-
Posts
26 -
Joined
-
A warlords primary power sets are designed specifically for summoning just like the mastermind's.
They share the identical primary but their role in the team is that of a tank due to their secondary power set will I refer to as Melee Affinity which is kind of like the dominator's assault pool but instead of ranged attacks we're trading those in for self defense powers.
Here are some of my ideas for melee affinities.
Berserker affinity.
Level 1 (Beheader). Same as the Battle Axe power
Level 2 (High Pain Tolerance). Same as willpower power
Level 4 (Chop) Same as the Battle Axe power.
Level 10 (gash) same as the Battle Axe power.
Level 16 (Unyielding) same as the invulnerability power
Level 20 (Taunt) Same as the Brute and tank Power
Level 26 (Whirling Axe) same as the Battle Axe power
Level 35 (Dull Pain) same as the invulnerability power.
Level 38 (Cleave) same as the Battle axe power.
Martial Arts affinity.
Level 1 (Thunder kick). Same as the martial arts power
Level 2 (Storm kick). Same as the tankers version of the martial art power
Level 4 (Quick Recovery) Same as the regeneration power.
Level 10 (Cobra Strike) same as the martial arts power.
Level 16 (Practiced Brawler) same as the Super reflex power
Level 20 (Taunt) Same as the Brute and tank Power
Level 26 (Dragon's tail) same as martial arts power
Level 35 (Rise to the challenge) same as the Willpower ...Ability
Level 38 (Crippling Axe kick) same as the Martial arts power.
That's some of the ideas I have for Melee Affinity.
the warlords stats would look something like.
Survivability 9
melee damage 5
ranged damage 4
crowd control 2
support 0
pets 10
Let's move onto the passive archetype abilities.
The mastermind has (Supremacy) which increases the damage and to hit the closer you are to your henchmen is much like the warlords power (Prideful Leader) bliut instead your henchman receive increased regeneration rates and the warlords defense is also increased based on how close they are to you much like Phalanx fighting in the shield defense pool but at a longer range. Additionally, your Henchmen in Defensive mode will share damage with the warlords and it's divided among them just like mastermind.
Please leave me some positive feedback and what kind of melee affinity sets you'd like to see!!! -
well I tried safe mode, verifying all files, updated driver not sure what else to do...
I saw someone else having this and they said use coh helper so I did and here's what it said
\
---System information gathered by CoH Helper version 0.2.0.2---
DxDiag gathered at December 29, 2010 01:23 (-05:00)
Operating System: Windows Vista Home Premium (6.0, Build 6002) Service Pack 2 (6002.vistasp2_gdr.100608-0458)
System Manufacturer: HP-Pavilion
System Model: FK791AA-ABA a6650f
BIOS: Phoenix - AwardBIOS v6.00PG
Central Processor: AMD Phenom(tm) 9550 Quad-Core Processor (4 CPUs), ~2.2GHz
Memory: 6014MB
.Net Memory Report: 3554MB out of 6013MB available
Page File: 9608MB (2600MB currently in use)
C Drive: (Hitachi HDP725050GLA SCSI Disk Device) 187869MB out of 464465MB (40%) free
D Drive: (Hitachi HDP725050GLA SCSI Disk Device) 1702MB out of 12472MB (13%) free
E Drive: (TSSTcorp CDDVDW TS-H653Q SCSI CdRom Device) zero-size drive
J Drive: (MRO QF4DEV8HIB SCSI CdRom Device) zero-size drive
Windows directory location: C:\Windows
DirectX: DirectX 11
DirectX Diag version: 7.00.6002.18107 (64-bit version)
Display Notes: No problems found.
Sound Notes: No problems found.
No problems found.
Input Notes: No problems found.
