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Onlyasandwich

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Posts posted by Onlyasandwich

  1. Thank you for your thoughts!

     

    The karma is personal preference for most of my characters. I hate getting knocked back, and going from 4 to 8 crosses a threshold that will keep you from being tossed around by council rockets/grenades en masse, and some other annoyances that pop up enough to notice. Still, it is a potential flex slot if I had a strong use for it elsewhere. The obvious switch out for me here I think would be the shield wall +res all.

     

    I feel the same as you do about Triage.  From power effects alone, I'd only be maybe four slotting this at most. It is not the most premium traps power. Full PM set serves my needs well, though, and it's nice to have the extra juice in Triage as a happy side effect.

     

    The main thing I would like to solve is resistance. It may be just a trade-off I need to live with if I want this level of defense and damage output.

     

    One measure of performance I often use is whether I can hold my own in a S/L moon farm on 8/+2. The volume of inbound attacks just gets to this guy with no strong resistance to smooth it over. Also, this sort of map shows the weakness of relying on the FFgen, as the mobs tear it to pieces.  It's funny - I was thinking he would fare better than my poison/DP defender, who actually runs really well solo against large spawns, but doesn't have softcap defense. Not even close. Defense may be king, but it does not make you unkillable!

     

    Ultimately I think I'm pretty okay with it being primarily a team build.

     

     

  2. I've hit 50 with this guy, and iterated on the build.  I dropped aim and stole slots from maneuvers to squeeze in the summon from mace patron pool. Haven't played much with Patron summons before, but I figure I have some solid defenses to keep it safe and doing damage.

     

    I feel the loss of aim, but the buildup proc works great in tactics even solo, as it counts seekers, ffgen, mortar, and the disruptor for proccing. I'd love to figure out a way to put Aim back in, but don't know what I would drop.

     

    The biggest weakness of the build is the lack of overall resists, given that it relies on Scorpion shield for that final sprint to incarnate cap defense. Not sure if there is a way to rejigger slotting to make up for this without large compromises in recharge and proc damage.

     

    One major question for you Traps experts out there - Poison Trap does not natively accept accuracy enhancement, but does have an accuracy rating in game/mids. Does anyone know if slotting accuracy through sets (I put in a purple acc/rech) does anything useful for the power? If it is autohit, I would probably steal that slot for elsewhere, or trade it for gladiator's net lethal proc.

     

    For my Destiny, I'm torn between Ageless core for the better end support (I do find myself tight here and there), and radial for the DDR. I do have a solid pad to help with defense debuff, but can see it cascading pretty easily in some situations.  Don't know if Ageless would be enough to make a big difference there.

     

    Here is the latest version:

     

    Hero Plan by Mids' Reborn : Hero Designer 2.7.2.10
    https://github.com/Crytilis/mids-reborn-hero-designer

    Click this DataLink to open the build!

    Open Source: Level 50 Technology Defender
    Primary Power Set: Traps
    Secondary Power Set: Beam Rifle
    Power Pool: Speed
    Power Pool: Leaping
    Power Pool: Leadership
    Power Pool: Fighting
    Ancillary Pool: Mace Mastery

    Hero Profile:
    Level 1: Caltrops 
    *  (A) Impeded Swiftness - Chance of Damage(Smashing)
    *  (5) Bombardment - Chance for Fire Damage
    *  (5) Positron's Blast - Chance of Damage(Energy)
    *  (7) Javelin Volley - Chance of Damage(Lethal)


    Level 1: Single Shot 
    *  (A) Superior Vigilant Assault - Accuracy/Damage
    *  (3) Superior Vigilant Assault - Damage/Endurance/RechargeTime
    *  (3) Superior Vigilant Assault - Accuracy/Damage/Endurance
    *  (27) Gladiator's Javelin - Chance of Damage(Toxic)
    *  (45) Explosive Strike - Chance for Smashing Damage


    Level 2: Triage Beacon 
    *  (A) Preventive Medicine - Chance for +Absorb
    *  (7) Preventive Medicine - Heal/RechargeTime
    *  (17) Preventive Medicine - Heal/RechargeTime/Endurance
    *  (17) Preventive Medicine - Heal
    *  (19) Preventive Medicine - Heal/Endurance
    *  (19) Preventive Medicine - Endurance/RechargeTime


    Level 4: Cutting Beam 
    *  (A) Positron's Blast - Accuracy/Damage
    *  (34) Positron's Blast - Chance of Damage(Energy)
    *  (34) Javelin Volley - Accuracy/Damage
    *  (37) Javelin Volley - Chance of Damage(Lethal)
    *  (37) Bombardment - Chance for Fire Damage
    *  (37) Touch of Lady Grey - Chance for Negative Damage


    Level 6: Acid Mortar 
    *  (A) Achilles' Heel - Chance for Res Debuff
    *  (11) Analyze Weakness - Accuracy/Recharge
    *  (13) Apocalypse - Accuracy/Recharge
    *  (13) Touch of Lady Grey - Chance for Negative Damage
    *  (15) Gladiator's Javelin - Chance of Damage(Toxic)
    *  (29) Shield Breaker - Chance for Lethal Damage


    Level 8: Force Field Generator 
    *  (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
    *  (9) Luck of the Gambler - Defense
    *  (9) Luck of the Gambler - Defense/Endurance
    *  (11) Luck of the Gambler - Defense/Recharge
    *  (31) Luck of the Gambler - Defense/Endurance/Recharge


    Level 10: Disintegrate 
    *  (A) Superior Defender's Bastion - Recharge/Chance for Minor PBAoE Heal
    *  (23) Superior Defender's Bastion - Damage/Recharge
    *  (25) Superior Defender's Bastion - Damage/Endurance/Recharge
    *  (40) Superior Defender's Bastion - Accuracy/Damage
    *  (43) Superior Defender's Bastion - Accuracy/Damage/Endurance
    *  (43) Superior Defender's Bastion - Accuracy/Damage/Endurance/Recharge


