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Excellerate would be the one to ask about this, but I had a go with the power layout you seem to be looking at. This build might help a little with status resistance and recharge speeds, while not sacrificing much of anything from your two builds to get it. Hope this helps...
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
quicks: Level 50 Magic Scrapper
Primary Power Set: Claws
Secondary Power Set: Super Reflexes
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Leaping
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Strike -- Mako-Dam%:50(A), Mako-Dmg/Rchg:50(3), Mako-Acc/Dmg:50(11), Mako-Dmg/EndRdx:50(11), Mako-Acc/Dmg/EndRdx/Rchg:50(27)
Level 1: Focused Fighting -- RedFtn-EndRdx:50(A), RedFtn-Def:50(3), RedFtn-Def/EndRdx:50(5), RedFtn-Def/Rchg:50(5), RedFtn-Def/EndRdx/Rchg:50(7)
Level 2: Slash -- Mako-Dam%:50(A), Mako-Acc/EndRdx/Rchg:50(17), Mako-Acc/Dmg/EndRdx/Rchg:50(23), Mako-Dmg/Rchg:50(25), Mako-Dmg/EndRdx:50(25)
Level 4: Focused Senses -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(7), LkGmblr-Def/EndRdx:50(9), LkGmblr-Def/EndRdx/Rchg:50(9)
Level 6: Spin -- Oblit-%Dam:50(A), Oblit-Acc/Dmg/EndRdx/Rchg:50(17), Oblit-Dmg:50(19), Oblit-Acc/Rchg:50(19), Oblit-Dmg/Rchg:50(21), Oblit-Acc/Dmg/Rchg:50(21)
Level 8: Follow Up -- Mako-Acc/Dmg:50(A), Mako-Dmg/EndRdx:50(13), Mako-Dmg/Rchg:50(13), Mako-Dam%:50(15), Mako-Acc/Dmg/EndRdx/Rchg:50(15)
Level 10: Agile -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(27)
Level 12: Practiced Brawler -- EndRdx-I:50(A)
Level 14: Swift -- Run-I:50(A)
Level 16: Dodge -- LkGmblr-Rchg+:50(A), LkGmblr-Def/EndRdx:50(40), LkGmblr-Def:50(45)
Level 18: Focus -- Decim-Build%:40(A), Decim-Acc/Dmg:40(31), Decim-Acc/Dmg/Rchg:40(43), Decim-Dmg/Rchg:40(43), Decim-Dmg/EndRdx:40(43)
Level 20: Quickness -- Run-I:50(A)
Level 22: Health -- Numna-Regen/Rcvry+:50(A), Numna-Heal/EndRdx:50(23), Numna-Heal:50(29), Mrcl-Heal:40(31), Mrcl-Rcvry+:40(33), RgnTis-Regen+:30(45)
Level 24: Stamina -- P'Shift-End%:50(A), P'Shift-EndMod:50(31), P'Shift-EndMod/Acc:50(34), P'Shift-EndMod/Rchg:50(46)
Level 26: Eviscerate -- Oblit-%Dam:50(A), Oblit-Acc/Dmg/EndRdx/Rchg:50(37), Oblit-Dmg:50(40), Oblit-Dmg/Rchg:50(40), Oblit-Acc/Dmg/Rchg:50(42)
Level 28: Lucky -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(29)
Level 30: Boxing -- Stpfy-KB%:50(A), Stpfy-Acc/Stun/Rchg:50(50)
Level 32: Shockwave -- Posi-Dam%:50(A), Posi-Acc/Dmg/EndRdx:50(33), Posi-Dmg/Rng:50(33), Posi-Dmg/Rchg:50(34), Posi-Acc/Dmg:50(34)
Level 35: Evasion -- RedFtn-EndRdx/Rchg:50(A), RedFtn-EndRdx:50(36), RedFtn-Def:50(36), RedFtn-Def/EndRdx:50(36), RedFtn-Def/Rchg:50(37), RedFtn-Def/EndRdx/Rchg:50(37)
Level 38: Tough -- S'fstPrt-ResDam/Def+:30(A), Aegis-Psi/Status:50(39), Aegis-ResDam/EndRdx:50(39), Aegis-ResDam/EndRdx/Rchg:30(39), ImpSkn-Status:30(45)
Level 41: Weave -- LkGmblr-Rchg+:50(A), LkGmblr-Def/EndRdx:50(42), LkGmblr-Def/EndRdx/Rchg:50(42), LkGmblr-Def:50(46)
Level 44: Focused Accuracy -- AdjTgt-ToHit/EndRdx:50(A), AdjTgt-ToHit/EndRdx/Rchg:50(46)
Level 47: Physical Perfection -- Numna-Heal/EndRdx:30(A), Numna-Heal:50(48), Numna-Heal/Rchg:50(48), P'Shift-End%:50(48)
Level 49: Combat Jumping -- Zephyr-Travel:50(A), Zephyr-Travel/EndRdx:50(50), Zephyr-ResKB:50(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit -
I would like to see some sort of general customizability for pets... I want robots that look more like clockworks. I want zombies that are fat and have flies buzzing around them. I want at least the ability to select colours for the pets...
