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Posts
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Joined
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This build will cost ***** loads....
... that's the price for perma hasten and 71 sec recharge on dom...
Villain Plan by Mids' Villain Designer 1.30
http://www.honourableunited.org.uk/mhd.php
Level 50 Magic Dominator
Primary Power Set: Fire Control
Secondary Power Set: Psionic Assault
Power Pool: Speed
Power Pool: Medicine
Power Pool: Fighting
Power Pool: Leaping
Ancillary Pool: Mu Mastery
Villain Profile:
Level 1: Char <ul type="square">[*] (A) Unbreakable Constraint - Endurance/Hold: Level 50[*] (9) Unbreakable Constraint - Hold: Level 50[*] (9) Unbreakable Constraint - Accuracy/Recharge: Level 50[*] (11) Unbreakable Constraint - Hold/Recharge: Level 50[*] (11) Unbreakable Constraint - Accuracy/Hold/Recharge: Level 50[/list]Level 1: Psionic Dart <ul type="square">[*] (A) Accuracy IO: Level 50[/list]Level 2: Mind Probe <ul type="square">[*] (A) Hecatomb - Damage/Endurance: Level 50[*] (3) Hecatomb - Damage: Level 50[*] (3) Hecatomb - Accuracy/Recharge: Level 50[*] (5) Hecatomb - Damage/Recharge: Level 50[*] (5) Hecatomb - Accuracy/Damage/Recharge: Level 50[/list]Level 4: Fire Cages <ul type="square">[*] (A) Enfeebled Operation - Accuracy/Immobilize/Recharge: Level 50[*] (42) Enfeebled Operation - Accuracy/Immobilize: Level 50[*] (42) Enfeebled Operation - Accuracy/Endurance: Level 50[*] (43) Enfeebled Operation - Accuracy/Recharge: Level 50[*] (43) Enfeebled Operation - Immobilize/Range: Level 50[/list]Level 6: Hasten <ul type="square">[*] (A) Recharge Reduction IO: Level 50[*] (7) Recharge Reduction IO: Level 50[*] (7) Recharge Reduction IO: Level 50[/list]Level 8: Aid Other <ul type="square">[*] (A) Healing IO: Level 50[/list]Level 10: Boxing <ul type="square">[*] (A) Stupefy - Accuracy/Stun/Recharge: Level 50[*] (25) Stupefy - Endurance/Stun: Level 50[*] (37) Stupefy - Accuracy/Recharge: Level 50[*] (50) Stupefy - Accuracy/Endurance: Level 50[*] (50) Stupefy - Stun/Range: Level 50[/list]Level 12: Flashfire <ul type="square">[*] (A) Absolute Amazement - Endurance/Stun: Level 50[*] (13) Absolute Amazement - Stun: Level 50[*] (13) Absolute Amazement - Stun/Recharge: Level 50[*] (29) Absolute Amazement - Accuracy/Stun/Recharge: Level 50[*] (46) Absolute Amazement - Accuracy/Recharge: Level 50[/list]Level 14: Aid Self <ul type="square">[*] (A) Doctored Wounds - Heal: Level 50[*] (15) Doctored Wounds - Recharge: Level 50[*] (15) Doctored Wounds - Heal/Recharge: Level 50[*] (31) Doctored Wounds - Endurance/Recharge: Level 50[*] (37) Doctored Wounds - Heal/Endurance: Level 50[/list]Level 16: Psychic Scream <ul type="square">[*] (A) Positron's Blast - Damage/Range: Level 50[*] (17) Positron's Blast - Accuracy/Damage/Endurance: Level 50[*] (17) Positron's Blast - Accuracy/Damage: Level 50[*] (31) Positron's Blast - Damage/Recharge: Level 50[*] (34) Positron's Blast - Damage/Endurance: Level 50[/list]Level 18: Tough <ul type="square">[*] (A) Impervious Skin - Resistance/Endurance: Level 30[*] (19) Impervious Skin - Resistance/Recharge: Level 30[*] (19) Impervious Skin - Resistance/Endurance/Recharge: Level 30[*] (29) Impervious Skin - Endurance/Recharge: Level 30[*] (46) Impervious Skin - Status Resistance: Level 30[/list]Level 20: Drain Psyche <ul type="square">[*] (A) Doctored Wounds - Heal: Level 50[*] (21) Doctored Wounds - Heal/Recharge: Level 50[*] (21) Doctored Wounds - Heal/Endurance/Recharge: Level 50[*] (25) Doctored Wounds - Recharge: Level 50[*] (27) Accuracy IO: Level 50[*] (31) Doctored Wounds - Endurance/Recharge: Level 50[/list]Level 22: Hot Feet <ul type="square">[*] (A) Tempered Readiness - Accuracy/Damage/Slow: Level 50[*] (23) Tempered Readiness - Endurance/Recharge/Slow: Level 50[*] (23) Tempered Readiness - Accuracy/Slow: Level 50[*] (40) Tempered Readiness - Damage/Slow: Level 50[*] (43) Tempered Readiness - Accuracy/Endurance: Level 50[/list]Level 24: Combat Jumping <ul type="square">[*] (A) Luck of the Gambler - Recharge Speed: Level 50[/list]Level 26: Cinders <ul type="square">[*] (A) Recharge Reduction IO: Level 50[*] (27) Recharge Reduction IO: Level 50[/list]Level 28: Smoke <ul type="square">[*] (A) To Hit Debuff IO: Level 50[/list]Level 30: Super Speed <ul type="square">[*] (A) Celerity - +Stealth: Level 50[/list]Level 32: Fire Imps <ul type="square">[*] (A) Soulbound Allegiance - Chance for Build Up: Level 50[*] (33) Soulbound Allegiance - Damage/Endurance: Level 50[*] (33) Soulbound Allegiance - Damage: Level 50[*] (33) Soulbound Allegiance - Damage/Recharge: Level 50[*] (34) Soulbound Allegiance - Accuracy/Damage/Recharge: Level 50[*] (34) Soulbound Allegiance - Accuracy/Recharge: Level 50[/list]Level 35: Psionic Lance <ul type="square">[*] (A) Sting of the Manticore - Damage/Endurance/Recharge: Level 35[*] (36) Sting of the Manticore - Accuracy/Damage: Level 35[*] (36) Sting of the Manticore - Damage/Endurance: Level 35[*] (36) Sting of the Manticore - Accuracy/Interrupt/Range: Level 35[*] (37) Sting of the Manticore - Damage/Interrupt/Recharge: Level 35[/list]Level 38: Psychic Shockwave <ul type="square">[*] (A) Armageddon - Chance for Fire Damage: Level 50[*] (39) Armageddon - Accuracy/Damage/Recharge: Level 50[*] (39) Armageddon - Accuracy/Recharge: Level 50[*] (39) Armageddon - Damage/Recharge: Level 50[*] (40) Armageddon - Damage: Level 50[*] (40) Armageddon - Damage/Endurance: Level 50[/list]Level 41: Power Sink <ul type="square">[*] (A) Recharge Reduction IO: Level 50[*] (42) Recharge Reduction IO: Level 50[/list]Level 44: Charged Armor <ul type="square">[*] (A) Impervious Skin - Status Resistance: Level 30[*] (45) Impervious Skin - Resistance/Endurance: Level 30[*] (45) Impervious Skin - Resistance/Recharge: Level 30[*] (45) Impervious Skin - Endurance/Recharge: Level 30[*] (46) Impervious Skin - Resistance/Endurance/Recharge: Level 30[/list]Level 47: Ball Lightning <ul type="square">[*] (A) Positron's Blast - Chance of Damage(Energy): Level 50[*] (48) Positron's Blast - Accuracy/Damage/Endurance: Level 50[*] (48) Positron's Blast - Accuracy/Damage: Level 50[*] (48) Positron's Blast - Damage/Recharge: Level 50[*] (50) Positron's Blast - Damage/Endurance: Level 50[/list]Level 49: Weave <ul type="square">[*] (A) Luck of the Gambler - Recharge Speed: Level 50[/list]------------
Level 1: Brawl <ul type="square">[*] (A) Empty[/list]Level 1: Sprint <ul type="square">[*] (A) Empty[/list]Level 2: Rest <ul type="square">[*] (A) Empty[/list]Level 1: Domination
<font class="small">Code:[/color]<hr /><pre>| Copy & Paste this data chunk into Mids' Hero Designer to view the build |
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</pre><hr />
APART FROM THE COST
any problems there chums? -
Meh, firey embrace is awesome. But still
What I meant when I started this thread is:
You slot pets for +dmg, so they have 200% dmg, if you put domination, and fiery embrace up giving ~+160% damage, that'd make damage for your powers slotted for it up to 360%, DOES THAT INCLUDE PET DAMAGE THOUGH?! AHAHA!!! HA! HA!!
