Trilby

Cohort
  • Posts

    524
  • Joined

  1. Trilby

    Arachnos ATOs

    I've just been running this.

    In supression, I've been using the ATO and it is still procing every spawn for me, same as before. Infact, it seemed to be a bit more reliable on fearing people, but maybe that was observational bias. Retry it, provided it is the superior version there shouldn't be any change.
  2. Quote:
    Originally Posted by Dr_Byron_Poe View Post
    they were perfect... but with the recent change to the way HOs function, I don't think the Membrane can actually boost ML recharge anymore. i replaced my membranes for this reason... but i am very willing to be proven wrong and shown i didn't have to.

    the way i understood it, the way the HO exploits were fixed is that HOs can no longer enhance a feature of the power that you couldn't slot for directly. so, since ML can't directly accept recharge enhancements, you should only be getting the ToHit and Defense out of the Membrane now. if your global recharge is high enough for ML to stay perma anyway, you may not notice any change. or, if your membranes are definitely still working i'd love to hear about it.

    but ML can still benefit from recharge, as long as it comes from pieces in defense and tohit sets.
    They don't take recharge from HOs anymore. Only IOs.
  3. Quote:
    Originally Posted by Rodney_ View Post
    I agree that a new channel might work for teaming. Right now it seems the Help channel is that channel but it gets mucked up with a lot of team requests and the Help requests get lost in there. Perhaps a seperate cross map channel for team requests is needed.

    I see more players LFT than making teams. So anyone making a team is ok by me. You learn to lead a team by doing it and even the best of leaders get teams with a variety of abilities and playstyles. But that is exciting and fun. So any encourgement to start a team would benefit the game.

    You mean the LFG channel?
  4. Well, I kinda broke down and made a SS/Fire brute, for farming.

    Stuck her in as a level one in a fire farm I like and she is now 10.

    So any advice for what I should be looking at, slotting etc in this build? I'm not looking at spending masses on her, so I'm sticking to cheap sets and whatever I get her from the AE, so mostly she will be in SOs.

    Can anyone suggest a built for her, or have any advice for fire farming? What inspirations to use, what powers to spam, etc.
  5. Obviously money is very little object, so I've made some changes. I find it best to slot Dominate and Subdue like control powers, with 1-2 damage IOs. A fortuna has a very good active defence, and by slotting them for control you can easily stack up enough mez to hold a spawn.

    http://www.cohplanner.com/mids/downl...30F22FDB8CF329

    For a fortuna, I do think hovering is the best stratergy. You can better postion yourself to rain down damage, hover in for wail and mind link and hover back out of range, while still being on the front line for damage dealing. If that is the case, you need to worry about softcapping incarnate wise, range only.
  6. If you were to give me control over the ATs:

    Stalkers: You guys are now pretty damn good. Stay as you are.
    Scrappers: A slight rebalancing of the crits, so stalkers are scapels for taking out priority targets, scrappers are blunt instraments for smashing everything.
    Defenders: With the new power sets up coming, they look to be fine.
    Corrupters: Same
    Tanks: Give all tanks inherent absorb to allow them to live through the attacks other AT's cant.
    Brute: A change to most secondires, giving them extra def bonuses to rage, maybe removing some of the defensives bonuses from toggles/passives and adding them to rage.
    MM: Make the pets smarter. Send them to nightschool.
    SoA: Increase defence, pet survability, damage, res, buffs, control, give them a free revive from death power, a nuke and the ability to unmake the universe.

    Just kidding, fine as they are.

    Blaster, just need their power sets and way they play looking at from the ground up.
  7. Quote:
    Originally Posted by Yorukira View Post
    Stop saying that we'll have 75% +dmg. That only in perfect condition, Is better to look at it as his average over his optimal state. The chances you will be able to have a average of 200% +dmg are very low.
    It is actually 75%. I'm testing and with supression, venom grenade, frenzy and my ST attack chain, it is very easy to get and keep 75%, so long as I keep moving through spawns.

    I think the 45% on is aimed at stalkers, less AoE damage.

