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metacore

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  1. Hi all - here is a build for an Energy/Bio sentinel. While running in Offensive is capped at F/C/E/N Def and S/L Defence. EndUsage/Recovery is not a worry and has 299% Regen or 497% Regen with Ablative Carapace. Hasten is not Perma but wasnt going for it. Any feedback? 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! Level 50 Natural Sentinel Primary Power Set: Energy Blast Secondary Power Set: Bio Armor Power Pool: Flight Power Pool: Fighting Power Pool: Speed Power Pool: Teleportation Ancillary Pool: Leviathan Mastery Hero Profile: Level 1: Power Bolt -- Thn-Acc/Dmg(A), Thn-Acc/Dmg/EndRdx(3), Thn-Acc/Dmg/Rchg(5), Thn-Dmg/EndRdx(37) Level 1: Hardened Carapace -- Ags-ResDam/EndRdx(A), Ags-ResDam/EndRdx/Rchg(7), Ags-ResDam(13), Ags-ResDam/Rchg(23) Level 2: Power Blast -- Dvs-Acc/Dmg(A), Dvs-Acc/Dmg/EndRdx/Rchg(3), Dvs-Acc/Dmg/Rchg(5), Dvs-Dmg/EndRdx(17), Dvs-Hold%(37) Level 4: Environmental Adaptation -- LucoftheG-Def/EndRdx(A), LucoftheG-Def/EndRdx/Rchg(7), LucoftheG-Def(13), LucoftheG-Def/Rchg+(23), LucoftheG-EndRdx/Rchg(40) Level 6: Inexhaustible -- Prv-Heal(A), Prv-Absorb%(48) Level 8: Energy Torrent -- SprOppStr-Acc/Dmg(A), SprOppStr-Acc/Dmg/Rchg(9), SprOppStr-Acc/Dmg/EndRdx(9), SprOppStr-Acc/Dmg/EndRdx/Rchg(21), SprOppStr-Dmg/Rchg(40), SprOppStr-Rchg/+Opportunity(43) Level 10: Adaptation Level 12: Aim -- GssSynFr--Build%(A), GssSynFr--ToHit/Rchg(50) Level 14: Power Burst -- SprWntBit-Acc/Dmg(A), SprWntBit-Dmg/Rchg(15), SprWntBit-Acc/Dmg/EndRdx(15), SprWntBit-Acc/Dmg/Rchg(17), SprWntBit-Dmg/EndRdx/Acc/Rchg(36), SprWntBit-Rchg/SlowProc(43) Level 16: Ablative Carapace -- NmnCnv-Heal/EndRdx/Rchg(A), NmnCnv-Heal/Rchg(25), NmnCnv-EndRdx/Rchg(39), NmnCnv-Heal/EndRdx(43), NmnCnv-Heal(46) Level 18: Explosive Blast -- SprFrzBls-Acc/Dmg(A), SprFrzBls-Dmg/EndRdx(19), SprFrzBls-Acc/Dmg/EndRdx(19), SprFrzBls-Acc/Dmg/Rchg(21), SprFrzBls-Dmg/EndRdx/Acc/Rchg(36), SprFrzBls-Rchg/ImmobProc(42) Level 20: Rebuild DNA -- NmnCnv-Heal/EndRdx(A), NmnCnv-EndRdx/Rchg(25), NmnCnv-Heal/Rchg(39), NmnCnv-Heal/EndRdx/Rchg(46), NmnCnv-Heal(46) Level 22: Hover -- ShlWal-ResDam/Re TP(A), Rct-ResDam%(39), LucoftheG-Def/Rchg+(50) Level 24: Kick -- Empty(A) Level 26: Focused Power Bolt -- SprSntWar-Acc/Dmg(A), SprSntWar-Dmg/Rchg(27), SprSntWar-Acc/Dmg/Rchg(27), SprSntWar-Acc/Dmg/EndRdx(31), SprSntWar-Acc/Dmg/EndRdx/Rchg(34), SprSntWar-Rchg/+Absorb(42) Level 28: Tough -- UnbGrd-ResDam/EndRdx(A), UnbGrd-ResDam/EndRdx/Rchg(29), UnbGrd-ResDam(29), UnbGrd-EndRdx/Rchg(34), UnbGrd-Max HP%(42) Level 30: Weave -- LucoftheG-Def/EndRdx(A), LucoftheG-Def/EndRdx/Rchg(31), LucoftheG-EndRdx/Rchg(31), LucoftheG-Def(34), LucoftheG-Def/Rchg+(40) Level 32: Nova -- OvrFrc-Acc/Dmg/End/Rech(A), OvrFrc-Dam/KB(33), OvrFrc-Acc/Dmg/End(33), OvrFrc-Dmg/End/Rech(33), OvrFrc-End/Rech(37) Level 35: Genomic Evolution -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(36) Level 38: Fly -- BlsoftheZ-Travel(A) Level 41: Athletic Regulation -- Clr-Stlth(A), Clr-RunSpd(48) Level 44: Knockout Blow -- Mk'Bit-Acc/Dmg(A), Mk'Bit-Acc/Dmg/EndRdx/Rchg(45), Mk'Bit-Acc/EndRdx/Rchg(45), Mk'Bit-Dmg/EndRdx(45), Mk'Bit-Dam%(48) Level 47: Hasten -- RechRdx-I(A), RechRdx-I(50) Level 49: Recall Friend -- WntGif-ResSlow(A) 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 -- Empty(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Empty(A) Level 2: Health -- Mrc-Rcvry+(A), NmnCnv-Regen/Rcvry+(11) Level 2: Hurdle -- Empty(A) Level 2: Stamina -- PrfShf-EndMod(A), PrfShf-End%(11) Level 10: Defensive Adaptation Level 10: Efficient Adaptation Level 10: Offensive Adaptation ------------
  2. Unfortunately you are reading that wrong. If the software was never meant to do something then no matter how much I may disagree with it it wont do it and that is not a bug. I want my car to fly. It doesnt fly. The car designer/builder never stated that it would fly and didnt design/build it to fly. That is not an issue/error/problem with the car but with my expectations. You could call it a design limitation but its still not a bug. There is nothing wrong with wanting software to do more than it was designed to do. But that is a New Feature Request or Enhancement Request not a bug to be fixed.
