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Force Field / Beam Rifle Build


Two Dollar Bill

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Beam Rifle is a "busy" power set... you want to scan each group for a boss (or bigger) and hit it with Disintegrate, then chain other attacks that combo off of the disintegrating effect. You don't want to have to change targets to deliver heals or (de)buffs in the middle of your attack chain. I think this makes it perfect to pair with Force Field. You can just hide in the back with the squishy, ranged characters, shoot your beam rifle and listen to the funny noises it makes.

 

This build is a bit experimental since I only have two of the four disintegrate combo attacks: Single Shot and Lancer Shot. I left off Charged Shot because it's the slow filler attack, and I want more of the bigger, better ones. I left off Penetrating Ray because you can't enjoy the long range of a sniper attack and still get the combo from Disintegrate. I took Cutting Beam even though I consider it problematic... it's an AoE that is stronger if you place it 3 or 4 attacks back in your attack chain, by which time there may not be any minions left alive to shoot.

 

This character does exist but doesn't have all these IOs so I can't say if I will need to change this up. If anyone has thoughts on the ideal Beam Rifle attack chain, I'm all ears.

 

It's not what I would consider an expensive build. It does have some expensive uniques and two whole sets of ATOs, but no purple sets, PVP or winter sets.

 

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!

Beam Force Field 210527: Level 50 Technology Defender
Primary Power Set: Force Field
Secondary Power Set: Beam Rifle
Power Pool: Teleportation
Power Pool: Medicine
Power Pool: Leadership
Power Pool: Fighting
Ancillary Pool: Electricity Mastery

