Colt_Martin

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  1. Colt_Martin

    MA/Regen Tweaks

    My previous build was pretty similar and had end problems, but with ageless on top i probably over-compensated with the hecatombs, especially in storm kick. I know I'll regret the low acc, so maybe I'll give up one of those ultimate recovery bonus' for better accuracy there.
  2. I would take Tactics instead of Focused Accuracy. The Endurance alone is reason enough.

    PROS
    Effects the whole team
    Costs MUCH Less End
    Gives Fear and Confuse resistance

    CONS
    Doesn't give to-hit buff resistance.
    Give's less perception.
  3. Colt_Martin

    MA/Regen Tweaks

    Except I somehow took Crane Kick instead of Crippling Axe Kick, I'm looking to respec an OLD level 50... thoughts?



    Hero Plan by Mids' Hero Designer 1.956
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Science Scrapper
    Primary Power Set: Martial Arts
    Secondary Power Set: Regeneration
    Power Pool: Fighting
    Power Pool: Leaping
    Power Pool: Speed
    Power Pool: Leadership
    Ancillary Pool: Body Mastery

    Hero Profile:
    Level 1: Storm Kick -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(3), KntkC'bat-Dmg/EndRdx/Rchg(5), Hectmb-Dam%(5), Hectmb-Dmg/Rchg(7)
    Level 1: Fast Healing -- Numna-Regen/Rcvry+(A), Numna-Heal(7)
    Level 2: Cobra Strike -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(9), KntkC'bat-Dmg/Rchg(9), KntkC'bat-Dmg/EndRdx/Rchg(11), Hectmb-Acc/Rchg(11), Hectmb-Dmg(13)
    Level 4: Reconstruction -- Panac-Heal/EndRedux/Rchg(A), Panac-Heal/Rchg(15), Panac-EndRdx/Rchg(17), Panac-Heal/EndRedux(17), Panac-Heal/+End(45)
    Level 6: Focus Chi -- GSFC-ToHit/Rchg/EndRdx(A), GSFC-Rchg/EndRdx(19), GSFC-ToHit/Rchg(19), GSFC-Build%(21), GSFC-ToHit/EndRdx(21), GSFC-ToHit(23)
    Level 8: Crane Kick -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(23), KntkC'bat-Dmg/Rchg(25), KntkC'bat-Dmg/EndRdx/Rchg(25), Hectmb-Dmg/EndRdx(27), Hectmb-Acc/Dmg/Rchg(27)
    Level 10: Quick Recovery -- P'Shift-EndMod(A), P'Shift-End%(15), P'Shift-EndMod/Acc(46)
    Level 12: Dull Pain -- Panac-Heal/EndRedux(A), Panac-EndRdx/Rchg(29), Panac-Heal/Rchg(31), Panac-Heal/EndRedux/Rchg(31), Panac-Heal(48)
    Level 14: Boxing -- Empty(A)
    Level 16: Integration -- Numna-Heal(A), Numna-Heal/EndRdx(31)
    Level 18: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-EndRdx(33), GA-3defTpProc(33), RctvArm-ResDam(33), RctvArm-ResDam/EndRdx/Rchg(34)
    Level 20: Resilience -- S'fstPrt-ResDam/Def+(A), RctvArm-EndRdx(34), RctvArm-ResDam(34), RctvArm-ResDam/EndRdx(36), RctvArm-ResDam/Rchg(36)
    Level 22: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Rchg+(36), LkGmblr-Def(37)
    Level 24: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(29), Ksmt-ToHit+(37)
    Level 26: Dragon's Tail -- SScrappersS-Acc/Dmg(A), SScrappersS-Dmg/Rchg(37), SScrappersS-Acc/Dmg/Rchg(39), SScrappersS-Acc/Dmg/EndRdx/Rchg(39), SScrappersS-Dmg/EndRdx/Rchg(39), FrcFbk-Rechg%(40)
    Level 28: Instant Healing -- Panac-Heal/EndRedux/Rchg(A), Panac-Heal/Rchg(40), Panac-EndRdx/Rchg(40), Panac-Heal/EndRedux(42), Panac-Heal(46)
    Level 30: Hasten -- RechRdx-I(A), RechRdx-I(42)
    Level 32: Eagles Claw -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(42), KntkC'bat-Dmg/Rchg(43), KntkC'bat-Dmg/EndRdx/Rchg(43), HO:Nucle(43), SScrappersS-Rchg/+Crit(45)
    Level 35: Conserve Power -- RechRdx-I(A)
    Level 38: Moment of Glory -- SW-ResDam/Re TP(A), LkGmblr-Rchg+(45), RechRdx-I(50)
    Level 41: Physical Perfection -- P'Shift-End%(A)
    Level 44: Maneuvers -- HO:Cyto(A), LkGmblr-Rchg+(46), HO:Cyto(48)
    Level 47: Tactics -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(48), HO:Cyto(50)
    Level 49: Vengeance -- LkGmblr-Rchg+(A)
    Level 2: Swift -- Empty(A)
    Level 2: Health -- Mrcl-Heal(A), RgnTis-Regen+(13), Mrcl-Rcvry+(50)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- P'Shift-End%(A)
    Level 1: Brawl -- Empty(A)
    Level 1: Critical Hit
    Level 1: Prestige Power Dash -- Empty(A)
    Level 1: Prestige Power Slide -- Empty(A)
    Level 1: Prestige Power Quick -- Empty(A)
    Level 1: Prestige Power Rush -- Empty(A)
    Level 1: Prestige Power Surge -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    Level 50: Spiritual Core Paragon
    Level 50: Ageless Core Epiphany
    Level 50: Paralytic Radial Flawless Interface
    ------------

    http://www.cohplanner.com/mids/downl...D8FF015F09DE62
  4. I would suggest switching smite and midnight grasp slotting, in my experience, the ATO procs work better in slower attacks.

