fire/dark, is it worth it?
Run and never look back. Dark is pretty much the worst secondary for brutes. Die often, (losing fury), weak mezzes (I hear this decreases fury), and weak resistances. Dark has nothing going for it that makes it better than the other sets.
DA for me is for theme based characters that just need a cool END sapping costume aura. When you just have to look bad nothing says bad like skulls floating around you.
Fire/DA makes a good looking Balrog though. I added a Kinetic chance for KD in each sword.
I find Dark Armor works best with Dark melee. The fear and healing can be insane.
Pinnacle
Arch light L50 INV/SS
Psiberia L50 Kin/Psi
Screaming Mentallica L50 Sonic/MM
Infinity
Arc Voltinator L50 SS/Elec
Mind Fire Kinesis L50 Fire/Kin
Flaming Screamer L50 Fire/Sonic
[ QUOTE ]
Run and never look back. Dark is pretty much the worst secondary for brutes. Die often, (losing fury), weak mezzes (I hear this decreases fury), and weak resistances. Dark has nothing going for it that makes it better than the other sets.
[/ QUOTE ]
Don't forget to add the disclaimer that you don't know what you're talking about.
You dare speak truth....ON THE WEB!
Besides let them keep scaring people off from Dark Armor, I am starting to like getting on full teams with max setting being the one person left standing in a real fight with everyone kissing the floor. Ah never gets old
*joins team, everyone clicked on me*
Player 1* Dark armor?
Player 2* Why not pick a set like WP or Shields?
*3mins later after someone pulls more then the team can handle*
Dead Player 1* How is he still standing??
Dead Player 2* Anyone got a small yellow?
So for those fans of /dark, any comments on the build?
I would drop the END IO in DR for Touch of the Nictus Acc/End/Rech.
Lose the Acro. If you are better off using IOs to get KB protection.
Lose Cloak of Fear. Its an end suck and youll get more milage from Oppressive Gloom.
Where is the Patron Pool? Mu (with ball lightning) makes an effective 1-2 AoE punch with FCS.
Lose Breath of Fire. Its less than impressive with a poor cone.
4 slots on attacks? Part of end mitigation with /DA is effective EndRedux in your attacks. Crushign Impact > Kin Combat. Those 5% recharges add up, and can make a difference with Dark Regen's long cycle time.
I had soul transfer.... then I got rid of it. I just wasnt dieing enough to make it useful =)
You can ignore the skeptics who diss Dark Armor. Its really quite good, but quirky. Its the jack of all trades master of none. Because you have some def and some resist, you can fill the gap either way with a single insp (purple or orange). Cloak of Darkness is great for stealthing and is superior Immob protection.
(And yes you can get MoLRSF with /DA. I know of at least one other than has done it as well)
Tanker Tuesday #72 Oct 5 @Champion
"I am not sure if my portrayal of being insane is accurate, but damn its fun all the same."
[ QUOTE ]
(And yes you can get MoLRSF with /DA. I know of at least one other than has done it as well)
[/ QUOTE ]
Yep, just make sure the rest of your team is Corruptors (2 rads, 2 colds, 2 therms and a kin).
[ QUOTE ]
Lose the Acro. If you are better off using IOs to get KB protection.
Lose Cloak of Fear. Its an end suck and youll get more milage from Oppressive Gloom.
Where is the Patron Pool? Mu (with ball lightning) makes an effective 1-2 AoE punch with FCS.
Lose Breath of Fire. Its less than impressive with a poor cone.
4 slots on attacks? Part of end mitigation with /DA is effective EndRedux in your attacks. Crushign Impact > Kin Combat. Those 5% recharges add up, and can make a difference with Dark Regen's long cycle time.
I had soul transfer.... then I got rid of it. I just wasnt dieing enough to make it useful =)
You can ignore the skeptics who diss Dark Armor. Its really quite good, but quirky. Its the jack of all trades master of none. Because you have some def and some resist, you can fill the gap either way with a single insp (purple or orange). Cloak of Darkness is great for stealthing and is superior Immob protection.
(And yes you can get MoLRSF with /DA. I know of at least one other than has done it as well)
[/ QUOTE ]
Clouded -- nice catch on the Theft of Essence, I've adjusted my build.
