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Seigmoraig

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Posts posted by Seigmoraig

  1. On 4/2/2024 at 10:42 AM, Ukase said:

    So, my history with MMOs is fairly short. CoH is the only one I've played. 

    I recall being fairly puzzled when I first logged in. I couldn't move right away - mainly because it would never, ever occur to me in a million years to use WASD. Now, I know NOW that there's a method to that madness, but I didn't then. So, as soon as I figured out I could change those keys, I did - to the arrow keys. Those make sense. Want to move forward, you use the arrow key that points in that direction.

    WASD is most certainly not just an MMORPG thing, basically every game that has you control a character in first or third person will use that layout by default.

    The advantage of using it instead of the arrow keys is that you have easier access to many more buttons so you can avoid having to click on powers. This is why the buttons on your hotbar are numbered, when you use WASD, your fingers are close to the number keys. You then set up the powers you use most often on 1,2,3,4 so you can activate them with minimal movement.

    In addition to the number keys you also have quick and easy access to every button around the WASD keys that you can bind to other powers that you use semi often to suppliment your 1,2,3,4 powers in addition to CTRL and ALT combinations. On most full sized keyboards the arrow keys are seperate without any other keys around them which makes it a bit harder to find and press your keybinds since you need to look away from the game.

    CoH is a very easy game where anything works and there isn't that many buttons that you need to be pressing at any time. Some MMORPGs like Final Fantasy 14, even with it's generous global cooldown, have many, many more buttons that you need to be pressing and it would be a nightmare to remap everything to work on an arrow key setup while maintaining any semblance of performance

     

    Please keep in mind that I'm not telling you how to play by any means, just explaining why WASD is by default in MMORPGs, First Person Shooters and almost every game that has you move around a single character in a 3D plane.

     

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  2. The new Seismic Blast set is a great addition the the ranged damage AT. It's fun to play and it has good powers.

    The problem though is when you aren't playing Seismic Blast. When you are playing a melee class in any sort of closed space area, all you see are Upthrusts in your screen. If there are more than one SBers in the team you can barely see anything else. Seeing as it is new and all a lot of people are playing it, playing melee has become really painful to the point that I'm not sure the game is better with this set in it.
    There either needs to be an option to minimum FX the Upthrust from Null the Gull or the animation needs to be toned down somewhat

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  3. 2 hours ago, arcane said:

    Question: by not a speed run, do you mean you explicitly advertised it as a kill most? Speed tf’s are so common that I don’t think you can blame anyone unless you yourself were explicit about it.

     

    Also, one could easily argue that the lowbies’ xp isn’t diminished unless the xp/hour is diminished, which is not a problem in a speed tf.

    Maybe on your server it's different but on Everlasting it's not implied that any and every TF run is a speed run. If I run a Yin TF and it's not advertised as a speed run, there is no skipping straight to Clamor, same with ITF. If I advertise a Speed Run then it's implied that we will be skipping all available content. 

    The XP/hour is most certainly diminished in a speed run because we are skipping most of the mobs in mission 3 and 4. Not sure in which fantasy world you live in but forming a TF takes time, easily 10-15 mins when the TF in question isn't the weekly TF, so speeding the run without a doubt greatly impacts the XP gain of lower level characters. 


    Honestly I don't even understand how speeding a TF hurts XP is even a topic of debate 

    • Thumbs Up 4
  4. 19 hours ago, QuiJon said:

    You do get that to some people that is normal and not a speed tactic right? I have been on alot of ITFs where the plan is to run to kill the AV and nictus and then you hit the tower tops to get your 300 kills. I mean it is common enough with the people i play with that someone normally asks if we are killing a pathway and which one or to head strait to the AV. It really doesnt matter if you kill the AV and let his adds count as part of the 300 and then go pick up the rest or if you skip the paths and kill the AVs and adds and then take out the towers you still kill about the same amount of enemies and it takes about the same amount of time. 

    I have run and hosted ITF regularly for months and no, sorry this is not a normal tactic unless it is called as a speed run.

