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marcussmythe

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Everything posted by marcussmythe

  1. I think you'd have to be really cavalier with those comparisons. In this case, I'm proposing an Axe set that is very high endurance cost, needs most of the set to function, and has good range and AoE on its attacks. The comparison is that it's a slow 'big weapon' set that does 'big weapon'-type things. If you mean that you want to borrow something else from TW for Energy Melee -- like its DPA -- that's an entirely different proposal. I'd be interested to see it, to be sure... I might even agree with it. But whatever you do decide to propose elsewhere, I don't think it's appropriate to judge these numbers by fear of analogy alone. My intent was not cavalier, but playful, as a commentary on what a crazy outlier Titan Weapons is. I completely agree that Battle Axe is currently rather middle of the road in an uninteresting way, and suffers badly from being an I0 set that never got any attention since release. I also like your changes, and the idea of a ‘heavy slow hard hitting’ set with some reach, and that isnt TW. Maybe I should use smileys next time. :)
  2. I think Claws/WP sits in the conceptual slot that Claws/WP once did. Bio is also an option, but it takes more attention than WP.
  3. I wont speak for him, but as a Claws user, I will say that once the recharge goes up, and the Follow-Up starts stacking, you wont be -dissapointed- in the Claws kit. Its fast, smooth, fluid, and packs additional utility in the form of KD, Range, and the ability to slot -RES procs without wrecking the attack chain badly. It is substantially better than its raw DPS output indicates, both in feel and in play. No, you wont be a single-target Pylon Champion, but you will have a decent single target and AOE kit. And its fun. I love some of the weapon substitutions, too.
  4. While I dont disagree, I fear the process of 'make set deliberately comparable to TW' maps to 'rework every set that is not TW'. :) Since its my baby, maybe I should write up an Energy Melee proposal aimed at 'make set directly comparable to TW'.
  5. Regen and Energy Melee are the ones that stick in my head the most - but Travel Power Suppression is also a good one to note. Also note that the old 'Ported to Stalker' sets (notably EM, and I think there was one other from the day) got a 'no full crits from hide' proviso on their attacks. Later Stalker sets (StJ!, BS) get full value of hide crits on their big hitters - making them rather popular on Stalkers, when the other sets are not going to often see the light of play. Im sure its POSSIBLE that this wasnt done with PvP balance in mind. That said, new days, new devs. I dont PvP since forever, but if any sets are underperforming in PvP, and they can be altered only in PvP to make them more attractive to the PvP players, I'm all for it - everyone should get their fun.
  6. That was it. Thank you, thank you, THANK YOU Driving me nuts. Second thing, isnt having a constant debuff proc 75% of the time on both irradiated and blazing auras go off every 2 seconds a better option that a moderate fire DOT? Depends on how much it stacks too and how long the target lives. Grab a pylon and let us know.
  7. Reactive Radial vs. Reactive Core. The added DOT Proc is going to have a large impact on a low damage power. Conventional wisdom seems to be that the 75% DOT/25% Debuff is superior for damage output.
  8. Your version has fury active, but set at 0. The other version has fury active, but set at 66. 132% Dambuff difference - you are likely picking up 4% from a set somewhere the other version isnt.
  9. Whats your overall thought on sliding in things like Moonbeam and Gloom? My only experience in play was with Spines, which appears to be stuck redrawing its spines and lowering the added value of Gloom. In my head they look like an okay filler choice for low single target sets that lack redraw, but I've not run all the numbers.
  10. To get past the pom-poms, use power customization - you can't get rid of them but you can just make it look like your hands are glowing with the right colors. That said, don't bother with EM if the idea is critical damage from Energy Transfer: it doesn't do extra damage, it just doesn't do the self-damage when it crits. Until Crushing Uppercut, there was a design concept from Cryptic/Paragon that seemed to be to prevent anything from doing more than an Assassin's Strike crit from hidden status, so hard hitters from other sets had reduced damage criticals just to keep them less than AS. Energy Melee has two of those powers that had their criticals reduced: Total Focus (where a crit does ET damage) and Energy Transfer (no self-damage). I did not know those for the specific reasons. I wonder, would a crittable Energy Transfer, at its original animation times, make the set appealing?