    Also, Soul Drain needs accuracy. In my opinion, the recticle enhancements give too little bonus, cost too much, and are slots better spent elsewhere.

    I dont think you need either of the status resistance procs. As a scrapper you will very rarely be mez'd anyway, with the exception on PVP, and even then, I think slots are better spent elsewhere.

    Slotting two pieces of numinia's in Health will give higher returns then two IO's, because of the 12% regen set bonus.

    I'd slot stamina with a 3rd performance enh. Your Max HP is pretty low. Also, put these in Quick Recovery, for more returns then stamina. Or just two-slot.

    Focused Acc. can make much better use of two Hammi-o's if you have the cash.

    4 slotting boxing and brawl is madness. I don't have a solution to losing that much defence, but it's still madness. Drop brawl. Pick up the pieces elsewhere.

    Dark Consumption and Soul Drain both do a fair amount of damage, but need a ton of recharge and a little acc. to be at their best. Oblit's to fill up the holes I'm pokin' in defence?
  5. Thank's for the input. I'm familiar with the soft cap, and Call Me Awesome's guide. I hadn't bothered ensuring I hit the soft-caps because of Invincibility, with just a few people in melee range my defence became excessive, although I forgot to consider that the soft caps will be higher in I22 Dark Astoria.

    I'm very fond of my +Recharge. Having Foot Stomp recharge in under 5 seconds is amazing. With a few buffs, I can foot stomp so often that most of enemies around me can't attack at all. They spend ALL of their time just trying to get up. And it turns my interface procs into monsters. I effectively have perma-hasten because of the +recharge proc; it's too bad it doesn't stack anymore, because it often would. Despite my net gain of almost 3 end/sec and 123 MaxEnd, I still burn it fast. Having conserve power 2/3 of the time is a huge boon.

    Putting one of those slots in Tough Hide was an excellent suggestion, thanks for that! I'll probably put that other slot in Maneuvers too!
  6. Heya everybody! I've spent a great deal of time working on my tank, Mr. Amazing Man! The introduction of the ATO's has me considering a respec! I currently have two slots available, and I'm not sure where to put them. I've considered:

    Haymaker - Endurance IO: I use a surprisingly large amount of endurance, despite my massive max end and recovery bonus'.

    Laser Beam Eyes - Apocalypse Damage: The damage increase is pitiful, but psi damage and I don't get along very well.

    Laser Beam Eyes - Achilles Heel -Res Proc: No explanation necessarily.

    Physical Perfection - Performance Shifter, EndMod: Did I mention I use a surprising amount of endurance?

    NOTE!: K.O. Blow is 'unslotted' because mids doesn't have the ATO's yet. I'll be putting the full set in there.

    PS! SPARE NO EXPENSE!! If you can think of anyway to improve upon what I already have, I'd like to hear your suggestions! (I gave some thought to the order I took the powers in, but not the level placement of the slots for exemplaring purpose, so no need to critique WHEN my slots are placed, only the overall placement of them.)


    Hero Plan by Mids' Hero Designer 1.953
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Natural Tanker
    Primary Power Set: Invulnerability
    Secondary Power Set: Super Strength
    Power Pool: Fighting
    Power Pool: Leaping
    Power Pool: Speed
    Power Pool: Leadership
    Ancillary Pool: Energy Mastery

