Ill / Ta Build
Your build has some sigificant problems, from my point of view. Maybe your playstyle is quite a bit different than mine. You have fallen into a trap of slotting for bonuses rather than slotting powers to make them effective.
First and foremost, the endurance use exceeds recovery BEFORE any use of powers, and that's even using the Cardiac Alpha slot. That will make it unplayable unless you leave many of your toggles turned off. There is no way you would be able to attack and maintain all those toggles.
You have actually slotted for way too much Defense on a build that really doesn't need all that much Defense. Perma-PA is far more important than Defense. I play my Ill/TA from range, sending in PA and then shooting my arrows from a distance -- the PA pull the aggro and the foes usually don't notice me. Once my Debuffs are out, then I chose a single target foe to take down with my Blind-SW-Blast-SW attack chain. If any foe decides to take notice of me, I use Deceive to turn him around back to his buddies and PA.
You have underslotted PA. You have enough global Recharge for Perma-PA, but you don't have enough Recharge in the power itself. PA is by far the most important power for an Ill/TA, possibly more important than other Illusion combos. My recommedation is 4 Expediant Reinforcement (leaving out Dam/End and the Resist proc), and then add the Dam/Rech and Chance for Build Up from Soulbound.
You have also underslotted for damage. Oil Slick Arrow is mainly a damage power. It provides a large amount of Damage for a build that would otherwise be lacking in AoE damage. You need to slot OSA for Damage and Recharge, and then have a way to light the slick. (I use the Fire APP set, with Fireball and Fire Blast.)
There are a lot of problems overall. Here are a few of them --
You have 6 Luck of the Gambler Recharge in the build. Only 5 of them will provide the Recharge bonus, and the sixth is wasted.
Spectral Wounds: You are not capped for Damage. Try to get a 6th slot in there for additional Acc/Dam. An Acc/Dam Hami-O works great.
Flash Arrow: An Enzyme is a waste. Replace it with a common ToHit Debuff. After re-thinking your build, you may be able slot it differently, or skip Flash Arrow completely. If you are invisible and PA are drawing the aggro, do you really need it?
Blind: 4 Baz Gaze are a good start, but the Accuracy is a little low. Add two more slots to add some nice Damage. I like an Acc/Dam Hami-O and a common Damage IO.
Glue Arrow: 6 slots to add some defense when you are already way over the cap is a waste of slots. Enhancing Slow only affects Run Speed an nothing else. Put one or two Recharge here and you're done.
I'm not a big fan of the Fighting Pool on a Controller. Three power picks for a fairly small amount of Defense that does not benefit anyone else. Some folks like it, however, especially if they mainly solo. I build my Controllers for teams mostly, but to be able to solo if needed. Instead, I prefer to build my Controllers to, well, Control. Take Deceive, EM Pulse Arrow, or even Ice Arrow or Poison Gas Arrow. Deceive lets you take the Coercive Persuasion set for nice Recharge and bonuses. PGA takes the Fortunata Hypnosis set, the cheapest purple set.
Hasten: Membranes? Why? The other aspects of the Membranes do NOTHING in Hasten. 3 Recharge, or 2 if you have enough global Recharge for perma-hasten.
Combat Jumping: The Damage and Dam/End add less than 1% Defense in this power. The endurance reduction is .03%, or virutally nothing. Maybe the bonuses are worth it to you, but see if those slots might be needed somewhere else.
Superior Invis: This power needs to be slotted up for EndRdx most importantly. The Defense in it is nice, but half of the defense supresses when you attack or click a glowie.
Weave, Maneuvers, Tactics: I didn't take any of them, as I took control powers instead. If you keep them, they need more EndRdx.
Spectral Terror: I'm not sure that the Lyso does anything other than Accuracy. The ToHit Debuff is supposed to be 15% unenhancable, but I have never tested to see if the ToHit Debuff can be enhanced with a Hami-O -- if it can, it is an exploit.
Phantasm: You slotted for the Defense bonus. I slotted 4 Expediant Reinforcement and an Acc/Dam Hami-O for Recharge.
