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Posts
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Joined
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Again, it's well known that Gauntlet has issues with any and all procs. Double-hit included.
Why else insist on raising only the damage cap, when Tankers don't inherently have any way of reliably reaching that cap? Unless of course you're rage stacking or using AAO and Dark Consumption. I'm guessing you're suggesting this change because you're probably a fire/SS tank that tries to farm, and you're upset that you're outclassed by Brutes. A higher damage cap would only affect a select few tanks or tanks that have a team with the means to buff their damage beyond the normal cap. This is rarely the case.
Tanks don't need a higher damage cap, they just need slightly higher base damage. We're not competing with Brutes. They have their somewhat-muddied role, and ours is to control aggro management and support the team. Tanks and brutes should not be the same; I fail to understand your logic on this matter. Diversity is the key here, not congruity. -
Quote:Get off your high horse. You're not the only person in CoX that plays a tank, least of all in the beta. It's a well-known issue that Gauntlet has been broken for a while.Besides myself, Sylph you and one other person were the only ones I saw in the beta testing Tankers. All these people in this thread who claim to care about Tankers and play them (and like to claim I hate Tankers) can't even be bothered to get on Beta and look out for them. Because the devs obviously aren't.
You disagree with raising tank damage, yet you keep saying that their damage is too low. Stop flip flopping and pick a side. -
In my experience, brutes make much, much better farmers than tanks. With and without fancy IOs. Tanks are team-support.
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But then you've just got brutes with marginally different stat scalings. We should be trying to make the class more diverse; not trying to make them brute clones.
Tanks have a .8 damage scale, and brutes have .75. If you raise the tank damage cap to the same as the brute cap, then you've just got fury-less brutes that deal 6-7% more base damage, higher resists, and 10% more HP. At this point, tanks and brutes would practically overlap.
Tanks play more of a support role to the team, so allowing bruising to stack does help the team, which is a good thing. Doubling the aggro cap does not cut survivability in half. Tanking should be a game of aggro management. Just because you can hold aggro on 34 enemies at the same time doesn't mean you have to. Enemies won't just automatically start hitting the Tank and ignoring everyone else; other teammates have aggro tables of their own. It should be about juggling aggro, not just holding as many as your brute. Who knows, maybe this will also give healers a role on the team?
I don't see why improving Tanker AoE damage is necessarily a bad thing, and why it shouldn't count as a gimmick mechanic. -
I would just like to contribute/reiterate some changes that I feel tanks need. A lot of what I've seen is people wanting tanks to turn into beefier brutes with slightly less damage, which they should not be. ATs should be clearly defined, and having 3 melee classes with overlapping roles contradicts that theme.
Tank base damage should be scaled up slightly; I agree with raising .8 to .85 or to .9. Tank damage is just kind of sad in its current state, even viewed objectively apart from scrappers and brutes.
1. All tank powers should have bruising, and bruising should stack. If a tank is doing his job, and staying in the fight, it shouldn't turn into a stalemate. He should eventually win if he can survive long enough. I'm not saying he should turn into a raging hulk like a brute, but instead his mechanic would be to "wear down" the opponent and outlast him.
2. Tanks should have double the current aggro cap. This helps them establish their role on the team, which is to soak aggro and incoming damage. As it is, tanks are already incredibly tanky, so much so that the current aggro cap is somewhat demeaning to them. The real problem with tanks is not being able to hold aggro, whereas their problem should be trying to not pull too much. In this regard, their threat generation should also be increased from 400% to 500%, and their taunt should have a higher target limit than the Brute version.
3. Gauntlet should make all ST tank powers deal splash or cleave damage to affected targets. A percentage (maybe 20-25%) of the damage dealt to your primary target should bleed off onto up to 4 adjacent targets. A problem that a lot of tanks have is that they can group up enemies neatly and hold them there, but they're burdened with having mostly ST attacks. Most tank secondary pools only have 1 AoE attack and some have a cone or two. Tanking is effectively a two-step process: you group up enemies, then you slowly whittle them down. Having splash damage speeds up the second step, and adds incentive to perform the first step well through synergy. Thematically, the force of your blows shouldn't just taunt nearby foes; it should impact them as well.
These 3 ideas together should keep Tanks separate from Brutes and Scrappers and enhance their role in tanking. They should also be able to solo somewhat more easily. I do agree that Blasters need a change as well, but that's not my area of expertise, so I'll leave that to someone else. -
There are some exclusive weapon recipes that drop here. There's a titan weapon called Excalibur that drops off of Nega-Pendragon, and Maelstrom's Pistol (I don't know where this drops). Both of them seem to have low drop rates, although someone did find an excalibur recipe on the first run I was in.
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Well, TopDoc, since you're not on Freedom anymore... mind sharing some tips to help me exploit the Freedom market? *saucer eyes*
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Which reactive do you use? I was thinking the 75% chance for damage resist due to it being 10% damage resist when stacked 4 times. However, after seeing that number from your HeroStats log, I may change course and go for the 75% chance for the fire dot.
I can't stress it enough; if you're running a fire farming build, you NEED Fiery Embrace. As mentioned before, it adds a 100% proc chance to each attack to do a lot of bonus fire damage. It's such a huge boost in DPS, it's not even funny. Get it and slot it for recharge. Also, Mu Mastery is better overall than Fire Mastery. You get 2 AoE attacks instead of just 1, and Melt Armor, while nice, is really only useful for the resistance debuff.
