The Will to Burn: Fire/Willpower Scrapper I12
Nice Guide.
very good guide and after reading it i am on my way to a fire/will scrapper, stuck at lvl 12 because of the maintenence =\... but if i may make a suggestion
at lvl 8 you get swift and lvl 14 health... well if you are willing to put swift off i few lvls then i propose you do this..
lvl 8 air superiority (to help fill attack chain and do more damage)
lvl 12 swift (swich place with air sup for usage)
lvl 14 fast healing ( fast healing heals for more then heal)
lvl 22 heal (whiches places with fast healing, so the more powerfull fast heal will be used in the lower lvls. but you can still get heal before you get stamina at lvl 30)
this is just what i have done so far and im not saying its "better" but i found it to be more effective =]
Nice guide! Just what I'm looking for! I am wondering what you would suggest in order to take fly much sooner, like 14. What would you suggest?
Thanks!
Bliss
This is a nice giude, and it just inspired my next character. Any chance on an i16/17 update?
Ware ni tatenu mono mashi!!
[There are none before me who have not been cleaved!!]
Great guide, thanks! Very useful up to 36 so far. I did do as tebos11 suggested and move a couple of things around - also I just couldn't wait till 24 for fly so I delayed Swift.
I've found this build to have great survivability - very rarely mezzed so far - only killed once when some 50s ran up on me through Brickstown while I was fighting.
An alpha strike with multiple lts and /or bosses will throw a scare into me once in a while. I've toggled Wedding Band sparingly until I can get Strength of Will.
Found myself wishing Fire Sword Circle was just a little bit more powerful, but Greater Fire Sword slotted as indicated is fantastic.
Interesting guide, too bad the build you posted no longer works in Mids.
I want to get my Fire/WP up and running again to give my Elec/SD a break until Incarnates arrive.
ClintarCOH - Twitter
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Here are a couple that are I20 Compliant.
First is the one that I am using. Did a Tanker contest one night on who could hold most aggro and survive. I came in a close 2nd and thats a scrapper vs tanks Now also understand this was done before I understood frankenslotting and really how to use the sets right. But still a good build with lots of damage.
http://www.cohplanner.com/mids/downl...9EF119D05BE0E2
This 2nd build is the one I believe I will be going to. Its got less damage and recharge, but better regen/HP, recov/end, Def, Perception, and To-hit.
http://www.cohplanner.com/mids/downl...D6FF00C140D7FC
Hope they help. At the least its a place to start
Broomhilda BS/Regen/BM Scrapper, Fiddle Faddle Shield/ElecM/BM Tank,
And many others..
Dev's With all the Great new content, Please!! dont forget to fix the bugs with the old content. There is a storm a brewing because they are not getting fixed. If its a problem that no one is reporting them? Well Maybe you need to look at your tech support then..
The Will to Burn: A Guide to the Fire/Willpower scrapper
Fire/WP is an interesting combination because it takes a secondary that is very strong but has no real reactive abilities and pairs it with a primary that is one of the highest damage options available to a scrapper, but also has no reactive abilities. Unlike the knockback, defensive boost, fear, or stuns found in other primaries, fire melee has one thing and one thing only going for it: damage and more damage. Willpower is entirely toggle based - you have no click heals, no utility powers, no panic button. So you may be wondering, why would I want to play a combo where there is nothing I can do to prevent from faceplanting? Well, there is. Built right, WP can be incredibly tough, and fire melee does enough damage to kill before you get killed. This guide is meant to show how to do that.
First, a breakdown of the individual powers.
Fire Melee:
Scorch: level 1, 3/5 rating
This is a basic fast-animating, fast recharging minor damage melee attack. It is entirely fire, however, which is nice. The 1st tier attacks have become more popular recently because they tend to provide good dps, and the quick recharge makes them ideal for procs.
