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Everything posted by Trickshooter
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I'm not sure making Walk slottable is going to have the effect you want, as all its effects are negatives. Even if you could slot it with Run enhancements, they would only make you slower.
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New Mastermind powerset: Elemental summoning
Trickshooter replied to Jay24's topic in Suggestions & Feedback
Not a fan of reusing the Controller pets, but that can be solved with some creative costume creator magic coming up with fancier "elemental" models. Besides that, I'd be on board for an Elemental Summoning MM. -
I don't think you're ever gonna see something like you're requesting OP. If you want the benefit of a specific type of set or proc, you will have to make a power choice that can slot it. That's just the cost of some procs and IO bonuses. As for not having any place to slot Gaussian's proc, almost every melee attack set has a Build Up power it could go in; you also have access to Tactics from the Leadership pool, and all the melee ATs have access to at least one version of Focused Accuracy in their epics.
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I don't have too much of an issue with it being tech-themed, as every character has two powersets, and your origin could just be related to your attack powerset. My only concern is putting so much of the set's resistance in exclusive toggles. That's kind of something we abandoned in Issue 1 or 2 here. I think perhaps you should redistribute some of those resistances in to the rest of the set's powers and then have the exclusive toggles instead increase those resistances for the different types in your other powers. So at any one time, you always have some resistances to most of the damage types, but then you swap the toggles to increase specific resistances to be higher when you need them. So the set would be somewhere between Bio and Invulnerability.
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Correcting Rain of Fire's end cost
Trickshooter replied to WindDemon21's topic in Suggestions & Feedback
That's a whole other issue I didn't want to have to get in to lol These 3 powers should be doing the same amount of damage (before Fire's bonus damage). But Whirlpool is the only one doing the correct damage; Ice Storm and Rain of Fire are not. Why is that? Whirlpool is designed as if the base damage is Scale 2.1, multiplied by the Blaster Ranged damage modifier of 1.125. Multiply Ice Storm's damage by 1.125 and you will get a damage number almost exactly the amount of damage done by Whirlpool. This is because Whirlpool was made after Issue 11, when Blaster's Ranged damage modifier was increased from 1.0 to 1.125. None of the blast set pseudopets (except maybe Blizzard) created before Issue 11 were updated to reflect that increase in their ranged damage modifier; they were left as is. The result is that they don't really do as much damage as they should, and unfortunately, when Issue 24 corrected the Corruptor and Defender pseudopets to reflect their own damage modifiers, they were reduced with the assumption that the Blaster versions were already doing the correct damage. So Whirlpool does 131.46 damage, and we divide that by the Blaster ranged damage modifier to get: 131.46/1.125 = ~116.85, the "base damage" (i.e. the damage with a modifier of 1.0) of the power. Notice how close that is to Ice Storm's damage. We multiply that times 0.65, the Defender ranged damage modifier: ~116.85*0.65 = ~75.95. the damage the Defender version of Whirlpool should do, and it's pretty close to what is listed by CoD (75.9). So now let's look at Ice Storm: 116.78/1.125 = ~103.8, the "base damage". Multiply by the Defender modifier: ~103.8*0.65 = 67.47 for Defenders, very close to the CoD number (67.57). Ultimately, the modifiers all line up because Issue 24 reduced the Corruptor and Defender versions to make things look correct, but as a result, all versions of Ice Storm and Rain of Fire do less damage then they should. -
Correcting Rain of Fire's end cost
Trickshooter replied to WindDemon21's topic in Suggestions & Feedback
The formulas are the guidelines, but things typically are manually set, and many powers don't strictly follow the formulas at all. Using the formulas (and assuming some of Rain of Fire's damage is considered a bonus), both Ice Storm and Rain of Fire should cost about 10.92 endurance, but other things might be considered in those costs that aren't accounted for in any formula, such as their range and the debuffs they also contain. Either way, Rain of Fire does cost significantly more than very similar powers and it's probably just a very old oversight. -
I don't get this on my Beam Rifle Defender using the Bright theme. What AT are you playing?
