Dark Tanks Rock?
They do indeed rock, but you have also got to remember the ungodly amount of endurence drain that dark has and the amount of slotting needed to counter the drain.
Within the set there is almost enough endurence cost to completly negate stamina and then you got your attacks to worry about on top of that.
Defencively Dark set is sound, but if you plan to do some attacking higher level your better with another set.
[ QUOTE ]
They do indeed rock, but you have also got to remember the ungodly amount of endurence drain that dark has and the amount of slotting needed to counter the drain.
Within the set there is almost enough endurence cost to completly negate stamina and then you got your attacks to worry about on top of that.
Defencively Dark set is sound, but if you plan to do some attacking higher level your better with another set.
[/ QUOTE ]
Only true if you take Cloak of Fear. I much prefer the other PBAoE that does Mag 2 stun for trivial end and trivial health (and needing almost no slotting unlike the Cloak of Fear). If you take that cloak then the endurance drain is comparable to any other tank set (except WP, natch). And if you then combine it with Super strength, stone melee, or energy melee then you can dish out Mag 5 stuns to any bosses stupid enough to be in melee range.
Darks survivability is based around Dark Regeneration.
As a Dark you have a massive heal that can refill your health bar (with mobs present) every 30 seconds un-slotted, with slots this is down to 15 seconds or less; Dark regen however is very End heavy - this is where a lot of your End will go.
In order to reduce the use of Dark Regen you'll need to mitigate as much damage as possible using either Cloak of Fear or Oppressive Gloom.
I agree with Paralux that OP with a Secondary that does stun is probably the best way to go. Stacking Stuns will reduce the need for Dark Regen - I'd go Mace personally - lots of Stuns and with the recent buffs good damage.
On another point - i think that you might need more than -4 KB protection. I've got a Steadfast -4 KB on my scrapper and for the most part it's fine but in Croatoa against the the Cabal I found myself bouncing around a bit.
As a tank pulling more aggro - hhmmm not sure.
L50s: Tanks: Cryofission - Ice/EM - Dr Celsius - Fire/Ice - Saint George - SD/SS | Controllers: Psichosis - Ill/Kin - Major Chaos - Ill/Stm | Scrappers - Neutron Crusader - DM/SR
Currently Levelling: Angelic Blade - BS/WP Scrapper | Seeds of Destruction - Plant/Kin Controller
[ QUOTE ]
i think that you might need more than -4 KB protection
[/ QUOTE ]
I would agree, tanks take more hits than other ATs, which mean lots of otherwise trivial KBs get stacked on you, so while -4 is fine for squishies, and you can get by with it on scrappers, you probably want more on a tanker.
Although the Cabal will still probably knock you about a bit, you would need to get up to about -20 to be safe against them!
I really should do something about this signature.
Yes Dark tanks are very good in most case. They excel at dealing with large numbers of any level mobs upto Bosses. Chuck in EB's and AVs, things start getting interesting. Especially with the build above. Just not enough Damage res or regen to really get the most out of the set (I have higer res numbers than most of theis build on my DA scrapper and much higher regen)
I have got something like this planned for my dark tank when I have finished with my WP tank. Not going to be cheap in the slightest, but then thats what fire/kins are for
