EricHough

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  1. I played GW2 for a while, mostly because I pre-purchased it long before the CoX cancellation (so I was darn well going to get my moneys worth) and because I am a long time fantasy player, been playing DnD since I was 12 and started my online gaming with Asheron's Call and Everquest.

    However I started playing SW:ToR again and got sucked back into that, even to the point of finding a guild (usually I am a serious loner). I am playing on the shadowlands right now in "The Older Republic" guild if anyone wants to try to look me up. Without globals its kind of hit and miss, since I alt nearly as much in ToR as I did in CoX but my republic main is my Jedi Guardian Cu'culainn and my empire main is my bounty hunter Fiachna.

    FYI - My GW2 chars are on darkhaven as well River, global is Midnight Mystique (Midnight Mystique.6359 if you need the full unique)
  2. I am on facebook at http://www.facebook.com/eric.hough.184, but I don't get up there often, not much of a social networker but feel free to friend me, I usually respond to requests (just never go to facebook often).

    I am currently playing GW2. Yea, I know, ebil NCSoft game - but I pre-purchased it 4-5 months ago, so I might as well get my moneys worth.

    I may go back to SW:ToR, we will see how the play is these days. I was pretty serious about it for 2 months or so after release but then I let my suscription lapse.

    I have tried DCUOnline, wasn't that impressed although it was a fun fighting game for a couple of weeks, I might try champions though.
  3. Quote:
    Originally Posted by Father Xmas View Post
    Well I was saying that none on the list have been off the air more than 25 years, maybe 20. Smersh pointed out Twin Peaks at 22.

    Otherwise ST: TOS would be there big time. The cult following created by that series allowed they various spinoffs to be churned out for 15 or so years and was the model for all TV cult following since then.
    If the list was really trying to make an honest assessment of 'cultitude' they would have combined all the star trek shows and listed them as either #1 or #2. I think the star trek 'cult' as a whole easily surpasses the dr who cult but would accept the two cults in either order at the top of the list.
  4. Quote:
    Originally Posted by Northman View Post
    With two new staff toons on the go (Staff/Elec Brute and Staff/Nin Stalker) I was wondering if anyone has heard of any new staff models are coming in I24? I can't seem to find any with the search tool. Thx
    The new VIP tier 9 Tech knight armor set which is on the beta server right now includes a staff in its lists of weapon models, but the set is not completely implemented yet and so I haven't seen the new staff.

    Other than that I have not heard of any.
  5. Quote:
    Originally Posted by nicoliy View Post
    I play with Pandora or Spotify on so sounds are a non issue to me. Does fear break easy or am I doing something wrong? I have a low level dark/ma on beta and it seems like things randomly break out of fearsome stare (i think that's the name), shoot me, and then go back to being feared.
    On my dark/dark dom I found the most reliable method of controlling a mob was to fear them, then move in and fire off the PBAoE stun, heart of darkness. While the to hit debuff in the fear is nice, and slotting to hit debuff in fearsome stare is a better strategy than slotting for fear duration, its not quite enough mitigation on a squishy character like a dominator.

    Solo, at higher levels my general tactic was to get in range so fearsome stare would hit all the mobs in the group, fear them, then move into point blank range, fire off gather shadows -> heart of darkness -> engulfing darkness. That way gather shadows buffs both the stun duration on HoD and the damage on engulfing darkness. I would then follow up with single target attacks until HoD was up, hit it again and continue until done.

    At lower levels, when the stun was not up often enough I stuck to smaller groups, feared them, then used the single target confuse and hold as necessary.

    Dark control/dark assault suffers from two problems on a dominitor. First, the to hit debuffs area lot lower than they are on other AT's that get debuffs like this - dom's have pretty much the worst debuff modifiers in the game. Second, except for fearsome stare all the debuffs are very short duration. Living shadows debuff is only 8s long and the debuff in heart of darkness lasts only 10s. All the debuffs in dark assault last 8s or less except for midnight grasp, which is a decent 20s duration - but its also only single target.

