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Yeah, Amino Acid was a clone of alkaloid, and I left it kind of weak because this set isn't focused on healing directly so much as buffing regeneration, later on. Im open to tweaking that though.
The 45% Toxic would only be if ALL of the buffs are applied to that single player at a given time (in this case, Amino Shot, nanite injection, and immunize. Nanite injection would have a long recharge similar to other +Hp powers, meaning that this wouldn't be permanent. Still totally open to fudging the numbers a bit.
Nerve Gas is actually similar in function to many other debuffing powers (Darkest Night (tier 3), Poison gas trap, seeker drones, lingering rad, Heat Exhaustion, and weaken) which all do 3+ debuffs, though I toyed with getting rid of the -spd completely anyway. You think the -tohit is a better option?
Funny what you mention about oxygenation since I originally had that and advanced nanites swapped, but thought oxygenation felt more like a "tier 9" level power, while the aura debuff fit more in line as a mid level power. Any idea what you would suggest to change for the numbers? -
Ok, so in one of the forums last week we were discussion proliferation, and what we'd like to see. While many of us are interested in "poisons" we recognize the problems with "defenders" having an almost entirely offensive debuffing set named "poisons" so we decided you could do what was done with empathy for villains, rename and tweak. We came up with SERUMS for defenders/controllers/corruptors. Here is the gist...
Serums
Using the latest in medical (and some still experimental) technology, you've created an assortment of serums to help heal and strengthen your allies. Some may even be used to weaken your foes.
Amino Shot: +Heal, +res toxic
You inject your ally with a small but powerful mixture of amino acids which immeditaly heal some of their wounds. The target is also left with some resistance to toxic damage for a short while. (17.6% heal, +15% RES Toxic)
Nanite injection: +Hp, +res Toxic
You spray your ally with a cluster of bio-organic nanites which cover his skin, increasing his ability to absorb damage. His maximum hit points are increased and he becomes highly resistance to toxic damage. (+ 44% HP, +20% RES Toxic)
Immunize: +resist Disorient, Hold, Sleep, Immob, Confuse, Fear, slow, Toxic.
You immunize an ally against several known afflictions, protecting them agianst status effects like disorients, holds, sleeps, immobilizes, confusion, fear, slows, and toxic damage. (Mag -10.35, +10% Res Toxic.)
Stimulant gas: +Recharge, +Recovery
You can release a small cloud of stimulating vapors. This cloud temporarily increases the recharge and recovery rates of your allies as their nervous system becomes more efficient. (PBAoE + 35% recharge, +35% recovery.)
Adrenal Shot: Ally Rez, special
You inject a powerful shot of enhanced adrenaline into a fallen Ally, shocking their heart back to life. They will revive with full hit points and endurance, increased regeneration and recovery, and be resistant to status effects for a brief while. Some allies may react oddly as the Adrenaline wears off, causing them to become violently ill for a brief moment. (Ally Rez, special (15% chance for 1 second hold after 90 seconds.)
Cellular reinforcement: +res, +dmg.
You emit a field of magnetic energy which reinforces the cellular walls within the bodies of you and nearby allies. This strengthening of tissues and skeleton temporarily increases a body's resistance to damage and also the amount of damage their attacks do. (+12% Res, +20% Dmg)
Nerve Gas: Foe -Dmg, -tohit, slow.
You fire a small dart at a foe which, when activated, releases a targetted cloud of nerve gas on your enemies. This gas will weaken your foes, overloading their nervous system, slowing their movement and attack rates. Any attacks the foes are able to execute will have a decreased chance tohit and will do less damage. (Targetted AoE, Foe -20% DMG, -10% Tohit, -50%spd, -50% recharge.)
Advanced Nanites: Targetted ally AoE, Foe -RES, -DEF, -Regen,
You surround a single ally in advanced bioorganic nanites. Unlike your other nanites, these small organisms are designed to attack any foes in melee range of their host, weakening theor resistance, defense, and regeneration. Due to their experimental nature, you only have a limited supply. The nanites have a weak structyre, only affecting a small area around their host, but they can be deadly to any enemies within their range. (Targetted Ally AoE, Foe -22.5% Res, -30% DEF, -20% Regen.
Oxygenation: +Damage, +Tohit, +regeneration, (special)
You inject an experimental liquid oxygen directly into the bloodstream of a single ally, drastically increasing an their cardiovascular efficiency. As a result, their damage, chance to hit, and regeneration rates are all greatly increased. When this power wears off, thier body will become tired, decreasing thier damage and recovery for a short time. (note, an ally must "accept" this power for it to affect them.) (+22.5% DMG, +18.8% Tohit, 50%Regen for 90 seconds, -20% DMG, -50% recovery for 20 seconds)
Totals:
-----------------------------------------------------------
Ally with all / Foe with all
-----------------------------------------------------------
Dmg +42.5% (-20%) | -20%
Tohit +18.8% | -10%
Regen +50% | -20%
Recovery +35% (-50%) |
Heal +17.6% |
Recharge +35% | -50%
Speed | -50%
Resistance +12% | -22.5%
-Toxic Res: +45% |
Defense: | -30%
Status Res +10.35 |
+HP: +44% |
The animations would likely be your choice between a wrist mounted injection gun (similar to a Widow dart shooter) or a hand held injection gun (a dark shooter that looks somewhat like a small pistol) to keep the animations easy and also explain how you're "injecting" people from a distance.
We also discussed an Electric Domination support set (like Ice and Pain Domination) as well as a Matter Manipulation support set (controlling the density of others) which I'll be finishing up and posting soon.
Feedback desired! -
So I ran a new character from 1-10 yesterday in Preatoria, and stuck either solo or with really small teams. I also did Loyalist as opposed to Resistance, and I have to say, TOTALLY different experience than I'd had before.
Yesterday the enemies were less painful (much more melee/smashing/lethal attacks) and the smaller mobs only occassionally were +1, and I didn't have to face any destroyers. :-)
I was on an Ice tanker who only had his HP boost/heal and his initial smash/lethal armor for most of the time, and was only dying occassionally. It felt "balanced." I was teamed up, occassionally, with a dark miasma sonic corr and a fire/kin tanker. The fire kin was having a much harder time than I was. Regardless...
This leads to wonder 2 things: first, am I on to something when I say that the real problem with preatoria comes when you're teaming with 4+ people, since the benefits you get at that level don't balance well with the disadvantages of the increased mob sizes spamming attacks which most lowbies are ill equipped to deal with, and second, is your experience in preatoria highly dependent on what kind of powersets you have (even more so than the regular game)? -
I have to say, that standardization pack is the perfect fix!
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Wow. AWESOME change. Seriously, thanks for this!
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Yeah, in my mind the pool 3 missions and temps would be difficult enough that only people who are really dedicated to either a)getting the temps or b) farming them for sale would run the missions on a regular basis. This would (hopefully) keep the supply low enough that it wouldn't be exploitable. I suppose the other option would be to limit the number of temps you could have from each of the pools at any given time, so perhaps 4 tier 1 temps, 2 tier 2 temps, and 1 tier 3 temp.
I also thought you could "tweak" the tier 3 temps a bit so that they aren't the exact equivalents of the nukes, shivan shards, heavies, etc. you can get the old fashioned ways. Make it a "suitcase nuke" which does all of the same things only with smaller percentages, or an "snythetic shivan shard" which summons only 1 shivan, or "portable heavy" etc. I gotta admit I would LOVE to be able to summon a Malta Titan, as opposed to an RWZ heavy, or carry a dark crystal shard that summons a few floating nictus around you.
:-) -
I actually like the idea of a split, or 100% link to your primary/secondary power. I also think making these primarily offensive would be best, though you could play with "offensive" to ally buffs, I suppose. That way an amp could have a signature power that briefly adds a massive damage boost to an ally at the expense of dealing their own damage or something similar. Buffing powers reduce your own ability to act while active, and offensive powers may be balanced by having some sort of formula to deal with resistances.
That or you could just solve the issue by making the effects of your signature power unresistable, whether it be an offensive or defensive attack. this would mean lower base damage numbers but perhaps be evened out by the fact that any mobs will feal it equally, period. -
Quote:With 26% Melee, Ranged and AoE defense just from the shields and a further 13.8% defense from your SR powers you were sitting pretty at 39.8% defenses to each vector, presuming there were no TOs or DOs in use at the time.
That means even con minions had a 10.2% chance to hit you, initially.
-Rachel-
Also your numbers are off. On an ice dom corr, the base value for glacial shield and Ice are 11.25%. That means they would be sitting at 23% positionaldefense before SR, not 26%.
Also, have you noticed that Preatoria missions often spawn +1 enemies, not even level? Which goes back to there being no way to adjust mission difficulty in preatoria.
Also, when you brought up your two static teams, what exactly where the numbers you threw out to make it more valuable?
As for the "step out of the burn patch" comment, yeah that would work if the burn patches weren't littering the entire floor, because minions have the ability to cast them and spawn about 3 or four per mob.
It's a little funny for someone who says that "you must have missed" is somehow inflammatory telling me not to see "I don't believe you" as such.
As for the "seems" bit, of COURSE we're talking about perceptions here. No one has suggested anything else, except you, who then goes on to bring up their perceptions of too many ambushes overwhelming "prepared" teams, both ancedotal and based on your own perceptions. Somehow what I'm getting here is that a)anyone else's experiences are not really valid evidence, b) your experiences are valid evidence, c)you can be rude to people but there's no reason for people to be rude to you in a conversation.
