Elec/Energy Permadom Build for comment


EricHough

 

Posted

My Electric/Energy dominator is 46 now, which means it's about time to start thinking about final builds. (Ah, how quickly they grow up. Seems like only yesterday she was a young Praetorian.) I've put together this perma-Dom build as a starting point. It also caps Smash/Lethal defense.

It's not super-cheap, but it should be affordable...no purples and most of the expensive stuff is easy to get via alignment merits. The Kinetic Combat sets will be spendy, though. I can do without those at first and add them as I have spare inf. And I'll probably end up with the Sleep and Confuse purple sets when I have spare inf, too.

The general idea here is to take advantage of Chain Fences-Sleet-Ice Storm when I can, and work the control most of the rest of the time. Power Bolt-Bone Smasher-Power Bolt-(Power Burst/Tesla Cage) make a pretty decent single target attack chain. Not that I'd spend a lot of time using it, as I expect to be too busy with the control powers when on teams. Useful for the occasional solo mission, though.

I put Hoarfrost in here although I didn't slot it to be up 100% of the time. I'm kinda wondering if it makes sense to do Hibernate instead. Or even Assault just to add that little bit of extra team damage. Any thoughts on that last power spot are appreciated.

Villain Plan by Mids' Villain Designer 1.93
http://www.cohplanner.com/

Click this DataLink to open the build!

Living Electron-PLAN: Level 50 Science Dominator
Primary Power Set: Electric Control
Secondary Power Set: Energy Assault
Power Pool: Speed
Power Pool: Leaping
Power Pool: Leadership
Power Pool: Fighting
Ancillary Pool: Ice Mastery

Villain Profile:
Level 1: Tesla Cage -- NrncSD-Acc/Rchg(A), NrncSD-EndRdx/Hold(3), NrncSD-Acc/EndRdx(3), NrncSD-Hold/Rng(5), NrncSD-Acc/Hold/Rchg(5), NrncSD-Dam%(25)
Level 1: Power Bolt -- Thundr-Acc/Dmg(A), Thundr-Dmg/Rchg(45), Thundr-Acc/Dmg/EndRdx(46), Thundr-Dmg/EndRdx/Rchg(46)
Level 2: Bone Smasher -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(9), KntkC'bat-Dmg/Rchg(9), KntkC'bat-Dmg/EndRdx/Rchg(17)
Level 4: Chain Fences -- TotHntr-Immob/Acc(A), TotHntr-Acc/Immob/Rchg(50)
Level 6: Hasten -- RechRdx-I(A), RechRdx-I(7)
Level 8: Conductive Aura -- Efficacy-EndMod(A), Efficacy-EndMod/Acc(13), Efficacy-EndMod/EndRdx(43)
Level 10: Combat Jumping -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(11), LkGmblr-Rchg+(11)
Level 12: Static Field -- CSndmn-Acc/Rchg(A), CSndmn-EndRdx/Sleep(13), CSndmn-Sleep/Rng(15), CSndmn-Acc/Sleep/Rchg(15), CSndmn-Heal%(17)
Level 14: Super Speed -- Run-I(A)
Level 16: Power Boost -- RechRdx-I(A), RechRdx-I(19)
Level 18: Paralyzing Blast -- NrncSD-Acc/Rchg(A), NrncSD-EndRdx/Hold(34), NrncSD-Acc/EndRdx(34), NrncSD-Hold/Rng(34), NrncSD-Acc/Hold/Rchg(37), NrncSD-Dam%(39)
Level 20: Maneuvers -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(36), LkGmblr-Rchg+(36)
Level 22: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(23), KntkC'bat-Dmg/Rchg(23), KntkC'bat-Dmg/EndRdx/Rchg(25)
Level 24: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(33), RctvArm-ResDam/EndRdx/Rchg(36), RctvArm-ResDam(46)
Level 26: Synaptic Overload -- Mlais-Acc/Rchg(A), Mlais-EndRdx/Conf(27), Mlais-Conf/Rng(27), Mlais-Acc/Conf/Rchg(33), Mlais-Dam%(33)
Level 28: Tactics -- GSFC-ToHit(A), GSFC-ToHit/Rchg(29), GSFC-ToHit/Rchg/EndRdx(29), GSFC-Rchg/EndRdx(31), GSFC-ToHit/EndRdx(37), GSFC-Build%(37)
Level 30: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(31), LkGmblr-Rchg+(31)
Level 32: Gremlins -- ExRmnt-Acc/Dmg(A), ExRmnt-Dmg/EndRdx(40), ExRmnt-Acc/Dmg/Rchg(40), ExRmnt-EndRdx/Dmg/Rchg(43)
Level 35: Vengeance -- LkGmblr-Rchg+(A)
Level 38: Power Burst -- Thundr-Acc/Dmg(A), Thundr-Dmg/Rchg(39), Thundr-Acc/Dmg/EndRdx(39), Thundr-Dmg/EndRdx/Rchg(40)
Level 41: Sleet -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(42), Posi-Dmg/Rchg(42), Posi-Acc/Dmg/EndRdx(42), Posi-Dam%(43)
Level 44: Frozen Armor -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(45), LkGmblr-Rchg+(45)
Level 47: Ice Storm -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Acc/Dmg/EndRdx(48), Posi-Dam%(50)
Level 49: Hoarfrost -- RechRdx-I(A), RechRdx-I(50)
------------
Level 1: Brawl -- Acc-I(A)
Level 1: Domination
Level 1: Sprint -- ULeap-Stlth(A)
Level 2: Rest -- RechRdx-I(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(7)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(19), P'Shift-EndMod/Acc(21), P'Shift-End%(21)
------------
Set Bonus Totals:

