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Posts
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I've been on a 8-man TF tonight, we got the same issues.
On 2 occasions the loading for mission maps was more than 3 minutes for everyone.
I also noticed a strong latency between powers showing up as recharged and being able to get activated.
Basically powers that normally would perfectly chain up do not.
Some heavy rubberbanding as well.
Small delay in chat only. -
Hello
I have a problem with the badge meter for Villain Disruptor Hero side.
I did run a single Safeguard mission including the defeat of a *Generic or Signature villain* a few issues ago, then didn't play that toon up to now.
Today I was doing about 10 complete Safeguard missions in PI, got most of the other Safeguard related badges along with that, but the meter for Villain Disruptor badge is still where it was before.
I asked in multiple in-game channels for the exact pre-requisites, but got no reasonable reply.
Then I looked at the description on badge-hunter.com where it says:
Badge Info: Defeat 25 signature villains (Lt. Boss, EB or AV to earn this badge.
So what's up with it? Looks broken to me.
And sorrys to post this here, but I can't find a forum section for badges/gladiators like the one on the US boards. -
[ QUOTE ]
No it shouldn't, it would completly break the plot. If you don't know why read the white text spoilers.
[/ QUOTE ]
Then please explain why it is possible to use the portal from within Cimerora, yet the Menders are unaware of that nodal point in time travel. -
Going to Cimerora indeed should unlock the "Entrusted with the Secret" badge, once you step out of the Midnighter's Club into Cimerora.
After doing a Search, I found a thread about suggestions to Cimerora on the French section of the EU forums.
I couldn't post in French and don't want to start a new thread here, but some suggestions how I would have liked to see Cimerora:
Overall it could have been similar to the Rikti War Zone.
A Merit system in place that helps the besieged population of the village to craft armours and weapons.
In this case the *Merits* would be parts taken from the traitors, call it *Scrap Metal* instead of *Merit*.
Bring those to a local smithy to help them make new arms and armours.
Doing this would have worked like the terminals inside the Vanguard base in RWZ, unlocking the costume parts that are now rewarded for doing the TF, and maybe some temp powers like Scutum, Pila and Gladius (shield, spear, sword).
The *Merits* could have been rewarded for doing Marcus Valerius' (timed) missions as well, currently there's not many players I know who're doing them.
For future *co-op* zones, I hope the dev's bring back nice little things like the RWZ Merits and unlockable costume parts and nice temp powers.
One new zone that I'd like to see is the Rikti Homeworld. -
When I read *AV*, to me this means *AV class AV*, not the EB version, hence you need a team to spawn him.
I think they made it so that we can't spawn AV level AV on Invinc solo anymore? Haven't tried this for some time ...
Shannon was spot on, but I still like to have some proof and more details from Archy what AV that is/was and if there's been a team around or not, or if it was just a saying to underline how strong WP can be.
Build looks good btw
Checked in game, we can spawn AV level AV on solo/Invinc.
Nevermind then ... -
Stone/EM (50), retired
Invul/Fire (50), retired
Fire/SS (50), active
Ice/EM (28), hibernating for some time now ...
Dark/Fire (42), currently playing and loving it -
My request for a new weapon model for the Claws set:
dual fans
It's in many other games, please bring it to CoX! -
I have a Fire/SS and a Dark/Fire tanker.
Assuming the toggles for Scrappers or Brutes cost roughly the same END/sec to maintain, I can only suggest to slot all powers (toggles and attacks) for around 40-70% Endurance Reduction.
Firstly Death Shroud, Tough and Cloak of Darkness.
What are your most frequently used attacks?
Make sure those are 6-slotted and have at least 30% Endurance Reduction, I prefer a lot more though.
Recharge Reduction is nice but far from Endurance friendly.
Old school SO slotting is/was: 2x ACC, 3x DMG, 1xEND RED for the expensive attacks assuming you have Hasten or your attacks have a fair recharge time.
For IO enhancements you have a lot more flexibility.
6-slotted with IOs, you can roughly get the same as if you would put:
2x ACC, 3x DMG, 2x END RED, 2x RECH RED
Or thereabout, depends if you use only 1 set or mix from different sets.
You will need to tap into Invention set enhancements to get good results, but it's worth doing it.
As a brute you probably attack a lot more than a tank, if you want Tough as well, I suggest to drop Cloak of Fear altogether.
Like others have said, together with Death Shroud on it's of no use but drains your END like crazy.
Oppressive Gloom can be nice, but it's situational.
(Question: Does this help build up Rage?)
For Dark Regeneration ..
There's a IO from the set *Multi-Strike* that has ACC/END.
I suggest to use this and maybe another one that has ACC/RECH and a single Invention: Endurance Reduction IO.
If you like a cheaper set, go */Fiery Aura, only 3 toggles + Tough, and you can have Consume as well to fill up your blue bar. Healing Flames is cheaper and you don't need to have enemies around to heal yourself. -
I promised not to change powers taken
Still max HP (same as yours)
Little more END discount across the toggles and some attacks, except for FA, where I put a less expensive IO slotting.
If you have the inf, go for the Hami's!
More global Movement and some extra damage buff
A little more global recharge discount, though you could have that on your original build as well with the LotG -RECH.
Regen took a little hit in my version, probably not what you want. 741% vs. your 765%, according to Mid's ( 1,88 HP/sec less ).
The sets in Jab, Boxing and KO Blow could be moved around to better match your needs for PROC'ing and recharge.
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I'm done tweaking!
I went for very fast recharge on GC with 2 damaging PROCS in it. Highest DoT I could come up with, not for burst damage of course .. BU -> DA -> GC -> GC -> GC ... throw in a BU / DA in between when fighting AV's.
Alternative:
DA -> SD -> GD -> GC -> SD -> GD -> DA ... etc
Hasten + DP should be around 99% of the time.
(I yet have to figure how to put them both on *auto* without using a keybind that works off a movement key and targets a quickslot macro.)
MoG should be up *every second fight*
BU is at about 25 sec recharge
Thanks for all the comments so far and thanks to Maelwys, his build was of much help in the end (Stealth, PROCS and some excellent slotting).
Also thanks for pointing out to overslotting MoG with DEF/RES IOs.
