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Vhayne

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Posts posted by Vhayne

  1. 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 
    ------------

  2. 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

      Reveal hidden contents

    spacer.png

     

    Texture Thumbnail Previews

      Reveal hidden contents

    spacer.png

    spacer.png

     

     

    Revision History

      Reveal hidden contents

    August 28, 2019

    • Initial release.

     

    Zip File Contents

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    • ..\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

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    Revision History

      Reveal hidden contents

    August 28, 2019

    • Initial re-release.

     

    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

     

    • 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

     

    • 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

     

    • 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

      Reveal hidden contents

    spacer.png

     

    Revision History

      Reveal hidden contents

    August 28, 2019

    • Initial release.

     

    Zip File Contents

      Reveal hidden 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

      Reveal hidden contents

    spacer.png

     

    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
     

  3. 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!

  4. 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

    http://www.cohplanner.com/

     

    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

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