Bionut911

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  1. THis post has been removed
  2. Quote:
    Originally Posted by Oedipus_Tex View Post
    Since I've now posted way too many times without adding suggestions on what I want...[LIST][*]Gravity Blast
    • Preferably with at least one AoE or nuke that teleports all enemies to a center point and throws them together, and a proper Psionic Tornado clone with throws them a bit higher.
    • Bonus points for optional cast animations that can be passed off as Telekinesis.
    [*]Storm Blast
    • Combines Ice, Electric, and Wind powers in a single set
    • The faster the caster blasts, the stronger powers become as storm builds up and rages around the caster
    • As the storm rages, powers gain extra effects (e.g. single target electric powers gain power and begin to arc between multiple enemies)
    • Nuking is only possible after sufficient build up
    • Makes liberal use of the amazing sound effect found by Thunderclap
    Your idea for storm blast has some perfect timing, considering the Street justice set for scrappers is based on a combo system that can buff upcoming attacks, this seems like it would work the same way!

    I absolutely love your suggestion for a gravity blast!! Here are some of my suggestions on that matter:

    Gravity Blast
    • Crush: You momentarily increase the mass/gravity of a single target, stunning them in their tracks.
    • Thrust: You warp the gravity of a single target sending them skyrocketing away from you (similar to power thrust)
    • Gravitic Snare: Similar to crushing field. You manipulate and increase the gravity of a selected area, thus slowing your enemies and dealing smashing DoT
    • Propel: Obviously a steal from the controller set, and for a good reason! ( High DMG/Close Range)
    • Graviton Warp: You manipulate the gravity of a single target to propel any surrounding foes away (or down if KD would be better), dealing moderate smashing damage
    • Jupiter Slam: You use all of the energy you can muster to lower the mass/gravity of the ground beneath you. Causing any target to be levitated from the ground, then in a single moment you drastically increase the gravity around you to slam foes to the ground with the force of Gravity equivalent to the largest planet, Jupiter. (Extreme smashing damage + Stun effect)

    If I were you I'd start an alternate thread in the blaster forum on this topic, get it some more attention because it's an awesome Idea. So far In these 5 pages I have found at least three who said "This is awesome" and none who are opposed. DO IT !
  3. Bionut911

    My MFing Build

    Quote:
    Originally Posted by Narkor View Post
    From the Power Tray, Powers > Combat Attributes > Right click an attribute (like Damage Bonus, Lethal Resistance, etc.) and select 'Track' or whatever it's called.

    I think there's a maximum, but I'm not sure on that number. You can manage them directly afterwards by right-clicking on that small, new window (you can move them up and down the list, stop tacking them individually or all at once, etc.).
    Thanks! This is much more convenient than pulling up that huge box to find something small.
  4. Quote:
    Originally Posted by Dechs Kaison View Post
    Warshades are not heavy on knockback and they do not do energy damage. You seem to think the PB and WS are very much the same animal. That could not be farther from the truth.
    I wouldn't expect anything more than to have Dechs make the first remark xD

    Anyways, In this situation I'd have more support for the Warshade AT. A Peacebringer has more knockback, but a warshade is a total powerhouse when it comes to survivability! Dechs' guide speaks for itself, haha you should look into it.

    I have a level 50PB and it's a fun character but it's not as strong as i would like him to be. On the otherhand my Warshade, only like level 15 is much more fun! (:
  5. Quote:
    Originally Posted by TrainRobber View Post
    Nice build, Its lots more expensive than mine with the glad, but aside from price, I think its better, though I would miss boost range.

    Should be very sturdy. I wonder if the increased s/l defense, is superior than having aid self. Definatly more fire and forget, which is nice for continous blasting.
    Yeah, that glad is going to take some time to get ahold of >.
    thanks for all of the help & tips !
  6. Quote:
    Originally Posted by Rintera View Post
    I'd like to see magic blasts too.


    Like....runes appearing at the hands to perform different attacks, maybe a magic control set as well.

