DO YOU WANNA SMASH!?
A guide for Stone Melee/Dark Armor Brutes
Why Stone Melee?
Stone Melee has a lot of things going for it - for starters, it's one of the most satisfying sets for a Brute. Nothing gets across the feeling of SMASH - the animations, the sounds, the damage all say 'pain'. That aside, it has some other good aspects. The damage is quite good, all up front, and often with decent secondary effects for mitigation. Which is another thing the set has well - between the boss-holding of Seismic Slam, the AoE disorient of Fault and the dual knockdown combo of the Mallets, it has superior mitigation capabilities to most Brute primaries.
Why Dark Armor?
None of the Brute secondaries are truly superior defense - with the exception of Granite Armor - but all provide sufficient amounts. Dark Armor can give you competitive defenses (with Tough, ~50% resistance to Smashing, Lethal, Negative and Psi, plus 25-35% to all others including Toxic) plus a wide variety of support powers - stealth, +perception, resistance to Psi and Fear, an excellent self-heal and three separate offensive auras, two of which provide serious mitigation.
Why Not?
There are downsides, of course. For starters, your endurance will walk a very fine line. All your attacks will need to be slotted for endurance reduction and you will have to choose carefully which defensive shields you can afford to run in any given battle. Overkill will also be a problem - you can't afford it. Choose attacks carefully as you go, trying not to use a shotgun to kill a housefly as it will waste precious, precious blue. You also lack knockback protection, which limits your choices in power pools. The pre-Stamina levels are downright painful in some parts, but with perseverance, you can make it pay off in the end.
STONE MELEE
or
My, that's a big hammer.
One crucial thing I have to state is that you want to set Brawl on autofire the moment you first create the character. This is essential. The occasional brawl will fill the holes in Stone Melee's slightly slow attack chain, keeping your fury up without detracting from your normal attacks. Later on, I strongly recommend picking up Boxing and having that replace Brawl to serve the same function. With that and a little smart use of attack choices, you should have minimal issues with fury building and maintenance.
Stone Fist - Get it immediately. While a 'small' attack, the quick recharge is very useful, and the damage is hardly as small as you'd expect. The animation is lighting fast, too. As a bonus, it has a small (I'd guess around 25%) chance to disorient the target - at least for minions.
Stone Mallet - Also grab it right away. It's the usual slower but stronger attack. With good fury, it does horrible things to opponents and has an almost assured knockdown component that's fairly similar to Air Superiority.
Heavy Mallet - The recharge is a painful 12 seconds, but the damage is huge. When you really get your fury going (the 60-70 region), this can nearly one-hit even con minions. Those that survive are hit with a hard knockup that sends them flying upwards before planting them on their back. While the fist and the mallet are your bread and butter, this is the meat of your damage - it's what makes life good.
Build Up - Some love it. I don't. Using it at the right time can result in a hideous amount of damage (on Test, I was able to surpass 400 points of damage at level 20 with Seismic Slam), though the ten second window for the buff is quite narrow.
Fault - No damage this time. But the mitigation is important. A quick stomp at range, and you nail an AoE disorient and knockback against a fair-sized crowd. If you want to tank, this is your AoE taunt. Though the disorient only affects minions, it can significantly cut down on the volume of firepower coming at you. I strongly recommend this attack - though perhaps not immediately.
Taunt - Why? You have a taunt already. It's called 'punching them'.
Seismic Smash. - <3 <3 <3 <3. This attack is love. With a good fury bar, you can do 200 points of damage at level 20 - by the Brawl Index, it's equivalent to powerhouses like KO Blow and Total Focus. Plus it's a guaranteed hold, even against a boss. This is your big gun. It hits hellishly hard, puts down any opponent for several seconds and animates very fast. The recharge is painfully slow and it costs a devastating fifth of your endurance bar, but it's worth it. You can't afford to whip out this attack against every random mook you come across, but when you need to put somebody down for the count, this will do the job.