    The upshot is that you are not going to stack up as much debuff as a corruptor/controller would so you need to either lock as much down as you can, build for defense of some kind, make sure you can heal back the damage you take or some combination of those 3. My solution was to build for a reasonable amount of smashing/lethal defense (I think I hit about 33%) and to take both life drain as well as hoarfrost from the ice mastery pool so I have a HP boost and a heal. Until then my dark/dark dom felt a lot squishier than my plant or earth dom did even with perma dom.
  6. Quote:
    Originally Posted by Arbiter Hawk View Post
    Dominator Thunder Kick does scale 1.32 damage, compared to the scale .84 damage of Scrapper Thunder Kick. They fit different needs, as Thunder Kick is the T1 for Martial Arts, while Martial Assault has a fairly spammable attack power in Shuriken Throw (and therefore its Thunder Kick can have a longer recharge than 3 seconds).

    Spinning Kick is more analogous to Shadow Maul than anything else - it's meant to be an effective single target attack that can be levaraged by skillful players to hit multiple targets, if they care to do so.

    Explosive Shuriken is Blaze + AoE DoT. I don't think there's any basis for an argument that it's underpowered or not strong enough, though the point about it disrupting AoE sleeps was a good one (but ultimately, getting some extra AoE damage out of the t9 outweighs the consideration for now, in my mind)

    Feedback on the secondary effects of Martial Assault is certainly welcome, but the more accurate the information presented is, the more useful it is - so please go into testing with an open mind, and try to present reasonable, rational feedback on what you think should be different when you get a chance. Also, the Beta forums are now open, so let's try to concentrate feedback over there where it can all be read in one place! Thanks!
    ]

    Thanks for the update Hawk - I am definitely looking forward to testing the set and will probably be all over the beta forums. Man, you guys are fast - I checked this morning and they where not there :-)
  7. Quote:
    Originally Posted by Zaloopa View Post
    Not 100% sure, but I think it was changed so that you get AVs all the time, even when you only bring 4 people.
    Zaloopa is correct - I have run plenty of DFB's recently with just 4-5 people and you still get AV's at the end of each section. The flipside to this is that killing the AV's with just 4 people can be really hard, especially if you ended up with a bad team mix - so the arguement for 6+ is still good, just for different reasons.

    I actually do use the LFG queue when I am not in the mood to either form a group myself or hang around waiting for one. I go off and run the low level arcs or do paper missions in KR and sometimes I get a ding from the Queue and sometimes I don't.
  8. As far as spin kick goes (facing cone) while I want to make sure it isn't a total pain in the rear to use I don't think its that big a deal, especially considering that we get a fairly fast PBAoE in dragon's tail, a mini AoE in exploding shuriken and a chain attack - so we will have plenty of AoE damage compared to other assault sets.

    The lethal damage will be a little annoying - but melee chars put up with a ton of lethal damage (katana, broad sword, axe, claws, etc) and the set is actually a pretty even mix of lethal and smashing as all the melee and the two main AoE's are going to be smashing damage. The splash DoT on exploding shuriken looks to be fire, at least in the video, and envenomend blades adds a toxic proc to all your attacks (including ones from your primary) - so we really have an abundance of damage types in the set.
  9. Quote:
    Originally Posted by Granite Agent View Post
    I agree. Zwil kept *missing* with the cone on a relatively tightly packed group of mobs right in front of him. What was up with that? Looks incredibly short, like maybe Shadow Maul range at best. ???

    Plus what is up with all the lethal damage shuriken stuff? That's terrible. Lethal is probably the most resisted damage type in game. Big disappointment in how they created the set for Doms.
    We need to make sure to give feedback on the cone once the set does make it into beta - the fact that it has to be aimed would argue for a larger, more powerful cone than normal - since the aiming requirement actually makes it LESS effective and harder to use.

    I asked about thunder kick in the main feedback thread and someone responded that it was a souped up version - but it certainly doesn't look like that in the video, definitely another thing to ping Arbiter Hawk on either during beta or even earlier.
  10. Announced in the twitch.tv chat today was a new assault set for dom's being included in i24 - martial assault, a mix of martial arts and shuriken attacks.

