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FlammeFatale

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Everything posted by FlammeFatale

  1. Just to clarify, I am not talking in absolutes, but about what I found was best for me given my playstyle. All the points you are making are good points. - spiritual alpha is perfectly playable. I noticed the DPS loss but it does not mean it is not playable. It is just that playing solo, I feel the DPS loss I am experiencing is not worth the benefits (a few more seconds of stun and a bit more recharge on pets). In a team, spiritual is perfectly fine. - Inky + GE is clumsy. I wish I could do without it. But it enables me to solo some tough bosses without faceplants and inspirations. - Unleash potential is a great power. The reason I respecced out of it is simply that I was not using it. I looked for a power to replace it, a power I would actually use, and I found Nebulous form. For me, Nebulous form solves problems that Unleash potential could not solve. Also, Unleash potential has two prerequisites. Both prerequisites are good powers. I like Mighty Leap a lot. But it did not help me in missions. I like Weaken Resolve also, it is a good res debuff when slotted with Achille heel. But it is a slow animation and does not fit in my attack chain. Nebulous form has zero prerequisites, so I gain two more power choices going with it instead of with Unleash. As you can see, this is all about my personal preferences based on my in game experience. This does not mean my choices are necessarily the best.
  2. Thank you for your Warp Perception IO suggestion. I will move my Winter Gift Slow Resistance to Shadow Recall and put the new Warp IO in Shadow Step. I am not too keen on removing the -Res proc from Sunless Mire. Once I tried it in the dwarf mire instead of the human mire and was underwhelmed by the results. Comparing the Gladiator - Res to the Gaussian build up, ignoring the purple patch effects because it gets too complicated: - Gladiator fires 90% of the time and lasts about 10 seconds. Since I lead with the human mire, it applies -20% res to the mobs for the whole chain: Dwarf Mire, Quasar, Unchain/Void. - Gaussian is 1 PPM so fires about 40% of the time, lasts 5.25 seconds. I am not sure it lasts the full duration the whole attack chain, in particular the last power in the rotation. So +72% damage 40% of the time for say 2 or 3 powers vs -20% resistance 90% of the time for 3 or 4 powers... Not an easy decision. But after the two mires I am often at or close to the damage cap so the build-up benefit is lost on Quasar while the -Res is not. I'll keep Gladiator for the time being. Now to answer your questions. My main back on live was a WS. It was primarily a triformer, but I had a human/dwarf alternate build. I started playing biform human/dwarf late 2004 or early 2005 :-). This particular build I have been playing for a few months. When Homecoming launched, I made a build very similar to the present one. Except I did not have purple sets back then, and if I remember well I used Maneuvers/Tactics instead of Nebulous Form/Placate. I then experienced with the Force of Will pool instead of the Concealment Pool. Unleash potential is a great power. But I found I was almost never using it. I remembered to use it in case of big trouble. But then using it was not enough to turn the tide. In the meantime I had experienced the tactical greatness of PFF on my blaster. So I reverted to my original concealment pool WS, with the addition of Nebulous form. I have not looked back, but don't get me wrong, the Force of Will WS is perfectly viable too. In order to answer your other question, I need to give a bit more information about my playstyle. Of course there are special situations, but most of the time, combat is divided in 2 phases: - First phase = AOE crowd destruction. Eclipse/double mire/quasar etc... - Second phase = Single Target what remains, in general between 1 and 4 bosses or stragglers. Maybe 75% of the time, second phase is done in Human Form: trying to keep enemies perma mezzed with Inky+Gravitic, while delivering the single target attack rotation. I do not use the dwarf mire. 25% of the time, second phase is done in dwarf form. It really depends on the type of boss or my