Dm/invul!
I have altered it a bit and moved some slots around for more rech but i still think i need some more but that isnt going to be possible unless i want to loose some def =/
Im not good at making brute/tank/scrapper/stalker builds lol
Villain Plan by Mids' Villain Designer 1.803
http://www.cohplanner.com/
Level 50 Magic Brute
Primary Power Set: Dark Melee
Secondary Power Set: Invulnerability
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Energy Mastery
Villain Profile:
------------
Level 1: Smite
(A) Kinetic Combat - Accuracy/Damage
(3) Kinetic Combat - Damage/Endurance
(3) Kinetic Combat - Damage/Recharge
(5) Kinetic Combat - Damage/Endurance/Recharge
(5) Pounding Slugfest - Damage/Endurance
(7) Pounding Slugfest - Accuracy/Damage
Level 1: Resist Physical Damage
(A) Reactive Armor - Resistance/Endurance
(7) Reactive Armor - Resistance/Recharge
(9) Reactive Armor - Resistance/Endurance/Recharge
(9) Reactive Armor - Resistance
Level 2: Temp Invulnerability
(A) Reactive Armor - Resistance/Endurance
(11) Reactive Armor - Resistance/Recharge
(11) Reactive Armor - Resistance/Endurance/Recharge
(13) Reactive Armor - Resistance
Level 4: Dull Pain
(A) Doctored Wounds - Heal
(13) Doctored Wounds - Heal/Endurance
(15) Doctored Wounds - Recharge
(15) Doctored Wounds - Heal/Recharge
(17) Doctored Wounds - Heal/Endurance/Recharge
Level 6: Shadow Maul
(A) Eradication - Accuracy/Damage/Endurance/Recharge
(17) Eradication - Accuracy/Damage/Recharge
(19) Eradication - Damage/Recharge
(19) Eradication - Damage
(21) Scirocco's Dervish - Accuracy/Damage
(21) Scirocco's Dervish - Accuracy/Recharge
Level 8: Siphon Life
(A) Numina's Convalescence - Heal/Endurance
(23) Numina's Convalescence - Heal
(23) Doctored Wounds - Heal
(25) Crushing Impact - Accuracy/Damage
(25) Crushing Impact - Accuracy/Damage/Recharge
(27) Crushing Impact - Accuracy/Damage/Endurance
Level 10: Resist Elements
(A) Resist Damage IO
Level 12: Combat Jumping
(A) Luck of the Gambler - Recharge Speed
(29) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
(29) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
Level 14: Super Jump
(A) Springfoot - Endurance/Jumping
Level 16: Unyielding
(A) Reactive Armor - Resistance/Endurance
(31) Reactive Armor - Resistance/Recharge
(31) Reactive Armor - Resistance/Endurance/Recharge
(31) Reactive Armor - Resistance
Level 18: Dark Consumption
(A) Efficacy Adaptor - EndMod/Recharge
(33) Efficacy Adaptor - EndMod/Accuracy/Recharge
(33) Efficacy Adaptor - Accuracy/Recharge
(33) Efficacy Adaptor - EndMod/Accuracy
(48) Efficacy Adaptor - EndMod
(50) Efficacy Adaptor - EndMod/Endurance
Level 20: Resist Energies
(A) Resist Damage IO
Level 22: Boxing
(A) Empty
Level 24: Tough
(A) Reactive Armor - Resistance/Endurance
(34) Reactive Armor - Resistance/Recharge
(34) Reactive Armor - Resistance/Endurance/Recharge
(36) Reactive Armor - Resistance
Level 26: Soul Drain
(A) Obliteration - Damage
(36) Obliteration - Accuracy/Recharge
(36) Obliteration - Damage/Recharge
(37) Obliteration - Accuracy/Damage/Recharge
(37) Obliteration - Accuracy/Damage/Endurance/Recharge
(37) Obliteration - Chance for Smashing Damage
Level 28: Weave
(A) Luck of the Gambler - Recharge Speed
(34) Red Fortune - Defense
(39) Red Fortune - Defense/Endurance
(39) Red Fortune - Defense/Recharge
(39) Red Fortune - Endurance
(48) Red Fortune - Defense/Endurance/Recharge
Level 30: Invincibility
(A) Luck of the Gambler - Recharge Speed
(40) Luck of the Gambler - Defense
(40) Luck of the Gambler - Defense/Endurance
(40) Luck of the Gambler - Defense/Endurance/Recharge
Level 32: Midnight Grasp
(A) Kinetic Combat - Accuracy/Damage
(42) Kinetic Combat - Damage/Endurance
(42) Kinetic Combat - Damage/Recharge
(42) Kinetic Combat - Damage/Endurance/Recharge
