Emp/Energy/Power Defender
I have a few questions about your build:
Why no healing aura? Sure its not as heavy a heal as Heal Other or Absorb Pain but outside of regeneration aura is the other real method of healing yourself. Not to mention, when your doing Pylon Raids, Rikti Raids, Zombie Raids, or any other type that cause heros to bunch up it can be quite useful to not only help keep your team mates alive but yourself and other teams as well.
Attack Slotting: I see that you have an ok boost to your damage, personally I prefer to cap it off but I must ask even though your getting a 7.5% bonus are you sure that you really want to slot for KB. Now, don't get me wrong, I love copius amounts of KB. I just find it hilarious. However, thats primarily solo. Now, I'm not assuming your skill level with KB but if you are not sure how to handle it then its probably not a good idea to enhance it even if it is for some of the global bonuses.
Recovery Aura: In my personal opinion I feel as if you have too many slots in it. Usually 3 recharge IO's are more then enough. I have found that unenhanced it takes care of most if not all heros aside for ones that just got done with a nuke. Could probably shave off a few IO slots here, at least 1 or 2.
Recall friend and Teleport: Now, unless you are trying to go with the HP bonuses then you may even be able to shave some slots from these. If you are I would suggest switching them around so that when you teleport someone else they are stealthed. In addition, to keep the stealth for yourself then just run sprint with Unbound Leap or Celerity: +Stealth.
Now, you may have noticed that I suggest shaving off some slots from certain powers. Because of this you may be asking yourself why should you. Well here are some things you could do with that.
1 Extra slot into Adrenaline Boost with a End Mod in it would raise it from 800% to 1139% which if Im not mistaken is enough to take one person from -end to +end after a nuke. If I am wrong on this then please someone correct me.
2 Extra Slots in health are a great place for the Panecea Proc and the +Regen proc if you wish
1 Extra slot into Vengeance will take it down to 106 second recharge as well as providing a 34% Defense buff and 15.3% ToHit buff for those in range
1 Extra slot in Temp Invulnerability will allow you to slow a -KB proc on yourself keeping you from bouncing around like a piece of popcorn. As an alternative you could slot an additional 3% Global Defense proc from Gladiator Armor.
Now these are just some of the things you could gain by giving up a minimal benefit. Again, these are just suggestions and its your $15 bucks a month so play the way that you want to play. Hope this helps some.
Dreaded Wail hits things freakin' hard.. i like to hit things freakin' hard... so.. id go Wail... SAVE THE WAILS!!!! - Solar_Lunata
The KB IOs are slotted primarily for the recharge - and the knockback protection. I also left out Healing Aura because it's just not necessary. Oh boy, a 20% heal that recharges in 4 seconds! That sure is useful when I have a 55% heal on a 1 second recharge!
I actually have a emp with these very powers, was the second toon I made up years ago and my first 50.
*I love Kinetic Crash IOs as a set but you really should slot one of your attach powers with a straight damage IO set. Knock back is all great fun, but you don't want it so often that even you get sick of the KB. And I think having Power Bolt, Power Blast, Power Burst, and Explosive Blast slotted with KB recipes is a tad too much.
*Fortitude - Red Fortune is a bad choice in my mind since most folks you be teaming with at higher levels will already be soft-cap in defense. And be sure, you can keep at least half the members of your full team Fort-ed.
*Clear Mind - I might have gone with a range IO there.
*Recovery Aura - Performance Shifter is all nice and good there, but its a bit of a waste of money. Just throw in three crafted recharge and two crafted endurance IOs.
*Stamina - Think you're over-slotted there... max I would do is three, cus after all you got a fast recharge on your auras.
*Adrenalin Boost - Doctored Wounds is so wrong for that power! If any power needs to be slotted for the receiver, its this one. Slot it for the damage dealer on your team, not for some set minor bonus.
*Power Build Up- Are you using this to increase your heals/buffs, or your attacks... cus if its the first, don't think you need five Gaussian's Synch.
*Temp Invulnerability - Two words, soft cap....
/Empaths can turn three people into Jesus, one person into God, and everyone else into the twelve apostles.~Angry_Citizen
Don't you know that discussion of power selection/slotting can ONLY be based on hearsay, rumor, idle speculation, and bald-faced lies??!? ~Elf_Sniper
I actually have a emp with these very powers, was the second toon I made up years ago and my first 50.