    I'm thinking...like...the ability to catch enemies on fire, maybe summon spirits, maybe have it to where you can split off into white and black magic...some buffs, maybe rune-traps, that kind of thing


    i had HEARD they're working on spear-like weapons....and maybe staves as an alternate animation for blastie things.

    I'd also like some power customization for HEATS and VEATS(not color customization...just like...I would like the same alternate animations on my fortunata that psi blasters got :P)

    um...I'd also like to see a water set but I know it's not probable. and maybe an elemental set for MMs.

    like....tier 1 summons elemental sprites (a fire/sky/earth one?) and then tier 2 would be maybe... a Metal/Water(ice) one? and then tier 3 could be an energy elemental? hmm.
    That elemental power could be easily workable for MMs, like it could be kept really simple.
    Tier 1: Fire imps
    tier 2: Gremlins (buffed from troller counterpart)
    Tier 3: Ice or Stone golem (buffed from it's troller counterpart)

    I've also heard alot of debate about water powersets, the only issue that i've been told about that is frame rate issues.

    I would love to see a fighting staff melee set for scrappers. Like less damage but AoE oriented. Also maybe having a scythe weapon skin ;D Me and my friends made up a set for it on paper. I just have to get around to posting it!
  7. Quote:
    Originally Posted by TrainRobber View Post
    I use both spiritual and the recharge proc. On big mob counts, I can nearly chain Blast and Torrent. If you blap more, then you likely dont care about that style of play.

    If you care less about having your AOE's up more, then I would double proc them atleast, as you can get alot of mileage out of that. I previously had mine double procced with Posi and the Explosive procs and found that very nice also. I think the recharge proc, vs a damage proc in them is purely a play style choice.

    If you can squeze it in, the damage proc in your tier one blast is amazing. I couldnt fit it in for my ranged defense build, but on my other build I had it, and it is amazing on attack you use so often.

    So what did you go with, ranged or S/L for your defense?
    After having a taste of my dp/fire blaster I've really been wishing my energy/energy had a lot more AoE potential. Considering that +rech proc can make such a huge difference I'd rather have that so i can spam my AoE's then use my melees on the remaining lts & bosses.

    In the end I went with more ranged defense simply to avoid the mez problem. After the build is done i may decide to switch to clarion for my destiny if mez is still a considerable roadblock. Thanks for the tips by the way, greatly appreciated!

    Here's the chunk if you'd like to take a more detailed look :3

    Code:
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  8. Bionut911

    My MFing Build

    How did you get that small box that shows your stats like dmg buff and such? I would love to have one of those!
  9. Quote:
    Originally Posted by Jim_G View Post
    One thing you might want to keep in mind is that most mezzes are ranged attacks. That means even if you are in melee range the most dangerous attack might be ranged. As you probably know as your defense goes up each additional point becomes more valuable ( 40% def gets hit twice as often as 45% def). If you get to 45% ranged you are in a great position to minimize mezzing.

    I hate getting mezzed myself and play solo a lot so I usually go with a /traps corrupter just so I can get mez protection. I also like to level quickly so I tend to play at -1 / X4 – X8, so there are a lot of mezzers I have to contend with. If you are playing at +2 / X1 you are in a different strategic situation and powerful melee attacks might be your greatest danger.
    That's very true...I hate getting mezzed >:| !
    I was able to get my ranged defense around 46% but my S/L dropped to 35% from 38%. From what you said, this seems alot more survivable.

    Also to help with the defense, I have Dimagnetic core interface (100% chance for -tohit buff.)

    Quote:
    Originally Posted by TrainRobber View Post
    I agree with Jim, though to be honest, with range capped defense, -1 and most any player settings will not be an issue. Neither will +2/1, which is about the same really as far as difficulty. The same mobs that are troublesome for everyone are still tough. I think at 50 I still have the worst time with Malta, though the danger of sappers and gunslingers is greatly reduced, as neither hit very often. I actually dont worry about the sappers much at this point.

