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Lexelot

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Posts posted by Lexelot

  1. On 6/4/2020 at 5:59 AM, drbuzzard said:

    The tanker damage scalar is higher, hence the bonus you get from rage is greater. 

     

    Brutes have a damage scalar of 0.75 vs. tankers now having a damage scalar of 0.95. 

     

    So if we look at a brute at the fury cap ( which is around 80% in normal situations iirc, but I may be a bit off), that gives +160% damage plus normal slotting (gives close to +100% base damage, again, not quite, but I'm math lazy and like round numbers). 

     

    That means a slotted up brute at fury cap does 0.75 *3.6 = 2.6 * base damage of a power. 

     

    A tanker, however, with normal slotting (again rounded to +100%) is 0.95 *2 = 1.9 * base damage of a power.

     

    We then add rage which boosts the user with 80% damage boost. 

     

    Brute goes to 0.75*4.4 = 3.3 * base damage of a power 26% increase

    tanker goes to 0.95 *2.8 = 2.66 * base damage of a power 40% increase

     

    We double stack rage and:

    Brute goes to 0.75*5.2 = 4.94 * base damage of a power 37% increase

    tanker goes to 0.95 *3.6 =3.42 * base damage of a power 80% increase

     

    So while brutes do remain ahead in damage, the gap gets smaller with rage (and even moreso with double stacked rage) and the benefits are more pronounced on tankers. 

     

    In relevance to the OP, I've been build building some brutes of late to contrast to the many tanks I build to try out the big tanker buff. It's quite clear the damage gap is still strongly in favor of the brute, especially how easy it is to hold up fury now. However, if you pick a set which leveraged the AOE changes (war mace is a very strong example), tankers really do a great job of reaping crowds now, and hit notably harder than they did. The durability gap is also quite large. As with all things, there's that opportunity cost on making builds, and as you like durable brutes, you have to make a lot of design choices chasing durability on a brute that come much easier on a tanker. Getting to 90% resistance, or higher defense numbers is simply tougher. The tanker will simply heal more due to greater base and max hit points.  I also make my brutes as tough as I can, and I've been playing the recent ones through DA missions, and the durability gap really shows there since it's generally about as hard as the game gets. The brutes will get beat down if I set to maximum, while my tankers will pretty much stroll on through. If the brute is durable to the particular faction attacks, the advantage in damage is evident how fast I can clear, but if there's a damage hole, the brute will have to be much more cautious or sets things much lower. 

    Wouldn't it technically be even closer ? It looks like you have a typo for the brute calculation on double stacked rage:

     

    0.75*5.2 = 3.9

     

    So 3.9 vs 3.42 of tanker

  2. Hi all,

     

    Put together a build -- It's significantly overcapped on S/L/F/C/E/Psi, but I can't seem to find a combination that doesn't deteriorate my defenses/recharge while shoring up Neg/Toxic enough.

    Wondering if going Brute might be a better idea to gain some damage (lose some AOE potential) to offset the overages.

     

    DDR hole outside of Ageless obviously, but with EA, I think that's expected and isn't really avoidable?

     

    Any recommendations would be most welcome!

     

    Spoiler

    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: Electric Armor
    Secondary Power Set: Fiery Melee
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Speed
    Power Pool: Leadership
    Ancillary Pool: Energy Mastery

