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csr

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Everything posted by csr

  1. A question for Captain P: One thing I tried to test, but couldn't get a definitive result for... do Dual Blades Sweep and Weaken combos benefit from the Inherent +Radius boost?
  2. Captain P said that that is not the case, he said he was considering it all along for some other non-stated reason.
  3. Other sets have BU powers too. You need to factor those in if you're assuming perma-Rage for Jab. You should also factor in enhancement and the crash time. Jab with 95% enhancement, perma-Rage and 8.3% at 10% damage gives a DPA (not using ArcanaTime) of 71.5. That's with the Live numbers rather than the reduced +DMG from this patch. Assuming 20% up time for basic BU powers, 50% with just 3 targets for Soul Drain, 100% for Follow Up and Blinding Feint, 30% for Power Siphon with 3 stacks, Staff Mastery at 2 stacks, and the Live buff scale we get: Beheader 69.9, Hack 115.8, Swipe 100.0, Shadow Punch 102.2, Nimble Slash 81.6, Charged Brawl 95.0, Barrage 93.2, Scorch 96.5, Frozen Fists 70.5, Sting of the Wasp 93.1, Quick Strike 95.9*, Thunder Kick 95.0, Mental Strike 97.5, Contaminated Strike 139.4, Savage Strike 116.7, Barb Swipe 117.1, Mercurial Blow 76.6*, Stone Fist 113.1, Initial Strike 95.8, Jab 71.5, Defensive Sweep 32.1**, Bash 70.6. Those that are unusually bad (85 or less) are in red, those that are unusually good (105 or better) are in green, with 95 as the nominal standard. * I didn't double check this calculation for Power Siphon and Staff Mastery, but went off memory for the damage buff. It may be wrong. ** A misfit power that is AoE with a significant secondary effect and I assumed was never used in fast mode, since I don't know what the animation time is for that. So, Jab ranks in set context as bad, but there are three other sets that have a T1 just as bad: Battle Axe, Frost Melee and War Mace.
  4. Ignoring the rest of the issues with this, which were addressed by others, you've miscalculated the Rage buff with the current Beta patch. It should be 100 * 0.95 * 0.6 (not 0.8) = 57 (not 76).
  5. Interestingly, much of the aggro generating improvement has been backed out. Taunt is back to the way it is on Live, the punch-voke in Gauntlet is down to a 10' radius (which is actually smaller on ST attacks with 12s+ recharge times - e.g. KO Blow went from 17.8' to 10'), many PBAoE powers had their radii reduced so that with the Inherent there is no change, quite a few arcs were reduced so that the buff results in less or no change, and several others were marked to ignore the buff. The biggest remaining aggro generation improvement now appears to be the larger Gauntlet radius on fast charging ST attacks. The Inherent AoE buff, increased targets caps, and +10% still help as well, so there is still a lot of improvement in the overall Taunt ability, but the amount of that has dropped dramatically from the initial version. Far more than the reduction in AoE and at-the-cap damage output has been reduced. I have to agree that any Brute buffs are sort of out of left field to me. Still, I believe Tanker damage needed to be boosted. The ratio of Brutes to Tankers in the end game content was laughable. I was at one Hami Raid before the zone cap change where there were 25 Brutes between the 2 leagues and *1* Tanker. Now with the zone cap, having a Tanker doing little damage is a luxury. The bottom line is that Tankers simply aren't bringing enough to the table for end game content. They also suffer from being hard to level solo, due to the dearth of attacks and low DS. So, basically: fine in low-to-mid level team content, bad at low-to-mid level solo and in end game content. These changes fix both of those problems to a large degree.
