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Posted
On 6/13/2021 at 7:09 PM, Marshal_General said:

How well does fire do as a tanks for TFs and Incarnate stuff?

 

I made this build based on your Fire/DB build focusing a little more on resists.

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This Hero build was built using Mids Reborn 3.0.4.7
https://github.com/Reborn-Team/MidsReborn

Click this DataLink to open the build!

FA DB: Level 50 Magic Tanker
Primary Power Set: Fiery Aura
Secondary Power Set: Dual Blades
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Energy Mastery

Hero Profile:
Level 1: Fire Shield -- GldArm-3defTpProc(A), UnbGrd-ResDam/EndRdx(3), UnbGrd-ResDam/EndRdx/Rchg(3), UnbGrd-ResDam(5), UnbGrd-Rchg/ResDam(5)
Level 1: Nimble Slash -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(7), KntCmb-Dmg/Rchg(7), KntCmb-Dmg/EndRdx/Rchg(9)
Level 2: Blazing Aura -- SprGntFis-Dmg/EndRdx/Rchg(A), SprGntFis-Acc/Dmg/EndRdx/Rchg(9), SprGntFis-Rchg/+Absorb(11), SprMghoft-Acc/Dmg(11), SprMghoft-Rchg/Res%(13)
Level 4: Ablating Strike -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(17), SprBlsCol-Acc/Dmg/EndRdx(19), SprBlsCol-Acc/Dmg/Rchg(19), SprBlsCol-Dmg/EndRdx/Acc/Rchg(21), AchHee-ResDeb%(21)
Level 6: Healing Flames -- Prv-Heal(A), Prv-Heal/EndRdx(23), Prv-EndRdx/Rchg(23), Prv-Heal/Rchg(25), Prv-Heal/Rchg/EndRdx(25), Prv-Absorb%(27)
Level 8: Combat Jumping -- Ksm-ToHit+(A), ShlWal-ResDam/Re TP(27), Rct-ResDam%(29), Krm-ResKB(29), BlsoftheZ-ResKB(42)
Level 10: Taunt -- PrfZng-Dam%(A)
Level 12: Plasma Shield -- StdPrt-ResDam/Def+(A), UnbGrd-ResDam/EndRdx(31), UnbGrd-ResDam/EndRdx/Rchg(31), UnbGrd-ResDam(31), UnbGrd-Max HP%(33)
Level 14: Consume -- SynSck-EndMod(A), SynSck-Dam/Rech(17), SynSck-EndMod/Rech(34), SynSck-Dam/Rech/Acc(48), SynSck-Dam/Acc/End(48), SynSck-EndMod/+RunSpeed(48)
Level 16: Typhoon's Edge -- SprAvl-Acc/Dmg/EndRdx/Rchg(A), SprAvl-Dmg/EndRdx(33), SprAvl-Acc/Dmg/EndRdx(33), SprAvl-Acc/Dmg/Rchg(34), SprAvl-Rchg/KDProc(34)
Level 18: Burn -- HO:Nucle(A), HO:Nucle(36), ScrDrv-Dam%(36), Obl-%Dam(36), Arm-Dam%(37), Erd-%Dam(37)
Level 20: Blinding Feint -- SprGntFis-Acc/Dmg(A), SprGntFis-Dmg/Rchg(37), SprGntFis-Acc/Dmg/Rchg(39), TchofDth-Dam%(39), TchofDth-Acc/Dmg/EndRdx(39), GssSynFr--Build%(40)
Level 22: Super Jump -- BlsoftheZ-ResKB(A), WntGif-ResSlow(40)
Level 24: Hasten -- RechRdx-I(A), RechRdx-I(40)
Level 26: Fiery Embrace -- RechRdx-I(A)
Level 28: Vengeful Slice -- HO:Nucle(A), HO:Nucle(42), TchofDth-Dam%(42), GldStr-%Dam(43), Hct-Dam%(43), FrcFdb-Rechg%(43)
Level 30: Kick -- Empty(A)
Level 32: Maneuvers -- LucoftheG-Def/Rchg+(A)
Level 35: Sweeping Strike -- HO:Nucle(A), HO:Nucle(45), ScrDrv-Dam%(45), Obl-%Dam(45), Erd-%Dam(46), FuroftheG-ResDeb%(46)
Level 38: Tough -- UnbGrd-ResDam/EndRdx(A), UnbGrd-ResDam(46)
Level 41: Focused Accuracy -- EndRdx-I(A), EndRdx-I(50)
Level 44: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(50), LucoftheG-Def(50)
Level 47: Assault -- EndRdx-I(A)
Level 49: Physical Perfection -- PrfShf-End%(A)
Level 1: Gauntlet
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 2: Swift -- Empty(A)
Level 2: Hurdle -- Empty(A)
Level 2: Health -- Pnc-Heal/+End(A), Mrc-Rcvry+(13), NmnCnv-Regen/Rcvry+(15)
Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(15)
Level 50: Musculature Core Paragon
Level 50: Pyronic Core Final Judgement
Level 50: Reactive Radial Flawless Interface
Level 50: Barrier Core Epiphany
Level 50: Assault Core Embodiment
Level 50: Portal Jockey
Level 50: Task Force Commander
Level 50: The Atlas Medallion
Level 50: Freedom Phalanx Reserve
------------

 

 



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Not really a problem, just be wary of mechanics.

Posted
On 6/14/2021 at 7:53 PM, Marshal_General said:

They will hit me with an oily wrench?

 

That as well. But mostly we -are- trading defense for offense so we are squishier. I'm not selling snake oil. Want to be uber impervious? Roll invuln. Want to trade uber imperviousness for damage? Fire Armor.

 

In a world without Barrier this would be pretty dangerous (and can still be in the AE with purpose tailored mobs to mess with players), but playing with just 40% defense is fine until push comes to shove and then Barrier can be relied on to survive a difficult moment. 90% of the content is just easy. Incarnate content such as you mentioned comes usually with a league and that makes ridiculous things such as stacking shields or incarnates that the uber imperviousness of Invuln is just not required.

 

Certain things can really mess up even Invul such as sapping, but those Fire Armor handles with pre-emptive use of Consume,

  • 3 weeks later
Posted

so i was taking a look at the powersets on test server... i see you didnt take eagle's claw T9 and i can fully understand why.  has the homecoming team ever taken a pass at this monstrosity?  absolute terrible DPA and the damage buff is super wonky... starts 2.5 seconds after the skill finishes?  doesnt make sense at all.

