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Elec/Elec/Elect Sentinel Critique


Sarah Bellum

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I've always wanted an effective sapper in CoH and I finally have one. My goals for this build were resistance, recharge, regen, and healing. I've managed to achieve:

 

  • Soft capped resists to everything but Psionic (50.34%), Negative (36.8%), and Toxic (11.75%)
  • 147% recharge
  • 670% regen
  • 5% self heal procs in nearly every attack

 

This has allowed me to absorb alphas and drain entire spawns in seconds with no downtime. I solo pretty easily at +2x8, but have more fun on teams with harder content.

 

Because I am perpetually creating alts, I have never bothered to do incarnates or even level 50 sets. I've tried to squeeze out as much value as I can with this build, but I know there's room for improvement. I would love any critiques or improvements if you're willing.

 

This Hero build was built using Mids Reborn 3.2.17
https://github.com/LoadedCamel/MidsReborn

Click this DataLink to open the build!

Level 50 Magic Sentinel
Primary Power Set: Electrical Blast
Secondary Power Set: Electric Armor
Power Pool: Speed
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Teleportation
Ancillary Pool: Electricity Mastery

Hero Profile:
Level 1: Lightning Bolt -- PwrTrns-EndMod(A), PwrTrns-Dam/Rech(3), PwrTrns-Dam/EndMod(3), PwrTrns-Dam/Acc/End(5), PwrTrns-Dam/Acc/Rech/End(5), PwrTrns-+Heal(7)
Level 1: Charged Armor -- TtnCtn-ResDam(A), TtnCtn-ResDam/EndRdx(7), TtnCtn-ResDam/EndRdx/Rchg(9), TtnCtn-ResDam/Rchg(9)
Level 2: Ball Lightning -- PwrTrns-EndMod(A), PwrTrns-Dam/Rech(11), PwrTrns-Dam/EndMod(11), PwrTrns-Dam/Acc/End(13), PwrTrns-Dam/Acc/Rech/End(13), PwrTrns-+Heal(15)
Level 4: Conductive Shield -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(15), UnbGrd-EndRdx/Rchg(17), UnbGrd-ResDam/EndRdx/Rchg(17), UnbGrd-Rchg/ResDam(19), UnbGrd-Max HP%(19)
Level 6: Zapping Bolt -- PwrTrns-EndMod(A), PwrTrns-Dam/Rech(21), PwrTrns-Dam/EndMod(21), PwrTrns-Dam/Acc/End(23), PwrTrns-Dam/Acc/Rech/End(23), PwrTrns-+Heal(25)
Level 8: Charge Up -- RechRdx-I(A)
Level 10: Energize -- NmnCnv-Heal(A), NmnCnv-Heal/Rchg(25)
Level 12: Tesla Cage -- PwrTrns-EndMod(A), PwrTrns-Dam/Rech(27), PwrTrns-Dam/EndMod(27), PwrTrns-Dam/Acc/End(29), PwrTrns-Dam/Acc/Rech/End(29), PwrTrns-+Heal(31)
Level 14: Hasten -- RechRdx-I(A), RechRdx-I(31), RechRdx-I(31)
Level 16: Static Shield -- TtnCtn-ResDam/EndRdx(A), TtnCtn-ResDam(33), TtnCtn-ResDam/EndRdx/Rchg(33), TtnCtn-ResDam/Rchg(33)
Level 18: Combat Jumping -- WntGif-RunSpd/Jump/Fly/Rng(A), Rct-ResDam%(34), ShlWal-ResDam/Re TP(34), BlsoftheZ-ResKB(34), LucoftheG-Def/Rchg+(36), WntGif-ResSlow(36)
Level 20: Kick -- Empty(A)
Level 22: Charged Shield -- NmnCnv-Heal/EndRdx(A), NmnCnv-Heal(36), NmnCnv-Heal/Rchg(37), NmnCnv-Heal/EndRdx/Rchg(37), NmnCnv-Regen/Rcvry+(37)
Level 24: Tough -- TtnCtn-ResDam(A), TtnCtn-ResDam/EndRdx(39), TtnCtn-ResDam/EndRdx/Rchg(39), TtnCtn-ResDam/Rchg(39)
Level 26: Short Circuit -- SynSck-EndMod(A), SynSck-EndMod/Rech(40), SynSck-EndMod/+RunSpeed(40), SynSck-Dam/Rech(40), SynSck-Dam/Rech/Acc(42)
Level 28: Lightning Reflexes -- Run-I(A)
Level 30: Combat Teleport -- WntGif-RunSpd/Jump/Fly/Rng(A), WntGif-RunSpd/Jump/Fly/Rng/EndRdx(42)
Level 32: Thunderous Blast -- PwrTrns-EndMod(A), PwrTrns-Dam/Rech(42), PwrTrns-Dam/EndMod(43), PwrTrns-Dam/Acc/End(43), PwrTrns-Dam/Acc/Rech/End(43), PwrTrns-+Heal(45)
Level 35: Power Sink -- SynSck-EndMod/Rech(A), SynSck-EndMod(45), SynSck-Dam/Rech/Acc(45), SynSck-Dam/Rech(46), SynSck-Dam/Acc/End(46)
Level 38: Chain Fences -- DblAct-Acc/EndRdx(A), DblAct-Acc/Immob/Rchg(46), DblAct-Acc/Rchg(48)
Level 41: Lightning Field -- FuroftheG-Acc/End/Rech(A), FuroftheG-Acc/Dmg/End/Rech(48), FuroftheG-ResDeb%(48)
Level 44: Teleport -- WntGif-RunSpd/Jump/Fly/Rng(A), WntGif-RunSpd/Jump/Fly/Rng/EndRdx(50)
Level 47: Teleport Target -- WntGif-RunSpd/Jump/Fly/Rng(A), WntGif-RunSpd/Jump/Fly/Rng/EndRdx(50)
Level 49: Super Speed -- Thrst-End/Run(A), Thrst-+Special(50)
Level 1: Opportunity
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Swift -- Empty(A)
Level 1: Hurdle -- Empty(A)
Level 1: Health -- RgnTss-Regen+(A)
Level 1: Stamina -- PrfShf-End%(A)
Level 1: Shocked
Level 49: Speed Phase
------------