Monitor: HP w1907 Wide LCD Monitor
Monitor's Max Resolution: (blank)
Video Device Name: NVIDIA GeForce 6150SE nForce 430
Manufacturer / Chip: NVIDIA / GeForce 6150SE nForce 430
Video Memory: 2152 MB
Driver Version: 8.17.0012.6099
Driver Date: 10/16/2010 1:55:00 PM
Driver Language: English
Sound Device Description: Speakers (Realtek High Definition Audio)
Driver File: RTKVHD64.sys
Driver Version: 6.00.0001.5789
Driver Date: 2/11/2009 12:39:24 PM
Sound Device Description: Realtek Digital Output (Realtek High Definition Audio)
Driver File: RTKVHD64.sys
Driver Version: 6.00.0001.5789
Driver Date: 2/11/2009 12:39:24 PM
WMI Information
Motherboard Manufacturer: PEGATRON CORPORATION
Motherboard Model: (empty)
Motherboard Product: NARRA3
Motherboard Version: 3.02
BIOS Manufacturer: Phoenix Technologies, LTD
BIOS Name: Phoenix - AwardBIOS v6.00PG
BIOS Version: HPQOEM - 42302e31
BIOS Release: 20080620000000.000000+000
Registry Information for Current User
Resolution: 1024x768
3D Resolution: 1024x768 (Not using renderscale)
Full Screen: Yes
Maximized: No
Screen Position: 0, 0
Refresh Rate: 60Hz
Vertical Sync Enabled: Yes
Physics Quality: Medium
Maximum Particles: 50000
Max Particle Fill? 10.000
Physics Card Enabled: No
Anti-aliasing: Off
Anisotropic Filtering: 4x
Texture LOD Bias: Smooth
Water Effects: Medium quality
Bloom: 1.000 (turned on)
Depth of Field Enabled: Yes
Desaturation Effects (Sepia) Enabled: Yes
Shader Detail: Medium?
World Texture Level: Very High
Character Texture Level: High
World Detail Level (Vis_Scale): 1.000
Entity Detail Level: 1.000
Shadows Enabled: Yes
Shadow Mode: Stencil shadows
Shadow Map Shader: Unknown (0)
Environmental Reflections: Disabled
Advanced Occlusion Settings: No
Ambient Occlusion: Off
Occlusion Strength: Off
Blur: Bilateral
Ambient Resolution: Performance
Gamma Correction: 1.000
Geometry Buffers (VBOs) Enabled: Yes
Suppression of FX When Camera Close Enabled: No
Close Suppression Range: 3.000
Show Advertisements: Yes
Audio Mode: Compatiblity
3D Audio: No
FX Sound Volume: 0.099
Music Sound Volume: 0.099
Show Advanced Graphics Options: No
Overall Graphics Quality: 0.500
Reverse Mouse Buttons: No
Save Login Username: Yes
Transfer Rate: 1145847 bytes/second
Current Game Version: 1900.201011102104.27
Installation Directory: C:\Program Files (x86)\City of Heroes
Mod files in the Data directory
No modifications found -
I'm looking for a build that gets a fire/fire tank close to the soft cap for most types as possible.
I'm thinking types rather then positions.
with kinetic shield included
this is what I was able to come up with on my own
Hero Plan by Mids' Hero Designer 1.91
http://www.cohplanner.com/
Level 50 Magic Tanker
Primary Power Set: Fiery Aura
Secondary Power Set: Fiery Melee
Power Pool: Fighting
Power Pool: Leadership
Power Pool: Leaping
Power Pool: Medicine
Ancillary Pool: Energy Mastery
Hero Profile:
------------
Level 1: Fire Shield RctvArm-EndRdx(A), RctvArm-ResDam(3), RctvArm-ResDam/EndRdx/Rchg(3), RctvArm-EndRdx/Rchg(5), RctvArm-ResDam/Rchg(5), S'fstPrt-ResDam/Def+(7)
Level 1: Scorch Empty(A)
Level 2: Healing Flames Numna-Regen/Rcvry+(A), Numna-Heal(7), Numna-Heal/EndRdx/Rchg(9), Numna-Heal/Rchg(9), Numna-EndRdx/Rchg(11), Numna-Heal/EndRdx(13)