(43) Mako's Bite - Accuracy/Damage
(43) Mako's Bite - Accuracy/Endurance/Recharge
Level 35: Tough Hide
(A) Luck of the Gambler - Recharge Speed
(43) Luck of the Gambler - Defense
(45) Luck of the Gambler - Defense/Endurance
(45) Luck of the Gambler - Defense/Endurance/Recharge
Level 38: Unstoppable
(A) Impervium Armor - Resistance/Recharge
(45) Impervium Armor - Endurance/Recharge
Level 41: Hasten
(A) Recharge Reduction IO
(46) Recharge Reduction IO
(48) Recharge Reduction IO
Level 44: Superior Conditioning
(A) Endurance Modification IO
Level 47: Physical Perfection
(A) Endurance Modification IO
Level 49: Maneuvers
(A) Luck of the Gambler - Recharge Speed
------------
Level 1: Brawl
(A) Empty
(27) Empty
(46) Empty
(46) Empty
Level 1: Sprint
(A) Empty
(50) Empty
(50) Empty
Level 2: Rest
(A) Empty
Level 1: Fury
Level 4: Ninja Run
| Copy & Paste this data into Mids' Hero Designer to view the build |
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I know this is a scrapper build but it is my plan for i19, softcapped in all positions with one application of Invincibility and 70% S/L defense.
To get this I have forgone some damage output but I wanted a survivable scrapper without having to do the brute fury chasing.
This is a very spendy build but maybe it will help and if anyone wants to improve it for me feel free *hint hint*
Oops forgot the build
Hero Plan by Mids' Hero Designer 1.803
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Scrapper
Primary Power Set: Dark Melee
Secondary Power Set: Invulnerability
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Leadership
Power Pool: Speed
Hero Profile:
Level 1: Smite -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(5), KntkC'bat-Dmg/Rchg(5), KntkC'bat-Dmg/EndRdx/Rchg(7), C'ngImp-Acc/Dmg(13)
Level 1: Resist Physical Damage -- RctvArm-ResDam/Rchg(A), RctvArm-ResDam(11), RctvArm-ResDam/EndRdx(17), RctvArm-ResDam/EndRdx/Rchg(17), RctvArm-EndRdx(19)
Level 2: Temp Invulnerability -- Aegis-ResDam/Rchg(A), Aegis-ResDam(7), Aegis-ResDam/EndRdx(9), Aegis-ResDam/EndRdx/Rchg(15), Aegis-Psi/Status(34)
Level 4: Shadow Maul -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Acc/Rchg(19), Erad-Acc/Dmg/Rchg(21), C'ngBlow-Acc/Dmg(21), C'ngBlow-Dmg/Rchg(31), C'ngBlow-Acc/Rchg(34)
Level 6: Dull Pain -- Dct'dW-Heal/Rchg(A), Numna-Heal/Rchg(46), Mrcl-Heal/Rchg(46), RgnTis-Heal/Rchg(50)
Level 8: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(9), LkGmblr-Def/EndRdx(11), LkGmblr-Def/EndRdx/Rchg(40)
Level 10: Resist Elements -- S'fstPrt-ResDam/Def+(A)
Level 12: Siphon Life -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(13), KntkC'bat-Dmg/Rchg(15), KntkC'bat-Dmg/EndRdx/Rchg(40), Hectmb-Acc/Rchg(43), Hectmb-Acc/Dmg/Rchg(48)
Level 14: Super Jump -- Winter-ResSlow(A)
Level 16: Unyielding -- Aegis-ResDam(A), Aegis-ResDam/Rchg(23), Aegis-ResDam/EndRdx/Rchg(27), Aegis-ResDam/EndRdx(31), Aegis-EndRdx/Rchg(34)
Level 18: Dark Consumption -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Acc/Rchg(42), Erad-Acc/Dmg/Rchg(43)
Level 20: Boxing -- Empty(A)
Level 22: Tough -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(23), Aegis-ResDam/EndRdx/Rchg(40)
Level 24: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(25), LkGmblr-Def/EndRdx(25), LkGmblr-Def/EndRdx/Rchg(27)
Level 26: Resist Energies -- GA-3defTpProc(A)
Level 28: Invincibility -- LkGmblr-Rchg+(A), LkGmblr-Def(29), LkGmblr-Def/EndRdx(29), LkGmblr-Def/EndRdx/Rchg(31)
Level 30: Soul Drain -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Acc/Rchg(37), Erad-Acc/Dmg/Rchg(37), RechRdx-I(37)
Level 32: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(33), LkGmblr-Def/EndRdx(33), LkGmblr-Def/EndRdx/Rchg(33)
Level 35: Tough Hide -- LkGmblr-Rchg+(A), LkGmblr-Def(36), LkGmblr-Def/EndRdx(36), LkGmblr-Def/EndRdx/Rchg(36)
