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Posted

| Copy & Paste this data into Mids' Reborn : Hero Designer to view the build |
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  • 2 weeks later
Posted (edited)

Hey mate. I was just thinking about this today.  I was going to try to build something along the lines of my Scrapper build (for psi/rad) which procs out Ground Zero (which, if MIDS is right, has a 30 target cap on Sents - maybe to make up for loss of Radiaton Therapy).  Also that includes Psychic Shockwave for more PBAOE goodness.  I haven't had time yet.  See if the build below inspires you at all on the /Rad side. 

 

Idea was something like alpha strikes with PBAOEs -- GZ, Fireball, Psychic Shockwave, Inferno.   Fireball and PS and GZ (per MIDS anyway) have 15-foot radius each. Inferno is 20.  Fireball has a 10-target max as does Inferno, but MIDS says PS has 16 targets and GZ has 30. Rain has 16 targets, says MIDS.

 

Lack of taunt / dmg aura could be a problem with runners, but PS does a disorient which could help.  I'll probably try to figure out how to put a KD proc into Fireball or GZ at least.

 

Spoiler

Hero Plan by Mids' Reborn : Hero Designer 2.6.1.25
https://github.com/Crytilis/mids-reborn-hero-designer

Click this DataLink to open the build!

Level 50 Magic Scrapper
Primary Power Set: Psionic Melee
Secondary Power Set: Radiation Armor
Power Pool: Fighting
Power Pool: Speed
Power Pool: Leadership
Power Pool: Leaping
Ancillary Pool: Soul Mastery

Hero Profile:
Level 1: Psi Blade -- 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: Alpha Barrier -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(7), UnbGrd-Rchg/ResDam(9), UnbGrd-ResDam/EndRdx/Rchg(9), ImpArm-ResPsi(11)
Level 2: Telekinetic Blow -- SprCrtStr-Acc/Dmg(A), SprCrtStr-Dmg/Rchg(11), SprCrtStr-Acc/Dmg/Rchg(13), SprCrtStr-Dmg/EndRdx/Rchg(13), SprCrtStr-Acc/Dmg/EndRdx/Rchg(15), SprCrtStr-Rchg/+50% Crit(15)
Level 4: Proton Armor -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(19), UnbGrd-Rchg/ResDam(21), UnbGrd-ResDam/EndRdx/Rchg(21), StdPrt-ResDam/Def+(23), ImpArm-ResPsi(23)
Level 6: Boxing -- Empty(A)
Level 8: Psi Blade Sweep -- FuroftheG-Acc/Dmg(A), FuroftheG-Dam/Rech(25), FuroftheG-Dam/End/Rech(25), FuroftheG-Acc/End/Rech(27), FuroftheG-ResDeb%(27)
Level 10: Fallout Shelter -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(29), UnbGrd-Rchg/ResDam(31), UnbGrd-ResDam/EndRdx/Rchg(31), ImpArm-ResPsi(31)
Level 12: Gamma Boost -- PrfShf-End%(A), Mrc-Rcvry+(33)
Level 14: Hasten -- RechRdx-I(A), RechRdx-I(29)
Level 16: Radiation Therapy -- Prv-Heal/Rchg(A), Prv-Heal(33), ScrDrv-Dam%(34), ScrDrv-Acc/Rchg(34), Obl-%Dam(34), TchoftheN-%Dam(36)
Level 18: Maneuvers -- ShlWal-ResDam/Re TP(A), ShlWal-Def(36), ShlWal-Def/EndRdx(36), Rct-ResDam%(48), ShlWal-Def/EndRdx/Rchg(50)
Level 20: Beta Decay -- AchHee-ResDeb%(A)
Level 22: Super Speed -- WntGif-ResSlow(A), WntGif-RunSpd/Jump/Fly/Rng/EndRdx(40)
Level 24: Concentration -- GssSynFr--Build%(A), RechRdx-I(37)
Level 26: Greater Psi Blade -- Hct-Dmg(A), Hct-Acc/Dmg/Rchg(37), Hct-Acc/Rchg(37), Hct-Dmg/EndRdx(39), Hct-Dam%(39), Hct-Dmg/Rchg(39)
Level 28: Particle Shielding -- Prv-Heal(A), Prv-Heal/Rchg(40)
Level 30: Tough -- GldArm-3defTpProc(A), GldArm-End/Res(40), ImpArm-ResPsi(42)
Level 32: Mass Levitate -- SprAvl-Acc/Dmg/EndRdx/Rchg(A), SprAvl-Dmg/EndRdx(42), SprAvl-Acc/Dmg(43), SprAvl-Acc/Dmg/EndRdx(43), SprAvl-Acc/Dmg/Rchg(43), FrcFdb-Rechg%(45)
Level 35: Ground Zero -- Arm-Dam%(A), Obl-%Dam(45), OvrFrc-Dam/KB(45), Erd-Dmg(46), Erd-Acc/Dmg/Rchg(46), Erd-Dmg/Rchg(46)
Level 38: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(48), LucoftheG-Def/EndRdx(48)
Level 41: Meltdown -- Ags-Psi/Status(A)
Level 44: Moonbeam -- Dcm-Build%(A), Empty(33), Empty(42)
Level 47: Shadow Meld -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/Rchg(50), LucoftheG-Def/EndRdx/Rchg(50)
Level 49: Combat Jumping -- LucoftheG-Def/Rchg+(A)
Level 1: Brawl -- Empty(A)
Level 1: Critical Hit
Level 1: Quick Form
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Slide -- Clr-Stlth(A)
Level 1: Prestige Power Quick -- Empty(A)
Level 1: Prestige Power Rush -- Empty(A)
Level 1: Prestige Power Surge -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(17)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- PwrTrns-+Heal(A), PwrTrns-EndMod(17), PrfShf-End%(19)
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
------------