What I meant, is if I toggle dom/FE then while they're running summon my pets, do they benefit from the +dmg for their life span? I'm geussing a big fat no, but can't hurt to ask. -
I was thinking fire/psi as my starting combo...
EDIT: or mayhaps a grav/psi. I'm focused on psi secondary, i've heard it has rather neat aoe stuff. Grav i've heard is useful for the utility, porting mobs and intang'ing them, meaning you can build dom in regular safety... sorta.
Still wanna know peoples oppinininions -
After dinging my MM to 50 (Yes, yes VEATS are finally coming :P)
I feel the urge for a dominator, but from what I hear they are pretty squishy and can rival tank's taunting ability
So really, i'm looking for a set combination that'll ease me into the dominator mind set, maybe try some others later.
Basically, I want to know the easier combinations, which ones are a challenge to play, and which ones give you downright grief. Oh, and i'm looking to solo with mine a lot.
So please: The power combo's that in your collective oppinions are easiest on you for solo, to the ones that are downright brutish to play.
Domo arigato, mr roboto. -
It has no utility really, the medic is hardly up to it and aside from some choke/disorient grenades from the tier 2's it's not great vs some of the tougher AV's. It can chew through mobs alright but you'll have some difficulty on the hard hitters when it comes to survivabilty. If you're going to get mercs, i suggest mercs/dark, traps works ok but aside from traige there's not much self sustaining stuff, and dark has -res,-regen, -dmg and a whole lot of -acc which makes up for a LOT. Plus and extra pet and "oh shi-" button if you choose it.
-
Given that fire blast has the three single target attacks and enough aoe's to have your way with mobs and their bosses, I like flares for the filler. It makes for a nice, single target attack that's quick on the recharge and remarkably low on endurance cost. But also, me being an efficiency nut, flares makes it useful for picking off single targets at range with fire blast.
However, one thing i've noticed.
Flares damage in total is EQUAL to Fire Blasts direct damage. Fire Blast only gets the edge because of it's extra CHANCE FOR fire dot proc, looky here:
Flares:
39.48 Fire Damage
11.12 Fire Damage (after 0.5 second delay)
Fire Blast:
55.61 Fire Damage
4 * 5.56 Fire Damage over 3.10 seconds (after 0.5 second delay) (80% chance)
fireblast gets the edge 80% of the time over flares which is good, but you ought to get some neato single target damage from the two. Given they both recharge fast enough to get a flares/fire blast/flares/flares combo chain at level 2 it's a cool combo early on
Also, flares only gives a ~6% damage buff, whereas fireblast gives ~11% but it's really easy to stack flares, 18% off of flares, 12% permad. 11% off of fire blaster perma'd, with a window of 22% although i can imagine this getting double stacked easily with hasten or recharge slotting.
BUT
Flares falls under the new rule of tier 1 & tier 2 off your primary and tier 1 off your secondary of being able to fire off while you're mezzed, so it makes for a good emergency DPS chain too. Personally im not going to drop flares because of it's filler contribution and for the fact it'll be part of my 3 single target chain for soloing.
The rest dear readers, is up to you.
Tune in next thread for another exciting read about nothing in particular. -
Equally SM/Fire covers what you want, with consume and a super fast self heal in the pool, lacking a bit on the tier 9 though, it's useful, but not as good as some of the others. Whatever your choice GL
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And if not, given the lack of buffing secondaries, wouldn't it be worth thinking about?
