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Sovera

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Posts posted by Sovera

  1. FA on a Scrapper is not the best choice due to not have an agro aura. Mobs just wander off at low HP and Burn makes them flee. A Brute or a Tanker would work best.

     

    You will want a few (between one and three, depending on comfort. I usually stick to one but have Evasive Maneuvers and high S/L defense) -KB IOs. They are cheap-ish at 1-2 mill a piece. One can go into your travel power, the other into a defense power, and the last on a resistance power.

     

    I don't have a specific WM/FA Scrapper build for you, only a Tanker one, but you can take a look and then get a handle on the slotting used and try to mirror it though the Tanker will get better defensive numbers.

     

    Spoiler

    This Hero build was built using Mids Reborn 3.0.6.0
    https://github.com/LoadedCamel/MidsReborn

    Click this DataLink to open the build!

    Level 50 Magic Tanker
    Primary Power Set: Fiery Aura
    Secondary Power Set: War Mace
    Power Pool: Speed
    Power Pool: Flight
    Power Pool: Leadership
    Power Pool: Fighting
    Ancillary Pool: Energy Mastery

    Hero Profile:
    Level 1: Blazing Aura -- SprGntFis-Acc/Dmg(A), SprGntFis-Rchg/+Absorb(3), SprGntFis-Acc/Dmg/Rchg(3), SprGntFis-Dmg/EndRdx/Rchg(5), SprGntFis-Acc/Dmg/EndRdx/Rchg(5)
    Level 1: Bash -- KntCmb-Dmg/EndRdx/Rchg(A), KntCmb-Dmg/Rchg(7), KntCmb-Dmg/EndRdx(7), KntCmb-Acc/Dmg(9)
    Level 2: Healing Flames -- Prv-Heal/Rchg/EndRdx(A), Prv-Heal/Rchg(9), Prv-EndRdx/Rchg(11), Prv-Heal/EndRdx(11), Prv-Heal(13), Prv-Absorb%(36)
    Level 4: Hasten -- RechRdx-I(A), RechRdx-I(17)
    Level 6: Jawbreaker -- SprBlsCol-Rchg/HoldProc(A), FrcFdb-Rechg%(13), SprBlsCol-Acc/Dmg/Rchg(19), SprBlsCol-Acc/Dmg/EndRdx(19), SprBlsCol-Dmg/EndRdx(21), SprBlsCol-Dmg/EndRdx/Acc/Rchg(21)
    Level 8: Hover -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(23), Rct-ResDam%(25)
    Level 10: Fire Shield -- GldArm-3defTpProc(A), UnbGrd-ResDam(27), UnbGrd-ResDam/EndRdx(27), UnbGrd-Max HP%(29), UnbGrd-ResDam/EndRdx/Rchg(29)
    Level 12: Plasma Shield -- UnbGrd-ResDam/EndRdx/Rchg(A), UnbGrd-ResDam(31), UnbGrd-ResDam/EndRdx(31), UnbGrd-Rchg/ResDam(31), StdPrt-ResDam/Def+(33)
    Level 14: Consume -- SynSck-EndMod/+RunSpeed(A), SynSck-Dam/Rech/Acc(33), SynSck-EndMod/Rech(33), SynSck-Dam/Rech(34), SynSck-EndMod(34), SynSck-Dam/Acc/End(34)
    Level 16: Build Up -- RctRtc-ToHit(A), RctRtc-ToHit/Rchg(36), RechRdx-I(36), GssSynFr--Build%(40)
    Level 18: Burn -- Obl-Acc/Dmg/EndRdx/Rchg(A), Obl-Acc/Rchg(37), Obl-Dmg/Rchg(37), Obl-Acc/Dmg/Rchg(37), Obl-%Dam(39), Erd-%Dam(39)
    Level 20: Whirling Mace -- SprAvl-Rchg/KDProc(A), SprAvl-Dmg/EndRdx(23), SprAvl-Acc/Dmg/EndRdx(25), SprAvl-Acc/Dmg/Rchg(39), SprAvl-Acc/Dmg/EndRdx/Rchg(40)
    Level 22: Fly -- BlsoftheZ-ResKB(A), WntGif-ResSlow(42)
    Level 24: Evasive Maneuvers -- LucoftheG-Def/Rchg+(A)
    Level 26: Fiery Embrace -- RechRdx-I(A), RechRdx-I(42)
    Level 28: Clobber -- Hct-Acc/Rchg(A), Hct-Acc/Dmg/Rchg(43), Hct-Dmg/Rchg(43), Hct-Dmg/EndRdx(43), Hct-Dam%(45), TchofDth-Dam%(45)
    Level 30: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(45)
    Level 32: Boxing -- Empty(A)
    Level 35: Shatter -- Arm-Dam%(A), Arm-Dmg/Rchg(46), Arm-Acc/Dmg/Rchg(46), Arm-Acc/Rchg(46), Arm-Dmg/EndRdx(48)
    Level 38: Crowd Control -- SprMghoft-Acc/Dmg/EndRdx/Rchg(A), SprMghoft-Rchg/Res%(40), SprMghoft-Acc/Dmg/Rchg(42), SprMghoft-Dmg/EndRdx/Rchg(50), FrcFdb-Rechg%(50)
    Level 41: Tough -- EndRdx-I(A)
    Level 44: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(48)
    Level 47: Focused Accuracy -- RctRtc-Pcptn(A), EndRdx-I(47), RctRtc-ToHit(48)
    Level 49: Physical Perfection -- PrfShf-End%(A)
    Level 1: Gauntlet
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 2: Swift -- Empty(A)
    Level 2: Hurdle -- Empty(A)
    Level 2: Health -- Pnc-Heal/+End(A), Mrc-Rcvry+(15), NmnCnv-Regen/Rcvry+(15)
    Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(17)
    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 4: Ninja Run
    Level 50: Musculature Core Paragon
    Level 50: Pyronic Core Final Judgement
    Level 50: Reactive Radial Flawless Interface
    Level 50: Banished Pantheon Radial Superior Ally
    Level 50: Barrier Core Epiphany
    Level 50: Assault Core Embodiment
    Level 50: Portal Jockey
    Level 50: Task Force Commander
    Level 50: The Atlas Medallion
    Level 50: Freedom Phalanx Reserve
    Level 22: Afterburner
    ------------

     

     

     

     

  2. Just now, Wavicle said:

     

    It may take More investment than before, but we are absolutely capable of becoming more powerful now than we were then.

