Streetcleaner

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  1. Quote:
    Originally Posted by Prinny_God View Post
    So I love earth powers. Simple question - can I get permadom on an earth/earth without spending the *billions* of infamy that many builds seems require?
    Simple answer: Yes. You might have to make some compromises in power choices and slotting in order to squeeze out as much recharge as possible, but it can be done without purples or LOTG + recharge IOs. Using your build I managed to get 86% global recharge, but had to lose power boost and slot a couple of kinetic crash sets to get there.

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

    Click this DataLink to open the build!

    Level 50 Mutation Dominator
    Primary Power Set: Earth Control
    Secondary Power Set: Earth Assault
    Power Pool: Leaping
    Power Pool: Fitness
    Power Pool: Speed
    Power Pool: Medicine
    Ancillary Pool: Soul Mastery

    Villain Profile:
    Level 1: Fossilize -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(3), BasGaze-EndRdx/Rchg/Hold(3), BasGaze-Acc/EndRdx/Rchg/Hold(5)
    Level 1: Stone Spears -- KinCrsh-Dmg/KB(A), KinCrsh-Acc/KB(5), KinCrsh-Rchg/KB(7), KinCrsh-Rechg/EndRdx(7), KinCrsh-Dmg/EndRdx/KB(9), KinCrsh-Acc/Dmg/KB(9)
    Level 2: Stone Mallet -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(11), C'ngImp-Acc/Dmg/Rchg(11), C'ngImp-Acc/Dmg/EndRdx(13), C'ngImp-Dmg/EndRdx/Rchg(13)
    Level 4: Stone Cages -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(40), Posi-Dmg/Rchg(42), Posi-Acc/Dmg/EndRdx(42), Posi-Dam%(42)
    Level 6: Quicksand -- RechRdx-I(A)
    Level 8: Combat Jumping -- DefBuff-I(A)
    Level 10: Hurdle -- Jump-I(A)
    Level 12: Stalagmites -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(15), Stpfy-Acc/EndRdx(15), Stpfy-Stun/Rng(17), Stpfy-Acc/Stun/Rchg(17)
    Level 14: Health -- Heal-I(A)
    Level 16: Hasten -- RechRdx-I(A), RechRdx-I(19), RechRdx-I(19)
    Level 18: Earthquake -- DarkWD-ToHitDeb/Rchg(A), DarkWD-ToHitdeb/Rchg/EndRdx(21), DarkWD-Rchg/EndRdx(21), DarkWD-ToHitDeb/EndRdx(23)
    Level 20: Heavy Mallet -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/Rchg(23), C'ngImp-Acc/Dmg/Rchg(25), C'ngImp-Acc/Dmg/EndRdx(25), C'ngImp-Dmg/EndRdx/Rchg(27)
    Level 22: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(36), Efficacy-EndMod/Acc/Rchg(37), Efficacy-Acc/Rchg(37), Efficacy-EndMod/Acc(37), Efficacy-EndMod/EndRdx(40)
    Level 24: Hurl Boulder -- KinCrsh-Dmg/KB(A), KinCrsh-Acc/KB(34), KinCrsh-Rchg/KB(34), KinCrsh-Rechg/EndRdx(36), KinCrsh-Dmg/EndRdx/KB(36), KinCrsh-Acc/Dmg/KB(50)
    Level 26: Volcanic Gasses -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(27), BasGaze-EndRdx/Rchg/Hold(29), BasGaze-Acc/EndRdx/Rchg/Hold(29), Lock-Acc/EndRdx/Rchg/Hold(46)
    Level 28: Seismic Smash -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(31), C'ngImp-Acc/Dmg/Rchg(31), C'ngImp-Acc/Dmg/EndRdx(31), C'ngImp-Dmg/EndRdx/Rchg(33)
    Level 30: Aid Other -- Heal-I(A)
    Level 32: Animate Stone -- ExRmnt-Acc/Dmg(A), ExRmnt-Dmg/EndRdx(33), ExRmnt-Acc/Dmg/Rchg(33), ExRmnt-EndRdx/Dmg/Rchg(34)
    Level 35: Aid Self -- IntRdx-I(A), Heal-I(46), Heal-I(46), EndRdx-I(48)
    Level 38: Fissure -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(39), Posi-Dmg/Rchg(39), Posi-Acc/Dmg/EndRdx(39), Posi-Dam%(40), FrcFbk-Rechg%(43)
    Level 41: Dark Embrace -- TtmC'tng-ResDam/EndRdx(A), TtmC'tng-ResDam(43), TtmC'tng-ResDam/EndRdx/Rchg(43)
    Level 44: Soul Drain -- M'Strk-Acc/Dmg/EndRdx(A), Sciroc-Acc/Rchg(45), M'Strk-Acc/EndRdx(45), Sciroc-Dmg/Rchg(45)
    Level 47: Dark Obliteration -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Acc/Dmg/EndRdx(50), Posi-Dam%(50)
    Level 49: Super Jump -- Jump-I(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Domination
    Level 6: Ninja Run



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  2. If I need the AOE defence, 5 scirocco's (all but the damage proc) and the force feedback proc would be my preference, but for invulnerable I might go for 3 eradication, 2 scirocco's and the force feedback, or 3 eradication and 3 cleaving blow in order to pick up some handy energy/negative defence bonuses.
  3. Streetcleaner

    Shields/Fire

    Quote:
    Originally Posted by Absorber_NA View Post
    Tell me about Shields/Fire

    I have never played Shields before, so powers to take, skip, must get asap, etc.. Would be helpful

    Any tips as well.
    OK, a quick rundown on the basics:

    Deflection and Battle Agility are your defensive toggles. Deflection covers melee, and also has smash/lethal resistance, and Battle Agility covers ranged/AOE and has some defence debuff resistance. Both essential picks.

