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Nemu
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Problem with Armageddon and purple sets in general is that people are taught to chase +recharge bonuses since IOs were introduced to the game and they completely ignore recharge debuffs which is pretty common in the game. You know that as a stone tank granite already has a hefty -recharge penalty. I'm assuming you want to use this tank for more than farming. If so, do you want to be susceptible to slows even more as a stone tank and allow a couple of council galaxies to completely neuter your recharge? Or would you like to not wait an eternity for your tier 1 attack to recharge, never mind your higher tier attacks, which probably will take 2-3 eternities when you get hit with some -recharge debuffs? In addition a great many of these recharge debuffs are autohit which means having softcapped defenses won't help you dodge them. I used to chase recharge too and then the winter IOs came into the picture. Once I realized what those brought to the table I shifted my build philosophy to accommodate for building enough slow resist, among other things, in all my builds. Now all my builds have at least 60% recharge debuff resist, most hover between 80-100%. I can tell you I don't really miss the 20-30% or so extra global recharge that I lose out from not slotting purple sets building that way, but I'm sure glad I have slow resist when I go up against animus arcana with all their ice storms and times juncture slows.
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Once you have decent defenses uber recharge becomes a little less important. It's still important, but now you are working with layered mitigation and can rely a little less on the heals which in a world without defense is your primary or only mitigation. One thing that I find kills regen and fire armor is not having enough slow resist. Run some Fireball missions in night ward against those animus arcanum with their ice storms and times juncture slow patches and see how enjoyable that experience is even with your recharge bonuses. Try it on with a build without defenses and one with and I bet you will leave both scenarios wanting. Getting ~60-70% global recharge bonuses + hasten is pretty attainable while working in S/L softcap and decent slow resist (>60% I'd aim for 80%), you also have the occasional perk from the FF procs and that build philosophy will serve you far better against all content than focusing purely on recharge. Were I to build KM/Regen this is what It'd look like. I kept the epic since you found value in the hold. but I did add hasten. Hero Plan by Mids' Reborn : Hero Designer 2.7.2.10 https://github.com/Crytilis/mids-reborn-hero-designer Click this DataLink to open the build! Level 50 Magic Scrapper Primary Power Set: Kinetic Melee Secondary Power Set: Regeneration Power Pool: Speed Power Pool: Leaping Power Pool: Fighting Power Pool: Leadership Ancillary Pool: Blaze Mastery Hero Profile: Level 1: Body Blow -- SprScrStr-Acc/Dmg(A), SprScrStr-Dmg/EndRdx/Rchg(7), SprScrStr-Rchg/+Crit(7), HO:Nucle(17) Level 1: Fast Healing -- Mrc-Rcvry+(A) Level 2: Smashing Blow -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Acc/Dmg/EndRdx(3), SprBlsCol-Acc/Dmg/Rchg(3), SprBlsCol-Dmg/EndRdx/Acc/Rchg(5), SprBlsCol-Rchg/HoldProc(5), SprCrtStr-Rchg/+50% Crit(17) Level 4: Quick Recovery -- PrfShf-End%(A), PrfShf-EndMod(9) Level 6: Super Speed -- WntGif-ResSlow(A) Level 8: Power Siphon -- RctRtc-ToHit/Rchg(A), RctRtc-ToHit(9), HO:Membr(25) Level 10: Reconstruction -- Pnc-Heal/EndRedux(A), Pnc-EndRdx/Rchg(11), Pnc-Heal/Rchg(11), Pnc-Heal/EndRedux/Rchg(13), Pnc-Heal(15) Level 12: Combat Jumping -- LucoftheG-Def/Rchg+(A), Ksm-ToHit+(13) Level 14: Hasten -- RechRdx-I(A), RechRdx-I(15) Level 16: Integration -- NmnCnv-Regen/Rcvry+(A) Level 18: Burst -- FrcFdb-Rechg%(A), SprAvl-Acc/Dmg/Rchg(19), SprAvl-Acc/Dmg/EndRdx/Rchg(19), SprAvl-Dmg/EndRdx(23), SprAvl-Acc/Dmg(23), SprAvl-Acc/Dmg/EndRdx(25) Level 20: Whirlwind -- EndRdx-I(A), FrcFdb-Rechg%(21), SuddAcc--KB/+KD(21) Level 22: Boxing -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(40), KntCmb-Dmg/Rchg(43), KntCmb-Dmg/EndRdx/Rchg(43) Level 24: Tough -- GldArm-3defTpProc(A), UnbGrd-ResDam(39), UnbGrd-ResDam/EndRdx(39), UnbGrd-ResDam/EndRdx/Rchg(40), UnbGrd-Max HP%(40) Level 26: Focused Burst -- SprWntBit-Acc/Dmg/EndRdx(A), SprScrStr-Dmg/Rchg(27), SprScrStr-Acc/Dmg/Rchg(27), SprScrStr-Acc/Dmg/EndRdx/Rchg(34), SprWntBit-Rchg/SlowProc(34), SprWntBit-Dmg/EndRdx/Acc/Rchg(37) Level 28: Weave -- LucoftheG-Def/Rchg+(A), ShlWal-Def/EndRdx(29), ShlWal-Def(29), ShlWal-ResDam/Re TP(31) Level 30: Maneuvers -- LucoftheG-Def/Rchg+(A), Rct-Def(31), Rct-Def/EndRdx(31), Rct-ResDam%(33) Level 32: Concentrated Strike -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(33), KntCmb-Dmg/Rchg(33), KntCmb-Dmg/EndRdx/Rchg(34), CrsImp-Acc/Dmg(37), CrsImp-Acc/Dmg/EndRdx(39) Level 35: Instant Healing -- Pnc-Heal/EndRedux(A), Pnc-EndRdx/Rchg(36), Pnc-Heal/Rchg(36), Pnc-Heal/EndRedux/Rchg(36), Pnc-Heal(37) Level 38: Moment of Glory -- LucoftheG-Def/Rchg+(A), RechRdx-I(46), RechRdx-I(50) Level 41: Dull Pain -- Pnc-Heal/EndRedux(A), Pnc-EndRdx/Rchg(42), Pnc-Heal/Rchg(42), Pnc-Heal/EndRedux/Rchg(42), Pnc-Heal(43) Level 44: Repulsing Torrent -- FrcFdb-Rechg%(A), OvrFrc-Dam/KB(45), SprFrzBls-Acc/Dmg(45), SprFrzBls-Dmg/EndRdx/Acc/Rchg(45), SprFrzBls-Acc/Dmg/EndRdx(46), Ann-ResDeb%(46) Level 47: Char -- BslGaz-Acc/Hold(A), BslGaz-Acc/Rchg(48), BslGaz-EndRdx/Rchg/Hold(48), BslGaz-Acc/EndRdx/Rchg/Hold(48) Level 49: Resilience -- StdPrt-ResDam/Def+(A), StdPrt-ResDam/EndRdx(50), ResDam-I(50) Level 1: Brawl -- Empty(A) Level 1: Critical Hit Level 1: Quick Form 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 -- Clr-Stlth(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Empty(A) Level 2: Health -- Pnc-Heal/+End(A) Level 2: Hurdle -- Empty(A) Level 2: Stamina -- PrfShf-End%(A) Level 0: Freedom Phalanx Reserve Level 0: Portal Jockey Level 0: Task Force Commander Level 0: The Atlas Medallion ------------ Upon initial glance you may question the power order, specifically regarding IH and Dull Pain. I can assure you that for an end game build, you won't miss them when exemplaring down for mid level TFs like yin, moonfire or citadel when you have softcapped S/L defense plus burst and whirlwind keeping mobs on their butts every so often. Whirlwind is not everyone's cup of tea so if you don't like it feel free to replace it with something else like Tactics or push repulsing torrent up so you have another attack/mitigation/FF proc trigger for those lower level content. But if you don't take Whirlwind you are not cool, so yeah... TL;DR Something something something Slow Resist and Whirlwind...
