Fire/Mental/MM Build - Soft Capped But Slotting Questions Remain


DarkInvado

 

Posted

Hey all,

I finally rolled my second ever blaster after making my first toon a blaster oh so many years ago. Now I rolled Dark Domina and settled on a Fire/Mental/MM build and soft capped it. I realize I certainly traded some damage and recharge and probably recovery for the soft cap but I feel the soft cap allows so much more to be done when solo that its worth it.

Questions:

Slotting Drain Psyche - I have never used it so have no idea how to best slot it. Any recommendations here? Currently I slotted it with Touch of the Nictus to five slots for the +2.25% max end and tossed in a recharge IO which cut its down time to 10 seconds. Is there a better way to use Drain Psyche? This power is probably central to any really hard single target attempts so I think it needs to have its effectiveness maxed. I could slot it with a full Numina's set and not need to use the rare and over 2 billion inf Gladiator's +3% Def Proc but I am guessing that would totally nerf the power...

Do the prestige sprint powers accept universal travel IOs? If so I have an extra slot to move out of Hove, probably into the totally underslotted Psychic Scream.

Fire Ball - Use the Knock Down Proc or slot the damage IO?

I can't help but wonder "Is this toon doomed to be badly end challenged?"

Other than that I think I have slots to play with in Fire Breath, Fire Ball, and Surveillance. Are those optimally used/slotted?

Hero Plan by Mids' Hero Designer 1.707
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Dark Domina: Level 50 Science Blaster
Primary Power Set: Fire Blast
Secondary Power Set: Mental Manipulation
Power Pool: Flight
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Munitions Mastery