Some things I'd note from your build:
You shouldn't bother slotting boxing at all. The set you're using isn't giving you any useful set bonuses and Haymaker is better overall. I'd also recommend taking 3 or 4 slots out of rage. With only one application of rage up, you're still so far over the hit cap (haymaker has a 200+% chance to hit +4 enemies in your build) that any accuracy bonuses you go out of your way for are redundant. You can worry less about slotting for accuracy on your attacks and focus more on making them recharge faster or deal more damage (procs help with this).
Put a full obliteration set into burn, or a 5 set and a damage proc. Put 5 pieces of scirroco's dervish into blazing aura (it gives more endurance reduction), and a damage proc (even though it only triggers once every 10 seconds it's still a huge boost in dps). In fact, the more damage procs you can put into your attacks, the better.
You're putting way too many set bonuses into smashing/lethal, despite the fact that fire ambush farms don't have any smashing/lethal damage. Also, there is absolutely no reason NOT to put a force feedback: +recharge into foot stomp. It's one of the most important parts of playing any SS toon.
Don't focus on completing sets just for the bonuses. The only bonuses you should go out of your way for are recharge and fire defense. As a tank, you have more slack in the defense department compared to a brute, so Frankenslotting may be a better option for you. Also, as a tank, you can try to get +damage bonuses from your sets if they're easily attainable. I would not recommend this for a brute, however. -
I see a lot of people skip all the other armors once they get granite, which seems a bit absurd to me. There's no reason to have a second build. I always like to have Rock Armor and Minerals at least 3 slotted, not only for the set bonuses, but also in the event that you have to fight psi enemies. Psi damage doesn't really hit that hard, so you'll usually be fine with just granite on, unless you're on all psionic maps or fighting a psi AV. In those cases, you just turn on minerals and rooted and you'll also be fine. There's no reason to have 2 separate builds. The vanguard psi shield and the psi resist accolade are also pretty simple options.
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I picked up hasten, SS, and SJ (skipped CJ with the 60 month vet reward), in addition to TP. I love my travel powers
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I've got my stone tank up to 29.7 mph in granite, and I love it. I only wish that you could jump while in granite
I don't mind not being able to jump with Rooted on, because that conceptually makes sense, but being able to outrun most people with SPRINT on and not being able to jump is just absurd. Don't try to tell me my legs aren't strong enough.
I sacrificed my defense, which is only sitting at about 26% with maneuvers, but I'm still impossible to kill, so it doesn't bother me. I hate having to pick TP to get up those tiny bumps in the terrain though. I know how to exploit geometry to get mini jumps and such, but being forced to pick up a specific travel pool just to play a set is lame. -
This is pretty impressive! I've been working on a Fire/SS build, but I picked up /Pyre for Fire Ball, but I see you went with /Soul Mastery. How do the sets compare for this build?
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Take a look at this one I just threw together. If the S/L def isn't high enough, you can replace all the impervium armors with reactive armors. I just like having a lot of endurance all the time.
Hero Plan by Mids' Hero Designer 1.92
http://www.cohplanner.com/
Level 50 Mutation Tanker
Primary Power Set: Fiery Aura
Secondary Power Set: Super Strength
Power Pool: Leadership
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Pyre Mastery
Hero Profile:
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Level 1: Fire Shield ImpArm-ResDam(A), ImpArm-ResDam/EndRdx(3), ImpArm-ResDam/Rchg(3), ImpArm-ResDam/EndRdx/Rchg(5), S'fstPrt-ResDam/Def+(45)
Level 1: Jab KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(5), KntkC'bat-Dmg/Rchg(7), KntkC'bat-Dmg/EndRdx/Rchg(7), Hectmb-Dam%(9), Zinger-Dam%(9)
Level 2: Healing Flames Numna-Heal/Rchg(A), Numna-Heal/EndRdx/Rchg(11), Numna-Heal(11)
Level 4: Haymaker KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(13), KntkC'bat-Dmg/Rchg(13), KntkC'bat-Dmg/EndRdx/Rchg(15), Mocking-Acc/Rchg(15), Mocking-Rchg(17)
Level 6: Combat Jumping LkGmblr-Rchg+(A), Zephyr-ResKB(17)
Level 8: Consume P'Shift-EndMod/Rchg(A), P'Shift-EndMod/Acc/Rchg(21), P'Shift-Acc/Rchg(21)
Level 10: Super Jump Zephyr-ResKB(A), Zephyr-Travel(43)