Got it. Thanks. -
Well then, I guess there's no real point in talking. If you're the kind of person who would lie in a forum discussion about an online game, or think someone -else- would lie, then you have bigger issues than I can help and we'll get nowhere.
Quote:On my other two static teams it's a Kin/Invuln scrapper with a Pistols/Pain corruptor. No problems at all, and a Kin/Will brute with an Empath/Sonic. Again, no issues, though they are resistance and tend to fight PPD...
Change tactics, move on, and stop going on the offensive when people present you with facts to your anecdotal evidence.
-Rachel -
First, this only supports my question about whether a large part of it has to do with team size. Secondly, noone here has been on the offensive but you. The OP stated that Preatoria seems unbalanced when it comes to difficulty, especially for new players and/or low level toons. Others agreed, and I posted my own experience backing it up with -factual- events from a team I was on. You called me a liar, which is both laughable and sad. Regardless, others since then have voiced concerns similar exactly to what I've stated (I especially loved the post aove about the AoE madness of the destroyers bomb masters and of bosses in the preatoria, both of which you encounter more in a large team, btw.)
And for the record, I actually STATED how surprised I was that a team with two ice doms and a defense based brute were having so much trouble and even being hit in the first place.
Oh...and last I checked, most of the damage from the Destroyers isn't energy based, so an ice tank would actually do even BETTER against their heavy fire damage.
At any rate, rant away. Call me a liar. I stand by what I, the OP, and others in here have said and suggest that the Devs have a look at the difficulty of many of the Preatoria missions. Hopefully they do so before new people like the ones I brought in to show the game get too frustrated. -
Quote:/signed.I'd rather it was easier to hover your mouse over the enhancement and the pop-up immediately tells you what it enhances.
I actually almost always make exclusively mutant characters just because its the easiest enhancement type for me to identify, because of it's very strong solid coloring and the fact that it says what the enhancement does. -
Quote:You must have missed where I stated that I was on a team with 2, yes 2, ice dom corruptors, which had both their melee and ranged buffing shields and energy defense, and we were still team wiping. This was inspite of the fact that the other ice dom was also an electric controller.Honestly, I haven't found it any harder than any other low-level missions, unless I'm playing a Melee character.
Why? The Primary damage type of most Praetorian enemies (PPD and Resistance) is Energy, rather than smashing/lethal.
If you're playing anything -but- a scrapper, brute, stalker, or tanker they're throwing off roughly normal damage compared to other NPC villains of similar level. But because it's an "Exotic" damage type the first tier defensive powers for Damage resistance or typed defenses are no protection against it.
Which means low-level melee characters can't stand up to the damage like they normally can, which leads to the anecdotal conclusion that everything is more difficult.
I will admit, though, that the ambushes can be a tad excessive without a control-character on the team.
For contrast, try playing a character with Vectored defense values (Shields/SR) and team with a vector-boosting ally (Bubbles) to see how shockingly easy the fighting becomes. Or try an Energy Aura brute and do a quick compare and contrast after you receive your energy defense toggle.
-Rachel-
Quote:It's also possible that the difficulty level is set high on purpose so that it can be gradually nerfed down. I think if they had gone the other way (making it a bit too easy), there wouldn't be such an out pouring of people making comments and it would be less likely that groups got buffed. Of course, some folks would complain if there was a setting so that CoH spat out money while you played... but that is beside the point.
Did you miss where I stated I've been with the game for over 5 years, and where I said I was playing the game with new players I'd brought in over the last week? Im about as big a fan of CoH and the Devs as one can be and still be realistic.
That doesn't mean I don't echo the concerns of the OP when it comes to Preatoria. The fact that you recognize there being an "outpouring" of complaint should support the fact that there may be a balance issue, not detract from it.
What I wonder is, if Preatoria was balanced more for soloing/smaller teams. Small 1-2 man ambushes for soloing isn't that bad, and even ambushes of 4-5 minions and a luit for small teams would be managable. It's when you have ambushes of 8-10, including several luits and some bosses that the death begins. Teams at the lower levels don't have enough damage or defense/resistance to withstand that much carnage even when there are 8 people around ticking away, especially when much of that damage comes in the form of AoE attacks and less resisted damage types. Given the nature of the storyline and resistance/loyalist factions, that reasoning is entirely possible. If that's the case, I would support it, though I would suggest that they make it clear in the game that higher teams in preatoria face much greater challenges.
That being said, an easy way to placate EVERYONE in this thread would be to add the ability to adjust mission difficulty in preatoria.
Problem solved. -
No, but they did include it, and for a while, had a small but active PvP population. I think you missed the point, though. PvP is largely dead compared to 6 or 7 issues ago because of rebalancing to deal with the "uber PvPers." Instead of opening PvP up to all, it drove them away and made it too confusing for new players to bother, imo.
Keep in mind I've PvPed less than a dozen times in my five+ years on CoH. I'm simply suggesting that this be remember when balancing things like mission difficulty/power performances, etc. Sure, some people might invest a billion inf and weeks of their lives to make it so that shield charge is up every fight, or Domination never goes down, but balancing around that ends up hurting the 95% of people who wont.
As I said, though, I love GR. I just agree with the OP that right now, the difficulty seems a little skewed. -
/signed.
Preatoria is great, and GR is a huge success overall, IMO, but trying to introduce the game to new people over the last week has been...frustrating. The missions aren't just hard-fun, they're like those AE missions that someone made where they didn't think about balance, they just thought "My uber-tricked out Shields/electric tanker would love this!" Having massive, multiple waves of ambushes, sometimes stacking on top of each other is hard. Having minions who have firebombs of AoE damage, all stacking together, is just dumb. I was on a team running with an SR brute who had ice shields stacked on him and he was STILL biting it repeatedly because of those. Seriously. Ice shields and SR...he was sitting really high on AoE defense AND had fire resistance and the team still couldn't survive for more than five minutes at a time.
I wonder if the devs didn't do this on purpose because so many forumites call the regular CoH/V "easy mode." I can see that concern and why that would make you feel you need to notch things up a bit, but you also have to remeber three important things:
#1: Forumites are, inherent, your more dedicated, uber players. They will be, on average, twice as experienced and good as the common joe who picked up the boxed set at Best Buy. Easy Mode for them may, in fact, be perfectly balanced for the average player base CoH is trying to attract with GR.
#2: Most "easy mode" stuff comes in the late game, when your character and their teammates have a full array of powers. Early game can still be a challenge to most players.
#3: Balancing powers/missions/sets around "uber" players who trick out on IOs etc is a surefire way to cut down on a population. Look at what happened with PvP. More casual players get frustrated because they can't even get anywhere in the game, while your elite power players are now just playing the kind of challenge most players should experience. Let power players be power players, and balance the game around the casual player.
GR seems awesome, and I want to see it expanded, but it -IS- way too difficult right now. -I'M- enjoying it overall, but I know quite a few people who aren't. -
So no interest in this idea, huh?
I'm surprised. The people who heard about it in game were the ones who suggested I posted it in here because they thought it sounded like a lot of fun, and as far as I can tell, all of the mechanics to make it work already exist in game, except balancing of -some- of the temp powers offered.
And one more thing! Maybe this could get rid of the dang overload of dropping temp power recipes that keep filling up our recipe slots ;-) -
-Batman had Lucious Fox
-Deadpool had Weasel
-The Punisher had Linus Lieberman
-Blade had Whistler
-James Bond even had Q.
It's a common theme in the hero/villain genre for the character to have his "go to" guy: a supplier, informant, or some combination thereof. They're the guys who are plugged in to the "know" and who can get what the character needs. This is my suggestion for a fun, effective, and easily implemented way to introduce the "supplier" concept to the game as well as add interesting 30+ content. I'll explain the concept in a bullet point explanation below.
The Supplier System:
- Upon completion of your first mission at level 30, you recieve a new contact pop up, (though slightly different than most) explaining that one of the villains you'd defeated dropped a slip of paper detailing someone he was going to meet with to get in to the "big leagues". The paper leads you to a man sitting in a booth in pocket D.
- The neutral contact in pocket D assumes you're the man whom you'd defeated, and introduces you to an arc that, once completed, gives you a temp power allowing both you (and him) access to "The Network".
- The Network is a small zone similar to pocket D or Oro, which houses a hidden underground network of weapons and information smuggling. The arc you completed with the man in pocket D has made him a "supplier" in the network. He is now your contact in there, offering you repeatable missions, more challenging to complete than normal missions, that offer special payouts in the form of temp powers.
- The missions are random, and thus so are the payouts linked to them, preventing you from exploiting this too much. The more challenging the mission, the better the temp power payout.
- you (and your contact) must build "cred" in the network, meaning that while the missions you're given are random, they come from one of three pools. Access to the 1st pool is granted to all members of the underground, and offers the easiest missions with the weakest temp power payouts. Access to the 2nd pool is granted to "reputable" members of the underground, and offers more challenging missions with better temp power payouts. Access to the final pool (a much smaller pool of special missions) is granted only to "respected" members and offers the most challenging missions. These give the best temp power payouts. You move up in cred by completing x number of missions from your current pool.
- Once you have access to a pool you can choose a random mission from that pool or any below it, meaning a "respected" member can choose to run a simpler pool 1 mission or run a more difficult pool 3 mission, though they are still random from the chosen pool.
- You will have the option of "claiming" the temp power after completing a mission or selling it on the network's market. This gives players incentive to run missions for the network despite its randomness. Even if you don't need a given temp (you already have a similar power, etc.) someone else likely will.
