Xxyxx

VIP
  • Posts

    17
  • Joined

  1. Hmm. I actually expected the costume contest results in the Scoop this week. Seemed like a great place for it.

    On a side note: suspense really, really sucks. :P
  2. Xxyxx

    Color Design

    [ QUOTE ]
    In a sea of 'Blue and White' or 'Red and Black,' your offbeat Green and Purple will stand out and draw attention.

    [/ QUOTE ]

    Hey, don't knock us Blue 'n Whiters. When used right, it can be quite attention grabbing. :P
  3. [ QUOTE ]
    ... Sweet beans in a basket.

    That's pretty rockin', if I must say so. The colors are all used very well, and I think my only quibble is that you could potentially increase the overall visual effect with a different chest bit (not the Vanguard detail, but the part under it) that would flow a bit better. Though, I'm not 100% on that.

    Either way, it's VERY nice.

    [/ QUOTE ]

    Actually, I use the Vanguard shirt more for the armour spine covering in the back, so you see it through my cape.

    I'll get a back shot.

    http://img212.imageshack.us/img212/7465/75790022xf2.jpg

    For a frame of reference.
  4. [ QUOTE ]
    So I'm totally pleased with my new costume - haven't seen another one like it. Then I'm at Wentworths selling some stuff and she shows up. We even had the same power sets.

    [/ QUOTE ]

    :P

    I'm the second in the picture.

    Well, great minds think alike, right?
  5. None taken. If I thought I knew everything, I would have put 'Ultimate' in front and then started flaming when someone made a comment. :P

    Now that PB is straightened out, does anyone else have any comments?
  6. Actually, with all my slotting for Accurary, I tend to only pop Amplify just before I pop Dreadful Wail, or when I know I absolutely need to mez something, and want to increase my chances by not missing.

    By then, I'm knee deep in a mob, so I tend not to notice.
  7. [ QUOTE ]
    Ostrakon is right, Bonesmasher isn't an auto stun, its only 60% chance.

    I never claimed Bonesmasher was auto-stun, though, re-reading the Stun entry, I suppose I could have been a bit clearer.

    Basically my point is that Stun is basically overkill in this type of build. My only non-mezzing power is Shout. I've found that if what's attacking you wasn't mezzed by Screech, Bonesmasher, Total Focus, Scream, Shriek and Siren's Song, then perhaps mezzing isn't the best idea. I've encountered very few things that weren't mezzed by a combination of Screech and Bonesmasher.


    On the other hand though, that's more than enough for me usually making Stun superfluous. Pre-38, I had a 60% chance of perma stunning any boss I faced from the get go by stacking screech and BS's chance to stun. If the BS-stun didn't connect I'd just keep him on his butt with power thrust until screech was back up. After 38 its a non issue because I can simply TF the boss perma.

    I tend to agree.

    Another point of clarification: Power boost DOES NOT have any effect on the magnitude or duration of any of the -Resist effects of any of the Sonic blasts. The duration is fixed for each attack with Dreadful wail being the longest, then screech, shout, howl, scream then shriek in that order of length. Siren's and Shockwave do not have a -Resist component. The magnitude is always 13% and is resistable unlike the defender versions in PVP (having resistance shields lowers the absolute magnitude of the debuff for blasters in PVP, but not the relative magnitude)

    In my testings of the Sonic Primary and it's interaction with Power Boost, I noticed that mobs fell faster when Power Boosted then without. I chalked this up to Power Boost extending the debuff. The only remaining answer is that Power Boost doubles the -ResDef value(So, -13% to -26%). If that's not it, then what possible benefit can Power Boost bring to Sonic?

    Personally, as a matter of taste, I saved myself a power choice by dropping Acro and just slotting 3 -Knock IOs in CJ and Frozen armor. Karma in each and a steadfast in the armor. I also slotted the +defense IO from the Steadfast resist set. It adds defense to all damage types and that single IO adds more defense than a single Defense IO would add to only smashing/lethal. Also, I wouldnt recommend slotting any +resist enhancements into frozen armor, it grants a miniscule amount of Fire resist and only a small amount of Cold resist.

    The +Resistance slotting in Frozen Armour is more for the set bonus then the resistance bonus.

    Also, I'd like to know how exactly you are getting your Amplify to be perma. You stated that with 66% recharge you had it "still perm" Doing some math and number crunching that isn't possible. With a duration of 10 seconds and a recharge of 60 seconds and a total recharge bonus of 216% counting Hasten and set bonuses, you only get a recharge of 20seconds (10 seconds from perma).

    [/ QUOTE ]

    My answers in red.

    The only answer I can give you for Amplify is that your mistaken, or my copy of Mid's is off. Mid's has Amp's duration as 120s.

    Link of my Mids: Here
  8. 10) Putting is all together:

    Thanks for reading my guide, or clicking the link in the first post. :P

    The following is a Mid's build with all my advice in an easy to read build. I hope I have at least gotten you to reconsider the monster a Sonic/EM Blaster can be and if your running around Virtue, rocking the Sonic/EM Blaster, give Xxyxx a wave and let me know how your doing!

    Hero Plan by Mids' Hero Designer 1.30
    http://www.honourableunited.org.uk/mhd.php

    Xxyxx: Level 50 Science Blaster
    Primary Power Set: Sonic Attack
    Secondary Power Set: Energy Manipulation
    Power Pool: Leaping
    Power Pool: Fitness
    Power Pool: Speed
    Ancillary Pool: Cold Mastery

