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Frozen Burn

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Everything posted by Frozen Burn

  1. I thought the devs took away the "flee / fear" from Burn? Ice Storm definitely make them want to run. I am an Ice/Fire/Fire Blaster and have melee radial hybrid, and don't really notice any effectiveness of the taunt - even on other blasters that I have the power on. When solo... they're all focused on me anyway - but usually flopping in my Bonfire (with KB-to-KD proc) or Blizzard. When teamed, it's not enough to overcome a tanker's / brute's taunt.
  2. In addition to all the great suggestions above and going down the obvious route with powers and sets that provide Defense or Resistance.... Many don't think about mitigating incoming damage outright by using your crowd control powers: holds, sleeps, stuns, KB/KDs, and etc. Effective use and stacking of these powers can be more powerful and make your blaster extremely survivable. My main and namesake (Frozen Burn) is an Ice/Fire/Fire blaster without leadership, without fighting pool, and lives and survives in melee with only 6-11% defenses and 10-50% resistances. Most people would see the build in Mids and scoff and think "no way" but the crowd control + the damage output (especially the AOEs) make it one of my heartiest blasters. Playing a Blaster is all about using what you have at your disposal to dish out the damage and then survive (including using inspirations - many scoff at or discount using them too) ...and then yes, leveraging power choices, pool powers, and epics - and even incarnates, to round out your build. FB's build, if you're curious.... https://www.midsreborn.com/builds/download.php?uc=1491&c=704&a=1408&f=HEX&dc=78DA8594594F135114C7EF74A694522A947D15CA2245E8400571232141C554AC56F1D59002231DADD3A64C417049FC0A9A68A22C26EE3EF8E4F6757CD318D4448D1A97F1CC9C7F697D7212F8DDFB3FEB9CB9B7B18B87CA9F1DB9362624FFC1546261617A9CFE9B5AB634963313A69E36043D81896C7A4533DAC77359A33D64684BBD1E521BE03A7D2A61CC6B736A7456E3E860DE3095CB64D259539DD0B3DA742C61E8995CCA491A881A492DAB19A69A5FF8E2E9744A9D48E9F349B3CC594F65346D2EE02CA3C6A2BEA0CFE829DD5CAE7294D35A4AB3533BD9AA0E67F4598A4D5CB0ABD895971BA8BF5EFA8B8AFC63C9E21E21A208D74366C97D66C303E662C157885182228BA30409F1D27FE2270932FB2AF273C5D19417E04B66F92BE6B6D7CC25F27623C67D96F3549E03E7993549668FCE8C113C1CE3F22425472B4D81E799CB64F522AF5770AD320974A11719BD284C1F25F5E1FD7D9D5CEB18C10FCDDFC7DA0AA1025A05B413F62941BD80EA72B4AA01B09F5933C8AC0BDB2C1197C8BBDA19AEE5AEBECEB6E04D66D70D66EF3B99F91E7CCBECA05E6B3956AA757AF08A3AD04FB67AB6C9F5B53C8FAE498EEBF94E72AB22C29F791FA76D2366D9885936E920667A99ACCDCE29B0DCCD3FB9AF965FE06FE6F63FA005DA2781EA1CB7CB6156AD7BD87692766DACB9DB6E731FED77C055708D195C0737985728AA0373EED8CBF93AF781FBC10398E128F32A797763CEDDABFCAD77AC81EBE006B3E72E3332263BDFE81121845E43BB38DFCE217018DCCD0C8F30236FB8D727843ED4EDFBC15AFF17F02BF88D39607F309AD7C030EF1F1354CC4D1D219408F194B4416883387741257F412DAB4529BABF4D38BF053B5D08EE2FAE6CDD692121CF661969F093C2C279F70FC55A88FD3E1634490AA2F74DE6A782CD25DDC24C70AE2338CFD6BFCF5071CB615170F1566EFD965871CA1BC13B9E295A278AD63345EBBF8AB9EA5B
  3. Ok, Now that I have Meteor and have played with it for a while, yes, it's like OLD Rain of Arrows (before animation tightening) and have to "think ahead a bit." But still, it's manageable. I absolutely LOVE this power. And I love the massive KB even on indoor maps. With BU and/or Aim powers or some reds... things die, so the KB is a non-issue. If anything does survive, they're easily picked off. I am Seismic/MA and have inherent BU, so for my attack chain, I'll hit Seismic Force (aka Aim) that has the Gaussian proc in it which almost always goes off, launch meteor, then launch Upthrust, then do Burst of Speed (TP into mob) and it all hits at once for one HUGE alpha strike. Not much survives, if anything. Other times, it is AIM, Meteor, Upthurst, Rock Shards.