    And frankly, your comment about it not being sustainable and as fun as playing with cheats on absolutely applies to the 45+ game today.

     

    We will have too agree to disagree. After a few years of putting builds together I can say I have no character who casually has perma hasten, perma 300% damage (who can still use Build-up afterwards. Was BU perma too?), perma softcap and probably perma capped resistances.

     

    The only thing that does not make me insist is that I did not play pre-ED so I'm just going on what I have read. And from what I have read is that pre-ED players had double the current Incarnate AND the IO  power we now have. Which is already considered too much until new difficulty levels are placed in.

  3. I feel you're overexaggerating a bit, Wavicle.

     

    I didn't play before the big nerf. I actually started in Issue 6 and people were still reeling from ED. But from what I've heard then no, incarnates are not as powerful as pre ED. Just to start with Regen is garbage and no incarnates and IOs makes it survive without playing the piano with the Regen clickies. And even then one small slip and it dies.

     

    We don't nearly get Hasten perma 'out of the box' by just adding more slots and we certainly don't go around with the equivalent of triple perma BU by having things six slotted for damage. We also don't get softcap defense.

     

    I can just barely get 40% by squeezing a ton of IOs and sacrificing things like recharge. I could push it to 45%, MAYBE, and it would mean even more sacrifices.

     

    No, Incarnates and IOs certainly give a lot of power but pre-ED was nutty by everything I read and jolly good riddance. The game was not sustainable. It sounds like it was as much fun as playing with cheats on, which is a very short term thing before boredom comes in.

  4. 3 hours ago, Wuteva said:

    So one question. Is that a clear all mobs thing? Sorry if  that is a dumb question

     

    It is. As the first post says the usual test for how much damage a build does involves going to the Rikti Warzone and then try to put one of the pylons down and check how long it took. You can see this in a thread a bit further down from this one.

     

    This is also a test for damage but involves clearing everything including the final boss.

    • Thanks 1
  5. 2 minutes ago, mcdoogss said:

    The Cabal were annoying, the bosses have gobs of hp, -to hit (hurricane), and knockback.  Red caps, tuatha, firbolg were absolute cake though, by this time S/L/F res is capped. I was at x8 by lvl 28-29.

     

    Then came the hard times.  At 37 I tried to start the NIght watch story arc.  Couldn't get past the first mission, the one with the extremely hard to see specters that just look like they reused the tornado animations.  Anyways, pure energy damage, -to hit, end drain, probably other debuffs absolutely tore this partially built fire tanker apart.  Ok, can't win them all so bounced over redside to do the Black Scorpion patron unlock arc.  Crey were cake even if there were times I was surrounded by 5-6 Paragon Protectors with MOG active lol.  Malta was another eye opener on the gap between resist sets vs defense sets in mitigation effectiveness.  Sappers of course were the primary threat, and FT deletes them (if it hits) with a couple caveats.  Having to close to melee means they always get a shot off (the end drain happens at the very start of their slow animation it felt like), low defense means it usually hits, and it's so potent that pre emptive Consume doesnt do enough, better to eat it, kill the sapper and then refill the whole bar.  Also, on x8 very often there are multiple groups in close proximity which meant multiple sapper situations.  The rest of Malta is no joke either with -recharge and -regeneration debuffs which, being a resist based toon hit very frequently.   LOTS of LOS + ice patch shenanigans to clear those maps at +1/x8 (especially since Gunslingers have no melee attacks, so you have to get them to group together somehow).

     

      Reveal hidden contents

    This Hero build was built using Mids Reborn 3.0.6.0
    https://github.com/LoadedCamel/MidsReborn

    Click this DataLink to open the build!

    fireice: Level 50 Magic Tanker
    Primary Power Set: Fiery Aura
    Secondary Power Set: Ice Melee
    Power Pool: Leaping
    Power Pool: Speed
    Power Pool: Fighting
    Power Pool: Leadership
    Ancillary Pool: Energy Mastery

    Hero Profile:
    Level 1: Blazing Aura

    • (A) Superior Gauntleted Fist - Accuracy/Damage
    • (3) Superior Gauntleted Fist - RechargeTime/+Absorb
    • (3) Superior Gauntleted Fist - Accuracy/Damage/RechargeTime
    • (5) Superior Gauntleted Fist - Damage/Endurance/RechargeTime
    • (5) Superior Gauntleted Fist - Accuracy/Damage/Endurance/RechargeTime

    Level 1: Frozen Fists

    • (A) Kinetic Combat - Accuracy/Damage
    • (7) Kinetic Combat - Damage/Endurance
    • (7) Kinetic Combat - Damage/Recharge
    • (9) Kinetic Combat - Damage/Endurance/Recharge

    Level 2: Ice Sword

    • (A) Superior Blistering Cold - Accuracy/Damage
    • (13) Superior Blistering Cold - Damage/Endurance
    • (13) Superior Blistering Cold - Recharge/Chance for Hold
    • (15) Superior Blistering Cold - Accuracy/Damage/Endurance
    • (17) Superior Blistering Cold - Damage/Endurance/Accuracy/RechargeTime

    Level 4: Frost

    • (A) Ragnarok - Damage
    • (19) Ragnarok - Damage/Recharge
    • (21) Ragnarok - Accuracy/Damage/Recharge
    • (21) Ragnarok - Chance for Knockdown
    • (23) Ragnarok - Damage/Endurance
    • (23) Ragnarok - Accuracy/Recharge

    Level 6: Fire Shield

    • (A) Unbreakable Guard - RechargeTime/Resistance
    • (25) Unbreakable Guard - Resistance
    • (25) Unbreakable Guard - Resistance/Endurance
    • (27) Unbreakable Guard - Resistance/Endurance/RechargeTime
    • (27) Unbreakable Guard - +Max HP
    • (29) Impervium Armor - Psionic Resistance

    Level 8: Healing Flames

    • (A) Preventive Medicine - Chance for +Absorb
    • (15) Impervium Armor - Psionic Resistance
    • (29) Preventive Medicine - Heal/RechargeTime

