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Posts
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Joined
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I really don't have a problem with this booster and will probably buy it just to have the weapon options unlocked at level one. On the other hand this booster is kind of galling because 1) it makes all of the work I've done unlocking Vanguard costumes a waste of time and 2) I'm paying for something that is already in game; I like to buy "new" things, not "things that are inconvenient to get". Long ago when I was a new subscriber with 3 months under my belt and my very first level 50, I ran enough Vanguard missions to get all 1000 merits necessary to buy a full Vanguard costume. I didn't know about Rikti Raids, I'd never even played an LGTF. I got those merits the hard way. It took 6 months. Now I wish I'd never bothered.
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I have a MA/SR Scrapper that can now solo AV's without inspirations provided the AV doesn't have maxed smashing resistance. Before I slotted my Cardiac Alpha that would never have been a possibility on my build just because it was so end heavy, but now I can pound away at an enemy non-stop. The important aspects (as far as I can tell) to soloing an AV are...
1) Softcapped defenses
2) A heal of some form to make up for the times when softcapped defenses fail.
3) Enough endurance modification to fight non-stop.
4) A good attack chain.
Once you have this everything else is easy. -
The only thing I've seen help on my lvl 50 Spines/Elec is trying to slot for slow in 1 or 2 powers. I originally put 4 pieces of Curtail Speed into one of my attacks for the s/l bonus, but I was pleased to discover that it also really helped keeping the mobs together. If you can't afford to put in your build you might want to look at getting the Spiritual Alpha slot. Partial Radial Revamp and Radial Paragon both offer bonuses to slow...
Actually, think I'll do that myself... -
I have just finished bringing my third scrapper up to 50 and I am underwhelmed. While I thought that Fire/Regen might make an interesting combo, the reality leaves much to be desired. The major problem I see with the power combo is that Fire has no mitigation and neither does Regen. All battles seem to ride the razor's edge; either everything dies or I do. I'm considering putting serious money into him to give him some defense or recharge bonuses, but I'm wondering if it will really make that much of a difference and would be better spent on something else. Any advice? Is this just a bad combination?
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I just finished leveling an Earth/Empathy/Fire to 50 and absolutely loved it. Of course there were problems, soloing was practically impossible until I was 35 but Earth/Empathy actually has some very good synergy if you choose your powers carefully.
By concentrating on the big targeted AOE's like quicksand, volcanic gas, earthquake and stalagmites, you can throw off all your controls in the first few seconds of combat and then concentrate on keeping your team alive. The combination of AoE's will generally reduce the enemy to a quivering pile of worthless and that leaves you all the time in the world to make sure your teammates have all the right buffs. -
Quote:That's why I tried to use words like "might", "potentially" and "personally". For a guide I built in about an hour, I'd be an idiot to say that it's perfect. It only reflects my opinion for one thing and clearly the language I used was too strong.It's actually perfectly okay to say what your preferences were, but to say things like "you will" is abit over the top. I for one was going "What? No I wouldn't, sod that". It's best replaced with "you might" or "going by other peoples opinions..".
You done something right bringing it here first, because I am a big believer in the best guides being built up by the community that are "fanbois"
Every tanker type is different, so alternative ways need to be found. If I never second looked at things because it wasn't doing what a stonetank could then I'd be one of them numb nuts thinking you'll need a stonetank and an empath with CM for the STF. I could probably go with a firetank and a good "I'd qualify them" stormie or trick archer.
This Tanker section is full of people who have pretty much ate, drank and slept tanks the difference being that we all have different regards as to what is real tanking. If I taunt controlled it and no one else is getting hurt, I am tanking to me.
You also seem to be under the impression that I am unaware that there are different ways to play different combinations of powers. I am painfully aware of this, so much so that I argue if you wish to play this particular combination (FA/DB) you should plan on building your Tank as a generic melee specialist. -
Quote:That strikes me as terrible advice. If you find a particular combination of powers to be troublesome or no fun to play, why wouldn't you want to tell people? The alternative strikes me as the worst kind of fanboyism; only tell people things you like and never EVER mention that something wasn't fun, of poor quality or just lousy. What you do in those circumstances is create an echo chamber where everything is awesome and nothing is ever bad. That's a terrible idea. I have 3 level 50 tanks, I loved my SD/WM tank and my WP/DM tank. I would recommend playing a SD/WM or a WP/DM tank to anyone.If you had issues on a FA/DB Tanker, which would seem like a solid Tank for my playing style, it doesnt work for yours.
Id say youd be happier with a WP/ build, which isnt uncommon for 75% of people who play Tankers.
If youv had a bad experiance with a Tanker, dont make others look down on it by cutting it down.By doing this, you push other people who would acctually like, and enjoy, as well as properly play a FA/ Tanker to play WP/ or Invln/ Type builds, that they may or, may not like at all.
Im learning to not put down things, because it does no one any good.
My Red bars under my Name and Picture attest to this.Not that I mind, Red matches my Picture and Name.
I played my FA/DB up to 50 shortly after DB became available. While I found soloing easy and enjoyable, I struggled while teaming, particularly when doing "traditional" tank duties, like holding off AV's. I tried to compensate and tried multiple builds to address the problem, including building purely for survival. No matter what build I used I still struggled on every single TF I played. After dying in 3 seconds for the 9th or 10th time on the STF, I finally realized that the problem was my FA/DB tank, it just didn't have the powers no matter what combination I used to survive the experience. So I found a nice way of dealing with it. I stopped worrying about the traditional duties of tanking and instead built my FA/DB tank as a generic melee specialist: more survival than a scrapper, more damage than a tank. -
Quote:You weren't rude at all. But don't apologize for someone who didn't bother to even explain their position in the first post.Worst for what? Actual tanking? It's on par with other Tanker sets in that regard, and can tank just fine. Phrasing like this is at best unclear, and at worst, misleading.
Again, for what? Dual Blades is capable of being quite vicious in the AOE department, and my WP/DB Tanker soloed and teamed through a variety of content and AVs. I found it to be a little slower before level picking up the last three attacks in the set, but it's on par with other Tanker sets, if not better for some things, like AOE.
I'm honestly debating your claims with a lot of this guide, as they don't really match the numbers or actual play experience I have had: and I have had plenty with both.
This is completely off the mark. I have tanked everything in game with my Fire/Fire, and changing up for DB makes Fiery Aura tougher than it normally is by using knockdowns and debuffing mob's to hit if needed. Your AOE damage will also be quite good, due to Blazing Aura and the AOEs in Dual Blades.