    Level 12: Poison Trap 
    *  (A) Unbreakable Constraint - Chance for Smashing Damage
    *  (25) Unbreakable Constraint - Accuracy/Recharge
    *  (29) Ghost Widow's Embrace - Chance of Damage(Psionic)
    *  (45) Neuronic Shutdown - Chance of Damage(Psionic)


    Level 14: Hasten 
    *  (A) Recharge Reduction IO
    *  (15) Recharge Reduction IO


    Level 16: Combat Jumping 
    *  (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
    *  (23) Karma - Knockback Protection


    Level 18: Seeker Drones 
    *  (A) Cloud Senses - Chance for Negative Energy Damage
    *  (33) Cloud Senses - ToHit Debuff
    *  (33) Cloud Senses - Accuracy/ToHitDebuff
    *  (34) Cloud Senses - Accuracy/Recharge


    Level 20: Lancer Shot 
    *  (A) Superior Vigilant Assault - RechargeTime/PBAoE +Absorb
    *  (21) Superior Vigilant Assault - Accuracy/Damage/Endurance/RechargeTime
    *  (21) Superior Vigilant Assault - Damage/RechargeTime
    *  (27) Apocalypse - Accuracy/Damage/Recharge
    *  (33) Gladiator's Javelin - Chance of Damage(Toxic)


    Level 22: Super Speed 
    *  (A) Blessing of the Zephyr - Knockback Reduction (4 points)


    Level 24: Maneuvers 
    *  (A) Luck of the Gambler - Defense/Increased Global Recharge Speed


    Level 26: Boxing 
    *  (A) Empty


    Level 28: Penetrating Ray 
    *  (A) Apocalypse - Damage
    *  (42) Apocalypse - Damage/Endurance
    *  (42) Apocalypse - Chance of Damage(Negative)
    *  (42) Gladiator's Javelin - Chance of Damage(Toxic)
    *  (50) Explosive Strike - Chance for Smashing Damage
    *  (31) Sting of the Manticore - Chance of Damage(Toxic)


    Level 30: Tough 
    *  (A) Gladiator's Armor - TP Protection +3% Def (All)
    *  (31) Steadfast Protection - Resistance/+Def 3%


    Level 32: Weave 
    *  (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
    *  (43) Luck of the Gambler - Defense
    *  (46) Luck of the Gambler - Defense/Endurance
    *  (46) Luck of the Gambler - Defense/Endurance/Recharge


    Level 35: Scorpion Shield 
    *  (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
    *  (36) Luck of the Gambler - Defense
    *  (36) Luck of the Gambler - Defense/Endurance/Recharge
    *  (36) Luck of the Gambler - Defense/Endurance


    Level 38: Overcharge 
    *  (A) Ragnarok - Damage
    *  (39) Ragnarok - Accuracy/Damage/Recharge
    *  (39) Ragnarok - Damage/Recharge
    *  (39) Bombardment - Chance for Fire Damage
    *  (40) Positron's Blast - Chance of Damage(Energy)
    *  (40) Touch of Lady Grey - Chance for Negative Damage


    Level 41: Web Envelope 
    *  (A) Gravitational Anchor - Accuracy/Recharge


    Level 44: Piercing Beam 
    *  (A) Bombardment - Damage
    *  (45) Bombardment - Damage/Recharge
    *  (46) Bombardment - Chance for Fire Damage
    *  (48) Bombardment - Accuracy/Damage/Recharge/Endurance
    *  (48) Bombardment - Accuracy/Damage/Recharge


    Level 47: Summon Disruptor 
    *  (A) Expedient Reinforcement - Accuracy/Damage
    *  (48) Expedient Reinforcement - Accuracy/Damage/Recharge
    *  (50) Expedient Reinforcement - Endurance/Damage/Recharge
    *  (50) Expedient Reinforcement - Accuracy/Recharge


    Level 49: Tactics 
    *  (A) Gaussian's Synchronized Fire-Control - Chance for Build Up


    Level 1: Brawl 
    *  (A) Empty


    Level 1: Quick Form 
    Level 1: Prestige Power Dash 
    *  (A) Empty


    Level 1: Prestige Power Slide 
    *  (A) Empty


    Level 1: Prestige Power Quick 
    *  (A) Empty


    Level 1: Prestige Power Rush 
    *  (A) Empty


    Level 1: Prestige Power Surge 
    *  (A) Empty


    Level 1: Sprint 
    *  (A) Empty


    Level 1: Vigilance 
    Level 2: Rest 
    *  (A) Empty


    Level 4: Ninja Run 
    Level 2: Swift 
    *  (A) Empty


    Level 2: Health 
    *  (A) Panacea - +Hit Points/Endurance


    Level 2: Hurdle 
    *  (A) Empty


    Level 2: Stamina 
    *  (A) Performance Shifter - Chance for +End


    Level 50: Musculature Radial Paragon 
    ------------
    ------------
    Set Bonus Totals:
    * 3% DamageBuff(Smashing)
    * 3% DamageBuff(Lethal)
    * 3% DamageBuff(Fire)
    * 3% DamageBuff(Cold)
    * 3% DamageBuff(Energy)
    * 3% DamageBuff(Negative)
    * 3% DamageBuff(Toxic)
    * 3% DamageBuff(Psionic)
    * 6% Defense(Melee)
    * 6% Defense(Smashing)
    * 6% Defense(Lethal)
    * 6% Defense(Fire)
    * 6% Defense(Cold)
    * 8.5% Defense(Energy)
    * 8.5% Defense(Negative)
    * 6% Defense(Psionic)
    * 11% Defense(Ranged)
    * 6% Defense(AoE)
    * 9.45% Max End
    * 8% Enhancement(Heal)
    * 34% Enhancement(Accuracy)
    * 93.75% Enhancement(RechargeTime)
    * 15% Enhancement(Range)
    * 3.75% Enhancement(Max EnduranceDiscount)
    * GrantPower Preventive Medicine (10% chance, if Scourge)
    * 114.5 HP (11.25%) HitPoints
    * Knockback (Mag -8)
    * Knockup (Mag -8)
    * MezResist(Confused) 35%
    * MezResist(Held) 35%
    * MezResist(Immobilized) 35%
    * MezResist(Sleep) 35%
    * MezResist(Stunned) 35%
    * MezResist(Terrorized) 35%
    * MezResist(Teleport) 100% (20% chance)
    * 12.5% (0.21 End/sec) Recovery
    * 46% (1.95 HP/sec) Regeneration
    * 8.25% Resistance(Smashing)
    * 8.25% Resistance(Lethal)
    * 9% Resistance(Fire)
    * 9% Resistance(Cold)
    * 3.75% Resistance(Energy)
    * 3.75% Resistance(Negative)


