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Sunsette

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Everything posted by Sunsette

  1. ...be to simply make the MM pet Brawl (and any other very short cooldown power) specifically immune to enhanced recharge, rather than making MM pets completely immune to recharge? Is there some flaw with this as a fix?
  2. Was going high due to def debuffs, though in play I am definitely feeling like I overshot out of habit; too used to playing def-only characters, this was my first with resistance. Definitely have been feeling like I could loosen up defensively with my incarnate choices. My biggest concern defensively so far is energy damage, and I'm probably going to switch to barrier to deal with it rather than shave the extra seconds with meltdown; not a lot of fights last long enough to need both. Overall am pretty happy with the build; I can survive most anything except standing in Battle Maiden fields (and even that when I meltdown) and have excellent AoE threat with solid enough ST threat; I lose it sometimes to other incarnate tanks but that's OK, Spines isn't a winner on ST damage to begin with.
  3. Very nice and thorough on both fronts, oldskool, thanks. I think it's good when we dive into the history of these sets; it doesn't immediately help with building but I think understanding the philosophy and background of the powersets helps people get CoX generally as well. No output on my front this week; clocked in a lot of hours on my Rad Armor Brute, which doesn't directly help Sentinel, but gives me a better sense of that set for when I inevitably make a Sent. No immediate ETA on my next write-up, which will probably be all of the non-Epic pools.
  4. After some time to think about it, I would be down for this.
  5. I don't disagree with really anything @oldskool said there, but I'll say that personally I skipped Slug and Burst with my AR/Inv -- though I haven't gotten REALLY deep into it yet -- just because the powers are so tight between the two. They're absolutely right that it's sacrificing the single target rotation, but I was two powers tight and I decided it was an acceptable cost for an AoE focused set that has a lot of cones to substitute at okayish damage. The exemplar cost is real though.
  6. Yeah I gave the same warning earlier up then got cavalier about it at the end. Cleared up the wording a bit. I do intend to address this more fully when I get to the utility pools. Which leads me to my next point of discussion. I'm out of primaries and secondaries I feel comfortable making very detailed write ups about at the moment. Should I switch to the other sections or focus on raising alts to analyze?
  7. Natty Bumppo! After some consideration, I've reduced the proc chance on Escape Velocity back to Force Feedback's 2 PPM; I think just having access to this proc as part of a powerful set may be enough.
  8. Secondary Powerset: Super Reflexes High Healing, High Defense, Low Resistance, Medium Clickyness 20% Global Recharge Reduction, 60% Perception Bonus, High Max Endurance Increase, Medium Recovery Bonus, Medium Movement Speed Bonus, Only Positional Defense, No Protection vs. Fear or Terrorize Sentinel does well with defense due to a low starting HP and having only the standard resistance caps; Super Reflexes is the ur-example of a defense set. It's no surprise that it does well here. What is a surprise, however, is just how well it does. Every Sentinel powerset has an endurance management tool, so Super Reflexes got one added as a rider to one of its autos; they also received an either/or choice for their traditional mez protection of Practiced Brawler, or the all-around much better Master Brawler, which makes Focused Fighting and Focused Senses grant the traditional mez protections and grants Super Reflexes a fast recharging click-absorb that works better the lower health you are. While you'll want to be refreshing that absorb relatively often, it won't kill you to put it off until later, All combined, Super Reflexes is a powerful Sentinel set that doesn't ever demand your attention in a counter-intuitive way; when you're naturally focused on your health, so is Super Reflexes. When you don't care, Super Reflexes doesn't care either. This set is highly recommended for everyone, from beginner to master. Beginner's Overview Take SR powers pretty much at the first opportunity, as you get each of them -- they are so good this is more important than even taking an attack at the same level in most cases, beginning at level 10. The auto powers, for example, give a lot smaller of a defense bonus than the toggles -- but they cost no endurance and they grant you a large and progressively increasing amount of resistance as you lose health, making the back half of your health bar a lot tougher than the front half. Don't slot Super Reflexes aggressively, you always want to put more focus on slotting your attacks at the beginning. Just make sure you take Master Brawler, not Practiced Brawler.1 You won't die if you take Practiced Brawler, but it's a bad idea.2 Master Brawler's heal is better the higher your endurance and the lower your health, so slotting to keep up your endurance is vital if you plan on tackling tougher content. At low health and high endurance, Master Brawler can give you half your health bar in absorb; at high health and low endurance, it will barely give you anything at all. At least initially, you should save Master Brawler for when you start taking damage, I'd say when you're at 60% or less, but as you reduce recharge to the 30 second or less range, you can start using Master Brawler pre-emptively for tough fights. What's more, since Master Brawler is an absorb rather than a heal, it