
HelenCarnate
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Rad and Spines mostly rely on 1 aoe attack and 1 toggle. They chain that 1 attack with burn, ball lightning and electric fence. With fire it has 2 AoEs and people seem to think that would be better. If you are looking at high recharge builds they are wrong. You get to perma hasten levels and you can chain 4 attacks so you would pick the highest DPA powers out of those 5 options. That means combustion turns into a set mule and you use Fire Circle Sword. However, the higher DPA of Fire Circle Sword does not make up for the loss of a damage toggle. Footstomp has higher DPA than FCS and with the rage changes you can have no crash if you pay attention which puts /Fire for tanks in 5th place at best behind Spines, Rad, SS, Psy, and Ice. The last 3 all have AoE attacks on the same timers as FCS and the same radius but higher DPA.
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Loving ninja so far. No need for a travel power other than ninja run or beast run and a jetpack for harder to reach areas. Built in stealth. Easy to cap out defense so less need for winter sets so you can focus on recharge and resists. Self heal and endurance recovery as well. You can go crazy and get even more defense to acr as a buffer for the lower DDR if you like instead.
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They will likely look like this Hero Plan by Mids' Reborn : Hero Designer 2.6.0.7 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! Level 50 Magic Tanker Primary Power Set: Fiery Aura Secondary Power Set: Radiation Melee Power Pool: Speed Power Pool: Leaping Power Pool: Fighting Power Pool: Concealment Ancillary Pool: Mu Mastery Hero Profile: Level 1: Blazing Aura -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(3), SprAvl-Acc/Dmg/EndRdx(3), SprAvl-Acc/Dmg/Rchg(5), SprAvl-Acc/Dmg/EndRdx/Rchg(5), SprAvl-Rchg/KDProc(7) Level 1: Contaminated Strike -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(7), SprBlsCol-Acc/Dmg/EndRdx(9), SprBlsCol-Acc/Dmg/Rchg(9), SprBlsCol-Dmg/EndRdx/Acc/Rchg(11), SprBlsCol-Rchg/HoldProc(11) Level 2: Fire Shield -- Ags-ResDam(A), Ags-ResDam/EndRdx(13), Ags-ResDam/EndRdx/Rchg(13) Level 4: Healing Flames -- Prv-Heal(A), Prv-Heal/EndRdx(15), Prv-EndRdx/Rchg(15), Prv-Heal/Rchg(17), Prv-Heal/Rchg/EndRdx(17), Prv-Absorb%(19) Level 6: Temperature Protection -- StdPrt-ResDam/Def+(A) Level 8: Hasten -- RechRdx-I(A), RechRdx-I(19) Level 10: Taunt -- MckBrt-Taunt(A), MckBrt-Taunt/Rchg(21), MckBrt-Taunt/Rchg/Rng(21), MckBrt-Acc/Rchg(23), MckBrt-Taunt/Rng(23), MckBrt-Rchg(25) Level 12: Combat Jumping -- LucoftheG-Def/Rchg+(A) Level 14: Consume -- MckBrt-Taunt(A), MckBrt-Taunt/Rchg(25), MckBrt-Taunt/Rchg/Rng(27), MckBrt-Acc/Rchg(27), MckBrt-Taunt/Rng(29), MckBrt-Rchg(29) Level 16: Plasma Shield -- Ags-ResDam(A), Ags-ResDam/EndRdx(31), Ags-ResDam/EndRdx/Rchg(31) Level 18: Burn -- Arm-Dam%(A), Arm-Dmg/EndRdx(31), Arm-Dmg/Rchg(33), Arm-Acc/Dmg/Rchg(33), Arm-Acc/Rchg(33), FuroftheG-ResDeb%(34) Level 20: Boxing -- Hct-Dam%(A), Hct-Dmg/EndRdx(48), Hct-Dmg/Rchg(48), Hct-Acc/Dmg/Rchg(50), Hct-Acc/Rchg(50) Level 22: Tough -- GldArm-3defTpProc(A) Level 24: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(34) Level 26: Fiery Embrace -- RechRdx-I(A), RechRdx-I(34) Level 28: Irradiated Ground -- Obl-%Dam(A), Obl-Acc/Dmg/EndRdx/Rchg(36), Obl-Acc/Rchg(36), Obl-Dmg/Rchg(36), Obl-Acc/Dmg/Rchg(37), AchHee-ResDeb%(37) Level 30: Stealth -- LucoftheG-Def/Rchg+(A) Level 32: Grant Invisibility -- LucoftheG-Def/Rchg+(A) Level 35: Electrifying Fences -- SprFrzBls-Acc/Dmg(A), SprFrzBls-Dmg/EndRdx(37), SprFrzBls-Acc/Dmg/EndRdx(39), SprFrzBls-Acc/Dmg/Rchg(39), SprFrzBls-Dmg/EndRdx/Acc/Rchg(39), SprFrzBls-Rchg/ImmobProc(40) Level 38: Atom Smasher -- SprMghoft-Acc/Dmg(A), SprMghoft-Acc/Dmg/Rchg(40), SprMghoft-Acc/Dmg/EndRdx/Rchg(40), SprMghoft-Dmg/Rchg(42), AchHee-ResDeb%(42), Obl-%Dam(42) Level 41: Ball Lightning -- Rgn-Dmg(A), Rgn-Dmg/Rchg(43), Rgn-Acc/Dmg/Rchg(43), Rgn-Acc/Rchg(43), Rgn-Dmg/EndRdx(45), Ann-ResDeb%(45) Level 44: Mu Lightning -- Apc-Dam%(A), Apc-Dmg/EndRdx(45), Apc-Dmg/Rchg(46), Apc-Acc/Dmg/Rchg(46), Apc-Acc/Rchg(46) Level 47: Fusion -- RechRdx-I(A), GssSynFr--Build%(48) Level 49: Invisibility -- LucoftheG-Def/Rchg+(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 -- Run-I(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Run-I(A) Level 2: Health -- Pnc-Heal/+End(A), Mrc-Rcvry+(50) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-End%(A) Level 50: Musculature Core Paragon Level 50: Ion Core Final Judgement Level 50: Degenerative Core Flawless Interface Level 50: Banished Pantheon Radial Superior Ally Level 50: Ageless Core Epiphany Level 50: Assault Radial Embodiment ------------
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This needs to happen
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SS ends up being better on long farms with lots of door sitters when you have fewer inspirations dropping. Rage and double rage keeps your damage potential higher when you are starved for inspirations. However, without door sitters and solo, it falls behind Rad and Spines as it is very easy to set up macros to keep popping reds and be at or near the damage cap. Not saying it is bad, just not as good as Rad or Spines in the maps people normally farm for money. For PLing several people at once on larger maps SS is certainly a strong competitor.
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Exactly what I was going to suggest.
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And many of those are not available until higher levels and or require a decent amount of recharge to be perma and some (not all) of those require a to hit check as well before they can apply the debuff. Also your pets are lower level than you meaning that higher level mobs are even more difficult for them to hit. I stand by my statement.
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That is correct. And yes, MMs really should take leadership to be effective.
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Set bonuses do not apply to pets unless it is one of the uniques specifically for pets. Kismet counts as a set bonus.
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And that makes it easier to AoE them. Also when they start getting low on HP, mobs tend to run away. For melee this means chasing them down. For a Sentinel that means shooting them in the back. The less time you spend moving, the more time you can spend attacking.
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Very true. When it first came out, teams regularly failed the last mission.
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That is just -end. They still can recover and attack once they have endurance.
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By that logic, Rain of Arrows and Geyser should be doing a lot less damage. Also see Sentinels, the sets I listed all have the same damage and recharge. There is no reason to have the longer recharge on the nuke for Electric.
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Feel free to read their reviews. Mine came in a giant box with tons of padding to prevent damage during shipping. Everything was in its correct place with all the wires tucked out of the way.
