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EnjoyTheJourney

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Everything posted by EnjoyTheJourney

  1. kiramon: Thank you for a *very* clear explanation of what to look for to see if efforts are working. I can confirm that they are not. I have no idea why. Thank you for the prompt about the "+5 levels" option; I'm using it now and it works very well.
  2. Thank you for your reply! Unfortunately, the "+" key doesn't seem to work for my keyboard. The reason why is probably because there is no number pad on my keyboard; thus, to type a "+" sign I need to hold down the "shift" key at the same time. Thus, without the "shift" key held down an "=" sign is produced by the keyboard, and with the "shift" key pressed clicking on the "= / +" key produces no result. My guess is that there probably isn't a workaround for this and I'll just need to verbally explain when IOs are being boosted and when they're not, if such information seems needed.
  3. I was wanting to boost some IOs for a build I just posted in this forum. But, I've searched both in the character planner itself and on this website and come up completely empty. If somebody could tell me how to boost IOs in the character planner (ie: how to boost the 2 recharge IOs in hasten, for exmaple), then that would be helpful and appreciated. Thank you in advance! To be clear, I'm not trying to boost attuned IOs; IIRC that cannot be done.
  4. Edit: I noticed after posting that Basilisk's Gaze (2 sets in this build) and LotG global recharge (5 in this build) mean there are 7(!) bonuses of 7.5% global recharge (5 from the unique LotG IO, 2 from sets). The character planner seems to show no problem (ie: subtracting one and adding it back suggests all the bonuses count). But, perhaps the character planner is in error and 7 bonuses of the same amount cannot count. If so, then I'd tweak that part of the build. If this is a non-issue, then perhaps the build below is likely to play OK. -------------------------------------- I wasn't fully satisfied with how the build above played because of survivability challenges. So, this dominator was "on ice" for a while. But, having learned more about builds over the past few months I tried out some changes this evening and came up with something that looks better. The new build offers 175% global recharge and is within a couple of seconds of perma-hasten as long as the recharge IOs in hasten are boosted. For defenses, smash / lethal are softcapped and ranged defense sits at 44.9% without any IOs being boosted. So, ranged defenses are effectively softcapped, especially when all the to hit debuffs in the primary are considered. The force feedback +recharge proc is in fissure and should make hasten comfortably and (fairly) reliably perma. Finally, seismic smash has 4 damage procs, including two purple daamge procs. So, damage seems likely to be a in a reasonable place. Regarding AOE controls, there is a cone fear, a PbAOE disorient, a ranged mass hold, and a knockdown patch. That gives a fair amount of flexibility for handling mobs with different kinds of resistances and immunities. As always, if somebody finds something helpful for their own builds in here, then that would be great. It is undoubtedly not perfect, though, and feedback that would make it better is welcome and appreciated. Villain Plan by Mids' Reborn : Hero Designer 2.6.0.7 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! Midnight Rocker: Level 50 Magic Dominator Primary Power Set: Darkness Control Secondary Power Set: Earth Assault Power Pool: Leaping Power Pool: Leadership Power Pool: Speed Power Pool: Fighting Ancillary Pool: Ice Mastery Villain 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: Stone Spears -- HO:Nucle(A) Level 2: Living Shadows -- CldSns-ToHitDeb(A), CldSns-Acc/ToHitDeb(5), CldSns-Acc/Rchg(7), CldSns-ToHitDeb/EndRdx/Rchg(7), CldSns-Acc/EndRdx/Rchg(9), CldSns-%Dam(25) Level 4: Combat Jumping -- LucoftheG-Def/Rchg+(A), WntGif-ResSlow(27) Level 6: Possess -- CrcPrs-Conf(A), CrcPrs-Conf/Rchg(13), CrcPrs-Acc/Conf/Rchg(13), CrcPrs-Acc/Rchg(15), CrcPrs-Conf/EndRdx(15), CrcPrs-Conf%(17) Level 8: Fearsome Stare -- CldSns-ToHitDeb(A), CldSns-Acc/ToHitDeb(17), CldSns-Acc/Rchg(19), CldSns-ToHitDeb/EndRdx/Rchg(19), CldSns-Acc/EndRdx/Rchg(21), CldSns-%Dam(21) Level 10: Stone Mallet -- Mk'Bit-Acc/Dmg(A), Mk'Bit-Dmg/EndRdx(11), Mk'Bit-Dmg/Rchg(34), Mk'Bit-Acc/EndRdx/Rchg(43), Mk'Bit-Acc/Dmg/EndRdx/Rchg(46), Mk'Bit-Dam%(48) 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(29), SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(36), SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(36), SprAscoft-Rchg/+Dmg%(37) Level 14: Maneuvers -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(31), Rct-ResDam%(31) Level 16: Power Up -- RechRdx-I(A) Level 18: Tactics -- GssSynFr--Build%(A) Level 20: Heavy Mallet -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Rchg/HoldProc(42), SprBlsCol-Dmg/EndRdx(42), SprBlsCol-Acc/Dmg/EndRdx(43), SprBlsCol-Dmg/EndRdx/Acc/Rchg(43) Level 22: Hasten -- RechRdx-I(A), RechRdx-I(23) Level 24: Kick -- ExpStr-Dmg/KB(A), ExpStr-Acc/KB(34), ExpStr-Dam%(48) Level 26: Tough -- GldArm-3defTpProc(A), StdPrt-ResDam/Def+(27) Level 28: Seismic Smash -- Hct-Dmg/EndRdx(A), Hct-Dam%(33), Mk'Bit-Acc/Dmg(37), Mk'Bit-Dam%(37), UnbCns-Dam%(39), GldNet-Dam%(39) Level 30: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(31), LucoftheG-Def(46) Level 32: Shadow Field -- BslGaz-Acc/Hold(A), BslGaz-Acc/Rchg(33), BslGaz-EndRdx/Rchg/Hold(33), BslGaz-Acc/EndRdx/Rchg/Hold(34) Level 35: Sleet -- RechRdx-I(A) Level 38: Fissure -- Rgn-Dmg(A), Rgn-Dmg/Rchg(39), Rgn-Acc/Dmg/Rchg(40), Rgn-Acc/Rchg(40), Rgn-Dmg/EndRdx(40), FrcFdb-Rechg%(50) Level 41: Frozen Armor -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(42), LucoftheG-Def/EndRdx(45) Level 44: Tremor -- Arm-Dam%(A), Arm-Dmg/EndRdx(45), Arm-Acc/Dmg/Rchg(45), Arm-Acc/Rchg(46), Arm-Dmg(50), FuroftheG-ResDeb%(50) Level 47: Super Jump -- BlsoftheZ-Travel(A), BlsoftheZ-ResKB(48) Level 49: Vengeance -- LucoftheG-Def/Rchg+(A) Level 1: Brawl -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(9), KntCmb-Dmg/Rchg(11), KntCmb-Dmg/EndRdx/Rchg(36) Level 1: Domination 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 -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(23) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-End%(A), PwrTrns-+Heal(25) Level 1: Quick Form Level 50: Diamagnetic Radial Flawless Interface Level 50: Ageless Radial Epiphany Level 50: Assault Core Embodiment Level 50: Longbow Radial Superior Ally Level 50: Void Radial Final Judgement Level 50: Intuition Radial Paragon ------------ | Copy & Paste this data into Mids' Reborn : Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1570;745;1490;HEX;| |78DA6594CB4F135114C6EF4CA72285DA425B5A284829EF9696A7C62886184043A00| |942E24AAD9332B623D836D31A61E9C2BD1A8D68D4B8D48D6B5FFC171A8D71E773E3| 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  5. Thank you for your feedback! I'll ponder this idea for a bit and see if I can make up the lost recharge and ranged defense from the manticore set another way. Also, I edited the build above to reflect a shift from hover / fly to combat jumping / super jump; trip mine doesn't play nicely with hover and I'm surprised that I forgot about that. Also, I switched superior blistering cold from brawl into boxing, as with that slotting and the hold proc it's probably worth putting boxing on a power tray for use in-game, just in case a gap opens up in the ST attack chain. It was difficult to leave out the winter's gift slow debuff resistance IO, as this build is a bit weak to recharge debuffs. In fact, it might be worthwhile to drop the unbreakable guard hit point bonus of 7.5% to make room for the winter's gift slow resist IO.
