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Everything posted by jack_nomind
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(pop) So, when I lose my gravity in this sleepy womb Drifting as I dream, I'll wake up soon To realize the hand of life is reaching out To rid me of my pride, I call allegiance to myself But I can feel a kick down in my soul And it's pulling me back to earth to let me know I am not a slave, can't be contained So pick me from the dark and pull me from the grave 'cause I still feel alive
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(pop) When the leader of the bad guys sang Something soft and soaked in pain I heard the echo from his secret hideaway.
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(hard rock) Slip back, slip back in time Before everything was gone Can you converse with the universe And let them know that they were wrong? It's all over It's all over So let's do it again.
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(rock -- play it at 11) So you were born In an electrical storm Took a bite out the sun...
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(pop rock mashup)
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apeheadkthximubai
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Suggestion for the day you take in a 3D modeler
jack_nomind replied to Likara's topic in Suggestions & Feedback
¿que? If you mean you think there should be proper bestial heads for e.g. lion-people, sure. There are some, but I'd love to see more. If you mean that kemonomimi, which is what I understood the OP to be asking about, should clearly be earless human heads... look I think our ideas of what counts as "oversexed" in regards to ear placement might be different here. In any case, my initial response was meant to be tongue-in-cheek as much as anything. "Grey"-style alien heads are fine by me. -
Hey! I'm doing a series of vanilla-enhance-only builds as a challenge. My Scrapper and Tanker were easy enough, but I've been struggling with the Brute iteration. They've all come out a little squishy. I wanted to avoid click powers in the secondary to the largest possible extent, and use a primary that felt "brute-y." Battle Axe, Ice Melee, and Staff all have better active mitigation than Savage... another version of this was Axe/Invuln, an "executioner" themed build, but Axe is quite slow without global recharge. And Staff would realistically be a better choice for mitigation due to the +res proc. But I dove into the wolfman idea and here's what I've got. It "functionally softcaps" 5/7 types if Darkest Night and Rise to the Challenge aren't resisted, and it also works really well with multiples of similar or identical builds. Villain Plan by Mids' Villain Designer 1.962 http://www.cohplanner.com/ Click this DataLink to open the build! Level 50 Magic Brute Primary Power Set: Savage Melee Secondary Power Set: Willpower Power Pool: Leaping Power Pool: Fighting Power Pool: Leadership Ancillary Pool: Soul Mastery Villain Profile: Level 1: Maiming Slash -- RechRdx-I(A), RechRdx-I(3), Acc-I(3), Dmg-I(5), Dmg-I(5), EndRdx-I(7) Level 1: High Pain Tolerance -- ResDam-I(A), ResDam-I(7), Heal-I(9), Heal-I(9) Level 2: Savage Strike -- Acc-I(A), Dmg-I(11), Dmg-I(11), EndRdx-I(13) Level 4: Mind Over Body -- ResDam-I(A), ResDam-I(15), ResDam-I(17), EndRdx-I(17) Level 6: Shred -- RechRdx-I(A), Acc-I(19), Dmg-I(19), Dmg-I(21), EndRdx-I(50) Level 8: Vicious Slash -- RechRdx-I(A), RechRdx-I(21), Acc-I(23), Dmg-I(23), Dmg-I(25), EndRdx-I(25) Level 10: Indomitable Will -- DefBuff-I(A), DefBuff-I(27), EndRdx-I(29) Level 12: Combat Jumping -- DefBuff-I(A), DefBuff-I(29) Level 14: Fast Healing -- Heal-I(A), Heal-I(31) Level 16: Rise to the Challenge -- ToHitDeb-I(A), Heal-I(31), Heal-I(31), Heal-I(33), EndRdx-I(33) Level 