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Everything posted by oedipus_tex
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It is also a debuff. -50% Recharge, identical to Arctic Air. Second of all: So? 🙂 The statement that was made is that powers that debuff do not Dominate. There is no such rule. Here's another power to demonstrate, taken directly from Ice Control. Glacier does exactly as much -Recharge, and slightly less -Run Speed than Arctic Air, yet it Dominates. What? No. How did you come up with that? It's a Mag 2 Stun. The point was that it Dominates. Whether it Stuns bosses or not is not related to that. The point is there is no rule that says powers that debuff cannot Dominate. If you are somehow already Confusing bosses with Arctic Air as-is I don't see why you'd object to the power Dominating, because the only thing Domination would do is add more Magnitude and 33% more duration to the mezz. That longer duration would patch some holes in the Confusion coverage but not radically change the impact. Once you beat a mobs Confusion protection extra Magnitude does nothing extra. In general though, no. Bosses are mostly not Confused by AA for most of the fight. Certainly not with the certainty that Plant and Mind's enemies are Confused, or Earth, Fire, and Gravity are Stunned, ie, with what I'd expect from a Dominator. Note I didn't list Electric there because we know why Synaptic Overload doesn't Dominate. The developers told us when it was created: the tech didn't allow it. That's the reason. Maybe someone still has the post.
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I'm sorry if it feels like I'm badgering you. I appreciate your thoughts and you may have reasons don't think AA shouldn't Dominate based on your play experience. However, just in the interest of data, there's no link between a power having a debuff effect and whether it can Dominate. There are attacks that debuff enemies that Dominate, like Psychic Shockwave: The -Recharge in Psychic Shockwave is identical to Arctic Air. The "rules" for which powers Dominate are currently a hodgepodge. The best we can say about Arctic Air is it doesn't Dominate because someone, at one time, felt it shouldn't. Maybe it was because the word 'Domination!' flying up the screen all the time would be annoying? Hard to know. The Dominator balance equation is supposed to be: 1) Duration of mezzes out of Domination mode are weaker than a Controller 2) Duration and magnitude of mezzes in Domination mode are stronger than a Controller Right now AA has the penalty of 1) but not the benefit of 2). Providing Arctic Air with a Mag 6, 4 second Confuse in Domination mode would bring the power into alignment with the Dominator rubric. This would allow Ice Control to confuse bosses the way Plant. Mind and Electric (should) be able to.
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The Contagious Confusion proc no longer is very useful in AA from my experience. It used to be pretty good before the proc changes, but I don't see it firing much now. If it's working better now I'd like to slot it though, maybe there's a change I don't know about. I love Arctic Air, and love Ice Control, as a concept. It's fresh and original and plays nothing like other other sets. There aren't many video games out there where you can play a character quite like this. I missed it enough that I wrote a mod for Torchlight 2 partly based on it. But I also think Arctic Air is underpowered, especially on Dominators. It requires far too much work to build a character who can use it effectively. It also doesn't actually Dominate, leaving Ice Doms vulnerable to boss level enemies in a way other Dominators are not. The fact that Arctic Air also has debuffs is irrelevant. Most of the powers in Dark Control, Ice Control, Electric Control. and Earth Control have secondary effects. Most of them still Dominate. Seeds of Confusion is a Mag 6 Confuse that lasts 44.7 seconds and has a very high chance to proc Contagious Confusion. With proper slotting it has a 95% chance to hit and recharges faster than the duration. There's no way a 30% chance for a 4 second Mag 6 Confuse comes in the ballpark of that.
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I think you should use the power first and then we can talk about it. I appreciate that we are all passionate about this game and sometimes have differing view points. However, I don't see how we can continue arguing about a power you don't have any experience with. In any case, the endurance cost of Telekinesis has nothing to do with whether it Dominates. It costs the same endurance on Controllers or Dominators. The developers didn't jack up the endurance cost on Dominators just because it Dominates. There's no example of a power's endurance cost being increased because it can Dominate and no reason to think that should happen to Arctic Air.
