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Radiaria

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Everything posted by Radiaria

  1. One that works extremely well is Water Blast. Because all of its powers are ranged-based or targeted, you will get absolute maximum benefit out of TA. Ice blast as well!!!
  2. PLEASE... I'M BEGGING! Give ARCHERY the option to CHOOSE the arrow colors! I want to spray down a death of black arrows, not yellow practice arrows that look unimpressive (my opinion, some may differ) but I believe this would be really cool and a great idea. Please allow customizations for Stone Armor. Please. Granite having only the stone appearance is disheatening. Let me dress him up in an embers outfit or allow me to make it girly with crystals! Please with a cherry on top for this one, add more plant styles to Plant Control. We've got Nature Affinity now, and I feel as if this set could use some different updated versions. I'm not saying it's bad at all, but I would like to see some more artistic plant styles for this one. Give a minimum effects option to Fiery Aura powers. I agree, in most cases, they're cool. However, there's some toons I just don't want to look like Chernobyl on. Give Psionic Melee (despite the power name) two more options: one for SWORDS ONLY ANIMATIONS, one for MIND/TELEPATHIC ANIMATIONS. Lots are divided on how they like this or want to see this set implemented, giving players the option with this would make lots happy. I'm sure I could think of many more but this will conclude this list for now!
  3. At this point, if you prefer more knockdown then slot OF in Ice Storm. If you want the res proc, put it in Ice Storm instead. One will make you deal slightly more damage, the other will make you more survivable. Your choice.
  4. Do you know the Magnitude of fear?
  5. That's what I thought as well... I'm unsure at this point, from my personal anecdotal experience on 60 vet levels of Fire/Fire blaster, I haven't observed a fear or enemies running out of my Burn but perhaps it is there in some effect/form because others are saying it is.
  6. They're fairly interchangeable, a lot of it comes down to whichever one is more convenient for the user to open. For me, 2.21 pines is more accessible on my computer (in a file) than 2.23 is which is somewhat of a pain to find. 2.23 is obviously superior and better but a lot of it comes down to convenience.
  7. I'm not reluctant at all, I've revised this build several times and admitted to flaws in my previous builds. And actually I would, except for the fact that incarnates and patron pools are currently unavailable in the Justin server. For me to use this without level shifts and no Degen plus no Ion Core and also no Assault would not give an accurate performance plus disable me from reaching the defense cap... so really... I can't test it. However I have made fire/fire and I've also made ice/rad so I'm pretty sure I know how this plays out.
  8. Actually no, you actually GAIN 1.25% recharge. All I did was replace where you put Panacea (+health/end) from the Caut Aura to health, then take off the extra proc on BIB and then move it over to Caut Aura and replace it with Preventive Medicine and you gain 3% more fire resist and 1.5% recharge. Here is a little bit of a revised build for that. Hero Plan by Hero Hero Designer 2.23 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! Level 50 Magic Blaster Primary Power Set: Ice Blast Secondary Power Set: Fire Manipulation Power Pool: Fighting Power Pool: Leadership Power Pool: Flight Power Pool: Speed Ancillary Pool: Flame Mastery Hero Profile: Level 1: Ice Blast -- SprWntBit-Acc/Dmg(A), SprWntBit-Dmg/Rchg(3), SprWntBit-Acc/Dmg/EndRdx(3), SprWntBit-Acc/Dmg/Rchg(5), SprWntBit-Dmg/EndRdx/Acc/Rchg(5), SprWntBit-Rchg/SlowProc(7) Level 1: Ring of Fire -- GrvAnc-Immob(A), GrvAnc-Immob/Rchg(25), GrvAnc-Immob/EndRdx(31), GrvAnc-Acc/Immob/Rchg(40), GrvAnc-Hold%(46) Level 2: Frost Breath -- PstBls-Acc/Dmg(A), PstBls-Dmg/EndRdx(7), PstBls-Acc/Dmg/EndRdx(9), PstBls-Dmg/Rng(9), PstBls-Dam%(19) Level 4: Kick -- FrcFdb-Rechg%(A) Level 6: Maneuvers -- LucoftheG-Rchg+(A) Level 8: Assault -- EndRdx-I(A) Level 10: Hover -- LucoftheG-Rchg+(A), WntGif-RunSpd/Jump/Fly/Rng(11), WntGif-RunSpd/Jump/Fly/Rng/EndRdx(11), ShlWal-ResDam/Re TP(13), Rct-ResDam%(45) Level 12: Hasten -- RechRdx-I(A), RechRdx-I(13) Level 14: Tough -- Ags-ResDam/EndRdx(A), Ags-ResDam/EndRdx/Rchg(15), Ags-ResDam(15), StdPrt-ResDam/Def+(17), Ags-ResDam/Rchg(19), Ags-EndRdx/Rchg(43) Level 16: Weave -- LucoftheG-Rchg+(A), LucoftheG-Def/EndRdx(17) Level 18: Vengeance -- LucoftheG-Rchg+(A) Level 20: Cauterizing Aura -- Prv-Absorb%(A), Prv-Heal(21), Prv-Heal/EndRdx(21), Prv-EndRdx/Rchg(23), Prv-Heal/Rchg(23), Prv-Heal/Rchg/EndRdx(50) Level 22: Build Up -- GssSynFr--Build%(A) Level 24: Fire Sword Circle -- Arm-Dmg(A), Arm-Dmg/EndRdx(25), SprBlsWrt-Rchg/Dmg%(37), Erd-%Dam(37), Arm-Dam%(46) Level 26: Ice Storm -- Rgn-Dmg(A), Rgn-Dmg/Rchg(27), Rgn-Acc/Dmg/Rchg(27), Rgn-Knock%(34), Rgn-Dmg/EndRdx(36) Level 28: Bitter Freeze Ray -- SprDfnBrr-Acc/Dmg/EndRdx(A), SprDfnBrr-Acc/Dmg/Rchg(29), SprDfnBrr-Dmg/Rchg(29), SprDfnBrr-Acc/Dmg(31), SprDfnBrr-Acc/Dmg/EndRdx/Rchg(31) Level 30: Combustion -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(36), SprAvl-Acc/Dmg/EndRdx(36), SprAvl-Acc/Dmg/Rchg(37), SprAvl-Acc/Dmg/EndRdx/Rchg(40), SprAvl-Rchg/KDProc(50) Level 32: Blizzard -- SprFrzBls-Acc/Dmg(A), SprFrzBls-Dmg/EndRdx(33), SprFrzBls-Acc/Dmg/EndRdx(33), SprFrzBls-Acc/Dmg/Rchg(33), SprFrzBls-Dmg/EndRdx/Acc/Rchg(34), SprFrzBls-Rchg/ImmobProc(34) Level 35: Bonfire -- SuddAcc--KB/+KD(A) Level 38: Burn -- Dmg-I(A), FuroftheG-Acc/Dmg(39), OvrFrc-Dam/KB(39), FuroftheG-ResDeb%(39), Erd-%Dam(40), ScrDrv-Dam%(46) Level 41: Fire Shield -- Ags-ResDam/EndRdx(A), Ags-ResDam/EndRdx/Rchg(42), Ags-ResDam(42), GldArm-3defTpProc(42), Ags-ResDam/Rchg(43), Ags-EndRdx/Rchg(43) Level 44: Melt Armor -- AchHee-DefDeb(A), AchHee-DefDeb/Rchg(45), AchHee-ResDeb%(45) Level 47: Bitter Ice Blast -- Apc-Dmg(A), Apc-Dmg/Rchg(48), Apc-Acc/Dmg/Rchg(48), Apc-Dmg/EndRdx(48), Apc-Dam%(50) Level 49: Aim -- RechRdx-I(A) Level 1: Brawl -- Empty(A) Level 1: Defiance Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 1: Sprint -- Clr-Stlth(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Empty(A) Level 2: Health -- Pnc-Heal/+End(A) Level 2: Hurdle -- Empty(A) Level 2: Stamina -- PrfShf-End%(A) Level 50: Ageless Core Epiphany Level 50: Assault Core Embodiment Level 50: Reactive Core Flawless Interface Level 50: Ion Core Final Judgement Level 50: Agility Core Paragon ------------ | Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1501;708;1416;HEX;| |78DA65944B4F135114C7EFCCDC525BA89496470B146C79175A3A40D4180D89CF28A| |005744D26302993D4B629C580C4850B3F031B155D098A6E44C095F8295C1B37BE40| |13776EEAE9FC0F94D849DBDFBDFFF3B877CE3DB7134B976BDE5C7B382A14CFA5B4B| |1B03073917E0B66DE3161A4AC59517A9CF40DB03C33656452E65CFCFAAC09CFF0A1| |617A3197CBE60BF1AB56DE9C993032566E316D14AC6C467892D96C9AF4D47CC1CAA| |46AEDD9B869CC99F985792B570D6BBA6476DBE3E99C69CEF9AEE4AC59928DBBA56C| 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  9. I took off Ageless, and then I took off Kick, you are left with 153.8% recharge. You do not keep the full 70% recharge the entire 2 minutes Ageless is up. It gradually decreases down to a single digit number.
  10. Given the new discussion of how useless Annihilation is, I am now going to completely forego it in Ice Storm and replace this with the OF knockdown for a double knockdown proc monster that immobolizes everything and place the kb to kd AS in Bonfire. This is THE FINAL REVISION Hero Plan by Hero Hero Designer 2.23 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! Level 50 Magic Blaster Primary Power Set: Ice Blast Secondary Power Set: Fire Manipulation Power Pool: Speed Power Pool: Leaping Power Pool: Leadership Power Pool: Fighting Ancillary Pool: Flame Mastery Hero Profile: Level 1: Ice Blast -- SprWntBit-Rchg/SlowProc(A), SprWntBit-Acc/Dmg(5), SprWntBit-Dmg/Rchg(7), SprWntBit-Acc/Dmg/EndRdx(7), SprWntBit-Acc/Dmg/Rchg(9), SprWntBit-Dmg/EndRdx/Acc/Rchg(9) Level 1: Ring of Fire -- Empty(A) Level 2: Frost Breath -- Ann-ResDeb%(A) Level 4: Hasten -- RechRdx-I(A), RechRdx-I(5) Level 6: Combat Jumping -- LucoftheG-Rchg+(A), ShlWal-ResDam/Re TP(11), Rct-ResDam%(11), Ksm-ToHit+(13) Level 8: Maneuvers -- LucoftheG-Rchg+(A), RedFrt-EndRdx(13), RedFrt-Def/EndRdx(15), RedFrt-Def/EndRdx/Rchg(15), RedFrt-EndRdx/Rchg(37), RedFrt-Def(17) Level 10: Aim -- RechRdx-I(A), RechRdx-I(17) Level 12: Boxing -- Empty(A) Level 14: Vengeance -- LucoftheG-Rchg+(A) Level 16: Build Up -- GssSynFr--Build%(A) Level 18: Tough -- GldArm-3defTpProc(A), StdPrt-ResDam/Def+(19), UnbGrd-Max HP%(19) Level 20: Weave -- LucoftheG-Rchg+(A), LucoftheG-Def(21), LucoftheG-Def/EndRdx(21) Level 22: Cauterizing Aura -- Prv-Heal(A), Prv-Heal/EndRdx(23), Prv-Heal/Rchg(23), Prv-Absorb%(25), PrfShf-End%(25) Level 24: Fire Sword Circle -- Arm-Acc/Dmg/Rchg(A), Arm-Dmg/Rchg(27), Arm-Dmg/EndRdx(34), Arm-Dam%(27), FuroftheG-Acc/Dmg/End/Rech(40), FuroftheG-ResDeb%(45) Level 26: Ice Storm -- Rgn-Knock%(A), Rgn-Dmg/Rchg(29), Rgn-Acc/Dmg/Rchg(29), Rgn-Acc/Rchg(31), Rgn-Dmg/EndRdx(31), OvrFrc-Dam/KB(31) Level 28: Consume -- PrfShf-EndMod/Rchg(A), PrfShf-EndMod(46), PrfShf-EndMod/Acc/Rchg(48) Level 30: Combustion -- SprBlsWrt-Acc/Dmg(A), SprBlsWrt-Acc/Dmg/Rchg(43), SprBlsWrt-Acc/Dmg/EndRdx(43), SprBlsWrt-Acc/Dmg/EndRdx/Rchg(46), SprBlsWrt-Rchg/Dmg%(50) Level 32: Blizzard -- SprFrzBls-Rchg/ImmobProc(A), SprFrzBls-Dmg/EndRdx/Acc/Rchg(33), SprFrzBls-Acc/Dmg(33), SprFrzBls-Dmg/EndRdx(33), SprFrzBls-Acc/Dmg/EndRdx(34), SprFrzBls-Acc/Dmg/Rchg(34) Level 35: Bonfire -- SuddAcc--KB/+KD(A), PstBls-Dmg/EndRdx(36), PstBls-Dmg/Rchg(36), PstBls-Acc/Dmg(36), PstBls-Dam%(37), PstBls-Acc/Dmg/EndRdx(37) Level 38: Burn -- SprAvl-Rchg/KDProc(A), SprAvl-Acc/Dmg/EndRdx/Rchg(39), SprAvl-Dmg/EndRdx(39), SprAvl-Acc/Dmg(39), SprAvl-Acc/Dmg/EndRdx(40), SprAvl-Acc/Dmg/Rchg(40) Level 41: Fire Shield -- Ags-ResDam/EndRdx(A), Ags-ResDam/Rchg(42), Ags-EndRdx/Rchg(42), Ags-ResDam/EndRdx/Rchg(42), Ags-ResDam(43) Level 44: Char -- BslGaz-Acc/Hold(A), BslGaz-Acc/Rchg(45), BslGaz-Rchg/Hold(45), BslGaz-EndRdx/Rchg/Hold(46) Level 47: Hot Feet -- SprDfnBrr-Acc/Dmg(A), SprDfnBrr-Dmg/Rchg(48), SprDfnBrr-Acc/Dmg/Rchg(48), SprDfnBrr-Acc/Dmg/EndRdx(50), SprDfnBrr-Acc/Dmg/EndRdx/Rchg(50) Level 49: Assault -- EndRdx-I(A) Level 1: Brawl -- Empty(A) Level 1: Defiance Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 1: Sprint -- EndRdx-I(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Run-I(A) Level 2: Health -- Pnc-Heal/+End(A) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(3), PrfShf-EndMod/Rchg(3) Level 50: Agility Core Paragon Level 50: Ion Core Judgement Level 50: Degenerative Core Flawless Interface Level 50: Storm Elemental Radial Superior Ally Level 50: Assault Core Embodiment Level 50: Barrier Core Epiphany ------------ | Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1514;695;1390;HEX;| |78DA65945B4F135110C7F7564B4B4B4B2F1404C416102CB4B4801A8D4A225AA3804| |1F80064039BB2496D37A518F096F815D4C4C470F3C9D6DB8B20F83DBC3C1B1FD418| |D4C4274D4C9DDDFF346DECA6DBDF39FF9939332767CE4EAD9C77BDBC78774C10DDE| |319756969EE1CFD17B4BC6D4A4DEBF382F9D8E96D65796E46CDA6B585F8A5790D9E| |E18A6176D93072F9423CA5E7B5B92935AB1BCB19B5A0E7B282733A97CBC4670D4D5| 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  11. This is NOT 223% recharge. This is 153.8% recharge. You're using Forced Feedback on Kick to get it to those values, which, it may work and proc all the time, but it resumes back to the normal recharge after 5 seconds and this doesn't perma apply and make Blizzard that much faster than mine. You also did not cap fire resistance. Remember the 5% top value is even more valuable than then last 5%. This will really hurt you. You also gain a lot less health. You have no Hot Feet (although I can't bar you on this one because you've said you dislike Hot Feet due to fear.) Recharge is great but even still... You could've shored up some of the resist by going for Prev Medicine in Caut Aura and getting more fire resist. Melt is not up as often as you'd believe it to be with the Kick, unless Kick permanently adds 100% (which it doesn't, it still "drops" and has to be restarted with Force Feedback) it is not up as often as you'd be made to believe. You gain a greater farming benefit out of Degenerative Core not Reactive. Strange, but true. If you got rid of the extra proc damage on BIB you could've gained 3% more fire res which almost takes you to capped fire resistance without sacrificing realistically any clear speed but improves your damage mitigation. Your accuracy is not good. You will miss lots of enemies. That will floor your clear speed especially in +4. In your build, things like burn would be up more often given your ageless and kick combo but not necessarily your blizzard or melt armor as much as you'd think given that the FF proc is 100% for 5 seconds not on a full 30-60 second cooldown power. You have no annihilation procs; pros and cons to this. Others debate it and say it's bad, I'm personally in the middle and use it for a small boost.
  12. Can we please get a patch for the incarnate powers and patron pools? I understand the experimental patches but please... I beg...
  13. I realize this is an old thread, but I'll state a few things: Hover? With stealth in it? Not LotG? That's extremely redundant especially if you already have Hide. No defenses are softcapped. That's going to crush you as a stalker. If I were you honestly, I would just get super speed and then use the temporary powers from the P2W vendor if you want flight. I get you're going for a vampire build, but in almost every single vampire show and movie I've seen, they utilize super speed. Further, you should at bare minimum get Maneuvers. It's a team asset and helps your defense. Get it. Why are you fully slotting up obsidian shield to the point of the final bonus? You have maxed Psi resist without it, that's redundant. There's lots of extra psi resist slotted up that you don't need. You'd get a lot more benefit slotting Tentacles with actual damage IOs. You did not put the stalker's ATO for a chance to re-hide anywhere, nor the build up recharge power............ (extra dots for how much of a grave mistake this is) Why are you slotting mass levitate only with knockback enhancements? You should place damage enhancements there. The Kismet's in hide is excessive and you could've gotten a lot more by just using LotG. You didn't plan out your incarnates. What is the point of Energy Manipulator in the Soul Transfer power? You don't need the recovery at all. Telekinetic blow is just slotted with accuracy? This is the third most damaging power in your arsenal, yet you slotted up Psi Blade?! Also you did not use Shield Wall (+5% res to everything), Reactive defenses' SCALING DAMAGE (+3% res to everything), Steadfast Protection (+3% defense to everything), and Gladiator's Armor (+3% defense to everything)... If you aren't aware of any of these or understand why I'm pointing these flaws out, I think you should look more into building and start to learn more about it. This seems to be a build that could really shine but needs more time investment in learning about sets, defense caps, and other things work. I'm not bashing you, I just don't think you understand.