  6. Goals for this build were solid damage and robust defenses. Regarding damage, with 6 AOEs, including the judgment incarnate, this build should be effective when fighting larger spawns. Abyssal gaze is a typical "proc monster" with 5 damage procs, two of them purple. Regarding defenses, the build offers high smash / lethal and ranged defense totals, which would be put together with good hard and soft controls provided by both the primary and secondary. This build should perform well when exemp'd all the way down to Posi 1 because quite a bit of damage is front loaded. The judgment incarnate power would be vorpal radial, which boosts defenses by 30% for 10 seconds. Because the added defense showed up in the "totals" window it was intentionally not selected in the character planner, to avoid misleading anybody looking at the build about it's more usual defense totals. Also, hasten IOs would be boosted to bring this build closer to perma-hasten (not sure how to boost IOs in the character planner, if somebody knows that would be helpful and appreciated). As always, if this build helps somebody else then that would be great. It is undoubtedly not perfect, though, and if feedback received helps it to become better then that would be most appreciated. Hero Plan by Mids' Reborn : Hero Designer 2.6.0.7 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! Dark Device: Level 50 Technology Blaster Primary Power Set: Dark Blast Secondary Power Set: Devices Power Pool: Leaping Power Pool: Speed Power Pool: Fighting Power Pool: Leadership Ancillary Pool: Mace Mastery Hero Profile: Level 1: Dark Blast -- 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(23) Level 1: Toxic Web Grenade -- HO:Endo(A) Level 2: Umbral Torrent -- Rgn-Dmg(A), Rgn-Dmg/Rchg(7), Rgn-Acc/Dmg/Rchg(21), Rgn-Acc/Rchg(23), Rgn-Dmg/EndRdx(25), SuddAcc--KB/+KD(25) Level 4: Caltrops -- Ann-ResDeb%(A) Level 6: Aim -- RctRtc-ToHit(A), RctRtc-ToHit/Rchg(7) Level 8: Moonbeam -- StnoftheM-Acc/Dmg(A), StnoftheM-Dmg/EndRdx(9), StnoftheM-Dam%(9), StnoftheM-Dmg/ActRdx/Rchg(11), StnoftheM-Dmg/EndRdx/Rchg(13) Level 10: Targeting Drone -- RctRtc-ToHit(A), RctRtc-Pcptn(11) Level 12: Tenebrous Tentacles -- Artl-Acc/Dam(A), Artl-Dam/End(13), Artl-Dam/Rech(17), Artl-Acc/Dam/Rech(17), Artl-Acc/Rech/Rng(19), Artl-End/Rech/Rng(19) Level 14: Combat Jumping -- LucoftheG-Def/Rchg+(A), Rct-ResDam%(15), ShlWal-ResDam/Re TP(15) Level 16: Hasten -- RechRdx-I(A), RechRdx-I(21) Level 18: Abyssal Gaze -- GldJvl-Acc/Dmg(A), GldJvl-Dam%(36), Apc-Dam%(45), UnbCns-Dam%(46), GldNet-Dam%(46), CldSns-%Dam(46) Level 20: Field Operative -- LucoftheG-Def/Rchg+(A) Level 22: Boxing -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(40), SprBlsCol-Acc/Dmg/EndRdx(43), SprBlsCol-Dmg/EndRdx/Acc/Rchg(45), SprBlsCol-Rchg/HoldProc(45) Level 24: Tough -- GldArm-3defTpProc(A), StdPrt-ResDam/Def+(27), UnbGrd-Max HP%(37) Level 26: Life Drain -- SprBlsWrt-Acc/Dmg(A), SprBlsWrt-Dmg/Rchg(27), SprBlsWrt-Acc/Dmg/Rchg(33), SprBlsWrt-Acc/Dmg/EndRdx(34), SprBlsWrt-Acc/Dmg/EndRdx/Rchg(34), SprBlsWrt-Rchg/Dmg%(34) Level 28: Trip Mine -- Arm-Dam%(A), Arm-Acc/Dmg/Rchg(29), Arm-Dmg/EndRdx(29), Arm-Dmg(31), Arm-Acc/Rchg(33), FuroftheG-ResDeb%(33) Level 30: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(31), LucoftheG-Def/EndRdx(31) Level 32: Blackstar -- Obl-%Dam(A), Obl-Dmg(37), Obl-Dmg/Rchg(37), Obl-Acc/Dmg/EndRdx/Rchg(48), Obl-Acc/Dmg/Rchg(48) Level 35: Scorpion Shield -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(36), LucoftheG-Def/EndRdx(36) Level 38: Gun Drone -- ExpRnf-Acc/Rchg(A), ExpRnf-Acc/Dmg(39), ExpRnf-Dmg/EndRdx(39), ExpRnf-Acc/Dmg/Rchg(39), ExpRnf-EndRdx/Dmg/Rchg(40), ExpRnf-+Res(Pets)(40) Level 41: Mace Beam Volley -- Artl-Acc/Dam(A), Artl-Dam/End(42), Artl-Dam/Rech(42), Artl-Acc/Dam/Rech(42), Artl-Acc/Rech/Rng(43), Artl-End/Rech/Rng(43) Level 44: Maneuvers -- LucoftheG-Def/Rchg+(A) Level 47: Super Speed -- BlsoftheZ-Travel(A), BlsoftheZ-ResKB(48) Level 49: Super Jump -- BlsoftheZ-Travel(A), BlsoftheZ-ResKB(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 -- Clr-Stlth(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Run-I(A) Level 2: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(50), Prv-Absorb%(50) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-End%(A) Level 50: Rularuu Radial Superior Ally Level 50: Clarion Core Epiphany Level 50: Assault Core Embodiment Level 50: Diamagnetic Core Flawless Interface Level 50: Intuition Radial Paragon Level 0: Freedom Phalanx Reserve Level 0: Portal Jockey Level 0: Task Force Commander Level 0: The Atlas Medallion ------------ | Copy & Paste this data into Mids' Reborn : Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1580;724;1448;HEX;| |78DA65944B4F135114C7EFB4530A2DA5C5164A85F268416881C20012E323240A120| |224448C3B43C676D2566A3B69AB91958F68DCAAD19808E856377E02BF8346591977| |2E7483A0B831A8F574FEA7ED249DA4FD9D7B1EFF7BEE9D7B67F9E66CF39BF93B334| 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  7. First, thank you for your detailed feedback. I'll address the different points raised as best I can. Regarding ball lighting procs, our character planner software seems to be different in some way. In the "configuration" menu I have damage showing as "average damage" and I see 112.1 points of energy damage listed for ball lightning, with both enhancement effects and set bonus effects toggled on, and alpha buffs included in popups. All damage procs can be added or removed as many times as I like and the damage listed never changes. As a further sign of the issue, the damage types for non-energy damage types does not even show up in the tooltip damage calculation figures (ie: no fire damage listed despite having a fire damage proc and no lethal damage listed despite have a lethal damage proc). Incidentally, toggling opportunity on or off also doesn't change the damage value reported in the "info" box for powers, even though damage reported marginally increases for charged bolts when toggling on opportunity. Procs do show up for other skills on my planner. But, I can't get them to show up for ball lightning. I have no idea why. I like the idea of acc / dam / end slotting ball lightning, and then boosting; it's a worthwhile investment. Thank you for the suggestion. I also agree about the single target chain and it seems to make the best that can be made of what's available. Hasten slotting is usually 3 boosted level 30 generic recharge IOs, rather than level 50 IOs. But, I don't know how to configure that, and so that's misleading. Which is unfortunate. Rune of protection (RoP) provides value to the build if the resistances added are viewed in terms of percentage of damage avoided, rather than absolute percentage points of resistance added. Thus, for example, boosting smash / lethal resistances from 68.5% to the 75% cap reduces incoming damage of those types by close to 25%, which is noticeable. Similarly, with RoP active incoming psionic damage drops by about 30%, incoming negative energy damage drops by close to 25%, and incoming toxic damage falls by about 15%. While it's true that orange candy could substitute for RoP for sentinels, given the baseline value for RoP of 12%, it's been my experience that orange inspirations are not always on hand when their use would be most helpful. YMMV, of course. Again, though, thank you for taking the time to offer feedback. If there was one topic that I'd be curious about considering further, it would be when it's best to turn either a ST or AOE power into a proc monster; ball lightning seems like a good candidate for electric because long recharge, short activation AOE skills can pack a lot of DPA into an attack chain when proc'd out, thereby moving both ST and AOE attack chains to a higher level. A key caveat is that all the extra endurance costs need to be looked after, of course.
