Profit
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Posts posted by Profit
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Looks like it contains a lot of the same information in the Mission Helper I built way back in August.
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2 minutes ago, Captain Powerhouse said:
There is still a roll hit needed for the base attack but once that hits the taunt AoE is now auto hit.
Well, at least that happened then.
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@Captain Powerhouseis gauntlet an auto hit now or does it still suffer from a to-hit roll?
Gauntlet & PunchVoke
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Gauntlet is now applied via a global proc.
- Any single target power that takes endurance cost enhancements will trigger an AoE taunt.
- Every AoE power that takes endurance cost enhancements will taunt the enemies it hit.
- All Auras that take endurance cost enhancements will taunt the enemies they hit.
- Radius is now the same for all attacks (10ft, 5 targets max)
- Taunt scale is now 10% higher than the Brute's.
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Brute PunchVoke is now also applied via a global proc.
- Any power that either inflicts damage or takes accuracy enhancements will trigger PunchVoke.
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Gauntlet is now applied via a global proc.
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This isn't going to be exactly what you asked for. I tend to keep the arch/nin close to my chest because it's unique as you don't see them often and it tickles me to see brute comments saying 'how are you able to do that' etc. But, having said that, this build plays very close to the style of the arch ninja and uses a lot of the same slotting ideas for the powers. To at least give you an idea of what you're shooting for. Other than that, the only thing I can tell you is to get the binds/macros to combine insps and eat all the reds to stay at the damage cap.
Hero Plan by Hero Hero Designer 2.23
https://github.com/ImaginaryDevelopment/imaginary-hero-designer80s Movie Ninja: Level 50 Magic Blaster
Primary Power Set: Dual Pistols
Secondary Power Set: Ninja Training
Power Pool: Leaping
Power Pool: Leadership
Power Pool: Speed
Power Pool: Fighting
Ancillary Pool: Mace MasteryHero Profile:
------------
Level 1: Pistols
(A) Superior Defiant Barrage - Accuracy/Damage
(40) Superior Defiant Barrage - Damage/RechargeTime
(40) Superior Defiant Barrage - Accuracy/Damage/RechargeTime
(43) Superior Defiant Barrage - Accuracy/Damage/Endurance
(43) Superior Defiant Barrage - Accuracy/Damage/Endurance/RechargeTime
(43) Superior Defiant Barrage - RechargeTime/+Status
Level 1: Immobilizing Dart
(A) HamiO:Nucleolus Exposure
Level 2: Empty Clips
(A) Superior Frozen Blast - Accuracy/Damage
(15) Superior Frozen Blast - Damage/Endurance
(29) Superior Frozen Blast - Accuracy/Damage/Endurance
(37) Superior Frozen Blast - Accuracy/Damage/Recharge
(37) Superior Frozen Blast - Damage/Endurance/Accuracy/RechargeTime
(40) Superior Frozen Blast - Recharge/Chance for Immobilize
Level 4: Sting of the Wasp
(A) Superior Blistering Cold - Accuracy/Damage
(7) Superior Blistering Cold - Damage/Endurance
(7) Superior Blistering Cold - Accuracy/Damage/Endurance
(37) Superior Blistering Cold - Accuracy/Damage/Recharge
(46) Superior Blistering Cold - Damage/Endurance/Accuracy/RechargeTime
(48) Superior Blistering Cold - Recharge/Chance for Hold
Level 6: Swap Ammo
Level 8: Bullet Rain
(A) Overwhelming Force - Accuracy/Damage
