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I suspect the devs didn't see it coming because almost no one saw it coming, including many of us numbercrunchers. Most of the testing was on a previous iteration of Shield Defense, which by all reports was pretty lame. They buffed it, but most people still were claiming that Shields sucked, if I recall. I believe Shred Monkey predicted that Shield Defense would be the new Super Reflexes. I believe I pretty much said hogwash - it's better than everyone thinks, but it's not THAT good. Oh look, I was totally wrong. It IS that good. I think the main thing I didn't pick up on was that you could cap defense debuff resistance. I realized that you could cap defenses, but I figured the resistance was a wash with Super Reflexes scaling resistance, so you were giving up defense debuff resistance for more damage, which seemed like a fair trade. I also didn't realize how great Shield Charge really was. People were reporting how much they loved it, but I just figured it was fun. Too long of a timer to really make a meaningful contribution. Boy did I call some things wrong on Shield Defense. *chuckle*
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Quote:What's this "read" thing you're talking about? Is that some power that other archetypes have access to? What does it do? It apparently lets you attack "the story"? What's that? Some AV?And the Praetorian 10 minute mission is *supposed* to be failed. If you read the story, it leads the story on that you failed.
Seriously, I don't read my missions. All missions to me are "Kill everything, click the glowies." I might glance at the text briefly if for some reason that doesn't cause the "you're done" jingle to play.
EDIT: ... which makes it nearly impossible for me to play <other MMO>. You expect me to read the story for my objectives and to figure out where to go??? Good thing I have an add on with an arrow to point me in the right direction, except when it doesn't. Stupid arrow. -
I haven't played in weeks, but a challenge? I'm in.
Oh, come on! At least let me get in the DOOR! That's just MEAN. At least I toggled up before going in. I often toggle up only after entering a mission.
Hmmm, this mission IS interesting. I've taken down Cheating Cindy McCheaterson and the gunslingers. OK, with a couple of deaths. I just found the hiding space where the snipers can't get me, though it was a little too late. So, uh, I know I can plow through the first group. Yes, folks, the first group. And I need to get to work. Still, I want to at least beat ONE group before I leave.
If the rest of the mission is similar in flavor to the first part, hats off to you, mang. It's like a little puzzle trying to figure out where to stand, who to kill, and so on. And then you've got the time limit, so there's only so much hit and run you can do.
Oh, and I'm running +4x8. It looks like it's automatically +4, but I'm probably making it unnecessarily difficult on myself with the x8.
OK, I cleared the first group on x8 with only two deaths trying to get in the door. Do I win a booby prize?
I'll need to return to this at a more opportune time. I need to get to work, and I have friends coming over tonight.
(Summary for Enigma Black: Ow! Ow ow ow ow ow!) -
Ooooh, you're REALLY going to hate the 10 minute timed mission you get during the Praetorian arc. You get that mission without warning from the completion of a different mission. I've failed that so many times. On the other hand, I've beaten it several times too, and every time I do it brings a big smile to my face.
Back to your question - no, I don't lower my difficulty settings for timed missions. If I fail, I fail. But the arcs continue. I suppose if I were a roleplayer I might lower the difficulty. Or maybe not, as defeat is probably just as interesting to role play as victory.
If you've accidentally entered with your team set to 8, I believe it only spawns the spawns that you can see. So the remaining spawns haven't spawned. So if you return and plow through the first couple of difficult groups, I think it then goes to your new difficulty setting after that. -
Some testing on the market forum showed the highest influence per hour fighting higher level enemies. I peaked between +2x8 and +3x8 if I remember correctly. HOWEVER, that test specifically used the vendor value of recipes, not the market value. I'm pretty confident that your best bet is +0x8 if you're influence farming and selling on the market.
The challenge is a bigger factor for me, though, so I rarely play +0x8. -
Quote:This almost needs to be a standard disclaimer to go with advice on the Scrapper forum. Unless you get very specific about what you want and why, we'll just steer you towards what's best when spending billions of influence on a carefully-optimized level 50 build. It's not strictly BAD advice, but it may not be RELEVANT advice for the vast majority of the player base. Unfortunately, the people more likely to need different advice than this tend to be newer to this forum and don't know they need to be very specific when asking for it. It occasionally causes confusion or ill will.But again, this is mostly while comparing high-end builds, usually operating at level 50. The forums tend to focus on what's possible in the limit, as a lot of the people posting here are very veteran or at least very interested in details (or both).