    For me though, support or melee seems to be the way to go. I'm changing my build from tanking to more front line DPS as of the new ATO, see how that goes.
  8. Got bored sitting around on a TV trial on my MM and wrote this up.

    The trial starts with a hunt. Freakshow, Malta, whatever. Go. kill skuls or whatever.

    The next mission is going in, beating up an EB for info. Some of the Lts are irridated versions of themselves. They have a small unresistable PB AoE dot on them, to show they are spreading their radiation.

    Now, onto the actual trial itself. The enemy group has taken over the reactor, the Freedom Phalanx is on its way but you are closer and they need you to help them stabalize the reactor before it goes into melt down or blows up. Either or.

    The layout is the same, you need to clear out all the enemies to move on and there are still irradiated versions of the Lts hanging around.

    Now, when you get to the bit before the reactor room, instead of the bubble thing, there are now racks of temporary powers.

    They are:
    Radiation Shielding Foam: When used on an ally, provides 2 minutes of immunity to radiation damage. When used on an irraidated enemy, it removes their PBAoE DOT. When used on the core, it increases its health.
    Coolant: When used on the coolers, gives the core a regeneration bonus.

    The room itself is normal, with the core at 50% and 4 coolant things near it. Using 4 temp coolant powers on the coolant things starts the ring event. The higher the core's health, the less damage it does to all the PCs, but also the enemies. Coolant only lasts 1 minute before it runs out, and then the core will start taking damage.

    The enemies will spawn on the top layer and go for the core. I'm thinking 1.5 waves a minute for 5 minutes, so a total of 7 waves. Maybe more.

    After that, 1 wave spawns with a named EB or AV. They are irradiated and need to be defeated quickly. Upon beating the AV/EB, you complete the trial and the Freedom Phalanx arrives too late to help out, cause you guys are better than that old lots.

    And I think some badges to go with it.

    Thirsty: Never let the coolants towers go withoutcoolant for more than 15 seconds.
    Glowing: Use shielding foam on 5 irridated enemies.
    Well Protected: Never take any radiation damage from the core.

    And if you get the trial badge aswel, you get:
    Master of the Terra Volta Trial

    Just a quick idea, what do you think?
  9. Quote:
    Originally Posted by Dark Energon View Post
    Why? With all due respect, but, nothing about my numbers will help you with your own build, nor will it help me with picking which, if any, Hybrid power.

    All i wanna know is if the Core version for the Support tree affects ALL pets, including other player's pets, or only my own pets.
    Because I dont want to copy your build. It won't fit my playstyle and I have exactly what I want from my build. I am just curious as to what 26 bil got you.
  10. Can you just give us a run down of the build, the def, res, all that kinda stuff?
  11. For me, looks like I am going Assualt or melee.

    On my crab, I tend to tank, so my set muling is mainly focused on getting my defence up. However, I can spam chaingun/longfang as an attack chain forever, pretty much, with half a second, if that, delay. And slotting the new ATO will give me the defence needed, actually boosting me by 0.5 defence to softcap, give me an extra 40% damage in longfang, knock me up to 62% res.

    Dark, could you post your build, I would love to see it.

    And looking at the numbers, I would suggest, if you can afford it, swapping any damage proc for the Spider's Bite ATO proc. It is half the chance of a normal proc (12% superior) but it is (assuming my maths is right), 71.5 damage. Meaning it adds approx 7 damage to every attack. It is also not procs per minute, so I'm guessing it has a higher chance to proc in AoE's.
  12. nope, it goes up to 3.6%

    5% melee defence though.
  13. The only problem is do I split it up into 2 groups and get the 5% recharge from oblit somewhere else or do I keep it togther for the full bonuses.
  14. Most procs are a 20% chance for 73 damage or so. This is half that rate but global. So assuming I spam an infinate attack chain of channelgun and longfang, it will go off 10% of the time or add about 7 damage overall.

    Of course tbis makes assumptions, but that proc is great.
  15. OK, this set looks to be great. They are experimenting. My build has improved a lot, now i just need recharge and melee :P Replace oblit in frenzy.

