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About Me

  1. Not too much to say here. I've been working on this scrapper off and on for a while, finally getting her to level 48 and decided to fix her up a build. Here it is! This Hero build was built using Mids Reborn 3.2.17 https://github.com/LoadedCamel/MidsReborn Click this DataLink to open the build! Psy Lord: Level 50 Magic Scrapper Primary Power Set: Psionic Melee Secondary Power Set: Shield Defense Power Pool: Sorcery Power Pool: Fighting Power Pool: Speed Power Pool: Leaping Hero Profile: Level 1: Mental Strike -- Mk'Bit-Dam%(A), Mk'Bit-Acc/Dmg/EndRdx/Rchg(3), Mk'Bit-Acc/Dmg(3), Mk'Bit-Dmg/EndRdx(5), Mk'Bit-Dmg/Rchg(5), Mk'Bit-Acc/EndRdx/Rchg(7) Level 1: Deflection -- GifoftheA-Run+(A), GifoftheA-Def(7), GifoftheA-Def/EndRdx(9), GifoftheA-Def/Rchg(9), GifoftheA-EndRdx/Rchg(11), GifoftheA-Def/EndRdx/Rchg(11) Level 2: Psi Blade -- Mk'Bit-Dam%(A), Mk'Bit-Acc/Dmg/EndRdx/Rchg(15), Mk'Bit-Acc/Dmg(15), Mk'Bit-Dmg/EndRdx(17), Mk'Bit-Dmg/Rchg(17), Mk'Bit-Acc/EndRdx/Rchg(19) Level 4: Telekinetic Blow -- Mk'Bit-Dam%(A), Mk'Bit-Acc/Dmg/EndRdx/Rchg(19), Mk'Bit-Acc/Dmg(21), Mk'Bit-Dmg/EndRdx(21), Mk'Bit-Dmg/Rchg(23), Mk'Bit-Acc/EndRdx/Rchg(23) Level 6: Battle Agility -- GifoftheA-Run+(A), GifoftheA-Def(25), GifoftheA-Def/EndRdx(25), GifoftheA-Def/Rchg(27), GifoftheA-EndRdx/Rchg(27), GifoftheA-Def/EndRdx/Rchg(29) Level 8: Psi Blade Sweep -- ScrDrv-Dam%(A), ScrDrv-Acc/Dmg/EndRdx(29), ScrDrv-Acc/Dmg(31), ScrDrv-Dmg/EndRdx(31), ScrDrv-Acc/Rchg(31), SprScrStr-Rchg/+Crit(33) Level 10: Active Defense -- RechRdx-I(A) Level 12: Mystic Flight -- Flight-I(A) Level 14: Concentration -- GssSynFr--Build%(A) Level 16: Against All Odds -- EndRdx-I(A) Level 18: True Grit -- Ags-Psi/Status(A), UnbGrd-ResDam/EndRdx/Rchg(33), UnbGrd-ResDam(33), UnbGrd-ResDam/EndRdx(34), UnbGrd-EndRdx/Rchg(34), UnbGrd-Rchg/ResDam(34) Level 20: Kick -- Acc-I(A) Level 22: Phalanx Fighting -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(36), LucoftheG-Def/EndRdx(36), LucoftheG-Def/Rchg(36), LucoftheG-EndRdx/Rchg(37), LucoftheG-Def/EndRdx/Rchg(37) Level 24: Arcane Bolt -- Acc-I(A) Level 26: Greater Psi Blade -- TchofDth-Dam%(A), TchofDth-Dmg/EndRdx/Rchg(37), TchofDth-Acc/Dmg(39), TchofDth-Dmg/EndRdx(39), TchofDth-Dmg/Rchg(39), TchofDth-Acc/Dmg/EndRdx(40) Level 28: Grant Cover -- ShlWal-ResDam/Re TP(A), Rct-ResDam%(40) Level 30: Rune of Protection -- StdPrt-ResDam/Def+(A) Level 32: Mass Levitate -- SprCrtStr-Rchg/+50% Crit(A), SprCrtStr-Acc/Dmg(40), SprCrtStr-Acc/Dmg/Rchg(42), SprCrtStr-Acc/Dmg/EndRdx/Rchg(42), FrcFdb-Rechg%(42), FuroftheG-ResDeb%(43) Level 35: Shield Charge -- ScrDrv-Dam%(A), ScrDrv-Acc/Dmg/EndRdx(43), ScrDrv-Acc/Dmg(43), ScrDrv-Acc/Rchg(45), ScrDrv-Dmg/Rchg(45) Level 38: One with the Shield -- ImpArm-ResPsi(A) Level 41: Tough -- GldArm-3defTpProc(A), UnbGrd-EndRdx/Rchg(45), UnbGrd-ResDam(46), UnbGrd-ResDam/EndRdx(46), UnbGrd-ResDam/EndRdx/Rchg(46), UnbGrd-Max HP%(48) Level 44: Weave -- GifoftheA-Run+(A), GifoftheA-Def(48), GifoftheA-Def/EndRdx(48), GifoftheA-Def/Rchg(50), GifoftheA-EndRdx/Rchg(50), GifoftheA-Def/EndRdx/Rchg(50) Level 47: Hasten -- RechRdx-I(A) Level 49: Combat Jumping -- LucoftheG-Def/Rchg+(A) Level 1: Critical Hit Level 1: Brawl -- Acc-I(A) Level 1: Sprint -- EndRdx-I(A) Level 2: Rest -- IntRdx-I(A) Level 1: Swift -- Run-I(A) Level 1: Hurdle -- Jump-I(A) Level 1: Health -- Pnc-Heal/+End(A) Level 1: Stamina -- PrfShf-End%(A), PrfShf-EndMod(13), PrfShf-EndMod/Rchg(13) Level 24: Arcane Power ------------ Thoughts: 1) Global Recharge is very low. In a Defense secondary, I only have two LotGs in there. Hasten has only 1 slot and is nowhere near Perma. When Hasten is down, Active Defense isn't Perma, with a 7 second down time. 2) Smashing/Lethal Reisist isn't capped. In fact, it's only at 55%. Rune of Protection won't even cap you in this build. 3) Almost entirely all or nothing slotting - either 6 slots or none on the majority of powers. Mass Levitate is the closest to a proc mule attack you get. 4) All positional defenses are just over the 45% cap and increase up to 55%+ when your teammates are next to you. Incarnate powers can add to this 5) Smashing, Lethal, and Toxic resists are at 55%. Psi at 49%. Energy and Negative at 47%, and Fire/Cold at 32%. It's not world beating but it's definitely decent padding. Incarnates might help 6) There's no Heal button and no End mitigation powers. You can slap Rune of Protection or One with the Shield, but that may not be enough. 7) +42% Accuracy and +30% damage seems a nice little bonus from set slotting. Overall: It's a scrapper, not a tank. I tried to buff out defense and resistances to a decent level so that I'm performing well, but I still expect to be eating dirt whenever I scrapperlock and get in over my head. I'm not sure it's really got any great damage burst potential, but I do like the Procs in Mass Levitate. The main thing to balance is Time to Kill vs Survivability vs Downtime due to lack of end or hp, which will require playtime to determine what needs to be altered and how. Let me know what y'all think!
  2. im looking into creating sword like character but dont know what a good secondary would be. i really like the sound of DB/EA but also like dark armor as well. any thoughts?
  3. Fairly new to the CoH scene but I'm going into my second character and looking for MA/??? scrapper. leaning towards energy aura, but also looking at shield and sr? any thoughts or comments would be great
  4. So once again I'm back optimizing my build starting from scratch! My last Dark/Shield Scrapper Murcielago was amazing and hopefully in a few years I'll have him back to that level. Below is the building I will be working towards again. | Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1521;675;1350;HEX;| |78DA6593D972124114867B6030B207B210CC02C444B6640093AA688C5AA5182B115| |228D13B2B4EA00D9414500329934B5FC1F50534EA8D0FA4CFE072EF321EE7FC20CA| |14D4D77DF673BABB7894F77CB8F9E4AA507CD71B7AA7B357AE187ABB2D8D911DBD7| |B68E80D419FB7786854EAB2A11FB4A2BB9B232409F7CCF68AB221A596D78D47BC8C| |F43579F950363B522BD7C8B5DADB06B69A3569C86657EB2D3CA556ABA115A4DEAE3| |70FFCBD4D551A9D5ABDEDB5F69BF5835A97B42E6B576E4B590DDC68D72BDAB556F5| |78AFA877BAD2389EA2BA92F437FE14687DA62AE2362172AAB025C024534D8169A6C| |B4BE68AE5E310A3B49855C5A9717082797A8DD4AA5DA442BC4F9DB75B7493AFC2BE| |36A5678B182EF878C8C68EF8F6DBD0DD617ACAE02ED37717BCC79CA47E1C88EF40F| |CD18F36E627E621D970DBA66364837306FFE3F8857F3969914E976A73B2AFCDB90E| |1D3885FA0314DC8D1ADC6BEC97812E879AC6C8C68B1ABCAFB9AEA537E009F896B9F| |C0E7CCF54C8D78F33F36FF399C46E31970BCC4C9199DB61DAC927809A0259AEE1CC| |0AB8CA7C4C3663D6C19A8EB1EF9C2BFA8319FF09FE62264D50F0B9FAA89909EB604| |D31111396CC4FB210E71421F47D4439C29C430D23C71C72CC21471439A2C8A192CF| |34C751A631CF18384FBA59F4359BE6BC7130051E934D04B38E3C60D9D90A5805257| |3611F846F807A98C7ACE72FF22C17D699E72E811BE0656690F22DB28F58C42C8214| |270159628965651A5D1AB234F29D909D865EB5A7DC7FEE15EE2FE9B29867167167D| |4FEFBA51F7DA2302871B26749C5832599625945D4FE1B369DA3F466586B965C969F| |B5BE3FB0D607D6FB03EBCFAEFE7B46E42F4392AFAE8137BFC5F720B9CDCC5C617EF| |B6BE350D0F7D433E6CC73F005EEC94B660C73C90ECD203524C90D495687242B4392| |DF3137E577| |-------------------------------------------------------------------|
  5. I keep getting asked about my character, especially as I made them in April before the set seemed to explode! So here is what I hope is an exploratory analysis of the set, with its applications and performance. If nothing else if might give people ideas for different approaches to the set. This is my take on the set, others will have different thoughts but that is part of the fun, finding your own way! This is my first Guide attempt so be kind please! Titan Weapon/Bio Armour Guide Overview: As with all melee sets, your first choice is the archetype you are going to play, after choosing the powers you then decide who would complement the aspects of those powers the best, often leading to heated debate! Your choices are Tank, Brute, Scrapper and usually Stalker but they don’t have Titan Weapons available. After that you explore the power sets to make your ultimate fighting machine. Each choice is unique in both how it plays and how it enhanced, specifically I look at the inherent powers each class gets, the weighting for each power set and their damage potential. This can be a tough choice. My personal opinion on Bio Armour is it is a Hybrid class, it has a little resistance, nothing you can really count on. Its defense is fairly good, but its power lies in Absorb Shields. Yes, it has good regen, but regen isn’t going to save you the same way. Inherent Power and Stats The Tank is by birth right, a Tank. Their primary power set is defensive and their inherent power, Gauntlet, is all about keeping the attention on them so that others can fight freely. They also benefit from the largest Hit Point pool available and their defensive powers pack the most of any class, allowing Gauntlet to work at its best. The Scrapper is the opposite of the Tank, their primary is all about damage and survival is a secondary concern. Their inherent power is Critical Hit, which lets them get a chance to deal double damage. Its not predictable so you can’t count on it right off the bat however. Their base damage is higher than a Tank, Their Hit Points a lot lower. Their defensive powers are good but only about 60% ish of a tank. Ideally you want your target to be dead before they can start really hurting you. The Brute is like a mash of a Tank and Scrapper. They have Hit Points higher than a scrapper but not quite that of a Tank. Their base damage is lower than a tanks, and a lot lower than a scrappers but their inherent power is Fury, which is a damage bonus based on how much attention they receive. Fury gives an “absolute” max bonus of 200%. You will find that’s impossible to get let alone sustain, ive found 90% to be about the max to keep up, giving them a 180% damage bonus once they warm up, initially at low levels this is hard to gain and keep but later on it just happens all on its own and needs little attention. Their power pools are the same as a scrappers in placement so first focus is on dishing out the damage, and second port of call is taking it, which with the increased hit point pool they do very well. Power set weighting The Tanks primary would be Bio Armour so all its defense and resistance is at peak power. Now its important to remember that neither of those are the cornerstone of the set, but both are handy to have in prolonged fights. The Absorb aspect however is based on your base health, and the tank has that in spades. Boasting the largest Hit Point pool they gain the largest absorb, giving them a truly huge health buffer. The secondary power set, being Titan Weapons in this case gets its own perk on a tank. The T1 power Defensive Sweep gets to do – Resistance AND it’s a cone, so it’s the only tank to get an AoE -Res power at level 1, this helps with the damage right off. Damage wise the tank has a damage cap of I believe 400%, which with some work and a few inspirations you can hit and do some impressive damage. The Scrappers Primary is Titan Weapons, which already boasts one of the highest damage bases available, all be it the animation time can be crippling. But, because the scrappers base damage is high to start with, using this power set gives it even more impact, very little can take multiple hits and live. Secondary wise, Bio Armour has the least to work with defensively. With the smallest Hit Point pool of the 3 choices the absorb shield is lowest and the resistance and defense is at the bottom of the pile too. Damage wise the scrapper again has a 400% damage cap with the same requirements as a tank, a little effort and you hit it. The Brute is again a hybrid, Titan Weapons initially does the worst when starting a fight, but being a high damage base it hits very hard anyway, and every swing gets harder until its eventually cleaving enemy apart with every swing. Their increased Hit Point pool lets them take better advantage of Bio Armour's absorb Shield, however