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Focused Feedback: Marine Affinity
Trickshooter replied to The Curator's topic in [Open Beta] Focused Feedback
Not sure making it unresistable is really going to do anything to improve it, I doubt a single entity has Res(HitPoints). I know that part of this beta test is testing the waters (zing!) on whether we can have powers with this kind of debuff in the future, how strong should they be, and whether they can be enhanceable, but I think ultimately the most important thing should be that it just needs to be better on it's own than the Degenerative proc. The Degenerative proc is only a 3.5% MaxHP debuff, I think, which on most enemies is obviously gonna be nothing, but definitely feels more impactful on things like EBs, AVs, GMs, Pylons, etc. when it gets up in to the 800-1000 -MaxHP range. I know the desire of the devs is for Brine to be used a MaxHP debuff first and foremost, and on most enemies in the game (boss rank and below), the flat value is better than a percentage. But I think the power as is, focused on the MaxHP debuff over its Resistance debuff, reminds people of powers like Heat Exhaustion and Benumb; big boss killer powers that you save to use on Elite Bosses and up, in which case the MaxHP debuff feels underwhelming. I think the best solution is to split the effect based on the rank of the target: Minions, lieutenants and bosses get the enhanceable flat value; Elite bosses and up get a percentage, hard-capped at -1000. p.s. I don't care either way, I love the set as is and can't wait to play it Live. Very creative theme, I would have never thought of an ocean-themed support set. I say it every time I post about this set, but I'm super impressed by whoever conceived it. -
Focused Feedback: Marine Affinity
Trickshooter replied to The Curator's topic in [Open Beta] Focused Feedback
It's intended, Heal Strength is only for true Healing. For Regen and MaxHP effects to be affected by Power Boost, it would need to give Regeneration Strength and HitPoints Strength, respectively. It's a little confusing because Heal Enhancements provide all 3, plus Absorb Strength, so we tend to associate the word healing with all 4 effects, but they're their own attributes and Power Boost has only ever improved Healing, and then Absorb when it was added to the game. -
Trickshooter's Force Shield Powerset Suggestion!
Trickshooter replied to Trickshooter's topic in Suggestions & Feedback
I updated the original post with changes and suggestions. Lowered the defenses of the toggles from Scale 1.85 to Scale 1.65, and dropped Psi and Toxic defense from these. There is now a passive at tier 8 that gives 5% defense to all, so you still get some Psi and Toxic defense, but Psi will remain a small hole in the set. Toxic is being covered by resistances now. The overall defense for the other types is increased by this change from 21% total to 21.5%. Lowered the resistances of the passives from Scale 1.5 to Scale 1.0. Psi resistance is now only in Absorption Field. Toxic Resistance is now the set's highest resistance at 45% possible with the Shield Toggles + Absorption Field. At it's max, Absorption Field can give 5% Res(All), so the set's total Resistance possible for the other 6 types is increased by this change from 12.5% to 15% possible, but it requires teammates and giving up some Absorb. Compaction Field is now Absorption Field: gives up to 40% Absorb if no allies are nearby, only 20% if you share with allies who will each get 10%. If you use the power with allies around, in addition to the 20% Absorb, you get 1.25% Res(All) for each ally, up to a stack of 4 (the 10% Absorb you give to allies has no target cap, it's just the resistance you get that is limited to only 4 stacks). Dropped the slow taunt aura and embraced more Knock* for the set. Taunt aura toggle is now Force Flux, a scale 1.5 Defense debuff with a 3% chance to cause Knockdown to nearby foes every 0.2 seconds. Frictionless is now Slick, no +Recharge/+Speed, but you still have the slow resistances and now a passive 5% defense(all). Force Sanctuary now has a penalty to the caster so it's not just free Regen/Recovery for them: -50% Speed/Recharge and -75% Damage. So you can still fight and keep aggro, but your focus is only the buffs. -