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I am ignoring secondary effects and only focusing on damage but lets face it, the secondary effect is not the greatest for Electric but that is another thread. The first thing that needs to be fixed to bring Electric up to par is the nuke. Lets look at other nukes that are similar to electric. Using Blaster damage for reference, the base damage is 250.2 just like Dark, Fire, Energy, Psy, Rad, and Sonic. Yes I know Fire does more damage but that is its secondary effect. Take away the DoT damage and the base is the same. They all have the same 25' radius and all cost the same endurance. Electric however is on a 170 second timer while all the others are 145. Either the damage needs to increase to compensate or the recharge needs to come down. Electric also has the honor of having the single longest cast time of all of those nukes. The others are 3.168 seconds (Arcanatime) or less but Electric is 3.96 seconds. I would suggest dropping it to 3.168 seconds and upping the damage to match the recharge but I understand that could be a bit too popular and turn the set into the new FTOM, so dropping the recharge and animation time is probably the best way to go. Next is Tesla Cage. I would love to see this have more damage but can understand keeping it low. However, it also only has an 8 second hold when all the other stuns and holds in every other blaster primary are 9.5 seconds or longer in addition to most of them doing far more damage and almost all of them being cast faster. If I had my way the stats would be the same as Freeze Ray which would up the damage to 125.1 (or even 132.6 to match Rads Cosmic Burst stun) and hold time 9.5 seconds. The cast time would still be longer meaning the DPA would keep it out of the rotation for normal attacks but it would make the attack actually do decent damage so people could decide to slot for damage instead of just for holds. Right now the only reason I would take it would be as a set mule and would really only get used on LGTF during the Hami mission. The last change I would suggest is for Short Circuit to get the animation for Irradiate dropping the cast time from an eternal 3.168 seconds to a quick 1.32 seconds. These changes combined would certainly help to bring the set to be a bit more competitive in the damage department.
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Ibuypower.com Have someone professional build your pc for about the same cost as doing it yourself. You pick everything and they put it together for you. Edit, Oh yea, they also do a fresh install of Windows and don't add any bloatware unlike many of the pre-built units you will find in stores.
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I don't really have a set attack chain. With all options open I tend to use whatever the highest damage attack I have charged at the moment. I arrange them in order of damage/animation second from left to right so I pick whatever attack is farthest on the left that matches my range. When stuff is grouped together I of course use my nuke and other AoEs first then either punch or shoot whatever is left. Positronic Fist I tend to save for bosses and up as everything else tends to get burned down on teams fast and even then can still end up punching a corpse really hard. On ITFs and other things that have tons of -defense I tend to throw out Radioactive Cloud in groups to lessen the odds of cascading defense failure. I haven't played that one in a while and I am still trying to figure out what to drop to pick up the snipe. The only way I managed to do it while keeping at or above the soft cap was to go agility and rearrange things like this. Granted it is not full 22% but still decent enough. This gives a bit more ranged damage to take down fleeing mobs and adds a bit