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It doesn't take much to cap your resists and typed defenses in granite if you slot granite with both defense and resist enhancements, all you need is weave. That leaves room for a lot of options and most people will build for recharge to offset the -recharge in granite. I went a different way and brought up your slow resist, have you ever been hit with -recharge while in granite? I also made it so you can be effective outside of granite too for normal team content. It's not a cheap build but greatness has a price, and it's pretty pricey. Hero Plan by Mids' Reborn : Hero Designer 2.7.2.10 https://github.com/Crytilis/mids-reborn-hero-designer Click this DataLink to open the build! Level 50 Magic Tanker Primary Power Set: Stone Armor Secondary Power Set: Radiation Melee Power Pool: Teleportation Power Pool: Fighting Power Pool: Speed Power Pool: Leadership Ancillary Pool: Mu Mastery Hero Profile: Level 1: Rock Armor -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(7), GifoftheA-Run+(9) Level 1: Contaminated Strike -- SprBlsCol-Acc/Dmg/Rchg(A), SprBlsCol-Dmg/EndRdx/Acc/Rchg(43), SprBlsCol-Dmg/EndRdx(48) Level 2: Radioactive Smash -- Hct-Dmg(A), Hct-Acc/Dmg/Rchg(37), Hct-Acc/Rchg(37), Hct-Dmg/EndRdx(39), Hct-Dam%(40) Level 4: Teleport -- WntGif-ResSlow(A), HO:Micro(48) Level 6: Boxing -- Empty(A) Level 8: Rooted -- Pnc-Heal/EndRedux(A), Pnc-EndRdx/Rchg(9), Pnc-Heal/Rchg(11), Pnc-Heal/EndRedux/Rchg(11), Pnc-Heal(23) Level 10: Stone Skin -- StdPrt-ResDam/Def+(A) Level 12: Earth's Embrace -- Pnc-Heal/EndRedux(A), Pnc-EndRdx/Rchg(13), Pnc-Heal/Rchg(13), Pnc-Heal/EndRedux/Rchg(15), Pnc-Heal(15) Level 14: Tough -- GldArm-3defTpProc(A) Level 16: Weave -- LucoftheG-Def/Rchg+(A), ShlWal-Def/EndRdx(17), ShlWal-Def(17), ShlWal-ResDam/Re TP(19), Ksm-ToHit+(21), Rct-ResDam%(50) Level 18: Crystal Armor -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(19), GifoftheA-Run+(21) Level 20: Fusion -- RctRtc-ToHit(A), RctRtc-ToHit/Rchg(50), GssSynFr--Build%(50) Level 22: Mud Pots -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(23), Erd-Dmg(25), Erd-Acc/Dmg/Rchg(27), Erd-Acc/Dmg/EndRdx/Rchg(31), FuroftheG-ResDeb%(39) Level 24: Hasten -- RechRdx-I(A), RechRdx-I(25) Level 26: Minerals -- LucoftheG-Def/Rchg+(A), GifoftheA-Run+(27) Level 28: Irradiated Ground -- SprAvl-Acc/Dmg/Rchg(A), SprAvl-Acc/Dmg/EndRdx(29), AchHee-ResDeb%(29), Erd-Dmg(31), Erd-Acc/Dmg/Rchg(31), Erd-Acc/Dmg/EndRdx/Rchg(34) Level 30: Taunt -- RechRdx-I(A) Level 32: Granite Armor -- LucoftheG-Def/Rchg+(A), GifoftheA-Run+(33), GifoftheA-Def(33), Ags-ResDam/EndRdx(33), Ags-ResDam(34), ResDam-I(34) Level 35: Devastating Blow -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Acc/Dmg/EndRdx(36), KntCmb-Acc/Dmg(36), KntCmb-Dmg/EndRdx(36), KntCmb-Dmg/EndRdx/Rchg(37), KntCmb-Knock%(42) Level 38: Atom Smasher -- SprAvl-Rchg/KDProc(A), SprAvl-Acc/Dmg/EndRdx/Rchg(39), SprMghoft-Acc/Dmg(40), SprMghoft-Rchg/Res%(40), SprMghoft-Acc/Dmg/EndRdx/Rchg(42), SprMghoft-Dmg/EndRdx/Rchg(42) Level 41: Electrifying Fences -- PstBls-Acc/Dmg(A), PstBls-Dmg/EndRdx(43), PstBls-Dmg/Rchg(43), PstBls-Acc/Dmg/EndRdx(46), PstBls-Dam%(48) Level 44: Ball Lightning -- Rgn-Dmg(A), Rgn-Acc/Dmg/Rchg(45), Rgn-Acc/Rchg(45), Rgn-Dmg/EndRdx(45), Rgn-Knock%(46), Ann-ResDeb%(46) Level 47: Maneuvers -- HO:Cyto(A) Level 49: Tactics -- HO:Cyto(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 -- Run-I(A) Level 2: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(5), Mrc-Rcvry+(7) Level 2: Hurdle -- Empty(A) Level 2: Stamina -- SynSck-EndMod/+RunSpeed(A), PrfShf-End%(3), SynSck-EndMod(3), PrfShf-EndMod(5) Level 0: Freedom Phalanx Reserve Level 0: Portal Jockey Level 0: Task Force Commander Level 0: The Atlas Medallion Level 50: Agility Radial Paragon Level 50: Degenerative Core Flawless Interface Level 50: Ageless Core Epiphany Level 50: Assault Radial Embodiment ------------
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I can totally see the skills and the stress involved with leading iTrials and raids and kudos to those that do, but we are not talking about that here. I find it amusing if a team leader drops/disconnects during a TF and the next person gets in a panic over what to do. I don't get this aversion to the star. On normal teams in today's teaming climate the lead is just a person who sets difficulty and picks missions and does some LFG recruiting from time to time. THAT...IS...IT. You don't need to socialize, you don't need to instruct tactics, no one expect anything of you other than to pick the mission and be reasonably quick about it. Very seldom does the opportunity to exert true leadership in the face of difficult content present itself. I do agree with @Omega-202 though, psychologically it's far easier to lead a team when you know you can carry the entire team. Then you don't need to worry about expectations. If your teammates suck you carry them, if they suck less then you carry them less. If they die VENG for you, if they quit they don't deserve to be on YOUR team and there are ALWAYS more people LFT. Also pro tip - if you are going to be a eager beaver and enter the mission first make sure the team lead is in the SAME ZONE as you when you enter the mission. Otherwise mission difficulty defaults to +0.
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You took melee powers so I'm going to assume that you are not afraid to mix it up in melee. If that is how you intend to play then I would suggest from a survival standpoint that you build up smashing/lethal AND ranged defenses. Smashing/Lethal defense will cover most of the melee attacks enemies throw at you and ranged defense will cover the ranged attacks from enemies that you aren't facepunching. Don't make the mistake of thinking that melee blasters just need melee protection, the ranged stuff from enemies can end a fight before it begins. Melee blasters also need to learn how to move and WHEN to move. It's fine to get up in a mobs face and punch them but that doesn't mean you stay in their faces all day long. Punch punch kite, just out of their melee range. This is what I whipped up with a heavy protection focus. If you want more recharge get rid of the sorcery pool and put in super speed and hasten and you will have an extra slot to play with. Hero Plan by Mids' Reborn : Hero Designer 2.7.2.10 https://github.com/Crytilis/mids-reborn-hero-designer Click this DataLink to open the build! Level 50 Mutation Blaster Primary Power Set: Psychic Blast Secondary Power Set: Temporal Manipulation Power Pool: Sorcery Power Pool: Leaping Power Pool: Fighting Power Pool: Leadership Ancillary Pool: Mace Mastery Hero Profile: Level 1: Psionic Dart -- SprDfnBrr-Acc/Dmg(A), SprDfnBrr-Dmg/Rchg(3), SprDfnBrr-Acc/Dmg/Rchg(3), SprDfnBrr-Acc/Dmg/EndRdx(5), SprDfnBrr-Acc/Dmg/EndRdx/Rchg(5), SprDfnBrr-Rchg/+Status Protect(7) Level 1: Time Wall -- Acc-I(A) Level 2: Telekinetic Blast -- FrcFdb-Rechg%(A), Thn-Acc/Dmg(9), Thn-Acc/Dmg/EndRdx(9), Thn-Acc/Dmg/Rchg(11), OvrFrc-Dam/KB(11) Level 4: Mystic Flight -- BlsoftheZ-Travel/EndRdx(A), BlsoftheZ-ResKB(7) Level 6: Psychic Focus -- RctRtc-ToHit/Rchg(A), RctRtc-ToHit(13), GssSynFr--Build%(15) Level 8: Will Domination -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(39), Thn-Dmg/Rchg(40), Thn-Acc/Dmg/Rchg(40), Thn-Acc/Dmg/EndRdx(40), Thn-Dmg/EndRdx/Rchg(43) Level 10: Chronos -- RctRtc-ToHit/Rchg(A), RctRtc-ToHit(13) Level 12: Psionic Lance -- StnoftheM-Acc/Dmg(A), StnoftheM-Dmg/EndRdx(37), StnoftheM-Acc/ActRdx/Rng(37), StnoftheM-Dmg/EndRdx/Rchg(39), StnoftheM-Dam%(39) Level 14: Combat Jumping -- LucoftheG-Def/Rchg+(A), Ksm-ToHit+(15) Level 