These two are part of why Consume is a good idea. You don't have to get locked into Physical Perfection, or wait until the 40s to have your endurance "easy." You save power picks as well, and unneeded slotting of procs that boost your endurance. I'd rather slot for higher recharge or damage than endurance.
Also, Consume is excellent for those times when you are hit with end drains, and it does happen plenty for Fiery Aura.
By humorous, I meant some of your advice, because some of it is flat out the opposite of what most Tank players would advise, and I thought perhaps you were being tongue in cheek. Guess I was wrong, but I did apologize in advance in my first post, just in case.
I did get the lightheartedness in the rest, which is just fine. I went for that in my Fire/Fire guide, and it's a good thing.
New Dawn was perhaps a little too blunt, but neither of us were being jerks. We were warning you of some shortcomings in your advice, not your tone (though your tone is getting worse the more you respond... do be willing to take criticism without taking it too personally). -
Quote:I clearly don't know something that I mention in my original post? Some advice: your post count shows that you've been around for a while and that you're a vivacious reader and poster. But I think it has also given you a false sense of your own expertise and that has made you a sloppy reader and a rude poster.If you feel that Firetanks are only better than Fire Scrappers then your just as bad.
If I struggled with something, I wouldn't expect that of other people. I wouldn't write like that would be the result. I've tanked the STF with a Scrapper for Scrappers. I damn well know any type of Tanker can do it better. If I don't suceed with something I look at the problem deeper. OP clearly doesn't know that healing flames stacks to give good Toxic res. Better to come here with the questions than the answers.
On the plus side which I do find, a big positive, it was posted here before the guide section. I have way too much confidence in the Tanker AT than most people that's for a reason and a given. -
It is a hole. It's just a hole that you can fix. Healing Flames has a 40 second base recharge according to Mids. That's aprox. 20 seconds with full slotting for recharge (not including recharge bonuses). That means to get your 60% Toxic resist you'll have to sit around for a minute charging up. This also assumes that you are consistently hitting your heal. At least for me, I only hit Healing Flames if I need it. I think that makes it a hole. Or a vulnerability. Or whatever you want to call it.
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I'm an American, a law student and very proud of living in a democratic country with a market capitalist system. I just like Soviet/Communist iconography for purely aesthetic reasons that have mostly to do with majoring in Political Science for my undergrad and concentrating on the Cold War.
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Quote:If I were you I'd try constructive criticism. I'd also learn how to write legibly. "If I could tank that tank for you to do everything you think that's bad at" huh? I'd also learn to use arguments rather than assertions. But hey, what do I know? I'd be happy to discuss and argue anything I've said. This guide comes out of two things:If I were you, I wouldn't write guides, infact I'd delete this quick before anyone else sees it. Sorry but I seriously would. If I could tank that tank for you to do everything you think that's bad at, I would but in no way would I accept your account details. Be unafraid in seeking advice. We've all had to.
1) Fiery Aura is the worst Primary for Tanks.
2) Dual Blades might be one of the worst secondaries for Tanks.
When you combine them, did you think you were bad before? As a tank, you are terrible. The best shot you'll ever have is playing the combo as a more generalized melee fighter.
Grey Pilgrim-Consume is skippable in my mind for 4 reasons. 1) There are lots of melee fighters that don't get Endurance boosting abilities that don't have problems with endurance. 2) Even when I'm doing an /x8 mission solo, I rarely use this power more than once every 5 minutes and generally have a supply of blue inspirations dropped by mobs. It's basically a power that is convenient, not necessary. 3) If you take Energy Mastery, Physical Perfection makes it unnecessary. 4) There are multiple procs that boost endurance.
And yeah, the guide was supposed to be humorous. Unfortunately the CoX boards are well known for killing your sense of humor, mostly due to jerks. -
I have posted a Fiery Aura/Dual Blades guide in the Tank section. You will find a lot of the information helpful but obviously there will be some differences particularly what combos you will take and how to mix your Epic Power Pool with the rest of your abilities.
http://boards.cityofheroes.com/showt...30#post2624830 -
Fiery Aura/Dual Blades
So you want to make a Fiery Aura/Dual Blades tank.
Well, first off, Im very, very sorry. You have just chosen to take two of the wonkiest, weirdest power sets available to melee characters and put them together into one, weirder, wonkier build. Odds are if you have any experience playing Tanks you have only decided to play this power combo because it sounds challenging. Most probably however, this is one of the first Tanks you have ever built and you have arrived at this power choice because it sounds cool or because of a character concept. This was how I made the terrible decision to play this Tank. However, if you are looking for a fun and very different style of play, you may find yourself pleasantly surprised. Here are some basic things to consider if you choose to play a FA/DB Tank.
1) You are not really a Tank, you are a Scranker.
If you are looking for a Tank that will be able to headline ITFs, STFs or LGTFs you should probably look elsewhere, you will find yourself constantly disappointed. Fiery Aura is an extremely offensive power-set that trades survivability for damage. If you combine Fiery Aura with some power-sets such as Dark Melee, you can use the mitigation provided by the secondary set to offset any weaknesses in the Primary. Dual Blades will not allow you to do this effectively. While the knockdown effects available in the Sweep and Attack Vitals combos can provide your Tank with a few seconds of mitigation it will not be enough in the long-run. Where Fiery Aura/Dual Blades shine is in killing stuff. You will kill mobs faster than the vast majority of tanks and find soloing to go much faster than the average tank.
2) Fiery Aura/Dual Blades is unique enough that the standard style of play for Tanks is completely inapplicable.
Due to the weird nature of Dual Blades and the weird nature of Fiery Aura you will have to learn how to play this power combo almost as if it is its own unique archetype. Sorry. A FA/DB tank will do more damage than a normal Tank, have more trouble holding aggro and be less survivable. You will occupy a strange location in between Scrappers and Tankers. Enjoy your new role.
Fiery Aura Overview
Fiery Aura is the anti-tank Tanker Primary. Of the 9 powers in Fiery Aura, 3 are offensive, 5 are defensive and one is a rez power, which could be defined as either offensive or defensive. Although it is officially a Resistance based set, Fiery Aura has giant holes to Psionic damage and smaller, but significant problems in resisting Toxic and Cold damage. Furthermore, Fiery Auras offensive abilities have strange caveats. Burn causes enemies to panic. Fiery Embrace is only fully effective with Fire Based attacks. On the plus-side, Fiery Aura has the potential of producing Tanks that do more damage than any other primary with the possible exception of Shield Defense.