  11. Nifty. I'll be spending more time digging into this.
  12. Hmm it does not have perma hasten although there is only 5 second offset so that might be that big issue however bigger issue for me is this build does not have titan sweep and that is very important part of my attack chain that I can't just let go off. I will try to find some way to work it out though i at least want to get %50 def for smash and lethal since this set does not have defensive debuff resist. Also, I don't plan to use a ranged attack because it will be switching out the weapon and quite frankly slotting a purple set into a power that I am not going to use does not sit well with me. 1.) Hasten is quite permanent when run with Ageless. Basically click both when they come up - Ageless provides both recharge and endurance, and I treat it as a second paralell haste. 2.) Ive got versions of the build that put TS back in, but its a bit superfluous by 50 with the recharge above, unless your heavily focused on AOEing. Whirling Slash and Arc of Destruction recharge very quickly. That said, Im either way, and have versions that do use TS. 3.) Dont think of it as 'a power I'm not going to use', think of it as 'A quick way to get a lot of +DEF and/or RECHG'. :) That said, I look forward to seeing what you come up with! IO builds are always about tradeoffs.
  13. This is a slightly modified version of Kaledin's TW/Bio build. Softcaps Smash/Lethal, and puts out solid resists to most categories, along with very high damage out. Its what I'm building towards on live. I dont see a good way to hit softcap S/L/E/N/F/C as well as 75% Smash/Lethal Resist. If you wanted to pursue more defense, Id go after Energy/Negative next - Ive got a Bio Brute at 50, and the pain doesnt come from S/L, it comes from Energy. Hero Plan by Mids' Hero Designer 1.962 http://www.cohplanner.com/ Click this DataLink to open the build! Level 50 Magic Scrapper Primary Power Set: Titan Weapons Secondary Power Set: Bio Armor Power Pool: Fighting Power Pool: Leaping Power Pool: Speed Power Pool: Leadership Ancillary Pool: Leviathan Mastery Hero Profile: Level 1: Crushing Blow -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(3), KntCmb-Dmg/Rchg(3), KntCmb-Dmg/EndRdx/Rchg(5), OvrFrc-Acc/Dmg/End/Rech(5), AchHee-ResDeb%(7) Level 1: Hardened Carapace -- GldArm-3defTpProc(A), UnbGrd-Max HP%(7), UnbGrd-ResDam(9), UnbGrd-ResDam/EndRdx(9), UnbGrd-ResDam/EndRdx/Rchg(11) Level 2: Inexhaustible -- PrfShf-End%(A) Level 4: Environmental Modification -- LucoftheG-Rchg+(A), LucoftheG-Def(13), LucoftheG-Def/EndRdx(13) Level 6: Follow Through -- Hct-Dmg/Rchg(A), Hct-Acc/Dmg/Rchg(15), Hct-Acc/Rchg(15), Hct-Dmg/EndRdx(17), Hct-Dam%(17), TchofDth-Dam%(19) Level 8: Build Momentum -- GssSynFr--Build%(A), RctRtc-ToHit(19), RctRtc-ToHit/Rchg(21) Level 10: Adaptation Level 12: Boxing -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(21), KntCmb-Dmg/Rchg(23), KntCmb-Dmg/EndRdx/Rchg(23) Level 14: Tough -- StdPrt-ResDam/Def+(A), RctArm-ResDam(25), RctArm-ResDam/EndRdx(25), RctArm-ResDam/EndRdx/Rchg(27), RctArm-EndRdx(27) Level 16: Ablative Carapace -- Pnc-Heal/EndRedux(A), Pnc-EndRdx/Rchg(29), Pnc-Heal/Rchg(29), Pnc-Heal/EndRedux/Rchg(31), Pnc-Heal(31) Level 18: Rend Armor -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(31), SprBlsCol-Acc/Dmg/EndRdx(33), SprBlsCol-Acc/Dmg/Rchg(33), SprBlsCol-Dmg/EndRdx/Acc/Rchg(33), AchHee-ResDeb%(34) Level 20: Evolving Armor -- RctArm-ResDam(A), RctArm-ResDam/EndRdx(34), RctArm-ResDam/EndRdx/Rchg(34), RctArm-ResDam/Rchg(36) Level 22: Weave -- LucoftheG-Rchg+(A), LucoftheG-Def(36) Level 24: Combat Jumping -- LucoftheG-Rchg+(A), ShlWal-ResDam/Re TP(36) Level 26: Whirling Smash -- Arm-Dmg/Rchg(A), Arm-Acc/Dmg/Rchg(37), Arm-Acc/Rchg(37), Arm-Dmg/EndRdx(37), Arm-Dam%(39), FrcFdb-Rechg%(39) Level 28: DNA Siphon -- SprScrStr-Dmg/Rchg(A), SprScrStr-Acc/Dmg/Rchg(39), SprScrStr-Rchg/+Crit(40), Heal-I(40), Heal-I(40) Level 30: Hasten -- RechRdx-I(A), RechRdx-I(42) Level 32: Arc of Destruction -- SprCrtStr-Acc/Dmg(A), SprCrtStr-Dmg/Rchg(42), SprCrtStr-Acc/Dmg/Rchg(42), SprCrtStr-Dmg/EndRdx/Rchg(43), SprCrtStr-Acc/Dmg/EndRdx/Rchg(43), SprCrtStr-Rchg/+50% Crit(43) Level 35: Genetic Contamination -- SprScrStr-Acc/Dmg(A), SprScrStr-Dmg/EndRdx/Rchg(45), SprScrStr-Acc/Dmg/EndRdx/Rchg(45) Level 38: Parasitic Aura -- Prv-Heal(A), Prv-Heal/EndRdx(45), Prv-EndRdx/Rchg(46), Prv-Heal/Rchg(46), Prv-Heal/Rchg/EndRdx(46), Prv-Absorb%(48) Level 41: Water Spout -- Ann-ResDeb%(A), Rgn-Dmg/Rchg(48), Rgn-Acc/Dmg/Rchg(48), Rgn-Acc/Rchg(50), Rgn-Dmg/EndRdx(50), Rgn-Knock%(50) Level 44: Super Jump -- Jump-I(A) Level 47: Maneuvers -- LucoftheG-Rchg+(A) Level 49: Defensive Sweep -- LucoftheG-Rchg+(A) Level 1: Brawl -- Empty(A) Level 1: Critical Hit Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 1: Sprint -- Empty(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Empty(A) Level 2: Health -- Pnc-Heal/+End(A), Mrc-Rcvry+(11) Level 2: Hurdle -- Empty(A) Level 2: Stamina -- PrfShf-End%(A) Level 1: Momentum Level 10: Defensive Adaptation Level 10: Efficient Adaptation Level 10: Offensive Adaptation Level 50: Assault Radial Embodiment Level 50: Ageless Core Epiphany Level 50: Reactive Radial Flawless Interface Level 50: Ion Core Final Judgement Level 50: Cimeroran Core Superior Ally Level 50: Musculature Core Paragon ------------
  14. My original favourite AT was a mix of Scrapper and Tank, and converged on a high damage output Tank built around EM and Invuln. I sympathize with the above posters points about frustration. Frustration kills characters for me. For me, the largest source of current frustration in the game is meeting an AV in a story arc the way a sentence meets a period. Sure, I could set it to 'Elite Boss' and carry on, but 'Superthor can't beat up Thanocide even if Thanocide /afks because Superthor doesnt hit hard enough to hurt him' was immersion-wrecking for me, and so my favorite has slid from Tank into Brute, and is slipping off towards Scrapper (depending on how tough I can make my Scrapper and how damaging I can make my Brute). I thought I would love Sentinel - I always wanted a more offense/defense balanced blast character - but they just arent capturing me to play. So, maybe fair to say that my favourite AT was, and remains, Melee - just different Melee ATs, and different powersets.
