Force Field / Dual Pistols?


BurningChick

 

Posted

I plan on starting a new FF/DP character and I wanted to get some thoughts on my build before I pulled the trigger and spent time on it. I've never worked on Force Fields or Dual Pistols and only have two Defenders (one mid-level, one low-level) on my account, so this is all new ground for me. I'm not too worried about the IO set costs, but generally won't spend on purples.

Teaming: I will team exclusively with this build and almost always with an FF/Sonic Defender, with each of us keeping half the team buffed.

No Vengeance: I started off with Vengeance in the build, but I realized that the added defense wouldn't have any impact, especially with the other bubbler on the team. Am I making a mistake by giving up on it so early?

Hover: I'd always wanted to slot it out, just to see if it'd be worth it. It looks like it would be quick enough for regular combat movement and the +Stealth IO might work nicely to keep mezzers focused elsewhere early on. The extra defense doesn't hurt, either. With just the other bubbler on the team running Dispersion Bubble, I should be soft-capped to melee, range, and AOE. (EDIT: Thinking about reslotting for Karma -KB, BotZ -KB, Freebird +Stealth, LotG 7.5%, and LotG Defense)

Endurance: I'm hoping that Conserve Power will keep that endurance concerns in check if I need to have all the toggles running. Maneuvers and Force Bubble will likely be detoggled most of the time.

Attacks: It only has the five attacks, but two are up VERY quickly and the other three are area attacks that also come up pretty quickly. I am wondering if I should switch some of these out for higher-tier attacks, but it looks like it would work well now. I feel like I might be missing out on some useful debuffs.

Hero Plan by Mids' Hero Designer 1.707
http://www.cohplanner.com/

Click this DataLink to open the build!

Level 50 Technology Defender
Primary Power Set: Force Field
Secondary Power Set: Dual Pistols
Power Pool: Flight
Power Pool: Fitness
Power Pool: Leadership
Power Pool: Teleportation
Ancillary Pool: Power Mastery

Hero Profile:
Level 1: Deflection Shield -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(3), RedFtn-EndRdx/Rchg(3), RedFtn-Def/EndRdx/Rchg(5), RedFtn-Def(5), RedFtn-EndRdx(7)
Level 1: Pistols -- Decim-Acc/EndRdx/Rchg(A), Thundr-Dmg/EndRdx(7), Thundr-Dmg/Rchg(9), Thundr-Acc/Dmg/Rchg(9), Thundr-Acc/Dmg/EndRdx(11), Thundr-Dmg/EndRdx/Rchg(11)
Level 2: Dual Wield -- Decim-Acc/EndRdx/Rchg(A), Thundr-Dmg/EndRdx(13), Thundr-Dmg/Rchg(13), Thundr-Acc/Dmg/Rchg(15), Thundr-Acc/Dmg/EndRdx(15), Thundr-Dmg/EndRdx/Rchg(17)
Level 4: Personal Force Field -- LkGmblr-Rchg+(A)
Level 6: Insulation Shield -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(17), RedFtn-EndRdx/Rchg(19), RedFtn-Def/EndRdx/Rchg(19), RedFtn-Def(21), RedFtn-EndRdx(21)
Level 8: Hover -- Frbd-Fly(A), Frbd-Stlth(46), LkGmblr-Rchg+(48), LkGmblr-Def/EndRdx/Rchg(48), LkGmblr-Def/EndRdx(50)
Level 10: Swap Ammo
Level 12: Dispersion Bubble -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(23), RedFtn-EndRdx/Rchg(23), RedFtn-Def/EndRdx/Rchg(25), RedFtn-Def(25), RedFtn-EndRdx(27)
Level 14: Fly -- Flight-I(A)
Level 16: Swift -- Flight-I(A)
Level 18: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(27), Mrcl-Rcvry+(29)
Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod(29), P'Shift-EndMod/Acc(31)
Level 22: Empty Clips -- Posi-Acc/Dmg(A), Posi-Dmg/Rchg(31), Posi-Dmg/Rng(33), Posi-Acc/Dmg/EndRdx(33), Posi-Dam%(34), UndDef-Rchg/EndRdx(34)
Level 24: Bullet Rain -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(34), Posi-Dmg/Rchg(37), Posi-Acc/Dmg/EndRdx(39), Posi-Dam%(39), KinCrsh-Rechg/EndRdx(39)
Level 26: Repulsion Bomb -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(40), Posi-Dmg/Rchg(40), Posi-Acc/Dmg/EndRdx(40), Posi-Dam%(42), KinCrsh-Rechg/EndRdx(42)
Level 28: Detention Field -- RechRdx-I(A), RechRdx-I(43), Acc-I(50)
Level 30: Maneuvers -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(31), RedFtn-EndRdx/Rchg(43), RedFtn-Def/EndRdx/Rchg(43), RedFtn-Def(46), RedFtn-EndRdx(46)
Level 32: Assault -- EndRdx-I(A), EndRdx-I(33)
Level 35: Tactics -- GSFC-ToHit(A), GSFC-ToHit/Rchg(36), GSFC-ToHit/Rchg/EndRdx(36), GSFC-Rchg/EndRdx(36), GSFC-ToHit/EndRdx(37), GSFC-Build%(37)
Level 38: Force Bubble -- EndRdx-I(A), EndRdx-I(50)
Level 41: Conserve Power -- RechRdx-I(A), RechRdx-I(42)
Level 44: Temp Invulnerability -- S'fstPrt-ResDam/Def+(A), TtmC'tng-ResDam/EndRdx(45), Aegis-ResDam/EndRdx(45), S'fstPrt-ResDam/EndRdx(45)
Level 47: Power Build Up -- RechRdx-I(A), RechRdx-I(48)
Level 49: Recall Friend -- EndRdx-I(A)
------------
Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Vigilance
Level 6: Ninja Run
Level 10: Chemical Ammunition
Level 10: Cryo Ammunition
Level 10: Incendiary Ammunition