Fire Sword: level 1, rating 3/5
This is a basic 2nd tier melee attack. It hits about 50% harder than scorch, but has double the recharge time. Roughly 1/3 of its damage is lethal, which tends to be resisted, especially in the late game. Most folks choose this or scorch, but not both; at least until your attack chain is complete. Until then, it's fine to take and use both, and respec out of one of them later. A lot of people think the sword itself is cheesy looking - a "triangle on a stick". It boils down to personal preference and how much recharge you have to make a complete attack chain (using fire sword vs. scorch will require more).
Cremate: level 2, rating 5/5
You can pick this up at level 2. Compared to equivalent scrapper attacks, this hits very hard, and it's about 75% fire damage. Very nice. The only attack at this level that does more damage is shadow maul, but cremate animates in a fraction of the time. This attack is a must, and will become the backbone of your attack chain.
Buildup: level 6, rating 4/5
Typical scrapper buildup - 100% damage buff, 20% to-hit buff. On AT's with high base damage, like a scrapper, buildup is pretty important. I tend to take it earlier than most because it's viscerally satisfying to clobber stuff really hard, and it makes 1 encounter nearly trivial, though only every 90 seconds. The to-hit is great in the low levels when something is debuffing your accuracy. This will give you your one shot at glory by letting you smack down a Tsoo sorcerer or CoT spectral demon.
Breath of Fire: level 8, rating 2/5
I really wanted to like this power, but in the end I was spurned. It takes a long time to animate, 2.67 seconds, and its narrow cone can be difficult and time consuming to line up. It requires you to be slightly out of melee range, which is a detriment to both the way Willpower functions, and for the PBAoE of fire sword circle which you WILL take at level 18. Even enhanced for range, it's quite narrow and is a pretty sad little ranged attack. On the positive side, it is 100% fire damage, has a 15% accuracy bonus, and can hit 10 targets at once. If you can pull it off, it's very satisfying, but requires a lot of work, either herding solo or allowing a good tank to do it for you.
Confront: level 12, rating 1/5
Generally pointless for a scrapper. Unless you have a dedicated concept team where you're playing your scrapper as a tank, skip it. The adage is, "if you want to aggro something as a scrapper, punch it in the face."
Fire Sword Circle: level 18, rating 5/5
This is the single most damaging PBAoE attack in the scrapper arsenal. If you don't take it at 18, everyone will laugh at you. And with good reason. It has a large radius of 10' and it's primarily fire damage. It does take a while to recharge, though.
Incinerate: level 26, rating 4/5
Heavy fire damage, quick activation, decent recharge. The only drawback is that it's entirely damage over time. It's best used on something that needs to take a significant beating, or the DoT may be wasted by your targets premature death. Bosses and lieutenants. Solo, use it on whatever, but remember that the damage is applied over several seconds. The DoT can be quite useful for interrupting annoying npc's like sky raider engineers (or aid self spamming brutes, if you want to try PvP).
Greater Fire Sword: level 32, rating 4/5
Finally, here's your big money. GFS hits like a truck. It hits harder than headsplitter, provided 3 of the 5 tics of fire damage hit, and recharges faster as well. Of course, it never knocks anything down, either. The only reason this doesn't get a 5 is because the animation looks more like you're trying to use a sledge hammer one-handed, and it has a goofy sound that, to me, is totally out of place. GFS's sword effect is longer than fire sword, and if you switch back and forth between the two, the sword will elongate and shrink. It's a little embarrassing.
Willpower:
High Pain Tolerance: level 1, rating 4/5
This is a great passive power. It grants 20% more hit points and 5.63% damage resistance to all. More hitpoints = more hitpoints regenerated per second, and also helps you soak up hard hits. It's also a good spot to stick uniques, because it's passive and you get it at level 1.
Mind over Body: level 2, rating 4/5
Typical damage resistance toggle. This provides moderate damage resistance to smashing, lethal, and psionic. The psionic damage resistance will save your bacon in the later game when you're dealing with carnies and arachnos.
Fast Healing: level 4, rating 3/5
Nothing fancy, but it works. This grants a 75% regeneration bonus, about twice what Health provides. It also gives some regeneration debuff resistance, though I'm not sure how effective it is in actual gameplay. By itself, it's nothing to write home about, but layered with the rest of powers in Willpower, it's another brick in the wall of your mitigation.
