Vhayne
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Posts posted by Vhayne
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On 8/28/2019 at 9:10 PM, 12thPower said:
Introduction
Found here will be a collection of texture mods, cursors, sound replacements, keybinds, and macros I've created. Hopefully, your gameplay will become more enjoyable.
Please report bugs and submit requests here.
Base Teleporter Beacon Labels
Ever been confused by base teleporters? This texture pack puts clear text labels on them.
Download
Base.Teleporter.Beacon.Labels.12thPower.v1.00.zip (1.87 MB .ZIP)
In-Game Preview
Texture Thumbnail Previews
Revision History
Zip File Contents
- ..\data\texture_library\WORLD\V_COV\Bases\Details\Functional\base_tele_aux\base_city_screens01.texture
- ..\data\texture_library\WORLD\V_COV\Bases\Details\Functional\base_tele_aux\base_city_screens02.texture
- ..\data\texture_library\WORLD\V_COV\Bases\Details\Functional\base_tele_aux\base_city_screens03.texture
- ..\data\texture_library\WORLD\V_COV\Bases\Details\Functional\base_tele_aux\base_city_screens04.texture
- ..\data\texture_library\WORLD\V_COV\Bases\Details\Functional\base_tele_aux\base_city_screens05.texture
- ..\data\texture_library\WORLD\V_COV\Bases\Details\Functional\base_tele_aux\base_city_screens06.texture
- ..\data\texture_library\WORLD\V_COV\Bases\Details\Functional\base_tele_aux\base_city_screens07.texture
- ..\data\texture_library\WORLD\V_COV\Bases\Details\Functional\base_tele_aux\base_city_screens08.texture
- ..\data\texture_library\WORLD\V_COV\Bases\Details\Functional\base_tele_aux\base_city_screens09.texture
- ..\data\texture_library\WORLD\V_COV\Bases\Details\Functional\base_tele_aux\base_city_screens10.texture
- ..\data\texture_library\WORLD\V_COV\Bases\Details\Functional\base_tele_aux\base_city_screens11.texture
- ..\data\texture_library\WORLD\V_COV\Bases\Details\Functional\base_tele_aux\base_city_screens12.texture
- ..\data\texture_library\WORLD\V_COV\Bases\Details\Functional\base_tele_aux\base_city_screens13.texture
- ..\data\texture_library\WORLD\V_COV\Bases\Details\Functional\base_tele_aux\base_city_screens14.texture
- ..\data\texture_library\WORLD\V_COV\Bases\Details\Functional\base_tele_aux\base_city_screens15.texture
- ..\data\texture_library\WORLD\V_COV\Bases\Details\Functional\base_tele_aux\base_city_screens16.texture
- ..\data\texture_library\WORLD\V_COV\Bases\Details\Functional\base_tele_aux\base_city_screens17.texture
- ..\data\texture_library\WORLD\V_COV\Bases\Details\Functional\base_tele_aux\base_city_screens18.texture
- ..\data\texture_library\WORLD\V_COV\Bases\Details\Functional\base_tele_aux\base_city_screens19.texture
- ..\data\texture_library\WORLD\V_COV\Bases\Details\Functional\base_tele_aux\base_city_screens20.texture
- ..\data\texture_library\WORLD\V_COV\Bases\Details\Functional\base_tele_aux\base_city_screens21.texture
- ..\data\texture_library\WORLD\V_COV\Bases\Details\Functional\base_tele_aux\base_city_screens22.texture
- ..\data\texture_library\WORLD\V_COV\Bases\Details\Functional\base_tele_aux\base_city_screens23.texture
- ..\data\texture_library\WORLD\V_COV\Bases\Details\Functional\base_tele_aux\base_city_screens24.texture
- ..\data\texture_library\WORLD\V_COV\Bases\Details\Functional\base_tele_aux\base_city_screens25.texture
- ..\data\texture_library\WORLD\V_COV\Bases\Details\Functional\base_tele_aux\base_city_screens26.texture
- ..\data\texture_library\WORLD\V_COV\Bases\Details\Functional\base_tele_aux\base_city_screens27.texture
- ..\data\texture_library\WORLD\V_COV\Bases\Details\Functional\base_tele_aux\base_city_screens28.texture
