7 Purple Sets, round 2
Go for it, Champ.
Your character does not have capped defense. Depending on your AT the cap is between 175% - 225%. Your defense is not teal in the combat window, it can go higher. STOP SAYING IT IS CAPPED! The correct term is Soft Cap.
I enjoy playing in Mids. I specialize in Melee Characters, other AT's usually bore me.
Still just as bad as last time, but with the added bonus of taking none of the advice in the previous thread.
If you go with Soul Mastery instead, you would have Gloom. I think I posted about it being as good as KO blow for DPS in your other thread. You would be able to get rid of Hurl Boulder, saving yourself some slots. You would still be able to take an equivalent targeted AoE attack and AoE immobilize to slot the purple sets in. Your slots saved could help you enhance Rise to the Challenge so you get some decent regeneration out of it.
I also noticed that you have more than 5 purple sets granting 10% recharge. Swap one of them out for a lesser recharge set.
The slots in your epic pet could be used for recharge time instead. Look at the pet recharge sets.
Do the math to make sure each power recharges fast enough to run Jab -> Gloom -> Haymaker -> KO Blow -> Gloom -> Haymaker. That attack chain is mostly important when fighting AVs. You would still have the same amount of AoEs for fighting normal groups, so I don't understand why you are giving up so much single-target damage and taking Mu instead.
The Gladiator's 3% defense IO is adding a lot of cost to your build and not much survivability. If you needed it to reach 32.5% or 45%, I would say keep it. However, you are nowhere near either mark, so it is not helping you soft cap defenses.
K, I will make a build with Soul Mastery. And I did read the last thread carefully. It is just that I keep going back to the same ideas when I am in character gen. You are right about going over 5 sets for the rech, danged, even taking 2 hours on this I was rushed. It looks like the Soul Mastery build will be 6 purple sets, an imperfect number. Still, it does make sense. THis is the only toon I am running for 2011, so the Glad Proc is worth it to me, one slot for +3% def. Heres the next attempt:
Hero Plan by Mids' Hero Designer 1.92
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Tanker
Primary Power Set: Willpower
Secondary Power Set: Super Strength
Power Pool: Fighting
Power Pool: Speed
Power Pool: Leaping
Ancillary Pool: Soul Mastery
Hero Profile:
Level 1: High Pain Tolerance -- Numna-Regen/Rcvry+(A), Numna-Heal(7), RgnTis-Regen+(9), ResDam-I(17), S'fstPrt-ResDam/Def+(37)
Level 1: Jab -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(3), Mako-Dam%(3), Zinger-Dam%(5), T'Death-Dam%(5), GS-%Dam(7)
Level 2: Mind Over Body -- GA-3defTpProc(A), HY:ElectP(37), HY:ElectP(37)
Level 4: Fast Healing -- Numna-Heal(A), Numna-Heal/EndRdx(9), Heal-I(13)
Level 6: Indomitable Will -- LkGmblr-Rchg+(A)
Level 8: Haymaker -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(34), C'ngImp-Dmg/Rchg(34), C'ngImp-Acc/Dmg/Rchg(34), C'ngImp-Dmg/EndRdx/Rchg(36), Zinger-Dam%(36)
Level 10: Rise to the Challenge -- Numna-Heal(A), Numna-Heal/EndRdx(11), Panac-Heal/+End(11), Panac-Heal(13), HY:AntiP(36)
Level 12: Quick Recovery -- P'Shift-End%(A), P'Shift-EndMod(15), EndMod-I(15), EndMod-I(17)
Level 14: Kick -- HO:Nucle(A)
Level 16: Hand Clap -- Amaze-ToHitDeb%(A), Amaze-Stun(19), Amaze-Stun/Rchg(19), Amaze-Acc/Stun/Rchg(21), Amaze-EndRdx/Stun(43), Zinger-Dam%(46)
Level 18: Heightened Senses -- LkGmblr-Rchg+(A)
Level 20: Knockout Blow -- Hectmb-Dam%(A), Hectmb-Dmg(21), Hectmb-Dmg/Rchg(23), Hectmb-Acc/Dmg/Rchg(23), Hectmb-Dmg/EndRdx(25), Zinger-Dam%(25)
Level 22: Tough -- HY:ElectP(A), HY:ElectP(31)
Level 24: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(31), HY:AntiP(40)
Level 26: Hasten -- RechRdx-I(A), RechRdx-I(27), RechRdx-I(27)
Level 28: Rage -- RechRdx-I(A), RechRdx-I(29), RechRdx-I(29)
Level 30: Combat Jumping -- LkGmblr-Rchg+(A)
Level 32: Strength of Will -- ResDam-I(A)
