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QuiJon

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Everything posted by QuiJon

  1. Epic pool powers are a choice. They are not meant to be a complete set, but offer options for filling in the gaps that exist in individual primaries. So maybe you need more end recovery, or maybe you need an AOE immbl because your set doesn't have a taunt/.damage aura to keep enemies attracted or grouped on you. And yes maybe your set doesn't have a Ranged attack or is weak in AOE attacks etc. However a primary set should NEVER be balanced around the idea of what an epic pool can or cannot do. A power like impale is balanced to its proper place within the spines set. Based on it being ranged in a melee set, and the level at which it becomes available to you. And epic set many times requires not only a higher level, but they have longer recharges in many cases, require perhaps more power selections to unlock what they give you.
  2. I don't have much issue with giving us the last 4 slots, but frankly I feel it is totally unneeded if we are not going to get content to go with it. And the thing is with this is that I am not sure that we can do that with the current "volunteer" Devs. Don't get me wrong, I think they are doing an amazing job of updating and keeping the servers up etc. But they are volunteers with day jobs that have to support themselves and a family, or whatever. It is kind of unfair to expect them to put in full time work on making what IMO needs to be almost an entire expansion amount of content for a game they don't even get paid to work on. But ultimately to take characters to any higher level of power then we have right now, especially some of the suggested things in this thread like 20 shoting a AV or GM would really to me mean we need to get like a "Going Rogue" size expansion only instead of being that much content dedicated to taking you to level 20, it is that much content dedicated to earning those last 4 slots and leveling them up. I would love it if this happened. I would really like to see COHV one day reach that goal of the Moon Base that was talked about, maybe using that as a branching out point into space content on other worlds. I just don't think at the moment it is fair to expect this level of development from these Devs.
  3. The general problem I have with this, which isn't huge honestly, is that though I can feel the pain at lower levels, when I do finally play up my dominators, the AOE controls are hitting so fast that I can many times use them twice in a large mob. At 90s or even 2 minutes what I would be afraid of is that every mob can be locked down and never have a chance to break free by the upper levels. Though I get the point of comparing this to the survivability of other ATs like the melee groups, it still isn't a lot of fun to be only fighting statues, which those ATs are NOT doing in that their enemies are still fighting back. I do think that off the basic game design and the level at which you get most these AOEs still fall into what would normally have been a DO enhancement level of the game, that I wonder if they should look at scaling the recharge with the level. Actually allow for a faster recharge time at lower levels when you don't have the global bonuses and enhancements available to you and then scale it up slightly as you level.. Then perhaps by level 50 have that time be something more like 200 seconds rather then 240 just so it is still required to build a character then to just have one overly used power.
  4. According to what I can find, a trade mark can be considered void if it is no longer in use. As such every 5 years you have to apply for a renewal and every 10 years you have to provide proof the trademark is actually in use in commerce and not just being preserved. I don't know the dates of all the original filings, however being the original game came out in 2004, and we are heading into 2020, it could be very possible this filing was simply the 5 year mark of needing to file for the renewal of the trademark and really means nothing more. I mean yes I am sure with negoiations going on that they would not want to see the trademark drop, and being it is the odd 5 year and not the 10 year mark all they have to do is file the mark is still in use not provide proof so why not file it and keep it in play for the next 5 years.
  5. If all the power choices were the same in the set other then slot 1 and 2 being reversed you could easily still convert any of the extra secondary sets into their normal configuration with the powers and slotting that was originally chosen at the time So if I had chosen option 2 and skipped the t1 power completely when you convert me back to the standard secondary set that now has that choice available to it, I convert basically directly into that set with all my powers chosen at the same level with the same slotting.
  6. I don't see why Hide would change at all. Just because I might not want it at level 1 doesn't mean I might not when I get my A Strike power or placate going. But maybe at level 1 I might get more mileage out of having a resistance or defense toggle first.
  7. Notonly that but on other servers they have changed the power sets and the order powers can be taken so at like level 2 a controller can take his pets etc. So I feel like it would have to be possible even if you just had to change the level the power is available at. And as far as stalker Hide goes, just because you don't HAVE to take it at level 1 doesn't mean you can never take it. What if you decided you wanted that second choice first when playing at lower levels cause it provided resistances or def or something more useful then HIde prior to having your Assassin strike or placate power.
