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Those are all fair points. I ended up playing around with a Mace Mastery build this morning, and found that the choice between Mace and Psy has become pretty tough!
Essentially, the Psy build brings the following to the table:
~3.31 End/sec gained (+0.2 from Perf. Shifter Proc); 1.03 End/sec drained
40% S/L Resistance
29% Psy Resistance
10.9-17.2% Defence to various types/positions
163.8% Recharge with Hasten (Perma)
Dominate
Mass Hypnosis
The Mace Build, meanwhile, comes in at:
~3.36 End/sec gained (+0.2 from Perf. Shifter Proc); 1.47 End/sec drained
22% S/L Resistance
17.5% Toxic Resistance
Softcapped S/L/E Defence
19.3-29.3% Defence to all other types and positions
142.5% Recharge with Hasten (Perma with one Siphon Speed)
Empty Clips/Dominate/Mass Hypnosis swapped out to fit in the Fighting pool
I'm sure these builds aren't perfect (I'll post them at the end for those who're interested), but they demonstrate the point. You're giving up some S/L/Psy Res, 21% Recharge, Dominate and Mass Hypnosis for significantly higher Defence values and some Toxic Res. I guess it comes down to how much value we can put on Defence going forward, and how much use she's likely to get out of Mass Hypnosis and Dominate. I'm leaning towards Mace right now, because the extra Recharge in the Psy build is pretty much superfluous compared to the value of the extra defence Mace offers. I'd still be sad to lose Dominate if it were my character.
(These are both first-pass builds - please don't pay too much attention to the level powers were chosen/slots were placed.)
Psychic Mastery:
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Mace Mastery:
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Quote:Now there's something I hadn't thought of (probably because I don't have a DP character). That sounds like a good idea to me.Psychic Mastery brings two holds that stack with the hold you get in DP...
Good to know.I'd thought as much, but I wondered if there was a guideline amount I should shoot for. 'As much as I can get' sounds about right.
Quote:Spiritual also increases heals and stuns (which DP has). It also improves to-hit buffs if you run leadership, and jump if you're relying upon inertial reduction as your travel power.
Quote:Sounds as if your friend's kin is doing fine. If she's having survival problems it may be a playstyle issue. You want to duck in and out of combat, to deliver buffs then get out of the line of fire...
Quote:While your point about relying on soft capped defenses in Incarnate content is probably right, having high defense is still better then not having it for a squishy. As a kin, you don't have mezz protection, and deflecting half the shots is still much better then none because most of your defense is being able to move (consider Combat Jumping to avoid Immobs) and heal off a foe.
However, it seems to me that you have to make significant sacrifices in the build to reach the S/L softcap. This is both in terms of slotting, set bonuses and power selection. I'm not sure that's a sacrifice I'm happy with considering the nature of the Incarnate content going forward. That, and some of the most dangerous enemy groups deal out a lot of exotic damage anyway, as RemusShepherd pointed out.
Quote:Another possibility is the Psi defender pool, Mass Hypnosis is great to shut down ambushes, an increasingly prominent feature of high level content. Slept mobs are not woken by Fulcrum Shift, by the way, providing a safer opener.
Quote:So some of the new trials make high def less valuable? (I haven't looked into any of them at all to evaluate if true or not)...
Quote:You've still got, oh, the entire game as it currently exists for high defense to still matter.
Quote:I'm going to arbitrarily throw out 50% as a global recharge number to shoot for. -
My girlfriend's favourite character - a Kin/Dual Pistols 'fender - has finally reached level 50 after a little over 7 months of casual play. Now that she knows the ropes (CoH is her first MMO), she's looking to play through some of the more difficult content that the game has to offer. We mostly duo'd up to 50, and she's been eyeing up the TFs we missed out on as we were levelling together.
Last weekend, we ran an STF together, which was a first for both of us and for a few other people on the team. Whilst it was very much smooth sailing (a PuG that listens?! Unthinkable!) she expressed a desire to trick her character out to maximise how useful she could be to the team.
Now, she works full-time, but I'm a student. This means I have a few hours to play each day, where her play is mostly limited to weekends. She knows how to play the market, but her funds aren't really sufficient for the kind of build she wants. So, as part of our Valentine's Day celebrations, I'm going to offer to help fund her build.