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), GravAnch-Acc/Immob/Rchg(43), GravAnch-Acc/Rchg(48)
Level 41: Touch of Fear -- N'mare-Acc/Fear/Rchg(A), N'mare-Acc/Rchg(42), N'mare-Fear/Rng(42)
Level 44: Shadow Punch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(45), KntkC'bat-Dmg/Rchg(45), KntkC'bat-Dmg/EndRdx/Rchg(45), Hectmb-Dam%(46), Hectmb-Dmg(50)
Level 47: Hasten -- RechRdx-I(A), RechRdx-I(48), RechRdx-I(50)
Level 49: Tactics -- EndRdx-I(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit
Level 4: Ninja Run
Level 1: Swift -- Empty(A)
Level 1: Hurdle -- Empty(A)
Level 1: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(3)
Level 1: Stamina -- EndMod-I(A), EndMod-I(3)
My main is a dark/Invul. The only thing currently giving me any trouble are the Ascended police in the Mayhem missions (cops who look like HP Lovecraftian Cthulu squid creatures, or as we know them in the cities Heroic Peacebringers and Warshades). The debuff the crap outta my Defenses, down to seriously stupid negative numbers. Invul is supposed to have some def debuff resistance, but they cut through it like paper. Having said that, the build still kills them. But it is one of the few times I even notice my green bar waver against non AV/Hero level stuff.
My point being is that Dark/Invul is such a strong pairing you normally do not need to build for def cap, and against the only thing giving me problems in normal play it might not even work.
I would be interested to know if anyone else has had similar play experiences.
The problem lies in your build blue, you have very little defense to go off of, so when things start debuffing it, you face cascading failure much quicker. If someone builds for softcapped defense, then the 50% def debuff resistance from invuln is enough to keep them there with very little work (get debuffed down to 33%? pop a small purple, back at the soft cap)
While dark melee offers ALOT of -tohit, you gotta be in melee range for most of it, so with things with ranged -def (pretty much anyone with a machine gun, or those darn peacebringer PPDs) can really put the hurt on you if your not careful.
First thing, you absolutely need to socket a Steadfast Protection 3% defense to all. It's cheap for what it does.
Secondly, I would personally do something more like this with that build, where Smashing/Lethal defense is over the soft cap with one foe in range of Invincibility. You will be much tougher by soft capping SM/L rather than chasing other goals.
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The problem lies in your build blue, you have very little defense to go off of, so when things start debuffing it, you face cascading failure much quicker. If someone builds for softcapped defense, then the 50% def debuff resistance from invuln is enough to keep them there with very little work (get debuffed down to 33%? pop a small purple, back at the soft cap)
|
Anyways, I always survive the encounters, but I do have to start using Siphon Life, and rarely but sometimes pop Dull Pain. (Please no more comments about my attack chain, I have fun)
Hmm, I will do some testing for exact numbers tonight. I think, in truth, that I sit at about 15-22% Def (I run CJ and weave) I don't have that number memorized thopugh. I know these guys always put my Def in the negatives, regularly in the double digits. (Does this actually give them a plus to hit me, or is anything after 0% overkill?) Because if I had 45% they would be bringing me near 0%. I am fighting a lot of them. I was running the bank mish at +0/x8 for police kills for badge. So it is probably just the sheer number of the squidly twits that gets me. Does anybody else see a problem with HP Lovecraft Cthulhu horrors being heroes? Just me?