Hero Plan by Mids' Hero Designer 1,40
http://www.cohplanner.com/
Takema: Level 50 Natural Scrapper
Primary Power Set: Katana
Secondary Power Set: Regeneration
Power Pool: Speed
Power Pool: Flight
Power Pool: Fitness
Power Pool: Concealment
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Gambler's Cut -- Hectmb-Dmg/Rchg:50(A), Hectmb-Acc/Dmg/Rchg:50(3), Hectmb-Acc/Rchg:50(3), Hectmb-Dmg/EndRdx:50(5), Hectmb-Dam%:50(5), LdyGrey-%Dam:50(36)
Level 1: Fast Healing -- Heal-I:50(A), Heal-I:50(31), RgnTis-Heal/EndRdx:30(40), RgnTis-Regen+:30(42)
Level 2: Reconstruction -- Dct'dW-Heal/EndRdx:50(A), Dct'dW-EndRdx/Rchg:50(7), Dct'dW-Heal/Rchg:50(7), Dct'dW-Heal:50(9), Dct'dW-Rchg:50(9), S'fstPrt-ResDam/Def+:30(42)
Level 4: Quick Recovery -- EndMod-I:50(A), P'Shift-EndMod:50(17), P'Shift-EndMod/Rchg:50(40)
Level 6: Hasten -- RechRdx-I:50(A), RechRdx-I:50(13), RechRdx-I:50(13)
Level 8: Divine Avalanche -- C'ngImp-Acc/Dmg:50(A), C'ngImp-Dmg/EndRdx:50(11), C'ngImp-Acc/Dmg/Rchg:50(11), C'ngImp-Acc/Dmg/EndRdx:50(15), C'ngImp-Dmg/EndRdx/Rchg:50(25), LkGmblr-Rchg+:50(25)
Level 10: Build Up -- RechRdx-I:50(A), AdjTgt-ToHit/Rchg:50(15), AdjTgt-Rchg:50(31)
Level 12: Hover -- LkGmblr-Rchg+:50(A)
Level 14: Fly -- Flight-I:50(A)
Level 16: Integration -- Mrcl-Heal/EndRdx:40(A), Mrcl-Rcvry+:40(17), Numna-Heal/EndRdx:50(37), Numna-Heal:50(42), Numna-Regen/Rcvry+:50(45)
Level 18: The Lotus Drops -- Sciroc-Acc/Dmg:50(A), Sciroc-Dmg/EndRdx:50(19), Sciroc-Dmg/Rchg:50(19), Sciroc-Acc/Dmg/EndRdx:50(21), Sciroc-Dam%:50(21)
Level 20: Dull Pain -- Numna-Heal/Rchg:50(A), Numna-Heal/EndRdx/Rchg:50(23), Numna-Heal:50(23)
Level 22: Swift -- HO:Micro(A)
Level 24: Health -- Heal-I:50(A), Numna-Heal/Rchg:50(37), Numna-Heal:40(40)
Level 26: Soaring Dragon -- C'ngImp-Acc/Dmg:50(A), C'ngImp-Dmg/EndRdx:50(27), C'ngImp-Acc/Dmg/Rchg:50(27), C'ngImp-Acc/Dmg/EndRdx:50(29), C'ngImp-Dmg/EndRdx/Rchg:50(29)
Level 28: Instant Healing -- Dct'dW-Heal/EndRdx:50(A), Dct'dW-EndRdx/Rchg:50(34), Dct'dW-Heal/Rchg:50(36), Dct'dW-Heal:50(37), Dct'dW-Rchg:50(43)
Level 30: Stamina -- EndMod-I:50(A), P'Shift-EndMod:50(31), P'Shift-End%:50(36)
Level 32: Golden Dragonfly -- Armgdn-Dmg/Rchg:50(A), Armgdn-Acc/Dmg/Rchg:50(33), Armgdn-Acc/Rchg:50(33), Armgdn-Dmg/EndRdx:50(33), Armgdn-Dam%:50(34), M'Strk-Acc/Dmg/EndRdx:50(34)
Level 35: Stealth -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Rchg+:50(50)
Level 38: Moment of Glory -- RechRdx-I:50(A), RechRdx-I:50(39), LkGmblr-Def/Rchg:50(39), LkGmblr-Rchg+:50(39)
Level 41: Focused Accuracy -- AdjTgt-ToHit:50(A), AdjTgt-ToHit/Rchg:50(43), AdjTgt-ToHit/EndRdx/Rchg:50(43), AdjTgt-EndRdx/Rchg:50(45), AdjTgt-ToHit/EndRdx:50(45)
Level 44: Laser Beam Eyes -- Apoc-Dmg/Rchg:50(A), Apoc-Acc/Dmg/Rchg:50(46), Apoc-Acc/Rchg:50(46), Apoc-Dmg/EndRdx:50(46), Apoc-Dam%:50(48)
Level 47: Energy Torrent -- Ragnrk-Dmg/Rchg:50(A), Ragnrk-Acc/Dmg/Rchg:50(48), Ragnrk-Acc/Rchg:50(48), Ragnrk-Dmg/EndRdx:50(50), Ragnrk-Knock%:50(50)
Level 49: Grant Invisibility -- LkGmblr-Rchg+:50(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Run-I:50(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit
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[ QUOTE ]
You do know that Integration gives stun protection? Resilience just gives more on top which generally isn't needed.
L22 'too late in a scrappers career' just LOL, you don't have sufficiently big hitting attacks to make real use of it until the L26 and 32 attacks anyway
Global hp bonus isn't needed on a regen, they get this power called Dull Pain, which caps the HP
Why on earth does a scrapper need a ranged attack?
Torrent slotted with Ragnarok????? its a very low damage attack that does knockback, really not soemthing you want to spend a few hundred million slotting
Taking Weave just to slot a LOTG + recharge is ridculous, as is going into the flying pool to take hover, there are numerous powers wasted, and you wouldn't be ablo to attack constantly the extra toggles, all of that recharge and no stamina would see you drained pretty quickly.
IMO munecaron a terrible build, a balance needs to be struck on any build and gimping it in order to add recharge is pretty pointless
[/ QUOTE ]
Okay points taken! And sorrys for the late response.
After looking at Maelwys' build I see some strong points, it's just not a good *level-up scheme* build the way it shows up in Mids. Sorrys for bashing his build along with posting a completely different toon.
I think Maelwys' build is a re-spec'd lvl 50 toon so forgive all points about powers taken at level X being off.
BU at *any* level adds a flat +100% DMG boost to base damage, doesn't matter if you just do low damage or more, what it does is help defeat stuff faster at any level.
Moreso it's great to have it early on since that's when your powers aren't SO'd / IO'd.
Yeah, I see a few problems with my build too, but I prefer Fly over SJ just for going special zones or maps and staying air-borne for strategical preparations can be a plus or to *get the vector right* for tentacles/torrent.
Why no Stamina? I don't have FA in my build which is a flat 0.6 END/sec less of END drain.
I like to have real tools instead of an Accuracy that's overboard (200-240% is good enough for what I fight).
Repositioning mobs or stop them getting to the blaster can save the team, FA can't.
Same goes for the ranged attack that seems to strike you as odd ...
Resilience .. hmm I don't have that on my current build and for example Carnie Strongmen can stun me easily while I'm busy fighting the Ring Mistress/Illusionist ...
That's why I picked it up.
Yeah you're right about Ragnarok being too much for Torrent.
It's been replaced with Dark Watcher's Despair now.
Also I dropped the whole Fighting pool in favour of Fitness.
Global -RECHARGE is never wrong to help bring up BU and MoG faster.
Finally I'm thinking about swapping Resilience for Reconstruction.
Up to now I most oftenly use DP for my heal which is enough, or just pop purple+green.
If you play your */Regen as a party tank replacement, I'm sure Reconstruction is needed. -
I can see a few problems with your toon, Maelwys:
No Resilience: You will get stunned
Build Up @lvl 22: That's simply too late in a scrapper's career
Hasten: Too much downtime (138,9 sec recharge)
MoG: Could have a more sensible/effective slotting
You don't make enough use of IO set boni, though you slot quite a lot Hami-O's.
I question the effectivity of doing so.
For example, you heavily invest in Regeneration (great base +% here!!!), yet you don't have much global +HP bonus (+70,3 HP (5,25%) HitPoints).
Focussed Accurary could be achieved/offset with more global +Accuracy which frees up the APP for something more flexible (and fun!) and less END draining.
You advertise to go for +Recharge Reduction, I can only see +55% global on your build, that's simply not enough for a "Complete Boss/EB/AV killer." who has to maintain a constant attack chain of Soaring Dragon and Golden Dragonfly.
I see you want to make use of PROC's to the best possible effort .. but it's simply not a constant, reliable damage output.
And you don't have a ranged attack ...