Static Shield Capped Below Value/Does Not Seem To Protect Against -END
Trickshooter replied to Rudra's topic in Bug Reports
Sorry, I was going off the thread title and thought that was your issue. I don't see that she has any powers that would normally seriously drain end/stop recovery, it looks like Thunderous Blast is the only one she even has that debuffs recovery. BUT it looks like there's a special version of her that gets AE versions of the Elec powers, and those do have a lot of -End/-Recovery, so maybe she's just stacking a ton? https://cod.uberguy.net/html/powerset.html?pset=v_genericheroes.arc_flash I dunno if this is the version you fought, because I don't know what these are used for. Did you fight her in a Mayhem Mission or was it a story arc? -
Static Shield Capped Below Value/Does Not Seem To Protect Against -END
Trickshooter replied to Rudra's topic in Bug Reports
I guess there's just not a monitorable attribute for Res(End), but yes, the cap for both effects is lower than the amount granted. Both the effect and the cap go up with you as you level. Resistance to Regen, ToHit and Defense debuffs all work the same way. If you go here: https://cod.uberguy.net/html/archetype-data.html?at=tanker And with Tanker selected, change the level to 28, you'll see under ResMax for Endurance it's 74% Max Res(Endurance) at level 28, and for Recovery it's 64.3% Max Res(Recovery) at level 28. Res(Endurance) caps at 95% at level 39, and Res(Recovery) caps at 95% at level 47. -
Vigilance is vanilla, but it's fine. Defenders perform well enough that they don't need a gimmicky inherent. (Although like 100 years ago I did suggest a Vigilance 2.0 that basically ended up becoming the Support Hybrid tree lol) Anyway, they don't really need anything (especially since the push to correct shared pseudopets), but if I was gonna ask for anything to change, I would request a scaling Mez resistance (not protection) that goes up with the EndDiscount. That's all, really. But even then, not really necessary.
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Trickshooter's Wild Instincts Powerset Suggestion!
Trickshooter replied to Trickshooter's topic in Suggestions & Feedback
Yes, the tier 9 would be an animal, but it's not a 'spirit animal', that idea was just for the activation of the toggles. I thought that the 'spirit' aspect of the toggle effects was what you didn't like. The Animal Companion would just be a normal animal, one of the many dog or cat models in the game already, up to the player. I only didn't include a spider because I feel like in-game they move slower and that would affect being able to keep them within 30 ft of you on a fast moving team. -
Trickshooter's Wild Instincts Powerset Suggestion!
Trickshooter replied to Trickshooter's topic in Suggestions & Feedback
If it ever happened, I'd be sure to include a minimal FX option since it's a more "natural" set (like SR, Regen, WP, etc.). And just to be clear, my idea with the spirit animal effect is JUST for the activation of the toggles, not like a continuing effect. -
Trickshooter's Wild Instincts Powerset Suggestion!
Trickshooter replied to Trickshooter's topic in Suggestions & Feedback
I’m not gonna argue about it, there seems to be some sort of confusion somewhere and I’m not trying to type the same info over and over, and I’m sure you’re not either. We disagree, let’s leave it at that. -
Trickshooter's Wild Instincts Powerset Suggestion!
Trickshooter replied to Trickshooter's topic in Suggestions & Feedback
Anyway, we disagree, I don't really want to argue about it over and over. This is all for fun anyway. You're welcome to feel how you feel and I do appreciate the feedback being more than "No" lol -
Trickshooter's Wild Instincts Powerset Suggestion!
