WP/DM - trying to max melee
By varying from my preferred slotting I was able to work up a build that got to over 38% S/L defense. I am currently building an Inv/DM tanker around similar principles.
I'd plan on needing to assemble the Kinetic Combat sets shown here with reward merits. The Reactive Armors probably should be obtained the same way, and that set, being a lower tier set, is easy to get that way.
For the rest, I tried to take advantage of the unusual slotting opportunities that /DM presents. The slotting shown is not my preferred slotting for Siphon Life or Soul Drain, but has been selected with the single goal of physical defense bonuses in mind.
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
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Level 50 Natural Tanker
Primary Power Set: Willpower
Secondary Power Set: Dark Melee
Power Pool: Flight
Power Pool: Fitness
Power Pool: Fighting
Ancillary Pool: Earth Mastery
Hero Profile:
Level 1: High Pain Tolerance -- Heal-I:50(A), Heal-I:50(3), Heal-I:50(15), ResDam-I:50(42), ResDam-I:50(42), S'fstPrt-ResDam/EndRdx:30(43)
Level 1: Shadow Punch -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(3), KntkC'bat-Dmg/Rchg:35(7), KntkC'bat-Dmg/EndRdx/Rchg:35(33), Acc-I:50(34)
Level 2: Fast Healing -- Heal-I:50(A), Heal-I:50(5), Heal-I:50(15)
Level 4: Shadow Maul -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(5), Oblit-Dmg/Rchg:50(7), Oblit-Acc/Dmg/Rchg:50(17), Oblit-Acc/Dmg/EndRdx/Rchg:50(25), Oblit-%Dam:50(42)
Level 6: Indomitable Will -- EndRdx-I:50(A)
Level 8: Rise to the Challenge -- Numna-Heal:50(A), Numna-Heal/EndRdx:50(9), Dct'dW-Heal/EndRdx:50(9), Taunt-I:50(11), Taunt-I:50(43), DarkWD-Slow%:50(43)
Level 10: Air Superiority -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(11), KntkC'bat-Dmg/Rchg:35(17), KntkC'bat-Dmg/EndRdx/Rchg:35(34), Acc-I:50(34)
Level 12: Quick Recovery -- EndMod-I:50(A), EndMod-I:50(13), EndMod-I:50(13)
Level 14: Fly -- Flight-I:50(A)
Level 16: Swift -- Run-I:50(A)
Level 18: Health -- Heal-I:50(A), Heal-I:50(19), Heal-I:50(19)
Level 20: Stamina -- EndMod-I:50(A), EndMod-I:50(21), EndMod-I:50(21)
Level 22: Mind Over Body -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(23), RctvArm-ResDam/EndRdx/Rchg:40(23), RctvArm-ResDam:40(25), RctvArm-EndRdx:40(33)
Level 24: Taunt -- Mocking-Taunt/Rchg/Rng:50(A), Mocking-Taunt:50(50), Mocking-Taunt/Rchg:50(50), Mocking-Taunt/Rng:50(50)
Level 26: Siphon Life -- SipInsght-Acc/EndRdx/Rchg:50(A), SipInsght-Acc/ToHitDeb:50(27), SipInsght-Acc/Rchg:50(27), SipInsght-ToHitDeb/EndRdx/Rchg:50(31), SipInsght-%ToHit:50(36), Nictus-Acc/Heal:50(46)
Level 28: Soul Drain -- GSFC-ToHit:50(A), GSFC-ToHit/Rchg:50(29), GSFC-ToHit/Rchg/EndRdx:50(29), GSFC-Rchg/EndRdx:50(37), GSFC-ToHit/EndRdx:50(40), GSFC-Build%:50(46)
Level 30: Heightened Senses -- GftotA-Def/EndRdx:40(A), GftotA-Def:40(31), GftotA-Def/EndRdx/Rchg:40(31), GftotA-Def/Rchg:40(33)
Level 32: Strength of Will -- ResDam-I:30(A)
Level 35: Touch of Fear -- SipInsght-ToHitDeb:50(A), SipInsght-Acc/ToHitDeb:50(36), SipInsght-Acc/Rchg:50(36), SipInsght-ToHitDeb/EndRdx/Rchg:50(37), SipInsght-Acc/EndRdx/Rchg:50(37)
Level 38: Midnight Grasp -- Enf'dOp-Acc/Rchg:50(A), Enf'dOp-Acc/EndRdx:50(39), Enf'dOp-Acc/Immob/Rchg:50(39), Enf'dOp-Acc/Immob:50(39), Dmg-I:50(40), Dmg-I:50(40)
