Grav/Rad build advise/critique please
Hey Neo!
Not overly familiar with Rad at higher levels as my Rad's are still low, but do know my stuff about Gravity!
These are just thoughts and so feel free to ignore them:
* Possibly swap the Enfeebled Operation in Crushing Field to Trap of the Hunter. My logic here is two fold. TotH gives you ranged defence bonus, and Grav/* is very much a ranged set and */Rad can be (particularly if you are taking Choking Cloud late and if you use Hover to keep out of melee range). TotH also has the Chance of Damage Proc which makes it much more spamable as without it is just a so/so power because of the lack of damage and damage type.
* Dropping the Chance of damage Proc from Gravity Distortion field for the +2 Mag Hold from Lockdown. You will lose the Toxic resistance but that is a rare damage, also from my experience that extra chance of hold is more beneficial (as you can hold entire mobs including bosses in one shot!) than a slim chance of damage in a power with a long recharge.
* Dropping the Chance of ToHit debuff proc from Wormhole and replace it with a plain Range IO. Again you lose the Toxic resistance but Wormhole is much more effective with that extra range as it gives you more flexibility to tp foes into corner while you are out of their line of sight.
* Lingering Radiation - change the Damage/Slow to an Accuracy/Slow as the power doesn't cause damage.
* Drop Dimensional Shift - because it is AoE it isn't as useful in trapping that one annoying Lt while you pick of the rest and can really annoy teams. Maybe bring Choking Cloud into its place instead rather than leaving it to 49.
* Maybe take manuevers in its place to give you a bit of defence boost and make up for some of the lost defence in melee that I suggested from swapping the sets in Crushing field. It is also affected by power boost you get a significant defence boost from it (5% unslotted). You can also then slot it with Defence/End, Defence/End/Recharge and the global recharge from luck of the gambler set. With conserve power the end cost is minimal and power boost it gives you a +7% defence bonus
This is what it will look like with my suggestions:
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
Kid Ego: Level 50 Science Controller
Primary Power Set: Gravity Control
Secondary Power Set: Radiation Emission
Power Pool: Flight
Power Pool: Speed
Power Pool: Fitness
Power Pool: Leadership
Ancillary Pool: Primal Forces Mastery
Hero Profile:
------------
Level 1: Crush
(A) Enfeebled Operation - Accuracy/Recharge
(3) Enfeebled Operation - Endurance/Immobilize
(7) Enfeebled Operation - Accuracy/Endurance
(34) Enfeebled Operation - Immobilize/Range
(37) Enfeebled Operation - Accuracy/Immobilize/Recharge
(46) Enfeebled Operation - Accuracy/Immobilize
Level 1: Radiant Aura
(A) Numina's Convalescence - Heal/Endurance
(5) Numina's Convalescence - Heal/Recharge
(17) Numina's Convalescence - Heal/Endurance/Recharge
(48) Numina's Convalescence - Heal
Level 2: Gravity Distortion
(A) Lockdown - Accuracy/Hold
(3) Lockdown - Accuracy/Recharge
(7) Lockdown - Recharge/Hold
(34) Lockdown - Endurance/Recharge/Hold
(37) Lockdown - Accuracy/Endurance/Recharge/Hold
(45) Lockdown - Chance for +2 Mag Hold
Level 4: Accelerate Metabolism
(A) Efficacy Adaptor - EndMod/Endurance
(5) Efficacy Adaptor - EndMod/Accuracy/Recharge
(21) Efficacy Adaptor - EndMod
(46) Efficacy Adaptor - EndMod/Recharge
Level 6: Hover
(A) Luck of the Gambler - Defense/Endurance
(15) Luck of the Gambler - Recharge Speed
Level 8: Crushing Field
(A) Trap of the Hunter - Accuracy/Recharge
(9) Trap of the Hunter - Endurance/Immobilize
(9) Trap of the Hunter - Accuracy/Endurance
