Bane advice please


Biowraith

 

Posted

Any advice on this build would be appreciated.


Villain Plan by Mids' Villain Designer 1.91
http://www.cohplanner.com/

Click this DataLink to open the build!

Helldog: Level 50 Natural Arachnos Soldier
Primary Power Set: Bane Spider Soldier
Secondary Power Set: Bane Spider Training
Power Pool: Leaping
Power Pool: Flight
Power Pool: Fighting
Power Pool: Leadership

Villain Profile:
Level 1: Bash

  • (A) Touch of Death - Accuracy/Damage
  • (3) Touch of Death - Damage/Endurance
  • (3) Touch of Death - Damage/Recharge
  • (5) Touch of Death - Accuracy/Damage/Endurance
  • (5) Touch of Death - Chance of Damage(Negative)
  • (7) Touch of Death - Damage/Endurance/Recharge
Level 1: Wolf Spider Armor
  • (A) Steadfast Protection - Resistance/+Def 3%
Level 2: Combat Training: Defensive
  • (A) Defense Buff IO
  • (27) Defense Buff IO
  • (27) Luck of the Gambler - Recharge Speed
Level 4: Combat Training: Offensive
  • (A) Accuracy IO
  • (25) Accuracy IO
Level 6: Build Up
  • (A) Gaussian's Synchronized Fire-Control - To Hit Buff
  • (7) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
  • (9) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
  • (9) Gaussian's Synchronized Fire-Control - Recharge/Endurance
  • (11) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
  • (11) Gaussian's Synchronized Fire-Control - Chance for Build Up
Level 8: Combat Jumping
  • (A) Luck of the Gambler - Recharge Speed
  • (29) Kismet - Accuracy +6%
Level 10: Tactical Training: Maneuvers
  • (A) Endurance Reduction IO
  • (17) Luck of the Gambler - Recharge Speed
  • (23) Luck of the Gambler - Defense
  • (25) Defense Buff IO
Level 12: Pulverize
  • (A) Touch of Death - Accuracy/Damage
  • (13) Touch of Death - Damage/Endurance
  • (13) Touch of Death - Damage/Recharge
  • (15) Touch of Death - Damage/Endurance/Recharge
  • (15) Touch of Death - Accuracy/Damage/Endurance
  • (17) Touch of Death - Chance of Damage(Negative)
Level 14: Fly
  • (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
Level 16: Venom Grenade
  • (A) Positron's Blast - Accuracy/Damage
  • (33) Positron's Blast - Damage/Endurance
  • (33) Positron's Blast - Damage/Recharge
  • (33) Positron's Blast - Damage/Range
  • (34) Positron's Blast - Chance of Damage(Energy)
  • (34) Positron's Blast - Accuracy/Damage/Endurance
Level 18: Shatter
  • (A) Touch of Death - Accuracy/Damage
  • (19) Touch of Death - Damage/Endurance
  • (19) Touch of Death - Damage/Recharge
  • (21) Touch of Death - Accuracy/Damage/Endurance
  • (21) Touch of Death - Chance of Damage(Negative)
  • (23) Touch of Death - Damage/Endurance/Recharge
Level 20: Tactical Training: Assault
  • (A) Endurance Reduction IO
Level 22: Tactical Training: Leadership
  • (A) Rectified Reticle - To Hit Buff
  • (34) Rectified Reticle - To Hit Buff/Recharge
  • (37) Rectified Reticle - Increased Perception
Level 24: Mental Training
  • (A) Run Speed IO
Level 26: Placate
  • (A) Recharge Reduction IO
  • (31) Recharge Reduction IO
  • (31) Recharge Reduction IO
Level 28: Surveillance
  • (A) Accuracy IO
  • (29) Recharge Reduction IO
  • (31) Recharge Reduction IO
Level 30: Bane Spider Armor Upgrade
  • (A) Steadfast Protection - Knockback Protection
Level 32: Cloaking Device
  • (A) Endurance Reduction IO
  • (43) Defense Buff IO
  • (43) Defense Buff IO
  • (43) Defense Buff IO
Level 35: Crowd Control
  • (A) Eradication - Damage
  • (36) Eradication - Accuracy/Recharge
  • (36) Eradication - Damage/Recharge
  • (36) Eradication - Accuracy/Damage/Recharge
  • (37) Eradication - Chance for Energy Damage
  • (37) Eradication - Accuracy/Damage/Endurance/Recharge
Level 38: Poisonous Ray
  • (A) Thunderstrike - Accuracy/Damage
  • (39) Thunderstrike - Damage/Endurance/Recharge
  • (39) Thunderstrike - Damage/Recharge
  • (40) Thunderstrike - Accuracy/Damage/Recharge
  • (40) Thunderstrike - Damage/Endurance
  • (40) Thunderstrike - Accuracy/Damage/Endurance
Level 41: Boxing
  • (A) Kinetic Combat - Accuracy/Damage
  • (42) Kinetic Combat - Damage/Endurance
  • (42) Kinetic Combat - Damage/Recharge
  • (42) Kinetic Combat - Damage/Endurance/Recharge
Level 44: Tough
  • (A) Endurance Reduction IO
  • (45) Resist Damage IO
  • (45) Resist Damage IO
  • (45) Resist Damage IO
Level 47: Weave
  • (A) Endurance Reduction IO
  • (48) Defense Buff IO
  • (48) Defense Buff IO
  • (48) Defense Buff IO
Level 49: Maneuvers
  • (A) Endurance Reduction IO
  • (50) Luck of the Gambler - Recharge Speed
  • (50) Luck of the Gambler - Defense
  • (50) Defense Buff IO
------------
Level 1: Brawl
  • (A) Empty
Level 1: Sprint
  • (A) Empty
Level 2: Rest
  • (A) Empty
Level 1: Conditioning
Level 4: Ninja Run
Level 2: Swift
  • (A) Empty
Level 2: Hurdle
  • (A) Empty
Level 2: Health
  • (A) Numina's Convalescence - +Regeneration/+Recovery
  • (39) Miracle - +Recovery
Level 2: Stamina
  • (A) Performance Shifter - Chance for +End
  • (46) Efficacy Adaptor - EndMod
  • (46) Efficacy Adaptor - EndMod/Accuracy
  • (46) Efficacy Adaptor - EndMod/Recharge
------------