Disruption Arrow: This power can only be slotted for Recharge, Range or EndRdx, and you put an Enzyme in a power that does Damage Resistance Debuff. That Enzyme is only enhancing the EndRdx. Slot this for Recharge.
Oil Slick Arrow: Slot for Recharge and Damage, not Defense Debuff. And take a power than can light the slick. Your build shows a Natural Origin, so you can't use your Origin power (Magic and Tech can use the Origin Power to light the slick.) Therefore, you may need to go with an APP or PPP set that does Energy or Fire Damage. (Fireball on an Oil Slick is wonderful.) Your only other option might be to stock up on the Plasmatic Taser Temp power, and re-craft it after you use it up . . . ugh.
Vengance: Not only is Vengence a situational power, but the LotG Recharge in it is wasted due to the "Rule of 5."
Stone APP: Fissure is a short range AoE damage power . . . you would do better slotting it for Damage does a lot more damage than slotting Procs. Rock Armor is ugly but otherwise good. But Stone does not have an Energy power to light the Slick. If you really want a Defense armor power (I don't think it is needed, but some people want to go that way), then go with the Mace PPP. Disruptor Blast will light the Slick.
LOCAL MAN! The most famous hero of all. There are more newspaper stories about me than anyone else. "Local Man wins Medal of Honor." "Local Man opens Animal Shelter." "Local Man Charged with..." (Um, forget about that one.)
Guide Links: Earth/Rad Guide, Illusion/Rad Guide, Electric Control
I Cant Win With you Just Make Me a Build Man
Your build has some sigificant problems, from my point of view. Maybe your playstyle is quite a bit different than mine. You have fallen into a trap of slotting for bonuses rather than slotting powers to make them effective.
First and foremost, the endurance use exceeds recovery BEFORE any use of powers, and that's even using the Cardiac Alpha slot. That will make it unplayable unless you leave many of your toggles turned off. There is no way you would be able to attack and maintain all those toggles. You have actually slotted for way too much Defense on a build that really doesn't need all that much Defense. Perma-PA is far more important than Defense. I play my Ill/TA from range, sending in PA and then shooting my arrows from a distance -- the PA pull the aggro and the foes usually don't notice me. Once my Debuffs are out, then I chose a single target foe to take down with my Blind-SW-Blast-SW attack chain. If any foe decides to take notice of me, I use Deceive to turn him around back to his buddies and PA. You have underslotted PA. You have enough global Recharge for Perma-PA, but you don't have enough Recharge in the power itself. PA is by far the most important power for an Ill/TA, possibly more important than other Illusion combos. My recommedation is 4 Expediant Reinforcement (leaving out Dam/End and the Resist proc), and then add the Dam/Rech and Chance for Build Up from Soulbound. You have also underslotted for damage. Oil Slick Arrow is mainly a damage power. It provides a large amount of Damage for a build that would otherwise be lacking in AoE damage. You need to slot OSA for Damage and Recharge, and then have a way to light the slick. (I use the Fire APP set, with Fireball and Fire Blast.) There are a lot of problems overall. Here are a few of them -- You have 6 Luck of the Gambler Recharge in the build. Only 5 of them will provide the Recharge bonus, and the sixth is wasted. Spectral Wounds: You are not capped for Damage. Try to get a 6th slot in there for additional Acc/Dam. An Acc/Dam Hami-O works great. Flash Arrow: An Enzyme is a waste. Replace it with a common ToHit Debuff. After re-thinking your build, you may be able slot it differently, or skip Flash Arrow completely. If you are invisible and PA are drawing the aggro, do you really need it? Blind: 4 Baz Gaze are a good start, but the Accuracy is a little low. Add two more slots to add some nice Damage. I like an Acc/Dam Hami-O and a common Damage IO. Glue Arrow: 6 slots to add some defense when you are already way over the cap is a waste of slots. Enhancing Slow only affects Run Speed an nothing else. Put one or two Recharge here and you're done. I'm not a big fan of the Fighting Pool on a Controller. Three power picks for a fairly small amount of Defense that does not benefit anyone else. Some folks like it, however, especially if they mainly solo. I build my Controllers for teams mostly, but to be able to solo if needed. Instead, I prefer to build my Controllers to, well, Control. Take Deceive, EM Pulse Arrow, or even Ice Arrow or Poison Gas Arrow. Deceive lets you take the Coercive Persuasion set for nice Recharge and bonuses. PGA takes the Fortunata Hypnosis set, the cheapest purple set. Hasten: Membranes? Why? The other aspects of the Membranes do NOTHING in Hasten. 