  • 8% DamageBuff(Smashing)
  • 8% DamageBuff(Lethal)
  • 8% DamageBuff(Fire)
  • 8% DamageBuff(Cold)
  • 8% DamageBuff(Energy)
  • 8% DamageBuff(Negative)
  • 8% DamageBuff(Toxic)
  • 8% DamageBuff(Psionic)
  • 12.5% Defense(Smashing)
  • 12.5% Defense(Lethal)
  • 1.25% Defense(Fire)
  • 1.25% Defense(Cold)
  • 7.5% Defense(Energy)
  • 7.5% Defense(Negative)
  • 11.88% Defense(Melee)
  • 5.625% Defense(Ranged)
  • 2.5% Defense(AoE)
  • 2.25% Max End
  • 46% Enhancement(Accuracy)
  • 2.5% Enhancement(Confused)
  • 4% Enhancement(Held)
  • 5% Enhancement(Sleep)
  • 5% Enhancement(Immobilize)
  • 68.75% Enhancement(RechargeTime)
  • 10% FlySpeed
  • 175.49 HP (17.26%) HitPoints
  • 10% JumpHeight
  • 10% JumpSpeed
  • MezResist(Confused) 2.5%
  • MezResist(Held) 2.5%
  • MezResist(Immobilize) 13.5%
  • MezResist(Sleep) 2.5%
  • MezResist(Stun) 2.5%
  • MezResist(Terrorized) 2.5%
  • 18% (0.301 End/sec) Recovery
  • 40% (1.698 HP/sec) Regeneration
  • 3.15% Resistance(Fire)
  • 3.15% Resistance(Cold)
  • 10% RunSpeed



Code:
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Iron Eagles

 

Posted

The only problem I see is that you cut your recharge down to far in order to boost your def up - you are sitting at 68.75% global + hasten and that is not enough for perma-dom. You need at least 70% + hasten to be barely perma-dom and more is better. At 70% + hasten if you are a second late in firing off hasten/dom or get hit by any recharge debuffs you will lose dom after the first time it re-fires.


Globals: @Midnight Mystique/@Magik13

 

Posted

I agree with EricHough. Global recharge and damage should be your slotting priorities as a Dominator, defense should make a distant third. Your best defense is your enemies being unable to retaliate, not passive defenses. Frequent and generous use of Synaptic Overload and Tesla Cage will keep you far safer than all that melee defense you're gunning for.

Also, Neuronic Shutdown on Tesla Cage is horrible. Do yourself a favor and slot a Damage set into your single target hold, you'll be using it a lot, its damage is very respectable, and by and large recharge is more important than duration for purposes of stacking magnitude. I frankenslot mine with 4x Devastation and 2x Lockdown for a 6% global damage boost, plus nice solid enhancement numbers for the power itself.

Overall, you seem to be very light on damaging powers. Don't sell your secondary short, dead enemies don't fight any harder than held ones, and your ancillary nukes don't have very good uptime. At least grab power push, it's got fantastic damage for its animation time, and the soft control is also not to be overlooked.


 

Posted

Appreciate the feedback, fellas. Do you know if the alpha slot bonus affects Domination recharge time? Answer is probably around but I'm too lazy to search at the moment. If so, then I could fix the recharge time issue with a simple slotting of the Spiritual alpha.

I probably should have mentioned that I intend to use this build pretty much exclusively at L50. I've got a build that I've used while leveling up that I'll keep intact for any time I happen to EX down, if this build doesn't work well at a lower level.

