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Obus Form

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Everything posted by Obus Form

  1. Yeah it doesn't matter where it's placed, it will proc regardless as long as the power is "on". It is more advantageous to put Panacea proc into the inherent power pool power "Health" rather than the /WP Fast Healing because, even though Fast Healing and Health do the same thing (regen), Fast Healing heals more. Therefore, put a heal IO in Fast Healing to maximize the benefit of Fast Healing, and put Panacea in the slower healing power Health.
  2. @MunkiLordI love thee greatly, with all mine being. And in addition to said love, power changes/new powers would be preferred over respec system QOL change. Repsec system is a 10-15 minute task once in a while, but new power changes/powersets, even AH mass-posting, or email mass-attaching would be preferred since those would be used much more frequently than respecs.
  3. Context and choice. Then math. Toggle costs /DA - 2 resist toggles = 0.21 x 2 = 0.42 end/sec (this is 20% reduced compared to all other resist toggles) - 1 mez toggle = 0.21 end/sec (this is 20% discount compared to /invuln but /invuln also gives further resist, but same cost as other armor sets) - 1 def toggle = 0.26 end/sec (/invuln def toggle is 0.21 end/sec) - 1 damage aura = 0.52 end/sec (same as Electric Field, Blazing Aura, Mud pots is 0.78 end/sec) - total 1.41 end/sec When it comes to choosing a secondary set, Dark Armour has all the utility of other sets (except random stuff like Phalanx Fighting and Shield Crash from /Shield) with almost no drawbacks (except lower energy rez that is actually the same as /invuln without slotting, and no knockback protection but that's overcome with 1 or 2 slots in travel powers). If you turn off /DA Death Shroud, the 2 resists + 1 mez + 1 def = 0.89 end/sec and is comparable to other sets. As @Trickshooter mentioned, the set itself has 20% end reduction for its 2 resist toggles. However, the set has the option to use its other utility tools (damage aura, defense with innate stealth). You don't have to take those options, or pay for it, but the armor set makes it available if you want it. My car can have heated seats, over-powered heating/aircon, heated steering wheel (I live in Toronto, in Canada), and super heated back sets (backseat car sex). When I drive with all my car toggles on I consume gas faster, but its the option of having it that is why I picked those features for my car. I don't have to use those options all the time when I'm driving. The big heal It cannot be overstated. /Dark Armour also has the most powerful heal in the game when comparing Heal%/second recharging (not including the incarnate team heal) that full heals you if you fight 2 mobs every 9-10 seconds (assuming hasten, and fully 6-slot with Preventative Medicine). Compared to the Defender's Empathy power Heal Other, 6 slotted with Preventative Medicine IO set heals 50% every 1.5-3 seconds. So that's 100% every 3-6 seconds, but it's unreliable to expect your a Defender Empath to correctly know when you will eat damage. In iTrials, when I am main tanking AVs, my full heal is the 0.5 second reaction I need to stay live FIRST, then my Defender Empathy can pile more heals and our blasters can /Barrier themselves, etc. Here's the chart. Look at the right column "Heal/Recharge" to see that, at 1 or 2 mobs, DA Dark Regen heals the highest % of HP per second of recharge Armor set Power name Heal % Recharge End Cost Heal/end Heal/Recharge DA Dark Regen at 2 mob 60 30 33 1.818181818 2 DA Dark Regen at 1 mob 30 30 33 0.909090909 1 Fiery Aura Healing Flames 25 40 10.4 2.403846154 0.625 Regen Reconstruction 25 60 10.4 2.403846154 0.416666667 Bio Armor Ablative Carapace 30 90 10.4 2.884615385 0.333333333 Radiation Particle Shielding 30 120 10.4 2.884615385 0.25 Ice Armor Hoarfrost 80 360 14.56 5.494505495 0.222222222 Invuln Dull Pain 80 360 14.56 5.494505495 0.222222222 Stone Earth Embrace 80 360 10.4 7.692307692 0.222222222 Electric