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Hyperstrike

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Everything posted by Hyperstrike

  1. http://tankertuesday.com/basic-schedule/ Also: https://www.facebook.com/groups/tankertuesday/events/
  2. Spring Attack is an interesting additional AoE attack. And a nice Combat Entry power. In it's default configuration, it has the same problem in tight spaces that other teleport-type powers do. What I like to call "Stupid Camera Tricks". You prime the power to get the circular teleport indicator and run forward a bit. If your perspective changes slightly, the disk flips up onto the ceiling of the hall you're running down just as you click the power. So you just wasted your combat entry. There's a workaround bind that basically just teleports you to the position of a targeted enemy. This makes the power more usable Still. The damage output and the ridiculous recharge time combine to make the power eminently skippable. I'm currently rocking it on Hyperstrike. But when/if I respec, I'll probably respec out of it unless something changes.
  3. GAH! Never mind. Was dropped on my head extensively as a child. Probably why I tank so well now. Blows to the head don't even hurt anymore...
  4. Au contraire mon frer! https://paragonwiki.com/wiki/Limits#Damage Tanker Damage cap at 21+ is 400% You're 100% unslotted. Plus enhancement. Plus Rage. Plus Rage again.
  5. Plus, raids are GREAT opportunities for odd, humorous conversations! Some of the crap I've heard on raids made me SO glad I wasn't drinking anything at the time....
  6. Unfortunately I'm not running 2.22 yet.
  7. Thing is, the drop ship isn't dependable. It's a 15% chance of spawning for any given pylon. Also, we generally break off to go blast the dropship.
  8. They DID make a movie about my character. And it's pretty much spot on for how his luck runs as a hero. Things go bad pretty fast. Then they pause for a second, take a deep breath, and then leap, headlong, into "Utterly Ludicrous".
  9. 1: What resolution? 2: What level of anti-aliasing? Note: At higher resolutions, FSAA becomes LESS important. And yes, in many cases, the 970 will equal or exceed the 1060. If you look through the specs in this comparison you'll see why. http://gpuboss.com/gpus/GeForce-GTX-970-vs-GeForce-GTX-1060 More memory bandwidth from a wider memory bus. More rendering units. More texture mapping units. NVIDIA general numbering scheme. *30: Entry-level barebones gaming. *40: Mid-range barebones gaming. *50: High-end barebones gaming. *60: Entry-level "enthusiast" gaming. *70: Mid-range "enthusiast" gaming. *80: High-end "enthusiast" gaming.
  10. Basically, as you exemp, you start losing attacks and armor, as well as the set bonuses slotted in them.
  11. Why? Gives you a few ranged options as well as an option to lock-down runners. Also, the build I put up should exemp just fine. Attack chain is ALWAYS a problem with SS. Unfortunately Hand Clap is a complete waste of a power pick, as the ONLY thing it does is breaks up your carefully assembled mobs. If it did even Minor damage, it'd be at least worth a look. But not as it is.
  12. Basically I just find Tankers a more steady platform. Scrappers dance the razor's edge. Occasionally doing the splits and...well... Brutes are tougher and can do a lot more damage. Sure. And can be brought to about 95% of the toughness of an almost identical Tank. They can still have "razor's edge" problem. I've gone through content with a Tank, and have noted tougher areas where they're actually able to appreciably damage him/her. I've gone through the same content at the same difficulty and have noted these areas, if you're not twitchy, will basically reduce you to nomming the carpet. I can sum it up thus. Tank: I'm okay, ow, ow, ow, ow, okay I'm not okay, ow, DEAD Brute: I'm okay, ow, ow ow, okay I'm not.., DEAD.
  13. What I do during a Rage crash. TAUNT. If you have Kick acting as a mule for the Force Feedback proc, use it for a possible small burst of +Rech. Also, Unrelenting, from the Presence pool will mitigate part of the -Dmg portion of the Rage crash. If you're worried about the -Def? BUILD TOUGHER. Sorry if that comes across as crass or rude. But that's the solution. You CAN mitigate the effects. And double stacking doesn't make the problem go away. And just using rage at-need isn't the answer either. As Rage is what takes the set that does crap damage that's the most resisted in the game to a set that, even heavily resisted, is NOTHING to sneeze at. Double-stacked Rage puts you very near +Damage cap.