mood. Some bosses are better done in dwarf form, for instance the disorient immune ones. Also dwarf is more relaxing than human, it has more resistance (at this stage there is often only 1 or 2 mobs for eclipse), and dwarf drain tends to refill the health bar automatically as part of the attack chain. The dwarf does respectable damage, less than the human but definitely enough to finish bosses and EBs in a reasonable time. I did not give a dwarf attack chain, because there is not any. I fire the attacks, including the mire, as they become available. I prioritize the dwarf drain when several attacks are up. Between the first AOE phase and the second ST phase, I may put Inky back on, CJ/Cloak back on, summon pet... It really depends on the situation. Sometimes I forget I have defenses and do not even pop a purple before the fight. Sometimes I remember I have defenses, that's generally against tougher mobs and put CJ/cloack back on with just one key press/release: /bind T "+down$$powexectoggleon shadow cloak$$powexec_toggleon combat jumping". I need CJ+Cloack with 2 slots in cloack to be over 32.5% defense, which caps me with a small purple. But I tried cloak with only 1 slot and frankly the difference is small. It becomes negligible when I use melee hybrid, barrier or any bigger purple. One question about Blessing of Tielekku. Right now, it gives me 2.81% defense, which means I do not need CJ or the second slot in Cloack. But is Blessing of Tielekku rechargeable? No one has ever been able to answer this question in the help channel. You have a question about Inky performance, but I do not understand the question. Most of the time it works (stacks on bosses with gravitic), sometime it does not, then it is dwarf time. When surviving mobs are spread, using Inky+Gravitic lowers DPS, because when one is positioning and stunning mobs, one is not DPSing. There is no such problem in dwarf form. But Inky+Gravitic is a godsend against Rularuu Wisp bosses and carnie Master Illusionists. As some point, I had a build without Inky. It worked but I got a good dose of faceplants against the aforementioned bosses. Often it requires work and landscape awareness for positioning but this is what I like about Warshades. There are not easy toons to play.
  3. There is a lot of talk about tri-form or human warshades, but not much on human/dwarf. I did a forum search and could not find a single topic dedicated to human/dwarf warshades. But in my opinion, after trying human only and tri-forms, human/dwarf biforms are one of the stronger build options. So I'll post my build to hopefully start a discussion and get suggestions for improvement. Since it is kind of pointless to just show a build, I'll talk a bit about its goals, power and slotting choices, as well as playstyle. The main goal is to solo any type of mobs at 4*8, which it does. This main goal creates a derived one which is to maximize single target damage. Why maximize single target damage? Mobs of minions and lieutnants are no problem to a warshade and even welcome. A problem arises when only one or two bosses are left. That is when you need single target damage, something warshades are notoriously bad at. I'll comment about a few power and slotting choices: Muling Kinetic Combats in the dwarf attacks allows capping defense to smashing/lethal/melee with only a small purple. Capping melee defense is particularly useful because this warshade lives in melee. Now on to choices that may be unusual: - Eclipse: slotted like this, it is perma and caps resistances with only 4 mobs. With only 3 mobs, resistances remain quite respectable. - Essence drain: with 5 procs, it is my second highest damage single target attack. - Gravitic Emanation: in my opinion, due to the purple patch, you have to make a choice against +4 mobs. Either you slot it for damage or you slot it for control. But you cannot have both. Against +4, a GE slotted with damage procs will miss often, and will not perma disorient. You can make the disorient barely perma with Spiritual Alpha, but then you lose damage, both directly through the loss of Musculature, and indirectly because of the effect of recharge on procs in all the powers. This is a noticeable loss of DPS. Believe me, I tried. Since I do not need more AoE DPS anyway, I chose to