Help with an Inv/SS tank


Dersk

 

Posted

so i'm working on a build for my Inv/SS tank.. he's not going to have a travel power (hurdle + CJ + Ninja Run should suffice) and i've found that having 3 powers that crash hard (hasten, rage <2 stacked>, and unstopable) is a death sentence always.. so i've come up with the following build which seems to be very close to soft capping defense to everything but psi.. 1 purple insp should cap non-psi where it's lacking.. is this going to be horrible to play?

Hero Plan by Mids' Hero Designer 1.704
http://www.cohplanner.com/

Click this DataLink to open the build!

Paul Pumphrey MK2: Level 50 Natural Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Super Strength
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Fighting
Ancillary Pool: Energy Mastery

Hero Profile:
Level 1: Temp Invulnerability -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(3), RctvArm-EndRdx/Rchg:40(3), RctvArm-ResDam/EndRdx/Rchg:40(13), S'fstPrt-ResDam/Def+:30(37)
Level 1: Jab -- S'ngH'mkr-Acc/Dmg:35(A), S'ngH'mkr-Dmg/EndRdx:35(11), S'ngH'mkr-Dmg/Rchg:35(11), S'ngH'mkr-Dmg/EndRdx/Rchg:35(40)
Level 2: Dull Pain -- Dct'dW-Heal/EndRdx:50(A), Dct'dW-EndRdx/Rchg:50(7), Dct'dW-Heal/Rchg:50(7), Dct'dW-Heal/EndRdx/Rchg:50(13), Dct'dW-Heal:50(17), Dct'dW-Rchg:50(29)
Level 4: Haymaker -- S'ngH'mkr-Acc/Dmg:35(A), S'ngH'mkr-Dmg/EndRdx:35(5), S'ngH'mkr-Dmg/Rchg:35(5), S'ngH'mkr-Dmg/EndRdx/Rchg:35(37)
Level 6: Hurdle -- Jump-I:50(A), Jump-I:50(34)
Level 8: Unyielding -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:30(9), RctvArm-ResDam/EndRdx/Rchg:40(9), RctvArm-ResDam:40(17)
Level 10: Taunt -- Mocking-Taunt:50(A), Mocking-Taunt/Rchg:50(39), Mocking-Taunt/Rchg/Rng:50(43), Mocking-Acc/Rchg:50(45), Mocking-Taunt/Rng:50(46), Mocking-Rchg:50(46)
Level 12: Combat Jumping -- Zephyr-Travel:50(A), Zephyr-Travel/EndRdx:50(25)
Level 14: Resist Physical Damage -- RctvArm-ResDam:40(A), RctvArm-ResDam/EndRdx:40(15), RctvArm-ResDam/EndRdx/Rchg:40(15), RctvArm-ResDam/Rchg:40(42)
Level 16: Health -- Heal-I:50(A), Heal-I:50(25), Heal-I:50(40)
Level 18: Invincibility -- DefBuff-I:50(A), DefBuff-I:50(19), DefBuff-I:50(19), EndRdx-I:50(29), Taunt-I:50(34)
Level 20: Stamina -- EndMod-I:50(A), EndMod-I:50(21), EndMod-I:50(21)
Level 22: Knockout Blow -- S'ngH'mkr-Acc/Dmg:35(A), S'ngH'mkr-Dmg/EndRdx:35(23), S'ngH'mkr-Dmg/Rchg:35(23), S'ngH'mkr-Dmg/EndRdx/Rchg:35(37)
Level 24: Boxing -- Acc-I:50(A)
Level 26: Tough Hide -- DefBuff-I:50(A), DefBuff-I:50(27), DefBuff-I:50(27)
Level 28: Tough -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(33), RctvArm-EndRdx/Rchg:40(34), RctvArm-ResDam:40(36)
Level 30: Weave -- DefBuff-I:50(A), DefBuff-I:50(31), DefBuff-I:50(31), EndRdx-I:50(31), EndRdx-I:50(46)
Level 32: Resist Elements -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(33), RctvArm-ResDam/EndRdx/Rchg:40(33), RctvArm-ResDam:40(43)
Level 35: Resist Energies -- ImpArm-ResDam:40(A), ImpArm-ResDam/EndRdx:40(36), ImpArm-ResDam/EndRdx/Rchg:40(36), ImpArm-ResPsi:40(43)
Level 38: Foot Stomp -- Erad-Dmg:30(A), Erad-Acc/Rchg:30(39), Erad-Dmg/Rchg:30(39), Erad-Acc/Dmg/Rchg:30(40)
Level 41: Conserve Power -- RechRdx-I:50(A), RechRdx-I:50(42), RechRdx-I:50(42)
Level 44: Focused Accuracy -- AdjTgt-ToHit/EndRdx:50(A), AdjTgt-ToHit:50(45), AdjTgt-ToHit/EndRdx/Rchg:50(45)
Level 47: Physical Perfection -- Numna-Regen/Rcvry+:50(A), Mrcl-Rcvry+:40(48), RgnTis-Regen+:30(48), P'Shift-End%:50(48), P'Shift-EndMod:50(50), P'Shift-EndMod/Rchg:50(50)
Level 49: Unstoppable -- RechRdx-I:50(A), RechRdx-I:50(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
Level 6: Ninja Run
------------
Set Bonus Totals:

  • 2% DamageBuff(Smashing)
  • 2% DamageBuff(Lethal)
  • 2% DamageBuff(Fire)
  • 2% DamageBuff(Cold)
  • 2% DamageBuff(Energy)
  • 2% DamageBuff(Negative)
  • 2% DamageBuff(Toxic)
  • 2% DamageBuff(Psionic)
  • 17.4% Defense(Smashing)
  • 17.4% Defense(Lethal)
  • 6.13% Defense(Fire)
  • 6.13% Defense(Cold)
  • 13% Defense(Energy)
  • 13% Defense(Negative)
  • 4.88% Defense(Psionic)
  • 10.2% Defense(Melee)
  • 8.94% Defense(Ranged)
  • 4.56% Defense(AoE)
  • 5.85% Max End
  • 4% Enhancement(Heal)
  • 12.5% Enhancement(RechargeTime)
  • 5% FlySpeed
  • 140.6 HP (7.5%) HitPoints
  • 5% JumpHeight
  • 5% JumpSpeed
  • MezResist(Held) 2.75%
  • MezResist(Immobilize) 12.1%
  • MezResist(Terrorized) 2.2%
  • 2.5% (0.04 End/sec) Recovery
  • 1.26% Resistance(Fire)
  • 1.26% Resistance(Cold)
  • 1.26% Resistance(Energy)
  • 1.26% Resistance(Negative)
  • 1.26% Resistance(Toxic)
  • 4.26% Resistance(Psionic)
  • 5% RunSpeed



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Posted

Quote:
Originally Posted by glasswalkerny View Post
he's not going to have a travel power (hurdle + CJ + Ninja Run should suffice)
FYI, Combat Jumping and Ninja Run are mutually exclusive.

Regarding the build: the power selections look fine. I would change some of the slotting, notably:

Two slots in Hurdle and two in Combat Jumping but OMG OMG OMG you're underslotting Foot Stomp. Foot Stomp is an awesome power. You want to be hitting ED limits on damage and recharge and then have high accuracy and some end reduction in there also.

Why do you have the Numina, Miracle and Regen Tissue uniques in a power you won't get until level 47? You can put them in Health and have a couple dozen extra levels of enjoyment with them.


Paragon City Search And Rescue
The Mentor Project

 

Posted

If you're determined to skip Hasten, Rage or Unstoppable, Rage is definitely NOT the one to skip. On a soft-capped build, drop Unstop and take Rage at 28.

To make matter worse, all your attacks are underslotted; the Smashing Haymaker sets for accuracy and damage, and Foot Stop for end reduction and damage. That, combined with no Rage would makes this a very underwhelming build in the damage department. I'd find 6 slots, two each for FS and KoB, and one each for Jab and Haymaker.

You should consider getting sets for your defense powers. Some of them, LotG and GotA especially, have good 4 slot bonuses, and using sets means you'll be able to squeeze in a little more end reduction without using an extra slot.

I'd also drop Focused Accuracy. It's a huge end hog, and with Rage it's not really necessary. I think you'd be better served by picking up another attack; Punch, Hurl, and LBE would all be better options, IMO.