 

rest of martial arts seems awesome.

 

was curious did you absolutely need focused accuracy/physical perfection?  gloom or ball lightning could add a ton of damage in either ST or AoE.

 

also crane kick doesnt seem like it would activate FF recharge very much... is that just a 'nice when it goes off' kinda thing?

Posted
8 hours ago, Sancerre said:

so i was taking a look at the powersets on test server... i see you didnt take eagle's claw T9 and i can fully understand why.  has the homecoming team ever taken a pass at this monstrosity?  absolute terrible DPA and the damage buff is super wonky... starts 2.5 seconds after the skill finishes?  doesnt make sense at all.

 

rest of martial arts seems awesome.

 

was curious did you absolutely need focused accuracy/physical perfection?  gloom or ball lightning could add a ton of damage in either ST or AoE.

 

also crane kick doesnt seem like it would activate FF recharge very much... is that just a 'nice when it goes off' kinda thing?

 

They tried at one point. Turned it into a cone, but it did not pass muster and never got out of the test server.

 

Focused Accuracy is a case of me absolutely hating getting my ToHit debuffed. Banished Pantheon, Circle of Thorns and etc more. Not all factions do it, but when they do the game can stop and yellow inspirations don't do a thing. In a full team this is less of a problem and if avoiding the problematic factions even less. For those who don't care for it sure, trade FA for Ball Lightning or Gloom. Mind your accuracy against +3 though.

 

Physical Perfection just helps offsetting the cost of FA and yes, the recharge proc in Crane Kick is a matter of getting it when it happens. More recharge = more Burns.

Posted (edited)

your build on the front page doesnt work with the latest Mids (presuming cause of afterburner).  posting mine for reference... made a few changes -- im not particularly attached to Flight pool, but it is still soft capped positional with barrier incarnate + storm kick.

 

appreciate the awesome thread, analysis, and in depth explanations... and also quick responses to questions!

 

build:

Spoiler

 

This Hero build was built using Mids Reborn 3.0.5.6
https://github.com/Reborn-Team/MidsReborn

Click this DataLink to open the build!

Level 50 Magic Tanker
Primary Power Set: Fiery Aura
Secondary Power Set: Martial Arts
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Energy Mastery

Hero Profile:
Level 1: Blazing Aura -- SprGntFis-Rchg/+Absorb(A), SprGntFis-Acc/Dmg/EndRdx/Rchg(3), SprGntFis-Acc/Dmg(3), SprGntFis-Acc/Dmg/Rchg(5), SprGntFis-Dmg/EndRdx/Rchg(5)
Level 1: Thunder Kick -- Empty(A)
Level 2: Storm Kick -- SprMghoft-Acc/Dmg(A), SprMghoft-Rchg/Res%(9), SprMghoft-Acc/Dmg/EndRdx/Rchg(9), SprMghoft-Dmg/EndRdx/Rchg(11), SprMghoft-Acc/Dmg/Rchg(11)
Level 4: Fire Shield -- StdPrt-ResDam/Def+(A), UnbGrd-Max HP%(13), UnbGrd-ResDam(13), UnbGrd-ResDam/EndRdx(15), UnbGrd-ResDam/EndRdx/Rchg(15), GldArm-3defTpProc(17)
Level 6: Healing Flames -- NmnCnv-Heal/EndRdx(A), NmnCnv-EndRdx/Rchg(17), NmnCnv-Heal/Rchg(19), NmnCnv-Heal/EndRdx/Rchg(19), NmnCnv-Heal(21), NmnCnv-Regen/Rcvry+(21)
Level 8: Combat Jumping -- Ksm-ToHit+(A), Rct-ResDam%(23), LucoftheG-Def/Rchg+(23), ShlWal-ResDam/Re TP(25), WntGif-ResSlow(25), Rct-Def(27)
Level 10: Warrior's Provocation -- PrfZng-Taunt/Rchg/Rng(A)
Level 12: Plasma Shield -- Ags-Psi/Status(A), Ags-ResDam(27), Ags-ResDam/EndRdx(29), Ags-ResDam/Rchg(29), Ags-EndRdx/Rchg(31), Ags-ResDam/EndRdx/Rchg(31)
Level 14: Consume -- SynSck-EndMod/+RunSpeed(A), SynSck-EndMod/Rech(31), SynSck-EndMod(33), SynSck-Dam/Rech(33), SynSck-Dam/Acc/End(33), SynSck-Dam/Rech/Acc(34)
Level 16: Crane Kick -- FrcFdb-Rechg%(A), OvrFrc-Dam/KB(34), SprBlsCol-Acc/Dmg(34), SprBlsCol-Dmg/EndRdx(36), TchofDth-Dam%(36), Mk'Bit-Dam%(50)
Level 18: Burn -- Arm-Dam%(A), Arm-Dmg/EndRdx(36), Arm-Acc/Dmg/Rchg(37), Arm-Dmg/Rchg(37), Arm-Acc/Rchg(37), Erd-%Dam(39)
Level 20: Dragon's Tail -- FrcFdb-Rechg%(A), Erd-%Dam(39), Erd-Acc/Dmg/EndRdx/Rchg(39), Erd-Dmg(40), SprAvl-Dmg/EndRdx(40), SprAvl-Acc/Dmg/EndRdx(40)
Level 22: Hasten -- RechRdx-I(A), RechRdx-I(42)
Level 24: Boxing -- Empty(A)
Level 26: Fiery Embrace -- RechRdx-I(A), RechRdx-I(42)
Level 28: Focus Chi -- GssSynFr--ToHit(A), GssSynFr--ToHit/Rchg(42), GssSynFr--ToHit/Rchg/EndRdx(43), GssSynFr--Rchg/EndRdx(43), GssSynFr--ToHit/EndRdx(43), GssSynFr--Build%(45)
Level 30: Tough -- StdPrt-ResKB(A)
Level 32: Weave -- LucoftheG-Def/Rchg+(A), RedFrt-Def(45), RedFrt-Def/EndRdx(45)
Level 35: Crippling Axe Kick -- Hct-Dam%(A), Hct-Dmg(46), HO:Nucle(46), ImpSwf-Dam%(46), TchofLadG-%Dam(48), TchofDth-Dam%(48)
Level 38: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(48)
Level 41: Focused Accuracy -- HO:Cyto(A)
Level 44: Physical Perfection -- PrfShf-End%(A)
Level 47: Super Speed -- BlsoftheZ-ResKB(A), BlsoftheZ-Travel(50), BlsoftheZ-Travel/EndRdx(50)
Level 49: Temperature Protection -- ImpArm-ResPsi(A)
Level 1: Gauntlet
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Swift -- Run-I(A)
Level 1: Hurdle -- Jump-I(A)
Level 1: Health -- Prv-Absorb%(A), Pnc-Heal/+End(7), Mrc-Rcvry+(7)
Level 1: Stamina -- PrfShf-End%(A)
Level 47: Speed Phase
Level 50: Musculature Radial Paragon
Level 50: Ion Core Final Judgement
Level 50: Degenerative Radial Flawless Interface
Level 50: Banished Pantheon Radial Superior Ally
Level 50: Barrier Core Epiphany
Level 50: Assault Core Embodiment
Level 50: The Atlas Medallion
Level 50: Task Force Commander
Level 50: Portal Jockey
Level 50: Freedom Phalanx Reserve
------------