*I love Kinetic Crash IOs as a set but you really should slot one of your attach powers with a straight damage IO set. Knock back is all great fun, but you don't want it so often that even you get sick of the KB. And I think having Power Bolt, Power Blast, Power Burst, and Explosive Blast slotted with KB recipes is a tad too much. |
*Fortitude - Red Fortune is a bad choice in my mind since most folks you be teaming with at higher levels will already be soft-cap in defense. And be sure, you can keep at least half the members of your full team Fort-ed. |
*Stamina - Think you're over-slotted there... max I would do is three, cus after all you got a fast recharge on your auras. |
*Adrenalin Boost - Doctored Wounds is so wrong for that power! If any power needs to be slotted for the receiver, its this one. Slot it for the damage dealer on your team, not for some set minor bonus. |
*Power Build Up- Are you using this to increase your heals/buffs, or your attacks... cus if its the first, don't think you need five Gaussian's Synch. |
*Temp Invulnerability - Two words, soft cap.... |
I was playing around with your build in Mids, and wonder if something closer to this might be suitable....
Hero Plan by Mids' Hero Designer 1.803
http://www.cohplanner.com/
Click this DataLink to open the build!
True Empathy: Level 50 Natural Defender
Primary Power Set: Empathy
Secondary Power Set: Energy Blast
Power Pool: Teleportation
Power Pool: Fitness
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Power Mastery
Hero Profile:
Level 1: Heal Other -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(5), Dct'dW-Heal/Rchg(7), Dct'dW-Heal/EndRdx/Rchg(15), Dct'dW-Heal(33)
Level 1: Power Bolt -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Dmg/Rchg(11), Decim-Acc/EndRdx/Rchg(21), Decim-Acc/Dmg/Rchg(34)
Level 2: Power Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Dmg/Rchg(9), Decim-Acc/EndRdx/Rchg(17), Decim-Acc/Dmg/Rchg(25)
Level 4: Energy Torrent -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(5), Posi-Dmg/Rchg(7), Posi-Dmg/Rng(15), Posi-Dam%(19), FrcFbk-Rechg%(21)
Level 6: Recall Friend -- EndRdx-I(A)
Level 8: Resurrect -- RechRdx-I(A), RechRdx-I(9)
Level 10: Power Burst -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(11), Decim-Dmg/Rchg(13), Decim-Acc/EndRdx/Rchg(17), Decim-Acc/Dmg/Rchg(23)
Level 12: Fortitude -- LkGmblr-Rchg+(A), Ksmt-Def/EndRdx(13), Ksmt-Def/Rchg(39), Ksmt-EndRdx/Rchg(39), Ksmt-Def/EndRdx/Rchg(40), Ksmt-ToHit+(42)
Level 14: Clear Mind -- EndRdx-I(A)
Level 16: Swift -- Run-I(A)
Level 18: Recovery Aura -- RechRdx-I(A), RechRdx-I(19), RechRdx-I(37)
Level 20: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(48)
Level 22: Stamina -- P'Shift-End%(A), EndMod-I(23)
Level 24: Sniper Blast -- Mantic-Acc/Dmg(A), Mantic-Dmg/EndRdx(25), Mantic-Acc/ActRdx/Rng(39), Mantic-Dmg/ActRdx/Rchg(40), Mantic-Dam%(40)
Level 26: Regeneration Aura -- Dct'dW-Heal(A), Dct'dW-EndRdx/Rchg(27), Dct'dW-Heal/Rchg(27), Dct'dW-Heal/EndRdx/Rchg(29), Dct'dW-Rchg(31)
Level 28: Hasten -- RechRdx-I(A), RechRdx-I(29), RechRdx-I(43), RechRdx-I(43), RechRdx-I(46), RechRdx-I(50)
Level 30: Teleport -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(31), Zephyr-ResKB(31)
Level 32: Adrenalin Boost -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(33), Efficacy-EndMod/Acc/Rchg(34), Efficacy-Acc/Rchg(37), Efficacy-EndMod/Acc(42), Efficacy-EndMod/EndRdx(43)
Level 35: Explosive Blast -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(36), Posi-Dmg/Rchg(36), Posi-Acc/Dmg/EndRdx(36), Posi-Dam%(37)
Level 38: Assault -- EndRdx-I(A)
Level 41: Power Build Up -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(42), AdjTgt-ToHit/EndRdx/Rchg(45), AdjTgt-EndRdx/Rchg(48), AdjTgt-ToHit/EndRdx(50)
Level 44: Temp Invulnerability -- ImpSkn-ResDam/EndRdx(A), ImpSkn-ResDam/Rchg(45), ImpSkn-EndRdx/Rchg(45), ImpSkn-ResDam/EndRdx/Rchg(46), ImpSkn-Status(46), S'fstPrt-ResDam/Def+(50)
Level 47: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(48)
Level 49: Vengeance -- LkGmblr-Rchg+(A)
------------
Level 1: Brawl -- C'ngImp-Acc/Dmg(A)
Level 1: Sprint -- Clrty-Stlth(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Vigilance
Level 4: Ninja Run
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Interesting.
