Nemu_

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  1. Aside from making the big powers come up sooner, it lets you optimize your attack chain, and it also provides more cushion against powers that slow. If you are happy with your current attack chain then that's great. You can direct your build to improving other areas like +dam/hp/def.
  2. How attached are you to a travel power?

    Hero Plan by Mids' Hero Designer 1.704
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Scrapper
    Primary Power Set: Dark Melee
    Secondary Power Set: Super Reflexes
    Power Pool: Speed
    Power Pool: Fitness
    Power Pool: Leaping
    Power Pool: Fighting
    Ancillary Pool: Darkness Mastery

    Hero Profile:
    Level 1: Smite -- Hectmb-Dmg/Rchg(A), Hectmb-Acc/Dmg/Rchg(9), Hectmb-Acc/Rchg(9), Hectmb-Dmg/EndRdx(11), Hectmb-Dam%(11), Mako-Dam%(17)
    Level 1: Focused Fighting -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(3), RedFtn-EndRdx(3), RedFtn-Def(7), RedFtn-Def/EndRdx/Rchg(31)
    Level 2: Shadow Maul -- Oblit-Dmg(A), Oblit-Acc/Rchg(13), Oblit-Dmg/Rchg(13), Oblit-Acc/Dmg/Rchg(15), Oblit-Acc/Dmg/EndRdx/Rchg(15), Oblit-%Dam(17)
    Level 4: Focused Senses -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(5), LkGmblr-Def(5)
    Level 6: Hasten -- RechRdx-I(A), RechRdx-I(7)
    Level 8: Siphon Life -- Nictus-Heal(A), Nictus-Acc/Heal(21), C'ngImp-Acc/Dmg/Rchg(21), Mako-Dmg/Rchg(23), Theft-Acc/EndRdx/Heal(23), Dmg-I(25)
    Level 10: Practiced Brawler -- EndRdx-I(A)
    Level 12: Hurdle -- Jump-I(A)
    Level 14: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(46)
    Level 16: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(19)
    Level 18: Agile -- LkGmblr-Rchg+(A), LkGmblr-Def(19)
    Level 20: Stamina -- EndMod-I(A), P'Shift-EndMod(25), P'Shift-End%(34), P'Shift-EndMod/Acc(36)
    Level 22: Quickness -- Run-I(A)
    Level 24: Dark Consumption -- Oblit-Dmg(A), Oblit-Acc/Rchg(31), Oblit-Dmg/Rchg(37), Oblit-Acc/Dmg/Rchg(37), Oblit-Acc/Dmg/EndRdx/Rchg(37)
    Level 26: Soul Drain -- Armgdn-Dam%(A), Armgdn-Dmg/Rchg(27), Armgdn-Acc/Dmg/Rchg(27), Armgdn-Acc/Rchg(29), Armgdn-Dmg/EndRdx(29)
    Level 28: Dodge -- LkGmblr-Rchg+(A), LkGmblr-Def(31)
    Level 30: Boxing -- Empty(A)
    Level 32: Midnight Grasp -- Mako-Acc/Dmg/EndRdx/Rchg(A), Mako-Dmg/Rchg(33), Mako-Acc/EndRdx/Rchg(33), Mako-Dam%(33), HO:Perox(34), C'ngImp-Acc/Dmg/Rchg(34)
    Level 35: Evasion -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(36), RedFtn-EndRdx/Rchg(36), RedFtn-Def/EndRdx/Rchg(40), RedFtn-Def(43), RedFtn-EndRdx(46)
    Level 38: Tough -- S'fstPrt-ResDam/Def+(A), Aegis-ResDam/EndRdx(39), Aegis-ResDam/Rchg(39), Aegis-EndRdx/Rchg(39), Aegis-ResDam/EndRdx/Rchg(40), Aegis-ResDam(40)
    Level 41: Weave -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(42), RedFtn-EndRdx/Rchg(42), RedFtn-Def/EndRdx/Rchg(42), RedFtn-Def(43), RedFtn-EndRdx(43)
    Level 44: Petrifying Gaze -- UbrkCons-Dam%(A), UbrkCons-Hold/Rchg(45), UbrkCons-Acc/Hold/Rchg(45), UbrkCons-Acc/Rchg(45), UbrkCons-EndRdx/Hold(46)
    Level 47: Dark Blast -- Apoc-Dmg/Rchg(A), Apoc-Acc/Dmg/Rchg(48), Apoc-Acc/Rchg(48), Apoc-Dmg/EndRdx(48), Apoc-Dam%(50), Cloud-%Dam(50)
    Level 49: Lucky -- LkGmblr-Rchg+(A), LkGmblr-Def(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Critical Hit
    Level 6: Ninja Run



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  3. Exploiting game mechanics? Like slotting enzymes in +def powers? I think of it as being pragmatic, and I'll worry about it when it no longer works the way it does now.

    My point is that you can always dictate that enemies throw ranged attacks at you where as you can't always dictate what type damage they throw at you unless you cherry pick the mobs you fight against, not that the latter is hard to do. Even if you do spend most of your time in melee you are still subject to ranged attacks from mobs that can't get to you, a fair amount of which either don't have a s/l component or even worse, mezzes. Therefore, I strongly believe that ranged defense in general is better for a blaster when you look at it in a vacuum.

    However, in the real world it takes much more effort to pull off a capped ranged defense build, and you end up sacrificing a lot of +rech/dam/hp in exchange for it. S/L is considerably easier and going that way allows the build to squeeze in more of the aforementioned bonuses, and that's why people gravitate towards it.
  4. S/L lethal is easier to soft cap for but I disagree it's the better choice for a fire/mental.