    Check out enderbeans thread discussing both it and a new martial set for blasters: http://boards.cityofheroes.com/showthread.php?t=293924
  11. Quote:
    Originally Posted by Arbiter Hawk View Post
    Numbers not necessarily final, and subject to change on beta:

    Eagle's Claw is not in Martial Assault. Its melee attacks are Thunder Kick, Spinning Kick, and Dragon's Tail. Its tier 9 is Explosive Shuriken - 12 second recharge, 1.67 second cast time, 80 foot range, scale 2.28 Fire damage with a 100% chance for 5 ticks of .05 scale fire damage in a 10 foot sphere.
    Thunder kick strikes me as a bad power to port to the dom set, since its the worst DPA attack in martial arts and its a fast recharge, T1 attack - I would have expected you to port the tier 2, storm kick instead, just like dark assault ported smite. Even if you up the recharge/damage on thunder kick I think the storm kick animation is a lot more fun.
  12. Just a note - if you encase your text file with code markers ( [ CODE ] at the start and [ CODE ] at the end, remove the spaces between the brackets and CODE to make them work) It makes it display on the screen a lot easier to read as you get a mini-window within the message so it can be scrolled independently. You can manually add them in or select the text you want inside the code markers and click on the code tool at the top of the edit screen (its the # sign at the end of the formatting bar).

    Here is an example of how it will look:

    Code:
    Arachnobot MISSES! Claw power had a 35.13% chance to hit, but rolled a 99.41.
    HIT Arachnobot! Your Water Burst power had a 95.00% chance to hit, you rolled a 54.03.
    HIT Arachnos Drone! Your Water Burst power had a 95.00% chance to hit, you rolled a 51.98.
    HIT Arachnobot! Your Water Burst power had a 95.00% chance to hit, you rolled a 19.53.
    You gain 25.92 hit points from your Dehydrate!
    You gain 123 experience and 57 influence.
    You gain 25.92 hit points from your Dehydrate!
    Water Burst is still recharging.
    HIT Arachnobot! Your Aqua Bolt power had a 95.00% chance to hit, you rolled a 20.81.
    You gain Tidal Power!
    You gain 123 experience and 57 influence.
    HIT Arachnos Drone! Your Hydro Blast power had a 95.00% chance to hit, you rolled a 25.48.
    You gain Tidal Power!
    Hydro Blast is still recharging.
    HIT Arachnos Drone! Your Aqua Bolt power had a 95.00% chance to hit, you rolled a 12.37.
    You gain Tidal Power!
    You gain 123 experience and 57 influence.
    HIT Winter Monsoon! Your Ice Patch power is autohit.
    Winter Monsoon HITS you! Ice Patch power was autohit.
    You freeze the ground underneath you into an Ice Patch!
    HIT Winter Monsoon! Your Build Up power is autohit.
    Winter Monsoon HITS you! Build Up power was autohit.
    You tap into your inner core with your Build Up and are more deadly for a short while.
    HIT Winter Monsoon! Your Whirlpool power is autohit.
    Winter Monsoon HITS you! Whirlpool power was autohit.
    You create a violent Whirlpool!
    You gain Tidal Power!
    HIT Nocturne! Your Dehydrate power had a 95.00% chance to hit, you rolled a 42.81.
    You gain 17.28 hit points from your Dehydrate!
    You gain Tidal Power!
    You gain 17.28 hit points from your Dehydrate!
    HIT Nocturne! Your Hydro Blast power had a 95.00% chance to hit, you rolled a 85.80.
    You gain 17.28 hit points from your Dehydrate!
    You gain Tidal Power!
    You gain 17.28 hit points from your Dehydrate!
    HIT Nocturne! Your Enhanced Water Jet power had a 95.00% chance to hit, you rolled a 22.08.
    Water Jet is still recharging.
    HIT Nocturne! Your Water Jet power had a 95.00% chance to hit, you rolled a 24.43.
    You gain Tidal Power!
    You gain 552 experience and 441 influence.
    Nocturne's defeat signals the end of this conflict. Blast Furnace is somewhere far away, hopefully safe from Arachnos, and the hostages are all out. A job well done.
    You gain 1,575 experience and 1,575 influence.
    You received Scirocco's Dervish: Acc/Rech (Recipe).
    You received 50 units of Reward Merit.
    
