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Hyperstrike

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Posts posted by Hyperstrike

  1. What is Frad?

     

    Fire/Rad Controller

     

    Basically, lots of +Damage, +Rech, and a full team of Fire/Rads can buzzsaw their way through just about ANYTHING.

     

    Back when I was doing Fire/Rads superteaming on Freedom, it'd be like

     

    FRad1: Look out for the

    *AV Keels over*

    FRad1: AV...

    FRad2-8: AV? Where?

  2. Conversely..some people are way too thin skinned. I actually take /jranger as just  lazy reply that is like saying "Hard pass." I have never associated any ill will towards the poster when people reply with that....

     

    You may suggest 10 super amazing awesome ideas... and all ten may be shot down.... it is the nature of the beast. You are dealing with a game that has been around for 15 years... changes are not always welcomed when dealing with players who are accustomed and like the status quo. I find most ideas are simply too complicated..bring nothing of merit to the game..and frankly would make it more boring/too easy. My main objection to yours is that I think it owuld divide the playerbase even further.

     

     

     

    Running into Trolls in COH is somehow worse then elsewhere - IMO - I am guessing due to the community otherwise being so polite and respectful the few counter examples stand out like red paint on pure white snow or sudden unexpected dissonance during a live classical concert. 

     

    Lets keep in mind this was presented as something to think about and a possible idea. Not as "DO IT NOW."

     

    The need some people have to go around calling other peoples thoughts and ideas dumb (presumable due to low self esteem or some other iniquity) has always been hard for me to understand. https://www.urbandictionary.com/define.php?term=%2Fjranger

     

    Lets all try and respect diversity of view points and respect each other. Practical, feasible, or not, we should respect each others ideas and personal dignity.

     

    As I said, a /jranger all alone is basically an unproductive "no".

     

    What was done here was a /jranger, followed by an explanation of why they disagreed.

  3. Running into Trolls in COH is somehow worse then elsewhere

     

    Sorry, but disagreeing with you != "trolling".

     

    Simply going /jranger with no explanation or counter-argument is non-productive, and essentially trolling.But that is NOT what happened here.

     

    But putting /jranger, with an actual explanation is not a /jranger.  It's simply a colorful way of saying I disagree before providing the counter-argument.

     

    If it helps any, you're not REQUIRED to agree.

     

     

     

  4. Switchfade posted an interesting build, but I think it's generally more efficient to go for Psi DEF on an Invuln character than it is to chase +RES as he did.

     

    With the modern Winter-Os, chasing +Res isn't terribly hard.

    Hell, it's possible to run Invuln with Tough just turned off and mule'ing.

     

    Hell, just for gits and shiggles, I ran off this Fighting-less Invuln/SS Tank.

    Not quite Soft-Capped to E/N, but is to S/L/F/C and the Resist numbers just kinda of come along naturally.

     

    Chasing +Psi Def is, actually, quite a bit more build compromising.

     

    Hero Plan by Mids' Hero Designer 1.962

    http://www.cohplanner.com/

     

    Click this DataLink to open the build!

     

    Level 50 Magic Tanker

    Primary Power Set: Invulnerability

    Secondary Power Set: Super Strength

    Power Pool: Leaping

    Power Pool: Leadership

    Power Pool: Speed

    Power Pool: Teleportation

    Ancillary Pool: Energy Mastery

     

    Hero Profile:

    Level 1: Resist Physical Damage -- RctArm-ResDam(A), RctArm-ResDam/EndRdx(3), RctArm-ResDam/Rchg(3), RctArm-ResDam/EndRdx/Rchg(5), UnbGrd-Max HP%(50)

    Level 1: Jab -- Mk'Bit-Acc/Dmg(A), Mk'Bit-Dmg/EndRdx(5), Mk'Bit-Dmg/Rchg(7), Mk'Bit-Acc/EndRdx/Rchg(7), Mk'Bit-Acc/Dmg/EndRdx/Rchg(9), Mk'Bit-Dam%(9)

    Level 2: Temp Invulnerability -- RctArm-ResDam(A), RctArm-ResDam/EndRdx(11), RctArm-ResDam/Rchg(11), RctArm-ResDam/EndRdx/Rchg(13)

    Level 4: Haymaker -- SprGntFis-Acc/Dmg(A), SprGntFis-Dmg/Rchg(17), SprGntFis-Acc/Dmg/Rchg(17), SprGntFis-Dmg/EndRdx/Rchg(19), SprGntFis-Acc/Dmg/EndRdx/Rchg(19), SprGntFis-Rchg/+Absorb(21)

    Level 6: Dull Pain -- RechRdx-I(A)

    Level 8: Resist Elements -- RctArm-ResDam(A), RctArm-ResDam/EndRdx(21), RctArm-ResDam/Rchg(23), RctArm-ResDam/EndRdx/Rchg(23), GldArm-3defTpProc(25)

    Level 10: Taunt -- PrfZng-Dam%(A)

    Level 12: Unyielding -- RctArm-ResDam(A), RctArm-ResDam/EndRdx(25), RctArm-ResDam/Rchg(27), RctArm-ResDam/EndRdx/Rchg(27)

    Level 14: Resist Energies -- RctArm-ResDam(A), RctArm-ResDam/EndRdx(29), RctArm-ResDam/Rchg(29), RctArm-ResDam/EndRdx/Rchg(31), StdPrt-ResDam/Def+(31)

    Level 16: Combat Jumping -- LucoftheG-Rchg+(A), LucoftheG-Def(31), LucoftheG-Def/EndRdx(33)

    Level 18: Invincibility -- LucoftheG-Rchg+(A), LucoftheG-Def(33), LucoftheG-Def/EndRdx(33)

