biff10426

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  1. [ QUOTE ]
    They aren't as great as they were pre-i13. That's what I mean by them not being that hot.

    But what I'm getting at, is if its necessary to have permadom since it will not offer +Dmg and our attacks do pretty insane damage?

    Sure the extra 4 or 5 seconds of duration on a mez is good, but Idk.. I mainly used domination on my doms for +Dmg and mez resist(lol) when i13 hit. But now, maybe it's time to start building for more +hp, +dmg, and also +recov? Than +rech.

    I'm just confused on what to do at this point. :P

    [/ QUOTE ]

    I would think that having an extra 4-5 seconds could be useful; it's a few attacks that go unanswered by your opponent. In the case of squishies who don't run acro and if you hit up powerboost you get 10 seconds to throw [censored] at them with impunity.

    I don't see how /elec could be worse than it was pre 15; T.strike is only doing a little bit less than Focus then you add in build up. For SC builds, though, yea I can see the appeal of having access to Focus while /elec would'nt get its heavy hitter.

    That and it looks like /elec would be a pain in the [censored] to level now.
  2. [ QUOTE ]
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    I finally got around testing these changes on my doms and all I can say is

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    Ok so, if you were to make just one dom for mainly sirens call, what would the combo be? Mind/ what?

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    Sirens call is max level 30?
    If you ONLY wanted to mess around in Sirens, /elec doesnt get T.Strike until 35, /energy gets T.Focus at 28.
  3. [ QUOTE ]
    Mind is still better than Earth. Stalagmites currently has a 6 secs base which is pretty kickass, but this will probably change when i15 goes live and the base duration of all mezzes are capped at 4 secs.

    On the other hand Mind gets KB with decent damage, a sleep that also does good damage (in addition to placating) and Confuse which finally got it's activation time fixed on test.

    [/ QUOTE ]

    Capped the base duration of all mezzes in PvP zones and Arena to 4 seconds. Strength mods can still increase the duration of the mez beyond 4 seconds.


    Yea, base + strength mods. Strength mods meaning Enhancements? Or strength mods meaning Powerboost.

  4. Ah okay, word up.

    Er, would the build look similar to something like a fire/elec? Taking the immob and hold, pet and thats about it for earth? Usually sticking to arena duels or some team play, mostly duels.
  5. [ QUOTE ]
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    Okay, heres some numbers I pulled from the detailed info on test.

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    Looks good. Kind of wonder how (I assume those numbers do not include slotting, which would effective double them) that stacks up to current Domination + slotting through.

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    Right, no slotting I just pulled them offa the toon creator before running out to mercy with my new grav/energy dom.

    From Mids (I know its not always accurate) PVP damage for T.Strike and Focus would be:

    T.Strike/Focus: 252 (The same actually!)
    When Dom is turned on: 441

    That's unslotted. Still with permadom being unavailable in PVP I'd think this would be a good thing overall.

    [/ QUOTE ]

    DO NOT roll a grav/energy. you aren't gonna be able to hit anything. consider an earth/energy.

    [/ QUOTE ]


    Is earth typed as something that makes it easier to hit with? D:
  6. [ QUOTE ]
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    Okay, heres some numbers I pulled from the detailed info on test.

    [/ QUOTE ]
    Looks good. Kind of wonder how (I assume those numbers do not include slotting, which would effective double them) that stacks up to current Domination + slotting through.

    [/ QUOTE ]

    Right, no slotting I just pulled them offa the toon creator before running out to mercy with my new grav/energy dom.

    From Mids (I know its not always accurate) PVP damage for T.Strike and Focus would be:

    T.Strike/Focus: 252 (The same actually!)
    When Dom is turned on: 441

    That's unslotted. Still with permadom being unavailable in PVP I'd think this would be a good thing overall.