    True Grit is a passive max HP boost and resistance to energy/negative/fire/cold/toxic damage types. Again, this is an essential choice, although not one that you have to pick up as soon as it's available.

    Active Defence is clicky mez & knockback protection and also gives defence debuff protection. The def debuff protection can be enhanced using HOs (membranes and enzymes in particular) and the power will stack with enough recharge to give even more debuff protection. A vital power, which should probably be taken by the early teens at the very latest.

    Against All Odds is a toggle self damage buff and enemy damage debuff aura, and is also your taunt aura (and a very good one), and one of the very best powers in the set. Surrounded by enemies this will give a significant boost to your damage dealing potential. Worth taking as soon as it's available if you can.

    Phalanx Fighting is a passive defence boost that gives more defence when you have teammates close by. Extra defence for no endurance cost makes this too good to miss, although it can be pushed back till later as you will most likely be choosing prereqs for travel powers and stamina when it becomes available.

    Grant Cover is another toggle giving AOE defence debuff and recharge debuff resistance to you and nearby teammates, and defence to your teammates but not to you. This is one of the only potentially skippable (in my opinion) powers in the set. The debuff resistance in particular and the extra def for teammates are both nice, but if you have a tight build and tough choices to make then you might not find room for this. It can certainly be taken late if you do have room for it however.

    Shield Charge is, well, it's shield charge. A teleport nuke with knockdown and no end crash or other downsides, take it as soon as it's available. It's worth mentioning that shield charge is currently doing considerably more damage than it was originally intended to do, and will be looked at by the devs.

    One With The Shield is Shield's tier 9 power, providing a max HP boost, a fair amount of damage resistance to everything but psionics, a recovery boost and some extra mez protection, with a manageable end crash when it wears off after 2 minutes. Like most tanker tier 9 powers, this can be a great power choice in the right situation, although it is often skipped, especially on IO'd builds.
    I took this power levelling and kept it even after respeccing into a final IO build, although I don't need to use it very often. It's very useful in situations like tanking Lord Recluse when he's being buffed by his towers in the STF, or in the final fight against Romulus in the ITF when he has his auto-hit damage nictus beside him.


    Summing up, you wouldn't go too far wrong taking everything in shields, but if you're looking for powers to leave out, One With The Shield and/or Grant Cover are the best candidates, especially on a well planned IO build.
  4. Quote:
    Originally Posted by Upsen_Downs View Post
    These are some pretty awesome builds, I'm going to have to spend some quality time with them in Mids later, thanks!

    One thing I noticed is that you both chose another Tri or Quad IO after 4 Kinetic Combats, whereas I tended to slot in a proc. I guess the numbers were higher in mids for the proc, and the gambly nature of the damage was appealing. This is why GFS had that funny slotting too, I figured putting the extra slots all into faster attacks would be better. I guess there is more benefit to getting higher constant acc/dmg/end/rechg. Should help with my DPS and endurance.

    As for the stealth - if I hit the softcap, I wont care about the def from stealth, and I can probably slot a stealth IO in sprint as suggested. I think the def from stealth suppresses to 1/2 value, not 0 value when I was last looking at it, which is why I originally considered it.

    Upsen.
    Regarding kinetic combat, it just doesn't offer enough accuracy for my taste and I'd put hitting the target well ahead of any other consideration when it comes to slotting attacks. If anything I'd try and find room for a kismet +accuracy IO in the build in addition to any global accuracy bonuses to ensure you've got the best chance to hit as often as possible. If nothing else it helps you keep aggro better. Greater Fire Sword has slightly higher base accuracy than most attacks which is why I felt I could save a slot there.
  5. Quote:
    Originally Posted by Bunny_OHare View Post
    Now this brings up a question for me: Is it absolutely necessary for a scrapper to softcap defense? And if the scrapper doesn't, does that make them less? Thoughts?
    Certainly not necessary for all scrappers, but for SR it's so easily achievable without any compromises in slotting or power choices that it would be quite hard not to end up with soft capped def on a IO'd build . Basically you're getting the same level of survivability that you have when you use elude, but with no crash. You'd still have a perfectly playable character without softcapping, especially with katana as your primary, but there's really no good reason not to.
  6. Quote:
    Originally Posted by Transhade View Post
    The build I put up with DA and heal was to provide multiple layers or survival not just resting at 45%. Even soft capped you can get hit. Having not played my SR in ages against mobs that can debuff def, I hedged that having DA slow a cascading defensse failure would help.
    Defense debuffs shouldn't really be a concern. SR can achieve 95% def debuff resistance which will give you enough prtoection from the few debuffs which will actually hit you. If you have a couple of percent extra defence to buffer you, then to all intents and purposes you will never have to worry about being debuffed to the point where it will affect your survivability.
  7. I re-worked what you had a bit and came up with this, giving up fire blast, a little regen and some global recharge to get soft-capped def in smash/lethal/energy/negative in return. I swapped out fire sword for incinerate too. I think I'd drop stealth personally, possibly for hasten.

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

    Click this DataLink to open the build!