Level 12: Plasma Shield ImpArm-ResDam(A), ImpArm-ResDam/EndRdx(19), ImpArm-ResDam/Rchg(43), ImpArm-ResDam/EndRdx/Rchg(45)
Level 14: Blazing Aura Sciroc-Dmg/EndRdx(A), Sciroc-Acc/Dmg(23), Sciroc-Dmg/Rchg(25), Sciroc-Acc/Dmg/EndRdx(25), Sciroc-Dam%(27), Oblit-%Dam(27)
Level 16: Taunt Mocking-Taunt/Rng(A), Mocking-Taunt(23), Mocking-Taunt/Rchg(34), Mocking-Taunt/Rchg/Rng(36), Mocking-Rchg(36), Mocking-Acc/Rchg(46)
Level 18: Burn Oblit-Dmg(A), Oblit-Acc/Rchg(33), Oblit-Dmg/Rchg(33), Oblit-Acc/Dmg/Rchg(33), Oblit-Acc/Dmg/EndRdx/Rchg(34), Oblit-%Dam(34)
Level 20: Knockout Blow KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(29), KntkC'bat-Dmg/Rchg(29), KntkC'bat-Dmg/EndRdx/Rchg(31), Mocking-Rchg(31), Mocking-Taunt/Rchg(31)
Level 22: Kick Empty(A)
Level 24: Tough ImpArm-ResDam(A), ImpArm-ResDam/EndRdx(37), ImpArm-ResDam/Rchg(39), ImpArm-ResDam/EndRdx/Rchg(39)
Level 26: Fiery Embrace RechRdx-I(A), RechRdx-I(39)
Level 28: Rage Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(37), RechRdx-I(43)
Level 30: Weave LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(36), LkGmblr-Def(37)
Level 32: Rise of the Phoenix RechRdx-I(A), RechRdx-I(46)
Level 35: Maneuvers LkGmblr-Rchg+(A), LkGmblr-Def(40), LkGmblr-Def/EndRdx(46)
Level 38: Foot Stomp Oblit-Dmg(A), Oblit-%Dam(40), Oblit-Dmg/Rchg(40), Oblit-Acc/Dmg/Rchg(42), Oblit-Acc/Dmg/EndRdx/Rchg(42), Oblit-Acc/Rchg(42)
Level 41: Char RechRdx-I(A)
Level 44: Melt Armor RechRdx-I(A)
Level 47: Fire Ball Posi-Dam%(A), Posi-Acc/Dmg/EndRdx(48), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Dmg/Rng(50)
Level 49: Hasten RechRdx-I(A), RechRdx-I(50)
Level 0: Freedom Phalanx Reserve
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 0: Portal Jockey
Level 50: Spiritual Radial Boost
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Level 1: Brawl Empty(A)
Level 1: Gauntlet
Level 1: Sprint Run-I(A)
Level 2: Rest Empty(A)
Level 4: Ninja Run
Level 2: Swift Run-I(A)
Level 2: Health Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(45)
Level 2: Hurdle Jump-I(A)
Level 2: Stamina P'Shift-EndMod(A), P'Shift-EndMod/Rchg(19), P'Shift-End%(50)
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Set Bonus Totals:
6% DamageBuff(Smashing)
6% DamageBuff(Lethal)
6% DamageBuff(Fire)
6% DamageBuff(Cold)
6% DamageBuff(Energy)
6% DamageBuff(Negative)
6% DamageBuff(Toxic)
6% DamageBuff(Psionic)
18.31% Defense(Melee)
22.38% Defense(Smashing)
22.38% Defense(Lethal)
7.688% Defense(Fire)
7.688% Defense(Cold)
3.625% Defense(Energy)
3.625% Defense(Negative)
8.625% Defense(Psionic)
4.25% Defense(Ranged)
7.688% Defense(AoE)
12.15% Max End
36% Enhancement(Accuracy)
46.25% Enhancement(RechargeTime)
10% FlySpeed
231.92 HP (12.38%) HitPoints
10% JumpHeight
10% JumpSpeed
Knockback (Mag -8)
Knockup (Mag -8)
MezResist(Held) 2.75%
MezResist(Immobilize) 8.25%
MezResist(Stun) 4.4%
10% (0.167 End/sec) Recovery
42% (3.286 HP/sec) Regeneration
1.575% Resistance(Fire)
1.575% Resistance(Cold)
3.125% Resistance(Negative)
10% RunSpeed
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Unfortunately, making granite optional still requires you to wear your rock boots for the mez protection, which has an even greater movement penalty than just granite. Also, in terms of survivability, Stone Armor is actually pretty sad without granite.
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The problem with this game's economy is that players generate ludicrous amounts of influence (farmers exacerbate the problem), and then 90% of that inf goes into another player's hands. The game has very few ways to destroy influence. That is to say, players are "creating" influence by farming NPCs, but the game has limited ways of destroying the influence that's been created. Thus, hyperinflation.
To fix this, the devs need to implement ways that players can spend a lot of inf in-game instead of buying everything from the market and putting it back into other players' hands.
Also, to balance out recipes, they need to redo set bonuses for the "crappy" sets to put them on par with other uncommons and rares. They also need to increase the drop rate of the PvP IOs drastically so that people don't have to farm the good ones. -
I think the anniversary badges should be account wide. I was there for the first anniversary, but on my now main badger I'm missing the 1st and 3rd anniversary just because he was a backseat character at the time and I forgot to log him in explicitly. Now for every anniversary, I have to waste about 30 minutes logging in and out of every character I have.
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I'm pretty sure you can get away with turning off the FX of all non-aura powers except in PvP (which shouldn't be a problem) and then just play elec, dark, or fire.
