Xandez

Apprentice
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  1. Ok, did some rework to your build, dunno if you like it or not, but... here it is...

    Tough is now included, no need to take Maneuvers (took CJ instead) also no need to use Hover for Def.
    Did have to drop 5% recharge thou... But, managed to get somewhat better regen and recovery. Also a bit more HP and lower end consumption (even with Tough on).

    Take a look and tell me what do you think?

    Hero Plan by Mids' Hero Designer 1,601
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Scrapper
    Primary Power Set: Fiery Melee
    Secondary Power Set: Shield Defense
    Power Pool: Fitness
    Power Pool: Flight
    Power Pool: Fighting
    Power Pool: Leaping
    Ancillary Pool: Body Mastery

    Hero Profile:
    Level 1: Scorch -- C'ngImp-Acc/Dmg(A), C'ngImp-Acc/Dmg/EndRdx(15), C'ngImp-Dmg/EndRdx/Rchg(25), C'ngImp-Acc/Dmg/Rchg(27), C'ngImp-Dmg/Rchg(27), Hectmb-Dam%(34)
    Level 1: Deflection -- LkGmblr-Def(A), LkGmblr-Rchg+(3), LkGmblr-Def/EndRdx(3)
    Level 2: Cremate -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(7), T'Death-Dam%(11), T'Death-Dmg/Rchg(11), T'Death-Acc/Dmg/EndRdx(13), T'Death-Dmg/EndRdx/Rchg(45)
    Level 4: Battle Agility -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(5), LkGmblr-Rchg+(5)
    Level 6: True Grit -- S'fstPrt-ResDam/Def+(A), Numna-Heal(7), Numna-Heal/EndRdx(9), Numna-Heal/Rchg(9)
    Level 8: Swift -- Flight-I(A)
    Level 10: Active Defense -- HO:Membr(A)
    Level 12: Hover -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(13), Zephyr-ResKB(15)
    Level 14: Fly -- Zephyr-Travel(A), Zephyr-ResKB(17), Zephyr-Travel/EndRdx(17)
    Level 16: Health -- Numna-Heal(A), Numna-Heal/EndRdx(34), Numna-Regen/Rcvry+(36), Heal-I(36)
    Level 18: Fire Sword Circle -- Oblit-Dmg(A), Oblit-Acc/Dmg/EndRdx/Rchg(19), Oblit-%Dam(19), Oblit-Acc/Rchg(21), Oblit-Dmg/Rchg(23), Oblit-Acc/Dmg/Rchg(25)
    Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod(21), EndMod-I(23)
    Level 22: Phalanx Fighting -- LkGmblr-Rchg+(A)
    Level 24: Against All Odds -- EndRdx-I(A)
    Level 26: Incinerate -- Hectmb-Dmg/Rchg(A), Mako-Dam%(33), Hectmb-Acc/Dmg/Rchg(33), Hectmb-Dmg(33), Hectmb-Acc/Rchg(34), Hectmb-Dmg/EndRdx(37)
    Level 28: Boxing -- RzDz-Acc/Rchg(A), RzDz-Acc/EndRdx(29), RzDz-EndRdx/Stun(29), RzDz-Stun/Rng(31), RzDz-Acc/Stun/Rchg(31), RzDz-Immob%(31)
    Level 30: Tough -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(37), Aegis-ResDam/EndRdx/Rchg(40)
    Level 32: Greater Fire Sword -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(36), Mako-Dmg/Rchg(37), Mako-Acc/EndRdx/Rchg(46), Mako-Acc/Dmg/EndRdx/Rchg(46), Mako-Dam%(46)
    Level 35: Shield Charge -- Oblit-Dmg(A), Oblit-Acc/Dmg/EndRdx/Rchg(39), Oblit-%Dam(40), Oblit-Acc/Rchg(40), Oblit-Dmg/Rchg(43), Oblit-Acc/Dmg/Rchg(45)
    Level 38: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(39), LkGmblr-Def/EndRdx(39)
    Level 41: Build Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg(42), GSFC-ToHit/Rchg/EndRdx(42), GSFC-Rchg/EndRdx(42), GSFC-ToHit/EndRdx(43), GSFC-Build%(43)
    Level 44: Conserve Power -- RechRdx-I(A), RechRdx-I(45)
    Level 47: Physical Perfection -- P'Shift-End%(A), P'Shift-EndMod(48), EndMod-I(48), Mrcl-Rcvry+(48)
    Level 49: Combat Jumping -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(50), Zephyr-ResKB(50), LkGmblr-Rchg+(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Critical Hit



