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Redlynne

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Everything posted by Redlynne

  1. Is anyone ever going to post some patch notes for what happened today? Aside from the forums update, of course.
  2. That does seem to be an ... unfortunate(?) ... side effect of playing Time/Dual Pistols/* for some reason. Someday we'll get an answer as to "why" but until then, MORE RESEARCH IS NEEDED!!
  3. To elaborate more fully, in the time it takes to animate 5 different backpack attacks (with no repeats) you can animate 6 rifle attacks (with no repeats) in the same amount of time. This means that use of the backpack attacks results in a different ... tempo ... of game play. Whether that slower tempo is to your liking is a question that only you can answer. In order to use the Wide Area Web Grenade you HAVE TO use the rifle, since there is no backpack equivalent attack, since Aim replaces Wide Area Web Grenade on the Crab primary powerset, compared to the Arachnos Soldier primary powerset.
  4. Reasonable request and programming would (probably) not be excessively difficult to do.
  5. So ... 150 seconds is our target endpoint ... which is 2m30s for base recharge.
  6. I'm still holding out for replacing the application with a web page solution.
  7. I get the feeling that I just need to write a guide to put in the Guides Forum about how useful it is to slot Range enhancement into Cone attacks. Maybe in a year (or two) after one of my alts reaches 50 (at the rate I'm earning levels) ...
  8. +1 Inf for you for that story. And other +1 Inf to you for that reaction to that story.
  9. Watching that gameplay made me realize that all the times I've explained how to use the Hop 'n' Pop move on an Ice/Ice Tanker to convert the Cone attack Frost from being a "slice of the pie" in 2D into being a PBAoE-ish attack didn't go to waste. I see that you were repeatedly jumping up in the air and activating Empty Clips at the top of your jump so as to hit everything clustered up around you. Very nice. It's the difference between these two options ... of 2D versus 3D positioning when activating a Cone attack like Empty Clips:
  10. Hold the aggro of FIVE RIKTI MAGUS during a Mothership Raid for up to 2 minutes (without help or faceplanting yourself) while waiting for the "cavalry" to arrive and help you with the beatdown so as to prevent those FIVE RIKTI MAGUS from wiping the raid. Extra bonus points for doing it more than once in the same Mothership Raid ... without resorting to use of Inspirations. I got a ... reputation ... for pulling this stunt back on Virtue server. The first time I did it, people were SHOCKED (shocked I say!) to find me alive (and still kicking) underneath a dogpile of FIVE RIKTI MAGUS. The second time I did it, people started sending me tells of awe. Then I did it twice in one raid ... and a reputation was born (as they say). The Extraordinary Death-defying Redlynne And to think, I was playing a Scrapper while doing that ...
  11. This kind of thing is where you'd want to be "fitting" the chance to proc percentage to the frequency of use for the power itself. What I'm trying to highlight here is that the increased recharge time of Soul Drain would push the chance to proc WELL beyond 100% chance in a way that winds up being "wasteful" ... just like how dealing 1000 damage to something with only 15 hp left is wasteful. The flipside to this is that putting the Resistance debuff proc into Hail of Bullets instead of Soul Drain would (potentially) increase the uptime of the proc to potentially as much as 60-70% of the time, even though the chance to proc falls below 100% due to recharge enhancement on the power (as I mentioned above, it would be over 90% but not as high as 100%). So yeah ... switching back to using the Resistance debuff in your Hail of Bullets power rather than in Soul Drain is something that deserves some careful consideration.
  12. Well, this was a "quick and dirty" look at Time/Dual Pistols/Soul so as to cross-compare it (more fully) with the precedents I'd set (for myself and everyone else, apparently) with my Time/Dual Pistols/Dark builds. So I wasn't thinking THAT deeply into it. More like a "here's an opportunity, might as well take it" kind of deal. To be honest with you, for 5 slots in single target ranged powers, I often times have a preference for Entropic Chaos over Decimation, since both get the same Recharge bonus at 5 slots. But that's just me. However, if aiming for maximal enhancement value while still getting the Recharge bonus from 5 slots, Decimation minus the Build Up proc is the way to go. Well, you've convinced me! Which is kind of why I do these theorycrafting of builds as a crowdsourcing of tribal knowledge the way I do, because it's always possible there's another angle which I've overlooked that would be superior to the choices I've been making. Things like slotting Resistance debuffs, which last longer than Build Up buffs, when they proc, and putting them into powers that have higher chances to proc is just one example of this sort of thing in action.