prioritize control with a traditional stun set. I put only 4 Absolute Amazement, instead of 5, because I already have five +10% recharge set bonuses elsewhere. - Unchain Essence: I think this is a great power. I read some posts in which they recommend to skip it. But this power does a ton of damage and perfectly fits the PBAoE centric nature of this warshade. The two mires, eclipse, quasar, stygian, void judgement, misdirection: these are all PBAoE. I use binds which turn Unchain Essence into a 2-click additional PBAoE. It also stuns. So first thing I do after unchain is to turn Inky back on. Sometimes I get lucky, it stacks and stuns 1 or 2 nearby bosses. - Nebulous Form: this power has many great uses. Oh S**t power. Surviving ambushes. Pulling. Taking the alpha (not really needed but nice for a change of playstyle). Mini-hibernate. Tanking for the pets (not really needed either but fun). Regulating the flow of combat (e.g. waiting for Eclipse to recharge in the middle of an additional mob). Restoring the flow of combat against stuff like carnies and Rularuu (when they become intangible or bubble you, thereby messing with the timing of Eclipse and the mires). - Misdirection: totally skippable, yet it is a nice Oh S**t power and debuffs a small amount of resistance. If someone can suggest a better power, I'll be very happy. In terms of Incarnates, I go with Assault and Clarion against tougher mobs. Against easier mobs or in a team, I can use Melee Radial and/or Barrier. Melee Radial in particular is very fun, with its taunt aura. A final word about attack chains: - AoE is eclipse, double mire, quasar, then either Unchain Essence or Void (both are a bit overkill). After this, everything is dead except the bosses and perhaps a couple stragglers. - Single target is either GW/SB/ED/SB or GW/ED/SB. Mids suggest the later, but ingame I get a better feel for the former. GW/ED/SB feels better only when my recharge is boosted in a team. That's all folks. This Hero build was built using Mids Reborn 3.1.2.5 https://github.com/LoadedCamel/MidsReborn Click this DataLink to open the build! Flamme Fatale: Level 50 Science Warshade Primary Power Set: Umbral Blast Secondary Power Set: Umbral Aura Power Pool: Concealment Power Pool: Speed Power Pool: Leaping Hero Profile: Level 1: Ebon Eye (A) Superior Kheldian's Grace - Recharge/Form Empowerment Level 1: Absorption (A) Steadfast Protection - Resistance/+Def 3% Level 2: Gravity Shield (A) Gladiator's Armor - TP Protection +3% Def (All) Level 4: Infiltration (A) Luck of the Gambler - Defense/Increased Global Recharge Speed Level 6: Shadow Blast (A) Apocalypse - Chance of Damage(Negative) (21) Apocalypse - Accuracy/Damage/Recharge (21) Apocalypse - Damage/Endurance (23) Apocalypse - Damage/Recharge (23) Apocalypse - Damage (25) Gladiator's Javelin - Chance of Damage(Toxic) Level 8: Hasten (A) Recharge Reduction IO (27) Recharge Reduction IO Level 10: Combat Jumping (A) Luck of the Gambler - Defense/Increased Global Recharge Speed (25) Reactive Defenses - Scaling Resist Damage (48) Shield Wall - +Res (Teleportation), +5% Res (All) Level 12: Grant Invisibility (A) Luck of the Gambler - Defense/Increased Global Recharge Speed Level 14: Sunless Mire (A) Armageddon - Damage/Recharge (27) Armageddon - Accuracy/Damage/Recharge (29) Armageddon - Accuracy/Recharge (29) Armageddon - Damage (31) Armageddon - Chance for Fire Damage (31) Fury of the Gladiator - Chance for Res Debuff Level 16: Shadow Cloak (A) Luck of the Gambler - Defense/Increased Global Recharge Speed (48) Luck of the Gambler - Defense/Endurance Level 18: Gravity Well (A) Hecatomb - Damage (31) Hecatomb - Damage/Recharge (33) Hecatomb - Accuracy/Damage/Recharge (33) Hecatomb - Accuracy/Recharge (33) Hecatomb - Chance of Damage(Negative) (34) Unbreakable Constraint - Chance for Smashing Damage Level 20: Essence Drain (A) Gladiator's Strike - Accuracy/Damage (34) Gladiator's Strike - Chance for Smashing Damage (34) Mako's Bite - Chance of Damage(Lethal) (36) Touch of Death - Chance of Damage(Negative) (36) Touch of the Nictus - Chance for Negative Energy Damage (36) Impeded Swiftness - Chance of Damage(Smashing) Level 22: Black Dwarf (A) Resist Damage IO (40) Resist Damage IO Level 24: Stygian Circle (A) Endurance Modification IO Level 26: Gravitic