Trickshooter replied to Trickshooter's topic in Suggestions & Feedback
Here are all the sets with Defense Debuff resistance comparing all their effects. You'll notice my set is only the best at ToHit debuff and Defense debuff (and the defense debuff is tied with Rad Armor). Bright green highlight for the highest value, light green for when sets are tied. These numbers include Wild Instinct's tier 9, the pet and all its buffs, but for the other 7 sets I did not include the values from their tier 9s. As you can see, even with Wild Instincts using all 9 of it's powers, it does not excel at many things over any other set using only 8 of their powers. I do include Phalanx Fighting's bonus defense for allies, because that's part of it's gimmick and it wouldn't be fair to discount it. Energy Aura is obviously not on Tankers, so this is the Brute version with Tanker mods. Also worth keeping in mind that sets are balanced with SO performance, and because 7.5% of Wild Instincts defenses are unenhanceable, it will fall even further behind Shield and SR in Defense with enhancements. That is why I included a Heal, Regen and a Rez in the set, because it's Defense and Resistance values are incredibly middle of the road, so it relies on those effects to keep it alive. And yes, the pet does damage, but it is not designed as a damage dealing pet. The attacks are only for flavor, because the pet would be weird just standing there doing nothing. It could honestly go down to just a bite attack, I just tried to be realistic that a dog/cat pet would both bite and scratch. And look, maybe no other Armor set has a pet right now, right? But why does that mean there can never be one? If you're so set that only Controllers and MMs can have pets, how do you feel about Dark Servant in a Support set? Or Voltaic Sentinel in a Blast set? Or Kheldian pets? Or SoA pets? Or the pets in all the Epics? I feel any type of set could get a pet as long as it's main purpose supports the goal of the category it's in (Armor, Blast, Support, Control, etc.) -
Trickshooter's Wild Instincts Powerset Suggestion!
Trickshooter replied to Trickshooter's topic in Suggestions & Feedback
I didn't list it because it's not listed that way in any power. If a power gives +Recharge, it says +Recharge, so I didn't say +Recharge. And FF is Focused Fighting, from Super Reflexes, the power you were comparing. No, I have no mind for meta, I use other sets as the boundaries, specifically trying to stay in the middle. I don't think of True Grit and Inexhaustible as like, very powerful abilities in top tier sets. They're just modern sets, which frequently try to spread affects across multiple powers, instead of the launch sets which tend to pile all of one or two defense or resistance types in to one power. Okay, but tier 8 is just level 22, not even half way to level 50. Ultimately, tiers don't really matter, it's the set as a whole. I'll post some comparisons in a bit. Why would I though? As far as I know, there is no set where Res(regen) is enhanceable? Ok, but it's only 65% Damage buff with 2 powers, to Shields 1, and only after you get the pet and only if you stay within 10 ft of it. That's not outrageous. I only linked Regen on a Scrapper cause Tankers don't have it, I just wanted to show the most basic self rez. But I disagree that a 300 second recharge power that you need to be dead to use for a 12 second Fear at level 50 dwarfs Controller fears that are all on a 40 second timers with nearly 3x the duration. There is precedence for powers to work like this, which is why I linked Dark Armor's self rez. Sets will always have differences from each other. We'll have to agree to disagree that the set can have a pet. It's just flavor, the most important part is the buff it gives, and the goal is just to keep it alive to keep those bonuses. That's the balancing point for it being in the set. It's not designed to be like Controller or MM pets that are designed for damage.. Also, I can't understand why I have to keep saying none of it's boosts are enhanceable, and also none of it's own passive defense would be enhanceable, no pets outside of some of the old MM primaries that were reworked, have ever allowed their passive resistances to be enhancable. The closest comparison would probably be Dark Servant, but in reverse as DS is about his debuffs and they are enhanceable. It's the same end discount in Elec Armor and Energy Aura? It's in fact exactly Energize, except it doesn't get the +Regen that Energize gets. I didn't pick numbers out of nowhere, there was reasoning for every decision made. I'm not trying to rival any set; I'm only trying to make a set that is in line with the other sets and on that we'll have to disagree. Also, Impervium only gives 6% Psi Res? Even if you meant slotting 5 of them, this set only has 2 powers that would accept Damage Resistance IOs, ignoring the fact that no set has ever been balanced around IOs. -
Trickshooter's Wild Instincts Powerset Suggestion!