  15. Could everyone please state WHICH T3 or T4 you're using? I just crafted a T3 degen (best time with t4 reactive (75% debuff/25% fire) is 3:23. Time with t3 degen (75% chance -max hp) is 3:30 on my claws/sr. Should I have gone the other way on the degen? DoT over -HP? If you want maximum Single Target killing power, T4 Degenerative Core (-75% MaxHP). This is the optimal choice against specifically hard targets where the stacks can matter (potentially some longer-lasting bosses, but primarily EB/AV/Monster/GM). Anything sub boss level, Interface (in general) doesn't really matter because its likelihood of impacting Minions/Lieuts/Most Bosses, is minimal regardless of whether DoT/Debuff route. I've heard this preference stated before, but I don't quite get why - I must be misunderstanding how the max hp debuff proc plays out. Can you explain why this outperforms the Reactive -res and moderate fire proc? The reasoning is that by lowering the targets maximum hit points, you lower its regeneration per tic. Also, a small % reduction in maximum hit points is essentially 'bonus damage' in the initial stages against a very hard target. I've not done side by side testing, but the idea that lowering the hit point regen of the target makes it easier to get 'real damage' past its regen makes sense. In a vacuum, I would guess that -MaxHP looks its best in situations where you are barely breaking the targets health recovery, and the more damage you are putting out, the better the -RES proc becomes by comparison. Id guess that a 1:07 run might not be improved, and might be harmed, by switching from 75% DoT/25% -RES to 75%-HP/25% DOT, and might be further improved by slotting 75%-Res/25% DoT - but thats guesswork, and the data is noisy enough that Id be surprised to see a clear winner
  16. Ive not counted, but my recollection is it procs -a lot-. But Id take it even if Gaussians didnt go there, cause the damage buff plus jump into Momentum Time aithiut full animation/slow windup is going to be nice.
  17. Fair! Pity the T9 is skippable, but... oh well. I do love my KM/Invuln Stalker - and I may follow you into Water Spout for boss killing, if I can wrap my concept around it - thanks for the note on its impact. :)
  18. First: Kael’s doing most of the heavy lifting - Im mostly commentating and mathing. Ive not done apples:apples comparisons. For Bio, the brute has to build for that resist advantage - and this isnt free. Brutes have only a small advantage in base HP, though much higher caps - again, you have to pay for this if you want to chase it. That said - the Brute has a better taunt, and if the team can buff them, can absorb more buffs to damage, resistance, and HPs. I really think if you intend to group, and have Tanking be a -job- when in a group, go Brute, due to better tools. Youll still solo appallingly well for a ‘Tank’. If you dont have as much interest in tanking, Id go scrapper, because though I think the damage advantage ‘in the wild’ will be smaller than I got on Pylons (Pylon conditions favor crits and disfavor fury), its going to always be a substantial one. Otoh, of you want the damage, Im pretty sure a Bioarmor Scrapper in Purple Country will tank anything just fine. TLDR: They are close enough and flexible enough that its really personal preference. A Scrapper in Defense Adaptation is probably tougher than a Brute in Offensive, so play what sounds more fun. Or level both to 50, IO them out equally, and tell us what you think.
  19. Get your chain down and stick to it, even with BU effects, know in advance when and where they NEED to land, and keep them landing there. Also go into your options settings and turn on the actual timer display for cool downs. I did this recently and it helped me nail consistent patterns on my Radiation runs. I was able to see in real-time exactly when my BU was coming, my Hasten, etc, so I could drop it in the right places during my attack chain without being surprised. I also allowed me to que BU even though it hadn't "popped" yet, I knew in .2/s it was coming up so I could prep and be right on the trigger every time. It may not seem like it'd make such a big difference, but execution of the player can easily see