(34) Trap of the Hunter - Immobilize/Accuracy
(39) Trap of the Hunter - Accuracy/Immobilize/Recharge
(43) Trap of the Hunter - Chance of Damage(Lethal)
Level 10: Propel
(A) Kinetic Crash - Damage/Knockback
(11) Kinetic Crash - Accuracy/Knockback
(11) Kinetic Crash - Recharge/Knockback
(37) Kinetic Crash - Recharge/Endurance
(40) Kinetic Crash - Damage/Endurance/Knockback
(46) Kinetic Crash - Accuracy/Damage/Knockback
Level 12: Hasten
(A) Recharge Reduction IO
(13) Recharge Reduction IO
(13) Recharge Reduction IO
Level 14: Fly
(A) Freebird - FlySpeed
(15) Freebird - Endurance
Level 16: Enervating Field
(A) Endurance Reduction IO
(17) Endurance Reduction IO
(21) Endurance Reduction IO
Level 18: Gravity Distortion Field
(A) Unbreakable Constraint - Hold
(19) Unbreakable Constraint - Hold/Recharge
(19) Unbreakable Constraint - Accuracy/Hold/Recharge
(31) Unbreakable Constraint - Accuracy/Recharge
(40) Unbreakable Constraint - Endurance/Hold
(50) Lockdown - Chance for +2 Mag Hold
Level 20: Hurdle
(A) Jumping IO
Level 22: Health
(A) Numina's Convalescence - +Regeneration/+Recovery
(23) Miracle - +Recovery
(23) Regenerative Tissue - +Regeneration
Level 24: Stamina
(A) Efficacy Adaptor - EndMod
(25) Efficacy Adaptor - EndMod/Recharge
(25) Efficacy Adaptor - EndMod/Endurance
Level 26: Wormhole
(A) Absolute Amazement - Stun
(27) Absolute Amazement - Stun/Recharge
(27) Absolute Amazement - Accuracy/Stun/Recharge
(36) Absolute Amazement - Accuracy/Recharge
(40) Absolute Amazement - Endurance/Stun
(43) Range IO
Level 28: Lingering Radiation
(A) Tempered Readiness - Accuracy/Damage/Slow
(29) Tempered Readiness - Endurance/Recharge/Slow
(29) Tempered Readiness - Damage/Slow
Level 30: Super Speed
(A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
(31) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
(31) Blessing of the Zephyr - Knockback Reduction (4 points)
Level 32: Singularity
(A) Expedient Reinforcement - Accuracy/Recharge
(33) Expedient Reinforcement - Accuracy/Damage
(33) Expedient Reinforcement - Damage/Endurance
(33) Expedient Reinforcement - Accuracy/Damage/Recharge
(42) Expedient Reinforcement - Endurance/Damage/Recharge
(43) Expedient Reinforcement - Resist Bonus Aura for Pets
Level 35: Fallout
(A) Shield Breaker - Accuracy/Defense Debuff
(36) Shield Breaker - Defense Debuff/Endurance/Recharge
(36) Shield Breaker - Defense Debuff
Level 38: Choking Cloud
(A) Lockdown - Endurance/Recharge/Hold
(39) Lockdown - Accuracy/Endurance/Recharge/Hold
(39) Lockdown - Accuracy/Hold
Level 41: Conserve Power
(A) Recharge Reduction IO
(42) Recharge Reduction IO
(42) Recharge Reduction IO
Level 44: Temp Invulnerability
(A) Impervium Armor - Resistance/Endurance
(45) Impervium Armor - Resistance/Recharge
(45) Impervium Armor - Resistance
Level 47: Power Boost
(A) Recharge Reduction IO
(48) Recharge Reduction IO
(48) Recharge Reduction IO
Level 49: Maneuvers
(A) Luck of the Gambler - Defense/Endurance
(50) Luck of the Gambler - Defense/Endurance/Recharge
(50) Luck of the Gambler - Recharge Speed
------------
Level 1: Brawl
(A) Mako's Bite - Accuracy/Damage
Level 1: Sprint
(A) Celerity - +Stealth
Level 2: Rest
(A) Recharge Reduction IO
Level 1: Containment
------------
Set Bonus Totals:
9% DamageBuff(Smashing)
9% DamageBuff(Lethal)
9% DamageBuff(Fire)
9% DamageBuff(Cold)
9% DamageBuff(Energy)
9% DamageBuff(Negative)
9% DamageBuff(Toxic)
9% DamageBuff(Psionic)
4.06% Defense(Smashing)
4.06% Defense(Lethal)
2.81% Defense(Fire)
2.81% Defense(Cold)
6.56% Defense(Energy)
6.56% Defense(Negative)
1.88% Defense(Psionic)
4.38% Defense(Melee)
13.1% Defense(Ranged)
5.63% Defense(AoE)
1.5% Enhancement(JumpSpeed)
