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Sunsette

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Everything posted by Sunsette

  1. I don't even know how we could do incarnate stuff for other origins though. I mostly ignore the whole incarnate concept on my characters because, as much as I like the *mechanics*, everything about the concept goes heavy into magic.
  2. Will this affect the enhancement screen?
  3. I agree we're mostly in agreement. Just briefly picking at some minor points.
  4. You probably couldn't do it as true alignment because so many mishes depend on your alignment in Praetoria, but like... I would just like the option for my Praetorian characters to continue to get the Going Rogue launcher and level-up screen.
  5. For clarity: Blaster Snipe's unique range increase is what I'm talking about here. Blasters can (and still should) blap and it's an effective choice for them, but blasters can uniquely operate at farther range than any other AT, by a lot (50%, in fact, which is absolutely game-changing for cone-heavy sets). It's such a huge element of convenience in a lot of points that no one else can actually compete with if you choose to go the ranged route. You don't have to play to that strength, but it is a strength uniquely theirs. That, to me, is the core of the identity issues we have to be looking at; there needs to be compelling use-case scenarios where the Sentinel is just, 9/10 times, the most attractive looking option to anyone pondering a concept. I wouldn't consider the Sentinel a support AT in any meaningful respect, Damage with minor support, OK, sure; support AT, no. I do think it's significant, however, that you're comparing the Sentinel Inherent only to the old ATs; the post-CoV archetypes (that is to say, half of them) are mostly built around their inherents in conjunction with their powersets. The CoH archetypes had their inherent slapped on in retrospect (literally doing nothing for the longest time in the case of the Tanker). At least the tanker's was bolted onto something that was in fact mechanically unique about the AT; critical hit might be the most boring (effective! but boring) inherent ever. A common reaction is "wait, can't everyone critical hit?" Now, on the other hand, imagine a Brute without fury; a Dominator without Domination; a Corruptor without Scourge; a Stalker without Assassination. Bad, right? Because those are all literally nerfed forms of a hero AT without their inherent. by its design, the Sentinel naturally lends itself to comparison with these ATs that either have active inherents or at least active *management* of their inherents; no Defender is going to try to get their party members offed because they didn't want to slot more EndMod and EndRedux. Your damage isn't great, your range isn't great, but hey there's a meter you're building up to, you unleash the meter, wow there's even a special graphic on the enemy and... that was kinda underwhelming. Sentinel gets its identity distilled into Opportunity because it is mechanically designed in a way that suggests you should care about Opportunity a lot, but best play right now is to treat it more like defiance or critical hit: "gee, I guess that was nice?" People are missing the point of the AT, yes, but that's the fault of the design.
  6. I am being charitable and assuming they skipped some words because even the phrase it shows up in is awkward but it has literally been bothering me the entire day that I have no idea what they were talking about. Feeling a little bit called out! But: Identity *is* a consistent issue in CoX. Every AT has it because every AT except MMs and to a lesser extent Doms and HC Blasters has direct competition in what it does. Identity is a big part of why Blaster has received the buffs it has gotten; I think the choice to revamp snipes especially has been pretty helpful in IDing Blasters firmly as all-range, vigorous combatants. So identity helps shape the direction repairs need to go in, and it's especially important when you're dealing with people who are prone to being upset about the idea of a ~tankmage~ every 30 seconds.
  7. Sent adds another AoE that is extremely easy to use and good damage. This moves BR from being an ST/Cleave focused set to really just being an area set altogether. It's more intuitive to pick up and play for anyone already used to how CoX plays, but less fulfilling, imo. Cleaves having clear target caps is one thing; big flashy AoEs like Nova or the big cones is another. WoW reinstituted target caps a few expansions ago; these were not met kindly by the players, and rather than hard caps for wide area techniques, they've moved to soft caps where the damage scales down on each target past a certain number of targets, which makes sense with big blasts. It's not as fun to blow up, ofc, but it also makes an intuitive kind of sense compared to "you erupt with power and half of the guys there didn't even get touched, somehow". Instituting this system in CoX would not be worth the effort, but I don't think the problem should be exacerbated by making already low caps even lower, even by choice. I am a big proponent of Sentinels getting Assault sets; I'm not about big target caps, I like the design intent of the Sent as an ST-focused fighter. I just don't think the Blast powersets actually fit that well right now, and a toggle to turn their AoEs into things that hit fewer targets harder feels at odds with what you're actually seeing on screen. Sentinels need T9s that are ST or Cleave focused, not big groups, but that runs into cottage rule. Your solution respects the cottage rule, but at the expense of natural-feeling gameplay imo.
