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Tad Cooper

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Posts posted by Tad Cooper

  1. 42 minutes ago, arcane said:

    I don’t think you understand what the “creep” portion of “power creep” means. It refers to something that becomes a problem incrementally, not some overnight implosion of a game. So this is a straw man.

     

    Creep is also an engineering term describing how a structure fails due to very gradual deflection over a long period of time.

     

    You also mentioned giving Defenders Scourge etc, so acting like I was only criticizing the multipliers proposal is called moving the goalposts. All around shoddy performance tbh.

    I'm perfectly aware of what power creep is. I'm also aware that we're talking about two ATs that are at basically the bottom of the balance heap and that whenever anybody talks about doing anything to them the first response is "power creep".  So forgive me for not taking you seriously, because there's plenty of power creep in the game already, and one man's power creep is another man's necessary balance adjustment.

     

    As for my performance, well, I'm certainly willing to take criticism from a master. I mean, look at you! Listing out logical fallacies like that somehow constitutes an argument. Truly you have a dizzying intellect.

     

    35 minutes ago, arcane said:

    Why not give all melee AT’s scrapper damage modifiers, tanker mitigation modifiers, and stalker controlled crits? It’s a straight buff.

     

    Do you review your own thoughts before posting?

    Classy. It's almost like different concerns merit different arguments. *sigh* I need an eyeroll reaction so badly, but fine, I'll bite. We don't give them those things because they're different enough to define a niche. Corruptors and defenders are not.

     

    Why did we buff tankers? Because there was no point in making one when you could make a brute. Why are people already asking for the bat to go the other way? Because now there's no point in making a brute when you can make a tanker. tho0ghtGun here is saying that there's no point making a corruptor when you can make a defender. See where I'm going with this?

     

    Even if you come up with a unique role for both, as the devs tried to do with tankers, the complaints will begin. As far as I see the only solution is to make them equal, and to not take away anything in the process, or you just end up back at step one with "There is no point to making <x> when <y> exists." So yes, my response to "I think it's a stupid idea and I like them separate," was, "Why? This can only make characters better. No one is getting nerfed, or surpassed."

     

    For that matter, if someone's toes were to be stepped on we'd catch it before it went live and discussion would happen about what to do. Off the top of my head, the 30% solo bonus would probably cease to be necessary at corruptor damage levels. So that might have to go or be reduced so solo corrupt-fenders don't somehow surpass blasters as the damage kings. Had you responded with an example likes this, I'd have taken your concerns more seriously. Or at least, responded more politely.

     

    27 minutes ago, th0ughtGun said:

    Over time this is how we went from Corruptors serving a clear role, to where we are now. 

     

    Which was.... what, exactly? Buffing/blasting, right? What's a defenders clear role? Oh, buffing/blasting. Unless you manage come up with another niche in a game that is already overstuffed, I don't see how any mechanism we could implement doesn't result in some defender six months from now making the same exact complaints you did in the OP. Even if we nerf damage procs (which I believe is already on the table, so you may get what you wished for) you'll just get people complaining that THEIR thing can be supplanted by the existing set bonuses when other people's can't. There have been tons of posts like that already.

     

    At any rate, I'm eager to see what, if anything, you all come up with. Expanding scourge is certainly interesting.

    • Thumbs Up 1
  2. 2 hours ago, arcane said:

    So just make sure there’s power creep in every dimension possible, sure 😉

    Yep, that extra .1 ranged damage scalar is gonna shoot defenders right into OP town. I can't remember how much the difference is on the buff multiplier right now but I'm sure that would be just too much for corruptors to have. After all, they almost do as much damage as a brute with no rage. And at RANGE which we all know is just a magic fucking I win button.

     

    But you're right. Gonna completely ruin the game. Way too easy for everyone. Cottage rule and balance formulas or whatever.

    • Thumbs Up 1
  3. I said something similar in the brute/tanker debates, and it wasn't received well so I'm sure it won't be here either, but I'll say it again anyway. If it were up to me, I'd just combine them. Give corruptors the defender buff/debuff numbers and vigilance. Give defenders the corruptor base damage and scourge. Make the only difference be what powers you get earlier and flavor text for the inherents.

     

    Obviously that makes things more samey, but at this point there's an insane amount of overlap anyway. It might be worth it to try simplifying things.