  6. From some earlier comments from Captain Powerhouse it seems he felt Spines was over-performing with the changes. As it stands Spine Burst is pretty bad. It's really a worse attack than Mu Mastery's Electrifying Fences, which is primarily an Immob. EF beats SB's DPA 44.11 to 20.01 (on an unslotted 50 with no buffs). And comes close on the DPC at 2.44 to 3.16 (with +Rech that gap narrows). They both have 10' radii with 10 target caps. EF has a 40' range. The only real advantage for SB is the front-loaded damage. And even that is mitigated by having an activation time nearly 2s longer. When Captain Powerhouse re-did Thorny Assault he had a poorly balanced first pass that had Impale and Ripper way too good, but then did a second pass where it was so well balanced it was hard to decide what to skip. Hopefully, he'll do the same with another pass on Spines. In my opinion he should have followed the Claws example and made Ripper ignore the buff, not Spine Burst. And Spine Burst should get the 16 target cap (since it's not as good a power as Ripper the aforementioned swap would be a net nerf that should be counter-balanced). Nerfing mediocre powers such as Spine Burst is a bad idea. Unless he's got a new animation with half the cast time for Spine Burst. Then ignore everything I said. (In other words, he may know of something in the offing that we don't that leads to it all making sense.)
  7. Well, SS I think ranks last as to how much buff it gets from this patch, but a lot of sets come up relatively short one way or the other. Titan Weapons gets absolutely nothing from the new Inherent +Arc/Radius buff, though suffers less from the Dmg self-buff change than most and gets target cap increases as well as the new Damage Scale and Damage Cap. Stone Melee had the radii of it's two AoEs reduced so that it gains nothing from the Inherent either (SS got a similar treatment). Many just get one power affected. Claws gets Spin buffed in radius. Spines gets Ripper and Quills increased, but Spine Burst was actually decreased from 15' to 10' and made to ignore the buff. Even some sets with two AoEs get such small area increases that the target cap increases seem pretty irrelevant, such as Street Justice and Dark Melee. In a quick pass, here's what I came up with... Sets with no increased area from live to the patch: Stone Melee, Super Strength, Titan Weapons. Sets with one net power increased in area: Claws, Energy Melee, Martial Arts, Spines. Sets with perma, near perma or stacking +Dmg that are hurt the most by the self-buff nerf: Claws, Dark Melee, Dual Blades, Super Strength. Sets that have trouble making use of the target cap increases due to small areas or mediocre powers with the buff: Dark Melee (Shadow Maul isn't likely to hit 10 in a 7' 90 degree wedge and the area increase has only marginal utility for Dark Consumption on someone with a Taunt aura), Street Justice (Sweeping Cross is 7' 100 degree with 10 targets and Spinning Strike 9' radius with 16 targets). There are no real "losers" in this as every set can use the new Damage Scale and Damage Cap, just sets that didn't come out as well. In my estimation those are Claws, SS and TW in the bottom tier. With DM, EM, MA, Spines, SJ and SM in the tier above that. In that first one you can make an argument as to why each should be there. In the second only Spines seems like it belongs.
  8. It looks like the nerfs relative to the last Beta patch are: Reduction in PBAoE radius (50% instead of 60%, giving 225% area as opposed to 256%). Reversion of the Taunt target buff down from 7 (which was down from 10) to 5. Reversion of the Rage change. Reducing Tanker self-buff damage buff strength by 25% (so standard BU does +60% instead of +80%). Presumably this was done to make stacked BU powers be less effective. But even the worst case scenarios will be as good. If you slot 75% damage (this gives close to the worst case) into powers with set bonuses, then the Live version of a double-stack Raged SD/SS Tanker would cap at 3.20 [0.8 Damage Scale times 400% Damage Cap] and the patch version would be at 3.19 [0.95 (1 + 0.75 + 2 * 0.6 + 0.4125)]. Due to the damage cap additional buffs will cause this patch version to pull ahead. Even a single small red makes it about 7% stronger. Other set combos and even an SD/SS with more enhancement slotted will do better. That SD/SS with 75% slotted is as bad as it gets, and that's break even versus Live.
  9. Those powers not affected by the inherent arc and radius buff are already noted in their descriptions. The detailed info for Gauntlet in the power status tray also includes the buffs under Detailed Info. So the information is there, it's just that the latter doesn't appear until you enter the game and know where to look. It would be nice if the information was more in-your-face and available during character creation. But then other ATs don't have that inherent info available either. A good inherent description on the power set/power choice screen at creation would be nice.