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Ice/Earth Dom or Stone/Ice Brute for trio?
oedipus_tex replied to I Love Doggies's topic in Dominator
I'd roll the Brute because it works better out the gate without needing to know too much about how to build it. Ice/Earth Dom is a specialty build that will require tinkering to make it work. Note if you're set on Doms, if you could swap around the concept and roll Earth Control/Ice Assault I think you'd have an easier time. -
I personally think Flash Freeze needs to stay a ranged power. It's the only ranged mezz Ice Control has. Few players take it, but the ones that do usually choose it as a ranged alpha breaker. The real issue with Flash Freeze is Ice Slick cancels Sleep. I always thought it was kind of funny that enemies fall asleep standing up. Would seem to make more sense if they fell over, or at least stayed planted after falling, but that may be too broad a change.
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Flash Freeze is definitely a power with potential for some love, I agree. There have been a lot of suggestions over the years. While I don't want to turn every Sleep power into a clone of Electric's sleep patch, I do think of Electric and Ice as "sister sets" and wouldn't mind seeing that mechanic. It would combo well with Arctic Air and Ice Slick while retaining Ice's "soft controls" theme. Jack is ok. Not great, not terrible. He hits pretty hard, but since Ice Control has mostly soft controls it's hard to keep him alive as difficulty scales upward. In theory you can buff his defenses with pet IOs but IMO its not really worth it. I think if he had the Ice Patch power from the Ice Melee powerset he'd be a lot more interesting.
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Here is an example of a relatively low cost Dark/Psi build that achieves permadom status without purples or the ATOs. This build has a few issues but is low cost and achievable for a newish player without a ton of cash. It may also provide a big picture idea on how to slot powers. This isn't how I'd slot a character given unlimited budget. If you'd like me to mock that up, let me know. 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 50 Magic Dominator Primary Power Set: Darkness Control Secondary Power Set: Psionic Assault Power Pool: Speed Power Pool: Fighting Power Pool: Leadership Ancillary Pool: Ice Mastery Villain Profile: Level 1: Dark Grasp -- BslGaz-Acc/Hold(A), BslGaz-Acc/Rchg(3), BslGaz-Rchg/Hold(3), BslGaz-EndRdx/Rchg/Hold(5) Level 1: Psionic Dart -- Empty(A) Level 2: Mind Probe -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(5), KntCmb-Dmg/Rchg(34), KntCmb-Dmg/EndRdx/Rchg(34) Level 4: Telekinetic Thrust -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(37), KntCmb-Dmg/Rchg(39), KntCmb-Dmg/EndRdx/Rchg(39), SuddAcc--KB/+KD(39) Level 6: Possess -- MlsIll-Acc/Rchg(A), MlsIll-EndRdx/Conf(7), MlsIll-Acc/EndRdx(7), MlsIll-Conf/Rng(9), MlsIll-Acc/Conf/Rchg(9) Level 8: Fearsome Stare -- SphIns-%ToHit(A), SphIns-Acc/EndRdx/Rchg(11), SphIns-ToHitDeb/EndRdx/Rchg(13), SphIns-ToHitDeb(13), SphIns-Acc/ToHitDeb(34) Level 10: Living Shadows -- Bmbdmt-Dam(A), Bmbdmt-Acc/Rech/End(11), Bmbdmt-Dam/Rech(31), Bmbdmt-Acc/Dam/Rech/End(46), Bmbdmt-+FireDmg(46) Level 12: Heart of Darkness -- Stp-Acc/Rchg(A), Stp-EndRdx/Stun(15), Stp-Acc/EndRdx(17), Stp-Stun/Rng(17), Stp-Acc/Stun/Rchg(29) Level 14: Hasten -- RechRdx-I(A), RechRdx-I(15) Level 16: Boxing -- Empty(A) Level 18: Haunt -- ExpRnf-Acc/Rchg(A), ExpRnf-EndRdx/Dmg/Rchg(19), ExpRnf-Acc/Dmg(19), ExpRnf-Acc/Dmg/Rchg(21) Level 20: Drain Psyche -- EffAdp-Acc/Rchg(A), TchoftheN-Heal/HP/Regen/Rchg(21), TchoftheN-Acc/Heal(25), DctWnd-Heal/Rchg(25) Level 22: Tough -- UnbGrd-Max HP%(A), StdPrt-ResDam/Def+(23), GldArm-3defTpProc(23) Level 24: Weave -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(31), Rct-ResDam%(31), Ksm-ToHit+(43) Level 26: Shadow Field -- BslGaz-Acc/Hold(A), BslGaz-Acc/EndRdx/Rchg/Hold(27), BslGaz-Rchg/Hold(27), BslGaz-Acc/Rchg(29) Level 28: Subdue -- Dcm-Build%(A), Dcm-Acc/Dmg/Rchg(42), Dcm-Acc/EndRdx/Rchg(42), Dcm-Dmg/Rchg(42), Dcm-Dmg/EndRdx(43) Level 30: Maneuvers -- LucoftheG-Def/Rchg+(A) Level 32: Umbra Beast -- ExpRnf-Acc/Rchg(A), ExpRnf-Acc/Dmg(33), ExpRnf-Dmg/EndRdx(33), ExpRnf-Acc/Dmg/Rchg(33), ExpRnf-EndRdx/Dmg/Rchg(46), ExpRnf-+Res(Pets)(48) Level 35: Psionic Lance -- StnoftheM-Dam%(A), StnoftheM-Dmg/EndRdx/Rchg(36), GldJvl-Dam%(36), StnoftheM-Acc/Dmg(36), StnoftheM-Dmg/EndRdx(37), StnoftheM-Dmg/ActRdx/Rchg(37) Level 38: Psychic Shockwave -- Obl-Dmg(A), Obl-Acc/Rchg(40), Obl-Dmg/Rchg(40), Obl-Acc/Dmg/Rchg(40), Obl-Acc/Dmg/EndRdx/Rchg(43), Obl-%Dam(45) Level 41: Sleet -- RechRdx-I(A) Level 44: Hoarfrost -- DctWnd-Heal/Rchg(A), NmnCnv-Heal/Rchg(45), Prv-Heal/Rchg(45) Level 47: Ice Storm -- Bmbdmt-+FireDmg(A), Bmbdmt-Acc/Dam/Rech/End(48), Bmbdmt-Acc/Dam/Rech(48), Bmbdmt-Acc/Rech/End(50), Bmbdmt-Dam/Rech(50) Level 49: Frozen Armor -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(50) 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 -- Mrc-Rcvry+(A) Level 2: Hurdle -- Empty(A) Level 2: Stamina -- PrfShf-End%(A) ------------ ------------ Set Bonus Totals: 14.5% DamageBuff(Smashing) 14.5% DamageBuff(Lethal) 14.5% DamageBuff(Fire) 14.5% DamageBuff(Cold) 14.5% DamageBuff(Energy) 14.5% DamageBuff(Negative) 14.5% DamageBuff(Toxic) 14.5% DamageBuff(Psionic) 19.13% Defense(Smashing) 19.13% Defense(Lethal) 6% Defense(Fire) 6% Defense(Cold) 13.81% Defense(Energy) 13.81% Defense(Negative) 