  3. Incorrect. If software doesn't work as INTENDED (by the developer) that is a bug. If the software doesn't do what the end user expects the software to do that is totally different.
  4. Doesnt happen often but occasionally on different characters when I enter a mission/tf/etc my floating Insp Tray moves to a different spot and always the same spot. I have my powers tray at the bottom-center of my screen and the Insp Tray off to the right side of the powers tray by ~5mm. When this occurs the Insp Tray appears at the top-left of my powers tray by a good ~3cm. I would say that its a rare occurrence. Anyone else have this issue?
  5. I'd drop the Sup Brute Fury: D/R as you have 100% S/L Res - 10% Res over the cap. Also as this increases the Recharge Time a bit (6.29 > 6.36s - will you even notice it?) your Proc Chance goes up (again not by much but still). Move that slot to Stamina and add another EndMod - this takes your EndRec from 3.27/s > 3.45/s (I turned off Incarnates to see the numbers without them. Its 3.55/s > 3.68/s with Agility Core turned on. Thats a EndUse 1.29 vs EndRec 3.68 = 2.39/s. Turn on Irr Ground and that goes to EndUse 1.62 vs EndRec 3.68 = 2.06/s - not bad. Beyond that cant really see how to up your E/NE Res without hurting your Def to below 45% (with Alpha active).
  6. Its weird then as on my SD Brute I have AD on Auto but even just standing out of combat it will never fire off until the current AD expires. From memory I have a ~4 sec overlap (AD recharges in ~1:56) and AD has a 2:00 duration. I'll double check when I get home as maybe Im missing something?
  7. I have seen a number of posts about dbl stacking Active Defence from the Shield Defence power set to give additional Defence Debuff Resistance. However on my SD Tank and Brute when I have enough recharge so AD is ready to be activated if AD is still running when I click the icon nothing happens. It refuses to activate the power until the current iteration of AD has ended. I also tried having AD on auto-cast and it just sites there waiting for the current AD to end. Assuming you have enough recharge is it possible to have AD dbl stacked and if so how do you do it?
  8. The way I have been reading the goal behind these changes is, and correct me if I am wrong, to have Tankers more into the multiple-enemy zone than the single-enemy zone. That is Tankers are better at handling multiple foes and Brutes are better at ST (!!!in general!!!). Tanks want as many enemies as they can surrounding them. In their face. Punching, kicking, clawing, burning, etc while they laugh at their foes. Cant hit me or I resist what you do (it barely a scratch) or thats all you got watch this heal. Keep the inc AoE/Arc changes and add onto that with changing the Taunt Aura. All Tanks have, and generally take (Ive never seen a Tank without the Taunt Aura but that doesn't mean there aren't any), this power to have a Self +Dam buff similar to the Shield Defence Against All Odds. The first enemy grants a self buff of +X%Dam with each additional foe in range granting +y%Dam up to 10 enemies total. This means when the Tank is surrounded by enemies (ie doing its job) it does more damage. Against a single foe it does less damage. When versing EB/AV/GM I would have these enemies provide a higher +Dam buff. Numbers would need to not get too high to avoid being too Brute like. What about the SD AaO as this already provides a +Dam buff? Either add more +Dam (SD is already known as a damage set) or change it to -Res/-Def/+Rech (Self)/-EndCost (Self)/+Absorb (Self)/Reflect%Dam (can the game even do such a thing?)/??? Brute vs Tank Brutes still do more damage than Tanks. Brutes can still hit Def/Res targets (usually with IO Sets) Tanks can still hit Def/Res targets (without or with minimal IO Sets) Tanks can deal more damage in AoE with the inc range/arc of powers and the Taunt aura Why have a Tank vs a Brute on a Team? Tanks can handle and deal with the additional mobs easier. Why Solo a Tank? With multiple enemies in close the poor damage is mitigated. Multiple Tanks on a Team equals ever better AoE take downs and more chance to control mobs of foes (not needed but not a wast of an AT either).
  9. Thanks. Not super expensive (try not to use Purple IOs) but not cheap by any means either. Thinking of going Nerve Core for the Alpha (+Acc, +Def).
  10. Sentinel Epic Pool > Psi Master > Mind Probe power can accept Blaster ATO's: Checked a few other Epic Pool Melee powers but seems to only be the Psi Mastery Mind Probe power.