Armor Energize 25 120 10.4 2.403846154 0.208333333 Energy Aura Energize 25 120 10.4 2.403846154 0.208333333 Here's the other chart. Look at the right column "Heal/End" and you will see that DA is the worst Heal% per point of endurance consumed. At 2 mobs, /DA heal is only 75% as effective, per point of endurance consumed, as Electric Armor or EA heal. But /DA heal is 10 times as effective when you want a big heal on short CD Armor set Power name Heal % Recharge End Cost Heal/end Heal/Recharge Stone Earth Embrace 80 360 10.4 7.692307692 0.222222222 Ice Armor Hoarfrost 80 360 14.56 5.494505495 0.222222222 Invuln Dull Pain 80 360 14.56 5.494505495 0.222222222 Bio Armor Ablative Carapace 30 90 10.4 2.884615385 0.333333333 Radiation Particle Shielding 30 120 10.4 2.884615385 0.25 Fiery Aura Healing Flames 25 40 10.4 2.403846154 0.625 Regen Reconstruction 25 60 10.4 2.403846154 0.416666667 Electric Armor Energize 25 120 10.4 2.403846154 0.208333333 Energy Aura Energize 25 120 10.4 2.403846154 0.208333333 DA Dark Regen at 2 mob 60 30 33 1.818181818 2 DA Dark Regen at 1 mob 30 30 33 0.909090909 1
  4. I think directly selling merits would be the equivalent of buying/selling index funds. Ultimately, the merits themselves would become the "gold standard" currency, replacing converters as the current pseudo-gold-standard currency. I think the price of merits would join the other normalized "currencies" such as converters, and whatever the math became, would normalize to its own price. I imagine the fluctuations of demand (and therefore price) in the expensive IO market (purples, winter IOs) would lessen since if demand skyrocketed, instead of buying that one IO at a higher price, just buy merits and make it yourself. Edit: IMO, this game doesn't need to simplify any further for market or AH purposes, except maybe QOL when mass posting and mass converting (e.g. "keep using converters until this IO hits RARE quality, or hits whatever-named-IO-I-want). At the same time, like all markets, it is the marketer who has done research that benefits most. As an e-bill, I like that my own research pays dividends and selfishly want to keep it for myself. Those sky-high weekend prices on IOs feel great on the "sold" tab.
  5. Derp, is that you? Ole Derp?
  6. The buff icon from Guassian Chance for Build Up is the same icon as "Hasten", except it's purple on the outside, and light pink on the inside (the fist is light pink). Look for this icon at the end of your buff bar because chances are it'll always be the last one there since it's only gonna last 5 seconds. If you're actively tracking it, as Gulbasaur mentioned, looking at +damage, or +to-Hit is best. If you're actively tracking it mid-combat in a gigantic raid-wide iTrial boss battle, looking at +To-Hit is easier than +damage because there are too many team +damage buffs, and less +To-Hit being thrown around.
  7. This about sums up how I would suggest and play Sentinels. Middle ground-jack of everything-newbie friendly-ranged enough-tank enough-fair-but-not-specialized archetype. If you're playing CoH for the first time, play sentinel. If you're looking for specialization, do it via other ATs. You can min-max every AT including sentinels. But the specialized ATs min-maxed will outperform min-maxed Sentinels provided you know how to utilize/manage those specializations properly.
  8. I understand what they are. They are slotted into the bare bones build.
  9. Actually, generic IOs would be even better than the Luck of the Gambler: Global Recharge because the LotG Global Recharge only adds a small amount of defense. With my build above, you hit 44.5% S/L. If we replaced each LotG 7.5 global with generic Defense IOs, I do think you could hit 45% S/L softcap easier. But also, I don't have any attacks slotted in my build. If you use the Melee-damage from the winter set. you get 5% from 5-slotting. If you use Brute Fury (fist icon) ATO, you also get 5% S/L from 3-slotting. I haven't slotted any of those, so the "bare bones" build above allows choice of a primary power set.