    [ QUOTE ]
    i had a bigger wall of text but the concise version is this:

    im gonna go with elec still being top tier then.

    after my initial emotional "OMFG IMMA KiLL CASTLE" i'll say this;
    doms have huge issues with DR hitting their damage, especially when domination is active. on a 20% dmg build, assault added 7 points of damage to my subdue. yeah, when you use it 3 times that 21 points, and the equivalent of taking half an accolade out of a squishy's hp, but still it's pretty bad.

    with the damage being integrated into the modifier and not being tagged on top on a bonus that gets molested by DR, elec should be doing retarded damage on a +dmg build. i almost wanna come back once i15 hits so i can play my +45% damage fire/elec.

    the sad part though is that castle is only looking at secondaries (the grav thing is a fix that would have happened even if he wasn't looking at the set).

    now the question for farmers is, what is the net effect of having a kin following you keeping you damaged capped while you're a permadom fire/psi. with the virtual raise of the damage cap, a dom might in fact be faster than a brute; even when dealing with bosses.

    i'd test this, but my account is gone 'til rogues.

    ownage is negrodamus reincarnated. earth/energy doms are actually gonna be top tier duelists. all other combination of energy as a secondary are gonna have issues hitting, since most if not all energy attacks have a smashing component. against toons with low defense though, mind/energy doms are just gonna be obscene. good damage + kb up the wazoo = oh snap?

    castle does need to look at primaries. gravity needs to have the -kb from the hold removed in pvp zones so bring it into line with sets like mind and fire. ice should have the same treatment even in pve (frostbite's -kb borders on retarded when you have a power like ice slick).

    psi will still be second best on secondaries. you just won't be able kill five people while being taunted. psi was a tight enough pvp build as it was, making psw optional opens quite a few build options, specifically on builds that require more than 2-3 powers from the primary (grav/psi, ice/psi, earth/psi).

    finally, supermax, don't roll a mind/thorns. thorns will be garbage until it does some form of damage other than lollethal. thorns needs a huge buff still so it can deal with non-squishies running with 60%+ resists to lethal and toxic resists in their heals. i purpled a mind/thorns... the only way i was ever able to get it work was to use mind/* for damage and slot achilles heel procs into most of thorns attacks... it's a horrible toon, even my grav/fire is better.

    gl hf baddos.

    [/ QUOTE ]


    I was gonna go with Grav/Elec for pvp. I know fire/ still has the imps and all but Lift is some good [censored] now.
  7. Okay, heres some numbers I pulled from the detailed info on test.


    PVP/PVE

    Charged Brawl: 125/77
    Havoc Punch: 190/114
    Zapp: 303/188
    T.Strike: 336/137

    PowerBolt: 121/69
    BoneSmasher: 185/114
    PowerBlast: 179/103
    Hands: 169/64
    T.Focus: 360/226
    Sniper: 343/188
    P.Burst: 214/137

    Flares: 130/52
    Incinerate: 189/123
    FireBlast: 146/105
    Combustion: 159/75
    B.Bolt: 371/216
    Blaze: 175/152

    Dart: 142/69
    Probe: 162/114
    Thrust: 218/95
    M.Blast: 171/86
    PsyScream: 96/68
    Lance: 343/188
    PsyShock: 134/63

    Darts: 145/67
    Skewer: 208/128
    T.Burst: 196/69

    Lift: 123/69

    Flurry 268/66



    So T.Strike is doing 336 versus Energy's 360; not too much of a change plus /elec still gets build up. I'm not a knowitall in pvp but should still be viable...just a [censored] to level in pve haw haw.
  8. [ QUOTE ]
    Can we eventually get Assassin Strike IO Sets for stalkers?

    [/ QUOTE ]

    Eh, I can sorta see how it would be reasonable since Sniper Attacks get their own sets, but more than one class in the game gets Sniper attacks but only Stalkers get AS. Probably the reason why they wouldn't stick them in.

    If they would, I'd probably reckon they'd be like Sniper sets where some of the IO's in the set decrease Interrupt.
  9. Ideas for Dual Pistols/Tactical Ammo

    Premise is that you could have two general kinds of dual pistols sets. A mostly offensive set geared for a Primary choice for Blasters, and Corrupter s, and a secondary set for Defenders. And a mostly control/debuff set geared for a Secondary choice for Corrupters and Masterminds, and possibly a Secondary for Controllers. Dual Pistols would be the Offensive set and Tactical ammo the control/debuff set. Some power swaps could be made for Tac Ammo much like how it was done for Devices/Traps.

    DUAL PISTOLS
    You wield two highly customized pistols. While they fire a smaller caliber round than the Assault Rifle, they are of a lighter weight and can be reloaded faster, resulting in reduced Endurance costs and a higher attack rate. The pistols have been customized to match grade resulting in a bonus to accuracy.

    Single Shot: Ranged, Minor Damage (Lethal)
    End Cost: 4.5
    Recharge: 3 seconds
    Range: 75
    Cast: 1 seconds
    Accuracy: x1.02
    You snap off a shot with one of your pistols. The damage is low, but it recharges very fast.