Level 4: Combustion C'ngBlow-Acc/Dmg(A), C'ngBlow-Dmg/Rchg(13), C'ngBlow-Acc/Rchg(15), Erad-%Dam(15), Erad-Acc/Dmg/Rchg(17), Erad-Acc/Dmg/EndRdx/Rchg(19)
Level 6: Boxing Empty(A)
Level 8: Consume Zinger-Dam%(A), Zinger-Taunt/Rng(19), Zinger-Acc/Rchg(21), Zinger-Taunt/Rchg/Rng(21), Zinger-Taunt/Rchg(23), Zinger-Taunt(23)
Level 10: Maneuvers LkGmblr-Def/EndRdx(A), DefBuff-I(11)
Level 12: Plasma Shield RctvArm-EndRdx(A), RctvArm-ResDam(25), RctvArm-ResDam/EndRdx/Rchg(25), RctvArm-ResDam/EndRdx(27), RctvArm-ResDam/Rchg(27), S'fstPrt-ResKB(29)
Level 14: Tough RctvArm-ResDam(A), RctvArm-EndRdx(29), RctvArm-ResDam/EndRdx(31), RctvArm-ResDam/Rchg(31), RctvArm-EndRdx/Rchg(33), RctvArm-ResDam/EndRdx/Rchg(33)
Level 16: Combat Jumping DefBuff-I(A)
Level 18: Burn M'Strk-Dmg/EndRdx/Rchg(A), M'Strk-Acc/Dmg/EndRdx(33), M'Strk-Acc/EndRdx(34), M'Strk-Dmg/Rchg(34), M'Strk-Dmg/EndRdx(34), M'Strk-Acc/Dmg(37)
Level 20: Build Up RechRdx-I(A), RechRdx-I(40)
Level 22: Blazing Aura M'Strk-Dmg/EndRdx/Rchg(A), M'Strk-Acc/Dmg/EndRdx(43), M'Strk-Acc/EndRdx(45), M'Strk-Dmg/Rchg(45), M'Strk-Dmg/EndRdx(45), M'Strk-Acc/Dmg(46)
Level 24: Aid Other Empty(A), Empty(50)
Level 26: Aid Self Empty(A)
Level 28: Fire Sword Circle C'ngBlow-Acc/Dmg(A), C'ngBlow-Dmg/Rchg(46), C'ngBlow-Acc/Rchg(46), Erad-Dmg(48), Erad-Acc/Rchg(48), Erad-Dmg/Rchg(50)
Level 30: Weave LkGmblr-Def/EndRdx(A), DefBuff-I(31)
Level 32: Rise of the Phoenix Empty(A)
Level 35: Incinerate P'ngS'Fest-Stun%(A), P'ngS'Fest-Dmg/Rchg(36), P'ngS'Fest-Acc/Dmg(36), P'ngFist-Acc/Dmg(36), P'ngFist-Acc/Dmg/Rchg(37), P'ngFist-Acc/Dmg/EndRdx/Rchg(37)
Level 38: Greater Fire Sword P'ngS'Fest-Stun%(A), P'ngS'Fest-Dmg/Rchg(39), P'ngS'Fest-Acc/Dmg(39), P'ngFist-Acc/Dmg/EndRdx/Rchg(39), P'ngFist-Acc/Dmg/Rchg(40), P'ngFist-Acc/Dmg(40)
Level 41: Focused Accuracy GSFC-Build%(A), GSFC-ToHit/EndRdx(42), GSFC-Rchg/EndRdx(42), GSFC-ToHit/Rchg/EndRdx(42), GSFC-ToHit/Rchg(43), GSFC-ToHit(43)
Level 44: Physical Perfection P'Shift-End%(A)
Level 47: Conserve Power RechRdx-I(A), RechRdx-I(48)
Level 49: Fiery Embrace RechRdx-I(A), RechRdx-I(50)
------------
Level 1: Brawl Empty(A)
Level 1: Sprint Empty(A)
Level 2: Rest Empty(A)
Level 1: Gauntlet
Level 4: Ninja Run
Level 2: Swift Run-I(A)
Level 2: Hurdle Jump-I(A)
Level 2: Health Heal-I(A)
Level 2: Stamina EndMod-I(A)
------------
Set Bonus Totals:
5% DamageBuff(Smashing)
5% DamageBuff(Lethal)
5% DamageBuff(Fire)
5% DamageBuff(Cold)
5% DamageBuff(Energy)
5% DamageBuff(Negative)
5% DamageBuff(Toxic)
5% DamageBuff(Psionic)
13% Defense(Smashing)
13% Defense(Lethal)
8% Defense(Fire)
8% Defense(Cold)
18.63% Defense(Energy)
18.63% Defense(Negative)
3% Defense(Psionic)
12.69% Defense(Melee)
15.5% Defense(Ranged)
13% Defense(AoE)
3.6% Max End
5% Enhancement(RechargeTime)
6% Enhancement(Heal)
5% FlySpeed
70.28 HP (3.75%) HitPoints
5% JumpHeight
5% JumpSpeed
Knockback (Mag -4)
Knockup (Mag -4)
MezResist(Held) 3.3%
MezResist(Immobilize) 3.3%
MezResist(Sleep) 7.7%
MezResist(Stun) 3.3%
MezResist(Terrorized) 2.75%
4.5% (0.075 End/sec) Recovery
38% (2.973 HP/sec) Regeneration
1.89% Resistance(Fire)
1.89% Resistance(Cold)
1.25% Resistance(Toxic)
5% RunSpeed -
would getting fly, hover and air superiority fly to the top of the map one without a ceiling turn on hover and use air superiority then fly after them and one shot them when they drop to 1 hp work?