  10. @Marshal Valor I am going to break down your post into its component parts because some statements cover several large topics: IO complexity: With respect, because the performance you get from IOs versus normal (single origin, or just regular invention origin) enhancements is like comparing a car to a bicycle, and unless you're okay with playing at about 1/2 (sometimes less than 1/2 depending on your power choices) of what your character can do, it is just my recommendation that IOs are worth your trouble. The majority of the "car" performance from IOs are the set-bonus effects (the bonus effects you get from slotting 2, 3, 4, 5, or 6 of that set) and a 7 or so unique IOs that, when added up, really really really improves your defense/resists/endurance consumption/endurance recovery/damage/accuracy/etc. Just to prove a point, even blindly fully 6-slotting any melee-damage attack IO into your attacks will double your damage efficiency (including damage/accuracy/reduce endurance consumption/half the recharge time). When I say double, I literally mean your damage will be 2x, your recharge will literally be halved, your endurance consumption will likely be halved, your accuracy will vastly improve, etc. As @Sovera mentioned, putting the Performance Shifter: Chance for Endurance, and the Numina and Panacea proc into your Inherent Health power vastly improves performance. When you feel up for it, you'll need to use Mids hero builder to plan your IOs built for your character. You'll begin to see why other people in these forums always ask for builds designed for specific purposes. And you'll come to see that adding up all those set-bonuses from IOs doubles, triples or quadruples the ability of your character. Or sometimes it will fill in holes of that powerset as if the hole didn't exist in the first place. Yes, set bonuses and unique IOs are really that powerful Power choice /WP vs /Invuln or others You ask if you've made a mistake - a legit question that can only be answered depending on your version of "end game", namely, Incarnate Trials or level 54 missions? If you run level 54 missions, any powerset /WP or /Invulvn or anything/anything will be godlike as long as you carefully slot your build using IO sets. It is only my conjecture and opinion that you may not have tested the endest of end-games, namely Incarnate trials. iTrials really need your armor set to have resists. /WP is not known for resist because it is a mixture of defence (dodging attacks), resists (reducing the amount of damage received when you actually get hit) and regen (rengerating lost HP). This game has these 3 layers of staying alive. /WP is a mixture of these 3, and /Invulvn is some defence with lots of resists. Because of the way this game handles damage done to you, it is in your best interest to read this post (see link below) to understand the interplay between these 3 ways to stay alive, why level 54 missions require you to have 45% defense to at least Smashing and Lethal damage types, and why some armors are "better" than others in endgame iTrials. iTrials need your set to have lots of Smashing/Lethal and Energy resist. Sometimes iTrials need Psychic damage resist too. https://forums.homecomingservers.com/topic/1991-how-not-to-visit-the-hospital-layered-resilience-in-coh/ Best single target DPS, best overall secondary: Play style. You need to figure out your play style when it comes to DPS and when it comes to staying alive DPS: Some sets do amazing single target, some are better at AOE. You need to try them all (use the beta test server?) to figure out what works for you. Claws and Super Strength are good for single target. Spines is better for AOE damage and has spines animations (love it or hate it). Titan Weapons is arguably the best single target AND best AOE damage, but you have to manage your "momentum" and windup animation very carefully, which is reportedly aggravating to a good handful of players. Some have cool animations, etc. With exposure comes preference. You can't pick your favourite or "best" flavour of icecream until you've tried them all. So hop onto the test server and give it a shot. Secondary: Assuming you've read the link above, you'll understand that each secondary is a mixture of Defense, Resist, and Regen (or direct healing). /WP gives you a mixture of all 3, with its strength coming from high Smashing/Lethal defense so that it is easier to slot IO sets to reach the 45% smashing/lethal defence softcap, and high Regen. /Invuln strength comes from high Resist to and some Defense to Smashing/Lethal damage and Energy damage. Also play style. Some secondary sets are very passive, like /WP where you either live or die,without emergency buttons. Other secondary sets like /Invuln or /Dark Armour have a 1-click heal power. Still, other sets like /Radiation Armor have several small "Regen" or "heal me" buttons that require you cycle through them to maximize your ability to stay alive. Summary These are really wide topics that honestly require you to read and understand the 3 ways of staying alive (defence/resist/regen or healing), as well as your preference for how you stay alive and how enjoy dealing damage. While IOs sets are not mandatory, your performance is comparing a Car vs Bicycle <-- Not an exaggeration. I strongly advise you try Mids, or at least download it and open a build found on the forums. Edit: Also, read this to understand IOs and how to slot them. Again, all in your own comfort.
  11. The way Dark Armour works, +Recovery would make it over powered since no other set offers the same over-powered Heal from Dark Regen. If you really want +Recovery in Dark Regen, slot +Chance for Endurance drain nictus healing IO. Honestly though, if you 6-slot Dark Regen with Preventative Medicine, the cost and cool-down are lowered to a manageable degree, and the heal amount (almost 60%) is amazing even when solo-tanking AVs. With hasten running, I have a 60% heal (versus 1 target) on a 9-second CD, which no other armor set offers.