  8. The build below is intended to put out good damage in a team setting, both while exemp'd down and in endgame content. Damage: Mob resistances can fall by up to 62.5%, with offensive opportunity engaged, interface at maximum stacks, and both -res procs active. There are better -res stacking characters out there. But, this still seems helpful for team or solo play. A candidate single target damage chain could go zapping bolt, charged bolts, tesla cage, rinse and repeat. If in melee then havoc punch would be the opener because of its superior DPA, followed by the rest of the single target chain, inserting havoc punch whenever it was once again ready to use. The nuke recharges every 25 seconds and it would be used regularly on large crowds. Sustain: Positional defenses were brought close to 20% overall. Global recharge sits at 168.8%, which brings back energize about every 26 seconds. Regen sits at 722% when energize is active. Rune of protection (RoP) caps most resistances and has fairly close to 50% uptime. The lowest resistance is toxic, which sits at a base of 8%, and which rises to 23.4% when RoP is active, and can go up to 9% higher when the scaling resist proc activates. As always, if somebody finds something helpful in here then that would be a welcome outcome. If somebody can help to improve this build, then that would also be welcome. Thank you in advance for any feedback offered. PS: The damage listed for ball lightning ignores all three damage procs. Thus, the damage total listed for ball lightning is probably quite misleading. In fact, it might be good enough to be included in the single target attack chain, based on its superior DPA. Hero Plan by Mids' Reborn : Hero Designer 2.6.0.7 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! Breakerbot: Level 50 Technology Sentinel Primary Power Set: Electrical Blast Secondary Power Set: Electric Armor Power Pool: Sorcery Power Pool: Leaping Power Pool: Fighting Power Pool: Speed Ancillary Pool: Electricity Mastery Hero Profile: Level 1: Charged Bolts -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(29), Thn-Dmg/Rchg(37), Thn-Acc/Dmg/Rchg(40), Thn-Acc/Dmg/EndRdx(40), Thn-Dmg/EndRdx/Rchg(50) Level 1: Charged Armor -- UnbGrd-Max HP%(A), UnbGrd-ResDam(3), UnbGrd-ResDam/EndRdx(3), UnbGrd-Rchg/ResDam(5) Level 2: Ball Lightning -- Bmbdmt-+FireDmg(A), JvlVll-Dam%(45), PstBls-Acc/Dmg(46), PstBls-Dam%(48), Ann-Acc/Dmg(48), Ann-ResDeb%(48) Level 4: Conductive Shield -- Ags-Psi/Status(A), Ags-ResDam(5), Ags-ResDam/EndRdx(7), Ags-ResDam/Rchg(7) Level 6: Zapping Bolt -- SprSntWar-Acc/Dmg(A), SprSntWar-Dmg/Rchg(21), SprSntWar-Acc/Dmg/Rchg(23), SprSntWar-Acc/Dmg/EndRdx(23), SprSntWar-Acc/Dmg/EndRdx/Rchg(29), SprSntWar-Rchg/+Absorb(43) Level 8: Charged Shield -- DctWnd-Heal(A), DctWnd-Heal/EndRdx(9), DctWnd-Heal/Rchg(9), DctWnd-Heal/EndRdx/Rchg(36), DctWnd-EndRdx/Rchg(50) Level 10: Energize -- Prv-Heal(A), Prv-Heal/EndRdx(11), Prv-EndRdx/Rchg(11), Prv-Heal/Rchg(19), Prv-Heal/Rchg/EndRdx(19), Prv-Absorb%(21) Level 12: Tesla Cage -- SprOppStr-Acc/Dmg(A), SprOppStr-Dmg/Rchg(13), SprOppStr-Acc/Dmg/Rchg(13), SprOppStr-Acc/Dmg/EndRdx(15), SprOppStr-Acc/Dmg/EndRdx/Rchg(15), SprOppStr-Rchg/+Opportunity(17) Level 14: Mystic Flight -- BlsoftheZ-ResKB(A) Level 16: Static Shield -- GldArm-RechRes(A), GldArm-ResDam(17), GldArm-End/Res(45) Level 18: Aim -- HO:Cyto(A) Level 20: Combat Jumping -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(46), Rct-ResDam%(46) Level 22: Boxing -- Empty(A) Level 24: Hasten -- RechRdx-I(A), RechRdx-I(25), RechRdx-I(25) Level 26: Tough -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(27), GldArm-ResDam(27), GldArm-End/Res(36) Level 28: Lightning Reflexes -- Run-I(A) Level 30: Short Circuit -- Arm-Dam%(A), Arm-Dmg/EndRdx(31), Arm-Acc/Rchg(31), Arm-Acc/Dmg/Rchg(31), Arm-Dmg(34), FuroftheG-ResDeb%(34) Level 32: Thunderous Blast -- Rgn-Knock%(A), Rgn-Dmg/EndRdx(33), Rgn-Acc/Rchg(33), Rgn-Acc/Dmg/Rchg(33), Rgn-Dmg/Rchg(34), Bmbdmt-+FireDmg(43) Level 35: Power Sink -- PrfShf-EndMod(A) Level 38: Chain Fences -- SprFrzBls-Acc/Dmg(A), SprFrzBls-Dmg/EndRdx(39), SprFrzBls-Acc/Dmg/EndRdx(39), SprFrzBls-Acc/Dmg/Rchg(39), SprFrzBls-Dmg/EndRdx/Acc/Rchg(40) Level 41: Havoc Punch -- Hct-Dam%(A), Hct-Dmg/EndRdx(42), Hct-Acc/Rchg(42), Hct-Acc/Dmg/Rchg(42), Hct-Dmg(43) Level 44: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(45) Level 47: Spirit Ward -- HO:Golgi(A) Level 49: Rune of Protection -- Ags-ResDam/EndRdx/Rchg(A), Ags-ResDam/Rchg(50) Level 1: Brawl -- Empty(A) Level 1: Opportunity 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 -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(36), Mrc-Rcvry+(37) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(37) Level 50: Musculature Core Paragon Level 50: Ion Radial Final Judgement Level 50: Reactive Radial Flawless Interface Level 50: Storm Elemental Core Ally Level 50: Rebirth Radial Epiphany Level 50: Assault Core Embodiment ------------
  9. Thank you for mentioning this. That turned out to be the "spoiler" that led to such a surprisingly high level of divergence in reported damage values. Turning off that one toggle for the scrapper brings the damage values *much* closer to being in line, enough so that the sentinel build starts to look very good given that it can operate mostly outside melee range and that it has less DPS lost to time spent moving between targets.
