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Focused Feedback: New IO Sets (Build 2)


Jimmy

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  • City Council

This is a Focused Feedback Thread

  • Please note that Focused Feedback threads are heavily moderated to ensure they remain on topic. Any off-topic posts in these threads will be removed without warning.
  • Changes from the previous build will be listed in green.
  • Any changes or fixes that are only relevant to the beta builds (as in, not changes relevant to the live version of the game) will be listed in blue.

 


 

New IO Sets

  • Synapses_Shock.png.e86b11582a32e4f1102344b5ff9db565.png Synapse's Shock (Endurance Modification, Rare, 21-50)
    • The first of two new Endurance Modification sets with a damage focus, designed to be useful in endurance-draining attack powers.
    • Enhancements: 
      • Endurance Modification
      • Damage / Recharge
      • Endurance Modification / Recharge
      • Damage / Recharge / Accuracy
      • Damage / Accuracy / Endurance Reduction
      • UNIQUE: Endurance Modification / 15% Increased Run Speed
    • Set Bonuses: 
      • 2: 7.5% Movement Speed
      • 3: 10% Slow Resistance
        • Reduced from 15% Slow Resistance
      • 4: 8% Regeneration
        • Increased from 4% Regeneration
      • 5: 6.25% Recharge
      • 6: 4.5% Energy / Negative Resistance + 7.5% Mez Resistance
  • Power_Transfer.png.388c155a5c6018f984e46a69823a6268.png Power Transfer (Endurance Modification, Rare, 21-50)
    • The second damage-focused Endurance Modification set.
    • Enhancements: 
      • Endurance Modification
      • Damage / Recharge
      • Endurance Modification / Damage
      • Damage / Accuracy / Endurance Reduction
      • Damage / Recharge / Accuracy / Endurance Reduction
      • UNIQUE: Chance to Heal Self (2 PPM)
    • Set Bonuses: 
      • 2: 6% Regeneration
      • 3: 1.35% Max Endurance
      • 4: 1.875% Max Health
      • 5: 9% Accuracy
      • 6: 7.5% Recharge
  • premature.png.d6f124ba240dce54359047217fe69987.png Preemptive Optimization (Endurance Modification, Uncommon, 21-50)
    • An Endurance Modification set with a focus on ally buff abilities that don't require accuracy or deal damage.
    • Enhancements: 
      • Endurance Modification / Recharge
      • Endurance Modification / Endurance Reduction
      • Endurance Modification / Recharge / Endurance Reduction
      • Endurance Modification / Recharge / Range
      • Recharge / Endurance Reduction / Range
      • Endurance Modification / Recharge / Endurance Reduction / Range
    • Set Bonuses: 
      • 2: 1.8% Max Endurance
      • 3: 1.5% Max Health
      • 4: 3% Toxic / Psionic Resistance + 5% Mez Resistance
      • 5: 3.75% Recharge
      • 6: 3.75% Ranged Defense + 1.875 Energy / Negative Defense
  • Bombardment.png.29edcb4d5fb11068d0d15d24dab135b1.png Bombardment (Targeted AoE, Rare, 30-50)
    • Enhancements: 
      • Damage
      • Accuracy / Recharge / Endurance
        • Swapped from Accuracy / Recharge
      • Damage / Recharge
      • Accuracy / Damage / Recharge
      • Accuracy / Damage / Recharge / Endurance Reduction
      • Chance for Fire Damage (3.5 PPM)
    • Set Bonuses: 
      • 2: 5% Increased Range
      • 3: 2.25% Smashing / Lethal Resistance + 3.75% Mez Resistance
      • 4: 7% Accuracy
        • Reduced from 9% Accuracy
      • 5: 5% Recharge
        • Reduced from 6.25% Recharge
      • 6: 3.75% Ranged Defense + 1.875 Energy / Negative Defense
  • These sets are not yet available for free from the merit vendor for testing purposes. This will be rectified in an upcoming patch.
    • In the meantime you can use the /boost_set command with any of the following names to get a copy of the set:
      • Synapses_Shock
      • Power_Transfer
      • Preemptive_Optimization
      • Bombardment
    • For example, to get a level 50 set of Synapse's Shock:
      • /boost_set Synapses_Shock 50

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I like the changes. Simple and sweet. Now can we either get the PPM to Power Transfer increased (since it is unique) or remove the unique flag from the proc?

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Have to agree, if its going to be unique it should have higher PPM than non-unique procs with the same effect. And personally I'd prefer it stay unique, if only to save myself from trying to find slots to put it in all four of stamina/quick recovery/superior conditioning/physical perfection on a few characters.

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For Preemptive Optimization, I think 3.75% recharge is too low for it to need 5 slots to use.  Other uncommon sets like Crushing Impact and Doctored Wounds have 5% recharge at the same slotting.  I think it should be moved up or raised to 5% to be in line with the rest of the uncommon sets that have recharge bonuses at the 5th slot.  On that same note, why was, Bombardment a rare set, reduced to 5%?  That's what the uncommon sets have at the 5th slot.