they get no better defense or resistance then the scrapper. Damage wise the brute is unique in that they can get up to 675% damage cap, that’s very high and while you can use inspirations and buffs to reach it, without a dedicated support class with you, don’t plan on sitting there for more then 30 seconds, that being said, it the target is alive that long its impressive. Archetype Specific Enhancements For the Tank, Enhancement wise I'm looking specifically at the Archetype Specific Attuned Enhancements, one gives a chance for +resistance to all and the other a chance for +absorb. Breaking those 2 down a little, a Tank is made to take damage so the +resistance will never be turned down, the +Absorb power is essentially MORE Hit points based on your base Hit points, which you have the most of so this again is a substantial bonus. Bio Armour however, employs its own huge Absorb Shield and it does have an upper limit that’s very easy to reach, its resistance is sub-par at best so the +resistance is great, but the Absorb Proc is wasted. For the Scrapper, their Archetype Specific Enhancements are catering towards critical hits as the first one is an across the board increase to the chance they occur all the time, the second is a proc that boosts the chance to +50%. Note that’s not increasing the chance by 50% that’s adding it on. So if you had a 10% chance to land one normally its gonna be 60% chance when this fires, letting those pesky bosses be cleaved in half The Brute gets 2 different bonuses from their Archetype Specific Enhancements. The first is a Proc that gives them a quick boost of Regeneration and Endurance, the second gives them a chance to gain bonus Fury with every attack. Both of these go with fury as one lets you get mad faster and the other lets you stay there, mad is more damage so its more carnage. Difference between sustain and Peak power This seems to appear a lot and im not sure why. When your factoring in things for a character you need to look at it from a battle prospective, not just one hit or 1 powers cycle. An example of this would be Unstoppable the invulnerability Power set, It caps all your resistance except Psionic. Your going to be hard as nails, at least until its nap time and you have to wait for recharge. Damage wise, consider Gang War from the Mastermind, made even more powerful with Burnout. You suddenly have this massive damage spike, but its not sustainable, Gang War can be made fast, but Burnout will NEVER be up as often. Its Burst Damage, you won’t use it on every mob unless your waiting for them to die of old age! Sustainable Damage Potential This one is harder to explain so Ill look at the Scrapper and Brute as comparison, Assume each has identical slotting and powers, both with Build Momentum and chance for Build up included. We will assume 2 scenarios, an Apex Moment where everything is maxed out, and a generic time that can be repeated with every mob fluidly. The attack of choice does 100 Damage. The brutes base multiples is 0.75 and the scrappers 1.25. Brute Apex. 675% damage bonus in addition to 100% damage enhancements, means that the attack that did 75 damage gets augmented to 150 from IO’s and then increased to 656.25. Keep in mind its the base damage that’s multiplied. That’s 656.25 damage before enemy resistance, that’s a huge increase but it cant get higher without the target getting debuffed. Scrapper Apex. 400% damage bonus in addition to 100% damage enhancements, means that the 125 damage attack goes to 250, bumping up to 625 damage, after reading the brutes you'll think, pff brute wins hands down, but he scrapper has one other power, Critical Hit! That 625 gets whacked up to 1250 damage, almost 50% above the brutes. Brute Sustained. Assume they are getting their full 200% fury bonus despite it being impossible. Assume also they hit Build Up with the proc that also activates (it can happen every mob). Build up gives +50%, the proc another 100%. Giving the brute a sustained damage of 380%, add on the base IO’s and your hitting for 450% damage, nothing to laugh at! So that 75 Damage Attack is doing 431.25 Damage that you can fairly accurately predict. Now the brute can eat red inspirations continually and amp that up, but that is extra. Scrapper Sustained. Assume again they hit Build Up with the proc that also activates (it can happen every mob). Build up gives +62.5%, the proc another 100%, and the IO’s an additional 100%. That’s 262.5% damage bonus. So that 125 attack does 453.125. Slightly better then the brutes but not enough to warrant the lower Hit Points, But, the Archetype Enhancement that adds +50% crits.. can go in an AoE attack, and trust me, when you use it, it will almost always trigger, but it in a power with a fast cool down and its going off continually. So that 453.125 damage is more often then not hitting for 906.25. Additional Info About Bio Armour's Resistance and Defense when paired with Titan Weapons Titan Weapons first attack gives you Melee Defense, which as a melee character is kinda handy. It also has a LOT of Knockdown, for those unfamiliar, Knockdown (kd) and Knock back (kb) both share the trait of knocking the enemy on their back sides, if they are lead down they aren’t attacking, that’s 100% defense and resistance from that damage source, at least until they are up again. Difference is, KD keeps them in place, KB sends them flying, meaning you have to chase them, or they could attack from range, and until Titan Weapons gets a Ranged attack to throw the sword, that’s not good. It also happens that Titan Sweep (Cone), Whirling Smash (PBAoE) and Arc of Destruction (Cone) all have KD so every time you use it the enemy have a chance to not do any damage for 2-3 seconds. That’s enough for a defense debuff to wear off, health to regenerate, to use a power with a cast time or just hit them hard till they don’t get up. In summary of choice: Tank – Better sustained survival at the cost of damage. A – Resistance power at level 1 to help with targets right away and the best effects from the absorb shield, combined with Gauntlet let you get attention and keep it. Enhancements that augment your resistance but one that’s lost on you in the form of absorb. Titan Weapons KD lets you keep knocking them down so your defenses are even stronger. Scrapper – Sustained survival initially will be tough, you get the worst defense, resistance and absorption of the 3 choices, but, your damage is highest right away and has a chance to score double damage, which gets insanely high once you factor in enhances to make it more likely. Your greatest defense is no one left alive to retaliate. Titan Weapons KD lets you keep knocking them down so your defenses are not being hit as much and you have time to use powers. Brute – sustained survival is better then a scrappers as the Absorb shield is working harder, not as good a s a brute but your going to be a tough nut to break. Damage wise, you will get more damage with every attack and can reach a damage cap no other can reach, albeit with a lot of work and its non-sustainable. Your damage at Max effects wont rival a scrappers but you have more survival powers to let you keep going once the scrappers luck runs out and they fry. Titan Weapons KD lets you keep knocking them down so your defenses are left alone and regeneration and absorb shields last longer. My play style Is all about jumping in and taking out the biggest guy before he knows I'm in the room. To that end I choose the scrapper, their damage is unrivaled, so long as they don’t get carried away and get owned of course! But we can minimize that. The Power Info that follows will apply to all 3 classes but the focus will be on scrappers and their goals. Power Overview - Generic Primary: Titan Weapons T1 – Defensive Sweep – A Light Damage Cone attack, with a wide Arc (120 Degrees). The attack gives you 11.25 Melee defense per hit, tank gets 15% and adds -Res to this as well. [4s Recharge] {This is handy during leveling on a scrapper but skippable on final build} T2 – Crushing Blow – High damage single target attack, does -Defense so can tack Achilles Heel -Res Proc if desired. [8s Recharge]. {This is a perfect Single Target Chain attack, its fast and high damage, good for leveling and final build} T3 – Titan Sweep – High Damage Cone attack (120 Degrees) that does knockdown. Handy for Forced Feedback +Recharge proc. [10s Recharge]. {This is handy during leveling on a scrapper but skippable on final build once you have a good recharge bonus} T4 – Build Momentum – Your version of Build Up, scrapper gets a +50% damage bonus and +20% Tohit on application for 10 seconds, additionally, slot it with a proc from Gaussian's Set for an additional +100% damage chance, it fires a lot! {NEVER SKIP THIS} T5 – Follow Through – Superior Damage Single Target, Does KD and stun, but neither are worth it during leveling. However once your at 50 it’s a intricate part of the Single Target Chain for big bosses. [10s Recharge]. {Take this once your lvl 50 and have some global recharge} T6 – Taunt – Ranged Foe Taunt, handy if your tanking but its not your job, that massive sword in your hand is your Taunt! [10s Recharge] {Skippable} T7 – Rend Armour – Extreme Damage Single Target attack, also does – Def and -Res, meaning it can take a proc for MORE -res too. This is your boss killer and needed in leveling and final build. [16s Recharge] {Take every time you are given the choice} T8 – Whirling Smash – PBAoE attack boasting the widest area available, a whopping 15”. For reference that will hit most of a mob BEFORE they even turn to face you. It also does KD so they are all on the floor. Build up and a Critical from this will kill all the minions instantly it hits. [14s Recharge] {Take every time you are given the choice} T9 – Arc of Destruction – Superior Damage Cone attack (120 Degrees) that does KD. Its fast and lethal, whats not to love. [10s Recharge] {Take every time you are given the choice} Secondary: Bio Armour {Everything in this set is needed so this is an overview of the components they contribute} T1 – Hardened Carapace – This is your resistance to smashing and toxic damage. Also gives you Stun and Sleep Protection early early on. [Adaptation will either increase endurance discount, resistance values or damage bonus based on form] T2 – Inexhaustible – This gives you a Hit point boost, some regeneration and recovery bonus as well as resistance to slow and endurance draining effects, handy at higher levels. [Adaptation will either increase Max Hit points further or grant more regeneration and recovery] T3 – Environmental Modifications – This is your statuary Protection to Hold, Knockdown and Immobilize as well as substantial defense to Fire, Cold, Energy and Negative, with some Psionic as well. [Adaptation will either increase Max Hit points further, with additional defense or a To Hit Bonus] T4 – Adaptation – This is your gateway to forms allowing other powers to behave differently depending on needs. You have Efficient, Defensive and Offensive Adaptation Efficient - in short you can go longer without taking a break for energy Defensive – your harder to hurt and have more Hit Points, you do however suffer a decrease in damage output. Offensive – All your attacks to additional Toxic Damage and you get a bonus to To-Hit, but you loose resistance to everything. <---- This one is what I always run in, it also gives a passive damage boost T5 – Ablative Carapace – A clickable Absorption + Regeneration power. This will add your base Hit points to your health in the form of a shield. The shield cant regenerate and will turn off after 30 seconds if not depleted, but you can always reapply it when its low! This is your panic button as it needs nothing but yourself to activate. If you take a large enough hit to break your other shields and loose health, the regeneration will also heal you up while your shielded. [Adaptation will either increase the regeneration or absorption capacity] T6 – Evolving Armour – This gives a pitiful amount of resistance and is worthless to