Hurl Boulder - Ugh. While the damage certainly isn't bad, and it's the only damaging ranged attack you've got, this is a lousy choice. The animation is so long and slow that you'll end up losing more fury over the course of it than you'll gain. The only redeeming quality of this is the -fly component for bringing down annoying airborne opponents.
Tremor - Your only damaging AoE, Tremor comes in late and isn't terribly impressive. Another long animation leads into PBAoE damage roughly equivalent to Stone Fist plus a mass of knockback. While a pretty decent attack with good fury going, it doesn't shine in the same way that many other of the set's attacks do.
DARK ARMOR
or
Why is my graphics card screaming?
DA has toggles. Lots of them. Seven in the set, plus you're almost certain to have another three or four. This translates to serious endurance issues in the long run if you try to run them all. Dark is a very high maintenance set in that you have to pay a lot of attention to the situation around you and run only the toggles you really have to. Slotting for reduction, as well, is critical to survival. I found that I survival at pre-Stamina levels were easier by simply not turning any of my shields on and using the endurance instead for extra attacks. But once you're prepped and going by the mid-game, the set can really shine.
Dark Embrace - Mandatory, and worth it. Once slotted out, this is a 35% resistance to Smashing and Lethal, plus 25% to Negative and Toxic. Yeah, Toxic resist that isn't tied to a self-heal.
Death Shroud - This is your damage aura - and a good one, too. The DoT is easily your most efficient attack if you're facing more than two opponents, and will keep the hate on you hard.. which will keep your fury bar high. The main downside is that the endurance cost is very painful at low levels, as is the damage you get from all that aggro.
Murky Cloud - Your second defensive shield, this is also a must have. Slotted, it provides 35% resistance to Cold and Fire, plus another 25% versus Energy and Negative. Also (and quite importantly) it provides resistance to Endurance Drain. Putting this up makes you virtually immune to the irritation of constant Mu and Clockwork attacks. I've only had it once outdone - and that was Deathsurge. (Though admittedly I haven't gone against Sappers yet.)
Obsidian Shield - Mez protection! Sleep, Disorient, Hold and the ever-rare Fear resistance. This alone makes this baby worth it. But it also provides resistance to Psi damage! Slotted out, nearly 60% resistance, too. Absolute five star, A++, would toggle on again.
Dark Regeneration - This one's a nice little PBAoE attack that does meh damage for a huge endurance cost (a third of your endurance!). But at base, you get a 30% heal for every target you hit. So with just three opponents in range, you can give yourself a ridiculous 90% heal. Worth every point of endurance.
Cloak of Darkness - A utility toggle, this one provides your inherent Immobilize protection, plus a piddly amount of defense. It also gives you both a fair bit of stealth (roughly equivalent to the power pool) and a perception boost. While not terribly critical in PvE, this obviously is of considerable utility in PvP.
Cloak of Fear - Another aura, this one does no damage but instead causes fear in any minion that enters the area. Those that aren't affected by it still suffer a -20% accuracy debuff. The problem is that this and Death Shroud interact poorly - the DoT from Shroud breaks the fear effect, allowing the affected mobs to continue to attack, albeit at reduced accuracy. Running both at the same time isn't recommended.
Oppressive Gloom - Your third aura, this is the one I most suggest picking up. The endurance cost is minimal, but instead it uses your health up. The health loss if fairly low, though, and small enough to be a non-factor most of the time. In exchange, minions within the AoE are hit with a disorient effect - the magnitude is too low to affect higher end mobs. Again, this provides significant mitigation for fairly low cost.
Soul Transfer - A self-rez that requires a mob close by to perform. Your mileage may vary depending on how much you like that sort of thing.
POWER POOLS
or
Uh, so why do I keep landing on my butt?
