Arbegla

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  1. -tohit translates to equal +def against even level mobs, higher level mobs resist the debuffs more, and AVs resist up to 87% of the debuff value, but with a full attack chain on dark blast, it can still add up to a pretty hefty amount of effective defense you have, especially when considering seeker drones have -tohit as well.

    basically what you'd want to do with a dark/corr is throw seeker drones at the nearest mob, and while they are distracted run in and drop a trip mine. if you time it right, all the damage will be soaked from the seeker drones, and you can get your trip mine to go off. Then drop an acid mortar, and proceed to blast things. Acid mortar can become triple stacked, and you can slot the achiles heel -res proc in it, which i HIGHLY recommend. -20% resistance on top of the -20% EACH acid mortar gives means your dark blasts are doing about 60-80% more damage then before.
  2. Well, dark mastery has dark consumption, which will pretty much end any endurance issues you have, plus soul drain (+dam, +tohit) and soul transfer (self rez) which makes things much easier to handle in the long haul. Dark embrace gives you some resistance, and oppressive gloom could stack nicely with some of your other stuns. (but i don't recommend it, that self damage can add up pretty fast)

    First off, to end your endurance issues you want the +end accolades, those right there add 10 max end, and allows your performance shift proc to give another 1 end per proc (as its a 10% end, not just 10 end), but i'm pretty sure you already know that much

    on a dark/dark/dark defender I'd aim for max -tohit, with a side of +def, and a sprinkle of damage to add to the already massive debuffs that you have available. You don't have any -def, so you'll probably want tactics for the +tohit.

    From what you've posted it looks like you went for some decent recharge bonuses *dark watchers, basiliks gaze, etc* and lots of +recovery bonuses. off hand from what I'm seeing, if you have 0 KB protection, so you may want to change that fly speed in fly into a BotZ KB protection (plus the fly speed isn't giving you anything, as base fly + swift caps flight speed these days) and swap the def in hover into a karma KB. that'll get rid of about 85% of the KB in the game, without really changing over any slots.

    Do you hover blast a lot? or do you normally just throw tar patch, put darkest night on the toughest thing there and let fluffy has his way with things while you nuke stuff down in melee or near melee range?

    A range capped (or even 30% range def) build could be pretty effective, and with shadow fall giving you a decent amount of def already (plus hover) it wouldn't be very hard to achieve. Thunderstrikes (6 slotted) in dark blast and gloom will add about another 4% range def each, plus basilisk gaze adds a little bit, as does sting of the manticore in your snipe. You can also grab a steadfast 3% def and put it in either shadow fall or dark embrace. Once you get within the 33-35% range (so a small purple will cap you, or just all your -tohit debuffs) you can pretty much work on +rech bonuses, with maybe +HP and +recov covering up the rest of your powers.

    +rech helps out /dark quite a bit as your best debuff (howling twilight) is also your AoE rez, and its on a pretty long recharge timer, +HP until you cap (or get close) is good so your a durable little debuffer, and +recov so you can just go forever. Dark Consumption will help a lot with that as well, so as long as you don't bottom out your endurance bar by the time dark consumption comes back up you should be able to go forever.

    My general idea is that you would throw darkest night first, on the biggest thing in the group, then drop tar pit, and run into melee to hit soul drain and boost your damage and tohit. This will also pull fluffly into melee, which while hes mostly a ranger, his heal is PBAoE, and he also has a darkest night debuff. From there just kill the nearest thing in your way, and if you die, your in melee range with everything and can just soul transfer your way back up.

    I wish i could have mids at work and be able to piece something together, but i'm thinking once you hit 33-35% range def, with or without hover, you'll be a pretty nasty character.
  3. well, you didn't turn on set names, so while i can see lots of different enhancement values, i can't tell what sets your using, or if your franken-slotting.

    I'm currently at work, so i can't import it into mids either, but I'd love to help ya out any if i can.

