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QuiJon

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Everything posted by QuiJon

  1. Grifers in the uncapped raids were a pain int he butt and annoying, but nothing that putting someone on ignore couldn't really help. However now what if all those griefers get together every day and start a raid in both zones specifically to fail it just to leave Hami in a screwed up state of spawned mitos just to prevent the raids on the server for the night until a reset? This actually IMO gives griefers more power to screw with people.
  2. I think I have said several times that I would, and have attended the raids in long and short form. That doesn't matter to me. And yes of course it is because of the amount of reward I can get, that is why we are all there. 80 merits is one of the highest awarding merit totals in one lump sum in the game. As for fixing it so they know what will happen, well they already know, it was not always uncapped. And when it was uncapped yes the raids took a few minutes long because we had to do mitos, but we also had several people that could not get in zone because the server locked them out. No cap and suddenly we have 3-4 leagues of players most nights. That right there tells you what will happen if you cap things again. All I mean by good players was in relation to people saying that to many people leeched the raids. Good players as in not players with more skill but players that were willing to come and put in time and work for the reward no matter how we performed the raid. And sure groups can raid, but you also have to look that if I was one of those SG that liked the idea of F'ing with the raiders, I would come in an hour before the raid with my buddies and leave both Hamidons borked so the server couldn't raid that night until a reset of the server. And you damn well know that as people get locked out of raids that this will happen, it is the internet. I have posted a few things saying both I am fine if they made him tougher to reflect the higher numbers in the zone, but it would need to scale to player count, and also making the event an instance so they can be run by multiple teams at the same time. But when you have 250 people wanting to raid and only 50 can, that is 80 percent of the players that want to take part that are locked out from taking part. Even if you ran two raids in both zones, you still lock out 60 percent of your players. Capping the zones again is a solution to nothing. It is simply excluding players. If they want to do a fix I say fine find an actual fix but don't half ass it until you do, just leave it alone and make a fix.
  3. Well there is a badge for sticking to one alignment for 7 days in game or something like that, they shouldn't have to give up that progression to get into the hive when the hive can just as easily be a co-op zone like RWZ or Abyss is. Just need to give them a door to it of their own is all it really needs.
  4. I guess here is my thing, if this change was really brought about by the purists wanting to have to take hami down "as intended" (which we wont get into the fact that is long gone from his original design to what we have now) we do have 2 zones that spawn hamidon. Seems like simple answer would be keep hive the same as it was with no cap and give villains a way to get in. And then cap the Abyss to 50 players. Boom now everyone has a hami they hare happy with, and I am sure villain players will like not having to constantly change alignments to take part in a raid.
  5. Most zones have a larger then 50 player caps to begin with, even small zones. I mean Pocket D and Orroborus both are used as staging zones for incarnate leagues all the while still having their normal base of players in the zones. Which makes 50 seem like an arbitrary number to begin with. We don't get a new peregrine island every 50 players, or atlas park.... If that was the cap at times we have had 1500 players on the server we would have had to have had at least 300 instances of maps to keep them all in zones at 50 per zone.
  6. No it doesn't but what if those leechers get the luck of the draw on any particular night and get in before the zone shuts down and so you end up with all 10 lf those leechers on a team of 50. That is a 20 percent hit as opposed to a 5 percent hit to the power of the people actually doing something in the zone. And lets really get real here the vast majority of people are not leeching, at least not when it comes to the hamidon part of the raid, they are more likely sitting down during monsters and buds. So no matter if we have enough power to zerg him or have to do the slow mitos stages most people are not leeching during the hami assault. We can go round and round about leeching and the expected difficulty that gets skewed by having so many in the hive etc. But the fact of the matter is that having raid attendance governed by a population cap creates a situation that essentially gives the raid leaders no choices as to who they want on their leagues, and makes a very good chance that about 2 times as many good players are being left out of the raid then are getting to take part in it. I get wanting to fix the difficulty and such but I don't think this is the way. If anything go back to the capless zones, and work on the next patch to making these encounters instances like the incarnate trials. You can announce a raid take invites until the league is full and then launch on to your own personal mission to take down hami or the mother ship. This also makes it so no one has to compete for the zone. Any league can launch a raid and could have 5 raids going at a time it wouldn't matter. sBut this is a haphazard shitty fix that only punishes good players with exclusion.