    Carnies have really become pretty easy for the most part, as once the minions are dispensed with, the mistresses are not that hard if you have ranged defense, as the summons are ranged attackers.

    Tight quarters is a challenge at times, as you dont want to get surrounded in melee range with only ranged defense.

    I dont blap like you want to, but I do use bone crusher at times, usually for fun, or against a boss once in while.

    I would say consider the force feedback proc in your AOE's if you plan to play on higher player settings, it makes tearing through minions and lts easy peasy. I would go so far as to say, with those procs, Nrg is the most effective AOE blaster solo, and maybe even teamed. If they changed KB to KD, I think it would be no contest. In todays game style, Ill take Nrg's fast animating aoe's over fires one good, one bad one any time.

    If its your thing, you can even bring him to the ambush farms with high cielings and simply fire away with impunity. Mine is not much slower than my ss/fire on lower difficulty settings, and if you are farming for tickets, that is the way to go anywya.
    First note, G-O-D do i hate sappers...they are always my first target for Total focus' stun effect. I agree that energy/energy is one of the strongest blaster ATs! I love just tossing around mobs with buttloads of knockback for crowd control; I call it "Organized Chaos" *Evil laugh*

    I can easily say Energy/Energy has always been a fun build for me solo or teaming, although on the iTrials i can only ever seem to get commons and an uncommon once in a blue moon. I'm assuming this is because of the damage style of the build considering my friend's fire/dev gets rares as easy as breathing!

    Would it still be considerable to have the +Rech proc if i have spiritual core alpha?
  10. Bionut911

    My MFing Build

    I never thought that I would live the day to see this! Thanks for posting your build Dech'

    I've sent you mine before in an e-mail and you helped me critique it well (by the way if you get any spam from Bionut1192@aol.com PLEASE report it for spam and block it, my e-mail was hacked :P)

    Anyways, I'll be comparing this to my build and fine-tuning!
  11. Quote:
    Originally Posted by vernichterhelge View Post
    that should be at least enough in your trio
    eath comes with a lot -def powers
    That's pretty handy! haha, thanks for the tips! I ended up slotting IR with the Blessing of the zephyr for the extra ranged defense
  12. Quote:
    Originally Posted by Infini View Post
    You can put one of those +3% def IOs in ID and save yourself a slot. You could also get by with just the base slot in SP and use those slots elsewhere if you wanted. 2 slotting SB and IR with BotZ would get you some more range defense and some more KB protection if you used those IOs.

    Hover might be a better choice of CJ, too. You can hover over the center of a mob outside of melee range and still buff/heal yourself. Hover is also more SS friendly.
    I cant believe i forgot how great hover is with a /kin +speed! That's a much better idea. Also, i haven't tested out the numbers in my own experience but is 166% acc good enough for SP, simply because i took off accuracy so that i could stack the power at least twice.
  13. Quote:
    Originally Posted by Dr Harmony View Post
    Very nice on the whole. If you enjoy tip missions, the Gladiator unique IO is available fro 30 Hero Merits - that can be a reasonably achievable career goal on the way to 50.

    Incidentally, your melees attacks are slotted a little bit oddly.
    I'd trade one of those Acc/End fillers for an Acc/Damage so that you're at least doing maximum damage, rather than shaving a little bit more off the endurance cost.
    After all, more damage = fewer hits to defeat = less endurance spent.
    First of all, thanks! I try to make it as top notch as i can manage.
    After looking at it, only one of those acc/end is needed. When i swapped out for an acc/dam or an acc/dam/end it only changed by about .2 endurance. So the more damage would be better!

    Quote:
    Originally Posted by Ordius View Post
    I have a pure ranged defense build for my Eng/Eng blaster that still gives me the opportunity to swoop in and blap with 2 full-strength attacks. Check this out.