  14. Villain Plan by Mids' Villain Designer 1.962 http://www.cohplanner.com/ Click this DataLink to open the build! Level 50 Magic Brute Primary Power Set: Super Strength Secondary Power Set: Willpower Power Pool: Fighting Power Pool: Speed Power Pool: Leaping Power Pool: Leadership Ancillary Pool: Earth Mastery Villain Profile: Level 1: Punch -- SprBrtFur-Acc/Dmg:50(A), SprBrtFur-Dmg/Rchg:50(40), SprBrtFur-Acc/Dmg/Rchg:50(40), SprBrtFur-Dmg/EndRdx/Rchg:50(40), SprBrtFur-Acc/Dmg/EndRdx/Rchg:50(43), SprBrtFur-Rech/Fury:50(46) Level 1: High Pain Tolerance -- UnbGrd-ResDam:50(A), UnbGrd-ResDam/EndRdx:50(3), UnbGrd-Rchg/ResDam:50(3), UnbGrd-Max HP%:50(5), GldArm-3defTpProc:50(5), StdPrt-ResDam/Def+:30(9) Level 2: Mind Over Body -- UnbGrd-ResDam:50(A), UnbGrd-ResDam/EndRdx:50(7), UnbGrd-Rchg/ResDam:50(7), UnbGrd-ResDam/EndRdx/Rchg:50(9) Level 4: Haymaker -- SprUnrFur-Acc/Dmg:50(A), SprUnrFur-Dmg/Rchg:50(36), SprUnrFur-Acc/Dmg/Rchg:50(36), SprUnrFur-Dmg/EndRdx/Rchg:50(37), SprUnrFur-Acc/Dmg/EndRdx/Rchg:50(37), SprUnrFur-Rchg/+Regen/+End:50(37) Level 6: Fast Healing -- Heal-I:50(A), Heal-I:50(29) Level 8: Knockout Blow -- SprBlsCol-Acc/Dmg:50(A), SprBlsCol-Dmg/EndRdx:50(13), SprBlsCol-Acc/Dmg/EndRdx:50(15), SprBlsCol-Acc/Dmg/Rchg:50(15), SprBlsCol-Dmg/EndRdx/Acc/Rchg:50(17), SprBlsCol-Rchg/HoldProc:50(17) Level 10: Indomitable Will -- Rct-Def:50(A), Rct-Def/EndRdx:50(11), Rct-Def/Rchg:50(11), Rct-Def/EndRdx/Rchg:50(13) Level 12: Taunt -- PrfZng-Dam%:50(A) Level 14: Kick -- FrcFdb-Rechg%:50(A) Level 16: Rise to the Challenge -- Pnc-Heal/EndRedux:50(A), Pnc-EndRdx/Rchg:50(29), Pnc-Heal/Rchg:50(31), Pnc-Heal/EndRedux/Rchg:50(34), Pnc-Heal:50(50) Level 18: Rage -- RechRdx-I:50(A), RechRdx-I:50(19) Level 20: Quick Recovery -- PrfShf-End%:50(A) Level 22: Tough -- UnbGrd-ResDam:50(A), UnbGrd-ResDam/EndRdx:50(23), UnbGrd-Rchg/ResDam:50(23), UnbGrd-ResDam/EndRdx/Rchg:50(25) Level 24: Weave -- LucoftheG-Rchg+:50(A), LucoftheG-Def:50(25), ShlWal-ResDam/Re TP:50(27), LucoftheG-Def/EndRdx:50(46) Level 26: Hasten -- RechRdx-I:50(A), RechRdx-I:50(27) Level 28: Heightened Senses -- LucoftheG-Rchg+:50(A), LucoftheG-Def/EndRdx:50(43), LucoftheG-Def:50(50) Level 30: Combat Jumping -- LucoftheG-Rchg+:50(A), LucoftheG-Def:50(31), Rct-ResDam%:50(31) Level 32: Foot Stomp -- SprAvl-Acc/Dmg:50(A), SprAvl-Dmg/EndRdx:50(33), SprAvl-Acc/Dmg/EndRdx:50(33), SprAvl-Acc/Dmg/Rchg:50(33), SprAvl-Acc/Dmg/EndRdx/Rchg:50(34), SprAvl-Rchg/KDProc:50(34) Level 35: Maneuvers -- LucoftheG-Rchg+:50(A), LucoftheG-Def:50(36) Level 38: Strength of Will -- UnbGrd-ResDam:50(A), UnbGrd-ResDam/EndRdx:50(39), UnbGrd-Rchg/ResDam:50(39), UnbGrd-ResDam/EndRdx/Rchg:50(39) Level 41: Stone Prison -- SprWntBit-Acc/Dmg:50(A), SprWntBit-Dmg/Rchg:50(42), SprWntBit-Acc/Dmg/EndRdx:50(42), SprWntBit-Acc/Dmg/Rchg:50(42), SprWntBit-Dmg/EndRdx/Acc/Rchg:50(43) Level 44: Fossilize -- SprEnt-Acc/Hold:50(A), SprEnt-Hold/Rchg:50(45), SprEnt-End/Rchg:50(45), SprEnt-Acc/Hold/End:50(45), SprEnt-Acc/Hold/End/Rchg:50(46) Level 47: Stalagmites -- SprFrzBls-Acc/Dmg:50(A), SprFrzBls-Dmg/EndRdx:50(48), SprFrzBls-Acc/Dmg/EndRdx:50(48), SprFrzBls-Acc/Dmg/Rchg:50(48), SprFrzBls-Dmg/EndRdx/Acc/Rchg:50(50) Level 49: Super Jump -- Empty(A) Level 1: Brawl -- Empty(A) Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 1: Fury Level 1: Sprint -- Empty(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Empty(A) Level 2: Health -- Pnc-Heal/+End:50(A), NmnCnv-Regen/Rcvry+:50(19), Mrc-Rcvry+:40(21) Level 2: Hurdle -- Empty(A) Level 2: Stamina -- PrfShf-End%:50(A), PrfShf-EndMod:50(21) Level 50: Agility Core Paragon ------------ | Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1440;663;1326;HEX;| |78DA6594D94F135114C667DA296B4B5B9696A50B6B812295AAEF260A98284D4848F| 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  15. As Jaynen says, Fire/Elec/Rad (Fire's debuff cousin) make it relatively easy to cap almost all your Resists. So slather some S/L defense on top can call it good. Hero Plan by Mids' Hero Designer 1.962 http://www.cohplanner.com/ Click this DataLink to open the build! Level 50 Magic Tanker Primary Power Set: Fiery Aura Secondary Power Set: Fiery Melee Power Pool: Fighting Power Pool: Leaping Ancillary Pool: Pyre Mastery Hero Profile: Level 1: Blazing Aura -- SprMghoft-Acc/Dmg:50(A), SprMghoft-Dmg/Rchg:50(7), SprMghoft-Acc/Dmg/Rchg:50(9), SprMghoft-Dmg/EndRdx/Rchg:50(9), SprMghoft-Acc/Dmg/EndRdx/Rchg:50(15), SprMghoft-Rchg/Res%:50(37) Level 1: Scorch -- Mk'Bit-Acc/EndRdx/Rchg:50(A), Mk'Bit-Acc/Dmg/EndRdx/Rchg:50(7) Level 2: Fire Shield -- UnbGrd-ResDam:50(A), UnbGrd-ResDam/EndRdx:50(37), UnbGrd-EndRdx/Rchg:50(39), UnbGrd-Rchg/ResDam:50(39), UnbGrd-ResDam/EndRdx/Rchg:50(40), UnbGrd-Max HP%:50(42) Level 4: Healing Flames -- Prv-Heal:50(A), Prv-Heal/EndRdx:50(37), Prv-EndRdx/Rchg:50(39), Prv-Heal/Rchg:50(40), Prv-Heal/Rchg/EndRdx:50(40), Prv-Absorb%:50(42) Level 6: Temperature Protection -- UnbGrd-ResDam:50(A), UnbGrd-ResDam/EndRdx:50(43), UnbGrd-ResDam/EndRdx/Rchg:50(43) Level 8: Consume -- PrfShf-EndMod/Acc/Rchg:50(A), PrfShf-EndMod/Acc:50(43), EffAdp-EndMod/Acc/Rchg:50(46), EffAdp-EndMod/Acc:50(50) Level 10: Combustion -- FuroftheG-Dam/End/Rech:50(A), FuroftheG-Acc/Dmg/End/Rech:50(11), Arm-Acc/Dmg/Rchg:50(11), FuroftheG-Acc/Dmg:50(15) Level 12: Plasma Shield -- UnbGrd-ResDam:50(A), UnbGrd-ResDam/EndRdx:50(13), UnbGrd-ResDam/EndRdx/Rchg:50(13) Level 14: Taunt -- PrfZng-Dam%:50(A) Level 16: Breath of Fire -- Ann-Acc/Dmg/EndRdx/Rchg:50(A), Ann-Acc/Dmg/EndRdx:50(17), Ann-ResDeb%:50(17), SprFrzBls-Dmg/EndRdx/Acc/Rchg:50(19), SprFrzBls-Acc/Dmg/Rchg:50(34), SprFrzBls-Acc/Dmg/EndRdx:50(34) Level 18: Burn -- SprGntFis-Acc/Dmg:50(A), SprGntFis-Dmg/Rchg:50(19), SprGntFis-Acc/Dmg/Rchg:50(27), SprGntFis-Dmg/EndRdx/Rchg:50(33), SprGntFis-Acc/Dmg/EndRdx/Rchg:50(33), SprGntFis-Rchg/+Absorb:50(34) Level 20: Build Up -- AdjTrg-ToHit:50(A), AdjTrg-ToHit/Rchg:50(21), AdjTrg-ToHit/EndRdx/Rchg:50(21), AdjTrg-EndRdx/Rchg:50(23), AdjTrg-Rchg:50(23) Level 22: Kick -- FrcFdb-Rechg%:50(A) Level 24: Tough -- UnbGrd-ResDam:50(A), UnbGrd-ResDam/EndRdx:50(25), UnbGrd-ResDam/EndRdx/Rchg:50(25) Level 26: Fiery Embrace -- RechRdx-I:50(A), RechRdx-I:50(27) Level 28: Fire Sword Circle -- SprAvl-Acc/Dmg/EndRdx/Rchg:50(A), SprAvl-Acc/Dmg/Rchg:50(29), SprAvl-Acc/Dmg/EndRdx:50(29), FuroftheG-Acc/Dmg/End/Rech:50(31), FuroftheG-Acc/End/Rech:50(31), FuroftheG-ResDeb%:50(31) Level 30: Weave -- LucoftheG-Rchg+:50(A) Level 32: Rise of the Phoenix -- RechRdx-I:50(A), RechRdx-I:50(33) Level 35: Incinerate -- GldStr-Acc/Dmg/End/Rech:50(A), GldStr-Dam/End/Rech:50(36), Hct-Acc/Dmg/Rchg:50(36), CrsImp-Acc/Dmg/Rchg:50(36) Level 38: Char -- SprEnt-Rchg/AbsorbProc:50(A) Level 41: Melt Armor -- AchHee-ResDeb%:20(A), HO:Lyso(42) Level 44: Fire Ball -- Rgn-Acc/Dmg/Rchg:50(A), Rgn-Dmg/Rchg:50(45), Rgn-Dmg/EndRdx:50(45), Ann-Acc/Dmg/EndRdx/Rchg:50(45), Ann-Acc/Dmg/EndRdx:50(46), Ann-ResDeb%:50(46) Level 47: Greater Fire Sword -- SprBlsCol-Acc/Dmg:50(A), SprBlsCol-Acc/Dmg/EndRdx:50(48), SprBlsCol-Acc/Dmg/Rchg:50(48), SprBlsCol-Dmg/EndRdx/Acc/Rchg:50(48) Level 49: Combat Jumping -- Krm-ResKB:30(A), ShlWal-ResDam/Re TP:50(50), Rct-ResDam%:50(50) Level 1: Brawl -- Empty(A) Level 1: Gauntlet Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 1: Sprint -- Empty(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Empty(A) Level 2: Health -- Pnc-Heal/+End:50(A), NmnCnv-Regen/Rcvry+:50(3), Mrc-Rcvry+:40(3) Level 2: Hurdle -- Empty(A) Level 2: Stamina -- PrfShf-End%:50(A), PrfShf-EndMod:50(5), EndMod-I:50(5) Level 50: Cardiac Core Paragon Level 50: Pyronic Core Final Judgement Level 50: Reactive Core Flawless Interface Level 50: Longbow Core Superior Ally Level 50: Barrier Core Epiphany Level 50: Melee Radial Embodiment ------------ | Copy & Paste this data into Mids' Hero Designer to view the build | 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  16. Hyperstrike

    Hover

    For secondaries? There are powers out there that require ground contact to execute. To running solely from Hover can interfere with your attack chains. Just be aware of this. For primaries? NO STONE. Some of your DEFENSES require ground contact (Rooted, Granite), and enforce this by auto-disabling any powers that interfere.