+10% DamageBuff(Smashing)
+10% DamageBuff(Lethal)
+10% DamageBuff(Fire)
+10% DamageBuff(Cold)
+10% DamageBuff(Energy)
+10% DamageBuff(Negative)
+10% DamageBuff(Toxic)
+10% DamageBuff(Psionic)
+15.5% Defense(Smashing)
+15.5% Defense(Lethal)
+5.813% Defense(Fire)
+5.813% Defense(Cold)
+11.13% Defense(Energy)
+11.13% Defense(Negative)
+3% Defense(Psionic)
+19.56% Defense(Melee)
+10.81% Defense(Ranged)
+8.625% Defense(AoE)
+1.8% Max End
+36.25% Enhancement(RechargeTime)
+16% Enhancement(Accuracy)
+9% FlySpeed
+120.48 HP (11.25%) HitPoints
+9% JumpHeight
+9% JumpSpeed
+Knockback (Mag -4)
+Knockup (Mag -4)
+MezResist(Held) 8.25%
+MezResist(Immobilize) 11%
+20% Perception
+8.5% (0.149 End/sec) Recovery
+26% (1.395 HP/sec) Regeneration
+1.575% Resistance(Fire)
+1.575% Resistance(Cold)
+3.125% Resistance(Toxic)
+9% RunSpeed
+2% XPDebtProtection


 

Posted

If you're going to be four slotting some of those defenses you might want to consider franken-slotting them with Defense/End Reduction or Resistance/End Reduction to save a bit more on your end consumption. You might also want to take a hard look at the numbers for Leadership: Maneuvers, for a power pick and +3 slots it simply isn't that much Defense for the end cost. You might also want to reconsider having both Wolf Spider Armor and the Bane Spider Armor Upgrade.


