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Nemu

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Everything posted by Nemu

  1. Healing flames is a huge part of fire armor survival. I think it should get more slotting love. If I had all the slots in the world I'd put all kinds of procs in such as the guassian's build up proc. However survival comes first. FIre armor survival is a combination of things, S/L/ def, decent resists, fast charging healing flames, above average offense, active mitigation from KD and Holds, and enough slow resist to make sure that that one single debuff doesn't cripple all the clicks that are important to your survival. I like energy torrent. It's consistent KD and FF proc trigger and you can alternate between that, fault and tremor to keep mobs knocked down. solo I see you rotating those three and burn to chip away at the fodder and then switch to the heavy hitting ST attacks on the bosses. You can change your jump trajectory mid air, take a hop back and at the height of your jump go forward back into the spawn you hopped away from and immediately fire energy torrent, when you land you can follow up with a burn while mobs are getting back up, then fault to keep them knocked down for burn, etc, If you can play a melee blaster with only tough as your source of S/L resist you will not find building for 90% S/L resist terribly important. I'd put more faith in active mitigation, movement, and timely healing flames.
  2. The build lacks focus. It looks anemic in single target damage even with the inclusion of total focus at 38. The play style signal is unclear, it looks like it wants to be ranged with hover and boost range and then you got total focus and short circuit. Energy has good single target attacks and those can help create a smoother single target attack chain. If you don't want to melee then take charged bolts and take it early with lightning bolt unless you like having only 2 single target attacks into your 30s. Boost range + power boost + stun is a good ranged crowd control option. read the in game power description and see what the combination of those powers do. EM pulse is magnitudes less useful because of the recharge. You also should have no endurance issues with energize, are you using the power as a heal when you need it or do you have the power on auto? Onto slotting, back to lack of focus again. When you build a character pick a primary goal/set bonus that you really want to focus on - is it recharge? is it defense? what kind of defense? how much defense? Is it trying to reach HP cap? Is it stacking damage bonuses? Then set aside some secondary goals to refine once you reach your primary goal. You can stack up to 5 of the same set bonus and they can come from different sets. If you are learning how to play a blaster then hover + ranged defense + pew pew will serve you fine. When you are ready you can try melee blasting and then never look back. Answer those questions about what your intended playstyle is and what it is you want to focus on with the build and then we can revisit this build.
  3. Lil Jon fully endorses this. WHAT?
  4. 3 second animation for a single target non-snipe attack that doesn't do snipe level damage, delayed projectile delivery, semi slow projectile. Concentrated Strike users rejoice, there is a power that's even more feel bad than CS, on a power used by squishier ATs no less. Regen nerf herders lament because regen nerfs are nothing compared to what's done to this power. Nerf Regen! Maybe in the past there are concerns about -RES being OP but OP has moved on and settled on other game metas and it's certainly not the clunky AF sonic blast set. I'm not going to get into the sonic AoEs which are also clunky, let's focus on shout. Is there any reason not to speed up the animation and the damage delivery of shout? What am I not seeing?
  5. Baring the 3 piece superior brute's fury which gives 5% S/L defense, 5% S/L for 5 slots is about as slot efficient as you can get and it has good all around enhancement values. 4 kinetic combats will leave you wanting for ACC and damage. If I'm optimizing fire armor builds I'd rather have 5 piece blistering for the slow resist and 5% s/l and 4 kinetic combats than 5 kinetic combats. If I were to build fire armor I'd prioritize S/L def, recharge and slow resist. In reality a fire armor build that takes tough/weave possibly maneuvers will not need 5 KC to get to the S/L softcap. There are other places where you can build up S/L defense bonuses, such as build up and other +to hit variants, and in the resist armors. That frees up the rest of the ST melee attacks for sets that offer recharge like hecatomb or crushing impact. Monopolizing the ST attacks with kinetic combat seems inefficient because the alternative powers do not offer comparable recharge bonus set options. Here's an example of a build that doesn't rely heavily on KC to get to the S/L softcap Villain