Here's what I have to offer after a lenghty session in Mid's:
Hero Plan by Mids' Hero Designer 1,40
http://www.cohplanner.com/
Takema: Level 50 Natural Scrapper
Primary Power Set: Katana
Secondary Power Set: Regeneration
Power Pool: Speed
Power Pool: Flight
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Darkness Mastery
Hero Profile:
Level 1: Sting of the Wasp -- C'ngImp-Acc/Dmg:50(A), C'ngImp-Dmg/EndRdx:50(3), C'ngImp-Dmg/Rchg:50(3), C'ngImp-Acc/Dmg/Rchg:50(7), C'ngImp-Acc/Dmg/EndRdx:50(9)
Level 1: Fast Healing -- Mrcl-Heal/EndRdx:40(A), Mrcl-Heal:40(15), Mrcl-Rcvry+:40(15), Heal-I:50(40)
Level 2: Flashing Steel -- M'Strk-Acc/EndRdx:50(A), Sciroc-Acc/Dmg:50(5), Sciroc-Dmg/EndRdx:50(5), Sciroc-Dmg/Rchg:50(7), Sciroc-Acc/Dmg/EndRdx:50(23)
Level 4: Quick Recovery -- EndMod-I:50(A), EndMod-I:50(46)
Level 6: Hasten -- RechRdx-I:50(A), RechRdx-I:50(13), RechRdx-I:50(13)
Level 8: Build Up -- AdjTgt-ToHit/Rchg:50(A), AdjTgt-Rchg:50(9), RechRdx-I:50(37)
Level 10: Dull Pain -- Dct'dW-Heal/EndRdx:50(A), Dct'dW-EndRdx/Rchg:50(11), Dct'dW-Heal/EndRdx/Rchg:50(11), Dct'dW-Heal:50(25), Dct'dW-Rchg:50(36)
Level 12: Hover -- LkGmblr-Rchg+:50(A)
Level 14: Fly -- HO:Micro(A), HO:Micro(39)
Level 16: Integration -- Numna-Heal/EndRdx:50(A), Numna-Heal/EndRdx/Rchg:50(17), Numna-Regen/Rcvry+:50(17), Mrcl-Heal/EndRdx:40(43), Mrcl-Heal/EndRdx/Rchg:40(43), Mrcl-Heal:40(46)
Level 18: The Lotus Drops -- Sciroc-Acc/Dmg:50(A), Sciroc-Dmg/Rchg:50(19), Sciroc-Acc/Rchg:50(19), Sciroc-Acc/Dmg/EndRdx:50(21), M'Strk-Acc/Dmg/EndRdx:50(21), M'Strk-Dmg/EndRdx/Rchg:50(23)
Level 20: Divine Avalanche -- HO:Lyso(A), C'ngImp-Acc/Dmg:50(25), C'ngImp-Acc/Dmg/EndRdx:50(34), LkGmblr-Def:50(36), LkGmblr-Rchg+:50(50)
Level 22: Resilience -- ResDam-I:50(A), ResDam-I:50(46)
Level 24: Kick -- Acc-I:50(A)
Level 26: Soaring Dragon -- Hectmb-Dmg/Rchg:50(A), Hectmb-Acc/Dmg/Rchg:50(27), Hectmb-Acc/Rchg:50(27), Hectmb-Dmg/EndRdx:50(31), Hectmb-Dam%:50(31), C'ngImp-Acc/Dmg/EndRdx:50(36)
Level 28: Instant Healing -- Dct'dW-Heal/EndRdx:50(A), Dct'dW-EndRdx/Rchg:50(29), Dct'dW-Heal/Rchg:50(29), Dct'dW-Heal/EndRdx/Rchg:50(37), Dct'dW-Rchg:50(37)
Level 30: Tough -- RctvArm-ResDam/EndRdx:40(A), TtmC'tng-ResDam/EndRdx:50(31), Aegis-ResDam/EndRdx:50(50)
Level 32: Golden Dragonfly -- Armgdn-Dmg/Rchg:50(A), Armgdn-Acc/Dmg/Rchg:50(33), Armgdn-Acc/Rchg:50(33), Armgdn-Dmg/EndRdx:50(33), Armgdn-Dam%:50(34), M'Strk-Acc/Dmg/EndRdx:50(34)
Level 35: Weave -- LkGmblr-Rchg+:50(A)
Level 38: Moment of Glory -- HO:Membr(A), LkGmblr-Def/Rchg:50(39), LkGmblr-EndRdx/Rchg:30(39), LkGmblr-Def/EndRdx/Rchg:50(40), LkGmblr-Rchg+:50(40)
Level 41: Torrent -- Ragnrk-Dmg/Rchg:50(A), Ragnrk-Acc/Dmg/Rchg:50(42), Ragnrk-Acc/Rchg:50(42), Ragnrk-Dmg/EndRdx:50(42), Ragnrk-Knock%:50(43)
Level 44: Dark Blast -- Dev'n-Acc/Dmg:50(A), Dev'n-Dmg/EndRdx:50(45), Dev'n-Acc/Dmg/Rchg:50(45), Dev'n-Acc/Dmg/EndRdx/Rchg:50(45)
Level 47: Tenebrous Tentacles -- GravAnch-Immob/Rchg:50(A), GravAnch-Acc/Immob/Rchg:50(48), GravAnch-Acc/Rchg:50(48), GravAnch-Immob/EndRdx:50(48), GravAnch-Hold%:50(50)
Level 49: Assault -- EndRdx-I:50(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Clrty-Stlth:50(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit
------------
[u]Set Bonus Totals:[u]<ul type="square">[*]+5% DamageBuff(Smashing) for 10,8 seconds (Non-resistible)
Effect does not stack from same caster[*]+5% DamageBuff(Lethal) for 10,8 seconds (Non-resistible)
Effect does not stack from same caster[*]+5% DamageBuff(Fire) for 10,8 seconds (Non-resistible)
Effect does not stack from same caster[*]+5% DamageBuff(Cold) for 10,8 seconds (Non-resistible)
Effect does not stack from same caster[*]+5% DamageBuff(Energy) for 10,8 seconds (Non-resistible)
Effect does not stack from same caster[*]+5% DamageBuff(Negative) for 10,8 seconds (Non-resistible)
Effect does not stack from same caster[*]+5% DamageBuff(Toxic) for 10,8 seconds (Non-resistible)
Effect does not stack from same caster[*]+5% DamageBuff(Psionic) for 10,8 seconds (Non-resistible)
Effect does not stack from same caster[*]+8% Enhancement(Heal) to Self for 10,3 seconds [Ignores Enhancements & Buffs]
Effect does not stack from same caster[*]+94% Enhancement(Accuracy) to Self for 10,3 seconds [Ignores Enhancements & Buffs]
Effect does not stack from same caster[*]+85% Enhancement(RechargeTime) to Self for 10,3 seconds [Ignores Enhancements & Buffs]
Effect does not stack from same caster[*]+135,5 HP (10,1%) HitPoints to Self for 10,8 seconds [Ignores Enhancements & Buffs]
Effect does not stack from same caster[*]+MezResist(Immobilize) 4,4% to Self for 10,3 seconds [Ignores Enhancements & Buffs]
Effect does not stack from same caster[*]+MezResist(Sleep) 1,65% to Self for 10,3 seconds [Ignores Enhancements & Buffs]
Effect does not stack from same caster[*]+MezResist(Terrorized) 4,4% to Self for 10,3 seconds [Ignores Enhancements & Buffs]
Effect does not stack from same caster[*]+21% (0,35 End/sec) Recovery to Self for 10,3 seconds [Ignores Enhancements & Buffs]
Effect does not stack from same caster[*]+64% (3,58 HP/sec) Regeneration to Self for 10,3 seconds [Ignores Enhancements & Buffs]
Effect does not stack from same caster[*]+12,6% Resistance(Fire) to Self for 10,8 seconds [Ignores Enhancements & Buffs]
Effect does not stack from same caster[*]+12,6% Resistance(Cold) to Self for 10,8 seconds [Ignores Enhancements & Buffs]
Effect does not stack from same caster[*]+6,25% Resistance(Negative) to Self for 10,8 seconds [Ignores Enhancements & Buffs]
Effect does not stack from same caster[/list]------------
[u]Set Bonuses:[u]
[u]Crushing Impact[u]
(Sting of the Wasp)<ul type="square">[*] MezResist(Immobilize) 2,2%[*] 15,1 HP (1,12%) HitPoints[*] 7% Enhancement(Accuracy)[*] 5% Enhancement(RechargeTime)[/list][u]Miracle[u]
(Fast Healing)<ul type="square">[*] 2,5% (0,04 End/sec) Recovery[*] 25,1 HP (1,87%) HitPoints[/list][u]Scirocco's Dervish[u]
(Flashing Steel)<ul type="square">[*] 10% (0,56 HP/sec) Regeneration[*] 3,13% Resistance(Negative)[*] 9% Enhancement(Accuracy)[/list][u]Adjusted Targeting[u]
(Build Up)<ul type="square">[*] 2% DamageBuff(All)[/list][u]Doctored Wounds[u]
(Dull Pain)<ul type="square">[*] MezResist(Terrorized) 2,2%[*] 1,26% Resistance(Fire,Cold)[*] 4% Enhancement(Heal)[*] 5% Enhancement(RechargeTime)[/list][u]Luck of the Gambler[u]
(Hover)<ul type="square">[*] 7,5% Enhancement(RechargeTime)[/list][u]Numina's Convalescence[u]
(Integration)<ul type="square">[*] 12% (0,67 HP/sec) Regeneration[*] 25,1 HP (1,87%) HitPoints[/list][u]Miracle[u]
