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Posts
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Joined
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Quote:It's not that they are bad at it, I just saw no reason to mention them since I really dislike stealth mechanics in general so I wouldn't solo one.I guess I missed the memo on stalkers not being great at soloing. Saying that, if you like tanks so much, brutes will be the way to go.
Anyway, I know it's going to be a Scrapper or Brute for my solo, I already know they will be flying (all my toons fly >>) and I know it will be Willpower. It's just a matter of deciding which toon type and what primary will be the best badger they can be. -
Thank you for the quick responses
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I did a search, all the posts about this seem to be from ~2010 and talk about the NDA. I'm sure there must be updated information on this somewhere but I certainly don't see it. The questions are simple enough though.
1: What happens with influence/infamy/whatever prae gets when you switch factions
2: Can you mail influence/infamy/whatever prae gets through e-mail to different factions or only to the same faction -
I'm very much used to survivability, I pretty much always play the 'tanky' classes in any game I play so I have the feeling Tank and Brute are where I'm heading. More than likely Willpower...on both >.> I love Willpower.
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Hard to decide, I've been poking around the forums while I waited for replies.
Tanks apparently won't die solo, you just have to have some coffee to keep you awake while your doing it.
Scrappers and Brutes seem to be about the same for solo preference, they basically do the same thing with Scrappers being better damage at low rage and Brutes being better high rage. Brutes can take a few more hits apparently.
Mastermind apparently can solo anything if you take traps and robots...I do not think I want to play either traps or robots however. A group of 3-4 thug masterminds (not solo I know) is apparently hilarious with buff stacking :P
Nothing else really seems to come up as great solo toons.
On the plus side, my girlfriend is now back in the game also when she found out I came back so now I have TWO toons to figure out. I normally play a tank in our duo but now I have the option of a brute. Maybe tank for group and brute for solo... -
Wow did I miss this game. Had to force myself to away from gaming almost entirely for about a year so I could deal with real life. Well, real life is dealt with. So...hi again! Not that anybody knows me ~_^ but still hi anyway.
Anyway, to the actual question now. Apparently with the new expansion your free to jump between factions and all that so it kind of opens up a new can of worms for me. I am most definitely rolling up a new character since I've been gone so long, get a feel for the game again, enjoy myself, blah blah blah. If I plan on staying mostly solo (I have plenty of group toons after all) and just want to basically collect all the badges I can, any recommendations?
I would normally have said tank instantly, I love how hard they are to kill and I can deal with the low damage. I prefer the hero side, but now...I can get badges on BOTH sides. My poor head she does spin, how do I decide the best solo character when I now have access to both factions? So hard to decide, so very hard...
Any ideas on this one? I know the whole 'best solo' question is more than likely overdone (search doesn't seem to be working for me for some odd reason) but I figure if I can at least get a quick idea I'll have something to work with. I've never even really looked at the villain side past level 20, not enough players, but now I have access to their powers on the hero side. I have the feeling I'm going to be rusty as anything after a year absence. -
Quote:I'm going to use jet pack and jump pack till 30. I like being able to spam attacks without any care in the world.Looks ok to me, I'd get CJ (and SJ since you want a travel power) before Stamina but your build looks fine to me.
Only thing is that you won't be able to 5 or 6-slot Fireball taking it at 49.
And yea, that is true about Fireball, but I don't know what I can take instead at 50 ^^; -
Just wondering if everything is order basically. Anything important missing, anything horrible I took, etc etc. I don't have slots or anything planned yet, I just want to make sure I'm good to go with basic setup.
Note: I have a pocket Kin/Dark defender with me at all times thanks to my fiance ^_^
The only concern I have is that as a scrapper, the self-rez might be nice to have >.> that or maybe at least my oh $#!& button in SoW. Dunno...