allows you to preserve the strength of your scaling resistances in your auto powers. In many ways, you are safer at half-health with an absorb shield than you are at full health with an absorb shield of the same strength. Master Brawler is even so good that it improves your life even when you've been exemplared before its level; if you move Master Brawler to a later position on a respec, Focused Fighting and Focused Senses still retain its benefits even while Master Brawler itself is grayed out. Finally, although Super Reflexes has a lot of new survivability tools, you're still a defense-based set with ranged attack powers. Don't tempt fate unnecessarily and try to fight from range whenever you can, it will reduce your incoming damage by more than any amount of resistance can do for you. Slotting Panacea: Chance for +HP/+End is pricey at 7 to 10 million influence, but can be slotted in your Health power beginning at level 7; Performance Shift: Chance for Endurance is a bit cheaper at 4 million, beginning at level 17. Both of these are standard recommended IOs for any build, but they take on special importance for Super Reflexes Sentinels thanks to how Master Brawler scales with your Endurance. Preventive Medicine: Chance for Absorb also begins at level 17, and while it's also a standard recommendation for builds, it takes on special importance for Super Reflexes characters; because it won't activate until you've taken damage already, when the flashing red words "PREVENTIVE MEDICINE" pop on your screen, it's a warning to consider using (your now damage-boosted) click absorb. Like Master Brawler, it also improves the worse your health is, which is fantastic synergy for your auto-scaling resistances. As far as your basics go for leveling, most of it is straightforward. You don't need to slot toggles for endurance reduction until very late, and you want recharge before you want heal on Master Brawler. Skippable Powers Only one power can really be skipped in Super Reflexes, and as you may have expected, it's the Tier 9 power: Elude. There was a time period when Elude was good -- back when everyone had much less defense, stamina recovery, and movement speed, Elude gave you a few minutes of being an attacking monster, especially since you could afford to detoggle while it was active. But we are not in those days anymore. Now, Elude is sadly eclipsed by you just existing. Never take Elude, barring some very, very weird niche builds that are beyond the scope of this guide. Advanced Slotting You can put another Performance Shifter in Enduring, and if you want to put any Endurance Modifications into Stamina, put them here first; Enduring is a little stronger than Stamina. In addition to the choices mentioned above, as is standard you'll want Luck of the Gambler sets in up to five powers over your whole build for another 37.50% global recharge reduction. I try to put +5 boosted Defense/Global Recharge, Defense, and Defense/Endurance in every toggle and auto that gives defense, though I usually end up skipping Defense/Endurance on the autos. You won't need a lot of IO bonuses to finish capping ranged or AoE defenses; many of your attack slots will offer this. Also of note is Blessing of the Zephyr, which can be slotted into any full travel power. Melee will be slightly harder but not much; Unbreakable Guard is useful in Tough if you took Fighting (I hope you did), and Kinetic Combats are good in a pinch. Try to avoid six-slotting Tactics with Gaussian's Synchronized Fire-Control for the defense bonus, unless you either plan to spend a lot of time in large teams or your primary lacks Aim (just Dual Pistols at time of writing). If possible, try to go for 48 to 50% in your positionals rather than 45%. This gives you a buffer if you get a little unlucky again an enemy that debuffs defense. If you're feeling up to it, you can try going for 59% to incarnate soft-cap. Frankenslot for Heal and Recharge in Master Brawler. Complementary Choices While I cannot think of a primary I would not pair with Super Reflexes, its lack of resistances means it's a little better off with sets that have no point-blank AoEs to tempt fate, such as Beam Rifle and Water Blast. Super Reflexes doesn't need heavy slotting, so a lot of primaries will appreciate that. A special note goes to Dual Pistols, which doesn't have Aim and may want to six-slot Tactics with Gaussian's, which grants positional defenses that work well with Super Reflexes (and Ninjitsu). This is addressed more fully in the Leadership section. For the most part, there's no special synergies for Super Reflexes in Epic Masteries, but Ice Mastery can slightly improve its survivability by putting recharge slows on enemies to reduce the rate at which you're getting hit by attacks. Only helps with extended fights, though. While all Sentinels benefit from Leadership, Fighting, and Hasten, you may not want to go deeper into Leadership than Maneuvers. SR is a little bit tight on your power choices, and Assault or Tactics may bite into your endurance bar more than you'd like. Incarnate Abilities Not many incarnate abilities really interact with secondaries, and Super Reflexes is even more agnostic than most. Destiny: Barrier Core shores up Super Reflexes' only true weakness by giving you a huge burst of Resistance for those times you find yourself forced into close-quarters.  1 If you're curious, the only conceivable situation in which Practiced Brawler is superior to Master Brawler is one in which you are continually being hit by attacks you didn't dodge (like some psionic attacks, especially from Rularuu) and these attacks do not kill you but they do hit you with status effects. This is a very rare situation. 2 And I'll cry if you do it. You monster.