    When facing a mob you can't dictate the typed damage they throw at you but you can always dictate the positional attacks they throw at you. Judicious jousting of those two PbAoEs can ensure that mobs are trying to hit you with ranged attacks most of the time. Ranged defense also offer more protection from mezzes which often don't have a s/l component.

    For a mobile, jousting blaster, ranged defense is the way to go.
  5. Fire/Elec is an abomination, but not for the faint of heart.

    If you don't like "blapping," then you won't get the most out of this combo for solo play.

    With your friends backing you up though, you should be able to get up close and personal and smack a few baddies in the face, should you choose to take the melee attacks. If you didn't take the melee attacks and prefer the whole "pure range" style, then you might as well pick another secondary, like /ice, or /dev, or even /energy for boost range.

    High recharge/dam bring the best out of fire/elec, with decent support/mitigation you can let loose everything in your arsenal and it's glorious.

    Inspiration use, using LOS, kiting and exploiting mob ai can go a long way towards your survivability too, as these are things that all blasters should learn anyway.
  6. Softcap usually leads to lots of toggles and low recharge, which means power sink won't be up as often. 35 levels is also a long time to endure without stamina, and without any other form of end management, especially if you start picking up those toggles early.

    You will most likely need stamina.
  7. Get rid of the performance shifter proc in any of your attacks, unless a recent patch changed the mechanics, they end up giving the enemy endurance. Also, since you have nothing else to help you with the end draining, you might as well slot SC for damage.

    The only place you should have that +end proc in your build is in stamina.
  8. why bother with the pbaoes if you only want to use them as IO mules?

    Hero Plan by Mids' Hero Designer 1.704
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Blaster
    Primary Power Set: Fire Blast
    Secondary Power Set: Mental Manipulation
    Power Pool: Leaping
    Power Pool: Fitness
    Power Pool: Leadership
    Power Pool: Fighting
    Ancillary Pool: Cold Mastery

    Hero Profile:
    Level 1: Fire Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(19), Thundr-Dmg/Rchg(19), Thundr-Acc/Dmg/Rchg(21), Thundr-Acc/Dmg/EndRdx(21), Thundr-Dmg/EndRdx/Rchg(23)
    Level 1: Subdual -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(3), Thundr-Acc/Dmg/Rchg(9), Thundr-Acc/Dmg/EndRdx(11), Thundr-Dmg/EndRdx/Rchg(11)
    Level 2: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(13), Posi-Dmg/Rchg(31), Posi-Dmg/Rng(31), Posi-Acc/Dmg/EndRdx(31)
    Level 4: Mind Probe -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(5), Mako-Dmg/Rchg(5), Mako-Acc/EndRdx/Rchg(7), Mako-Acc/Dmg/EndRdx/Rchg(7), Mako-Dam%(9)
    Level 6: Combat Jumping -- LkGmblr-Rchg+(A), Zephyr-Travel(29), Zephyr-ResKB(45), LkGmblr-Def(50)
    Level 8: Hurdle -- Empty(A)
    Level 10: Psychic Scream -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(13), Posi-Dmg/Rchg(15), Posi-Dmg/Rng(17), Posi-Acc/Dmg/EndRdx(36)
    Level 12: Aim -- AdjTgt-ToHit/Rchg(A), AdjTgt-Rchg(15)
    Level 14: Super Jump -- Zephyr-Travel/EndRdx(A), Zephyr-ResKB(17)
    Level 16: Health -- Numna-Heal/EndRdx(A), Numna-EndRdx/Rchg(40), Numna-Regen/Rcvry+(46), Numna-Heal/Rchg(46), Numna-Heal/EndRdx/Rchg(46), Numna-Heal(48)
    Level 18: Blaze -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(23), Thundr-Dmg/Rchg(25), Thundr-Acc/Dmg/Rchg(25), Thundr-Acc/Dmg/EndRdx(27), Thundr-Dmg/EndRdx/Rchg(27)
    Level 20: Stamina -- EndMod-I(A), EndMod-I(34), P'Shift-End%(50)
    Level 22: Concentration -- AdjTgt-ToHit/Rchg(A), AdjTgt-Rchg(36)
    Level 24: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(36), LkGmblr-Def(39)
    Level 26: Fire Breath -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(37), Posi-Dmg/Rchg(37), Posi-Dmg/Rng(40), Posi-Acc/Dmg/EndRdx(43)
    Level 28: Flares -- Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/Rchg(29), Thundr-Dmg/EndRdx/Rchg(37), Thundr-Dmg/EndRdx(43), Thundr-Dmg/Rchg(43), Thundr-Acc/Dmg/EndRdx(48)
    Level 30: Kick -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(33), Mako-Dmg/Rchg(34), Mako-Acc/EndRdx/Rchg(45), Mako-Acc/Dmg/EndRdx/Rchg(48), Mako-Dam%(50)
    Level 32: Blazing Bolt -- Mantic-Acc/Dmg(A), Mantic-Dmg/EndRdx(33), Mantic-Acc/ActRdx/Rng(33), Mantic-Dmg/ActRdx/Rchg(34), Mantic-Dmg/EndRdx/Rchg(39)
    Level 35: Tough -- S'fstPrt-ResDam/Def+(A)
    Level 38: Rain of Fire -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(39), Posi-Dmg/Rchg(40), Posi-Dmg/Rng(42), Posi-Acc/Dmg/EndRdx(45)
    Level 41: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(42), LkGmblr-Def(42)
    Level 44: Snow Storm -- EndRdx-I(A)
    Level 47: Frozen Armor -- LkGmblr-Rchg+(A)
    Level 49: Hibernate -- RechRdx-I(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Defiance
    Level 6: Ninja Run



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    45% range def
    63% recharge
    13% dam

    Capped defense benefits a solo toon more than a team oriented toon. If you team a fair bit chances are that your teammates will provide some sort of mitigation such that you may not need a fully capped defense build. One of the popular alternatives is that you build for around 35ish defense so that one small purple inspiration will cap you if necessary. This will allow you to cram more recharge/dam/+hp into your build.