--
Netminder,
I went with Kinetic combats for the S/L and melee defense. End recovery was the first priority. Total end used with everything running is 1.6/s. Recovery is 3.9/s.
With 4 slotted Kinetic Combats I get 41% end redux in my attacks. 85% damage.
I need to play test this a bit to see if I like CoF or Opressive Gloom better. Maybe I'll drop one of those along with acro and pickup a couple of Mu mastery powers like you suggested. Then I won't have to go searching for slots.
As for breath of fire -- a balrog needs breath of fire. A balrog without breath of fire is just silly. I actually like the power but I know it's hit or miss with some folks.
Or I could drop breath of fire, oppressive gloom or cloak of fear and acro and pickup hasten, electrifying fences and ball of lightning. Then I could slot the 5th kinetic combat knockdown bonus. How's that for some extra mitigation?
Decisions decisions decisions.
Appreciate the feedback.
Thanks,
Fitz
bah, when all else fails, MORE DAMAGE!
Honestly, with a brute, i don't see the need for either CoF OR opgloom. Cof is another end sink (that you don't need) that only affects minions (which are going to be dead after the first FSC anyway) and OG is a HP sink (that you also do not need) that also only affects minions (which will be dead in just a heartbeat as well) why bother taking and slotting them, except as a holster for sets?
My fire/da is kind of a 'purist' build. skip the 'controllery' powers (Including CoD), slot in extra resist and defense via leadership (and also gain the +per that is normally DA's birthright), lean heavily on the damage shield and FSC for minion problems and soft-cap melee defense with IO's.
Anything that costs too much end or is of limited usefulness gets trimmed right out of the mix.
[ QUOTE ]
bah, when all else fails, MORE DAMAGE!
Honestly, with a brute, i don't see the need for either CoF OR opgloom. Cof is another end sink (that you don't need) that only affects minions (which are going to be dead after the first FSC anyway) and OG is a HP sink (that you also do not need) that also only affects minions (which will be dead in just a heartbeat as well) why bother taking and slotting them, except as a holster for sets?
My fire/da is kind of a 'purist' build. skip the 'controllery' powers (Including CoD), slot in extra resist and defense via leadership (and also gain the +per that is normally DA's birthright), lean heavily on the damage shield and FSC for minion problems and soft-cap melee defense with IO's.
Anything that costs too much end or is of limited usefulness gets trimmed right out of the mix.
[/ QUOTE ]
fyi Brute CoF affects Lts. And yes, I've actually tested it - I was playing my 50 SS/DA all day yesterday.
I agree with Frost that most of the time neither mez toggle is needed. But on those occasions when you do want/need it - CoF is far more powerful, and end management is easy w/ IOs. Especially for a toggle that you don't run 24/7.
Edit: I would like to see that build, Frost. It sounds interesting.
I updated the build in my first post.
- 1.43/s end usage
- 3.85/s end recovery
- 193% regen
- 116.3% total end after accolades
- 52% s/l resistance
- 30% melee defense
- 20.2% AOE and ranged
- 38% S/L defense
I'm moderately happy with this.
I dropped OG, Acro and Soul Transfer and pkcked up hasten, electrifying fences and ball lightning.
I might just do it. If I'm not happy with it I can always strip him and build something else.
[u]Click this DataLink to open the build![u]
my 'wall farming' build :P
Thanks it's nice to see someone else's perspective. I appreciate the build.
I personally am not a fan of purple IOs. I'll buy one or two. I bought the "cheap" sets for my permadom but that's it.
And Shield Breaker looks nice. I had never heard of it before.
I am drawn to Fire and Dark as my toons are always demonic themed.
I have a fire/dark corrputor, a dark/fire brute and was thinking of a fire/dark brute so I naturally dropped in on this post....and the other one on fire/fire.
Now, what do you think has better survivability options as a brute? Dark Armor or Fire Armor?
Also, for offensive prowess. Is Fiery Melee better than Dark Melee?
Keep in mind this would be for dealing with large groups of mobs.
My experience shows that Fire Armor is not that hot....but I have no experience with dark yet....so please tell.
thanks!
