Thugs/Poison Build
Bump. Anyone? Even if you don't know much about poison, I'd appreciate any slotting suggestions for my Thugs .
You might not need to take Acrobatics if you have -KB IOs in your Combat Jumping and Super Jump. Power Boost might be better.
You've also got quite a few high end use toggles running( leadership and acrobatics). Poison is a high end use powerset, you might find that you need to add end reducers on those toggles.
Grizz
"When Chuck Norris can't go on, Petra Majdič perseveres!"
I will say that in your desire to solo AVs and hit soft caps, your gang war looks a bit unpleasant, as does your noxious gas. Still, it makes sense.
Actually, you could hit the soft cap if you didnt have Challenge and if you dropped Assault. Of course, you probably need both of those to fight AVs. Anyway, you could take a slot from CJ (dump the LOTG) and 3 from health and 3 from Web Envelope and one from Neurotoxic Breath. You lose some ranged and melee from the set bonus loss but you can then swap Assault for Boxing, and then replace Acrobatics and Challenge with Tough and (EDIT) WEAVE. Use Tough only for the global def/res IO, and move the 6 of the 8 slots you saved to Maneuvers and Scorpion Shield. Move 2 slots to Weave (3 total). For 6 slots each for Maneuvers and Scorp Shield, you get the ranged bonus.
That would give 45.6% to Smashing/Lethal and AoE, with 45.3% on Ranged.
But, again, that would mean you lose the extra Assault damage and you'd lose the ability to taunt. But in case you hadn' t thought of it I figured I'd throw that out there.
Lewis
Random AT Generation!
"I remember... the Alamo." -- Pee-wee Herman
"Oh don't worry. I always leave things to the last moment." -- The Doctor
"Telescopes are time machines." -- Carl Sagan
Thanks a lot guys, this is exactly the kind of thing I was looking for . At least I'm on the right track, and you gave me some things to think about. It's definitely worth considering softcapping, so these are some great ideas.
While I'd lose some damage from Assault, I think the poison debuffs would more than make up for it. If I ditch Acro instead of my Taunt like griz suggested and follow your ideas, I think I could make it work out pretty well. Maybe if I throw an Achilles into my Enforcers and find another slot or two for Gangwar I can make up for the lost damage from Assault through the res debuff and the lost defense from the edict set bonus. Regardless, you've given me some great ideas to fool around with so thanks!
I finally settled on a build, I'll post it up here for posterity's sake in case someone tries to search for a topic on this like I did. Capped defense to ranged and AOE with respectable resists to the 3 most common types of damage. End might be a little rough, but should be manageable.
Villain Plan by Mids' Villain Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
Renard Noir: Level 50 Natural Mastermind
Primary Power Set: Thugs
Secondary Power Set: Poison
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Leadership
Power Pool: Presence
Ancillary Pool: Mu Mastery
Villain Profile:
Level 1: Call Thugs -- BldM'dt-Acc:50(A), BldM'dt-Dmg:50(3), BldM'dt-Acc/Dmg:50(3), BldM'dt-Acc/EndRdx:50(5), BldM'dt-Dmg/EndRdx:50(5), BldM'dt-Acc/Dmg/EndRdx:50(7)
Level 1: Alkaloid -- Numna-Heal:50(A), Numna-Heal/EndRdx:50(9)
Level 2: Envenom -- ShldBrk-DefDeb:30(A), ShldBrk-Acc/DefDeb:30(7), ShldBrk-Acc/Rchg:30(19), ShldBrk-DefDeb/EndRdx/Rchg:30(23), ShldBrk-Acc/EndRdx/Rchg:30(25), Achilles-ResDeb%:20(36)
