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Draeth Darkstar

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Everything posted by Draeth Darkstar

  1. Would a nerf to the debuff on Shivers be able to justify an expanded arc? Ice Control doesn't really need another power in the rotation that has a bunch of slow, it stacks an absurd amount of it already.
  2. The set feels great to play now, except for the Cone targeting. I don't know if it's as much of an issue for fully-sighted players, but as a legally blind person I have kind of a hard time gauging the aim for Cones, and when they're all different sizes it compounds that issue a lot for me. I think the set would feel better if they were the same range, at least, if not the same arc.
  3. As you wish. This Hero build was built using Mids Reborn 3.3.1 https://github.com/LoadedCamel/MidsReborn Click this DataLink to open the build! Level 50 Magic Blaster Primary Power Set: Electrical Blast Secondary Power Set: Electricity Manipulation Power Pool: Speed Power Pool: Flight Power Pool: Leadership Power Pool: Fighting Ancillary Pool: Mace Mastery Hero Profile: Level 1: Lightning Bolt -- SprWntBit-Rchg/SlowProc(A), SprWntBit-Dmg/Rchg(9), SprWntBit-Acc/Dmg/EndRdx(9), SprWntBit-Acc/Dmg/Rchg(17), SprWntBit-Dmg/EndRdx/Acc/Rchg(19), Apc-Dam%(29) Level 1: Electric Fence -- Empty(A) Level 2: Ball Lightning -- SprDfnBrr-Acc/Dmg(A), SprDfnBrr-Dmg/Rchg(3), SprDfnBrr-Acc/Dmg/Rchg(3), SprDfnBrr-Acc/Dmg/EndRdx(5), SprDfnBrr-Acc/Dmg/EndRdx/Rchg(7), SprDfnBrr-Rchg/+Status Protect(7) Level 4: Hasten -- RechRdx-I(A), RechRdx-I(5) Level 6: Short Circuit -- PwrTrns-EndMod(A), PwrTrns-Dam/Rech(36), PwrTrns-Dam/EndMod(37), PwrTrns-Dam/Acc/End(37), PwrTrns-Dam/Acc/Rech/End(37), PwrTrns-+Heal(39) Level 8: Fly -- Frb-Stlth(A) Level 10: Hover -- Ksm-ToHit+(A), HypSnc-Fly(11), HypSnc-+Special(11) Level 12: Zapp -- StnoftheM-Acc/Dmg(A), StnoftheM-Dmg/EndRdx(13), StnoftheM-Acc/ActRdx/Rng(13), StnoftheM-Dmg/EndRdx/Rchg(15), StnoftheM-Dam%(15), Dcm-Build%(17) Level 14: Charged Brawl -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(19), KntCmb-Dmg/Rchg(42), KntCmb-Dmg/EndRdx/Rchg(42) Level 16: Build Up -- RctRtc-ToHit(A), RctRtc-ToHit/Rchg(46) Level 18: Charge Up -- RctRtc-ToHit(A), RctRtc-ToHit/Rchg(48) Level 20: Dynamo -- NmnCnv-Heal/EndRdx(A), NmnCnv-EndRdx/Rchg(21), NmnCnv-Heal/Rchg(21), NmnCnv-Heal/EndRdx/Rchg(31), NmnCnv-Heal(31), NmnCnv-Regen/Rcvry+(34) Level 22: Evasive Maneuvers -- LucoftheG-Def/Rchg+(A), Srn-Fly(23), Srn-EndRdx/Fly(23) Level 24: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(25), LucoftheG-Def/EndRdx(25) Level 26: Voltaic Sentinel -- ExpRnf-Acc/Rchg(A), ExpRnf-Acc/Dmg(27), ExpRnf-Dmg/EndRdx(27), ExpRnf-Acc/Dmg/Rchg(29) Level 28: Power Sink -- PreOptmz-Acc/Rech(A), PreOptmz-EndMod/End(39), PreOptmz-EndMod/Rech(39), PreOptmz-EndMod/Acc/End(40), PreOptmz-EndMod/Acc/Rech(40), PreOptmz-EndMod/End/Rech(40) Level 30: Tactics -- AdjTrg-ToHit(A), AdjTrg-ToHit/Rchg(31), AdjTrg-ToHit/EndRdx/Rchg(42), AdjTrg-EndRdx/Rchg(50), AdjTrg-ToHit/EndRdx(50) Level 32: Thunderous Blast -- SprBlsWrt-Acc/Dmg(A), SprBlsWrt-Dmg/Rchg(33), SprBlsWrt-Acc/Dmg/Rchg(33), SprBlsWrt-Acc/Dmg/EndRdx(33), SprBlsWrt-Acc/Dmg/EndRdx/Rchg(34), SprBlsWrt-Rchg/Dmg%(34) Level 35: Scorpion Shield -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(36), LucoftheG-Def/EndRdx(36) Level 