 

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For thematic reasons I wanted to hit the hardcap for psionic resistance. I also have more defense in this build. I focused a lot on dmg procs. I think Tesla Cage is a monster slotted like this.

 

 

This Hero build was built using Mids Reborn 3.2.17
https://github.com/LoadedCamel/MidsReborn

Click this DataLink to open the build!

Unclocked: Level 50 Technology Sentinel
Primary Power Set: Electrical Blast
Secondary Power Set: Electric Armor
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Leadership
Power Pool: Speed

Hero Profile:
Level 1: Lightning Bolt -- Dvs-Acc/Dmg(A), Dvs-Dmg/EndRdx(3), Dvs-Dmg/Rchg(5), Dvs-Acc/Dmg/Rchg(5), GldJvl-Acc/Dmg(7), GldJvl-Dam%(7)
Level 1: Charged Armor -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(3), UnbGrd-EndRdx/Rchg(9), UnbGrd-Rchg/ResDam(9), UnbGrd-ResDam/EndRdx/Rchg(11), ImpArm-ResPsi(11)
Level 2: Ball Lightning -- SprSntWar-Acc/Dmg(A), SprSntWar-Dmg/Rchg(13), SprSntWar-Acc/Dmg/Rchg(13), SprSntWar-Acc/Dmg/EndRdx(15), SprSntWar-Acc/Dmg/EndRdx/Rchg(15), SprSntWar-Rchg/+Absorb(17)
Level 4: Charged Shield -- Prv-Heal(A), Prv-Heal/EndRdx(17)
Level 6: Zapping Bolt -- Apc-Dmg/Rchg(A), Apc-Acc/Dmg/Rchg(19), Apc-Acc/Rchg(19), Apc-Dmg/EndRdx(21), Apc-Dam%(21), GldJvl-Dam%(23)
Level 8: Super Jump -- BlsoftheZ-ResKB(A)
Level 10: Energize -- Prv-Heal(A), Prv-Heal/EndRdx(23), Prv-EndRdx/Rchg(25), Prv-Heal/Rchg(25), Prv-Heal/Rchg/EndRdx(27), Prv-Absorb%(27)
Level 12: Tesla Cage -- UnbCns-Dam%(A), Apc-Dmg(29), GldJvl-Dam%(29), NrnSht-Dam%(31), GldNet-Dam%(31), GhsWdwEmb-Dam%(31)
Level 14: Boxing -- Empty(A)
Level 16: Static Shield -- GldArm-3defTpProc(A), ImpArm-ResPsi(33)
Level 18: Conductive Shield -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(33), UnbGrd-Rchg/ResDam(33), UnbGrd-ResDam/EndRdx/Rchg(34), ImpArm-ResPsi(34)
Level 20: Grounded -- StdPrt-ResDam/Def+(A), ImpArm-ResPsi(34)
Level 22: Tough -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(36), UnbGrd-EndRdx/Rchg(36), UnbGrd-Rchg/ResDam(37), UnbGrd-ResDam/EndRdx/Rchg(37), UnbGrd-Max HP%(37)
Level 24: Weave -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(36)
Level 26: Charged Bolts -- Dvs-Acc/Dmg(A), Dvs-Dmg/EndRdx(39), Dvs-Dmg/Rchg(39), Dvs-Acc/Dmg/Rchg(39), Dcm-Build%(40), GldJvl-Dam%(40)
Level 28: Short Circuit -- Arm-Dmg(A), Arm-Dmg/Rchg(40), Arm-Acc/Dmg/Rchg(42), Arm-Acc/Rchg(42), Arm-Dmg/EndRdx(42), Arm-Dam%(43)