- ..\data\texture_library\WORLD\V_COV\Bases\Details\Functional\base_tele_aux\base_city_screens29.texture
- ..\data\texture_library\WORLD\V_COV\Bases\Details\Functional\base_tele_aux\base_city_screens30.texture
- ..\data\texture_library\WORLD\V_COV\Bases\Details\Functional\base_tele_aux\base_city_screens31.texture
- ..\data\texture_library\WORLD\V_COV\Bases\Details\Functional\base_tele_aux\base_city_screens32.texture
- ..\data\texture_library\WORLD\V_COV\Bases\Details\Functional\base_tele_aux\base_city_screens33.texture
- ..\data\texture_library\WORLD\V_COV\Bases\Details\Functional\base_tele_arc_aux\base_telearcaux_screens01.texture
- ..\data\texture_library\WORLD\V_COV\Bases\Details\Functional\base_tele_arc_aux\base_telearcaux_screens02.texture
- ..\data\texture_library\WORLD\V_COV\Bases\Details\Functional\base_tele_arc_aux\base_telearcaux_screens03.texture
- ..\data\texture_library\WORLD\V_COV\Bases\Details\Functional\base_tele_arc_aux\base_telearcaux_screens04.texture
- ..\data\texture_library\WORLD\V_COV\Bases\Details\Functional\base_tele_arc_aux\base_telearcaux_screens05.texture
- ..\data\texture_library\WORLD\V_COV\Bases\Details\Functional\base_tele_arc_aux\base_telearcaux_screens06.texture
- ..\data\texture_library\WORLD\V_COV\Bases\Details\Functional\base_tele_arc_aux\base_telearcaux_screens07.texture
- ..\data\texture_library\WORLD\V_COV\Bases\Details\Functional\base_tele_arc_aux\base_telearcaux_screens08.texture
- ..\data\texture_library\WORLD\V_COV\Bases\Details\Functional\base_tele_arc_aux\base_telearcaux_screens09.texture
- ..\data\texture_library\WORLD\V_COV\Bases\Details\Functional\base_tele_arc_aux\base_telearcaux_screens10.texture
- ..\data\texture_library\WORLD\V_COV\Bases\Details\Functional\base_tele_arc_aux\base_telearcaux_screens11.texture
- ..\data\texture_library\WORLD\V_COV\Bases\Details\Functional\base_tele_arc_aux\base_telearcaux_screens12.texture
- ..\data\texture_library\WORLD\V_COV\Bases\Details\Functional\base_tele_arc_aux\base_telearcaux_screens13.texture
- ..\data\texture_library\WORLD\V_COV\Bases\Details\Functional\base_tele_arc_aux\base_telearcaux_screens14.texture
- ..\data\texture_library\WORLD\V_COV\Bases\Details\Functional\base_tele_arc_aux\base_telearcaux_screens15.texture
- ..\data\texture_library\WORLD\V_COV\Bases\Details\Functional\base_tele_arc_aux\base_telearcaux_screens16.texture
- ..\data\texture_library\WORLD\V_COV\Bases\Details\Functional\base_tele_arc_aux\base_telearcaux_screens17.texture
- ..\data\texture_library\WORLD\V_COV\Bases\Details\Functional\base_tele_arc_aux\base_telearcaux_screens18.texture
- ..\data\texture_library\WORLD\V_COV\Bases\Details\Functional\base_tele_arc_aux\base_telearcaux_screens19.texture
- ..\data\texture_library\WORLD\V_COV\Bases\Details\Functional\base_tele_arc_aux\base_telearcaux_screens20.texture
- ..\data\texture_library\WORLD\V_COV\Bases\Details\Functional\base_tele_arc_aux\base_telearcaux_screens21.texture
- ..\data\texture_library\WORLD\V_COV\Bases\Details\Functional\base_tele_arc_aux\base_telearcaux_screens22.texture
- ..\data\texture_library\WORLD\V_COV\Bases\Details\Functional\base_tele_arc_aux\base_telearcaux_screens23.texture
- ..\data\texture_library\WORLD\V_COV\Bases\Details\Functional\base_tele_arc_aux\base_telearcaux_screens24.texture
- ..\data\texture_library\WORLD\V_COV\Bases\Details\Functional\base_tele_arc_aux\base_telearcaux_screens25.texture
- ..\data\texture_library\WORLD\V_COV\Bases\Details\Functional\base_tele_arc_aux\base_telearcaux_screens26.texture