Level 41: Boxing -- Acc-I:50(A)
Level 44: Tough -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(45), RctvArm-ResDam/EndRdx/Rchg:40(45), RctvArm-ResDam:40(45), RctvArm-EndRdx:40(46)
Level 47: Weave -- GftotA-Def/EndRdx:40(A), GftotA-EndRdx/Rchg:40(48), GftotA-Def/Rchg:40(48), GftotA-Def:40(48)
Level 49: Salt Crystals -- CSndmn-Heal%:50(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
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Set Bonus Totals:
- 5.5% DamageBuff(Smashing)
- 5.5% DamageBuff(Lethal)
- 5.5% DamageBuff(Fire)
- 5.5% DamageBuff(Cold)
- 5.5% DamageBuff(Energy)
- 5.5% DamageBuff(Negative)
- 5.5% DamageBuff(Toxic)
- 5.5% DamageBuff(Psionic)
- 25.6% Defense(Smashing)
- 25.6% Defense(Lethal)
- 2.5% Defense(Fire)
- 2.5% Defense(Cold)
- 3.75% Defense(Energy)
- 3.75% Defense(Negative)
- 17.5% Defense(Melee)
- 3.75% Defense(Ranged)
- 5% Defense(AoE)
- 5.4% Max End
- 3% Enhancement(Immobilize)
- 5% Enhancement(RechargeTime)
- 27% Enhancement(Accuracy)
- 13% FlySpeed
- 91.4 HP (4.88%) HitPoints
- 13% JumpHeight
- 13% JumpSpeed
- MezResist(Held) 2.75%
- MezResist(Immobilize) 7.7%
- MezResist(Stun) 2.2%
- 6.5% (0.11 End/sec) Recovery
- 12% (0.94 HP/sec) Regeneration
- 5% Resistance(Fire)
- 1.88% Resistance(Negative)
- 13% RunSpeed
- 4% XPDebtProtection

<《 New Colchis / Guides / Mission Architect 》>
"At what point do we say, 'You're mucking with our myths'?" - Harlan Ellison
Why are you focusing so heavily on melee defense? It's an incredible waste on a WP because you're throwing away all the def that already comes builtin to the set. (Positional and typed defense don't stack.) Not only that, but you have several powers with sub-par slotting just for the extra defense. Soul Drain with no accuracy? HPT with only 58% heal enhancement? QR with only 69%? All your single target attacks? Heightened Senses? As far as I can tell, you picked many of the powers from Pyre just for the +def as well. (RoF and Char, at any rate.)
I'd rework the build away from melee def and more towards typed defense. You can get a much better all around spread by doing it that way. I'd try something more along these lines:
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- If you think the s/l/e/ne defense (the most important types) is enough, you can swap the Reactive Armors for Aegis.
- I removed Pyre since it looked like it was only set mules.
- In one of the two free powers, I'd recommend SoW (for the STF/ITF, mostly). I'd probably use the other for a travel power.
- Exemplar friendly down to lvl30ish, with the recharge staying till lvl22.
- Don't forget to add the Accolades, if you were planning on grabbing them. That will get you to the hp cap, some extra hp/sec, and end/sec.
[edit: Note that I didn't modify which level the powers were picked at. I'd definitely do it a lot different than how you originally planned it. Also, I assumed that your budget wasn't small, since you were using other costly IOs like Obliteration.]
[edit: Oh, if you wanted more stable recovery, you could probably drop DC for Stamina, then move the slots to CJ / Travel Power and place 2 Zephyrs in each. That'd recoup most of the lost e/ne def.]
