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atletikus

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Posts posted by atletikus

  1. Seems to me Arrows has one of the best Tier 9 nukes, so it performing slightly worse than Energy is as it should be. Energy once used to be considered the average blast set, but in between the power creep of newer sets and all other old sets apart from Energy being buffed, it now kind of sticks out conspicuously in need of some development TLC. Especially when you consider all the uncontrollable knockbacks it brings to team play. It is as far from meta as you can get. 

  2. My baby Blaster grew up enough to get some hands-on experience with Glue Arrow with procs. While it potentially procs at max rate (90%), the initial procs only affect the target enemy and not the entire AoE. The AoE will periodically proc for the duration at a very low rate, possibly close to 5% per 10 sec or so. This latter part is insignificant damage while the initial hit to the target rivals Blaze for Fire.

    • Like 2
  3. I wanted to like Dark Manipulation, but it's got some issues. There are some real stinkers in the set that should have been given the new Blaster treatment. 

    1. Tier 1 immobilize given some front-loaded damage. Should be universal for all similar *Blaster* powers including Tenebrous Tentacles imo. Lower duration to half.
    2. Instead of turning Death Shroud into a dark version of Dynamo as suggested, perhaps looking at power interactions a bit like /Temporal would be a way to have more variety. For instance, Touch of the Beyond could be made to temporarily boost the Shroud to double in radius, damage and extend the -ToHit to all within for a few seconds. This would potentially make the long rooting animation of Shadow Maul less detrimental as well and open up for more tactical use of the powers in general. 
    3. Slower recharge of Touch of the Beyond as needed. 
    4. Extend all pbAoE radius to 10 feet base to match Soul Drain (Death Shroud + Dark Consumption). Faster recharge of Dark Consumption to match Soul Drain (120s).

    Set "fixed" 🙂

    • Like 1
  4. Just returning to the game after years away, but here's my remarks:

    • Bug showing Superior Defiant Barrage first slot of Ice Blast.
    • Showing no power picked level 24. Pick Aim and choose it sooner.
    • Remove the +2 hold proc in Freezing Touch. Unreliable proc you DON'T need. Move slot + purple hold damage proc to Bitter Freeze Ray for significant damage oomph! 
    • Move Steadfast Protection: +3 Defense to earlier and better power Fire Shield.
    • Panacea proc instead of Numina's. More than double endurance gain in comparison.
    • Bonfire is over-slotted. 2 slots: Force Feedback +Recharge proc + the KB to KD. 4 slots freed for your leisure. Add one slot to Build Up for more recharge. Add one slot to Weave, to shore up your defense. One slot to Fly for +ranged def bonus and transportation speed. One slot free to tickle your fantasy 🙂


    Perhaps a tiny bit little less global recharge (set bonus vs FF proc) but better in every other way. 

    • Thumbs Up 1
  5. 50 minutes ago, Jeneki said:

    lol calm down.  The adult-kids are talking about fun things to do with sonic blast.

     

    Also I didn't state Sonic is better than anything you listed, so no reason to go crazy.

    You're projecting. I'm perfectly calm whereas you get triggered by even the hint of disagreement. You said Shockwave was *ridiculous* with that specific IO-slotting, something that implies it's comparably strong. When it's patently not. I simply made a rational comparison to sprinkle a little dosage of calm levelheadedness into your rose-colored zomglol reminiscence.

    • Thumbs Down 1
  6. I rank Sonic as the by far worst Blast set for Blasters. Better on Defenders with their high secondary effect modifier becoming a formidable force multiplier on teams. 

     

    On 11/27/2019 at 9:27 PM, Jeneki said:

    When teaming, Shockwave gets pretty ridiculous once you slot it with KBtoKD and the +recharge proc.

    So ridiculous in fact, that a pool power like Wall of Force is arguably significantly better for that proc (much larger AoE + slightly slower recharge).  So ridiculous that just about every other AoE which can be similarly slotted are far superior (and some of them don't even have to waste KBtoKD slotting). Compare it to my Dark Blaster's Umbral Torrent which effectively has 2.5x the range (incl. +range from snipe) and 3x the damage all the while being cast in 1/2 of the time. AND debuff ToHit at the same time. Now that's truly ridiculous, making Shockwave sad in comparison.  
     

