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oedipus_tex

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Everything posted by oedipus_tex

  1. If nothing else the Accuracy penalty should be removed from the AoE Holds. Right now the power only really becomes useful once you've IOed enough to add some global Accuracy. The original dev team was not known to be subtle with their nerfs. 🙂 Mass Confusion is another casualty from this era. It should have a 120 - 180ish second recharge, not 240 seconds. This power should also probably unlock earlier. If I had my say on Control sets overall, I'd refashion the order of powers like so: Single immobilize Single hold Aoe immobilize Power 1 Hard Mezz Power (Stalagmites, Flashfire, Wormhole, Synaptic Overload, Seeds of Confusion, Mass Confusion, some revamped Ice power) Power 2 Pet Power 3 AoE Hold There could be a little variation here and there for interest, but no sets waiting 26 or 32 levels to get to a good AoE mezz.
  2. I agree an ATO would be a good way to address it. I think there's a good case to be made for developing a third Dominator ATO on account of Grasp of the Dominator being such a poor set. What Dominators need is an ATO they can slot in their attacks. The Dom ATOs instead has to be slotted in Control powers, which is very limiting. I could see the proc in the ATO being something like this: Chance to instantly recharge AoE Hold if you hit a Boss class enemy who is Held, Stunned, Confused or Terrorized
  3. Despite our disagreements I think most of us can agree about a few things about Dominators. I'm hoping most of this gets looked at when Control sets are reviewed. I think most of us can probably agree that although the Assault sets have been reviewed, Control sets have not, and that leaves us unable to complete the picture: Attack powers in Control sets should be normalized like Assault attacks were. Currently, Mind and Fire Control have a Hold that animates in 1.32 seconds, while Ice animates in 2.111 and Earth animates in 2.24. If these attacks had consistent DPA we could use them to bridge the low damage ranged attacks in the Assault sets and speak more authority about the range damage capabilities of the archetype. There should be consistency with how Domination operates. Synaptic Overload for example should Dominate every target. We shouldn't have sets where 9 powers Dominate and others where only the AoE hold and immobilizes do. The AoE Holds should be reviewed relative to the current state of the game where we currently are. 240 second recharge is very long for that what they do. Rather than lower the recharge directly, it might be more fun for there to be a condition where the power recharges instantly. I have a few more controversial opinions as well. Feel free to disagree with me here: Most Dominator DoTs should be replaced with one-hit attacks. DoT interferes with Sleep. If we can't do this to the single target attacks, at least do it to the AoEs. There should be consistency about getting a hard AoE mezz around level 12 or 18. Dominators should have Resistance and Defense modifiers identical to Controllers, so that their APP armor is at least as good as that archetype. They're expected to build to survive close range, and do so with some of the lowest defensive numbers out there. Part of the current challenge of building them to survive melee is the stretch of trying to cover for their low access to armors while also hitting the magic number for Recharge. The archetype may need some AV-specific survival mechanism to account for losing their abilities versus this enemy type. I say "may" because this depends a little on what happen to the attacks in the Control sets.
  4. I think it's worth bringing up that when Dominators were created, nukes were terrible, so not getting one as actually a plus, it meant you got a slot for a more useful power. Now however nukes are clearing mobs so fast that it makes some of the Dominator controls seem silly. Their AoE Hold has a 240 second recharge. Most nukes recharge in 145 seconds. If you're on a team with 2 Blasters, 1 Defender and 1 Corruptor there will be 4 nukes in rotation. Plus whatever Judgments are going off. No wonder it feels like controls are so much less relevant now. 🙂
  5. What I mean is that a Dominator bringing a pet along in no way makes up for their anemic overall performance.
  6. It's funny to see FUBAR and I agree in this thread because we have some very divergent opinions about other issues with Doms. 🙂However I'd mostly agree with him about pet damage. Mind doesn't have a pet. Electric and Fire have pets that usually won't survive a fight versus a 16 pack of enemies. They are as likely to contribute damage to the fight as to run off and aggro the other side of the map. I don't actually have Gremlins anymore in my Electric build because they don't contribute a whole lot. Versus a lone AV they'll normally survive a couple of AoEs if it's a team setting. Gravity, Earth pretty solid. Dark mostly too. These pets might actually survive long enough to contribute damage and their AI is less likely to go rogue. Jack Frost and Fly Trap are kind of in the middle.