enhance, however! It is a PBAoE Taunt with built in -Res. Essential for holding attention and making sure they go down screaming. [Adaptation will either add regeneration and recovery, increase resistance and defense at the cost of resistance debuffs or further debuff enemy resistance.] T7 – DNA Siphon – This is one of those panic buttons you will have but not really need unless you NEED it. Its complicated without forms and worst with them but basically if you hit a living enemy it gives you health and endurance, if you hit a corpse you get regeneration and recovery. Living targets also are taunted and suffer -regen. T8 – Genetic Contamination – This is the trade off for no resistance to work with, -damage and some PBAoE toxic Damage aura. Its damage isn’t noticeable but its -damage is very much so and it further increased in Defensive mode. T9 – Parasitic Aura – This is your bread and butter power, some people say it’s the panic button but as it HAS to have living targets I say its your opener! In short every Foe you hit will give you some absorb shield, roughly 20% of your capacity when enhanced. It also massively increases recovery to the point you WILL cap it. Fire this in a mob say when they are all on their backs after your PBAoE and you will get 1300 absorb, and capped recovery for the next 45 seconds, meaning you are all but unstoppable, until the shield drops anyway. If it drops fast after half the mob is dead, Ablative Carapace is your backup to fill it again, though you wont get endurance benefits. It also debuffs enemy damage, who could say no! Power Pools These are by no means the only selection you can make, but I found them to be the most efficient for my style. Fighting Pool Boxing – Needed for the other two! Tough – Smashing and Lethal Resistance, cant avoid needing it. Weave – Additional Defense to all, Kinda need it also for harder enemy. Speed Pool Hasten - +70% recharge speed, made constant, not needed but handy to have it your wanting to go full speed. Leaping Pool Combat Jumping – Additional defense, not a requirement but a nice extra. Leadership Pool Maneuvers – A nice bit of Defense that you can share with your team. Tactics – Tohit Buff and some fear resistance, high end enemy use fear a lot so this helps. The To-hit helps hitting enemy more reliably so we don’t need to focus on Accuracy as much in powers Patron Power Pool This one is totally up to the users preference, My choice was based on wanting to always be on +4*8 so I needed even more survival and a way to give myself defense to defense debuffs! Soul Mastery Moonbeam – A long range snipe, can activate in combat as a range attack or out of combat as a sniper attack. Very high damage, great for runners or separating multiple Archvillians. Shadow Meld – The reason for the set choice, think Elude only it last 15 Seconds, recharges in 25 Seconds and has no crash. Gives 32% defence to everything upon activation allowing you to softcap everything even Incarnate level enemy easily, added benefit that with such high defence you can take a few -defence hits and not worry. A Mids Reborn Built for download: Just copy it into the browser and it should download. http://www.cohplanner.com/mids/download.php?uc=1525&c=693&a=1386&f=HEX&dc=78DA6594CB4F135114C6EFD0A90814682D501E05DA22AF166A2B6C7C85A80851A9A2455DD6B15CCBC4DA36D39AE8D2854B2302868DCF9DA831D13FC3E73FA0E23371E36363A2ABF174CED74A9C2693DF9DEFDE7BCE37DFED4CE2E2A4EBF1F4E509A134EDCF6AC5622A9936B442411ACE8496D1D3A2FCABA5CB5FD153099995323AA797B45CEA94D40AF95C31549D9C946765AE28A3FBF47CEAA891D1727A3AB5D7389F3744E36C3E9F8D4EE99985929ECBD45B77C98294F32E6B384395486FAEDCCC4BA3B8A0173A0E14F4743459D2B2E7A87A327F219B4A68C592342EB593A911BAAEFA047EA6533C73081157C5A6E7CCCD2FC097CCFA57E06BE69B3EDAA6606F4CB1B49A3838C654C7C1EDA8EDA3FB6E55BCA5BD0AEFAD51823CD71660B6AFD6587C476B1CBC46751CC6DC2166E71438CDF4B7729F6BF43C4E3C8F7351B534D7757089E95E666E59016F30177D7C58654FB51161692D15AEB1A775F254C79E4C851637F07AD1D0C9EB1CA435F2BCA311993421932664E246261FA85633F26B3EC65ADF71E6D62438079E600E9C642E91570FF7563D83EC2D38040E33FBC26084F991FA79B99FE2FDC3B90DFC6286C8772BD7535AF1CC6DA04A733E9C830FF907907F00F9070FA21ECE6199FC75E01C3A76707FFF4E66CF2E7037B88719B8C2FC443EBBE0A50B1E062B9EC84B377B11DD3DACAD50AF5EF4EA3DCD67B94D03CF30E369701E94CCCFD42B84BDA19BAC0DDE62866F837798A37751F31EF30BEDED87CFFEFF7C7EA53886703E43F779FDF01AF8007C88FA8F98BF5D4244E025821C475A4037E8618EA24F851ECA258A5CA2C8C54B5A0C5A2CC89A5FADBEEFE5BFB0698A5EB5FA169B61DB6CCCA6C46DCA984D19B72933366556455B52144BA973D3FBCE8AF9ADBEFA7DC0EC0F9BF2DDA6FCB429EBFFBE6FE693F2BB8BF1FB0DE3A71BC647C2D5733327BC14199259DD30FE0B6BF50147 The above explained a little. The build uses 2 attack chains, a single target chain and a AoE chain. Typically you will target the biggest guy in the mob, use the AoE chain, and then switch to Single Target to finish them and any other bosses. Single Target Chain Crushing Blow – 6 Slotted with Superior Scrappers Strike {Attuned} Reason: The set gives good bonuses, the unique 6th one is all about critical's, which is paramount for this build. Follow Through – 6 Slotted with Superior Blistering Cold {Attuned} Reason: Sets give some of the best defense bonuses available and the proc in the 6th slot gives this a good chance to hold even bosses with its fast application. Rend Armour – 5 Slotted Hecatomb {Purple IO} Reason: Its one of the best Single target sets available for our best attack, I've not included the 6th slot as a pure damage IO from purple sets is a total waste for anything other then the 6th bonus, which isn’t needed here. Area Effect Chain Whirling Smash – 5 slot Armageddon with 1 slot Forced Feedback + Recharge Proc. Reason: Purple sets don’t benefit from the pure damage IO unless it’s the bonus you want, the 6th slot uses the forced feedback as it will almost always fire in this power and massively boosts recharge for 5 seconds, since most of our powers are under 5 second recharge this makes them very fast. Arc of Destruction – 6 slotted Superior Critical Strikes Reason: This is the crown Jewel of the build, the set inside it is what makes everything work. That proc we talked about earlier with a chance to add +50% chance to crit, that’s per target, add that to an AoE attack and the chance of firing goes up even more I've found. I've found its far more likely to fire then not and when it does the next 3 seconds of attacks are devastating due to Build Up, Chance for Build Up and crit chance. A purple boss cant even get an attack off, they go down so fast. For Bio Armour, I chose to focus on resistance to smashing and lethal damage as it’s the most common, then defense to everything else. Relying on soft capped defense and a vast Absorb Shield to keep my alive long enough to drop everything around me. Hardened Carapace: 4 slotted with Aegis for the smashing and lethal resistance bonus and then the 2 unique +3% defense IO’s giving me 6% free defense to everything. Inexhaustible: 2 Slot Panacea, the +Hit point Proc and the pure Heal IO. The +HP proc essentially gives off 64 health every 3-4 seconds like a passive heal, the other IO is to boost my Max HP a little more. The 3rd Slot is performance Shifter + Endurance Proc, its constantly going off, prob not needed at lvl 50 but at lower levels r against endurance drainers you will be glad its there. Environmental Modifications: 4 Slot Shield wall, including the +5% resistance to all. 5th slot is Luck of the Gambler +7.5% Recharge IO, they do add up! Shield wall gives better bonuses then Luck of the Gambler if you don’t need the accuracy. Evolving Armour: 2 Slot Unbreakable Guard, +7.5% Max HP is around 100 extra health, the second resistance/Endurance IO in there is to make it cost less and give the resistance a boost tho its worthless in the build. DNA Siphon: 2 slot with recharge. We don’t need its healing or its endurance, we just want it up when we need it, tactics takes care of accuracy so this is ample, rarely misses even at lvl 54. Genetic Contamination: 6 Slot Superior Avalanche, this is a winter set so great bonuses but its jewel is the chance for KD proc, it turns this PBAoE toggle into a KD aura that can send bosses flying. And a lead down enemy is a good enemy! Its endurance heavy so the extra slots help make it less impact. Parasitic Aura: 2 Slot Recharge. If your attacking mobs you will cap your absorb limit easily by default and enhanced this will cap your recovery. Id rather have it up a lot then enhance it for no reason. Boxing is irrelevant. Tough is 4 Slot Aegis for the smashing and lethal resistance and the bonus to that effect too. Weave is 4 slotted with Shield Wall for the bonuses and 1 Luck of the Gambler +7.5% recharge. Hasten is 2 Recharge IO’s, this will have it up more then we ever need it. Combat Jumping, a plain Defense IO, it helps in tough fights and additional +recharge from Luck of the Gambler only accounts for a tiny amount now, id rather the defense. Maneuvers is a plain defense IO again, you could use a +7.5% recharge IO but it’s a minimal effect for less defense. Tactics is an endurance reduction as it is quite high, but we need it to function. Moonbeam get 5 slotted Superior Winters Bite, all but the proc this time so its doing good damage. A chance to slow a target down isn’t needed if the target is dead! Shadow Meld: 4 Slot Luck of the Gambler for some extra Hit points and a little accuracy, then 2 slot with Recharge IO’s so its up as much as possible. I won’t go through the stats as you can download and view them yourself if you want. My play style involved running towards a mob, hitting shadow Meld as I go, it has no animation but has a 3 second cast time so you can’t do any powers while its activating. When I arrive in the mob, I'm at 70% defense to most things, use Parasitic Aura and get 1330 Absorb Shield and capped recovery, then Hit Build Up and whack the boss/Elite Boss/Arch Villain with Arc of Destruction hitting for 150% of normal damage normally, 90% of the time this triggers Critical Strike Proc, giving my next attack a critical with the 150% attack boost, if you choose your AoE attack, red minions die instantly, lieutenants take 90% damage and bosses a fair chunk, if you choose a Single target you can reduce a level 54 boss to a corpse with Arc of Destruction>Rend Armour>Follow Through. This same chain will do a good chunk to an Arch Villain and even a Giant Monster. By the time Shadow Meld ends everything is usually dead, maybe a boss has half health if it was near the edge of the mob, but another Single target chain and he is dead before he gets a shot off. All this time Whirling Smash and Genetic Contamination and knocking foes over so they cant run or fight, letting them just die in peace. Once the mob is gone you start running to the next mob with full health and endurance, once they are in sight, shadow meld is back up as its only a 24s recharge now, and repeat. Mix it up if you like but everything always dies. For Incarnates Alpha – Cardiac can help with endurance and resistance if you need it early on, but musculature gets more use once your rocking at a good speed. Interface – Reactive gives fire damage and a -2.5% resistance proc, I've found Degenerative is more effective for its -Hit points, especially against bosses and above. Lore is usually personal Preference, I personally Like the Banished Parthenon Right hand T4, the support Pet has an AoE Ice Storm attack and is untouchable, good for annoying lots of enemy. The mix of -res helps with AV’s too. Destiny I tend to use Ageless, the +recharge bonus is huge and it will give you limitless endurance constantly, your team will love you too if they don’t have it. Judgment is aesthetics mainly, but I’ve always had a soft spot for Ion, the fact it goes all round lets you use it as a taunt that not only attracts attention but kills all the minions! Combined with musculature id goes from 273 to 404 damage at lvl 54. Hybrid is a mixed one. Typically, the left hand tree works better on scrappers, the right hand tree better on Brutes. I took the left hand tree for the cumulative damage