    Level 10: Combat Jumping

    • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed

    Level 12: Plasma Shield

    • (A) Unbreakable Guard - Endurance/RechargeTime
    • (31) Impervium Armor - Psionic Resistance
    • (31) Unbreakable Guard - Resistance
    • (31) Unbreakable Guard - Resistance/Endurance
    • (33) Unbreakable Guard - Resistance/Endurance/RechargeTime
    • (33) Unbreakable Guard - RechargeTime/Resistance

    Level 14: Hasten

    • (A) Recharge Reduction IO
    • (33) Recharge Reduction IO

    Level 16: Build Up

    • (A) Gaussian's Synchronized Fire-Control - Chance for Build Up

    Level 18: Burn

    • (A) Armageddon - Chance for Fire Damage
    • (34) Armageddon - Damage/Recharge
    • (34) Armageddon - Accuracy/Damage/Recharge
    • (34) Armageddon - Accuracy/Recharge
    • (36) Armageddon - Damage/Endurance
    • (36) Eradication - Chance for Energy Damage

    Level 20: Ice Patch

    • (A) Recharge Reduction IO

    Level 22: Kick

    • (A) Empty

    Level 24: Consume

    • (A) Preemptive Optimization - Accuracy/Recharge
    • (37) Preemptive Optimization - EndMod/Recharge

    Level 26: Fiery Embrace

    • (A) Recharge Reduction IO

    Level 28: Freezing Touch

    • (A) Superior Might of the Tanker - Recharge/Chance for +Res(All)
    • (39) Superior Might of the Tanker - Accuracy/Damage
    • (39) Superior Might of the Tanker - Accuracy/Damage/Recharge
    • (39) Superior Might of the Tanker - Accuracy/Damage/Endurance/Recharge
    • (40) Superior Might of the Tanker - Damage/Endurance/Recharge
    • (40) Unbreakable Constraint - Chance for Smashing Damage

    Level 30: Tough

    • (A) Impervium Armor - Psionic Resistance
    • (36) Aegis - Psionic/Status Resistance
    • (40) Gladiator's Armor - TP Protection +3% Def (All)
    • (42) Gladiator's Armor - End/Resist
    • (42) Gladiator's Armor - Resistance
    • (42) Gladiator's Armor - Resistance/Rech/End

    Level 32: Weave

    • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
    • (37) Red Fortune - Defense
    • (37) Red Fortune - Defense/Endurance

    Level 35: Greater Ice Sword

    • (A) Hecatomb - Damage
    • (45) Hecatomb - Damage/Endurance
    • (46) Hecatomb - Chance of Damage(Negative)
    • (46) Hecatomb - Accuracy/Damage/Recharge
    • (46) Hecatomb - Damage/Recharge
    • (48) Touch of Death - Chance of Damage(Negative)

    Level 38: Frozen Aura

    • (A) Superior Avalanche - Recharge/Chance for Knockdown
    • (43) Superior Avalanche - Accuracy/Damage
    • (43) Superior Avalanche - Damage/Endurance
    • (43) Superior Avalanche - Accuracy/Damage/Endurance
    • (45) Superior Avalanche - Accuracy/Damage/Endurance/Recharge
    • (45) Fury of the Gladiator - Chance for Res Debuff

    Level 41: Focused Accuracy

    • (A) Endurance Reduction IO

    Level 44: Physical Perfection

    • (A) Performance Shifter - Chance for +End

    Level 47: Maneuvers

    • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
    • (48) Shield Wall - +Res (Teleportation), +5% Res (All)
    • (48) Reactive Defenses - Scaling Resist Damage
    • (50) Reactive Defenses - Defense/Endurance

    Level 49: Temperature Protection

    • (A) Impervium Armor - Psionic Resistance
    • (50) Steadfast Protection - Resistance/+Def 3%
    • (50) Steadfast Protection - Knockback Protection

    Level 1: Gauntlet 


    Level 1: Brawl

    • (A) Kinetic Combat - Accuracy/Damage
    • (9) Kinetic Combat - Damage/Endurance
    • (11) Kinetic Combat - Damage/Recharge
    • (11) Kinetic Combat - Damage/Endurance/Recharge
    Level 1: Sprint
    • (A) Empty
    Level 2: Rest
    • (A) Empty
    Level 2: Swift
    • (A) Empty
    Level 2: Hurdle
    • (A) Empty
    Level 2: Health
    • (A) Panacea - +Hit Points/Endurance
    • (17) Miracle - +Recovery
    Level 2: Stamina
    • (A) Performance Shifter - Chance for +End
    • (19) Performance Shifter - EndMod
    Level 50: Reactive Radial Flawless Interface 

    Level 50: Assault Core Embodiment 
    Level 50: Intuition Radial Paragon 
    Level 50: Portal Jockey 
    Level 50: Task Force Commander 
    Level 50: The Atlas Medallion 
    Level 50: Freedom Phalanx Reserve 
    ------------

     

     

    I can imagine those ghosts being a problem with all the debuffing and being ghosts so they float and ignore the ice patch. I was doing redside and fighting ghost pirates and ghost arachnos and they were being annoying with all the fleeing and becoming invisible.

     

    I rush Focused Accuracy at 35 to avoid the -tohit. It saves from Banished Pantheon, from CoT, from Tsoo, from Cabal, and of course from Arachnos and the smoke Grenades. But until 35 (30 exemp) we gotta work with bursting the problematic mobs with BU. Not having it properly slotted might be a disfavor. To be honest I don't fear Malta because going full damage means bursting things dead but a slower approach would give them more time to fight back.

     

    This was a thing back in Guild Wars 2 where the meta was going full on damage and I stubbornly refused because I didn't want to be squishy. It took a while of wearing more armor with defensive stats instead of full damage stats to realize a 30 second fight might extend to 45-60 seconds, which gave more time to get hurt once we ran out of dodges and had to kite.

     

    This does not mean it is the appropriate method to use here, or the appropriate method for every person in a one size fits all, but it might explain a bit your woes as you try to straddle the fence. Fortunately respecs are simple and cheap so you can keep on testing stuff.

     

    Your problems with sapping seem weird though. Consume gives a 98% protection against sapping and no sapper can get through that, but Consume does need to be slotted otherwise the protection is just 50% (if I recall correctly). With a two minute CD on the sapping protection and a one minute recharge I found difficult to be caught with my trousers down. Do remember pre-emptive Consume needs to hit something for the buff though.