38: Shocking Grasp -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(43), SprBlsCol-Acc/Dmg/EndRdx(43), SprBlsCol-Acc/Dmg/Rchg(43), SprBlsCol-Rchg/HoldProc(50) Level 41: Boxing -- Empty(A) Level 44: Tough -- StdPrt-ResDam/Def+(A), StdPrt-ResKB(45), GldArm-3defTpProc(45), RctArm-ResDam(45), RctArm-ResDam/EndRdx(46), RctArm-ResDam/EndRdx/Rchg(46) Level 47: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(48), LucoftheG-Def/EndRdx(48) Level 49: Vengeance -- LucoftheG-Def/Rchg+(A) Level 1: Brawl -- Empty(A) Level 1: Defiance Level 1: Sprint -- Empty(A) Level 2: Rest -- Empty(A) Level 1: Swift -- Empty(A) Level 1: Health -- Prv-Absorb%(A) Level 1: Hurdle -- Empty(A) Level 1: Stamina -- PrfShf-End%(A) Level 1: Shocked Level 8: Afterburner Level 49: Quick Form Level 50: Musculature Radial Paragon Level 50: The Atlas Medallion Level 50: Freedom Phalanx Reserve Level 50: Task Force Commander Level 50: Portal Jockey ------------
  4. Howdy folks. Been having a lot of fun playing an elec/elec blaster and decided to poke around a bit in Mds to come up with a high end goal build. Before I commit to anything, though, I'd love to get some feedback on how it looks any any ideas for how I could make it better. Thanks in advance! This Hero build was built using Mids Reborn 3.3.1 https://github.com/LoadedCamel/MidsReborn Click this DataLink to open the build! Level 50 Magic Blaster Primary Power Set: Electrical Blast Secondary Power Set: Electricity Manipulation Power Pool: Speed Power Pool: Flight Power Pool: Leadership Power Pool: Fighting Ancillary Pool: Mace Mastery Hero Profile: Level 1: Lightning Bolt (A) Superior Winter's Bite - Recharge/Chance for -Speed & -Recharge (9) Superior Winter's Bite - Damage/RechargeTime (9) Superior Winter's Bite - Accuracy/Damage/Endurance (17) Superior Winter's Bite - Accuracy/Damage/Recharge (19) Superior Winter's Bite - Damage/Endurance/Accuracy/RechargeTime Level 1: Electric Fence (A) Empty Level 2: Ball Lightning (A) Superior Defiant Barrage - Accuracy/Damage (3) Superior Defiant Barrage - Damage/RechargeTime (3) Superior Defiant Barrage - Accuracy/Damage/RechargeTime (5) Superior Defiant Barrage - Accuracy/Damage/Endurance (7) Superior Defiant Barrage - Accuracy/Damage/Endurance/RechargeTime (7) Superior Defiant Barrage - RechargeTime/+Status Level 4: Hasten (A) Recharge Reduction IO (5) Recharge Reduction IO Level 6: Short Circuit (A) Power Transfer - EndMod (36) Power Transfer - Damage/Recharge (37) Power Transfer - Damage/EndMod (37) Power Transfer - Damage/Accuracy/Endurance (37) Power Transfer - Damage/Accuracy/Recharge/Endurance (39) Power Transfer - Chance to Heal Self Level 8: Fly (A) Freebird - +Stealth Level 10: Hover (A) Luck of the Gambler - Defense/Increased Global Recharge Speed (11) Hypersonic - Flying (11) Hypersonic - Flying / Increased Fly Protection (29) Kismet - Accuracy +6% Level 12: Zapp (A) Sting of the Manticore - Accuracy/Damage (13) Sting of the Manticore - Damage/Endurance (13) Sting of the Manticore - Accuracy/Interrupt/Range (15) Sting of the Manticore - Damage/Endurance/Recharge (15) Sting of the Manticore - Chance of Damage(Toxic) (17) Decimation - Chance of Build Up Level 14: Charged Brawl (A) Kinetic Combat - Accuracy/Damage (19) Kinetic Combat - Damage/Endurance (42) Kinetic Combat - Damage/Recharge (42) Kinetic Combat - Damage/Endurance/Recharge Level 16: Build Up (A) Rectified Reticle - To Hit Buff (46) Rectified Reticle - To Hit Buff/Recharge Level 18: Charge Up (A) Rectified Reticle - To Hit Buff (48) Rectified Reticle - To Hit Buff/Recharge Level 20: Dynamo (A) Numina's Convalesence - Heal/Endurance (21) Numina's Convalesence - Endurance/Recharge (21) Numina's Convalesence - Heal/Recharge (31) Numina's Convalesence - Heal/Endurance/Recharge (31) Numina's Convalesence - Heal (34) Numina's Convalesence - +Regeneration/+Recovery Level 22: Evasive Maneuvers (A) Luck of the Gambler - Defense/Increased Global Recharge Speed (23) Soaring - FlySpeed (23) Soaring - Endurance/FlySpeed Level 24: Maneuvers (A) Luck of the Gambler - Defense/Increased Global Recharge Speed (25) Luck of the Gambler - Defense (25) Luck of the Gambler - Defense/Endurance Level 26: Voltaic Sentinel (A) Expedient Reinforcement - Accuracy/Recharge (27) Expedient Reinforcement - Accuracy/Damage (27) Expedient Reinforcement - Damage/Endurance (29) Expedient Reinforcement - Accuracy/Damage/Recharge Level 28: Power Sink (A) Preemptive Optimization - Accuracy/Recharge (39) Preemptive Optimization - EndMod/Endurance (39) Preemptive Optimization - EndMod/Recharge (40) Preemptive Optimization - EndMod/Accuracy/Endurance (40) Preemptive Optimization - EndMod/Accuracy/Recharge (40) Preemptive Optimization - EndMod/Endurance/Recharge Level 30: Tactics (A) Adjusted Targeting - To Hit Buff (31) Adjusted Targeting - To Hit Buff/Recharge (42) Adjusted Targeting - To Hit Buff/Endurance/Recharge (50) Adjusted Targeting - Endurance/Recharge (50) Adjusted Targeting - To Hit Buff/Endurance Level 32: Thunderous Blast (A) Superior Blaster's Wrath - Accuracy/Damage (33) Superior Blaster's Wrath - Damage/Recharge (33) Superior Blaster's Wrath - Accuracy/Damage/Recharge (33) Superior Blaster's Wrath - Accuracy/Damage/Endurance (34) Superior Blaster's Wrath - Accuracy/Damage/Endurance/Recharge (34) Superior Blaster's Wrath - Recharge/Chance for Fire Damage Level 35: Scorpion Shield (A) Luck of the Gambler - Defense/Increased Global Recharge Speed (36) Luck of the Gambler - Defense (36) Luck of the Gambler - Defense/Endurance Level 38: Shocking Grasp (A) Superior Blistering Cold - Accuracy/Damage (43) Superior Blistering Cold - Damage/Endurance (43) Superior Blistering Cold - Accuracy/Damage/Endurance (43) Superior Blistering Cold - Accuracy/Damage/Recharge (50) Superior Blistering Cold - Recharge/Chance for Hold Level 41: Boxing (A) Empty Level 44: Tough (A) Steadfast Protection - Resistance/+Def 3% (45) Steadfast Protection - Knockback Protection (45) Gladiator's Armor - TP Protection +3% Def (All) (45) Reactive Armor - Resistance (46) Reactive Armor - Resistance/Endurance (46) Reactive Armor - Resistance/Endurance/Recharge Level 47: Weave (A) Luck of the Gambler - Defense/Increased Global Recharge Speed (48) Luck of the Gambler - Defense (48) Luck of the Gambler - Defense/Endurance Level 49: Vengeance (A) Luck of the Gambler - Defense/Increased Global Recharge Speed Level 1: Brawl (A) Empty Level 1: Defiance Level 1: Sprint
  5. As cool as that would be, I think it would be too powerful. If you could increase the magnitude of controls on other ATs, you would pretty much obsolete Controllers and Dominators.