  7. I used to raid hamidon back when you had to clear mitos and the spawn was a mitos for every play in the goo. Honestly I would love it if Hamidon was a challenge again. I don't advocate for it, but I would not care. But I would imagine that this would make the leechers decide not to come and then you would have not the power you needed to kill him with the player population that did show up. So again kind of counter productive change at this point. Here is the thing people seem to be trying to find a way to prevent leechers from taking part while allowing "good players" to get in. It isn't gonna work. I played this game sincd like 3 days into original release. The orginal devs were always fighting this fight and never won. No matter what they decided was unintended they would change it and players adapted. Look at Ae farming, at some point if they nerfed that ot the point players found it to be a waste, it wont stop farming it will just move farming back out into the real missions like it was before the AE was around. And then you make changes there that punish everyone not just Farmers. Same thing here. The more changes they make because of random leeching complaints or whatever caused this change (I really don't know what it was, I thought I heard they purposely took the cap off the zones) is just going to punish eventually an unintended population of the game. Which is why I ask, why is it so damn important to keep the leechers from earning a reward? This is just like the people that hate power leveling so bad. How or what someone else is doing doesn't prevent you from doing or getting what you want, then why do you care?
  8. But lets get really real. The original hamidon was made to be fought buy more then 50 heroes. He was purposely weakened when IOs were released because no one was raiding anymore because HamiOs became useless in most cases. No matter what the intent was on this revamp of hamidon it is clear they didn't intend it to be a challenge so much as they did a time sink. Meaning that if you simply did the 3 mitos spawns exactly like you should hamidon was going to die no problem. They turned what was a question mark as to if you could beat him, into something like the MSR that simply was just needing you to show up. Again the problem with this limit is that it will prevent those that were coming and helping to fight him, from even getting in the door. So now not only will buds and monsters take longer with less help cause possibly more of the people in the zone will be leeching, but you will have players that did work for the reward not able to actually get one. So this change honestly still rewards leeching in the exact same way, yet excludes people that might have come in and done the required work from even having a chance at the reward. I would rather let the leechers take a reward then punish those that want to do the work for it.
  9. So I part a different toon in the abyss. See there is this command called /search and when you use it you can filter the server and see all the people in any zone in the game. No one goes to the hive or abyss if there is not a raid going on. So a population of more then 5 people in either means something is starting. Log off the hive toon, log into abyss I still have beat just about half the hive population to the new raid location and am in the door. People spent countless hours in the this game trying to figure out the best possible AE mission for xp per minute down to a difference of just a few points. Do you really think that they wont figure out a plan of action for any recourse short of outrightly canceling a raid? And even if you try to pull a fake out and say it is canceled and get everyone to come back or whatever, we are all to interconnected. A leecher would prob hear about the plan in their SG chat or a global channel and know what is up. All I am saying is I would rather the rule try to include as many people that want to help as possible and allow for leechers then I would exluding people that want to take part but cannot now. I feel like the new limit excludes more people that want to legitimately come to earn their reward then it will exclude leechers. And to me that is punishing the wrong group of people. Cause frankly it is no skin off my noise if a leecher gets a reward, unless he makes in into the hive to get the reward and I am locked out and can not. But if I am getting mine also, then who cares it hasn't taken anything away from me.
  10. But the thing with a hamidon raid is you don't need a team. I have not joined the league at all in the last month. I got tired fo the bullshit arguing in the chat and decided to park 3 toons at level 50 in the hive and change between each take down so I can get full 80 merits a turn. I still helped with monsters and such though, but I was not teamed. I just have to wait for everyone to attack hamidon and follow them in and I get a reward same as anyone in the league. All that will happen is people will just hide and park on the far side of the hami or something and wait for the mob to attack him. I get that a raid can be canceled or whatever if it becomes to big of an issue. But frankly it just seems like if this means that even just a few people that want to come and raid and help can not get into the zone to do so, then it is a bad solution to a problem. Same really goes for the MSRs. I mean as is stands now half the league at an MSR is there to let the other half PL them up. I don't see why the cap could not be set at like 100 or something. Gives for 2 full leagues of players That should be more then enough space for most all of the people that want to really help to get a spot, and if some people mooch, well not really much you can do about that at a public event honestly, and it just seems punitive to those that want to take part to try.