  8. Just have been thinking and I can not really think of a good reason why this should not be done. But why not change character creation so that at the time we make a character we can choose either the first or second tier powers from both our primary and secondary pools. You can still only choose one from each mind you, but like with primary you as a blaster say get a choice normally between your "bolts" attack a fast firing low damage attack and a "blast" attack a med damage long recharge attack. But when I make say a defender, though the power pool is almost completely the same I am forced into taking the bolts power no matter what. Why? Just because it is my secondary? Similar issues pop up between like brutes, tankers, and scrapper with melee also. I am just saying let me be able to have a character that ultimately I have no power that was forced into my build I didn't want to have to take that cost me something I would rather have. At least with primary and secondary pools there are no qualifiers like with power pools or epics that require a prerequisite power choice. So why impose one at level 1 in the secondary pool.
  9. And it isn't just farming, any typical ITF or Lady Grey TF would see the same issues. The gain in Regen at upper levels is not going to compensate for the increase in damage taken by having lower resistances. If tankers have an issue buff tankers, that I have no problem with, but brutes seem to operate just fine and the only people proposing changes IMO are those looking to make tankers run supreme. The OP wants to deny it but yes there are 2 tanking classes in this game. Because this game was originally 2 different games. And these ATs filled roles within those two different games. And if you need evidence of that then start a new character and select "tanker" and you get 4 choices actually, Tanker, Wareshade, Peacebringer, and BRUTE. Though it is true that they tried to shake the general game dynamics up when COV was released, there is no doubt that the role of Meatshield was still intended to be filled by the Brute AT. I have said it before and I will say it again, if this is such an issue that there are two AT and we need to find a difference for them then fine, make them all equal, give tankers the same damage potential as brutes and brutes equal defenses to tankers completely. Let the only difference be in our heads as to what AT we choose and the primary and secondary roles. If I choose a brute it is because I want my damage upper powers sooner, If I choose a tanker it is because I want my defenses sooner by level tiers. And then be done with it. No AT is supreme they are both equal and move on.
  10. Look over all game lore I don't find heartbreaking to ignore no matter what. I was just saying some do and for some it would matter. However that being said, I do kind of like having to "know how" to get around. And IMO watching everyone scatter into Oroo portals and Mission teleporters and base teleporters as soon as they come out of mission to hop skip to the next door, honestly kind of makes me sad. It used to be we had to know it was faster to go to brickstown and hop to southern IP through that gate. Or skip through Perez Park to get to another zone faster etc. I know the game purposely made travel easier but I feel maybe it is to easy now also. Not only can we have a travel power at level 2, but with all our portal and teleporter options and stuff, we barely have to use a travel power anymore. So I don't mind it being a bit easier really, but I still like the idea of having to actually GO somewhere when that mission hits the nav screen.
  11. So how hard is I tto create "incarnate" level enemies out of existing groups? Most all the incarnate content I have seen seems to be based on existing enemies and groups at the time the system was added. So how hard would it be to expand these options? I ask this more in the thinking of how hard would it be to start to offer a means to do all of our old TFs and Trails as Incarnate level content. Level 50, incarnate abilitities, against much stronger versions of the original mobs. It seems to me that if we convert existing mobs to have incarnate equivalents and can then just plug those into the existing TFs we have suddenly opened up a ton of new content to do at post level 50. All new sets of badges for incarnate defeats, incarnate TF completion etc. Hell it might be fun again to be able to run a rikti TV trail and not just assume that we are all gonna win because we are all maxed out and the Rikti can not touch incarnate players. Or to fight low level enemy groups again in level 50 incarnate versions in a snapse or positron tf.
  12. I mean I guess we could run into for those that care about the lore there is story elements that would preclude everyone having a base teleporter, however maybe make a "midnightclub" teleporter that awards as a power with the badge that opens Cim to a player, or as a beacon you can get in your base that at minimum takes you to the midnight club where you can zone in. That way you don't have to teleport to a university zone, run to the university, zone into the midnighters club and then zone into cim.
  13. Vault would be easier but it takes only about 20 minutes to set up a small base with storage and teleporters it isn't that hard to do. But then it does leave open the choice for someone to do more to their personal SG base if they want to, where a Groups base is probably limited to who can edit it and not all members of a larger SG get that option.