As for the defense, my experience with my Fire/Ice dom is that there's always seems to be a mob or two that is missed or immune to control, and it doesn't take much to do enough damage for me to be hurting. Especially true since the big AoEs will draw a lot of fire, and I may spend a lot of time in melee range. If it happens to be a boss or nasty Lt that I missed, I may be down for the count before I can kill it. That's why I looked into defense rather than damage. What would you suggest instead?


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Posted

Quote:
Originally Posted by Ineffable_Bob View Post
Appreciate the feedback, fellas. Do you know if the alpha slot bonus affects Domination recharge time? Answer is probably around but I'm too lazy to search at the moment. If so, then I could fix the recharge time issue with a simple slotting of the Spiritual alpha.

I probably should have mentioned that I intend to use this build pretty much exclusively at L50. I've got a build that I've used while leveling up that I'll keep intact for any time I happen to EX down, if this build doesn't work well at a lower level.

As for the defense, my experience with my Fire/Ice dom is that there's always seems to be a mob or two that is missed or immune to control, and it doesn't take much to do enough damage for me to be hurting. Especially true since the big AoEs will draw a lot of fire, and I may spend a lot of time in melee range. If it happens to be a boss or nasty Lt that I missed, I may be down for the count before I can kill it. That's why I looked into defense rather than damage. What would you suggest instead?
The alpha slot does not affect domination. It only affects powers that can actually slot a recharge enhancement - so it could help you get hasten back faster, which WILL help in getting perma-dom but you are still likely to need more global recharge than the bare minimum. Add in the fact that you lose the alpha slot bonus if you SK below L45 and I would not want to rely on it for perma-dom even if it helped. You are probably better off getting enough global recharge from set bonuses to be safe and going with a musculature alpha for the damage boost.

As for slotting def - on an electric, ice or fire dominator it is a reasonable goal, since all 3 sets encourage you to move into melee and you are right - even 1 uncontrolled boss can ruin your day at melee range. I would suggest aiming for about 32.5% smashing/lethal def (or melee def - your choice) as a compromise - that puts you within 1 small purple inspiration of the softcap and in my experience once you hit 30% def you notice a huge difference in incoming damage, even without controls to slow down most of it.


Globals: @Midnight Mystique/@Magik13

 

Posted

Since you're not using Purples in this build (assuming due to budgetary concerns) I suggest you rebuild it with all your powers that you want and whatnot. However, when you get to slotting it, focus on recharge first and get between 85-100% global prehasten. This will allow you to maintain permadom much easier. 3 slotting hasten also makes it easier. After you get the global recharge set where you want, then you can build for other things like defense. Even if you can't softcap, getting 32.5% and up for defense is great because you can softcap with a small Luck.

Also, save up your $ $ $ and get the Confuse and Sleep Purple sets first. They are the cheapest of the bunch and will give you some leeway in the balance between rech/def.


SG: Guadians of Paragon - VG: Paragon's Darkness
The Usual Suspects: Fimboolvetr (Icer Tank), Tsukiyomi (Mind/Psi/Ice Dom), Smiting Dragon (Dm/Sr Scrap), Widow Mortis (NW)
Up and Comers: Ameterasu (Km/Reg Scrap), Arrhymian (Elec/Nin Stalk), TDMKII (Bot/Traps MM)

 

Posted

I like the idea of going to 32.5% def, as I only really need to cap defense in cases where I'm taking a large alpha strike, and I should be able to keep a small Luck around for those situations. I'll take a look at the build later today with that in mind and see what I can come up with. Thanks for the feedback!


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Posted

Bob;
I dunno man. I have 49% s/l def, and for the new content, its not sufficient. Plus there is all this other type of def. In any case, there is a bind in the kheldian forum for turning insp into other insp. I'd recommend grabbing it and setting it up for greens and purples if you want to go 32.5.

Quote:
Originally Posted by Ineffable_Bob View Post
I like the idea of going to 32.5% def, as I only really need to cap defense in cases where I'm taking a large alpha strike, and I should be able to keep a small Luck around for those situations. I'll take a look at the build later today with that in mind and see what I can come up with. Thanks for the feedback!


-------
Hew in drag baby

 

Posted

Quote:
Originally Posted by OneFrigidWitch View Post
Bob;
I dunno man. I have 49% s/l def, and for the new content, its not sufficient. Plus there is all this other type of def. In any case, there is a bind in the kheldian forum for turning insp into other insp. I'd recommend grabbing it and setting it up for greens and purples if you want to go 32.5.
Yeah, I got that bind already set for reds on my Elec/Shield, could pretty easily modify for purples.

The new content is a good point, it's certainly a lot more dangerous. I'm not sure "moar defense" is the right answer though. I've got several defense-capped toons that I've run through the trials and they still die quite a bit. There's a lot of stuff that rarely misses (BAF turrets, I'm looking at you) and there's so many AoE DoTs flying around that you're almost always taking some kind of damage...which means a single lucky big shot will kill you despite the one-shot code. Resistance may be a better option, I dunno.