Anyway, advice is appreciated if needed. Internet cookies for all ^_^
Hero Plan by Mids' Hero Designer 1.703
http://www.cohplanner.com/
Rubii: Level 48 Magic Scrapper
Primary Power Set: Fiery Melee
Secondary Power Set: Willpower
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Fighting
Ancillary Pool: Blaze Mastery
Hero Profile:
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Level 1: Fire Sword Empty(A)
Level 1: High Pain Tolerance Empty(A)
Level 2: Cremate Empty(A)
Level 4: Fast Healing Empty(A)
Level 6: Build Up Empty(A)
Level 8: Mind Over Body Empty(A)
Level 10: Indomitable Will Empty(A)
Level 12: Hurdle Empty(A)
Level 14: Health Empty(A)
Level 16: Rise to the Challenge Empty(A)
Level 18: Fire Sword Circle Empty(A)
Level 20: Quick Recovery Empty(A)
Level 22: Stamina Empty(A)
Level 24: Combat Jumping Empty(A)
Level 26: Incinerate Empty(A)
Level 28: Heightened Senses Empty(A)
Level 30: Super Jump Empty(A)
Level 32: Greater Fire Sword Empty(A)
Level 35: Boxing Empty(A)
Level 38: Tough Empty(A)
Level 41: Weave Empty(A)
Level 44: Char Empty(A)
Level 47: Fire Blast Empty(A)
Level 49: Fire Ball Empty(A)
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Level 1: Brawl Empty(A)
Level 1: Sprint Empty(A)
Level 2: Rest Empty(A)
Level 1: Critical Hit
Level 6: Ninja Run -
Looks like were doing dark/storm/TA
Is Flash Arrow even worth a power slot however? -
My fiance is still looking at either /poison or /dark. I'm strongly tempted to go with /Trick Arrow, despite people saying it's horrible. Doesn't really look all that horrible to me. Sorta like a weaker, portable traps, which might be nice considering how fast we should be clearing things. Brother is considering /Storm still.
Flash Arrow looks pretty sad though -
/WP might not be the most efficient but it's still my favorite set for taking on giant mobs. /Dark Armor is an option I suppose but I would really prefer to hold off on it until I have a much bigger budget to blow.
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On the off-chance my brother doesn't stick around (he does have a habit of dropping out of the trio half way though) my fiance is considering going /Dark. I would just need something to complement it, and /Dark isn't my favorite one. /Dark with /TA could be amusing.
Since I don't really think ending up with only 2 /FF is such a good idea >.>;
If he does stick around though, the idea of just turning on passives, pointing at what we want to die, and hitting attack is kind of appealing. I don't think any AV would have the regen or resistances to withstand that kind of punishment for a long period of time if we did hit soft-cap. Not that I've done a lot of AV hunting to know. -
I'm not even sure actively bubbling will be needed come 20. Simply souble-slotting Maneuvers and Dispersion Bubble with basic Defense IO's gives 15% defense. Three people doing that is 45%, which I believe is cap and we wouldn't have to worry about the FFG following us around. That doesn't even count the thugs own maneuvers so that would put them well above cap. Even without any ability to debuff an AV I think the pure damage alone would burn them down.
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Even not being all that fond of storms that does sounds rather entertaining. I have no idea if we all plan on being the same exact spec or not, just that we all plan on using thugs. I'll have teo recommend giving triple storm a shot.
I wonder if tornado is still worth getting at that point. Without a good way to root the mobs in place, three of them might throw them off the edge of the world ^^; -
Quote:I suppose my only concern is the ability of the scrapper to go swimming in mobs. Can a /WP scrapper survive the same kind of maxed out spawns a tank could with basic IO's? I would love to take the super-damage route, I just want to know if I'll live through it o.o;Beneifts of my 2 choices....
Scrapper - will benefit more from fulcrum shift having a higher damage output and the chance to Crit on evert attack, Fire Melee is super fun and with Speedboost FireSwordCircle will be up very often and with Blaze Mastery from your epic power selection you will also have Fireball. Works themeatically and the dmg will be wow.