Finally, Fiery Aura has one major advantage; it has only 3 toggles. In addition to lowering endurance use, Fiery Aura is unique in that Status Resistance powers are shared across the two defensive toggles. This is a small perk, but a nice one nonetheless.
Dual Blades Overview
While Fiery Aura seems like a Tanker Primary turned on its head, Dual Blades major problem is that it has no specialization at all. A bizarre jack-of-all-trades, Dual Blades allows the user to score combos that can produce Knockdown, Boost Damage, lower Defense or produce DoT. Unlike other jack-of-all-trades power sets, such as Archery or Assault Rifle, Dual Blades does not benefit from its multiple gimmicks unless it can score 3 consecutive attacks. This can be a source of constant frustration that will not end until you can properly IO your Tank. On the plus side, Dual Blades does have a number of neat features. It has 3 good AoE/Cone attacks, and the Empower Combo can be repeated ad-nauseum for a constant bonus to damage. When combined with Fiery Auras offensive capabilities, you can do some very impressive things.
Styles of Play
Many of these styles of play can be combined, but playing more than two strategies will be difficult.
Defense Soft-Cap Oriented
Many Tanking enthusiasts consider this to be the most efficient, logical style of play for tanks. You will take the Fighting power pool, possibly the leadership power pool. You will buy IOs that increase your Defense bonuses. Doing this however has a price; first, you will either be giving up Dual Blade Combos, Fiery Aura Offensive Powers or your Ancillary powers. Having tried this method of play, I recommend against it for Fiery Aura/Dual Blades. There are a few reasons: 1) no matter how much money you throw into this Tank it will still be on the bottom of the list when compared to other tanks, and 2) you wont really even be that survivable. Fiery Aura has no innate powers that boost Defense and furthermore has less Resistance and Healing to fall back on in comparison with other power pools. All in all, I dont recommend it.
Recharge Oriented
Fiery Auras best chance of producing a survivable, long-lasting Tank is building for recharge. Rather than attempting to augment the Resistance & Defense stats of the Fire Tank, we build for recharge so that the Tank can spam his heal. By consistently regenerating 50% of his HP every 10-15 seconds the Fire Tank can survive for a very long time. This approach also makes Rise of the Phoenix a much more useful power because it will regenerate quickly and fill in for any mistakes made along the way. Hasten will obviously be an integral part of your build.
Combo Oriented
Of all the mistakes made with Dual Blades, the most common is attempting to take all 4 combos. While these combos are fun and you will certainly want to try all of them to decide which ones are best for you, taking all 4 is a terrible idea. You will not have enough slots to make this an effective strategy. 2 or 3 combos is best. If you build for only 2 combos, Weaken and Empower are the logical choice. This will allow you to take only 4 attacks, 5 if you choose to take Taunt. Adding Sweep is relatively easy as well. Attack Vitals will be the most difficult combo to add to your attack chain although there are excellent reasons for doing so; primarily because Vengeful Slice provides you with knockdown. If you choose to go for combo orientation, remember that accuracy will be of paramount importance. If you dont hit, you dont get a combo.
One of the most useful approaches to Dual Blade Combos will be combining your Knockdown attacks with Fiery Auras Burn. Because Burn causes enemies to Panic, a smart Fire Tank will want to keep his enemies immobilized, held or knocked down. The best immobilizes and holds youll have access to will be single target and not particularly useful for this purpose. But you will have access to 3 Knockdown attacks, 2 of which are AoE. By carefully timing your Burn patch with the Sweep combo you can keep a group of enemies in the patch long enough to kill most minions and lieutenants.
Fiery Aura Power Rundown
Blazing Aura
One of the bread and butter powers of Fiery Aura. Youd have to be an idiot to skip it, because if you arent taking the offensive powers in Fiery Aura youve completely missed the point.
Fire Shield
Another unskippable power. In addition to providing you with Resists, Fire Shield provides you with Disorient protection.
Healing Flames
One of the most important powers in the Fiery Aura set. Slot it for recharge and heal as quickly as possible. In addition to providing you with most of your survivability, Healing Flames can be stacked to boost you up to 60-80% resistance to Toxic damage. While you can slot for Resist, this isnt as useful to you as healing and recharge.
Temperature Protection
If you have to skip a power, this is the one to skip. While Temperature Protection provides you with Cold Resistance and Slow Resistance and the power requires very little slotting to be effective, the bonuses it provides are exotic enough that they can be avoided.
Consume
Another potentially skippable power. Many people despise this power because it has a ludicrously long recharge and an accuracy check but there are many reasons to take it. First, Fire Tanks only have 3 toggles so your Endurance expense will be lower than many other tanks. In addition, Consume has impressive range, and most importantly it only costs 0.52 endurance to use! This means that you can wait until the very last second to activate the power, giving it more bang for its buck.
Plasma Shield
Unskippable. It provides you with your protection to Hold as well as the more exotic damage types.
Burn
After Burn was nerfed with Panic many Fiery Aura advocates began to advocate skipping it. Do not listen to these people. Burn is useful for a number of reasons; 1) when combined with knockdown, hold or immobilize, Burn becomes a painful and horrific death for your enemies. 2) As a Tank enemies that run away from you Panicked will turn around almost immediately due to the Gauntlet inherent power and Blazing Aura. What does this mean? Activating Burn is a form of MITIGATION for your Fire Tank. Enemies will generally turn around and return to melee range within 2 seconds of running out of a burn. But that provides you with 3-4 seconds where they will not attack you while you continue to do serious damage to your enemies. Finally, Burn is the only power within your Primary that provides you with protection from Immobilize.
Fiery Embrace
If you need a power to skip, Fiery Embrace is a decent choice. Personally Id try to find something else to drop but its not a bad choice. Fiery Embrace only provides its total 100% damage bonus for 20 seconds to Fire Based attacks, (which makes the Pyre Mastery ancillary pool a good choice) but even an 80% damage bonus for 10 seconds isnt a bad way to go.