    Level 20: Knockout Blow -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(34), SprBlsCol-Acc/Dmg/EndRdx(34), SprBlsCol-Acc/Dmg/Rchg(34), SprBlsCol-Dmg/EndRdx/Acc/Rchg(36), SprBlsCol-Rchg/HoldProc(36)

    Level 22: Maneuvers -- LucoftheG-Rchg+(A), LucoftheG-Def(36), LucoftheG-Def/EndRdx(37)

    Level 24: Hasten -- RechRdx-I(A), RechRdx-I(37)

    Level 26: Tough Hide -- LucoftheG-Rchg+(A), LucoftheG-Def(37), LucoftheG-Def/EndRdx(39), ShlWal-ResDam/Re TP(39), Rct-ResDam%(50)

    Level 28: Rage -- RechRdx-I(A), RechRdx-I(39)

    Level 30: Super Jump -- WntGif-ResSlow(A)

    Level 32: Spring Attack -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(40), SprAvl-Acc/Dmg/EndRdx(40), SprAvl-Acc/Dmg/Rchg(40), SprAvl-Acc/Dmg/EndRdx/Rchg(42), SprAvl-Rchg/KDProc(42)

    Level 35: Conserve Power -- RechRdx-I(A)

    Level 38: Foot Stomp -- SprMghoft-Acc/Dmg(A), SprMghoft-Dmg/Rchg(42), SprMghoft-Acc/Dmg/Rchg(43), SprMghoft-Dmg/EndRdx/Rchg(43), SprMghoft-Acc/Dmg/EndRdx/Rchg(43), SprMghoft-Rchg/Res%(45)

    Level 41: Laser Beam Eyes -- SprWntBit-Acc/Dmg(A), SprWntBit-Dmg/Rchg(45), SprWntBit-Acc/Dmg/EndRdx(45), SprWntBit-Acc/Dmg/Rchg(46), SprWntBit-Dmg/EndRdx/Acc/Rchg(46), SprWntBit-Rchg/SlowProc(46)

    Level 44: Physical Perfection -- RgnTss-Regen+(A)

    Level 47: Energy Torrent -- SprFrzBls-Acc/Dmg(A), SprFrzBls-Dmg/EndRdx(48), SprFrzBls-Acc/Dmg/EndRdx(48), SprFrzBls-Acc/Dmg/Rchg(48), SprFrzBls-Dmg/EndRdx/Acc/Rchg(50)

    Level 49: Recall Friend -- Tim&SpcMn-Stlth(A)

    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 -- Empty(A)

    Level 2: Rest -- Empty(A)

    Level 4: Ninja Run

    Level 2: Swift -- Empty(A)

    Level 2: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(13), Mrc-Rcvry+(15)

    Level 2: Hurdle -- Empty(A)

    Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(15)

    Level 50: Agility Core Paragon

    ------------

     

     

     

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    I posted an INV build from way back in the live days, long before ATOs and +RES bonuses on IO sets, that soft-caps to Psi, and soft-caps to S/L/N/E with one foe in melee range (Fire/Cold don't matter as much; they're at ~39%) - and it doesn't sacrifice hugely in terms of things like global recharge, and doesn't use any post-alpha Incarnates.  (Cardiac is used for endurance management, and a little extra RES enhancement, though the latter doesn't really matter.)

     

    https://forums.homecomingservers.com/index.php/topic,2077.msg59648.html#msg59648

     

    As I say, it's based on an old paradigm, so I'm sure it could be improved, but it should be pretty pleasant to play as it is.  In any case, we've at least shown that there are multiple ways to skin the tankability cat.  Invuln is certainly among the best in that category; it takes to IO bonuses extremely well.

     

    Honestly, I haven't found unalloyed Psi damage to be THAT huge a part of the game.

    And, in that case, I just pop inspies and pound them down.

  5. Thanks for the (often friendly) options. I did try FRAPS but it didn't work for me, for whatever reason. OBS worked perfectly.

     

    I seem to remember using FRAPS back before the game was shutdown, though, so not sure why it doesn't work for me now.

     

    Software is a "moving target".

     

    What works NOW, may not have worked a year ago.  And may not work a year from now.

     

    Basically there could be a laundry list of reasons why it decided it didn't "like" you.

  6.  

     

     

     

    Yes, I know what goes into hosting a zone.

    Yes, I've looked at the code.

    Yes, I know how it ties back to the rest of the game.

    I sort of know how art assets are handled.  That's overly broad.

     

    The gist of the OP's suggestion doesn't require maintaining different versions of the code base, nor unique servers.

     

    And I quote:

     

    No - it wouldnt.

     

    Different versions of some zones - yes, that is the assets and art. The game engine would be exactly the same.

     

    It just requires renaming every zone with an identifier or coordinate system (Atlas_616?) and making a lot more zones.  Connections to those zones can be handled by conditional switches so you *could* have one server be only "one" reality (in bad psuedocode, 'if servername="Stupidworld" all connections to zone "1" connect to map named "Atlas_Stupidworld"'), but that seems kind of boring.  It'd be way cooler to handle the map movement by an attribute set on individual characters.

     

    Except that zone instances ALREADY use a numbering system.

     

    Again, in essence, you're looking at a non-trivial tweak.

     

    FWIW I actually disagree with this idea.  It's just too much work, doing something like making a "no Council" reality requires dropping or redesigning a ton of TFs.  I just also hate the "can't do it, it's impossible because code is evil magic" response.  That's almost never true.

     

     

    Standard Code Rant is not "code is evil magic".

    SCR is Don't try to tell people something should be "easy" or "trivial".  ESPECIALLY if you've never actually looked at the code.There's a "double especially" caveat.  But it really isn't necessary to elucidate it.

     

  7. I'm mad, not raving insane. I did not take Weave.  ;D

     

    On SR, Weave really isn't needed.