  11. I assume the "Damage Cap Lowered to 5.0" means 500%. I get that in terms of coding it may be written as 5.0 and not 500% but in the previous Topic it was written as % and all the CoH wiki websites use % (https://paragonwiki.com/wiki/Limits😞 Archetype Maximum Damage Brute 775% Blaster, Corruptor, Scrapper, Stalker 210% at level 1 500% at level 21+ all others 200% at level 1 400% at level 21+
  12. STATS Defense Melee: 51.3% Ranged: 48.1% AoE: 47.5% Resistance S/L: 70.9% Health & Endurance Regen: 260% MaxHP: 134.1% (2010 HP) EndRe😄 3.18/s EndUse: 1.22/s MaxEnd: 105.4% NOTE: No Incarnates/No Accolades Typical combat (group of enemies) = Blood Thirst - Savage Leap - Shield Charge - Rending Flurry (AoE) or Vicious Slash (ST) The Build Villain Plan by Mids' Reborn : Hero Designer 2.6.0.5 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! Level 50 Natural Brute Primary Power Set: Savage Melee Secondary Power Set: Shield Defense Power Pool: Leaping Power Pool: Fighting Power Pool: Leadership Power Pool: Sorcery Ancillary Pool: Earth Mastery Villain Profile: Level 1: Maiming Slash -- Mk'Bit-Acc/Dmg(A), Mk'Bit-Dmg/EndRdx(3), Mk'Bit-Dmg/Rchg(5), Mk'Bit-Acc/EndRdx/Rchg(5), Mk'Bit-Acc/Dmg/EndRdx/Rchg(34), Mk'Bit-Dam%(34) Level 1: Deflection -- LucoftheG-Def/EndRdx(A), LucoftheG-Def/EndRdx/Rchg(9), LucoftheG-Def(17), LucoftheG-Def/Rchg+(21), LucoftheG-EndRdx/Rchg(40), StdPrt-ResDam/Def+(40) Level 2: Shred -- Erd-Dmg(A), Erd-Acc/Rchg(3), Erd-Acc/Dmg/EndRdx/Rchg(7), Erd-Acc/Dmg/Rchg(34), Erd-%Dam(45) Level 4: Battle Agility -- LucoftheG-Def/EndRdx(A), LucoftheG-Def/EndRdx/Rchg(9), LucoftheG-Def(17), LucoftheG-Def/Rchg+(21), LucoftheG-EndRdx/Rchg(42) Level 6: True Grit -- Prv-Heal(A), Prv-Absorb%(7), UnbGrd-Max HP%(31), GldArm-3defTpProc(42) Level 8: Blood Thirst -- GssSynFr--ToHit/Rchg(A), GssSynFr--Build%(13) Level 10: Active Defense -- RechRdx-I(A) Level 12: Vicious Slash -- SprUnrFur-Acc/Dmg(A), SprUnrFur-Dmg/Rchg(13), SprUnrFur-Acc/Dmg/Rchg(15), SprUnrFur-Dmg/EndRdx/Rchg(37), SprUnrFur-Acc/Dmg/EndRdx/Rchg(39), SprUnrFur-Rchg/+Regen/+End(40) Level 14: Combat Jumping -- ShlWal-ResDam/Re TP(A), Ksm-ToHit+(15) Level 16: Against All Odds -- EndRdx-I(A) Level 18: Rending Flurry -- Erd-Acc/Dmg/EndRdx/Rchg(A), Erd-Acc/Dmg/Rchg(19), Erd-Acc/Rchg(19), Erd-Dmg(37), Erd-Dmg/Rchg(46), Erd-%Dam(46) Level 20: Kick -- Empty(A) Level 22: Tough -- UnbGrd-ResDam/EndRdx(A), UnbGrd-ResDam/EndRdx/Rchg(25), RctArm-ResDam/EndRdx(25), RctArm-ResDam/EndRdx/Rchg(31) Level 24: Phalanx Fighting -- LucoftheG-Def/Rchg+(A) Level 26: Hemorrhage -- SprBrtFur-Acc/Dmg(A), SprBrtFur-Dmg/Rchg(27), SprBrtFur-Acc/Dmg/Rchg(27), SprBrtFur-Dmg/EndRdx/Rchg(37), SprBrtFur-Acc/Dmg/EndRdx/Rchg(43), SprBrtFur-Rech/Fury(43) Level 28: Weave -- LucoftheG-Def/EndRdx(A), LucoftheG-Def/EndRdx/Rchg(29), LucoftheG-Def(29), LucoftheG-Def/Rchg+(31), LucoftheG-EndRdx/Rchg(42) Level 30: Taunt -- MckBrt-Taunt/Rchg/Rng(A), MckBrt-Taunt/Rng(46), MckBrt-Taunt/Rchg(48) Level 32: Savage Leap -- SprAvl-Acc/Dmg/EndRdx/Rchg(A), SprAvl-Acc/Dmg(33), SprAvl-Dmg/EndRdx(33), SprAvl-Acc/Dmg/EndRdx(33), SprAvl-Acc/Dmg/Rchg(39), SprAvl-Rchg/KDProc(39) Level 35: Shield Charge -- ScrDrv-Acc/Dmg(A), ScrDrv-Dmg/EndRdx(36), ScrDrv-Dmg/Rchg(36), ScrDrv-Acc/Rchg(36), ScrDrv-Acc/Dmg/EndRdx(43), FrcFdb-Rechg%(45) Level 38: Grant Cover -- RedFrt-Def/EndRdx(A) Level 41: Maneuvers -- Rct-Def/EndRdx(A), Rct-Def/EndRdx/Rchg(45), RedFrt-Def/EndRdx/Rchg(50), RedFrt-Def/EndRdx(50) Level 44: Mystic Flight -- BlsoftheZ-Travel(A), BlsoftheZ-Travel/EndRdx(48) Level 47: Arcane Bolt -- Thn-Acc/Dmg/EndRdx(A), Thn-Acc/Dmg/Rchg(48), Thn-Acc/Dmg(50) Level 49: Salt Crystals -- CaloftheS-Heal%(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 -- EndRdx-I(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Run-I(A) Level 2: Health -- Mrc-Rcvry+(A), NmnCnv-Regen/Rcvry+(11), Pnc-Heal/+End(23) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-EndMod(A), PrfShf-End%(11), EffAdp-EndMod(23) Level 1: Blood Frenzy ------------ The use of Salt Crystals (sleep) is to see if the Chance for Heal proc is useful. 30' radius with 33% change for 5% heal on each enemy in that radius.
  13. When I get this sometimes the Load Options From File doesnt work as the file itself is borked. When this happens I edit the \CoH\Options.txt file so the value reads "ToolTipDelaySec 0.010000" (1 sec - no quotes), save the txt file and then use the Load Options from File button.
  14. WumpusRat I like your suggestion. For the ally buffs at 81+ Opp I'd say a pbaoe of 15-20' as the Sentinel is prob between the frontlines and the ranged allies due to their shorter ranged attacks and no melee. It 'pulses' 1/sec and the buffs last for 5sec but don't stack from the same Sentinel so if an ally moves out of the area they still get the bonuses for 5secs.