Level 4: Weaken -- SipInsght-ToHitDeb:50(A), SipInsght-Acc/ToHitDeb:50(9), SipInsght-Acc/Rchg:50(17), SipInsght-ToHitDeb/EndRdx/Rchg:50(23), SipInsght-Acc/EndRdx/Rchg:50(25), SipInsght-%ToHit:50(34)
Level 6: Equip Thugs -- EndRdx-I:50(A)
Level 8: Combat Jumping -- Zephyr-Travel:50(A), Zephyr-Travel/EndRdx:50(48), Zephyr-ResKB:50(50)
Level 10: Neurotoxic Breath -- P'ngTtl-Acc/Slow:50(A), P'ngTtl-Dmg/Slow:50(11), P'ngTtl-Acc/EndRdx:50(11), P'ngTtl-Rng/Slow:50(31), P'ngTtl-EndRdx/Rchg/Slow:50(34), P'ngTtl--Rchg%:50(36)
Level 12: Call Enforcer -- BldM'dt-Acc:50(A), BldM'dt-Dmg:50(13), BldM'dt-Dmg/EndRdx:50(13), BldM'dt-Acc/Dmg/EndRdx:50(15), BldM'dt-Acc/Dmg:50(15), BldM'dt-Acc/EndRdx:50(17)
Level 14: Super Jump -- Zephyr-Travel:50(A), Zephyr-Travel/EndRdx:50(50), Zephyr-ResKB:50(50)
Level 16: Hurdle -- Jump-I:50(A)
Level 18: Health -- Numna-Heal:50(A), Numna-Regen/Rcvry+:50(19), Mrcl-Rcvry+:40(33), RgnTis-Regen+:30(33)
Level 20: Stamina -- P'Shift-End%:50(A), P'Shift-EndMod:50(21), EndMod-I:50(21)
Level 22: Maneuvers -- RedFtn-Def:50(A), RedFtn-Def/EndRdx:50(33), RedFtn-EndRdx/Rchg:50(36), RedFtn-Def/Rchg:50(39), RedFtn-Def/EndRdx/Rchg:50(40), RedFtn-EndRdx:50(40)
Level 24: Tactics -- GSFC-ToHit:50(A), GSFC-ToHit/Rchg:50(34), GSFC-ToHit/Rchg/EndRdx:50(39), GSFC-Rchg/EndRdx:50(42), GSFC-ToHit/EndRdx:50(43), GSFC-Build%:50(43)
Level 26: Call Bruiser -- BldM'dt-Acc:50(A), BldM'dt-Dmg:50(27), BldM'dt-Acc/Dmg:50(27), BldM'dt-Acc/EndRdx:50(29), BldM'dt-Dmg/EndRdx:50(29), BldM'dt-Acc/Dmg/EndRdx:50(31)
Level 28: Paralytic Poison -- Lock-Acc/Hold:50(A), Lock-Acc/Rchg:50(31), Lock-Rchg/Hold:50(37), Lock-EndRdx/Rchg/Hold:50(37), Lock-Acc/EndRdx/Rchg/Hold:50(37), Lock-%Hold:50(39)
Level 30: Assault -- EndRdx-I:50(A)
Level 32: Upgrade Equipment -- EndRdx-I:50(A)
Level 35: Gang War -- BldM'dt-Acc/Dmg:50(A), BldM'dt-Dmg/EndRdx:50(40), BldM'dt-Acc/EndRdx:50(43), BldM'dt-Acc/Dmg/EndRdx:50(46), BldM'dt-Acc:50(48), BldM'dt-Dmg:50(48)
Level 38: Noxious Gas -- RechRdx-I:50(A)
Level 41: Charged Armor -- S'fstPrt-ResDam/Def+:30(A), ImpArm-ResDam:40(42), ImpArm-ResDam/EndRdx:40(42)
Level 44: Electrifying Fences -- TotHntr-Acc/Rchg:50(A), TotHntr-EndRdx/Immob:50(45), TotHntr-Acc/EndRdx:50(45), TotHntr-Immob/Acc:50(45), TotHntr-Acc/Immob/Rchg:50(46), TotHntr-Dam%:50(46)
Level 47: Challenge -- Zinger-Dam%:50(A)
Level 49: Provoke -- Mocking-Taunt/Rchg:50(A)
------------
Level 1: Brawl -- Acc-I:50(A)
Level 1: Sprint -- Clrty-Stlth:50(A)
Level 2: Rest -- RechRdx-I:50(A)
Level 1: Supremacy
------------
[u]Set Bonus Totals:[u]<ul type="square">[*]7.5% DamageBuff(Smashing)[*]7.5% DamageBuff(Lethal)[*]7.5% DamageBuff(Fire)[*]7.5% DamageBuff(Cold)[*]7.5% DamageBuff(Energy)[*]7.5% DamageBuff(Negative)[*]7.5% DamageBuff(Toxic)[*]7.5% DamageBuff(Psionic)[*]8% Defense(Smashing)[*]8% Defense(Lethal)[*]26.8% Defense(Fire)[*]26.8% Defense(Cold)[*]21.1% Defense(Energy)[*]21.1% Defense(Negative)[*]3% Defense(Psionic)[*]7.38% Defense(Melee)[*]39.3% Defense(Ranged)[*]39.3% Defense(AoE)[*]5% Enhancement(RechargeTime)[*]2.5% Enhancement(JumpHeight)[*]2.5% Enhancement(JumpSpeed)[*]2.5% Enhancement(FlySpeed)[*]2.5% Enhancement(Held)[*]2.5% Enhancement(RunSpeed)[*]38% Enhancement(Accuracy)[*]5% Enhancement(Immobilize)[*]14% FlySpeed[*]30.1 HP (3.75%) HitPoints[*]14% JumpHeight[*]14% JumpSpeed[*]Knockback (Mag -8)[*]Knockup (Mag -8)[*]MezResist(Confused) 2.5%[*]MezResist(Held) 10.2%[*]MezResist(Immobilize) 4.7%[*]MezResist(Sleep) 5.25%[*]MezResist(Stun) 9.1%[*]MezResist(Terrorized) 2.5%[*]13.5% (0.23 End/sec) Recovery[*]24% (0.8 HP/sec) Regeneration[*]1.26% Resistance(Fire)[*]1.26% Resistance(Cold)[*]14% RunSpeed[*]2% XPDebtProtection[/list]