Certain power pools are simply must-haves. Stamina, for example. Sorry, you must have it. There is no 'maybe' involved. You simply use up too much endurance and have too many toggles to avoid it. But on the good side, Health isn't wasted either. As a Brute, momentum is crucial to your combat tactics and you want as little downtime as possible. Three slotting Health can significantly reduce the length of your pauses in combat. (Though with Dark Regeneration, it becomes much less of an issue.)
The Jumping pool is also strongly suggested - Combat Jumping provides in-battle maneuverability, a little more defense and much cheaper Immobilization protection than Cloak of Darkness. But the important aspect is Acrobatics. Dark Armor's greatest gap is that it has absolutely no protection from knockback/knockdown. Unless you want to get thrown around by everybody and their mother, you need that protection. Acrobatics is the most effective way to get that, although you can still get some if you instead go for the Flight pool and use Hover. However, this significantly reduces your in-battle maneuvering speed unless you three slot it with speed SOs. Even then, the Acrobatics route is likely more effective overall. But - personal choice.
The Fighting pool is also one I recommend. Boxing provides a good replacement for Brawl as your fury maintenance attack - virtually identical in recharge, animation time and endurance use, but with double the damage and a small disorient chance. Tough is also handy, letting you surpass 50% resistance for both Smashing and Lethal (and giving you better than 50% resist to the three most common damage types in the late game).
Other pools are of less utility and honestly, you don't have a huge amount of room to work with. Hasten can come in handy with the slow recharge of your attacks, but I found on Test that the extra endurance usage was too troublesome. Some Stone Melee types swear by Air Superiority, but I found I didn't need it - great attack as it is. If you find yourself needing another attack, however, definetly grab it as the knockdown works wonderfully with the hammers.
TACTICS
or
How do I smush things?
First of all, screw 'attack chain'. For starters, they're semi-mythical anyhow, since your recharge rate is constantly being messed with both positively and negatively. But more importantly, you can't afford to stick to a rote system of attacks. Your endurance is at a premium in most cases, and you can't afford to overkill. Don't use Seismic Smash when Stone Fist will do. I found a good starting series to be Stone Fist, Brawl, Stone Mallet, Brawl, Stone Fist - it gets your fury started nicely if you don't get a boost from the alpha and lets you lead into your bigger attacks. That's an important thing to keep in mind: save your big attacks. You shouldn't run in and lead off with Seismic Slam. Let your fury get built up first, so you can get the most bang for your buck.
When planning ahead, I suggest only taking one of the three auras from DA. They don't really work with each other too well - Shroud messes up the fear of CoF, and the fear and disorient don't work well together if you run CoF and OpGloom at the same time. I personally opt for OpGloom, as it has the least endurance cost and stacks beautifully with Fault - open with Fault to cushion the alpha and act as a taunt to spike your fury, then leap into the middle with OpGloom on. The two stack to disorient both minions and lieutenants, making it easy to smear the spawn after that. CoF, however, is a good second option, as the 20% accuracy debuff provides more consistent mitigation alone. Shroud is best if you just want damage damage damage - the damage from it IS affected by fury, by the way.
Seismic Smash is best saved for 'hard' targets - bosses and highly dangerous/troublesome lieutenants. Using it on a minion is almost always a waste. The damage is great, but the hold is the big issue - the ability to insta-hold anything you want shouldn't be underestimated. Despite what I said earlier, I do sometimes lead off with Seismic. Simply because nothing turns a hard fight into a cakewalk like running in and holding the Paragon Protector before it even knows you're there.
Slotting is a sensitive subject. This is a tight pair of powers simply because of how many slots are demanded to succeed. Everything's very hungry. For your attacks, I suggest slotting first an accuracy, then an endurance reduction, then another accuracy before you touch the damage. Fury will keep your damage respectable - you need that endurance and that accuracy. One slotting most of your shields for endurance is okay, since you'll rarely be running them all at once. Initially you should probably just leave all those slots full of endurance reducers - you won't get good return on increased resists until you at least get to DOs, possibly beyond.