(9) Overwhelming Force - Endurance/Recharge
(9) Overwhelming Force - Accuracy/Damage/Endurance
(34) Overwhelming Force - Damage/Endurance/Recharge
(42) Overwhelming Force - Accuracy/Damage/Endurance/Recharge
(42) Overwhelming Force - Damage/Chance for Knockdown/Knockback to Knockdown
Level 10: Shinobi
(A) Kismet - Defense/Endurance
(11) Kismet - Defense/Recharge
(11) Kismet - Defense/Endurance/Recharge
(15) Kismet - Accuracy +6%
(34) Luck of the Gambler - Recharge Speed
Level 12: Combat Jumping
(A) Luck of the Gambler - Recharge Speed
(13) HamiO:Cytoskeleton Exposure
(13) Shield Wall - +Res (Teleportation), +5% Res (All)
Level 14: Super Jump
(A) Blessing of the Zephyr - Knockback Reduction (4 points)
Level 16: The Lotus Drops
(A) Superior Avalanche - Accuracy/Damage
(17) Superior Avalanche - Damage/Endurance
(17) Superior Avalanche - Accuracy/Damage/Endurance
(29) Superior Avalanche - Accuracy/Damage/Recharge
(31) Superior Avalanche - Accuracy/Damage/Endurance/Recharge
(34) Superior Avalanche - Recharge/Chance for Knockdown
Level 18: Maneuvers
(A) HamiO:Cytoskeleton Exposure
(19) Reactive Defenses - Scaling Resist Damage
(19) Reactive Defenses - Defense/Endurance
(31) Luck of the Gambler - Recharge Speed
Level 20: Kuji-In Toh
(A) Aegis - Resistance/Recharge
(21) Aegis - Resistance/Endurance/Recharge
(21) Aegis - Resistance
(45) Gladiator's Armor - TP Protection +3% Def (All)
(45) Steadfast Protection - Resistance/+Def 3%
Level 22: Executioner's Shot
(A) Thunderstrike - Accuracy/Damage/Endurance
(23) Thunderstrike - Damage/Endurance/Recharge
(23) Thunderstrike - Accuracy/Damage/Recharge
(25) Maelstrom's Fury - Damage/Endurance/Recharge
(50) Maelstrom's Fury - Accuracy/Damage
(50) Maelstrom's Fury - Damage/Recharge
Level 24: Hasten
(A) Recharge Reduction IO
(25) Recharge Reduction IO
Level 26: Dual Wield
(A) Maelstrom's Fury - Damage/Endurance/Recharge
(27) Maelstrom's Fury - Accuracy/Damage
(27) Maelstrom's Fury - Damage/Recharge
(31) Decimation - Chance of Build Up
Level 28: Smoke Flash
(A) HamiO:Lysosome Exposure
Level 30: Boxing
(A) Touch of Death - Chance of Damage(Negative)
Level 32: Tough
(A) Unbreakable Guard - Resistance
(33) Unbreakable Guard - Resistance/Endurance
(33) Unbreakable Guard - Resistance/Endurance/RechargeTime
(33) Unbreakable Guard - +Max HP
Level 35: Hail of Bullets
(A) Superior Blaster's Wrath - Accuracy/Damage
(36) Superior Blaster's Wrath - Damage/Recharge
(36) Superior Blaster's Wrath - Accuracy/Damage/Recharge
(36) Superior Blaster's Wrath - Accuracy/Damage/Endurance
(46) Superior Blaster's Wrath - Accuracy/Damage/Endurance/Recharge
(48) Superior Blaster's Wrath - Recharge/Chance for Fire Damage
Level 38: Golden Dragonfly
(A) Eradication - Damage
(39) Eradication - Accuracy/Recharge
(39) Eradication - Damage/Recharge
(39) Eradication - Accuracy/Damage/Recharge
(46) Eradication - Accuracy/Damage/Endurance/Recharge
(50) Eradication - Chance for Energy Damage
Level 41: Tactics
(A) Gaussian's Synchronized Fire-Control - Chance for Build Up
(42) HamiO:Cytoskeleton Exposure
Level 44: Weave
(A) HamiO:Cytoskeleton Exposure
(45) Luck of the Gambler - Recharge Speed
Level 47: Scorpion Shield
(A) HamiO:Cytoskeleton Exposure
(48) Luck of the Gambler - Recharge Speed
Level 49: Blinding Powder
(A) HamiO:Endoplasm Exposure
Level 1: Brawl
(A) HamiO:Nucleolus Exposure
Level 1: Defiance
Level 1: Prestige Power Dash
(A) Celerity - +Stealth
Level 1: Prestige Power Slide
(A) Empty
Level 1: Prestige Power Quick
(A) Empty
Level 1: Prestige Power Rush
(A) Empty