 

Posted

You know ...

If you're always teaming with a sonic, the chances that you will want the mobs spread out or detained are pretty slim.

Just something to consider: if you're duoing, his -resistance toggle won't affect anything if you have Force Bubble on.

You two are going to be /awfully/ tough; detaining a mob will probably be counterproductive since that'll remove said mob from AoE damage ... and you'll have to take him out later.

If you stick with Force Bubble, one end redux is enough; the power uses virtually no end as it is. And take that slot and stick it in Stamina for the Performance Shifter (?) proc that has a chance to return endurance.

Honestly? I'd say you should each take Aid Other.


 

Posted

Just to make sure I have this right... your primary teammate is a forcefield primary / sonic blast secondary, and I assume your teammate is taking a lot of sonic secondary if he only has dispersion bubble for your safety.

Vengeance has more than defense. There is also +damage and +tohit, but given the high defense, taking vengeance seems counterintuitive

Hover is a very good combat movement power and can keep you out of melee damage.

You should be fine running stamina on a Forcefield set.

You bypassed hail of bullets. It's not a bad damage power and unlike other tier 9 secondary attacks, it does not wipe out your endurance bar.

I would skip Detention field on a team build. It is definitely more useful on a second solo build available to open at level 10.


Triumphant Defenders Forever
Psylenz FF/Psi, ArticQuark Storm/Rad, Symon BarSisyphus Bots/psn, Max VanSydow Thugs/Dk, Cyclone Symon Bots/stm, Blue Loki Ice/Cd, Widow 46526
HelinCarnate:OMG it is so terrible. I have the option to take 3 more powers but no additional slots. Boo F'ing hoo.

 

Posted

Oh wait ... I misread that. You're both going to be playing FF? I think I had trouble wrapping my head around thought of two bubblers in one team. Either that or I posted before coffee.

FWIW, with that much potential mitigation, I wouldn't bother with Force Bubble. Repulsion Field would probably be a better choice since you can KB stragglers into the pack for massed AoEs. 50' of distance isn't all that useful most of the time.


 

Posted

I would suggest that one of you switch primaries and go with sonic/ (preferably /Dark).

A forcefield defender can soft cap themselves to 2 positions (ranged and AoE) with Dispersion Bubble, Manuvers, Hover (which takes care of melee defense being low) and set bonuses.

The Sonic/ can be kept at the defense softcap to all positions just by being bubbled by the bubbler and staying in dispersion bubble. With a few set bonuses they can roam farther apart. The forcefielder gets the added benefit of Sonic Shields, Epic armor, AND Sonic Dispersion.

As a hovering Duo you could simply stay at range, the /dark keeps everything immobilized and grouped with T_T and torrent while the /Sonic keeps everything grouped and debuffed with Shockwave and Howl.

Any teammates that you added would be nigh unkillable tanks with all the stacked buffs and double stacked mez protection.