    Dual Wield: Ranged, Moderate Damage, Foe Knockback (Lethal)
    End Cost: 7.9
    Recharge: 6 seconds
    Range: 75
    Cast: 1.2 seconds
    Accuracy x1.02
    1.2 Knockback (25% chance)
    You fire each pistol once at a single target. Firing this way is slower than firing once, but it does more damage and has a chance to knock down your opponent.

    Empty Clips: Ranged (Cone), Moderate Damage (Lethal), Knockback
    End Cost: 10
    Recharge: 7 Seconds
    Range: 35 feet (35 degree arc)
    Cast: 1 second
    Accuracy: x1.02
    1.2 Knockback (50% chance)
    You empty your pistol's clips a wide arc, hitting multiple foes in the affected cone area. This attack also has a chance to knock some foes down.

    Clip Shot: Ranged (Targeted AoE), Moderate Damage (Lethal), Foe -DEF
    End Cost: 14.5
    Recharge: 15 seconds
    Range: 70 feet (12 foot radius)
    Cast: 1.2 seconds
    Accuracy: x1.02
    -10% Defense for 6 seconds
    You toss an extra clip you have handy at an enemy. At just the right moment, you shoot it, causing the clip to explode and spray bullets at each enemy in the affected area. This attack will also lower your targets' defense for a short time.

    Snap Shot: Ranged, Moderate Damage (Lethal), Self +DMG, +Tohit
    End Cost: 8
    Recharge: 12 seconds
    Range: 75 feet
    Cast: 1.4 seconds
    Accuracy: x1.02
    +38% All DMG (10 seconds), +10% To-hit (10 seconds)
    You quickly snap off a shot at an enemy. This will catch them off guard and you will receive a bonus to damage and To-hit for a brief time while they recover.


    Head Shot: Sniper, Superior Damage (Lethal), Foe Knockback
    End Cost: 13
    Recharge: 11 seconds
    Cast: 4.33 seconds
    Range: 140
    Interrupt: 3 seconds
    Accuracy: x1.08
    1.1 Knockback (50% chance)
    You take careful aim at your enemy's head with your pistols. This impressive shot can knockdown most targets. Like most sniper attacks, it takes time to setup your shot and you can interrupted.


    All Guns Blazing: Ranged (Cone), Extreme DoT (Lethal)
    End Cost: 20
    Recharge: 19 seconds
    Cast: 3.5 seconds
    Range: 35 (50 degree arc)
    Accuracy: x1.09
    You unleash a hail of bullets on your foes, affecting all within this power's wide cone. With no time to reload, you simply drop your guns and pull out fresh pistols to continue firing.

    Rubber Bullet: Ranged, Minor Damage (Lethal), Foe Disorient
    End Cost: 9
    Recharge: 18 seconds
    Range: 50 feet
    Cast: 1 second
    Accuracy: x1.02
    Mag 3 Stun (10.1 Seconds)
    You fire a non-lethal rubber bullet from your pistol. While it does little damage, it can stun your target for a while. This round takes a long time to reload.




    Ricochet Round: Ranged (Targeted AOE), Superior DoT (Lethal)
    End Cost: 14.2
    Recharge: 55 seconds
    Range: 75 feet (20 foot radius)
    Cast: 4 seconds
    Accuracy: x1.10
    You skillfully fire a hail of specialized ricochet rounds into a group of foes. These rounds are designed to bounce off of hard targets and pierce through soft targets, affecting all enemies withing the area of affect. Slow to reload, this attack will chew through enemies. You might get a lucky bounce for extra damage.


    (REMOVED FOR NOW)
    Incendiary Round: Ranged, High Damage over time (Fire)
    End Cost: 12
    Recharge: 12 seconds
    Range: 75
    Cast: 1.67 seconds
    Accuracy: x1.02
    You fire a special Incendiary round at your foe. This attack will ignite the enemy and cause them to burn doing damage over time.






    TACTICAL MUNITIONS
    You have spent a considerable amount of time studying different kinds of ammo and munitions and their uses in combat. You utilize two match grade pistols that fire different kinds of highly customized ammunition, along with various types of grenades and bombs. While lacking support options, your study in the usage of Tactical Munitions means you are rarely unprepared for any enemy you may face.