Level 35: Resurgence -- RechRdx-I(A)
Level 38: Foot Stomp -- Armgdn-Dam%(A), Armgdn-Dmg(39), Armgdn-Dmg/Rchg(39), Armgdn-Acc/Dmg/Rchg(39), Armgdn-Dmg/EndRdx(40), Zinger-Dam%(40)
Level 41: Gloom -- Apoc-Dam%(A), Apoc-Dmg(42), Apoc-Dmg/Rchg(42), Apoc-Acc/Dmg/Rchg(42), Apoc-Dmg/EndRdx(43), Cloud-%Dam(43)
Level 44: Soul Tentacles -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(45), Ragnrk-Acc/Dmg/Rchg(45), Ragnrk-Dmg/EndRdx(45), Ragnrk-Knock%(46), Posi-Dam%(46)
Level 47: Dark Obliteration -- Posi-Dam%(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Dmg/Rng(48)
Level 49: Summon Widow -- S'bndAl-Dmg(A), S'bndAl-Dmg/Rchg(50), S'bndAl-Acc/Dmg/Rchg(50), S'bndAl-Dmg/EndRdx(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Gauntlet
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Health -- Numna-Heal(A), Numna-Heal/EndRdx(31), Heal-I(33)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- EndMod-I(A), EndMod-I(33), EndMod-I(33)
I just want you to take a look at something here.
| Copy & Paste this data into Mids' Hero Designer to view the build |
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This is a build that is nearly softcapped to Energy/Neg, Fire/Cold and one small purple away from S/L.
What do you give up? 5% recharge. When you toss a recharge alpha in there, the that difference is pretty much erased except for maybe 1/10th of a second here and there.
So why not go for the best of both worlds, end up with high recharge, higher HP and much much much higher survivability, so if you want to put the damage to the test you can actually survive a hard target wailing on your for 10+ minutes.
Oh yeah and it has 2% higher global damage and an extra dmg proc in haymaker for most likely more DPS. :P
Very nice Mr. Liberty. Thank you. I need to think about it for a day. I already have a softcap build on this tank. This will be an alt build I run during Tanker Tuesdays and such, when I am trying to be lead Blapper. Or, hey I'm a Brute, I'm a Brute. Therefore giving up 2 AoEs is getting away from my concept. But I gotta say, I love how you build. I am going to try to squeeze some of your concepts back into my build, keeping Soul Tentacles, and Hand Clap, and definitely adding a 6th slot to FS, my bread and butter. I love butter. Thanks for the build, it definitely opens my eyes to how a slight change in angle can alter something like this.
I'm not impressed with the build, but if it makes you happy, go for it.
Two suggestions:
If you want to slot Jab with that many procs, put the Hecatomb proc in Jab and use the other five enhancements in KO Blow. More frequent attacks make better use of that proc. You're already spending on the build, so one more purple shouldn't break the bank.
For Footstomp, consider using the Force Feedback +recharge proc for the sixth slot.
Comrade Smersh, KGB Special Section 8 50 Inv/Fire, Fire/Rad, BS/WP, SD/SS, AR/EM
Other 50s: Plant/Thorn, Bots/Traps, DB/SR, MA/Regen, Rad/Dark - All on Virtue.
-Don't just rebel, build a better world, comrade!
Very nice Mr. Liberty. Thank you. I need to think about it for a day. I already have a softcap build on this tank. This will be an alt build I run during Tanker Tuesdays and such, when I am trying to be lead Blapper. Or, hey I'm a Brute, I'm a Brute. Therefore giving up 2 AoEs is getting away from my concept. But I gotta say, I love how you build. I am going to try to squeeze some of your concepts back into my build, keeping Soul Tentacles, and Hand Clap, and definitely adding a 6th slot to FS, my bread and butter. I love butter. Thanks for the build, it definitely opens my eyes to how a slight change in angle can alter something like this.
|
If you were going for ST damage then yeah Soul is going to be your best bet, thanks to gloom. For AoE Damage I think you are going to see a big difference between Soul Tentacles and electrifying fences. I think the first is on a narrow-ish (25%?) cone, while fences has a radius of 10 or so, so you can cast it point blank without jumping out to line it up.