Next to Kheldians, Masterminds were the second most screwed AT in this update. No real customizability of pets at all really. Controllers can have black fire imps, but Masterminds can't have purple and green robots? This is wrong... -
Alright, I am at level 9 right now, and have been looking ahead. My idea of where I want to go is that I want to focus on single target ranged damage with a selection of ranged AOE controls. I want enough Defense that I don't have to worry about being smacked around. I was looking at hover, to maintain range, but trying to have decent speed with it too. My only major concern is that I may have to increase global accuracy.
I don't know. This is my first dom, new to it, and comming from a scrapper/controller background I wanted to maintain the aspects of those ATs while getting a new feel. In the early levels I felt like I was slamming through everything like there was no tommorow, but of late I feel like I've slowed down.
Anyway, here's the build, whatthinkyou?
Villain Plan by Mids' Villain Designer 1.601
http://www.cohplanner.com/
The Penumbral Veil: Level 50 Magic Dominator
Primary Power Set: Mind Control
Secondary Power Set: Energy Assault
Power Pool: Flight
Power Pool: Fighting
Power Pool: Fitness
Power Pool: Leadership
Ancillary Pool: Mace Mastery
Villain Profile:
------------
Level 1: Levitate Decim-Acc/Dmg/Rchg:40(A), Decim-Acc/EndRdx/Rchg:40(39), Decim-Dmg/Rchg:40(42), Decim-Dmg/EndRdx:40(43), Decim-Acc/Dmg:40(43)
Level 1: Power Bolt Decim-Acc/Dmg/Rchg:40(A), Decim-Acc/EndRdx/Rchg:40(11), Decim-Dmg/Rchg:40(17), Decim-Dmg/EndRdx:40(40), Decim-Acc/Dmg:40(46)
Level 2: Dominate BasGaze-Acc/EndRdx/Rchg/Hold:30(A), BasGaze-EndRdx/Rchg/Hold:30(3), BasGaze-Rchg/Hold:30(3), BasGaze-Acc/Rchg:30(5)
Level 4: Power Push Decim-Build%:40(A), FrcFbk-Rechg%:40(5), FrcFbk-Dmg/EndRdx/KB:40(15), Dev'n-Hold%:40(21), Dev'n-Acc/Dmg/EndRdx/Rchg:40(23)
Level 6: Hover LkGmblr-Rchg+:50(A), Zephyr-Travel:50(7), Zephyr-Travel/EndRdx:50(7), Winter-RunSpd/Jump/Fly/Rng:50(13), Winter-RunSpd/Jump/Fly/Rng/EndRdx:50(39), Winter-ResSlow:50(39)
Level 8: Mass Hypnosis FtnHyp-Sleep/EndRdx:50(A), FtnHyp-Sleep:50(9), FtnHyp-Sleep/Rchg:50(9), FtnHyp-Acc/Sleep/Rchg:50(11), FtnHyp-Acc/Rchg:50(13)
Level 10: Kick FrcFbk-Dmg/EndRdx/KB:50(A), FrcFbk-Rchg/EndRdx:50(27)
Level 12: Swift Flight-I:50(A)
Level 14: Health Numna-Regen/Rcvry+:50(A), Mrcl-Rcvry+:40(15), RgnTis-Regen+:30(17)
Level 16: Power Boost RechRdx-I:50(A)
Level 18: Maneuvers LkGmblr-Rchg+:50(A), RedFtn-Def:50(19), RedFtn-Def/EndRdx:50(19), RedFtn-Def/EndRdx/Rchg:50(23), RedFtn-EndRdx:50(31), RedFtn-Def/Rchg:50(45)
Level 20: Stamina P'Shift-End%:50(A), P'Shift-EndMod:50(21)
Level 22: Tactics GSFC-Build%:50(A)
Level 24: Weave LkGmblr-Rchg+:50(A), RedFtn-EndRdx:50(25), RedFtn-Def:50(25), RedFtn-Def/EndRdx:50(31), RedFtn-Def/Rchg:50(31), RedFtn-Def/EndRdx/Rchg:50(45)