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11 minutes ago, Rieze832 said:

For Preemptive Optimization, I think 3.75% recharge is too low for it to need 5 slots to use.  Other uncommon sets like Crushing Impact and Doctored Wounds have 5% recharge at the same slotting.  I think it should be moved up or raised to 5% to be in line with the rest of the uncommon sets that have recharge bonuses at the 5th slot.  On that same note, why was, Bombardment a rare set, reduced to 5%?  That's what the uncommon sets have at the 5th slot.

They answered these questions in the other thread, here's Bombardment:

 

Preemptive Optimization:

 

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  • City Council
29 minutes ago, Vanden said:

Bombardment is ready for prime time!

 

As for Power Transfer, are we married to the self heal effect? An end drain/recovery debuff resistance effect would be really cool, and make more more sense as a unique.

For this set we're relatively settled, but that's definitely something we will look at for a future set - feel free to post a suggestions thread if you wish to discuss it 🙂

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Thanks for the update! I appreciate how much hard work you guys are putting in and I am so thrilled about this upcoming release.

 

RE: Bombard, this is looking more balanced. However I still think 3.75% Ranged defense in a set that also provides Recharge (any amount), S/L resist, and +Range (not found on any other set) should be lower. Other than ATOs, the few cases where we have both Ranged Defense and Recharge in one power tend to be limited: one Snipe set, Recharge Intensive Pets, Coercive Persuasion (Purple Confuse set), some of the highly specific mezzes.  

 

Take a look at how Malaise's Illusions, a good but not perfect IO set works:

 

image.png.0ae8964cf876cd91fddfa9aac1d18a4d.png

 

 

 

Malaise's is limited to Confuse powers. If this could be slotted in AoE damage powers everyone would, because the Recharge and Defense are significant. A lot of Blasters have 5 AoEs, so just with Bombard they'll be hitting +25% Recharge, +18.75 Ranged Defense, +25 Range (not achievable with any other set), with no significant Accuracy price, and +12.5% S/L resist. This, to me, means ranged AoEs are the new Defense powers, at least for squishies. True, you need 6 slots, but you're probably 6 slotting your AoE powers anyway. 

 

To give you a look at how this would impact a real build, I'll pull up my Elec/Psi Dominator:

 

 

 

Spoiler

Hero Plan by Mids' Reborn : Hero Designer 2.6.0.7
https://github.com/ImaginaryDevelopment/imaginary-hero-designer

Click this DataLink to open the build!

Social Medium: Level 50 Magic Dominator
Primary Power Set: Electric Control
Secondary Power Set: Psionic Assault
Power Pool: Speed
Power Pool: Leadership
Power Pool: Leaping
Power Pool: Fighting
Ancillary Pool: Mu Mastery