    What concept are you going for? and why not */*/dark mastery as the epic power pool? I've heard amazing things about dark/dark/dark due to the self rez, and PBAoE +dam/+tohit power giving you a pretty decent amount of damage boost (especially after you debuff things down with the /dark powers)
  4. Quote:
    Originally Posted by Venture View Post
    Not buying it.
    Eh, I'm pretty sure as far as the devs are concerned, you don't have to buy it. Think of the Rikti situation though, see, we knew about them before they became all psyho and we even were going to progress into a treaty (or atlest trade agreement) with them, but then Nemesis fired first, and started the whole rikti war (both 1 and 2 actually, that *******) So it very easily could have been Primal Earth that fired first, as a means to defend ourselves from another dimensional attack..
  5. Quote:
    Originally Posted by Venture View Post
    I'm not motivated enough to watch the video, but if they're retconning this it's pretty disappointing. The original arcs made it clear the Praetorians had bases on Primal before Primal even knew Praetoria existed.
    Not entirely true. It made it clear that Praetoria knew of Primal Earth before Portal Corps knew of Praetoria, but that doesn't mean that a different area of govenment (say, the kind folks Maelstorm was working for) didn't know about Praetoria before we (the hero, and Portal Corps) knew about Praetoria
  6. Plus, who doesn't like beating up nazi's?
  7. I'd honestly like targeting drones to give a small (say 8-12%) damage bonus, or for cloaking devices to give a 'stealth strike' on the first attack you use while under its affect (say a 10 or so second cooldown, so you have to reenter 'stealth' to get the bonus attack) but for AR, it really just needs better stacking of defiance (say add another 1.5 to 3% damage to each attack, as the more bullets/fire/grenades you bump into someone the more likely you are to hit a vital organ)
  8. Keep in mind that /traps offers -tohit (which can stack with dark/) -rech (which can stack with ice) and -def, -regen, and -res which can stack with everything else.

    There is also Assault rifle, archery, and dual pistols which you could use as /traps is a lot of fire and forget powers, so it won't cause you very much redraw problems.

    I'd honestly go for dark though, as the -tohit from dark will stack nicely with the +def, and -tohit from /traps, and heal from dark/ would help out with triage beacon.

    you'd also have 3 cones, plus caltrops and trip mines to round our your AoE. Its not as much as fire/, but its more then elec/ and ice/

    dark/traps does sound pretty nice too.. hmm... might have to look at that myself.
  9. Because their top secrety organizations? If you have to hide something, your probably not doing something good.

    I can't check out the video, nor do i have time, but a transcript can be read a lot easier then a video can be played, any chance of an actual transcript being made?
  10. Well, the 'Don't get Shot' rule usually applys too.. basic isn't too bad, but after that can get ugly.
  11. Quote:
    Originally Posted by Netphenix5 View Post
    @ Chaos - I like your suggestions, although losing the 3-points KB protection of Kinetic Crash hurts (I die a lot once on my back, apparently). I looked around the forums and I suppose 102,75% global recharge would still let me keep my perma-dom while getting much better slottage of my assault powers. I guess I'll find other ways to not get knocked around so much. :-) I might play around the test room first though.
    Domination adds KB protection, just FYI So that limits your need to have to make up the KB protection.
  12. Quote:
    Originally Posted by GavinRuneblade View Post
    So, why not let purples drop from any foe via the same argument?
    because purples work at all levels, and already drop at non level 50 mobs (47 minions, 46 LTs, 45 bosses, 44 EB/AV ALL drop purples)

    Shards are a salvage piece used to craft a component that only works down to level 45. (purples work at all levels) So, you've already gotten your wish, as level 50 salvage drops at level 35+ mobs and that salvage is used to craft purples.
  13. Quote:
    Originally Posted by plainguy View Post
    Its like talking about Lamborghini's and a Ford Mustang. I can't relate to a Lamborghini. Even if I had the cash I would never buy one. It serves me no purpose. The speed limit is 65 in the USA for the most part so I don't need a car that can go 240. I like the look of the Mustang and it gets me to 65 and yea a bit faster if needed. Further I could not fathom a time I would need to go 240 MPH in real life and living in NYC you couldn't even get that fast without hitting another car it is so congested. Get my point or frame of mind. Neither am I saying though that spending 15 billion is wrong. I am just trying to keep a realty on this for newer players who just don't have that cash flow. You can sell 3 LOTG + recharge and buy the IOs needed for this build.

    My whole point of this thread is answer that same question that keeps coming up about Robot Traps or Traps in general. Traps is Traps is Traps. You bring this build over to Corruptor or Defender and you pretty much have another defense cap toon.
    I can understand the Mustang vs Lamborghini analogy, and it fits pretty well here, as both builds will do about the same.

    My main point is that you seem to be sacrificing a lot of your debuff values to maintain your softcap, when you can reach close to the cap (say in the ballpark of 30-35%, and have much higher debuff vaules which is what i feel /traps is all about)

    Softcapping a build is great, but keep in mind that /traps has no DDR, so once you get debuffed yourself, you have a really limited backup plan.