If influence isn't a problem for you, I'd recommend placing 2-3 Membrane Exposures in for rage like in Mr. Liberty's build. In addition to providing relatively equivalent recharge, it will also greatly boost the +ToHit bonus from rage.
Your overall survivability from the build you posted appears to be very low, based off of regen/hp/defense numbers. You should consider slotting RttC with at least 3 numinas to improve regen within mobs and also consider switching the panacea proc that you put in for a shield wall +3% resistance proc. With the build posted by Mr. Liberty, a 3% resistance proc would benefit you much more with taking alpha strikes and surviving burst damage than a random/small heal from panacea.
Made some changes based on suggestions. again, not going for survivability (at all0. will either be running with 7 other tanks or in an AE farm tailored to my needs. Its all about the Aoe madness and fun. again, thanks for all input.
Hero Plan by Mids' Hero Designer 1.90
http://www.cohplanner.com/
Click this DataLink to open the build!
test2: Level 50 Magic Tanker
Primary Power Set: Willpower
Secondary Power Set: Super Strength
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Mu Mastery
Hero Profile:
Level 1: High Pain Tolerance -- Numna-Regen/Rcvry+:50(A), Numna-Heal:50(3), ResDam-I:50(3), ResDam-I:50(9), S'fstPrt-ResDam/Def+:30(43)
Level 1: Jab -- Mako-Acc/Dmg:50(A), Mako-Dmg/Rchg:50(5), Mako-Dam%:50(5), Zinger-Dam%:50(7), T'Death-Dam%:40(7), Hectmb-Dam%:50(9)
Level 2: Mind Over Body -- GA-3defTpProc:50(A), ImpSkn-ResDam/EndRdx:30(33), ImpSkn-ResDam/Rchg:30(33), ImpSkn-EndRdx/Rchg:30(33), ImpSkn-ResDam/EndRdx/Rchg:30(34), ImpSkn-Status:30(34)
Level 4: Fast Healing -- Panac-Heal/+End:50(A), Panac-Heal:50(34), Heal-I:50(36)
Level 6: Indomitable Will -- LkGmblr-Rchg+:50(A)
Level 8: Rise to the Challenge -- DampS-ToHitDeb:50(A), DampS-ToHitDeb/EndRdx:50(36)
Level 10: Haymaker -- C'ngImp-Dmg/EndRdx:50(A), C'ngImp-Dmg/Rchg:50(11), C'ngImp-Dmg/EndRdx/Rchg:50(11), C'ngImp-Acc/Dmg/EndRdx:50(19), C'ngImp-Acc/Dmg:50(19), Zinger-Dam%:50(37)
Level 12: Quick Recovery -- P'Shift-End%:50(A), P'Shift-EndMod:50(13), EndMod-I:50(13), EndMod-I:50(46)
Level 14: Kick -- TNiaShard(A)
Level 16: Tough -- TN:PerShard(A), TN:PerShard(40)
Level 18: Heightened Senses -- LkGmblr-Rchg+:50(A)
Level 20: Knockout Blow -- Hectmb-Acc/Rchg:50(A), Hectmb-Dmg:50(21), Hectmb-Dmg/Rchg:50(21), Hectmb-Acc/Dmg/Rchg:50(23), Hectmb-Dmg/EndRdx:50(23), G'Wdw-Dam%:50(25)
Level 22: Hand Clap -- Amaze-ToHitDeb%:50(A), Amaze-Stun:50(25), Amaze-Stun/Rchg:50(31), Amaze-EndRdx/Stun:50(31), Amaze-Acc/Stun/Rchg:50(31)
Level 24: Weave -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(37), LkGmblr-Def/EndRdx:50(37)
Level 26: Hasten -- RechRdx-I:50(A), RechRdx-I:50(27), RechRdx-I:50(27)
Level 28: Rage -- HO:Membr(A), HO:Membr(29), HO:Membr(29)
Level 30: Resurgence -- RechRdx-I:50(A)
Level 32: Strength of Will -- ResDam-I:50(A)
Level 35: Hurl -- Apoc-Dam%:50(A), Apoc-Acc/Dmg/Rchg:50(36), Apoc-Dmg:50(48), Apoc-Dmg/Rchg:50(48), Apoc-Dmg/EndRdx:50(50)