  17. Actually, done right, with a nearly full league, and ship raids are one of the more lucrative passtimes in the game. 45 minutes (roughly) 1-2 levels worth of XP. 800-1600 Vanguard Merits As for "control freaks". Normally my main thing isn't really people who leapfrog pylons. Just, if someone is going to clear pylons BEFORE the actual event? NOTIFY the raid leader so they can just SKIP them. It's annoying to run out to a pylon site and find it empty. Also, people hopping into the bowl to drag U'kon. I normally ask people NOT to do this. I prefer just zerging the bowl as, post-Incarnates, we have people who are MORE than tough enough jump into that and take no damage, and they can grab aggro in the initial seconds. And it gives EVERYONE a chance to get into the bowl and take their whack at U'kon to get the Reward Merits. It also gives people killed during the bomb phase a chance to hosp or rezz and get buffed super-shiny by the pre-zerg crowd. My preference is to have the tanks/brutes/scrappers drag enemies all the way down into the "green monster" heal-cloud in the bowl. 1: If tanks are too far from their teammates, they do not get credit for team kills of Rikti and their teammates don't get credit for their kills. 2: Dragging them down into the bowl gets them killed off faster, rather than dueling with one group of 10 for the entire 45 minutes. This way the raid is more lucrative for EVERYONE. And the final thing is pets. Purely for practical reason. The game has a maximum number of entities that it'll render into a secene. Beyond that, other enemies simply aren't shown. Mastermind and other pets (including Incarnates) count against this. Too many MM players or everyone sporting pets simultaneously means we can't see EACH OTHER, let alone all the pets! If you can't target, you have to hope tabbing through to acquire an enemy will work. And not being able to see anything is kinda a buzzkill. On a full league, I generally ask that pets be limited to MM standard powers pets. On a non-full league, I try to condense into as few teams as possible. And then I'll let people know they can start popping pets if they want.
  18. I run MSRs. I normally refer to the area with the grates as a "lane". So, working inward. Left and Right Rim Grates. Left and Right Center Grates Left and Right Bowl Grates Hell, here's my .MNU file I use. // POPMENU File for Universal Travel Powers // Menu "RTR" { Menu &Admin { Title Admin Divider Title "Announcement" Option "Captain LFG-Broadcast" "lfg Rush the Rikti (Rikti MSR) at Point du Hoc! Captains and alt slots. Bringing an L50? Get to the RWZ and send a tell to @Hyperstrike. Once Captain and alt berths are full, we'll begin general recruiting.$$broadcast Rush the Rikti (Rikti MSR) at Point du Hoc! Captains and alt slots. Bringing an L50? Get to the RWZ and send a tell to @Hyperstrike. Once Captain and alt berths are full, we'll begin general recruiting." Option "Captain PC-Request" <& send "Paragon Chat" Rush the Rikti (Rikti MSR) at Point du Hoc! Captains and alt slots. Bringing an L50? Get to the RWZ and send a tell to @Hyperstrike. Once Captain and alt berths are full, we'll begin general recruiting.$$request Rush the Rikti (Rikti MSR) at Point du Hoc! Captains and alt slots. Bringing an L50? Get to the RWZ and send a tell to @Hyperstrike. Once Captain and alt berths are full, we'll begin general recruiting. &> Option "General LFG-Broadcast" "lfg Rush the Rikti (Rikti MSR) at Point du Hoc! Interested? Send tells to @Hyperstrike once you've hit the Rikti War Zone!$$broadcast Rush the Rikti (Rikti MSR) at Point du Hoc! Interested? Send tells to @Hyperstrike once you've hit the Rikti War Zone!" Option "General PC-Request" <& send "Paragon Chat" Rush the Rikti (Rikti MSR) at Point du Hoc! Interested? Send tells to @Hyperstrike once you've hit the Rikti War Zone!$$request Rush the Rikti (Rikti MSR) at Point du Hoc! Interested? Send tells to @Hyperstrike once you've hit the Rikti War Zone! &> Option "Final Call LFG-Broadcast" "lfg Last call for Rush the Rikti (Rikti MSR!) $$broadcast Last call for Rush the Rikti (Rikti MSR!)" Option "Final Call PC-Request" <& send "Paragon Chat" Last call for Rush the Rikti (Rikti MSR!)