Mace/Dark question
Guess no one had an anwer to my question.
What I was thinking, was a general build along the lines of this. Should be able to take alphas ok and gives good stunbot functionality, good aoe, good single target. No, I suppose it won't be taking on the Rikti challenge, but should be good on TFs and the like.
Have a look. Any feedback would be appreciated.
Hero Plan by Mids' Hero Designer 1.95
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Scrapper
Primary Power Set: War Mace
Secondary Power Set: Dark Armor
Power Pool: Leaping
Power Pool: Teleportation
Power Pool: Speed
Ancillary Pool: Soul Mastery
Hero Profile:
Level 1: Pulverize -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(25), KntkC'bat-Dmg/Rchg(25), KntkC'bat-Dmg/EndRdx/Rchg(27), Mako-Dmg/EndRdx(36)
Level 1: Dark Embrace -- S'fstPrt-ResDam/Def+(A), ImpArm-ResDam(3), ImpArm-ResDam/EndRdx(3), ImpArm-ResDam/EndRdx/Rchg(5)
Level 2: Death Shroud -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Dmg(11), Erad-Dmg/Rchg(13), Erad-Acc/Dmg/Rchg(13), EndRdx-I(15)
Level 4: Murky Cloud -- S'fstPrt-ResKB(A), ImpArm-ResDam(5), ImpArm-ResDam/EndRdx(7), ImpArm-ResDam/EndRdx/Rchg(7)
Level 6: Jawbreaker -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(27), KntkC'bat-Dmg/Rchg(33), KntkC'bat-Dmg/EndRdx/Rchg(33), Mako-Dmg/EndRdx(37)
Level 8: Build Up -- Rec'dRet-ToHit/Rchg(A), Rec'dRet-ToHit(33)
Level 10: Obsidian Shield -- ImpArm-ResDam(A), ImpArm-ResDam/EndRdx(15)
Level 12: Clobber -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(34), KntkC'bat-Dmg/Rchg(34), KntkC'bat-Dmg/EndRdx/Rchg(34), Mako-Dmg/EndRdx(36)
Level 14: Super Jump -- Jump-I(A)
Level 16: Dark Regeneration -- Theft-+End%(A), Theft-Acc/Heal(17), Theft-Acc/EndRdx/Heal(17), Mrcl-Heal/EndRdx(19), Mrcl-EndRdx/Rchg(23), Mrcl-Heal/EndRdx/Rchg(23)
Level 18: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(19)
Level 20: Cloak of Darkness -- LkGmblr-Rchg+(A), LkGmblr-Def(21), LkGmblr-Def/EndRdx(21)
Level 22: Whirling Mace -- Erad-Dmg(A), Erad-Dmg/Rchg(39), Erad-Acc/Dmg/Rchg(39), Erad-Acc/Dmg/EndRdx/Rchg(40), Sciroc-Dmg/EndRdx(46)
Level 24: Teleport -- EndRdx-I(A)
Level 26: Shatter -- Erad-Dmg(A), Erad-Dmg/Rchg(37), Erad-Acc/Dmg/Rchg(37), Erad-Acc/Dmg/EndRdx/Rchg(39), Sciroc-Dmg/EndRdx(46)
Level 28: Cloak of Fear -- SipInsght-Acc/ToHitDeb(A), SipInsght-Acc/EndRdx/Rchg(29), SipInsght-ToHitDeb/EndRdx/Rchg(29), SipInsght-%ToHit(31), SipInsght-ToHitDeb(31), EndRdx-I(31)
Level 30: Hasten -- RechRdx-I(A), RechRdx-I(43)
Level 32: Crowd Control -- Erad-Dmg(A), Erad-Dmg/Rchg(40), Erad-Acc/Dmg/Rchg(40), Erad-Acc/Dmg/EndRdx/Rchg(42), Sciroc-Dmg/EndRdx(46)
Level 35: Oppressive Gloom -- RzDz-Acc/Stun/Rchg(A), RzDz-Acc/EndRdx(36)
Level 38: Dark Blast -- Apoc-Dmg/EndRdx(A), Apoc-Acc/Dmg/Rchg(43), Apoc-Acc/Rchg(45), Apoc-Dmg(45), Apoc-Dam%(45)
Level 41: Shadow Meld -- LkGmblr-Rchg+(A), LkGmblr-Def(42), LkGmblr-Def/EndRdx(42), LkGmblr-Def/Rchg(43)
Level 44: Soul Storm -- BasGaze-Acc/Hold(A), BasGaze-EndRdx/Rchg/Hold(48), BasGaze-Acc/EndRdx/Rchg/Hold(50), BasGaze-Acc/Rchg(50)
Level 47: Summon Widow -- HO:Nucle(A), HO:Nucle(48), HO:Nucle(48)
Level 49: Soul Transfer -- Dsrnt-I(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Critical Hit