  14. But the issue with this is that your super group name is displayed as your unique group. It excludes you from possible conversations taking place in SG channel which I know are not a lot but still.... I agree with the poster it would be much nicer if I can make a sub base for my account, that at minimum could provide me storage and teleporters. Maybe limit the size of it or something so it is not to cumbersome on the server. But even from a SG stand point I am sure groups would like to be seen more and have their name out there more because the members that belong don't have 2 toons in the SG and 20 in their own person group. This solves that issue.
  15. Honestly I like the idea of having a global in a power that has no relation to knockback and that we commonly don't slot with anything better. So long as the "global" is part of a set and requires to be slotting into a useful power it requires it to take the place of a possible 6th slot of another set choice. And when you think how many of those 6 slots are like huge defense or resistance bonuses etc, it just seems like it is again punishing people that want to get rid of the knockback. And frankly in most cases the knockback is not that big of an issue to the player with the power that does knockback. I frankly don't care if my energy blaster knocks enemies back when I set off explosive blast or energy torrent ect. So if it is a choice between bonuses I want and dropping my knockback cause some tanker is gonna be mad, well to bad for that tanker. However if I can keep the build I want with the bonuses I want, and drop a universal knockback to knockdown into "sprint" or "rest" hey that's no skin off my nose.
  16. Look, if we go back to the previous conversations, if we wanted to change the way they work to be like the electric sleep I don't really care. I still don't see taking or caring about the powers, it doesn't fundamentally change the way the control aspects of the game are balanced. Upping the mag does. I get that a dominator only in perma dom is gonna have that mez ability. However in perma dom, you have that ability to hold, confuse or stun all in AOE form and all on the character that has enough recharge to make needing a sleep AOE moot anyway. But that is a commitment to build and buy the pieces to do it. Just as it is a commitment to build out a controller. And IMO this is how it should be. The base characters should not be expecting to hold an ENTIRE mob including a boss with one AOE power off the shelf. This has nothing to do with making a sleep power more useful It has to do with wanting to have a power that can operate in such a way that the only comparison would be a perma-dom can effect a mob and control it. And you want that ability with a stock, off the shelf power with no other enhancements needed. And you want it for also controllers. Sure you say look it will help doms also, but lets be clear, most missions in this game DONT include EBs or even AVs. So the benefit to a perma dom is negligible. However every mob a controller faces would suddenly become much much easier. Mag works fine as it is now. Sure I would like to see something better then PTOD but otherwise outside of that in standard mission to mission game play it is well balanced. And either you like sleeps or you don't, but they don't need to be increased to Single use hold a boss. Keep in mind the original balance of this game was that a boss was equivalent to a player. If you were in PVP would you like your entire team to be taken out and put to sleep with ONE application of a sleep AOE from someone? Cause essentially that is the balance then you are requesting in PVE. I am fine if you want to change the mechanics or add buffs or debuffs that exceed the sleep duration. I am not fine changing the mag of the powers.
  17. But controllers are NOT dominators. They have totally different builds. So you are trying to equate something that a controller IMO should not have, which is a control that when domination is running does equal duty to what a dominator can do. I can see the point on a dominator, maybe, because lets face it, dominators are a damage class sort of. Controllers are buffers and debuffers. Taking the extra time to apply it twice should be needed, otherwise you get the defense mitigation of having dominators inherent PLUS the mitigation of possible buffs, debuffs etc from your own secondaries. And it is fair to allow a Dominator to sleep if they choose to that mob because they are going to be waking up mobs with attacks and DONT have that other mitigation. I can solo just about any content put in front of me (short of having EBs or AVs in a mission) with my plant/stone perma dom now. Without a sleep running +4/8. You don't need these powers to solo either. I used to use my mind/psi dominator to farm back on live with no sleep power on it. Be it solo or on a team you are always better off using that power choice to stack your own defenses and resistances then to take a useless control that doesn't hold up through an attack. Yes Mass Confusion has a longer recharge, but you only need that one power to control a mob. The next mob use your AOE hold, then the next mob mass confusion is up again. Oh and that boss, well mind has a single target hold, and a single target confuse, I am pretty sure that was done for a reason to give you that ability to stack enough confuse or hold on a boss to subdue it within 2 attacks on the mob. I mean really here is the thing, earth like you said, doesn't need it, but really doesn't need to be changed either so just skip it. Plant most certainly doesn't need it with the fast recharge on seeds of confusion it is a complete waste of time, power choice, and slotting to take it. Ice in my limited experience I thought like you that it seemed was weak on control options so I took it, and really never used it. Used the confuse aura, the AOE hold, and ice slick was honestly the go to control in that set at the level I got to. And Mind with its duplication of confuse and hold AOE and STs, you don't need it either. I get what you are saying that you like it. I get that I would not really care if they changed it because frankly I still would not take them. But the basis of the argument is that it makes them worthwhile and it doesn't. And infact in some ways it makes them way encroach when changed on a controller to what a Dominator is able to do without giving the dominators any compensation for losing some luster. Essentially you want to be able to hold a boss with a single application, however you don't think that mag levels and mag in powers were put where they were for a reason, that the game doesn't think you should be able to single target sleep a boss with an AOE power? Or a EB even with domination running? Just in my opinion it is a solution to a non-problem to begin with, and one that honestly kind of breaks the dynamic of how control functions in the game. I mean what is next then? Why cant controls like hold and confuse be mag 3.5 also. I mean a sleep can take out a boss with a single use why should a hold or a confuse not be able to also?