     

  3. True enough. I don't know that I would even bother with it slotted in TD if I did not have aim, buildup, or tactics as a more optimal choice.

     

    Tactics is unique in that is has a proc chance for everyone on your team currently affected by the power, so you get loads of uptime on teams.

     

    TD will give you a pretty low chance checking once every ten seconds.

     

    • Like 1
  4. Your defense focus in this build is on ranged, but you are in and out of melee constantly with a kin. I see you have mass hypnosis, so you can certainly use it as an opener for FS and go from there, but they will be in your face well enough when they wake up, as you don't have roots or slows to keep them at bey. Some things have been muled (kick with KC) to no real discernable end. 

     

    If your theme doesn't demand psy epic, you would be much more efficient and effective swapping to mace mastery for scorpion shield, and focusing on typed defenses in S/L/E all the way to softcap (45+). Kinetics doesn't provide any foundation of defense, so it is hard to build meaningful defense totals without SS.

     

    A neat little trick from our wonderful defender ATOs - you can split the vigilant assault IOs into two powers and double up on 10% recharge bonuses for only three slots each.

     

    I'd be happy to see what sort of build I can come up with when I have time later, but here are my other more general observations that will apply even if you keep your power choices as is:

     

    -Transfusion is overslotted and its set bonuses aren't really doing anything for you. You can easily get away with a three slot acc/heal IO combo pulling from different sets.

     

    - Muling kick with KC isn't helping you towards anything meaningful - you can definitely put those slots to better use elsewhere. 

     

    - Slot out Maneuvers! Defender totals are great for leadership. Here and weave may be good places to siphon your kick and transfusion slots for value and more s/l resistbonuses to toughen up on that end as well.

     

    - Scramble thoughts is not a great power. Psy scream is your fast recharging Aoe, and would be a worthy replacement to better contribute to teams.  With no easy second stun to stack with, Scramble isn't providing any special synergy to shut down bosses.

     

    - Consider a second -KB IO. I like to pick combat jumping early in my kin builds for combat maneuverability and access to another easy -KB slot. You will definitely notice the difference going from 4 to 8 points, even with common enemies like Council. 

     

    Ultimately if you are committed to a Mass Hypnosis strategy for solo, the half-focus on defense in your current build won't help you much, and you would be better served choosing beefy attacks and slotting them maximally for damage, including procs. I haven't run a character that relies on this strat before, but it will be very slow relying on single target attacks because you can't afford the whole group waking up.

     

    It can be tough to find a slotting focus on a kin Defender, I find. Several of the powers don't even allow IO sets, and the powerset itself solves several problems that people often use IOs to address, most prominently the endless fountain of endurance.

     

    For a great reference on building a survivable Kin, check out Darkir's thread in the corruptor forums. There are plenty of other iterations within, and they could serve as a good foundation of thought:  

     

     

     

    • Like 1
  5. I've been trawling through Traps posts across the forums, and don't see a lot of good proc-oriented builds. Perhaps there is a reason for this!

     

    For those with Traps experience, I'd love your input on whether my allocated procs are productive or a total waste. I'm especially interested in your accuracy slotting, as tactics and global bonuses don't help things like poison trap, as I understand.

     

    My current build is way overcapped on SLE defense (67/67/61). I've toyed with switching epics for a good resist toggle so I cap Resist as well, but sacrificing Scorpion Shield brings me down only to softcap for regular content.

     

    My goal here is incarnate softcap, heavy proc damage focus wherever it makes sense, while maximizing recharge in pursuit of these.

     

    Hero Plan by Mids' Reborn : Hero Designer 2.7.2.10
    https://github.com/Crytilis/mids-reborn-hero-designer

    Click this DataLink to open the build!

    Open Source: Level 50 Technology Defender
    Primary Power Set: Traps
    Secondary Power Set: Beam Rifle
    Power Pool: Speed
    Power Pool: Leadership
    Power Pool: Leaping
    Power Pool: Fighting
    Ancillary Pool: Mace Mastery

