A PvE Guide to Claws/Dark Scrapping


GGG247

 

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Of all the ATs in CoH/CoV, Scrappers are my favorite. I love jumping into the middle of a fight and just whaling away on some unsuspecting mobs. One night, I had the idea of creating a hippie werewolf as my next Scrapper. Unfortunately, tie-died shirts aren’t available in the costume creator (yet!), so my new werewolf had a more traditional “wolfman” look to him. It seemed natural that his powers would be Claws and Dark, and that Magic would work as his origin.

As it turns out, Iguana Eggplant (don’t ask) is the character that I have the most fun playing. The combination of fast, cheap attacks and dark control-type powers allows him to fight at a practically constant pace. So far, I have him up to level 35. This Guide is meant as a discussion of the various fantastic powers available for a Claws/Dark Scrapper.

I’m not a min/max’er, so many of my choices were made for fun and/or for concept reasons. There are many Claws Guides and Dark Armor Guides that can give you the underlying numbers of each power choice. I want to avoid that as much as possible here. This Guide is also PvE based. I’ve found out the hard way that I’m too old and/or too slow to do much damage in PvP, no matter what powerset combinations I play!

Pro’s of Claws/Dark:

1. Claws is a fast attack, low endurance set.
2. Dark Armor gives good protection while also having a number of “control-type” powers for handling large mobs safely.
3. Once slotted up, this combination is incredibly quick, allowing you to leap from enemy group to enemy group with little (or no) down-time.
4. Dark Armor has Dark Regeneration (a powerful self-heal) and Cloak of Darkness (personal stealth).
5. Follow-Up makes Death Shroud an even better power than normal.
6. Claws/Dark offers 4 melee, 2 ranged, and 5 AoE damage powers from which to choose!

Con’s of Claws/Dark:

1. Claws is a lower damage set (although its speed somewhat offsets that)
2. Dark Armor has a few key powers that are very endurance-heavy.
3. Dark Armor is toggle-heavy.
4. Claws is primarily Lethal damage, which is heavily resisted by many mobs. (Zenith Mech Men don’t seem too scared of claws-for-hands.)
5. Claws has a bad reputation for all the Wolverine clones and cat-girls out there (just kidding!).

Just a note: I would have never attempted this build without the fantastic “DM/DA Bible” by The_Gamemaster. Be sure to read this if you have any questions about the Dark powers available for Scrappers.

Below are a summary of the powers for Claws and Dark Armor, with my own opinions on each.

Claws Powers:

Swipe – “A series of quick swipes with your claws. Does minor damage, but has a very quick recharge time”.

Swipe is the first Claws attack available and is popular with a lot of players because of its cool animation. However, the Minor damage output is a little below par, and certainly less than Strike, which is also available at level 1. You definitely want one of these two powers, but not both.

Strike – “You perform a strike with your claws. This is a basic attack that deals a moderate amount of damage.”

I prefer Strike to Swipe, as its damage is somewhat higher, giving you a jump-start at “arresting” in the early levels. The animation is basically a stab to the gut. Endurance cost of both powers is very low. Either way, I would slot 1 acc and 3 dmg.

Its interesting to note that although Claws has no inherent accuracy bonus, I’ve found that 1 accuracy enhancement works fine in several of the powers. Most of my other alts get 2 accuracies in every attack as a matter of course. This has really helped free up some slots for other powers. (It may be that the lower damage and fast recharge of Claws makes missing not SEEM as bad, but I’m just guessing here.)

Slash – “You perform a slash with your claws, dealing a good amount of damage, but with a longer recharge than Swipe of Strike.”

Slash is a really good power and will be one of your bread-and-butter attacks throughout your career. Again, it has low endurance cost and a not-bad recharge rate. This is definitely a power to take as soon as possible (level 2). Again, I slot it with 1 acc and 3 dmg.

Spin – “You spin around in a circle, attacking everyone within melee range with a Strike attack.”

Spin is your first AoE attack and does the same damage as Strike, but to up to 10 mobs. The downside is a higher endurance cost and a somewhat slower activation time. I really like this power, but its debatable when you need to take this. In early levels, you really need a “third” power (fourth, if you count Brawl). I took Spin at level 6 on my Claws/SR Scrapper. However, this was before I had access to my Veteran Reward of Sands of Mu. With Iguana Eggplant, I had SoM, so I pushed Spin back to much later in my build. I also had a bad habit of using Spin whenever it was up during a fight, even if I was fighting just one enemy. This is a waste of endurance, especially early on. My slotting for Spin is 1 acc, 3 dmg, 1 endred, 1 rechg.