  9. This may be useful for you on Invulnerability. For AR, it's an AoE focused powerset at its best. I haven't done a lot with AR intensively, so I only have very general advice, sorry. On initial pass, just grab the powers as they come, but later on in the build you can skip any two of Burst, Disorienting Shot, and Slug as to your taste. I strongly recommend Positron's Blast with Damage/Range for all Sentinel cones, Sudden Acceleration KB to KD for M30 Grenade, and Sentinel ATOs for range.
  10. This version of the patch notes fails to mention the changes to Sentinel > Energy Aura > Power Armor to be an auto and grant a bonus to max HP. This was mentioned in the previous patch notes so I assume it's an oversight, as I have tested and noted it's still there.
  11. Honestly if they were combined so they did both effects at once, I'd have no complaints. It's a solid boost in damage and survivability at low levels, at endgame every bit of damage helps and getting like 2% health back with each target hit 60% of the time is a fairly solid insurance policy for if things suddenly go south.
  12. Eh. I take your point, but disagree with the notion that defensive is bad -- I think it's not good enough considering it's supposed to be half of an equation, but it is doing its job fine. We do have a few secondaries that can be end hungry, I think most notably Energy Aura, and our resistance based secondaries take a steady trickle of damage that appreciates the heal. Bio, SR, Invuln, yeah, both are pretty extraneous to them.
  13. Attached my build file to the post. My primary concern is tanking at endgame with this character, but I guess since they are a Spines Brute I wanted to also give farming a bit of a try too? First serious effort with a brute since before sundown of Live, so feedback appreciated. Chernobyl Rose.mxd
  14. So, hey, Offensive Opportunity gets worse. I decided to do some more tests, since I better understand how the mechanics work. Offensive Opportunity seems to function exactly like a proc IO, it does not scale with anything except for -res. At the moment, I'm seeing very little reason to use the T1 at level 50 outside of solo AV kills for any powerset; I'd estimate with Assault Core you're looking at like a 4% contribution to damage from Offensive Opportunity.1 Special callout to Beam Rifle on that front, as the T1 gets -regen for BR. It's still a pretty big chunk of damage at low levels so you can go either/or then. I should emphasize that this perspective is looking just at Opportunity itself, calculations may change if the T1 or T2 are part of your standard rotation. However, the best builds I've put together for the two damage powersets I've looked at most closely, Beam RIfle and Energy Blast, ignore the T1 or T2 as part of the standard rotation. 1 Here's the napkin math: Including enhancements, musculature, assault (leadership) and assault core and at least +10% in IO set +dam, you're doing around 260% to 400% damage at any given time with about 50% uptime on the variable parts. Average is 330%. Offensive Opportunity is 20% with 60% uptime, so let's call it 12%, 12/330 = 3.6%. So this number gets a tiny bit worse including procs and interface.
