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Posts
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I haven't rolled this yet, but it is tempting. Most of the attack AI of zombies keeps the group clustered well for lifegiving spores and the cone heal. Part of the zombies AI is to kick off the ranged toxic and then move in for the smashing/lethal attacks in melee. It's a great variety of damage types. Also the Lich does some good dark blasting.
My Bots/NA mastermind bounces in and out a lot to hit the cone heal. I also redirect the robots more it seems. The biggest frustration is when the bosses sample the shrooms and then go psychotic and run like scared cats.
I have played Necro/dark and necro/thermal. I know how powerful they are when the fire hole is covered and when they stay together for buffing. -
I have not played the combo, but my necro/thermal and necro/dark - the zombies tend to stay together which is VERY good for nature as well.
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Quote:That makes sense Ricodah, and you were the one that showed me the double Lich extract trick if I am not mistaken - credit where credit is due.Play a Thugs/Storm and use a double Gang War and Tornado for absolute chaos. Double Hell on Earth if you play Demons.
Btw, I tested a double Hell on Earth awhile back and it spits out more demonlings if cast on 2 different pets instead of both on one.
And if you are doubling gang war, double lightning storm and tornado while you are at it! -
Just to be clear, I did NOT change powers or # of slots. I wasn't sure the OP could handle doing a respec, although a second build would be doable I guess.
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Quote:I am sorry. I am not an expert. If an attacker hit two teammates aoe style, one has resistance one does not, It doesn't matter if the damage is mitigated for -damage first. The character with resistance should take less damage.This is just a public service announcement; it concerns mostly melee and support, although others may be interested.
I've seen a few comments about -DMG -- for instance, from Kinetic Melee or Kinetics -- synergizing well with +RES. This is not true. Obviously both reduce damage, but the greatest benefit is to characters with no resistance at all. This would only be of cursory interest (less damage is less damage!) except for how it interacts with other forms of mitigation. Given the choice, it is better to match -DMG with +DEF.
Why is this? Well, the low-math explanation (sorry, I don't have a no-math one!) is that Resistance mitigates more damage the more damage the character is taking. If the character has gotten 50% resistance somehow, and they're dealt 1000 damage of the type they resist, they take 500 damage. If that damage is first reduced to 800, they mitigate 400 damage -- they only take 100 less damage, whereas a character who had no Resistance at all takes 200 less damage.
Kicking up the numbers a notch, this greatly affects survival lines. Let's deal with the same attacker, who deals 1000 damage ordinarily that has been reduced to 800 by -dmg effects. In the case of a character with 50% resistance, no defense, no regen, and 2000 HP, that difference means they can take one additional hit before dying -- in game terms, a probable 10 attacks till death (five hits will kill them, but we're assuming mobs only hit 50% of the time), while a probable 8 attacks would have killed them if the attacks were dealing 500 damage instead of 400. In the case of a character with no resistance, 25% defense, no regen, and 2000 HP, it also would have taken a probable 8 attacks till death... but that's been increased to 12 by the -dmg effect. They can still only take one more actual hit before death, but "one more hit" (probably) means a lot more to them (since three out of four attacks will miss, rather than every other) than it did to the high Resistance no Defense character.
This behavior becomes even more pronounced -- and complicated -- when you factor regen or direct heals into the issue, but I'll leave that be for now.
However I would like to take this opportunity to point out to all the corruptors and defenders that unless I'm mis-remembering, there's only one blast set with -dmg.(There are a few other ways of getting it, though...)
If you are indeed correct, I apologize but this seems a bit wacky to me. -
Hero Plan by Mids' Hero Designer 1.96
http://www.cohplanner.com/
Click this DataLink to open the build!