I'd be concerned about your ability to hit stuff during Aim and PBU downtimes, but that depends greatly on what you are fighting and tolerance for missing. You can hit +2's assuming no further buff or debuffs, but +4's are going to be a whiff fest. Squeezing Tactics in (maybe Aim out) would eliminate this issue. No nice damage buff if Aim is gone ... but that's already at odds with the focus away from damage enhancement of the blasts. You could 5 slot Decimations (+/- an Explosive Strike proc or more damage enhancement in the 6th) and lose virtually nothing in terms of recharge.
Unless you are counting on teammates for more +defense ... +11% or so might be better than none, but at what cost elsewhere. Ditto for adding +max health for the Teleport sets, better than nothing but it lacks enough focus to really do the job as a reliable survival addition. Better off using the slots elsewhere and grabbing the Accolades (200 or so vs 80 more health). Your mitigation here depends far more on your regen (from Regen Aura) and, in your case, the kb of your powers. I think you either need to focus more on one of these aspects (max health or +defense) or not worry about it at all.
Adrenaline Boost - Doctored Wounds 5 slots is fine (and what I would usually go for) but I would also add a 6th slot and add a Endmod/Rech IO. That will max the recharge and provide greater than +1000 recovery needed to counter the -recovery (not the -end) of a Nuke. In theory you'll do the same if both Recovery Aura and AB are buffing the same ally. But RA isn't perma (and can not be) and has to be in effect at the same time as AB. Slotting the Endmod/Rech means you needn't worry about this, the AB will do it on it own.
Think there's some confusion ... 5 slotting Performance Shifter does not increase global recharge, there is no set bonus for global recharge in Performance Shifter. 6 slotted Efficacy Adaptor carries the +5% recharge set bonus, but you are already at the rule of 5 limit here.
I think your position over Healing Aura is a bit incorrect. Yes I will agree that it does have a slower recharge and less healing. However, it is a PBAoE heal that not only hits you but those around you. Depending on the people around you that cumulative is greater then either of your heals allowing you to heal a wider amount at once. In addition, using it to keep players topped off and help will keep you from having to spam the heal buttons. Yes, with the current set up you have you could probably keep a tank from face planting with ease. However, having HA allows you to actually mix it up and get into melee range when needed to support more then one character at a time. Not to mention since your already taking PBU your HA can become a beastly heal for all those standing around you.
Again, your experience in city may or may not be different and I certainly understand the need to play a style that fits who you are. However having said that I still have to wonder if you have actually tried using HA or just looked in mids, saw a lower number, and played dump the chump with it.
I will agree with Doom when he said it was an interesting build. Also, I personally use Doctored Wounds as well. Have you ever seen a fire/kin with capped regen? That mondocool can be truly epic. Heck, anyone with soft capped defense and AB is almost invisible to your radar because when they do take damage they are back to full in no time flat. Just putting that one out there. Also, the Endmod/Recharge from either Performance shifter or Efficacy Adapter will push AB over the nuke level easily. If you added the extra slot it would be and even more epic power, if not then its nothing really to worry about cause in my personal opinion you have doctored wound in there and its a fantastic set for the power.
Now, the one spot I sorta do and don't agree with doom on is the +Def/+HP argument. I agree that you need to focus on one or the other but I find that your going to get a lot more mileage out of the +Def then +HP. Now having said that, 10% def is alot better then having no Def and if I could keep my utility and fit in the S/L Shield from scorpion I would. However, I more partial to having a quick hold in dominate and my +psi res/KB res atm.