- Any Player with access to the Network can access its market to buy the temp powers other users chose not to claim. The supply of any given temp power is dependent on it being up for sale, however, just like other markets in the game. This would result in both raising the value of the temps as well as help preventing 8 man teams from just popping in to The Network to load up on nukes for TFs, raids, etc. There's no guarentee that there will be even one, let alone enough for a team.
- Though the smaller pools' temps may not be worth the time when it comes to selling for inf, the more you run, the higher your cred, unlocking the ability to run the much more challenging missions for the more valuable advanced tech temp powers. This should allow for a constant stream of less powerful temps being for sale at reasonable prices, while the more powerful temps remain rare.
- Most, if not all, of the temp powers will based on existing powers/tech in the game. For example, one mission could involve infiltrating a renegade Longbow base (the renegade faction from RWZ?), giving you a Longbow Body Armor temp (+smash/lethal resistance) and another may have you stealing malta tech for the network, rewarding you with a malta sapping gun temp power. Another might involve infiltrating a Fake Nemesis factory and rewards you with a Nemesis personal force field generator temp. Another could have you infiltrating a Rikti ship and rewards you with a rikti drone's optical scanner (the reveal vet reward temp to reveal maps or a +acc boost.)
Examples from each pool might include:
-Pool 1 (primarily minor defensive temps) : Crey Cryo pistol, Knives of Artemis stealth generator, Rikti Drone scanner (reveal temp), Arachnos smoke bomb, Devouring Earth sleeping seeds, Longbow body armor (smashing/lethal resistance) etc.
-Pool 2 (defensive and offensive): Fake Nem Pff, Malta Sapping gun, Advanced Lowbow body armor (smashing/lethal defense and defense debuff resistance), A circle of Thorns crystal shard (placed +regen or recovery), Devouring Earth cairn, etc.
-Pool 3 (advanced tech) warbug nukes, advanced shivan shards, RV Heavies, etc. - Since the network is a smuggling ring that doesn't "take sides" it would be accessible to all four factions (if they've completed the arc to unlock it) and the missions would be coopable, though either only the mission holder would get the temp power or you'd need to restrict team size to smaller teams to prevent exploitation.
In short, you'd have repeatable, challenging end game content that pays out personally with usable, valuable, and unique temp powers you can either keep yourself or sell to others. The challenges would be equal to the rewards, meaning that a user can get the tier three advanced tech for use on TFs etc, but only via a mission roughly equal to hunting them in Bloody Bay or Warbug, etc. The difference is that they can buy or sell these temps to other players, also. I would suggest this NOT being a blind market. Let the players who have earned the temps decide what the temp is worth, and let the market decide if they're right or not. All of this added content would come in a way that fits within the comics universal lore and offers a new, fun challenge to players.
What do you all think? Also, what NPC weopons or "tech" would you like to gain access to? - Upon completion of your first mission at level 30, you recieve a new contact pop up, (though slightly different than most) explaining that one of the villains you'd defeated dropped a slip of paper detailing someone he was going to meet with to get in to the "big leagues". The paper leads you to a man sitting in a booth in pocket D.
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Sorry Rowdy, I wasn't ignoring you.
Alpha damage will be an issue, though Im thinking the change to infrared pulse would help with that (making it a clickable +max HP boost as opposed to a pulsing self heal.) Any other suggestions?
As for AVs, it SHOULD do about the middle of the road compared to other sets. It won't be a willpower or Shields tanker, but it also wont be a fire tanker or dark armor tanker when it comes to AVs. It has increased HP to deal with their heavy blows, and each blow will be doing 35% less damage than normal. Likewise it has increased regeneration and except for AVs that resist recharge debuffs, it will be getting hit less often. My hope was the between the higher HP total and the increased regeneration, couple with the -dmg effect on the AV, it would be able to stand toe to toe with most of them. Depending on which offensive powerset you took, that could help as well (dark's heal for example, or ice's added recharge slows.) If I DO make the switch from the pulsing 5% heal to the clickable HP boost that might hurt it in longer fights like AV fights, since I was thinking thats were the 5% every couple of seconds would come in handy. I wonder if combining the two as a toggle that gives a periodic 5% heal (perhaps slower pulses) combined with a milder HP boost (say 20%) would be the best option, giving you the ability to take an alpha strike without dying instantly, letting your debuffs kick in, and quickly recovering some of your HP in the process.
How does that sound? Overpowered or fitting given its inherent weakness in dealing with alpha strikes? -
First, thanks for the feedback and discussion. Its interesting thinking this through with others.
Quote:You're correct. I was thinking of Moment of Glory from the Regeneration powerset, which offers 70% Defense and 70% Resistance (to smashing.)No, it doesn't. Power Surge
Quote:For a tier 9 power that boost resistance by 70% look at Unstoppable, which does that at the trade off of having a crash without the regen boost.
I wonder if, given the nature of the powerset, it wouldn't be better served by a tier 9 that perhaps offers less damage resistance and replaced the recovery boost of others with an HP boost. Perhaps a 30% resistance to Smashing/Lethal (similar to Shield's or Willpower's), a 70% resistance to fire/cold/Energy/Negative energy, coupled with a 25% HP boost. It would keep in line with the concept, your body is using all ambient radiation efficiently enough that you're essentially able to absorb energy based attacks (hence the high resistances), and use that energy to enhance you physically (the HP boost). Smashing and Lethal resistances at that point would only be at 40% resistance, but you'd still have the foe doing 35% less damage with each hit, and be temporarily up to an additional 40% max health. This puts it close to on par with other tier 9s while still being unique and fitting with the theme. By the way, I know you were worried about brutes, but imagine how annoying a -100% recharge rate for 60 seconds would be for fury. The brute will be alive due to his regeneration after a crash, but won't be mowing through mobs by overusing this power.
Sorry, I'm not sure what you're referring to there.
Quote:Then you're wrong.
-Res is a big force multiplier. That -20% Resistance is the equal of a +40% damage boost.
100 damage attack against 50% resistance equals 50 points net damage.
100 damage attack against 30% resistance equals 70 points net damage. 100 damage attack +40% damage boost equals 140 points of damage.
140 damage attack against 50% resistance equals 70 points net damage.
Now put two or more of these Rad Auras on a team. Consider that the entire team is going to benefit from that boost. It doesn't take long for a permanent Fulcrum Shift like effect. Add in an actual damage boost and things get a little crazy.
Even if you don't let the power stack between multiple users that's still a 40% damage
boost for the entire team.
The game is certainly designed to allow that kind of stuff, but it requires multiple teammates to do it. This set allows a pair of Tanks/Brutes/Scrappers to not only pull off the boost themselves, but take full advantage of it on their own.
That being said, as I said, I would be ok with either lowering the -res (perhaps to something more close to melt armor, say 8%) or simply replacing it with a -tohit component (say, -3%) or upping its -recharge (a total of -25%). The key idea here is that this power is what begins to make up for the weaker defense and resistances of this defensive primary. In that mindset, the -acc or -recharge actually makes more sense. Having this power have a -dmg component and a -recharge would fill in the weaknesses of this set while still offering some benefit to the team.
Quote:Oh! You're making a melee defender! I don't think you're going to be able to do that based on an existing AT. You'll need a Buff-Debuff/Melee based AT. Trying to do this with a Tank or Brute is either going to make you too weak to absorb any damage or too powerful from all the self buffing.
So what are you thoughts on the changes I've suggested, or what suggestions would you make for making it more balanced in your opinion?
Thanks again for the discussion.
IF the changes Ive talked about with you were made, these would be the numbers.
Enemy debuffs:
-35% DMG Foe
-7% Tohit Foe (melee) (or -10% Tohit if change is made to photodisin.)
-8% Res Foe (OR an additional -25% Recharge FOE, or an additional -3% tohit)
-15% speed Foe
-15% Recharge Foe (40% if change is made to Photodisin.)
Self buffs:
+10% Resist S/L
+8% Resist Fire, Cold, Energy, Neg Energy
+Mag 10 Resist Sleep, Hold, Disorient, immob,
+75% Resist Toxic
+15% Ranged Def
+10% AoE Def
+5% Heal every 2 seconds (or +25% HP for 10 seconds, recharge 45 seconds with suggested change)
+60% Regeneration
+15% Max health (+40% every 45 seconds with above change)
+40% Recovery
+ 20% Recharge
By the way, I know you were worried about the higher regeneration and recovery rates on a brute or scrapper, and I wasn't sure if that was primarily because of the -res component of Photodisintegration adding to their damage output. If it was more about the regen being over powered, currently an electric armor brute can get to near perma energize fairly easily with IOs, which gives it an almost 400 HP instant heal, 40% MORE regeneration than is suggested here (100% base, not enhanced), and also a 60% end cost reduction (base). That doesn't include powersink for even more end boosting. Likewise Willpower brutes can easily get to over 250% regeneration with fast healing and High Pain Tolerance, with Rise to the Challenge thrown in it can reach over 400% recharge, and they have Quick Recovery. -
Quote:Yeah, the set is definitely toggle heavy, for a reason, though remember there is an auto power in there as well costing no endurance, and a quick recovery clone.It's very toggle heavy. Am I right in thinking everything but Black Body Radiation is meant to be a toggle?
.Quote:Black Body Radiation isn't going to happen. It's Tanker Elude (if Tanks could get Elude) on top of Power Surge, without the complete crash of both of those powers. It should probably only do the +Def or the +Res and it's still going to be a complete crash: -100% end, -1000% end rec and quite probably a self damage component too
Quote:The +Stealth part seems trivial at best. There's no real point to it, better to just remove it.