Hero Profile:
Level 1: Tesla Cage -- SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(A), SprAscoft-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(3), SprAscoft-EndRdx/Rchg(3), SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(5), SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(5), SprAscoft-Rchg/+Dmg%(7)
Level 1: Psionic Dart -- Acc-I(A)
Level 2: Chain Fences -- PstBls-Dam%(A), PstBls-Acc/Dmg/EndRdx(9), PstBls-Acc/Dmg(9), PstBls-Dmg/EndRdx(11), PstBls-Dmg/Rchg(11)
Level 4: Mind Probe -- Hct-Dam%(A), Hct-Dmg/EndRdx(13), Hct-Acc/Rchg(13), Hct-Acc/Dmg/Rchg(15), Hct-Dmg/Rchg(15)
Level 6: Jolting Chain -- Apc-Dam%(A), ExpStr-Dam%(17), Dcm-Build%(17), FrcFdb-Rechg%(19), GldJvl-Dam%(19), Acc-I(50)
Level 8: Conductive Aura -- EffAdp-EndMod/Acc(A)
Level 10: Hasten -- RechRdx-I(A), RechRdx-I(21)
Level 12: Static Field -- SprDmnGrs-Rchg/Fiery Orb(A), SprDmnGrs-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(21), SprDmnGrs-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(23), SprDmnGrs-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(23), SprDmnGrs-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(25), SprDmnGrs-EndRdx/Rchg(25)
Level 14: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(27), ShlWal-ResDam/Re TP(27), Rct-ResDam%(29)
Level 16: Combat Jumping -- LucoftheG-Def/Rchg+(A), Ksm-ToHit+(29)
Level 18: Paralyzing Blast -- BslGaz-Acc/Hold(A), BslGaz-Acc/Rchg(31), BslGaz-Rchg/Hold(31), BslGaz-Acc/EndRdx/Rchg/Hold(31)
Level 20: Drain Psyche -- TchoftheN-Heal/HP/Regen/Rchg(A), TchoftheN-Acc/EndRdx/Rchg(33), TchoftheN-Acc/Heal(33), DctWnd-Heal/Rchg(33)
Level 22: Super Speed -- BlsoftheZ-ResKB(A)
Level 24: Boxing -- Empty(A)
Level 26: Synaptic Overload -- CrcPrs-Conf(A), CrcPrs-Conf/Rchg(34), CrcPrs-Acc/Conf/Rchg(34), CrcPrs-Acc/Rchg(34), CrcPrs-Conf/EndRdx(36), CrcPrs-Conf%(36)
Level 28: Subdue -- SprWntBit-Acc/Dmg(A), SprWntBit-Dmg/Rchg(36), SprWntBit-Acc/Dmg/EndRdx(37), SprWntBit-Acc/Dmg/Rchg(37), SprWntBit-Dmg/EndRdx/Acc/Rchg(37)
Level 30: Tough -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(39)
Level 32: Gremlins -- ExpRnf-Acc/Rchg(A), ExpRnf-Acc/Dmg(39), ExpRnf-Acc/Dmg/Rchg(39), ExpRnf-Dmg/EndRdx(40), ExpRnf-EndRdx/Dmg/Rchg(40), ExpRnf-+Res(Pets)(40)
Level 35: Power Sink -- EffAdp-EndMod/Rchg(A)
Level 38: Psychic Shockwave -- Arm-Dam%(A), Arm-Dmg/EndRdx(42), Arm-Acc/Rchg(42), Arm-Acc/Dmg/Rchg(42), Arm-Dmg/Rchg(43), Obl-%Dam(50)
Level 41: Ball Lightning -- Rgn-Knock%(A), Rgn-Dmg/EndRdx(43), Rgn-Acc/Rchg(43), Rgn-Acc/Dmg/Rchg(46), Rgn-Dmg/Rchg(46), PstBls-Dam%(48)
Level 44: Psionic Lance -- StnoftheM-Dam%(A), StnoftheM-Dmg/EndRdx/Rchg(45), StnoftheM-Acc/Dmg(46), StnoftheM-Dmg/EndRdx(45), StnoftheM-Dmg/ActRdx/Rchg(45)
Level 47: Charged Armor -- UnbGrd-Max HP%(A), UnbGrd-ResDam(48), UnbGrd-ResDam/EndRdx(48)
Level 49: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(50)
Level 1: Brawl -- Empty(A)
Level 1: Domination 
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), Empty(7)
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 -- Mrc-Rcvry+(A)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- PrfShf-End%(A)
Level 1: Quick Form 
Level 50: Agility Core Paragon 
------------
------------
Set Bonus Totals:

  • 14% DamageBuff(Smashing)
  • 14% DamageBuff(Lethal)
  • 14% DamageBuff(Fire)
  • 14% DamageBuff(Cold)
  • 14% DamageBuff(Energy)
  • 14% DamageBuff(Negative)
  • 14% DamageBuff(Toxic)
  • 14% DamageBuff(Psionic)
  • 6% Defense(Melee)
  • 6% Defense(Smashing)
  • 6% Defense(Lethal)
  • 6% Defense(Fire)
  • 6% Defense(Cold)
  • 26.31% Defense(Energy)
  • 26.31% Defense(Negative)
  • 6% Defense(Psionic)
  • 27.88% Defense(Ranged)
  • 6% Defense(AoE)
  • 2.5% Enhancement(Max EnduranceDiscount)
  • 16% Enhancement(Immobilized)
  • 16% Enhancement(Sleep)
  • 100% Enhancement(RechargeTime)
  • 78% Enhancement(Accuracy)
  • 8% Enhancement(Stunned)
  • 8% Enhancement(Held)
  • 8.8% Enhancement(Terrorized)
  • 12% Enhancement(Confused)
  • 125.9 HP (12.38%) HitPoints
  • Knockback (Mag -4)
  • Knockup (Mag -4)
  • MezResist(Confused) 60%
  • MezResist(Held) 60%
  • MezResist(Immobilized) 60%
  • MezResist(Sleep) 60%
  • MezResist(Stunned) 60%
  • MezResist(Terrorized) 60%
  • MezResist(Teleport) 100% (20% chance)
  • 24.5% (0.41 End/sec) Recovery
  • 42% (1.78 HP/sec) Regeneration
  • 15% ResEffect(SpeedFlying)
  • 15% ResEffect(RechargeTime)
  • 15% ResEffect(SpeedRunning)
  • 24% Resistance(Smashing)
  • 24% Resistance(Lethal)
  • 44.25% Resistance(Fire)
  • 44.25% Resistance(Cold)
  • 21.75% Resistance(Energy)
  • 21.75% Resistance(Negative)
  • 18% Resistance(Toxic)
  • 18% Resistance(Psionic)

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

 

 

 

Look at Chain Fences in particular. Dominator builds are ruled by the pursuit of Ranged Defense in combo with Recharge. I'd obviously be dropping Positron's Blast (admittedly not a great set) for Bombard. I'd come away like a Bandit. I'd also likely be picking up Psychic Scream for a second dip, dropping the inferior Dominator ATO slotting in Static Field. I'd also drop the purple Armageddon in Ball Lightning for a third dip. 