    Hero Profile:
    Level 1: Caltrops -- ImpSwf-Dam%(A), Bmbdmt-+FireDmg(5), PstBls-Dam%(5), JvlVll-Dam%(7), Rgn-Knock%(7)
    Level 1: Single Shot -- SprVglAss-Acc/Dmg(A), SprVglAss-Dmg/EndRdx/Rchg(3), SprVglAss-Acc/Dmg/EndRdx(3)
    Level 2: Triage Beacon -- Prv-Absorb%(A), Prv-Heal/Rchg/EndRdx(17), Prv-Heal(17), Prv-Heal/EndRdx(19), Prv-EndRdx/Rchg(19), Prv-Heal/Rchg(27)
    Level 4: Cutting Beam -- PstBls-Acc/Dmg(A), PstBls-Dam%(34), JvlVll-Acc/Dmg(34), JvlVll-Dam%(37), Bmbdmt-+FireDmg(37), TchofLadG-%Dam(37)
    Level 6: Acid Mortar -- AchHee-ResDeb%(A), AnlWkn-Acc/Rchg(11), Apc-Acc/Rchg(13), TchofLadG-%Dam(13), GldJvl-Dam%(15), ShlBrk-%Dam(50)
    Level 8: Force Field Generator -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(9), LucoftheG-Def/EndRdx(9), LucoftheG-Def/Rchg(11)
    Level 10: Disintegrate -- SprDfnBst-Rchg/Heal%(A), SprDfnBst-Acc/Dmg(40), SprDfnBst-Acc/Dmg/EndRdx(43), SprDfnBst-Acc/Dmg/EndRdx/Rchg(43), SprDfnBst-Dmg/Rchg(43), SprDfnBst-Dmg/EndRdx/Rchg(45)
    Level 12: Poison Trap -- UnbCns-Dam%(A), NrnSht-Dam%(45), GhsWdwEmb-Dam%(45), UnbCns-Acc/Rchg(46)
    Level 14: Hasten -- RechRdx-I(A), RechRdx-I(15)
    Level 16: Aim -- GssSynFr--Build%(A)
    Level 18: Seeker Drones -- CldSns-%Dam(A), CldSns-ToHitDeb(33), CldSns-Acc/ToHitDeb(33), CldSns-Acc/Rchg(34)
    Level 20: Lancer Shot -- SprVglAss-Rchg/+Absorb(A), SprVglAss-Acc/Dmg/EndRdx/Rchg(21), SprVglAss-Dmg/Rchg(21), Apc-Acc/Dmg/Rchg(27), GldJvl-Dam%(33)
    Level 22: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(23), LucoftheG-Def/EndRdx(23), LucoftheG-Def/EndRdx/Rchg(25)
    Level 24: Combat Jumping -- LucoftheG-Def/Rchg+(A), Krm-ResKB(25)
    Level 26: Super Speed -- BlsoftheZ-ResKB(A)
    Level 28: Penetrating Ray -- Apc-Dmg(A), Apc-Dmg/EndRdx(29), Apc-Dam%(29), StnoftheM-Dam%(31), GldJvl-Dam%(31), ExpStr-Dam%(31)
    Level 30: Tactics -- HO:Cyto(A)
    Level 32: Boxing -- Empty(A)
    Level 35: Scorpion Shield -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(36), LucoftheG-Def/EndRdx(36), LucoftheG-Def/EndRdx/Rchg(36)
    Level 38: Overcharge -- Rgn-Dmg(A), Rgn-Acc/Dmg/Rchg(39), Rgn-Dmg/Rchg(39), Bmbdmt-+FireDmg(39), PstBls-Dam%(40), TchofLadG-%Dam(40)
    Level 41: Tough -- GldArm-3defTpProc(A), StdPrt-ResDam/Def+(42), HO:Ribo(42), HO:Ribo(42)
    Level 44: Piercing Beam -- Bmbdmt-Dam(A), Bmbdmt-Acc/Dam/Rech/End(46), Bmbdmt-Acc/Dam/Rech(46), Bmbdmt-Dam/Rech(50), Bmbdmt-+FireDmg(50)
    Level 47: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(48), LucoftheG-Def/EndRdx(48), LucoftheG-Def/EndRdx/Rchg(48)
    Level 49: Web Envelope -- GrvAnc-Acc/Rchg(A)
    Level 1: Brawl -- Empty(A)
    Level 1: Quick Form 
    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 1: Vigilance 
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run 
    Level 2: Swift -- Empty(A)
    Level 2: Health -- Empty(A)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- Empty(A)
    Level 50: Musculature Radial Paragon 
    ------------

  6. On 6/13/2020 at 11:52 PM, JayboH said:

    Wouldn't Poison make a decent secondary/primary for DP?

    I absolutely love my poison/dp defender.

     

    Poison does have a few problems that other sets like time solve better, most importantly its lack of any baseline defense buffs. The only way to easily debuff the whole spawn is vg, and that has you jumping in the middle of the spawn.

     

    Poison itself doesn't demand much of your slots though, so you have a lot of power in your secondary and flexibility to mule out pool powers for more defense.

     

    It plays like a dream on a team of course, and poison moves fast with little setup. This lets you focus on fun dp blasting. If built with proper defense, it solos well enough, but will require strategy to play on +3 or more. 

  7. Searching the forums, I see a couple mentions of this.  Easy to reproduce. I am fairly certain it was not the case when I initially created my /shield stalker, as I remember so enjoying the speed of Jaunt over Teleport.

     

    For the past month or so this has been the behavior. If your shield is rendered at all from any power, whether Hide or another /shield power, Jaunt defaults to the old-school teleport animation, which is so much longer, and significantly diminishes the value of Speed of Sound/Jaunt.

     

     I was actually stuck with my shield out even after toggling everything off, trying to make the normal animation happen.  Strangely, using One With the Shield was the only thing that got me to put away my shield. 

     

    I don't know what went wonky, but it is definitely keeping me away from this character. Jaunt was part of his fun! I hope we can see a fix.

     

    I have not attempted to reproduce this on another AT, but it is definitely broken for Stalker.

     

     

     

  8. Agreed with cyvert. As long as you are still trading up it won't really matter. You will adjust to the new market as you go.

     

    The hassle of storage and hard limits to capacity make saving in nonliquid assets not really worth the trouble. If you are planning a long hiatus, maybe dump some into atos and high demand purples to sit. Other lower priced items like miracle or perf shifter procs don't store enough wealth per slot.

    • Like 1
  9. 8 hours ago, Hopeling said:

    I did with a scrapper. Took a lot of inspirations, and the stun made it sketchy, but on ×1 and with enough DPS it didn't take long enough for things to fall apart.

    Man, I feel like a failure. I used my signature summon, war wolf, backup radio, vanguard hvas, and lore pet.  I was on my bio/ss tanker. I would think I should be able to break through with all that compared to a scrapper on inspirations alone.