  8. I picked up on that from the mentions of those names itself; just mechanically, I don't think it feels good. For one thing, making the target caps even lower than they already are on the AT doesn't really match the animations for most of these. Target caps in general are just really unintuitive by today's standards of gaming as a balancing factor. I'd rather do something with the Opportunity mechanic, which is already geared towards ST damage, or the ST attacks themselves. Beam Rifle is a naturally small-group focused set (on every AT except, ironically, Sentinel) and it does it without being about target caps.
  9. I think the Sentinel was basically *intended* to fulfill a one-on-one "delete this" role, similar to the stalker and scrapper, so the suggestion is in line with that. However, the solution feels 'hacky' to me,
  10. https://docs.google.com/spreadsheets/d/12bgvpRPGzS8WVLAc_CDgM0IXmnr1Pv8e8HtvEKZwt2M/edit?usp=sharing
  11. Attempting to use Decimation Chance for Build-Up in certain powers like disintegrate is currently glitching the sheet for me (but works in other powers). Testing as BR/Dev. It does not do it on a fresh copy of the sheet, but I never touched anything that wasn't a green field. Aside from that, I want to thank you again for the hard work that's gone into this sheet. There have been a lot of counterintuitive results I've found as a result of plugging builds into here and they have been quite useful to me.
  12. I've thought about this but I don't honestly know why a standing-on-the-ground animation wouldn't work -- I feel like the toughest part might be just forcing the player back into the standing stance?
  13. I think there is some overlap in the discussion between discussion of the "hard" trinity where gameplay requires the three core roles of tank, damage, support, and a "soft" trinity: the existence of a gameplay meta that supports and takes advantage of a diversity of roles and processes. The term was intended in the former sense but the latter is often protested in various games to some extent. The wider proliferation of player competence (both numerically and w/r/t information) has done a lot to 'flatten' the meta feeling from the early days of CoX and I'm not surprised some people miss it. I know I tend to not enjoy group content that's bigger than like, 3 people, because everything starts feeling very samey. Honestly surprised this topic is still sticking around though, because like... it's Reichsman.
  14. I'd like to second the request tbh.
  15. Can I second the request for the bow without the veil because *yeah*
  16. I understand the appeal of adding more def to pool powers but while it's an effective bandaid, it's not a real solution.
  17. If it's any consolation, I feel like people mostly use this power for good in CO -- bad choices with frankenhair exist but usually require more than a casual glance to pick up. CO reborrows a *lot* of basic assets from CoX, including some of the base models for hair.
  18. One thing that CO did which could help a lot in this game: Several slots, including hair, get doubled. You can pick the option twice. Sure, they clip with each other. But it's hair, hair clips with itself IRL! This greatly expanded the number of customization options. Off hand, being able to do this with hair, detail 1 and 2 on heads, chest details, hips, and backpacks would be great. I don't know if this solution is technically feasible however due to what I read about how CoX stores character data.