  15. That'd be invuln. Bio or WP can also qualify but won't quite softcap on most things.
  16. I'm trying to get numbers for Master Brawler for the SR write-up; at level 50 and unslotted, I'm seeing about 290 Absorb at 100% HP and 450 at 10%, haven't really tested it at various levels of endurance. Slotting it should get up to another 50%. Does that look about right? Numbers are for level 50 HP, so: Full health, full end: 290 absorb, roughly 25%, enhances to 38% 10% health, full end: 450 absorb, roughly 38% of max HP, enhances to 56%. At full health, half end, 130 Absorb, so roughly 10%, enhances to 15% 28.9 absorb at full health, very low end, so roughly 2.5%, enhances to 3.8% half health and 3/4 HP, 294 Absorb, or roughly 25%, enhances to 38% half health and half end, 226 Absorb, or roughly 18%, enhances to 27% half health, full end, 349 Absorb, or roughly 29%, enhances to 44% However, my SR work will be on hold for a little bit while I go back and explore some new angles to Energy Blast. The Energy Blast assessment has been heavily updated -- I broke 240 Pylon DPS on EB! -- this called for an update. The below snippet is saved from the old version of the Energy Blast write-up, for reinsertion elsewhere. It's just to minimize the rewriting i have to do when I have to explain Frankenslotting in another part. SR playtesting will resume tomorrow, I think. Did some more polishing of Energy Blast and did some more research on Opportunity now that I understand mechanics a bit better. So, hey, Offensive Opportunity gets worse. I decided to do some more tests, since I better understand how the mechanics work. Offensive Opportunity is exactly like a proc IO, it does not scale with anything except for -res. At the moment, I'm seeing very little reason to use the T1 at level 50 outside of solo AV kills for any powerset. Special callout to Beam Rifle on that front, as the T1 gets -regen for BR. It's still a pretty big chunk of damage at low levels so you can go either/or then. I'd estimate with Assault Core you're looking at like a 3% contribution to damage from OO. I should emphasize that this perspective is looking just at opportunity itself, calculations may change if the T1 or T2 are part of your standard rotation.
  17. Secondary Powerset: Invulnerability Medium Healing, Medium Defense, High Resistance, Low Clickyness High Max Endurance Increase, Medium Endurance Drain Resistance, Low Defense Debuff Resistance, High To-Hit Buff, High HP Increase, No Psionic Defense, No Protection vs. Confusion or Terrorize One of the most venerable melee defensives, Invulnerability arguably has its best iteration on the Sentinel. Sentinel Invuln is closest to the Stalker iteration: like the Stalker, it combines Resist Elements and Energies into one power, and also replaces the taunt aura with a to-hit bonus. New to Sentinel is a large HP absorb shield and a permanent boost to Endurance, replacing Hide. As expected, invulnerability is a no-frills rugged tank of a powerset, boosting raw HP a significant amount, granting a fast-refreshing absorption shield, extremely high S/L resists, and decent resists and damage on all other fronts except for psionics. Despite all of these advantages, Invulnerability is an iffy pick for Sentinels who are after maximum performance. On a Sentinel, this powerset scales just poorly enough that where other Sentinels will quickly hit their defense soft-cap or resistance hard-cap goals and move on to other important benchmarks like perma-hasten, plugging the psionic hole, damage overcapping, and frankenslotting, an Invulnerability Sentinel will be using almost all of their build budget on making the Smashing, Lethal, and Energy softcaps. Perma-Hasten is very difficult (though not impossible) to achieve on an Invuln Sent without also grabbing an incarnate power that grants recharge, which comes at the cost of either damage or survivability. While Invuln does have its own offensive perk in granting +to-hit, without sniper attacks this really just means you saved a single slot that would have gone to Kismet +Accuracy. Fortunately, Invulnerability does come with two powers that slot defense, so max-level Sentinels aren't forced to pick up powers just to serve as LotG mules. Furthermore, in most situations this incredible durability is simply just overkill. Most enemies hit significantly lighter at range anyway, and Sentinels