 

 

 

 

Edited by brasilgringo
Posted

1) You took Fire Blast instead if Fire Ball.

2) You never slotted Flares. At least mule Thunderstrike in it.

3) You skipped Aim and Meltdown, so you have no build up.

4) Super Speed and Super Jump bothers me. You lose Super Speed when you jump, and you lose Super Jump if you never jump.

5) If you're trying to be a team buffer, make a Corruptor or Defender. Otherwise drop Tactics and Vengeance. 

6) You're using your Alpha slot to patch up a bad build. You should be using your Destiny slot for that at most, and even then it's kinda bad.

7) You're recklessly chasing Ranged cap and you didn't even attain it.

 

Posted (edited)
5 hours ago, underfyre said:

1) You took Fire Blast instead if Fire Ball.

2) You never slotted Flares. At least mule Thunderstrike in it.

3) You skipped Aim and Meltdown, so you have no build up.

4) Super Speed and Super Jump bothers me. You lose Super Speed when you jump, and you lose Super Jump if you never jump.

5) If you're trying to be a team buffer, make a Corruptor or Defender. Otherwise drop Tactics and Vengeance. 

6) You're using your Alpha slot to patch up a bad build. You should be using your Destiny slot for that at most, and even then it's kinda bad.

7) You're recklessly chasing Ranged cap and you didn't even attain it.

 

To me, there is some obvious decision making here that shows some misunderstanding of this all works together.  Like Dominate is taken but slotted with a full set.  Dominate gets touted as being this amazing power to take but the context there requires damage proc abuse.  Just using Dominate slotted as an attack misses the mark.  

Fire Blast vs Flares may be coming from this long standing "common forum knowledge" that a T2 power is just better than a T1 power.  This BS gets spread around in a lot of places and folks rely on others that sound authoritative.  Also, the basic damage numbers of Fire Blast *look* better than Flares.  So that is also a failure of the game detailed tooltips if folks don't understand what DPA is.  

 

The build has *zero* area powers.  It skips Fire Ball, and Ground Zero.  Fire Breath and Rain of Fire are understandable to skip.  However, the build even skips Inferno.  