    Hero Profile:
    Level 1: Temp Invulnerability -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam/EndRdx/Rchg(3), ImpArm-ResDam(3), ImpArm-ResPsi(5), GA-3defTpProc(5)
    Level 1: Jab -- Amaze-ToHitDeb%(A), Amaze-Acc/Rchg(7)
    Level 2: Dull Pain -- Numna-Heal/Rchg(A), Numna-Heal/EndRdx/Rchg(7), Numna-EndRdx/Rchg(9), Numna-Heal(9)
    Level 4: Haymaker -- Hectmb-Acc/Dmg/Rchg(A), Hectmb-Dmg/EndRdx(17), Hectmb-Acc/Rchg(17), Hectmb-Dmg/Rchg(19), Hectmb-Dam%(19)
    Level 6: Resist Elements -- ImpArm-ResDam(A), ImpArm-ResDam/EndRdx(21), ImpArm-ResDam/Rchg(21), ImpArm-ResPsi(23)
    Level 8: Unyielding -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam/EndRdx/Rchg(23), ImpArm-ResDam(25), ImpArm-ResPsi(25), S'fstPrt-ResDam/Def+(27)
    Level 10: Taunt -- Mocking-Taunt/Rchg/Rng(A), Mocking-Taunt/Rchg(27), Mocking-Taunt/Rng(29), Mocking-Rchg(29), Mocking-Acc/Rchg(31), Mocking-Taunt(31)
    Level 12: Resist Energies -- ImpArm-ResDam(A), ImpArm-ResDam/EndRdx(31), ImpArm-ResDam/Rchg(33), ImpArm-ResPsi(33)
    Level 14: Kick -- Empty(A)
    Level 16: Tough -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam/EndRdx/Rchg(33), ImpArm-ResDam(34), ImpArm-ResPsi(34)
    Level 18: Invincibility -- LkGmblr-Def/EndRdx(A), LkGmblr-Rchg+(34), LkGmblr-Def(36)
    Level 20: Knockout Blow -- Empty(A), Empty(36), Empty(36), Empty(37), Empty(37), Empty(37)
    Level 22: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Rchg+(39), LkGmblr-Def(39)
    Level 24: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(39)
    Level 26: Tough Hide -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(40)
    Level 28: Rage -- AdjTgt-ToHit/Rchg(A), AdjTgt-ToHit/EndRdx/Rchg(40), AdjTgt-Rchg(40), AdjTgt-EndRdx/Rchg(42), AdjTgt-ToHit(42)
    Level 30: Hasten -- RechRdx-I(A), RechRdx-I(42)
    Level 32: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(43)
    Level 35: Conserve Power -- RechRdx-I(A), RechRdx-I(43)
    Level 38: Foot Stomp -- Armgdn-Acc/Dmg/Rchg(A), Armgdn-Dmg/EndRdx(43), Armgdn-Acc/Rchg(45), Armgdn-Dmg/Rchg(45), FrcFbk-Rechg%(45), Armgdn-Dam%(46)
    Level 41: Laser Beam Eyes -- Apoc-Acc/Dmg/Rchg(A), Apoc-Dmg/EndRdx(46), Apoc-Acc/Rchg(46), Apoc-Dam%(48), Apoc-Dmg/Rchg(48)
    Level 44: Physical Perfection -- Numna-Heal/Rchg(A), P'Shift-End%(48), Numna-Heal(50)
    Level 47: Assault -- EndRdx-I(A)
    Level 49: Vengeance -- SW-ResDam/Re TP(A)
    Level 0: Portal Jockey
    Level 0: Freedom Phalanx Reserve
    Level 0: Task Force Commander
    Level 0: The Atlas Medallion
    Level 50: Paralytic Radial Flawless Interface
    Level 50: Agility Core Paragon
    ------------
    Level 2: Swift -- Empty(A)
    Level 2: Health -- Numna-Regen/Rcvry+(A), RgnTis-Regen+(11), Mrcl-Rcvry+(11), Numna-Heal(13), Panac-Heal/+End(13)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-End%(15), EndMod-I(15)
    Level 1: Brawl -- Empty(A)
    Level 1: Gauntlet
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run



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  7. The -Tohit in smoke grenade would affect the enemies chance to hit you more then soft-capped range defence. But it is pretty solid.
  8. I must say, combined with vengeance, and all of the Unique Defence/Resistance IO's, I'm quite happy with my 26 pets.

    Also very handy to stop the escaping prisoners in the BAF. They have trouble with path-finding around my mob, much less surviving it.

    I'd like to point out that Thugs/Poison with it's potent single target debuffs just got a little bit better.
  9. I, like everyone else, love the idea of having a signature power. I have a few thoughts on this whole concept:

    1) It doesn't need to be powerful. If I can only use this power once in a while, it doesn't really 'represent' my character.

    2) It doesn't need to be an additional power. I'd be quite content with modifying a power that I already have, namely by adding a new element to an existing power, and re-naming it. (If this were the case, you probably couldn't pick a pool power as your signature move, since we can't customize the colours of pool powers for some reason, I assume it's a programming thing).

    Examples would include things like - Add AoE damage to a single target attack
    Add increased damage to the primary target of a targeted AoE
    Add some form of Mez to power.
    Adding Buffs/Debuffs.

    Basically, as many of the suggestions originally made in this thread as possible, with the exception of it altering an existing power, rather then adding an entirely new choice. While I like the idea of a completely customized power, I think this kind of Signature Move would be easier (and more likely) to be implemented.

    Either way, it being an Incarnate slot is also a very logical way to implement it into the already-existing game system. Hard to believe this idea has lived for over 5 years with no developer feedback.
  10. Please? Pretty please?! This would be AWESOME!!
  11. You read my mind! I was thinking about making a KM/Nin, but I was really surprised to see that the Stalker base-damage is significantly lower then the scrapper base damage. Does having AS, and Build-Up really make up for this? Even with the I22 changes?

    I would have rather rolled MA, but, you know, a complete lack of AoE damage just isn't an option.
  12. What would you consider to be the 'minimum' amount of accuracy to slot in a Tier 1 pet? In this case I'll have the enforcers dual 2.5 to hitbuffs (+40% from two Hami-O Cytoskeletons), but I myself do not have tactics.
  13. The first thing I noticed about this set, was that the first set bonus was +2% Damage. Now while that might barely help a few Masterminds, but it does absolutely nothing for my Thugs/Poison, and many others.
    On top of that, its so recharge intensive that it would seem like a waste to put it in anything other then the psudo-pets like Gang War and Soul Extraction. The problem with that, is there's already 2 sets that give defensive bonus' to pets that can only be slotted in recharge intensive pets, so there's no way I'll be able to benefit from it there, or I'd only have 3 slots to increase Acc/Dmg/Recharge/Endurance, and would lose out on the good set bonus' I already have. The only pet that doesnt already have a +def/res in it (in my build) is enforcers, and they already have very high demand for their slots. It looks like I'm better off with a Hami-O Cytoskeleton, it raises ALL defences on my pets.

