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Odhinn

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  1. Thanks for the input. I honestly just put those last two powers there as I was unsure what else to take. Leveling to 50 I never took any epic pool powers and was considering the focused accuracy for the perception IO given I hate being blinded. I think I would get more benefit from soul mastery.
  2. It is almost too bad you can't make them fat, although you could make them really skinny. I wanted to add the funniest thing to me in the previous costume set was that a certain witch who happens to wear red and be named a variation of red was named Samantha. Was it intentional she was named the same as the witch in Bewitched or am I just really old and it was a coincidence?
  3. I recently got my Bio/Spines to 50 and Alpha slot unlocked. I know theoretically what to build for so I made the build below and would welcome and appreciate any feedback. Some notes on the build: I built for some recharge but not Perma Hasten as to me sacrifices to do so were to severe. I was also not looking to see how expensive (or cheap) I could make the build given I main an Invul/SS I spent about 700M on. Mystic flight is a must have for the character. Also, I was unsure what to choose for epic pool. I know I approached making the build from an Invul / * tanking mindset and that may be a shortcoming in the current set up. Thanks ! Hero Plan by Mids' Reborn : Hero Designer 2.6.0.5 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Brickade: Level 50 Technology Tanker Primary Power Set: Bio Armor Secondary Power Set: Spines Power Pool: Fighting Power Pool: Sorcery Power Pool: Leaping Power Pool: Speed Ancillary Pool: Energy Mastery Hero Profile: ------------ Level 1: Hardened Carapace (A) Unbreakable Guard - +Max HP (3) Unbreakable Guard - Resistance (3) Unbreakable Guard - Resistance/Endurance (5) Unbreakable Guard - RechargeTime/Resistance (13) Gladiator's Armor - TP Protection +3% Def (All) (15) Steadfast Protection - Resistance/+Def 3% Level 1: Barb Swipe (A) Kinetic Combat - Accuracy/Damage (5) Kinetic Combat - Damage/Endurance (7) Kinetic Combat - Damage/Recharge (7) Kinetic Combat - Damage/Endurance/Recharge Level 2: Inexhaustible (A) Panacea - Heal/Endurance (9) Panacea - +Hit Points/Endurance (11) Panacea - Hea/Recharge (11) Panacea - Heal/Endurance/Recharge (13) Panacea - Heal Level 4: Lunge (A) Hecatomb - Damage (19) Hecatomb - Damage/Recharge (19) Hecatomb - Damage/Endurance (21) Hecatomb - Chance of Damage(Negative) (34) Hecatomb - Accuracy/Damage/Recharge Level 6: Environmental Modification (A) Luck of the Gambler - Defense/Increased Global Recharge Speed (9) Gift of the Ancients - Defense (36) Gift of the Ancients - Defense/Endurance (36) Gift of the Ancients - Defense/Recharge Level 8: Adaptation Level 10: Taunt (A) Perfect Zinger - Taunt (36) Perfect Zinger - Taunt/Range (37) Perfect Zinger - Taunt/Recharge Level 12: Ablative Carapace (A) Panacea - Heal (37) Panacea - Heal/Endurance (37) Panacea - Endurance/Recharge (39) Panacea - Hea/Recharge (39) Panacea - Heal/Endurance/Recharge (46) Regenerative Tissue - +Regeneration Level 14: Evolving Armor (A) Aegis - Resistance (15) Aegis - Resistance/Endurance (17) Aegis - Resistance/Recharge (17) Aegis - Psionic/Status Resistance Level 16: Kick (A) Kinetic Combat - Accuracy/Damage (45) Kinetic Combat - Damage/Endurance (46) Kinetic Combat - Damage/Recharge (50) Kinetic Combat - Knockdown Bonus Level 18: Ripper (A) Scirocco's Dervish - Accuracy/Damage (40) Scirocco's Dervish - Damage/Endurance (40) Scirocco's Dervish - Damage/Recharge Level 20: DNA Siphon (A) Preventive Medicine - Heal (21) Preventive Medicine - Heal/Endurance (23) Preventive Medicine - Endurance/RechargeTime (23) Preventive Medicine - Heal/RechargeTime (27) Preventive Medicine - Heal/RechargeTime/Endurance (29) Preventive Medicine - Chance for +Absorb Level 22: Tough (A) Unbreakable Guard - Resistance (31) Unbreakable Guard - Resistance/Endurance (31) Unbreakable Guard - Resistance/Endurance/RechargeTime (46) Unbreakable Guard - Endurance/RechargeTime Level 24: Weave (A) Reactive Defenses - Scaling Resist Damage (25) Shield Wall - +Res (Teleportation), +5% Res (All) (25) Shield Wall - Defense (27) Shield Wall - Defense/Endurance (43) Luck of the Gambler - Defense/Increased Global Recharge Speed Level 26: Genetic Contamination (A) Superior Gauntleted Fist - Damage/RechargeTime (40) Superior Gauntleted Fist - Accuracy/Damage (42) Superior Gauntleted Fist - Accuracy/Damage/RechargeTime (43) Superior Gauntleted Fist - Damage/Endurance/RechargeTime (48) Superior Gauntleted Fist - RechargeTime/+Absorb Level 28: Impale (A) Thunderstrike - Accuracy/Damage (34) Thunderstrike - Damage/Endurance (42) Thunderstrike - Damage/Recharge Level 30: Mystic Flight (A) Winter's Gift - Slow Resistance (20%) Level 32: Parasitic Aura (A) Numina's Convalesence - Heal/Endurance (33) Numina's Convalesence - Endurance/Recharge (33) Numina's Convalesence - Heal/Recharge (33) Numina's Convalesence - Heal/Endurance/Recharge (34) Numina's Convalesence - Heal Level 35: Quills (A) Fury of the Gladiator - Chance for Res Debuff (39) Armageddon - Chance for Fire Damage (48) Obliteration - Chance for Smashing Damage (48) Scirocco's Dervish - Chance of Damage(Lethal) (50) Fury of the Gladiator - Accuracy/Damage (50) Scirocco's Dervish - Accuracy/Damage/Endurance Level 38: Throw Spines (A) Annihilation - Accuracy/Damage (43) Annihilation - Damage/RechargeTime (45) Annihilation - Accuracy/Damage/Endurance Level 41: Combat Jumping (A) Luck of the Gambler - Defense/Increased Global Recharge Speed (42) Luck of the Gambler - Defense Level 44: Hasten (A) Recharge Reduction IO (45) Recharge Reduction IO Level 47: Focused Accuracy (A) Rectified Reticle - Increased Perception Level 49: Physical Perfection (A) Endurance Modification IO Level 1: Brawl (A) Empty Level 1: Gauntlet Level 1: Prestige Power Dash (A) Empty Level 1: Prestige Power Slide (A) Empty Level 1: Prestige Power Quick (A) Empty Level 1: Prestige Power Rush (A) Empty Level 1: Prestige Power Surge (A) Empty Level 1: Sprint (A) Empty Level 2: Rest (A) Empty Level 4: Ninja Run Level 2: Swift (A) Empty Level 2: Health (A) Numina's Convalesence - +Regeneration/+Recovery (29) Miracle - +Recovery Level 2: Hurdle (A) Empty Level 2: Stamina (A) Performance Shifter - Chance for +End (31) Performance Shifter - EndMod Level 8: Defensive Adaptation Level 8: Efficient Adaptation Level 8: Offensive Adaptation Level 50: Spiritual Core Paragon ------------ | Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1499;719;1438;HEX;| |78DA6594CB4F135114C6EFB45381D2F2B0202005DAF2287D505AC58D89121130418| |840ABDBA629D732A1CE902951D095898FB8D5852BD4B50B971AE3E38FD198F8428D| |80808F8CA7FD4E2A7126697FBD67CEB9DFB9DFBDB733ABE39E2767AE8F0AC573BA9| |82B95B2999CBE244D7746E61775A36814D6043DB563A6965FCA2DC81A1A0490921D| |9717A55E928931CDC89E330B395DCB674F99970CD3C70933B2286522BDACE9B224B| |CB386514C4C6A85C5154D2F782AA3B461E6A5B986C1B4CC5166C18D37CB522EF826| |96B57C62429766612D3B932BAD506E3B3510A7CFF75EFA52CABD592EB1E71422A50| |AC716731B547740CF11B0A18D0ABA54F1342CF8B19C629610A2DC39F0C03C330D6E| |928E021D55F1639EDA20E8EE66F6B04E007C46F33B31BFEA1C70546207C3CC28D81| |2038383E016E9B8A0E374B52AD0A9258655D1AB325DE036E5D620D77A4E5A75D072| |D4E998ABD704FB0C708FF2EBD9AB7AEEB18FD7D2D7050EF05A06782D4327E1D54FA| |AF5560CB09CDE11F4D590049B52CC63A0834E4723FBDAC8BEC6D9D721F63595015F| |50DFCDDC77F36551A90F5F61AE82BF48DB871C97EF3DFA6AF9001EFAC8FC041EFE0| |CFA374027F5D2CA7EB696CF05F9D6BDCDDC05877EF039A1DC36DEE3B64DC4DACF32| |A778FE4930CA7BF39B7AEBE09A8E9B2AFABE01466E81D1DBE0F01DF025ADB993D7D| |CB98E35061F809187E0BD7EB21D39A2AB139A7F48AB47382A5A3D73D00FCC33D3CC| |0C183C0FBE22AD107B171AE5BD3D81F3302C301EBE06CDD4718C5357317E4DB5FDD| |C67FF1B5EF75B30FE8E7D27CF06B17E65903D89B480217A1743BD128B61CE38F311| |9527502712EBD48F4F158FBD422439960C20CFAF56EF68F9985B9688A8D51B6F456| |D6F93B648CA16396A8B8CD822D3B6C8ACCAB214512A91BAA6EAFDB636DCD5FF077E| |FBF55F44512EC011FF146EEE175BF6B7FDD9F7B13FDD77C19DF23D679D1FFB7EEFE| |EFBFDDF3347F725C526FD05AE5A0482| |-------------------------------------------------------------------|
