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KelvinKole

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Everything posted by KelvinKole

  1. Why not just make Rage work like Reach The Limit for Blasters, numbers adjusted for a melee class? The mechanic already exists, it nullifies any issues with stacking and/or crashing, mechanically accomplishes a very similar thing, and thematically fits; attack more, build rage more, do more damage and hit more frequently.
  2. To a certain extent, yes, that's the way it is. In my idealistic view, I just don't think that's the way it should continue to go. The game certainly doesn't need more AoE DPS, and "balance" doesn't have to mean making all Archetypes capable of the same damage and survivability. This is both. But I get it, the game shouldn't even be playable today and, against all odds, it is. Any changes being made now are largely to satisfy the existing, already dedicated, player base, not attract and retain new players. By the same token, there are many sets that have more AoE potential than Super Strength through melee cones. Tanks should take a lead on any/all of those skills. I really don't want to make this about the DPS though; my complaint/suggestion was really not to have to make these kinds of comparisons by instead finding unique value for Tankers. The changes being made are forcing the comparison, which seems inherently wrong to me.
  3. I think I get it, on paper. I just have a hard time imagining that will be discernable in the vast majority of gameplay. I'll do some testing, but practically it doesn't seem to matter whether you role a brute or a tank now, for anything post level 30 or so.
  4. Admittedly, I've been away from the forums for a bit and am just catching up on a lot of these things. As I read through this thread, I can't help but ask myself: why even bother with this? What is the point in making two archetypes virtually interchangeable in the vast majority of content? That's what this seems to do. Tanks will have a slight dps lead in max target conditions, brutes will have a lead within smaller mobs, but the difference seems so small that in a team you won't feel/know there's a difference between having a Tanker or Brute in that roster spot. The direction taken here should have been to differentiate the two, creating unique value for each, not to just bring them closer in performance to each other.
  5. I haven't taken a super detailed look at this, but from what I've glanced I think the effectiveness of this strategy will vary based on power sets. A couple of examples of where I think it makes sense: The Rad Blast nuke has comparably low damage but can accept a handful of damage procs due to its hold component. 3 procs and an assortment of acc and/or dmg and/or end should net better total damage. Other skills in rad can benefit from the defense debuff procs as well. Accuracy can always be made up via incarnates. Freeze Ray, as shown above, has great proc potential and will net slightly higher damage with procs. Secondaries with AoE holds, like plant and rad (are there others?) can create pseudo nukes from a power that does no base damage to enhance. This strategy won't make sense everywhere but it definitely makes a lot of sense in the right places.