3 Recharge, or 2 if you have enough global Recharge for perma-hasten. Combat Jumping: The Damage and Dam/End add less than 1% Defense in this power. The endurance reduction is .03%, or virutally nothing. Maybe the bonuses are worth it to you, but see if those slots might be needed somewhere else. Superior Invis: This power needs to be slotted up for EndRdx most importantly. The Defense in it is nice, but half of the defense supresses when you attack or click a glowie. Weave, Maneuvers, Tactics: I didn't take any of them, as I took control powers instead. If you keep them, they need more EndRdx. Spectral Terror: I'm not sure that the Lyso does anything other than Accuracy. The ToHit Debuff is supposed to be 15% unenhancable, but I have never tested to see if the ToHit Debuff can be enhanced with a Hami-O -- if it can, it is an exploit. Phantasm: You slotted for the Defense bonus. I slotted 4 Expediant Reinforcement and an Acc/Dam Hami-O for Recharge. Disruption Arrow: This power can only be slotted for Recharge, Range or EndRdx, and you put an Enzyme in a power that does Damage Resistance Debuff. That Enzyme is only enhancing the EndRdx. Slot this for Recharge. Oil Slick Arrow: Slot for Recharge and Damage, not Defense Debuff. And take a power than can light the slick. Your build shows a Natural Origin, so you can't use your Origin power (Magic and Tech can use the Origin Power to light the slick.) Therefore, you may need to go with an APP or PPP set that does Energy or Fire Damage. (Fireball on an Oil Slick is wonderful.) Your only other option might be to stock up on the Plasmatic Taser Temp power, and re-craft it after you use it up . . . ugh. Vengance: Not only is Vengence a situational power, but the LotG Recharge in it is wasted due to the "Rule of 5." Stone APP: Fissure is a short range AoE damage power . . . you would do better slotting it for Damage does a lot more damage than slotting Procs. Rock Armor is ugly but otherwise good. But Stone does not have an Energy power to light the Slick. If you really want a Defense armor power (I don't think it is needed, but some people want to go that way), then go with the Mace PPP. Disruptor Blast will light the Slick. |
Okay Lets Talk Big Boii, Explain More To Me About Perma PA. What excatly is it... This Is Not Really A PvE Build.. Its Alot PvP, Most people dont think to see this build in PvP But I make it Work.. (very well).. Most Of The DmG that comes with Oil Slick is not very strong.. Let Alone Whos gonna stay in a giant black puddle.. So Might As Well put a Giant Debuff on it so even when there out of it They Will Feel the effects after stepping In one Time.. About the 6 Luck Of Gambler. I Didnt Know And Now Agree With You , Flash Arrow (PvE No/ PvP Yes ) Its a good drop of Perc. And a good -to hit buff . I Might reconsider the SW And Blind For More Dmg.. Decieve I will take its a big help in PvP Didnt notice i did not have it in there.. And Gas Arrow Is to much End In PvP for The Lesser Amount of Work That It Does do. The Best Idea For Gas Arrow Is To Just Put (Chance For Placate) Hasten I Agree With , It Would Be Unaffected. (Your Right) Superior Invis And Combat Jumping I Disagree With They Are Slotted Just Fine. Defense End And +Special Resist. Spectral Terror Is a Great Crowd Control In PvE But PvP Its Rarley A Help But Does Help So I think The Slots there Might Be Fine. Phantasam I Agree With ... more Dmg/Acc. And Your A Smart Guy Local Man Just Catch Up To Date I Got The Incarnate Interfase Fire.. 75% Change of Fire Dmg Proc.... Theres The Light of Oil Slick... Keep Comeing back at me Or Send me Your Idea of a Build... Just Wanna see What We Can Throw Around And Make Up )) Please Keep in Contact and Dont Stop ..
