WarronPeace

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  1. Yeah, it isn't too hard to make DP permanent, and even if it isn't, it's 2 minutes can keep a scrapper in melee range of an AV for long enough. If they have to back off for a little bit to keep safe from AoEs, no biggie, especially since most scrappers have some form of ranged attack by level 45 to keep up the damage till DP is back and they can get back in the fight.

    Just ask my spine/regen who has MoSTF badge, think he's the only char I have that got it.
  2. Quote:
    Originally Posted by Bill Z Bubba View Post
    Ever heard of the Repeat Offenders?

    I'll put it this way: 8 defenders will waltz through a +4/x8 mission faster than 8 scrappers.
    Acting as backup for this. Did a +4 ITF last night with RO. 2 scrappers (one DCed before the last mish), 1 troller (mind/something, didn't catch the secondary), a 'Shade (me) and the rest were defenders. Think we had Rad, Dark, FF, and Sonic. It wasn't super fast, but I had capped resists the whole time and was able to tank everything with no problems. That was crazy fun, better than if we had tried it with just scrappers.

    I love RO!
  3. I'd go for this in a heartbeat. /signed
  4. Quote:
    Originally Posted by White Hot Flash View Post
    Only 1.5 gig of RAM? I'm surprised you could play this long without choking your computer. 2 Gig is the minimum recommended, and you'd probably want more than that if you can fit it.

    Need more RAMs to start with. That would lessen the blow of the newer graphics, which seems to be affecting most of us, whether UM is turned on or not.
    I've been running the game on 1 gig of RAM since I started playing 4 years ago. Not the best as far as graphics go, but before I17, with the graphics at minimum or performance settings, there wasn't much I couldn't do without lag.
  5. WarronPeace

    Mid's

    Apparently it's an issue with the damage columns being misaligned, or something like that. Happened with the I17 Mid's patch. Stoney and them are working on it, I wouldn't be surprised to see another update in the next couple days. (I'm not associated with Mid's or Titan Network, so my word isn't official. I'm basing this off of other posts I've read and my own (reasonable) expectations.)
  6. Quote:
    Originally Posted by eryq2 View Post
    It has nothing to do with trustworthiness. Ive had 2 people in game give me their account info so i can log it in and PL their toons.
    So you openly admit to breaking the terms of the game, in which it is stated that only the account holder is authorized to use the account? Actually, that'd be them breaking the rules, and you, Mr. Trustworthy, just "ratted" them out.

    How did it happen that you aren't on my ignore list? /e wanders off to fix that
  7. I can try to be there, @Warron Peace. I have a wide selection of characters to choose from, so whatever is needed, I'll probably have it.
  8. Set bonuses when Exemplared are still based on Combat Level, that is, the level you are exemped down to. While you now keep powers up to +5 levels, you are not considered as having those +5 levels, so bonuses that high won't work. In your example of exemping down to 30, level 33 is the highest level enhancement that will give you a set bonus, even though you have powers up to level 35.
  9. Wow.... 17 years is a long time. Sounds like even though the vet was way off (seriously, switch vets dude, lol) you had a long friendship. It can be hard to lose a pet, because they do become a part of the family, but just remember, they are in a better place now where they don't hurt anymore.
  10. I liked the idea someone else posted quite a while back, to let Gauntlet boost damage in a very specific way. Create a flag that makes tankers do better damage to an enemy that is flagged as taunted on them. Say, 25% more damage to a *single* enemy that they have taunted onto them. In the case of AoE Taunts, only the main target (not the splash targets) would be flagged as the one to take more damage. (So if I taunt the AV and another 4 targets around him get taunted, only the AV is flagged). In the case of PBAoE taunt effects (like Footstomp) no target would get flagged. When I use an ST attack and gauntlet causes it to taunt 4 others, only the one I actually attacked would get this flag.

    This would encourage tanks to focus on who they are fighting, instead of just randomly tossing attacks around to keep aggro. It would also help soloing, because everything they fight would take more damage because it'd be flagged until the tank kills it. It also encourages players to take taunt, because it allows them to flag a target from range before they even attack once.

    Multiple tanks would benefit as well, because damage would increase against any target flagged, even if not on them. So the main tank has the AV's aggro and has put the flag on him, then the backup tank will do more damage to the AV, plus be able to flag another particulary tough target to help take them down fast. (Like a tough boss that spawned with the AV and is killing squishies)

    It would also help maintain threat/aggro, because part of the threat equation is based on how much damage you do (which is why scrappers with strong taunt auras can take aggro off a tank with a weaker aura, like an invuln scrap peeling aggro off of a willpower tank who isn't using taunt). By being able to dish out more damage against the foe you are trying to keep on you, you'll actually have an easier time keeping that foe on you.