typically have difficulty gaining and holding threat, especially as so much of our personal damage contributions come as part of resistance debuffs that also improve more 'pure' damage archetypes that we're grouped with. None of this should be taken as an indictment of Invulnerability. If you want to play the flying fortress, Invuln is unparalleled, and is almost guaranteed to be the last man standing every time you're not fighting a psionic primary group. It is also uniquely well-suited to handling many of the esoteric debuffs and attack types of enemies in Dark Astoria. Beginner's Overview Compared to some other powersets, Invuln is very straightforward to level with -- take every power and slot it appropriately at first chance. For now, you may want to wait to use Dull Pain until you've taken some damage already; this will eventually change as you get towards endgame. Other than that, remember to always be bold when you're playing with Invulnerability; while you have a large variety of debuff resistances, your resistance magnitudes are fairly mild. Enemy groups which love debuffs -- such as Circle of Thorns, Arachnos, Carnies, Freakshow, Longbow, or literally anything in Grandville, Peregrine Island, the Shadow Shard, Cimerora, or Praetoria -- won't drop you immediately but you're on a timer, especially before you start picking up defense powers. Slotting You'll always want to add more slots to your attacks before you start adding them to your defenses and resistances. A defeated enemy deals no damage to you, after all. The unique global defenses in resistance powers (Steadfast Protection, Gladiator's Armor), the unique global resistances in defense powers (Shield Wall, Reactive Defenses), and the additional HP in resistance (Unbreakable Guard) are all fairly pricey, ranging from about 4 million influence up to 10 million influence, but any and all of them will provide significant benefits you will feel immediately. Reactive Defenses' Scaling Resistance deserves special notice, because you have surprisingly high effective regeneration between your actual regen and the refreshing of Durability's absorb shield, such that your health becomes significantly more effective per point the lower it is. While it shouldn't outstrip your attacks in importance, you will want to get additional recharge reduction into Dull Pain as early as you can -- it's good to have as short of a recharge time as possible, as that power is not only the source of your maximum HP increase but also your heal. It is less important (though also helpful) to get healing mods into Dull Pain -- it's already a fairly large heal and max HP scales more slowly than healing does. I wouldn't worry about slotting anything to-hit into Unyielding. Skippable Powers Only one power can really be skipped in Invulnerability, and as you may have expected, it's the Tier 9 power: Unstoppable. Because of Invulnerability's layered defense nature, Unstoppable is not a terrible choice to pick up, though you should never add slots to it unless you have slots to spare (which is unlikely, because... Invulnerability). Unstoppable should max out your resistance on everything but Psi -- at max level, though, you can expect to walk around with maxed out S/L resistance to begin with, so it won't help much against groups like the Knives of Artemis/Knives of Vengeance. Advanced Slotting In addition to the choices mentioned above, as is standard you'll want Luck of the Gambler sets in up to five powers over your whole build for another 37.50% global recharge reduction. I try to put +5 boosted Defense/Global Recharge, Defense, and Defense/Endurance in every toggle and auto that gives defense, though I usually end up skipping Defense/Endurance on the autos. For resistance powers, Reactive Armor and Unbreakable Guard are your most important sets, as both sets will boost key defenses (S/L, E) while also improving your resistances if you take them to four slots. You will probably need to slot Kinetic Combat or Winter Sets into some of your attack powers in order to make softcap on all S/L/E, but it's probably not worth it to pursue the same for the remaining damage types, especially Psionic; Invulnerability gets no Defense (all) at all, so Psionic is a waste of effort. Durability you absolutely want to put two +5 Endurance Modifications into, and at least one +5 Health Modification. If you have the