    Level 50 Magic Tanker
    Primary Power Set: Willpower
    Secondary Power Set: Fiery Melee
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Concealment
    Ancillary Pool: Pyre Mastery

    Hero Profile:
    Level 1: High Pain Tolerance -- Numna-Heal(A), Numna-Heal/EndRdx(3), Numna-Heal/Rchg(3), S'fstPrt-ResDam/Def+(5)
    Level 1: Scorch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(7), KntkC'bat-Dmg/Rchg(9), KntkC'bat-Dmg/EndRdx/Rchg(9), F'dSmite-Acc/EndRdx/Rchg(11)
    Level 2: Mind Over Body -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(11), RctvArm-ResDam/EndRdx/Rchg(13), RctvArm-ResDam(13)
    Level 4: Combustion -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Acc/Dmg/Rchg(5), Erad-Dmg/Rchg(15), C'ngBlow-Dmg/Rchg(15), C'ngBlow-Acc/Rchg(17), C'ngBlow-Dmg/EndRdx(17)
    Level 6: Fast Healing -- Numna-Regen/Rcvry+(A), Numna-Heal(7), Numna-Heal/EndRdx(19), Mrcl-Rcvry+(19), RgnTis-Regen+(21)
    Level 8: Rise to the Challenge -- Numna-Heal(A), Numna-Heal/EndRdx(21), Numna-Heal/EndRdx/Rchg(23), Numna-Heal/Rchg(23)
    Level 10: Indomitable Will -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(25)
    Level 12: Taunt -- Mocking-Taunt(A), Mocking-Taunt/Rchg(27), Mocking-Taunt/Rchg/Rng(27), Mocking-Rchg(29)
    Level 14: Quick Recovery -- P'Shift-End%(A), P'Shift-EndMod(29), P'Shift-EndMod/Acc(31), P'Shift-EndMod/Rchg(46)
    Level 16: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(50)
    Level 18: Super Jump -- Jump-I(A)
    Level 20: Heightened Senses -- LkGmblr-Rchg+(A), LkGmblr-Def(31), LkGmblr-Def/EndRdx(33)
    Level 22: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(25), KntkC'bat-Dmg/Rchg(31), KntkC'bat-Dmg/EndRdx/Rchg(50)
    Level 24: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/EndRdx/Rchg(33), RctvArm-ResDam/Rchg(33), RctvArm-ResDam(34)
    Level 26: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(34), LkGmblr-Def/EndRdx(34), LkGmblr-Def/EndRdx/Rchg(46)
    Level 28: Fire Sword Circle -- Erad-Dmg/Rchg(A), Erad-Acc/Dmg/Rchg(36), Erad-Acc/Dmg/EndRdx/Rchg(36), C'ngBlow-Acc/Rchg(36), C'ngBlow-Dmg/EndRdx(37), C'ngBlow-Dmg/Rchg(37)
    Level 30: Build Up -- Rec'dRet-ToHit/Rchg(A), Rec'dRet-ToHit(37), RechRdx-I(39)
    Level 32: Strength of Will -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(39), RctvArm-ResDam/EndRdx/Rchg(39), RctvArm-ResDam(40)
    Level 35: Incinerate -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(40), KntkC'bat-Dmg/Rchg(40), KntkC'bat-Dmg/EndRdx/Rchg(42), Mako-Acc/Dmg/EndRdx/Rchg(42), F'dSmite-Acc/EndRdx/Rchg(42)
    Level 38: Greater Fire Sword -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(43), KntkC'bat-Dmg/Rchg(43), KntkC'bat-Dmg/EndRdx/Rchg(43), Mako-Acc/Dmg/EndRdx/Rchg(45)
    Level 41: Ring of Fire -- Enf'dOp-Acc/Rchg(A), Enf'dOp-Acc/EndRdx(45), Enf'dOp-Acc/Immob/Rchg(45), Enf'dOp-Acc/Immob(46)
    Level 44: Char -- Acc-I(A)
    Level 47: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Acc/Dmg/EndRdx(48), Posi-Dam%(50)
    Level 49: Stealth -- LkGmblr-Rchg+(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Gauntlet
    Level 6: Ninja Run



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  8. I think you're going to have seriious problems with your endurance with that build. Obliteration is a great set, but it offers very little endurance reduction so isn't a great choice for toggles or fast charging attacks unless you have some way to refill your blue bar, or massive recovery.
  9. I think I might go with something like this:

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

    Click this DataLink to open the build!

    Level 50 Mutation Dominator
    Primary Power Set: Earth Control
    Secondary Power Set: Energy Assault
    Power Pool: Fitness
    Power Pool: Leaping
    Power Pool: Speed
    Power Pool: Fighting
    Ancillary Pool: Mace Mastery

