How to build Superman v3.0 & Inv/SS+ Guide
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PVP and adding more "Elites" that I couldn't solo at the same level are what drove me from WoW. Knowing I couldn't solo any dungoen until I was well above the levels it was designed for irked me. Going to Swamp of Sorrows and defending my gnome mage from a NPC guard in the middle of the swamp, only to have a high level Tauren try to kill me since I was now flagged irked me. Going into Stonetalon Valley for the first time from the Barrons on my human paladin, only to have a troll mage try to kill me because I was flagged from fighting NPC guards IRKED ME. Playing a level 10 undead priestess who just learned ressurection and was killed by a level 54 paladin because I tried to ress a corpse outside Crossroads and was flagged when I cast it (Corpses that had released don't show their flag status) REALLY PISSED ME OFF.
I went PVE servers to avoid PVP. Their "honor" system took a hell of a lot of fun out of the game. I couldn't avoid it. Either an NPC would attack and defending myself would flag me PVP, I would buff or heal someone flagged and find myself flagged, or a zerg raid would kill the NPCs I needed to talk to in order to do quests.
Adding in more dungeons and threats requiring massive parties to fight didn't help this solo player. I left WoW, that is money they will no longer receive from me. I came back to here because someone pointed me to this very thread. Seeing Cryptic's Devs pull this nerf really makes me wonder if I should just give up on MMOGs altogether.
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This is why I left WoW. The Honor system, which I hoped would keep my feeble Night Elf warrior from getting ganked, did the opposite.
@Demobot
Also on Steam
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Oh, and Kimmie, season 2 of JLU is WAY better!
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It is indeed impressing me. Thank y'all again for pointing me to JLU! I had not kept up since the DC animations left WB for Cartoon (I lack cable TV).
The problem with stuff like Acrobatics/Tough/Weave (to a lesser extent) is that it doesn't fit that "Supergirl" like character concept, and so help me, I will not take a power that doesn't fit my concept just because. Also, I'm worried more and more that the Inv changes are "intended" since a patch was issued to test today/yesterday and no mention was made of "fixing" any powers except a stone power not having KB resist, and something about Controller's Sigularity, they also finally fixed the return of the War Fog when you return to a floor you've been on before (that's good). But alas, no mention of "fixing' Inv.
"Superman died fighting Doomsday because he allowed his toggles to drop, and didn't beat Doomsday before Unstoppable wore off, sad really..."
Postitron made one positive comment for an upcoming I5 correction. Unyeilding's Resistance will be doubled and the Defense penalty put back to the -5% we are used to. When questioned as to if that meant Unyeilding would go to 10% total vice its 20% on Live, Positron said he wasn't sure on the numbers, but Invincible and Unyeilding together should net 20% resistance.
20% means back to where it is on Live, as Invincible is Defense and Accuracy only.
5% Resistance with -12.5% Defense is where Unyeilding sits on Test currently, 20% Resistance with -5% Defense is where it stands on Live, and it seems that it will stay 20% Resis/-5% Def in an upcoming I5 correction.
In the meantime, I am creating a Energy/Energy/Force (or Energy Epic once I5 comes out) blaster just in case Positron is wrong and I5 hits Live as is.
Kimmie, hoping Positron is right.
Assuming he means Unyielding will have a base resist of 20 now then you can hit the upper 50s low 60s to all damage types except psi and that really will make Havok's build still viable.
But he could also mean that 6 slotted it will now reach 20 in which case you can hit the mid 30s and that's not really enough but we have to wait and see if he will spell it out better.
He really wasn't clear on the point, and the consolidated blaster thread for the devs has people like us asking for clarification. In the Dev topics, the first one in there shows what threads the Devs have commented on, so I just jump to it and look for comments on the Tanker thread.
In the meantime, I just started a En/EM blaster set as Kara's little sister. I've never had good luck with the other ATs, but if I5 is Blaster Love, I might as well make one centered around knockback.
I prefer Kara by far, but this issue makes me think Havok is right again.
Kimmie, whose Sif Lokison is now a mighty level 2 blaster. Woot. I really don't want to play a blaster.
Kimmie and Defense,
This might be a positive thing then, but we'll have to wait and see if it gets clarified further. I needed a character for an RP reason (likely played by someone other than me, so that my character and this one can interract) so, a Blaster might not be a bad idea for that, if I can get someone else to play him/her. Kimmie, do you have a link to the thread where Posi commented on some of that?