Trickshooter replied to Trickshooter's topic in Suggestions & Feedback
I disagree, and ask that you keep in mind that sets aren't valued on power-to-power comparisons, but on the set as a whole. It doesn't give +Recharge. For the comparison you gave, FF gives 3.5% more defense, more confuse protection than KB protection this set gets, and an enhanceable 17.3% defense debuff resistance. Wild Instincts' defense debuff resistance is not enhanceable. I didn't put that because no set except Super Reflexes gets that benefit, not even Ninjitsu. Anyway, for all those benefits FF has, Wild Instincts Melee toggle gets a +Speed buff, which I didn't include a value for because it's annoying how many things you gotta list for +Speed. Assume about as much +Speed as the other sets get in their Auto powers. And again, does not include +Recharge. This isn't a resist set, and neither is Invulnerability really, not entirely. Yeah it has some resistance and then a lot to smashing and lethal, but it's more consistently a defense set. I mean, Tough Hide and Invincibility together can give MORE Defense than this set even gets outside of being within 10 ft of the pet. But anyway, closest power is honestly gonna be more like... True Grit or Inexhaustable. https://cod.uberguy.net/html/power.html?power=tanker_defense.shield_defense.true_grit&at=tanker https://cod.uberguy.net/html/power.html?power=tanker_defense.bio_organic_armor.inexhaustible&at=tanker And it falls pretty in line with them? Even Tough Hide in Invulnerability gives Defense to 6 different types and the largest flat defense debuff resistance in all the armor sets, I think. Or Permafrost from Ice gives 30% Res(Cold), 12.5% Res(Fire), and 5% Res(Lethal, Smashing, Energy, Negative, Psionic, and Toxic) on top of a 20% slow resistance. And just to be clear, the Regen debuff resistance is not enhanceable, not sure they ever are. Tankers don't get Ninjitsu, but if they did: https://cod.uberguy.net/html/power.html?power=stalker_defense.ninjitsu.danger_sense&at=tanker On a Tanker, Danger Sense would give more defense, the same amount of Perception (it's meant to be 300ft, not 300%) and defense debuff resistance instead of ToHit. It's not that out of line for an armor set. It's the same as most taunt auras that give buffs to the player. The first 7,5% you get and it doesn't stack with itself. The 4.25% stacks with itself up to 10 targets, so a total of 42.5 + 7.5 = +50% Damage at 10 foes, less than Against All Odds (which goes up to 65%. https://cod.uberguy.net/html/power.html?power=tanker_defense.shield_defense.against_all_odds&at=tanker The ToHit might be too high, but the base value falls in line with other set's -Defense and -Damage debuffs. Once again, True Grit does more: https://cod.uberguy.net/html/power.html?power=tanker_defense.shield_defense.true_grit&at=tanker It's almost exactly how all self rezzes are worded? https://cod.uberguy.net/html/power.html?power=scrapper_defense.regeneration.revive&at=scrapper And to the best of my knowledge they all have the same 15 second window of damage immunity to give you time to retoggle on all your powers. And if you think a Mag 4 fear on a 300 second timer is OP, check out the Mag 30 Stun on Soul Transfer: https://cod.uberguy.net/html/power.html?power=scrapper_defense.dark_armor.soul_transfer&at=scrapper I mean, it can lose an attack, it's not that big a deal. The gimmick is the bond power. It only has attacks for theme. As for the buffs, 30 ft is the minimum for the smallest amount of buffs, those effects get to the listed values only when you're within 10 ft of each other, and none of them are enhanceable. The set has a pet for the same reason Shield and Fire have attacks in their sets: for flavor! I mean, I'm just trying to be creative here, the people want more armor sets and there's only so many ways to end a set with a crashing panic mode. Other little things: The +Recovery this set gets in a toggle is less +Recovery than other sets get in Auto powers The +Regen this set gets in its passive is less than the +Regen in other set's Auto powers, and Rise to the Challenge can give more +Regen than this set gets in it's 2 +Regen powers. The Res(Regen Debuff) is less than other sets too. Anyway, you're free to think it's OP, I disagree, but maybe you'll give it another look with these comparisons. -