Anyway, my advice is this: if you don’t have SoM (or Undead Slaying Ax), then take Spin early. If you do have your Veteran Reward, push Spin back and free that slot up for something else (i.e.- Death Shroud).

Follow-Up – “You perform a feint attack that deals moderate damage. After the attack hits, it gives you a large bonus to Accuracy and Damage for a brief time.”

This is an invaluable power and acts like a mini-Build Up with it’s own damage component! The damage from Follow-Up itself isn’t great, but the boost you get for several seconds afterwards is fantastic. Use this whenever it’s up and follow it with your most devastating attacks. You definitely want this one to hit, and hit often, so I use 2 acc, 2 dmg, and 2 rechg here.

Confront – “Challenges a foe to attack you. Useful for pulling a villain off an ally who finds himself in over his head.”

“Taunt” for Scrappers, I guess. I find that attacking an enemy with giant claws for hands usually “challenges a foe to attack” me just fine. I skipped this one.

Focus – “Projects a burst of Focused power that you can project a short distance.”

This is it! This is the Claws power you’ve been waiting for! It’s a ranged attack, meaning that you can shoot your enemies from a distance. In addition, it’s High Damage, AND it almost always knocks the enemy onto their backside! Let’s see: a ranged attack for a Scrapper, high damage, and good damage mitigation. What more can you ask for???

I stupidly waited until level 22 to take this on my first Claws/SR Scrapper. Once I saw what a terrific power this was, I couldn’t believe I had wasted 4 levels without it! Take this at level 18! DO NOT PUT THIS OFF!! I slot this with 2 acc and 3 dmg. You don’t want to miss with Focus.

Here’s a tip. Target a mob, standing around with a couple of his buddies. Jump over to them (I use Hurdle and Combat Jump), clicking on Focus while in mid-air. You’ll land right next to this guy and Focus will hit him. There will be about a 1 second pause, as the CPU in your computer goes, “What the—wow, this guy is fast!” It will then knock the enemy into the air and happily remove many, many HP from him. Meanwhile, your target’s 2 friends are just standing there looking at you like a couple of slack-jawed yokels. It’s THAT fast!

Eviscerate – “You spin and slash violently, eviscerating all foes in a wide arc in front of you. This attack has an exceptionally good critical hit capability, better than other claws attacks, that can sometimes deal double damage.”

Some people like Eviscerate, some don’t. I like it for the damage. The bone of contention is the long activation time that this power has. When you click it, your character does kind of a high-dive double spin in the air, lands, and sweeps both arms out, slicing everyone within a cone. This takes some time (but it IS cool looking). Lining up the cone can be tough sometimes, too. Pro or Con, it’s the hardest-hitting attack in the Claws line-up, so I recommend it. I slot it with 2 acc and 3 dmg.

Shockwave – “Projects a shockwave of focused power that can travel a short distance. Shockwave travels in a wide arc in front of you, dealing moderate damage and possibly knocking back foes.”

Like Focus, Shockwave is a ranged attack, but it also hits everyone in a wide cone. The damage is equivalent to Strike. The other great thing about this power is that it knocks everyone back, giving you a little breathing room in a tough fight. In teams, KB is not popular, but it can be used to good advantage on teams if used carefully. Solo, I love to lay waste to whole groups of mobs.

Prior to getting Shockwave, I would usually lead-off with Focus, then Follow-Up, then any other attacks I may need. The advantage was that Focus knocked the “main” enemy down immediately, giving me some free shots at him. The disadvantage was that I was using Focus without getting the damage boost from Follow-Up.

With Shockwave, I can knock the entire group back, then hit Follow-Up, then Focus. This combination really ups my damage and saves my Health, as mobs on their backs are less likely to shoot/hit/blast me. I slot Shockwave with 1 acc, 3 dmg, 1 endred, 1 rechg.


Please try my arcs:

Arc# 63910 "Why Do Bad Girls Like Bad Boys?" (length=Long, levels 40+)
Arc# 401500 "How to Be a Successful Professional Criminal" (length=Very Long, levels 1-10)

 

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Dark Armor Powers:

Dark Embrace – “You tap into the energy of the Netherworld to protect yourself from damage. This Dark Embrace shrouds you and grants resistance to Lethal, Smashing, and Negative Energy damage.”