Now that the exposition's out of the way, I suppose I'd better better get down to business! I'm not asking for a build offered up to me on a silver platter. I can at least do some of the leg-work and come up with a first-pass at a build. Then maybe I can have it vetted by you build-fu masters later (my own build-fu is fairly middling). My problem is that I have no experience of Kinning at end-game, and no experience with the Alpha Slot and Incarnate content. I have a few questions that I'd like answered before I start flailing around in Mids, so hopefully you guys and gals can help me out.
#1 - EPP/PPP's: her character is currently Power Mastery, but Power Boost seems to be of limited benefit to a Kin and she rarely uses Total Focus because of the animation time. Having taken a look at the other available pools, nothing really leaps out at me as being a 'killer app' power that would be of any significant benefit to her. Any advice?
#2 - Defence?: this is sort of linked to the last question, but is Defence really the way to go with a Kin's build? If it is, I guess Mace Mastery is the PPP of choice. Problem is, everything that I've seen suggests to me that the Incarnate content from here in out is going to punish people who only use soft-capped Defences to keep their characters alive. Would it be better to build for Recharge and take a EPP/PPP which offers a Resistance armour? She spends a good chunk of time in melee range, which can be pretty hazardous, so survivability is a definite concern.
#3 - Recharge: how much Recharge would you say is 'enough' for a Kin? She generally keeps 2 stacks of Siphon Speed active (less if things get hectic, more if they're fairly sedate). Should you sacrifice Defence in favour of Recharge? Is Perma-Hasten advisable?
#4 - Alpha Slot: which Alpha would you recommend? Spiritual seems to be the best bet from where I'm standing, as more Recharge means more Transference, Transfusion, Fulcrum, Siphons and bullets. I'm open to suggestions, however.
And that's all I've got...please be gentle! -
Quote:Good point! I guess I went a little Recharge crazy there, for a while. Luckily, Fury Flechlette's build provides that damage very nicely.The biggest thing that I'm seeing right now is the Basilisk's Gaze sets in Freezing Touch. FT is your single hardest hitting attack, and you're really doing yourself a disservice by throwing hold sets in it. It's like slotting KO blow with holds.
Quote:How about this?
Same recharge, much better recovery/regen, still soft capped, more hps, much better resists.[/code]
Any of the sets that provide the defence bonuses or +Recharge bonuses that I need, I can afford with a bit of Inf to spare. So, unless there are any further suggestions/tweaks, I think I'll go with that.
Thanks a lot, by the way, Fury! It's a completely different angle to the one I was taking when I was trying to build it, but you ended up with much better results. My build-fu is indeed weak. -
My Tanker is now happily sat at level 30 and is in need of a build which will allow him to level, perform well both solo and in a team at 50, and exemp down to 30 when required for various TFs. I've had a stab at a build myself, but my build-fu is fairly weak, so I was hoping there might be some helpful forumites who could tweak it!
My aim is to have him soft-capped to all positions by 50, and close to it by level 41. Once the soft-cap was achieved, I tried to shoot for as much +Recharge as possible. I chose Shield/Ice because it would allow for a decent compromise between defence and attack, and +Recharge allows me to pad out both of those - yay for Holds and Ice Patch!.
Without Grant Cover, I know that his DDR suffers, but I honestly couldn't find room for it in the build without sacrificing a fair amount of +Recharge. I'm hoping the excess Defence granted by Phalanx Fighting in a team situation will help to offset that, but I'm not sure. I tried to compensate by having Active Defence stack with itself more often than not, and boost DDR that way. Any other suggestions?
A note on price: all the Uniques are cannibalised from other characters. While the build looks costly, I've actually priced it at about 250 mill (based on the current market). A few Enhancements will have to be slightly lower than 30 so I can save Inf, and I'll have to wait a while for those auctions to come in, but it'll be worth it.
So, assuming the budget is around 250 mill, could anyone optimise it in any way? I'd really appreciate it.
Hero Plan by Mids' Hero Designer 1.707
http://www.cohplanner.com/
Click this DataLink to open the build!