boost, it really adds up with all the AoE. Final Thoughts and Notes. -----Momentum----- Titan Weapons employs a unique mechanic called Momentum, I initially left this out as I feel its something you kinda need to see in action but ill amend this for completeness. Momentum is exactly what it sounds like, getting it to start moving takes effort, but then your whirling it round like a crazy person. Momentum is a Buff that activates the moment you use any Titan Weapon Attack. All stats for the set show the cast time of the powers with no momentum employed making it look slow and clunky. This means that Initially at low levels you WILL struggle. Your first attack will generate momentum and that will be retained for 10 seconds. During that time your animation times are super fast and fluid. When it ends, you start all over again. This means you WILL need to employ attack chains that recharge in order. Initially this is a real challenge as the powers are endurance heavy and you will struggle to have enough powers to keep going for 10 seconds at a time. Your attack chain will also change constantly as you gain additional recharge speed and get a feel for the powers. Additionally, you have a wonderful power called Build Momentum, essentially Build Up, except it gives you momentum without attacking. Once your recharge is high enough you can use build up for your first attack chain, then use 1 slow animation to trigger a second chain before build up is ready again. There is a very narrow area where you can extend momentum if you activate a power in a time window, but your talking half a second if that, it may be a glitch, we may never know. When Momentum is up, attack, when its down, use Bio Armour to regenerate yourself, apply shields, use Shadow Meld, what ever you need. This will optimist your battle time considerably. Once the build is complete a single Build up will clear a mob before it expires except specific purple bosses/EB/Archvillians. And for those rare occasions, that momentum downtime is when you use Bio Heals, and any powers that cause redraw. When you use Build Momentum, you instantly get your weapon back removing redraw and your off again. ------ Leveling up and affording------ At level 1 you take every attack power for using momentum, once your 32, you can respec to ones you like, or hold out till 50 and respec into a final form. If you use this build, it operates fine on Basic IO's. This costs in the region of 6 million influence but you can start getting them at lvl 25 so its not expensive. Once your level 30 you can save up for a steadfast Protection +3% Defense Proc, currently valued at 5-7 million influence. At level 50 your immediate ones you will want to acquire will be a: Gladiators Armour +3% Defense, typically 10-12 million influence. (easy Defense boost) Critical Strikes +50% chance for Critical Hit 9-12 million Influence (This is what takes you from very good to God-Like) Avalanche chance for knockdown 9-12 million influence. (This will help keep you from taking damage) Note that superior versions are better but are a lot more expensive. Buy the BASIC ones and upgrade yourself. I've noticed that some sets are a lot more expensive now like AEGIS, currently going for 8-10 million each! these help a lot with bonuses but can also drop, dont feel you need everything fast, prioritize what you feel you need. ------Conclusion------ This is my take on the build. Focusing on Defense and Absorb shielding and using massive crits to kill everything before you take any damage. This build can run on +4*8 with Bosses and AV’s enabled against any enemy I've come across to date. Nemesis as my personal Favorite as you can kill the Fake Nemesis at lvl 54 before they can pop their shield, and the war husks explode! Challenging Enemy who can cause issues: Praetorian's due to the debuffs they can stack and the +to hit they summon – to deal with them herd them so they cant escape your damage Banished Parthenon as again they debuff a lot. Take Down the Sorrow Bosses first as they cripple defense. Canaries as no one likes them and the Dark Ring Mistress can use an auto hit -33% defense attack, 1 is fine, but if you get 2 or 3 in one mob you loose your defense, target them first and if needed herd to get everyone together. New Addition: Rularuu, specifically Overlords. Their damage is fine, but one of their power's is a phase shift on the target, and it lasts a LONG time. I killed 3 mobs of them on +4*8 like butter, but one of them in the 4th mob got a shot off and i was intangible for about 20 seconds, I had no idea how long it was lasting and there was no warning it was dropping so when it did my shield had run out and I was hit with about 4k Psionic damage in one burst, it was lights out lol - Interesting thought however, if your made intangible, surely a power like Phase Shift or Ethereal Shift should be able to break you free since it removes you from the place in which you are! In all these cases however, your damage is equal, few enemies can take the hits so even ones that can hurt you, you will hurt them far more! If in doubt, herd them up so you can hit them harder! I hope you found something within all this useful or at least gave you inspiration to improve on it! Be Kind! P.S. Some have commented that this is a God-Tier Build, and yes it can do amazing things, but it will also drop like a lead balloon if your not paying attention or you start getting lag. I can run 20 missions and hardly take and damage at +4*8, but a few seconds of heavy lag and ill hit the ground if its when I need to deploy a shield or heal. Nothing is immortal and your play style will massively impact how this build works for you. Adapt it to your own style and you will be impressed, else you may find you made a very pricey vengeance bait character!
  6. Okay, this isn't REALLY a "Guide" so much as a set of pre-prepped builds in Mid's/Pine's. The basic touchstones are more or less identical across Tanks, Brutes, Scrappers and Sentinels. So I'm going to provide the templates pre-built and slotted out for Invuln, Fighting, Leaping, Maneuvers (when needed) and the basic expectations for Health and Stamina. Just plug in your attack primary/secondary and go to town. Updated 07-21-21 (Compatibility with newer Mids) (All frameworks updated!) Invuln Framework 2021 - TANK - Tanker (Invulnerability).mxd
  7. Hey all I made this toon years ago on live with the goal of one day being able to solo AV's with it. Well after getting over my alt-itis I'd really like to finish this build. The goal of this toon is to be a grounded Superhero with no Superpowers hence the power selection. Any help with the build is encouraged but please keep the pools realistic i.e no Magic etc. Hero Plan by Mids' Reborn : Hero Designer https://github.com/Crytilis/mids-reborn-hero-designer Click this DataLink to open the build! Mazoku: Level 50 Natural Scrapper Primary Power Set: Martial Arts Secondary Power Set: Willpower Power Pool: Fighting Power Pool: Leaping Ancillary Pool: Weapon Mastery Hero Profile: Level 1: Storm Kick -- Dmg-I(A) Level 1: High Pain Tolerance -- TtnCtn-ResDam/EndRdx(A), TtnCtn-ResDam/Rchg(3), TtnCtn-EndRdx/Rchg(3), TtnCtn-ResDam/EndRdx/Rchg(5), TtnCtn-ResDam(46), TtnCtn-EndRdx(50) Level 2: Mind Over Body -- TtnCtn-ResDam/EndRdx(A), TtnCtn-ResDam/Rchg(5), TtnCtn-EndRdx/Rchg(7), TtnCtn-ResDam/EndRdx/Rchg(7), TtnCtn-ResDam(21), TtnCtn-EndRdx(36) Level 4: Cobra Strike -- OvrFrc-Acc/Dmg(A), OvrFrc-Acc/Dmg/End(9), OvrFrc-Dmg/End/Rech(9), OvrFrc-Acc/Dmg/End/Rech(11), OvrFrc-Dam/KB(11) Level 6: Focus Chi -- RechRdx-I(A) Level 8: Fast Healing -- NmnCnv-Heal/Rchg(A), NmnCnv-Heal(13), NmnCnv-Heal/EndRdx(13) Level 10: Indomitable Will -- LucoftheG-Def(A), LucoftheG-Def/EndRdx(15), LucoftheG-Def/Rchg(15), LucoftheG-Def/EndRdx/Rchg(17) Level 12: Crane Kick -- SprCrtStr-Rchg/+50% Crit(A), SprCrtStr-Acc/Dmg(17), SprCrtStr-Dmg/Rchg(19), SprCrtStr-Acc/Dmg/Rchg(19), SprCrtStr-Dmg/EndRdx/Rchg(37), SprCrtStr-Acc/Dmg/EndRdx/Rchg(50) Level 14: Kick -- Empty(A) Level 16: Tough -- GldArm-ResDam(A), UnbGrd-Max HP%(36), GldArm-3defTpProc(36) Level 18: Crippling Axe Kick -- Hct-Dmg(A), Hct-Dmg/Rchg(31), Hct-Acc/Dmg/Rchg(34), Hct-Dmg/EndRdx(34), Hct-Dam%(34) Level 20: Rise to the Challenge -- NmnCnv-Heal(A), NmnCnv-Heal/EndRdx(21), NmnCnv-Heal/Rchg(33), NmnCnv-Heal/EndRdx/Rchg(33) Level 22: Quick Recovery -- EndMod-I(A), EndMod-I(23), EndMod-I(23) Level 24: Weave -- RedFrt-Def(A), RedFrt-Def/EndRdx(25), RedFrt-Def/Rchg(25), RedFrt-Def/EndRdx/Rchg(33) Level 26: Combat Jumping -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(27), LucoftheG-Def/EndRdx(27), LucoftheG-Def/Rchg(31) Level 28: Dragon's Tail -- Arm-Dmg(A), Arm-Dmg/Rchg(29), Arm-Dmg/EndRdx(29), Arm-Acc/Dmg/Rchg(31), Arm-Dam%(46) Level 30: Heightened Senses -- LucoftheG-Def(A), LucoftheG-Def/EndRdx(37), LucoftheG-Def/Rchg(37), LucoftheG-Def/EndRdx/Rchg(39) Level 32: Eagles Claw -- SprScrStr-Acc/Dmg(A), SprScrStr-Dmg/Rchg(39), SprScrStr-Acc/Dmg/Rchg(39), SprScrStr-Dmg/EndRdx/Rchg(40), SprScrStr-Acc/Dmg/EndRdx/Rchg(40), SprScrStr-Rchg/+Crit(46) Level 35: Caltrops -- PcnoftheT--Rchg%(A) Level 38: Strength of Will -- TtnCtn-ResDam(A), TtnCtn-ResDam/Rchg(40), TtnCtn-ResDam/EndRdx(42) Level 41: Shuriken -- Apc-Dmg(A), Apc-Dmg/Rchg(42), Apc-Acc/Dmg/Rchg(42), Apc-Dmg/EndRdx(43), Apc-Dam%(43) Level 44: Targeting Drone -- GssSynFr--Build%(A) Level 47: Exploding Shuriken -- Rgn-Dmg(A), Rgn-Dmg/Rchg(48), Rgn-Dmg/EndRdx(48), Rgn-Acc/Dmg/Rchg(48), Rgn-Acc/Rchg(50) Level 49: Resurgence -- RechRdx-I(A) Level 1: Brawl -- Dmg-I(A) Level 1: Critical Hit 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 -- HO:Enzym(A) Level 2: Rest -- RechRdx-I(A) Level 4: Ninja Run Level 2: Swift -- Empty(A) Level 2: Health -- RgnTss-Regen+(A), Pnc-Heal/+End(43), NmnCnv-Regen/Rcvry+(45) Level 2: Hurdle -- Empty(A) Level 2: Stamina -- EndMod-I(A), EndMod-I(45), PrfShf-End%(45) Level 1: Quick Form ------------
  8. Hey everyone! Just rolled a new Scrapper and created a build. Don't know alot about making builds so combined some i have seen and feel like I did decent. Would love any tips or changes to improve this character. Looking forward to soloing AVs and other high level content! Thanks! Royal Champion - Scrapper (Katana).mxd
  9. Been messing with mine and it is just hard to figure out slotting for me, I have respec'd so many times and seem to fail either in end, or soft capping. INF isn't an issue just tired of waiting it on this toon.
  10. Just as it says. I have a psi melee/dark Armour Brute who is loads of fun. Looking for something odd and different so trying out this new combo... psi/elec but I suck at the numbers. Anyone have a build or good at building them?
  11. Murcielago

    Regen 3.0?

    The two regen posts that have been floating around the forum recently made me think about regen possibly getting a rework by the New Dev Gods. I want to maintain a lot of the playstyle that it currently has and not turn it into a Willpower or Bio Armor clone. Regen lacks debuff resistance against a lot especially against it's primary damage mitigation, regen. -Regen is prevalent towards end game content, everything seems to have it along with increased accuracy. I am proposing the following: Regen resistance to Resilience Recharge resistance to Integration (credit to @JayboH) Instant Healing changes Reduce Recharge time from 650s to 300s Remove unenhanceable regeneration to self Reduce regeneration rate but I'm not sure how to balance this out, I want to increase the utility of the power rather than use it as an O SH*T button in conjunction with MoG without making the set too bonkers. Increase the duration from 90s to 120s Add -slow resistance to this power, I mean if you're healing quickly why should you be able to be slowed down? Moment of Glory Changes Increase duration from 15s to 22s This will give the player slightly more time to run away and/or click heal rather than a mad scramble to RUN than it currently provides. I haven't really thought of anything else but feel free to poke holes and throw rocks at my ideas or even provide your own!
