
HelenCarnate
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Everything posted by HelenCarnate
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Agreed. I have both and Spines is generally faster on cheaper builds but once you get to the high end with a seamless chain of AoE attacks, Rad/ is a bit faster (at least for me) and easier without having to line up cones. Spines is much easier to level through farming though as they get an AOE at low levels and Rad has to wait until at least 32 before they get theirs.
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No. If you buy an attuned one from the AH you will not be able to slot it until 50 And yes. Lower level attuned level up with you but cap at the max level available for the IO.
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Which Blaster has the BIGGEST Number, not speaking about...
HelenCarnate replied to Croax's topic in Blaster
That is true for 1 slow attack. The fire nuke is much better and overall fire does more damage because of the faster attacks. But if you are only looking at base damage without added dots and do not care about cast time, ice does have the hardest hitting single target attack. Fire on the other hand has the hardest hitting nuke with blizzard being all dot damage so it depends on what you value more. If you want 1 single target heavy hitter then go ice. If you want a spawn flattening nuke with also very hard hitting single attacks then go fire. -
Which Blaster has the BIGGEST Number, not speaking about...
HelenCarnate replied to Croax's topic in Blaster
I would say fire. Ice has a slightly harder hitting attack but it is slow. -
[10:07] [NPC] Infiltrator: Be ready! We're expecting visitors. [10:07] [NPC] Vigilant: Really? [10:07] [NPC] Vigilant: I should have brought a bundt cake.
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Which Blaster has the BIGGEST Number, not speaking about...
HelenCarnate replied to Croax's topic in Blaster
Outside of nukes, Ice has the highest damage ranged single target attack but its cast time is quite long. Blaze is almost the same damage, but much of it is DoT however it does have a much faster cast time and with the recent snipe changes Blazing Bolt can also be worked into your single target chain. Atomic and Energy have the highest single target Melee attack with Atomic getting the edge due to faster cast time. With crazy amounts of recharge you could get an attack chain of Blaze, Blazing Bolt and Positronic Fist with Negatron Slam as filler for any gaps. That is what I use and can at times snag aggro from tanks and brutes if they do not have taunt on long fights. -
Shield Defense's "Active Defense"
HelenCarnate replied to StrykerGaming's topic in Suggestions & Feedback
Been playing mine solo from lvl 1. Since the 20s have been set for +0x3. Got mezed a couple times before I had enough recharge for perma and had no issues using a breakfree. Just had to retoggle Against All Odds and I was good to go. It just requires that you pay attention until it is perma which is not for everyone. -
Shield Defense's "Active Defense"
HelenCarnate replied to StrykerGaming's topic in Suggestions & Feedback
It is a little cumbersome but easily manageable. Recharge is easy to come by even while leveling if you know how to play the market or have a lvl 50 to feed you cash. Right now my /Shield Stalker is 43 and have never had any issues with getting mezed since I got the power. Now would I like it if shield got the SR Sentinel treatment? Sure but it is not really needed. -
Tankers and Knockback Resistance vs Knockback Protection
HelenCarnate replied to CrimsonOne's topic in Suggestions & Feedback
You have already been told by devs that this will not happen. This would allow anyone to ignore almost all KB by taking 1 power. And no, it was not an oversight or an error to bring it to 9 as it was discussed before the change and even noted in the patch notes that the intent was to still make players affected by some KB even while they had Acrobatics. If you want to be productive, pick a different fix as this horse has been dead for a while.- 105 replies
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Tankers and Knockback Resistance vs Knockback Protection
HelenCarnate replied to CrimsonOne's topic in Suggestions & Feedback
I have an alternate solution. Make the Recluse KB unresistable. That way all tankers are equally tossed around and everyone would have to adapt, not just a few sets.- 105 replies
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Not sure what pulse you are talking about. It works like just about every other non-toggle hold out there. You cast it, it applies the hold one time, stuff gets held, the end. I tested it on an even level group and everything but bosses were held for the duration. I threw out Positron Cell on the boss and they were held as well. Of course higher levels will be held for less time but that is true of any holds out there as well. Nothing works different with the power other than it casts a Pseudopet to apply the hold for some reason.
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It doesn't show the numbers in Mids but Radioactive cloud is a 9.5 second hold which slotted the way I have it translates to just under a 19 second hold (at even level). Basically anything that is actually held by a mag 3 hold is dead from other AoE before it wears off so stacking is not that important.
