feaRfox

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  1. Quote:
    Originally Posted by Auroxis View Post
    Elec Armor is my favorite armor, especially on brutes. Other than making you sturdy, it gives you a recharge bonus and great endurance management tools so your offense can go wild.
    just what i wanted to hear i would definitely rather spend my time in the fight than having to worry about Endurance.

    how is the climb to 50 with /Elec? (ive never gotten past the teens because ive always felt so squishy) just so i know what im in for before i can get to the "force to be reckoned with" stage:P
    speaking of which...does /Elec require tough and weave to be effective or no??
  2. So basically EM is rare for brutes because it doesnt mesh well with Fury and its AoE is practically non existent?
    and since brutes are "the" farmers these days EM's lack of AoE renders itself not popular??
    that seems abit harsh...

    but that aside...Elec Armour FTW?? or at least..."yay im pretty damn sturdy!"? (provided softcapped S/L ofcourse!)
  3. Quote:
    Originally Posted by Auroxis View Post
    EM on Brutes isn't all that good, mainly because Fury doesn't work well with the long animating attacks of EM.
    so maybe a Tanker might work better? or enough global recharge would compensate? because im sure the high ST numbers EM brings to the table would be worth it...

    and Elec Armour...working to softcap S/L would make the set very formidable or?

    but im glad to hear that they seemingly work together...if not for anything but for ET and Energize!
  4. Having never made a Brute before but loving EM through the Tanker and Stalker sets...i was curious as to how these 2 sets mesh together? and also whether or not the Tanker version of these 2 together might be better?
    (Keep in mind i love the single target numbers EM puts up and can only imagine what they're like with a healthy Fury bar...so i am definitely leaning towards brute! XD)
    but having only seen 1 toon in my travels with this combo...i was curious as to why this might be? is either set THAT bad...or just bad when paired together? thematically they fit together i wouldve thought...just not in practice?...EM being an ST monster and ELA with its damage aura catering for more AoE prone primaries...?

    any thoughts? input? (im trying to get a feel for whether or not its worth making this combo)

    cheers in advance
    Fox
  5. Oh thats right! both have mez secondary effects...i completely forgot about those! thanks very much guys!
    well i think its going to be Fire/Earth/Ice after all that! it fits my theme and gives me the "powerful" feeling to it thanks to /Earth...and Ice well...just rounds out the elements toward my theme...

    so any build advice would be appreciated
    i think my slotting needs some touching up as im not really satisfied with it currently...so any help there would be great!
  6. Ok so ive come up with this...sorry Wooden...but i couldnt have put Fire Cages anywhere else in my build...and i dont really see the point in taken Fire Cages AND Ring of Fire...
    but please do comment and criticise...im very open to alternate slotting and what not...i threw the slotting together rather quickly emphasizing on recharge, then S/L defense...

    so people feel free to fire away

    Villain Plan by Mids' Villain Designer 1.90
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Faultline Fox: Level 50 Magic Dominator
    Primary Power Set: Fire Control
    Secondary Power Set: Earth Assault
    Power Pool: Speed
    Power Pool: Leaping
    Power Pool: Leadership
    Ancillary Pool: Ice Mastery