     

     

    Ah yes, I took a peek at your build. That Consume slotting might explain your sapping woes. Both it six slotted with Synapse's Shock and six slotted Bombardment will push your E/N up. Bombardment has all around great bonuses unlike Ragnorok. An unslotted Heal is also not going to do you favors, but as you've already noticed the game is not that demanding that you can't handle things with your own spin of the build and you did a good job cranking up psi and toxic so high. Once all three stacks and Barrier's 5% are going you got both pretty close to the cap.

    • Like 1
  6. 11 hours ago, Bill Z Bubba said:

     

    I have three claws chains. Single target is the same for the scrapper, brute and tanker: Followup, Focus, Slash, repeat.

    Scrapper AoE is Followup, Spin, Shockwave, repeat while brute/tanker AoE is Followup, Focus, Spin, Shockwave, repeat.

     

    For me, even though the ST damage is less with claws than it is with nrg, claws wins for two reasons:

    Claws spends FAR less time corpse blasting and it remains dead sexier by far.

     

    I was leveling an EM brute but I gave myself a break since the damage was being definitely hindered by me being too shy to use TF. If it was not at full HP I'd rather not use it so there was more time with Energy Punch and Bonesmasher in use than TF outside of finding a lieut or picking out the initial bosses.

     

    But just for the heck of it I'll keep leveling it again. I know on the Tanker it was a bit better without Gloom (something like 3:20 without -res, so not a huge improvement on things like Claws or MA without -res who do it in 4 minutes) but between being forced to take Barrage and the awkward recharge of TF (and me not wanting to use slow ET (TF is quite enough on slowness, thank you very much)) maybe I could have improved it further.

     

    Gloom just messes up anything it touches though. The time went down to 2:30 with it so it's a powerhouse all on its own.

  7.  I was trying to make Rad Melee work without the use of Devastating Blow.. and it kinda not really works.

     

    It's great for leveling since +1 mobs are pretty squishy, but I could notice it was not really brilliant in the ST department despite melting enemies just fine while handling a boss. I took it to the test server and it's as I thought. Even with incarnates and purples it was still a 4:40 time.  Overall not -terribly- worse than the standard 4 minutes of other sets and I could have slotted both -res procs into Irradiated Ground for better pylon times, but since I don't find them useful for gameplay I kept the slotting as if for regular playing.

     

    Devastating Blow is needed for better damage.

     

    Or is it?

     

    Respecing out of Contaminated Strike for Devastating... gave about the same time. A bit worse actually but the pylon was almost dead then I whiffed and it regenerated so I'm not holding it considering it was one try only. Still, 4:55.

     

    Devastating Blow lacks the oomph to merit using it outside of a build that has room to maneuver a lot of damage procs because it's a great carrier for them.

     

    In the meanwhile I leave the Contaminated Strike build since it's still a great little thing to passively murderize a spawn while we hit a boss. I messed with the previous build of this combo to reduce the EPS imprint since the build drinks endurance and it now has the almost free Combat Jumping instead of Maneuvers, got rid of Assault for more -slow in Temperature Control, and now no Tough is needed to be toggled to reach 90%.

     

    I ran out of interesting powers to take and in the name of helping the endurance guzzling Conserve Power got picked.

     

    Spoiler

    This Hero build was built using Mids Reborn 3.0.6.0
    https://github.com/LoadedCamel/MidsReborn

    Click this DataLink to open the build!

    Level 50 Magic Tanker
    Primary Power Set: Fiery Aura
    Secondary Power Set: Radiation Melee
    Power Pool: Flight
    Power Pool: Speed
    Power Pool: Leaping
    Power Pool: Fighting
    Ancillary Pool: Energy Mastery

    Hero Profile:
    Level 1: Blazing Aura -- SprGntFis-Acc/Dmg(A), SprGntFis-Rchg/+Absorb(3), SprGntFis-Acc/Dmg/Rchg(3), SprGntFis-Dmg/EndRdx/Rchg(5), SprGntFis-Acc/Dmg/EndRdx/Rchg(5), SprGntFis-Dmg/Rchg(15)
    Level 1: Contaminated Strike -- SprBlsCol-Rchg/HoldProc(A), SprBlsCol-Dmg/EndRdx(7), SprBlsCol-Acc/Dmg/Rchg(7), SprBlsCol-Acc/Dmg/EndRdx(9), SprBlsCol-Dmg/EndRdx/Acc/Rchg(9), TchofDth-Dam%(47)
    Level 2: Fire Shield -- UnbGrd-Max HP%(A), UnbGrd-ResDam(13), UnbGrd-ResDam/EndRdx(13), UnbGrd-ResDam/EndRdx/Rchg(15), StdPrt-ResDam/Def+(36)
    Level 4: Radioactive Smash -- TchofDth-Acc/Dmg(A), TchofDth-Dmg/EndRdx(19), TchofDth-Dam%(21), TchofDth-Acc/Dmg/EndRdx(21), TchofDth-Dmg/EndRdx/Rchg(23), FrcFdb-Rechg%(23)
    Level 6: Healing Flames -- Prv-Heal/Rchg/EndRdx(A), Prv-Heal/Rchg(25), Prv-EndRdx/Rchg(25), Prv-Heal/EndRdx(27), Prv-Heal(27), Prv-Absorb%(29)
    Level 8: Hover -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(33)
    Level 10: Consume -- SynSck-EndMod/+RunSpeed(A), SynSck-EndMod(29), SynSck-EndMod/Rech(31), SynSck-Dam/Rech(31), SynSck-Dam/Rech/Acc(31), SynSck-Dam/Acc/End(33)
    Level 12: Plasma Shield -- TtnCtn-ResDam/EndRdx(A), TtnCtn-ResDam/Rchg(34), TtnCtn-ResDam(34), TtnCtn-ResDam/EndRdx/Rchg(34)
    Level 14: Hasten -- RechRdx-I(A), RechRdx-I(36)
    Level 16: Radiation Siphon -- SprMghoft-Acc/Dmg/EndRdx/Rchg(A), SprMghoft-Rchg/Res%(36), SprMghoft-Acc/Dmg/Rchg(37), SprMghoft-Dmg/EndRdx/Rchg(37), TchofDth-Dam%(37), Hct-Dam%(39)
    Level 18: Burn -- Arm-Dam%(A), Arm-Dmg/Rchg(39), Arm-Acc/Dmg/Rchg(39), Arm-Acc/Rchg(40), Arm-Dmg/EndRdx(40), Erd-%Dam(40)
    Level 20: Fusion -- RechRdx-I(A), RctRtc-ToHit(42), GssSynFr--Build%(42), RctRtc-ToHit/Rchg(42)
    Level 22: Fly -- WntGif-ResSlow(A)
    Level 24: Evasive Maneuvers -- LucoftheG-Def/Rchg+(A)
    Level 26: Fiery Embrace -- RechRdx-I(A), RechRdx-I(43)
    Level 28: Irradiated Ground -- Mlt-Acc/EndRdx(A), ShlBrk-%Dam(43), Erd-%Dam(45), ScrDrv-Dam%(45), Obl-%Dam(45), TchofLadG-%Dam(46)
    Level 30: Combat Jumping -- LucoftheG-Def/Rchg+(A)
    Level 32: Boxing -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(43), KntCmb-Dmg/Rchg(46), KntCmb-Dmg/EndRdx/Rchg(46)
    Level 35: Focused Accuracy -- RctRtc-ToHit(A), EndRdx-I(48), RctRtc-Pcptn(48)
    Level 38: Tough -- StdPrt-ResKB(A)
    Level 41: Physical Perfection -- PrfShf-End%(A)
    Level 44: Weave -- LucoftheG-Def/Rchg+(A), Rct-ResDam%(47), Rct-Def/EndRdx(48), Rct-Def(49)
    Level 47: Conserve Power -- RechRdx-I(A)
    Level 49: Temperature Protection -- GldArm-3defTpProc(A)
    Level 1: Gauntlet
    Level 1: Brawl -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(11), KntCmb-Dmg/Rchg(11), KntCmb-Dmg/EndRdx/Rchg(49)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 2: Swift -- Empty(A)
    Level 2: Hurdle -- Empty(A)
    Level 2: Health -- Pnc-Heal/+End(A), Mrc-Rcvry+(17), NmnCnv-Regen/Rcvry+(17)
    Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(19)
    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 4: Ninja Run
    Level 50: Pyronic Core Final Judgement
    Level 50: Reactive Radial Flawless Interface
    Level 50: Banished Pantheon Radial Superior Ally
    Level 50: Barrier Core Epiphany
    Level 50: Assault Core Embodiment
    Level 50: Musculature Radial Paragon
    Level 50: Task Force Commander
    Level 50: The Atlas Medallion
    Level 50: Portal Jockey
    Level 50: Freedom Phalanx Reserve
    Level 22: Afterburner
    ------------