6% Defense(Psionic) 15.38% Defense(Melee) 14.13% Defense(Ranged) 6% Defense(AoE) 2.25% Max End 10% Enhancement(Range) 32% Enhancement(Accuracy) 3% Enhancement(Stunned) 91.25% Enhancement(RechargeTime) 2.5% Enhancement(Confused) 6% SpeedFlying 156.4 HP (15.38%) HitPoints 6% JumpHeight 6% SpeedJumping MezResist(Confused) 23.75% MezResist(Held) 23.75% MezResist(Immobilized) 23.75% MezResist(Sleep) 23.75% MezResist(Stunned) 23.75% MezResist(Terrorized) 23.75% MezResist(Teleport) 100% (20% chance) 11% (0.18 End/sec) Recovery 32% (1.36 HP/sec) Regeneration 24.75% Resistance(Smashing) 24.75% Resistance(Lethal) 21% Resistance(Fire) 21% Resistance(Cold) 22.5% Resistance(Energy) 22.5% Resistance(Negative) 18% Resistance(Toxic) 18% Resistance(Psionic) 6% SpeedRunning | Copy & Paste this data into Mids' Reborn : Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1467;668;1336;HEX;| |78DA65945B4F135110C7CFE96EED8D522A94722985162858A052F5DD18AA46A1499| |50F4036655336D696746BA24F8A7E001FBD7E06BF8A46F1F2EEA35190A289917699| |DDF9DB36EEA69BDF9E99F9EF993333DDE2FDC2C09BEB7B97858CAC5535D3DC2AD4E| |F1A35AD596F788B5AC5282B822E1FDDE9AE636BAD5E6B36EAD55C416BDCA9E9A481| |21D50BB9629ADABD6A3357328D7ACD28FF5B8B60A94EC2CD5D5DDF0E3B8FD78CCA4| |ED3A85522CE6A43D7B6F586B963EC86D85BB5DD1357778D72EE4659DF2A6A66536F| |3CE82539469965E83E890B5C9622F63D424CA9C2F311FCC4543F337D4A37967E740| |93F5924D4B2641F96A26F3153B7C14D668062F90596AA20760EB119C466109BF9AA| |0A91574587B2F342E33D928EED4C0B3C66FA7F81BF99569CEB6E6B7C038A630B869| |80341D0C74CF9996DD204A009B455E7B4C10E3369712E2BD2EBAC573C4C41250C49| |D6841EF2DE838F98437BE06366E209334D89855923C34B8235A0245F04D58D38D59| |5B44314D58D1E789CA8B32DF0903972C4B40F3AECF4C252869FC237C2A71B8B8145| |CE42A19D629C8527F6877DA371E99C6AF402AF558A89738C128FB12EB9CEBE648B9| |96D0B9E13CA731C798E638626BE8098A104662A4CD249547AF235614115E75E812F| |C117CCEC7366947299E25CC414725168CF697E8F771AB599414D667E82A8CD0A6A7| |6FE98394839A4A14DEF73F5673F80CB7CB6D9B7BC9E7B07BE6746C83D0FEDFC5F7E| |DFC209D8063BCCACC55C16A83F3573111D5E44D727C8B6845E2CA13FCB9BE037D62| |52826879AE5ECE9B3CF2241C1CC77784AF398D649D2AC62D25651B3FC08A651FDFF| |7F9CEE59ACF56CEF39EB8A5C7559F22ECB4597E592CBB2E1B294D4EEB74448C7121| |8EA7E31ACEF41F2CA7EEF41BFE5A67426E5872BEAB0DFF28CFB710A0602FAC3| 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Conceptually I like Force Field. Overall though I think its a set that has been mechanically eclipsed by newer, fresher sets. The concept is still very "super hero" though so I understand why some players would like it.
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I had one of these once. His powers were all purple and was named Grape Balls of Fire. I might have a photo of him stored away somewhere.