     

     

    • Like 3
  7.  

    On 11/22/2019 at 6:30 PM, Cutter said:

    Seems like fairly broad agreement for Damage = 1.0 and defenses = .75, so really what's left to determine is a worthwhile inherent? How about this?

     

    I Have The High Ground - As the battle rages on, the Sentinel becomes better able to identify and exploit their enemies' weaknesses, while at the same time reducing the threat posed by the enemies' attacks.

    • Same mechanic (attacking builds the bar)
    • Triggers on any single-target attack (or give it a button like Domination)
    • Grants two effects, buff to self and debuff to enemies:
      • Self: Gain a minor +To-hit (and damage?) buff, and the secondary effects of the Sentinel's attacks are magnified, a la Power Boost
      • Enemy: The Sentinel's attacks light up enemies, providing a minor Res, Def and Damage debuff, as well as weakening the secondary effects of the enemy's attacks

    It's entirely possible that this would be enough by itself to give the Sentinel a distinct role and identity?

    Agreed on both the boost to damage and defenses. As for the inherent; I would like something that is useful both solo, but even more so on team so a Sentinel offers something beyond subpar DPS. The current inherent seem only slightly useful on AV/GM, and is pretty much wasted on anything less. 

    I fancy Martial Manipulation's Reach for the Limit mechanic, akin to Defiance, the Blaster inherent that rewards active gameplay, by providing a random chance of triggering a short duration +ToHit/+DMG. I envision this for the Sentinel made into a party-wide (PBAoE 60 radius) bonus. However, when the team goes below a threshold health, the inherent becomes defensive in nature - providing the Sentinel/team (if it triggers) instead with a similarly party-wide (PBAoE 60 radius) short duration +Defense/+Resistance/+Regeneration/+Recovery buff and possibly also a taunt (centered on Sentinel) or placate. This would be thematic for an AT called Sentinel, as it would become someone watching over the team; a guardian, instead of a selfish AT that has pretty good survivability but not enough damage to really attract much aggro. 

  8. On 11/11/2019 at 1:50 AM, BrandX said:

     

    One set has a Purple Level Damage Proc, so that's good.  The other is Mez Resist, but having not made a Blaster, I couldn't say how good that resist is.  Sounds terrible though.

     

    I do wish they both gave 5% Range defense, instead of 5% and 2.5% (which comes with 5% Energy/Negative Defense).  Now, personally, for me, if the set gives a Purple Level Damage Proc, I'm okay with the proc.

    The Blaster ATO  you mention  actually provides a stackable a mag 1 mez protection and oftentimes a single serving is enough to break mez.  The intention behind it is good in theory, but in reality Blasters who can afford the proc, overwhelmingly build defenses which makes mez much less of an issue. In addition several of the new secondaries come with some form of mez protection/resist.  So yeah, the proc is not so hot.

    2 out of 9 ancillary armor sets (cold and mace) build for typed as opposed to positional defense. If both ATO defensive bonus was primarily ranged positional, it would be a nerf to the typed sets (that admittedly are much easier to soft cap and to do so without sacrificing as much damage as the positional builds).

     

    On 11/12/2019 at 3:50 PM, ninja surprise said:

    Indeed, and given that Sentinels were apparently supposed to be ranged Scrappers, Blasters out-DPS Scrappers.

    Blaster DPS is much to varied to be talked about in uniform terms. Way too varied in the world of IOs and secondaries who both can provide significant levels of survivability. There is Fire. Then there is the rest. Then there is Sonic. I don't think average Blaster primaries "out-DPS" any Scrapper and for sure not unless they pair up with an unsafe blapper secondary. 

  9. As per title, I have noticed this happening a lot after use of said power lately. I have to change zones for the power to become usable again.

    While at it, another longstanding "travel bug" is when you enter the rail stations and the train is already on station with open doors - yet you can't click it for travelling. Pretty annoying too! Would love for that to go away after all these years 🙂

  10. 9 hours ago, Ice_Warden said:

    Level 41: Hibernate

    • (A) Empty

    Place Preventive Medicine absorb proc here. This apparently triggers even when placed in passive powers for a pretty substantial one time absorb (90 sec cooldown).