  14. Here is the redone build that features Combustion as another PBAOE, FSC that has FotG proc, only Gaussian's in Build up, Even more recovery to help with any "crashing" you may encounter, and 12.5% more recharge, with more health, regen, Frost Breath being the one with Anni proc along with Ice storm so this will obviously be proc'd quite frequently. This build achieves the same basic softcapping and hardcapping and this should be the fully optimized version. -- Side note: while everyone has screamed at me for not using the fully slotted Char, I can't get any benefit out of it and unfortunately it doesn't help me at all with slotting or freeing anything up or achieving any softcaps. 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: Ice Blast Secondary Power Set: Fire Manipulation Power Pool: Speed Power Pool: Leaping Power Pool: Leadership Power Pool: Fighting Ancillary Pool: Flame Mastery Hero Profile: Level 1: Ice Blast -- SprWntBit-Rchg/SlowProc(A), SprWntBit-Acc/Dmg(5), SprWntBit-Dmg/Rchg(7), SprWntBit-Acc/Dmg/EndRdx(7), SprWntBit-Acc/Dmg/Rchg(9), SprWntBit-Dmg/EndRdx/Acc/Rchg(9) Level 1: Ring of Fire -- Empty(A) Level 2: Frost Breath -- Ann-ResDeb%(A) Level 4: Hasten -- RechRdx-I(A), RechRdx-I(5) Level 6: Combat Jumping -- LucoftheG-Rchg+(A), ShlWal-ResDam/Re TP(11), Rct-ResDam%(11), Ksm-ToHit+(13) Level 8: Maneuvers -- LucoftheG-Rchg+(A), RedFrt-EndRdx(13), RedFrt-Def/EndRdx(15), RedFrt-Def/EndRdx/Rchg(15), RedFrt-EndRdx/Rchg(37), RedFrt-Def(17) Level 10: Aim -- RechRdx-I(A), RechRdx-I(17) Level 12: Boxing -- Empty(A) Level 14: Vengeance -- LucoftheG-Rchg+(A) Level 16: Build Up -- GssSynFr--Build%(A) Level 18: Tough -- GldArm-3defTpProc(A), StdPrt-ResDam/Def+(19), UnbGrd-Max HP%(19) Level 20: Weave -- LucoftheG-Rchg+(A), LucoftheG-Def(21), LucoftheG-Def/EndRdx(21) Level 22: Cauterizing Aura -- Prv-Heal(A), Prv-Heal/EndRdx(23), Prv-Heal/Rchg(23), Prv-Absorb%(25), PrfShf-End%(25) Level 24: Fire Sword Circle -- Arm-Acc/Dmg/Rchg(A), Arm-Dmg/Rchg(27), Arm-Dmg/EndRdx(34), Arm-Dam%(27), FuroftheG-Acc/Dmg/End/Rech(40), FuroftheG-ResDeb%(45) Level 26: Ice Storm -- Rgn-Knock%(A), Rgn-Dmg/Rchg(29), Rgn-Acc/Dmg/Rchg(29), Rgn-Acc/Rchg(31), Rgn-Dmg/EndRdx(31), Ann-ResDeb%(31) Level 28: Consume -- PrfShf-EndMod/Rchg(A), PrfShf-EndMod(46), PrfShf-EndMod/Acc/Rchg(48) Level 30: Combustion -- SprBlsWrt-Acc/Dmg(A), SprBlsWrt-Acc/Dmg/Rchg(43), SprBlsWrt-Acc/Dmg/EndRdx(43), SprBlsWrt-Acc/Dmg/EndRdx/Rchg(46), SprBlsWrt-Rchg/Dmg%(50) Level 32: Blizzard -- SprFrzBls-Rchg/ImmobProc(A), SprFrzBls-Dmg/EndRdx/Acc/Rchg(33), SprFrzBls-Acc/Dmg(33), SprFrzBls-Dmg/EndRdx(33), SprFrzBls-Acc/Dmg/EndRdx(34), SprFrzBls-Acc/Dmg/Rchg(34) Level 35: Bonfire -- OvrFrc-Dam/KB(A), PstBls-Dmg/EndRdx(36), PstBls-Dmg/Rchg(36), PstBls-Acc/Dmg(36), PstBls-Dam%(37), PstBls-Acc/Dmg/EndRdx(37) Level 38: Burn -- SprAvl-Rchg/KDProc(A), SprAvl-Acc/Dmg/EndRdx/Rchg(39), SprAvl-Dmg/EndRdx(39), SprAvl-Acc/Dmg(39), SprAvl-Acc/Dmg/EndRdx(40), SprAvl-Acc/Dmg/Rchg(40) Level 41: Fire Shield -- Ags-ResDam/EndRdx(A), Ags-ResDam/Rchg(42), Ags-EndRdx/Rchg(42), Ags-ResDam/EndRdx/Rchg(42), Ags-ResDam(43) Level 44: Char -- BslGaz-Acc/Hold(A), BslGaz-Acc/Rchg(45), BslGaz-Rchg/Hold(45), BslGaz-EndRdx/Rchg/Hold(46) Level 47: Hot Feet -- SprDfnBrr-Acc/Dmg(A), SprDfnBrr-Dmg/Rchg(48), SprDfnBrr-Acc/Dmg/Rchg(48), SprDfnBrr-Acc/Dmg/EndRdx(50), SprDfnBrr-Acc/Dmg/EndRdx/Rchg(50) Level 49: Assault -- EndRdx-I(A) Level 1: Brawl -- Empty(A) Level 1: Defiance Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 1: Sprint -- EndRdx-I(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Run-I(A) Level 2: Health -- Pnc-Heal/+End(A) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(3), PrfShf-EndMod/Rchg(3) Level 50: Agility Core Paragon Level 50: Ion Core Judgement Level 50: Degenerative Core Flawless Interface Level 50: Storm Elemental Radial Superior Ally Level 50: Assault Core Embodiment Level 50: Barrier Core Epiphany ------------ | Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1514;691;1382;HEX;| |78DA6594594F1351188667AB4069E94E41406C01C1424B4BAB46A392B8D42860107| |E0099C0A44C52DB495B0CB825FE053531316C5E59DC6E04C1FFE172ED951A839A78| |A589A9DFCCFB356DECA4D3E79CF75B4FCE3933B57CC1F1EAD2BD7141749ECFAAC5E| |2DC39FA2F6905DB949AD1E705F369A2B783E5B9193597D1166297E7357886AA86D9| |25C3C8174AB1B45ED0E6A6D49C6E2C65D5929ECF09F6E97C3E1B9B35346DC1610D2| 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|FF55A08BBFBBD5E1B82DFCF9A26897C4B243E99129FD43FED045EB7CF5F1BA783B5| |F14CA0362E87CDB1CD1A6FFA68CC7DFE034741EECD| |-------------------------------------------------------------------| Thank you to all for feedback, this should be a much improved revised edition and everyone should pretty unilaterally like these new editions to the build. I will provide the Freeze Ray variant if requested but I feel most would appreciate the Combustion AOE variant far more.
