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stryve
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Ice Armor is generally considered to be the weakest of the Sentinel armor sets, and does have some glaring issues. That said, it can be made to work just fine, and I have an Energy/Ice Sent that I enjoy a lot. There is a pretty good overview of /Ice here, though I disagree on a couple points. Some highlights from my own experience are: Hoarfrost is great, but has a long recharge. If you can get the recharge to match the duration (120 seconds), it's even better. Wet Ice is your Mez Protection, so obviously take it as soon as possible. I do wish you could enhance the Def All portion, but on the other hand you don't have to invest any slots, so trade offs. Frigid Shield is a fast-cycling Absorb Shield like Instant Regeneration from Sentinel Regen, which should be great. Unfortunately it gives a very small amount of Absorb, even with heavy investment (89.6 at level 50 with Panacea 5 slotted). I have actually noticed it keeping me alive on multiple occasions, but I five-slotted it more as a mule than for the power itself. Moisture Absorption doesn't stack the Defense buff from multiple targets like Energy Absorption on other Archetypes. It does grab more Endurance from each target, so it's worth trying to hit a group anyway. I still slotted it for Def, since even a small boost to all Typed Def (except Psi) can help. Frost Protection is auto and gives +Max HP. Between this and Hoarfrost it doesn't take much to hit the Max HP cap, which of course means you'll survive longer. Icy Bastion is vastly preferable over Hibernate, in my opinion. It may make you Invulnerable, but it also doesn't lock you in block of ice. 35% Resist to all, 200% Recovery Rate, 400% Regeneration Rate, and more than doubling Mez Protection/Resistance for 30 seconds before any enhancement is pretty darn good. It cannot be made perma, but you can get around 33% uptime if you really try. Wet Ice, Permafrost, Frost Protection, and Frigid Shield all give Recharge Time Resistance; if you take all four, it adds up to 100% resistance. No Slows for you! You may want to invest in Power Pools that give extra survival. I always take at least Maneuvers from Leadership, but also went in for Tough and Weave from Fighting on this build which is much less common. Mitigation from your Primary can make a huge difference; Water Blast is decent for that with Hydro Blast and especially Water Burst at low levels, and Geyser later on. The enemy can't shoot you if they're picking themselves up off the ground. Similarly, Whirlpool can help keep them from closing to punch you in the face. I do also have a Water Blast Sentinel I've been playing up, so I'll probably add some about that later. For now, there's a pretty good overview of the current Sentinel set here.
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Chiming in on the different power pools front, Teleport Target is a great one-slot utility power for getting Singularity where you want it to be. I never did manage to fit it into my own Grav/Time/Primal, but it works really well on my Grav/Kin/Psi. Teleport Target Singularity into position, Wormhole a group onto Singularity, then cycle your rotation into the fountain 'o mobs until they stop flopping. Just make sure both Wormhole and Singularity have KB-KD enhancements so mobs stay piled up instead of being tossed everywhere. Also be aware that the teleport Mag on Wormhole isn't high enough to effect a lot of +3/4 enemies, and the only way I know to get around that is an Ultimate Inspiration.
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It's a bit of a debate between having your highest damage attacks benefit and maximizing proc chance. I ended landing on the maximizing proc chance end of things. To that end, if you take Eagles Claw I'd stick the Critical Strikes proc there. Otherwise, Crippling Axe Kick is probably the next best for chance to proc. I did try putting it in Storm Kick for a while so CAK and EC could benefit, but even with using SK twice per rotation it procced much less often. Plus, Eagles Claw with Critical Strikes proc followed by Dragon's Tail results in an awful lot of critical hits in a mob. My preferred single target rotation in EC-SK-CAK-SK-repeat, switching to EC-DT-SC-CAK-repeat in the middle of a large mob. That does take a lot of Global Recharge to pull off, but SR gives you plenty of opportunity to build it in. Eagles Claw does state that it has a higher crit chance than other MA powers in the description, but if I hadn't seen it mentioned here on the forums I might not have realized the effect lasts a couple seconds longer than the animation. It is noticeable once your watching for it, though.