    Hero Profile:
    Level 1: Charged Armor -- StdPrt-ResDam/Def+(A), GldArm-ResDam(21), GldArm-3defTpProc(31)
    Level 1: Scorch -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Rchg/HoldProc(3), SprBlsCol-Dmg/EndRdx/Acc/Rchg(5), SprBlsCol-Dmg/EndRdx(7), SprBlsCol-Acc/Dmg/EndRdx(7), SprBlsCol-Acc/Dmg/Rchg(9)
    Level 2: Lightning Field -- Arm-Dmg(A), Arm-Dam%(3), Arm-Dmg/Rchg(11), Arm-Acc/Dmg/Rchg(13), Arm-Acc/Rchg(13), Arm-Dmg/EndRdx(15)
    Level 4: Conductive Shield -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(5), UnbGrd-Rchg/ResDam(17), UnbGrd-ResDam/EndRdx/Rchg(17), UnbGrd-Max HP%(19)
    Level 6: Combustion -- SprMghoft-Acc/Dmg(A), SprMghoft-Acc/Dmg/Rchg(23), SprMghoft-Dmg/EndRdx/Rchg(23), SprMghoft-Acc/Dmg/EndRdx/Rchg(25), SprMghoft-Rchg/Res%(25)
    Level 8: Combat Jumping -- ShlWal-ResDam/Re TP(A), Ksm-ToHit+(9), Rct-ResDam%(11)
    Level 10: Static Shield -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(27), UnbGrd-EndRdx/Rchg(29), UnbGrd-Rchg/ResDam(29), UnbGrd-ResDam/EndRdx/Rchg(31)
    Level 12: Super Jump -- WntGif-ResSlow(A)
    Level 14: Grounded -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(15), UnbGrd-EndRdx/Rchg(19), UnbGrd-Rchg/ResDam(21), UnbGrd-ResDam/EndRdx/Rchg(27)
    Level 16: Energize -- Prv-Heal(A), Prv-Heal/EndRdx(31), Prv-EndRdx/Rchg(33), Prv-Heal/Rchg(33), Prv-Heal/Rchg/EndRdx(33), Prv-Absorb%(34)
    Level 18: Lightning Reflexes -- Run-I(A)
    Level 20: Kick -- Empty(A)
    Level 22: Build Up -- GssSynFr--Build%(A), GssSynFr--ToHit/Rchg(34)
    Level 24: Tough -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(34), UnbGrd-EndRdx/Rchg(36), UnbGrd-Rchg/ResDam(36), UnbGrd-ResDam/EndRdx/Rchg(36)
    Level 26: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(37), LucoftheG-Def/Rchg(37), LucoftheG-EndRdx/Rchg(37), LucoftheG-Def/EndRdx/Rchg(39), LucoftheG-Def(39)
    Level 28: Fire Sword Circle -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(39), SprAvl-Acc/Dmg/EndRdx(40), SprAvl-Acc/Dmg/Rchg(40), SprAvl-Acc/Dmg/EndRdx/Rchg(40), SprAvl-Rchg/KDProc(48)
    Level 30: Power Sink -- PrfShf-End%(A)
    Level 32: Hasten -- RechRdx-I(A), RechRdx-I(42)
    Level 35: Incinerate -- SprGntFis-Acc/Dmg(A), SprGntFis-Rchg/+Absorb(42), SprGntFis-Acc/Dmg/Rchg(42), SprGntFis-Acc/Dmg/EndRdx/Rchg(43), SprGntFis-Dmg/EndRdx/Rchg(43), TchofDth-Dam%(43)
    Level 38: Greater Fire Sword -- Hct-Dmg(A), Hct-Dmg/Rchg(45), Hct-Acc/Dmg/Rchg(45), Hct-Acc/Rchg(45), Hct-Dmg/EndRdx(46), Hct-Dam%(46)
    Level 41: Conserve Power -- RechRdx-I(A)
    Level 44: Physical Perfection -- Pnc-Heal/+End(A)
    Level 47: Maneuvers -- LucoftheG-Def/Rchg+(A), ShlWal-Def(48), ShlWal-Def/EndRdx(50), ShlWal-Def/Rchg(50), ShlWal-Def/EndRdx/Rchg(50)
    Level 49: Assault -- EndRdx-I(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 -- Clr-Stlth(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run 
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- Mrc-Rcvry+(A), NmnCnv-Regen/Rcvry+(46)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(48)
    Level 50: Agility Core Paragon 
    Level 50: Assault Radial Embodiment 
    Level 50: Ageless Radial Epiphany 
    ------------

     

  3. Messed around a bit more and I think I at least have a more well-rounded build now. Brought Hasten back in and dumped Assault for it -- a pity, but I do like Hasten having a lot less downtime (with lucky Force Feedback procs every so often), which in turn brings down the absorbs a great deal and Blackstar to a lovely 26-33 second recharge.

     

    Ablative is nearly 100% uptime now, so that should help significantly as I had to drop Defense quite a bit from the very original stanker build.

     

    Played around with adding some procs and added a few to Umbral Torrent -- I know you mentioned they're better in ST, but I already was going to use Force Feedback and KB to KD in Torrent, so I figured a couple added here wouldn't be bad. I added a few to the other powers, but the defense/resistance loss got me into the 'OMG im going to be tissue paper' fear stage, so I reverted -- an unfortunate side effect of being a career Tanker.