Hero Profile:
Level 1: Personal Force Field -- ShlWal-ResDam/Re TP(A), LucoftheG-Def/Rchg+(3)
Level 1: Single Shot -- Dcm-Acc/Dmg(A), Dcm-Acc/Dmg/Rchg(3), Dcm-Dmg/EndRdx(5), Dcm-Dmg/Rchg(5), Dcm-Acc/EndRdx/Rchg(7)
Level 2: Deflection Shield -- LucoftheG-Def(A), LucoftheG-Def/Rchg+(7)
Level 4: Cutting Beam -- Artl-Acc/Dam(A), Artl-Dam/End(9), Artl-Dam/Rech(9), Artl-Acc/Dam/Rech(43), Artl-Acc/Rech/Rng(48), Artl-End/Rech/Rng(48)
Level 6: Insulation Shield -- LucoftheG-Def(A), LucoftheG-Def/Rchg+(11)
Level 8: Teleport -- Jnt-Rng(A), Jnt-EndRdx(13), Jnt-EndRdx/Rng(13)
Level 10: Disintegrate -- SprVglAss-Acc/Dmg(A), SprVglAss-Dmg/Rchg(11), SprVglAss-Dmg/EndRdx/Rchg(15), SprVglAss-Acc/Dmg/EndRdx(15), SprVglAss-Acc/Dmg/EndRdx/Rchg(33), SprVglAss-Rchg/+Absorb(34)
Level 12: Dispersion Bubble -- Rct-Def(A), Rct-Def/EndRdx(17), Rct-EndRdx/Rchg(17), Rct-Def/Rchg(34), Rct-Def/EndRdx/Rchg(34), Rct-ResDam%(36)
Level 14: Aid Other -- Heal-I(A)
Level 16: Aid Self -- Prv-Heal(A), Prv-Heal/EndRdx(19), Prv-EndRdx/Rchg(19), Prv-Heal/Rchg(21), Prv-Heal/Rchg/EndRdx(23), Prv-Absorb%(48)
Level 18: Teleport Target -- BlsoftheZ-ResKB(A)
Level 20: Lancer Shot -- SprDfnBst-Acc/Dmg(A), SprDfnBst-Dmg/Rchg(21), SprDfnBst-Dmg/EndRdx/Rchg(23), SprDfnBst-Acc/Dmg/EndRdx(43), SprDfnBst-Acc/Dmg/EndRdx/Rchg(45), SprDfnBst-Rchg/Heal%(46)
Level 22: Maneuvers -- LucoftheG-Def/EndRdx(A), LucoftheG-Def(27), LucoftheG-Def/Rchg+(27)
Level 24: Kick -- Acc-I(A)
Level 26: Tough -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam/EndRdx/Rchg(29), ImpArm-ResDam(29), ImpArm-ResPsi(36), GldArm-3defTpProc(39), StdPrt-ResDam/Def+(40)
Level 28: Weave -- LucoftheG-Def/EndRdx(A), LucoftheG-Def(31), LucoftheG-Def/Rchg+(31)
Level 30: Tactics -- GssSynFr--ToHit(A), GssSynFr--ToHit/Rchg(31), GssSynFr--ToHit/Rchg/EndRdx(33), GssSynFr--Rchg/EndRdx(37), GssSynFr--ToHit/EndRdx(37), GssSynFr--Build%(37)
Level 32: Force Bubble -- EndRdx-I(A), EndRdx-I(33)
Level 35: Thunder Strike -- FrcFdb-Acc/KB(A), FrcFdb-Dmg/EndRdx/KB(40)
Level 38: Piercing Beam -- Bmbdmt-Dam(A), Bmbdmt-Acc/Rech/End(39), Bmbdmt-Dam/Rech(39), Bmbdmt-Acc/Dam/Rech(40), Bmbdmt-Acc/Dam/Rech/End(46), Bmbdmt-+FireDmg(46)
Level 41: Charged Armor -- Ags-ResDam/EndRdx(A), Ags-ResDam/EndRdx/Rchg(42), Ags-ResDam(42), Ags-Psi/Status(42), Ags-EndRdx/Rchg(43)
Level 44: Overcharge -- Bmbdmt-Dam(A), Bmbdmt-Acc/Rech/End(45), Bmbdmt-Dam/Rech(45), Bmbdmt-Acc/Dam/Rech(50), Bmbdmt-Acc/Dam/Rech/End(50), Bmbdmt-+FireDmg(50)
Level 47: Assault -- EndRdx-I(A)
Level 49: Aim -- RechRdx-I(A)
Level 1: Vigilance
Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- Clr-Stlth(A)
Level 2: Rest -- RechRdx-I(A)
Level 2: Swift -- Run-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Health -- NmnCnv-Regen/Rcvry+(A), Pnc-Heal/+End(25)
Level 2: Stamina -- PrfShf-EndMod(A), PrfShf-End%(25), EndMod-I(36)
Level 1: Disintegrating
------------

 

 

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After running around with Version 1 for a couple days I already have a Version 2.
- I decided that a wanna-be Blaster needs hover and it's too critical to rely on temp powers, so I got rid of the Fighting pool in favor of Flight and changed set bonuses around to maintain soft-capped AoE and Ranged defenses without Weave. I could have done it more elegantly with winter IO sets, but this version is cheaper.
- Further testing showed that Cutting Beam is really hard to use, at least in a way that combos with Disintegration, so I replaced it with Charged Shot.
- Though I'd originally included Thunder Strike as an emergency melee-avoidance tactic, I decided it was fun to body-slam things, so I gave it more slots.
- The way I previously had Aid Self slotted, it just got interrupted a lot. This version can heal teammates and will use Personal Force Field as a panic button power.

 

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!

Beam Force Field 210531: Level 50 Technology Defender
Primary Power Set: Force Field
Secondary Power Set: Beam Rifle
Power Pool: Flight
Power Pool: Medicine
Power Pool: Leadership
Power Pool: Teleportation
Ancillary Pool: Electricity Mastery