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(9)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-EndMod/Rchg(A), P'Shift-EndMod(9), P'Shift-End%(11), P'Shift-EndMod/Acc(50)
------------
Set Bonus Totals:
- 4% DamageBuff(Smashing)
- 4% DamageBuff(Lethal)
- 4% DamageBuff(Fire)
- 4% DamageBuff(Cold)
- 4% DamageBuff(Energy)
- 4% DamageBuff(Negative)
- 4% DamageBuff(Toxic)
- 4% DamageBuff(Psionic)
- 19.88% Defense(Smashing)
- 19.88% Defense(Lethal)
- 3% Defense(Fire)
- 3% Defense(Cold)
- 18% Defense(Energy)
- 18% Defense(Negative)
- 6.75% Defense(Psionic)
- 11.44% Defense(Melee)
- 10.5% Defense(Ranged)
- 3% Defense(AoE)
- 9% Max End
- 18% Enhancement(Accuracy)
- 40% Enhancement(RechargeTime)
- 9% FlySpeed
- 301.2 HP (22.49%) HitPoints
- 9% JumpHeight
- 9% JumpSpeed
- Knockback (Mag -4)
- Knockup (Mag -4)
- MezResist(Immobilize) 8.25%
- 16.5% (0.28 End/sec) Recovery
- 56% (3.12 HP/sec) Regeneration
- 9% RunSpeed
- 2% XPDebtProtection
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About the fear. Not so much. Only minnions are effected by the fear, and not for too long. The real gem of using Cloak of Fear is it's -to hit. This effects all mobs, unlike Oppressive Gloom.
Your character does not have capped defense. Depending on your AT the cap is between 175% - 225%. Your defense is not teal in the combat window, it can go higher. STOP SAYING IT IS CAPPED! The correct term is Soft Cap.
I enjoy playing in Mids. I specialize in Melee Characters, other AT's usually bore me.
What I was thinking, was a general build along the lines of this. Should be able to take alphas ok and gives good stunbot functionality, good aoe, good single target. No, I suppose it won't be taking on the Rikti challenge, but should be good on TFs and the like.
Have a look. Any feedback would be appreciated. |
Did you take the Soul Mastery PPP for character concept or for survivability? Shadow Meld shouldn't be needed to make DA survivable.
Figure out what attack chain you will use and 6 slot those powers. Since they will be the most frequently used, they should be highly accurate, do the most damage, have good end redux and enough recharge to run the chain.
It's a neat combination. I gave this a try a few years ago, but the desired effect was never really achieved.
I thought the combination of oppressive gloom and whirling mace would be incredible, but the fact that the stun on whirling mace had only a 30% to actually take effect make stacking it up unreliable. It was fun as heck when it worked though. You could keep minion perpetually stunned with just oppressive gloom as long as you put at least one stun duration in the power and lts. and boss would become stunned sometimes with whirling mace. Of course oppresive gloom and clobber together were a great boss stunner. It's just the duration on the clobber stun was a little short.
It was great watching mobs mill around you as you tore them to bits. It was extremely heavy on endurance use though. I had a real hard time balancing damage, defense, and endurance use with this build.
But this was on a brute and long before the incarnate system.
It might be worth revisiting though with some of the incarnate stuff available.
It's a neat combination. I gave this a try a few years ago, but the desired effect was never really achieved.