Rise of the Phoenix
Another power that many people think is worth skipping under the theory of if you are a tank you shouldnt be dying. Thats a cute idea if youre playing any other Primary but Fiery Aura is offensive. No matter how good you are, you will die. Taking Rise of the Phoenix and slotting it for recharge is an excellent idea. Particularly if you build for Recharge, Rise of the Phoenix is an excellent choice. Being able to explode in a fiery ball every time you die without waiting will allow you to dominate the battlefield. Of course, youll have debt and make less money, but that isnt nearly the same kind of horror story it used to be. Debt is honestly not that big of a deal, and the fact that the Rez comes with a Mag 4 stun and high damage makes it a worthwhile investment.
Dual Blades Power Rundown
Rather than discuss each power individually, it makes more sense to discuss combos as a whole.
Weaken (Nimble Slash + Ablating Strike + Typhoons Edge)
Odds are you are going to take weaken. There are a few reasons for this 1) you have to take Nimble Slash. 2) Typhoons Edge is necessary for Sweep, the best combo you have. 3) Typhoons Edge is an AoE attack, so you would want it anyhow. On the downside, Weaken is the least impressive combo of the 4.
Empower (Nimble Slash + Ablating Strike + Empower)
Empower is one of my favorite combos. First, the buff it gives you is stackable and second, a properly slotted tank can keep this stacked bonus to accuracy and damage permanently on his tank as long as enemies are available. Furthermore, Empower and Weaken share 2 attacks which makes taking and slotting both easier and as Tanks have no choice but to take Nimble Slash, its a great pick. Finally, if you mess up Empower you can segue into Weaken and if you mess up Weaken you can segue into Empower. Take this combo. When I first played my Fire Tank up to 50 I did not take this combo and I still regret it.
Attack Vitals (Ablating Strike + Vengeful Slice + Sweeping Strike)
If theres a combo you can skip, its attack vitals. While the bonus damage is good and works great with Empower, it isnt a good choice for tanks. First, it requires 2 powers that dont show up in any other combo. This also means that if you miss any of your attacks there is no way to segue into a different combination. Finally, it isnt as impressive as the Sweep Combo and given a choice between Attack Vitals or Sweep (which you will probably need to make) Sweep is the logical choice.
Sweep (One Thousand Cuts + Power Slice + Typhoons Edge)
The best combo for a Fire Tank. Sweep will allow you to knock an entire mob off their feet while they burn alive in your Burn patch. Do not underestimate the utility of this combo. It also provides you with your best mitigation in the entire set. Furthermore, as Tankers are basically destined to take the Weaken combo, it will make taking the other powers seem like a much better deal.
Taunt
Does a Tank thats not really a tank need Taunt? Probably not. I still take it on all of my builds because when I am the only tank on a team its nice for your teammates to know that you can actually take some aggro but the power is totally skippable.
Power Pools
Fitness-Obviously, youll be taking Fitness.
Fighting-Fighting might seem like a good idea, but having run the raw numbers time and time again, I can assure you that it is not nearly as useful as you would think it is. If you do choose to take Fighting, dont feel like you have to take Weave as well. Limiting yourself to Tough is perfectly acceptable as Weave requires significant investments of money and slots to become useful.
Speed-Taking Hasten is a great idea for a Fire Tank. As your best option for staying alive is continuously hitting Healing Flames, Hasten is an obvious choice.
Super Jumping-If you don't want to bother with Burn (which I do not recommend) Combat Jumping will be necessary.
Ancillary Pools
Arctic Mastery-One of the best choices available to you. Between Chillblain, Shiver and Ice Storm you will be able to absolutely destroy your opponents movement leaving them completely vulnerable to your Burn patch. If they can barely run away, Burn becomes a much more useful option.
Earth Mastery-Another great choice. Quick Sand provides you with an excellent source of Slow which will help make your Burn patch all the more useful. Stalagmites may look like a good choice, but I would advise against it. The chance of Disorient is a pitiful 10%. Slot for damage.
Energy Mastery-A good choice for 3 reasons. First, Focused Accuracy will help you guarantee that your combos hit. Second, Physical Perfection will provide you with desperately needed regeneration and recovery as well as making Consume a less pressing need for your build. Finally, Energy Torrent will give you one more Knockdown attack that you can use to keep enemies stuck in your burn patch.
Pyre Mastery-Ironically, Pyre mastery is the worst of the 4 ancillaries. Do not take Melt Armor, the debuff is terrible. Concentrate on Ring of Fire so that you can hold enemies in your burn patch and Fire Blast and Fire Ball. These powers make Fiery Embrace seem like a better deal as well. -
I'm currently sitting on a level 26 Ninja/Poison Mastermind, and honestly, I don't think I care for it. One reason is that I don't feel like I do very much. I have every single Poison power available to me at this level and have avoided taking the Ninja bow attacks. The playstyle for this character is a mixture of boring & dying. What am I doing wrong? Did I just choose the wrong power combination? Do I need to take my MM bow attacks? Do some of these Toxin powers suck? What's skippable? Aaargh!
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Hello Dominators! I have recently entered into the world of Redside control with an Ice/Ice Dominator who is currently level 39. While I enjoy my dominator, I feel like I don't really know what I am doing when it comes to my build, so I have a few questions:
1) There seems to be a love/hate relationship with Arctic Air. Some people love it and slot it heavily and others avoid it altogether because of the end drain. What are the merits of either position?
2) Ice/Ice has 2 toggles, Arctic Air & Chilling Embrace. Is it worth having either of these?
3) What are the "skippable" powers in Ice Control?
4) Is it worth taking melee attacks in Icy Assault?
5) Anyone have a good build for an Ice/Ice dominator? -
I love farming with my TA/Archery Defender. I have 3 attack chains depending on what is currently recharged. Either...
1) Flash, Glue, Poison, Disruption, Acid, Rain of Arrows.
2) Flash, Glue, Oil Slick, Fire, Disruption, Acid, Rain of Arrows.
3) Flash, Glue, EMP, Disruption, Acid, Rain of Arrows.
My build is heavy on recharge, low on defense, but I very rarely die. -
I farm with my TA/Archery Defender a lot. The grab-bag collection of debuffs combined with rain of arrows allows me to consistently kill everything on a map at +0/x8.
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There is only one reason why you would take Eagle's Claw over Crippling Axe Kick: and that would be if you plan on taking Cobra Strike as well. With Eagle's Claw and Cobra Strike you can stun just about any enemy in the game. As you haven't taken Eagle's Claw, switch over to Crippling Axe Kick instead.
Otherwise your build is excellent. This is my own work-in-progress MA/SR scrapper.