    Hero Profile:
    Level 1: Shriek -- Thundr-Acc/Dmg:50(A), Thundr-Acc/Dmg/Rchg:50(3), Thundr-Acc/Dmg/EndRdx:50(5), Thundr-Dmg/EndRdx/Rchg:50(13), Dev'n-Acc/Dmg/EndRdx/Rchg:50(31), Dev'n-Hold%:50(31)
    Level 1: Power Thrust -- Acc-I:50(A)
    Level 2: Scream -- Thundr-Acc/Dmg:50(A), Thundr-Acc/Dmg/Rchg:50(3), Thundr-Acc/Dmg/EndRdx:50(7), Thundr-Dmg/EndRdx/Rchg:50(25), Dev'n-Acc/Dmg/EndRdx/Rchg:50(31), Dev'n-Hold%:50(36)
    Level 4: Build Up -- HO:Membr(A), HO:Membr(5), HO:Membr(7)
    Level 6: Combat Jumping -- LkGmblr-Rchg+:50(A), RedFtn-Def/EndRdx:50(13), RedFtn-Def/Rchg:50(17), RedFtn-EndRdx/Rchg:50(17), RedFtn-Def/EndRdx/Rchg:50(21), RedFtn-Def:50(50)
    Level 8: Shout -- Dev'n-Acc/Dmg/EndRdx/Rchg:50(A), Apoc-Dmg:50(9), Apoc-Dmg/Rchg:50(9), Apoc-Acc/Dmg/Rchg:50(11), Apoc-Acc/Rchg:50(25), Apoc-Dmg/EndRdx:50(27)
    Level 10: Bone Smasher -- C'ngImp-Acc/Dmg/EndRdx:50(A), Hectmb-Dmg:50(11), Hectmb-Dmg/Rchg:50(15), Hectmb-Acc/Dmg/Rchg:50(19), Hectmb-Acc/Rchg:50(27), Hectmb-Dmg/EndRdx:50(36)
    Level 12: Hurdle -- Jump-I:50(A), Jump-I:50(15)
    Level 14: Super Jump -- Jump-I:50(A)
    Level 16: Health -- Numna-Regen/Rcvry+:50(A), Numna-Heal:50(19), RgnTis-Regen+:30(23), Mrcl-Rcvry+:40(23), Mrcl-Heal:40(37)
    Level 18: Sirens Song -- FtnHyp-Sleep:50(A), FtnHyp-Sleep/Rchg:50(29), FtnHyp-Acc/Sleep/Rchg:50(29), FtnHyp-Acc/Rchg:50(36), FtnHyp-Sleep/EndRdx:50(37), FtnHyp-Plct%:50(37)
    Level 20: Stamina -- EndMod-I:50(A), EndMod-I:50(21)
    Level 22: Amplify -- HO:Membr(A), HO:Membr(40), Rec'dRet-Pcptn:20(40)
    Level 24: Hasten -- RechRdx-I:50(A), RechRdx-I:50(42), RechRdx-I:50(42)
    Level 26: Screech -- Amaze-Stun:50(A), Amaze-Stun/Rchg:50(33), Amaze-Acc/Stun/Rchg:50(33), Amaze-Acc/Rchg:50(34), Amaze-EndRdx/Stun:50(34), Amaze-ToHitDeb%:50(50)
    Level 28: Acrobatics -- EndRdx-I:50(A)
    Level 30: Super Speed -- Run-I:50(A)
    Level 32: Dreadful Wail -- Armgdn-Dmg:50(A), Armgdn-Dmg/Rchg:50(33), Armgdn-Acc/Dmg/Rchg:50(34), Armgdn-Acc/Rchg:50(43), Armgdn-Dmg/EndRdx:50(43), Armgdn-Dam%:50(43)
    Level 35: Power Boost -- RechRdx-I:50(A), RechRdx-I:50(42)
    Level 38: Total Focus -- C'ngImp-Acc/Dmg:50(A), C'ngImp-Dmg/EndRdx:50(39), C'ngImp-Dmg/Rchg:50(39), C'ngImp-Acc/Dmg/Rchg:50(39), C'ngImp-Acc/Dmg/EndRdx:50(40), C'ngImp-Dmg/EndRdx/Rchg:50(46)
    Level 41: Snow Storm -- P'ngTtl--Rchg%:50(A)
    Level 44: Frozen Armor -- Aegis-Psi/Status:50(A), ImpArm-ResPsi:40(45), ImpSkn-Status:30(45), LkGmblr-Rchg+:50(45), LkGmblr-Def:50(46), ImpArm-ResDam:40(46)
    Level 47: Hibernate -- Dct'dW-Heal/EndRdx:50(A), Dct'dW-EndRdx/Rchg:50(48), Dct'dW-Heal/Rchg:50(48), Dct'dW-Heal/EndRdx/Rchg:50(48), Dct'dW-Rchg:50(50)
    Level 49: Boost Range -- RechRdx-I:50(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Clrty-Stlth:50(A)
    Level 2: Rest -- Empty(A)
    Level 1: Defiance
    ------------
    [u]Set Bonus Totals:[u]<ul type="square">[*]+6% DamageBuff[*]+5% Defense(Energy)[*]+81% Enhancement(Accuracy)[*]+4% Enhancement(Heal)[*]+80% Enhancement(RechargeTime)[*]+49.7 (4.13%) HitPoints[*]+MezResist(Confused) (Mag 27.5%)[*]+MezResist(Held) (Mag 27.5%)[*]+MezResist(Immobilize) (Mag 31.9%)[*]+MezResist(Sleep) (Mag 27.5%)[*]+MezResist(Stun) (Mag 27.5%)[*]+MezResist(Terrorized) (Mag 29.7%)[*]+25% Recovery[*]+62% Regeneration[*]+12.6% Resistance(Fire)[*]+12.6% Resistance(Cold)[*]+15% Resistance(Toxic)[*]+8.5% Resistance(Psionic)[/list]------------
    [u]Set Bonuses:[u]
    [u]Thunderstrike[u]
    (Shriek)<ul type="square">[*] +2% Recovery[*] +2.5% Defense(Energy)[*] +7% Enhancement(Accuracy)[/list][u]Devastation[u]
    (Shriek)<ul type="square">[*] +12% Regeneration[/list][u]Thunderstrike[u]
    (Scream)<ul type="square">[*] +2% Recovery[*] +2.5% Defense(Energy)[*] +7% Enhancement(Accuracy)[/list][u]Devastation[u]
    (Scream)<ul type="square">[*] +12% Regeneration[/list][u]Luck of the Gambler[u]
    (Combat Jumping)<ul type="square">[*] +7.5% Enhancement(RechargeTime)[/list][u]Red Fortune[u]
    (Combat Jumping)<ul type="square">[*] +MezResist(Immobilize) (Mag 2.2%)[*] +1.26% Res(Fire, Cold)[*] +2% DamageBuff[*] +5% Enhancement(RechargeTime)[/list][u]Apocalypse[u]
    (Shout)<ul type="square">[*] +16% Regeneration[*] +36.2 (3%) HitPoints[*] +4% DamageBuff[*] +10% Enhancement(RechargeTime)[/list][u]Hecatomb[u]
    (Bone Smasher)<ul type="square">[*] +4% Recovery[*] +2.52% Res(Fire, Cold)[*] +15% Enhancement(Accuracy)[*] +10% Enhancement(RechargeTime)[/list][u]Numina's Convalescence[u]
    (Health)<ul type="square">[*] +12% Regeneration[/list][u]Miracle[u]
    (Health)<ul type="square">[*] +2.5% Recovery[/list][u]Fortunata Hypnosis[u]
    (Sirens Song)<ul type="square">[*] +4% Recovery[*] +2.52% Res(Fire, Cold)[*] +15% Enhancement(Accuracy)[*] +10% Enhancement(RechargeTime)[*] +5% Resistance(Toxic)[/list][u]Absolute Amazement[u]
    (Screech)<ul type="square">[*] +4% Recovery[*] +2.52% Res(Fire, Cold)[*] +15% Enhancement(Accuracy)[*] +10% Enhancement(RechargeTime)[*] +5% Resistance(Toxic)[/list][u]Armageddon[u]
    (Dreadful Wail)<ul type="square">[*] +4% Recovery[*] +2.52% Res(Fire, Cold)[*] +15% Enhancement(Accuracy)[*] +10% Enhancement(RechargeTime)[*] +5% Resistance(Toxic)[/list][u]Crushing Impact[u]
    (Total Focus)<ul type="square">[*] +MezResist(Immobilize) (Mag 2.2%)[*] +13.6 (1.13%) HitPoints[*] +7% Enhancement(Accuracy)[*] +5% Enhancement(RechargeTime)[*] +2.5% Resistance(Psionic)[/list][u]Aegis[u]
    (Frozen Armor)<ul type="square">[*] +3% Resistance(Psionic), +MezResist(Confused) (Mag 20%), +MezResist(Held) (Mag 20%), +MezResist(Immobilize) (Mag 20%), +MezResist(Sleep) (Mag 20%), +MezResist(Stun) (Mag 20%), +MezResist(Terrorized) (Mag 20%)[/list][u]Impervium Armor[u]
    (Frozen Armor)<ul type="square">[*] +2.5% Recovery[*] +3% Resistance(Psionic)[/list][u]Impervious Skin[u]
    (Frozen Armor)<ul type="square">[*] +7.5% Status Effect Duration Reduction[/list][u]Luck of the Gambler[u]
    (Frozen Armor)<ul type="square">[*] +10% Regeneration[*] +7.5% Enhancement(RechargeTime)[/list][u]Doctored Wounds[u]
    (Hibernate)<ul type="square">[*] +MezResist(Terrorized) (Mag 2.2%)[*] +1.26% Res(Fire, Cold)[*] +4% Enhancement(Heal)[*] +5% Enhancement(RechargeTime)[/list]