 

Perhaps the OP doesn't want to be in melee range, but this begs the question of why Mind Probe?  Again, was this power taken because people said it was amazing?  Maybe.  I'm making a lot of assumptions here but after viewing hundreds of builds this is my impression.  

Anyway, I agree with the chasing the ranged cap and missing the mark.  What is also really enlightening there is it is "ranged" defense.  This leads me to believe even more the intent here is to play solely at range hence the skippage of Inferno and Ground Zero.  

Improvements to the above would be focus more on doing damage vs worrying about tanking at range only.  Radiation Armor is already incredible for durability due to the layers it has.  Sure, it doesn't have defense but it doesn't need much their either.  There are a few strong Fire/Rad builds around the forums that can be copied if damage buffing is the goal.  Some of those even have high melee/smash/lethal defense.

Edited by oldskool
Posted
6 hours ago, oldskool said:


Anyway, I agree with the chasing the ranged cap and missing the mark.  What is also really enlightening there is it is "ranged" defense.  This leads me to believe even more the intent here is to play solely at range hence the skippage of Inferno and Ground Zero.  

Improvements to the above would be focus more on doing damage vs worrying about tanking at range only.  Radiation Armor is already incredible for durability due to the layers it has.  Sure, it doesn't have defense but it doesn't need much their either.  There are a few strong Fire/Rad builds around the forums that can be copied if damage buffing is the goal.  Some of those even have high melee/smash/lethal defense.

 

Yeh, this is what I thought yesterday *could* be the benefit of Fire/Rad/Psi on a Sent - -just basically being a PBAOE machine that can also work a bit at range.  Sort of a lesser-damage version (hey it's a Sent) of what I was seeing on my Fire/Elec blaster.  On that note, I do find Rain of Fire kind of useful if you can make the mobs stick around it in (either through KD or Immobs or maybe the disorient of Psychic SW) -- I ran a synapse last night, and it was really useful for killing Gears that spawned on top of dead mobs.    I need to do some forum-fu to see what builds are out there.   What makes it maybe work on a Sent, even with lower damage ("gimped scrapper"), is some of the target caps *seem* to be higher on Psychic SW, Ground Zero, and maybe even Rain than just the 10 that the nuke and fire ball get. 

 

I was trying to come up with a Scrapper build that could have the good pbaoe & ranged of Fire blast, and I'm having a hard time with it (esp. as I don't really want to play claws or spines again).  So I ended up looking here, given Rad Armor seems to have ported over with at least 1 of its PBAOEs and the epic has a good one or two.

Posted (edited)

Target cap on GZ is 16. Only a scant few Sent abilities go over 10 targets. Psi Mastery's Mass Hypnosis and Psychic Shockwave hit 16 targets, Soul Mastery's Darkest Night hits 16, and Chain Fences from Electric Mastery.

 

Primary Powers that break the 10 target cap are:

Rain of Arrows

Rain of Fire

Water Burst

Whirlpool

 

That's about all. So theoretically if you wanted to push a character with the most potent amount of AoE, It'd be a Water/Rad/Psi or Electric. The Electric might be better with being able to root 16 targets in your Whirlpool.

Edited by underfyre
However, those abilities don't pack a big punch.
Posted (edited)
5 hours ago, underfyre said:

Target cap on GZ is 16. Only a scant few Sent abilities go over 10 targets. Psi Mastery's Mass Hypnosis and Psychic Shockwave hit 16 targets, Soul Mastery's Darkest Night hits 16, and Chain Fences from Electric Mastery.

 

Primary Powers that break the 10 target cap are:

Rain of Arrows

Rain of Fire

Water Burst

Whirlpool

 

That's about all. So theoretically if you wanted to push a character with the most potent amount of AoE, It'd be a Water/Rad/Psi or Electric. The Electric might be better with being able to root 16 targets in your Whirlpool.

 

Good info.  

Maybe something like this?

Spoiler

Hero Plan by Mids' Reborn : Hero Designer 2.7.2.10
https://github.com/Crytilis/mids-reborn-hero-designer

Click this DataLink to open the build!

