Build Critique - Elec/Kin


Alef_infinity

 

Posted

Hey folks,

I'm alright at making builds, but not fantastic. I've made an elec/kin build here and I'd love a solid critique.

Goals for the build:

1. S/L/Ranged to 32.5%, so I can cap in 1 small purple. This will let me play in melee or stay back at range fairly safely, as well as avoid mez even in melee since most are tagged range, I believe. 45% would be nice, but feels like it would sacrifice too much.

2. Reasonable recharge.

3. No PVP IOs, but cheaper purples would be okay. the sleep and confuse ones I've put in this build.

Really, its something of a sapper controller, standard for elec, and kin compliments that nicely. I'd like it to do well in trial play, so I kinda want something thats all around good.

Suggestions always welcome, and thank you for looking!

Hero Plan by Mids' Hero Designer 1.942
http://www.cohplanner.com/

Click this DataLink to open the build!

Samantha Shocking: Level 50 Mutation Controller
Primary Power Set: Electric Control
Secondary Power Set: Kinetics
Power Pool: Speed
Power Pool: Leadership
Power Pool: Leaping
Ancillary Pool: Ice Mastery

Hero Profile:
Level 1: Tesla Cage -- BasGaze-Acc/Hold:30(A), BasGaze-Rchg/Hold:30(3), BasGaze-EndRdx/Rchg/Hold:30(3), BasGaze-Acc/EndRdx/Rchg/Hold:30(5)
Level 1: Transfusion -- RgnTis-Regen+:30(A), RgnTis-Heal/EndRdx:30(5), RgnTis-EndRdx/Rchg:30(7), RgnTis-Heal/Rchg:30(7), RgnTis-Heal/EndRdx/Rchg:30(9), Acc-I:50(9)
Level 2: Siphon Power -- Acc-I:50(A)
Level 4: Chain Fences -- Enf'dOp-Acc/Immob:50(A), Enf'dOp-Acc/Immob/Rchg:50(13), Enf'dOp-Acc/Rchg:50(15), Enf'dOp-EndRdx/Immob:50(15)
Level 6: Jolting Chain -- Acc-I:50(A)
Level 8: Conductive Aura -- P'Shift-EndMod/Acc:50(A), P'Shift-EndMod:50(19)
Level 10: Siphon Speed -- Acc-I:50(A), RechRdx-I:50(19), RechRdx-I:50(21)
Level 12: Static Field -- FtnHyp-Plct%:50(A), FtnHyp-Sleep/Rchg:50(17), FtnHyp-Acc/Sleep/Rchg:50(21), FtnHyp-Acc/Rchg:50(23), FtnHyp-Sleep/EndRdx:50(23)
Level 14: Hasten -- RechRdx-I:50(A), RechRdx-I:50(25), RechRdx-I:50(25)
Level 16: Super Speed -- Clrty-Stlth:50(A)
Level 18: Paralyzing Blast -- Lock-%Hold:50(A), Lock-Acc/Hold:50(27), Lock-Acc/Rchg:50(27), Lock-Rchg/Hold:50(29), Lock-EndRdx/Rchg/Hold:50(29), Lock-Acc/EndRdx/Rchg/Hold:50(31)
Level 20: Speed Boost -- EndMod-I:50(A)
Level 22: Increase Density -- S'fstPrt-ResDam/Def+:30(A)
Level 24: Maneuvers -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(31), LkGmblr-Def/EndRdx:50(31)
Level 26: Synaptic Overload -- CoPers-Conf%:50(A), CoPers-Conf/EndRdx:50(33), CoPers-Conf:50(33), CoPers-Conf/Rchg:50(33), CoPers-Acc/Conf/Rchg:50(34), CoPers-Acc/Rchg:50(34)
Level 28: Combat Jumping -- LkGmblr-Rchg+:50(A), Krma-ResKB:30(34)
Level 30: Tactics -- GSFC-ToHit:50(A), GSFC-ToHit/Rchg:50(36), GSFC-ToHit/Rchg/EndRdx:50(36), GSFC-Rchg/EndRdx:50(36), GSFC-ToHit/EndRdx:50(37), GSFC-Build%:50(37)
Level 32: Gremlins -- ExRmnt-Acc/Rchg:50(A), ExRmnt-Acc/Dmg:50(37), ExRmnt-Dmg/EndRdx:50(39), ExRmnt-Acc/Dmg/Rchg:50(39), ExRmnt-EndRdx/Dmg/Rchg:50(39), ExRmnt-+Res(Pets):50(40)
Level 35: Transference -- Acc-I:50(A), RechRdx-I:50(40)
Level 38: Fulcrum Shift -- Acc-I:50(A), RechRdx-I:50(40), RechRdx-I:50(42), RechRdx-I:50(46)
Level 41: Ice Blast -- Thundr-Dmg/EndRdx/Rchg:50(A), Thundr-Acc/Dmg/EndRdx:50(42), Thundr-Dmg/EndRdx:50(42), Thundr-Acc/Dmg:50(43), Thundr-Dmg/Rchg:50(43), Thundr-Acc/Dmg/Rchg:50(43)
Level 44: Frost Breath -- P'ngTtl-Acc/Slow:50(A), P'ngTtl--Rchg%:50(45), P'ngTtl-EndRdx/Rchg/Slow:50(45), P'ngTtl-Dmg/Slow:50(45), P'ngTtl-Acc/EndRdx:50(46), P'ngTtl-Rng/Slow:50(46)
Level 47: Ice Storm -- Posi-Acc/Dmg/EndRdx:50(A), Posi-Acc/Dmg:50(48), Posi-Dmg/EndRdx:50(48), Posi-Dmg/Rchg:50(48), Posi-Dam%:50(50)
Level 49: Frozen Armor -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(50), LkGmblr-Def/EndRdx:50(50)
Level 50: Spiritual Core Paragon
------------
Level 1: Brawl -- Empty(A)
Level 1: Containment
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I:50(A)
Level 2: Health -- Numna-Regen/Rcvry+:50(A), Mrcl-Rcvry+:40(11)
Level 2: Hurdle -- Jump-I:50(A)
Level 2: Stamina -- P'Shift-EndMod:50(A), P'Shift-EndMod/Rchg:50(11), P'Shift-End%:50(13)
------------
Set Bonus Totals:

  • 12.5% DamageBuff(Smashing)
  • 12.5% DamageBuff(Lethal)
  • 12.5% DamageBuff(Fire)
  • 12.5% DamageBuff(Cold)
  • 12.5% DamageBuff(Energy)
  • 12.5% DamageBuff(Negative)
  • 12.5% DamageBuff(Toxic)
  • 12.5% DamageBuff(Psionic)
  • 6.75% Defense(Smashing)
  • 6.75% Defense(Lethal)
  • 5.5% Defense(Fire)
  • 5.5% Defense(Cold)
  • 18% Defense(Energy)
  • 18% Defense(Negative)
  • 3% Defense(Psionic)
  • 6.75% Defense(Melee)
  • 25.5% Defense(Ranged)
  • 8% Defense(AoE)
  • 2.5% Enhancement(JumpHeight)
  • 2.5% Enhancement(Held)
  • 2.5% Enhancement(RunSpeed)
  • 4% Enhancement(Confused)
  • 67.5% Enhancement(RechargeTime)
  • 2.5% Enhancement(JumpSpeed)
  • 2.5% Enhancement(FlySpeed)
  • 3% Enhancement(Immobilize)
  • 4% Enhancement(Heal)
  • 40% Enhancement(Accuracy)
  • 19% FlySpeed
  • 76.3 HP (7.5%) HitPoints
  • 19% JumpHeight
  • 19% JumpSpeed
  • Knockback (Mag -4)
  • Knockup (Mag -4)
  • MezResist(Confused) 2.5%
  • MezResist(Held) 7.45%
  • MezResist(Immobilize) 2.5%
  • MezResist(Sleep) 5.25%
  • MezResist(Stun) 2.5%
  • MezResist(Terrorized) 2.5%
  • 17% (0.28 End/sec) Recovery
  • 30% (1.27 HP/sec) Regeneration
  • 10% Resistance(Smashing)
  • 10% Resistance(Lethal)
  • 14.1% Resistance(Fire)
  • 14.1% Resistance(Cold)
  • 10% Resistance(Energy)
  • 11.9% Resistance(Negative)
  • 10% Resistance(Toxic)
  • 10% Resistance(Psionic)
  • 23% RunSpeed