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Focused Feedback: Blast Power Set Updates
stryve replied to The Curator's topic in [Open Beta] Focused Feedback
I only have Psychic Blast on a Sentinel, but here's my two cents after taking it for a spin on Brainstorm. The cast time reduction on Psychic Scream and Psionic Tornado is pretty great, and does help with AOE, which is something the set struggled with outside Psychic Wail. The new Scramble Minds helps a bit there as well, in a tightly packed group. However, at level 50 Scramble Minds has an unenhanced average damage of 61.7. This is a rather significant reduction from the existing Scramble Thoughts, which has an unenhanced average damage of 217.77. That's less than Telekinetic Blast, and a really noticeable difference in my single target chain. Any reason it was hit quite that hard? -
issue 27 Focused Feedback: Symphony Control
stryve replied to The Curator's topic in [Open Beta] Focused Feedback
Don't have much to add that hasn't already been said in the last few pages, but I did notice something odd when playing around with Symphony Control since the last update. I have the Energy Font proc in Aria of Stasis, and occasionally I'd end up with 4-8 Energy Fonts shortly after engaging a group of enemies. It was intermittent, so I never managed to catch it happening, just look down and realize the pet list was larger than I expected. If I waited around after the fight most of the flock would go away simultaneously, so I figure they must have been mostly triggering off one attack. I've never seen that many Energy Fonts proc at once on any my Live Controllers (2 Gravity, Plant, Dark, Ice) so it stuck out. -
issue 27 Focused Feedback: Ice Control Changes
stryve replied to The Curator's topic in [Open Beta] Focused Feedback
Did some further tests with my Ice/Cold/Ice Controller on both Live and Beta. Well, I say tests but it was really just running PI Radio Missions. in any case, I saw a definite increase in ability on Beta. For instance, on Beta I could handle +2/*8 Malta without much trouble, while on Live I had to be careful against +2/*8 Council. Additionally, I was able to manage a +2/*8 bank Mission on Beta, but failed +1/*8 on Live. Admittedly, Bank Missions have a pretty wide range of difficulty depending on who you end up facing. Arctic Air: I have Contagious Confusion slotted in Arctic Air so standing in a group usually results in most of that group being confused even on Live, but it happens noticeably faster on Beta. That helps with both damage mitigation and output, since the enemy are mostly shooting at each other instead of you when they aren't locked down. Shiver/Cold Snap: I found Cold Snap to be useful as an opener when engaging a group, since the Fear mostly prevents them from shooting or moving as I closed. My other option is Flash Freeze, but I always have trouble choosing a sufficiently central target to hit a whole group. Despite the Fear cone only being 45%, I still found it easier to get a whole group in the first shot. I do agree that the narrow cone makes it largely ineffective once you are up in a group to use Arctic Air and Glacier, though. I rarely used it except when closing, which is still more than I tend to use Shiver on Live. Ice Slick: Usage wise not much changed. Still the best damage mitigation power in the set, which you want to get as close to perma as possible so most enemies are too busy flailing on the ground to shoot at you. Except now it also does more damage than any other power in the set (not counting Jack Frost), and I only have it two-slot for Recharge. Still odd that it doesn't allow Slow Enhancements/Sets, and unfortunate that Pseudo Pet mechanics prevent Containment damage. To be clear, this is on a level 50 toon with full Incarnates, IOs, etc. Not a lot of damage procs, so Ice Control still lacks damage, though Ice Mastery makes up for that a fair bit, and Jack Frost actually hits pretty hard. Getting up to 50 was a while ago, but it was pretty painful, and I'm not surprised that Ice/Cold remains so even with the proposed changes. -