Indomitable Will: level 10, rating 5/5
Your basic mez protection toggle. But you also get protection against the exotic forms of control, namely confuse and fear, which is awesome for the few occasions you have to worry about it. This also protects against knockback, and has 7.5% defense to psionic attacks. You may or may not wish to slot for defense, though every bit helps.
Rise to the Challenge: level 16, rating 5/5
This is often referred to as the defining power in Willpower. It does represent a fairly dramatic change in playstyle, and it's what makes Willpower unique, but truly this secondary is all about the layering of effects. RttC has numerous effects, all only within an 8' radius. First, for each target within 8', you get a regeneration bonus. The 1st npc grants the biggest bonus by a long shot, and each additional npc grants a little more, up to the limit of 10. Second, it has a small to-hit debuff for anyone close to you. It is only 3.75%, so not really worth slotting for unless you have unused slots burning holes in your pockets. However, it stacks with your other defenses and shouldn't be overlooked. Finally, it has a weak taunt aura, which is primarily a functional addition so that npcs are drawn in to allow RttC to work. Don't expect to out-taunt a tank using taunt, and don't expect it to save trigger-happy blasters from out aggroing you. Fully surrounded, you will regenerate faster than a regen scrapper unless they're using Instant Healing, but don't go bragging about that or karma will make you faceplant.
Quick Recovery: level 20, rating 5/5
This is a stamina-like power available at 20. It's actually a little better than stamina. Willpower runs a lot of toggles, and fire isn't exactly light on the end bar, so you will want this. In fact, you will probably want both this AND stamina, but I'll discuss that later.
Heightened Senses: level 28, rating 4/5
This toggle provides moderate defense to the elemental damage types, as well as increased perception and resistance to defense debuffs. Some folks will think this is skippable, but that would be a mistake. Again, Willpower is about layering your mitigation. Omitting HS leaves you pretty much wide open to elemental damage, and there are really a lot of npcs (and PCs!) who have ranged energy or fire attacks. The perception is great for dealing with Knives of Artemis, sneaky Bane Spiders, and smoke bomb dropping Fortunatas. In practice, I find the defense debuff protection will only negate a few incoming debuffs. An army of Cimemoran Traitors or Rad-blaster robots will have your defense in the red very quickly.
Resurgence: level 35, rating 2/5
The ever-present yet ever-skippable self rez. This will bring you back with roughly 1/2 health and 1/2 of your end bar, and with a hefty damage and to-hit bonus to boot. Unfortunately, there is no window of invincibility that is associated with some other rezzes, so using this near a bunch of hostiles will likely get you immediately rekilled. On the plus side, there is no annoying stun or rooting effect when you use it, so if you've got good reflexes, you can rez, activate a travel power, and flee very quickly to retoggle. I've done this successfully several times, and it beats a trip to the hospital.
Strength of Will: level 38, rating 3/5
Here's your "God Mode". Too bad it's actually only a "Kinda Tough Mode". This is WP's only click power, on a 300 second timer that is utterly unreduceable, that will give you 9.4 damage resistance vs. elemental types, and 18.8 damage resistance versus smashing and lethal, as well as more status effect protection and recovery. Yeah, pretty wimpy. But combined with the rest of your toggles, it can make or break a fight. Unlike other tier 9's, SoW, doesn't drain your whole blue bar when it ends. It just drains 50 end, which may be enough to detoggle you anyway. In any case, the crash won't insta-kill you, so don't be afraid to "waste" it by using it where you might not have needed it. SoW is NOT a panic button. It takes too long to activate, and if you click it after you realize you're going to die, it is likely too late and you will die anyway. Use it pre-emptively if you expect trouble - like when the blaster on the team says "oops" for no apparent reason. As an added bonus, SoW can be used as a breakfree if you've been mezzed. This won't happen too often, but when it does, it's really pretty cool. Take that, Rikti Mesmerists!