    It's cheap, no purples or PVP IOs, gets you over the cap in ranged defense before power boost, and could be further enhanced by the Nerve Alpha that enhances accuracy and defense. In fact, with Power Boost and Nerve Core Paragon, this build can reach 53% ranged defense. That should be more than enough.
    That's an awesome build! I would take some things from that but I'm more prefer to stay as close as possible to the enemy and hit them while they're running away, or AoE and do the same. So THAT much ranged defense isn't suited to my play style, i prefer to keep it balanced. >.
    __________________

    -Logo By Zaloopa™
    "Death is my sword, knockback is my Shield"

    @Speedy Avenger - Protector Server
  14. Okay, so if any of you have seen my posts before you may realize my little routine that I've got going. I always post a build here for critique so i can ensure that i'm not wasting my time and influence on a build.

    So back to the build! I'm starting a trio-themed character to play with my friend's stone/SR brute and Earth/Thermal controller, and I've chosen the stereotypical glass cannon known as fire/kin!

    I went for a mixture of ranged and s/l defense. I LOVE not getting hit, who doesn't? but anyways I know the cost of these procs and such, I just want to know if it's survivable and if there are better ways to slot my powers to get good defense while keeping the glass cannon style damage.

    I got my /Kin slotting from King Snake's build So I think I'm pretty safe there.

    Here's the DATA Chunk:

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  15. Bionut911

    Elec/Elec sapper

    First of all, how long have you been gone for?

    Absolutely! I myself haven't played one or even created a Mid's build regarding one but it still is a viable play style. If you haven't already aquainted yourself with this awesome tool known as Mid's Hero Designer, you should get a hold of it ASAP.

    http://www.cohplanner.com/

    Other than that an Elec/Elec blaster is always handy to have because what good is a mob of enemies with virtually no endurance? At that point they can barely brawl you to death xD

    GO FOR IT
  16. Bionut911

    MA Secondary

    Smoke flash would be nice, considering /dev has smoke grenade. I doubt there would be any arguments there. /Dev is more for mid-ranged players in my opinion, so this would add /dev qualities for close range blasters like a Rad/ or a /Ice
  17. Bionut911

    MA Secondary

    Quote:
    Originally Posted by StrykerX View Post
    What if it had several mutually exclusive toggles? Instead of Focus Chi, Speed Chi, and Power Chi it could have:

    Tiger Stance - Toggle damage buff (30% or so)

    Crane Stance - Toggle defense buff (+5% to all but psi)

    Snake Stance - Toggle speed buff (+30% recharge, 20% slow resist)

    Turning one stance on would detoggle any other stance currently running so they could be a bit more powerful than otherwise possible since you can't stack them. The attack powers could also have different secondary effects depending on stance, like KD in Tiger, Stun in Crane, and Slow in Snake...
    I like this idea, since each mutually exclusive toggle can't stack then it would be similar to DP's/ swap ammo! At first it seems unbalanced with the assortment of toggles, but what if you were to make a "swap stance" power instead of having three other powers? That way it's not overpowering and adds more choice/freedom to the player and how they prefer to play.
  18. Bionut911

    MA Secondary

    This is a very well thought out build, but i have one question. Is that power similar to quickness/weave a defense toggle..? If so that basically voids the "rule of thumb" for blaster secondaries.

    If it were a click that would be much better, considering the only blaster secondaries with toggles that provide self--buffs is devices. This would be a bit unbalanced because unlike devices, which is a majority of self buffs and no actual melee combat, your MA set would have melee with toggle self buffs, which is a no-no for blaster secondaries.

    Although a click may be better, recharge would have to be bumped up though. I personally think it would be better as a click, because like boost range it could be easily made perma and it won't suppress during holds.
  19. Bionut911

    Step Child Woes

    Quote:
    Originally Posted by Irish Fury View Post
    My rule of thumb is that if someone rejects me based on the type of toon I'm running, that is not a person I want to team with anyway. My first 50 and probably my consistently favorite toon is an Energy/Energy blaster, so I feel your pain.