Plan by Mids' Reborn : Hero Designer 2.7.2.10 https://github.com/Crytilis/mids-reborn-hero-designer Click this DataLink to open the build! Level 50 Magic Brute Primary Power Set: Stone Melee Secondary Power Set: Fiery Aura Power Pool: Speed Power Pool: Leaping Power Pool: Fighting Power Pool: Leadership Ancillary Pool: Energy Mastery Villain Profile: Level 1: Stone Fist -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(43), KntCmb-Dmg/EndRdx/Rchg(46), KntCmb-Dmg/Rchg(48) Level 1: Fire Shield -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(3), UnbGrd-ResDam/EndRdx/Rchg(3), UnbGrd-Rchg/ResDam(5) Level 2: Heavy Mallet -- Hct-Dmg(A), Hct-Acc/Dmg/Rchg(5), Hct-Acc/Rchg(34), Hct-Dmg/EndRdx(42), Hct-Dam%(42) Level 4: Super Speed -- BlsoftheZ-ResKB(A), WntGif-ResSlow(43) Level 6: Healing Flames -- Pnc-Heal/EndRedux(A), Pnc-EndRdx/Rchg(7), Pnc-Heal/Rchg(7), Pnc-Heal/EndRedux/Rchg(9), Pnc-Heal(9), StdPrt-ResDam/Def+(50) Level 8: Fault -- FrcFdb-Rechg%(A), AbsAmz-Stun(11), AbsAmz-Acc/Stun/Rchg(39), AbsAmz-Acc/Rchg(39), AbsAmz-EndRdx/Stun(40), AbsAmz-ToHitDeb%(40) Level 10: Combat Jumping -- LucoftheG-Def/Rchg+(A), Ksm-ToHit+(11) Level 12: Blazing Aura -- SprUnrFur-Acc/Dmg(A), SprUnrFur-Dmg/Rchg(13), SprUnrFur-Acc/Dmg/Rchg(13), SprUnrFur-Dmg/EndRdx/Rchg(15), SprUnrFur-Acc/Dmg/EndRdx/Rchg(15), SprUnrFur-Rchg/+Regen/+End(17) Level 14: Temperature Protection -- GldArm-3defTpProc(A) Level 16: Plasma Shield -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(17), UnbGrd-Rchg/ResDam(34), UnbGrd-ResDam/EndRdx/Rchg(36) Level 18: Seismic Smash -- SprBlsCol-Dmg/EndRdx(A), SprBlsCol-Acc/Dmg/EndRdx(19), SprBlsCol-Dmg/EndRdx/Acc/Rchg(19), SprBlsCol-Rchg/HoldProc(21), SprBlsCol-Acc/Dmg(43) Level 20: Consume -- SprBrtFur-Dmg/Rchg(A), SprBrtFur-Rech/Fury(21), SprBrtFur-Acc/Dmg/Rchg(23), SprAvl-Acc/Dmg/Rchg(23), SprAvl-Rchg/KDProc(40) Level 22: Boxing -- Empty(A) Level 24: Tough -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(25), UnbGrd-Max HP%(25), UnbGrd-ResDam/EndRdx/Rchg(50) Level 26: Weave -- LucoftheG-Def/Rchg+(A), ShlWal-Def/EndRdx(27), ShlWal-Def(27), ShlWal-ResDam/Re TP(29) Level 28: Burn -- Arm-Dmg(A), Arm-Acc/Dmg/Rchg(29), Arm-Acc/Rchg(37), Arm-Dmg/EndRdx(37), Arm-Dam%(37) Level 30: Maneuvers -- LucoftheG-Def/Rchg+(A), Rct-Def(31), Rct-Def/EndRdx(31), Rct-ResDam%(31) Level 32: Tremor -- FrcFdb-Rechg%(A), FuroftheG-ResDeb%(33), FuroftheG-Acc/Dmg/End/Rech(33), SprBrtFur-Acc/Dmg(33), SprBrtFur-Dmg/EndRdx/Rchg(34), SprBrtFur-Acc/Dmg/EndRdx/Rchg(42) Level 35: Focused Accuracy -- RctRtc-ToHit(A), RctRtc-Pcptn(36), HO:Cyto(36) Level 38: Build Up -- RctRtc-ToHit/Rchg(A), RctRtc-ToHit(39) Level 41: Physical Perfection -- PrfShf-End%(A) Level 44: Energy Torrent -- FrcFdb-Rechg%(A), Rgn-Dmg(45), Rgn-Acc/Dmg/Rchg(45), Rgn-Acc/Rchg(45), Rgn-Dmg/EndRdx(46), Rgn-Knock%(46) Level 47: Hasten -- RechRdx-I(A), RechRdx-I(48) Level 49: Fiery Embrace -- RechRdx-I(A) Level 1: Brawl -- Empty(A) Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 1: Fury Level 1: Sprint -- Empty(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 10: Shadow Recall -- Empty(A) Level 2: Swift -- Run-I(A) Level 2: Health -- Pnc-Heal/+End(A), Mrc-Rcvry+(50) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(48) Level 50: Cardiac Core Paragon ------------ I tried the same build, same powers picks favoring KC for S/L and this is the result: Villain Plan by Mids' Reborn : Hero Designer 2.7.2.10 https://github.com/Crytilis/mids-reborn-hero-designer Click this DataLink to open the build! Level 50 Magic Brute Primary Power Set: Stone Melee Secondary Power Set: Fiery Aura Power Pool: Speed Power Pool: Leaping Power Pool: Fighting Power Pool: Leadership Ancillary Pool: Energy Mastery Villain Profile: Level 1: Stone Fist -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(43), KntCmb-Dmg/EndRdx/Rchg(46), KntCmb-Dmg/Rchg(48) Level 1: Fire Shield -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(3), UnbGrd-ResDam/EndRdx/Rchg(3), UnbGrd-Max HP%(5) Level 2: Heavy Mallet -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(5), KntCmb-Dmg/Rchg(42), KntCmb-Dmg/EndRdx/Rchg(42) Level 4: Super Speed -- BlsoftheZ-ResKB(A), WntGif-ResSlow(43) Level 6: Healing Flames -- Pnc-Heal/EndRedux(A), Pnc-EndRdx/Rchg(7), Pnc-Heal/Rchg(7), Pnc-Heal/EndRedux/Rchg(9), Pnc-Heal(9), StdPrt-ResDam/Def+(50) Level 8: Fault -- FrcFdb-Rechg%(A), AbsAmz-Stun(11), AbsAmz-Acc/Stun/Rchg(39), AbsAmz-Acc/Rchg(39), AbsAmz-EndRdx/Stun(40), AbsAmz-ToHitDeb%(40) Level 10: Combat Jumping -- LucoftheG-Def/Rchg+(A), Ksm-ToHit+(11) Level 12: Blazing Aura -- SprUnrFur-Acc/Dmg(A), SprUnrFur-Dmg/Rchg(13), SprUnrFur-Acc/Dmg/Rchg(13), SprUnrFur-Dmg/EndRdx/Rchg(15), SprUnrFur-Acc/Dmg/EndRdx/Rchg(15), SprUnrFur-Rchg/+Regen/+End(17) Level 14: Temperature Protection -- GldArm-3defTpProc(A) Level 16: Plasma Shield -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(17), UnbGrd-Rchg/ResDam(34), UnbGrd-ResDam/EndRdx/Rchg(36) Level 18: Seismic Smash -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(19), KntCmb-Dmg/Rchg(19), KntCmb-Dmg/EndRdx/Rchg(21), HO:Nucle(43) Level 20: Consume -- SprBrtFur-Dmg/Rchg(A), SprBrtFur-Acc/Dmg(21), SprBrtFur-Acc/Dmg/Rchg(23), SprBrtFur-Rech/Fury(23), SprBrtFur-Dmg/EndRdx/Rchg(34), SprBrtFur-Acc/Dmg/EndRdx/Rchg(40) Level 22: Boxing -- Empty(A) Level 24: Tough -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(25), UnbGrd-Rchg/ResDam(25), UnbGrd-ResDam/EndRdx/Rchg(50) Level 26: Weave -- LucoftheG-Def/Rchg+(A), ShlWal-Def/EndRdx(27), ShlWal-Def(27), ShlWal-ResDam/Re TP(29) Level 28: Burn -- Arm-Dmg(A), Arm-Acc/Dmg/Rchg(29), Arm-Acc/Rchg(37), Arm-Dmg/EndRdx(37), Arm-Dam%(37) Level 30: Maneuvers -- LucoftheG-Def/Rchg+(A), Rct-Def(31), Rct-Def/EndRdx(31), Rct-ResDam%(31) Level 32: Tremor -- FrcFdb-Rechg%(A), FuroftheG-ResDeb%(33), FuroftheG-Acc/Dmg/End/Rech(33), SprAvl-Acc/Dmg(33), SprAvl-Dmg/EndRdx(34), SprAvl-Acc/Dmg/EndRdx(42) Level 35: Focused Accuracy -- RctRtc-ToHit(A), RctRtc-Pcptn(36), HO:Cyto(36) Level 38: Build Up -- RctRtc-ToHit/Rchg(A), RctRtc-ToHit(39) Level 41: Physical Perfection -- PrfShf-End%(A) Level 44: Energy Torrent -- FrcFdb-Rechg%(A), Rgn-Dmg(45), Rgn-Acc/Dmg/Rchg(45), Rgn-Acc/Rchg(45), Rgn-Dmg/EndRdx(46), Rgn-Knock%(46) Level 47: Hasten -- RechRdx-I(A), RechRdx-I(48) Level 49: Fiery Embrace -- RechRdx-I(A) Level 1: Brawl -- Empty(A) Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 1: Fury Level 1: Sprint -- Empty(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 10: Shadow Recall -- Empty(A) Level 2: Swift -- Run-I(A) Level 2: Health -- Pnc-Heal/+End(A), Mrc-Rcvry+(50) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(48) Level 50: Cardiac Core Paragon ------------ Following your suggestion about breaking up blistering cold to stack slow resistance I'd probalby first remove the end mod from stamina and 2 slot Seismic with 2 piece blistering cold to get back to 70% slow resist which is the value in the first build. Stone fist and heavy mallet however, still has lower enhancement values compared to the first build. The loss of the hecatomb acc bonus also means that all the other attacks are less accurate, especially fault which is a cornerstone of survival. All things considered, and budget aside, I believe you end up sacrificing slot efficiency going all in on the KC route.
  6. I wouldn't break up the melee/pbaoe winter sets for for slow resistance. The S/L and melee defense at 5 slots is too good to pass up if you are aiming for an optimized build with fire armor. I'd 5 slot seismic smash with blistering cold and 5 slot blazing aura with avalanche, skip the acc/dam/rech. If you don't have the influence for winters event sets, consider the winter travel IO and 3 piece synapses shock, those along with temp protection will get you 50% slow resist which is decent for the budget. Later on when you have the budget you can add the winter sets, with those it's not hard to get at least 70% slow resist.
  7. I had a few people asking me about Fire/Elec builds recently. I've been playing around with various builds for the combo with i27. It took a hit on slotting efficiency because now I needed to slot Dynamo as well as Force of Thunder. My recent discovery of KO blow and @beradical's Fire/fire/x thread also pushed me to consider new perspectives in rebuilding Jezebel. Since I have Jezebel built on all the shards I respecced her with a different build on each shard. The first build uses the high recharge Rune of Protection principle in @beradical's thread. The build doesn't shoot for softcapped defense but rather uses high recharge and ROP to augment survival. I ended up with something like this: Hero Plan by Mids' Reborn : Hero Designer 2.7.2.10 https://github.com/Crytilis/mids-reborn-hero-designer Click this DataLink to open the build! Jezebel Delias RoP: Level 50 Science Blaster Primary Power Set: Fire Blast Secondary Power Set: Electricity Manipulation Power Pool: Sorcery Power Pool: Leaping Power Pool: Speed Power Pool: Fighting Ancillary Pool: Leviathan Mastery Hero Profile: Level 1: Flares -- SprWntBit-Acc/Dmg(A), SprWntBit-Acc/Dmg/EndRdx(7), SprWntBit-Acc/Dmg/Rchg(9), SprWntBit-Dmg/EndRdx/Acc/Rchg(9), SprWntBit-Rchg/SlowProc(11) Level 1: Electric Fence -- Empty(A) Level 2: Fire Ball -- SprDfnBrr-Acc/Dmg(A), SprDfnBrr-Dmg/Rchg(3), SprDfnBrr-Acc/Dmg/EndRdx(3), SprDfnBrr-Acc/Dmg/Rchg(5), SprDfnBrr-Acc/Dmg/EndRdx/Rchg(5), SprDfnBrr-Rchg/+Status Protect(7) Level 4: Mystic Flight -- WntGif-ResSlow(A), BlsoftheZ-ResKB(37), BlsoftheZ-Travel/EndRdx(48) Level 6: Spirit Ward -- Prv-Absorb%(A) Level 8: Charged Brawl -- SprBlsWrt-Acc/Dmg(A), SprBlsWrt-Dmg/Rchg(13), SprBlsWrt-Acc/Dmg/Rchg(13), SprBlsWrt-Acc/Dmg/EndRdx(15), SprBlsWrt-Acc/Dmg/EndRdx/Rchg(17), SprBlsWrt-Rchg/Dmg%(17) Level 10: Combat Jumping -- LucoftheG-Def/Rchg+(A), Ksm-ToHit+(11), Rct-ResDam%(43) Level 12: Aim -- RctRtc-ToHit/Rchg(A), RctRtc-Pcptn(46), GssSynFr--Build%(48) Level 14: Hasten -- RechRdx-I(A), RechRdx-I(15) Level 