    I'm really not sure what to make of this set
  14. All this talk on the -MaxHP proc has related to targets with large amounts of HP, how does it compare to regular bosses, Lt's, and minions?

    With the reduced damage of the toxic proc (compared to reactive's fire) does reactive out-perform even against these targets in terms of over-all effectiveness?

    Does reactive's -Res proc effect your team-mates damage as well? And if so, wouldn't that make it way way better?
  15. I haven't played this character since before IO's even came out! So I'm looking for a little advice before I respec and spend a zillion influence and Hero Merits on him

    Hero Plan by Mids' Hero Designer 1.952
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    The Flying Gecko: Level 50 Science Scrapper
    Primary Power Set: Martial Arts
    Secondary Power Set: Regeneration
    Power Pool: Leaping
    Power Pool: Speed
    Power Pool: Fighting
    Power Pool: Leadership
    Ancillary Pool: Weapon Mastery

    Hero Profile:
    Level 1: Storm Kick -- Hectmb-Dam%(A), Hectmb-Dmg/Rchg(3), Hectmb-Acc/Dmg/Rchg(3), Hectmb-Acc/Rchg(5), Hectmb-Dmg/EndRdx(5)
    Level 1: Fast Healing -- Numna-Heal(A), Numna-Regen/Rcvry+(7), Mrcl-Rcvry+(7), Mrcl-Heal(9), RgnTis-Regen+(9)
    Level 2: Reconstruction -- Panac-Heal/EndRedux/Rchg(A), Panac-Heal(11), Panac-Heal/EndRedux(11), Panac-EndRdx/Rchg(13), Panac-Heal/Rchg(13), Panac-Heal/+End(15)
    Level 4: Cobra Strike -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(19), KntkC'bat-Dmg/Rchg(19), KntkC'bat-Dmg/EndRdx/Rchg(21), Mako-Acc/Dmg/EndRdx/Rchg(21)
    Level 6: Focus Chi -- AdjTgt-Rchg(A), AdjTgt-ToHit/Rchg(23)
    Level 8: Combat Jumping -- SW-ResDam/Re TP(A), LkGmblr-Rchg+(23), LkGmblr-Def(50)
    Level 10: Hasten -- RechRdx-I(A), RechRdx-I(25)
    Level 12: Boxing -- Empty(A)
    Level 14: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-EndRdx(25), RctvArm-ResDam/Rchg(27), RctvArm-ResDam(27), GA-3defTpProc(29), S'fstPrt-ResDam/Def+(29)
    Level 16: Integration -- Numna-Heal(A), Numna-Heal/EndRdx(31)
    Level 18: Crippling Axe Kick -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(31), KntkC'bat-Dmg/Rchg(31), KntkC'bat-Dmg/EndRdx/Rchg(33), Mako-Acc/Dmg/EndRdx/Rchg(33)
    Level 20: Weave -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(33), LkGmblr-Rchg+(34)
    Level 22: Resilience -- RctvArm-ResDam/Rchg(A), RctvArm-ResDam(34), RctvArm-ResDam/EndRdx(34), RctvArm-ResDam/EndRdx/Rchg(36)
    Level 24: Quick Recovery -- P'Shift-End%(A), P'Shift-EndMod(36), EndMod-I(36)
    Level 26: Dragon's Tail -- FotG-ResDeb%(A), FrcFbk-Rechg%(37), Oblit-%Dam(37), Oblit-Acc/Dmg/EndRdx/Rchg(37), Oblit-Dmg/Rchg(39), Oblit-Acc/Dmg/Rchg(39)
    Level 28: Instant Healing -- Numna-Heal/EndRdx(A), Numna-EndRdx/Rchg(39), Numna-Heal/Rchg(40), Numna-Heal/EndRdx/Rchg(40)
    Level 30: Assault -- EndRdx-I(A)
    Level 32: Eagles Claw -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(40), KntkC'bat-Dmg/Rchg(42), KntkC'bat-Dmg/EndRdx/Rchg(42), Mako-Acc/Dmg/EndRdx/Rchg(42)
    Level 35: Dull Pain -- Numna-Heal(A), Numna-EndRdx/Rchg(43), Numna-Heal/Rchg(43), Numna-Heal/EndRdx/Rchg(43)
    Level 38: Maneuvers -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(45), LkGmblr-Rchg+(45)
    Level 41: Caltrops -- Empty(A)
    Level 44: Targeting Drone -- GSFC-ToHit(A), GSFC-ToHit/Rchg(45), GSFC-ToHit/Rchg/EndRdx(46), GSFC-Rchg/EndRdx(46), GSFC-ToHit/EndRdx(46), GSFC-Build%(48)
    Level 47: Exploding Shuriken -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(48), Ragnrk-Acc/Dmg/Rchg(48), Ragnrk-Acc/Rchg(50), Ragnrk-Dmg/EndRdx(50)
    Level 49: Vengeance -- LkGmblr-Rchg+(A)
    Level 50: Spiritual Core Paragon
    ------------
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- Numna-Heal(A), Numna-Heal/Rchg(15)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- EndMod-I(A), P'Shift-EndMod(17), P'Shift-End%(17)
    Level 1: Brawl -- Empty(A)
    Level 1: Critical Hit
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run



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  16. This change seems targeted directly at farmers. While I like the idea of making farming less profitable in theory, it also mean less access to the recipes and salvage that everyone else needs. With the exception of AE tickets I have never found a Kinetic Combat recipe, but I have found dozens of purple ones. One of the greatest strengths of AE was helping me obtain recipes that I had otherwise out-leveled, and would never drop. That option is still there, it'll just take longer.

