Vitality

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  1. Question about DA...do the Brute versions of CoF and OG not come with a taunt?
  2. Vitality

    Da/dm

    I've been wanting to run a DA/DM character for a long time now.

    DA had always intrigued me...especially along side DM. The obvious concept is great...but the utility of each set is what peaks my interest.

    However, my main concern has always been end consumption. I always try to build for "unlimited" endurance...as I know that the blue bar is just as much a part of my survival as my green bar.

    I have a build posted below...and any opinions on it would be great.

    However, my main line of questioning is how is the leveling up process for this type of character?

    I can see that once I get Dark Consumption, Conserve Power, PP, and my Alpha slotted that end should not be an issue anymore...but what do you do before that to help with these problems?

    I really hate to huff and puff (use rest all the time) and I would also hate to slow my attack chain for the sake of end.

    There is the obvious inspiration usage...but I'm looking for insight beyond the obvious.

    Thanks in advance.

    Hero Plan by Mids' Hero Designer 1.956
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Mutation Tanker
    Primary Power Set: Dark Armor
    Secondary Power Set: Dark Melee
    Power Pool: Flight
    Power Pool: Fighting
    Ancillary Pool: Energy Mastery

    Hero Profile:
    Level 1: Death Shroud -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Acc/Dmg/Rchg(33), Erad-Dmg(33), EndRdx-I(34), SMotTanker-Rchg/Res%(34)
    Level 1: Shadow Punch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(5), KntkC'bat-Dmg/Rchg(31), KntkC'bat-Dmg/EndRdx/Rchg(33)
    Level 2: Smite -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(3), KntkC'bat-Dmg/EndRdx/Rchg(5)
    Level 4: Fly -- Winter-ResSlow(A)
    Level 6: Dark Embrace -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(7), RctvArm-ResDam/Rchg(7), RctvArm-ResDam/EndRdx/Rchg(9), S'fstPrt-ResDam/Def+(9), GA-3defTpProc(11)
    Level 8: Murky Cloud -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(29), RctvArm-ResDam/Rchg(31), RctvArm-ResDam/EndRdx/Rchg(31)
    Level 10: Obsidian Shield -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(11), RctvArm-ResDam/Rchg(27), S'fstPrt-ResKB(34), RctvArm-ResDam/EndRdx/Rchg(42)
    Level 12: Dark Regeneration -- Theft-Heal/Rchg(A), Theft-Acc/Heal(13), Numna-Heal/Rchg(13), Numna-Heal/EndRdx/Rchg(25), Numna-EndRdx/Rchg(25), Theft-+End%(27)
    Level 14: Cloak of Darkness -- LkGmblr-Rchg+(A), LkGmblr-Def(15), LkGmblr-Def/EndRdx(15), Ksmt-ToHit+(39), Krma-ResKB(42), SW-ResDam/Re TP(48)
    Level 16: Siphon Life -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(17), KntkC'bat-Dmg/Rchg(17), KntkC'bat-Dmg/EndRdx/Rchg(19), Numna-Heal(19), Numna-Heal/Rchg(23)
    Level 18: Boxing -- Empty(A)
    Level 20: Tough -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(21), RctvArm-ResDam/Rchg(21), RctvArm-ResDam/EndRdx/Rchg(23)
    Level 22: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(39), LkGmblr-Def/EndRdx(39)
    Level 24: Taunt -- Mocking-Taunt/Rchg(A), Mocking-Rchg(29), Mocking-Taunt(37), Mocking-Taunt/Rchg/Rng(50)
    Level 26: Oppressive Gloom -- Acc-I(A)
    Level 28: Soul Drain -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Acc/Rchg(36), Erad-Acc/Dmg/Rchg(36), C'ngBlow-Dmg/EndRdx(36), C'ngBlow-Dmg/Rchg(37), C'ngBlow-Acc/Rchg(37)
    Level 30: Cloak of Fear -- Acc-I(A)
    Level 32: Soul Transfer -- RechRdx-I(A)
    Level 35: Dark Consumption -- Erad-Acc/Rchg(A), Erad-Dmg/Rchg(40), Erad-Acc/Dmg/Rchg(40), RechRdx-I(40)
    Level 38: Midnight Grasp -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(42), KntkC'bat-Dmg/Rchg(43), KntkC'bat-Dmg/EndRdx/Rchg(43)
    Level 41: Focused Accuracy -- EndRdx-I(A), EndRdx-I(43), Rec'dRet-ToHit(50), Rec'dRet-ToHit/Rchg(50)
    Level 44: Shadow Maul -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Acc/Dmg/Rchg(46), Erad-Dmg/Rchg(48)
    Level 47: Conserve Power -- RechRdx-I(A), RechRdx-I(48)
    Level 49: Physical Perfection -- P'Shift-End%(A)
    Level 1: Brawl -- Empty(A)
    Level 1: Gauntlet
    Level 1: Prestige Power Dash -- Empty(A)
    Level 1: Prestige Power Slide -- Empty(A)
    Level 1: Prestige Power Quick -- Empty(A)
    Level 1: Prestige Power Rush -- Empty(A)
    Level 1: Prestige Power Surge -- Empty(A)
    Level 1: Sprint -- Run-I(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    Level 4: Swift -- Run-I(A)
    Level 4: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(46), Numna-Heal(46)
    Level 4: Hurdle -- Jump-I(A)
    Level 4: Stamina -- P'Shift-End%(A), P'Shift-EndMod/Acc(45), P'Shift-EndMod(45), P'Shift-EndMod/Rchg(45)
    ------------
  3. Quote:
    Originally Posted by Dechs Kaison View Post
    Dunno if you knew this, but you can get 10% s/l defense from the brute ATIO set. Just spilt it.
    I knew that...I asked the initial question because I'm thinking about making my Brute, who was a Tanker...a Tanker again...and the Tanker ATO doesn't come with any s/l defense set bonuses.
  4. Vitality