"Superman died fighting Doomsday because he allowed his toggles to drop, and didn't beat Doomsday before Unstoppable wore off, sad really..."
It was in the Test server thread on Consilidated Tankers.
After looking over it again, I believe he meant the Unyeilding will be doubled from the 5% nerf to 10%, which would make 20% total resistance once 6 slotted with SOs. Bad. 20% + SOs would be better, 20% after 6 slotting is bad.
If you play Champion server, I just rolled Sif Lokison, Kara's little sister. She is an Energy/Energy Manipulation blaster whose day job is modeling. While Kara is the research scientist with a self-created science origin based on her work in human perfection, her sister is a natural blaster who was accosted by The Lost while returning from a modeling shoot. Seems this family really IS descended from the god Loki, god of change, mischief, and fire. Wonder what the other Lokison sisters might become.
At any rate, Sif is now level 3 and would love to play with any new characters you make, Superlative. You can see her build under Bean Sidhe's En/EM blaster guide in the Players Guide section.
I just finished watching the second season of JLU, and I am blown away! It was perfect! Tense moments, I cheered, held my breath, was shocked, smiled, clapped, and marveled at how perfect the show is! It captured the feel of the DC Universe! I hope its writers are hired to design content for the DCU game, for they have mastered working around DC imposed limitations while capturing the comic's feel! Especially with working around DC's rule to have no more Kryptonians, so skirting the issue to make Argo a colony in order to bring the real Kara back! Even if they had to give her her mother's maiden name of In-Zee.
DC, I love you!
Kimmie, hoping City of Heroes Vol. 2 issue 3 comes in the mail today.
Kimmie,
Got mine yesterday, and I haven't read it yet, it's my first CoH comic (yay). I agree 100% about Kara In-Ze (I think it's In-Ze, not In-Zee), JLU has been great. I'm working on a fic regarding Kara from JLU you might be interested in when done (it will not be appropriate for children however). I always play on Virtue because my SG (The Sorority of Spectacular Schoolgirls) is based there, but I might get around to creating on Champion someday. Maybe a Defender or Controller, probably a Sonic/Sonic Defender once I5 goes live, I dunno.
"Superman died fighting Doomsday because he allowed his toggles to drop, and didn't beat Doomsday before Unstoppable wore off, sad really..."
In-Ze, one E, just looked it up. Alura In-Ze and Zor El are her parents.
Sonic/Sonic defs look really really good for party players, but look awful to solo with. TopDoc is creating a new SG called TankMages to exploit a party filled with sonics and forcefields to basically render tanks useless. Otherwise, Sonic/Sonic would be perfect for helping tanks like ours be as they once were. Shame Sonic/Sonic cannot buff self.
More on TopDoc's idea
http://boards.cityofheroes.com/showf...part=1#3331628
His Buffer Overrun idea is pure gold (all rad SG).
Hopefully Issue 3 will be in today. Got the first volume's 12 and the first two of this volume, and I want my fix.
Be sure to pick up either Superman/Batman #19 or its reprint as Supergirl #0 this next month. Supergirl's own title starts in August and the issue I just mentioned captures the feel of the "Girls' Night Out" episode while staying true to current DC continuity (which means nothing if you are Karen Starr, aka Powergirl, aka Kara Zor-El).
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In-Ze, one E, just looked it up. Alura In-Ze and Zor El are her parents.
Sonic/Sonic defs look really really good for party players, but look awful to solo with. TopDoc is creating a new SG called TankMages to exploit a party filled with sonics and forcefields to basically render tanks useless. Otherwise, Sonic/Sonic would be perfect for helping tanks like ours be as they once were. Shame Sonic/Sonic cannot buff self.
More on TopDoc's idea
http://boards.cityofheroes.com/showf...part=1#3331628
His Buffer Overrun idea is pure gold (all rad SG).
Hopefully Issue 3 will be in today. Got the first volume's 12 and the first two of this volume, and I want my fix.
Be sure to pick up either Superman/Batman #19 or its reprint as Supergirl #0 this next month. Supergirl's own title starts in August and the issue I just mentioned captures the feel of the "Girls' Night Out" episode while staying true to current DC continuity (which means nothing if you are Karen Starr, aka Powergirl, aka Kara Zor-El).