    <font class="small">Code:[/color]<hr /><pre>| Copy &amp; Paste this data chunk into Mids' Hero Designer to view the build |
    |-----------------------------------------------------------------------------|
    |MHDz;4556;1287;1716;|
    &gt;-KEETMOXS80@.\!\A]T"7HHTA4?&gt;J&amp;G--FMM]@4@1UT]ZK(C"U$#T.B@K@0]-L[I"4.I4C)+M"&gt;BL0
    .07X&lt;SHLSS$I4Y4TLX[]$5:=E\2OYA9^??7LYOKRTFR0512+:W[*XEJ(Z/]N419HX5U+&amp;R5/[L1#5[N
    C&lt;QD5Z:+)8PN;V&lt;[$7E2AD^T7$A[38M9]268BZ;C&lt;'(;;M=0GBXBQ7Q'69;6&amp;S$GP\/W/;X&lt;=K[_=-L
    05M9)4^B&gt;XJ23[&lt;Y+N.=\0+X)MU/`)L%OJP3O::]-V!I`ODQV*[WKYHE@PLG[#(H6`ZP(2V-^(9]-&gt;6
    3^0B;U1F[HA?@?D7F@@MPFTO2&gt;^'TU\EMZ,=]=%RPQ#]^2Y_D?_$7_Z/^(OR?]U?'OJ"@8D4?KI;D3]
    4L.Z=L$L?EF8F^=RD?Y)'=!8R[=LO3?+DE(^.W`OG]SA_R$35*5U_ACTT,,IZ[5ILG4]E)9L"_"`&gt;T5
    _4]ZV4F6*]W13M)OX(&amp;ON'HO43#L]$-C*^=Z&gt;L5M\$7&gt;=5[\D`/AP,^J%@!&gt;W5H4SB['BH=1K`O.&lt;9N
    \/)ZB#`PP0=(9/L]#PTVIURAHFL1)L&lt;9V+A67GNH\GJ?C`P^;IJZCU4+&gt;=S? H@3.9/[KMD?M2N1Q++,
    'XR]KJ6EO8@ZFIM#.!*OK,42$XXI0S#+BM%):*G'I]=$EPL"L57#[H\F/T!AX:CT["2WR@T#)U%5DUY
    CS#K"@R,H?/YL\K2(?ZH=J/K/&lt;2;J1#63;BUVH@!3GJNCND2,H[G&gt;TIX5-`W-$LLU6I"H($.?A7.?UG
    73"]=BR2EG*/B(MK=I%2&lt;9+)M3V4EW-EH&gt;CJ'1L,BL+"'J9OB0)J=K!"W361T/15FG=;?)A#@HMT&gt;8J
    L$B:`(98=*&amp;&lt;[0*^FB'CPFXO,.PQ$J!15U,ROBNB028/&lt;/?98F\T""S0`R\:J"J:JJ:=5MN(4,8QC::
    G:8N[J&gt;GNCM3PR$+87%N&amp;D*T%HE,'U,H;VLA4Q7&amp;N^0@ "Z5G7P#A;&amp;85.*JNNNH6D"W)7MD.ZN"-8O/
    SG"S.HV1/UT^OO7JHRZR1PKG*X[^%&gt;NYT&amp;_"F"GEHJB)=Y$Q^A-@-Z1RL\V.T(7Q_@V%-\C$VQ_;%?E
    `\&lt;M_&amp;[\M5*F_$PX6&amp;R5QKH4&amp;K:HC;]K)5*J#C`PN,="(`N(;#P=V&gt;H2QQ3/T)E;NK/-Z)[18Z55^+K
    4&lt;"F2P;^[$]*E\A,ZW'P&lt;CP,6&lt;8M)=.S\.:'-`%*LZUUP)**:.9JF+[[4+^P&gt;J[&gt;&lt;D"V!TN-SC8$YFT
    !'B*C:R(,"?#6;+W"5;"&amp;6[B8ZR#;[!S71CN];*RYIV"A9!;3T9^&gt;NNX[5V&lt;J/W]*^^^J204D4NU646
    %,]-)N56M.(/=5"6?V*G:6*=P4V+9U`IVC3V`@5ZB&gt;DZ;W(&amp;0E_!\%# 70Z@'6NQ*,X'S`RJ9V-D]IT1
    EI-/2&amp;5@;8=SY(%\CAY&gt;=;#IG1#Q)2Z^&lt;;_6R_^:VZQ_ "&lt;+Q-95E!XOY;P7T"MVR=&amp;B3'TNO^*'4&gt;(8
    4?@P;Q&lt;0[+WR*EH_L8&amp;`_ES]8J'$.I`EZ&amp;Y&amp;Q8.I.Y&gt;^KOK7.A+0+@=:4VVG-;5E;X6$(54'B&amp;ZF=RK
    .T_)J__LB.Y.;"J.C,7U&lt;+_CTOK]OTTJ;T".7I[:`6$&gt;E+N0ZA&gt;K;PU]'!(S]$*&lt;=7$VPEF*PX$=#N6
    ]'O!T)BQ01S$-!B$.(S,,71P2'%(&lt;,ARBL-##(&lt;H-?1SR?GA^]@_OIB;-
    |-----------------------------------------------------------------------------|
    </pre><hr />
  9. 8) Power Pools:

    In keeping with the builds hybrid nature, certain pools are valued higher than others. This isn't saying that you CAN'T switch out one pool for another, it is simply an admission that some pools have greater value in PvP then others; it is simply impossible to add all the powers that would be good for PvE and PvP into the same build. With that in mind, I'll touch on my selected pools briefly.

    Leaping:

    Combat Jumping:

    Level Available: 6
    Range: Self Toggle
    Damage: -
    Slots: 6 slots
    Benchmarks: EndRdx - 42.40%, JumpHeight/Speed - 42.40%, Defense - 49.70%
    Actual: EndRdx - 73.78%, Recharge - 73.78%, Defense - 59.91%

    Slotting:

    Luck of the Gambler: +Recharge Speed
    Red Fortune: Def/EndRdx, Def/Recharge, EndRdx/Recharge, Def/EndRdx/Recharge, Def

    Welcome to all the physical defense you'll ever get as a blaster outside of epics. Ever. Period. So why take it and 6 slot it? Well, it's a much better choice then Jump Kick for entry into the Leaping Pool, and when 6 slotted, you actually manage to survive an extra hit or two, which in a lot of causes makes all the difference. Thirdly, CJ gives you a -8 Mag to Immobilization, which means it's harder for enemies to tie you down to one spot, which is VERY needed in PvP, as not constantly moving Blaster = Dead in PvP.

    Super Jump:

    Level Available: 14
    Range: Self Toggle
    Damage: -
    Slots: 1 slot
    Benchmarks: JumpHeight/Speed - 42.40%
    Actual: JumpHeight/Speed - 42.40%

    Slotting:

    1 Jump IO.

    Your main travel power. No real explanation outside of that, really. :P

    Acrobatics:

    Level Available: 20
    Range: Self Toggle
    Damage: -
    Slots: 1 slot
    Benchmarks: EndRdx - 42.40%
    Actual: EndRdx - 42.40%

    Slotting:

    1 EndRdx IO.

    The value of this single power cannot be understated. It's gives a -2 Mag to Holds, and reduces the duration of holds by almost 50%. In PvP, where movement = you live, this is VERY, VERY, important. That's in addition to the -100 Mag Knockback and Knock Up protection. No, that's not a typo, -100. When your KB'ed, you’re in a single spot for 6 seconds or so, making you very open to attack. I can't think of a reason why a blaster would try to PvP without this power.