    Invoke Panic

    I plan to take Provoke to psuedo tank with my scrapper...even though the duration is terribly short.

    I'm wondering if I can get any efficiency out of Invoke Panic?

    What are your thoughts on this power for a scrapper?
  5. @mauk2...

    For some reason my quote button is not working.

    Anyways...was looking at your build...thinking...nice, nice...maybe I would switch this out...nice, nice...


    Then I see that you did not take Rage...not so nice.
  6. To the OP's build...

    The first thing that jumps out is killer end usage.

    With fly and sprint on like you mentioned...you're net end gain is 0.33end/s.

    Without Fly toggled...you're still only at a net end gain of 1.33/s.

    Turning off FA...you gain 1.84end/s...with sprint still on.

    Even without toggling Sprint, Fly, or FA...you're net gain is only 2.13end/s. While that may seem alright...you have absolutely no end reducing enhancements in Knockout Blow or Footstomp...nor any in your epic attacks.

    Your endurance bar is just as much about your survivability as your health bar.

    To be honest the build looks largely "unplayable" as is.



    Using your same power picks...this is what I came up with.

    Having everything toggled will still produce a low net end gain.

    However, the build should offer more "maneuverability" if you will.

    I would suggest only toggling FA, Maneuvers...and even Weave and Sprint when needed...or when you have sufficient recovery buffs from teammates.

    Villain Plan by Mids' Villain Designer 1.956
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Mecharobotic: Level 50 Technology Brute
    Primary Power Set: Super Strength
    Secondary Power Set: Invulnerability
    Power Pool: Flight
    Power Pool: Fighting
    Power Pool: Leaping
    Power Pool: Leadership
    Ancillary Pool: Energy Mastery