  13. You can blame me for making Gale fun to use routinely. I mean, can you imagine that people used to think that Gale was a waste of a power pick that they'd never use? I know, right? Amateurs.
  14. In terms of being predictable or controllable (or reliable) ... granted, the Decimation proc isn't going to be particularly high on chance to proc in Executioner's Shot. And also granted, that the 6-slot set bonus for Decimation is nothing to salivate over, I totally get that too. So really, if there is a slot anywhere in the build(s) I've made in this thread that ought to be thought of as being "loose" or even "low hanging fruit" if you prefer for reassignment elsewhere ... dropping this proc from Executioner's Shot would probably be my first option if I REALLY wanted to assign that slot somewhere else. The thing is, that since Decimation is an enhancement set for single target ranged damage attacks, out of all of the choices in Dual Pistols, putting that proc into Executioner's Shot is honestly the longest recharge power option you've got to choose from, if you're going to use the proc at all (and I get that you're saying you wouldn't). So the question then becomes (obviously) ... is there a better slot alternative than putting the Decimation proc into Executioner's Shot? And just as obviously ... that's a matter of opinion, depending on what you want to get out of your build. I would however point out that I'm assuming that if you're using Executioner's Shot (at all), you're likely to either be using it in a single target rotation of Pistols > Dual Wield > Executioner's Shot > Repeat ... or as a "filler" attack (for recharge reasons) between uses of Empty Clips and Bullet Rain when mowing down large quantities of crunchies. The Build Up proc lasts 5.25 seconds, but will "apply" to attacks that are queued up before the buff ends (just like how Eagle's Claw works for Martial Arts). Basically what this means is that you could potentially "stretch" the overall animation time of attacks that get to use the build up buff so long as the attack chain takes less than 5.2 seconds to animate completely, and you can then queue a long animation time power at the end of that to "carry" the buff beyond the 5.25 second limitation due to the fact that the game mechanics work on a Resolve First/Animate After basis. I'm thinking specifically of a rotation of Executioner's Shot, Pistols, then Dual Wield or Empty Clips or Bullet Rain (since all 3 of these attacks have the same arcanatime for animations) followed by Piercing Rounds as working well to exploit the Build Up proc (when it procs). The entire attack chain would last 7.5 seconds but would "stretch" the effect of the Build Up proc across all FOUR attacks, which wouldn't be that shabby of a return on investment (when it procs). Of course, in order to "get" that kind of return out of the proc, you'd need to be using that rotation by default, otherwise the best return you'd be getting is buffing to three attacks instead of four, simply because of the timing issues involved (1.848*3=5.544 which is greater than 5.250). Bottom line being that in order to stretch the Build Up proc across four attacks, you need to use Pistols after Executioner's Shot so as to be able to squeeze that start of the fourth attack in before the Build Up buff expires 5.25 seconds after Executioner's Shot began animating (due to Resolve First/Animate After game mechanics). Executioner's Shot (Build Up proc duration of 5.25 seconds beginning when Executioner's Shot starts animating) Pistols Dual Wield ... or ... Empty Clips ... or ... Bullet Rain Piercing Rounds (begins animating at 4.815 seconds after Executioner's Shot started animating when queuing powers successively) = ~7.5 seconds of total animation time elapsed Just a thought. Ooooh ... ouch. That may very well be a clearly superior slotting choice than a Decimation Build Up proc in Executioner's Shot. Probability to Proc = PPM x (EnhancedRecharge + CastTime) / (60 x AreaMod) AreaMod = 1 + Radius x (11 x Arc + 540) / 40,000 EnhancedRecharge = BaseRecharge / (1 + RechargeBoost_from_Alpha_and_Enhancements/100) Slotted enhancement from Level 31 Obliteration set (5 slots, no proc) is +76.3%. 1.0 * (105/1.763 + 0.132) / (60 * (1 + 25 * (11*360 + 540) / 40000)) = 26.09% per 1.0 PPM of the proc slotted into Hail of Bullets when 5-slotted with Obliteration enhancements. 26.09 * 3.5 = 91.3% chance for a 3.5 PPM proc on activation of Hail of Bullets Okay ... that's RUDE ... and looking a lot more reliable/useful than a Build Up proc in Executioner's Shot. Good call. Hence my reasoning behind wanting to put the Avalanche proc in Piercing Rounds along with a 5-slot Postiron's Blast (although I skipped the Positron's proc). Especially for a powerset like Dual Pistols which EVERYONE expects to be subpar on damage production owing to the fact the powerset lacks a Build Up power. That kind of Resistance debuffing is akin to having most (if not all?) of a Team-8 backing you running Assault. It truly is a force multiplication kind of deal ... AND you'd have the Farsight+Build Up buffing to Defense to be able to use it in relative safety. You're right ... this is getting SCARY ... and that's not even including all of the OTHER debuffing going on from Time's Junction and Distortion Field "pinning" your $Victims $Targets in place where you can do the most damage to them where they can't fight back all that effectively due to Recharge and Slow debuffing. Ooof. Fixed that for me. Now, if I could just stop playing the forums long enough to actually play the game for a while ... But if I do that, I'll stop INSPIRING other people to enjoy the game and the community as much as they do, and we all wouldn't LEARN quite as much as we do (and have). Hmmmm. Decisions, decisions ... But thanks oldskool. It's people like you that make all the effort I put in here on the forums "worth it" ... for everyone. Pass it on, indeed.