(Integration)<ul type="square">[*] 2,5% (0,04 End/sec) Recovery[*] 25,1 HP (1,87%) HitPoints[/list][u]Scirocco's Dervish[u]
(The Lotus Drops)<ul type="square">[*] 10% (0,56 HP/sec) Regeneration[*] 3,13% Resistance(Negative)[*] 9% Enhancement(Accuracy)[/list][u]Multi Strike[u]
(The Lotus Drops)<ul type="square">[*] MezResist(Sleep) 1,65%[/list][u]Crushing Impact[u]
(Divine Avalanche)<ul type="square">[*] MezResist(Immobilize) 2,2%[/list][u]Luck of the Gambler[u]
(Divine Avalanche)<ul type="square">[*] 10% (0,56 HP/sec) Regeneration[*] 7,5% Enhancement(RechargeTime)[/list][u]Hecatomb[u]
(Soaring Dragon)<ul type="square">[*] 4% (0,07 End/sec) Recovery[*] 2,52% Resistance(Fire,Cold)[*] 15% Enhancement(Accuracy)[*] 10% Enhancement(RechargeTime)[/list][u]Doctored Wounds[u]
(Instant Healing)<ul type="square">[*] MezResist(Terrorized) 2,2%[*] 1,26% Resistance(Fire,Cold)[*] 4% Enhancement(Heal)[*] 5% Enhancement(RechargeTime)[/list][u]Armageddon[u]
(Golden Dragonfly)<ul type="square">[*] 4% (0,07 End/sec) Recovery[*] 2,52% Resistance(Fire,Cold)[*] 15% Enhancement(Accuracy)[*] 10% Enhancement(RechargeTime)[/list][u]Luck of the Gambler[u]
(Weave)<ul type="square">[*] 7,5% Enhancement(RechargeTime)[/list][u]Luck of the Gambler[u]
(Moment of Glory)<ul type="square">[*] 10% (0,56 HP/sec) Regeneration[*] 15,1 HP (1,12%) HitPoints[*] 9% Enhancement(Accuracy)[*] 7,5% Enhancement(RechargeTime)[/list][u]Ragnarok[u]
(Torrent)<ul type="square">[*] 4% (0,07 End/sec) Recovery[*] 2,52% Resistance(Fire,Cold)[*] 15% Enhancement(Accuracy)[*] 10% Enhancement(RechargeTime)[/list][u]Devastation[u]
(Dark Blast)<ul type="square">[*] 12% (0,67 HP/sec) Regeneration[*] 30,1 HP (2,25%) HitPoints[*] 3% DamageBuff(All)[/list][u]Gravitational Anchor[u]
(Tenebrous Tentacles)<ul type="square">[*] 4% (0,07 End/sec) Recovery[*] 2,52% Resistance(Fire,Cold)[*] 15% Enhancement(Accuracy)[*] 10% Enhancement(RechargeTime)[/list]
<font class="small">Code:[/color]<hr /><pre>| Copy & Paste this data into Mids' Hero Designer to view the build |
|-------------------------------------------------------------------|
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|-------------------------------------------------------------------|</pre><hr /> -
[ QUOTE ]
hardly use hurricane on my stormys but that i suppose is a personal choice....would take flash rather than thunder it has always worked better for me for some reason.
the best thing about this set is the total chaos troller spec, but your gunna have to relise that this wont be appreciated by most teams.
will you be an AV beater, well storm has some great debuffs and you have PA to act as a tank...i think my ill/rad would do better :
but definatly 2 of my fave sets and have seen some great toons playing this, it should be fun
[/ QUOTE ]
How's killing the AV with a /Rad going?
*/Storm has some damaging powers too, dunno about Ill/Radiation, for teams it's probably awesome.
Got a Dark/Rad corrupter, often I see that stalker killing the boss I just managed to apply the auras on, thinking the boss would take longest to kill, so those are a good target. I've seen some */Rads using binds to announce their *anchor* which can be a distraction for some players who just wanna kill, I guess.
One huge thing I can see is when you get perma AM going on your Ill/Rad which makes perma PA much easier to come by than for Ill/Storm.
Just looking into Primal Forces. How's Power Boost? Works like BU? Other than that, I can't seem to find a way to make Converse Power perma.
Yeah, I'm stepping away from contributing to the /Stormie's rep as being *chaos trollers* now.
Hurricane got axed on my build, teamed 10 hours non-stop with a fire blaster last night and what can I say, Superior Invis + PA or Superior Invis + Flash and Freezing = win for the blaster. FUN! Very fun times, 1 bar to go for terror I think then it's going to get even better!
Now if they would stop doing so many maintenainces these days ..
(edit)
I like having both Flash and Thunder, I always loved Thunder for the sound and the VFX and the quick recharge.
Using both and together with *OVERPOWER* going off on about 25% of the mobs, chances are to get everything mezzed.
Flash is so good because of the huge radius (30').
They pick up nice IO sets, too. -
Grats on your base!
Looks huge and I mean the size too which must be hard to get on Villains side.
I like the Control/Conference room with the heads-up displays over the table.
And the dark light teleport room.
Small note:
I found the individual links to the pictures broken, maybe you moved them to a subdirectory after posting the links?
Here's a link to SheRock's Album on Photo Bucket -
[ QUOTE ]
Actually, I do have Hurricane (only used for KB sensible situations, in office buildings/corners etc), or vs EBs and up, for the -range and -to hit. With Illu's lack of immob, it certainly takes some practice to use it sensibly without upsetting the team (you'd be *amazed* at the amount of stick a friend of mine gets on his storm corr...people are very warey of stormies actually making the most of their set :P)
[/ QUOTE ]
I know how that goes.
The last time I was on my Fire/Stormie, was in a team with a dominant Fire/Kin.
We didn't have a tank or any *meleer* for that matter. My troller already died twice in that session, due to leveling up and being un-SK'd, most mobs did con red/purple to me.
Now I decided to leave Hurricane on for my personal defense while staying out of close combat.
As a response for doing so, the Fire/Kin told me if I was about to leave it on, she won't use her FS anymore.
Envy?
I don't know, haven't heard such a [censored] for a long time, but since then I stopped playing my Fire/Stormie.
I don't like getting mentally cornered in what powers to use when and how.
When I'm on one of my tanks, I don't ask MA/*s or Energy/*s to stop using knockbacks or I'd stop taunting mobs either.
So this new toon is more or less another try for independant game play without the need of Fire/Kin's or Fire/Rad's who tell everyone how to play.
I usually leave teams nowadays when I see Fire/Kin's, though often they actually need help to beat an AV, which doesn't seem to be one of Fire/Kin's strong points.
I hope this Ill/Storm will be more succesful with AV tanking
On a side note ...
I can't see anything wrong with scattering mobs left and right when all players are on a ranged AT.
Blasters are often happy when mobs are sent flying, Hurricane has the awesome to-hit debuff, too.