Anyways, I always survive the encounters, but I do have to start using Siphon Life, and rarely but sometimes pop Dull Pain. (Please no more comments about my attack chain, I have fun) |
for reference, a soft capped invuln would need about 90% -def, or about 18 hits to floor.
As for the 'Does having -def values make it easier for them to hit me?' question, the short answer is yes, to a point. that point is until their total 'tohit value' hits 95%. once it hits that point, they can't hit you anymore often then you could hit them at 95% chance to hit.
Think of -def as +tohit, and it'll be much easier to account for.
(pro tip, if they debuff your defense, but you debuff their tohit, your basically canceling out their debuffs (or rather, they are canceling out your debuffs) up until to the point where one value is greater then the other)
Villain Plan by Mids' Villain Designer 1.81
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Brute
Primary Power Set: Dark Melee
Secondary Power Set: Invulnerability
Power Pool: Speed
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Energy Mastery
Villain Profile:
Level 1: Smite -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(3), KntkC'bat-Dmg/EndRdx/Rchg(5), Mako-Acc/Dmg/EndRdx/Rchg(5), Hectmb-Dam%(42)
Level 1: Resist Physical Damage -- S'fstPrt-ResDam/Def+(A)
Level 2: Shadow Maul -- Armgdn-Dmg(A), Armgdn-Dmg/Rchg(7), Armgdn-Acc/Dmg/Rchg(7), Armgdn-Acc/Rchg(9), Armgdn-Dmg/EndRdx(9)
Level 4: Dull Pain -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal(11), Dct'dW-Rchg(11), Dct'dW-Heal/Rchg(13), Dct'dW-Heal/EndRdx/Rchg(13)
Level 6: Hasten -- RechRdx-I(A), RechRdx-I(15), RechRdx-I(15)
Level 8: Siphon Life -- HO:Golgi(A), HO:Golgi(17), HO:Golgi(17), HO:Nucle(19), HO:Nucle(19), HO:Nucle(21)
Level 10: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(42)
Level 12: Temp Invulnerability -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(21), RctvArm-EndRdx(23), RctvArm-ResDam/EndRdx/Rchg(23)
Level 14: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(43), KntkC'bat-Dmg/Rchg(43), KntkC'bat-Dmg/EndRdx/Rchg(46)
Level 16: Unyielding -- RctvArm-ResDam(A), RctvArm-EndRdx(29), RctvArm-ResDam/EndRdx(31), RctvArm-ResDam/EndRdx/Rchg(31)
Level 18: Dark Consumption -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Acc/Rchg(31), Erad-Acc/Dmg/Rchg(34), Efficacy-EndMod/Acc/Rchg(36), Efficacy-EndMod(50), Efficacy-EndMod/Rchg(50)
Level 20: Tough -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(36), Aegis-ResDam/EndRdx/Rchg(36)
Level 22: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(37), HO:Enzym(37)
Level 24: Taunt -- Mocking-Taunt(A), Mocking-Taunt/Rchg(25), Mocking-Taunt/Rchg/Rng(25), Mocking-Acc/Rchg(27), Mocking-Taunt/Rng(27), Mocking-Rchg(29)
Level 26: Soul Drain -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Acc/Rchg(37), Erad-Acc/Dmg/Rchg(39), C'ngBlow-Acc/Rchg(39), AdjTgt-EndRdx/Rchg(39), GSFC-Rchg/EndRdx(42)
Level 28: Invincibility -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(40), HO:Enzym(40)
Level 30: Maneuvers -- LkGmblr-Rchg+(A), HO:Enzym(43)
Level 32: Midnight Grasp -- Hectmb-Dmg/Rchg(A), Hectmb-Acc/Dmg/Rchg(33), Hectmb-Acc/Rchg(33), Hectmb-Dmg/EndRdx(33), Hectmb-Dmg(34), DarkWD-Rchg/EndRdx(34)
Level 35: Tough Hide -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(40), LkGmblr-Def(48)
Level 38: Resist Energies -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(48), RctvArm-ResDam/Rchg(48)
Level 41: Superior Conditioning -- EndMod-I(A)
Level 44: Physical Perfection -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(45), P'Shift-End%(45), P'Shift-EndMod/Acc(45), P'Shift-EndMod(46), P'Shift-EndMod/Rchg(46)
Level 47: Resist Elements -- GA-3defTpProc(A)
Level 49: Tactics -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Fury
Level 4: Ninja Run
Level 1: Swift -- Empty(A)
Level 1: Hurdle -- Empty(A)
Level 1: Health -- Empty(A)
Level 1: Stamina -- Empty(A)
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As for the 'Does having -def values make it easier for them to hit me?' question, the short answer is yes, to a point. that point is until their total 'tohit value' hits 95%. once it hits that point, they can't hit you anymore often then you could hit them at 95% chance to hit.