Icy Floes: Level 50 Technology Tanker
Primary Power Set: Shield Defense
Secondary Power Set: Ice Melee
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Speed
Ancillary Pool: Arctic Mastery
Hero Profile:
Level 1: Deflection- (A) Red Fortune - Defense/Endurance
- (3) Red Fortune - Defense/Recharge
- (3) Red Fortune - Endurance/Recharge
- (5) Red Fortune - Defense/Endurance/Recharge
- (5) Red Fortune - Defense
- (7) Red Fortune - Endurance
- (A) Touch of Death - Accuracy/Damage
- (7) Touch of Death - Damage/Endurance
- (9) Touch of Death - Damage/Recharge
- (9) Touch of Death - Accuracy/Damage/Endurance
- (11) Touch of Death - Damage/Endurance/Recharge
- (11) Touch of Death - Chance of Damage(Negative)
- (A) Crushing Impact - Accuracy/Damage
- (13) Crushing Impact - Damage/Endurance/Recharge
- (13) Crushing Impact - Damage/Recharge
- (15) Crushing Impact - Accuracy/Damage/Recharge
- (15) Crushing Impact - Accuracy/Damage/Endurance
- (17) Focused Smite - Accuracy/Endurance/Recharge
- (A) Steadfast Protection - Resistance/+Def 3%
- (17) Resist Damage IO
- (19) Healing IO
- (19) Healing IO
- (A) Red Fortune - Defense/Endurance
- (21) Red Fortune - Defense/Recharge
- (21) Red Fortune - Endurance/Recharge
- (23) Red Fortune - Defense/Endurance/Recharge
- (23) Red Fortune - Defense
- (A) Recharge Reduction IO
- (25) Recharge Reduction IO
- (A) Endurance Reduction IO
- (25) Endurance Reduction IO
- (A) Mocking Beratement - Taunt
- (27) Mocking Beratement - Taunt/Recharge
- (27) Mocking Beratement - Taunt/Recharge/Range
- (29) Mocking Beratement - Accuracy/Recharge
- (29) Mocking Beratement - Taunt/Range
- (31) Mocking Beratement - Recharge
- (A) Defense Buff IO
- (A) Jumping IO
- (A) Numina's Convalescence - +Regeneration/+Recovery
- (31) Miracle - +Recovery
- (A) Endurance Modification IO
- (31) Endurance Modification IO
- (33) Performance Shifter - EndMod
- (33) Performance Shifter - Chance for +End
- (A) Recharge Reduction IO
- (A) Accuracy IO
- (A) Scirocco's Dervish - Accuracy/Damage/Endurance
- (33) Scirocco's Dervish - Damage/Endurance
- (34) Scirocco's Dervish - Damage/Recharge
- (34) Scirocco's Dervish - Accuracy/Recharge
- (34) Eradication - Accuracy/Damage/Recharge
- (36) Multi Strike - Damage/Endurance/Recharge
- (A) Impervious Skin - Resistance/Endurance
- (36) Impervious Skin - Resistance/Recharge
- (36) Impervious Skin - Endurance/Recharge
- (37) Impervious Skin - Resistance/Endurance/Recharge
- (37) Impervious Skin - Status Resistance
- (A) Red Fortune - Defense/Endurance
- (37) Red Fortune - Defense/Recharge
- (39) Red Fortune - Endurance/Recharge
- (39) Red Fortune - Defense/Endurance/Recharge
- (39) Red Fortune - Defense
- (A) Positron's Blast - Accuracy/Damage
- (42) Positron's Blast - Accuracy/Damage/Endurance
- (42) Positron's Blast - Damage/Range
- (46) Positron's Blast - Damage/Endurance
- (46) Positron's Blast - Damage/Recharge
- (48) Tempered Readiness - Endurance/Recharge/Slow
- (A) Basilisk's Gaze - Accuracy/Recharge
- (43) Basilisk's Gaze - Recharge/Hold
- (43) Basilisk's Gaze - Endurance/Recharge/Hold
- (45) Basilisk's Gaze - Accuracy/Hold
- (45) Crushing Impact - Damage/Endurance/Recharge
- (46) Crushing Impact - Accuracy/Damage/Endurance
- (A) Scirocco's Dervish - Accuracy/Damage
- (40) Scirocco's Dervish - Damage/Endurance
- (40) Scirocco's Dervish - Damage/Recharge
- (40) Scirocco's Dervish - Accuracy/Recharge
- (42) Scirocco's Dervish - Accuracy/Damage/Endurance
- (43) Multi Strike - Damage/Endurance/Recharge
- (A) Defense Buff IO
- (A) Recharge Reduction IO
- (45) Recharge Reduction IO
- (48) Recharge Reduction IO
- (A) Recharge Reduction IO
- (48) Recharge Reduction IO
- (A) Basilisk's Gaze - Accuracy/Hold
- (50) Basilisk's Gaze - Accuracy/Recharge
- (50) Basilisk's Gaze - Recharge/Hold