    It's not overpowered because it's still boosting off of lower base damage, and it only works against a single target, so it won't make tanks into farmers (anymore than some builds already are, at least) and it makes more than one tank good, because the non-main tank won't feel redundant and underpowered.
  11. Quote:
    Originally Posted by Techbot Alpha View Post
    Especially given MMs are not good combatants solo
    Had to cut in right here. Since when are MMs not good solo? Seems to me, especially after the new difficulty slider was added, solo is what MMs do best. With their ability to control who is attacked and when, as well as deal out some major debuffs, it makes sense that they are ideal for soloing. They don't usually have to worry about aggro when solo, they don't have to worry about toggles dropping due to an enemy getting killed prematurely (Dark Miasma). A solo build doesn't need the rez powers, so that right there makes it easier. They can control the pacing, so they can have the big debuff/buffs up when they are needed.

    It's true of just about any MMO. Pet classes solo best because they are essentially their own team. Name one MM combo that not only will do better in a team setting, but will not be able to solo well. I guarantee you I can explain just how and why that MM would solo well.
  12. Well, first of all, even though you think you didn't leave anything out, without actually seeing your build, what you took when and how you slotted it, we really can't give any advice, other than basic playstyle advice.

    I've found Thugs (50 Thug/Dark here) to be rather good for Small mobs, but not so good at larger ones. They don't really have any inherent resistances to give them an edge against lots of incoming damage, and the bruiser can only draw so much aggro when you consider he doesn't have taunt or a taunt aura. So stick to small mobs.

    Poison actually supports this play style, it's best debuffs being single target. So you would probably be best off if you set your rep to +2 or +3, spawned for 1-2 people tops. Leadership pool is very handy to delve into, Maneuvers and Assault will stack with the Enforcer's versions to give some pretty good buffs. Tactics won't really be needed, at least solo, because the Enforcers have it and Supremacy gives a tohit buff to all your pets.

    Another thing you could look into is Tankerminding. Pick up Provoke from the Presence pool, and Tough/Weave, plus your epic armor, and take the aggro onto yourself. Keep your pets in BG mode and you can have better effective resistance than any scrapper, and some tanks, could ever get, so long as your pets are alive. The reason this works is bodyguard mode cuts the final damage you take down, so if you have say 50% S/L resistance, then 50% gets thrown away right off the bat, then the remaining 50% gets divided up, 25% to you, and 12.5% to each pet. All told, you've taken 12.5% of the total attack, and each pet has taken 6.75%. That's pretty good, effectively 87.5% S/L resistance. So yes, you can Tankermind. If you wanted to try to softcap def instead of building up resistance, then you could literally become nigh unkillable, so long as you have pets around. Watch out of AoEs!

    But yeah, give us your build and we'll see what you got and what may be able to be changed for better performance.
  13. Quote:
    Originally Posted by Not_Epsilon View Post
    *Stabs warron repeatedly until he dies from it*

    Herro Rarron.
    Silly Pepsilon, I'm a blaster. Death don't bother me one bit!
  14. I'd actually have to give Fire/Mental the win over Sonic/Mental. Against an AV, Sonic's -res will be pretty ineffective what with the purple patch and PToD seriously diminishing them. Fire has better DPS without resorting to debuffs, so combined with /Mental's -regen, you'll do better. I'm sure Sonic Blast could do it, but Fire Blast will do it faster, and as a blaster, you don't have time to spare, even with capped off defenses.
  15. I think the point is for it to be random. If he looks at the sets, it's no longer random, but an informed decision. I think this program he made just, literally, randomly chooses AT, Primary, and Secondary at the click of a button, and it's up to you whether or not to go with it.

    To Lewis, awesome idea, man. I'll be checking it out sometime!
  16. No, you cannot teleport a dead enemy. All variants of TP Foe are considered attacks, and you cannot attack a dead body. Recall Friend and those variants are not attacks, they are either accepted or not by the player being ported.
  17. Another vote for Shield/SS. SS is just awesome on it's own, and when you add AAO and Shield Charge to the mix, nothing will stand in its way.
  18. WarronPeace

    Profane Language

    Except evading a restriction, no matter how eccentric, is against the EULA. The GMs could easily ban the arc until it's fixed, and/or suspend, even ban, the player who made the arc, depending on the severity and frequency of the offense(s). While it may not make sense to us why these words are banned, the fact of the matter is that they are, whether we understand or not. Trying to "sneak around" them is strictly against the rules.
  19. As it stands, Noxious Gas grants an Auto power to the pet/target it's being cast on. When it's you pet, you know they aren't going to care about the aggro it generates being put on them. Other powers that do similar things (top of my head, only Sonic has an ally oriented PBAoE debuff) are toggles, so if they bother someone, they can be shut off. NG as it is now could be put onto anyone and give them issues. This is why Adeon said it should be a toggle for Corruptors while remaining the same for Masterminds.

