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Profit

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Posts posted by Profit

  1. 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.

     

    unknown.png

     

    unknown.png

    menutest_20200821.rar

    • Like 4
    • Thanks 4
  2. @Captain Powerhouseis gauntlet an auto hit now or does it still suffer from a to-hit roll?

     

    Gauntlet & PunchVoke

    • 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.
    • Brute PunchVoke is now also applied via a global proc.
      • Any power that either inflicts damage or takes accuracy enhancements will trigger PunchVoke.
  3. 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-designer

    80s 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 Mastery

    Hero 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    
    ------------
    ------------
    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

     

     


    | Copy & Paste this data into Mids' Hero Designer to view the build |
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    |-------------------------------------------------------------------|

    • Thumbs Down 1
  4. 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.

  5. Seems a few arcs are missing. Accident or Intentional? Was also brought to my attention this could have been removed by the creator. However, as their were various '708' arcs with slightly different things in the name from different authors, for them all to be missing seems to be suspect.

     

    IMG_6952.thumb.JPG.2e905cc1aca43f22bb98938407ec43b6.JPG

  6. 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.

  7. 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.

  8. 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.

  9. 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.

    • Thanks 1
    • Sad 1
  10. 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.

    • Like 1
  11. 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.

    • Like 1
    • Thanks 1
  12. 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.

    • Like 1
    • Thanks 2
  13. 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-designer

    Mr. 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 Mastery

    Hero 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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    • Like 1
  14. 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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