- ..\data\texture_library\WORLD\V_COV\Bases\Details\Functional\base_tele_arc_aux\base_telearcaux_screens27.texture
- ..\data\texture_library\WORLD\V_COV\Bases\Details\Functional\base_tele_arc_aux\base_telearcaux_screens28.texture
- ..\data\texture_library\WORLD\V_COV\Bases\Details\Functional\base_tele_arc_aux\base_telearcaux_screens29.texture
- ..\data\texture_library\WORLD\V_COV\Bases\Details\Functional\base_tele_arc_aux\base_telearcaux_screens30.texture
- ..\data\texture_library\WORLD\V_COV\Bases\Details\Functional\base_tele_arc_aux\base_telearcaux_screens31.texture
- ..\data\texture_library\WORLD\V_COV\Bases\Details\Functional\base_tele_arc_aux\base_telearcaux_screens32.texture
- ..\data\texture_library\WORLD\V_COV\Bases\Details\Functional\base_tele_arc_aux\base_telearcaux_screens33.texture
High Visibility Mouse Cursors
Busy screens can make you lose track of your mouse cursor. These cursors should stand out a little more. There are a few variants. If you have requests for different styles, please let me know. I made these back in 2011 and have since lost the original PSD files.
Download
High.Visibility.Mouse.Cursors.12thPower.v1.00.zip (133 KB .ZIP)
Preview
Revision History
Zip File Contents
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High.Visibility.Mouse.Cursors.SetA.12thPower.v1.00.zip
- ..\data\texture_library\GUI\Cursors\cursor_friendly.texture
- ..\data\texture_library\GUI\Cursors\cursor_hand_closed.texture
- ..\data\texture_library\GUI\Cursors\cursor_hand_open.texture
- ..\data\texture_library\GUI\Cursors\cursor_point.texture
- ..\data\texture_library\GUI\Cursors\cursor_select.texture
- ..\data\texture_library\GUI\Cursors\cursor_select_enemy.texture
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High.Visibility.Mouse.Cursors.SetB.12thPower.v1.00.zip
- ..\data\texture_library\GUI\Cursors\cursor_friendly.texture
- ..\data\texture_library\GUI\Cursors\cursor_hand_closed.texture
- ..\data\texture_library\GUI\Cursors\cursor_hand_open.texture
- ..\data\texture_library\GUI\Cursors\cursor_point.texture
- ..\data\texture_library\GUI\Cursors\cursor_select.texture
- ..\data\texture_library\GUI\Cursors\cursor_select_enemy.texture
- ..\data\texture_library\GUI\Cursors\cursor_win_diagresize_backward.texture
- ..\data\texture_library\GUI\Cursors\cursor_win_diagresize_foreward.texture
- ..\data\texture_library\GUI\Cursors\cursor_win_horizresize.texture
- ..\data\texture_library\GUI\Cursors\cursor_win_vertresize.texture
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High.Visibility.Mouse.Cursors.SetC.12thPower.v1.00.zip
- ..\data\texture_library\GUI\Cursors\cursor_friendly.texture
- ..\data\texture_library\GUI\Cursors\cursor_hand_closed.texture
- ..\data\texture_library\GUI\Cursors\cursor_hand_open.texture
- ..\data\texture_library\GUI\Cursors\cursor_point.texture
- ..\data\texture_library\GUI\Cursors\cursor_select.texture
- ..\data\texture_library\GUI\Cursors\cursor_select_enemy.texture
- ..\data\texture_library\GUI\Cursors\cursor_talk.texture
- ..\data\texture_library\GUI\Cursors\cursor_wait.texture
- ..\data\texture_library\GUI\Cursors\cursor_win_diagresize_backward.texture
- ..\data\texture_library\GUI\Cursors\cursor_win_diagresize_foreward.texture
- ..\data\texture_library\GUI\Cursors\cursor_win_horizresize.texture
- ..\data\texture_library\GUI\Cursors\cursor_win_vertresize.texture
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High.Visibility.Mouse.Cursors.SetD.12thPower.v1.00.zip
- ..\data\texture_library\GUI\Cursors\cursor_friendly.texture
- ..\data\texture_library\GUI\Cursors\cursor_hand_closed.texture