Quote:I think the "no attacking, but okay defense and regen" sort of like a high powered Rage crash is an interesting idea, but it would involve a much weaker tier 9.
Quote:I would guess that Infared Pulse would probably be better off as Healing Flames clone, as this set looks weak on taking alphas. It's going to need that boost to survive.
Quote:Immunity Boost is underpowered. All melee sets provide mag 10 protection for KB/KU and mag 13 for other mezzes. (Assuming the set protects against that type, of course) The set could be a liabitlity when facing mez heavy foes.
Quote:The Confuse protection is a little odd. Right now only two sets provide Confuse protection; I'm not sure how being radioactive is going to keep you from being confused.
Quote:Photodisintegration as a toggle is way overpowered. Even as a click it's probably overpowered. -20% Res to your foes is almost the equal of having a /Sonic Corruptor or Controller following you around and keeping Disruption Field on you. (They're at -22.5%) For comparison that power, also a toggle, can only be use on another player and costs 1.04 End/Sec. Doing -Res makes every attack more powerful; it's a very large force multiplier.
Quote:Photofission: Wow. That's Quickness combined with an improved version of Quick Recovery. I suppose with all these toggles plus the recharge boost you're really going to need that much end though.Still I have trouble seeing it happen, especially as a toggle. If it happened at all it would be click with a long enough recharge that it would be impossible to perma.
Quote:I know you were thinking of Tanks, but giving this set to a Brute or a Scrapper would toss all balance out the window. The +health, +regen, +recovery, and +rech combined with the foe -Res would have them eating 8 man spawns even faster then they do now. A SS/Rad Aura Brute would make Castle cry.
I can post the numbers for electric armor, because I ran them too. But what you'd see is even MORE suggestive that this set would work, if not be a little underperforming for soloing. It's definitely a team oriented defensive concept, trading personal "easy mode" survival for help protecting your teammates by making the enemies they do face less deadly. -
I've been toying with an idea for a while and figured I'd finally suggest it for feedback. There are tons of comics characters/monsters/villains/heroes whose powers are based on radiation exposure, etc. This would be a defensive powerset that fits that concept, and offers a very unique form of protection. It only offers a mild mix of defense and resistance, and instead relies heavily on weakening your surrounding enemies with radioactivity to remain alive, and heal whatever damage they do do. Ive included suggested numbers for each power, as well as a running total at the bottom. These totals are assuming an unenhanced, complete set of the powers. I also included comparable totals from a couple of other defensive primaries for comparison.
This would primarily be designed as a Brute Secondary/Tanker Primary, though I'm sure scrappers and stalkers could find a way to make it work as well.
So have at it! Sound interesting? If so PM a Dev and let them know! ;-p Also feel free to suggest changes to number values, etc. This is definitely a rough draft. I know having the damage aura as one of the first two choices seems unusual (I think only Dark Armor does that right now) but because it's also a damage debuff, it felt "right" for this powerset.
Radioactive Aura:
Your body oozes with radioactive energies. These energies mutate the cells within you, healing you and giving you mild protection from several types of damage, while at the same time weakening enemies around you. Unlike other tanker primaries, Radioactive Aura relies heavily on its ability to weaken the enemies around to protect yourself and your teammates.
Ionizing aura: Ionizing particles seep from your body at high levels, weakening the bodies of your foes. In addition to causing minor burns to your enemies, their attacks are weakened while affected. PBAoE Minor DoT (fire), -DMG. (ticks of 5points of fire DMG, -10% DMG) Foe Taunt. (This would be less damaging than other damage auras because of its debuffing affect.)
Polymerization: The radiation within you ignites a chemical reaction which hardens your skin by forming a strong chemical bond. This polymer can deflect damage or lessen its effects. This power grants you Resistance to smashing and lethal damage and defense to Area of Effect attacks. (+ RES (Smash/Lethal 10%), + DEF (AoE 10%)
Infrared pulse: You emit pulses of infrared radiation which allow your body to heal faster then normal. Each pulse heals you slightly and grants you resistance to toxic damage. Self Periodic Heal. (ticks of 5% heal, + 25% RES Toxic)
Absorptivity: The bond your body has with radiation has given it an incredible ability to absorb various forms of energy and increase the damage you can withstand. As such, you've gained resistance to fire, cold, energy, and negative energy attacks and a boost to your maximum health. This power is always on and costs no endurance. (+Res 8%, + Max Health 15%)
Immunity boost: Your radioactive energies have boosted your body's immune system. This hyperactive immune system heals your body and grants you resistance to sleep, hold, disorient, and toxic attacks as long as you keep this power active. (+Regeneration 60%, + RES Sleep, Hold, Disorient, Toxic, immob, sleep, confuse Mag 7)
Photodisintegration: You emit extremely high levels of gamma energy, decaying the atomic particles around you. Enemies within range find their bodies decaying, weakening their damage and their damage resistance and have their movement and attack rates slowed. (PBAoE Foe -DMG, -RES, -Spd, - RCH.) (-25% DMG, -20% RES., -15% Spd. and recharge)
Photofission: The gamma rays in your body can split a nucleus, releasing nearly limitless amounts of energy. Your recovery and recharge rates are greatly increased as your become almost inexhaustable. (Self + Recovery 40%, + Recharge 20%)
Spectral Pulse: Spectral radiation emits from your body in chaotic ways, making it difficult to see you directly. Foes using ranged attacks are more likely to miss, and foes in melee range will have difficulty focusing. While difficult to see directly, you are still visible and will alert foes with your presence. (+Def Ranged 15%, Foe -Tohit 7% melee)
Black Body Radiation: Your body becomes both the ideal emitter and absorber of all thermal radiation. As such, you reflect no light and become nearly impossible to see and hit, increasing your defense drastically. This power also grants you strong resistance to fire, cold, energy, and negative energy based attacks. When this radiation fades, your recovery and recharge rates will be severly hampered for a brief time, though your regeneration rate will be greatly increased as your body attempts to heal any damage done. (Stealth, +Def, + Res (Fire, energy, neg energy.) (+72% Defense (all types), +72% Resist (Fire, Cold, Energy, Negative Energy) (+120% Regeneration for 60s, -200% Recharge and recovery for 60s)
Enemy debuffs:
-35% DMG Foe
-7% Tohit Foe (melee)
-20% Res Foe
-15% speed Foe
-15% Recharge Foe
Self buffs:
+10% Resist S/L
+8% Resist Fire, Cold, Energy, Neg Energy
+Mag 7 Resist Sleep, Hold, Disorient, confuse, immob,
+75% Resist Toxic
+15% Ranged Def
+10% AoE Def
+5% Heal every 2 seconds
+60% Regeneration
+15% Max health
+40% Recovery
+ 20% Recharge
Comparison to totals from unenhanced Shield Defense
Enemy debuffs:
-7% damage
Self Buffs:
29% melee def
29% Range Def
29% AoE Def
15% Resist S/L, Cold, energy, neg, fire, toxic
+10% Max Health
Mag 12 Resist Disorient, hold, immob, sleep, fear, confuse, repel, knockback, defense debuff
+10% DMG
+1 Superior Attack instead of damage aura
Comparison to totals from unenhanced Willpower
Foe Debuffs:
-3.5% Tohit Melee
Self buffs:
+7.5% Resist all damage
+29.5 Resist S/L Psionics
+100 (or more)% Regen (more if fighting more than 1 foe in melee range)
+10% Def Psi
+ Res Mag 13 Sleep, Confuse, etc.
+ 30% Recovery
+ 20% Max Health
Comparison to totals from unenhanced Dark Armor
Foe Debuffs:
-5% Tohit (melee)
Mag 2 Fear (melee)
Mag 2 stun (melee)
Mag 30 Stun (self Rez)
Self Buffs:
+ 30% Resist Smash/Lethal, fire, cold
+20% Resist Energy, Neg Energy, Toxic, End drain
+Mag 13 resist Psi, Sleep, Disorient, Hold, Fear, Immob
+30% Self heal
+5% Defense all
+35ft Stealth
+60% Perception
Special Self Res
This powerset also has 2 minor damaging powers and the self rez does damage and has a Mag 30 stun.
As you can see, other sets are more directly "protective" (shields offers much greater defense, Willpower offers much greater regeneration and resistance to several types of damage, and dark armor offers greater resistances to all damage as well as a small self heal. What Radioactive Aura offers that would make it unique is the ability to debuff the incoming damage. This may not benefit the tanker directly as much as innate resistance or defense, since alpha strikes would hurt more. This is a costly fact, but once the debuffs kick in the tanker would become much more survivable and so would his teammates, as enemies are actually damaging them less as well. The self heal and regeneration boosts would be designed to help the tanker survive long enough for the debuffs to kick in to their full effect. Once the debuffs kick in, enemies will be doing much less damage with each attack, be slightly less likely to have their attacks hit, and will be attacking less due to a mild recharge rate reduction. This will, in the end, make the tanker even out with others for personal survivablity but will give an increased level of protection to his teammates.
Likewise, the tier 9 is unique in that it has a "crash" that hurts, but won't be as likely to get the tanker getting killed as, say, the tier 9 from Invulnerability. When Black Body Radiation wears off he essentially becomes unable to attack, with little end and his recharge rate floored, but can still take heavy damage due to his drastically increased regeneration. Again, this makes him much more useful for teams as he can still hold aggro even though, at that point, he can't dish out much damage. Popping blues won't help as, even though he could fire off a few attacks using them as a source of end, the powers won't be recharging fast enough to use them. As such, I felt that there was no need to worry about making this "unaffected by recharge rate boosts" since most people would hate the idea of being unable to attack for 60 seconds unless in a battle with a very heavy hitter. I toyed with the idea of getting rid of the end crash altogether, allowing him to keep all of his defensive toggles on, and having all of his non-defensive powers become disabled for 90 seconds, but wasn't sure if that was too drastic.