  11. No they don't. It isn't hard at all. Because they don't need to be in your league to get credit. they only need to do damage. So I can still come and take a spot in the hive, and choose to do nothing until everyone attacks hamidon, run in and get in my 1-2 hits and I get my reward. But I don't have to help kill monsters, kill mitos, kill buds for the next kill or anything. And with a hard cap of 1 league in the hive, if I choose to play this way, it is actually just making it even harder for those doing the work because I am taking now a spot away from someone sitting outside the door that might have helped to do all those things. Oh and think you change to abyss to solve the problem? Really like I can not change zones as well and stand there?
  12. Accept you solve none of those problems under this new mechanic, or fix, because those same people will want to still come to a raid and still get the reward for doing as little work as possible and still can get said reward not being in the league and just doing damage and still standing on the rock the entire time doing nothing else, other then now they are taking the spot away from someone that might have been more active and helped the general population with the entire event. All this change is going to do is mean that people will start showing up to the raids earlier and earlier to just make sure they can get in the door, it doesn't change their behavior when at the raid. You want to solve the problem of standing on the rock not fighting monsters or buds, this doesn't solve that problem. It only makes it worse because now less people that actually want to take full part in the process can get into the zone.
  13. I feel like having a pop limit of 50 in hive and rwz is to low. Think 100 is better. Gives 2 full leagues space and prevents having to camp out for a long period of time prior to a raid to make sure you can get in.
  14. The sentinel should be easy to find, he is the one that even though he is using his powers is actually still doing less damage then the brute that can not find targets to attack.
  15. That was kind of my point. His original post was saying essentially "hey blasters, I am just a brute let me kill something and stop attacking so I can do something" And yet think about the same thing if a stalker said "Hey team, would you please let me have a chance before you all start attacking to get off my hidden ass strike" they would be laughed off the team. So I put the same idea forward, why would a team that doesn't need you apparently slow down its play to simply make you feel useful cause you are on a brute and they are on blasters? In doing so he is essentially asking half the team to stop playing so he can play, so to that I say if this is your problem then you solve it. Solo then you are not competing for kills with teammates.
  16. Willpower seems to have so many different aspects to it, resistances, defense, -to hit, Regen it is really throwing me for a loop trying to figure out how to make a good build. I look at the numbers I can achieve compared to other strictly resistance or defense sets and they don't seem stellar but then I don't know now much the regen will compensate? So I figure I would see what others think. Before someone says it, I purposely mostly ingored recharge rate bonuses, the t9 doesn't benefit from them anyway and the sets in the attack with hasten I think provide for more then enough recharge. Hero Plan by Mids' Hero Designer 1.962 http://www.cohplanner.com/ Click this DataLink to open the build! Blu Ska-Doo: Level 50 Natural Brute Primary Power Set: Savage Melee Secondary Power Set: Willpower Power Pool: Leaping Power Pool: Speed Power Pool: Fighting Power Pool: Leadership Ancillary Pool: Energy Mastery Hero Profile: Level 1: Maiming Slash -- SprUnrFur-Acc/Dmg(A), SprUnrFur-Dmg/Rchg(3), SprUnrFur-Acc/Dmg/Rchg(3), SprUnrFur-Dmg/EndRdx/Rchg(5), SprUnrFur-Acc/Dmg/EndRdx/Rchg(5), SprUnrFur-Rchg/+Regen/+End(40) Level 1: High Pain Tolerance -- UnbGrd-ResDam(A), UnbGrd-Rchg/ResDam(7), UnbGrd-ResDam/EndRdx(7), NmnCnv-Heal(46), NmnCnv-Heal/Rchg(46), NmnCnv-Heal/EndRdx(50) Level 2: Savage Strike -- SprBrtFur-Acc/Dmg(A), SprBrtFur-Dmg/Rchg(9), SprBrtFur-Acc/Dmg/Rchg(9), SprBrtFur-Dmg/EndRdx/Rchg(11), SprBrtFur-Acc/Dmg/EndRdx/Rchg(11), SprBrtFur-Rech/Fury(42) Level 4: Shred -- ScrDrv-Acc/Dmg(A), ScrDrv-Acc/Dmg/EndRdx(13), FuroftheG-Acc/Dmg(13), FuroftheG-Dam/Rech(15), OvrFrc-Acc/Dmg/End(15), OvrFrc-Dmg/End/Rech(45) Level 6: Mind Over Body -- Ags-ResDam/EndRdx(A), Ags-ResDam/EndRdx/Rchg(17), Ags-ResDam(17), Ags-EndRdx/Rchg(19) Level 8: Fast Healing -- NmnCnv-Heal/EndRdx(A), NmnCnv-EndRdx/Rchg(19), NmnCnv-Heal/Rchg(21), NmnCnv-Heal/EndRdx/Rchg(45), NmnCnv-Heal(45), NmnCnv-Regen/Rcvry+(46) Level 10: Super Jump -- Jump-I(A) Level 12: Hasten -- RechRdx-I(A), RechRdx-I(21) Level 14: Indomitable Will -- EndRdx-I(A) Level 16: Vicious Slash -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(23), SprBlsCol-Acc/Dmg/EndRdx(25), SprBlsCol-Acc/Dmg/Rchg(25), SprBlsCol-Dmg/EndRdx/Acc/Rchg(27), SprBlsCol-Rchg/HoldProc(43) Level 18: Rending Flurry -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(27), SprAvl-Acc/Dmg/EndRdx(29), SprAvl-Acc/Dmg/Rchg(29), SprAvl-Acc/Dmg/EndRdx/Rchg(31), SprAvl-Rchg/KDProc(42) Level 20: Quick Recovery -- EndMod-I(A), EndMod-I(31) Level 22: Rise to the Challenge -- Prv-Heal(A), Prv-Heal/EndRdx(31), Prv-Heal/Rchg/EndRdx(33), Prv-Heal/Rchg(33), DarWtcDsp-ToHitDeb(33), DarWtcDsp-ToHitDeb/EndRdx(34) Level 24: Kick -- Acc-I(A) Level 26: Tough -- GldArm-RechRes(A), UnbGrd-ResDam(36), UnbGrd-ResDam/EndRdx(36), UnbGrd-ResDam/EndRdx/Rchg(37), UnbGrd-Max HP%(43) Level 28: Heightened Senses -- LucoftheG-Def/EndRdx/Rchg(A), LucoftheG-Def(34), LucoftheG-Def/EndRdx(34), LucoftheG-Def/Rchg(36) Level 30: Weave -- ShlWal-Def/EndRdx(A), ShlWal-Def/EndRdx/Rchg(37), ShlWal-Def(37), ShlWal-ResDam/Re TP(39) Level 32: Savage Leap -- ScrDrv-Acc/Dmg(A), ScrDrv-Acc/Rchg(39), OvrFrc-Acc/Dmg(39), OvrFrc-Acc/Dmg/End/Rech(40), FuroftheG-Acc/Dmg(40), FuroftheG-Dam/Rech(43) Level 35: Superior Conditioning -- EndMod-I(A) Level 38: Strength of Will -- StdPrt-ResDam/Def+(A), ResDam-I(50) Level 41: Physical Perfection -- EndMod-I(A), EndMod-I(42) Level 44: Blood Thirst -- RechRdx-I(A) Level 47: Maneuvers -- ShlWal-Def/EndRdx(A), ShlWal-Def/EndRdx/Rchg(48), ShlWal-Def(48), ShlWal-Def/Rchg(48) Level 49: Combat Jumping -- DefBuff-I(A) Level 1: Brawl -- Empty(A) 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: Fury Level 1: Sprint -- Empty(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Run-I(A) Level 2: Health -- Heal-I(A), Heal-I(50) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- EndMod-I(A), EndMod-I(23) Level 1: Blood Frenzy ------------
  17. Not my job to make someone elses day fun. I made my characters to have fun with myself. Not to worry about others having fun, and if you are not finding your new brute or stalker fun, that is hardly me or my blasters fault. I play melee toons also. First off a stalker is going to have those issues period. You expect 7 other players to all wait until you are set up and ready to do a ass strike every mob? Don't be stupid no team is gonna do that. And as far as playing a brute I have never been on a team with a lack of things to attck or kill no matter the team makeup. So either you are just not cut out to be a brute or you are doing something really wrong. Sorry if this comes off as rude, I just kind of get tired of posts asking for people to stop doing what they are intended to do (blaster attacking mobs) in order to accommodate someone elses good time. I play the game for my good time, watching mobs get taken down is not fun, if I wanted to do that I would just door sit in an AE farm.