  4. Completely unrelated but I just wanted to like you post for your user name.
  5. Thanks for the replies. I am uncertain what my play style would be. From the looks of it I think I will try out traps and see how that goes.
  6. I am out the MM for something different than normal for me. For a couple reasons I decided on Bots. I made a Bots/Kin and do not care for the combo. So, I am trying again. Doing some research it seems that Time and Traps are both good options. I am trying to decide on which one. Hopping on Pineapple I ran a couple tests. Bots / Traps: Using Protector Bots, Force Field Generator plus Weave, Maneuvers and the two +Def Unique IOs my defenses are at 43.37 % to everything except Psi. Also I took Tough and Temp Invul giving me S/L resist of 73.23 %. There are no sets in use currently just some Generic IOs. These seem like pretty good numbers to me assuming I stay inside the dispersion bubble. The bots have 41% to all but Psi, (less for the defender bots given they can not bubble themselves). Taking a look at Time I come up with the following. Once more using Weave Maneuvers and the two +Def Unique IOs along side Farsight that has been Power Boosted my defense is 48.02 to all but Psi. Defenses are 48.18 for the Bots defender bots are at 35.29%. Resist are at S/L 31.49% rest at 8% Once more there are no sets in use currently just some Generic IOs. If I were to add the Scorpion shield S/L Defense goes to 68.23% Looking at the the sets through my Main Tank brain they both seems like good survivable options. Traps, as tested, seems like it would be really good in Bodyguard mode. What other factors should I be looking at? Are the sets similar in the amount of buff or de-buff they can provide? Any advice would be greatly appreciated. Lastly, If an MM takes stealth does that mess with his pets or Supremacy?
  7. Not sure of best but I can attest that Storm Elemental may be a bad idea. I took them on my tank as it fit in with my character concept a bit. I failed to notice that the Monsoon had hurricane and it does knock back. Knock back is almost always bad on a tank. But, I have been working on ways to position the Monsoon to keep bad guys away from thing I need to protect such as the protect this item missions. Still experimenting but it seems like a fun extra protection measure to play around with.
  8. I wonder if I should check my toxic resist before I post in this thread. I have made a few tanks on both live then on test. These were played at at a variety of levels but not at max everything. The tanks on test were simply more fun to play. I feel like that distinct importance has gotten over looked in the last 20 pages of back and forth. CoH is a game, as a game it is first and foremost designed to be fun. If you are having less fun because under some very specialized circumstances one character may be doing more damage than another you probably need to step away from the computer and take a breather. Also, I would just like to point out in actual game play there are many times a tank is hitting taunt while the brute is hitting another attack.
  9. 100 damage -90% capped resist is 10 damage. Ooops Rage Crash! 100 damage - 70% resist is 30 damage. Three times the damage when your job is to get hit does make 70% feel rather "minute".
  10. On my SS tank I take Hurl and slot for range and accuracy. It makes for a good secondary taunt for me and I get to say "Catch!" every time I use it.
  11. As stated above you need to use your attacks as well as taunt for aggro. Also, there is an aggro cap of 17 meaning if there are more than 17 mobs they will attack someone else. You remedy this by beating up the mobs, tankers do enough damage to help take out minions. Invul does have a Psi hole and there is more Psi damage in the late game. But, it can be overcome with a combo of intelligent strategy and a decent build. Use all of your damage mitigating abilities.