Alkaloid looks woefully underslotted, but I suppose it will have to do.
Have fun!
Lewis
Random AT Generation!
"I remember... the Alamo." -- Pee-wee Herman
"Oh don't worry. I always leave things to the last moment." -- The Doctor
"Telescopes are time machines." -- Carl Sagan
QR
With all that Ranged/AoE defense, you might want to consider taking Hover/Fly. It could help easily keep AVs out of melee range. (Side note) Hover and webnades also worked suprisingly well for me in the old PvP system... I could pretty easily beat 3 or 4 heroes at once by keeping the melees away from me (and holding them with Noxious Gas) and taking out the ranged ATs first (while only switching out of BG mode very quickly to keep the damage down). But I'm not sure how it would work now, or if you are even into PvP. Alternatively, you could always grab jetpacks from Grandville.
Also, I wouldn't count on Bruiser being able to tank with Alkaloid slotted like that. +HP is also good for a MM, but I don't know if you can get much of that without sacrificing defense. The accolades will provide a decent amount of it though if you don't already have them.
Edit: Oh, and if you can find an extra slot for more recharge in Noxious Gas that would help a lot too. When it is up you have time to take a breather and heal all your pets up, so it would be nice to have up as much as possible.
Something to consider here. You really don't need softcapped positionals to solo AV's. Mine has 35% to ranged/aoe and I can just focus down anything that's truly nasty who wants to melee.
Something else that can help the low melee defense problem is Oppresive gloom. Given it reduces your S/L resist, but with OG you take less S/L overall. OG can also be slotted with the same ranged defense bonus and add in a recharge time bonus which you need badly.
If you pull out mu mastery for soul. Drop the fences slots into OG, take the Numina Heal IO out of health, reslot Gang war with four piece Expedient reinforcements. Put alkaloid up to four slots and just keep dropping numina into it.
Reslot Enforcers with the lady grey and achilles procs. Your enforcers are your damage pets. Any fantasy of soloing AV's is never going to come true is these guys aren't ready to bring the pain. Drop in the two procs, one accuracy and either 3 damage or 2 damage and a defense. if you want to get cool drop in a lysosome exposure and 3 damage. That's give you the tohit, +defense AND buff -defense.
You need the enforcer to hit hard and to debuff things for your other pets. Don't worry about losing all of that defense in the reslotting. You still have layers of protection from your resists, -damage, -tohit and your piles and piles of -special. The -special is the real strength of poison. There is no resist to -special. That debuff is going to give you a lot of mez protection, end drain protection and a bunch of other stuff I can't remember right now.
If your trying to solo AV drop one of your Taunt power, having two is overkill.I would personally drop presence pool for hasten.Also remember that if the AV is lucky enough to hit you good, you will need to heal yourself,making the Medicine pool a good option since you won't need to over slot then, and could be use for the healing proc +regen and +recv. Free slot for you Heal power that desperately need some love.