    Villain Profile:
    Level 1: Fossilize -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(3), BasGaze-Acc/EndRdx/Rchg/Hold(3), BasGaze-EndRdx/Rchg/Hold(5)
    Level 1: Power Bolt -- Empty(A)
    Level 2: Bone Smasher -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(5), C'ngImp-Acc/Dmg/Rchg(7), C'ngImp-Acc/Dmg/EndRdx(7), C'ngImp-Dmg/EndRdx/Rchg(9)
    Level 4: Power Push -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(9), Decim-Dmg/Rchg(11), Decim-Acc/EndRdx/Rchg(11), Decim-Acc/Dmg/Rchg(13)
    Level 6: Quicksand -- RechRdx-I(A)
    Level 8: Hurdle -- Jump-I(A)
    Level 10: Power Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(13), Decim-Dmg/Rchg(15), Decim-Acc/EndRdx/Rchg(15), Decim-Acc/Dmg/Rchg(17)
    Level 12: Stalagmites -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(17), Stpfy-Acc/EndRdx(19), Stpfy-Stun/Rng(19), Stpfy-Acc/Stun/Rchg(21)
    Level 14: Health -- Numna-Regen/Rcvry+(A)
    Level 16: Combat Jumping -- LkGmblr-Rchg+(A), Ksmt-ToHit+(23)
    Level 18: Super Jump -- Jump-I(A)
    Level 20: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(23), Efficacy-EndMod/Acc/Rchg(25), Efficacy-Acc/Rchg(25), Efficacy-EndMod/Acc(27), Efficacy-EndMod/EndRdx(27)
    Level 22: Earthquake -- DarkWD-ToHitDeb/Rchg(A), DarkWD-ToHitdeb/Rchg/EndRdx(29), DarkWD-Rchg/EndRdx(29), DarkWD-ToHitDeb/EndRdx(31)
    Level 24: Hasten -- RechRdx-I(A), RechRdx-I(31), RechRdx-I(31)
    Level 26: Volcanic Gasses -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(33), BasGaze-EndRdx/Rchg/Hold(33), BasGaze-Acc/EndRdx/Rchg/Hold(33), Lock-%Hold(34), Lock-Acc/Rchg(34)
    Level 28: Total Focus -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(34), KntkC'bat-Dmg/Rchg(36), KntkC'bat-Dmg/EndRdx/Rchg(36), Mako-Acc/Dmg/EndRdx/Rchg(36)
    Level 30: Stone Cages -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(37), Enf'dOp-Acc/EndRdx(37), Enf'dOp-Immob/Rng(37), Enf'dOp-Acc/Immob/Rchg(40), Enf'dOp-Acc/Immob(40)
    Level 32: Animate Stone -- ExRmnt-Acc/Dmg(A), ExRmnt-Dmg/EndRdx(43), ExRmnt-Acc/Dmg/Rchg(45), ExRmnt-EndRdx/Dmg/Rchg(45)
    Level 35: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(45), KntkC'bat-Dmg/Rchg(46), KntkC'bat-Knock%(46)
    Level 38: Power Burst -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(39), Decim-Dmg/Rchg(39), Decim-Acc/EndRdx/Rchg(39), Decim-Acc/Dmg/Rchg(40)
    Level 41: Scorpion Shield -- LkGmblr-Rchg+(A), RedFtn-Def/EndRdx(42), RedFtn-Def/Rchg(42), RedFtn-Def/EndRdx/Rchg(42), RedFtn-Def(43), RedFtn-EndRdx(43)
    Level 44: Tough -- S'fstPrt-ResDam/Def+(A)
    Level 47: Weave -- LkGmblr-Rchg+(A), RedFtn-Def/EndRdx(48), RedFtn-Def/Rchg(48), RedFtn-Def/EndRdx/Rchg(48), RedFtn-Def(50), RedFtn-EndRdx(50)
    Level 49: Personal Force Field -- LkGmblr-Rchg+(A)
    ------------
    Level 1: Brawl -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(21), KntkC'bat-Dmg/Rchg(46), KntkC'bat-Knock%(50)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Domination
    Level 6: Ninja Run



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    105% global recharge (with room for improvement if you slot purples), so domination is perma with hasten, which is itself almost perma, and soft-capped smash/lethal defence. Downside is an absence of AOE damage, and no power boost.
  10. OK, plenty of room for improvement here. First objective is to get your defence up to the soft cap (45% def to melee/ranged/AOE) which will make a huge difference to your survivability, as that will floor most enemies chance to hit. It also makes elude and divine avalanche redundant, freeing up a couple of power picks (acrobatics is also unnecessary as practised brawler covers your KB and mez protection). With the 3 freed up powers I'd grab the fighting pool to get the extra defence from weave and the resistance of tough, and gives somewhere to slot the steadfast protection +3% defence IO.

    That should move your defences up to within a couple of set bonuses of the 45% mark, and you can pick those up easily enough from completing the set of Guassian's in Build Up and with some better slotting of your attacks. First, drop the touch of lady grey and kinetic combat sets altogether, they're not doing much for your build and personally I'd recommend always slotting your attacks as attacks if you plan on using them. Touch of death or mako's bite in melee attacks, and scirocco's, obliteration or multi-strike in PBAOEs would be a much better fit for you with useful bonuses and good enhancememnt numbers.

    Finally, think about taking the medicine pool. With an interrupt reduction IO slotted, Aid Self can be used in the middle of a fight if you do get unlucky and take a few heavy hits in quick succession. A soft capped SR scrapper with a self heal is very, very durable. Keep a couple of orange insps in your tray for tougher fights and you should be able to take on just about anything in the game.

    I don't have a current saved build for my own Kat/SR, but this is pretty close to it (with the purples taken out).

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

    Click this DataLink to open the build!

    Level 50 Natural Scrapper
    Primary Power Set: Katana
    Secondary Power Set: Super Reflexes
    Power Pool: Fitness
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Medicine
    Ancillary Pool: Body Mastery