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I thought about eatin oranges, but found with my dom its just better to eat 2 or 3, or even as many as 4 purples and sit pretty for 90 seconds. Altho... I might farm BAF (per my baf thread) for _super_ inspirations. Those suckers last for 3 minutes.

Quote:
Originally Posted by Ineffable_Bob View Post
Yeah, I got that bind already set for reds on my Elec/Shield, could pretty easily modify for purples.

The new content is a good point, it's certainly a lot more dangerous. I'm not sure "moar defense" is the right answer though. I've got several defense-capped toons that I've run through the trials and they still die quite a bit. There's a lot of stuff that rarely misses (BAF turrets, I'm looking at you) and there's so many AoE DoTs flying around that you're almost always taking some kind of damage...which means a single lucky big shot will kill you despite the one-shot code. Resistance may be a better option, I dunno.


-------
Hew in drag baby

 

Posted

To avoid another senseless debate on the merits of building extra defense, ask yourself this. Which will you play more often in the long run, Incarnate or nonIncarnate? You could go for more resistance for the trials but you'd be far better off with the defense in regular content. That said, getting at least that 32.5% defense means you'll this the 59% 'incarnate softcap' a helluva lot easier with a team. Without that 'buffer' you could still miss that plateau and still run into the problems that have been mentioned.

At the end of the day though, play what you want how you'd best enjoy it. Then just find a good team for the trials and you'll be fine, anyway.


SG: Guadians of Paragon - VG: Paragon's Darkness
The Usual Suspects: Fimboolvetr (Icer Tank), Tsukiyomi (Mind/Psi/Ice Dom), Smiting Dragon (Dm/Sr Scrap), Widow Mortis (NW)
Up and Comers: Ameterasu (Km/Reg Scrap), Arrhymian (Elec/Nin Stalk), TDMKII (Bot/Traps MM)

 

Posted

Quote:
Originally Posted by Infini View Post
To avoid another senseless debate on the merits of building extra defense, ask yourself this. Which will you play more often in the long run, Incarnate or nonIncarnate? You could go for more resistance for the trials but you'd be far better off with the defense in regular content. That said, getting at least that 32.5% defense means you'll this the 59% 'incarnate softcap' a helluva lot easier with a team. Without that 'buffer' you could still miss that plateau and still run into the problems that have been mentioned.
I've not heard about this 59% 'incarnate softcap' before, what's that?

Quote:
Originally Posted by Infini View Post
At the end of the day though, play what you want how you'd best enjoy it. Then just find a good team for the trials and you'll be fine, anyway.
Always good advice!


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Mobs have an increased chance tohit compare to 'normal' content. It is 64% compared to 50%. A 14% increase which increases the defense softcap to 59% (45+14). It sucks at first, but once you get on better teams and get level shifts and whatnot, the trials become cakewalks like everything else.

Edit: And I say that from the perspective of my mind/psi dominator that has like 5-10% defense on his own.


SG: Guadians of Paragon - VG: Paragon's Darkness
The Usual Suspects: Fimboolvetr (Icer Tank), Tsukiyomi (Mind/Psi/Ice Dom), Smiting Dragon (Dm/Sr Scrap), Widow Mortis (NW)
Up and Comers: Ameterasu (Km/Reg Scrap), Arrhymian (Elec/Nin Stalk), TDMKII (Bot/Traps MM)

 

Posted

OK, here's a new build attempt. This one is up around 81% recharge pre-Hasten, and the smash/lethal defense is down to 36%. As a side benefit, it should be significantly cheaper without the Kinetic Combat sets. I also changed the slotting on the hold powers as suggested earlier in the thread.

I didn't add any additional secondary powers. I've got a bunch more of those on my current leveling build, but I find that I almost never use them all. I can chain Power Bolt-Power Burst-Tesla Cage-Power Bolt-Bone Smasher all day long, so why spend power choices on the others? The only one I kinda miss is Power Push for the soft control, but good use of the other control powers should make that unnecessary.

Villain Plan by Mids' Villain Designer 1.93
http://www.cohplanner.com/

Click this DataLink to open the build!