SAMPLE BUILD
or
lol u not slot right moran noob lol
Disclaimer: This is simply my own build, which I've found to be decently effective for the way I play. It might not work so well for you. You might have different priorities or a different style. Don't stick to this like a bible, use it to help you along. Please also note that I'm a PvE player - at this point, I refuse to touch PvP with how utterly broken it is. This build, thus, may or may not be any good in PvP.
Hmmm... one of the few guides to a stone/dark brute I have been able to find. Though is is one of the best, was wondering if you could tweak it slightly since the many issues after 2006, such as fitness pool being inherent
Other wise than that pretty decent guide!
DO YOU WANNA SMASH!?
A guide for Stone Melee/Dark Armor Brutes
Why Stone Melee?
Stone Melee has a lot of things going for it - for starters, it's one of the most satisfying sets for a Brute. Nothing gets across the feeling of SMASH - the animations, the sounds, the damage all say 'pain'. That aside, it has some other good aspects. The damage is quite good, all up front, and often with decent secondary effects for mitigation. Which is another thing the set has well - between the boss-holding of Seismic Slam, the AoE disorient of Fault and the dual knockdown combo of the Mallets, it has superior mitigation capabilities to most Brute primaries.
Why Dark Armor?
None of the Brute secondaries are truly superior defense - with the exception of Granite Armor - but all provide sufficient amounts. Dark Armor can give you competitive defenses (with Tough, ~50% resistance to Smashing, Lethal, Negative and Psi, plus 25-35% to all others including Toxic) plus a wide variety of support powers - stealth, +perception, resistance to Psi and Fear, an excellent self-heal and three separate offensive auras, two of which provide serious mitigation.
Why Not?
There are downsides, of course. For starters, your endurance will walk a very fine line. All your attacks will need to be slotted for endurance reduction and you will have to choose carefully which defensive shields you can afford to run in any given battle. Overkill will also be a problem - you can't afford it. Choose attacks carefully as you go, trying not to use a shotgun to kill a housefly as it will waste precious, precious blue. You also lack knockback protection, which limits your choices in power pools. The pre-Stamina levels are downright painful in some parts, but with perseverance, you can make it pay off in the end.
STONE MELEE
or
My, that's a big hammer.
One crucial thing I have to state is that you want to set Brawl on autofire the moment you first create the character. This is essential. The occasional brawl will fill the holes in Stone Melee's slightly slow attack chain, keeping your fury up without detracting from your normal attacks. Later on, I strongly recommend picking up Boxing and having that replace Brawl to serve the same function. With that and a little smart use of attack choices, you should have minimal issues with fury building and maintenance.
Stone Fist - Get it immediately. While a 'small' attack, the quick recharge is very useful, and the damage is hardly as small as you'd expect. The animation is lighting fast, too. As a bonus, it has a small (I'd guess around 25%) chance to disorient the target - at least for minions.
Stone Mallet - Also grab it right away. It's the usual slower but stronger attack. With good fury, it does horrible things to opponents and has an almost assured knockdown component that's fairly similar to Air Superiority.
Heavy Mallet - The recharge is a painful 12 seconds, but the damage is huge. When you really get your fury going (the 60-70 region), this can nearly one-hit even con minions. Those that survive are hit with a hard knockup that sends them flying upwards before planting them on their back. While the fist and the mallet are your bread and butter, this is the meat of your damage - it's what makes life good.
Build Up - Some love it. I don't. Using it at the right time can result in a hideous amount of damage (on Test, I was able to surpass 400 points of damage at level 20 with Seismic Slam), though the ten second window for the buff is quite narrow.
Fault - No damage this time. But the mitigation is important. A quick stomp at range, and you nail an AoE disorient and knockback against a fair-sized crowd. If you want to tank, this is your AoE taunt. Though the disorient only affects minions, it can significantly cut down on the volume of firepower coming at you. I strongly recommend this attack - though perhaps not immediately.