-
I slotted it in tough and when I turn on tough it also gives 12% resist to toxic and psionic..
I only have (Steadfast protection defense 3%), (Steadfast protection knockback protection) and (impervious skin status resistance)..
so is this a bug for 'mids' or is there some sort of hidden buff in tough or once of these IOs? -
Quote:recharge debuff too I thinkExtracted Essence. I think I made the comments in Dechs' guide, but off the top of my head, you can use IO sets for:
Ranged damage
Targeted AOE
Melee damage
PBAOE
ToHit buff
Slow
Pet damage
Recharge intensive pets
Resistance
Healing
Travel
Endmod
Stuns
Holds
Immobilize
Defense (Shadow Cloak) -
soft caped tanking in either human or dwarf which ever is easier.
maybe just melee cap with 85% resist while eclipse is up -
my warshade is level 39 and I haven't bothered to level him because I don't know why IOs to slot.
I want to your tank builds.. if you can make a human tank for I'd be interested in that
a no nova build.
a nova centered trifrom build
anything you can do to help would be great. -
what I wanted to do was make a fire/fire tanker in blaster form so it would be an aoe solo herder
-
this is what I was looking at I'd hope for 45% smash/lethal defense and just enough knockback protection I made one today with that but deleted it =p
Hero Plan by Mids' Hero Designer 1.803
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Blaster
Primary Power Set: Assault Rifle
Secondary Power Set: Fire Manipulation
Power Pool: Fighting
Power Pool: Fitness
Power Pool: Leadership
Ancillary Pool: Cold Mastery
Hero Profile:
Level 1: Slug- (A) Empty
- (A) Empty
- (A) Empty
- (A) Empty
- (5) Empty
- (5) Empty
- (43) Empty
- (43) Empty
- (46) Empty
- (A) Empty
- (7) Empty
- (7) Empty
- (9) Empty
- (9) Empty
- (43) Empty
- (A) Empty
- (A) Empty
- (11) Empty
- (11) Empty
- (13) Empty
- (13) Empty
- (42) Empty
- (A) Empty
- (31) Empty
- (A) Empty
- (15) Empty
- (15) Empty
- (17) Empty
- (42) Empty
- (42) Empty
- (A) Empty
- (17) Empty
- (29) Empty
- (A) Empty
- (19) Empty
- (19) Empty
- (40) Empty
- (A) Empty
- (21) Empty
- (21) Empty
- (25) Empty
- (34) Empty
- (37) Empty
- (A) Empty
- (23) Empty
- (23) Empty
- (A) Empty
- (25) Empty
- (A) Empty
- (27) Empty
- (27) Empty
- (34) Empty
- (A) Empty
- (29) Empty
- (A) Empty
- (31) Empty
- (31) Empty
- (A) Empty
- (33) Empty
- (33) Empty
- (33) Empty
- (A) Empty
- (36) Empty
- (36) Empty
- (36) Empty
- (37) Empty
- (37) Empty
- (A) Empty
- (39) Empty
- (39) Empty
- (39) Empty
- (40) Empty
- (40) Empty
- (A) Empty
- (48) Empty
- (50) Empty
- (A) Empty
- (45) Empty
- (45) Empty
- (45) Empty
- (46) Empty
- (46) Empty
- (A) Empty
- (48) Empty
- (48) Empty
- (50) Empty
- (A) Empty
- (50) Empty
Level 1: Brawl- (A) Empty
- (A) Empty
- (A) Empty
Level 4: Ninja Run -
the idea was he was an Ex Vietnam vet who used to use the flamethrower and he learned how to control it.
if I don't go with that primary I might go with elec/fire/ice
which would be a good elemental sorcerer theme maybe
and with the fitness changes in i19 I'll be able to fit in medicine -
I had picked Rifle for ignite.. for two burn patches would those stack and if not what other primary would good?