Level 26: Terrify Posi-Dam%:50(A), Posi-Acc/Dmg/EndRdx:50(27), Posi-Dmg/Rng:50(29), Posi-Acc/Dmg:50(29), Posi-Dmg/Rchg:50(45)
Level 28: Total Domination BasGaze-Acc/EndRdx/Rchg/Hold:30(A), BasGaze-EndRdx/Rchg/Hold:30(34), BasGaze-Rchg/Hold:30(37), BasGaze-Acc/Rchg:30(37)
Level 30: Tough Aegis-Psi/Status:50(A), Aegis-ResDam/EndRdx:50(40)
Level 32: Mass Confusion CoPers-Conf%:50(A), CoPers-Conf/EndRdx:50(33), CoPers-Conf:50(33), CoPers-Conf/Rchg:50(33), CoPers-Acc/Conf/Rchg:50(34), CoPers-Acc/Rchg:50(34)
Level 35: Sniper Blast Mantic-Dmg/EndRdx/Rchg:50(A), Mantic-Dam%:50(36), Mantic-Acc/Dmg:50(36), Mantic-Acc/ActRdx/Rng:50(36), Mantic-Dmg/ActRdx/Rchg:50(37)
Level 38: Power Burst Decim-Dmg/EndRdx:40(A), Decim-Acc/Dmg/Rchg:40(40), Decim-Acc/EndRdx/Rchg:40(43), Decim-Dmg/Rchg:40(46), Decim-Acc/Dmg:40(50)
Level 41: Scorpion Shield LkGmblr-Rchg+:50(A), RedFtn-EndRdx:50(42), RedFtn-Def:50(42), RedFtn-Def/EndRdx:50(46), RedFtn-Def/EndRdx/Rchg:50(50), RedFtn-Def/Rchg:50(50)
Level 44: Personal Force Field LkGmblr-Rchg+:50(A)
Level 47: Summon Tarantula ExRmnt-EndRdx/Dmg/Rchg:50(A), ExRmnt-Acc/Dmg/Rchg:50(48), ExRmnt-Acc/Dmg:50(48), ExRmnt-Acc/Rchg:50(48)
Level 49: Vengeance LkGmblr-Rchg+:50(A)
------------
Level 1: Brawl Empty(A)
Level 1: Sprint ULeap-Stlth:50(A)
Level 2: Rest Empty(A)
Level 1: Domination
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Previous post fixed.
What I was noticing was that it not only takes serious thought into power usage, but also a team that understands what you're doing so as to not pull at the wrong time or in the wrong direction...
If you corner mobs, they'll stay there unless a scrapper is grabbing aggro from the wall... then one at a time they'll slide from your grasp and everything can go to hell... -
I'll try steamy mist with the stealth proc. Actually, as it turns out, I had already been playing with the build. Some of your suggestions taken into account as well.
Here's my new build:Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
Click this DataLink to open the build!
Gypsy Night: Level 50 Magic Controller
Primary Power Set: Illusion Control
Secondary Power Set: Storm Summoning
Power Pool: Speed
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Teleportation
Ancillary Pool: Psionic Mastery
Hero Profile:
Level 1: Spectral Wounds -- Dev'n-Hold%:40(A), Dev'n-Acc/Dmg/EndRdx/Rchg:40(11), Dev'n-Acc/Dmg/Rchg:40(19), Dev'n-Dmg/Rchg:40(25)
Level 1: Gale -- KinCrsh-Acc/Dmg/KB:50(A)
Level 2: Blind -- UbrkCons-EndRdx/Hold:50(A), UbrkCons-Hold:50(3), UbrkCons-Hold/Rchg:50(3), UbrkCons-Acc/Hold/Rchg:50(43), UbrkCons-Acc/Rchg:50(45)
Level 4: Deceive -- CoPers-Conf/EndRdx:50(A), CoPers-Conf:50(5), CoPers-Conf/Rchg:50(5), CoPers-Acc/Conf/Rchg:50(7), CoPers-Acc/Rchg:50(9)