I want /Fire stalker. Because nothing says stealth like dumping a can of gasoline on yourself and lighting a match. -Morac
Taking everyone's feedback into account and after a few of my own experiences soloing AVs in some AE test missions, I swapped some slots around and came up with a build I'm extremely happy with. I noticed an AVs health dropped considerably faster when Noxious Gas was up, so you're all definitely right about -res being key. I managed to kill Dominatrix with my build posted earlier, but it was a LONG (20+ minute) fight.
So after a lot of tweaking, I present my final build. Capped Ranged and AoE defense, Achilles proc in the enforcers, and even Touch of Lady Gray in my Envenom. I couldn't stay softcapped if I lost any more defense from my Enforcers, so it either had to go there or nowhere at all. With a 20% chance to proc every 8 seconds, I think it'll help out a bit with all the -res factored in.
Again, a huge thanks to everyone that helped in this thread, you all gave me some great advice and feedback and I think almost everything suggested is reflected in this build in some manner.
Villain Plan by Mids' Villain Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
Renard Noir: Level 50 Natural Mastermind
Primary Power Set: Thugs
Secondary Power Set: Poison
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Leadership
Power Pool: Presence
Ancillary Pool: Mu Mastery
Villain Profile:
Level 1: Call Thugs -- BldM'dt-Acc:50(A), BldM'dt-Dmg:50(3), BldM'dt-Acc/Dmg:50(3), BldM'dt-Acc/EndRdx:50(5), BldM'dt-Dmg/EndRdx:50(5), BldM'dt-Acc/Dmg/EndRdx:50(7)
Level 1: Alkaloid -- Numna-Heal:50(A), Numna-Heal/EndRdx:50(9), Numna-Heal/Rchg:50(9), Numna-EndRdx/Rchg:50(40), Numna-Heal/EndRdx/Rchg:50(42), Numna-Regen/Rcvry+:50(42)
Level 2: Envenom -- ShldBrk-Acc/DefDeb:30(A), ShldBrk-Acc/Rchg:30(7), ShldBrk-DefDeb:30(17), ShldBrk-DefDeb/EndRdx/Rchg:30(23), LdyGrey-%Dam:21(33)
Level 4: Weaken -- SipInsght-Acc/ToHitDeb:50(A), SipInsght-Acc/Rchg:50(19), SipInsght-ToHitDeb:50(23), SipInsght-ToHitDeb/EndRdx/Rchg:50(25), SipInsght-Acc/EndRdx/Rchg:50(25), SipInsght-%ToHit:50(33)
Level 6: Equip Thugs -- EndRdx-I:50(A)
Level 8: Combat Jumping -- Zephyr-ResKB:50(A), Zephyr-Travel:50(48), Zephyr-Travel/EndRdx:50(50)
Level 10: Neurotoxic Breath -- P'ngTtl-Acc/Slow:50(A), P'ngTtl-Rng/Slow:50(11), P'ngTtl-EndRdx/Rchg/Slow:50(11), P'ngTtl-Acc/EndRdx:50(19), P'ngTtl-Dmg/Slow:50(31), P'ngTtl--Rchg%:50(33)
Level 12: Call Enforcer -- BldM'dt-Acc:50(A), BldM'dt-Dmg:50(13), BldM'dt-Acc/Dmg:50(13), BldM'dt-Acc/EndRdx:50(15), BldM'dt-Dmg/EndRdx:50(15), Achilles-ResDeb%:20(17)
Level 14: Super Jump -- Zephyr-ResKB:50(A), Zephyr-Travel:50(50), Zephyr-Travel/EndRdx:50(50)
Level 16: Hurdle -- Jump-I:50(A)
Level 18: Health -- Numna-Heal:40(A), Mrcl-Rcvry+:40(40), RgnTis-Regen+:30(42)
Level 20: Stamina -- EndMod-I:50(A), P'Shift-EndMod:50(21), P'Shift-End%:50(21)