    Villain Profile:
    Level 1: Punch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(3), KntkC'bat-Dmg/EndRdx/Rchg(5)
    Level 1: Resist Physical Damage -- S'fstPrt-ResDam/Def+(A), GA-3defTpProc(43)
    Level 2: Temp Invulnerability -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(5), RctvArm-ResDam/Rchg(15), RctvArm-ResDam/EndRdx/Rchg(15)
    Level 4: Dull Pain -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(17), Dct'dW-Heal/EndRdx/Rchg(17), Dct'dW-Heal(19), Dct'dW-Rchg(19)
    Level 6: Haymaker -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(7), KntkC'bat-Dmg/Rchg(7), KntkC'bat-Dmg/EndRdx/Rchg(9)
    Level 8: Knockout Blow -- SBrutesF-Acc/Dmg(A), SBrutesF-Dmg/Rchg(9), SBrutesF-Acc/Dmg/Rchg(11), SBrutesF-Acc/EndRdx/Rchg(11), SBrutesF-Acc/Dmg/EndRdx/Rchg(13), SBrutesF-Rech/Fury(13)
    Level 10: Fly -- Empty(A)
    Level 12: Resist Elements -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(33), RctvArm-ResDam/Rchg(33), RctvArm-ResDam/EndRdx/Rchg(34)
    Level 14: Boxing -- Empty(A)
    Level 16: Unyielding -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(31), RctvArm-ResDam/Rchg(31), RctvArm-ResDam/EndRdx/Rchg(33)
    Level 18: Rage -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(29), RechRdx-I(29), RechRdx-I(31)
    Level 20: Resist Energies -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(25), RctvArm-ResDam/Rchg(27), RctvArm-ResDam/EndRdx/Rchg(27)
    Level 22: Tough -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(36), RctvArm-ResDam/Rchg(36), RctvArm-ResDam/EndRdx/Rchg(36)
    Level 24: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(34), LkGmblr-Def/EndRdx(34)
    Level 26: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(37), LkGmblr-Def/EndRdx(37)
    Level 28: Invincibility -- LkGmblr-Rchg+(A), LkGmblr-Def(37), LkGmblr-Def/EndRdx(39)
    Level 30: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(39), LkGmblr-Def/EndRdx(39)
    Level 32: Foot Stomp -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Acc/Dmg/Rchg(40), Erad-Dmg/Rchg(42), C'ngBlow-Dmg/Rchg(42), C'ngBlow-Dmg/EndRdx(42), C'ngBlow-Acc/Rchg(43)
    Level 35: Tough Hide -- LkGmblr-Rchg+(A), LkGmblr-Def(40), LkGmblr-Def/EndRdx(40), SW-ResDam/Re TP(46)
    Level 38: Superior Conditioning -- P'Shift-End%(A), P'Shift-EndMod(50)
    Level 41: Focused Accuracy -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(43), EndRdx-I(46)
    Level 44: Laser Beam Eyes -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(45), Thundr-Dmg/Rchg(45), Thundr-Acc/Dmg/Rchg(45), Thundr-Acc/Dmg/EndRdx(46), Thundr-Dmg/EndRdx/Rchg(50)
    Level 47: Energy Torrent -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(48), Ragnrk-Acc/Dmg/Rchg(48), Ragnrk-Acc/Rchg(48), Ragnrk-Dmg/EndRdx(50)
    Level 49: Physical Perfection -- P'Shift-End%(A)
    Level 1: Brawl -- Empty(A)
    Level 1: Prestige Power Dash -- Empty(A)
    Level 1: Prestige Power Slide -- Empty(A)
    Level 1: Prestige Power Quick -- Empty(A)
    Level 1: Prestige Power Rush -- Empty(A)
    Level 1: Prestige Power Surge -- Empty(A)
    Level 1: Fury
    Level 1: Sprint -- Empty(A)
    Level 2: Swift -- Empty(A)
    Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(23), Numna-Heal(25)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod/Acc(21), P'Shift-EndMod(21), P'Shift-EndMod/Rchg(23)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    ------------
  7. I'm trying to decide between slotting the Force Feedback proc or the Obliteration proc into Footstomp.


    Which would generate the best overall performance?
  8. I've been considering a return back to the Tanker AT for my main...with all the new Incarnate abilities to boost damage.

    However...a direct swap results in the loss of softcapped s/l defense...because of the 5% defense from the Brute ATO set.

    I saw a post in the forums showing the new ATOs that will be coming out.

    For anyone who knows...does the new set come with a s/l defense set bonus?


    Edit: Found that I can still be softcapped to s/l with a direct swap by taking Focused Accuracy instead of Conserve Power.

    However, I am still curious about the new ATO set bonuses.
  9. Quote:
    Originally Posted by Seldom View Post
    it turns any damaging knockback power into a knockdown.
    Does this mean that it will not work with powers like Hand Clap?

    Edit: Well obviously it wouldn't...since Hand Clap doesn't take damage sets. That's a shame...but a great IO for certain powersets and ATs nonetheless.
  10. I don't see why people have a problem with this.

    If you want to complete the trial every time...then start your own league.

    I would absolutely hate the have to complete the whole trial over and over and over again just to unlock Hybrid.

    It's a fun trial and great to complete once...but it's also great that you can unlock the Hybrid slot without needing to complete it over and over.
  11. I posted this in the "Consolidated Tanker Imporvement Ideas" thread.

    Quote:
    Originally Posted by Vitality View Post
    Changes I would make:

    Give all Tanker Taunt auras an inherent +agro cap mechanic. For each enemy in the taunt aura radius it raises their aggro cap by 1 foe up to a maximum of 10. Therefore, with 10 enemies in your taunt aura radius...Tankers will effectively have an agro cap of 27.
    (or simply just raise their cap to 27)

    Raise Tankers Taunt to 10 targets max and it's radius to 20'.