- ..\data\texture_library\GUI\Cursors\cursor_hand_open.texture
- ..\data\texture_library\GUI\Cursors\cursor_point.texture
- ..\data\texture_library\GUI\Cursors\cursor_select.texture
- ..\data\texture_library\GUI\Cursors\cursor_select_enemy.texture
- ..\data\texture_library\GUI\Cursors\cursor_talk.texture
- ..\data\texture_library\GUI\Cursors\cursor_wait.texture
- ..\data\texture_library\GUI\Cursors\cursor_win_diagresize_backward.texture
- ..\data\texture_library\GUI\Cursors\cursor_win_diagresize_foreward.texture
- ..\data\texture_library\GUI\Cursors\cursor_win_horizresize.texture
- ..\data\texture_library\GUI\Cursors\cursor_win_vertresize.texture
- Preview.SetA.png
- Preview.SetB.png
- Preview.SetC.png
- Preview.SetD.png
Neutral Character Selection and Creation Backgrounds
During character creation dark powers have a red tint. These backgrounds are grey so you can see what your powers really look like.
Download
Neutral.Character.Backgrounds.SetA.12thPower.v1.00.zip (4.36 KB .ZIP)
Preview
Revision History
Zip File Contents
- ..\data\texture_library\GUI\CREATION\HybridUI\CharecterCreationUI\base_city_screens31.texture
- ..\data\texture_library\GUI\CREATION\HybridUI\CharecterCreationUI\base_city_screens32.texture
- ..\data\texture_library\GUI\CREATION\HybridUI\CharecterCreationUI\base_city_screens33.texture
Installation
These texture packs are completely safe and reversible. Just extract the folder structure directly to your main game location.
As an example, the folder structure of my teleporter beacon pack should resemble this:
<game location>\data\texture_library\WORLD\V_COV\Bases\Details\Functional\base_tele_aux\
<game location>\data\texture_library\WORLD\V_COV\Bases\Details\Functional\base_tele_arc_aux\
Quick Installation Guide
Removal
Just delete the files you unzipped.
Acknowledgement
Huge thanks to @daiopowen from the Justice/Excelsior Discord (and creator of some nice custom cursors) for helping me with converting to the texture format.
https://prnt.sc/pc1919
Custom Cursor bug
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Id say drop a power like Titan Sweep and get combat jumping and then use the slots to 4 slot boxing for the kinetic combat set bonuses and 2 slot combat jumping and put LoTG recharge and Shield Wall tp prot
Other than that great build!
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First time building a stalker and decided to try this build but have no idea how to start... Any tips or build examples?
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Hey all, I was contemplating on making a new Staff/SR brute and was wondering if it was worth it or not
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I was wondering why u left the last few powers blank? Great build btw (Kind of a noob to builds)
Staff kind of has a nice defense buff in one power that is mostly perma once you start to fight.
Staff also has a +resist buff with Body combo/Sky Splitter finisher. Because the Guarded Spin defense bonus only provides one type (lethal) out of a linked type pair (smashing/lethal), it's better both for dps and your overall survivability if you can softcap without it. Here's a build that does that. (There's an imho better version of this build possible if you use Barrier Destiny -- which has a minimum bonus of +5% res/+5% def -- that switches Agility Alpha for Spiritual Alpha and makes some other changes. It may even be cheaper in terms of set costs. However, you give up being able to use Rebirth Destiny which can do some amazing things for survivability.)
