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Hirumakai

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  1. Of the two you're thinking about, take Musculature. You'll see a noticeable increase in damage (~15-20% or so depending on other damage buffs going on). Given the mids you posted, you already are hitting the Scrapper L/S cap of 75% resistance, so Resilience doesn't help that. The 1-2% extra resistance F/C/E/N/T are getting isn't worth it, going from 22 or 26 to 23 or 28 isn't a significant reduction in damage. If it was a tanker going from 85 to 90 that'd be another story (i.e. 33% less damage), but we're talking basically about 2-3% less damage to F/C/E/N/T. Psyhic damage is about a 10% shift (45%->50% resistance) in terms of damage taken, but that strikes me as niche. I'd prefer to defeat enemies 15-20% faster in that case as well. You might want to consider Agility Core though. Since your defenses aren't at soft cap yet, but are significant (i.e. ~30%), a T4 Agility Core would increase your defenses by about 2.9%. Going from say, 32.7% to 35.6% is a much larger change in number of hits landing than a 2.9% resistance boost at 25% resistance. 50-32.7=17.3% of hits land (ignoring accuracy). 50-35.6=14.4% of hits land. 17.3/14.4 = 1.20. Roughly a 20% difference, which would probably be noticeable. The endurance modification applies to two powers, as well as the recharge potentially helping your damage output as you get your big hitters recharged faster.
  2. You weren't kidding about T4 incarnates being able to double your offense. I played through the Dark Astoria Arc at +4x8 solo to get some veteran levels for incarnate components and merits and lucked out on a pair of very rares during the mission rewards, which got me T4 Hybrid Assault Radial, T4 Degenerative Core Interface, and T4 Radial Void Judgement (-50% enemy damage for 30 seconds). Its amazing how easy those seem to the 801 series. Anyways, I also took a look at my build and swapped in the Ragnarok Knockdown IO while taking out the Ragnarok Damage IO (which was providing very little extra damage to Obliteration). Also bumped up some of the Damage/End and End IOs by +5 levels with enhancement boosters to help tweak the endurance usage. With those changes, went back in to 801.2 (still using Warworks T3 Core lore, everything else was T4). Apparently the best defense is a good offense as I finished 801.2 in roughly 70 minutes with no deaths this time around. That or improved pulls (always starting with Darkest Night on an Elite Boss or Boss) with better positioning and more strategic inspiration use sped things up. Also smarter priority targeting. So I can proudly say Nanotech Knight is fully Linea approved. I did take up your suggestion on the Recovery Serum and OwtS but ended up only using OwtS twice in 70 minutes. Both times were when health was about 40-50%, and Barrier had about 15 seconds left, so I popped it for insurance. All told, those missions have definitely upped my game play. Thanks again.
  3. Good to know. So since my tanker was apparently was cool with 801.0 ,I decided to jump to 801.2. I'd say that more than twice as hard. :) My tanker is sadly not Linea Approved. Although it was close, and I'm thinking getting all the incarnate abilities to T4 might help. At the 2 hour mark I was on the last room with 1.5 spawns remaining. Although I did take 5 deaths to get there on my Shield/Dark Melee/Soul Mastery tanker. Bumping Hybrid Assault from T1 to T4, and Degenerative Interface from T1 to T4, and maybe Judgement Void from T3 to T4 with damage reduction might get the damage to where it needs to be to break under 2 hours, which in turn might help staying standing in tough fights by whittling down the opposition faster. Also better usage of inspirations that did drop would probably help. Certainly this mission is forcing me to up my situational awareness. I need to be better about making sure my anchor for Darkest Night is still up, make sure Barrier is up on cooldown, and improve my ability to bunch enemies up. Certainly I find myself having to use everything the character has. Heals, End Recovery, debuff. Although, now that I think about it, I haven't been using One with the Shield. The end crash isn't that bad, so perhaps I should pull it off IO slot mule duty and actually use it. Thanks for making the missions. They are in fact quite entertaining.