    Of course, making it into a toggle will force them to reduce it's effectiveness and/or give a significantly high end cost/recharge. Unless they use the same kind of "toggle duration" code used for Hibernate and Phase Shift-type toggles. Either way, it's probably not going to be as good as it is now if ported to Corrs. Still, I wouldn't mind seeing the set on something that doesn't have to use pets to dish out damage. DP/Poison would be awesome....
  20. Over time? Sure. But as for more damage straight up burst style, it won't compare, not on it's on, and certainly not when BU/Aim and any other non-set bonus damage buffs are taken into account. Those +2s that you have to SC twice? My Inferno just wiped em all out, at once, with just one attack.

    Inferno has a larger radius, so it is highly more likely to hit more targets than SC. Inferno's radius means it can cover an area of almost 2000 square feet. SC? About 1200 square feet, or about 60% of Inferno's area. It'll do more damage, so against +1 and +2s, it's also more likely to get the kill, *on more of them* in one shot. Any external (as in, not built into the sets themselves, like BU/Aim/AAO) damage buffs can be used for either character, so the reds and damage bonuses you use are null in this comparison.

    According to Mid's, SC with AAO at target cap and BU active, with 3 lvl 50 damage IOs in it, *should* do about 507 damage. Being a secondary power, it is not able to get a critical hit. Again, according to Mid's, Inferno with BU and Aim, plus the same 3 lvl 50 damage IOs, should do 1707 damage, if all the ticks hit, but at least 1102 damage, regardless of the ticks. That is more than twice the damage, with the potential to go over 3 times, if the ticks hit. Even Thunderous Blast, the weakest "true" nuke, will do about 960 damage, almost twice SC.

    Heck, if you want to compare it a better analog, being a crashless lower damage, quicker recharge attack, RoA with BU/Aim and 3 Dam slotted does 271 if one wave hits, 542 if 2 waves hit (more than SC), and 814 if all three waves hit, which is pretty common.

    Then take into account accuracy. Neither SC nor any of the nukes I've mentioned will do any damage if they don't hit, so accuracy is important. SC's base accuracy is 100%. Inferno and Thunderous Blast are both at 140%. RoA is at 160%. AAO doesn't give a tohit buff, so you only get the 20% (unenhanced) tohit buff from BU. Most blasters get BU and Aim, for a total of 52.5% tohit (unenhanced). That means practically 0 accuracy slotting needed for the blaster powers to be able to hit +2 and above, while SC will still need at least one accuracy. That means less recharge (discounting frankenslotting) available to SC, while the blaster nukes can just go with 3 recharge and 3 damage.

    So yeah, Inferno will do less damage over the long run, but it'll kill a higher level and more spaced out mob easier than SC will. RoA (considered to be a mini-nuke because of it's lower damage) will consistently pump out better damage over time, against higher level mobs.

    You were saying, eryq2?
  21. WarronPeace

    Captive -> Ally?

    If I'm understanding what you are trying to do, then that is exactly the way a normal ally spawn in AE works. When you see people have allies that aren't captives, that is because they have set them up to spawn alone, without any captors around. By default, it is set so that they have to be rescued in order to then become free to either follow your, or run to the door if you so choose. You can also set them to wander around doing their own thing, instead of running to a door or specifically following you/the rescuer.

    However, I do not think there is a way (at this time, at least) to set the goal of the mission to be leading an ally/captive out of the mission. I haven't tried to do that myself, and I don't recall ever seeing an option for this, nor do I remember seeing anyone else do that with their arcs.

    So, if I'm correct in your meaning, yes, you can do that. I'm not sure if you can make it so they *never* attack/buff/debuff, but you can make a captive that needs to be rescued and then follows you around.
  22. WarronPeace

    Going Rouge?

    Quote:
    Originally Posted by Diggis View Post
    Umm, pretty sure you're not supposed to be saying that outloud.
    TheOcho himself posted about it for everyone to see. Nothing wrong with repeating it.
  23. WarronPeace

    Who is this?