Marshasmile: Level 50 Magic Mastermind
Primary Power Set: Robotics
Secondary Power Set: Dark Miasma
Power Pool: Flight
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Chill Mastery
Hero Profile:
Level 1: Battle Drones- (A) Blood Mandate - Accuracy/Damage
- (3) Blood Mandate - Accuracy
- (3) Blood Mandate - Damage
- (15) Blood Mandate - Accuracy/Endurance
- (21) Blood Mandate - Damage/Endurance
- (A) Theft of Essence - Healing
- (5) Theft of Essence - Healing/Recharge
- (7) Theft of Essence - Accuracy/Healing
- (11) Theft of Essence - Accuracy/Endurance/Healing
- (25) Theft of Essence - Accuracy/Endurance/Recharge
- (29) Theft of Essence - Chance for +Endurance
- (A) Recharge Reduction IO
- (7) Recharge Reduction IO
- (23) Tempered Readiness - Endurance/Recharge/Slow
- (A) Dark Watcher's Despair - To Hit Debuff
- (5) Dark Watcher's Despair - To Hit Debuff/Recharge
- (33) Dark Watcher's Despair - To Hit Debuff/Recharge/Endurance
- (33) Dark Watcher's Despair - Recharge/Endurance
- (34) Dark Watcher's Despair - To Hit Debuff/Endurance
- (34) Dark Watcher's Despair - Chance for Recharge Slow
- (A) Endurance Reduction IO
- (A) Freebird - FlySpeed
- (50) Freebird - +Stealth
- (50) Luck of the Gambler - Recharge Speed
- (A) Overwhelming Force - Accuracy/Damage
- (11) Overwhelming Force - Endurance/Recharge
- (34) Overwhelming Force - Accuracy/Damage/Endurance
- (36) Overwhelming Force - Damage/Endurance/Recharge
- (37) Overwhelming Force - Accuracy/Damage/Endurance/Recharge
- (40) Devastation - Chance of Hold
- (A) Command of the Mastermind - Accuracy/Damage
- (13) Command of the Mastermind - Damage/Endurance
- (13) Command of the Mastermind - Accuracy/Damage/Recharge
- (15) Command of the Mastermind - Damage/Endurance/Recharge
- (23) Command of the Mastermind - Accuracy/Damage/Endurance/Recharge
- (31) Command of the Mastermind - Recharge/Pet +AoE Defense Aura
- (A) Winter's Gift - Slow Resistance (20%)
- (A) Luck of the Gambler - Recharge Speed
- (17) Steadfast Protection - Resistance/+Def 3%
- (17) Steadfast Protection - Knockback Protection
- (36) Luck of the Gambler - Defense/Endurance
- (37) Luck of the Gambler - Defense
- (48) Resist Damage IO
- (A) Recharge Reduction IO
- (19) Recharge Reduction IO
- (19) Recharge Reduction IO
- (A) Cloud Senses - ToHit Debuff
- (21) Cloud Senses - Accuracy/ToHitDebuff
- (43) Cloud Senses - ToHit Debuff/Endurance/Recharge
- (43) Cloud Senses - Accuracy/Recharge
- (A) Defense Buff IO
- (A) Luck of the Gambler - Recharge Speed
- (25) Luck of the Gambler - Defense/Endurance
- (37) Luck of the Gambler - Defense
- (48) Kismet - Accuracy +6%
- (A) Blood Mandate - Accuracy/Damage
- (27) Blood Mandate - Damage/Endurance
- (27) Blood Mandate - Accuracy/Endurance
- (29) Blood Mandate - Accuracy/Damage/Endurance
- (31) Blood Mandate - Damage
- (A) Recharge Reduction IO
- (A) Basilisk's Gaze - Accuracy/Hold
- (31) Basilisk's Gaze - Accuracy/Recharge
- (46) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold
- (46) Basilisk's Gaze - Recharge/Hold
- (A) Endurance Reduction IO
- (A) Gaussian's Synchronized Fire-Control - To Hit Buff
- (36) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
- (48) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
- (50) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
- (A) Decimation - Accuracy/Damage
- (39) Decimation - Damage/Endurance
- (39) Decimation - Damage/Recharge
- (39) Decimation - Accuracy/Endurance/Recharge
- (40) Decimation - Accuracy/Damage/Recharge
- (40) Devastation - Chance of Hold
- (A) Red Fortune - Defense/Endurance
- (42) Red Fortune - Defense/Recharge
- (42) Red Fortune - Defense/Endurance/Recharge
- (42) Red Fortune - Defense
- (43) Red Fortune - Endurance
- (A) Cloud Senses - ToHit Debuff
- (45) Cloud Senses - Accuracy/ToHitDebuff
- (45) Cloud Senses - Accuracy/Recharge
- (45) Cloud Senses - ToHit Debuff/Endurance/Recharge
- (46) Cloud Senses - Accuracy/Endurance/Recharge
- (A) Recharge Reduction IO
- (A) Endurance Reduction IO
- (A) Empty
- (A) Empty
- (A) Empty
- (A) Empty
- (A) Empty
- (A) Empty
- (A) Empty
Level 2: Rest- (A) Empty
Level 2: Swift- (A) Flight Speed IO
- (A) Miracle - +Recovery
- (A) Jumping IO
- (A) Performance Shifter - EndMod
- (9) Performance Shifter - Chance for +End
- (9) Performance Shifter - EndMod/Accuracy
- (33) Performance Shifter - EndMod/Recharge
This is the build you provided. I didn't change any powers or slots, but if you haven't six slotted pulse rifle yet, I would beg you put some slots from Pulse Rifle in Howling Twilight.
