My Inv/SS isn't Super, man...


Airhammer

 

Posted

Basically, what the title says. I'm looking for assistance in rebuilding a less than satisfying Superman.

I've had this toon for a long time. But despite digging the concept a lot, it's not what I hoped. Mainly because he's reliant on Unstoppable -- it feels more like being a PCP addict relying on insps than a self-sufficient Superman.

Even if I have to strip him down entirely, sell off or delete all the current enhancements and try something completely different, it'd be worth it to have a toon that feels like a natural Superman. I could scrounge together several billion inf toward a second build, also.

But everything I try in Mids seems to either wind up far from "invulnerable" without Unstoppable or not very Superman-like.

Here's what it looks like right now:

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

Click this DataLink to open the build!

Super Joe: Level 50 Natural Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Super Strength
Power Pool: Flight
Power Pool: Leaping
Power Pool: Concealment
Ancillary Pool: Energy Mastery

Hero Profile:
Level 1: Temp Invulnerability -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(11), Aegis-ResDam/Rchg(13), ImpArm-ResDam(13), ImpArm-ResDam/EndRdx(45), ImpArm-ResPsi(45)
Level 1: Jab -- P'ngS'Fest-Acc/Dmg(A), P'ngS'Fest-Dmg/EndRdx(3), KntkC'bat-Acc/Dmg(3), KntkC'bat-Dmg/EndRdx(11), KntkC'bat-Dmg/Rchg(19), KntkC'bat-Dmg/EndRdx/Rchg(34)
Level 2: Punch -- P'ngS'Fest-Acc/Dmg(A), P'ngS'Fest-Dmg/EndRdx(5), P'ngS'Fest-Dmg/Rchg(5), P'ngFist-Acc/Dmg(9), P'ngFist-Acc/Dmg/Rchg(17), P'ngFist-Acc/Dmg/EndRdx/Rchg(34)
Level 4: Dull Pain -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(15), Dct'dW-Heal/Rchg(15), Dct'dW-Heal/EndRdx/Rchg(36), Dct'dW-Heal(37), Dct'dW-Rchg(40)
Level 6: Air Superiority -- P'ngS'Fest-Acc/Dmg(A), P'ngS'Fest-Dmg/EndRdx(7), P'ngS'Fest-Dmg/Rchg(7), P'ngFist-Acc/Dmg(9), P'ngFist-Acc/Dmg/Rchg(17), P'ngFist-Acc/Dmg/EndRdx/Rchg(34)
Level 8: Unyielding -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(27), Aegis-ResDam/Rchg(27), ImpArm-ResDam(31), ImpArm-ResDam/EndRdx(45), ImpArm-ResPsi(46)
Level 10: Combat Jumping -- LkGmblr-Rchg+(A)
Level 12: Taunt -- Acc-I(A)
Level 14: Fly -- Flight-I(A), Flight-I(19), Flight-I(31)
Level 16: Stealth -- LkGmblr-Rchg+(A)
Level 18: Invincibility -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(21), LkGmblr-Def/EndRdx/Rchg(21), LkGmblr-Rchg+(31)
Level 20: Grant Invisibility -- LkGmblr-Rchg+(A)
Level 22: Knockout Blow -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(23), C'ngImp-Dmg/Rchg(23), C'ngImp-Acc/Dmg/Rchg(25), C'ngImp-Acc/Dmg/EndRdx(25), C'ngImp-Dmg/EndRdx/Rchg(33)
Level 24: Resist Physical Damage -- S'fstPrt-ResDam/Def+(A)
Level 26: Tough Hide -- LkGmblr-Def(A), LkGmblr-Rchg+(33), DefBuff-I(33)
Level 28: Rage -- RechRdx-I(A), RechRdx-I(29), RechRdx-I(29)
Level 30: Hand Clap -- Acc-I(A)
Level 32: Unstoppable -- Aegis-ResDam/Rchg(A), Aegis-EndRdx/Rchg(42), Aegis-Psi/Status(42), ImpArm-ResDam/Rchg(46), ImpArm-EndRdx/Rchg(46), ImpArm-ResPsi(50)
Level 35: Resist Energies -- ImpArm-ResDam(A), ImpArm-ResDam/Rchg(42), ImpArm-ResPsi(43)
Level 38: Foot Stomp -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(39), Sciroc-Dmg/Rchg(39), Sciroc-Acc/Rchg(39), Sciroc-Acc/Dmg/EndRdx(40), Sciroc-Dam%(40)
Level 41: Resist Elements -- ImpArm-ResDam(A), ImpArm-ResDam/Rchg(43), ImpArm-ResPsi(43)
Level 44: Conserve Power -- RechRdx-I(A)
Level 47: Laser Beam Eyes -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(48), Dev'n-Dmg/Rchg(48), Dev'n-Acc/Dmg/Rchg(48), Dev'n-Acc/Dmg/EndRdx/Rchg(50), Dev'n-Hold%(50)
Level 49: Invisibility -- LkGmblr-Rchg+(A)
------------
Level 1: Brawl -- Dmg-I(A)
Level 1: Sprint -- EndRdx-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Gauntlet
Level 4: Ninja Run
Level 2: Swift -- Flight-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(37), RgnTis-Regen+(37)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- EndMod-I(A), EndMod-I(36), EndMod-I(36)