Level 6: Hasten -- RechRdx-I:50(A), RechRdx-I:50(7)
Level 8: Combat Jumping -- LkGmblr-Rchg+:50(A), LkGmblr-Def/EndRdx:50(9), Zephyr-Travel:50(11), Zephyr-Travel/EndRdx:50(15), Zephyr-ResKB:50(15)
Level 10: Steamy Mist -- LkGmblr-Rchg+:50(A), LkGmblr-Def/EndRdx:50(13), S'fstPrt-ResDam/Def+:30(13)
Level 12: Hurdle -- Jump-I:50(A)
Level 14: Super Speed -- Zephyr-Travel:50(A), Zephyr-Travel/EndRdx:50(29), Zephyr-ResKB:50(37)
Level 16: Freezing Rain -- LdyGrey-%Dam:50(A), LdyGrey-DefDeb/Rchg/EndRdx:50(17), LdyGrey-Rchg/EndRdx:50(17), LdyGrey-DefDeb/Rchg:50(19)
Level 18: Phantom Army -- ExRmnt-EndRdx/Dmg/Rchg:50(A), ExRmnt-Acc/Dmg/Rchg:50(21), ExRmnt-Acc/Rchg:50(29), ExRmnt-Acc/Dmg:50(31), C'Arms-EndRdx/Dmg/Rchg:30(33), C'Arms-Acc/Dmg/Rchg:30(34)
Level 20: Hurricane -- DarkWD-Rchg/EndRdx:50(A), DarkWD-ToHitDeb/EndRdx:50(21), DarkWD-ToHitdeb/Rchg/EndRdx:50(23), DarkWD-ToHitDeb:50(23)
Level 22: Health -- Numna-Regen/Rcvry+:50(A), Numna-Heal:50(25), Mrcl-Rcvry+:40(27), RgnTis-Regen+:30(27)
Level 24: Stamina -- P'Shift-End%:50(A), P'Shift-EndMod:50(31)
Level 26: Spectral Terror -- Abys-Dam%:50(A), Abys-EndRdx/Fear:50(34), Abys-Acc/Fear/Rchg:50(42), Abys-Fear/Rng:50(42), Abys-Acc/EndRdx:50(43)
Level 28: Recall Friend -- Zephyr-Travel:50(A), Zephyr-Travel/EndRdx:50(31), Zephyr-ResKB:50(34)
Level 30: Superior Invisibility -- LkGmblr-Rchg+:50(A), RedFtn-Def/EndRdx:50(33), RedFtn-EndRdx:50(33), RedFtn-Def:50(37), RedFtn-Def/EndRdx/Rchg:50(40), RedFtn-EndRdx/Rchg:50(40)
Level 32: Phantasm -- ExRmnt-EndRdx/Dmg/Rchg:30(A), ExRmnt-Acc/Dmg/Rchg:30(37), ExRmnt-Acc/Rchg:30(39), ExRmnt-Acc/Dmg:30(39)
Level 35: Tornado -- ExRmnt-+Res(Pets):50(A), ExRmnt-Acc/Dmg/Rchg:50(36), ExRmnt-Dmg/EndRdx:50(36), ExRmnt-EndRdx/Dmg/Rchg:50(36)
Level 38: Lightning Storm -- Dev'n-Acc/Dmg/EndRdx/Rchg:50(A), Dev'n-Acc/Dmg/Rchg:50(39), Dev'n-Dmg/Rchg:50(40), Dev'n-Acc/Dmg:50(42), Dev'n-Hold%:50(46)
Level 41: Indomitable Will -- LkGmblr-Rchg+:50(A), LkGmblr-EndRdx/Rchg:50(43), LkGmblr-Def/EndRdx/Rchg:50(45), LkGmblr-Def/Rchg:50(45), RechRdx-I:50(46), RechRdx-I:50(46)
Level 44: Mind Over Body -- Aegis-ResDam/EndRdx:30(A), Aegis-Psi/Status:50(48)
Level 47: Psionic Tornado -- Posi-Acc/Dmg/EndRdx:50(A), Posi-Acc/Dmg:50(48), Posi-Dmg/Rchg:50(48), Posi-Dmg/EndRdx:50(50), Posi-Dmg/Rng:50(50)
Level 49: O2 Boost -- Numna-Heal:50(A), Numna-Heal/EndRdx/Rchg:50(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- ULeap-Stlth:50(A)
Level 2: Rest -- Empty(A)
Level 1: Containment -
I'll look into some adjustments tonight after I get home.
I knew that PA was indestructable, but I wasn't sure how to approach keeping phanty around.
Leadership is something I fell in love with as a scrapper, and I thought with Phanty, the tornado and lightning storm it would be a good fit for Ill/storm. I also love the defense bonus from the to-hit set.