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  2. Quote:
    Originally Posted by FreezeWave View Post
    So this is the build I've got planned out for the Incinerate > Scorch > Cremate > Scorch chain. I tried to keep the endurance cost as low as possible, because I had trouble reaching the softcap without Maneuvers, and don't want to drop enough influence to afford the PvP defense IO. Any critiques that would free up some slots or make it just a bit better are highly appreciated!
    You forgot to post the actual build?
  3. Quote:
    Originally Posted by Heraclea View Post
    Cold would be my preference. A reflex scrapper is an endurance hog, so the set with recovery gets the nod. The cold defenses are pretty redundant once the scrapper is fully built, but will make life easier while levelling or exemping down.
    /SR is not endu hog, agree with TRTerror that something else might be...

    Anyway, my vote goes for any/any, since with a good scrapper anything works!
  4. I would put that slot to PP and change it more towards recovery (maybe Perf shifter proc, end and generic end IO) + put the Miracle unique in there.
  5. Well, ditching BU was just a suggestion...

    FA is very end heavy, wouldnt want that on an already en heavy build myself

    Loose of build up severe.. *shrug*
    Im no math guru, but its not that severe the buildup numbers suggest (iirc).

    And about Havoc Punch... i feel its the most meh of the elec melee attacks *shrug*
    Some attack chain debate in here:
    http://boards.cityofheroes.com/showthread.php?t=196370

    The CI-CB-JL-CB
    (its the same actually what i said above CB-JL-CB-CI)

    The "problem" is that it needs a faily high recharge
    CI needs to be recharged in (CB+JL+CB) = (1.056 + 1.848 + 1.056) = 3.96s
    Therefore the 4th attack could be needed (and actually is needed in the build i posted) to get a more fluent attack chain

    /disclaimer
    since my math many times suck, i encourage you to check everything twice

    *edit*
    Oh about CP... dont really know. Power Sink might be enough like Res_Ipsa said
  6. Oh and if you dont get the recharge needed for the attack chain (eg. Charged Brawl -- Jacobs ladder -- Charged Brawl -- Chain Induction, or sumthing... dont really remember what the best DPS ones were... some threads here about that thou) i would consider dropping power surge and taking a 4th attack (Havoc punch) to fill the chain..
  7. Did a sample build for you. This is something what i would do. Punched up the defenses a bit, added also some HP. Only really expensive one is the +3 def% gladiator armor. No purples, but it does have 2 lotG +7.5% recharges and Miracle, Numina and Reg tissue uniques. Dropped buildup and took combat jumping to mule in zephyr and some LotG.

    Personally dont like super speed, so i would have replaced that with Superjump, but its personal preference imo.

    Im sure this build still has flaws and stuff but i think it has decent regen and combined use of energize, power sink and conserve power might be enuff in the recov department also. Dunno about the recharges needed for the attack chain, since (as usual) im too lazy to calculate them (and i tend to calculate them wrong many times... )

    Hero Plan by Mids' Hero Designer 1,601
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Zap Efron: Level 50 Science Scrapper
    Primary Power Set: Electrical Melee
    Secondary Power Set: Electric Armor
    Power Pool: Fitness
    Power Pool: Speed
    Power Pool: Leaping
    Power Pool: Fighting
    Ancillary Pool: Body Mastery