  10. For me it's just another place to drop procs. If you intended on slotting Stamina for end mod, I would slot here first, as there is a small extra boost when in efficient mode. 

     

    If you have a spare slot floating around, it's not a bad place for a heal mod that matches one of your proc sets. It is a modest hp bonus.

     

    I personally have it with miracle proc, miracle heal, and performance shifter proc.

     

    If you are easy on end, it would be fine to leave at base slot only. In that event, either performance shifter proc or a heal mod if you truly don't need a drip of extra end.

  11. Also you should either cut the perf shift endmod/rec in inexhaustible or switch it to a miracle proc. The enhancement benefit is incredibly marginal as is the set bonus.

  12. I have found that neither dna nor parasitic need much slotting to do their job well, and the set bonuses are not phenomenal for you purposes. 

     

    3 to 4 slots each is fine.

     

    I would use these savings to actually slot out your early attacks. 4 kinetic combats in each provide good enhancement and defensive value with little investment.

     

    Even if the later attacks comprise a good attack chain (I don't have sj experience), the bonuses here are much stronger for a tank. 

     

     

    • Like 1
  13. I had a concept that fit SS, and really wanted to play with  bio, so went against the advice I have seen out there and built this guy.

     

    I am up to 38 so far, and the rage crash is manageable with all of bio's clickies, though I definitely feel it in certain moments.

     

    End management was a breeze until my 30's when I started sucking wind a bit in offensive mode, so I rejiggered to get more pertinent procs and bonuses. I have tried to balance healthy defenses without absolutely chasing soft cap in everything, and I think I'm pretty happy with performance, especially when evolving armor is well saturated.

     

    My goal is as much defense and resist as possible while still pretty aggressively pursuing recharge. Thematically, I don't think any of the epics make sense, even if it would optimize him further.

     

    I'm thinking agility for my alpha. Not sure if melee or support for hybrid.

     

    Does anyone else have an interesting Bio/SS build with which they have experience? Do you see any glaring inefficiencies in what I've done here?

     

    I know spring attack is not exactly the optimal additional aoe versus what epics offer, but it fits my theme and gives a little utility/fun.

     

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    |-------------------------------------------------------------------|

  14. I have modified a bit in my latest build as you can see.  I felt it was important to find a way to keep steam spray. Still haven't worked in a switch for bolt/dehydrate. It would likely require further ranged def sacrifice.

     

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  15. I was struggling with a similar question in an earlier topic myself. I have a ranged softcap build, but decided to kiss right near softcap for both ranged and aoe to be extra safe. I'm at about 41 on both. I also didn't take fighting pool, so have a little extra utility. Bonfire is a pretty big deal here to supplement aoe control.

    I am not juiced on recharge, but have respectable totals. I may work out aqua bolt into dehydrate if the slot levels are functional for it.

    Also thinking I may go even a little lower ranged def, drop superspeed, and frankenslot slot steam spray for a more robust aoe chain.

    Hero Plan by Mids' Hero Designer 1.962 http://www.cohplanner.com/

    Click this DataLink to open the build!

    Plasmatic: Level 50 Science Blaster Primary Power Set: Water Blast Secondary Power Set: Temporal Manipulation Power Pool: Flight Power Pool: Speed Power Pool: Leadership Ancillary Pool: Flame Mastery

    Hero Profile: Level 1: Aqua Bolt

    (A) Thunderstrike - Accuracy/Damage

    (3) Thunderstrike - Damage/Endurance

    (3) Thunderstrike - Damage/Recharge

    (5) Thunderstrike - Accuracy/Damage/Recharge

    (5) Thunderstrike - Accuracy/Damage/Endurance

    (7) Thunderstrike - Damage/Endurance/Recharge

    Level 1: Time Wall

    (A) HamiO:Endoplasm Exposure

    Level 2: Hydro Blast

    (A) Superior Defiant Barrage - Accuracy/Damage/Endurance

    (7) Superior Defiant Barrage - Accuracy/Damage/RechargeTime

    (9) Superior Defiant Barrage - RechargeTime/+Status

    (9) Superior Defiant Barrage - Damage/RechargeTime

    (11) Superior Defiant Barrage - Accuracy/Damage

    (11) Superior Defiant Barrage - Accuracy/Damage/Endurance/RechargeTime

    Level 4: Water Burst

    (A) Superior Blaster's Wrath - Accuracy/Damage

    (31) Superior Blaster's Wrath - Damage/Recharge

    (33) Superior Blaster's Wrath - Accuracy/Damage/Recharge

    (33) Superior Blaster's Wrath - Accuracy/Damage/Endurance

    (33) Superior Blaster's Wrath - Accuracy/Damage/Endurance/Recharge

    (36) Superior Blaster's Wrath - Recharge/Chance for Fire Damage

    Level 6: Whirlpool

    (A) Annihilation - Accuracy/Damage

    (34) Annihilation - Damage/RechargeTime

    (34) Annihilation - Accuracy/Damage/RechargeTime

    (34) Annihilation - Accuracy/Damage/Endurance

    (36) Annihilation - Accuracy/Damage/Endurance/RechargeTime

    (36) Annihilation - Chance for Res Debuff

    Level 8: Tidal Forces

    (A) Recharge Reduction IO

    (13) Recharge Reduction IO

    Level 10: Time Stop

    (A) Lockdown - Chance for +2 Mag Hold

    (13) Lockdown - Accuracy/Endurance/Recharge/Hold

    (15) Lockdown - Accuracy/Hold

    (15) Lockdown - Accuracy/Recharge

    (31) Lockdown - Recharge/Hold

    (31) Lockdown - Endurance/Recharge/Hold

    Level 12: Chronos

    (A) Gaussian's Synchronized Fire-Control - Chance for Build Up

    (17) Recharge Reduction IO

    Level 14: Hover

    (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range

    (17) Blessing of the Zephyr - Knockback Reduction (4 points)