I thought I had perma-ed it, but if not I can look into that when I work on the build tonight.
I have always found that defense trumped damage more often than not. I guess my defensive mindset sometimes pushes me away from the very important damage output. But I still take Defense over Offense. On offense.
I had taken O2 boost before, but found I wasn't using it. And, I liked being able to stand right next to someone without being spotted, something you can do with SI but can't do with SM+SS. I also did not find snow storm that helpful. Hurricane I do use often in buildings, it is by itself one of the best defensive powers in game. But I am paranoid, and defense is a constant that I can rely on in case I get a string of misses or just simply mess up.
I have read Tal_N's guide thrice. Will read it again tonight. -
I don't have mids' up on this puter, but let me do my best to explain the decisions I made.
1)It was my understanding that the def and res procs offered a 40ft range that effected all your pets, not just the one slotted. I think the reason I slotted it in PA was because I had enough recharge and preferred better slotting for Phantasm.
2)I chose leadership for the to-hit buffs that would help on my attacks as well as my pets. Then there was the nice defense buff that would add another def proc, in essence, to my pets and help my defense as well. This was part of my attempt to be less squishy.
3)I can't remember the numbers, but I thought that I had it slotted enough to pull it out when I needed it.
4)I could see losing the 5% global recharge from the 6-slotted SI, which I use probably a little too much, but the chance for build-up and the 2.5% def bonuses in the six slotted Maneuvers plus its effectiveness overall with this pet-heavy combo I felt justified the investment.
5)I focused on recharge first, but I alse kept my eye on the IO bonuses.
That's my thought processes, but if I've misunderstood how these effects worked, or how helpful they are, please sort me out. I admit that I haven't been playing a controller long enough to be considered an expert by any means. I especially haven't played on teams enough, as I'm in a different time-zone, so my focus, in general, is on solo. It just happened that I teamed with this build and four scrappers, and all but one of the scrappers whined the whole time. -
I generally try to pull Hurricane around the squishies, I have an FF:+recharge slotted there, and use tornado to herd. But the scrappers always seem to get on the wrong side of the tornado and be in the wrong position, spreading out the enemies and then tornado backfires because it causes craziness in a bad way... This also moves them away from ST, FR and LS...
I guess it's just the scrappers I've been playing with that have been the problem, not the build... -
I have been levelling my Ill/Storm Controller recently, and, although I am not usually on teams, this seems like a combo that really goes against the idea of team play.
First of all, you are your own team. How many summons are there once your up to 38? Half a dozen, give or take, and that's note even counting the fact that one of your pets has pets...
Then there is the issue of tornado. Not a team pleaser, but a great power.
Finally, there is the problem that people need to know how to play with you rather than the other way around. I have teamed with ill/storms, and because I know what they are doing, I can handle it, but I've met a lot of players who just don't get it.
Here's my build btw, and being that I mainly solo, this isn't a major issue for me, just wondering if anyone else has noticed the same situation...
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
Click this DataLink to open the build![/b][/u][/color] -
How about being able to unlock a fourth form... Depending on the arc, you can take the form of a shark-like leviathon, freaky spider, pure ball of mu energy or dark shadow of nictus...
I know, then we'd have to bring up quad-form builds and figure out how to slot the mofos... -
I tend to go for more of a balance between regen, def and res. I adopted this from my slotting for my Dual Blades, so you will note a lack of Hasten which can be very helpful to DM. However, Hasten is not as essential as you might first think. Have a look, run the numbers and see what you think...