    Congratulations! You earned the Made a Stand badge.
    Congratulations! You earned the Gallant badge.
  13. Quote:
    Originally Posted by StratoNexus View Post
    I have and use shiver on my Ice/Ice blaster. I would miss it. If they add damage to Frozen Aura, now that would be good.
    I have to agree with Strato here - shiver is one of the better powers in ice manipulation, I wouldn't want to lose it. On the other hand, frozen aura is a pretty sad power - not high enough mag to even sleep an LT and a tiny, PBAoE radius. I could handle having this power buffed easily, whether it was to add damage, make it a decent control by upping the sleep to mag 3 or by adding some -rech so you can stack it with chilling embrace/shiver.
  14. Quote:
    Originally Posted by PRAF68_EU View Post
    I'm against using current recharge of the power in this calculation as well. This leads to all sorts of strange anomalies, such as powers that debuff recharge having no effect on part of you attack, and so on.

    I think a standard amount of +recharge should be assumed (say +150%) for all powers at all times, and PPM rates calculated based upon that.
    Your suggestion is a little out dated - Synapse stated quite a while ago that he had decided to base the proc chance on SLOTTED recharge only, ignoring global recharge - which would include things like hasten, IO bonuses and external buffs such as speed boost. Here's a link back to his last proposal: http://boards.cityofheroes.com/showt...84#post4215484

    If you look it over you will see your suggestion would actually be FAR worse than what he is proposing, since its nearly impossible to get 150% recharge slotted into a power, even with a spiritual core paragon in your alpha slot. As a quick example, my ss/fire brute has a L50 oblit set in burn and a spiritual core paragon alpha slot and she only has 126% recharge 'slotted' in the power.
  15. Quote:
    Originally Posted by Supermax View Post
    I have experience with a plant/poison controller, but I've come to realize most of her power comes from plant, not poison. Plant is just amazing, so I've decided to make a plant dom as well.

    For secondaries I've narrowed it down to dark or earth. I'm leaning towards dark currently. I understand that dark is mostly ranged while earth is mostly melee. But other than that, what are the pluses/minuses of each combo? How does the ST and AoE damage compare between the two combos? Basically would one have better synergy with plant and be clearly better than the other?
    I would recommend dark assault if you don't have a charcter concept preference for earth. While earth does have insanely good melee, dark assaults melee is pretty good - smite and midnight grasp are both excellent attacks and you can always mix in ranged attacks. Where dark comes off better is in AoE damage - earth has 2 of the worst AoE attacks in the game, long animations and highly resisted damage where the PBAoE in dark is one of the best.

    You also get better support in dark assault, with both a power boost like ability and heal that is also a good attack. Gather shadows has nearly as much mez duration increase as power boost (74% vs 98%) but it also offers a damage boost (34%) with roughly the same uptime, so I consider it a much better power as you can fire off GS, then an AoE mez, then attack to benefit from both boosts. Life drain is not a primary heal but it is a good enough attack to be worth using then you need the extra HP from the heal.
  16. I would suggest fire/dark as a better option than dark/fire or fire/fire. Dark Assault comes with one of the better PBAoE's that dom's get (almost as good as psychic shockwave) and 2 very nice melee attacks. All which will play better with hot feet than the cone in fire assault. While you will lose out on the fire damage boost in embrace of fire, gather shadows offers a decent damage boost(34%) and will boost the duration of flashfire quite a bit. Midnight grasp + smite is going to give you a very nice close in striking ability and the health boost from life drain is a nice bonus. Midnight grasp also offers the advantage of slotting the dom ATO set, so you can put the +damage proc in it and get a lot more mileage than if you put it in a control, since dom's tend to attack more than they control. I used to consider fiery assault my favorite dom secondary but dark assault has come to replace it, or at least sit equally with it.

    If you really want to stick with fiery assault, go with fire control. Dark control is not quite as nice on a dom as it is on a controller - without a debuffing secondary to stack with fearsome stare you can't use it as a primary alpha mitigator, which means you have to use fearsome stare to get into range for the PBAoE stun (even if you can stealth into point blank range, firing off the stun on its own means you suck down the entire alpha strike due to the long cast time and the fact that the stun doesn't take place until the END of the cast time). So you might as well go with fire for the ranged AoE stun so you don't have to fire off two powers just to do the work of one.
  17. Well, the combo that seems most natural to me, water/nature affinity, won't be available for a while so I was thinking either a time/water defender or a time/dark corruptor. The first because it the combo seems effective, as time is best on defenders and water blast is going to be strong on all AT's that can use it. The second because coloring dark miasma a light blue makes it look very icy/misty and would make a good thematic combo in addition to being an effective power combo.
  18. My posting doesn't seem to be going so well either, since I managed to triple post this thread :-). This is the most up to date copy, so please respond in this one if you have any suggestions.