There's a tendency for folks to poo-poo anything that's not the top performer, even though not everyone is looking to solo AVs or TFs, or tank an 8-man team's aggro on their Scrapper full time.
There's nothing wrong with the purely resistance sets. They'll level up just like anything else. All Scrappers are good, and damage auras are really really nice. And you can give them a whole lot of survivability when IO'd to the gills in the end game. In my experience it's not quite top tier survivability, but it should be good enough for most game content solo, and all game content on a competent team.
Quote:IMO the only overpowered set is /Shields. The set is has way too much survivability for the damage buff of AAO coupled with Shield Charge for added AoE. Okay maybe overpowered is too strong, as I'm really not fishing for nerfs. How about a clear contender for the overall best defensive set?
I think what makes Shield Defense so popular is that it has ENOUGH survivability when IO'd to the gills, that we care a lot (perhaps too much) about theoretical top DPS, and that Shield Charge is just so durn FUN.
Quote:The fact that most people who try to talk about game mechanics and balance know nothing about either.
The most durable sets are all hybrid res/def/recovery ones: Stone, Invuln, Willpower. They can all survive things that will instantly crumple Shields and SR.
Defense is the most laughably flimsy mitigation in the game. Every two-bit thug with a machinegun debuffs defense, ToHitBuffs castrate it, bad luck kills it dead and autohit attacks ignore it altogether. Don't get me started on autohit defense debuffs or unresistable ones. The only reason it seems superior in many peoples' eyes is that you can easily get defense bonuses from IO sets and pool powers, while you can't get resistance the same way.
Still, I WILL claim that in regards to surviving defense debuffs, autohit or not, Super Reflexes and Shield Defense are your best end game bets, NOT Invulnerability or Willpower. 95% defense debuff resistance combined with soft-capped defenses means never having a problem. I agree that to-hit buffs and pet to-hit castrate defense, but those are laughably uncommon in most of the game, AE excluded. And seriously, it's not like my Super Reflexes just randomly dies walking down the street. I agree that luck is a problem for Super Reflexes at the top end, while soloing some of the nastier AVs for instance, and that is the kind of thing we tend to talk about around here. But the way you stated it, at least to me, makes it sound like luck is a much bigger factor than it is.
Quote:With that said, I have never seen an AV or GM solo'er that relied on just Defense or Resistance or Regen, they have all been combinations, but the one thing that I have seen in common with them is they all have Defense.
Quote:I only have limited experience with a defense capped resist toon (my katana/dark scrapper is capped to melee with application of Divine Avalanche and to other positions via power choices and IO sets), but my seat of the pants judgement is that it isn't as survivable vs most foes as my /SR scrapper or brute nor my /SD scrapper. That is even more so when fighting foes that have defense debuffs. -
When someone talks about a softcapped blaster, they're probably talking about softcapping ranged defense and hoverblasting or otherwise keeping out of melee. They're not talking about softcapping all three positions or all types.
Scrapper defense tops out at 45%, which is 90% mitigation.
Scrapper resistance tops out at 75%, which is 75% mitigation.
Best might be something in between - like Dark Armor, Invulnerability or Willpower, all of which can be more or less softcapped with the right build, but offer some measure of resistance as well. Then you do have both. However, Shield Defense and Super Reflexes will give you much better defense debuff resistance, which is a big factor in fairly common situations. -
Didn't they just finish BUFFING Shield Charge to use the Scrapper AT modifier correctly? I wouldn't expect them to suddenly nerf it again after buffing it.
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You now have the option of seeing your costume even with the stealth power on.
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If you really want to stick with Super Reflexes, consider Dark Melee or Katana. Dark Melee is probably best at the high end with saturated Soul Drain, and Siphon Life does a lot for survivability. But Katana can beat it on DPS when it isn't saturated, so you don't need to worry about surrounding yourself with minions. Katana can do similar DPS to Dual Blades, perhaps even a little higher, plus the recharge requirements are lower. Also, Katana smooths out the leveling process before your secondary matures. Dual Blades is still a great choice for end game unlimited-budget DPS, though. And Fiery Melee is quite good as well, even on a budget build, plus you're adding a lot of potential AoE.