 

 

 

 

 

Edited by Sancerre
  • Like 2
Posted

I did something similar on a couple of Brutes, one Regen the other WP. The +Def works well with WP's En/Neg/Cold/Fire defense. Probably works really well with Bio Armor too.

  • 2 weeks later
Posted

so i tried both variants here... claws and martial arts.  gotta say i prefer the feel of claws a lot more.  just wish martial arts had at least 1 extra AoE attack cause dragon tail is so FLAT on the damage scale.  i might be happier if i had pieced together a gloom/obliteration variant but im happy with claws at this point.  i guess that is the price the set pays for having a 10% all defense just thrown in there.  the single target damage kinda feels roughly the same... but martial arts can have a lot more controlled burst because of build-up vs follow-up.

 

that said i definitely feel the difference of only having melee/SL defense capped vs all positional defense capped.  it is a big point to unpack, but carnies, for example, absolutely devastated my claws... and im not sure if there is really a good solution to psionic damage other than to avoid it or team with others.

 

the other thing i want to point out is that i had previously been playing mostly toons that were fully soft capped on positional defenses and it was remarkably annoying to discover all of the status effects that come along with playing a resistance powerset and getting smacked around for tiny numbers... and notably to hit debuffs.  i absolutely understand why it is necessary to have focused accuracy available on claws.  i think martial arts can get away with not using it to some extent, but physical perfection is definitely welcomed.

 

Also im thinking i will want to redraw my build to include a lot more damage procs (similar to your _NO_ shockwave build, but i personally do want to KEEP shockwave -- mostly because it makes sure global recharge is well maintained for perma hasten and i feel better seeing more numbers flying), but slots are so tight as it is.... tough to decide where to make it all happen.

 

finally, im interested (if you are able to explain) in the specific details of burn and proc interactions.  it seems to work exceptionally better than advertised and i have no idea what is going on with it.  is this some kind of pseudo-pet voodoo?

Posted
3 hours ago, Sancerre said:

so i tried both variants here... claws and martial arts.  gotta say i prefer the feel of claws a lot more.  just wish martial arts had at least 1 extra AoE attack cause dragon tail is so FLAT on the damage scale.  i might be happier if i had pieced together a gloom/obliteration variant but im happy with claws at this point.  i guess that is the price the set pays for having a 10% all defense just thrown in there.  the single target damage kinda feels roughly the same... but martial arts can have a lot more controlled burst because of build-up vs follow-up.

 

that said i definitely feel the difference of only having melee/SL defense capped vs all positional defense capped.  it is a big point to unpack, but carnies, for example, absolutely devastated my claws... and im not sure if there is really a good solution to psionic damage other than to avoid it or team with others.

 

the other thing i want to point out is that i had previously been playing mostly toons that were fully soft capped on positional defenses and it was remarkably annoying to discover all of the status effects that come along with playing a resistance powerset and getting smacked around for tiny numbers... and notably to hit debuffs.  i absolutely understand why it is necessary to have focused accuracy available on claws.  i think martial arts can get away with not using it to some extent, but physical perfection is definitely welcomed.

 

Also im thinking i will want to redraw my build to include a lot more damage procs (similar to your _NO_ shockwave build, but i personally do want to KEEP shockwave -- mostly because it makes sure global recharge is well maintained for perma hasten and i feel better seeing more numbers flying), but slots are so tight as it is.... tough to decide where to make it all happen.

 

finally, im interested (if you are able to explain) in the specific details of burn and proc interactions.  it seems to work exceptionally better than advertised and i have no idea what is going on with it.  is this some kind of pseudo-pet voodoo?

 

 

It's true that the MA variant suffers from the AoE angle, but ultimately it manages to pull next to the same (or better?) numbers than the Claws both in ST and AoE. It's just how the testing turned out. But then on top of having the same (or slightly better) numbers it also boasts of the full defense kit. This is mostly because of the quickness of Dragon Tail (1.87 VS 2.5) and the Force Feedback proc. While the numbers are smaller since DT hits like a noddle (I could never play MA alone) it churns out more Burns-per-minute which evens it out. This doesn't even include how DT offers soft CC and how its recharge is sped by its own the FF proc, or how it speeds up Consume and Healing Flames in the process.

 

The best way to test is do something like clearing a farm map, time it, then do it with Claws. Spin hits for twice the damage of DT, and yet the times end being similar. That's why I advertise MA since as you've noticed we can plow through things that makes other tanks leery such as Carnies or CoT.

 

That said Claws is super solid and suffers only for the lack of burst that BU + Gaussian allows.

 

 

As for Burn it is chicanery involving pseudo pets. As you can see the animation and recharge time means the procs have a good chance of going off, but the little orange numbers that come after Burn's use is from a summoned pseudo pet. That pseudo pet has a second chance of activating the procs. It's a much lower chance than the initial hit, but its there, and it's visible as it takes chunks off low level mobs.

 

A super procced out Burn is possible with two ACC/DM Hamis and then quadruple procs. This is because Burn has a negligible five endurance cost and once everything is in place even without recharge slotted in it only recharges three seconds slower than a regularly slotted Burn. The quadruple proc makes for mini nuclear explosions thanks to the row of 90% chance procs who then get the pseudo pet's chance to go off a second time.