  15. 1. I don't think they do but I could be wrong, I'm pretty sure they've done away with the fear in both of these, at least I know they did in the brute version (maybe the taunts in their hits make it so it overrides fear but idk I've played fire blasters and the enemies don't run away when I've casted burn on them) but with how much knockdown this build has, I really doubt it'll make a huge difference. 2. I did however debate whether I'd use this in FSC and I may, I just felt like I liked the + chance for fire damage in Hot Feet, and I have gotten good results with procs in toggles despite what people say... But I'll swap it out if I feel it needs it. I realize that the chance in rains is lower, obviously, but it still procs which is nice for me, as long as it gets in somewhere somehow it's good enough for me! I don't know where else I'd actually place that proc other than Ice Storm, Frost Breath is not something I'd open with and I don't think the proc would be great in it versus Ice Storm which can proc an entire group and does very nicely. 3. While this is as you say a "crap party trick" that only works for one map, I don't plan to consistently farm *all* the time repeatedly the whole way through. It speeds up a run which is nice and that's a lot more I'm getting than from anything else really. I might've taken tactics over it but eh the effects are minimal for blaster but I may keep it in mind. Because I went for more fire res NOT more defense. I only needed 70 and 40 with barrier, ageless is not needed with the recharges I can make and I can use consume immediately after burnout so that's really not an issue, there's really no point in ageless other than it would recharge things faster for a brief amount of time which is great sometimes but doesn't really improve clear speed *that much.* 4. When is this actually useful though? Theoretically, this is only helpful at the absolute very end of a map. That's the only time you'll actually want to single target things in farming... If I were to chase down low health bosses with these attacks I'd waste lots of time when I could've just had that boss or whatever follow me to the next spawn and then keep pulling more enemies into the Ice Storm... eventually the leftover bosses will die. 5. Yes, the recharges make Build Up more consistently up (that's pretty common in most builds unless they're running just one) and Gaussian's proc in Build Up is a high chance, this makes it a 200% damage boost instead of 100%... that's huge. Yes I'll pop reds but on downtimes that's mega helpful. 1. Well, possibly it does cause fear but with the knockdowns I don't really think it'll be as much of an issue. Goes along with what you're saying. 2. They possibly are. I really like 3 in Stamina, it gives good endurance recovery and it gives health which for a blaster in farming is kind of needed... I felt 3 was very worth it. I could concede to giving up some in health though. 3. Musculature is slightly more damage in the base which is great, however, that supremely hurts my defense slotting and capabilities with this build and makes getting near perma hasten much harder and makes the T9 up way less and burnout less often and my attack chain to recharge less which slows the runs down horrifically and would make me more squishy. Not a fan. Plus, I'd never use this in a PvE situation either. 4. The poster below you already commented on this, but yes, kb to kd on bonfire does work. It gives extra damage... why would I not take it? It's excellent! 5. I agree, it is. But at level 2, there's much much else I'd really give an arm and a leg for. It's either frost breath which is sort of useful, the minor ice damage blast which is not helpful, or fire sword which is not helpful. I don't really know what else I could get with it. 6. I can't really give up anything and that's really just going for higher numbers. I have the res and defense I need. I have barrier. I have the endurance. I don't need anything more for def/res. The recharge is nice, I could probably abandon some slots somewhere to get the recharge that I would grant you, I can't really drop assault though (due to vengance as the mule for LotG) as you said and get char and then remove some of the extra on my health slotting, which I actually might for an alternate do and agree with you. 7. I can see that argument, I may in fact do that, I'll see if I'm hitting the targets frequently or not with the recharge IO and if I feel it's fine, I will indeed make this change, thank you for the feedback! -- I may revise this and drop Burnout and super speed to gain char and Combustion and take out the slots in Frost Breath and give those to Combustion since it is a nice PBAOE.--
  16. Late game, a blaster is a completely new class. With sets and IO's and incarnates, that squishy blaster that always died and was awful, a pain to level, and made you tear at how bad it is becomes an actual machine of devastation and sheer absolute awesomeness. However... remember when I said it's a pain, awful, and made you tear up during that leveling process? This is where sentinel makes a much needed and helpful appearance. They're somewhat of a scrapper/blaster/defender AT. They can give a really nice -res in their opportunity and they do have still decent damage. Their T9's have typically much less of a cooldown than the blaster versions do, some by a substantial amount. Ice blasts' blizzard for a blaster is a 170 second cooldown base. Ice blasts' blizzard for a sentinel?... 90 seconds. 90 SECONDS... almost HALVED! So yes, the damage is a less, but when you can use it TWICE AS OFTEN... that really does shape up quite well for a sentinel, and quite honestly, when you consider that also for ice blast the difference in single target vs blasters really isn't much especially when ice blast never had a sniper to begin with... it becomes actually quite OP! Pair this with a secondary that provides something you're not getting that gives excellent damage mitigation and you've got a character that can really do it all and do it well. Sure, late game they may not be as exceptional as a blaster but damn they've got a solid nice good ride the whole way through!