Dark Embrace is your primary armor (Murky Cloud is your other one). When the toggle is on, it makes you look like PigPen from Charlie Brown, with smoky dirt wafting around. Be sure to slot this up. In early levels, the damage resistance doesn’t seem too good, but once it’s slotted, it’s great. Be sure to use 3 dmg res and 1 endred.

Death Shroud – You become a focus point for the Netherworld, allowing its negative energy to seep from your body. This will continuously damage all foes in melee range.”

This is a terrific, but highly endurance heavy, power. Anyone within range will steadily lose HP as you just stand there. Early on, you’ll need to turn this power off between fights. Even then, you may find the endurance cost extremely restrictive. I slot this with 2 endred (slot these FIRST!), 2 acc (you need this to hit, as it’s costing you a lot), and 2 dmg.

Do you want this as an early power (it’s available at level 4) or a late power? I’ve tried taking DS at both points, and I have to say that, for Claws/Dark, I prefer taking it early. That way, I can get the endred and acc slotted in it early on, and with Follow-Up, I get a decent damage boost from it even before slotting for damage.

This is a great power to killing those foes who have just a sliver of life left and you don’t want to waste a click power to finish them off. Also, while you’re busy fighting a boss, DS is whittling down all minions for you, so they’ll be at half-life (or less) once you turn your attention to them. Finally, I took DS early because, aside from Dark Embrace and Obsidian Shield, all of my DA powers were being put off until the 20s. I thought that, for conceptual reasons, I should have another Dark power early.

Here’s another advantage to DS. I was about level 20 at the time, and traveling through Skyway City for a mission. I saw a bunch of Supa-Trolls in front of a warehouse, with a huge number of even MORE Supa-Trolls strolling over to join them. They were conning grey to me at the time, so I turned on DS and jumped into the middle of the group. This drove them crazy, as the entire mob attacked at once. The sky was filled with orange numbers, as the Supa-Trolls quickly succumbed to DS as I just stood there. After about 5-6 minutes, I apparently earned a badge for killing 100 of them!

Murky Cloud – “You create a Murky Cloud enshrouding you. This cloud can absorb all forms of energy, making you more resistant to Fire, Cold, Energy, and Negative Energy attacks, as well as Endurance Drains affects.”

This is you other DA shield, and is not really needed until somewhat later in the game. I originally was going to push this back to level 28, but I ran into some serious problems with the Banished Pantheon around level 21, so I bumped this one up. Again, I would slot this with 3 dmg res and 1 endred.

Obsidian Shield – “You can create a special Obsidian Shield that grants good resistance to Psionic damage. With your mind enshrouded in darkness you are protected from Sleep, Fear, Hold, and Disorient attacks.”

This is your mez protection, so you want to take this early. I slot Obsidian Shield with 1 endred and (later, when slots are available) 2 dmg res.

As you can see, knockback is NOT included in Obsidian Shield. DA is missing any kind of KB protection. In the past, this forced you to take Acrobatics from the Leaping pool or Hover from the Flight pool. With IOs, though, you can by-pass these powers and slot for KB protection. While the KB protection from Inventions isn’t nearly as powerful as Acrobatics or Hover, it definitely helps, and at least gives you the option of freeing up some slots.

Dark Regeneration – “You can tap the dark essence of the Netherworld to drain a small amount of life from all enemies nearby, thus healing yourself. The more foes affected, the more you will be healed.”

This is your DA version of the Medicine pool. Just click on DR when surrounded by enemies and watch your health bar fill up. 3 or more enemies is enough to fill you up completely, while 2 will get you most of the way there. This power has an incredibly high cost in endurance, however, and it also requires a to-hit check in order to work, so be sure to have plenty of endred and acc in this baby. I can’t tell you how many fights I’ve survived because of DR. It’s really one of the set-defining powers in DA. I slot this 2 acc, 2 endred and 2 heal. There is a slight damage component in DR, but it’s really not worth wasting a slot on it.

