Hows this? Invul/Fire/Soul
I think your defense numbers are nowhere near high enough for this invul build to be a tanker build. Multi-strike instead of your obliterations and posi-blasts would be a start to fix that, but if you're trying to turn invul into a tank set it's damn expensive.
Influence isnt an issue with me. Ill spend any amount on a char. I just dont buy PVP IOs..screw that.. lol
@MachineSlave | Infinity Server | Deepdown Traumahounds Supergroup | Co-Founder
Tankers : Ice/Ele, Fire/SS, Fire/DM, Invul/Fire, Ele/Stone Corrupter : Arch/TA
Scrappers : DM/DA, Kat/SR Brutes : Fire/Shield, Ele/Fire(Villian)
Controllers : Fire/Kin, Ele/Rad, Earth/Cold
Agreed on PvP IO's =P
To be fair, I've never slotted an invul/fire tank but my main is an invul/energy. I think I used something like 5 kinetic combat sets, 2 multi-strike sets, and 5 reactive armor sets to get to soft cap. I don't have mids in front of me, but you CAN get to soft-cap on invul defenses with one mob nearby. If you want to farm, that's probably what you'll need unless you don't mind doing it three minutes at a time. ^_-
I'd also think about 4 or 5 slotting all your inherents for reactive armors, but that's just me.
The main problem I see is that your base accuracy sucks.
Yes, you've got a 24% boost from set bonuses, but most of that at level 50.
Anything lower than 47 and your base accuracy lands you in the toilet. Yes, you've got Invincibility bumping your ToHit, but still. Big fan of High +ToHit AND High Acc here.
Also, you may want to look at shoring up your non-S/L resists just a little. They're not terrible, but they could be a bit higher. Otherwise any of those damages types getting through your defenses will wreck you.
The main problem I see is that your base accuracy sucks.
Yes, you've got a 24% boost from set bonuses, but most of that at level 50. Anything lower than 47 and your base accuracy lands you in the toilet. Yes, you've got range and Invincibility and rage bumping your ToHit, but still. Big fan of High +ToHit AND High Acc here. Also, you may want to look at shoring up your non-S/L resists just a little. They're not terrible, but they could be a bit higher. Otherwise any of those damages types getting through your defenses will wreck you. |
I think your defense numbers are nowhere near high enough for this invul build to be a tanker build. Multi-strike instead of your obliterations and posi-blasts would be a start to fix that, but if you're trying to turn invul into a tank set it's damn expensive.
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He's in the mid 50's for S/L. That's a perfectly acceptable buffer for debuffs.
His E/N is in the 40's. While not soft-cap, isn't bad at all.
His F/C could use a bit of work but still is very not-bad.
Here's his current numbers with 1 mob in range:
Multi-Strikes aren't going to fix jack squat. They'll remove his defense and only sub in recharge.
Agreed on PvP IO's =P
To be fair, I've never slotted an invul/fire tank but my main is an invul/energy. I think I used something like 5 kinetic combat sets, 2 multi-strike sets, and 5 reactive armor sets to get to soft cap. I don't have mids in front of me, but you CAN get to soft-cap on invul defenses with one mob nearby. If you want to farm, that's probably what you'll need unless you don't mind doing it three minutes at a time. ^_- |
I'd also think about 4 or 5 slotting all your inherents for reactive armors, but that's just me. |
He doesn't have rage, therefore he doesn't get the base acc. bonus from rage. I don't think that he'll have any problems with accuracy what-so-ever with a 24% boost. Invul suffers the most from durability issues, invincibility buff's his to-hit's so it should be a non-issue. (Which I'm guessing is what you meant...)
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- Rage is +ToHit. I've edited my brain-fart about it out of my original post.
- 3/4th of that +Acc goes away at level 46.
- Invuln does NOT suffer from durability issues if built properly. Sure, it's non-S/L resists aren't great. But the fact that you can cap yourself to all typed defenses but Psi more than makes up for that.
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Most bonuses are going to go away at level 44-45 anyway.