issue 27 Focused Feedback: Sonic Attack Revamp
stryve replied to The Curator's topic in [Open Beta] Focused Feedback
Personally, I don't have a lot of stake in the -Res debate. I don't tend to play at the very high end and my only Sonic Attack toon is a Sentinel, so I'm not looking at huge numbers there regardless. That said, in terms of actual gameplay, I agree with Crasical from way back on Page 2 of this thread. Even at level 50 with an at least halfway decent build (though no Incarnates yet), the set plays a lot smoother. The changes to recharge and animation time really work well together, and the boost to Siren's Song means you can do more than plink with AoE between Dreadful Wails. Siren's Song really does respectable damage now, which seriously helps whittle down Minions and Lieutenants. The shorter range has always been a little odd, but I deliberately built for enough +range that it's never really been a problem for me. Unfortunately, I also have to agree that the target cap reduction on Howl and Shockwave is just painful. I was running missions at +2x8, and it's disheartening to only have about a third of a group fall over when you fire off Shockwave. Plus, neither of those powers is doing more than Shriek per target, so it feels pretty harsh to reduce the total number of targets by 40%. I do get trying to smooth out some of the quirks of legacy set designs, but why are melee target caps being applied to cones with a base range of 50' in the first place? For that matter, why do cones have a target cap penalty in general? They already pay opportunity cost for ease of use compared to targeted AoEs, especially on sets that combine several cones with a PBAoE Nova like Sonic. Overall I really did like the changes, despite the target cap issue. -
issue 27 Focused Feedback: Ice Control Changes
stryve replied to The Curator's topic in [Open Beta] Focused Feedback
Ported my existing Ice/Cold Controller over to Beta to try out the changes, and was quite pleased with the results. Definitely felt a lot less grindy to solo radio missions (only +1x8, but still) with no changes to my build. Cold Snap (Shiver) is pretty good for initial mitigation, the Fear allowing me to fire it off on approach then jump right in a mob and fire off Glacier, or Flash Freeze if Glacier is on cooldown. Once I jumped in, I was seeing a fair bit more Confusion from Arctic Air which helps with survivability. The damage from Ice Slick was really nice, too. It's not a huge amount but it adds up, especially if you have enough recharge to keep it on a group more or less permanently. There were some concerns over targeting Cold Snap's secondary Fear cone earlier in this thread, which I'm of two minds on. On the one hand it's not too difficult to manage; as long as you don't fire it off at point blank range and have it more or less centered on a group, you'll probably hit the whole group with both. On the other hand it's a 60' cone in a set that pretty heavily incentives being in melee, which does make it a bit awkward. -