Emanation (A) Absolute Amazement - Stun (37) Absolute Amazement - Accuracy/Recharge (37) Absolute Amazement - Stun/Recharge (37) Absolute Amazement - Accuracy/Stun/Recharge (39) Annihilation - Chance for Res Debuff Level 28: Unchain Essence (A) Superior Essence Transfer - RechargeTime/Global Heal (39) Superior Essence Transfer - Accuracy/Damage/Endurance/RechargeTime (39) Superior Essence Transfer - Damage/Endurance/RechargeTime (40) Superior Essence Transfer - Damage/RechargeTime (40) Superior Essence Transfer - Accuracy/Damage/RechargeTime (49) Superior Essence Transfer - Accuracy/Damage Level 30: Inky Aspect (A) HamiO:Endoplasm Exposure Level 32: Quasar (A) Superior Avalanche - Accuracy/Damage (42) Superior Avalanche - Accuracy/Damage/Endurance/Recharge (42) Superior Avalanche - Accuracy/Damage/Recharge (42) Superior Avalanche - Accuracy/Damage/Endurance (43) Superior Avalanche - Damage/Endurance (43) Overwhelming Force - Damage/Chance for Knockdown/Knockback to Knockdown Level 35: Dark Extraction (A) Superior Kheldian's Grace - Accuracy/Damage (43) Superior Kheldian's Grace - Damage/Recharge (45) Superior Kheldian's Grace - Accuracy/Damage/Recharge (45) Superior Kheldian's Grace - Damage/Endurance/Recharge (45) Superior Kheldian's Grace - Accuracy/Damage/Endurance/Recharge (46) Soulbound Allegiance - Chance for Build Up Level 38: Eclipse (A) Unbreakable Guard - Resistance/Endurance (46) Unbreakable Guard - Resistance (46) Unbreakable Guard - Endurance/RechargeTime (47) Unbreakable Guard - RechargeTime/Resistance (47) Unbreakable Guard - +Max HP (48) Performance Shifter - Accuracy/Recharge Level 41: Stygian Return (A) Preventive Medicine - Chance for +Absorb Level 44: Nebulous Form (A) Endurance Reduction IO Level 47: Misdirection (A) Accuracy IO Level 49: Stealth (A) Luck of the Gambler - Defense/Increased Global Recharge Speed Level 1: Dark Sustenance Level 1: Brawl
  4. I thing I'll start to post more of my builds on these forums, because in the rare cases I did, I got good suggestions. Outrider, your post gave me an idea: if I remove the useless Avalanche knockdown proc from Ripper while boosting my LoTGs to +5, I'll keep fire defense above cap. This means I can still farm as efficiently, but it frees a slot I'll use to put a Kismet in Combat Jumping. Thanks a lot.
  5. If you do not mind a psionic/toxic hole, you could try the build I am using. Most of the credit does not belong to me but to Ukase: I just started with his build then made some minor changes to IO slotting, changed a couple primary/secondary powers, and use a different power pool. This is primarily an AFK farmer. Since it farms AFK, it can of course farm non-AFK. In this situation, it will not be as efficient as a dedicated non-AFK farmer. Though it can clear the comic con asteroid map in less than 5 minutes, which is still pretty decent. It can easily play outside the farm and into the wild world by switching incarnates. For farming I use Assault hybrid and Degenerative interface. For other content, I switch to Melee Hybrid and Diamagnetic interface. Together with the Soul mastery powers, Diamagnetic puts me at the softcap against +4 content, for smashing/lethal/fire/cold/melee/AoE defense. Melee Core Embodiment adds good resistances and pushes my regen to 487%. For additional mitigation, there is the heal, -recharge from spines, and Rise of the Phoenix, MFing warshade style, if the worst comes to the worst 🙂. Only real weakness is Psionic/Toxic. Toxic is too rare to worry about. But one has to be extra-cautious against psionic damage / defense debuffs combos. Against this, I either wait for Melee hybrid to be off cooldown, or use inspirations. edited to remove huge blank space. Shards.mxd
  6. This is excellent general advice. But I would like to mention the spectral interface, which does wonders for some builds like my Beast/Dark/Soul MM. The immob proc helps to keep mobs in one place and avoid runners: - beast are melee, when they chase they lose dps. Immob = more dps. - less runners = less aggroing other groups. - tar patch, darkest night, oppressive gloom but also most other powers benefit from tightly clustered mobs I like immobs so much on my MM that in addition to Spectral, I also use soul tentacles a lot and am I happy when fluffy adds its own.