  6. No? The agro cap is 16, period, and you can very much be agroed by enemies you've never touched as well as damage enemies that can't agro you because you're at the cap already. It has nothing to do with individual power target caps, which range from 1 to 255. The extra damage dealt by adding damage enhancements, accuracy enhancements, and damage procs, and buffs, the Interface powers, the Tanker inherent target caps modifiers, and pretty much everything else reduces the end cost versus damage done. That's how enhancements work, for the most part. The only thing you can enhance a damaging power for that doesn't share that relationship is recharge, which is endurance-neutral per cast.
  7. Targeted AoE covers both click-the-map (Rain of Fire) and point-and-click (Fireball), yeah. There's a big difference between messing with the agro cap and the target cap, I woudn't think enhancements would be the place to mess with the agro cap if it did ever become possible. Increasing the target cap of an AoE by 20% only increases its maximum possible damage output by 20%, which isn't an unusually large boost for 3 SOs worth of slotting compared to damage enhancement giving ~95% base damage for the same investment or procs that vary widlly but can do much, much more in optimal circumstances.
  8. It varies pretty wildly. The only broad strokes rule that seems to be observed hard-and-fast is that the shorter the range of the Cone, the smaller the Target Cap is. For damage abilities that usually means melee get 6 caps, ranged damage get 10 caps, and control/debuff/whatever else get 10 or 16 caps. There are a bunch of exceptions though, especially for Tankers due to Gauntlet.
  9. It's functionally very different from ST range, yes, but comparable to Cone range, which was the only thing I did compare it to. As for power, you would need to be in a specific scenario where you could saturate your AoE target cap with the radius increase while not being able to do so without it; that's actually why I included a (much smaller) increase to Target Cap, because you could effectively get no benefit from an Area increase that didn't also increase the Target Cap in many common endgame situations. It also comes at an opportunity cost of slotting more damage/accuracy/recharge/procs. This would be awesome, but I'm pretty sure @Faultline would go full-blown Redside if that much work had to be done on animation sequencers. Love the whole idea, but I especially want to highlight how awesome a contagious Fear would be. That's such a cool imagery. I would also really like this to be possible, but if I'm remembering correctly, one of the powers devs from the Live server days said they didn't make these because the weird under-the-hood interactions between damage and damage resistance made it not work correctly or something to that effect. This would be a lot harder to track since I don't think there's any way to see your +special in the combat stats, but it could be really cool if that could be addressed somehow.
  10. Most of the things you could conceivably enhance about powers already can be, but there are some holes in the system it could be neat to fill. If you could make just one new type of enhancement, what would it be? Why that one? And how would it work? For the sake of discussion, I'll go first. I'd pick "Enhanced Area of Effect." There's two reasons for this: one, it seems to me like the most obvious thing about powers that currently can't be enhanced (at least, not for all of them), and two, because I think it's really cool that you sort of can enhance the area of a cone via +Range enhancements, effectively making it bigger at the end of the range. I would make Area a Schedule B enhancement type (+20% on an even-level SO) the same as Range currently is, which would increase the radius of a PBAOE or TAOE, the arc of a Cone, or the maximum jump distance of a Chain. It would also increase the Target Cap of the power by 1/3rd of that value rounded to the nearest 10%. For example, at 3 even-level SOs, you'd get ~55% increased radius/arc/chain distance and 20% increased Target Cap, which would increase a Target Cap of 6 to 7, 10 to 12, or 16 to 19. Bonus: I would add Enhanced Area as a secondary enhancement to Alpha Core/Radial Resilient and Vigor and as a tertiary enhancement to Radial Intuition, because those are the ones that seem to get the least use currently. I would also make new dual type enhancements that were Damage/Area, Accuracy/Area, Control/Area, and Range/Area. Damage/Area and Control/Area would be added to the special ATF-only pool and the others would be added to the regular dual type pool from Hamidon et. al.