$$request Last call for Rush the Rikti (Rikti MSR!) &> Divider Title "Rules" Option "Welcome" "request Welcome to Rush the Rikti! We'll be starting shortly here! Just covering the ground rules here. So we're all on the same page." Option "Rule 1 Follow Directions" "request Number 1: Please follow the directions of the raid leader. If you feel we're going too slow, please shoot a tell to the raid leader. Don't simply start skipping ahead or attacking random pylons. If you have to AFK, please pull yourself off the ship to a safe area." Option "Rule 2 Pylon Phase" "request Number 2: Phase 1 will be the Pylon Attack Phase. Please do not attack the pylons before the start of the event." Option "Rule 3 Bomb Phase" "request Number 3: Phase 2 will be the Bomb Phase. Once the shield is down, there are 6 grates along the area we're entering. Each team will be assigned a grate. Focus first on your grate and bomb before helping anyone else. After setting a bomb, CALL OUT *BOMB*! in BROADCAST! If you hear BOMB!, get away from the front of the grate, even if you're not sure it was your grate! Failure usually brings death. Stay OUT of the bowl of the ship." Option "Rule 4 GM Phase" "request Number 4: Phase 3 will be the GM Phase. Once Once your bomb is triggered (or I call an end to bomb phase), gather at the lip of the bowl. We will buff up and zerg the GM in the bowl. Please let everyone get their licks in." Option "Rule 5 Bowl Assault" "request Number 5: Phase 4 will be the Bowl Assault Phase. Basically everone dives into the bowl and kills every stinking Rikti they can lay hands, minions, or power effects on! This will continue until morale improves or until the shields come back up. Melee types, please make sure to drag groups back into the bowl for easier massacres." Option "Grate Assignments" "request And now, grate assignments for teams. Team 1: Left Side Bowl. Team 2: Left Side: Middle. Team 3: Left Side Rim. Team 4: Right Side Bowl. Team 5: Right Side Middle. Team 6: Right Side Rim. Ignore objectives for nonexistent teams." Option "Shuttin Up" "request Okay! Shutting up on rules. We'll begin in a few minutes here." Divider Title "Add Request" Option "Broadcast-League" "broadcast Please add the REQUEST channel someplace you can see it. I will be putting out league commands in REQUEST for easier visibility.$$league Please add the REQUEST channel someplace you can see it. I will be putting out league commands in REQUEST for easier visibility." Divider Title "Turn off Buffs" Option "Please Turn Off Buffs" "request Okay guys. Lag is an issue on raids. One of the contributors is buff-sending. I need all of you to do the following to help minimize player-generated lag during the raid and generally make things more enjoyable for everyone. This won't ELIMINATE lag, but it'll help MINIMIZE it." Option "Go To" "request Click on Menu, then click on Options. Go to the Windows tab. The bottom three sections *Status Window Buff Display*, *Group Window Buff Display*, and *Pet Window Buff Display*." Option "Stop Sending" "request The last option in each is *Stop Sending All Buffs*. Please set all three of them to ENABLED! Thank you for doing this!" } Divider Title "Pylons" Option "Dead pylons?" "request Okay guys! Any dead pylons? Please report them now so I don't need to call them during the raid." Option "How many people wanna kick some ass?" "request Okay! Is everyone ready to boot Rikti butt?" Option "#1 - Pylon 12" "request Rush the Rikti Commencing! Attack Pylon 12!" Option "#2 - Pylon 11" "request Pylon 12 down! Attack Pylon 11!" Option "#3 - Pylon 14" "request Pylon 11 down! Attack Pylon 14!" Option "#4 - Pylon 17" "request Pylon 14 down! Attack Pylon 17!" Option "#5 - Pylon 15" "request Pylon 17 down! Attack Pylon 15!" Option "#6 - Pylon 13" "request Pylon 15 down! Attack Pylon 13!" Option "#7 - Pylon 19" " request Pylon 13 down! Attack Pylon 19! Option "#7 - Pylon 16" "request Pylon 19 down! Attack Pylon 16!" Option "#9 - Pylon 6" "request Pylon 16 down! Attack Pylon 6!" Option "#10 - Pylon 5" "request Pylon 6 down! Attack Pylon 5!" Option "#11 - Pylon 7" "request Pylon 5 down! Attack Pylon 7!" Option "#12 - Pylon 20" "request Pylon 7 down! Attack Pylon 20!" Option "#13 - Pylon 4" "request Pylon 20 down! Attack Pylon 4!" Option "#14 - Pylon 8" "request Pylon 4 down! Attack Pylon 8!" Option "#15 - Pylon 3" "request Pylon 8 down! Attack Pylon 3!" Option "#16 - Pylon 2" "request Pylon 3 down! Attack Pylon 2!" Option "#17 - Pylon 9" "request Pylon 2 down! Attack Pylon 9!" Option "#18 - Pylon 18" "request Pylon 9 down! Attack Pylon 18!" Option "#19 - Pylon 10" "request Pylon 18 down! Attack Pylon 10!" Option "#20 - Pylon 1" "request Pylon 10 down! Attack Pylon 1!" Divider Title "Dropship" Option "Dropship" "request DROPSHIP UP! Nuke the dropship NOW!" Divider Title "Ship" Option "To The Ship " "request Pylon 1 Down! Everyone to the ship! Teams! Go after your bombs! Make sure to call out BOMB in BROADCAST after setting it off! Stay out of the bowl! Don't aggro the GM! Remember, we have someone assigned to do that!" Option "GM Spawned - Gather+Buff" "request GM Spawned! Okay guys. We have a GM! Gather up at the edge of the bowl and start buffing like you're trying out for The Karate Kid!" Option "GM Spawned - Go Bowl" "request Okay! Everyone buffed to a high shine? Hit the bowl and let U'Kon Gr'ai know he's been hit! LEEROYYYYYYYY!!!!!" Option "GM Down" "request Okay guys! The GM is toast! Now that we're in the bowl, let's show the Rikti how we kick butt!" Option "Done" "request Great job guys! Thanks for your participation! Hope to see you next week!" Divider Option "Center Getting Lonely" "request Hey tanks and other fighter guys! The big green monster in the center is getting loneley! FEED US!" Option "Don't Run" "request Don't run! Don't run! Pigs! All of you! Pigs! *BLAM!* AND ONE TO GROW ON!" }