  7. You are 100% right in your assumptions, if by tanky you mean "tanky" and not "tanking" for the team, for crabberminds have no taunts. I am appending my crabbermind build. - it can solo 4/8. - it is cheap. I put a purple set in Shatter Armor, but it is not needed and can be replaced by the equivalent orange one. - it is thematic. I have 6 spider bots to which I had the cosmetic one. - it is second only to my plant/poison controller in getting friend invites. So team friendly, yes. Strange Girl - Thematic.mxd
  8. No, I did not know about this. This is why I love reading these forums, there is always something new to learn. I wanted to do a respec anyway. It was mainly about shuffling around sets, but now I'll decrease the slotting in Spring attack to a recharche and a -res proc. I will keep Spring Attack, because I don't really use it for the damage. I use it for the Gladiator res debuff, which procs, and as an alpha breaker (jumping into the crowd and knocking most of it down allows me to apply Nova without great risks). Below is my respec project. Compared to the previous template I lose a couple % S/L res, but gain 5% global recharge, and a quite significant increase in damage and recharge for my main power: Nova. I think I'll change the slotting of Spring Attack in my Shield/Elec stalker too. Thank you very much for this information. Cobalt Man v2.mxd
  9. Hello, Be aware that the chain (Repulsion Bomb + Explosive Blast + Energy Torrent) is not huge DPS compared to Spring Attack + Nova. But it is still better than nothing. Usually I insert a snipe in the middle. Else I just dinged 50 and I have my doubts about Force of Nature. I don't like the stamina drop at the end. It is possible to alleviate it with Energize. But one must not forget to use Energize while Force of Nature is on. For the moment I'll keep it, but it is a question mark. I could replace it with a last LOTG mule. Or maybe I'll keep it. The +rech proc. If you mean the Force feedback one, I also have my doubts about it. I used it on other toons and I noticed that one is far from enough. It tends to proc when one doesn't need it and not to proc when one needs it . Also , Mids is misguiding. The recharge numbers in Mids assume that the proc is always on, which is very, and I mean very very, far from reality. I guess to make it work, one would need at least 3 in a main attack chain. Which I guess is not feasible with most characters. In the energy/energy blaster case, I don't see where I could fit 3 FF procs in an attack chain that makes sense. And also, too much would be given up (KB to KD, -res proc...).
  10. Here is my version. So far it is only level 45, but it feels very promising in game. A few remarks: - Inspired buy my Elec/Shield stalker, I choose to use Spring Attack. I am pretty happy with this choice. Spring attack has a triple effect: softening the mobs a bit, knocking them down, and applying the -res proc very reliably. I then apply Nova. Spring Attack is really fun when used from hovering above the mobs, the blaster looks like a dive bomber. - So my first AOE attack chain is Spring Attack + Nova. When Nova is on cooldown, I use my second AOE attack chain: Repulsion Bomb + Explosive Blast + Energy Torrent. It takes longer to kill mobs this way and can require some kiting or hovering. But it is an alternative to waiting for Nova to be up again. - I choose to cap ranged defense only. I have another build with capped S/L on top of ranged, but feel it gives up too much in recharge. Recharge is I feel what I need the most with this character. Cobalt Man - KB to KD.mxd