    I'm not saying 15 billion or bust, i'm just saying a well rounded build (say, decent defence, decent debuff, decent buff) would top out a pure defense capped build any day.

    While you can solo without your pets, it'll be at a very slow pace especially with defense debuffs detering your ability to set up trip mines. Looking at the bigger picture, a softcapped mastermind with below soft cap pets won't last as long as a below soft capped mastermind and softcapped pets, especially when you consider that pets are below the materminds level and have much lower hit points.

    While we both can run at 4/8, the speed at which we run them at would be much different, due to the debuff values affecting +4 mobs much more.
  14. Quote:
    Originally Posted by dave_p View Post
    (*Blasters doing more damage than corrs is debatable and situational. I think we can agree that blasters have the best advantage doing front-loaded, burst damage, using Aim+BU chains to open fights (maybe after the tank has taken aggro... maybe not) w/o worrying about scourge. Hey, guess what Judgement blasts are really, really good at, and w/o relying on Aim+BU?)
    I've left this thread mostly alone, due in part to forgetting it even existed, but to not devolve into a 'Why blasters' thread, i'm just going to point out that a blaster has a higher damage mod then a corr, and the only way for a corr to match the blaster is for scourge to kick in, which really only affects the last 10% of the mobs hitpoints. (scourge can proc anywhere from 50 - 0%, but due to its scaling nature, its most reliable at 10-0%)

    From 100 - 0% Blasters are doing 1.125 damage scale.

    From 100 - 50% are doing .75 damage scale.

    from 50 - 10% corruptors damage scale steadily increases from .75 to 1.5, and at 10% - 0% the corruptors damage scale maintains 1.5.

    Now, this really only matters on AVs, as even EBs die to fast for corruptors to really feel an impact from scourge, and before anyone says 'well you have debuffs' keep in mind that on a team, that blaster, with the higher damage scale, has those debuffs to.

    That's what i was meaning when i said there is a set up time on debuff/buff characters. Right out of the box blasters are doing the highest ranged damage, and the third highest melee damage *dominators and scrappers are higher, with dwarfs (both white and dark) being on par with blasters melee attacks* where as the debuff/buff sets have to either damage cap themselves (but somehow not damage cap the blaster) or put debuffs on targets the blaster hasn't already mowed down.

    So while the argument that judgement steps on blasters toe as other ATs can deal that kind of damage from it, and on 8 man team, especially pure buff/debuff, those judgement powers can be rotated to make the blaster obsolete, in any given team those powers make any given damage AT obsolete, especially if that full team (be it 8, or 48) has t4 judgement boosts which extend past the aggro cap.

    I don't feel like judgement is going to negatively impact my blasters playstyle, or prevent me from playing my blasters any less, and if my blaster isn't welcome on teams because other characters (non blasters) are more welcome once they have judgement powers unlocked, then that wasn't a team i wanted to be on anyways. I firmly believe in teaming with 'players' not 'characters' and i can zero problem running TFs with pure damage, or no tanks, etc. I don't see that changing one bit once i20 hits live.
  15. Endurance modification on a bot/traps would literally translate to about a .12 EPS gain, where the endurance reduction would actually translate to a .35 EPS gain, as well as benefit the resummoning process, and help with the endurance cost of the various /traps abilities. Pretty sure he meant end redux, as thats what he actually typed out.

    That is of course, using mids, and just swapping out the different incarnate boosts via his build, which i still have open. Other builds, such as a /rad or /kin would benefit more from endurance modification, instead of endurance reduction (though only marginally)

    Of course, we'll know for sure once he responds.
  16. DDR and capped lethal resistance will keep you alive, thats how my willpower survives with a herd of romans on him, 67% lethal/smash resistance, plus about 1500% regen....
  17. SS/shield scrapper would be soo awesome. SS/shield brutes are insane already. imagine those with crits...
  18. Quote:
    Originally Posted by icemanstryketh View Post
    Nope.
    Read what you just quoted...

    Quote:
    Originally Posted by Plainguy
    ...Either way it is the one that offers endurance redux.
    Which is the cardiac boost
  19. i'm pretty sure plain is using Cardiac as he said that its the one that reduces endurance.
  20. Arbegla

    Traps or FF?