  6. I've been trying to apply some of the new found information regarding the PPM changes to my Fortunata build. The results are in and I before I respec and build it out for real, I wanted to share for some feedback. My goals were pretty straight forward: 1) Cap positional defenses 2) Get as much S/L resistance as I could 3) Avoid slotting for recharge in AoE attacks 4) Get at least two damage procs in each AoE 5) Get enough global recharge to account for number 3 Villain Plan by Mids' Villain Designer 1.962 http://www.cohplanner.com/ Click this DataLink to open the build! Level 50 Natural Arachnos Widow Primary Power Set: Fortunata Training Secondary Power Set: Fortunata Teamwork Power Pool: Leadership Power Pool: Speed Power Pool: Fighting Power Pool: Leaping Villain Profile: Level 1: Telekinetic Blast -- SprDmnofA-Acc/Dmg(A), SprDmnofA-Dmg/Rchg(37), SprDmnofA-Acc/Dmg/Rchg(37), SprDmnofA-Dmg/EndRdx/Rchg(37), SprDmnofA-Acc/Dmg/EndRdx/Rchg(39) Level 1: Combat Training: Defensive -- LucoftheG-Rchg+(A), LucoftheG-Def(3) Level 2: Strike -- Mk'Bit-Acc/Dmg(A), Mk'Bit-Dmg/EndRdx(9), Mk'Bit-Dmg/Rchg(11), Mk'Bit-Acc/EndRdx/Rchg(11), Mk'Bit-Acc/Dmg/EndRdx/Rchg(36) Level 4: Tactical Training: Maneuvers -- LucoftheG-Rchg+(A), LucoftheG-Def/EndRdx(5), LucoftheG-Def/EndRdx/Rchg(5), ShlWal-ResDam/Re TP(39), LucoftheG-Def(48), LucoftheG-EndRdx/Rchg(48) Level 6: Aim -- RechRdx-I(A), RechRdx-I(7) Level 8: Follow Up -- Mk'Bit-Acc/Dmg(A), Mk'Bit-Dmg/EndRdx(9), Mk'Bit-Dmg/Rchg(40), Mk'Bit-Acc/EndRdx/Rchg(40), Mk'Bit-Acc/Dmg/EndRdx/Rchg(43) Level 10: Indomitable Will -- EndRdx-I(A), StdPrt-ResDam/Def+(43), GldArm-3defTpProc(48) Level 12: Psionic Tornado -- PstBls-Acc/Dmg(A), PstBls-Acc/Dmg/EndRdx(13), Dtn-Acc/Dmg/EndRdx(13), PstBls-Dam%(15), ExpStr-Dam%(15), FrcFdb-Rechg%(17) Level 14: Spin -- Obl-Dmg(A), ScrDrv-Acc/Dmg(17), Mlt-Acc/Dmg/EndRdx(19), Mlt-Dmg/EndRdx(19), Arm-Dam%(21), Obl-%Dam(21) Level 16: Tactical Training: Assault -- EndRdx-I(A), EndRdx-I(40) Level 18: Lunge -- Mk'Bit-Acc/Dmg(A), Mk'Bit-Dmg/EndRdx(23), Mk'Bit-Dmg/Rchg(27), Mk'Bit-Acc/EndRdx/Rchg(36), Mk'Bit-Acc/Dmg/EndRdx/Rchg(36) Level 20: Tactical Training: Leadership -- EndRdx-I(A), EndRdx-I(39) Level 22: Foresight -- LucoftheG-Rchg+(A), LucoftheG-Def(23), Rct-ResDam%(50) Level 24: Mind Link -- LucoftheG-Rchg+(A), LucoftheG-Def/Rchg(25), LucoftheG-EndRdx/Rchg(25), LucoftheG-Def/EndRdx/Rchg(27), LucoftheG-Def(46) Level 26: Maneuvers -- LucoftheG-Rchg+(A), LucoftheG-Def/EndRdx(45), LucoftheG-EndRdx/Rchg(45), LucoftheG-Def/EndRdx/Rchg(46), LucoftheG-Def(46) Level 28: Total Domination -- Acc-I(A), RechRdx-I(29), UnbCns-Dam%(29), NrnSht-Dam%(31), GhsWdwEmb-Dam%(31), GldNet-Dam%(31) Level 30: Hasten -- RechRdx-I(A), RechRdx-I(34) Level 32: Psychic Wail -- Obl-Dmg(A), Obl-Dmg/Rchg(33), Obl-Acc/Dmg/Rchg(33), Obl-Acc/Dmg/EndRdx/Rchg(33), Obl-%Dam(34), ScrDrv-Dam%(34) Level 35: Assault -- EndRdx-I(A), EndRdx-I(45) Level 38: Kick -- Empty(A) Level 41: Tough -- TtnCtn-ResDam(A), TtnCtn-ResDam/EndRdx(42), TtnCtn-EndRdx(42), TtnCtn-ResDam/EndRdx/Rchg(42), UnbGrd-Max HP%(43) Level 44: Super Speed -- Clr-Stlth(A), Clr-RunSpd(50) Level 47: Combat Jumping -- LucoftheG-Rchg+(A) Level 49: Super Jump -- Empty(A) Level 1: Brawl -- Empty(A) Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 1: Sprint -- Empty(A) Level 1: Conditioning Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Run-I(A) Level 2: Health -- Mrc-Rcvry+(A), NmnCnv-Regen/Rcvry+(7) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod/Acc(3), PrfShf-EndMod(50) Level 50: Vigor Core Paragon ------------ ------------
  7. This is something I've been looking at recently as a way to basically have a double nuke/hold on blasters. If you pair a primary that has a nuke with a secondary control component, with a secondary that has one of those AoE controls slotted up with procs you can basically go mob to mob and nukemez everything except bosses. That potential alone is enough reason that the controller skills need to be looked at.