  18. If you have the slots available WITHOUT sacrificing anything you want on the character then if you want to drop the knockback then I guess do it. Don't allow anyone to tell you to do it. The real issue becomes that many of the sets that will grant you defense bonuses that you definitely want require 6 slotting. Which means that any attack you put one of those little satan hancers into will likely not be giving you a bonus that you would want. Now this can range from people dropping just like energy torrent or explosive blast or nova to people dropping all of them. But when you start adding up 2-3 percent defense per power you take it out of you are IMO gimping your character for the sake of others desires. Be responsible with knock back yes,, of course, but don't let anyone give you shit about it either. The only real way it becomes an issue is if you are irresponsible with it, or you are playing with bad players who don't do their jobs right. So if you know you are doing your end then tell anyone who complains to F off. That is my opinion, others may vary.
  19. He prob rolled a sentinel and now realizing how inferior they are to, well everything but especially a blaster is just calling it a blaster hoping one day and like Pinnochio it will have just become a "real blaster".
  20. Who is being forced? If is a freakin choice. This is not the forum for this discussion but I started it so I guess I can not complain. But we all make choices when building a character. Do I use resources to achieve enough to hit buffs to get insta snipe at max damage or just enjoy it at lower dps but still isnta? That is a choice. Do I put resources into my melee attacks on my blaster though I spend only 15 percent of my time in melee or do I use them another way? That is a choice. Epic pools were intended to be gap fillers. Allowing a player to fill in for things that their specific power set choices might have left lacking. Spines was originally one of the few melee sets with a ranged attack at all. It was not intended to compare to an epic pool but to be a balance within its own pool. But hey now at level 35 you get a choice, do you take an epic pool that allows you to have a slightly faster animation on a ST ranged attack and tools to help your end consumption then hey maybe take body mastery. But wait a minute I could take this other pool and get a St and AOE ranged attack and a power that debuffs damage resistance...… It is about the freakin choices. That is why a normal set power has no need or should be balanced to a epic pool power.
  21. I always love that when ever a AT or a squishie power set gets some love to bring it up to par with other sets when it has classically been underperforming we inevitably suddenly get those that are playing already some of the most highly performing over powered ATs in the game come crying "wah, but what about us." Brutes, Tanks, Scrapper have like 15 power sets and like 13 of them perform above average in so far as DPS is concerned. Its like ohhhh I am sorry that the one single target ranged attack in a set that has some of the best AOE damage in the melee game is under performing for you. Did you ever for once think that was intentional to the set BECAUSE spines is an AOE heavy set? As opposed to epic pools that are geared for all to use rather then within a set of 9 power choices. How about this, how about when dominators can go and tank a wall of giant monsters in the hive like a tanker or a brute we will stop and start paying attention to melee's needs again.