Living Electron-PLAN: Level 50 Science Dominator
Primary Power Set: Electric Control
Secondary Power Set: Energy Assault
Power Pool: Speed
Power Pool: Leaping
Power Pool: Leadership
Power Pool: Fighting
Ancillary Pool: Ice Mastery

Villain Profile:
Level 1: Tesla Cage -- Thundr-Dmg/EndRdx(A), Thundr-Dmg/Rchg(3), Thundr-Acc/Dmg/Rchg(3), Lock-Acc/Hold(5), Lock-Rchg/Hold(5), Lock-EndRdx/Rchg/Hold(25)
Level 1: Power Bolt -- Thundr-Acc/Dmg(A), Thundr-Dmg/Rchg(25), Thundr-Acc/Dmg/EndRdx(45), Thundr-Dmg/EndRdx/Rchg(46)
Level 2: Bone Smasher -- C'ngImp-Dmg/EndRdx(A), C'ngImp-Dmg/Rchg(9), C'ngImp-Acc/Dmg/Rchg(9), C'ngImp-Acc/Dmg/EndRdx(17), C'ngImp-Dmg/EndRdx/Rchg(23)
Level 4: Chain Fences -- TotHntr-Immob/Acc(A), TotHntr-Acc/Immob/Rchg(23)
Level 6: Hasten -- RechRdx-I(A), RechRdx-I(7), RechRdx-I(46)
Level 8: Conductive Aura -- Efficacy-EndMod(A), Efficacy-EndMod/Acc(13), Efficacy-EndMod/EndRdx(43)
Level 10: Combat Jumping -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(11), LkGmblr-Rchg+(11)
Level 12: Static Field -- CSndmn-Acc/Rchg(A), CSndmn-EndRdx/Sleep(13), CSndmn-Sleep/Rng(15), CSndmn-Acc/Sleep/Rchg(15), CSndmn-Heal%(17)
Level 14: Super Speed -- Run-I(A)
Level 16: Power Boost -- RechRdx-I(A), RechRdx-I(19)
Level 18: Paralyzing Blast -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(34), BasGaze-Rchg/Hold(34), BasGaze-EndRdx/Rchg/Hold(34), Lock-Rchg/Hold(37), Lock-EndRdx/Rchg/Hold(39)
Level 20: Maneuvers -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(36), LkGmblr-Rchg+(36)
Level 22: Boxing -- Acc-I(A)
Level 24: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(33), RctvArm-ResDam/EndRdx/Rchg(36), RctvArm-ResDam(46)
Level 26: Synaptic Overload -- Mlais-Acc/Rchg(A), Mlais-EndRdx/Conf(27), Mlais-Conf/Rng(27), Mlais-Acc/Conf/Rchg(33), Mlais-Dam%(33)
Level 28: Tactics -- GSFC-ToHit(A), GSFC-ToHit/Rchg(29), GSFC-ToHit/Rchg/EndRdx(29), GSFC-Rchg/EndRdx(31), GSFC-ToHit/EndRdx(37), GSFC-Build%(37)
Level 30: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(31), LkGmblr-Rchg+(31)
Level 32: Gremlins -- ExRmnt-Acc/Dmg(A), ExRmnt-Dmg/EndRdx(40), ExRmnt-Acc/Dmg/Rchg(40), ExRmnt-EndRdx/Dmg/Rchg(43)
Level 35: Vengeance -- LkGmblr-Rchg+(A)
Level 38: Power Burst -- Thundr-Acc/Dmg(A), Thundr-Dmg/Rchg(39), Thundr-Acc/Dmg/EndRdx(39), Thundr-Dmg/EndRdx/Rchg(40)
Level 41: Sleet -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(42), Posi-Dmg/Rchg(42), Posi-Acc/Dmg/EndRdx(42), Posi-Dam%(43)
Level 44: Frozen Armor -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(45), LkGmblr-Rchg+(45)
Level 47: Ice Storm -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Acc/Dmg/EndRdx(48), Posi-Dam%(50)
Level 49: Hoarfrost -- RechRdx-I(A), RechRdx-I(50), Dct'dW-Heal/Rchg(50)
------------
Level 1: Brawl -- Acc-I(A)
Level 1: Domination
Level 1: Sprint -- ULeap-Stlth(A)
Level 2: Rest -- RechRdx-I(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(7)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(19), P'Shift-EndMod/Acc(21), P'Shift-End%(21)
------------
Set Bonus Totals:

  • 14% DamageBuff(Smashing)
  • 14% DamageBuff(Lethal)
  • 14% DamageBuff(Fire)
  • 14% DamageBuff(Cold)
  • 14% DamageBuff(Energy)
  • 14% DamageBuff(Negative)
  • 14% DamageBuff(Toxic)
  • 14% DamageBuff(Psionic)
  • 2.5% Defense(Smashing)
  • 2.5% Defense(Lethal)
  • 1.25% Defense(Fire)
  • 1.25% Defense(Cold)
  • 12.5% Defense(Energy)
  • 12.5% Defense(Negative)
  • 3.125% Defense(Melee)
  • 8.125% Defense(Ranged)
  • 2.5% Defense(AoE)
  • 2.25% Max End
  • 2.5% Enhancement(Confused)
  • 2.5% Enhancement(Held)
  • 81.25% Enhancement(RechargeTime)
  • 5% Enhancement(Sleep)
  • 39% Enhancement(Accuracy)
  • 5% Enhancement(Immobilize)
  • 10% FlySpeed
  • 114.45 HP (11.25%) HitPoints
  • 10% JumpHeight
  • 10% JumpSpeed
  • MezResist(Confused) 2.5%
  • MezResist(Held) 2.5%
  • MezResist(Immobilize) 5.8%
  • MezResist(Sleep) 2.5%
  • MezResist(Stun) 2.5%
  • MezResist(Terrorized) 2.5%
  • 22% (0.367 End/sec) Recovery
  • 40% (1.698 HP/sec) Regeneration
  • 3.15% Resistance(Fire)
  • 3.15% Resistance(Cold)
  • 10% RunSpeed



Code:
| Copy & Paste this data into Mids' Hero Designer to view the build |
|-------------------------------------------------------------------|
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|-------------------------------------------------------------------|


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Posted

How about this:

Villain Plan by Mids' Villain Designer 1.93
http://www.cohplanner.com/

Click this DataLink to open the build!

Living Electron-PLAN: Level 50 Science Dominator
Primary Power Set: Electric Control
Secondary Power Set: Energy Assault
Power Pool: Speed
Power Pool: Leaping
Power Pool: Leadership
Power Pool: Fighting
Ancillary Pool: Ice Mastery

Villain Profile:
Level 1: Tesla Cage -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(3), BasGaze-Acc/EndRdx/Rchg/Hold(3), BasGaze-EndRdx/Rchg/Hold(5), Dmg-I(5), Dmg-I(25)
Level 1: Power Bolt -- Thundr-Acc/Dmg(A), Thundr-Dmg/Rchg(25), Thundr-Acc/Dmg/EndRdx(45), Thundr-Dmg/EndRdx/Rchg(46)
Level 2: Bone Smasher -- C'ngImp-Dmg/EndRdx(A), C'ngImp-Dmg/Rchg(9), C'ngImp-Acc/Dmg/Rchg(9), C'ngImp-Acc/Dmg/EndRdx(17), C'ngImp-Dmg/EndRdx/Rchg(23)
Level 4: Chain Fences -- Enf'dOp-Acc/Rchg(A), Enf'dOp-Acc/Immob/Rchg(11), Enf'dOp-Acc/EndRdx(11), Enf'dOp-EndRdx/Immob(23), Dmg-I(43)
Level 6: Hasten -- RechRdx-I(A), RechRdx-I(7), RechRdx-I(46)
Level 8: Conductive Aura -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(13), P'Shift-EndMod/Acc(43)
Level 10: Combat Jumping -- LkGmblr-Rchg+(A)
Level 12: Static Field -- CSndmn-Acc/Rchg(A), CSndmn-EndRdx/Sleep(13), CSndmn-Sleep/Rng(15), CSndmn-Acc/Sleep/Rchg(15), CSndmn-Acc/EndRdx(17)
Level 14: Super Speed -- Run-I(A)
Level 16: Power Boost -- RechRdx-I(A), RechRdx-I(19)
Level 18: Paralyzing Blast -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(34), BasGaze-Rchg/Hold(34), BasGaze-EndRdx/Rchg/Hold(34), Lock-Rchg/Hold(37), Lock-EndRdx/Rchg/Hold(39)
Level 20: Maneuvers -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(36), LkGmblr-Rchg+(36)
Level 22: Boxing -- Acc-I(A)
Level 24: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(33), RctvArm-ResDam/EndRdx/Rchg(36), S'fstPrt-ResDam/Def+(37), RctvArm-ResDam(46)
Level 26: Synaptic Overload -- Mlais-Acc/Rchg(A), Mlais-EndRdx/Conf(27), Mlais-Conf/Rng(27), Mlais-Acc/Conf/Rchg(33), Mlais-Acc/EndRdx(33)
Level 28: Tactics -- AdjTgt-ToHit/EndRdx(A), AdjTgt-ToHit/EndRdx/Rchg(29), AdjTgt-ToHit(29), AdjTgt-EndRdx/Rchg(31), AdjTgt-ToHit/Rchg(37)
Level 30: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(31), LkGmblr-Rchg+(31)
Level 32: Gremlins -- ExRmnt-Acc/Dmg(A), ExRmnt-Dmg/EndRdx(40), ExRmnt-Acc/Dmg/Rchg(40), ExRmnt-EndRdx/Dmg/Rchg(43)
Level 35: Vengeance -- LkGmblr-Rchg+(A)
Level 38: Power Burst -- Decim-Acc/Dmg(A), Decim-Acc/EndRdx/Rchg(39), Decim-Acc/Dmg/Rchg(39), Decim-Dmg/Rchg(40), Decim-Dmg/EndRdx(42)
Level 41: Sleet -- UndDef-Rchg/EndRdx(A), LdyGrey-Rchg/EndRdx(42), Achilles-ResDeb%(42)
Level 44: Frozen Armor -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(45), LkGmblr-Rchg+(45)
Level 47: Ice Storm -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Acc/Dmg/EndRdx(48), Posi-Dam%(50)
Level 49: Hoarfrost -- RechRdx-I(A), RechRdx-I(50), Dct'dW-Heal/Rchg(50)
------------
Level 1: Brawl -- Acc-I(A)
Level 1: Domination
Level 1: Sprint -- ULeap-Stlth(A)
Level 2: Rest -- RechRdx-I(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(7), Numna-Heal(21)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(19), P'Shift-End%(21)