PA, Phantasm, Tornado, Lightning Storm, Psi Tornado .. it's all ranged.
That said, I'm just about to completely revamp the build for a perma hurricane splat troller with maximized Ranged DEF
[ QUOTE ]
If you're focusing on fear as your main soft mitigation, then Nemesis will be the bane of your life (duo'd with a dark/ fender when levelling...Nemesis were our...well..Nemesis :P)
[/ QUOTE ]
Yep that's the ones .. Nem Jaegers and Automatons, also Arachnos has some machines with high resistance to Fear.
If Flash and Thunder can't get the job done, I'll let the pets/summons do it and stay at range for those parts -
[ QUOTE ]
Few things
1) You've got nothing to stack thunderclap with. Unless you get the recharge down, you're only going to manage minion mag. Stacking is possible, but I personally left it out on mine
[/ QUOTE ]
Yes now that you mention it .. on my Fire/Storm it's another game together with Flash Fire. I'll think about that.
[ QUOTE ]
2) You need more slots on Superior Invis. If you plan to run it in combat, end reduction required...eats end like an overweight uncle eats cake at a fully catered wedding (Procs and set bonuses simply doesn't cover not sensibly slotting things, imo)
[/ QUOTE ]
Okay going to do something about that, if it's really that good in combat. Going to pick it up next level then I'll see.
[ QUOTE ]
3) Is that the contagious confusion proc in there? Have that in deceive, excellent chance to proc, turns it into a 33% chance for cone/AoE confuse
[/ QUOTE ]
Yes it's
[ QUOTE ]
4) I'm going to trust that you're comfortable with using KB sensibly, as you've taken and heavily slotted tornado (and lots of slots in Hurricane)
[/ QUOTE ]
Yep kinda, that's why I went for Fly over SS.
Need to do some real-time vectoring for the KB stuff
If I could spare slots for Hover that's a great way to move in combat.
Yes, Hurricane could get painful. Again, on my Fire/Storm with cages, not a big deal.
I'll think about it.
[ QUOTE ]
5) I hate flash with a passion. Absolutely terrible hold. If you are dedicating that many slots into it, I guess it's ok...but compared to the soft control of your pets, and KB from storm, it's nice to have, but not worth relying on (unlike the ST hold, which is *excellent*)
[/ QUOTE ]
I heard some mobs are resistant to fear, that's why I went for Flash. I used it a couple times already in big teams.
It's a Hold and has a large radius. This would be my panic button. Solid IMO
[ QUOTE ]
6) Good job with the recharge. The only real advantage, i feel, is that PA and Lightning Storm will be up very often, so long as you've got the endurance to handle spamming them, should be a very effective build.
It's very different to mine, but the build looks pretty solid, I hope you have fun with it
[/ QUOTE ]
Thanks for the comments, I gonna play my toon some more and then see what works.
btw what's your toon like? No Hurricane, no Flash, no Thunderclap I take? Would be interested to know what powers I could rather get instead. Leadership was on my first concept (Maneuvers & Assault). -
Hi
Need some advice to tweak my Ill/Storm please.
Currently lvl 23 and it starts to pick up now.
I already have a Fire/Storm (40) and a Ill/Sonic(26) .. will probably delete those later on, depending on how much I'll like my new Ill/Storm.
Here's what I want
- high damage output
- possible stunlock/perma confuse on AVs
- (near) perma PA
Now I have a few questions:
If PA can't be totally perma (60s of modified recharge tops), is it worth aiming for *almost* perma PA at all?
My current setup is around 64s recharge. Can I get away with that?
As for a possible *attack chain* (not sure if that's a good term for trollers)
My current concept is:
Run in with Sup Invis -> Spectral Terror -> Thunder Clap -> Freezing Rain (turn off Sup Invis, use Storm/Psi Tornado. Re-summon PA if it's up.)
Can this be done? How good is Superior Invis?
Especially how good is PA aggro management vs. a running SI when I keep using powers on mobs?
And lastly:
I'd like to have a Hold set for Blind without giving up on global -Recharge bonus.
Can anyone figure what slots, sets or powers I could swap out? (purple Hold set is in Spectral Terror atm)
Mind Over Body needs another slot for a 3rd RES/END IO, where should I cut it? (It's the odd slot I moved to Blind for Hold/End)
Hero Plan by Mids' Hero Designer 1,40
http://www.cohplanner.com/
myIllStormy: Level 50 Magic Controller
Primary Power Set: Illusion Control
Secondary Power Set: Storm Summoning
Power Pool: Speed
Power Pool: Fitness
Power Pool: Flight
Power Pool: Leaping
Ancillary Pool: Psionic Mastery
Hero Profile:
Level 1: Blind -- Decim-Acc/Dmg:40(A), Decim-Dmg/EndRdx:40(3), Decim-Dmg/Rchg:40(3), Decim-Acc/EndRdx/Rchg:40(5), Decim-Acc/Dmg/Rchg:40(5), EoCur-EndRdx/Hold:50(50)
Level 1: Gale -- Acc-I:50(A)
Level 2: Spectral Wounds -- Decim-Acc/Dmg:40(A), Decim-Dmg/EndRdx:40(9), Decim-Dmg/Rchg:40(9), Decim-Acc/EndRdx/Rchg:40(11), Decim-Acc/Dmg/Rchg:40(11)
Level 4: Deceive -- CoPers-Conf/Rchg:50(A), CoPers-Acc/Conf/Rchg:50(15), CoPers-Acc/Rchg:50(15), CoPers-Conf/EndRdx:50(17), CoPers-Conf%:50(31), Pplx-Acc/EndRdx:50(36)
Level 6: Hasten -- RechRdx-I:50(A), RechRdx-I:50(7), RechRdx-I:50(7)
Level 8: Swift -- Run-I:50(A)
Level 10: Flash -- UbrkCons-Hold/Rchg:50(A), UbrkCons-Acc/Hold/Rchg:50(13), UbrkCons-Acc/Rchg:50(13), UbrkCons-EndRdx/Hold:50(29), UbrkCons-Dam%:50(29)
Level 12: Hover -- LkGmblr-Rchg+:50(A)
Level 14: Fly -- Flight-I:50(A), Flight-I:50(40)
Level 16: Freezing Rain -- TmpRdns-EndRdx/Rchg/Slow:50(A), P'ngTtl-EndRdx/Rchg/Slow:50(17), UndDef-DefDeb/Rchg:50(21), UndDef-DefDeb/EndRdx:50(36), LdyGrey-DefDeb/Rchg/EndRdx:50(37)
Level 18: Phantom Army -- S'bndAl-Dmg/Rchg:50(A), S'bndAl-Acc/Dmg/Rchg:50(19), S'bndAl-Acc/Rchg:50(19), S'bndAl-Dmg/EndRdx:50(21), S'bndAl-Build%:50(23), RechRdx-I:50(25)
Level 20: Health -- RgnTis-Regen+:30(A), Mrcl-Heal:40(25), Mrcl-Rcvry+:40(34), Numna-Heal:50(43), Numna-Regen/Rcvry+:50(46)