  19. I hit 50 in Live and some observations so far: This build really nails the power armor feel due to all the clickies; I have to watch Energize, Hasten, Boost Power and situationally use Boost Range and Build-Up. It is not actually possible to run all five clickies on auto for very long, you get diminishing returns. Sometimes you make a decision to let Energize or Boost Power fall off to focus on DPS and that's OK. 'Diverting systems to weapon power.' This makes it really fun and emphasizes that you're making choices about how to play. KB-slotted Repulsion Field is a fantastic line of defense with as much endurance as this build has to spare. Stay aerial as much as possible but when things are going south for your party you can plant yourself on the ground between shots and scatter any but the very toughest EBs away from someone getting beat up on. PFF is a decent panic button (but could be better) Before I was even 50 I was surviving through the ambush at the end of the first mission of ITF +3x8 and outputting a lot of damage. I went right back at 50 with IOs at +4x8 and did even better. Third and likely final revision: This Hero build was built using Mids Reborn 3.0.4.7 https://github.com/Reborn-Team/MidsReborn Click this DataLink to open the build! Flying Artillery2.3: Level 50 Technology Blaster Primary Power Set: Beam Rifle Secondary Power Set: Energy Manipulation Power Pool: Flight Power Pool: Leadership Power Pool: Fighting Power Pool: Speed Ancillary Pool: Force Mastery Hero Profile: Level 1: Single Shot -- Apc-Dmg/Rchg:50(A), Apc-Acc/Dmg/Rchg:50(3), Apc-Dmg:50(3), Apc-Dmg/EndRdx:50(5), Apc-Dam%:50(5), FrcFdb-Rechg%:50(11) Level 1: Power Thrust -- Hct-Dmg:50(A), Hct-Dam%:50(42), Hct-Dmg/EndRdx:50(42), FrcFdb-Rechg%:50(50) Level 2: Cutting Beam -- PstBls-Acc/Dmg:50(A), PstBls-Dmg/EndRdx:50(11), PstBls-Dmg/Rchg:50(13), PstBls-Acc/Dmg/EndRdx:50(13), PstBls-Dmg/Rng:50(15), Range-I:50(15) Level 4: Build Up -- GssSynFr--Build%:50(A) Level 6: Disintegrate -- SprDfnBrr-Acc/Dmg:50(A), SprDfnBrr-Dmg/Rchg:50(7), SprDfnBrr-Acc/Dmg/Rchg:50(7), SprDfnBrr-Acc/Dmg/EndRdx:50(9), SprDfnBrr-Acc/Dmg/EndRdx/Rchg:50(9), SprDfnBrr-Rchg/+Status Protect:50(23) Level 8: Hover -- LucoftheG-Def/Rchg+:50(A), LucoftheG-Def:50(23) Level 10: Fly -- EndRdx-I:50(A) Level 12: Lancer Shot -- SprBlsWrt-Acc/Dmg:50(A), SprBlsWrt-Dmg/Rchg:50(25), SprBlsWrt-Acc/Dmg/Rchg:50(25), SprBlsWrt-Acc/Dmg/EndRdx:50(27), SprBlsWrt-Acc/Dmg/EndRdx/Rchg:50(27), SprBlsWrt-Rchg/Dmg%:50(29) Level 14: Maneuvers -- LucoftheG-Def/Rchg+:50(A), ShlWal-ResDam/Re TP:50(29), ShlWal-Def:50(31), ShlWal-Def/EndRdx:50(31), ShlWal-Def/EndRdx/Rchg:50(31) Level 16: Energize -- Prv-Heal:50(A), Prv-Heal/Rchg:50(33), Prv-Absorb%:50(33), Prv-Heal/EndRdx:50(33), Prv-EndRdx/Rchg:50(34), Prv-Heal/Rchg/EndRdx:50(34) Level 18: Penetrating Ray -- StnoftheM-Dam%:40(A), StnoftheM-Dmg/EndRdx/Rchg:35(34), StnoftheM-Acc/Dmg:50(36), StnoftheM-Dmg/EndRdx:50(36), StnoftheM-Dmg/ActRdx/Rchg:35(36), FrcFdb-Rechg%:50(37) Level 20: Afterburner -- LucoftheG-Def/Rchg+:50(A) Level 22: Kick -- Empty(A) Level 24: Tough -- StdPrt-ResDam/Def+:30(A), GldArm-3defTpProc:50(37), GldArm-ResDam:50(37) Level 26: Piercing Beam -- PstBls-Acc/Dmg:50(A), PstBls-Dmg/EndRdx:50(39), PstBls-Dmg/Rchg:50(39), PstBls-Dmg/Rng:50(39), PstBls-Acc/Dmg/EndRdx:50(40) Level 28: Power Boost -- RechRdx-I:50(A), RechRdx-I:50(40), RechRdx-I:50(40) Level 30: Weave -- Rct-ResDam%:50(A), Rct-Def:50(42), Rct-Def/EndRdx:50(43), Rct-EndRdx/Rchg:50(43), Rct-Def/Rchg:50(43), Rct-Def/EndRdx/Rchg:50(45) Level 32: Overcharge -- Rgn-Dmg:50(A), Rgn-Dmg/Rchg:50(45), Rgn-Acc/Dmg/Rchg:50(45), Rgn-Acc/Rchg:50(46), Rgn-Dmg/EndRdx:50(46), AchHee-ResDeb%:20(46) Level 35: Tactics -- HO:Cyto(A) Level 38: Repulsion Field -- EndRdx-I:50(A), EndRdx-I:50(48) Level 41: Hasten -- RechRdx-I:50(A), RechRdx-I:50(48) Level 44: Vengeance -- LucoftheG-Def/Rchg+:50(A) Level 47: Temp Invulnerability -- UnbGrd-Max HP%:50(A), UnbGrd-ResDam:50(48), UnbGrd-ResDam/EndRdx:50(50), UnbGrd-ResDam/EndRdx/Rchg:50(50) Level 49: Personal Force Field -- LucoftheG-Def/Rchg+:50(A) Level 1: Defiance Level 1: Brawl -- Empty(A) Level 1: Sprint -- Empty(A) Level 2: Rest -- Empty(A) Level 2: Swift -- Flight-I:50(A) Level 2: Hurdle -- Jump-I:50(A) Level 2: Health -- Pnc-Heal/+End:40(A), Pnc-Heal:50(17), Pnc-Heal/EndRedux:50(17), Pnc-Heal/Rchg:50(19), Pnc-Heal/EndRedux/Rchg:50(19), Mrc-Rcvry+:40(21) Level 2: Stamina -- PrfShf-End%:50(A), PrfShf-EndMod:50(21) Level 49: Quick Form Level 1: Disintegrating Level 50: Clarion Core Epiphany Level 50: Pyronic Radial Final Judgement Level 50: Reactive Radial Flawless Interface Level 50: Support Radial Embodiment Level 50: Robotic Drones Core Superior Ally Level 50: Musculature Core Paragon Level 50: Freedom Phalanx Reserve Level 50: The Atlas Medallion Level 50: Task Force Commander Level 50: Portal Jockey ------------ | Copy & Paste this data into Mids Reborn : Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1510;733;1466;HEX;| |78DA6593C96F12511CC7DF30830814BB005D2C6D592A6DA11DA0B55E1BABC5D8256| |95AAF864CCB944E3265106822470FFE035E4C5C8FA671B9B89D4DBC6BD4837F825B| |17B7444FF863BE3F0BD149E0F37BBFFDBDDF7B4B97CFB63D3A77654648BE33A656A| 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  20. BR/Energy is *extremely* good if you build to take advantage of Energize.
  21. If Aim without Gaussian's is raising your damage by less than 13.2% then it's not worth using rotationally. But you'd have to be very heavy on proc damage or near cap for that to happen I think. I'd skip Aim if you've got a very click-buff intensive build only, that's my intuition anyway. If you have Gaussian's, it should pretty much always be worth using unless you're buffed out the wazoo in a group.
  22. ...Jeez. First/Night Ward content really is several notches deep into overkill relative to the rest of the non-incarnate game. ...And yet I keep playing these zones on new characters.
  23. I get where you're coming from but the first power option on almost every epic is the best off-troller/dom controls a ranged can ask for. Usually an immob. Due to how all or nothing CC is, and how many are immobs which dovetail with musculature alpha, i would argue it is actually the thing Sentinels best borrow from another AT. I don't ever actually see target caps or taunting happening even though tank stuff is what I most want.