    Raise Tankers resistance cap to 95%

    Raise Tankers damage cap.

    Make Gauntlet truly inherent to Tanker attacks.

    Give Tankers the new "Inherent Power" Determination.

    Determination would be a generating bar...that is a mix of Fury and Domination...in a way.

    The Determination bar would be generated by attacking and being attacked.

    The Determination bar would grant +res and +global taunt enhancement and +radius on gauntlet.

    Max Determination would be around 15% res...with the other buffs TBD.

    Determination would also come with a "This Ends Now"...click power....that can be activated whenever Determination is over TBD.

    This Ends Now grants +acc/+dam that lasts for a TBD amount of time.

    However...when This Ends Now is clicked...it will lock you out of Determination generation for a certain amount of time.
    (Determination would continue generating as usual if you never click This Ends Now)

    Edit: Was also thinking that the +agro mechanic could be added to "Determination"...if it were possible. Making it so that the "This Ends Now" click power would have to be used with some thought. Meaning that it would be "bad" to use it if you're currently holding more enemies than the normal agro cap...as you would suddenly lose the ability to hold agro on that many enemies.
  12. Changes I would make:

    Give all Tanker Taunt auras an inherent +agro cap mechanic. For each enemy in the taunt aura radius it raises their aggro cap by 1 foe up to a maximum of 10. Therefore, with 10 enemies in your taunt aura radius...Tankers will effectively have an agro cap of 27.
    (or simply just raise their cap to 27)

    Raise Tankers Taunt to 10 targets max and it's radius to 20'.

    Raise Tankers resistance cap to 95%

    Raise Tankers damage cap.

    Make Gauntlet truly inherent to Tanker attacks.

    Give Tankers the new "Inherent Power" Determination.

    Determination would be a generating bar...that is a mix of Fury and Domination...in a way.

    The Determination bar would be generated by attacking and being attacked.

    The Determination bar would grant +res and +global taunt enhancement and +radius on gauntlet.

    Max Determination would be around 15% res...with the other buffs TBD.

    Determination would also come with a "This Ends Now"...click power....that can be activated whenever Determination is over TBD.

    This Ends Now grants +acc/+dam that lasts for a TBD amount of time.

    However...when This Ends Now is clicked...it will lock you out of Determination generation for a certain amount of time.
    (Determination would continue generating as usual if you never click This Ends Now)

    Edit: Was also thinking that the +agro mechanic could be added to "Determination"...if it were possible. Making it so that the "This Ends Now" click power would have to be used with some thought. Meaning that it would be "bad" to use it if you're currently holding more enemies than the normal agro cap...as you would suddenly lose the ability to hold agro on that many enemies.
  13. Quote:
    Originally Posted by Johnny_Butane View Post
    How do you propose this as a game mechanic?

    Regardless, unless the Tanker damage cap is raised in addition to it, it's largely pointless, which is why I'm fighting for the cap to be changed first and foremost.
    This was my idea. Obviously tweaks would have to be made...but you can see the main idea that I was proposing.

    Quote:
    Originally Posted by Vitality View Post
    Determination would be a generating bar...that is a mix of Fury and Domination...in a way.

    The Determination bar would be generated by attacking and being attacked.

    The Determination bar would grant +damage and +threat...and +radius on gauntlet (if possible)

    Max Determination would be around a 30% damage buff and a TBD threat buff.

    Determination would also come with a "This Ends Now"...click power....that can be activated whenever Determination is over 80% or 85%.

    This Ends Now grants +acc/+dam/+dam cap that lasts for a TBD amount of time.

    However...when This Ends Now wears off (however long it lasts)...it will lock you out of Determination generation for a certain amount of time.
    (Determination would continue generating as usual if you never click This Ends Now)
    I could see getting rid of the fury-like +dam so that it doesn't strike people as a copycat power.

    (Just an idea...you could have it add +res...in the same way fury adds +dam.)

    Some people brought up the fact that +threat might not work...and now I think it would work better as a +aggro cap increase as well as a +gauntlet duration increase.

    I quotted your post...because the proposed "this ends now" power reminds me of the "it's clobberin' time" quote from the thing.