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As much as i dont want to support the Mega nerf when i was testing sonic it gave me a killer RP idea and since virtue is maxed ill probably make my sonic "Wisper" on a nother server PM me i f you want to hear the char concept, id love to join a sg with Wisper
AE # 67087: Journey through the Looking Glass - Save the World
LLX VirtueVerse! - Check out my crazy Toons
This is the size of group that we have balanced AVs for, 6.
-Positron 06/07/06 07:27 PM
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His Buffer Overrun idea is pure gold (all rad SG).
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I'm in an all Rad SG, The Manhatten Project, on guardian. We had four full time members and were doing the striga stuff but have since pretty much cooled it. One member is on extended Military duty and the others have moved on. Still all Rad is amazing.
Oh and I am totally out of touch with current comics. I used to love Marvel and DC. I have hundreds of old Avengers, Thor, Iron-Man, and Captain America. I also have a very nice collection of Superman of course. I have a still in its cover copy of his death and another of his return. I haven't read all that much recently though.
Before my Navy days, I bought 2 copies of his death in 1993. One to read, one to keep sealed. I have to read my comics and could care less about "collecting" for profit, but if something seems collectable, I will buy 2 copies just to keep one pristine.
www.supermanhomepage.com is how I usually keep up on events, or I glance at the DC web site for teasers and piece the plots together.
Just rolled several new alts, but I have no desire to play the Fire/Fire tank I rolled named Hyndla Lokison (She's from Muspelheim, and has recently returned to Midgard to check it out). I also made a En/EM blaster named Sif Lokison to be Kara's little sister who is a model. My newest character (and very fun so far) is an Ice/Ice blaster named Skadi Thiassi, a Jotun Goddess from Jutunheim who has just returned to Midgard after over 1000 years away to repell evil.
Both Giants (Hyndla and Skadi) has lost a lot of power since their worshippers' numbers have diminished, but will not let their weakened state slow them down.
I love my Nordic theme!
Here is a little on Skadi.
http://www.hranajanto.com/goddessgallery/skadi.html
Hyndla was born of Loki after he ate a woman's burned heart. Definately keeping my Aesir theme!
Hi all. I just registered to ask you guys about a SS/invulnerability build I am working on. I haven't decided on where to put my Enhancement slots yet...so if I could get some feedback...that'd be great.
I am sort of a n00b, so don't make fun of me...
Level
1 Jab
Temp. Invul.
2-Resist Physical Damage
4-Taunt
6-Flurry/Air Superiority/Combat Jumping
8-Unyielding
10-Haymaker
12-Swift/Hurdle
14-Fly/Super Speed/Super Jump
16-Health
18-Knockout Blow
20-Stamina
22-Hasten
24-Invincibility
26-Resist Elements
28-Resist Energies
30-Rage
32-Hover
35-Fly/Unstoppable
38-Tough hide
41-Hurl
44-Foot Stomp
47-Something...not sure
Well...thats mu n00bish build...let me know just how bad it is and what can be done to make my tanker not SUCK!
49-
Welcome NoGoodNames!
What kind of hero do you wish to build? How will he travel? Will he leap buildings, outrun cars, teleport, or fly? Decide how you wish to travel to pick your level 6 and 14 powers.
Look at Havok's build on the first page for great slotting advice. While I made my own build, my experience showed me that I should respec to his. His is that well built.
Currently we are undergoing a time of flux. This next month, Issue 5 will go live and hit all of the servers. Currently on the test server, Issue 5 hits Invulnerable tankers very very hard. So hard that currently fire has better resists. So hard that I am building two blasters and I much prefer Tankers.
Invuln/SS is my favorite build so far! We are tough, we feel like comic book heroes, and we get out of debt fast. The fact that I feel forced to play anything else should be a big warning sign. We are about to get hit very hard with the nerf bat. Today, Havok's build is gold. Next month, many of us might be playing alts.
In the meantime, you will love this build! Especially once you hit Invincibility. You will want to take it at 18, as it makes that much of a difference.
Ignore Flurry. If you want to go with Superspeed, Hasten is your perfect entry into it. Consider Hasten/Air Superiority/Combat Jumping at 6, Invincibility at 18, and KO blow at 22.