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Posted

Hmm. I'll break down the issues I can see. My own Elec/Kin's still pretty young (level 23), but I'm basing this critique at least partially off my experiences with Kin overall, my experiences so far, and comments I've seen others make about Elec Control. At the very least, those're points that leaped out at me as things to consider.

1. Your build doesn't really have a lot of endurance drain going on. The related powers're pretty underslotted. This might not be that big of a problem if you aren't planning to rely much on endurance drain. It's rather useful but can by itself be a little slow particularly for fast moving teams.

But if for example you took those slots out of the Fitness pool and put them into Conductive Aura and Transference, I doubt you would really miss the lost recovery (Transference is just too good) and you would add endurance drain back into your toolset. This can be useful for some of the harder targets especially if you're grouped with other electrical characters. On the Synapse TF I was on with my own Elec/Kin and an Elec Melee character, Babbage got drained absolutely dry and stayed that way. Fun times.

And I actually went without the Fitness on my original Kin before inherent Fitness. She did just fine with just Transference. With a free slot of inherent Stamina, Conductive Aura's recovery bonuses, and Static Field's random endurance restoration, you should fare even better on the blue bar.

Or you could toss a couple of slots into Tesla Cage to add a bit more damage. I'm a fan of damage in controllers' single-target holds, but a lot depends on your own usage cases.

2. Doctored Wounds would be better in Transfusion than Regenerative Tissue. As is, it's underslotted for heal. A better slotted heal is likely to serve you better than a slight 10% regen bonus that you probably wouldn't notice very much.

3. Frost Breath's slotting is rather poor but I suspect you're just using it as an IO mule with no intention to actually use it. In which case there's no real problem with that slotting. Or perhaps you're counting on Fulcrum Shift and your overall recharge bonuses to make up for the deficiencies in those parts of the slotting.

I'm personally not a bit fan of cone damage powers on a Kin anyway. There're reasons I rerolled my Kin/Dark Defender as an Elec/Kin (constantly running in to use Kin powers and running out to position and aim cones took up too much time). You might feel differently, though, or simply have no real intentions of using it.

If you're using it mainly as a mule rather than a functional power, with a little rearrangement of power selection order you could try taking Air Superiority or Electric Fence as an attack filler and slot Mako's Bite or Thunderstrike respectively to get that last bit of ranged defense. Just move Combat Jumping up to level 49 or something and take one of those attacks in its place. Vengeance 6-slotted with Red Fortune would also serve nearly as well, leaving you with a slight shortfall (about 0.5%) in ranged defense, and giving your team a very potent buff (including defense) when someone on the team drops.

4. Ice Storm *will* interrupt your Static Field constantly enough to make it not very useful. The pulsing sleep is fairly good at overcoming sleep's usual handicaps, but long duration DoTs still give it trouble. In that case, backup controls such as Synaptic Overload or, actually, endurance drain will be very useful. Otherwise, Static Field will still prove useful for migrating alphas and dealing with overaggro, etc.

5. You could try moving the Celerity +Stealth (or Unbounded Leap's +Stealth which can be cheaper) into one of your Sprint powers and combining that with Superspeed for total stealth. It's not one-click invisibility, but putting a Zephyr -Knockback into Superspeed would free up a slot for other uses. Then again, the convenience of one-click invisibility rather than two-click might be worth the slot for you.
Overall, I mostly like your build. It accomplishes its goals without sacrificing the most essential powers too much, and the sacrificed powers can be easily fixed with relocating a few superfluous slots. I might just borrow a few ideas (like the Gremlin slotting) to give my own character better ranged defense, though I like Mu Mastery conceptually too much to commit to any of the pools that give Smashing/Lethal.


 

Posted

Thanks for all the advice!