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I'm very thankful for all the advice, everyone. You've really helped me turn this build completely around and still fulfilled all the criteria I was looking for! Instead of taking moonbeam, I've replaced it with Dark Blast for a more consistent tohit debuff that I can throw into an attack chain if I need a quick ranged attack. The S/L def is back at 40.3%, which is good enough for me. Here's how it looks now:
Hero Plan by Mids' Hero Designer 1.91
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Scrapper
Primary Power Set: Fiery Melee
Secondary Power Set: Regeneration
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Soul Mastery
Hero Profile:
Level 1: Fire Sword -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(3), KntkC'bat-Dmg/EndRdx/Rchg(5), Mako-Acc/Dmg/EndRdx/Rchg(5), Mako-Acc/EndRdx/Rchg(7)
Level 1: Fast Healing -- Numna-Heal(A), Numna-Heal/EndRdx(7), Numna-Heal/Rchg(9), Numna-Regen/Rcvry+(31)
Level 2: Cremate -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(11), KntkC'bat-Dmg/Rchg(11), KntkC'bat-Dmg/EndRdx/Rchg(13), Mako-Acc/EndRdx/Rchg(13), Mako-Acc/Dmg/EndRdx/Rchg(15)
Level 4: Quick Recovery -- EndMod-I(A), EndMod-I(15)
Level 6: Super Jump -- HO:Micro(A)
Level 8: Reconstruction -- Dct'dW-Heal/Rchg(A), Dct'dW-Heal/EndRdx/Rchg(9), Dct'dW-EndRdx/Rchg(21), Dct'dW-Heal(40), Dct'dW-Rchg(40)
Level 10: Dull Pain -- Dct'dW-Heal/Rchg(A), Dct'dW-Heal(17), Dct'dW-Rchg(19), Dct'dW-EndRdx/Rchg(19), Dct'dW-Heal/EndRdx/Rchg(23)
Level 12: Combat Jumping -- LkGmblr-Rchg+(A), Ksmt-ToHit+(40)
Level 14: Hasten -- RechRdx-I(A), RechRdx-I(17)
Level 16: Integration -- Numna-Heal(A), Numna-Heal/EndRdx(21), Numna-Heal/EndRdx/Rchg(23)
Level 18: Fire Sword Circle -- Oblit-Dmg(A), Oblit-Acc/Rchg(25), Oblit-Dmg/Rchg(25), Oblit-Acc/Dmg/Rchg(27), Oblit-Acc/Dmg/EndRdx/Rchg(27), Oblit-%Dam(29)
Level 20: Resilience -- S'fstPrt-ResDam/Def+(A)
Level 22: Kick -- Acc-I(A)
Level 24: Tough -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(29), RctvArm-ResDam/EndRdx/Rchg(43), RctvArm-ResDam/Rchg(43)
Level 26: Incinerate -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(33), KntkC'bat-Dmg/Rchg(34), KntkC'bat-Dmg/EndRdx/Rchg(34), Mako-Acc/EndRdx/Rchg(34), Mako-Acc/Dmg/EndRdx/Rchg(36)
Level 28: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(31), LkGmblr-Def/EndRdx(33), LkGmblr-Def/EndRdx/Rchg(46)
Level 30: Instant Healing -- Dct'dW-Heal/Rchg(A), Dct'dW-Heal(31), Dct'dW-Rchg(33), Dct'dW-EndRdx/Rchg(46), Dct'dW-Heal/EndRdx/Rchg(46)
Level 32: Greater Fire Sword -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(36), KntkC'bat-Dmg/Rchg(36), KntkC'bat-Dmg/EndRdx/Rchg(37), Mako-Acc/EndRdx/Rchg(37), Mako-Acc/Dmg/EndRdx/Rchg(45)
Level 35: Build Up -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(39), RechRdx-I(42)
Level 38: Moment of Glory -- HO:Membr(A), RechRdx-I(39), LkGmblr-Rchg+(39)
Level 41: Dark Blast -- SipInsght-%ToHit(A), SipInsght-Acc/ToHitDeb(42), SipInsght-Acc/Rchg(42), SipInsght-Acc/EndRdx/Rchg(43), SipInsght-ToHitDeb/EndRdx/Rchg(48)
Level 44: Shadow Meld -- LkGmblr-Rchg+(A), HO:Membr(45), HO:Membr(45)
Level 47: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(48), LkGmblr-Def/EndRdx(48), LkGmblr-Def/EndRdx/Rchg(50)
Level 49: Tactics -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(50), HO:Cyto(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Health -- Mrcl-Heal(A)
Level 2: Stamina -- EndMod-I(A), EndMod-I(37)
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Set Bonus Totals:- 3% DamageBuff(Smashing)
- 3% DamageBuff(Lethal)
- 3% DamageBuff(Fire)
- 3% DamageBuff(Cold)
- 3% DamageBuff(Energy)
- 3% DamageBuff(Negative)
- 3% DamageBuff(Toxic)
- 3% DamageBuff(Psionic)
- 28.63% Defense(Smashing)
- 28.63% Defense(Lethal)
- 3% Defense(Fire)
- 3% Defense(Cold)
- 4.25% Defense(Energy)
- 4.25% Defense(Negative)
- 3% Defense(Psionic)
- 18.63% Defense(Melee)
- 3.625% Defense(Ranged)
- 3% Defense(AoE)
- 18% Enhancement(Heal)