     

    Hero Plan by Mids' Hero Designer 1.962

    http://www.cohplanner.com/

     

    Click this DataLink to open the build!

     

    Dodge Parry FLAMBE!: Level 50 Magic Tanker

    Primary Power Set: Super Reflexes

    Secondary Power Set: Titan Weapons

    Power Pool: Leaping

    Power Pool: Fighting

    Power Pool: Speed

    Ancillary Pool: Pyre Mastery

     

    Hero Profile:

    Level 1: Focused Fighting -- Rct-Def(A), Rct-Def/EndRdx(3), Rct-Def/EndRdx/Rchg(3)

    Level 1: Defensive Sweep -- SprGntFis-Acc/Dmg(A), SprGntFis-Dmg/Rchg(5), SprGntFis-Acc/Dmg/Rchg(5), SprGntFis-Dmg/EndRdx/Rchg(7), SprGntFis-Acc/Dmg/EndRdx/Rchg(7), SprGntFis-Rchg/+Absorb(9)

    Level 2: Focused Senses -- Rct-Def(A), Rct-Def/EndRdx(9), Rct-Def/EndRdx/Rchg(11)

    Level 4: Titan Sweep -- Arm-Dmg/Rchg(A), Arm-Acc/Dmg/Rchg(15), Arm-Acc/Rchg(15), Arm-Dmg/EndRdx(17), Arm-Dam%(17)

    Level 6: Agile -- LucoftheG-Rchg+(A), LucoftheG-Def(19), LucoftheG-Def/EndRdx(19)

    Level 8: Practiced Brawler -- RechRdx-I(A), RechRdx-I(21)

    Level 10: Taunt -- MckBrt-Taunt(A), MckBrt-Taunt/Rchg(21), MckBrt-Taunt/Rchg/Rng(23), MckBrt-Acc/Rchg(23), MckBrt-Taunt/Rng(25), MckBrt-Rchg(25)

    Level 12: Dodge -- LucoftheG-Rchg+(A), LucoftheG-Def(27), LucoftheG-Def/EndRdx(27)

    Level 14: Evasion -- Rct-Def(A), Rct-Def/EndRdx(29), Rct-Def/EndRdx/Rchg(29)

    Level 16: Follow Through -- Mk'Bit-Acc/Dmg(A), Mk'Bit-Dmg/EndRdx(31), Mk'Bit-Dmg/Rchg(31), Mk'Bit-Acc/EndRdx/Rchg(31), Mk'Bit-Acc/Dmg/EndRdx/Rchg(33), Mk'Bit-Dam%(33)

    Level 18: Lucky -- LucoftheG-Rchg+(A), LucoftheG-Def(33), LucoftheG-Def/EndRdx(34)

    Level 20: Build Momentum -- RechRdx-I(A), RechRdx-I(34)

    Level 22: Combat Jumping -- LucoftheG-Rchg+(A), LucoftheG-Def(34), LucoftheG-Def/EndRdx(36)

    Level 24: Kick -- FrcFdb-Rechg%(A)

    Level 26: Tough -- GldArm-3defTpProc(A), StdPrt-ResDam/Def+(36)

    Level 28: Rend Armor -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(36), SprBlsCol-Acc/Dmg/EndRdx(37), SprBlsCol-Acc/Dmg/Rchg(37), SprBlsCol-Dmg/EndRdx/Acc/Rchg(37), SprBlsCol-Rchg/HoldProc(39)

    Level 30: Quickness -- Run-I(A)

    Level 32: Elude -- LucoftheG-Rchg+(A)

    Level 35: Whirling Smash -- SprMghoft-Acc/Dmg(A), SprMghoft-Dmg/Rchg(39), SprMghoft-Acc/Dmg/Rchg(39), SprMghoft-Dmg/EndRdx/Rchg(40), SprMghoft-Acc/Dmg/EndRdx/Rchg(40), SprMghoft-Rchg/Res%(40)

    Level 38: Arc of Destruction -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(42), SprAvl-Acc/Dmg/EndRdx(42), SprAvl-Acc/Dmg/Rchg(42), SprAvl-Acc/Dmg/EndRdx/Rchg(43), SprAvl-Rchg/KDProc(43)

    Level 41: Char -- Apc-Dmg/Rchg(A), Apc-Dmg(43), Apc-Acc/Dmg/Rchg(46), Apc-Acc/Rchg(46), Apc-Dmg/EndRdx(48)

    Level 44: Fire Blast -- Dcm-Acc/Dmg(A), Dcm-Dmg/EndRdx(45), Dcm-Dmg/Rchg(45), Dcm-Acc/EndRdx/Rchg(45), Dcm-Acc/Dmg/Rchg(46)

    Level 47: Fire Ball -- Rgn-Dmg/Rchg(A), Rgn-Acc/Dmg/Rchg(48), Rgn-Acc/Rchg(48), Rgn-Dmg/EndRdx(50), Rgn-Knock%(50)

    Level 49: Hasten -- RechRdx-I(A), RechRdx-I(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 -- Empty(A)

    Level 2: Rest -- Empty(A)

    Level 4: Ninja Run

    Level 2: Swift -- Empty(A)

    Level 2: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(11), Mrc-Rcvry+(13)

    Level 2: Hurdle -- Empty(A)

    Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(13)

    Level 1: Momentum

    Level 50: Agility Core Paragon

    ------------

     

     

     

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    Wouldn't you want Weave for overage to offset debuffs and doing +4/+8s?

     

    Look at the build.  You're sitting 50+ on most things already.  And 60+ on Melee.

     

  8. Glad to help and one of the funnest experiences in the game as a Tanker is being the last person standing, and still being there when your group reforms and plows in again.

     

    I always loved the "How the HELL did you survive THAT?" I'd get from teammates.

     

    Silly teammates, alphas are for Tankers!

     

    "Hey guys when you get back, be careful ... I pulled some more."