    Sticky Round: Ranged, Target Immobilized, -Fly, -Jump, -Recharge
    Endurance Cost: 7
    Recharge: 3
    Range: 70
    Cast: 1.1 seconds
    Accuracy: x1.02
    Mag 3 Immobilize (14 seconds), -50% speed/recharge (15 seconds), -fly/jump (15 seconds)
    You fire a bullet that explodes on contact with a target, covering him in a sticky substance and stopping him in his tracks. This round causes no damage and can Immobilize most targets. Though targets can still attack you, their attack rate will be slowed. This round will also bring down flying targets.


    Smoke Bomb: Ranged (Locational AoE), Foe -Perception, Foe -ToHit
    Endurance Cost: 8
    Recharge: 15 seconds
    Range: 75
    Cast: 1.7 seconds
    -4.5% ToHit, -80% Perception
    You can use this Smoke Bomb to cover you and your allies movements. All targets in the affected area will have their visible range reduced, though some enemies might have better perception than others. Attacking them will alert them to your presence, though they will have reduced accuracy.

    Gas Grenade: Ranged (Locational AoE), Foe -DMG, Sleep
    Endurance Cost: 11
    Recharge: 50 seconds
    Range: 75
    Cast: 1.3 seconds
    Mag 2 sleep, -25% damage
    This grenade contains a specially formulated gas that, when inhaled, will put most enemies to sleep. Sleeping enemies are helpless and can't act, however, if attacked they will wake up. Enemies that aren't affected by the sleeping gas or are woken up still take a penalty to damage for a time.

    Liquid Nitrogen Round: Ranged, Minor Damage (cold), Foe Hold,
    Endurance Cost: 13
    Recharge: 18 seconds
    Range: 75
    Accuracy: x1.02
    Mag 3 Hold (9 seconds), -20% speed/recharge (18 seconds)
    This round explodes and covers the target in liquid nitrogen upon contact, encasing them in a block of solid ice for a time. Helpless, they can do nothing while you continue to attack them.

    Acid Round: Ranged, Moderate Damage over Time (Toxic), Foe -defense, Foe -regen
    Endurance Cost: 8
    Recharge: 17 seconds
    Range: 75
    Cast: 1.6
    -20% defense,
    You fire a round from your pistols that contains a highly caustic acid. This acid will eat away at a targets defenses, making them more easy to hit, along with chemically burning them for a time.

    Taser Round: Ranged, Foe Stun
    Endurance: 8
    Recharge: 20 seconds
    Range: 75
    Cast: 1.5
    Mag 4 stun (10 seconds)
    This round, while non-lethal, will wrack the intended target's body with electricity. This will stun and make him unable to attack you for a long while.

    Disruptor Round: Ranged (Locational Aoe), Foe -Resist (All)
    Endurance Cost: 14
    Recharge: 60 seconds
    Range: 75
    Cast: 1.5
    -10% Resistance
    After loading the Disruptor Round into your pistol, you fire it at a location. Upon impact, the bullet sends a pulse of ultrasonic waves to the surrounding location. These sound waves superheat structures, and armor, making enemies less resistance to damage.


    Repulsor Bomb: Ranged (Locational AOE), Foe Repel, Foe Knockdown
    Endurance Cost: 25
    Recharge: 200 seconds
    Range: 40 feet (90 degree cone),
    Cast: 2 seconds
    Duration: 20 seconds
    2 Knockback (25% chance)
    -
    The Repulsor Bomb is a very specialized tool. You choose where to throw it, and after it detonates, it will great a repulsion field, pushing back any enemies that get near it and may knock them down. This is useful for creating a barricade between you and your enemies.

    Cryo Round: Ranged, Minor Damage (Lethal, Cold), Foe -Resistance
    Endurance Cost: 20
    Recharge: 240 seconds
    Range: 75
    Cast: 1.5 seconds
    -25% Resistance (all) 20 seconds
    This round was designed to punch through the thickest and strongest armors known to man. The bullet , upon impact, will freeze the area of contact to levels well below zero making any subsequent attacks on the target do more damage.


  10. I could probably see Short Circuit being skippable if you're going for a more offensive set than worrying about end drain. Slotted you can probably pump it to what....60 damage ish?
  11. Maybe, I know I posted my links there yesterday and today they were gone, so. Whatever.
  12. Well OKAY, it does make sense in nonsensical now retarded pvp....or whatever
  13. Lawl, at the very least I can look forward to two days out of the week where I get to play around with CO.
  14. [ QUOTE ]
    An SG mate tried that.He made a toon that would use 3 or 4 different mezzes chained.A hold,immobile,stun,etc.The thinking being since you couldn't really stack mezzes maybe you could different types.It did not work.

