thought I did. One of them sets where just because you are in the red doesn't make ya soon dead.
    Adding Med Pool to an SO'd SR scrapper gives way more average damage sustainability than a bog standard Invuln Tanker so a SR Tanker with Med Pool is going to do pretty damn well for almost all of the entire game.
    That's about the same as I found. Med pool works very well with SR. Never found Elude all that great once they instituted the scaling res.
  20. Shadey_NA

    ?/son

    Quote:
    Originally Posted by Muse to my Ears View Post
    was not my fastest trip...considering it was my main and first toon is probably why. It is super fun too and really easy to make a story up.

    You really do help everyone do lots of damage. Tanks feel like scrappers and scrappers feel like brutes. Brutes just ooze at the thought of sonic defenders and rage. I noticed the melee characters noticed my abilities more than others.
    The only thing I didn't like about the combo was that no one seemed to notice what I was doing. I literally had to take time to describe what I would bring to the table several times to make sure the leader (if it was a pug) wouldn't accuse me of loafing and kick me. It was back in the days of "r u healorz" and sonic headaches.

    Muse, did you ever get yours finished? As in IO'd fully and Incarnated? I never did on mine. Couldn't figure out what way to IO him.
  21. Quote:
    Originally Posted by Garent View Post
    It's not the buff/debuff values that contribute to the difference between defender and corruptor survivability. It's the modifiers on their actual personal survivability powers, and defenders have the same modifiers as tanks.
    This.

    I played a Beam/Time rupter and a Time/Beam fender in beta to see which i thought would be better in the long run for me. I pretty much came up with rupter like the rest.
    The playstyle will be a little less tank and a little more blaster as your defensive numbers won't be fantastic till IOing em. The key is to remember your HoTs and your debuff toggle.

    My opinion is only for Beam/Time as I'm prolly gonna roll a Time/Ice/Dark fender. It will be a little off for damage on AVs but for everything else, it should be a Blastankfender... or so I hope.
  22. Quote:
    Originally Posted by nicoliy View Post
    Really good feedback all, thanks. Now I'm really torn on APP/PPP choice. The only thing I know I definitely want is PB. Last I checked it impacted Far Sight, is this sill true?

    On the topic of skip-able powers, if I need to cut a power in place of another, how bad is it of me to drop aim from Rad? I'm mostly focused on teaming and buff/debuffing in PVE content, including incarnate trials.
    Checked it on beta and the descr says nothing about added resistance. That means PB will still work on it.

    As to dropping aim, since you will be melee all the time anyway, if you take soul drain it won't hurt you much. If you go PBU it will affect you slightly but only on solo damage anyway. I would say it's a prime candidate for dropping along with electron haze (it's cone is not that great for a mostly melee fender).

    Something to think about. With your D this high and your debuffs you should be able to use Proton Volley while in melee. Also if you went with OG from dark mastery, you could mez bosses with cosmic burst.
  23. Quote:
    Originally Posted by Psylenz View Post
    Shadey - at one point did Heal over Time NOT work on the caster?
    Dunno about early beta testing, but it seems to work just fine now. I just logged into beta and confirmed that the HoT is 6 seconds and it works. It will heal you for a bit less becaues you cannot accelerate yourself, but it's still 5 tics over 6 seconds. My fender version got deleted, but the rupter version is 88.35 heal and 23.5 per tic on the HoT unslotted at 50. Should be very nice with OG.
  24. Quote:
    Originally Posted by Necrotech_Master View Post
    i am considering making a time/rad too because the debuff values would be great but i will prolly not end up making a build for it until mids is updated so i can see where ill need stuff

    i personally will prolly go with dark mastery since it has end drain, soul drain, an armor, and oppressive gloom to stack with cosmic burst

    the other defender combo i might consider as well is time/sonic again due to the great debuffs lol
    I was considering Soul Mastery for some PB lovin in addition to the soul drain and the armor. You won't get soul drain quite as often, but PB will add lots to your shields.

    On the other hand, dark provides some needed end drain and a basically free OG (since you get a really nice HoT). Hmmm... you might be right.

    Now I just need to determine if it will be a Ice/Time rupter or a Time/Ice fender. I really wanna try Soul Drain + Blizzard + Dark Consumption now to see if I'll even have to slow down.

    Edit: Nevermind. looking at the numbers and there's no doubt, the fender rulez. Much better D and can leverage soul drain for more damage than the rupter can. Completely worth the loss of a few dings of dbl damage.
  25. Quote:
    Originally Posted by New Dawn View Post
    I generally won't run a tanker without taunt. I like the flexibility it gives. I don't recommend not having it. People have their own ideas of what tanking is and solve issues some way or another. That's down to them, the game has got to be challenging one way or another. Sometimes you're making life harder for yourself with the choices you make or making it harder for somebody else. At the end of the day people are going to prefer different things. To me no attack replaces taunt completely.
    True and I'll end up taking the taunt, it's just a matter of what to take out. When I posted this, I was thinking more along the lines of a Banker (i know, ranged is a state of mind when it's with LR and SC) than a tanker. The taunt would still work out for the build, but with the damage this char can do. lots of stuff will be long ded before taunt becomes needed.

    Here's what I'm thinking now.