  4. Mezzing is part of the trade off you get for being a blaster. 🙂 Carry break frees. Set bonuses help too, but they only reduce the duration of the mez, not protect you from it. You shouldn't have any trouble with immobs since you have Combat Jumping - if you do, then they are stacking a lot of them on you. And since you have Jumping pool, you can pick up Acrobatics for hold/KB protection. Don't forget your T1 and T2 primary and T1 Secondary can still be used while mezzed - they've saved my life many of times while mezzed. Once you're incarnate, you can get Clarion Core Destiny for perma mez protection. Till then... carry break frees. 😄
  5. Blasters are supposed to be the most powered AT. Eons ago, the highest was Scrappers because they're were in melee and didn't have defenses as high as tankers. But that was switched because blasters have many secondaries that cause them to go into melee and they didn't have the defenses to survive - so Devs made squishie blasters the highest powered. This is correct and as it should be. Highest damage / no inherent defense. Yes, SOME blasters (not all) can get capped defenses with sets and special builds, but not all can (and this can be said about any AT). So it still stands that Blasters should reign king on damage. I agree with you, Meknomancer - Tankers are now overpowered for what they are / provide. Unfortunately, it started with the Brutes whose defenses weren't as good as tankers, but the AT was the "tanker" for villains. The Brutes got beefed up back during live and with any AT being able to be hero or villain side, there was little or no need to roll a Tank, because a Brute could "Tank" and do more damage - they really made Tanks a useless AT, sadly. So I was pleased that Tanks got a rightful buff to damage - they sorely needed it as soloing was painful - but they went too far with it. IMO, both Brutes and Tanks need a slight tweaking... Brutes need lessening on the defenses, and Tanks need lessening on the offense (but both still better than what they were previously) - just need a better balance to keep the ATs separate and unique and balanced with other ATs.
  6. I don't have Meteor yet - close to it, though! So I appreciate your comments and "warnings" here. I will say that I do really like the delay in damage from Upthrust so that it's timed with the animation. I know it's different from other powersets - part of the reason I like it - but I also like that I can cast Upthrust and then port into the middle of the mob and do other AOEs right as Upthrust hits. Bopper's comments on timing Upthrust with the delay of Meteor sounds like it would be right on par with what I'm doing. However, as you've mentioned, that may be different when teamed. I suspect, I'll have to play a little like my Archery/Dev blaster and "think ahead" of the mobs and Tanks/Brutes herding. I would have to cast Rain of Arrows where I thought the mobs will be herded so that I could time the damage hitting correctly. Many-a-times I've staked dead corpses to the ground with Rain of Arrows because I didn't cast soon enough. (Adding in Trip Mines / Timebomb ahead of the herd only added more foresight needed.) 🙂 Anyway, looking forward to trying Meteor out and may have more comments later on after trying it out.