16: End of Time -- SprAvl-Acc/Dmg(A), SprAvl-Acc/Dmg/EndRdx(17), SprAvl-Acc/Dmg/Rchg(17), SprAvl-Acc/Dmg/EndRdx/Rchg(33), SprAvl-Rchg/KDProc(33) Level 18: Psionic Tornado -- FrcFdb-Rechg%(A), Artl-Acc/Dam(19), Artl-Acc/Dam/Rech(19), Artl-Dam/End(21), SprFrzBls-Acc/Dmg/EndRdx(21), SprFrzBls-Dmg/EndRdx/Acc/Rchg(23) Level 20: Temporal Healing -- PreOptmz-Acc/Rech(A), PreOptmz-EndMod/End(23), PreOptmz-EndMod/Rech(25), PreOptmz-EndMod/Acc/End(25), PreOptmz-EndMod/Acc/Rech(29), PreOptmz-EndMod/End/Rech(31) Level 22: Boxing -- Empty(A) Level 24: Tough -- StdPrt-ResDam/Def+(A) Level 26: Weave -- LucoftheG-Def/Rchg+(A), ShlWal-Def/EndRdx(27), ShlWal-Def(27), ShlWal-ResDam/Re TP(29) Level 28: Future Pain -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Acc/Dmg/EndRdx(34), SprBlsCol-Acc/Dmg/Rchg(34), SprBlsCol-Dmg/EndRdx/Acc/Rchg(34), SprBlsCol-Rchg/HoldProc(37) Level 30: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(31), LucoftheG-Def(31) Level 32: Psychic Wail -- SprBlsWrt-Acc/Dmg(A), SprBlsWrt-Dmg/Rchg(33), SprBlsWrt-Acc/Dmg/Rchg(42), SprBlsWrt-Acc/Dmg/EndRdx(42), SprBlsWrt-Acc/Dmg/EndRdx/Rchg(42), SprBlsWrt-Rchg/Dmg%(43) Level 35: Scorpion Shield -- LucoftheG-Def/Rchg+(A), Rct-Def(36), Rct-Def/EndRdx(36), Rct-ResDam%(36) Level 38: Time Lord -- GldArm-3defTpProc(A) Level 41: Spirit Ward -- Prv-Absorb%(A) Level 44: Rune of Protection -- TtnCtn-ResDam/Rchg(A), Ags-ResDam/Rchg(50), UnbGrd-Rchg/ResDam(50) Level 47: Tactics -- RctRtc-ToHit(A), RctRtc-ToHit/Rchg(48) Level 49: Vengeance -- LucoftheG-Def/Rchg+(A) Level 1: Brawl -- Empty(A) Level 1: Defiance Level 1: Quick Form 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 -- NmnCnv-Heal/EndRdx(A), NmnCnv-EndRdx/Rchg(46), NmnCnv-Heal/Rchg(46), NmnCnv-Heal/EndRdx/Rchg(48), NmnCnv-Heal(48), NmnCnv-Regen/Rcvry+(50) Level 2: Hurdle -- Empty(A) Level 2: Stamina -- PreOptmz-Acc/Rech(A), PreOptmz-EndMod/End(43), PreOptmz-EndMod/Rech(45), PreOptmz-EndMod/Acc/End(45), PreOptmz-EndMod/Acc/Rech(45), PreOptmz-EndMod/End/Rech(46) ------------
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I started building towards S/L/Ranged defense for all my blasters now. Unlike S/L/E that depend on Scorp shield which doesn't work when mezzed, you are stacking so much ranged defense they still contribute significantly when mezzed. As long as you move intelligently you have breathing room to react when that happens. Here's how I would build a Psi/Mental. Hero Plan by Mids' Reborn : Hero Designer 2.7.2.10 https://github.com/Crytilis/mids-reborn-hero-designer Click this DataLink to open the build! Level 50 Mutation Blaster Primary Power Set: Psychic Blast Secondary Power Set: Mental Manipulation Power Pool: Speed Power Pool: Leaping Power Pool: Fighting Power Pool: Leadership Ancillary Pool: Mace Mastery Hero Profile: Level 1: Psionic Dart -- SprDfnBrr-Acc/Dmg(A), SprDfnBrr-Dmg/Rchg(3), SprDfnBrr-Acc/Dmg/Rchg(3), SprDfnBrr-Acc/Dmg/EndRdx(5), SprDfnBrr-Acc/Dmg/EndRdx/Rchg(5), SprDfnBrr-Rchg/+Status Protect(7) Level 1: Subdual -- Acc-I(A) Level 2: Telekinetic Blast -- FrcFdb-Rechg%(A), OvrFrc-Dam/KB(37), Thn-Acc/Dmg(37), Thn-Acc/Dmg/Rchg(40), Thn-Acc/Dmg/EndRdx(40) Level 4: Super Speed -- BlsoftheZ-Travel/EndRdx(A), BlsoftheZ-ResKB(9) Level 6: Psychic Focus -- RctRtc-ToHit/Rchg(A), RctRtc-Pcptn(7), GssSynFr--Build%(50) Level 8: Will Domination -- SprWntBit-Acc/Dmg(A), SprWntBit-Acc/Dmg/EndRdx(9), SprWntBit-Acc/Dmg/Rchg(11), SprWntBit-Dmg/EndRdx/Acc/Rchg(19), SprWntBit-Rchg/SlowProc(19) Level 10: Combat Jumping -- LucoftheG-Def/Rchg+(A), Ksm-ToHit+(11), WntGif-ResSlow(31) Level 12: Psionic Lance -- StnoftheM-Acc/Dmg(A), StnoftheM-Dmg/EndRdx(13), StnoftheM-Acc/ActRdx/Rng(13), StnoftheM-Dmg/EndRdx/Rchg(15), StnoftheM-Dam%(17) Level 14: Hasten -- RechRdx-I(A), RechRdx-I(15) Level 16: Concentration -- RctRtc-ToHit(A), RctRtc-ToHit/Rchg(17) Level 18: Psionic Tornado -- FrcFdb-Rechg%(A), Artl-Acc/Dam(33), Artl-Dam/End(34), Artl-Acc/Dam/Rech(34), SprFrzBls-Dmg/EndRdx/Acc/Rchg(34), SprFrzBls-Acc/Dmg/EndRdx(37) Level 20: Drain Psyche -- PreOptmz-Acc/Rech(A), PreOptmz-EndMod/End(21), PreOptmz-EndMod/Rech(21), PreOptmz-EndMod/Acc/End(27), PreOptmz-EndMod/Acc/Rech(33), PreOptmz-EndMod/End/Rech(33) Level 22: Mind Probe -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Acc/Dmg/EndRdx(23), SprBlsCol-Acc/Dmg/Rchg(23), SprBlsCol-Dmg/EndRdx/Acc/Rchg(25), SprBlsCol-Rchg/HoldProc(25) Level 24: Boxing -- Empty(A) Level 26: Tough -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(27) Level 28: Weave -- LucoftheG-Def/Rchg+(A), ShlWal-Def/EndRdx(29), ShlWal-Def(29), ShlWal-ResDam/Re TP(31) Level 30: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(31), LucoftheG-Def(50) Level 32: Psychic Wail -- SprBlsWrt-Acc/Dmg(A), SprBlsWrt-Dmg/Rchg(43), SprBlsWrt-Acc/Dmg/Rchg(46), SprBlsWrt-Acc/Dmg/EndRdx(48), SprBlsWrt-Acc/Dmg/EndRdx/Rchg(48), SprBlsWrt-Rchg/Dmg%(48) Level 35: Scorpion Shield -- LucoftheG-Def/Rchg+(A), Rct-Def(36), Rct-Def/EndRdx(36), Rct-ResDam%(36) Level 38: Psychic Shockwave -- SprAvl-Acc/Dmg(A), SprAvl-Acc/Dmg/EndRdx(39), SprAvl-Acc/Dmg/Rchg(39), SprAvl-Acc/Dmg/EndRdx/Rchg(39), SprAvl-Rchg/KDProc(40) Level 41: World of Confusion -- CrcPrs-Conf(A), CrcPrs-Conf/Rchg(42), CrcPrs-Acc/Conf/Rchg(42), CrcPrs-Acc/Rchg(42), CrcPrs-Conf/EndRdx(43), CrcPrs-Conf%(43) Level 44: Psychic Scream -- 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: Tactics -- RctRtc-ToHit/Rchg(A), RctRtc-ToHit(50) Level 49: Vengeance -- LucoftheG-Def/Rchg+(A) Level 1: Brawl -- Empty(A) Level 1: Defiance Level 1: Quick Form 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 -- Run-I(A) Level 2: Health -- Pnc-Heal/+End(A) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-End%(A) ------------
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Fairly big radius and huge target cap for it's secondary effect for a non-nuke pbaoe. /rant People are too focused on "I have to be in melee" and "it's got a long animation time" to recognize it's benefits and synergy with FoT and what these two powers together bring to the table for melee blasters. I haven't run across any /Elec blasters that tank mage like I do, most choose the ranged pew pew route when they can be so much more. As much as I extol the virtues of these two powers and highlight the benefits of combat movement ala jousting and developing a sense of when you should move, it falls on deaf ears on the forums. Not too many people want to invest a tiny bit of effort and learn how to play, they just want builds. Take a look at that how to avoid end drain thread in the tank forum, it's all powersets and builds and no one mentions the simple fact that for those combinations without access to end recovery or resist tools you can simply joust the killing blow on carnies/super stunners. That to me is far more useful and helpful than telling people to play powerset x. /rant off
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High energy defense/ranged defense is the solution against powers that need to hit you like sappers or mu bolts. Jousting is how you solve your problem with super stunners and carnies draining you when they die. Hop/run away from the target right before you activate the killing blow and let your momentum carry you away. You need to practice the timing. Try it with single target attacks first. Once you get comfortable with that try pbaoes, once you get comfortable with pbaoes then try ground based pbaoes. Try this with blaster pbaoe nukes, you will never play the game the same way after you learn how to do this. This is far more effective and fluid with combat jumping. Superspeed/speed of sound is a bonus but not necessary.