  15. Here is a Dark/Energy build Im in the process of leveling (along with my other 32+ alts!) No Incarnates yet. STATS Defense S/L = 47% F/C = 47.8% En = 54.3% Neg = 44.9% (close enough :)) Psi = 18.2% M/R/A = 25.8%/18.9%/20.8% Resistance S/L = 53.5% F/C = 41.7% En = 28.5% Neg = 26% Toxic = 23.8% Psi = 8% Health & Endurance* Regen = 224% HP = 153.6% EndRec = 3.2/s EndUse = 1.01/s MaxEnd = 105% * No Accolades The Build Hero Plan by Mids' Reborn : Hero Designer 2.6.0.5 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! Level 50 Natural Sentinel Primary Power Set: Dark Blast Secondary Power Set: Energy Aura Power Pool: Flight Power Pool: Fighting Power Pool: Leaping Power Pool: Teleportation Ancillary Pool: Ninja Tool Mastery Hero Profile: Level 1: Dark Blast -- Dvs-Acc/Dmg(A), Dvs-Dmg/EndRdx(3), Dvs-Acc/Dmg/Rchg(5), Dvs-Acc/Dmg/EndRdx/Rchg(31), Dvs-Hold%(48) Level 1: Kinetic Shield -- LucoftheG-Def/EndRdx(A), LucoftheG-Def/EndRdx/Rchg(9), LucoftheG-Def(15), LucoftheG-Def/Rchg+(17), LucoftheG-EndRdx/Rchg(43) Level 2: Gloom -- Dvs-Acc/Dmg/EndRdx/Rchg(A), Dvs-Acc/Dmg(3), Dvs-Dmg/EndRdx(5), Dvs-Acc/Dmg/Rchg(31), Dvs-Hold%(48) Level 4: Power Shield -- LucoftheG-Def/EndRdx(A), LucoftheG-Def/EndRdx/Rchg(9), LucoftheG-Def(15), LucoftheG-Def/Rchg+(17), LucoftheG-EndRdx/Rchg(43) Level 6: Abyssal Gaze -- SprOppStr-Acc/Dmg(A), SprOppStr-Dmg/Rchg(7), SprOppStr-Acc/Dmg/Rchg(7), SprOppStr-Acc/Dmg/EndRdx(21), SprOppStr-Acc/Dmg/EndRdx/Rchg(37), SprOppStr-Rchg/+Opportunity(40) Level 8: Aim -- GssSynFr--ToHit/Rchg(A), GssSynFr--Build%(46) Level 10: Umbral Torrent -- Ann-Acc/Dmg(A), Ann-Acc/Dmg/EndRdx/Rchg(11), Ann-Acc/Dmg/Rchg(11), Ann-Acc/Dmg/EndRdx(31), Ann-ResDeb%(46), SuddAcc--KB/+KD(50) Level 12: Kinetic Dampening -- StdPrt-ResDam/Def+(A), UnbGrd-ResDam(34), UnbGrd-Max HP%(37) Level 14: Hover -- Ksm-ToHit+(A), ShlWal-ResDam/Re TP(34) Level 16: Entropy Shield -- EndRdx-I(A) Level 18: Antumbral Beam -- SprSntWar-Acc/Dmg/EndRdx/Rchg(A), SprSntWar-Acc/Dmg/Rchg(19), SprSntWar-Acc/Dmg/EndRdx(19), SprSntWar-Acc/Dmg(21), SprSntWar-Rchg/+Absorb(34), SprSntWar-Dmg/Rchg(37) Level 20: Power Armor -- GldArm-3defTpProc(A) Level 22: Dark Obliteration -- SprFrzBls-Acc/Dmg(A), SprFrzBls-Acc/Dmg/EndRdx(23), SprFrzBls-Acc/Dmg/Rchg(23), SprFrzBls-Dmg/EndRdx/Acc/Rchg(29), SprFrzBls-Dmg/EndRdx(42), SprFrzBls-Rchg/ImmobProc(43) Level 24: Energize -- Prv-Heal/Rchg/EndRdx(A), Prv-Heal/Rchg(40), Prv-Heal(42), Prv-EndRdx/Rchg(50) Level 26: Life Drain -- SprWntBit-Acc/Dmg(A), SprWntBit-Rchg/SlowProc(27), SprWntBit-Acc/Dmg/EndRdx(27), SprWntBit-Acc/Dmg/Rchg(29), SprWntBit-Dmg/EndRdx/Acc/Rchg(40) Level 28: Repelling Force -- Rct-Def(A), Rct-ResDam%(48), Rct-Def/Rchg(50) Level 30: Kick -- Empty(A) Level 32: Blackstar -- SprAvl-Acc/Dmg/EndRdx/Rchg(A), SprAvl-Acc/Dmg/EndRdx(33), SprAvl-Acc/Dmg/Rchg(33), SprAvl-Rchg/KDProc(33), SprAvl-Dmg/EndRdx(42) Level 35: Tough -- RctArm-ResDam/EndRdx(A), RctArm-ResDam/EndRdx/Rchg(36), RctArm-ResDam(36), RctArm-EndRdx(36) Level 38: Weave -- LucoftheG-Def/EndRdx(A), LucoftheG-Def/EndRdx/Rchg(39), LucoftheG-Def(39), LucoftheG-Def/Rchg+(39), LucoftheG-EndRdx/Rchg(46) Level 41: Tashibishi -- Ann-ResDeb%(A) Level 44: Sting of the Wasp -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(45), KntCmb-Dmg/Rchg(45), KntCmb-Dmg/EndRdx/Rchg(45) Level 47: Super Jump -- UnbLea-Stlth(A) Level 49: Recall Friend -- WntGif-ResSlow(A) 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 -- Empty(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Flight-I(A) Level 2: Health -- NmnCnv-Regen/Rcvry+(A), Mrc-Rcvry+(13), Pnc-Heal/+End(25) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-EndMod(A), PrfShf-End%(13), EffAdp-EndMod(25) ------------ Thoughts
  16. I've played a few Sentinels and notice that solo I end up in melee range fairly often. I have always taken hover but in caves or buildings that doesn't allow you to get out of melee. With low def and res and hp this can be painful. For other ranged damage dealers they have either cc or buffs/debuffs/heals to assist with that. I've felt that instead of having the ranged damage power sets as primary maybe Sentinels should have the Assault power sets to include some melee options. obviously this is a huge change. The inherent is problematic as stated many many time before. If Sentinels are meant to provide sustained damage then have each ST attack return a portion of endurance and a small self heal. Always. For the team benefit give a button that when used applies the -20% res for X seconds allowing the team to focus fire down a target.