    Kinda to echo what everyone else is saying, FFG + manuevers is about 20% defense once slotted up, thats about half the softcap right there. Protector bots add about 15% to your other pets, and ~7.5% def to you, and themselves, by the time your level 18 your close enough to the softcap to make things die much faster then they can hit and kill you.

    If your wife plays a damage toon, then you can go even further with it, and rely on seeker drones to draw the alpha, and just have your pets on aggressive soaking damage while you and your wife murder and debuff everything in range.

    Acid mortar is by far the best debuff in the game (hands down, due to its ability to triple stack) so just pour as much recharge as you can into it. Once you get a feel for a triple stacked acid mortar debuff, you'll never want to roll another debuff character again, cuz nothing can match its effectiveness.
  21. Plus, inspirations are there for a reason. If your at the currently soft cap, (45%) then 1 small purple will get you to 57%, which is pretty much good enough for the new soft cap (59%) especially if your sitting on 46-48% def, which some people get anyways when going for the softcap.
  22. Quote:
    Originally Posted by Neogumbercules View Post
    Thanks for the replies people. I think I'll have to do a lot of testing with it before I decide.

    If I use Full Auto before LRM I'll pull aggro and it'll get interrupted.

    If I use LRM before Full Auto the knockback will completely screw up my AoE cones.

    :/

    I'll I'll only be able to use it once every 90 seconds at best. And with that interrupt time, poor damage..


    LRM sucks.

    There goes my concept.
    OR, you can LRM one group on a team (think the crystals on the ITF) just before you tank/brute rushes in, then when they herd everything together (taunt auras do that) you full auto the group.

    Thats kinda like what i plan on doing to my DP/dev/munitions, she'll have so many different options available to her to lay waste to a group that something will be up that can 1-2 shot things (hail of bullets, trip mine, the cone and AoE DP attacks, LRM, caltrops, etc)
  23. Quote:
    Originally Posted by plainguy View Post
    @ Arbegla
    I don't know if your protector bots will offer you the defense cap. Even if they give you 15% defenses your going to be short it appears to me, well at least in AOE or Cold Type damage. Again I don't even know how much your protector bot pets are dishing out. Further I notice you have your Incarnate slotted.

    So again I think you also fall into so much purple but not benefiting from it. If you look at my build I have no accolades or Incarnates slotted so this is pure toon. If I added in my accolades and Incarnate my numbers would be way higher.

    Pull up my build and your build side by side. You will see my T3 pet is out damaging and out hitting your pet. On top my Tactics is offering greater numbers which means my T1 pets will be hitting more as well. Which does not count there base ACC and DPS is higher then your T1 pets. Your protector bots with the Hami out do mine, but I can see why your slotting them to get the defense numbers your lacking from their bubbles.
    I'm pretty sure we've already rehashed the pros and cons of our two different builds, and it boiled down to difference of play style.

    Basically, all my powers recharge faster then yours, i have more recovery then you, both on actual recovery, and on EPS after toggles (even factoring in your t4 cardiac boost) and i have about 55 more hp then you (even after accolades) What your build has over mine is a natural defense cap, but mine debuffs much better then yours (especially with the higher recharge, as all of /traps powers stack on themselves, due to them being different entities)

    Take for example your acid mortar. Yours, with hasten, recharges in 33.45 seconds, enough to double stack for a total of (31.62*2=62.24% -def) and 40% -resistance.

    Mine with hasten, recharges in 24.78 seconds, enough to triple stack (acid mortar lasts for 60 seconds, so you need under 30 seconds to triple stack) and mine has the -res proc which fires off constantly in the acid mortar for a total of (29.39*3=88.17% -def, and 80% -res counting the proc, which is easily perma. -60% without)

    Triage beacon is in about the same boat, yours recharges in 65.29 seconds, and gives 301.66% regen, mine recharges in 55.67 seconds, and gives 331.71% regen. Mine being double stacked for about 10 seconds longer then yours, which can really help out for bodyguard mode.

    Your seeker drones recharge in 35.76 seconds, which is barely perma as the duration is 40 seconds, and they do 5% -tohit each, where mine recharges in 23.86 seconds, double stacking for about 15 seconds (due to cast time) doing -7.597% -tohit each. Due to the ability to double stack them, I can effectively softcap myself using my seeker drones.

    Heck, your hasten recharges in 176.54 secs, while mine recharges in 135.18 seconds.