  12. Hey guys, I searched but couldn't find an excel type Google doc with all the IOs and their set bonuses listed, slot, and other properties. Is there one available?
  13. While leveling, the end drain is astronomically high. Once to start slotting IOs not just in the toggles but in attacks, the end drain is manageable. At level 50 without incarnate powers, IOs alone partially or wholly mitigate any end issues (unless you run other powers that have endurance drain crashes like super strength: Rage)
  14. Give me DOTA or Heroes of the Storm 1 lane brawl using all COX Heroes, AVs, GMs, archetypes, powersets, etc. No items, just fight in 1 lane from 3rd eye perspective. Please and thanks
  15. Energy Mastery: Focused Accuracy gives +Acc 20% and +To-Hit 5% and +Perception radius. Cost .78 end/sec Leadership: Tactics gives +To-Hit 7%. And buffs your team in radius 60. Cost .39 end/sec So Tactics is better in both +To-Hit, end-cost, and buffs everyone. Edit: You could even, if room is available, 6-slot Gaussian into Tactics so that, in iTrial and 8-man group settings, your +Chance for Build-up is always proccing because everyone is affected by your buffs, and the 10-second check will likely proc it given the number of players affected by your buff.
  16. Used to run SS/WP live. Here's some thoughts in answer to your questions: i know i will S/L softcap get S/L resist 80+ and after that not sure. Do you chase high Health on a Willpower? - Yes you chase high HP, but don't have to chase regen because willpower's regen scales to your max HP. Ofc, there's no harm grabbing the regen along the way. - Get your passive accolades that give 5% HP and +10% HP - The IO sets that give the most HP usually give HP bonus at 2 or 3 of the same IO and usually comes as 1.13% bonus, 1.88% bonus, and 2.25% bonus. Some of the good IOs include Shield Wall (Defence), Superior Brute's Fury (Brute ATO). The highest one is the Superior Brute's Fury (picture of the fist one) that gives 3%HP at 2-set bonus. If you don't need the 3-set bonus of 5% S/L defence, dont need the 6-set bonus S&L resist and don't mind giving up 5-set bonus10% recharge, you can slot that 2-set 3%HP bonus 3 times for a whopping 9% from 1 set. i am looking for suggestions on power pools and Incarnate powers. - To get S/L softcap, you'll have to take the all the usual defence-boosting power pools like Leadership: Maneuvers, Fighting: Weave, Leaping: Combat jumping, and slot your attacks with IOs that give S/L defence, including the Brute IO Superior Brute Fury, and Winter IO Superior Blistering Cold (5-set) - Since you can reach S/L softcap, if you don't run iTrials, you can maximize your damage with Musculature alpha and Lore: Carnies to get damage buff - If you run iTrials, you likely need Cardiac to boost resist, especially to energy damage, and Psy damage (MoM trial). In my experience only, having better resists (and high HP) is the #1 importance for tanking iTrials because Defence buffs are usually plentiful (everyone and their grand-ma runs Leadership: Maneuvers) and you can't always rely on barrier to be up exactly when needed mid-fight. High resist also means you can grab a tray of greens before iTrialing and eat greens in case you are about to die. i know everything benefits from Hasten. I suppose i should grab that? - Depends on your powerpool picks earlier. Generally, you should be able to grab Hasten no problem and reach 130+ global recharge (with Hasten on) while aiming for S/L softcap Energy Mastery. Solve all my End issues 4ever without using incarnate powers and build towards damage with incarnate choices? Then take Acc toggle there and run it constant? - There are 2 experiences in this category, both of which I will mention without Alpha incarnate powers (namely Cardiac and Agility) - In a super long protracted fight (13 minutes of spamming attacks) where you double stack rage and use Hasten, the -25% end crash from rage every 1 minute combined with the Hasten -end crash will actually drain you dry even if you take both +End powers from Energy Mastery. Thankfully, most iTrial fights don't require you spamming damage that hard (or just afk for 10 seconds?) and you aren't as responsible for damage as scrappers/blasters. - In a regular non-incarnate content, you will never run out of endurance because nothing lasts 13 minutes except Reichsman AV fight. - +To-Hit is more important than +Acc because +To-Hit affects your final chance to hit for all powers, while +Acc just acts within the To-Hit chance. I forgot the exact math, but bascially the leadership power: Tactics slotted for one IO +to-hit/End reduction is more powerful and better Endurance use than the Acc toggle from Energy mastery. By far, +Acc toggle in energy mastery is the worst use of end. Period. Rather you just slot Kismet's +6% to-hit in some Defence power than run the Acc toggle from Energy mastery. Hope this helps 😃
  17. The punchvoke/auto-taunt aura from tankers/brutes prevents the mobs from running away "forever". I say "forever" because the mobs still run away approx 8-15 yards, then decidedly, on low HP and about to die, runs back to me so that I can deliver the sweet release of "arresting them" permanently.