     

    "I was so lonely."

     

    SO!  When's the fight starting?

     

    *AV is dead on the ground*

     

    Aww...

  9. The problem is, there's no real, layered mitigation.

     

    It's basically almost completely Defense and nothing else.

     

    And yes, Defense can be effective.

     

    But Defense is terribly BINARY.  You either take damage or you don't.

    Since SR has almost no Resist and no Regen, it's prone to eggshell'ing.  If an enemy can reliably crack your defense, you're boned.

    Anything auto-hit or with monster +ToHit and you're caught with your pants down and your keister flapping in the breeze.

     

    Ice has similar problems.

  10. As cool as it may sound, I think a multi-verse will open a huge can of worms for both devs and story issues. I don't understand code myself, but take a look at the comics. DC has retconned its entire universe twice in a major way with Rebirth and New 52 just to try to get the mulit-verse under control. Marvel's also done it and regretted it. I mean, yeah it's very tempting to full Schrodinger. You just need a hell of a damn good writing team (both for continuity and code) to get it to work. =)

     

    Additionally, there's already a multiverse.

     

    Praetoria is one such realm.

     

    The world of the Psychic Clockwork is another.

     

    There's a bunch of them peppered throughout the late game.

  11. I'm mad, not raving insane. I did not take Weave.  ;D

     

    On SR, Weave really isn't needed.

     

    Hero Plan by Mids' Hero Designer 1.962

    http://www.cohplanner.com/

     

    Click this DataLink to open the build!

     

    Dodge Parry FLAMBE!: Level 50 Magic Tanker

    Primary Power Set: Super Reflexes

    Secondary Power Set: Titan Weapons

    Power Pool: Leaping

    Power Pool: Fighting

    Power Pool: Speed

    Ancillary Pool: Pyre Mastery

     

    Hero Profile:

    Level 1: Focused Fighting -- Rct-Def(A), Rct-Def/EndRdx(3), Rct-Def/EndRdx/Rchg(3)

    Level 1: Defensive Sweep -- SprGntFis-Acc/Dmg(A), SprGntFis-Dmg/Rchg(5), SprGntFis-Acc/Dmg/Rchg(5), SprGntFis-Dmg/EndRdx/Rchg(7), SprGntFis-Acc/Dmg/EndRdx/Rchg(7), SprGntFis-Rchg/+Absorb(9)

    Level 2: Focused Senses -- Rct-Def(A), Rct-Def/EndRdx(9), Rct-Def/EndRdx/Rchg(11)

    Level 4: Titan Sweep -- Arm-Dmg/Rchg(A), Arm-Acc/Dmg/Rchg(15), Arm-Acc/Rchg(15), Arm-Dmg/EndRdx(17), Arm-Dam%(17)

    Level 6: Agile -- LucoftheG-Rchg+(A), LucoftheG-Def(19), LucoftheG-Def/EndRdx(19)

    Level 8: Practiced Brawler -- RechRdx-I(A), RechRdx-I(21)

    Level 10: Taunt -- MckBrt-Taunt(A), MckBrt-Taunt/Rchg(21), MckBrt-Taunt/Rchg/Rng(23), MckBrt-Acc/Rchg(23), MckBrt-Taunt/Rng(25), MckBrt-Rchg(25)

    Level 12: Dodge -- LucoftheG-Rchg+(A), LucoftheG-Def(27), LucoftheG-Def/EndRdx(27)

    Level 14: Evasion -- Rct-Def(A), Rct-Def/EndRdx(29), Rct-Def/EndRdx/Rchg(29)

    Level 16: Follow Through -- Mk'Bit-Acc/Dmg(A), Mk'Bit-Dmg/EndRdx(31), Mk'Bit-Dmg/Rchg(31), Mk'Bit-Acc/EndRdx/Rchg(31), Mk'Bit-Acc/Dmg/EndRdx/Rchg(33), Mk'Bit-Dam%(33)

    Level 18: Lucky -- LucoftheG-Rchg+(A), LucoftheG-Def(33), LucoftheG-Def/EndRdx(34)

    Level 20: Build Momentum -- RechRdx-I(A), RechRdx-I(34)

    Level 22: Combat Jumping -- LucoftheG-Rchg+(A), LucoftheG-Def(34), LucoftheG-Def/EndRdx(36)

    Level 24: Kick -- FrcFdb-Rechg%(A)

    Level 26: Tough -- GldArm-3defTpProc(A), StdPrt-ResDam/Def+(36)

    Level 28: Rend Armor -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(36), SprBlsCol-Acc/Dmg/EndRdx(37), SprBlsCol-Acc/Dmg/Rchg(37), SprBlsCol-Dmg/EndRdx/Acc/Rchg(37), SprBlsCol-Rchg/HoldProc(39)

    Level 30: Quickness -- Run-I(A)

    Level 32: Elude -- LucoftheG-Rchg+(A)

    Level 35: Whirling Smash -- SprMghoft-Acc/Dmg(A), SprMghoft-Dmg/Rchg(39), SprMghoft-Acc/Dmg/Rchg(39), SprMghoft-Dmg/EndRdx/Rchg(40), SprMghoft-Acc/Dmg/EndRdx/Rchg(40), SprMghoft-Rchg/Res%(40)

    Level 38: Arc of Destruction -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(42), SprAvl-Acc/Dmg/EndRdx(42), SprAvl-Acc/Dmg/Rchg(42), SprAvl-Acc/Dmg/EndRdx/Rchg(43), SprAvl-Rchg/KDProc(43)

    Level 41: Char -- Apc-Dmg/Rchg(A), Apc-Dmg(43), Apc-Acc/Dmg/Rchg(46), Apc-Acc/Rchg(46), Apc-Dmg/EndRdx(48)