1.5% Enhancement(FlySpeed)
39% Enhancement(Accuracy)
6% Enhancement(Heal)
1.5% Enhancement(JumpHeight)
1.5% Enhancement(RunSpeed)
52.5% Enhancement(RechargeTime)
5% Enhancement(Held)
8% Enhancement(Immobilize)
72.5 HP (7.13%) HitPoints
Knockback (Mag -7)
Knockup (Mag -7)
MezResist(Confused) 5%
MezResist(Held) 9.95%
MezResist(Immobilize) 5%
MezResist(Sleep) 5%
MezResist(Stun) 5%
MezResist(Terrorized) 5%
17.5% (0.29 End/sec) Recovery
66% (2.8 HP/sec) Regeneration
12.5% Resistance(Smashing)
10% Resistance(Lethal)
15% Resistance(Fire)
15% Resistance(Cold)
10% Resistance(Energy)
11.9% Resistance(Negative)
10% Resistance(Toxic)
10% Resistance(Psionic)
3% RunSpeed
------------
Set Bonuses:
Enfeebled Operation
(Crush)
3% Enhancement(Immobilize)
1.88% Resistance(Negative)
2.5% Defense(Smashing,Lethal), 1.25% Defense(Melee)
3.75% Enhancement(RechargeTime)
3.13% Defense(Melee), 1.56% Defense(Lethal), 1.56% Defense(Smashing)
Numina's Convalescence
(Radiant Aura)
12% (0.51 HP/sec) Regeneration
19.1 HP (1.88%) HitPoints
6% Enhancement(Heal)
Lockdown
(Gravity Distortion)
3% DamageBuff(All)
2.5% Enhancement(Held)
MezResist(Held) 2.2%
2.5% Defense(AoE), 1.25% Defense(Fire), 1.25% Defense(Cold)
3.75% Defense(Ranged), 1.88% Defense(Energy), 1.88% Defense(Negative)
Efficacy Adaptor
(Accelerate Metabolism)
11.4 HP (1.13%) HitPoints
1.5% (0.03 End/sec) Recovery
10% (0.42 HP/sec) Regeneration
Luck of the Gambler
(Hover)
10% (0.42 HP/sec) Regeneration
7.5% Enhancement(RechargeTime)
Trap of the Hunter
(Crushing Field)
5% Enhancement(Immobilize)
19.1 HP (1.88%) HitPoints
9% Enhancement(Accuracy)
MezResist(Held) 2.75%
3.13% Defense(Ranged), 1.56% Defense(Energy), 1.56% Defense(Negative)
Kinetic Crash
(Propel)
3% RunSpeed
2.5% Resistance(Smashing)
Knockback Protection (Mag -3)
6% (0.25 HP/sec) Regeneration
7.5% Enhancement(RechargeTime)
Freebird
(Fly)
8% (0.34 HP/sec) Regeneration
Unbreakable Constraint
(Gravity Distortion Field)
4% (0.07 End/sec) Recovery
2.52% Resistance(Fire,Cold)
15% Enhancement(Accuracy)
10% Enhancement(RechargeTime)
Efficacy Adaptor
(Stamina)
11.4 HP (1.13%) HitPoints
1.5% (0.03 End/sec) Recovery
Absolute Amazement
(Wormhole)
4% (0.07 End/sec) Recovery
2.52% Resistance(Fire,Cold)
15% Enhancement(Accuracy)
10% Enhancement(RechargeTime)
Tempered Readiness
(Lingering Radiation)
1.5% (0.03 End/sec) Recovery
1.5% Enhancement(Slow)
Blessing of the Zephyr
(Super Speed)
3.13% Defense(Ranged), 1.56% Defense(Energy), 1.56% Defense(Negative)
3.13% Defense(AoE), 1.56% Defense(Fire), 1.56% Defense(Cold)
Knockback Protection (Mag -4)
Expedient Reinforcement
(Singularity)
Status Resistance 2.5%
3% DamageBuff(All)
6.25% Enhancement(RechargeTime)
10% (0.42 HP/sec) Regeneration
3.13% Defense(Ranged), 1.56% Defense(Energy), 1.56% Defense(Negative)
10% Resistance(All)
Shield Breaker
(Fallout)
2.5% (0.04 End/sec) Recovery
Status Resistance 2.5%
Lockdown
(Choking Cloud)
3% DamageBuff(All)
2.5% Enhancement(Held)
Impervium Armor
(Temp Invulnerability)
2.5% (0.04 End/sec) Recovery
1.88% Defense(Psionic)
Luck of the Gambler
(Maneuvers)
10% (0.42 HP/sec) Regeneration
11.4 HP (1.13%) HitPoints
7.5% Enhancement(RechargeTime)
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I know a LOT about Rad -- take a look at my Ill/Rad guide for tons of information on the Radiation Secondary, including some strategy hint. I have a few suggestions on your build:
Crush: To me, Crush is a damage power, especially if you expect to solo. Hold-Crush-Propel is my damage chain. Crush's DoT will often kill the last few HP on its own. I see no reason to slot it for immobilize when it easily recharges faster than its duration. Slot it up with Ranged Damage.