Strategy:
Level 1-15:
These levels are painful for any scrapper. Shoddy damage, clunky attack chain, poor defenses, empty blue bar. High Pain Tolerance and Mind over Body, if you took it, will give you some time to beat your enemies into submission, but you'll mostly be hoping to hurt them before they hurt you.
16-27:
You'll get two key powers during this phase: Quick Recovery and Rise to the Challenge. The former will prevent you from running out of end so fast. Less downtime, more time to beat stuff up. The later, however, represents a significant shift in playstyle. Where formerly you may have been trying to keep enemies at range, Rise to the Challenge will generally make you most survivable if you are surrounded by baddies. They will be less likely to hit you, and will help you regen faster. Willpower is interesting in that it has a breaking point in its mitigation, but finding it can be quite a balancing act. With practice, you'll know how many and what sort of enemies you can have clustered around you that will maximize your regeneration, but not overwhelm it. This limit will get higher as you progress in level. Try herding some mobs in a solo mission for practice to see how much you can get away with. You'll know if you overdid it, because you'll start to die fairly rapidly. Also, RttC's taunt aura will draw mobs in so you can Fire Sword Circle them, which in my mind justifies the herding efforts.
28-38:
You'll get your big hitter and your environmental mitigation during these levels. By now you should be trucking along pretty smoothly, and these additions will just make it better. You may at this point find you're still burning through your end bar too fast. Willpower runs a lot of toggles, so I recommend adding stamina at some point to quick recovery.
39-50:
Everything here is just gravy. You'll have plenty of room for pool powers, fun powers, epics, whatever. High level scrappers are pretty powerful, so it's nearly impossible to screw this up.
Pool Powers:
Travel Pools:
Travel powers are a personal choice, and generally each have equal advantages. The travel power itself is based on your concept, but the prerequisite may have an actual effect on gameplay.
Speed: Great in CoH, not so great in CoV, though the PvE stealth is useful anywhere. Flurry is a real stinker for scrappers, and hasten doesn't really benefit a fire/wp much because of the lack of powers with long recharges. If you're intent on a high recharge attack chain with only a few attacks, then consider it. Fire Sword Circle recharges in a long 20 seconds, so anything that helps bring that recharge down is nice, but I wouldn't take hasten solely for one attack.
Leaping: For speed and vertical movement, I find this to be the best travel power. Jump kick, though recently buffed, still stinks. Combat jumping provides excellent combat mobility, and a small amount of additional defense, which never hurts.
Teleport: Unless you have a teleporting scrapper concept you just have to try, I would never advise this pool for scrappers. Recall friend can be handy, but I usually just hope the defender will have taken it.
Flight: Fly itself is woefully slow until you get into the upper levels, but it's pretty darn fun once you do. Hover is way too slow to be useful, and except for the minimal defense, doesn't play to WP's strengths in any way. Fire scrappers can't hover-blast. Air superiority, though, is still the best pool attack available, with a near guaranteed knockup. It can be used to fill fire melee's gaping mitigation hole by knocking dangerous npcs on their butts long enough for your regen to heal you to a safe level, or just to keep unpleasant sappers and their ilk from landing hits on you. This is the pool I went with, and I can tell you that there are numerous situations where I would have died if I didn't have air sup to buy myself some time.
Fitness: If your scrapper is not constantly on the attack, you're doing it wrong. But maintaining an endless chain of brutality gets tiring, especially if you're running a lot of toggles. Even with quick recovery, I found myself burning through end way too fast, and felt it was necessary to pick up stamina as well. Some people gripe about the 2 "wasted" prerequisites, but I find that fast, unsupressable movement makes the game 100% more fun. In fact, any character without those prerequisites feels annoying slow and not very heroic to me. Health adds to your regen, which is always helpful for willpower.