[edit: One other potential problem: keeping all the mobs Taunted. I manage without Taunt enhancement in RttC by liberal use of AoEs (which DM doesn't really have) and Taunt (which is a shorter duration for DM). If you want more aggro management, you'd have to give up something else. Last edit, I swear!]
ok guys thanks for your input. I'm gonna take a look at both builds and tweak!
Sarrate, pretty impressed also with how cheap the build has come out and just wondering why you priotized mako's for the immob resist instead of say dark watchers for the extra hp's?
just wondering why you priotized mako's for the immob resist instead of say dark watchers for the extra hp's?
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Kinetic Combat is very low on Accuracy and quite low on End and Rech, so it wouldn't be very smart (IMO) to skip adding slots to better those stats.
- @DSorrow - alts on Union and Freedom mostly -
Currently playing as Castigation on Freedom
My Katana/Inv Guide
Anyone who doesn't take truth seriously in small matters cannot be trusted in large ones either. -Einstein
They're not picked for the set bonus. They're there to add to the Acc/Dam/Rech/End stats of your attacks. This is something people often skip, they'll underslot powers only to get some bonuses.
Kinetic Combat is very low on Accuracy and quite low on End and Rech, so it wouldn't be very smart (IMO) to skip adding slots to better those stats. |
Also, keep in mind that if you get all the +hp Accolades, my build will have capped hp, so adding more would be wasteful. (If I like a character enough to spend that kind of money on them, I like them enough to at least get those Accolades.)
They're not picked for the set bonus. They're there to add to the Acc/Dam/Rech/End stats of your attacks. This is something people often skip, they'll underslot powers only to get some bonuses.
Kinetic Combat is very low on Accuracy and quite low on End and Rech, so it wouldn't be very smart (IMO) to skip adding slots to better those stats. |
While 41% isn't frankenslotting levels, it's a decent amount of End Reduction and Recharge, especially if you have other sources of +end, end recovery, and recharge in your build.
IMO, what a KC set needs at minimum is Accuracy and Damage. Those Mako's will certainly more than do the job, but there are less expensive alternatives. A single Crushing Impact Acc/Dam/Rchg or Acc/Dam/end will do the trick, as will a Focused Smite Acc/Dam in a pinch. If the OP wants to use two slots, a couple of Pounding Slugfests (one should be the Acc/Dam) are a good choice since they give an 8% regen bonus.
Now, the sets with low endurance reduction are Eradication and Obliteration; the most end red you can get is 15%, even 6-slotted. (And the one enhancement with end red, the quad in both sets, is very expensive and very hard to find.) So I'd recommend slotting a little more end red in the sets with Eradication, especially Soul Drain and Dark Consumption.
Also keep in mind that if you have a attack that is going to be used solely as a bonus mule, as Boxing seems to be in Sarrate's build, you don't have to try to slot it fully. I'd swap the KC KD proc for either the Dam/End or Dam/End/Rchg, since both are expensive and hard to find, and don't sweat the enhancement levels, either.
My Characters
Knight Court--A CoH Story Complete 2/3/2012

IMO, what a KC set needs at minimum is Accuracy and Damage. Those Mako's will certainly more than do the job, but there are less expensive alternatives. A single Crushing Impact Acc/Dam/Rchg or Acc/Dam/end will do the trick, as will a Focused Smite Acc/Dam in a pinch. If the OP wants to use two slots, a couple of Pounding Slugfests (one should be the Acc/Dam) are a good choice since they give an 8% regen bonus.
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That said, I feel that the boost from ~40% to ~80% rech/end isn't trivial. Attacks are the main source of endurance issues, so keeping their end reduc high is a priority. The build (as I posted it) doesn't have Stamina, so end could be a problem in st fights like those with AVs where DC won't be at full strength. Recharge also allows for a tighter attack chain, allowing you to deal more damage. You can get by with less, but I don't something as minor as 8% regen (or 24% with 3 sets) is worth it.