  17. just got to level ~30 last night so no idea what my rotation will be like. Also waiting to see what happens with Tanks with the rework. Ive only just started looking into Incarnates myself with only 1 character with an Alpha slotted (a T3) and two T1 in the next two (lol)
  18. Each to their own. For example I cant see how running a build with only an EndRec of 1.24 over EndUsage is actually feasable. I see that you are assuming someone is popping Ageless. I assume I have to be able to survive on my own. You want to use Dark Obliteration a 15' AoE power that does -5.25% To Hit (with the EndRed to allow the above 1.24 extra EndRecovery). Plus its high ~13 End Cost (after using a Purple Set) along with the afore mentioned low EndRecovery every 13.5sec (duration of the -ToHit debuff). I feel that Darkest Night with its 25' radius, enhanced to apply a -13.51% To Hit and -21% Dam debuff is more than efficient. I actually redid my build a bit and dropped by Melee def to 55.6% and upped my Regen to 258%. By using the same Alpha you did (Agility Core Paragon) I get my stats to: M: 59% (Incarnate capped) R: 56.5% AoE: 54.6% EndRec goes from 3.22/s to 3.41/s allowing a much easier time to run Darkest Night if needed. Or I can use Cardiac Core which leaves my M/R/A as 55.6/53.1/51.3 but bumps my S/L Res to 80.4%. My EndUSe goes from 1.38 > 1.07 which gives me ever more End. Or I could go Musculature and get a +14% Dam buff to Clobber (used as an example). Or Vigor... I looked at your build in Mids Reborn and cant see where you are getting the 167.9% MaxHP from? The Totals Window shows 147.9% MaxHP. But maybe Im missing something? (confirmed Accolades are still active in your build). I like the idea of putting the FF Proc in Shield Charge and am looking to see where I can grab a slot from to do the same. Maybe losing 3.8 S/L Res is worth it or drop the Gaus +ToHit/Rech - yeah I'll prob do that.
  19. Here is my version. Got to Incarnate Melee Def (60.6) with R/AoE (51.6/51.3). Idea was to aim for Incarnate Def so can focus on other Incarnate Alpha ideas - but maybe got my M Def too high?) This is with 0 allies in range of Phalanx Fighting so when running solo. Resistance (without the ATO Proc) S/L Res 74.8% F/C Res 44% E/NE 30.5% Regen 246% MaxHP 2499 (inc Accolades) EndUse 1.41/s (with Darkest Night or 0.97/s without DN) EndRec 3.54s No Purps but still expensive. Hero Plan by Mids' Reborn : Hero Designer 2.6.0.4 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! Level 50 Natural Tanker Primary Power Set: Shield Defense Secondary Power Set: War Mace Power Pool: Leaping Power Pool: Fighting Power Pool: Sorcery Ancillary Pool: Soul Mastery Hero Profile: Level 1: Deflection -- LucoftheG-Def/EndRdx(A), LucoftheG-Def/EndRdx/Rchg(7), LucoftheG-Def(9), LucoftheG-Def/Rchg+(13), StdPrt-ResDam/Def+(17), TtnCtn-ResDam(50) Level 1: Bash -- Mk'Bit-Acc/Dmg(A), Mk'Bit-Dmg/EndRdx(3), Mk'Bit-Dmg/Rchg(3), Mk'Bit-Acc/EndRdx/Rchg(15), Mk'Bit-Acc/Dmg/EndRdx/Rchg(46), Mk'Bit-Dam%(46) Level 2: Battle Agility -- LucoftheG-Def/EndRdx(A), LucoftheG-Def/EndRdx/Rchg(7), LucoftheG-Def(9), LucoftheG-Def/Rchg+(13) Level 4: Jawbreaker -- SprBlsCol-Dmg/EndRdx/Acc/Rchg(A), SprBlsCol-Acc/Dmg(5), SprBlsCol-Acc/Dmg/EndRdx(5), SprBlsCol-Acc/Dmg/Rchg(15), SprBlsCol-Rchg/HoldProc(34) Level 6: Active Defense -- RechRdx-I(A) Level 8: True Grit -- UnbGrd-Max HP%(A), GldArm-3defTpProc(17), Prv-Heal(46), Prv-Absorb%(48) Level 10: Against All Odds -- EndRdx-I(A) Level 12: Taunt -- MckBrt-Taunt/Rchg/Rng(A), MckBrt-Taunt/Rchg(23), MckBrt-Taunt/Rng(37) Level 14: Phalanx Fighting -- RedFrt-Def(A), LucoftheG-Def/Rchg+(45) Level 16: Build Up -- GssSynFr--ToHit/Rchg(A), GssSynFr--Build%(45) Level 18: Combat Jumping -- Ksm-ToHit+(A), ShlWal-ResDam/Re TP(42) Level 20: Clobber -- SprGntFis-Acc/Dmg(A), SprGntFis-Rchg/+Absorb(21), SprGntFis-Acc/Dmg/Rchg(21), SprGntFis-Dmg/EndRdx/Rchg(23), SprGntFis-Acc/Dmg/EndRdx/Rchg(34), SprGntFis-Dmg/Rchg(37) Level 22: Kick -- Empty(A) Level 24: Tough -- UnbGrd-ResDam/EndRdx(A), UnbGrd-ResDam/EndRdx/Rchg(25), UnbGrd-ResDam(25), UnbGrd-EndRdx/Rchg(33) Level 26: Shield Charge -- ScrDrv-Acc/Dmg/EndRdx(A), ScrDrv-Acc/Dmg(27), ScrDrv-Acc/Rchg(27), ScrDrv-Dmg/EndRdx(33), ScrDrv-Dam%(40) Level 28: Whirling Mace -- SprAvl-Acc/Dmg/EndRdx/Rchg(A), SprAvl-Acc/Dmg(29), SprAvl-Acc/Dmg/EndRdx(29), SprAvl-Dmg/EndRdx(33), SprAvl-Rchg/KDProc(34), Erd-%Dam(43) Level 30: Weave -- LucoftheG-Def/EndRdx(A), LucoftheG-Def/EndRdx/Rchg(31), LucoftheG-Def(31), LucoftheG-EndRdx/Rchg(31), LucoftheG-Def/Rchg+(37) Level 32: Grant