Level 1: Prestige Power Surge
(A) Empty
Level 1: Sprint
(A) HamiO:Microfilament Exposure
Level 2: Rest
(A) Empty
Level 4: Ninja Run
Level 2: Swift
(A) HamiO:Microfilament Exposure
Level 2: Health
(A) Preventive Medicine - Chance for +Absorb
(5) Numina's Convalesence - +Regeneration/+Recovery
(5) Miracle - +Recovery
Level 2: Hurdle
(A) Jumping IO
Level 2: Stamina
(A) Performance Shifter - Chance for +End
(3) Performance Shifter - EndMod
(3) Performance Shifter - EndMod/Recharge
Level 6: Chemical Ammunition
Level 6: Cryo Ammunition
Level 6: Incendiary Ammunition
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 50: Agility Core Paragon
Level 50: Barrier Core Epiphany
Level 50: Melee Radial Embodiment
------------
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Set Bonus Totals:
11% DamageBuff(Smashing)
11% DamageBuff(Lethal)
11% DamageBuff(Fire)
11% DamageBuff(Cold)
11% DamageBuff(Energy)
11% DamageBuff(Negative)
11% DamageBuff(Toxic)
11% DamageBuff(Psionic)
15.06% Defense(Smashing)
15.06% Defense(Lethal)
31.94% Defense(Fire)
31.94% Defense(Cold)
21.63% Defense(Energy)
21.63% Defense(Negative)
6% Defense(Psionic)
16.63% Defense(Melee)
17.56% Defense(Ranged)
25.06% Defense(AoE)
5.4% Max End
15% Enhancement(Accuracy)
2.5% Enhancement(Max EnduranceDiscount)
10% Enhancement(Range)
57.5% Enhancement(RechargeTime)
24% SpeedFlying
GrantPower Preventive Medicine (10% chance, if Scourge)
194.3 HP (16.12%) HitPoints
24% JumpHeight
24% SpeedJumping
Knockback (Mag -8)
Knockup (Mag -8)
MezResist(Confused) 40%
MezResist(Held) 40%
MezResist(Immobilized) 40%
MezResist(Sleep) 40%
MezResist(Stunned) 40%
MezResist(Terrorized) 40%
15.5% (0.26 End/sec) Recovery
30% (1.51 HP/sec) Regeneration
45% ResEffect(SpeedFlying)
45% ResEffect(RechargeTime)
45% ResEffect(SpeedRunning)
8.75% Resistance(Smashing)
8.75% Resistance(Lethal)
23% Resistance(Fire)
23% Resistance(Cold)
7.25% Resistance(Energy)
7.25% Resistance(Negative)
5% Resistance(Toxic)
5% Resistance(Psionic)
0% Resistance(Smashing)
0% Resistance(Lethal)
0% Resistance(Fire)
0% Resistance(Cold)
0% Resistance(Energy)
0% Resistance(Negative)
0% Resistance(Toxic)
0% Resistance(Psionic)
24% SpeedRunning
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arch/nin blaster > spines/fire/fire.
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Justice Represent.
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13 minutes ago, brigg said:
Nope, the 708 Fire Ants aren't mine, but were you able to get them to work? I checked, and they were available. I would assume maybe you had a filter on, but from what I can tell from your image above, you didn't.
It's still there. Meant to post earlier, AE was disrupted from the server issues earlier today and took a bit to fully come back online.
@RialVestro708.5 is in the title, the arc id is something like 58. For what ever reason my brain refuses to remember the arc id but completely holds onto the title.
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I can't believe I'm going to say this.
I'm 100% against lowering brute damage caps.
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Thank you for the reply, I missed the thread about them being blocked although I saw the one about no copyright characters. The specific one I was looking for was fire ants so it looks like a mass blocking took place.
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1 minute ago, Epsilon Assassin said:
PvPer's play in a competitive environment, in that environment, it is far easier to identify problems with the game on a fundamental level.