  18. Double posting because previous post was too large. What if, it was like "Choose Your Own Adventure" in the Hearthstone style of advancement? Every 2-3 waves, aside from increasing mob difficulty via con/level shift/powers/purple triangles, etc, give players the ability to choose: - Choose their own buffs (like the rewards from Death from Below) - Choose debuffs on themselves (if we choose this route) - Choose mob buffs (something impactful like + T9s, or increase Mag on controls, etc) - Choose the power they lose (if we go this route), etc
  19. Was gonna suggest just that. Every round, lose 2 levels (force exemp'ing to lose whatever power you lose with levels) until at round 25 you've completed depowered back to level 1 while the mobs (also de-leveling with you) are still boss/EB/AV/GM levels. The above type of map modifier would give a pseudo-vanilla COH experience (which is what some other posters requested) such that at around level 8-10 people would recall their Perez Park street sweeping days of wiping against a group of 3-4 boss mobs of Lost/Vaz Edit: Added tons of ideas below - Regenerate This: All End recovery and HP regen is halved (thus requiring defender/controller level team buffs) - Get Help!: Self heals, inspirations and Regen does not work. You may regen HP only via other players buffs or direct heals (thus requiring defender/controller/corrupter/PB heal-other-power heals) - Knock knock. Who's there?: Deal 200% damage to all mobs at least 10 yards away. Deal 50% damage to all mobs closer to you than 10 yards. (this would be paradise for soft/hard control and repel/knockback lovers, and remove brootlock/scrapperlock) - Vanilla Incarnate: Remove selected/all incarnate powers as the levels progress. (this would reward the vanilla-COH players who remember/understand those days and want non-incarnate levels of difficulty while being rewarded) - Opposite Day: Reverse all the roles with Archetype-wide buffs/debuffs. For example, all brutes/tanks --> melee glass cannons via huge damage buffs but large def/resist debuffs, all blasters/scrappers --> tanks via large damage debuffs and large def/resist buffs, all controllers/dominators --> damage dealers via large damage buffs and huge debuff to the magnitude of their CC - Working As Intended: Disable all IO set bonuses and incarnate powers. (this is the real vanilla icecream like mom made it) - Control Freak: All mobs are immune to crowd control via purple triangles 24/7, except brute/tanker punchvoke, and can dish out tons of CC through random powersets such as controller primary powers, etc. - Unstoppable force: All players have 0 resists regardless of buffs/inspirations = All mobs do damage that is unaffected by resists (thus needing/rewarding crowd control to avoid one-shotting tanks) - Defenseless: All players have 0 defense regardless of buffs/inspirations = All mobs never miss (via +999% to hit) (thus needing/rewarding crowd control/heals) - Soup of the day: Mobs get random powers ranging from T9s (no Moment of glory please) to Incarnate Judgement (reserved for ever 5th level, or every 10th level, etc), to enemy teleport like Chimera in the incarnate trial - Construct Additional Pylons: Destroy Rikti pylons with increasing damage/+to Hit (for all the scrapperlock/DPS oriented lovers so that they have an official leaderboard and recognition for it) - The Slivers: Each mob gives a different team-wide buff to other mobs and can include all kinds of primaries/secondaries/Ancillary/Epic power pools (thus rewarding CC, sleeping, taunting for prioritization) - Zombies: Reduce all player movement speed to 100% normal regardless of movement buffs and there is no hover/jumping. Increase aggro of squishes from 100% to brute/tanker levels 400% and decrease punchvoke of brute/tanker to 100%. Mobs are immune to crowd control via purple triangles. Make the map 1 room, or 1 hallway. As level increases, make a spawn on both ends of the hallway. This would act like a "wave of zombies" targeting the squishies first.