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
Level 50 Magic Tanker
Primary Power Set: Dark Armor
Secondary Power Set: Energy Melee
Power Pool: Speed
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Leaping
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Dark Embrace <ul type="square">[*] (A) Impervium Armor - Resistance/Endurance[*] (3) Impervium Armor - Resistance/Recharge[*] (3) Impervium Armor - Resistance/Endurance/Recharge[*] (5) Impervium Armor - Resistance[*] (5) Steadfast Protection - Knockback Protection[*] (7) Endurance Reduction IO[/list]Level 1: Barrage <ul type="square">[*] (A) Mako's Bite - Accuracy/Damage[*] (7) Mako's Bite - Accuracy/Endurance/Recharge[*] (9) Mako's Bite - Accuracy/Damage/Endurance/Recharge[/list]Level 2: Murky Cloud <ul type="square">[*] (A) Impervium Armor - Resistance/Endurance[*] (9) Impervium Armor - Resistance/Recharge[*] (11) Impervium Armor - Resistance/Endurance/Recharge[*] (11) Impervium Armor - Resistance[*] (13) Steadfast Protection - Knockback Protection[/list]Level 4: Bone Smasher <ul type="square">[*] (A) Crushing Impact - Accuracy/Damage[*] (13) Crushing Impact - Damage/Endurance[*] (15) Crushing Impact - Damage/Recharge[*] (15) Crushing Impact - Accuracy/Damage/Recharge[*] (17) Crushing Impact - Accuracy/Damage/Endurance[/list]Level 6: Obsidian Shield <ul type="square">[*] (A) Impervium Armor - Resistance/Endurance[*] (17) Impervium Armor - Resistance/Recharge[*] (19) Impervium Armor - Resistance/Endurance/Recharge[*] (19) Impervium Armor - Resistance[*] (21) Endurance Reduction IO[/list]Level 8: Dark Regeneration <ul type="square">[*] (A) Numina's Convalescence - Heal/Endurance[*] (21) Numina's Convalescence - Endurance/Recharge[*] (23) Numina's Convalescence - Heal/Endurance/Recharge[*] (23) Touch of the Nictus - Accuracy/Endurance/Heal/HitPoints/Regeneration[*] (25) Touch of the Nictus - Accuracy/Endurance/Recharge[/list]Level 10: Hasten <ul type="square">[*] (A) Recharge Reduction IO[*] (25) Recharge Reduction IO[/list]Level 12: Swift <ul type="square">[*] (A) Run Speed IO[/list]Level 14: Super Speed <ul type="square">[*] (A) HamiO:Microfilament Exposure[/list]Level 16: Health <ul type="square">[*] (A) Numina's Convalescence - Heal/Endurance[*] (27) Numina's Convalescence - Heal[*] (27) Numina's Convalescence - +Regeneration/+Recovery[*] (29) Regenerative Tissue - +Regeneration[*] (29) Miracle - +Recovery[/list]Level 18: Whirling Hands <ul type="square">[*] (A) Armageddon - Accuracy/Damage/Recharge[*] (31) Armageddon - Damage/Recharge[*] (31) Armageddon - Accuracy/Recharge[*] (31) Armageddon - Damage/Endurance[*] (33) Armageddon - Chance for Fire Damage[/list]Level 20: Stamina <ul type="square">[*] (A) Performance Shifter - EndMod[*] (33) Performance Shifter - EndMod/Recharge[*] (33) Performance Shifter - EndMod/Accuracy/Recharge[*] (34) Performance Shifter - EndMod/Accuracy[*] (34) Performance Shifter - Chance for +End[/list]Level 22: Boxing <ul type="square">[*] (A) Stupefy - Accuracy/Stun/Recharge[/list]Level 24: Tough <ul type="square">[*] (A) Impervium Armor - Resistance/Endurance[*] (34) Impervium Armor - Resistance/Recharge[*] (36) Impervium Armor - Resistance/Endurance/Recharge[*] (36) Impervium Armor - Resistance[*] (36) Endurance Reduction IO[/list]Level 26: Oppressive Gloom <ul type="square">[*] (A) Absolute Amazement - Stun/Recharge[*] (37) Absolute Amazement - Chance for