  22. My first thought is honestly time. Water blast reminds me of fire a lot and ihave a fire/time which plays very well Good end recovery time has a nice AOE disorient that is up pretty often so with the AOE in water its a nice combo to eat away a mob that is not fighting back. However the question comes in the trade offs. I have an energy/energy blaster that is also a hover blaster. He has soft capped range defense and 69 percent res to smashing lethal and mid ranged def and res to most everything else. I achieved that by way of having powers that energy secondary don't really require you to take. Boost range, power boost, and stun. Those three powers right there allowed me to open up the fighting pool and take tough, and weave (and of course boxing). And left other choices open like maneuvers etc. Mako's bite has some pretty decent bonuses to help with defense and those slot into melee attacks. And when I was doing my Fire/Time blaster I mostly had to skip the melee attacks because I liked the rest of the set's tools so much I could nto decide on anything else to skip. Now don't get me wrong I can still max out the def and stuff on that blaster, but it is more of a choice of play style. I really am one of those blasters that has no problem standing in back of a taunted AV slapping them down with energy punch, total focus, and bone crusher from melee range. I don't get those options on my fire/time but I do get powers that give -regen, perma end recovery, an AOE Disorient, etc. You just really need to decide beyond the primary what you really want and what you are willing to give up to fill out those extra power choices that most of us take to give us some solid defenses. Maybe more of those powers are in the primary for you, my water/kin corruport only has like 4 attacks from the primary pool now. But can stand in the mobs pick up his own buffs from fulcrum shift and slap down a geyser with no issues at all.
  23. I have to second /time. I have a fire/time, which fire is notorious for bad end and he fights like a champ with little to no issues. How it would pair though with Ice I don't know. I choose /time because I thought it looked fun to have a blaster with a AOE disorient with the fire AOE potential. And it just got even more fun when I added Bonfire with a kb to kd IO in it.
  24. Seei know exactly what you are saying on recharge. And I did ask for advice. However this was not an over look. The build has no terribly long recharges as it is. And I do have hasten at pretty much typical 3 slotted recharge uptime with bonuses prob a little better then. But I figure why worry about taking so many resources to perma something that even now with no bonuses in the character I don't notice when it is running or not. See no matter how quickly a power recharges unless you have a small amount of attacks, which I don't, so long as I have a power to be using I don't really care what is recharging. Animations and execution times mean that working through an attack chain takes a certain amount of time so long as a power is ready when I come back around to it, I don't really care how long it was down. Time Stop vs char, timestop has -regen. Maybe not a lot but considering both have weak mags for blasters might as well take the one that has a debuff IMO plus it gets an extra mag if you use the immbl first, so actually it can hold a boss briefly if I wanted it to. Time Shift, well what can I say, I soloed this character a lot on the way up. And lets just say a +2 mob for 8 man team doesn't last long when they are stunned, Rain of Fired, Fire Balled, and Firebreathed. You are pretty much left with just a boss. It is a nice place to get a few buffs from on bonuses yes, but it is also a very nice power to use with an AOE heavey build. To each their own but I figure it like this. I don't feel I have sacrificed damage (save for the melee) for anything in this build. He can constantly attack, and doesn't need a tanker or control or whatever to make sure he stays alive on a team or solo. Which is what I was going for really.