    On the subject of knock back, it can be a very useful tool to a team if used correctly. It as easy as remembering two rules when teamed:

    1: Use AOE KB very sparingly and only when absolutely necessary.
    2: If you knock it back, knock it dead.
    Some thing's I've learned as an energy/energy blaster advocate:

    1. Hover blast and your AoE Knockback becomes KNOCKDOWN! Much more effective in my opinion
    2. If you have SS, use the shark circle tactic around the mob and use your KB to toss runners BACK into the pile(:
    3. With power thrust, fire it off then que' up energy punch. If it's slotted correctly you can toss the baddie and kill him in mid air with your second attack!
    4. If you have an AoE Imob like web envelope, use that first :P then the KB is almost eliminated
  20. Quote:
    Originally Posted by TrainRobber View Post
    The latter, which makes me think you could get to the soft cap on ranged with a bit of tweaking, Im not able to look at mids on this computer.

    My theory is this, especially after saying what you did about how you play. After the initial scattering, you focus on single target blapping to take them down. So if it works like I think you are stating, you are in melee range of one mob ideally, and several mobs are close, yet still out of melee range. So my thinking is, range defense is still superior, as most mobs will be now attacking via their ranged attacks. The mob you face in melee, will go down pretty quickly, or be incapacitated, so you are relatively safe there. Another thing to think about is, that at times, melee is simply death for blasters, no matter what defense you choose, in some of those cases, ranged defense and hovering, can keep you alive and out of harms way.

    Of course, all my advice comes from a bias towards ranged play, and a player who is more determined to blap, my contradict or have other opinions on what you should do.
    That's not a bad way to look at it actually. Regardless in one of my blapping scenarios i'm facing single targets and killing them with 1-3 hits w/o build up. So my melee defense isn't as important! More Ranged it is

    Also, I just realized something..
    High Defense + My Dimagnetic Core Interface = amazing survivability?!
  21. I could easily see a cloaking power in the dark manip set. It would make sense considering the ONLY blaster secondary that has a cloaking power is devices. The playing field would be a bit more even if you wanted a good stealth power without the ball-and-chain most players call the devices set!
  22. Thanks for the advice guys(: I'll look into that...two billion is a hefty price.
    When I usually play, I use melee attacks as my damage dealers after using torrent and explosive blast to scatter a mob. Plus with tier 3 rebirth it increases my survivability in close range.

    EDIT:
    Okay! Since this is my primary character I've decided to keep the 2billion proc in there because I'm extremely devoted to this toon. Anyways I've revised the build, with just about the same powers and ended up with this:

    38.7% Smashing/lethal defense
    44.2% Energy Defense
    38.8% Ranged defense

    On nova, with Obliteration slotted, I get that, but if i flip to three explosive strikes and three eradications It changes to:
    36.8% S/L Defense
    48.3% Energy
    42.2% Ranged

    Which would be better? Do you think that extra 2% S/L and 4% Ranged make a good difference?

    Here's the datalink if you'd like to comment further
    http://www.cohplanner.com/mids/downl...66FF01CF75DE07
  23. Quote:
    Originally Posted by Hindenburg View Post
    yup, sure is.

    Glad Armor proc is about 2billion?
    It's THAT much?! D:

    That's insane..
  24. Okay, as for my Level 50 Blaster, Speedy Wu, I've remade him once so far to move from SO's to IO's and i made a frankenslot build centered around force mastery and his survivability on a solo mission is good..but without the incarnate powers it's rather questionable.

    With this being said I had learned about the miracle of Defense bonuses, sadly after this frankenbuild was already complete -_-

    So I made a build on Mid's that's energy/energy/mace and i want to see if it's survivable!

    Just so you know:
    My choice of SS & Fly is a choice made for concept purposes
    I'm looking for a defense heavy "Blapper" build that is survivable at medium to close range.


    The question is...Is this survivable?