    Level 44: Fire Blast -- Dcm-Acc/Dmg(A), Dcm-Dmg/EndRdx(45), Dcm-Dmg/Rchg(45), Dcm-Acc/EndRdx/Rchg(45), Dcm-Acc/Dmg/Rchg(46)

    Level 47: Fire Ball -- Rgn-Dmg/Rchg(A), Rgn-Acc/Dmg/Rchg(48), Rgn-Acc/Rchg(48), Rgn-Dmg/EndRdx(50), Rgn-Knock%(50)

    Level 49: Hasten -- RechRdx-I(A), RechRdx-I(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 -- Empty(A)

    Level 2: Rest -- Empty(A)

    Level 4: Ninja Run

    Level 2: Swift -- Empty(A)

    Level 2: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(11), Mrc-Rcvry+(13)

    Level 2: Hurdle -- Empty(A)

    Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(13)

    Level 1: Momentum

    Level 50: Agility Core Paragon

    ------------

     

     

     

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

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

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  12. Hackish 5 Minute Toss-Together Fire/Fire/Mace

     

    Hero Plan by Mids' Hero Designer 1.962

    http://www.cohplanner.com/

     

    Click this DataLink to open the build!

     

    Level 50 Magic Blaster

    Primary Power Set: Fire Blast

    Secondary Power Set: Fire Manipulation

    Power Pool: Fighting

    Power Pool: Leaping

    Power Pool: Flight

    Power Pool: Leadership

    Ancillary Pool: Mace Mastery

     

    Hero Profile:

    Level 1: Fire Blast -- Thn-Acc/Dmg(A), Thn-Acc/Dmg/Rchg(48), Thn-Acc/Dmg/EndRdx(50)

    Level 1: Ring of Fire -- Thn-Acc/Dmg(A), Thn-Acc/Dmg/Rchg(46), Thn-Acc/Dmg/EndRdx(46)

    Level 2: Fire Ball -- SprBlsWrt-Acc/Dmg(A), SprBlsWrt-Dmg/Rchg(3), SprBlsWrt-Acc/Dmg/Rchg(3), SprBlsWrt-Acc/Dmg/EndRdx(5), SprBlsWrt-Acc/Dmg/EndRdx/Rchg(5)

    Level 4: Kick -- FrcFdb-Rechg%(A)

    Level 6: Rain of Fire -- Rgn-Dmg/Rchg(A), Rgn-Acc/Dmg/Rchg(7), Rgn-Acc/Rchg(7), Rgn-Dmg/EndRdx(42), Rgn-Knock%(45), Rgn-Dmg(46)

    Level 8: Combat Jumping -- Ksm-ToHit+(A), ShlWal-Def(9), ShlWal-Def/EndRdx(9)

    Level 10: Fire Sword -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(11), SprBlsCol-Acc/Dmg/EndRdx(11), SprBlsCol-Acc/Dmg/Rchg(13), SprBlsCol-Dmg/EndRdx/Acc/Rchg(13)

    Level 12: Aim -- RechRdx-I(A), RechRdx-I(17)

    Level 14: Hover -- LucoftheG-Rchg+(A), LucoftheG-Def(15), LucoftheG-Def/EndRdx(15)

    Level 16: Build Up -- RechRdx-I(A), RechRdx-I(17)

    Level 18: Blaze -- OvrFrc-Acc/Dmg(A), OvrFrc-End/Rech(19), OvrFrc-Acc/Dmg/End(19), OvrFrc-Dmg/End/Rech(43), OvrFrc-Acc/Dmg/End/Rech(45), OvrFrc-Dam/KB(45)

    Level 20: Cauterizing Aura -- Erd-Acc/Rchg(A), Erd-Acc/Dmg/Rchg(21), Erd-Acc/Dmg/EndRdx/Rchg(21), ClvBlo-Acc/Dmg(23), ClvBlo-Dmg/EndRdx(43), ClvBlo-Dmg/Rchg(43)

    Level 22: Tough -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(23)

    Level 24: Weave -- LucoftheG-Rchg+(A), LucoftheG-Def(25), LucoftheG-Def/EndRdx(25)

    Level 26: Blazing Bolt -- SprWntBit-Acc/Dmg(A), SprWntBit-Dmg/Rchg(27), SprWntBit-Acc/Dmg/EndRdx(27), SprWntBit-Acc/Dmg/Rchg(37), SprWntBit-Dmg/EndRdx/Acc/Rchg(40)

    Level 28: Maneuvers -- LucoftheG-Rchg+(A), LucoftheG-Def(29), LucoftheG-Def/EndRdx(29)

    Level 30: Consume -- Erd-Acc/Rchg(A), Erd-Acc/Dmg/Rchg(31), Erd-Acc/Dmg/EndRdx/Rchg(31), Erd-Dmg(31), Erd-Dmg/Rchg(34), Erd-%Dam(37)

    Level 32: Inferno -- Erd-Acc/Rchg(A), Erd-Acc/Dmg/Rchg(33), Erd-Acc/Dmg/EndRdx/Rchg(33), ClvBlo-Acc/Dmg(33), ClvBlo-Dmg/EndRdx(34), ClvBlo-Dmg/Rchg(34)

    Level 35: Burn -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(36), SprAvl-Acc/Dmg/EndRdx(36), SprAvl-Acc/Dmg/Rchg(36), SprAvl-Acc/Dmg/EndRdx/Rchg(37)

    Level 38: Hot Feet -- SprDfnBrr-Acc/Dmg(A), SprDfnBrr-Dmg/Rchg(39), SprDfnBrr-Acc/Dmg/Rchg(39), SprDfnBrr-Acc/Dmg/EndRdx(39), SprDfnBrr-Acc/Dmg/EndRdx/Rchg(40), SprDfnBrr-Rchg/+Status Protect(40)

    Level 41: Scorpion Shield -- LucoftheG-Rchg+(A), LucoftheG-Def(42), LucoftheG-Def/EndRdx(42)

    Level 44: Fly -- BlsoftheZ-ResKB(A)

    Level 47: Afterburner -- LucoftheG-Rchg+(A)

    Level 49: Assault -- Empty(A), Empty(50)

    Level 1: Brawl -- Empty(A)

    Level 1: Defiance

    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 -- Empty(A)

    Level 2: Rest -- Empty(A)

    Level 4: Ninja Run

    Level 2: Swift -- Empty(A)

    Level 2: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(48), Mrc-Rcvry+(48)

    Level 2: Hurdle -- Empty(A)

    Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(50)

    Level 50: Agility Core Paragon

    ------------

     

     

     

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

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  13.  