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I think what you want is Dark Melee/Shield Defense. It and Fiery Melee/Shield Defense are your top DPS options, but the Dark Melee has more survivability in AV fights due to Siphon Life. Fiery Melee would likely be the better choice for regular play, though, as it has a lot higher AoE capability. The new difficulty sliders allow you to get full-team-sized spawns while solo, so AoE is, at least for me, a lot more attractive now.
Also see the Rikti Pylon Results Thread for a whole lot of examples of real-world DPS rather than calculated DPS. Mind you, we've gotten better and better at our calculations, and theoretical maximums are interesting, but I'd still consider Pylon soloing times on actual builds that people actually play to be the gold standard.
Here is a quick summary of the thread. Keep in mind that without knowing the builds, we could be comparing SOs to purples and PvP IOs. I know we're comparing DPS builds to survivability builds. So the position on this list is merely suggestive of a combination's potential DPS, not conclusive.
276 Fiery Melee/Shield Defense - Iggy Kamakaze
267 Dark Melee/Shield Defense - Igor The Mad
262 Fiery Melee/Shield Defense - Machine Man X
259 Fiery Melee/Shield Defense - Norse
255 Dark Melee/Shield Defense - Besserwisser
249 Fiery Melee/Shield Defense - SkylineGTR
243 Fiery Melee/Shield Defense - Primal Dark
242 Dark Melee/Shield Defense - MrLiberty
241 Dark Melee/Shield Defense - Powerforge
239 Fiery Melee/Shield Defense - Effy On Malibu
236 Broad Sword/Shield Defense - Chaos String
219 Katana/Super Reflexes - Laevateinn
219 Dark Melee/Shield Defense - _Mojo_
210 Katana/Regeneration - Iggy Kamakaze
205 Claws/Super Reflexes - Powerforge
198 Claws/Super Reflexes - Iggy Kamakaze
196 Dual Blades/Invulnerability - Nihilii
194 Claws/Super Reflexes - Bill Z Bubba
190 Dual Blades/Willpower - Myriad
185 Katana/Regen - Werner
184 Dark Melee/Super Reflexes - Larac
180 Dark Melee/Super Reflexes - Werner
177 Katana/Dark Armor - Werner
175 Katana/Willpower - Iggy Kamakaze
174 Katana/Willpower - AgentMountaineer
174 Martial Arts/Shield Defense - Broken Prey
170 Claws/Regeneration - Iggy Kamakaze
167 Martial Arts/Super Reflexes - American Dynamo
165 Broad Sword/Invulnerability - Hopeling
160 Katana/Fiery Aura - Iggy Kamakaze
160 Dual Blades/Willpower - Soul Fane
152 Dual Blades/Regeneration - BrokenPrey
150 Katana/Dark Armor - ShadowBeast NA
149 Martial Arts/Regeneration - SpiderTeo OC
148 Dark Melee/Invulnerability - Aliana Blue
Too add to those results, I calculated just over 300 DPS for a Dark Melee/Shield Defense based on the time for an AV fight by Shred Monkey. Now, that was a lot shorter than a Pylon fight, so luck may have played a much bigger factor, but it's still something to consider in regards to top end performance. -
Thanks.
As a side note, I'd planned out and posted a soft-capped Katana/Dark way back in... Idono, issue 10? 11? The compromises at that time were a little more severe, but it looked pretty good to me. I just never built it for real. So it wouldn't surprise me if other people have been running around with soft-capped Sword/Darks for quite a while. Apparently Sword/Dark used to be like fight club - you didn't talk about it.
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Quote:If you find yourself fighting single targets than slashing at a group, then no, I don't think it's a mistake. My Katana/Dark has Sting of the Wasp and does not have Flashing Steel.Am I making a mistake in any way by taking SOTW instead of Flashing Steel? I find myself moving from one target to the next more often than I find myself slashing at a group so it seemed to make sense to me. Plus, it will help fill in the chain while I'm at such a low lvl of recharge.