to the single target rotation. Hero Plan by Mids' Reborn : Hero Designer 2.6.0.5 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! Level 50 Mutation Blaster Primary Power Set: Radiation Blast Secondary Power Set: Atomic Manipulation Power Pool: Leaping Power Pool: Speed Power Pool: Fighting Power Pool: Leadership Ancillary Pool: Mace Mastery Hero Profile: Level 1: X-Ray Beam -- SprDfnBrr-Acc/Dmg(A), SprDfnBrr-Dmg/Rchg(3), SprDfnBrr-Acc/Dmg/Rchg(3), SprDfnBrr-Acc/Dmg/EndRdx(5), SprDfnBrr-Acc/Dmg/EndRdx/Rchg(5), SprDfnBrr-Rchg/+Status Protect(7) Level 1: Electron Shackles -- Acc-I(A) Level 2: Irradiate -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(7), SprAvl-Acc/Dmg/EndRdx(9), SprAvl-Acc/Dmg/Rchg(9), SprAvl-Acc/Dmg/EndRdx/Rchg(11), SprAvl-Rchg/KDProc(11) Level 4: Negatron Slam -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(15), SprBlsCol-Acc/Dmg/EndRdx(15), SprBlsCol-Acc/Dmg/Rchg(17), SprBlsCol-Dmg/EndRdx/Acc/Rchg(17), SprBlsCol-Rchg/HoldProc(19) Level 6: Combat Jumping -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(19), Ksm-ToHit+(21), Rct-ResDam%(50) Level 8: Aim -- RechRdx-I(A) Level 10: Ionize -- RechRdx-I(A) Level 12: Super Jump -- BlsoftheZ-ResKB(A) Level 14: Hasten -- RechRdx-I(A), RechRdx-I(21) Level 16: Beta Decay -- HO:Enzym(A) Level 18: Cosmic Burst -- SprWntBit-Acc/Dmg(A), SprWntBit-Dmg/Rchg(23), SprWntBit-Acc/Dmg/EndRdx(23), SprWntBit-Acc/Dmg/Rchg(25), SprWntBit-Dmg/EndRdx/Acc/Rchg(25), SprWntBit-Rchg/SlowProc(27) Level 20: Metabolic Acceleration -- PrfShf-End%(A), PrfShf-EndMod/Acc(27), PrfShf-EndMod(29) Level 22: Boxing -- Empty(A) Level 24: Tough -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(29), UnbGrd-Max HP%(31), UnbGrd-ResDam(31), UnbGrd-ResDam/EndRdx(31), UnbGrd-ResDam/EndRdx/Rchg(33) Level 26: Neutron Bomb -- SprFrzBls-Acc/Dmg(A), SprFrzBls-Dmg/EndRdx(33), SprFrzBls-Acc/Dmg/EndRdx(33), SprFrzBls-Acc/Dmg/Rchg(34), SprFrzBls-Dmg/EndRdx/Acc/Rchg(34), SprFrzBls-Rchg/ImmobProc(34) Level 28: Proton Volley -- SprBlsWrt-Acc/Dmg(A), SprBlsWrt-Dmg/Rchg(36), SprBlsWrt-Acc/Dmg/Rchg(36), SprBlsWrt-Acc/Dmg/EndRdx(36), SprBlsWrt-Acc/Dmg/EndRdx/Rchg(37), SprBlsWrt-Rchg/Dmg%(37) Level 30: Weave -- LucoftheG-Def/Rchg+(A), Rct-Def/EndRdx/Rchg(37), Rct-Def(39), Rct-Def/EndRdx(39) Level 32: Atomic Blast -- Obl-Dmg(A), Obl-Acc/Rchg(39), Obl-Dmg/Rchg(40), Obl-Acc/Dmg/Rchg(40), Obl-Acc/Dmg/EndRdx/Rchg(40), Obl-%Dam(42) Level 35: Radioactive Cloud -- SprEnt-Acc/Hold(A), SprEnt-Hold/Rchg(42), SprEnt-End/Rchg(42), SprEnt-Acc/Hold/End(43), SprEnt-Acc/Hold/End/Rchg(43), SprEnt-Rchg/AbsorbProc(43) Level 38: Positronic Fist -- Mk'Bit-Acc/Dmg(A), Mk'Bit-Dmg/EndRdx(45), Mk'Bit-Dmg/Rchg(45), Mk'Bit-Acc/EndRdx/Rchg(45), Mk'Bit-Acc/Dmg/EndRdx/Rchg(46), Mk'Bit-Dam%(46) Level 41: Scorpion Shield -- LucoftheG-Def/Rchg+(A), Rct-Def/EndRdx/Rchg(46), Rct-Def(48), Rct-Def/EndRdx(48) Level 44: Maneuvers -- LucoftheG-Def/Rchg+(A), Rct-Def/EndRdx/Rchg(48), Rct-Def(50), Rct-Def/EndRdx(50) Level 47: Assault -- EndRdx-I(A) Level 49: Tactics -- HO:Cyto(A) Level 1: Brawl -- Empty(A) Level 1: Defiance 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 -- NmnCnv-Regen/Rcvry+(A), Pnc-Heal/+End(13), Mrc-Rcvry+(13) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-End%(A) Level 50: Clarion Core Epiphany Level 50: Agility Core Paragon ------------
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If you really want to make a decent tweak to the set, increase the recharge on Jab to 3 seconds along with corresponding end costs and damage (I like 4 but 3 would still be a decent improvement). Then increase Punch to 6 seconds so basically it would mirror damage and recharge of Ice Melee for the first 2 attacks. Then give Hurl the reduced animation time that was given to Doms. Rage changes are fine as is as long as it does not apply the weakened status incorrectly.