    Mu must be kidding me.....
  24. If I've played either of the sets before, or have had long time observational experience, especially with an "easier" set, then skipping to around 27 is what I usually do. At that point, I can start frankenslotting to get the most out of my still-too-few slots, I have 4 new powers to look forward to, I have plenty of slots to look forward to, and I have all of the bread and butter powers that I need to play without annoyance.

    If it's a set I haven't tried before, or tried and didn't like, then I'll probably grind it out. Taking the time to learn how some powers actually affect mobs (a description with numbers doesn't always tell when the optimal timing is and such) is very important to being able to succeed, and just watching someone else, or thinking that you played a set like it, isn't enough. Broadsword and Katana are virtually identical as far as how their powers progress (Single, Single, Melee Cone, Build Up, Def buff, Taunt, PBAoE, Strong Single, Strong Small Cone) but each one has a drastically different feel just based on recharge timers, over all DPS, and different Burst values. I know my BS will take them out in a few hits, but I also know my Kat will be able to stand and swing for ages and maintain higher DPS for AVs and such. Taking the time to grind each up gave me a better appreciation for what each could do, as well as helping me to learn what I *like* to do with each.

    So yeah, generally I skip ahead, because I've played most of the sets through the lowbie stuff and understand the basics anyway, but sometimes I take advantage of the gradual power increase and the time I gain to learn what every power does and is capable of doing.
  25. First of all, that was the wrong build

    I meant to post the one without leaping pool.

    I'm and end hoor, I hate having end issues. And conserve power just doesn't recharge fast enough for my purposes. I plan to use this build for farming, and I don't plan on having to stop for breathers every other mob or so. Plus, Recall Friend is a farm/PLers best friend, as it helps lowbies or ppl who make sell runs get back to the farm faster. Less downtime between farms is a good thing.

    I found a slot for Regenerative Tissue Unique.

    I like the runspeed because I don't like having to hop from mob to mob like a bunny rabbit.

    Here's the updated, final build I'm going for:

    Hero Plan by Mids' Hero Designer 1.30
    http://www.honourableunited.org.uk/mhd.php

    Sprout Peace: Level 50 Magic Scrapper
    Primary Power Set: Spines
    Secondary Power Set: Dark Armor
    Power Pool: Fitness
    Power Pool: Speed
    Power Pool: Teleportation
    Ancillary Pool: Body Mastery