Um, Ok. I guess I5 is going to suck for us...bummer
I have Flurry now and love it...is Air superiority better?
About my lvl 14 movement power...i haven't yet decided which one i want yet. SS gives me flurry, Fly gives me Hover and air super., and jump gives me CJ, not sure about that one though...
One thing I dont agree with Havok on...is the under slotting of Temp. Invulnerability...I love that power...and IMO, it should be 6 slotted...
Um, Ok. I guess I5 is going to suck for us...bummer
I have Flurry now and love it...is Air superiority better?
About my lvl 14 movement power...i haven't yet decided which one i want yet. SS gives me flurry, Fly gives me Hover and air super., and jump gives me CJ, not sure about that one though...
One thing I dont agree with Havok on...is the under slotting of Temp. Invulnerability...I love that power...and IMO, it should be 6 slotted...
P.S. do you think I have good names??? see sig...
The reason why he says not to slot TI is because enhancements add to a power based on its own numbers. TI has a low resistance value, one which changes very little with training (TO), Dual (DO) and Single (SO) origin enhancements. TI only adds to smashing and lethal damage, which we pass the 90% cap on under I4 with his build.
By not slotting it, we can 6 slot attacks, defenses raising resistance to energy/elements/toxic, or travel.
Remember that some powers reach a cap with SOs, meaning additional SOs are wasted and will not make the power better.
Havok has taken all of that into account. Look in this thread for his Invulnerable spreadsheet to see his numbers. Play with it to see what effect your slotting changes will make to the overall defense and resists of your toon.
His numbers are just that good. Hence why I intended to respec Kara to his build before learning of I5's gutting of this AT.
Air Superiority is just that good. Fast animation, knocks foes off their feet, AND knocks flying foes out of the air. One of my favorite attacks as it chains well with the others for a damage per second (DPS) string.
Ok. After looking at The build...I have made some adjustments, and come up with this...
1- Jab - 1 Damage
Temp Invulnerability - 1 Damage Resist. 2 Damage Resist (lvl 3)
2- Resist Physical Damage - 1 Damage Resist
4- Dull Pain - 1 Rech. Redu. 2 Rec. Red. (lvl 5) 1 Rec. Red. (lvl 7)
6- Air Super. - 1 End. Reduc. 1 Acc (lvl 7) 2 Damage (lvl 9) 2 Damage (lvl 11)
8- Unyielding - 1 End Reduc. 1 End Reduc., 1 Dam. Resist (lvl 13) 2 Dam. Resist (lvl 15) 1 Dam Resist (lvl 17)
10- Haymaker - 1 End. Reduc. 1 Acc (lvl 17) 2 Dam Resist (lvl 19) 2 Dam Resist (lvl 21)
12- Swift - 1 Run Spd
14- Fly - 1 End. Reduc. 1 End Reduc., 1 fly Spd (lvl 23) 2 Fly spd (lvl 25), 1 fly spd (lvl 27)
16- Health - 1 Health. 1 Health (lvls 27, 29, 31, 33, 35)
18- Invincibility - 1 Def Buff (lvls 34, 36, 37)
20- Stamina - 1 End. Recov. 1 End. Recov (lvls 29, 31, 34) 2 End. Recov (lvl 33
22- Resist Elements - 1 Dam Resist. 2 Dam Resist (lvl 37)
After this...i have no clue...HELP plz???
It should be good up until this...
EDIT: After sitting back and loking at this...i think I might be over-slotting some useless powers...some advice on this would be appreciated.
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Postitron made one positive comment for an upcoming I5 correction. Unyeilding's Resistance will be doubled and the Defense penalty put back to the -5% we are used to. When questioned as to if that meant Unyeilding would go to 10% total vice its 20% on Live, Positron said he wasn't sure on the numbers, but Invincible and Unyeilding together should net 20% resistance.
20% means back to where it is on Live, as Invincible is Defense and Accuracy only.
5% Resistance with -12.5% Defense is where Unyeilding sits on Test currently, 20% Resistance with -5% Defense is where it stands on Live, and it seems that it will stay 20% Resis/-5% Def in an upcoming I5 correction.
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I'm not sure about the rest of you, but I'm not sure if this will fix everything. I like that I'll no longer be a paper-tank when it comes to smashing/lethal, but I'm still concerned with the energy/elemental damage types. Also, what about the fact that I've had my toggles dropped by brawls!