    Hero Plan by Mids' Hero Designer 1.942
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Tanker
    Primary Power Set: Shield Defense
    Secondary Power Set: Electrical Melee
    Power Pool: Fighting
    Power Pool: Leaping
    Power Pool: Speed
    Ancillary Pool: Arctic Mastery

    Hero Profile:
    Level 1: Deflection -- LkGmblr-Rchg+(A), LkGmblr-Def(3), LkGmblr-Def/EndRdx(3), Aegis-ResDam(5), Aegis-ResDam/EndRdx(5), Aegis-ResDam/Rchg(7)
    Level 1: Charged Brawl -- Hectmb-Dmg(A), Hectmb-Acc/Dmg/Rchg(40), Hectmb-Acc/Rchg(43), Hectmb-Dmg/EndRdx(43), Hectmb-Dam%(43)
    Level 2: Battle Agility -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(9), LkGmblr-Def(37)
    Level 4: Jacobs Ladder -- Oblit-Dmg(A), Oblit-Acc/Rchg(15), Oblit-Dmg/Rchg(15), Oblit-Acc/Dmg/Rchg(21), Oblit-Acc/Dmg/EndRdx/Rchg(23), Oblit-%Dam(23)
    Level 6: Boxing -- Empty(A)
    Level 8: True Grit -- Numna-Heal(A), Numna-Heal/EndRdx(9), Numna-Heal/Rchg(11), ImpArm-ResDam(11), ImpArm-ResDam/EndRdx(13), S'fstPrt-ResDam/Def+(13)
    Level 10: Active Defense -- HO:Membr(A), HO:Membr(21)
    Level 12: Against All Odds -- EndRdx-I(A)
    Level 14: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 16: Thunder Strike -- Armgdn-Acc/Dmg/Rchg(A), Armgdn-Acc/Rchg(17), Armgdn-Dmg/EndRdx(17), Armgdn-Dmg(19), Armgdn-Dam%(19)
    Level 18: Phalanx Fighting -- Ksmt-ToHit+(A)
    Level 20: Build Up -- RechRdx-I(A)
    Level 22: Taunt -- Empty(A)
    Level 24: Tough -- HO:Ribo(A), HO:Ribo(29)
    Level 26: Shield Charge -- Erad-Dmg(A), Erad-Acc/Rchg(27), Erad-Dmg/Rchg(27), Erad-Acc/Dmg/Rchg(36), Erad-Acc/Dmg/EndRdx/Rchg(37), Erad-%Dam(37)
    Level 28: Chain Induction -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(29), C'ngImp-Acc/Dmg/EndRdx(31), C'ngImp-Dmg/EndRdx/Rchg(34), C'ngImp-Acc/Dmg/Rchg(50)
    Level 30: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(31), LkGmblr-Def/EndRdx(31)
    Level 32: One with the Shield -- Numna-Heal(A), Numna-Heal/EndRdx(33), Numna-Heal/Rchg(33), Aegis-ResDam(33), Aegis-ResDam/EndRdx(34), Aegis-ResDam/Rchg(34)
    Level 35: Hasten -- RechRdx-I(A), RechRdx-I(36), RechRdx-I(36)
    Level 38: Lightning Rod -- Oblit-Dmg(A), Oblit-Acc/Rchg(39), Oblit-Dmg/Rchg(39), Oblit-Acc/Dmg/Rchg(39), Oblit-Acc/Dmg/EndRdx/Rchg(40), Oblit-%Dam(40)
    Level 41: Block of Ice -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(42), BasGaze-Rchg/Hold(42), BasGaze-Acc/EndRdx/Rchg/Hold(42)
    Level 44: Ice Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(45), Thundr-Dmg/Rchg(45), Thundr-Acc/Dmg/Rchg(45), Thundr-Acc/Dmg/EndRdx(46), Thundr-Dmg/EndRdx/Rchg(46)
    Level 47: Ice Storm -- Ragnrk-Acc/Dmg/Rchg(A), Ragnrk-Acc/Rchg(48), Ragnrk-Dmg/EndRdx(48), Ragnrk-Dmg(48), Ragnrk-Knock%(50)
    Level 49: Grant Cover -- LkGmblr-Rchg+(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Gauntlet
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(25), Numna-Heal(46)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/Acc(7), Efficacy-EndMod/Rchg(25), P'Shift-End%(50)
    ------------
    Set Bonus Totals:
    • 6% DamageBuff(Smashing)
    • 6% DamageBuff(Lethal)
    • 6% DamageBuff(Fire)
    • 6% DamageBuff(Cold)
    • 6% DamageBuff(Energy)
    • 6% DamageBuff(Negative)
    • 6% DamageBuff(Toxic)
    • 6% DamageBuff(Psionic)
    • 6.75% Defense(Smashing)
    • 6.75% Defense(Lethal)
    • 10.8% Defense(Fire)
    • 10.8% Defense(Cold)
    • 12.4% Defense(Energy)
    • 12.4% Defense(Negative)
    • 3% Defense(Psionic)
    • 10.5% Defense(Melee)
    • 9.56% Defense(Ranged)
    • 9.25% Defense(AoE)
    • 1.8% Max End
    • 77% Enhancement(Accuracy)
    • 90% Enhancement(RechargeTime)
    • 4% FlySpeed
    • 217.9 HP (11.6%) HitPoints
    • 4% JumpHeight
    • 4% JumpSpeed
    • MezResist(Immobilize) 2.2%
    • MezResist(Stun) 4.4%
    • 20% (0.33 End/sec) Recovery
    • 66% (5.15 HP/sec) Regeneration
    • 7.56% Resistance(Fire)
    • 7.56% Resistance(Cold)
    • 14% RunSpeed
    • 2% XPDebtProtection



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