    Villain Profile:
    Level 1: Char -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(3), BasGaze-Rchg/Hold(3), BasGaze-EndRdx/Rchg/Hold(5)
    Level 1: Stone Spears -- Decim-Acc/Dmg/Rchg(A), Decim-Acc/Dmg(45), Decim-Dmg/EndRdx(46), Decim-Dmg/Rchg(46), Decim-Acc/EndRdx/Rchg(46)
    Level 2: Stone Mallet -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(7), KntkC'bat-Dmg/Rchg(9), KntkC'bat-Dmg/EndRdx/Rchg(9), Mako-Dam%(11)
    Level 4: Fire Cages -- GravAnch-Hold%(A), GravAnch-Immob/Rchg(11), GravAnch-Acc/Immob/Rchg(13), GravAnch-Acc/Rchg(13), GravAnch-Immob/EndRdx(15)
    Level 6: Smoke -- DarkWD-ToHitDeb(A), DarkWD-ToHitDeb/Rchg(15), DarkWD-ToHitdeb/Rchg/EndRdx(17), DarkWD-Rchg/EndRdx(17)
    Level 8: Hasten -- RechRdx-I(A), RechRdx-I(19), RechRdx-I(19)
    Level 10: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 12: Flashfire -- Amaze-EndRdx/Stun(A), Amaze-Stun(21), Amaze-Stun/Rchg(21), Amaze-Acc/Stun/Rchg(23), Amaze-Acc/Rchg(23)
    Level 14: Super Speed -- Clrty-Stlth(A), HO:Micro(25)
    Level 16: Power Boost -- RechRdx-I(A), RechRdx-I(25)
    Level 18: Cinders -- UbrkCons-Hold(A), UbrkCons-Hold/Rchg(27), UbrkCons-Acc/Hold/Rchg(27), UbrkCons-Acc/Rchg(29), UbrkCons-EndRdx/Hold(29)
    Level 20: Heavy Mallet -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(31), KntkC'bat-Dmg/Rchg(31), KntkC'bat-Dmg/EndRdx/Rchg(31), T'Death-Dam%(33), Mako-Dam%(33)
    Level 22: Hot Feet -- EndRdx-I(A), EndRdx-I(33)
    Level 24: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(34)
    Level 26: Assault -- EndRdx-I(A), EndRdx-I(34)
    Level 28: Seismic Smash -- Hectmb-Dmg(A), Hectmb-Dmg/Rchg(34), Hectmb-Acc/Dmg/Rchg(36), Hectmb-Acc/Rchg(36), Hectmb-Dmg/EndRdx(36), Hectmb-Dam%(37)
    Level 30: Vengeance -- LkGmblr-Rchg+(A), LkGmblr-Def(43)
    Level 32: Fire Imps -- ExRmnt-EndRdx/Dmg/Rchg(A), ExRmnt-Acc/Dmg(37), ExRmnt-Dmg/EndRdx(37), ExRmnt-Acc/Dmg/Rchg(39)
    Level 35: Hurl Boulder -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(39), Decim-Dmg/Rchg(39), Decim-Acc/EndRdx/Rchg(40), Decim-Acc/Dmg/Rchg(40)
    Level 38: Fissure -- Ragnrk-Dmg/EndRdx(A), Ragnrk-Dmg(40), Ragnrk-Dmg/Rchg(42), Ragnrk-Acc/Dmg/Rchg(42), Ragnrk-Acc/Rchg(42)
    Level 41: Sleet -- RechRdx-I(A), RechRdx-I(43), DefDeb-I(43)
    Level 44: Frozen Armor -- LkGmblr-Rchg+(A), LkGmblr-Def(45), LkGmblr-Def/EndRdx(45)
    Level 47: Ice Storm -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Dmg/Rng(48), Posi-Acc/Dmg/EndRdx(50), Posi-Dam%(50)
    Level 49: Hibernate -- Mrcl-Rcvry+(A), RechRdx-I(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Domination
    Level 4: Ninja Run
    Level 2: Swift -- Run-I(A)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Health -- Heal-I(A)
    Level 2: Stamina -- EndMod-I(A), EndMod-I(5), EndMod-I(7)



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  7. Thanks for the insight there Carnifax!
    specially about fire cages...ive always heard Doms not taking the AoE immob because its not within the playstyle of a Dom and yes...you dont need containment like a controller...but ive always taken it on my Doms...i mean...is it necessary at all? or just a late game addition to your build? because its either going to be fire cages at level 4 or Ring of fire...i refuse to take tremor:P on the same token i dont wanna be the Dom that cant contain mobs since i team fairly often...or should i not worry about that too much...i mean i'll have 2 ST mezzes and 2 AoE mezzes(rather than 3)...still fine hm?
    or i just end up taking both fire cages AND ring of fire...? XD
  8. After reading what you said Vids and after alot of thinking thematically...how about i turn the tables and say Fire/Earth?
    how does the synergy between these 2 shape up? the reason im leaning toward /Earth over /Fire and /Energy is because i enjoy more melee based toons...and i utterly love how powerful /Earth feels! aswell as the fact it does have 3 hard hitting melee attacks plus a short range AoE that despite its mediocre numbers...looks and feels awesome...i am ofcourse talking about Fissure...not that poor excuse of an attack Tremor (that definitely needs improving but anyway)

    also why im leaning towards Fire/ this time is because its a melee based control set...Smoke, Hot Feet, Cinders, Imps...and whatever control it lacks i think /Earth can compensate for all its soft control just as Vids pointed out with /Energy.

    so...where too from here? questions? queries? anything?:P

    Fox
  9. You both make good points!
    The AoE though Wooden...im not to concerned about...i figured with the variety of AoE mez patches Earth has, it would easily compensate for Energy's lack of AoE anything:P i mean while mobs are flopping around...im pummeling them with high ST damage powers correct?
    but thats also the thing...Energy's KB worries me...i mean i cant have mobs flying outta my mez zones can I. Or should i not be worried so much about that?