    Hero Profile:
    Level 1: Gambler's Cut -- Mako-Acc/Dmg(A), Mako-Acc/Dmg/EndRdx/Rchg(3), Mako-Dmg/EndRdx(3), Mako-Dam%(5), LdyGrey-%Dam(5), Achilles-ResDeb%(7)
    Level 1: Focused Fighting -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(7), RedFtn-EndRdx(9), RedFtn-Def/EndRdx/Rchg(9), RedFtn-Def(43)
    Level 2: Focused Senses -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(11), RedFtn-Def/EndRdx/Rchg(11), RedFtn-Def(13), RedFtn-EndRdx(45)
    Level 4: Agile -- LkGmblr-Rchg+(A), LkGmblr-Def(13), LkGmblr-Def/Rchg(15), Ksmt-ToHit+(45)
    Level 6: Build Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg(15), GSFC-ToHit/Rchg/EndRdx(17), GSFC-Rchg/EndRdx(17), GSFC-ToHit/EndRdx(19), GSFC-Build%(19)
    Level 8: Hurdle -- Jump-I(A)
    Level 10: Practiced Brawler -- RechRdx-I(A), EndRdx-I(46)
    Level 12: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(21), LkGmblr-Def/EndRdx(21)
    Level 14: Health -- RgnTis-Regen+(A), Numna-Regen/Rcvry+(23), Numna-Heal(23), Numna-Heal/EndRdx(46), Mrcl-Rcvry+(46)
    Level 16: Super Jump -- Jump-I(A)
    Level 18: The Lotus Drops -- Oblit-Dmg(A), Oblit-Acc/Rchg(25), Oblit-Dmg/Rchg(25), Oblit-Acc/Dmg/Rchg(27), Oblit-Acc/Dmg/EndRdx/Rchg(27), EndRdx-I(29)
    Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod(29), P'Shift-EndMod/Acc(31), P'Shift-EndMod/Rchg(45)
    Level 22: Dodge -- LkGmblr-Rchg+(A), LkGmblr-Def(31), LkGmblr-Def/Rchg(31)
    Level 24: Quickness -- Run-I(A)
    Level 26: Soaring Dragon -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(33), T'Death-Dmg/Rchg(33), T'Death-Acc/Dmg/EndRdx(33), T'Death-Dmg/EndRdx/Rchg(34), T'Death-Dam%(34)
    Level 28: Lucky -- LkGmblr-Rchg+(A), LkGmblr-Def(34), LkGmblr-Def/Rchg(36)
    Level 30: Boxing -- Empty(A)
    Level 32: Golden Dragonfly -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(36), Sciroc-Dmg/Rchg(36), Sciroc-Acc/Rchg(37), Sciroc-Acc/Dmg/EndRdx(37), RechRdx-I(37)
    Level 35: Evasion -- LkGmblr-Rchg+(A), LkGmblr-Def(40), LkGmblr-Def/EndRdx(40), LkGmblr-Def/EndRdx/Rchg(40)
    Level 38: Tough -- S'fstPrt-ResDam/Def+(A), Aegis-ResDam/EndRdx(39), Aegis-ResDam/EndRdx/Rchg(39), Aegis-ResDam(39)
    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: Aid Other -- Heal-I(A)
    Level 47: Aid Self -- IntRdx-I(A), Dct'dW-EndRdx/Rchg(48), Dct'dW-Heal/Rchg(48), Dct'dW-Heal/EndRdx/Rchg(48), Dct'dW-Heal(50), Dct'dW-Rchg(50)
    Level 49: Conserve Power -- RechRdx-I(A), RechRdx-I(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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    I hope this helps you get where you want to be.
  11. Looks like you're coming up a little short on AOE def. I'd change the slotting in combat jumping from 2 end redux to 1 def IO, and move the freed up slot to evasion for an end redux in that. That would soft cap all positions and lower your endurance drain overall.

    I'd probably remove the 2nd end redux IOs in focused fighting and focused senses as well and put the slots into Tough to get some resistance enhancement in there. Consider a set of multi-strikes in Dragon's Tail too, good enhancement numbers and very cheap.

    Personally I think I'd probably leave out one of the health uniques, probably the Miracle, and use the inf saved to get some better slotting in storm kick and eagle's claw, crushing impacts would work well, and maybe try to get a kismet +accuracy in there somewhere too.
  12. Many SR builds will take Fighting in order to put the Steadfast Protection +3% defence IO in Tough, and may also need Weave to soft cap their defences. I'd guess a lot of SR builds would take Fitness, Fighting, a travel pool (usually Leaping for combat jumping) and one of either Medicine, Speed or sometimes Leadership for their pools, although I've seen a few taking Concealment too.

    As far as skippable SR powers go, you will need all the toggles and passive powers, and Practised Brawler is essential too. Quickness is just too good to pass up, so that leaves only Elude, which becomes pretty much redundant if you have soft-capped defence.
  13. I think the Chance for Build Up proc in tactics is skewing the numbers heavily in the scrapper's favour. If you switch that off you should get a more accurate comparison.
  14. Quote:
    Originally Posted by OneWhoBinds View Post
    ...

    The only thing in your sig is "Click here for a simple illustrated guide to make influence"

    No build of any kind is referenced there...
    This is the thread referred to...
  15. Quote:
    Originally Posted by Gaidin View Post
    Earlier today I watched as AD's icon blinked and disappeared. AD was recharged and the green circle of auto-fire was around it... yet it didn't activate. So I was without Mez protection. I waited for over a minute and nothing. I think it must be a bug. A very bad bug.
    I've seen this happen before myself. I think that what causes it is targetting a "friendly" player or an NPC such as a vendor or contact, which seems to stop powers set to auto from firing. It's been this way for a while now, so I'm not sure if this is a bug, or was introduced deliberately for some reason, perhaps to stop an exploit.
  16. This is pretty much exactly how I have done mine so far, and it's been a pretty smooth ride (currently level 39). The only difference is that instead of SOs, I use common IOs from level 25 onwards. I tend to solo at +0/x8 or +1/x8 with few problems as long as I can keep a medium luck insp or 2 for emergencies. I'll probably go with fire for my APP, and begin to add sets in over the next couple of levels.

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

    Click this DataLink to open the build!