Please, if this were true then in PVP zones powers would function exactly the same as they do in PVE zones. But oh look, they don't! They even do different amounts of dmg/res/rechg! And OH LOOK there is a specific set of PVP IOs that grant two different types of bonuses depending on which zone they are in!!!!
Your statement is wildly inaccurate. For it to be accurate, things would have to function exactly the same in both sets of zones. Exactly.
Honestly, the best thing that could ever happen to this game is to roll back to before PVP, but since that couldn't happen without pulling a lot of spaghetti, the absolute best thing that can happen is a segregation of changes based on zones. Complete segregation. Power causing issues in PVP zones, that change better never effect the PVE side of the game. Then everyone is happy. PVPers get to continue on doing what they want, PVE doesn't every have to worry about it messing with ACTUAL FUNDAMENTAL GAMEPLAY. Don't forget, this game didn't start with PVP, it was added much later, as such it should not effect what was here before it.
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3 minutes ago, Lost Ninja said:
To be fair I never had an Intangibility power (apart from the one in Dark that caused enemies to become intangible, which I never took because it tended to screw teams up, and in those days soloing wasn't done at +4/x8), so I doubt I'd have noticed any change to it.
But I'm glad I'm not the only one that remembers the travel power nerf. 😄
Yeah, I'm a history minor. I hate revisionist history. It doesn't matter if it's ugly, stick to the truth about how things went down, not how you want to remember through rose colored glasses.
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12 hours ago, Lost Ninja said:
ED.
Global Defence Nerf.
Travel Powers Nerfed to prevent PvP abuse.
Repeated /Regen nerfs, as a level 50 scrapper when CoV launched I could solo EBs within two issues I had to take the Heal Self from the PP just to have enough healing.
You also forgot
Intangibility - 'all of them being changed from a toggle to a click'
Toggle dropping on tanks/scrappers/brutes/stalkers - 'omg we can't get past their defenses now that IOs are here'
And for those of you refuting his claims. You're wrong.
ED was done for two reasons, first because pvpers complained about not being able to damage resist based toons because 'omg the six slotted toggles', it was done secondly because IOs were coming
GDN was done for two reasons, first because pvpers couldn't hit SR Scrappers. Second because IOs were coming.
Travel Power Suppression was implemented to prevent jousting because pvpers couldn't stand blasters/stalkers coming through and whacking them on the way through and not being to melee back.
Regen was originally nerfed because one player made a claim, posi insisted it couldn't be done, player told posi how wrong he was, posi one day teleported the player to a hidden cave and spawned monsters for the player who was on a claws/regen scrapper, posi found out real quick how wrong he was. The next regen nerf was absolutely pvpers complaining about not being able to out DPS them.
And now, pvpers have complained about the enterbasefrompasscode. Even if it was a 'mistake' to have it turned on, it was a low priority fix until the pvpers whined.
I was on the original forums when this went down, I had a job that afforded me the opportunity to lurk the forums for 8 hours a day. I watched it happen. This is not revisionist history, this is accurate, stop trying to convince people otherwise.
And you know what the worst part is, posi and every original dev on the boards claimed, promised, and swore that nothing in PVE would ever be changed because of PVP. And they LIED. Just like they lied about tanks getting a new mechanic that allowed them gain damage bonus by being attacked and attacking. Even though it was a year long discussion thread in the tank forums, input and discussion. And Promises were made there to, that tanks would be getting this wonderful new mechanic. Right up until they needed to drive sales for, you guessed it, COV.
PVPers need to own up to the changes they have caused to happen to the PVE game.
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20 minutes ago, DreadShinobi said:
Cluttering up a feedback thread with your constant 'witty banter' has been enough. That thread has nothing to do with this one. Your ulterior motives are becoming more clear whether that is just post count padding or keeping attention off of amending any of the original proposed changes, I can't say I am the only one that finds it tiring to sift through the mass of posts to find the relevant ones.
This was uncalled for. An attempt was made to get people to relax and chill for a moment to consider information given and you come in here with this?? You owe Myr an apology.