    If you want to target farmers, why don't you add a similar diminishing returns to the rewards given by enemies that only deal a single type of damage, FIRE in specific.

    I would make it so that you can defeat a certain number of enemies in a row that deal one type of damage (or just single-out fire), before being subjected to diminishing returns. Farmers would then at least have to make some of the enemies deal a different type of damage, and at the very least we might see some diversity in the SS/Fire brutes.

    I understand how some story arcs that were not even intended for farming could be hurt by this kind of change, but that applies to the diminished returns on ambushes as well.
  17. I hear you on most of these issues. I'd really miss being able to give sappers the K.O. Blow, they're dangerous. My DPS Vs. Arch-villains would take a huge hit. I <3 K.O. Blow.

    One of the biggest advantages of Spring Attack would be the set bonus' of Armageddon. I have Foot Stomp with a +Recharge proc, and a -20%Res proc. Combined with Jab and Laser Beam Eyes, I potentially stack up a -60% resistance to an enemy. This only leaves me 4 slots in foot stomp, not enough for the +10% recharge of Armageddon, unless I take spring attack, which then increases the DPS of all my other attacks, and helps me hold agro. If the +recharge proc activates (and at 10% chance in an AoE, it often does) Foot Stomp goes down to a 4.44 second recharge, and I get two chances to keep my +100% recharge ball rolling.

    The added DPS of Spring Attack is also less effected by Rage crash (It's FAR more likely to be on cool-down while crashed then KoB) but, surprising to me, gains less benefit from double rage (I need to hit 7.7 targets ever 32 seconds to beat out KoB with double-rage). I spend about 1/2 of my time in double-rage (65 sec recharge, 120 sec duration, not including +recharge procs). Also, it out-performs K.O. Blow for each target over 7 every 32 seconds.

    The number aforementioned had K.O. Blow with Crushing Impact:
    +97.49% Damage, and +112.51% Recharge
    And Spring Attack With Armageddon:
    +89.92% Damage, and +126.16% Recharge

    I was pretty surprised when I came across this, I thought 'Of course K.O. Blow does better DPS!' It definitely would if I didn't have my missions set to x8.

    Assault out-DPS every other power in the build easy. Giving everyone else a 10% buff to damage is WAY more then I deal on a full team. Only using two slots for endurance, this power is WIN.
  18. This is my build with Spring Attack. If you replace Spring Attack with KoB, and slot it with Crushing Impact, (everything except accuracy/damage) KoB does 50.75 DPS. In the build I have linked, Spring Attack does 6.76 DPS (x7.5=50.75). These number don't include the additional 33% chance of 107.1 fire damage to each enemy beyond the first with Spring Attack. None of my Mid's links seem to work for me, but hopefully they work for you


    http://www.cohplanner.com/mids/downl...C7F67F5B45E8EE
    Hero Plan by Mids' Hero Designer 1.952
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Mr. Amazing Man: Level 50 Natural Tanker
    Primary Power Set: Invulnerability
    Secondary Power Set: Super Strength
    Power Pool: Leaping
    Power Pool: Speed
    Power Pool: Fighting
    Power Pool: Leadership
    Ancillary Pool: Energy Mastery