  18. Yeah I don't know since the game has returned I have not noticed much more effort even fighting EBs or AVs then simply a team running and attacking. And in that case sleeping an AV is totally useless. Sure it might be nice if you are soloing the AV and can clear the mobs around him first, but when it comes time to fight the AV you still have to do damage in which case the sleep is again useless and if you are a controller and can drop debuffs on a AV to survive then you can really do so to begin with while clearing extra mobs. And again I would point out that a controller or dominator pet will likely at some point wake that AV up anyway. All I am saying is if we are talking about redesigning sets or a power even in a set, then perhaps we need to look as a whole at the set. Not just how nice it might be to have a aoe sleep at level 12, but what typically happens to that set when you level it. And I would imagine that in most cases with people wanting to fit in as much res and def as they can these days, that by level 50 most trollers and doms are not keeping sleep in their builds. Maybe if it mules a IO set, but otherwise as a useful power no. So perhaps that becomes time to look at these sets for what they might need otherwise. Like Mind control, maybe give it a toggle that does a "hot feet" kind of damage effect only like of waves of psi energy to inflict damage. Being no pet in the set and the recharge time on mass confusion that might be of use to that set and worth keeping in upper levels. IMO Plant and Earth are pretty solid as is even if there is a power in the set no one takes I would say not to mess with them. But if I had to choose something for Earth I would say a pseudo pet would be nice. Like a Carion Creepers style power, maybe a PBAOE that springs like little lava pits under foes to inflict damage and slow or immb. Ice I really didn't like playing so I never really finished an ice troller or dom. So I can not really say what I think it needs instead of a sleep, but I do feel like it needs something. Hell with that massive toggle just give it a end recovery power IMO. I just feel like I can not think of a situation when I need a sleep in ST or AOE form. So in my mind it doesn't matter how much you improve them. If I get to level 50 and have fast recharging and have a AOE hold and an AOE stun/confuse then I have an AOE control that is already much more useful then any AOE sleep and if I have both I have one ready for each group when I need one. So the sleep is superfluous to the build. If I only need 2 AOE controls why take the 1 where enemies will even wake up for a second and launch an attack versus the 2 where they are locked down or attack other enemies for me.
  19. In doing that though, giving it the time clicks like that, you are essentially turning it into a hold power like volcanic gases. I mean yeah sure you will wake them up with a aoe but if that only last 2 seconds then what does it matter it is still essentially taking sleeps out of the game and replacing them with holds. So really I think we agree, as a sleep power by definition in this game, sleeps are totally useless. Even giving htem higher mag does nothing because they are just woken up and if you have a power that continually reaplies the effect you are in essence holding the enemy rather then sleeping it anyway. So like I said, why not find a reason to make it useful or replace it in the sets with other powers. I have both a mind dom and a earth dom and 2 plant doms I don't take the sleep on any of them. If nothing else find some kind of earthquake or bonfire, or hot feet etc for those sets that makes more sense to have and would be more useful.