    Hero Profile:
    Level 1: Charged Brawl -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(15), T'Death-Dmg/Rchg(17), T'Death-Acc/Dmg/EndRdx(36), T'Death-Dmg/EndRdx/Rchg(37), T'Death-Dam%(40)
    Level 1: Charged Armor -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam(3), ImpArm-ResDam/EndRdx/Rchg(7), ImpArm-ResDam/Rchg(40)
    Level 2: Lightning Field -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(3), M'Strk-Dmg/Rchg(7), M'Strk-Dmg/EndRdx/Rchg(9), M'Strk-Acc/EndRdx(34), M'Strk-Acc/Dmg/EndRdx(43)
    Level 4: Conductive Shield -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(5), TtmC'tng-EndRdx(5)
    Level 6: Swift -- Run-I(A)
    Level 8: Hasten -- RechRdx-I(A), RechRdx-I(9)
    Level 10: Static Shield -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(11), TtmC'tng-ResDam/EndRdx/Rchg(11)
    Level 12: Jacobs Ladder -- Oblit-Acc/Dmg/EndRdx/Rchg(A), Oblit-%Dam(13), Oblit-Dmg(13), Oblit-Acc/Rchg(15), Oblit-Dmg/Rchg(27), Oblit-Acc/Dmg/Rchg(42)
    Level 14: Super Speed -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(17), Zephyr-ResKB(43)
    Level 16: Health -- Mrcl-Rcvry+(A), Mrcl-Heal(19), Numna-Regen/Rcvry+(23), Numna-Heal(23), RgnTis-Regen+(31), Numna-Heal/EndRdx(50)
    Level 18: Combat Jumping -- LkGmblr-Rchg+(A), Zephyr-Travel(19), Zephyr-Travel/EndRdx(37), Zephyr-ResKB(39)
    Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod(21), EndMod-I(21)
    Level 22: Grounded -- GA-3defTpProc(A)
    Level 24: Energize -- Dct'dW-Heal(A), Dct'dW-EndRdx/Rchg(25), Dct'dW-Heal/Rchg(25), Dct'dW-Heal/EndRdx/Rchg(31), Dct'dW-Rchg(31)
    Level 26: Thunder Strike -- Oblit-Dmg(A), Oblit-Acc/Rchg(27), Oblit-Dmg/Rchg(29), Oblit-Acc/Dmg/Rchg(29), Oblit-Acc/Dmg/EndRdx/Rchg(37), Oblit-%Dam(46)
    Level 28: Lightning Reflexes -- Run-I(A)
    Level 30: Kick -- Acc-I(A)
    Level 32: Lightning Rod -- Oblit-Dmg(A), Oblit-Acc/Rchg(33), Oblit-Dmg/Rchg(33), Oblit-Acc/Dmg/Rchg(33), Oblit-Acc/Dmg/EndRdx/Rchg(34), Oblit-%Dam(34)
    Level 35: Power Sink -- P'Shift-EndMod/Rchg(A), P'Shift-EndMod/Acc/Rchg(36), P'Shift-Acc/Rchg(36), Efficacy-EndMod/Acc(39), Efficacy-Acc/Rchg(40)
    Level 38: Power Surge -- RechRdx-I(A), RechRdx-I(39)
    Level 41: Chain Induction -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(42), Mako-Dmg/Rchg(42), Mako-Acc/EndRdx/Rchg(43), Mako-Acc/Dmg/EndRdx/Rchg(46), Mako-Dam%(50)
    Level 44: Tough -- S'fstPrt-ResDam/Def+(A), ImpArm-ResDam(45), ImpArm-ResDam/EndRdx(45), ImpArm-EndRdx/Rchg(45), ImpArm-ResDam/EndRdx/Rchg(46)
    Level 47: Weave -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(48), LkGmblr-Rchg+(48), LkGmblr-Def/EndRdx/Rchg(48)
    Level 49: Conserve Power -- RechRdx-I(A), RechRdx-I(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Critical Hit



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  8. I would move the numina and miracle uniques to Physical Perfection, leave 1 slot to health. Recommend following slotting to PP: Perf shifter +End proc, perf shifter +End, generic IO + end, Numina recov/regen and Miracle +recov. Likewise if you have only 3 slots in stamina, the best slotting is: Perf shifter +End proc, Perf shifter + End and a generic + End IO.