  10. I put together a build for a dark melee / ninjitsu / soul scrapper and for a psychic blast / electric armor / soul sentinel. In the character planners the damage estimates provided for particular attacks were so different that I wanted to check in with this forum about whether there was a display error of some kind. Here are two key examples of slotting choices / skills: --------------------------------------- Scrapper ... Dark melee: Shadow maul, 3.07 seconds animation, 876.2 damage (slotting = 5 armageddon, except not damage / recharge, and 1 FotG -res proc) Midnight grasp, 2.07 seconds animation, 1063.8 damage, slotting = superior scrapper's strike, 6 pieces Incarnates are musculature core paragon, assault core embodiment, and degenerative radial interface Sentinel ... Psychic blast: Psychic wail (nuke), 1.97 seconds animation, 505.9 damage, (slotting = 5 armageddon, except not damage, and 1 FotG -res proc) Soul mastery: Midnight grasp, 2.07 seconds animation, 521.4 damage, (slotting = 5 hecatomb, except not damage / recharge, and 1 Mako's lethal damage proc) Incarnates are musculature core paragon, assault core embodiment, and degenerative radial interface ----------------------------------------- Although shadow maul only hits 5 targets and has a 50% longer animation, it's listed as doing 60% more damage and it's also available every 2.43 seconds, in contrast to a cooldown for the psy blast sentinel's nuke that is about 10 times longer. And, although the midnight grasp slotting choices are not carbon copies of each other across these two ATs, the scrapper still does 60% more damage with the same attack skill. Comparing other skills leads to other clearly observable and very large damage differences. Is the character planner in error, or is damage that different across these ATs? If it is, then how might one bridge the power gap between these characters? Is there something else that I'm missing? The sentinel build is given below, for reference, in case anybody would like to look at it: ... and for reference the scrapper build is also given here:
  11. TY! Although I also get the rationale mentioned earlier for a self-rez in the secondary; it makes good thematic sense. Regarding the alternative builds offered, there are things to like about both of them. Nemu seems particularly good at putting Hami-Os to effective use, which quite a few players (myself included) tend to overlook. BrandX seems well practiced at builds that strike a careful balance between DPS and defenses. Both are clearly practiced at building with goals in mind and working with a lot of puzzle pieces to get there. UB's build will be revisited after a few more vet levels in which I'm hoping to get a better sense of his in-game strengths and weaknesses. My best guess is that he'll end up incorporating elements of both builds suggested here, in the end. So, thank you for the suggestions.
  12. This is a fair point. UB's mutant power connects him to the underworld / afterlife, which ends up bending the usual rule about the inevitability of death. So, any secondary that could connect to the underworld seems like a thematic choice. In truth I picked ninjitsu because I wanted to play it. I rationalized it as UB already being around for a fair while and going out of his way to learn ninjitsu, given that relying on a "fists up" defensive stance when fighting extremely dangerous opponents outside the boxing ring wouldn't go very well.
  13. You raise several points to be carefully considered. Your observation about the slotting for tough and bo ryaku is right on the mark and thank for noticing that; the slotting for them has been switched around to make endurance management easier. It makes sense that you look at ROP as a mez toggle because many players take it for that reason. And, ROP offers a bonus to knockback protection, which is noticeably helpful. But, the main reason to take it is to make resistances substantially better for about 50% of the time. So, for example, with ROP active energy / neg nrg resists change from 18.7% to 43.5%, which means about 25 - 30% less incoming damage of those types. With ROP active smash / lethal resists change from 44.8% to 69.9%, which cuts those damage types down by about 40%, or thereabouts. As some examples of when ROP gets used, during tonight's BAF ROP was used when up close and person with Siege / Nightstar. Nightstar got in a couple of pretty good whacks with her claws in a short time frame (bad RNG, as all defenses were 100% plus at the time). But, ROP helped to limit the damage received well enough that a siphon life hit and the heal clickie brought UB back to close to full health. Also, when fighting Rom in an ITF and nictus essences are firing off autohit damage, ROP will definitely be used. If a quartz or two is up when fighting devouring earth then that's another suitable time for ROP. And so on. In the end, ROP ends up functioning as a replacement for the T9 Kuji-in Retsu, but with better uptime, with no end crash, and with resistances from ROP generally offering more value to the build than a defense boost would offer. Regarding the clickie mez protection, Kuji-in Rin is on a 74 second recharge cycle, with a 120 second uptime. And, because UB has 30% recharge debuff resistance, a lot of recharge slow would need to be stacked up for a fair amount of time before kuji-in rin would be in danger of deactivating. In fact, end reduction is more helpful than recharge reduction both because reducing endurance costs is worthwhile and because there ends up being less castings of kuji-in rin when it isn't needed and when casting it might be cutting down on DPS. If a couple of slots can be spared then 3 pieces of explosive strike might go into kick for a bit more ranged defense (it's currently the weakest link in the cascading defense failure chain at 47.5%) or damage procs can be added to attacks. More fire / cold resist isn't a bad thing. It's just not touching on the key vulnerabilities / opportunities that if addressed would noticeably improve the build. Regarding the barrier destiny incarnate, your point about it's limited value for the build seems to be on the mark; a lower degree of concern about defenses is probably indicated given that UB will be chosen for team play in incarnates. UB will get ageless radial epiphany instead; it also helps to mitigate cascading defense failure by boosting debuff resistances, as well as boosting recharge rate and making endurance management even easier. Every few to several minutes the endurance clickie (Kyoyo) ends up being needed, often after some end drain by mobs. So, while endurance isn't a major strain on the build, UB isn't quite end neutral and sometimes needs a quick and hefty endurance infusion (Mr. Sapper, I'm looking at you ...). Especially now that UB will be switched to ageless radial epiphany for the destiny incarnate, though, just the default slot for Kyoyo may indeed be good enough. Thank you for your thoughtful and detailed feedback.
  14. My proc fu is the weakest part of my character design skills and so it was a good learning experience to receive this feedback. Thank you. I switched the miracle proc back to health. It was worth giving up the heal proc in stamina to minimize endurance issues. I'm still weighing what to do with Kyoyo. An average of 52 end refill with the proc may outweigh the benefits of having a reliable 50 end refill per use of Kyoyo with end mod / recharge and a 2 second improvement in recharge without the proc. At least right now Kyoyo doesn't get that much use; that may change after recharge improves, though, and if it is used more often then I'll reconsider this.