ToHit Debuff[*] (37) Absolute Amazement - Accuracy/Stun/Recharge[*] (37) Absolute Amazement - Accuracy/Recharge[*] (39) Absolute Amazement - Endurance/Stun[/list]Level 28: Taunt <ul type="square">[*] (A) Perfect Zinger - Taunt/Recharge[*] (39) Perfect Zinger - Taunt/Recharge/Range[*] (39) Perfect Zinger - Accuracy/Recharge[*] (50) Perfect Zinger - Taunt/Range[/list]Level 30: Cloak of Darkness <ul type="square">[*] (A) Luck of the Gambler - Defense/Endurance[*] (40) Luck of the Gambler - Endurance/Recharge[*] (40) Luck of the Gambler - Recharge Speed[*] (50) Luck of the Gambler - Defense/Endurance/Recharge[/list]Level 32: Build Up <ul type="square">[*] (A) Adjusted Targeting - To Hit Buff/Recharge[*] (40) Adjusted Targeting - Endurance/Recharge[*] (42) Adjusted Targeting - Recharge[/list]Level 35: Energy Transfer <ul type="square">[*] (A) Hecatomb - Damage/Recharge[*] (42) Hecatomb - Accuracy/Damage/Recharge[*] (42) Hecatomb - Accuracy/Recharge[*] (43) Hecatomb - Damage/Endurance[*] (43) Hecatomb - Chance of Damage(Negative)[/list]Level 38: Combat Jumping <ul type="square">[*] (A) Blessing of the Zephyr - Knockback Reduction (4 points)[*] (43) Luck of the Gambler - Recharge Speed[/list]Level 41: Total Focus <ul type="square">[*] (A) Mako's Bite - Damage/Endurance[*] (45) Mako's Bite - Damage/Recharge[*] (45) Mako's Bite - Accuracy/Endurance/Recharge[*] (45) Mako's Bite - Accuracy/Damage/Endurance/Recharge[*] (46) HamiO:Nucleolus Exposure[/list]Level 44: Focused Accuracy <ul type="square">[*] (A) Adjusted Targeting - To Hit Buff/Endurance/Recharge[*] (46) Adjusted Targeting - Endurance/Recharge[*] (46) Adjusted Targeting - To Hit Buff/Endurance[/list]Level 47: Death Shroud <ul type="square">[*] (A) Scirocco's Dervish - Damage/Endurance[*] (48) Scirocco's Dervish - Accuracy/Damage/Endurance[*] (48) Scirocco's Dervish - Accuracy/Damage[*] (48) Scirocco's Dervish - Chance of Damage(Lethal)[*] (50) Endurance Reduction IO[/list]Level 49: Soul Transfer <ul type="square">[*] (A) Recharge Reduction IO[/list]------------
Level 1: Brawl <ul type="square">[*] (A) Empty[/list]Level 1: Sprint <ul type="square">[*] (A) Empty[/list]Level 2: Rest <ul type="square">[*] (A) Empty[/list]Level 1: Gauntlet
------------
[u]Set Bonus Totals:[u]<ul type="square">[*]9.5% DamageBuff(Smashing)[*]9.5% DamageBuff(Lethal)[*]9.5% DamageBuff(Fire)[*]9.5% DamageBuff(Cold)[*]9.5% DamageBuff(Energy)[*]9.5% DamageBuff(Negative)[*]9.5% DamageBuff(Toxic)[*]9.5% DamageBuff(Psionic)[*]7.5% Defense(Psionic)[*]9% Max End[*]55% Enhancement(RechargeTime)[*]70% Enhancement(Accuracy)[*]5% FlySpeed[*]238.9 HP (12.8%) HitPoints[*]5% JumpHeight[*]5% JumpSpeed[*]Knockback (Mag -12)[*]Knockup (Mag -12)[*]MezResist(Immobilize) 8.8%[*]MezResist(Terrorized) 2.75%[*]24.5% (0.41 End/sec) Recovery[*]54% (4.22 HP/sec) Regeneration[*]7.56% Resistance(Fire)[*]7.56% Resistance(Cold)[*]2.52% Resistance(Energy)[*]5.65% Resistance(Negative)[*]5% RunSpeed[/list]
Hi Larac,
I've not put a build into Mids but personally I'd be going for :
+ Recharge
+ End
and then Ranged Defence in that order.
+ Recharge to keep the window between Dark Regen as small as possible - if the mobs can't kill you before the next DR then they cant kill you - End permitting.
+ End to cover the DR
Ranged Def - OP and stacked stuns will cover melee so most damage should be coming from range.
In your post you're stressing the importance of +regen - this would have been the last thing I'd look for in a set with DR.