  12. "Welcome back Omnibus" Thanks Forums... Happy 4th of July to @Tyrannical. I believe your in UK time zone so I wanted to rub in your face the American Independence since we crushed the British. That is right I'm back with another powerset proposal. I'll go straight into the topic for this one. This is another melee set, the theme for this powerset is seismic. Now I know the vast majority of you may be thinking the following. Why do we need seismic melee if we have stone melee? Well "Seismic" is a potential energy that focuses on the forces responsible for channeling those natural calamities such as earthquakes. Meaning that it is earth related, as it is a natural occurrence. However while Stone melee conjures earth, Seismic Melee conjures up the forces bottled up inside the earth, allowing you to tap into at your will. So you will see geological related attacks but it is not creating earth as Stone Melee does, but rather harnessing the potential energy the earth possesses from within. You are moving the earth along with you because of the forces trapped within it. Not encasing your strike with the earth itself. Now I would also like to address another concern that you all may be thinking. "Isn't this set way too overpowered' And to answer your question, YES IT IS, Deal with it. If you ask me we need more overpowered sets especially since the ones that were cool and had to potential to be unique kept getting nerfed on live. And since this a seismic set dealing with potential energy, you can trust me; The Potential will not be diminished unlike Kinetic Melee. @Infinitum's favorite. We need brave crusaders like him to fight for what's right. No nerfing unique sets!!! A phenomenal thanks to @Vanden he has always been a fantastic help with the icon coloring for these power icons. Since I know @ShadeknightI know you're an icon guy I hope you enjoy the multicolored retro effect he gave the icons. Gives out the sense of seismic intensity for the powerset. Furthermore in turn because of Vandens aid I'm going to promote and implement a variant of a mechanic he suggested on the forums to add onto this new powerset to make missing less possible. Click here to check it out. So without further a due. Seismic Melee Seismic Melee generates barrages of potential energy. The user taps within the earth crust, to harness the potential energy stored beneath them; In order to severely wound, degrade, and falter their foes; occasionally preventing their recovery and often maintaining their footing as the earth itself seems to be against them. Because of Seismic Melees overwhelming impact on the environment; Seismic Attacks ability to miss, rapidly decreases when opponents are in the presence of seismic waves. Players are granted the ability to deal more devastating affects on the target with the function of Magnitude. Magnitude dramatically rises a players seismic output and has 3 levels of varying affects. Each move carries the affect of the specific Magnitude level they are on. Each can be diminished with a Richter Release or Finisher Move. (Magnitude affects last at a maximum of 3 seconds) Power Tables Brute & Scrapper The Seismic Melee powerset is available as a primary for Brutes & Scrappers. The following table shows which level each power is available. Power Tables Power Level Effect Seismic Strike 1 Melee, Minor Damage (Smashing/Energy), Foe Disorient, Seismic Intensity, Magnitude Foreshock Fist 1 Melee, Moderate DoT (Smashing/Energy), Foe Slight Knockback, -To-Hit, Seismic Intensity, Magnitude Diverging Blow 2 Melee (Cone), High Damage (Smashing/Energy), Foe Knockback, Richter Release/Finisher Epicenter 6 Self: +Damage +Jump +To-Hit, Special (Auto Magnitude 3) Shuddershock 8 Melee, Moderate Damage (Smashing/Energy), Foe Disorient, -Def (Smashing/Energy) Seismic Intensity, Magnitude False Fault 12 Ranged, Foe Taunt -Def (Smashing/Energy) -Range Quaking Chasm 18 Melee, (Targeted Area of Effect), Heavy DoT (Smashing/Energy), Foe Knockdown, Finisher Shatterfist 26 Melee, Superior Damage (Lethal/Smashing), Foe Disorient, -Res (Smashing/Energy), Finisher Converging Plate 32 Melee, (Targeted Area of Effect) Superior DoT (Smashing/Lethal/Energy), Foe Knockdown, Slow, Fear, Seismic Intensity, Magnitude Power Level Effect Seismic Intensity 1 Melee, +Accuracy, + To Hit Bonus, Foe -Recovery Magnitude 1 1 Melee, Foe Snare Magnitude 2 1 Melee, Foe Hold Magnitude 3 1 Melee, Foe Knockdown Seismic Waves 1 Ranged, High Damage (Smash/Energy), Foe +Special Seismic Intensity Required for Magnitude, when exerted on foe from caster, a foes recovery rate worsens in the presence of a potential disaster. This affect allows the caster to increases their accuracy as they are able to detect the emission of seismic waves they casted upon their foe. This allows the user to deal more violent waves of seismic energy and more detrimental effects to be release with Magnitudes progression. MAGNITUDE Seismic Strike You perform a quick strike of potential energy harnessed underneath you, emitting upward onto your target. Foreshock Fist You attack your foe with a mild trembling attack that is proceeded by more violent shaking to the foe dealing additional damage over time. Diverging Blow You split apart your foes with a charged rush of potential energy, extending your attack over a conical area, afflicting damage to multiple targets. This is a finisher when used the caption RICHTER RELEASE will appear of the target dealing additional damage. Epicenter As you become the center all seismic activity, you generate a immense amount of pressure of potential energy stored from beneath you to enhance movement speed as well as your blows of all seismic attacks. Epicenter also increases accuracy as you move more fluently when your foes environment becomes immersed in your seismic waves. Shuddershock You charge such an enormous amount of potential energy that you begin creating cracks in the atmosphere as a result of the potential buildup. You finally expel this strike onward to an opponent severely degrading their defense to all seismic attacks. False Fault You taunt your opponent by casually creating a rift nearby an opponent implying it was intended for them. The foe despite now being agitated, was still within range of seismic activity and their defense towards your blows decrease. Quaking Chasm You pummel the earth beneath you extracting more potential energy to be releases as the ground becomes unstable. The output of energy is so devastating it collapses all targets within the quakes range. This is a finisher when used the caption RICHTER RELEASE will appear of the target dealing additional damage. Shatterfist You concentrate all the potential energy within your environment into a single catastrophic strike. The seismic intensity is so chaotic it begins to shatter the atmosphere around your fist. Unleashing this calamity onto an opponent fatally wounds them, leading to various detrimental effects. This is a finisher when used the caption RICHTER RELEASE will appear of the target dealing additional damage. Converging Plates Your mastery of seismic energy allows you to alter the very plate tectonics themselves. You compress both ends of the ground beneath you. The impact of the colliding plates causes both ends of the ground to morph into a range of disaster, devastating a foe. Epilogue Thank you all for viewing another one of my proposals. I hope this addresses any concerns you may have in terms of value and the need for this set. Nevertheless I hope you'll be intrigued by this set and consider it an idea worth adding. I like to introduce and expand, real life existing concepts while making these new powerset proposals, so each set feels different then the last. So I not only are you invested in this potential powerset proposal, but you also have a understanding as well of geological events. Having a Seismic Melee set would expand on more superpowered themes that have not been introduced in game. I wanted to make this set because there isn't a vibration or a sonic based melee set so I wanted to incorporate the two to create something unique but equally desirable. Enjoy the Overpoweredness 😉 I'll also add a Tanker and Stalker power Table to ensure we this power is available for all melee AT unlike some powers. FX and Animations coming shortly for visualization.
  13. Recently ive started to play coh again and I was wondering if anyone was interested in creating new characters and teaming up im looking for a minimum team size of 4 and a max of 6. I wanna to explore the depths of the storyline for coh going rogue and i invite anyone that also wants to do that as well to join me
  14. MELEE DAMAGE SET TESTING: Link to Rankings Hello everyone, It has come to light that the current metrics for testing performance are not reflective of normal game play conditions. Common metrics such as fighting a Pylon or clearing a Farm map do not take into account the realities of playing through a mission, which is 90% of the normal content players would be going through. In other threads, we often see these metrics tossed about to claim the power of certain sets over others, but rarely do we see... or rather even have metrics on "Normal Game Play". Pylons have unique properties that don't reflect "real" ST damage for most content, as shown by wild DPS swings from person to person on them (due to their stationary nature, and other factors). Farm maps similarly do not reflect how moving through a map, or just fighting different types of enemies can affect performance which leads to certain sets seeming much better when thrown at those specific environments. That said, mission environments can vary wildly as well which makes testing on them rather unreliable. (Luckily, we are able to pick maps in AE.) PREMISE: After conversations with @Infinitum, @TheAdjustor, @Steampunkette, and @GM Sijin, it seems that the balance of attack sets has become a bit clouded by the current meta. IO bonuses, Procs, Incarnates and the like have lead to outlier cases and combos that make sets seem much better or worse than they possibly should be. It is tossed around that the game should be balanced around SO's, but to our knowledge there have been few tests to actually gather data in a realistic setting on them. Copied from Beta: (The rules of this test are better described here: ) Overview & Biases: The above link will go into a bit more detail, but the goal of this test is to provide benchmark tests for Scrapper Primaries in a more or less neutral environment (no gimmicks, no enemy resists, etc) that aimed to emulate a standard mission experience. This means a 4-floor defeat-all mission with slight variations to mob placement, size, and level room to room as well as a mix of enemy ranks with a mandatory defeat of 2 boss spawns and a final elite boss spawn. With /Willpower and no pools/epics besides Combat Jumping (for the SO test, IO's had hasten), the enemies and difficulty setting were just enough to get "Safety" as a metric as many sets have clear design intention of trading damage for utility or mitigation, or vice versa, and allowing myself to actually experience or mitigate damage I felt is a worthy point of interest. Given this is an "everyday" sort of benchmark, ignoring the impact that Ice Melee's safety provides I feel would be unjust compared to if I just made myself invincible and went to town to track raw output. Likewise, a set like Fire Melee really showed where it can struggle if it's not constantly killing. This test has less mobs than a farm, but more to deal with than a Pylon, so results may vary wildly from the expectations provided by those popular trials. Both of those I feel do not provide a full picture between the mix of AoE and ST output, favoring the extremes on either end. The office map simulation just as well does not highlight certain sets in the way you'd expect either. Something like the new Energy Melee may massacre Pylons but end up on the low/mediocre end here or vice versa with other sets. I hope you find the following enlightening in some ways, and let the results speak for themselves when it comes to the changes to multiple melee sets we see here in Beta. Results on SO's only: All sets were played with a SO build with /Willpower as a secondary and no pool powers/epics except Combat Jumping, in order to isolate the primary set as much as possible. (except for Claws and Kinetic Melee which were given Overwhelming KD IO's + a lvl 50 damage IO to have the same slotting + knockdown on their ranged cones. These were ran due to the incredibly common practice of slotting for KD, and only 2 melee sets actually "needing" it.) Results without the IO in Claws can be seen here: As you can see by some of the names, we have been testing these changes internally for quite a while now to make sure things land in the desired spot! Breaking down this chart, each column represents a different aspect: AVG = the average clear time of the mission from all 10 runs (minutes : seconds : milliseconds) SWING = How far away from the Total Average the set performed SD Deviation = Standard Deviation from run to run, measuring how consistently each set performed despite the 10 runs having slightly different mob formations and placements BEST TIME = the best run time of the set, shows the max potential WORST TIME = the worst run time of the set, shows the minimum potential SAFETY = This counts the number of deaths in the 10 runs. A score of 0.50 means that I took substantial damage but never died, a 0.00 means I was practically invincible! SAFETY ADJ = Each point in the Safety column is multiplied by 20 seconds, and then added to the average to show an Adjusted Safety Average. With those all factored in, we can rank the sets against each other on more than just the average clear time: From left to right, we have the results with Claws KD, Claws "Pure", and the average between the two. Now, lets see how this changes when we jump to an IO build: Results on a "Mid Level" IO Build: All sets were played with a n IO build with no purples, winter sets, or "special" procs beyond a single Damage Proc like Mako's or Obliteration that *any* Melee attack could slot. All sets achieved 72.5% global recharge (142.5% most of the time with Hasten up, only a 20s cooldown there). All sets had the normal uniques like Numina, Kismet, etc slotted All sets ran the tests at +3/x5 difficulty With recharge and procs thrown into the mix, the top sets become a LOT closer in clear times, and safety really isn't a concern outside of Energy Melee where rapid ET's kinda hurt lol. Like above, lets see how all the factors weigh in: The margins are so close for the "top tier" that with more than 10 tests a piece I'm sure they'd all be near dead even! Combined Results:
  15. Hey there, Got back into the game after all these years, but literally forgot almost everything about builds. Scrounged around on the forums and scraped up the following : This Hero build was built using Mids Reborn https://github.com/Reborn-Team/MidsReborn Click this DataLink to open the build! The Calm: Level 50 Technology Scrapper Primary Power Set: Kinetic Melee Secondary Power Set: Super Reflexes Power Pool: Speed Power Pool: Fighting Power Pool: Leaping Power Pool: Leadership Ancillary Pool: Body Mastery Hero Profile: Level 1: Quick Strike (A) Pulverizing Fisticuffs - Accuracy/Damage (3) Pulverizing Fisticuffs - Accuracy/Damage/Recharge (3) Pulverizing Fisticuffs - Accuracy/Damage/Endurance/Recharge (5) Pounding Slugfest - Accuracy/Damage (5) Pounding Slugfest - Damage/Endurance (7) Pounding Slugfest - Damage/Recharge Level 1: Focused Fighting (A) Luck of the Gambler - Defense/Endurance (7) Luck of the Gambler - Defense/Endurance/Recharge (9) Luck of the Gambler - Defense (9) Luck of the Gambler - Defense/Increased Global Recharge Speed Level 2: Body Blow (A) Hecatomb - Damage/Recharge (11) Hecatomb - Damage (11) Hecatomb - Accuracy/Damage/Recharge (13) Hecatomb - Accuracy/Recharge (13) Hecatomb - Damage/Endurance (15) Hecatomb - Chance of Damage(Negative) Level 4: Focused Senses (A) Luck of the Gambler - Defense/Endurance (23) Luck of the Gambler - Defense/Endurance/Recharge (23) Luck of the Gambler - Defense (25) Luck of the Gambler - Defense/Increased Global Recharge Speed Level 6: Super Speed (A) Run Speed IO Level 8: Smashing Blow (A) Kinetic Combat - Accuracy/Damage (25) Kinetic Combat - Damage/Endurance (27) Kinetic Combat - Damage/Recharge (27) Kinetic Combat - Damage/Endurance/Recharge (29) Mako's Bite - Accuracy/Endurance/Recharge (29) Crushing Impact - Accuracy/Damage/Recharge Level 10: Power Siphon (A) Adjusted Targeting - To Hit Buff/Recharge (31) Adjusted Targeting - To Hit Buff/Endurance/Recharge (31) Adjusted Targeting - Endurance/Recharge (31) Adjusted Targeting - To Hit Buff/Endurance (33) Adjusted Targeting - Recharge (33) Adjusted Targeting - To Hit Buff Level 12: Agile (A) Shield Wall - Defense/Endurance (33) Shield Wall - Defense/Recharge (34) Shield Wall - Defense Level 14: Practiced Brawler (A) Endurance Reduction IO Level 16: Dodge (A) Reactive Defenses - Defense (34) Reactive Defenses - Defense/Endurance (34) Reactive Defenses - Defense/RechargeTime Level 18: Burst (A) Obliteration - Damage (36) Obliteration - Accuracy/Recharge (36) Obliteration - Damage/Recharge (36) Obliteration - Accuracy/Damage/Recharge (37) Obliteration - Accuracy/Damage/Endurance/Recharge (37) Obliteration - Chance for Smashing Damage Level 20: Quickness (A) Run Speed IO Level 22: Boxing (A) Empty Level 24: Tough (A) Aegis - Resistance/Endurance (37) Aegis - Resistance/Endurance/Recharge (39) Aegis - Resistance (39) Aegis - Psionic/Status Resistance Level 26: Weave (A) Luck of the Gambler - Defense/Endurance (39) Luck of the Gambler - Defense/Endurance/Recharge (40) Kismet - Accuracy +6% (40) Luck of the Gambler - Defense/Increased Global Recharge Speed Level 28: Hasten (A) Recharge Reduction IO (40) Recharge Reduction IO Level 30: Lucky (A) Reactive Defenses - Defense (42) Reactive Defenses - Defense/Endurance (42) Reactive Defenses - Defense/RechargeTime Level 32: Concentrated Strike (A) Superior Scrapper's Strike - Accuracy/Damage (42) Superior Scrapper's Strike - Damage/Recharge (43) Superior Scrapper's Strike - Accuracy/Damage/Recharge (43) Superior Scrapper's Strike - Damage/Endurance/Recharge (43) Superior Scrapper's Strike - Accuracy/Damage/Endurance/Recharge (45) Superior Scrapper's Strike - Recharge/Critical Hit Bonus Level 35: Evasion (A) Reactive Defenses - Defense (45) Reactive Defenses - Defense/Endurance (45) Reactive Defenses - Endurance/RechargeTime (46) Reactive Defenses - Defense/RechargeTime (46) Reactive Defenses - Defense/Endurance/RechargeTime (46) Reactive Defenses - Scaling Resist Damage Level 38: Combat Jumping (A) Luck of the Gambler - Defense/Increased Global Recharge Speed Level 41: Maneuvers (A) Luck of the Gambler - Defense/Endurance (48) Luck of the Gambler - Defense (48) Luck of the Gambler - Defense/Endurance/Recharge (48) Luck of the Gambler - Defense/Increased Global Recharge Speed Level 44: Tactics (A) Endurance Reduction IO (50) Rectified Reticle - To Hit Buff (50) Rectified Reticle - To Hit Buff/Recharge (50) Rectified Reticle - Increased Perception Level 47: Conserve Power (A) Recharge Reduction IO Level 49: Focused Accuracy (A) Endurance Reduction IO Level 1: Critical Hit Level 1: Brawl | Copy & Paste this data into Mids Reborn : Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1382;662;1324;HEX;| |78DA65935B53525114C7F7F11C52110444145343F1820A7299EAB94948D3A4D0434| |D979988812D9C8980019A91C7BE42CDD443F77AEF8374FD2479A9C7B2D3E2ACBFF8| |E09939F33BFBBFD7DAFFB5F63E3BBD9B727C5A7B72492883C94ABED9CCE98546BE5| |E970D7B5616CAD55AA5566A0B7AFAB2653995CC571EF5D260F2382897961529A3D7| |8CAA6C1985DCE5562B5F7818E8CEA6E48EAC3665547FDC196DCB9D8ADC954D61CFD| |46A95A85E97B2E8B43E578D52B965544B0E6BB429F3751AB88E0745D968968DBAE7| |4ADD2844576AC5762E9D6FB664A3EDA752A6E9BDED11784C9B5821F835D19304534| |CED6AA76EE23AF3CC0633DDE947B17255E1A68F04CD79997DC3A08F79877C148EB5| |29A11E4BB3CF830B4CC722B8C41C0C33AF938F0A1F153E23F019818F1F3E33146BE| |37E846D5958DA5DF2EE458FBD194290E2B79867B7419D396170CE4481798F72FBAD| |154D5BFF5BAEE7DC3BF03DF88139F5117CC3BC41A6035C77CFC0AACA736BCCE90D6| |686629CA8D739CD9E5BA4B990E7DA43FC3E78C8BC4F7579B09F9E3FEC37F3173C02| |FF31674D5070EE36ADEFE55CE1C51E29A4F95087CFA447A8A48C62D747E3BCBBB3E| |799F317C08B4C8D62C7103B86139AC709858EF86F09E18482143BCE4ECA7898DD43| |A04E7393E87C129D2FA2F34574FE803A0FA0F3C067CC7D612E7D05BF81DF99911FC| |C2CAD1F446E10EB47B07EE480B90C9FE55FE06FE608E5CE6187E6D08B87B405D6D4| |05F41DC31F1943FF31C47A29368C3D0AE3A4132FE964BCC457E06BA64E96517845B| |13759D2E2D0E2C80F68DD1B684E68DD9BDC19D2096E9E52321AC249512CE5A7BD7B| |2FA1EC9D52F64F144D59A78F10DDCD0DA6FB2677E7D69943B798072739AAF294FFB| |FA167CCE1E7E00B66E2A40BAB4C53F4BBBB37DEFC0FE16ED404| |-------------------------------------------------------------------| Could I get some feedback / advice on how to make it better? Thanks !
  16. Scrappers of Paragon - need some advice. Simply cannot decide on a scrapper (1st) to take to fiddy. I always play stalkers, but its time. I'm torn between: Dual Blades / Energy Aura - Lady Maria Street Justice! / Willpower - WILSON FISK (no relation) Titan Weapon / Ninjutsu - Nectobo Are any of these power set combos that stand out to you experienced scrap-folk?
  17. I've been going crazy trying to make a new character, I've tried to make another character but always restart for stupid reasons like if the secondary is to cluttered visually, or will it really benefit a damage dealer., I have been looking at Dark Armor, and it seems to have a lot going for it, but would it be good for a AT that's meant to do a lot of damage, is it good for soloing? I'm hoping for any advice for Dark Armor, or really any secondary that would work well, and hopefully look nice on a psi melee character.
  18. I was having trouble sharing my build on Reddit for some strange copy/paste reason and wanted to get it over to some people who wanted to check it out. Here's the code, I think it should copy correctly here? Yep, looks like it does. If anyone has questions or input, feel free! | Copy & Paste this data into Mids' Reborn : Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1480;683;1366;HEX;| |78DA6594596F125114C7EFC020B21711BAB075B1656B69511F5C624CB56A628B69A| |CF1C10D47B8B663484B184CECA35F41139768DFB4EA8B1FC4F56BB875714B6D35C1| |C39C7F11C324E407FF73CFFF9C7BEE5CF2B726DC2F4FDD3E2A14EFF1B2661885996| |255AB5464D596D766F5A2A0C77356964A7A2D3F7E469FBF91B39312DE5E54C8CBB2| |94D9BC56ADE95AB9305EAD19DDCDD884BC2EE70D996DA4E935E3A6704E2F2C94B33| |315294B6EF3EB94D42AFAFCAC6FFB4749568D39BDE2317F9FD467E76A14F59FA8E8| |C5ECB185D26221AF1935595DECA21612F4B9D7E8C57CEA36F1CA2A444E1596D7E01| |BA6FA167CC7DCF19E694B519A82DC55C4D698EE75A6F72BF88DD9F11DEB285741AE| |E25438E662EE72831EE66E2FE863F653CF56CE55AC19616A21D04EBE368E596D415| |E1F9AE49AB998F88F0FC9C78EBDDBAFAAA6B65303AF319D45B0C4744BC4A98EC3DC| |7C5D3850FB0199B9E0E77A6231B5AEA7E032B3E719F89C1979C11CA05C0FE70ACF0| |8FB39A8860F7EBE0DAE1BF9C58C6D825BE06F66EF1FE623F2F323D77FA171D814BB| |085E62F65D06AF301305A693EA06901BF8C0B3DBF309FCC81CFA027E06579821AA1| |BE4F98B20E6EF27AD135A27B4C7A475730DB5FB00CF2071103CC44C1D068F305DD4| |5718671B6E184629B697EB8E0EE36CC14EF28F629ED1246B4BA4C551333EC49EC30| |93009A6982319A64239FDF0E9EF611F2B6983E863F007D74FFF0437C04DDC195A9B| |C4DE93D8FB390A65E09959A23A01552CD3E167799D257B9F6B8F9E56CCF3183DCF7| |91EDAFF18F2C6E015519BF75708F417579BF7B23E996EC6EBE9D6B5757AC4589B92| |6B53F6B529FBDB94A956056FEFB48A264853CC558E0EBAB7E865C5D9BCFF4241C69| |AB3E53F21C2F3EB8B320762601CECC5FBD8C75C6DF5C379AFFFD32CCA1D9C2B663B| |7297B9152260567F0129E6DC04| |-------------------------------------------------------------------|
  19. Hey guys! I guess this is only my 3rd post on these forums. I'm more of a reader and lurker. I wanted to suggest some changes to Ice Armor and get peoples feedback. It was my favorite armor back on live and still is here on homecoming, something about it just looks so cool to me. So much so that I recreated my main character from live with the same costume and everything. Ice Armor, however, continues to be the least or second least played armor set on any Archetype (Tanker, Scrapper, Stalker, Brute, and Sentinel). And when you look at the actual survival numbers it definitely falls short compared to some of the other armor sets, especially the defense based sets. My Suggestions are: [Wet Ice] currently gives 1% defense to S/L/F/C/E/Neg (Not Enhanceable) and 30% Res to Cold (Not Enhanceable). This power takes no enhancements except recharge and endurance reduction. Change the defense to somewhere between 3-5% and make it enchanceable. Then remove the Cold Resistance from this power. Having 120% Cold resist is pretty pointless and is probably the least encountered damage type in PvE. (a) This will make [Permafrost] a smarter choice as it will now be the only means to get you to cap for Cold along with the extra fire resist (12.5%) and slow resist (20%) it provides. Give [Glacial Armor] somewhere between 5-10% Psi Defense enhanceable. This will put it more on par with other def and resistance sets. Making the set more viable in end-game content, even with just SO's or standard IOs. Add a small -End debuff resistance and -Recov Debuff resistance to [Energy Absorption] to give a little protection from enemies that sap endurance. Defense and Resistance stat comparisons between sets posted below. Let me know what you think! Is this crazy? Do the utility powers included in Ice Armor make it where these buffs would be to much? I think something like this might have more people taking a look at Ice Armor. It's a really great set, but it seems a little old and neglected compared to some of the newer sets IMHO. Thanks! In my examples below I will be using all Tanker numbers, as these are the best case scenario. (Energy Aura modified to reflect tanker values if it were to be made available) I will not include Toxic Resistance from any click heals, I will include the mez resistance powers in all of the power counts, of course some have def/res and some do not. These are percentages at lvl 50 with no enhancements Bio Armor not included because I can't see on Mid's how defensive adaptation effects the numbers.