Night Goblin 35 lvl BS/Regen Scrapper
Slag Heap 38 lvl Fire/Axe Tanker
Energy Anomoly 23 lvl Energy/Energy Blaster
I think when everything is going right /Dark is an amazing secondary. My biggest issue is Dark Regen is slow to fire off and it tends to get me killed occasionally. From my experience your health bar is going to swing wildly when you play this set and that can put some people off. My Fire/Dark is definitely a killing machine when I have just a little support. From my experience, Dark Armor benefits from pretty much any buffs out there.
[ QUOTE ]
Thanks it's nice to see someone else's perspective. I appreciate the build.
I personally am not a fan of purple IOs. I'll buy one or two. I bought the "cheap" sets for my permadom but that's it.
And Shield Breaker looks nice. I had never heard of it before.
[/ QUOTE ]
well, part of the reason I like DA and, for that matter /ea, is that they are both 'tool bag' sets.
There are very few things in the sets that are absolutely 'neccessary' to succeed, most everything is useful, and the way you mix and match powers within a single set can greatly alter way the set plays, without invalidating it.
I think that was, originally, how a lot of sets were supposed to play, back pre-issue 1, but some really odd decisions made that model... not work, I guess.
I'm not sure Hasten is needed. Fire as a primary recharge pretty fast as it is. All you need is about 30-40% global recharge from IO sets and you're good to go. Dark is already an end starved set, the end loss from haste drop will only compound the problem. Might I also suggest that the soul mastery pool is another good choice for /DA brutes. You get an AoE immobile (good for keeping mobs around you for oppressive gloom), a targeted AoE attack that debuffs tohit, and a toggle -tohit debuff. That last power is a bit of an end drain but since you already have weave and cloak of darkness, the -tohit on mobs will make your 15-20% def even more effective. At least, that's how my fire/dark brute is built. Have fun.
I got this guy built out and he's fun but there are a few issues with him:
- endurance is *still* a problem in any prolonged fight. By prolonged I mean one over 20 seconds long. This is without running Cloak of Fear constantly.
- Enough bosses and I'll get hit enough where my recourse is either to run, pop inspirations or pop my heal (with an enhanced endcost of 20 per cast).
- Cloak of Fear works really well against the minions and stacks soon after that on Lieuts. I don't think it was able to fear a boss.
- Cloak of darkness messes up my costume!!!!
It's not absolutely terrible but it's probably not worth the infamy I put into him.
I changed the build slightly, I took soul tentacles and darkest night instead of electrifying fences and ball lightning.
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Hmm... mids doesnt like the import.
Im running v1.401 and its saying there are no updates available.
Tanker Tuesday #72 Oct 5 @Champion
"I am not sure if my portrayal of being insane is accurate, but damn its fun all the same."
Don't give up just yet. I finished IOing my SS/DA this week (looong process, that), and I do have a few suggestions.
[ QUOTE ]
- endurance is *still* a problem in any prolonged fight. By prolonged I mean one over 20 seconds long. This is without running Cloak of Fear constantly.
- Enough bosses and I'll get hit enough where my recourse is either to run, pop inspirations or pop my heal (with an enhanced endcost of 20 per cast).
[/ QUOTE ]
Theft of Essence: +End. This proc is *the* answer to Dark Regen's end cost. On average it breaks even, in big groups it makes Dark Regen an end recovery tool.
I'd want more end redux in CoF and Weave, but that's a fairly minor point. The end redux in your attacks looks good. I know Kinetic Combat is considered great these days, but I suspect that the negative effects of such diminished Acc and Dam are severely underestimated (without sufficient set bonuses to make up the difference - which you don't have).
[ QUOTE ]
- Cloak of Fear works really well against the minions and stacks soon after that on Lieuts. I don't think it was able to fear a boss.
[/ QUOTE ]
Correct - it isn't supposed to.
[ QUOTE ]
- Cloak of darkness messes up my costume!!!!
[/ QUOTE ]
/sigh. It also slows my computer with its ridiculous particle count (as if the rest of DA wasn't enough). Sad but true.
This is my build, just for kicks:
Villain Plan by Mids' Villain Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
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Thanks. I considered the theft of essence proc. I might try it. Regarding cloak of fear it has a low accuracy bonus so that's why I went with an additional Accuracy and not an end redux.
Appreciate the copy of your build.