18: Blood Thirst -- RechRdx-I(A), RechRdx-I(33), EndRdx-I(34) Level 20: Quick Recovery -- EndMod-I(A), EndMod-I(34) Level 22: Kick -- Empty(A) Level 24: Tough -- ResDam-I(A), ResDam-I(34), ResDam-I(36), EndRdx-I(36), EndRdx-I(36) Level 26: Weave -- DefBuff-I(A), DefBuff-I(37), DefBuff-I(37), EndRdx-I(37), EndRdx-I(39) Level 28: Heightened Senses -- DefBuff-I(A), DefBuff-I(39), DefBuff-I(39), EndRdx-I(40) Level 30: Maneuvers -- DefBuff-I(A), DefBuff-I(40), DefBuff-I(40), EndRdx-I(42), EndRdx-I(42) Level 32: Savage Leap -- RechRdx-I(A), RechRdx-I(42), Acc-I(43), Dmg-I(43), Dmg-I(43), EndRdx-I(45) Level 35: Tactics -- ToHit-I(A), ToHit-I(45), EndRdx-I(45), EndRdx-I(46) Level 38: Soul Tentacles -- RechRdx-I(A), Acc-I(46), EndRdx-I(46) Level 41: Darkest Night -- EndRdx-I(A), EndRdx-I(48), ToHitDeb-I(48), ToHitDeb-I(48) Level 44: Strength of Will -- ResDam-I(A), ResDam-I(50) Level 47: [Empty] Level 49: [Empty] 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 -- Empty(A) Level 2: Health -- Heal-I(A), Heal-I(13) Level 2: Hurdle -- Empty(A) Level 2: Stamina -- EndMod-I(A), EndMod-I(15) Level 1: Blood Frenzy ------------ | Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1397;549;1098;HEX;| |78DA65935D4F1A41148667D8A50A2C22A28028CA5A453E9416E97D93D6DA1B694CB| |8F0926C648A9B6C64C3A26D2FFB6FDA5E98F4E7F4D3F407F4E31F6C8F3BEFA2C34E| |B27932E7BCE79D33333BDDB787C6F5CBF74F194F3D772CCFEB3F1B5F4E44BC6B0DE| |D338DD198A3AF1804FB5DE108D1EA5957D61093824C1C8AD7E2C213AD53DB71DCD1| |1B3166C6C968E4B48E85E5DA17C3743039B287E7139A65C2D4408CBD73DB4D06F39| |E2BC4A0F0C2B5CF5AD2B337BA74FA5DCB9B88F1BB22F550A5EF638D61F871D624B4| |75160B5992D4CB2A1F98925F6ECB7850ABB13DE4C0F96D951F6A909296C33759566| |9C0F72B4183AF06BF05703124B49FC8372E7DF538FA5E82FF127C97C1366A5ED5E5| |1DDCEE790E35CB601EB579D41443A2F63B21217B8B253664AC04AE439327F394D4F| |0549803BF11D2C8A571361BE00F4286F3602F998E9A0B590989B5AE69FF59B99758| |167BA88026343F0939AC99AB2007C6A8D71559CF567C1A4CA34841AAF5024EDB041| |F863455EA54B38A9A55EC747B96D056C11BC21A6E790D9AEA0C77A1CD927F19FEE5| |3037C3BAA9F2339DCC266E79132752071BB8E54659E51E6A73B4DE167ADB3A40EE4| |0D5EC83037AD33BB8811DF8EF9754CD8DC1580D7E35C41E85ECA8FC45684A3FDEC4| |79B7417F3AD6F5E9BB654198352291C791483B12E944224F2291237DFACEFDE348F| |6449FBE6CC683486291DEAF8CF8BF9394E5F7B37FEF229CE36F36C03F11F5BFFB6A| |FCB30BA0D8BDEBEB3FB6B0D2AE| |-------------------------------------------------------------------|
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Since (nearly?) every TF and Trial was changed to be accessible with a group size of 1, the LFG queue runs for a few minutes, looks for someone else to join, finds no-one (since very few people use it), and then decides your group meets the minimum size so you're good to go.
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Suggestion for the day you take in a 3D modeler
jack_nomind replied to Likara's topic in Suggestions & Feedback
Working as intended. -
Empowerment Station buff durations
jack_nomind replied to Generator's topic in Suggestions & Feedback
+1 I'd be all for a straight 4 hour duration, no change in cost. They're limited enough in scope that I see them like any other temp power: once you know how to get it, re-getting it is a tedious chore. For things like Warburg nukes, the scope on them might justify the gating... but empowerment buffs are far less dramatic in effect. -
I don't just mean the Pet Enhancement buffs -- it would be frustrating for my necro/therm but downright mean for secondaries with AoE buffs on longer cooldowns, like kin or time. And if the zombies inherit all the buffs affecting a GK or the Lich (assuming that's even possible), returning to my /therm, I'd be getting a ton of Forged zombies. Maybe not gamebreaking? But it seems like the dice are rolling a bit on that.