    Imo, 2 resist slots in Static shield is enough (since it only raises your psi res iirc).

    Also, if you have access to purples, the 6 slot bonus is not usually worth it, 5 is enough. And if you do have access to purples, consider putting other than generic IOs to other attacks as well (if not sets, pick some cheap ones and "frankenslot" the powers). This way you can usually save a slot /power or sumthing...

    What else... do not use Kick as your attack, its not that good... Also Charged Brawl is better DPA than Havoc Punch. I would also pick Chain Induction. Lightning field from ELA tree is gonna do some DPS for you, so i would pick that up. You'd then have to drop something, eg. stealth and maybe Physical Perfection (just CP might be enough to sustain your endurance comsumption)

    I dont have any experience about Power Surge (and its crash), but... i would always consider the T9 power picks if there would be something else more worth taking (If... its up to you to decide)
  9. Xandez

    Ma/regen

    I find it very good that ppl actually bother to comment and give their suggestions to builds. Of course, every one plays their own char and makes their own builds. But, its nice to get ideas out of other builds also.
    (And, many eyes see better than one!)

    I dont think noone here has said how you should make your build. It is totally different to have opinions and stand behind them. Thou, some do that more vigorously than others.

    Anyway, i also have a MA/regen, so... Have a build close what Umbral posted apart the purples and LotG +recharges (been poor, i know those are nice). Dont have the unique +recov and regen stuff either

    Have to say even w/o them, it works pretty good. The dmg is so-so (imo) but its very survivable and even i can do +2/8 with that solo.
    (i think i have only ~15% defenses atm) Oh, dont have the -4 KB Zephyrs either and i think im planning to take PP too. (lvl 48 atm, and have haste already so thats lvl 49 i think)
  10. Listen to Umbral and others who say that DPA is what matters. Dont get blinded by seemingly decent dmg while it really isnt.

    Boxing for 5 or 6 slot mule is great and kick can be used to patch some ranged def (1.88% with 3 slots of Explosive Strike). Elec singletgt dmg is already poorish, you really dont want it to be any worse.
    Besides, Charged Brawl IS pretty as Santorican said
  11. Eh... quick with merits and cheap dont belong to same sentence as LotG +7.5% recharge imo
    But i do mostly solo, so... guess its on me.

    ps. i wouldnt actually count Miracles and Numinas cheap either. But, other that that...
  12. I have Kat/SR/Blaze and the redraw when using Fireball or Fireblast havent really bothered me (i assume the redraw on Kat is atleast as long as with claws, maybe longer?) So, while the Blaze mastery causes redraw, i think you will have to test it yourself to see if your ok with it or not.
  13. Who, me?
    hooray!

    (Bzzzzzz...)
  14. Yes but if i want to get JL and same time keep fireball in my Elec/SD/Blaze, i will have to skip something and... so its down to weave, hasten or buildup really. Dont want to lose softcap so down to hasten and buildup and maybe its time for buildup to go... dunno.

    Does it affect to LR & SC btw?

    Reading Umbrals comment kinda opened my eyes, since i've always thought buildup is one of the "nonskippables". And maybe it is, but im not so sure anymore
    (heh).
  15. Quote:
    Originally Posted by Midnight_Frost View Post
    Personally, I can't imagine not having build up but you are right that you can get along without it with this set. After LR+SC most minions and Lt's are dead.
    I thought it as very good too, until i read what Umbral wrote here:

    http://boards.cityofheroes.com/showt...61#post2364161
  16. Quote:
    Originally Posted by Santorican View Post
    Changed a few things in Xandez's build, in Aid Self I wouldn't advise slotting for interrupt it has a .5 second interrupt which is already incredibly small slotting to shorten that would be unnoticed.
    Isnt it 1s and not 0.5s (atleast according to Mid's) *shrug*
  17. Well, i tried my /SR with and without aid self and while i kinda like it, i think i would go for tough and try to get sufficient regen. Greens many times are sufficient enough to keep you going.