You're right about invul being durable, if built correctly, which is the topic of conversation.
Invincibility still buffs his ToHit per enemy, so again I dont think it's an issue. However, the energy/elemental resists and defense are lacking. 3 or 4 slotting those powers and putting in a reactive armor would help on that front. He's definately closer to soft-cap than I thought, thanks for the mids shot.
As to multi-strike, it does have defense buff's at around the five slot mark and I tend to five slot AoE powers if not 6 slotting them as AoE powers generally do more 'dps' given that they hit multiple targets at once thereby getting more 'bang for my buck' so to speak.
The 4-5 slotting inherent resists, and the kinetic combat comments, were both meant to illustrate other options to look into. They aren't neccessarily economical, sane, or recommended simply something to consider. As to what you mean by kinetic combat not working with natural bonuses, I'm not sure what you mean. I was simply stating that's what I had done on an invul/energy to achieve soft cap defenses to typed damage. It's obviously impossible here with kinetic combat since he doesn't have the single target melee attacks to put them in.
3 or 4 slotting those powers and putting in a reactive armor would help on that front.
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He's definately closer to soft-cap than I thought, thanks for the mids shot. |
As to multi-strike, it does have defense buff's at around the five slot mark and I tend to five slot AoE powers if not 6 slotting them as AoE powers generally do more 'dps' given that they hit multiple targets at once thereby getting more 'bang for my buck' so to speak. |
And 5-6 slots for .94% typed defense is a waste.
As to what you mean by kinetic combat not working with natural bonuses, I'm not sure what you mean. |
Maybe 5 full sets of Reactive. But 20 pieces of KinCombats? No.
Ok, looking over the build I see the following:
1. As Hyper noted accuracy is really lacking and damage could be better. I'd add a Crushing Impact Acc/Dam/End or Acc/Dam/Recharge to all the ST attacks to make up for that.
2. I'm not a fan of hover tanking, particularly on Invuln. You want to be in melee so you get the buff from Invincibility. I'd drop Hover and snag Air Sup for the Fly prereq myself, or just go with Combat Jumping/Super Jump. In any case I'd find better places for the three extra slots.
3. I seriously question the slotting on Invincibility; that's a lot of slots for very little return. Your optimal slotting is 3 Cytoskeleton HO's; baring that I'd go with either 4 Gift of the Ancients or 3-4 Luck of the Gambler.
4. Personally I'm not a fan of Build Up on a tanker but it's a valid option if you like it.
5. Fire Sword Circle is sub optimal in it's slotting; I'd go with 3-4 Eradication and finish off with Scirocco; that gets you another +endurance bonus, 3.125% more E/N defense and 10% +regen. Mix and match the IO's to taste on enhancement percentages.
6. I'd swap Res Elements with Res Energies, it's much less useful and can wait until very late in the build.
7. I'd consider swapping out one or two sets of the Kinetic Combat for Smashing Haymaker; they're far easier to come by and MUCH cheaper. Since you're already well over the S/L soft cap you won't be loosing anything. Come to think of it you could drop one set entirely, replace it with 5 Crushing Impact and get another 5% recharge while still staying well over the S/L soft cap. Dropping two sets of Kin Combat for Crushing Impact still has you at 44.6% S/L defense, just barely under the soft cap, and gets you 10% recharge... also a valid choice.
8. Along those same lines you could steal a couple of slots and finish the Mocking Beratement set in Taunt for 7.5% more recharge. Those changes get you perma dull pain and about 20 seconds off of perma Hasten.
That's what occured to me looking over the build; there's lots of different ways you could go. For example you could get another set of 5 Posi Blast in Soul Tentacles (and keep two sets of Kin Combat) to get slightly more recharge and keep your S/L def soft capped. In any case you're going to have a tough tanker; the build just had a fair amount of room for improvement.
<edit>
Starting with your build I'd consider something like this:
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COH has just been murdered by NCSoft. http://www.change.org/petitions/ncso...city-of-heroes
^ What he said =P
As a parting comment, we both had some crossed wires Hyper =P I only used 4 pieces in five powers for kinetic combat. I should have been clearer. I think I should look into Smashing Haymaker myself now...