  4. So reading this thread, I decided to try 801.0 on my Tanker at +4/x8 solo. Nanotech Knight is a Shield Defense/Dark Melee/Soul Mastery tank, fully set IO'd out. Incarnates abilities were T4 Agility Core, T4 Barrier Core, T1 Degenerative Interface, T3 Warworks, T1 Assault, T1 Void Judgement. So +3 level shift. I did use inspirations, but only the ones that dropped from inside the mission, which is generally how I play. If the game is going to throw them at you, might as well use them. Took 1 hour and 9 minutes and had 1 death. Between the utility of Dark melee (heal and end), and the synergy of Barrier + Shield Defense + Darkest Night + Dark Melee -to-hit, it was survivable. Without any click abilities, just toggles, the base defense is 53% to all positionals. Agility + Barrier during the last minute bumps that to 59%. Defense debuff resistance hits 90% with active defense doubled up. Enemy to-hit is generally debuffed by about 27% with AoEs (Obliteration, Dark Maul, Darkest Night), providing a cushion. The one death was due to multiple stacking to-hit buffs from a large pack of Lieutenants and not waiting for Barrier to recharge and start fresh on that pack. An extra 30 seconds waiting for barrier to be up fresh would have likely avoided that death in hind sight. Used standard tanker corner pulls with barrier up to get them grouped up, dropped Darkest Night on a boss or Elite Boss, and then did a standard AoE combo - Soul Drain, Shield Charge, Dark Obliteration, Void Judgement, Shadow Maul. Between dropped red inspirations, Against All Odds, and Soul Drain not quite perma, damage output was high enough on a tanker to move at a decent clip I think.
  5. Just wanted to post an update. The discussion of incarnate cap made me want to know how hard it was to hit on an SR scrapper. Turns out entirely doable. So I've reworked the build to hit 59% defense against all 3 positionals. Had to sacrifice a little bit of recharge and regen to do so, and costs a bit more in endurance but its probably worth it. It can turn off weave + maneuvers and still be well above soft cap, so when exemplaring down it still quite defensive. Hasten is still 100% up time for example. For incarnate abilities, went with Musculature Radial Paragon instead of Core for more general unsurpressed movement speed. Since I just didn't seem to make good use of Calling the Wolf in groups, I just swapped it for a stealth option of Super Speed + Celerity Stealth IO. Rebirth Radial is amazing in terms of healing. It feels like it turns the Super Reflexes into Regen (at least during those first 30 seconds or so). I went with Melee Core embodiment, for more regen and to shore up resists. Lore is Talons of Vengeance radial, for even more resists/healing. To be honest, all that is probably overkill in terms of survivability, and I'm likely to also grab as options an Assault Core and a more damage focused lore to swap in when things don't require absolute survivability. But it does make for a tanky scrapper with no cascade failure. Although, I don't want to think about how much influence I've sunk into this single build. 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 Natural Scrapper Primary Power Set: Katana Secondary Power Set: Super Reflexes Power Pool: Leaping Power Pool: Leadership Power Pool: Fighting Power Pool: Speed Ancillary Pool: Body Mastery Hero Profile: Level 1: Gambler's Cut -- SprScrStr-Acc/Dmg(A), SprScrStr-Dmg/Rchg(3), SprScrStr-Acc/Dmg/Rchg(3), SprScrStr-Dmg/EndRdx/Rchg(5), SprScrStr-Acc/Dmg/EndRdx/Rchg(5), SprScrStr-Rchg/+Crit(7) Level 1: Focused Fighting -- RedFrt-Def/EndRdx(A), RedFrt-Def/Rchg(7), RedFrt-EndRdx/Rchg(9), RedFrt-Def/EndRdx/Rchg(11), RedFrt-EndRdx(11), RedFrt-Def(29) Level 