16: Boxing -- Empty(A) Level 18: Blaze -- Apc-Dmg(A), Apc-Acc/Dmg/Rchg(19), Apc-Acc/Rchg(19), Apc-Dmg/EndRdx(25), Apc-Dam%(34) Level 20: Dynamo -- PreOptmz-Acc/Rech(A), PreOptmz-EndMod/End(21), PreOptmz-EndMod/Rech(21), PreOptmz-EndMod/Acc/End(23), PreOptmz-EndMod/Acc/Rech(23), PreOptmz-EndMod/End/Rech(25) Level 22: Rune of Protection -- TtnCtn-ResDam/Rchg(A), Ags-ResDam/Rchg(43), UnbGrd-Rchg/ResDam(50) Level 24: Tough -- GldArm-3defTpProc(A) Level 26: Blazing Bolt -- StnoftheM-Acc/Dmg(A), StnoftheM-Dmg/EndRdx(27), StnoftheM-Acc/ActRdx/Rng(27), StnoftheM-Dmg/EndRdx/Rchg(29), StnoftheM-Dam%(29) Level 28: Thunder Strike -- FrcFdb-Rechg%(A), SuddAcc--KB/+KD(33), Erd-Dmg(33), Erd-Acc/Dmg/Rchg(33), Erd-Acc/Dmg/EndRdx/Rchg(34), Mlt-Acc/Dmg/EndRdx(34) Level 30: Weave -- LucoftheG-Def/Rchg+(A), ShlWal-Def/EndRdx(31), ShlWal-Def(31), ShlWal-ResDam/Re TP(31) Level 32: Inferno -- SprAvl-Dmg/EndRdx(A), SprAvl-Acc/Dmg/EndRdx(36), SprAvl-Acc/Dmg/Rchg(36), SprAvl-Acc/Dmg/EndRdx/Rchg(37), SprAvl-Rchg/KDProc(37) Level 35: Force of Thunder -- FrcFdb-Rechg%(A), SuddAcc--KB/+KD(36), AbsAmz-Acc/Stun/Rchg(39), AbsAmz-Acc/Rchg(50) Level 38: Shocking Grasp -- Hct-Acc/Dmg/Rchg(A), Hct-Acc/Rchg(39), Hct-Dmg/EndRdx(39), Hct-Dmg(40), Hct-Dam%(40), UnbCns-Dam%(40) Level 41: Bile Spray -- Rgn-Dmg(A), Rgn-Acc/Dmg/Rchg(42), Rgn-Acc/Rchg(42), Rgn-Dmg/EndRdx(42), Rgn-Knock%(43) Level 44: Knockout Blow -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Acc/Dmg/EndRdx(45), SprBlsCol-Acc/Dmg/Rchg(45), SprBlsCol-Dmg/EndRdx/Acc/Rchg(45), SprBlsCol-Rchg/HoldProc(46), FrcFdb-Rechg%(46) Level 47: Shark Skin -- StdPrt-ResDam/Def+(A), HO:Ribo(48) Level 49: Build Up -- RctRtc-ToHit(A), RctRtc-ToHit/Rchg(50) Level 1: Brawl -- Empty(A) Level 1: Defiance 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 -- Run-I(A) Level 2: Health -- Pnc-Heal/+End(A) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-End%(A) Level 50: Musculature Radial Paragon Level 50: Ageless Radial Epiphany Level 50: Diamagnetic Core Flawless Interface Level 10: Shadow Recall -- Empty(A) ------------ You can try anything at least once. I tried this build, I did not like this build. For endgame and buff heavy teams this build works fine. Survival is not a big issue when you know how to play melee blasters even if you don't have uber defense, and a complete non issue when everyone is firing off judgement and destinies. However, it took one +4/8 pre-incarnate arachnos teaming session to highlight all the things I hate dealing with: Not enough defense. Mu attacks kept getting through and I was out of end a lot, same against sappers, and IDF heavy troopers Losing powersink and thus losing answers to end drain. And the build still chews through end even with fully slotted Dynamo. This can be fixed easily by changing some power picks though. Blind really sucks and this build has no answers. Can not go full invis which means dynamo never suppresses. Whereas I used to just worry about breakfrees and a few lucks, now I have to worry about lucks, breakfrees (still need them during RoP downtime), insights and catch a breaths. I did not like that at all, not one bit. The second build attempted to address some, but not all of these issues by dropping Mako for Mu and just picking up Charged Armor to free up slots for powersink and rain of fire, and to bump up ranged/e/n defense. In doing so it lost quite a bit of recharge which makes RoP recycle slower. This goes against the whole point of the high recharge RoP build philosophy, and the build still doesn't have an answer to blind. I hate blind. All of that lead me full circle to an update on my original build. Hero Plan by Mids' Reborn : Hero Designer 2.7.2.10 https://github.com/Crytilis/mids-reborn-hero-designer Click this DataLink to open the build! Jezebel Delias i27 S/L/R Softcap: Level 50 Science Blaster Primary Power Set: Fire Blast Secondary Power Set: Electricity Manipulation Power Pool: Speed Power Pool: Leaping Power Pool: Fighting Power Pool: Leadership Ancillary Pool: Mace Mastery Hero Profile: Level 1: Flares -- Thn-Acc/Dmg(A), Thn-Acc/Dmg/Rchg(43), Thn-Acc/Dmg/EndRdx(43) Level 1: Electric Fence -- Empty(A) Level 2: Fire Ball -- SprDfnBrr-Acc/Dmg(A), SprDfnBrr-Dmg/Rchg(3), SprDfnBrr-Acc/Dmg/Rchg(3), SprDfnBrr-Acc/Dmg/EndRdx(5), SprDfnBrr-Acc/Dmg/EndRdx/Rchg(5), SprDfnBrr-Rchg/+Status Protect(7) Level 4: Super Speed -- BlsoftheZ-Travel/EndRdx(A), BlsoftheZ-ResKB(7) Level 6: Charged Brawl -- Mk'Bit-Acc/Dmg(A), Mk'Bit-Dmg/EndRdx(9), Mk'Bit-Dmg/Rchg(23), Mk'Bit-Acc/EndRdx/Rchg(39), Mk'Bit-Acc/Dmg/EndRdx/Rchg(39), Mk'Bit-Dam%(40) Level 8: Combat Jumping -- LucoftheG-Def/Rchg+(A), Ksm-ToHit+(9), WntGif-ResSlow(50) Level 10: Dynamo -- SprAvl-Acc/Dmg(A), SprAvl-Acc/Dmg/EndRdx(11), SprAvl-Dmg/EndRdx(11), SprAvl-Acc/Dmg/EndRdx/Rchg(15), SprAvl-Rchg/KDProc(17) Level 12: Aim -- RctRtc-ToHit/Rchg(A), RctRtc-Pcptn(13), GssSynFr--Build%(13) Level 14: Hasten -- RechRdx-I(A), RechRdx-I(15) Level 