Villain Plan by Mids' Villain Designer 1.962
Click this DataLink to open the build!
Level 50 Natural Brute
Primary Power Set: Staff Fighting
Secondary Power Set: Willpower
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Energy Mastery
Villain Profile:
Level 1: Precise Strike -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(43), SprBlsCol-Acc/Dmg/EndRdx(43), SprBlsCol-Acc/Dmg/Rchg(45), SprBlsCol-Dmg/EndRdx/Acc/Rchg(45), SprBlsCol-Rchg/HoldProc(45)
Level 1: High Pain Tolerance -- NmnCnv-Heal(A), NmnCnv-Heal/EndRdx(5), UnbGrd-Max HP%(7), UnbGrd-ResDam(7), UnbGrd-ResDam/EndRdx(9), UnbGrd-Rchg/ResDam(9)
Level 2: Mind Over Body -- UnbGrd-Rchg/ResDam(A), UnbGrd-ResDam(11), UnbGrd-ResDam/EndRdx(11), UnbGrd-ResDam/EndRdx/Rchg(23)
Level 4: Boxing -- Empty(A)
Level 6: Eye of the Storm -- SprBrtFur-Rech/Fury(A), SprBrtFur-Acc/Dmg(21), SprBrtFur-Acc/Dmg/Rchg(40), Erd-Acc/Dmg/EndRdx/Rchg(48), Erd-Acc/Dmg/Rchg(50), Erd-Dmg/Rchg(50)
Level 8: Staff Mastery
Level 10: Indomitable Will -- LucoftheG-Rchg+(A), LucoftheG-Def(34), LucoftheG-Def/EndRdx(34)
Level 12: Fast Healing -- NmnCnv-Heal(A), NmnCnv-Heal/EndRdx(13), NmnCnv-Heal/Rchg(13)
Level 14: Tough -- UnbGrd-Rchg/ResDam(A), UnbGrd-ResDam(15), UnbGrd-ResDam/EndRdx(15), UnbGrd-ResDam/EndRdx/Rchg(23), StdPrt-ResDam/Def+(43), GldArm-3defTpProc(50)
Level 16: Rise to the Challenge -- Prv-Absorb%(A), Prv-Heal(17), Prv-Heal/EndRdx(17), Prv-EndRdx/Rchg(19), Prv-Heal/Rchg(19), Prv-Heal/Rchg/EndRdx(21)
Level 18: Serpent's Reach -- SprWntBit-Acc/Dmg(A), SprWntBit-Dmg/Rchg(34), SprWntBit-Acc/Dmg/EndRdx(36), SprWntBit-Acc/Dmg/Rchg(36), SprWntBit-Dmg/EndRdx/Acc/Rchg(36), SprWntBit-Rchg/SlowProc(37)
Level 20: Quick Recovery -- EndMod-I(A)
Level 22: Weave -- Rct-ResDam%(A), Rct-Def(27), Rct-Def/EndRdx(27), Rct-EndRdx/Rchg(29), Rct-Def/Rchg(29), Rct-Def/EndRdx/Rchg(31)
Level 24: Combat Jumping -- LucoftheG-Rchg+(A), LucoftheG-Def(25), ShlWal-ResDam/Re TP(25), Ksm-ToHit+(31)
Level 26: Innocuous Strikes -- SprBrtFur-Dmg/Rchg(A), SprBrtFur-Dmg/EndRdx/Rchg(42), SprBrtFur-Acc/Dmg/EndRdx/Rchg(42), Erd-Acc/Dmg/EndRdx/Rchg(42), Erd-Acc/Dmg/Rchg(48), Erd-%Dam(48)
Level 28: Heightened Senses -- LucoftheG-Rchg+(A), LucoftheG-Def(31), LucoftheG-Def/EndRdx(33), LucoftheG-Def/Rchg(33), LucoftheG-Def/EndRdx/Rchg(33)
Level 30: Hasten -- RechRdx-I(A), RechRdx-I(46)
Level 32: Sky Splitter -- SprUnrFur-Acc/Dmg(A), SprUnrFur-Dmg/Rchg(37), SprUnrFur-Acc/Dmg/Rchg(37), SprUnrFur-Dmg/EndRdx/Rchg(39), SprUnrFur-Acc/Dmg/EndRdx/Rchg(40), SprUnrFur-Rchg/+Regen/+End(40)
Level 35: Superior Conditioning -- EndMod-I(A), EndMod-I(46)
Level 38: Maneuvers -- LucoftheG-Rchg+(A), LucoftheG-Def(39), LucoftheG-Def/EndRdx(39)