Anyhow, I hope you find the advice your looking for. I am even tempted to throw together a build to post here. Good hunting to you
Dreaded Wail hits things freakin' hard.. i like to hit things freakin' hard... so.. id go Wail... SAVE THE WAILS!!!! - Solar_Lunata
*snip*
Now, the one spot I sorta do and don't agree with doom on is the +Def/+HP argument. I agree that you need to focus on one or the other but I find that your going to get a lot more mileage out of the +Def then +HP. Now having said that, 10% def is alot better then having no Def and if I could keep my utility and fit in the S/L Shield from scorpion I would. However, I more partial to having a quick hold in dominate and my +psi res/KB res atm. |
No doom, now that I re-read it you and me were on the same page. I apologize, it was a bit late for me. As for the recharge vs. defense. I agree, if your on a team more often then not then bolter your recharge for the greatest return on your powers.
Dreaded Wail hits things freakin' hard.. i like to hit things freakin' hard... so.. id go Wail... SAVE THE WAILS!!!! - Solar_Lunata
Almost perma-hasten. Fort recharges in 18 seconds. AB perma'd.
Hero Plan by Mids' Hero Designer 1.803
http://www.cohplanner.com/
Click this DataLink to open the build!
True Empathy: Level 50 Natural Defender
Primary Power Set: Empathy
Secondary Power Set: Energy Blast
Power Pool: Teleportation
Power Pool: Fitness
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Power Mastery
Hero Profile:
Level 1: Heal Other
- (A) Doctored Wounds - Heal/Endurance: Level 50
- (5) Doctored Wounds - Endurance/Recharge: Level 50
- (7) Doctored Wounds - Heal/Recharge: Level 50
- (15) Doctored Wounds - Heal/Endurance/Recharge: Level 50
- (33) Doctored Wounds - Heal: Level 50
Level 1: Power Bolt- (A) Kinetic Crash - Damage/Knockback: Level 50
- (3) Kinetic Crash - Accuracy/Knockback: Level 50
- (11) Kinetic Crash - Recharge/Knockback: Level 50
- (21) Kinetic Crash - Recharge/Endurance: Level 50
- (34) Kinetic Crash - Damage/Endurance/Knockback: Level 50
- (40) Kinetic Crash - Accuracy/Damage/Knockback: Level 50
Level 2: Power Blast- (A) Kinetic Crash - Damage/Knockback: Level 50
- (3) Kinetic Crash - Accuracy/Knockback: Level 50
- (9) Kinetic Crash - Recharge/Knockback: Level 50
- (17) Kinetic Crash - Recharge/Endurance: Level 50
- (25) Kinetic Crash - Damage/Endurance/Knockback: Level 50
- (42) Kinetic Crash - Accuracy/Damage/Knockback: Level 50
Level 4: Absorb Pain- (A) Doctored Wounds - Heal/Endurance: Level 50
- (5) Doctored Wounds - Endurance/Recharge: Level 50
- (7) Doctored Wounds - Heal/Recharge: Level 50
- (15) Doctored Wounds - Heal/Endurance/Recharge: Level 50
- (33) Doctored Wounds - Heal: Level 50
Level 6: Recall Friend- (A) Jaunt - Range: Level 50
- (37) Jaunt - Endurance: Level 50
- (39) Jaunt - Endurance/Range: Level 50
Level 8: Resurrect- (A) Recharge Reduction IO: Level 50
- (9) Recharge Reduction IO: Level 50
Level 10: Power Burst- (A) Kinetic Crash - Damage/Knockback: Level 50
- (11) Kinetic Crash - Accuracy/Knockback: Level 50
- (13) Kinetic Crash - Recharge/Knockback: Level 50
- (17) Kinetic Crash - Recharge/Endurance: Level 50
- (23) Kinetic Crash - Damage/Endurance/Knockback: Level 50
- (42) Kinetic Crash - Accuracy/Damage/Knockback: Level 50
Level 12: Fortitude- (A) Luck of the Gambler - Recharge Speed: Level 50
- (13) Red Fortune - Defense/Endurance: Level 50