    Level 40 Magic Scrapper
    Primary Power Set: Fiery Melee
    Secondary Power Set: Shield Defense
    Power Pool: Leaping
    Power Pool: Fitness
    Power Pool: Speed
    Power Pool: Leadership

    Hero Profile:
    Level 1: Scorch -- Acc(A), Acc(3), Dmg(5), Dmg(7), Dmg(9), EndRdx(13)
    Level 1: Deflection -- DefBuff(A), DefBuff(11), EndRdx(15), ResDam(40)
    Level 2: Cremate -- Acc(A), Acc(3), Dmg(5), Dmg(7), Dmg(9), EndRdx(15)
    Level 4: True Grit -- S'fstPrt-ResDam/Def+(A), Heal(17), Heal(23), ResDam(40)
    Level 6: Battle Agility -- DefBuff(A), DefBuff(13), EndRdx(17)
    Level 8: Combat Jumping -- Ksmt-ToHit+(A), DefBuff(34)
    Level 10: Active Defense -- RechRdx(A), RechRdx(11), RechRdx(23)
    Level 12: Hurdle -- Jump(A)
    Level 14: Super Jump -- Jump(A)
    Level 16: Health -- Heal(A), Heal(34)
    Level 18: Fire Sword Circle -- Acc(A), Acc(19), Dmg(19), Dmg(21), Dmg(25), EndRdx(25)
    Level 20: Stamina -- EndMod(A), EndMod(21)
    Level 22: Against All Odds -- EndRdx(A)
    Level 24: Phalanx Fighting -- DefBuff(A)
    Level 26: Incinerate -- Acc(A), Acc(27), Dmg(27), Dmg(29), Dmg(31), EndRdx(31)
    Level 28: Hasten -- RechRdx(A), RechRdx(29), RechRdx(39)
    Level 30: Build Up -- RechRdx(A), RechRdx(31), RechRdx(40)
    Level 32: Greater Fire Sword -- Acc(A), Dmg(33), Dmg(33), Dmg(33), EndRdx(34), RechRdx(37)
    Level 35: Shield Charge -- Acc(A), Dmg(36), Dmg(36), Dmg(36), RechRdx(37), RechRdx(37)
    Level 38: Maneuvers -- DefBuff(A), DefBuff(39), EndRdx(39)
    Level 41: [Empty]
    Level 44: [Empty]
    Level 47: [Empty]
    Level 49: [Empty]
    ------------
    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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  17. One thing I do on low level defence based characters is to place bids at the Auction House on medium sized luck inspirations. If you place your bid before you log off for the night to buy, for example, 10 at 250 inf each, you should have them all waiting for you the next time you log in. Using one of these inspirations will give your defenses a big boost for one minute, which will increase your survivablity in tough situations immensely.
  18. Quote:
    Originally Posted by Katze View Post
    I did not mean to say that the Posi TF is considered a badge awarding mission; I was refering to the single mission badge awarding missions.

    I probably misinterpreted the following statement, thinking that Streetcleaner had done other Flashback missions with the challenge settings:
    Thanks again for the replies. With regards to the flashback badges, I was specifically referring to the time limit and defeats allowed parameters I had set for the Positron flashback last night. I've done the TF through ouro previously and received the Positron's Ally badge, and I'm fairly sure that I also got a badge for maximum allowed defeats on that attempt, and a quick check of the character in question's most recent badge list seems to bear this out.
  19. Thanks for the replies. I did /bug it last night after I finished, so maybe I will petition it too, although I'm not particularly annoyed or bothered by not getting the badge, I was more curious as to why it didn't award it, and was wondering if this was known or intentional.

    Thinking about it a little more though, I wonder if there is a problem with badges for flashbacks in general, as I had set a time limit of 4 hours (done in just over 2) and a maximum of 5 defeats (I think I had 3), and there were no badges given for those either.
  20. Last night I did the old Positron TF through Ouroboros, in the expectation that it would award me the Positron's Ally badge when I completed it, but when I finished, I got my merits, but no badge. I had done the second part of the new positron TF previously on the character, but not the first.

    I've done the Ouro Posi before and got the badge at the end, so is this a bug perhaps, or does the fact that I've done one part of the new version prevent me from getting the badge by doing the old one?
  21. Taking what I'd posted before and making the changes that Werner suggested (purple set in Golden Dragonfly, no taunt and a 4th recharge in hasten) gets you there. I'd miscounted on 5% recharge bonuses in the last one too, so it's a 10% global increase overall, and frees up slots for a Regen Tissue +regen and a Kismet +acc.

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

    Click this DataLink to open the build!

    katana.SR2: Level 50 Natural Scrapper
    Primary Power Set: Katana
    Secondary Power Set: Super Reflexes
    Power Pool: Leaping
    Power Pool: Fitness
    Power Pool: Speed
    Power Pool: Fighting
    Ancillary Pool: Body Mastery