 

Posted

Here is my L50 banes build. There are a few things that could be changed, like swapping the thunderstrike in poison ray for a decimation, since I am way over on ranged def as it is, but its a good build that works well and is softcapped to melee and range.

Villain Plan by Mids' Villain Designer 1.91
http://www.cohplanner.com/

Click this DataLink to open the build!

Midnight Renegade: Level 50 Natural Arachnos Soldier
Primary Power Set: Bane Spider Soldier
Secondary Power Set: Bane Spider Training
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Mace Mastery

Villain Profile:
Level 1: Bash -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(3), T'Death-Dmg/Rchg(3), T'Death-Acc/Dmg/EndRdx(5), T'Death-Dmg/EndRdx/Rchg(5), T'Death-Dam%(7)
Level 1: Wolf Spider Armor -- S'fstPrt-ResDam/Def+(A)
Level 2: Combat Training: Defensive -- LkGmblr-Rchg+(A)
Level 4: Bane Spider Armor Upgrade -- S'fstPrt-ResKB(A)
Level 6: Build Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg(7), GSFC-ToHit/Rchg/EndRdx(9), GSFC-Rchg/EndRdx(9), GSFC-ToHit/EndRdx(11), GSFC-Build%(11)
Level 8: Combat Jumping -- LkGmblr-Rchg+(A), Ksmt-ToHit+(13)
Level 10: Tactical Training: Maneuvers -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(13), RedFtn-Def/EndRdx/Rchg(15), RedFtn-Def(15), RedFtn-EndRdx(17)
Level 12: Pulverize -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/Rchg(17), C'ngImp-Acc/Dmg/Rchg(19), C'ngImp-Acc/Dmg/EndRdx(19), C'ngImp-Dmg/EndRdx/Rchg(21), S'ngH'mkr-Dmg/EndRdx/Rchg(21)
Level 14: Poisonous Ray -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(23), Thundr-Dmg/Rchg(23), Thundr-Acc/Dmg/Rchg(25), Thundr-Acc/Dmg/EndRdx(25), Thundr-Dmg/EndRdx/Rchg(27)
Level 16: Super Jump -- Jump-I(A)
Level 18: Shatter -- C'ngImp-Dmg/EndRdx(A), C'ngImp-Dmg/Rchg(27), C'ngImp-Acc/Dmg/Rchg(29), C'ngImp-Acc/Dmg/EndRdx(29), C'ngImp-Dmg/EndRdx/Rchg(31), F'dSmite-Acc/Dmg/Rchg(31)
Level 20: Boxing -- Empty(A)
Level 22: Mental Training -- Run-I(A)
Level 24: Cloaking Device -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(31), RedFtn-EndRdx/Rchg(33), RedFtn-Def/EndRdx/Rchg(33), RedFtn-Def(33), RedFtn-EndRdx(34)
Level 26: Placate -- RechRdx-I(A)
Level 28: Surveillance -- AnWeak-Acc/Rchg(A), AnWeak-Acc/DefDeb(34), ShldBrk-Acc/Rchg(34), UndDef-Rchg/EndRdx(36), RechRdx-I(36)
Level 30: Tough -- ResDam-I(A), ResDam-I(36), EndRdx-I(37)
Level 32: Crowd Control -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(37), M'Strk-Dmg/Rchg(37), M'Strk-Acc/Dmg/EndRdx(39), M'Strk-Dmg/EndRdx/Rchg(39), C'ngBlow-Acc/Rchg(39)
Level 35: Weave -- DefBuff-I(A), DefBuff-I(40), DefBuff-I(40), EndRdx-I(40)
Level 38: Maneuvers -- DefBuff-I(A), DefBuff-I(42), DefBuff-I(42), EndRdx-I(42)
Level 41: Web Envelope -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(43), Enf'dOp-Acc/EndRdx(43), Enf'dOp-Immob/Rng(43), Enf'dOp-Acc/Immob/Rchg(45), Enf'dOp-Acc/Immob(45)
Level 44: Shatter Armor -- C'ngImp-Dmg/EndRdx(A), C'ngImp-Dmg/Rchg(45), C'ngImp-Acc/Dmg/Rchg(46), C'ngImp-Acc/Dmg/EndRdx(46), C'ngImp-Dmg/EndRdx/Rchg(46), F'dSmite-Acc/EndRdx/Rchg(48)
Level 47: Call Reinforcements -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(48), ExRmnt-Acc/Dmg/Rchg(48), ExRmnt-EndRdx/Dmg/Rchg(50)
Level 49: Tactical Training: Assault -- EndRdx-I(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Conditioning
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Health -- Heal-I(A)
Level 2: Stamina -- EndMod-I(A), EndMod-I(50), EndMod-I(50)
------------