Regards,
Fitz
[ QUOTE ]
Hmm... mids doesnt like the import.
Im running v1.401 and its saying there are no updates available.
[/ QUOTE ]
I'm running the same version and just tested my own import, it works for me.
This is an end recovery build primarily. I'm not thrilled with the resistance numbers but I think it's just weak overall.
Should I bother with it or run away?
EDIT: Updated the build after some feedback here.
Villain Plan by Mids' Villain Designer 1.401
http://www.cohplanner.com/
Bob the Balrog: Level 50 Magic Brute
Primary Power Set: Fiery Melee
Secondary Power Set: Dark Armor
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Speed
Power Pool: Fighting
Ancillary Pool: Mu Mastery
Villain Profile:
------------
Level 1: Fire Sword
(A) Kinetic Combat - Accuracy/Damage: Level 35
(3) Kinetic Combat - Damage/Endurance: Level 35
(3) Kinetic Combat - Damage/Recharge: Level 35
(5) Kinetic Combat - Damage/Endurance/Recharge: Level 35
Level 1: Dark Embrace
(A) Impervium Armor - Resistance/Endurance: Level 40
(11) Steadfast Protection - Resistance/+Def 3%: Level 30
(13) Impervium Armor - Resistance/Recharge: Level 40
(13) Impervium Armor - Resistance/Endurance/Recharge: Level 40
Level 2: Cremate
(A) Kinetic Combat - Accuracy/Damage: Level 35
(5) Kinetic Combat - Damage/Endurance: Level 35
(7) Kinetic Combat - Damage/Recharge: Level 35
(7) Kinetic Combat - Damage/Endurance/Recharge: Level 35
Level 4: Murky Cloud
(A) Impervium Armor - Resistance/Endurance: Level 40
(34) Impervium Armor - Resistance/Recharge: Level 40
(36) Impervium Armor - Resistance: Level 30
(36) Impervium Armor - Resistance/Endurance/Recharge: Level 40
Level 6: Combat Jumping
(A) Luck of the Gambler - Recharge Speed: Level 50
(36) Gift of the Ancients - Run Speed +7.5%: Level 40
(37) Gift of the Ancients - Defense/Endurance: Level 40
Level 8: Incinerate
(A) Kinetic Combat - Accuracy/Damage: Level 35
(9) Kinetic Combat - Damage/Endurance: Level 35
(9) Kinetic Combat - Damage/Recharge: Level 35
(11) Kinetic Combat - Damage/Endurance/Recharge: Level 35
Level 10: Obsidian Shield
(A) Steadfast Protection - Knockback Protection: Level 30
(19) Impervium Armor - Resistance/Endurance: Level 40
(37) Impervium Armor - Resistance/Recharge: Level 40
(37) Impervium Armor - Resistance: Level 40
Level 12: Hurdle
(A) Jumping IO: Level 50
Level 14: Super Jump
(A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range: Level 50
(15) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance: Level 50
(15) Blessing of the Zephyr - Knockback Reduction (4 points): Level 50
Level 16: Dark Regeneration
(A) Theft of Essence - Chance for +Endurance: Level 30
(17) Theft of Essence - Accuracy/Healing: Level 30
(17) Theft of Essence - Accuracy/Endurance/Healing: Level 30
(23) Harmonized Healing - Heal/Endurance: Level 40
(25) Harmonized Healing - Endurance: Level 40
(25) Theft of Essence - Accuracy/Endurance/Recharge: Level 30
Level 18: Health
(A) Miracle - +Recovery: Level 40
(19) Numina's Convalescence - +Regeneration/+Recovery: Level 50
Level 20: Stamina
(A) Efficacy Adaptor - EndMod: Level 50
(21) Efficacy Adaptor - EndMod/Recharge: Level 50
(21) Efficacy Adaptor - EndMod/Endurance: Level 50
(23) Performance Shifter - Chance for +End: Level 50
Level 22: Breath of Fire