I'd do something like this with your build:

Hero Plan by Mids' Hero Designer 1.704
http://www.cohplanner.com/
Click this DataLink to open the build!
Paul Pumphrey MK2: Level 50 Natural Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Super Strength
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Fighting
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Temp Invulnerability -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(3), RctvArm-EndRdx/Rchg(3), RctvArm-ResDam/EndRdx/Rchg(13), S'fstPrt-ResDam/Def+(37)
Level 1: Jab -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(11), S'ngH'mkr-Dmg/Rchg(11), S'ngH'mkr-Dmg/EndRdx/Rchg(34), Mako-Acc/Dmg/EndRdx/Rchg(40)
Level 2: Dull Pain -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(7), Dct'dW-Heal/Rchg(7), Dct'dW-Rchg(13), Dct'dW-Heal(17)
Level 4: Haymaker -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(5), S'ngH'mkr-Dmg/Rchg(5), S'ngH'mkr-Dmg/EndRdx/Rchg(25), Mako-Acc/Dmg/EndRdx/Rchg(37)
Level 6: Hurdle -- Jump-I(A)
Level 8: Unyielding -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(9), RctvArm-ResDam/EndRdx/Rchg(9), RctvArm-ResDam(17)
Level 10: Taunt -- Mocking-Taunt(A), Mocking-Taunt/Rchg(39), Mocking-Taunt/Rchg/Rng(43), Mocking-Acc/Rchg(45), Mocking-Taunt/Rng(46), Mocking-Rchg(46)
Level 12: Combat Jumping -- DefBuff-I(A)
Level 14: Resist Physical Damage -- Aegis-ResDam/EndRdx(A), Aegis-ResDam(15), Aegis-ResDam/Rchg(15)
Level 16: Health -- RgnTis-Regen+(A), Mrcl-Rcvry+(25), Numna-Regen/Rcvry+(40), Numna-Heal(45)
Level 18: Invincibility -- GftotA-Def/EndRdx(A), GftotA-Def/Rchg(19), GftotA-Def/EndRdx/Rchg(19), GftotA-Def(29)
Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-End%(21), EndMod-I(21)
Level 22: Knockout Blow -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(23), S'ngH'mkr-Dmg/Rchg(23), S'ngH'mkr-Dmg/EndRdx/Rchg(34), P'ngS'Fest-Acc/Dmg(37), P'ngS'Fest-Dmg/Rchg(42)
Level 24: Boxing -- Acc-I(A)
Level 26: Tough Hide -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/Rchg(27), LkGmblr-Def(27)
Level 28: Rage -- Rec'dRet-ToHit/Rchg(A), Rec'dRet-Pcptn(29), RechRdx-I(33), RechRdx-I(34)
Level 30: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(31), RctvArm-ResDam/EndRdx/Rchg(31), RctvArm-ResDam(31)
Level 32: Weave -- GftotA-Def/EndRdx(A), GftotA-Def/Rchg(33), GftotA-Def/EndRdx/Rchg(33), GftotA-Def(36)
Level 35: Resist Energies -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(36), RctvArm-ResDam/EndRdx/Rchg(36), RctvArm-ResDam(43)
Level 38: Foot Stomp -- Erad-Dmg(A), Erad-Acc/Rchg(39), Erad-Dmg/Rchg(39), Erad-Acc/Dmg/Rchg(40), Sciroc-Dmg/EndRdx(45), Sciroc-Acc/Dmg/EndRdx(46)
Level 41: Resist Elements -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(42), RctvArm-ResDam/EndRdx/Rchg(42), RctvArm-ResDam(43)
Level 44: Conserve Power -- RechRdx-I(A)
Level 47: Laser Beam Eyes -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(48), Thundr-Dmg/Rchg(48), Thundr-Acc/Dmg/Rchg(48)
Level 49: Physical Perfection -- EndMod-I(A), P'Shift-End%(50), Numna-Heal(50), Numna-Heal/EndRdx(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
Level 6: Ninja Run
------------
Set Bonus Totals:

  • 19.3% Defense(Smashing)
  • 19.3% Defense(Lethal)
  • 9.25% Defense(Fire)
  • 9.25% Defense(Cold)
  • 14.9% Defense(Energy)
  • 14.9% Defense(Negative)
  • 3% Defense(Psionic)
  • 11.1% Defense(Melee)
  • 8.94% Defense(Ranged)
  • 6.13% Defense(AoE)
  • 7.2% Max End
  • 12.5% Enhancement(RechargeTime)
  • 4% Enhancement(Heal)
  • 7% Enhancement(Accuracy)
  • 5% FlySpeed
  • 126.5 HP (6.75%) HitPoints
  • 5% JumpHeight
  • 5% JumpSpeed
  • MezResist(Held) 2.75%
  • MezResist(Immobilize) 12.1%
  • MezResist(Terrorized) 2.2%
  • 20% Perception
  • 6% (0.1 End/sec) Recovery
  • 52% (4.07 HP/sec) Regeneration
  • 6.26% Resistance(Fire)
  • 1.26% Resistance(Cold)
  • 10% RunSpeed

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My Characters

Knight Court--A CoH Story Complete 2/3/2012

 

Posted

Finduilas is right, you have got to take Rage. Rage is your BFF, as it will, especially paired with Invincibility, let you get by 'underslotting' for +ACC. I've personally found the equivalent to 1 SO, or better, a high level IO, will be sufficient.