    How much is the proc for? and the hybrid, does the controlled crit work on terroized enemies?

    Anyone good at editing mids?
  16. Blue, can you post all the new AtO procs for every AT? I want to see them and start editting my build.

    If all goes according to test set bonus wise, I have made a test build to fit the new aTo. Proc and 4 other pieces and improve my ST attack chain. And gives me 2% extra res to all. Is nice.

    The hybrid for me looks to be control core on my fortuna, cause she is a ranged hover fort who uses dominate and subdue as her ST attack chain, where as my tanking crab is a bit iffy. Melee looks great, but at 60% res, i will only get bonuses up to 7 and a bit enemies and the defence is a bit meh, as I am also softcapped. The support, unless it affects me too, is a bit meh aswell, and I dont thing control will help me, unless it affects terrorized enemies.
  17. What is the proc? And set bonuses?
  18. So, I'm on the beta, all of this is subject to change, but it looks like SoAs in general are impossible to go wrong with, Hybrid wise.

    They seem to all cost 0.50 end a second, so Cardiac will be a big help, reducing it to 0.275 end a second if my maths is correct.

    Assualt is a 15% damage buff proc. Core can stack up to 5 times, and has a 65% chance to proc (for a grand total of 75% damage), where as Radical has a 80% chance to proc and can stack up to 3 times (for a grand total of 45%).

    Of all the hybrid powers, this is the most boring, but I guess reliable. A nice little damage buff, espeically if you can keep spamming attacks. No idea how long it lasts.

    Control is more intresting and has two forms. Core is a 75% (or 33, the power it grants says 33% chance) chance for a +1 mag to any control effect, and a 75% chance to do extra psi damage to a controlled enemy. Basically it is a minicontroller buff. Radical has a corrupter like ability that does Psi damage to low health enemies 75% of the time, and 75% of the time doing extra damage to controlled enemies.

    This seems like it will be pretty great for a fortuna. The cores extra mez on subdue or dominate, and then the damage on controlled enemies would be great for bosses etc, where as the radiacal would work on crabs, banes and widows by giving them that damage proc on low health enemies, but I still think this is one more for the fortunas.

    Also, think it might add an extra point of mez to the SoA ATO? If so, it might be a lot more intresting.

    The melee might also be intresting. Reading the window it says it stacks up to 10 enemies, which makes it intresting, and the buffs are either res or defence. 1.5% defence (for a max of 15% defence to all) or 3% res (for a max of 30% res). It also gives 30% regeneration and 1 mag of protection.

    I'm a bit unsure on this. Will it stack up to 10 giving 30% res, 300% regen and 10 mags of protection? If so it seems very...well...OP. If not, it is a bit meh.

    Finally, the support. This is where I feel SoA's really shine, and these will definatly be awesome.

    The core gives 6% to damage, defence, accruacy, mez durations and healing going out to all leaguemates in 50 feet. The effect is also doubled on pets. The radical gives 4% to damage, defence, accuracy, mez duration and healing going out to all league mates in 80 feet.

    I don't know about you, but for me, the core seems to win hands down for the extra buffs, and doubles on pets which will benefit crabs/huntsmen/banes. However, reading the tooltip, it says leaguemates and refers to target, so I don't think it will effect us. It is still pretty beastly for a buffer or a crabtermind.

    Anyway, there are also some new ATOs out, will try and get a look at them too soon.

    Any feedback/suggestions/ideas?
  19. So, one thing people can all agree on, in todays climate, blasters are underpowered, overshadowed in damage, surviability and xp gaining (due to the other two things). They do need a revamp though.

    Now blaster's defence is range, but that doesn't quite work at the moment. All enemies have a ranged attack of some sort or another, so range is no defence, just a bit of resistance.

    Now, if they wanted to keep the idea of range as a defence, couple of ideas for them.
    1) Make the blasters attacks provide a ranged debuff. This way mobs have to move closer in order to any sort of ranged damage, buffing hover blasters and normal blasters, allowing them to do more damage before the mob can attack them.
    2) Add some sort of code, probably inpossible, that blasters ranged attacks do a lot more damage to enemies further away and melee attacks do more damage close up. Range is now defence because mobs are being defeated, and any that do get closer are getting punched.