I thought the combination of oppressive gloom and whirling mace would be incredible, but the fact that the stun on whirling mace had only a 30% to actually take effect make stacking it up unreliable. It was fun as heck when it worked though. You could keep minion perpetually stunned with just oppressive gloom as long as you put at least one stun duration in the power and lts. and boss would become stunned sometimes with whirling mace. Of course oppresive gloom and clobber together were a great boss stunner. It's just the duration on the clobber stun was a little short. It was great watching mobs mill around you as you tore them to bits. It was extremely heavy on endurance use though. I had a real hard time balancing damage, defense, and endurance use with this build. But this was on a brute and long before the incarnate system. It might be worth revisiting though with some of the incarnate stuff available. |
As to my original question, did you find that CoF helped stop the stunned mobs from wandering off? I swear I've seen that before, but I can't really remember and I've never taken a /Dark high enough to know on my own.
And yeah, end heavy is a good phrase for this build (only 22 so far). I definitely have to slot everything for end consideration at this point. I'm not even taking hasten until I respec later... just too much end usage per hit going on.
I would try increasing defense and damage resist by taking the Fighting Pool and changing up the IO set bonuses. 35% def in S/L/F/C/E/Ne with Cloak of Fear would make your build near softcap to critters in melee. If you do not usually exemp to do lower level content, you could skip building F/C when you're close to 50. Tough would bump up S/L resist to around 55%.
Did you take the Soul Mastery PPP for character concept or for survivability? Shadow Meld shouldn't be needed to make DA survivable. Figure out what attack chain you will use and 6 slot those powers. Since they will be the most frequently used, they should be highly accurate, do the most damage, have good end redux and enough recharge to run the chain. |
In theory... it should work.
Plus, sometimes it's fun to just try something other than CJ/Tough/Weave/IOforD
I almost went brute on the build, but I figured it would be better on a scrapper since there's no rage/ire/angry/whatevertheycallit to build up.
As to my original question, did you find that CoF helped stop the stunned mobs from wandering off? I swear I've seen that before, but I can't really remember and I've never taken a /Dark high enough to know on my own. And yeah, end heavy is a good phrase for this build (only 22 so far). I definitely have to slot everything for end consideration at this point. I'm not even taking hasten until I respec later... just too much end usage per hit going on. |
The problem is that when a mob is affected by fear it will cower in place only some of the time. The rest of the time it actually causes them to run away. So, stunned or not they still have a 50% chance to do one or the other.
The great thing about it though is cloak of fear debuffs their to-hit and when the fear is in effect that mob doesn't attack.
But then you run into a second issue. The mob that is affected by fear can't attack, unless you attack them. This means ticks from death shroud or a failed stun from whirling mace gives the mob a chance to throw a single attack when they are hit.
It's a useful ability, but with the most taking damage most of the time, you're not going to see any sort of reliability of them staying in your circle of doom when they are stunned.
I almost went brute on the build, but I figured it would be better on a scrapper since there's no rage/ire/angry/whatevertheycallit to build up.
As to my original question, did you find that CoF helped stop the stunned mobs from wandering off? I swear I've seen that before, but I can't really remember and I've never taken a /Dark high enough to know on my own. |
Just bear in mind that CoF was overnerfed some years ago - nowadays the end cost is extremely high and the base accuracy is way too low, unlike OG which is fine with 1 slot (acc).
The issue with cloak of fear is how fear works itself.
The problem is that when a mob is affected by fear it will cower in place only some of the time. The rest of the time it actually causes them to run away. So, stunned or not they still have a 50% chance to do one or the other. The great thing about it though is cloak of fear debuffs their to-hit and when the fear is in effect that mob doesn't attack. But then you run into a second issue. The mob that is affected by fear can't attack, unless you attack them. This means ticks from death shroud or a failed stun from whirling mace gives the mob a chance to throw a single attack when they are hit. It's a useful ability, but with the most taking damage most of the time, you're not going to see any sort of reliability of them staying in your circle of doom when they are stunned. |
The running away part of feared mobs is annoying, but it's specific to mob types. Ranged mobs will run away and attack from range, regardless if feared or not. If a ranged mob is feared and then attacked, they will run away and then cower outside of CoF and Death Shroud range. Once the fear wears off, they can not attack at ranged with impunity.