  8. I'm curious what you mean by "but not the -Res one" above. Did the -res proc not fire off of oil slick? Was that the Achilles Heal proc or the damage (forgot the set name) proc? Thanks for your investment in all of this.
  9. Pretty good looking performance, but what are the three sea shells for?
  10. I was thinking about this exact thing last night and am going to try nature/fire. Nature provides plenty of survivability with +res from wild growth, absorbs, heals, and has the -tohit/-dmg toggle if needed. More importantly though, overgrowth is something like an 80% damage boost that can be made perma, though I need to figure out the build. Toss in soul drain and you've got a pretty potent tool set for farming, I think.
  11. I wasn't actually aware claws was available for tankers now, but will likely roll one. I played it quite a bit on scrappers and it has really underrated single target dps. Follow Up is easily double stacked and the single target chain is smooth and fast. The PbAoE has a very small radius, but higher damage than most; it might work better on a tanker where you can get mobs piled on top of you. I could see the little bit of range from Focus being useful to tag mobs that pull away from you too. Overall it's a classic and still very solid set. There's no particular reason not to play it.
  12. I'm loving the idea of the rez having a PbAoE damage component as well. That would be completely unique to support sets. Something akin to Howling Twilight, but instead of the AoE disorient and -regen, have it do superior AoE damage and -recovery.
  13. I think if anything is done it should be done outside of damage and survivability metrics. Trying to balance either of those things between the two archetypes doesn't really help eliminate the overlap. Id rather see something new a valuable added to tankers and keep brutes value as a formidable dps tank. Adding a stacking regen and/or recovery debuff to gauntlet or bruising, for example. Or perhaps enemies affected by gauntlet deal reduced damage to everyone except the tank. Whatever it is, it needs to add unique value for tankers where a comparison to brutes becomes more difficult to make.
  14. Just a recommendation. For comparison sake, here is a build i worked up for my Elec/Titan. S/L/E/P are all capped. F/C are with .3% of the cap (good enough for me). Negative and Toxic are low, but those two I can live with and Might of the Tanker will bring them up a bit with 2-3 stacks running, plus the scaling Reactive Defense IO. Lots of hit points and regen. And all of that is pre-incarnate choices and without any purple sets. Hero Plan by Mids' Hero Designer 1.962 http://www.cohplanner.com/ Click this DataLink to open the build! Electric Daisy: Level 50 Technology Tanker Primary Power Set: Electric Armor Secondary Power Set: Titan Weapons Power Pool: Fighting Power Pool: Leaping Power Pool: Speed Power Pool: Leadership Ancillary Pool: Energy Mastery Hero Profile: Level 1: Charged Armor (A) Impervium Armor - Resistance/Endurance (7) Impervium Armor - Resistance (7) Impervium Armor - Resistance/Endurance/Recharge (9) Impervium Armor - Endurance/Recharge (27) Impervium Armor - Psionic Resistance Level 1: Defensive Sweep (A) Superior Avalanche - Accuracy/Damage (13) Superior Avalanche - Accuracy/Damage/Endurance/Recharge (15) Superior Avalanche - Accuracy/Damage/Endurance (15) Superior Avalanche - Accuracy/Damage/Recharge (17) Luck of the Gambler - Recharge Speed Level 2: Conductive Shield (A) Impervium Armor - Resistance/Endurance (9) Impervium Armor - Resistance (11) Impervium Armor - Resistance/Recharge (11) Impervium Armor - Resistance/Endurance/Recharge (42) Impervium Armor - Endurance/Recharge Level 4: Titan Sweep (A) Superior Gauntleted Fist - RechargeTime/+Absorb (17) Superior Gauntleted Fist - Accuracy/Damage (19) Superior