  7. Wow, this is a lot of work you're putting into this. I appreciate that you're putting it together by ZONE instead of by accolade. I hate the villain accolades - they're much harder to get than hero-side, so I love resources like this that make it easier to get what you need. However, you're duplicating a lot of what's already on ParagonWiki - especially the explores and plaques. I'd hate to see you waste a lot of your time putting that info together. I (and many others too) always grab explores and plaques as I go through a zone's content so never need to go back for them. Occasionally not and of course there are those who always skip them until later - but Vidiotmaps makes easy work of it whether you go as you level up or coming back to it later. But your comments on their locale: "on top of a building" or such really helps. So what is REALLY useful with what you've put together are your notes / comments, like: "Ironman Badge - Achievement - Endure 1,000,000 HP of damage. The fires on the buildings in the middle of the map will do constant ticks, can be used for a farm, just be in a TF/Oros/AE arc so you don’t get auto-logged," That is great info, I didn't think about those fires or to use them. But also, I wouldn't do this as a lowbie leveling up and going zone by zone - not enough HPs and regen to make it worth while. I also like the tip you gave: "/citytime will give you the current in-game time" - I didn't know that slash command - Thanks!! Another suggestion - please include the name of the accolade somewhere next to the badge. That way, if we already have an accolade prior to viewing, we can easily see what we're missing. Thanks for this work!
  8. Not a lot of AOEs for an EN/EN blaster. /EN is a great set, but is better for staying at range and/or dealing with single targets. It would take you a long time to get through a map because of that. When I farm, I farm +4x8 with my Ice/Fire/Fire blaster (my namesake) - so many AOEs and control for damage mitigation.
  9. Willpower is a blend of Regen and Resistance. As others have mentioned above, focus building for +HPs, +Resists, and +Regen. Strength of Will (and Rune of Protection, if you pick up have Sorcery) is a great power to have in those moments where the incoming damage is overtaking your regen - it allows your regen to catch up and by then, hopefully you've thinned the herd. Tough (and even Weave) help too, obviously, but not required. My pixie TW/WP brute doesn't have them and is highly survivable. Again, slot for +HP - the more HPs you have, the faster you regen. And the the more resistance you have, the less work your regen has to do to keep your health up. I would dump Maneuvers. Definitely pick up Titan Sweep - more AoE is better! And as mentioned above, the knockdown is great damage mitigation. Part of the beauty of TW is that you can chain KD your foes and really mitigate incoming damage.
  10. Thanks so much! I appreciate the high praise. 🙂
  11. Thanks so much! This is one of my favorite characters to play. I don't really roleplay, but the concept is that one spirit will take control and form and use the powers of the others until another spirit's will overtakes and becomes the dominant form to use the collective power - so I cycle through all the costumes at random as I go through missions. 🙂
  12. Thank you both so much! 🙂
  13. We are the thousands of souls of men, women, and children who died at the hands of Nemesis during his march through Victorian Era New England to conquer America. We have joined together to share our collective strength to enact our revenge. We will destroy Nemesis. We will be avenged. We are: The Spectral Legion. (Dark/Dark/ Soul Blaster)
  14. Happy Thanksgiving and thanks for taking the time to run through the first arc in my series. And thanks for the great compliment and feedback! 🙂 And yes, Techno-Bunny is a character of mine, and I hate typical vanity pieces too - so I tried to keep the player the center of the action and make them the one to influence her growth. There is PvE content where we do similar, so tried to emulate that. (And I tried to carry that on into arc 2 and 3 and as well. I hope you try them too - would love to read your review / feedback on them as well.) And yes, the final fight, you may need to chew some inspirations if you're solo, but that's why they are given in the game - and it's also why I give you a "helper" for that last boss fight. Otherwise, the fight gets dumbed down and isn't as climactic as it should be.