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I'm too indecisive, so I often go with Support Radial. The endurance discount is handy and that 8% def/all is usually enough to get my build where I want it -- and shoring up your allies' builds is never bad. Assault Radial can be a real good time when you're teamed. Putting Melee Hybrid on a tanker feels a bit like something went wrong at the build stage, but I can see how it would make sense for your Rad/ (or FA/). If you do get it, you want the Core version. Radial would be in all ways better except that it relies on having ten dudes in melee range to achieve its best numbers, and the time you're most going to need 120s of super-tanking is during AV fights. Your allies are unlikely to be considerate enough to leave mooks alive and not knocked back (many of them probably won't be able to maintain DPS with a purely ST attack chain on the AV even if they wanted to).
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Since you posted a build w/o any Incarnate abilities, I did as well -- but I imagine this build would end up with Agility Radial Paragon in its Alpha Slot. If you go that route there are a few choices that not only can but probably should be reworked, including the vanilla +def slot in Hover and the third Hasten slot. As far as cost, I don't know; I haven't really been playing the market. But I did deliberately avoid using any purple sets, and used yellow sets wherever practical. You're likely to be out a fair bit on the LotG slotting -- unfortunately it's necessary to bring the recharge time of Dull Pain as low as possible (although it's still not quite perma w/o Agility, at which point it's permanent even though Hasten still isn't quite). With the speed slotting, Hover is as fast as baseline Ninja Run, but not Ninja Run + Sprint. Agility would boost that a bit. Even so, it's more of an in-mission movement than a zone crossing power.
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Well, yeah, Fiery Aura is easily the squishiest secondary, especially on a Scrapper. Rise of the Phoenix is there for a reason. My #1 advice is to eat candy. Restock your insps at a contact or hospital whenever you can. Four small or two medium purples will make you briefly all but immortal. Here's a very basic L41 build. It's written up with SOs in place of vanilla IOs, but you should definitely use L35-40 IOs whenever possible. It also includes 8 set IOs, all from yellow sets that should be fairly cheap on the market; 6 of them are the complete Multi-Strike set distributed over three powers to get you a little more S/L resist. I don't recall how to set IOs to a particular level -- just getting them at 35 or 40 should be fine, and you can pretty much get whichever ones are cheapest (change the vanilla enhancements slotted into those powers to balance out the stats). If you lose something in this build you're heartbroken over, you can swap out Conserve Power and Physical Perfection to whatever you lost -- but it'll cost you in terms of endurance. I really wouldn't recommend cutting anything else. If you have the merits for it, getting either or both of Shield Wall (+5 res all) and Reactive Defenses (Scaling Resist), both in Defense sets, will significantly help. If you can get both, steal the second slot from Temperature Protection for Combat Jumping to slot them. If you buy them with merits, get them at the lowest level they scale down to. Hero Plan by Mids' Hero Designer 1.962 http://www.cohplanner.com/ Click this DataLink to open the build! Level 49 Science Scrapper Primary Power Set: Spines Secondary Power Set: Fiery Aura Power Pool: Leaping Power Pool: Fighting Ancillary Pool: Body Mastery Hero Profile: Level 1: Barb Swipe -- EndRdx(A), Acc(3), Dmg(3), Dmg(5) Level 1: Fire Shield -- ResDam(A), ResDam(5), ResDam(7), EndRdx(7) Level 2: Lunge -- EndRdx(A), Acc(9), Dmg(9), Dmg(11) Level 4: Healing Flames -- EndRdx(A), HrmHln-Heal/Rchg(13), RechRdx(15), RechRdx(15), Heal(17), Heal(17) Level 