     

     

  8. 5 minutes ago, nihilii said:

     

    To be fair, we run exactly in the situation you often mention re: -RES procs. Claws loads up with them, and the Pylon fight is an ideal environment for Claws where lethal damage isn't resisted, -RES works at full power, and the target is immobile for optimal Follow Up stacking.

    EM shines in real gameplay as it deals most of its damage without -RES, largely in energy type, and does high burst, highly conductive to fast-paced environments.

    IMHO those roughly even Pylon times translate to a ~30% performance difference in real gameplay (ST, obviously. Claws is lovely for AOE). Probably one of the most extreme cases.

     

    You make a good point. I'm so used to my own testing I just looked at the numbers at face value.

  9. 1 hour ago, I-Dirty said:

    You know instead of making snide comments about using the search engine. How about just dont respond.

     

    I suggested using it since I remembered other posts about the combo which in turns has different slotting ideas (mine for example always revolve about using Barrier to finish capping defenses and resistances which isn't for everyone) -and- offered a build for your question about the combo you were asking about.

     

    As a '44yo' myself I will say that you have a remarkably thin skin for a '53yo'.

    • Thumbs Up 2
  10. 35 minutes ago, Hyperstrike said:

    Luckily I presented no diatribe.  😝

    It is a monologue.  And quite a short one at that.  😀

     

    Actually I was typing it and thinking of WoW's thing of giving the offense cooldowns (our version of Build-up) a global cooldown. A very very very very badly received decision that generated pages and pages of complaints to no avail.

     

    While not on the level of the Fire Tank nerf I believe some more voting with the wallet would help devs realize things are not all quantifiable as spreadsheets may make them believe.

  11. 29 minutes ago, Bill Z Bubba said:

    Knowing you have zero experience with claws....

     

    Oh... wait... seriously you haven't done this yet?!?!

     

    Scrapper and Tanker only 😛

  12. I'm just part way leveling an EM/Fire Brute and I got to say that the joy of playing the Rad/Fire is just gone. It may certainly do more damage in ST but I'd rather be punching a boss in the face and have triple DoT action chewing a spawn. On the EM I'm throwing Whirling Hands on CD but eeeeeeh. Gently Caressing Hands even after the tuning patch.

     

    On the Rad I was having so much fun I soloed everything, even Synapse (and finished on a respectable 1h36 which is times I've had with full teams) and Manticore.

     

    Kinda pondering dropping the EM and go mess with a Claws/Fire. I know Brute is not the best to leverage Claws but it does not magically make Claws bad. It's still slicing and dicing fury with a full attack chain by level 18.

     

    And Spin.

  13. 5 hours ago, mcdoogss said:

    Ok I'm not going to lie, I was super biased against /Ice, being such an old powerset that I remember as being, well, wimpy with lame animations.  So I started a Fire/Stj which is ok, animations are nice and crisp and crunchy but I didn't love the combo into the mid 20s.  So I rolled a Fire/Ice and I gotta say, BU + Frost + Burn is amazing.  /Ice still has old, kinda lame animations and sound effect but I'm just chewing through mobs (halfway through the Faultline arc now, lvl 23 x6 w/ bosses)

     

    It's easy to be biased against Ice due to Greater Ice Sword being the third attack that should finish the attack chain, but it sucks. This leaves the second rate option of using Frost or persevere with Greater Ice Sword.

    But, once we are actually playing the game using Frost neatly on CD between Freezing Touches and Ice Sword it all coalesces together. It just does not do the best single target damage, but I call it the Ice Patch tax.

  14. 49 minutes ago, SomeGuy said:

     

    Maybe I wrote that wrong. I've never seen any kind of evidence (my own or someone else's) that gives Electric Armor the DPS edge over Fire Armor. Fiery Embrace and Burn are that good. Electric Armor is a freaking beast at staying alive though, and doing really good DPS. Might be my fav armor in terms of blending the two. It's not the best at either, but I don't know of a better balance.