- (39) Red Fortune - Defense: Level 50
- (45) Red Fortune - Defense/Recharge: Level 50
- (48) Red Fortune - Endurance/Recharge: Level 50
- (50) Red Fortune - Defense/Endurance/Recharge: Level 50
Level 14: Clear Mind- (A) Endurance Reduction IO: Level 50
Level 16: Swift- (A) Run Speed IO: Level 50
Level 18: Recovery Aura- (A) Performance Shifter - EndMod: Level 50
- (19) Performance Shifter - EndMod/Recharge: Level 50
- (19) Performance Shifter - EndMod/Accuracy/Recharge: Level 50
- (21) Performance Shifter - EndMod/Accuracy: Level 50
- (34) Performance Shifter - Chance for +End: Level 50
Level 20: Health- (A) Numina's Convalescence - +Regeneration/+Recovery: Level 50
- (48) Miracle - +Recovery: Level 40
Level 22: Stamina- (A) Performance Shifter - EndMod: Level 50
- (23) Performance Shifter - EndMod/Recharge: Level 50
- (39) Performance Shifter - EndMod/Accuracy/Recharge: Level 50
- (40) Performance Shifter - EndMod/Accuracy: Level 50
- (40) Performance Shifter - Chance for +End: Level 50
Level 24: Aim- (A) Recharge Reduction IO: Level 50
- (25) Recharge Reduction IO: Level 50
Level 26: Regeneration Aura- (A) Doctored Wounds - Heal: Level 50
- (27) Doctored Wounds - Endurance/Recharge: Level 50
- (27) Doctored Wounds - Heal/Recharge: Level 50
- (29) Doctored Wounds - Heal/Endurance/Recharge: Level 50
- (31) Doctored Wounds - Recharge: Level 50
Level 28: Hasten- (A) Recharge Reduction IO: Level 50
- (29) Recharge Reduction IO: Level 50
- (43) Recharge Reduction IO: Level 50
Level 30: Teleport- (A) Time & Space Manipulation - Endurance: Level 50
- (31) Time & Space Manipulation - Range: Level 50
- (31) Time & Space Manipulation - +Stealth: Level 50
Level 32: Adrenalin Boost- (A) Doctored Wounds - Heal/Endurance: Level 50
- (33) Doctored Wounds - Endurance/Recharge: Level 50
- (34) Doctored Wounds - Heal/Recharge: Level 50
- (37) Doctored Wounds - Heal/Endurance/Recharge: Level 50
- (43) Doctored Wounds - Recharge: Level 50
Level 35: Explosive Blast- (A) Kinetic Crash - Damage/Knockback: Level 50
- (36) Kinetic Crash - Accuracy/Knockback: Level 50
- (36) Kinetic Crash - Recharge/Knockback: Level 50
- (36) Kinetic Crash - Recharge/Endurance: Level 50
- (37) Kinetic Crash - Damage/Endurance/Knockback: Level 50
- (43) Kinetic Crash - Accuracy/Damage/Knockback: Level 50
Level 38: Assault- (A) Endurance Reduction IO: Level 50
Level 41: Power Build Up- (A) Gaussian's Synchronized Fire-Control - To Hit Buff: Level 50
- (42) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge: Level 50
- (45) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance: Level 50
- (46) Gaussian's Synchronized Fire-Control - Recharge/Endurance: Level 50
- (46) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance: Level 50
- (50) Gaussian's Synchronized Fire-Control - Chance for Build Up: Level 50
Level 44: Temp Invulnerability- (A) Reactive Armor - Resistance/Endurance: Level 30
- (45) Reactive Armor - Resistance/Recharge: Level 30
- (46) Reactive Armor - Resistance: Level 30
- (50) Steadfast Protection - Resistance/+Def 3%: Level 30
Level 47: Maneuvers- (A) Luck of the Gambler - Recharge Speed: Level 50
- (48) Luck of the Gambler - Defense/Endurance: Level 50
Level 49: Vengeance- (A) Luck of the Gambler - Recharge Speed: Level 50
------------Level 1: Brawl
- (A) Crushing Impact - Accuracy/Damage: Level 50
Level 1: Sprint- (A) Run Speed IO: Level 50