    What part of doing the strict minimum of kills to finish the mission make it anything other than a speed run ?
    The point of running ITF with a character that is under level 50 is to get XP, not merits/hour and skipping 75% of the mission cuts a huge chunk of my XP, especially if the run is not stated as being a speed run and you didn't ask if it was cool to skip

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  5. On 9/18/2021 at 1:51 AM, Diantane said:

    played a stalker. Drop a red inspiration, click on build up and go to assassin. Then three others kill the guy that I took too long to prepare for. All my efforts wasted

    Unless you are playing solo, you shouldn't really use the assassin's strike from stealth, it just takes too much time. Any attack you use from stealth will still get a guaranteed crit so you don't really need it. Just keep it for your unstealthed attacks and everything will be much smoother
    Stalkers are (imo) the least new player friendly melee class. If you want to properly try out a melee build, Scrappers and Tankers are where it's at

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  6. What really grinds my gears is when you start a taskforce when below level 50. Taskforce is not advertised as being a rush or fast or whatever and somebody rushes to the end anyways without asking anyone's opinion and either just finishes it to group teleports the team there. 
    A few weeks ago this happened on the last mission of ITF, not everybody was even in the door yet and the cut scene was already playing and he ATT'd us to the final boss without asking. I'm not even ashamed to say that we (RL friend who had lead to make the mission level 50) immediately kicked him out of the team and asked everyone left to fly back to the start so we could do the mission normally. 

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  7. Now that they reduced the casting time on Full Auto and Ignite you now only have time to get a drink while the animation happens instead of having time to go to the grocery store (4sec to 2 and 2.5 sec cast time and even then it's still on the long side), the main problem with Assault Rifle is still there:

    It doesn't have Build Up. Pairing it with Devices is even worst... that one doesn't have Aim... People do it for thematic reasons (ie: Duke Nukem/Rambo cosplays) more so that it being good. 
    The lack of Build-Up, Lethal being the most resisted type in the game and the awful animation times on the powers just makes it a bad set for anyone not looking to cosplay as GI Joe.

    If you want to play Assault Rifle, have a look at a Gun Crab build, you get all the gun shoot pew pew action AND Venom Grenade which is one of the best powers in the game

  8. 1 hour ago, Outrider_01 said:

    to be fair, it could allow more slotting by opening slots not tied to defense.  Ice Blast, there are no damage range procs but there is a slow IO  -smashing damage proc.  Maybe add range enhancements.  Move slots to mobility powers like CJ, Infiltration, Swift, Sprint, and Hurdle for unsuppressed movement.  Its not ideal top end FOTM damage, but allows one to maximize DPS in different ways based on preferred play style.

    Range enhancements are amazing in cone powers, but they do little to nothing in anything else. Swift and Hurdle can't take anything other than +run speed/+jump, not something that helps you deal damage, not to mention that these are incidental bonuses you get from slotting defensive/heal/endurance sets. I usually reserve CJ/Hover for single enhancements that gives global bonuses since the rest of what they give it tiny. Adding procs to an Iceblast type power is pretty basic for dealing damage and I don't see why you wouldn't do it while still getting maneuvers, tough and weave

  9. 12 minutes ago, arcane said:

    Forum frequenters are a tiny subsection of the game population and do not represent it well overall. This is a broadly known fact. I don’t post my builds anywhere, personally. I also don’t aim for soft cap very often.

     

    Do you have any data evidence that supports this assertion or just the known-to-be-skewed forum anecdotes?

    The key point here is "When people talk about builds" 
    If you aren't talking about your build we can't know what you are doing with it. When people talk about builds they are usually talking about how to optimize it and defcaps are the first step to optimizing a build 

  10. 1 minute ago, arcane said:

    We should get some data on this as I see no reason to believe it tbh. 