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Frostweaver is correct. For me Rad is far better just because it fits my lazy play style better. It is annoying for me to line up cones and I tend to never get the timing right when I jump in the air to face the cone down. There is also room for more -resist procs which also helps. On the top end they are very similar in clear speed but with a budget build, spines tends to do better and much easier to level (spine burst at 2 vs atom smasher at 32) which is probably why you see far more Spines vs Rad, even though Rad tends to be slightly better, it just takes a lot more work to get there.
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EMPulse is on a massive recharge of 800 seconds on a blaster and debuffs your recovery in exchange for a mag 3 stun (granted one with a huge area) which makes it very situational and IMHO a waste of a pick. You also need 2 other picks in the set to get there which severely limits your options. Going down that road also makes it very difficult to cap out your melee defense which will also hinder your ability to hang out in melee range. Scorpion shield however is 1 pick and gives a significant boost to S/L and Energy defense which increases your ability to survive in melee range far more than EMPulse ever will. With Scorpion shield you can end up with numbers that rival Energy Aura brutes and scrappers (not counting Mez protection, DDR and HP pools). Before the snipe changes, my AoE build looked something like this. It is a little short on recharge but that can be dealt with by being in melee range as often as possible since 3 mobs in range will give you perma hasten or by taking Agility instead for better recovery, defense to help with debuffs and enough recharge to get perma hasten with only 1 in melee range. Hero Plan by Mids' Reborn : Hero Designer 2.6.0.3 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 -- Obl-Dmg(A), Obl-Acc/Rchg(7), Obl-Dmg/Rchg(9), Obl-Acc/Dmg/Rchg(9), Obl-Acc/Dmg/EndRdx/Rchg(11), Obl-%Dam(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-Def(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: Atom Smasher -- SprAvl-Acc/Dmg(A), SprAvl-Acc/Dmg/EndRdx(36), SprAvl-Dmg/EndRdx(36), SprAvl-Acc/Dmg/Rchg(36), SprAvl-Acc/Dmg/EndRdx/Rchg(37), SprAvl-Rchg/KDProc(37) Level 30: Weave -- LucoftheG-Def/Rchg+(A), Rct-Def/EndRdx/Rchg(37), Rct-Def(39), Rct-Def/EndRdx(39) Level 32: Atomic Blast -- SprBlsWrt-Acc/Dmg(A), SprBlsWrt-Dmg/Rchg(39), SprBlsWrt-Acc/Dmg/Rchg(40), SprBlsWrt-Acc/Dmg/EndRdx(40), SprBlsWrt-Acc/Dmg/EndRdx/Rchg(40), SprBlsWrt-Rchg/Dmg%(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 -- EndRdx-I(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 -- 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: Musculature Radial Paragon ------------
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That is a display error, not sure of the cause. Could be something to do with attuned and the text not knowing the proper number to show and just scaling to 50 in error. I went on test and threw in a lvl 20 Energy Manipulator in a lvl 50 character with nothing else slotted and went from 2.29 to 2.41 per second. I attuned it and the text on the enhancement description did say 42.4% increase but the text on the power itself showed correctly at 25.6% and there was no change to my recovery. I put in a Performance Shifter at 50 and got the 42.4% and recovery went to 2.49.
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That will sit a long time as the seller with the lowest price sells first, and there are almost 10 million sellers with prices lower.
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You are correct. It does not matter what level the initial IO was before it was attuned. However, the AH will convert any crafted IO for sale into whatever level you want, including attuned. So if I put up a LotG recharge IO up for sale that is a lvl 29. You could buy it as a lvl 50 or could even buy it as attuned for the exact same price. Because of this, most times it is better to just buy the attuned version unless you already have spare catalysts around. Even if you already have the recipe, it is usually less to craft it, sell it for the normal going price and then buy the attuned version from someone else.
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Attuning is mainly done for 2 reasons. 1. As you are leveling up to have set bonuses and to never have to replace your enhancements. The enhancements attune to your level and get stronger as you level up so there is no need to replace them with stronger versions. This is not something that can be done without either a 50 to farm inf for you or playing the market. 2. To keep set bonuses when you do lower level content. While the enhancement values will always decrease with lower levels attuned or not, the set bonuses are tied to the level of the IO. With a normal level 50 IO set, you would lose that set bonus below 47. Now if you attune that set and it is say a lvl 25-50 set, you will keep your set bonus all the way down to lvl 22. Other notes. Lvl 50 Purple sets and PVP sets act the same way already so there is no need to attune them. ATO sets and Winter sets are only attuned and always have the set bonus no matter the level, or at least as far back as flashbacks will take you which is lvl 7. Have not tried dropping all the way to lvl 1 to test. Lastly you do not have to have access to the power or the slots in order to get the set bonus so if you have your lvl 50 IOed to the gills with ATOs, Winter sets and PVP sets you can have some pretty significant bonuses while doing the Positron TF.