  15. Here is a workup for a theme character I'm trying out. Thematically his mutant power makes him unable to die. And, since he's only ever been good at one thing (boxing), he focuses on that because he has all of eternity to get better at it. Functionally, he's better at single target than AOE and he some hopefully fairly good survival tools. Regarding survival tools, shadow meld and barrier mean defense cascade failure is unlikely and rune of protection can be up close to 50% of the time. Positional defenses are all beyond softcapped without incarnates and, with the barrier destiny incarnate active, he should be fine in higher level incarnate content. With healing built into siphon life and the ninjitsu secondary, plus a clickie to refill endurance in the secondary, sustain seems likely to be in a good place. If somebody finds something useful for their own builds in there, then that would be great. If somebody can think of a way to improve the build, then that would also be great. Feedback is welcome. 🙂 As one note to the build, hasten would get 3 fully boosted level 30 IOs, and not the level 50 IOs given here, to help when exemp'd down. Also, I've edited the build several times since making this first post. A key change of note is that I've added in a +4 to knockback protection IO to mystic flight because I didn't notice how low knockback protection is by default, given that I'm not yet very experienced with the Ninjitsu defensive set; total knockback protection of 9ish isn't too high, but perhaps the 100%+ resistance to knockback will help for limiting the number of occasions on which the Undying Boxer gets knocked all over. Hero Plan by Mids' Reborn : Hero Designer 2.6.0.7 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! Undying Boxer: Level 50 Mutation Scrapper Primary Power Set: Dark Melee Secondary Power Set: Ninjitsu Power Pool: Leadership Power Pool: Speed Power Pool: Fighting Power Pool: Sorcery Ancillary Pool: Soul Mastery Hero Profile: Level 1: Smite -- SprCrtStr-Acc/Dmg(A), SprCrtStr-Acc/Dmg/EndRdx/Rchg(5), SprCrtStr-Dmg/EndRdx/Rchg(5), SprCrtStr-Rchg/+50% Crit(7), SprCrtStr-Dmg/Rchg(17), SprCrtStr-Acc/Dmg/Rchg(19) Level 1: Ninja Reflexes -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(3), LucoftheG-Def/EndRdx(3) Level 2: Shadow Maul -- Arm-Dam%(A), Arm-Dmg(13), Arm-Acc/Dmg/Rchg(13), Arm-Acc/Rchg(15), Arm-Dmg/EndRdx(15), FuroftheG-ResDeb%(17) Level 4: Danger Sense -- Rct-Def(A), Rct-Def/EndRdx(7), Rct-EndRdx/Rchg(9), Rct-Def/Rchg(9), Rct-Def/EndRdx/Rchg(11), Rct-ResDam%(11) Level 6: Shinobi-Iri -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(27), LucoftheG-Def(50) Level 8: Siphon Life -- SprBlsCol-Rchg/HoldProc(A), SprBlsCol-Acc/Dmg(21), SprBlsCol-Acc/Dmg/EndRdx(21), SprBlsCol-Dmg/EndRdx(23), SprBlsCol-Acc/Dmg/Rchg(23), SprBlsCol-Dmg/EndRdx/Acc/Rchg(25) Level 10: Kuji-In Rin -- EndRdx-I(A) Level 12: Maneuvers -- LucoftheG-Def/Rchg+(A) Level 14: Tactics -- GssSynFr--ToHit(A), GssSynFr--ToHit/Rchg(29), GssSynFr--ToHit/Rchg/EndRdx(36), GssSynFr--Rchg/EndRdx(37), GssSynFr--ToHit/EndRdx(37), GssSynFr--Build%(37) Level 16: Seishinteki Kyoyo -- PrfShf-End%(A), PrfShf-EndMod(34) Level 18: Hasten -- RechRdx-I(A), RechRdx-I(19), RechRdx-I(33) Level 20: Kuji-In Sha -- Prv-Heal(A), Prv-Heal/EndRdx(31), Prv-EndRdx/Rchg(31), Prv-Heal/Rchg(31), Prv-Heal/Rchg/EndRdx(33), Prv-Absorb%(33) Level 22: Kick -- Empty(A) Level 24: Tough -- GldArm-3defTpProc(A), StdPrt-ResDam/Def+(25) Level 26: Soul Drain -- SprAvl-Rchg/KDProc(A), SprAvl-Acc/Dmg/EndRdx(27), SprAvl-Acc/Dmg/EndRdx/Rchg(34), SprAvl-Dmg/EndRdx(42), SprAvl-Acc/Dmg/Rchg(50) Level 28: Bo Ryaku -- UnbGrd-Max HP%(A), UnbGrd-ResDam(29), UnbGrd-ResDam/EndRdx(42), UnbGrd-Rchg/ResDam(42) Level 30: Weave -- RedFrt-Def/EndRdx(A), RedFrt-Def/Rchg(39), RedFrt-EndRdx/Rchg(39), RedFrt-Def/EndRdx/Rchg(40), RedFrt-Def(40), RedFrt-EndRdx(40) Level 32: Midnight Grasp -- SprScrStr-Acc/Dmg(A), SprScrStr-Dmg/Rchg(34), SprScrStr-Acc/Dmg/Rchg(36), SprScrStr-Dmg/EndRdx/Rchg(36), SprScrStr-Acc/Dmg/EndRdx/Rchg(39), SprScrStr-Rchg/+Crit(46) Level 35: Moonbeam -- Apc-Dam%(A), Apc-Dmg/EndRdx(43), Apc-Acc/Dmg/Rchg(43), Apc-Dmg/Rchg(45), Apc-Dmg(46) Level 38: Mystic Flight -- BlsoftheZ-ResKB(A), BlsoftheZ-Travel/EndRdx(48) Level 41: Shadow Meld -- LucoftheG-Def/Rchg+(A), ShlWal-Def/Rchg(46), ShlWal-ResDam/Re TP(50) Level 44: Spirit Ward -- Mrc-Rcvry+(A) Level 47: Rune of Protection -- Ags-ResDam(A), Ags-ResDam/Rchg(48), Ags-ResDam/EndRdx/Rchg(48) Level 49: Vengeance -- LucoftheG-Def/Rchg+(A) Level 1: Brawl -- Empty(A) Level 1: Critical Hit 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 -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(43) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PwrTrns-+Heal(A), PwrTrns-EndMod(45), PrfShf-End%(45) Level 50: Musculature Core Paragon Level 50: Void Radial Final Judgement Level 50: Degenerative Radial Flawless Interface Level 50: Banished Pantheon Core Superior Ally Level 50: Assault Core Embodiment Level 50: Barrier Core Epiphany Level 0: Freedom Phalanx Reserve Level 0: Portal Jockey Level 0: Task Force Commander Level 0: The Atlas Medallion ------------
  16. I borrowed quite a bit from a spines / ice / soul build and adapted some things. In the end, hopefully this build provides good damage and will survive most situations fairly well. Icy Bastion can be up about 30% of the time and it takes all resists that it affects* to 71.5% or higher (most are capped, only energy / neg energy sit at 71.5%). Shadow meld is close to being available about 1/2 the time and it takes all typed defenses to far above softcap, with the exception of psionic defenses, which sit at 43.1%. The build has a knockdown IO in 2 different toggles (irradiate ground and icicles) to help a bit more with crowd control. * psionic resists are not boosted by icy bastion It's tempting to swap in contaminated strike for proton sweep to improve single target DPA; AOE may already be in a decent place between atom smasher, icicles, and AOE against contaminated foes. Feedback is welcome! Hero Plan by Mids' Reborn : Hero Designer 2.6.0.7 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! Ice O Topes: Level 50 Natural Scrapper Primary Power Set: Radiation Melee Secondary Power Set: Ice Armor Power Pool: Leadership Power Pool: Fighting Power Pool: Leaping Power Pool: Speed Ancillary Pool: Soul Mastery Hero Profile: Level 1: Radioactive Smash -- SprCrtStr-Acc/Dmg(A), SprCrtStr-Dmg/Rchg(3), SprCrtStr-Acc/Dmg/Rchg(7), SprCrtStr-Dmg/EndRdx/Rchg(11), SprCrtStr-Acc/Dmg/EndRdx/Rchg(15), SprCrtStr-Rchg/+50% Crit(17) Level 1: Frozen Armor -- LucoftheG-Def/Rchg+(A), RedFrt-Def(5), RedFrt-Def/EndRdx(5) Level 2: Proton Sweep -- SprScrStr-Acc/Dmg(A), SprScrStr-Dmg/Rchg(3), SprScrStr-Acc/Dmg/Rchg(7), SprScrStr-Dmg/EndRdx/Rchg(9), SprScrStr-Acc/Dmg/EndRdx/Rchg(9), SprScrStr-Rchg/+Crit(11) Level 4: Chilling Embrace -- EndRdx-I(A) Level 6: Fusion -- GssSynFr--Build%(A) Level 8: Maneuvers -- LucoftheG-Def(A), LucoftheG-Def/EndRdx(50) Level 10: Wet Ice -- EndRdx-I(A) Level 12: Hoarfrost -- Ags-ResDam/EndRdx/Rchg(A), Ags-ResDam/Rchg(13), Ags-ResDam(13), Prv-Absorb%(23), Prv-Heal(45) Level 14: Radiation Siphon -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Rchg/HoldProc(21), SprBlsCol-Dmg/EndRdx(40), SprBlsCol-Acc/Dmg/EndRdx(43), SprBlsCol-Acc/Dmg/Rchg(43), SprBlsCol-Dmg/EndRdx/Acc/Rchg(45) Level 16: Glacial Armor -- ShlWal-ResDam/Re TP(A), ShlWal-Def(17), ShlWal-Def/EndRdx(21), ShlWal-Def/Rchg(37) Level 18: Irradiated Ground -- OvrFrc-Dam/KB(A), OvrFrc-Acc/Dmg/End/Rech(19), OvrFrc-Acc/Dmg/End(19), OvrFrc-Dmg/End/Rech(31), OvrFrc-End/Rech(36) Level 20: Energy Absorption -- PrfShf-End%(A), LucoftheG-Def/Rchg+(23), LucoftheG-Def(48) Level 22: Kick -- Acc-I(A) Level 24: Tough -- Ags-ResDam(A), Ags-ResDam/EndRdx(25), Ags-ResDam/Rchg(25), Ags-Psi/Status(31) Level 26: Devastating Blow -- Hct-Dam%(A), Hct-Dmg(27), Hct-Dmg/Rchg(27), Hct-Acc/Dmg/Rchg(31), Hct-Acc/Rchg(34), Hct-Dmg/EndRdx(40) Level 28: Permafrost -- GldArm-3defTpProc(A), StdPrt-ResDam/Def+(29), UnbGrd-Max HP%(29) Level 30: Weave -- LucoftheG-Def(A), LucoftheG-Def/Rchg+(45) Level 32: Atom Smasher -- Arm-Dam%(A), Arm-Dmg(33), Arm-Acc/Dmg/Rchg(33), Arm-Dmg/Rchg(33), Arm-Acc/Rchg(34), Arm-Dmg/EndRdx(34) Level 35: Icicles -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(37), SprAvl-Acc/Dmg/EndRdx(39), SprAvl-Acc/Dmg/Rchg(40), SprAvl-Acc/Dmg/EndRdx/Rchg(46), SprAvl-Rchg/KDProc(48) Level 38: Icy Bastion -- Ags-ResDam/Rchg(A), Ags-ResDam/EndRdx/Rchg(39), Ags-ResDam(39), Ags-ResDam/EndRdx(46) Level 41: Moonbeam -- SprWntBit-Dmg/EndRdx/Acc/Rchg(A), SprWntBit-Acc/Dmg(42), SprWntBit-Acc/Dmg/EndRdx(42), SprWntBit-Acc/Dmg/Rchg(42), SprWntBit-Dmg/Rchg(43), SprWntBit-Rchg/SlowProc(46) Level 44: Shadow Meld -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/Rchg(48) Level 47: Combat Jumping -- Ksm-ToHit+(A), Rct-ResDam%(50) Level 49: Hasten -- RechRdx-I(A), RechRdx-I(50) Level 1: Brawl -- Acc-I(A) Level 1: Critical Hit 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 -- IntRdx-I(A) Level 4: Ninja Run Level 2: Swift -- Run-I(A) Level 2: Health -- Pnc-Heal/+End(A), Mrc-Rcvry+(36), NmnCnv-Regen/Rcvry+(37) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-End%(A), PwrTrns-+Heal(15), PwrTrns-EndMod(36) Level 50: Musculature Core Paragon Level 50: Diamagnetic Radial Flawless Interface Level 50: Banished Pantheon Radial Superior Ally Level 0: Portal Jockey Level 0: Task Force Commander Level 0: The Atlas Medallion Level 0: Freedom Phalanx Reserve Level 41: Experimental Injection -- Empty(A) Level 1: Quick Form Level 50: Assault Core Embodiment Level 50: Ion Core Final Judgement Level 50: Ageless Radial Epiphany ------------
  17. Here is a build I'm currently running, still fairly early into incarnates. Shadow meld helps a *lot* for avoiding cascading defense failure and the snipe is helpful for hard targets. Damage seems good overall and survivability seems to also be in a good place. The goal will be to team up for incarnate content (no interst in soloing it) and other fun TFs. Toward the end, for the destiny incarnate pick rebirth radial, ageless radial, and barrier core are all under consideration. Each has their strong and weak points. I'm currently building up ageless radial for the endless end and debuff resistance. I might also get rebirth radial and swap between them, depending on mob types in particular missions / TFs. For the interface incarnate pick I went for diamagnetic, which will hopefully not overstack with other teammates' picks for interface (ie: hopefully it ends up counting, instead of being wasted). That gives away an opportunity for more damage through a DOT. But, survivability should be improved at least somewhat, both solo and in teams. The weakest point of the build is energy / neg energy resistances. Given the ubiquity of energy damage in endgame that's not a preferred state. But, I'm not certain whether or how to reconfigure the build to boost them up without giving up something important along the way. Feedback is welcome! Hero Plan by Mids' Reborn : Hero Designer 2.6.0.7 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! Inferno at Midnight: Level 50 Science Scrapper Primary Power Set: Fiery Melee Secondary Power Set: Shield Defense Power Pool: Leaping Power Pool: Fighting Power Pool: Speed Power Pool: Leadership Ancillary Pool: Soul Mastery Hero Profile: Level 1: Fire Sword -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Acc/Dmg/EndRdx(3), SprBlsCol-Dmg/EndRdx/Acc/Rchg(3), SprBlsCol-Dmg/EndRdx(5), SprBlsCol-Rchg/HoldProc(5) Level 1: Deflection -- Rct-ResDam%(A), Rct-Def(7), Rct-Def/EndRdx(9), Rct-EndRdx/Rchg(9), Rct-Def/Rchg(11), Rct-Def/EndRdx/Rchg(11) Level 2: Battle Agility -- RedFrt-Def/EndRdx(A), RedFrt-EndRdx(7), RedFrt-Def/Rchg(23), RedFrt-EndRdx/Rchg(25), RedFrt-Def/EndRdx/Rchg(25), RedFrt-Def(27) Level 4: True Grit -- UnbGrd-Max HP%(A), UnbGrd-ResDam(19), UnbGrd-ResDam/EndRdx(19), UnbGrd-Rchg/ResDam(21), NmnCnv-Regen/Rcvry+(21), NmnCnv-Heal(23) Level 6: Combat Jumping -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(17) Level 8: Cremate -- SprCrtStr-Acc/Dmg(A), SprCrtStr-Dmg/Rchg(13), SprCrtStr-Acc/Dmg/Rchg(13), SprCrtStr-Dmg/EndRdx/Rchg(15), SprCrtStr-Acc/Dmg/EndRdx/Rchg(15), SprCrtStr-Rchg/+50% Crit(17) Level 10: Active Defense -- EndRdx-I(A) Level 12: Kick -- Empty(A) Level 14: Tough -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(33), Ags-Psi/Status(43) Level 16: Weave -- RedFrt-Def/EndRdx(A), RedFrt-Def/Rchg(29), RedFrt-EndRdx/Rchg(29), RedFrt-Def/EndRdx/Rchg(31), RedFrt-Def(31), RedFrt-EndRdx(31) Level 18: Fire Sword Circle -- SprAvl-Rchg/KDProc(A), SprAvl-Acc/Dmg/EndRdx(27), SprAvl-Acc/Dmg(42), SprAvl-Acc/Dmg/Rchg(42), SprAvl-Dmg/EndRdx(42), SprAvl-Acc/Dmg/EndRdx/Rchg(43) Level 20: Phalanx Fighting -- LucoftheG-Def/Rchg+(A) Level 22: Breath of Fire -- Rgn-Knock%(A), Rgn-Dmg(33), Rgn-Dmg/Rchg(34), Rgn-Acc/Dmg/Rchg(34), Rgn-Dmg/EndRdx(34), Rgn-Acc/Rchg(36) Level 24: Hasten -- RechRdx-I(A), RechRdx-I(33) Level 26: Incinerate -- SprScrStr-Acc/Dmg(A), SprScrStr-Dmg/Rchg(36), SprScrStr-Acc/Dmg/Rchg(43), SprScrStr-Dmg/EndRdx/Rchg(50), SprScrStr-Acc/Dmg/EndRdx/Rchg(50), SprScrStr-Rchg/+Crit(50) Level 28: Against All Odds -- EndRdx-I(A) Level 30: Build Up -- AdjTrg-ToHit/Rchg(A) Level 32: Maneuvers -- LucoftheG-Def/Rchg+(A) Level 35: Shield Charge -- Arm-Dam%(A), Arm-Dmg(36), Arm-Dmg/Rchg(37), Arm-Acc/Dmg/Rchg(37), Arm-Acc/Rchg(37), Arm-Dmg/EndRdx(40) Level 38: Moonbeam -- StnoftheM-Acc/Dmg(A), StnoftheM-Dmg/EndRdx(39), StnoftheM-Dmg/ActRdx/Rchg(39), StnoftheM-Dmg/EndRdx/Rchg(39), StnoftheM-Dam%(40), StnoftheM-Acc/ActRdx/Rng(40) Level 41: Shadow Meld -- LucoftheG-Def/Rchg+(A) Level 44: Tactics -- GssSynFr--ToHit(A), GssSynFr--ToHit/Rchg(45), GssSynFr--ToHit/Rchg/EndRdx(45), GssSynFr--Rchg/EndRdx(45), GssSynFr--ToHit/EndRdx(46), GssSynFr--Build%(46) Level 47: Grant Cover -- LucoftheG-Def/Rchg+(A) Level 49: One with the Shield -- ImpArm-ResPsi(A) Level 1: Brawl -- Empty(A) Level 1: Critical Hit 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 -- Pnc-Heal/+End(A), Prv-Absorb%(46), Mrc-Heal/EndRdx/Rchg(48) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PwrTrns-+Heal(A), PwrTrns-EndMod(48), PrfShf-End%(48) Level 50: Musculature Core Paragon Level 50: Void Radial Final Judgement Level 50: Diamagnetic Core Flawless Interface Level 50: Banished Pantheon Radial Superior Ally Level 50: Assault Total Radial Graft Level 0: Freedom Phalanx Reserve Level 0: Portal Jockey Level 0: Task Force Commander Level 0: The Atlas Medallion Level 50: Ageless Radial Epiphany ------------
  18. I'm planning out a psi / mental blaster build. It's a lot easier to contemplate if this blaster can invis, drop into a spawn, drain psyche, and then blast away. If stealth from the concealment pool stacks with a stealth IO (ie: in sprint or combat jumping), then that would be helpful to know. If I need to rely on using super speed plus a stealth IO, then that wouldn't go well because of aiming issues and occasional terrain problems. Thank you in advance!