    The main focus is protecting the team...but when that is taken care of...and there is one big bad left...all it comes down to is "this ends now" or "it's clobberin' time".
  14. Quote:
    Originally Posted by Johnny_Butane View Post
    And Ben Grim's very catchphrase is "It's clobberin' time!"
    Not "It's time for me to stand here and be a decoy while Reed does the fighting".
    This is why I was thinking my "Tanker Inherent: Determination" was a good idea.

    A Tankers main focus is protecting the team...but when they need to...they have the ability to do great damage.

    Unfortunately it was widely dismissed.
  15. Quote:
    Originally Posted by Zwillinger View Post
    There were some very good points brought up by those posting in this thread, and in sending me PM's, regarding the margin sizes shrinking. As such, I made a decision to change direction to something that wouldn't impact your reading pane size.

    Thanks!

    -Z
    Fair enough.

    It's a shame...but it is what it is.

    Appreciate the clarification on that.
  16. Apparently Option 1 won this contest...yet look at the forum reskin...

    What happened?
  17. Vitality

    Darkness Mastery

    Quote:
    Originally Posted by ClawsandEffect View Post
    There is also the option of slotting the Darkness Mastery powers with Siphon Insight so you can get the same 3.75% S/L defense bonus as Kinetic Combat, while being able to slot your more frequently used attacks with a set that gives better enhancement values.

    I'd probably go that route myself, if I took them.
    That's actually what I was looking at with Night Fall. It slots the tohit debuff for the psuedo mitagation at the beginning of the fight...and it comes with that set bonus.

    Though I would slot TT the same way.

    So basically...it comes down to...which is better to use at the start of a fight?

    I would assume NF is the better choice when used in that regard...if you don't look at damage. Since not all groups spawn tightly packed. (though TT comes with more inherent -tohit for a longer duration)
  18. Vitality

    Darkness Mastery

    Quote:
    Originally Posted by ClawsandEffect View Post
    If you're not opposed to side-switching, Soul Mastery would be a better choice. It has Dark Blast in it as well as Shadow Meld.

    The fact that Night Fall and Tenebrous Tentacles are rather narrow cones is somewhat at odds with having a secondary that you want to keep in melee range most of the time. The narrow cones means you would have to jump farther out of melee range to hit the most targets than you would probably want to.
    Admittedly...I actually do have access to Soul Mastery...as it was my first choice. However, this is a high concept build...all the way down to the looks of the powers chosen. The bright yellow and purple color of the Soul Mastery powers are not for me. While it may seem like a ridiculous reason not to take them...it is my reason nonetheless.

    I do min/max...but I min/max around concept.

    I do like TT for the potential it has...more damage, shorter activation, wider cone and the obvious pro of locking down enemies. I also thought that since I would be taking Torrent as a prereq...I may be able to get use out of slotting that with the FF proc...and then use it after TT...or even vice versa...using torrent to knock them into a corner and then using TT to lock them there. However, either way it still becomes only situational.

    Night Fall...though it has little damage and a longer activation time and smaller cone...it seems like it could have (possibly more) potential by slotting it with -tohit and using it at the beginning of fights for a bit of mitigation.



    Edit: I'm also wondering about the animations of Night Fall and TT.
  19. Vitality

    Darkness Mastery

    I have a DM/WP...and I'm trying to get away from Body Mastery. (though I know I'll miss the tohit debuff resistance)

    I want to go with Darkness Mastery for the obvious concept reasons...with Dark Blast being the main reason.

    I'm looking for info and opinions on Night Fall and Tenebrous Tentacles.

    Thanks in advance.
  20. Would be great to see them bring Carol Danvers into the Avengers movies.

    Someone brought it up in the other Avengers thread about bringing her in to "replace" Coulson during the stand alone titles...and then have her gain her powers in the Avengers 2.
  21. Quote:
    Originally Posted by Tenjoy View Post
    Just being curious: If the animations could be swapped at will, what reasons would people have to choose one powerset over the other? And, more importantly, what reasons would they have to choose the OTHER powerset at all?

    10joy
    Mechanics.
  22. A human at peak physical condition is not going to look like a damn body building.

    I never understand that.
  23. Raise Tankers Taunt to 10 targets max.

    Raise Tankers aggro cap.

    Raise Tankers damage cap.

    (Possibly raise Tankers resistance cap to 95%)

    Lower Brutes resistance cap to 85%.
  24. Not too much different...