  11. Who... why?
  12. Could Dynamo get this treatment, too? Maybe on the 1 per 10 sec sort of scheme like proc triggers?
  13. I think it would make more sense to add new badges that are, for lack of a better working title, Grandmaster of... for those old TFs with the requirements of Master + No Incarnates. They've been the way they are now with Incarnate powers for far longer than they were ever available before Incarnates and a lot of the people who play the game now never knew it any other way. It really doesn't seem fair to suddenly, drastically increase the difficulty of getting those badges that have, as far as Homecoming is concerned, always been that way.
  14. Please bear in mind that, aside from the already mentioned visual noise detracting from autohit indicators, there are people with low vision who play this game. It's very easy for "situational awareness" as a design goal to turn into "this power is just a vision test" in practice. Vision tests are not particularly interesting or relevant to a video game, and if you look at the 800-pound gorilla of the medium in World of Warcraft, they had to make upwards of a dozen changes to the Castle Nathria raid this year because their super cool new boss mechanics ideas implemented with their super cool new particle engine were literally impossible to see for tons of people and made the raid completely inaccessible. We don't have the dev manpower or the playerbase numbers to test against content that WoW does, so please do try to keep it in mind from the design phase. Also, from a mechanics standpoint, autohit powers really, really suck for pet classes in this game, because CoH has no concept of protecting pets from mechanics that the AI doesn't know it's supposed to dodge. In modern MMOs, pets are anywhere from 75%-100% immune to the mechanics players are supposed to be dodging, and Masterminds are already all but irrelevant to the endgame meta here already.
  15. I hope that you're including Masterminds in this mindset, because the way Henchman work, they're already functionally useless (except as sad, terrible Defenders with weak powers and high endurance costs) in the current endgame content due to the fragility of pets and the way they interact with level scaling. Any new endgame systems that make content more threatening to bad play without a serious modernization of how Mastermind pets interact with that content is going to be even more damning of the most unique but ultimately weak archetype in the game.
  16. I understood that reference!
  17. The VFX for Thorny Assault were new when CoV came out, but the animations and effects are straight copies from Spines. I can't think of anything else that was genuinely new except Mind Probe in Psionic.
  18. The Heroes/AVs in all of the Signature TF/SFs (the ones from the "main characters," basically) have their levels set not to scale down. As a rule of thumb, you at least want the leader of the team to be the max level for the content you're doing to protect you from situations like that.
  19. The counterpoint to this is that almost all powers in the Assault sets are just straight clones of powers from other sets, so they require a lot less work to build. They really only need to be put together by theme and given a balance pass for the numbers, no VFX/SFX, animation, and minimal design work necessary.
  20. That sounds cool as hell.
  21. Awesome, perfect answer. Thank you. I will continue to dream 😌
  22. Could you elaborate, please? This is exactly the kind of thing that I'd really want to hear from the dev team. If it's not going to happen, I want to know why, especially considering that we've now seen it's technically possible.
  23. There are a lot of changes on Thunderspy that I don't like, but the Mastermind updates they did are awesome. I would really like to see Homecoming take their own swing at MM love. It's by far the most unique thing about CoH, mechanically.