  15. I know it's been a few weeks since you posted and surprised no one responded yet. Here are a few suggestions for you to consider.... Ring of Fire - does really good damage and you're better slotting for damage instead of immob duration. Fire Ball - Try using Ragnarok Set with the Chance for KD proc instead of the Overwhelming Force. The OF set doesn't provide as much damage bonus as Rags do. And with Rag set, you may be able to drop to 4 or 5 slots (depending on preference) and still get to the ED cap of damage (or over) and use those extra slots elsewhere. Cauterizing Aura - you're going to want to take it much earlier if you want to run all those toggles. So you're gonna want it as soon as you can get it at lvl 20. Hasten - take it later in your build, probably after Cauterizing Aura. Not only is the end crash sucky at lower levels, but faster recharge on your powers means you're gonna spend more endurance faster. Leadership and Fighting Pools - you don't need them that early. And again, you're not going to have the endurance to run them anyway until you get Cauterizing Aura (at lvl 20, hopefully). Then you can take Blaze earlier too. Tactics - Gaussian Chance for Build up doesn't work well in this. It procs not as often as you'd like (because of how procs work in toggles like this) and rarely does proc while you're actually in combat. I would suggest dropping Tactics altogether and pickup Build or Aim and put the Gaussian proc in there - it almost always procs since it is a click power with a decent length recharge. Tough - I see you're just using it to carry the "specials." It's a waste of the power, imo. Slot it for resistance and add in some of the specials and do the same with Fire Shield. You'll probably get your S/L resistance to cap if you do. Aegis special, not really needed - you barely notice its affects, if at all. There are other ways to get KD protection early that you can consider as well. Weave - similar to tough... it's being wasted as a carrier for specials. If you only want the specials, then slot it for defense and drop Maneuvers for Combat Jumping. Maneuvers doesn't provide as much defense as Weave, and Combat Jumping is a much cheaper toggle to run and it also give you immob protection. Final thoughts on these 2 pools in your build - You didn't take Hot Feet, Fire Sword, Fire Sword Circle, or other melee/PBAOE powers so you obviously seem to be more of a "ranged" blaster than one who likes being in the the middle of things. That is perfectly fine. So given this, consider dropping Leadership and Fighting pools and pick up other powers you've missed out on: Build Up and Aim will serve you really well at range, maybe pick up Stealth, Enflame, Melt Armor, or many other things that will not be heavy toggles. You can still find other powers to carry your IO specials and set bonuses. ...just something to consider. And if you do drop all those toggles - still take Cauterizing Aura at lvl 20! 🙂 Consume - It's only 1-slotted so I'm guessing this is just to help out in emergency situations. Which is fine since with Cauterizing Aura, you rarely need Consume. But that means you don't really need it to recharge faster. So you're better off with an Accuracy in it so that when you do use it, it hits. Bonfire - use the Overwhelming Force set here for the KB-to-KD proc and the damage bonus the set provides. Sudden Acceleration doesn't provide any damage bonus to the power. While the floes flop around, they might as well take more damage! Arcane Bolt - it's a "meh" power. It's ok, but not the best. I have it on several toons as well. But I'm guessing you're taking it mostly so you can get Rune of Protection. In which case, I wouldn't devote 6 slots to it and use some of those slots elsewhere. I'd 6-slot Ring of Fire for damage over Arcane Bolt (and even Flares) any day. I hope this helps.
  16. Hi. I have 3 arcs for people to try out. There will be 5 in the series when all is said and done, but the first 3 are ready for sharing. They are: Kelly Kane - Part 1: The Making of a Hero (Arc ID: 41555) Kelly Kane - Part 2: Crossing Lines (Arc ID: 41334) Kelly Kane - Part 3: Necessary Evils (Arc ID: 41346) It's an origin story for one of my favorite characters where you (the player) gets to help shape who she is and becomes. And obviously, you'll want to do them in order. 🙂 They are best when teamed and with decent-to-large mob sizes, but they can also be solo'd by most - if you can solo PVE content (<50 as well as 50+), you should be able to solo these. Again, you get more out them with larger spawn sizes if you can handle them (whether teamed or not). There are customs critters, but they are not overpowered - I think I did a good job of keeping them evenly powered so they are solo-friendly and also challenging enough for a team to keep you from getting bored. Standard Villain Groups are also used. Thanks in advance for trying them out - I hope you enjoy!