  19. And slotted out conventionally....using Elude as an emergency debuff absorber... Hero Plan by Mids' Hero Designer 1.962 http://www.cohplanner.com/ Click this DataLink to open the build! Level 50 Magic Tanker Primary Power Set: Super Reflexes Secondary Power Set: Super Strength Power Pool: Fighting Power Pool: Leaping Power Pool: Speed Ancillary Pool: Earth Mastery Hero Profile: Level 1: Focused Fighting -- Rct-Def:50(A), Rct-Def/EndRdx:50(3), Rct-ResDam%:50(46) Level 1: Jab -- SprMghoft-Acc/Dmg:50(A), SprMghoft-Dmg/Rchg:50(5), SprMghoft-Acc/Dmg/Rchg:50(5), SprMghoft-Dmg/EndRdx/Rchg:50(7), SprMghoft-Acc/Dmg/EndRdx/Rchg:50(7), SprMghoft-Rchg/Res%:50(9) Level 2: Focused Senses -- Rct-Def:50(A), Rct-Def/EndRdx:50(9), ShlWal-ResDam/Re TP:50(11) Level 4: Haymaker -- SprGntFis-Acc/Dmg:50(A), SprGntFis-Dmg/Rchg:50(11), SprGntFis-Acc/Dmg/Rchg:50(13), SprGntFis-Dmg/EndRdx/Rchg:50(13), SprGntFis-Acc/Dmg/EndRdx/Rchg:50(15), SprGntFis-Rchg/+Absorb:50(15) Level 6: Agile -- LucoftheG-Rchg+:50(A), LucoftheG-Def:50(17) Level 8: Practiced Brawler -- RechRdx-I:50(A), RechRdx-I:50(17) Level 10: Taunt -- PrfZng-Taunt:50(A), PrfZng-Taunt/Rchg:50(19), PrfZng-Taunt/Rchg/Rng:50(19), PrfZng-Acc/Rchg:50(21), PrfZng-Taunt/Rng:50(21), PrfZng-Dam%:50(23) Level 12: Dodge -- LucoftheG-Rchg+:50(A), LucoftheG-Def:50(23) Level 14: Evasion -- Rct-Def:50(A), Rct-Def/EndRdx:50(25), LucoftheG-Rchg+:50(25) Level 16: Kick -- FrcFdb-Rechg%:50(A) Level 18: Lucky -- LucoftheG-Rchg+:50(A), LucoftheG-Def:50(27) Level 20: Knockout Blow -- SprBlsCol-Acc/Dmg:50(A), SprBlsCol-Dmg/EndRdx:50(27), SprBlsCol-Acc/Dmg/EndRdx:50(29), SprBlsCol-Acc/Dmg/Rchg:50(29), SprBlsCol-Dmg/EndRdx/Acc/Rchg:50(31), SprBlsCol-Rchg/HoldProc:50(31) Level 22: Tough -- StdPrt-ResDam/Def+:30(A), GldArm-3defTpProc:50(31) Level 24: Weave -- Rct-Def:50(A), Rct-Def/EndRdx:50(33), Ksm-ToHit+:30(33) Level 26: Quickness -- Run-I:50(A) Level 28: Rage -- RechRdx-I:50(A), RechRdx-I:50(33), RctRtc-Pcptn:20(34) Level 30: Combat Jumping -- LucoftheG-Rchg+:50(A), LucoftheG-Def:50(34) Level 32: Elude -- Rct-Def:50(A) Level 35: Hurl -- SprWntBit-Acc/Dmg:50(A), SprWntBit-Dmg/Rchg:50(37), SprWntBit-Acc/Dmg/EndRdx:50(37), SprWntBit-Acc/Dmg/Rchg:50(37), SprWntBit-Dmg/EndRdx/Acc/Rchg:50(39), SprWntBit-Rchg/SlowProc:50(39) Level 38: Foot Stomp -- SprAvl-Acc/Dmg:50(A), SprAvl-Dmg/EndRdx:50(39), SprAvl-Acc/Dmg/EndRdx:50(40), SprAvl-Acc/Dmg/Rchg:50(40), SprAvl-Acc/Dmg/EndRdx/Rchg:50(40), SprAvl-Rchg/KDProc:50(42) Level 41: Stone Prison -- Thn-Acc/Dmg:50(A), Thn-Dmg/EndRdx:50(42), Thn-Dmg/Rchg:50(42), Thn-Acc/Dmg/Rchg:50(43), Thn-Acc/Dmg/EndRdx:50(43), Thn-Dmg/EndRdx/Rchg:50(43) Level 44: Fossilize -- SprEnt-Acc/Hold:50(A), SprEnt-Hold/Rchg:50(45), SprEnt-End/Rchg:50(45), SprEnt-Acc/Hold/End:50(45), SprEnt-Acc/Hold/End/Rchg:50(46), SprEnt-Rchg/AbsorbProc:50(46) Level 47: Stalagmites -- SprFrzBls-Acc/Dmg:50(A), SprFrzBls-Dmg/EndRdx:50(48), SprFrzBls-Acc/Dmg/EndRdx:50(48), SprFrzBls-Acc/Dmg/Rchg:50(48), SprFrzBls-Dmg/EndRdx/Acc/Rchg:50(50), SprFrzBls-Rchg/ImmobProc:50(50) Level 49: Hasten -- RechRdx-I:50(A), RechRdx-I:50(50) Level 1: Brawl -- Empty(A) Level 1: Gauntlet Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 1: Sprint -- Empty(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Empty(A) Level 2: Health -- Pnc-Heal/+End:50(A), NmnCnv-Regen/Rcvry+:50(3), Mrc-Rcvry+:40(34), RgnTss-Regen+:30(36) Level 2: Hurdle -- Empty(A) Level 2: Stamina -- PrfShf-End%:50(A), PrfShf-EndMod:50(36), PrfShf-EndMod/Rchg:50(36) Level 50: Cardiac Core Paragon ------------ | Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1447;662;1324;HEX;| |78DA6594594F135114C7EFB453A1A5C852288552694196B20C1448DCE983A089D28| |458E36BD3E0A56D6C86DA19137C34119737A5A22FB2F9E4FEE4FAE6FA155C3F8360| |E2B3A9A773FE569399B4FDF59E73CFFF2C3377124BD3DEA7C72FC585E23D9A4F1B4| |6EA745A3F278BAE443A939B1795AB86BE21B6A6A6E582D40DA9252F1468754A2EE4| 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  20. Getting defense numbers in the 50's on an SR tank is child's play. Hero Plan by Mids' Hero Designer 1.962 http://www.cohplanner.com/ Click this DataLink to open the build! Level 49 Magic Tanker Primary Power Set: Super Reflexes Secondary Power Set: Super Strength Power Pool: Fighting Power Pool: Leaping Hero Profile: Level 