  24. I think OP means the bit that covers the underside of the jaw:
  25. Heya folks. Trying my hand at a Proc Monster build with a Plant/Storm and I'd love any feedback or suggestions I can get. This'll be my first Stormie and first Controller build since The Time Before and I'm a little rusty. As I see it: Pros: Lots of procs (of course) Perma hasten Softcapped S/L and Ranged, small purple from E/N Doesn't need Super Speed for stealth, nice for Control positioning with Hover/Fly Cons: End drain is pretty high and Storm is end hungry. Ageless 100% required Weak ST attack chain No room for Frost Breath Gave up a couple proc opportunities to get the recharge and defense up there This Hero build was built using Mids Reborn 3.0.4.7 https://github.com/Reborn-Team/MidsReborn Click this DataLink to open the build! Seelie Queen: Level 50 Magic Controller Primary Power Set: Plant Control Secondary Power Set: Storm Summoning Power Pool: Flight Power Pool: Speed Power Pool: Fighting Power Pool: Leadership Ancillary Pool: Ice Mastery Hero Profile: Level 1: Strangler -- BslGaz-Acc/Hold(A), BslGaz-Slow%(3), BslGaz-EndRdx/Rchg/Hold(7), BslGaz-Acc/EndRdx/Rchg/Hold(7), GhsWdwEmb-Dam%(46), NrnSht-Dam%(46) Level 1: Gale -- Empty(A) Level 2: Roots -- SprWiloft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(A), SprWiloft-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(19), SprWiloft-EndRdx/Rchg(25), SprWiloft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(25), SprWiloft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(37), SprWiloft-Rchg/Dmg%(40) Level 4: Hover -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(5), LucoftheG-Def/EndRdx(5) Level 6: Fly -- Frb-Stlth(A) Level 8: Seeds of Confusion -- CrcPrs-Conf(A), CrcPrs-Conf%(9), CrcPrs-Conf/EndRdx(9), CrcPrs-Conf/Rchg(11), CrcPrs-Acc/Conf/Rchg(17), CrcPrs-Acc/Rchg(19) Level 10: Hasten -- RechRdx-I(A), RechRdx-I(11) Level 12: Steamy Mist -- RedFrt-Def/EndRdx(A), RedFrt-Def(13), RedFrt-Def/Rchg(13), RedFrt-EndRdx(15), RedFrt-EndRdx/Rchg(15), RedFrt-Def/EndRdx/Rchg(17) Level 14: Boxing -- Empty(A) Level 16: Freezing Rain -- RechRdx-I(A) Level 18: Tough -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(46) Level 20: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(21), LucoftheG-Def/EndRdx(21) Level 22: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(23), LucoftheG-Def/EndRdx(23) Level 24: Tactics -- HO:Cyto(A), HO:Cyto(50) Level 26: Carrion Creepers -- SprOvrPrs-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(A), SprOvrPrs-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(27), PstBls-Dam%(27), JvlVll-Dam%(29), Ann-ResDeb%(29), Bmbdmt-+FireDmg(31) Level 28: Vengeance -- LucoftheG-Def/Rchg+(A) Level 30: Vines -- SprOvrPrs-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(A), SprOvrPrs-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(31), SprOvrPrs-Rchg/Energy Font(31), GldNet-Dam%(34), UnbCns-Dam%(37), GhsWdwEmb-Dam%(43) Level 32: Fly Trap -- ExpRnf-Acc/Dmg(A), ExpRnf-Acc/Dmg/Rchg(33), ExpRnf-EndRdx/Dmg/Rchg(33), ExpRnf-Dmg/EndRdx(33), AchHee-ResDeb%(34), TchofLadG-%Dam(34) Level 35: Tornado -- OvrFrc-Dam/KB(A), ExpRnf-Acc/Rchg(36), ExpRnf-Acc/Dmg(36), ExpRnf-Acc/Dmg/Rchg(36), ExpRnf-EndRdx/Dmg/Rchg(37), FrcFdb-Rechg%(43) Level 38: Lightning Storm -- Apc-Dmg/Rchg(A), Apc-Acc/Dmg/Rchg(39), Apc-Acc/Rchg(39), Apc-Dmg/EndRdx(39), Apc-Dam%(40), ExpStr-Dam%(40) Level 41: Ice Blast -- Dcm-Acc/Dmg(A), Dcm-Dmg/EndRdx(42), Dcm-Acc/EndRdx/Rchg(42), Dcm-Acc/Dmg/Rchg(42), Dcm-Build%(43), ImpSwf-Dam%(45) Level 44: Frozen Armor -- LucoftheG-Def(A), LucoftheG-Def/EndRdx(45), LucoftheG-Def/Rchg+(45) Level 47: Ice Storm -- 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: Victory Rush -- EndMod-I(A) Level 1: Containment Level 1: Brawl -- Empty(A) Level 1: Sprint -- Empty(A) Level 2: Rest -- Empty(A) Level 2: Swift -- Flight-I(A) Level 2: Hurdle -- Empty(A) Level 2: Health -- Pnc-Heal/+End(A) Level 2: Stamina -- PrfShf-EndMod(A), PrfShf-End%(3) 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 4: Ninja Run Level 50: Nerve Radial Paragon Level 50: Ion Core Final Judgement Level 50: Spectral Radial Flawless Interface Level 50: Ageless Core Epiphany Level 50: Control Core Embodiment Level 50: Storm Elemental Core Superior Ally ------------
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