-
do personal force field and burn /ignite stack?
like is it an effect on the ground were it causes damage to mobs because it's like a mine and not a PBAOE toogle like hotfeet/blazing aura?
because I'm wondering which epic pool I should take for a rifle/fire I'm going to solo mobs with pbaoe.. just an idea don't bash it just give me ideas to improve.
was looking at
Cold mastery for the defense toogle and heal
electric mastery for defense toggle and ultimate defense
flame mastery bonfire, melt armor and defense toggle
force mastery for personal force field and defense toogle
soul mastery for the stun and defense toggle.
what should I go with I don't want to tank but solo mobs?
I have worked out builds with capped melee pve defense and I was wondering what can be done to boost solo pbaoe builds
I don't want to make a fire/kin sorry. -
I said Ranged Bosses killer like a scrapper or a stalker but with ranged attacks.
yes blasters have their place as ranged damage dealers but there is no role for ranged boss killers.
the reason you'd play this character would be so you could have a ranged damage dealer and the fun ambush abilities as stalker but long ranged instead of melee
when I said that silencing shot wold keep you in stealth was in other words it doesn't aggro or would instantly placate.
and blasters don't have as much defensive power as a stalker but they don't also have repel, decoys, smoke bombs and critical strikes
and it isn't team support like a corruptor. it's self buffing and foe debuffing to increase personal damage -
just like blasters are Aoe ranged a damage dealers and scrappers melee boss killers a sniper would have a role as a ranged boss killer...
masterminds I pretty specialized I'd say they came about because people wanted even more pets then just the controller ones
and not all the attacks are interpretable -
The sniper would be an interpretable ranged damage dealer with close to the same ability hide as an stalker
the passive would give more damage for the farther the target is away from the sniper.
the working primary would be (Sniping)
and format would be
level 1 quick shot
(quick recharge attack with medium damage)
level 1 "distracting shot
( low damage, quick recharge attack with confusion)
(High accuracy attack with medium damage)
level 2body shot
(High accuracy attack with medium damage)
level 6 Silent shot
( interpretable Extreme damage attack keeps you in stealth but doesn't refresh it)
level 8 Boost Range
(same as the blaster boost range but with the passive that means more damage)
level 12 Follow Through
(Ranged Follow up /blinding feint, interpretable Superior damage attack)
level 18 Crippling shot
(high damage attack with slow and immobilize)
level 26 Ranged Shot
(interpretable Extreme damage attack )
level 32 Final shot
(Extreme damage, ignores resistance and does a critical hit even out of stealth, slow recharge,)
the secondary would be (utility) which would be like debuffing, stealth buffing, self buffing
and would start out with conceal which is hide
you would get both aim and build up
and some other ideas are
Surveillance, Power Boost,
Team Stealth powers
(Shadow fall, Group invisibility, Steamy mist)
Targeting drones, quickness, focused accuracy, smoke bomb ,decoys
repel powers
(force bubble, telekinesis)
and the last skill would be that adds some type of damage , like fiery embrace which is based on the pool chosen that gives damage to the player after it wears off like the damage that absorb pain does to the empathy defenders -
hey I just started a Doctor who universe themed SG on pinnacle (US)
anyone who wants to make a character please contact "@bruce-lee" telling me you've made a character who wants an invite in to the TARDIS -
for some reason it says "The selected service is currently unavailable."
can anyone help me? -
I'd reconcider going with Defense on a fire/fire tank my has 44.5% defense and he is as fun if not funner to play then both my granite tank and granite brute
personally I don't think Fire/fire tanks need any +recharge IOs other the ones built into IO sets so no hasten, or Luck of the gambler 7.5s. I've had my fire tank with no hasten and with hasten. -
remove burn unless you're farming Siege's minions because they don't run away
personally one of my favorite things you can do with Super Strength
is slot them with Forced feedback's Chance for recharge IO
it gives 100% recharge for 10 second when it triggers.
I have it on my MA/SR on both Craine kick and Dragon's tail and it comes up everyonce in a while it's while handy.. with almost every attack slotted with Forced feedbacks +recharge Chance it will be of a common occurrence and I made a Granite/ Super Strength Tanker who is going to be slotted with those
the 0.5 pecent won't change a thing my fire tank has melee defense at around the same level and I don't notice a different
and check out http://boards.cityofheroes.com/showthread.php?t=185583
for other defensive style fire tankers -
Quote:there is another thread dealing with Fire/fire tanks and defense..