From the top:
Way too much S/L defense, not enough E/NE. Remember, you'll have higher defense if you are facing one than one foe. Or you would, if Invinc was slotted properly. As it is, it's woefully underslotted for defense. I'd ditch the Gaussian's set and 4-slot it with LotG.
All your attacks slotted with Kinetic Combat are underslotted for accuracy and damage. Put another slot in each; I like the Mako's Acc/Dam/End/Rchg but any IO with accuracy and damage will do.
Combustion is underslotted for accuracy and end reduction, swap out the Eradication Damage for the Acc/Dam/End/Rchg.
TI, UY and Tough are underslotted for resistance and over slotted for end reduction. Swap out the End IO for a Res/End/Rchg. That will allow you to drop slots from RPD and still hit the S/L resistance cap.
IMO, relying on Hover for defense is a bad idea, unless you're planning on using it all the time. Similarly, slotting the Kismet +Acc there isn't optimal because it'll only be active when Hover is. Put it in Tough Hide instead.
Oblit is not a good choice for typed defense, the S/L def bonus is relatively small for 6 slots and there's very little end reduction. Slot it with Eradication similar to Combustion.
Weave is underslotted for end reduction. I'd add a fourth slot for a LotG Def/End/Rchg.
Move the Steadfast +Def to RPD and put another 3 slots of Aegis in ResEn if you can scrounge up the slots.
Any particular reason you're not using a Perf Shifter +End in Stamina? I'd drop the End/Acc/Rchg and get the proc instead.
Here's what I would do with your build. I dropped one set of Kinetic Combat and you could easily drop another since you're still way over on S/L defense. This build is soft-capped to E/NE with both Hover and CJ running, and close to it with just CJ. F/C def is nearly soft-capped with both CJ and Hover. The attacks are much better slotted as well.
Hero Plan by Mids' Hero Designer 1.94
http://www.cohplanner.com/
Click this DataLink to open the build!
Breaking the Habit: Level 50 Technology Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Fiery Melee
Power Pool: Flight
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leaping
Ancillary Pool: Soul Mastery
Hero Profile:
Level 1: Temp Invulnerability -- RctvArm-ResDam/EndRdx/Rchg:40(A), RctvArm-ResDam:40(9), RctvArm-ResDam/EndRdx:40(9), RctvArm-ResDam/Rchg:40(11)
Level 1: Scorch -- C'ngImp-Acc/Dmg:50(A), C'ngImp-Dmg/EndRdx:50(5), C'ngImp-Dmg/Rchg:50(7), C'ngImp-Acc/Dmg/Rchg:50(7), C'ngImp-Acc/Dmg/EndRdx:50(19)
Level 2: Dull Pain -- Dct'dW-Heal/EndRdx:50(A), Dct'dW-Rchg:50(3), Dct'dW-Heal:50(3), Dct'dW-Heal/Rchg:50(5), Dct'dW-Heal/EndRdx/Rchg:50(23)
Level 4: Combustion -- Erad-Acc/Dmg/EndRdx/Rchg:30(A), Erad-%Dam:30(11), Erad-Dmg/Rchg:30(13), C'ngBlow-Acc/Dmg:50(13), C'ngBlow-Dmg/Rchg:50(15), C'ngBlow-Dmg/EndRdx:50(15)