  25. So I think I am just about ready to drop the hammer and build this out. He is 50 already have just been waiting for some reason so figured I would let you all have a look to make sure I am not missing anything or could do better another way. He is fire so has all the damage I could hope for, Time seems to be pretty solid but purposely am skipping most of the melee attacks in order to concentrate on defense which I think I did pretty well with. Hero Plan by Mids' Hero Designer 1.962 http://www.cohplanner.com/ Click this DataLink to open the build! Flame du Tempo: Level 50 Mutation Blaster Primary Power Set: Fire Blast Secondary Power Set: Temporal Manipulation Power Pool: Flight Power Pool: Speed Power Pool: Fighting Power Pool: Leadership Ancillary Pool: Flame Mastery Hero Profile: Level 1: Fire Blast -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(3), Thn-Dmg/Rchg(3), Thn-Acc/Dmg/Rchg(5), Thn-Acc/Dmg/EndRdx(5), Thn-Dmg/EndRdx/Rchg(7) Level 1: Time Wall -- Acc-I(A) Level 2: Fire Ball -- SprDfnBrr-Rchg/+Status Protect(A), SprDfnBrr-Acc/Dmg/EndRdx/Rchg(13), SprDfnBrr-Acc/Dmg/EndRdx(15), SprDfnBrr-Acc/Dmg/Rchg(15), SprDfnBrr-Dmg/Rchg(17), SprDfnBrr-Acc/Dmg(17) Level 4: Time Stop -- Hold-I(A), UnbCns-Acc/Rchg(9), UnbCns-Acc/Hold/Rchg(11), UnbCns-Hold(11) Level 6: Fly -- Flight-I(A) Level 8: Hasten -- RechRdx-I(A), RechRdx-I(9) Level 10: Rain of Fire -- Rgn-Dmg/EndRdx(A), Rgn-Dmg(13), Rgn-Dmg/Rchg(42), Rgn-Acc/Dmg/Rchg(42), Rgn-Acc/Rchg(42) Level 12: Chronos -- RechRdx-I(A) Level 14: Fire Breath -- Ann-ResDeb%(A), Ann-Acc/Dmg/EndRdx/Rchg(19), Ann-Acc/Dmg/EndRdx(19), Ann-Acc/Dmg/Rchg(40), Ann-Dmg/Rchg(40), Ann-Acc/Dmg(43) Level 16: Aim -- RechRdx-I(A) Level 18: Boxing -- Acc-I(A) Level 20: Temporal Healing -- NmnCnv-Regen/Rcvry+(A), NmnCnv-Heal(21), NmnCnv-Heal/EndRdx/Rchg(21), NmnCnv-Heal/Rchg(33), NmnCnv-EndRdx/Rchg(33), NmnCnv-Heal/EndRdx(33) Level 22: Blaze -- SprWntBit-Acc/Dmg(A), SprWntBit-Dmg/Rchg(23), SprWntBit-Acc/Dmg/EndRdx(23), SprWntBit-Acc/Dmg/Rchg(25), SprWntBit-Dmg/EndRdx/Acc/Rchg(25), SprWntBit-Rchg/SlowProc(27) Level 24: Tough -- StdPrt-ResDam/Def+(A), Ags-ResDam/EndRdx(27), Ags-ResDam(29), Ags-ResDam/Rchg(31), Ags-EndRdx/Rchg(37), Ags-ResDam/EndRdx/Rchg(37) Level 26: Weave -- ShlWal-ResDam/Re TP(A), LucoftheG-Def/EndRdx(29), LucoftheG-Def(31), LucoftheG-Def/EndRdx/Rchg(31) Level 28: Blazing Bolt -- ExcCnt-Acc/Dmg(A), ExcCnt-Dmg/EndRdx(46), ExcCnt-Dmg/ActRdx(48), ExcCnt-Dmg/Rng(48), ExcCnt-Stun%(48), ExcCnt-Dmg/Rchg(50) Level 30: Maneuvers -- EndRdx-I(A), DefBuff-I(39), DefBuff-I(43) Level 32: Inferno -- SprAvl-Rchg/KDProc(A), SprAvl-Acc/Dmg/EndRdx/Rchg(34), SprAvl-Acc/Dmg/Rchg(34), SprAvl-Acc/Dmg/EndRdx(34), SprAvl-Dmg/EndRdx(36), SprAvl-Acc/Dmg(43) Level 35: Time Shift -- RzzDzz-Acc/Rchg(A), RzzDzz-EndRdx/Stun(36), RzzDzz-Acc/EndRdx(36), RzzDzz-Stun/Rng(37), RzzDzz-Acc/Stun/Rchg(39), RzzDzz-Immob%(40) Level 38: Time Lord -- StdPrt-ResKB(A), GldArm-3defTpProc(39) Level 41: Bonfire -- RechRdx-I(A), OvrFrc-Dam/KB(50) Level 44: Fire Shield -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(45), UnbGrd-EndRdx/Rchg(45), UnbGrd-Rchg/ResDam(45), UnbGrd-ResDam/EndRdx/Rchg(46), UnbGrd-Max HP%(46) Level 47: Hover -- DefBuff-I(A) Level 49: Afterburner -- LucoftheG-Rchg+(A), Flight-I(50) Level 1: Brawl -- Empty(A) Level 1: Defiance 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 -- Mrc-Rcvry+(A) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- EndMod-I(A), EndMod-I(7) ------------ So let me know what you think or what might be better done another way.
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