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This was originally a legacy build and the stealth pool was added in a previous respec as LotG mules. Given a full start over, that could also be improved.


 

Posted

I see one thing that you really need to do..

Stop taking powers simply to be a LoTG Mule.. and get Tough and Weave. That will boost your resistance as well as your defense which is aid your survival.

Invulnerable doesnt mean I cannot be hurt at all. It basically means I can take a heck of a pot of damage.


The hard things I can do--- The impossible just take a little bit longer.

If numbers are so much more important than a teammate who is fun to play with, forget about the game altogether and go play with a calculator instead. -Claws and Effect-

 

Posted

What I'm seeing right off the bat is that you're chasing set bonuses that aren't helping you all that much instead of getting ones that do help your durability.

Building a highly durable Inv tanker is quite possible, the trick is building your defenses to the 45% soft cap... primarily your S/L defense followed by your E/N defense. F/C is rare enough that it can be disregarded; you'll end up with decent levels of def there more as a byproduct than anything else. My Inv/Stone tanker is sitting at ~45% S/L/E/N defense and ~30% F/C; I also have roughly 25% defense to Melee/Range and ~20% AOE which covers most Psi... that's a byproduct of building for typed defense.

The sets you'll want to look at are Reactive Armor (4 slots in your armors), Smashing Haymaker (4 slots in your attacks) and either Mocking Beratement or Perfect Zinger in Taunt. After that think about Eradication (3 slots) for Foot Stomp and Thunderstrike (6 slots) for a ranged attack.

Powers you want are Boxing/Tough/Weave. Dump the stealth pool!

Looking at other areas of your build remember that Taunt is AUTOHIT in PvE; it doesn't need accuracy unless you're PvP. Also Fly is at the fly speed cap UNSLOTTED. Yank those slots. Psi damage is very rare and in almost every situation where it's encountered it's fairly minor; it isn't worth warping your build trying to go for small amounts of Psi resist and defense.

It's easy and relatively cheap to build a very effective and survivable Inv tank without Unstoppable. Oh, take Haymaker instead of Punch; it's a much better attack.

For a bit more detailed description check out my soft cap guide in my signature.


COH has just been murdered by NCSoft. http://www.change.org/petitions/ncso...city-of-heroes

 

Posted

Try something like this:

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

Click this DataLink to open the build!

Level 50 Natural Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Super Strength
Power Pool: Flight
Power Pool: Fighting
Power Pool: Leaping
Ancillary Pool: Energy Mastery