Level 6: Hover -- LkGmblr-Rchg+:50(A)
Level 8: Unyielding -- RctvArm-ResDam/EndRdx/Rchg:40(A), RctvArm-ResDam:40(17), RctvArm-ResDam/EndRdx:40(17), RctvArm-ResDam/Rchg:40(19)
Level 10: Hasten -- RechRdx-I:50(A), RechRdx-I:50(23)
Level 12: Taunt -- Mocking-Rchg:50(A), Mocking-Taunt/Rchg/Rng:50(25), Mocking-Taunt/Rng:50(43), Mocking-Taunt:50(43), Mocking-Taunt/Rchg:50(43)
Level 14: Fly -- Winter-ResSlow:50(A)
Level 16: Resist Physical Damage -- S'fstPrt-ResDam/Def+:30(A), ResDam-I:50(21)
Level 18: Invincibility -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Rchg+:50(21), LkGmblr-Def/EndRdx/Rchg:50(27), LkGmblr-Def:50(27)
Level 20: Build Up -- RechRdx-I:50(A), RechRdx-I:50(48)
Level 22: Boxing -- Acc-I:50(A)
Level 24: Tough -- RctvArm-ResDam/EndRdx/Rchg:40(A), RctvArm-ResDam/Rchg:40(33), RctvArm-ResDam/EndRdx:40(33), RctvArm-ResDam:40(37)
Level 26: Tough Hide -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(34), LkGmblr-Def/EndRdx:50(37), Ksmt-ToHit+:30(40)
Level 28: Fire Sword Circle -- Erad-Dmg/Rchg:30(A), Erad-Acc/Dmg/EndRdx/Rchg:30(29), Erad-%Dam:30(29), C'ngBlow-Acc/Dmg:50(31), C'ngBlow-Dmg/EndRdx:50(31), C'ngBlow-Dmg/Rchg:50(31)
Level 30: Weave -- LkGmblr-Rchg+:50(A), LkGmblr-Def/EndRdx/Rchg:50(33), LkGmblr-Def:50(34), LkGmblr-Def/EndRdx:50(34)
Level 32: Combat Jumping -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(40)
Level 35: Incinerate -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(36), KntkC'bat-Dmg/Rchg:35(36), KntkC'bat-Dmg/EndRdx/Rchg:35(36), Mako-Acc/Dmg/EndRdx/Rchg:50(37)
Level 38: Greater Fire Sword -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(39), KntkC'bat-Dmg/Rchg:35(39), KntkC'bat-Dmg/EndRdx/Rchg:35(39), Mako-Acc/Dmg/EndRdx/Rchg:50(40)
Level 41: Soul Tentacles -- Enf'dOp-Acc/Immob/Rchg:50(A), Enf'dOp-Acc/Rchg:50(42), Enf'dOp-Acc/EndRdx:50(42), Enf'dOp-Acc/Immob:50(42)
Level 44: Dark Obliteration -- Posi-Acc/Dmg:50(A), Posi-Dam%:50(45), Posi-Dmg/Rchg:50(45), Posi-Acc/Dmg/EndRdx:50(45), Posi-Dmg/EndRdx:50(46)
Level 47: Resist Energies -- Aegis-ResDam/EndRdx:50(A), Aegis-ResDam/Rchg:50(48), Aegis-ResDam:50(50)
Level 49: Resist Elements -- Aegis-ResDam/EndRdx:50(A), Aegis-ResDam:50(50), Aegis-ResDam/Rchg:50(50)
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Level 1: Brawl -- Acc-I:50(A)
Level 1: Gauntlet
Level 1: Sprint -- Run-I:50(A)
Level 2: Rest -- RechRdx-I:50(A)
Level 4: Ninja Run
Level 2: Swift -- Flight-I:50(A)
Level 2: Health -- Numna-Regen/Rcvry+:50(A), Mrcl-Rcvry+:40(25), Numna-Heal:50(48)
Level 2: Hurdle -- Jump-I:50(A)
Level 2: Stamina -- P'Shift-EndMod:50(A), P'Shift-EndMod/Acc:50(46), P'Shift-End%:50(46)
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Set Bonus Totals:
- 19.25% Defense(Smashing)
- 19.25% Defense(Lethal)
- 12.38% Defense(Fire)