Alright, let's try this again. So, Elude is one of those powers that I really want to like. I mean, first it's the capstone of a set, which automatically triggers my inner completionist. Then it massively increases your positional defenses, doubles your endurance recovery, gives a ridiculous boost to run speed/jump height, throws in some extra defense-debuf resist as well, and lasts for three minutes. That's a lot of talking points for one power, as befits a capstone. Unfortunately, here is where we run into the downsides: the crash and recharge time. The crash is only endurance, so not quite as bad as some of the other T9 crashes, but it still sets both endurance and recovery to zero, which means all your toggles drop and you abruptly have trouble running away fast enough to survive any remaining enemies. Then it takes sixteen minutes and forty seconds to come back up at base recharge. Admittedly, Quickness means that drops to just under fourteen minutes before any Enhancements or set bonuses, but that's still longer than any Lore recharge cycle. I did take Elude on my MA/SR Scrapper while leveling up to 50, but dropped it when I got serious about slotting. It was great to running around basically untouchable while it lasted, but between having to break off before the crash and the abysmal uptime ratio it just wasn't worth it. No matter how much I wanted it to be. A few months later I ran across a few posts speculating about using the Presence Pool's Unrelenting to mitigate the crash, and decided to try my hand at designing a build. I'm sure I'm not the first to try, or the best, but I'd like to think it came out alright in theory. I'm still not sure about all of the slotting, so I haven't actually tried it out yet in-game. Anyone have comments or advice? | Copy & Paste this data into Mids' Reborn : Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1591;729;1458;HEX;| |78DA65944B4F135114C7EFF421B43C4A5B9E2D58288F96160A8DEE8D8AA0C048A53| |E56A60EC34527196933D31A742589AE4D5CC8461317BED8F809FC043EBF80F1B133| |313CD4A50B3CCCF9DB36E9A4CDEFCC7FCE7FCEBDE7DE3BEAC64CEBEBB9CD1342693| |F6D6AB65DC8EB96562A49CBAB6AD70D5DD0D5B25CB1F5E2E04C45D76E36D17DF47F| |4A4195A6941955B3CA8666164E5A653B567D3623D7E4BA2D33F9CAE1DDB25C33E58| |6B4853F572C9A997C49CAD59013CE162D5D168A6B852B8669061D49D5D68D52C5D4| |CA46713DE0288B525B95967DC32885CE940C3D73CAD4EEC882AAD96569DDEEA5314| |DD1FFD1E1E09CEBC02BAE7984C8FA44BB06AE30433AB8CA1C934CF5D0ABC0DBA538| |9ACB0FB6303D6D603BF34880799EBC0ABC0ABC47E06D86B7195E3FBC7E7897C8EB6| |6AFCBDD4C41C2275A3DA08FB945395ECCCB3BE6727C9D0930C9EC1E0753CC913433| |4EDE267EBF684A0B47CB91E683E683564ED23A730D574BD4CDBD8930137DCC0AE5B| |4B1CFDD7697DF9FD804EF3127EF332F508D00E615E8E0B9767482E8518472825C53| |04233C8E5B54238C718497382FA5322772CC28F9BAE0EB82EFC1A8103DA8D7F383C| |73BF913DC612E93AF0FF3EE9B645F9EB4287CD159CEEB9F0717988F296700EB3BF0| |99B5A35FC0AFE037E6E077107D7842DE18D62EF616CFDE3187DE831FC08FCC914FC| |C8BE48DA36E1C3D1BC6BE1AC6BE1AC6BE1AC1BE1AC3BEBA44DE51ACD5E81CBF6FE2| |2C788E99C53C83949B449DE42E6BE37BE03EF88B99FA0DFE6186C89B464FD343DCD| |3306919BC2FF38CFB30F51C7C01BE64665F81DBD8CFE49DC6DA4E63CEFD9EEAB9A6| |1F5D22E6A99ED6838554F5E941AA2173BA41C93628C71A94E30DCA62BD8279E63C1| |804694A94355F079D678C66C75FFD2E0805FB6DAFA6B99421EE61EF659E67EF3C9F| |F7DD7A5F927DFBF5BE3DFE66451E72CF225BCCAB7E67744E6DAD2E5EA98B7375F1D| |F6EB2A18BDB718AA13F0DD7E237E15A8ED5538BFF01A36EF805| |-------------------------------------------------------------------| Hero Plan by Mids' Reborn : Hero Designer 2.7.1.15 https://github.com/Crytilis/mids-reborn-hero-designer