Additionally, all mobs had their AIs tweaked to run away when debuffed. This means even melee mobs will ran away from CoF, not because of the fear, but because of the to hit debuff associated with it. This happens with any debuff when stacked to a significant degree.
this is the build I was planning on for My Mace/DA, is in the 30s at the moment and the end is a bit of a pain am hoping it will improve later though and I dont have Ob Gloom yet or half my IOs
Mace however is amazing fun and though my Kat/DA was cheaper to build and easier to run I find this one rewarding, mostly cause Crowd Control normally lets me knock down most of a group and then kill the boss before I've taken much incoming damage
Villain Plan by Mids' Villain Designer 1.951
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Brute
Primary Power Set: War Mace
Secondary Power Set: Dark Armor
Power Pool: Leaping
Power Pool: Fighting
Ancillary Pool: Energy Mastery
Villain Profile:
Level 1: Pulverize
- (A) Kinetic Combat - Accuracy/Damage: Level 35
- (42) Kinetic Combat - Damage/Endurance: Level 35
- (45) Kinetic Combat - Damage/Recharge: Level 35
- (46) Kinetic Combat - Damage/Endurance/Recharge: Level 35
- (46) Crushing Impact - Accuracy/Damage/Recharge: Level 50
- (A) Reactive Armor - Endurance: Level 40
- (3) Reactive Armor - Resistance: Level 40
- (3) Reactive Armor - Resistance/Endurance: Level 40
- (5) Reactive Armor - Resistance/Endurance/Recharge: Level 40
- (A) Crushing Impact - Accuracy/Damage/Recharge: Level 50
- (40) Crushing Impact - Accuracy/Damage/Endurance: Level 50
- (43) Crushing Impact - Accuracy/Damage: Level 50
- (43) Crushing Impact - Damage/Recharge: Level 50
- (45) Crushing Impact - Damage/Endurance/Recharge: Level 50
- (A) Reactive Armor - Endurance: Level 40
- (5) Reactive Armor - Resistance: Level 40
- (15) Reactive Armor - Resistance/Endurance: Level 40
- (46) Reactive Armor - Resistance/Endurance/Recharge: Level 40
- (A) Kinetic Combat - Accuracy/Damage: Level 35
- (7) Kinetic Combat - Damage/Endurance: Level 35
- (7) Kinetic Combat - Damage/Recharge: Level 35
- (48) Kinetic Combat - Damage/Endurance/Recharge: Level 35
- (50) Crushing Impact - Accuracy/Damage/Recharge: Level 50
- (A) Kinetic Combat - Accuracy/Damage: Level 35
- (9) Kinetic Combat - Damage/Endurance: Level 35
- (9) Kinetic Combat - Damage/Recharge: Level 35
- (39) Kinetic Combat - Damage/Endurance/Recharge: Level 35
- (40) Crushing Impact - Accuracy/Damage/Recharge: Level 50
- (40) Mako's Bite - Accuracy/Endurance/Recharge: Level 50
- (A) Reactive Armor - Endurance: Level 40
- (11) Reactive Armor - Resistance: Level 40
- (11) Reactive Armor - Resistance/Endurance: Level 40
- (13) Reactive Armor - Resistance/Endurance/Recharge: Level 40
- (13) Steadfast Protection - Resistance/+Def 3%: Level 30
- (15) Steadfast Protection - Knockback Protection: Level 30
- (A) Defense Buff IO: Level 30
- (A) Blessing of the Zephyr - Knockback Reduction (4 points): Level 50
- (A) Touch of the Nictus - Accuracy/Endurance/Recharge: Level 50
- (17) Doctored Wounds - Endurance/Recharge: Level 50
- (17) Scirocco's Dervish - Accuracy/Recharge: Level 50
- (19) Scirocco's Dervish - Accuracy/Damage/Endurance: Level 50
- (19) Scirocco's Dervish - Damage/Endurance: Level 50
- (43) Scirocco's Dervish - Damage/Recharge: Level 50
- (A) Obliteration - Damage: Level 50