Hero Profile:
Level 1: Personal Force Field -- ShlWal-ResDam/Re TP(A), LucoftheG-Def/Rchg+(3)
Level 1: Single Shot -- Rui-Acc/Dmg(A), Rui-Dmg/EndRdx(3), Rui-Dmg/Rchg(5), Rui-Acc/EndRdx/Rchg(25), Rui-Acc/Dmg/Rchg(34)
Level 2: Charged Shot -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(5), Thn-Dmg/Rchg(7), Thn-Acc/Dmg/Rchg(25), Thn-Acc/Dmg/EndRdx(36), Thn-Dmg/EndRdx/Rchg(43)
Level 4: Hover -- Srn-Fly(A), Srn-EndRdx(7), Srn-EndRdx/Fly(9), LucoftheG-Def/Rchg+(21)
Level 6: Deflection Shield -- LucoftheG-Def(A), LucoftheG-Def/Rchg+(9)
Level 8: Insulation Shield -- LucoftheG-Def(A), LucoftheG-Def/Rchg+(23)
Level 10: Disintegrate -- SprVglAss-Acc/Dmg(A), SprVglAss-Dmg/Rchg(11), SprVglAss-Dmg/EndRdx/Rchg(11), SprVglAss-Acc/Dmg/EndRdx(13), SprVglAss-Acc/Dmg/EndRdx/Rchg(13), SprVglAss-Rchg/+Absorb(15)
Level 12: Dispersion Bubble -- Rct-Def(A), Rct-Def/EndRdx(15), Rct-EndRdx/Rchg(17), Rct-Def/Rchg(17), Rct-Def/EndRdx/Rchg(19), Rct-ResDam%(19)
Level 14: Aid Other -- Prv-Heal(A), Prv-Heal/EndRdx(48), Prv-EndRdx/Rchg(48), Prv-Heal/Rchg(50), Prv-Heal/Rchg/EndRdx(50), Prv-Absorb%(50)
Level 16: Aid Self -- Prv-Heal/Rchg(A), Prv-Heal/Rchg/EndRdx(37), IntRdx-I(37)
Level 18: Maneuvers -- LucoftheG-Def/EndRdx(A), LucoftheG-Def(21), LucoftheG-Def/Rchg+(23)
Level 20: Lancer Shot -- SprDfnBst-Acc/Dmg(A), SprDfnBst-Dmg/Rchg(33), SprDfnBst-Dmg/EndRdx/Rchg(34), SprDfnBst-Acc/Dmg/EndRdx(34), SprDfnBst-Acc/Dmg/EndRdx/Rchg(37), SprDfnBst-Rchg/Heal%(40)
Level 22: Teleport Target -- BlsoftheZ-ResKB(A)
Level 24: Field Medic -- RechRdx-I(A)
Level 26: Aim -- RctRtc-Pcptn(A)
Level 28: Resuscitate -- RechRdx-I(A)
Level 30: Tactics -- GssSynFr--ToHit(A), GssSynFr--ToHit/Rchg(31), GssSynFr--ToHit/Rchg/EndRdx(31), GssSynFr--Rchg/EndRdx(31), GssSynFr--ToHit/EndRdx(33), GssSynFr--Build%(33)
Level 32: Force Bubble -- EndRdx-I(A)
Level 35: Thunder Strike -- ScrDrv-Acc/Dmg(A), ScrDrv-Dmg/EndRdx(36), ScrDrv-Dmg/Rchg(36), ScrDrv-Acc/Rchg(46), ScrDrv-Acc/Dmg/EndRdx(48)
Level 38: Piercing Beam -- Ann-Acc/Dmg(A), Ann-Dmg/Rchg(39), Ann-Acc/Dmg/Rchg(39), Ann-Acc/Dmg/EndRdx(39), Ann-Acc/Dmg/EndRdx/Rchg(40), Ann-ResDeb%(40)
Level 41: Charged Armor -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam/EndRdx/Rchg(42), ImpArm-ResDam(42), ImpArm-ResPsi(42), StdPrt-ResDam/Def+(43), GldArm-3defTpProc(43)
Level 44: Overcharge -- Artl-Acc/Dam(A), Artl-Dam/End(45), Artl-Dam/Rech(45), Artl-Acc/Dam/Rech(45), Artl-Acc/Rech/Rng(46), Artl-End/Rech/Rng(46)
Level 47: Assault -- EndRdx-I(A)
Level 49: Vengeance -- LucoftheG-Def/Rchg+(A)
Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- Clr-Stlth(A)
Level 1: Vigilance
Level 2: Rest -- RechRdx-I(A)
Level 2: Swift -- Flight-I(A)
Level 2: Health -- Mrc-Rcvry+(A), NmnCnv-Regen/Rcvry+(27), Pnc-Heal/+End(29)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- PrfShf-EndMod(A), PrfShf-End%(27), EndMod-I(29)
Level 1: Disintegrating
------------

 

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I hope you are enjoying your bubbler!