  24. Current version of the build. This one relies on layered defenses: range + kb + resists + regen (hi yes I'm a REGENERATION blaster). Perma-Energize + Perma-Boost Power gives this build sentinel-like survival potential. Weaker on defense than a Sentinel, but paired with higher damage and higher damage caps. It carries with it Ranged Softcap, 55.78% S/L Resist, 31.25% F/C Resist, 11.75% E/N Resist as well as the scaling resist IO; close to blaster cap HP; and 41 HP/s passive regeneration. When it actually is overwhelmed, this build can use Personal Force Field to avoid cascade defense failure and get +28 to all resists. After a maximum of 30 seconds (assuming 1/1699 HP) the build will be back at full HP with all cooldowns ready to go. This build has the Endurance to be able to afford keeping Repulsion Field on passively, and slots it for maximum knockback; it is not meant to be using the field aggressively, but as an always-on source of protection. The build can comfortably afford to repel one enemy every 3 seconds on average so it should be fine as long as you are using the Repulsion Field as a surprise defense and not to play Superhero Monkey Ball. (Can easily take Stun instead if you want to use that as an emergency hold, but Repulsion Field is slotted so it will even Knockback -- not down, back -- AVs.) This Hero build was built using Mids Reborn 3.0.4.7 https://github.com/Reborn-Team/MidsReborn Click this DataLink to open the build! Flying Artillery2.2: Level 50 Technology Blaster Primary Power Set: Beam Rifle Secondary Power Set: Energy Manipulation Power Pool: Flight Power Pool: Leadership Power Pool: Fighting Power Pool: Speed Ancillary Pool: Force Mastery Hero Profile: Level 1: Charged Shot -- Apc-Dam%:50(A), Apc-Dmg/Rchg:50(3), Apc-Acc/Dmg/Rchg:50(3), Apc-Dmg/EndRdx:50(5), Apc-Acc/Rchg:50(5) Level 1: Power Thrust -- SprDfnBrr-Acc/Dmg:50(A), SprDfnBrr-Dmg/Rchg:50(7), SprDfnBrr-Acc/Dmg/Rchg:50(7), SprDfnBrr-Acc/Dmg/EndRdx:50(9), SprDfnBrr-Acc/Dmg/EndRdx/Rchg:50(9), SprDfnBrr-Rchg/+Status Protect:50(11) Level 2: Cutting Beam -- PstBls-Acc/Dmg:50(A), PstBls-Dmg/EndRdx:50(15), PstBls-Dmg/Rchg:50(17), PstBls-Acc/Dmg/EndRdx:50(17), PstBls-Dmg/Rng:50(19) Level 4: Build Up -- GssSynFr--Build%:50(A) Level 6: Disintegrate -- Apc-Dmg:50(A), Thn-Acc/Dmg:50(23) Level 8: Hover -- LucoftheG-Def/Rchg+:50(A), LucoftheG-Def:50(25), WntGif-ResSlow:50(25), WntGif-RunSpd/Jump/Fly/Rng/EndRdx:50(27) Level 10: Fly -- BlsoftheZ-Travel/EndRdx:50(A) Level 12: Lancer Shot -- SprBlsWrt-Acc/Dmg:50(A), SprBlsWrt-Dmg/Rchg:50(27), SprBlsWrt-Acc/Dmg/Rchg:50(29), SprBlsWrt-Acc/Dmg/EndRdx:50(29), SprBlsWrt-Acc/Dmg/EndRdx/Rchg:50(31), SprBlsWrt-Rchg/Dmg%:50(31) Level 14: Maneuvers -- LucoftheG-Def/Rchg+:50(A), ShlWal-ResDam/Re TP:50(31), ShlWal-Def:50(33), ShlWal-Def/EndRdx:50(33), ShlWal-Def/EndRdx/Rchg:50(33) Level 16: Energize -- Prv-Heal:50(A), Prv-Heal/Rchg:50(34), Prv-Absorb%:50(34), Prv-Heal/EndRdx:50(34), Prv-EndRdx/Rchg:50(36), Prv-Heal/Rchg/EndRdx:50(36) Level 18: Penetrating Ray -- StnoftheM-Dam%:40(A), StnoftheM-Dmg/EndRdx/Rchg:35(36), StnoftheM-Acc/Dmg:50(37), StnoftheM-Dmg/EndRdx:50(37), StnoftheM-Dmg/ActRdx/Rchg:35(37), FrcFdb-Rechg%:50(39) Level 20: Afterburner -- BlsoftheZ-Travel:50(A), LucoftheG-Def/Rchg+:50(39) Level 22: Kick -- Empty(A) Level 24: Tough -- StdPrt-ResDam/Def+:30(A), GldArm-3defTpProc:50(39), GldArm-ResDam:50(50) Level 26: Piercing Beam -- PstBls-Acc/Dmg:50(A), PstBls-Dmg/EndRdx:50(40), PstBls-Dmg/Rchg:50(40), PstBls-Dmg/Rng:50(40), PstBls-Acc/Dmg/EndRdx:50(42) Level 