    If you wish to leverage drain psyche and psy shockwave and even inferno and take fire/mental up a notch, learn how to joust. Lots of newbie blasters think "gosh, melee range is so scary! I'm going to build a pure ranger." It's true, melee range is scary, but only if you plan on staying there. CJ and hurdle offer the perfect tool for combat mobility, meaning that you can use this jousting technique to minimize your exposure in melee range. We are talking a fraction of a second tops here. For more information on jousting, look below:

    http://boards.cityofheroes.com/showthread.php?t=221450
  9. Hero Plan by Mids' Hero Designer 1.704
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Blaster
    Primary Power Set: Ice Blast
    Secondary Power Set: Ice Manipulation
    Power Pool: Speed
    Power Pool: Fitness
    Power Pool: Leaping
    Power Pool: Fighting
    Ancillary Pool: Force Mastery

    Hero Profile:
    Level 1: Ice Bolt -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(3), Thundr-Acc/Dmg/Rchg(5), Thundr-Acc/Dmg/EndRdx(5), Thundr-Dmg/EndRdx/Rchg(7)
    Level 1: Chilblain -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(7), Thundr-Dmg/Rchg(9), Thundr-Acc/Dmg/Rchg(9), Thundr-Acc/Dmg/EndRdx(11), Thundr-Dmg/EndRdx/Rchg(11)
    Level 2: Ice Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(13), Thundr-Dmg/Rchg(13), Thundr-Acc/Dmg/Rchg(15), Thundr-Acc/Dmg/EndRdx(15), Thundr-Dmg/EndRdx/Rchg(17)
    Level 4: Ice Sword -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(17), Mako-Dmg/Rchg(19), Mako-Acc/EndRdx/Rchg(19), Mako-Acc/Dmg/EndRdx/Rchg(21), Mako-Dam%(21)
    Level 6: Aim -- RechRdx-I(A)
    Level 8: Freeze Ray -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(23), BasGaze-EndRdx/Rchg/Hold(23), BasGaze-Acc/EndRdx/Rchg/Hold(25)
    Level 10: Hasten -- RechRdx-I(A), RechRdx-I(27)
    Level 12: Hurdle -- Empty(A)
    Level 14: Super Speed -- Zephyr-Travel(A), Zephyr-ResKB(34)
    Level 16: Health -- Numna-Heal/EndRdx(A), Numna-EndRdx/Rchg(39), Numna-Heal/Rchg(40), Numna-Heal/EndRdx/Rchg(40), Numna-Heal(46), Numna-Regen/Rcvry+(46)
    Level 18: Bitter Ice Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(29), Thundr-Dmg/Rchg(29), Thundr-Acc/Dmg/Rchg(31), Thundr-Acc/Dmg/EndRdx(31), Thundr-Dmg/EndRdx/Rchg(31)
    Level 20: Stamina -- EndMod-I(A), EndMod-I(25), P'Shift-End%(27)
    Level 22: Combat Jumping -- LkGmblr-Rchg+(A), Zephyr-Travel(34), Zephyr-ResKB(37)
    Level 24: Build Up -- RechRdx-I(A)
    Level 26: Kick -- ExStrk-Dmg/KB(A), ExStrk-Acc/KB(37), ExStrk-Dam%(37)
    Level 28: Shiver -- Acc-I(A)
    Level 30: Tough -- S'fstPrt-ResDam/Def+(A)
    Level 32: Blizzard -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(33), Posi-Dmg/Rchg(33), Posi-Dmg/Rng(33), Posi-Acc/Dmg/EndRdx(34)
    Level 35: Freezing Touch -- UbrkCons-Hold(A), UbrkCons-Hold/Rchg(36), UbrkCons-Acc/Hold/Rchg(36), UbrkCons-Acc/Rchg(36), UbrkCons-EndRdx/Hold(50)
    Level 38: Weave -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(39), RedFtn-EndRdx/Rchg(39), RedFtn-Def/EndRdx/Rchg(40), RedFtn-Def(43), RedFtn-EndRdx(43)
    Level 41: Frost Breath -- Ragnrk-Dmg(A), Ragnrk-Dmg/EndRdx(42), Ragnrk-Acc/Dmg/Rchg(42), Ragnrk-Acc/Rchg(42), Ragnrk-Knock%(43)
    Level 44: Ice Storm -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(45), Posi-Dmg/Rchg(45), Posi-Dmg/Rng(45), Posi-Acc/Dmg/EndRdx(46)
    Level 47: Frozen Fists -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(48), Mako-Dmg/Rchg(48), Mako-Acc/EndRdx/Rchg(48), Mako-Acc/Dmg/EndRdx/Rchg(50), Mako-Dam%(50)
    Level 49: Personal Force Field -- LkGmblr-Rchg+(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Defiance
    Level 6: Ninja Run



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    44.9% ranged def
    60% recharge
  10. ice/ice looks like it lends itself better toward ranged defense. you can't dictate typed damage that gets thrown at you but being ice/ice and kiting gives you pretty good tools to dictate the positional damage that gets thrown at you.