    • Like 1
  11. 3 hours ago, oedipus_tex said:

    This slotting for Static Field intrigues me and I will have to try it.

    I'm just theorizing from the numbers I've got as my controller is in his early teens yet due to a servere case of altohism on my part. Sleep powers has never been part of the meta, but that proc should be a saving grace. Let us know how it pans out.

    The procs in Jolting Chain however is less ideal than I imagined since only the first target is ST and the rest considered pseudo pets. Both the +Recharge and the +Heal procs are wasted on pets after the initial hit AFAIK.

    • Like 1
  12. 4 hours ago, Ice_Warden said:

    One more question...I see Conductive Aura can take heal IOs. Does this make a noticeable difference? 
     

    I can probably find a couple of slots to devote to healing if I knew it would help when I’m in the middle of a larger mob taking hits. I have two Perf Shift IO in there now.

    I don't think slotting heals there is suitable for anything other than potentially reducing downtime slightly between spawns. I have made a similar build to what is outlined here, but made room to compensate for the lack of a self-heal in cold by 2 slotting Static Field with Call of the Sandman including the proc (2PPM). That's 35-40% chance of triggering a 5% self heal per enemy in a radius 20 every 15 sec or so. Turns a rather situational power into a hybrid heal. Also put the Entropic Chaos proc (3PPM) in Jolting  Chain, which should give you an extra reason to spam this power. 

    • Like 2
  13. On 11/16/2019 at 8:07 PM, 5099y_74c05 said:

    Most of your draining will come from your Aura (which end drain ticks every 2s) and your Chain Fences. If you choose to you can opt to slot EndMods here. Overall you'll get more bang for your buck in the PBAoE Aura. Keep in mind the boost from the endmods is around -4 End per mod; not entirely sure how scaling effects this if it all.

     

    Not sure what is going on with the Static Patch, I thought it played a bigger role in overall draining but it a minimal effect. Jolting Chain only drains the first Target hit. Niether of these are good candidates for endmods.

    Saw an 6th level Electricity Controller who managed to drain Eochai at times, so have been thinking about trying out one myself.  As for Joltin Chain, will procs hit beyond the first target?

  14. On 11/11/2019 at 11:09 PM, Vanden said:

    There's no call for such hostility. Six-slotted Gaussians's gives 2.5% defense to all positions, it's an excellent 6-slot bonus, probably one of the best.

    You're confusing disagreement with hostility. Gaussian's has indeed nice set bonuses, but not so much in a build-up power. You will have to consider what those extra slots force you to sacrifice. Like the 6th Numina's and +3.75% ranged defense for just one slot. Nerfing the damage of Freeze Ray is another big sacrifice; you could fit Apocalypse in there for more than double the damage and better recharge (better ranged defenses too if you consider the extra Numina in Hoarfrost). And that's just 2 potential slots of the 4 you save assuming you opt for a more standard Recharge IO+Gaussian proc.

    Slots could even be freed to make Flash Freeze into a bit of a multipurpose proc power: Positron, Javelin and Sandman, maybe even Annihilation. Now you have a makeshift heal and some occasional half-decent large AoE dmg/CC oh shit power. Situational, but less so than Hoarfrost while serving much the same need and more. 

    Guess my core criticism of the build is that it's too cookie-cutter for my taste (and I'm saying this realizing Blasters have less creative IO freedom than any other AT due to the "need" to compensate for their glaring lack of survivability) in it's single-minded hunt for IO set bonuses; sacrificing unnecessarily much damage to be only fairly strong defensively. It's built like a blapper when it isn't one. This has of course stems from the desire for the thematic triple power sets and Ice Armor which is counter-intuitive to the ranged nature of both Ice Blast and Ice Manipulation. 

  15. 3 minutes ago, SpidaWebz said:

    Frigid protection provides additional, end recovery, with that active it will in crease my end from 2.99/sec to 4.45/sec 

    It will be higher than that I think, Mid's does not calculate the procs. But that wasn't my point, my point was that you use excessive slots to gain that recovery. Not staring yourself blind at IO set bonuses would allow you to free up slots in many places that can be put to even better use.