28: Power Boost -- RechRdx-I:50(A), RechRdx-I:50(42), RechRdx-I:50(42) Level 30: Weave -- Rct-ResDam%:50(A), Rct-Def:50(43), Rct-Def/EndRdx:50(43), Rct-EndRdx/Rchg:50(43), Rct-Def/Rchg:50(45), Rct-Def/EndRdx/Rchg:50(45) Level 32: Overcharge -- Rgn-Dmg:50(A), Rgn-Dmg/Rchg:50(45), Rgn-Acc/Dmg/Rchg:50(46), Rgn-Acc/Rchg:50(46), Rgn-Dmg/EndRdx:50(46), AchHee-ResDeb%:20(48) Level 35: Boost Range -- RechRdx-I:50(A) Level 38: Repulsion Field -- KBDist-I:50(A), KBDist-I:50(48) Level 41: Hasten -- RechRdx-I:50(A), RechRdx-I:50(48) Level 44: Tactics -- HO:Cyto(A) Level 47: Temp Invulnerability -- UnbGrd-Max HP%:50(A), UnbGrd-ResDam:50(50), UnbGrd-ResDam/EndRdx:50(50) Level 49: Personal Force Field -- LucoftheG-Def/Rchg+:50(A) Level 1: Defiance Level 1: Brawl -- Hct-Dmg:50(A), Hct-Dmg/Rchg:50(11), Hct-Acc/Dmg/Rchg:50(13), Hct-Acc/Rchg:50(13), Hct-Dmg/EndRdx:50(15) Level 1: Sprint -- Empty(A) Level 2: Rest -- Empty(A) Level 2: Swift -- Flight-I:50(A) Level 2: Hurdle -- Jump-I:50(A) Level 2: Health -- Pnc-Heal/+End:40(A), Pnc-Heal:50(19), Pnc-Heal/EndRedux:50(21), Pnc-Heal/Rchg:50(21), Pnc-Heal/EndRedux/Rchg:50(23) Level 2: Stamina -- PrfShf-End%:50(A) Level 1: Disintegrating Level 49: Quick Form Level 50: Musculature Core Paragon Level 50: Clarion Core Epiphany Level 50: Pyronic Radial Final Judgement Level 50: Reactive Radial Flawless Interface Level 50: Support Radial Embodiment Level 50: Freedom Phalanx Reserve Level 50: The Atlas Medallion Level 50: Task Force Commander Level 50: Portal Jockey ------------ | Copy & Paste this data into Mids Reborn : Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1500;734;1468;HEX;| |78DA5D934B4F135114C7EF74A6625B2A42CBFB555AA0A5C0F4A1B835A2D42890107| |06BEA408732C9D0A9D392D8A50B3F83898A2E0DF1B1F1B53671AF511746BF802F1E| |BE16AEF074FE073A7192F677EE39F79CF3BFF7CCCC5F3BD7FCF8FCF5D3420A9E35B| |54A253F4DFF55DDF65FD257D64A9669156B829E50CEAC19A562E48C5D354C53B76B| |5935DB44FE6EDE9E5FD44A45BDA04EEBDA7A7ED15835F5D8416469A35CB6ECAA3A5| |3D2ED622D3FAF958CF286A9550DAB24020B9665AA39D328AE555B1C7B4ED70ABA5D| |5933CA41C4EA21EAEC77564B655D2FB4CD948D153567D92B3A55ABF7A875919424F| |DAE84E94FAA0BDE5744C6234446119E49A60A2AE93A7D424961BD2E0E73BC42288E| |EF88C4F4804765A602FABDA016E654EA273D114EDD634FC1E3CF982FC0B6E7A0459| |09123E42D6858A63A5E6890BC13D0D7B189FD3EBAE726C4E4A676C9F1758599BDB2| |93DFD3233BEB00EDF5716DDF27D42950ED009F2F708BF7DF06FBEE3037C181BBCC7| |B602BD50BF27D06B9F7C02C62918BE819C9312F805769770BF76BF98CBD43DF101B| |DAE6F517AC635F99DF419DB4B64A1D4E6EEB7B425C11B177C4A822865FE33E86DF3| |0DFC23F7A037728282D84B34BA18F38FB286BF6D039DAF95EDAF7E91132793AA1D2| |D35937FA697716EA3229A8592535DD7CFA6E9E6E9CA71BE7E9C679AA633CE50AA19| |7EBF68E73EC3F2AD4BB9F6FA8FF177A2677D033B9CBDC03277E307F8245D234C8B9| |83599C72E20438799239C53C05A65E12438AA8D62F0CB922CA5A1E52D9117EF346C| |6E04B31A3A433C1B104EF4F3143141BE75AE353045A3FA25A2A9F5DFDCB77F91BBA| |337FC00784344F22ED4C87DE06E5F00BDCEF53043FF4058F62B2FE38D89C608E81C| |792E05C23A75E82A6BBA01C7E9742723CDB7EF2B05E298633ECB87D09F8761B3E45| |1A929D37B02D02EDE13EE600D83108EEB9EBDC84A6FBC9C69966C94E1FD8F48A66D| |8DE72D9B170C3FEE0F2BF8A36EC057FC35E76D99ACBBEECB2FF01CA8DE6C1| |-------------------------------------------------------------------| FlyingArtilleryBeamEnergy2p2.mxd
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