"What are Wild Instincts?" Well, the set started as me trying to come up with a new Support set, but it just made more sense as an Armor set. From there, I really wanted a set that was a little different from the others we have available. The idea was that your ability to defend yourself didn't necessarily come from superhuman abilities or years of training, but maybe just a lifetime of living in the wilderness. For inspiration, I looked to comic book characters that might fit the theme, such as DC's Vixen or Marvel's Ka-Zar. I hope the idea of the set is fun, because I know it's probably not meta or PvP-friendly to have an armor set that has a pet. 😅 Some notes: Effects-wise, I envision activating the toggles to have an effect like Vixen does; that is you activate your toggles and a kind of spirit animal is overlaid on your character animating. For example, you activate Wolf's Endurance and you do the Howl emote while a spirit-looking Wolf model appears over you also howling. For the pet, I would like to see the ability to choose between a feline or canine, and I would probably limit it to that since they have the same "skeleton" so there would be less differences in movement or animation times. Numbers-wise, for a Tanker at level 50 with just SOs, the set would be looking at: Without the pet ~23.4% Def(Melee, Ranged, Area) 43.25% Res(DefDebuff) ~23.4% Res(All but Psi) ~98.5% Regen ~389.178 MaxHP With the pet (and within 10 ft of each other) ~30.9% Def(Melee, Ranged, Area) 43.25% Res(DefDebuff) ~23.4% Res(All but Psi) ~248.5% Regen ~389.178 MaxHP All the numbers below are for a Tanker at level 50. Take a look and let me know what you think! Wild Instincts Through training or perhaps a life spent in the wilderness, you have learned how to survive and defend yourself like a wild animal! You can move faster, see farther, and heal quicker than the average person and your connection with nature can even afford you an Animal Companion to assist you. Wildcat's Reflexes You can move with the reflexes of a wildcat! You more easily evade melee attacks and can avoid being knocked off your feet. You are also able to slightly run faster, jump higher, and resist defense debuffs. Toggle Self: +Def(Melee), +Res(Knockback, DefDebuff), +Speed +15% Def(Melee) -10 Knockup, Knockback +21.625% Res(DefDebuff) +Speed, I don't want to type all that out Recharge: 2s Endurance: 0.26/s Improved Constitution Being tested by the wilderness, your constitution has been improved, granting you increased health regeneration and resistance to Smashing, Lethal and Toxic damage. You will also be slightly resistance to regeneration debuffs. Your Animal Companion will share these effects with you. Auto Self: +Regen, +Res(Smash, Lethal, Toxic, Regen), Special +50% Regeneration +15% Res(Smashing) +15% Res(Lethal) +15% Res(Toxic) +20% Resistance(Regeneration) Hawk's Vision Your vision is like a hawk's, able to see farther and react quicker to incoming danger. You can more easily evade ranged and AoE attacks. Your perception and chance to hit are also increased. Toggle Self: +Def(Ranged, Area), +Perception, +ToHit +15% Def(Ranged) +15% Def(Area) +5% ToHit +300% Perception Recharge: 2s Endurance: 0.26/s Wolf's Endurance You have the endurance of a wolf, allowing you to withstand attempts to control you, reduce your endurance recovery, or debuff your defense. You also naturally recover endurance faster than normal. Toggle Self: +Res(Hold, Stun, Sleep, Immobilize, Endurance, Recovery, DefDebuff), +Recovery +12.975 Prot(Hold) +12.975 Prot(Stun) +12.975 