So, what do you all think? -
I've been toying with an idea for a while and figured I'd finally suggest it for feedback. There are tons of comics characters/monsters/villains/heroes whose powers are based on radiation exposure, etc. This would be a defensive powerset that fits that concept, and offers a very unique form of protection. It only offers a mild mix of defense and resistance, and instead relies heavily on weakening your surrounding enemies with radioactivity to remain alive, and heal whatever damage they do do. Ive included suggested numbers for each power, as well as a running total at the bottom. These totals are assuming an unenhanced, complete set of the powers. I also included comparable totals from a couple of other defensive primaries for comparison.
This would primarily be designed as a Brute Secondary/Tanker Primary, though I'm sure scrappers and stalkers could find a way to make it work as well.
So have at it! Sound interesting? If so PM a Dev and let them know! ;-p Also feel free to suggest changes to number values, etc. This is definitely a rough draft. I know having the damage aura as one of the first two choices seems unusual (I think only Dark Armor does that right now) but because it's also a damage debuff, it felt "right" for this powerset.
Radioactive Aura:
Your body oozes with radioactive energies. These energies mutate the cells within you, healing you and giving you mild protection from several types of damage, while at the same time weakening enemies around you. Unlike other tanker primaries, Radioactive Aura relies heavily on its ability to weaken the enemies around to protect yourself and your teammates.
Ionizing aura: Ionizing particles seep from your body at high levels, weakening the bodies of your foes. In addition to causing minor burns to your enemies, their attacks are weakened while affected. PBAoE Minor DoT (fire), -DMG. (ticks of 5points of fire DMG, -10% DMG) Foe Taunt. (This would be less damaging than other damage auras because of its debuffing affect.)
Polymerization: The radiation within you ignites a chemical reaction which hardens your skin by forming a strong chemical bond. This polymer can deflect damage or lessen its effects. This power grants you Resistance to smashing and lethal damage and defense to Area of Effect attacks. (+ RES (Smash/Lethal 10%), + DEF (AoE 10%)
Infrared pulse: You emit pulses of infrared radiation which allow your body to heal faster then normal. Each pulse heals you slightly and grants you resistance to toxic damage. Self Periodic Heal. (ticks of 5% heal, + 25% RES Toxic)
Absorptivity: The bond your body has with radiation has given it an incredible ability to absorb various forms of energy and increase the damage you can withstand. As such, you've gained resistance to fire, cold, energy, and negative energy attacks and a boost to your maximum health. This power is always on and costs no endurance. (+Res 8%, + Max Health 15%)
Immunity boost: Your radioactive energies have boosted your body's immune system. This hyperactive immune system heals your body and grants you resistance to sleep, hold, disorient, and toxic attacks as long as you keep this power active. (+Regeneration 60%, + RES Sleep, Hold, Disorient, Toxic, immob, sleep, confuse Mag 7)
Photodisintegration: You emit extremely high levels of gamma energy, decaying the atomic particles around you. Enemies within range find their bodies decaying, weakening their damage and their damage resistance and have their movement and attack rates slowed. (PBAoE Foe -DMG, -RES, -Spd, - RCH.) (-25% DMG, -20% RES., -15% Spd. and recharge)
Photofission: The gamma rays in your body can split a nucleus, releasing nearly limitless amounts of energy. Your recovery and recharge rates are greatly increased as your become almost inexhaustable. (Self + Recovery 40%, + Recharge 20%)
Spectral Pulse: Spectral radiation emits from your body in chaotic ways, making it difficult to see you directly. Foes using ranged attacks are more likely to miss, and foes in melee range will have difficulty focusing. While difficult to see directly, you are still visible and will alert foes with your presence. (+Def Ranged 15%, Foe -Tohit 7% melee)
Black Body Radiation: Your body becomes both the ideal emitter and absorber of all thermal radiation. As such, you reflect no light and become nearly impossible to see and hit, increasing your defense drastically. This power also grants you strong resistance to fire, cold, energy, and negative energy based attacks. When this radiation fades, your recovery and recharge rates will be severly hampered for a brief time, though your regeneration rate will be greatly increased as your body attempts to heal any damage done. (Stealth, +Def, + Res (Fire, energy, neg energy.) (+72% Defense (all types), +72% Resist (Fire, Cold, Energy, Negative Energy) (+120% Regeneration for 60s, -200% Recharge and recovery for 60s)
Enemy debuffs:
-35% DMG Foe
-7% Tohit Foe (melee)
-20% Res Foe
-15% speed Foe
-15% Recharge Foe
Self buffs:
+10% Resist S/L
+8% Resist Fire, Cold, Energy, Neg Energy
+Mag 7 Resist Sleep, Hold, Disorient, confuse, immob,
+75% Resist Toxic
+15% Ranged Def
+10% AoE Def
+5% Heal every 2 seconds
+60% Regeneration
+15% Max health
+40% Recovery
+ 20% Recharge
Comparison to totals from unenhanced Shield Defense
Enemy debuffs:
-7% damage
Self Buffs:
29% melee def
29% Range Def
29% AoE Def
15% Resist S/L, Cold, energy, neg, fire, toxic
+10% Max Health
Mag 12 Resist Disorient, hold, immob, sleep, fear, confuse, repel, knockback, defense debuff
+10% DMG
+1 Superior Attack instead of damage aura
Comparison to totals from unenhanced Willpower
Foe Debuffs:
-3.5% Tohit Melee
Self buffs:
+7.5% Resist all damage
+29.5 Resist S/L Psionics
+100 (or more)% Regen (more if fighting more than 1 foe in melee range)
+10% Def Psi
+ Res Mag 13 Sleep, Confuse, etc.
+ 30% Recovery
+ 20% Max Health
Comparison to totals from unenhanced Dark Armor
Foe Debuffs:
-5% Tohit (melee)
Mag 2 Fear (melee)
Mag 2 stun (melee)
Mag 30 Stun (self Rez)
Self Buffs:
+ 30% Resist Smash/Lethal, fire, cold
+20% Resist Energy, Neg Energy, Toxic, End drain
+Mag 13 resist Psi, Sleep, Disorient, Hold, Fear, Immob
+30% Self heal
+5% Defense all
+35ft Stealth
+60% Perception
Special Self Res
This powerset also has 2 minor damaging powers and the self rez does damage and has a Mag 30 stun.
As you can see, other sets are more directly "protective" (shields offers much greater defense, Willpower offers much greater regeneration and resistance to several types of damage, and dark armor offers greater resistances to all damage as well as a small self heal. What Radioactive Aura offers that would make it unique is the ability to debuff the incoming damage. This may not benefit the tanker directly as much as innate resistance or defense, since alpha strikes would hurt more. This is a costly fact, but once the debuffs kick in the tanker would become much more survivable and so would his teammates, as enemies are actually damaging them less as well. The self heal and regeneration boosts would be designed to help the tanker survive long enough for the debuffs to kick in to their full effect. Once the debuffs kick in, enemies will be doing much less damage with each attack, be slightly less likely to have their attacks hit, and will be attacking less due to a mild recharge rate reduction. This will, in the end, make the tanker even out with others for personal survivablity but will give an increased level of protection to his teammates.
Likewise, the tier 9 is unique in that it has a "crash" that hurts, but won't be as likely to get the tanker getting killed as, say, the tier 9 from Invulnerability. When Black Body Radiation wears off he essentially becomes unable to attack, with little end and his recharge rate floored, but can still take heavy damage due to his drastically increased regeneration. Again, this makes him much more useful for teams as he can still hold aggro even though, at that point, he can't dish out much damage. Popping blues won't help as, even though he could fire off a few attacks using them as a source of end, the powers won't be recharging fast enough to use them. As such, I felt that there was no need to worry about making this "unaffected by recharge rate boosts" since most people would hate the idea of being unable to attack for 60 seconds unless in a battle with a very heavy hitter. I toyed with the idea of getting rid of the end crash altogether, allowing him to keep all of his defensive toggles on, and having all of his non-defensive powers become disabled for 90 seconds, but wasn't sure if that was too drastic.
So, what do you all think? -
I might be interested in this if there's room. I could bring a shields/Dark tank or a rad/ice blaster. Both are solid toons.
-
I know this is WAAAAYYYY after the fact, but I wonder if a more easily implemented, and MUCH more successful and fair fix would have been to simply require allies to adhere to the same "difficulty" requirements that enemies do. If an allie isn't set to full "difficult" or "extreme" level on both powersets then the enemies defeated with aid of said ally give zero xp. That way, an allie is forced to use an attack, and suddenly xp sharing comes in to affect. This would have destroyed the idea of using buff bots to take down henchmen quickly for full xp, because suddenly your xp is split among 15 buffbots. That, or, like regular teams, have allied critters share xp, ticket drops, etc. even if they don't attack, meaning that you're still losing out on XP for each buff bot you have "with you" at the time. This would destroy the advantages of these farms, while still leaving allies in story arcs completely valid and useful.