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Seeing as it provides a +damage enhancement, does it affect the damage of pets spawned while it's up? Technically it would effect it like any other power, as would domination, to my mind unless the devs have changed it so it doesn't. Anything on this?
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I heard it was check to hit every 10 seconds if the power was an autohit power, but death shroud requires a tohit check. I do wonder myself too if it'd have a chance to procure every event....
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Take a look on the kheldian forums a bit more, and look at allllll the other posts with these macro's on them
Make no mistake, I posted them up too when I figured it a good idea, but seems everyone else has them too -
[ QUOTE ]
Source
[ QUOTE ]
FYI, here is the formula currently being used:
Buff: 0.66* (0.1 * CastTime) / AreaModifier
Duration: 7.5 + CastTime
CastTime is the cast time of the power
Area Modifier = ((1 + 0.15) * radius) - (0.11 * Arc in degrees / 6)
[/ QUOTE ]
According to that formula... slower-casting attacks, smaller radiuses and larger arcs will produce more of a damage buff.
I'm not sure it's 100% accurate though (at least 100% accurate when applied to our old city-of-data i7 numbers) since for ST attacks (zero radius, zero arc) we'd get an area modifier of zero and AoE attacks don't have arc values listed.
The few numbers I've run through it (assuming an Arc/Radius of 1 degree/1 foot for ST attacks) come out at about a 6% damage buff for each of the quicker-casting attacks. Will be interesting to see how this turns out.
[/ QUOTE ]
Circle AOE's do have an arc, it's 360 degrees or 100%(1.00), but most cones have 90~ degrees or 25% (0.25)
This formula basically says:
Single hits: Most damage buff.
Big areas: Lowest damage buffs.
But the question I want answered: Does cast time include interrupt time? If so snipers are going to give a nice sized damage buff for openers.... -
[ QUOTE ]
[ QUOTE ]
The reason khelds dont get a power with mez already in it is because we get mez from our inherent power, which does unfortunately mean carting around 2 or 3 trollers for all around mez protection.
On the plus side, a team of 1 Pb, 2scrappers, 2 blasters, 2 controllers and 1 defender would give the pb 40% bonus restists, 20% bonus damage and mez 2 protection all around, which s'alreight. Who needs a tank when you can get a pb that can nuke and still have better resists all around
[/ QUOTE ]
Mag 2 protection? Am I supposed to be impressed? A scrapper unyielding for example is mag 10+. It is also without proper damage aura, no gauntlet and toHit check in taunt.. Phaugh.
[/ QUOTE ]
I did infact type the wrong number - it's mag 1 resist all aroundand that's ENOUGH for a majority of stuff in teams. Just because some other set has BETTER mez resist doesn't mean anything. It's like saying "My regen scrapper regenerates health faster than your invuln scrapper," whoop de doo.
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The reason khelds dont get a power with mez already in it is because we get mez from our inherent power, which does unfortunately mean carting around 2 or 3 trollers for all around mez protection.
On the plus side, a team of 1 Pb, 2scrappers, 2 blasters, 2 controllers and 1 defender would give the pb 40% bonus restists, 20% bonus damage and mez 2 protection all around, which s'alreight. Who needs a tank when you can get a pb that can nuke and still have better resists all around -
We get more powers in the sets on the epic classes because we don't have epic pools. I still think it'd make the epic classes more interesting.
-
Recently they announced that scrappers, tankers, stalkers and brutes would be getting new powersets to broaden the selections available, considering that scrapper/tanker sets were considered pretty thin to most players.
However, kheldians still only have 1 primary and 1 secondary to choose from, and i was simply thinking it would be nice if kheldians got some love. I mean it'd give a good chance for them to be played more for different roles. E.G. Seeing as the current sets seem to differ in their roles that a warshade seems to have more control and blaster type effects and peacebringers seem to have more scrapper and defender type effects, but would effectively be classed as a "Jack-of-all-trades". It might not be a bad idea seeing sets that are more diverse, i mean having different primaries and secondaries to choose from that would cater to a play style.