Hero Profile:
Level 1: Temp Invulnerability -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(3), RctvArm-ResDam/EndRdx/Rchg(3), RctvArm-ResDam(5)
Level 1: Jab -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(5), KntkC'bat-Dmg/Rchg(42), KntkC'bat-Dmg/EndRdx/Rchg(43)
Level 2: Dull Pain -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal(13), Dct'dW-EndRdx/Rchg(13), Dct'dW-Heal/Rchg(15), Dct'dW-Rchg(50), Dct'dW-Heal/EndRdx/Rchg(50)
Level 4: Haymaker -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(7), KntkC'bat-Dmg/Rchg(7), KntkC'bat-Dmg/EndRdx/Rchg(11), P'ngS'Fest-Acc/Dmg(43), P'ngS'Fest-Dmg/Rchg(43)
Level 6: Air Superiority -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(15), KntkC'bat-Dmg/Rchg(17), KntkC'bat-Dmg/EndRdx/Rchg(17)
Level 8: Unyielding -- Aegis-ResDam/EndRdx(A), Aegis-ResDam(9), Aegis-ResDam/Rchg(9), S'fstPrt-ResDam/Def+(11)
Level 10: Taunt -- Mocking-Taunt(A), Mocking-Taunt/Rchg/Rng(34), Mocking-Acc/Rchg(33), Mocking-Taunt/Rchg(34), Mocking-Rchg(34), Mocking-Taunt/Rng(37)
Level 12: Resist Physical Damage -- ResDam-I(A)
Level 14: Fly -- Empty(A)
Level 16: Boxing -- Empty(A)
Level 18: Invincibility -- LkGmblr-Rchg+(A), LkGmblr-Def(19), LkGmblr-Def/EndRdx(19), LkGmblr-Def/EndRdx/Rchg(21)
Level 20: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(21), RctvArm-ResDam/EndRdx/Rchg(23), RctvArm-ResDam(23)
Level 22: Knockout Blow -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(31), C'ngImp-Dmg/Rchg(31), C'ngImp-Dmg/EndRdx/Rchg(31), C'ngImp-Acc/Dmg/Rchg(33), C'ngImp-Acc/Dmg/EndRdx(33)
Level 24: Weave -- LkGmblr-Def(A), LkGmblr-Rchg+(25), LkGmblr-Def/EndRdx(25), LkGmblr-Def/EndRdx/Rchg(29)
Level 26: Tough Hide -- LkGmblr-Rchg+(A), LkGmblr-Def(27), DefBuff-I(27)
Level 28: Rage -- AdjTgt-ToHit/Rchg(A), AdjTgt-ToHit/EndRdx/Rchg(29), AdjTgt-ToHit(50)
Level 30: Resist Energies -- ImpArm-ResDam(A), ImpArm-ResDam/Rchg(42), ImpArm-ResPsi(46)
Level 32: Resist Elements -- ImpArm-ResDam(A), ImpArm-ResDam/Rchg(48), ImpArm-ResPsi(48)
Level 35: Hurl -- Thundr-Acc/Dmg/EndRdx(A), Thundr-Dmg/EndRdx/Rchg(36), Thundr-Acc/Dmg(36), Thundr-Dmg/Rchg(36), Thundr-Dmg/EndRdx(37), Thundr-Acc/Dmg/Rchg(37)
Level 38: Foot Stomp -- Erad-Acc/Rchg(A), Erad-Acc/Dmg/EndRdx/Rchg(39), Erad-Acc/Dmg/Rchg(39), C'ngBlow-Dmg/Rchg(39), C'ngBlow-Acc/Dmg(40), C'ngBlow-Dmg/EndRdx(40)
Level 41: Conserve Power -- RechRdx-I(A)
Level 44: Laser Beam Eyes -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(45), Thundr-Dmg/Rchg(45), Thundr-Acc/Dmg/Rchg(45), Thundr-Acc/Dmg/EndRdx(46), Thundr-Dmg/EndRdx/Rchg(46)
Level 47: Physical Perfection -- RgnTis-Regen+(A), Mrcl-Rcvry+(48)
Level 49: Combat Jumping -- LkGmblr-Rchg+(A)
------------
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 -- Flight-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(42)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- EndMod-I(A), EndMod-I(40)



I messed up, and took Combat Jumping later than I usually would have, but it's late, and I didn't want to move all the slots.

You could alternately drop hurl for Unstop, hasten, or superspeed which would free up some slots so you could 6 slot Jab, and Air Superiority so you could keep the slotting you have with the Pulverizing fisticuffs.
Actually, I'd just add two slots to each, and slot them like I did Haymaker. You don't want to lose the S/L defense from Kinetic Combat.

I know you lose some Psi resists/def, but you more than make up for it everywhere else.

Hope this helps.