Level 22: Stamina -- EndMod-I:50(A), EndMod-I:50(23)
Level 24: Superior Invisibility -- LkGmblr-Rchg+:50(A)
Level 26: Spectral Terror -- Abys-Acc/Rchg:50(A), Abys-EndRdx/Fear:50(27), Abys-Acc/EndRdx:50(27), Abys-Fear/Rng:50(31), Abys-Acc/Fear/Rchg:50(31)
Level 28: Thunder Clap -- Amaze-Stun/Rchg:50(A), Amaze-Acc/Stun/Rchg:50(42), Amaze-Acc/Rchg:50(42), Amaze-EndRdx/Stun:50(42), Amaze-ToHitDeb%:50(43), Rope-Acc/EndRdx:50(43)
Level 30: Hurricane -- DarkWD-ToHitDeb:50(A), DarkWD-ToHitdeb/Rchg/EndRdx:50(34), DarkWD-Rchg/EndRdx:50(37), DarkWD-ToHitDeb/EndRdx:50(45)
Level 32: Phantasm -- BldM'dt-Acc/Dmg:50(A), BldM'dt-Dmg/EndRdx:50(33), BldM'dt-Acc/Dmg/EndRdx:50(33), SvgnRt-Acc/EndRdx:50(33), SvgnRt-Acc/Dmg/EndRdx:50(34)
Level 35: Tornado -- BldM'dt-Dmg/EndRdx:50(A), BldM'dt-Dmg:50(36), SvgnRt-Dmg/EndRdx:50(37), UndDef-DefDeb/Rchg:50(45), UndDef-DefDeb/Rchg/EndRdx:50(45), UndDef-Rchg/EndRdx:50(46)
Level 38: Lightning Storm -- Apoc-Dmg/Rchg:50(A), Apoc-Acc/Dmg/Rchg:50(39), Apoc-Acc/Rchg:50(39), Apoc-Dmg/EndRdx:50(39), Apoc-Dam%:50(40), EndRdx-I:50(40)
Level 41: Indomitable Will -- LkGmblr-Rchg+:50(A)
Level 44: Mind Over Body -- TtmC'tng-ResDam/EndRdx:50(A), Aegis-ResDam/EndRdx:50(46)
Level 47: Psionic Tornado -- Ragnrk-Dmg:50(A), Ragnrk-Dmg/Rchg:50(48), Ragnrk-Acc/Dmg/Rchg:50(48), Ragnrk-Acc/Rchg:50(48), Ragnrk-Dmg/EndRdx:50(50), EndRdx-I:50(50)
Level 49: Combat Jumping -- LkGmblr-Rchg+:50(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- ULeap-Stlth:50(A)
Level 2: Rest -- Empty(A)
Level 1: Containment
------------
[u]Set Bonus Totals:[u]<ul type="square">[*]+16% DamageBuff(Smashing) for 10,8 seconds (Non-resistible)
Effect does not stack from same caster[*]+16% DamageBuff(Lethal) for 10,8 seconds (Non-resistible)
Effect does not stack from same caster[*]+16% DamageBuff(Fire) for 10,8 seconds (Non-resistible)
Effect does not stack from same caster[*]+16% DamageBuff(Cold) for 10,8 seconds (Non-resistible)
Effect does not stack from same caster[*]+16% DamageBuff(Energy) for 10,8 seconds (Non-resistible)
Effect does not stack from same caster[*]+16% DamageBuff(Negative) for 10,8 seconds (Non-resistible)
Effect does not stack from same caster[*]+16% DamageBuff(Toxic) for 10,8 seconds (Non-resistible)
Effect does not stack from same caster[*]+16% DamageBuff(Psionic) for 10,8 seconds (Non-resistible)
Effect does not stack from same caster[*]+0,95% Defense(Fire) to Self for 10,8 seconds [Ignores Enhancements & Buffs]
Effect does not stack from same caster[*]+0,95% Defense(Cold) to Self for 10,8 seconds [Ignores Enhancements & Buffs]
Effect does not stack from same caster[*]+6,3 Max Endurance to Self for 10,8 seconds [Ignores Enhancements & Buffs]
Effect does not stack from same caster[*]+2,75% Enhancement(Terrorized) to Self for 10,3 seconds [Ignores Enhancements & Buffs]
Effect does not stack from same caster[*]+54% Enhancement(Accuracy) to Self for 10,3 seconds [Ignores Enhancements & Buffs]
Effect does not stack from same caster[*]+4% Enhancement(Confused) to Self for 10,3 seconds [Ignores Enhancements & Buffs]
Effect does not stack from same caster[*]+103,8% Enhancement(RechargeTime) to Self for 10,3 seconds [Ignores Enhancements & Buffs]
Effect does not stack from same caster[*]+118,3 HP (11,6%) HitPoints to Self for 10,8 seconds [Ignores Enhancements & Buffs]
Effect does not stack from same caster[*]+MezResist(Held) 4,4% to Self for 10,3 seconds [Ignores Enhancements & Buffs]
Effect does not stack from same caster[*]+MezResist(Immobilize) 5,5% to Self for 10,3 seconds [Ignores Enhancements & Buffs]
Effect does not stack from same caster[*]+MezResist(Sleep) 2,75% to Self for 10,3 seconds [Ignores Enhancements & Buffs]
Effect does not stack from same caster[*]+24% (0,4 End/sec) Recovery to Self for 10,3 seconds [Ignores Enhancements & Buffs]
Effect does not stack from same caster[*]+44% (1,87 HP/sec) Regeneration to Self for 10,3 seconds [Ignores Enhancements & Buffs]
Effect does not stack from same caster[*]+7,56% Resistance(Fire) to Self for 10,8 seconds [Ignores Enhancements & Buffs]
Effect does not stack from same caster[*]+7,56% Resistance(Cold) to Self for 10,8 seconds [Ignores Enhancements & Buffs]
Effect does not stack from same caster[/list]
<font class="small">Code:[/color]<hr /><pre>| Copy & Paste this data into Mids' Hero Designer to view the build |
|-------------------------------------------------------------------|
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[ QUOTE ]
I refuse, to make a fire/kin, infact so far fire is the only primary troller I have yet to sample beyond level 15.
That will change on my Fire/Thermal, but they are last in line , and its a long line!
[/ QUOTE ]
I'm in the same boat as you here.
My only troller close to it is a lvl 40 Fire/Stormie which I enjoy playing in teams but not for farming really.
Here's an alternative to Fire/Kins
Since I'm a tank lover since i5, I managed to come up with a Fire/SS tank that can take it and dish it.
Except for Psi/Carnies maps and maybe Malta, I can solo *farm* pretty much every map on Invinc.
Now we have that new zone that doesn't even require to reset your mission and it's going really smooth and so far my toon didn't die once even with 2 lvl 52 bosses on me.
My setup:
Fly ( I have Fly on left CTRL for easy toggle )
Leave Sprint on ( I have Sprint on left SHIFT for easy toggle )
Toggles needed: Fire Shield, Blazing Aura, Tough
Click *Rage* when it's recharged
Setup a bind that targets *surgeon*
Process
Target *surgeon* with your bind
Press your key *Follow* ( I have Follow on the tilde key, left from key 1 )
One-shot surgeon with KO Blow (while animation is playing, turn off Fly )
Move left n right to taunt everyone (A + D while looking at the wall) then move to and stand close to the ledge and let them all come and hug you
Attack chain
Burn, Footstomp, Fireball, Fire Blast/Haymaker
Move on to next spawn ...
When Rage is/wears off just hit Consume, this can even pull ranged guys next to you sometimes.