 

A few observations:

  • I'm not sure of the logic behind skipping penetrating ray. This is your best single target attack, regardless of what range you use it. 
  • You mentioned that cutting beam is hard to use - may I ask what you found awkward? It is a pretty standard cone attack, and your only aoe outside the nuke. Even ignoring the special mechanic, cutting beam is worth using on its own.
  • How much do you actually find yourself using the medicine pool? You have very heavily invested in it here, at the expense of the above attacks. You are providing amazing defense to your team already without.
  • Repulsion Bomb is actually quite a nice little power. It does modest damage, takes a good number of procs to do even more, and knocks down by default with no need for KD proc. The disorient is a happy bonus.

What goals are you seeking to achieve with this build? It looks like one focus is ranged/aoe defense with hover to keep melee irrelevant, and you have reasonably achieved this. Are you intentionally limiting yourself to a budget-minded build? I certainly understand if so, but you could achieve these goals much more efficiently if not. 

 

With a shift away from medicine pool and opening up more expensive sets, you could likely achieve these same goals, but allow much more room to proc out your attacks. This would make an enormous difference in damage, especially if you pick up the snipe as well.

 

 

 

 

 

Edited by Onlyasandwich
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Thanks for you analysis.
- Penetrating Ray - If it's the best attack in the set, even at close range, I'll work it in. Part of the problem with this character at the moment is that he doesn't have a lot of the +Recharge that the final build is supposed to have, so I don't have a very good feel for how his final attack chain will work.
- Cutting Beam - The main problem with the cone attack is just how fast combat is these days. When the team rolls up on a new group of foes, I usually have a second or two to find a boss to target in order to get good mileage from the Disintegrate attack chain, and that boss may not be in a good location to line up cone attacks. And those minions I want to sweep with Cutting Beam are often vaporized in the first second or two of the fight, with or without my help. It does depend on the team and the foes, but Cutting Beam is often useless, but focusing down a boss is always useful.
- Medicine Pool - In theory, it doesn't seem like a Force Field character focused on long range combat should have much need for a self-heal. Well, I was on a team this weekend where I was using it non-stop while running around madly to avoid getting punched in the face. This was partially due to the nature of the team, and it was the version 1 build that couldn't hover, and my IOs were not finished so I wasn't soft-capped. How much will I actually need it in the finished build? Not sure. It may end up being quite situational if I can make the rest of the build work.
- Repulsion Bomb - I will give it a try.
- Master Plan - The reason this character exists is because I went on a Beam Rifle kick recently, but found that most power sets I could pair with it were too "busy" and interfered with the zen of my Beam Rifle combos.
- Budget - I make alts faster than I make influence/merits, so a character like this that needs five LoTG and 12 superior ATOs can bankrupt me. I'd rather have a workable budget build I can play now than to farm/grind for a perfect build. If it turns out that I play this character all the time I will increase his budget.

 

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I have a Force Field / Beam Rifle defender on each of the servers. And I played a lot of Force Field defenders on live.

 

I agree with Sandwich on Penetrating Ray and Repulsion Bomb. Both are great powers. So is Force Bolt, which I would take at an early level instead of Personal Force Field. While PFF is great, it just doesn't have the utility of FB.

 

While I'd take Cutting Beam, if I could fit it into a build, it wouldn't be until later levels. Like 2$B said, you probably won't have time to use it and you don't really want the aggro that it'll generate anyway.