    Forum Mods - could you remove the other two dups please?
  19. For about the last week I have been getting this error every time I try to create a new character. I get all the way through character creation and to the register screen. Then whether I select the tutorial as a starting option or skip it and go straight to hero/villain I get the same result - my client hangs for 30 seconds or so then crashes with the error "Trying to resume an invalid character", although occasionally I get a failure to connect to dbserver instead (2 times so far out of 10+ attempts).

    Logging back on after the crash results in a character with no 'alignment' symbol who gives the error InvalidPlayerInfo when I click on it and all I can do is delete it.

    I have 2 gaming machines, both of which run CoX. They have different OS's (Windows XP SP3 on one and Windows 7 64 bit on the other) and completely different hardware as well as 2 different CoX accounts but I get the same error on either machine and either account.

    Any thoughts on the issue? I can supply hardware and software details as needed but as this happens on two different machines with widely different software it seems more like a server than a client issue (or a client/server mismatch maybe?)
  20. Quote:
    Originally Posted by Humility View Post
    This is great, is there any word on the overwhelming force set? It's currently locked with a minimum level of X-3 where X is the level of the character that got the enhancement. So a level 50 character generates an enhancement with a minimum level of 47. Also, it can be traded and stored, but cannot currently be put on the market. Is this intended or a bug, and will it be fixed?
    Quote:
    Originally Posted by Hit Streak View Post
    We're aware that it can't be placed on the auction house. The fix will be in an upcoming patch.
    Any chance of addressing the other issue Humility raised? The fact that the overwhelming force IO's are generated with a fixed minimum level is a really big deal - it means there is no way to put a set together unless you constantly run the event on the same character or on your lowest level character.

    As a third issue, you can't use converters on the overwhelming force IO's which again makes it harder to put full sets together. Is this by design, or another bug?
  21. Quote:
    Originally Posted by Kractis_Sky View Post
    I agree with this. Also, are these mail-able to your own account. If so and you have alts, it shouldnt take that long to get a few toons decked out.
    Quote:
    Originally Posted by Saul_Invictus View Post
    Yes, they are. I mailed two of them last night.
    You can email them to any account and even put them in base storage. I am fairly sure they are meant to be traded on the market - but early posts indicate there is a bug with this.
  22. Quote:
    Originally Posted by BrandX View Post
    True. I find running Tactics to be a popular thing on teams. So on teams, I'd likely expect to see lots of Blasters able to use Snipe often at it's non interruptable phase.
    It strikes me as extremely wasteful to take an attack that I can only use reliably on teams though. Barring my archery/dev blaster and possibly my time defender (who plans on having power boosted farsight anyways) I can't see ever taking a snipe. They are nice attacks, but not THAT nice. Not AS nice where I get a missive opening strike from hide and then guaranteed crits every 4th attack or so.

    I get that it makes sense conceptually to require a high to hit - but this is one of those cases where I think concept and balance are clashing and I am dissapointed at how many folks are willing to throw balance out the window. Barring the boost to /devices (which needs any boost it can get) it makes no sense to me to give a huge benefit to time corruptors/defenders when they are already overpowered, a large boost to all defenders who can do this with one power pick and an easy to get IO - and screw everyone else. Ok - not quite screw everyone else - but any attack I can only use after aim (or a really enhanced build up) is not one I am going to take.

    We really need some other mechanic to enable decent snipes - I don't care whether it replaces the to hit mechanic or supplements it, I do think the 'concept' arguements are bogus.
  23. Quote:
    Originally Posted by Starsman View Post
    I posted this in the other thread, but figure since people seem to be spread may repeat/rephrace it here:

    The more I look at the snipe thing, accross multiple ATs, the lest I think it will work as an universal fix.

    I think the mechanic is great, it's outlilned in a way that blasters are more likely to be able to take advantage of it than most other ATs, something I think is good.

    But despite the uberness of AR/Devices once IOd or Overslotted, the effect may be entirely unaccessible to many defender, corruptors and dominator builds, who will in turn just feel the snipes are still just a burden in the set design.