I was using frost breath for the IO mule basically, to get some ranged def, with no major plans to use it.

My basic strategy was going to be to use the sleep patch, stand in there with the aura until things are drained dry, fulcrum shift, then ice storm. I figured that'd wipe most of a normal spawn if i wanted to solo. So I wasnt too worried about ice storm breaking the sleep.

I will definitely reconsider the end drain slotting. as it stands now I generally throw jolting chain in to help drain faster, but it'd be nice not to, and I definitely am not hurting for end.

Lastly, thanks for the heads up on the doctored wounds set. that's something I will change for sure.


 

Posted

Got S/L/R defense to 33%. Global recharge dropped a little, once you get going Siphon Speed more than makes up for it (You can reliably keep it double stacked while running around and triple stacked in longer fights).

Hero Plan by Mids' Hero Designer 1.942
http://www.cohplanner.com/

Click this DataLink to open the build!

Samantha Shocking: Level 50 Mutation Controller
Primary Power Set: Electric Control
Secondary Power Set: Kinetics
Power Pool: Speed
Power Pool: Leadership
Power Pool: Leaping
Ancillary Pool: Ice Mastery

Hero Profile:
Level 1: Tesla Cage -- Lock-Acc/Hold(A), Lock-Acc/Rchg(3), Lock-Acc/EndRdx/Rchg/Hold(9), Lock-Rchg/Hold(21), Lock-EndRdx/Rchg/Hold(37), Lock-%Hold(40)
Level 1: Transfusion -- Acc-I(A), Dct'dW-EndRdx/Rchg(3), Dct'dW-Heal/Rchg(11), Dct'dW-Heal(31), Dct'dW-Rchg(37), Dct'dW-Heal/EndRdx(43)
Level 2: Siphon Power -- Acc-I(A)
Level 4: Chain Fences -- Enf'dOp-Acc/Rchg(A), Enf'dOp-Acc/EndRdx(5), Enf'dOp-Acc/Immob/Rchg(5), Enf'dOp-Acc/Immob(23), Enf'dOp-EndRdx/Immob(31)
Level 6: Jolting Chain -- Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/Rchg(7), Thundr-Acc/Dmg/EndRdx(7)
Level 8: Conductive Aura -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(9)
Level 10: Siphon Speed -- Acc-I(A), Acc-I(11), RechRdx-I(25), RechRdx-I(29)
Level 12: Static Field -- FtnHyp-Acc/Sleep/Rchg(A), FtnHyp-Acc/Rchg(13), FtnHyp-Sleep/Rchg(13), FtnHyp-Sleep/EndRdx(21), FtnHyp-Sleep(34)
Level 14: Hasten -- RechRdx-I(A), RechRdx-I(15), RechRdx-I(15)
Level 16: Super Speed -- Zephyr-ResKB(A), Zephyr-Travel/EndRdx(43)
Level 18: Paralyzing Blast -- Lock-Acc/Hold(A), Lock-Acc/Rchg(19), Lock-Acc/EndRdx/Rchg/Hold(19), Lock-Rchg/Hold(23), Lock-EndRdx/Rchg/Hold(37), Lock-%Hold(46)
Level 20: Speed Boost -- EndMod-I(A)
Level 22: Increase Density -- S'fstPrt-ResDam/Def+(A)
Level 24: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(25), LkGmblr-Def/EndRdx/Rchg(31)
Level 26: Synaptic Overload -- CoPers-Acc/Conf/Rchg(A), CoPers-Acc/Rchg(27), CoPers-Conf/EndRdx(27), CoPers-Conf/Rchg(29), CoPers-Conf%(34), CoPers-Conf(43)
Level 28: Combat Jumping -- LkGmblr-Rchg+(A), Zephyr-Travel(34), Zephyr-ResKB(46)
Level 30: Tactics -- Rec'dRet-Pcptn(A), Rec'dRet-ToHit(40), HO:Cyto(46)
Level 32: Gremlins -- BldM'dt-Acc(A), BldM'dt-Acc/Dmg(33), BldM'dt-Acc/EndRdx(33), BldM'dt-Acc/Dmg/EndRdx(33), BldM'dt-Dmg/EndRdx(40), BldM'dt-Dmg(45)
Level 35: Transference -- Efficacy-EndMod/Acc/Rchg(A), Efficacy-Acc/Rchg(36), Efficacy-EndMod/Rchg(36), Efficacy-EndMod/Acc(36)
Level 38: Fulcrum Shift -- Acc-I(A), Acc-I(39), RechRdx-I(39), RechRdx-I(39)
Level 41: Ice Blast -- Thundr-Acc/Dmg/EndRdx(A), Thundr-Acc/Dmg(42), Thundr-Acc/Dmg/Rchg(42), Thundr-Dmg/EndRdx/Rchg(42), Thundr-Dmg/EndRdx(50), Thundr-Dmg/Rchg(50)
Level 44: Frozen Armor -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(45), LkGmblr-Def/EndRdx/Rchg(45)
Level 47: Ice Storm -- Posi-Acc/Dmg(A), Posi-Acc/Dmg/EndRdx(48), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Dam%(50)
Level 49: Vengeance -- LkGmblr-Rchg+(A)
Level 50: Spiritual Core Paragon
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
------------
Level 1: Brawl -- Empty(A)
Level 1: Containment
Level 1: Sprint -- Clrty-Stlth(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(17)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- EndMod-I(A), EndMod-I(17)