    Hero Plan by Mids' Hero Designer 1.942
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Speedy Wu Defense: Level 50 Mutation Blaster
    Primary Power Set: Energy Blast
    Secondary Power Set: Energy Manipulation
    Power Pool: Speed
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Flight
    Ancillary Pool: Mace Mastery

    Hero Profile:
    Level 1: Power Blast
    • (A) Thunderstrike - Accuracy/Damage
    • (3) Thunderstrike - Damage/Endurance
    • (3) Thunderstrike - Damage/Recharge
    • (9) Thunderstrike - Accuracy/Damage/Recharge
    • (11) Thunderstrike - Accuracy/Damage/Endurance
    • (11) Thunderstrike - Damage/Endurance/Recharge
    Level 1: Power Thrust
    • (A) Accuracy IO
    Level 2: Power Bolt
    • (A) Thunderstrike - Accuracy/Damage
    • (17) Thunderstrike - Damage/Endurance
    • (19) Thunderstrike - Damage/Recharge
    • (21) Thunderstrike - Accuracy/Damage/Recharge
    • (23) Thunderstrike - Accuracy/Damage/Endurance
    • (23) Thunderstrike - Damage/Endurance/Recharge
    Level 4: Energy Punch
    • (A) Kinetic Combat - Accuracy/Damage
    • (5) Kinetic Combat - Damage/Endurance
    • (5) Kinetic Combat - Damage/Recharge
    • (7) Kinetic Combat - Damage/Endurance/Recharge
    • (27) Rope A Dope - Accuracy/Endurance
    • (29) Stupefy - Accuracy/Endurance
    Level 6: Hasten
    • (A) Recharge Reduction IO
    • (7) Recharge Reduction IO
    Level 8: Build Up
    • (A) Recharge Reduction IO
    • (9) Recharge Reduction IO
    Level 10: Power Burst
    • (A) Thunderstrike - Accuracy/Damage
    • (29) Thunderstrike - Damage/Endurance
    • (31) Thunderstrike - Damage/Recharge
    • (34) Thunderstrike - Accuracy/Damage/Recharge
    • (36) Thunderstrike - Accuracy/Damage/Endurance
    • (36) Thunderstrike - Damage/Endurance/Recharge
    Level 12: Bone Smasher
    • (A) Kinetic Combat - Accuracy/Damage
    • (13) Kinetic Combat - Damage/Endurance
    • (13) Kinetic Combat - Damage/Endurance/Recharge
    • (15) Kinetic Combat - Damage/Recharge
    • (25) Rope A Dope - Accuracy/Endurance
    • (25) Stupefy - Accuracy/Endurance
    Level 14: Super Speed
    • (A) Celerity - +Stealth
    • (15) Quickfoot - Endurance/RunSpeed
    Level 16: Sniper Blast
    • (A) Extreme Measures - Accuracy/Damage
    • (17) Extreme Measures - Accuracy/Interrupt/Range
    • (46) Extreme Measures - Damage/Interrupt/Recharge
    • (46) Extreme Measures - Damage/Endurance/Recharge
    • (48) Extreme Measures - Damage/Endurance
    Level 18: Conserve Power
    • (A) Recharge Reduction IO
    • (19) Recharge Reduction IO
    Level 20: Aim
    • (A) Rectified Reticle - Increased Perception
    • (21) Rectified Reticle - To Hit Buff/Recharge
    Level 22: Boxing
    • (A) Accuracy IO
    Level 24: Energy Torrent
    • (A) Positron's Blast - Accuracy/Damage
    • (36) Positron's Blast - Damage/Endurance
    • (40) Positron's Blast - Accuracy/Damage/Endurance
    • (42) Positron's Blast - Damage/Recharge
    • (45) Javelin Volley - Accuracy/Endurance/Recharge
    • (45) Kinetic Crash - Recharge/Endurance
    Level 26: Tough
    • (A) Steadfast Protection - Resistance/+Def 3%
    • (27) Gladiator's Armor - TP Protection +3% Def (All)
    Level 28: Explosive Blast