Overall I quite like this set and know it was created because Ranged AoEs historically have had poor slotting options. Having Ranged Defense and Recharge together isn't necessarily bad. But I do think this specific combo of bonuses is extreme. Part of me wants to stay quiet just so I can trick out my Dominator.

 

However in fairness it feels like at least one of the bonuses, maybe the S/L resist, should become one of the various throwaway bonuses like end discount, recovery, etc.

 

Edited by oedipus_tex
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6 minutes ago, oedipus_tex said:

Thanks for the update! I appreciate how much hard work you guys are putting in and I am so thrilled about this upcoming release.

 

RE: Bombard, this is looking more balanced. However I still think 3.75% Ranged defense in a set that also provides Recharge (any amount), S/L resist, and +Range (not found on any other set) should be lower. Other than ATOs, the few cases where we have both Ranged Defense and Recharge in one power tend to be limited: one Snipe set, Recharge Intensive Pets, Coercive Persuasion (Purple Confuse set), some of the highly specific mezzes.  

 

Take a look at how Malaise's Illusions, a good but not perfect IO set works:

 

image.png.0ae8964cf876cd91fddfa9aac1d18a4d.png

 

 

 

Malaise's is limited to Confuse powers. If this could be slotted in AoE damage powers everyone would, because the Recharge and Defense are significant. A lot of Blasters have 5 AoEs, so just with Bombard they'll be hitting +25% Recharge, +18.75 Ranged Defense, +25 Range (not achievable with any other set), with no significant Accuracy price, and +12.5% S/L resist. This, to me, means ranged AoEs are the new Defense powers, at least for squishies. True, you need 6 slots, but you're probably 6 slotting your AoE powers anyway. 

 

To give you a look at how this would impact a real build, I'll pull up my Elec/Psi Dominator:

 

 

 

  Hide contents

Hero Plan by Mids' Reborn : Hero Designer 2.6.0.7
https://github.com/ImaginaryDevelopment/imaginary-hero-designer

Click this DataLink to open the build!

Social Medium: Level 50 Magic Dominator
Primary Power Set: Electric Control
Secondary Power Set: Psionic Assault
Power Pool: Speed
Power Pool: Leadership
Power Pool: Leaping
Power Pool: Fighting
Ancillary Pool: Mu Mastery

Hero Profile:
Level 1: Tesla Cage -- SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(A), SprAscoft-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(3), SprAscoft-EndRdx/Rchg(3), SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(5), SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(5), SprAscoft-Rchg/+Dmg%(7)
Level 1: Psionic Dart -- Acc-I(A)
Level 2: Chain Fences -- PstBls-Dam%(A), PstBls-Acc/Dmg/EndRdx(9), PstBls-Acc/Dmg(9), PstBls-Dmg/EndRdx(11), PstBls-Dmg/Rchg(11)
Level 4: Mind Probe -- Hct-Dam%(A), Hct-Dmg/EndRdx(13), Hct-Acc/Rchg(13), Hct-Acc/Dmg/Rchg(15), Hct-Dmg/Rchg(15)
Level 6: Jolting Chain -- Apc-Dam%(A), ExpStr-Dam%(17), Dcm-Build%(17), FrcFdb-Rechg%(19), GldJvl-Dam%(19), Acc-I(50)
Level 8: Conductive Aura -- EffAdp-EndMod/Acc(A)
Level 10: Hasten -- RechRdx-I(A), RechRdx-I(21)
Level 12: Static Field -- SprDmnGrs-Rchg/Fiery Orb(A), SprDmnGrs-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(21), SprDmnGrs-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(23), SprDmnGrs-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(23), SprDmnGrs-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(25), SprDmnGrs-EndRdx/Rchg(25)
Level 14: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(27), ShlWal-ResDam/Re TP(27), Rct-ResDam%(29)
Level 16: Combat Jumping -- LucoftheG-Def/Rchg+(A), Ksm-ToHit+(29)
Level 18: Paralyzing Blast -- BslGaz-Acc/Hold(A), BslGaz-Acc/Rchg(31), BslGaz-Rchg/Hold(31), BslGaz-Acc/EndRdx/Rchg/Hold(31)
Level 20: Drain Psyche -- TchoftheN-Heal/HP/Regen/Rchg(A), TchoftheN-Acc/EndRdx/Rchg(33), TchoftheN-Acc/Heal(33), DctWnd-Heal/Rchg(33)
Level 22: Super Speed -- BlsoftheZ-ResKB(A)
Level 24: Boxing -- Empty(A)
Level 26: Synaptic Overload -- CrcPrs-Conf(A), CrcPrs-Conf/Rchg(34), CrcPrs-Acc/Conf/Rchg(34), CrcPrs-Acc/Rchg(34), CrcPrs-Conf/EndRdx(36), CrcPrs-Conf%(36)
Level 28: Subdue -- SprWntBit-Acc/Dmg(A), SprWntBit-Dmg/Rchg(36), SprWntBit-Acc/Dmg/EndRdx(37), SprWntBit-Acc/Dmg/Rchg(37), SprWntBit-Dmg/EndRdx/Acc/Rchg(37)
Level 30: Tough -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(39)
Level 32: Gremlins -- ExpRnf-Acc/Rchg(A), ExpRnf-Acc/Dmg(39), ExpRnf-Acc/Dmg/Rchg(39), ExpRnf-Dmg/EndRdx(40), ExpRnf-EndRdx/Dmg/Rchg(40), ExpRnf-+Res(Pets)(40)
Level 35: Power Sink -- EffAdp-EndMod/Rchg(A)
Level 38: Psychic Shockwave -- Arm-Dam%(A), Arm-Dmg/EndRdx(42), Arm-Acc/Rchg(42), Arm-Acc/Dmg/Rchg(42), Arm-Dmg/Rchg(43), Obl-%Dam(50)
Level 41: Ball Lightning -- Rgn-Knock%(A), Rgn-Dmg/EndRdx(43), Rgn-Acc/Rchg(43), Rgn-Acc/Dmg/Rchg(46), Rgn-Dmg/Rchg(46), PstBls-Dam%(48)
Level 44: Psionic Lance -- StnoftheM-Dam%(A), StnoftheM-Dmg/EndRdx/Rchg(45), StnoftheM-Acc/Dmg(46), StnoftheM-Dmg/EndRdx(45), StnoftheM-Dmg/ActRdx/Rchg(45)
Level 47: Charged Armor -- UnbGrd-Max HP%(A), UnbGrd-ResDam(48), UnbGrd-ResDam/EndRdx(48)
Level 49: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(50)
Level 1: Brawl -- Empty(A)
Level 1: Domination 
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), Empty(7)
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 -- Mrc-Rcvry+(A)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- PrfShf-End%(A)
Level 1: Quick Form 
Level 50: Agility Core Paragon 
------------
------------
Set Bonus Totals:

  • 14% DamageBuff(Smashing)
  • 14% DamageBuff(Lethal)
  • 14% DamageBuff(Fire)
  • 14% DamageBuff(Cold)
  • 14% DamageBuff(Energy)
  • 14% DamageBuff(Negative)
  • 14% DamageBuff(Toxic)
  • 14% DamageBuff(Psionic)
  • 6% Defense(Melee)
  • 6% Defense(Smashing)
  • 6% Defense(Lethal)
  • 6% Defense(Fire)
  • 6% Defense(Cold)
  • 26.31% Defense(Energy)
  • 26.31% Defense(Negative)
  • 6% Defense(Psionic)
  • 27.88% Defense(Ranged)
  • 6% Defense(AoE)
  • 2.5% Enhancement(Max EnduranceDiscount)
  • 16% Enhancement(Immobilized)
  • 16% Enhancement(Sleep)
  • 100% Enhancement(RechargeTime)
  • 78% Enhancement(Accuracy)
  • 8% Enhancement(Stunned)
  • 8% Enhancement(Held)
  • 8.8% Enhancement(Terrorized)
  • 12% Enhancement(Confused)
  • 125.9 HP (12.38%) HitPoints
  • Knockback (Mag -4)
  • Knockup (Mag -4)
  • MezResist(Confused) 60%
  • MezResist(Held) 60%
  • MezResist(Immobilized) 60%
  • MezResist(Sleep) 60%
  • MezResist(Stunned) 60%
  • MezResist(Terrorized) 60%
  • MezResist(Teleport) 100% (20% chance)
  • 24.5% (0.41 End/sec) Recovery
  • 42% (1.78 HP/sec) Regeneration
  • 15% ResEffect(SpeedFlying)
  • 15% ResEffect(RechargeTime)
  • 15% ResEffect(SpeedRunning)
  • 24% Resistance(Smashing)
  • 24% Resistance(Lethal)
  • 44.25% Resistance(Fire)
  • 44.25% Resistance(Cold)
  • 21.75% Resistance(Energy)
  • 21.75% Resistance(Negative)
  • 18% Resistance(Toxic)
  • 18% Resistance(Psionic)


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

 

 

 

Look at Chain Fences in particular. Dominator builds are ruled by the pursuit of Ranged Defense in combo with Recharge. I'd obviously be dropping Positron's Blast (admittedly not a great set) for Bombard. I'd come away like a Bandit. I'd also likely be picking up Psychic Scream for a second dip, dropping the inferior Dominator ATO slotting in Static Field. I'd also drop the purple Armageddon in Ball Lightning for a third dip. 



Overall I quite like this set and know it was created because Ranged AoEs historically have had poor slotting options. Having Ranged Defense and Recharge together isn't necessarily bad. But I do think this specific combo of bonuses is extreme. Part of me wants to stay quiet just so I can trick out my Dominator.

 

However in fairness it feels like at least one of the bonuses, maybe the S/L resist, should become one of the various throwaway bonuses like end discount, recovery, etc.

 

I appreciate your honesty and it brings up good points. What solution would you propose, perhaps flip the EN and Range defense (3.75 EN def, 1.875 range def)? Not sure if doing that changes the algebra used for calculating appropriate bonuses for sets...perhaps something else gets improved/weakened or if it leaves it as no change.