 

But ultimately those three seconds add up and in tests clearing a map I had the same results with just two procs as the current slotting goes. Since I exemplar a lot and at times lose many bonuses I preferred the full slotting for the raw stats.

  • Thanks 1
  • 2 weeks later
Posted
On 5/14/2021 at 10:33 PM, Sovera said:

They all can be made to work and some are worth it for the theme alone (Fire/Lava Stone, I wuvs you).

 

Do you have a Fire/Stone build you like?  Folks I run with were saying that Fire Armor can put out enough AoE with its Aura and Burn that the lack of AOE in the Stone Melee set is OK especially if you use an Epic that has something like Dark Oblit (proc'd) or maybe Fireball.  Maybe even skip Tremor?

Posted
8 minutes ago, brasilgringo said:

Do you have a Fire/Stone build you like?  Folks I run with were saying that Fire Armor can put out enough AoE with its Aura and Burn that the lack of AOE in the Stone Melee set is OK especially if you use an Epic that has something like Dark Oblit (proc'd) or maybe Fireball.  Maybe even skip Tremor?

 

I posted one a few pages back. It worked very well and fire armor goes excellent with stone melee skinned as lava. You'll have to dissect it if you want to add more AoE though, but I was personally happy with Burn and Tremor with its FF proc.

Posted
23 minutes ago, Sovera said:

 

I posted one a few pages back. It worked very well and fire armor goes excellent with stone melee skinned as lava. You'll have to dissect it if you want to add more AoE though, but I was personally happy with Burn and Tremor with its FF proc.

I looked all through the thread and can't find the Fire/Stone build. Can you relink it please?

Posted
54 minutes ago, brasilgringo said:

I looked all through the thread and can't find the Fire/Stone build. Can you relink it please?

 

You're right. I thought that I had but hadn't. That's on me. Here it is.

 

Spoiler

This Hero build was built using Mids Reborn 3.0.5.7
https://github.com/Reborn-Team/MidsReborn

Click this DataLink to open the build!

Level 50 Magic Tanker
Primary Power Set: Fiery Aura
Secondary Power Set: Stone Melee
Power Pool: Flight
Power Pool: Speed
Power Pool: Leadership
Power Pool: Fighting
Ancillary Pool: Energy Mastery

Hero Profile:
Level 1: Blazing Aura -- SprGntFis-Acc/Dmg(A), SprGntFis-Rchg/+Absorb(3), SprGntFis-Acc/Dmg/Rchg(3), SprGntFis-Dmg/EndRdx/Rchg(5), SprGntFis-Acc/Dmg/EndRdx/Rchg(5)
Level 1: Stone Fist -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(7), SprBlsCol-Acc/Dmg/Rchg(7), SprBlsCol-Acc/Dmg/EndRdx(9), SprBlsCol-Dmg/EndRdx/Acc/Rchg(9)
Level 2: Stone Mallet -- SprMghoft-Dmg/EndRdx/Rchg(A), SprMghoft-Acc/Dmg/EndRdx/Rchg(33), SprMghoft-Acc/Dmg/Rchg(33), SprMghoft-Rchg/Res%(37), TchofDth-Dam%(43), FrcFdb-Rechg%(50)
Level 4: Heavy Mallet -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(13), KntCmb-Dmg/Rchg(13), KntCmb-Dmg/EndRdx/Rchg(15), TchofDth-Dam%(15), FrcFdb-Rechg%(48)
Level 6: Hover -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(21), Rct-ResDam%(21)
Level 8: Healing Flames -- Prv-Heal/Rchg/EndRdx(A), Prv-Heal/Rchg(36), Prv-EndRdx/Rchg(37), Prv-Heal/EndRdx(37), Prv-Absorb%(42), Prv-Heal(48)
Level 10: Fire Shield -- GldArm-3defTpProc(A), UnbGrd-ResDam(17), UnbGrd-ResDam/EndRdx(17), UnbGrd-Max HP%(19), UnbGrd-ResDam/EndRdx/Rchg(19)
Level 12: Plasma Shield -- UnbGrd-ResDam/EndRdx/Rchg(A), UnbGrd-ResDam(25), UnbGrd-ResDam/EndRdx(25), UnbGrd-Rchg/ResDam(27), StdPrt-ResDam/Def+(27)
Level 14: Hasten -- RechRdx-I(A), RechRdx-I(23)
Level 16: Build Up -- RctRtc-ToHit(A), GssSynFr--Build%(33), RctRtc-ToHit/Rchg(43), RechRdx-I(45)
Level 18: Burn -- HO:Nucle(A), HO:Nucle(34), Obl-%Dam(34), ScrDrv-Dam%(34), Arm-Dam%(36), Erd-%Dam(36)
Level 20: Consume -- SynSck-EndMod/+RunSpeed(A), SynSck-Dam/Rech/Acc(29), SynSck-EndMod/Rech(29), SynSck-Dam/Rech(31), SynSck-EndMod(31), SynSck-Dam/Acc/End(31)
Level 22: Fly -- BlsoftheZ-ResKB(A), WntGif-ResSlow(39)
Level 24: Evasive Maneuvers -- LucoftheG-Def/Rchg+(A)
Level 26: Fiery Embrace -- RechRdx-I(A), RechRdx-I(39)
Level 28: Tremor -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(39), SprAvl-Acc/Dmg/EndRdx(40), SprAvl-Acc/Dmg/Rchg(40), SprAvl-Acc/Dmg/EndRdx/Rchg(40), FrcFdb-Rechg%(42)
Level 30: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(42)
Level 32: Boxing -- Empty(A)
Level 35: Focused Accuracy -- RctRtc-ToHit(A), RctRtc-Pcptn(43), EndRdx-I(47)
Level 38: Seismic Smash -- Hct-Dam%(A), Hct-Dmg/Rchg(45), Hct-Acc/Dmg/Rchg(45), Hct-Acc/Rchg(46), Hct-Dmg/EndRdx(46), UnbCns-Dam%(46)
Level 41: Physical Perfection -- PrfShf-End%(A), PrfShf-EndMod(47)
Level 44: Tough -- TtnCtn-ResDam/EndRdx(A)
Level 47: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(50)
Level 49: Assault -- EndRdx-I(A)
Level 1: Gauntlet
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 2: Swift -- Empty(A)
Level 2: Hurdle -- Empty(A)
Level 2: Health -- Pnc-Heal/+End(A), Mrc-Rcvry+(11), NmnCnv-Regen/Rcvry+(23)
Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(11)
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 4: Ninja Run
Level 50: Musculature Core Paragon
Level 50: Pyronic Core Final Judgement
Level 50: Reactive Radial Flawless Interface
Level 50: Banished Pantheon Radial Superior Ally
Level 50: Barrier Core Epiphany
Level 50: Assault Core Embodiment
Level 50: Portal Jockey
Level 50: Task Force Commander
Level 50: The Atlas Medallion
Level 50: Freedom Phalanx Reserve
Level 22: Afterburner
------------