Gauntleted Fist - Accuracy/Damage/RechargeTime (19) Superior Gauntleted Fist - Damage/Endurance/RechargeTime (37) Superior Gauntleted Fist - Accuracy/Damage/Endurance/RechargeTime (50) Force Feedback - Chance for +Recharge Level 6: Static Shield (A) Impervium Armor - Resistance (13) Impervium Armor - Resistance/Endurance (21) Impervium Armor - Endurance/Recharge (21) Impervium Armor - Resistance/Recharge (42) Impervium Armor - Psionic Resistance Level 8: Grounded (A) Unbreakable Guard - +Max HP (25) Steadfast Protection - Resistance/+Def 3% (48) Gladiator's Armor - TP Protection +3% Def (All) Level 10: Taunt (A) Perfect Zinger - Chance for Psi Damage (31) Perfect Zinger - Taunt (33) Perfect Zinger - Taunt/Recharge (33) Perfect Zinger - Taunt/Recharge/Range Level 12: Energize (A) Preventive Medicine - Heal (34) Preventive Medicine - Heal/Endurance (34) Preventive Medicine - Endurance/RechargeTime (34) Preventive Medicine - Heal/RechargeTime (45) Preventive Medicine - Heal/RechargeTime/Endurance (46) Preventive Medicine - Chance for +Absorb Level 14: Lightning Field (A) Endurance Reduction IO (29) Superior Might of the Tanker - Accuracy/Damage (31) Superior Might of the Tanker - Accuracy/Damage/Recharge (31) Superior Might of the Tanker - Damage/Endurance/Recharge (40) Superior Might of the Tanker - Accuracy/Damage/Endurance/Recharge (42) Superior Might of the Tanker - Recharge/Chance for +Res(All) Level 16: Follow Through (A) Mako's Bite - Accuracy/Damage (23) Mako's Bite - Damage/Endurance (27) Mako's Bite - Damage/Recharge (29) Mako's Bite - Accuracy/Endurance/Recharge (37) Mako's Bite - Accuracy/Damage/Endurance/Recharge (37) Mako's Bite - Chance of Damage(Lethal) Level 18: Lightning Reflexes (A) Run Speed IO Level 20: Build Momentum (A) Recharge Reduction IO (23) Recharge Reduction IO Level 22: Kick (A) Empty Level 24: Tough (A) Titanium Coating - Resistance/Endurance (25) Titanium Coating - Resistance (45) Titanium Coating - Endurance Level 26: Power Sink (A) Performance Shifter - EndMod (50) Performance Shifter - EndMod/Recharge (50) Performance Shifter - EndMod/Accuracy/Recharge Level 28: Rend Armor (A) Mako's Bite - Accuracy/Damage (36) Mako's Bite - Damage/Endurance (36) Mako's Bite - Damage/Recharge (36) Mako's Bite - Accuracy/Endurance/Recharge (40) Mako's Bite - Accuracy/Damage/Endurance/Recharge (40) Mako's Bite - Chance of Damage(Lethal) Level 30: Combat Jumping (A) Luck of the Gambler - Recharge Speed Level 32: Hasten (A) Recharge Reduction IO (33) Recharge Reduction IO Level 35: Super Jump (A) Jumping IO Level 38: Arc of Destruction (A) Obliteration - Damage (39) Obliteration - Accuracy/Recharge (39) Obliteration - Damage/Recharge (39) Obliteration - Accuracy/Damage/Recharge (43) Obliteration - Accuracy/Damage/Endurance/Recharge (48) Obliteration - Chance for Smashing Damage Level 41: Weave (A) Luck of the Gambler - Recharge Speed (43) Luck of the Gambler - Defense/Endurance (43) Luck of the Gambler - Defense/Endurance/Recharge (45) Shield Wall - +Res (Teleportation), +5% Res (All) Level 44: Maneuvers (A) Luck of the Gambler - Recharge Speed (46) Luck of the Gambler - Defense/Endurance/Recharge (46) Luck of the Gambler - Defense/Endurance (48) Reactive Defenses - Scaling Resist Damage Level 47: Conserve Power (A) Recharge Reduction IO Level 49: Physical Perfection (A) Regenerative Tissue - +Regeneration Level 1: Brawl (A) Empty Level 1: Gauntlet Level 1: Prestige Power Dash (A) Empty Level 1: Prestige Power Slide (A) Empty Level 1: Prestige Power Quick (A) Empty Level 1: Prestige Power Rush (A) Empty Level 1: Prestige Power Surge (A) Empty Level 1: Sprint (A) Empty Level 2: Rest (A) Empty Level 4: Ninja Run Level 2: Swift (A) Run Speed IO Level 2: Health (A) Numina's Convalesence - Heal (3) Numina's Convalesence - Heal/Endurance (5) Numina's Convalesence - +Regeneration/+Recovery Level 2: Hurdle (A) Jumping IO Level 2: Stamina (A) Performance Shifter - Chance for +End (3) Performance Shifter - EndMod/Accuracy (5) Performance Shifter - EndMod Level 1: Momentum ------------