Cover -- LucoftheG-Def/EndRdx(A), LucoftheG-Def/Rchg+(43) Level 35: Shatter -- SprMghoft-Acc/Dmg(A), SprMghoft-Rchg/Res%(36), SprMghoft-Acc/Dmg/Rchg(36), SprMghoft-Dmg/EndRdx/Rchg(36), SprMghoft-Acc/Dmg/EndRdx/Rchg(40), SprMghoft-Dmg/Rchg(43) Level 38: Crowd Control -- Erd-Acc/Dmg/EndRdx/Rchg(A), Erd-Acc/Dmg/Rchg(39), Erd-Acc/Rchg(39), Erd-Dmg(39), Erd-Dmg/Rchg(40), Erd-%Dam(42) Level 41: Mystic Flight -- BlsoftheZ-Travel/EndRdx(A), BlsoftheZ-Travel(42) Level 44: Gloom -- SprWntBit-Acc/Dmg/EndRdx(A), SprWntBit-Dmg/EndRdx/Acc/Rchg(45) Level 47: Darkest Night -- DarWtcDsp-ToHitDeb/EndRdx(A), DarWtcDsp-ToHitdeb/Rchg/EndRdx(48), DarWtcDsp-Slow%(48) Level 49: Summon Widow -- SvrRgh-Acc/Dmg/EndRdx(A), SvrRgh-Acc/Dmg(50), SvrRgh-PetResDam(50) Level 1: Brawl -- Empty(A) Level 1: Gauntlet Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 1: Sprint -- Empty(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Empty(A) Level 2: Health -- NmnCnv-Regen/Rcvry+(A), Mrc-Rcvry+(11), Pnc-Heal/+End(19) Level 2: Hurdle -- Empty(A) Level 2: Stamina -- PrfShf-EndMod(A), PrfShf-End%(11), EffAdp-EndMod(19) Level 0: Freedom Phalanx Reserve Level 0: Portal Jockey Level 0: Task Force Commander Level 0: The Atlas Medallion ------------
  20. This worked thanks heaps!!!!! For everyone else: Removed Mids Reborn via Add/Remove Programs Re-downloaded and ran the installer from the first page of this topic. Viola. PS: I like the new colour scheme
  21. Latest update has broken the program. Ran the Check for Updates and applied the patch to 2604. Then grabbed the DB files as per the home page and extracted them on top of my install files. Launch Mids Reborn and nothing happens. Event Viewer Errors: Source = .NET Runtime EventID = 1026 Task Cat = None Description = Application: Hero Designer.exe Framework Version: v4.0.30319 Description: The process was terminated due to an unhandled exception. Exception Info: System.BadImageFormatException at Hero_Designer.Program.Main() Source = Application Error EventID = 1000 Task Cat = (100) Description = Faulting application name: Hero Designer.exe, version: 2.6.0.4, time stamp: 0x8be7b804 Faulting module name: KERNELBASE.dll, version: 10.0.17763.652, time stamp: 0x598c4711 Exception code: 0xe0434352 Fault offset: 0x0000000000039129 Faulting process id: 0xba4c Faulting application start time: 0x01d5719a505e1586 Faulting application path: D:\DSM\Mids Reborn\Hero Designer.exe Faulting module path: C:\WINDOWS\System32\KERNELBASE.dll Report Id: 0fef72cf-953c-492b-b86e-296d369204e3 Faulting package full name: Faulting package-relative application ID: Source = Windows Error Reporting EventID = 1001 Task Cat = None Description = Fault bucket 1773102264489439618, type 4 Event Name: APPCRASH Response: Not available Cab Id: 0 Problem signature: P1: Hero Designer.exe P2: 2.6.0.4 P3: 8be7b804 P4: KERNELBASE.dll P5: 10.0.17763.652 P6: 598c4711 P7: e0434352 P8: 0000000000039129 P9: P10: I checked my version of .NET and I am running 4.8 (RegEdit = Computer\HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\NET Framework Setup\NDP\v4\Full\Release = 528049 \Version = 4.8.03761) I then uninstalled Mids and ran the new Installer. Upon launching Mids I get this error: Click OK and then I get this: Clicking 'Details' shows this: See the end of this message for details on invoking just-in-time (JIT) debugging instead of this dialog box. ************** Exception Text ************** System.ArgumentException: Parameter is not valid. at System.Drawing.Bitmap..ctor(String filename) at Base.Display.ExtendedBitmap.Initialise(String fileName) at I9Gfx.LoadSets() at Hero_Designer.MainModule.MidsController.LoadData(frmLoading& iFrm) at Hero_Designer.frmMain.frmMain_Load(Object sender, EventArgs e) at System.Windows.Forms.Form.OnLoad(EventArgs e) at System.Windows.Forms.Form.OnCreateControl() at System.Windows.Forms.Control.CreateControl(Boolean fIgnoreVisible) at System.Windows.Forms.Control.CreateControl() at System.Windows.Forms.Control.WmShowWindow(Message& m) at System.Windows.Forms.Control.WndProc(Message& m) at System.Windows.Forms.Form.WmShowWindow(Message& m) at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam) ************** Loaded Assemblies ************** mscorlib Assembly Version: 4.0.0.0 Win32 Version: 4.8.3928.0 built by: NET48REL1 CodeBase: file:///C:/Windows/Microsoft.NET/Framework64/v4.0.30319/mscorlib.dll ---------------------------------------- Hero Designer Assembly Version: 2.6.0.4 Win32 Version: 2.6.0.4 CodeBase: file:///D:/DSM/Mids%20Reborn/Hero%20Designer.exe ---------------------------------------- System.Windows.Forms Assembly Version: 4.0.0.0 Win32 Version: 4.8.3928.0 built by: NET48REL1 CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Windows.Forms/v4.0_4.0.0.0__b77a5c561934e089/System.Windows.Forms.dll ---------------------------------------- System Assembly Version: 4.0.0.0 Win32 Version: 4.8.3928.0 built by: NET48REL1 CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll ---------------------------------------- System.Drawing Assembly Version: 4.0.0.0 Win32 Version: 4.8.3761.0 built by: NET48REL1 CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Drawing/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll ---------------------------------------- Base Assembly Version: 1.0.0.0 Win32 Version: 1.0.0.0 CodeBase: file:///D:/DSM/Mids%20Reborn/Base.DLL ---------------------------------------- System.Configuration Assembly Version: 4.0.0.0 Win32 Version: 4.8.3761.0 built by: NET48REL1 CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Configuration/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Configuration.dll ---------------------------------------- System.Core Assembly Version: 4.0.0.0 Win32 Version: 4.8.3928.0 built by: NET48REL1 CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Core/v4.0_4.0.0.0__b77a5c561934e089/System.Core.dll ---------------------------------------- System.Xml Assembly Version: 4.0.0.0 Win32 Version: 4.8.3761.0 built by: NET48REL1 CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll ---------------------------------------- Newtonsoft.Json Assembly Version: 12.0.0.0 Win32 Version: 12.0.2.23222 CodeBase: file:///D:/DSM/Mids%20Reborn/Newtonsoft.Json.DLL ---------------------------------------- System.Runtime.Serialization Assembly Version: 4.0.0.0 Win32 Version: 4.8.3928.0 built by: NET48REL1 CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Runtime.Serialization/v4.0_4.0.0.0__b77a5c561934e089/System.Runtime.Serialization.dll ---------------------------------------- System.Data Assembly Version: 4.0.0.0 Win32 Version: 4.8.3761.0 built by: NET48REL1 CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_64/System.Data/v4.0_4.0.0.0__b77a5c561934e089/System.Data.dll ---------------------------------------- midsControls Assembly Version: 1.0.0.0 Win32 Version: 1.0.0.0 CodeBase: file:///D:/DSM/Mids%20Reborn/midsControls.DLL ---------------------------------------- Microsoft.VisualBasic Assembly Version: 10.0.0.0 Win32 Version: 14.8.3761.0 built by: NET48REL1 CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/Microsoft.VisualBasic/v4.0_10.0.0.0__b03f5f7f11d50a3a/Microsoft.VisualBasic.dll ---------------------------------------- AutoUpdater.NET Assembly Version: 1.5.7.0 Win32 Version: 1.5.7.0 CodeBase: file:///D:/DSM/Mids%20Reborn/AutoUpdater.NET.DLL ---------------------------------------- ************** JIT Debugging ************** To enable just-in-time (JIT) debugging, the .config file for this application or computer (machine.config) must have the jitDebugging value set in the system.windows.forms section. The application must also be compiled with debugging enabled. For example: <configuration> <system.windows.forms jitDebugging="true" /> </configuration> When JIT debugging is enabled, any unhandled exception will be sent to the JIT debugger registered on the computer rather than be handled by this dialog box. HELP
  22. @Stone Karma your end usage is so high how will you fight? 2.34/s Usage with only 2.96/s Recovery
  23. LOTS of comments and good feedback. Honestly I haven't read all 38 pages so maybe some of my below suggestions have been pre-argued but with that out the way (NOTE: all numbers are subject to change based on actual calculations :)): Bruising with the following - All ST attacks (inc ranged Tank ST attacks like Focused Burst, Impale, etc) apply a non-stacking (from the same Tank) Bruising effect of -15% Res for 10s. This allows for those Tanks that want to can ignore the T1. All Tank secondaries have at least 3 ST attacks. - Multiple Tanks apply a stacking but reduced additional Bruising of -5% Res up to 4 more Tanks (half a potential all Tank team). In this unlikely scenario of 4 Tanks there is up to a -35% Res on a Single Target. This gives a reason for a Tank and reason for multiple Tanks. This limited stacking is similar to those Aura powers like Rise to the Challenge where the first target provides a large buff but additional targets provide a lower buff. Endurance Inc Base Endurance to 120. Stay fighting for longer while others need to 'take a breath' 🙂 