Level 50 Science Sentinel
Primary Power Set: Water Blast
Secondary Power Set: Radiation Armor
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Psionic Mastery

Hero Profile:
Level 1: Aqua Bolt -- Dcm-Dmg/EndRdx(A), Dcm-Acc/Dmg(3), Dcm-Dmg/Rchg(5), Dcm-Acc/Dmg/Rchg(5), Dcm-Build%(17)
Level 1: Alpha Barrier -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(3), UnbGrd-Rchg/ResDam(25), UnbGrd-ResDam/EndRdx/Rchg(27)
Level 2: Gamma Boost -- PrfShf-EndMod(A), Pnc-Heal/+End(21), Prv-Absorb%(23), PrfShf-End%(36)
Level 4: Water Burst -- SprSntWar-Acc/Dmg(A), SprSntWar-Dmg/Rchg(7), SprSntWar-Acc/Dmg/Rchg(7), SprSntWar-Acc/Dmg/EndRdx(9), SprSntWar-Acc/Dmg/EndRdx/Rchg(9), SprSntWar-Rchg/+Absorb(11)
Level 6: Proton Armor -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(27), UnbGrd-Rchg/ResDam(29), UnbGrd-ResDam/EndRdx/Rchg(29)
Level 8: Tidal Forces -- GssSynFr--ToHit(A), GssSynFr--ToHit/Rchg(15), GssSynFr--Build%(19), GssSynFr--ToHit/EndRdx(21), GssSynFr--ToHit/Rchg/EndRdx(40), GssSynFr--Rchg/EndRdx(43)
Level 10: Fallout Shelter -- GldArm-3defTpProc(A), StdPrt-ResDam/Def+(11)
Level 12: Whirlpool -- SprOppStr-Acc/Dmg(A), SprOppStr-Dmg/Rchg(25), SprOppStr-Acc/Dmg/Rchg(13), SprOppStr-Acc/Dmg/EndRdx(13), SprOppStr-Acc/Dmg/EndRdx/Rchg(15), SprOppStr-Rchg/+Opportunity(46)
Level 14: Combat Jumping -- LucoftheG-Def/Rchg+(A), Ksm-ToHit+(37), ShlWal-ResDam/Re TP(37)
Level 16: Proton Therapy -- NmnCnv-Heal/Rchg(A), Prv-Heal/Rchg(17), Prv-Heal/Rchg/EndRdx(19)
Level 18: Water Jet -- Apc-Dmg/Rchg(A), Apc-Acc/Dmg/Rchg(42), Apc-Dmg/EndRdx(42), Apc-Acc/Rchg(43), Apc-Dam%(43)
Level 20: Particle Acceleration -- Run-I(A)
Level 22: Hasten -- RechRdx-I(A), RechRdx-I(23)
Level 24: Boxing -- Empty(A)
Level 26: Tough -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx/Rchg(31), UnbGrd-Rchg/ResDam(31), UnbGrd-ResDam/EndRdx(31)
Level 28: Particle Shielding -- Prv-Heal/Rchg/EndRdx(A), Prv-Heal(34), NmnCnv-EndRdx/Rchg(50)
Level 30: Weave -- LucoftheG-Def/Rchg+(A)
Level 32: Geyser -- Rgn-Dmg(A), Rgn-Dmg/Rchg(33), Rgn-Acc/Dmg/Rchg(33), Rgn-Acc/Rchg(33), Rgn-Dmg/EndRdx(34), Ann-ResDeb%(42)
Level 35: Ground Zero -- SprAvl-Rchg/KDProc(A), SprAvl-Acc/Dmg/EndRdx/Rchg(36), SprAvl-Dmg/EndRdx(36), SprAvl-Acc/Dmg(37), SprAvl-Acc/Dmg/EndRdx(39), SprAvl-Acc/Dmg/Rchg(46)
Level 38: Mind Probe -- SprBlsCol-Rchg/HoldProc(A), SprBlsCol-Acc/Dmg(39), SprBlsCol-Dmg/EndRdx(39), SprBlsCol-Acc/Dmg/EndRdx(40), SprBlsCol-Acc/Dmg/Rchg(40)
Level 41: Meltdown -- UnbGrd-ResDam/EndRdx/Rchg(A), UnbGrd-ResDam(45), UnbGrd-Rchg/ResDam(45), UnbGrd-EndRdx/Rchg(45), TtnCtn-ResDam/Rchg(46)
Level 44: Psychic Shockwave -- Obl-Dmg(A), Obl-Acc/Rchg(48), Obl-Dmg/Rchg(48), Obl-Acc/Dmg/Rchg(50), Obl-Acc/Dmg/EndRdx/Rchg(50), Obl-%Dam(48)
Level 47: Maneuvers -- LucoftheG-Def/Rchg+(A)
Level 49: Assault -- EndRdx-I(A)
Level 1: Brawl -- Empty(A)
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Slide -- Empty(A)
Level 1: Prestige Power Quick -- Empty(A)
Level 1: Prestige Power Rush -- Empty(A)
Level 1: Prestige Power Surge -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run 
Level 2: Swift -- Run-I(A)
Level 2: Health -- Mrc-Rcvry+(A), NmnCnv-Regen/Rcvry+(34)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- PrfShf-End%(A)
Level 50: Spiritual Core Paragon 
Level 1: Opportunity 
------------