  15. Okay, it's official. I'm a BAD INFLUENCE™ ON YOU PEOPLE. There, I said it. Besides, I'm amused by how my build threads have this tendency to turn into theorycrafting debate clubs (not that I mind, mind) ... mainly because that's exactly the sort of thought provoking I'd like to see come about as a result of my builds (and pontificating on them). Can't pull off nifty bits like this and not Share The Wealth (of Knowledge), right?
  16. Maybe on a single target "nuke" power that has a slow recharge on it ... but otherwise, for the same amount of time involved you're better off doing 1+1=2 instead of 0.5+1=1.5 really ...
  17. Sounds Canadian ... /em ducks and runs
  18. In AoE, the probability to proc on one (each) target is less than it would be in an equivalent single target attack, but each target has a chance to proc. 60 / 3.5 = 17.14 If the recharge time on a power with a 3.5 PPM proc in it exceeds 17.14 seconds ... then mathematically speaking the proc chance exceeds 100%, making proc performance "reliable" (as far as that goes). Additionally, I'm kind of wondering if the reduced chance to proc on AoEs is something that only impacts AoEs that do damage ... meaning that AoEs that do no damage do not have their proc chances divided up by the number of $Targets being affected by the AoE. This would then result in a power like Slowed Response having an extremely reliable proc chance of over 100% on every $Target caught within the AoE, with respect to the Achilles' Heel proc. Likewise, the reduced chance to proc per $Target may be something which is only coded onto procs that do damage(?), which would then exclude Achilles' Heel once again (since it debuffs Resistance, not Health).
  19. City of Data: Soul Drain (Corruptor version, the Defender stats were not captured by the wayback machine) Huh. I was going by the cast time info in Pine's for the power, which might be an erroneous value entered into the database. The Corruptor version of the power lists a 2.37 cast time, which if so makes the Knockdown that much more useful, since my presumption is that you'd want to be doing (optional Power Boosted?) Soul Drain > Hail of Bullets whenever possible, so as to be able to start the Hail of Bullets animation while $Targets are stilled knocked down. Game mechanically speaking, the Achilles' Heel proc functions via a Grant Power effect, causing the $Target to (involuntarily) cast the Resistance debuff onto themselves. That way, it's not your PC "casting" the effect, it's the $Target affected casting the effect ... and the effect is coded with a effect does not stack from same caster into it which prevents multiple castings of the proc from stacking onto the $Target. So you can have ONE proc of Achilles' Heel active at a time on a $Target, but you can never have TWO procs active simultaneously. Now, whether that means a "proc lockout" while the debuff is active, preventing additional procs from overwriting (to reset the duration of the debuff) ... or whether additional procs simply overwrite and therefore extend the duration is something that I'm not aware of having been tested ... but at the very minimum you can't "stack" more than one Achilles' Heel debuff onto a $Target. This means that if you had an entire LEAGUE of 50 attackers simultaneously use an attack with an Achilles' Heel proc in that attack power, and ALL 50 of those Achilles' Heel debuffs were to proc ... the $Target would only have a single Resistance debuff appear on them, and the rest would be wasted. So there's that factor ... Not sure what you're getting at with the "rolled and misses, does it remove it?" angle. The attack itself either hits or misses, and if it hits then the Achilles' Heel proc has a chance to affect the $Target. If the $Target is to be affected because the proc was successful, then it becomes a question of whether or not the debuff is already on the $Target (see effect does not stack from same caster for why this is important). Bare minimum, a second proc onto a $Target isn't going to DELETE the debuff. At worst, it would be wasted (lockout condition), while at best it would simply "overwrite" the previous proc and simply "refresh" the duration so that the Stack Of One™ simply lasts longer but doesn't get any "deeper" in terms of multiple debuffs (if that makes sense). Now I'm ASSUMING here that the Achilles' Heel proc and the Avalanche proc use "different ID code" debuffs ... which will have exactly the same performance/throughput ... but since they're "different procs" they can be stacked with each other (just not with themselves). So you can have an Achilles' Heel AND Avalanche proc on the same $Target at the same time, but you CAN'T HAVE a situation of Achilles' Heel (x2) and/or Avalanche (x2) going on, due to how the debuffs are "self cast" onto the respective $Target AND those debuff effects having effect does not stack from same caster coded into those debuff effects. That's what I mean by deconfliction of the respective Resistance debuff procs. In other words, stop thinking like a "human" and start thinking like a Game Master "computer" with respect to how these things work and mix together.