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For leveling there is no real guide or build. You pick the powers you think you will use and go with it. For attacks slot first accuracy, then endurance reduction, then recharge and the rest damage (at least for brutes). If you are running higher level stuff like +2 or more then swap one of the damage for accuracy. For shields do one end reduction and 2 or 3 resists. Temp protection only needs 1 or 2 slots tops. Damage toggles I normally put in 1 accuracy and 2 end reduction and 3 damage. I normally stop with 5 slots for attacks and fill in the 6th at higher levels. I would recommend holding off on Irradiated ground until you get consume as those couple levels will be quite rough on your endurance bar if you take IG first. Oh and Burn I would skip the end reduction as its cost is nominal and replace that with a 2nd recharge. While leveling you may consider taking Energy Mastery for better endurance management and then switching to Mu for farming once you hit 50. I would also recommend getting at least 1 KB IO and throwing it in your travel power since there is no KB protection in /Fire and with 2 damage toggles, taking acrobatics would just make it even more end hungry. Other IOs that will change your life but can be more expensive are Performance Shifter proc (stamnia), Miracle, and Panacea (health).
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Thank you. Didn't even notice the other Longbow Warden there because I was looking for Longbow Warden 2.
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I would second this combo. Yes water is a full ranged set but it does decent damage, has plenty of CC available with KB and holds. Also getting -to hit and +recharge when you venture into melee range. Endgame with IO sets and scorpion shield it is easy mode.
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How did you get a healer gladiator?
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I know it's a bit of a necro but I did find a spot on blue side with a large number of people to heal. Atlas AE building. The down side is it works best during prime time as more people are there standing around. Edit- Also if you have a 2nd account during off peak times you can farm up a MM and have 5 pets so 6 extra targets total. As far as the arena goes I don't think that will work anymore. The disruptor badge is now granted at 50 pvp kills instead of 400 but it does not grant the longbow warden 2 healer. For giggles I went as far as getting 400 rep and still no warden.
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What is off?
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What my namesake Helen Carnate Fire/Atomic is running currently. Melts everything until a defense buff slips by, or if I am up against Psi damage. Built more to survive than pump out max damage but can still rip aggro from tanks if they don't have taunt. Hero Plan by Mids' Reborn : Hero Designer 2.6.0.5 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! Level 50 Mutation Blaster Primary Power Set: Fire Blast Secondary Power Set: Atomic Manipulation Power Pool: Leaping Power Pool: Speed Power