    • Thumbs Up 1
  4. 19 minutes ago, Arbegla said:

     

    While I do understand that the respec process is annoying, you do know that when City of Heroes was first released, Re-specification wasn't even included right? You picked what you picked, and if you didn't like it, you rerolled the entire character. Respecs weren't possible until Issue 2.

     

    If we're going to play the "available at launch" game, you realize that you couldn't keep mez protection going at the same time as other powers at launch, right? Armor toggles were exclusive to each other, and mez protection rooted you on at least earth and invuln. Probably the others too, I can't remember. It's only been 17 years... Anyway, Tankers spent a lot of time complaining that they couldn't do their job because of mez and/or not being able to move so that got changed real quick. Not sure why your so rootin' tootin' opposed to people in the present having the same complaint.

     

    There's a have/have-not dichotomy between armor and non-armor sets, and removing one of the few options that let's people mitigate that somewhat (given that the power in question is basically the equivalent of a free break free and resistance inspiration every 10 minutes, 3 if you've got an ungodly amount of recharge. Unimpressive, to my eyes) reinforces the idea that only melee classes should matter. Hell, the Arcana people were still explaining how seriously fucked blasters were until the game died. So it took years and years and years for one set "squishies" to get their shit looked at. Frankly, I think the negative response to this change is at least somewhat based on that sour taste.

     

    5 minutes ago, Bionic_Flea said:

    You assume facts not in evidence.

     

    The devs have not stated those are OK.  They just haven't nerfed them . . . YET!  Which is why I want to know what they consider overpowered and am kinda worried that the only response was Jimmy stating avoiding an entire part of the game, or words to that affect.  But as others have pointed out all armor sets negate mez, force field and sonic negate mez, Perma-Domination negates mez, etc.  And that's not to mention all the other parts of the game that are negated by one thing or another (-kb IOs, and so forth).

     

    And that is my problem.  It's not that they are changing Rune of Protection.  I only have it on a few characters and I don't think the proposed change will affect them much.  But I do have a problem with them changing a power because it's "overpowered" . . . because of ROP is overpowered . . . let the nerf wars begin!

     

     

    And then we have the more reasonable response that yes, this implies things are gonna get tighter all around for no reason. Let's do it! Let the nerfing begin! Let all the cosmic cat girls look at three minions and despair!

    • Like 3
  5. You know what? I agree with Night and Tyrannical. Break frees and Clarion exist, so if you want to avoid mez you should have to use them. This should apply to everyone, so we should remove all mez protect from armor classes, and we should have all toggles drop if you get mezzed. That was what the game was originally balanced around.

     

    Then we should implement Parabola's idea.

  6. Why do squishies need mez protection? Well, why do melees need mez protection? Because back in the day getting mez'd killed your toggles, which meant if you got nailed you were super dead in about two seconds. All the Superman and Wolverine wannabes didn't like that. That's not the case any more, so in fact they DON'T need it. No one is entitled to anything. We should remove mez protection entirely. Maybe switch to the PVP rules where it all becomes resistance.

     

    If we're sticking with protection, then I don't think OP's idea goes far enough.

     

    There are five mez states in this game. Immobilize, Stun, Fear, Confuse, and Hold. We should proliferate those powers among NPCs at all levels, especially the 5th Column because I want to see some salt from the "PI radios! No caves! No Carnival!" people. We should change armor powers to only cover three mez states. We should make sure that every support set ALSO has mez protection for three states, but their power affects the whole team. The trick here is that every set gets a different three states they protect from. You want to be covered in all situations? Get some friends or some break frees.

     

    I guess we could let the armor powers affect the whole team too. Balanced.

     

    As a side not that I like to bring up every time I see a conversation like this: Y'all get real whiny whenever buffing "squishies" comes up. It's been like this since live. It's always met with wailing and gnashing of teeth. Don't know what you're all so worried about. The defensive gap between melee and ranged has been gone a LONG time. IOs killed it. Melee is still easy mode. Making support classes lives SLIGHTLY easier isn't gonna make it so people don't want to play with you.

     

    Also the fact that some of you are genuinely rattling off a fucking pay to win power as if that makes OPs suggestion irrelevant is mind boggling to me. Those are bonuses, not balance. The "use break frees" people have slightly more of an argument, but you're going to have to explain to me how ranged ATs are SO much more powerful than melees that they need to be dependent on the purple candy and melees don't.