    (25) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance

    (46) Luck of the Gambler - Recharge Speed

    Level 16: Super Speed

    (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range

    (23) Blessing of the Zephyr - Knockback Reduction (4 points)

    (29) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance

    Level 18: Water Jet

    (A) Superior Winter's Bite - Accuracy/Damage

    (19) Superior Winter's Bite - Damage/RechargeTime

    (19) Superior Winter's Bite - Accuracy/Damage/Endurance

    (21) Superior Winter's Bite - Accuracy/Damage/Recharge

    (21) Superior Winter's Bite - Damage/Endurance/Accuracy/RechargeTime

    (50) Superior Winter's Bite - Recharge/Chance for -Speed & -Recharge

    Level 20: Temporal Healing

    (A) Numina's Convalesence - +Regeneration/+Recovery

    (39) Numina's Convalesence - Heal

    (40) Numina's Convalesence - Heal/Endurance

    (40) Numina's Convalesence - Endurance/Recharge

    (40) Numina's Convalesence - Heal/Recharge

    (43) Numina's Convalesence - Heal/Endurance/Recharge

    Level 22: Fly

    (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range

    (23) Blessing of the Zephyr - Knockback Reduction (4 points)

    (27) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance

    Level 24: Afterburner

    (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance

    (25) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range

    (27) Blessing of the Zephyr - Knockback Reduction (4 points)

    (48) Luck of the Gambler - Recharge Speed

    Level 26: Maneuvers

    (A) Luck of the Gambler - Recharge Speed

    (29) Luck of the Gambler - Defense/Endurance

    (50) Luck of the Gambler - Defense

    Level 28: Hasten

    (A) Recharge Reduction IO

    (37) Recharge Reduction IO

    Level 30: Tactics

    (A) Titan:Tanzenite Shard

    Level 32: Geyser

    (A) Superior Frozen Blast - Accuracy/Damage

    (37) Superior Frozen Blast - Damage/Endurance

    (37) Superior Frozen Blast - Accuracy/Damage/Endurance

    (39) Superior Frozen Blast - Accuracy/Damage/Recharge

    (39) Superior Frozen Blast - Damage/Endurance/Accuracy/RechargeTime

    (50) Superior Frozen Blast - Recharge/Chance for Immobilize

    Level 35: Time Shift

    (A) Razzle Dazzle - Accuracy/Recharge

    (45) Razzle Dazzle - Endurance/Stun

    (45) Razzle Dazzle - Accuracy/Endurance

    (45) Razzle Dazzle - Stun/Range

    (46) Razzle Dazzle - Chance of Immobilize

    (46) Razzle Dazzle - Accuracy/Stun/Recharge

    Level 38: Time Lord

    (A) Gladiator's Armor - TP Protection +3% Def (All)

    Level 41: Char

    (A) Lockdown - Chance for +2 Mag Hold

    (42) Lockdown - Accuracy/Endurance/Recharge/Hold

    (42) Lockdown - Accuracy/Hold

    (42) Lockdown - Accuracy/Recharge

    (43) Lockdown - Recharge/Hold

    (43) Lockdown - Endurance/Recharge/Hold

    Level 44: Bonfire

    (A) Overwhelming Force - Damage/Chance for Knockdown/Knockback to Knockdown

    Level 47: Fire Shield

    (A) Steadfast Protection - Resistance/+Def 3%

    (48) Reactive Armor - Resistance

    (48) Reactive Armor - Resistance/Endurance

    Level 49: Rise of the Phoenix

    (A) Preventive Medicine - Chance for +Absorb

    Level 1: Brawl

    (A) Empty

    Level 1: Defiance  Level 1: Prestige Power Dash

    (A) Empty

    Level 1: Prestige Power Slide

    (A) Empty

    Level 1: Prestige Power Quick

    (A) Empty

    Level 1: Prestige Power Rush

    (A) Empty

    Level 1: Prestige Power Surge

    (A) Empty

    Level 1: Sprint

    (A) Celerity - +Stealth

    Level 2: Rest

    (A) Empty

    Level 4: Ninja Run  Level 2: Swift

    (A) Flight Speed IO

    Level 2: Health

    (A) Panacea - +Hit Points/Endurance

    Level 2: Hurdle

    (A) Jumping IO

    Level 2: Stamina

    (A) Endurance Modification IO

    Level 1: Combo Level 1  Level 1: Combo Level 2 

    Level 1: Combo Level 3 

    ------------

    Set Bonus Totals:

    14% DamageBuff(Smashing)

    14% DamageBuff(Lethal)

    14% DamageBuff(Fire)

    14% DamageBuff(Cold)

    14% DamageBuff(Energy)

    14% DamageBuff(Negative)

    14% DamageBuff(Toxic)

    14% DamageBuff(Psionic)

    7.25% Defense(Smashing)

    7.25% Defense(Lethal)

    27.88% Defense(Fire)

    27.88% Defense(Cold)

    30.38% Defense(Energy)

    30.38% Defense(Negative)

    6% Defense(Psionic)

    8.5% Defense(Melee)

    36% Defense(Ranged)

    34.75% Defense(AoE)

    4.95% Max End

    6% Enhancement(Heal)

    3% Enhancement(Max EnduranceDiscount)

    2% Enhancement(Stunned)

    10% Enhancement(Range)

    22% Enhancement(Accuracy)

    42.5% Enhancement(RechargeTime)

    5% Enhancement(Held)

    6% SpeedFlying

    GrantPower Preventive Medicine (10% chance, if Scourge)

    90.36 HP (7.5%) HitPoints

    6% JumpHeight

    6% SpeedJumping

    Knockback (Mag -16)

    Knockup (Mag -16)

    MezResist(Confused) 45%

    MezResist(Held) 45%

    MezResist(Immobilized) 45%

    MezResist(Sleep) 45%

    MezResist(Stunned) 45%

    MezResist(Terrorized) 45%

    12% (0.2 End/sec) Recovery

    32% (1.61 HP/sec) Regeneration

    30% ResEffect(SpeedFlying)

    30% ResEffect(RechargeTime)

    30% ResEffect(SpeedRunning)

    5.25% Resistance(Smashing)

    5.25% Resistance(Lethal)

    19.5% Resistance(Fire)

    19.5% Resistance(Cold)

    2.25% Resistance(Energy)

    2.25% Resistance(Negative)

    6% SpeedRunning

     

     

  16. I'm running water/temporal and loving it up to 35 so far.

     

    My objective is to build for optimal defense, balancing ranged and AoE. I had a ranged defense only build that had a good amount more recharge, but figured coming close to soft cap for ranged and AoE both was more important if my focus is survival.