Pool: Fighting Power Pool: Leadership Ancillary Pool: Mace Mastery Hero Profile: Level 1: Fire Blast -- SprWntBit-Acc/Dmg(A), SprWntBit-Dmg/Rchg(3), SprWntBit-Acc/Dmg/EndRdx(3), SprWntBit-Acc/Dmg/Rchg(5), SprWntBit-Dmg/EndRdx/Acc/Rchg(5), SprWntBit-Rchg/SlowProc(7) Level 1: Electron Shackles -- Empty(A) Level 2: Fire Ball -- SprFrzBls-Acc/Dmg(A), SprFrzBls-Dmg/EndRdx(7), SprFrzBls-Acc/Dmg/EndRdx(9), SprFrzBls-Acc/Dmg/Rchg(9), SprFrzBls-Dmg/EndRdx/Acc/Rchg(11), SprFrzBls-Rchg/ImmobProc(11) Level 4: Negatron Slam -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(15), SprBlsCol-Acc/Dmg/EndRdx(15), SprBlsCol-Acc/Dmg/Rchg(17), SprBlsCol-Dmg/EndRdx/Acc/Rchg(17), SprBlsCol-Rchg/HoldProc(19) Level 6: Combat Jumping -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(19), Rct-ResDam%(21), Ksm-ToHit+(21) Level 8: Super Jump -- BlsoftheZ-ResKB(A) Level 10: Ionize -- RechRdx-I(A), GssSynFr--Build%(36) Level 12: Aim -- RechRdx-I(A) Level 14: Hasten -- RechRdx-I(A), RechRdx-I(23) Level 16: Beta Decay -- HO:Enzym(A) Level 18: Blaze -- SprBlsWrt-Acc/Dmg(A), SprBlsWrt-Dmg/Rchg(23), SprBlsWrt-Acc/Dmg/Rchg(25), SprBlsWrt-Acc/Dmg/EndRdx(25), SprBlsWrt-Acc/Dmg/EndRdx/Rchg(27), SprBlsWrt-Rchg/Dmg%(27) Level 20: Metabolic Acceleration -- PrfShf-End%(A), PrfShf-EndMod(29), PrfShf-EndMod/Rchg(29) Level 22: Boxing -- Empty(A) Level 24: Tough -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(31), UnbGrd-Max HP%(31), UnbGrd-ResDam/EndRdx/Rchg(31), UnbGrd-ResDam(33), UnbGrd-ResDam/EndRdx(33) Level 26: Blazing Bolt -- Apc-Dam%(A), Apc-Dmg/EndRdx(33), Apc-Dmg/Rchg(34), Apc-Acc/Dmg/Rchg(34), Apc-Acc/Rchg(34) Level 28: Atom Smasher -- SprDfnBrr-Acc/Dmg(A), SprDfnBrr-Dmg/Rchg(36), SprDfnBrr-Acc/Dmg/Rchg(36), SprDfnBrr-Acc/Dmg/EndRdx(37), SprDfnBrr-Acc/Dmg/EndRdx/Rchg(37), SprDfnBrr-Rchg/+Status Protect(50) Level 30: Weave -- LucoftheG-Def/Rchg+(A), Rct-Def/EndRdx/Rchg(37), Rct-Def(39), Rct-Def/EndRdx(39) Level 32: Inferno -- 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(42) Level 35: Radioactive Cloud -- SprEnt-Acc/Hold(A), SprEnt-Hold/Rchg(42), SprEnt-End/Rchg(42), SprEnt-Acc/Hold/End(43), SprEnt-Acc/Hold/End/Rchg(43), SprEnt-Rchg/AbsorbProc(43) Level 38: Positronic Fist -- TchofDth-Acc/Dmg(A), TchofDth-Dmg/EndRdx(45), TchofDth-Dmg/Rchg(45), TchofDth-Acc/Dmg/EndRdx(45), TchofDth-Dmg/EndRdx/Rchg(46), TchofDth-Dam%(46) Level 41: Scorpion Shield -- LucoftheG-Def/Rchg+(A), Rct-Def/EndRdx/Rchg(46), Rct-Def(48), Rct-Def/EndRdx(48) Level 44: Maneuvers -- LucoftheG-Def/Rchg+(A), Rct-Def/EndRdx/Rchg(48), Rct-Def(50), Rct-Def/EndRdx(50) Level 47: Tactics -- HO:Cyto(A) Level 49: Vengeance -- LucoftheG-Def/Rchg+(A) Level 1: Brawl -- Empty(A) Level 1: Defiance Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 1: Sprint -- Empty(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Empty(A) Level 2: Health -- NmnCnv-Regen/Rcvry+(A), Mrc-Rcvry+(13), Pnc-Heal/+End(13) Level 2: Hurdle -- Empty(A) Level 2: Stamina -- PrfShf-End%(A) Level 50: Agility Core Paragon Level 50: Ion Core Final Judgement Level 50: Degenerative Core Flawless Interface Level 50: Seers Radial Superior Ally Level 50: Clarion Core Epiphany Level 50: Assault Core Embodiment ------------