[color:#489AFF]Hero Plan by Mids' Hero Designer 1.601[/color]
[color:#489AFF]http://www.cohplanner.com/[/color]
[color:#B1C9F5]Click this DataLink to open the build![/color]
[color:#489AFF]Ghost IV:[/color][color:#B3CAF7] Level 50 Technology Scrapper[/color]
[color:#489AFF]Primary Power Set: [/color][color:#B3CAF7]Martial Arts[/color]
[color:#489AFF]Secondary Power Set: [/color][color:#B3CAF7]Super Reflexes[/color]
[color:#489AFF]Power Pool: [/color][color:#B3CAF7]Leaping[/color]
[color:#489AFF]Power Pool: [/color][color:#B3CAF7]Fitness[/color]
[color:#489AFF]Power Pool: [/color][color:#B3CAF7]Fighting[/color]
[color:#489AFF]Ancillary Pool: [/color][color:#B3CAF7]Darkness Mastery[/color]
[color:#489AFF]Hero Profile:[/color]
[color:#4FA7FF]Level 1:[/color] [color:#B3CAF7]Storm Kick[/color] [color:#489AFF]--[/color] [color:#7AA4EF]Mako-[/color][color:#7AA4EF]Dam%[/color](A)[color:#B1C9F5], [/color][color:#7AA4EF]Mako-[/color][color:#7AA4EF]Acc/Dmg[/color](3)[color:#B1C9F5], [/color][color:#7AA4EF]Mako-[/color][color:#7AA4EF]Dmg/EndRdx[/color](3)[color:#B1C9F5], [/color][color:#7AA4EF]Mako-[/color][color:#7AA4EF]Dmg/Rchg[/color](5)[color:#B1C9F5], [/color][color:#7AA4EF]Mako-[/color][color:#7AA4EF]Acc/EndRdx/Rchg[/color](5)[color:#B1C9F5], [/color][color:#7AA4EF]Mako-[/color][color:#7AA4EF]Acc/Dmg/EndRdx/Rchg[/color](7)
[color:#4FA7FF]Level 1:[/color] [color:#B3CAF7]Focused Fighting[/color] [color:#489AFF]--[/color] [color:#7AA4EF]LkGmblr-[/color][color:#7AA4EF]Def/Rchg[/color](A)[color:#B1C9F5], [/color][color:#7AA4EF]LkGmblr-[/color][color:#7AA4EF]Def/EndRdx[/color](7)[color:#B1C9F5], [/color][color:#7AA4EF]LkGmblr-[/color][color:#7AA4EF]Rchg+[/color](9)[color:#B1C9F5], [/color][color:#7AA4EF]LkGmblr-[/color][color:#7AA4EF]EndRdx/Rchg[/color](9)[color:#B1C9F5], [/color][color:#7AA4EF]LkGmblr-[/color][color:#7AA4EF]Def/EndRdx/Rchg[/color](11)[color:#B1C9F5], [/color][color:#7AA4EF]LkGmblr-[/color][color:#7AA4EF]Def[/color](11)
[color:#4FA7FF]Level 2:[/color] [color:#B3CAF7]Cobra Strike[/color] [color:#489AFF]--[/color] [color:#7AA4EF]Amaze-[/color][color:#7AA4EF]EndRdx/Stun[/color](A)[color:#B1C9F5], [/color][color:#7AA4EF]Amaze-[/color][color:#7AA4EF]Stun[/color](13)[color:#B1C9F5], [/color][color:#7AA4EF]Amaze-[/color][color:#7AA4EF]ToHitDeb%[/color](13)[color:#B1C9F5], [/color][color:#7AA4EF]Amaze-[/color][color:#7AA4EF]Stun/Rchg[/color](15)[color:#B1C9F5], [/color][color:#7AA4EF]Amaze-[/color][color:#7AA4EF]Acc/Stun/Rchg[/color](15)[color:#B1C9F5], [/color][color:#7AA4EF]Amaze-[/color][color:#7AA4EF]Acc/Rchg[/color](17)
[color:#4FA7FF]Level 4:[/color] [color:#B3CAF7]Focused Senses[/color] [color:#489AFF]--[/color] [color:#7AA4EF]LkGmblr-[/color][color:#7AA4EF]Rchg+[/color](A)[color:#B1C9F5], [/color][color:#7AA4EF]LkGmblr-[/color][color:#7AA4EF]Def/EndRdx[/color](17)[color:#B1C9F5], [/color][color:#7AA4EF]LkGmblr-[/color][color:#7AA4EF]Def/Rchg[/color](19)[color:#B1C9F5], [/color][color:#7AA4EF]LkGmblr-[/color][color:#7AA4EF]EndRdx/Rchg[/color](19)[color:#B1C9F5], [/color][color:#7AA4EF]LkGmblr-[/color][color:#7AA4EF]Def/EndRdx/Rchg[/color](21)[color:#B1C9F5], [/color][color:#7AA4EF]LkGmblr-[/color][color:#7AA4EF]Def[/color](21)
[color:#4FA7FF]Level 6:[/color] [color:#B3CAF7]Focus Chi[/color] [color:#489AFF]--[/color] [color:#7AA4EF]GSFC-[/color][color:#7AA4EF]ToHit/Rchg/EndRdx[/color](A)[color:#B1C9F5], [/color][color:#7AA4EF]GSFC-[/color][color:#7AA4EF]ToHit/Rchg[/color](23)[color:#B1C9F5], [/color][color:#7AA4EF]GSFC-[/color][color:#7AA4EF]ToHit/EndRdx[/color](29)[color:#B1C9F5], [/color][color:#7AA4EF]GSFC-[/color][color:#7AA4EF]Build%[/color](40)[color:#B1C9F5], [/color][color:#7AA4EF]GSFC-[/color][color:#7AA4EF]Rchg/EndRdx[/color](43)[color:#B1C9F5], [/color][color:#7AA4EF]GSFC-[/color][color:#7AA4EF]ToHit[/color](50)
[color:#4FA7FF]Level 8:[/color] [color:#B3CAF7]Crane Kick[/color] [color:#489AFF]--[/color] [color:#7AA4EF]T'Death-[/color][color:#7AA4EF]Acc/Dmg/EndRdx[/color](A)[color:#B1C9F5], [/color][color:#7AA4EF]T'Death-[/color][color:#7AA4EF]Acc/Dmg[/color](23)[color:#B1C9F5], [/color][color:#7AA4EF]T'Death-[/color][color:#7AA4EF]Dmg/EndRdx[/color](25)[color:#B1C9F5], [/color][color:#7AA4EF]T'Death-[/color][color:#7AA4EF]Dmg/Rchg[/color](25)[color:#B1C9F5], [/color][color:#7AA4EF]T'Death-[/color][color:#7AA4EF]Dmg/EndRdx/Rchg[/color](27)[color:#B1C9F5], [/color][color:#7AA4EF]T'Death-[/color][color:#7AA4EF]Dam%[/color](27)