- (21) Obliteration - Accuracy/Recharge: Level 50
- (21) Obliteration - Damage/Recharge: Level 50
- (45) Obliteration - Chance for Smashing Damage: Level 50
- (50) Obliteration - Accuracy/Damage/Recharge: Level 50
- (50) Obliteration - Accuracy/Damage/Endurance/Recharge: Level 50
- (A) Accuracy IO: Level 50
- (A) Reactive Armor - Endurance: Level 40
- (23) Reactive Armor - Resistance: Level 40
- (23) Reactive Armor - Resistance/Endurance: Level 40
- (25) Reactive Armor - Resistance/Endurance/Recharge: Level 40
- (A) Multi Strike - Accuracy/Damage: Level 50
- (25) Multi Strike - Damage/Endurance: Level 50
- (29) Multi Strike - Damage/Recharge: Level 50
- (31) Multi Strike - Accuracy/Endurance: Level 50
- (31) Multi Strike - Accuracy/Damage/Endurance: Level 50
- (34) Multi Strike - Damage/Endurance/Recharge: Level 50
- (A) Obliteration - Damage: Level 50
- (27) Obliteration - Accuracy/Recharge: Level 50
- (27) Obliteration - Damage/Recharge: Level 50
- (37) Obliteration - Accuracy/Damage/Recharge: Level 50
- (39) Obliteration - Accuracy/Damage/Endurance/Recharge: Level 50
- (39) Obliteration - Chance for Smashing Damage: Level 50
- (A) HamiO:Enzyme Exposure
- (29) Red Fortune - Defense/Endurance: Level 50
- (A) HamiO:Enzyme Exposure
- (31) HamiO:Enzyme Exposure
- (A) Obliteration - Damage: Level 50
- (33) Obliteration - Accuracy/Recharge: Level 50
- (33) Obliteration - Damage/Recharge: Level 50
- (33) Obliteration - Accuracy/Damage/Recharge: Level 50
- (34) Obliteration - Accuracy/Damage/Endurance/Recharge: Level 50
- (34) Obliteration - Chance for Smashing Damage: Level 50
- (A) Siphon Insight - Accuracy/Endurance/Recharge: Level 50
- (36) Siphon Insight - Accuracy/ToHit Debuff: Level 50
- (36) Siphon Insight - Accuracy/Recharge: Level 50
- (36) Siphon Insight - ToHit Debuff/Endurance/Recharge: Level 50
- (37) Siphon Insight - Chance for +ToHit: Level 50
- (37) Nightmare - Accuracy/Endurance: Level 50
- (A) HamiO:Endoplasm Exposure
- (A) Endurance Modification IO: Level 50
- (A) Numina's Convalescence - +Regeneration/+Recovery: Level 50
- (A) Rectified Reticle - To Hit Buff: Level 20
- (48) Rectified Reticle - To Hit Buff/Recharge: Level 20
- (48) Recharge Reduction IO: Level 50
- (A) Recharge Reduction IO: Level 50
Level 0: Born In Battle
Level 0: High Pain Threshold
Level 0: Invader
Level 0: Marshal
------------
Level 1: Brawl
- (A) Empty
Level 1: Sprint
- (A) Empty
- (A) Empty
- (A) Run Speed IO: Level 50
- (A) Miracle - +Recovery: Level 40
- (A) Jumping IO: Level 50
- (A) Endurance Modification IO: Level 50
- (42) Endurance Modification IO: Level 50
- (42) Endurance Modification IO: Level 50
------------
Set Bonus Totals:
- 9% DamageBuff(Smashing)
- 9% DamageBuff(Lethal)
- 9% DamageBuff(Fire)
- 9% DamageBuff(Cold)
- 9% DamageBuff(Energy)
- 9% DamageBuff(Negative)
- 9% DamageBuff(Toxic)
- 9% DamageBuff(Psionic)
- 31.44% Defense(Smashing)
- 31.44% Defense(Lethal)
- 3.94% Defense(Fire)
- 3.94% Defense(Cold)
- 8% Defense(Energy)
- 8% Defense(Negative)
- 3% Defense(Psionic)
- 27.06% Defense(Melee)
- 5.5% Defense(Ranged)
- 4.88% Defense(AoE)
- 20% Enhancement(RechargeTime)
- 52% Enhancement(Accuracy)
- 4% FlySpeed
- 84.33 HP (5.63%) HitPoints
- 4% JumpHeight
- 4% JumpSpeed
- Knockback (Mag -8)
- Knockup (Mag -8)
- MezResist(Immobilize) 14.85%
- MezResist(Sleep) 1.65%