The Tank stays standing and engaging the enemy while the 'punchies' and 'throwies' get tired. Gauntlet changes keep them - NOTE: does this mean that Taunt enh can no longer be slotted in attacks? Possible QoL improvement could include something akin to the Defender Inherent where when solo the Tanker does more damage but when having teammates this reduces. For example: Solo = 1.0 1-2 Team = 0.9 3+ Team = 0.8 (Again numbers just for Proof of Concept) AoE/Taunt changes keep them Increase AoE as stated - include the new ranges in the Power details. Increase Taunt as stated Damage changes: Increase Tank Ranged damage mod to 0.8 Leave Tank Melee damage modifier as 0.8 (or up it to 0.85) Leave Tank Damage cap at 400% - These two can be reviewed for additional changes after the others have been implemented
  24. Running without Incarnates. Using Offensive Adaptation by default. Defenses S/L: 18.9% F/C: 38.2% E/NE: 45.1% Psi: 21.8% Ranged: 22% Resists S/L; 75% F/C: 15% E/NE: 12.7% Psi: 7.1% Regen: 283% Tried to work on improving my S/L Def but there are limited options. Hero Plan by Mids' Reborn : Hero Designer 2.6.0.3 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! Level 50 Natural Sentinel Primary Power Set: Energy Blast Secondary Power Set: Bio Armor Power Pool: Flight Power Pool: Fighting Power Pool: Leadership Ancillary Pool: Ninja Tool Mastery Hero Profile: Level 1: Power Blast -- Dvs-Acc/Dmg(A), Dvs-Acc/Dmg/EndRdx/Rchg(3), Dvs-Dmg/EndRdx(5), Dvs-Hold%(25) Level 1: Hardened Carapace -- Ags-ResDam/EndRdx(A), GldArm-3defTpProc(5), Ags-ResDam/EndRdx/Rchg(13), Ags-ResDam(15), Ags-EndRdx/Rchg(17), StdPrt-ResDam/Def+(45) Level 2: Inexhaustible -- Prv-Heal(A), Prv-Absorb%(3) Level 4: Environmental Adaptation -- LucoftheG-Def/EndRdx(A), LucoftheG-Def(13), LucoftheG-Def/EndRdx/Rchg(15), LucoftheG-Def/Rchg+(17), LucoftheG-EndRdx/Rchg(36), ShlWal-ResDam/Re TP(46) Level 6: Power Burst -- SprWntBit-Dmg/EndRdx/Acc/Rchg(A), SprWntBit-Acc/Dmg(7), SprWntBit-Acc/Dmg/EndRdx(7), SprWntBit-Acc/Dmg/Rchg(23), SprWntBit-Dmg/Rchg(45), SprWntBit-Rchg/SlowProc(45) Level 8: Energy Torrent -- Ann-Acc/Dmg/EndRdx/Rchg(A), Ann-Acc/Dmg(9), Ann-Acc/Dmg/EndRdx(9), Ann-Acc/Dmg/Rchg(25), Ann-ResDeb%(48) Level 10: Adaptation Level 12: Power Push -- SprSntWar-Acc/Dmg(A), SprSntWar-Acc/Dmg/EndRdx(23), SprSntWar-Acc/Dmg/EndRdx/Rchg(39), SprSntWar-Acc/Dmg/Rchg(46), SprSntWar-Rchg/+Absorb(50) Level 14: Aim -- AdjTrg-ToHit/Rchg(A), AdjTrg-Rchg(37) Level 16: Ablative Carapace -- DctWnd-Heal/EndRdx/Rchg(A), DctWnd-Heal/Rchg(39), DctWnd-Rchg(40) Level 18: Explosive Blast -- Ann-Acc/Dmg(A), Ann-Acc/Dmg/Rchg(19), Ann-Acc/Dmg/EndRdx(19), Ann-Acc/Dmg/EndRdx/Rchg(31), PstBls-Acc/Dmg/EndRdx(48), SuddAcc--KB/+KD(50) Level 20: Rebuild DNA -- DctWnd-Heal/EndRdx/Rchg(A), DctWnd-Heal/Rchg(40), DctWnd-Rchg(40) Level 22: Hover -- LucoftheG-Def/Rchg+(A), Rct-ResDam%(36) Level 24: Kick -- Empty(A) Level 26: Focused Power Bolt -- SprOppStr-Acc/Dmg(A), SprOppStr-Acc/Dmg/EndRdx/Rchg(27), SprOppStr-Dmg/Rchg(27), SprOppStr-Acc/Dmg/Rchg(31), SprOppStr-Acc/Dmg/EndRdx(43), SprOppStr-Rchg/+Opportunity(43) Level 28: Tough -- UnbGrd-ResDam/EndRdx/Rchg(A), UnbGrd-ResDam/EndRdx(29), UnbGrd-ResDam(29), UnbGrd-EndRdx/Rchg(31) Level 30: Weave -- LucoftheG-Def/EndRdx(A), LucoftheG-Def(34), LucoftheG-Def/EndRdx/Rchg(34), LucoftheG-Def/Rchg+(34), LucoftheG-EndRdx/Rchg(37) Level 32: Nova -- Erd-Acc/Dmg/EndRdx/Rchg(A), Erd-Acc/Rchg(33), Erd-Acc/Dmg/Rchg(33), Obl-Acc/Dmg/EndRdx/Rchg(33), Obl-Acc/Dmg/Rchg(42), SuddAcc--KB/+KD(43) Level 35: Genomic Evolution -- RctArm-ResDam(A), RctArm-ResDam/EndRdx(36), RctArm-ResDam/Rchg(37), RctArm-ResDam/EndRdx/Rchg(46) Level 38: Athletic Regulation -- Clr-RunSpd(A), Clr-Stlth(39) Level 41: Parasitic Leech -- DctWnd-Rchg(A), DctWnd-Heal/EndRdx/Rchg(42), TchoftheN-Acc/EndRdx/Rchg(42) Level 44: Assault -- EndRdx-I(A) Level 47: Fly -- BlsoftheZ-Travel/EndRdx(A), BlsoftheZ-Travel(48) Level 49: Tashibishi -- PcnoftheT--Rchg%(A), ImpSwf-Dam%(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 -- Empty(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Empty(A) Level 2: Health -- Mrc-Rcvry+(A), NmnCnv-Regen/Rcvry+(11), Pnc-Heal/+End(21) Level 2: Hurdle -- Empty(A) Level 2: Stamina -- PrfShf-EndMod(A), PrfShf-End%(11), EndMod-I(21) Level 10: Defensive Adaptation Level 10: Efficient Adaptation Level 10: Offensive Adaptation ------------
  25. You can slot the Sudden Acceleration Proc that turns KB into KD. That only works for the power it is slotted in - its not a Global
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