  11. I am not a purely human shade, I am a bi-form human/dwarf playing mostly in human, but I have not taken Inky Aspect either. I don't need the Gravitic Emanation/Inky aspect combo to stun the mobs, because most mobs are dead after my alpha anyway. There are only a few left, on which I'll use Grav indeed, but as much for the -res proc I put in, as for the stun. Also, not taking Inky aspect means one less click to worry about in a character with too many powers to start with. Coming to the main topic, I struggled too with +4/8 Arachnos in PI radio missions. I struggled even at +3/8. That is until I realized that the problem was not the build, but the player (which means me 😔). I stopped struggling when I changed my approach. As the OP suggested, the difficulty in these missions comes from the close proximity of the spawns. It is really easy to aggro 2 or 3 spawns inadvertantly. So instead of my usual tactic (wade in --> double mire --> Quasar and/or Void judgement --> Unchain essence if off cooldown), I started corner pulling instead of wading in. Corner pulling allows me to isolate the spawn and get the mobs in a tight bunch before delivering my alpha. I am appending my build for those interested. A few remarks about it: - It is one small purple or one Unleash potential click away from the S/L/Melee softcaps. The challenge here is to not forget to keep track of defense in the heat of the action and to use a small purple or Unleash Potential when this is required. I often forget to keep track 😅. - I took the Leadership powers for LOTG mules. They are not really needed. I do not bother to toggle them back on after dwarf mires. Expect for Tactics which I'll toggle back on when my perception is debuffed. - I have a strong melee AOE alpha, and a strong single target melee attack chain (Gravity Well ---> Shadow Blast ---> Essence Drain ---> Shadow Blast). Dwarf melee is not bad either. What this build is missing is a ranged attack chain. I solved the problem with TP macros/binds using "powexec_location target". With this, I just click a button and BAM! I am in melee range. This way I can use at will the best single target attack chain available to warshades. I don't believe I have seen this posted anywhere, so I am listing it. First I put these in tray 6: /macro_image "UmbralBlast_SunlessMire" "Sunless Mire" "powexectoggleoff black dwarf$$powexectoggleoff dark nova$$bind equals powexec_location target shadow step$$gototray 1$$powexecname sunless mire" /macro_image "UmbralAura_BlackDwarfMire" "Black Dwarf Mire" "powexectoggleon Black Dwarf$$bind equals powexec_location target black dwarf step$$gototray 8$$powexecname Black Dwarf Mire" /macro_image "UmbralAura_Eclipse" "Eclipse" "powexectoggleoff black dwarf$$powexectoggleoff dark nova$$bind equals powexec_location target shadow step$$gototray 1$$powexecname eclipse" Then I add these: /bind alt+1 "powexec_tray 1 6" /bind alt+2 "powexec_tray 2 6" /bind alt+3 "powexec_tray 3 6" Finally I put the mires and eclipse normal icons in alt tray 1, which allows me to keep track of their cooldowns, which macro icons do not. For normal TPing without targets I have: /bind shift+lbutton "powexecname shadow step" /bind lalt+lbutton "powexecname black dwarf step" Flamme Fatale Bi-Form v4.mxd
  12. Well, keeping pets alive is very difficult soloing 4*8 with bosses. They die all the time. But on any lower solo difficulty or in a team they are more survivable. Below is my build. I am very happy with it. It is quite similar to Liphistius' build, except I am not using purples because I am cheap. I got: - Permapets - Hasten 0.5s off perma (frankly, in game I cannot tell the difference between 0.5s off perma and perma) - Capped positionnals (melee/ranged/AoE) - Decent resistances (S/L low 60s, energy/negative/toxic high 50s, fire/cold low 50s). This build is very tanky and an AoE monster. Typically, one rotation is enough to kill all minions and LTs. But I would say it has two weaknesses: - low damage against bosses. It can take a long time killing bosses. As a result, all my incarnates expect Destiny are geared toward dealing more damage, but even this does not completely solve the issue. - Psy hole. I have only 31.5% psionic resistance. Being target focused by 3 or 4 bosses dealing psy damage can hurt. This really bothers