- MezResist(Stun) 8.25%
- 1.5% (0.03 End/sec) Recovery
- 10% (0.62 HP/sec) Regeneration
- 0.95% Resistance(Fire)
- 0.95% Resistance(Cold)
- 3.13% Resistance(Negative)
- 4% RunSpeed
- 2% XPDebtProtection
Set Bonuses:
Kinetic Combat
(Pulverize)
- MezResist(Immobilize) 2.75%
- 22.49 HP (1.5%) HitPoints
- 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
(Dark Embrace)
- MezResist(Immobilize) 1.1%
- 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
- 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)
(Jawbreaker)
- MezResist(Immobilize) 2.2%
- 16.87 HP (1.13%) HitPoints
- 7% Enhancement(Accuracy)
- 5% Enhancement(RechargeTime)
(Murky Cloud)
- MezResist(Immobilize) 1.1%
- 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
- 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)
(Bash)
- MezResist(Immobilize) 2.75%
- 22.49 HP (1.5%) HitPoints
- 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
(Clobber)
- MezResist(Immobilize) 2.75%
- 22.49 HP (1.5%) HitPoints
- 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
(Obsidian Shield)
- MezResist(Immobilize) 1.1%
- 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
- 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)
(Obsidian Shield)
- 1.5% (0.03 End/sec) Recovery
- 3% Defense(Melee), 3% Defense(AoE), 3% Defense(Ranged), 3% Defense(Smashing), 3% Defense(Lethal), 3% Defense(Fire), 3% Defense(Cold), 3% Defense(Energy), 3% Defense(Negative), 3% Defense(Psionic)
- Knockback (Mag -4), Knockup (Mag -4)
(Super Jump)
- Knockback (Mag -4), Knockup (Mag -4)
(Dark Regeneration)
- 10% (0.62 HP/sec) Regeneration
- 3.13% Resistance(Negative)
- 9% Enhancement(Accuracy)
(Whirling Mace)
- 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)
(Tough)
- MezResist(Immobilize) 1.1%
- 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
- 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)
(Death Shroud)
- MezResist(Sleep) 1.65%
- 0.95% Resistance(Fire,Cold)
- MezResist(Stun) 1.65%
- 1.88% Defense(AoE), 0.94% Defense(Fire), 0.94% Defense(Cold)
- 1.88% Defense(Melee), 0.94% Defense(Lethal), 0.94% Defense(Smashing)
(Shatter)
- 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)
(Crowd Control)
- 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)
(Cloak of Fear)
- 4% JumpSpeed, 4% JumpHeight, 4% FlySpeed, 4% RunSpeed
- 2% XPDebtProtection
- 9% Enhancement(Accuracy)
- 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
(Build Up)
- 1.88% Defense(Smashing,Lethal), 0.94% Defense(Melee)
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"Well, they found my diary today.
They were appropriately appalled
at the discovery of the eight victims
They're now putting it all together.
Women wrapped in silk
with one leg missing
Eight legs, one body, silk,
spider, brilliant!"
I started a new scrapper last night just to try out War Mace on a scrapper and I'm very impressed with it so far. The single target damage is very nice. I took /Dark with the idea of being a stun bomb kind of char. Only level 14 so far, but it seems very nice.
My question is will the fear from CoF stop stunned mobs from wandering off while I finish em off? I think I've seen this happen, but I'm not entirely sure and wanted to check with the experts.
If I had to guess, it would be that if the fear affects the mob 1st, then the stunned opponent won't wander off.