Taunt - Why? You have a taunt already. It's called 'punching them'.
Seismic Smash. - <3 <3 <3 <3. This attack is love. With a good fury bar, you can do 200 points of damage at level 20 - by the Brawl Index, it's equivalent to powerhouses like KO Blow and Total Focus. Plus it's a guaranteed hold, even against a boss. This is your big gun. It hits hellishly hard, puts down any opponent for several seconds and animates very fast. The recharge is painfully slow and it costs a devastating fifth of your endurance bar, but it's worth it. You can't afford to whip out this attack against every random mook you come across, but when you need to put somebody down for the count, this will do the job.
Hurl Boulder - Ugh. While the damage certainly isn't bad, and it's the only damaging ranged attack you've got, this is a lousy choice. The animation is so long and slow that you'll end up losing more fury over the course of it than you'll gain. The only redeeming quality of this is the -fly component for bringing down annoying airborne opponents.
Tremor - Your only damaging AoE, Tremor comes in late and isn't terribly impressive. Another long animation leads into PBAoE damage roughly equivalent to Stone Fist plus a mass of knockback. While a pretty decent attack with good fury going, it doesn't shine in the same way that many other of the set's attacks do.
DARK ARMOR
or
Why is my graphics card screaming?
DA has toggles. Lots of them. Seven in the set, plus you're almost certain to have another three or four. This translates to serious endurance issues in the long run if you try to run them all. Dark is a very high maintenance set in that you have to pay a lot of attention to the situation around you and run only the toggles you really have to. Slotting for reduction, as well, is critical to survival. I found that I survival at pre-Stamina levels were easier by simply not turning any of my shields on and using the endurance instead for extra attacks. But once you're prepped and going by the mid-game, the set can really shine.
Dark Embrace - Mandatory, and worth it. Once slotted out, this is a 35% resistance to Smashing and Lethal, plus 25% to Negative and Toxic. Yeah, Toxic resist that isn't tied to a self-heal.
Death Shroud - This is your damage aura - and a good one, too. The DoT is easily your most efficient attack if you're facing more than two opponents, and will keep the hate on you hard.. which will keep your fury bar high. The main downside is that the endurance cost is very painful at low levels, as is the damage you get from all that aggro.
Murky Cloud - Your second defensive shield, this is also a must have. Slotted, it provides 35% resistance to Cold and Fire, plus another 25% versus Energy and Negative. Also (and quite importantly) it provides resistance to Endurance Drain. Putting this up makes you virtually immune to the irritation of constant Mu and Clockwork attacks. I've only had it once outdone - and that was Deathsurge. (Though admittedly I haven't gone against Sappers yet.)
Obsidian Shield - Mez protection! Sleep, Disorient, Hold and the ever-rare Fear resistance. This alone makes this baby worth it. But it also provides resistance to Psi damage! Slotted out, nearly 60% resistance, too. Absolute five star, A++, would toggle on again.
Dark Regeneration - This one's a nice little PBAoE attack that does meh damage for a huge endurance cost (a third of your endurance!). But at base, you get a 30% heal for every target you hit. So with just three opponents in range, you can give yourself a ridiculous 90% heal. Worth every point of endurance.
Cloak of Darkness - A utility toggle, this one provides your inherent Immobilize protection, plus a piddly amount of defense. It also gives you both a fair bit of stealth (roughly equivalent to the power pool) and a perception boost. While not terribly critical in PvE, this obviously is of considerable utility in PvP.
Cloak of Fear - Another aura, this one does no damage but instead causes fear in any minion that enters the area. Those that aren't affected by it still suffer a -20% accuracy debuff. The problem is that this and Death Shroud interact poorly - the DoT from Shroud breaks the fear effect, allowing the affected mobs to continue to attack, albeit at reduced accuracy. Running both at the same time isn't recommended.