  16. 1 hour ago, Vanden said:

    You can slot up to about 70% recharge in Build Up/Aim and still have a 90% chance to proc Gaussians, and OP has put lower-level IOs into BU to keep it under that threshold.

     

    Shiver is largely redundant with Snow Storm, and and Snow Storm is also the better choice than Flash Freeze. And you have to take either Flash Freeze or Snow Storm to get to Ice Shield and Hoarfrost.

     

    The OF proc is both a KB-to-KD and Knockback proc; it adds chance to Knockdown to any attack, in addition to reducing Knockback.

     

    As for your build, OP, you should shuffle around some of your slottings. Overwhelming Force doesn't give especially good +Recharge, so you should move it from Blizzard to somewhere else, and put in one of the ATO or Winter sets. I like OF in Frost Breath, since the KD proc gives it some decent crowd control ability. I have an Ice3 Blaster myself, with a pretty similar build. You can check out her build here if you want some ideas. I noticed your build is made to have some defense; my build didn't attempt for defense at all beyond taking and slotting Ice Shield and Hoarfrost, and it's still a surprisingly survivable build.

    Nice theorizing there buddy. I know that and suspected that was the reason for the low level IOs. Does not refute my point which is that it's a highly questionable use of 7 extra slots.

    And Snow Storm is inferior to Shiver, but my point still stand; both powers may not add all that much when you have a huge slow radius that can bring mobs to a crawl alone and Ice Storm, Ice Breath, Blizzard and all your ST blasts/hold(s) all layering slow on top of that. Not to mention the -slow proc and immobilize proc. Flash Freeze, though admittedly inferior to Snow Storm, will for practical purposes bring something the other two powers don't really add once you realize both may be redundant.  

    As for your your suggestion of Overwhelming Force in Frost Breath; OF is best suited to tame AoE kb, thus the OP is better served with IO sets like Positron's or Ragnarok. A 5-slotted Ragnarok with the proc would be 35% kd with 90% recharge as opposed to 20% with 65%. Layering the OF proc on top of that, would bring the kb percentage close to 50%. Now I would agree it would be "decent crowd control".  However, the OP has -unlike you- built for defense and doesn't really need such unreliable CC.

    • Replace Ice Blast with Bitter Freeze Ray. Slot it similarly with Winter's Bite but drop the ACC/DMG one for the Apocalypse DMG proc (it should trigger 3/4 times). This should increase your DPS significantly (depending on your attack chain) as well as giving you more control (extra hold). Well worth sacrificing the IO set bonus for.
    • Consider slotting Chilblain with 3 Thunderstrike IOs for better DMG and a little better ranged defense. In practice your defense will be significantly better. You could place the slot you save in Hoarfrost for the 6th IO ranged defense set bonus or in Fly for ranged defense bonus there+flight speed. You're not much of a blapper and your crowd control is sufficient to severely limit your exposure to an overflow of melee.
    • Freeze Ray is among your very best DPS, slot it for DMG! 
    • Not a fan of your Aim/Build Up slotting. A full set of Gaussian's at level 50 will give you so much recharge that it's counter-productive to the proc rate. It's not as big a deal as throwing away 1-2 slots on about 3 sec faster recharge time in Aim. One or two of those slots could even be used to save Freeze Ray from the "DPS hole" you've placed it in. 
    • Your Endurance management is subpar. Forget about the small IO set bonuses and slot for efficiency. In general I believe 2 End Mod IOs is better than a single End Mod IO+the Performance Shifter proc. This was true for Stamina and is doubly true for your sustain power. Drop one of the Numina's; the IO bonus is NOT worth the slot and the extra amount of absorb is negligible. I have a /Martial Blaster with 2 Slow IOs in the sustain, but a /Ice Blasters have enough CC to do without. 
    • Frozen Armor's 4 slotted LotG can be made better with just the +rech LotG + 2 hami-O Cytoskeleton Exp. The slot you save can be used for Karma +Accuracy (ToHit) which is significantly better than the accuracy bonus from LoTG.  You get a lot better endurance management too which can free up more from Stamina and/or Health. At least place the Shield Wall +res IO into Combat Jumping so you might enjoy it while exemplared. 
    • Out of the box alternative: Shiver is as good or better than Snow Storm IMO, but you could opt out of both, maybe slot your sustain with slow IO, and instead take Flash Freeze which will give you another CC that doesn't become as superfluous as yet more slow/-rech. It has interesting proc potential  with the Sandman heal proc for a makeshift Oh shit power. 90% chance to trigger a +5% heal on each mob+mag 3 sleep is nothing to scoff at. You could even slot it with the Annihilation -res proc for 90% chance of 20% -res  if you find room.
    • Like 1
  17. 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 Blaster
    Primary Power Set: Dark Blast
    Secondary Power Set: Energy Manipulation
    Power Pool: Leaping
    Power Pool: Leadership
    Power Pool: Speed
    Power Pool: Fighting
    Ancillary Pool: Soul Mastery