6: Combat Jumping -- DefBuff(A) Level 8: Impale -- EndRdx(A), Acc(19), Dmg(19), Dmg(21) Level 10: Temperature Protection -- ResDam(A), ResDam(21) Level 12: Kick -- Empty(A) Level 14: Super Jump -- Empty(A) Level 16: Plasma Shield -- ResDam(A), ResDam(23), ResDam(23), EndRdx(25) Level 18: Acrobatics -- EndRdx(A), EndRdx(25) Level 20: Consume -- EndMod(A), Acc(27), RechRdx(27), RechRdx(29), RechRdx(29) Level 22: Blazing Aura -- Mlt-Dmg/EndRdx(A), Mlt-Acc/Dmg/EndRdx(31), Dmg(31), EndRdx(31) Level 24: Quills -- Mlt-Acc/Dmg(A), Mlt-Acc/EndRdx(33), Dmg(33), EndRdx(33) Level 26: Ripper -- EndRdx(A), Acc(34), Dmg(34), Dmg(34) Level 28: Burn -- Mlt-Dmg/Rchg(A), Mlt-Dmg/EndRdx/Rchg(36), Dmg(36), Acc(36), RechRdx(37), ClvBlo-Dmg/Rchg(37) Level 30: Tough -- ResDam(A), ResDam(37), ResDam(39), EndRdx(39) Level 32: Throw Spines -- EndRdx(A), Acc(39), Dmg(40), Dmg(40) Level 35: Conserve Power -- RechRdx(A) Level 38: Rise of the Phoenix -- RechRdx(A), RechRdx(40) Level 41: Physical Perfection -- EndMod(A) Level 44: [Empty] Level 47: [Empty] Level 49: [Empty] Level 1: Brawl -- Empty(A) Level 1: Critical Hit 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 -- Empty(A) Level 2: Health -- Heal(A) Level 2: Hurdle -- Empty(A) Level 2: Stamina -- EndMod(A), EndMod(11), EndMod(13) ------------ | Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1247;531;1062;HEX;| |78DA6593DB4EDB401086D7B19325212138100204088740502FA252E841BD41504A5| |58948A03C40E4862DAC6439AE9D54CD655FA495AAB6977DB31EDEC01D7B7F1B8C57| |B23EED3FB333B3B39EDEA7B3F2AF379F8F9936F7CAB67C7FD01F7A96EB0A8FF7875| |23843C1C2C5E9ABC796414FD84274AF26D2B6FD66A29E89F7C2F145F75C0A6F3A38| |9978162B5F8E4676F74258AE746E2AD1E65CDEDC8E696746BBB7CE47E9CB77D296E| |3693576BE169E7F2B5DF3B52B87DDD3D1F574D0B3FC31055DA62A76E9FBC21956A0| |47A5193ACB31505734C027A15D836F0D36B0101331BE72B892AF066D06716710AF0| |41E915D57BE791DBEE5133ADD31D89CA9F631E74B692E917F5ED5C4F286D2BE71D5| |E5303747BC1A72D79073117C4AF6A23AAF157187453047B6591587CD06B45883940| |A944AA43C23A58A9E54716EE90197F91D4DE43279DAF69CB810752C30160A4A5B45| |CDABB8FBDA031ED2993A72D73F100E0CB6310671BF0DC4FF4E6CC0B7E12A9F4D1F8| |4EF267C7F1057D0BF15685BA8654B4FF305D99B78BBA6A7E2ED4C40F8ECE06C1B75| |B71D650FDF7A1D35ADA3576D702F26F2FF24B650530BDA1EE276F434FBC46DBCD23| |672BEE4EA7F0F7BBF0BAD1392536C7AD27DFC43FBE87D905E6B4632262CB2B19691| |0C43F028637D9C510E32CA614639CA281719E5D248068B6991529C4FC627F84D63A| |169F7AD7FEF2B189A3F19AF7F774A4E430B4A60B9A0DAF41F2D6EBC71| |-------------------------------------------------------------------|
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Scrappers don't have access to Energy Mastery; that's a Brute and Tanker pool, and it's different for both ATs. Tankers, like Scrappers, get Conserve Power. Similarly, Stalkers get Superior Conditioning in their version of Body Mastery (even though it's still called Body Mastery). This is linked to AT, not alignment.
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I don't really love the idea of an MM set built around spamming one power just to keep their pets on the field. It significantly hurts their action economy -- particularly since each new zombie would need to be buffed. That sounds like an exercise in frustration and carpal tunnel. I do, however, really like the overall idea of an infection or corruption mechanic that spreads outward from the pets. I'd go something like the opposite route: the longer a Necro pet is alive, the more stacks of "rot" it gets. When it dies, the "rot" effect becomes an area that debuffs enemies and buffs other Necro pets (or all allies), with the duration and size of the effect determined by number of stacks (up to some limit). Any other defeats happening inside the "rot" area would extend its duration (and possibly size). I'd also change the Soul Extraction power to be able to target an existing pet and immediately sacrifice it to summon the spirit, which would have the added benefit of spreading "rot."