 

 

 

  • Like 2
Posted

*dusts the thread*

 

After taking a break and returning a short while ago I decided to level something up. Started a Fire/MA on redside since it's content I haven't touched since Live other than the occasional SF. Well, redside is full of debuffing. I kept dying (though level 22 was perhaps a bit early to go x8). It was also a slow start to solo since I had no AoE until level 18 thus I went at x1 until then.

 

After many deaths between Legacy and CoT debuffs while trying to solo Tarikoss I threw the toys out of the tram and logged off. Next day I dusted my trusty Fire/Ice build and started from scratch on redside. Well, the first thing was cranking the difficulty to x4 once I got Frost at level four. At 18 and after obtaining Burn I bumped it to x6. At 20 I started the Tarikoss SF and died twice thanks to not having slotted Build-Up which didn't let me punch through the Circle of Thorns low level BS, but the deaths were for a good cause since I reached 22, slotted BU, pushed the difficulty to x8, then started to terminate mages. No more deaths after the Foreman was saved, even with other Circle of Thorns missions since I had BU. Ice Patch was good to have as well, but not enough without BU to combat the -ToHit of the ghosts.

 

To celebrate I spruced the original post and made a more comprehensive Fire/Ice post since it is going to be the build I would recommend for new players to try the game.

  • Like 1
Posted

Soloing the redside SFs has been interesting due to never having done it before. As usual it was done at +1x8 while leveling the Fire/Ice.

 

Tarikoss was not too complicated. CoT are a pain as they always are. Legacy were a mild pain with plenty of debuffing and the bosses who increase their defense via the armors but not too terrible to deal with. The froggies were non entities with their bland fire and smash attacks and the easiest part. Neither Infernal nor the frog god were particularly challenging. Two deaths from CoT debuffing until I got BU slotted at 22 to deal with them.

 

Silver Mantis had the annoyance of dealing with multiple Sorcerers all with Hurricane. Same old thing of being debuffed to hell and unable to hit back other than the brief BU window (and even then...). Things like that are the reason I always pick Focused Accuracy. The Sky Raiders and the Freaks weren't challenging. Sky Raiders -can- be a problem since they shoot a lot and that debuffs defense, but they are pretty fragile and fold easily. The first challenge surprisingly came from the Council with the vampyr stacking -ToHit and their negative damage tearing through my unslotted Plasma Shield. But Ice Patch to the rescue. Like a newbie I actually cleared the ship in the last mission instead of flying past, but it's all XP. The last part was just wandering around ignoring enemies while breaking the turrets until the boss spawned. This part took a while but the AV itself wasn't a problem. No deaths.

 

Operative Renault started by the annoyance that was Barracuda trying to help but being squishy. After its death and having to start over I cleared the way first before freeing the NPC. The Family are not much of a problem which is fortunate since the new Singularities do a great job at preventing any kitting. Fortunately there were plenty of corners to break LoS and draw the mobs in to trounce them. Now needless to say Longbow can be more of a challenge since they pack so many different bosses and some combos can be really crippling. The last room in particular was a case of running, Ice Patch, BU, Burn, Freezing Touch, then run run run! Rinse and repeat as the kitting managed to agro more packs of mobs. The last mission was not a huge problem despite the two AVs being psi based. I fought the humanoid AV and ignored the adds letting them die during Burn, but for the Eye the constant ambushes with the stays-at-range bosses were definitely whittling me down faster than Healing Flames could keep up between the Eye's and the ranged bosses psi attacks. But I flew to the top of the Eye looking for a ledge where I could use Burn. I did not find it but since the ambushes could not reach me, I just finished killing the Eye without Burn. Despite ebing psi attacks just the Eye was unable to get through regen and Healing Flames. No deaths and reached level 40.

 

 

Ice Mistral promises to be challenging with Carnival of Shadows, Devouring Earth, and Circle of Thorns/Tsoo, but I have Focused Accuracy now so tomorrow I'll report on how it went.

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Posted

the concept of fire/ice is great thematically and the ice patch synergizes well with burn as well as providing a ton of CC for squishy fire armor but the lack of FF recharge is rough.  MA and claws really shine in this aspect comparatively... cause burn feels like its just always available and burn is such a foundational piece of fire armor tanker.  its a bit frustrating cause i feel like ice melee is so close to being a top tier set... and its not even so much the buttons themselves, but rather that nothing accepts FF recharge!

 

cross punch is really the only thing that can elevate ice melee, but the proc rate isnt all that great and the cone/range sucks.  its rough to fit the power in as a tanker though cause you are already forced to take frozen fists and, while not necessary, cross punch feels a lot better fully synergized with kick/boxing.

Posted
16 hours ago, Sancerre said:

the concept of fire/ice is great thematically and the ice patch synergizes well with burn as well as providing a ton of CC for squishy fire armor but the lack of FF recharge is rough.  MA and claws really shine in this aspect comparatively... cause burn feels like its just always available and burn is such a foundational piece of fire armor tanker.  its a bit frustrating cause i feel like ice melee is so close to being a top tier set... and its not even so much the buttons themselves, but rather that nothing accepts FF recharge!

 

cross punch is really the only thing that can elevate ice melee, but the proc rate isnt all that great and the cone/range sucks.  its rough to fit the power in as a tanker though cause you are already forced to take frozen fists and, while not necessary, cross punch feels a lot better fully synergized with kick/boxing.

 

Pretty much and why MA is solid in first place. The 45% defense to everything is invaluable too. The only thing keeping it down is the lack of Build until 28. A pity Taunt and BU could not swap places.