    Hero Profile:
    Level 1: Resist Physical Damage -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResDam/EndRdx(3)
    Level 1: Jab -- GS-Acc/Dmg(A), GS-Acc/Dmg/End/Rech(3), GS-%Dam(5), GS-Dam/Rech(5), Amaze-ToHitDeb%(7), Zinger-Dam%(48)
    Level 2: Temp Invulnerability -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(7), RctvArm-EndRdx(9), RctvArm-ResDam/Rchg(9)
    Level 4: Haymaker -- Hectmb-Dmg/Rchg(A), Hectmb-Acc/Dmg/Rchg(17), Hectmb-Acc/Rchg(17), Hectmb-Dmg/EndRdx(19), Hectmb-Dam%(19), FrcFbk-Rechg%(21)
    Level 6: Resist Elements -- ImpArm-ResDam(A), ImpArm-ResDam/EndRdx(21), ImpArm-ResPsi(23)
    Level 8: Unyielding -- ImpArm-ResDam(A), ImpArm-ResDam/EndRdx(23), ImpArm-ResDam/EndRdx/Rchg(25), ImpArm-ResPsi(25)
    Level 10: Taunt -- Zinger-Acc/Rchg(A), Zinger-Taunt/Rchg(27), Zinger-Taunt/Rchg/Rng(27), Zinger-Dam%(29), Zinger-Taunt/Rng(29)
    Level 12: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 14: Hasten -- RechRdx-I(A), RechRdx-I(31)
    Level 16: Super Jump -- Winter-ResSlow(A)
    Level 18: Invincibility -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(31), LkGmblr-Rchg+(31)
    Level 20: Spring Attack -- Armgdn-Dmg/Rchg(A), Armgdn-Acc/Dmg/Rchg(33), Armgdn-Acc/Rchg(33), Armgdn-Dmg/EndRdx(33), Armgdn-Dam%(34)
    Level 22: Kick -- Empty(A)
    Level 24: Tough -- GA-ResDam(A), GA-End/Res(34), GA-3defTpProc(34), GA-Res/Rech/End(36)
    Level 26: Tough Hide -- LkGmblr-Def(A), LkGmblr-Rchg+(36), SW-ResDam/Re TP(36)
    Level 28: Rage -- AdjTgt-ToHit/Rchg(A), AdjTgt-ToHit/EndRdx/Rchg(37), AdjTgt-EndRdx/Rchg(37), AdjTgt-ToHit/EndRdx(37), AdjTgt-Rchg(39)
    Level 30: Weave -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(39), LkGmblr-Def/EndRdx/Rchg(39), LkGmblr-Rchg+(40)
    Level 32: Assault -- EndRdx-I(A), EndRdx-I(40)
    Level 35: Dull Pain -- Numna-Heal/EndRdx(A), Numna-EndRdx/Rchg(40), Numna-Heal/EndRdx/Rchg(42), Numna-Heal/Rchg(42)
    Level 38: Foot Stomp -- Oblit-Dmg(A), Oblit-Acc/Dmg/EndRdx/Rchg(42), Oblit-Acc/Dmg/Rchg(43), Oblit-Dmg/Rchg(43), FotG-ResDeb%(43), FrcFbk-Rechg%(45)
    Level 41: Conserve Power -- RechRdx-I(A), RechRdx-I(45)
    Level 44: Laser Beam Eyes -- Apoc-Dmg/Rchg(A), Apoc-Acc/Dmg/Rchg(45), Apoc-Acc/Rchg(46), Apoc-Dmg/EndRdx(46), Apoc-Dam%(46), Achilles-ResDeb%(48)
    Level 47: Resist Energies -- ResDam-I(A), ResDam-I(48)
    Level 49: Physical Perfection -- Numna-Heal(A), Numna-Heal/EndRdx(50), P'Shift-End%(50), EndMod-I(50)
    Level 0: Freedom Phalanx Reserve
    Level 0: Portal Jockey
    Level 0: Task Force Commander
    Level 0: The Atlas Medallion
    Level 50: Spiritual Core Paragon
    Level 50: Pyronic Core Final Judgement
    ------------
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- Numna-Heal(A), Numna-Regen/Rcvry+(11), Mrcl-Heal(11), Mrcl-Rcvry+(13), RgnTis-Regen+(13)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- EndMod-I(A), EndMod-I(15), P'Shift-End%(15)
    Level 1: Brawl -- Empty(A)
    Level 1: Gauntlet
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
  19. I've been playing around in mids, and I'm very seriously considering taking spring attack over K.O. Blow, here are my considerations:

    Spring Attack will do more DPS, as long as I can hit 7 targets every 32 seconds or so. This is rarely a problem.

    It simplifies my attack chain. Not a big issue, but it helps

    Because of a Fury of the Gladiator, and Force Feedback +Recharge proc in Foot stomp, I only have room for 4 other Enh. If I go with Spring Attack I can 5 Slot Armageddon for that sweet +10% recharge. I'm all about the foot stomp!

    If I go with K.O. Blow, obviously my single-target damage improves greatly.
    I could get rid of Super Jump (I have Ninja Run). I'm hesitant to do this anyway, my tank isn't much of a ninja, and looks silly doing flips everywhere.

    If I did get rid of super-jump I would likely take tactics. I find the confuse/terrorize hole in my defense quite annoying (You would think that being nigh-invulnerable would give some resistance to fear).

    My only other attacks are jab, haymaker, and laser beam eyes. Obviously Jab stays. I really like my ranged attack for pulling stray enemies off allies, (-20% res proc doesn't hurt). Haymaker fills any gap in my cool-downs.

    Of course, I really like K.O. Blow... Who doesn't? Thoughts? Opinions?
  20. I decided to take burn out anyway, because I figured gang war twice in a row would still be excellent, and to my amazement, I can have 26 pets at once!
  21. Vengeance buffs the pets from gang war. Really a shame I cant use Burnout to summon 26 pets... I was looking forward to that. Are you certain or speculating?
  22. Does this work? Top it off with vengeance, and you have a big angry mob. I'd like to know for sure before I respec, I'm worried it Gang War might "cap" at 10 pets, and I just wind up with double the duration or something.
  23. Colt_Martin

    Pimp My Thugs

    I'm pretty sure I fire off Alkaloid more then once every 10 seconds, isnt that how the proc works in health?
  24. Colt_Martin

    Pimp My Thugs

    Thanks the advice! I've changed the Lady Grey: Defence Debuff/Endurance for a damage/Endurance. I like the idea of having the higher debuff for the sake of my team, but I also like the idea of just killing the guy(s). The debuff would also give me 12 more HP, but I think I can live without it.

    Call To Arms gives the recharge bonus at 4 set pieces, so I can have that and the mez resist.

    I was worried about endurance; but yeah, that lockdown proc in poison trap is a good idea. Taken.

    You've sold me on neurotoxic breath. I've taken it at the earliest possible level, and added quite a few slots; more then you suggested, but after re-working the build I found room for them.

    Of the 5 slots in health, 3 were procs, and the other 2 gave me really good regen. But the extra slots in Neurotoxic Breath will likely keep me alive just as long, and my team alive much longer. So I've taken some of your advice here. I moved the Numina's Proc to Alkaloid, since ED was making short work of my 6th slot anyway. It leaves me with 2 pieces of miracle in health, for a little bit more END. I could switch them, so I have 2 of Numina's in health, and the Miracle: +Recovery in Alkaloid instead. It works out to 14% more regen, or 3% more recovery. But I tend to go through a lot more endurance then Hit Points, so I'm leaning towards the endurance boost.