1: Focused Fighting -- Rct-Def:50(A), Rct-Def/EndRdx:50(3), Rct-ResDam%:50(5) Level 1: Jab -- Empty(A) Level 2: Focused Senses -- Rct-Def:50(A), Rct-Def/EndRdx:50(3), ShlWal-ResDam/Re TP:50(5) Level 4: Haymaker -- Empty(A) Level 6: Agile -- LucoftheG-Rchg+:50(A), LucoftheG-Def:50(7) Level 8: Practiced Brawler -- Empty(A) Level 10: Taunt -- Empty(A) Level 12: Dodge -- LucoftheG-Rchg+:50(A), LucoftheG-Def:50(13) Level 14: Evasion -- Rct-Def:50(A), Rct-Def/EndRdx:50(15), LucoftheG-Rchg+:50(15) Level 16: Kick -- Empty(A) Level 18: Lucky -- LucoftheG-Rchg+:50(A), LucoftheG-Def:50(19) Level 20: Knockout Blow -- Empty(A) Level 22: Tough -- StdPrt-ResDam/Def+:30(A), GldArm-3defTpProc:50(23) Level 24: Weave -- Rct-Def:50(A), Rct-Def/EndRdx:50(25), Ksm-ToHit+:30(25) Level 26: Quickness -- Run-I:50(A) Level 28: Rage -- Empty(A), Empty(29) Level 30: Combat Jumping -- LucoftheG-Rchg+:50(A), LucoftheG-Def:50(31) Level 32: Elude -- Empty(A) Level 35: Hurl -- Empty(A) Level 38: Foot Stomp -- Empty(A), Empty(39), Empty(39), Empty(39), Empty(40), Empty(40) Level 41: [Empty] Level 44: [Empty] Level 47: [Empty] Level 49: [Empty] Level 1: Brawl -- Empty(A) Level 1: Gauntlet Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 1: Sprint -- Empty(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Empty(A) Level 2: Health -- Empty(A) Level 2: Hurdle -- Empty(A) Level 2: Stamina -- Empty(A) ------------ | Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;966;444;888;HEX;| |78DA6D52DB4EC24010DD855602146F488160353151A3D12A60E25D63BC3D288911D| |F4943566CC442DA9AE0A33FE49F29263E9B3ACC8EC4B06EBAB3DD33E7CC9976B7D6| |3B33DE2E5F8F19374EDB4E1034EE1CEF51F87ACD69B94D3618099896441B67E25E7| |881B0EBCF5DD8DD8AFBB6E889A044D99A688BDF5C3DF485D70A1F58E6A6D369DB17| |6EEB2174BD9681BB6BE1746133839BF31EF0DD27E1854EE8763C83F8A12782207BD| |E759BF689DF0CDD66A3E604A1F05F0AD0CF22CC6D13021F7418C5D8479CB1B2C662| |7DB96A5F725D4B311A113C30D80EA838A9F8A8EA4AAE36A8E2A48AA36A1754BA547| |13DC791353623D73D53FEA3013B81EC0DD027094922B20F9C34E9D3A437487F00B9| |0C7594A18EC6A9A371E2C6C060822A4E60C543504D51C529624D53C532F867899D4| |5761CF43962E7F2F06269CCACD057432E4FFE79F22F907FE19B21F708DC8A92C38A| |EB0C73157029E10144BC842EB3184DA8679197459DCD5167C750679E3A9B477615A| |A2C10B280C8564A9E2F20FA22224B4A5CFE13A37FC6AC367AEE2BDAF0B644AB4A76| |5341CA0A5255902D05B956901B8D6C01E188242787B72B7A4F0D6F2365FB0AF2A12| |09F0AF20381620394| |-------------------------------------------------------------------|
  21. Completely agree with this assessment, my /Inv background is on a Scrapper, though, so maybe that's why I question the benefit of F/C defense if you already have high S/L Def. Most F/C attacks come with a S/L component (elemental swords and punches, most blasts, etc), so the net added value of high F/C Def at the cost of offense is maybe down to taste. If you're building a tank or you can achieve a satisfactory level of offense, I'd definitely get soft capped F/C Def in addition to S/L/E/NE. Primarily for completism. Secondarily, simple convenience factor. The Enhanced Winter-Os plunk down a LOT of F/C defense at 6 slots. Hell on some tank builds, it's to the point where you can shave off slot #6 or dedicate it to something other than the 6th Winter-O slot. and still remain above F/C cap. And if you look around at some of the builds I've provider, you're mostly looking at 6-slotted
  22. I played a /Inv character extensively on live, and here's my take on Unstoppable. Primarily, I want consistent performance out of my character, and Unstoppable doesn't provide that. If I consistently need Unstoppable, then I'm either with a bad team, have my difficulty settings borked or then there's something wrong with my build. If I don't need Unstoppable consistently, why not just drop it and use inspirations or [Eye of the Magus] instead? ^^^^^^ This! To Infinity and Beyond THIS! If you need Unstoppable, PERIOD, your build needs work. You shouldn't need to rely on a team to buff what you can achieve naturally. Now, if you plan on sticking to a MOSTLY common-IO setup and don't plan on BUILDING the tank, then yeah. Unstop might have SOME utility. Not so much a problem on Invuln. A decent Invuln build can soft-cap all six primary typed Damage classes. They're still weak on Psi. Additionally, a decent build can more than double your non-S/L Resists. You can bump your Psi Resist some. But it'll force compromises into the build that can be covered as Pure Psi damage (with no Positional modifier) is rarer than hens' teeth.
  23. Just to be clear, the Defense buff out of Parry isn't S/L defense. It's Lethal/Melee defense. So if you're fighting Tower-Buffed Lord Recluse and he's blasting you wiht his Endurance drain? Parrying him does bupkiss. If you're fire farming, parrying does bupkiss.