[color:#4FA7FF]Level 10:[/color] [color:#B3CAF7]Agile[/color] [color:#489AFF]--[/color] [color:#8BAFF1]DefBuff[/color][color:#8BAFF1]-I[/color](A)
[color:#4FA7FF]Level 12:[/color] [color:#B3CAF7]Practiced Brawler[/color] [color:#489AFF]--[/color] [color:#8BAFF1]RechRdx[/color][color:#8BAFF1]-I[/color](A)
[color:#4FA7FF]Level 14:[/color] [color:#B3CAF7]Combat Jumping[/color] [color:#489AFF]--[/color] [color:#8BAFF1]DefBuff[/color][color:#8BAFF1]-I[/color](A)
[color:#4FA7FF]Level 16:[/color] [color:#B3CAF7]Dodge[/color] [color:#489AFF]--[/color] [color:#8BAFF1]DefBuff[/color][color:#8BAFF1]-I[/color](A)
[color:#4FA7FF]Level 18:[/color] [color:#B3CAF7]Super Jump[/color] [color:#489AFF]--[/color] [color:#7AA4EF]Zephyr-[/color][color:#7AA4EF]Travel[/color](A)[color:#B1C9F5], [/color][color:#7AA4EF]Zephyr-[/color][color:#7AA4EF]Travel/EndRdx[/color](40)[color:#B1C9F5], [/color][color:#7AA4EF]Zephyr-[/color][color:#7AA4EF]ResKB[/color](46)
[color:#4FA7FF]Level 20:[/color] [color:#B3CAF7]Quickness[/color] [color:#489AFF]--[/color] [color:#8BAFF1]Flight[/color][color:#8BAFF1]-I[/color](A)
[color:#4FA7FF]Level 22:[/color] [color:#B3CAF7]Swift[/color] [color:#489AFF]--[/color] [color:#8BAFF1]Flight[/color][color:#8BAFF1]-I[/color](A)
[color:#4FA7FF]Level 24:[/color] [color:#B3CAF7]Health[/color] [color:#489AFF]--[/color] [color:#8BAFF1]Heal[/color][color:#8BAFF1]-I[/color](A)[color:#B1C9F5], [/color][color:#8BAFF1]Heal[/color][color:#8BAFF1]-I[/color](29)[color:#B1C9F5], [/color][color:#7AA4EF]Numna-[/color][color:#7AA4EF]Regen/Rcvry+[/color](31)[color:#B1C9F5], [/color][color:#7AA4EF]Mrcl-[/color][color:#7AA4EF]Rcvry+[/color](31)[color:#B1C9F5], [/color][color:#7AA4EF]RgnTis-[/color][color:#7AA4EF]Regen+[/color](31)
[color:#4FA7FF]Level 26:[/color] [color:#B3CAF7]Dragon's Tail[/color] [color:#489AFF]--[/color] [color:#7AA4EF]Sciroc-[/color][color:#7AA4EF]Acc/Dmg[/color](A)[color:#B1C9F5], [/color][color:#7AA4EF]Sciroc-[/color][color:#7AA4EF]Dmg/EndRdx[/color](33)[color:#B1C9F5], [/color][color:#7AA4EF]Sciroc-[/color][color:#7AA4EF]Dmg/Rchg[/color](33)[color:#B1C9F5], [/color][color:#7AA4EF]Sciroc-[/color][color:#7AA4EF]Acc/Rchg[/color](33)[color:#B1C9F5], [/color][color:#7AA4EF]Sciroc-[/color][color:#7AA4EF]Acc/Dmg/EndRdx[/color](34)[color:#B1C9F5], [/color][color:#7AA4EF]Sciroc-[/color][color:#7AA4EF]Dam%[/color](34)
[color:#4FA7FF]Level 28:[/color] [color:#B3CAF7]Lucky[/color] [color:#489AFF]--[/color] [color:#8BAFF1]DefBuff[/color][color:#8BAFF1]-I[/color](A)
[color:#4FA7FF]Level 30:[/color] [color:#B3CAF7]Stamina[/color] [color:#489AFF]--[/color] [color:#8BAFF1]EndMod[/color][color:#8BAFF1]-I[/color](A)[color:#B1C9F5], [/color][color:#8BAFF1]EndMod[/color][color:#8BAFF1]-I[/color](34)
[color:#4FA7FF]Level 32:[/color] [color:#B3CAF7]Eagles Claw[/color] [color:#489AFF]--[/color] [color:#7AA4EF]Mako-[/color][color:#7AA4EF]Dam%[/color](A)[color:#B1C9F5], [/color][color:#7AA4EF]Mako-[/color][color:#7AA4EF]Acc/Dmg[/color](36)[color:#B1C9F5], [/color][color:#7AA4EF]Mako-[/color][color:#7AA4EF]Dmg/EndRdx[/color](36)[color:#B1C9F5], [/color][color:#7AA4EF]Mako-[/color][color:#7AA4EF]Dmg/Rchg[/color](36)[color:#B1C9F5], [/color][color:#7AA4EF]Mako-[/color][color:#7AA4EF]Acc/EndRdx/Rchg[/color](37)[color:#B1C9F5], [/color][color:#7AA4EF]Mako-[/color][color:#7AA4EF]Acc/Dmg/EndRdx/Rchg[/color](37)
[color:#4FA7FF]Level 35:[/color] [color:#B3CAF7]Evasion[/color] [color:#489AFF]--[/color] [color:#7AA4EF]LkGmblr-[/color][color:#7AA4EF]Def[/color](A)[color:#B1C9F5], [/color][color:#7AA4EF]LkGmblr-[/color][color:#7AA4EF]Def/EndRdx[/color](37)[color:#B1C9F5], [/color][color:#7AA4EF]LkGmblr-[/color][color:#7AA4EF]Def/Rchg[/color](39)[color:#B1C9F5], [/color][color:#7AA4EF]LkGmblr-[/color][color:#7AA4EF]EndRdx/Rchg[/color](39)[color:#B1C9F5], [/color][color:#7AA4EF]LkGmblr-[/color][color:#7AA4EF]Def/EndRdx/Rchg[/color](39)[color:#B1C9F5], [/color][color:#7AA4EF]LkGmblr-[/color][color:#7AA4EF]Rchg+[/color](40)