Now, the sets with low endurance reduction are Eradication and Obliteration; the most end red you can get is 15%, even 6-slotted. (And the one enhancement with end red, the quad in both sets, is very expensive and very hard to find.) So I'd recommend slotting a little more end red in the sets with Eradication, especially Soul Drain and Dark Consumption.
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The main reason I put the quads in was for the extra recharge, not the end reduc, since you want both of those powers up as frequently as possible.
Also keep in mind that if you have a attack that is going to be used solely as a bonus mule, as Boxing seems to be in Sarrate's build, you don't have to try to slot it fully. I'd swap the KC KD proc for either the Dam/End or Dam/End/Rchg, since both are expensive and hard to find, and don't sweat the enhancement levels, either.
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For cost, you're right, Makos can be expensive. If cost is a problem, then there are other options (like CI) that would give similar bonuses. His original build wasn't cheap, so one of my assumptions was that cash wasn't an issue.
That said, I feel that the boost from ~40% to ~80% rech/end isn't trivial. Attacks are the main source of endurance issues, so keeping their end reduc high is a priority. The build (as I posted it) doesn't have Stamina, so end could be a problem in st fights like those with AVs where DC won't be at full strength. Recharge also allows for a tighter attack chain, allowing you to deal more damage. You can get by with less, but I don't something as minor as 8% regen (or 24% with 3 sets) is worth it.. |
Neither of those two attacks really need a ton of end redux. Soul Drain costs 13.5 end, but can only be used every ~57s after animation time is considered. That's ~0.236 eps, slightly less than a standard toggle, not an end priority. Dark Consumption casts 0.52 end, base. That's not a typo; it doesn't even cost 1 end. Not worth putting more end reduc in. |
The main reason I put the quads in was for the extra recharge, not the end reduc, since you want both of those powers up as frequently as possible. |
This is a good point. I hadn't worked out possible attack chains at the time, but the build should allow for SP - Smite - MG - SP - Smite - SL with no need for Boxing even as filler. (Except in cases with -rech or such.) This assumes you keep the amount of rech currently in them. |
My Characters
Knight Court--A CoH Story Complete 2/3/2012

I actually agree about the Pounding Slugfests; I usually don't go that route either, but it is an option for those who are looking for other set bonuses. As for slotting with 2 CI vs 2 Mako, I suppose it comes down to personal judgment as to whether the 89% recharge/end red you'd get with the Mako's is worth the extra influence over the 62% you'd get with 2 CIs.
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Even discounting those two, Shadow Maul has only 33% end reduction as slotted. It just seems odd to me since you put so much emphasis on end reduction in your other attacks.
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I imagine there's another Scirocco's that has extra recharge; personally I'd go the 3 Erad/3 Scirocco's route. I've come to hate that quad--it's only readily available as a level 30 enhancement at 30-50 million. It's not just the influence, it's the hassle of trying to find one since recipes are so rare, so I've learned to work around it.
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If price is an issue, dropping those for something else would be just fine.
Heh, I don't even put Boxing in my power tray. And as someone who has bought a lot of KC in the past few months, I hope the predictions that I16 will increase supply a bit are true!
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Another way to get them would be random ticket / merit rolls. My problem was that I wanted a very specific level range (32/33 for exemplar purposes) and rolling would have given me 35s. Bah!
cost is not an issue, having said that tho...I cry at the feb/march price of KC's (I was on a 6month coh holiday then lol).
What I'm trying to weigh up now is the extra 16-24% of regen versus more damage...or perhaps additional hp's is more desirable at this point. In any case I am shooting for survivability in as many situations as possible, mostly teamed and likely against AV's. I'm not interested in pvp and therefore I guess I'm prepared to sacrifice a little dmg for godlike self sufficiency. So the more +def I can get the better.
Don't ask me why I keep looking at pyre mastery though, I am a blaster/scrapper at heart and fireball...I want to work it in but I don't think it's really going to get me some of the numbers I have seen here.....fun versus efficiency is a whole other thread.
thanks for the input so far, makes great reading.