Level 22: Maneuvers -- RedFtn-Def:50(A), RedFtn-Def/EndRdx:50(37), RedFtn-EndRdx:50(37), RedFtn-Def/Rchg:50(39), RedFtn-Def/EndRdx/Rchg:50(39), RedFtn-EndRdx/Rchg:50(48)
Level 24: Tactics -- GSFC-ToHit:50(A), GSFC-ToHit/EndRdx:50(36), GSFC-ToHit/Rchg:50(36), GSFC-ToHit/Rchg/EndRdx:50(37), GSFC-Rchg/EndRdx:50(39), GSFC-Build%:50(48)
Level 26: Call Bruiser -- BldM'dt-Acc:50(A), BldM'dt-Dmg:50(27), BldM'dt-Acc/Dmg:50(27), BldM'dt-Acc/EndRdx:50(29), BldM'dt-Dmg/EndRdx:50(29), BldM'dt-Acc/Dmg/EndRdx:50(31)
Level 28: Paralytic Poison -- Lock-Acc/Hold:50(A), Lock-Acc/Rchg:50(31), Lock-Rchg/Hold:50(34), Lock-EndRdx/Rchg/Hold:50(34), Lock-Acc/EndRdx/Rchg/Hold:50(34), Lock-%Hold:50(36)
Level 30: Assault -- EndRdx-I:50(A)
Level 32: Upgrade Equipment -- EndRdx-I:50(A)
Level 35: Gang War -- BldM'dt-Acc:50(A), BldM'dt-Dmg:50(40), BldM'dt-Acc/Dmg:50(43), BldM'dt-Acc/EndRdx:50(43), BldM'dt-Dmg/EndRdx:50(43), BldM'dt-Acc/Dmg/EndRdx:50(46)
Level 38: Noxious Gas -- RechRdx-I:50(A)
Level 41: Charged Armor -- S'fstPrt-ResDam/Def+:30(A)
Level 44: Electrifying Fences -- TotHntr-Immob/Acc:50(A), TotHntr-Acc/Rchg:50(45), TotHntr-Acc/EndRdx:50(45), TotHntr-Acc/Immob/Rchg:50(45), TotHntr-EndRdx/Immob:50(46), TotHntr-Dam%:50(46)
Level 47: Challenge -- Mocking-Taunt/Rchg/Rng:50(A)
Level 49: Vengeance -- LkGmblr-Rchg+:50(A)
------------
Level 1: Brawl -- Acc-I:50(A)
Level 1: Sprint -- Clrty-Stlth:50(A)
Level 2: Rest -- RechRdx-I:50(A)
Level 1: Supremacy
------------
[u]Set Bonus Totals:[u]<ul type="square">[*]7.5% DamageBuff(Smashing)[*]7.5% DamageBuff(Lethal)[*]7.5% DamageBuff(Fire)[*]7.5% DamageBuff(Cold)[*]7.5% DamageBuff(Energy)[*]7.5% DamageBuff(Negative)[*]7.5% DamageBuff(Toxic)[*]7.5% DamageBuff(Psionic)[*]8% Defense(Smashing)[*]8% Defense(Lethal)[*]26.8% Defense(Fire)[*]26.8% Defense(Cold)[*]21.1% Defense(Energy)[*]21.1% Defense(Negative)[*]3% Defense(Psionic)[*]7.38% Defense(Melee)[*]39.3% Defense(Ranged)[*]39.3% Defense(AoE)[*]2.5% Enhancement(Held)[*]2.5% Enhancement(JumpSpeed)[*]2.5% Enhancement(JumpHeight)[*]2.5% Enhancement(FlySpeed)[*]2.5% Enhancement(RunSpeed)[*]12.5% Enhancement(RechargeTime)[*]6% Enhancement(Heal)[*]5% Enhancement(Immobilize)[*]27% Enhancement(Accuracy)[*]14% FlySpeed[*]45.2 HP (5.63%) HitPoints[*]14% JumpHeight[*]14% JumpSpeed[*]Knockback (Mag -8)[*]Knockup (Mag -8)[*]MezResist(Confused) 2.5%[*]MezResist(Held) 13.5%[*]MezResist(Immobilize) 4.7%[*]MezResist(Sleep) 5.25%[*]MezResist(Stun) 9.1%[*]MezResist(Terrorized) 2.5%[*]11% (0.18 End/sec) Recovery[*]12% (0.4 HP/sec) Regeneration[*]1.26% Resistance(Fire)[*]1.26% Resistance(Cold)[*]14% RunSpeed[*]2% XPDebtProtection[/list]
That looks better. Its nice to see actual slots in Alkaloid. My only real complaint is that your Gang War has no recharge in it, but I can see why you did it. Also, its too bad you dont have one more recharge in Noxious gas.