    But, given the new mechanics, there are other intresting ways to do this. Some other ideas.
    1) A new mechanic, ala assassins strike, that on 3 attacks, gives 4 mags of status protection instantly, not stopping knock down, but allowing you to get unheld or whatever, and a small amount of defence and res. Attacking is now defence.
    2) The ability to crit and choose your attacks, specifically on nukes. Every attack gives a stacking crit buff, at 5 stacks, you will crit next hit and reset it. If used with a nuke, that is one dead spawn. Damage is now defence.
    3) An innate bonus to range defence, making it easier to soft cap, and ranged is once again defence.

    Another thing blasters have going badly for them is the lack of secondries. Quite a few of them are carried by one power alone and that is fairly limiting. This would be harder, and all I can really say is that the devs need to equilize them all really, buffing and nerfing as needed.

    A few new manipulations wouldn't go amiss either. Kinetic manipulation, which can boost your damage and debuff enemy damage or earth manipulation with mezzing powers are ideas.
  20. Well, you are going to have to compromise and spend a fair bit. The weave pool gives a fair bit of defence aswell as slot muling. The point of hover crabbing is you only have to worry about ranged attacks, AoE and melee aren't as important. And just use omega manuever as an openning whenever possible.
  21. Hopefully this does what you want.

    For ST I got channelgun->Longfang->Venom grenade and keep spamming those.
    For AoE, Omega->VG->Supression->Web and repeat.

    Villain Plan by Mids' Villain Designer 1.954
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    criticcrab: Level 50 Natural Arachnos Soldier
    Primary Power Set: Crab Spider Soldier
    Secondary Power Set: Crab Spider Training
    Power Pool: Flight
    Power Pool: Fighting
    Power Pool: Leadership
    Power Pool: Speed
    Ancillary Pool: Mace Mastery