    It's hard to tell weather or not I have enough endurance recovery without field-testing.

    I also moved a lot of powers around with consideration to being a lackey, but used MID auto-arrangement of slots, so I'd probably place them at slightly different levels, but close enough.



    Villain Plan by Mids' Villain Designer 1.952
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Science Mastermind
    Primary Power Set: Thugs
    Secondary Power Set: Poison
    Power Pool: Leadership
    Power Pool: Speed
    Power Pool: Concealment

    Villain Profile:
    Level 1: Call Thugs -- ExStrk-Dam%(A), BldM'dt-Acc/Dmg/EndRdx(3), BldM'dt-Acc/Dmg(3), BriL'shp-Acc/Dmg(5), BriL'shp-Acc/Dmg/EndRdx(5), SvgnRt-PetResDam(7)
    Level 1: Alkaloid -- Numna-Heal/EndRdx/Rchg(A), Numna-Heal/Rchg(7), Numna-EndRdx/Rchg(9), Mrcl-Heal/EndRdx/Rchg(9), Mrcl-Heal/EndRdx(11), Numna-Regen/Rcvry+(11)
    Level 2: Envenom -- Achilles-ResDeb%(A), ShldBrk-Acc/EndRdx/Rchg(13), ShldBrk-DefDeb/EndRdx/Rchg(13), ShldBrk-DefDeb(15), AnWeak-Acc/Rchg/EndRdx(15), AnWeak-DefDeb/EndRdx/Rchg(17)
    Level 4: Weaken -- DarkWD-ToHitdeb/Rchg/EndRdx(A), DarkWD-ToHitDeb/EndRdx(21), Cloud-Acc/ToHitDeb(23), Cloud-Acc/EndRdx/Rchg(23), Cloud-Acc/Rchg(25), Cloud-ToHitDeb/EndRdx/Rchg(25)
    Level 6: Equip Thugs -- EndRdx-I(A)
    Level 8: Assault -- EndRdx-I(A), EndRdx-I(27)
    Level 10: Neurotoxic Breath -- P'ngTtl-Acc/Slow(A), P'ngTtl-Acc/EndRdx(27), P'ngTtl-Rng/Slow(29), P'ngTtl-EndRdx/Rchg/Slow(29), P'ngTtl--Rchg%(31)
    Level 12: Call Enforcer -- LdyGrey-%Dam(A), Achilles-ResDeb%(31), SvgnRt-Dmg/EndRdx(31), BldM'dt-Acc/Dmg/EndRdx(33), BldM'dt-Acc/Dmg(33), BldM'dt-Dmg/EndRdx(33)
    Level 14: Maneuvers -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(34), LkGmblr-Rchg+(34)
    Level 16: Hasten -- RechRdx-I(A), RechRdx-I(34)
    Level 18: Gang War -- C'Arms-Acc/Rchg(A), C'Arms-Acc/Dmg/Rchg(36), C'Arms-EndRdx/Dmg/Rchg(36), C'Arms-+Def(Pets)(36), ExRmnt-Acc/Dmg/Rchg(37), ExRmnt-+Res(Pets)(37)
    Level 20: Super Speed -- EndRdx-I(A)
    Level 22: Burnout -- RechRdx-I(A), RechRdx-I(37)
    Level 24: Empty Clips -- FrcFbk-Rechg%(A), Posi-Dmg/EndRdx(39), Posi-Dmg/Rchg(39), Posi-Dmg/Rng(39), Posi-Acc/Dmg/EndRdx(40), Posi-Dam%(40)
    Level 26: Call Bruiser -- ExStrk-Dam%(A), BldM'dt-Acc/Dmg(40), BldM'dt-Acc/Dmg/EndRdx(42), EdctM'r-Acc/Dmg(42), EdctM'r-Acc/Dmg/EndRdx(42), EdctM'r-PetDef(43)
    Level 28: Paralytic Poison -- G'Wdw-Acc/Hold/Rchg(A), Lock-Acc/EndRdx/Rchg/Hold(43), BasGaze-Acc/Hold(43), BasGaze-Acc/Rchg(45), BasGaze-EndRdx/Rchg/Hold(45), BasGaze-Acc/EndRdx/Rchg/Hold(45)
    Level 30: Tactics -- ToHit-I(A), EndRdx-I(46), EndRdx-I(46)
    Level 32: Upgrade Equipment -- EndRdx-I(A)
    Level 35: Poison Trap -- FotG-ResDeb%(A), G'Wdw-Acc/Rchg(46), G'Wdw-EndRdx/Hold(48), G'Wdw-Dam%(48), G'Wdw-Acc/Hold/Rchg(48), Lock-%Hold(50)
    Level 38: Noxious Gas -- EndRdx-I(A), RechRdx-I(50), RechRdx-I(50)
    Level 41: Vengeance -- LkGmblr-Rchg+(A)
    Level 44: Stealth -- LkGmblr-Rchg+(A)
    Level 47: Grant Invisibility -- LkGmblr-Rchg+(A)
    Level 49: Antidote -- S'fstPrt-ResDam/Def+(A)
    ------------
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- Mrcl-Heal(A), Mrcl-Rcvry+(17), RgnTis-Regen+(19)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- EndMod-I(A), EndMod-I(19), P'Shift-End%(21)
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 1: Supremacy
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
  25. Colt_Martin

    Pimp My Thugs

    So I've been playing with MIDS and this is what I'm looking at. The goal here is a team-oriented character, so I'm not very worried about my defence/resistance. I just want my thugs to lay the smack-down, and my poison to leave tough guys crying (barfing, choking, and whatever else). I still have one slot I'm not sure where to put (maybe phase shift).