What is the current level of your character, @MarshaSmile? -
EMJack, I will see what I can do for you, but FIRST. Let me suggest you start your attack chain with Fearsome Stare. I will post soon with a build.
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Mmmm, stacked Foresight and Chronoshift, awesome sauce! About any secondary would work archery to dual pistols, fire or ice.
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not to derail, here I go anyways... I know Repeat Offenders was still popular, but most people in CoH play dominators, controllers, brutes, scrappers or tanks for iTrials, my obsevation.
All defender teams rock. We did some all NA teaming Tuesday (our little play group) on Infinity but it was not limited to Defenders. Defenders, Corruptors, even my mastermind representative rocked the lowbie content. -
I am pondering my next alt: Bots/Nature Affinity. I did this rather detailed but I haven't really strained getting an optimal pre-purple build. The end use really scares me. Any comments?
Villain Plan by Mids' Villain Designer 1.96
http://www.cohplanner.com/
Click this DataLink to open the build!
Quiet Sprinting: Level 50 Mutation Mastermind
Primary Power Set: Robotics
Secondary Power Set: Nature Affinity
Power Pool: Leadership
Power Pool: Speed
Power Pool: Flight
Ancillary Pool: Mace Mastery
Villain Profile:
Level 1: Battle Drones -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg/EndRdx(3), BldM'dt-Acc/EndRdx(3), BldM'dt-Acc/Dmg/EndRdx(5), BldM'dt-Dmg(5), BldM'dt-Acc(43)
Level 1: Corrosive Enzymes -- Acc-I(A), Acc-I(7), Range-I(34)
Level 2: Regrowth -- Mrcl-Heal/EndRdx(A), Mrcl-Heal/Rchg(11), Mrcl-Heal/EndRdx/Rchg(23), Mrcl-EndRdx/Rchg(31), Mrcl-Heal(40)
Level 4: Wild Growth -- ImpArm-ResDam/EndRdx(A), Heal-I(7), ImpArm-ResDam/Rchg(9), ImpArm-ResDam/EndRdx/Rchg(33), ImpArm-ResDam(34), ImpArm-ResPsi(37)
Level 6: Equip Robot -- EndRdx-I(A)
Level 8: Assault -- EndRdx-I(A), EndRdx-I(9)
Level 10: Spore Cloud -- DarkWD-ToHitDeb(A), DarkWD-ToHitdeb/Rchg/EndRdx(11), DarkWD-Rchg/EndRdx(31), DarkWD-ToHitDeb/EndRdx(34)
Level 12: Protector Bots -- BldM'dt-Acc/Dmg(A), BldM'dt-Acc(13), BldM'dt-Dmg(13), BldM'dt-Dmg/EndRdx(15), EdctM'r-PetDef(15), BldM'dt-Acc/Dmg/EndRdx(50)
Level 14: Maneuvers -- LkGmblr-Rchg+(A), EndRdx-I(17), EndRdx-I(46)
Level 16: Lifegiving Spores -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(17), Efficacy-EndMod/Acc/Rchg(19), Efficacy-Acc/Rchg(33), Efficacy-EndMod/Acc(37), Efficacy-EndMod/EndRdx(50)
Level 18: Repair -- RechRdx-I(A), RechRdx-I(19)
Level 20: Wild Bastion -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(21), Dct'dW-Heal/Rchg(21), Dct'dW-Heal/EndRdx/Rchg(33), Dct'dW-Heal(37)
Level 22: Tactics -- AdjTgt-ToHit(A), AdjTgt-ToHit/EndRdx(23), AdjTgt-EndRdx/Rchg(40), AdjTgt-ToHit/EndRdx/Rchg(50)
Level 24: Hasten -- RechRdx-I(A), RechRdx-I(25)
Level 26: Assault Bot -- BldM'dt-Acc(A), BldM'dt-Dmg(27), BldM'dt-Acc/Dmg(27), BldM'dt-Acc/Dmg/EndRdx(29), BldM'dt-Dmg/EndRdx(29), SvgnRt-PetResDam(31)
Level 28: Rebirth -- RechRdx-I(A)
Level 30: Hover -- LkGmblr-Rchg+(A)
Level 32: Upgrade Robot -- EndRdx-I(A)
Level 35: Entangling Aura -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(36), BasGaze-EndRdx/Rchg/Hold(36), BasGaze-Acc/EndRdx/Rchg/Hold(36)
Level 38: Overgrowth -- AdjTgt-ToHit/EndRdx(A), AdjTgt-Rchg(39), AdjTgt-ToHit/EndRdx/Rchg(39), AdjTgt-ToHit/Rchg(39), AdjTgt-ToHit(40)
Level 41: Scorpion Shield -- LkGmblr-Def/Rchg(A), LkGmblr-Def/EndRdx(42), LkGmblr-Def/EndRdx/Rchg(42), LkGmblr-Def(42), LkGmblr-Rchg+(43)