Anyway, here is an idea I got from a friend and have been building on. It's not a Superman idea, but it fits better with the whole CoH thing. This is a Statesman Build. My friend got a screenshot of States during Origins and the list of powers he had. He was on Pinnacle and it was pure luck they were both in Striga at the same time. Well, I extrapolated on it and built this character.
Exported from version 1.5A of CoH Planner
http://joechott.com/coh
Archetype: Tanker
Primary Powers - Ranged : Invulnerability
Secondary Powers - Support : Super Strength
01 : Jab dam(01) dam(3) dam(5) dam(34) dam(50)
01 : Resist Physical Damage damres(01)
02 : Temp Invulnerability damres(02) damres(3)
04 : Taunt recred(04) tntdur(5) tntdur(43)
06 : Air Superiority dam(06) dam(7) dam(7) dam(34) dam(46)
08 : Unyielding damres(08) damres(9) damres(9) damres(13) damres(23) damres(37)
10 : Dull Pain recred(10) recred(11) recred(11) recred(15) recred(23) recred(43)
12 : Punch dam(12) dam(13) dam(15) dam(34) dam(50)
14 : Fly fltspd(14) fltspd(31) fltspd(45)
16 : Haymaker dam(16) dam(17) dam(17) dam(31) dam(46)
18 : Invincibility thtbuf(18) thtbuf(19) defbuf(19) defbuf(21) defbuf(21) defbuf(37)
20 : Swift runspd(20)
22 : Health hel(22)
24 : Stamina endrec(24) endrec(25) endrec(25) endrec(27) endrec(27) endrec(37)
26 : Maneuvers endred(26) endred(29) endred(40)
28 : Assault endred(28) endred(29) endred(40)
30 : Tactics endred(30) endred(31) endred(40)
32 : Resist Energies damres(32) damres(33) damres(33) damres(33) damres(43)
35 : Resist Elements damres(35) damres(36) damres(36) damres(36) damres(45)
38 : Foot Stomp dam(38) dam(39) dam(39) dam(39) dam(46)
41 : Knockout Blow dam(41) dam(42) dam(42) dam(42) dam(45)
44 : Rage recred(44)
47 : Conserve Power recred(47) recred(48) recred(48) recred(48) recred(50)
49 : Unstoppable recred(49)
First off, Yes, I do have the Leadership pool. Why? Because in all of my tests on the Test Server the bonuses help where invincibility fail. Running just my Leadership toggles, I have the same accuracy as Invincibility on live.
What's with the few attacks prior to level 38? Well, as a Tanker, my attacking is limited. If I wanted to take more attacks, I would have made a Scrapper. This number of attacks recycles fast enough to throw them all (including Brawl), taunt, then start again.
Why slot Jab with Damages? Well, Jab is a strong melee power also. Yes, there are some that are stronger, but I've found a secret. Agro depends on how many damage enhancements are in a power, not the overall damage it does! I found this after measuring the agro pull off a Tanker with my blaster after deleting all my enhancements on Test.
I hope this info is useful. If you have any questions about my build, I can be reached at @Starfire_One. On the Justice Server, look up Flag-Waver some time (that's my Tank). I'll show you how effective a level 32 Tank with this build is.
Good Luck and Good Hunting, Heroes!
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The reason why he says not to slot TI is because enhancements add to a power based on its own numbers. TI has a low resistance value, one which changes very little with training (TO), Dual (DO) and Single (SO) origin enhancements. TI only adds to smashing and lethal damage, which we pass the 90% cap on under I4 with his build.
By not slotting it, we can 6 slot attacks, defenses raising resistance to energy/elements/toxic, or travel.
Remember that some powers reach a cap with SOs, meaning additional SOs are wasted and will not make the power better.
Havok has taken all of that into account. Look in this thread for his Invulnerable spreadsheet to see his numbers. Play with it to see what effect your slotting changes will make to the overall defense and resists of your toon.
His numbers are just that good. Hence why I intended to respec Kara to his build before learning of I5's gutting of this AT.
Air Superiority is just that good. Fast animation, knocks foes off their feet, AND knocks flying foes out of the air. One of my favorite attacks as it chains well with the others for a damage per second (DPS) string.