     

    Now I just have to figure out if Mind Probe + Dominate + Link Minds are worth the 3 slots, or if Assault + 2 other fillers will be better. I've heard a lot of good things on Mind Probe + Dominate, but it just seems like I have an overabundance of attacks, with pretty low recharge times.

     

    Spoiler

    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 Sentinel
    Primary Power Set: Dark Blast
    Secondary Power Set: Bio Armor
    Power Pool: Flight
    Power Pool: Fighting
    Power Pool: Speed
    Ancillary Pool: Psionic Mastery

    Hero Profile:
    Level 1: Dark Blast -- Dvs-Acc/Dmg(A), Dvs-Dmg/EndRdx(5), Dvs-Dmg/Rchg(5), Dvs-Acc/Dmg/Rchg(7), Dvs-Acc/Dmg/EndRdx/Rchg(31), Dvs-Hold%(36)
    Level 1: Hardened Carapace -- UnbGrd-Max HP%(A), UnbGrd-ResDam/EndRdx(9), UnbGrd-ResDam(9), UnbGrd-EndRdx/Rchg(11), UnbGrd-Rchg/ResDam(11), UnbGrd-ResDam/EndRdx/Rchg(13)
    Level 2: Umbral Torrent -- FrcFdb-Rechg%(A), OvrFrc-Dam/KB(3), ExpStr-Dam%(7), Bmbdmt-+FireDmg(34), CldSns-%Dam(36), PstBls-Dam%(36)
    Level 4: Inexhaustible -- Pnc-Heal/+End(A)
    Level 6: Abyssal Gaze -- Apc-Dmg(A), Apc-Dmg/EndRdx(27), Apc-Dam%(29), Apc-Dmg/Rchg(37), Apc-Acc/Dmg/Rchg(37), Apc-Acc/Rchg(37)
    Level 8: Environmental Adaptation -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(13), ShlWal-Def/EndRdx/Rchg(29), ShlWal-Def(31), ShlWal-Def/EndRdx(31)
    Level 10: Adaptation 
    Level 12: Dark Obliteration -- SprSntWar-Acc/Dmg(A), SprSntWar-Dmg/Rchg(42), SprSntWar-Acc/Dmg/Rchg(42), SprSntWar-Acc/Dmg/EndRdx(43), SprSntWar-Acc/Dmg/EndRdx/Rchg(43), SprSntWar-Rchg/+Absorb(43)
    Level 14: Hover -- Ksm-ToHit+(A), LucoftheG-Def/Rchg+(15), Rct-ResDam%(15)
    Level 16: Ablative Carapace -- Prv-Absorb%(A), Prv-Heal(17), Prv-Heal/EndRdx(17), Prv-EndRdx/Rchg(19), Prv-Heal/Rchg(19), Prv-Heal/Rchg/EndRdx(25)
    Level 18: Antumbral Beam -- SprOppStr-Acc/Dmg(A), SprOppStr-Dmg/Rchg(39), SprOppStr-Acc/Dmg/Rchg(40), SprOppStr-Acc/Dmg/EndRdx(40), SprOppStr-Acc/Dmg/EndRdx/Rchg(40), SprOppStr-Rchg/+Opportunity(42)
    Level 20: Rebuild DNA -- NmnCnv-Regen/Rcvry+(A), NmnCnv-Heal(21), NmnCnv-Heal/EndRdx(21), NmnCnv-EndRdx/Rchg(23), NmnCnv-Heal/Rchg(23), NmnCnv-Heal/EndRdx/Rchg(25)
    Level 22: Kick -- Empty(A)
    Level 24: Tough -- StdPrt-ResDam/Def+(A)
    Level 26: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(27)
    Level 28: Athletic Regulation -- Flight-I(A)
    Level 30: Aim -- GssSynFr--Build%(A)
    Level 32: Blackstar -- Arm-Dmg/Rchg(A), Arm-Acc/Dmg/Rchg(33), Arm-Acc/Rchg(33), Arm-Dam%(33), Arm-Dmg(34), Arm-Dmg/EndRdx(34)
    Level 35: Genomic Evolution -- GldArm-3defTpProc(A)
    Level 38: Parasitic Leech -- DctWnd-Heal(A), DctWnd-Rchg(39), DctWnd-Heal/EndRdx/Rchg(39), DctWnd-Heal/Rchg(45)
    Level 41: Mind Probe -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(45), SprBlsCol-Acc/Dmg/EndRdx(46), SprBlsCol-Dmg/EndRdx/Acc/Rchg(46), SprBlsCol-Rchg/HoldProc(46), SprBlsCol-Acc/Dmg/Rchg(48)
    Level 44: Dominate -- Lck-Acc/Hold(A), Lck-Acc/Rchg(45), Lck-Rchg/Hold(48), Lck-EndRdx/Rchg/Hold(50), Lck-Acc/EndRdx/Rchg/Hold(50), Lck-%Hold(50)
    Level 47: Hasten -- RechRdx-I(A), RechRdx-I(48)
    Level 49: Link Minds -- LucoftheG-Def/Rchg+(A)
    Level 1: Brawl -- Empty(A)
    Level 1: Opportunity 
    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 -- Flight-I(A)
    Level 2: Health -- Mrc-Rcvry+(A)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(3)
    Level 10: Defensive Adaptation 
    Level 10: Efficient Adaptation 
    Level 10: Offensive Adaptation 
    Level 50: Musculature Radial Paragon 
    ------------