(A) Positron's Blast - Accuracy/Damage: Level 50
(31) Positron's Blast - Accuracy/Damage/Endurance: Level 50
(31) Positron's Blast - Damage/Endurance: Level 50
(33) Positron's Blast - Chance of Damage(Energy): Level 50
(33) Positron's Blast - Damage/Recharge: Level 50
Level 24: Hasten
(A) Recharge Reduction IO: Level 50
(46) Recharge Reduction IO: Level 50
(46) Recharge Reduction IO: Level 50
Level 26: Fire Sword Circle
(A) Obliteration - Damage: Level 50
(27) Obliteration - Accuracy/Recharge: Level 50
(27) Obliteration - Damage/Recharge: Level 50
(29) Obliteration - Accuracy/Damage/Recharge: Level 50
(29) Obliteration - Accuracy/Damage/Endurance/Recharge: Level 50
(31) Obliteration - Chance for Smashing Damage: Level 50
Level 28: Cloak of Fear
(A) Glimpse of the Abyss - Chance of Damage(Psionic): Level 50
(39) Glimpse of the Abyss - Endurance/Fear: Level 50
(39) Glimpse of the Abyss - Accuracy/Endurance: Level 50
(39) Endurance Reduction IO: Level 50
(40) Glimpse of the Abyss - Accuracy/Fear/Recharge: Level 50
(40) Glimpse of the Abyss - Accuracy/Recharge: Level 50
Level 30: Build Up
(A) Gaussian's Synchronized Fire-Control - To Hit Buff: Level 50
(34) Gaussian's Synchronized Fire-Control - Chance for Build Up: Level 50
(34) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance: Level 50
Level 32: Greater Fire Sword
(A) Kinetic Combat - Accuracy/Damage: Level 35
(33) Kinetic Combat - Damage/Endurance/Recharge: Level 35
(42) Kinetic Combat - Damage/Endurance: Level 35
(42) Kinetic Combat - Damage/Recharge: Level 35
Level 35: Kick
(A) Kinetic Combat - Accuracy/Damage: Level 35
(43) Kinetic Combat - Damage/Endurance: Level 35
(43) Kinetic Combat - Damage/Recharge: Level 35
(43) Kinetic Combat - Damage/Endurance/Recharge: Level 35
Level 38: Tough
(A) Impervium Armor - Resistance/Endurance: Level 30
(40) Impervium Armor - Resistance: Level 40
(45) Impervium Armor - Resistance/Recharge: Level 40
(45) Impervium Armor - Resistance/Endurance/Recharge: Level 40
Level 41: Cloak of Darkness
(A) Luck of the Gambler - Recharge Speed: Level 50
(42) Gift of the Ancients - Defense/Endurance: Level 40
(46) Gift of the Ancients - Defense: Level 40
Level 44: Electrifying Fences
(A) Gravitational Anchor - Accuracy/Immobilize/Recharge: Level 50
(45) Gravitational Anchor - Chance for Hold: Level 50
Level 47: Ball Lightning
(A) Positron's Blast - Accuracy/Damage: Level 50
(48) Positron's Blast - Damage/Endurance: Level 50
(48) Positron's Blast - Damage/Recharge: Level 50
(48) Positron's Blast - Accuracy/Damage/Endurance: Level 50
(50) Positron's Blast - Chance of Damage(Energy): Level 50
Level 49: Weave
(A) Luck of the Gambler - Recharge Speed: Level 50
(50) Gift of the Ancients - Defense: Level 40
(50) Gift of the Ancients - Defense/Endurance: Level 40
------------
Level 1: Brawl
(A) Empty
Level 1: Sprint
(A) Empty
Level 2: Rest
(A) Empty
Level 1: Fury
------------
Set Bonus Totals:
3% DamageBuff(Smashing)
3% DamageBuff(Lethal)
3% DamageBuff(Fire)
3% DamageBuff(Cold)
3% DamageBuff(Energy)
3% DamageBuff(Negative)
3% DamageBuff(Toxic)
3% DamageBuff(Psionic)
23.6% Defense(Smashing)
23.6% Defense(Lethal)
4.56% Defense(Fire)
4.56% Defense(Cold)
4.56% Defense(Energy)
4.56% Defense(Negative)
10.5% Defense(Psionic)
16.1% Defense(Melee)
6.13% Defense(Ranged)