  19. Further changes were made to the build. Vigor replaced musculature for the alpha incarnate and assault radial replaced assault core. The key reason for these changes is that double mire pretty much caps damage anyways, and so double hit is better than bonus damage (assault) and the damage boost from musculature ends up being wasted a fair percentage of the time. The boosts from vigor core (healing, end reduction, accuracy) are all helpful. Also, Banished Pantheon core is replacing Seers Radial for Lore; -regen and more damage are both good to have. A key change was to replace the "Overwhelming Force" knockback to knockdown IO with a "Sudden Acceleration" knockback to knockdown IO. This was important because the OF KB to KD IO was not functioning, meaning my warshade was blowing mobs back with every nuke. Since quasar is used a *lot* that was problematic on teams. But, the SA KB to KD IO functions exactly as intended. The new build plays very well for a wide variety of content. Dual mires + nuke works very well (now that it is knockdown, rather than knockback). Perma-eclipse with burnout as a backup also works very well. And, dwarf form is quite beefy with a vigor-boosted heal. As expected, cascading defense failure and recovery debuffs are the biggest challenges. Most everything else is survivable, except in cases of driver error. 🙂 Hero Plan by Mids' Reborn : Hero Designer 2.6.0.7 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! Bi-form dwarf human warshade: Level 50 Magic Warshade Primary Power Set: Umbral Blast Secondary Power Set: Umbral Aura Power Pool: Speed Power Pool: Leadership Power Pool: Flight Power Pool: Force of Will Hero Profile: Level 1: Ebon Eye -- Empty(A) Level 1: Absorption -- GldArm-3defTpProc(A) Level 2: Shadow Bolt -- SprKhlGrc-Acc/Dmg(A), SprKhlGrc-Dmg/Rchg(33), SprKhlGrc-Acc/Dmg/Rchg(33), SprKhlGrc-Dmg/EndRdx/Rchg(34), SprKhlGrc-Acc/Dmg/EndRdx/Rchg(34), SprKhlGrc-Rchg/FormBuff(50) Level 4: Hasten -- RechRdx-I(A), RechRdx-I(31), RechRdx-I(31) Level 6: Maneuvers -- LucoftheG-Def/Rchg+(A) Level 8: Hover -- LucoftheG-Def/Rchg+(A) Level 10: Super Speed -- BlsoftheZ-ResKB(A) Level 12: Sunless Mire -- SprAvl-Rchg/KDProc(A), SprAvl-Acc/Dmg(13), SprAvl-Acc/Dmg/EndRdx/Rchg(13), SprAvl-Acc/Dmg/EndRdx(15), SprAvl-Acc/Dmg/Rchg(48), SprAvl-Dmg/EndRdx(50) Level 14: Tactics -- RctRtc-Pcptn(A) Level 16: Shadow Cloak -- LucoftheG-Def/Rchg+(A) Level 18: Gravity Well -- SprEssTrn-Acc/Dmg/Rchg(A), SprEssTrn-Rchg/Global Heal(27), SprEssTrn-Dmg/EndRdx/Rchg(27), Mk'Bit-Dam%(29), UnbCns-Dam%(29) Level 20: Black Dwarf -- UnbGrd-Max HP%(A), UnbGrd-ResDam/EndRdx(31), UnbGrd-ResDam(45), StdPrt-ResDam/Def+(46) Level 22: Stygian Circle -- Pnc-Heal/EndRedux/Rchg(A), Pnc-Heal(23) Level 24: Burnout -- RechRdx-I(A), RechRdx-I(25) Level 26: Vengeance -- LucoftheG-Def/Rchg+(A) Level 28: Weaken Resolve -- CldSns-Acc/EndRdx/Rchg(A), CldSns-Acc/ToHitDeb(42), CldSns-Acc/Rchg(42), CldSns-%Dam(43), AchHee-ResDeb%(43) Level 30: Nebulous Form -- BlsoftheZ-ResKB(A) Level 32: Dark Extraction -- ExpRnf-Acc/Dmg(A), ExpRnf-Acc/Dmg/Rchg(34), ExpRnf-+Res(Pets)(36), ExpRnf-EndRdx/Dmg/Rchg(36), SlbAll-Build%(36), SlbAll-Dmg/Rchg(37) Level 35: Quasar -- Obl-%Dam(A), Obl-Acc/Dmg/EndRdx/Rchg(37), Obl-Acc/Dmg/Rchg(37), Obl-Dmg/Rchg(39), Obl-Dmg(39), SuddAcc--KB/+KD(50) Level 38: Eclipse -- PrfShf-Acc/Rchg(A), EffAdp-Acc/Rchg(39), PreOptmz-Acc/Rech(40), Ags-ResDam/Rchg(40), Ags-ResDam(40), TtnCtn-ResDam(42) Level 41: Project Will -- HO:Nucle(A) Level 44: Unleash Potential -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(45), Ksm-ToHit+(45), Rct-ResDam%(46) Level 47: Starless Step -- Acc-I(A) Level 49: Stygian Return -- DctWnd-Heal(A) Level 20: Black Dwarf Antagonize -- Taunt-I(A) Level 20: Black Dwarf Drain -- GldStr-%Dam(A), SprBlsCol-Acc/Dmg(3), SprBlsCol-Dmg/EndRdx(3), SprBlsCol-Acc/Dmg/EndRdx(5), SprBlsCol-Dmg/EndRdx/Acc/Rchg(5), SprBlsCol-Rchg/HoldProc(33) Level 20: Black Dwarf Mire -- Arm-Dam%(A), Arm-Dmg/EndRdx(7), Arm-Acc/Dmg/Rchg(7), Arm-Dmg/Rchg(9), Arm-Dmg(48), FuroftheG-ResDeb%(48) Level 20: Black Dwarf Smite -- SprEssTrn-Acc/Dmg(A), SprEssTrn-Dmg/Rchg(9), SprEssTrn-Acc/Dmg/EndRdx/Rchg(11), GldStr-%Dam(11), Mk'Bit-Dam%(15), FrcFdb-Rechg%(46) Level 20: Black Dwarf Step -- BlsoftheZ-Travel/EndRdx(A) Level 20: Black Dwarf Strike -- Hct-Dam%(A), Hct-Dmg/EndRdx(17), Hct-Dmg(17), Hct-Dmg/Rchg(19), Hct-Acc/Dmg/Rchg(19), Mk'Bit-Dam%(43) Level 1: Brawl -- Empty(A) Level 1: Dark Sustenance 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: Shadow Step -- BlsoftheZ-ResKB(A) Level 1: Sprint -- Clr-Stlth(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 10: Shadow Recall -- WntGif-ResSlow(A) Level 2: Swift -- Run-I(A) Level 2: Health -- Prv-Absorb%(A), Pnc-Heal/+End(21), NmnCnv-Regen/Rcvry+(23), Mrc-Rcvry+(25) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(21) Level 0: Freedom Phalanx Reserve Level 0: Portal Jockey Level 0: Task Force Commander Level 0: The Atlas Medallion Level 50: Ion Core Final Judgement Level 50: Ageless Total Radial Invocation Level 50: Assault Radial Embodiment Level 50: Reactive Core Flawless Interface Level 50: Vigor Core Paragon Level 50: Banished Pantheon Core Superior Ally ------------ ------------
  20. This is for a dwarf / human bi-form warshade I was planning, and am now playing. Every now and again it's nice to have shadow bolt slotted up when in dwarf form every now and again, even though melee powers are essentially always recharged and ready for use. Ebon eye wouldn't have been used much because most of the time my bi-form shade is in dwarf form.