| Copy & Paste this data into Mids' Reborn : Hero Designer to view the build |
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It basically replaces Fire primary with Water and uses Manuevers/Assault to (a) not have your def suppress from Stealth when attacking, and (b) since you have lots of KD (Blast, Geyser, and the KD proc in GZ which likely triggers a lot) and an AOE slow (burst), maybe you can trade off the immob (Fire Cages or Electric Fences) for a higher-target-cap PBAOE in PShockwave. 

 

You're giving up the burstyness of FSC but you get a bigger radius and target cap and faster recharge on the epic PBAOE.  Plus you get Mind Probe to help make up for the lower ST damage of Water vs. Fire, even though being able to proc Water Jet (and presumably still double-tap it with Tidal Forces) also offests the loss of Blazing Blast.  Also you can slot the -RES proc into Geyser which likely helps in AOE damage.

 

Modeled vs. the Fire/Rad/Fire in this post:

https://forums.homecomingservers.com/topic/6680-possibly-the-best-aoe-sentinel-powerset-fireradfire-mini-guide-and-video/

Which I tweaked:

Spoiler

Hero Plan by Mids' Reborn : Hero Designer 2.7.2.10
https://github.com/Crytilis/mids-reborn-hero-designer

Click this DataLink to open the build!

Level 50 Science Sentinel
Primary Power Set: Fire Blast
Secondary Power Set: Radiation Armor
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Fire Mastery