    Hero Profile:
    Level 1: Dark Blast -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(9), Thn-Dmg/Rchg(11), Thn-Acc/Dmg/Rchg(11), Thn-Acc/Dmg/EndRdx(13), Thn-Dmg/EndRdx/Rchg(13)
    Level 1: Power Thrust -- Acc-I(A)
    Level 2: Umbral Torrent -- OvrFrc-Acc/Dmg(A), OvrFrc-Acc/Dmg/End(3), OvrFrc-Dmg/End/Rech(3), OvrFrc-Acc/Dmg/End/Rech(5), OvrFrc-Dam/KB(5), FrcFdb-Rechg%(7)
    Level 4: Build Up -- RechRdx-I(A), GssSynFr--Build%(7)
    Level 6: Combat Jumping -- LucoftheG-Def/Rchg+(A), Ksm-ToHit+(15), ShlWal-ResDam/Re TP(15), Rct-ResDam%(27)
    Level 8: Super Jump -- BlsoftheZ-Travel(A), BlsoftheZ-ResKB(9)
    Level 10: Aim -- RechRdx-I(A)
    Level 12: Bone Smasher -- Mk'Bit-Acc/Dmg(A), Mk'Bit-Dmg/EndRdx(17), Mk'Bit-Dmg/Rchg(17), Mk'Bit-Acc/EndRdx/Rchg(19), Mk'Bit-Acc/Dmg/EndRdx/Rchg(19), Mk'Bit-Dam%(21)
    Level 14: Tenebrous Tentacles -- SprDfnBrr-Acc/Dmg(A), SprDfnBrr-Dmg/Rchg(21), SprDfnBrr-Acc/Dmg/Rchg(23), SprDfnBrr-Acc/Dmg/EndRdx(23), SprDfnBrr-Acc/Dmg/EndRdx/Rchg(25), SprDfnBrr-Rchg/+Status Protect(29)
    Level 16: Energize -- NmnCnv-Heal/EndRdx(A), NmnCnv-EndRdx/Rchg(29), NmnCnv-Heal/Rchg(36), NmnCnv-Heal/EndRdx/Rchg(36), NmnCnv-Heal(37), NmnCnv-Regen/Rcvry+(39)
    Level 18: Moonbeam -- StnoftheM-Acc/Dmg(A), StnoftheM-Dmg/EndRdx(31), StnoftheM-Dam%(31), StnoftheM-Dmg/ActRdx/Rchg(34), StnoftheM-Dmg/EndRdx/Rchg(36), Apc-Dam%(46)
    Level 20: Maneuvers -- LucoftheG-Def/Rchg+(A), HO:Cyto(25)
    Level 22: Hasten -- RechRdx-I(A), RechRdx-I(27)
    Level 24: Kick -- FrcFdb-Rechg%(A)
    Level 26: Life Drain -- SprWntBit-Dmg/Rchg(A), SprWntBit-Acc/Dmg/EndRdx(40), SprWntBit-Acc/Dmg/Rchg(40), SprWntBit-Dmg/EndRdx/Acc/Rchg(43), SprWntBit-Rchg/SlowProc(43)
    Level 28: Power Boost -- RechRdx-I(A), RechRdx-I(43)
    Level 30: Tough -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(31), GldArm-End/Res(37), GldArm-ResDam(37)
    Level 32: Blackstar -- SprBlsWrt-Acc/Dmg(A), SprBlsWrt-Dmg/Rchg(33), SprBlsWrt-Acc/Dmg/Rchg(33), SprBlsWrt-Acc/Dmg/EndRdx(33), SprBlsWrt-Acc/Dmg/EndRdx/Rchg(34), SprBlsWrt-Rchg/Dmg%(34)
    Level 35: Boost Range -- RechRdx-I(A)
    Level 38: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(39), HO:Cyto(39)
    Level 41: Dark Embrace -- Ags-ResDam/EndRdx(A), Ags-ResDam/EndRdx/Rchg(42), Ags-ResDam(42), Ags-Psi/Status(42), Ags-EndRdx/Rchg(50)
    Level 44: Oppressive Gloom -- Stp-Acc/Rchg(A), Stp-EndRdx/Stun(45), Stp-Acc/EndRdx(45), Stp-Stun/Rng(45), Stp-Acc/Stun/Rchg(46), Stp-KB%(46)
    Level 47: Night Fall -- Rgn-Dmg/Rchg(A), Rgn-Acc/Dmg/Rchg(48), Rgn-Acc/Rchg(48), Rgn-Dmg/EndRdx(50), Rgn-Knock%(50)
    Level 49: Tactics -- HO:Cyto(A)
    Level 1: Brawl -- Empty(A)
    Level 1: Defiance 
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- Pnc-Heal/+End(A), Mrc-Rcvry+(40)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- PrfShf-EndMod(A), PrfShf-EndMod/Acc(48)
    ------------