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6 minutes ago, Bopper said:

I appreciate your honesty and it brings up good points. What solution would you propose, perhaps flip the EN and Range defense (3.75 EN def, 1.875 range def)? Not sure if doing that changes the algebra used for calculating appropriate bonuses for sets...perhaps something else gets improved/weakened or if it leaves it as no change.

 

I'm not sure. I think some of this is philosophical. It depends on how hard we want it to be for squishies to soft cap.

 

Classically, squishy ATs have had to work hard to get their hands on Ranged Defense in combination with Recharge. I just made a rough list below. I probably missed a few so please feel free to point them out:

 

  • Coercive Persuasion (Confuse)
    • +5% Ranged, +10% Recharge
    • Unique set, except for oddball cases with World of Confusion only 5 types of Controller/Dom and 1 type of melee character can slot this
  • Malaise's lllusions (Confuse)
    • +3.13% Ranged, +6.25% Recharge 
    • Great but strictly weaker than Coercive Persuasion. Only one set (Mind Control) even has more than 1 Confuse power and therefor reason to slot it, and to troll you, the damage proc breaks the non-notify. 🙂
  • Sting of the Manticore (Snipe)
    • +2.5% Ranged, +7.5% Recharge
    • This is one of the best IO sets in the game and a reason to always take your Snipe power. However no set has more than 1 Snipe
    • Also this is achievable with 5 slots
    • ALSO this set has a damage proc... point being this set is fantastic. And only slottable once per build.
  • Stupefy (Stun):
    • +6.25 Recharge, +3.13% Ranged 
    • Not unique, but limited to Stun powers that do not do damage, and the proc is an incredibly irritating knockback (good trolling devs 🙂 )
  • Expedient Reinforcement:
    • +3.13% Ranged +6.25% Recharge 
    • 6th slot is unique so Ranged bonus is not repeatable
  • Cloud Senses (Accurate -ToHit)
    • +3.75% Ranged +6.25% Recharge
    • One of the best, but its rare a power can actually take 6 slots though without significant drawbacks; it has to be a -tohit power that rolls accuracy but does not need damage slotting
  • Basilisk's Gaze (Hold)
    • +1.25% Ranged defense, +7.5% Recharge
    • Prior to i24, considered the default slotting for Controller/Dom holds, but has somewhat fallen out of favor. Doable with just 4 slots though. A real outlier that comes with some other drawbacks because the actual set characteristics dont help the power this is slotted in enough.
  • Red Fortune (Defense)
    • +2.5% Ranged, +5% Recharge -
    • Nice but not competitive with Luck of the Gambler. Occasionally you will see a combo of x1 LoTG and x5 Red Fortune 
  • Tempered Readiness (Slow)
    • +1.8% Ranged, +3.75% Recharge
    • An abysmal way to spend 6 slots. BTW developers, Slows could really use some new sets 🙂

 

 

Generally speaking, each squishy Archetype is choosing from that list above in combo with the following:

  • +10% Recharge +5 Ranged from 6 slotted ATO 
  • +3 from Steadfast Protection
  • +3 from Gladiator's Armor
  • So, base 11 Defense

 

The goal is generally to hit 32.5, 40, or 45, for various reasons, while still hitting good recharge numbers, and slotting procs wherever possible.

 

The addition of Bombard to the list above makes the task significantly easier, because:

  • There are very few existing sets with a repeatable +Defense and +Recharge bonus
  • The few that exist go in powers limited by the number of feasible powers to slot them in (Confuse, -ToHit requiring no damage slotting, etc)
  • No Single Target Ranged Damage, Melee Damage, PBAoE Damage, or (prior to now) Ranged AoE Damage set gives both Recharge and Ranged Defense, outside of ATOs. This includes purple sets.

 

 

I'm not saying it definitely should not be allowed. But I do think we should be careful and recognize what a game changer this is.

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So maybe that 6th set bonus should be AoE Def after all? I don’t think swapping it to be a En/NE defense set bonus would solve it. It might make it worse, since it would stack better with Scorpion Shield, possibly the most popular APP shield.

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1 minute ago, Vanden said:

So maybe that 6th set bonus should be AoE Def after all? I don’t think swapping it to be a En/NE defense set bonus would solve it. It might make it worse, since it would stack better with Scorpion Shield, possibly the most popular APP shield.

 

If it followed the pattern of the other in-game sets, the 6th slot would either be a unique, a self defeating proc of some kind (e.g. adds chance for knockback), or elsewhere in the ramp up to the final bonuses you'd have not-great stats. Accuracy, S/L resist, and Range are all fantastic bonuses even in small amounts and good reasons to chase down a defense/recharge prize at the end of the slot tree.

 

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1 minute ago, Vanden said:

So maybe that 6th set bonus should be AoE Def after all? I don’t think swapping it to be a En/NE defense set bonus would solve it. It might make it worse, since it would stack better with Scorpion Shield, possibly the most popular APP shield.