  20. Your leaderboard speak got me thinking of Diablo 3. For COX HC to incentivize leaderboards, we could add rewards (IOs, exp, inf, different coloured name, cosmetic reward pieces, etc) for the number of mobs/waves defeated. You could add modifiers to mobs and/or maps like in Path of Exile map modifiers (X amount of constant damage, all melee damage is halved, recover only 1/2 the normal rate of end) and cycle this every week for new mob types/modifiers/maps. Hell, you could even remove incarnate powers as a modifier (Alpha slot rendered useless, etc) Thoughts?
  21. I mainly play scrappers/brutes/corrupters so this is from that POV. Alpha: While the Alpha is generally understood as a gap filler (endurance, recharge, resists, defence, etc), IMO the alpha is oddly powered in that it buffs things usually not as required by the gap it is filling. Because α buffs a percentage of the already existing values, the thing α buffs (defence, resist, etc) that gets the most benefit from α is usually not something that archetype or build needs to fill. At the same time, the player usually selects an α (defence, resist, recharge, etc) to fill in gaps. Because those gap things are usually lower in value, the buff from α is usually quite marginal. I'm unsure if this was intentional to force α being a small buff but it just seemed odd. For example, a Super Reflexesor or cold tank needing resist would want cardiac α for +resist, but having innately low resists, α fails to fill that hole.
  22. Do you mean, it's best suited for AoE aura (so far, 2ndary powerset of Death Shroud and Blazing Aura) in the armour Damage Aura power because at least in those 2 specific powers, it can proc multiple times?
  23. Here is a bare bones build of Brute Anything/Energy Aura. Because it's largely a defense set that needs good slotting to reach the softcap for each damage type (except psy) your early levels and levels without IOs will indeed be painful. Villain Plan by Mids' Reborn : Hero Designer 2.6.0.7 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! Level 50 Magic Brute Primary Power Set: Dark Melee Secondary Power Set: Energy Aura Power Pool: Fighting Power Pool: Leaping Power Pool: Leadership Power Pool: Speed Villain Profile: Level 1: Smite -- Empty(A) Level 1: Kinetic Shield -- Rct-Def/EndRdx/Rchg(A), Rct-Def(5), Rct-Def/EndRdx(7), Rct-ResDam%(7), Rct-EndRdx/Rchg(9), Rct-Def/Rchg(9) Level 2: Dampening Field -- UnbGrd-ResDam/EndRdx/Rchg(A), UnbGrd-ResDam(11), UnbGrd-ResDam/EndRdx(11), UnbGrd-Rchg/ResDam(13), GldArm-3defTpProc(13), StdPrt-ResDam/Def+(15) Level 4: Power Shield -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(15), LucoftheG-Def/EndRdx(17) Level 6: [Empty] Level 8: Super Speed -- Clr-Stlth(A) Level 10: Entropic Aura -- EndRdx-I(A) Level 12: Boxing -- Empty(A) Level 14: Tough -- UnbGrd-Max HP%(A), UnbGrd-ResDam/EndRdx/Rchg(17), UnbGrd-ResDam(21), UnbGrd-ResDam/EndRdx(21) Level 16: Energy Protection -- UnbGrd-ResDam/EndRdx/Rchg(A), UnbGrd-ResDam(23), UnbGrd-ResDam/EndRdx(27), UnbGrd-Rchg/ResDam(27) Level 18: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(19), LucoftheG-Def/EndRdx(19) Level 20: Energy Cloak -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(29), LucoftheG-Def/EndRdx(29) Level 22: Combat Jumping -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(23), LucoftheG-Def/EndRdx(31) Level 24: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(25), LucoftheG-Def/EndRdx(25) Level 26: [Empty] Level 28: [Empty] Level 30: [Empty] Level 32: [Empty] Level 35: [Empty] Level 38: [Empty] Level 41: [Empty] Level 44: [Empty] Level 47: [Empty] Level 49: Hasten -- RechRdx-I(A), RechRdx-I(50) 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 -- Run-I(A) Level 2: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(3), Mrc-Rcvry+(3) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(5) Level 0: Invader Level 0: High Pain Threshold Level 0: Born In Battle Level 0: Marshal ------------
  24. I confirm, the results on Quills have been replicated on Death Shroud.
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