    • (A) Positron's Blast - Accuracy/Damage
    • (43) Positron's Blast - Damage/Endurance
    • (43) Positron's Blast - Accuracy/Damage/Endurance
    • (43) Positron's Blast - Damage/Recharge
    • (45) Javelin Volley - Accuracy/Endurance/Recharge
    • (46) Kinetic Crash - Recharge/Endurance
    Level 30: Weave
    • (A) Red Fortune - Defense
    • (31) Red Fortune - Defense/Endurance
    • (31) Luck of the Gambler - Defense/Endurance
    Level 32: Nova
    • (A) Obliteration - Damage
    • (33) Obliteration - Accuracy/Recharge
    • (33) Obliteration - Damage/Recharge
    • (33) Obliteration - Accuracy/Damage/Recharge
    • (34) Obliteration - Accuracy/Damage/Endurance/Recharge
    • (34) Obliteration - Chance for Smashing Damage
    Level 35: Combat Jumping
    • (A) Kismet - Accuracy +6%
    Level 38: Total Focus
    • (A) Kinetic Combat - Accuracy/Damage
    • (39) Kinetic Combat - Damage/Endurance
    • (39) Kinetic Combat - Damage/Recharge
    • (39) Kinetic Combat - Damage/Endurance/Recharge
    • (40) Stupefy - Accuracy/Endurance
    • (40) Rope A Dope - Accuracy/Endurance
    Level 41: Scorpion Shield
    • (A) Red Fortune - Defense
    • (42) Red Fortune - Defense/Endurance
    • (42) Luck of the Gambler - Defense/Endurance
    Level 44: Hover
    • (A) Karma - Knockback Protection
    Level 47: Stun
    • (A) Razzle Dazzle - Accuracy/Recharge
    • (48) Razzle Dazzle - Endurance/Stun
    • (48) Razzle Dazzle - Accuracy/Endurance
    • (50) Razzle Dazzle - Stun/Range
    • (50) Razzle Dazzle - Accuracy/Stun/Recharge
    • (50) Razzle Dazzle - Chance of Immobilize
    Level 49: Fly
    • (A) Endurance Reduction IO
    Level 50: Spiritual Core Paragon
    ------------
    Level 1: Brawl
    • (A) Accuracy IO
    Level 1: Defiance
    Level 1: Sprint
    • (A) Endurance Reduction IO
    Level 2: Rest
    • (A) Recharge Reduction IO
    Level 4: Ninja Run
    Level 2: Swift
    • (A) Run Speed IO
    Level 2: Health
    • (A) Numina's Convalescence - +Regeneration/+Recovery
    • (37) Miracle - +Recovery
    Level 2: Hurdle
    • (A) Jumping IO
    Level 2: Stamina
    • (A) Performance Shifter - Chance for +End
    • (37) Performance Shifter - EndMod
    • (37) Endurance Modification IO
    ------------
    Set Bonus Totals:
    • 5% DamageBuff(Smashing)
    • 5% DamageBuff(Lethal)
    • 5% DamageBuff(Fire)
    • 5% DamageBuff(Cold)
    • 5% DamageBuff(Energy)
    • 5% DamageBuff(Negative)
    • 5% DamageBuff(Toxic)
    • 5% DamageBuff(Psionic)
    • 22.3% Defense(Smashing)
    • 22.3% Defense(Lethal)
    • 8.5% Defense(Fire)
    • 8.5% Defense(Cold)
    • 17.3% Defense(Energy)
    • 17.3% Defense(Negative)
    • 6% Defense(Psionic)
    • 18.8% Defense(Melee)
    • 17.3% Defense(Ranged)
    • 11% Defense(AoE)
    • 5% Enhancement(RechargeTime)
    • 2% Enhancement(Stun)
    • 48% Enhancement(Accuracy)
    • 17% FlySpeed
    • 90.4 HP (7.5%) HitPoints
    • 17% JumpHeight
    • 17% JumpSpeed
    • Knockback (Mag -4)
    • Knockup (Mag -4)
    • MezResist(Immobilize) 12.7%
    • MezResist(Stun) 2.2%
    • 20% Perception
    • 14.5% (0.24 End/sec) Recovery
    • 3.15% Resistance(Fire)
    • 3.15% Resistance(Cold)
    • 17% RunSpeed