Tanker - Obviously Willpower is more effective on a tank, because the regen and +hp powers are more noticable due to them working off %'s of base Health. Of which a tank has alot more... My suggestion for Tank attacks would be SuperStrength, with Rage and Footstomp you are gonna be throwing mobs about with little concern whether you need to watch your Blue and Yellow bars. As for Epic Stalagmites is another nice AoE with a stun included, with Stamina Quick Recovery and a Kin you are not going to need Phsyical Perfection that I would usually advise to tanks.
Hope this helps.
The only thing stopping me from taking Super Strength is, like I mentioned, I really dislike the reliance on Rage. When it's up your god, when it's down your pretty weak, and you have to get item sets to make sure both are up permanently.
MIDS makes it a bit of a tossup. Tanker has 500 more HP and ~12% more smashing/lethal defense, other defense numbers are pretty negligible. That is certainly a lot of HP though...
On the other hand, FSC does ~100 more damage on a scrapper with crit chance. T_T Why must choosing be hard? -
Quote:This right here is what makes me sad for Mercs. When they work together just right they work so brilliantly. The problem is they pull off combo's like this so rarelyThey need to work on the recharge time on Mercs...but other than that they are awesomesauce. I don't know about you guys but Out of all the other MM sets opening up with Mercs is my favorite part of the set. They just SHUTDOWN a mob with their Alpha...but after that things get kinda....normal. I always love it when my mercs Alpha though, it reminds me of the 4th of July.
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Quote:The big problem with cones for me tends to be the size of the spawns. We always fight max sized spawns, so after an initial volley I tend to be completely surrounded. After that I have to bunny hop around, try to climb my way out of mobs to reposition for cones while they charge me, sometimes going after my fiance if I happen to time the jump badly and she smacks the ones that just left my taunt aura...I find your reasoning to be spot on. It seems like you'd enjoy the WP/Fire most so you should probably go with that.
Quills adds a lot to AoE damage, not as much as typical damage auras in secondaries, but still a great boost. That said, the best AoE in Spines (Throw Spines) is a cone, so if you dislike these it's best to avoid Spines.
Just a pain in the butt :P -
My fiance is in the mood to create a new toon and decided she was going to make a kin. Yes for me! That means I get my own pocket kin
The question is, what do I do with it?
I know I want to run a Tank or Scrapper, and I also know I want Willpower (favorite set, what can ya do?). However, I'm just not sure what to stick on top of that.
I know I want a set that is good in the AoE department, considering the size of the groups she likes to toss me into taking them out one by one would make the group very dull very fast. I hate cones, so that takes a lot of options out and leaves me, unless I'm mistaken, with these:
Tanker
-Fire
-SS
-Stone
Scrapper
-Fire (/sad combustion is gone)
-Spines
Fire Tanks start some AoE pretty early in and it only gets better, not as much damage as a Fire Scrapper of course, but survives better and has 2 AoE vs the 1 for Scraps. Fire scrap also doesn't start to AoE until 18, which isn't that bad.
Super Strength in tanks I tend to avoid like the plague honestly, I just dislike the reliance on Rage. I've seen it become a scary powerful set but it just never appealed to me.
Stone Tanks don't start to AoE until 35 >.> so I'm not so sure this is even a realistic option.
Spines Scrapper starts AoE at level 2 (yay) and it's a fairly nice AoE to boot. I honestly have no experience with Quills however so have no idea if it really adds a lot to the set for AoE.
Basically, unless I'm missing something, Fire Tanks and Spines Scrappers would be the two go-to sets for melee AoE, especially with a happy little pocket kin.
Now, I've played a willpower tank in the ~35 range and I basically feel immortal. I'll admit the killing is a little on the slower side, but it was very steady, with my only near-death experience being a massive group of CoT ghosts that managed to debuff me into near oblivion.
Never seen Willpower on high level scrappers however since I always stop playing them. I just feel frail, and the kill them before they kill you idea never seems to end with them being the ones dying, maybe because I'm just accustomed to the play style of a tank and not a scrapper. I've heard they get plenty immortal eventually, but not sure how true it is.