Grad Dist: I slot GD with a mixture of Acc, Hold, Rech and Damage. I need the damage in it too much to slot it only as a hold.
Accelerate Metabolism: This buff you want up as much as possible. This is one of the powers that makes Rad so good, and does a lot more than just buff your Recovery. Put 3 slots in immediately, then three more later. Max slot it for Recharge first, then EndMod as you have room. Eventually, 6-slot it with the Efficiency Adaptor set, but replace the EndMod/Acc with a common Recharge unless you have a bunch of Global Recharge.
I take Propel at level 6 -- love that damage.
I like Crushing Field and Radiation Infection then as soon as possible. Why? RI provides a large ToHit Debuff on a foe-anchored toggle. Crushing Field keeps them from moving around out of the effect of RI. So CR+RI is almost an AoE Hold, where the foes can't move and can't hit you hardly at all. Keep spamming Crushing Field and you have AoE control! And with Grav, you need all the AoE control you can get!
Enervating Field uses a LOT of endurance. I always delay EF until AFTER Stamina. 2 EndRed are enough, as that third one will only reduce your Endurance usage by .05%, but you can put that third one in if you feel it is worth it.
On a Grav/Rad, your primary provides some slow, so Ling Rad isn't badly needed . . . until you need its huge -Regen for AVs. You don't really need to slot it for slow. 30 Sec duration, 90 Sec Recharge. I slot it 1 Acc, 3 Recharge first, then add a second Accuracy to hit higher level AVs. Eventually, I go with 1 Acc, 2 Rech, Tempered Readiness Acc/Slow, Tempered Readiness EndRdx/Rech/Slow.
Fallout is one of the most situational powers in the game. My guides explain why. It can be fun and effective, assuming you have teammates who die on a regular basis. Think of it as a Nuke, and slot it up for Damage and Recharge. It already has high accuracy. If you need more debuff, use RI and EF.
Dimension Shift: Don't. Just don't. Everyone says that phase shift powers suck. I decided to try one on another character (Black Hole on a */Dark MM) since I hadn't tried it before. And I found out immediately . . . phase shift powers suck. No matter how I tried to use it, I hated it. (And I try to pride myself on finding uses for powers that everyone else hates, but not this one.) Instead, take EM Pulse. It is one of the best AoE holds in the game -- huge radius, fires quickly, long hold and no accuracy penalty. It is an awesome "panic button" power that can be used in many other situations. Instead of draining your endurance, it just stops your recovery of Endurance for about 15 seconds -- one Blue Insp pretty much takes care of that.
Choking Cloud: not a good match for Grav/Rad. Works great with Fire/Rad and pretty well with Ice/Rad for the reasons explained in my guides. To make this work reasonably well, you need to max slot it with EndRdx and Hold -- and even then, CC is pretty funky. I would take Mutation over CC, unless you mostly solo. Then I would consider Lift or another APP power.