Level 38: Foot Stomp -- Armgdn-Dam%:50(A), Armgdn-Dmg:50(39), Armgdn-Dmg/Rchg:50(39), Armgdn-Dmg/EndRdx:50(39), Armgdn-Acc/Dmg/Rchg:50(40), FrcFbk-Rechg%:50(40)
Level 41: Electrifying Fences -- GravAnch-Hold%:50(A), GravAnch-Immob:50(42), GravAnch-Immob/Rchg:50(42), GravAnch-Acc/Immob/Rchg:50(42), GravAnch-Immob/EndRdx:50(43), Posi-Dam%:50(43)
Level 44: Ball Lightning -- Ragnrk-Knock%:50(A), Ragnrk-Dmg:50(45), Ragnrk-Dmg/Rchg:50(45), Ragnrk-Acc/Dmg/Rchg:50(45), Ragnrk-Dmg/EndRdx:50(46), Posi-Dam%:50(46)
Level 47: Summon Striker -- S'bndAl-Dmg:50(A), S'bndAl-Dmg/Rchg:50(48), S'bndAl-Dmg/EndRdx:50(50), S'bndAl-Acc/Dmg/Rchg:50(50)
Level 49: Mu Lightning -- TN:QuaShard(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Hurdle -- Empty(A)
Level 2: Health -- RgnTis-Regen+:30(A), Mrcl-Rcvry+:40(15), Mrcl-Heal:40(17)
Level 2: Stamina -- EndMod-I:50(A), EndMod-I:50(15), EndMod-I:50(17)
------------
Set Bonuses:
Numina's Convalescence
(High Pain Tolerance)
- 12% (0.939 HP/sec) Regeneration
(High Pain Tolerance)
- 3% Defense(All)
(Jab)
- MezResist(Immobilize) 3.3%
- 28.11 HP (1.5%) HitPoints
(Mind Over Body)
- 3% Defense(All)
(Mind Over Body)
- MezResist(Sleep) 2.2%
- 28.11 HP (1.5%) HitPoints
- 2% XPDebtProtection
- 5% Enhancement(RechargeTime)
- Status Resistance 7.5%
(Fast Healing)
- 2.5% (0.042 End/sec) Recovery
(Indomitable Will)
- 7.5% Enhancement(RechargeTime)
(Rise to the Challenge)
- 2% DamageBuff(All)
(Haymaker)
- MezResist(Immobilize) 2.2%
- 21.08 HP (1.125%) HitPoints
- 7% Enhancement(Accuracy)
- 5% Enhancement(RechargeTime)
(Quick Recovery)
- 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
(Heightened Senses)
- 7.5% Enhancement(RechargeTime)
(Knockout Blow)
- 4% (0.067 End/sec) Recovery
- 2.52% Resistance(Fire,Cold)
- 15% Enhancement(Accuracy)
- 10% Enhancement(RechargeTime)
(Hand Clap)
- 4% (0.067 End/sec) Recovery
- 2.52% Resistance(Fire,Cold)
- 15% Enhancement(Accuracy)
- 10% Enhancement(RechargeTime)
(Weave)
- 10% (0.782 HP/sec) Regeneration
- 21.08 HP (1.125%) HitPoints
- 7.5% Enhancement(RechargeTime)
(Hurl)
- 16% (1.252 HP/sec) Regeneration
- 56.22 HP (3%) HitPoints
- 4% DamageBuff(All)
- 10% Enhancement(RechargeTime)
(Foot Stomp)
- 4% (0.067 End/sec) Recovery
- 2.52% Resistance(Fire,Cold)
- 15% Enhancement(Accuracy)
- 10% Enhancement(RechargeTime)
(Electrifying Fences)
- 4% (0.067 End/sec) Recovery
- 2.52% Resistance(Fire,Cold)
- 15% Enhancement(Accuracy)
- 10% Enhancement(RechargeTime)
(Ball Lightning)
- 4% (0.067 End/sec) Recovery
- 2.52% Resistance(Fire,Cold)
- 15% Enhancement(Accuracy)
- 10% Enhancement(RechargeTime) (Exceeded 5 Bonus Cap)
(Summon Striker)
- 16% (1.252 HP/sec) Regeneration
- 56.22 HP (3%) HitPoints
- 4% DamageBuff(All)
(Health)
- 2.5% (0.042 End/sec) Recovery
Ragnarok (Ball Lightning)
- 4% (0.067 End/sec) Recovery
- 2.52% Resistance(Fire,Cold)
- 15% Enhancement(Accuracy)
- 10% Enhancement(RechargeTime) (Exceeded 5 Bonus Cap)
Your character does not have capped defense. Depending on your AT the cap is between 175% - 225%. Your defense is not teal in the combat window, it can go higher. STOP SAYING IT IS CAPPED! The correct term is Soft Cap.