In other words, Johny X runs a farm where 15 buff bots follow him, buffing him. All 15 stay with him the entire time, even though they don't directly attack the bosses, so the game sees them as "teammates" to Johny X. The bosses he kills, which would give 30,000 xp and 30 tickets normally while solo, now give 30,000 xp and 30 tickets divided by 16, or 1,875 xp per kill, and 18 tickets. This isnt game breaking, and while it make make for easy, boring "farming" of bosses, its no more rewarding than regular in game farming, and really even less so, so people would stop doing it, for the most part.
Meanwhile Sally X runs an arc where the story calls for her to rescue four of the Freedom Phalanx and then aid them in taking down four evil AVs within the final mission. The AVs, which normally give 60,000 xp and 40 tickets per kill, now give her 60,000 XP split five ways, or 12,000 xp per kill, and 8 tickets. This is still "rewarding" while not being even close to expoitative, and allows for players to both use allies for story reasons and not feel somehow robbed of any reward.
Does that make sense? I know its not EXACTLY how the game is coded right now, but I can't imagine why it couldn't be done as easily as the current situation. -
This is the build after all was said and done.
Hero Plan by Mids' Hero Designer 1.621
http://www.cohplanner.com/
Click this DataLink to open the build!
: Level 50 Magic Tanker
Primary Power Set: Shield Defense
Secondary Power Set: Dark Melee
Power Pool: Speed
Power Pool: Fitness
Power Pool: Fighting
Hero Profile:
Level 1: Deflection -- LkGmblr-Rchg+(A), LkGmblr-Def(3), LkGmblr-Def/EndRdx(11), EndRdx-I(13), ResDam-I(19), ResDam-I(40)
Level 1: Shadow Punch -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(3), T'Death-Dmg/Rchg(5), T'Death-Acc/Dmg/EndRdx(34), T'Death-Dmg/EndRdx/Rchg(45), T'Death-Dam%(46)
Level 2: True Grit -- Numna-Regen/Rcvry+(A), Numna-Heal(5), ResDam-I(9), ResDam-I(19), ResDam-I(25), Heal-I(31)
Level 4: Battle Agility -- LkGmblr-Rchg+(A), RedFtn-EndRdx(15), RedFtn-Def(15), RedFtn-Def/EndRdx/Rchg(43), RedFtn-EndRdx/Rchg(50), RedFtn-Def/EndRdx(50)
Level 6: Smite -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(7), T'Death-Dmg/Rchg(7), T'Death-Acc/Dmg/EndRdx(11), T'Death-Dmg/EndRdx/Rchg(45), T'Death-Dam%(50)
Level 8: Against All Odds -- EndRdx-I(A), EndRdx-I(9)
Level 10: Hasten -- RechRdx-I(A), RechRdx-I(13)
Level 12: Swift -- Run-I(A)
Level 14: Phalanx Fighting -- LkGmblr-Rchg+(A), LkGmblr-Def(39)
Level 16: Siphon Life -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(17), T'Death-Dmg/Rchg(17), T'Death-Acc/Dmg/EndRdx(33), T'Death-Dmg/EndRdx/Rchg(33), T'Death-Dam%(34)
Level 18: Health -- RgnTis-Regen+(A), Mrcl-Rcvry+(21)
Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod(21), EndMod-I(25)
Level 22: Shadow Maul -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(23), Sciroc-Dmg/Rchg(23), Sciroc-Acc/Dmg/EndRdx(33), Sciroc-Acc/Rchg(45)
Level 24: Taunt -- Acc-I(A)
Level 26: Shield Charge -- Oblit-Dmg(A), Oblit-Acc/Rchg(27), Oblit-Dmg/Rchg(27), Oblit-Acc/Dmg/Rchg(31), Oblit-Acc/Dmg/EndRdx/Rchg(36), Oblit-%Dam(36)
Level 28: Soul Drain -- Oblit-Dmg(A), Oblit-Acc/Rchg(29), Oblit-Dmg/Rchg(29), Oblit-Acc/Dmg/Rchg(31), Oblit-Acc/Dmg/EndRdx/Rchg(34), Oblit-%Dam(36)
Level 30: Kick -- Empty(A)
Level 32: Active Defense -- RechRdx-I(A)
Level 35: Dark Consumption -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(37), Efficacy-EndMod/Acc/Rchg(37), Efficacy-Acc/Rchg(37), Efficacy-EndMod/Acc(42), Efficacy-EndMod/EndRdx(42)
Level 38: Midnight Grasp -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(39), Mako-Dmg/Rchg(39), Mako-Acc/EndRdx/Rchg(40), Mako-Acc/Dmg/EndRdx/Rchg(40), Mako-Dam%(42)
Level 41: Tough -- S'fstPrt-ResKB(A), S'fstPrt-ResDam/Def+(43), ImpArm-ResDam(43), ImpArm-ResPsi(46), ImpArm-ResDam/EndRdx(46)
Level 44: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(48), Ksmt-ToHit+(48), EndRdx-I(48)
Level 47: Grant Cover -- RedFtn-Def/EndRdx(A)
Level 49: One with the Shield -- ResDam-I(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
Level 2: Ninja Run
------------
Set Bonus Totals:- 21% DamageBuff(Smashing)
- 21% DamageBuff(Lethal)
- 21% DamageBuff(Fire)
- 21% DamageBuff(Cold)
- 21% DamageBuff(Energy)
- 21% DamageBuff(Negative)
- 21% DamageBuff(Toxic)
- 21% DamageBuff(Psionic)
- 12.4% Defense(Smashing)
- 12.4% Defense(Lethal)
- 4.56% Defense(Fire)
- 4.56% Defense(Cold)
- 4.88% Defense(Energy)
- 4.88% Defense(Negative)
- 4.88% Defense(Psionic)
- 21.8% Defense(Melee)
- 6.75% Defense(Ranged)
- 6.13% Defense(AoE)
- 50% Enhancement(RechargeTime)
- 27% Enhancement(Accuracy)
- 5% FlySpeed
- 154.6 HP (8.25%) HitPoints
- 5% JumpHeight
- 5% JumpSpeed
- Knockback (Mag -4)
- Knockup (Mag -4)
- MezResist(Held) 11.6%
- MezResist(Immobilize) 13.8%
- MezResist(Stun) 4.4%
- 5.5% (0.09 End/sec) Recovery
- 62% (4.85 HP/sec) Regeneration
- 1.26% Resistance(Fire)
- 1.26% Resistance(Cold)
- 3.13% Resistance(Negative)
- 3% Resistance(Psionic)
- 5% RunSpeed
-
[color:#489AFF]Hero Plan by Mids' Hero Designer 1.621[/color]
[color:#489AFF]http://www.cohplanner.com/[/color]
[color:#B1C9F5]Click this DataLink to open the build![/color]
[color:#489AFF] :[/color][color:#B3CAF7] Level 50 Magic Tanker[/color]
[color:#489AFF]Primary Power Set: [/color][color:#B3CAF7]Shield Defense[/color]
[color:#489AFF]Secondary Power Set: [/color][color:#B3CAF7]Dark Melee[/color]
[color:#489AFF]Power Pool: [/color][color:#B3CAF7]Speed[/color]
[color:#489AFF]Power Pool: [/color][color:#B3CAF7]Fitness[/color]
[color:#489AFF]Power Pool: [/color][color:#B3CAF7]Fighting[/color]
[color:#489AFF]Hero Profile:[/color]
[color:#4FA7FF]Level 1:[/color] [color:#B3CAF7]Deflection[/color] [color:#489AFF]--[/color] [color:#7AA4EF]LkGmblr-[/color][color:#7AA4EF]Rchg+[/color](A)[color:#B1C9F5], [/color][color:#7AA4EF]LkGmblr-[/color][color:#7AA4EF]Def[/color](3)[color:#B1C9F5], [/color][color:#7AA4EF]LkGmblr-[/color][color:#7AA4EF]Def/EndRdx[/color](11)[color:#B1C9F5], [/color][color:#8BAFF1]EndRdx[/color][color:#8BAFF1]-I[/color](13)[color:#B1C9F5], [/color][color:#8BAFF1]ResDam[/color][color:#8BAFF1]-I[/color](19)[color:#B1C9F5], [/color][color:#8BAFF1]ResDam[/color][color:#8BAFF1]-I[/color](40)