    Hero Profile:
    Level 1: Lunge <ul type="square">[*] (A) HamiO:Nucleolus Exposure[*] (23) HamiO:Nucleolus Exposure[*] (25) Bruising Blow - Damage/Endurance[*] (42) Bruising Blow - Accuracy/Damage[/list]Level 1: Dark Embrace <ul type="square">[*] (A) Impervium Armor - Resistance[*] (3) Impervium Armor - Resistance/Endurance[*] (3) Steadfast Protection - Knockback Protection[*] (5) Steadfast Protection - Resistance/Endurance[*] (9) HamiO:Ribosome Exposure[/list]Level 2: Spine Burst <ul type="square">[*] (A) Cleaving Blow - Accuracy/Damage[*] (17) Cleaving Blow - Damage/Endurance[*] (39) Tempered Readiness - Damage/Slow[*] (39) Tempered Readiness - Accuracy/Damage/Slow[*] (40) Tempered Readiness - Endurance/Recharge/Slow[*] (40) Tempered Readiness - Accuracy/Endurance[/list]Level 4: Murky Cloud <ul type="square">[*] (A) Impervium Armor - Resistance[*] (5) Impervium Armor - Resistance/Endurance[*] (7) Steadfast Protection - Resistance/Endurance[*] (7) Steadfast Protection - Knockback Protection[*] (15) HamiO:Ribosome Exposure[/list]Level 6: Hurdle <ul type="square">[*] (A) Jumping IO[/list]Level 8: Impale <ul type="square">[*] (A) Thunderstrike - Accuracy/Damage/Endurance[*] (9) Thunderstrike - Damage/Endurance[*] (19) Decimation - Accuracy/Damage/Recharge[*] (23) Decimation - Accuracy/Damage[*] (33) Decimation - Damage/Endurance[*] (33) Decimation - Accuracy/Endurance/Recharge[/list]Level 10: Obsidian Shield <ul type="square">[*] (A) Impervium Armor - Resistance[*] (11) Impervium Armor - Resistance/Endurance[*] (11) Steadfast Protection - Resistance/+Def 3%[*] (15) Steadfast Protection - Knockback Protection[/list]Level 12: Hasten <ul type="square">[*] (A) Recharge Reduction IO[*] (13) Recharge Reduction IO[*] (13) Recharge Reduction IO[/list]Level 14: Super Speed <ul type="square">[*] (A) Celerity - +Stealth[/list]Level 16: Health <ul type="square">[*] (A) Numina's Convalescence - +Regeneration/+Recovery[*] (17) Regenerative Tissue - +Regeneration[*] (50) Miracle - +Recovery[/list]Level 18: Quills <ul type="square">[*] (A) Cleaving Blow - Accuracy/Damage[*] (19) Cleaving Blow - Damage/Endurance[*] (37) Tempered Readiness - Damage/Slow[*] (37) Tempered Readiness - Accuracy/Damage/Slow[*] (37) Tempered Readiness - Accuracy/Endurance[*] (39) Tempered Readiness - Endurance/Recharge/Slow[/list]Level 20: Stamina <ul type="square">[*] (A) Endurance Modification IO[*] (21) Endurance Modification IO[*] (21) Endurance Modification IO[/list]Level 22: Build Up <ul type="square">[*] (A) HamiO:Membrane Exposure[*] (36) HamiO:Membrane Exposure[*] (36) HamiO:Membrane Exposure[/list]Level 24: Dark Regeneration <ul type="square">[*] (A) Miracle - Heal[*] (25) Miracle - Endurance/Recharge[*] (27) HamiO:Golgi Exposure[*] (27) Numina's Convalescence - Heal[*] (31) Numina's Convalescence - Endurance/Recharge[*] (34) Accuracy IO[/list]Level 26: Ripper <ul type="square">[*] (A) Cleaving Blow - Accuracy/Damage[*] (34) Tempered Readiness - Damage/Slow[*] (34) Tempered Readiness - Accuracy/Damage/Slow[*] (43) Cleaving Blow - Damage/Endurance[*] (43) Tempered Readiness - Endurance/Recharge/Slow[*] (48) Tempered Readiness - Accuracy/Endurance[/list]Level 28: Cloak of Darkness <ul type="square">[*] (A) Gift of the Ancients - Run Speed +7.5%[*] (29) Gift of the Ancients - Defense/Endurance[*] (29) Gift of the Ancients - Endurance/Recharge[*] (31) Gift of the Ancients - Defense/Endurance/Recharge[/list]Level 30: Death Shroud <ul type="square">[*] (A) Cleaving Blow - Damage/Endurance[*] (31) Cleaving Blow - Accuracy/Damage[*] (40) Scirocco's Dervish - Chance of Damage(Lethal)[*] (43) Scirocco's Dervish - Damage/Endurance[/list]Level 32: Throw Spines <ul type="square">[*] (A) HamiO:Centriole Exposure[*] (33) HamiO:Nucleolus Exposure[*] (46) HamiO:Nucleolus Exposure[*] (48) HamiO:Centriole Exposure[/list]Level 35: Oppressive Gloom <ul type="square">[*] (A) Stupefy - Endurance/Stun[*] (36) Stupefy - Accuracy/Endurance[/list]Level 38: Soul Transfer <ul type="square">[*] (A) Recharge Reduction IO[/list]Level 41: Focused Accuracy <ul type="square">[*] (A) HamiO:Cytoskeleton