  17. I have a Dark/Dark/Soul blaster as well and just love it. I like moving in and out of melee as necessary as it keeps things from getting monotonous and boring. My build is below. While not capped DEF or RES, it is highly survivable and she only dies if I'm not paying attention to what I'm doing. Using Opp Gloom and Dark Pit are huge damage mitigators. I also have Mystic Flight so I can port into the middle of mobs for shock and awe with Soul Drain, PBAOES, melee powers, and using some of the KD procs (also damage mitigators). Then next mob, I can also use tentacles to hold a mob from range, dark pit them, then port into middle and Opp Gloom will stun the bosses too - by then Soul Drain is recharged and lay waste again. I also have Rune of Protection for extra RES, if I need it, but rarely use it - it's more of an Oh SH*T power. There are many ways to do this and it seems like you found several. Just pick what you like and find enjoyable and go with it! 🙂 My build.... This Hero build was built using Mids Reborn 3.0.6.0 https://github.com/LoadedCamel/MidsReborn Click this DataLink to open the build! Spectral Legion: Level 50 Magic Blaster Primary Power Set: Dark Blast Secondary Power Set: Darkness Manipulation Power Pool: Sorcery Power Pool: Concealment Power Pool: Speed Ancillary Pool: Soul Mastery Hero Profile: Level 1: Gloom -- Dvs-Acc/Dmg(A), Dvs-Dmg/EndRdx(3), Dvs-Dmg/Rchg(3), Dvs-Acc/Dmg/Rchg(5) Level 1: Penumbral Grasp -- HO:Nucle(A) Level 2: Dark Blast -- Dvs-Acc/Dmg(A), Dvs-Dmg/EndRdx(5), Dvs-Dmg/Rchg(7), Dvs-Acc/Dmg/Rchg(7) Level 4: Smite -- CrsImp-Acc/Dmg(A), CrsImp-Acc/Dmg/EndRdx(11), CrsImp-Dmg/EndRdx(13), CrsImp-Dmg/Rchg(13) Level 6: Mystic Flight -- Flight-I(A) Level 8: Moonbeam -- Apc-Dmg(A), Apc-Dmg/EndRdx(15), Apc-Acc/Dmg/Rchg(15), Apc-Acc/Rchg(17) Level 10: Shadow Maul -- Arm-Acc/Rchg(A), Arm-Acc/Dmg/Rchg(17), Arm-Dmg/EndRdx(19), Arm-Dmg(19), Arm-Dmg/Rchg(21) Level 12: Tenebrous Tentacles -- Rgn-Dmg(A), Rgn-Dmg/EndRdx(21), Rgn-Acc/Dmg/Rchg(23), Rgn-Acc/Rchg(23), Rgn-Knock%(25) Level 14: Stealth -- Krm-ResKB(A), Rct-ResDam%(25), ShlWal-ResDam/Re TP(27), LucoftheG-Def/Rchg+(27) Level 16: Soul Drain -- SprDfnBrr-Acc/Dmg(A), SprDfnBrr-Dmg/Rchg(29), SprDfnBrr-Acc/Dmg/Rchg(29), SprDfnBrr-Acc/Dmg/EndRdx/Rchg(31), SprDfnBrr-Rchg/+Status Protect(31) Level 18: Arcane Bolt -- HO:Nucle(A) Level 20: Touch of the Beyond -- PwrTrns-EndMod(A), PwrTrns-+Heal(31), NmnCnv-Heal(33), NmnCnv-Heal/Rchg(33), NmnCnv-Heal/EndRdx(33) Level 22: Hasten -- RechRdx-I(A), RechRdx-I(34) Level 24: Rune of Protection -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(34), UnbGrd-ResDam/EndRdx/Rchg(34), UnbGrd-Max