What I'm trying to weigh up now is the extra 16-24% of regen versus more damage...or perhaps additional hp's is more desirable at this point. In any case I am shooting for survivability in as many situations as possible, mostly teamed and likely against AV's. I'm not interested in pvp and therefore I guess I'm prepared to sacrifice a little dmg for godlike self sufficiency. So the more +def I can get the better.
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Don't ask me why I keep looking at pyre mastery though, I am a blaster/scrapper at heart and fireball...I want to work it in but I don't think it's really going to get me some of the numbers I have seen here.....fun versus efficiency is a whole other thread.
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I hear ya, trust me. I've had a lot of builds with powers (not necessarily Fireball) that I've wanted, but I just didn't have enough picks to squeeze it in. It always boggles my mind when people say they always have power picks left over. Give them to me then, dangit!

Trust me when I say this - you will not have issues with survivability when running 45% s/l/e/ne def, ~3000hp, and ~700% regen on top of Siphon Life: example.
If you could squeeze it in, I think it'd work well, since DM is light on AoE aggro and it would frequently be buffed by Soul Drain. Of course, even if you did fit in the power, you'd still need to find slots for it. I hear ya, trust me. I've had a lot of builds with powers (not necessarily Fireball) that I've wanted, but I just didn't have enough picks to squeeze it in. It always boggles my mind when people say they always have power picks left over. Give them to me then, dangit! ![]() |
Just putting this out there, have tried to get as close to the melee cap as possible. It has come at some cost to my toon, I've had to pick powers I didn't like and my dmg aswell as end might suffer however...how survivable is this tank?
Key totals are at:
165% recov (2.75/s....slightly concerned..but I have dark cons)
655% regen (this is low in comparison but again...i'm shooting for melee def)
59.5% s/l res...happy with this
43.9% s/l def and 27.6% others...hmm could be better
38.5% melee
2.7k hp's
opinions appreciated, I really do fancy trying this build because the alt. route is simply more regen and res..and having been SR I know melee def is king-ish..lol. Plan is to use this toon in extensive farming techniques lol but also for general all around teaming...I guess with AV's I'd need more res right? In which case I was considering a dual build of pure res + max regen or res...but that's another episode entirely.
TIA!
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
Click this DataLink to open the build!
Godhand: Level 50 Magic Tanker
Primary Power Set: Willpower
Secondary Power Set: Dark Melee
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Pyre Mastery
Hero Profile:
Level 1: High Pain Tolerance -- Numna-Heal/EndRdx(A), Numna-EndRdx/Rchg(3), Numna-Heal/Rchg(3), RgnTis-Regen+(45)
Level 1: Shadow Punch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(7), KntkC'bat-Dmg/Rchg(7), KntkC'bat-Dmg/EndRdx/Rchg(23)