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Like /Psi can? Yes/No/Depends. Psi has amazing Regen. It's built on a somewhat frantic premise, retriggering the power every 30 seconds or so, but it delivers if you can keep the race up. With the other secondaries it's a mixed bag, and depends a lot on how we define 'tanking.' Fire Assault for example has high survivability in part because you can play keep away and still do good damage, and the blue bar refill from Consume lets you focus on closing other holes. But as far as actual Regen/healing, /Psi rises to the top. A long time ago Arcanaville (at least I believe it was her) posited that max survivability was a result of a triad: Defense, Resist and Heal. Total survivability rises as each element of the triad is added. Psi provides that third element in spades. Yes you can get good Defense and so-so Resists on any set, but that third leg of the triangle multiplies the overall effect.
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I have to ask. Have you used Arctic Air?
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I'm not sure I understand your response to my post about Ice Control's Arctic Air power. Arctic Air gets penalized twice. Dominators have a lower base Confusion modifier than Controllers. Normally, this is made up for by the fact that when the power enters Domination mode, the duration increases by 33%. Arctic Air does not Dominate. So it has the penalized Confuse duration that makes it strictly weaker than the Controller version with no extra benefits. That does not follow the Dominator model. Most other powers either have the correct power ratios, or at a minimum, for powers that use psuedo pets, have identical durations to Controllers. The only thing a Mag 6 Arctic Air would do is also confuse Bosses. It wouldn't be gamebreaking. It'd still be much weaker than Seeds of Confusion, which Dominates bosses for 44,7 seconds in Domination mode prior to enhancements.
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Like I mentioned there are already toggles that Dominate. That is how Telekinesis works. It's an autohit Hold. I see from your list of sets you've played that you have do not seem to have played Ice Control. I've brought Ice Control characters to 50 at least 10 times over the years, and mained an Ice/Fire Dom back on live. I'm very confident adding Domination to the power would not make it overpowered if it was implemented the way I described, but if you have other experience with the power I'm willing to hear your thoughts.
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Rather than directly modifying the base damage, I think we'd be more likely to see an update to the ATO or to specific powers. I also think improved Defense/Resist modifiers are more likely than Damage modifiers, but I'm not holding my breath for them. Having mezz protection decoupled from Domination would go a long way toward improving the damage though. I'd be more willing to take risks if so much didn't ride on Domination. In sandbox content, things are fine, I can roll through missions. On iTrials or anywhere the enemies can 2-shot me due to lack of armor I'm hanging back. Yes, mezz protection is available from specialty apps, pool powers, or Destiny choices, but mezz protection is just one hole you're trying to cover in an AT that needs Defense, Resist, Recharge and Damage. It's a big stretch to make. Dominators originally were known as the "squishy with mezz protection," it's part of their identity, I just think that mezz protection should be decoupled from the Domination power itself. Domination would still be powerful/useful, it's just that hitting +90% Recharge from IOs and delicately managing not to die would be less emphasized.
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Forgot to add: Mind Control's Telekinesis power is an autohit toggle that Dominates. There's isn't a rule about either toggles or autohit powers Dominating.
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I would see an issue with Arctic Air Dominating if it followed the traditional Domination rules, which tack on a second Mag 3 mezz when in Domination mode. For mezzes with 100% chance to trigger, that isn't an issue, but for Arctic Air it would operate like 2 copies of Arctic Air. That's why I think there should be a Mag 3 Confuse when out of Domination mode and a Mag 6 Confuse when in Domination mode. Right now AA on Dominators is being penalized twice, having both a shorter mezz duration and also not Dominating. RE: Static Field, yes it also has some secondary effects, but that shouldn't factor into whether it Dominates. Fearsome Stare and Heart of Darkness do -ToHit, but still Dominate. I do think it's possible Static Field that dominates on every pulse might be too good. It might be possible to have it only Dominate on first cast, using the rules from Shadow Field, which Dominates at the moment the power fires but does not Dominate after that. RE: Stalagmites, yes, it Dominates.