 

Ice Patch doesn't do miracles like when I randomly joined a team and just us three tried to take down Arachnos one time and Carnie the other. At +2x8 we got creamed and not even inspirations or Ice Patch saved the day. Granted that I was lvel 40 and my slotting unfinished, but it is as I said about Ice Patch not being the miracle worker.

Posted

One of the very very last combos I had yet to try: Fire/Spines.

 

I haven't actually started on it because I keep staring at it from all angles and trying to decide whether it is worth the attempt or not. It does have an early FF-able AoE like Martial Arts, and it does have an early BU like Ice so it's a mix of both worlds. But the ST is weaker even just comparing to Martial Arts... but it does have a second damage aura which will narrow the gap. Hrrm...

 

I'm not sure yet whether to go for it or not.

 

I've started by drawing from my experience with Fire Melee and ditched Spine Burst. It's a carbon copy of Combustion with the glacial 3.2 animation and damage so low it would not kill a clockwork's Gear. With a different primary this might matter more but having Burn it makes no sense (IMO) to keep such a trap as Spine Burst.

 

Then I got rid of Impale. It is the hard hitting skill but by the time it has animated I can do Barb Swipe and Lunge instead and have done more damage (Impale 328 damage VS Barb Swipe for 153 and Lunge for 253 = 406. 2.64 animation VS 1.85 + 1.05 = 2.90) while also making leveling and exemplaring much smoother. This leaves Ripper for ST and AoE. With an FF proc in it it will speed the build like Dragon's Tail does when in AoE.

 

This is an obvious AoE bent build with Ripper, the second damage aura and Throw Spines, which is in turn a carbon copy of Shockwave but without the FF proc. But at this point I'm hrrrm-ing all over since I ditched Shockwave in my Claws build, so doesn't that mean having a second cone would just have me park it as well? Perhaps Shockwave being 90º and Throw Spines being 180º (?!) will make a difference.

 

But in my experience as much as we say CoH is an AoE game we don't need a lot of AoEs. By the time we have done two-three AoEs most things are dead and we are back to ST to mop up.

 

 

In my experience with Axe, who also had an early BU and a FF-able early AoE, the build ought to melt low level content. It does lack either the defensive Ice Patch or Storm Kick for the end game. I'm unsure how much survival the -recharge actually adds though lots of AoE and killing fast has always been the best defense.

 

Spoiler

This Hero build was built using Mids Reborn 3.0.5.7
https://github.com/Reborn-Team/MidsReborn

Click this DataLink to open the build!

Level 50 Magic Tanker
Primary Power Set: Fiery Aura
Secondary Power Set: Spines
Power Pool: Speed
Power Pool: Flight
Power Pool: Leadership
Power Pool: Fighting
Ancillary Pool: Energy Mastery

Hero Profile:
Level 1: Blazing Aura -- SprGntFis-Acc/Dmg(A), SprGntFis-Rchg/+Absorb(3), SprGntFis-Acc/Dmg/Rchg(3), SprGntFis-Dmg/EndRdx/Rchg(5), SprGntFis-Acc/Dmg/EndRdx/Rchg(5)
Level 1: Barb Swipe -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(7), KntCmb-Dmg/Rchg(7), KntCmb-Dmg/EndRdx/Rchg(9), TchofDth-Dam%(40), ImpSwf-Dam%(45)
Level 2: Fire Shield -- UnbGrd-ResDam/EndRdx/Rchg(A), UnbGrd-ResDam(9), UnbGrd-ResDam/EndRdx(27), UnbGrd-Max HP%(29), GldArm-3defTpProc(46)
Level 4: Lunge -- Hct-Dam%(A), Hct-Dmg/Rchg(19), Hct-Acc/Dmg/Rchg(19), Hct-Acc/Rchg(21), Hct-Dmg/EndRdx(21), TchofDth-Dam%(25)
Level 6: Hasten -- RechRdx-I(A), RechRdx-I(17)
Level 8: Hover -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(23), Rct-ResDam%(25)
Level 10: Healing Flames -- Pnc-Heal/EndRedux(A), Pnc-EndRdx/Rchg(27), Pnc-Heal/Rchg(11), Pnc-Heal/EndRedux/Rchg(11), Pnc-Heal(13)
Level 12: Plasma Shield -- UnbGrd-ResDam/EndRdx/Rchg(A), UnbGrd-ResDam(31), UnbGrd-ResDam/EndRdx(31), UnbGrd-Rchg/ResDam(31), StdPrt-ResDam/Def+(33)
Level 14: Consume -- SynSck-EndMod/+RunSpeed(A), SynSck-Dam/Rech/Acc(33), SynSck-EndMod/Rech(33), SynSck-Dam/Rech(34), SynSck-EndMod(34)
Level 16: Ripper -- SprMghoft-Rchg/Res%(A), SprMghoft-Acc/Dmg/EndRdx/Rchg(23), SprMghoft-Acc/Dmg/Rchg(36), SprMghoft-Dmg/EndRdx/Rchg(36), Erd-%Dam(36), FrcFdb-Rechg%(37)
Level 18: Burn -- Arm-Dam%(A), Arm-Dmg/Rchg(37), Arm-Acc/Dmg/Rchg(37), Arm-Acc/Rchg(39), Arm-Dmg/EndRdx(39), Erd-%Dam(39)
Level 20: Build Up -- RctRtc-ToHit(A), RctRtc-ToHit/Rchg(29), GssSynFr--Build%(40), RechRdx-I(49)
Level 22: Fly -- BlsoftheZ-ResKB(A), WntGif-ResSlow(42)
Level 24: Evasive Maneuvers -- LucoftheG-Def/Rchg+(A)
Level 26: Fiery Embrace -- RechRdx-I(A), RechRdx-I(34)
Level 28: Maneuvers -- LucoftheG-Def/Rchg+(A)
Level 30: Boxing -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(47), KntCmb-Dmg/Rchg(48), KntCmb-Dmg/EndRdx/Rchg(49)
Level 32: Tough -- EndRdx-I(A)
Level 35: Quills -- SprAvl-Rchg/KDProc(A), SprAvl-Dmg/EndRdx(43), SprAvl-Acc/Dmg/EndRdx(43), SprAvl-Acc/Dmg/Rchg(45), SprAvl-Acc/Dmg/EndRdx/Rchg(45)
Level 38: Throw Spines -- Bmbdmt-+FireDmg(A), Bmbdmt-Acc/Rech/End(40), Bmbdmt-Dam/Rech(42), Bmbdmt-Acc/Dam/Rech(42), Bmbdmt-Dam(43), Bmbdmt-Acc/Dam/Rech/End(47)
Level 41: Focused Accuracy -- EndRdx-I(A)
Level 44: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(48)
Level 47: Physical Perfection -- PrfShf-End%(A)
Level 49: Assault -- EndRdx-I(A)
Level 1: Gauntlet
Level 1: Brawl -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx/Rchg(13), KntCmb-Dmg/EndRdx(46), KntCmb-Dmg/Rchg(46)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 2: Swift -- Empty(A)
Level 2: Hurdle -- Empty(A)
Level 2: Health -- Pnc-Heal/+End(A), Mrc-Rcvry+(15), NmnCnv-Regen/Rcvry+(15)
Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(17)
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 4: Ninja Run
Level 50: Pyronic Core Final Judgement
Level 50: Reactive Radial Flawless Interface
Level 50: Banished Pantheon Radial Superior Ally
Level 50: Barrier Core Epiphany
Level 50: Assault Core Embodiment
Level 50: Portal Jockey
Level 50: Task Force Commander
Level 50: The Atlas Medallion
Level 50: Freedom Phalanx Reserve
Level 22: Afterburner
Level 50: Musculature Radial Paragon
------------