Level 2: Mind Over Body -- S'fstPrt-ResDam/EndRdx(A), S'fstPrt-ResDam/Def+(5), S'fstPrt-ResKB(5)
Level 4: Fast Healing -- Numna-EndRdx/Rchg(A), Numna-Heal/EndRdx(9), Numna-Regen/Rcvry+(9)
Level 6: Indomitable Will -- EndRdx-I(A)
Level 8: Rise to the Challenge -- Numna-Heal/EndRdx/Rchg(A), Numna-Heal/EndRdx(11), Numna-Heal(11)
Level 10: Shadow Maul -- Oblit-%Dam(A), Oblit-Acc/Dmg/EndRdx/Rchg(13), Oblit-Acc/Dmg/Rchg(13), Oblit-Acc/Rchg(15), Oblit-Dmg/Rchg(43), Oblit-Dmg(43)
Level 12: Quick Recovery -- Efficacy-EndMod/Rchg(A), Efficacy-EndMod(15)
Level 14: Swift -- Empty(A)
Level 16: Health -- Numna-Heal/EndRdx(A), Numna-Heal(17), Numna-Heal/Rchg(17)
Level 18: Siphon Life -- Zinger-Taunt(A), Numna-Heal/EndRdx(19), Numna-Heal/Rchg(19), Numna-Heal(21), Zinger-Taunt/Rchg/Rng(27), Zinger-Taunt/Rchg(33)
Level 20: Taunt -- Zinger-Taunt(A), Zinger-Taunt/Rchg(21), Zinger-Taunt/Rng(23), Zinger-Acc/Rchg(40), Zinger-Dam%(45), Zinger-Taunt/Rchg/Rng(50)
Level 22: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(33), KntkC'bat-Dmg/Rchg(34), KntkC'bat-Dmg/EndRdx/Rchg(34)
Level 24: Tough -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(25), TtmC'tng-ResDam/Rchg(25), TtmC'tng-EndRdx/Rchg(40), TtmC'tng-ResDam/EndRdx/Rchg(40), TtmC'tng-EndRdx(42)
Level 26: Weave -- LkGmblr-Def(A), LkGmblr-Rchg+(27)
Level 28: Soul Drain -- GSFC-ToHit(A), GSFC-ToHit/Rchg(29), GSFC-Build%(29), GSFC-ToHit/Rchg/EndRdx(31), GSFC-Rchg/EndRdx(31), GSFC-ToHit/EndRdx(31)
Level 30: Heightened Senses -- LkGmblr-Def(A)
Level 32: Smite -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx/Rchg(33), KntkC'bat-Dmg/EndRdx(34), KntkC'bat-Dmg/Rchg(36)
Level 35: Dark Consumption -- Oblit-Dmg(A), Oblit-Acc/Dmg/EndRdx/Rchg(36), Oblit-Acc/Rchg(36), Oblit-Dmg/Rchg(37), Oblit-Acc/Dmg/Rchg(37), Oblit-%Dam(37)
Level 38: Midnight Grasp -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(39), KntkC'bat-Dmg/Rchg(39), KntkC'bat-Dmg/EndRdx/Rchg(39)
Level 41: Ring of Fire -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(42), Enf'dOp-Acc/EndRdx(42), Enf'dOp-Immob/Rng(43), Enf'dOp-Acc/Immob/Rchg(46), Enf'dOp-Acc/Immob(46)
Level 44: Char -- NrncSD-Acc/Rchg(A), NrncSD-EndRdx/Hold(45), NrncSD-Hold/Rng(46), NrncSD-Acc/EndRdx(48), NrncSD-Acc/Hold/Rchg(48), NrncSD-Dam%(50)
Level 47: Fire Blast -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(48), Dev'n-Dmg/Rchg(50)
Level 49: Hasten -- RechRdx-I(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
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Set Bonus Totals:
- 11% DamageBuff(Smashing)
- 11% DamageBuff(Lethal)
- 11% DamageBuff(Fire)
- 11% DamageBuff(Cold)
- 11% DamageBuff(Energy)
- 11% DamageBuff(Negative)
- 11% DamageBuff(Toxic)
- 11% DamageBuff(Psionic)
- 32.7% Defense(Smashing)
- 32.7% Defense(Lethal)
- 4.25% Defense(Fire)
- 4.25% Defense(Cold)
- 4.25% Defense(Energy)
- 4.25% Defense(Negative)
- 3% Defense(Psionic)
- 31.4% Defense(Melee)
- 5.5% Defense(Ranged)
- 5.5% Defense(AoE)
- 26.3% Enhancement(RechargeTime)
- 25% Enhancement(Accuracy)
- 2% Enhancement(Held)
- 3% Enhancement(Immobilize)
- 5% FlySpeed
- 379.5 HP (20.3%) HitPoints
- 5% JumpHeight
- 5% JumpSpeed
- Knockback (Mag -4)
- Knockup (Mag -4)
- MezResist(Held) 2.75%
- MezResist(Immobilize) 13.2%