Level 41: Physical Perfection -- NmnCnv-Regen/Rcvry+(A), NmnCnv-Heal(46)
Level 44: [Empty]
Level 47: [Empty]
Level 49: [Empty]
Level 1: Brawl -- Empty(A)
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Slide -- Empty(A)
Level 1: Prestige Power Quick -- Empty(A)
Level 1: Prestige Power Rush -- Empty(A)
Level 1: Prestige Power Surge -- Empty(A)
Level 1: Fury
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Health -- NmnCnv-Heal/Rchg(A), NmnCnv-Heal(3), RgnTss-Regen+(3), Pnc-Heal/+End(5)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- EndMod-I(A)
Level 1: Combo Level 1
Level 1: Combo Level 2
Level 1: Combo Level 3
Level 8: Form of the Body
Level 8: Form of the Mind
Level 8: Form of the Soul
Level 0: Born In Battle
Level 0: High Pain Threshold
Level 0: Invader
Level 0: Marshal
Level 50: Agility Radial Paragon
------------
SD/WM Build Critiques please!
in Tanker
Posted
Was planning on going a little over soft cap just for head room during incarnate trials as the soft cap there is 59% so i have melee soft capped and will most likely get ranged and AoE soft capped aswell through League members Manuevers and buffs. Then i focused on getting good, well-rounded, resistances to keep me relatively tough towards all attack types and such...
Got good enough recharge (i think) to at least double stack Active Defenses. Also, im pretty sure i have enough endrec to take rebirth for that extra healing so i dont have to take the medicine pool.
For incarnates my plan was to take Cardiac for the end and and a little touch of resistance to get closer to cap, melee core for the same, and then Paralytic Radial for the -Damage taken to act as resistance because diamagnetic's -tohit would do me little to no good as im already soft capped to all positional defenses... The Lore and Judgement are just personal preference.
Hero Plan by Mids' Hero Designer 1.962
http://www.cohplanner.com/
Click this DataLink to open the build!
: Level 50 Natural Tanker
Primary Power Set: Shield Defense
Secondary Power Set: War Mace
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leadership
Hero Profile:
Level 1: Deflection -- LucoftheG-Rchg+(A), LucoftheG-Def(3), LucoftheG-Def/EndRdx(3), UnbGrd-ResDam(5), UnbGrd-ResDam/EndRdx(5), UnbGrd-Rchg/ResDam(7)
Level 1: Bash -- Mk'Bit-Acc/Dmg(A), Mk'Bit-Dmg/EndRdx(7), Mk'Bit-Dmg/Rchg(9), Mk'Bit-Acc/EndRdx/Rchg(9), Mk'Bit-Dam%(11)
Level 2: True Grit -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(11), UnbGrd-Max HP%(13), Pnc-Heal(13), Pnc-Heal/EndRedux(15), Pnc-Heal/Rchg(15)
Level 4: Jawbreaker -- TchofDth-Acc/Dmg(A), TchofDth-Dmg/EndRdx(21), TchofDth-Acc/Dmg/EndRdx(21), TchofDth-Dmg/EndRdx/Rchg(23), TchofDth-Dam%(23)