  24. Villain Plan by Mids' Villain Designer 1.962 http://www.cohplanner.com/ Click this DataLink to open the build! Level 50 Magic Brute Primary Power Set: Super Strength Secondary Power Set: Willpower Power Pool: Fighting Power Pool: Leaping Power Pool: Leadership Power Pool: Speed Ancillary Pool: Earth Mastery Villain Profile: Level 1: Punch -- SprBrtFur-Acc/Dmg(A), SprBrtFur-Dmg/Rchg(29), SprBrtFur-Acc/Dmg/Rchg(31), SprBrtFur-Dmg/EndRdx/Rchg(31), SprBrtFur-Acc/Dmg/EndRdx/Rchg(34), SprBrtFur-Rech/Fury(36) Level 1: High Pain Tolerance -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(3), UnbGrd-Rchg/ResDam(3), UnbGrd-ResDam/EndRdx/Rchg(7), StdPrt-ResDam/Def+(15) Level 2: Haymaker -- SprUnrFur-Acc/Dmg(A), SprUnrFur-Dmg/Rchg(17), SprUnrFur-Acc/Dmg/Rchg(17), SprUnrFur-Dmg/EndRdx/Rchg(19), SprUnrFur-Acc/Dmg/EndRdx/Rchg(21), SprUnrFur-Rchg/+Regen/+End(21) Level 4: Mind Over Body -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(5), UnbGrd-Rchg/ResDam(5), UnbGrd-ResDam/EndRdx/Rchg(7), GldArm-3defTpProc(15) Level 6: Fast Healing -- Heal-I(A), Heal-I(50) Level 8: Knockout Blow -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(9), SprBlsCol-Acc/Dmg/EndRdx(9), SprBlsCol-Acc/Dmg/Rchg(11), SprBlsCol-Dmg/EndRdx/Acc/Rchg(11), SprBlsCol-Rchg/HoldProc(13) Level 10: Indomitable Will -- LucoftheG-Rchg+(A), LucoftheG-Def(13), Rct-ResDam%(36), ShlWal-ResDam/Re TP(36) Level 12: Taunt -- PrfZng-Dam%(A) Level 14: Kick -- FrcFdb-Rechg%(A) Level 16: Rise to the Challenge -- DctWnd-Heal/EndRdx(A), NmnCnv-Heal/EndRdx(50) Level 18: Rage -- RechRdx-I(A), RechRdx-I(19) Level 20: Quick Recovery -- PrfShf-End%(A), PrfShf-EndMod(46) Level 22: Tough -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(23), UnbGrd-Rchg/ResDam(23), UnbGrd-ResDam/EndRdx/Rchg(25), UnbGrd-Max HP%(27) Level 24: Weave -- LucoftheG-Rchg+(A), LucoftheG-Def(25), LucoftheG-Def/EndRdx(37), ShlWal-Def(43) Level 26: Combat Jumping -- LucoftheG-Rchg+(A), LucoftheG-Def(27), LucoftheG-Def/EndRdx(37) Level 28: Heightened Senses -- LucoftheG-Rchg+(A), LucoftheG-Def(29), LucoftheG-Def/EndRdx(37) Level 30: Maneuvers -- LucoftheG-Rchg+(A), LucoftheG-Def(31), LucoftheG-Def/EndRdx(39) Level 32: Foot Stomp -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(33), SprAvl-Acc/Dmg/EndRdx(33), SprAvl-Acc/Dmg/Rchg(33), SprAvl-Acc/Dmg/EndRdx/Rchg(34), SprAvl-Rchg/KDProc(34) Level 35: Hasten -- RechRdx-I(A), RechRdx-I(39) Level 38: Strength of Will -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(39), UnbGrd-Rchg/ResDam(40), UnbGrd-ResDam/EndRdx/Rchg(40) Level 41: Stone Prison -- SprWntBit-Acc/Dmg(A), SprWntBit-Dmg/Rchg(42), SprWntBit-Acc/Dmg/EndRdx(42), SprWntBit-Acc/Dmg/Rchg(42), SprWntBit-Dmg/EndRdx/Acc/Rchg(43) Level 44: Fossilize -- SprEnt-Acc/Hold(A), SprEnt-Hold/Rchg(45), SprEnt-End/Rchg(45), SprEnt-Acc/Hold/End(45), SprEnt-Acc/Hold/End/Rchg(46) Level 47: Stalagmites -- SprFrzBls-Acc/Dmg(A), SprFrzBls-Dmg/EndRdx(48), SprFrzBls-Acc/Dmg/EndRdx(48), SprFrzBls-Acc/Dmg/Rchg(48), SprFrzBls-Dmg/EndRdx/Acc/Rchg(50) Level 49: Super Jump -- WntGif-ResSlow(A) Level 1: Brawl -- Empty(A) Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 1: Fury Level 1: Sprint -- Empty(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Empty(A) Level 2: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(40), Mrc-Rcvry+(43) Level 2: Hurdle -- Empty(A) Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(46) Level 50: Agility Core Paragon ------------ | Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1462;662;1324;HEX;| |78DA6D94CB4F534114C6E7B6B722D0D216282D6F2950A0954AD5BD89022640130C8| |92E9B06C6B64903CD6D89BA74E15E4174E3037C24BEE2CAD7D2D73FE13BFE013E12| |353E36F570BF4F487A9DF4F697F9E69C3933DFCCBDE993E3DEFB874F1F5046E3A16| |2B65CCE1CB4962BDA93CEE60AF36E25AD4E9E0E5BCCA47551EBE4DC72495B99B98A| |A51773957C1843E3FAB85E2CEBE4B142B1585A3AA12DE59B5D5A2A26270BB97CA5B| 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|DF8ECC8FABAAD1846CDBB50FD4FFBD326D671CD7F0172DAF7F5| |-------------------------------------------------------------------|
  25. Basically it's a goof in Pine's. Tanks won't get Regen because it's completely boom/bust. Basically it either kills you in two shots or it can't ever kill you...
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