    Would be nice if they actually followed the full rendition of the stalker change, with Snipes becoming regular attacks that don't wooo if used outside of the tohit buff or under a 80ft range. Keep them interrupt snipes at over 80ft range if under +22% tohit.

    This would make snipes useful for many sets without boosting dps drastically and at the same time helps Electric Blast and the complaints of the set having no viable ST damage chain.
    I have to agree with Starsman's points on the snipe. Even with these changes the snipes are not really all that attractive. Just look at them - they don't do ANY more damage than a standard tier 3 blast, slightly less in fact. Which means that unless the set doesn't have a tier 3, taking them and 2-3 other powers just to be able to fire them off with reasonable frequency is a huge hack.

    Folks in this thread keep trying to compare them to the stalker changes and point out how stalkers had to take AS in order to benefit from its changes, so its OK for blasters to have to take manuevers/assault + tactics and slot a kimet or live with an attack you can only use once every 20 seconds or so. The problem with that arguement is that AS is a sweet attack inside hide - and when you can get a guaranteed crit every 4th attack outside of hide it is even more valuable.

    Compared to AS the blaster snipes are just sad and certainly not worth several power selections and IO's just to use more often than after aim/build up. Either the snipes themselves need to be improved so that they do a lot more damage or the requirements for using them need to be lowered considerably. The suggestions in Starsman's post are good one but other options such as adding an auto-crit to snipes if fired with the interrupt or allowing them to have a chance to crit based on defiance stacks would actually make the attacks WORTH spending the power picks and IO selections on.

    Really folks - I get that some of you are happy with the current changes, my archery/dev blaster is going to profit from them considerably since I already have all the powers in question and my TD is slotted to have 22% to hit. But I think everyone who is fighting against making these changes more universal to all blasters is falling into the same trap as the folks who used to argue that because their tricked out archery/mental blaster was insanely good that all blasters are fine. Its not exactly the same, but its pretty close. We need to fight for BETTER changes that affect all blasters equally.

    I do like the secondary changes so far, although I think we need to test those hard to make sure they are roughly equivalent over all sets, so I will save any comments on those for the actual i24 beta - but the snipe changes are far to incomplete and unbalanced for my taste. They are a giant hack that I can easily see backing the dev's into a corner they can't get out off - once they "improve" snipes this way they won't be able to make a better, more generic fix without undoing a lot of existing builds.
  24. I will definitely be there for kheld friday and plant saturday, I just have to decide which of my plant toons to bring, although my newest plant/dark troller probably won't be high enough (still only 34 - we will see if I can get her to 35 by saturday).

    I will look into starting out a doom toon - but I have so many new alts as it is not sure I have time for another.
  25. You don't actually have to get perma-mind link to have an effective fortunata - its not that hard to build for the standard softcap without mind link, which leaves ML available to push you up to the incarnate softcap when you need it.

    Here is my fortuanta build - it is slightly over the softcap to ranged and AoE and well over the melee softcap. It only has 77.5% global recharge - but you could stick a ragnarok set in dark obliteration for another 10%, replace the decimation set in either TK blast or dominate with a apocalypse for another 3.75% and replace mailase's illusions in confuse with a full coercive persuasion set for yet another 3.75% to bring the global recharge up to 95%. At the current 77.5% global recharge it has an almost solid single target attack chain of dominate -> subdue -> gloom, with the occasional TK blast to fill a gap and the AoE chain is almost solid as well, you can chain dart burst -> psychic scream -> dark obliteration ->dart burst -> psychic scream fairly easily.

    Villain Plan by Mids' Villain Designer 1.957
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Crimson Mystique: Level 50 Natural Arachnos Widow
    Primary Power Set: Fortunata Training
    Secondary Power Set: Fortunata Teamwork
    Power Pool: Leaping
    Power Pool: Flight
    Power Pool: Leadership
    Power Pool: Fighting
    Ancillary Pool: Soul Mastery