Just wondering
L50s: Tanks: Cryofission - Ice/EM - Dr Celsius - Fire/Ice - Saint George - SD/SS | Controllers: Psichosis - Ill/Kin - Major Chaos - Ill/Stm | Scrappers - Neutron Crusader - DM/SR
Currently Levelling: Angelic Blade - BS/WP Scrapper | Seeds of Destruction - Plant/Kin Controller
With 119 max and and gaining almost 4 end per sec it will not be a problem at all. I've almost the same slotting on my BS/DA and the bar is never noticablely beloow 90%.
It's very difficult to get DR up in single figure numbers without messing up the other slotting. My build it's 13.5s without hasten, 10 with it. Regening 50HP/sec helps to cover that time.
Add in the extra 24% S / L Rez and you should last a lot longer.
[ QUOTE ]
Hi Larac,
I've not put a build into Mids but personally I'd be going for :
+ Recharge
+ End
and then Ranged Defence in that order.
+ Recharge to keep the window between Dark Regen as small as possible - if the mobs can't kill you before the next DR then they cant kill you - End permitting.
+ End to cover the DR
Ranged Def - OP and stacked stuns will cover melee so most damage should be coming from range.
In your post you're stressing the importance of +regen - this would have been the last thing I'd look for in a set with DR.
Just wondering
[/ QUOTE ]
Recharge, I get. I'd argue that without a god mode on Dark you have a law of diminishing returns. End I get - Dark tanks aren't as end-heavy as their rep (as long as they avoid the cloak of fear anyway), but they are pretty bad.
But why ranged defence? Taunt inflicts a 75% range penalty, drawing non-snipers into close combat. Being shot at is not much of an issue unless facing an entire gunline - and there is so much -def from shooting anyway that the 30% you can get won't save you. I'd go +Res and even get rescued in melee. Or failing that +Regen to soak whatever's coming through.
And scanning the build, two crucial things are missing. The first is toughness - the extra 15% (plus slotting) smashing/lethal resistance (taking you to almost 70% S/L total slotted) really helps any Res-based tank. The second is Winter's Gift - 20% slow resistance. Dark Armour has no slow resistance, so grab 2 - one for swift and one for sprint.
[ QUOTE ]
Winter's Gift - 20% slow resistance. Dark Armour has no slow resistance, so grab 2 - one for swift and one for sprint.
[/ QUOTE ]
All parts of Winter's Gift are unique. And his build only has one power that accepts Universal Travel anyway.
Oh, and Larac's build has Tough.
I agree that ranged def isn't very useful. This:
[ QUOTE ]
Ranged Def - OP and stacked stuns will cover melee so most damage should be coming from range.
[/ QUOTE ]
Is simply not true. Most damage will come from AVs, who are virtually immune to stuns. And don't underestimate AoEs.
I really should do something about this signature.
Can't see small things (like Boxing and Tough). Mea Culpa.
But Universal Travel can be slotted into any travel power (apparently with the exception of Sprint) - Swift, Combat Jumping, and Superjump will all take it. I hadn't realised it was unique.
Auto travel powers (e.g. Swift) don't accept Universal Travel.
I really should do something about this signature.
Huh. I thought the reason Swift didn't accept travel powers was as a hack to fix the problems with stealth IOs that couldn't be turned off. And that universal would then go in.
Mea culpa again.
[ QUOTE ]
I agree that ranged def isn't very useful. This:
[ QUOTE ]
Ranged Def - OP and stacked stuns will cover melee so most damage should be coming from range.
[/ QUOTE ]
Is simply not true. Most damage will come from AVs, who are virtually immune to stuns. And don't underestimate AoEs.
[/ QUOTE ]
I think that in normal play ranged defence would be useful.
I've started to take a similar approach with my Fire/Ice Tanker which in many ways plays like a Dark Tank.
Both have reasonable resistance to and a decent heal; using Ice Patch in the secondary I'm able to negate much of the melee damage and find that ranged damage is the one area over which I have no control.