    Imt you're very right about Fire purely out damaging the other sets...as superior as Earth is at locking down mobs...it lacks damage. Another good point about how all those mez patches dont get buffed by Domination that saddens me but at least they're autohit and are great outta the box...even against higher conning enemies.

    this is really difficult...its basically awesome control coupled with awesome ST damage OR low to mediocre control WITH damage to boot coupled with awesome ST damage:P
    thats it right? or have i missed something?
    please anymore insight or something ive overlooked...

    Cheers
    Fox
  10. Ok so im torn with either Fire or Earth to couple with Energy assault...
    i really do enjoy energy...the numbers are great (both ranged and in melee) and it actually feels like a powerful assault set...but i digress...

    the bedrock of my question is: which outta the 2 control sets would compliment Energy the greatest?

    does anyone have one of these toons? ive personally never seen one...(doesnt mean they dont exist...they just seem rare for whatever reason...)my concept however will fit either just fine.

    so please...any insight/advice/opinions on this matter will be muchly appreciated!

    Cheers
    Fox
  11. Thank you very much for that Nova!

    can always use more recharge! using the stealth pool as LoTG mules also a great idea! The -ToHit proc in PSW a nice touch...i completely forgot it had that 2ndary aspect to it:P
    I switched the Armageddon proc into PSW though (keeping AA's -ToHit ofcourse)...and placed Scirocco's Proc into Hot feet...im trying to squeeze as much damage out of PSW as possible...its difficult:P but considering its going to be the staple mob attack...i figure i might aswell try right?

    Other than that...im going to leave everything as is! then wait for i19 to strip fitness and get to it

    Build wise...how does it look Nova? reasonable slotting? power choices etc?

    Thanks once again mate
    Fox

    PS if there are any Perma Fire/Psi Doms out there on Freedom/Champion who would be willing to let me run with them for a mission or 2, i would muchly appreciate it! i would love to watch a vet of the AT at work
  12. Ok heres the Final build i came up with! going through all the advice i was given aswell as tweaking it to fit my own playstyle...please feel free to comment and criticise!

    Villain Plan by Mids' Villain Designer 1.803
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Fox Cunning 3: Level 50 Magic Dominator
    Primary Power Set: Fire Control
    Secondary Power Set: Psionic Assault
    Power Pool: Speed
    Power Pool: Fitness
    Power Pool: Leadership
    Power Pool: Leaping
    Ancillary Pool: Fire Mastery