2: Flashing Steel -- SprCrtStr-Acc/Dmg(A), SprCrtStr-Dmg/Rchg(13), SprCrtStr-Acc/Dmg/Rchg(13), SprCrtStr-Dmg/EndRdx/Rchg(15), SprCrtStr-Acc/Dmg/EndRdx/Rchg(15), SprCrtStr-Rchg/+50% Crit(17) Level 4: Focused Senses -- Rct-Def(A), Rct-ResDam%(9), Rct-Def/EndRdx(17), Rct-EndRdx/Rchg(19), Rct-Def/Rchg(19), Rct-Def/EndRdx/Rchg(21) Level 6: Build Up -- RechRdx-I(A) Level 8: Agile -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(23), Ksm-ToHit+(50) Level 10: Practiced Brawler -- RechRdx-I(A) Level 12: Combat Jumping -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(21) Level 14: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(25), RedFrt-Def/EndRdx(27) Level 16: Dodge -- LucoftheG-Def/Rchg+(A), DefBuff-I(23), LucoftheG-Def(29) Level 18: The Lotus Drops -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(25), SprAvl-Acc/Dmg/EndRdx(31), SprAvl-Acc/Dmg/Rchg(31), SprAvl-Acc/Dmg/EndRdx/Rchg(31), SprAvl-Rchg/KDProc(45) Level 20: Quickness -- Run-I(A) Level 22: Boxing -- Acc-I(A) Level 24: Tough -- GldArm-3defTpProc(A), StdPrt-ResDam/Def+(33), GldArm-Res/Rech/End(34), GldArm-End/Res(34) Level 26: Soaring Dragon -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Rchg/HoldProc(27), SprBlsCol-Dmg/EndRdx(34), SprBlsCol-Acc/Dmg/EndRdx(36), SprBlsCol-Acc/Dmg/Rchg(36), SprBlsCol-Dmg/EndRdx/Acc/Rchg(36) Level 28: Lucky -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(37), DefBuff-I(48) Level 30: Weave -- RedFrt-Def(A), RedFrt-Def/EndRdx(33), RedFrt-EndRdx(33), RedFrt-Def/Rchg(37), RedFrt-EndRdx/Rchg(37), RedFrt-Def/EndRdx/Rchg(50) Level 32: Golden Dragonfly -- Arm-Dmg(A), Arm-Dmg/Rchg(39), Arm-Acc/Dmg/Rchg(40), Arm-Acc/Rchg(40), Arm-Dmg/EndRdx(40), Arm-Dam%(42) Level 35: Evasion -- RedFrt-Def/EndRdx(A), RedFrt-Def/Rchg(42), RedFrt-EndRdx/Rchg(42), RedFrt-Def/EndRdx/Rchg(43), RedFrt-Def(43), RedFrt-EndRdx(43) Level 38: Elude -- ShlWal-ResDam/Re TP(A) Level 41: Conserve Power -- RechRdx-I(A), RechRdx-I(45) Level 44: Hasten -- RechRdx-I(A), RechRdx-I(45) Level 47: Physical Perfection -- Mrc-Rcvry+(A) Level 49: Super Speed -- Clr-Stlth(A) Level 1: Brawl -- Acc-I(A) Level 1: Critical Hit Level 1: Quick Form Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 1: Sprint -- Run-I(A) Level 2: Rest -- RechRdx-I(A) Level 4: Ninja Run Level 2: Swift -- Run-I(A) Level 2: Health -- NmnCnv-Regen/Rcvry+(A), NmnCnv-Heal(39), NmnCnv-Heal/EndRdx/Rchg(39), NmnCnv-Heal/EndRdx(48), NmnCnv-EndRdx/Rchg(48), NmnCnv-Heal/Rchg(50) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-EndMod(A), PwrTrns-EndMod(46), PrfShf-End%(46), PwrTrns-+Heal(46) Level 50: Musculature Radial Paragon ------------
  6. So having come back to the game this month from long ago, I decided my second character should be a tanker. I never really got into the archetype on live, and the homecoming changes to tankers sounded interesting. I also figured I'd try out the Dark melee changes as well. Since I already had a super reflexes scrapper (which I enjoyed on live and here as well), I thought I'd try the other primarily defense set, shield. Said Tanker just hit 50, and I'm considering the following build. The idea behind this build is to be near soft cap for low level exemplaring (i.e. sub-30), at or above soft cap 30-50, and combined with barrier 5% defense + agility 20% defense, hit incarnate soft cap in the incarnate content. The build below without barrier but with T4 agility hits 53% for all 3 positionals, and I believe T4 Barrier + T4 agility gives 6% defense for the last minute of the barrier power. Double stacked active defense and grant cover gets defense debuff resistance to 87.8%. So resistant but not immune to defense debuffs. On the other hand, dark melee gives a little