    • Like 2
  7.  

    4 hours ago, Uun said:

    I checked in game and those descriptions are still there, however, they definitely changed something so that you can use immobilizes on KD patches. I just tested it with my earth/earth dom. I can use stone prison and stone cages on top of earthquake and they still flop like fishes. Not sure if they could do the same thing with Umbral Torrent/TT.

    I'd assume it's the 10000% resistance then. That's way past capped, so they just fall down and get back up again. Like Chumbawumba. Cool, let's do that instead and we can drop the idea of adding knockback bonuses to Aim, even though I thought it was a pretty cool idea to be able to do a one off knock back in a series of knock downs.

     

    4 hours ago, Greycat said:

    Drop tar patch. Drop pit on it, too. Should anything still work its way out, Torrent pushes them back in. Works quite nicely. Even if you're not dark/dark, it's an effective positioning tool as is right now.

    You realize that that would literally not change with what I've described, right? Anything not immob'd by tentacles will get knocked back into the patch by Umbral Torrent and take the damage Night Fall does instantly instead of the whole 10 points at level 50 Torrent does. Neat! Anything that's already immob'd should already be in the tar and will get knocked down instead of back, ruining their next several seconds without losing -res. Also why the hell are you using Dark Pit if you've got Fearsome Stare? It's higher mag, wider area, faster recharge. You'll get the LTs and occasionally the bosses. Dark Pit will never give you either unless you combine it with Howling Twilight.

     

    4 hours ago, Greycat said:

    I'll take Nightfall over Aim, thanks. I like Nightfall. The look, the DOT, everything.

    I mean, I can't argue with you and Solarverse's aesthetic preference. Mechanically it's inferior. It's animation time is twice as long as Torrent/Umbral Torrent. The same amount of damage (maybe 4 points less) is applied by Umbral Torrent instantly vs the 2.8 seconds of Night Fall. Those two things mean higher DPA for Umbral Torrent, as well as having more options for procs. Aim would give support characters slightly more damage on a set that's fairly weak in that department and make the set more uniform across ATs. In my experience most people wonder why the other sets get it and Dark doesn't.

     

    I have to admit that this conversation did not go how I expected. It's frankly amazing to me that y'all are arguing against a straight buff on multiple planes, and not because you think it's overpowered but because you don't want to give up M&Ms for a Reese's cup. Would I have gotten a better reception just asking for Torrent to be made into Umbral Torrent and walking away, rather than trying to appease game balance and mollify people who would suddenly have to deal with knockback? I feel like then I'd hear, "No no. You already have Night Fall. You don't need ANOTHER damaging cone."

  8. 32 minutes ago, Outrider_01 said:

    Check the Issue 27 release, but might be a specific blaster change.  Increase recharge to 90 sec and a magnitude change 

    It is. And that's a nerf. They made the blaster version as bad as the defender/corruptor version. So it's a throwaway for everyone now! Woo! Notably I just checked in game and the accuracy was increased to 80% at some point but not updated in Mid's, so that's something.

  9. 7 minutes ago, Uun said:

    Adding -8.3 kb to Tenebrous Tentacles creates a whole new set of problems. A while back the devs eliminated -kb from AoE immobilizes (your reference to controller immobilizes is incorrect). With your suggested change, what happens if someone uses TT on somebody's Ice Slick or Earthquake (which are both less than mag 1)? You've now neutered their AoE control.

     

    While I'm all for fixing the arc sizes and ranges, slotting a KB>KD isn't that much trouble if you don't want the KB. I can't support your suggestion.

    Ok, I double checked. As far as I can tell every controller immobilize except Chain Fences from Electric Control and the Crushes from Gravity Control have either knockup protection or 10000% resistance to knock. The shots with Ouroboros in the background are from live, the green ones are from Brainstorm. If the 10000% resistance works to avoid your concern let's add that instead. Not quite as neat as I'd envisioned but still let's people who absolutely hate knockback avoid it.

     

    knock protection.jpg

  10. I have a five part plan.


    1.) Give Defenders and Corruptors Umbral Torrent and Aim from the Blaster version of the set. Replace Nightfall and Torrent. They're both different flavors of bad, slow and weak respectively, which is presumably why they got taken out of the Blaster version.

    2.) Add un-enhanceable Knockback Protection of the same magnitude as Umbral Torrent minus point one (or whatever it takes to convert it to knock down) to Tenebrous Tentacles. Similar to controller immobilizes.