    I tried s/l defense on my ice/eng blapper and I was less than impressed with the results. It did well against s/l mobs but just melted when facing other more exotic damage types. With my pure recharge/dam build I could at least dispatch the latter type of mobs quickly but with my s/l build I was at a pretty noticeable disadvantage (mainly from gutted global recharge). I've since switched to a ranged defense blapper build and it's performing better than the s/l build, though I still prefer recharge/damage for most scenarios.
  11. Fire/ice should be fine. Good AoE and good mitigation for both teaming and solo. Just be sure to grab shiver.

    I prefer fire/elec though, but I'm one of those dirty "blappers"
  12. I'd keep combat jumping just for the immob protection. If you don't plan on investing in IOs then you could get acro as well, even though you do have hover.

    Scottie the perf +end in short circuit will end up giving mobs end back. It only works on the target of the proc, in this case the enemy. Put it in stamina instead.

    below is an example of what you could do by level 50 if you wish to maintain a minimal toggle build.

    Hero Plan by Mids' Hero Designer 1.704
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 48 Magic Defender
    Primary Power Set: Kinetics
    Secondary Power Set: Electrical Blast
    Power Pool: Flight
    Power Pool: Speed
    Power Pool: Leaping
    Power Pool: Concealment
    Ancillary Pool: Power Mastery

    Hero Profile:
    Level 1: Transfusion -- Empty(A)
    Level 1: Charged Bolts -- Empty(A)
    Level 2: Lightning Bolt -- Empty(A)
    Level 4: Siphon Power -- Empty(A)
    Level 6: Siphon Speed -- Empty(A)
    Level 8: Ball Lightning -- Empty(A)
    Level 10: Short Circuit -- Empty(A)
    Level 12: Speed Boost -- Empty(A)
    Level 14: Hover -- Empty(A)
    Level 16: Increase Density -- Empty(A)
    Level 18: Inertial Reduction -- Empty(A)
    Level 20: Hasten -- Empty(A)
    Level 22: Aim -- Empty(A)
    Level 24: Combat Jumping -- Empty(A)
    Level 26: Transference -- Empty(A)
    Level 28: Tesla Cage -- Empty(A)
    Level 30: Super Jump -- Empty(A)
    Level 32: Fulcrum Shift -- Empty(A)
    Level 35: Acrobatics -- Empty(A)
    Level 38: Thunderous Blast -- Empty(A)
    Level 41: Power Build Up -- Empty(A)
    Level 44: Force of Nature -- Empty(A)
    Level 47: Total Focus -- Empty(A)
    Level 49: Grant Invisibility -- Empty(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Vigilance
    Level 6: Ninja Run



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  13. You don't need to be right next to the tank/scrapper to do what you want to do. Nemesis and anything with heavy splash AoEs will wreck you if you stick to that style. I'm not saying "don't go in melee," but rather, "don't stay in melee if you have no reason to."

    If you don't know what jousting is, take a look at the link below.
    http://boards.cityofheroes.com/showthread.php?t=221450
  14. Hibernate is a great panic button. Cold mastery is the epic of choice for people wanting to softcap s/l defense.

    Personal Force Field works very well with aid self.

    I'd only take electric mastery for the additional cone.
  15. Where's enervating field in your last build?

    And I echo what Tex said. If you plan to run all those offensive toggles then mez becomes a major inconvenience when it hits you.

    Hero Plan by Mids' Hero Designer 1.704
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Zimu: Level 50 Science Controller
    Primary Power Set: Ice Control
    Secondary Power Set: Radiation Emission
    Power Pool: Speed
    Power Pool: Fitness
    Power Pool: Leaping
    Power Pool: Flight
    Ancillary Pool: Psionic Mastery