16: Build Up -- RctRtc-ToHit/Rchg(A), RctRtc-ToHit(17) Level 18: Blaze -- SprWntBit-Acc/Dmg(A), SprWntBit-Acc/Dmg/EndRdx(19), SprWntBit-Acc/Dmg/Rchg(19), SprWntBit-Dmg/EndRdx/Acc/Rchg(21), SprWntBit-Rchg/SlowProc(21) Level 20: Boxing -- Empty(A) Level 22: Tough -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(23) Level 24: Weave -- LucoftheG-Def/Rchg+(A), ShlWal-Def/EndRdx(25), ShlWal-Def(25), ShlWal-ResDam/Re TP(27) Level 26: Blazing Bolt -- StnoftheM-Acc/Dmg(A), StnoftheM-Dmg/EndRdx(27), StnoftheM-Acc/ActRdx/Rng(29), StnoftheM-Dmg/EndRdx/Rchg(31), StnoftheM-Dam%(33) Level 28: Thunder Strike -- FrcFdb-Rechg%(A), SuddAcc--KB/+KD(29), Erd-Dmg(33), Erd-Acc/Dmg/Rchg(33), Erd-Acc/Dmg/EndRdx/Rchg(34), Mlt-Acc/Dmg/EndRdx(34) Level 30: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(31), LucoftheG-Def(31) Level 32: Inferno -- SprBlsWrt-Acc/Dmg(A), SprBlsWrt-Dmg/Rchg(34), SprBlsWrt-Acc/Dmg/Rchg(37), SprBlsWrt-Acc/Dmg/EndRdx(37), SprBlsWrt-Acc/Dmg/EndRdx/Rchg(37), SprBlsWrt-Rchg/Dmg%(39) Level 35: Scorpion Shield -- LucoftheG-Def/Rchg+(A), Rct-Def(36), Rct-Def/EndRdx(36), Rct-ResDam%(36) Level 38: Power Sink -- PreOptmz-Acc/Rech(A), PreOptmz-EndMod/End(40), PreOptmz-EndMod/Rech(40), PreOptmz-EndMod/Acc/End(42), PreOptmz-EndMod/Acc/Rech(42), PreOptmz-EndMod/End/Rech(43) Level 41: Force of Thunder -- FrcFdb-Rechg%(A), SuddAcc--KB/+KD(42), AbsAmz-Acc/Rchg(46), AbsAmz-Acc/Stun/Rchg(46) Level 44: Shocking Grasp -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Acc/Dmg/EndRdx(45), SprBlsCol-Acc/Dmg/Rchg(45), SprBlsCol-Dmg/EndRdx/Acc/Rchg(45), SprBlsCol-Rchg/HoldProc(46) Level 47: Rain of Fire -- Artl-Acc/Dam(A), Artl-Dam/End(48), Artl-Dam/Rech(48), Artl-Acc/Dam/Rech(48), Artl-Acc/Rech/Rng(50), Artl-End/Rech/Rng(50) Level 49: Tactics -- HO:Cyto(A) Level 1: Brawl -- Empty(A) Level 1: Defiance 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 10: Shadow Recall -- Empty(A) Level 2: Swift -- Run-I(A) Level 2: Health -- Pnc-Heal/+End(A) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-End%(A) ------------ Since MIDS isn't updated the power picks are not in the correct order. Build up is the level 49 pick, powersink is picked up before level 30 and tactics is picked up at level 38. I'm not in love with the /elec changes but the one good thing that came out of the power shuffle is that having dynamo and powersink before level 30 completely solves the end issues that my build previously experienced while exemping down. I like exemping down to team. Being self sufficient and being able to carry a leveling team through a +4/8 arachnos radio in founders falls is important to me. This build is better suited for this purpose than the others, which are geared more towards the end game. YMMV
  8. Where difficulty really gets diluted is in team play. I'd like content that requires a bit more strategy and doesn't get overpowered by spreadsheet warriors crunching numbers to come up with optimal builds. The latter has made it so that most teams can rush into anything and everything and come out on top 90% of the time. Even if this hard mode of +5/12 gets implemented it's just a matter of math before people come up with builds and team compositions that make it trivial. Let's use brains to play and not numbers. Mob placement means nothing and there is very little penalty/consequence to people derping into a room of death and aggroing 2+3 groups because they don't pay attention to their aggro radius. Many people play this game today without really learning how to play this game. I'd like to see missions design that really teach/enforce fundamentals such as pulling/using line of sight/aggro radius/target prioritization, etc... And, unpopular opinion here, really punish players for not paying attention and being reckless. Example of this already exists in the game in the Posi 1 TF with the circle ambush. Make failures mean something. Yesterday I was on a Moonfire and Dr. Todd died because people didn't pay attention. "Oh well, next mission!" While I appreciate the leniency I would like to see content where such failure means you fail.
  9. First and foremost blasters can do damage from anywhere, they can output both consistent AoE and single target up close or from afar. Scrappers and any other melee ATs do not have that flexibility. Second it's a feeling. One that you will probably not understand until you find success in playing a melee blaster. Good melee blasters are pure bad-assery and there is a joy and excitement in playing something that lacks the defenses of melee ATs and making it excel in melee. Well built, well piloted melee blasters are the closest thing to tank-mages in this game. Once you get survival figured out on a blaster you will stop looking at blaster vs scrapper from a defense perspective. I have a few melee ATs for concept reasons but if I want to bring damage it'll always be blasters because I know I can do everything scrappers can do and more with my blasters.