    Hero Profile:
    Level 1: Gambler's Cut -- Hectmb-Acc/Rchg(A), Hectmb-Acc/Dmg/Rchg(3), Hectmb-Dmg/Rchg(7), Hectmb-Dam%(15), Hectmb-Dmg/EndRdx(36), Achilles-ResDeb%(39)
    Level 1: Focused Fighting -- RedFtn-Def/EndRdx(A), RedFtn-EndRdx(5), RedFtn-Def/Rchg(31), RedFtn-Def(43), RedFtn-EndRdx/Rchg(45), RedFtn-Def/EndRdx/Rchg(46)
    Level 2: Focused Senses -- RedFtn-Def(A), RedFtn-EndRdx(3), RedFtn-Def/EndRdx(9), RedFtn-EndRdx/Rchg(9), RedFtn-Def/EndRdx/Rchg(13)
    Level 4: Agile -- LkGmblr-Rchg+(A), LkGmblr-Def(5), Ksmt-ToHit+(13)
    Level 6: Build Up -- GSFC-Rchg/EndRdx(A), GSFC-ToHit/Rchg/EndRdx(7), GSFC-Build%(11), GSFC-ToHit/EndRdx(11), GSFC-ToHit/Rchg(15), GSFC-ToHit(34)
    Level 8: Combat Jumping -- LkGmblr-Def(A), LkGmblr-Rchg+(50)
    Level 10: Practiced Brawler -- EndRdx-I(A)
    Level 12: Hurdle -- Jump-I(A)
    Level 14: Super Jump -- Jump-I(A)
    Level 16: Health -- Dct'dW-Heal/Rchg(A), Dct'dW-Heal/EndRdx/Rchg(17), Dct'dW-Heal(17), Dct'dW-Heal/EndRdx(31), Dct'dW-Rchg(40)
    Level 18: The Lotus Drops -- Oblit-Dmg/Rchg(A), Oblit-Dmg(19), Oblit-%Dam(19), Oblit-Acc/Dmg/EndRdx/Rchg(25), Oblit-Acc/Rchg(34), Oblit-Acc/Dmg/Rchg(37)
    Level 20: Stamina -- P'Shift-EndMod/Acc(A), P'Shift-End%(21), P'Shift-EndMod(21), P'Shift-Acc/Rchg(25), P'Shift-EndMod/Acc/Rchg(31), P'Shift-EndMod/Rchg(37)
    Level 22: Dodge -- LkGmblr-Def(A), LkGmblr-Rchg+(23), LkGmblr-Def/Rchg(23)
    Level 24: Quickness -- Run-I(A)
    Level 26: Soaring Dragon -- Mako-Dam%(A), Mako-Acc/Dmg/EndRdx/Rchg(27), Mako-Acc/Dmg(27), Mako-Dmg/EndRdx(29), Mako-Dmg/Rchg(36), Mako-Acc/EndRdx/Rchg(40)
    Level 28: Lucky -- LkGmblr-Def(A), LkGmblr-Rchg+(29), LkGmblr-Def/Rchg(39)
    Level 30: Hasten -- RechRdx-I(A), RechRdx-I(39), RechRdx-I(42), RechRdx-I(42)
    Level 32: Golden Dragonfly -- Armgdn-Dmg/Rchg(A), Armgdn-Acc/Dmg/Rchg(33), Armgdn-Acc/Rchg(33), Armgdn-Dmg/EndRdx(33), Armgdn-Dam%(34), EndRdx-I(37)
    Level 35: Evasion -- RedFtn-Def/EndRdx/Rchg(A), RedFtn-Def/Rchg(36), RedFtn-EndRdx(40), RedFtn-Def/EndRdx(43), RedFtn-Def(45)
    Level 38: Kick -- Empty(A)
    Level 41: Conserve Power -- RechRdx-I(A), RechRdx-I(42), RechRdx-I(43)
    Level 44: Physical Perfection -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(45), RgnTis-Regen+(46), P'Shift-End%(46)
    Level 47: Tough -- S'fstPrt-ResDam/Def+(A), Aegis-ResDam/EndRdx(48), Aegis-ResDam/EndRdx/Rchg(48), Aegis-ResDam(48)
    Level 49: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx/Rchg(50), LkGmblr-Def/EndRdx(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- IntRdx-I(A)
    Level 1: Critical Hit
    Level 2: Ninja Run



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  22. I can't help much on the dual blades side, but as far as SR goes, general suggestions if you are softcapping your defences would be to take everything in Super Reflexes except Elude.

    Defensive toggles should be slotted to the ED cap for defense, and passives should get a minimum of 2 slots worth of defence SOs (or the equivalent) depending how many you can spare in your build. Quickness is fine with just the default slot.

    You'll probably want to take Combat Jumping, Tough and Weave, and to slot a Steadfast Protection +3% defence IO in Tough. This should leave you with about 5% more defence to find for each position.

    I posted this list of handy sets to use in a reply to another poster:

    Useful sets for soft capping positional defenses on melee toons:

    Melee defense - Touch of Death, Obliteration, Multi-Strike.

    Ranged- Mako's Bite, Red Fortune, Blessing of the Zephyr, Numina's Convalescence.

    AOE - Scirocco's Dervish, Multi-Strike, Aegis, Blessing of the Zephyr, Performance Shifter, Serendipity.


    Guassian's To Hit buff set is also very good for positional defences.
  23. Streetcleaner

    Set Slotting

    Useful sets for soft capping positional defenses on melee toons:

    Melee defense - Touch of Death, Obliteration, Multi-Strike.

    Ranged- Mako's Bite, Red Fortune, Blessing of the Zephyr, Numina's Convalescence.

    AOE - Scirocco's Dervish, Multi-Strike, Aegis, Blessing of the Zephyr, Performance Shifter, Serendipity.

    Of these, the budget options are Multi-Strikes, Red Fortunes, and Serendipity. The others can be moderately to very expensive.

    Most SR builds will slot a Steadfast Protection Res/Def IO in Tough for a 3% global defence bonus, and many will also slot the Guassian's To Hit Buff set in a power like Build-Up or Focused Accuracy for a 2.5% bonus to melee/ranged/AOE.

    Mids has a handy tool for finding the bonuses you need in the Window tab under Set Bonus Finder which lists the sets offering particular bonuses and how many of that set you need.
  24. Without sacrificing something it's going to be pretty difficult. I've had a play about with your build, approaching it from the angle of getting the most endurance reduction in your main attacks as I can, which I think is probably the best solution to end management, and trying to pick up +max end bonuses wherever I can.