    Fitness:

    Hurdle:

    Level Available: 6
    Range: Self(Auto On)
    Damage: -
    Slots: 2 slots
    Benchmarks: JumpHeight/Speed - 83.32%
    Actual: JumpHeight/Speed - 83.32%

    Slotting:

    2 Jump IO's.

    Remember what I said about PvP and that not moving = death? Well, that includes the vertical component as well. This is one of the reasons why PvP'ers choose Hurdle over Swift. As a blaster, your worst nightmare is facing a Big HP, Big Damage AT(Like a Brute), as he'll only have to hit you 3 or 4 times to drop you, but it'll take more than 3 or 4 of your attacks to drop him. The idea is to leap over his head, outside of his range, but inside yours. PvP'ers call this 'Jousting'. Why not use Super Jump? Because Super Jump and Combat Jumping can't run at the same time; activating one drops the other. CJ + Hurdle will give you all the vertical you need, and your Super Speed(Explained below), covers the horizontal. You select this power to cover all your bases.

    Health:

    Level Available: 14
    Range: Self(Auto On)
    Damage: -
    Slots: 5 slots
    Benchmarks: Heal - 111.80%
    Actual: Heal - 79.90%

    Slotting:

    Numina's Convalescence: +Regeneration/+Recovery, Heal
    Regenerative Tissue: +Regeneration
    Miracle: +Recovery, Heal

    First, I apologize in advance for what this slotting is going to cost you. It will be your single most expensive power, but it is one of better places to put these awesome enhancements. The end result is a drastically increase regeneration(the rate at which you naturally gain back your HP) and recovery(the rate at which you naturally gain back your endurance). Oh, and Health drops the duration of Sleep mez's on you by almost 50%. Awesome all around.

    Stamina:

    Level Available: 20
    Range: Self(Auto On)
    Damage: -
    Slots: 2 slots
    Benchmarks: EndMod - 83.32%
    Actual: EndMod - 83.32%

    Slotting:

    2 EndMod IO's.

    I imagine if you've played the game for any length of time, then it won't be a matter of convincing you that taking this power is a good idea, but more of justifying my only 2 slotting as opposed to 3 slotting, and the answer is quite simple. There is enough recovery due to the slotting that a 3rd slot would have yielded little to no benefit. I lost about 0.6/sec by removing the slot and gained 0.7/sec by using that single slot in a different place. It's all a matter of efficient slotting.

    Speed:

    Hasten:

    Level Available: 6
    Range: Self
    Damage: -
    Slots: 3 slots
    Benchmarks: Recharge - 99.08%
    Actual: Recharge - 99.08%

    Slotting:

    3 Recharge IO's.

    A wonderful power all around. When active, all your powers recharge times are increased by 70%. More powers means more spamming of powers. More spamming means more 'arrested' baddies. More 'arrested' baddies make heroes smile. Make the heroes smile. :P

    Super Speed:

    Level Available: 14
    Range: Self Toggle
    Damage: -
    Slots: 1 slot
    Benchmarks: Run - 42.40%
    Actual: Run - 42.40%

    Slotting:

    1 Run IO.

    Your secondary travel power, and the horizontal component of your PvP machine. The power for when you need to be anywhere else NOW. Take it and love it.

    9) Epic Pool

    For an epic pool, I wanted to further address one of the weakness of a Blaster: No physical or mez defense. This philosophy led a large portion of my power selections/slotting and I wanted more. After looking over all of them, I had to pick between Cold and Force.

    Ultimately, Cold offered more options for what I was looking for, and I have yet to regret my decision.

    Snow Storm:

    Level Available: 41
    Range: Ranged Toggle + -Speed -Recharge
    Damage: -
    Slots: 1 slot
    Benchmarks: Slow - 42.40%
    Actual: -

    Slotting:

    Pacing of the Turtle: Chance of -Recharge

    A decent power, one I wish I had the slots to fully use, but with the Chance of -Recharge and the natural -Run, -Jump, and -Fly, you take a nice chunk out of their Recharge, and keep them in the happy place. I tend to save this for the rougher mobs, as the endurance drain is fairly stiff.

    Frozen Armour:

    Level Available: 44
    Range: Self Toggle
    Damage: -
    Slots: 6 slots
    Benchmarks: EndRdx - 42.40%, Recharge - 42.40%, Defense - 25.50%, Resist - 58.48%
    Actual: Defense - 41.29%, Resist - 23.20%

    Slotting:

    Aegis: Psionic/Status Resistance
    Impervium Armour: Psionic Resistance, Resistance
    Impervium Skin: Status Resistance
    Luck of the Gambler: +Recharge Speed, Defense

    Just by looking at the numbers, you'd think the slotting is a little off, right? Not quite. Frozen Armour is a bit strange, as it accepts both Defensive and Resistance sets, which is why I stuffed it with as much Mez protection as it could hold. I can't express to you in words the amount of difference this power makes to your survivability. I waited 44 levels for this power, and I regret nothing!

    Hibernate:

    Level Available: 47
    Range: Self Toggle
    Damage: -
    Slots: 5 slots
    Benchmarks: EndRdx - 42.40%, Recharge - 42.40%, Heal - 99.08%
    Actual: EndRdx - 73.78%, Recharge - 97.49%, Heal - 73.78%

    Slotting:

    Doctored Wounds: Heal/EndRdx, EndRdx/Recharge, Heal/Recharge, Heal/EndRdx/Recharge, Recharge

    You've probably heard of this power before; Hibern00b by a lot of players, and I kinda have to agree. I don't think I've ever seen this power used correctly. Hibernate is basically a big reset button, and can add a lot of survivability when used correctly. When activated, your frozen and invincible for 30 secs, while you regenerate HP and endurance at a crazy rate. You can end your hibernation early(which is usually the better idea) by hitting the button again. General rule of thumb, don't draw a lot of aggro, get in over your head, hit Hibernate, and have the mob mow over your teammates; they don't like it when you do that. If your PvPing, don’t Hibernate in the middle of the fight, as most people with a brain will simply start laying a bunch of nasty things(Trip Mines, Time Bombs, Caltrops, Auto-Turret, etc.......) to get you when you pop.
  10. 7) Power Selection - Energy Manipulation:

    Power Thrust:

    Level Available: 1
    Range: Melee
    Damage: Minor(Smash/Energy) + Knockback
    Slots: 1 slot
    Benchmarks: Acc - 42.40%
    Actual: Acc - 42.40%

    Just one Acc IO in this one. The damage is too crappy for additional slotting, and the knockback is good without more slotting. This is the "Get the hell away from me" punch; quite good at pushing back big melee types who get too close(I'm looking at you, Mr. Tank Swiper).

    Energy Punch:

    Level Available: 2
    Range: Melee
    Damage: Moderate(Smash/Energy) + Disorient
    Slots: -
    Benchmarks: -
    Actual: -

    I had to respec out of this power for Siren's Song, which is more useful for PvE, and since there are better choices for PvP as well(Aid Other/Aid Self), this tends not to make the cut. However, if you feel the need to up your low level attack chain, you can easily respec out of it at level 24.