  10. Do you just slap full sets into each power and call it a day or is there a focus to what kind of set bonuses you are trying to stack? I see a lot of players doing this, slotting full sets into powers. Full sets = maximum benefit right? WRONG! The trick to optimizing is stacking specific bonuses that you want to focus on. Start with this thread: It's not rad/elec but it highlights different philosophies for building blasters. You will see builds that demonstrate how you can stack set bonuses and what to stack. There are good explanations for why certain powers are chosen and how they work. See if you can apply that knowledge to your build. A word on /elec. Thunderstike and force of thunder when sequenced after one another allows you to consistently knockdown mobs around you. For this to work you need to slot both with the sudden acceleration kb-kd proc. The attack chain for melee tanking with /elec blasters look like this: thunderstrike->get some attacks in while mobs are getting back up-> once mobs get back up force of thunder ->get more attacks in -> repeat. Another word about playing melee blasters: learn to move and learn WHEN to move. You can't derp around and stay in one spot like scrappers and duke it out indefinitely. Mezzes are going to hit you, defense cascade will happen. Moving buys you time, moving screws with mob AI, use that to your advantage. This combined with a build that has decent defenses will go a long way to ensure your success as a melee blaster. Speaking of defenses, ranged defense is the most important, yes even for melee blasters. You create opportunities to get your melee hits in and when that opportunity evaporates you can ALWAYS fall back to range. For example with /elec there will be gaps between your thunderstrike-force of thunder sequence where neither power has recharged, and if you feel that it's not safe to be in melee range during that gap hop back and shoot stuff and kite the mobs until either one recharges.
  11. My Fire/Elec blaster. She's what I reminisced about as the most fun I've had with the game when CoH sunset. She's the first hero I made when I discovered HC, she's also the only character that I've made on all the shards and plan to play all the way to 50+. So far 3 shards done, two more to go. No other combination comes close in terms of fun, prowess, and playtime.
  12. Yup, while I'm glad FoT is staying as it is minus the sustain, build wise it's still a nerf since I now have to fit in dynamo as well, and I had no room for the damage aura in my current build. Essentially equates to me losing tactics and vengeance. Also don't like the fact that I get FoT at 35, but beggars can't be choosers.
  13. I agree with the assessment on spore cloud. It's a skip at those lower levels, if it animated faster it might be another story but still a questionable early pick. We are playing blasters here, not rad defenders.
  14. Yeah, different build goals, different builds. I'll have to play around with the status proc in something other than my T1/2. My experience is that the proc doesn't grant protection, just resistance, but I could be wrong. With defense softcap there are few mezzes that consistently hit me, so I've always relegated that proc to "nice when it happens but I'm not going to count on it" category. I like exemping down to hang out with lowbie teams, it's part of my "blasters isn't all /ta or /dev" education campaign. My SG is full of casual players that don't even know what pylon times are and they do a lot of non-50 stuff. So, I don't exclusively run high end iTrials and TFs but I have no problems keeping up with the best of them when I do. As such my standard template has ranged softcap and a decent attack chain by level 25-30. That is reflected in the build I posted. I noted your other comments, I don't disagree, and I think your build is something that @beradical can really take advantage of, if he's the same @beradicalin one of my global channels that runs a lot of itrials and high level speed TFs. At that level incarnate powers can fill whatever hole the build has, and it's nice break to not pick clarion as a default on a blaster. PS I don't really like FSC either, the animation is clunky AF because the pause at the end annoys me to no end, just like the pause at the end of fire blast. I took combustion on my elec/fire (gasp!) for the bigger radius. I don't sweat the DPS, I know blasters do enough damage to get the job done.
  15. I'd love it if burn and ice patch drop where you click the power instead of where you land. Imagine my chagrin when I jousted burn the first time only to find out the patch is created where I land, saaaaad panda. If you are well versed in melee blasting and hopping in and out of combat take burn. But as you see in game and on the forums plenty of ranged only blasters make do without.
  16. Yeah it took some getting used to. My comments about nature stem from the early levels when regrowth was the only spammable power in the toolkit. Of course at higher levels as your kit expands it may not be as big a deal depending on playstyle. I'm just glad the "gather for RA" crowd haven't caught on to nature. Can you imagine? "Gather for LGS!", "Gather for WB!" "GATHER for WG!" "GATHER FOR OG!" 😆 I present Nature the gatherer's choice award.
  17. Why not take another travel power to reflect how you've mastered all terrain then? I will say this, I see quite a few people trying to force the game to work with their concept instead of improvising with what the game gives them. A little imagination goes a long way. I see a lot of the hardliner RP people that don't budge from concept having less fun with the game because they impose a lot of restrictions on themselves, a lot of which can be worked around by having just a tiny bit of improvisation to the character story/background. You could justify leviathan through a backstory where your hero was tracking a villain indiana jones style and during the process inherited the power of the leviathan or some such, for example. But, fun is subjective and if it works for you then more power to you. If you ever get stuck in a rut though, maybe you'll come back to this idea of being a bit more flexible.
  18. Truth! This is a kneejerk carryover state of mind from the anti-healzors rants from 10 years ago. Any rational person will see that healing has a place. When my softcapped incarnate buffed xyz destiny uber defense uber resist blaster dips red in health I'm not going to turn down heals from an empath lol. Hating on the mechanic of healing and the viability of healing is silly. For me the negative unconscious bias stem from the quality of players that play empathy. I've only met a handful of empaths that I consider good at playing the set, and magnitudes more that have (lots of) room for improvement. People remember the bad ones more than the good ones and get jaded when that constitutes their perspective. But even those bad emp players are welcome on certain content like hami raids or MoM, rock that aura, I don't really care, you are doing your job in that case and helping me get my hami-O/endgame loot. If those healers want to learn something about the game and get good then great, if not it doesn't impact my softcapped god mode of whatever I'm playing one bit. The cone on the heal in nature makes it a hard sell for me. In really frantic situations I'd rather have a pbaoe heal centered around myself than a cone that requires that I find my target, then line up behind them and face a certain way. With certain mobile playstyles the cone is just a terrible fit especially when you try to que it up and your previous power has you facing a different direction than how you want to fire your cone. I don't think Nature is any better or worse than Empathy. One has resists/hold/debuffs, the other has defense and anti-mez and I consider the anti-mez pretty important for traditional pre-incarnate teaming. I do know that the nature heal doesn't jive with my playstyle where I'm constantly hopping in and out of combat and repositioning myself.