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SG: Guadians of Paragon - VG: Paragon's Darkness
The Usual Suspects: Fimboolvetr (Icer Tank), Tsukiyomi (Mind/Psi/Ice Dom), Smiting Dragon (Dm/Sr Scrap), Widow Mortis (NW)
Up and Comers: Ameterasu (Km/Reg Scrap), Arrhymian (Elec/Nin Stalk), TDMKII (Bot/Traps MM)

 

Posted

Heh, you're welcome. And, yeah, I'm extremely familiar with the Doctored Wounds, thanks in large part to my Mind/Empathy's build featuring four of them.

And, hmm, Infini's proposed build... interesting. 2.5% recharge really is an insignificant loss with as much recharge as you'll be throwing around especially with stacked Siphon Speeds. The fitness pool's still overslotted in my mind, but that's a personal taste. With a heal like Transfusion, one might as well forget about regen virtually entirely, and well slotted Conductive Aura and Transferences does a lot to migrate the need for extra Stamina slots. I took those Fitness slots away to improve Conductive Aura and adjusted Transference to reach the ED cap for endmod.

I do think the drains should be ED capped for Endmod--that helps greatly with drain speed. Also keep in mind that Chain Fences knocks off 10% just by itself and is the largest spammable source of -recovery available. It's pretty useful.

This build sacrifices any possibility of damage in the ST hold. Well, I suppose Electric Control isn't really the best for soloing speed anyway, and a good Fulcrum Shift pretty much does a lot to reduce the need to slot for damage slotting.

You can easily afford to replace one of the -KB IOs with a different Zephyr IO just to make it a bit cheaper. -8 doesn't really make much difference, since -4 and -12 are the actually meaningful margins in this game.

Here's my proposed variation upon Infini's build (set bonuses left out because very little has changed there due to it being a very minor tweak):

Hero Plan by Mids' Hero Designer 1.942
http://www.cohplanner.com/

Click this DataLink to open the build!

Samantha Shocking: Level 50 Mutation Controller
Primary Power Set: Electric Control
Secondary Power Set: Kinetics
Power Pool: Speed
Power Pool: Leadership
Power Pool: Leaping
Ancillary Pool: Ice Mastery