  21. IIRC, either ebon eye or shadow bolt is now usable while in warshade dwarf form. However, I can't remember which one it is and I'm hoping not to burn a respec and all the time it would take to rebuild my character if I put an extra four slots into the wrong power. If anybody knows, then that would be helpful and much appreciated. 🙂
  22. I tweaked the build several times since the OP, enough that anybody looking earlier incarnations of the build inputted into the OP would probably give erroneous feedback, at this point. The overall main pros and cons seem to be still true. But, there's been a fair amount of refinements in the use of procs, in where IO sets are slotted, and in a few other issues. The results are higher damage and 5% more global recharge. The modified build is given below, and will hopefully be made even better based on feedback from others. Thank you in advance! Hero Plan by Mids' Reborn : Hero Designer 2.6.0.7 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! Bi-form dwarf human warshade: Level 50 Magic Warshade Primary Power Set: Umbral Blast Secondary Power Set: Umbral Aura Power Pool: Speed Power Pool: Leadership Power Pool: Flight Power Pool: Force of Will Hero Profile: Level 1: Ebon Eye -- SprKhlGrc-Acc/Dmg(A), SprKhlGrc-Dmg/Rchg(33), SprKhlGrc-Acc/Dmg/Rchg(33), SprKhlGrc-Dmg/EndRdx/Rchg(34), SprKhlGrc-Acc/Dmg/EndRdx/Rchg(34), SprKhlGrc-Rchg/FormBuff(50) Level 1: Absorption -- GldArm-3defTpProc(A) Level 2: Shadow Bolt -- Empty(A) Level 4: Hasten -- RechRdx-I(A), RechRdx-I(31), RechRdx-I(31) Level 6: Maneuvers -- LucoftheG-Def/Rchg+(A) Level 8: Hover -- LucoftheG-Def/Rchg+(A) Level 10: Super Speed -- BlsoftheZ-ResKB(A) Level 12: Sunless Mire -- SprAvl-Rchg/KDProc(A), SprAvl-Acc/Dmg(13), SprAvl-Acc/Dmg/EndRdx/Rchg(13), SprAvl-Acc/Dmg/EndRdx(15), SprAvl-Acc/Dmg/Rchg(48), SprAvl-Dmg/EndRdx(50) Level 14: Tactics -- RctRtc-Pcptn(A) Level 16: Shadow Cloak -- LucoftheG-Def/Rchg+(A) Level 18: Gravity Well -- SprEssTrn-Acc/Dmg/Rchg(A), SprEssTrn-Rchg/Global Heal(27), SprEssTrn-Dmg/EndRdx/Rchg(27), Mk'Bit-Dam%(29), UnbCns-Dam%(29) Level 20: Black Dwarf -- UnbGrd-Max HP%(A), UnbGrd-ResDam/EndRdx(31), UnbGrd-ResDam(45), StdPrt-ResDam/Def+(46) Level 22: Stygian Circle -- Pnc-Heal/EndRedux/Rchg(A), Pnc-Heal(23) Level 24: Burnout -- RechRdx-I(A), RechRdx-I(25) Level 26: Vengeance -- LucoftheG-Def/Rchg+(A) Level 28: Weaken Resolve -- CldSns-ToHitDeb(A), CldSns-Acc/ToHitDeb(42), CldSns-Acc/Rchg(42), CldSns-ToHitDeb/EndRdx/Rchg(43), ShlBrk-%Dam(43), AchHee-ResDeb%(43) Level 30: Nebulous Form -- BlsoftheZ-ResKB(A) Level 32: Dark Extraction -- ExpRnf-Acc/Dmg(A), ExpRnf-Acc/Dmg/Rchg(34), ExpRnf-+Res(Pets)(36), ExpRnf-EndRdx/Dmg/Rchg(36), SlbAll-Build%(36), CaltoArm-+Def(Pets)(37) Level 35: Quasar -- Obl-%Dam(A), Obl-Acc/Dmg/EndRdx/Rchg(37), Obl-Acc/Dmg/Rchg(37), Obl-Dmg/Rchg(39), Obl-Acc/Rchg(39), OvrFrc-Dam/KB(50) Level 38: Eclipse -- PrfShf-Acc/Rchg(A), EffAdp-Acc/Rchg(39), PreOptmz-Acc/Rech(40), Ags-ResDam/Rchg(40), Ags-ResDam(40), TtnCtn-ResDam(42) Level 41: Project Will -- HO:Nucle(A) Level 44: Unleash Potential -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(45), Ksm-ToHit+(45), Rct-ResDam%(46) Level 47: Starless Step -- BlsoftheZ-ResKB(A) Level 49: Stygian Return -- DctWnd-Heal(A) Level 20: Black Dwarf Antagonize -- PrfZng-Acc/Rchg(A) Level 20: Black Dwarf Drain -- ThfofEss-+End%(A), SprBlsCol-Acc/Dmg(3), SprBlsCol-Dmg/EndRdx(3), SprBlsCol-Acc/Dmg/EndRdx(5), SprBlsCol-Dmg/EndRdx/Acc/Rchg(5), SprBlsCol-Rchg/HoldProc(33) Level 20: Black Dwarf Mire -- Arm-Dam%(A), Arm-Dmg/EndRdx(7), Arm-Acc/Dmg/Rchg(7), Arm-Dmg/Rchg(9), Arm-Dmg(48), FuroftheG-ResDeb%(48) Level 20: Black Dwarf Smite -- SprEssTrn-Acc/Dmg(A), SprEssTrn-Dmg/Rchg(9), SprEssTrn-Acc/Dmg/EndRdx/Rchg(11), GldStr-%Dam(11), Mk'Bit-Dam%(15), FrcFdb-Rechg%(46) Level 20: Black Dwarf Step -- BlsoftheZ-Travel/EndRdx(A) Level 20: Black Dwarf Strike -- Hct-Dam%(A), Hct-Dmg/EndRdx(17), Hct-Dmg(17), Hct-Dmg/Rchg(19), Hct-Acc/Dmg/Rchg(19) Level 1: Brawl -- Empty(A) Level 1: Dark Sustenance 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: Shadow Step -- BlsoftheZ-ResKB(A) Level 1: Sprint -- Clr-Stlth(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 10: Shadow Recall -- WntGif-ResSlow(A) Level 2: Swift -- Run-I(A) Level 2: Health -- Prv-Absorb%(A), Pnc-Heal/+End(21), NmnCnv-Regen/Rcvry+(23), RgnTss-Regen+(25) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(21) Level 0: Freedom Phalanx Reserve Level 0: Portal Jockey Level 0: Task Force Commander Level 0: The Atlas Medallion Level 50: Musculature Core Paragon Level 50: Ion Core Final Judgement Level 50: Seers Radial Superior Ally Level 50: Ageless Total Radial Invocation Level 50: Assault Radial Embodiment Level 50: Reactive Core Flawless Interface ------------ ------------
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