breathing room with to-hit debuffs on enemies. Its got a lot of recharge to help leverage Shield Charge, Soul Drain, and Dark Consumption. With Agility T4, Hasten has 100% up time. All the recharge makes for a pretty smooth single target attack chain. AoE seems good enough. Generally hover above the mob and use shadow maul pointing down to hit most of them with the 180 degree arc. The resists could be better. It requires 2 stack of the Might of the Tanker get the S/L capped. I'm tempted to swap 3 Oblitteration in for the 3 Scirocco's Devish in the Dark Consumption, so that S/L is capped with 1 Might of the Tanker proc and barrier (5%). Fire/Cold is merely Ok, hitting about 75% with Barrier + 2 stacks. Toxic sits around 68%. Energy/Negative Energy/Psionic all seem pretty low by tanker standards, at 60% and 50% with the mentioned 5% barrier + 2 stacks. The "travel power" is hover + jump pack. The level 47 power is something I'm not sure of. Darkest Night with 1 endurance reduction was just something that seemed tank-ish, by reducing to-hit and damage for everyone effectively. Alternatively, I could see swapping in Summon Widow to combine with Phalanx fighting (does that work?) plus grant cover and general taunting should keep them alive when working solo. Even with only 1 accuracy/damage IO, they'd have a 300 second cool down with 4 minutes up time because of all the global recharge. Although I don't know how good the Widow pet is without much slotting. I suppose I could also just shift everything and take Smite and slot it out instead of Shadow Punch. Thanks for any suggestions and critiques. 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 Science Tanker Primary Power Set: Shield Defense Secondary Power Set: Dark Melee Power Pool: Flight Power Pool: Speed Power Pool: Fighting Ancillary Pool: Soul Mastery Hero Profile: Level 1: Deflection -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(3), LucoftheG-Def/EndRdx(3), UnbGrd-ResDam(5), UnbGrd-ResDam/EndRdx(5), UnbGrd-ResDam/EndRdx/Rchg(7) Level 1: Shadow Punch -- Mk'Bit-Acc/Dmg(A), Mk'Bit-Dmg/EndRdx(15), Mk'Bit-Dmg/Rchg(15), Mk'Bit-Acc/EndRdx/Rchg(17), Mk'Bit-Acc/Dmg/EndRdx/Rchg(17), Mk'Bit-Dam%(19) Level 2: Battle Agility -- Rct-Def(A), Rct-Def/EndRdx(9), Rct-EndRdx/Rchg(9), Rct-Def/Rchg(11), Rct-Def/EndRdx/Rchg(13), Rct-ResDam%(13) Level 4: Shadow Maul -- SprMghoft-Acc/Dmg(A), SprMghoft-Rchg/Res%(7), SprMghoft-Acc/Dmg/EndRdx/Rchg(11), SprMghoft-Dmg/Rchg(19), SprMghoft-Acc/Dmg/Rchg(21), SprMghoft-Dmg/EndRdx/Rchg(21) Level 6: Active Defense -- RechRdx-I(A) Level 8: Against All Odds -- EndRdx-I(A) Level 10: True Grit -- StdPrt-ResDam/Def+(A), GldArm-ResDam(43), GldArm-3defTpProc(48) Level 12: Phalanx Fighting -- LucoftheG-Def/Rchg+(A), Ksm-ToHit+(23), ShlWal-ResDam/Re TP(48) Level 14: Taunt -- Taunt-I(A) Level 16: Siphon Life -- TchoftheN-Acc/EndRdx/Heal/HP/Regen(A), TchoftheN-Heal(25), TchofDth-Acc/Dmg/EndRdx(25), CrsImp-Acc/Dmg/Rchg(34), CrsImp-Acc/Dmg/EndRdx(36), TchofDth-Dmg/EndRdx/Rchg(50) Level 18: Hover -- LucoftheG-Def/Rchg+(A), BlsoftheZ-Travel/EndRdx(23), BlsoftheZ-Travel(37) Level 20: Hasten -- RechRdx-I(A), RechRdx-I(48) Level 22: Boxing -- Empty(A) Level 24: Tough -- Ags-ResDam(A), Ags-ResDam/EndRdx(46), Ags-ResDam/EndRdx/Rchg(46), Ags-EndRdx/Rchg(50), Ags-Psi/Status(50) Level 26: Shield Charge -- Arm-Dam%(A), Arm-Dmg/EndRdx(27), Arm-Dmg(27), Arm-Dmg/Rchg(29), Arm-Acc/Dmg/Rchg(29), Arm-Acc/Rchg(31) Level 28: Soul Drain -- SprGntFis-Acc/Dmg(A), SprGntFis-Dmg/Rchg(31), SprGntFis-Acc/Dmg/Rchg(31), SprGntFis-Dmg/EndRdx/Rchg(33), SprGntFis-Acc/Dmg/EndRdx/Rchg(33), SprGntFis-Rchg/+Absorb(33) Level 30: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx/Rchg(34), LucoftheG-Def/EndRdx(34) Level 