Having the melee damage countered to a large degree allows me to slot of range typed damage - from memory I'm able to get around 40% without gimping the build.
I'm no where near that at the moment but my survivability has still increased dramatically.
I understand what you mean about AV's but I'd never go up against an AV without support and with support IO slotting is a non issue as even an SO'd Tank with support should have no issues.
I would however use a Tank to solo large spawns. A Dark Tank using OP and stuns from the secondary will negate most melee damage while the ranged def ( A dark should be able to softcap, although I've not tried a build in Mids) will handle anything outside of his control range.
Another point to bear in mind is that with the recent changes to defence ranged def also gives Energy def which is Darks resistance hole.
There are many ways to skin a cat but I'd say that going for ranged def is a viable option - IMO of course
L50s: Tanks: Cryofission - Ice/EM - Dr Celsius - Fire/Ice - Saint George - SD/SS | Controllers: Psichosis - Ill/Kin - Major Chaos - Ill/Stm | Scrappers - Neutron Crusader - DM/SR
Currently Levelling: Angelic Blade - BS/WP Scrapper | Seeds of Destruction - Plant/Kin Controller
SO, I was messing about with Mids' earlier (Not the guy, the herobuilder
) and came up with a pretty damn decent dark tank- It's pretty much covered for tanking anything!
Have a look at the build and comment please for changes etc.
Also, check out THESE totals- Not bad eh?
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
Dark Tank: Level 50 Magic Tanker
Primary Power Set: Dark Armor
Secondary Power Set: Fiery Melee
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Speed
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Dark Embrace <ul type="square">[*] (A) Resist Damage IO[*] (3) Resist Damage IO[*] (3) Resist Damage IO[*] (5) Endurance Reduction IO[/list]Level 1: Scorch <ul type="square">[*] (A) Crushing Impact - Accuracy/Damage[*] (5) Crushing Impact - Damage/Endurance[*] (7) Crushing Impact - Damage/Recharge[*] (46) Crushing Impact - Accuracy/Damage/Recharge[*] (50) Crushing Impact - Accuracy/Damage/Endurance[*] (50) Crushing Impact - Damage/Endurance/Recharge[/list]Level 2: Murky Cloud <ul type="square">[*] (A) Resist Damage IO[*] (7) Resist Damage IO[*] (9) Resist Damage IO[*] (9) Endurance Reduction IO[/list]Level 4: Combustion <ul type="square">[*] (A) Obliteration - Damage[*] (11) Obliteration - Accuracy/Recharge[*] (11) Obliteration - Damage/Recharge[*] (13) Obliteration - Accuracy/Damage/Recharge[*] (13) Armageddon - Chance for Fire Damage[*] (15) Obliteration - Accuracy/Damage/Endurance/Recharge[/list]Level 6: Obsidian Shield <ul type="square">[*] (A) Resist Damage IO[*] (15) Resist Damage IO[*] (17) Resist Damage IO[*] (17) Endurance Reduction IO[/list]Level 8: Dark Regeneration <ul type="square">[*] (A) Numina's Convalescence - Endurance/Recharge[*] (19) Numina's Convalescence - Heal/Recharge[*] (19) Numina's Convalescence - Heal/Endurance/Recharge[*] (21) Numina's Convalescence - Heal/Endurance[*] (21) Numina's Convalescence - Heal[*] (23) Numina's Convalescence - +Regeneration/+Recovery[/list]Level 10: Taunt <ul type="square">[*] (A) Perfect Zinger - Taunt[*] (23) Perfect Zinger - Taunt/Recharge[*] (25) Perfect Zinger - Taunt/Recharge/Range[*] (45) Perfect Zinger - Accuracy/Recharge[/list]Level 12: Swift <ul type="square">[*] (A) Run Speed IO[/list]Level 14: Death Shroud <ul type="square">[*] (A) Endurance Reduction IO[*] (25) Endurance Reduction IO[/list]Level 16: Cloak of Darkness <ul type="square">[*] (A) Defense Buff IO[*] (27) Defense Buff IO[*] (27) Luck of the Gambler - Recharge Speed[*] (29) Endurance Reduction IO[/list]Level 18: Cloak of Fear <ul type="square">[*] (A) Endurance Reduction IO[*] (29) Endurance Reduction IO[*] (31) Fear Duration IO[/list]Level 20: Health <ul type="square">[*] (A) Miracle - +Recovery[/list]Level 22: Stamina <ul type="square">[*] (A) Endurance Modification IO[*] (31) Endurance Modification IO[*] (31) Endurance Modification IO[/list]Level 24: Combat Jumping <ul type="square">[*] (A) Luck of the Gambler - Recharge Speed[*] (33) Kismet - Accuracy +6%[/list]Level 26: Super Jump <ul type="square">[*] (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range[*] (33) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance[*] (33) Blessing of the Zephyr - Knockback Reduction (4 points)[/list]Level 28: Fire Sword Circle <ul type="square">[*] (A) Armageddon - Damage[*] (34) Armageddon - Damage/Recharge[*] (34) Armageddon - Accuracy/Damage/Recharge[*] (34) Armageddon - Accuracy/Recharge[*] (36) Armageddon - Damage/Endurance[*] (36) Obliteration - Accuracy/Damage/Endurance/Recharge[/list]Level 30: Build Up <ul type="square">[*] (A) Recharge Reduction IO[*] (36) Recharge Reduction IO[*] (37) Recharge Reduction IO[/list]Level 32: Fire Sword <ul type="square">[*] (A) Crushing Impact - Accuracy/Damage[*] (37) Crushing Impact - Damage/Endurance[*] (37) Crushing Impact - Damage/Recharge[*] (39) Crushing Impact - Accuracy/Damage/Recharge[*] (43) Crushing Impact - Accuracy/Damage/Endurance[/list]Level 35: Incinerate <ul type="square">[*] (A) Hecatomb - Damage[*] (39) Hecatomb - Damage/Recharge[*] (39) Hecatomb - Accuracy/Damage/Recharge[*] (40) Hecatomb - Accuracy/Recharge[*] (43) Hecatomb - Damage/Endurance[*] (43) Mako's Bite - Accuracy/Damage/Endurance/Recharge[/list]Level 38: Greater Fire Sword <ul type="square">[*] (A) Mako's Bite - Accuracy/Damage[*] (40) Mako's Bite - Damage/Endurance[*] (40) Mako's Bite - Damage/Recharge[*] (42) Mako's Bite - Accuracy/Endurance/Recharge[*] (46) Mako's Bite - Accuracy/Damage/Endurance/Recharge[*] (46) Mako's Bite - Chance of Damage(Lethal)[/list]Level 41: Hasten <ul type="square">[*] (A) Recharge Reduction IO[*] (42) Recharge Reduction IO[*] (42) Recharge Reduction IO[/list]Level 44: Conserve Power <ul type="square">[*] (A) Recharge Reduction IO[*] (45) Recharge Reduction IO[*] (45) Recharge Reduction IO[/list]Level 47: Laser Beam Eyes <ul type="square">[*] (A) Apocalypse - Damage[*] (48) Apocalypse - Damage/Recharge[*] (48) Apocalypse - Accuracy/Damage/Recharge[*] (48) Apocalypse - Accuracy/Recharge[*] (50) Apocalypse - Damage/Endurance[/list]Level 49: Soul Transfer <ul type="square">[*] (A) Recharge Reduction IO[/list]------------