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I was thinking the same Rad/Ninja/Mace combo but went a bit nuts with Defense to narrow the Negative and Psi holes to where a small luck gets past 45% and give a little extra for defense debuffs. With instasnipe it has a decent single target chain and enough +to hit that it will always do max damage. Perma Hasten with Ageless and even more room if you get hit with debuffs if you go that route. It won't win any pylon times although it can take them down solo with no issues other than the occasional knockback (confirmed on test server). Still have a free slot that can be used for whatever like Super Speed or whatever you feel works. Oh also there is one set missing that no one has bothered with. AR/Dark. Hero Plan by Mids' Reborn : Hero Designer 2.6.0.3 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: Ninja Training Power Pool: Leaping Power Pool: Speed Power Pool: Fighting Power Pool: Leadership Ancillary Pool: Mace Mastery Hero Profile: Level 1: X-Ray Beam -- 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: Immobilizing Dart -- Empty(A) Level 2: Irradiate -- Arm-Dam%(A), Arm-Dmg/EndRdx(7), Arm-Dmg/Rchg(9), Arm-Acc/Dmg/Rchg(9), Arm-Acc/Rchg(11), AchHee-ResDeb%(11) Level 4: Choking Powder -- SprDfnBrr-Acc/Dmg(A), SprDfnBrr-Dmg/Rchg(15), SprDfnBrr-Acc/Dmg/Rchg(15), SprDfnBrr-Acc/Dmg/EndRdx(17), SprDfnBrr-Acc/Dmg/EndRdx/Rchg(17), SprDfnBrr-Rchg/+Status Protect(19) Level 6: Combat Jumping -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(19), ShlWal-Def(21), ShlWal-Def/EndRdx(21), Ksm-ToHit+(50) Level 8: Aim -- RechRdx-I(A) Level 10: Shinobi -- LucoftheG-Def/Rchg+(A), RedFrt-Def(23), RedFrt-Def/EndRdx/Rchg(23), RedFrt-Def/EndRdx(25) Level 12: Super Jump -- BlsoftheZ-ResKB(A) Level 14: Proton Volley -- Apc-Dam%(A), Apc-Dmg/EndRdx(25), Apc-Dmg/Rchg(27), Apc-Acc/Dmg/Rchg(27), Apc-Acc/Rchg(29), StnoftheM-Dam%(29) Level 16: Hasten -- RechRdx-I(A), RechRdx-I(31) Level 18: Cosmic Burst -- SprBlsWrt-Acc/Dmg(A), SprBlsWrt-Dmg/Rchg(31), SprBlsWrt-Acc/Dmg/Rchg(31), SprBlsWrt-Acc/Dmg/EndRdx(33), SprBlsWrt-Acc/Dmg/EndRdx/Rchg(33), SprBlsWrt-Rchg/Dmg%(33) Level 20: Kuji-In Toh -- EndMod-I(A), EndMod-I(34) Level 22: Boxing -- Empty(A) Level 24: Tough -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(34), UnbGrd-Max HP%(34), UnbGrd-ResDam/EndRdx/Rchg(36), UnbGrd-ResDam(36), UnbGrd-ResDam/EndRdx(36) Level 26: Weave -- Rct-ResDam%(A), Rct-Def/EndRdx/Rchg(37), Rct-Def(37), Rct-Def/EndRdx(37), Rct-EndRdx/Rchg(39), Rct-Def/Rchg(39) Level 28: Neutron Bomb -- SprFrzBls-Acc/Dmg(A), SprFrzBls-Dmg/EndRdx(39), SprFrzBls-Acc/Dmg/EndRdx(40), SprFrzBls-Acc/Dmg/Rchg(40), SprFrzBls-Dmg/EndRdx/Acc/Rchg(40), SprFrzBls-Rchg/ImmobProc(42) Level 30: Maneuvers -- LucoftheG-Def/Rchg+(A), RedFrt-Def(42), RedFrt-Def/EndRdx(42), RedFrt-Def/EndRdx/Rchg(43) Level 32: Atomic Blast -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(43), SprAvl-Acc/Dmg/EndRdx(43), SprAvl-Acc/Dmg/Rchg(45), SprAvl-Acc/Dmg/EndRdx/Rchg(45), SprAvl-Rchg/KDProc(45) Level 35: Scorpion Shield -- LucoftheG-Def/Rchg+(A), RedFrt-Def(46), RedFrt-Def/EndRdx(46), RedFrt-Def/EndRdx/Rchg(46) Level 38: Sting of the Wasp -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(48), SprBlsCol-Acc/Dmg/EndRdx(48), SprBlsCol-Acc/Dmg/Rchg(48), SprBlsCol-Dmg/EndRdx/Acc/Rchg(50), SprBlsCol-Rchg/HoldProc(50) Level 41: Assault -- EndRdx-I(A) Level 44: Tactics -- HO:Cyto(A) Level 47: Vengeance -- LucoftheG-Def/Rchg+(A) Level 49: [Empty] -- Empty(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 -- Empty(A) Level 2: Health -- Mrc-Rcvry+(A), Pnc-Heal/+End(13) Level 2: Hurdle -- Empty(A) Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(13) Level 0: Freedom Phalanx Reserve Level 0: Portal Jockey Level 0: Task Force Commander Level 0: The Atlas Medallion Level 50: Agility Core Paragon ------------