    3.) Add 98.5% Enhancement (Knockback) to Aim. I think that's the effect anyway. I'm looking at Power Build Up in Mid's. Maybe enhance -ToHit too. T H E M A T I C. Change the power name if necessary. Spooky Focus! Nebulous Concentration! Goth Flex!

    4.) Make both cones the same size. Range 60, 40 degree arc sounds reasonable to me, though I know there are formulas for these things that I'm totally ignoring.

    5.) Observe how the two cones now make a logical one-two punch. The change to Aim adds a layer of positioning control.


    Bonus step 6.) Dark Pit sucks. It needs something. Anything! Increased mag, decreased recharge time, increased duration, add some damage. Increase that stupid 60% base accuracy at the least. Throwaway power.


    Why yes, the cone sizes have been brought up many times before, and I did come up with this entire scheme to not have to use Sudden Acceleration! Thank you for noticing. I thought it was pretty clever too.

     

    I can see you typing /jranger.

    • Like 1
  11. 2 hours ago, GadgetDon said:

    Is the temporary base portal not working within that mission? Or any mission? If so, that will really suck. And I'm not sure the "but it's a time travel thing" is a justification - when I'm in Ouroborus or Cimerora, I can call a contact, get a mission, and Mission TP to them. I can also, from Peregrine Island, call Marcus, get a mission, and mission teleport to it. Attempting to unwind the "oh it's traveling through time not just distance" issues in the game is too late, IMO. (Same with calling a Praetorian contact from a Primal zone). If the various teleportation powers (and yes, I include base portal in this) are creating wormholes to get you from point A to point B, in theory that would work across time too.

    Actually, I don't know. I was referring to this green bit from the new patch notes.

    Quote
    • Teleportation_Ouroboros.png.ecf90b49828b085eab524f14f6cf951c.png Ouroboros Portal
      • Can now be summoned and entered from level 1, rather than level 14
      • Can now be summoned while flying (but must still target the ground)
      • Now lasts 90 seconds instead of 5 minutes, but will remain in place after you leave the zone
      • Can no longer be used inside mission maps while the "No Temporary Powers" flag is enabled (eg: on Master Of attempts)

    But now I've gone and tested it. Everything works on normal settings, and Long Range Teleporter still works with temp powers disabled. So you can in fact still pop out during that mission.

  12. I figured the idea with removing the VIP pass and the auction house powers was to appease people like me who were complaining that there were too many powers. There are still enough that the menu is a welcome addition, but the missed clicks argument resonates with me. Three ways to get in to bases from practically anywhere (five with day job charges, which seem to load up pretty quickly, or at least faster than I thought) every 10 minutes seems very usable to me in a small amount of testing.

     

    I really appreciate the change to the faster animation. I'm also wicked hyped about the popmenu "PowerReady" addition that was just added and is used in the new menu. That's gonna be super useful.

     

    I'm not thrilled that MoMLTF is about to get even more annoying, but I appreciate that saying, "Ha ha, I'm a time traveler. Screw you guys I'm out!" in mission 2 is probably against the spirit of the thing. Guess I'll have to figure out how you're actually supposed to leave that map... I don't think I've ever seen anyone do it.

  13. 18 hours ago, r0y said:

    If there (or should there be) a /slash command to pop up the $target's info window?  so people (RP'ers) can easily macro it?  e.g. /macro i "/toggleinfo $target" or something... that might help.

     

    I know one can leave that window floating (I sometimes do, but I have a LOT of screen real estate, and it probably isn't good for those with UHD res or lower).

     

    Also, a generally-accepted RP SCALE would be nice.  I'll *very rarely* do "light rp" with an RP team, I don't do the "hang out at the bar and flirt" RP.  I mean, I see "casual RP" or "light RP is OK" and I'm there.  Inversely, a "heavy RP" or "serious RP only" is also very useful to me (and the team), as it's not for me, but for more RP-centric.  Something like a letter or code thing "RP1" or "RP9" for light to heavy?  I dunno, just brainstorming.

    There are several. "/info" is the same as right clicking and picking Info.  You can also use "/info_tab #" where 0-1 is the bio, the powers page is 2, etc etc. If you don't have a target selected it opens yours, or you can use "/info_self" and "/info_self_tab #" to always open your own.