Code:
| Copy & Paste this data into Mids' Hero Designer to view the build |
|-------------------------------------------------------------------|
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|-------------------------------------------------------------------|


SG: Guadians of Paragon - VG: Paragon's Darkness
The Usual Suspects: Fimboolvetr (Icer Tank), Tsukiyomi (Mind/Psi/Ice Dom), Smiting Dragon (Dm/Sr Scrap), Widow Mortis (NW)
Up and Comers: Ameterasu (Km/Reg Scrap), Arrhymian (Elec/Nin Stalk), TDMKII (Bot/Traps MM)

 

Posted

Thanks for the suggestions! Good call on the change to Sleet slotting, and the addition of the Steadfast Pro +Def. Silly of me to have forgotten that.

Not sure about the additional Health slot...is the regen bonus really worthwhile? Doms don't have a lot of HP so it seems like building up regen is a bit of a wasted effort. Maybe that slot could be better used to get the 5th Enfeebled Operation for a bit more recharge.

The extra Basilisk's Gaze set in Tesla Cage is going to be expensive so I may skip that at first, can always add it later.


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Iron Eagles

 

Posted

Another version. I took a few of the suggestions from Infini in this one...the defense drops a bit more and recharge is 83% per-Hasten, but it's cheaper and doesn't have unnecessary slotting such as damage in Sleet. After the initial build, when I have extra inf, I'll probably add the second Basilisk's Gaze set (in Tesla Cage) and the purple sets for Sleep and Confuse.

I also turned on the Musculature Total Radial Revamp alpha, which is my intended target for that incarnate slot. Makes the damage numbers look pretty good.

Villain Plan by Mids' Villain Designer 1.93
http://www.cohplanner.com/

Click this DataLink to open the build!

Living Electron-PLAN: Level 50 Science Dominator
Primary Power Set: Electric Control
Secondary Power Set: Energy Assault
Power Pool: Speed
Power Pool: Leaping
Power Pool: Leadership
Power Pool: Fighting
Ancillary Pool: Ice Mastery