    Villain Profile:
    Level 1: Telekinetic Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Dmg/Rchg(3), Decim-Acc/EndRdx/Rchg(5), Decim-Acc/Dmg/Rchg(5)
    Level 1: Combat Training: Defensive -- LkGmblr-Rchg+(A)
    Level 2: Subdue -- DoArach-Dmg/Rchg(A), DoArach-Acc/Dmg/Rchg(7), DoArach-Dmg/EndRdx/Rchg(7), DoArach-Acc/Dmg/EndRdx/Rchg(9), DoArach-Rchg/-DmgFear(9), Thundr-Acc/Dmg/EndRdx(11)
    Level 4: Tactical Training: Maneuvers -- DefBuff-I(A), DefBuff-I(11), LkGmblr-Rchg+(13)
    Level 6: Aim -- RechRdx-I(A)
    Level 8: Dart Burst -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(13), Posi-Dmg/Rchg(15), Posi-Dmg/Rng(15), Posi-Acc/Dmg/EndRdx(17), Range-I(17)
    Level 10: Indomitable Will -- EndRdx-I(A)
    Level 12: Dominate -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(19), Decim-Dmg/Rchg(19), Decim-Acc/EndRdx/Rchg(21), Decim-Acc/Dmg/Rchg(21), Thundr-Dmg/EndRdx/Rchg(23)
    Level 14: Combat Jumping -- DefBuff-I(A), LkGmblr-Rchg+(23)
    Level 16: Fly -- Frbd-Stlth(A)
    Level 18: Psychic Scream -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(25), Posi-Dmg/Rchg(25), Posi-Acc/Dmg/EndRdx(27), Posi-Dam%(27), Det'tn-Acc/Dmg/EndRdx(29)
    Level 20: Tactical Training: Leadership -- GSFC-ToHit(A), GSFC-ToHit/Rchg(29), GSFC-ToHit/Rchg/EndRdx(31), GSFC-Rchg/EndRdx(31), GSFC-ToHit/EndRdx(31), GSFC-Build%(33)
    Level 22: Foresight -- DefBuff-I(A), DefBuff-I(33), LkGmblr-Rchg+(33), S'fstPrt-ResDam/Def+(34)
    Level 24: Mind Link -- AdjTgt-Rchg(A), RedFtn-Def/Rchg(34), LkGmblr-Def/Rchg(34)
    Level 26: Mask Presence -- EndRdx-I(A), LkGmblr-Rchg+(36)
    Level 28: Maneuvers -- DefBuff-I(A), DefBuff-I(36), EndRdx-I(36)
    Level 30: Confuse -- Mlais-Acc/Rchg(A), Mlais-EndRdx/Conf(37), Mlais-Acc/EndRdx(37), Mlais-Conf/Rng(37), Mlais-Acc/Conf/Rchg(39), CoPers-Conf%(39)
    Level 32: Psychic Wail -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(39), Sciroc-Dmg/Rchg(40), Sciroc-Acc/Rchg(40), Sciroc-Acc/Dmg/EndRdx(40), RechRdx-I(42)
    Level 35: Gloom -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(42), Thundr-Dmg/Rchg(42), Thundr-Acc/Dmg/Rchg(43), Thundr-Acc/Dmg/EndRdx(43), Thundr-Dmg/EndRdx/Rchg(43)
    Level 38: Boxing -- Empty(A)
    Level 41: Dark Obliteration -- Det'tn-Acc/Dmg(A), Det'tn-Dmg/EndRdx(45), Det'tn-Dmg/Rchg(45), AirB'st-Acc/Dmg(45), EndRdx-I(46), RechRdx-I(46)
    Level 44: Tough -- ResDam-I(A), ResDam-I(46)
    Level 47: Weave -- DefBuff-I(A), DefBuff-I(48), EndRdx-I(48)
    Level 49: Tactical Training: Assault -- EndRdx-I(A)
    Level 1: Brawl -- Empty(A)
    Level 1: Prestige Power Surge -- Empty(A)
    Level 1: Prestige Power Dash -- Empty(A)
    Level 1: Prestige Power Quick -- Empty(A)
    Level 1: Prestige Power Rush -- Empty(A)
    Level 1: Sprint -- EndRdx-I(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 2: Swift -- Run-I(A)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(48), Heal-I(50)
    Level 2: Stamina -- EndMod-I(A), EndMod-I(50), P'Shift-End%(50)
    Level 1: Prestige Power Slide -- Empty(A)
    Level 1: Conditioning
    Level 4: Ninja Run
    ------------
    ------------



    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
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    |-------------------------------------------------------------------|