LOCAL MAN! The most famous hero of all. There are more newspaper stories about me than anyone else. "Local Man wins Medal of Honor." "Local Man opens Animal Shelter." "Local Man Charged with..." (Um, forget about that one.)
Guide Links: Earth/Rad Guide, Illusion/Rad Guide, Electric Control
ok, so rolled a new grav/rad troller after repeated frustrations trying to beat Kadabra Kill red side with my merc's MM. Now, I'm no expert with trollers or using mids so any advise or critiques are most welcome.
Am currently sat on L6 and had great fun soloing +3 LT's on the borders of AP through levels 3 to 5 before heading off to KR for my temp travel power. I think i'm on the right track power wise, it's more the slotting i'm not sure of. Have some purples in there, but also can replace with some less expensive sets till i can get them for a slight drop in set bonuses.
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
Click this DataLink to open the build!
Kid Ego: Level 50 Science Controller
Primary Power Set: Gravity Control
Secondary Power Set: Radiation Emission
Power Pool: Flight
Power Pool: Speed
Power Pool: Fitness
Ancillary Pool: Primal Forces Mastery
Hero Profile:
Level 1: Crush
- (A) Enfeebled Operation - Accuracy/Recharge
- (3) Enfeebled Operation - Endurance/Immobilize
- (7) Enfeebled Operation - Accuracy/Endurance
- (34) Enfeebled Operation - Immobilize/Range
- (37) Enfeebled Operation - Accuracy/Immobilize/Recharge
- (46) Enfeebled Operation - Accuracy/Immobilize
Level 1: Radiant Aura- (A) Numina's Convalescence - Heal/Endurance
- (5) Numina's Convalescence - Heal/Recharge
- (17) Numina's Convalescence - Heal/Endurance/Recharge
- (48) Numina's Convalescence - Heal
Level 2: Gravity Distortion- (A) Lockdown - Accuracy/Hold
- (3) Lockdown - Accuracy/Recharge
- (7) Lockdown - Recharge/Hold
- (34) Lockdown - Endurance/Recharge/Hold
- (37) Lockdown - Accuracy/Endurance/Recharge/Hold
- (45) Lockdown - Chance for +2 Mag Hold
Level 4: Accelerate Metabolism- (A) Efficacy Adaptor - EndMod/Endurance
- (5) Efficacy Adaptor - EndMod/Accuracy/Recharge
- (21) Efficacy Adaptor - EndMod
- (46) Efficacy Adaptor - EndMod/Recharge
Level 6: Hover- (A) Luck of the Gambler - Defense/Endurance
- (15) Luck of the Gambler - Recharge Speed
Level 8: Crushing Field- (A) Enfeebled Operation - Accuracy/Recharge
- (9) Enfeebled Operation - Endurance/Immobilize
- (9) Enfeebled Operation - Accuracy/Endurance
- (34) Enfeebled Operation - Immobilize/Range
- (39) Enfeebled Operation - Accuracy/Immobilize/Recharge
- (43) Enfeebled Operation - Accuracy/Immobilize
Level 10: Propel- (A) Kinetic Crash - Damage/Knockback
- (11) Kinetic Crash - Accuracy/Knockback
- (11) Kinetic Crash - Recharge/Knockback
- (37) Kinetic Crash - Recharge/Endurance
- (40) Kinetic Crash - Damage/Endurance/Knockback
- (46) Kinetic Crash - Accuracy/Damage/Knockback
Level 12: Hasten- (A) Recharge Reduction IO
- (13) Recharge Reduction IO
- (13) Recharge Reduction IO
Level 14: Fly- (A) Freebird - FlySpeed
- (15) Freebird - Endurance
Level 16: Enervating Field- (A) Endurance Reduction IO
- (17) Endurance Reduction IO
- (21) Endurance Reduction IO