Okay Lets Talk Big Boii, Explain More To Me About Perma PA. What excatly is it... This Is Not Really A PvE Build.. Its Alot PvP, Most people dont think to see this build in PvP But I make it Work.. (very well).. Most Of The DmG that comes with Oil Slick is not very strong.. Let Alone Whos gonna stay in a giant black puddle.. So Might As Well put a Giant Debuff on it so even when there out of it They Will Feel the effects after stepping In one Time.. About the 6 Luck Of Gambler. I Didnt Know And Now Agree With You , Flash Arrow (PvE No/ PvP Yes ) Its a good drop of Perc. And a good -to hit buff . I Might reconsider the SW And Blind For More Dmg.. Decieve I will take its a big help in PvP Didnt notice i did not have it in there.. And Gas Arrow Is to much End In PvP for The Lesser Amount of Work That It Does do. The Best Idea For Gas Arrow Is To Just Put (Chance For Placate) Hasten I Agree With , It Would Be Unaffected. (Your Right) Superior Invis And Combat Jumping I Disagree With They Are Slotted Just Fine. Defense End And +Special Resist. Spectral Terror Is a Great Crowd Control In PvE But PvP Its Rarley A Help But Does Help So I think The Slots there Might Be Fine. Phantasam I Agree With ... more Dmg/Acc. And Your A Smart Guy Local Man Just Catch Up To Date I Got The Incarnate Interfase Fire.. 75% Change of Fire Dmg Proc.... Theres The Light of Oil Slick... Keep Comeing back at me Or Send me Your Idea of a Build... Just Wanna see What We Can Throw Around And Make Up )) Please Keep in Contact and Dont Stop ..
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- Start at the beginning of a sentence
- Are proper nouns
- Are initials, not words
Anywhoo, I'll follow that up with an "lolpvp." You cannot have perma PA/OSA in pvp because of diminishing returns. You can stack up all the recharge you want, but it'll be less and less effective. I could say more, but Local pretty much covered everything and your way of typing is hurting my brain.
Okay Lets Talk Big Boii, Explain More To Me About Perma PA. What excatly is it... This Is Not Really A PvE Build.. Its Alot PvP, Most people dont think to see this build in PvP But I make it Work.. (very well).. Most Of The DmG that comes with Oil Slick is not very strong.. Let Alone Whos gonna stay in a giant black puddle.. So Might As Well put a Giant Debuff on it so even when there out of it They Will Feel the effects after stepping In one Time.. About the 6 Luck Of Gambler. I Didnt Know And Now Agree With You , Flash Arrow (PvE No/ PvP Yes ) Its a good drop of Perc. And a good -to hit buff . I Might reconsider the SW And Blind For More Dmg.. Decieve I will take its a big help in PvP Didnt notice i did not have it in there.. And Gas Arrow Is to much End In PvP for The Lesser Amount of Work That It Does do. The Best Idea For Gas Arrow Is To Just Put (Chance For Placate) Hasten I Agree With , It Would Be Unaffected. (Your Right) Superior Invis And Combat Jumping I Disagree With They Are Slotted Just Fine. Defense End And +Special Resist. Spectral Terror Is a Great Crowd Control In PvE But PvP Its Rarley A Help But Does Help So I think The Slots there Might Be Fine. Phantasam I Agree With ... more Dmg/Acc. And Your A Smart Guy Local Man Just Catch Up To Date I Got The Incarnate Interfase Fire.. 75% Change of Fire Dmg Proc.... Theres The Light of Oil Slick... Keep Comeing back at me Or Send me Your Idea of a Build... Just Wanna see What We Can Throw Around And Make Up )) Please Keep in Contact and Dont Stop ..
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You may want to work on a little bit of formatting your posts. It is hard to separate the ideas and questions. Some folks may not believe this, but grammar and better writing actually does help express ideas better.
The best way to work this is to try to re-do your build, explaining why you made the choices you did. In some cases, you may want to keep slotting that I feel is less than ideal because you want it that way.