me. My build was originally cheaper, but then I worked hard on improving the psy resistance. I had to add the ATO and shuffle other stuff around. This increased my psy resistance, but it is still only 31.5%. Edit: I just figured out that I could improve my psionic resistance by a further 4.5%. I would need to remove the defense enhancement in maneuvers, to add a sixth Aegis in fortification. This is a trade-off between 4.5% psionic and 1.5% S/L. I will not respec just for this however. Villain Plan by Mids' Villain Designer 1.962 Meme: Level 50 Natural Arachnos Soldier Primary Power Set: Crab Spider Soldier Secondary Power Set: Crab Spider Training Power Pool: Leaping Power Pool: Speed Power Pool: Leadership Power Pool: Fighting Ancillary Pool: Leviathan Mastery Villain Profile: ------------ Level 1: Channelgun (A) Decimation - Accuracy/Damage (3) Decimation - Damage/Endurance (3) Decimation - Damage/Recharge (5) Decimation - Chance of Build Up (5) Decimation - Accuracy/Damage/Recharge (33) Decimation - Accuracy/Endurance/Recharge Level 1: Crab Spider Armor Upgrade (A) Gladiator's Armor - TP Protection +3% Def (All) Level 2: Longfang (A) Decimation - Accuracy/Damage (7) Decimation - Damage/Endurance (7) Decimation - Accuracy/Endurance/Recharge (9) Decimation - Damage/Recharge (9) Decimation - Accuracy/Damage/Recharge (17) Achilles' Heel - Chance for Res Debuff Level 4: Combat Training: Defensive (A) Luck of the Gambler - Recharge Speed Level 6: Combat Jumping (A) Luck of the Gambler - Recharge Speed Level 8: Suppression (A) Detonation - Accuracy/Damage (17) Detonation - Damage/Endurance (19) Detonation - Damage/Recharge (19) Detonation - Accuracy/Damage/Endurance (21) Detonation - Damage/Endurance/Range Level 10: Tactical Training: Maneuvers (A) Red Fortune - Defense/Endurance (13) Red Fortune - Defense (15) Luck of the Gambler - Recharge Speed (23) Red Fortune - Endurance (23) Red Fortune - Defense/Recharge (25) Red Fortune - Defense/Endurance/Recharge Level 12: Venom Grenade (A) Superior Dominion of Arachnos - Accuracy/Damage (13) Superior Dominion of Arachnos - Damage/Recharge (15) Superior Dominion of Arachnos - Accuracy/Damage/Recharge (27) Superior Dominion of Arachnos - Damage/Endurance/Recharge (27) Superior Dominion of Arachnos - Accuracy/Damage/Endurance/Recharge (29) Superior Dominion of Arachnos - Recharge/Chance for -Dmg and Terrorize Level 14: Hasten (A) Recharge Reduction IO (39) Recharge Reduction IO Level 16: Maneuvers (A) Reactive Defenses - Scaling Resist Damage (21) Luck of the Gambler - Recharge Speed (25) Reactive Defenses - Defense Level 18: Boxing (A) Accuracy IO Level 20: Tough (A) Impervium Armor - Psionic Resistance (31) Steadfast Protection - Resistance/+Def 3% (33) Steadfast Protection - Knockback Protection Level 22: Mental Training (A) Run Speed IO Level 24: Fortification (A) Aegis - Resistance/Endurance (31) Aegis - Resistance/Recharge (33) Aegis - Resistance/Endurance/Recharge (34) Aegis - Resistance (34) Aegis - Psionic/Status Resistance Level 26: Weave (A) Reactive Defenses - Defense/Endurance (29) Shield Wall - +Res (Teleportation), +5% Res (All) (31) Luck of the Gambler - Recharge Speed (37) Reactive Defenses - Defense Level 28: Serum (A) Recharge Reduction IO Level 30: Tactical Training: Leadership (A) Gaussian's Synchronized Fire-Control - To Hit Buff (34) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge (36) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance (36) Gaussian's Synchronized Fire-Control - Recharge/Endurance (36) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance (37) Gaussian's Synchronized Fire-Control - Chance for Build Up Level 32: Tactical Training: Assault (A) Endurance Reduction IO Level 35: Summon Spiderlings (A) Sovereign Right - Accuracy/Damage (37) Sovereign Right - Damage/Endurance (39) Sovereign Right - Accuracy/Endurance (39) Sovereign Right - Accuracy/Damage/Endurance (40) Sovereign Right - Accuracy (40) Sovereign