 

 

 

Posted (edited)

I bit the bullet and am currently leveling the Fire/Spines. Not quite sure what to think of it though. On one hand I went into Posi 1 0x6 with bosses at level 18 (for those not in the know this means Burn with one slot and Ripper, my only other AoE, with three slots, and no IOs in Hasten and BU) and walked out without a death. Then I went into Posi 2, same, and somewhat to my surprise Vahz melted.

 

I'm not really sure why, but it just melted. I looked back to Mids and the three ST attacks are still weak so I can't really say what happened, except perhaps that using both T1 and T2 meant that I had a nice attack chain going with minimal pauses. Ripper also helped a bit with the FF proc I guess.

 

Speaking of Ripper it feels like a disappointment to be honest. Such a slow animation, such low damage. I also don't 'feel' the 180º angle, perhaps because I was using Frost which is only 90º, but with the Tanker buff (which Ripper doesn't get) turned it into 135º. With its long cone it was easy to catch a lot of enemies and it still does a ton of damage despite showing as only 227 compared to Ripper's 294. I already had the same reaction to Shadow Maul VS Frost where SM also had much better Mids numbers but when using both Frost just seems to vastly overperform.

 

Perhaps it is only a case of perception.

 

As it is the combo has a certain Axe feel about it. As I posted a few pages back it too was brutal in taking down Posi 1 and 2. It too had an early AoE which took a FF proc and an early BU.

 

But I have no real complaints so far other than the combo will need Quills and Throw Spines to finally get an identity.

 

It's just difficult to judge a secondary when Fire Armor carries so hard. On the other hand it's great to play with concepts since we know it's not going to be a slog.

Edited by Sovera
Posted

Not sure if I missed it (damned old eyes) but did you try out Fire/War Mace? And if so, what did you think? I'd honestly love to use Axe for theme reasons, but it is just so underwhelming... and Mace is so very smashy.

Posted
1 hour ago, Fomsie said:

Not sure if I missed it (damned old eyes) but did you try out Fire/War Mace? And if so, what did you think? I'd honestly love to use Axe for theme reasons, but it is just so underwhelming... and Mace is so very smashy.

 

Then let me help you by saying that Axe goes like a house on fire (see what I did there?) with Fire Armor. Thanks to the first AoE having a FF it does the same job of Dragon Tail in accelerating all the build's cooldowns. You'll find it in page 6. The WM I tried as well, it is in page 3.

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Posted
1 minute ago, Sovera said:

 

Then let me help you by saying that Axe goes like a house on fire (see what I did there?) with Fire Armor. Thanks to the first AoE having a FF it does the same job of Dragon Tail in accelerating all the build's cooldowns. You'll find it in page 6. The WM I tried as well, it is in page 3.

Thanks! I found the axe but completely missed the WM... knew I should have taken FA.

  • Like 1
Posted (edited)

I'm quite pleased at the tour de force in removing Tough from the Fire/Ice (the build I use without Frozen Aura though). A minor increase in EPS to 3.61 and a small EPS consumption decrease from 2.29 to 2.07, but now the 15% Tough was providing is baked into the build to be enjoyed well before Tough would have been picked, and the button can be removed from the bar.

Edited by Sovera
Posted

I posted a few days ago about Nightward. I got distracted by leveling qith a friend and then doing the TF accolade... and I'm no longer level appropriate. But I went to do it anyway and decided to start by First Ward. I've never touched that content so it's nice to see something different.

 

I loved the area, it looks nice and apocalyptic. The first enemies were DUST who did a lot of noise and bright flashing colors but did absolutely no harm. Then some Dregs, who also did no harm....

 

 

So of course I was unprepared for the Shepherds 😄

 

First group I find I jump and die in a few seconds. Ooookay. Respawn, try again, first group was half dead and even so they hurt. Second group. Dead despite spamming inspirations. Repeat. Third group I die a third time. My resists-resist-resist-debuffs seems to do nothing as I go from 90% to 20% thanks to Tar Patch spam and they whittle defenses into the -45% no problem.

 

After the third death and starting to get grumbly I went, owait, I'm playing Ice Melee. I went back in, fourth group, LoS break, Ice Patch. Kill them without going lower than 90% HP. Fifth group, LoS break, Ice Patch, again 90% Hp at the end of it, no heal used.

 

 

Who needs DDR anyway?!

  • Like 1
  • Thanks 1
Posted (edited)

In my random quest to lower endurance costs I have tinkered a slightly different version of the Fire/Ice. Near the same but dropping out of the Leadership pool. Defense remains the same thanks to picking up Combat Jumping.

 

The loss of Assault does not please me since I'm pushing for more damage but if Mids can be trusted and despite Assault stating it is a 15% damage boost it actually can be as little as 3.86% (Freezing Touch), or 4.7% (Ice Sword), or 4.6% (Burn) or 5.1% (Frost).