    Hero Profile:
    Level 1: Block of Ice -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(5), BasGaze-EndRdx/Rchg/Hold(9), BasGaze-Acc/EndRdx/Rchg/Hold(9), G'Wdw-EndRdx/Hold(40)
    Level 1: Radiant Aura -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(17), Dct'dW-Heal/Rchg(17), Dct'dW-Heal/EndRdx/Rchg(19), Dct'dW-Heal(19), Numna-Regen/Rcvry+(25)
    Level 2: Radiation Infection -- DarkWD-ToHitDeb(A), DarkWD-ToHitdeb/Rchg/EndRdx(3), DarkWD-Rchg/EndRdx(3), DarkWD-ToHitDeb/EndRdx(5), HO:Enzym(15)
    Level 4: Accelerate Metabolism -- P'Shift-EndMod/Rchg(A), P'Shift-EndMod/Acc/Rchg(25), P'Shift-EndMod(31), Efficacy-EndMod/Rchg(31), Efficacy-EndMod/Acc/Rchg(34)
    Level 6: Hasten -- RechRdx-I(A), RechRdx-I(7), RechRdx-I(7)
    Level 8: Hurdle -- Empty(A)
    Level 10: Arctic Air -- ImpSwft-Dam%(A), C'phny-Dam%(11), Mlais-Dam%(11), CoPers-Conf%(13), CoPers-Conf/EndRdx(13), EndRdx-I(15)
    Level 12: Ice Slick -- RechRdx-I(A)
    Level 14: Super Speed -- Zephyr-ResKB(A)
    Level 16: Health -- Mrcl-Rcvry+(A)
    Level 18: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 20: Stamina -- EndMod-I(A), P'Shift-EndMod(21), P'Shift-EndMod/Acc(21), P'Shift-End%(23)
    Level 22: Enervating Field -- EndRdx-I(A), EndRdx-I(23)
    Level 24: Lingering Radiation -- Acc-I(A), Acc-I(42), RechRdx-I(43)
    Level 26: Frostbite -- Posi-Dam%(A), TotHntr-Dam%(27), ImpSwft-Dam%(27), TotHntr-Acc/EndRdx(29), TotHntr-EndRdx/Immob(29), TmpRdns-Acc/EndRdx(31)
    Level 28: Glacier -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(34), BasGaze-EndRdx/Rchg/Hold(34), BasGaze-Acc/EndRdx/Rchg/Hold(37), EoCur-Acc/Hold/Rchg(40)
    Level 30: Hover -- LkGmblr-Rchg+(A)
    Level 32: Jack Frost -- C'Arms-Dmg/EndRdx(A), C'Arms-Acc/Dmg(33), C'Arms-Acc/Dmg/Rchg(33), C'Arms-EndRdx/Dmg/Rchg(33), HO:Nucle(40)
    Level 35: Choking Cloud -- NrncSD-Dam%(A), G'Wdw-Dam%(36), Lock-%Hold(36), G'Wdw-EndRdx/Hold(36), G'Wdw-Acc/EndRdx(37), EndRdx-I(37)
    Level 38: EM Pulse -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(39), BasGaze-EndRdx/Rchg/Hold(39), BasGaze-Acc/EndRdx/Rchg/Hold(39), Efficacy-EndMod/Acc/Rchg(43), Efficacy-EndMod/EndRdx(43)
    Level 41: Indomitable Will -- LkGmblr-Rchg+(A), LkGmblr-Def/Rchg(42), LkGmblr-EndRdx/Rchg(42), HO:Membr(46), HO:Membr(50)
    Level 44: Mind Over Body -- ImpSkn-ResDam/EndRdx(A), ImpSkn-ResDam/Rchg(45), ImpSkn-EndRdx/Rchg(45), ImpSkn-ResDam/EndRdx/Rchg(45), ImpSkn-Status(46), S'fstPrt-ResDam/Def+(46)
    Level 47: Psionic Tornado -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rng(48), Posi-Acc/Dmg/EndRdx(48), Posi-Dam%(50), FrcFbk-Rechg%(50)
    Level 49: Mutation -- EndRdx-I(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Containment
    Level 6: Ninja Run



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  16. Stealing builds is not that bad. Stealing skill, on the other hand, can get pretty ugly!
  17. Quote:
    Originally Posted by Max_zero View Post
    Even then I can still float out of melee range and heal (heal radius is 20 yards). You are trying to heal while standing on foot 20 yards away from the enemy. Heaven forbid something uses a knockdown attack while you are trying to heal.
    I included a few zephyr kb IOs for that, and I can tell you've never fought rularuu. Floating out of melee range won't save you against them, try a few shard TFs.
  18. My power boosted fort kept a level 48 dark armor tank alive against Lord Recluse during one of my STF runs. And a powerboosted healing aura saves lives when Scirroco unleashes his EMP attack.

    I'm lazy, I use powerboosted forts so I don't have to heal as much. Some other emps are content watching health bars and spamming heals. Ha! fools.

    I should answer your question. Power boost will boost the entire duration of a targeted buff. So a powerboosted fort will keep the enhanced stats until it wear off. This is all the more reason to build for recharge.
  19. What I'm currently running minus the purples, substituted by their non-purple +recharge counterparts.

    I don't like hover on an emp but that's a matter of personal taste. I find far more value in a timely jousted RA or healing aura than the hover and heal play style most emps that take hover adapt.

    Hero Plan by Mids' Hero Designer 1.704
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Limu: Level 50 Magic Controller
    Primary Power Set: Illusion Control
    Secondary Power Set: Empathy
    Power Pool: Leaping
    Power Pool: Fitness
    Power Pool: Teleportation
    Power Pool: Speed
    Ancillary Pool: Primal Forces Mastery