- (50) Basilisk's Gaze - Endurance/Recharge/Hold
Level 1: Brawl- (A) Empty
- (A) Empty
- (A) Empty
Level 6: Ninja Run
------------
Set Bonus Totals:- 8.5% DamageBuff(Smashing)
- 8.5% DamageBuff(Lethal)
- 8.5% DamageBuff(Fire)
- 8.5% DamageBuff(Cold)
- 8.5% DamageBuff(Energy)
- 8.5% DamageBuff(Negative)
- 8.5% DamageBuff(Toxic)
- 8.5% DamageBuff(Psionic)
- 7.38% Defense(Smashing)
- 7.38% Defense(Lethal)
- 7.69% Defense(Fire)
- 7.69% Defense(Cold)
- 9.25% Defense(Energy)
- 9.25% Defense(Negative)
- 3% Defense(Psionic)
- 8% Defense(Melee)
- 8% Defense(Ranged)
- 7.69% Defense(AoE)
- 1.8% Max End
- 34% Enhancement(Accuracy)
- 53.8% Enhancement(RechargeTime)
- 5% FlySpeed
- 77.3 HP (4.13%) HitPoints
- 5% JumpHeight
- 5% JumpSpeed
- MezResist(Confused) 7.5%
- MezResist(Held) 13%
- MezResist(Immobilize) 21.3%
- MezResist(Sleep) 9.7%
- MezResist(Stun) 7.5%
- MezResist(Terrorized) 7.5%
- 6.5% (0.11 End/sec) Recovery
- 20% (1.56 HP/sec) Regeneration
- 5.36% Resistance(Fire)
- 5.36% Resistance(Cold)
- 6.25% Resistance(Negative)
- 5% RunSpeed
- 2% XPDebtProtection
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I don't yet, no. Some expert mismanagement of my free time has resulted in a fairly spectacular workload that's threatening to bury me, so aside from the odd hour here and there, I can't really afford to play my Brute much. I'll get down to the merit farming business sometime in June, I imagine. For now, in the time that I do have, I've been doing a couple more test runs.
+1/x6 versus Council mobs with Bosses turned on was actually quite a breeze, only needing to chew the odd blue Insp (of which there were loads dropping) and one use of Unstoppable when the game threw two Eclipse Archons against my fairly paltry Negative Energy resistance. They punched through my Defences with some very lucky rolls of the dice (I was sat near to 40% Defence to Negative at the time) while Dull Pain was down, but hey, that's what the Tier 9's for, right?
The same setting versus CoT was a little more trying, with high amounts of elemental damage being thrown around, but they also went down like a sack of bricks once the AoE's started rolling out. I didn't need Unstoppable, but the damage was consistently higher. Dull Pain was being used almost on every cooldown, where as I could sit in the S/L heavy Council packs for quite some time without worrying about my healthbar.
Across those two missions, I earned over 1 million in raw Inf, a couple of half-decent Invention recipes, a piece of rare salvage, and a couple of other odds and ends. So yes, I'm very pleased with the results so far! Thanks again!
Update: got used to the playstyle and ramped up the diff to +1/x8 + Bosses without any issues. Might try +2 for kicks! -
Quote:This might be the route that I take, I'm not sure. Manuevers sounds like a good pick, in combination with CJ, but we'll have to see how his End bar holds up on the way to 50. And I'll have to find power slots somewhere...nevermind. Food for thought. I'd settle for near-softcapped, as I'm pretty poor on blueside, too.Originally Posted by Muon_NeutrinoThere are still enough cheap sets which boost positional defense that it's possible, albeit difficult, to manage it on a budget without the fighting pool. You'll probably have to dip into some slightly more expensive sets, but it's still doable.
I just can't play Tankers as all-out bastions of defence; I need some pretty decent damage in there, too. With the low population of the EU servers, particularly at the hours I play, I have to be prepared to solo. I know wanting good damage on a Tanker is probably counter-intuitive to the way the AT works, and it'd be easier to just roll up another Brute if I wanted to do both, but I like Ice Melee.