Level 18: Gravity Distortion Field- (A) Unbreakable Constraint - Hold
- (19) Unbreakable Constraint - Hold/Recharge
- (19) Unbreakable Constraint - Accuracy/Hold/Recharge
- (31) Unbreakable Constraint - Accuracy/Recharge
- (40) Unbreakable Constraint - Endurance/Hold
- (50) Unbreakable Constraint - Chance for Smashing Damage
Level 20: Hurdle- (A) Jumping IO
Level 22: Health- (A) Numina's Convalescence - +Regeneration/+Recovery
- (23) Miracle - +Recovery
- (23) Regenerative Tissue - +Regeneration
Level 24: Stamina- (A) Efficacy Adaptor - EndMod
- (25) Efficacy Adaptor - EndMod/Recharge
- (25) Efficacy Adaptor - EndMod/Endurance
Level 26: Wormhole- (A) Absolute Amazement - Stun
- (27) Absolute Amazement - Stun/Recharge
- (27) Absolute Amazement - Accuracy/Stun/Recharge
- (36) Absolute Amazement - Accuracy/Recharge
- (40) Absolute Amazement - Endurance/Stun
- (43) Absolute Amazement - Chance for ToHit Debuff
Level 28: Lingering Radiation- (A) Tempered Readiness - Accuracy/Damage/Slow
- (29) Tempered Readiness - Endurance/Recharge/Slow
- (29) Tempered Readiness - Damage/Slow
Level 30: Super Speed- (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
- (31) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
- (31) Blessing of the Zephyr - Knockback Reduction (4 points)
Level 32: Singularity- (A) Expedient Reinforcement - Accuracy/Recharge
- (33) Expedient Reinforcement - Accuracy/Damage
- (33) Expedient Reinforcement - Damage/Endurance
- (33) Expedient Reinforcement - Accuracy/Damage/Recharge
- (42) Expedient Reinforcement - Endurance/Damage/Recharge
- (43) Expedient Reinforcement - Resist Bonus Aura for Pets
Level 35: Fallout- (A) Shield Breaker - Accuracy/Defense Debuff
- (36) Shield Breaker - Defense Debuff/Endurance/Recharge
- (36) Shield Breaker - Defense Debuff
Level 38: Dimension Shift- (A) Endurance Reduction IO
- (39) Recharge Reduction IO
- (39) Recharge Reduction IO
Level 41: Conserve Power- (A) Recharge Reduction IO
- (42) Recharge Reduction IO
- (42) Recharge Reduction IO
Level 44: Temp Invulnerability- (A) Impervium Armor - Resistance/Endurance
- (45) Impervium Armor - Resistance/Recharge
- (45) Impervium Armor - Resistance
Level 47: Power Boost- (A) Recharge Reduction
- (48) Recharge Reduction
- (48) Recharge Reduction
Level 49: Choking Cloud- (A) Lockdown - Endurance/Recharge/Hold
- (50) Lockdown - Accuracy/Endurance/Recharge/Hold
- (50) Lockdown - Accuracy/Hold
------------Level 1: Brawl
- (A) Mako's Bite - Accuracy/Damage
Level 1: Sprint- (A) Celerity - +Stealth
Level 2: Rest- (A) Recharge Reduction IO
Level 1: Containment------------
Set Bonus Totals:
- 9% DamageBuff(Smashing)
- 9% DamageBuff(Lethal)
- 9% DamageBuff(Fire)
- 9% DamageBuff(Cold)
- 9% DamageBuff(Energy)
- 9% DamageBuff(Negative)
- 9% DamageBuff(Toxic)
- 9% DamageBuff(Psionic)
- 8.13% Defense(Smashing)
- 8.13% Defense(Lethal)
- 2.81% Defense(Fire)
- 2.81% Defense(Cold)
- 5% Defense(Energy)
- 5% Defense(Negative)
- 1.88% Defense(Psionic)
- 8.75% Defense(Melee)
- 10% Defense(Ranged)
- 5.63% Defense(AoE)
- 1.5% Enhancement(JumpSpeed)
- 1.5% Enhancement(FlySpeed)
- 6% Enhancement(Heal)
- 30% Enhancement(Accuracy)