     

    Relevant totals:

     

    41.5 ranged def

    40.3 AoE def

    62.5 global recharge

     

    What are your thoughts? If my goal is defense, how important is AoE? Would it be better to softcap ranged rather than bring both pretty close? Have I made any obvious sacrifices that don't seem to be worthwhile?

     

    I know I have a weirdly large number of travel powers. The big reason here is the very slot efficient bonuses on Zephyr. My ranged def only build included a frankenslotted Steam Spray. I know it's a great power - perhaps taking a def hit is worth picking it up and frankenslotting it with HO's?

     

    Another question on power picks: I could drop tactics for burnout with no change in my slot allocation. I haven't run with burnout before, but the utility seems interesting - Tactics is always appreciated in those +4 scenarios however. I could also drop Rise of the Pheonix for melt armor with an Achilles proc. I find myself busy enough most of the time that I don't know I want another active power in the mix on my rotation, while Rise provides good utility and convenience without taking focus away.

     

    Hero Plan by Mids' Hero Designer 1.962

    http://www.cohplanner.com/

     

    Click this DataLink to open the build!

     

    Plasmatic: Level 50 Science Blaster

    Primary Power Set: Water Blast

    Secondary Power Set: Temporal Manipulation

    Power Pool: Flight

    Power Pool: Speed

    Power Pool: Leadership

    Ancillary Pool: Flame Mastery

     

    Hero Profile:

    Level 1: Aqua Bolt

    • (A) Thunderstrike - Accuracy/Damage
    • (3) Thunderstrike - Damage/Endurance
    • (3) Thunderstrike - Damage/Recharge
    • (5) Thunderstrike - Accuracy/Damage/Recharge
    • (5) Thunderstrike - Accuracy/Damage/Endurance
    • (7) Thunderstrike - Damage/Endurance/Recharge

    Level 1: Time Wall

    • (A) HamiO:Endoplasm Exposure

    Level 2: Hydro Blast

    • (A) Superior Defiant Barrage - Accuracy/Damage/Endurance
    • (7) Superior Defiant Barrage - Accuracy/Damage/RechargeTime
    • (9) Superior Defiant Barrage - RechargeTime/+Status
    • (9) Superior Defiant Barrage - Damage/RechargeTime
    • (11) Superior Defiant Barrage - Accuracy/Damage
    • (11) Superior Defiant Barrage - Accuracy/Damage/Endurance/RechargeTime

    Level 4: Water Burst

    • (A) Superior Blaster's Wrath - Accuracy/Damage
    • (31) Superior Blaster's Wrath - Damage/Recharge
    • (33) Superior Blaster's Wrath - Accuracy/Damage/Recharge
    • (33) Superior Blaster's Wrath - Accuracy/Damage/Endurance
    • (33) Superior Blaster's Wrath - Accuracy/Damage/Endurance/Recharge
    • (36) Superior Blaster's Wrath - Recharge/Chance for Fire Damage

    Level 6: Whirlpool

    • (A) Annihilation - Accuracy/Damage
    • (34) Annihilation - Damage/RechargeTime
    • (34) Annihilation - Accuracy/Damage/RechargeTime
    • (34) Annihilation - Accuracy/Damage/Endurance
    • (36) Annihilation - Accuracy/Damage/Endurance/RechargeTime
    • (36) Annihilation - Chance for Res Debuff

    Level 8: Tidal Forces

    • (A) Recharge Reduction IO
    • (13) Recharge Reduction IO

    Level 10: Time Stop

    • (A) Lockdown - Chance for +2 Mag Hold
    • (13) Lockdown - Accuracy/Endurance/Recharge/Hold
    • (15) Lockdown - Accuracy/Hold
    • (15) Lockdown - Accuracy/Recharge
    • (31) Lockdown - Recharge/Hold
    • (31) Lockdown - Endurance/Recharge/Hold

    Level 12: Chronos

    • (A) Gaussian's Synchronized Fire-Control - Chance for Build Up
    • (17) Recharge Reduction IO

    Level 14: Hover

    • (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
    • (17) Blessing of the Zephyr - Knockback Reduction (4 points)
    • (25) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
    • (46) Luck of the Gambler - Recharge Speed

    Level 16: Super Speed

    • (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
    • (23) Blessing of the Zephyr - Knockback Reduction (4 points)
    • (29) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance

    Level 18: Water Jet

    • (A) Superior Winter's Bite - Accuracy/Damage
    • (19) Superior Winter's Bite - Damage/RechargeTime
    • (19) Superior Winter's Bite - Accuracy/Damage/Endurance
    • (21) Superior Winter's Bite - Accuracy/Damage/Recharge
    • (21) Superior Winter's Bite - Damage/Endurance/Accuracy/RechargeTime
    • (50) Superior Winter's Bite - Recharge/Chance for -Speed & -Recharge