Quote:Originally Posted by GavinRunebladeI'd also like to know. I slot up as I level so I'm curious how you feel the difference is.
Firstly, survivability. Before, he'd struggle to take on much more than +1/x4 missions solo at 50. Now, he can quite comfortably take on +1/x6 (no Bosses, though I can do Bosses if I make use of Unstoppable). He could probably manage more, but I haven't had the chance for further testing with everything I have on at the moment. The difference in S/L defence in particular is very tangible. It's rare that I jump into a group, now, and feel as though I'm moments away from dying.
Next, SMASH!ing. I imagine that if I went back to regular SO'd attacks with no Recharge slotting, it'd feel like I was playing in slow motion. It really has made that much of a difference. Cleave and Pendulum in particular always seem to be up for when I need them. As an added bonus, I don't have to resort to Boxing to fill out my attack chain any more, which saves on redraw. Of course, the more frequent use of my big hitters means that his blue bar's dropping down pretty sharpish, but...it feels weird saying this, but it doesn't feel that way. It always feels like, yes, my End is dropping, but I'm never in serious need of it. My attacks do enough damage to level a mob before I'm in danger of running dry, and by the time the next one's herded up, I have enough End to level that one, too. Maybe his ability to stand toe-to-toe with most spawns has allowed me to take that extra bit of time to allow it to regen, I'm not sure. I like it, whatever it is.
Just waiting on my two remaining Scirocco's Dervish recipes to pop up on the market, and he'll be fully built. With the leftover cash, I'm probably going to start on my mid-30s Energy/Energy Brute (yeah, yeah, I know), then work my way up to Kinetic Combat recipes to replace the Smashing Haymakers on my BA/Inv. Everyone needs a goal! Shame I have about...fifty. -
Quote:Ahh, yes, of course. That totally slipped my mind!You will indeed want to shoot for positional instead of typed defense, but do remember the positional/typed pairings.
Quote:In this case, though, shields on a tank is easy enough to softcap (if you take weave, anyway) that you might not even need to bother. Fully slotted toggles/combat jumping/weave plus phalanx fighting and a steadfast 3% = 43% defense, so it's quite easy to softcap.
Quote:I very often grab level 25 generics at 22 for exactly that cost-saving reason, at least for slots I'm not planning to fill with sets.
As far as an update for my Brute goes, I must really have had luck on my side today!Most of the bids I put up I thought were reasonable, and I had a good chunk of the rare salvage I needed for the recipes. By the end of the day, my bids had almost all come in, so now I'm sat waiting for 5 more enhancements and he's totally IO'd out! Woo! It only cost me about 55 mill, as well. Waaay less than I was expecting to pay. Happy times!
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This is all great advice, thanks very much! I appreciate the breakdown of the logic, I can see how I might go about slotting my upcoming Shield/Ice Tanker now! Awesome! I'm guessing I want to shoot for positional defence instead of typed, though.
I'll probably start throwing bids up over the next couple of days and start piecing things together. Over time I'm sure I'll acquire enough Inf to invest in one of those more expensive builds you were talking about, but this is a great and attainable place to start. Thanks again! -
Quote:He is 50, yes, and he'll be exemplaring down to about the 30 range from time to time for various SFs. Most of his playtime is spent on ITFs/LGTFs as a 50, though. I suppose it'd be a good idea to shoot for level 30 IOs, as you suggested. Thanks for the link, as well. I'll check it out!Two questions: is your brute already level 50, and do you plan to exemplar often?
Quote:It's tough to get good amounts of multiple types of bonuses on a budget. In this case, I mostly went for defense - about 15% extra smashing/lethal and 12% extra energy/negative (and as a side effect, you're at about 17% total ranged to blunt psi blasts a bit). There's also 15% recharge, but no real recovery or +end. The net endurance use is about the same as before, but I think that once you get those recovery uniques you shouldn't be having nearly as many problems.
As for the end usage, you're probably right. I'll invest some time trying to get the +HP and +End accolades. Those, in tandem with the other Uniques, should sort out his End problems. Using Unstoppable once a mission to regain Endurance is a risky business!
Anyone got any critique for Muon_Neutrino's build before I jump in with both feet and spend a load of Inf? -
Hey everyone! Long time reader, first time poster.