    Hero Profile:
    Level 1: Blind -- UbrkCons-Hold(A), UbrkCons-Hold/Rchg(3), UbrkCons-Acc/Hold/Rchg(3), UbrkCons-Acc/Rchg(9), UbrkCons-EndRdx/Hold(9), FtnHyp-Plct%(45)
    Level 1: Healing Aura -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal/Rchg(11), Dct'dW-Heal/EndRdx/Rchg(13), Dct'dW-Heal(13), Dct'dW-Rchg(15), Mrcl-Rcvry+(15)
    Level 2: Heal Other -- Dct'dW-Heal/EndRdx(A), Dct'dW-Rchg(11), Dct'dW-Heal/Rchg(17), Dct'dW-Heal/EndRdx/Rchg(17), Dct'dW-Heal(23)
    Level 4: Deceive -- CoPers-Conf(A), CoPers-Conf/Rchg(5), CoPers-Acc/Conf/Rchg(5), CoPers-Acc/Rchg(7), CoPers-Conf/EndRdx(7)
    Level 6: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 8: Superior Invisibility -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(42), LkGmblr-Def/EndRdx/Rchg(43), HO:Cyto(43), EndRdx-I(43)
    Level 10: Hurdle -- Jump-I(A)
    Level 12: Recall Friend -- Range-I(A)
    Level 14: Super Jump -- Winter-ResSlow(A)
    Level 16: Clear Mind -- Range-I(A)
    Level 18: Phantom Army -- C'Arms-Acc/Rchg(A), C'Arms-Acc/Dmg/Rchg(19), C'Arms-EndRdx/Dmg/Rchg(19), C'Arms-Acc/Dmg(21), S'bndAl-Dmg/Rchg(21), ExRmnt-EndRdx/Dmg/Rchg(23)
    Level 20: Fortitude -- LkGmblr-Rchg+(A), LkGmblr-Def/Rchg(34), LkGmblr-EndRdx/Rchg(37), HO:Membr(37), HO:Membr(40), GftotA-Run+(40)
    Level 22: Hasten -- RechRdx-I(A), RechRdx-I(25), RechRdx-I(25)
    Level 24: Spectral Wounds -- Apoc-Dmg(A), Apoc-Dmg/EndRdx(46), Apoc-Acc/Dmg/Rchg(46), Apoc-Acc/Rchg(48), Apoc-Dam%(50)
    Level 26: Spectral Terror -- Abys-Acc/Rchg(A), Abys-EndRdx/Fear(27), Abys-Acc/EndRdx(27), Abys-Fear/Rng(29), Abys-Acc/Fear/Rchg(29)
    Level 28: Recovery Aura -- Efficacy-EndMod/Acc/Rchg(A), Efficacy-EndMod(31), Efficacy-EndMod/Rchg(31), Efficacy-EndMod/EndRdx(31), Efficacy-Acc/Rchg(34), Efficacy-EndMod/Acc(48)
    Level 30: Acrobatics -- EndRdx-I(A)
    Level 32: Phantasm -- C'Arms-Acc/Dmg(A), C'Arms-Dmg/EndRdx(33), C'Arms-Acc/Dmg/Rchg(33), C'Arms-EndRdx/Dmg/Rchg(33), ExRmnt-Acc/Dmg/Rchg(34)
    Level 35: Regeneration Aura -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(36), Dct'dW-Heal/EndRdx/Rchg(36), Dct'dW-Heal(36), Dct'dW-Rchg(37)
    Level 38: Adrenalin Boost -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(39), Dct'dW-Heal/EndRdx/Rchg(39), Dct'dW-Heal(39), Dct'dW-Rchg(40), EndMod-I(45)
    Level 41: Conserve Power -- RechRdx-I(A), RechRdx-I(42), RechRdx-I(42)
    Level 44: Power Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(45), Decim-Dmg/Rchg(46), Decim-Acc/EndRdx/Rchg(50), Decim-Acc/Dmg/Rchg(50)
    Level 47: Power Boost -- RechRdx-I(A), RechRdx-I(48)
    Level 49: Resurrect -- RechRdx-I(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- EndRdx-I(A)
    Level 2: Rest -- Empty(A)
    Level 1: Containment
    Level 4: Ninja Run



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  20. Quote:
    Originally Posted by Max_zero View Post
    Yeah but just how much do you use Transfusion? Do you really stand around spamming it?

    The whole point of Hover and softcapped Range Def is to not get hit. If you are still taking large amounts of damage then something is wrong.
    AV/GMs, hard content, teams, it gets used enough.

    Hover and ranged defense will make you sturdy but they won't make you impervious (hello rularuu). They can and will fail you, and what then?
  21. 39% global acc isn't going to be stellar for transfusion. Perma hasten just lets you miss it more.

    You are building for the sake of set bonuses and sacrificing quite a bit of performance. Not saying that I'm not doing the same (for example carrion creepers). But I believe your slotting on transfusion is a way graver mistake than my loss of recharge or lack of damage in creepers (hello FS)
  22. Quote:
    Originally Posted by Max_zero View Post
    But I'd like to see a better build at the same or cheaper price.
    Here you go:

    Hero Plan by Mids' Hero Designer 1.704
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Controller
    Primary Power Set: Plant Control
    Secondary Power Set: Kinetics
    Power Pool: Leaping
    Power Pool: Fitness
    Power Pool: Speed
    Power Pool: Fighting
    Ancillary Pool: Psionic Mastery