Hero Profile:
Level 1: Flares

  • (A) Thunderstrike - Accuracy/Damage/Endurance
  • (3) Thunderstrike - Damage/Endurance/Recharge
  • (3) Thunderstrike - Accuracy/Damage/Recharge
  • (5) Thunderstrike - Damage/Recharge
  • (5) Thunderstrike - Accuracy/Damage
  • (7) Thunderstrike - Damage/Endurance
Level 1: Subdual
  • (A) Trap of the Hunter - Immobilize/Accuracy
  • (7) Trap of the Hunter - Accuracy/Recharge
  • (9) Trap of the Hunter - Endurance/Immobilize
  • (9) Trap of the Hunter - Accuracy/Endurance
  • (11) Trap of the Hunter - Accuracy/Immobilize/Recharge
  • (11) Trap of the Hunter - Chance of Damage(Lethal)
Level 2: Fire Blast
  • (A) Thunderstrike - Accuracy/Damage
  • (13) Thunderstrike - Damage/Endurance
  • (13) Thunderstrike - Damage/Recharge
  • (15) Thunderstrike - Accuracy/Damage/Recharge
  • (15) Thunderstrike - Accuracy/Damage/Endurance
  • (17) Thunderstrike - Damage/Endurance/Recharge
Level 4: Telekinetic Thrust
  • (A) Mako's Bite - Chance of Damage(Lethal)
  • (17) Mako's Bite - Accuracy/Damage
  • (19) Mako's Bite - Damage/Endurance
  • (19) Mako's Bite - Damage/Recharge
  • (21) Mako's Bite - Accuracy/Endurance/Recharge
  • (21) Mako's Bite - Accuracy/Damage/Endurance/Recharge
Level 6: Fire Ball
  • (A) Ragnarok - Damage/Recharge
  • (23) Ragnarok - Accuracy/Damage/Recharge
  • (23) Ragnarok - Accuracy/Recharge
  • (25) Ragnarok - Damage/Endurance
  • (25) Ragnarok - Chance for Knockdown
Level 8: Hover
  • (A) Luck of the Gambler - Recharge Speed
  • (27) Luck of the Gambler - Defense
  • (40) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
  • (43) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
Level 10: Psychic Scream
  • (A) Positron's Blast - Accuracy/Damage/Endurance
Level 12: Fire Breath
  • (A) Positron's Blast - Accuracy/Damage/Endurance
  • (31) Positron's Blast - Damage/Range
  • (43) Positron's Blast - Damage/Recharge
  • (50) Positron's Blast - Damage/Endurance
  • (50) Positron's Blast - Accuracy/Damage
Level 14: Fly
  • (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
  • (48) Blessing of the Zephyr - Knockback Reduction (4 points)
Level 16: Concentration
  • (A) Adjusted Targeting - Recharge
  • (27) Adjusted Targeting - To Hit Buff/Recharge
  • (29) Adjusted Targeting - To Hit Buff/Endurance/Recharge
  • (29) Adjusted Targeting - Endurance/Recharge
Level 18: Swift
  • (A) Flight Speed IO
Level 20: Health
  • (A) Miracle - +Recovery
  • (43) Numina's Convalescence - +Regeneration/+Recovery
Level 22: Stamina
  • (A) Performance Shifter - EndMod
  • (33) Performance Shifter - EndMod/Recharge
  • (33) Performance Shifter - Chance for +End
Level 24: Aim
  • (A) Gaussian's Synchronized Fire-Control - To Hit Buff
  • (34) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
  • (34) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
  • (34) Gaussian's Synchronized Fire-Control - Recharge/Endurance
  • (36) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
  • (36) Gaussian's Synchronized Fire-Control - Chance for Build Up
Level 26: Drain Psyche
  • (A) Touch of the Nictus - Heal/HitPoints/Regeneration/Recharge
  • (31) Touch of the Nictus - Accuracy/Endurance/Heal/HitPoints/Regeneration
  • (36) Touch of the Nictus - Accuracy/Endurance/Recharge
  • (37) Touch of the Nictus - Accuracy/Healing
  • (37) Touch of the Nictus - Healing
  • (37) Recharge Reduction IO
Level 28: Blaze
  • (A) Thunderstrike - Accuracy/Damage
  • (31) Thunderstrike - Accuracy/Damage/Endurance
  • (33) Thunderstrike - Damage/Endurance/Recharge
  • (39) Thunderstrike - Damage/Endurance
  • (39) Thunderstrike - Damage/Recharge
  • (39) Thunderstrike - Accuracy/Damage/Recharge
Level 30: Boxing
  • (A) Empty
Level 32: Tough
  • (A) Gladiator's Armor - TP Protection +3% Def (All)
Level 35: World of Confusion
  • (A) Coercive Persuasion - Confused
  • (40) Coercive Persuasion - Confused/Recharge
  • (42) Coercive Persuasion - Accuracy/Confused/Recharge
  • (42) Coercive Persuasion - Accuracy/Recharge
  • (42) Coercive Persuasion - Confused/Endurance
  • (48) Coercive Persuasion - Contagious Confusion
Level 38: Weave
  • (A) Luck of the Gambler - Recharge Speed
  • (40) Luck of the Gambler - Defense
Level 41: Body Armor
  • (A) Steadfast Protection - Resistance/+Def 3%
  • (46) Steadfast Protection - Knockback Protection
Level 44: Cryo Freeze Ray
  • (A) Lockdown - Accuracy/Hold
  • (45) Lockdown - Accuracy/Recharge
  • (45) Lockdown - Recharge/Hold
  • (45) Lockdown - Endurance/Recharge/Hold
  • (46) Lockdown - Accuracy/Endurance/Recharge/Hold
  • (46) Lockdown - Chance for +2 Mag Hold
Level 47: Surveillance
  • (A) Shield Breaker - Accuracy/Recharge
  • (48) Shield Breaker - Accuracy/Endurance/Recharge
Level 49: Hasten
  • (A) Recharge Reduction IO
  • (50) Recharge Reduction IO
------------
Level 1: Brawl
  • (A) Empty
Level 1: Sprint
  • (A) Celerity - +Stealth
Level 2: Rest
  • (A) Empty
Level 1: Defiance
Level 1: Ninja Run
------------
Set Bonus Totals:
  • 14.5% DamageBuff(Smashing)
  • 14.5% DamageBuff(Lethal)
  • 14.5% DamageBuff(Fire)
  • 14.5% DamageBuff(Cold)
  • 14.5% DamageBuff(Energy)
  • 14.5% DamageBuff(Negative)
  • 14.5% DamageBuff(Toxic)
  • 14.5% DamageBuff(Psionic)
  • 7.25% Defense(Smashing)
  • 7.25% Defense(Lethal)
  • 8.5% Defense(Fire)
  • 8.5% Defense(Cold)
  • 27.6% Defense(Energy)
  • 27.6% Defense(Negative)
  • 6% Defense(Psionic)
  • 8.5% Defense(Melee)
  • 37.9% Defense(Ranged)
  • 11% Defense(AoE)
  • 2.25% Max End
  • 41.3% Enhancement(RechargeTime)
  • 5% Enhancement(Heal)
  • 2.5% Enhancement(Held)
  • 4% Enhancement(Confused)
  • 72% Enhancement(Accuracy)
  • 5% Enhancement(Immobilize)
  • 22% FlySpeed
  • 108.4 HP (9%) HitPoints
  • 22% JumpHeight
  • 22% JumpSpeed
  • Knockback (Mag -8)
  • Knockup (Mag -8)
  • MezResist(Held) 8.25%
  • MezResist(Immobilize) 3.3%
  • 23% (0.38 End/sec) Recovery
  • 20% (1.01 HP/sec) Regeneration
  • 4.1% Resistance(Fire)
  • 4.1% Resistance(Cold)
  • 1.26% Resistance(Energy)
  • 1.26% Resistance(Negative)
  • 22% RunSpeed



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Posted

First thing I noticed is that you have two -KB uniques. My understanding is that slotting two is sort of useless unless you plan to slot three, since most KB effects in the game are either mag 2 (general enemies) or mag 10 (AVs and some other special situations.) So that's one slot you can free up (maybe it could become some flavor of def/end enhancer in weave.)