If someone knows a way were I can improve my defense I would really like to know.
my fire/fire tank is nearly Defense Capped in melee which means he only gets hit 5% of the time by melee attacks
with this build I like tanking on my fire/fire tanker more then my granite brute..
my heal comes back faster then I need it to..
and I have even had people thank me for restoring their faith in Fire tankers
check it out
http://boards.cityofheroes.com/showthread.php?t=185583 -
I'm sure how to use mid's hero builder so if this comes out as nonsense I'm sorry
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
Level 50 Technology Tanker
Primary Power Set: Fiery Aura
Secondary Power Set: Fiery Melee
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Energy Mastery
Hero Profile:
------------
Level 1: Fire Shield TtmC'tng-ResDam/EndRdx(A), TtmC'tng-ResDam/Rchg(7), TtmC'tng-EndRdx/Rchg(7), TtmC'tng-ResDam/EndRdx/Rchg(19), TtmC'tng-ResDam(19), TtmC'tng-EndRdx(34)
Level 1: Scorch Acc-I(A)
Level 2: Healing Flames Numna-Heal/Rchg(A), Numna-Heal/EndRdx/Rchg(3), Dct'dW-Heal/Rchg(3), Dct'dW-Heal/EndRdx/Rchg(42)
Level 4: Combustion Oblit-Dmg(A), Oblit-Acc/Rchg(5), Oblit-Dmg/Rchg(5), Oblit-Acc/Dmg/Rchg(9), Oblit-Acc/Dmg/EndRdx/Rchg(9), Oblit-%Dam(43)
Level 6: Hurdle Jump(A)
Level 8: Combat Jumping DefBuff-I(A)
Level 10: Consume Efficacy-EndMod(A), Efficacy-EndMod/Rchg(11), Efficacy-EndMod/Acc/Rchg(11), Efficacy-Acc/Rchg(46), Efficacy-EndMod/Acc(48), Efficacy-EndMod/EndRdx(50)
Level 12: Plasma Shield TtmC'tng-ResDam/EndRdx(A), TtmC'tng-ResDam/Rchg(13), TtmC'tng-EndRdx/Rchg(13), TtmC'tng-ResDam/EndRdx/Rchg(15), TtmC'tng-ResDam(15), TtmC'tng-EndRdx(46)
Level 14: Blazing Aura M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(17), M'Strk-Dmg/Rchg(17), M'Strk-Acc/EndRdx(42), M'Strk-Acc/Dmg/EndRdx(45), M'Strk-Dmg/EndRdx/Rchg(46)
Level 16: Super Jump SprngFt-EndRdx/Jump(A)
Level 18: Health Numna-Regen/Rcvry+(A)
Level 20: Stamina EndMod-I(A), EndMod-I(21), EndMod-I(21)
Level 22: Build Up GSFC-ToHit(A), GSFC-ToHit/Rchg(23), GSFC-ToHit/Rchg/EndRdx(23), GSFC-Rchg/EndRdx(25), GSFC-ToHit/EndRdx(25), GSFC-Build%(45)
Level 24: Boxing Acc-I(A)
Level 26: Maneuvers DefBuff-I(A), DefBuff-I(27), DefBuff-I(27)
Level 28: Fire Sword Circle Oblit-Dmg(A), Oblit-Acc/Rchg(29), Oblit-Dmg/Rchg(29), Oblit-Acc/Dmg/Rchg(37), Oblit-Acc/Dmg/EndRdx/Rchg(40), Oblit-%Dam(43)
Level 30: Tough S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(31), TtmC'tng-ResDam/EndRdx(31), TtmC'tng-ResDam/EndRdx/Rchg(31), TtmC'tng-ResDam(37)
Level 32: Rise of the Phoenix Oblit-Dmg(A), Oblit-Acc/Rchg(33), Oblit-Dmg/Rchg(33), Oblit-Acc/Dmg/Rchg(33), Oblit-Acc/Dmg/EndRdx/Rchg(34), Oblit-%Dam(34)
Level 35: Weave RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(36), RedFtn-EndRdx/Rchg(36), RedFtn-Def/EndRdx/Rchg(36), RedFtn-EndRdx(37)
Level 38: Greater Fire Sword T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(39), T'Death-Dmg/Rchg(39), T'Death-Acc/Dmg/EndRdx(39), T'Death-Dmg/EndRdx/Rchg(40), T'Death-Dam%(40)
Level 41: Incinerate T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(43), T'Death-Dmg/Rchg(48), T'Death-Acc/Dmg/EndRdx(48), T'Death-Dmg/EndRdx/Rchg(50), T'Death-Dam%(50)
Level 44: Fiery Embrace RechRdx-I(A), RechRdx-I(45)