[color:#4FA7FF]Level 1:[/color] [color:#B3CAF7]Shadow Punch[/color] [color:#489AFF]--[/color] [color:#7AA4EF]T'Death-[/color][color:#7AA4EF]Acc/Dmg[/color](A)[color:#B1C9F5], [/color][color:#7AA4EF]T'Death-[/color][color:#7AA4EF]Dmg/EndRdx[/color](3)[color:#B1C9F5], [/color][color:#7AA4EF]T'Death-[/color][color:#7AA4EF]Dmg/Rchg[/color](5)[color:#B1C9F5], [/color][color:#7AA4EF]T'Death-[/color][color:#7AA4EF]Acc/Dmg/EndRdx[/color](34)[color:#B1C9F5], [/color][color:#7AA4EF]T'Death-[/color][color:#7AA4EF]Dmg/EndRdx/Rchg[/color](45)[color:#B1C9F5], [/color][color:#7AA4EF]T'Death-[/color][color:#7AA4EF]Dam%[/color](46)
[color:#4FA7FF]Level 2:[/color] [color:#B3CAF7]True Grit[/color] [color:#489AFF]--[/color] [color:#7AA4EF]Numna-[/color][color:#7AA4EF]Regen/Rcvry+[/color](A)[color:#B1C9F5], [/color][color:#7AA4EF]Numna-[/color][color:#7AA4EF]Heal[/color](5)[color:#B1C9F5], [/color][color:#8BAFF1]ResDam[/color][color:#8BAFF1]-I[/color](9)[color:#B1C9F5], [/color][color:#8BAFF1]ResDam[/color][color:#8BAFF1]-I[/color](19)[color:#B1C9F5], [/color][color:#8BAFF1]ResDam[/color][color:#8BAFF1]-I[/color](25)[color:#B1C9F5], [/color][color:#8BAFF1]Heal[/color][color:#8BAFF1]-I[/color](31)
[color:#4FA7FF]Level 4:[/color] [color:#B3CAF7]Battle Agility[/color] [color:#489AFF]--[/color] [color:#7AA4EF]LkGmblr-[/color][color:#7AA4EF]Rchg+[/color](A)[color:#B1C9F5], [/color][color:#7AA4EF]RedFtn-[/color][color:#7AA4EF]EndRdx[/color](15)[color:#B1C9F5], [/color][color:#7AA4EF]RedFtn-[/color][color:#7AA4EF]Def[/color](15)[color:#B1C9F5], [/color][color:#7AA4EF]RedFtn-[/color][color:#7AA4EF]Def/EndRdx/Rchg[/color](43)[color:#B1C9F5], [/color][color:#7AA4EF]RedFtn-[/color][color:#7AA4EF]EndRdx/Rchg[/color](50)[color:#B1C9F5], [/color][color:#7AA4EF]RedFtn-[/color][color:#7AA4EF]Def/EndRdx[/color](50)
[color:#4FA7FF]Level 6:[/color] [color:#B3CAF7]Smite[/color] [color:#489AFF]--[/color] [color:#7AA4EF]T'Death-[/color][color:#7AA4EF]Acc/Dmg[/color](A)[color:#B1C9F5], [/color][color:#7AA4EF]T'Death-[/color][color:#7AA4EF]Dmg/EndRdx[/color](7)[color:#B1C9F5], [/color][color:#7AA4EF]T'Death-[/color][color:#7AA4EF]Dmg/Rchg[/color](7)[color:#B1C9F5], [/color][color:#7AA4EF]T'Death-[/color][color:#7AA4EF]Acc/Dmg/EndRdx[/color](11)[color:#B1C9F5], [/color][color:#7AA4EF]T'Death-[/color][color:#7AA4EF]Dmg/EndRdx/Rchg[/color](45)[color:#B1C9F5], [/color][color:#7AA4EF]T'Death-[/color][color:#7AA4EF]Dam%[/color](50)
[color:#4FA7FF]Level 8:[/color] [color:#B3CAF7]Against All Odds[/color] [color:#489AFF]--[/color] [color:#8BAFF1]EndRdx[/color][color:#8BAFF1]-I[/color](A)[color:#B1C9F5], [/color][color:#8BAFF1]EndRdx[/color][color:#8BAFF1]-I[/color](9)
[color:#4FA7FF]Level 10:[/color] [color:#B3CAF7]Hasten[/color] [color:#489AFF]--[/color] [color:#8BAFF1]RechRdx[/color][color:#8BAFF1]-I[/color](A)[color:#B1C9F5], [/color][color:#8BAFF1]RechRdx[/color][color:#8BAFF1]-I[/color](13)
[color:#4FA7FF]Level 12:[/color] [color:#B3CAF7]Swift[/color] [color:#489AFF]--[/color] [color:#8BAFF1]Run[/color][color:#8BAFF1]-I[/color](A)
[color:#4FA7FF]Level 14:[/color] [color:#B3CAF7]Phalanx Fighting[/color] [color:#489AFF]--[/color] [color:#7AA4EF]LkGmblr-[/color][color:#7AA4EF]Rchg+[/color](A)[color:#B1C9F5], [/color][color:#7AA4EF]LkGmblr-[/color][color:#7AA4EF]Def[/color](39)
[color:#4FA7FF]Level 16:[/color] [color:#B3CAF7]Siphon Life[/color] [color:#489AFF]--[/color] [color:#7AA4EF]T'Death-[/color][color:#7AA4EF]Acc/Dmg[/color](A)[color:#B1C9F5], [/color][color:#7AA4EF]T'Death-[/color][color:#7AA4EF]Dmg/EndRdx[/color](17)[color:#B1C9F5], [/color][color:#7AA4EF]T'Death-[/color][color:#7AA4EF]Dmg/Rchg[/color](17)[color:#B1C9F5], [/color][color:#7AA4EF]T'Death-[/color][color:#7AA4EF]Acc/Dmg/EndRdx[/color](33)[color:#B1C9F5], [/color][color:#7AA4EF]T'Death-[/color][color:#7AA4EF]Dmg/EndRdx/Rchg[/color](33)[color:#B1C9F5], [/color][color:#7AA4EF]T'Death-[/color][color:#7AA4EF]Dam%[/color](34)
[color:#4FA7FF]Level 18:[/color] [color:#B3CAF7]Health[/color] [color:#489AFF]--[/color] [color:#7AA4EF]RgnTis-[/color][color:#7AA4EF]Regen+[/color](A)[color:#B1C9F5], [/color][color:#7AA4EF]Mrcl-[/color][color:#7AA4EF]Rcvry+[/color](21)
[color:#4FA7FF]Level 20:[/color] [color:#B3CAF7]Stamina[/color] [color:#489AFF]--[/color] [color:#7AA4EF]P'Shift-[/color][color:#7AA4EF]End%[/color](A)[color:#B1C9F5], [/color][color:#7AA4EF]P'Shift-[/color][color:#7AA4EF]EndMod[/color](21)[color:#B1C9F5], [/color][color:#8BAFF1]EndMod[/color][color:#8BAFF1]-I[/color](25)
[color:#4FA7FF]Level 22:[/color] [color:#B3CAF7]Shadow Maul[/color] [color:#489AFF]--[/color] [color:#7AA4EF]Sciroc-[/color][color:#7AA4EF]Acc/Dmg[/color](A)[color:#B1C9F5], [/color][color:#7AA4EF]Sciroc-[/color][color:#7AA4EF]Dmg/EndRdx[/color](23)[color:#B1C9F5], [/color][color:#7AA4EF]Sciroc-[/color][color:#7AA4EF]Dmg/Rchg[/color](23)[color:#B1C9F5], [/color][color:#7AA4EF]Sciroc-[/color][color:#7AA4EF]Acc/Dmg/EndRdx[/color](33)[color:#B1C9F5], [/color][color:#7AA4EF]Sciroc-[/color][color:#7AA4EF]Acc/Rchg[/color](45)
[color:#4FA7FF]Level 24:[/color] [color:#B3CAF7]Taunt[/color] [color:#489AFF]--[/color] [color:#8BAFF1]Acc[/color][color:#8BAFF1]-I[/color](A)
[color:#4FA7FF]Level 26:[/color] [color:#B3CAF7]Shield Charge[/color] [color:#489AFF]--[/color] [color:#7AA4EF]Oblit-[/color][color:#7AA4EF]Dmg[/color](A)[color:#B1C9F5], [/color][color:#7AA4EF]Oblit-[/color][color:#7AA4EF]Acc/Rchg[/color](27)[color:#B1C9F5], [/color][color:#7AA4EF]Oblit-[/color][color:#7AA4EF]Dmg/Rchg[/color](27)[color:#B1C9F5], [/color][color:#7AA4EF]Oblit-[/color][color:#7AA4EF]Acc/Dmg/Rchg[/color](31)[color:#B1C9F5], [/color][color:#7AA4EF]Oblit-[/color][color:#7AA4EF]Acc/Dmg/EndRdx/Rchg[/color](36)[color:#B1C9F5], [/color][color:#7AA4EF]Oblit-[/color][color:#7AA4EF]%Dam[/color](36)
[color:#4FA7FF]Level 28:[/color] [color:#B3CAF7]Soul Drain[/color] [color:#489AFF]--[/color] [color:#7AA4EF]Oblit-[/color][color:#7AA4EF]Dmg[/color](A)[color:#B1C9F5], [/color][color:#7AA4EF]Oblit-[/color][color:#7AA4EF]Acc/Rchg[/color](29)[color:#B1C9F5], [/color][color:#7AA4EF]Oblit-[/color][color:#7AA4EF]Dmg/Rchg[/color](29)[color:#B1C9F5], [/color][color:#7AA4EF]Oblit-[/color][color:#7AA4EF]Acc/Dmg/Rchg[/color](31)[color:#B1C9F5], [/color][color:#7AA4EF]Oblit-[/color][color:#7AA4EF]Acc/Dmg/EndRdx/Rchg[/color](34)[color:#B1C9F5], [/color][color:#7AA4EF]Oblit-[/color][color:#7AA4EF]%Dam[/color](36)
[color:#4FA7FF]Level 30:[/color] [color:#B3CAF7]Kick[/color] [color:#489AFF]--[/color] [color:#5EAEFF]Empty[/color](A)
[color:#4FA7FF]Level 32:[/color] [color:#B3CAF7]Active Defense[/color] [color:#489AFF]--[/color] [color:#8BAFF1]RechRdx[/color][color:#8BAFF1]-I[/color](A)