  17. By far and away the absolute best farming primary for ranged damage is very much so Ice Blast. It bypasses the target caps which no other ranged set does and it has constantly procing knockdowns which greatly aid in survivability. Seriously. It blows other sets out of the water for farming. Water is great in PvE with lesser groups but for farming like AE and major maps with amushes and tons of enemies, Ice will get the best utility. ICE/KIN CORRUPTOR is your best bet for a "farming corruptor." Ice storm a mob with ragnarok slotted into it with knockdown, then quickly fulcrum, and then unleash a devastating blizzard (even more knockdown!) is exceptionally powerful. For the rest of this duration, keep reapplying frost breath.
  18. If you are finding this to be the case, I would min/max your build for -5% defense and res for whatever you intend to hardcap for resist and softcap for defense. e.g. I posted a build on ice/fire blaster that utilized barrier's 5% permanent defense/resist to all damage to take my regular 70.6% fire res and 40.2% fire defense to 75.6% fire resist and 45% fire defense so they're both capped up. I typically do take barrier now if I'm making "ultimate" builds and I'm getting several sources to recover end without ageless. However, lots of sets don't offer this so taking barrier for them really is magical. Given you would possess consume and you could get your recovery up pretty easily, this would not be a bad idea for you.
  19. I really thought about this list for awhile and I really thought about somethings and why these combinations are the least played... Notice how none of these are Ice/ or fire/ (neither are dual pistols, archery, radiation blast, energy, water or electrical... but I feel as if they're distinctly different) as a primary. It's obvious that players are flavoring them and the primaries do indeed have a "meta." Ice and fire often pair well with most secondaries and thus are going to be straight out the gate more popular. As for secondaries, you'll again notice that none of these are a "matching theme." E.g. dark blast/darkness manipulation, because it is often found that the secondary effect (or in some cases, like fire's "carnage" a primary) pair extremely well and enhance themselves, A lot of these combinations are anti-synergistic or not helpful to each other in a substantial way... for instance, sonic blast and fire manipulation do not pair very well. Sonic is mostly based on single targeting and the -res effect. Fire manipulation is all about dots that will interrupt the sleep effect and AOE... Sonic also only provides its nuke, siren's song (not much damage) and shockwave (not much damage)... the only one that's an AOE that would help fire manip to lay waste to mobs is shockwave which is alright but the benefit is small and you could've gotten a lot better damage elsewhere and it's not worth pairing these two together. I'll go start on the most frequently unused ones: sonic blast, psychic blast, and assault rifle are all quite problematic primaries for a blaster. Sonic blast suffers from low base damage, not great AOE damage, and no sniper. The redeeming qualities that it is -res as secondary effect and the sleep do not seem to offset this to most players and I'd have to agree. Psychic blast suffers from weaker AOE damage, late game massive resistance with the absurd amount of late game robotics, and well, it doesn't give anything supremely special, and the -rech isn't super noticeable to a player, yes it does "hit it where it hurts" to a lot of enemies, but it also shoots you in the foot. Assault Rifle... Oh dear... Controversial! I will say that this is one the least understood primaries for a blaster, and is also one of the absolute most unfavorable. The animation times are extremely long, the damage is lackluster, and it is mostly lethal damage which is the most commonly resisted damage type in the game. No surprise here that that one is "below the pack." As for secondaries, interestingly, though Devices is the least commonly picked secondary, it isn't the least commonly picked in this list of combinations. This suggests that this set actually has good performances with the right primary. However, Electrical manipulation and Ice manipulation being the bottom of the pack are absolutely no surprise to me whatsoever. Ice offers very little damage and only control-based mitigation and frozen aura for blasters doesn't seem to deal damage (though feel free to correct me if they did change that for the blasters) and really just doesn't stand out for anything other than a theme or with a strong primary (like ice) to make this really work. Electric is somewhat interesting to me as a secondary for being toward the bottom but I can understand why this is so. Electric does not directly mitigate damage or control them, instead, it usually will -end, which is a form of control, but it isn't as hardcore as other sets would offer. Electric interestingly does have very redeemable qualities! It does get very nice single target, the hold is great, the power sapping and constant endurance flow is really nice, and it gets force of thunder which is great but it is a click power not a toggle (though energy's is a click not a toggle...) and thus is inconvenient sometimes but it does provide a stun, which is nice, and a damage aura! I really believe /elec is just poorly understood and can be very good but is often overlooked in favor of /fire or /energy as a secondary.
  20. Late game, consume IF YOU USE AGELESS, is completely useless and you can easily slot it out for something much better. However... if you can't get ageless or you want to min/max or you aren't always running late game content, then consume is very useful. Ageless solves all end problems. It is magical. Seriously, if you can go with ageless, GO FOR IT!
  21. Radiaria

    /regen

    At this point in the game, especially for brutes, I wouldn't pick regen on a bet. Brutes are a taunty in your face AT that loves to go from mob to mob to mob without much downtime. A secondary like regen just doesn't fit the bill for their playstyle. Want regen but better? Bio armor and willpower. MUCH sturdy and better for a brute. In all sincerity, I think what regen needs for a brute is just higher base values, fast healing to be a toggle or a permanent click power, and/or an absorb like on sentinels, that make it so you're so ridiculously durable that even a 1,000 hit is absolutely nothing to you. I'd prefer a taunt aura in it somewhere. Idk, it needs *something* more interesting. I don't understand why this secondary is so popular for anything other than PvP.
  22. I've played controllers too. I've just found them obsolete as well. If enemies were much harder and more difficult I think they'd be excellent but as it stands now, you're better off just being a corruptor or just abandoning the whole thing and being a damage-dealing character that's contributing a lot more to the party. Controllers have a big roll back then but as it stands now, content just dies too fast to really see their benefits. I find this archetype to be sadly one of the most lackluster ones in this state of the game. They just aren't upkeeping with the current state of the meta, that's sad but it's the reality. I love them solo and I love their affects but they are a lackluster AT at this particular point as far as the game mechanics are concerned sadly. That's at least my personal feelings toward the controllers I've made.