    Villain Profile:
    Level 1: Channelgun -- Decim-Acc/Dmg:40(A), Decim-Dmg/EndRdx:40(3), Decim-Dmg/Rchg:40(3), Decim-Acc/EndRdx/Rchg:40(5), Decim-Acc/Dmg/Rchg:40(5), Achilles-ResDeb%:20(7)
    Level 1: Crab Spider Armor Upgrade -- S'fstPrt-ResDam/Def+:30(A), S'fstPrt-ResKB:30(7)
    Level 2: Longfang -- Decim-Acc/Dmg:40(A), Decim-Dmg/EndRdx:40(9), Decim-Dmg/Rchg:40(9), Decim-Acc/EndRdx/Rchg:40(11), Decim-Acc/Dmg/Rchg:40(11), Achilles-ResDeb%:20(13)
    Level 4: Combat Training: Defensive -- LkGmblr-Rchg+:50(A), Krma-ResKB:30(15)
    Level 6: Hover -- LkGmblr-Rchg+:50(A), Zephyr-ResKB:50(50)
    Level 8: Boxing -- Dmg-I:50(A)
    Level 10: Tactical Training: Maneuvers -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(17), LkGmblr-Def/EndRdx:50(17)
    Level 12: Suppression -- DoArach-Acc/Dmg:50(A), DoArach-Dmg/Rchg:50(19), DoArach-Rchg/-DmgFear:50(19), DoArach-Acc/Dmg/Rchg:50(21), DoArach-Dmg/EndRdx/Rchg:50(21)
    Level 14: Assault -- EndRdx-I:50(A)
    Level 16: Tough -- ImpSkn-ResDam/EndRdx:30(A), ImpSkn-ResDam/Rchg:30(23), ImpSkn-EndRdx/Rchg:30(23), ImpSkn-ResDam/EndRdx/Rchg:30(25), ImpSkn-Status:30(25)
    Level 18: Weave -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(27), LkGmblr-Def/EndRdx:50(27)
    Level 20: Venom Grenade -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(29), Posi-Dmg/Rchg:50(29), Posi-Dam%:50(31), Posi-Acc/Dmg/EndRdx:50(31)
    Level 22: Mental Training -- Run-I:50(A)
    Level 24: Fortification -- Aegis-ResDam:50(A), Aegis-ResDam/EndRdx:50(31), Aegis-ResDam/Rchg:50(46)
    Level 26: Tactical Training: Assault -- EndRdx-I:50(A)
    Level 28: Tactical Training: Leadership -- GSFC-ToHit/EndRdx:50(A), GSFC-Build%:50(33), GSFC-ToHit:50(33), GSFC-ToHit/Rchg:50(33), GSFC-ToHit/Rchg/EndRdx:50(34), GSFC-Rchg/EndRdx:50(46)
    Level 30: Maneuvers -- LkGmblr-Rchg+:50(A), LkGmblr-Def/EndRdx:50(34), LkGmblr-Def:50(34)
    Level 32: Omega Maneuver -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(36), Posi-Dmg/Rchg:50(36), Posi-Dmg/Rng:50(36), Posi-Dam%:50(37)
    Level 35: Summon Spiderlings -- BldM'dt-Acc/Dmg:50(A), BldM'dt-Dmg/EndRdx:50(37), BldM'dt-Acc/EndRdx:50(37), BldM'dt-Acc/Dmg/EndRdx:50(39), BldM'dt-Acc:50(39), BldM'dt-Dmg:50(39)
    Level 38: Call Reinforcements -- ExRmnt-Acc/Rchg:30(A), RechRdx-I:30(40), ExRmnt-EndRdx/Dmg/Rchg:30(40), C'Arms-+Def(Pets):30(40), ExRmnt-+Res(Pets):30(42), RechRdx-I:50(42)
    Level 41: Web Envelope -- GravAnch-Immob:50(A), GravAnch-Hold%:50(42), GravAnch-Immob/Rchg:50(43), GravAnch-Acc/Rchg:50(43), GravAnch-Acc/Immob/Rchg:50(43)
    Level 44: Shatter Armor -- C'ngImp-Dmg/EndRdx/Rchg:50(A), C'ngImp-Dmg/EndRdx:50(45), C'ngImp-Dmg/Rchg:50(45), C'ngImp-Acc/Dmg/Rchg:40(45), C'ngImp-Acc/Dmg/EndRdx:50(46)
    Level 47: Summon Blaster -- C'Arms-Acc/Rchg:30(A), C'Arms-Acc/Dmg/Rchg:30(48), C'Arms-EndRdx/Dmg/Rchg:30(48), RechRdx-I:50(48), RechRdx-I:50(50)
    Level 49: Hasten -- RechRdx-I:50(A), RechRdx-I:50(50)
    Level 50: Diamagnetic Core Flawless Interface
    Level 50: Warworks Core Superior Ally
    Level 50: Agility Core Paragon
    ------------
    Level 2: Swift -- Run-I:50(A)
    Level 2: Health -- Numna-Regen/Rcvry+:50(A), Mrcl-Rcvry+:40(13)
    Level 2: Hurdle -- Jump-I:50(A)
    Level 2: Stamina -- P'Shift-End%:50(A), P'Shift-EndMod:50(15)
    Level 1: Brawl -- Dmg-I:50(A)
    Level 1: Conditioning
    Level 1: Sprint -- Clrty-Stlth:50(A)
    Level 2: Rest -- RechRdx-I:50(A)
    Level 4: Ninja Run
    ------------