Oppressive Gloom - Your third aura, this is the one I most suggest picking up. The endurance cost is minimal, but instead it uses your health up. The health loss if fairly low, though, and small enough to be a non-factor most of the time. In exchange, minions within the AoE are hit with a disorient effect - the magnitude is too low to affect higher end mobs. Again, this provides significant mitigation for fairly low cost.
Soul Transfer - A self-rez that requires a mob close by to perform. Your mileage may vary depending on how much you like that sort of thing.
POWER POOLS
or
Uh, so why do I keep landing on my butt?
Certain power pools are simply must-haves. Stamina, for example. Sorry, you must have it. There is no 'maybe' involved. You simply use up too much endurance and have too many toggles to avoid it. But on the good side, Health isn't wasted either. As a Brute, momentum is crucial to your combat tactics and you want as little downtime as possible. Three slotting Health can significantly reduce the length of your pauses in combat. (Though with Dark Regeneration, it becomes much less of an issue.)
The Jumping pool is also strongly suggested - Combat Jumping provides in-battle maneuverability, a little more defense and much cheaper Immobilization protection than Cloak of Darkness. But the important aspect is Acrobatics. Dark Armor's greatest gap is that it has absolutely no protection from knockback/knockdown. Unless you want to get thrown around by everybody and their mother, you need that protection. Acrobatics is the most effective way to get that, although you can still get some if you instead go for the Flight pool and use Hover. However, this significantly reduces your in-battle maneuvering speed unless you three slot it with speed SOs. Even then, the Acrobatics route is likely more effective overall. But - personal choice.
The Fighting pool is also one I recommend. Boxing provides a good replacement for Brawl as your fury maintenance attack - virtually identical in recharge, animation time and endurance use, but with double the damage and a small disorient chance. Tough is also handy, letting you surpass 50% resistance for both Smashing and Lethal (and giving you better than 50% resist to the three most common damage types in the late game).
Other pools are of less utility and honestly, you don't have a huge amount of room to work with. Hasten can come in handy with the slow recharge of your attacks, but I found on Test that the extra endurance usage was too troublesome. Some Stone Melee types swear by Air Superiority, but I found I didn't need it - great attack as it is. If you find yourself needing another attack, however, definetly grab it as the knockdown works wonderfully with the hammers.
TACTICS
or
How do I smush things?
First of all, screw 'attack chain'. For starters, they're semi-mythical anyhow, since your recharge rate is constantly being messed with both positively and negatively. But more importantly, you can't afford to stick to a rote system of attacks. Your endurance is at a premium in most cases, and you can't afford to overkill. Don't use Seismic Smash when Stone Fist will do. I found a good starting series to be Stone Fist, Brawl, Stone Mallet, Brawl, Stone Fist - it gets your fury started nicely if you don't get a boost from the alpha and lets you lead into your bigger attacks. That's an important thing to keep in mind: save your big attacks. You shouldn't run in and lead off with Seismic Slam. Let your fury get built up first, so you can get the most bang for your buck.
When planning ahead, I suggest only taking one of the three auras from DA. They don't really work with each other too well - Shroud messes up the fear of CoF, and the fear and disorient don't work well together if you run CoF and OpGloom at the same time. I personally opt for OpGloom, as it has the least endurance cost and stacks beautifully with Fault - open with Fault to cushion the alpha and act as a taunt to spike your fury, then leap into the middle with OpGloom on. The two stack to disorient both minions and lieutenants, making it easy to smear the spawn after that. CoF, however, is a good second option, as the 20% accuracy debuff provides more consistent mitigation alone. Shroud is best if you just want damage damage damage - the damage from it IS affected by fury, by the way.
Seismic Smash is best saved for 'hard' targets - bosses and highly dangerous/troublesome lieutenants. Using it on a minion is almost always a waste. The damage is great, but the hold is the big issue - the ability to insta-hold anything you want shouldn't be underestimated. Despite what I said earlier, I do sometimes lead off with Seismic. Simply because nothing turns a hard fight into a cakewalk like running in and holding the Paragon Protector before it even knows you're there.