Click this DataLink to open the build! Rusco Ducam: Level 50 Magic Scrapper Primary Power Set: Martial Arts Secondary Power Set: Super Reflexes Power Pool: Speed Power Pool: Force of Will Power Pool: Presence Power Pool: Leadership Hero Profile: Level 1: Storm Kick -- SprCrtStr-Acc/Dmg(A), SprCrtStr-Dmg/Rchg(15), SprCrtStr-Acc/Dmg/Rchg(15), SprCrtStr-Dmg/EndRdx/Rchg(19), SprCrtStr-Acc/Dmg/EndRdx/Rchg(19), SprCrtStr-Rchg/+50% Crit(39) Level 1: Focused Fighting -- LucoftheG-Def/Rchg+(A), RedFrt-Def/EndRdx(3), RedFrt-Def/Rchg(3), RedFrt-Def/EndRdx/Rchg(5), RedFrt-Def(5), RedFrt-EndRdx(7) Level 2: Focused Senses -- LucoftheG-Def/Rchg+(A), RedFrt-Def/EndRdx(7), RedFrt-Def/Rchg(9), RedFrt-Def/EndRdx/Rchg(9), RedFrt-Def(11), RedFrt-EndRdx(11) Level 4: Agile -- GifoftheA-Def(A), GifoftheA-Def/EndRdx(13), GifoftheA-Run+(13) Level 6: Cobra Strike -- Hct-Dmg(A), Hct-Dmg/Rchg(21), Hct-Acc/Dmg/Rchg(21), Hct-Acc/Rchg(23), Hct-Dmg/EndRdx(23), Hct-Dam%(37) Level 8: Hasten -- RechRdx-I(A) Level 10: Practiced Brawler -- RechRdx-I(A) Level 12: Mighty Leap -- WntGif-ResSlow(A), WntGif-RunSpd/Jump/Fly/Rng/EndRdx(39), WntGif-RunSpd/Jump/Fly/Rng(40) Level 14: Project Will -- FrcFdb-Dmg/KB(A), FrcFdb-Acc/KB(40), FrcFdb-Dmg/EndRdx/KB(40), FrcFdb-Rechg%(46) Level 16: Dodge -- LucoftheG-Def/EndRdx(A), LucoftheG-Def(17), LucoftheG-Def/Rchg+(17) Level 18: Provoke -- Acc-I(A) Level 20: Unleash Potential -- DctWnd-Heal(A), DctWnd-Heal/Rchg(43), DctWnd-Rchg(45) Level 22: Intimidate -- Acc-I(A) Level 24: Unrelenting -- Prv-Heal(A), Prv-Heal/Rchg(46), Prv-Absorb%(46) Level 26: Quickness -- Run-I(A) Level 28: Lucky -- ShlWal-Def/EndRdx(A), ShlWal-Def(29), ShlWal-ResDam/Re TP(29) Level 30: Dragon's Tail -- OvrFrc-Acc/Dmg(A), OvrFrc-Acc/Dmg/End(31), OvrFrc-Dmg/End/Rech(31), OvrFrc-Acc/Dmg/End/Rech(31), OvrFrc-Dam/KB(33), FrcFdb-Rechg%(33) Level 32: Eagles Claw -- SprScrStr-Acc/Dmg(A), SprScrStr-Dmg/Rchg(33), SprScrStr-Acc/Dmg/Rchg(34), SprScrStr-Dmg/EndRdx/Rchg(34), SprScrStr-Acc/Dmg/EndRdx/Rchg(34), SprScrStr-Rchg/+Crit(37) Level 35: Evasion -- LucoftheG-Def/Rchg+(A), RedFrt-Def/EndRdx(36), RedFrt-Def/Rchg(36), RedFrt-Def/EndRdx/Rchg(36), RedFrt-Def(37), RedFrt-EndRdx(39) Level 38: Elude -- ShlWal-Def/Rchg(A), ShlWal-EndRdx/Rchg(45), ShlWal-Def/EndRdx/Rchg(45), ShlWal-Def(50) Level 41: Maneuvers -- Rct-Def(A), Rct-Def/EndRdx(42), Rct-EndRdx/Rchg(42), Rct-Def/Rchg(42), Rct-Def/EndRdx/Rchg(43), Rct-ResDam%(43) Level 44: Assault -- EndRdx-I(A) Level 47: Tactics -- GssSynFr--ToHit(A), GssSynFr--ToHit/Rchg(48), GssSynFr--ToHit/Rchg/EndRdx(48), GssSynFr--Rchg/EndRdx(48), GssSynFr--ToHit/EndRdx(50), GssSynFr--Build%(50) Level 49: Vengeance -- LucoftheG-Def/Rchg+(A) 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 -- EndRdx-I(A) Level 2: Rest -- IntRdx-I(A) Level 4: Ninja Run Level 2: Swift -- Run-I(A) Level 2: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(25), Mrc-Rcvry+(25) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- SynSck-EndMod/+RunSpeed(A), PrfShf-EndMod(27), PrfShf-End%(27) Level 0: Portal Jockey Level 0: Task Force Commander Level 0: The Atlas Medallion Level 0: Freedom Phalanx Reserve Level 50: Agility Radial Paragon Level 50: Assault Radial Embodiment Level 50: Barrier Core Epiphany Level 50: Diamagnetic Core Flawless Interface Level 50: Vorpal Core Final Judgement ------------