    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
    |MxDz;1549;716;1432;HEX;|
    |78DA65944B6F125114C7EFC0500A94B6B4943E28AD1491B60842ECDE34B5362AF42|
    |1B55B321D26300901328C892EFD0A6EEA63EB7363A2B5D6475DF83D3451976A5B13|
    |1B63DCD4D3397F0ACA24F0BBF77F1EF79C7BE74EF6FAF9AEA70B37CF0929305756E|
    |AF5FCACA1A8A54AB59ECF55CB055D339C8B8A79CD50CA7621845B35745357554359|
    |77D234FABF6F3D3947A67CAEA61734A32146570D45AFE895627E41291435F35FA78|
    |6D177B152D20CAD62261B03CF72B55A4E5E28EBC592E9E5F1D1907C7BAC59465328|
    |41BDA4D7DCD63C57D3B44260BEA6ABC9B5F9D9D57C565135FAAB9B9A716388AA9DA|
    |25F9F683C870EB14188C9C2761BBCC394EF82F7981DEF6D42F4CBE2B987E692152B|
    |89411A84C836C4F4374C945742DE4EE4ED445E37F2BA91B70B79B729AF1D79ED033|
    |448CBA2FBB7B0F2BA689B1DB039604B7FB05994C8E6E4358533242CED35E572B1BF|
    |CD05FF5E3FD8CB0C90D5C371B22763B7B4BE2CB8C2F42F824BD069212FE715DE30A|
    |F6527AD8735B96798F7213002069943A3608829538C0FF5F950DF08EA1B417D4767|
    |D58FFAFA3779ADD117E01673EC15B8CDDCA1860650DF4082B54DD206B1D6E00CE71|
    |E4B311369E61BF21946DC30FA7A4B5A903547F031EFF58927E07DF00133FC909978|
    |C4F4517F21AC19427F61F415469F41B28EA3BF71F417417F11F41779C93C893EB7A|
    |8A609BC5F135F61FB067E679EDA05F7C07DE63B8A8D2236BA6FB3CE2116E7F72BF6|
    |13F32FCCA90330CEB10774FC93A87572997B9CBACA9C5E0173E015E633AF1071C4C|
    |435CE735A01D74195EF40A2C0F35FB44E1231C98F5CC3994FE0671035A5C109DAEB|
    |14EE46CAD25CB075885D37DD479CAB84F761BFA949D21A9F45D725C9AA63AFD57F9|
    |2FD7FB4FA6F706FDDB798A3F2F177846A63FFE956ED901E916A53D26DCAD93665A6|
    |4DB92C1F7F790E33CD315D75AE66593EFEFA0809BBE3EAA5AF0A6BFCECD09D4A435|
    |8F237C77F02CDF15FE5F6F5B6|
    |-------------------------------------------------------------------|
  22. So nothing else people can suggest to refine my build? I'm wanting to get this done before I start work on my next project.
  23. Trilby

    i-Crab

    Quote:
    Originally Posted by PrincessDarkstar View Post
    I should mention that I don't play on trials, so there are no buffs flying around unless I cast them.

    I have incarnate softcap on my elec scrapper and still get cascading failure a lot so I think the i-cap is pretty much the minimum, even with the crabs resists.
    Mmm, how much is your res?

    With my current build, at +4x8 I'm having no trouble with DA content. Just long and boring is all.

    But basically, what I do is jump near them, venom grenade, super jump to the next lot. That is one level clear of terminals no problem. My friends now just say "OK, keep clearing down below, Anansi has the terminals"
  24. Trilby

    i-Crab

    For the record, incarnate softcap is bloody hard to do and un-needed on a crab. With all the buffs flying around and a good deal of res, you are fine.

    At 45% def to all postions, I solo pull entire floors of keyes, have tanked UG, murdered MoM and played pong with TPN.
  25. I tank things at any level. :P

    So made some changes, perma hasten, etc. Any feedback?

    Hero Plan by Mids' Hero Designer 1.954
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Anansi Spider: Level 50 Natural Arachnos Soldier
    Primary Power Set: Crab Spider Soldier
    Secondary Power Set: Crab Spider Training
    Power Pool: Fighting
    Power Pool: Leaping
    Power Pool: Speed
    Power Pool: Presence