Nah, I dont think it needs to be AoE. It just needs to be discussed in terms of how will we balance it all. As shown, there aren't that many readily available sets that offer both recharge and range defense, so it's good to make that pairing more accessible. But there is merit in forecasting how much that pairing will do if the numbers are as strong as they are. Perhaps we simply should lower the range defense to 2.5% and bring the accuracy back up to 9%


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Since Positron's Blast already provides +Recharge I think the most balanced option is to move the Recharge out of this set entirely, as much as I hate to say that. Move the +3.75 Ranged bonus down to the 5th slot, make the 6th slot either +3.75% AoE Defense (which is meh) or +3.13 or +3.75% Melee Defense (quite powerful and sought after). That makes this set the "defensive" option, and keeps Positron semi-viable.  

 

EDIT: But as I am saying that, I am doubting myself about whether a set containing both Ranged and Melee defense isn't too powerful as well. 🙂

Edited by oedipus_tex
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5 minutes ago, oedipus_tex said:

Since Positron's Blast already provides +Recharge I think the most balanced option is to move the Recharge out of this set entirely, as much as I hate to say that. Move the +3.75 Ranged bonus down to the 5th slot, make the 6th slot +3.75% AoE Defense. That makes this set the "defensive" option, and keeps Positron semi-viable.  

 

 

Until Proc changes are made, Positron will remain viable. It's rare to be able to slot so much damage with a proc and not hurt yourself by slotting recharge (plus adding global recharge to boot). But since I suspect that day will come to an end soon, I agree that having Positron as viable down the road would be good, just not sure if adding another excellent defensive bonus would be the way to go. That just makes it more enticing, especially for Melee toons with incentive to grab TgtAoE attacks in their epics.


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It's taken me some time to get around to looking at the Endurance Modification sets. Here's my feedback. I main an Elec/Psi Dominator so these sets will impact me a lot.

 

 

SYNAPSE'S SHOCK

 

image.png.1572bd7cce92debfdece99d9c91a0260.png

 

Overall: 

I'm excited to see a set that has both endurance mod and damage! This will really improve the ability to sap and still do damage.

 

This is a strong set for any ranged AoE or single target power that does damage and drains endurance. However, Accuracy is not very good and needs support from the rest of the build to be viable. You can also only 6 slot it once per build. The 6th slot bonus isn't great anyway except maybe on a Energy farmer build. Oh but hey, I sometimes play an Energy farmer, so it's not terrible. 🙂

 

Possible Cons:

The increased Run Speed can be slotted in Stamina. In fact, thats the most optimal slotting for most people. Intentional? If so, its fine. I really wish this was a damage proc though. There aren't any available to Electric sets like there are for -ToHit, Slow, and -Defense sets. 

 

Suggestions:

Make the run speed a damage proc. You will make the entire world happy and maybe even rejuvenate Electric Blast as a viable set. And also no one will slot damage procs in Stamina.

 

UPDATE: See post further below about the damage values for this set being below two Damage ISOs. One of the set attributes needs Damage. 

 

 

POWER TRANSFER

 

image.png.cecf5ec841e313782a7f51c2ce8c4412.png

 

 

 

Overall:

This is a not bad set. Very similar to Synapse above. I wish either this set or Synapse provided Ranged defense instead of Recharge to draw a distinction between the sets. Right now, I'd probably choose Synapse most of the time because the Recharge is in the 5th slot rather than the 6th.

 

Possible Cons:

That there is also a Chance for Self Heal in Tempest which can be slotted in the same powers as this, so a character could double dip. I doubt its an issue since the heal is small.

 

Suggestions:

Again, wish one of these two sets had a damage proc.

 

 

 

 

PREEMPTIVE OPTIMIZATION

 

image.png.2e7289131401fc1bd85e539bfb2c0f8d.png

 

 

 

Overall:

A rare set that provides +Defense and Recharge together, which is always going to make it popular. Limitations on which powers can slot it will keep it from widespread stacking. Mostly looks good in concept, but needs some adjustments to the specifics.

 

Possible Cons:

This set provides the power it is slotted in with Range, but no Accuracy. So you would need to have a power that can be cast from afar, but also that doesn't roll ToHit. The only power that comes to mind that fits that profile is Livegiving Spores, in the Nature Affinity set, and I still don't think I'd slot this there.

 

Generally here's what you can bank on with Endurance powers:

  • Recharge is almost always the most important enhancement
  • End Mod is almost always the second most important enhancement
  • Accuracy is needed for about half of the powers that use these sets, and completely disregarded by the other half
  • Endurance Reduction is occasionally useful
  • Range is mostly useless; there is no existing power that accepts End Mod enhancements that is a damageless cone. Most of these powers are PBAoEs. 

 

Suggestions:

Replace the Range in this set with Accuracy to expand its appeal. On a lot of powers it will be meaningless, but still better than Range, which affects virtually no powers, unless we consider being able to cast Speed Boost from a longer distance a big advantage.


Thanks for your time. Looking forward to see what you guys do with these!