     

    Hell, you can look at the time difference between my EM/FA and EM/ElM. It's almost a minute. Not to mention the FA does crazy AOE.

     

     

    Yeah, it was

    56 minutes ago, SomeGuy said:

    I've got a EM/ElA/Gloom brute also, that does faster DPS times, but I like the EM/FA/Gloom brute more when I need to crank out scrapper level DPS and want to Brute. Both are RES capped to SLFCE and DEF soft capped to SL.

     

    that confused me 😄

  15. 1 minute ago, SomeGuy said:

    New average with Degen.

     

    Brute     TW/ELA/MA     2:59 (Degen)

     

    I also started opening with BM RA AOD CB RA AOD FT RA wanting to get the -RES proc from CB. Only on opening on a new target do I do that. Since the normal chain has CB enough to refresh the proc as it is. During the last 30s of Ageless I start to use Whirling Smash in place of the last RA in the BM chain, since there doesn't seem to be enough recharge to get a fast-cast RA any more (I don't want to risk a slow-cast RA).

     

    I've got a EM/ElA/Gloom brute also, that does faster DPS times, but I like the EM/FA/Gloom brute more when I need to crank out scrapper level DPS and want to Brute. Both are RES capped to SLFCE and DEF soft capped to SL.

     

     

    What makes Electric Armor do more damage than Fire Armor? You'd think a second BU and Burn would handilly tip the balance.

  16. 18 hours ago, SomeGuy said:

    I've been busy. All these times are an average of 10+ runs. Hybrid is NOT turned on. No Lore is used. T4 Muscle and Ageless.

     


    Scrapper     EM/BIO           1:19 (Degen/Zapp)


    Scrapper     CLAWS/BIO     1:23 (Degen/Zapp)


    Scrapper     WM/BIO          1:27 (Degen/Zapp)


    Scrapper     Kat/BIO            1:28 (Degen/Zapp)

    Scrapper     IM/BIO             1:28 (Degen/Zapp)


    Scrapper     TW/BIO             1:29 (Degen/MA)

     

    Claws shocked the hell out of me. It was wildly consistent. Kat is SUPER fast. War Mace is one cool chunky monkey. Ice Melee is deceiving as hell due to the DOT on Freezing Touch so it feels really streaky. Titan Weapons is still Titan Weapons.

     

    I've got my Crab, Ice/Cold corruptor, and EM/FA brute to run again. Degen is noticeably better pylon DPS. Can't argue that, numbers don't lie.

     

    Dem some nutty times. Good show on collecting all the data. It's pretty interesting how the uber damage EM was very much in tune with oldie Claws despite all the praise EM collect.

     

    I'm leveling an EM Brute atm and not feeling inspired. It is only going to take off once Energy Transfer comes online and though Total Focus hits like a truck it takes so long to animate I actually shy away from using it since it has a good chance to just hit a corpse.

  17. 2 hours ago, Seed22 said:

    Real heroes get nothing done. I mean, Peregrine still is filled with villains so you’re practically worthless. But anyway! Why is it everytime something like this comes up, people say “Well in DC/Marvel…” well this isn’t DC/Marvel. Tonal inspiration? Sure, but this isn’t some comic( thank GOD i didnt read Dc/Marvel growing up while playing CoH. Who knows, I may of ended up saying similar stuff?) in DC/Marvel’s roster. It’s CoH. Try for a moment to be creative and think in CoH lore why Heroes/Villains may work together. It’s stupid easy to do.

     

     

    Reeeallly concerning behavior you’ve been exhibiting, Falcon. Also if it were real, REAL heroes prolly wouldn’t be this comically altruistic. It’d be like Invincible or worse case, The Boys. 

     

    Just as long as you're not mistaking MMO mechanics with respawning mobs as an actual canon thing. Even then it does not differ from random mooks actually trying to rob banks or purses in Metropolis, the city of MFing Superman. What goes through their minds? What does a random mook think when he points a gun at someone and asks for their money in the city of a sun god?

     

    MMO mechanics and comics suffer from the same problem which is continuity. Other than a small minority of super powered villains every other crime (other than white collar crime, and even then) would be rousted to jail in minutes and stay there. But plot demands the criminals break free because people do not pay for comics where Superman does his job as a reporter because there is no crime, where Batman's proteges take up being a dentist because there is no more crime.

     

    Same reason we arrest mobs in Peregrine Island and they show back up a minute after.

     

    Personally regarding the last bit I'd like to think it would be like Invincible. A more credible, less sanitized, version of heroes. They try to help, they help, but sometimes they fail and have flaws, and they get mad. The Boys plays to the extreme of gore and snuff porn made to shock, not to be realistic.

  18. 19 hours ago, Deuce Spade said:

    I just leveled my Rad/Elec brute to 50 on test and took her for a spin, and she does things a scrapper couldn't dream of.  She has capped (or almost capped, with the exception of toxic) resists and does plenty of AOE damage.  Single target is better than a tank, but not as good as a scrapper.  She plays well enough that I'll finish her version on live. 

     

    In general, I think brutes are in an OK but not awesome place.  Scrappers had years as the honorable mention melee AT, and I know it sucks, but at least brutes still have areas where they clearly outperform scrappers, even now.  I think if I was running design I'd bump the damage cap back up and call it done.

     

    It's worth mentioning that the high damage cap is one of those useless perks to an AT. This was my take back during the Tanker buff patch and it remains. A Kin is unable to hit FS fast enough before a nuke or a Judgement goes off and has killed half the spawn. Heck, one of my Fire Armor tanks might kill part of the minions by dropping BU + Gaussian + Burn + AoEs.

     

    The probability of managing to stack FS' to the point where damage caps are reached is, IMO, dim outside of spreadsheets.

  19. 2 hours ago, ArgentClover said:

    So, we all know Broadsword is bad. But, just for the sake of discussion; How hard do you think Fire Armor could carry it with how you tend to build it? Would it have similar weaknesses to Katana, or more in common with axe?

     

    I'm going to say it should be closer to Axe than to Katana. In fact you could pretty much copy Axe's slotting onto Broadsword though some scrounging of slots would be called for in order to slot Parry as well.

     

    And Fire Armor would carry it hard as it does. But does it help Fire Armor? It does have a place for FF in Disembowel and Slice is pretty spamable. Burn would give an AoE until Whirling Sword comes.