  10. The arc (cones) and radius (PBAoEs only) increases are part of the Tanker inherent, not actual changes to the powers themselves (such as the target cap increases are). Some of the powers themselves have been changed (reduced arc and radius) so that the inherent will affect them giving a net buff. While others have been flagged to ignore the inherent buffs to tone down sets such as Titan Weapons, Claws and Spines that would over-perform with the buffs. As a result, the detailed info on the power doesn't tell the whole story.
  11. Is this now true of ALL Taunt auras? I don't see detailed info about Taunt in any of them; all used to list their Taunt magnitude, now none do. Also, how is it decided which powers take Taunt enhancements and which don't? For example... Dark Armor's Death Shroud and Dark Regeneration take Taunt enhancements, while Cloak of Fear and Oppressive Gloom do not. (All four of which are listed as having +400% Taunt on Live HC.) The only foe-affecting powers I saw that don't take Taunt enhancements are: Cloak of Fear, Oppressive Gloom and Burn. This inconsistency is contrasted with the consistent use of Taunt sets. Where no foe-affecting toggles take Taunt sets, while most clicks (all but Burn) do.
  12. The data I used was from an archive.org snapshot taken Dec 22, 2016. The internal update date given in the database is Sept 5, 2012 however. Unfortunately, even with Mids, Detailed Info and CoD we don't have complete or definitive data on some things. Personally, the only issues I saw on that chart were: RttC is Mag 3 instead of Mag 4 for Tankers and Brutes. This is inconsistent with everything else. Which is fine, it just stands out. Entropic Aura (Brutes/Scrappers), Integration (Brutes) and Evasion (Brutes) tick every 2s while all the other non-damage auras tick at 0.5s or 1s. Tankers' Evasion says 0.5s in CoD, but that may have been changed when the duration was. I like variety and choices, but since some of this info isn't readily available to, or understandable by, players, I don't think you can call it a choice. It's just a nasty surprise that when you run a loop through a spawn using one of the 2s tick auras you are bound to miss some. Of course, that happens with damage taunt auras too. So... 🤷‍♂️
  13. I see one right off. Entropic, 2.25s mag 3 on Scrappers, 13.6s mag 4 on Brutes. Let's see... from CoD and done quickly (I apologize for any errors): Set Power Tanker Brute Scrapper Bio Armor Evolving Armor 13.6s mag 4 / 0.5s 13.6s mag 4 / 0.5s 13.6s mag 3 / 0.5s Dark Armor Death Shroud 13.6s mag 4 / 2s 13.6s mag 4 / 2s none Electric Armor Lightning Field 13.6s mag 4 / 2s 13.6s mag 4 / 2s none Energy Aura Entropic Aura N/A 13.6s mag 4 / 2s 2.25s mag 3 / 2s Fiery Aura Blazing Aura 13.6s mag 4 / 2s 13.6s mag 4 / 2s none Ice Armor Chilling Embrace 13.6s mag 4 / 0.5s N/A none Ice Armor Icicles 13.6s mag 4 / 2s N/A none Invulnerability Invincibility 17s mag 4 / 1s 17s mag 4 / 1s 17s mag 3 / 1s Radiation Armor Beta Decay 13.6s mag 4 / 1s 13.6s mag 4 / 1s 13.6s mag 3 / 1s Regeneration Integration N/A 13.6s mag 4 / 2s none Shield Defense Against All Odds 17s mag 4 / 1s 17s mag 4 / 1s 17s mag 3 / 1s Stone Armor Mud Pots 13.6s mag 4 / 2s 13.6s mag 4 / 2s N/A Super Reflexes Evasion 1s mag 4 / 0.5s 13.6s mag 4 / 2s none Willpower Rise to the Challenge 1.25s mag 3 / 1s 1s mag 3 / 1s 1.25s mag 3 / 1s
  14. I'd forgotten about Red Tomax. Interestingly the tick rate of Entropic Aura is 2s, instead of the 1s of other taunt auras. So it's actually worse than RttC.
  15. I think it's more likely that the taunt being in Entropic (if it is) is because Entropic is a foe-scaling self-buff, like every other aura with a taunt on Scrappers.