    Hero Profile:
    Level 1: Channelgun -- Apoc-Dmg:50(A), Apoc-Dmg/Rchg:50(3), Apoc-Acc/Dmg/Rchg:50(3), Apoc-Acc/Rchg:50(5), Apoc-Dam%:50(5), Achilles-ResDeb%:20(7)
    Level 1: Crab Spider Armor Upgrade -- GA-3defTpProc:30(A), S'fstPrt-ResDam/Def+:30(7)
    Level 2: Combat Training: Defensive -- LkGmblr-Rchg+:50(A)
    Level 4: Longfang -- ShldBrk-DefDeb:30(A), ShldBrk-Acc/DefDeb:30(11), ShldBrk-Acc/Rchg:30(11), ShldBrk-DefDeb/EndRdx/Rchg:30(13), ShldBrk-Acc/EndRdx/Rchg:30(13), ShldBrk-%Dam:20(15)
    Level 6: Boxing -- Dmg-I:50(A)
    Level 8: Suppression -- SDoArach-Acc/Dmg:50(A), SDoArach-Dmg/Rchg:50(15), SDoArach-Acc/Dmg/Rchg:50(17), SDoArach-Dmg/EndRdx/Rchg:50(17), SDoArach-Rchg/DmgFear%:50(19)
    Level 10: Tactical Training: Maneuvers -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(19), LkGmblr-Def/EndRdx:50(21)
    Level 12: Combat Jumping -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(21), Zephyr-Travel:50(23), Zephyr-Travel/EndRdx:50(23), Zephyr-ResKB:50(25)
    Level 14: Tough -- Aegis-ResDam:50(A), Aegis-ResDam/EndRdx:50(25), S'fstPrt-ResKB:30(27)
    Level 16: Hasten -- RechRdx-I:50(A), RechRdx-I:50(27)
    Level 18: Arm Lash -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(29), Oblit-Dmg/Rchg:50(29), Oblit-Acc/Dmg/Rchg:50(31), Oblit-Acc/Dmg/EndRdx/Rchg:50(31), Oblit-%Dam:50(31)
    Level 20: Weave -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(33), LkGmblr-Def/EndRdx:50(33)
    Level 22: Mental Training -- Run-I:50(A)
    Level 24: Fortification -- Aegis-ResDam:50(A), Aegis-ResDam/EndRdx:50(33), Aegis-ResDam/Rchg:50(46)
    Level 26: Frenzy -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(34), Oblit-Dmg/Rchg:50(34), Oblit-Acc/Dmg/Rchg:50(34), Oblit-Acc/Dmg/EndRdx/Rchg:50(36), Oblit-%Dam:50(36)
    Level 28: Provoke -- Taunt-I:50(A)
    Level 30: Tactical Training: Leadership -- GSFC-ToHit:50(A), GSFC-ToHit/Rchg:50(36), GSFC-ToHit/Rchg/EndRdx:50(37), GSFC-Rchg/EndRdx:50(37), GSFC-ToHit/EndRdx:50(37), GSFC-Build%:50(39)
    Level 32: Tactical Training: Assault -- EndRdx-I:50(A)
    Level 35: Venom Grenade -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(39), Posi-Acc/Dmg/EndRdx:50(39), Posi-Dmg/Rchg:50(40), Posi-Dmg/Rng:50(40)
    Level 38: Omega Maneuver -- Amaze-Stun:50(A), Amaze-Stun/Rchg:50(40), Amaze-Acc/Stun/Rchg:50(42), Amaze-Acc/Rchg:50(42), Amaze-ToHitDeb%:50(42)
    Level 41: Call Reinforcements -- C'Arms-Acc/Rchg:30(A), C'Arms-Acc/Dmg:30(43), C'Arms-Dmg/EndRdx:30(43), C'Arms-Acc/Dmg/Rchg:30(43), C'Arms-EndRdx/Dmg/Rchg:30(45), C'Arms-+Def(Pets):30(45)
    Level 44: Summon Spiderlings -- ExRmnt-Acc/Dmg/Rchg:30(A), ExRmnt-Acc/Rchg:50(45), ExRmnt-EndRdx/Dmg/Rchg:50(46), ExRmnt-Acc/Dmg:50(46)
    Level 47: Serum -- Dct'dW-Heal/EndRdx:50(A), Dct'dW-Heal/Rchg:50(48), Dct'dW-Heal:50(48), Dct'dW-Rchg:50(48), Dct'dW-EndRdx/Rchg:50(50)
    Level 49: Super Jump -- Zephyr-ResKB:50(A), Zephyr-Travel:50(50), Zephyr-Travel/EndRdx:50(50)
    Level 50: Void Radial Judgement
    Level 50: Diamagnetic Core Flawless Interface
    Level 50: Cardiac Core Paragon
    Level 0: Freedom Phalanx Reserve
    Level 0: Portal Jockey
    Level 0: Task Force Commander
    Level 0: The Atlas Medallion
    ------------
    Level 1: Brawl -- Dmg-I:50(A)
    Level 1: Conditioning
    Level 1: Sprint -- Clrty-Stlth:50(A)
    Level 2: Rest -- RechRdx-I:50(A)
    Level 4: Ninja Run
    Level 2: Swift -- Run-I:50(A)
    Level 2: Health -- Numna-Regen/Rcvry+:50(A), Mrcl-Rcvry+:40(9)
    Level 2: Hurdle -- Jump-I:50(A)
    Level 2: Stamina -- P'Shift-End%:50(A), P'Shift-EndMod:50(9)
    ------------