    There is more to /traps then trip mine and triage beacon. Acid mortar allows you to debuff more effectively then a /rad both in -def and in -resistance, and seeker drones allows you to almost match them in -tohit values as well. (for reference, my /rad controller can debuff def to a maximum of 33.25%, tohit to a max of 42.36%, and resistance to a max of 22.5% (42.5% with a -res proc, which i have) So already my /traps is doing almost triple the -def values (yours is about double) about 75% the -tohit values (-30.388% after 4 seeker drones, where yours is -10% so you have about 25% the -tohit values) and about double the -resistance values (yours is about on par with what a /rad with a -res proc can bring)

    Softcap is great and wonderful and all, especially on a tankermind, but if your neglecting your debuffs to get it then what are you really bringing to the table? The ability to toe bomb trip mines? There's a blaster/corr/scrapper/brute on the team, and they can kill much faster then your trip mine. You can stealth? Well, so can that stalker or just about anyone with a stealth IO and SS.

    While my build doesn't quite hit the softcap yours does as my protector bots provide 12.26% def to everything, putting me at about 42.5% def to lethal/smash/energ/neg, i am softcapping my pets, where as you pets aren't softcapped at all do to only getting 15% def from the protector bots, 4.047% from maneuvers, and 15.05% from FFG, putting them at 34.047 def, where mine have 24.52% def from the protectors, 3.784% from maneuvers, 15.42% from FFG, and 5% from the +def aura, for a total of 48.724% def so i feel the higher debuff values, both in sheer numbers, and in ability to double and even triple stack and soft capped pets far out weigh your slightly higher def values (with your protector bots, and -tohit values your at 64.4% def (effectively) where I'm at 72.948% def, (effectively). I say effectively, because the -tohit values can be resisted, and they have to hit, but with all the -def going around, plus tactics (yours is only .66% better, due to the t4 spiritual boost i have giving me additional +tohit) and actually slotting for accuracy its a pretty safe assumption they will hit and deal their debuff values.

    So while i do admit to just throwing inf at my build for the sake of throwing inf at it, I've thought out ever single inf I've spent, and achieved multiple goals, instead of being a 1 trick pony.

    Quote:
    Originally Posted by plainguy
    General statement about Robot Traps
    Look the biggest powers in Traps that might benefit from high recharge is Trip Mine and Triage Beacon. Beyond these 2 powers what is the big deal if your FFG can respawn in 5 seconds and mine is in 7. Now I know some will say hey 2 seconds matters. If literally 2 seconds matters that much for FFG then you were in a bad position to begin with. If you look at the base numbers for traps the ONLY 2 powers that are not perma is Triage Beacon and Acid Mortor. Everything else is.
    Base values for seeker drones is 90 seconds, the debuff only lasts for 40 seconds (the pets themselves last for 120, so i can see where you can get confused on that) Poison trap recharges at base for 90 seconds, the debuff only lasts 30 seconds. The device lasts for 260s so again, i can see the confusion. Caltrops is perma right out of the box, but nothing else is that /traps offers. You need quite a bit of recharge to get the debuffs values perma.
  24. Quote:
    Originally Posted by rsclark View Post
    It really isn't.
    Actually it is, I've gained 3 to 4 levels PER WST run on my alts, due to the bonus XP at the end, and having rested XP from working on my level 50s. While you don't get shards, you still get a notice, which you can convert down into shards (say you only want the t3, and you've ran 6 WST, well, you convert the other 5 notices down to shards)
  25. Hehe, my build is a bit different, but i went a pure recharge route (with spirtual alpha boost) i can probably do everything plainguys build can do, especially with the debuffs from /traps added to the mix, but my build is an inf out the rear end kinda build. i think i've sank about 15 billion into her since she was level 1..

    Villain Plan by Mids' Villain Designer 1.93
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Arbegla 2.0: Level 50 Magic Mastermind
    Primary Power Set: Robotics
    Secondary Power Set: Traps
    Power Pool: Speed
    Power Pool: Leaping
    Power Pool: Leadership
    Power Pool: Presence
    Ancillary Pool: Mu Mastery