  20. Hi All, I was just wondering if anyone who is experienced in builds; as I'm not the best, could have a look at my farming build for my Elec/Shield Scrapper and give me some advice please? I'm currently farming in AE on a Comic Con S&L map at +4 x8. Solo it is not an issue at all, but when I am levelling friends etc and there are multiple bosses, I become quite squishy (Inspirations needed) when 'One with the Shield' is not active. I Have tried fiddling about with my build on Mids/Pines and cant see a way of increasing my resistance to S&L without compromising other things too much. Thanks Very Much 🙂 http://www.cohplanner.com/mids/download.php?uc=1444&c=656&a=1312&f=HEX&dc=78DA6594496FD35014859F1387D224CED499B664EA3C84A4030B3648D082040DB40DB06DADF4D15AB2DA28E902D8B1E08FA09661C37F60CBB807FE02C30A814A09373E27A592AD585F7CEE3BF75DDDEBE7F283A5E8ABEB8F2F2B2376D5B51B8D8D4AB56ED76ABA1E2ADBDB4E55B5AE0EB9D36D7DA3AC5DAD0BCBAEAEEED79DAAED42F81F5FD2F7F56E43172A3B8E76B7DA8FCA5ADDDB730BD79CED9D7D67773BEC3D556A5A6F45BDBF2BDAAE891E6F3F6CE97A63C7A9A5966B4EB570C5B51FE98DB2DDD8D7F587FD52CDA8DC3F2DC5AB1952AB829CA986D6C0F3EB6485DC14964C356383E196D7F0BC01D56378DAB96E70A84F386CAA88AC31B026648411EB8D9051B0DF2263CC1107A3E20DD21BBC092DB102A6CAE42DB0FB367943386EAA5FE20DD11B3A0878B1338760F419187B4EBE00132FC1DFE2EDA0B7E308DAD93FE43118FE4B3699F3096889B713FD549D970466501932FA08B548532E1514C5C20EA65544E5D91238320F8E2F80938B604C32C7BD5636553C8B09989227C90924D9F9C90438C5891C89AF8B13EE7A1344EC2DF90E9C794F7E00673F8271F1F620BFEA61BE9CECD9877C46DF34EA98257B2536C0F5035C9F146D109A31D8AE91B1BCC486912B30FC091D9CFD0C96BE80C752439AF5A7398D0CA791E134329C4696D3C82AD49F146F8EDE1CBD797AF3F4E6E91DA17784DE948513D2F28E7216639CD518673536C759B56756019F8A77823D9AB071124A9BE081C4A6F9364CBF963DBB4C75285A019A5998431D17E6C90572917DB908A6A47745F6BAC8F761C83C39CDF26BBD6969F3E48C36A77CD1A24F29F994799FB2E053567CCAAAC96D45313CA533A15A9DF52AF91A3EF92A30FA3D7CEA3BB18E331C6037036BA07987BC0B9EB9077EF365FB715AC9A037FF00BB97E526
  21. here's short question for pro PVPers: in lvl 50+ melee pvp, who has higher chances to win 1v1: scrapper or brute? considering best 1v1 melee pvp builds, enhancements and endgame stuff for this fight both for scrapper and brute side.
  22. Greetings, Heroes and Villains alike! I'm new to building characters - this is only my second - and am hoping to get some guidance on this one: My EM/Shield Scrapper. This is not based on any posted builds out there; I made it from scratch. Given my lack of build experience, I'm sure I've made some errors. I suspect it's not the most efficient build. I don't have a methodology for building yet, and I admit to being a bit overwhelmed by all of the options and info available. But I'm sticking with it, and I mean to improve... This is my first EM/Shield Scrapper. I REALLY like it so far, and found the playstyle pretty easy to adapt to. I've noticed many builds seem to use Fire Mastery for the epic, but I chose Mu Mastery for the -End secondary effects. My idea here is that it's potentially more helpful to a team in all-around content. (Yes I realize it's a little less damage output than Fire Mastery.) I seem to regularly drain the end of any lingering bosses, so it's having the desired effect. But back to the reason I'm here - this build needs improvement. So what follows are my thoughts, and some of my initial testing... Intended use of this character: All-around PVE content. Ability to farm. +4x8 as much as possible. Solo AVs? If there's a way, YES PLEASE Here are some positives I'd like to maintain: Softcap defenses (obviously) Perma Hasten Perma Active Defense Good Regen (currently 215%) Good Recovery (currently 204%) High Accuracy +ToHit from Kismet High damage bonus Feelings and observations on its performance: I feel like it kills things pretty quickly for a scrapper. That's a big part of what I'm enjoying about this character. There's no feeling quite like rushing solo into a huge cluster of enemies, and demolishing them. And yet, could it do even better here? I feel like I get hit way more often than I should. With softcapped defense, good Def debuff resistance, and pretty okay resists, I expect more out of my survivability. This feels much more squishy than I'd like. It seems that a large part of my current survivability is just how quickly I can kill things. If I'm having an off night where I'm not on top of my game, I foresee having issues staying alive. Areas in need of improvement: Survivability. I'd like to feel damn-near indestructable. AND I'd like to accomplish that without sacrificing the positives mentioned above, if possible. Even more damage output? Is that possible? Tests against various mobs, all at +4x8, solo bosses enabled: Knives of Artemis - I annihilated them. I did not expect this, because they're rather nasty. I had no trouble hitting them whatsoever, I dealt pretty severe damage to them. In some cases I ended up actually putting holds/stuns on bosses. I had to eat an occasional green, but nothing out of hand. I did not have to activate any incarnate powers to get an edge on them. Freaks - They were a bit slower to kill. Super Stunners did give me some endurance issues, but the few blues in my Insp tray kept me ahead of that. No overall issues taking them on. Again, I did not have to activate any incarnate powers to get an edge on them. Fire Farm - I think it was the Bloody Fire Farm, on the asteroid map. I had mixed results. With Hybrid Melee active (75% fire resist), I did fairly well. In some cases where I was swarmed I had to eat some greens rather quickly because I was just getting overwhelmed with damage. (In my current state, there's no way I'd be able to sit in the midst of them idle and survive.) Once I faceplanted. In most cases it was my damage output (killing mobs off quickly) that kept me alive. S/L Farm - I did fairly well here. Mobs included bosses and EBs, most of the incoming damage was melee. I had to eat greens a few times, but I never felt I was in much danger of dying. Malta - This did not go well at all...ugh. I rushed the first full mob (I think a second swarmed me too) with both Ageless Radial Epiphany and Melee Core Embodiment active. (Active Defense on as well, obviously.) I opened with Lightning Rod, right into the middle of them. Then identified a Sapper, and immediately Shield Charged him, and then fired off Thunder Strike. Before the animation finished I had gone from full health and endurance, to insta-dead. In fairness, this may have just been a crap RNG result. But I really did not expect a catastrophic cascade defense crash on that level. I had to stop there, so I don't have more of a performance sample size with Malta. I had higher expectations. I know my energy resists aren't the best even with Melee Core Embodiment active (43.2%). Obviously I'd like to be able to confidently take them on. Carnies - Not yet tested, but I'm expecting them to be rough given the Psi damage. Evolution of this build so far: This is version 2 of this build. Version 1 wasn't much different, but I had initially not taken Active Defense. My thinking was, "Well if I'm not getting hit anyway, why take the power?" This proved to be a mistake. My initial outing was against Knives of Artemis, which quickly revealed I'd made a poor choice there. I was getting hit fairly often, and was getting stunned/slept. In short, it didn't go well, so I quickly respec'd in Active Defense. In version 2, Active Defense replaced Jacob's Ladder. (I don't miss Jacob's Ladder at all.) With my recharge, Active Defense is perma, and I've quickly adapted to keeping an eye on it to keep it up almost 100% of the time. This change was a huge improvement! Going back up against Knives, I gave them a nice ass-whooping. I also replaced Steadfast Protection KB Protection with the Resist/End in True Grit, since Active Defense is doing that job for me now. The resistance gain from that change isn't really noteworthy, however. I'm ready for a v3, but I don't know what to change at this point... I'm open to hearing arguments in favor of taking One With The Shield, but I'm hoping to achieve my survivability goals without it. (I don't like end-crash downside to the power.) So with all of that said, here's what I'm currently running. I'm all ears on how this can be better, and money is no object! Thanks everyone for giving this a read! Hero Plan by Mids' Reborn : Hero Designer https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! Lady 4.0: Level 50 Natural Scrapper Primary Power Set: Electrical Melee Secondary Power Set: Shield Defense Power Pool: Leaping Power Pool: Speed Power Pool: Fighting Power Pool: Leadership Ancillary Pool: Mu Mastery Hero Profile: Level 1: Havoc Punch (A) Mako's Bite - Accuracy/Damage (15) Mako's Bite - Damage/Endurance (46) Mako's Bite - Damage/Recharge (46) Mako's Bite - Accuracy/Endurance/Recharge (50) Mako's Bite - Accuracy/Damage/Endurance/Recharge (50) Mako's Bite - Chance of Damage(Lethal) Level 1: Deflection (A) Luck of the Gambler - Defense/Increased Global Recharge Speed (3) Luck of the Gambler - Defense (3) Luck of the Gambler - Defense/Endurance (5) Luck of the Gambler - Defense/Endurance/Recharge Level 2: Battle Agility (A) Luck of the Gambler - Defense/Increased Global Recharge Speed (5) Luck of the Gambler - Defense (7) Luck of the Gambler - Defense/Endurance (15) Luck of the Gambler - Defense/Endurance/Recharge Level 4: Combat Jumping (A) Luck of the Gambler - Defense/Increased Global Recharge Speed (17) Luck of the Gambler - Defense (17) Luck of the Gambler - Defense/Endurance