 

Posted

I think perhaps an additional prob is finding out what each slot actually does. I see 3 flight speeds in flight, I go to window , advanced totals, misc buff, turn fly on and see how far over the flight cap you are. A simple end slot there and a run speed in swift would of done, allowing you 2 slots to be put elsewhere and actually do something for the build rather than nothing. Read what each slot offers you.

I realize that you are making a build that lasts against psionics. I've yet to do that, I doubt I will. Rather than take the concealment pool for slotting small amounts of +rechg I'd of just taken haste. Super man don't hide.

Here is a Superman Build I wouldnt have, mainly cos I took some build in my archive that I didn't do and only spent two minutes turning it into Superman, but its just to throw in some ideas for anyone wishing to be Superman.

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He will honor his words; he will definitely carry out his actions. What he promises he will fulfill. He does not care about his bodily self, putting his life and death aside to come forward for another's troubled besiegement. He does not boast about his ability, or shamelessly extol his own virtues. - Sima Qian.

 

Posted

All very helpful responses, thank you!

@Call Me Awesome: Really solid advice, and I wish I had read your guide before leveling this toon because it was an absolute chore the whole way. Also was not aware that Taunt is auto-hit: guess I needed an actual taunt enhancement there. Truth is, though, I never felt solid enough to play like a tanker with this build, so it was practically unused.

I based this originally on a Superman build from the old US forum, without understanding the reasoning (it was one of my first; I knew squat). I think the slots in Fly were meant to have a particular set that I overlooked... I lost the Mids' file to a drive failure awhile back, so I'm not sure.


Before I actually started tinkering with Joe, though, you guys posted a couple of full builds that seem to follow that general advice. Right down to the empty Boxing slots

@Pep Rally: I was pretty impressed by your version -- familiar to what I've had, but much better numbers. Still, I did want to drop Hurl. I spent some time poking at it, making it a bit more expensive with a few purples (but if I'm putting three sets of Kinetic Combat on there, I may as well go whole hog). Moved taunt back and stripped it down as well. But never quite got back to the soft cap on Energy without hurl.

Still, it looks a lot better than what I've had.

@New Dawn: What you did is very different, and I'm intrigued.

Your version is geared to playing in hover mode and trades Psi for a soft cap practically across the board. Hurl and hover mode aren't compatible, but since you hadn't also included laser beam eyes that's a straight across swap for the Thunderstrike set. I can see this requiring a slow pace to avoid endurance failure (especially if running the Maneuvers toggle I tacked on to bring E/N over the cap when needed), but the offenses seem decent for a tanker, so given a tray full of reds and blues, it could probably take down some pretty big targets. I didn't spend much time with this (yet); just a few little changes though and it makes me excited to try it. I still want to rearrange the slotting order to be exemplar-able, but I will likely go with this:

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

Click this DataLink to open the build!

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Again, thank you all for the responses. All very helpful! I feel like I've a better understanding of how the Invulnerability power set applies to the Superman concept now, and of how the set is meant to work generally.


 

Posted

Or more like this... a couple of PVP enhancements and Maneuvers is more of a LotG mule, or just for the Rikti monkey horde.

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

Click this DataLink to open the build!

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Posted

I personally wouldn't bother with Maneuvers; you don't need it for defense and likely there's better things you could get in it's place.

For another, you've slotted the Touch of Death set... that's primarily a positional set, not a typed set. You'll get the same amount of S/L defense for far less inf in only 4 slots with Smashing Haymaker. I would toss a Crushing Impact Acc/Dam/Rech or Acc/Dam/End into a 5th slot and call your attacks good.

Another thing, do you already have that Glad Armor 3% def proc? It's EXTREMELY hard to come by and it'll cost you ~3 billion inf or a couple of months of grinding out hero merits.

Don't bother with that Zephyr KB protection IO in Fly, it's completely wasted as Invuln already has all the KB protection you'll ever need in Unyielding. Likewise that Force Feedback proc in Kick is another waste of time; it's not going to fire often, chances are the power isn't going to be in your attack chain and even if it does fire it only lasts 10 seconds.

Along those same lines Hover isn't all that useful to you, remember you can't use Foot Stomp unless you're standing on the ground. It's your prereq for Fly but don't include it in your defense figures.