Of course, I will be starting off with GC...don't want to start the GC vs. SOTW debate again. heh -
I think Cloak of Fear it is skippable on a soft-capped Dark Armor. I went ahead and took it, and slotted a level 53 Endoplasm and a Nightmare accuracy/endurance and called it good. Figured that it would give me enough benefit to be worth a power pick and one extra slot. I don't think it needs a lot of slots to provide some benefit. Even against +4s, I calculated a 70% uptime, and I don't always fight +4s. Yeah, it burns a lot of endurance, but I'm OK in most situations. In extra-long fights, I can turn off either Cloak of Fear (all minions will be dead) or Death Shroud (to keep from killing minions).
I don't think Oppressive Gloom is a viable substitute here, so if you're skipping Cloak of fear, I'd just go without any mez aura. Sure, you save endurance with Oppressive Gloom, but when I briefly glanced at the numbers, it seemed there would be very few situations on a softcapped Dark Armor where it would prevent more damage than it causes. Also, the wandering of the stunned mobs forces me to chase or switch targets, which is both annoying and puts me in danger of dropping my Divine Avalanche double-stack.
Hmmm, rather than just say "when I briefly glanced at the numbers", perhaps I should just redo some of the very basic calculations that I went through.
A stunned minion in range does 6 hit points every 2 seconds, or 3 DPS. Doesn't sound like much. But at the soft cap, only one in twenty attacks will get through. So that's like they're doing 60 DPS. And my weighted resists average about 50%, so now they're doing 120 DPS. And it isn't just ticking away from minions. Half the mobs in a typical fight might be bosses and lieutenants. Damage from trying and failing to stun them is ticking away too. So now we're looking at 240 DPS per minion. The effect of the stun wander occasionally causing my double-stack to drop would be difficult to quantify, but would raise it even further. Let's say that pushes it to 300 DPS per minion. Know any minions pushing out anything close to that? You could easily argue that I've ended up with an exaggeration, and perhaps I have, but to me, the answer is still pretty clear - Oppressive Gloom on a soft-capped Dark Armor is going to do more damage than it prevents in normal situations.
And lest this be interpreted too broadly, let me emphasize how important soft-capped is to this argument. The figures change rapidly and drastically as you move away from the soft cap. So it's a rare Dark Armor where this argument applies. I took Oppressive Gloom on my Spines/Dark. And even on a soft-capped Sword/Dark, if you're regularly fighting Cimerorans, for instance, it might be worth a power pick to have Oppressive Gloom, particularly since it's so easy to get away with one-slotting it. So it's not a bad tool to have in your toolbox, if you have no other power you'd rather have, but you'd very much want to use it situationally. -
Well, my leveling up slotting was three Nightmares because they cost practically nothing. Now I have a level 53 Endoplasm and a Nightmare accuracy/endurance. Accuracy is 70.9% against +4s, which isn't great. I guess my main goal was accuracy and conserving slots.
I haven't poked at slotting it in general. If it were me, I'd also want some fear enhancement since it only ticks every 5 seconds. How about Glimpse of the Abyss, all but the psionic damage, and add a common endurance IO?
74% Accuracy
Or maybe four Dark Watchers (skip debuff/rech and the proc) and two Endoplasms?
92% Endurance
74% Terrorized
1.87% Hit Points
9% Global Accuracy
6.25% Global Recharge
67% Accuracy
74% Endurance
67% Terrorized
52% To-Hit Debuff
1.5% Hit Points
2.5% Recovery
5% Global Recharge
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Well, all of Motley Cruel's examples DO pull off a set bonus or two. As far as end game frankenslotting on my actual characters, Alexei slotted Dark Regeneration with:
Armageddon: acc/rech
For:
L53 Golgi Exposure
Theft of Essence: chance for +endurance
Numina's Convalescence: end/rech, heal/rech and heal/end/rech
33% Accuracy (OK because of other set bonuses, Kismet and Tactics)
And Sergei slotted Siphon Life with:
84% Endurance Discount (plus Theft of Essence recovers endurance)
84% Heal
96% Recharge
12% Regeneration
1.87% Hit Points
L53 Nucleolus Exposure
For:
L53 Golgi Exposure
Hecatomb: dam/rech
Numina's Convalescence: heal/end, heal/rech and heal/end/rech
38% Accuracy (OK because of other set bonuses, Kismet and Tactics)
71% Damage
84% Endurance Discount
97% Heal
78% Recharge
12% Regeneration
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Without inspirations, probably not without spending some influence. But with inspirations, a well-designed budget build should be able to pull it off. Dark Melee/Shield Defense seems like a particularly good choice for this.