    Got this build collecting dust. Dark Blast has rather weak AoE (despite Umbral Torrent which is great), but Boost Range/Snipes improve the combat performance of your short ranged cones significantly. Went Soul for the thematic mix, possible stacking of stuns (this combo's self-heal capacity should make Oppressive Gloom uniquely viable for Blasters), and a third cone.

  18. Altered and improved your build a little while trying to remain faithful-ish to your power picks, but I would recommend ditching Total Focus for Energy Punch for the reasons others have mentioned (and for better dmg per activation second). For me, defense soft cap (either ranged or typed) of 45% is vital and as an Energy Blaster; managing your (non-killing) AoE knockback will make your future teammates silently thank you in advance. Scattering spawns is counter-productive both to kill-speed and safety when teaming.  IMO, your job as a blaster is primarily bringing superior levels of AoE hurt, so builds dropping AoE basically turn you into a Scrapper with a glass jaw. Brought Defiant Barrage up to your T2 attack so the status protection proc can trigger even while mezzed rather than just pro-actively. Upped your Hover mobility so you can better combine ranged blasting with your melee attacks, but you still might want to consider dropping Fly+Afterburner for Super Jump+Force of Nature as Hover might prove a little too unresponsive/slow for the frantic blapper route. Recharge is superior, even before finding room for Hasten and KB procs. Energize is the best sustain by far when it comes to easy endurance management, so you don't need to overslot Stamina and Health. 

     

    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 Mutation Blaster
    Primary Power Set: Energy Blast
    Secondary Power Set: Energy Manipulation
    Power Pool: Flight
    Power Pool: Fighting
    Power Pool: Leaping
    Power Pool: Speed
    Ancillary Pool: Force Mastery