One thing I've done differently from most Inv/SS tankers in my nearly 6 years with my main, is I have found Weave to be a waste (and I don't even turn Tough on all the time, depends what I'm fighting). I know, heretical to so many people, but correctly slotted with set bonuses you can, once again with the help of Invincibility, get a nice bit towards the Def soft-cap (I run at about 28% S/L def before Invinc kicks in, so I can keep my 23% Psi Resist). And the lovely thing about Invulnerability is that you don't need to hit the soft-cap if you're only fighting mobs of boss or less, unless there's a bazillion, but there's aggro limits so that shouldn't happen (note: this should be able to handle an AV or three pretty well, dependings on which ones). You should be able to cap your HP with Dull Pain, and if you do take Hasten, you should be able to get Dull Pain to near perma pretty easy.

I would also recommend not running Dull Pain auto. Time it for when your health gets to about half so it will heal you up and boost your max HP. This effectively lets you soak more damage, obviously.

On Hasten, do try to fit it in, but for my Inf you can hold of on it till late in the build. Tough will get you more milage as you level, before you're fully slotted and outfit with set bonuses.

Also, as others have noted, 6 slot Foot Stomp! I went for Obliteration, because I'd managed to find other ways to deal with the end cost, but do whatever feels right to you, just do it with a full slots. Foot Stomp will clear all the minions and then some for you while you focus all your single target attacks on the big guy(s).

Finally, I'm a big fan of Unstop. Definitely don't try it perma, but it's still the best crap-yer-pants moment failsafe. I don't even use it that much, but I can't count the times it's prevented a teamwipe, even with the current aggro-cap limits. It's a choice you've got to make based on your own playstyle, but don't dismiss it's usefulness too quickly.

- Panz

PS, I'd upload my own Mids suggestion/build, but I'm not on my own PC right now...it's kinda dead, new one is on the way!


 

Posted

ok i don't have dull pain auto.. and since when is it a tank's job to dish out damage? i thought that was for the brutes, scrappers and blasters to do? This was build as a damage taker.. it's a planned level 50 respec so it doesn't matter when i take anything.. i did take unstopable as a backup incase i'm getting smashed by something(s) since it caps my resistance on top of the soft capped S/L defense...


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Posted

Now, I'm not sure what you're talking about, glasswalkerny, but if it's Rage, there's also the nice to-hit buff to consider.

Additionally, IIRC, damage is directly related to agro (someone please correct me if I'm not remembering this right). The more damage someone does to something, the more that something wants to get back at them. It's not 'simple' like that, obviously, but damage is part of the equation, I believe. So it always helps you to maintain agro management if you're doing more damage.

Powers like Taunts just cause big spikes in the formula, from what I remember. So, if you play like me, I like to use Taunt to grab enemies that are out of melee range for one reason or another, perhaps just the far end of a spawn, or something that hit with KB, or maybe even adds. Invincibility has a nice aura, keeps things stuck to me pretty good, but Foot Stomp really gets 'em mad. They don't like being knocked on their butts or something...

Finally, as far as why you'd want to be able to do damage as a tanker, what if you're solo? It's really nice then!


 

Posted

Quote:
Originally Posted by glasswalkerny View Post
since when is it a tank's job to dish out damage?
April 2004


 

Posted

Doing damage and debuffs helps with your threat level and helps you keep aggro.

Doing little to no damage or debuffs lessens your threat level and makes it that much EASIER for those that do greater damage and/or debuffs to take your aggro.

Tanks should do damage and/or debuffs to help maintain aggro beyond taunt's 5 target limit. Taunt auras help, threat created by attacks (which will use the gauntlet effect) also help.


Throwing darts at the board to see if something sticks.....

Come show your resolve and fight my brute!
Tanks: Gauntlet, the streak breaker and you!
Quote:
Originally Posted by PapaSlade
Rangle's right....this is fun.

 

Posted

Tankers do indeed need to dish out some damage as well as take it. If you're standing in the middle of a bigger mob and not attacking while a blaster is blasting away at everything that moves, there's a high possibility that the blaster will take some aggro away from you. That's also the reason tankers should take a ranged attack. If a squishier ranged toon takes some aggro, you can quickly adjust your target to the enemy that's closing in on the squishy, and take the aggro back with a quick blast from your ranged attack.



Contact me in-game: @CheeseSlicer