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There is an existing cold-themed attuned targeted AoE set, "Frozen Blast." There is no purple targeted AoE set, however. All of the existing purple sets are named after a term for a major disaster or mythological event. These are usually fire-themed, but there are a number flood- or ice- related apocalyptic mythologies, or ambiguous "darkness" ones. Some thematically associated terms include "Gehenna," "Sheol," "Deluge," "Cataclysm," and "Kaliyuga." Some cold-themed two-word names in line with the existing Cold-themed Attuned sets include "Ice ribbon," "Frost Blossom," or "Harsh Snowburst." FWIW, I also like "Bombardment" as a (non-purple) set name.
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Your analogy is interesting because the "redundant Tanker" problem starts (like you said) when there's already one Tanker in the group. The "redundant Sentinel" problem starts before that. The question for a Sentinel isn't "what can I do that will contribute to the team" because the answer's obvious: shoot things. It's "why should I make a Sentinel if I plan on playing in teams"? The answer there is less clear. The OP notes that Offensive Opportunity helps them contribute, but it's honestly blown out of the water by singular click powers Corruptors can get (and can apply immediately at the start of a fight). I don't have a real answer yet. I have a few ideas, but I think to an extent the problem here is perhaps less of design and more by design. Like most Villain archetypes, Sentinels trade group utility for solo efficacy. Anyway, some ideas, most of which have problems of their own (brainstormed as individual ideas, not a collective proposal): Significantly increase the duration of the enemy-affecting portion of Offensive Opportunity to something like 15-20 minutes, allowing the Sentinel to stack enormous debuffs on an AV over the course of a long fight. (Add or rework similar long-duration debuffs into their EPPs.) Rework Sentinel primaries and EPPs to have more AoE, particularly cones (primaries) and PBAoEs (EPPs) to take advantage of their resilience. Make Defensive Opportunity place an effect on the target that restores HP and END to anyone who hits it for a few seconds, rather than a one-time Sentinel-only buff. (Add or rework similar "battle cleric"-style buffs into their EPPs.) Add a 10-20s (self) +recharge buff to either Opportunity (a shorter buff on Offensive would be more powerful, a longer buff on Defensive would help give it a stronger use case). Enhance Sentinel T9 nukes. Every Sentinel T9 was standardized to 90s recharge but they don't appear to have had their damage adjusted accordingly, making Rain of Arrows miserably bad and Thunderous Blast exceptionally good -- so at least they need a balance pass. Most of them already have 3 mag, 9-15s mez effects; triple the magnitude and duration, and add a mez. Give them a "crit" effect for additional bonus damage when the Sentinel is affected by either Opportunity. Have them leave an effect on the field that debuffs enemies or buffs allies. Give Sentinels much better (Defender-like) scaling on ally-affecting powers. Give Sentinels a "power-build-up" aura that enhances the secondary effects of nearby allies.
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Lightning Clap is very situational; it's skippable. If you get enough +recharge you can drop Havoc Punch; its damage is a little underwhelming, but you need it at least while levelling to fill out your attack chain.
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This is why we can't have nice things!
jack_nomind replied to Vinxnotha's topic in General Discussion
but all that *is* (a part of) the game I remember and missed. -
Let's pretend that you live in a world with a very high incidence of violent people. Plenty of people live peacefully, but in this world violence is common enough that gangs are an unsolvable problem and even the police themselves operate more like a gang. Medical technology and legal realities have adapted, with summary sentencing carried out in a matter of hours and injuries that would be life-threatening in our world treatable by extraordinarily efficient robotic doctors. And of course, since this is the world of City of Heroes, there are super powers. In this world, you yourself are a criminal. You're an adrenaline junkie who lives in a city, Paragon, that functions as the national hub for superheroes. Because of the rapid legal system and social safety nets, ordinary citizens in this city essentially never resort to violence; they'd be swiftly punished if they were by zealous (perhaps overzealous) up-and-coming heroes -- and anyway there's very little sense of real physical danger because of the advanced medical tech. Knowing all this, you're momentarily surprised when you're on your third ordinary mugging of Thursday when your mark suddenly throws a punch. And you ask yourself: Is this person probably a superhero in plainclothes? I leave the logic as an exercise for the reader.