Exposure[*] (42) HamiO:Cytoskeleton Exposure[*] (42) HamiO:Cytoskeleton Exposure[/list]Level 44: Laser Beam Eyes <ul type="square">[*] (A) Thunderstrike - Accuracy/Damage/Endurance[*] (45) Thunderstrike - Damage/Endurance[*] (45) Decimation - Accuracy/Damage[*] (45) Decimation - Damage/Endurance[*] (46) Decimation - Damage/Recharge[*] (46) Decimation - Accuracy/Endurance/Recharge[/list]Level 47: Energy Torrent <ul type="square">[*] (A) HamiO:Nucleolus Exposure[*] (48) HamiO:Centriole Exposure[*] (50) HamiO:Nucleolus Exposure[*] (50) HamiO:Centriole Exposure[/list]Level 49: Recall Friend <ul type="square">[*] (A) Recharge Reduction IO[/list]------------
    Level 1: Brawl <ul type="square">[*] (A) Empty[/list]Level 1: Sprint <ul type="square">[*] (A) Empty[/list]Level 2: Rest <ul type="square">[*] (A) Empty[/list]Level 1: Critical Hit
    ------------
    [u]Set Bonus Totals:[u]<ul type="square">[*]+3% Defense(Smashing)[*]+3% Defense(Lethal)[*]+3% Defense(Fire)[*]+3% Defense(Cold)[*]+3% Defense(Energy)[*]+3% Defense(Negative)[*]+3% Defense(Psionic)[*]+3% Defense(Melee)[*]+3% Defense(Ranged)[*]+3% Defense(AoE)[*]+9% Max Endurance[*]+4.5% Enhancement(Slow)[*]+27.1 (2.25%) HitPoints[*]+Knockback (Mag -12)[*]+MezResist(Immobilize) (Mag 5.5%)[*]+31% Recovery[*]+22% Regeneration[*]+2.5% Resistance(Fire)[*]+7.5% RunSpeed[/list]------------
    [u]Set Bonuses:[u]
    [u]Bruising Blow[u]
    (Lunge)<ul type="square">[*] +1% Recovery[/list][u]Impervium Armor[u]
    (Dark Embrace)<ul type="square">[*] +2.5% Recovery[/list][u]Steadfast Protection[u]
    (Dark Embrace)<ul type="square">[*] +1.5% Recovery[*] +Knockback (Mag -4)[/list][u]Cleaving Blow[u]
    (Spine Burst)<ul type="square">[*] +1% Recovery[/list][u]Tempered Readiness[u]
    (Spine Burst)<ul type="square">[*] +1.5% Recovery[*] +1.5% Enhancement(Slow)[*] +0.9% Max Max Endurance[/list][u]Impervium Armor[u]
    (Murky Cloud)<ul type="square">[*] +2.5% Recovery[/list][u]Steadfast Protection[u]
    (Murky Cloud)<ul type="square">[*] +1.5% Recovery[*] +Knockback (Mag -4)[/list][u]Thunderstrike[u]
    (Impale)<ul type="square">[*] +2% Recovery[/list][u]Decimation[u]
    (Impale)<ul type="square">[*] +MezResist(Immobilize) (Mag 2.75%)[*] +13.6 (1.13%) HitPoints[*] +2.25% Max Max Endurance[/list][u]Impervium Armor[u]
    (Obsidian Shield)<ul type="square">[*] +2.5% Recovery[/list][u]Steadfast Protection[u]
    (Obsidian Shield)<ul type="square">[*] +1.5% Recovery[*] +3% Def(All)[*] +Knockback (Mag -4)[/list][u]Cleaving Blow[u]
    (Quills)<ul type="square">[*] +1% Recovery[/list][u]Tempered Readiness[u]
    (Quills)<ul type="square">[*] +1.5% Recovery[*] +1.5% Enhancement(Slow)[*] +0.9% Max Max Endurance[/list][u]Miracle[u]
    (Dark Regeneration)<ul type="square">[*] +2.5% Recovery[/list][u]Numina's Convalescence[u]
    (Dark Regeneration)<ul type="square">[*] +12% Regeneration[/list][u]Cleaving Blow[u]
    (Ripper)<ul type="square">[*] +1% Recovery[/list][u]Tempered Readiness[u]
    (Ripper)<ul type="square">[*] +1.5% Recovery (Exceeded 5 Bonus Cap)[*] +1.5% Enhancement(Slow)[*] +0.9% Max Max Endurance[/list][u]Gift of the Ancients[u]
    (Cloak of Darkness)<ul type="square">[*] +2% Recovery[*] +2.5% Resistance(Fire)[*] +1.8% Max Max Endurance[*] +7.5% RunSpeed[/list][u]Cleaving Blow[u]
    (Death Shroud)<ul type="square">[*] +1% Recovery[/list][u]Scirocco's Dervish[u]
    (Death Shroud)<ul type="square">[*] +10% Regeneration[/list][u]Stupefy[u]
    (Oppressive Gloom)<ul type="square">[*] +2.5% Recovery[/list][u]Thunderstrike[u]
    (Laser Beam Eyes)<ul type="square">[*] +2% Recovery[/list][u]Decimation[u]
    (Laser Beam Eyes)<ul type="square">[*] +MezResist(Immobilize) (Mag 2.75%)[*] +13.6 (1.13%) HitPoints[*] +2.25% Max Max Endurance[/list]


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    |-----------------------------------------------------------------------------|
    </pre><hr />

    Lots of recovery means I can go from 1-full endurance in 44.4s with all my toggles running. Means I can use attacks pretty rapidly without worrying too much about endurance. Always a plus to me.

    W.P.