Still, it looks a lot better, and if its working for you, that is what matters!
Lewis
Random AT Generation!
"I remember... the Alamo." -- Pee-wee Herman
"Oh don't worry. I always leave things to the last moment." -- The Doctor
"Telescopes are time machines." -- Carl Sagan
I've finally decided to IO out my Thugs/Poison with a focus on being an AV killer. While I can do that pretty easily now with a shivan or some inspirations, I want to try for a "pure" kill with nothing besides my own powers.
That said, I'm not sure exactly how to go about optimizing this guy for the task. I don't want to use purples/PvP IOs, so it seems like the positional defense cap is well out of reach. What should I slot for? And is it possible to have the Bruiser tank AVs, or is tankerminding pretty much the only choice for it? I'd prefer to let my bruiser tank, but I don't mind holding my own if I have to. I'll post the build I've been working with so far, I know it has a long way to go so any feedback would be appreciated.
Villain Plan by Mids' Villain Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
Renard Noir: Level 50 Natural Mastermind
Primary Power Set: Thugs
Secondary Power Set: Poison
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Leadership
Power Pool: Presence
Ancillary Pool: Mace Mastery
Villain Profile:
Level 1: Call Thugs -- BldM'dt-Acc:50(A), BldM'dt-Dmg:50(3), BldM'dt-Acc/Dmg:50(3), BldM'dt-Acc/EndRdx:50(5), BldM'dt-Dmg/EndRdx:50(5), BldM'dt-Acc/Dmg/EndRdx:50(7)
Level 1: Alkaloid -- Numna-Heal/EndRdx:50(A), Numna-EndRdx/Rchg:50(9), Numna-Heal/Rchg:50(19), Numna-Heal/EndRdx/Rchg:50(33), Numna-Heal:50(33), Numna-Regen/Rcvry+:50(36)
Level 2: Envenom -- ShldBrk-DefDeb:30(A), ShldBrk-Acc/DefDeb:30(7), ShldBrk-Acc/Rchg:30(19), ShldBrk-DefDeb/EndRdx/Rchg:30(23), ShldBrk-Acc/EndRdx/Rchg:30(25), ShldBrk-%Dam:30(36)
Level 4: Weaken -- SipInsght-ToHitDeb:50(A), SipInsght-Acc/ToHitDeb:50(9), SipInsght-Acc/Rchg:50(17), SipInsght-ToHitDeb/EndRdx/Rchg:50(23), SipInsght-Acc/EndRdx/Rchg:50(25), SipInsght-%ToHit:50(34)
Level 6: Equip Thugs -- EndRdx-I:50(A)
Level 8: Combat Jumping -- LkGmblr-Rchg+:50(A), Zephyr-Travel:50(48), Zephyr-Travel/EndRdx:50(50), Zephyr-ResKB:50(50)
Level 10: Neurotoxic Breath -- ImpSwft-Acc/Slow:30(A), ImpSwft-Dmg/Slow:30(11), ImpSwft-Acc/EndRdx:30(11), ImpSwft-Rng/Slow:30(31), ImpSwft-EndRdx/Rchg/Slow:30(34), ImpSwft-Dam%:30(36)
Level 12: Call Enforcer -- BldM'dt-Acc:50(A), BldM'dt-Dmg:50(13), BldM'dt-Dmg/EndRdx:50(13), BldM'dt-Acc/Dmg/EndRdx:50(15), BldM'dt-Acc/Dmg:50(15), BldM'dt-Acc/EndRdx:50(17)
Level 14: Super Jump -- Zephyr-Travel:50(A), Zephyr-Travel/EndRdx:50(48), Zephyr-ResKB:50(48)
Level 16: Hurdle -- Jump-I:50(A)
Level 18: Health -- Heal-I:50(A), Heal-I:50(39), Mrcl-Rcvry+:40(39), RgnTis-Regen+:30(50)