Globals: @Midnight Mystique/@Magik13

 

Posted

Quote:
Originally Posted by Shurato View Post
You might also want to reconsider having both Wolf Spider Armor and the Bane Spider Armor Upgrade.
Got to agree with this. It is like free armor (no END).

Manuvers is OK but I don't slot it. Just put a 50 END Red and leave it at that. All the PP defenses are like that they help a little but the bonus from slotting is half of a little. Using the slots elsewhere to improve other powers or for IO set bonuses is often more efficient. I don't have enough slots to spare 2 for minor increases.


----------------------------
You can't please everyone, so lets concentrate on me.

 

Posted

Quote:
Originally Posted by Ultra_Violence View Post
Got to agree with this. It is like free armor (no END).

Manuvers is OK but I don't slot it. Just put a 50 END Red and leave it at that. All the PP defenses are like that they help a little but the bonus from slotting is half of a little. Using the slots elsewhere to improve other powers or for IO set bonuses is often more efficient. I don't have enough slots to spare 2 for minor increases.
Wolf spider armor is OK but really only worth taking if you have no better powers to take as all you get from it is 2 more points of mez protection (raising the ones in the bane armor from 4 to 6 - which means it will take 3 mezzes to get through your defenses instead of 2) and a place to slot a steadfast protection IO (either a -KB or a +3% def unique). Now, on a mace bane build there really isn't much else worth taking before level 6, which is why the build I posted below has it but on a huntsman or a crab build it would be a waste of a power pick.

As for slotting the power pool maneuvers - in the game of stacking def EVERY little bit counts. When you are stuffing 6 slots in a power just for a 2.5% def boost to a single position putting 2 L50 IO's in a power to pick up almost 2% to ALL positions is well worth the cost. Add 2 slots in it (for 3 total), slot 2xL50 def IO's and 1xL50 end reduction and profit. If you want to pull maximum benefit from it, slot it with 3 L50 Luck of the gamblers - a DEF/END, DEF/END/RECH and DEF/+7.5% global recharge. That will push the def granted by Maneuvers from 3.5 to 5.3 (1.8% extra), give you +10% regen and +1.125% HP and 7.5% global recharge.

Obviously, if you are at the def softcap with unslotted maneuvers then the extra 1.8%-2% won't be useful but I find it rare that at least 1 def type doesn't need a boost.


Globals: @Midnight Mystique/@Magik13

 

Posted

Just want to mention that my Bane build took both Wolf Armor and Bane Armor because resistance is a lot harder to get than defense and I figure 3% base is better than nothing. With stamina being innate, it's not hard to get Wolf Armor. And I've already taken double Assault and Maneuver.


What's left is to normalize all Assassin Strikes and improve Stalker's old sets (Claw, MA and EM)! You don't need to bring back the missing PbAoE attack. You just need to make the existing ones better! For example, make Slice a WIDER and LONGER cone.

 

Posted

I don't consider Wolf Spider Armor optional. Without it, you will be mezzed (I speak from personal experience. Learned the hard way to take it.) It brings a bit of extra Resist along for the ride, which can't hurt. Well worth the pick.