  16. First, Scrappers have Confront. So they obviously were expected to manage some aggro. Given Confront's quick recharge you can't even argue that it's meant for just one foe. (What was the Recharge on Confront early on? I seem to remember it being longer than the current 3s.) Second, Stalkers now fill the role Captain Powerhouse described. Which to me pushes Scrappers out of the center of the role. Presumably in the direction of Brutes. They do more AoE than Stalkers (as an AT), are a bit tougher and have (again, as an AT) superior aggro generation skills. Which does seem to be in the direction of Brutes. Third, the game plays nothing like it did at launch. There used to be herding and waiting for the Tank to grab aggro before attacking. Now it's much, MUCH, more of a free-for-all. AoE damage has grown in power quite a bit as well. So things die a lot faster. Additionally, Blasters now all have a sustain power. So squishies are tougher now. (And, of course, Brutes have taken over the world making the average team even less squishy.) These factors have lessened the value of aggro management, which in turn seems to have lessened the amount of effort Tankers and, particularly, Fury-craving Brutes spend on it. As a result, I think there is more loose aggro in I26 than there was in I23 and therefore more call for Scrappers to handle some of it. The coming explosion of Tankers on the field of play will very likely end that though. I don't think there's any major problem with Scrappers as is. Confront is probably the worst AT wide issue. And making the defense sets different is good, IMO. Having some that can tank and some that can't is perfectly fine. Just as having some Defender sets that are AV/GM killers and some that aren't, or some that can heal and some that can't, is OK. I think that sort of variation is good for the game, not bad. Having some AT template that is applied strictly is too limiting. The lack of flexibility was my biggest disappointment when I starting playing CoX, and the trend since then has been towards more. I'd hate to see that trend reversed because it's simply easier to balance sets that differ only in trivial ways. An AT-less Freeform like CO is probably too far in the other direction though.
  17. I think you are once again only concerning yourself with large scale 50+ content. When you run lower level content with just SG mates or quick makeshift teams that have less than 8 members, then Scrappers are often used to "tank". Run some PUG Summer Blockbusters and see what goes on in the God Champion fight - I've had to tank the AV+EBs in each of the last three runs I've done on Scrappers. Though to be fair, that's an unusual situation and most of the "tanking" on Scrappers simply involves taking the alpha, not holding aggro of multiple foes for any length of time. It is nice that some Scrappers can do the latter however, since in the situations I refer to you can't count on having a Tank AT present. And the only reason that you don't see more Scrappers in taunt roles at Hami raids is that the one-target taunt power is so low in value that very few Scrappers take it. Given that it is a class-wide power choice, I suspect it may be the least chosen power as a percentage of opportunities in the game.
  18. It was just intended as information. Though it does in fact prove something; that a significant number of Scrappers have taunt auras - it's not just a few. IMO, Captain Powerhouse's comment about Scrappers not being meant to hold aggro of multiple foes is as dated as the idea that Tankers shouldn't be damage dealers. I think Going Rogue and either-side Stalkers pretty much bumped Scrappers out of that mold for good.
  19. It says it does in Mids, but in the detailed info I see no taunt effects. But then I don't for Brutes either. However, according to Mids Brute Entropic takes Taunt enhancements while Scrapper Entropic does not. Maybe it's another one of those hidden abilities on powers due to odd construction. If so, that moves it to 6 with taunt auras and only 3 with no taunt or damage aura. That also brings up the question of Ice Armor, which goes from having 2 taunt auras (Chilling Embrace and Icicles) and a taunt click (Energy Absorption) on Brutes to none on Scrappers. If Energy gets a taunt aura to group for Energy Drain (a mere surmise as to why the taunt would still be there), then it would seem reasonable that one of Ice Armor's AoE toggles should as well. Though I'd personally just lose the taunt auras in both sets for Scrappers and increase the radii of the click Def buffs.
  20. Ugh. Let's not start trying to cram ATs back into their skinny jeans. It won't be a pretty sight. There are 13 Scrapper secondaries, 5 have taunt auras (Bio, Invuln, Rad, Shield and Willpower - all on scaling self-buff powers), 4 more have damage auras (Dark, Electric, Fiery and Ice) and 4 have neither (Energy, Ninjutsu, Regen and SR).