  20. I am not saying not to increase the mag, I just still don't perceive that many dominators or controllers will by the end run on character design think it is a worthwhile power to take because no matter what the mag is, if it is wiped out when the enemy takes damage then the enemy is awake no matter what the initial mag of the AOE or ST sleep was. So for example lets say you have that controller and you sleep the entire mob, what good is that when you Phantasm runs up and energy torrents the entire group? Or your fire imps run in and wake up the EB or boss you had slept, or your tank runs in with his raditated ground running. I am just saying a power that essentially loses all its effectiveness when an enemy takes damage is a waste of a power to take in almost every case I can think of unless you are the only one doing damage and can exactly control where that damage is going. Which precludes team play, and precludes even solo play on a controller or dominator after level 32 and you have your pets or even before in the case of things like dark and plant that get haunts and carion creepers spamming damage randomly. This is why I said perhaps if you gave sleeps a lasting Debuff effect that remained for its full duration on an enemy no matter if the enemy was woke or not, it would make that power more attractive over all because I can then argue that the enemy even if woke is still doing less damage, or not hitting me as much or taking more damage etc. But even if the mag was higher I have 3 IOd out controllers and 5 perma doms, and on none of those 8 characters would I go back and retool to take a sleep power even if it slept an EB in one hit because that EB wakes up as soon as it takes 1 point in damage. I would have been better off starting to over come its mag on holds or confuse then wasting the end on a sleep.
  21. The thing is the general reason why people skip that power is because if you stub the toe of the enemy that is slept they wake up. Now if you are soloing, especially on a dom you can control your damage output and make sure to attack around that slept boss creature. However if you are on a team, they are going to drop AOEs into that mob and the sleep effect is then essentially wasted again. Not to menion that by the time you get pets you can not direct controller and dominator pets. so even when you sleep them your pets can just run right up and wake up half a mob anyway. Frankly Sleeps to be effective need a fundamental change, maybe add in debuffs to them or something to make them worthwhile even if the mobs are woke up like a -hps or -tohit or -res of something depending on the set. Otherwise just get rid of them and come up with something more useful like make sure every set gets some kind of pseudo pet like Haunts or Carion Creepers or something that helps with damage to replace the AOE sleeps.
  22. Well what I do know is the very first dominator I made way back when villains came out (was my first villain) was a grav/energy dom. And I defended it even though everyone complained not just about dominators back then, but that grav and energy were both weak. But I have to say that as time went on, I can plainly see the complaints. Energy is not the most useful secondary for a dominator over all. But I guess not horrible, but grav IMO is one of the weakest control sets. Once you start playing with fire, plant, earth etc. you get a real sense of how much grav is really lacking. If the kbtokd IOs work I guess that is a good thing. However one issue I have with those is that it means still picking between in many cases slotting that effect and something that would be much nicer to have. In that powers case it means that you likely would miss out on a proc for a purple "stun" set and a corresponding 6 slot IO bonus. Or have to give up recharge speed in the power or something like that if you still slotted the proc. But it seems like I recall reading someone say that the knockback protection afforded by immobilizing powers like stone cages do not effect the knockback of the power. Meaning if you immbl them first then use wormhole they will still scatter all over. IMO that is a weakness cause it would prevent from having to use that slot for something as ultimately dumb as just preventing the knockback.
  23. I have not tried it personally but I am pretty sure the kb to kid ios dont help wormhole. I know it throws them still to hell if they are immb and that was suposed to be prevented in other sets already.
  24. I think the thing with a few sets are that they have very limited things they pair well with. And savage and Stone both having a good supply of melee attacks do pair really well with Plant control. Plant control allows for spammable AOE control with Seeds of confusion, has a really nice "patch" with carion creepers, and a moderately useful pet. But it also has many skippable powers that leaves enough space to fit in the fighting pool, some leadership and with the right epic can not only get perma dom but soft cap smashing lethal defense. But if leveling up by the time you get to 30s you are gonna take a lot of damage if you don't have some kind of AOE control available for ever mob. And if that AOE is a PBAOE like cinders from fire assault you are going to take a tone of damage before you even get a chance to control the mobs. Plant IMO is just a strong enough set to over come some inherent weak design in some of the assault sets. Savage being one of them.