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2 hours ago, Replacement said:
I know CP doesn't wanna talk about it, but if you wanted to nerf Brutes in a way that would barely be felt, numerically, but would further diversify them from Tankers?
Brutes will not be nerfed. End of Story.
Having said that, honestly, the only change that should be made to brutes at all is swapping the auto-hit Taunt with Provoke. That's it. One Simple Swap. Course, then tankers don't need to be changed at all I don't think. That one power swap would like cause a nice equilibrium between tanks and brutes.
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5 hours ago, Auroxis said:
What concerns me the most about above numbers is how the curve got steeper:
1. Tanker at its lowest point (not slotted, no buffs) isn't that much better than before since Bruising made up for the tanker's reliance on enhancements and buffs to compete with a brute.
2. The +400% sweet spot isn't that rarely obtained in endgame teams, and when you couple it with the tanker's greater AoE, team buffs and -res it will often pull ahead.
Abandoning bruising in favor of a higher damage multiplier and cap seems to be the primary cause of that.
I see all you guys worried about losing bruising. But please try to understand, only like the 35 of us in this thread discussing it actually even knows it exists. Take a poll in the discord, most people have no idea. And on top of that, less than the 35 of us in thisbtjread acticely used the t1 to apply bruising because using a t1 doesn't create an optimal attack chain even with its bruising factored in.
Even if you are one of the few that actively used bruising, realize that your experience speaks for a very very small subset of the population. And only slightly larger is the subset that would use bruising on hard targets like AVs because mobs die to quick. Your lucky to get foot stomp off before the blasters roflmao the mobs.
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18 minutes ago, Captain Powerhouse said:
@Trogan707, tankers can easily get up to 17 target aggro with the use of a few moves. Taunt is not just a tool to grab aggro, it’s a ranged tool that lowers the range of all enemy powers to basically nose-distance, forcing them to get near you. This does not just mean ranged attacks, it also makes enemy cones for all purposes single target attacks (unless the power is flagged to ignore range or the foe has resistance to -range), because during those seconds the cone will have a range of basically zero.
The Problem here is that people are confusing the taunt power with the taunt aggro cap. I get the feeling after rereading some of these contacts people think taunt (the click power in their secondary) hit 17 mobs.
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1 hour ago, Mr. Igneous said:
Final Build at Lvl 50 with all sets. This will take a long time to slot up.
<snip>
If I can make a few slotting suggestions, use siphon life as an attack, it does so much damage. The heal is just a bonus. Here is my take on a stone/dark. You won't be running all your armors all the time, so your end will vary. Turn them on as needed, if your fighting non fire enemies, do you really need to be running fire? Also, this build has three oh crap buttons, granite/archmage/melee core. Use them as needed. Rooted also essentially turns you into a regen tank. So I beefed it up some. Might be some slotting ideas in there you can use.