    Villain Profile:
    Level 1: Battle Drones -- HO:Nucle(A), HO:Nucle(36), HO:Nucle(37), SvgnRt-PetResDam(37), EdctM'r-PetDef(37)
    Level 1: Web Grenade -- Enf'dOp-EndRdx/Immob(A), Enf'dOp-Acc/EndRdx(34), Enf'dOp-Acc/Immob/Rchg(34), Enf'dOp-Acc/Immob(34)
    Level 2: Pulse Rifle Burst -- Apoc-Dmg/Rchg(A), Apoc-Acc/Dmg/Rchg(3), Apoc-Acc/Rchg(3), Apoc-Dmg/EndRdx(9), Apoc-Dam%(9)
    Level 4: Triage Beacon -- Panac-EndRdx/Rchg(A), Panac-Heal/Rchg(5), Panac-Heal/EndRedux(5), Panac-Heal/EndRedux/Rchg(7), Panac-Heal(7)
    Level 6: Equip Robot -- EndRdx-I(A)
    Level 8: Hasten -- RechRdx-I(A)
    Level 10: Acid Mortar -- LdyGrey-DefDeb/Rchg(A), LdyGrey-DefDeb/Rchg/EndRdx(11), LdyGrey-Rchg/EndRdx(11), Achilles-ResDeb%(33)
    Level 12: Protector Bots -- HO:Nucle(A), HO:Nucle(13), HO:Nucle(13), HO:Enzym(19), HO:Enzym(19), HO:Enzym(33)
    Level 14: Super Speed -- Clrty-Stlth(A), Winter-ResSlow(15), Zephyr-ResKB(15)
    Level 16: Force Field Generator -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(17), LkGmblr-Def(17)
    Level 18: Repair -- RechRdx-I(A)
    Level 20: Poison Trap -- UbrkCons-Hold/Rchg(A), UbrkCons-Acc/Hold/Rchg(21), UbrkCons-Acc/Rchg(21), UbrkCons-EndRdx/Hold(23), UbrkCons-Dam%(23)
    Level 22: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 24: Caltrops -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(25), Ragnrk-Acc/Dmg/Rchg(25), Ragnrk-Acc/Rchg(27), Ragnrk-Dmg/EndRdx(27)
    Level 26: Assault Bot -- S'bndAl-Acc/Dmg/Rchg(A), S'bndAl-Build%(33), S'bndAl-Acc/Rchg(40), S'bndAl-Dmg/EndRdx(40)
    Level 28: Seeker Drones -- DarkWD-ToHitdeb/Rchg/EndRdx(A), DarkWD-Rchg/EndRdx(29), DarkWD-ToHitDeb/EndRdx(29), DarkWD-ToHitDeb(31), Amaze-Acc/Rchg(31), Amaze-Acc/Stun/Rchg(31)
    Level 30: Assault -- EndRdx-I(A)
    Level 32: Upgrade Robot -- EndRdx-I(A)
    Level 35: Maneuvers -- LkGmblr-Def/EndRdx(A), LkGmblr-Rchg+(36), SW-ResDam/Re TP(36), LkGmblr-Def/EndRdx/Rchg(40)
    Level 38: Tactics -- GSFC-ToHit/Rchg/EndRdx(A), GSFC-Rchg/EndRdx(39), GSFC-ToHit/EndRdx(39)
    Level 41: Charged Armor -- GA-ResDam(A), GA-Res/Rech/End(42), GA-End/Res(42), GA-3defTpProc(42), S'fstPrt-ResDam/Def+(43)
    Level 44: Electrifying Fences -- GravAnch-Immob/Rchg(A), GravAnch-Acc/Immob/Rchg(45), GravAnch-Acc/Rchg(45), GravAnch-Immob/EndRdx(45), GravAnch-Hold%(46)
    Level 47: Electric Shackles -- BasGaze-Acc/Hold(A), BasGaze-Rchg/Hold(48), BasGaze-EndRdx/Rchg/Hold(48), BasGaze-Acc/EndRdx/Rchg/Hold(48)
    Level 49: Provoke -- Zinger-Taunt/Rchg(A), Zinger-Taunt/Rchg/Rng(50), Zinger-Acc/Rchg(50), Zinger-Dam%(50)
    Level 0: Born In Battle
    Level 0: High Pain Threshold
    Level 0: Invader
    Level 0: Marshal
    Level 50: Spiritual Radial Paragon
    ------------
    Level 1: Brawl -- Acc-I(A)
    Level 1: Sprint -- EndRdx-I(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 1: Supremacy
    Level 4: Ninja Run
    Level 2: Swift -- Run-I(A)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Health -- Panac-Heal/+End(A), Numna-Regen/Rcvry+(39), Mrcl-Heal(43), Mrcl-Rcvry+(43)
    Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Acc(46), P'Shift-End%(46)