LOCAL MAN! The most famous hero of all. There are more newspaper stories about me than anyone else. "Local Man wins Medal of Honor." "Local Man opens Animal Shelter." "Local Man Charged with..." (Um, forget about that one.)
Guide Links: Earth/Rad Guide, Illusion/Rad Guide, Electric Control
I'll also agree it's really hard to read your posts, with random capital letters and period it's very difficult to see where one thought ends and another begins; also paragraphs are a very nice thing.
One small nitpicky point, you didn't take deceive, which think is one of the major draws of illusion control. Not only is the power really good, but it's an excellent set mule as confusion sets are often very cheap on the market.
Your build has some sigificant problems, from my point of view. Maybe your playstyle is quite a bit different than mine. You have fallen into a trap of slotting for bonuses rather than slotting powers to make them effective.
First and foremost, the endurance use exceeds recovery BEFORE any use of powers, and that's even using the Cardiac Alpha slot. That will make it unplayable unless you leave many of your toggles turned off. There is no way you would be able to attack and maintain all those toggles. You have actually slotted for way too much Defense on a build that really doesn't need all that much Defense. Perma-PA is far more important than Defense. I play my Ill/TA from range, sending in PA and then shooting my arrows from a distance -- the PA pull the aggro and the foes usually don't notice me. Once my Debuffs are out, then I chose a single target foe to take down with my Blind-SW-Blast-SW attack chain. If any foe decides to take notice of me, I use Deceive to turn him around back to his buddies and PA. You have underslotted PA. You have enough global Recharge for Perma-PA, but you don't have enough Recharge in the power itself. PA is by far the most important power for an Ill/TA, possibly more important than other Illusion combos. My recommedation is 4 Expediant Reinforcement (leaving out Dam/End and the Resist proc), and then add the Dam/Rech and Chance for Build Up from Soulbound. You have also underslotted for damage. Oil Slick Arrow is mainly a damage power. It provides a large amount of Damage for a build that would otherwise be lacking in AoE damage. You need to slot OSA for Damage and Recharge, and then have a way to light the slick. (I use the Fire APP set, with Fireball and Fire Blast.) There are a lot of problems overall. Here are a few of them -- You have 6 Luck of the Gambler Recharge in the build. Only 5 of them will provide the Recharge bonus, and the sixth is wasted. Spectral Wounds: You are not capped for Damage. Try to get a 6th slot in there for additional Acc/Dam. An Acc/Dam Hami-O works great. Flash Arrow: An Enzyme is a waste. Replace it with a common ToHit Debuff. After re-thinking your build, you may be able slot it differently, or skip Flash Arrow completely. If you are invisible and PA are drawing the aggro, do you really need it? Blind: 4 Baz Gaze are a good start, but the Accuracy is a little low. Add two more slots to add some nice Damage. I like an Acc/Dam Hami-O and a common Damage IO. Glue Arrow: 6 slots to add some defense when you are already way over the cap is a waste of slots. Enhancing Slow only affects Run Speed an nothing else. Put one or two Recharge here and you're done. I'm not a big fan of the Fighting Pool on a Controller. Three power picks for a fairly small amount of Defense that does not benefit anyone else. Some folks like it, however, especially if they mainly solo. I build my Controllers for teams mostly, but to be able to solo if needed. Instead, I prefer to build my Controllers to, well, Control. Take Deceive, EM Pulse Arrow, or even Ice Arrow or Poison Gas Arrow. Deceive lets you take the Coercive Persuasion set for nice Recharge and bonuses. PGA takes the Fortunata Hypnosis set, the cheapest purple set. Hasten: Membranes? Why? The other aspects of the Membranes do NOTHING in Hasten. 