    Villain Profile:
    Level 1: Char -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(3), BasGaze-Rchg/Hold(3), BasGaze-Acc/EndRdx/Rchg/Hold(5), Lock-%Hold(13)
    Level 1: Psionic Dart -- Dmg-I(A)
    Level 2: Mind Probe -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(5), C'ngImp-Dmg/Rchg(7), C'ngImp-Acc/Dmg/Rchg(7), C'ngImp-Acc/Dmg/EndRdx(9)
    Level 4: Fire Cages -- GravAnch-Hold%(A), GravAnch-Immob/Rchg(9), GravAnch-Acc/Immob/Rchg(11), GravAnch-Acc/Rchg(11), GravAnch-Immob/EndRdx(13)
    Level 6: Hasten -- RechRdx-I(A), RechRdx-I(15), RechRdx-I(15)
    Level 8: Hurdle -- Jump-I(A)
    Level 10: Assault -- EndRdx-I(A)
    Level 12: Flashfire -- Amaze-Stun(A), Amaze-Stun/Rchg(17), Amaze-Acc/Stun/Rchg(17), Amaze-Acc/Rchg(19), Amaze-EndRdx/Stun(19)
    Level 14: Super Speed -- HO:Micro(A), HO:Micro(50)
    Level 16: Psychic Scream -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(21), Posi-Dmg/Rchg(21), Posi-Dmg/Rng(23), Posi-Acc/Dmg/EndRdx(23)
    Level 18: Health -- Mrcl-Heal(A), Mrcl-Heal/EndRdx(25)
    Level 20: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/Acc(25), Efficacy-EndMod/EndRdx(27)
    Level 22: Drain Psyche -- Dct'dW-Heal/EndRdx(A), P'Shift-EndMod/Acc(27), Dct'dW-Heal/EndRdx/Rchg(29), Dct'dW-Heal/Rchg(29), Dct'dW-Rchg(31), Dct'dW-Heal(31)
    Level 24: Cinders -- UbrkCons-Hold(A), UbrkCons-Hold/Rchg(31), UbrkCons-Acc/Hold/Rchg(33), UbrkCons-Acc/Rchg(33), UbrkCons-EndRdx/Hold(33)
    Level 26: Tactics -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(40), AdjTgt-ToHit/EndRdx/Rchg(40), AdjTgt-EndRdx/Rchg(40), AdjTgt-ToHit/EndRdx(50)
    Level 28: Subdue -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(34), Decim-Dmg/Rchg(34), Decim-Acc/EndRdx/Rchg(34), Decim-Acc/Dmg/Rchg(36)
    Level 30: Hot Feet -- Oblit-Dmg(A), Oblit-Acc/Rchg(36), Oblit-Dmg/Rchg(36), Oblit-Acc/Dmg/Rchg(37), Oblit-Acc/Dmg/EndRdx/Rchg(37)
    Level 32: Fire Imps -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(37), ExRmnt-Acc/Dmg/Rchg(39), ExRmnt-Dmg/EndRdx(39)
    Level 35: Vengeance -- LkGmblr-Rchg+(A), LkGmblr-Def(39)
    Level 38: Psychic Shockwave -- Armgdn-Dmg(A), Armgdn-Dmg/Rchg(42), Armgdn-Acc/Dmg/Rchg(42), Armgdn-Acc/Rchg(42), Armgdn-Dam%(43)
    Level 41: Fire Ball -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(43), Ragnrk-Acc/Dmg/Rchg(43), Ragnrk-Acc/Rchg(45), Ragnrk-Knock%(45)
    Level 44: Rain of Fire -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(45), Posi-Dmg/Rchg(46), Posi-Dmg/Rng(46), Posi-Acc/Dmg/EndRdx(46)
    Level 47: Psionic Lance -- Mantic-Acc/Dmg(A), Mantic-Dmg/EndRdx(48), Mantic-Acc/ActRdx/Rng(48), Mantic-Dmg/ActRdx/Rchg(48), Mantic-Dmg/EndRdx/Rchg(50)
    Level 49: Combat Jumping -- LkGmblr-Rchg+(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Domination
    Level 4: Ninja Run
    ------------
    Set Bonus Totals:
    • 11% DamageBuff(Smashing)
    • 11% DamageBuff(Lethal)
    • 11% DamageBuff(Fire)
    • 11% DamageBuff(Cold)
    • 11% DamageBuff(Energy)
    • 11% DamageBuff(Negative)
    • 11% DamageBuff(Toxic)
    • 11% DamageBuff(Psionic)
    • 3.44% Defense(Energy)
    • 3.44% Defense(Negative)
    • 3.13% Defense(Ranged)
    • 2.25% Max End
    • 125% Enhancement(RechargeTime)
    • 118% Enhancement(Accuracy)
    • 4% Enhancement(Heal)
    • 34.3 HP (3.38%) HitPoints
    • MezResist(Confused) 2.5%
    • MezResist(Held) 2.5%
    • MezResist(Immobilize) 7.45%
    • MezResist(Sleep) 2.5%
    • MezResist(Stun) 4.7%
    • MezResist(Terrorized) 4.7%
    • 31% (0.52 End/sec) Recovery
    • 22% (0.93 HP/sec) Regeneration
    • 17% Resistance(Fire)
    • 17% Resistance(Cold)
    • 1.26% Resistance(Energy)
    • 1.26% Resistance(Negative)




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    Cheers in advance
    Fox
  13. Does anyone know of any supposed numbers for the 4 powers? Will they be enhanceable like they are now?
  14. Thank you for your input Storm!

    i now have some more things to think about dammit lol...the idea of the 1, 2 combo of TKT and MP sounds like a great idea! i had to adjust my original build though to accommodate this combo...mmm i might aswell just post the 2 builds and see what you guys think of the 2 of them...

    1st is without TKT and Subdue...giving me Psionic Lance in the late game...

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    2nd is with TKT and Subdue...this time removing Psionic Lance...

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    both builds have the Leadership Pool...as im hoping to get a little more "Oomph" from Psi. Will this benefit me at all though? or is the leadership pool a waste on a Dom? Oh and lastly...does Vengeance work when an Imp dies?