6.13% Defense(AoE)
6.3% Max End
46.3% Enhancement(RechargeTime)
2.75% Enhancement(Terrorized)
36% Enhancement(Accuracy)
5% Enhancement(Heal)
5% FlySpeed
185.5 HP (12.4%) HitPoints
5% JumpHeight
5% JumpSpeed
Knockback (Mag -8)
Knockup (Mag -8)
MezResist(Immobilize) 13.8%
MezResist(Stun) 2.2%
25.5% (0.43 End/sec) Recovery
10% (0.63 HP/sec) Regeneration
3.15% Resistance(Fire)
3.15% Resistance(Cold)
12.5% RunSpeed
------------
Set Bonuses:
Kinetic Combat
(Fire Sword)
MezResist(Immobilize) 2.75%
22.5 HP (1.5%) HitPoints
3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
Impervium Armor
(Dark Embrace)
2.5% (0.04 End/sec) Recovery
1.88% Defense(Psionic)
Steadfast Protection
(Dark Embrace)
3% Defense(All)
Kinetic Combat
(Cremate)
MezResist(Immobilize) 2.75%
22.5 HP (1.5%) HitPoints
3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
Impervium Armor
(Murky Cloud)
2.5% (0.04 End/sec) Recovery
1.88% Defense(Psionic)
2.25% Max End
Luck of the Gambler
(Combat Jumping)
7.5% Enhancement(RechargeTime)
Gift of the Ancients
(Combat Jumping)
2% (0.03 End/sec) Recovery
7.5% RunSpeed
Kinetic Combat
(Incinerate)
MezResist(Immobilize) 2.75%
22.5 HP (1.5%) HitPoints
3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
Steadfast Protection
(Obsidian Shield)
Knockback Protection (Mag -4)
Impervium Armor
(Obsidian Shield)
2.5% (0.04 End/sec) Recovery
1.88% Defense(Psionic)
Blessing of the Zephyr
(Super Jump)
3.13% Defense(Ranged), 1.56% Defense(Energy), 1.56% Defense(Negative)
3.13% Defense(AoE), 1.56% Defense(Fire), 1.56% Defense(Cold)
Knockback Protection (Mag -4)
Theft of Essence
(Dark Regeneration)
10% (0.63 HP/sec) Regeneration
1.8% Max End
5% Enhancement(Heal)
Harmonized Healing
(Dark Regeneration)
1.5% (0.03 End/sec) Recovery
Efficacy Adaptor
(Stamina)
16.9 HP (1.13%) HitPoints
1.5% (0.03 End/sec) Recovery
Positron's Blast
(Breath of Fire)
2.5% (0.04 End/sec) Recovery
1.58% Resistance(Fire,Cold)
9% Enhancement(Accuracy)
6.25% Enhancement(RechargeTime)
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)
Glimpse of the Abyss
(Cloak of Fear)
2.75% Enhancement(Terrorized)
28.1 HP (1.88%) HitPoints
9% Enhancement(Accuracy)
6.25% Enhancement(RechargeTime)
Gaussian's Synchronized Fire-Control
(Build Up)
5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
28.1 HP (1.88%) HitPoints
Kinetic Combat
(Greater Fire Sword)
MezResist(Immobilize) 2.75%
22.5 HP (1.5%) HitPoints
3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
Kinetic Combat
(Kick)
MezResist(Immobilize) 2.75%
22.5 HP (1.5%) HitPoints
3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
Impervium Armor
(Tough)
2.5% (0.04 End/sec) Recovery
1.88% Defense(Psionic)
2.25% Max End
Luck of the Gambler
(Cloak of Darkness)
7.5% Enhancement(RechargeTime)
Gift of the Ancients
(Cloak of Darkness)
2% (0.03 End/sec) Recovery
Gravitational Anchor
(Electrifying Fences)
4% (0.07 End/sec) Recovery
Positron's Blast
(Ball Lightning)
2.5% (0.04 End/sec) Recovery (Exceeded 5 Bonus Cap)
1.58% Resistance(Fire,Cold)
9% Enhancement(Accuracy)
6.25% Enhancement(RechargeTime)
Luck of the Gambler
(Weave)
7.5% Enhancement(RechargeTime)
Gift of the Ancients
(Weave)
2% (0.03 End/sec) Recovery
| Copy & Paste this data into Mids' Hero Designer to view the build |
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