Level 30: Lightning Reflexes -- Run-I(A)
Level 32: Thunderous Blast -- Bmbdmt-Dam(A), Bmbdmt-Dam/Rech(43), Bmbdmt-+FireDmg(43), Dtn-Acc/Dmg(45), Dtn-Dmg/Rchg(45), PstBls-Dam%(45)
Level 35: Power Sink -- PrfShf-EndMod(A)
Level 38: Power Surge -- Ags-ResDam/EndRdx(A), Ags-ResDam/Rchg(46), Ags-EndRdx/Rchg(46), Ags-ResDam/EndRdx/Rchg(46), Ags-ResDam(48), Ags-Psi/Status(48)
Level 41: Maneuvers -- LucoftheG-Def/Rchg+(A)
Level 44: Assault -- EndRdx-I(A)
Level 47: Combat Jumping -- LucoftheG-Def/Rchg+(A)
Level 49: Hasten -- RechRdx-I(A), RechRdx-I(50)
Level 1: Opportunity
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Swift -- Empty(A)
Level 1: Hurdle -- Empty(A)
Level 1: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(48), Mrc-Rcvry+(50)
Level 1: Stamina -- PrfShf-End%(A), PrfShf-EndMod(50)
Level 8: Double Jump
Level 50: Musculature Core Paragon
Level 50: Rebirth Core Epiphany
Level 50: Ion Core Final Judgement
Level 50: Degenerative Core Flawless Interface
Level 50: Assault Core Embodiment
Level 50: Clockwork Radial Superior Ally
Level 50: Freedom Phalanx Reserve
Level 50: The Atlas Medallion
Level 50: Task Force Commander
Level 50: Portal Jockey
Level 1: Shocked
------------

 

 

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  • 1 month later

Having taken this to 50 fairly recently,  I was struck by how budget-friendly it was, and how well the combination of a metric ton of chance-to-heal-self worked with defensive opportunity to just completely mitigate taking alpha strikes.  

 

In all honesty, it was a very efficient build.  I altered it some after play, as the lack of sparky and lack of defense were both hurtful, and also I was able to get it to Alpha, which made the sapping noticeably more effective (hard to believe, I know.) 

 

I wanted to try and keep my updated build conscious of your original, both in terms of slotting and budget, but getting where I wanted it still cost another 75~ mil on top of your build.  

 

The other costs were about 2% S&L res, 5% fire/cold res, 3 knockback loss (!!!) and 3% negative resist.  I also had to go through the Atlas Medallion Accolade to make up for some Max HP lost, but it that had a net positive effect on End too, so it was definitely worth it.

 

The benefits, though - were considerable.   

 

This Hero build was built using Mids Reborn 3.4.6
https://github.com/LoadedCamel/MidsReborn

Click this DataLink to open the build!