Level 44: Web Envelope -- Enf'dOp-Acc/EndRdx(A), Enf'dOp-Immob/Rng(45), Enf'dOp-Acc/Rchg(45), Enf'dOp-Acc/Immob(45), Enf'dOp-Acc/Immob/Rchg(46)
Level 47: Web Cocoon -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(48), BasGaze-Rchg/Hold(48), BasGaze-Acc/EndRdx/Rchg/Hold(48)
Level 49: Super Speed -- EndRdx-I(A)
Level 1: Brawl -- Empty(A)
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Slide -- Empty(A)
Level 1: Prestige Power Quick -- Empty(A)
Level 1: Prestige Power Rush -- Empty(A)
Level 1: Prestige Power Surge -- Empty(A)
Level 1: Sprint -- ULeap-Stlth(A)
Level 1: Supremacy
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Flight-I(A)
Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(46)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-EndMod(A), EndMod-I(25), P'Shift-End%(43)
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I have a low level earth/dark. I am going to use this as a template. One little thing I disagree with is putting 5 slots in Howling Twilight, but I like it because you avoided the fighting pool.
Perhaps putting five slots in Tactics for Adjusted Targeting and get a recharge set bonus that way? -
I am a dyed in the wool defender proponent, but scourge on rain of fire/fire breath DoT, no question, go corruptor.
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There is a lot to be said about the Dark/Rad combo, and amazingly, it seems work in either primary/secondary combo if differently. I like the powers you chose; they should be effective. Personally, I usually opt for more offensive powers over fighting, but it is what it is.
For the most part, I like the enhancement set selections, but some of the placement is puzzling. I won't sugar-coat, but don't take it as hostility.
Twilight grasp is a huge heal. If you need the recharge bonus, 1 Acc and 5 Doctored Wounds will get you close. I would personally go with one of the accurate heal sets, touch of the nictus is what I favor.
Neutrino bolt should have one or two procs in it. It's not that high of damage but its base fast recharge suggests the devastation hold proc or the achilles heal proc.
I usually put my run stealth procs in one of the enhanceable sprint powers so I can choose: visible, stealth or total invisibility while running superspeed.
Shadowfall is an understated power. The defense is good. Sometimes the resistance to psy damage is overlooked. I try to enhance some of that resistance. The steadfast defense/resistance enhancement is hard for me to pass up, too [ok I see it in tough now]. I really wish I could eight-slot shadow fall. It's that good.
After the big switch in twighlight grasp slotting, IMHO your slotting in howling twlight, while a boost in the recharge set bonus is a terrible waste. Howling twilight needs _no_ accuracy enhancement; it's autohit. Howling Twilight does very minor damage. However, those who know me know that I don't let that power gather any dust. Two level 50 IO recharge reduction enhancers are plenty.
Fearsome stare is fine, but combat jumping really only needs the Luck of the Gambler proc, and if you need the defense IO proc for knockback protection, it does well there as well.
At this point you should be freed up the 5 slot Red Fortune in Manuvers.
Dark Servant should be slotted as much as you can spare with the Clouded Senses. One of fluffy's powes does a hold. Many more do -tohit debuff including Chill of the Night, the PbAoE debuff that makes fluffy one of the best pets.