    Build Up:

    Level Available: 4
    Range: Self
    Damage: -
    Slots: 3 slots
    Benchmarks: Recharge - 99.08%
    Actual: TO-HIT - 56.00%, Recharge - 94.93%, Defense Buff - 56.00%(Doesn't apply, as Build Up has no base defensive bonus)

    Slotting:

    3 Membrane Exposure

    A power that doubles your damage as well as giving a decent bonus to your TO-HIT. Do I really have to explain why you should take this power anymore than that? Take it, use it, and love it.

    Bone Smasher:

    Level Available: 10
    Range: Melee
    Damage: High(Smash/Energy) + Disorient
    Slots: 6 slots
    Benchmarks: Acc - 42.40%, EndRdx - 42.40%, Recharge - 42.40%, Damage - 99.08%
    Actual: Acc - 79.74%, EndRdx - 54.33%, Recharge - 89.92%, Damage - 105.04%

    Slotting:

    Crushing Impact: Acc/DMG/EndRdx
    Hecatomb: Damage, DMG/Recharge, Acc/DMG/EndRdx, Acc/Recharge, DMG/EndRdx

    The 'Glowing Pom-Pom Overhead Axe-Handle From Hell'. Take this at 10 and never look back. 6 slot it. Beat the hell out of things. The Disorient Mag alone will keep the bruisers off you, outside of the fact your doing really decent damage.

    Conserve Power:

    Level Available: 16
    Range: Self
    Damage: -
    Slots: -
    Benchmarks: -
    Actual: -

    No, just no. Outside the fact there isn't a single power I'd switch out for this, with my recommended slotting, you don't need this power. Sonic and Energy are both very endurance friendly, plus the decent amount of EndRdx in each power, plus almost 200% Recovery from slotting, the only time I run out of endurance is when I'm fighting Giant Monsters with all my toggles running and running Snow Storm at the same time, neither of which are situations that happen often enough to gimp myself in other areas. :P

    Stun:

    Level Available: 20
    Range: Melee
    Damage: Minor(Smash/Energy) + Disorient
    Slots: -
    Benchmarks: -
    Actual: -

    I don't actually like this power. It's Bonesmasher Light. Same Mag stun but with a slightly longer duration, but much lower damage. That isn't enough to make the cut in my mind. With slotting, Bonesmasher recharges almost twice during its mez duration, which is more than enough time to smash whatever your worried about. Stun would probably be a nice addition to a set that needed more control to it(Like Archery, for one), but between creative slotting, and natural mez attacks offered, ALL of your offensive powers, minus Shout, carry a mez effect. Stun is just a bit of overkill at this point.

    Power Boost:

    Level Available: 28
    Range: Self
    Damage: -
    Slots: 2 slots
    Benchmarks: Recharge - 83.32%
    Actual: Recharge - 83.32%

    Slotting:

    2 Recharge IO's.

    Awesome power all around. It takes everything your powers are good at and doubles their effectiveness. While it doesn't boost enhancement percentages, it DOES boost natural effects(Like the duration of that -13% ResDeBuff all Sonic attack have) and your disorients from the Energy pool. This is the power I have on auto.

    Boost Range:

    Level Available: 35
    Range: Self
    Damage: -
    Slots: 1 slot
    Benchmarks: Recharge - 42.40%
    Actual: Recharge - 42.40%

    Slotting:

    1 Recharge IO.

    Awesome power. One that really helps overcome one of Sonics weakness; short range(Shout, especially so). However, be careful when using this power, as your range is increased to such an extent that you can start targeting and hitting enemies in the next mob. I've done this myself, and thankfully, had Siren's Song to fix the mistake, but considered yourself warned. :P

    Total Focus:

    Level Available: 38
    Range: Melee
    Damage: Extreme(Smash/Energy) + Disorient
    Slots: 6 slots
    Benchmarks: Acc - 42.40%, EndRdx - 42.40%, Recharge - 42.40%, Damage - 99.08%
    Actual: Acc - 68.90%, EndRdx - 68.90%, Recharge - 68.90%, Damage - 101.47%

    Slotting:

    Crushing Impact: Complete Set.

    The 'LEAPING Glowing Pom-Pom Overhead Axe-Handle From Hell'. This is your deal breaker. The single largest damaging power you have in your tray. That said, it's animation time is QUITE long, so I tend to save this power for using on enemies I haven’t aggro'ed yet, or are currently 'enjoying' one of my mez effects. With a Mag 4 Stun, however, if what you hit doesn't crumple, they're usually setup for a nice follow-up attack.
  11. 6) Power Selection - Sonic:

    I'm not going to bog you with base damage numbers and brawl index numbers and such, because, quite frankly, 3 weeks into the game, those numbers meant nothing to me, so, just some general advice and a few percentage numbers; everyone understands percentages, right? All numbers are IO enhancements of max level(50 for IO's, and 53 for HO's):

    Shriek:

    Level Available: 1
    Range: 80 feet
    Damage: Minor(Smash/Energy)
    Slots: 6 slots
    Benchmarks: Acc - 42.40%, EndRdx - 42.40%, Recharge - 42.40%, Damage - 99.08%
    Actual: Acc - 85.71%, EndRdx - 60.95%, Recharge - 60.95%, Damage - 96.30%

    Slotting:

    Thunderstrike: Acc/DMG, Acc/DMG/Recharge, Acc/DMG/EndRdx, DMG/EndRdx/Recharge
    Devastation: Acc/DMG/EndRdx/Recharge, Chance of Hold

    A single target ranged attack with a very quick activation time. It only deals minor damage, and recharges in no time flat, but carries the same -ResDef bonus as all of Sonics powers. A great opener, and with i11's new Defiance changes, you'd be hard pressed NOT to take this power. Additionally, since it carries the Dev: Hold enhancement, you add to your controllerness, by having a chance to hold anyone hit for 8s. The enhancements gives a purple static effect though, which leads to a lot of confusion on teams, so feel free to giggle to yourself about it.

    Scream:

    Level Available: 1
    Range: 80 feet
    Damage: Moderate DoT(Smash/Energy)
    Slots: 6 slots
    Benchmarks: Acc - 42.40%, EndRdx - 42.40%, Recharge - 42.40%, Damage - 99.08%
    Actual: Acc - 85.71%, EndRdx - 60.95%, Recharge - 60.95%, Damage - 96.30%

    Slotting:

    Thunderstrike: Acc/DMG, Acc/DMG/Recharge, Acc/DMG/EndRdx, DMG/EndRdx/Recharge
    Devastation: Acc/DMG/EndRdx/Recharge, Chance of Hold

    Welcome to part 2 of your attack chain till level 8. Don't let the DoT scare you; time in this case is very, very short(About 2 secs or so). Same slotting as Shriek, for very good reason; by spamming both powers I have used the Dev: Chance for Hold to hold AV's. Awesome damage + utility = win.

    Howl:

    Level Available: 2
    Range: 50 feet(Cone) - Arc 30'
    Damage: Medium(Smash/Energy)
    Slots: 0 slots
    Benchmarks: -
    Actual: -

    Welcome to the first trap of the Sonic primary. This power, on paper, looks great; a cone that carries the -Res we all love, and can debuff a large group, but people tend to forget a few things:

    1) You have to be pretty damn close to the mob to get the maximum effect of this power, which tends to put you into range of heavy enemy melee types.

    2) If you can't pump enough damage into Howl to drop the mob, you've just aggro'ed the ENTIRE mob, and if you’re a Blaster, having 8 enemies running up to stomp you is not a good place to be, as you don't have the damage mitigation of a Defender or Controllers, and definitely not the survivability of a Tanker or Scrapper.