- 12.38% Defense(Cold)
- 15.5% Defense(Energy)
- 15.5% Defense(Negative)
- 3% Defense(Psionic)
- 11.13% Defense(Melee)
- 9.25% Defense(Ranged)
- 7.688% Defense(AoE)
- 5.4% Max End
- 4% Enhancement(Heal)
- 3% Enhancement(Immobilize)
- 53.75% Enhancement(RechargeTime)
- 34% Enhancement(Accuracy)
- 5% FlySpeed
- 175.69 HP (9.375%) HitPoints
- 5% JumpHeight
- 5% JumpSpeed
- MezResist(Held) 2.75%
- MezResist(Immobilize) 11%
- MezResist(Terrorized) 2.2%
- 4.5% (0.075 End/sec) Recovery
- 52% (4.068 HP/sec) Regeneration
- 20% ResEffect(FlySpeed)
- 20% ResEffect(RechargeTime)
- 20% ResEffect(RunSpeed)
- 2.835% Resistance(Fire)
- 2.835% Resistance(Cold)
- 1.875% Resistance(Negative)
- 15% RunSpeed
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My Characters
Knight Court--A CoH Story Complete 2/3/2012
Hiyas, just need some input on this build.. what i would like to do is End-game TFs, and i20 content, like the trials. Then when nothing is going on, i like to farm. I know Invul doesnt have any damaging auras or anything, or sometihng like burn, but iv witness a invul/fire farm Battle maiden map pretty damn good. I know the build is going to be hard to get considering Reactive Armor isnt the easiest thing to find multiple of.
Hero Plan by Mids' Hero Designer 1.942
http://www.cohplanner.com/
Click this DataLink to open the build!
Breaking the Habit: Level 50 Technology Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Fiery Melee
Power Pool: Flight
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leaping
Ancillary Pool: Soul Mastery
Hero Profile:
Level 1: Resist Physical Damage -- RctvArm-EndRdx(A), RctvArm-ResDam(3), RctvArm-ResDam/EndRdx(3), RctvArm-ResDam/Rchg(5)
Level 1: Scorch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(5), KntkC'bat-Dmg/Rchg(7), KntkC'bat-Dmg/EndRdx/Rchg(7)
Level 2: Temp Invulnerability -- RctvArm-EndRdx(A), RctvArm-ResDam(9), RctvArm-ResDam/EndRdx(9), RctvArm-ResDam/Rchg(11)
Level 4: Combustion -- Erad-%Dam(A), Erad-Dmg(11), Erad-Dmg/Rchg(13), C'ngBlow-Acc/Dmg(13), C'ngBlow-Dmg/Rchg(15), C'ngBlow-Dmg/EndRdx(15)
Level 6: Hover -- LkGmblr-Rchg+(A), LkGmblr-Def(50), LkGmblr-Def/EndRdx(50), Ksmt-ToHit+(50)
Level 8: Unyielding -- RctvArm-EndRdx(A), RctvArm-ResDam(17), RctvArm-ResDam/EndRdx(17), RctvArm-ResDam/Rchg(19)
Level 10: Hasten -- RechRdx-I(A), RechRdx-I(23), RechRdx-I(25)
Level 12: Dull Pain -- Dct'dW-Heal/EndRdx(A), Dct'dW-Rchg(19), Dct'dW-Heal(21), Dct'dW-Heal/Rchg(21), Dct'dW-Heal/EndRdx/Rchg(23)
Level 14: Fly -- Winter-ResSlow(A)
Level 16: Taunt -- Mocking-Rchg(A), Mocking-Taunt/Rng(43), Mocking-Taunt(43), Mocking-Taunt/Rchg(43)
Level 18: Invincibility -- GSFC-Build%(A), GSFC-ToHit/EndRdx(27), GSFC-ToHit(27), GSFC-Rchg/EndRdx(33), GSFC-ToHit/Rchg/EndRdx(33), LkGmblr-Rchg+(33)
Level 20: Build Up -- RechRdx-I(A), RechRdx-I(48), RechRdx-I(48)