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This is how I built mine. TBH I feel the it's a little boring going the whole BF->attack vitals route. My other scrappers feel more dynamic, hopping around the battlefield launching attacks that feel quicker and root you less. It could be a perception thing more than anything, I'm used to faster more fluid animations on my other characters. On survival this build is pretty sturdy. It could do with better end management but it'll get by and incarnates can fix that completely. Hero Plan by Mids' Reborn : Hero Designer 2.7.2.10 https://github.com/Crytilis/mids-reborn-hero-designer Click this DataLink to open the build! S'sss Recharge: Level 50 Natural Scrapper Primary Power Set: Dual Blades Secondary Power Set: Invulnerability Power Pool: Sorcery Power Pool: Leaping Power Pool: Fighting Power Pool: Speed Ancillary Pool: Soul Mastery Hero Profile: Level 1: Nimble Slash -- SprCrtStr-Acc/Dmg(A), SprCrtStr-Dmg/Rchg(3), SprCrtStr-Acc/Dmg/Rchg(3), SprCrtStr-Dmg/EndRdx/Rchg(5), SprCrtStr-Acc/Dmg/EndRdx/Rchg(5), SprCrtStr-Rchg/+50% Crit(7) Level 1: Resist Physical Damage -- GldArm-3defTpProc(A) Level 2: Ablating Strike -- SprScrStr-Acc/Dmg(A), SprScrStr-Acc/Dmg/Rchg(19), SprScrStr-Dmg/EndRdx/Rchg(21), SprScrStr-Acc/Dmg/EndRdx/Rchg(23), SprScrStr-Rchg/+Crit(23), AchHee-ResDeb%(27) Level 4: Mystic Flight -- WntGif-ResSlow(A) Level 6: Combat Jumping -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(7) Level 8: Blinding Feint -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(9), SprBlsCol-Acc/Dmg/EndRdx(9), SprBlsCol-Acc/Dmg/Rchg(17), SprBlsCol-Dmg/EndRdx/Acc/Rchg(17), SprBlsCol-Rchg/HoldProc(19) Level 10: Resist Elements -- RctArm-ResDam/EndRdx(A), RctArm-ResDam/Rchg(11), RctArm-ResDam/EndRdx/Rchg(11), RctArm-ResDam(15) Level 12: Temp Invulnerability -- RctArm-ResDam/EndRdx(A), RctArm-ResDam/Rchg(13), RctArm-ResDam/EndRdx/Rchg(13), RctArm-ResDam(15) Level 14: Boxing -- Empty(A) Level 16: Unyielding -- StdPrt-ResDam/Def+(A) Level 18: Vengeful Slice -- Hct-Dmg(A), Hct-Acc/Dmg/Rchg(29), Hct-Acc/Rchg(29), Hct-Dmg/EndRdx(31), Hct-Dam%(31) Level 20: Hasten -- RechRdx-I(A), RechRdx-I(21) Level 22: Tough -- RctArm-ResDam/EndRdx(A), RctArm-ResDam/Rchg(34), RctArm-ResDam/EndRdx/Rchg(36), RctArm-ResDam(37) Level 24: Weave -- LucoftheG-Def/Rchg+(A), Rct-Def(25), Rct-Def/EndRdx(25), Rct-ResDam%(27) Level 26: Sweeping Strike -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(33), SprAvl-Acc/Dmg/EndRdx(33), SprAvl-Acc/Dmg/Rchg(33), SprAvl-Acc/Dmg/EndRdx/Rchg(34), FuroftheG-ResDeb%(34) Level 28: Invincibility -- LucoftheG-Def/Rchg+(A), HO:Cyto(50) Level 30: Resist Energies -- RctArm-ResDam/EndRdx(A), RctArm-ResDam/Rchg(31), RctArm-ResDam/EndRdx/Rchg(43), RctArm-ResDam(46) Level 32: Dull Pain -- Pnc-Heal/EndRedux(A), Pnc-EndRdx/Rchg(37), Pnc-Heal/Rchg(37), Pnc-Heal/EndRedux/Rchg(40), Pnc-Heal(40) Level 35: Tough Hide -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(36), LucoftheG-Def/Rchg(36) Level 38: Moonbeam -- Apc-Dmg(A), Apc-Acc/Dmg/Rchg(39), Apc-Acc/Rchg(39), Apc-Dmg/EndRdx(39), Apc-Dam%(40) Level 41: Soul Storm -- SprEnt-Acc/Hold(A), SprEnt-Hold/Rchg(42), SprEnt-End/Rchg(42), SprEnt-Acc/Hold/End(42), SprEnt-Acc/Hold/End/Rchg(43), SprEnt-Rchg/AbsorbProc(43) Level 44: Arcane Bolt -- SprWntBit-Acc/Dmg(A), SprWntBit-Acc/Dmg/EndRdx(45), SprWntBit-Acc/Dmg/Rchg(45), SprWntBit-Dmg/EndRdx/Acc/Rchg(45), SprWntBit-Rchg/SlowProc(46), SprWntBit-Dmg/Rchg(46) Level 47: Rune of Protection -- TtnCtn-ResDam/Rchg(A), TtnCtn-ResDam/EndRdx/Rchg(48), UnbGrd-Rchg/ResDam(48), UnbGrd-ResDam/EndRdx/Rchg(48) Level 49: Shadow Meld -- LucoftheG-Def/Rchg+(A), HO:Membr(50), RechRdx-I(50) 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 -- UnbLea-Stlth(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Empty(A) Level 2: Health -- Pnc-Heal/+End(A) Level 2: Hurdle -- Empty(A) Level 2: Stamina -- EndMod-I(A) Level 38: Experimental Injection Level 50: Agility Core Paragon Level 50: Diamagnetic Core Flawless Interface Level 0: Freedom Phalanx Reserve Level 0: Portal Jockey Level 0: Task Force Commander Level 0: The Atlas Medallion Level 1: Quick Form ------------
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I only skipped havoc punch and the aura on my fire/elec. I find I still run out of end even with FoT on my fire/elec so I took powersink. Water has slower animations so I can see why you are not feeling the hurt on your blue bar. That and the fact you are not using thunderstrike. Once I found out that FoT is a sustain I took that and TS, slotted them both with the KD and FF proc and I've been melee tank maging all day err day. The thing about TS is that it has a 12 foot radius and the splash KD can hit up to 16 targets. FoT only has a 10 target limit but a 15 foot radius. Both FoT and TS can stun so there is synergy there also. When you strategically sequence the two you can keep mobs around you down a good while. Fire doesn't have water burst but I can imagine how you can sequence those 3 powers in between building tidal power to max stack to keep mobs down even longer. I took Shocking and 5 slot with the winterset for the defense and the periodic one shot boss hold. The reason I skipped Havoc? Economy wise it was not worth a FF or KD proc, and I needed my set bonuses in my ST melee attacks for my build to give up even one slot for either those procs. lol blaster damage aura. Tl;DR if you want to be a beastly tank mage take Thunderstike and FoT. If you are ok with more pew pew than boom boom then skip TS because it has long animations and long animations are baaad and hurt your deeps.
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Melee blasters take a lot more finesse than simply softcapping your S/L/Ranged defenses and standing in the middle of mobs. I always advocate learning how to move before you dip into melee blasting. It sounds stupid but there are nuances with movement you need to master if you truly want to be a god among blasters. I'd recommend the ranged pew pew approach to start. Do the typical hover blaster with ranged defense softcap thing with fire shield and bonfire with any blaster combination and it'll serve you adequately.
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These days I value the winter sets more than purples for the slow resist and defense bonuses they give. Occasionally I'll have a build that can fit in purples but I have a lot of builds that don't even use them. I know there are plenty of people out there that still shoot for max recharge but I think slow resistance is more important, so I try to aim for at least 60+% on all my builds. I can normally get 80% on most builds that don't have innate slow resistance, at the cost of skipping purples, which I'm ok with.