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BTW RE: Arctic Air, I think the fix is to modify it like so: 30% Chance of Mag 3 Confusion for 3 seconds (only when Domination is not active) 30% Chance of Mag 6 Confusion for 4 seconds (only when Domination is active) [33% longer duration follows Domination rules] That would provide better representation of what the power is supposed to do versus just slapping an extra 30% chance for Mag 3 Confuse the way other powers do. Regardless, something should be done because right now Dominators get a penalized Confusion duration versus the Controller version (which follows Dominator rules for out-of-Domination mode providing a shorter duration) but can't upgrade to the longer duration and mag Dominate. At least for powers that don't Dominate because they are psuedopets the duration is not penalized. AA on the other hand both gets the penalty and no bonus.
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Synaptic Overload, Static Field, Volcanic Gasses, and Arctic Air are all mezz powers. They don't Dominate mainly because the tech at the time didn't support it. As far as I know there isn't any balance reason. Ice Slick and Earthquake are not "mezz powers" in the classic sense but there isn't any reason they can't still benefit from Domination if the developers decide to make it so. They serve a mezz-like role, which is good enough justification for me. Maybe you disagree, which is fine. I agree it's a bigger stretch than adding Domination to the true mezzes. However I also don't think I'm alone in thinking Ice Control, in particular, could stand to see more benefits from Domination. Right now, in some sets all of the powers benefit from Domination and in others only a handful do. I also think having to explain the mechanics of mezz powers in terms of their internal parts is confusing. "Synaptic Overload Dominates the first target because that part is a direct cast but the chains do not Dominate because those are psuedo pets." There should be some kind of internal consistency; Seeds of Confusion Dominates all targets, Synaptic should too. So we disagree on a point. Hopefully we can do that respectfully.
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I don't doubt that. Like I said, "A few Dominator sets rise above the fray." Psi is an excellent secondary set.
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It might be worth noting that if my memory is correct, Recall Friend works on Singularity and you can use it to position him in doorways, etc. He'll generally stay close to you so you need to stand nearby. Personally I wish I could toggle back and forth between Singy having knockback or not. I agree it's sometimes useful. In general though I prefer the knockdown because that way you can Wormhole enemies directly on top of Singularity and they will bounce there eternally.
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Skipping Incinerate is a totally viable option. Instead of Combat Jumping I'd take Hover. On this build you wouldn't lose anything by being off the ground most of the time. That's one of the unsung advantages of /Fire. The ranged attacks hit so hard that it's viable to stay away from enemies entirely. Your only potential issue I see right now is you are lacking a heal. It's certainly possible to survive without it, but having a heal to patch up the hits that pierce your -ToHit and Defense will increase your tankiness several times over. Consume and permadom together do a really good job of keeping your endurance bar full by themselves. Also, Consume provides resistance to endurance drain, so Sappers etc won't be able to get you easily. As for dealing with debuffs. they can be annoying, but as a Dominator you'll usually have to deal with them less than other archetypes. You should ideally be mezzing enemies before they can use debuffs. A few enemy groups will make problems (hello, Arachnos). But not having a heal will drop you before the debuffs will.
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One of the two kb-to-kd's is unique (Overwhelming Force.) It either changes a knockback to a knockdown, or else adds knockdown to a power that doesn't normally have it. Sudden Acceleration is the one you want in Singularity (and probably Wormhole) and is not unique.
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To add some much needed damage to an Elec build, I recommend taking Cross Punch in the Fighting Pool (it's my baseline assumption you are also taking Punch/Tough/Weave). It's a melee attack, but you'll be in enemy's faces anyway as an Electric Controller. Note I'm making the assumption that Cross Punch does Containment damage; I haven't actually tested this. Also, put damage procs in Jolting Chain. It won't do amazing damage, but it's not awful.