    3) No decent follow-up. You’re not a Fire/* Blaster; you can't just stack on the AoE's and hope nothing gets out alive. If you land Howl, your only 2 follow-ups over YOUR ENTIRE LEVELS, are Shockwave and Sirens Song. Regardless of slotting, I have yet to drop a mob with a combo of AMP + BU + Howl + Shockwave unless they were green, and at that point, you aren't ahead of the game. Save your power choices.

    Shockwave:

    Level Available: 6
    Range: 50 feet(Cone) - Arc 30'
    Damage: Minor(Smash/Energy)
    Slots: 0 slots
    Benchmarks: -
    Actual: -

    For comments, see Howl, as they're quite similar, except Shockwave dropped what I liked about it Howl(The -Res), and added something I and every team I've ever been on dislike(Foe Knockback).

    Shout:

    Level Available: 8
    Range: 40 feet
    Damage: Heavy(Smash/Energy)
    Slots: 6 slots
    Benchmarks: Acc - 42.40%, EndRdx - 42.40%, Recharge - 42.40%, Damage - 99.08%
    Actual: Acc - 77.36%, EndRdx - 51.68%, Recharge - 96.70%, Damage - 104.65%

    Slotting:

    Devastation: Acc/DMG/EndRdx/Recharge
    Apocalypse: DMG, DMG/Recharge, ACC/DMG/Recharge, ACC/Recharge, DMG/EndRdx

    The '3' of your ranged attack chain; slot it similar to Shriek and Scream till your high enough level for Apocalypse. This power brings big, loud, mob melting damage to the table, and if you opened with Shriek and Scream, it'll do 26% more damage. Life as a Sonic Screamer is good. The 'rooting' time is about 2.6 secs or so, so make sure nobody's leaning back to take your head off.

    Amplify:

    Level Available: 12
    Range: Self
    Damage: -
    Slots: 3 slots
    Benchmarks: Recharge - 83.32%
    Actual: TO-HIT - 40.00%, Recharge - 66.60%, Defense Buff - 40.00%(Doesn't apply, as Amplify has NO base defensive bonus)

    Slotting:

    2 Membrane Exposure + Rectified Reticule: Increased Perception

    We lose some recharge, but even with the lower recharge, Amplify is still perm, and we still get the TO-HIT bonus. Nice! This is also the best place for our perception enhancement, so picking out approaching Stalkers, or all those invisible enemies will be much easier.

    Siren's Song:

    Level Available: 18
    Range: 40 feet(Cone) - Arc 50'
    Damage: Minor(Energy) + Sleep
    Slots: 6 slots
    Benchmarks: Acc - 42.40%, EndRdx - 42.40%, Recharge - 42.40%, Sleep - 99.08%
    Actual: Acc - 59.62%, EndRdx - 33.13%, Recharge - 89.92%, Sleep - 101.86%

    Slotting:

    Complete Fortunata Hypnosis set.

    Welcome to the power I respec'd into and out of more than any other power in this guide. Indeed, whether you should take a slot this power, from my experience, depends on this:

    1)Mostly solo? - Take it, no question.
    2)Rich enough to afford the Fortunata Set? - Take it, no question.
    3)Team a lot? - This is where it gets muddy.

    Siren's carries a Sleep effect, which can cause a entire mob to sleep as you beat the living hell out of them one at a time. However, if they take EVEN A SINGLE POINT OF DAMAGE, they wake up, which is very bad. I play on Virtue, where there is a lot of Fire/Kin Controllers, and Ill/Storm Controllers, and Fire/* Blasters, and Ice/*........you see my point. If you team a lot, any AoE damage going out is going to make Siren's completely useless. This changes, however, when you slot the 'Chance for Placate' enhancement from Fortunata Hypnosis, as even when they wake up, they might not attack, which is good. So this is the only power I can't give you a clear answer on. If you do respec out of it, grabbing Energy Punch will boost your melee damage chain, or starting the medicine pool will increase your PvP survivability. If you want it, and are not high enough level to slot Elite, or can't afford them, the complete Call of the Sandman set works well.

    Screech:

    Level Available: 32
    Range: 60 feet
    Damage: Minor(Smash/Energy) + Disorient
    Slots: 6 slots
    Benchmarks: Acc - 42.40%, EndRdx - 42.40%, Recharge - 42.40%, Stun - 99.08%
    Actual: Acc - 59.62%, EndRdx - 33.13%, Recharge - 89.92%, Stun - 101.86%

    Slotting:

    Complete Absolute Amazement set.

    Ever wanted to mez an AV? This is the power. Screech carries a single target, strong disorient, which will take an enemy out of a fight for over 20 secs with a SINGLE USE(lieutenant or lower). Since it can recharge in less than 10 secs WITHOUT Hasten, means you can reliability punch through resistance. My single favourite power in the set. Until you hit high enough level for Absolute Amazement, a full slotting of Stupefy works well.

    Dreadful Wail:

    Level Available: 26
    Range: 25 feet radius(PBAoE)
    Damage: Extreme(Smash/Energy) + Disorient
    Slots: 6 slots
    Benchmarks: Acc - 42.40%, EndRdx - 42.40%, Recharge - 42.40%, Damage - 99.08%
    Actual: Acc - 59.62%, EndRdx - 33.13%, Recharge - 89.92%, Damage - 101.86%

    Slotting:

    Complete Armageddon set.

    Sonics Nuke, and it's a good one(And, since Sonic is a fairly rare choice for powers, good for freaking out the players hanging around Atlas Park. :P). My favourite part about this power is simple; Always AMP + BU before firing it off and everything dies. If, for some reason, something doesn't, it's disoriented for a long enough time for you to run around and break some faces. Pre-50, I have this slotted with 3 Recharge IO's and 3 Damage IO's; as AMP and my global Acc makes hitting quite easy.
  12. Foreword:

    Just a little warning before we get started here, I’m writing the guide with the understanding that a lot of new people look to guides when they’re getting into the game. I am therefore writing this in the style that I would have liked to find when I was first starting out. If you’re a veteran player, and you’ve never played a Blaster before, this guide will be of addition use to you. If you’re a Blaster veteran already, click Here, and get to the good stuff right away.

    Sonic/EM was a strong combination before, and with the addition of Blasters FINALLY getting some attention from the Devs in i11, I expect people to give Blasters, especially Sonic/EM blasters a really hard look.

    All the numbers I use in this guide are drawn from the latest edition of Mids Hero Designer.

    1) What I am trying to accomplish:

    Honestly? I'm trying to save you from 10+ months of tweaking, experimenting, frustration, and confusion. I had to lurch through all of that myself, and I hope to spare you the same problems. Additionally, this was my first character, and I wanted a guy who could participate in all CoH had to offer, which is why I'd call this a hybrid build. I can contribute meaningfully in both PvE and PvP. Furthermore, I'll be explaining my reasoning behind my power and slotting choices, so that if you need/want to tweak to your tastes, you have a greater understanding of what you’re losing and gaining.

    Secondly, I'm a big believer in the theory that maxxing out for max damage isn't always the best idea, especially when you have to ignore your biggest shortcomings. Optimizing for damage, in addition to shoring up on your weaknesses is the goal of this guide. Getting that last +0.4% of damage isn't worth it in my mind if you chuck out 14% Accuracy to do it.

    2) Glossary:

    DPS: Damage per Second

    -ResDef: Short for Resistance Defense Debuff, indicating a foe will take more damage for following attacks.

    Mez: Short for mesmerized. Basically, CoH's version of status effects.

    Soft Mez: A mez that DOES NOT prevent an opponent from attacking.

    Hard Mez: A mez that DOES prevent an opponent from attacking.