-Insanity is doing the same thing over and over again and expecting different results. - Albert Einstein.
-I do not feel obliged to believe that the same God who has endowed us with sense, reason, and intellect has intended us to forgo their use. - Galileo Galilei
-When injustice becomes law, resistance becomes duty. - Thomas Jefferson

 

Posted

I would also suggest swapping to a FF/ and a Sonic/ if possible.

As far as your build a lot of your choices, primarily in slotting, seemed rather odd to me.

I have drafted up a new build which I would feel more comfortable with:
I removed Personal Force Field (which while useful early is rather obsolete with IOs) and Detention Field (which I use on my FF/Arch defender solely on the Statesman TF) in order to gain 2 more attacks Executioner's shot and Hail of Bullets (I certainly would never skip a crashless nuke on any character).

For slotting I swapped some of the positions where defense bonuses were gained, added more and gained more global recharge, slightly sacrificing the slotting of individual powers.

The build itself has 8 more slots to play around with and is very close to softcapping its own Range and AoE defense.

Hero Plan by Mids' Hero Designer 1.704
http://www.cohplanner.com/

Click this DataLink to open the build!

Level 50 Technology Defender
Primary Power Set: Force Field
Secondary Power Set: Dual Pistols
Power Pool: Flight
Power Pool: Fitness
Power Pool: Leadership
Power Pool: Teleportation
Ancillary Pool: Power Mastery

Hero Profile:
Level 1: Deflection Shield -- LkGmblr-Rchg+(A), LkGmblr-Def(3), LkGmblr-Def/EndRdx(3)
Level 1: Pistols -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(7), Thundr-Dmg/Rchg(9), Thundr-Acc/Dmg/Rchg(9), Thundr-Acc/Dmg/EndRdx(11), Thundr-Dmg/EndRdx/Rchg(11)
Level 2: Dual Wield -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(13), Thundr-Dmg/Rchg(13), Thundr-Acc/Dmg/Rchg(15), Thundr-Acc/Dmg/EndRdx(15), Thundr-Dmg/EndRdx/Rchg(17)
Level 4: Empty Clips -- Det'tn-Dmg/EndRdx/Rng(A), Det'tn-Acc/Dmg/EndRdx(31), Det'tn-Dmg/Rng(50), Det'tn-Dmg/Rchg(50), Det'tn-Dmg/EndRdx(50)
Level 6: Insulation Shield -- LkGmblr-Rchg+(A), LkGmblr-Def(17), LkGmblr-Def/EndRdx(19)
Level 8: Hover -- LkGmblr-Def(A), LkGmblr-Rchg+(48), LkGmblr-Def/EndRdx(48)
Level 10: Swap Ammo
Level 12: Dispersion Bubble -- LkGmblr-Rchg+(A), LkGmblr-Def(23), LkGmblr-Def/EndRdx(23)
Level 14: Fly -- Flight-I(A)
Level 16: Swift -- Flight-I(A)
Level 18: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(19), Numna-Heal(27)
Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod(29), P'Shift-EndMod/Acc(31), P'Shift-EndMod/Rchg(37), P'Shift-EndMod/Acc/Rchg(37), P'Shift-Acc/Rchg(45)
Level 22: Bullet Rain -- Det'tn-Dmg/EndRdx/Rng(A), Det'tn-Acc/Dmg/EndRdx(33), Det'tn-Dmg/Rng(33), Det'tn-Dmg/Rchg(34), Det'tn-Dmg/EndRdx(34)
Level 24: Assault -- EndRdx-I(A)
Level 26: Repulsion Bomb -- Det'tn-Dmg/EndRdx/Rng(A), Det'tn-Dmg/Rchg(27), Det'tn-Acc/Dmg/EndRdx(40), Det'tn-Dmg/Rng(40), Det'tn-Dmg/EndRdx(42)
Level 28: Executioner's Shot -- Thundr-Dmg/EndRdx/Rchg(A), Thundr-Acc/Dmg/EndRdx(37), Thundr-Acc/Dmg/Rchg(39), Thundr-Dmg/Rchg(39), Thundr-Dmg/EndRdx(40), Thundr-Acc/Dmg(48)
Level 30: Maneuvers -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(31), RedFtn-EndRdx/Rchg(43), RedFtn-Def/EndRdx/Rchg(43), RedFtn-Def(46), RedFtn-EndRdx(46)
Level 32: Tactics -- GSFC-Build%(A), GSFC-ToHit/EndRdx(33), GSFC-Rchg/EndRdx(34), GSFC-ToHit/Rchg/EndRdx(36), GSFC-ToHit/Rchg(36), GSFC-ToHit(36)
Level 35: Force Bubble -- EndRdx-I(A)
Level 38: Hail of Bullets -- Sciroc-Acc/Rchg(A), Sciroc-Acc/Dmg/EndRdx(39), Sciroc-Dmg/Rchg(42), Sciroc-Dmg/EndRdx(43), Sciroc-Acc/Dmg(46)
Level 41: Conserve Power -- RechRdx-I(A), RechRdx-I(42)
Level 44: Temp Invulnerability -- S'fstPrt-ResDam/Def+(A), Aegis-ResDam(45), Aegis-ResDam/EndRdx(45)
Level 47: Power Build Up -- RechRdx-I(A)
Level 49: Recall Friend -- EndRdx-I(A)
------------
Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- ULeap-Stlth(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Vigilance
Level 6: Ninja Run
Level 10: Chemical Ammunition
Level 10: Cryo Ammunition
Level 10: Incendiary Ammunition