  21. CMA's ideas didn't really help with the build I'm currently working on, but did with the AoE build I posted 3rd above. It's not as tough as the current build and END use isn't great, but it has much better AoE, about 14% better ST DPS, and I can take Ageless for END issues. http://www.cohplanner.com/mids/download.php?uc=1483&c=684&a=1368&f=HEX&dc=78DA6594C96F12511CC7DF30D38DA5405B0A2D4B814AC12ED3A2C6A326DA569B96A42DEAB58EF28431932981C1D8A3774F7AF0EA7AF5E27A72F76FF1E492F4608C0BFE98DFB7A40913C8E7BDDFF27EDFF77BF3A67473D9FFF4DCADD342F19DB58C6673E74CA3E5C8C152CB311C73D7568510DE72CDB42C6919D5DA004D636EC44E495A52EA2BB66C54F7789264C7B2BC26EDA6D4D7EC1B2D8BDCC615D3329DBDF09A5D930D693BFAC120B0B9BB6BE9AB66B5E69876D5EBCECA75292B7E77B8218D3AD98307938A6C346B663DB25237AFEAD0D0DA29194D4736F662246C86FEFD8AC0D3EE139B84AC263C5BE036532B83E789494DF4AF33DF74D2DCFCB622A28A6B9B3F461D286AE26DC7C53E5549D1204F7919E660164C3315EA92CA1A845A116EFE3B421FE76B7D5B8A6BF36E33FD65F00273E422FC8401EC65C0AFB12DC01C1B0683CCF1101866662971087B199A630D31D0433E1FF4F9A0EF764E88006A057E7B5CDBF01FF02F33F40F6C334704F7E6036505D19B207AB388DE2CA237C529A69F10469D30CE2786F399C4F94CE27C12D0963849D4541125DDA3D03D1AE7DA9D3D46D8A644B0BF14A8527C14BAA2D09582AE1474A5A799E3143BC1B19E8908F77F619D6B2CEE333F9137EEBE046D358E984C081C654E8F31355A2F89DA49C4A6119B466C06B1C38429F464EA3ED73AF2007CC89C79043E069F303F775A05DD59D4C963DD8530F33285E6B07EEE19F726FF1C7CC93CFA0A7C0D7EE1F50D4201B905E4CE2277F605889C79AC318F5C1F959FC379CD5DE777E623CD74D62BF45F1CF79E664BB02D25F9DE25B4EE3DA61F3D62B6C7B2D46329F6588EF7584EF45856B5EEBD6F6FF478373538C9A2B896A150F77EB7BF7ABBDF05A12CF0FEBF7B0F7D2B3238C74B3813DCEDE229DEE7B7C3F905CEFF7138FF0EF76DFA2E788F594C73ECCF7102B4FC07634DDF50
  22. Thanks. Not ideal since it's for soft-capping a Tanker rather than a Brute, but I'll try CMA's set preferences and see how that works out.