 

I'd drop Field Medic, Resuscitate and reduce the number of slots in Aid Self/Aid Other. Unless you're keeping those for the set bonuses I suppose. If your bubbles are properly slotted your teammates might need an occasional heal, if they need more than that then you all should try reducing the difficulty after the next team-wipe.

 

Don't use Resuscitate. There are too many rez powers and awakens in game to waste a slot on that. Also, why do you have Teleport Target? The only reason that I can see for that is to beam someone back to you so they can be rezzed, but you don't have a rez in that build. If you're trying to help people get to the mission door then use Assemble the team and Team Transport. People have travel powers, they should use them.

 

Assault and Tactics are more useful than Maneuvers. Increasing peoples' ToHit, Damage, Placate resistance, and allowing them to ignore smoke is worth a lot more than a few more points of defense.

 

So that's my 2 cents. Hope it helps.

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"It is by caffeine alone I set my mind in motion. It is by the beans of Java that thoughts acquire speed, the hands acquire posts, the posts become warning points. It is by caffeine alone I set my mind in motion."

 

Being constantly offended doesn't mean you're right, it means you're too narcissistic to tolerate opinions different than your own.

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9 hours ago, Two Dollar Bill said:

how fast combat is these days

 

I can definitely appreciate that one!

 

My /beam Defender is Traps/Beam. I like cutting beam for when I solo, which I can do capably on this character. On fast-moving teams, I prefer to simply open with cutting or overcharge, and then switch to my boss burning chain. I don't think it's crazy-time to skip cutting beam if you are always on teams that vaporize minions instantly, but in my experience there are plenty of situations where it provides strong value.

 

Picking up repulsion bomb, you may well find even less use for the medicine pool! Its grab-bag of control effects is reasonably effective. It's not a set-definer, but it feels good and does good work.

 

Like @PeregrineFalcon, I'm a fan of Force Bolt as well myself. I realize that this one is more to taste, so wouldn't fault you for skipping it. It is extra-special useful at lower levels when knocking a boss down/away is more important.

 

A further element to consider regarding medicine: The ATO heal and shield procs are both very powerful, and proc super often when dropped in a moderate recharge power like a snipe or heavy hitter blast. Personally, I like to split up Superior vigilant assault into threes, with the less recharge intensive half of the enhancements in my Snipe along with the Absorb ATO proc. From there I drop extra procs to taste to maximize damage.

 

The set bonuses for Defender's bastion are  really nice, I admit, but you might consider splitting out the heal ATO proc here to use solo in lancer, along with some baseline thunderstrikes and maybe a proc or two to round it out.

 

The remaining five bastion IOs can still bring their ranged defense bonus to the table in another power like cutting beam or even single shot. Ideally something that cares less about procability. You lose the 10% recharge from the 6 slot, but gain that back anyhow by splitting the other ATO set into 3's.

 

The end goal here is to have Both ATO procs rolling at a high percentage in your most often used attacks. Lancer and Penetrating Ray are my personal picks for this, as I want to be using both on cooldown. With this particular proccing strategy, you may find that the amount of healing and absorb you get from the ATO procs more than makes up for what you lose in medicine. As an added bonus, you don't have to spend any animation time on using them!

 

For reference, here's a FF/Energy build I've been working on. You'll see some of these concepts at play. I found I had a lot of slot freedom here, so actually ended up muling out most of Bastion in Force bolt for the defense bonus.

 

I could ramp damage in my ST chain a bit more per hit, but am rolling with FFback maximization.

Spoiler

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!