Makoshou: Level 50 Technology Sentinel
Primary Power Set: Electrical Blast
Secondary Power Set: Electric Armor
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Teleportation
Power Pool: Speed
Ancillary Pool: Electricity Mastery

 

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15% more Recharge Resist, 20% more hold/stun/sleep/confuse/terrorize resist, 70% more immobilization resist, and 100% more teleportation resist were all nice, but the real gains were the defense.

 

Bringing AoE and Fire/Cold defenses up above 20%, and everything else up to around 15 (except Toxic, but that got a 5% resistance boost so sshhhh) doesn't sound like a lot, but that combined really well with the resistances basically being at soft-cap to  dramatically boost survivability, and the Alpha Slot was definitely worth unlocking and building out, but completely optional still.

 

Additionally, we kept the same (actually a hint more) regeneration but also added Panacea +hp/end, which works out to another ~50% regeneration equivalent on top of what you already had, and of course helpfully more endurance.  I found this particularly useful because this build doesn't... ever... stop.  

 

On the whole, I'm impressed by all of your clever slotting and good ideas.   The only thing I absolutely would change about your build even if I wasn't aiming for more defense, is that I would condense Hasten down to two +5 slots (a 10 million increase! oof.) to free up one additional slot, which could go to anything from a panacaea in health or another PT:Chance to Heal Self in Stamina (why not?) or even to throw in the Aegis Psionic/Status Resist into one of your resist powers.    That would still be a 15-20 million increase, though.

 

 

Edited by Kalean
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I spent an incredible amount of time tweaking elec armor sentinels and tanks, specifically trying to make them powerful for hard solo and team content.  Here's some important observations from direct experience with the build:

1) There is significant difference between a hard cap of 90% and 75% for resistance.  While an elec armor tank is a god of mitigation, a sentinel is merely a half-god able to take on straight damage (non-debuff) fairly well.  It seems like it's only 15%, but within the math calculations it amounts to significantly more.  

2) A build based on mitigation at 75% cap with no defense will always have at most mid tier survivability.  As you stated, +2/8 is about right.  For hard and really hard content, resistance is not the means to a successful survival build.  That is because the most nasty threat to your survivability will always be debuffs at end game.  That means ideally when dealing with survivability the following is true: 

soft capped defense + high ddr + capped resistance >
soft capped defense + high ddr + some resistance >
soft capped defense + some ddr + some resistance >
soft capped defense + no ddr + high resistance >
mid defense + no ddr + mid resistance >
no defense + high resistance

It's hard to conceptualize while theory crafting how and why this is true, but it would take too long to write it all down here.  I've completed 4* ITF, soloed ITF, soloed most +8/+4 on many builds.  It's just something you will start to understand the more you do very hard content.  

3) Your perspective will change radically once you start utilizing the potential of incarnates.  At end game with hard content, usually most people have and use barrier constantly.  The buffs you can add to your self offer limitless potential on how you make your build.  More damage, high resistance, higher defense, reduced end costs, increase end gain, etc.  It's all there.  There's also an option to increase end drain if my memory serves me right.  Lost story short, you will become infinitely more powerful once you dive into incarnates. 

4) I believe I was able to achieve around 75% resist to most with around 35% defense on my sentinel, and I definitely had 90%  resist and soft cap defense on my tank.  I would try to get your melee defense at 45% and at least 75 resist for s/l.  You have no ddr, so that's annoying.  But, you really need to get in the middle to use your end drains, and your best best is melee defense max.  I would emphasize melee defense > ranged > aoe.  Again, this is assuming you will be using short circuit and power sink.

5) You will never make a perfect build purely from theory crafting or copying other builds.  That's simply because you can't anticipate how things play out in the teams, task forces, soloing, raids, etc. that you personally prefer playing.  For example, I love ITF so my builds all have to be able to survive the intensity of that.  Maybe you don't even like ITF.  That's why you need to get out there and just start playing.  On Homecoming there are plenty of respecs.  Just play and push yourself.  See what happens when you jump in multiple packs of enemies.  Start running out ahead and jump in.  If you die instantly, you know something needs to be tweaked.

Good luck!

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  • 3 weeks later

Nightmare, Excellent Post.

 

The 'CoH Cake' superbly summed up.  Showing depth of understanding.  

 

As for Sentinel Elec/Elec/Elec (in my case.)