one person getting 2:00, and another getting 2:30. You are absolutely correct. I also need to spend a bit more time with each power, getting a better feel for the animation time and DPA of each. I dont think I can push the Scrapper version much lower, but consistency is a thing. Im more interested in the trade-offs between various melee ATs. My earlier predictions were proven off, at least inasmuch as I based them off the ~700 number that was the best time Kaledin got, and some over-optimisitc assumptions about Fury. Im going to guess that 450ish is probably gonna be hard for le to beat on TW/Bio Brute, and thus about 350ish as a rough ceiling for me for TW/??? Brute - maybe a bit higher as Offensive Adaptation contributes less on a Brute than a Scrapper (lower base values, fury, lower Offensive Adaptation contribution) Its too late to test tonite, but I intend to get some TW/Invuln Brute numbers tomorrow. I loved Invuln first, and I want a better feeling for what it gives up in damage out as compared to Bio (which I also love)
  20. Being interested in intra-AT performance on specific sets (Notably TW on Brute and Tank) I set out to get a baseline for TW/Bio SCRAPPER, so I would have a basis of comparison when I took out a drive on TW/Bio Brute, Tank, etc. That said, execution matters, playstyle matters, and so to get a baseline I duplicated Kael's TW/Bio Build and set out to see what I could do with it - if Im going to be driving the Brutes and Tanks, I need to know what -I- can do with TW, so I have a basis for comparison. First Im going to attach below Kaledin's times on his Tier 4 TW/Bio Scrapper 1:35 = 531.430 DPS 1:35 = 531.430 DPS 1:29 = 558.641 DPS 1:27 = 568.545 DPS 1:25 = 578.915 DPS 1:20 = 607.109 DPS 1:03 = 736.443 DPS 1:03 = 736.443 DPS Now my own, on the exact same build: 1:51 1:45 1:45 1:43 1:43 1:40 1:40 1:39 1:31 1:30 1:28 1:28 1:24 1:22 1:20 (607 DPS) The gentle reader will notice that my times fell outside the bounds of his at the top (more than half my runs were worse than his 1:35 worst) and that my 'best' run was a 1:20 - a full 17 seconds and 136 DPS behind his 'best' runs. Not sure what the takeway is, save that the player matters, execution matters, and that I was struggling with priority on TW the whole time - even knowing the 'ideal' rotation, I kept having to prioritize between 'swinging away now' and 'wait less than 1 second to get back into the right rotation', not to mention the oddity of whether to trigger Build Momentum the split second it came up, or to wait a half second or more to make my Build Momentum line up better with the rest of the rotation. My second takeaway is that if I want to compare Intra-AT performance, maybe I should do it on a Mace. :) EDIT: Titan/Bioarmor Brute 2:58 2:55 2:53 2:34 2:30 2:30 2:07 (442 DPS) Build is a mirror to the Scrapper in every way that matters. Better times were a matter of carrying more Fury into the fight.. 2:07 was a very smooth run with about 60% Fury coming in. Looks like the TW/Bio Brute loses about a quarter of the TW/Bio Scrappers DPS... which doesnt seem out of line, but really undermines my predictions above.
  21. Oh, I love the costume. Thats perfect.
  22. Im not sure I'd skip Build Momentum. In addition to putting you in Momentum Time for a very short cast, it provides a decent damage buff, and can take a Gaussian's Chance to Buildup - for me, in Build Momentum, that 'Chance' is a nigh certainty. Sure, DAMBuff doesnt show as well on Brutes as it does on Scrappers (since weve all that fury, and a lower base), but +100% Dambuff to an Arc of Destruction/Rend Armor/etc. is no small thing...
  23. A good point, they are pretty 'swingy' in their value that way. And of course, each proc being present on the team after the first adds some value (though diminishing) as it reflects increased uptime.
  24. Dan - I dont know about Scrapper KM, but attempts at using 'T9 refreshes buildup from Hide' on Stalkers proved a pretty hardcore failure - theres no way to use your T9 without making things worse, cause 3 second cast times are terrible. Ive not tried the scrapper/brute/tanker version, but my guess is given the long cast time of the T9, the outcome would be similar.