Level 2: Rest- (A) Recharge Reduction IO: Level 50
Level 1: VigilanceLevel 4: Ninja Run
------------
Set Bonus Totals:
- 9.5% DamageBuff(Smashing)
- 9.5% DamageBuff(Lethal)
- 9.5% DamageBuff(Fire)
- 9.5% DamageBuff(Cold)
- 9.5% DamageBuff(Energy)
- 9.5% DamageBuff(Negative)
- 9.5% DamageBuff(Toxic)
- 9.5% DamageBuff(Psionic)
- 4.25% Defense(Smashing)
- 4.25% Defense(Lethal)
- 4.25% Defense(Fire)
- 4.25% Defense(Cold)
- 5.5% Defense(Energy)
- 5.5% Defense(Negative)
- 3% Defense(Psionic)
- 5.5% Defense(Melee)
- 6.13% Defense(Ranged)
- 5.5% Defense(AoE)
- 16% Enhancement(Heal)
- 77.5% Enhancement(RechargeTime)
- 15% FlySpeed
- 80.1 HP (7.88%) HitPoints
- 15% JumpHeight
- 15% JumpSpeed
- Knockback (Mag -12)
- Knockup (Mag -12)
- MezResist(Immobilize) 3.3%
- MezResist(Terrorized) 8.8%
- 7.5% (0.13 End/sec) Recovery
- 46% (1.95 HP/sec) Regeneration
- 10% Resistance(Smashing)
- 6.3% Resistance(Fire)
- 6.3% Resistance(Cold)
- 27% RunSpeed
------------Set Bonuses:
Doctored Wounds
(Heal Other)
- MezResist(Terrorized) 2.2%
- 1.26% Resistance(Fire,Cold)
- 4% Enhancement(Heal)
- 5% Enhancement(RechargeTime)
Kinetic Crash(Power Bolt)
- 3% RunSpeed
- 2.5% Resistance(Smashing)
- Knockback Protection (Mag -3)
- 6% (0.25 HP/sec) Regeneration
- 7.5% Enhancement(RechargeTime)
Kinetic Crash(Power Blast)
- 3% RunSpeed
- 2.5% Resistance(Smashing)
- Knockback Protection (Mag -3)
- 6% (0.25 HP/sec) Regeneration
- 7.5% Enhancement(RechargeTime)
Doctored Wounds(Absorb Pain)
- MezResist(Terrorized) 2.2%
- 1.26% Resistance(Fire,Cold)
- 4% Enhancement(Heal)
- 5% Enhancement(RechargeTime)
Jaunt(Recall Friend)
- 4% (0.17 HP/sec) Regeneration
- 7.63 HP (0.75%) HitPoints
Kinetic Crash(Power Burst)
- 3% RunSpeed
- 2.5% Resistance(Smashing)
- Knockback Protection (Mag -3)
- 6% (0.25 HP/sec) Regeneration
- 7.5% Enhancement(RechargeTime)
Luck of the Gambler(Fortitude)
- 7.5% Enhancement(RechargeTime)
Red Fortune(Fortitude)
- MezResist(Immobilize) 2.2%
- 1.26% Resistance(Fire,Cold)
- 2% DamageBuff(All)
- 5% Enhancement(RechargeTime)
Performance Shifter(Recovery Aura)
- 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
- 19.1 HP (1.88%) HitPoints
- 2.5% (0.04 End/sec) Recovery
- 2.5% DamageBuff(All)
Performance Shifter(Stamina)
- 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
- 19.1 HP (1.88%) HitPoints
- 2.5% (0.04 End/sec) Recovery
- 2.5% DamageBuff(All)
Doctored Wounds(Regeneration Aura)
- MezResist(Terrorized) 2.2%
- 1.26% Resistance(Fire,Cold)
- 4% Enhancement(Heal)
- 5% Enhancement(RechargeTime)
Time & Space Manipulation(Teleport)
- 8% (0.34 HP/sec) Regeneration
- 15.3 HP (1.5%) HitPoints
Doctored Wounds(Adrenalin Boost)
- MezResist(Terrorized) 2.2%
- 1.26% Resistance(Fire,Cold)
- 4% Enhancement(Heal)
- 5% Enhancement(RechargeTime)
Kinetic Crash(Explosive Blast)
- 3% RunSpeed
- 2.5% Resistance(Smashing)
- Knockback Protection (Mag -3)
- 6% (0.25 HP/sec) Regeneration
- 7.5% Enhancement(RechargeTime)
Gaussian's Synchronized Fire-Control(Power Build Up)
- 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
- 19.1 HP (1.88%) HitPoints
- 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)
Reactive Armor(Temp Invulnerability)
- MezResist(Immobilize) 1.1%
- 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
Steadfast Protection(Temp Invulnerability)
- 3% Defense(All)
Luck of the Gambler(Maneuvers)
- 10% (0.42 HP/sec) Regeneration
- 7.5% Enhancement(RechargeTime)
Luck of the Gambler(Vengeance)