    Go have a look around the various AT forums, there are basically 0 builds that don't aim for some sort of defcap and the that you will find that aren't defcap in some way are asking for help to get there builds there

  11. 17 hours ago, quill said:

    chicken and egg - no one plays them because no one wants them on a team. "possibly". I need to be more aggressive in getting a regular 'raid team' together. It would be great to let dps slot for dps and not worry about the extra crap.

    \o/


    That's where you're misunderstanding. "Letting DPS slot for DPS" isn't nearly as good as you think it is.

    Powers have caps to how much damage you can slot in them. No matter how much you want to jam more Red enhancements into powers you get severe diminishing returns after 95% (IIRC)

    Even if you decide to get a bunch of aux power pool attacks instead of Leadership and Fighting you still run into the action economy. Once my primary attacks are finished being on cooldown, there is no point in using other attacks from auxiliary power pools because they typically deal much less damage per click that my primaries. Factor in perma Hasten and these tertiary attacks are even more pointless because I won't even need to click them since my primary chain comes back up when I finish using the last power. 

    Enhancement Bonuses from defense sets contribute a lot to damage. You will be getting a lot of your recharge buffs from def/resist sets. Luck of the Gambler can only be slotted in Def sets and is a major component to builds and people choose powers that they practically never use (vengeance) just to slot LotG. 

    Forcefield is a great set for new players who don't have any funds for a proper build, but money is extremely easy to get once you get the ball rolling and FF gets left on the wayside. It's also a very boring set to play, opinions may vary on this but it is a very passive set with many skippable powers and powers that need to invest in Knockback to Knockdown to be playable

    • Sad 1
  12. On 8/26/2021 at 3:57 PM, Siggy-T said:

    Please help.

    Here is the build I am currently playing. I used to play with the Mu Striker pet but I respeced out of it because it frankly was too much of an investment: it along with all the other pet slotting for +def and +res auras for what it was doing (IE: not much). I only even 6 slotted Call to Arms here because I needed the AoE Def bonus.

    For attacks, I spam the AoE powers Venom > Suppression > Frag
    For Single Target I only ever use Mu Lightning and Longfang, they recharge fast enough to only use those two (with venom grenades thrown in for -res ofc) Channelgun is there to mule the set and for when I do low level content and Mu Lightning is unavailable

     

    This Villain build was built using Mids Reborn 3.0.5.6
    https://github.com/Reborn-Team/MidsReborn

    Click this DataLink to open the build!

    Level 50 Magic Arachnos Soldier
    Primary Power Set: Crab Spider Soldier
    Secondary Power Set: Crab Spider Training
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Leadership
    Power Pool: Speed
    Ancillary Pool: Mu Mastery