Fighting: A lot of people pick up tough and weave for a bit of additional mitigation. Both stack wonderfully with willpower because you already have moderate damage resistance and moderate defense. You can cap your resists to smashing and lethal damage with Mind over Body + Tough + Strength of Will, even without fully slotting all those things. Very nice when you're dealing with some of the extremely hard hitting bosses, such as Freak Tanks Rikti Chief Soldiers. The only drawback is that you'll need to also take either boxing or kick, and then likely never use it. I took kick for the small chance of sending a level 1 skull flying across the street.
Concealment: Not too useful for a scrapper, who should be fighting, not hiding like a wimp. Take it if it's vital to your concept or if you just have to have that 3% defense at the expense of moving very slowly.
Leadership: Numbers for this pool are quite lackluster for scrappers. You already have perception in HS, so tactics is redundant, though the to-hit is nice. Assault doesn't provide enough bang for your buck (15% damage increase) in my opinion, but if you're aiming for a max damage built with IO sets, you might consider this. Maneuvers is even more defense, but again it's balanced against buffing an entire team and isn't that great for an individual.
Medicine: This one's debatable. Some really dislike WP's lack of a self heal, and aid self will fill that hole. I have no doubt that it would add to your survivability, but remember that there are several seconds of time after you use aid self where you can't act at all. In my experience with the power, that window is easily long enough to take all the damage you just healed. Net gain of zero.
Presence: I've never seen this on a scrapper except for a PvP spec'd scrapper. Or a noob. Even then, it requires a lot of slotting to be effective, and often is less reliable than just beating something into submission. The useful powers are all higher tier ones and require you to grab something you'll never use as a prerequisite.
Epics: These 3 pool can help your shore up weaknesses, boost strengths, or add utility you didn't previously have. More than any other pool, these are pretty interchangeable and often for flavor. Want to be a fire/sword wielding ninja? Get shuriken. Want a hold for sappers and stuff? Grab Petrifying Gaze. Want to knock a whole mob on their butt? Take Energy Torrent. In practice, I find the ranged attacks function more as nifty toys than useful attacks, especially if there is a real ranged damage-dealer around, but don't let that stop you if you want to shoot lasers from your eyes. There are some good strategies to be had from the epics though. Used correctly, caltrops, torrent, or energy torrent can be excellent damage mitigation. The to hit debuff from dark mastery powers would stack well with Willpowers defense and to-hit debuff. I went with only Focused Accuracy because my accuracy with just IOs and IO bonuses sometimes wasn't as good as I wanted it to be.
A note on PvP: Scrappers in general are not great at PvP. Being restricted primarily to melee attacks makes for a frustrating experience. But if you insist on taking your fire/wp into a PvP zone, be aware that it isnt going to be a great combination. Willpower works best with enemies right next to you, which is a situation that rarely occurs in PvP. Kiting with ranged attacks reigns supreme. Also, in PvE, the strength of WP lies in its many layers of different mitigation, but in PvP this tends to be a weakness. Players can and will build to easily overcome your moderate defense, and the moderate resistance youre left with will not be enough to keep you alive. Your regen rate is not enough to outpace the brutal burst damage thats typical of PvP. The fire melee primary is very strong with excellent burst damage potential, but you have no status effects with it (not that they work too well in PvP anyway), and good luck hitting anyone enough times in quick succession to defeat them.
IO set bonuses: I'm not going to go into this much because of staggering variety that's possible. In general, for a Fire/WP scrapper, more hit points are your best friend. Then regeneration, typed defense (which is difficult to come by), accuracy, damage, recharge. I've seen builds that basically ignore WP's typed defense and focus instead on positional, but I'd feel I'm selling myself short doing that. For me, though, scrappers are the best AT in the game to dump obscene amounts of inf into. No other AT provides quite the satisfaction of riding that razor edge between beating stuff up and getting beaten up, especially when the odds are against you. No reliance on pets, holds, debuffs. Just pure, unadulterated violence.