Level 6: Battle Agility -- LucoftheG-Rchg+(A), LucoftheG-Def(25), LucoftheG-Def/EndRdx(25), LucoftheG-Def/Rchg(27), LucoftheG-Def/EndRdx/Rchg(40), LucoftheG-EndRdx/Rchg(46)
Level 8: Combat Jumping -- LucoftheG-Rchg+(A), LucoftheG-Def(27)
Level 10: Taunt -- PrfZng-Dam%(A)
Level 12: Phalanx Fighting -- LucoftheG-Rchg+(A), ShlWal-Def(29), ShlWal-Def/EndRdx(29), ShlWal-Def/Rchg(33), ShlWal-ResDam/Re TP(39)
Level 14: Super Jump -- WntGif-ResSlow(A)
Level 16: Hasten -- RechRdx-I(A), RechRdx-I(31)
Level 18: Active Defense -- RechRdx-I(A), RechRdx-I(46)
Level 20: Kick -- FrcFdb-Rechg%(A)
Level 22: Grant Cover -- LucoftheG-Rchg+(A), LucoftheG-Def/EndRdx(31)
Level 24: Against All Odds -- EndRdx-I(A)
Level 26: Tough -- GldArm-RechRes(A), GldArm-ResDam(33), GldArm-End/Res(33), GldArm-3defTpProc(34), StdPrt-ResDam/Def+(34), ImpArm-ResPsi(34)
Level 28: Whirling Mace -- SprGntFis-Acc/Dmg(A), SprGntFis-Dmg/Rchg(31), SprGntFis-Acc/Dmg/Rchg(36), SprGntFis-Dmg/EndRdx/Rchg(36), SprGntFis-Acc/Dmg/EndRdx/Rchg(36), SprGntFis-Rchg/+Absorb(37)
Level 30: Shield Charge -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(37), SprAvl-Acc/Dmg/EndRdx(37), SprAvl-Acc/Dmg/Rchg(39), SprAvl-Acc/Dmg/EndRdx/Rchg(39)
Level 32: Weave -- Rct-Def/EndRdx(A)
Level 35: One with the Shield -- TtnCtn-ResDam/Rchg(A), TtnCtn-ResDam(40), ImpArm-ResPsi(40)
Level 38: Crowd Control -- Arm-Dmg(A), Arm-Dmg/Rchg(42), Arm-Acc/Dmg/Rchg(42), Arm-Acc/Rchg(42), Arm-Dmg/EndRdx(43), Arm-Dam%(43)
Level 41: Shatter -- SprMghoft-Acc/Dmg(A), SprMghoft-Dmg/Rchg(43), SprMghoft-Acc/Dmg/Rchg(45), SprMghoft-Dmg/EndRdx/Rchg(45), SprMghoft-Acc/Dmg/EndRdx/Rchg(45), SprMghoft-Rchg/Res%(46)
Level 44: Maneuvers -- Rct-Def/EndRdx(A)
Level 47: Clobber -- Hct-Dmg(A), Hct-Dmg/Rchg(48), Hct-Acc/Dmg/Rchg(48), Hct-Acc/Rchg(48), Hct-Dmg/EndRdx(50), Hct-Dam%(50)
Level 49: Build Up -- GssSynFr--ToHit(A), GssSynFr--ToHit/Rchg(50)
Level 1: Brawl -- Empty(A)
Level 1: Gauntlet
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Slide -- Empty(A)
Level 1: Prestige Power Quick -- Empty(A)
Level 1: Prestige Power Rush -- Empty(A)
Level 1: Prestige Power Surge -- Empty(A)
Level 1: Sprint -- EndRdx-I(A)
Level 2: Rest -- IntRdx-I(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(17), Mrc-Rcvry+(17)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(19), PrfShf-EndMod/Acc(19)
Level 50: Cardiac Core Paragon
Level 50: Melee Core Embodiment
Level 50: Ion Core Final Judgement
Level 50: Longbow Core Superior Ally
Level 50: Paralytic Radial Flawless Interface
Level 50: Rebirth Radial Epiphany
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