  20. Also, now that I have a little more time to post ... I wanted to point out some additional interesting interactions courtesy of proc choices in this build. The first one that I want to note is the choice to put the Avalanche proc (for Knockdown) into Soul Drain. My motivation here is that Soul Drain has a "moderately long" animation time of 4.356 seconds. Being able to soft control (via Knockdown) during that drain animation would seem to be to be of useful value, especially if it keeps $Targets from not only "wandering off" while the animation is running, but also as a means of preventing them from attacking. Since the radius of effect on Soul Drain out of Soul Mastery is only 10 feet, being "locked" in melee(ish) and unable to move or abort to other actions makes use of Soul Drain potentially problematic from a tactical standpoint. The Avalanche proc ought to help mitigate that problem, especially since the Proc Per Minute rate on a power with a long recharge time like Soul Drain would synergistically result in Avalanche tending to proc somewhat reliably (I'm thinking). This then yields a sort of hybrid-ish performance similar to mixing a Warshade Mire with a Martial Arts Dragon Tail due to the "slurp" plus knockdown factor. Another thing I want to point out is that in both of these builds, I've managed to "deconflict" the Achilles' Heel proc for Resistance debuffing. Specifically, Slowed Response has the only Achilles' Heel proc ... and even though the power is an AoE, it's also a "slow enough" recharge power to raise the Proc Per Minute chance to a "respectable" amount, particularly since the Achilles' Heel proc has a duration of 20 seconds on the debuff effect. At the same time, Piercing Rounds (which natively debuffs Resistance when using Standard Ammo) has the Annihilation proc slotted into it. Since the Achilles' Heel and Annihilation procs come from different sets, I'm hoping (because this isn't tested yet) that the two Resistance debuff procs could potentially stack with each other (and with Piercing Rounds in standard ammo mode) yielding an up to -60% Resistance debuff combination "when the stars align" for that to happen. Considering that Slowed Response can be made perma with Hasten plus Chrono Shift, even without Force Feedback procs bolstering recharge buffing, the odds of this scenario of stacking Resistance debuffing from power and procs is not as farfetched as it might at first appear. Vigilant Assault and Defender's Bastion (and their procs) are slotted into Pistols and Dual Wield simply because those powers are going to be getting used A LOT ... especially when Exemplared. Being able to proc PBAoE Absorb and PBAoE Minor Heal effects when using such "bread 'n' butter" powers as Pistols and Dual Wield, so as to mitigate incoming damage while producing "outbound" damage seems to make for a decent return on investment into these powers. And it goes without saying that I'm expecting the Force Feedback procs (plural!) slotted into Empty Clips and Bullet Rain to pay some serious investment dividends in terms of "accelerating" the entire build beyond what you'd expect to see courtesy of a spreadsheet analysis like what Pine's can provide us. Of course, with that increase in recharge comes a commensurate increase in the burn rate of endurance via use of faster recharging powers. A significant portion of my reasoning for that assertion