  7. I'm not talking about just soloing. Solo, in a team, on an iTrial. AVs are not worth approaching. There are a couple I can handle, but these things are built to punch through Brute and Tanker armor. No amount of IOs will make it survivable over the long haul. There's a handful of AVs I can handle if they the tank keeps aggro, but if they have any kind of PBAoE attack it can turn into lights out.
  8. I'm not even necessarily convinced the issue is damage per se. The issue to me is that you have this DPS class that can't DPS against the main targets where you really need the DPS. I don't think Dominators need to be able to control AVs easily, but its kinda like putting Scrappers in a situation where everytime they fought an AV their armor turned off.
  9. Hmm. I definitely do not consider the pet damage to be substantial. A couple of the pets are pretty durable. Gremlins, Jack, Fire Imps though are going to get smoked by the first one or two AoEs. You're fighting an enemy you can't control and you don't have any way to protect the pet. I run an Elec/Psi Dom with 70% S/L resist, 38% Defense to Slash/Leth/Melee/Ranged with Barrier Tier 4 and Drain Psyche to boost my regen. I mostly don't melee with most +level AVs other than to run and drain psyche and then leap back. Two or three hits can drop me (though it depends on the AV).
  10. So do you feel a ranged Dominator attack chain that incorporates a snipe is hitting with the same strength as Stalker, Blaster, Brute, etc attacks? I would expect, on balance, that a Blaster would hit harder than the Dominator. With a set like Dark Assault you've got a snipe and then what essentially consists of a T1 blast and 2 T2s. The developers did normalize the damage to animation time. But despite a decent damage modifier, there are no crits, no containment, no rage, no defiance, few debuffs (except Sleet, see my note above about particular builds), mostly no Build Up. The snipe does have a nice crack to it and it helps quite a bit. But it is also true that your best DPS is in your melee attacks which you are mostly pushed out of using for safety reasons. The issue for Dominators, more than their damage scales, has always been the circumstances where they are able to unleash them. It's a hefty albatross. I think sometimes people paint too rosy a picture of Dominator survivability. Two hits from an AV can drop them and they have more to lose than most classes, because dropped Domination is very punishing.
  11. I feel like this may be true of a couple of assault sets, but IMO is not true of the archetype overall. Earth, Electric, Dark, Psi, and Radioactive Assault don't even have a Tier 3 damage scale ranged blast to work with. They fare very poorly in AV fights, except perhaps for Psi being able to debuff regen.
  12. Wow 59 pages! I think that speaks highly to the enthusiasm of the community. Amazing that such an old game still captures so much energy. Thank you for continuing to keep it alive. RE: Dominators. IMO the class needs another look. It's fun to play and most of my mains are Dominators. However the truth about Doms is that other than Sentinel it's the last one I'd bring on a Task Force I thought I could fail, other than perhaps some kind of buff Controller. They are a DPS class that can't DPS versus the main things you need good DPS for. They aren't terrible for sandbox play but other than a few extremely powerful builds are in a very awkward position. A good melee modifier doesn't make up for no access to armor and few ways to buff Damage bonuses. There are ways to make controls more relevant. Giving enemies toggle powers for example that you can detoggle with a mezz. I personally like that idea better than a resistance debuff attached to mezz. Just giving a few enemies Sonic Dispersion achieves something similar.
  13. It sounds like what you're looking for is a Mind Control Dominator.
  14. There are various City of Heroes servers operated by different development teams out there. The servers that Homecoming operates do not feature a Water Control powerset. However, on Homecoming you will find powersets not available on other servers, like the Electric Affinity support set. You'll need to figure out what team created the Water Control set and find out how to sign up for their servers if you want to play that set.
  15. In a post on the developer's corner on 9/20, the Curator says: Is anyone else 😱😱😱😱? The post is here:
  16. Just to chime in on the original question, altho -Resistance is very useful, -Defense is still situationally useful. Mainly that's because so many level 50 teams now consist of a couple of 50s and their very underleveled friends. -Defense helps them actually hit stuff. When I lead level 54 radio teams I like to bring a set with -Defense to make the other players not feel like they're wasting their time.