Think of -def as +tohit, and it'll be much easier to account for. (pro tip, if they debuff your defense, but you debuff their tohit, your basically canceling out their debuffs (or rather, they are canceling out your debuffs) up until to the point where one value is greater then the other) |
I was pretty sure their pushing my Def neg increased their to hit, since that seems to be thematic to the game and the way Hami Enhancers logic work too. Thanks for clarifying.
But seriously, with this many squidlies, the only help you got is Siphon Life and killing them. Which thankfully I do pretty fast. Also, My Soul mastery Dark Obliteration does cut some of their to hit back. But yeah, killing them seems the best mitigation I got, while healing a lot (My Siphon life pops up so I can spam it, and it is set to heal max enhanced, so even just spamming this keeps me in the fight)
Those of you that know me know my build is not standard. But even with regular build tactics I am not sure going after smashing/lethal defense is the answer in fighting these guys, no matter how singleminded you were about it. You are merely playing into their fight. They are The Paragaon Police Ascended, and use a ranged energy attack that debuffs defense. Almost always around are their buddies the Paragon Psi division. So, you got no defense, little energy resistance, no psi resistance Good news: We are talking about Dark/Invul. Start spamming Siphon Life, and lean on Dull pain if it seems grim. Now would be a great time to pop an orange if you got it too.
However, in general, softcapping Defense for Invul works miracles (just not against tons of debuffers). In other news, do not try to tank Psi damage dealers for a 8-team pulling +2/x4 or better lol.
Main focus for this build is regen and def.
i19 build, slots for fitness are in brawl and sprint. 6 for health, 4 for stamina. Overall it will have about 325% regen.
PvE
Villain Plan by Mids' Villain Designer 1.803
http://www.cohplanner.com/
Level 50 Magic Brute
Primary Power Set: Dark Melee
Secondary Power Set: Invulnerability
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Energy Mastery
Villain Profile:
------------
Level 1: Smite
(A) Kinetic Combat - Accuracy/Damage
(3) Kinetic Combat - Damage/Endurance
(3) Kinetic Combat - Damage/Recharge
(5) Kinetic Combat - Damage/Endurance/Recharge
(5) Pounding Slugfest - Damage/Endurance
(7) Pounding Slugfest - Accuracy/Damage
Level 1: Resist Physical Damage
(A) Reactive Armor - Resistance/Endurance
(7) Reactive Armor - Resistance/Recharge
(9) Reactive Armor - Resistance/Endurance/Recharge
(9) Reactive Armor - Resistance
Level 2: Temp Invulnerability
(A) Reactive Armor - Resistance/Endurance
(11) Reactive Armor - Resistance/Recharge
(11) Reactive Armor - Resistance/Endurance/Recharge
(13) Reactive Armor - Resistance
Level 4: Dull Pain
(A) Doctored Wounds - Heal
(13) Doctored Wounds - Heal/Endurance
(15) Doctored Wounds - Recharge
(15) Doctored Wounds - Heal/Recharge
(17) Doctored Wounds - Heal/Endurance/Recharge
Level 6: Shadow Maul
(A) Eradication - Accuracy/Damage/Endurance/Recharge
(17) Eradication - Accuracy/Damage/Recharge
(19) Eradication - Damage/Recharge