    Thanks in advance guys!
    Cheers
    Fox
  15. Wow thank you both for your detailed insight

    1st of all, Beef. your opinions on the fire aspect of the build pretty much mirror my own. i never thought of skipping Imps though...but now i have something to think about! you make valid points for and against them.

    Cinders...exactly what i was thinking...whenever Flashfire isnt up...its a great opener or "Oh Crap!" button...and plus, the fire/psi thrives on being in the midst of it all doesnt it? i would only consider it natural to take a PBAOE hold for such a toon.

    Bonfire...again, a good argument seeing as the damage is awesome...i guess positioning is key...but like you...i'll side on the "against" for that power...KB can be a big pain...specially on large teams.

    I am glad to hear though that its definitely a win combo though...it seems a new lease on life thanks to the APP's

    2ndly Nova, Cheers for your simple yet to the point advice on Psi assault!

    ive been playing around with Mind Probe and do like it as a ST attack for the harder targets of a mob.

    i skipped TT because of the KB component despite its good damage...i didnt see it handy in team play and when solo...that guy should be locked down:P

    Psychic Scream sounds like a no brainer to me...the more AOE the better? just positioning to optimise would be the key yes?

    DP...the cornerstone of the set? in my planned build it has a 2 second down time...so practically perma...or would perma work just that much better?

    PL...i like the idea of a very damaging snipe...i know with Doms its all about being on the go but surely it wouldnt hurt to have a damaging pull power...specially if you have the room? am i right in thinking that?

    PSW...the nerfed power...im glad to hear its still very much key to this set! i know its not the be all and end all like it was...but its still good yes? another no brainer choice i think

    Lastly i would like to propose another question...will Permadom make my fire/psi experience that much better? performance wise and also pure fun?...i mean i have 3 lowbie Doms currently and i finally feel the AT is right up my alley...

    So with that...thank you muchly...the both of you! i really appreciate the help and insight into both sets, i feel good about this being an awesome combo! my toon is currently lvl 6...i can post the proposed build if you guys or anyone else would like to see and criticise?

    Cheers for everything
    Fox
  16. Now i know fire/psi isnt what it use to be (from what ive read in the forums...PSW nerf etc) in terms of farming and overall AOE overkill...but since the fire APP im hoping to make it somewhat close to its former farming glory.
    however having not used psi assault iam unfamiliar with that aspect of the build...

    simply...my questions are:

    1. what powers within the assault set are worth taking too help with my performance...not just with farming, but team and solo play. (i team more than i solo...but we all get lonely though right:P)

    2. skippable powers...are there any?

    3. slotting...recharge recharge recharge? perma is better? is that a fair assumption?

    sorry if this all seems jumbled...its late...XD
    i appreciate any and all help...i can post the build i have in mind if any would like to see and criticise...

    (please no suggestions for making a brute to farm with...i have my heart set on this combo and i want to make it work)

    cheers in advance
    Fox
  17. Hey All,
    long time forum reader but 1st time poster...made my 1st serious attempt at a Dom the other day...good concept for me (which helps me enjoy the toon more) but i really wanted some advice and/or criticism of my final build...any help is greatly appreciated...

    i was able to achieve permadom without hasten...and the flight pool is there purely on concept

    also im willing to remove the Force APP in favour of the Fire APP for more AoE damage. Not to mention if its not possible to customize the ET and Energy Torrent:P that'll bug me if those 2 powers will be pink/red

    anyway i leave it in the hands of the forum gurus!


    Villain Plan by Mids' Villain Designer 1.803
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Doom Fox: Level 50 Science Dominator
    Primary Power Set: Mind Control
    Secondary Power Set: Energy Assault
    Power Pool: Flight
    Power Pool: Fitness
    Power Pool: Medicine
    Ancillary Pool: Primal Forces Mastery