     

    Quickly cobbled something together though it's unrefined and untested but it should be a decent base to build based on your tastes:

     

    Spoiler

    This Hero build was built using Mids Reborn 3.0.6.0
    https://github.com/LoadedCamel/MidsReborn

    Click this DataLink to open the build!

    Level 50 Magic Tanker
    Primary Power Set: Fiery Aura
    Secondary Power Set: Broad Sword
    Power Pool: Flight
    Power Pool: Speed
    Power Pool: Leaping
    Power Pool: Fighting
    Ancillary Pool: Energy Mastery

    Hero Profile:
    Level 1: Blazing Aura -- SprGntFis-Acc/Dmg(A), SprGntFis-Rchg/+Absorb(3), SprGntFis-Acc/Dmg/Rchg(3), SprGntFis-Dmg/EndRdx/Rchg(5), SprGntFis-Acc/Dmg/EndRdx/Rchg(5)
    Level 1: Hack -- KntCmb-Dmg/EndRdx/Rchg(A), KntCmb-Dmg/Rchg(7), KntCmb-Dmg/EndRdx(7), KntCmb-Acc/Dmg(9), TchofDth-Dam%(36), SprMghoft-Rchg/Res%(42)
    Level 2: Healing Flames -- Pnc-Heal/EndRedux(A), Pnc-EndRdx/Rchg(9), Pnc-Heal/Rchg(11), Pnc-Heal/EndRedux/Rchg(11), Pnc-Heal(13)
    Level 4: Slice -- Obl-Dmg(A), Obl-Acc/Rchg(13), Obl-Dmg/Rchg(19), Obl-Acc/Dmg/Rchg(19), Obl-Acc/Dmg/EndRdx/Rchg(21), Obl-%Dam(21)
    Level 6: Fire Shield -- GldArm-3defTpProc(A), UnbGrd-ResDam(27), UnbGrd-ResDam/EndRdx(27), UnbGrd-Max HP%(29), UnbGrd-ResDam/EndRdx/Rchg(29)
    Level 8: Hover -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(23), Rct-ResDam%(25)
    Level 10: Consume -- SynSck-EndMod/+RunSpeed(A), SynSck-Dam/Rech/Acc(33), SynSck-EndMod/Rech(33), SynSck-Dam/Rech(34), SynSck-EndMod(34), SynSck-Dam/Acc/End(34)
    Level 12: Plasma Shield -- UnbGrd-ResDam/EndRdx/Rchg(A), UnbGrd-ResDam(31), UnbGrd-ResDam/EndRdx(31), UnbGrd-Rchg/ResDam(31), StdPrt-ResDam/Def+(33), StdPrt-ResKB(40)
    Level 14: Hasten -- RechRdx-I(A), RechRdx-I(17)
    Level 16: Parry -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(25), SprBlsCol-Acc/Dmg/EndRdx(36), SprBlsCol-Acc/Dmg/Rchg(36), SprBlsCol-Dmg/EndRdx/Acc/Rchg(39)
    Level 18: Burn -- Arm-Dam%(A), Arm-Dmg/Rchg(37), Arm-Acc/Dmg/Rchg(37), Arm-Acc/Rchg(37), Arm-Dmg/EndRdx(39), Erd-%Dam(39)
    Level 20: Build Up -- RctRtc-ToHit(A), RctRtc-ToHit/Rchg(23), GssSynFr--Build%(40), RechRdx-I(47)
    Level 22: Fly -- WntGif-ResSlow(A)
    Level 24: Evasive Maneuvers -- LucoftheG-Def/Rchg+(A)
    Level 26: Fiery Embrace -- RechRdx-I(A), RechRdx-I(42)
    Level 28: Whirling Sword -- SprAvl-Rchg/KDProc(A), SprAvl-Dmg/EndRdx(43), SprAvl-Acc/Dmg/EndRdx(43), SprAvl-Acc/Dmg/Rchg(43), SprAvl-Acc/Dmg/EndRdx/Rchg(45)
    Level 30: Combat Jumping -- LucoftheG-Def/Rchg+(A)
    Level 32: Boxing -- Empty(A)
    Level 35: Focused Accuracy -- RctRtc-ToHit/Rchg(A), RctRtc-ToHit(45), EndRdx-I(48)
    Level 38: Disembowel -- SprMghoft-Acc/Dmg/Rchg(A), SprMghoft-Acc/Dmg/EndRdx/Rchg(40), SprMghoft-Dmg/Rchg(46), SprMghoft-Dmg/EndRdx/Rchg(46), TchofDth-Dam%(48)
    Level 41: Head Splitter -- Obl-Dmg(A), Obl-Acc/Rchg(46), Obl-%Dam(42), Obl-Dmg/Rchg(45), Obl-Acc/Dmg/Rchg(47), Obl-Acc/Dmg/EndRdx/Rchg(50)
    Level 44: Physical Perfection -- PrfShf-End%(A)
    Level 47: Tough -- EndRdx-I(A)
    Level 49: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(49)
    Level 1: Gauntlet
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 2: Swift -- Empty(A)
    Level 2: Hurdle -- Empty(A)
    Level 2: Health -- Pnc-Heal/+End(A), Mrc-Rcvry+(15), NmnCnv-Regen/Rcvry+(15)
    Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(17)
    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 4: Ninja Run
    Level 50: Pyronic Core Final Judgement
    Level 50: Reactive Radial Flawless Interface
    Level 50: Banished Pantheon Radial Superior Ally
    Level 50: Barrier Core Epiphany
    Level 50: Assault Core Embodiment
    Level 50: Musculature Radial Paragon
    Level 50: Portal Jockey
    Level 50: Task Force Commander
    Level 50: The Atlas Medallion
    Level 50: Freedom Phalanx Reserve
    Level 22: Afterburner
    ------------

     

     

     

  20. Since it's the combo I'm currently leveling here's mine. 40% to S/L defenses, 85% to S/L resistances, 62% to E/N. I intend to use Barrier to give myself the last 5% to both S/L.

     

    I have not finished leveling it to see if I should take Cardiac or not, but leveling has been very very endurance heavy, and on the Tanker Consume could not keep up with the demands, but I have made some modifications by adding Superior Conditioning that adds a bit more EPS while being another Performance Shifter proc slot. Also replaced Maneuvers for the near free Combat Jumping which saved EPS some more. So it may be that Musculature 33% that also adds more EPS will be enough. More leveling and testing will tell but Cardiac is the safe option for now.