 

Posted

Regarding Sonic, I had planned a Sonic/Sonic & FF/DP combo, but we really wanted three soft-capped defenses for both characters without having to pick up weaker sets just for defense. That meant a pair of FF/*. The gain to teammates from the second FF/* will be negligible, but the gain to the FF/* characters is pretty big.

I can definitely see dropping PFF in the final build, possibly for another attack. Executioner's Shot seems okay, but I'd probably go with Piercing Shot (big resistance debuff, chance for multiple targets) over that. Hail of Bullets might not have a crash, but it does have some hefty self debuffs and the +DEF effect isn't going to do anything for this character, so it's out, too.

I am likely to reslot Hover with BotZ -KB, Karma -KB, LotG 7.5%, Freebird +Stealth, and Freebird +Flight. That should give the best possible bonuses while keeping mobility up.

I am curious as to why someone would pick Repulsion Field over Force Bubble? RF seems to have ridiculous endurance cost and provides KB instead of Repel, which would be more resisted, correct? FB also has a HUGE radius. It's not that I see myself using either a lot (could probably go without either, truthfully), but FB sounded like a good panic button. Am I missing something?


 

Posted

Quote:
Originally Posted by streetlight View Post
...

I am likely to reslot Hover with BotZ -KB, Karma -KB, LotG 7.5%, Freebird +Stealth, and Freebird +Flight. That should give the best possible bonuses while keeping mobility up.
It's rare for me to get hit by more than 4 mags of KB at once (on my blasters, anyway.) Nemesis Staffs are around 10 KB, so 8 mags won't stop them either... there's just not that much between 4 and 8 KB. You might be able to save fifty or 100 million on that BoTZ.


Mini-guides: Force Field Defenders, Blasters, Market Self-Defense, Frankenslotting.

So you think you're a hero, huh.
@Boltcutter in game.

 

Posted

Quote:
Originally Posted by streetlight View Post
Hail of Bullets might not have a crash, but it does have some hefty self debuffs and the +DEF effect isn't going to do anything for this character, so it's out, too.
Hail of Bullets has no self debuffs, I assume you are reading that from mid's which would make it a Mid's Display issue (Those debuffs are for the different damage types, -25% enemy damage if you use chemical and -25% enemy recharge if you use cryo).

Quote:
Originally Posted by streetlight View Post
I am curious as to why someone would pick Repulsion Field over Force Bubble? RF seems to have ridiculous endurance cost and provides KB instead of Repel, which would be more resisted, correct? FB also has a HUGE radius. It's not that I see myself using either a lot (could probably go without either, truthfully), but FB sounded like a good panic button. Am I missing something?
The huge radius of Force Bubble makes it much more situational than Repulsion Field. I think of it this way: Repulsion field can act as a self protection tool while Force Bubble is an enemy positioning tool.


 

Posted

Quote:
Originally Posted by Krogoth View Post
Hail of Bullets has no self debuffs, I assume you are reading that from mid's which would make it a Mid's Display issue (Those debuffs are for the different damage types, -25% enemy damage if you use chemical and -25% enemy recharge if you use cryo).


The huge radius of Force Bubble makes it much more situational than Repulsion Field. I think of it this way: Repulsion field can act as a self protection tool while Force Bubble is an enemy positioning tool.
Force bubble is range 50. Turning it on eliminates all your AoEs except for Bullet Rain. (You'll find that with your current range slotting of 51.5 feet that Empty Clips will wind up being a single target attack that may or may not fire when you click it depending on Mob movement.) It also eliminates the ability to use Executioners Shot.