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
DM/WP: Level 50 Magic Scrapper
Primary Power Set: Dark Melee
Secondary Power Set: Willpower
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Darkness Mastery
Hero Profile:
Level 1: Smite -- Mako-Dam%(A), Mako-Acc/Dmg/EndRdx/Rchg(3), Mako-Acc/Dmg(7), Mako-Dmg/EndRdx(7), Mako-Dmg/Rchg(9), Mako-Acc/EndRdx/Rchg(13)
Level 1: High Pain Tolerance -- Numna-Heal(A), Numna-Heal/EndRdx(3), Numna-Heal/Rchg(5)
Level 2: Mind Over Body -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(13), Aegis-ResDam/EndRdx/Rchg(23)
Level 4: Fast Healing -- Numna-Heal(A), Numna-Heal/EndRdx(5), Numna-Heal/Rchg(39)
Level 6: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(27), Zephyr-Travel/EndRdx(31), Zephyr-ResKB(33), Zephyr-Travel(34)
Level 8: Siphon Life -- Mako-Dam%(A), Mako-Acc/Dmg/EndRdx/Rchg(9), Mako-Acc/Dmg(25), Mako-Dmg/EndRdx(25), Mako-Dmg/Rchg(27), Mako-Acc/EndRdx/Rchg(33)
Level 10: Indomitable Will -- LkGmblr-Rchg+(A), LkGmblr-Def(11), LkGmblr-Def/EndRdx(11)
Level 12: Swift -- Run-I(A)
Level 14: Health -- Mrcl-Rcvry+(A), RgnTis-Regen+(15), Mrcl-Heal(15)
Level 16: Rise to the Challenge -- Numna-Regen/Rcvry+(A), Numna-Heal(17), Numna-Heal/EndRdx(17), Numna-EndRdx/Rchg(19), Numna-Heal/Rchg(19), Numna-Heal/EndRdx/Rchg(21)
Level 18: Dark Consumption -- Oblit-Acc/Dmg/EndRdx/Rchg(A), Oblit-%Dam(34), Oblit-Dmg(34), Oblit-Acc/Rchg(36), Oblit-Dmg/Rchg(37), Oblit-Acc/Dmg/Rchg(37)
Level 20: Quick Recovery -- P'Shift-End%(A), P'Shift-EndMod(21)
Level 22: Stamina -- P'Shift-End%(A), P'Shift-EndMod(23)
Level 24: Kick -- FrcFbk-Rechg%(A)
Level 26: Soul Drain -- Oblit-Dmg(A), Oblit-Acc/Rchg(37), Oblit-Dmg/Rchg(40), Oblit-Acc/Dmg/Rchg(40), Oblit-Acc/Dmg/EndRdx/Rchg(40), Oblit-%Dam(43)
Level 28: Heightened Senses -- LkGmblr-Rchg+(A), LkGmblr-Def(29), LkGmblr-Def/EndRdx(29)
Level 30: Tough -- S'fstPrt-ResDam/Def+(A), Aegis-Psi/Status(31), Aegis-ResDam/EndRdx/Rchg(31), Aegis-ResDam/EndRdx(33)
Level 32: Midnight Grasp -- Mako-Dam%(A), Mako-Acc/Dmg/EndRdx/Rchg(45), Mako-Acc/Dmg(46), Mako-Dmg/EndRdx(46), Mako-Dmg/Rchg(46), Mako-Acc/EndRdx/Rchg(50)
Level 35: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx/Rchg(36), LkGmblr-Def/EndRdx(36)
Level 38: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(39), LkGmblr-Def/EndRdx/Rchg(39)
Level 41: Torrent -- SipInsght-Acc/EndRdx/Rchg(A), SipInsght-ToHitDeb(42), SipInsght-Acc/ToHitDeb(42), SipInsght-Acc/Rchg(42), SipInsght-ToHitDeb/EndRdx/Rchg(43), SipInsght-%ToHit(43)
Level 44: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(45), Zephyr-ResKB(45)
Level 47: Tactics -- GSFC-Build%(A), GSFC-ToHit/EndRdx(48), GSFC-Rchg/EndRdx(48), GSFC-ToHit/Rchg/EndRdx(48), GSFC-ToHit/Rchg(50), GSFC-ToHit(50)
Level 49: Assault -- EndRdx-I(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- ULeap-Stlth(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit -
Clarification 1: earned in PVP zones by defeating players. Does this mean that these cannot be earned as drops from mobs in PVP zones.
Clarification 2: does the arena count as a PVP area as per these drops?
Objective: drop rates are too low thus driving the market prices to excess.
Objective: this type of leetloot for PVPcentric players, while in this case it does not put PVEcentric players at a major disadvantage, it will in the coming months raise the entry level cost of PVP. Reasoning: the PVP sets offer twice the set bonuses of normal sets. Therefore a player without the PVP sets will be at a dissadvantage in PVP until they earn the sets. Seeing as the drop rates are low, this puts new PVPers at a disadvantage. Therefore, in the long run this type of PVP only leetloot deters new PVPers while keeping the people that would PVP anyway still PVPing.
Subjective: having this limited number of sets detracts from the variety of PVP and the degree of specialization possible in the game, which is not a good thing.
Subjective: For PVE there seems to be little value in most of these sets, as intended I suppose, but also makes having a PVE build and PVP build on your character almost required. Nice that you can now switch between the two, but what's the point in making the PVE set bonuses of such little value that you can almost only slot them in a PVP only character?