     

    The damage loss is not tremendous since Musculature 45% is more of a 15% damage increase which is a drop. With the endurance guzzling having much better endurance control seems to be the better option. Tbh it will be my first time taking Cardiac and I'm very damage oriented so I'm not yet sold on the idea.

     

    Also because I hate long animations I did not take Devastating Blow and it's 2.9 seconds of being rooted. I just go around melting stuff with the triple DoT action and spamming Contaminated, Radioactive Smash, Contaminated, and then in the gap either squeeze in Burn or Radioactive Siphon. It's a pretty forgiving rotation even early on and on a Brute it doesn't feel bad. Devastating Blow would be more damage though.

     

    Spoiler

    This Villain build was built using Mids Reborn 3.0.6.0
    https://github.com/LoadedCamel/MidsReborn

    Click this DataLink to open the build!

    Level 50 Magic Brute
    Primary Power Set: Radiation Melee
    Secondary Power Set: Fiery Aura
    Power Pool: Flight
    Power Pool: Speed
    Power Pool: Leaping
    Power Pool: Fighting
    Ancillary Pool: Energy Mastery

    Villain Profile:
    Level 1: Contaminated Strike -- SprBlsCol-Rchg/HoldProc(A), SprBlsCol-Dmg/EndRdx(13), SprBlsCol-Acc/Dmg/EndRdx(15), SprBlsCol-Acc/Dmg/Rchg(23), SprBlsCol-Dmg/EndRdx/Acc/Rchg(23), TchofLadG-%Dam(25)
    Level 1: Fire Shield -- UnbGrd-Max HP%(A), UnbGrd-ResDam(7), UnbGrd-ResDam/EndRdx(9), UnbGrd-ResDam/EndRdx/Rchg(9), StdPrt-ResDam/Def+(13), StdPrt-ResKB(29)
    Level 2: Radioactive Smash -- Hct-Dam%(A), Hct-Dmg/Rchg(3), Hct-Acc/Dmg/Rchg(3), Hct-Acc/Rchg(5), FrcFdb-Rechg%(5), Hct-Dmg/EndRdx(7)
    Level 4: Blazing Aura -- SprUnrFur-Acc/Dmg(A), SprUnrFur-Dmg/Rchg(11), SprUnrFur-Acc/Dmg/Rchg(11), SprUnrFur-Dmg/EndRdx/Rchg(29), SprUnrFur-Acc/Dmg/EndRdx/Rchg(33), SprUnrFur-Rchg/+Regen/+End(33)
    Level 6: Healing Flames -- Prv-Heal(A), Prv-Heal/EndRdx(17), Prv-EndRdx/Rchg(19), Prv-Heal/Rchg(19), Prv-Heal/Rchg/EndRdx(21), Prv-Absorb%(21)
    Level 8: Radiation Siphon -- SprBrtFur-Acc/Dmg(A), SprBrtFur-Dmg/Rchg(37), SprBrtFur-Dmg/EndRdx/Rchg(42), HO:Golgi(43), CrsImp-Dmg/EndRdx/Rchg(45), TchofDth-Dam%(45)
    Level 10: Hover -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(27), Rct-Def(39), Rct-Def/EndRdx(43), Rct-ResDam%(46)
    Level 12: Fusion -- RctRtc-ToHit(A), RechRdx-I(34), RctRtc-ToHit/Rchg(34), GssSynFr--Build%(34)
    Level 14: Hasten -- RechRdx-I(A), RechRdx-I(31)
    Level 16: Plasma Shield -- TtnCtn-ResDam/EndRdx(A), TtnCtn-ResDam/Rchg(31), TtnCtn-ResDam(31), TtnCtn-ResDam/EndRdx/Rchg(33)
    Level 18: Irradiated Ground -- Erd-%Dam(A), Obl-%Dam(27), TchofLadG-%Dam(39), ShlBrk-%Dam(47), ScrDrv-Dam%(48), Acc-I(48)
    Level 20: Consume -- SynSck-EndMod(A), SynSck-Dam/Rech(36), SynSck-EndMod/Rech(36), SynSck-Dam/Rech/Acc(36), SynSck-Dam/Acc/End(37), SynSck-EndMod/+RunSpeed(37)
    Level 22: Fly -- WntGif-ResSlow(A)
    Level 24: Evasive Maneuvers -- LucoftheG-Def/Rchg+(A)
    Level 26: Combat Jumping -- LucoftheG-Def/Rchg+(A)
    Level 28: Burn -- SprBrtFur-Rech/Fury%(A), SprBrtFur-Acc/Dmg/EndRdx/Rchg(40), SprBrtFur-Acc/Dmg/Rchg(40), Obl-%Dam(40), Arm-Dam%(42), Obl-Dmg(42)
    Level 30: Boxing -- Empty(A)
    Level 32: Tough -- TtnCtn-ResDam/EndRdx(A), TtnCtn-ResDam/Rchg(46), TtnCtn-ResDam(46), TtnCtn-ResDam/EndRdx/Rchg(50)
    Level 35: Focused Accuracy -- EndRdx-I(A), RctRtc-ToHit(39), RctRtc-ToHit/Rchg(43)
    Level 38: Fiery Embrace -- RechRdx-I(A), RechRdx-I(45)
    Level 41: Physical Perfection -- PrfShf-End%(A)
    Level 44: Superior Conditioning -- PrfShf-End%(A)
    Level 47: Weave -- LucoftheG-Def/Rchg+(A), Rct-Def(50), Rct-Def/EndRdx(48)
    Level 49: Temperature Protection -- GldArm-3defTpProc(A)
    Level 1: Fury
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Clr-Stlth(A)
    Level 2: Rest -- Empty(A)
    Level 2: Swift -- Empty(A)
    Level 2: Hurdle -- Empty(A)
    Level 2: Health -- Pnc-Heal/+End(A), Mrc-Rcvry+(15), NmnCnv-Regen/Rcvry+(25)
    Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(17)
    Level 1: Prestige Power Dash -- Clr-RunSpd(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 4: Ninja Run
    Level 50: Cardiac Core Paragon
    Level 50: Born In Battle
    Level 50: Invader
    Level 50: Marshal
    Level 50: High Pain Threshold
    Level 22: Afterburner
    ------------

     

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