- 57.5% Enhancement(RechargeTime)
- 36% Enhancement(Accuracy)
- 4% FlySpeed
- 160.63 HP (12%) HitPoints
- 4% JumpHeight
- 4% JumpSpeed
- MezResist(Immobilize) 25.3%
- MezResist(Stun) 2.2%
- MezResist(Terrorized) 6.6%
- 44% (2.46 HP/sec) Regeneration
- 3.78% Resistance(Fire)
- 3.78% Resistance(Cold)
- 4% RunSpeed
- 2% XPDebtProtection
Code:Again, thanks for all the feedback from everyone. If anyone has anything additional to add, please feel free. I do plan on taking the Spiritual Radial boost to help with the recharge in some abilities.| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1599;757;1514;HEX;| |78DAA5544B6F5241189DCBA3945781524A4B5B5E7D3FA025DA44DB850BDB6A0D282| |DB52BB5B9D2915E25400013DDB950131FFF40FD21C61FE4CAC7D2442B7EDF9C8192| |B0F4A63D67EE3767BE7BEE993B149EEDF88478714D1823D7AB66AB75522A37CD464| |3369D05B36295854B0811EBD64E0AB22A6576CF92CDE718CFF4A676E423596BC9EC| |A1ACC89A6C9A6DAB5E0BEDD7CE6453D6DAD9EEC057ACD7ABD9BC341B56ADE25137A| |58694A77E35DCB32A676D9A087455A7B2D93AB31A93BB0DAB9C2DB5CDEA137A52A9| |FEB47A52305B6D723141F636E9FF25FB5457C7298A4469613B001D2A7294408F891| |6C590A5688757196A955DDCA5414E0C1D281A2E298A1F2B7AE5D232EA6EA0BB07DD| |3DE8EE43771FDA8EE0217BB4CA8EEE863D29B8D108284A334EF413CE6D22875DEC5| |20D2FD171B80A30715BD1585ED1E21D5051D10DD2BAB5DC0D791082510846B16A1C| |3DC649EED55EBC11343AA7BB1991A619BF9EF1AF2A7B41D04D9A0960C616403A634| |867FC48D11B1284742CA1DF362E4DFC019D2B8AFD0575144D0B3BD33EAD0AA3AD08| |470DF660A35244E71189A987DBA914D55B134D1B9CE7745CD14A0A9450F4967493D| |AC324B62689AD49616B52D89A14B666165BE3A05553BAFB14E2888F294A061565C2| |8A6EB9D81E529E41CA71A49C44CA19A49C41CAEF489ED0661230330B33B33033073| |37330B30633AF5D5C43CEE90F1455582C7C54B48C8DC893605E0BE6B7F0B92C606A| |01E6BF52B24BDAE7924FC5BC3C0C722B5AF12A5AF728FA45477E55375C458735DDB| |7CB217A6656279485641D09AD23A11C120A936E437F241B309F83F9DC263A4D3B7A| |4793FEE812F9FE4A46BD47D1D13B61C250A284A37736FFEBFAECEBF6711F7A088F1| |88A04C6318FEE31DCE7DB073C3279F490A1CCB79D2FBEAED5C015367495618B619B| |21122478CF4A9797C0CBE063F0338C300418820C618618C327868E9B16DBF1CE9D6| |FFC487D280C44F2BDBFB4A44A3FFA4BFBEAFBFF7951320CFCBACC813606725F19A8| |E4062A97FB2B6E756E2F0D882ED2FD070AD61A31| |-------------------------------------------------------------------|
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Whoops, I didn't realize it wasn't exporting the link and the chunk.
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I forgot about the machine gunners' defense debuff. Are there any melee attacks in the game that do not have a smashing or lethal component? Touch of Death has a couple nice set bonuses, but it lacks recharge and accuracy. If I focus on S/L defense I can 4 slot Kinetic Combats and then shore up the weak spots with other sets.
Also, thanks Werner for pointing out the tohit values for me. That will really help all my character builds in general.
Here's how it looks when I make sure that I can hit +4 mobs with 95% accuracy (with tactics on minus the proc). I also moved the defenses back to S/L instead of melee, but I'm still about 10% short of softcap. I didn't want to drop any of the recharge bonuses I had, and the only way I could see to get close to the softcap would be to put in more Reactive Armors and another Kinetic Combat set, which wouldn't be possible because I dropped Scorch. Feedback on this newer build is very much appreciated. You guys have been tremendously helpful so far!
Hero Plan by Mids' Hero Designer 1.91
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Scrapper
Primary Power Set: Fiery Melee
Secondary Power Set: Regeneration
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Soul Mastery
Hero Profile:
Level 1: Fire Sword -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(3), KntkC'bat-Dmg/EndRdx/Rchg(5), Mako-Acc/Dmg/EndRdx/Rchg(5), Mako-Acc/EndRdx/Rchg(7)
Level 1: Fast Healing -- Numna-Heal(A), Numna-Heal/EndRdx(7), Numna-Heal/Rchg(9), Numna-Regen/Rcvry+(31)