    Hero Profile:
    Level 1: Strangler -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(7), Thundr-Dmg/Rchg(9), Thundr-Acc/Dmg/Rchg(9), Thundr-Acc/Dmg/EndRdx(11), Thundr-Dmg/EndRdx/Rchg(11)
    Level 1: Transfusion -- Nictus-Heal(A), Nictus-Acc/Heal(37), P'Shift-Acc/Rchg(37), P'Shift-EndMod/Acc/Rchg(39), Heal-I(40)
    Level 2: Roots -- TotHntr-Acc/Rchg(A), TotHntr-EndRdx/Immob(3), TotHntr-Acc/EndRdx(3), TotHntr-Immob/Acc(5), TotHntr-Acc/Immob/Rchg(5), TotHntr-Dam%(7)
    Level 4: Entangle -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(13), Thundr-Dmg/Rchg(13), Thundr-Acc/Dmg/Rchg(15), Thundr-Acc/Dmg/EndRdx(15), Thundr-Dmg/EndRdx/Rchg(17)
    Level 6: Combat Jumping -- Zephyr-Travel(A), Zephyr-ResKB(17)
    Level 8: Seeds of Confusion -- Mlais-Acc/Rchg(A), Mlais-EndRdx/Conf(19), Mlais-Acc/EndRdx(19), Mlais-Conf/Rng(21), Mlais-Acc/Conf/Rchg(21), Mlais-Dam%(23)
    Level 10: Siphon Speed -- Acc-I(A)
    Level 12: Hurdle -- Empty(A)
    Level 14: Health -- Mrcl-Rcvry+(A)
    Level 16: Increase Density -- S'fstPrt-ResDam/Def+(A)
    Level 18: Vines -- Lock-Acc/Hold(A), Lock-Acc/Rchg(25), Lock-Rchg/Hold(25), Lock-EndRdx/Rchg/Hold(27), Lock-Acc/EndRdx/Rchg/Hold(27), Lock-%Hold(36)
    Level 20: Speed Boost -- Zephyr-Travel/EndRdx(A), Zephyr-ResKB(42)
    Level 22: Hasten -- RechRdx-I(A), RechRdx-I(23)
    Level 24: Kick -- Mako-Acc/Dmg(A), Mako-Dam%(39), Mako-Dmg/EndRdx(40), Mako-Dmg/Rchg(42), Mako-Acc/EndRdx/Rchg(43), Mako-Acc/Dmg/EndRdx/Rchg(43)
    Level 26: Carrion Creepers -- RechRdx-I(A), RechRdx-I(40)
    Level 28: Tough -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam/Rchg(29), ImpArm-ResDam(29)
    Level 30: Weave -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(31), RedFtn-EndRdx/Rchg(31), RedFtn-Def/EndRdx/Rchg(31), RedFtn-Def(33), RedFtn-EndRdx(33)
    Level 32: Fly Trap -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg/EndRdx(33), BldM'dt-Acc/EndRdx(34), BldM'dt-Acc/Dmg/EndRdx(34), BldM'dt-Acc(34), BldM'dt-Dmg(36)
    Level 35: Transference -- P'Shift-EndMod/Acc/Rchg(A), P'Shift-Acc/Rchg(36), P'Shift-EndMod/Rchg(37), Efficacy-EndMod/Acc(43)
    Level 38: Fulcrum Shift -- Acc-I(A), RechRdx-I(39)
    Level 41: Indomitable Will -- RedFtn-Def/Rchg(A), LkGmblr-Def/Rchg(42), RechRdx-I(46)
    Level 44: Mental Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(45), Thundr-Dmg/Rchg(45), Thundr-Acc/Dmg/Rchg(45), Thundr-Acc/Dmg/EndRdx(46), Thundr-Dmg/EndRdx/Rchg(46)
    Level 47: Psionic Tornado -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Dmg/Rng(48), Posi-Acc/Dmg/EndRdx(50)
    Level 49: Mind Over Body -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam/Rchg(50), ImpArm-ResDam(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Containment
    Level 6: Ninja Run



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    45.8 Psi Def
    46.1 Ranged Def
    64% S/L resist
    Most importantly, better slotting on key powers like transfusion and transference.
    No stamina though, but that's what transference is for.
  23. What I'm rolling with. I wanted to offset the bane's single target nature so this is what I have.

    Villain Plan by Mids' Villain Designer 1.704
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Kamu: Level 50 Natural Arachnos Soldier
    Primary Power Set: Bane Spider Soldier
    Secondary Power Set: Bane Spider Training
    Power Pool: Flight
    Power Pool: Fitness
    Power Pool: Fighting
    Power Pool: Leadership
    Ancillary Pool: Leviathan Mastery

    Villain Profile:
    Level 1: Bash -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(3), T'Death-Dmg/Rchg(3), T'Death-Acc/Dmg/EndRdx(5), T'Death-Dmg/EndRdx/Rchg(5), T'Death-Dam%(23)
    Level 1: Wolf Spider Armor -- S'fstPrt-ResDam/Def+(A)
    Level 2: Bane Spider Armor Upgrade -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(43), Aegis-ResDam(43)
    Level 4: Combat Training: Defensive -- Ksmt-ToHit+(A)
    Level 6: Build Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg(7), GSFC-ToHit/Rchg/EndRdx(7), GSFC-Rchg/EndRdx(9), GSFC-ToHit/EndRdx(9), GSFC-Build%(11)
    Level 8: Heavy Burst -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(11), Posi-Dmg/Rng(13), Posi-Acc/Dmg/EndRdx(13), Posi-Dam%(15), Achilles-ResDeb%(15)
    Level 10: Tactical Training: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(17), HO:Enzym(17), LkGmblr-Def/EndRdx(19)
    Level 12: Venom Grenade -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(19), Posi-Dmg/Rng(21), Posi-Acc/Dmg/EndRdx(21), Posi-Dam%(27)
    Level 14: Hover -- LkGmblr-Rchg+(A), Zephyr-Travel(31), Zephyr-Travel/EndRdx(31), Zephyr-ResKB(33)
    Level 16: Swift -- Flight-I(A)
    Level 18: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(27)
    Level 20: Stamina -- EndMod-I(A), P'Shift-EndMod(23), P'Shift-EndMod/Acc(25), P'Shift-End%(25)
    Level 22: Mental Training -- Flight-I(A)
    Level 24: Shatter -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(33), T'Death-Dmg/Rchg(33), T'Death-Acc/Dmg/EndRdx(34), T'Death-Dmg/EndRdx/Rchg(34), T'Death-Dam%(34)
    Level 26: Boxing -- Acc-I(A)
    Level 28: Tough -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(29), Aegis-ResDam/EndRdx/Rchg(29), Aegis-ResDam(31), Aegis-Psi/Status(40)
    Level 30: Cloaking Device -- LkGmblr-Rchg+(A), LkGmblr-Def(42), HO:Enzym(42)
    Level 32: Crowd Control -- Oblit-Dmg(A), Oblit-Acc/Rchg(37), Oblit-Dmg/Rchg(37), Oblit-Acc/Dmg/Rchg(37), Oblit-Acc/Dmg/EndRdx/Rchg(40), FrcFbk-Rechg%(40)
    Level 35: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(36), HO:Enzym(36), LkGmblr-Def/EndRdx(36)
    Level 38: Tactical Training: Leadership -- AdjTgt-ToHit/EndRdx/Rchg(A), AdjTgt-EndRdx/Rchg(39), AdjTgt-ToHit/EndRdx(39), AdjTgt-ToHit(39), AdjTgt-ToHit/Rchg(48)
    Level 41: Spirit Shark -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(42), Decim-Acc/EndRdx/Rchg(43), Decim-Acc/Dmg/Rchg(46), Decim-Build%(50)
    Level 44: Arctic Breath -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(45), Posi-Dmg/Rng(45), Posi-Acc/Dmg/EndRdx(45), Posi-Dam%(46), Achilles-ResDeb%(46)
    Level 47: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(48), HO:Enzym(48), LkGmblr-Def/EndRdx(50)
    Level 49: Placate -- RechRdx-I(A), RechRdx-I(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Conditioning
    Level 0: Ninja Run
    ------------