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Contrary to how it may appear, Invuln is a defense set with good S/L resists (a bit like Shield), rather than a resist set with a bit of defense (like Dark). Rather than pouring so much into trying to maximize your resists and falling short anyway, try getting your Defense up first, and then working in Resists from that point. I disagree on Bone Smasher. It's not skippable while levelling, but at L50 it doesn't absolutely have to be in the build; Energy Punch provides the same dps on a shorter cooldown, so if you can build an attack chain w/o Bone Smasher it doesn't actually add anything except more single-target Disorient stacking. Here's another version. I left one pick and a few slots open for one of the three cut powers (fly, focused accuracy, energy torrent). I think many builders might kill some of the fly speed slotting in Hover and Swift, or even cut Hover entirely -- and you can shuffle around to make up for the lost Defense, tbh, but I found Hover useful as a slot mule anyway. Note that Tough is toggled off for the build as it's unnecessary. Hero Plan by Mids' Hero Designer 1.962 http://www.cohplanner.com/ Click this DataLink to open the build! Level 50 Magic Tanker Primary Power Set: Invulnerability Secondary Power Set: Energy Melee Power Pool: Fighting Power Pool: Flight Power Pool: Leadership Power Pool: Speed Ancillary Pool: Energy Mastery Hero Profile: Level 1: Temp Invulnerability -- RctArm-ResDam(A), RctArm-ResDam/EndRdx(3), RctArm-ResDam/EndRdx/Rchg(3), ImpArm-ResPsi(5) Level 1: Barrage -- Mk'Bit-Acc/Dmg/EndRdx/Rchg(A), Mk'Bit-Acc/Dmg(7), Mk'Bit-Dmg/EndRdx(7), Mk'Bit-Acc/EndRdx/Rchg(9) Level 2: Energy Punch -- SprBlsCol-Rchg/HoldProc(A), SprBlsCol-Acc/Dmg(11), SprBlsCol-Dmg/EndRdx(11), SprBlsCol-Acc/Dmg/EndRdx(13), SprBlsCol-Acc/Dmg/Rchg(13), SprBlsCol-Dmg/EndRdx/Acc/Rchg(15) Level 4: Dull Pain -- NmnCnv-Regen/Rcvry+(A), NmnCnv-Heal(17), NmnCnv-Heal/EndRdx(19), NmnCnv-EndRdx/Rchg(19), NmnCnv-Heal/Rchg(21), NmnCnv-Heal/EndRdx/Rchg(21) Level 6: Resist Physical Damage -- GldArm-3defTpProc(A), ImpArm-ResPsi(9), StdPrt-ResDam/Def+(23) Level 8: Unyielding -- UnbGrd-Max HP%(A), UnbGrd-ResDam(25), UnbGrd-ResDam/EndRdx(27), UnbGrd-Rchg/ResDam(27), UnbGrd-EndRdx/Rchg(29), UnbGrd-ResDam/EndRdx/Rchg(29) Level 10: Resist Elements -- Ags-Psi/Status(A), Ags-ResDam(31), Ags-ResDam/Rchg(31) Level 12: Resist Energies -- RctArm-ResDam(A), RctArm-ResDam/EndRdx(31), RctArm-ResDam/Rchg(33) Level 14: Kick -- Empty(A) Level 16: Whirling Hands -- OvrFrc-Dam/KB(A), OvrFrc-Acc/Dmg/End/Rech(33), OvrFrc-Dmg/End/Rech(33), OvrFrc-Acc/Dmg/End(34), OvrFrc-End/Rech(34), Obl-Acc/Dmg/EndRdx/Rchg(34) Level 18: Invincibility -- Rct-ResDam%(A), Rct-Def(36), Rct-Def/EndRdx(36), Rct-EndRdx/Rchg(36), Rct-Def/Rchg(37), Rct-Def/EndRdx/Rchg(37) Level 20: Tough -- ImpArm-ResPsi(A) Level 22: Weave -- LucoftheG-Rchg+(A), LucoftheG-Def(37), LucoftheG-Def/EndRdx/Rchg(39), LucoftheG-Def/EndRdx(39) Level 