    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
    |MxDz;1598;735;1470;HEX;|
    |78DA65944B4F135114C7EF74A6400B054AA12D8F4A0B1690D2D251F6842012A1952|
    |61076A619E8042669A6CDB424BAF42B1895B8F7B97121205171E1D7F0AD7B85E8D2|
    |473D9DF32F8C3249FBBB73EE79FCEFB9776EF6DAC5B627F337A685149C2D6A954A7|
    |EC6D2D637CD5225BF5C2A160CDD6ABEA255B72CAD28E8F1CD989A5931A2CB65A340|
    |336489FFEF5E49CD5ADA5A9E3D1AC6F88AA519A6616EE4E7B5C2865EFDD7A931E9B|
    |F6C6EEA966E56538D812F572A1553978C8DCD2ACDB7D96F195D2BD38BD77E592EEB|
    |7AC16F0FB39A6994B78A5AD52899C1B9B2B19E5A9D9B59C967B5759DFE2A55DDBA1|
    |E26C113F4EB128DA7E616132E215445B892608AA94C822AB3E93531A088A7AD1426|
    |D9B192382F0B11A1B99064739FE6249E13528F64C775D39B8C5AB2C4FE5E172833D|
    |B14D0CD6C6F92ED5A1275D8CDB1C21D1176BE20A1996D4AF32DD9B6B5DF6676DE01|
    |B7995D7799CF49978775B93CD0D5D50D7D9DCC20256D651FA5B5A11D3EC137DC83E|
    |05B66F81D53A6181FF2FAA6D8379C66F685B92743E4D3817E7524EA6BF0883E9B4D|
    |2244F0A337FE9F9C73E017F89B79E60F580305AF49A1BC01D40E406F147AA358D30|
    |1ADBB07FBD193E4FEED902D84B8103447A139A9423BCDF642572F74C5A02B065D31|
    |E81A86AE61E8EA235DFDD8B37E956BBEA49A11AEE98EDC83FF7DE6D907E043F0117|
    |3E431F305C50E620D8331CE573FC7433803433B6C1BD905F799A37BE033665D531C|
    |31F105CE3DBAC83C9701B3E012F315D51E431FC6DEBBECFD1CFF007E043F31273E8|
    |35F987B149BE05839F11D73879C37F9033C62EE926F0ADA528BBC0793597009CC31|
    |D50C33447D4E738C2B8DF3A8E29CAA38A703CAF1774EF5B90FE34E5B8D1E91568EB|
    |F6858D4533E174E59A64E59164FF2D432CE9C1E56935360AADF0E0956E3E93CBE1D|
    |6A5FBD8EDB03A7F5F0C42649ABBCF29605E2A822BE39FDC7D8FFC8E9BFCD755B6EE|
    |244D155A442DF41E0643CED18E7BCB6627B7CD531D61CE335C7F82FF6D4FFDC|
    |-------------------------------------------------------------------|