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I don't have any expectation that the people that I team with will play competently so I make sure that every character I make is self sufficient and each can take alphas for the team. However this does lead me down that path of plowing ahead and being super aggressive without considering the team make up and sometimes that cuts into other people's notion of fun. One thing I never do though is leave hard targets behind for the rest of the team to deal with. I will always stay and clean up especially if the people dealing with those hard targets are not damage oriented. The other day I exemplared down to level 20 something radios with my blaster running on +3/8. As soon as the team lead hit 27 and I got inferno I started essentially soloing the missions, as some of my teammates put it. The tank on the team quit because of it I didn't give him the opportunity to do his job and have fun. That was a case of me not adapting to team dynamics. But I've also seen other players do the same. Tanks that rush forward while the rest of the team which consists of not IOed, pre-32 controllers trying to kill the 3 +4 bosses that they left behind? Seen plenty of those. The speeders that rush to the objective but don't have the means to deal with it themselves so they just say "here's the boss" and wait for the rest of the team? seen those too. I learned my lesson from that experience and the next time I can throttle back and adjust to team dynamics and ensure everyone has fun. From my observations though not a lot of people pay attention to what they are doing while they are playing, maybe they are high, maybe they are sleeping through it, maybe they are truly narcissistic. TL;DR it's about being mindful.
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The dedicated approach is something a lot of new players have gone through. During the early days of CoH on live I saw plenty of 1 attack tanks and defenders. Prior to the introduction of punchvoke and IOs that sort of approach made a little bit more sense than it does now. Tanks specifically have a few tools to keep aggro - taunt, taunt auras, and punchvoke via hitting stuff with attacks. The first two are obvious and the punchvoke is basically taunt built into your attacks. The aura is for keeping things huddled around you, punchvoke is usually for keeping hard targets focused on you together with your taunt aura, and taunt is to keep stuff you can't reach focused on you. Once you learn how to move you can joust punchvoke to temporarily keep stuff focused on you even when they are out of melee range. This is particularly useful when there are adds and you are already occupied by one group. Taking attacks also allow you to solo should you feel like it, otherwise you'd be dependent on teams to level up. In addition, some attacks have secondary effects such as stun or knockdown that can keep you and your team safe. Melee ATs have a hard time during the lower-mid levels without support. This is particularly evident for new players operating on limited influence and on Dual/Single origin enhancements. Leveling is slow if you are not using xp boosters and despite receiving influence, the influence you do get from mobs/mission completion are not scaled high enough for you to afford the constant upgrade of Dual/single origin enhancements, let alone IOs. However, if you take the time to learn the basics of the market you can still make enough influence to kit yourself out even at lower levels. Do taskforces to earn reward merits and use those merits to buy enhancement converters. Then either sell those converters at the auction house to get some seed money, or keep some of them them craft the yellow/orange recipe drops, especially those below level 30, and use the converters to convert those IOs into ones that sell for more. Once you make enough money you can start outfitting your build with attuned IOs. For those IOs that have a higher level requirement fill the gap by using standard invention IOs until you hit the minimum required level. IO sets and set bonuses will drastically alter performance and the current game is played around those IO sets. Once you get a 50 you can start bankrolling your alts, it'll get a lot easier from that point on. With a little bit of research and work you can make sure that your first characters have an enjoyable journey to 50. Go to the AT forums and ask for play/build advice, read the guides on market on how to make influence. If you run into a wall those are only temporary and most of the walls in this game can be solved by money, make an alt, do something different, then come back to that character after you make enough influence to progress on. Also, winning a few costume contests is a good way to get money to kit your characters out. That's a fun mini game too. I find that I am more attached to characters I make with a good costume or a good backstory.
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You don't need hasten. The great thing about Axe is that you can throw in a FF +recharge proc in every attack. The higher AT modifier means you can really go proc heavy for higher budget builds. You can get pretty good stats across the board even with a budget build. The hardest stat to raise without dipping into winter IO sets is -recharge resist and you can get up to 70% without which is not bad. Here is a budget build with no purples, no winter IO sets, no PVP IOs, You have sturdy numbers across the board, Endurance management can be an issue with all the obliterations so I took body mastery. Energy torrent is a great opener and it's more knockdown to complement all your other knockdowns. If you can't afford LOTGs you can easily swap them out with other defense IOs or even SOs and it won't impact your numbers too much except for recharge, but that's where the FF procs come in. Hero Plan by Mids' Reborn : Hero Designer 2.7.2.10 https://github.com/Crytilis/mids-reborn-hero-designer Click this DataLink to open the build! Level 50 Magic Tanker Primary Power Set: Shield Defense Secondary Power Set: Battle Axe Power Pool: Speed Power Pool: Leaping Power Pool: Fighting Ancillary Pool: Energy Mastery Hero Profile: Level 1: Deflection -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(3), UnbGrd-Rchg/ResDam(3), UnbGrd-Max HP%(5), LucoftheG-Def/Rchg+(9), LucoftheG-Def(34) Level 1: Beheader -- PlvFst-Acc/Dmg(A), PlvFst-Acc/Dmg/Rchg(11), PlvFst-Acc/Dmg/EndRdx/Rchg(11), PndSlg-Acc/Dmg(13), PndSlg-Dmg/EndRdx(13), PndSlg-Stun%(15) Level 2: Battle Agility -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(5), LucoftheG-Def(7), LucoftheG-Def/EndRdx/Rchg(7) Level 4: Gash -- FrcFdb-Rechg%(A), CrsImp-Acc/Dmg(15), CrsImp-Dmg/EndRdx(19), CrsImp-Acc/Dmg/Rchg(19), CrsImp-Acc/Dmg/EndRdx(21), CrsImp-Dmg/EndRdx/Rchg(21) Level 6: Super Speed -- BlsoftheZ-Travel/EndRdx(A), BlsoftheZ-ResKB(9) Level 8: Active Defense -- RechRdx-I(A) Level 10: Combat Jumping -- LucoftheG-Def/Rchg+(A), WntGif-ResSlow(31), LucoftheG-Def(40) Level 12: Phalanx Fighting -- Ksm-ToHit+(A) Level 14: Boxing -- Empty(A) Level 16: Build Up -- EncAcc-ToHit/Rchg/EndRdx(A), EncAcc-ToHit/Rchg(17), GssSynFr--Build%(17), RechRdx-I(46) Level 18: Against All Odds -- EndRdx-I(A) Level 20: Whirling Axe -- FrcFdb-Rechg%(A), ScrDrv-Acc/Dmg(23), ScrDrv-Dmg/EndRdx(23), ScrDrv-Acc/Rchg(31), ScrDrv-Acc/Dmg/EndRdx(33), ScrDrv-Dam%(33) Level 22: Tough -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(33), UnbGrd-ResDam/EndRdx/Rchg(34), UnbGrd-Rchg/ResDam(34) Level 24: Weave -- LucoftheG-Def/Rchg+(A), Rct-Def(25), Rct-Def/EndRdx(25), Rct-ResDam%(45) Level 