    Sadly, the issue is your reading comprehension. I'm actually very glad you copied my post, to highlight your seeming inability to understand. I'll help you out, and walk you through it.

     

    No Switch.  That dog don't hunt.

     

    Your post clearly said in Post #7

     

    Invuln. 800mill deep, incarnates done right...

     

    90% resist to s/l/f/c/t, 83% to psi/ene/neg

     

    45+% def to all

     

    Massive Regen, rebirth heal and dull pain. Non-deathable.

     

    In Post #10

     

    I'm actually playing him now. I'll copy the build from pines.

     

    In Post #11

     

    Also, this is not some secret,big you use both superior tank sets, avalanche, hecatomb, Armageddon, 2 gift of the achients, shield breaker, etc etc and certain incarnates, you get the above numbers. It's expensive, but not secret.

     

    Post #12 you put up your build with no other commentary.

     

    Post #13 with an edit 9 minutes later.

     

    Kruunch, if you are the original Kruunch from live, who authored the original Kruunch's guide to invuln and ss, I'm kind of disappointed in you.

     

    Rather unkind to arbitrarily "Call BS" on me, assuming i would lie, rather than asking me how i did it, or trying yourself. There's the build. 90% s/l/f/c/t, 83% ene/neg, 87% to PSIONIC.

     

    Defense is overcap with 3 foes in range, 45% with 1.

     

    Sigh. It's not rocket surgery, all i did was play around with pines and there it is.

     

    A few pointers: jab and punch suck, air sup and crosspunch are far better. skip punch and jab, use air sup and crosspunch in their place as the build shows. the build levels fine, as i always build to play all the way up to 50. at 50, i swapped low end sets for the purples and superiors, and then on into incarnates to pick up mroe resist, more end redux and more heal. No need for rage until 49, due to the crash and the fact that tanking on teams doesn't really require it. Also, once you get all the high end sets, the damage res and the def are so high, the rage crash is meaningless, i can't even tell the difference between crash and no crash.

     

    I rarely, if ever, use dull pain. If you play on Excelsior, i'll demonstrate it to you. I'm kinda let down man, really. Kruunch's guide to invuln put me on the path. As an after thought, and an example, i just walked through the Maria Jenkins arc tonight, facetanking all the AV's, including the AV's that spam ene/neg, without having to break a sweat.

     

    Post #15

    Being that almost all damage types have two tags, it is roughly 45 to all of one or another damage types, which would apply in all situations. With 1 foe in range. With 3, overcap. With 8, over 50.

     

    Your understanding of damage tagging is erroneous.  Tags are generally one for Typed (SLENFCTP) or Positional (Melee, Ranged, AoE).

     

    At this point you STILL have not corrected

     

     

    And you didn't attempt a retraction until you were called on it.  That's not a fault of "reading comprehension".

     

    That's either a massive goof on your part, or deliberate deception.  You pick.

     

    Your Tank is not "as advertised".

     

    Thank you for sharing the build.

     

    Discussion over.

  14. Hero Plan by Mids' Hero Designer 1.962

    http://www.cohplanner.com/

     

    Click this DataLink to open the build!

     

    Level 50 Magic Scrapper

    Primary Power Set: Claws

    Secondary Power Set: Willpower

    Power Pool: Fighting

    Power Pool: Leaping

    Power Pool: Leadership

    Power Pool: Speed

    Ancillary Pool: Blaze Mastery

     

    Hero Profile:

    Level 1: Strike -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(3), KntCmb-Dmg/Rchg(3), KntCmb-Dmg/EndRdx/Rchg(5), Hct-Acc/Dmg/Rchg(5), Hct-Acc/Rchg(7)

    Level 1: High Pain Tolerance -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(7), UnbGrd-Rchg/ResDam(9), UnbGrd-ResDam/EndRdx/Rchg(9)

    Level 2: Slash -- SprScrStr-Acc/Dmg(A), SprScrStr-Dmg/Rchg(11), SprScrStr-Acc/Dmg/Rchg(11), SprScrStr-Dmg/EndRdx/Rchg(13), SprScrStr-Acc/Dmg/EndRdx/Rchg(13), SprScrStr-Rchg/+Crit(15)

    Level 4: Mind Over Body -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(19), UnbGrd-Rchg/ResDam(19), UnbGrd-ResDam/EndRdx/Rchg(21), StdPrt-ResDam/Def+(21)

    Level 6: Spin -- SprCrtStr-Acc/Dmg(A), SprCrtStr-Dmg/Rchg(23), SprCrtStr-Acc/Dmg/Rchg(23), SprCrtStr-Dmg/EndRdx/Rchg(25), SprCrtStr-Acc/Dmg/EndRdx/Rchg(25), SprCrtStr-Rchg/+50% Crit(27)

    Level 8: Fast Healing -- Pnc-Heal/EndRedux(A), Pnc-EndRdx/Rchg(27), Pnc-Heal/Rchg(29), Pnc-Heal/EndRedux/Rchg(29), Pnc-Heal(31)