    Hero Profile:
    Level 1: Power Bolt -- Apc-Dmg(A), Apc-Dam%(3), Apc-Dmg/EndRdx(3), Apc-Acc/Dmg/Rchg(11), Apc-Acc/Rchg(13)
    Level 1: Power Thrust -- ExpStr-Dmg/KB(A), ExpStr-Acc/KB(5), ExpStr-Dam%(5), SprBlsCol-Acc/Dmg(7)
    Level 2: Power Blast -- SprDfnBrr-Acc/Dmg(A), SprDfnBrr-Dmg/Rchg(7), SprDfnBrr-Acc/Dmg/Rchg(9), SprDfnBrr-Acc/Dmg/EndRdx(9), SprDfnBrr-Acc/Dmg/EndRdx/Rchg(11), SprDfnBrr-Rchg/+Status Protect(19)
    Level 4: Fly -- BlsoftheZ-ResKB(A), BlsoftheZ-Travel(29)
    Level 6: Hover -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(13), Ksm-ToHit+(21), Rct-ResDam%(25), BlsoftheZ-Travel(43), BlsoftheZ-Travel/EndRdx(45)
    Level 8: Energy Torrent -- PstBls-Acc/Dmg(A), PstBls-Dmg/EndRdx(15), PstBls-Dmg/Rchg(15), PstBls-Acc/Dmg/EndRdx(17), PstBls-Dam%(17), SuddAcc--KB/+KD(19)
    Level 10: Build Up -- RechRdx-I(A), GssSynFr--ToHit/Rchg/EndRdx(21)
    Level 12: Power Burst -- SprWntBit-Dmg/Rchg(A), SprWntBit-Acc/Dmg/EndRdx(31), SprWntBit-Acc/Dmg/Rchg(31), SprWntBit-Dmg/EndRdx/Acc/Rchg(31), SprWntBit-Rchg/SlowProc(33), FrcFdb-Rechg%(33)
    Level 14: Bone Smasher -- Mk'Bit-Acc/Dmg(A), Mk'Bit-Dmg/EndRdx(23), Mk'Bit-Dmg/Rchg(33), Mk'Bit-Acc/EndRdx/Rchg(34), Mk'Bit-Acc/Dmg/EndRdx/Rchg(34), Mk'Bit-Dam%(48)
    Level 16: Sniper Blast -- StnoftheM-Acc/Dmg(A), StnoftheM-Dmg/EndRdx(34), StnoftheM-Dmg/ActRdx/Rchg(36), StnoftheM-Dmg/EndRdx/Rchg(36), StnoftheM-Dam%(36), GldJvl-Dam%(37)
    Level 18: Energize -- NmnCnv-Heal(A), NmnCnv-EndRdx/Rchg(23), NmnCnv-Regen/Rcvry+(25), NmnCnv-Heal/EndRdx/Rchg(37), NmnCnv-Heal/Rchg(37), NmnCnv-Heal/EndRdx(50)
    Level 20: Aim -- RechRdx-I(A)
    Level 22: Kick -- Empty(A)
    Level 24: Combat Jumping -- LucoftheG-Def/Rchg+(A)
    Level 26: Explosive Blast -- OvrFrc-Acc/Dmg(A), OvrFrc-Acc/Dmg/End(27), OvrFrc-Dmg/End/Rech(40), OvrFrc-Acc/Dmg/End/Rech(42), OvrFrc-Dam/KB(42), FrcFdb-Rechg%(42)
    Level 28: Hasten -- RechRdx-I(A), RechRdx-I(29)
    Level 30: Afterburner -- LucoftheG-Def/Rchg+(A)
    Level 32: Nova -- SprBlsWrt-Acc/Dmg(A), SprBlsWrt-Dmg/Rchg(39), SprBlsWrt-Acc/Dmg/Rchg(39), SprBlsWrt-Acc/Dmg/EndRdx(39), SprBlsWrt-Acc/Dmg/EndRdx/Rchg(40), SprBlsWrt-Rchg/Dmg%(40)
    Level 35: Personal Force Field -- LucoftheG-Def/Rchg+(A)
    Level 38: Total Focus -- Mk'Bit-Acc/Dmg(A), Mk'Bit-Dam%(43), Mk'Bit-Dmg/EndRdx(46), Mk'Bit-Dmg/Rchg(46), Mk'Bit-Acc/EndRdx/Rchg(46), Mk'Bit-Acc/Dmg/EndRdx/Rchg(48)
    Level 41: Tough -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(43)
    Level 44: Weave -- LucoftheG-Def/Rchg+(A), HO:Cyto(45), HO:Cyto(45)
    Level 47: Temp Invulnerability -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(48), UnbGrd-ResDam/EndRdx/Rchg(50), UnbGrd-Max HP%(50)
    Level 49: Boost Range -- RechRdx-I(A)
    Level 1: Brawl -- Empty(A)
    Level 1: Defiance 
    Level 1: Sprint -- Clr-Stlth(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run 
    Level 2: Swift -- HO:Micro(A)
    Level 2: Health -- Pnc-Heal/+End(A)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- PrfShf-EndMod(A), PrfShf-EndMod/Acc(27)
    ------------

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