I enjoy playing in Mids. I specialize in Melee Characters, other AT's usually bore me.
Wait, 7 purples sets. WTF
Is this a joke?
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Fiery Aura is only good for farming, I'm cereal
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Okay, its still a little choppy, but this is closer to what I need. Just a ton of recharge and pain. Any edits/advice are always appreciated
Hero Plan by Mids' Hero Designer 1.90
http://www.cohplanner.com/
Click this DataLink to open the build!
test2: Level 50 Magic Tanker
Primary Power Set: Willpower
Secondary Power Set: Super Strength
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Mu Mastery
Hero Profile:
Level 1: High Pain Tolerance -- Numna-Regen/Rcvry+:50(A), Numna-Heal:50(3), ResDam-I:50(3), ResDam-I:50(9), S'fstPrt-ResDam/Def+:30(43)
Level 1: Jab -- Mako-Acc/Dmg:50(A), Mako-Dmg/Rchg:50(5), Mako-Dam%:50(5), Zinger-Dam%:50(7), T'Death-Dam%:40(7), GS-%Dam:50(9)
Level 2: Mind Over Body -- GA-3defTpProc:50(A), ImpSkn-ResDam/EndRdx:30(33), ImpSkn-ResDam/Rchg:30(33), ImpSkn-EndRdx/Rchg:30(33), ImpSkn-ResDam/EndRdx/Rchg:30(34), ImpSkn-Status:30(34)
Level 4: Fast Healing -- Panac-Heal/+End:50(A), Panac-Heal:50(34), Heal-I:50(36)
Level 6: Indomitable Will -- LkGmblr-Rchg+:50(A)
Level 8: Rise to the Challenge -- DampS-ToHitDeb:50(A), DampS-ToHitDeb/EndRdx:50(36)
Level 10: Haymaker -- C'ngImp-Dmg/EndRdx:50(A), C'ngImp-Dmg/Rchg:50(11), C'ngImp-Dmg/EndRdx/Rchg:50(11), C'ngImp-Acc/Dmg/EndRdx:50(19), C'ngImp-Acc/Dmg:50(19), Zinger-Dam%:50(37)
Level 12: Quick Recovery -- P'Shift-End%:50(A), P'Shift-EndMod:50(13), EndMod-I:50(13), EndMod-I:50(46)
Level 14: Kick -- TNiaShard(A)
Level 16: Tough -- TN:PerShard(A), TN:PerShard(40)
Level 18: Heightened Senses -- LkGmblr-Rchg+:50(A)
Level 20: Knockout Blow -- Hectmb-Dam%:50(A), Hectmb-Dmg:50(21), Hectmb-Dmg/Rchg:50(21), Hectmb-Acc/Dmg/Rchg:50(23), Hectmb-Dmg/EndRdx:50(23), G'Wdw-Dam%:50(25)
Level 22: Hand Clap -- Amaze-ToHitDeb%:50(A), Amaze-Stun:50(25), Amaze-Stun/Rchg:50(31), Amaze-EndRdx/Stun:50(31), Amaze-Acc/Stun/Rchg:50(31)
Level 24: Weave -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(37), LkGmblr-Def/EndRdx:50(37)
Level 26: Hasten -- RechRdx-I:50(A), RechRdx-I:50(27), RechRdx-I:50(27)
Level 28: Rage -- RechRdx-I:50(A), RechRdx-I:50(29), RechRdx-I:50(29)
Level 30: Resurgence -- RechRdx-I:50(A)
Level 32: Strength of Will -- ResDam-I:50(A)
Level 35: Hurl -- Apoc-Dam%:50(A), Apoc-Acc/Dmg/Rchg:50(36), Apoc-Dmg:50(48), Apoc-Dmg/Rchg:50(48), Apoc-Dmg/EndRdx:50(50)
Level 38: Foot Stomp -- Armgdn-Dam%:50(A), Armgdn-Dmg:50(39), Armgdn-Dmg/Rchg:50(39), Armgdn-Dmg/EndRdx:50(39), Armgdn-Acc/Dmg/Rchg:50(40), Zinger-Dam%:50(40)