Villain Profile:
Level 1: Tesla Cage -- Thundr-Dmg/EndRdx(A), Thundr-Dmg/Rchg(3), Thundr-Acc/Dmg/Rchg(3), Lock-Acc/Hold(5), Lock-Rchg/Hold(5), Lock-EndRdx/Rchg/Hold(25)
Level 1: Power Bolt -- Thundr-Acc/Dmg(A), Thundr-Dmg/Rchg(25), Thundr-Acc/Dmg/EndRdx(45), Thundr-Dmg/EndRdx/Rchg(46)
Level 2: Bone Smasher -- C'ngImp-Dmg/EndRdx(A), C'ngImp-Dmg/Rchg(9), C'ngImp-Acc/Dmg/Rchg(9), C'ngImp-Acc/Dmg/EndRdx(17), C'ngImp-Dmg/EndRdx/Rchg(23)
Level 4: Chain Fences -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(11), Enf'dOp-Immob/Rng(11), Enf'dOp-Acc/Immob/Rchg(23), Enf'dOp-Acc/Immob(42), Dmg-I(43)
Level 6: Hasten -- RechRdx-I(A), RechRdx-I(7), RechRdx-I(46)
Level 8: Conductive Aura -- Efficacy-EndMod(A), Efficacy-EndMod/Acc(13), Efficacy-EndMod/EndRdx(43)
Level 10: Combat Jumping -- LkGmblr-Rchg+(A)
Level 12: Static Field -- CSndmn-Acc/Rchg(A), CSndmn-EndRdx/Sleep(13), CSndmn-Sleep/Rng(15), CSndmn-Acc/Sleep/Rchg(15), CSndmn-Heal%(17)
Level 14: Super Speed -- Run-I(A)
Level 16: Power Boost -- RechRdx-I(A), RechRdx-I(19)
Level 18: Paralyzing Blast -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(34), BasGaze-Rchg/Hold(34), BasGaze-EndRdx/Rchg/Hold(34), Lock-Rchg/Hold(37), Lock-EndRdx/Rchg/Hold(39)
Level 20: Maneuvers -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(36), LkGmblr-Rchg+(36)
Level 22: Boxing -- Acc-I(A)
Level 24: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(33), RctvArm-ResDam/EndRdx/Rchg(36), RctvArm-ResDam(37), S'fstPrt-ResDam/Def+(46)
Level 26: Synaptic Overload -- Mlais-Acc/Rchg(A), Mlais-EndRdx/Conf(27), Mlais-Conf/Rng(27), Mlais-Acc/Conf/Rchg(33), Mlais-Dam%(33)
Level 28: Tactics -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(29), AdjTgt-ToHit/EndRdx/Rchg(29), AdjTgt-EndRdx/Rchg(31), AdjTgt-ToHit/EndRdx(37)
Level 30: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(31), LkGmblr-Rchg+(31)
Level 32: Gremlins -- ExRmnt-Acc/Dmg(A), ExRmnt-Dmg/EndRdx(40), ExRmnt-Acc/Dmg/Rchg(40), ExRmnt-EndRdx/Dmg/Rchg(43)
Level 35: Vengeance -- LkGmblr-Rchg+(A)
Level 38: Power Burst -- Thundr-Acc/Dmg(A), Thundr-Dmg/Rchg(39), Thundr-Acc/Dmg/EndRdx(39), Thundr-Dmg/EndRdx/Rchg(40)
Level 41: Sleet -- UndDef-DefDeb/Rchg(A), UndDef-DefDeb/Rchg/EndRdx(42), UndDef-Rchg/EndRdx(42)
Level 44: Frozen Armor -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(45), LkGmblr-Rchg+(45)
Level 47: Ice Storm -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Acc/Dmg/EndRdx(48), Posi-Dam%(50), RechRdx-I(50)
Level 49: Hoarfrost -- RechRdx-I(A), RechRdx-I(50)
Level 50: Musculature Radial Paragon
------------
Level 1: Brawl -- Acc-I(A)
Level 1: Domination
Level 1: Sprint -- ULeap-Stlth(A)
Level 2: Rest -- RechRdx-I(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(7)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(19), P'Shift-EndMod/Acc(21), P'Shift-End%(21)
------------
Set Bonus Totals:

  • 15.5% DamageBuff(Smashing)
  • 15.5% DamageBuff(Lethal)
  • 15.5% DamageBuff(Fire)
  • 15.5% DamageBuff(Cold)
  • 15.5% DamageBuff(Energy)
  • 15.5% DamageBuff(Negative)
  • 15.5% DamageBuff(Toxic)
  • 15.5% DamageBuff(Psionic)
  • 6.75% Defense(Smashing)
  • 6.75% Defense(Lethal)
  • 3% Defense(Fire)
  • 3% Defense(Cold)
  • 14.25% Defense(Energy)
  • 14.25% Defense(Negative)
  • 3% Defense(Psionic)
  • 4.875% Defense(Melee)
  • 8.625% Defense(Ranged)
  • 3% Defense(AoE)
  • 4.05% Max End
  • 2.5% Enhancement(Confused)
  • 2.5% Enhancement(Held)
  • 3% Enhancement(Immobilize)
  • 83.75% Enhancement(RechargeTime)
  • 39% Enhancement(Accuracy)
  • 5% Enhancement(Sleep)
  • 5% FlySpeed
  • 95.38 HP (9.378%) HitPoints
  • 5% JumpHeight
  • 5% JumpSpeed
  • MezResist(Confused) 2.5%
  • MezResist(Held) 2.5%
  • MezResist(Immobilize) 5.8%
  • MezResist(Sleep) 2.5%
  • MezResist(Stun) 2.5%
  • MezResist(Terrorized) 2.5%
  • 17% (0.284 End/sec) Recovery
  • 30% (1.274 HP/sec) Regeneration
  • 1.575% Resistance(Fire)
  • 1.575% Resistance(Cold)
  • 1.26% Resistance(Energy)
  • 3.135% Resistance(Negative)
  • 5% RunSpeed



Code:
| Copy & Paste this data into Mids' Hero Designer to view the build |
|-------------------------------------------------------------------|
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|-------------------------------------------------------------------|


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My Char. List and Market Transactions
HeroStats Developer
Legion of Valor
Iron Eagles