Right - Resistance Bonus Level 38: Call Reinforcements (A) Expedient Reinforcement - Accuracy/Recharge (40) Expedient Reinforcement - Accuracy/Damage (43) Expedient Reinforcement - Accuracy/Damage/Recharge (43) Expedient Reinforcement - Endurance/Damage/Recharge (45) Recharge Reduction IO Level 41: School of Sharks (A) Enfeebled Operation - Endurance/Immobilize (42) Enfeebled Operation - Accuracy/Recharge (42) Enfeebled Operation - Accuracy/Endurance (42) Enfeebled Operation - Immobilize/Range (43) Enfeebled Operation - Accuracy/Immobilize/Recharge (46) Enfeebled Operation - Accuracy/Immobilize Level 44: Bile Spray (A) Positron's Blast - Accuracy/Damage (45) Positron's Blast - Chance of Damage(Energy) (45) Positron's Blast - Damage/Endurance (46) Positron's Blast - Damage/Recharge (46) Positron's Blast - Accuracy/Damage/Endurance Level 47: Arctic Breath (A) Positron's Blast - Accuracy/Damage (48) Positron's Blast - Damage/Endurance (48) Positron's Blast - Damage/Recharge (50) Positron's Blast - Accuracy/Damage/Endurance (50) Positron's Blast - Chance of Damage(Energy) (50) Achilles' Heel - Chance for Res Debuff Level 49: Assault (A) Endurance Reduction IO Level 1: Brawl (A) Empty Level 1: Sprint (A) Run Speed IO Level 2: Rest (A) Recharge Reduction IO Level 1: Conditioning Level 4: Ninja Run Level 2: Swift (A) Run Speed IO Level 2: Hurdle (A) Jumping IO Level 2: Health (A) Numina's Convalesence - +Regeneration/+Recovery (48) Miracle - +Recovery Level 2: Stamina (A) Endurance Modification IO (11) Performance Shifter - EndMod (11) Performance Shifter - Chance for +End Level 1: Prestige Power Slide (A) Empty Level 1: Prestige Power Dash (A) Empty Level 1: Prestige Power Quick (A) Empty Level 1: Prestige Power Surge (A) Empty Level 1: Prestige Power Rush (A) Empty Level 0: Born In Battle Level 0: Marshal Level 0: Invader Level 0: High Pain Threshold ------------ | Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1554;755;1510;HEX;| |78DA65935B53525114C7F78143C84D4445F19680A0288290F6DC38664EA98D8D8E3| |5BD30273923678680016AEAB16F50A6A9D963D787ACBC8C5D1FFA40296A3DDBE2FC| |174A7106E6B7F67FAFCB3E6B9D3DFDE0B27D73E2D12521B58CA5954221319A57165| |2996C21319B4D2735356FBEAE14EFE595B45108214FAB77553319C1FFBD0AD1B1BC| |7227319BD3926ABE2206E7F28A96D1328B890925B9A816FF75AA6CBAAE66526A5EC| |D14A315C33E93CDA6A353AA92A36DABBE98CDA96AD259D129BC90D2720E7D7D455B| |4C15C9B1633CA72D44E7C747E71253EA7D4D29A6944C625A2914D5FC430F9DB99FF| |E8DA2F29C98C42AA1571686356280B88EB5FC82D845DC80EE7D4EEC93C5968D28E9| |B1425CA07634C9A2B922513EA99CCF2F8B73E57C4122C7D5AD635DB78175C34F831| |EBB47F98C9CCFE826C3238B166AAE893553591B248D5666D490CDEF0971CAB10936| |7E607E029BB7C02F94DB823C268B958C1E59D8EB25BD7EBD1B6C71727E1BB15B161| |E07314CA4281BBF936DD9A8E7B3AF80F5CFC0F655E61AD8B90EFAE9A00ED4951CE1| |F2592CA297E9A23D27F60CCE63F83797CF42F4EC632D918F0BB585AB1DFD3292D6C| |4714DFD38FBF956499F91D7037EA703BBB96FEE08E6B74D5A2B34B93546463BC5C5| |11EF1D46BF7D23D07D17A1CB54AB0D31C6B603A3AE754EE26CE7B96F817DE83B94B| |F836B7684D1F76FA47571DFBB5E1A743FDF2BB0E735F30DF32D1878077EA5D86ECE| |D7EDC3BBEF92E6E759F84BD00287A8D57BC43C06FB7E33FF803F2836C8DF4DF0003| |5FA4AE0C01131443C36E8BE833CA312BD5A88EB859E6036FD8F994BCCA7E0C03218| |59010F2936CCF5C2DB38C3E067E60E18D965EE811F1D4244B95E946386D877887DE| |3EC1BE75C71BE3F8D34AB18F72BE6C35EA77C7ABFE9478F98AA5622F09A914F6FAD| |90787293F2E9ED3EB134D0CDC4FEC92F2BC95C45E2F8FD6A2D04EDE04C93A479746| |4E81ABE98D2D99E41F2628AD6254CC2BA0AC66A4E3E50A3C46B94911A65B846B961| |D56DFD6D6E57D9B7AAEC9B55F65FBA58FEBB| |-------------------------------------------------------------------|
  13. I used enhancement unslotters to move Achille's Heel around. The debuff from Arctic Breadth stacks with Achille's Heel debuff, wherever it is slotted, in Arctic Breath or in other powers. :)
  14. If I slot Achille's Heel in Arctic Breath, will the proc stack with Arctic Breath's -Resist debuff?
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