Grats on picking up the gladiator's armor unique, by the way. What'd you pay for that one?


@Dysc, on virtue:
Virtue blues: Overnight (DP/MM), Kid Ridiculous (FC/rad), Panorama (Ill/time)
Virtue reds: Block Party (SS/SD), Goldcrush (earth/fire), Deadwire (claws/elec), Snowcrush (ice/kin)

 

Posted

Good to know about the -KBs. I would probably just switch to the other IO of the set in either case.

Right so about the Glad Proc. No I don't have it yet - I have the cash to get it but have not decided on what toon to bestow it when I do finally get one. I expect anywhere from 2 to 5 billion :P

Oh and I did flip the weave Def IO to Def/End in my current build.


 

Posted

depending on what you're doing with this, you might consider soft capping s/l instead of ranged since its much easier to achieve via cold mastery and while isn't as all encompassing as ranged defense is (which it really isn't either but) you get the extra hlep of hoarfrost and hibern00b and allows for more + rech slotting and by extension, purp slotting which is better if you plan on exemping.


Positron's i13 letter: We are trying to make PvP more accessible to new players, while giving experienced PvP'ers the advantage that comes with formulating tactics around the new systems we're putting in place. PvP from now on will be on our priority list. If something isn't working out, we'll be in there tweaking it and making it work, for the entire future of the product, not just Issue 13.

 

Posted

To be honest, this build seems skewed for the sole goal of the Ranged softcap. And since your AoE Def is still below 20%, I'd expect to see you getting hurt solo.

You have more set mules than I like to see: Aim, World of Confusion, Tough, Body Armour, Cyro Freeze Ray, Health... even Telekinetic Thrust?

Three slot Hasten.

Drain Psyche usually sees a heavy Recovery slotting to be used in concert with Inferno. If you have Stamina and no Inferno, it probably makes sense to slot it for Healing. Combined with Hoarfrost and run perma, it could be an impressive source of regen, but it's not doing either of those things, so 6-slotting it seems like a bit of a waste.

Don't put the Numina's set in it. You'll need some accuracy to reliably hit, which Numina won't give you, and you'll need to remember to fire off the power once every 120 seconds to keep the Numina +R/R Proc active.

Drain Psyche is PBAoE, so you'll need to drop into mobs to use it. Psychic Shockwave usually provides the protection for that, but you've skipped that too, and you're Ranged softcapped, so moving into melee for a Regen buff might end up being deadly, or at least counter-productive.

Similarly, Telekinetic Thrust is melee, and so rarely and dangerously used by a hover-blaster.

I'd always six-slot Fireball, if at all possible.

Six-slotting Aim is a bit of a waste, as is 4-slotting Concentration. At the very least, swap the two: Concentration could use the extra ToHit and Aim doesn't need it.

I don't know what your AoE attack chain is, but Psychic Scream is so underslotted that it's useless. Most Fire/MM builds run Psychic Scream, Fireball and Fire Breath (possibly with a Blaze, Psychic Shockwave or RoF slipped in there before repeating). Fire/MMs are arguably the AoE gods, with many ways to build for piling on AoE damage, so it's a shame that you don't seem to have a constant AoE chain.

I've personally found Fire Breath's cone to be weak when hovering, and far superior when on the ground. I preferred RoF on hover-blasters, but Fire Breath on CJ/SS blasters. YMMV.

I wouldn't waste the 2-5 billion Gladiator's Proc on this build unless you're desperately trying to get rid of your influence... In which case, I have a nice bridge in Founder's Falls to sell you


 

Posted

If you're teaming, I'd lay off the ranged and go for rech. Of note, though you may not be a snipe kinda guy, that Manticore set is cheap and gets you 7.5% global rech. Not sure about the DPS, but one-shotting has smile-reward.


 

Posted

I did some small adjustments using your power picks, resulting in similar or a little better defenses, while having better recharge and better AoE damage.

EDIT: If you want to save a couple of billions on your build while still retaining soft capped range, then remove the Gladiator unique. Take slots from Concentration (3 slot with two Adj. Targetting + one IO Rech.). Take one slot from Surveillance and 6 slot Subdual with Tunderstrikes.


Hero Plan by Mids' Hero Designer 1,707
http://www.cohplanner.com/

Click this DataLink to open the build!