- MezResist(Sleep) 2.2%
- MezResist(Stun) 6.6%
- MezResist(Terrorized) 5.5%
- 4% (0.07 End/sec) Recovery
- 90% (7.04 HP/sec) Regeneration
- 1.88% Resistance(Negative)
- 5% RunSpeed
------------Set Bonuses:
Numina's Convalescence
(High Pain Tolerance)
- 12% (0.94 HP/sec) Regeneration
- 35.1 HP (1.88%) HitPoints
Kinetic Combat(Shadow Punch)
- MezResist(Immobilize) 2.75%
- 28.1 HP (1.5%) HitPoints
- 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
Steadfast Protection(Mind Over Body)
- 1.5% (0.03 End/sec) Recovery
- 28.1 HP (1.5%) HitPoints
- 3% Defense(All)
- Knockback Protection (Mag -4)
Numina's Convalescence(Fast Healing)
- 12% (0.94 HP/sec) Regeneration
- 35.1 HP (1.88%) HitPoints
Numina's Convalescence(Rise to the Challenge)
- 12% (0.94 HP/sec) Regeneration
- 35.1 HP (1.88%) HitPoints
Obliteration(Shadow Maul)
- MezResist(Stun) 2.2%
- 3% DamageBuff(All)
- 9% Enhancement(Accuracy)
- 5% Enhancement(RechargeTime)
- 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
Efficacy Adaptor(Quick Recovery)
- 21.1 HP (1.13%) HitPoints
Numina's Convalescence(Health)
- 12% (0.94 HP/sec) Regeneration
- 35.1 HP (1.88%) HitPoints
Perfect Zinger(Siphon Life)
- MezResist(Terrorized) 2.75%
- 10% (0.78 HP/sec) Regeneration
Numina's Convalescence(Siphon Life)
- 12% (0.94 HP/sec) Regeneration
- 35.1 HP (1.88%) HitPoints
Perfect Zinger(Taunt)
- MezResist(Terrorized) 2.75%
- 10% (0.78 HP/sec) Regeneration
- 5% Enhancement(RechargeTime)
- 2.5% DamageBuff(All)
- 3.13% Defense(Smashing,Lethal), 1.56% Defense(Melee)
Kinetic Combat(Boxing)
- MezResist(Immobilize) 2.75%
- 28.1 HP (1.5%) HitPoints
- 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
Titanium Coating(Tough)
- MezResist(Sleep) 2.2%
- 28.1 HP (1.5%) HitPoints
- MezResist(Stun) 2.2%
- MezResist(Held) 2.75%
- 2.5% Defense(Melee), 1.25% Defense(Lethal), 1.25% Defense(Smashing)
Luck of the Gambler(Weave)
- 10% (0.78 HP/sec) Regeneration
- 7.5% Enhancement(RechargeTime)
Gaussian's Synchronized Fire-Control(Soul Drain)
- 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
- 35.1 HP (1.88%) HitPoints (Exceeded 5 Bonus Cap)
- 2.5% (0.04 End/sec) Recovery
- 2.5% DamageBuff(All)
- 2.5% Defense(Melee), 1.25% Defense(Lethal), 1.25% Defense(Smashing), 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative), 2.5% Defense(AoE), 1.25% Defense(Fire), 1.25% Defense(Cold)
Kinetic Combat(Smite)
- MezResist(Immobilize) 2.75%
- 28.1 HP (1.5%) HitPoints
- 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
Obliteration(Dark Consumption)
- MezResist(Stun) 2.2%
- 3% DamageBuff(All)
- 9% Enhancement(Accuracy)
- 5% Enhancement(RechargeTime)
- 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
Kinetic Combat(Midnight Grasp)
- MezResist(Immobilize) 2.75%
- 28.1 HP (1.5%) HitPoints (Exceeded 5 Bonus Cap)
- 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
Enfeebled Operation(Ring of Fire)
- 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)
Neuronic Shutdown(Char)
- MezResist(Immobilize) 2.2%
- 28.1 HP (1.5%) HitPoints (Exceeded 5 Bonus Cap)
- 7% Enhancement(Accuracy)
- 2% Enhancement(Held)
- 2.5% Defense(Melee), 1.25% Defense(Lethal), 1.25% Defense(Smashing)
Devastation(Fire Blast)