  15. Power Sink is such an amazing tool. It's good for managing your own endurance, but it's great for draining endurance from enemy mobs and iirc it does not need an accuracy check. I would personally recommend dedicating some slots to end modification; enemies without endurance can't attack
  16. I'm rolling up a Nature/Beam defender and need to cutout a few powers to get everything else I want. In Nature, the lowest hanging fruit seems to be: Lifegiving Spores: I took this for the early game, but am considering respecing out of it. The minor HoT doesn't seem fast enough for the late game and the 1.00% endurance it returns every couple of seconds is very minor. I plan to build for perma Overgrowth and that will be much better endurance support. Can I cut this one? Rebirth: Single target rez's are situational (someone has to die) but this one is also a large heal. It's on the cooldown of a rez though, at 3 minutes, and not sure I want to invest the slots to get the recharge down to be able to use it as a reliable heal. Entagling Aura: I've never been a fan of mez auras unless you're building to stack magnitude with something else, which I am not. The endurance cost is too high and it's really only enough to reliably hold minions and those die in the blink of an eye anyway. I'm 99% sure I don't need this. Should I change my mind on any of these three?
  17. You've got the cause and effect backwards. The issue isn't "Power Boost doesn't buff these powers" it's "these powers don't benefit from buffs". It doesn't matter whether or not Power Boost has a damage buff, the powers that it doesn't affect don't benefit from ANY external buffs and CAN'T benefit from external buffs without causing problems (specifically if they could benefit form external buffs then you could use Red inspirations to buff your damage resistance as well as your damage). The thing with Power Boost is it doesn't specifically modify powers, it functions more like Build Up just for Buffs and Debuffs. Build Up gives you a damage buff that increases the damage of any powers you use. In the same way Power Boost gives you an increase to most types of Buffs, Debuff and Controls. The issue is that some Defense powers are coded to ignore all buffs of that type. I do understand the relationship, I'm just saying it seems like lazy coding to just make certain powers not benefit from any external buffs rather than create the right rules so powers like power boost work as they are supposed to and red inspirations don't increase your resistance. I also know nothing about coding.
  18. Does Power Boost actually work with Link Minds? I've heard conflicting reports. I know that Pine's said it does but I've also heard people say that it doesn't work when testing in game. You got me wondering so I did a quick test and it DOES NOT. I'm gobsmacked I guess I should have been following rule number 4 in the OP. I Wait, what? It literally says it works for Defense buffs. Sounds like a bug? Did you try Clarion as well maybe? I know Clarion's +Special works with it, and powers like Fade on my /dark Controller. I did try clarion as well and it also DID NOT work. There are good explanations above as to why they are not working and whether we choose to call it a "bug" or not I would certainly say it's broken. Power Boost, to my knowledge, doesn't affect any damage buffs, so there should be no issue it can't affect defense buffs with a resistance component. Having access to a power that is advertised to increase Defense buffs but then not allowing it to affect the defense buff powers that we have access leaves you feeling a bit cheated.