HP%(36), GldArm-3defTpProc(36), StdPrt-ResDam/Def+(36) Level 26: Life Drain -- Dvs-Acc/Dmg(A), Dvs-Dmg/EndRdx(37), Dvs-Dmg/Rchg(37), Dvs-Acc/Dmg/Rchg(37) Level 28: Dark Consumption -- Obl-Acc/Rchg(A), Obl-Dmg/Rchg(39), Obl-Acc/Dmg/Rchg(39), Obl-Acc/Dmg/EndRdx/Rchg(39), Obl-Dmg(40) Level 30: Death Shroud -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(40), SprAvl-Acc/Dmg/EndRdx(40), SprAvl-Acc/Dmg/EndRdx/Rchg(42), SprAvl-Rchg/KDProc(42) Level 32: Blackstar -- SprBlsWrt-Acc/Dmg(A), SprBlsWrt-Dmg/Rchg(42), SprBlsWrt-Acc/Dmg/Rchg(43), SprBlsWrt-Acc/Dmg/EndRdx(43), SprBlsWrt-Acc/Dmg/EndRdx/Rchg(43), SprBlsWrt-Rchg/Dmg%(45) Level 35: Dark Embrace -- TtnCtn-ResDam/EndRdx(A), TtnCtn-ResDam(45), TtnCtn-ResDam/Rchg(45), TtnCtn-ResDam/EndRdx/Rchg(46) Level 38: Night Fall -- SprFrzBls-Acc/Dmg(A), SprFrzBls-Dmg/EndRdx(46), SprFrzBls-Acc/Dmg/EndRdx(46), SprFrzBls-Acc/Dmg/Rchg(47), SprFrzBls-Dmg/EndRdx/Acc/Rchg(48) Level 41: Oppressive Gloom -- HO:Endo(A) Level 44: Dark Pit -- HO:Endo(A), HO:Endo(50) Level 47: Midnight Grasp -- Hct-Dmg(A), Hct-Dmg/EndRdx(48), Hct-Acc/Dmg/Rchg(48), Hct-Acc/Rchg(49) Level 49: Aim -- GssSynFr--Build%(A) Level 1: Defiance Level 1: Brawl -- Acc-I(A) Level 1: Sprint -- Run-I(A) Level 2: Rest -- IntRdx-I(A) Level 2: Swift -- Run-I(A) Level 2: Hurdle -- Jump-I(A) Level 2: Health -- NmnCnv-Regen/Rcvry+(A), Prv-Absorb%(9) Level 2: Stamina -- PrfShf-EndMod(A), PrfShf-EndMod/Acc(9), PrfShf-End%(11) Level 49: Quick Form Level 1: Prestige Power Surge -- Clr-Stlth(A) Level 4: Ninja Run Level 50: Void Core Final Judgement Level 50: Degenerative Radial Flawless Interface Level 50: Carnival Radial Superior Ally Level 50: Clarion Core Epiphany Level 50: Melee Core Embodiment Level 50: Musculature Radial Paragon Level 50: Freedom Phalanx Reserve Level 50: Task Force Commander Level 50: The Atlas Medallion Level 50: Portal Jockey Level 18: Arcane Power ------------
  18. Interesting to read where people go to cure their Lost. I just go to north part of Perez Park, just south of the Steel gate there are tons of Lost and then you're right by the Steel Canyon gate to go enter the Midnighter's club. 🙂
  19. One trick I've found to help counter the problem is to have a "trigger" the player has to do to spawn the NPC with the dialogue. Like, they have to click a glowie or defeat a boss which will then trigger the NPC (Ally, escort, or such) to spawn in the same area - that way, when they blurt out all their dialogue at once, the player gets it all at a more appropriate time. Obviously, this doesn't work for every situation, but if you can work in a "trigger" ahead of time, it helps.