Level 2: Cremate -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(11), KntkC'bat-Dmg/Rchg(11), KntkC'bat-Dmg/EndRdx/Rchg(13), Mako-Acc/EndRdx/Rchg(13), Mako-Acc/Dmg/EndRdx/Rchg(15)
Level 4: Quick Recovery -- EndMod-I(A), EndMod-I(15)
Level 6: Super Jump -- HO:Micro(A)
Level 8: Reconstruction -- Dct'dW-Heal/Rchg(A), Dct'dW-Heal/EndRdx/Rchg(9), Dct'dW-EndRdx/Rchg(21), Dct'dW-Heal(40), Dct'dW-Rchg(40)
Level 10: Dull Pain -- Dct'dW-Heal/Rchg(A), Dct'dW-Heal(17), Dct'dW-Rchg(19), Dct'dW-EndRdx/Rchg(19), Dct'dW-Heal/EndRdx/Rchg(23)
Level 12: Combat Jumping -- LkGmblr-Rchg+(A), Ksmt-ToHit+(40)
Level 14: Hasten -- RechRdx-I(A), RechRdx-I(17)
Level 16: Integration -- Numna-Heal(A), Numna-Heal/EndRdx(21), Numna-Heal/EndRdx/Rchg(23)
Level 18: Fire Sword Circle -- Oblit-Dmg(A), Oblit-Acc/Rchg(25), Oblit-Dmg/Rchg(25), Oblit-Acc/Dmg/Rchg(27), Oblit-Acc/Dmg/EndRdx/Rchg(27), Oblit-%Dam(29)
Level 20: Resilience -- S'fstPrt-ResDam/Def+(A)
Level 22: Kick -- Acc-I(A)
Level 24: Tough -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam(29)
Level 26: Incinerate -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(33), KntkC'bat-Dmg/Rchg(34), KntkC'bat-Dmg/EndRdx/Rchg(34), Mako-Acc/EndRdx/Rchg(34), Mako-Acc/Dmg/EndRdx/Rchg(36)
Level 28: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(31), LkGmblr-Def/EndRdx(33), LkGmblr-Def/EndRdx/Rchg(46)
Level 30: Instant Healing -- Dct'dW-Heal/Rchg(A), Dct'dW-Heal(31), Dct'dW-Rchg(33), Dct'dW-EndRdx/Rchg(46), Dct'dW-Heal/EndRdx/Rchg(46)
Level 32: Greater Fire Sword -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(36), KntkC'bat-Dmg/Rchg(36), KntkC'bat-Dmg/EndRdx/Rchg(37), Mako-Acc/EndRdx/Rchg(37), Mako-Acc/Dmg/EndRdx/Rchg(45)
Level 35: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(39), LkGmblr-Def/EndRdx(42), LkGmblr-Def/EndRdx/Rchg(43)
Level 38: Moment of Glory -- HO:Membr(A), RechRdx-I(39), LkGmblr-Rchg+(39)
Level 41: Tactics -- GSFC-ToHit(A), GSFC-ToHit/Rchg(42), GSFC-ToHit/Rchg/EndRdx(42), GSFC-Rchg/EndRdx(43), GSFC-ToHit/EndRdx(43), GSFC-Build%(45)
Level 44: Build Up -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(45)
Level 47: Moonbeam -- Mantic-Acc/ActRdx/Rng(A), Mantic-Dmg/ActRdx/Rchg(48), Mantic-Dmg/EndRdx/Rchg(48), Mantic-Acc/Dmg(48), Mantic-Dam%(50)
Level 49: Shadow Meld -- LkGmblr-Rchg+(A), HO:Membr(50), HO:Membr(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Health -- Mrcl-Heal(A)
Level 2: Stamina -- EndMod-I(A), EndMod-I(37)
------------
Set Bonus Totals:- 8.5% DamageBuff(Smashing)
- 8.5% DamageBuff(Lethal)
- 8.5% DamageBuff(Fire)
- 8.5% DamageBuff(Cold)
- 8.5% DamageBuff(Energy)
- 8.5% DamageBuff(Negative)
- 8.5% DamageBuff(Toxic)
- 8.5% DamageBuff(Psionic)
- 23% Defense(Smashing)
- 23% Defense(Lethal)
- 4.25% Defense(Fire)
- 4.25% Defense(Cold)
- 5.188% Defense(Energy)
- 5.188% Defense(Negative)
- 3% Defense(Psionic)
- 17.69% Defense(Melee)
- 7.375% Defense(Ranged)
- 5.5% Defense(AoE)
- 18% Enhancement(Heal)
- 65% Enhancement(RechargeTime)
- 27% Enhancement(Accuracy)
- 5% FlySpeed
- 185.73 HP (13.87%) HitPoints
- 5% JumpHeight
- 5% JumpSpeed
- MezResist(Immobilize) 24.2%
- MezResist(Stun) 2.2%
- MezResist(Terrorized) 6.6%
- 5% (0.084 End/sec) Recovery
- 56% (3.131 HP/sec) Regeneration
- 3.78% Resistance(Fire)
- 3.78% Resistance(Cold)
- 5% RunSpeed
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I've always been a fan of the SS/SJ combo, but you're right; Tactics would probably be a better use of the Gaussian set, and I still have the endurance to spare. I prefer SJ as a travel power, but SS has its uses when stealthing missions. I'm not sure where this build stands right now on hit chance against say +4 mobs.
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Thanks for the quick and informative reply! Your build does have a lot of what I'm looking for to draw inspiration from, although it hasn't been updated for inherent fitness. Not really a big issue, but any advice on what to fill those empty powers with would also be welcome.