Level 50 Technology Defender
Primary Power Set: Force Field
Secondary Power Set: Energy Blast
Power Pool: Flight
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Power Mastery

Hero Profile:
Level 1: Deflection Shield -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(3), LucoftheG-Def(3), Rct-ResDam%(42)
Level 1: Power Bolt -- SprVglAss-Acc/Dmg/EndRdx/Rchg(A), SprVglAss-Dmg/EndRdx/Rchg(40), SprVglAss-Dmg/Rchg(42), ExpStr-Dam%(46)
Level 2: Force Bolt -- SprDfnBst-Acc/Dmg(A), SprDfnBst-Dmg/Rchg(43), SprDfnBst-Dmg/EndRdx/Rchg(45), SprDfnBst-Acc/Dmg/EndRdx(45), SprDfnBst-Acc/Dmg/EndRdx/Rchg(46)
Level 4: Energy Torrent -- SprFrzBls-Acc/Dmg(A), SprFrzBls-Acc/Dmg/EndRdx(5), OvrFrc-Dam/KB(5), Bmbdmt-+FireDmg(33), PstBls-Dam%(33), FrcFdb-Rechg%(33)
Level 6: Insulation Shield -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(7), ShlWal-Def(7)
Level 8: Hover -- LucoftheG-Def/Rchg+(A), Ksm-ToHit+(9), BlsoftheZ-ResKB(9), BlsoftheZ-Travel(42), BlsoftheZ-Travel/EndRdx(43), WntGif-ResSlow(43)
Level 10: Power Burst -- Thn-Acc/Dmg(A), Thn-Acc/Dmg/EndRdx(11), Thn-Dmg/EndRdx(11), SprDfnBst-Rchg/Heal%(15), GldJvl-Dam%(23), FrcFdb-Rechg%(25)
Level 12: Dispersion Bubble -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(13), LucoftheG-Def(13), LucoftheG-Def/EndRdx/Rchg(46)
Level 14: Hasten -- RechRdx-I(A), RechRdx-I(15)
Level 16: Sniper Blast -- SprVglAss-Acc/Dmg(A), SprVglAss-Acc/Dmg/EndRdx(17), SprVglAss-Rchg/+Absorb(17), Apc-Dam%(21), StnoftheM-Dam%(21), FrcFdb-Rechg%(23)
Level 18: Repulsion Field -- SuddAcc--KB/+KD(A), EndRdx-I(19), EndRdx-I(19)
Level 20: Aim -- GssSynFr--Build%(A)
Level 22: Kick -- Empty(A)
Level 24: Tough -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(25)
Level 26: Repulsion Bomb -- SprFrzBls-Dmg/EndRdx/Acc/Rchg(A), SprFrzBls-Acc/Dmg/Rchg(27), ExpStr-Dam%(27), JvlVll-Dam%(31), Bmbdmt-+FireDmg(31), PstBls-Dam%(31)
Level 28: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(29), LucoftheG-Def(29)
Level 30: Maneuvers -- HO:Cyto(A)
Level 32: Tactics -- HO:Cyto(A)
Level 35: Explosive Blast -- HO:Nucle(A), Rgn-Dmg/EndRdx(36), ExpStr-Dam%(36), PstBls-Dam%(36), Bmbdmt-+FireDmg(37), SuddAcc--KB/+KD(37)
Level 38: Nova -- Arm-Dmg/Rchg(A), Arm-Acc/Dmg/Rchg(39), Arm-Acc/Rchg(39), Arm-Dmg/EndRdx(39), Arm-Dam%(40), SuddAcc--KB/+KD(40)
Level 41: Force Bubble -- EndRdx-I(A)
Level 44: Power Build Up -- RechRdx-I(A), RechRdx-I(45)
Level 47: Temp Invulnerability -- Ags-ResDam/EndRdx(A), Ags-ResDam/EndRdx/Rchg(48), Ags-ResDam(48), Ags-ResDam/Rchg(48), Ags-Psi/Status(50)
Level 49: Fly -- BlsoftheZ-Travel(A), BlsoftheZ-Travel/EndRdx(50), BlsoftheZ-ResKB(50)
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 1: Vigilance 
Level 2: Rest -- Empty(A)
Level 2: Swift -- Empty(A)
Level 2: Health -- Pnc-Heal/+End(A), Mrc-Rcvry+(34), NmnCnv-Regen/Rcvry+(34), Prv-Absorb%(37)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(34)
Level 49: Quick Form 
Level 50: Musculature Radial Paragon 
------------

 

 

Edited by Onlyasandwich
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