    • Thanks 5
  14. Once again I will point out that as soon as someone makes ANY suggestion that buffs support or control it's immediately regarded as overpowered. Same reaction for 15 years. Really don't get it, especially since melee is already easy mode in this game and any time any mention of making them weaker is made it's, "OH NOES, YOU'RE HERDING NERFS!"

     

    3 hours ago, XaoGarrent said:

    You are still suggesting balance changes that operate in too much of a vacuum, is what I'm saying.

     

    And I have to heavily disagree with you on that second notion. Especially considering support sets in particular can have near 100% uptime on many, many debuffs. Not just that, support sets are probably the most all over the place in terms of uptime. Do note: I'm not saying imbalanced. What I am saying is that they're a demonstration of how comparable powers in less than comparable sets can't be balanced 1:1. That's even before getting into how not-comparable powers in the same tier can often be, which is a reality of T9s between many sets.

     

    There's a place for broad, sweeping changes, and a proper way to do it, but this isn't it.

    He's concerned with the dependence on hasten for non-melee builds. You may have noticed the 300 threads about it. Support sets can have 100% uptime on many debuffs because of global recharge. You shouldn't HAVE to depend on that to do your job, which shockingly is keeping those debuffs up all the time. What he's suggesting is some broad initial changes towards bringing those supposedly incomparable sets in line. Despite his horrible, horrible font choices I think for the most part Zepp has a pretty good head on his shoulders.

     

    Why don't you go ahead and tell us what you think the place and way for talking about broad sweeping changes is?

     

    3 hours ago, Snowdaze said:

    Had to check the calendar to see if it was April fools day...

    Constructive.

    • Like 3
    • Haha 1
  15. Why is it that every time someone suggests buffing support classes there's gasping, pearl clutching, and fainting? God forbid they get to feel powerful once in a while. If you're worried about Tank Mages... well, cat's out of the bag on that one guys and it's practically everybody. Thank IOs.

     

    Support archetypes can't defend the team if they can't defend themselves. Not to mention that if they want to solo they shouldn't have to feel like their powers are useless. Several of the sets can already buff themselves, notably Time and to a lesser extent any debuff set since weakening enemies effectively makes you stronger. Seems obvious to me that the Ice shields (and probably most Support buffs) should just be made PBAoE with a reduced bonus for the caster to emphasize the whole "support" aspect. For defenders, say 5% for self and the current values for teammates in this particular instance. That would mean with Arctic Fog up they could pull a whopping 10% personal defense out of two powers, which is still less than Frozen Armor alone on any of the melee sets.

     

    7 hours ago, Snowdaze said:

    Also originally all of these were single application not target based AoE, which meant back in the day at the beginning of every mission and half way through everything stopped so they could be reapplied one by one to each player on the team and it took a while, Please just be grateful you don't still have to do that!

    "Just be grateful we let you save us both some tedium while you're making me invulnerable." <-- This is the most polite interpretation of this post I can make. It took some effort. It really rubbed me the wrong way.

    • Like 2
  16. I distinctly remember this too from waaaay back in like issue one, but it isn't in the patch notes anywhere. Must be the Mandela effect/misunderstanding the cone range enhancements. Probably from old forum guides saying "slotting this gives you a wider arc" and omitting "because the cone is longer and thus wider on the end".

     

    They should definitely be added though. Turn all cones into PBAoEs with maximum width enhancement! While we're at it add range to PBAoEs. Aggro 16 different guys from random groups on the entire map! Fuck corner pulling!

    • Like 1
  17. I'd like to be able to use some of the costume change emotes for Teleport, as well as Sorcery's Translocation animation. I haven't timed them so there's probably a few milliseconds difference that would make doing this a huge hassle, but they feel about the same length. Hell, Black Swan can pop around in a murder of crows in the Magisterium. I wanna do that! Or at least bamf.

     

    Really anything that's not more hip thrusting my way through space.

    • Like 2
  18. Pandora's Box Episode 2 Part 4 High in Demand, when you're escorting the archaeologist out and confront the villains by the exit:

     

    [07:39] [NPC] James Harvan: P856364347;P856364347
    [07:39] [NPC] Ghost Widow: So. This is why you could not accomplish your tasks.
    [07:39] [NPC] Ghost Widow: You did well to summon me, Nocturne. <name> has grown into quite the thorn in our sides.
     