Level 20: Stamina -- EndMod-I:50(A), P'Shift-EndMod:50(21), P'Shift-End%:50(21)
Level 22: Assault -- EndRdx-I:50(A)
Level 24: Tactics -- GSFC-ToHit:50(A), GSFC-ToHit/Rchg:50(33), GSFC-ToHit/Rchg/EndRdx:50(34), GSFC-Rchg/EndRdx:50(40), GSFC-ToHit/EndRdx:50(40), GSFC-Build%:50(40)
Level 26: Call Bruiser -- BldM'dt-Acc:50(A), BldM'dt-Dmg:50(27), BldM'dt-Acc/Dmg:50(27), BldM'dt-Acc/EndRdx:50(29), BldM'dt-Dmg/EndRdx:50(29), BldM'dt-Acc/Dmg/EndRdx:50(31)
Level 28: Paralytic Poison -- NrncSD-Acc/Rchg:30(A), NrncSD-EndRdx/Hold:30(31), NrncSD-Acc/EndRdx:30(37), NrncSD-Hold/Rng:30(37), NrncSD-Acc/Hold/Rchg:30(37), NrncSD-Dam%:30(39)
Level 30: Maneuvers -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(43), LkGmblr-Def/EndRdx:50(46)
Level 32: Upgrade Equipment -- EndRdx-I:50(A)
Level 35: Gang War -- C'Arms-+Def(Pets):30(A), EdctM'r-PetDef:40(42), ExRmnt-+Res(Pets):50(42), SvgnRt-PetResDam:50(43)
Level 38: Noxious Gas -- RechRdx-I:50(A)
Level 41: Scorpion Shield -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(42), LkGmblr-Def/EndRdx:50(43)
Level 44: Web Envelope -- Enf'dOp-Acc/Immob:50(A), Enf'dOp-Acc/Immob/Rchg:50(45), Enf'dOp-Acc/Rchg:50(45), Enf'dOp-Acc/EndRdx:50(45), Enf'dOp-EndRdx/Immob:50(46), Enf'dOp-Immob/Rng:50(46)
Level 47: Acrobatics -- EndRdx-I:50(A)
Level 49: Challenge -- Zinger-Dam%:50(A)
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Level 1: Brawl -- Acc-I:50(A)
Level 1: Sprint -- EndRdx-I:50(A)
Level 2: Rest -- RechRdx-I:50(A)
Level 1: Supremacy
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[u]Set Bonus Totals:[u]<ul type="square">[*]2.5% DamageBuff(Smashing)[*]2.5% DamageBuff(Lethal)[*]2.5% DamageBuff(Fire)[*]2.5% DamageBuff(Cold)[*]2.5% DamageBuff(Energy)[*]2.5% DamageBuff(Negative)[*]2.5% DamageBuff(Toxic)[*]2.5% DamageBuff(Psionic)[*]10% Defense[*]13.1% Defense(Smashing)[*]13.1% Defense(Lethal)[*]18.8% Defense(Fire)[*]18.8% Defense(Cold)[*]11.9% Defense(Energy)[*]11.9% Defense(Negative)[*]16.9% Defense(Melee)[*]23.8% Defense(Ranged)[*]29.1% Defense(AoE)[*]3% Enhancement(RunSpeed)[*]3% Enhancement(JumpSpeed)[*]3% Enhancement(JumpHeight)[*]3% Enhancement(FlySpeed)[*]26.3% Enhancement(RechargeTime)[*]2% Enhancement(Held)[*]6% Enhancement(Heal)[*]3% Enhancement(Immobilize)[*]27% Enhancement(Accuracy)[*]14% FlySpeed[*]60.2 HP (7.5%) HitPoints[*]14% JumpHeight[*]14% JumpSpeed[*]Knockback (Mag -8)[*]Knockup (Mag -8)[*]MezResist(Confused) 2.5%[*]MezResist(Held) 8%[*]MezResist(Immobilize) 6.9%[*]MezResist(Sleep) 2.5%[*]MezResist(Stun) 9.65%[*]MezResist(Terrorized) 2.5%[*]9.5% (0.16 End/sec) Recovery[*]32% (1.07 HP/sec) Regeneration[*]20% Resistance(Smashing)[*]20% Resistance(Lethal)[*]20% Resistance(Fire)[*]20% Resistance(Cold)[*]20% Resistance(Energy)[*]21.9% Resistance(Negative)[*]20% Resistance(Toxic)[*]20% Resistance(Psionic)[*]14% RunSpeed[*]2% XPDebtProtection[/list]