    [/ QUOTE ]

    Got ya, maybe why I've seen a few dominators that just take the first hold out of the set and maybe one or two other things, and concentrate on the secondary then; makes sense.
  15. Here's another question then regarding mez's...

    Somebody in our vent says that, say, you hit somebody with a Hold and then it wears off, you can hit them with a Stun, which should stun them.

    Looking at City of Data, it seems any time you're hit with a mez, theres (I think) 15 seconds of suppression that comes with that from ALL mez types (except confuse and terror I think) then on.

    So, if I hit someone with a hold, can I follow up with a stun after it wears to stun them? Or is what City of Data says true?

    Also, does the mez suppression timer kick in after the mez wears off, or when it is initially applied?

    Thank ya!
  16. biff10426

    Closed Beta

    [ QUOTE ]
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    I actually resubbed for this expansion... >.>

    I cant wait to take my magic-stalker and play her as a good girl.

    [/ QUOTE ]

    Um, Kitsune......i15 is just a Task Force and some QoL changes....

    [/ QUOTE ]

    Bwaaaahahahahah!

    Beta testing should take a day!
  17. [ QUOTE ]
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    Just in case you missed 'em though....

    During CoV Beta, they discovered that the slows and -recharge that are the secondary effect of Ice was interfering with Fury generation. For this reason, Ice was pulled as an option for Brutes. Later during the Beta, they tweaked the way that Fury worked. After they did this, they didn't go back to check how Ice would work with New Fury.

    It is the belief among quite a few of us here that Ice would not be a such a disadvantage under New Fury as it was under Old Fury.

    [/ QUOTE ]

    You left out how many other primaries and secondaries include powers that mitigate damage by halting/slowing the enemy's ability to attack, thus reducing fury generation.

    [/ QUOTE ]

    IIRC, that was the reason for New Fury in the first place. They never gave Ice a second chance. Given that there are sets with Stuns, Knockdowns and Fears, -recharge shouldn't be that big an issue, thus the "not such a huge disadvantage under New Fury..."

    [/ QUOTE ]

    I would think, then, that /ice for brutes would largely be a more "tanky" set than a "jump in there and [censored] things up ASAP" sets, uh like /WP or esp /fire.

    Yea yea, hinters fury regeneration...I find that teaming with teams that have the right setups hinters my fury generation too; as I grab aggro and usually a few seconds later everything is dead, so I don't really see what would be the big deal aside from soloing. Even then, you'd just give up doing more damage in place of living slightly longer, some people like that play style over others. I say put it out and let people make their own godamn choice whether they want /ice on their brute or not instead of saying "It wont work...probably "
  18. [ QUOTE ]
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    I want my Ninjitsu Scrapper damnit!

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    Since it looks like Stalkers will probably never get Shields, I have a feeling Ninjitsu will end up staying unique to them as some sort of compensation.

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    I dunno. Shields just don't match sneaky ninja types. I wouldn't expect them to give Ninjitsu to Tanks, but it could suit Scrappers just fine.

    It's not like the "this is my unique set!" thing has held up very well. Doms lost all their unique primaries when Controllers stole Plant Control. Stalkers stole Elec, Blasters got Psi. There's not many unique sets left.

    I want a Nin Scrapper!

    [/ QUOTE ]

    Stalkers = ninjas...kinda. Really depends on how you wanna play/define them. Take a rogue for example, in D&D at least, they can hide and sneak in shadows and [censored] but they do lots of damage "out of hide" so to speak by flanking and striking weak points.

    Which might be enough to "draw aggro" (from the DM -_-) and while slippery, can't take the punishment a fighter/barb/scalemail wearing [censored] warlock.

    SO giving stalkers /elec and possibly /shields could work out in that sense. /ninja /regen /energy etc you could definitately play as the "I have predator cloaking skillz/sneaks" and the rest just as a guy who knows where to hit, and hits hard, just has minimal defenses if hes caught facing down some huge [censored] for too long without backup....and [censored].

    Not that I play stalkers anyways, I hate dying a lot first few levels
  19. Hey, it's just like PVP; it was fine then they got in deep and mucked it all up!