Here is a generic SO build for some idea of how to make your choices. It is quite similar to my own, except mine is all IOd out the yin-yang:
Hero Plan by Mids' Hero Designer 1.40
http://www.cohplanner.com/
Level 50 Magic Scrapper
Primary Power Set: Fiery Melee
Secondary Power Set: Willpower
Power Pool: Fitness
Power Pool: Flight
Power Pool: Fighting
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Scorch -- Acc(A), Dmg(3), Dmg(3), Dmg(13), EndRdx(13), RechRdx(25)
Level 1: High Pain Tolerance -- ResDam(A), ResDam(15), ResDam(15), Heal(17), Heal(40), Heal(46)
Level 2: Mind Over Body -- ResDam(A), ResDam(34), ResDam(40), EndRdx(40)
Level 4: Cremate -- Acc(A), Dmg(5), Dmg(5), Dmg(9), EndRdx(9), RechRdx(43)
Level 6: Build Up -- RechRdx(A), RechRdx(7), RechRdx(7), ToHit(43)
Level 8: Swift -- Run(A)
Level 10: Indomitable Will -- DefBuff(A), DefBuff(11), DefBuff(11), EndRdx(43)
Level 12: Air Superiority -- Acc(A), Dmg(36), Dmg(37), RechRdx(39), RechRdx(45)
Level 14: Health -- Heal(A)
Level 16: Rise to the Challenge -- Heal(A), Heal(17), Heal(36), EndRdx(39)
Level 18: Fire Sword Circle -- Acc(A), Dmg(19), Dmg(19), Dmg(31), RechRdx(42), RechRdx(42)
Level 20: Quick Recovery -- EndMod(A), EndMod(21), EndMod(21)
Level 22: Fast Healing -- Heal(A), Heal(23), Heal(23)
Level 24: Fly -- Flight(A), Flight(25)
Level 26: Incinerate -- Acc(A), Dmg(27), Dmg(27), Dmg(37), EndRdx(37), RechRdx(46)
Level 28: Heightened Senses -- DefBuff(A), DefBuff(29), DefBuff(29), EndRdx(36)
Level 30: Stamina -- EndMod(A), EndMod(31), EndMod(31)
Level 32: Greater Fire Sword -- Acc(A), Dmg(33), Dmg(33), Dmg(33), RechRdx(34), EndRdx(34)
Level 35: Kick -- Acc(A)
Level 38: Strength of Will -- ResDam(A), ResDam(39), ResDam(46)
Level 41: Focused Accuracy -- EndRdx(A), ToHit(42), EndRdx(45)
Level 44: Conserve Power -- RechRdx(A), RechRdx(45), RechRdx(48)
Level 47: Tough -- ResDam(A), ResDam(48), ResDam(48)
Level 49: Weave -- DefBuff(A), DefBuff(50), DefBuff(50), EndRdx(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit
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And this is my current build:
Hero Plan by Mids' Hero Designer 1.40
http://www.cohplanner.com/
Level 50 Magic Scrapper
Primary Power Set: Fiery Melee
Secondary Power Set: Willpower
Power Pool: Fitness
Power Pool: Flight
Power Pool: Fighting
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Scorch -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(3), KntkC'bat-Dmg/Rchg:35(3), KntkC'bat-Dmg/EndRdx/Rchg:35(13), F'dSmite-Acc/Dmg:40(13), Hectmb-Dam%:50(25)
Level 1: High Pain Tolerance -- Numna-Heal:41(A), Numna-Heal/EndRdx:41(15), Heal-I:40(15), Numna-Regen/Rcvry+:40(17), S'fstPrt-ResDam/Def+:30(40), ResDam-I:40(46)