  23. Power Surge is probably the best power to put there, but it's a power a lot of people hate. You might be able to run Stealth with Energize and Power Sink, or it could just be used for a LotG special. Hover, Grant Invisibility and Maneuvers also work for that. Hover can mess with Grounded though. There's always Weaken Resolve from the new Force of Will set, but that could really use two slots (Acc and an Achilles' Heel -Res). Lightning Clap also needs two slots (Acc and KB->KD special). So basically I'd say stick with Power Surge for it's occasional use, take something for another 7.5% global +Rech or find another slot (perhaps franken-slot Lightning Field). EDIT: I'm not sure if I'm remembering correctly or not... but aren't Regenerative Tissue and Miracle specials implemented as set bonuses rather than procs? If so they work slotted in Aid Other. EDIT 2: Tested that, you'd have to run AO every two minutes to keep the buff, it's not constant. I just don't think anything qualifies as a one-slot "wonder"
  24. I built an En/Inv Brute as soon as Brutes became available a decade ago. I really enjoyed playing her, right up until they changed villain Invulnerability to a dark smudge power set. By the time they added power customization this toon had been relegated to my 3rd server and wasn't played. After the bright/shiny came back I played her to 50 and then pretty much forgot her. Her original build used Aid Self and Unstoppable to bolster defenses. The final build was this... | Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1547;688;1376;HEX;| |78DA9594594F135114C7EF65A6401796524A8B6CA56C2D859146DF4D143068CB12E| |2125FB0D26B3B3A199A766AE4C5C46FA0B83D18BF821FC15D3F835FC2E5DDA59E99| |F30727343ED8407EE79EFD9CDEDBE2DDE5C8CBF3F7CF08193E67951A8D9DB3F5A6A| |3BA8B4DA7E4987BB62684086D574DCB5256A952EDA263D2F3D8292A4B2963C556F5| |CA3E1FC6D8B0AC6E2ABBA18C35FB4ED32273E9866999CE7E74CDAEAABAB21DE350E| |8D9DCDBB38C55B352754CBB12F24EDB35A5CA114F2CA8528DF47D8787B2AA37AA66| |2DBE5233770DF4D0DC29961A8EAAEF27A9B11CFD774A814F2B200A84B42E3A8ACCD| |E75E6E40673AE4CCCEB62BED1E1F1951BE6C5B78458605BB7848AF2C9FFCCF7868E| |1AE70B6817A5A7D30BCCCE2233B90E6E3017379992361D40DD00EA76A26EE45F756| |F334394A20BB15D3FB897EE9FE02FE6E06FE66C8B99159AC7D71415E49EB5E03809| |73946F82796292399566A6A948987D6538C7B523A046B61EE4E9419E7EE49946FC3| |4F2BD23AF3EF8F61DF33D5E33428862B628F63280BD0C602F43D8CBEC3DDE655671| |4F3AF514439D589C8424EDA19F7DC663E020D3DD419CEBC838661A02DD99136C138| |95BBCBF21CA3D8CBB338CDC1FE83422A5D7EB0874A3A8377AACDEC9179427467CCE| |7C4F5163C83786BBD84BE709CC3E81D953983D85D95387B3EF724C1677F1A3ABC67| |795462F53A81DA5DE67609B812D8F3EAFD3B5C8A066E601EB161E8207E023CCF098| |997FC2FC8437E9CE90C30C09AA6540678C50F2A02EDED26909B32E254808D37EF4A| |3774C7FF411F36D9AA5364DBE4D73AA4D73DAAFD1783BABFAD1CB6F15FCF649EE7A| |533FFA1510D2CBF225441AF42C17D9EBDB5F9D262FE33D5F02B7B09B0B7C8FBFFAE| |3331CFFDD1FFF8C3BD39F324307CCE914FB06FB85FB62BD8EB742EE37C7F2159F7C| |D5275FF3C9EB314A01F9B34FFE034282E21F| |-------------------------------------------------------------------| That was I21. It was OK, but no better. I've been trying to come up with a build I like for the rebuilt Shillelagh. I'm current at L38 and working on this... | Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1537;693;1386;HEX;| |78DA65935B4F1A4114C767641558F0828A48950ADEB00808EA739BB46A6B919696D| |8D88B316B1D61CD6621B034F5B15FA10FEDB7E847E8BD1FA797A40F4D9FE861CF5F| |A46103F9CD9C39B7F9CF4CF1E556F0DDED5737840CDCB28C66F3E866A3E5285FB1E| |5188E59B3057D7AB96A5A96B28C4AD54BD369D7E3A8A82CA5B2DBB66A54CE7912E3| |852D75AAECA6CAEEDA2F5A162D1BC7A6653AE7A15DBBAA1ACA76B21703BD54AB59D| |9725DA9936177B86356AA8E695782EE6C4F19759A8C5E4C4E54A35935EBD1EDBAF9| |BC5BD7683AAA71CE4D4F537329FA0F4981AF3D284A84794D0C3C001F32B532B84F4| |C6A62E880F9BE13E6C6B73D22428318ADAD7B84C86BC2F797998FB1DD27E14A75E4| |017C1E33F527E05366F01978C8FC48511EAEA3790AD2B58D179993F7C0FBCCA9127| |39ED41FE41839B82A780DD4C9EE452FDE21CDB54D7B411FF38A1FD499B301A69F62| |FD1C2BFDC8370B7E2004A04720C77D5CDD0037C175A6A40686D1C330748F43F7387| |48F43F704744F40F7CF8451AE33308ABC09D45B40BD202184FCA18270CF60E10EB8| |CB5C3CE3BE174FC10AB3B387098E15136703AC1DF51B46CD70986B2C17F87C967F3| |33DE413C1FE23E86719FD24D16712FBD7C8378A338D225F7292796D0C9C60AE8D33| |BF92F78C946EFE99F0FFBE29F8A6902342F963D8434CF01E4668690E9ACC418B14B| |44843A334B448438B0C34FAD6390ADCA779D4CEA0969F845EE235B1F4966B85A8FE| |0AB458418F6B88CBA3D73CE2BF90D72AE257D35CEF13210B5B16B620D5C9C196BBC| |EEF6A56EBBE5FFAD127527D965C9F25DF67D9E8B36C6ADDD74DCF8F77B573696BEF| |F54594B4EE1B17D2B5F8C728942DEDEF3AAD229FCCF08E7E5EDA3499E05B34F2885| |519B92BDDDB9ED9877A65E68FDE3C2B9CE7D7A5CD23710263AFC137CCF138FB1EEB| |9D33E49E8C9EF161CFB8D433FE33456118FF03A08DDFEA| |-------------------------------------------------------------------| But the AoE is very weak and the mitigations are just good, not great. I have a build with much better AoE, but a bit weaker mitigations... | Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1483;681;1362;HEX;| |78DA6594CB6F125114C6EFC0505ADEB4055A5B5AA02F6CE914DAEACAC444DB9AC69| |2B445DDD651AE30663225301859BA77A50BB73EB76E7CAE7CFBB7B8F291B830C607| |1EE67CC5264C187E73CFE39EEF9EB9778AD7D7028FCFDC382914FF69536F34F64ED| |59BB6EC2F366DDD36F62DB710C257AA1AA6294DBD52F5D270C489D82B4A534A6DDD| |92F54A8B074976ACC92BD26A486DD3BAD634C9AD5F324CC36E4537ADAAAC4BCBD60| |E1E82DBFBFBA6B66154AAB661557CCEA85493B21C701EB7A45E237BF8605096F546| |D5A8C5D66BC6650D1A9A7B45BD61CB7A6B8484CDD2DDA7D05FE7166D8FB84BEA0BA| |A70DD03EF33D507E04366DF23E62BD1CD7589043D2455915B66DFE24FE6EB4E08C7| |B895BCC2F9ABCCFE15F01853A16E75FA47B1C25D168EED0DC1C3F9AA6787E37CBBC| |C40093CC71C3C0F3FC1CBF378BCBF5C6CFBCD1CFE03FE65C6DBA060BD194A1CE07A| |CAC0026B18015DE4F3439F1FFA6ECE081144AD206A85502B845A11D48AA0D6206AB| |DA3AC307A13466F96D09325F4A850C01A0951D4896E1332A46B877964172C31C74F| |1055B7183FCE4C90EE21E81E1AE3DA9D35C6D8A6C4B0BE09D04DF109E84A40D7047| |44D40576A9919A7D851EC81D118B47FE71A85B3CC0FE41D733641DB3D869874041C| |624E0D33559A2F89DA49C4A6109B426C1AB121C2247A3219501DDB74100C3167C36| |0048C323F765A05DD19D499C3BC8B51E645923F83F9679E706FE69E82CF99475F80| |2FC14FBC669D90456E16B9F3C89D7F062227873972C8F553F905BCAF85ABBC67DED| |34863BD42CB71FC5B421EB67C92CFDFB82A70B5E9479798EFB1E47B2C851ECB4A8F| |65B5C7B2A176CF7F7BABC7BBADC24916C5B10C44BAE7BBFDD9D7FD2E086591D7F3F| |5BFCDA5A4B917D317F04E70B6BF1CCECB72DE37DFA16FCC2DEED7D46DF00EB390E2| |D81F710234FF03E315E3D6| |-------------------------------------------------------------------| I'm just not getting a build I really like. Any ideas would be appreciated.
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