is the specific slotting for Empty Clips that builds for Range enhancement in order to increase the Cone radius/reach out to ~64.5 feet (which is way better than a mere 40!). As previously mentioned, but I wanted to note it again ... fitting a full Decimation set into Executioner's Shot just feels ... RIGHT ... and not just because of the 5-slot recharge bonus. I prefer to think of the Build Up proc delivering a "things just got worse, FOR YOU!" style coup de gras courtesy of Executioner's Shot, making use of Executioner's Shot potentially (pray to RNGesus!) the "gift that keeps on giving" in terms of damage production. Anyway, that's enough for right this instant. I'm sure I'll think of more stuff to say later. ^_~
  21. Okay … so just in case anyone needed it … here's the build that swaps out the Leadership for Concealment Pool with the Level 47 and 49 power picks. Everything else remains unchanged, aside from the slotting in those two powers. As advertised, the overall global recharge bonus from sets increases to +95% in this build. Hero Plan by Mids' Hero Designer v2.21 (via WINE on a Mac) Click this DataLink to open the build! | Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1550;742;1484;HEX;| |78DA6D944B4F135114C7EF746EC19652A81479BFA1424BA7541E6A5C98086A34421| |A31EE4C33C880A3C34CD399AA2C5DF805DCA0E242DDB9D1880A46577E05833CD4A5| |894FD4B5AF7A7ACF0126DA4926BF9373EFFFBCE6DE19BD3C12B87FF4CA412605870| |DD5B6D323DA94664E6AD9D231D5C9655583159E52785B3657D287725353CA297D46| |4B8FAAA69EC919AAA35B66E3D6FA49D59CD62695919C6AA453BAED5886CDCA52966| |528470C7DFA9CE317F67846D32643C23C665ED46D7D4237746736801B75C7D46CBB| |E170463FAB0C5BD96C2EE358D9F4B8953320A9ED68D9D95AA8A917DEE530A327CF5| |83D20C959B272CBE765510E7ECE3C31622F92C7890AB22481DC035A89B4D27919D7| |2E207718C419A4DF245AC87ED0CAA49507002532ABDCE402D6B6F39E847C800C5FF| |53016E6CC0743F64AD887B71A8C5ACE5E8571F68578A51F3047F82372D727E26764| |ED17E20672006AF1A136BF0271CA30B6B76CD123D6EB97884F918DCF88CFB19EE60| |5105471B60ADA729A6FF928D63C08B12BA8AE8A474CE89A1F139F205B17894B44EA| |730DE285481B3A80B369DBE44349EC6DA3DC1DEBA0F1017F009B381B82BC55544BD| |5106AD6215E35FAE4EA65ECA16305D9B94A5C43BE86BD3538074FCD20EA3B89119A| |F91BD85387F1A4BA971ED16FE405D6B117F23750ED0D73D857E43A72F70DE24DE23| |CB2E7161371DBE14336616EA9298667A187F81672B6D05ACB3F6BFB20673BE56CA7| |594769D6519A759466DD4BB34EBE97C5FCF683B60BE3F2AE9FD04333ECF945FC838| |CFF26E6919740DA2D4E5DDEDB4D9A386912B43741DA046992F35CD4FA2EC0588CFA| |8851FD4962398454E87C2B34EB20F8FAE87BF691AF91FF7F9FA36E5F1C7D7D457CC| |922BEFE22BE8122BE136E9F0FFA0A723656F061CDF914DFFA2F30897AF26DDFF7FC| |861FD6A93F89627EDBF679A436599CA1C0713CDB81D39238D35FDDBA6ED47D77EB5| |AD117BC8667383887F7E87668FB7EDF71D9775D76CA2FBA11F61997ADBAEC0997FD| |17ADDAE118| |—————————————————————————————————| Level 50 Natural Defender Primary Power Set: Time Manipulation Secondary Power Set: Dual Pistols Power Pool: Flight Power Pool: Speed Power Pool: Concealment Ancillary Pool: Soul Mastery Hero Profile: Level 1: Time Crawl (A) Accuracy IO: Level 50 Level 1: Pistols (A) Vigilant Assault - Accuracy/Damage: Level 27 (3) Vigilant Assault - Damage/RechargeTime: Level 27 (3) Vigilant Assault - Damage/Endurance/RechargeTime: Level 27 (5) Vigilant Assault - Accuracy/Damage/Endurance: Level 27 (5) Vigilant Assault - Accuracy/Damage/Endurance/RechargeTime: Level 27 (7) Vigilant Assault - RechargeTime/PBAoE +Absorb: Level 27 Level 2: Dual Wield (A) Defender's Bastion - Accuracy/Damage: Level 27 (7) Defender's Bastion - Damage/Recharge: Level 27 (9) Defender's Bastion - Damage/Endurance/Recharge: Level 27 (9) Defender's Bastion - Accuracy/Damage/Endurance: Level 27 (11) Defender's Bastion - Accuracy/Damage/Endurance/Recharge: Level 27 (11) Defender's Bastion - Recharge/Chance for Minor PBAoE Heal: Level 27 Level 4: Empty Clips (A) HamiO: Centriole Exposure (+2 Dam/Range) (17) HamiO: Centriole Exposure (+2 Dam/Range) (17) Detonation - Damage/Endurance/Range: Level 50 (19) Tempered Readiness - Accuracy/Endurance: Level 50 (19) Pacing of the Turtle - Accuracy/Endurance: Level 50 (21) Force Feedback - Chance for +Recharge: Level 21 Level 6: Hover (A) Luck of the Gambler - Recharge Speed: Level 25 Level 8: Temporal Mending (A) Preventive Medicine - Heal: Level 27 (21) Preventive Medicine - Heal/Endurance: Level 27 (23) Preventive Medicine - Endurance/RechargeTime: Level 27 (23) Preventive Medicine - Heal/RechargeTime: Level 27 (25) Preventive Medicine - Heal/RechargeTime/Endurance: Level 27 (25) Preventive Medicine - Chance for +Absorb: Level 27 Level 10: Swap Ammo Level 12: Time's Juncture (A) Dark Watcher's Despair - To Hit Debuff: Level 27 (27) Dark Watcher's Despair - To Hit Debuff/Recharge: Level 27 (27) Dark Watcher's Despair - To Hit Debuff/Recharge/Endurance: Level 27 (29) Dark Watcher's Despair - To Hit Debuff/Endurance: Level 27 (29) Dark Watcher's Despair - Chance for Recharge Slow: Level 21 (31) Pacing of the Turtle - Chance of -Recharge: Level 20 Level 14: Temporal Selection (A) Doctored Wounds - Heal/Recharge: Level 50 Level 16: Bullet Rain (A) Positron's Blast - Accuracy/Damage: Level 27 (31) Positron's Blast - Damage/Endurance: Level 27 (31) Positron's Blast - Damage/Recharge: Level 27 (33) Positron's Blast - Damage/Range: Level 27 (33) Positron's Blast - Accuracy/Damage/Endurance: Level 27 (33) Force Feedback - Chance for +Recharge: Level 21 Level 18: Distortion Field (A) HamiO: Microfilament Exposure (+2 End/Fly/Jump/Run) (34) HamiO: Microfilament Exposure (+2 End/Fly/Jump/Run) (34) Pacing of the Turtle - Endurance/Recharge/Slow: Level 27 (34) Pacing of the Turtle - Chance of -Recharge: Level 20 (36) Basilisk's Gaze - Chance for Recharge Slow: Level 10 (36) Lockdown - Chance for +2 Mag Hold: Level 30 Level 20: Suppressive Fire (A) HamiO: Endoplasm Exposure (+2 Acc/Mez) Level 22: Time Stop (A) Basilisk's Gaze - Accuracy/Hold: Level 27 (36) Basilisk's Gaze - Recharge/Hold: Level 27 (37) Basilisk's Gaze - Endurance/Recharge/Hold: Level 27 (37) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold: Level 27 Level 24: Farsight (A) HamiO: Cytoskeleton Exposure (+2 Def/End/ToHit) (37) HamiO: Cytoskeleton Exposure (+2 Def/End/ToHit) (39) Luck of the Gambler - Recharge Speed: Level 25 Level 26: Slowed Response (A) Analyze Weakness - Accuracy/Endurance/Recharge: Level 50 (39) Achilles' Heel - Chance for Res Debuff: Level 10 Level 28: Executioner's Shot (A) Decimation - Accuracy/Damage: Level 27 (39) Decimation - Damage/Endurance: Level 27 (40) Decimation - Damage/Recharge: Level 27 (40) Decimation - Accuracy/Endurance/Recharge: Level 27 (40) Decimation - Accuracy/Damage/Recharge: Level 27 (42) Decimation - Chance of Build Up: Level 25 Level 30: Hasten (A) Recharge Reduction IO: Level 50 (42) Recharge Reduction IO: Level 50 Level 32: Chrono