Hero Plan by Hero Hero Designer 2.23
https://github.com/ImaginaryDevelopment/imaginary-hero-designerMr. Igneous Noir: Level 50 Mutation Tanker
Primary Power Set: Stone Armor
Secondary Power Set: Dark Melee
Power Pool: Leadership
Power Pool: Fighting
Power Pool: Teleportation
Power Pool: Speed
Ancillary Pool: Pyre MasteryHero Profile:
------------
Level 1: Rock Armor
(A) Luck of the Gambler - Recharge Speed
(3) Luck of the Gambler - Defense/Endurance
(3) Shield Wall - +Res (Teleportation), +5% Res (All)
(45) Gift of the Ancients - Run Speed +7.5%
Level 1: Shadow Punch
(A) Superior Blistering Cold - Accuracy/Damage
(5) Superior Blistering Cold - Damage/Endurance
(5) Superior Blistering Cold - Accuracy/Damage/Endurance
(7) Superior Blistering Cold - Accuracy/Damage/Recharge
(7) Superior Blistering Cold - Damage/Endurance/Accuracy/RechargeTime
(9) Superior Blistering Cold - Recharge/Chance for Hold
Level 2: Stone Skin
(A) Steadfast Protection - Resistance/+Def 3%
(9) Gladiator's Armor - TP Protection +3% Def (All)
Level 4: Shadow Maul
(A) Superior Gauntleted Fist - Accuracy/Damage
(15) Superior Gauntleted Fist - Damage/RechargeTime
(15) Superior Gauntleted Fist - Accuracy/Damage/RechargeTime
(19) Superior Gauntleted Fist - Damage/Endurance/RechargeTime
(31) Superior Gauntleted Fist - RechargeTime/+Absorb
(39) Superior Gauntleted Fist - Accuracy/Damage/Endurance/RechargeTime
Level 6: Mud Pots
(A) Multi-Strike - Damage/Endurance/Recharge
(19) Multi-Strike - Accuracy/Damage/Endurance
(21) Multi-Strike - Accuracy/Endurance
(21) Multi-Strike - Accuracy/Damage
(23) Fury of the Gladiator - Chance for Res Debuff
(23) Fury of the Gladiator - Accuracy/Damage/End/Rech
Level 8: Rooted
(A) Preventive Medicine - Heal
(17) Preventive Medicine - Heal/Endurance
(25) Preventive Medicine - Heal/RechargeTime
(33) Preventive Medicine - Heal/RechargeTime/Endurance
Level 10: Earth's Embrace
(A) Numina's Convalesence - Heal/Recharge
(34) Doctored Wounds - Heal/Recharge
(36) Preventive Medicine - Heal/RechargeTime
Level 12: Taunt
(A) Perfect Zinger - Accuracy/Recharge
Level 14: Brimstone Armor
(A) Aegis - Resistance
(25) Aegis - Resistance/Endurance
(27) Aegis - Resistance/Endurance/Recharge
Level 16: Siphon Life
(A) Superior Might of the Tanker - Accuracy/Damage
(27) Superior Might of the Tanker - Damage/Recharge
(29) Superior Might of the Tanker - Accuracy/Damage/Recharge
(29) Superior Might of the Tanker - Damage/Endurance/Recharge
(31) Superior Might of the Tanker - Accuracy/Damage/Endurance/Recharge
(39) Superior Might of the Tanker - Recharge/Chance for +Res(All)
Level 18: Crystal Armor
(A) Luck of the Gambler - Recharge Speed
(31) Luck of the Gambler - Defense/Endurance
(45) Gift of the Ancients - Run Speed +7.5%
Level 20: Maneuvers
(A) Luck of the Gambler - Recharge Speed
(33) Luck of the Gambler - Defense/Endurance
(43) Gift of the Ancients - Run Speed +7.5%
Level 22: Kick
(A) Empty
Level 24: Tough
(A) Unbreakable Guard - +Max HP
(33) Unbreakable Guard - Resistance
(34) Unbreakable Guard - Resistance/Endurance
(37) Unbreakable Guard - Resistance/Endurance/RechargeTime
Level 26: Minerals
(A) Luck of the Gambler - Recharge Speed
(34) Luck of the Gambler - Defense/Endurance
Level 28: Teleport
(A) Winter's Gift - Slow Resistance (20%)
Level 30: Weave
(A) Luck of the Gambler - Recharge Speed
(36) Luck of the Gambler - Defense/Endurance
Level 32: Granite Armor
(A) Gift of the Ancients - Run Speed +7.5%
(36) Reactive Defenses - Scaling Resist Damage
(37) Defense Buff IO
Level 35: Char
(A) Superior Entomb - Accuracy/Hold/Endurance/Recharge
(37) Superior Entomb - Accuracy/Hold/Endurance
Level 38: Soul Drain
(A) Fury of the Gladiator - Accuracy/Damage/End/Rech
(39) Fury of the Gladiator - Accuracy/Endurance/Recharge
(40) Eradication - Accuracy/Damage/Endurance/Recharge
(40) Eradication - Accuracy/Damage/Recharge
(40) Eradication - Accuracy/Recharge
Level 41: Dark Consumption
(A) Superior Avalanche - Accuracy/Damage