    Level 10: Follow Up -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(31), SprBlsCol-Acc/Dmg/EndRdx(31), SprBlsCol-Acc/Dmg/Rchg(33), SprBlsCol-Dmg/EndRdx/Acc/Rchg(33), SprBlsCol-Rchg/HoldProc(33)

    Level 12: Indomitable Will -- LucoftheG-Rchg+(A), LucoftheG-Def(34), Rct-ResDam%(34)

    Level 14: Kick -- FrcFdb-Rechg%(A)

    Level 16: Rise to the Challenge -- Pnc-Heal/EndRedux(A), Pnc-EndRdx/Rchg(34), Pnc-Heal/Rchg(36), Pnc-Heal/EndRedux/Rchg(36), Pnc-Heal(36)

    Level 18: Focus -- SprWntBit-Acc/Dmg(A), SprWntBit-Dmg/Rchg(37), SprWntBit-Acc/Dmg/EndRdx(37), SprWntBit-Acc/Dmg/Rchg(37), SprWntBit-Dmg/EndRdx/Acc/Rchg(39), SprWntBit-Rchg/SlowProc(39)

    Level 20: Quick Recovery -- PrfShf-End%(A)

    Level 22: Tough -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(39), UnbGrd-Rchg/ResDam(40), UnbGrd-ResDam/EndRdx/Rchg(40), GldArm-3defTpProc(40)

    Level 24: Weave -- LucoftheG-Rchg+(A), LucoftheG-Def(42), LucoftheG-Def/EndRdx(50)

    Level 26: Eviscerate -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(42), SprAvl-Acc/Dmg/EndRdx(42), SprAvl-Acc/Dmg/Rchg(43), SprAvl-Acc/Dmg/EndRdx/Rchg(43)

    Level 28: Heightened Senses -- LucoftheG-Rchg+(A), LucoftheG-Def(43)

    Level 30: Combat Jumping -- LucoftheG-Rchg+(A), LucoftheG-Def(45)

    Level 32: Shockwave -- SprFrzBls-Acc/Dmg(A), SprFrzBls-Dmg/EndRdx(45), SprFrzBls-Acc/Dmg/EndRdx(45), SprFrzBls-Acc/Dmg/Rchg(46), SprFrzBls-Dmg/EndRdx/Acc/Rchg(46)

    Level 35: Resurgence -- RechRdx-I(A)

    Level 38: Strength of Will -- Ags-Psi/Status(A)

    Level 41: Maneuvers -- LucoftheG-Rchg+(A), LucoftheG-Def(46)

    Level 44: Char -- SprEnt-Acc/Hold(A), SprEnt-Hold/Rchg(48), SprEnt-End/Rchg(48), SprEnt-Acc/Hold/End(48), SprEnt-Acc/Hold/End/Rchg(50)

    Level 47: Hasten -- RechRdx-I(A), RechRdx-I(50)

    Level 49: Super Jump -- WntGif-ResSlow(A)

    Level 1: Brawl -- Empty(A)

    Level 1: Critical Hit

    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 -- Empty(A)

    Level 2: Rest -- Empty(A)

    Level 4: Ninja Run

    Level 2: Swift -- Empty(A)

    Level 2: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(15), Mrc-Rcvry+(17)

    Level 2: Hurdle -- Empty(A)

    Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(17)

    Level 50: Agility Core Paragon

    Level 50: Diamagnetic Core Flawless Interface

    ------------

     

     

     

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

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    WP is kinda easy-street for management.

    Just just pays for it in sightly lower Def/Res numbers.

     

    Still, you can build moderately tough beasts out of them.

  15. /JRanger

     

    Doing this would essentially mean maintaining multiple versions of the code, which would multiply the workload of maintaining and bugfixing the game.

     

    No - it wouldnt.

     

    Different versions of some zones - yes, that is the assets and art. The game engine would be exactly the same.

     

    STANDARD CODE RANT.

     

    Do you know what goes into a zone server?

    Have you looked at the code?

    Do you know how that ties back to the rest of the game?

    Do you know how art assets are handled by the game?

     

     

    Translation:  Yes.  It would.

  16. Temp powers (like Incarnates Hybrid and Destiny) generally aren't factored when talking about steady-state tanking.  Because you're not running at that level all the time.  It's like going "I'm Resist capped to everything!  In Unstoppable..."

     

    Things like Alpha and Interface are considered acceptable, as they're an always-on effect that only stops when you Exemplar down, like any other IO/power.

     

     

  17. Glad to help and one of the funnest experiences in the game as a Tanker is being the last person standing, and still being there when your group reforms and plows in again.

     

    I always loved the "How the HELL did you survive THAT?" I'd get from teammates.

  18. What primary has the most tankabilty. I want to be able to tank massive damage without relying on heals. I’m thinking invuln but wondering what else to do is it the best or is there better

     

    Invuln. 800mill deep, incarnates done right...

     

    90% resist to s/l/f/c/t, 83% to psi/ene/neg

     

    45+% def to all

     

    Massive Regen, rebirth heal and dull pain. Non-deathable.

     

    #ShowUsTheBuild

  19. What? Fraps might have been the best thing available seven years ago, but OBS is simply objectively better in multiple ways. Your post even admitted Fraps was a hog.

     

    OBS is made for streaming, so it's designed to have a minimal performance impact.

     

    Or you could have posted something explaining Why like Rhass did instead of sounding snarky.

     

     

    ^^^^^^

     

    Pretty much this.

  20. Tanks have a general survivability edge over Brutes.

    Brutes kill things faster, negating some of the need to rely on that survivability.

     

    In a "stand there and just take it" contest, unless the RNG gods are REALLY angry with you, the Tank will outlast the Brute.

    Not terribly LONG.  But it'll survive longer.  (You don't have to outrun the bear, you just have to outrun the next guy...)