-Insanity is doing the same thing over and over again and expecting different results. - Albert Einstein.
-I do not feel obliged to believe that the same God who has endowed us with sense, reason, and intellect has intended us to forgo their use. - Galileo Galilei
-When injustice becomes law, resistance becomes duty. - Thomas Jefferson

 

Posted

Quote:
Originally Posted by Miladys_Knight View Post
Force bubble is range 50. Turning it on eliminates all your AoEs except for Bullet Rain. (You'll find that with your current range slotting of 51.5 feet that Empty Clips will wind up being a single target attack that may or may not fire when you click it depending on Mob movement.)
You forgot Repulsion Bomb.
I forgot to put my usual extra range enhancement in the short cone, but that is what the 8 extra slots were for.
And for most of the game I don't recommend running Force Bubble 24/7.


 

Posted

Quote:
Originally Posted by streetlight View Post
Regarding Sonic, I had planned a Sonic/Sonic & FF/DP combo, but we really wanted three soft-capped defenses for both characters without having to pick up weaker sets just for defense. That meant a pair of FF/*. The gain to teammates from the second FF/* will be negligible, but the gain to the FF/* characters is pretty big.

I can definitely see dropping PFF in the final build, possibly for another attack. Executioner's Shot seems okay, but I'd probably go with Piercing Shot (big resistance debuff, chance for multiple targets) over that. Hail of Bullets might not have a crash, but it does have some hefty self debuffs and the +DEF effect isn't going to do anything for this character, so it's out, too.

I am likely to reslot Hover with BotZ -KB, Karma -KB, LotG 7.5%, Freebird +Stealth, and Freebird +Flight. That should give the best possible bonuses while keeping mobility up.

I am curious as to why someone would pick Repulsion Field over Force Bubble? RF seems to have ridiculous endurance cost and provides KB instead of Repel, which would be more resisted, correct? FB also has a HUGE radius. It's not that I see myself using either a lot (could probably go without either, truthfully), but FB sounded like a good panic button. Am I missing something?
So I suppose that a build like the one found below is unsuitable?

Including the 5.46% defense provided by manuvers from the Sonic/ toon your forcefielder's defense numbers are:

Smashing/Lethal - 34.26
Fire/Cold - 45.86
Energy/Neg - 47.46
Psi - 30.06
Melee - 35.56
Ranged - 54.26
AoE - 53.96

Meaning that as far as defense goes your only weakness (other than psi) is to melee ranged Smash/Lethal attacks (a single small purple insp will put you over the softcap. Hover obviates the need for the insp.)

Most defense debuffs are ranged. You have a 9% pad (that's about what a single machine gun will do) against defense debuffs.

Your resistances with the sonic shields applied will be in the neighborhood of:

Smash - 75% (cap)
Lethal - 75% (cap)
Fire - 60.2%
Cold - 60.2%
Energy - 75% (cap)
Neg - 55.5%
Toxic - 55.5%
Psi - 0

(switching to Psi mastery will give you similar numbers but with psi resistance 31.7% instead of 0)

Power sink solves your endurance problems much more effectively than conserve power.

Without spending a single fraction of a point of endurance on mitigation or even turning on a toggle your team will run numbers of (your sonic/ friend's numbers [excluding resistances from an epic shield] in parenthesis):

Defense

Melee - 49.92
Ranged - 49.92
AoE - 49.92

Resistances

55.5% - Smash - (23.8%)
55.5% - Lethal - (23.8%)
55.5% - Fire - (23.8%)
55.5% - Cold - (23.8%)
55.5% - Energy - (23.8%)
55.5% - Neg - (23.8%)
55.5% - Toxic - (23.8%)
0% - Psi - 0%

Your Sonic/ friend's numbers (using just SO's, no set bonuses) will be the worst of the team with numbers slightly better than a fully IO'd Shield Tanker's. The rest of your team (yourself included - so long as you remain at range) will have mitigation comparable to a fully IO'd Granite Tank.

I'm not really certain why you don't think that's enough mitigation even as a simple duo and insist on double Forcefields but hey, what do I know?

Edit - BTW if one of you plays /dark, the to hit debuffs from the cone attacks (which stack btw) can add up to what amounts to another 36% defense vs even con mobs (18%ish against +4s).

Edit Edit - The numbers listed above for you are better than what you would have while solo inside PFF. The only difference being that the higher defense numbers on PFF give a much larger pad against defense debuffs, BUT you can't shoot while PFF is up.

Hero Plan by Mids' Hero Designer 1.707
http://www.cohplanner.com/

Click this DataLink to open the build!