    ED: Enhancement Diversification - See 6) for explanation

    HO: Hamidon Origin - Special enhancements gained from defeating Hami in the Hive.

    Mob: Grouping of enemies.

    Aggro: When an enemy attacks

    AV: Arch-Villain - Recluse, Ghost Widow, and such make up this group.

    3) Why Sonic/EM?:

    Sonic is a wonderful primary, with very good damage. Sonics secondary effect carries a -ResDef effect(-13%, if your keeping track), which means your following attacks do more damage. Since each sonic attack carries this effect, the -ResDef stacking adds up to a very survivable set. Add in Sonics controlling abilities and it's version of an Accuracy buff(Amplify) you pretty much pick and choose your fights. Sonic plays a lot of like a Blaster + a mini controller.

    EM is a literal toolbox of goodies for any Blaster. Energy Punch, Bonesmasher, and Total Focus means your Blaster always has an option when an opponent closes in too fast. Build Up adds to damage and To-HIT, Power Boost and Boost Range make everything your good at better. There isn't a single primary that doesn't benefit from EM.

    4) IO Crafting Benchmarks:

    This guide assumes a very bare understanding of the crafting system that was introduced in i9. The benchmarks being used as a comparison are the generally accepted numbers for the various power types. The benefit of Set IO's cannot be understated, and part of this guide is devoted to explaining why. All IO's assumed to be level 50.

    Attack is exactly what it sounds like. These are your attacking powers, the ones you'll be cracking skulls with. Toggles are powers that you activate and stay activated till you run out of endurance, de-click them or get hard mezzed. One shots are exactly that; a one time effect that gives some benefit.

    Attack: 6 slotted: 1 ACC, 1 EndRdx, 1 Recharge, and 3 Damage

    Toggle: 4 slotted: 1 EndRdx, 3 Resist/Defense Buff, etc....(The other 3 tend to vary depending on the nature of the power)

    One Shot: 3 slotted: 3 Recharge(typically)

    5) Enhancement Diversification:

    A long time ago, you were able to slot a power however you wanted. Grabbing an attack and 6 slotting for all 6 damage was common place(especially for blasters), but around I6, Enhancement Diversification lurched down the pipe. Basically, each power has an ED ceiling, and once you pass this ceiling, your slotting starts to give you diminishing returns. For example, 3 Damage IO's in Shriek should give 127.20% damage, but only ACTUALLY gives 99.08%. This was to encourage people to mix up their slotting, and must be kept in mind while slotting. Don't blame me, blame Statesman. :P
  13. [ QUOTE ]
    Excellent guide. It is obvious you put a lot of time and effort into it, thank you for sharing it.

    I do have 2 suggestions though.

    2 slot stamina with lvl 50 End Mods, you only lose .06 end/sec. and you can use that slot in something else. In my opinion that trade is worth it.

    I find that it is more useful to have my +stealth travel IO in sprint than in SS/SJ. easier to turn it on and off when you want it instead of it being on whenever you are traveling, and you could put the End Reduction IO for the Celerity set in SS without losing speed.

    It is questionable if you would want to pull a recharge out of Hasten, that is about a 15 second swing, and hasten is nice to have up, but it is an option if you want to put that slot elsewhere.

    1 Knockback IO is enough to stop about 80-85% of all the PvE knockback out there, while in PvP you need acrobatics. you could safely pull out one of them I think. I would pull the Karma out of frozen armor and replace it with an Impervium Armor Res/End, it would also give you 2.5% more recovery.

    If you pull that slot from stamina you could slot another Kismet Def/End in CJ for an additional 1.5% recovery, and you have added .07 end/sec to your recovery, making up for what you lost by pulling out the slot from stamina. and you still have 1 slot to put somewhere else.

    Just a few thoughts

    I play a Sonic/Eled/Elec myself, so I have used a few of those tricks on my build.

    [/ QUOTE ]

    I fooled around with your advice in Mids, and all your math is bang on, so good job there.

    Secondly, I definitly agree with your comments on Acrobatics, even if this was only a PvE build, as I've just hit level 37 and getting perma-stunned by certain Rikti is quite a reality to deal with.

    When I respec, I will definitely remove Boost Range at 50, and push Hurdle back to make room for Acrobatics.

    YOu mention that 1 KO protection is good for PvE, however, I had actually planned on PvPing with this build.

    If I need more then one + acrobatics, this is where your math falls apart, as my only 2 defensive powers are CJ and FA, and I can't have 2 uniques in one power.

    So any advice in that regard would be wonderful.
  14. Hi. Big fan of this guide. So much so that I took the liberity of cramming all of your guide into Mids(With Bayani's Idea for replacing HEAL IO, with NC: HEAL.).

    I also reslotted Dreadful Wail with Stupify with a touch of Rope-a-Dope for Acc. Dreadful Wail with a Chance for Knockdown slotted makes me laugh on the inside. Set bonuses grab you some more Recovery and Recharge, plus some HP's and Stun, so it plays into what you wanted. Feel free to add, change or comment!

    Hero Plan by Mids' Hero Designer 1.21
    http://www.honourableunited.org.uk/mhd.php

    Xxyxx: Level 50 Science Blaster
    Primary Power Set: Sonic Attack
    Secondary Power Set: Energy Manipulation
    Power Pool: Leaping
    Power Pool: Fitness
    Power Pool: Speed
    Ancillary Pool: Cold Mastery