 

L45 and it's really coming along.  Added a dam proc' to SC and Ball of...  It really makes the dam less scratchy and takes if 'over the top' to really begin to punish mobs.  End Mod in Short Circuit boosts the already excellent end drain.  2 End Modded Power Sink plus a Stun Proc' drains the mobs of the ability to fight back within seconds.

 

Gone Elec Fences to stop runners.  And adds to the End Drain and -recovery malaise.

 

I took Havoc Punch as it very meaty.  5 slot that with Hecca and you're talking a nice melee punch to break up the blasting.

 

2x AT sets fitted at the moment.  4 LoTG Globals fitted.

 

Emphasising Melee Defence.  Res' about 52% at moment for S*L.

 

Unbreakable Guard helps boost the Melee Defence.  Have 4 slotted Weave.

 

Healing power from 2ndary is 5 slotted Panacea.

 

The Energize is?  6 slotted Preventative.   The absorb providing a nice handbreak from a possible collapse if surrounded and taking 'too much' punishment.

 

It's coming along nicely.

 

I may well take Hover at 47.  

 

I'm still debating having LField from teh Epic.  I don't have any 'tick over time.'  May be nice to have as I stand amongst the Elec Chain mobs with teh dam tick giving osmosis dam'.

 

Azrael.

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I haven't respecced mine for page 5 but i'll be looking at something like this. Resist sets need some defence the same way defence sets need some resists. You can build both in. Its not looking great but it'd be playable (i'll probably stick with the elec/bio) :

 

 

Spoiler

This Hero build was built using Mids Reborn 3.4.7
https://github.com/LoadedCamel/MidsReborn

Level 50 Technology Sentinel
Primary Power Set: Electrical Blast
Secondary Power Set: Electric Armor
Power Pool: Fighting
Power Pool: Speed
Power Pool: Leaping
Power Pool: Leadership
Ancillary Pool: Electricity Mastery

Hero Profile:
------------
Level 1:    Lightning Bolt    
 (A) Superior Sentinel's Ward - RechargeTime/Chance for +Absorb
 (3) Superior Sentinel's Ward - Accuracy/Damage/Endurance/RechargeTime
 (3) Superior Sentinel's Ward - Accuracy/Damage
 (5) Superior Sentinel's Ward - Damage/RechargeTime
 (5) Superior Sentinel's Ward - Accuracy/Damage/RechargeTime
 (7) Superior Sentinel's Ward - Accuracy/Damage/Endurance


Level 1:    Charged Armor    
 (A) Unbreakable Guard - Resistance
 (7) Unbreakable Guard - RechargeTime/Resistance
 (9) Unbreakable Guard - Resistance/Endurance
 (9) Unbreakable Guard - Resistance/Endurance/RechargeTime


Level 2:    Ball Lightning    
 (A) Positron's Blast - Chance of Damage(Energy)
 (11) Positron's Blast - Accuracy/Damage/Endurance
 (11) Positron's Blast - Accuracy/Damage
 (13) Positron's Blast - Damage/Endurance
 (13) Positron's Blast - Damage/Recharge
 (15) Annihilation - Chance for Res Debuff


Level 4:    Charged Shield    
 (A) Numina's Convalesence - +Regeneration/+Recovery
 (15) Numina's Convalesence - Heal
 (17) Numina's Convalesence - Heal/Endurance
 (17) Numina's Convalesence - Endurance/Recharge
 (19) Numina's Convalesence - Heal/Endurance/Recharge


Level 6:    Zapping Bolt    
 (A) Superior Opportunity Strikes - RechargeTime/Chance for Opportunity
 (19) Superior Opportunity Strikes - Accuracy/Damage/Endurance/RechargeTime
 (21) Superior Opportunity Strikes - Accuracy/Damage/Endurance
 (21) Superior Opportunity Strikes - Accuracy/Damage/RechargeTime
 (23) Superior Opportunity Strikes - Accuracy/Damage
 (23) Gladiator's Javelin - Chance of Damage(Toxic)


Level 8:    Conductive Shield    
 (A) Unbreakable Guard - Resistance
 (25) Unbreakable Guard - RechargeTime/Resistance
 (25) Unbreakable Guard - Resistance/Endurance
 (27) Unbreakable Guard - Resistance/Endurance/RechargeTime