  19. Curious if anyone has tested a dark melee stalker? With a true build up in the kit, how does it perform?
  20. I think you may be off on the wrong foot by assuming Defense based sets will be better at early levels. This is a good article on how defense works: https://paragonwiki.com/wiki/Defense_Effectiveness Your chance to get hit is still rather high until you to upwards of 30% defense, and you don't have a large health pool to absorb the hits that so get through. I would advocate for a resistance based, or layered, set for you. Rad armour blooms rather early and will get you a self heal and some extra recovery; more endurance is never a bad thing when you're missing a lot and don't have slots to dedicate to reducing endurance costs. Willpower is good for some resistance and increased hit points, plus a self heal. Ice, of you still want to go defense, will get you a lot of extra health with hoarfrost
  21. Does Power Boost actually work with Link Minds? I've heard conflicting reports. I know that Pine's said it does but I've also heard people say that it doesn't work when testing in game. You got me wondering so I did a quick test and it DOES NOT. I'm gobsmacked I guess I should have been following rule number 4 in the OP. I
  22. You can get pretty close to capping all positional defenses with power boost + link Minds and IO bonuses. I had a build that did this on my elec/energy but I didn't actually need that much defense when nothing has endurance to attack.
  23. Time, dark, or rad for secondary will solo well and provide good team benefits later. Dual Pistols is probably a better choice over water for solo. Water is light on single target damage but has great aoes for larger spawns. Dual Pistols will give you some control and flexible secondary effects with ammunition changes.
  24. Alright so I've been working on this a bit today and need someone more familiar with stalkers, and melee archetypes really, than me to review and tweak. What I want: Softcapped type based defense when Shadow Meld is up, roughly 50% of the time. Capped resistance to smash/lethal all the time would be nice. Capped resistance to as many damage types as possible when meltdown is up. Rad has a pretty good sized hole to fire/cold resistance and those two are likely going to be short Villain Plan by Mids' Villain Designer 1.962 http://www.cohplanner.com/ Click this DataLink to open the build! Level 50 Magic Stalker Primary Power Set: Spines Secondary Power Set: Radiation Armor Power Pool: Speed Power Pool: Leaping Power Pool: Fighting Ancillary Pool: Soul Mastery Villain Profile: Level 1: Lunge (A) Accuracy IO (17) Kinetic Combat - Accuracy/Damage (39) Kinetic Combat - Damage/Endurance (39) Kinetic Combat - Damage/Recharge (40) Kinetic Combat - Damage/Endurance/Recharge Level 1: Hide (A) Luck of the Gambler - Recharge Speed Level 2: Spine Burst (A) Obliteration - Accuracy/Damage/Recharge (3) Obliteration - Accuracy/Damage/Endurance/Recharge (3) Eradication - Accuracy/Damage/Recharge (39) Eradication - Accuracy/Damage/Endurance/Recharge (46) Eradication - Damage/Recharge Level 4: Alpha Barrier (A) Reactive Armor - Resistance/Endurance (5) Reactive Armor - Resistance (5) Reactive Armor - Endurance (31) Reactive Armor - Resistance/Endurance/Recharge (33) Impervium Armor - Psionic Resistance Level 6: Assassin's Impaler (A) Stalker's Guile - Accuracy/Damage (7) Stalker's Guile - Damage/Recharge (7) Stalker's Guile - Accuracy/Damage/Recharge (9) Stalker's Guile - Damage/Endurance/Recharge (9) Stalker's Guile - Accuracy/Damage/Endurance/Recharge (17) Stalker's Guile - Recharge/Chance to Hide Level 8: Gamma Boost (A) Performance Shifter - Chance for +End (23) Performance Shifter - EndMod (25) Performance Shifter - EndMod/Accuracy Level 10: Fallout Shelter (A) Aegis - Resistance/Endurance (11) Aegis - Resistance/Endurance/Recharge (11) Aegis - Resistance (13) Titanium Coating - Resistance/Endurance Level 12: Proton Armor (A) Aegis - Resistance (13) Aegis - Resistance/Endurance (15) Aegis - Resistance/Endurance/Recharge (15) Titanium Coating - Resistance/Endurance Level 14: Hasten (A) Recharge Reduction IO (23) Recharge Reduction IO Level 16: Combat Jumping (A) Luck of the Gambler - Recharge Speed Level 18: Impale (A) Thunderstrike - Accuracy/Damage (19) Thunderstrike - Accuracy/Damage/Recharge (19) Thunderstrike - Accuracy/Damage/Endurance (21) Devastation - Accuracy/Damage/Endurance/Recharge (21) Devastation - Accuracy/Damage/Recharge Level 20: Super Jump (A) Jumping IO Level 22: Radiation Therapy (A) Touch of the Nictus - Healing (25) Touch of the Nictus - Heal/HitPoints/Regeneration/Recharge (27) Touch of the Nictus - Accuracy/Healing (27) Touch of the Nictus - Accuracy/Endurance/Heal/HitPoints/Regeneration (29) Touch of the Nictus - Accuracy/Endurance/Recharge (42) Touch of the Nictus - Chance for Negative Energy Damage Level 24: Build Up (A) Recharge Reduction IO (43) Recharge Reduction IO Level 26: Ripper (A) Force Feedback - Chance for +Recharge (31) Scirocco's Dervish - Accuracy/Damage (34) Scirocco's Dervish - Damage/Endurance (34) Scirocco's Dervish - Damage/Recharge (37) Scirocco's Dervish - Accuracy/Recharge (43) Scirocco's Dervish - Accuracy/Damage/Endurance Level 28: Particle Shielding (A) Numina's Convalesence - Heal/Endurance (29) Numina's Convalesence - Endurance/Recharge (31) Numina's Convalesence - Heal/Recharge (33) Numina's Convalesence - Heal/Endurance/Recharge (33) Numina's Convalesence - Heal (34) Numina's Convalesence - +Regeneration/+Recovery Level 30: Boxing (A) Empty Level 32: Throw Spines (A) Assassin's Mark - Accuracy/Damage (40) Assassin's Mark - Damage/RechargeTime (40) Assassin's Mark - Accuracy/Damage/RechargeTime (42) Assassin's Mark - Damage/Endurance/RechargeTime (43) Assassin's Mark - Accuracy/Damage/Endurance/RechargeTime (48) Assassin's Mark - RechargeTime/Rchg Build Up Level 35: Ground Zero (A) Obliteration - Damage (36) Obliteration - Accuracy/Recharge (36) Obliteration - Damage/Recharge (36) Obliteration - Accuracy/Damage/Recharge (37) Obliteration - Accuracy/Damage/Endurance/Recharge (37) Obliteration - Chance for Smashing Damage Level 38: Meltdown (A) Impervium Armor - Resistance/Recharge (42) Impervium Armor - Resistance (48) Impervium Armor - Resistance/Endurance/Recharge (50) Impervium Armor - Psionic Resistance (50) Recharge Reduction IO Level 41: Dark Blast (A) Empty Level 44: Shadow Meld (A) Luck of the Gambler - Defense (45) Luck of the Gambler - Defense/Endurance (45) Luck of the Gambler - Defense/Recharge (45) Luck of the Gambler - Endurance/Recharge (46) Luck of the Gambler - Defense/Endurance/Recharge (46) Luck of the Gambler - Recharge Speed Level 47: Tough (A) Titanium Coating - Resistance (48) Titanium Coating - Resistance/Endurance (50) Titanium Coating - Endurance Level 49: Super Speed (A) Run Speed IO Level 1: Assassination Level 1: Brawl (A) Empty Level 1: Prestige Power Dash (A) Empty Level 1: Prestige Power Slide (A) Empty Level 1: Prestige Power Quick (A) Empty Level 1: Prestige Power Rush (A) Empty Level 1: Prestige Power Surge (A) Empty Level 1: Sprint (A) Empty Level 2: Rest (A) Empty Level 4: Ninja Run Level 2: Swift (A) Run Speed IO Level 2: Health (A) Regenerative Tissue - +Regeneration Level 2: Hurdle (A) Jumping IO Level 2: Stamina (A) Endurance Modification IO ------------
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