(42) Superior Avalanche - Damage/Endurance
(42) Superior Avalanche - Accuracy/Damage/Endurance
(42) Superior Avalanche - Accuracy/Damage/Recharge
(43) Superior Avalanche - Accuracy/Damage/Endurance/Recharge
(43) Superior Avalanche - Recharge/Chance for Knockdown
Level 44: Fire Blast
(A) Superior Winter's Bite - Accuracy/Damage
(45) Superior Winter's Bite - Damage/RechargeTime
(46) Superior Winter's Bite - Accuracy/Damage/Endurance
(46) Superior Winter's Bite - Accuracy/Damage/Recharge
(46) Superior Winter's Bite - Damage/Endurance/Accuracy/RechargeTime
(50) Superior Winter's Bite - Recharge/Chance for -Speed & -Recharge
Level 47: Fire Ball
(A) Overwhelming Force - Damage/Chance for Knockdown/Knockback to Knockdown
(48) Overwhelming Force - Accuracy/Damage/Endurance/Recharge
(48) Overwhelming Force - Damage/Endurance/Recharge
(48) Overwhelming Force - Accuracy/Damage/Endurance
(50) Overwhelming Force - Accuracy/Damage
Level 49: Hasten
(A) Recharge Reduction IO
(50) Recharge Reduction IO
Level 1: Brawl
(A) Empty
Level 1: Gauntlet
Level 1: Prestige Power Dash
(A) Empty
Level 1: Prestige Power Slide
(A) Empty
Level 1: Prestige Power Quick
(A) Empty
Level 1: Prestige Power Rush
(A) Empty
Level 1: Prestige Power Surge
(A) Empty
Level 1: Sprint
(A) HamiO:Microfilament Exposure
Level 2: Rest
(A) Empty
Level 4: Ninja Run
Level 2: Swift
(A) Run Speed IO
(11) Run Speed IO
(11) Run Speed IO
Level 2: Health
(A) Panacea - +Hit Points/Endurance
(13) Numina's Convalesence - +Regeneration/+Recovery
(13) Regenerative Tissue - +Regeneration
Level 2: Hurdle
(A) Jumping IO
Level 2: Stamina
(A) Performance Shifter - Chance for +End
(17) Performance Shifter - EndMod
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 50: Cardiac Core Paragon
Level 50: Diamagnetic Core Flawless Interface
Level 50: Melee Core Embodiment
Level 50: Ageless Core Epiphany
Level 50: Void Radial Final Judgement
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|-------------------------------------------------------------------|- 1
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4 minutes ago, Leogunner said:
I was actually going to say the same thing.
Yeah, I'm curious, while a tank should never be able to put a dent in AV health, surviving, even with work on it, should always be possible. And Stone/Dark should survive well having one of the best heals in the game in siphon life and having one of the best build up in the game in Earth's Embrace.
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24 minutes ago, Mr. Igneous said:
Could not survive this battle in Rock/Crystal/Rooted,
Could I see your build please.
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33 minutes ago, Haijinx said:
Id like to propose letting stone tanks jump curbs
Seconded. Make it so.
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19 hours ago, Haijinx said:
Can you jump at all in granite?
You need 9 kins with inertial reduction to jump while in granite. Unless something changed from when it was done on live.
edit:spelling
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9 hours ago, DreadShinobi said:
I will also mention that brute damage cap is as high as it is because they have a much lower base damage and fury which eats into alot of it. Per percentage point of damage buffing, brutes gain less than other ATs with higher modifiers, including tankers.
Wait... What?
Popmenu Generator
in Tools, Utilities & Downloads
Posted
I wrote a popmenu generator. Good friends were going to help me do a big release on this but with my father passing I don't know that I'll even revisit the project. This is functional, it's missing a lot of the bells and whistles I wanted to add. It does not import already made popmenus, it has it's own save file writeup so you can load and edit and export a file the game can read. I'm sure there is QOL changes and maybe a bug or two, but here it is anyway. Screenshots, file etc incoming.
menutest_20200821.rar