    However, if you want to do something without insps, then aid self could be nice... it will hurt your DPS somewhat thou (if used in combat).

    But for those 2, i would pick the one with tough. With that build (when atlas medallion and portal jockey turned on) you would have 2.52 net recov/s and with the other build 3.14/s... (not takin CP into account). Many times 2.52 is more than enough to keep you going for a long time.
    Thou, you could get even more recovery with PP by slotting it differently (place miracle and numina uniques in it)... that is if you feel its needed.

    *edit*
    and you seem to have the LotG +regen bonus over the cap on both builds... while not a major issue, but still
    + you miss the steadfast +3% defence all in tough, with that you could slot things differently (if rich or very lucky, add in the +3% gladiator one too for even more options). While you also have no slots in aid self, maybe take some other pool instead? (Include body mastery and take CP and PP ? )
  18. Quote:
    Originally Posted by Umbral View Post
    The tangential benefits of CJ/Hover are generally too big for me to get rid of the pool. Leaping or Flight means you'll get an LotG slot, ~3% +def(all) that's pretty much free, and 2 BotZ sets. The only time I'd take Fitness over Leaping/Flight is if it's an SO build that doesn't have access to all of the endurance assistance that IOs offer and all of the big advantages of CJ aren't really present.
    Im a big fan of leaping myself actually (for the reasons you stated), so generally i try to get that fitted in if possible (hmm.. dont remember when i dont have that fitted in... heh). And like you said earlier, dropping fitness with /regen is not that bad if you get eg. PP for recovery later (or by other means, or if you manage with a _lower_ recov).
  19. Yes: Speed, Fighting, Concealment and Fitness
    Use raptorpack for vertical movement.

  20. Quote:
    Originally Posted by Santorican View Post
    You're going to have a hard time hitting anything without giving Soul Drain some enhanced accuracy.
    You are very right, i knew i forgot something (again). Its so easy to just klick the chants in Mid's, get softcap and be happy.

    Im glad theres competent ppl here to correct my errors and give nice advice.

    One thing i also tend to forget is the attack chain recharge requirements and as many times i manage to calculate them off... (you would think that it is not that hard... it could be, ya know )
  21. Oh, maybe change OwtS to Grant Cover? (more DDR never hurts and OwtS is nothing spectacular... thou, it adds)
  22. Check this one, has some nice info

    http://boards.cityofheroes.com/showthread.php?t=196370

    So, (quoting BlazingBlue)

    Chain Induction > Charged Brawl > Fire Blast > Jacob's Ladder

    Recharge requirements;
    Chain Induction: 4.356 seconds / 222% recharge
    Charged Brawl: 0 / 0%
    Fire Blast: 4.092 seconds / 47% recharge
    Jacob's Ladder: 3.696 seconds / 117% recharge



    Imo, if you do get the 5th attack, its easier to make a fluent attack chain, however... i have Elec/SD with only CI, CB and FB... and i really havent missed a fluent singletgt attack chain (yet)
  23. Quote:
    Originally Posted by Umbral View Post
    Wrong. MG needs to recharge faster than Siphon.

    MG: 4.488 seconds (235% +rech required)
    Thx Umbral, i failed in a simple math as in
    1.188 + 2.112 + 1.188 = 4.488
    where the hell did i get that 5.542 thou??
    (lol)
  24. *edit*
    As Vitality said, the 100% too much was there... however, did some minor adjustments to get more recov. into the build
    Took Physical Perfection in this one... dumped buildup. If you like to get buildup, you can dump eg. PP to get it, but... with /SD buildup is imo not needed.