Cloak of Darkness – “A shroud of Netherworld darkness envelopes you, making you difficult to spot at a distance. You can only be seen at close range or if you attack a target. Even if seen, the Cloak of Darkness grants you a bonus to defense to all attacks and some protection from Immobilization. This Netherworld Cloak also allows you to see things in a new light, allowing you to better see stealthy foes. Unlike some stealth powers, CoD has no movement penalty. CoD will not work with any other form of Concealment power such as Shadow Fall or Steamy Mist.”

CoD is useful in PvP for the +perception. The main problem with this power is that it turns you into a fuzzy dust bunny, obscuring that fancy costume you spent hours making in the Character Creator. This is a situational power and is very handy when trying to avoid conflicts from high level enemies (or huge numbers of any level enemies). I turn this on whenever the Circle of Thorns are around. Those guys just can’t take a hint! 1 endred in this is fine.

Cloak of Fear – “You can wrap yourself in a nightmarish Cloak of Fear. Foes close to you are treated to visions most horrific, forcing them to tremble in terror, only attacking if attacked and even then, at reduced accuracy.”

I’ve never taken this power, so I can’t comment about its effectiveness. My understanding is that this was once THE DA power to have, but nerfs have rendered it a shadow of its former self. I believe that fully slotting this up is almost required for it to be worthwhile. Again, I don’t have any firsthand knowledge on this one. I would recommend testing it out on the Test Server before taking it for real.

Oppressive Gloom – “The Netherworld has many mutable properties, such as the Oppressive Gloom. This power allows you to use your own Hit Points to keep enemies near you disoriented and unable to use any powers. Endurance cost for this is minimal but the power can be dangerous to use.”

OG will greatly add to your survivability. When toggled on, any Minions in the immediate area will become disoriented and stagger around, not hitting you. When they stagger out of the area of effect, though, they go back on the attack. I’m slotting 2 acc and 1 disdur.

Soul Transfer – “Should you fall in battle, you can perform a Soul Transfer, sucking the life force of all foes around you to bring yourself back from the brink of death. The more foes nearby, the more life is restored to you. Drained foes are left disoriented. The dark effects of this Soul Transfer will actually leave you invulnerable for a brief time and protected from XP Debt for 20 seconds. There must be at least one foe nearby to fuel the Transfer and revive you.”

This is your revive power. Hopefully, as a Claws/Dark Scrapper, this power will be used seldom if at all. This is a power you can slot late in your build, and can slot with a variety of enhancements, including rechg and endmod. I slot it for 1 endmod and call it a day.


Power Pools:

As with any character, a Claws/Dark Scrapper benefits from a variety of power pools.

Fitness – I always use the Fitness pool on my characters, primarily for Health and Stamina. I know a lot of people prefer to go Stamina-less. I admire that. I don’t understand it, but I can admire it. I just think it makes the game less fun for me. For Iguana Eggplant, I took Hurdle rather than Swift as I wanted a werewolf with great leaping abilities.

Concealment – With CoD, you should be able to skip the Concealment pool unless you have a need for invisibility for concept reasons.

Flight, Leaping, Superspeed, Teleport – I took Leaping, but any of these will work for you. I’ve never been a fan of TP, personally, but I know some people swear by it.

Medicine – Dark Regeneration is a powerful Heal, so you could skip the Medicine pool and save those slots for something else.

Leadership – I’ve taken this on a Thugs/Dark MM, but never on a Scrapper. The benefits to Scrappers are low, compared to the endurance costs and the use of slots.

Presence – This may be a good match with Claws/Dark for concept, as you could use Intimidate and Invoke Panic to good effect.

Fighting – There are so many good, fast-recharging attacks in Claws, you don’t need the Fighting pool for Boxing or Kick. Likewise, DA gives excellent resistance, so Tough and Weave aren’t that needed.


Please try my arcs:

Arc# 63910 "Why Do Bad Girls Like Bad Boys?" (length=Long, levels 40+)
Arc# 401500 "How to Be a Successful Professional Criminal" (length=Very Long, levels 1-10)

 

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Ancillary Powers:

At level 35, I haven’t gotten to the Ancillary Power Pools yet. I plan on taking Darkness Mastery, as it blends well with Claws/Dark.


Inventions:

The addition of inventions (IOs) in Issue 9 was, in my opinion, a very fun and exciting event for CoH/CoV. It really allows for a lot of creativity in fleshing out existing powerset combinations. Below is a breakdown of the Claws/Dark powers by Set Enhancement groups, along with some suggestions for sets you may want to use for your character. Because of incredibly high prices for some recipes and/or salvage, Iguana Eggplant has a long way to go before getting fully slotted up. The sets listed below are just my own suggestions. Part of the fun is playing around with the numbers and trying to come up with the best sets for your particular character.