Dark Domina: Level 50 Science Blaster
Primary Power Set: Fire Blast
Secondary Power Set: Mental Manipulation
Power Pool: Flight
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Munitions Mastery

Hero Profile:
Level 1: Flares -- Thundr-Acc/Dmg/EndRdx(A), Thundr-Dmg/EndRdx/Rchg(3), Thundr-Acc/Dmg/Rchg(3), Thundr-Dmg/Rchg(5), Thundr-Acc/Dmg(5), Thundr-Dmg/EndRdx(7)
Level 1: Subdual -- Thundr-Acc/Dmg/Rchg(A), Thundr-Acc/Dmg/EndRdx(9), Thundr-Dmg/EndRdx/Rchg(11)
Level 2: Fire Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(13), Thundr-Dmg/Rchg(13), Thundr-Acc/Dmg/Rchg(15), Thundr-Acc/Dmg/EndRdx(15), Thundr-Dmg/EndRdx/Rchg(17)
Level 4: Telekinetic Thrust -- ExStrk-Dmg/KB(A), ExStrk-Acc/KB(7), ExStrk-Dam%(9)
Level 6: Fire Ball -- Ragnrk-Dmg/Rchg(A), Ragnrk-Acc/Dmg/Rchg(23), Ragnrk-Acc/Rchg(23), Ragnrk-Dmg/EndRdx(25), Ragnrk-Knock%(25)
Level 8: Hover -- LkGmblr-Rchg+(A), LkGmblr-Def(27), Zephyr-Travel(40), Zephyr-Travel/EndRdx(43)
Level 10: Psychic Scream -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(11), Posi-Dmg/Rchg(17), Posi-Dmg/Rng(19), Posi-Acc/Dmg/EndRdx(19)
Level 12: Fire Breath -- Posi-Acc/Dmg/EndRdx(A), Posi-Dmg/Rng(31), Posi-Dmg/Rchg(43), Posi-Acc/Dmg(48), Posi-Dmg/EndRdx(50)
Level 14: Fly -- Zephyr-Travel(A), Zephyr-ResKB(48)
Level 16: Concentration -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(21), AdjTgt-ToHit/EndRdx/Rchg(21), AdjTgt-EndRdx/Rchg(27), AdjTgt-Rchg(29)
Level 18: Swift -- Flight-I(A)
Level 20: Health -- Mrcl-Rcvry+(A)
Level 22: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(33), P'Shift-End%(33)
Level 24: Aim -- GSFC-ToHit(A), GSFC-ToHit/Rchg(34), GSFC-ToHit/Rchg/EndRdx(34), GSFC-Rchg/EndRdx(34), GSFC-ToHit/EndRdx(36), GSFC-Build%(36)
Level 26: Drain Psyche -- Numna-Heal/EndRdx(A), Numna-EndRdx/Rchg(31), Numna-Heal/Rchg(36), Numna-Heal/EndRdx/Rchg(37), Numna-Heal(37), Numna-Regen/Rcvry+(37)
Level 28: Blaze -- Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/Rchg(29), Thundr-Acc/Dmg/EndRdx(31), Thundr-Dmg/EndRdx/Rchg(33), Thundr-Dmg/EndRdx(39), Thundr-Dmg/Rchg(39)
Level 30: Boxing -- Acc-I(A)
Level 32: Tough -- GA-3defTpProc(A)
Level 35: World of Confusion -- CoPers-Conf(A), CoPers-Conf%(39), CoPers-Conf/Rchg(40), CoPers-Acc/Conf/Rchg(42), CoPers-Acc/Rchg(42), CoPers-Conf/EndRdx(42)
Level 38: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(40), LkGmblr-Def/EndRdx(43)
Level 41: Body Armor -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(46)
Level 44: Cryo Freeze Ray -- Lock-Acc/Hold(A), Lock-Acc/Rchg(45), Lock-Rchg/Hold(45), Lock-EndRdx/Rchg/Hold(45), Lock-Acc/EndRdx/Rchg/Hold(46), Lock-%Hold(46)
Level 47: Surveillance -- ShldBrk-Acc/Rchg(A), ShldBrk-Acc/EndRdx/Rchg(48)
Level 49: Hasten -- RechRdx-I(A), RechRdx-I(50), RechRdx-I(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Clrty-Stlth(A)
Level 2: Rest -- Empty(A)
Level 1: Defiance
Level 1: Ninja Run



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Posted

I don't know much about builds.


but the build my friend made for me, sacrifices having the power haste, but...still has some pretty good recharge, and might sacrifice a tiny bit of recovery, but it's softcapped and managed to keep a very high damage index.


Magisterum- 50+3 Fortunata--Virtue

Lukerion- 33 Emp/Rad Defender--Virtue
Noah Heartily- 34 SS/SD brute- Virtue
Mika Heartily- 50+1 Fire/MM blaster-Virtue