[color:#4FA7FF]Level 38:[/color] [color:#B3CAF7]Boxing[/color] [color:#489AFF]--[/color] [color:#8BAFF1]Acc[/color][color:#8BAFF1]-I[/color](A)
[color:#4FA7FF]Level 41:[/color] [color:#B3CAF7]Petrifying Gaze[/color] [color:#489AFF]--[/color] [color:#7AA4EF]Lock-[/color][color:#7AA4EF]Acc/Hold[/color](A)[color:#B1C9F5], [/color][color:#7AA4EF]Lock-[/color][color:#7AA4EF]Acc/Rchg[/color](42)[color:#B1C9F5], [/color][color:#7AA4EF]Lock-[/color][color:#7AA4EF]Rchg/Hold[/color](42)[color:#B1C9F5], [/color][color:#7AA4EF]Lock-[/color][color:#7AA4EF]EndRdx/Rchg/Hold[/color](42)[color:#B1C9F5], [/color][color:#7AA4EF]Lock-[/color][color:#7AA4EF]Acc/EndRdx/Rchg/Hold[/color](43)[color:#B1C9F5], [/color][color:#7AA4EF]Lock-[/color][color:#7AA4EF]%Hold[/color](43)
[color:#4FA7FF]Level 44:[/color] [color:#B3CAF7]Night Fall[/color] [color:#489AFF]--[/color] [color:#7AA4EF]Posi-[/color][color:#7AA4EF]Acc/Dmg[/color](A)[color:#B1C9F5], [/color][color:#7AA4EF]Posi-[/color][color:#7AA4EF]Dmg/EndRdx[/color](45)[color:#B1C9F5], [/color][color:#7AA4EF]Posi-[/color][color:#7AA4EF]Dmg/Rchg[/color](45)[color:#B1C9F5], [/color][color:#7AA4EF]Posi-[/color][color:#7AA4EF]Dmg/Rng[/color](45)[color:#B1C9F5], [/color][color:#7AA4EF]Posi-[/color][color:#7AA4EF]Acc/Dmg/EndRdx[/color](46)[color:#B1C9F5], [/color][color:#7AA4EF]Posi-[/color][color:#7AA4EF]Dam%[/color](46)
[color:#4FA7FF]Level 47:[/color] [color:#B3CAF7]Tenebrous Tentacles[/color] [color:#489AFF]--[/color] [color:#7AA4EF]Enf'dOp-[/color][color:#7AA4EF]Acc/EndRdx[/color](A)[color:#B1C9F5], [/color][color:#7AA4EF]Enf'dOp-[/color][color:#7AA4EF]Acc/Rchg[/color](48)[color:#B1C9F5], [/color][color:#7AA4EF]Enf'dOp-[/color][color:#7AA4EF]EndRdx/Immob[/color](48)[color:#B1C9F5], [/color][color:#7AA4EF]Enf'dOp-[/color][color:#7AA4EF]Immob/Rng[/color](48)[color:#B1C9F5], [/color][color:#7AA4EF]Enf'dOp-[/color][color:#7AA4EF]Acc/Immob/Rchg[/color](50)[color:#B1C9F5], [/color][color:#7AA4EF]Enf'dOp-[/color][color:#7AA4EF]Acc/Immob[/color](50)
[color:#4FA7FF]Level 49:[/color] [color:#B3CAF7]Tough[/color] [color:#489AFF]--[/color] [color:#7AA4EF]S'fstPrt-[/color][color:#7AA4EF]ResDam/Def+[/color](A)
[color:#489AFF]------------[/color]
[color:#4FA7FF]Level 1:[/color] [color:#B3CAF7]Brawl[/color] [color:#489AFF]--[/color] [color:#5EAEFF]Empty[/color](A)
[color:#4FA7FF]Level 1:[/color] [color:#B3CAF7]Sprint[/color] [color:#489AFF]--[/color] [color:#5EAEFF]Empty[/color](A)
[color:#4FA7FF]Level 2:[/color] [color:#B3CAF7]Rest[/color] [color:#489AFF]--[/color] [color:#5EAEFF]Empty[/color](A)
[color:#4FA7FF]Level 1:[/color] [color:#B3CAF7]Critical Hit[/color] -
I am currently sitting on slightly less than 700 million influence, a Miracle, Numina & Regenerative tissue proc and a level 37 WP/DM tank that I hope to make my "main" tank. I'm not looking to build a "farming" tank per se. I'm looking for a tank that can run primary tanking duties for any content currently in the game including Statesman, Kahn and Shadow Shard TF's. However, I'm having a lot of trouble finding the proper slotting and power selection. The only things I know right now are...
1) I really want to take all 9 powers in Willpower, but will listen to reason if it just doesn't make sense. Being able to resurrect on missions like Statemsan, Kahn or Imperious has come in handy more times than I can count.
2) I am uninterested in building a farming machine. I want a tank that can deal well with dozens of scenarios; not just a few.
3) I like soloing, but if building an uber tank, means having low damage, I'll accept it.
Any help? -
After having read everything I can about building a */Super Reflexes Scrapper, I have decided on a new build for my Main character, Ghost IV, a Martial Arts/Super Reflexes scrapper.
From what I understand the best way to build a /SR scrapper is to achieve the soft cap of 45%. If you can reach the cap you won't need Elude unless you plan on playing PVP. This is my prospective build. While it's expensive, I already own everything except for the Hecatomb set.
My questions are:
1) Is this in general a good build?
2) Is there an easier way to do this?
3) Should I still try to keep Elude?
Please note, this is my main and he's already 50 so the power sets aren't going to change.
Thanks in advance!