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Does the Pseudopet have to take up the full circle, or can it be just a circle? A Pseudopet that was a giant circle with nothing on the inside would push everything inside to the center. After they got to the middle, they would be met with an equal repelling force from the other side. That of course would also push everything away on the outside of the circle however. And you should be able to make a Pseudopet spawn at a set distance away from you and cast a repel cone at the caster. It may not be easy but is certainly possible and probably far easier than creating a new pull mechanic. Now put say 12 of those at clock positions and all do the same thing and you have a circle (roughly) that pushes everything to the caster. It would have to be a short lived but strong repel to work. If it lasted a while, the player being at the center would constantly be pushed around while the repel tried to force mobs into the spot they are standing in.
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When you think someone is playing their AT "wrong" ...
HelenCarnate replied to PaxArcana's topic in General Discussion
Had a stalker rage quit a Synapse because of all the mobs flying everywhere and running away. We had no trollers or doms and the team was a Battle Axe Brute, Stalker and everyone else was either a Blaster or Corruptor. Rain of Fire, Ice Storm and Whirlpool going off everywhere causing mobs to scatter, albeit slowly but the main beef was all the knockback. 2 of us were Water and against clockwork knockback is magnified so our Water Burst AoE sent mobs flying. 2 groups into the first mission he started complaining. We tried explaining that not using powers that would cause mobs to scatter or be knocked back would leave us with only single target attacks and the TF would take forever if that is all we used and that he was free to move ahead to the next group while we mopped up and AS the boss which would help make things faster. He complained that it was already going to take 2 hours and with all our KB it would take even longer then quit because he didn't have the time. We kept on going and an hour later we were done and this was while clearing a path through the missions instead of just skipping to bosses. -
issue 26 Patch Notes for August 27th, 2019
HelenCarnate replied to Leandro's topic in Patch Notes Discussion
Team Teleport is only to TP members close to you to a target location. It works just like normal TP except it drags everyone around you as well. WAI. Either people were not close enough (30' radius) or they have turned off group travel as Number Six pointed out. -
It also does melee just as well. The DPA on Future Pain is a little less than Positronic Fist, but the other melee ranged attack and PBAoE are both better DPA. Atomic though can get much higher recharge if you build them to hang out in melee range.
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Which set benefits the most from the latest snipe change?
HelenCarnate replied to Galaxy Brain's topic in Blaster
Depends on your recharge and secondary as far as what would be the optimal chain but yes, you may have to throw in Aimed Shot in between but that should be a doable chain with decent recharge. -
Endurance is not really an issue currently on mine. Last 2 fights on the ITF (computer +2 AVs and multi rezzing Rom with ambushes) I may have to pop a blue here and there but overall it does not drop fast enough to worry about it 95% of the time. I still keep a few lucks handy for stuff with purely psi or negative damage. One small luck gets you to soft cap for everything except Psi melee attacks which are rare but still at 40% and capped with medium luck. For durability it is about as optimized as you can get but does lack in the single target damage. Was considering dropping Rain of Fire and swapping in the snipe now that you don't have to get to 22% to have it instacast. I don't think I will miss Rain of Fire that much as it tends to scatter mobs unless there is a troller or dom around to lock them down. That would look something like.... Hero Plan by Mids' Reborn : Hero Designer 2.6.0.3 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) 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), StnoftheM-Dam%(36) 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 -- 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: 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 0: Freedom Phalanx Reserve Level 0: Portal Jockey Level 0: Task Force Commander Level 0: The Atlas Medallion Level 50: Ion Core Final Judgement Level 50: Degenerative Radial Flawless Interface Level 50: Clarion Core Epiphany Level 50: Assault Core Embodiment ------------