On up to Aim, you have tactics and defense debuff inherent in your rad blasts. Without a Nuke or a Knockout power, I would substitute Neutron Bomb (five slotted with the positron blasts you had in Howling Twilight) or Petrifying gaze four slotted with the Gaze of the Basilisk that was in Dark Servant
In short the twilight grasp, howling twilight and dark servant suggestions should put you head and shoulders over the current build. -
I wouldn't mind seeing another perspective. It's the miss, resisted, unaffected stuff that is aggroing big AoEs and getting my troller killed before Barky and Fluffy move in. The shades go splat so fast.
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I dabbled with NA defender last night on beta. My opinion of the set is incomplete at this time, but what my first gut reaction, my first impression was: this is like poison only - a whole lot better! The tier one debuff is like envenom and weaken together. Neurotoxic breath animation for a cone heal (cone heal? that's unique for sure). I get the feel it's going to be more clicky like kinetic, less toggle auras like radiation. It's also more mobile than traps. My curiosity has risen.
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I always refer to the Dire Wolf as "Barky Barky".
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Tonight I tried to duo on my level 49 dark/dark controller with a SG member the daily 'Phram'. The dark/dark combo is a total wreck, completely ineffective with the new content. I really dislike the upper level play, and I am leaning towards this being the highest level character I have deleted. I really resent the time I put into this character it was fun until about level 45 with all the miss, resist, and unaffected b.s.
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I pine for the lost sound effect of fulcrum shift when it hit a full sized spawn.
*Bzzzzooortchh* -
I like your thinking on the technique, to get the drop on a spawn by putting the debuff on them. The scatter to me would be problematic except of course in panic situation.
What I do with stormies (except for water blast ones oddly enough) is that I pick up teleport. I combat teleport within range to be in 'brushing range' with hurricane, but I queue up gale so that it goes off immediately - pushing most of the mob to a corner or wall. Drop freezing rain and then round up the targets gale missed and push them to the freezing rain kill zone.
The close up gale takes foes off their feet before they respond, the hurricane running debuffs the targets that gale misses. It is a very active approach. -
I have a necro/thermal (Indiana Fried Zombie). The fire shields definitely fill a resist hole in fire damage. Having forge on the Grave Knights is worthwhile, too. It's not a min/max build like Robots/Traps or Demons/Time, but it is certainly a successful combo.
I like the chill mastery on my heroic masterminds. It saves a trip to the Rogue Isles to pick up the Scorpion Shield for defense. -
Time is a great set, and as noted, dual pistols fit the PBAoE style of time.
Try getting the Titan Sentinel tool. I hope you are using Mids. Download your current status, and the forum can make beneficial commentary. Also, are you going SOs only, generic IOs, purples, super maxed out? Any budget?
I wouldn't worry about not hitting 50. As long as you enjoy what you are playing, revel in the experience. -
This is my lastest projected build. I am at level 42 and somewhat regretting leveling so fast! I love this powerset match up!
I dropped five-slotted oppressive gloom to spread more slots around for key powers. I kept the recharge up by projecting another LotG 7.5% recharge bonus. The current build I am running doesn't flat out stun entire spawns, but the manipulation of freezing rain, 2 tornadoes, and 2 lightning storms with the water blast knock downs keep spawns off their feet.
I would also like to submit that although steam spray doesn't have the flashy animations of other water blast attacks, it is a heck of a nice big wide cone of good damage. Don't skip this power!
Hero Plan by Mids' Hero Designer 1.96
http://www.cohplanner.com/
Click this DataLink to open the build!