Level 6: Hasten (A) Recharge Reduction IO (7) Recharge Reduction IO Level 8: True Grit (A) Aegis - Resistance (9) Steadfast Protection - Resistance/+Def 3% (9) Steadfast Protection - Resistance/Endurance Level 10: Thunder Strike (A) Armageddon - Damage (11) Armageddon - Damage/Recharge (11) Armageddon - Accuracy/Damage/Recharge (13) Armageddon - Accuracy/Recharge (13) Armageddon - Damage/Endurance Level 12: Build Up (A) Recharge Reduction IO Level 14: Super Jump (A) Jumping IO Level 16: Active Defense (A) Endurance Reduction IO Level 18: Against All Odds (A) Endurance Reduction IO Level 20: Boxing (A) Empty Level 22: Chain Induction (A) Superior Blistering Cold - Accuracy/Damage (23) Superior Blistering Cold - Damage/Endurance (23) Superior Blistering Cold - Accuracy/Damage/Endurance (25) Superior Blistering Cold - Accuracy/Damage/Recharge (25) Superior Blistering Cold - Damage/Endurance/Accuracy/RechargeTime (27) Superior Blistering Cold - Recharge/Chance for Hold Level 24: Phalanx Fighting (A) Gift of the Ancients - Defense (42) Gift of the Ancients - Defense/Endurance (43) Gift of the Ancients - Defense/Recharge (43) Gift of the Ancients - Defense/Endurance/Recharge Level 26: Tough (A) Gladiator's Armor - TP Protection +3% Def (All) (27) Unbreakable Guard - +Max HP (29) Unbreakable Guard - Resistance (29) Unbreakable Guard - Resistance/Endurance (31) Unbreakable Guard - Resistance/Endurance/RechargeTime Level 28: Weave (A) Reactive Defenses - Defense (34) Reactive Defenses - Defense/Endurance (37) Reactive Defenses - Endurance/RechargeTime (40) Reactive Defenses - Defense/RechargeTime (42) Reactive Defenses - Defense/Endurance/RechargeTime (42) Reactive Defenses - Scaling Resist Damage Level 30: Grant Cover (A) Shield Wall - +Res (Teleportation), +5% Res (All) (31) Luck of the Gambler - Defense/Increased Global Recharge Speed (31) Kismet - Accuracy +6% (40) Luck of the Gambler - Defense Level 32: Lightning Rod (A) Superior Critical Strikes - Accuracy/Damage (33) Superior Critical Strikes - Damage/RechargeTime (33) Superior Critical Strikes - Accuracy/Damage/RechargeTime (33) Superior Critical Strikes - Damage/Endurance/RechargeTime (34) Superior Critical Strikes - Accuracy/Damage/Endurance/RechargeTime (34) Superior Critical Strikes - RechargeTime/+50% Crit Proc Level 35: Shield Charge (A) Superior Scrapper's Strike - Accuracy/Damage (36) Superior Scrapper's Strike - Damage/Recharge (36) Superior Scrapper's Strike - Accuracy/Damage/Recharge (36) Superior Scrapper's Strike - Damage/Endurance/Recharge (37) Superior Scrapper's Strike - Accuracy/Damage/Endurance/Recharge (37) Superior Scrapper's Strike - Recharge/Critical Hit Bonus Level 38: Charged Brawl (A) Hecatomb - Damage (39) Hecatomb - Damage/Recharge (39) Hecatomb - Accuracy/Damage/Recharge (39) Hecatomb - Accuracy/Recharge (40) Hecatomb - Damage/Endurance Level 41: Mu Bolts (A) Damage Increase IO Level 44: Ball Lightning (A) Ragnarok - Damage (45) Ragnarok - Damage/Recharge (45) Ragnarok - Accuracy/Damage/Recharge (45) Ragnarok - Accuracy/Recharge (46) Ragnarok - Damage/Endurance Level 47: Electric Shackles (A) Superior Winter's Bite - Accuracy/Damage (48) Superior Winter's Bite - Damage/RechargeTime (48) Superior Winter's Bite - Accuracy/Damage/Endurance (48) Superior Winter's Bite - Accuracy/Damage/Recharge (50) Superior Winter's Bite - Damage/Endurance/Accuracy/RechargeTime Level 49: Assault (A) Endurance Reduction IO Level 1: Brawl (A) Empty Level 1: Critical Hit 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 2: Rest (A) Empty Level 4: Ninja Run Level 2: Swift | Copy & Paste this data into Mids' Reborn : Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1523;696;1392;HEX;| |78DA6594DB4E13511486F774A6B4949E80423995D22AB414195BA8C653E2858051C| |19034F1B68EED868E4CA0694B2297BE8182461FC1537C001FC1E343182F051451D0| |90BA98F543493A69F3EDF9E75F7BAF596BEF997B30E57D7BFDE155A1F8AF5946B59| |ACF152A46B92C2BAEDB466DB56258822EF7AC515C1BCAEA6917DD448F1CF9396949| |A94F5BB250AB9805C362A1F17C4A2EC8E5AAD47325535AC5A35BE19D5F59B1F4596| |994CDE5458F7D932B4B59F4D9C31973B154A3078123575156AA25B31C9E2E9B053D| |5733ACA5C3A557F37346B5262B6B3D94528AFEBF7D0257DD291608194DF81799E32| |5D06466EE834B4CCF61AC62C7AAA24BB13547080C32B54E661B791578157835785B| |E0F5C3DB4DF552D9EB50E10DC21B84374E1E277B14E718E7D3027A692D17E25D59F| |6BBC3C408B19BB94F9E567E6FADF58283DFE7227889E9BD0C5E61EE514C1BC78836| |AC15A63C7CD07C49D67C2404A00562A82969ED7601EAA21D9A42B19DF075D6E912F| |FC8D5856E743DD2B81A8FC17566CF06F884D9F79419A0D8302A1C76D320A189518D| |9972822EA64A2BF7B257EB9D50ED8AF4EDABF63C03BFC05DE6E01E53A3987E8E71F| |66FB216DB629EDE66267E30477F823BCC20E516416E915B98179D1D3C10F6FA0974| |F880BC51D4207A97DF6DC800EF810566AC084A663BC5C6111B7FCFEB9CFA007E043| |F21E7CFE017E62EC50E63470C8F70C7471260121C652652CCAF149A44079311EEEA| |1FAF106398676C827D6726C12C788E397E9EF98DE6D111A3BFE07739FB127C05BE6| |666DE303BA81F69AEA94863470D68C7A7997E873B2AAA1D9FD17AAAE969BA49C934| |29934D4AB649996D52E6352C4B8A622BAD413AD5ACD4BF7B8EBF064219E7DCB73C2| |7BE1031EE49E80EEF89D04DECDF1BCCCD93F13875DB0DCDA13CE3BA76AC831BCCBF| |DD0454A32FD418CF841BE3E7742433C8F35DBCA1FF070FF5EFC6| |-------------------------------------------------------------------|
  23. What is better for sloing av’s and tf’s brute or scrapper. Was thinking ?/wp any suggestions im up for anything
  24. Is there a reason that Scrappers still don't have Super Strength and Energy Melee? All other melee powersets now appear to to be shared between the 4 Melee ATs but these 2 are still missing on Scrappers. Is it a balancing issue? I think both would be really fun on a scrapper.
  25. Good morning everyone. I'm transitioning my BS/WP Scrapper into its final phase, and looking for any and all pointers to getting the most out of the build. Looking to be viable in both solo and team play. I just wanna chop through stuff - including high level content - and come out (mostly) unscathed, as befits a Scrapper Took "Cross Punch" and beefed it up on a lark; it's fun but I'm not married to it Took "Body Mastery" because I hate running out of endurance, but if I can squeeze better End management without it that'd be great Void Judgment and Spectral Interface are chosen for concept reasons, but am open to messing with it, especially on the Interface side of things. Mostly I'm looking or help with set choices. Not a lot of people dig Broadsword, and I think I understand why; but I like it and it fits my character concept. I had to take inspiration from War Mace builds mostly. If someone has a full BS/WP build, by all means show me the money but I'll take any comments or criticism on what I've got so far! Hero Plan by Mids' Reborn : Hero Designer https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! Lion-Heart: Level 50 Magic Scrapper Primary Power Set: Broad Sword Secondary Power Set: Willpower Power Pool: Leaping Power Pool: Speed Power Pool: Fighting Power Pool: Leadership Ancillary Pool: Body Mastery Hero Profile: Level 1: Hack -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(3), SprBlsCol-Acc/Dmg/EndRdx(3) Level 1: High Pain Tolerance -- ResDam-I(A), ResDam-I(5), ResDam-I(5), ResDam-I(15), Heal-I(15), Heal-I(31) Level 2: Mind Over Body -- UnbGrd-Rchg/ResDam(A), UnbGrd-EndRdx/Rchg(7), ResDam-I(7), ResDam-I(34), ResDam-I(34), EndRdx-I(34) Level 4: Fast Healing -- DctWnd-Heal/Rchg(A), DctWnd-Heal/EndRdx(9), DctWnd-Rchg(9), Heal-I(36), Heal-I(37) Level 6: Build Up -- AdjTrg-Rchg(A), ToHit-I(11), ToHit-I(11), ToHit-I(37), ToHit-I(37), ToHit-I(39) Level 8: Combat Jumping -- DefBuff-I(A), DefBuff-I(39) Level 10: Indomitable Will -- LucoftheG-Def(A), LucoftheG-Def/EndRdx(13), EndRdx-I(13) Level 12: Hasten -- RechRdx-I(A), RechRdx-I(40), RechRdx-I(46) Level 14: Kick -- Empty(A) Level 16: Rise to the Challenge -- DarWtcDsp-ToHitDeb/EndRdx(A), ToHitDeb-I(17), ToHitDeb-I(17), Mrc-Heal/EndRdx/Rchg(40), Heal-I(40) Level 18: Whirling Sword -- SprCrtStr-Acc/Dmg(A), SprCrtStr-Dmg/Rchg(19), SprCrtStr-Acc/Dmg/Rchg(19), SprCrtStr-Dmg/EndRdx/Rchg(21), SprCrtStr-Acc/Dmg/EndRdx/Rchg(42), SprCrtStr-Rchg/+50% Crit(42) Level 20: Quick Recovery -- PrfShf-End%(A), EndMod-I(21) Level 22: Tough -- ResDam-I(A), ResDam-I(23), ResDam-I(23), ResDam-I(43) Level 24: Weave -- DefBuff-I(A), DefBuff-I(25), DefBuff-I(25) Level 26: Disembowel -- Hct-Dmg/Rchg(A), Hct-Dmg/EndRdx(27), Dmg-I(27), UndDfn-DefDeb/Rchg(43), UndDfn-DefDeb(43) Level 28: Heightened Senses -- Rct-Def(A), Rct-EndRdx/Rchg(29), Rct-Def/Rchg(29), Rct-Def/EndRdx(45) Level 30: Maneuvers -- DefBuff-I(A), DefBuff-I(31), DefBuff-I(31) Level 32: Head Splitter -- SprScrStr-Acc/Dmg(A), SprScrStr-Dmg/EndRdx/Rchg(33), SprScrStr-Acc/Dmg/Rchg(33), SprScrStr-Rchg/+Crit(33), DefDeb-I(45) Level 35: Assault -- EndRdx-I(A), EndRdx-I(36), EndRdx-I(36) Level 38: Conserve Power -- RechRdx-I(A), RechRdx-I(39) Level 41: Focused Accuracy -- Empty(A), Empty(42) Level 44: Physical Perfection -- Heal-I(A), PrfShf-End%(45) Level 47: Cross Punch -- Dmg-I(A), Dmg-I(48), Acc-I(48), Acc-I(48), AbsAmz-Stun(50) Level 49: Boxing -- Empty(A) Level 1: Brawl -- Empty(A) Level 1: Critical Hit 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 -- Empty(A) Level 2: Health -- Heal-I(A), Heal-I(46), Heal-I(46) Level 2: Hurdle -- Empty(A) Level 2: Stamina -- PrfShf-End%(A), EndMod-I(50), EndMod-I(50) Level 50: Musculature Radial Paragon Level 50: Void Core Final Judgement Level 50: Spectral Radial Flawless Interface Level 50: Cimeroran Core Superior Ally Level 50: Ageless Invocation Level 50: Assault Radial Embodiment ------------
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