Anyway, as far as budget goes (since this tends to be a factor), I have ~40-50,000,000 influence. However, most of the time I'll be sticking to generic IO's.
Anyway, I've rambled enough, toss me some opinions if you have the time. -
My fiance, my brother and I want to set up a thugs trio for some tasty leadership stacking effects (9x if I count correctly). What we are unsure of is what sort of secondaries would be best for something like this.
Traps was my first thought, mostly because I'm very fond of the sort of "damage" traps can cause, but this group should be steamrolling anything so fast that it's not really worth the time to set them down before were off again.
Trick Arrow was a thought also since that is basically traps light, and a lot more mobile.
Poison is a possible one also, pretty much for the same reason as trick arrow.
Thermal and Force Shields are basically an auto-no, trying to buff 18 minions every couple minutes would make this no fun very, very quickly.
Dark Miasma is of course always an option.
Pain domination? Also tasty.
Storm Summoning is a maybe but none of the three of us are very fond of the set to be honest.
I'm not sure I see any great setups as far as which secondaries would be best out of them for the trio. I am somewhat leaning towards trick arrow for myself, especially with all the flames being launched with the oil arrow.
3x Pain Domination could always be interesting >.>
Anyway, any opinions? -
It's built a bit like a solo char, but it's actually meant for a duo. All things considered the build looks good to me, but getting some ideas from others certainly never hurts. I've looked over several other players threads on the subject and incorporated some of it into this build. Avoided purple sets entirely as this build will be expensive enough even without them.
Only two things bother me so far. Caltrops is a bit underslotted, although it will certainly work as is. And I'm not sure whether I should take Challenge or Provoke. I'm leaning towards Provoke simply because it works as an AoE, and once fully slotted it will be just fine as far as recharge goes.
Also, I took repair because I couldn't think of anything else to take for my last power. I hate trip mines and detonator so wasn't sure what to do.
Counting in my P.Bots shields I should be soft-capped to everything. If not then very very close and my seeker drones will take care of the rest.
Villain Plan by Mids' Villain Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Bots: Level 50 Technology Mastermind
Primary Power Set: Robotics
Secondary Power Set: Traps
Power Pool: Presence
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Leadership
Ancillary Pool: Mu Mastery
Villain Profile:
Level 1: Battle Drones -- SvgnRt-Acc/Dmg(A), EdctM'r-PetDef(7), BldM'dt-Acc/Dmg(33), EdctM'r-Acc/Dmg(33), BldM'dt-Acc/Dmg/EndRdx(33)
Level 1: Web Grenade -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(3), Enf'dOp-Acc/EndRdx(3), Enf'dOp-Immob/Rng(5), Enf'dOp-Acc/Immob/Rchg(5), Enf'dOp-Acc/Immob(7)
Level 2: Caltrops -- Dmg-I(A), Dmg-I(19), M'Strk-Dmg/Rchg(50)
Level 4: Triage Beacon -- Numna-Heal(A), Numna-EndRdx/Rchg(31), Dct'dW-Heal(50), Dct'dW-EndRdx/Rchg(50)
Level 6: Equip Robot -- EndRdx-I(A)
Level 8: Challenge -- Zinger-Taunt(A), Zinger-Taunt/Rchg(9), Zinger-Taunt/Rchg/Rng(9), Zinger-Acc/Rchg(11), Zinger-Taunt/Rng(11), Zinger-Dam%(13)