Level 41: Electrifying Fences -- GravAnch-Hold%:50(A), GravAnch-Immob:50(42), GravAnch-Immob/Rchg:50(42), GravAnch-Acc/Immob/Rchg:50(42), GravAnch-Immob/EndRdx:50(43), Posi-Dam%:50(43)
Level 44: Ball Lightning -- Ragnrk-Knock%:50(A), Ragnrk-Dmg:50(45), Ragnrk-Dmg/Rchg:50(45), Ragnrk-Acc/Dmg/Rchg:50(45), Ragnrk-Dmg/EndRdx:50(46), Posi-Dam%:50(46)
Level 47: Summon Striker -- S'bndAl-Dmg:50(A), S'bndAl-Dmg/Rchg:50(48), S'bndAl-Dmg/EndRdx:50(50), S'bndAl-Acc/Dmg/Rchg:50(50)
Level 49: Mu Lightning -- TN:QuaShard(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Hurdle -- Empty(A)
Level 2: Health -- RgnTis-Regen+:30(A), Mrcl-Rcvry+:40(15), Mrcl-Heal:40(17)
Level 2: Stamina -- EndMod-I:50(A), EndMod-I:50(15), EndMod-I:50(17)
------------
Set Bonuses:
Numina's Convalescence
(High Pain Tolerance)
- 12% (0.939 HP/sec) Regeneration
Steadfast Protection(High Pain Tolerance)
- 3% Defense(All)
Mako's Bite(Jab)
- MezResist(Immobilize) 3.3%
- 28.11 HP (1.5%) HitPoints
Gladiator's Armor(Mind Over Body)
- 3% Defense(All)
Impervious Skin(Mind Over Body)
- MezResist(Sleep) 2.2%
- 28.11 HP (1.5%) HitPoints
- 2% XPDebtProtection
- 5% Enhancement(RechargeTime)
- Status Resistance 7.5%
Panacea(Fast Healing)
- 2.5% (0.042 End/sec) Recovery
Luck of the Gambler(Indomitable Will)
- 7.5% Enhancement(RechargeTime)
Dampened Spirits(Rise to the Challenge)
- 2% DamageBuff(All)
Crushing Impact(Haymaker)
- MezResist(Immobilize) 2.2%
- 21.08 HP (1.125%) HitPoints
- 7% Enhancement(Accuracy)
- 5% Enhancement(RechargeTime)
Performance Shifter(Quick Recovery)
- 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
Luck of the Gambler(Heightened Senses)
- 7.5% Enhancement(RechargeTime)
Hecatomb(Knockout Blow)
- 4% (0.067 End/sec) Recovery
- 2.52% Resistance(Fire,Cold)
- 15% Enhancement(Accuracy)
- 10% Enhancement(RechargeTime)
Absolute Amazement(Hand Clap)
- 4% (0.067 End/sec) Recovery
- 2.52% Resistance(Fire,Cold)
- 15% Enhancement(Accuracy)
- 10% Enhancement(RechargeTime)
Luck of the Gambler(Weave)
- 10% (0.782 HP/sec) Regeneration
- 21.08 HP (1.125%) HitPoints
- 7.5% Enhancement(RechargeTime)
Apocalypse(Hurl)
- 16% (1.252 HP/sec) Regeneration
- 56.22 HP (3%) HitPoints
- 4% DamageBuff(All)
- 10% Enhancement(RechargeTime)
Armageddon(Foot Stomp)
- 4% (0.067 End/sec) Recovery
- 2.52% Resistance(Fire,Cold)
- 15% Enhancement(Accuracy)
- 10% Enhancement(RechargeTime)
Gravitational Anchor(Electrifying Fences)
- 4% (0.067 End/sec) Recovery
- 2.52% Resistance(Fire,Cold)
- 15% Enhancement(Accuracy)
- 10% Enhancement(RechargeTime)
Ragnarok(Ball Lightning)
- 4% (0.067 End/sec) Recovery
- 2.52% Resistance(Fire,Cold)
- 15% Enhancement(Accuracy)
- 10% Enhancement(RechargeTime) (Exceeded 5 Bonus Cap)
Soulbound Allegiance(Summon Striker)
- 16% (1.252 HP/sec) Regeneration
- 56.22 HP (3%) HitPoints
- 4% DamageBuff(All)
Miracle(Health)