(19) Eradication - Damage
(21) Scirocco's Dervish - Accuracy/Damage
(21) Scirocco's Dervish - Accuracy/Recharge
Level 8: Siphon Life
(A) Numina's Convalescence - Heal/Endurance
(23) Numina's Convalescence - Heal
(23) Doctored Wounds - Heal
(25) Crushing Impact - Accuracy/Damage
(25) Crushing Impact - Accuracy/Damage/Recharge
(27) Crushing Impact - Accuracy/Damage/Endurance
Level 10: Resist Elements
(A) Impervium Armor - Resistance/Endurance
(27) Impervium Armor - Resistance
Level 12: Combat Jumping
(A) Luck of the Gambler - Recharge Speed
(29) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
(29) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
Level 14: Super Jump
(A) Springfoot - Endurance/Jumping
Level 16: Unyielding
(A) Reactive Armor - Resistance/Endurance
(31) Reactive Armor - Resistance/Recharge
(31) Reactive Armor - Resistance/Endurance/Recharge
(31) Reactive Armor - Resistance
Level 18: Dark Consumption
(A) Efficacy Adaptor - EndMod/Recharge
(33) Efficacy Adaptor - EndMod/Accuracy/Recharge
(33) Efficacy Adaptor - Accuracy/Recharge
(33) Efficacy Adaptor - EndMod/Accuracy
Level 20: Resist Energies
(A) Impervium Armor - Resistance/Endurance
(34) Impervium Armor - Resistance
Level 22: Boxing
(A) Empty
Level 24: Tough
(A) Reactive Armor - Resistance/Endurance
(34) Reactive Armor - Resistance/Recharge
(34) Reactive Armor - Resistance/Endurance/Recharge
(36) Reactive Armor - Resistance
Level 26: Soul Drain
(A) Obliteration - Damage
(36) Obliteration - Accuracy/Recharge
(36) Obliteration - Damage/Recharge
(37) Obliteration - Accuracy/Damage/Recharge
(37) Obliteration - Accuracy/Damage/Endurance/Recharge
(37) Obliteration - Chance for Smashing Damage
Level 28: Weave
(A) Luck of the Gambler - Recharge Speed
(39) Luck of the Gambler - Defense
(39) Luck of the Gambler - Defense/Endurance
(39) Luck of the Gambler - Defense/Endurance/Recharge
Level 30: Invincibility
(A) Luck of the Gambler - Recharge Speed
(40) Luck of the Gambler - Defense
(40) Luck of the Gambler - Defense/Endurance
(40) Luck of the Gambler - Defense/Endurance/Recharge
Level 32: Midnight Grasp
(A) Kinetic Combat - Accuracy/Damage
(42) Kinetic Combat - Damage/Endurance
(42) Kinetic Combat - Damage/Recharge
(42) Kinetic Combat - Damage/Endurance/Recharge
(43) Mako's Bite - Accuracy/Damage
(43) Mako's Bite - Accuracy/Endurance/Recharge
Level 35: Tough Hide
(A) Luck of the Gambler - Recharge Speed
(43) Luck of the Gambler - Defense
(45) Luck of the Gambler - Defense/Endurance
(45) Luck of the Gambler - Defense/Endurance/Recharge
Level 38: Unstoppable
(A) Recharge Reduction IO
(45) Recharge Reduction IO
Level 41: Hasten
(A) Recharge Reduction IO
(46) Recharge Reduction IO
Level 44: Superior Conditioning
(A) Endurance Modification IO
Level 47: Physical Perfection
(A) Endurance Modification IO
Level 49: Maneuvers
(A) Luck of the Gambler - Recharge Speed
------------
Level 1: Brawl
(A) Empty
(46) Empty
(46) Empty
(48) Empty
(48) Empty
(48) Empty
Level 1: Sprint
(A) Empty
(50) Empty
(50) Empty
(50) Empty
Level 2: Rest
(A) Empty
Level 1: Fury
Level 4: Ninja Run
| Copy & Paste this data into Mids' Hero Designer to view the build |
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