Shift (A) Recharge Reduction IO: Level 50 (42) Recharge Reduction IO: Level 50 Level 35: Piercing Rounds (A) Positron's Blast - Accuracy/Damage: Level 27 (43) Positron's Blast - Damage/Endurance: Level 27 (43) Positron's Blast - Damage/Recharge: Level 27 (43) Positron's Blast - Damage/Range: Level 27 (45) Positron's Blast - Accuracy/Damage/Endurance: Level 27 (50) Annihilation - Chance for Res Debuff: Level 20 Level 38: Hail of Bullets (A) Obliteration - Damage: Level 31 (45) Obliteration - Accuracy/Recharge: Level 31 (45) Obliteration - Accuracy/Damage/Recharge: Level 31 (46) Obliteration - Damage/Recharge: Level 31 (46) Obliteration - Accuracy/Damage/Endurance/Recharge: Level 31 Level 41: Soul Drain (A) Obliteration - Damage: Level 31 (46) Obliteration - Accuracy/Recharge: Level 31 (48) Obliteration - Damage/Recharge: Level 31 (48) Obliteration - Accuracy/Damage/Recharge: Level 31 (48) Obliteration - Accuracy/Damage/Endurance/Recharge: Level 31 (50) Avalanche - Recharge/Chance for Knockdown: Level 50 Level 44: Power Boost (A) Recharge Reduction IO: Level 50 (50) Recharge Reduction IO: Level 50 Level 47: Stealth (A) Luck of the Gambler - Recharge Speed: Level 25 Level 49: Grant Invisibility (A) Luck of the Gambler - Recharge Speed: Level 25 Level 1: Brawl (A) Accuracy IO: Level 50 Level 1: Prestige Power Dash (A) Run Speed IO: Level 50 Level 1: Prestige Power Slide (A) Run Speed IO: Level 50 Level 1: Prestige Power Quick (A) Run Speed IO: Level 50 Level 1: Prestige Power Rush (A) Run Speed IO: Level 50 Level 1: Prestige Power Surge (A) Run Speed IO: Level 50 Level 1: Sprint (A) Celerity - +Stealth: Level 15 Level 1: Vigilance Level 2: Rest (A) Recharge Reduction IO: Level 50 Level 4: Ninja Run Level 2: Swift (A) Run Speed IO: Level 50 Level 2: Health (A) Panacea - +Hit Points/Endurance: Level 10 (13) Miracle - +Recovery: Level 20 (13) Numina's Convalesence - +Regeneration/+Recovery: Level 30 Level 2: Hurdle (A) Jumping IO: Level 50 Level 2: Stamina (A) Endurance Modification IO: Level 50 (15) Performance Shifter - EndMod: Level 27 (15) Performance Shifter - Chance for +End: Level 21 Level 10: Chemical Ammunition Level 10: Cryo Ammunition Level 10: Incendiary Ammunition Level 0: Freedom Phalanx Reserve Level 0: Portal Jockey Level 0: Task Force Commander Level 0: The Atlas Medallion ------------ ------------ 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) 1.88% Defense(Fire) 1.88% Defense(Cold) 4.38% Defense(Energy) 4.38% Defense(Negative) 5% Defense(Ranged) 3.75% Defense(AoE) 4.05% Max End 3.75% Enhancement(Max EnduranceDiscount) 6% Enhancement(Heal) 47% Enhancement(Accuracy) 7.5% Enhancement(Range) 95% Enhancement(RechargeTime) 7.5% SpeedFlying GrantPower Preventive Medicine (10% chance, if Scourge) 61.04 HP (6%) HitPoints 7.5% JumpHeight 7.5% SpeedJumping MezResist(Confused) 37.5% MezResist(Held) 37.5% MezResist(Immobilized) 37.5% MezResist(Sleep) 37.5% MezResist(Stunned) 37.5% MezResist(Terrorized) 37.5% 9.5% (0.16 End/sec) Recovery 6.75% Resistance(Smashing) 6.75% Resistance(Lethal) 7.5% Resistance(Fire) 7.5% Resistance(Cold) 1.5% Resistance(Energy) 1.5% Resistance(Negative) 6.75% Resistance(Toxic) 6.75% Resistance(Psionic) 7.5% SpeedRunning ------------ Set Bonuses: Vigilant Assault (Pistols) 1.8% Max End 6.25% Enhancement(RechargeTime) 11% Enhancement(Accuracy) 3% DamageBuff(All) 3.75% Defense(AoE), 1.88% Defense(Fire), 