Damage-Melee: Strike, Swipe, Slash, Follow-Up

Mako’s Bite (30-53) is the “big” set here, but the prices are currently very high. Touch of Death (25-40), which isn’t as high level as Mako, nevertheless also gives some good set bonuses (increased damage, increased health) and is somewhat cheaper at WW. I like Crushing Impact (30-53) for Follow-Up, as you can use all 6 pieces in it to good effect.

Damage-Ranged: Focus, Shockwave

Devastation (20-53) is a great choice, as it has 12% improved regeneration and increased health and damage. Thunderstrike (30-53) doesn’t have as good bonuses. I also like Entropic Chaos (20-35) for its 10% increased regeneration, and Far Strike (10-25) for its Dmg/Range enhancement.

Damage-PBAoE: Death Shroud, Dark Regeneration, Eviscerate, Oppressive Gloom, Spin

Scirocco’s Dervish (20-53) is expensive, but one of your only choices for PBAoE damage. Cleaving Blow (10-53) has the advantage of low level enhancements available, as well as okay (if minimal) increased recovery and damage. Multi-Strike (20-53) provides little in the way of set bonuses.

Note that Dark Regeneration also takes Heal Sets. I would recommend you concentrate on heals for DR (see below).

Resistance: Dark Embrace, Murky Cloud, Obsidian Shield

If possible, get these sets first on your character, as damage resistance is going to be key in your survivability (and fun). Steadfast Protection (10-30) provides a Knockback Protection as well as a Unique (Def/Resistance). It also has 1.5% improved recovery and increased health. Aegis (25-53) allows for increased run speed (which I took). Impervium Armor (15-40) is really a good (but expensive) choice, with its 2.5% recovery bonus and increased endurance. The others give set bonuses that aren’t very impressive.

Heal: Dark Regeneration, Health (if you took the Fitness pool)

You can’t really go wrong with the heal sets. I currently have Harmonized Healing (20-40) in DR (the others were too expensive for me right now). Miracle (20-40) or Numina’s Convalesence (30-53) have better set bonuses (recovery, health, increased heal, etc.) but are hard to get on a budget!

As with anything in CoH/CoV, work with what you have and have fun. I bought cheaper sets early and am enjoying the benefits of the set bonuses now. Later, I can “trade up” to the somewhat better sets.


My Current Build


Below is my build for Iguana Eggplant. I try to plan my builds out in advance, and only use respecs when I goof something up. Again, I’m now at level 35, but here’s my plan through 50.

AT: Scrapper
Origin: Magic
Primary: Claws
Secondary: Dark Armor
Name: Iguana Eggplant

1. Strike: acc (1), dmg (3), dmg (5), dmg (7)
1. Dark Embrace: endred (1), dmgres (9), dmgres (11), dmgres (11)
2. Slash: acc (2), dmg (3), dmg (5), dmg (7)
4. Death Shroud: endred (4), endred (13), acc (15), dmg (17), dmg (31), acc (34)
6. Combat Jumping: defbuf (6)
8. Follow-Up: acc (8), acc (9), dmg (13), rechg (15), rechg (17), dmg (37)
10. Obsidian Shield: endred (10), dmgres (40), dmgres (43)
12. Hurdle: jump (12)
14. Super Jump: jump (14)
16. Health: heal (19), heal (34), heal (43)
18. Focus: acc (18), dmg (19), dmg (19), dmg (21), acc (37)
20. Stamina: endmod (20), endmod (21), endmod (23)
22. Dark Regeneration: acc (22), endred (23), endred (25), acc (25), heal (37), heal (39)
24. Murky Cloud: endred (24), dmgres (29), dmgres (34), dmgres (40)
26. Eviscerate: acc (26), dmg (27), dmg (27), dmg (29), acc (39)
28. Cloak of Darkness: endred (28)
30. Spin: acc (30), dmg (31), dmg (31), dmg (39), endred (40), rechg (46)
32. Shockwave: acc (32), dmg (33), dmg (33), dmg (33), acc (36), endred (43)
35. Oppressive Gloom: acc (35), acc (36), disdur (36)
38. Swift: run (38)
41. Petrifying Gaze: acc (41), rechg (42), rechg (42), hold (42), hold (46)
44. Dark Blast: acc (44), dmg (45), dmg (45), dmg (45), th_debuf (46), acc (50)
47. Tenebrous Tentacles: acc (47), dmg (48), dmg (48), endred (48), th_debuf (50), immob (50)
49. Soul Transfer: endmod (49)