    Hero Profile:
    Level 1: Shriek -- Dev'n-Acc/Dmg:53(A), Dev'n-Acc/Dmg/Rchg:53(3), Dev'n-Acc/Dmg/EndRdx/Rchg:53(5), Dev'n-Hold%:53(13), Thundr-Acc/Dmg/EndRdx:53(31), Thundr-Dmg/EndRdx/Rchg:53(31)
    Level 1: Power Thrust -- HO:Nucle(A)
    Level 2: Energy Punch -- C'ngImp-Acc/Dmg:53(A), C'ngImp-Dmg/EndRdx:53(3), C'ngImp-Dmg/Rchg:53(7), C'ngImp-Acc/Dmg/Rchg:53(25), C'ngImp-Acc/Dmg/EndRdx:53(31), C'ngImp-Dmg/EndRdx/Rchg:53(36)
    Level 4: Scream -- Dev'n-Acc/Dmg:53(A), Dev'n-Acc/Dmg/Rchg:53(5), Dev'n-Acc/Dmg/EndRdx/Rchg:53(7), Dev'n-Hold%:53(11), Thundr-Acc/Dmg/EndRdx:53(23), Thundr-Dmg/EndRdx/Rchg:53(23)
    Level 6: Combat Jumping -- LkGmblr-Rchg+:53(A), LkGmblr-Def/EndRdx:53(13), Ksmt-ToHit+:30(17), Krma-ResKB:30(17)
    Level 8: Shout -- Dev'n-Acc/Dmg:53(A), Dev'n-Acc/Dmg/Rchg:53(9), Dev'n-Acc/Dmg/EndRdx/Rchg:53(9), Dev'n-Hold%:53(11), Thundr-Acc/Dmg/EndRdx:53(25), Thundr-Dmg/EndRdx/Rchg:53(27)
    Level 10: Build Up -- HO:Membr(A), HO:Membr(27), HO:Membr(36)
    Level 12: Bone Smasher -- C'ngImp-Acc/Dmg:53(A), C'ngImp-Dmg/EndRdx:53(15), C'ngImp-Dmg/Rchg:53(15), C'ngImp-Acc/Dmg/Rchg:53(19), C'ngImp-Acc/Dmg/EndRdx:53(19), C'ngImp-Dmg/EndRdx/Rchg:53(29)
    Level 14: Super Jump -- Jump-I:50(A)
    Level 16: Swift -- Run-I:50(A), Run-I:50(37)
    Level 18: Health -- Numna-Regen/Rcvry+:53(A), Numna-Heal:53(29), Mrcl-Rcvry+:40(36), RgnTis-Regen+:30(37), Mrcl-Heal:40(37)
    Level 20: Stamina -- EndMod-I:50(A), EndMod-I:50(21), EndMod-I:50(21)
    Level 22: Amplify -- HO:Membr(A), HO:Membr(40), HO:Membr(40)
    Level 24: Hasten -- RechRdx-I:50(A), RechRdx-I:50(42), RechRdx-I:50(42)
    Level 26: Screech -- Stpfy-Acc/EndRdx:53(A), Stpfy-Acc/Rchg:53(33), Stpfy-Acc/Stun/Rchg:53(33), Stpfy-Stun/Rng:53(34), Stpfy-KB%:53(34)
    Level 28: Hurdle -- Jump-I:50(A), Jump-I:50(42)
    Level 30: Super Speed -- Clrty-RunSpd:53(A), Clrty-Stlth:53(50)
    Level 32: Dreadful Wail -- Stpfy-Acc/Rchg:53(A), Stpfy-Acc/EndRdx:53(33), Stpfy-Stun/Rng:53(34), Stpfy-Acc/Stun/Rchg:53(43), Stpfy-KB%:53(43), Rope-Acc/Rchg:53(43)
    Level 35: Power Boost -- RechRdx-I:50(A)
    Level 38: Total Focus -- C'ngImp-Acc/Dmg:53(A), C'ngImp-Dmg/EndRdx:53(39), C'ngImp-Dmg/Rchg:53(39), C'ngImp-Acc/Dmg/Rchg:53(39), C'ngImp-Acc/Dmg/EndRdx:53(40), C'ngImp-Dmg/EndRdx/Rchg:53(46)
    Level 41: Snow Storm -- P'ngTtl--Rchg%:53(A)
    Level 44: Frozen Armor -- Aegis-Psi/Status:53(A), ImpArm-ResPsi:40(45), ImpSkn-Status:30(45), LkGmblr-Rchg+:53(45), LkGmblr-Def:53(46), Krma-ResKB:30(46)
    Level 47: Hibernate -- Dct'dW-Heal/EndRdx:53(A), Dct'dW-EndRdx/Rchg:53(48), Dct'dW-Heal/Rchg:53(48), Dct'dW-Heal/EndRdx/Rchg:53(48), Dct'dW-Heal:53(50), Dct'dW-Rchg:53(50)
    Level 49: Boost Range -- RechRdx-I:50(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- HO:Micro(A)
    Level 2: Rest -- Empty(A)
    Level 1: Defiance



    <font class="small">Code:[/color]<hr /><pre>| Copy &amp; Paste this data chunk into Mids' Hero Designer to view the build |
    |-----------------------------------------------------------------------------|
    |MHDz;4387;1145;1528;|
    &gt;-KE5TMOXS80O@?(?]!ET4/AKOC2`STY\6ZSS7JQL(.V5ZW,V$)LR=##B`%"O[U#BJ)H6UK+0&amp;^%DXP
    Q_&amp;9(?O/@Y(GGV2PJH[]X7B19^COZC=[?_?-^?'\7RSCA:&lt;S%PS8J2I[?WRVS-(F=:5E&amp;\9OXE/)\?7
    3F49KLJVU4@K'XDFYXSM-2?.71/DG7XG-2IKPHQ'+/^4I\WB;K32D&gt;L^T*[*3/X_V=*]H/$S-^`+7R5
    4_C^.-LMZYIC3P"?TG-,(!Z(!\7\:;!&gt;2T.]^(^I:O%ZKV#^RV&lt;GL"?X'P?%"!H`0B+ETV5KH"D,D_&gt;
    ^)E+!48MF+AGX+Z]L85VQ01I#AI9?ZOB+8=USU6P1JM!2'V8&gt;,RK8@,D.U]V^R@N+&lt"PP.Z0)T&lt;.O0
    [POJ`^K2AX&lt;$;VM5`0^.1#F([TES7HF'XJ(8VMR.9=8P0Q&lt;J(]"$CTX?&gt;EC[&gt;U?1Q;T@?C&amp;])'XP;'I
    `J(`*2B*]5_.9DKTZYX&lt;X?T&gt;['EN&gt;UM/P5C+!OCLUZ@3/^VAT+^]@J@&gt;&gt;DV/&amp;R?LF&gt;DE+Y8@VS.!3($
    \]1OHOJ!2^&gt;'^0:#:PU$RH??NF84/DC0Q7&lt;%JK@OPT5O2E4%@_`BI!55\_Y[D&lt;NUYL3T!"6SI5(FEXJ
    [1)`2$5^9%&lt;8W180'=&lt;7$!W?&amp;%!P4V/H@?^T,&gt;#`8H4`)[)`ZC^KW;Z&amp;2+@MRXAT=8,8Y*1L(?6B2B6
    *&amp;12[U!'/LO3!4O:+;]4N2:-?"N&lt;Q2P_1EA&gt;Q?#JA&amp;M8\A4,&gt;\J,L&amp; $*[&lt;O*'YXM%58^TKS)(_DD]
    "Y(LU52"CS0.W#&lt;\CJ`W=&gt;DJ*H]-X*BDPIPME;3^TV.#1^[(N%&lt;"G)70U$S[,5,$"P827L56-W2&amp;T"@
    ILVA?M2'/6E&gt;-BO[!S*G)&gt;E!-&gt;--S)Y8%]BMB;]&gt;HH&amp;]9UGIMH5%&lt;NRVO/7HTI2DZ`D8"8Z[`2B,Y($
    W:N#3P#P/&gt;U0?@^J0:0-P%0M(0;P_/!!K076F@D=EH&gt;67R^3'I8NE&gt;VEE6VHH@/]@&lt;-;D)1'F?W+_0J
    P#)N2!)197Y;;&lt;J.63;I2*SY$BD!&lt;I0A=I?D6?GY",\7 #+,+MMS9^K,0)P&lt;U;&lt;==+&gt;31,NJZ&lt;TF0B
    VD#\A@9'\&amp;\,C^3()Q_9D$X_LSN:T_0S7&gt;U)^I]6K19B!PQ?&lt;HEO9Z%'FI\A(ZU$0:RQ!10HVUVR4K)
    6`MQY@I7R=%_;U((.A16142[)K[``S.Q?-#4NV&lt;:;[+&lt;CFD`%I.*9I*N`2E+2RK"F?YEJ2U\89U&amp;F(%
    &amp;SE&gt;#2!AOE(XSR)D&lt;'0Z(&lt;N#Z\IV-\OB,LOYROD[@]FC4)W&lt;*AG24&gt;U=8$_#0HAYCZC?[]&lt;@R37DN6M
    ZQ4"!F-4TSD'&amp;D]?766@`2&gt;`/U1XU4X!J:^IO7;OU1)+CVO]0-&gt;MJ2)@G&lt;9[)G&lt;+S_[J0&gt;F/(N1/3.1
    LG&amp;JPM)M;/_TTIV8":FC3=7\Y)5+VFC?2T9%HB+:F66$NB9:!EZYGJS5`S@C 'M@FE3IDV9=LGT5DQOK
    ?"M8=`J6@^AEKZ6]W?_`G9G[T$`
    |-----------------------------------------------------------------------------|
    </pre><hr />