  12. 1: On old Live I had a Spines / Dark Scraper that was painful to play for endurance reasons. I do not remember if he got to 50 or not. I liked the idea of spines having a bit of range and having Quills. When I started with Homecoming I made a tank first (I was a tank since release) wanted to try spines on a tank when I saw it was available and decided to try Bio Armor since it was new to me as well. So yes, I have played the set on others (Including a farm brute) and no the current proposed changes were not a consideration as he was made in April. 2: I always want to try all sorts of tankers. My main is an Invul/SS and has been since Issue 1. Should the endurance buff to 120 stand I will unquestionably make a Dark Armour Tank. 3: Super Reflexes not for any game mechanics reason but because it does not fit my idea of what a tanker is. Super reflexes is more Anderson Silva than Butter Bean to me.
  13. Hi, Your S/L resist with Bio armor + Tough is going to be fairly high though your S/L defense will not be that great. Conversely your other resist will be really low but your defense numbers will be close to the soft cap when Weave is added. If you can get the two resist bonus IOs and 2 Defense bonus IOs you should be really close to or at S/L resist cap and soft capped for Energy and elemental defenses. Psi is somewhere in the middle. You may wish to aim for S/L defense first. I would next slot for global recharge given how much of Bio's survivability comes from click powers. I would also slot for healing / absorb followed by regen.
  14. First of all I want to thank Captain Powerhouse for all the work being put into these changes and City of Heroes in general. Anecdotally, on live last night I was on my tank in a duo with a controller running the patron arc to get him the Red side epic pools. At one point the controller had to step AFK and joked about me not taking out all the mobs while he was gone. We both laughed about this because I was nearly useless on my own damage wise. I logged on to test and remade my Bio / Spines tank. I made the test tank level 40 as it is close to the level of the one on live. He was able to solo a couple of radio mission that would take the live version much longer to do. On test running these mission and this character solo was fun as opposed to being a slog as it is currently on live, (I have tried). I have not tested in a large group or against AVs or Pylons or what ever else. I have not tested with a maxed out IO / Incarnate character as I think that is less significant. My Feedback: the changes on test make the Tank AT more fun to play across more play styles / scenarios and at all levels. To me tanking a huge group of mobs or giant monsters while the does their thing is fun. But, sometimes i just want to play alone or family and friends are not on. In these times I still want to play my favorite character. The changes make a big impact on the enjoy-ability of playing a tank and given this is a game that is an important factor. I would also add that the extra damage helps with survivability in smaller groups or solo. As a tank I don't always get to choose what types of damage my enemies are going to use. When mobs have a damage type you are more prone to it is important to be able to defeat them a bit quicker. I know I have had tanks fall to some damage types simply because I was unable to damage them fast enough. Lastly, I truly do not understand why some people are so opposed to tanks being a bit better at dealing damage. Some of whom it seems have never or rarely posted in the tank forums.
  15. If "The Snap" just dusted those who spoil pizza with pineapple would it be such a bad thing?
  16. You can still go into the City Hall and use your origin's contact to start of with a story line more geared to your specific origin. I think you can speak to any of the origin contacts actually.
  17. I Really like this idea as it fits so well and feels right thematically. When I tank I tend to be the one leading the party, I let the team know when and where (or if) I am pulling, I am leading the charge. In game Statesman is the leader and likely a tank.
  18. Consider making a sub topic specifically for farming. It seems to be a popular topic especially in the brute forum. In fact, it seems that the brute forum is so focused on farming that it is actually hard to weed through to data aimed at regular PVE.
  19. Seems that the prevalence is indicative of how iconic the power set is as opposed to how good it is, the world's most iconic superhero is SS/Invul. My hope is that the team will look at this and prioritize fixing rage given the size of the player base using the set and not conclude it isn't broken because it is popular. Full Disclosure: I main Tank Invul/ SS , I just don't use rage. Side Note: jubakumbi, you signature is so true.
  20. I will throw my vote in for that Invulnerability. Capping the S/L defense on that Invulnerability is easy, in fact with just IO's S/L defense is 20% with 3 targets in range, with 10 the defense jumps to 31.7% with Just IO's. This does not include Weave, Combat Jumping or any other source for defense. (These numbers are according to Pine's) Also, remember that iTrials have a higher soft cap than other content. I would say that Invulnerability is the toughest of the two choices given. Lastly, I would be curious to see your Brute's build.