    Villain Profile:
    Level 1: Channelgun -- SprSpdBit-Acc/Dmg(A), SprSpdBit-Dmg/Rchg(9), SprSpdBit-Acc/Dmg/Rchg(11), SprSpdBit-Dmg/EndRdx/Rchg(11), SprSpdBit-Acc/Dmg/EndRdx/Rchg(13), SprSpdBit-Rchg/Global Toxic(13)
    Level 1: Crab Spider Armor Upgrade -- GldArm-3defTpProc(A)
    Level 2: Longfang -- Dvs-Acc/Dmg(A), Dvs-Dmg/EndRdx(15), Dvs-Dmg/Rchg(15), Dvs-Acc/Dmg/Rchg(17), TchofLadG-%Dam(17), GldJvl-Dam%(19)
    Level 4: Combat Jumping -- LucoftheG-Def/Rchg+(A)
    Level 6: Aim -- GssSynFr--Rchg/EndRdx(A), GssSynFr--ToHit(7), GssSynFr--ToHit/Rchg(19), GssSynFr--ToHit/Rchg/EndRdx(40), GssSynFr--ToHit/EndRdx(40), GssSynFr--Build%(40)
    Level 8: Suppression -- PstBls-Dam%(A), PstBls-Acc/Dmg(9), PstBls-Dmg/EndRdx(21), PstBls-Dmg/Rchg(21), PstBls-Dmg/Rng(23), AchHee-ResDeb%(23)
    Level 10: Combat Training: Defensive -- ShlWal-ResDam/Re TP(A), LucoftheG-Def/Rchg+(37), Rct-ResDam%(37)
    Level 12: Venom Grenade -- SprDmnofA-Acc/Dmg(A), SprDmnofA-Dmg/Rchg(25), SprDmnofA-Acc/Dmg/Rchg(31), SprDmnofA-Dmg/EndRdx/Rchg(31), SprDmnofA-Acc/Dmg/EndRdx/Rchg(33), SprDmnofA-Rchg/DmgFear%(33)
    Level 14: Tactical Training: Maneuvers -- LucoftheG-Def/Rchg+(A), RedFrt-Def/EndRdx(45), RedFrt-Def(46), RedFrt-Def/Rchg(48), RedFrt-EndRdx/Rchg(48), RedFrt-Def/EndRdx/Rchg(48)
    Level 16: Kick -- Empty(A)
    Level 18: Frag Grenade -- PstBls-Dam%(A), PstBls-Acc/Dmg(33), PstBls-Dmg/EndRdx(34), PstBls-Dmg/Rchg(34), PstBls-Dmg/Rng(34), OvrFrc-Dam/KB(37)
    Level 20: Tactical Training: Assault -- EndRdx-I(A)
    Level 22: Wolf Spider Armor -- Ags-Psi/Status(A), Ags-ResDam/EndRdx(46), Ags-ResDam/Rchg(47), Ags-ResDam(47)
    Level 24: Fortification -- StdPrt-ResKB(A), StdPrt-ResDam/Def+(25), ImpArm-ResDam/EndRdx(46), ImpArm-ResDam(50)
    Level 26: Tough -- TtnCtn-ResDam/EndRdx(A), TtnCtn-ResDam/Rchg(27), TtnCtn-ResDam(27), TtnCtn-ResDam/EndRdx/Rchg(31)
    Level 28: Weave -- LucoftheG-Def/Rchg+(A), RedFrt-Def/EndRdx(29), RedFrt-Def(29)
    Level 30: Tactical Training: Leadership -- EndRdx-I(A)
    Level 32: Maneuvers -- LucoftheG-Def/Rchg+(A), RedFrt-Def/EndRdx(43), RedFrt-Def(43)
    Level 35: Summon Spiderlings -- ExpRnf-Acc/Rchg(A), ExpRnf-Acc/Dmg(36), ExpRnf-Dmg/EndRdx(36), ExpRnf-Acc/Dmg/Rchg(36)
    Level 38: Call Reinforcements -- CaltoArm-Acc/Rchg(A), CaltoArm-Acc/Dmg(39), CaltoArm-Dmg/EndRdx(39), CaltoArm-Acc/Dmg/Rchg(39), CaltoArm-EndRdx/Dmg/Rchg(45), CaltoArm-+Def(Pets)(45)
    Level 41: Mu Lightning -- Apc-Dam%(A), Apc-Dmg(42), Apc-Acc/Dmg/Rchg(42), Apc-Dmg/Rchg(42), Apc-Acc/Rchg(43), GldJvl-Dam%(49)
    Level 44: Assault -- EndRdx-I(A)
    Level 47: Mental Training -- Run-I(A)
    Level 49: Hasten -- RechRdx-I(A), RechRdx-I(49)
    Level 1: Conditioning | Hidden
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Clr-Stlth(A)
    Level 2: Rest -- Empty(A)
    Level 1: Swift -- Empty(A)
    Level 1: Hurdle -- Jump-I(A)
    Level 1: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(5), Mrc-Rcvry+(5)
    Level 1: Stamina -- PrfShf-End%(A), PrfShf-EndMod(3)
    Level 50: Marshal
    ------------
    ------------

    image.png.9241ccaf92eba12f5d57a20641a63633.png

     

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  13. On 8/26/2021 at 3:57 PM, Siggy-T said:

    I'm a bit of a Mids noob and am not sure how to figure out if I've hit perma or not.