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  24. CJ+hurdle lets you joust your pbaoes and makes for a smoother transition for getting out pbaoe range and into cone range. While you are at it, grab SJ and acro too, because kbs can ruins your positioning.
  25. You don't need it to softcap SR. Grabbing weave alone is enough.

    Here's a rough example of a softcapped build without tough/weave but with aid self:

    Hero Plan by Mids' Hero Designer 1.704
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Science Scrapper
    Primary Power Set: Claws
    Secondary Power Set: Super Reflexes
    Power Pool: Fitness
    Power Pool: Speed
    Power Pool: Leaping
    Power Pool: Medicine
    Ancillary Pool: Weapon Mastery

    Hero Profile:
    Level 1: Strike -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(7), T'Death-Dmg/Rchg(9), T'Death-Acc/Dmg/EndRdx(9), T'Death-Dmg/EndRdx/Rchg(11), T'Death-Dam%(11)
    Level 1: Focused Fighting -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(3), LkGmblr-Def(3)
    Level 2: Focused Senses -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(5), RedFtn-EndRdx/Rchg(5), RedFtn-Def/EndRdx/Rchg(19), RedFtn-EndRdx(21), RedFtn-Def(21)
    Level 4: Agile -- LkGmblr-Rchg+(A), LkGmblr-Def(7)
    Level 6: Hurdle -- Jump-I(A)
    Level 8: Follow Up -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(13), T'Death-Dmg/Rchg(13), T'Death-Acc/Dmg/EndRdx(17), T'Death-Dmg/EndRdx/Rchg(17), T'Death-Dam%(19)
    Level 10: Practiced Brawler -- RechRdx-I(A)
    Level 12: Hasten -- RechRdx-I(A), RechRdx-I(43), RechRdx-I(46)
    Level 14: Super Speed -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(15), Zephyr-ResKB(15)
    Level 16: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(36)
    Level 18: Focus -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(23), Thundr-Dmg/Rchg(23), Thundr-Acc/Dmg/Rchg(29), Thundr-Acc/Dmg/EndRdx(34), Thundr-Dmg/EndRdx/Rchg(34)
    Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(37), P'Shift-EndMod/Acc/Rchg(37), P'Shift-Acc/Rchg(37), P'Shift-EndMod/Acc(39), P'Shift-End%(39)
    Level 22: Quickness -- Run-I(A)
    Level 24: Spin -- Oblit-Dmg(A), Oblit-Acc/Rchg(25), Oblit-Dmg/Rchg(25), Oblit-Acc/Dmg/Rchg(27), Oblit-Acc/Dmg/EndRdx/Rchg(27), Oblit-%Dam(48)
    Level 26: Eviscerate -- Erad-Dmg(A), Erad-Acc/Rchg(33), Erad-Dmg/Rchg(33), Erad-Acc/Dmg/Rchg(33), Erad-Acc/Dmg/EndRdx/Rchg(34), Erad-%Dam(48)
    Level 28: Lucky -- LkGmblr-Rchg+(A), LkGmblr-Def(29)
    Level 30: Combat Jumping -- LkGmblr-Rchg+(A), Zephyr-Travel(31), Zephyr-Travel/EndRdx(31), Zephyr-ResKB(31), LkGmblr-Def(48)
    Level 32: Shockwave -- Det'tn-Acc/Dmg(A), Det'tn-Dmg/EndRdx(42), Det'tn-Dmg/Rchg(42), Det'tn-Dmg/Rng(43), Det'tn-Acc/Dmg/EndRdx(43)
    Level 35: Evasion -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(36), RedFtn-EndRdx/Rchg(36), RedFtn-Def/EndRdx/Rchg(50), RedFtn-Def(50), RedFtn-EndRdx(50)
    Level 38: Slash -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(39), T'Death-Dmg/Rchg(40), T'Death-Acc/Dmg/EndRdx(40), T'Death-Dmg/EndRdx/Rchg(40), T'Death-Dam%(42)
    Level 41: Stimulant -- EndRdx-I(A)
    Level 44: Aid Self -- IntRdx-I(A), Mrcl-Heal/EndRdx(45), Mrcl-EndRdx/Rchg(45), Mrcl-Heal/Rchg(45), Mrcl-Heal/EndRdx/Rchg(46), Mrcl-Heal(46)
    Level 47: Dodge -- LkGmblr-Rchg+(A)
    Level 49: Caltrops -- RechRdx-I(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Critical Hit
    Level 6: Ninja Run



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