Level 10: Acid Mortar -- Achilles-ResDeb%(A), ShldBrk-DefDeb(46), ShldBrk-Acc/DefDeb(48), ShldBrk-DefDeb/EndRdx/Rchg(48), ShldBrk-Acc/EndRdx/Rchg(48)
Level 12: Protector Bots -- DefBuff-I(A), DefBuff-I(13), BldM'dt-Acc/Dmg(15), BldM'dt-Dmg/EndRdx(15), BldM'dt-Acc(29), BldM'dt-Dmg(29)
Level 14: Hurdle -- Jump-I(A)
Level 16: Force Field Generator -- LkGmblr-Rchg+(A), LkGmblr-Def(17), LkGmblr-Def/Rchg(17)
Level 18: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(19)
Level 20: Poison Trap -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(21), BasGaze-Rchg/Hold(21), BasGaze-EndRdx/Rchg/Hold(23), BasGaze-Acc/EndRdx/Rchg/Hold(23), Lock-%Hold(27)
Level 22: Stamina -- P'Shift-End%(A), P'Shift-EndMod(43), P'Shift-EndMod/Acc(43), P'Shift-EndMod/Rchg(43)
Level 24: Combat Jumping -- LkGmblr-Rchg+(A), Zephyr-Travel(25), Zephyr-Travel/EndRdx(25), Zephyr-ResKB(27)
Level 26: Assault Bot -- SvgnRt-Acc/Dmg(A), SvgnRt-Dmg/EndRdx(34), SvgnRt-Acc/EndRdx(34), SvgnRt-Acc/Dmg/EndRdx(34), SvgnRt-Acc(36), SvgnRt-PetResDam(37)
Level 28: Seeker Drones -- Cloud-ToHitDeb(A), Cloud-Acc/ToHitDeb(37), Cloud-Acc/Rchg(37), Cloud-ToHitDeb/EndRdx/Rchg(40), Cloud-Acc/EndRdx/Rchg(42), Cloud-%Dam(42)
Level 30: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(31), Zephyr-ResKB(31)
Level 32: Upgrade Robot -- EndRdx-I(A)
Level 35: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(36), LkGmblr-Def/EndRdx(36)
Level 38: Tactics -- GSFC-ToHit(A), GSFC-ToHit/Rchg(39), GSFC-ToHit/Rchg/EndRdx(39), GSFC-Rchg/EndRdx(39), GSFC-ToHit/EndRdx(40), GSFC-Build%(40)
Level 41: Charged Armor -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResDam/EndRdx(42)
Level 44: Electrifying Fences -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(45), Enf'dOp-Acc/EndRdx(45), Enf'dOp-Immob/Rng(45), Enf'dOp-Acc/Immob/Rchg(46), Enf'dOp-Acc/Immob(46)
Level 47: Assault -- EndRdx-I(A)
Level 49: Repair -- EndRdx-I(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Supremacy
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Set Bonus Totals:- 5% DamageBuff(Smashing)
- 5% DamageBuff(Lethal)
- 5% DamageBuff(Fire)
- 5% DamageBuff(Cold)
- 5% DamageBuff(Energy)
- 5% DamageBuff(Negative)
- 5% DamageBuff(Toxic)
- 5% DamageBuff(Psionic)
- 5% Defense
- 17.1% Defense(Smashing)
- 17.1% Defense(Lethal)
- 10.5% Defense(Fire)
- 10.5% Defense(Cold)
- 11.8% Defense(Energy)
- 11.8% Defense(Negative)
- 3% Defense(Psionic)
- 18.9% Defense(Melee)
- 16.8% Defense(Ranged)
- 15.2% Defense(AoE)
- 2.25% Max End
- 48.8% Enhancement(RechargeTime)
- 6% Enhancement(Immobilize)
- 15% FlySpeed
- 48.2 HP (6%) HitPoints
- 19% JumpHeight
- 19% JumpSpeed
- Knockback (Mag -8)
- Knockup (Mag -8)
- MezResist(Confused) 12.8%
- MezResist(Held) 12.8%
- MezResist(Immobilize) 10%
- MezResist(Sleep) 12.8%
- MezResist(Stun) 14.4%
- MezResist(Terrorized) 15%
- 14% (0.23 End/sec) Recovery
- 42% (1.41 HP/sec) Regeneration
- 10% Resistance(Smashing)
- 10% Resistance(Lethal)
- 10% Resistance(Fire)
- 10% Resistance(Cold)
- 10% Resistance(Energy)
- 13.8% Resistance(Negative)
- 10% Resistance(Toxic)
- 10% Resistance(Psionic)
- 15% RunSpeed
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Well at this point we know we are going duo-Thugs or duo-Bots. I will also more than likely go traps since it tends to be my favorite MM secondary. The question is though, bots or thugs...