    Here is how you can tell if it's perma or not:
    First activate the power by lighting up the green dot on the right, then look at the duration/recharge values.

     

    image.thumb.png.0319021aad5f1619f12d1ded62c32870.png

  14. On 8/23/2021 at 10:16 AM, UltraAlt said:

     

    No buddy of mine. You are stalking me and attacking me.

    Wow, just wow. Never though I would hear that online. Talk about having a victim complex, please get over yourself

  15. 32 minutes ago, Voltak said:

    #Seigmoraid 

    The problem still persists. 

    I uploaded it, I chose to have remain as unlisted. 

    Even doing it unlisted , even after doing that first, the quality was downgraded by YouTube, from 1060 or so down to 360. 

    I am so upset. 

    It's possible you didn't use the right codec in you video editing software, try these settings here.

    https://support.google.com/youtube/answer/1722171?hl=en#zippy=%2Cvideo-codec-h

     

     

  16. On 8/17/2021 at 10:10 AM, UltraAlt said:

    Oh, I'm sorry. I didn't realise that Ice Melee was not an option for Ice tankers.

    My bad.

    Buddy, the fact the ice melee exists doesn't change the fact that OP is talking about Ice Armor. Just because you exclusively pair Ice Armor with Ice Melee doesn't mean that everyone else does

    • Haha 1
  17. Hello @Neiska !

    Looking over your build it's not going to be a great experience playing it, The main problem is that you skipped way too many of the low level single target attacks. Psionic Dart and Mental Blast are some of your bread and butter attacks. Dominators are heavily geared towards single target damage so skipping those will give you some boring downtime when you are trying to kill bosses ! Especially if you ever want to do some lower level content you would basically have zero attacks to use.
    Also your Defences weren't high enough meaning that you would be very squishy and would be dead, a lot.

     

    I redid the build with an emphasis on getting the Ranged Defence to near cap (44% is good enough) and perma hasten. You now have a Single Target attack chain (Psi Dart, Mental Blast and Psionic Lance) and a few AoE attacks that you can spam without needing to go into melee too much with Psi Scream and Psi Tornado with Psi Shockwave available for when you want to wade in after the tank has taken aggro. I got rid of World of Confusion because it is redundant with Seeds of Confusion since Seeds is recharged usually for every fight. I also got rid of Spore Burst, sleep is a very lackluster form of CC.

     

    For incarnate use the Musculature Alpha, you shouldn't really have endurance problems since you have Drain Psyche and Domination to refill you blue bar.

    Hope you like it !

    image.png.9fd382c96eab13bf76251e2e4874e98c.png

     

    This Villain build was built using Mids Reborn 3.0.5.6
    https://github.com/Reborn-Team/MidsReborn

    Click this DataLink to open the build!

    Level 49 Magic Dominator
    Primary Power Set: Plant Control
    Secondary Power Set: Psionic Assault
    Power Pool: Flight
    Power Pool: Leadership
    Power Pool: Fighting
    Power Pool: Speed
    Ancillary Pool: Psionic Mastery