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So, I have been thinking about alternate builds for my MA/SR scrapper, and doing a forum crawl looking for inspiration. Along the way I came across a post by Redlynne speculating on synergising Elude with Unrelenting and Unleash Potential, and decided to try my hand at it. I'm sure there's a lot of room for improvement, but any thoughts? Hero Plan by Mids' Reborn : Hero Designer 2.7.1.15 https://github.com/Crytilis/mids-reborn-hero-designer Click this DataLink to open the build! Rusco Ducam: Level 50 Magic Scrapper Primary Power Set: Martial Arts Secondary Power Set: Super Reflexes Power Pool: Speed Power Pool: Force of Will Power Pool: Presence Power Pool: Leadership Hero Profile: Level 1: Storm Kick -- SprCrtStr-Acc/Dmg(A), SprCrtStr-Dmg/Rchg(15), SprCrtStr-Acc/Dmg/Rchg(15), SprCrtStr-Dmg/EndRdx/Rchg(19), SprCrtStr-Acc/Dmg/EndRdx/Rchg(19), SprCrtStr-Rchg/+50% Crit(39) Level 1: Focused Fighting -- LucoftheG-Def/Rchg+(A), RedFrt-Def/EndRdx(3), RedFrt-Def/Rchg(3), RedFrt-Def/EndRdx/Rchg(5), RedFrt-Def(5), RedFrt-EndRdx(7) Level 2: Focused Senses -- LucoftheG-Def/Rchg+(A), RedFrt-Def/EndRdx(7), RedFrt-Def/Rchg(9), RedFrt-Def/EndRdx/Rchg(9), RedFrt-Def(11), RedFrt-EndRdx(11) Level 4: Agile -- GifoftheA-Def(A), GifoftheA-Def/EndRdx(13), GifoftheA-Run+(13) Level 6: Cobra Strike -- Hct-Dmg(A), Hct-Dmg/Rchg(21), Hct-Acc/Dmg/Rchg(21), Hct-Acc/Rchg(23), Hct-Dmg/EndRdx(23), Hct-Dam%(37) Level 8: Hasten -- RechRdx-I(A) Level 10: Practiced Brawler -- RechRdx-I(A) Level 12: Weaken Resolve -- AnlWkn-DefDeb(A), AnlWkn-Acc/DefDeb(39), AnlWkn-DefDeb/EndRdx/Rchg(40), AnlWkn-Acc/Rchg/EndRdx(50) Level 14: Project Will -- FrcFdb-Dmg/KB(A), FrcFdb-Acc/KB(40), FrcFdb-Dmg/EndRdx/KB(40), FrcFdb-Rechg%(46) Level 16: Dodge -- LucoftheG-Def/EndRdx(A), LucoftheG-Def(17), LucoftheG-Def/Rchg+(17) Level 18: Provoke -- Acc-I(A) Level 20: Unleash Potential -- DctWnd-Heal(A), DctWnd-Heal/Rchg(43), DctWnd-Rchg(45) Level 22: Intimidate -- Acc-I(A) Level 24: Unrelenting -- Prv-Heal(A), Prv-Heal/Rchg(46), Prv-Absorb%(46) Level 26: Quickness -- Run-I(A) Level 28: Lucky -- ShlWal-Def/EndRdx(A), ShlWal-Def(29), ShlWal-ResDam/Re TP(29) Level 30: Dragon's Tail -- OvrFrc-Acc/Dmg(A), OvrFrc-Acc/Dmg/End(31), OvrFrc-Dmg/End/Rech(31), OvrFrc-Acc/Dmg/End/Rech(31), OvrFrc-Dam/KB(33), FrcFdb-Rechg%(33) Level 32: Eagles Claw -- SprScrStr-Acc/Dmg(A), SprScrStr-Dmg/Rchg(33), SprScrStr-Acc/Dmg/Rchg(34), SprScrStr-Dmg/EndRdx/Rchg(34), SprScrStr-Acc/Dmg/EndRdx/Rchg(34), SprScrStr-Rchg/+Crit(37) Level 35: Evasion -- LucoftheG-Def/Rchg+(A), RedFrt-Def/EndRdx(36), RedFrt-Def/Rchg(36), RedFrt-Def/EndRdx/Rchg(36), RedFrt-Def(37), RedFrt-EndRdx(39) Level 38: Elude -- WntGif-RunSpd/Jump/Fly/Rng(A), WntGif-RunSpd/Jump/Fly/Rng/EndRdx(45), WntGif-ResSlow(45) Level 41: Maneuvers -- Rct-Def(A), Rct-Def/EndRdx(42), Rct-EndRdx/Rchg(42), Rct-Def/Rchg(42), Rct-Def/EndRdx/Rchg(43), Rct-ResDam%(43) Level 44: Assault -- EndRdx-I(A) Level 47: Tactics -- GssSynFr--ToHit(A), GssSynFr--ToHit/Rchg(48), GssSynFr--ToHit/Rchg/EndRdx(48), GssSynFr--Rchg/EndRdx(48), GssSynFr--ToHit/EndRdx(50), GssSynFr--Build%(50) Level 49: Vengeance -- LucoftheG-Def/Rchg+(A) 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 -- EndRdx-I(A) Level 2: Rest -- IntRdx-I(A) Level 4: Ninja Run Level 2: Swift -- Run-I(A) Level 2: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(25), Mrc-Rcvry+(25) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- SynSck-EndMod/+RunSpeed(A), PrfShf-EndMod(27), PrfShf-End%(27) Level 0: Portal Jockey Level 0: Task Force Commander Level 0: The Atlas Medallion Level 0: Freedom Phalanx Reserve Level 50: Agility Radial Paragon Level 50: Assault Radial Embodiment Level 50: Barrier Core Epiphany Level 50: Diamagnetic Core Flawless Interface Level 50: Vorpal Core Final Judgement ------------