    There's your explanation, since this bug has come to fruition, I've crashed, or seen the servers crash, a total of zero times!
  20. Ok cool, uh wheres the booster pack that's "out" today?
  21. I rate everything a 1, because I'm a villain and spite is what we do.

    Kiss your HoF goodbye!
  22. Heres what my new build will be after I get my I14 respec...lawl!

    (based on what IO's I have now and cash on hand and [censored])


    Villain Plan by Mids' Villain Designer 1.401
    http://www.cohplanner.com/

    [u]Click this DataLink to open the build![u]

    Level 50 Magic Brute
    Primary Power Set: Super Strength
    Secondary Power Set: Willpower
    Power Pool: Fighting
    Power Pool: Leaping
    Power Pool: Speed
    Power Pool: Medicine
    Ancillary Pool: Leviathan Mastery

    Villain Profile:
    Level 1: Punch <ul type="square">[*] (A) Accuracy IO: Level 50[/list]Level 1: High Pain Tolerance <ul type="square">[*] (A) Healing IO: Level 50[*] (3) Healing IO: Level 50[*] (3) Healing IO: Level 50[*] (48) Resist Damage IO: Level 50[*] (50) Steadfast Protection - Knockback Protection: Level 30[/list]Level 2: Mind Over Body <ul type="square">[*] (A) Titanium Coating - Resistance: Level 50[*] (46) Titanium Coating - Endurance: Level 50[*] (46) Titanium Coating - Resistance/Endurance: Level 50[*] (48) Titanium Coating - Resistance/Endurance/Recharge: Level 50[/list]Level 4: Haymaker <ul type="square">[*] (A) Crushing Impact - Accuracy/Damage/Endurance: Level 50[*] (5) Crushing Impact - Damage/Endurance/Recharge: Level 50[*] (5) Crushing Impact - Accuracy/Damage/Recharge: Level 50[*] (40) Crushing Impact - Accuracy/Damage: Level 50[*] (43) Crushing Impact - Damage/Endurance: Level 50[/list]Level 6: Fast Healing <ul type="square">[*] (A) Healing IO: Level 50[*] (7) Healing IO: Level 50[*] (7) Healing IO: Level 50[/list]Level 8: Knockout Blow <ul type="square">[*] (A) Mako's Bite - Accuracy/Damage: Level 50[*] (9) Mako's Bite - Accuracy/Damage/Endurance/Recharge: Level 50[*] (9) Mako's Bite - Damage/Endurance: Level 50[*] (11) Mako's Bite - Damage/Recharge: Level 50[*] (11) Mako's Bite - Accuracy/Endurance/Recharge: Level 50[*] (40) Crushing Impact - Damage/Endurance/Recharge: Level 50[/list]Level 10: Indomitable Will <ul type="square">[*] (A) Endurance Reduction IO: Level 50[/list]Level 12: Boxing <ul type="square">[*] (A) Crushing Impact - Accuracy/Damage: Level 50[*] (13) Crushing Impact - Damage/Endurance: Level 50[*] (13) Crushing Impact - Accuracy/Damage/Endurance: Level 50[*] (39) Crushing Impact - Damage/Endurance/Recharge: Level 50[*] (40) Crushing Impact - Accuracy/Damage/Recharge: Level 50[*] (50) Hecatomb - Chance of Damage(Negative): Level 50[/list]Level 14: Kick <ul type="square">[*] (A) Crushing Impact - Accuracy/Damage: Level 50[*] (15) Crushing Impact - Accuracy/Damage/Endurance: Level 50[*] (15) Crushing Impact - Damage/Endurance/Recharge: Level 50[*] (34) Mako's Bite - Chance of Damage(Lethal): Level 50[*] (37) Crushing Impact - Accuracy/Damage/Recharge: Level 50[*] (37) Crushing Impact - Damage/Recharge: Level 50[/list]Level 16: Rise to the Challenge <ul type="square">[*] (A) Numina's Convalescence - Heal/Endurance: Level 50[*] (17) Numina's Convalescence - Heal: Level 50[*] (17) Numina's Convalescence - Heal/Recharge: Level 50[*] (50) Endurance Reduction IO: Level 50[/list]Level 18: Rage <ul type="square">[*] (A) Adjusted Targeting - To Hit Buff: Level 50[*] (19) Adjusted Targeting - Recharge: Level 50[*] (19) Adjusted Targeting - Endurance/Recharge: Level 50[*] (36) Adjusted Targeting - To Hit Buff/Recharge: Level 50[*] (36) Adjusted Targeting - To Hit Buff/Endurance/Recharge: Level 50[*] (37) Recharge Reduction IO: Level 50[/list]Level 20: Quick Recovery <ul type="square">[*] (A) Performance Shifter - Chance for +End: Level 50[*] (21) Performance Shifter - EndMod: Level 50[*] (21) Performance Shifter - EndMod/Accuracy: Level 50[*] (34) Performance Shifter - EndMod/Recharge: Level 50[*] (36) Performance Shifter - EndMod/Accuracy/Recharge: Level 50[/list]Level 22: Tough <ul type="square">[*] (A) Titanium Coating - Resistance: Level 50[*] (23) Titanium Coating - Endurance: Level 50[*] (23) Titanium Coating - Resistance/Endurance: Level 50[/list]Level 24: Jump Kick <ul type="square">[*] (A) Crushing Impact - Accuracy/Damage/Endurance: Level 50[*] (25) Crushing Impact - Damage/Endurance/Recharge: Level 50[*] (25) Crushing Impact - Accuracy/Damage/Recharge: Level 50[*] (31) Crushing Impact - Accuracy/Damage: Level 50[*] (34) Crushing Impact - Damage/Endurance: Level 50[/list]Level 26: Flurry <ul type="square">[*] (A) Crushing Impact - Accuracy/Damage/Endurance: Level 50[*] (27) Crushing Impact - Damage/Endurance/Recharge: Level 50[*] (27) Crushing Impact - Accuracy/Damage: Level 50[*] (31) Crushing Impact - Accuracy/Damage/Recharge: Level 50[*] (31) Crushing Impact - Damage/Endurance: Level 50[/list]Level 28: Hasten <ul type="square">[*] (A) Recharge Reduction IO: Level 50[*] (29) Recharge Reduction IO: Level 50[*] (29) Recharge Reduction IO: Level 50[/list]Level 30: Aid Other <ul type="square">[*] (A) Empty[/list]Level 32: Aid Self <ul type="square">[*] (A) Healing IO: Level 50[*] (33) Healing IO: Level 50[*] (33) Healing IO: Level 50[*] (33) Interrupt Reduction IO: Level 50[/list]Level 35: Combat Jumping <ul type="square">[*] (A) Kismet - Accuracy +6%: Level 30[/list]Level 38: Strength of Will <ul type="square">[*] (A) Titanium Coating - Resistance: Level 50[*] (39) Titanium Coating - Resistance/Endurance: Level 50[*] (39) Titanium Coating - Resistance/Recharge: Level 50[/list]Level 41: Spirit Shark <ul type="square">[*] (A) Devastation - Accuracy/Damage: Level 50[*] (42) Devastation - Accuracy/Damage/Endurance/Recharge: Level 50[*] (42) Devastation - Accuracy/Damage/Recharge: Level 50[*] (42) Devastation - Damage/Endurance: Level 50[*] (43) Apocalypse - Chance of Damage(Negative): Level 50[*] (43) Thunderstrike - Accuracy/Damage: Level 50[/list]Level 44: Arctic Breath <ul type="square">[*] (A) Analyze Weakness - Defense Debuff: Level 50[*] (45) Analyze Weakness - Chance for +ToHit: Level 50[*] (45) Analyze Weakness - Accuracy/Endurance/Recharge: Level 50[*] (45) Analyze Weakness - Accuracy/Recharge: Level 50[*] (46) Analyze Weakness - Defense Debuff/Endurance/Recharge: Level 50[/list]Level 47: Super Speed <ul type="square">[*] (A) Quickfoot - Endurance/RunSpeed: Level 50[*] (48) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance: Level 50[/list]Level 49: Taunt <ul type="square">[*] (A) Accuracy IO: Level 50[/list]------------