At level 38, I’ve planned on taking Swift in order to move a little quicker during missions (especially those huge lab missions). I try not to use Sprint during missions because I have so many other toggles running (Dark Embrace, Murky Cloud, Obsidian Shield, Combat Jump, Death Shroud) and I’d like to minimize this as much as possible.

Another choice for level 38 is Acrobatics. I have a KB Protection IO, but Acrobatics is much more powerful. Again, it means yet another toggle running. I may also take Jump Kick here. I certainly don’t NEED another attack power (especially a low damage one), but it seems right that a werewolf would use all four paws in a fight, and Jump Kick would allow him to unleash the dreaded “toenail claws” attack.

The only rough patch I’ve had so far was around levels 11-13. At that point in the game, Iguana Eggplant was first entering SC and Skyway without his attacks fully slotted up. After he got a few Dos, he really took off.

I hope this Guide helps show that a Claws/Dark Scrapper is not only a viable build, it’s also an extremely fun one to play. But remember, the names “Wolf-erine”, “Wool Vereen”, and “CatGirl38DD” have probably already been taken! lol


Please try my arcs:

Arc# 63910 "Why Do Bad Girls Like Bad Boys?" (length=Long, levels 40+)
Arc# 401500 "How to Be a Successful Professional Criminal" (length=Very Long, levels 1-10)

 

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Just to update my Guide, I listed Shockwave as being categorized as Ranged Damage. Actually, it's set as Targeted AoE. In this case, Positron's Blast, as expensive as it is, would be the best for Set bonuses.


Please try my arcs:

Arc# 63910 "Why Do Bad Girls Like Bad Boys?" (length=Long, levels 40+)
Arc# 401500 "How to Be a Successful Professional Criminal" (length=Very Long, levels 1-10)

 

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I too am working on a Claw/DA scrapper (33), although I am more of a lizardman. Good guide, especially the IO sets. I really had no idea what I was going to put in my powers and now I know.


 

Posted

I have a claws/dark that will hit 50 very soon (hopefully tonight) he is also "pimped-out" with IOs. Using IO sets and stacking the bonuses you can get some impressive end recovery and end reduction. Since one of the main problems with /DA is the end usage of the toggles this is very handy.

I posted this build on another thread, but since it may be helpful to others I will post it again here.

*note*
I went with some power choices that many people do not like, such as Weave. I find that my defense totals are quite impressive and I am very happy with my survivability. (and yes, I mean Defense totals, not Resistance). As always, I welcome feedback of any sort.

Hero Plan by Mids' Hero Designer 1.21
http://www.honourableunited.org.uk/mhd.php

Toxic Talon final build: Level 50 Magic Scrapper
Primary Power Set: Claws
Secondary Power Set: Dark Armor
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Body Mastery