Level 50 Technology Defender
Primary Power Set: Force Field
Secondary Power Set: Dual Pistols
Power Pool: Flight
Power Pool: Fitness
Power Pool: Teleportation
Power Pool: Leadership
Ancillary Pool: Electricity Mastery

Hero Profile:
Level 1: Deflection Shield -- HO:Cyto(A), HO:Cyto(3), HO:Cyto(3)
Level 1: Pistols -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(7), Thundr-Dmg/Rchg(9), Thundr-Acc/Dmg/Rchg(9), Thundr-Acc/Dmg/EndRdx(11), Thundr-Dmg/EndRdx/Rchg(11)
Level 2: Dual Wield -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(13), Thundr-Dmg/Rchg(13), Thundr-Acc/Dmg/Rchg(15), Thundr-Acc/Dmg/EndRdx(15), Thundr-Dmg/EndRdx/Rchg(17)
Level 4: Force Bolt -- FrcFbk-Dmg/KB(A), FrcFbk-Rechg%(5), FrcFbk-Acc/KB(5), FrcFbk-Rchg/KB(7), FrcFbk-Rchg/EndRdx(21), FrcFbk-Dmg/EndRdx/KB(21)
Level 6: Insulation Shield -- HO:Cyto(A), HO:Cyto(17), HO:Cyto(19)
Level 8: Hover -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(25), Zephyr-ResKB(25), LkGmblr-Def(27), LkGmblr-Rchg+(45)
Level 10: Swap Ammo
Level 12: Dispersion Bubble -- HO:Cyto(A), HO:Cyto(23), HO:Cyto(23)
Level 14: Fly -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(19), Zephyr-ResKB(27)
Level 16: Swift -- Flight-I(A)
Level 18: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(29)
Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod(29), EndMod-I(31)
Level 22: Empty Clips -- Posi-Acc/Dmg(A), Posi-Dmg/Rchg(31), Posi-Dmg/Rng(33), Posi-Acc/Dmg/EndRdx(33), Posi-Dam%(34)
Level 24: Bullet Rain -- Posi-Acc/Dmg(A), Posi-Acc/Dmg/EndRdx(33), Posi-Dmg/EndRdx(34), Posi-Dam%(34), Posi-Dmg/Rchg(37)
Level 26: Repulsion Bomb -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(40), Posi-Dmg/Rchg(40), Posi-Acc/Dmg/EndRdx(40), Posi-Dam%(42)
Level 28: Recall Friend -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(42), Zephyr-ResKB(43)
Level 30: Maneuvers -- HO:Cyto(A), HO:Cyto(31), HO:Cyto(43)
Level 32: Assault -- EndRdx-I(A)
Level 35: Tactics -- GSFC-ToHit(A), GSFC-ToHit/Rchg(36), GSFC-ToHit/Rchg/EndRdx(36), GSFC-Rchg/EndRdx(36), GSFC-ToHit/EndRdx(37), GSFC-Build%(37)
Level 38: Suppressive Fire -- Lock-Acc/Hold(A), Lock-Acc/Rchg(39), Lock-Rchg/Hold(39), Lock-EndRdx/Rchg/Hold(39), Lock-Acc/EndRdx/Rchg/Hold(42), Lock-%Hold(43)
Level 41: Electric Fence -- HO:Endo(A)
Level 44: Charged Armor -- S'fstPrt-ResDam/Def+(A), Aegis-ResDam/EndRdx(45), Aegis-ResDam/Rchg(45), Aegis-EndRdx/Rchg(46), Aegis-ResDam/EndRdx/Rchg(46), Aegis-ResDam(46)
Level 47: Shocking Bolt -- Lock-Acc/Hold(A), Lock-Acc/Rchg(48), Lock-Rchg/Hold(48), Lock-EndRdx/Rchg/Hold(48), Lock-Acc/EndRdx/Rchg/Hold(50), Lock-%Hold(50)
Level 49: Power Sink -- RechRdx-I(A), RechRdx-I(50)
------------
Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Vigilance
Level 6: Ninja Run
Level 10: Chemical Ammunition
Level 10: Cryo Ammunition
Level 10: Incendiary Ammunition



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-Insanity is doing the same thing over and over again and expecting different results. - Albert Einstein.
-I do not feel obliged to believe that the same God who has endowed us with sense, reason, and intellect has intended us to forgo their use. - Galileo Galilei
-When injustice becomes law, resistance becomes duty. - Thomas Jefferson