  25. This build could probably be tightened up a bit - it doesnt softcap unless your rnning defensive stance (Id often run Musculature ratehr than Agility, and just hop into Defensive if I needed it. Give the damage hit is against the background of a huge buffstack, Brutes can afford Defensive Stance better than Scrappers or Tanks) If I had it all to do over again, Id juggle some slots and change a few sets, but shes 'baked in' on live, now, and were looking at a few % points here or there that I wont notice outside a spreadsheet. Villain Plan by Mids' Villain Designer 1.962 http://www.cohplanner.com/ Click this DataLink to open the build! C'len: Level 50 Magic Brute Primary Power Set: Spines Secondary Power Set: Bio Armor Power Pool: Fighting Power Pool: Leaping Power Pool: Speed Power Pool: Leadership Ancillary Pool: Soul Mastery Villain Profile: Level 1: Barb Swipe -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx/Acc/Rchg(3), SprBlsCol-Acc/Dmg/EndRdx(3), SprBlsCol-Acc/Dmg/Rchg(5), SprBlsCol-Dmg/EndRdx(5) Level 1: Hardened Carapace -- UnbGrd-Max HP%(A), UnbGrd-ResDam(7), UnbGrd-ResDam/EndRdx(7), UnbGrd-ResDam/EndRdx/Rchg(9) Level 2: Spine Burst -- Arm-Dmg/Rchg(A), Arm-Acc/Dmg/Rchg(13), Arm-Acc/Rchg(13), Arm-Dmg/EndRdx(15), Arm-Dmg(15), Arm-Dam%(50) Level 4: Boxing -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(17), KntCmb-Dmg/Rchg(19), KntCmb-Dmg/EndRdx/Rchg(19) Level 6: Build Up -- RechRdx-I(A), RechRdx-I(21) Level 8: Combat Jumping -- LucoftheG-Rchg+(A), LucoftheG-Def(21), LucoftheG-Def/EndRdx(23) Level 10: Inexhaustible -- DctWnd-Heal(A), DctWnd-Heal/Rchg(23) Level 12: Environmental Modification -- LucoftheG-Rchg+(A), LucoftheG-Def(25), Rct-ResDam%(25), ShlWal-ResDam/Re TP(27) Level 14: Tough -- Ags-ResDam(A), Ags-ResDam/EndRdx(27), Ags-ResDam/EndRdx/Rchg(29), Ags-Psi/Status(29) Level 16: Weave -- LucoftheG-Rchg+(A), LucoftheG-Def(31), LucoftheG-Def/EndRdx(31) Level 18: Quills -- SprBrtFur-Acc/Dmg(A), SprBrtFur-Dmg/Rchg(31), SprBrtFur-Acc/Dmg/Rchg(33), SprBrtFur-Dmg/EndRdx/Rchg(33), SprBrtFur-Acc/Dmg/EndRdx/Rchg(33), SprBrtFur-Rech/Fury(34) Level 20: Adaptation Level 22: Hasten -- RechRdx-I(A), RechRdx-I(34) Level 24: Ablative Carapace -- Prv-Heal/Rchg(A), Prv-Heal/Rchg/EndRdx(34), DctWnd-Heal/Rchg(36), DctWnd-Heal/EndRdx/Rchg(36) Level 26: Ripper -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(36), SprAvl-Acc/Dmg/EndRdx(37), SprAvl-Acc/Dmg/Rchg(37), SprAvl-Acc/Dmg/EndRdx/Rchg(37) Level 28: Evolving Armor -- GldArm-3defTpProc(A), StdPrt-ResDam/Def+(39) Level 30: DNA Siphon -- Prv-Heal/Rchg(A), Prv-Heal/Rchg/EndRdx(39), DctWnd-Heal/Rchg(39), DctWnd-Heal/EndRdx/Rchg(40) Level 32: Super Jump -- Jump-I(A) Level 35: Gloom -- SprWntBit-Acc/Dmg(A), SprWntBit-Dmg/Rchg(40), SprWntBit-Acc/Dmg/EndRdx(40), SprWntBit-Acc/Dmg/Rchg(42), SprWntBit-Dmg/EndRdx/Acc/Rchg(42), SprWntBit-Rchg/SlowProc(42) Level 38: Genetic Contamination -- Erd-Dmg(A), Erd-Acc/Dmg/Rchg(43), Erd-Dmg/Rchg(43) Level 41: Parasitic Aura -- Prv-Absorb%(A), Prv-Heal/Rchg/EndRdx(43), Prv-Heal(45), Prv-Heal/EndRdx(45), Prv-EndRdx/Rchg(45), Prv-Heal/Rchg(46) Level 44: Maneuvers -- LucoftheG-Rchg+(A), LucoftheG-Def(46), LucoftheG-Def/EndRdx(46) Level 47: Throw Spines -- SprUnrFur-Acc/Dmg(A), SprUnrFur-Dmg/Rchg(48), SprUnrFur-Acc/Dmg/Rchg(48), SprUnrFur-Dmg/EndRdx/Rchg(48), SprUnrFur-Acc/Dmg/EndRdx/Rchg(50), SprUnrFur-Rchg/+Regen/+End(50) Level 49: Super Speed -- Clr-Stlth(A) Level 1: Brawl -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(9), KntCmb-Dmg/Rchg(11), KntCmb-Dmg/EndRdx/Rchg(11) 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: Fury Level 1: Sprint -- Run-I(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Run-I(A) Level 2: Health -- DctWnd-Heal(A), DctWnd-Heal/Rchg(17) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-End%(A) Level 20: Defensive Adaptation Level 20: Efficient Adaptation Level 20: Offensive Adaptation Level 0: Born In Battle Level 0: High Pain Threshold Level 0: Invader Level 0: Marshal Level 50: Assault Radial Embodiment Level 50: Void Radial Final Judgement Level 50: Reactive Radial Flawless Interface Level 50: Ageless Radial Epiphany Level 50: Agility Radial Paragon ------------
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