  23. To the poster above, it is completely understandable to not enjoy water blast. It is longer on the animation times, and it is less damaging than a lot of other blaster sets. It is a fun set, it has highlights, but it isn't for everyone. For pure PvE content, I will say that fire is a tried and true proven successful vs everything primary that takes the cake in many ways. Want a super high damaging nuke? Got it. Want it done instantly? Got it. Want a sniper power? Got it. Want fast animations? Got it. Want enemies to not resist it that often? Got it. Fire checks the boxes everyone wants to fill except that it has no additional effects though lots often argue the effects aren't that noticeable and fire great/y improves clear times which makes up for the lack of a secondary effect. Ice is a fun one that has decent AOE and single target but does not get either the Pylon or clear time fire will. However, ice has very nice secondary effects and it does contain knockdowns and very good tools that really help the blaster to stay alive. For farming, this set actually supersedes fire in that it has greater target caps and continues to kill enemies even after they're dead along with the knockdowns which greatly aid survivability. It does take a backseat to fire though for general PvE due to the fact it is an overtime and it does not "insta kill" like other T9's do. Those are the two by far and away most popular sets that have a proven track record to produce high yielding good results. However, as you can guess, it is rather redundant and boring to play the same thing over and over. I'll briefly go into the rest. Assault Rifle is the most abandoned set for good reason. It's hard to use and make it "good." You can see why this is a controversial set in many other posts. Dark is a great soloing set and can really help the user for tough fights and is probably the most mitigating set available along with probably ice, it does suffer from being weaker in damage though. Psychic is one of the objectively worse late game blasting sets, lots of late game enemy groups have robots that resist this damage type heavily and the damage bases aren't high to begin with and the AOEs it provides aren't too impressive and this one really takes a hit because lots of its abilities are just lackluster in comparison to what other sets offer. Beam is cool and nice. Dual Pistols is a set that is fun and good but is often resisted and doesn't have high base values either and doesn't offer a whole lot of mitigation and thus it is a "lower tier" but it is fun to watch/play. Archery is fine and good and it is one of the better ones but the T9's damage imo is rather lackluster but it makes up for that with it being extremely spammable. Energy isn't high damage and it has the dreaded knockback effect on a lot of its powers, this makes teams less likely to love you, there is KB to KD, but why do that when you could've just picked something else that doesn't force you to slot it (yes I understand that there is an argument for "oh well those teams that don't want you, you don't want to be on them anyway," but realistically, if you were a /kin and trying to help people and some blaster knocks everything out of your fulcrum, would you really be inclined to team with them? I'm not saying it's bad but a lot of the worse players have given this primary a bad rep.) Radiation offers decent AOE and single target but its single target lags far behind fire's, does provide -def side effect which is cool! Sonic arguably has the most desirable secondary effect which is -res, huge damage boost. Sonic blast on its own can be the most damaging by itself because of all the -res you gain, however, on teams, they often have -res as well and this doesn't have high base values and the AOE in this set isn't particularly impressive, though Siren's is a bit of a beauty for a blaster. And finally, electric, which is not the highest or best T9 for either damage or mitigation, but paired with /elec as a secondary, it can actually be a very nice mitigation with how much -end it can produce and is quite a fun set in general despite it lacking damage, the sniper change as well has helped its damage. Wow. That was a lot of info. For secondaries, lots of people go for /energy. I personally think you get way more damage and AOE carnage out of /fire than anything else obviously and this is another really popular secondary set for a very good reason though it doesn't offer lots of mitigation. Elec offers lots of mitigation especially when slotted properly and can really help boost single target damage with Havoc Punch's high DPA. Another very powerful honorable mention is Mental, for Drain Psyche. Beautiful power, not really helping you to stay in range, but it helps you to not have to care if you're in melee :). Shockwave is also beautiful. Fantastic secondary, extremely well-rounded. Atomic also offers good AOE, regen, and +recharge, again, very popular and very good. Tactical arrow is also a great secondary for staying at range and getting lots of excellent buffs and controls at your fingertips and helping you to be a true "blaster." These are the most popularly chosen primaries for good reason. I'm not stating the rest are bad, in fact, energy offers lots of buffs and is in fact very good, really all the secondaries do shine some more than others at some aspects. IMO, the secondaries are lot closer in the power grid than the primaries are. End of this massive chunk of info I've thrown at you? Want a chain AOE killer for all PvE? Fire/Fire Want a farmer? Ice/Fire Want to survive well with/without IO's? your pick of Ice/ or Dark/ and then pick /Atomic /Mental/ Elec /Tactical or /Energy (really needs to be paired with mitigation primary though!) as a secondary. You will hardly die if you're playing this properly and spent at least some inf to get at least IO's and practice enough of their unique playstyles.