32: One with the Shield -- ResDam-I(A) Level 35: Dark Consumption -- ScrDrv-Acc/Rchg(A), ScrDrv-Dmg/Rchg(36), ScrDrv-Acc/Dmg(36) Level 38: Midnight Grasp -- Hct-Dmg(A), Hct-Dmg/Rchg(39), Hct-Acc/Dmg/Rchg(39), Hct-Acc/Rchg(39), Hct-Dmg/EndRdx(40), Hct-Dam%(40) Level 41: Gloom -- Apc-Dam%(A), Apc-Dmg/EndRdx(42), Apc-Dmg/Rchg(42), Apc-Acc/Dmg/Rchg(42), Apc-Acc/Rchg(43) Level 44: Dark Obliteration -- Rgn-Dmg(A), Rgn-Dmg/Rchg(45), Rgn-Acc/Dmg/Rchg(45), Rgn-Acc/Rchg(45), Rgn-Dmg/EndRdx(46) Level 47: Darkest Night -- EndRdx-I(A) Level 49: Grant Cover -- LucoftheG-Def/Rchg+(A) Level 1: Brawl -- Empty(A) Level 1: Gauntlet Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 1: Sprint -- Run-I(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Flight-I(A) Level 2: Health -- NmnCnv-Regen/Rcvry+(A), Mrc-Rcvry+(40), Pnc-Heal/+End(43) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(37), PwrTrns-+Heal(37) Level 50: Agility Core Paragon Level 50: Barrier Core Epiphany Level 50: Assault Radial Embodiment ------------
  7. So I'm trying to rebuild my first COH character, and first one to make it to 50, a Katana/Super Reflexes scrapper. I had only done a little bit of incarnate stuff before life distracted me, and then the servers shut down. Anyways, I'm wondering how this looks for an end game Katana/SR build, with an eye towards flexibility. I've already gotten to level 47, but I'm considering what I should aiming to do with my level 50 respec. I already want to shift some things around. Aiming to not be terrible while exemplared down, able to be reasonable at end game content, and occasionally stick my nose into the PVP zones. I remember PVE soft capped defenses + Elude with a ton of recharge/defense being at least survivable when passing through PVP zones. I've been playing around with the Auction house to get a bunch of attuned enhancements. On hand I've got most of the build, although not slotted the one's requiring level 50. 4/6 of the Hectacomb (at normal 50s) already , 8/12 of the Scrapper ATOs. I've got all the Luck of the gamblers (attuned and already slotted) and other defense set IOs, plus the +3% defense IOs in the resistance sets, plus all the Heal and Stamina unique IOs (attuned and slotted). Plus Mako and Obliteration. Haven't started on the Armageddon set yet. I like the idea of stacking some of the resistance bonuses, to be able to hit scrapper resistance cap by 50% health (30+5% scaling resists kicking in by then) in at least lethal and smashing. Figure I can pull everything together in terms of the remaining enhancements in about a week at the rate I'm going. Not sure where to go with the incarnate stuff once I get there either. I remember not doing too much with it. Might have grabbed an Alpha slot that provided recharge way back when, as I vaguely remember having a silly attack chain of something like Golden Dragonfly -> Soaring Dragon -> Sting of the Wasp-> Golden Dragonfly, repeat. I'm open to suggestions or comments on the build. Thanks. 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 Natural Scrapper Primary Power Set: Katana Secondary Power Set: Super Reflexes Power Pool: Leaping Power Pool: Fighting Power Pool: Speed Ancillary Pool: Body Mastery Hero Profile: Level 1: Gambler's Cut (A) Mako's Bite - Accuracy/Damage (3) Mako's Bite - Damage/Endurance (3) Mako's Bite - Damage/Recharge (5) Mako's Bite - Accuracy/Endurance/Recharge (5) Mako's Bite - Accuracy/Damage/Endurance/Recharge (7) Mako's Bite - Chance of Damage(Lethal) Level 1: Focused Fighting (A) Reactive Defenses - Defense (7) Reactive Defenses - Defense/Endurance (9) Reactive Defenses - Endurance/RechargeTime (9) Reactive Defenses - Defense/RechargeTime (11) Reactive Defenses - Defense/Endurance/RechargeTime (11) Reactive Defenses - Scaling Resist Damage Level 2: Flashing Steel (A) Superior Critical Strikes - Accuracy/Damage (13) Superior Critical Strikes - Damage/RechargeTime (13) Superior Critical Strikes - Accuracy/Damage/RechargeTime (15) Superior Critical Strikes - Damage/Endurance/RechargeTime (15) Superior Critical Strikes - Accuracy/Damage/Endurance/RechargeTime (17) Superior Critical Strikes - RechargeTime/+50% Crit Proc Level 4: Focused Senses (A) Red Fortune - Defense (17) Red Fortune - Defense/Endurance (19) Red Fortune - Defense/Endurance/Recharge (19) Red Fortune - Endurance (48) Red Fortune - Defense/Recharge Level 6: Build Up (A) Adjusted Targeting - To Hit Buff/Recharge (21) Adjusted Targeting - Recharge (50) Adjusted Targeting - To Hit Buff/Endurance/Recharge Level 8: Divine Avalanche (A) Crushing Impact - Accuracy/Damage (21) Crushing Impact - Accuracy/Damage/Endurance (23) Crushing Impact - Accuracy/Damage/Recharge (23) Crushing Impact - Damage/Endurance (50) Crushing Impact - Damage/Endurance/Recharge Level 10: Practiced Brawler (A) Recharge Reduction IO (25) Recharge Reduction IO Level 12: Agile (A) Luck of the Gambler - Defense/Increased Global Recharge Speed (25) Luck of the Gambler - Defense (27) Kismet - Accuracy +6% (27) Shield Wall - +Res (Teleportation), +5% Res (All) Level 14: Combat Jumping (A) Luck of the Gambler - Defense/Increased Global Recharge Speed Level 16: Dodge (A) Luck of the Gambler - Defense/Increased Global Recharge Speed (29) Luck of the Gambler - Defense Level 18: The Lotus Drops (A) Armageddon - Damage (29) Armageddon - Damage/Recharge (31) Armageddon - Accuracy/Damage/Recharge (31) Armageddon - Accuracy/Recharge (31) Armageddon - Damage/Endurance (33) Armageddon - Chance for Fire Damage Level 20: Quickness (A) Run Speed IO Level 22: Boxing (A) Accuracy IO Level 24: Tough (A) Steadfast Protection - Resistance/+Def 3% (33) Gladiator's Armor - TP Protection +3% Def (All) (33) Gladiator's Armor - End/Resist (34) Steadfast Protection - Resistance/Endurance Level 26: Soaring Dragon (A) Hecatomb - Damage (34) Hecatomb - Damage/Recharge (34) Hecatomb - Accuracy/Damage/Recharge (36) Hecatomb - Accuracy/Recharge (36) Hecatomb - Damage/Endurance (36) Hecatomb - Chance of Damage(Negative) Level 28: Lucky (A) Luck of the Gambler - Defense/Increased Global Recharge Speed (37) Luck of the Gambler - Defense Level 30: Weave (A) Luck of the Gambler - Defense/Increased Global Recharge Speed (37) Luck of the Gambler - Defense/Endurance (37) Luck of the Gambler - Defense/Endurance/Recharge (39) Luck of the Gambler - Defense (50) Luck of the Gambler - Endurance/Recharge Level 32: Golden Dragonfly (A) Superior Scrapper's Strike - Accuracy/Damage (39) Superior Scrapper's Strike - Damage/Recharge (39) Superior Scrapper's Strike - Accuracy/Damage/Recharge (40) Superior Scrapper's Strike - Damage/Endurance/Recharge (40) Superior Scrapper's Strike - Accuracy/Damage/Endurance/Recharge (40) Superior Scrapper's Strike - Recharge/Critical Hit Bonus Level 35: Evasion (A) Red Fortune - Defense (42) Red Fortune - Defense/Endurance (42) Red Fortune - Endurance (42) Red Fortune - Defense/Endurance/Recharge (48) Red Fortune - Defense/Recharge Level 38: Elude (A) HamiO:Membrane Exposure Level 41: Conserve Power (A) Recharge Reduction IO (43) Recharge Reduction IO Level 44: Hasten (A) Recharge Reduction IO (45) Recharge Reduction IO Level 47: Physical Perfection (A) Panacea - +Hit Points/Endurance (48) Panacea - Heal Level 49: Calling the Wolf (A) Taunt Duration IO Level 1: Brawl (A) Accuracy IO Level 1: Critical Hit Level 1: Quick Form Level 1: Prestige Power Dash
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