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Don't put any focus on adding additional regeneration. If you want, think of it as diminishing returns since you're already swimming in it. A better explanation is that the higher your damage mitigation, the more you get out of each additional bit of regeneration or healing. A Regen has less damage mitigation than any other secondary, so benefits the least from additional regeneration. It isn't BAD for you, of course. I also consider it a nice quality of life improvement, and grabbed quite a bit on my Katana/Regen. But if you're looking for maximum survivability, extra regeneration isn't where you'll find it.
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I wish I had the answer for how to handle them easily, but I hate crowds of Knives of Artemis too. Mainly because it's no fun being unable to move, not because they're overly dangerous. I just hate standing there doing a bunch of nothing. Mind you, I don't have Aid Self. I took Dark Melee with my Super Reflexes because I'd rather have a chance of missing than a chance of being interrupted. Caltrops is one reason.
My solution is to not take missions with them in it, and if I still find myself in one, I'd probably lower the spawn to +?x1 now that that's available. I can't even remember the last time I fought them. -
Yeah, there are some attacks and other powers that are so critical that I think frankenslotting is a better idea than worrying about set bonuses. Siphon Life is one of them, as you say.
And yeah, I do the budget version of this while leveling. Usually some time in the mid 30s, I frankenslot purely for the enhancement values, ignoring set bonuses. I generally do it to take care of endurance problems while picking up the recharge for a good attack chain. I'm not spending a lot of influence, so I'm not ED-capping everything, but I'm getting MUCH more than I'd get out of SOs, for MUCH less than I'd spend on good sets. -
Quote:The first does 65.54 DPS (Mids' average unslotted, Arcanatime). The difficult attack is Hack, which needs +219% recharge so that it can recharge in the 2.508 seconds of Head Splitter. It's a 9.24 second chain, so great for a single Parry.What is the requisite recharge needed for both of these chains, and what kind of DPS discrepancy is there?
BTW Iggy, thanks for the info on your build. :-)
On Regen, though, I'd be doing two parries. So the second chain does 61.21 DPS. The only vaguely difficult attack there is again Hack, which now needs +125% recharge to recharge in the 3.564 seconds of Disembowel and Hack. However, it's a 10.82 second chain, so you take your chances when it drops.
I'd personally just use Parry -> Head Splitter -> Parry -> Disembowel -> Hack. It still does 59.58 DPS. Recharge requirements drop to +108% in Head Splitter, requiring it to recharge in 6.732 seconds. That's another 9.24 second chain, so you've got a tiny bit of overlap to help smooth out transitioning between enemies.
Now if you're dropping a lot of influence, chances are that in the first two chains, Hack is going to have a purple set with proc, and perhaps the Achilles' Heel. So they'll both do comparatively better DPS in a final build than the chain I'm suggesting. I'd still play it cautious.
If you DO drop a lot of influence, so you have recharge to burn, then go ahead and set up Hack to be able to do the first chain. When you're just killing things, use the first chain for the extra DPS. When things get ugly, just transition over to the third chain to soft cap your defense. Or you could consider actually slotting Parry for defense (*shudder*) if doing so will let you soft cap with the first chain. Then you're set up pretty well to handle some defense debuffs by still transitioning to the third chain. Lots of options. -
On my Katana/Regen, I went for pure defense with a modicum of recharge. If I were rebuilding it today, I'd likely instead go for reasonable defense and a whole lot of recharge.
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Quote:OK, looks like when Hasten is up, you can run Head Splitter -> Hack -> Disembowel -> Parry -> Hack with a very small gap. While it's down, probably replace the second Hack with a Slice. If you want to do better DPS, I'd find a slot from somewhere to stick an Achilles' Heel in Hack. Also, replace the Hecatomb damage with the Hecatomb proc - you'll do more damage on average.I'd like to know your thoughts on what I have, and what you think needs changing.
Skipping Death Shroud is a bad idea if you're trying to improve your damage output. It's your best AoE attack. Seriously. It's an AoE attack for single-target endurance. What's not to like, other than the difficulty of fitting in? I haven't run the numbers, but I'm guessing that you'd be better off just swapping out Slice in favor of Death Shroud, and using Whirling Sword or Parry as your filler attack when Hasten is down.