Here's my build (very expensive, but totally fun, it was worth doing)
Hero Plan by Mids' Hero Designer 1,40
http://www.cohplanner.com/
Burning Chrome: Level 50 Science Tanker
Primary Power Set: Fiery Aura
Secondary Power Set: Super Strength
Power Pool: Speed
Power Pool: Flight
Power Pool: Fitness
Power Pool: Fighting
Ancillary Pool: Pyre Mastery
Hero Profile:
Level 1: Fire Shield -- ImpArm-ResDam/EndRdx:40(A), ImpArm-ResDam/Rchg:40(3), ImpArm-ResDam/EndRdx/Rchg:40(3), ImpArm-ResDam:40(15), Aegis-ResDam/EndRdx:50(34), Aegis-Psi/Status:50(37)
Level 1: Jab -- Empty(A)
Level 2: Blazing Aura -- Sciroc-Acc/Dmg:50(A), Sciroc-Dmg/EndRdx:50(5), Sciroc-Acc/Dmg/EndRdx:50(5), Sciroc-Dam%:50(9), M'Strk-Acc/Dmg/EndRdx:50(11)
Level 4: Haymaker -- Hectmb-Dmg/Rchg:50(A), Hectmb-Acc/Dmg/Rchg:50(7), Hectmb-Acc/Rchg:50(7), Hectmb-Dmg/EndRdx:50(9), Hectmb-Dam%:50(11)
Level 6: Healing Flames -- Dct'dW-Heal/EndRdx/Rchg:50(A), Numna-Heal/EndRdx:50(13), Numna-Heal/Rchg:50(17), Numna-Heal/EndRdx/Rchg:50(36)
Level 8: Hasten -- RechRdx-I:50(A), RechRdx-I:50(13), RechRdx-I:50(17)
Level 10: Hover -- LkGmblr-Rchg+:50(A)
Level 12: Plasma Shield -- ImpArm-ResDam/EndRdx:40(A), ImpArm-ResDam/EndRdx/Rchg:40(15), ImpArm-ResDam:40(29), ImpArm-ResPsi:40(33), S'fstPrt-ResDam/Def+:30(37), S'fstPrt-ResKB:30(43)
Level 14: Fly -- Flight-I:50(A), Flight-I:50(29)
Level 16: Swift -- Run-I:50(A)
Level 18: Burn -- Armgdn-Dmg:50(A), Armgdn-Dmg/Rchg:50(19), Armgdn-Acc/Dmg/Rchg:50(19), Armgdn-Acc/Rchg:50(31), Armgdn-Dam%:50(33)
Level 20: Knockout Blow -- C'ngImp-Dmg/EndRdx:50(A), C'ngImp-Dmg/Rchg:50(21), C'ngImp-Acc/Dmg/Rchg:50(21), C'ngImp-Acc/Dmg/EndRdx:50(23), C'ngImp-Dmg/EndRdx/Rchg:50(23), Mako-Acc/Dmg/EndRdx/Rchg:50(31)
Level 22: Health -- Numna-Heal/EndRdx:30(A), Numna-Heal:50(25), Numna-Regen/Rcvry+:50(27), Mrcl-Heal:40(31), Mrcl-Rcvry+:40(34), RgnTis-Regen+:30(43)
Level 24: Stamina -- P'Shift-EndMod:50(A), P'Shift-EndMod/Rchg:50(25), P'Shift-EndMod/Acc:50(33)
Level 26: Fiery Embrace -- RechRdx-I:50(A), RechRdx-I:50(27)
Level 28: Rage -- GSFC-ToHit/Rchg:50(A), GSFC-ToHit/Rchg/EndRdx:50(42), GSFC-ToHit/EndRdx:50(42)
Level 30: Kick -- Empty(A)
Level 32: Tough -- ImpArm-ResDam/EndRdx:40(A), ImpArm-ResDam/EndRdx/Rchg:40(34), ImpArm-ResDam:40(36), ImpArm-ResPsi:40(36)
Level 35: Consume -- P'Shift-EndMod/Rchg:50(A), P'Shift-EndMod/Acc/Rchg:50(37), P'Shift-Acc/Rchg:50(40)
Level 38: Foot Stomp -- Sciroc-Dmg/EndRdx:50(A), Sciroc-Dmg/Rchg:50(39), Sciroc-Acc/Rchg:50(39), Sciroc-Acc/Dmg/EndRdx:50(39), Sciroc-Dam%:50(40), M'Strk-Acc/Dmg/EndRdx:50(40)
Level 41: Char -- Decim-Acc/Dmg:40(A), Decim-Dmg/EndRdx:40(42), Decim-Dmg/Rchg:40(43), Decim-Acc/EndRdx/Rchg:40(46), Decim-Acc/Dmg/Rchg:40(46)
Level 44: Fire Blast -- Apoc-Dmg:50(A), Apoc-Acc/Dmg/Rchg:50(45), Apoc-Acc/Rchg:50(45), Apoc-Dmg/EndRdx:50(45), Apoc-Dam%:50(46)
Level 47: Fire Ball -- Ragnrk-Dmg:50(A), Ragnrk-Dmg/Rchg:50(48), Ragnrk-Acc/Dmg/Rchg:50(48), Ragnrk-Acc/Rchg:50(48), Ragnrk-Dmg/EndRdx:50(50), EndRdx-I:50(50)
Level 49: Weave -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Rchg+:50(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- QckFt-EndRdx/RunSpd:50(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
<font class="small">Code:[/color]<hr /><pre>| Copy & Paste this data into Mids' Hero Designer to view the build |
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Thanks mate!
I just love playing with level/terrain editors in general, with the CoX base editor, it can be a real challenge though.
Personally I'd like to see more freedom for styles and placement rules and more placeable items and dynamic room sections, too. Guess I'm not the only one here ...
Now all the pictures are pretty old, I can't post the current base layout since I lost leadership after being away for too long (my own base! .. waiting for leadership auto-demotion to kick in now.)
Basically I'd like to have a mix of tomb and temple, running some kind of vampire-themed group myself.
For that matter I'd LOVE to get those elements that we see on the new Cimerian interior missions:
45° corners, catacomb wall sections, nice looking pillars, new stone steps, doors, urns etc. .. the list goes on.
As of now there's simply not enough antique looking stuff.
Everything I try looks too clean and straight and spacey to get the ambient right.
I tried with much darker lighting, which wasn't everyone's cup really Entrance to teleporters, dark light (old version)
With the 8x12 upgrade I had to unify most of the wall and ceiling styles, all in all it's a lot brighter and spacey now:
Diagonal Entrance to Workshop
Diagonal Entrance to Teleporters
Teleporter room 1
The entrance also branches off to the 2nd smaller workshop from where you can run a circle to the 2nd teleporter room or the main workshop. To the other side is the infirmary which connects to the big teleporter room as well.
Sorry, can't enter base editing mode at this time, or I'd post better screens. -
Some stuff I made while playing with a 5x5 room:
Swimming pool with floor heating and integrated solarium
Shrine room
Startup workshop 2x2
Current base layout (12x8)
Base overview -
Hello's
This is my current/aimed build.
Still a few purples left to go though it's near completion.
I used to use Body Mastery as well, but can't justify it any longer with the huge global bonus to ACC and a solid amount of END RED across all the toggles/attacks.
Flashing Steel is missing though, maybe someone could come up with an alternative to this build that has FS included?
DA is nice for its +DEF, I'd rather not wanna swap it for FS.
I probably could drop Assault and also cut slots in Resilience, Weave and MoG to bring in FS.
Some input on this would be nice.