Hero Profile:
Level 1: Strike -- Mako-Acc/Dmg:42(A), Mako-Dmg/EndRdx:42(3), Mako-Dmg/Rchg:42(5), Mako-Acc/EndRdx/Rchg:42(11), Mako-Acc/Dmg/EndRdx/Rchg:42(17), Mako-Dam%:42(31)
Level 1: Dark Embrace -- Aegis-ResDam/EndRdx:43(A), Aegis-ResDam:43(7), Aegis-ResDam/EndRdx/Rchg:43(15), Aegis-ResDam/Rchg:43(36), Aegis-Psi/Status:43(39), TtmC'tng-ResDam/EndRdx:43(39)
Level 2: Slash -- C'ngImp-Acc/Dmg:34(A), C'ngImp-Dmg/Rchg:34(3), C'ngImp-Acc/Dmg/Rchg:34(5), C'ngImp-Acc/Dmg/EndRdx:34(11), C'ngImp-Dmg/EndRdx/Rchg:34(17), Mako-Acc/EndRdx/Rchg:50(31)
Level 4: Murky Cloud -- TtmC'tng-ResDam/EndRdx:43(A), TtmC'tng-ResDam/Rchg:43(7), TtmC'tng-EndRdx/Rchg:43(21), TtmC'tng-ResDam/EndRdx/Rchg:43(39), TtmC'tng-ResDam:43(40), TtmC'tng-EndRdx:43(40)
Level 6: Combat Jumping -- Ksmt-ToHit+:22(A), Jump-I:50(48)
Level 8: Follow Up -- C'ngImp-Acc/Dmg:33(A), C'ngImp-Dmg/Rchg:42(9), C'ngImp-Acc/Dmg/Rchg:34(9), C'ngImp-Acc/Dmg/EndRdx:34(15), C'ngImp-Dmg/EndRdx/Rchg:34(37), Mako-Acc/EndRdx/Rchg:50(46)
Level 10: Obsidian Shield -- TtmC'tng-ResDam/EndRdx:42(A), TtmC'tng-ResDam/Rchg:42(13), TtmC'tng-EndRdx/Rchg:42(13), TtmC'tng-ResDam/EndRdx/Rchg:42(34), TtmC'tng-ResDam:42(40), TtmC'tng-EndRdx:50(45)
Level 12: Hurdle -- Jump-I:50(A)
Level 14: Super Jump -- Jump-I:50(A)
Level 16: Health -- Mrcl-Rcvry+:40(A), RgnTis-Regen+:30(43), Numna-Regen/Rcvry+:45(43)
Level 18: Focus -- Decim-Acc/Dmg:34(A), Decim-Dmg/Rchg:34(19), Decim-Acc/EndRdx/Rchg:34(19), Decim-Acc/Dmg/Rchg:34(23), Decim-Build%:34(34), Thundr-Acc/Dmg/Rchg:34(34)
Level 20: Stamina -- EndMod-I:50(A), EndMod-I:50(21)
Level 22: Dark Regeneration -- Sciroc-Acc/Rchg:42(A), Sciroc-Acc/Dmg/EndRdx:42(23), Numna-EndRdx/Rchg:45(25), Numna-Heal/EndRdx/Rchg:45(36), Mrcl-Heal/EndRdx/Rchg:34(37), Mrcl-Heal/EndRdx:34(37)
Level 24: Cloak of Darkness -- HO:Cyto(A), EndRdx-I:50(25), LkGmblr-Def:45(46), LkGmblr-Def/EndRdx:50(50)
Level 26: Eviscerate -- Sciroc-Acc/Dmg:41(A), Sciroc-Acc/Rchg:43(27), Sciroc-Dmg/Rchg:41(27), Sciroc-Acc/Dmg/EndRdx:42(29), Sciroc-Dmg/EndRdx:46(31)
Level 28: Death Shroud -- Sciroc-Acc/Dmg:34(A), Sciroc-Dmg/EndRdx:37(29), Sciroc-Acc/Dmg/EndRdx:37(33), Sciroc-Dmg/Rchg:41(33), Sciroc-Dam%:34(36), EndRdx-I:45(43)
Level 30: Boxing -- HO:Nucle(A)
Level 32: Shockwave -- Posi-Acc/Dmg:45(A), Posi-Dmg/EndRdx:45(33), Posi-Dmg/Rchg:45(42), Posi-Acc/Dmg/EndRdx:50(45), Posi-Dam%:50(45)
Level 35: Oppressive Gloom -- RzDz-Immob%:30(A)
Level 38: Tough -- S'fstPrt-ResKB:11(A), S'fstPrt-ResDam/Def+:30(42), HO:Ribo(50)
Level 41: Weave -- HO:Cyto(A), EndRdx-I:50(42), LkGmblr-Def:45(46), LkGmblr-Def/EndRdx:50(50)
Level 44: Conserve Power -- RechRdx-I:50(A), RechRdx-I:50(48)
Level 47: Hasten -- RechRdx-I:50(A), RechRdx-I:50(48)
Level 49: Soul Transfer -- Dct'dW-Heal/Rchg:50(A)
------------
Level 1: Brawl -- Acc-I:50(A)
Level 1: Sprint -- ULeap-Stlth:18(A)
Level 2: Rest -- RechRdx-I:50(A)
Level 1: Critical Hit



<font class="small">Code:[/color]<hr /><pre>| Copy &amp; Paste this data chunk into Mids' Hero Designer to view the build |
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</pre><hr />