- 1.5% Enhancement(JumpHeight)
- 1.5% Enhancement(RunSpeed)
- 5% Enhancement(Held)
- 6% Enhancement(Immobilize)
- 48.8% Enhancement(RechargeTime)
- 42 HP (4.13%) HitPoints
- Knockback (Mag -7)
- Knockup (Mag -7)
- MezResist(Confused) 5%
- MezResist(Held) 7.2%
- MezResist(Immobilize) 5%
- MezResist(Sleep) 5%
- MezResist(Stun) 5%
- MezResist(Terrorized) 5%
- 17.5% (0.29 End/sec) Recovery
- 56% (2.38 HP/sec) Regeneration
- 12.5% Resistance(Smashing)
- 10% Resistance(Lethal)
- 15% Resistance(Fire)
- 15% Resistance(Cold)
- 10% Resistance(Energy)
- 13.8% Resistance(Negative)
- 20% Resistance(Toxic)
- 10% Resistance(Psionic)
- 3% RunSpeed
------------Set Bonuses:
Enfeebled Operation
(Crush)
- 3% Enhancement(Immobilize)
- 1.88% Resistance(Negative)
- 2.5% Defense(Smashing,Lethal), 1.25% Defense(Melee)
- 3.75% Enhancement(RechargeTime)
- 3.13% Defense(Melee), 1.56% Defense(Lethal), 1.56% Defense(Smashing)
Numina's Convalescence(Radiant Aura)
- 12% (0.51 HP/sec) Regeneration
- 19.1 HP (1.88%) HitPoints
- 6% Enhancement(Heal)
Lockdown(Gravity Distortion)
- 3% DamageBuff(All)
- 2.5% Enhancement(Held)
- MezResist(Held) 2.2%
- 2.5% Defense(AoE), 1.25% Defense(Fire), 1.25% Defense(Cold)
- 3.75% Defense(Ranged), 1.88% Defense(Energy), 1.88% Defense(Negative)
Efficacy Adaptor(Accelerate Metabolism)
- 11.4 HP (1.13%) HitPoints
- 1.5% (0.03 End/sec) Recovery
- 10% (0.42 HP/sec) Regeneration
Luck of the Gambler(Hover)
- 10% (0.42 HP/sec) Regeneration
- 7.5% Enhancement(RechargeTime)
Enfeebled Operation(Crushing Field)
- 3% Enhancement(Immobilize)
- 1.88% Resistance(Negative)
- 2.5% Defense(Smashing,Lethal), 1.25% Defense(Melee)
- 3.75% Enhancement(RechargeTime)
- 3.13% Defense(Melee), 1.56% Defense(Lethal), 1.56% Defense(Smashing)
Kinetic Crash(Propel)
- 3% RunSpeed
- 2.5% Resistance(Smashing)
- Knockback Protection (Mag -3)
- 6% (0.25 HP/sec) Regeneration
- 7.5% Enhancement(RechargeTime)
Freebird(Fly)
- 8% (0.34 HP/sec) Regeneration
Unbreakable Constraint(Gravity Distortion Field)
- 4% (0.07 End/sec) Recovery
- 2.52% Resistance(Fire,Cold)
- 15% Enhancement(Accuracy)
- 10% Enhancement(RechargeTime)
- 5% Resistance(Toxic)
Efficacy Adaptor(Stamina)
- 11.4 HP (1.13%) HitPoints
- 1.5% (0.03 End/sec) Recovery
Absolute Amazement(Wormhole)
- 4% (0.07 End/sec) Recovery
- 2.52% Resistance(Fire,Cold)
- 15% Enhancement(Accuracy)
- 10% Enhancement(RechargeTime)
- 5% Resistance(Toxic)
Tempered Readiness(Lingering Radiation)
- 1.5% (0.03 End/sec) Recovery
- 1.5% Enhancement(Slow)
Blessing of the Zephyr(Super Speed)
- 3.13% Defense(Ranged), 1.56% Defense(Energy), 1.56% Defense(Negative)
- 3.13% Defense(AoE), 1.56% Defense(Fire), 1.56% Defense(Cold)
- Knockback Protection (Mag -4)
Expedient Reinforcement(Singularity)
- Status Resistance 2.5%
- 3% DamageBuff(All)
- 6.25% Enhancement(RechargeTime)
- 10% (0.42 HP/sec) Regeneration
- 3.13% Defense(Ranged), 1.56% Defense(Energy), 1.56% Defense(Negative)
- 10% Resistance(All)
Shield Breaker(Fallout)
- 2.5% (0.04 End/sec) Recovery
- Status Resistance 2.5%
Impervium Armor(Temp Invulnerability)
- 2.5% (0.04 End/sec) Recovery
- 1.88% Defense(Psionic)
Lockdown(Choking Cloud)