With Incarnate-level content around the corner, I've finally resolved to dump my Inf on one character in an attempt to beef them up a little. My choice for redside was my Battle Axe/Invulnerability Brute, because I just find him to be a fun character that stands to grow with some IOing out. Problem being, I don't have the foggiest idea about IOing! And, as if that weren't enough, I only have about 200 mill redside to play with. I could stretch it to 4/500 mill, but that'd take a while with the amount of time I can dedicate to the game.
I'm flicking through some guides at the moment to get a basic grounding, but I thought asking the experts might be a good place to start.
So, about the build: from what I've been reading, I want to prioritise defence and +recharge, as well as grabbing some +End and +recovery. That makes sense, because even with all attacks slotted for no Recharge and 2 EndMod, and all toggles slotted for 2 EndMod, he still sucks End like a vacuum. Plus, because he has no Recharge slotted, he has to take almost all of the BA attacks just to string together a chain!
Still, I've always found him fun and a (large) challenge. These days, he sees use as a tanking Brute on TFs. I rarely solo, but would like to have the option to solo efficiently when possible. I've already thrown him a Steadfast +3% Defence Unique, and a Performance Shifter Unique. I'm also working towards having enough merits for Numina and Miracle Uniques, so they don't factor into the cost of the build.
I'll enclose the vanilla + Unique build that I'm working towards at the moment. I'd like to keep Taunt if possible, and travel powers don't really fit with his concept. So, if anyone could come up with a build that worked around all of those crazy parameters, I'd really appreciate it!
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Villain Plan by Mids' Villain Designer 1.621
http://www.cohplanner.com/
Click this DataLink to open the build!
Ulfangir: Level 50 Magic Brute
Primary Power Set: Battle Axe
Secondary Power Set: Invulnerability
Power Pool: Fitness
Power Pool: Speed
Power Pool: Fighting
Villain Profile:
Level 1: Beheader -- Acc(A), Acc(3), EndRdx(3), EndRdx(5), Dmg(5), Dmg(29)
Level 1: Resist Physical Damage -- S'fstPrt-ResDam/Def+(A), ResDam(7), ResDam(7), ResDam(31)
Level 2: Chop -- Acc(A), Acc(9), EndRdx(9), EndRdx(11), Dmg(11), Dmg(13)
Level 4: Dull Pain -- RechRdx(A), RechRdx(13), RechRdx(15), Heal(15), Heal(17), Heal(17)
Level 6: Temp Invulnerability -- EndRdx(A), EndRdx(19), ResDam(19), ResDam(21), ResDam(21)
Level 8: Swoop -- Acc(A), Acc(23), EndRdx(23), EndRdx(25), Dmg(25), Dmg(27)
Level 10: Build Up -- RechRdx(A), RechRdx(27), RechRdx(29)
Level 12: Resist Elements -- ResDam(A)
Level 14: Hurdle -- Jump(A)
Level 16: Unyielding -- EndRdx(A), EndRdx(31), ResDam(31), ResDam(33)
Level 18: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(50)
Level 20: Stamina -- EndMod(A), EndMod(33), EndMod(33), P'Shift-End%(34)
Level 22: Hasten -- RechRdx(A), RechRdx(34), RechRdx(34)
Level 24: Whirling Axe -- Acc(A), Acc(36), EndRdx(36), EndRdx(36), Dmg(37), Dmg(37)
Level 26: Cleave -- Acc(A), Acc(37), EndRdx(39), EndRdx(39), Dmg(39), Dmg(40)
Level 28: Invincibility -- EndRdx(A), EndRdx(40), DefBuff(40), DefBuff(42), DefBuff(42)
Level 30: Boxing -- Acc(A)
Level 32: Pendulum -- Acc(A), Acc(42), EndRdx(43), EndRdx(43), Dmg(43), Dmg(45)
Level 35: Tough Hide -- DefBuff(A), DefBuff(45), DefBuff(45)
Level 38: Unstoppable -- RechRdx(A), RechRdx(46), RechRdx(46)
Level 41: Tough -- EndRdx(A), EndRdx(46), ResDam(48), ResDam(48)
Level 44: Weave -- EndRdx(A), EndRdx(48), DefBuff(50), DefBuff(50)
Level 47: Resist Energies -- ResDam(A)
Level 49: Taunt -- RechRdx(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Fury
Level 4: Ninja Run
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