    I also tried to keep the price down, but there are a few expensive toys in there, a lot of gambler +Recharge for example, and I could handle more if I condemn myself to more farming. Anyway, I'm open to suggestions, so lay 'em on me.

    Please keep all criticism helpful...

    Villain Plan by Mids' Villain Designer 1.952
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Science Mastermind
    Primary Power Set: Thugs
    Secondary Power Set: Poison
    Power Pool: Leadership
    Power Pool: Speed
    Power Pool: Concealment

    Villain Profile:
    Level 1: Call Thugs -- ExStrk-Dam%(A), BldM'dt-Acc/Dmg/EndRdx(3), BldM'dt-Acc/Dmg(3), BriL'shp-Acc/Dmg(5), BriL'shp-Acc/Dmg/EndRdx(5), SvgnRt-PetResDam(7)
    Level 1: Alkaloid -- Numna-Heal/EndRdx/Rchg(A), Numna-Heal/Rchg(7), Numna-EndRdx/Rchg(9), Mrcl-Heal/EndRdx/Rchg(9), Mrcl-Heal/EndRdx(11), H'zdH-Heal/EndRdx/Rchg(11)
    Level 2: Envenom -- Achilles-ResDeb%(A), ShldBrk-Acc/EndRdx/Rchg(13), ShldBrk-DefDeb/EndRdx/Rchg(13), AnWeak-Acc/Rchg/EndRdx(15), AnWeak-DefDeb/EndRdx/Rchg(15), ShldBrk-Acc/DefDeb(17)
    Level 4: Weaken -- DarkWD-ToHitdeb/Rchg/EndRdx(A), DarkWD-ToHitDeb/EndRdx(23), Cloud-Acc/ToHitDeb(23), Cloud-Acc/EndRdx/Rchg(25), Cloud-Acc/Rchg(25), Cloud-ToHitDeb/EndRdx/Rchg(27)
    Level 6: Equip Thugs -- EndRdx-I(A)
    Level 8: Assault -- EndRdx-I(A), EndRdx-I(27)
    Level 10: Maneuvers -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(29), LkGmblr-Rchg+(29)
    Level 12: Call Enforcer -- LdyGrey-%Dam(A), LdyGrey-DefDeb/EndRdx(31), Achilles-ResDeb%(31), BldM'dt-Acc/Dmg/EndRdx(31), BldM'dt-Acc/Dmg(33), BldM'dt-Dmg/EndRdx(33)
    Level 14: Tactics -- ToHit-I(A), EndRdx-I(33), EndRdx-I(34)
    Level 16: Hasten -- RechRdx-I(A), RechRdx-I(34)
    Level 18: Gang War -- C'Arms-Acc/Rchg(A), C'Arms-Acc/Dmg/Rchg(34), C'Arms-EndRdx/Dmg/Rchg(36), C'Arms-+Def(Pets)(36), ExRmnt-Acc/Dmg/Rchg(36), ExRmnt-+Res(Pets)(37)
    Level 20: Antidote -- EndRdx-I(A)
    Level 22: Super Speed -- Run-I(A)
    Level 24: Burnout -- RechRdx-I(A), RechRdx-I(37)
    Level 26: Call Bruiser -- ExStrk-Dam%(A), BldM'dt-Acc/Dmg(37), BldM'dt-Acc/Dmg/EndRdx(39), EdctM'r-Acc/Dmg(39), EdctM'r-Acc/Dmg/EndRdx(39), EdctM'r-PetDef(40)
    Level 28: Paralytic Poison -- G'Wdw-Acc/Hold/Rchg(A), Lock-Acc/EndRdx/Rchg/Hold(40), BasGaze-Acc/Hold(40), BasGaze-Acc/Rchg(42), BasGaze-EndRdx/Rchg/Hold(42), BasGaze-Acc/EndRdx/Rchg/Hold(42)
    Level 30: Empty Clips -- FrcFbk-Rchg/EndRdx(A), FrcFbk-Rechg%(43), Posi-Acc/Dmg(43), Posi-Dmg/Rchg(43), Posi-Dmg/EndRdx(45), Posi-Acc/Dmg/EndRdx(45)
    Level 32: Upgrade Equipment -- EndRdx-I(A)
    Level 35: Poison Trap -- FotG-ResDeb%(A), G'Wdw-Acc/Rchg(45), G'Wdw-EndRdx/Hold(46), G'Wdw-Dam%(46), G'Wdw-Acc/Hold/Rchg(46), P'Shift-End%(48)
    Level 38: Noxious Gas -- EndRdx-I(A), RechRdx-I(48), RechRdx-I(48)
    Level 41: Vengeance -- LkGmblr-Rchg+(A)
    Level 44: Stealth -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(50)
    Level 47: Grant Invisibility -- LkGmblr-Rchg+(A)
    Level 49: Phase Shift -- EndRdx-I(A)
    ------------
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(17), Mrcl-Rcvry+(19), Mrcl-Heal(19), RgnTis-Regen+(21)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- EndMod-I(A), EndMod-I(21), P'Shift-End%(50)
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 1: Supremacy
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run



    http://www.cohplanner.com/mids/downl...E8FC056FC5E225

    Cheers