I personally would like to see more shapeshifting types x) less squid more dinosaur!! Rarr! -
Oh yeah, and there are bonuses at lower levels that are more desirable than some of the others at high levels, and will stick with similar bonus enh at higher levels. Best combinations would be between the higher tier enh and lower tier enh.
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i think this thread comes down to: SO's are good *thumbs up*
but IO's make you better *bigger thumbs up*
Also if you can see yourself playing your 50 alot then sure why not get io's at level 50, but because io's dont loose their effectiveness you can use some of the lower level sets (with higher than average bonuses) effectively too to reach the ED cap still. AND get the bonuses available at them levels. -
what if you have 5 x 20% reduced duration on mez? Doesn't that technically mean unstoppable protection?
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Any other macro's or binds that would be useful to a kheldian in any way - post them here.
Also oppinions on current binds/macros in here would be handy -
Right this is how i have it:
Your primary alt tray (alt tray 1, default key hold CTRL) is set to tray 4.
Macro 1:
/macro H "powexec_toggle_off Black Dwarf$$powexec_toggle_off Dark Nova$$goto_tray 1"
This turns off your kheldian shift and puts you at tray 1, which should be filled with your human mode powers.
Macro 2:
/macro N "powexec_toggle_on Dark Nova$$goto_tray 2"
This shifts you into blaster squid and puts you in tray 2.
I usually have the 4 powers, with hasten and the 2 sunless mires in it, so i can see when they're recharged.
Macro 3:
/macro D "powexec_toggle_on Black Dwarf$$goto_tray 3"
This sticks you in lobster mode and puts you in your tank tray, anything you want goes in here.
This macro is just for traveling:
Macro 4:
/macro T "powexec_toggle_off Black Dwarf$$powexec_toggle_off Dark Nova$$goto_tray 1$$powexec_name Shadow step"
These macros are fairly new, if you have any bugs send me a tell about it and
any kind of suggestions you'd like.
Also: The PB versions:
Your primary alt tray (alt tray 1, default key hold CTRL) is set to tray 4.
Macro 1:
/macro H "powexec_toggle_off White Dwarf$$powexec_toggle_off Bright Nova$$goto_tray 1"
Macro 2:
/macro N "powexec_toggle_on Bright Nova$$goto_tray 2"
Macro 3:
/macro D "powexec_toggle_on White Dwarf$$goto_tray 3" -
I've noticed recently with my Ninja/TA MM.
I use smoke flash on my jounin, which equates to roughly a 10 second window of constant crit ability - he can pull off all his attacks in that window nearly.
Yet he insists to run up to them, wait 2 seconds. Cast Placate. Wait another 4 seconds.... Use Gamblers Cut.
Good move...
To be honest they should actively compare recharge times of powers and time left till recharged to calculate when a power will be ready, and if there will be a higher damage one available. Also maybe some comparisons between current range and next closest range power to see if they should close the distance. I hate seeing my Spec Ops stand at a distance sniping, when they have a load more attacks up theri sleeves. -
Smoke Flash doesn't take ACC enh. It's a pet buff not a enemy debuff.
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for masterminds mercs/###
Do your mercs seem to be choosing weaker attacks over the more higher damage attacks available?
Why is my commando picking buckshot over slug.....
Why burst over the LRM....
It seems Mercs are configured to fire off weapons at specific ranges, not when they're readily available.
Perhaps they should be made to fire off attacks in damage order, but also only attacks available at their current range.
Like at point blank they'd fire off the highest damage attack (LRM) followed by the 2nd highest (SLUG) and then the third highest etc....
But at long ranges it'd fire (LRM) and then get closer in to use the rest of his attacks rather than sit there blankly waiting until LRM is recharged...
I.e.
At long range, fire off long range attacks and proceed to close to medium range.
At medium range, do not advance. Fire off all available attacks.