Level 47: Conserve Power RechRdx-I(A)
Level 49: Taunt Empty(A)
------------
Level 1: Brawl Empty(A)
Level 1: Sprint Jump-I(A)
Level 2: Rest Empty(A)
Level 1: Gauntlet
------------
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)
17.1% Defense(Smashing)
17.1% Defense(Lethal)
5.19% Defense(Fire)
5.19% Defense(Cold)
4.25% Defense(Energy)
4.25% Defense(Negative)
3% Defense(Psionic)
31.1% Defense(Melee)
5.5% Defense(Ranged)
7.38% Defense(AoE)
25% Enhancement(RechargeTime)
27% Enhancement(Accuracy)
5% FlySpeed
196.8 HP (10.5%) HitPoints
5% JumpHeight
5% JumpSpeed
Knockback (Mag -4)
Knockup (Mag -4)
MezResist(Held) 11%
MezResist(Immobilize) 7.7%
MezResist(Sleep) 8.25%
MezResist(Stun) 12.7%
MezResist(Terrorized) 2.2%
5.5% (0.09 End/sec) Recovery
22% (1.72 HP/sec) Regeneration
2.21% Resistance(Fire)
2.21% Resistance(Cold)
5% RunSpeed
------------
Set Bonuses:
Titanium Coating
(Fire Shield)
MezResist(Sleep) 2.2%
28.1 HP (1.5%) HitPoints
MezResist(Stun) 2.2%
MezResist(Held) 2.75%
2.5% Defense(Melee), 1.25% Defense(Lethal), 1.25% Defense(Smashing)
Numina's Convalescence
(Healing Flames)
12% (0.94 HP/sec) Regeneration
Doctored Wounds
(Healing Flames)
MezResist(Terrorized) 2.2%
Obliteration
(Combustion)
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)
Efficacy Adaptor
(Consume)
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)
Titanium Coating
(Plasma Shield)
MezResist(Sleep) 2.2%
28.1 HP (1.5%) HitPoints
MezResist(Stun) 2.2%
MezResist(Held) 2.75%
2.5% Defense(Melee), 1.25% Defense(Lethal), 1.25% Defense(Smashing)
Multi Strike
(Blazing Aura)
MezResist(Sleep) 1.65%
0.95% Resistance(Fire,Cold)
MezResist(Stun) 1.65%
1.88% Defense(AoE), 0.94% Defense(Fire), 0.94% Defense(Cold)
1.88% Defense(Melee), 0.94% Defense(Lethal), 0.94% Defense(Smashing)
Gaussian's Synchronized Fire-Control
(Build Up)
5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
35.1 HP (1.88%) HitPoints
2.5% (0.04 End/sec) Recovery
2.5% DamageBuff(All)
2.5% Defense(Melee), 1.25% Defense(Lethal), 1.25% Defense(Smashing), 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative), 2.5% Defense(AoE), 1.25% Defense(Fire), 1.25% Defense(Cold)
Obliteration
(Fire Sword Circle)
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)
Steadfast Protection
(Tough)
1.5% (0.03 End/sec) Recovery
3% Defense(All)
Knockback Protection (Mag -4)
Titanium Coating
(Tough)
MezResist(Sleep) 2.2%
28.1 HP (1.5%) HitPoints
Obliteration
(Rise of the Phoenix)
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)
Red Fortune
(Weave)
MezResist(Immobilize) 2.2%
1.26% Resistance(Fire,Cold)
2% DamageBuff(All)
5% Enhancement(RechargeTime)
Touch of Death
(Greater Fire Sword)
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)
Touch of Death
(Incinerate)
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) -
it goes down to 44.47%
so if I took Blazing Aura and slotted it with mulitistrike I could get to 45% but I don't notice the difference -
Quote:Is that 46% after the def from Stealth suppresses? I can't remember what the pool power suppresses to, but I know SI from Illusion suppresses to half (others like Steamy Mist don't suppress at all, which is great for my Stormies and Colds
).
ya it does I just checked..
oh well I guess I'll go with maneuvers