  19. You don't really need a specific build for weakend hami running at +0 difficulty. Get a few essence of the earth and pop those and you'll be golden. During the mito kill phase there's no need to taunt hamidon and keep it's attention as long as the team doesn't aggro it. My melee blaster usually kills all the yellow mitos during the pylon phase by popping an EoE and a break free and punching all the yellow mitos during that period, it gets harder if you ramp up difficulty to +4 but it's just a matter of carrying more EoEs really. Having said that any build that has a self heal and end recovery will work fine for hami and the mitos. Scrapper ninjitsu is really good, it's heal and end recovery power is unresistable so the mito debuffs can't neuter them.
  20. You can go rogue/villain and unlock villain epics and then switch back to hero very quickly thru null the gull at pocket D. Just because patron powers require villain side unlocks doesn't mean you can't roleplay them with a heroic background/theme. I'm thinking leviathan, there's mythos associated with exploration from that pool and you get to throw sharks. SHARKS!
  21. I am going to talk about skill level, something you may not like to hear. Empathy has a fairly high skill ceiling. Most people that gravitate to the pure support playstyle play at the very baseline because they believe that they can be god's gift to teams just by watching the green bar and shout "gather for RA" every couple of minutes. The reason I say Empathy requires a bit of skill is because a good empath needs to understand team composition, AT strengths/weaknesses, mob factions, and generally be observant about their teammates capabilities and skill level and the foes they face. Most people that play pure empaths lack that level of understanding and awareness. Here are a few examples: -Clear mind the whole team when facing arachnos because they blind -Adrenaline Boost the not fully IOed dominator so they can get perma-dom easier -Clear mind the blasters and the controllers and the other squishies that lack mez protection PROACTIVELY, especially the ones that go into melee range a lot. -Fortitude the teammates that seem to get hurt a lot. Here are a few examples of what I see bad/average empaths do that good ones don't: -Throw all the buffs on the tank/brute including clear mind meanwhile ignoring all the other squishies that could use those buffs. - Tanks/brutes and all melee ATs have mez protection so unless they are fighting mobs that blind, fear or confuse, clear mind is not needed. If a tank/brute is surviving just fine but another teammate is not then fortitude and other buffs are better suited for that teammate. Empaths that play like this still harbor the holy trinity mindset, a mindset that does not fit this game. -Shout "gather for RA" every couple of minutes. Good ones don't expect the team to break up their flow just for RA, they find a spot where they can tag the most teammates and fire it off. Bonus points if you joust it in the heat of battle. -Being "fair" with the buffs. Sounds all warm and fuzzy right? I'm spreading the love around and everyone will love me! This might sound harsh but give buffs to the people that need it first, and then spread it around. -Being lazy with Clear Mind. If you play pure support you have plenty of time to apply clear mind to the ATs that lack mez protection proactively. Blasters will love you for it, so will other defenders/trollers with toggle debuffs. Back on live the lazy emps used to shout "type zzz if you are mezzed." and the blasters are like "yeah like I have time to type that before I get 2 shot" Nowadays I don't even see that anymore. The sad truth is that most people are used to not counting on empaths or any other support set that have an anti-mez to be used proactively on them. But that doesn't mean you can't break the current status quo and do exactly that. Ill/emp is a great support combo, you help control the flow of battle and you get to throw buffs/heals out. I had one on live and it worked out very well.
  22. Some of the changes on beta will be a boon for melee blasters. /ice in particular will be a monster secondary with frozen aura doing damage now. /ninja is in a great place with the melee power damage buffed to blaster scales, the crit mechanic is unique among blaster secondaries and it just feels cool to see that text floating overhead. /sonic manipulation is decent, the hold gimmick is not super reliable but it'll do in the age of top end IO softcap builds. I'd skip sound cannon because it's a cone and doesn't jive with your typical melee blaster setup. Cool name though, but that's about it. Pair sound manipulation with a primary that doesn't have many cones and you have a decent melee blaster. Sound blast/energy is a bit too ST focused. You can set yourself up for some bigger melee hits with the -res but damage and speed wise it will feel slow. I wouldn't recommend it if you are planning to build something that does decent ST and AoE. If you are set on sonic blast then pair it with something that has a bit more AoE as a secondary, it might work well with /mental manipulation.
  23. Any secondary with high DPA melee attacks will do. Seeing as the only thing you took out of /fire is burn for the AoE I'd say that Fire blast for the most part has enough AoE to cover your basic needs. Charged brawl, energy punch, bonesmasher and the like are all attacks you can include in your ST chain and ST DPS is what really matters. Any AoE you can get from the secondary is gravy. When the beta changes go live there will be quite a few secondaries that will work well. /ice and /ninja will have the biggest buffs imo.