The massive knockback will more than likely drive us nuts on Bots/ at least until the mu epic, at which point everything just boils in missiles with nowhere to go.
Thugs though, 6-stacked leaderships on pets is just plain fun to think about. Not to mention their damage isn't exactly that far off of bots. Of course they have the suicidal pyro and I'm not to fond of the bruiser personally.
I fully intend to be tankerminding in this duo, so the bots forcefield would help a little, but its not all that hard to soft-cap two positions starting with nothing at all to work from, let alone the FFG. On the other hand, with a pair of thugs all maxed out with leaderships, just sitting back and telling the thugs to attack might work to...
Bah. Hard to pick :P -
My fiance wants to watch me smash things so she volunteered to be my pocket kin.
Thing is, I've never had my own personally pocket kin so I'm not really sure what meshes the best with it. Any ideas? -
We don't really have any secondaries picked out yet, but we do know we are fond of ranged pets. Thing is, we aren't sure which would be the nastiest combo.
We figure Thugs/ would be a good duo for the stacking leaderships. Not to fond of the bruiser personally but stacking leaderships would mean we could have 4 of each on all our pets.
Double mercs would mean that they are debuffed pretty much permanently with achilles (can it stack from two different players? I know it can't stack from the same person).
And double bots would be...well...double bots. Let the damage commence.
Question is, which to choose? -
My fiance and my brother are doing this with me at the moment. Although there are only three of us, we are all using Fire/Rad controllers. We are on +0/x8 at the moment and we have been since level 8 or so. It's a little dangerous right now, but generally all we have to do is put our debuff auras on and aoe imob. The mobs dissapear pretty quickly. Plus with the three single-target holds we can lock down anything up to an EB pretty much permenently so single hard targets aren't a threat at all.
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Anyway, I threw this together in a few minutes. Nothing special, but the numbers are far from bad.
My only gripe was hitting only 20% S/L defense, but I couldn't find an easy place to stack anymore of it on. Everything else though I'm fairly happy with. 44% E/N defense,
36% F/C defense, 737% regen with 1 enemy nearby, 2.59/s recovery with Focused Accuracy turned on and just hit 2000 hp. This is without any acolades.
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Ruby: Level 50 Magic Scrapper
Primary Power Set: Spines
Secondary Power Set: Willpower
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Fighting
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Lunge -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(3), KntkC'bat-Dmg/EndRdx/Rchg(5), Mako-Dmg/EndRdx(5)
Level 1: High Pain Tolerance -- S'fstPrt-ResDam/Def+(A), Numna-Heal(36), Numna-Heal/EndRdx(36), Numna-Heal/Rchg(37)