Hero Profile:
Level 1: Flares -- Apc-Dmg/EndRdx(A), Apc-Acc/Rchg(3), Apc-Acc/Dmg/Rchg(5), Apc-Dmg/Rchg(5), Apc-Dmg(17)
Level 1: Alpha Barrier -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(3), UnbGrd-Rchg/ResDam(25), UnbGrd-ResDam/EndRdx/Rchg(27)
Level 2: Gamma Boost -- Prv-Absorb%(A), Pnc-Heal/+End(21), PrfShf-EndMod(23), PrfShf-End%(36)
Level 4: Fire Ball -- SprSntWar-Acc/Dmg(A), SprSntWar-Dmg/Rchg(7), SprSntWar-Acc/Dmg/Rchg(7), SprSntWar-Acc/Dmg/EndRdx(9), SprSntWar-Acc/Dmg/EndRdx/Rchg(9), SprSntWar-Rchg/+Absorb(11)
Level 6: Proton Armor -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(27), UnbGrd-Rchg/ResDam(29), UnbGrd-ResDam/EndRdx/Rchg(29)
Level 8: Blaze -- SprOppStr-Acc/Dmg(A), SprOppStr-Dmg/Rchg(11), SprOppStr-Acc/Dmg/EndRdx(13), SprOppStr-Acc/Dmg/Rchg(13), SprOppStr-Acc/Dmg/EndRdx/Rchg(15), SprOppStr-Rchg/+Opportunity(46)
Level 10: Aim -- GssSynFr--ToHit(A), GssSynFr--ToHit/Rchg(15), GssSynFr--Build%(19), GssSynFr--ToHit/EndRdx(21), GssSynFr--ToHit/Rchg/EndRdx(40), GssSynFr--Rchg/EndRdx(43)
Level 12: Fallout Shelter -- GldArm-3defTpProc(A), StdPrt-ResDam/Def+(25)
Level 14: Combat Jumping -- LucoftheG-Def/Rchg+(A), Ksm-ToHit+(37), ShlWal-ResDam/Re TP(37)
Level 16: Proton Therapy -- NmnCnv-Heal/Rchg(A), Prv-Heal/Rchg(17), Prv-Heal/Rchg/EndRdx(19)
Level 18: Blazing Blast -- OvrFrc-Dmg/End/Rech(A), OvrFrc-Acc/Dmg/End(42), OvrFrc-Acc/Dmg(42), OvrFrc-Acc/Dmg/End/Rech(43), OvrFrc-Dam/KB(43)
Level 20: Particle Acceleration -- Run-I(A)
Level 22: Hasten -- RechRdx-I(A), RechRdx-I(23)
Level 24: Boxing -- Empty(A)
Level 26: Tough -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx/Rchg(31), UnbGrd-Rchg/ResDam(31), UnbGrd-ResDam/EndRdx(31)
Level 28: Weave -- LucoftheG-Def/Rchg+(A)
Level 30: Particle Shielding -- Prv-Heal/Rchg/EndRdx(A), Prv-Heal(34), NmnCnv-EndRdx/Rchg(50)
Level 32: Inferno -- Arm-Dam%(A), Arm-Dmg/EndRdx(33), Arm-Dmg(33), Arm-Dmg/Rchg(33), Arm-Acc/Dmg/Rchg(34), Arm-Acc/Rchg(42)
Level 35: Ground Zero -- SprAvl-Rchg/KDProc(A), SprAvl-Acc/Dmg/EndRdx/Rchg(36), SprAvl-Dmg/EndRdx(36), SprAvl-Acc/Dmg(37), SprAvl-Acc/Dmg/EndRdx(39), SprAvl-Acc/Dmg/Rchg(46)
Level 38: Fire Cages -- Rgn-Dmg/Rchg(A), Rgn-Acc/Dmg/Rchg(39), Rgn-Acc/Rchg(39), Rgn-Dmg/EndRdx(40), Rgn-Knock%(40)
Level 41: Meltdown -- UnbGrd-ResDam/EndRdx/Rchg(A), UnbGrd-ResDam(45), UnbGrd-Rchg/ResDam(45), UnbGrd-EndRdx/Rchg(45), TtnCtn-ResDam/Rchg(46)
Level 44: Fire Sword Circle -- Obl-Acc/Dmg/EndRdx/Rchg(A), Obl-%Dam(48), Obl-Dmg(48), Obl-Acc/Rchg(50), Obl-Dmg/Rchg(50), Obl-Acc/Dmg/Rchg(48)
Level 47: Maneuvers -- LucoftheG-Def/Rchg+(A)
Level 49: Assault -- EndRdx-I(A)
Level 1: Brawl -- Empty(A)
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Slide -- Empty(A)
Level 1: Prestige Power Quick -- Empty(A)
Level 1: Prestige Power Rush -- Empty(A)
Level 1: Prestige Power Surge -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run 
Level 2: Swift -- Run-I(A)
Level 2: Health -- Mrc-Rcvry+(A), NmnCnv-Regen/Rcvry+(34)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- PrfShf-End%(A)
Level 50: Spiritual Core Paragon 
Level 1: Opportunity 
------------

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		|-------------------------------------------------------------------|

Not sure if the trade-off of giving up Fire primary's damage is worth it.  

 

 

Edited by brasilgringo

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