Prot(Sleep) +12.975 Prot(Immobilize) +43.25% Res(EndDrain) +43.25% Res(Recovery) +21.625% Res(DefDebuff) +25% Recovery Recharge: 2s Endurance: 0.26/s Invigorate You take a moment to reconnect with nature, healing yourself and reducing the cost of your abilities for a short while. If your Animal Companion is nearby, the amount you will be healed will be halved and your Animal Companion will being healed for the difference. Click Self: Heal, Endurance Discount, Special +59.6% EndDiscount 468.5173 Heal Recharge: 120s Duration: 30s Endurance: 10.4 Ferocity Embrace the ferocity of the wild, increasing your damage for every nearby foe while this toggle is on. Your foes will have reduced chances tohit just from being near you in this state. You will also gain some resistance to fear while this toggle is on. Toggle PBAoE Self: +DMG(All), +Res(Fear), Foe: -ToHit +7.5% Str(Lethal) Does not stack +7.5% Str(Smashing) Does not stack +7.5% Str(Fire) Does not stack +7.5% Str(Cold) Does not stack +7.5% Str(Energy) Does not stack +7.5% Str(Negative Energy) Does not stack +7.5% Str(Psionic) Does not stack +7.5% Str(Toxic) Does not stack +4.25% Str(Lethal) +4.25% Str(Smashing) +4.25% Str(Fire) +4.25% Str(Cold) +4.25% Str(Energy) +4.25% Str(Negative Energy) +4.25% Str(Psionic) +4.25% Str(Toxic) +12.975 Prot(Fear) Does not stack -10.5% ToHit Debuff Recharge: 10s Max Targets: 10 Endurance: 0.26/s Weathered Hide Exposure to nature has toughened you, effectively increasing your Max HP and resistance to Fire, Cold, Energy and Negative Energy damage. Your Animal Companion will share these effects with you. Auto Self: +MaxHP, +Res(Fire, Cold, Energy, Negative), Special +187.4 Maximum HitPoints +15% Res(Fire) +15% Res(Cold) +15% Res(Energy) +15% Res(Negative Energy) Relentless Should you fall in battle, your relentless nature will allow you to revive yourself. You will revive with most of your Hit Points and half your Endurance and be protected from XP Debt for 90 seconds. You will also have 15 seconds of immunity to most damage. Nearby foes will be terrified by the sight and suffer lowered defenses. Call of the Wild will be instantly recharged when you use this power. Click Self: Rez, Special, Foe: Fear (Mag 4) -Def 1405.5518 Heal +50 Endurance +11.92s Fear (Mag 4) +10.5% Defense Debuff Recharge: 300s Duration: 30s (just the -Def) Endurance: 0 Call of the Wild You can summon an Animal Companion to aid you! Your animal companion can only bite and scratch at enemies, but your bond provides you both with buffs as long as you remain close to each other. While your Animal Companion is nearby, you will both have increased Regeneration, a bonus to all Defenses, and increased Damage (These effects cannot be enhanced). Your Animal Companion will benefit from the buffs from your Auto powers and receive half the healing from your Invigorate. Summon Animal Companion: +Regen, +Def(All), +Damage, Special Animal Companion Bite - Melee Foe: Moderate Damage(Lethal) DoT(Lethal) Scratch - Melee Foe: Minor Damage(Lethal) -Resistance Claw - Melee Foe: Minor Damage(Lethal) Chance for Knockdown Resistance - Auto Self: +Def(Melee, Ranged, AoE) +Res(Hold, Stun, Sleep, Immobilize, Fear) Special Nature's Bond - Auto Self: Special Nature's Bond +150% Regeneration - Reduced by 50% for every 10 ft away +7.5% Def(Melee) - Reduced by 2.5% for every 10 ft away +7.5% Def(Ranged) - Reduced by 2.5% for every 10 ft away +7.5% Def(AoE) - Reduced by 2.5% for every 10 ft away +15% Str(Lethal) - Reduced by 5% for every 10 ft away +15% Str(Smashing) - Reduced by 5% for every 10 ft away +15% Str(Fire) - Reduced by 5% for every 10 ft away +15% Str(Cold) - Reduced by 5% for every 10 ft away +15% Str(Energy) - Reduced by 5% for every 10 ft away +15% Str(Negative Energy) - Reduced by 5% for every 10 ft away +15% Str(Psionic) - Reduced by 5% for every 10 ft away +15% Str(Toxic) - Reduced by 5% for every 10 ft away Recharge: 240s Duration: 120s Endurance: 26