3 Recharge, or 2 if you have enough global Recharge for perma-hasten. Combat Jumping: The Damage and Dam/End add less than 1% Defense in this power. The endurance reduction is .03%, or virutally nothing. Maybe the bonuses are worth it to you, but see if those slots might be needed somewhere else. Superior Invis: This power needs to be slotted up for EndRdx most importantly. The Defense in it is nice, but half of the defense supresses when you attack or click a glowie. Weave, Maneuvers, Tactics: I didn't take any of them, as I took control powers instead. If you keep them, they need more EndRdx. Spectral Terror: I'm not sure that the Lyso does anything other than Accuracy. The ToHit Debuff is supposed to be 15% unenhancable, but I have never tested to see if the ToHit Debuff can be enhanced with a Hami-O -- if it can, it is an exploit. Phantasm: You slotted for the Defense bonus. I slotted 4 Expediant Reinforcement and an Acc/Dam Hami-O for Recharge. Disruption Arrow: This power can only be slotted for Recharge, Range or EndRdx, and you put an Enzyme in a power that does Damage Resistance Debuff. That Enzyme is only enhancing the EndRdx. Slot this for Recharge. Oil Slick Arrow: Slot for Recharge and Damage, not Defense Debuff. And take a power than can light the slick. Your build shows a Natural Origin, so you can't use your Origin power (Magic and Tech can use the Origin Power to light the slick.) Therefore, you may need to go with an APP or PPP set that does Energy or Fire Damage. (Fireball on an Oil Slick is wonderful.) Your only other option might be to stock up on the Plasmatic Taser Temp power, and re-craft it after you use it up . . . ugh. Vengance: Not only is Vengence a situational power, but the LotG Recharge in it is wasted due to the "Rule of 5." Stone APP: Fissure is a short range AoE damage power . . . you would do better slotting it for Damage does a lot more damage than slotting Procs. Rock Armor is ugly but otherwise good. But Stone does not have an Energy power to light the Slick. If you really want a Defense armor power (I don't think it is needed, but some people want to go that way), then go with the Mace PPP. Disruptor Blast will light the Slick. |
It cost me about 5 bill maybe less.. And it is hands down the best build ive ever had for my ill/ta.... PvP And PvE... Im taking on 2v1 In PvP without death and im running farms like a fire/kin...... Soloing Av's is cake I get hafe way through a GM before I die...
Im Sorry Your Very Smart But This One Was a Huge Success For Me With 212% Dmg... 57% Def (all around) and 35% Res.. 215% Haste (Perma PA) .... Im In Love and will soon make a guide...
Im gonna have to 110% DISAGREE with you Local. I Herd your Knowledge I herd what you have to say.. But i still did it.. i still made the build...
It cost me about 5 bill maybe less.. And it is hands down the best build ive ever had for my ill/ta.... PvP And PvE... Im taking on 2v1 In PvP without death and im running farms like a fire/kin...... Soloing Av's is cake I get hafe way through a GM before I die... Im Sorry Your Very Smart But This One Was a Huge Success For Me With 212% Dmg... 57% Def (all around) and 35% Res.. 215% Haste (Perma PA) .... Im In Love and will soon make a guide... |
And you're convieniently avoiding/ignoring the fact that pvp will nerf your defense to approx. 30%, and your recharge just as badly. Speaking of which, you don't have enough recharge for perma PA, because you left force feedback's proc toggled on fissure.
I wholeheartedly agree with Local, but I acknowledge that that probably means nothing to you, because you are unwilling to listen to those with more experience building this type of character. So have fun with your clusterpancake of a build.
Alright Had My Ill / TA For Awhile and Been Spit Ballin Around This Is What I Got.