26: Shield Charge -- FrcFdb-Rechg%(A), Obl-Dmg(27), Obl-Acc/Rchg(27), Obl-Acc/Dmg/Rchg(29), Obl-Dmg/Rchg(29), Obl-Acc/Dmg/EndRdx/Rchg(31) Level 28: Grant Cover -- LucoftheG-Def/Rchg+(A) Level 30: Taunt -- Empty(A) Level 32: True Grit -- StdPrt-ResDam/Def+(A), ResDam-I(37), ResDam-I(39), Heal-I(39), Heal-I(39) Level 35: Cleave -- FrcFdb-Rechg%(A), Obl-Dmg(36), Obl-Acc/Rchg(36), Obl-Dmg/Rchg(36), Obl-Acc/Dmg/Rchg(37), Obl-Acc/Dmg/EndRdx/Rchg(37) Level 38: Pendulum -- FrcFdb-Rechg%(A), Obl-Dmg(40), Obl-Acc/Rchg(40), Obl-Dmg/Rchg(42), Obl-Acc/Dmg/Rchg(42), Obl-Acc/Dmg/EndRdx/Rchg(42) Level 41: Conserve Power -- RechRdx-I(A), RechRdx-I(43) Level 44: Physical Perfection -- SynSck-EndMod(A), SynSck-EndMod/Rech(45), SynSck-Dam/Rech(45) Level 47: Energy Torrent -- FrcFdb-Rechg%(A), Bmbdmt-Dam(48), Bmbdmt-Acc/Rech/End(48), Bmbdmt-Dam/Rech(48), Bmbdmt-Acc/Dam/Rech(50), Bmbdmt-Acc/Dam/Rech/End(50) Level 49: One with the Shield -- ResDam-I(A), Heal-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 -- Mrc-Rcvry+(A), NmnCnv-Regen/Rcvry+(43) Level 2: Hurdle -- Empty(A) Level 2: Stamina -- PrfShf-End%(A), SynSck-EndMod(43), SynSck-EndMod/Rech(46), SynSck-EndMod/+RunSpeed(46) ------------
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I tend to shoot for S/L and Ranged Softcap nowadways with a healthy dose of Slow resist which inevitably means I follow a cookie cutter template that will always include the melee, pbaoe, and ranged attack winter sets. Most people ignore slow resist and shoot for recharge and moar recharge, I think it's a mistake for high end builds but we are not talking about that here. Call me crazy but I actually don't mind combustion. I like the radius, it allows me to tag more stuff if things are spread out. But I run an elec/fire so I have a more sustainable AoE rotation. FSC makes sense on an Ice/Fire because you need to kill things DED quick between ice storm and FSC. Not sold on hotfeet, not even as a mule. If you need S/L defense 2 piece rectified recticle in BU and Aim is much more efficient than a full set of oblit. And blessing of zephyrs are far more efficient than guassians if you are looking for range defense. Did a quick and dirty edit on your build keeping with the no winters and purples theme and this is what you could have if you aimed for S/L and Ranged softcap. Hero Plan by Mids' Reborn : Hero Designer 2.7.2.10 https://github.com/Crytilis/mids-reborn-hero-designer Click this DataLink to open the build! Thermodynamic Flux: Level 50 Magic Blaster Primary Power Set: Ice Blast Secondary Power Set: Fire Manipulation Power Pool: Leadership Power Pool: Leaping Power Pool: Fighting Power Pool: Speed Ancillary Pool: Mace Mastery Hero Profile: Level 1: Ice Blast -- SprDfnBrr-Acc/Dmg(A), SprDfnBrr-Dmg/Rchg(3), SprDfnBrr-Acc/Dmg/Rchg(3), SprDfnBrr-Acc/Dmg/EndRdx(5), SprDfnBrr-Acc/Dmg/EndRdx/Rchg(5), SprDfnBrr-Rchg/+Status Protect(7) Level 1: Ring of Fire -- Thn-Acc/Dmg(A), Thn-Acc/Dmg/EndRdx(7), Thn-Dmg/EndRdx/Rchg(9), Thn-Dmg/EndRdx(23), Thn-Dmg/Rchg(23), Thn-Acc/Dmg/Rchg(25) Level 2: Fire Sword -- KntCmb-Dmg/EndRdx(A), KntCmb-Acc/Dmg(17), KntCmb-Dmg/Rchg(17), KntCmb-Dmg/EndRdx/Rchg(19), TchofDth-Acc/Dmg(19) Level 4: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(9), LucoftheG-Def/EndRdx(45) Level 6: Super Jump -- BlsoftheZ-ResKB(A), BlsoftheZ-Travel/EndRdx(11) Level 8: Combat Jumping -- LucoftheG-Def/Rchg+(A), Ksm-ToHit+(11) Level 10: Fire Sword Circle -- Obl-Dmg/Rchg(A), Obl-Acc/Rchg(13), Obl-Dmg(13), Obl-Acc/Dmg/Rchg(15), Obl-Acc/Dmg/EndRdx/Rchg(15), Obl-%Dam(21) Level 12: Ice Storm -- Artl-Acc/Dam(A), Artl-Dam/End(29), Artl-Dam/Rech(34), Artl-Acc/Dam/Rech(36), Artl-Acc/Rech/Rng(40), Artl-End/Rech/Rng(40) Level 14: Freeze Ray -- Thn-Acc/Dmg(A), Thn-Dmg/Rchg(25), Thn-Acc/Dmg/EndRdx(29), Thn-Dmg/EndRdx(33), Thn-Acc/Dmg/Rchg(33), Thn-Dmg/EndRdx/Rchg(42) Level 16: Build Up -- RctRtc-ToHit/Rchg(A), RctRtc-ToHit(27) Level 18: Bitter Ice Blast -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(21), Thn-Dmg/EndRdx/Rchg(31), Thn-Dmg/Rchg(34), Thn-Acc/Dmg/Rchg(36), Thn-Acc/Dmg/EndRdx(36) Level 20: Cauterizing Aura -- PreOptmz-Acc/Rech(A), PreOptmz-EndMod/End/Rech(31), PreOptmz-EndMod/Acc/Rech(33), PreOptmz-EndMod/End(45), PreOptmz-EndMod/Rech(46), PreOptmz-EndMod/Acc/End(50) Level 22: Boxing -- Empty(A) Level 24: Tough -- GldArm-3defTpProc(A), StdPrt-ResDam/Def+(39) Level 26: Aim -- RctRtc-ToHit/Rchg(A), RctRtc-Pcptn(27), GssSynFr--Build%(34) Level 28: Consume -- Erd-Acc/Rchg(A), Erd-Acc/Dmg/Rchg(45), Erd-Acc/Dmg/EndRdx/Rchg(46) Level 30: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(31), LucoftheG-Def/EndRdx(50) Level 32: Blizzard -- SprBlsWrt-Acc/Dmg(A), SprBlsWrt-Dmg/Rchg(40), SprBlsWrt-Acc/Dmg/Rchg(43), SprBlsWrt-Acc/Dmg/EndRdx(43), SprBlsWrt-Acc/Dmg/EndRdx/Rchg(43), SprBlsWrt-Rchg/Dmg%(46) Level 35: Burn -- Obl-Dmg(A), Obl-Acc/Rchg(37), Obl-Dmg/Rchg(37), Obl-Acc/Dmg/Rchg(37), Obl-Acc/Dmg/EndRdx/Rchg(39), Obl-%Dam(42) Level 38: Scorpion Shield -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(39), LucoftheG-Def/EndRdx(42) Level 41: Tactics -- EndRdx-I(A) Level 44: Web Envelope -- EnfOpr-Acc/Rchg(A), EnfOpr-Acc/Immob/Rchg(48), EnfOpr-Acc/EndRdx(48), EnfOpr-Acc/Immob(50) Level 47: Hasten -- RechRdx-I(A), RechRdx-I(48) Level 49: Super Speed -- WntGif-ResSlow(A) Level 1: Brawl -- Empty(A) Level 1: Defiance Level 1: Quick Form 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 -- UnbLea-Stlth(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Empty(A) Level 2: Health -- Pnc-Heal/+End(A) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-End%(A) Level 0: Freedom Phalanx Reserve Level 0: Portal Jockey Level 0: Task Force Commander Level 0: The Atlas Medallion Level 50: Agility Core Paragon ------------
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Worth it, especially on staff tankers. Dooo Eeet!
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I haven't seen anyone "rock the aura" in ages. It's hardly necessary, and it's a playstyle generally associated with CoH beginners thinking healers are the only means of support in this game. But if you are dead set on playing the aura rocking healer type and setting regrowth on auto, get super speed and combat jumping and hop forward as you move, the momentum will carry you a bit before you drop and animate regrowth. This is the fundamentals of jousting, a highly recommended technique for melee blasters. Also the emote trick doesn't work on autopowers, you are gonna have to manually click your heal. Either through a macro that strings the power and the emote or a bind powexecname regrowth$$em liedown
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Arch/Ninja is more natural than /ta. Arch/ninja don't need no silly gadgets, just a bow, some arrows, a sword and ninjaness. You pin cushion stuff first then ninja chop them with your Wu-Tang sword. Ninja! Wu-Tang! Bring Da Rukus!
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On teams I just target a mob and fire all the chain powers, chances are it's targeting a teammate close to me. I'm always in melee though, so it works out for me. Those damn squishies too dumb and too scared to get inside the bubble for their own good just have to fend for themselves.
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Aim with the build up proc will do it, or if you enhance aim for additional to-hit, which some builds may or may not be able to do.
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I'd put the build up proc in aim and then laugh at PPs when they MoG or elude. Same with Veng boosted nemesis, when no one else can hit them, you can.