Level 2: Mind Over Body -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/EndRdx/Rchg:40(34), RctvArm-ResDam:40(40), RctvArm-ResDam/Rchg:40(40)
Level 4: Cremate -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(5), KntkC'bat-Dmg/Rchg:35(5), KntkC'bat-Dmg/EndRdx/Rchg:35(9), KntkC'bat-Knock%:35(9), F'dSmite-Acc/Dmg:40(43)
Level 6: Build Up -- AdjTgt-Rchg:40(A), AdjTgt-ToHit/Rchg:40(7), AdjTgt-ToHit/EndRdx/Rchg:40(7), AdjTgt-EndRdx/Rchg:40(43)
Level 8: Swift -- Run-I:40(A)
Level 10: Indomitable Will -- LkGmblr-Def/EndRdx/Rchg:41(A), LkGmblr-Def/EndRdx:41(11), LkGmblr-Def:41(11), LkGmblr-Def/Rchg:41(43)
Level 12: Air Superiority -- C'ngImp-Dmg/EndRdx/Rchg:40(A), Mako-Dmg/EndRdx:40(36), Mako-Acc/Dmg/EndRdx/Rchg:40(37), Mako-Acc/Dmg:40(39), Mako-Dmg/Rchg:40(45)
Level 14: Health -- Heal-I:40(A)
Level 16: Rise to the Challenge -- Numna-Heal:41(A), Numna-Heal/EndRdx:41(17), DarkWD-Slow%:40(36), Heal-I:40(39)
Level 18: Fire Sword Circle -- Sciroc-Dmg/EndRdx:41(A), Sciroc-Dmg/Rchg:41(19), Armgdn-Dam%:50(19), Sciroc-Acc/Rchg:41(42), Armgdn-Dmg/Rchg:50(42), Armgdn-Acc/Dmg/Rchg:50(42)
Level 20: Quick Recovery -- P'Shift-EndMod:41(A), P'Shift-EndMod/Rchg:41(21), P'Shift-EndMod/Acc/Rchg:41(21), P'Shift-EndMod/Acc:41(46)
Level 22: Fast Healing -- Mrcl-Heal:40(A), Mrcl-Heal/EndRdx:40(23), Mrcl-Heal/Rchg:40(23)
Level 24: Fly -- Flight-I:40(A), Flight-I:40(25)
Level 26: Incinerate -- C'ngImp-Acc/Dmg:40(A), C'ngImp-Dmg/Rchg:41(27), C'ngImp-Acc/Dmg/Rchg:40(27), C'ngImp-Acc/Dmg/EndRdx:41(37), C'ngImp-Dmg/EndRdx/Rchg:41(37)
Level 28: Heightened Senses -- LkGmblr-Def/EndRdx:41(A), LkGmblr-Def/Rchg:41(29), LkGmblr-Def/EndRdx/Rchg:41(29), LkGmblr-Def:41(36)
Level 30: Stamina -- P'Shift-EndMod/Acc:40(A), P'Shift-EndMod:40(31), P'Shift-EndMod/Rchg:40(31), P'Shift-End%:40(31)
Level 32: Greater Fire Sword -- C'ngImp-Acc/Dmg:41(A), C'ngImp-Dmg/Rchg:41(33), C'ngImp-Acc/Dmg/Rchg:41(33), C'ngImp-Acc/Dmg/EndRdx:41(33), C'ngImp-Dmg/EndRdx/Rchg:41(34), Mako-Dam%:41(34)
Level 35: Resurgence -- P'Shift-EndMod/Acc:41(A)
Level 38: Strength of Will -- TtmC'tng-ResDam/Rchg:40(A), TtmC'tng-ResDam/EndRdx:40(39), TtmC'tng-ResDam:40(46)
Level 41: Focused Accuracy -- HO:Cyto(A), GSFC-Rchg/EndRdx:40(45), GSFC-ToHit/Rchg/EndRdx:40(45), GSFC-ToHit/EndRdx:40(48)
Level 44: Kick -- Acc-I:40(A)
Level 47: Tough -- TtmC'tng-ResDam:40(A), TtmC'tng-ResDam/EndRdx:40(48), TtmC'tng-ResDam/Rchg:40(48)
Level 49: Weave -- LkGmblr-Def:41(A), LkGmblr-Def/EndRdx:41(50), LkGmblr-Def/EndRdx/Rchg:41(50), LkGmblr-Def/Rchg:40(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit
<font class="small">Code:[/color]<hr /><pre>| Copy & Paste this data into Mids' Hero Designer to view the build |
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