  19. Well, since you posted in the Everlasting help channel and no one who actually knows what they're doing seems to be responding, here's my attempt. I basically ripped off nekkidtruth's build from here and a dark/dark build from a big archive of old mid's builds that I can't seem to find the link to right now and tried to Frankenstein them together. It definitely needs polishing. Enhancements may be in weird places. Defenses aren't soft-capped (though it's close enough on ranged that dark might cover for the lack). It's got a serious lack of AoE. It's incredibly expensive. However, it should have perma-dom with some nice leeway if I understand the requirements properly. So you might be able to afford to drop some recharge for some more defense. Good luck!

     

    Villain Plan by Mids' Reborn : Hero Designer 2.6.0.6
    https://github.com/ImaginaryDevelopment/imaginary-hero-designer

    Click this DataLink to open the build!

    Marian: Level 50 Mutation Dominator
    Primary Power Set: Ice Control
    Secondary Power Set: Dark Assault
    Power Pool: Speed
    Power Pool: Fighting
    Power Pool: Leadership
    Power Pool: Flight
    Ancillary Pool: Soul Mastery

    Villain Profile:
    Level 1: Block of Ice

    • (A) Basilisk's Gaze - Accuracy/Hold: Level 30
    • (3) Basilisk's Gaze - Accuracy/Recharge: Level 30
    • (3) Basilisk's Gaze - Chance for Recharge Slow: Level 30
    • (5) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold: Level 30

    Level 1: Dark Blast

    • (A) Cloud Senses - ToHit Debuff: Level 30
    • (5) Cloud Senses - Accuracy/ToHitDebuff: Level 30
    • (7) Cloud Senses - Accuracy/Recharge: Level 30
    • (7) Cloud Senses - ToHit Debuff/Endurance/Recharge: Level 30
    • (9) Cloud Senses - Accuracy/Endurance/Recharge: Level 30
    • (9) Cloud Senses - Chance for Negative Energy Damage: Level 30

    Level 2: Frostbite

    • (A) Annihilation - Chance for Res Debuff: Level 50

    Level 4: Gloom

    • (A) Apocalypse - Damage: Level 50
    • (13) Apocalypse - Damage/Recharge: Level 50
    • (13) Apocalypse - Accuracy/Damage/Recharge: Level 50
    • (15) Apocalypse - Accuracy/Recharge: Level 50
    • (15) Apocalypse - Chance of Damage(Negative): Level 50
    • (17) Apocalypse - Damage/Endurance: Level 50

    Level 6: Arctic Air

    • (A) Coercive Persuasion  - Contagious Confusion: Level 50
    • (17) Coercive Persuasion  - Confused: Level 50
    • (19) Coercive Persuasion  - Confused/Recharge: Level 50
    • (19) Coercive Persuasion  - Accuracy/Confused/Recharge: Level 50
    • (21) Coercive Persuasion  - Accuracy/Recharge: Level 50
    • (21) Coercive Persuasion  - Confused/Endurance: Level 50

    Level 8: Hasten

    • (A) Recharge Reduction IO: Level 50

    Level 10: Boxing

    • (A) Empty

    Level 12: Ice Slick

    • (A) Recharge Reduction IO: Level 50

    Level 14: Tough

    • (A) Steadfast Protection - Resistance/+Def 3%: Level 30
    • (23) Gladiator's Armor - TP Protection +3% Def (All): Level 50
    • (23) Gladiator's Armor - End/Resist: Level 50
    • (25) Unbreakable Guard - +Max HP: Level 50

    Level 16: Gather Shadows

    • (A) Recharge Reduction IO: Level 50

    Level 18: Weave

    • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed: Level 50
    • (25) Luck of the Gambler - Defense/Endurance: Level 50
    • (27) Shield Wall - +Res (Teleportation), +5% Res (All): Level 50
    • (27) Luck of the Gambler - Defense: Level 50

    Level 20: Flash Freeze

    • (A) Lethargic Repose - Accuracy/Recharge: Level 50
    • (29) Lethargic Repose - Endurance/Sleep: Level 50
    • (29) Lethargic Repose - Accuracy/Endurance: Level 50
    • (31) Lethargic Repose - Sleep/Range: Level 50
    • (31) Lethargic Repose - Accuracy/Sleep/Recharge: Level 50
    • (50) Lethargic Repose - Accuracy/Sleep: Level 50