Level 10:    Energize    
 (A) Preventive Medicine - Chance for +Absorb
 (27) Preventive Medicine - Heal/RechargeTime/Endurance
 (29) Preventive Medicine - Heal/RechargeTime
 (29) Preventive Medicine - Endurance/RechargeTime
 (31) Preventive Medicine - Heal/Endurance
 (31) Preventive Medicine - Heal


Level 12:    Charge Up    
 (A) Gaussian's Synchronized Fire-Control - Chance for Build Up


Level 14:    Tesla Cage    
 (A) Apocalypse - Chance of Damage(Negative)
 (31) Apocalypse - Damage/Endurance
 (33) Apocalypse - Recharge/Accuracy
 (33) Apocalypse - Damage/Recharge/Accuracy
 (33) Apocalypse - Damage
 (34) Unbreakable Constraint - Chance for Smashing Damage


Level 16:    Static Shield    
 (A) Unbreakable Guard - +Max HP
 (34) Unbreakable Guard - Resistance
 (34) Unbreakable Guard - Resistance/Endurance
 (36) Unbreakable Guard - Resistance/Endurance/RechargeTime


Level 18:    Boxing    
 (A) Empty


Level 20:    Grounded    
 (A) Steadfast Protection - Resistance/+Def 3%
 (36) Steadfast Protection - Knockback Protection
 (36) Gladiator's Armor - TP Protection +3% Def (All)


Level 22:    Short Circuit    
 (A) Obliteration - Chance for Smashing Damage
 (37) Obliteration - Accuracy/Damage/Endurance/Recharge
 (37) Obliteration - Accuracy/Damage/Recharge
 (37) Obliteration - Damage/Recharge
 (39) Obliteration - Accuracy/Recharge
 (39) Obliteration - Damage


Level 24:    Lightning Reflexes    
 (A) Run Speed IO


Level 26:    Thunderous Blast    
 (A) Ragnarok - Recharge/Accuracy
 (39) Ragnarok - Damage/Recharge/Accuracy
 (40) Ragnarok - Damage/Recharge
 (40) Ragnarok - Damage
 (40) Ragnarok - Damage/Endurance


Level 28:    Power Sink    
 (A) Efficacy Adaptor - EndMod/Recharge


Level 30:    Tough    
 (A) Unbreakable Guard - RechargeTime/Resistance
 (42) Unbreakable Guard - Resistance
 (42) Unbreakable Guard - Resistance/Endurance
 (42) Unbreakable Guard - Resistance/Endurance/RechargeTime


Level 32:    Weave    
 (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
 (43) Shield Wall - +Res (Teleportation), +5% Res (All)
 (43) Shield Wall - Defense
 (43) Shield Wall - Defense/Endurance


Level 35:    Hasten    
 (A) Recharge Reduction IO
 (45) Recharge Reduction IO


Level 38:    Super Speed    
 (A) Winter's Gift - Slow Resistance (20%)


Level 41:    Combat Jumping    
 (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
 (45) Kismet - Accuracy +6%


Level 44:    Chain Fences    
 (A) Enfeebled Operation - Accuracy/Endurance
 (45) Enfeebled Operation - Endurance/Immobilize
 (46) Enfeebled Operation - Accuracy/Immobilize/Recharge
 (46) Enfeebled Operation - Accuracy/Immobilize


Level 47:    Lightning Field    
 (A) Superior Avalanche - Recharge/Chance for Knockdown
 (47) Superior Avalanche - Accuracy/Damage/Endurance/Recharge
 (47) Superior Avalanche - Accuracy/Damage
 (48) Superior Avalanche - Damage/Endurance
 (48) Superior Avalanche - Accuracy/Damage/Endurance


Level 49:    Maneuvers    
 (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
 (49) Reactive Defenses - Scaling Resist Damage
 (49) Reactive Defenses - Defense
 (50) Reactive Defenses - Defense/Endurance


Level 1:    Opportunity    
Level 1:    Brawl    
 (A) Empty


Level 1:    Sprint    
 (A) Empty


Level 2:    Rest    
 (A) Empty


Level 1:    Swift    
 (A) Empty


Level 1:    Hurdle    
 (A) Empty


Level 1:    Health    
 (A) Panacea - +Hit Points/Endurance


Level 1:    Stamina    
 (A) Performance Shifter - Chance for +End


Level 1:    Shocked    
Level 38:    Speed Phase    
------------

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

 

 

 

 

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