Level 2: Spine Burst -- Erad-Dmg(A), Erad-Acc/Rchg(7), Erad-Dmg/Rchg(9), Erad-Acc/Dmg/Rchg(9), Erad-Acc/Dmg/EndRdx/Rchg(11), Erad-%Dam(11)
Level 4: Fast Healing -- Numna-Regen/Rcvry+(A), Numna-Heal(7), Mrcl-Rcvry+(17), RgnTis-Regen+(23), Mrcl-Heal(34), Mrcl-Heal/EndRdx(34)
Level 6: Hurdle -- Jump-I(A)
Level 8: Impale -- 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 10: Indomitable Will -- GftotA-Def(A), GftotA-Def/EndRdx(43)
Level 12: Mind Over Body -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam(50)
Level 14: Health -- Mrcl-Heal/EndRdx(A), Mrcl-Heal(37), Numna-Heal(37), Numna-Heal/EndRdx(43)
Level 16: Rise to the Challenge -- Numna-Heal(A), DarkWD-ToHitDeb/EndRdx(36), Numna-Heal/EndRdx(42), Numna-Heal/Rchg(42), DarkWD-ToHitDeb(43)
Level 18: Quills -- Erad-Dmg(A), Erad-Acc/Rchg(19), Erad-Dmg/Rchg(19), Erad-Acc/Dmg/Rchg(21), Erad-Acc/Dmg/EndRdx/Rchg(21), Erad-%Dam(23)
Level 20: Quick Recovery -- P'Shift-End%(A), P'Shift-EndMod/Acc(39), P'Shift-EndMod(39), P'Shift-EndMod/Rchg(39)
Level 22: Stamina -- P'Shift-End%(A), Efficacy-EndMod(40), Efficacy-EndMod/Rchg(40), Efficacy-EndMod/Acc(40)
Level 24: Combat Jumping -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(25), Zephyr-ResKB(25), LkGmblr-Def(42), LkGmblr-Def/EndRdx(46)
Level 26: Ripper -- Erad-Dmg(A), Erad-Acc/Rchg(27), Erad-Dmg/Rchg(27), Erad-Acc/Dmg/Rchg(29), Erad-Acc/Dmg/EndRdx/Rchg(29), Erad-%Dam(31)
Level 28: Heightened Senses -- GftotA-Def/EndRdx(A), GftotA-Def(48), LkGmblr-Rchg+(48)
Level 30: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(31), Zephyr-ResKB(31)
Level 32: Throw Spines -- Det'tn-Acc/Dmg(A), Det'tn-Dmg/EndRdx(33), Det'tn-Dmg/Rchg(33), Det'tn-Dmg/Rng(33), Det'tn-Dmg/EndRdx/Rng(34)
Level 35: Boxing -- Empty(A)
Level 38: Tough -- Empty(A)
Level 41: Weave -- GftotA-Def(A), GftotA-Def/EndRdx(50), LkGmblr-Rchg+(50)
Level 44: Focused Accuracy -- GSFC-ToHit(A), GSFC-ToHit/Rchg(45), GSFC-ToHit/Rchg/EndRdx(45), GSFC-Rchg/EndRdx(45), GSFC-ToHit/EndRdx(46), GSFC-Build%(46)
Level 47: Physical Perfection -- P'Shift-End%(A), P'Shift-EndMod(48)
Level 49: Strength of Will -- ResDam-I(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit
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Set Bonus Totals:- 2.5% DamageBuff(Smashing)
- 2.5% DamageBuff(Lethal)
- 2.5% DamageBuff(Fire)
- 2.5% DamageBuff(Cold)
- 2.5% DamageBuff(Energy)
- 2.5% DamageBuff(Negative)
- 2.5% DamageBuff(Toxic)
- 2.5% DamageBuff(Psionic)
- 8% Defense(Smashing)
- 8% Defense(Lethal)
- 13% Defense(Fire)
- 13% Defense(Cold)
- 20.5% Defense(Energy)
- 20.5% Defense(Negative)
- 3% Defense(Psionic)
- 7.38% Defense(Melee)
- 20.2% Defense(Ranged)
- 23% Defense(AoE)
- 5.4% Max End
- 15% Enhancement(RechargeTime)
- 7% Enhancement(Accuracy)
- 19% FlySpeed
- 271.1 HP (20.2%) HitPoints
- 19% JumpHeight
- 19% JumpSpeed
- Knockback (Mag -8)
- Knockup (Mag -8)
- MezResist(Immobilize) 2.75%
- MezResist(Sleep) 1.65%
- 22% (0.37 End/sec) Recovery
- 58% (3.24 HP/sec) Regeneration
- 1.88% Resistance(Energy)
- 19% RunSpeed
- 7% XPDebtProtection