slots, a second +5 Health Modification and an additional Performance Shifter: Chance for Endurance are both excellent ideas depending on what it turns out your build needs most. Do not bother slotting Durability for Resistance, the amount is tiny and focused on only a single, fairly rare damage type. If you're trying to save slots, you can go for frankenslotting on Dull Pain, but unfortunately, Invulnerability needs all the recharge it can get; your best option is probably to five-slot Panacea here, instead. You can comfortably skip Heal/Endurance if you do +5 boosting and insert the unique HP/End global effect here, which will save you a slot on the Health power later. Either way, Dull Pain should not only be something you make perma, ideally you can get well past perma with it. As noted above, even if you took it, never give Unstoppable extra slots unless you somehow have a lot to spare. Complementary Choices Invulnerability is really hungry for powers and slots, so it pairs well with uncomplicated primaries that are light on powers, slots, or both, like Fire Blast, Ice Blast, Sonic Attack, Electric Blast, and Dark Blast. Of these, Fire Blast and Ice Blast are the highest damage options, while Dark Blast can make it a little less imperative that Invuln chase after high recharge (because it has its own heal) and defense (because it layers enemies with a lot of to-hit penalties). Invulnerability can survive long enough to want to wear down enemies' Endurance bars with Electric Blast, too. Water Blast also deserves a strong mention; although it doesn't have many powers that can be easily skipped, it is high damage, carries a self-heal, and does a lot of convenient AoE knockdown, which makes it easy to take advantage of Force Feedback: Chance for +Recharge. Finally, because it is so tough, Invulnerability works well with primaries that like to use PBAoEs. Every single utility pool that Invulnerability takes should ideally have a +defense power in it, or be Hasten. While Invuln has trouble aiming for overcaps and has such weak Defense Debuff Resistance that overcaps are less useful on it than other secondaries, if you can pull that off, it's great. If you can fit an epic pool into a build, Psionic Mastery can help cover Invulnerability's defense problems with Link Minds, while Electric, Fire, Ice, Psionic, Leviathan, and Mace Masteries all have notably powerful melee attacks that Invuln can comfortably use given its durability. Incarnate Abilities Not many incarnate abilities really interact with your secondary at all. Alpha: Agility Radial (Endurance Modification, Recharge Reduction, Defense Buff, Movement Speeds) is very likely your best option for invulnerability as it gives about 3 extra defense percentage points and makes it easier to bring down recharges on your T9 attack power, Hasten, Link Minds, and Dull Pain. However, this will come at a fairly significant cost to damage, so think carefully about this choice if your primary is already weak on damage or relies heavily on procs. Interface: Diamagnetic Core's to-hit debuffs can provide a useful safety buffer when dealing with enemies that impose defense debuffs, and should probably be your first choice with Invulnerability, since you presumably chose it to be unkillable. However, choosing a more offensive Interface power is fine. Destiny: Ageless Core is likely your best choice here, as the burst of recharge reduction can help get around Invulnerability's recharge problem. If you want to be tougher, though, Barrier Core is a strong defensive choice.
  18. Opening post updated with hyperlinks to completed assessments. Since it will be a while yet before we have a fully completed thread, I wanted to make this thread more manageable as we continue construction. Expect an Invulnerability assessment to go up from me in the next five hours if I'm lucky, next twenty-nine hours if I ain't.