    Villain Profile:
    Level 1: Strangler -- BslGaz-Acc/Rchg(A), BslGaz-Acc/Hold(3), BslGaz-Acc/EndRdx/Rchg/Hold(5), BslGaz-EndRdx/Rchg/Hold(34)
    Level 1: Psionic Dart -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(13), Thn-Dmg/Rchg(15), Thn-Acc/Dmg/Rchg(15), Thn-Acc/Dmg/EndRdx(17), Thn-Dmg/EndRdx/Rchg(17)
    Level 2: Roots -- Acc-I(A)
    Level 4: Hover -- LucoftheG-Def/Rchg+(A), Rct-ResDam%(7), ShlWal-ResDam/Re TP(7)
    Level 6: Maneuvers -- LucoftheG-Def/Rchg+(A), RedFrt-Def/EndRdx(43), RedFrt-Def(43)
    Level 8: Seeds of Confusion -- SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(A), SprAscoft-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(9), SprAscoft-EndRdx/Rchg(9), SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(11), SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(11), SprAscoft-Rchg/+Dmg%(13)
    Level 10: Mental Blast -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(19), Thn-Dmg/Rchg(19), Thn-Acc/Dmg/Rchg(21), Thn-Acc/Dmg/EndRdx(21), Thn-Dmg/EndRdx/Rchg(23)
    Level 12: Kick -- Empty(A)
    Level 14: Tough -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(33)
    Level 16: Psychic Scream -- Rgn-Knock%(A), Rgn-Dmg(40), Rgn-Dmg/Rchg(40), Rgn-Acc/Dmg/Rchg(42), Rgn-Acc/Rchg(42)
    Level 18: Vines -- BslGaz-Acc/Hold(A), BslGaz-Acc/Rchg(27), BslGaz-Rchg/Hold(27), BslGaz-Acc/EndRdx/Rchg/Hold(29)
    Level 20: Drain Psyche -- Prv-Heal(A), Prv-Heal/EndRdx(29), Prv-EndRdx/Rchg(31), Prv-Heal/Rchg(31), Prv-Heal/Rchg/EndRdx(33), Prv-Absorb%(33)
    Level 22: Weave -- LucoftheG-Def/Rchg+(A), RedFrt-Def/EndRdx(23), RedFrt-Def(25)
    Level 24: Hasten -- RechRdx-I(A), RechRdx-I(25)
    Level 26: Carrion Creepers -- Bmbdmt-+FireDmg(A), JvlVll-Dam%(46), PstBls-Dam%(46), TraoftheH-Dam%(46), ImpSwf-Dam%(49), SprDmnGrs-Rchg/Fiery Orb(49)
    Level 28: Assault -- EndRdx-I(A)
    Level 30: Fly -- BlsoftheZ-Travel/EndRdx(A), BlsoftheZ-ResKB(31)
    Level 32: Fly Trap -- ExpRnf-Acc/Rchg(A), ExpRnf-Acc/Dmg(34), ExpRnf-Dmg/EndRdx(34), ExpRnf-Acc/Dmg/Rchg(37)
    Level 35: Psionic Lance -- StnoftheM-Dam%(A), StnoftheM-Acc/Dmg(36), StnoftheM-Dmg/EndRdx(36), StnoftheM-Acc/ActRdx/Rng(36), StnoftheM-Dmg/EndRdx/Rchg(37)
    Level 38: Psychic Shockwave -- Arm-Dam%(A), Arm-Dmg(39), Arm-Dmg/Rchg(39), Arm-Acc/Dmg/Rchg(39), Arm-Acc/Rchg(40)
    Level 41: Link Minds -- LucoftheG-Def/Rchg+(A), RedFrt-Def/EndRdx/Rchg(42), RedFrt-Def/Rchg(43)
    Level 44: Mind Over Body -- TtnCtn-ResDam/EndRdx(A), TtnCtn-ResDam/Rchg(45), TtnCtn-ResDam(45), TtnCtn-ResDam/EndRdx/Rchg(45)
    Level 47: Psionic Tornado -- PstBls-Dam%(A), PstBls-Acc/Dmg(47), PstBls-Dmg/Rchg(47), PstBls-Dmg/EndRdx(48), PstBls-Dmg/Rng(48)
    Level 49: Vengeance -- LucoftheG-Def/Rchg+(A)
    Level 1: Brawl -- Empty(A)
    Level 1: Domination
    Level 1: Sprint -- Clr-Stlth(A), Clr-RunSpd(37)
    Level 2: Rest -- Empty(A)
    Level 1: Swift -- Empty(A)
    Level 1: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(3)
    Level 1: Hurdle -- Empty(A)
    Level 1: Stamina -- PrfShf-End%(A), PrfShf-EndMod(5)
    Level 30: Afterburner
    Level 49: Quick Form
    ------------

     

    | Copy & Paste this data into Mids Reborn : Hero Designer to view the build |
    |-------------------------------------------------------------------|
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    |-------------------------------------------------------------------|
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