    Villain Profile:
    Level 1: Mesmerize -- CSndmn-Acc/Rchg(A), CSndmn-EndRdx/Sleep(3), CSndmn-Acc/EndRdx(3), CSndmn-Sleep/Rng(5), CSndmn-Acc/Sleep/Rchg(5)
    Level 1: Power Bolt -- Acc-I(A)
    Level 2: Dominate -- BasGaze-Acc/Hold(A), BasGaze-Rchg/Hold(7), BasGaze-EndRdx/Rchg/Hold(7), BasGaze-Acc/EndRdx/Rchg/Hold(9)
    Level 4: Bone Smasher -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(9), C'ngImp-Dmg/Rchg(11), C'ngImp-Acc/Dmg/Rchg(11), C'ngImp-Acc/Dmg/EndRdx(13)
    Level 6: Hover -- LkGmblr-Rchg+(A)
    Level 8: Confuse -- Mlais-Acc/Rchg(A), Mlais-EndRdx/Conf(13), Mlais-Acc/EndRdx(15), Mlais-Conf/Rng(15), Mlais-Acc/Conf/Rchg(17)
    Level 10: Power Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(17), Decim-Dmg/Rchg(19), Decim-Acc/EndRdx/Rchg(19), Decim-Acc/Dmg/Rchg(21)
    Level 12: Swift -- Run-I(A)
    Level 14: Fly -- Flight-I(A)
    Level 16: Mass Hypnosis -- FtnHyp-Sleep(A), FtnHyp-Sleep/Rchg(21), FtnHyp-Acc/Sleep/Rchg(23), FtnHyp-Acc/Rchg(23), FtnHyp-Sleep/EndRdx(25)
    Level 18: Health -- Heal-I(A)
    Level 20: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/EndRdx(25), Efficacy-EndMod/Acc(27)
    Level 22: Power Push -- KinCrsh-Dmg/KB(A), KinCrsh-Acc/KB(27), KinCrsh-Rchg/KB(29), KinCrsh-Rechg/EndRdx(29), KinCrsh-Dmg/EndRdx/KB(31), KinCrsh-Acc/Dmg/KB(31)
    Level 24: Total Domination -- UbrkCons-Hold(A), UbrkCons-Hold/Rchg(31), UbrkCons-Acc/Hold/Rchg(33), UbrkCons-Acc/Rchg(33), UbrkCons-EndRdx/Hold(33)
    Level 26: Terrify -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(34), Posi-Dmg/Rchg(34), Posi-Dmg/Rng(34), Posi-Acc/Dmg/EndRdx(36)
    Level 28: Total Focus -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(36), C'ngImp-Dmg/Rchg(36), C'ngImp-Acc/Dmg/Rchg(37), C'ngImp-Acc/Dmg/EndRdx(37)
    Level 30: Aid Other -- Heal-I(A)
    Level 32: Mass Confusion -- CoPers-Conf(A), CoPers-Conf/Rchg(37), CoPers-Acc/Conf/Rchg(39), CoPers-Acc/Rchg(39), CoPers-Conf/EndRdx(39)
    Level 35: Aid Self -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(40), Dct'dW-Heal/Rchg(40), Dct'dW-Heal/EndRdx/Rchg(40), Dct'dW-Heal(42)
    Level 38: Power Burst -- Apoc-Dmg(A), Apoc-Dmg/Rchg(42), Apoc-Acc/Dmg/Rchg(42), Apoc-Acc/Rchg(43), Apoc-Dmg/EndRdx(43)
    Level 41: Sniper Blast -- Mantic-Acc/Dmg(A), Mantic-Dmg/EndRdx(43), Mantic-Acc/ActRdx/Rng(45), Mantic-Dmg/ActRdx/Rchg(45), Mantic-Dmg/EndRdx/Rchg(45)
    Level 44: Energy Transfer -- Armgdn-Dmg(A), Armgdn-Dmg/Rchg(46), Armgdn-Acc/Dmg/Rchg(46), Armgdn-Acc/Rchg(46), Armgdn-Dmg/EndRdx(48)
    Level 47: Energy Torrent -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Dmg/Rng(50), Posi-Acc/Dmg/EndRdx(50)
    Level 49: Temp Invulnerability -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Domination
    Level 2: Ninja Run
    ------------
    Set Bonus Totals:
    • 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)
    • 3.44% Defense(Energy)
    • 3.44% Defense(Negative)
    • 3.13% Defense(Ranged)
    • 4.5% Max End
    • 5% Enhancement(Sleep)
    • 4% Enhancement(Heal)
    • 6.5% Enhancement(Confused)
    • 77% Enhancement(Accuracy)
    • 126.3% Enhancement(RechargeTime)
    • 95.4 HP (9.38%) HitPoints
    • Knockback (Mag -3)
    • Knockup (Mag -3)
    • MezResist(Immobilize) 7.15%
    • MezResist(Terrorized) 2.2%
    • 29.5% (0.49 End/sec) Recovery
    • 34% (1.44 HP/sec) Regeneration
    • 2.5% Resistance(Smashing)
    • 12% Resistance(Fire)
    • 12% Resistance(Cold)
    • 3% RunSpeed




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