The global recharge does help you spam Whirling Sword, and I suppose the Eradication set bonuses combined with a fairly-good +76% recharge enhancement make it the best choice IF you're willing to suck down the blues.
And I think that's a big drawback, at least for me. You're going to be sucking down a lot of blues. That's fine if you're ready for it. Might just be a play style difference.
The other big drawback of the build for me is that it drops below the soft cap in ranged and AoE defense. You'll be taking 2.5x more damage from ranged and AoE than a soft-capped build. But it sounds like you're intentionally making that trade for better damage output. That's fine. I just want to make sure you're going in with eyes wide open.
The other main thing that global recharge helps with is Dark Regeneration. However, you only have it slotted for +48% recharge. Seems like a waste. I'll also give the same comment I gave before to ClawsandEffect - you don't really need to enhance Dark Regeneration for Heal in normal play. He did it, and I did it, and if you like to be able to handle single, difficult targets, maybe you should too. But in general, not recommended.
It does look like you took care of any accuracy problems, with all attacks at least 108% against +4s, giving you some wiggle room for defense or to-hit debuffs.
The Parry slotting looks particularly strange to me. The only big, important set bonus you're getting is melee defense, but you're already over the soft cap with one hit of Parry, so it's doing very little for you. And if you do want more melee defense out of the power than the soft cap, actually enhancing the defense in the power will do more for you than trying to pick up a small set bonus. How about five Crushing Impacts (all but damage/recharge) and the Luck of the Gambler global? Still soft-capped, 5% more global recharge, 7% more global accuracy, better damage enhancement, better accuracy enhancement. You lose 5 hit points, but I think it's totally worth it.
Probably just a mistake, but swap out the Aegis res/end/rech for res/end. You probably don't need recharge in a toggle.
(Edit: Further concerns just from reviewing what you didn't like about the original.- While you have the accuracy to fight above +2, I doubt that your survivability has improved, and if it has (through better recharge of Dark Regeneration), not to the point of doing +4x8 easily.
- You might be able to handle some AVs, but I suspect you'll still be chugging the blues to do it.
- If you add Death Shroud, I think your AoE will be pretty decent, but you still won't be taking out large spawns at a good rate. Perhaps about as fast as you realistically can, though. I just wouldn't get your hopes up TOO high.
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I do want to make sure people understand that this isn't what optimal slotting is actually about. Generally speaking, you want ED-capped damage, but then simply enough accuracy, recharge and endurance to work in the context of your build and your attack chain. Then you're sticking in a proc, or saving a slot or two, or picking up set bonuses, or what have you.
That said, this seems like an amusing theoretical exercise, and knowing how to do this IS helpful. I don't think I can beat your numbers though. The one thing I'm not sure if you've tried is a Nucleolus. The level 53 Nucleolus beats everything but purple triples for total enhancement value. It looks like this is the progression:
79.5% - purple triple
76.6% - level 53 Nucleolus
74.2% - regular quad
66.3% - purple double
63.6% - regular triple
53.0% - regular double
42.4% - regular single
However, since the Nucleolus is acc/dam, and quads must come with accuracy and damage, and the triples with accuracy OR damage, I think the ED caps mean that the Nucleolus will always hurt your total. -
All of the drawbacks you noted from your day of using the build were already discussed in the thread, so... yeah. Your bad experience was kind of predictable from all of the comments. That's not to say it's a bad build (I think it's a great build for its purpose at its budget level), but it just isn't the build for you.
I'll post my own build for reference as you're trying to add some recharge and accuracy. I have 40% global recharge and plenty of accuracy for +4s. Mine is by far NOT a budget build, though. I threw huge gobs of influence at it until all my problems went away. Also, it's Katana/Dark Armor, so the powers and slotting aren't going to be exactly the same on Broad Sword. Also, as with the original, DPS was not a primary goal. So I'm using the rather sucktastic chain of Divine Avalanche -> Gambler's Cut -> Sting of the Wasp -> Gambler's Cut. It's still putting out 175 DPS if my pylon times aren't a fluke (I'd calculated lower on paper), so with enough influence even a bad attack chain can perform, but you can do MUCH better if that's what you want to focus on. It handles +4x8 OK, but it's no farmer - specifically, I farm a little under 1/2 as fast as good, dedicated farmers. I haven't really started on AVs, but it should be fine, if slow.
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