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Glad you're liking your new powerset. /Fire Assault is very powerful and fun. Your new build isn't a bad start, but IMO there are a lot of opportunities for additional damage and utility being left on the table. The build below would trade away some of your defense but gain Consume, Icestorm, Hoarfrost and Umbra Beast, which will significantly add to your survivability and damage. I noticed for Destiny slot you picked Ageless. Since Consume will provide an Endurance bar refill, I'd recommend swapping that to Rebirth for the heal, which will pair up with your Defense/Tohit/extra HP from Hoarfrost. Remember that even at the softcap you will still take damage. This build has low Resistance and a lot of enemies that manage to hit you will put you in danger of death. Having a bigger HP pool (from Hoarfrost) and regen/heal over time will increase your survival more than stacking more Defense. Although the build shows your defenses being in the 35-39 range, against most enemies you will be soft capped after 1 Fearsome Stare (which I assume you are opening with). Occcasionally that will miss, so hopefully you catch the enemy with one of your various other -ToHit powers. 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! Shadowdart: Level 50 Magic Dominator Primary Power Set: Darkness Control Secondary Power Set: Fiery Assault Power Pool: Speed Power Pool: Fighting Ancillary Pool: Ice Mastery Hero Profile: Level 1: Dark Grasp -- BslGaz-Acc/Hold(A), BslGaz-Acc/Rchg(3), BslGaz-Acc/EndRdx/Rchg/Hold(3), BslGaz-EndRdx/Rchg/Hold(5) Level 1: Flares -- HO:Nucle(A) Level 2: Incinerate -- SprBlsCol-Rchg/HoldProc(A), SprBlsCol-Dmg/EndRdx/Acc/Rchg(5), SprBlsCol-Dmg/EndRdx(7), SprBlsCol-Acc/Dmg/EndRdx(7), SprBlsCol-Acc/Dmg(9) Level 4: Fire Breath -- Artl-Acc/Dam(A), Artl-Dam/End(11), Artl-Dam/Rech(11), Artl-Acc/Dam/Rech(13), Artl-Acc/Rech/Rng(13), Artl-End/Rech/Rng(15) Level 6: Possess -- CrcPrs-Conf(A), CrcPrs-Conf/Rchg(15), CrcPrs-Acc/Conf/Rchg(17), CrcPrs-Acc/Rchg(17), CrcPrs-Conf/EndRdx(19), CrcPrs-Conf%(19) Level 8: Fearsome Stare -- CldSns-ToHitDeb(A), CldSns-Acc/ToHitDeb(21), CldSns-Acc/Rchg(21), CldSns-ToHitDeb/EndRdx/Rchg(23), CldSns-Acc/EndRdx/Rchg(23), CldSns-%Dam(25) Level 10: Fire Blast -- Apc-Dmg(A), Apc-Dmg/Rchg(25), Apc-Acc/Dmg/Rchg(27), Apc-Acc/Rchg(27), Apc-Dmg/EndRdx(29) Level 12: Heart of Darkness -- SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(A), SprAscoft-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(29), SprAscoft-EndRdx/Rchg(31), SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(31), SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(31), SprAscoft-Rchg/+Dmg%(33) Level 14: Living Shadows -- CldSns-ToHitDeb(A), CldSns-Acc/ToHitDeb(33), CldSns-Acc/Rchg(33), CldSns-ToHitDeb/EndRdx/Rchg(34), CldSns-Acc/EndRdx/Rchg(34), CldSns-%Dam(34) Level 16: Embrace of Fire -- RechRdx-I(A) Level 18: Hasten -- RechRdx-I(A), RechRdx-I(36) Level 20: Haunt -- ExpRnf-Acc/Rchg(A), ExpRnf-Acc/Dmg(36), ExpRnf-Dmg/EndRdx(36), ExpRnf-Acc/Dmg/Rchg(37) Level 22: Kick -- Empty(A) Level 24: Tough -- GldArm-3defTpProc(A), StdPrt-ResDam/Def+(37), UnbGrd-Max HP%(50) Level 26: Shadow Field -- BslGaz-Acc/Hold(A), BslGaz-Acc/Rchg(37), BslGaz-Rchg/Hold(39), BslGaz-Acc/EndRdx/Rchg/Hold(39) Level 28: Consume -- PreOptmz-Acc/Rech(A) Level 30: Weave -- LucoftheG-Def/Rchg+(A), Rct-ResDam%(39), ShlWal-ResDam/Re TP(40) Level 32: Umbra Beast -- ExpRnf-Acc/Rchg(A), ExpRnf-Acc/Dmg(40), ExpRnf-Dmg/EndRdx(40), ExpRnf-Acc/Dmg/Rchg(42), SlbAll-Build%(42) Level 35: Blazing Bolt -- StnoftheM-Dmg/EndRdx/Rchg(A), StnoftheM-Dam%(42), StnoftheM-Acc/Dmg(43), StnoftheM-Dmg/EndRdx(43), GldJvl-Dam%(43), StnoftheM-Acc/ActRdx/Rng(45) Level 38: Blaze -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(45), Thn-Acc/Dmg/EndRdx(45), GldJvl-Dam%(46), Apc-Dam%(46) Level 41: Sleet -- RechRdx-I(A) Level 44: Frozen Armor -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(46) Level 47: Ice Storm -- Rgn-Knock%(A), Rgn-Dmg/EndRdx(48), Rgn-Acc/Rchg(48), Rgn-Acc/Dmg/Rchg(48), Rgn-Dmg/Rchg(50) Level 49: Hoarfrost -- DctWnd-Heal/Rchg(A), NmnCnv-Heal/Rchg(50) 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 -- Clr-Stlth(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Run-I(A) Level 2: Health -- Mrc-Rcvry+(A) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(9) Level 0: Freedom Phalanx Reserve Level 0: Portal Jockey Level 0: The Atlas Medallion Level 0: Task Force Commander Level 50: Intuition Radial Paragon Level 50: Cryonic Radial Final Judgement Level 50: Rularuu Radial Superior Ally ------------ ------------ Set Bonus Totals: 23% DamageBuff(Smashing) 23% DamageBuff(Lethal) 23% DamageBuff(Fire) 23% DamageBuff(Cold) 23% DamageBuff(Energy) 23% DamageBuff(Negative) 23% DamageBuff(Toxic) 23% DamageBuff(Psionic) 11% Defense(Smashing) 11% Defense(Lethal) 6% Defense(Fire) 6% Defense(Cold) 26.94% Defense(Energy) 26.94% Defense(Negative) 6% Defense(Psionic) 8.5% Defense(Melee) 33.81% Defense(Ranged) 6% Defense(AoE) 4.5% Max End 39% Enhancement(Accuracy) 102.5% Enhancement(RechargeTime) 4% Enhancement(Stunned) 4% Enhancement(Held) 4.4% Enhancement(Terrorized) 8% Enhancement(Sleep) 8% Enhancement(Immobilized) 8% Enhancement(Confused) 22.5% SpeedFlying 106.8 HP (10.5%) HitPoints 22.5% JumpHeight 22.5% SpeedJumping MezResist(Confused) 32.5% MezResist(Held) 32.5% MezResist(Immobilized) 32.5% MezResist(Sleep) 32.5% MezResist(Stunned) 32.5% MezResist(Terrorized) 32.5% MezResist(Teleport) 100% (20% chance) 18% (0.3 End/sec) Recovery 46% (1.95 HP/sec) Regeneration 15% ResEffect(SpeedFlying) 15% ResEffect(RechargeTime) 15% ResEffect(SpeedRunning) 20% Resistance(Fire) 20% Resistance(Cold) 15.5% Resistance(Energy) 15.5% Resistance(Negative) 8% Resistance(Smashing) 8% Resistance(Lethal) 8% Resistance(Toxic) 8% Resistance(Psionic) 22.5% SpeedRunning | Copy & Paste this data into Mids' Reborn : Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1593;724;1448;HEX;| 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