Level 1: Brawl <ul type="square">[*] (A) Empty[/list]Level 1: Sprint <ul type="square">[*] (A) Empty[/list]Level 2: Rest <ul type="square">[*] (A) Empty[/list]Level 1: Gauntlet
------------
[u]Set Bonus Totals:[u]<ul type="square">[*]10% DamageBuff(Smashing)[*]10% DamageBuff(Lethal)[*]10% DamageBuff(Fire)[*]10% DamageBuff(Cold)[*]10% DamageBuff(Energy)[*]10% DamageBuff(Negative)[*]10% DamageBuff(Toxic)[*]10% DamageBuff(Psionic)[*]1.56% Defense(Fire)[*]1.56% Defense(Cold)[*]5.31% Defense(Energy)[*]5.31% Defense(Negative)[*]10.6% Defense(Ranged)[*]3.13% Defense(AoE)[*]65% Enhancement(RechargeTime)[*]6% Enhancement(Heal)[*]53% Enhancement(Accuracy)[*]161.6 HP (8.63%) HitPoints[*]Knockback (Mag -4)[*]Knockup (Mag -4)[*]MezResist(Held) 6.6%[*]MezResist(Immobilize) 7.7%[*]MezResist(Stun) 2.2%[*]MezResist(Terrorized) 2.75%[*]8% (0.13 End/sec) Recovery[*]38% (2.97 HP/sec) Regeneration[*]5.04% Resistance(Fire)[*]5.04% Resistance(Cold)[*]2.5% Resistance(Psionic)[/list]------------
[u]Set Bonuses:[u]
[u]Crushing Impact[u]
(Scorch)<ul type="square">[*] MezResist(Immobilize) 2.2%[*] 21.1 HP (1.13%) HitPoints[*] 7% Enhancement(Accuracy)[*] 5% Enhancement(RechargeTime)[*] 2.5% Resistance(Psionic)[/list][u]Obliteration[u]
(Combustion)<ul type="square">[*] MezResist(Stun) 2.2%[*] 3% DamageBuff(All)[*] 9% Enhancement(Accuracy)[*] 5% Enhancement(RechargeTime)[/list][u]Numina's Convalescence[u]
(Dark Regeneration)<ul type="square">[*] 12% (0.94 HP/sec) Regeneration[*] 35.1 HP (1.88%) HitPoints[*] 6% Enhancement(Heal)[*] MezResist(Held) 3.3%[*] 3.75% Defense(Ranged), 1.88% Defense(Energy), 1.88% Defense(Negative)[/list][u]Perfect Zinger[u]
(Taunt)<ul type="square">[*] MezResist(Terrorized) 2.75%[*] 10% (0.78 HP/sec) Regeneration[*] 5% Enhancement(RechargeTime)[/list][u]Luck of the Gambler[u]
(Cloak of Darkness)<ul type="square">[*] 7.5% Enhancement(RechargeTime)[/list][u]Luck of the Gambler[u]
(Combat Jumping)<ul type="square">[*] 7.5% Enhancement(RechargeTime)[/list][u]Blessing of the Zephyr[u]
(Super Jump)<ul type="square">[*] 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)[/list][u]Armageddon[u]
(Fire Sword Circle)<ul type="square">[*] 4% (0.07 End/sec) Recovery[*] 2.52% Resistance(Fire,Cold)[*] 15% Enhancement(Accuracy)[*] 10% Enhancement(RechargeTime)[/list][u]Crushing Impact[u]
(Fire Sword)<ul type="square">[*] MezResist(Immobilize) 2.2%[*] 21.1 HP (1.13%) HitPoints[*] 7% Enhancement(Accuracy)[*] 5% Enhancement(RechargeTime)[/list][u]Hecatomb[u]
(Incinerate)<ul type="square">[*] 4% (0.07 End/sec) Recovery[*] 2.52% Resistance(Fire,Cold)[*] 15% Enhancement(Accuracy)[*] 10% Enhancement(RechargeTime)[/list][u]Mako's Bite[u]
(Greater Fire Sword)<ul type="square">[*] 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)[/list][u]Apocalypse[u]
(Laser Beam Eyes)<ul type="square">[*] 16% (1.25 HP/sec) Regeneration[*] 56.2 HP (3%) HitPoints[*] 4% DamageBuff(All)[*] 10% Enhancement(RechargeTime)[/list]
<font class="small">Code:[/color]<hr /><pre>| Copy & Paste this data into Mids' Hero Designer to view the build |
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|-------------------------------------------------------------------|</pre><hr />