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Posted

Quote:
Originally Posted by Daemodand View Post
I don't consider Wolf Spider Armor optional. Without it, you will be mezzed (I speak from personal experience. Learned the hard way to take it.) It brings a bit of extra Resist along for the ride, which can't hurt. Well worth the pick.
I didn't take Wolf Spider Armor on my Bane and I can count the number of times I was mezzed on one hand (from 1-50, including plenty of missions and TFs once I was at 50). Most of those occasions, Wolf Spider Armor would not have made the difference anyway - even Tanks can be mezzed occasionally (e.g. massed Green Ink Men early on).

Enemies will tend to have a hard time even hitting you with their mezzes. It's also fairly rare that any given spawn will have enough mez to overcome Bane Armor Upgrade even if they're landing every hit. Combine the two and it takes some serious bad luck for 99% of the PvE content to stack sufficient mez to get past Bane Armor Upgrade. It's easy enough to reserve a single break free for those rare occasions.

The damage resists are tiny, and don't contribute much being as there's not many other resist sources to stack them with.

That said, with Fitness now inherent, and with the other options at that level (CT:O, fairly weak AoEs) being less desirable to many, it's not that big a deal to fit it in. But I still don't think it's actually doing much for anyone that takes it - I've certainly never felt its absence in my build.


 

Posted

I note that the Wolf and Bane armors are actually worthwhile if you have a few "slotless" powers like Mental Training, Hasten, etc. that don't take up slots. Reactive armor slotted into Wolf and Bane armor, along with Tough, can net you considerable (50-ish) res to S/L, as well as some great def numbers. I don't have the build at hand at the moment, but my Bane's target build is looking at softcapped typed-def, with over softcap on positionals, and fairly robust S/L res and regen, mostly because of Reactive Armor allowing you to turn the normally "useless" res powers into def boosters as well.

It also allows you to be a bit more crunchy when something punches through your defenses, as most powers with a -def component fall under Lethal (bullet spam, broadswords, etc). The other two major ones aren't quite as common, be it energy (rad users, PraetClocks) or Tox (which is all but impossible to get res for without huge sacrifices)


Quote:
Originally Posted by Arcanaville View Post
You're right: this whole issue is a money grab. We're going to be grabbing money from impatient people with money to burn and completionist complexes, and using it to make a better game for everyone, including the 99.9% of the rest of the playerbase that isn't going to be buying everything, multiple times, immediately upon release, and spending hundreds of dollars in the process.

 

Posted

Let's not forget that even if the maneuvers powers from VEAT or power pool doesn't instantly hardcap all your defenses it's still a nice power to have, seeing as you can stick a LotG +Rech in there. Seeing as you can get those for 200 reward merits or 2 alignment merits, the recharge can stack up.

Besides, 3-5% defense is better than nothing.


Characters!:
Pinny - Scrapper
Shadewing - Defender
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Posted

And, following up on the above post, the following is my given Bane build, so as to back it up with some real numbers. It's a bit heavier on the ranged attacks than most Banes tend to be, but I built her as more of a solo brawler than someone followed around by pets, so.


Villain Plan by Mids' Villain Designer 1.92
http://www.cohplanner.com/

Click this DataLink to open the build!

Operative Widowsbane: Level 50 Natural Arachnos Soldier
Primary Power Set: Bane Spider Soldier
Secondary Power Set: Bane Spider Training
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Leadership
Power Pool: Speed
Ancillary Pool: Mace Mastery