Stratospigot: Level 50 Mutation Defender
Primary Power Set: Storm Summoning
Secondary Power Set: Water Blast
Power Pool: Speed
Power Pool: Leadership
Power Pool: Flight
Ancillary Pool: Dark Mastery
Hero Profile:
Level 1: O2 Boost -- Mrcl-Heal/EndRdx/Rchg(A), Mrcl-Heal/Rchg(3)
Level 1: Aqua Bolt -- Dev'n-Acc/Dmg(A), Dev'n-Hold%(3)
Level 2: Hydro Blast -- Dev'n-Acc/Dmg(A), Dev'n-Acc/Dmg/Rchg(5)
Level 4: Water Burst -- OvForce-Acc/Dmg(A), OvForce-Acc/Dmg/End(5), OvForce-Acc/Dmg/End/Rech(7), OvForce-End/Rech(7), OvForce-Dmg/End/Rech(19)
Level 6: Steamy Mist -- EndRdx-I(A), ResDam-I(9), LkGmblr-Rchg+(9), S'fstPrt-ResDam/Def+(11), S'fstPrt-ResKB(11)
Level 8: Freezing Rain -- RechRdx-I(A), RechRdx-I(13), LdyGrey-Rchg/EndRdx(13), LdyGrey-DefDeb/EndRdx(15), Achilles-ResDeb%(15)
Level 10: Whirlpool -- Posi-Acc/Dmg(A), Posi-Dmg/Rchg(17), Posi-Dmg/EndRdx(17), Posi-Acc/Dmg/EndRdx(37), Posi-Dam%(40)
Level 12: Hurricane -- DarkWD-ToHitDeb(A), DarkWD-ToHitdeb/Rchg/EndRdx(19), DarkWD-ToHitDeb/EndRdx(21), DarkWD-Rchg/EndRdx(21), DarkWD-Slow%(50)
Level 14: Snow Storm -- EndRdx-I(A), EndRdx-I(23)
Level 16: Gale -- Acc-I(A)
Level 18: Hasten -- RechRdx-I(A), RechRdx-I(23), RechRdx-I(25)
Level 20: Dehydrate -- Decim-Dmg/EndRdx(A), Decim-Acc/Dmg(25), Decim-Dmg/Rchg(48), Decim-Acc/EndRdx/Rchg(48), Decim-Acc/Dmg/Rchg(50)
Level 22: Tidal Forces -- GSFC-ToHit(A), GSFC-ToHit/Rchg(27), GSFC-ToHit/Rchg/EndRdx(40), GSFC-Rchg/EndRdx(43), GSFC-ToHit/EndRdx(43), GSFC-Build%(46)
Level 24: Maneuvers -- EndRdx-I(A), LkGmblr-Def/EndRdx(27), LkGmblr-Rchg+(37)
Level 26: Tornado -- RechRdx-I(A), RechRdx-I(29), C'Arms-Dmg/EndRdx(29), OvForce-Dam/KB(31), C'Arms-EndRdx/Dmg/Rchg(31), ExRmnt-Acc/Dmg(48)
Level 28: Water Jet -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(31), Thundr-Dmg/Rchg(43), Thundr-Acc/Dmg/Rchg(46), Thundr-Acc/Dmg/EndRdx(46), Thundr-Dmg/EndRdx/Rchg(50)
Level 30: Tactics -- EndRdx-I(A), EndRdx-I(33)
Level 32: Lightning Storm -- Thundr-Dmg/EndRdx/Rchg(A), Thundr-Acc/Dmg(33), Thundr-Acc/Dmg/Rchg(33), Thundr-Dmg/EndRdx(34), Thundr-Acc/Dmg/EndRdx(34), Thundr-Dmg/Rchg(42)
Level 35: Steam Spray -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(36), Posi-Dmg/Rchg(36), Posi-Acc/Dmg/EndRdx(36), Posi-Dam%(37)
Level 38: Geyser -- DefendersB-Acc/Dmg(A), DefendersB-Dmg/Rchg(39), DefendersB-Dmg/EndRdx/Rchg(39), DefendersB-Acc/Dmg/EndRdx(39), DefendersB-Acc/Dmg/EndRdx/Rchg(40)
Level 41: Dark Consumption -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(42), Efficacy-EndMod/Acc/Rchg(42)
Level 44: Dark Embrace -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam/EndRdx/Rchg(45), ImpArm-ResDam(45), ImpArm-ResPsi(45)
Level 47: Hover -- LkGmblr-Rchg+(A)
Level 49: Soul Drain -- RechRdx-I(A)
Level 1: Brawl -- Dmg(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 -- Jump(A)
Level 2: Rest -- RechRdx(A)
Level 2: Swift -- Run(A)
Level 2: Hurdle -- Jump(A)
Level 2: Health -- Mrcl-Rcvry+(A)
Level 2: Stamina -- EndMod-I(A), EndMod-I(34)
Level 1: Prestige Power Slide -- Empty(A)
Level 1: Vigilance
Level 4: Ninja Run
Level 1: Combo Level 1
Level 1: Combo Level 2
Level 1: Combo Level 3
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Late to the party, didn't read all the goodness in it yet, ... restore hurricane's repel/knockback rate to its original I1 frequency for PVE in Issue 1. Thank you, that is all.