    Level 20: Temporal Healing

    • (A) Numina's Convalesence - +Regeneration/+Recovery
    • (39) Numina's Convalesence - Heal
    • (40) Numina's Convalesence - Heal/Endurance
    • (40) Numina's Convalesence - Endurance/Recharge
    • (40) Numina's Convalesence - Heal/Recharge
    • (43) Numina's Convalesence - Heal/Endurance/Recharge

    Level 22: Fly

    • (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
    • (23) Blessing of the Zephyr - Knockback Reduction (4 points)
    • (27) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance

    Level 24: Afterburner

    • (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
    • (25) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
    • (27) Blessing of the Zephyr - Knockback Reduction (4 points)
    • (48) Luck of the Gambler - Recharge Speed

    Level 26: Maneuvers

    • (A) Luck of the Gambler - Recharge Speed
    • (29) Luck of the Gambler - Defense/Endurance
    • (50) Luck of the Gambler - Defense

    Level 28: Hasten

    • (A) Recharge Reduction IO
    • (37) Recharge Reduction IO

    Level 30: Tactics

    • (A) Titan:Tanzenite Shard

    Level 32: Geyser

    • (A) Superior Frozen Blast - Accuracy/Damage
    • (37) Superior Frozen Blast - Damage/Endurance
    • (37) Superior Frozen Blast - Accuracy/Damage/Endurance
    • (39) Superior Frozen Blast - Accuracy/Damage/Recharge
    • (39) Superior Frozen Blast - Damage/Endurance/Accuracy/RechargeTime
    • (50) Superior Frozen Blast - Recharge/Chance for Immobilize

    Level 35: Time Shift

    • (A) Razzle Dazzle - Accuracy/Recharge
    • (45) Razzle Dazzle - Endurance/Stun
    • (45) Razzle Dazzle - Accuracy/Endurance
    • (45) Razzle Dazzle - Stun/Range
    • (46) Razzle Dazzle - Chance of Immobilize
    • (46) Razzle Dazzle - Accuracy/Stun/Recharge

    Level 38: Time Lord

    • (A) Gladiator's Armor - TP Protection +3% Def (All)

    Level 41: Char

    • (A) Lockdown - Chance for +2 Mag Hold
    • (42) Lockdown - Accuracy/Endurance/Recharge/Hold
    • (42) Lockdown - Accuracy/Hold
    • (42) Lockdown - Accuracy/Recharge
    • (43) Lockdown - Recharge/Hold
    • (43) Lockdown - Endurance/Recharge/Hold

    Level 44: Bonfire

    • (A) Overwhelming Force - Damage/Chance for Knockdown/Knockback to Knockdown

    Level 47: Fire Shield

    • (A) Steadfast Protection - Resistance/+Def 3%
    • (48) Reactive Armor - Resistance
    • (48) Reactive Armor - Resistance/Endurance

    Level 49: Rise of the Phoenix

    • (A) Preventive Medicine - Chance for +Absorb

    Level 1: Brawl

    • (A) Empty

    Level 1: Defiance

    Level 1: Prestige Power Dash

    • (A) Empty

    Level 1: Prestige Power Slide

    • (A) Empty

    Level 1: Prestige Power Quick

    • (A) Empty

    Level 1: Prestige Power Rush

    • (A) Empty

    Level 1: Prestige Power Surge

    • (A) Empty

    Level 1: Sprint

    • (A) Celerity - +Stealth

    Level 2: Rest

    • (A) Empty

    Level 4: Ninja Run

    Level 2: Swift

    • (A) Flight Speed IO

    Level 2: Health

    • (A) Panacea - +Hit Points/Endurance

    Level 2: Hurdle

    • (A) Jumping IO

    Level 2: Stamina

    • (A) Endurance Modification IO

    Level 1: Combo Level 1

    Level 1: Combo Level 2

    Level 1: Combo Level 3

    ------------

    ------------

    Set Bonus Totals:

    • 14% DamageBuff(Smashing)
    • 14% DamageBuff(Lethal)
    • 14% DamageBuff(Fire)
    • 14% DamageBuff(Cold)
    • 14% DamageBuff(Energy)
    • 14% DamageBuff(Negative)
    • 14% DamageBuff(Toxic)
    • 14% DamageBuff(Psionic)
    • 7.25% Defense(Smashing)
    • 7.25% Defense(Lethal)
    • 27.88% Defense(Fire)
    • 27.88% Defense(Cold)
    • 30.38% Defense(Energy)
    • 30.38% Defense(Negative)
    • 6% Defense(Psionic)
    • 8.5% Defense(Melee)
    • 36% Defense(Ranged)
    • 34.75% Defense(AoE)
    • 4.95% Max End
    • 6% Enhancement(Heal)
    • 3% Enhancement(Max EnduranceDiscount)
    • 2% Enhancement(Stunned)
    • 10% Enhancement(Range)
    • 22% Enhancement(Accuracy)
    • 42.5% Enhancement(RechargeTime)
    • 5% Enhancement(Held)
    • 6% SpeedFlying
    • GrantPower Preventive Medicine (10% chance, if Scourge)
    • 90.36 HP (7.5%) HitPoints
    • 6% JumpHeight
    • 6% SpeedJumping
    • Knockback (Mag -16)
    • Knockup (Mag -16)
    • MezResist(Confused) 45%
    • MezResist(Held) 45%
    • MezResist(Immobilized) 45%
    • MezResist(Sleep) 45%
    • MezResist(Stunned) 45%
    • MezResist(Terrorized) 45%
    • 12% (0.2 End/sec) Recovery
    • 32% (1.61 HP/sec) Regeneration
    • 30% ResEffect(SpeedFlying)
    • 30% ResEffect(RechargeTime)
    • 30% ResEffect(SpeedRunning)
    • 5.25% Resistance(Smashing)
    • 5.25% Resistance(Lethal)
    • 19.5% Resistance(Fire)
    • 19.5% Resistance(Cold)
    • 2.25% Resistance(Energy)
    • 2.25% Resistance(Negative)
    • 6% SpeedRunning

     

     

     

     

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