     

  4. Thanks again! I see now, if I de-activate Kick, Mids was considering the Force Feedback Recharge at 100% uptime, which was skewing my haste to a ridiculous amount. That makes WAY more sense -- now I'm thinking I may need to add Hasten back in 🙂

     

    Will play around with this -- I appreciate the help!

    • Thanks 1
  5. Thank you for the detailed response, it's very much appreciated and no offense taken -- I haven't played CoH since before Issue 16, so I have a lot of catching up to do.

     

    I am coming from Tankers, so I definitely had more emphasis on defense and essentially made a... Stanker.

     

    I was thinking with the mix of +ToHit, Accuracy, Endurance management, and defenses, I would just be converting to and eating lots of Red insps to boost my solo damage, because the others would essentially be useless to me.

     

    Another part I think I'm confused on is the damage reference to the T1, Dark Blast -- I'm seeing it listed as 95 damage, 80 DPA. From that reference, it's making me think I'm not using or reading Mids properly.

     

    Definitely not a build for exemplaring, but I will try to re-arrange some of the skills. For now, I've re-adjusted the primary sets and was actually able to boost Psionic defense up quite a bit (one of the huge holes previously), while significantly boosting Max HP and Damage. Replaced Hasten with Link Minds as it only will have a ~20 second gap in uptime, but acts as a nice defense replacement.

     

    Spoiler

    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 Sentinel
    Primary Power Set: Dark Blast
    Secondary Power Set: Bio Armor
    Power Pool: Flight
    Power Pool: Fighting
    Power Pool: Leadership
    Ancillary Pool: Psionic Mastery