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You can go bonfire but that pretty much means you are giving up s/l or melee defense. You can probably get by ok with just ranged defense though, if you know how to joust your melee attacks. If you are planning to hoverblast then it's a lot slower to weave in and out of combat. Melee blasters don't skip melee attacks. The way I see it if I have softcapped S/L and Ranged defense I'm gonna go in and smash face. This is how I smash face. More procs, more slow resistance, more smash! Hero Plan by Mids' Reborn : Hero Designer 2.7.2.10 https://github.com/Crytilis/mids-reborn-hero-designer Click this DataLink to open the build! Level 50 Magic Blaster Primary Power Set: Dual Pistols Secondary Power Set: Darkness Manipulation Power Pool: Leaping Power Pool: Concealment Power Pool: Fighting Power Pool: Leadership Ancillary Pool: Mace Mastery Hero Profile: Level 1: Pistols -- SprDfnBrr-Acc/Dmg(A), SprDfnBrr-Dmg/Rchg(3), SprDfnBrr-Acc/Dmg/Rchg(3), SprDfnBrr-Acc/Dmg/EndRdx(5), SprDfnBrr-Acc/Dmg/EndRdx/Rchg(5), SprDfnBrr-Rchg/+Status Protect(7) Level 1: Penumbral Grasp -- CldSns-ToHitDeb(A), CldSns-Acc/ToHitDeb(7), CldSns-Acc/Rchg(13), CldSns-ToHitDeb/EndRdx/Rchg(15), CldSns-Acc/EndRdx/Rchg(21), CldSns-%Dam(43) Level 2: Smite -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx/Rchg(34), KntCmb-Knock%(40), KntCmb-Dmg/EndRdx(46), HO:Nucle(46) Level 4: Super Jump -- BlsoftheZ-Travel/EndRdx(A), BlsoftheZ-ResKB(40) Level 6: Swap Ammo Level 8: Bullet Rain -- FrcFdb-Rechg%(A), Ann-ResDeb%(9), Artl-Acc/Dam(9), Artl-Dam/End(11), Artl-Acc/Dam/Rech(13), HO:Nucle(15) Level 10: Combat Jumping -- LucoftheG-Def/Rchg+(A), Ksm-ToHit+(11), WntGif-ResSlow(48) Level 12: Stealth -- HO:Cyto(A) Level 14: Boxing -- Empty(A) Level 16: Soul Drain -- SprAvl-Acc/Dmg(A), SprAvl-Acc/Dmg/EndRdx(17), SprAvl-Acc/Dmg/Rchg(17), SprAvl-Acc/Dmg/EndRdx/Rchg(19), SprAvl-Rchg/KDProc(19) Level 18: Executioner's Shot -- SprWntBit-Acc/Dmg(A), SprWntBit-Acc/Dmg/EndRdx(43), SprWntBit-Acc/Dmg/Rchg(45), SprWntBit-Dmg/EndRdx/Acc/Rchg(45), SprWntBit-Rchg/SlowProc(45) Level 20: Touch of the Beyond -- PreOptmz-Acc/Rech(A), PreOptmz-EndMod/End(21), PreOptmz-EndMod/Rech(23), PreOptmz-EndMod/Acc/End(37), PreOptmz-EndMod/Acc/Rech(37), PreOptmz-EndMod/End/Rech(37) Level 22: Tough -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(23) Level 24: Weave -- LucoftheG-Def/Rchg+(A), ShlWal-Def/EndRdx(25), ShlWal-Def(25), ShlWal-ResDam/Re TP(27) Level 26: Piercing Rounds -- Artl-Acc/Dam(A), Artl-Dam/End(27), Artl-Dam/Rech(29), Artl-Acc/Dam/Rech(29), Artl-Acc/Rech/Rng(31), Artl-End/Rech/Rng(33) Level 28: Dark Consumption -- Erd-%Dam(A), Erd-Acc/Rchg(33), Erd-Acc/Dmg/Rchg(33), Obl-%Dam(34), ScrDrv-Dam%(34) Level 30: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(31), LucoftheG-Def(31) Level 32: Hail of Bullets -- FrcFdb-Rechg%(A), Erd-Dmg(48), Erd-Acc/Dmg/Rchg(48), Erd-Acc/Dmg/EndRdx/Rchg(50), FuroftheG-ResDeb%(50), Arm-Acc/Dmg/Rchg(50) Level 35: Scorpion Shield -- LucoftheG-Def/Rchg+(A), Rct-Def(36), Rct-Def/EndRdx(36), Rct-ResDam%(36) Level 38: Midnight Grasp -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(39), SprBlsCol-Acc/Dmg/EndRdx(39), SprBlsCol-Dmg/EndRdx/Acc/Rchg(39), SprBlsCol-Rchg/HoldProc(40) Level 41: Shadow Maul -- SprBlsWrt-Acc/Dmg(A), SprBlsWrt-Dmg/Rchg(42), SprBlsWrt-Acc/Dmg/Rchg(42), SprBlsWrt-Acc/Dmg/EndRdx(42), SprBlsWrt-Acc/Dmg/EndRdx/Rchg(43), SprBlsWrt-Rchg/Dmg%(46) Level 44: Tactics -- HO:Cyto(A) Level 47: Victory Rush -- EndMod-I(A) Level 49: Vengeance -- LucoftheG-Def/Rchg+(A) Level 1: Brawl -- Empty(A) Level 1: Defiance Level 1: Quick Form 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 -- UnbLea-Stlth(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Run-I(A) Level 2: Health -- Pnc-Heal/+End(A) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-End%(A) Level 6: Chemical Ammunition Level 6: Cryo Ammunition Level 6: Incendiary Ammunition ------------
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DB is a tougher pairing with Regen, the lack of a +def attack and relatively long animation times can be problematic. However scrappers get access to shadow meld and that is a game changer for regen. Top priorities for building regen survival: Defense - You need defense to absorb the alpha, and that buys you time to whittle down the enemy numbers or to use your heals. Slow Resistance - The majority of your mitigation come from click powers (recon, dull pain, IH, MOG, Shadow meld), if you get slowed you can't use them as quickly and that = death Recharge - You need recharge to make your click mitigation come back faster, but if I were to prioritize between this and slow resistance, slow resistance wins. I can tolerate a 3 second gap in my click powers due to missing a set of recharge bonuses, what I can't tolerate is a 10-20 second gap because I've been hit with -recharge. Conventional wisdom is that with enough recharge you can get by with just blinding feint + attack vitals. You have to take either the T1 or T2 attack so that means you only need to take 5 powers from DB. This creates room for pool powers and patron pools to shore up your survival. Looking at your build you have good S/L resists coupled with decent S/L/Melee def that can be softcapped with a luck, average recharge bonuses and barely any slow resistance. My comments on your power selections and slotting: -Super speed can at the very least be slotted with a winter's gift +20% slow resistance IO instead of the celerity. -You can also 3 slot quick recovery with 3 piece Synapse's Shock for another 10% slow resistance -Blinding feint seems woefully under slotted for ACC. You have FA at higher levels that raises your to-hit but exemped down you are going to have issues connecting with that power. This power is a mini build up, you NEED to connect with this. -Why not 5 piece panacea in IH for more recharge? -5 piece reactive defense in weave for that 3% end discount? Why? 5 Piece red fortune gets you the same S/L resist and recharge. -MOG need more recharge if you are concerned about survival. -Scrappers do enough damage, you don't need assault, I'd rather pick maneuvers just for the LOTG recharge bonus if nothing else. -Other than Focused Acc which helps you hit stuff, the body pool doesn't really do anything for you survival wise especially if you skip energy torrent. Passive regen is not that useful for Regen, your click mitigation have far more impact than an extra 10-15HP per second from passive regen bonuses. You also don't need the extra recovery from physical perfection. -If you are going to stick with body mastery I'd recommend picking up energy torrent for KD and a FF proc, with all that extra end recovery you might also want to consider whirlwind as an end sink. It's end hungry with with the KB->KD and FF procs it does a decent job of keeping mobs around you knocked down, and also helps your recharge. If you do get whirlwind you are going to need better end redux slotting on FA. If I were building this I'd go with the herd and take shadow meld. This is how I would build it. It's expensive due to the winter IOs but you need those to augment your slow resistance. Hero Plan by Mids' Reborn : Hero Designer 2.7.2.10 https://github.com/Crytilis/mids-reborn-hero-designer Click this DataLink to open the build! Level 50 Natural Scrapper Primary Power Set: Dual Blades Secondary Power Set: Regeneration Power Pool: Speed Power Pool: Leaping Power Pool: Fighting Power Pool: Leadership Ancillary Pool: Soul Mastery Hero Profile: Level 1: Nimble Slash -- SprScrStr-Rchg/+Crit(A), SprScrStr-Dmg/Rchg(3), SprScrStr-Acc/Dmg/EndRdx/Rchg(3), HO:Nucle(13) Level 