[color:#4FA7FF]Level 35:[/color] [color:#B3CAF7]Dark Consumption[/color] [color:#489AFF]--[/color] [color:#7AA4EF]Efficacy-[/color][color:#7AA4EF]EndMod[/color](A)[color:#B1C9F5], [/color][color:#7AA4EF]Efficacy-[/color][color:#7AA4EF]EndMod/Rchg[/color](37)[color:#B1C9F5], [/color][color:#7AA4EF]Efficacy-[/color][color:#7AA4EF]EndMod/Acc/Rchg[/color](37)[color:#B1C9F5], [/color][color:#7AA4EF]Efficacy-[/color][color:#7AA4EF]Acc/Rchg[/color](37)[color:#B1C9F5], [/color][color:#7AA4EF]Efficacy-[/color][color:#7AA4EF]EndMod/Acc[/color](42)[color:#B1C9F5], [/color][color:#7AA4EF]Efficacy-[/color][color:#7AA4EF]EndMod/EndRdx[/color](42)
[color:#4FA7FF]Level 38:[/color] [color:#B3CAF7]Midnight Grasp[/color] [color:#489AFF]--[/color] [color:#7AA4EF]Mako-[/color][color:#7AA4EF]Acc/Dmg[/color](A)[color:#B1C9F5], [/color][color:#7AA4EF]Mako-[/color][color:#7AA4EF]Dmg/EndRdx[/color](39)[color:#B1C9F5], [/color][color:#7AA4EF]Mako-[/color][color:#7AA4EF]Dmg/Rchg[/color](39)[color:#B1C9F5], [/color][color:#7AA4EF]Mako-[/color][color:#7AA4EF]Acc/EndRdx/Rchg[/color](40)[color:#B1C9F5], [/color][color:#7AA4EF]Mako-[/color][color:#7AA4EF]Acc/Dmg/EndRdx/Rchg[/color](40)[color:#B1C9F5], [/color][color:#7AA4EF]Mako-[/color][color:#7AA4EF]Dam%[/color](42)
[color:#4FA7FF]Level 41:[/color] [color:#B3CAF7]Tough[/color] [color:#489AFF]--[/color] [color:#7AA4EF]S'fstPrt-[/color][color:#7AA4EF]ResKB[/color](A)[color:#B1C9F5], [/color][color:#7AA4EF]S'fstPrt-[/color][color:#7AA4EF]ResDam/Def+[/color](43)[color:#B1C9F5], [/color][color:#7AA4EF]ImpArm-[/color][color:#7AA4EF]ResDam[/color](43)[color:#B1C9F5], [/color][color:#7AA4EF]ImpArm-[/color][color:#7AA4EF]ResPsi[/color](46)[color:#B1C9F5], [/color][color:#7AA4EF]ImpArm-[/color][color:#7AA4EF]ResDam/EndRdx[/color](46)
[color:#4FA7FF]Level 44:[/color] [color:#B3CAF7]Weave[/color] [color:#489AFF]--[/color] [color:#7AA4EF]LkGmblr-[/color][color:#7AA4EF]Rchg+[/color](A)[color:#B1C9F5], [/color][color:#7AA4EF]LkGmblr-[/color][color:#7AA4EF]Def[/color](48)[color:#B1C9F5], [/color][color:#7AA4EF]Ksmt-[/color][color:#7AA4EF]ToHit+[/color](48)[color:#B1C9F5], [/color][color:#8BAFF1]EndRdx[/color][color:#8BAFF1]-I[/color](48)
[color:#4FA7FF]Level 47:[/color] [color:#B3CAF7]Grant Cover[/color] [color:#489AFF]--[/color] [color:#7AA4EF]RedFtn-[/color][color:#7AA4EF]Def/EndRdx[/color](A)
[color:#4FA7FF]Level 49:[/color] [color:#B3CAF7]One with the Shield[/color] [color:#489AFF]--[/color] [color:#8BAFF1]ResDam[/color][color:#8BAFF1]-I[/color](A)
[color:#489AFF]------------[/color]
[color:#4FA7FF]Level 1:[/color] [color:#B3CAF7]Brawl[/color] [color:#489AFF]--[/color] [color:#5EAEFF]Empty[/color](A)
[color:#4FA7FF]Level 1:[/color] [color:#B3CAF7]Sprint[/color] [color:#489AFF]--[/color] [color:#5EAEFF]Empty[/color](A)
[color:#4FA7FF]Level 2:[/color] [color:#B3CAF7]Rest[/color] [color:#489AFF]--[/color] [color:#5EAEFF]Empty[/color](A)
[color:#4FA7FF]Level 1:[/color] [color:#B3CAF7]Gauntlet[/color]
[color:#4FA7FF]Level 2:[/color] [color:#B3CAF7]Ninja Run[/color]
[color:#489AFF]------------[/color]
[color:#489AFF]Set Bonus Totals:[/color]- 21% DamageBuff(Smashing)
- 21% DamageBuff(Lethal)
- 21% DamageBuff(Fire)
- 21% DamageBuff(Cold)
- 21% DamageBuff(Energy)
- 21% DamageBuff(Negative)
- 21% DamageBuff(Toxic)
- 21% DamageBuff(Psionic)
- 12.4% Defense(Smashing)
- 12.4% Defense(Lethal)
- 4.56% Defense(Fire)
- 4.56% Defense(Cold)
- 4.88% Defense(Energy)
- 4.88% Defense(Negative)
- 4.88% Defense(Psionic)
- 21.8% Defense(Melee)
- 6.75% Defense(Ranged)
- 6.13% Defense(AoE)
- 50% Enhancement(RechargeTime)
- 27% Enhancement(Accuracy)
- 5% FlySpeed
- 154.6 HP (8.25%) HitPoints
- 5% JumpHeight
- 5% JumpSpeed
- Knockback (Mag -4)
- Knockup (Mag -4)
- MezResist(Held) 11.6%
- MezResist(Immobilize) 13.8%
- MezResist(Stun) 4.4%
- 5.5% (0.09 End/sec) Recovery
- 62% (4.85 HP/sec) Regeneration
- 1.26% Resistance(Fire)
- 1.26% Resistance(Cold)
- 3.13% Resistance(Negative)
- 3% Resistance(Psionic)
- 5% RunSpeed
[color:#489AFF]Set Bonuses:[/color]
[color:#8BAFF1]Luck of the Gambler[/color]
[color:#B3CAF7](Deflection)[/color]- 10% (0.78 HP/sec) Regeneration
- 21.1 HP (1.13%) HitPoints
- [color:#B3CAF7] 7.5% Enhancement(RechargeTime)[/color]
[color:#B3CAF7](Shadow Punch)[/color]- MezResist(Immobilize) 2.75%
- 28.1 HP (1.5%) HitPoints
- 2.5% DamageBuff(All)
- MezResist(Held) 2.75%
- 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
[color:#B3CAF7](True Grit)[/color]- 12% (0.94 HP/sec) Regeneration
[color:#B3CAF7](Battle Agility)[/color]- [color:#B3CAF7] 7.5% Enhancement(RechargeTime)[/color]
[color:#B3CAF7](Battle Agility)[/color]- MezResist(Immobilize) 2.2%
- 1.26% Resistance(Fire,Cold)
- 2% DamageBuff(All)
- 5% Enhancement(RechargeTime)
[color:#B3CAF7](Smite)[/color]- MezResist(Immobilize) 2.75%
- 28.1 HP (1.5%) HitPoints
- 2.5% DamageBuff(All)
- MezResist(Held) 2.75%
- 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
[color:#B3CAF7](Phalanx Fighting)[/color]- 10% (0.78 HP/sec) Regeneration
- [color:#B3CAF7] 7.5% Enhancement(RechargeTime)[/color]
[color:#B3CAF7](Siphon Life)[/color]- MezResist(Immobilize) 2.75%
- 28.1 HP (1.5%) HitPoints
- 2.5% DamageBuff(All)
- MezResist(Held) 2.75%
- 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
[color:#B3CAF7](Stamina)[/color]- 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
[color:#B3CAF7](Shadow Maul)[/color]- 10% (0.78 HP/sec) Regeneration
- 3.13% Resistance(Negative)
- 9% Enhancement(Accuracy)
- 3.13% Defense(AoE), 1.56% Defense(Fire), 1.56% Defense(Cold)
[color:#B3CAF7](Shield Charge)[/color]- MezResist(Stun) 2.2%
- 3% DamageBuff(All)
- 9% Enhancement(Accuracy)
- 5% Enhancement(RechargeTime)
- 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
[color:#B3CAF7](Soul Drain)[/color]- MezResist(Stun) 2.2%
- 3% DamageBuff(All)
- 9% Enhancement(Accuracy)
- 5% Enhancement(RechargeTime)
- 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
[color:#B3CAF7](Dark Consumption)[/color]- 21.1 HP (1.13%) HitPoints
- 1.5% (0.03 End/sec) Recovery
- 10% (0.78 HP/sec) Regeneration
- 2.5% DamageBuff(All)
- 5% Enhancement(RechargeTime)
[color:#B3CAF7](Midnight Grasp)[/color]- MezResist(Immobilize) 3.3%
- 28.1 HP (1.5%) HitPoints
- 3% DamageBuff(All)
- MezResist(Held) 3.3%
- 3.75% Defense(Ranged), 1.88% Defense(Energy), 1.88% Defense(Negative)
[color:#B3CAF7](Tough)[/color]- 1.5% (0.03 End/sec) Recovery
- [color:#B3CAF7] Knockback Protection (Mag -4)[/color]
- [color:#B3CAF7] 3% Defense(All)[/color]
[color:#B3CAF7](Tough)[/color]- 2.5% (0.04 End/sec) Recovery
- 1.88% Defense(Psionic)
- [color:#B3CAF7] 3% Resistance(Psionic)[/color]
[color:#B3CAF7](Weave)[/color]- 10% (0.78 HP/sec) Regeneration
- [color:#B3CAF7] 7.5% Enhancement(RechargeTime)[/color]