  21. I have no idea how Invulnerability can be considered an average set. Not only does it ave really good resists but it also has rather good defense as well. With just IO's, Tough and Weave Invul caps S/L resist and comes to about 31% defense with just 5 targets in range.
  22. For solo / duo you are better off with a brute over a tank. (Full Disclosure; I frequently run as a duo with my Invul/SS tank. But, my partner is a blaster that does a monumental amount of damage. This will not be the case with a defender duo.) However, your secondary is (probably) the squishiest of the secondaries available to you. It takes a decent amount of investment to make a /fire as survivable as most of the other armor sets in my experience. All the Resistance powers in /fire plus tough 3 slotted with lvl 50 resistance IO's totals to less than 55% S/L resistance. Weave , combat jumping and, maneuvers slotted similarly only add to 12.5% defense. Fire Armour is a set that "doesn't take damage quite as well" but does do some good damage in exchange. I am not saying you can't make it work. Tactics and teamwork tend to out weigh the short comings in power sets. Most importantly, play the character YOU want to play and have fun. It is only a game.
  23. I was part of CoH from Issue 1 to sunset. I was also a Beta tester for CO and played it as well. CO did some things right. As an Invul SS tank main I really liked that there was a strength stat and that it meant something. I did like the variety of environments. After cell shading was turned off and graphics were tweaked it did look nice. But, something always seemed a tad "off" if you will. The default proportions on the characters were a bit odd. Though there were many options in the costume creator many of them felt garish. At early levels the game already wanted you to have equipment and to start crafting for better equipment. CO simply reverted to far too many of the standard MMO tropes that CoH averted. I preferred the lack of standard tropes in CoH. The biggest difference, as far as I am concerned, though is Statesman. I do realize that Statesman is a fictional character of Jack Emmert's. From what I remember Statesman started out in Villains and Vigilantes (a game from 1979) then the character became a Champions character. (I seem to recall an interview or the like where he even quotes the "Arggh I missed" line from the V&V rule book.) From what I have read Statesman was a character he played a very long time perhaps decades. It seems to me that long time role playing characters like that have a way of becoming a part of you. Largely because you have put a part of yourself into the character for hundreds of hours. Statesman created CoH and CoH brought Statesman to life. CoH was crafted to let us place a bit of ourselves into our heroes and those heroes into the world Statesman helped create. City of heroes allowed us and encouraged us to be heroes in ways previous games hadn't; we weren't just power hungry dwarves and elves looking for that next sword. That desire to be heroes is what led to the game having such an amazing community. I know I played with dozens of others who made their PnP characters into the game. (DISCLAIMER: I have never met Mr. Emmert and do not pretend to know him or his thinking in any way nor am I trying to armchair pop-psych 101 anything.) CO, by comparison, feels a bit soulless. A make your toon, one of many hundreds, and go get gear kind of game. It always felt to me like Jack Emmert moved to another game but Statesman stayed to live in Paragon City.
  24. Looking for feedback on this build. Defenses may be a bit too high but am trying to be survivable as well as damaging. Trying to get to Perma Hasten. Hero Plan by Mids' Hero Designer 1.962 http://www.cohplanner.com/ Click this DataLink to open the build! Level 50 Magic Blaster Primary Power Set: Energy Blast Secondary Power Set: Energy Manipulation Power Pool: Flight Power Pool: Concealment Power Pool: Speed Power Pool: Fighting Ancillary Pool: Mace Mastery Hero Profile: Level 1: Power Bolt (A) Overwhelming Force - Accuracy/Damage (3) Overwhelming Force - Endurance/Recharge (3) Overwhelming Force - Accuracy/Damage/Endurance (5) Overwhelming Force - Damage/Endurance/Recharge (5) Overwhelming Force - Accuracy/Damage/Endurance/Recharge (40) Overwhelming Force - Damage/Chance for