Villain Profile:
Level 1: Bash -- C'ngImp-Acc/Dmg(A), P'ngS'Fest-Acc/Dmg(34), C'ngImp-Dmg/Rchg(40), C'ngImp-Acc/Dmg/Rchg(40), P'ngS'Fest-Dmg/Rchg(42)
Level 1: Wolf Spider Armor -- S'fstPrt-ResDam/Def+(A), ImpArm-ResDam(3), ImpArm-ResDam/EndRdx(3)
Level 2: Combat Training: Defensive -- LkGmblr-Def(A), LkGmblr-Rchg+(5)
Level 4: Bane Spider Armor Upgrade -- RctvArm-ResDam/EndRdx(A), S'fstPrt-ResKB(5), RctvArm-ResDam/Rchg(11), RctvArm-ResDam/EndRdx/Rchg(15), RctvArm-ResDam(17)
Level 6: Build Up -- AdjTgt-ToHit/Rchg(A), AdjTgt-ToHit/EndRdx/Rchg(19), AdjTgt-Rchg(19)
Level 8: Mace Beam Volley -- Posi-Acc/Dmg(A), Posi-Dmg/Rchg(9), Posi-Dmg/Rng(9), Posi-Acc/Dmg/EndRdx(11)
Level 10: Tactical Training: Maneuvers -- RedFtn-Def/EndRdx(A), LkGmblr-Def/EndRdx(13), LkGmblr-Def/EndRdx/Rchg(13), LkGmblr-Rchg+(15)
Level 12: Combat Jumping -- LkGmblr-Rchg+(A)
Level 14: Boxing -- KntkC'bat-Knock%(A)
Level 16: Poisonous Ray -- Achilles-DefDeb/Rchg(A), Dev'n-Hold%(17), Achilles-ResDeb%(37), Dev'n-Acc/Dmg/Rchg(39), Dev'n-Dmg/Rchg(39)
Level 18: Shatter -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(29), C'ngImp-Dmg/Rchg(37), C'ngImp-Acc/Dmg/Rchg(42), P'ngS'Fest-Acc/Dmg(42), P'ngS'Fest-Dmg/Rchg(43)
Level 20: Maneuvers -- RedFtn-Def/EndRdx(A), LkGmblr-Def/EndRdx(21), LkGmblr-Def/EndRdx/Rchg(21), LkGmblr-Rchg+(27)
Level 22: Venom Grenade -- Posi-Acc/Dmg(A), Posi-Acc/Dmg/EndRdx(23), Posi-Dmg/EndRdx(23), Posi-Dmg/Rchg(25), Posi-Dmg/Rng(25)
Level 24: Pulverize -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/Rchg(27), C'ngImp-Dmg/EndRdx/Rchg(39), C'ngImp-Acc/Dmg/Rchg(43), P'ngS'Fest-Acc/Dmg(45), P'ngS'Fest-Dmg/Rchg(45)
Level 26: Cloaking Device -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(29), RedFtn-Def/EndRdx/Rchg(31), LkGmblr-Rchg+(31)
Level 28: Surveillance -- Achilles-DefDeb(A), ShldBrk-Acc/DefDeb(31), Achilles-ResDeb%(34), ShldBrk-DefDeb/EndRdx/Rchg(37)
Level 30: Mental Training -- Run-I(A)
Level 32: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(33), RctvArm-ResDam/EndRdx/Rchg(33), RctvArm-EndRdx(33), RctvArm-ResDam(34)
Level 35: Weave -- S'dpty-Def/EndRdx(A), S'dpty-Def/Rchg(36), S'dpty-Def(36), S'dpty-EndRdx/Rchg(36)
Level 38: Crowd Control -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/Rchg(40), Sciroc-Dmg/EndRdx(43), Sciroc-Acc/Rchg(46), Sciroc-Acc/Dmg/EndRdx(50)
Level 41: Mace Blast -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/Rchg(45), Dev'n-Hold%(46)
Level 44: Disruptor Blast -- Posi-Dmg/Rchg(A), Posi-Acc/Dmg(46)
Level 47: Shatter Armor -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(48), T'Death-Dmg/Rchg(48), T'Death-Acc/Dmg/EndRdx(48), T'Death-Dmg/EndRdx/Rchg(50), T'Death-Dam%(50)
Level 49: Hasten -- RechRdx-I(A)
Level 50: Cardiac Partial Radial Revamp
------------
Level 1: Brawl -- KntkC'bat-Knock%(A)
Level 1: Conditioning
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(7), P'Shift-EndMod/Acc(7)
------------


Quote:
Originally Posted by Arcanaville View Post
You're right: this whole issue is a money grab. We're going to be grabbing money from impatient people with money to burn and completionist complexes, and using it to make a better game for everyone, including the 99.9% of the rest of the playerbase that isn't going to be buying everything, multiple times, immediately upon release, and spending hundreds of dollars in the process.