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TI is not slotted because it provides a large boost in RES, not small. It's something like 32.5% RES. The reason it isn't slotted is because with RPD+TI's base slots + the 44% from fully-slotted Unyielding, you're past the 90% cap.
That way, you save slots and use them in attacks. The alternative is not taking RPD and just slotting TI a couple times to break the cap.
Once I5 rolls around, this will all be different, though.
Also, Havok eats brains.
Heya, all. Been busy IRL and not had much chance to experiment on Life and Test, but what little I've seen doesn't give me much of a good feeling. But about the whole TI slotting thing, when I did my Respec recently I ended up three slotting TI, mainly because I just can't seem to keep my powers slotted with +3 SOs and therefore didn't want to slip below the magic 90% for S/L. By dropping a Dam slot from some of my attacks, I was able to pull it off.
Which leads to another question, how DO you all manage to keep powers +3 slotted all the time? The only time I manage that is at the 2-3 and 7-8 level number ranges. Considering I'm about to hit 40, I'm starting to worry about how I'm going to keep up my SOs. Anyways, more later.
P.S. Glad you like the JLU, Kimmie. It was originally gonna be cancelled after this season, but it got picked up at the last minute, so let's hope the quality continues.
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Which leads to another question, how DO you all manage to keep powers +3 slotted all the time? The only time I manage that is at the 2-3 and 7-8 level number ranges. Considering I'm about to hit 40, I'm starting to worry about how I'm going to keep up my SOs. Anyways, more later.
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Actually, it is easier to keep your SOs green in the 40+ game from what I hear. At that point the rate of influence gain begins to outstrip the cost of upgrading your SOs, so you have relatively more influence to spend on keeping them topped up. Most posters are referring to the 40+ game when they are discussing slotting optimization.
Also characters that have reached lvl 50 continue to earn influence, but have next to nothing to spend it on - SOs are maxed, costume slots are filled, aura bought, etc. This means that they build up enormous bankrolls of influence. Some players put this influence to use by transferring it to lower level characters, allowing those lowbies to max their SOs earlier. So making friends with a player with a 50 is one way to help keep your SOs green.
Liberty
Mister Mass - 50 Inv/SS/NRG Mut Tank [1236]
Doc Willpower - 50 Grav/FF/Psi Mag Controller
Baron Wonder - 50 SS/Elec/Mu Mag Brute
Sound Bight - 50 Son/Son/Mu Tech Corrupter
I just grab SOs (and TOs and DOs) at the 7 and 2 levels. Keeps them +3, and then I go 5 levels allowing them to dip to red if I don't find something to combine them with.
Watching the JL and JLU, I love how JLU picked up on EVERYTHING! It picked up Superman's loose ends, JL's bits, expanded on everything, and added to it! The writing quality kept it top notch! I am glad they picked it up again, it is the best show I have seen in years!
Can't really say what I will do. If they go live with the Invuln changes at all, I probably will shelve my Invuln if I stay in the game. The longer we go without feedback from the devs, even on such an easy to answer point of 'Are the Invuln changes intended or a bug' the less likely I am to be seeing this through.
Anyway, just as an exercise here's what things might look like if the changes do go live. Didn't even bother with energies and elements, kept the Unyielding for the mez proetection and hope to offset the def drop later in the build with Weave (at a friends suggestion). Also gave up superspeed to provide a path to acrobatics. Probably won't slot unyielding for anything more than one end reduction. This build probably needs unstoppable sooner, but by 44 at the absolute latest. Is it playable? Maybe if you don't fight more than your alloted three minions. But it's sure not SUPER, man.
01 : Jab
01 : Temp Invulnerability
02 : Punch
04 : Dull Pain
06 : Hasten
08 : -Comabt Jumping-
10 : Haymaker
12 : -Unyielding-
14 : -Super Jump-
16 : Swift
18 : Invincibility
20 : Health
22 : Stamina
24 : Knockout Blow
26 : -Acrobatics-
28 : Rage
30 : -Boxing-
32 : -Tough-
35 : -Weave-
38 : Foot Stomp
41 : Conserve Power
44 : -Unstoppable-
47 : -Resist Physical-
49 : -Laser Beam Eyes -
Oh, and Kimmie, season 2 of JLU is WAY better!