    The end result increases your recovery overall and gives you about 10% more endurance to draw on, but not without making a few sacrifices. I couldn't quite keep your defence numbers as high, and had to lose the slots in boxing and drop Ball Lightning altogether. I've swapped your tier one attack for Stone Fists purely for the faster recharge, intending that between that and Mu Lightning you should be able to fill in the gaps between the longer recharging heavy hitters and AOEs.

    The upside though is 80%+ endurance reduction in all your primary attacks and adds about 10% to your endurance pool, whch you can bump up with accolades too. It's not quite fulfilling what you were looking for but I hope it helps in some way.

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

    Click this DataLink to open the build!

    Level 50 Natural Brute
    Primary Power Set: Stone Melee
    Secondary Power Set: Dark Armor
    Power Pool: Fitness
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Speed
    Ancillary Pool: Mu Mastery

    Villain Profile:
    Level 1: Stone Fist -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(3), S'ngH'mkr-Dmg/Rchg(3), S'ngH'mkr-Dmg/EndRdx/Rchg(5), F'dSmite-Acc/EndRdx/Rchg(5), C'ngImp-Acc/Dmg/EndRdx(50)
    Level 1: Dark Embrace -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/EndRdx/Rchg(7), RctvArm-ResDam(7), RctvArm-EndRdx(9), S'fstPrt-ResDam/Def+(43), S'fstPrt-ResKB(43)
    Level 2: Heavy Mallet -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(9), S'ngH'mkr-Dmg/Rchg(11), S'ngH'mkr-Dmg/EndRdx/Rchg(11), F'dSmite-Acc/EndRdx/Rchg(13), C'ngImp-Acc/Dmg/EndRdx(50)
    Level 4: Murky Cloud -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/EndRdx/Rchg(13), RctvArm-ResDam(15), RctvArm-EndRdx(15)
    Level 6: Hurdle -- Empty(A)
    Level 8: Fault -- Mocking-Acc/Rchg(A), Mocking-Rchg(46), Stpfy-Acc/EndRdx(46), Stpfy-EndRdx/Stun(46)
    Level 10: Obsidian Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(17), RctvArm-ResDam/EndRdx/Rchg(17), RctvArm-EndRdx(19)
    Level 12: Combat Jumping -- DefBuff-I(A), Krma-ResKB(50)
    Level 14: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(19)
    Level 16: Dark Regeneration -- Theft-+End%(A), Theft-Acc/EndRdx/Heal(21), Theft-Acc/EndRdx/Rchg(21), Nictus-Acc/EndRdx/Heal/HP/Regen(23), Nictus-Acc/EndRdx/Rchg(23), Dct'dW-Heal/EndRdx/Rchg(25)
    Level 18: Seismic Smash -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(25), KntkC'bat-Dmg/Rchg(27), KntkC'bat-Dmg/EndRdx/Rchg(27), C'ngImp-Acc/Dmg/EndRdx(29), F'dSmite-Acc/EndRdx/Rchg(29)
    Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod/Acc(31), P'Shift-EndMod(31), P'Shift-EndMod/Rchg(31)
    Level 22: Cloak of Darkness -- GftotA-Def/EndRdx(A), GftotA-Def/EndRdx/Rchg(33), GftotA-Def(33), GftotA-Def/Rchg(33)
    Level 24: Death Shroud -- Erad-Dmg(A), Erad-Acc/Dmg/EndRdx/Rchg(34), M'Strk-Acc/Dmg/EndRdx(34), M'Strk-Dmg/EndRdx(34), M'Strk-Acc/EndRdx(45)
    Level 26: Boxing -- Empty(A)
    Level 28: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-EndRdx(36), RctvArm-ResDam/EndRdx/Rchg(36), RctvArm-ResDam(36)
    Level 30: Weave -- GftotA-Def/EndRdx(A), GftotA-Def/EndRdx/Rchg(37), GftotA-EndRdx/Rchg(37), GftotA-Def(37)
    Level 32: Tremor -- M'Strk-Acc/EndRdx(A), M'Strk-Acc/Dmg/EndRdx(39), M'Strk-Dmg/EndRdx/Rchg(39), Erad-Dmg(39), Erad-Acc/Dmg/EndRdx/Rchg(40), FrcFbk-Rechg%(40)
    Level 35: Oppressive Gloom -- Stpfy-Acc/Rchg(A), Stpfy-Acc/EndRdx(40)
    Level 38: Build Up -- Rec'dRet-ToHit/Rchg(A), Rec'dRet-ToHit(42)
    Level 41: Mu Lightning -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(42), Decim-Dmg/Rchg(42), Decim-Acc/EndRdx/Rchg(43), Decim-Acc/Dmg/Rchg(45)
    Level 44: Hasten -- RechRdx-I(A), RechRdx-I(45)
    Level 47: Electrifying Fences -- Enf'dOp-EndRdx/Immob(A), Enf'dOp-Acc/EndRdx(48), Enf'dOp-Acc/Immob/Rchg(48), Enf'dOp-Acc/Immob(48)
    Level 49: Super Speed -- EndRdx-I(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Fury
    Level 6: Ninja Run



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  25. Try putting Absolute Amazement in Boxing, and move the Hecatombs to Smite. Get rid of Elude, as it will be useless to you, and take Conserve Power. Add an extra slot to Smite for a damage proc for a little more DPS. Siphon Life should be fine with 3 Nucleolus, 2 Golgi and 1 Heal/End/Recharge from any heal set. This should still leave you with enough recharge for perma hasten, and the optimum attack chain.