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
Ghost IV Perfected: Level 50 Technology Scrapper
Primary Power Set: Martial Arts
Secondary Power Set: Super Reflexes
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Fighting
Ancillary Pool: Darkness Mastery
Hero Profile:
Level 1: Storm Kick <ul type="square">[*] (A) Hecatomb - Chance of Damage(Negative)[*] (3) Hecatomb - Damage[*] (3) Hecatomb - Damage/Recharge[*] (5) Hecatomb - Accuracy/Damage/Recharge[*] (5) Hecatomb - Accuracy/Recharge[*] (7) Hecatomb - Damage/Endurance[/list]Level 1: Focused Fighting <ul type="square">[*] (A) Luck of the Gambler - Defense/Recharge[*] (7) Luck of the Gambler - Defense/Endurance[*] (9) Luck of the Gambler - Recharge Speed[*] (9) Luck of the Gambler - Endurance/Recharge[*] (11) Luck of the Gambler - Defense/Endurance/Recharge[*] (11) Luck of the Gambler - Defense[/list]Level 2: Cobra Strike <ul type="square">[*] (A) Absolute Amazement - Endurance/Stun[*] (13) Absolute Amazement - Stun[*] (13) Absolute Amazement - Chance for ToHit Debuff[*] (15) Absolute Amazement - Stun/Recharge[*] (15) Absolute Amazement - Accuracy/Stun/Recharge[*] (17) Absolute Amazement - Accuracy/Recharge[/list]Level 4: Focused Senses <ul type="square">[*] (A) Luck of the Gambler - Recharge Speed[*] (17) Luck of the Gambler - Defense/Endurance[*] (19) Luck of the Gambler - Defense/Recharge[*] (19) Luck of the Gambler - Endurance/Recharge[*] (21) Luck of the Gambler - Defense/Endurance/Recharge[*] (21) Luck of the Gambler - Defense[/list]Level 6: Focus Chi <ul type="square">[*] (A) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance[*] (23) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge[*] (29) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance[*] (40) Gaussian's Synchronized Fire-Control - Chance for Build Up[*] (43) Gaussian's Synchronized Fire-Control - Recharge/Endurance[*] (50) Gaussian's Synchronized Fire-Control - To Hit Buff[/list]Level 8: Crane Kick <ul type="square">[*] (A) Touch of Death - Accuracy/Damage/Endurance[*] (23) Touch of Death - Accuracy/Damage[*] (25) Touch of Death - Damage/Endurance[*] (25) Touch of Death - Damage/Recharge[*] (27) Touch of Death - Damage/Endurance/Recharge[*] (27) Touch of Death - Chance of Damage(Negative)[/list]Level 10: Agile <ul type="square">[*] (A) Defense Buff IO[/list]Level 12: Practiced Brawler <ul type="square">[*] (A) Recharge Reduction IO[/list]Level 14: Combat Jumping <ul type="square">[*] (A) Defense Buff IO[/list]Level 16: Dodge <ul type="square">[*] (A) Defense Buff IO[/list]Level 18: Super Jump <ul type="square">[*] (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range[*] (40) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance[*] (46) Blessing of the Zephyr - Knockback Reduction (4 points)[/list]Level 20: Quickness <ul type="square">[*] (A) Flight Speed IO[/list]Level 22: Swift <ul type="square">[*] (A) Flight Speed IO[/list]Level 24: Health <ul type="square">[*] (A) Healing IO[*] (29) Healing IO[*] (31) Numina's Convalescence - +Regeneration/+Recovery[*] (31) Miracle - +Recovery[*] (31) Regenerative Tissue - +Regeneration[/list]Level 26: Dragon's Tail <ul type="square">[*] (A) Armageddon - Accuracy/Damage/Recharge[*] (33) Armageddon - Damage[*] (33) Armageddon - Damage/Recharge[*] (33) Armageddon - Accuracy/Recharge[*] (34) Armageddon - Damage/Endurance[*] (34) Armageddon - Chance for Fire Damage[/list]Level 28: Lucky <ul type="square">[*] (A) Defense Buff IO[/list]Level 30: Stamina <ul type="square">[*] (A) Endurance Modification IO[*] (34) Endurance Modification IO[/list]Level 32: Eagles Claw <ul type="square">[*] (A) Mako's Bite - Chance of Damage(Lethal)[*] (36) Mako's Bite - Accuracy/Damage[*] (36) Mako's Bite - Damage/Endurance[*] (36) Mako's Bite - Damage/Recharge[*] (37) Mako's Bite - Accuracy/Endurance/Recharge[*] (37) Mako's Bite - Accuracy/Damage/Endurance/Recharge[/list]Level 35: Evasion <ul type="square">[*] (A) Luck of the Gambler - Defense[*] (37) Luck of the Gambler - Defense/Endurance[*] (39) Luck of the Gambler - Defense/Recharge[*] (39) Luck of the Gambler - Endurance/Recharge[*] (39) Luck of the Gambler - Defense/Endurance/Recharge[*] (40) Luck of the Gambler - Recharge Speed[/list]Level 38: Boxing <ul type="square">[*] (A) Empty[/list]Level 41: Petrifying Gaze <ul type="square">[*] (A) Lockdown - Accuracy/Hold[*] (42) Lockdown - Accuracy/Recharge[*] (42) Lockdown - Recharge/Hold[*] (42) Lockdown - Endurance/Recharge/Hold[*] (43) Lockdown - Accuracy/Endurance/Recharge/Hold[*] (43) Lockdown - Chance for +2 Mag Hold[/list]Level 44: Dark Blast <ul type="square">[*] (A) Siphon Insight - Accuracy/ToHit Debuff[*] (45) Siphon Insight - ToHit Debuff[*] (45) Siphon Insight - Accuracy/Recharge[*] (45) Siphon Insight - ToHit Debuff/Endurance/Recharge[*] (46) Siphon Insight - Accuracy/Endurance/Recharge[*] (46) Siphon Insight - Chance for +ToHit[/list]Level 47: Tenebrous Tentacles <ul type="square">[*] (A) Enfeebled Operation - Accuracy/Endurance[*] (48) Enfeebled Operation - Accuracy/Recharge[*] (48) Enfeebled Operation - Endurance/Immobilize[*] (48) Enfeebled Operation - Immobilize/Range[*] (50) Enfeebled Operation - Accuracy/Immobilize/Recharge[*] (50) Enfeebled Operation - Accuracy/Immobilize[/list]Level 49: Tough <ul type="square">[*] (A) Steadfast Protection - Resistance/+Def 3%[/list]------------
Level 1: Brawl <ul type="square">[*] (A) Empty[/list]Level 1: Sprint <ul type="square">[*] (A) Empty[/list]Level 2: Rest <ul type="square">[*] (A) Empty[/list]Level 1: Critical Hit