Hero Profile:
Level 1: Tesla Cage -- Lock-Acc/Hold(A), Lock-Acc/Rchg(3), Lock-Acc/EndRdx/Rchg/Hold(9), Lock-%Hold(17), Lock-Rchg/Hold(21), Lock-EndRdx/Rchg/Hold(37)
Level 1: Transfusion -- Acc-I(A), Dct'dW-EndRdx/Rchg(3), Dct'dW-Heal/Rchg(11), Dct'dW-Heal(31), Dct'dW-Rchg(37), Dct'dW-Heal/EndRdx(43)
Level 2: Siphon Power -- Acc-I(A)
Level 4: Chain Fences -- Enf'dOp-Acc/Rchg(A), Enf'dOp-Acc/EndRdx(5), Enf'dOp-Acc/Immob/Rchg(5), Enf'dOp-Acc/Immob(23), Enf'dOp-EndRdx/Immob(31)
Level 6: Jolting Chain -- Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/Rchg(7), Thundr-Acc/Dmg/EndRdx(7)
Level 8: Conductive Aura -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(9), Efficacy-EndMod/Acc(17), Efficacy-Acc/Rchg(40)
Level 10: Siphon Speed -- Acc-I(A), Acc-I(11), RechRdx-I(25), RechRdx-I(29)
Level 12: Static Field -- FtnHyp-Acc/Sleep/Rchg(A), FtnHyp-Acc/Rchg(13), FtnHyp-Sleep/Rchg(13), FtnHyp-Sleep/EndRdx(21), FtnHyp-Sleep(34)
Level 14: Hasten -- RechRdx-I(A), RechRdx-I(15), RechRdx-I(15)
Level 16: Super Speed -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(43)
Level 18: Paralyzing Blast -- Lock-Acc/Hold(A), Lock-Acc/Rchg(19), Lock-Acc/EndRdx/Rchg/Hold(19), Lock-Rchg/Hold(23), Lock-EndRdx/Rchg/Hold(37), Lock-%Hold(46)
Level 20: Speed Boost -- EndMod-I(A)
Level 22: Increase Density -- S'fstPrt-ResDam/Def+(A)
Level 24: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(25), LkGmblr-Def/EndRdx/Rchg(31)
Level 26: Synaptic Overload -- CoPers-Acc/Conf/Rchg(A), CoPers-Acc/Rchg(27), CoPers-Conf/EndRdx(27), CoPers-Conf/Rchg(29), CoPers-Conf%(34), CoPers-Conf(43)
Level 28: Combat Jumping -- LkGmblr-Rchg+(A), Zephyr-Travel(34), Zephyr-ResKB(46)
Level 30: Tactics -- Rec'dRet-Pcptn(A), Rec'dRet-ToHit(40), HO:Cyto(46)
Level 32: Gremlins -- BldM'dt-Acc(A), BldM'dt-Acc/Dmg(33), BldM'dt-Acc/EndRdx(33), BldM'dt-Acc/Dmg/EndRdx(33), BldM'dt-Dmg/EndRdx(40), BldM'dt-Dmg(45)
Level 35: Transference -- Efficacy-EndMod/Acc/Rchg(A), Efficacy-EndMod(36), Efficacy-EndMod/Rchg(36), Efficacy-EndMod/Acc(36)
Level 38: Fulcrum Shift -- Acc-I(A), Acc-I(39), RechRdx-I(39), RechRdx-I(39)
Level 41: Ice Blast -- Thundr-Acc/Dmg/EndRdx(A), Thundr-Acc/Dmg(42), Thundr-Acc/Dmg/Rchg(42), Thundr-Dmg/EndRdx/Rchg(42), Thundr-Dmg/EndRdx(50), Thundr-Dmg/Rchg(50)
Level 44: Frozen Armor -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(45), LkGmblr-Def/EndRdx/Rchg(45)
Level 47: Ice Storm -- Posi-Acc/Dmg(A), Posi-Acc/Dmg/EndRdx(48), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Dam%(50)
Level 49: Vengeance -- LkGmblr-Rchg+(A)
Level 50: Spiritual Core Paragon
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
------------
Level 1: Brawl -- Empty(A)
Level 1: Containment
Level 1: Sprint -- Clrty-Stlth(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Health -- Mrcl-Rcvry+(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- EndMod-I(A)



Code:
| Copy & Paste this data into Mids' Hero Designer to view the build |
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|-------------------------------------------------------------------|


 

Posted

That looks awesome. I'll probably make some minor tweaks to it. I think I still prefer the Expedient Reinforcement in Gremlins, as I lose about .6% ranged def, but gain 6.25% recharge. beyond that, it looks lovely! Respeccing to that when I hit 50! thanks so much