  19. The only reason I haven't posted a build here is due to the fact that Mids' hasn't properly fixed all of the bugs with Sentinel BR yet. As you can see, I was tight enough on power choices that I had to avoid the epic pools and drop Cutting Beam; an alternative with a different concept might be to grab Combat Jumping instead of Hover and pick up some lightly slotted epic powers. I hope this is helpful, and if you have any questions at all, please don't hesitate to ask. Hero Plan by Mids' Reborn : Hero Designer 2.6.0.2https://github.com/ImaginaryDevelopment/imaginary-hero-designerClick this DataLink to open the build!Chandeliere 2: Level 50 Magic SentinelPrimary Power Set: Beam RifleSecondary Power Set: Energy AuraPower Pool: SpeedPower Pool: FightingPower Pool: LeadershipPower Pool: FlightHero Profile:Level 1: Single Shot -- SprSntWar-Acc/Dmg(A), SprSntWar-Dmg/Rchg(3), SprSntWar-Acc/Dmg/Rchg(3), SprSntWar-Acc/Dmg/EndRdx(5), SprSntWar-Acc/Dmg/EndRdx/Rchg(5), SprSntWar-Rchg/+Absorb(7)Level 1: Kinetic Shield -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(7), LucoftheG-Def/EndRdx(9), Ksm-ToHit+(9)Level 2: Kinetic Dampening -- GldArm-3defTpProc(A), ImpArm-ResPsi(13), ImpArm-ResDam(15), ImpArm-ResDam/EndRdx/Rchg(15)Level 4: Charged Shot -- SuddAcc-KB/Rech(A), SuddAcc-KB/Dmg/Rech(19), SuddAcc-KB/Dmg/End(19), SuddAcc-KB/Acc/Dmg(21), SuddAcc-KB/Acc(21), SuddAcc--KB/+KD(23)Level 6: Disintegrate -- SprOppStr-Acc/Dmg(A), SprOppStr-Dmg/Rchg(23), SprOppStr-Acc/Dmg/Rchg(25), SprOppStr-Acc/Dmg/EndRdx(25), SprOppStr-Acc/Dmg/EndRdx/Rchg(27), SprOppStr-Rchg/+Opportunity(27)Level 8: Power Shield -- ShlWal-Def(A), ShlWal-Def/EndRdx(29), ShlWal-ResDam/Re TP(29)Level 10: Aim -- GssSynFr--Build%(A), RechRdx-I(31)Level 12: Lancer Shot -- Apc-Dmg(A), Apc-Dmg/Rchg(31), Apc-Acc/Dmg/Rchg(31), Apc-Acc/Rchg(33), Apc-Dmg/EndRdx(33), Apc-Dam%(33)Level 14: Energize -- Pnc-Heal/Rchg(A), Prv-Heal/Rchg(36)Level 16: Entropy Shield -- EndRdx-I(A)Level 18: Refractor Beam -- PstBls-Acc/Dmg(A), PstBls-Dmg/EndRdx(34), PstBls-Dam%(34), PstBls-Dmg/Rng(34), PstBls-Acc/Dmg/EndRdx(36), TchofLadG-%Dam(36)Level 20: Power Armor -- ImpArm-ResPsi(A), ImpArm-ResDam(37), ImpArm-ResDam/EndRdx(37), UnbGrd-Max HP%(37)Level 22: Hasten -- RechRdx-I(A), RechRdx-I(43)Level 24: Boxing -- Empty(A)Level 26: Piercing Beam -- PstBls-Acc/Dmg(A), PstBls-Dmg/EndRdx(40), PstBls-Dam%(40), PstBls-Dmg/Rng(40), PstBls-Acc/Dmg/EndRdx(42), Ann-ResDeb%(42)Level 28: Repelling Force -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(42), Rct-ResDam%(43)Level 30: Tough -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam(39), ImpArm-ResPsi(39), StdPrt-ResDam/Def+(39)Level 32: Overcharge -- Rgn-Dmg(A), Rgn-Dmg/Rchg(43), Rgn-Acc/Dmg/Rchg(45), Rgn-Acc/Rchg(45), Rgn-Dmg/EndRdx(45), AchHee-ResDeb%(46)Level 35: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(46), LucoftheG-Def/EndRdx(46)Level 38: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(50), LucoftheG-Def/EndRdx(50)Level 41: Assault -- EndRdx-I(A)Level 44: Hover -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(48), Srn-EndRdx/Fly(48), Srn-Fly(48)Level 47: Fly -- Flight-I(A)Level 49: Afterburner -- Flight-I(A), Flight-I(50)Level 1: Brawl -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(11), KntCmb-Dmg/Rchg(11), KntCmb-Knock%(13)Level 1: Prestige Power Dash -- Empty(A)Level 1: Prestige Power Slide -- Empty(A)Level 1: Prestige Power Quick -- Clr-Stlth(A)Level 1: Prestige Power Rush -- Empty(A)Level 1: Prestige Power Surge -- Empty(A)Level 1: Sprint -- Empty(A)Level 2: Rest -- Empty(A)Level 4: Ninja Run Level 2: Swift -- Flight-I(A)Level 2: Health -- Pnc-Heal/+End(A), Mrc-Rcvry+(17)Level 2: Hurdle -- Jump-I(A)Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(17)Level 50: Musculature Core Paragon Level 50: Pyronic Core Final Judgement Level 50: Reactive Radial Flawless Interface Level 50: Barrier Core Epiphany Level 50: Assault Radial Embodiment Level 1: Opportunity
  20. We get spam messages here regularly and I frequently have to report them. They pop up most when the Americans are largely sleeping.
  21. Group fly in general needs to grant slightly more speed for everyone but the caster, so that they can put the caster on follow without issue. Also group fly should lose the Acc penalty imo.
  22. Holy shit this explains a lot. Thanks for the update and keep up the good work.
  23. My EAs sit around 48 to 50 softcap defense and used to sit around much higher when I used the Agility alpha; I perma Hasten without it now. I literally farm +4×8 content solo, and Cimerorans are only a little bit dangerous if I run into melee range on them without activating barrier (which gets me minimum another 5%). SR is great but it plateaus relatively quickly compared to EA and Invuln.
  24. Procs work even if the appropriate ammo to trigger a secondary effect is not slotted.
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