  25. So I went ahead and built this one out. Seems like it is playing very solidly. I don't have any incarnates yet and I am still soloing PI Radio mission of carnies, Council, and CoT at +2-3/6 spawns. So number gurus, did I miss anything obvious that might have improved the play? Hero Plan by Mids' Reborn : Hero Designer 2.6.0.7 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! Ewok King: Level 50 Magic Dominator Primary Power Set: Plant Control Secondary Power Set: Earth Assault Power Pool: Leaping Power Pool: Speed Power Pool: Fighting Power Pool: Leadership Ancillary Pool: Ice Mastery Hero Profile: Level 1: Strangler -- UnbCns-Hold(A), UnbCns-Hold/Rchg(5), UnbCns-Acc/Hold/Rchg(7), UnbCns-Acc/Rchg(9), UnbCns-EndRdx/Hold(9) Level 1: Stone Spears -- Apc-Dmg(A), Apc-Dmg/Rchg(11), Apc-Acc/Dmg/Rchg(11), Apc-Acc/Rchg(13), Apc-Dmg/EndRdx(13) Level 2: Stone Mallet -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(15), SprBlsCol-Acc/Dmg/EndRdx(15), SprBlsCol-Acc/Dmg/Rchg(17), SprBlsCol-Dmg/EndRdx/Acc/Rchg(17) Level 4: Super Jump -- Jump-I(A) Level 6: Hasten -- RechRdx-I(A), RechRdx-I(7) Level 8: Seeds of Confusion -- SprDmnGrs-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(A), SprDmnGrs-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(19), SprDmnGrs-EndRdx/Rchg(19), SprDmnGrs-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(21), SprDmnGrs-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(21) Level 10: Hurl Boulder -- Dcm-Acc/Dmg(A), Dcm-Dmg/EndRdx(23), Dcm-Dmg/Rchg(23), Dcm-Acc/EndRdx/Rchg(25), Dcm-Acc/Dmg/Rchg(25) Level 12: Kick -- Acc-I(A) Level 14: Tough -- StdPrt-ResDam/EndRdx(A), StdPrt-ResDam/Def+(27), GldArm-3defTpProc(27), StdPrt-ResKB(48) Level 16: Power Up -- RechRdx-I(A) Level 18: Weave -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(29), RedFrt-Def/EndRdx(29), RedFrt-Def(31) Level 20: Heavy Mallet -- Hct-Dmg(A), Hct-Dmg/Rchg(31), Hct-Acc/Dmg/Rchg(33), Hct-Acc/Rchg(33), Hct-Dmg/EndRdx(33) Level 22: Vines -- SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(A), SprAscoft-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(34), SprAscoft-EndRdx/Rchg(34), SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(34), SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(36) Level 24: Maneuvers -- LucoftheG-Def/Rchg+(A), RedFrt-Def/EndRdx(36), RedFrt-Def(36) Level 26: Carrion Creepers -- PstBls-Acc/Dmg(A), PstBls-Acc/Dmg/EndRdx(31), PstBls-Dmg/EndRdx(37), PstBls-Dmg/Rchg(37), PstBls-Dmg/Rng(37) Level 28: Seismic Smash -- CrsImp-Acc/Dmg(A), CrsImp-Dmg/EndRdx(48), CrsImp-Dmg/Rchg(48), CrsImp-Acc/Dmg/Rchg(50), CrsImp-Acc/Dmg/EndRdx(50) Level 30: Tactics -- HO:Membr(A) Level 32: Fly Trap -- EdcoftheM-Acc/Dmg(A), EdcoftheM-Dmg/EndRdx(39), EdcoftheM-Acc/EndRdx(39), EdcoftheM-Acc/Dmg/EndRdx(40), EdcoftheM-Dmg(40) Level 35: Sleet -- PstBls-Acc/Dmg(A), PstBls-Dmg/EndRdx(39), PstBls-Dmg/Rchg(40), PstBls-Dmg/Rng(42), PstBls-Acc/Dmg/EndRdx(50) Level 38: Fissure -- PstBls-Acc/Dmg(A), PstBls-Dmg/EndRdx(42), PstBls-Dmg/Rchg(42), PstBls-Dmg/Rng(43), PstBls-Acc/Dmg/EndRdx(43) Level 41: Frozen Armor -- Rct-Def(A), Rct-Def/EndRdx(43), RedFrt-Def/EndRdx(45), RedFrt-Def(46) Level 44: Ice Storm -- Rgn-Dmg(A), Rgn-Dmg/Rchg(45), Rgn-Acc/Dmg/Rchg(45), Rgn-Acc/Rchg(46), Rgn-Dmg/EndRdx(46) Level 47: Combat Jumping -- LucoftheG-Def/Rchg+(A) Level 49: Vengeance -- LucoftheG-Def/Rchg+(A) Level 1: Brawl -- Empty(A) Level 1: Domination Level 1: Quick Form Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 1: Sprint -- Empty(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Run-I(A) Level 2: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(5) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(3), EndMod-I(3) ------------
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