    Hero Plan by Mids' Hero Designer 1,601
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Technology Scrapper
    Primary Power Set: Electrical Melee
    Secondary Power Set: Shield Defense
    Power Pool: Fitness
    Power Pool: Leaping
    Power Pool: Medicine
    Power Pool: Fighting
    Ancillary Pool: Body Mastery

    Hero Profile:
    Level 1: Charged Brawl -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/Rchg(39), C'ngImp-Acc/Dmg/Rchg(43), C'ngImp-Acc/Dmg/EndRdx(43), C'ngImp-Dmg/EndRdx/Rchg(46)
    Level 1: Deflection -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(40), LkGmblr-Def(42), S'fstPrt-ResDam/Def+(43), S'fstPrt-ResDam/EndRdx(50)
    Level 2: Jacobs Ladder -- Oblit-Dmg(A), Oblit-Acc/Rchg(3), Oblit-Dmg/Rchg(3), Oblit-Acc/Dmg/Rchg(7), Oblit-Acc/Dmg/EndRdx/Rchg(40), Oblit-%Dam(40)
    Level 4: Battle Agility -- LkGmblr-Def(A), LkGmblr-Rchg+(5), LkGmblr-Def/EndRdx(5), LkGmblr-Def/EndRdx/Rchg(7)
    Level 6: Swift -- Run-I(A)
    Level 8: Thunder Strike -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(9), Sciroc-Dmg/Rchg(9), Sciroc-Acc/Rchg(11), Sciroc-Acc/Dmg/EndRdx(11), FrcFbk-Rechg%(39)
    Level 10: Active Defense -- RechRdx-I(A)
    Level 12: Combat Jumping -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(13), Zephyr-ResKB(13), LkGmblr-Rchg+(29), LkGmblr-Def(39)
    Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(15), Zephyr-ResKB(15)
    Level 16: Health -- Numna-Heal(A), Numna-Heal/EndRdx(17), Numna-Heal/Rchg(17), Numna-Regen/Rcvry+(29)
    Level 18: Chain Induction -- Mako-Acc/Dmg/EndRdx/Rchg(A), Mako-Acc/Dmg(19), Mako-Dmg/EndRdx(19), Mako-Dam%(23), Mako-Dmg/Rchg(23), Mako-Acc/EndRdx/Rchg(27)
    Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod(21), EndMod-I(21)
    Level 22: Against All Odds -- EndRdx-I(A)
    Level 24: True Grit -- Numna-Heal(A), Numna-Heal/EndRdx(25), Numna-Heal/Rchg(25), Numna-Heal/EndRdx/Rchg(27)
    Level 26: Phalanx Fighting -- LkGmblr-Rchg+(A)
    Level 28: Aid Other -- Heal-I(A)
    Level 30: Aid Self -- Dct'dW-Heal(A), Dct'dW-EndRdx/Rchg(31), Dct'dW-Rchg(31), Dct'dW-Heal/Rchg(31), Dct'dW-Heal/EndRdx/Rchg(34), IntRdx-I(37)
    Level 32: Lightning Rod -- Oblit-Dmg(A), Oblit-Acc/Rchg(33), Oblit-Acc/Dmg/EndRdx/Rchg(33), Oblit-Dmg/Rchg(33), Oblit-%Dam(34), Oblit-Acc/Dmg/Rchg(34)
    Level 35: Shield Charge -- Oblit-Acc/Dmg/EndRdx/Rchg(A), Oblit-%Dam(36), Oblit-Dmg(36), Oblit-Acc/Rchg(36), Oblit-Dmg/Rchg(37), Oblit-Acc/Dmg/Rchg(37)
    Level 38: Boxing -- Empty(A)
    Level 41: Tough -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(42), Aegis-ResDam/EndRdx/Rchg(42)
    Level 44: Focused Accuracy -- GSFC-ToHit(A), GSFC-ToHit/Rchg(45), GSFC-ToHit/Rchg/EndRdx(45), GSFC-Rchg/EndRdx(45), GSFC-ToHit/EndRdx(46), GSFC-Build%(46)
    Level 47: Physical Perfection -- P'Shift-End%(A), P'Shift-EndMod(48), EndMod-I(48), Mrcl-Rcvry+(48)
    Level 49: Weave -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(50), LkGmblr-Def/EndRdx/Rchg(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Critical Hit



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