  17. It's a water splash effect. Hard to capture in a photo because the only toon I have with that pet has an eternity downtime. One power is a cone (not too fancy looking) and the other is a PBAoE water splash that is pretty impressive.
  18. RE: Water Assault for Dominators, I just realized recently that the Coralax Patron Power Pet has water based melee attacks that could be used.
  19. The main difference between Electric and Fire offensively is Electric's lack of a PBAoE damage aura. Hot Feet is an ideal power because it does damage without requiring clicks. Elec/Kin is still a good combo. Kin helps Electric deal with its low damage. It's also a very good sapper. Both Elec and Kin "want" to be in melee, so there's some natural synergy there. You're just not likely to see Elec/Kin farmers.
  20. I'm not an expert on Storm slotting. Here's a potential build for Elec/Storm that takes Mu Mastery as the patron pool. This build would give you capped S/L resist, 40% Defense vs Melee and Ranged. Power Sink replinishes your blue bar and helps sap enemies. You could switch out Cross Punch for Spring Attack if you prefer, since slotting is interchangeable. Hero Plan by Mids' Reborn : Hero Designer 2.6.1.25 https://github.com/Crytilis/mids-reborn-hero-designer Click this DataLink to open the build! Level 50 Magic Controller Primary Power Set: Electric Control Secondary Power Set: Storm Summoning Power Pool: Speed Power Pool: Leaping Power Pool: Leadership Power Pool: Fighting Ancillary Pool: Mu Mastery Hero Profile: Level 1: Tesla Cage -- BslGaz-Acc/Hold(A), BslGaz-Rchg/Hold(3), BslGaz-Acc/Rchg(3), BslGaz-EndRdx/Rchg/Hold(5) Level 1: Gale -- Empty(A) Level 2: Chain Fences -- Artl-Acc/Dam(A), Artl-Dam/End(5), Artl-Dam/Rech(7), Artl-Acc/Dam/Rech(7), Artl-Acc/Rech/Rng(9), Artl-End/Rech/Rng(9) Level 4: Hasten -- RechRdx-I(A), RechRdx-I(11) Level 6: Jump Kick -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(13), KntCmb-Dmg/Rchg(13), KntCmb-Dmg/EndRdx/Rchg(15) Level 8: Conductive Aura -- EffAdp-EndMod/Acc(A) Level 10: Steamy Mist -- LucoftheG-Def/Rchg+(A) Level 12: Static Field -- SprWiloft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(A), SprWiloft-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(15), SprWiloft-EndRdx/Rchg(17), SprWiloft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(17), SprWiloft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(19), SprWiloft-Rchg/Dmg%(19) Level 14: Combat Jumping -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(21), Rct-ResDam%(43) Level 16: Freezing Rain -- RechRdx-I(A) Level 18: Paralyzing Blast -- BslGaz-Acc/Hold(A), BslGaz-Acc/Rchg(21), BslGaz-Rchg/Hold(23), BslGaz-EndRdx/Rchg/Hold(23) Level 20: Maneuvers -- LucoftheG-Def/Rchg+(A) Level 22: Boxing -- SprBlsCol-Rchg/HoldProc(A), SprBlsCol-Dmg/EndRdx/Acc/Rchg(25), SprBlsCol-Acc/Dmg/Rchg(25), SprBlsCol-Acc/Dmg/EndRdx(27), SprBlsCol-Dmg/EndRdx(27) Level 24: Tough -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(29), UnbGrd-Max HP%(29), UnbGrd-ResDam/EndRdx/Rchg(31), UnbGrd-ResDam(31), UnbGrd-ResDam/EndRdx(31) Level 26: Synaptic Overload -- CrcPrs-Conf/EndRdx(A), CrcPrs-Conf%(33), CrcPrs-Acc/Rchg(33), CrcPrs-Acc/Conf/Rchg(33), CrcPrs-Conf/Rchg(34), CrcPrs-Conf(34) Level 28: Weave -- LucoftheG-Def/Rchg+(A) Level 30: Cross Punch -- SprAvl-Acc/Dmg(A), SprAvl-Acc/Dmg/EndRdx/Rchg(34), SprAvl-Acc/Dmg/Rchg(36), SprAvl-Acc/Dmg/EndRdx(36), SprAvl-Dmg/EndRdx(36) Level 32: Gremlins -- ExpRnf-Acc/Rchg(A), ExpRnf-Acc/Dmg(37), ExpRnf-Dmg/EndRdx(37), ExpRnf-Acc/Dmg/Rchg(37), ExpRnf-EndRdx/Dmg/Rchg(39), ExpRnf-+Res(Pets)(39) Level 35: Tornado -- ExpRnf-EndRdx/Dmg/Rchg(A), ExpRnf-Dmg/EndRdx(39), ExpRnf-Acc/Dmg/Rchg(40), ExpRnf-Acc/Rchg(40), FrcFdb-Rechg%(40), OvrFrc-Dam/KB(42) Level 38: Lightning Storm -- Apc-Dam%(A), Apc-Dmg/EndRdx(42), Apc-Acc/Rchg(42), Apc-Acc/Dmg/Rchg(43), Apc-Dmg/Rchg(43) Level 41: Power Sink -- EffAdp-EndMod/Rchg(A) Level 44: Surge of Power -- UnbGrd-ResDam/EndRdx/Rchg(A), UnbGrd-EndRdx/Rchg(45), UnbGrd-Rchg/ResDam(45), UnbGrd-ResDam/EndRdx(45) Level 47: Ball Lightning -- Bmbdmt-+FireDmg(A), PstBls-Dmg/EndRdx(48), PstBls-Dmg/Rchg(48), PstBls-Dmg/Rng(48), PstBls-Acc/Dmg/EndRdx(51), PstBls-Dam%(51) Level 49: Charged Armor -- UnbGrd-ResDam/EndRdx/Rchg(A), UnbGrd-ResDam(50), UnbGrd-ResDam/EndRdx(50), UnbGrd-Rchg/ResDam(50) Level 1: Brawl -- Empty(A) Level 1: Containment 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 -- Mrc-Rcvry+(A), NmnCnv-Regen/Rcvry+(46) Level 2: Hurdle -- Empty(A) Level 2: Stamina -- PrfShf-End%(A), EndMod-I(11) ------------ ------------ Set Bonus Totals: 20% DamageBuff(Smashing) 20% DamageBuff(Lethal) 20% DamageBuff(Fire) 20% DamageBuff(Cold) 20% DamageBuff(Energy) 20% DamageBuff(Negative) 20% DamageBuff(Toxic) 20% DamageBuff(Psionic) 21.94% Defense(Smashing) 21.94% Defense(Lethal) 6% Defense(Fire) 6% Defense(Cold) 21% Defense(Energy) 21% Defense(Negative) 6% Defense(Psionic) 24.75% Defense(Melee) 25.69% Defense(Ranged) 6% Defense(AoE) 4% Enhancement(Stunned) 4% Enhancement(Held) 4.4% Enhancement(Terrorized) 8% Enhancement(Confused) 8% Enhancement(Sleep) 8% Enhancement(Immobilized) 7.5% Enhancement(Max EnduranceDiscount) 33% Enhancement(Accuracy) 93.75% Enhancement(RechargeTime) 122.1 HP (12%) HitPoints MezResist(Confused) 42.5% MezResist(Held) 42.5% MezResist(Immobilized) 42.5% MezResist(Sleep) 42.5% MezResist(Stunned) 42.5% MezResist(Terrorized) 42.5% MezResist(Teleport) 100% (20% chance) 18.5% (0.31 End/sec) Recovery 34% (1.44 HP/sec) Regeneration 30% ResEffect(SpeedFlying) 30% ResEffect(RechargeTime) 30% ResEffect(SpeedRunning) 18% Resistance(Smashing) 33.75% Resistance(Fire) 33.75% Resistance(Cold) 27.75% Resistance(Energy) 27.75% Resistance(Negative) 18% Resistance(Toxic) 18% Resistance(Psionic) 18% Resistance(Lethal) | Copy & Paste this data into Mids' Reborn : Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1457;669;1338;HEX;| |78DA6594CB4F135114C6EF7466289402ADD002D25A2862914A1FE8DE444013A549B| 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|1E48450337481B9F71D7FFB92C42762CBEB581CB11818654E44C049E6454A1D374F| |405D8CAFB0B6EA14228C350FA3CFFB7E81BF41F47B851081DF888DCF45F429EF9DE| |833F03973EA05F892B94CB931EEB71CC33C71AC671CF5E398CFA7FC7F72FD4DA53E| |6189C62C4ADCA2ECB728072CCA9C45492ADBFF184232950E5A6F194EBE3A282AB54| |6D79A8A241DA5879022264FF2EEFA6619BDDE3AFA06AF876398FBF50F6A09FC22| |-------------------------------------------------------------------|
  21. What makes Indom Will so amazing is not just the mezz protection, it's the huge Psi Defense bonus. It's easy for most Controllers to soft cap Psi just with Indom Will and a few pool powers. Even a lot of melee archetypes can't do that.