New PvP: Level 50 Natural Controller
Primary Power Set: Illusion Control
Secondary Power Set: Trick Arrow
Power Pool: Fighting
Power Pool: Speed
Power Pool: Leaping
Power Pool: Leadership
Ancillary Pool: Stone Mastery
Hero Profile:
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Level 1: Spectral Wounds Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Dmg/Rchg(3), Decim-Acc/EndRdx/Rchg(5), Decim-Build%(5)
Level 1: Entangling Arrow Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(7), Enf'dOp-Acc/EndRdx(7), Enf'dOp-Immob/Rng(9), Enf'dOp-Acc/Immob/Rchg(9), Enf'dOp-Acc/Immob(11)
Level 2: Flash Arrow HO:Enzym(A)
Level 4: Blind BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(11), BasGaze-Acc/EndRdx/Rchg/Hold(13), BasGaze-Rchg/Hold(13)
Level 6: Glue Arrow ImpSwft-Acc/Slow(A), ImpSwft-Dmg/Slow(15), ImpSwft-Acc/EndRdx(15), ImpSwft-Rng/Slow(17), ImpSwft-EndRdx/Rchg/Slow(17), ImpSwft-Dam%(19)
Level 8: Boxing Acc-I(A)
Level 10: Hasten HO:Membr(A), HO:Membr(19), HO:Membr(21)
Level 12: Combat Jumping LkGmblr-Rchg+(A), LkGmblr-Def(21), LkGmblr-Def/EndRdx(23)
Level 14: Tough Aegis-Psi/Status(A), Aegis-ResDam(23), Aegis-ResDam/EndRdx(25), Aegis-ResDam/Rchg(25), S'fstPrt-ResDam/Def+(27), S'fstPrt-ResKB(27)
Level 16: Superior Invisibility LkGmblr-Rchg+(A), LkGmblr-Def(29), SW-ResDam/Re TP(29)
Level 18: Phantom Army S'bndAl-Build%(A), S'bndAl-Dmg(31), S'bndAl-Dmg/Rchg(31)
Level 20: Acid Arrow ShldBrk-DefDeb(A), ShldBrk-Acc/DefDeb(31), ShldBrk-Acc/Rchg(33), ShldBrk-DefDeb/EndRdx/Rchg(33), ShldBrk-Acc/EndRdx/Rchg(33), ShldBrk-%Dam(34)
Level 22: Weave LkGmblr-Rchg+(A), LkGmblr-Def(34), LkGmblr-Def/EndRdx(34)
Level 24: Maneuvers LkGmblr-Rchg+(A), LkGmblr-Def(36), LkGmblr-Def/EndRdx(36)
Level 26: Tactics Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(36), Rec'dRet-Pcptn(37)
Level 28: Spectral Terror HO:Lyso(A), Abys-Dam%(46), Abys-Acc/Fear/Rchg(50)
Level 30: Super Jump Zephyr-Travel(A), Zephyr-Travel/EndRdx(40), Zephyr-ResKB(40)
Level 32: Phantasm SvgnRt-Acc/Dmg(A), SvgnRt-Dmg/EndRdx(42), SvgnRt-Acc/EndRdx(42), SvgnRt-Acc/Dmg/EndRdx(42), SvgnRt-Acc(43), SvgnRt-PetResDam(43)
Level 35: Disruption Arrow HO:Enzym(A)
Level 38: Oil Slick Arrow LdyGrey-DefDeb(A), LdyGrey-DefDeb/Rchg(43), LdyGrey-DefDeb/Rchg/EndRdx(45), LdyGrey-Rchg/EndRdx(45), LdyGrey-DefDeb/EndRdx(46), LdyGrey-%Dam(46)
Level 41: Vengeance LkGmblr-Rchg+(A)
Level 44: Fissure Posi-Dam%(A), FrcFbk-Rechg%(45)
Level 47: Rock Armor LkGmblr-Rchg+(A), LkGmblr-Def(48), LkGmblr-Def/EndRdx(48), LkGmblr-Def/Rchg(48), LkGmblr-EndRdx/Rchg(50), LkGmblr-Def/EndRdx/Rchg(50)
Level 49: Assault HO:Enzym(A)
Level 0: Freedom Phalanx Reserve
Level 0: Geas of the Kind Ones
Level 0: Portal Jockey
Level 0: Elusive Mind
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 0: Eye of the Magus
Level 50: Cardiac Core Paragon
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Level 1: Brawl Empty(A)
Level 1: Containment
Level 1: Sprint ULeap-Stlth(A)
Level 2: Rest Empty(A)
Level 4: Ninja Run
Level 2: Swift Empty(A)
Level 2: Health Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(37)
Level 2: Hurdle Empty(A)
Level 2: Stamina P'Shift-End%(A), P'Shift-EndMod/Acc(37), P'Shift-EndMod(39), P'Shift-EndMod/Rchg(39), P'Shift-EndMod/Acc/Rchg(39), P'Shift-Acc/Rchg(40)
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