1.88% Defense(Cold) Defender's Bastion (Dual Wield) 15.26 HP (1.5%) HitPoints 7.5% Enhancement(Range) 6% Enhancement(Heal) 3.75% Defense(Ranged), 1.88% Defense(Energy), 1.88% Defense(Negative) 8.75% Enhancement(RechargeTime) Luck of the Gambler (Hover) 7.5% Enhancement(RechargeTime) Preventive Medicine (Temporal Mending) 2.25% Resistance(Smashing,Lethal), MezResist(Immobilized) 3.75%, MezResist(Held) 3.75%, MezResist(Stunned) 3.75%, MezResist(Sleep) 3.75%, MezResist(Terrorized) 3.75%, MezResist(Confused) 3.75% 19.08 HP (1.88%) HitPoints 3% Resistance(Fire,Cold), MezResist(Immobilized) 5%, MezResist(Held) 5%, MezResist(Stunned) 5%, MezResist(Sleep) 5%, MezResist(Terrorized) 5%, MezResist(Confused) 5% 3.75% Enhancement(EnduranceDiscount) 8.75% Enhancement(RechargeTime) GrantPower Preventive Medicine (10% chance, if Scourge), GrantPower Preventive Medicine (if Scourge) Dark Watcher's Despair (Time's Juncture) 15.26 HP (1.5%) HitPoints 2.5% (0.04 End/sec) Recovery 5% Enhancement(RechargeTime) 2% DamageBuff(All) Positron's Blast (Bullet Rain) 2.5% (0.04 End/sec) Recovery 2.25% Resistance(Fire,Cold), MezResist(Immobilized) 3.75%, MezResist(Held) 3.75%, MezResist(Stunned) 3.75%, MezResist(Sleep) 3.75%, MezResist(Terrorized) 3.75%, MezResist(Confused) 3.75% 9% Enhancement(Accuracy) 6.25% Enhancement(RechargeTime) Pacing of the Turtle (Distortion Field) 2.25% Resistance(Toxic,Psionic), MezResist(Immobilized) 3.75%, MezResist(Held) 3.75%, MezResist(Stunned) 3.75%, MezResist(Sleep) 3.75%, MezResist(Terrorized) 3.75%, MezResist(Confused) 3.75% Basilisk's Gaze (Time Stop) 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged) 2% (0.03 End/sec) Recovery 7.5% Enhancement(RechargeTime) Luck of the Gambler (Farsight) 7.5% Enhancement(RechargeTime) Decimation (Executioner's Shot) 1.5% Resistance(Energy,Negative), MezResist(Immobilized) 2.5%, MezResist(Held) 2.5%, MezResist(Stunned) 2.5%, MezResist(Sleep) 2.5%, MezResist(Terrorized) 2.5%, MezResist(Confused) 2.5% 11.45 HP (1.13%) HitPoints 2.25% Max End 6.25% Enhancement(RechargeTime) 4.5% Resistance(Toxic,Psionic), MezResist(Immobilized) 7.5%, MezResist(Held) 7.5%, MezResist(Stunned) 7.5%, MezResist(Sleep) 7.5%, MezResist(Terrorized) 7.5%, MezResist(Confused) 7.5% Positron's Blast (Piercing Rounds) 2.5% (0.04 End/sec) Recovery 2.25% Resistance(Fire,Cold), MezResist(Immobilized) 3.75%, MezResist(Held) 3.75%, MezResist(Stunned) 3.75%, MezResist(Sleep) 3.75%, MezResist(Terrorized) 3.75%, MezResist(Confused) 3.75% 9% Enhancement(Accuracy) 6.25% Enhancement(RechargeTime) Obliteration (Hail of Bullets) 2.25% Resistance(Smashing,Lethal), MezResist(Immobilized) 3.75%, MezResist(Held) 3.75%, MezResist(Stunned) 3.75%, MezResist(Sleep) 3.75%, MezResist(Terrorized) 3.75%, MezResist(Confused) 3.75% 3% DamageBuff(All) 9% Enhancement(Accuracy) 5% Enhancement(RechargeTime) Obliteration (Soul Drain) 2.25% Resistance(Smashing,Lethal), MezResist(Immobilized) 3.75%, MezResist(Held) 3.75%, MezResist(Stunned) 3.75%, MezResist(Sleep) 3.75%, MezResist(Terrorized) 3.75%, MezResist(Confused) 3.75% 3% DamageBuff(All) 9% Enhancement(Accuracy) 5% Enhancement(RechargeTime) Luck of the Gambler (Stealth) 7.5% Enhancement(RechargeTime) Luck of the Gambler (Grant Invisibility) 7.5% Enhancement(RechargeTime) Performance Shifter (Stamina) 7.5% SpeedJumping, 7.5% JumpHeight, 7.5% SpeedFlying, 7.5% SpeedRunning
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