    Villain Plan by Mids' Villain Designer 1.956
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Snarky One: Level 50 Magic Brute
    Primary Power Set: Dark Melee
    Secondary Power Set: Willpower
    Power Pool: Fighting
    Power Pool: Leaping
    Power Pool: Leadership
    Power Pool: Flight
    Ancillary Pool: Energy Mastery

    Villain Profile:
    Level 1: Smite -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(3), KntkC'bat-Dmg/EndRdx/Rchg(5), Mako-Acc/Dmg/EndRdx/Rchg(5)
    Level 1: High Pain Tolerance -- Numna-Heal(A), Numna-Heal/EndRdx(9), Numna-Heal/Rchg(11), S'fstPrt-ResDam/Def+(11), GA-3defTpProc(46)
    Level 2: Mind Over Body -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(7), RctvArm-ResDam/Rchg(7), RctvArm-ResDam/EndRdx/Rchg(9)
    Level 4: Fast Healing -- Numna-Heal(A), Numna-Heal/EndRdx(13), Numna-Heal/Rchg(13)
    Level 6: Shadow Maul -- Oblit-Dmg(A), Oblit-Acc/Rchg(31), Oblit-Dmg/Rchg(34), Oblit-Acc/Dmg/Rchg(36), Oblit-Acc/Dmg/EndRdx/Rchg(36), Oblit-%Dam(36)
    Level 8: Siphon Life -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(27), KntkC'bat-Dmg/Rchg(29), KntkC'bat-Dmg/EndRdx/Rchg(29), Numna-Heal(31), Numna-Heal/Rchg(31)
    Level 10: Indomitable Will -- LkGmblr-Rchg+(A)
    Level 12: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(48), KntkC'bat-Dmg/Rchg(50), KntkC'bat-Dmg/EndRdx/Rchg(50)
    Level 14: Tough -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(25), RctvArm-ResDam/Rchg(25), RctvArm-ResDam/EndRdx/Rchg(27)
    Level 16: Rise to the Challenge -- Numna-Heal(A), Numna-Heal/EndRdx(23), Numna-Heal/Rchg(23)
    Level 18: Dark Consumption -- Erad-Acc/Rchg(A), Erad-Dmg/Rchg(19), Erad-Acc/Dmg/Rchg(19), Efficacy-EndMod/Rchg(46), Efficacy-EndMod/Acc/Rchg(48)
    Level 20: Quick Recovery -- P'Shift-End%(A), P'Shift-EndMod/Acc(21), P'Shift-EndMod(21), P'Shift-EndMod/Rchg(50)
    Level 22: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(40), LkGmblr-Def/EndRdx(40)
    Level 24: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(39), SW-ResDam/Re TP(39)
    Level 26: Soul Drain -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Acc/Rchg(40), Erad-Dmg/Rchg(42), C'ngBlow-Acc/Rchg(42), C'ngBlow-Dmg/Rchg(42), C'ngBlow-Dmg/EndRdx(43)
    Level 28: Heightened Senses -- LkGmblr-Rchg+(A), LkGmblr-Def(37), LkGmblr-Def/EndRdx(39)
    Level 30: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(37), LkGmblr-Def/EndRdx(37)
    Level 32: Midnight Grasp -- SBrutesF-Acc/Dmg(A), SBrutesF-Dmg/Rchg(33), SBrutesF-Acc/Dmg/Rchg(33), SBrutesF-Acc/EndRdx/Rchg(33), SBrutesF-Acc/Dmg/EndRdx/Rchg(34), SBrutesF-Rech/Fury(34)
    Level 35: Superior Conditioning -- P'Shift-End%(A)
    Level 38: Focused Accuracy -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(43), EndRdx-I(43)
    Level 41: Physical Perfection -- P'Shift-End%(A)
    Level 44: Strength of Will -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(45), RctvArm-ResDam/Rchg(45), RctvArm-ResDam/EndRdx/Rchg(45)
    Level 47: Fly -- Winter-ResSlow(A)
    Level 49: Resurgence -- RechRdx-I(A)
    Level 1: Brawl -- Empty(A)
    Level 1: Prestige Power Dash -- Empty(A)
    Level 1: Prestige Power Slide -- Empty(A)
    Level 1: Prestige Power Quick -- Empty(A)
    Level 1: Prestige Power Rush -- Empty(A)
    Level 1: Prestige Power Surge -- Empty(A)
    Level 1: Fury
    Level 1: Sprint -- Empty(A)
    Level 2: Swift -- Empty(A)
    Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(15), Numna-Heal(15), RgnTis-Regen+(46)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(17), P'Shift-EndMod/Acc(17), P'Shift-EndMod/Rchg(48)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
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