  24. Honestly, while I probably wouldn't have thought to pair Psychic Blast with this, I managed to make a really interesting and powerful build with Psychic/Elec. Softcapped to: smashing, lethal, energy, and ranged. Honorable mention: 44.4% defense to neg. 33 hp/sec regen. Interestingly, this would be an extraordinarily good soloer and even group player. It offers power sink which would be -80% endurance every 20 second to an entire mob of enemies. Let that sink in. -80% endurance gone immediately. WOW! I placed Blistering Cold's chance for hold in the Shocking Grasp, this would effectively make you able to hold bosses in one power. Psi is a double edged sword. On one hand, it really kicks enemies where it hurts, on the other, some enemies resist you so badly it hurts you. Elec and having two stable electric melee hits enables you to work around this and synergizes decently with the set. Between the -rech and the -end, you'll have almost any hard target down to 0 endurance in no time and have them recharge their abilities at nominally awful rates. You will almost never run out of end with this because of shocking grasp giving you full end with two enemies every 20 seconds. While Psychic Blast is on the lower side for damage, Havoc punch's DPA is exceptionally good to fit in with its chain and help improve its performance. This is actually something I would make and play, not a bad or under performing combination in the slightest. Even thematically, "Psychic"-based abilities affect the brain. Electric as well goes hand and hand with the brain because of the brain constantly utilizing synapses which are electrically charged. This actually would be a great Science origin based character. Good names would be "Synaptic Overload" or something of the sort. 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: Psychic Blast Secondary Power Set: Electricity Manipulation Power Pool: Speed Power Pool: Fighting Power Pool: Leadership Power Pool: Leaping Ancillary Pool: Mace Mastery Hero Profile: Level 1: Mental Blast -- SprWntBit-Rchg/SlowProc(A), SprWntBit-Acc/Dmg(3), SprWntBit-Dmg/Rchg(3), SprWntBit-Acc/Dmg/EndRdx(9), SprWntBit-Acc/Dmg/Rchg(21) Level 1: Electric Fence -- Thn-Dmg/EndRdx/Rchg(A), Thn-Acc/Dmg(48), Thn-Dmg/EndRdx(48), Thn-Dmg/Rchg(50), Thn-Acc/Dmg/EndRdx(50), Thn-Acc/Dmg/Rchg(50) Level 2: Telekinetic Blast -- SprDfnBrr-Rchg/+Status Protect(A), SprDfnBrr-Dmg/Rchg(23), SprDfnBrr-Acc/Dmg/Rchg(23), SprDfnBrr-Acc/Dmg/EndRdx(25), SprDfnBrr-Acc/Dmg(25), SprDfnBrr-Acc/Dmg/EndRdx/Rchg(31) Level 4: Lightning Field -- FuroftheG-ResDeb%(A), Arm-Dam%(5), Arm-Dmg/EndRdx(5), Arm-Dmg/Rchg(7), Arm-Acc/Dmg/Rchg(33), Arm-Acc/Rchg(34) Level 6: Psychic Focus -- RechRdx-I(A), RechRdx-I(7) Level 8: Hasten -- RechRdx-I(A), RechRdx-I(9) Level 10: Havoc Punch -- Mk'Bit-Dam%(A), Mk'Bit-Acc/Dmg/EndRdx/Rchg(11), Mk'Bit-Acc/Dmg(11), Mk'Bit-Dmg/EndRdx(13), Mk'Bit-Dmg/Rchg(13), Mk'Bit-Acc/EndRdx/Rchg(15) Level 12: Psionic Lance -- StnoftheM-Dam%(A), StnoftheM-Acc/Dmg(15), StnoftheM-Dmg/EndRdx(19), StnoftheM-Dmg/ActRdx/Rchg(19), StnoftheM-Dmg/EndRdx/Rchg(21) Level 14: Boxing -- Empty(A) Level 16: Build Up -- RechRdx-I(A), RechRdx-I(17), GssSynFr--Build%(17) Level 18: Psionic Tornado -- Ann-ResDeb%(A), OvrFrc-Dam/KB(34), OvrFrc-Acc/Dmg(34), OvrFrc-Acc/Dmg/End/Rech(37), OvrFrc-Acc/Dmg/End(37) Level 20: Tough -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(31), UnbGrd-Max HP%(46), StdPrt-ResKB(48) Level 22: Weave -- LucoftheG-Rchg+(A), LucoftheG-Def(42), LucoftheG-Def/EndRdx(43) Level 24: Maneuvers -- LucoftheG-Rchg+(A), LucoftheG-Def(43), LucoftheG-Def/EndRdx(46) Level 26: Force of Thunder -- NmnCnv-Regen/Rcvry+(A), NmnCnv-Heal(27), NmnCnv-Heal/EndRdx(27), NmnCnv-EndRdx/Rchg(29), NmnCnv-Heal/Rchg(29), NmnCnv-Heal/EndRdx/Rchg(31) Level 28: Combat Jumping -- LucoftheG-Rchg+(A), Rct-ResDam%(33), ShlWal-ResDam/Re TP(33) Level 30: Super Speed -- Clr-Stlth(A) Level 32: Psychic Wail -- SprBlsWrt-Acc/Dmg(A), SprBlsWrt-Dmg/Rchg(40), SprBlsWrt-Acc/Dmg/Rchg(40), SprBlsWrt-Acc/Dmg/EndRdx(40), SprBlsWrt-Acc/Dmg/EndRdx/Rchg(42), SprBlsWrt-Rchg/Dmg%(39) Level 35: Power Sink -- PrfShf-EndMod(A), PrfShf-EndMod/Rchg(36), PrfShf-EndMod/Acc/Rchg(36), PrfShf-Acc/Rchg(36), PrfShf-EndMod/Acc(37) Level 38: Scorpion Shield -- LucoftheG-Rchg+(A), LucoftheG-Def(39), LucoftheG-Def/EndRdx(39) Level 41: Thunder Strike -- Obl-Acc/Dmg/Rchg(A), Obl-Acc/Dmg/EndRdx/Rchg(42), Obl-Dmg/Rchg(43) Level 44: Shocking Grasp -- SprBlsCol-Dmg/EndRdx/Acc/Rchg(A), SprBlsCol-Dmg/EndRdx(45), SprBlsCol-Acc/Dmg/EndRdx(45), SprBlsCol-Acc/Dmg/Rchg(45), SprBlsCol-Rchg/HoldProc(46) Level 47: Assault -- EndRdx-I(A) Level 49: Vengeance -- LucoftheG-Rchg+(A) Level 1: Brawl -- Empty(A) Level 1: Defiance Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 1: Sprint -- Empty(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Run-I(A) Level 2: Health -- Pnc-Heal/+End(A) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-End%(A) Level 50: Agility Core Paragon Level 50: Degenerative Core Flawless Interface Level 50: Ion Core Final Judgement Level 50: Barrier Core Epiphany Level 50: Assault Core Embodiment Level 50: Longbow Radial Superior Ally ------------ | Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1537;696;1392;HEX;| |78DA65945B6F124114C767D9A52DB4D80B148ABD422F522894AA2FDED2446D7DB02| |4B5B46A7C6936CB1656096C8026F6D18F602F9AA8BDE853ABD1AFA2511F8DD1279F| |BC243EA9513CBBFF4369C284DDDFCCFF9C3973E6CC2CA9BB97DB5E5DB9372D24CFA| |5BC5A2E2F5FA477452F39536AD6D084D59AE9E9637979412D64F54C62BEBCA6E50C| 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