Slotting is a sensitive subject. This is a tight pair of powers simply because of how many slots are demanded to succeed. Everything's very hungry. For your attacks, I suggest slotting first an accuracy, then an endurance reduction, then another accuracy before you touch the damage. Fury will keep your damage respectable - you need that endurance and that accuracy. One slotting most of your shields for endurance is okay, since you'll rarely be running them all at once. Initially you should probably just leave all those slots full of endurance reducers - you won't get good return on increased resists until you at least get to DOs, possibly beyond.
SAMPLE BUILD
or
lol u not slot right moran noob lol
Disclaimer: This is simply my own build, which I've found to be decently effective for the way I play. It might not work so well for you. You might have different priorities or a different style. Don't stick to this like a bible, use it to help you along. Please also note that I'm a PvE player - at this point, I refuse to touch PvP with how utterly broken it is. This build, thus, may or may not be any good in PvP.
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Exported from Ver: 1.7.6.0 of the CoH_CoV Character Builder - (http://sherksilver.coldfront.net/index.php)
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Name:
Level: 50
Archetype: Brute
Primary: Stone Melee
Secondary: Dark Armor
---------------------------------------------
01)--> Stone Fist==> Acc(1) Acc(3) Dmg(7) Dmg(13) Dmg(15)
01)--> Dark Embrace==> EndRdx(1) DmgRes(5) DmgRes(17) DmgRes(29)
02)--> Stone Mallet==> Acc(2) EndRdx(3) Acc(7) Dmg(11) Dmg(15) Dmg(33)
04)--> Heavy Mallet==> Acc(4) EndRdx(5) Acc(9) Dmg(11) Dmg(13) Dmg(33)
06)--> Murky Cloud==> EndRdx(6) DmgRes(9) DmgRes(17) DmgRes(29)
08)--> Swift==> Run(8)
10)--> Obsidian Shield==> EndRdx(10) DmgRes(27) DmgRes(27) DmgRes(34)
12)--> Combat Jumping==> Jump(12)
14)--> Super Jump==> Jump(14)
16)--> Health==> Heal(16)
18)--> Seismic Smash==> Acc(18) EndRdx(19) Acc(19) Dmg(23) Dmg(23) Dmg(33)
20)--> Stamina==> EndMod(20) EndMod(21) EndMod(21)
22)--> Acrobatics==> EndRdx(22) EndRdx(40)
24)--> Dark Regeneration==> Acc(24) Acc(25) EndRdx(25) EndRdx(43) Rechg(46)
26)--> Boxing==> Acc(26) Acc(34) Dmg(36) Dmg(36) Dmg(36)
28)--> Cloak Of Darkness==> EndRdx(28)
30)--> Tough==> EndRdx(30) DmgRes(31) DmgRes(31) DmgRes(31) EndRdx(40)
32)--> Tremor==> Acc(32) Acc(34) Dmg(37) Dmg(37) Dmg(37)
35)--> Oppressive Gloom==> Acc(35) Acc(39)
38)--> Fault==> Acc(38) Acc(39) Rechg(39) Rechg(40) DisDur(43) DisDur(43)
41)--> Web Envelope==> Acc(41) Acc(42) Rechg(42) Rechg(42)
44)--> Disruptor Blast==> Acc(44) EndRdx(45) Acc(45) Dmg(45) Dmg(46) Dmg(46)
47)--> Death Shroud==> Acc(47) Dmg(48) Dmg(48) Dmg(48) EndRdx(50) EndRdx(50)
49)--> Teleport Foe==> Acc(49) Acc(50)
---------------------------------------------
01)--> Sprint==> Run(1)
01)--> Brawl==> Acc(1)
01)--> Fury==> Empty(1)
02)--> Rest==> Rechg(2)
---------------------------------------------