    Hero Profile:
    Level 1: Dark Blast -- Dvs-Acc/Dmg(A), Dvs-Dmg/EndRdx(5), Dvs-Dmg/Rchg(5), Dvs-Acc/Dmg/Rchg(7), Dvs-Acc/Dmg/EndRdx/Rchg(31), Dvs-Hold%(36)
    Level 1: Hardened Carapace -- UnbGrd-Max HP%(A), UnbGrd-ResDam/EndRdx(9), UnbGrd-ResDam(9), UnbGrd-EndRdx/Rchg(11), UnbGrd-Rchg/ResDam(11), UnbGrd-ResDam/EndRdx/Rchg(13)
    Level 2: Umbral Torrent -- OvrFrc-Acc/Dmg(A), OvrFrc-Acc/Dmg/End(3), OvrFrc-Dmg/End/Rech(7), OvrFrc-Dam/KB(34), CldSns-%Dam(36), PstBls-Dam%(36)
    Level 4: Inexhaustible -- Mrc-Rcvry+(A)
    Level 6: Abyssal Gaze -- Apc-Dmg(A), Apc-Dmg/Rchg(37), Apc-Acc/Dmg/Rchg(37), Apc-Acc/Rchg(37), Apc-Dmg/EndRdx(39), Apc-Dam%(39)
    Level 8: Environmental Adaptation -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(13), ShlWal-Def(31), ShlWal-Def/EndRdx(31), ShlWal-Def/EndRdx/Rchg(45)
    Level 10: Adaptation 
    Level 12: Dark Obliteration -- SprSntWar-Acc/Dmg(A), SprSntWar-Dmg/Rchg(42), SprSntWar-Acc/Dmg/Rchg(42), SprSntWar-Acc/Dmg/EndRdx(43), SprSntWar-Acc/Dmg/EndRdx/Rchg(43), SprSntWar-Rchg/+Absorb(43)
    Level 14: Hover -- Ksm-ToHit+(A), LucoftheG-Def/Rchg+(15), Rct-ResDam%(15), Rct-Def(27)
    Level 16: Ablative Carapace -- Prv-Absorb%(A), Prv-Heal(17), Prv-Heal/EndRdx(17), Prv-EndRdx/Rchg(19), Prv-Heal/Rchg(19), Prv-Heal/Rchg/EndRdx(25)
    Level 18: Antumbral Beam -- SprOppStr-Acc/Dmg(A), SprOppStr-Dmg/Rchg(39), SprOppStr-Acc/Dmg/Rchg(40), SprOppStr-Acc/Dmg/EndRdx(40), SprOppStr-Acc/Dmg/EndRdx/Rchg(40), SprOppStr-Rchg/+Opportunity(42)
    Level 20: Rebuild DNA -- NmnCnv-Regen/Rcvry+(A), NmnCnv-Heal(21), NmnCnv-Heal/EndRdx(21), NmnCnv-EndRdx/Rchg(23), NmnCnv-Heal/Rchg(23), NmnCnv-Heal/EndRdx/Rchg(25)
    Level 22: Kick -- FrcFdb-Rechg%(A)
    Level 24: Tough -- StdPrt-ResDam/Def+(A), StdPrt-ResDam/EndRdx(29)
    Level 26: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(27), LucoftheG-Def(29)
    Level 28: Athletic Regulation -- Flight-I(A)
    Level 30: Aim -- GssSynFr--Build%(A)
    Level 32: Blackstar -- Obl-%Dam(A), Obl-Dmg(33), Obl-Acc/Dmg/EndRdx/Rchg(33), Arm-Dam%(33), Erd-%Dam(34), FuroftheG-ResDeb%(34)
    Level 35: Genomic Evolution -- GldArm-3defTpProc(A)
    Level 38: Parasitic Leech -- ThfofEss-+End%(A)
    Level 41: Mind Probe -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(45), SprBlsCol-Acc/Dmg/EndRdx(46), SprBlsCol-Dmg/EndRdx/Acc/Rchg(46), SprBlsCol-Rchg/HoldProc(46), SprBlsCol-Acc/Dmg/Rchg(48)
    Level 44: Dominate -- Lck-Acc/Hold(A), Lck-Acc/Rchg(45), Lck-Rchg/Hold(48), Lck-EndRdx/Rchg/Hold(50), Lck-Acc/EndRdx/Rchg/Hold(50), Lck-%Hold(50)
    Level 47: Link Minds -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(48)
    Level 49: Assault -- EndRdx-I(A)
    Level 1: Brawl -- Empty(A)
    Level 1: Opportunity 
    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 -- Flight-I(A)
    Level 2: Health -- Pnc-Heal/+End(A)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(3)
    Level 10: Defensive Adaptation 
    Level 10: Efficient Adaptation 
    Level 10: Offensive Adaptation 
    Level 50: Musculature Radial Paragon 
    ------------

     

     

  6. Hi all,

     

    I'd love some advice on a Dark/Bio build -- my aim was for mostly soloing -- sturdy defense, decent dps.

    I put together this build with the intention of covering most of the damage types. Thankfully Dark has a lot of -ToHit debuffs that can help shore up a few of the lesser resistances like Psionic.

     

    Is it worth running this many defensively focused sets in primary skills, or would I be better off going the proc route?

     

    Thank you!

     

    Spoiler

    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 Sentinel
    Primary Power Set: Dark Blast
    Secondary Power Set: Bio Armor
    Power Pool: Flight
    Power Pool: Fighting
    Power Pool: Speed
    Power Pool: Leadership
    Ancillary Pool: Psionic Mastery