I played around with your suggestions and redid the build several more times, and ended up with this:
Hero Plan by Mids' Hero Designer 1.91
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Scrapper
Primary Power Set: Fiery Melee
Secondary Power Set: Regeneration
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Soul Mastery
Hero Profile:
Level 1: Fire Sword -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(3), T'Death-Dmg/Rchg(3), T'Death-Acc/Dmg/EndRdx(5), T'Death-Dmg/EndRdx/Rchg(5), T'Death-Dam%(7)
Level 1: Fast Healing -- Numna-Heal(A), Numna-Heal/EndRdx(7), Numna-Heal/Rchg(9), Numna-Regen/Rcvry+(31)
Level 2: Cremate -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(11), T'Death-Dmg/Rchg(11), T'Death-Acc/Dmg/EndRdx(13), T'Death-Dmg/EndRdx/Rchg(13), T'Death-Dam%(15)
Level 4: Quick Recovery -- EndMod-I(A), EndMod-I(15)
Level 6: Super Jump -- HO:Micro(A)
Level 8: Reconstruction -- Dct'dW-Heal/Rchg(A), Dct'dW-Heal/EndRdx/Rchg(9), Dct'dW-EndRdx/Rchg(21), Dct'dW-Heal(40), Dct'dW-Rchg(40)
Level 10: Dull Pain -- Dct'dW-Heal/Rchg(A), Dct'dW-Heal(17), Dct'dW-Rchg(19), Dct'dW-EndRdx/Rchg(19), Dct'dW-Heal/EndRdx/Rchg(23)
Level 12: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx/Rchg(21), Ksmt-ToHit+(40)
Level 14: Hasten -- RechRdx-I(A), RechRdx-I(17)
Level 16: Integration -- Numna-Heal(A), Numna-Heal/EndRdx/Rchg(23), Numna-Heal/EndRdx(45)
Level 18: Fire Sword Circle -- Oblit-Dmg(A), Oblit-Acc/Rchg(25), Oblit-Dmg/Rchg(25), Oblit-Acc/Dmg/Rchg(27), Oblit-Acc/Dmg/EndRdx/Rchg(27), Oblit-%Dam(29)
Level 20: Resilience -- S'fstPrt-ResDam/Def+(A)
Level 22: Kick -- Acc-I(A)
Level 24: Tough -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam(29)
Level 26: Incinerate -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(33), T'Death-Dmg/Rchg(34), T'Death-Acc/Dmg/EndRdx(34), T'Death-Dmg/EndRdx/Rchg(34), T'Death-Dam%(36)
Level 28: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(31), LkGmblr-Def/EndRdx(33), LkGmblr-Def/EndRdx/Rchg(46)
Level 30: Instant Healing -- Dct'dW-Heal/Rchg(A), Dct'dW-Heal(31), Dct'dW-Rchg(33), Dct'dW-EndRdx/Rchg(46), Dct'dW-Heal/EndRdx/Rchg(46)
Level 32: Greater Fire Sword -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(36), T'Death-Dmg/Rchg(36), T'Death-Acc/Dmg/EndRdx(37), T'Death-Dmg/EndRdx/Rchg(37), T'Death-Dam%(45)
Level 35: Build Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg(39), GSFC-ToHit/Rchg/EndRdx(42), GSFC-Rchg/EndRdx(43), GSFC-ToHit/EndRdx(43), GSFC-Build%(43)
Level 38: Moment of Glory -- HO:Membr(A), RechRdx-I(39), LkGmblr-Rchg+(39)
Level 41: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(42), LkGmblr-Def(42), LkGmblr-Def/EndRdx/Rchg(45)
Level 44: Super Speed -- Winter-ResSlow(A)
Level 47: Moonbeam -- Mantic-Acc/ActRdx/Rng(A), Mantic-Dmg/ActRdx/Rchg(48), Mantic-Dmg/EndRdx/Rchg(48), Mantic-Acc/Dmg(48), Mantic-Dam%(50)
Level 49: Shadow Meld -- LkGmblr-Rchg+(A), HO:Membr(50), HO:Membr(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Health -- Mrcl-Heal(A)
Level 2: Stamina -- EndMod-I(A), EndMod-I(37)
------------
Set Bonus Totals:- 18.5% DamageBuff(Smashing)
- 18.5% DamageBuff(Lethal)
- 18.5% DamageBuff(Fire)
- 18.5% DamageBuff(Cold)
- 18.5% DamageBuff(Energy)
- 18.5% DamageBuff(Negative)
- 18.5% DamageBuff(Toxic)
- 18.5% DamageBuff(Psionic)
- 13.63% Defense(Smashing)
- 13.63% Defense(Lethal)
- 4.25% Defense(Fire)
- 4.25% Defense(Cold)
- 5.188% Defense(Energy)
- 5.188% Defense(Negative)
- 3% Defense(Psionic)
- 24.25% Defense(Melee)
- 7.375% Defense(Ranged)
- 5.5% Defense(AoE)
- 65% Enhancement(RechargeTime)
- 27% Enhancement(Accuracy)
- 18% Enhancement(Heal)
- 5% FlySpeed
- 185.73 HP (13.87%) HitPoints
- 5% JumpHeight
- 5% JumpSpeed
- MezResist(Held) 11%
- MezResist(Immobilize) 11%
- MezResist(Stun) 2.2%
- MezResist(Terrorized) 6.6%
- 5% (0.084 End/sec) Recovery
- 66% (3.69 HP/sec) Regeneration
- 20% ResEffect(FlySpeed)
- 20% ResEffect(RechargeTime)
- 20% ResEffect(RunSpeed)
- 3.78% Resistance(Fire)
- 3.78% Resistance(Cold)
- 5% RunSpeed
I'm quite happy with where it is right now. It's not quite melee capped, but with Shadow Meld on such a short recharge, it shouldn't be too much of a problem. I ended up going heavy on recharge after all. I had to move some slots around to get the accuracy bonuses from LotG. I wanted to fit some crushing impacts in, but after dropping scorch, I found I wasn't quite able to do that without dropping all the melee defense from touch of death. I slotted the snipe mainly for the attractive set bonuses, but I don't know how often I would use a snipe.
With a Recharge/healing alpha, most of the gaps I left in should be filled. The accuracy and tohit are a bit on the low-end, but Build Up should help out. Perhaps an accuracy/defense alpha could be used instead. Any feedback on this new build would be appreciated. -
They're both pretty amazing sets. SR does have a glaring weakness to DE, but they shouldn't give you too much of a problem if you kill their Quartz emanators ASAP. Willpower is more well-rounded and really doesn't have any true weaknesses. I love my willpower toons very much, even if they do make the game feel even easier than it already is.