Hero Plan by Mids' Hero Designer 1,30
http://www.honourableunited.org.uk/mhd.php
Takema: Level 50 Natural Scrapper
Primary Power Set: Katana
Secondary Power Set: Regeneration
Power Pool: Speed
Power Pool: Flight
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Darkness Mastery
Hero Profile:
Level 1: Sting of the Wasp <ul type="square">[*] (A) Accuracy IO: Level 50[/list]Level 1: Fast Healing <ul type="square">[*] (A) Miracle - Heal/Endurance: Level 30[*] (3) Miracle - Heal/Recharge: Level 30[*] (3) Miracle - Heal: Level 40[*] (43) Miracle - +Recovery: Level 40[/list]Level 2: Reconstruction <ul type="square">[*] (A) Numina's Convalescence - Heal/Endurance: Level 50[*] (13) Numina's Convalescence - Heal/Recharge: Level 50[*] (15) Numina's Convalescence - Heal/Endurance/Recharge: Level 50[/list]Level 4: Quick Recovery <ul type="square">[*] (A) Performance Shifter - EndMod: Level 50[*] (5) Performance Shifter - Chance for +End: Level 50[*] (5) Endurance Modification IO: Level 50[/list]Level 6: Build Up <ul type="square">[*] (A) Gaussian's Synchronized Fire-Control - To Hit Buff: Level 50[*] (7) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge: Level 50[*] (7) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance: Level 50[/list]Level 8: Hasten <ul type="square">[*] (A) Recharge Reduction IO: Level 50[*] (9) Recharge Reduction IO: Level 50[*] (9) Recharge Reduction IO: Level 50[/list]Level 10: Divine Avalanche <ul type="square">[*] (A) Crushing Impact - Accuracy/Damage: Level 50[*] (11) Crushing Impact - Damage/Endurance: Level 50[*] (11) Crushing Impact - Accuracy/Damage/Recharge: Level 50[*] (13) Crushing Impact - Accuracy/Damage/Endurance: Level 50[*] (36) Crushing Impact - Damage/Endurance/Recharge: Level 50[*] (37) Luck of the Gambler - Recharge Speed: Level 50[/list]Level 12: Hover <ul type="square">[*] (A) Luck of the Gambler - Recharge Speed: Level 50[/list]Level 14: Fly <ul type="square">[*] (A) Flight Speed IO: Level 50[*] (15) Flight Speed IO: Level 50[/list]Level 16: Integration <ul type="square">[*] (A) Numina's Convalescence - Heal/Endurance: Level 50[*] (17) Numina's Convalescence - Heal: Level 50[*] (17) Numina's Convalescence - +Regeneration/+Recovery: Level 50[*] (19) Regenerative Tissue - Heal/Endurance: Level 30[*] (19) Regenerative Tissue - Heal/Recharge: Level 30[*] (21) Regenerative Tissue - +Regeneration: Level 30[/list]Level 18: The Lotus Drops <ul type="square">[*] (A) Scirocco's Dervish - Accuracy/Damage: Level 50[*] (21) Scirocco's Dervish - Damage/Endurance: Level 50[*] (23) Scirocco's Dervish - Damage/Recharge: Level 50[*] (23) Scirocco's Dervish - Accuracy/Recharge: Level 50[*] (25) Scirocco's Dervish - Accuracy/Damage/Endurance: Level 50[/list]Level 20: Dull Pain <ul type="square">[*] (A) Numina's Convalescence - Heal/Endurance: Level 50[*] (40) Numina's Convalescence - Endurance/Recharge: Level 50[*] (43) Numina's Convalescence - Heal/Recharge: Level 50[*] (46) Numina's Convalescence - Heal/Endurance/Recharge: Level 50[/list]Level 22: Kick <ul type="square">[*] (A) Empty[/list]Level 24: Tough <ul type="square">[*] (A) Impervium Armor - Resistance/Endurance: Level 40[*] (25) Impervium Armor - Resistance/Recharge: Level 40[*] (36) Impervium Armor - Resistance/Endurance/Recharge: Level 40[*] (36) Impervium Armor - Resistance: Level 40[/list]Level 26: Soaring Dragon <ul type="square">[*] (A) Hecatomb - Damage/Recharge: Level 50[*] (27) Hecatomb - Accuracy/Damage/Recharge: Level 50[*] (27) Hecatomb - Accuracy/Recharge: Level 50[*] (31) Hecatomb - Damage/Endurance: Level 50[*] (34) Hecatomb - Chance of Damage(Negative): Level 50[*] (46) Crushing Impact - Accuracy/Damage/Endurance: Level 50[/list]Level 28: Instant Healing <ul type="square">[*] (A) Doctored Wounds - Endurance/Recharge: Level 50[*] (29) Doctored Wounds - Heal/Recharge: Level 50[*] (29) Doctored Wounds - Heal/Endurance/Recharge: Level 50[*] (31) Doctored Wounds - Heal: Level 50[*] (31) Doctored Wounds - Recharge: Level 50[/list]Level 30: Resilience <ul type="square">[*] (A) Steadfast Protection - Resistance/Endurance: Level 30[*] (37) Steadfast Protection - Resistance/+Def 3%: Level 30[*] (37) Steadfast Protection - Knockback Protection: Level 30[/list]Level 32: Golden Dragonfly <ul type="square">[*] (A) Armageddon - Damage/Recharge: Level 50[*] (33) Armageddon - Accuracy/Damage/Recharge: Level 50[*] (33) Armageddon - Accuracy/Recharge: Level 50[*] (33) Armageddon - Damage/Endurance: Level 50[*] (34) Armageddon - Chance for Fire Damage: Level 50[*] (34) Multi Strike - Accuracy/Damage/Endurance: Level 50[/list]Level 35: Weave <ul type="square">[*] (A) Luck of the Gambler - Defense/Endurance: Level 50[*] (50) Luck of the Gambler - Defense/Endurance/Recharge: Level 50[*] (50) Luck of the Gambler - Recharge Speed: Level 50[/list]Level 38: Moment of Glory <ul type="square">[*] (A) Luck of the Gambler - Recharge Speed: Level 50[*] (39) Luck of the Gambler - Defense/Recharge: Level 50[*] (39) Luck of the Gambler - Defense: Level 50[*] (39) Recharge Reduction IO: Level 50[*] (40) Recharge Reduction IO: Level 50[*] (40) Recharge Reduction IO: Level 50[/list]Level 41: Torrent <ul type="square">[*] (A) Positron's Blast - Accuracy/Damage: Level 50[*] (42) Positron's Blast - Damage/Endurance: Level 50[*] (42) Positron's Blast - Damage/Range: Level 50[*] (42) Positron's Blast - Accuracy/Damage/Endurance: Level 50[*] (43) Positron's Blast - Chance of Damage(Energy): Level 50[/list]Level 44: Dark Blast <ul type="square">[*] (A) Apocalypse - Damage/Recharge: Level 50[*] (45) Apocalypse - Accuracy/Damage/Recharge: Level 50[*] (45) Apocalypse - Accuracy/Recharge: Level 50[*] (45) Apocalypse - Damage/Endurance: Level 50[*] (46) Apocalypse - Chance of Damage(Negative): Level 50[/list]Level 47: Tenebrous Tentacles <ul type="square">[*] (A) Ragnarok - Damage/Recharge: Level 50[*] (48) Ragnarok - Accuracy/Damage/Recharge: Level 50[*] (48) Ragnarok - Accuracy/Recharge: Level 50[*] (48) Ragnarok - Damage/Endurance: Level 50[*] (50) Ragnarok - Chance for Knockdown: Level 50[/list]Level 49: Assault <ul type="square">[*] (A) Endurance Reduction IO: Level 50[/list]------------
Level 1: Brawl <ul type="square">[*] (A) Empty[/list]Level 1: Sprint <ul type="square">[*] (A) Quickfoot - Endurance/RunSpeed: Level 50[/list]Level 2: Rest <ul type="square">[*] (A) Empty[/list]Level 1: Critical Hit
------------
[u]Set Bonus Totals:[u]<ul type="square">[*]+4% DamageBuff[*]+3% Defense(Smashing)[*]+3% Defense(Lethal)[*]+3% Defense(Fire)[*]+3% Defense(Cold)[*]+3% Defense(Energy)[*]+3% Defense(Negative)[*]+4,88% Defense(Psionic)[*]+3% Defense(Melee)[*]+3% Defense(Ranged)[*]+6,13% Defense(AoE)[*]+2,25% Max Endurance[*]+70% Enhancement(Accuracy)[*]+15% Enhancement(Heal)[*]+86,3% Enhancement(RechargeTime)[*]+10% FlySpeed[*]+225,9 (18,8%) HitPoints[*]+10% JumpSpeed[*]+Knockback (Mag -4)[*]+MezResist(Immobilize) (Mag 2,2%)[*]+MezResist(Terrorized) (Mag 2,2%)[*]+21% Recovery[*]+82% Regeneration[*]+10,4% Resistance(Fire)[*]+10,4% Resistance(Cold)[*]+3,13% Resistance(Negative)[*]+14% RunSpeed[/list]
<font class="small">Code:[/color]<hr /><pre>| Copy & Paste this data chunk into Mids' Hero Designer to view the build |
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