  22. Luck of the Gambler provides a special Recharge bonus called Luck of the Gambler Recharge Speed. It's separate from the+7.5% bonus in Sting of the Manticore and Basilisk's Gaze. Here's an example in a Set Bonus readout showing how the bonuses are seperated.
  23. Psi Mastery stands out because of Indom Will and still getting a resist armor. Indom Will is just a flat out incredible power for Controllers. One of the strongest powers in any APP pool for any AT. For Electric Controllers, Mu Mastery for Power Sink. Primal is great for builds that can use Power Boost. Leviathan has Water Spout, which IMO is a power that doesn't get nearly enough respect.
  24. If anyone is wondering what the build looks like in game I have an example in the rerolled Oedipus Tex toon himself, currently level 47. He is an Earth/Savage Dom as of his latest reincarnation. Ideally you'd actually fill the slot gaps with something rather than leave them blank. But this build is still pretty solid. (You'll notice I broke my own rule about Punch/Tough/Weave here.) Recharge bonus below with Hasten but without base bonus.
  25. Here is a link to the sample build above in Mids in case you want to play with it: Villain Plan by Mids' Reborn : Hero Designer 2.6.1.25 https://github.com/Crytilis/mids-reborn-hero-designer Click this DataLink to open the build! Level 49 Magic Dominator Primary Power Set: Fire Control Secondary Power Set: Dark Assault Power Pool: Speed Power Pool: Leaping Power Pool: Leadership Power Pool: Flight Villain Profile: Level 1: Char -- BslGaz-Acc/Hold(A), BslGaz-Acc/Rchg(3), BslGaz-Rchg/Hold(3), BslGaz-EndRdx/Rchg/Hold(5) Level 1: Dark Blast -- Empty(A) Level 2: Smite -- Empty(A) Level 4: Gloom -- Dcm-Build%(A), Dcm-Acc/Dmg/Rchg(5), Dcm-Acc/EndRdx/Rchg(7), Dcm-Dmg/Rchg(7), Dcm-Dmg/EndRdx(9) Level 6: Fire Cages -- Empty(A) Level 8: Hot Feet -- Empty(A) Level 10: Hasten -- RechRdx-I(A), RechRdx-I(13) Level 12: Flashfire -- Stp-Acc/Stun/Rchg(A), Stp-Stun/Rng(13), Stp-Acc/EndRdx(15), Stp-EndRdx/Stun(15), Stp-Acc/Rchg(17) Level 14: Combat Jumping -- LucoftheG-Def/Rchg+(A) Level 16: Gather Shadows -- Empty(A) Level 18: Cinders -- BslGaz-Acc/Hold(A), BslGaz-Acc/Rchg(19), BslGaz-Rchg/Hold(19), BslGaz-EndRdx/Rchg/Hold(25) Level 20: Engulfing Darkness -- Obl-%Dam(A), Obl-Acc/Dmg/EndRdx/Rchg(21), Obl-Acc/Dmg/Rchg(21), Obl-Dmg/Rchg(23), Obl-Acc/Rchg(23) Level 22: Maneuvers -- LucoftheG-Def/Rchg+(A) Level 24: Hover -- LucoftheG-Def/Rchg+(A) Level 26: Bonfire -- FrcFdb-Rechg%(A) Level 28: Life Drain -- Empty(A) Level 30: Smoke -- DarWtcDsp-ToHitDeb(A), DarWtcDsp-ToHitDeb/Rchg(31), DarWtcDsp-ToHitdeb/Rchg/EndRdx(31), DarWtcDsp-Rchg/EndRdx(31) Level 32: Fire Imps -- ExpRnf-EndRdx/Dmg/Rchg(A), ExpRnf-Acc/Dmg/Rchg(33), ExpRnf-Dmg/EndRdx(33), ExpRnf-Acc/Dmg(33) Level 35: Moon Beam -- StnoftheM-Dam%(A), StnoftheM-Dmg/EndRdx/Rchg(36), StnoftheM-Dmg/ActRdx/Rchg(36), StnoftheM-Acc/ActRdx/Rng(36), StnoftheM-Dmg/EndRdx(37) Level 38: [Empty] Level 41: [Empty] Level 44: [Empty] Level 47: [Empty] Level 49: [Empty] Level 1: Brawl -- Empty(A) Level 1: Domination Level 1: Quick Form 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) ------------ ------------ Set Bonus Totals: 9% DamageBuff(Smashing) 9% DamageBuff(Lethal) 9% DamageBuff(Fire) 9% DamageBuff(Cold) 9% DamageBuff(Energy) 9% DamageBuff(Negative) 9% DamageBuff(Toxic) 9% DamageBuff(Psionic) 6.25% Defense(Energy) 6.25% Defense(Negative) 5% Defense(Ranged) 2.25% Max End 73.75% Enhancement(RechargeTime) 3% Enhancement(Stunned) 9% Enhancement(Accuracy) 45.78 HP (4.5%) HitPoints MezResist(Confused) 8.75% MezResist(Held) 8.75% MezResist(Immobilized) 8.75% MezResist(Sleep) 8.75% MezResist(Stunned) 8.75% MezResist(Terrorized) 8.75% 9% (0.15 End/sec) Recovery 12% (0.51 HP/sec) Regeneration 2.25% Resistance(Smashing) 2.25% Resistance(Lethal) 3% Resistance(Energy) 3% Resistance(Negative) | Copy & Paste this data into Mids' Reborn : Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1073;481;962;HEX;| |78DA7592EB4A02511080CFEA5A99965999459961770329EA7F44563F4A107A00596| |CB143E6CAEE06F5AB1BBD43B767E86797B7E8DE53748F2E506DE3CE68D2A183CBB7| |E73B7366C66113CB71EFC1D4FA28937CE359C53052716D91E71453D35D0925C3D34| |E06AB129EF6D2416A5CCB99BA968D4D725D2D6ECA8EC70C4359CA9AB1B8A22F1437| |AC3AA9C18DD9BCAACE79EDD71955C9F35CC657DCCCA9BA31CFF31E7B3F99E599793| |33C91E7E958D2E05A8EA75309C530557D051BCC142A35435B3DF074DA4D1696E564| |970EC64232735C11AF91F20DF229588A851F2CF60C462223D9E6050CA6B464E73EA| |017EEEF212B76893BC8AA6D64175C705116979DA5C789832B984ADB4460EB4623B9| |07004332F3127B21DA43353D9B129E6D206BD7896BC8BA556413E4ABA10A350174A| |FD0BB8F9CCFAEDA0799FD341D3F4DA79EA6534FD369A6E9BCC1ED06EAA2A13003C8| |D8683990DFC8A62FE227D20F5D04A86280BA70830B920B92EB87742DE45AB6F0EE3| |B04B5926BB5BBED86A810751B3AC4A8F623E231F1041985D830C5869FD1753C111F| |890FC80FA814A17F16B9C499775E10CF8967C8AE53A4F5DF6A93FF7E44915F634D4| |77FDFA342E4A0608604332C9811C1CC082629FFFD90DD75A50FD9BAAD8653A9FCF4| |5E3077827910CC0F1898FF66| |-------------------------------------------------------------------|
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