24: Hover -- LucoftheG-Rchg+(A), ShlWal-ResDam/Re TP(39), DefBuff-I(40), Flight-I(40), Flight-I(40) Level 26: Tough Hide -- LucoftheG-Rchg+(A), LucoftheG-Def(42), LucoftheG-Def/Rchg(42), LucoftheG-Def/EndRdx(42) Level 28: Maneuvers -- LucoftheG-Rchg+(A), LucoftheG-Def(43), LucoftheG-Def/EndRdx(43) Level 30: Taunt -- Empty(A) Level 32: Build Up -- RechRdx-I(A) Level 35: Energy Transfer -- SprMghoft-Acc/Dmg(A), SprMghoft-Dmg/Rchg(43), SprMghoft-Dmg/EndRdx/Rchg(45), SprMghoft-Acc/Dmg/Rchg(45), SprMghoft-Acc/Dmg/EndRdx/Rchg(45), SprMghoft-Rchg/Res%(46) Level 38: Total Focus -- SprGntFis-Acc/Dmg(A), SprGntFis-Acc/Dmg/Rchg(46), SprGntFis-Dmg/EndRdx/Rchg(46), SprGntFis-Acc/Dmg/EndRdx/Rchg(48), SprGntFis-Rchg/+Absorb(48), SprGntFis-Dmg/Rchg(50) Level 41: Conserve Power -- RechRdx-I(A) Level 44: Physical Perfection -- EndMod-I(A), EndMod-I(48) Level 47: [Empty] Level 49: Hasten -- RechRdx-I(A), RechRdx-I(50), RechRdx-I(50) Level 1: Brawl -- Empty(A) Level 1: Gauntlet 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 -- Flight-I(A), Flight-I(15) Level 2: Health -- Pnc-Heal/+End(A), Prv-Absorb%(5) Level 2: Hurdle -- Empty(A) Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(17) ------------ | Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1404;640;1280;HEX;| |78DA65944953134114C77B928990852C8608084920AC09B244F1EC41D0B2245528E| |8958AD084D154A012B4E46895EB4D51CBA3770F7E01BF851BA0E5F60158DCF534BE| |CCFF5F114D574D7ED3FF7EEFF5EB37AF93BB3A1E787AF2DA3165048E17F395CAEC4| |CBE7449973DB97CC19A53D5D1204F02EAECB85ED0A58A1E3E55BA72B958D2E5FC05| |AB68ADACB67139A78B5A0F4FC842611513D534B5B4541C3E61151657AC52C18F59B| |13A0D39EF933A3FAFCB95456BD9E7CCA797B59E8F4E2C5B73B538F9CA8A2EAFB64A| |1ABDF2BCF0CA8F514DCC76AB94BCF49BCA9520BB40330D36FA1487D85E14644DB56| |F812C808D16E8F531ACB23DC643D3D17C77C97B60608DBC0F061F802F25273772F2| |B8CF1B8E163E07EE3F439E059BA7C919F0B9F87AE0EBF21C762327E67FA0451837D| |5B3B47C06C66FF80D9BD66FE0C1EFE44FB0E307F90B7C25F1BD8CEF3D8A3D136364| |165C171B3F6DFCAC698235ED4CB2B6D2074DA88F6AB265A880542CC48A853E61B7C| |E8FE407B0EB3DF98EB45D0E3764C7886138BE91AF58EBDE2677C85DB0E733F90574| |4B2651661265A54CD162EC8A580CA7EA6906FBA26418F48A6D0B6CCD16DAF69D46E| |CFE04BAA1BFFB5F6E4ABE6D8CDF469F34E3A72324E347247E3BABD94EDB0C6D33B4| |F14BEDE23C43DCA96650942495E420760D8996628553AF9161661D3CB4496E906FC| |0A1B760D887FB52F5EDBD8E3E1DBA49DE02476E9377C0EC0DF0B18418602E03CCE5| |897CFC419CCA18EC843642560F60A7E4D8A370728DD229FB1F3BCCDA85548E974A9| |BB5EB6C67EA5647EB946C9D72A44E19AB5326EB9429B376DD95E128DEB05C6228F6| |56F5CF808735D802417267EF5A178A6D6E81DB7FD7187577AFF523347F780DFC03B| |12BE5F5| |-------------------------------------------------------------------|
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The Vahzilok haven't given up hope. They believe in a world free from disease, from suffering -- from death itself! You're not so different, you know...