Level 22: Boxing -- Acc-I(A)
Level 24: Tough -- RctvArm-EndRdx(A), RctvArm-ResDam(37), RctvArm-ResDam/EndRdx(37), RctvArm-ResDam/Rchg(40)
Level 26: Tough Hide -- LkGmblr-Rchg+(A), LkGmblr-Def(34), LkGmblr-Def/EndRdx(37)
Level 28: Fire Sword Circle -- Oblit-Dmg(A), Oblit-Acc/Rchg(29), Oblit-Dmg/Rchg(29), Oblit-Acc/Dmg/Rchg(31), Oblit-Acc/Dmg/EndRdx/Rchg(31), Oblit-%Dam(31)
Level 30: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(34), LkGmblr-Def/EndRdx(34)
Level 32: Resist Elements -- Aegis-Psi/Status(A), Aegis-ResDam(40), Aegis-ResDam/EndRdx(40)
Level 35: Incinerate -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(36), KntkC'bat-Dmg/Rchg(36), KntkC'bat-Dmg/EndRdx/Rchg(36)
Level 38: Greater Fire Sword -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(39), KntkC'bat-Dmg/Rchg(39), KntkC'bat-Dmg/EndRdx/Rchg(39)
Level 41: Soul Tentacles -- Enf'dOp-Acc/Immob/Rchg(A), Enf'dOp-Acc/Rchg(42), Enf'dOp-Acc/EndRdx(42), Enf'dOp-Acc/Immob(42)
Level 44: Dark Obliteration -- Posi-Acc/Dmg(A), Posi-Dam%(45), Posi-Dmg/Rchg(45), Posi-Acc/Dmg/EndRdx(45), Posi-Dmg/EndRdx(48)
Level 47: Resist Energies -- S'fstPrt-ResDam/Def+(A)
Level 49: Combat Jumping -- LkGmblr-Rchg+(A)
------------
Level 1: Brawl -- Acc-I(A)
Level 1: Gauntlet
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 4: Ninja Run
Level 2: Swift -- Flight-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(25)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Acc(46), P'Shift-EndMod/Rchg(46), P'Shift-EndMod/Acc/Rchg(46)
Here are the set bonuses.
+5.5% DamageBuff(Smashing)
+5.5% DamageBuff(Lethal)
+5.5% DamageBuff(Fire)
+5.5% DamageBuff(Cold)
+5.5% DamageBuff(Energy)
+5.5% DamageBuff(Negative)
+5.5% DamageBuff(Toxic)
+5.5% DamageBuff(Psionic)
+26.1% Defense(Smashing)
+26.1% Defense(Lethal)
+6.13% Defense(Fire)
+6.13% Defense(Cold)
+12.4% Defense(Energy)
+12.4% Defense(Negative)
+3% Defense(Psionic)
+17.4% Defense(Melee)
+7.69% Defense(Ranged)
+4.56% Defense(AoE)
+3.6% Max End
+4% Enhancement(Heal)
+18% Enhancement(Accuracy)
+3% Enhancement(Immobilize)
+53.8% Enhancement(RechargeTime)
+10% FlySpeed
+217.9 HP (11.6%) HitPoints
+10% JumpHeight
+10% JumpSpeed
+MezResist(Held) 2.75%
+MezResist(Immobilize) 12.7%
+MezResist(Stun) 2.2%
+MezResist(Terrorized) 2.2%
+8.5% (0.14 End/sec) Recovery
+30% (2.34 HP/sec) Regeneration
+20% ResEffect(FlySpeed)
+20% ResEffect(RechargeTime)
+20% ResEffect(RunSpeed)
+2.84% Resistance(Fire)
+2.84% Resistance(Cold)
+1.88% Resistance(Negative)
+3% Resistance(Psionic)
+15% RunSpeed
@MachineSlave | Infinity Server | Deepdown Traumahounds Supergroup | Co-Founder
Tankers : Ice/Ele, Fire/SS, Fire/DM, Invul/Fire, Ele/Stone Corrupter : Arch/TA
Scrappers : DM/DA, Kat/SR Brutes : Fire/Shield, Ele/Fire(Villian)
Controllers : Fire/Kin, Ele/Rad, Earth/Cold