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After reading around the forums on regen feedback in general, I'm seeing more and more that people recommend heavy recharge bonuses. While I still haven't squeezed hasten into the build yet, I did drop a couple percentage points out of S/L defense to put a lot more recharge into the click powers in the regen set. Here's how it's looking now:
Hero Plan by Mids' Hero Designer 1.91
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Scrapper
Primary Power Set: Fiery Melee
Secondary Power Set: Regeneration
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Scorch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(3), KntkC'bat-Dmg/EndRdx/Rchg(5), Mako-Acc/Dmg/EndRdx/Rchg(5), Mako-Acc/EndRdx/Rchg(7)
Level 1: Fast Healing -- Numna-Heal(A), Numna-Heal/EndRdx(7), Numna-Heal/Rchg(9), Numna-Heal/EndRdx/Rchg(33)
Level 2: Fire Sword -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(11), KntkC'bat-Dmg/Rchg(11), KntkC'bat-Dmg/EndRdx/Rchg(13), Mako-Acc/Dmg/EndRdx/Rchg(13), Mako-Acc/EndRdx/Rchg(15)
Level 4: Cremate -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(15), KntkC'bat-Dmg/Rchg(17), KntkC'bat-Dmg/EndRdx/Rchg(17), Mako-Acc/Dmg/EndRdx/Rchg(19), Mako-Acc/EndRdx/Rchg(19)
Level 6: Quick Recovery -- EndMod-I(A), EndMod-I(21)
Level 8: Reconstruction -- Dct'dW-Heal/Rchg(A), Dct'dW-Heal/EndRdx/Rchg(9), Dct'dW-Heal(40), Dct'dW-Rchg(40), Dct'dW-EndRdx/Rchg(42)
Level 10: Dull Pain -- Dct'dW-Heal/Rchg(A), Dct'dW-Heal/EndRdx/Rchg(23), Dct'dW-Heal(43), Dct'dW-Rchg(43), Dct'dW-EndRdx/Rchg(46)
Level 12: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(21), LkGmblr-Def/EndRdx(23), Ksmt-ToHit+(40)
Level 14: Super Jump -- Winter-ResSlow(A), Winter-RunSpd/Jump/Fly/Rng(43)
Level 16: Integration -- Numna-Heal(A), Numna-Heal/EndRdx(45), Numna-Heal/Rchg(45), Numna-Heal/EndRdx/Rchg(46)
Level 18: Fire Sword Circle -- Oblit-Dmg(A), Oblit-Acc/Rchg(25), Oblit-Dmg/Rchg(25), Oblit-Acc/Dmg/Rchg(27), Oblit-Acc/Dmg/EndRdx/Rchg(27), Oblit-%Dam(29)
Level 20: Resilience -- S'fstPrt-ResDam/Def+(A)
Level 22: Kick -- Empty(A)
Level 24: Tough -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(29), RctvArm-ResDam/Rchg(31), RctvArm-ResDam/EndRdx/Rchg(31)
Level 26: Incinerate -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(33), KntkC'bat-Dmg/Rchg(34), KntkC'bat-Dmg/EndRdx/Rchg(34), Mako-Acc/EndRdx/Rchg(34), Mako-Acc/Dmg/EndRdx/Rchg(36)
Level 28: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(31), LkGmblr-Def/EndRdx(33)
Level 30: Instant Healing -- Dct'dW-Heal/Rchg(A), Dct'dW-EndRdx/Rchg(46), Dct'dW-Heal/EndRdx/Rchg(48), Dct'dW-Heal(48), Dct'dW-Rchg(50)
Level 32: Greater Fire Sword -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(36), KntkC'bat-Dmg/Rchg(36), KntkC'bat-Dmg/EndRdx/Rchg(37), Mako-Acc/EndRdx/Rchg(37), Mako-Acc/Dmg/EndRdx/Rchg(37)
Level 35: Build Up -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(39)
Level 38: Moment of Glory -- HO:Membr(A), RechRdx-I(39), RechRdx-I(39), LkGmblr-Rchg+(48)
Level 41: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(42), LkGmblr-Def/EndRdx(42)
Level 44: Tactics -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(45)
Level 47: Focused Accuracy -- EndRdx-I(A)
Level 49: Physical Perfection -- RgnTis-Regen+(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Hurdle -- Empty(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(50)
Level 2: Stamina -- EndMod-I(A), EndMod-I(50)
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Set Bonus Totals:- 3% DamageBuff(Smashing)
- 3% DamageBuff(Lethal)
- 3% DamageBuff(Fire)
- 3% DamageBuff(Cold)
- 3% DamageBuff(Energy)
- 3% DamageBuff(Negative)
- 3% DamageBuff(Toxic)
- 3% DamageBuff(Psionic)
- 28.63% Defense(Smashing)
- 28.63% Defense(Lethal)
- 3% Defense(Fire)
- 3% Defense(Cold)
- 4.25% Defense(Energy)
- 4.25% Defense(Negative)
- 3% Defense(Psionic)
- 18.63% Defense(Melee)
- 3.625% Defense(Ranged)
- 3% Defense(AoE)
- 50% Enhancement(RechargeTime)
- 9% Enhancement(Accuracy)
- 24% Enhancement(Heal)
- 195.77 HP (14.62%) HitPoints
- MezResist(Immobilize) 31.35%
- MezResist(Stun) 2.2%
- MezResist(Terrorized) 6.6%
- 54% (3.019 HP/sec) Regeneration
- 20% ResEffect(FlySpeed)
- 20% ResEffect(RechargeTime)
- 20% ResEffect(RunSpeed)
- 3.78% Resistance(Fire)
- 8.78% Resistance(Cold)