If at close range (do not advance to) fire ALL attacks starting with highest available.
how's that sound? -
Archetype: Blaster
Primary Powers - Ranged : Assault Rifle
Secondary Powers - Support : Devices
Level 01 : Web Grenade
Accuracy ( 01 )
Level 01 : Slug
Damage ( 01 )
Damage ( 3 )
Damage ( 5 )
Recharge Reduction ( 34 )
Recharge Reduction ( 40 )
Recharge Reduction ( 40 )
Level 02 : Buck Shot
Damage ( 02 )
Damage ( 3 )
Damage ( 9 )
Recharge Reduction ( 43 )
Recharge Reduction ( 43 )
Recharge Reduction ( 43 )
Level 04 : Burst
Damage ( 04 )
Damage ( 5 )
Damage ( 9 )
Level 06 : M30 Grenade
Damage ( 06 )
Damage ( 7 )
Damage ( 7 )
Recharge Reduction ( 46 )
Recharge Reduction ( 50 )
Level 08 : Swift
Run Speed ( 08 )
Level 10 : Hasten
Recharge Reduction ( 10 )
Recharge Reduction ( 11 )
Recharge Reduction ( 11 )
Level 12 : Targeting Drone
To Hit Buff ( 12 )
To Hit Buff ( 13 )
To Hit Buff ( 13 )
Endurance Reduction ( 15 )
Endurance Reduction ( 15 )
Endurance Reduction ( 36 )
Level 14 : Super Speed
Endurance Reduction ( 14 )
Level 16 : Sniper Rifle
Damage ( 16 )
Damage ( 17 )
Damage ( 17 )
Interrupt Time ( 37 )
Interrupt Time ( 37 )
Interrupt Time ( 37 )
Level 18 : Flamethrower
Damage ( 18 )
Damage ( 19 )
Damage ( 19 )
Level 20 : Cloaking Device
Endurance Reduction ( 20 )
Endurance Reduction ( 21 )
Endurance Reduction ( 21 )
Level 22 : Stealth
Endurance Reduction ( 22 )
Endurance Reduction ( 23 )
Endurance Reduction ( 23 )
Level 24 : Health
Healing ( 24 )
Healing ( 25 )
Healing ( 25 )
Level 26 : Stamina
Endurance Recovery ( 26 )
Endurance Recovery ( 27 )
Endurance Recovery ( 27 )
Level 28 : Trip Mine
Damage ( 28 )
Damage ( 29 )
Damage ( 29 )
Recharge Reduction ( 31 )
Recharge Reduction ( 40 )
Recharge Reduction ( 42 )
Level 30 : Aid Other
Healing ( 30 )
Healing ( 31 )
Healing ( 31 )
Level 32 : Full Auto
Damage ( 32 )
Damage ( 33 )
Damage ( 33 )
Recharge Reduction ( 33 )
Recharge Reduction ( 34 )
Recharge Reduction ( 34 )
Level 35 : Time Bomb
Damage ( 35 )
Damage ( 36 )
Damage ( 36 )
Level 38 : Aid Self
Healing ( 38 )
Healing ( 39 )
Healing ( 39 )
Recharge Reduction ( 39 )
Level 41 : Body Armor
Damage Resistance ( 41 )
Damage Resistance ( 42 )
Damage Resistance ( 42 )
Level 44 : Cryo Freeze Ray
Hold Duration ( 44 )
Hold Duration ( 45 )
Hold Duration ( 45 )
Recharge Reduction ( 45 )
Recharge Reduction ( 46 )
Recharge Reduction ( 46 )
Level 47 : LRM Missile
Damage ( 47 )
Damage ( 48 )
Damage ( 48 )
Recharge Reduction ( 48 )
Level 49 : Auto Turret
Accuracy ( 49 )
Accuracy ( 50 )
Accuracy ( 50 )
-------------------------------------------
Level 01 : Brawl
Empty ( 01 )
Level 01 : Sprint
Empty ( 01 )
Level 02 : Rest
Empty ( 02 )
How's that? Sniper's been slotted to be more of a blasty power, seems a shame to put it's damage to waste in combat.
I haven't slotted for end rdx which may be a problem but we'll see I geuss.