    Hero Profile:
    Level 1: Dark Blast -- SphIns-ToHitDeb(A), SphIns-Acc/ToHitDeb(5), SphIns-Acc/EndRdx/Rchg(5), SphIns-Acc/Rchg(7), SphIns-%ToHit(31), SphIns-ToHitDeb/EndRdx/Rchg(36)
    Level 1: Hardened Carapace -- UnbGrd-Max HP%(A), UnbGrd-ResDam/EndRdx(9), UnbGrd-ResDam(9), UnbGrd-EndRdx/Rchg(11), UnbGrd-Rchg/ResDam(11), UnbGrd-ResDam/EndRdx/Rchg(13)
    Level 2: Umbral Torrent -- CldSns-ToHitDeb(A), CldSns-Acc/ToHitDeb(3), CldSns-%Dam(7), CldSns-Acc/Rchg(34), CldSns-ToHitDeb/EndRdx/Rchg(36), CldSns-Acc/EndRdx/Rchg(36)
    Level 4: Inexhaustible -- Mrc-Rcvry+(A)
    Level 6: Abyssal Gaze -- SphIns-%ToHit(A), SphIns-Acc/EndRdx/Rchg(37), SphIns-ToHitDeb/EndRdx/Rchg(37), SphIns-Acc/Rchg(37), SphIns-Acc/ToHitDeb(39), SphIns-ToHitDeb(39)
    Level 8: Environmental Adaptation -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(13), ShlWal-Def(31), ShlWal-Def/EndRdx(31), ShlWal-Def/EndRdx/Rchg(45)
    Level 10: Adaptation 
    Level 12: Dark Obliteration -- SprSntWar-Acc/Dmg(A), SprSntWar-Dmg/Rchg(42), SprSntWar-Acc/Dmg/Rchg(42), SprSntWar-Acc/Dmg/EndRdx(43), SprSntWar-Acc/Dmg/EndRdx/Rchg(43), SprSntWar-Rchg/+Absorb(43)
    Level 14: Hover -- Ksm-ToHit+(A), LucoftheG-Def/Rchg+(15), Rct-ResDam%(15), Rct-Def(27)
    Level 16: Ablative Carapace -- Prv-Absorb%(A), Prv-Heal(17), Prv-Heal/EndRdx(17), Prv-EndRdx/Rchg(19), Prv-Heal/Rchg(19), Prv-Heal/Rchg/EndRdx(25)
    Level 18: Antumbral Beam -- SprOppStr-Acc/Dmg(A), SprOppStr-Dmg/Rchg(39), SprOppStr-Acc/Dmg/Rchg(40), SprOppStr-Acc/Dmg/EndRdx(40), SprOppStr-Acc/Dmg/EndRdx/Rchg(40), SprOppStr-Rchg/+Opportunity(42)
    Level 20: Rebuild DNA -- NmnCnv-Regen/Rcvry+(A), NmnCnv-Heal(21), NmnCnv-Heal/EndRdx(21), NmnCnv-EndRdx/Rchg(23), NmnCnv-Heal/Rchg(23), NmnCnv-Heal/EndRdx/Rchg(25)
    Level 22: Kick -- FrcFdb-Rechg%(A)
    Level 24: Tough -- StdPrt-ResDam/Def+(A), StdPrt-ResDam/EndRdx(29)
    Level 26: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(27), LucoftheG-Def(29)
    Level 28: Athletic Regulation -- Flight-I(A)
    Level 30: Aim -- GssSynFr--Build%(A)
    Level 32: Blackstar -- CldSns-ToHitDeb(A), CldSns-Acc/ToHitDeb(33), CldSns-Acc/Rchg(33), CldSns-ToHitDeb/EndRdx/Rchg(33), CldSns-Acc/EndRdx/Rchg(34), CldSns-%Dam(34)
    Level 35: Genomic Evolution -- GldArm-3defTpProc(A)
    Level 38: Parasitic Leech -- ThfofEss-+End%(A)
    Level 41: Mind Probe -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(45), SprBlsCol-Acc/Dmg/EndRdx(46), SprBlsCol-Dmg/EndRdx/Acc/Rchg(46), SprBlsCol-Rchg/HoldProc(46), SprBlsCol-Acc/Dmg/Rchg(48)
    Level 44: Dominate -- Lck-Acc/Hold(A), Lck-Acc/Rchg(45), Lck-Rchg/Hold(48), Lck-EndRdx/Rchg/Hold(50), Lck-Acc/EndRdx/Rchg/Hold(50), Lck-%Hold(50)
    Level 47: Hasten -- RechRdx-I(A), RechRdx-I(48)
    Level 49: Assault -- EndRdx-I(A)
    Level 1: Brawl -- Empty(A)
    Level 1: Opportunity 
    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 -- Flight-I(A)
    Level 2: Health -- Pnc-Heal/+End(A)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(3)
    Level 10: Defensive Adaptation 
    Level 10: Efficient Adaptation 
    Level 10: Offensive Adaptation 
    Level 50: Musculature Radial Paragon 
    ------------

     

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