     

    But for most of the content, they're more or less indistinguishable, save that the Brute kills stuff faster.

  21. Here's a quickie rework (as I'm not terribly familiar with Staff.

     

    Only thing I changed is Boxing <<< KICK.  As you can put a FF: +Rech proc in there.

     

    Hero Plan by Hero Hero Designer 2.23

    https://github.com/ImaginaryDevelopment/imaginary-hero-designer

     

    Click this DataLink to open the build!

     

    Electric Daisy: Level 50 Technology Tanker

    Primary Power Set: Electric Armor

    Secondary Power Set: Staff Fighting

    Power Pool: Fighting

    Power Pool: Leaping

    Power Pool: Speed

    Power Pool: Leadership

    Ancillary Pool: Energy Mastery

     

    Hero Profile:

    Level 1: Charged Armor -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(3), UnbGrd-Rchg/ResDam(3), UnbGrd-ResDam/EndRdx/Rchg(5)

    Level 1: Mercurial Blow -- Mk'Bit-Acc/Dmg(A), Mk'Bit-Dmg/EndRdx(34), Mk'Bit-Dmg/Rchg(34), Mk'Bit-Acc/EndRdx/Rchg(34), Mk'Bit-Acc/Dmg/EndRdx/Rchg(37), Mk'Bit-Dam%(40)

    Level 2: Conductive Shield -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(5), UnbGrd-Rchg/ResDam(7), UnbGrd-ResDam/EndRdx/Rchg(7)

    Level 4: Guarded Spin -- SprMghoft-Acc/Dmg(A), SprMghoft-Dmg/Rchg(21), SprMghoft-Acc/Dmg/Rchg(23), SprMghoft-Dmg/EndRdx/Rchg(23), SprMghoft-Acc/Dmg/EndRdx/Rchg(27), SprMghoft-Rchg/Res%(33)

    Level 6: Static Shield -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(9), RctArm-ResDam/Rchg(9), UnbGrd-ResDam/EndRdx/Rchg(11)

    Level 8: Grounded -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(11), UnbGrd-Rchg/ResDam(13), UnbGrd-ResDam/EndRdx/Rchg(13), GldArm-3defTpProc(15), StdPrt-ResDam/Def+(15)

    Level 10: Taunt -- PrfZng-Taunt(A), PrfZng-Taunt/Rchg(46), PrfZng-Taunt/Rchg/Rng(48), PrfZng-Acc/Rchg(48), PrfZng-Taunt/Rng(48), PrfZng-Dam%(50)

    Level 12: Energize -- RechRdx-I(A)

    Level 14: Lightning Field -- SprGntFis-Acc/Dmg(A), SprGntFis-Dmg/Rchg(17), SprGntFis-Acc/Dmg/Rchg(17), SprGntFis-Dmg/EndRdx/Rchg(19), SprGntFis-Acc/Dmg/EndRdx/Rchg(19), SprGntFis-Rchg/+Absorb(21)

    Level 16: Eye of the Storm -- Mlt-Acc/Dmg(A), Mlt-Dmg/EndRdx(42), Mlt-Dmg/Rchg(42), Mlt-Acc/EndRdx(43), Mlt-Acc/Dmg/EndRdx(43), Mlt-Dmg/EndRdx/Rchg(43)

    Level 18: Lightning Reflexes -- Run-I(A)

    Level 20: Staff Mastery

    Level 22: Kick -- FrcFdb-Rechg%(A)

    Level 24: Tough -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(25), UnbGrd-Rchg/ResDam(25), UnbGrd-ResDam/EndRdx/Rchg(27)

    Level 26: Power Sink -- RechRdx-I(A)

    Level 28: Serpent's Reach -- SprWntBit-Acc/Dmg(A), SprWntBit-Dmg/Rchg(29), SprWntBit-Acc/Dmg/EndRdx(29), SprWntBit-Acc/Dmg/Rchg(31), SprWntBit-Dmg/EndRdx/Acc/Rchg(31), SprWntBit-Rchg/SlowProc(33)

    Level 30: Combat Jumping -- LucoftheG-Rchg+(A), LucoftheG-Def(31), ShlWal-ResDam/Re TP(50)

    Level 32: Hasten -- RechRdx-I(A), RechRdx-I(33)

    Level 35: Innocuous Strikes -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(36), SprAvl-Acc/Dmg/EndRdx(36), SprAvl-Acc/Dmg/Rchg(36), SprAvl-Acc/Dmg/EndRdx/Rchg(37), SprAvl-Rchg/KDProc(37)

    Level 38: Sky Splitter -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(39), SprBlsCol-Acc/Dmg/EndRdx(39), SprBlsCol-Acc/Dmg/Rchg(39), SprBlsCol-Dmg/EndRdx/Acc/Rchg(40), SprBlsCol-Rchg/HoldProc(40)

    Level 41: Weave -- LucoftheG-Rchg+(A), LucoftheG-Def(42), Rct-ResDam%(50)

    Level 44: Maneuvers -- LucoftheG-Rchg+(A), LucoftheG-Def(45)

    Level 47: Conserve Power -- RechRdx-I(A)

    Level 49: Physical Perfection -- RgnTss-Regen+(A)

    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 -- Empty(A)

    Level 2: Rest -- Empty(A)

    Level 4: Ninja Run

    Level 2: Swift -- Empty(A)

    Level 2: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(45), Mrc-Rcvry+(45)

    Level 2: Hurdle -- Empty(A)

    Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(46), EndMod-I(46)

    Level 1: Combo Level 1

    Level 1: Combo Level 2

    Level 1: Combo Level 3

    Level 20: Form of the Body

    Level 20: Form of the Mind

    Level 20: Form of the Soul

    Level 50: Cardiac Core Paragon

    ------------

     

     

     

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