1: Fast Healing -- Mrc-Rcvry+(A) Level 2: Ablating Strike -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(5), KntCmb-Dmg/EndRdx/Rchg(5), KntCmb-Knock%(7), HO:Nucle(7), AchHee-ResDeb%(9) Level 4: Quick Recovery -- SynSck-EndMod/+RunSpeed(A), SynSck-EndMod(21), SynSck-EndMod/Rech(43), PrfShf-End%(46) Level 6: Super Speed -- WntGif-ResSlow(A) Level 8: Blinding Feint -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Acc/Dmg/EndRdx(9), SprBlsCol-Acc/Dmg/Rchg(11), SprBlsCol-Dmg/EndRdx/Acc/Rchg(11), SprBlsCol-Rchg/HoldProc(13) Level 10: Reconstruction -- Prv-Heal(A), Prv-Heal/EndRdx(17), Prv-EndRdx/Rchg(17), Prv-Heal/Rchg(23), Prv-Heal/Rchg/EndRdx(23), Prv-Absorb%(36) Level 12: Combat Jumping -- LucoftheG-Def/Rchg+(A), Ksm-ToHit+(15) Level 14: Hasten -- RechRdx-I(A), RechRdx-I(15) Level 16: Integration -- NmnCnv-Regen/Rcvry+(A) Level 18: Vengeful Slice -- HO:Nucle(A), SprScrStr-Acc/Dmg(19), SprScrStr-Acc/Dmg/Rchg(19), SprScrStr-Dmg/EndRdx/Rchg(21), SprCrtStr-Rchg/+50% Crit(45) Level 20: Whirlwind -- EndRdx-I(A), SuddAcc--KB/+KD(25), FrcFdb-Rechg%(25) Level 22: Boxing -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(40), KntCmb-Dmg/Rchg(42), KntCmb-Dmg/EndRdx/Rchg(42) Level 24: Tough -- GldArm-3defTpProc(A), UnbGrd-ResDam(39), UnbGrd-ResDam/EndRdx(39), UnbGrd-ResDam/EndRdx/Rchg(40), UnbGrd-Max HP%(40) Level 26: Sweeping Strike -- SprAvl-Acc/Dmg(A), SprAvl-Acc/Dmg/EndRdx(27), FuroftheG-ResDeb%(27), SprAvl-Acc/Dmg/Rchg(34), SprAvl-Acc/Dmg/EndRdx/Rchg(37), SprAvl-Rchg/KDProc(39) Level 28: Weave -- LucoftheG-Def/Rchg+(A), ShlWal-Def/EndRdx(29), ShlWal-Def(29), ShlWal-ResDam/Re TP(31) Level 30: Maneuvers -- LucoftheG-Def/Rchg+(A), Rct-Def(31), Rct-Def/EndRdx(31), Rct-ResDam%(33) Level 32: Dull Pain -- Pnc-Heal/EndRedux(A), Pnc-EndRdx/Rchg(33), Pnc-Heal/Rchg(33), Pnc-Heal/EndRedux/Rchg(34), Pnc-Heal(34) Level 35: Dark Blast -- SprWntBit-Acc/Dmg(A), SprWntBit-Acc/Dmg/EndRdx(36), SprWntBit-Acc/Dmg/Rchg(36), SprWntBit-Dmg/EndRdx/Acc/Rchg(37), SprWntBit-Rchg/SlowProc(37) Level 38: Moment of Glory -- LucoftheG-Def/Rchg+(A), EffAdp-EndMod/Rchg(43), RechRdx-I(50) Level 41: Shadow Meld -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/Rchg(42), RechRdx-I(43) Level 44: Soul Storm -- SprEnt-Acc/Hold(A), SprEnt-Acc/Hold/End(45), SprEnt-Hold/Rchg(45), SprEnt-Acc/Hold/End/Rchg(46), SprEnt-Rchg/AbsorbProc(46) Level 47: Instant Healing -- Pnc-Heal/EndRedux(A), Pnc-EndRdx/Rchg(48), Pnc-Heal/Rchg(48), Pnc-Heal/EndRedux/Rchg(48), Pnc-Heal(50) Level 49: Resilience -- StdPrt-ResDam/Def+(A), ResDam-I(50) Level 1: Brawl -- Empty(A) Level 1: Critical Hit Level 1: Quick Form 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 -- Clr-Stlth(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Run-I(A) Level 2: Health -- Pnc-Heal/+End(A) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-End%(A) Level 0: Freedom Phalanx Reserve Level 0: Portal Jockey Level 0: Task Force Commander Level 0: The Atlas Medallion Level 50: Agility Core Paragon Level 50: Ageless Radial Epiphany Level 50: Gravitic Radial Flawless Interface Level 50: Melee Core Embodiment ------------ Notes about the build: -I put absolutely ZERO focus on passive regen. -This build doesn't have as much S/L resistance as yours but it has almost softcapped S/L defense. -It has 90% slow resistance compared to your 35% (gonna assume that you have the winter gift IO in super speed as a quick fix). -If you made the changes to your build as I mentioned above this build will have less global recharge but the FF proc in Whirlwind can make up for that difference. -Both MOG and Shadow Meld are taking ASAP. Instant healing and resilience however, are put off until the very last two picks. I find from personal experience you just don't need instant healing when you have fast recharging reconstruction backed up by decent defenses and slow resistance for lower to mid level content. If I could fit Resilience in earlier I would but the specific sequence of power picks in my build ensure you have almost soft capped defenses exemped down as early as level 25.
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I prefer a lot more stabby stabby with my hydro homie. Thorn bust is poo though, but I took it on my cactus for theme. Hydrate and stab, that's the cactus way! Hero Plan by Mids' Reborn : Hero Designer 2.7.2.10 https://github.com/Crytilis/mids-reborn-hero-designer Click this DataLink to open the build! Level 50 Science Blaster Primary Power Set: Water Blast Secondary Power Set: Plant Manipulation Power Pool: Speed Power Pool: Leaping Power Pool: Fighting Power Pool: Leadership Ancillary Pool: Mace Mastery Hero Profile: Level 1: Aqua Bolt -- SprDfnBrr-Acc/Dmg(A), SprDfnBrr-Dmg/Rchg(3), SprDfnBrr-Acc/Dmg/Rchg(3), SprDfnBrr-Acc/Dmg/EndRdx(5), SprDfnBrr-Acc/Dmg/EndRdx/Rchg(13), SprDfnBrr-Rchg/+Status Protect(34) Level 1: Entangle -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(5), Thn-Acc/Dmg/Rchg(40), Thn-Acc/Dmg/EndRdx(40), Thn-Dmg/Rchg(43), Thn-Dmg/EndRdx/Rchg(50) Level 2: Water Burst -- FrcFdb-Rechg%(A), SprFrzBls-Acc/Dmg(48), SprFrzBls-Acc/Dmg/EndRdx(50), SprFrzBls-Dmg/EndRdx/Acc/Rchg(50) Level 4: Super Speed -- BlsoftheZ-ResKB(A) Level 6: Whirlpool -- Artl-Acc/Dam(A), Artl-Dam/End(7), Artl-Dam/Rech(7), Artl-Acc/Dam/Rech(9), Artl-Acc/Rech/Rng(11), Artl-End/Rech/Rng(13) Level 8: Tidal Forces -- RctRtc-ToHit/Rchg(A), RctRtc-Pcptn(9) Level 10: Toxins -- RctRtc-ToHit(A), RctRtc-ToHit/Rchg(11) Level 12: Dehydrate -- SprWntBit-Acc/Dmg(A), SprWntBit-Acc/Dmg/EndRdx(46), SprWntBit-Acc/Dmg/Rchg(46), SprWntBit-Dmg/EndRdx/Acc/Rchg(48), SprWntBit-Rchg/SlowProc(48) Level 14: Combat Jumping -- LucoftheG-Def/Rchg+(A), Ksm-ToHit+(15), WntGif-ResSlow(15) Level 16: Skewer -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Acc/Dmg/EndRdx(17), SprBlsCol-Dmg/EndRdx(17), SprBlsCol-Dmg/EndRdx/Acc/Rchg(19), SprBlsCol-Rchg/HoldProc(19) Level 18: Boxing -- Empty(A) Level 20: Wild Fortress -- PreOptmz-Acc/Rech(A), PreOptmz-EndMod/End(21), PreOptmz-EndMod/Rech(21), PreOptmz-EndMod/Acc/End(23), PreOptmz-EndMod/Acc/Rech(25), PreOptmz-EndMod/End/Rech(25) Level 22: Hasten -- RechRdx-I(A), RechRdx-I(23) Level 24: Tough -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(29) Level 26: Weave -- LucoftheG-Def/Rchg+(A), ShlWal-Def/EndRdx(27), ShlWal-Def(27), ShlWal-ResDam/Re TP(29) Level 28: Ripper -- FrcFdb-Rechg%(A), Erd-Dmg(31), Erd-Acc/Dmg/EndRdx/Rchg(33), Erd-Acc/Dmg/Rchg(33), HO:Nucle(33) Level 30: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(31), LucoftheG-Def(31), LucoftheG-Def/EndRdx/Rchg(46) Level 32: Geyser -- Artl-Acc/Dam(A), Artl-Dam/End(34), Artl-Dam/Rech(34), Artl-Acc/Dam/Rech(37), Artl-Acc/Rech/Rng(37), Artl-End/Rech/Rng(37) Level 35: Scorpion Shield -- LucoftheG-Def/Rchg+(A), Rct-Def(36), Rct-Def/EndRdx(36), Rct-ResDam%(36) Level 38: Thorn Burst -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(39), SprAvl-Acc/Dmg/EndRdx(39), SprAvl-Acc/Dmg/EndRdx/Rchg(39), SprAvl-Rchg/KDProc(40) Level 41: Water Jet -- SprBlsWrt-Acc/Dmg(A), SprBlsWrt-Dmg/Rchg(42), SprBlsWrt-Acc/Dmg/Rchg(42), SprBlsWrt-Acc/Dmg/EndRdx(42), SprBlsWrt-Acc/Dmg/EndRdx/Rchg(43), SprBlsWrt-Rchg/Dmg%(43) Level 44: Vines -- BslGaz-Acc/Hold(A), BslGaz-Acc/Rchg(45), BslGaz-EndRdx/Rchg/Hold(45), BslGaz-Acc/EndRdx/Rchg/Hold(45) Level 47: Spore Cloud -- HO:Enzym(A) Level 49: Tactics -- HO:Cyto(A) Level 1: Brawl -- Empty(A) Level 1: Defiance Level 1: Quick Form 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) Level 2: Hurdle -- Empty(A) Level 2: Stamina -- PrfShf-End%(A) Level 1: Combo Level 1 Level 1: Combo Level 2 Level 1: Combo Level 3 ------------