    Level 22: Maneuvers

    • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed: Level 50
    • (31) Luck of the Gambler - Defense/Endurance: Level 50
    • (33) Luck of the Gambler - Defense: Level 50

    Level 24: Fly

    • (A) Blessing of the Zephyr - Knockback Reduction (4 points): Level 50

    Level 26: Glacier

    • (A) Lockdown - Chance for +2 Mag Hold: Level 50

    Level 28: Hover

    • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed: Level 50
    • (33) Kismet - Accuracy +6%: Level 30

    Level 30: Engulfing Darkness

    • (A) Armageddon - Damage: Level 50
    • (33) Armageddon - Damage/Recharge: Level 50
    • (34) Armageddon - Accuracy/Damage/Recharge: Level 50
    • (34) Armageddon - Accuracy/Recharge: Level 50
    • (34) Armageddon - Damage/Endurance: Level 50
    • (36) Armageddon - Chance for Fire Damage: Level 50

    Level 32: Jack Frost

    • (A) Call to Arms - Defense Bonus Aura for Pets: Level 30
    • (36) Call to Arms - Accuracy/Damage: Level 30
    • (36) Expedient Reinforcement - Resist Bonus Aura for Pets: Level 50
    • (37) Expedient Reinforcement - Accuracy/Damage: Level 50
    • (37) Sovereign Right - Resistance Bonus: Level 50
    • (37) Sovereign Right - Accuracy/Damage: Level 50

    Level 35: Dark Embrace

    • (A) Unbreakable Guard - Resistance: Level 40
    • (39) Unbreakable Guard - Resistance/Endurance: Level 40
    • (39) Unbreakable Guard - Endurance/RechargeTime: Level 40
    • (39) Unbreakable Guard - RechargeTime/Resistance: Level 40

    Level 38: Moon Beam

    • (A) Sting of the Manticore - Accuracy/Damage: Level 50
    • (40) Sting of the Manticore - Damage/Endurance: Level 50
    • (40) Sting of the Manticore - Accuracy/Interrupt/Range: Level 50
    • (40) Sting of the Manticore - Damage/Interrupt/Recharge: Level 50
    • (42) Sting of the Manticore - Damage/Endurance/Recharge: Level 50
    • (42) Sting of the Manticore - Chance of Damage(Toxic): Level 50

    Level 41: Soul Drain

    • (A) Gaussian's Synchronized Fire-Control - To Hit Buff: Level 50
    • (42) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge: Level 50
    • (43) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance: Level 50
    • (43) Gaussian's Synchronized Fire-Control - Recharge/Endurance: Level 50
    • (43) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance: Level 50
    • (45) Gaussian's Synchronized Fire-Control - Chance for Build Up: Level 50

    Level 44: Midnight Grasp

    • (A) Superior Ascendency of the Dominator - Accuracy/Confused/Hold/Immobilize/Sleep/Stun/Terrorized: Level 50
    • (45) Superior Ascendency of the Dominator - Confused/Hold/Immobilize/Sleep/Stun/Terrorized/Recharge: Level 50
    • (45) Superior Ascendency of the Dominator - Endurance/Recharge: Level 50
    • (46) Superior Ascendency of the Dominator - Accuracy/Confused/Hold/Immobilize/Sleep/Stun/Terrorized/Endurance: Level 50
    • (46) Superior Ascendency of the Dominator - Accuracy/Confused/Hold/Immobilize/Sleep/Stun/Terrorized/Endurance/Recharge: Level 50
    • (46) Superior Ascendency of the Dominator - Recharge/Chance for +Damage: Level 50

    Level 47: Dark Consumption

    • (A) Efficacy Adaptor - EndMod: Level 50
    • (48) Efficacy Adaptor - EndMod/Recharge: Level 50
    • (48) Efficacy Adaptor - EndMod/Accuracy/Recharge: Level 50
    • (48) Efficacy Adaptor - Accuracy/Recharge: Level 50
    • (50) Efficacy Adaptor - EndMod/Accuracy: Level 50
    • (50) Efficacy Adaptor - EndMod/Endurance: Level 50

    Level 49: Afterburner

    • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed: Level 50

    Level 1: Brawl

    • (A) Empty

    Level 1: Domination


    Level 1: Quick Form
    Level 1: Prestige Power Dash

     

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