 

Edited by oedipus_tex
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24 minutes ago, oedipus_tex said:

Possible Cons:

The increased Run Speed can be slotted in Stamina

That's a pro for me. Especially since it adds 26.5% endmod enhancement. For my granite tank I'll likely 4 slot Stamina with Performance Shifter and Synapse to hit 96.7% buff while getting +30% movement speed and the endurance proc (or will it be 15% movement speed and 15% run speed? The notes and in game description are unclear).

 

My vote is to replace the +Heal with a damage proc since the +Heal has no reason for being unique.


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To assist the developers, I've made a list of the major powers and abilities that are impacted by Endurance Mod sets. I may have missed a few.

 

  • NEEDS ACCURACY: This power rolls a ToHit check, so the player must slot some Accuracy. Note that not all powers that affect enemies roll Accuracy (e.g. Power Sink, Energy Drain)
  • NEEDS RECHARGE: This power has a Recharge that is long enough that if it were unslotted for Recharge most players would consider it subpar.
  • NEEDS DAMAGE: This is a power that contains damage alongside its endurance effects.
  • END MOD IS A MAIN FEATURE: This is a power where Endurance Modification is the main feature, and if the power went unslotted for it it would be considered subpar.

 

Marks: 

  • X indicates a "yes"
  • ~ indicates a "maybe/arguably"
  • Blank indicates "no"

 

 

POWER NEEDS ACCURACY NEEDS RECHARGE NEEDS DAMAGE END MOD IS A MAIN FEATURE
Electric Fence X   X ~
Tesla Cage X ~ X ~
Chain Fences X   X ~
Jolting Chain X   X (but usually slotted with procs) (hits only first target)
Conductive Aura X     X

Charged Bolts,

Lightning Bolt

X   X ~

Ball Lightning,

Short Circuit

X X X ~
Zapp X X X ~
Voltaic Sentinel X   X ~
Thunderous Blast X X X ~

Charged Brawl,

Havoc Punch,

Jacob's Ladder

Thunderstrike,

Chain Induction

X   X ~
Heat Loss X X   X
Recovery Aura   X   X
Transference X X   ~ (restores enough that many dont slot)
Speed Boost       (usually slotted with 1 end mod SO)
Accelerate Metabolism   X   X
Lifegiving Spores       ~
Lighting Storm X X X  
Heat Exhaustion X X    
Chrono Shift   X   X
Lightning Field X   X  

Power Sink

  X   X
Drain Psyche X X   (never slotted for end mod)

Energy Drain,

Energy Absorption

  X   X
Painbringer, 
Adrenaline Boost
  X   ~
Stamina      

Rarely slotted with endurance mod sets,

but be aware that any procs affecting

the caster can be slotted here by any

character and may affect the game's overall

meta.

Unstoppable

(and other T9 armors)

  ~    
Dark Consumption X ~ X X
Consume X   ~ X
Quick Recovery       X

 

 

Edited by oedipus_tex
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I just had a closer look at the actual numbers in Synapse's Shock and compared them across sets. I think we need to revisit the Damage component of this set.

 

 

For Synapse, the combined Damage from 5 pieces (the last IO is unique so we need to target 5 pieces instead of 6) is a 68% damage boost. That's not enough to bring you to the greens. For reference, 83.32 is damage amount from 2 level 50 Damage IOs. Any damage set needs to at least hit that number to be considered viable. Players need damage in their attacks--everything else is secondary. 

 

Takeaway: The set needs at least one extra source of Damage somewhere or it will end up in the bin with the Slow IO sets.

 

I'd change Endurance Modification/Recharge to Accuracy/Damage or Damage/Endurance Modification. Preferably Accuracy/Damage.

 

 

 

 

Edited by oedipus_tex
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3 hours ago, Bopper said:

That's a pro for me. Especially since it adds 26.5% endmod enhancement. For my granite tank I'll likely 4 slot Stamina with Performance Shifter and Synapse to hit 96.7% buff while getting +30% movement speed and the endurance proc (or will it be 15% movement speed and 15% run speed? The notes and in game description are unclear).

 

My vote is to replace the +Heal with a damage proc since the +Heal has no reason for being unique.

 

 

While I don't mind if Granite Tanks find some way to speed up, both the Heal and Endurance sets have a history of being better for general users than for the actual owners of Endurance and Healing powers. I think we should be thinking about what these sets do for Endurance heavy sets. Stamina and Health have already become mules to about 5 different procs that benefit the inherent Health pool more than the actual powers they're intended to be hosted in. I think we should be thinking "How does this proc help Recovery Aura, Transference, Heat Loss etc" because to date those powers have always had bad slotting options, hence the desire for new sets. A Run Speed proc does little for a set intended for Damage + Endurance Drain.

Edited by oedipus_tex
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Bombardment looks great! I think with the lower recharge bonus Posi will still be better for many builds.

 

I also agree on the damaging end mod sets. Having a small damage amount in the Synapse set in particular will sting. Getting to 80-90% would be nice since the goal here is to boost the end mod properties of a damaging attack. Changing recharge/end mod to damage/ end mod might be the best option.

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