  20. The "Return Fail Dialogue" box when creating an MA story doesn't allow any formatting, like color, italics, paragraph breaks (<br>), or such. It holds a 1000 characters like the "Return Success" box and the other contact dialogue boxes and should have this functionality too so we can better move the story along, even if the player fails.
  21. Sometimes, you need those pointless powers to be carriers for set bonuses. Sometimes, you take those pointless powers for concept reasons. And Sometimes, you take those pointless powers just because they are plainly fun as hell.
  22. Agreed with TNT. If all the sets were similar, it'd get boring quick. Mental manipulation is a great set and I encourage you to try it. Yes, you'll go into melee range, but many mobs like to charge ranged ATs anyway, so it's difficult to stay 100% ranged all the time. And given you'll be in melee some... build up your defenses with power pools, set bonuses, and such. Also, using your control powers greatly increases your survivability too. I have a DP/Mental and an Ice/Fire blaster, well, even my Energy/Martial blaster too - who all live in the center of mobs and devastates them with all the PBAOEs and AOEs, then rushes to the next mob to do it all over again. It's fun to adapt my playstyle to how the powers perform and build to strengthen weaknesses/gaps (imo). I hope you'll try it.
  23. Don't forget, the SG Prestige was not only needed for plain old base building, but also for obtaining those much needed items for PVP base raids. The bigger SGs had an advantage over smaller ones because of that. The old prestige system only promoted endless grinding - man, I hated that - and jut crippled people's creativity. It is MUCH better now not having to grind away to earn prestige. Bases are much bigger, more decorative, and I am amazed at all the creativity that I see of people's bases in the "Show Off" thread - we didn't have that level of awesomeness back when Live. I love that I can spend my time building a base instead of spending my time grinding to get the prestige so I can spend even more time building. ...again, MUCH better now, doing away with prestige altogether.
  24. Can't believe no one else has mentioned /Mental! I LOVE my DP/Mental blaster. She lives in the center of mobs and levels them. SO much PBAOE goodness... This Hero build was built using Mids Reborn 3.0.6.0 https://github.com/LoadedCamel/MidsReborn Click this DataLink to open the build! Kiska Nikolaevna (new): Level 50 Natural Blaster Primary Power Set: Dual Pistols Secondary Power Set: Mental Manipulation Power Pool: Speed Power Pool: Leaping Power Pool: Fighting Power Pool: Leadership Ancillary Pool: Mace Mastery Hero Profile: Level 1: Pistols -- Dvs-Acc/Dmg(A), Dvs-Dmg/EndRdx(7), Dvs-Dmg/Rchg(7), Dvs-Acc/Dmg/Rchg(17) Level 1: Subdual -- HO:Endo(A) Level 2: Dual Wield -- Dvs-Acc/Dmg(A), Dvs-Dmg/EndRdx(3), Dvs-Dmg/Rchg(3), Dvs-Acc/Dmg/Rchg(11) Level 4: Empty Clips -- SprFrzBls-Acc/Dmg(A), SprFrzBls-Acc/Dmg/EndRdx(5), SprFrzBls-Acc/Dmg/Rchg(5), SprFrzBls-Dmg/EndRdx(13) Level 6: Swap Ammo Level 8: Bullet Rain -- Rgn-Dmg(A), Rgn-Acc/Rchg(9), Rgn-Dmg/EndRdx(9), Rgn-Acc/Dmg/Rchg(15), Rgn-Knock%(15) Level 10: Mind Probe -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(13), SprBlsCol-Acc/Dmg/EndRdx(48), SprBlsCol-Acc/Dmg/Rchg(48), SprBlsCol-Dmg/EndRdx/Acc/Rchg(48) Level 12: Suppressive Fire -- GhsWdwEmb-Acc/Hold/Rchg(A), GhsWdwEmb-Acc/Rchg(43), GhsWdwEmb-EndRdx/Hold(46) Level 14: Super Speed -- BlsoftheZ-ResKB(A) Level 16: Combat Jumping -- LucoftheG-Def/Rchg+(A) Level 18: Executioner's Shot -- Apc-Acc/Dmg/Rchg(A), Apc-Acc/Rchg(19), Apc-Dmg(19), Apc-Dmg/Rchg(23), Apc-Dmg/EndRdx(43) Level 20: Drain Psyche -- PrfShf-EndMod/Acc(A), PrfShf-EndMod/Acc/Rchg(21), PrfShf-EndMod/Rchg(21), NmnCnv-Heal(25), NmnCnv-Heal/Rchg(25), NmnCnv-Heal/EndRdx/Rchg(29) Level 22: Hasten -- RechRdx-I(A), RechRdx-I(23) Level 24: Boxing -- HO:Nucle(A) Level 26: Piercing Rounds -- SprDfnBrr-Acc/Dmg(A), SprDfnBrr-Dmg/Rchg(27), SprDfnBrr-Acc/Dmg/Rchg(27), SprDfnBrr-Acc/Dmg/EndRdx(29), SprDfnBrr-Acc/Dmg/EndRdx/Rchg(34) Level 28: World of Confusion -- CrcPrs-Conf(A), CrcPrs-Conf/Rchg(37), CrcPrs-Acc/Conf/Rchg(37), CrcPrs-Acc/Rchg(37), CrcPrs-Conf/EndRdx(40), CrcPrs-Conf%(43) Level 30: Tough -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(31), UnbGrd-ResDam/EndRdx/Rchg(31), UnbGrd-Max HP%(31), StdPrt-ResDam/Def+(40), GldArm-3defTpProc(46) Level 32: Hail of Bullets -- 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: Weave -- ShlWal-Def/EndRdx(A), ShlWal-Def(36), ShlWal-Def/EndRdx/Rchg(36), ShlWal-ResDam/Re TP(36) Level 38: Psychic Shockwave -- OvrFrc-Acc/Dmg(A), OvrFrc-End/Rech(39), OvrFrc-Acc/Dmg/End(39), OvrFrc-Dmg/End/Rech(39), OvrFrc-Acc/Dmg/End/Rech(40) Level 41: Scorpion Shield -- Rct-Def(A), Rct-Def/EndRdx(42), Rct-Def/EndRdx/Rchg(42), Rct-ResDam%(42), LucoftheG-Def/Rchg+(46) Level 44: Maneuvers -- ShlWal-Def/EndRdx(A), ShlWal-Def(45), ShlWal-Def/EndRdx/Rchg(45), LucoftheG-Def/Rchg+(45) Level 47: Psychic Scream -- PstBls-Acc/Dmg(A), PstBls-Acc/Dmg/EndRdx(50) Level 49: Concentration -- RechRdx-I(A) Level 1: Defiance Level 1: Brawl -- Acc-I(A) Level 1: Sprint -- Run-I(A) Level 2: Rest -- IntRdx-I(A) Level 2: Swift -- Run-I(A) Level 2: Hurdle -- Jump-I(A) Level 2: Health -- NmnCnv-Regen/Rcvry+(A), Prv-Absorb%(11), Mrc-Rcvry+(17) Level 2: Stamina -- PrfShf-EndMod(A), PrfShf-EndMod/Acc(50), PrfShf-End%(50) 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 -- Clr-Stlth(A) Level 1: Prestige Power Surge -- Empty(A) Level 4: Ninja Run Level 50: Agility Core Paragon Level 50: Void Core Final Judgement Level 50: Diamagnetic Core Flawless Interface Level 50: Clarion Core Epiphany Level 50: Melee Core Embodiment Level 50: Portal Jockey Level 50: Task Force Commander Level 50: The Atlas Medallion Level 50: Freedom Phalanx Reserve Level 6: Chemical Ammunition Level 6: Cryo Ammunition Level 6: Incendiary Ammunition Level 14: Speed Phase ------------
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