Knockdown/Knockback to Knockdown Level 1: Power Thrust (A) Empty Level 2: Power Blast (A) Thunderstrike - Accuracy/Damage (7) Thunderstrike - Damage/Endurance (9) Thunderstrike - Damage/Recharge (9) Thunderstrike - Accuracy/Damage/Recharge (11) Thunderstrike - Accuracy/Damage/Endurance (7) Thunderstrike - Damage/Endurance/Recharge Level 4: Energy Torrent (A) Explosive Strike - Damage/Knockback (45) Explosive Strike - Accuracy/Knockback (46) Explosive Strike - Chance for Smashing Damage Level 6: Power Burst (A) Apocalypse - Damage (13) Apocalypse - Damage/Recharge (13) Apocalypse - Accuracy/Damage/Recharge (15) Apocalypse - Accuracy/Recharge (15) Apocalypse - Damage/Endurance (17) Apocalypse - Chance of Damage(Negative) Level 8: Sniper Blast (A) Executioner's Contract - Accuracy/Damage (11) Executioner's Contract - Damage/Endurance (17) Executioner's Contract - Damage/Interrupt (19) Executioner's Contract - Damage/Range (19) Executioner's Contract - Damage/Recharge (21) Executioner's Contract - Disorient Bonus Level 10: Build Up (A) Gaussian's Synchronized Fire-Control - To Hit Buff (21) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge (23) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance (23) Gaussian's Synchronized Fire-Control - Recharge/Endurance (25) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance (45) Gaussian's Synchronized Fire-Control - Chance for Build Up Level 12: Aim (A) Adjusted Targeting - To Hit Buff (25) Adjusted Targeting - To Hit Buff/Recharge (27) Adjusted Targeting - To Hit Buff/Endurance/Recharge (27) Adjusted Targeting - Endurance/Recharge (29) Adjusted Targeting - To Hit Buff/Endurance (42) Adjusted Targeting - Recharge Level 14: Hover (A) Reactive Defenses - Scaling Resist Damage (29) Kismet - Accuracy +6% (31) Defense Buff IO (45) Luck of the Gambler - Recharge Speed Level 16: Fly (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range (31) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance (48) Blessing of the Zephyr - Knockback Reduction (4 points) Level 18: Stealth (A) Defense Buff IO (31) Defense Buff IO (48) Endurance Reduction IO Level 20: Hasten (A) Recharge Reduction IO (34) Recharge Reduction IO Level 22: Afterburner (A) Luck of the Gambler - Recharge Speed Level 24: Boxing (A) Empty Level 26: Explosive Blast (A) Annihilation - Accuracy/Damage (36) Annihilation - Damage/RechargeTime (36) Annihilation - Accuracy/Damage/RechargeTime (36) Annihilation - Accuracy/Damage/Endurance (37) Annihilation - Accuracy/Damage/Endurance/RechargeTime (37) Annihilation - Chance for Res Debuff Level 28: Tough (A) Gladiator's Armor - TP Protection +3% Def (All) (48) Endurance Reduction IO Level 30: Weave (A) Luck of the Gambler - Defense/Endurance (37) Luck of the Gambler - Defense/Recharge (42) Luck of the Gambler - Endurance/Recharge (43) Luck of the Gambler - Defense/Endurance/Recharge (43) Luck of the Gambler - Defense (43) Luck of the Gambler - Recharge Speed Level 32: Nova (A) Obliteration - Damage (33) Obliteration - Accuracy/Recharge (33) Obliteration - Damage/Recharge (33) Obliteration - Accuracy/Damage/Recharge (34) Obliteration - Accuracy/Damage/Endurance/Recharge (34) Obliteration - Chance for Smashing Damage Level 35: Scorpion Shield (A) Red Fortune - Defense/Endurance (39) Red Fortune - Defense/Recharge (39) Red Fortune - Endurance/Recharge (39) Red Fortune - Defense/Endurance/Recharge (40) Red Fortune - Defense (42) Red Fortune - Endurance Level 38: Invisibility (A) Endurance Reduction IO (50) Luck of the Gambler - Recharge Speed Level 41: Bone Smasher (A) Empty Level 44: Energize (A) Healing IO (50) Healing IO Level 47: Total Focus (A) Empty Level 49: [Empty] Level 1: Brawl (A) Empty Level 1: Defiance Level 1: Prestige Power Dash (A) Empty Level 1: Prestige Power Slide (A) Empty Level 1: Prestige Power Quick (A) Empty Level 1: Prestige Power Rush (A) Empty Level 1: Prestige Power Surge (A) Empty Level 1: Sprint (A) Empty Level 2: Rest (A) Empty Level 4: Ninja Run Level 2: Swift (A) Empty Level 2: Health (A) Healing IO (46) Healing IO Level 2: Hurdle (A) Empty Level 2: Stamina (A) Endurance Modification IO (46) Endurance Modification IO Level 50: Agility Core Paragon ------------
  25. Thanks for the updates. Is there a tool or a specific file format that can be used to edit .texture files?
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