    Level 1: Brawl <ul type="square">[*] (A) Empty[/list]Level 1: Sprint <ul type="square">[*] (A) Empty[/list]Level 2: Rest <ul type="square">[*] (A) Empty[/list]Level 1: Fury
    ------------
    [u]Set Bonus Totals:[u]<ul type="square">[*]13.5% DamageBuff(Smashing)[*]13.5% DamageBuff(Lethal)[*]13.5% DamageBuff(Fire)[*]13.5% DamageBuff(Cold)[*]13.5% DamageBuff(Energy)[*]13.5% DamageBuff(Negative)[*]13.5% DamageBuff(Toxic)[*]13.5% DamageBuff(Psionic)[*]25% Enhancement(RechargeTime)[*]55% Enhancement(Accuracy)[*]5% FlySpeed[*]264.2 HP (17.6%) HitPoints[*]5% JumpHeight[*]5% JumpSpeed[*]Knockback (Mag -4)[*]Knockup (Mag -4)[*]MezResist(Held) 3.3%[*]MezResist(Immobilize) 14.3%[*]MezResist(Sleep) 6.6%[*]MezResist(Stun) 4.4%[*]2.5% (0.04 End/sec) Recovery[*]34% (2.13 HP/sec) Regeneration[*]1.26% Resistance(Energy)[*]1.26% Resistance(Negative)[*]5% RunSpeed[/list]------------
    [u]Set Bonuses:[u]
    [u]Steadfast Protection[u]
    (High Pain Tolerance)<ul type="square">[*] Knockback Protection (Mag -4)[/list][u]Titanium Coating[u]
    (Mind Over Body)<ul type="square">[*] MezResist(Sleep) 2.2%[*] 22.5 HP (1.5%) HitPoints[*] MezResist(Stun) 2.2%[/list][u]Crushing Impact[u]
    (Haymaker)<ul type="square">[*] MezResist(Immobilize) 2.2%[*] 16.9 HP (1.13%) HitPoints[*] 7% Enhancement(Accuracy)[*] 5% Enhancement(RechargeTime)[/list][u]Mako's Bite[u]
    (Knockout Blow)<ul type="square">[*] MezResist(Immobilize) 3.3%[*] 22.5 HP (1.5%) HitPoints[*] 3% DamageBuff(All)[*] MezResist(Held) 3.3%[/list][u]Crushing Impact[u]
    (Boxing)<ul type="square">[*] MezResist(Immobilize) 2.2%[*] 16.9 HP (1.13%) HitPoints[*] 7% Enhancement(Accuracy)[*] 5% Enhancement(RechargeTime)[/list][u]Crushing Impact[u]
    (Kick)<ul type="square">[*] MezResist(Immobilize) 2.2%[*] 16.9 HP (1.13%) HitPoints[*] 7% Enhancement(Accuracy)[*] 5% Enhancement(RechargeTime)[/list][u]Numina's Convalescence[u]
    (Rise to the Challenge)<ul type="square">[*] 12% (0.75 HP/sec) Regeneration[*] 28.1 HP (1.88%) HitPoints[/list][u]Adjusted Targeting[u]
    (Rage)<ul type="square">[*] 2% DamageBuff(All)[*] 1.26% Resistance(Energy,Negative)[*] 9% Enhancement(Accuracy)[*] 5% Enhancement(RechargeTime)[/list][u]Performance Shifter[u]
    (Quick Recovery)<ul type="square">[*] 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed[*] 28.1 HP (1.88%) HitPoints[*] 2.5% (0.04 End/sec) Recovery[*] 2.5% DamageBuff(All)[/list][u]Titanium Coating[u]
    (Tough)<ul type="square">[*] MezResist(Sleep) 2.2%[*] 22.5 HP (1.5%) HitPoints[/list][u]Crushing Impact[u]
    (Jump Kick)<ul type="square">[*] MezResist(Immobilize) 2.2%[*] 16.9 HP (1.13%) HitPoints[*] 7% Enhancement(Accuracy)[*] 5% Enhancement(RechargeTime)[/list][u]Crushing Impact[u]
    (Flurry)<ul type="square">[*] MezResist(Immobilize) 2.2%[*] 16.9 HP (1.13%) HitPoints[*] 7% Enhancement(Accuracy)[*] 5% Enhancement(RechargeTime) (Exceeded 5 Bonus Cap)[/list][u]Titanium Coating[u]
    (Strength of Will)<ul type="square">[*] MezResist(Sleep) 2.2%[*] 22.5 HP (1.5%) HitPoints[/list][u]Devastation[u]
    (Spirit Shark)<ul type="square">[*] 12% (0.75 HP/sec) Regeneration[*] 33.7 HP (2.25%) HitPoints[*] 3% DamageBuff(All)[/list][u]Analyze Weakness[u]
    (Arctic Breath)<ul type="square">[*] 10% (0.63 HP/sec) Regeneration[*] MezResist(Stun) 2.2%[*] 3% DamageBuff(All)[*] 11% Enhancement(Accuracy)[/list]