 

When chasing damage 3-5% sed 3-5% but replacing it for Temperature Control does free a slot (don't level without -KB though, just place it there once doing the level 50 respec. It will still work when exemplared), adds more cold resistance (negligible considering since cold isn't predominant) and a hefty 20% slow resistance which the build was lacking (goes up to 65%).

 

The only other consideration is that Maneuvers and Assault are team wide buffs though it can be argued that giving everyone 3.46% defense and about 5% damage isn't going to save anyone or shave much time killing things (that said if everyone in the team had Maneuvers it would be 27% defense and 40% damage).

 

 

The combo of losing Assault and replacing Maneuvers for the near cost free Combat Jump lowers the end consumption from 2.07 to 1.60.

 

Spoiler

This Hero build was built using Mids Reborn 3.0.6.0
https://github.com/LoadedCamel/MidsReborn

Click this DataLink to open the build!

Level 50 Magic Tanker
Primary Power Set: Fiery Aura
Secondary Power Set: Ice Melee
Power Pool: Flight
Power Pool: Speed
Power Pool: Leaping
Power Pool: Fighting
Ancillary Pool: Energy Mastery

Hero Profile:
Level 1: Blazing Aura -- SprGntFis-Acc/Dmg(A), SprGntFis-Rchg/+Absorb(3), SprGntFis-Acc/Dmg/Rchg(3), SprGntFis-Dmg/EndRdx/Rchg(5), SprGntFis-Acc/Dmg/EndRdx/Rchg(5), SprGntFis-Dmg/Rchg(45)
Level 1: Frozen Fists -- SprBlsCol-Dmg/EndRdx/Acc/Rchg(A), SprBlsCol-Acc/Dmg/Rchg(7), SprBlsCol-Acc/Dmg/EndRdx(7), SprBlsCol-Dmg/EndRdx(9), SprBlsCol-Acc/Dmg(9)
Level 2: Ice Sword -- TchofDth-Acc/Dmg(A), TchofDth-Dmg/EndRdx/Rchg(21), TchofDth-Dmg/Rchg(21), TchofDth-Acc/Dmg/EndRdx(23), TchofDth-Dam%(23), ImpSwf-Dam%(25)
Level 4: Frost -- SprMghoft-Rchg/Res%(A), SprMghoft-Acc/Dmg/EndRdx/Rchg(34), SprMghoft-Dmg/EndRdx/Rchg(34), SprMghoft-Acc/Dmg(36), Bmbdmt-+FireDmg(36), PstBls-Dam%(36)
Level 6: Fire Shield -- UnbGrd-Max HP%(A), UnbGrd-ResDam(11), UnbGrd-ResDam/EndRdx(11), UnbGrd-ResDam/EndRdx/Rchg(13)
Level 8: Healing Flames -- Prv-Heal(A), Prv-Heal/EndRdx(17), Prv-EndRdx/Rchg(17), Prv-Heal/Rchg(19), Prv-Heal/Rchg/EndRdx(19), Prv-Absorb%(45)
Level 10: Hover -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(31)
Level 12: Plasma Shield -- UnbGrd-ResDam/EndRdx/Rchg(A), UnbGrd-Rchg/ResDam(13), UnbGrd-ResDam(31), UnbGrd-ResDam/EndRdx(33)
Level 14: Hasten -- RechRdx-I(A), RechRdx-I(42)
Level 16: Build Up -- RctRtc-Pcptn(A), RctRtc-ToHit/Rchg(29), RechRdx-I(33), GssSynFr--Build%(34), RechRdx-I(40)
Level 18: Burn -- Arm-Dam%(A), Arm-Dmg/Rchg(37), Arm-Acc/Dmg/Rchg(37), Arm-Acc/Rchg(37), Arm-Dmg/EndRdx(39), Erd-%Dam(39)
Level 20: Ice Patch -- RechRdx-I(A)
Level 22: Fly -- WntGif-ResSlow(A)
Level 24: Consume -- SynSck-EndMod(A), SynSck-Dam/Rech(25), SynSck-EndMod/Rech(27), SynSck-Dam/Rech/Acc(27), SynSck-EndMod/+RunSpeed(29), SynSck-Dam/Acc/End(31)
Level 26: Fiery Embrace -- RechRdx-I(A), RechRdx-I(40)
Level 28: Freezing Touch -- Hct-Dmg/EndRdx(A), Hct-Dmg/Rchg(42), Hct-Acc/Rchg(42), Hct-Acc/Dmg/Rchg(43), Hct-Dam%(43), UnbCns-Dam%(43)
Level 30: Evasive Maneuvers -- LucoftheG-Def/Rchg+(A)
Level 32: Combat Jumping -- LucoftheG-Def/Rchg+(A), Rct-ResDam%(47), Rct-Def(48)
Level 35: Focused Accuracy -- EndRdx-I(A)
Level 38: Kick -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(40), KntCmb-Dmg/Rchg(45), KntCmb-Dmg/EndRdx/Rchg(46)
Level 41: Physical Perfection -- PrfShf-End%(A)
Level 44: Tough -- GldArm-3defTpProc(A)
Level 47: Weave -- LucoftheG-Def/Rchg+(A), Ksm-Def/EndRdx(47), Ksm-Def/Rchg(48), Ksm-Def/EndRdx/Rchg(49)
Level 49: Temperature Protection -- StdPrt-ResKB(A), StdPrt-ResDam/Def+(50)
Level 1: Gauntlet
Level 1: Brawl -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(39), KntCmb-Dmg/Rchg(46), KntCmb-Dmg/EndRdx/Rchg(46)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 2: Swift -- Empty(A)
Level 2: Hurdle -- Empty(A)
Level 2: Health -- Pnc-Heal/+End(A), Mrc-Rcvry+(15), NmnCnv-Regen/Rcvry+(50)
Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(15)
Level 50: Assault Core Embodiment
Level 50: Degenerative Radial Flawless Interface
Level 50: Barrier Core Epiphany
Level 50: Ion Core Final Judgement
Level 50: Intuition Radial Paragon
Level 50: Portal Jockey
Level 50: Task Force Commander
Level 50: The Atlas Medallion
Level 50: Freedom Phalanx Reserve
Level 22: Afterburner
------------

 

Edited by Sovera
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