  24. If we are talking about IOed 50s then RoP is simply not necessary and not as effective for lower level exemped content when the alternative is to be able to achieve softcap or very close to softcap ranged defense and around 30% s/l/melee defense by level 25. Getting mezzed at that point is a minor nuisance and hardly life threatening. Occasionally RNG will fail and you will get hurt/die but that's no more inconsistent than RoP being up 2/3 of the time. Speeding Citadel/Hess/Yin is a thing and I see the above build having a harder time keeping up. Skill definitely compensates for whatever the build is lacking though. However I will say that RoP is much more useful at higher levels. Say what you want about Scorpion Shield lending to squishier blasters and all, I don't disagree. However I can tell you from observation that most blasters die because they don't move or know how and when to move. RoP is a nice safety net. Against nasty factions like IDF I can definitely see RoP + Charged Armor + ranged softcap doing well, but that means sacrifices in recharge bonuses/power picks among other things. My standard template for melee blasters includes S/L/R/E/N softcap and >50% slow resist. I've dabbled with leviathan for KO blow and a resist shield combined with ranged softcap and I've found that + around 25-30%ish s/l defense is enough for melee blasters when your playstyle involves jousting in and out of combat. I think Leviathan with ranged softcap can be a fun pairing for fire/fire, KO blow hits hard, insta holds bosses with the blistering cold proc, and is a FF mule to make up somewhat for lost recharge building that way. There are better secondaries than Fire manipulation if you really want a top end blaster but let's work with what you've got. Hero Plan by Mids' Reborn : Hero Designer 2.7.2.10 https://github.com/Crytilis/mids-reborn-hero-designer Click this DataLink to open the build! Level 50 Magic Blaster Primary Power Set: Fire Blast Secondary Power Set: Fire Manipulation Power Pool: Speed Power Pool: Leaping Power Pool: Leadership Power Pool: Fighting Ancillary Pool: Leviathan Mastery Hero Profile: Level 1: Flares -- SprDfnBrr-Acc/Dmg(A), SprDfnBrr-Dmg/Rchg(13), SprDfnBrr-Acc/Dmg/Rchg(15), SprDfnBrr-Acc/Dmg/EndRdx(15), SprDfnBrr-Acc/Dmg/EndRdx/Rchg(17), SprDfnBrr-Rchg/+Status Protect(17) Level 1: Ring of Fire -- Thn-Acc/Dmg(A), Thn-Acc/Dmg/Rchg(36), Thn-Acc/Dmg/EndRdx(36) Level 2: Fire Ball -- Artl-Acc/Dam(A), Artl-Dam/End(3), Artl-Dam/Rech(3), Artl-Acc/Dam/Rech(5), Artl-Acc/Rech/Rng(5), Artl-End/Rech/Rng(7) Level 4: Super Speed -- BlsoftheZ-ResKB(A), BlsoftheZ-Travel/EndRdx(37) Level 6: Rain of Fire -- Artl-Acc/Dam(A), Artl-Dam/End(7), Artl-Dam/Rech(9), Artl-Acc/Dam/Rech(11), Artl-Acc/Rech/Rng(11), Artl-End/Rech/Rng(13) Level 8: Combat Jumping -- LucoftheG-Def/Rchg+(A), Ksm-ToHit+(9) Level 10: Fire Sword Circle -- Erd-Dmg(A), FuroftheG-Acc/Dmg/End/Rech(29), Erd-Acc/Dmg/Rchg(45), FuroftheG-ResDeb%(50), Erd-Acc/Dmg/EndRdx/Rchg(50) Level 12: Aim -- RctRtc-ToHit/Rchg(A), GssSynFr--Build%(34), RctRtc-Pcptn(37) Level 14: Maneuvers -- LucoftheG-Def/Rchg+(A), Rct-Def(33), Rct-Def/EndRdx(33), Rct-ResDam%(46) Level 16: Build Up -- RctRtc-ToHit/Rchg(A), RctRtc-ToHit(36) Level 18: Blaze -- SprWntBit-Acc/Dmg(A), SprWntBit-Acc/Dmg/EndRdx(19), SprWntBit-Acc/Dmg/Rchg(19), SprWntBit-Dmg/EndRdx/Acc/Rchg(25), SprWntBit-Rchg/SlowProc(33) Level 20: Cauterizing Aura -- PreOptmz-Acc/Rech(A), PreOptmz-EndMod/End(21), PreOptmz-EndMod/Rech(21), PreOptmz-EndMod/Acc/End(23), PreOptmz-EndMod/Acc/Rech(23), PreOptmz-EndMod/End/Rech(25) Level 22: Hasten -- RechRdx-I(A), RechRdx-I(29) Level 24: Boxing -- Empty(A) Level 26: Blazing Bolt -- StnoftheM-Acc/Dmg(A), StnoftheM-Dmg/EndRdx(27), StnoftheM-Acc/ActRdx/Rng(27), StnoftheM-Dmg/EndRdx/Rchg(31), StnoftheM-Dam%(31) Level 28: Tough -- GldArm-3defTpProc(A) Level 30: Weave -- LucoftheG-Def/Rchg+(A), ShlWal-Def/EndRdx(31), ShlWal-Def(34), ShlWal-ResDam/Re TP(34) Level 32: Inferno -- Obl-Dmg(A), Obl-Acc/Rchg(37), Obl-Dmg/Rchg(40), Obl-Acc/Dmg/Rchg(43), Obl-Acc/Dmg/EndRdx/Rchg(45), Obl-%Dam(45) Level 35: School of Sharks -- Acc-I(A) Level 38: Burn -- SprBlsWrt-Acc/Dmg(A), SprBlsWrt-Dmg/Rchg(39), SprBlsWrt-Acc/Dmg/Rchg(39), SprBlsWrt-Acc/Dmg/EndRdx(39), SprBlsWrt-Acc/Dmg/EndRdx/Rchg(40), SprBlsWrt-Rchg/Dmg%(40) Level 41: Knockout Blow -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Acc/Dmg/EndRdx(42), SprBlsCol-Acc/Dmg/Rchg(42), SprBlsCol-Dmg/EndRdx/Acc/Rchg(42), SprBlsCol-Rchg/HoldProc(43), FrcFdb-Rechg%(43) Level 44: Shark Skin -- StdPrt-ResDam/Def+(A), HO:Ribo(46), ResDam-I(46) Level 47: Hot Feet -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(48), SprAvl-Acc/Dmg/EndRdx(48), SprAvl-Acc/Dmg/EndRdx/Rchg(48), SprAvl-Rchg/KDProc(50) Level 49: Super Jump -- WntGif-ResSlow(A) Level 1: Brawl -- Empty(A) Level 1: Defiance 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 -- Run-I(A) Level 2: Health -- Pnc-Heal/+End(A) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-End%(A) Level 0: Freedom Phalanx Reserve Level 0: Portal Jockey Level 0: Task Force Commander Level 0: The Atlas Medallion Level 50: Musculature Radial Paragon ------------
  25. Well, if people are gonna shelve their /TA blasters then... I would be perfectly happy to rework tactical arrow into Tactical Fist!(with the exclamation mark), and can we do something about devices while we are at it? Make trip mine Trip Fist and time bomb Time fist? None of that wait and interrupt time, just fist, all fist, and nothing but fist...
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