The slots you save by moving to Smashing Haymaker & one Crushing Impact in your attacks will go nicely into Unyielding & Res Energies for two sets of Reactive Armor giving you more E/N defense at the expense of F/C defense... in my opinion a good trade. I'd also pull one slot from Invincibility; I really don't find that perception proc to be all that useful.

Dropping Maneuvers will open up room to slot Foot Stomp in at 38; this is a power I wouldn't want to delay. With the extra slot you could always pick up Super Speed at 49. You could also snag Combat Jumping for more combat mobility and another small chunk of defense.

There's other things I'd change, for one I don't really think it's all that useful to enhance the Hold in KoB although I see what you're going for in set bonuses. I'd also find another slot for Tough Hide; it's a nice chunk of defense equal to that of Weave at no end cost... it's deserving of another slot.

That's a few things for you to ponder anyway.


COH has just been murdered by NCSoft. http://www.change.org/petitions/ncso...city-of-heroes

 

Posted

Quote:
Originally Posted by Mantic View Post
@New Dawn: What you did is very different, and I'm intrigued.

Your version is geared to playing in hover mode and trades Psi for a soft cap practically across the board. Hurl and hover mode aren't compatible, but since you hadn't also included laser beam eyes that's a straight across swap for the Thunderstrike set. I can see this requiring a slow pace to avoid endurance failure (especially if running the Maneuvers toggle I tacked on to bring E/N over the cap when needed), but the offenses seem decent for a tanker, so given a tray full of reds and blues, it could probably take down some pretty big targets. I didn't spend much time with this (yet); just a few little changes though and it makes me excited to try it. I still want to rearrange the slotting order to be exemplar-able, but I will likely go with this:

No what I did was leave hover and fly in the wrong places. Also a LotG could of gone there. Hover has a resistance to -fly and so if necessary you can kite without an immob, a flightless AV who has a -fly attack. It was 2 mins work, exactly as I said because I am like that. Uncompetitive working with what people have done and two mins to spare between gaming.

I wouldn't touch Whirlwind with a barge pole, but Superman can spin to go underground. Just look at some of the slotting suggestions. I have an Inv/SS and if I was to do the best build I could come up with I would be posting my own build and I like everyone to be different, authentic and original.

Edit: Just looking at your build it wouldn't take much to swap out maneuvers for combat jump. Ideally in a well played team Manuevers would be there pretty much for a Scrappers or a Brutes benefit. I don't believe that they're a Tanks priority or concern unless you can spare it if needed.


He will honor his words; he will definitely carry out his actions. What he promises he will fulfill. He does not care about his bodily self, putting his life and death aside to come forward for another's troubled besiegement. He does not boast about his ability, or shamelessly extol his own virtues. - Sima Qian.

 

Posted

No Gladiator proc, Maneuvers or six slotting of taunt (ugh what a waste.) I threw Spiritual Alpha on there, but I don't know how much endurance would be an issue. It was way easier to soft cap than my brute.

Hero Plan by Mids' Hero Designer 1.94
http://www.cohplanner.com/

Click this DataLink to open the build!

Superman: Level 50 Mutation Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Super Strength
Power Pool: Speed
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Flight
Ancillary Pool: Energy Mastery

Hero Profile:
Level 1: Resist Physical Damage -- ImpArm-ResDam(A), ImpArm-ResDam/EndRdx(37), ImpArm-ResDam/Rchg(43), ImpArm-ResDam/EndRdx/Rchg(43)
Level 1: Jab -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(42), KntkC'bat-Dmg/Rchg(42), KntkC'bat-Dmg/EndRdx/Rchg(43)
Level 2: Temp Invulnerability -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(3), RctvArm-ResDam/Rchg(3)
Level 4: Haymaker -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(5), KntkC'bat-Dmg/Rchg(5), KntkC'bat-Dmg/EndRdx/Rchg(42)
Level 6: Dull Pain -- Mrcl-Heal(A), Mrcl-Heal/EndRdx(7), Mrcl-EndRdx/Rchg(7), Mrcl-Heal/Rchg(37), Mrcl-Heal/EndRdx/Rchg(37), RechRdx-I(40)
Level 8: Unyielding -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(9), Aegis-ResDam/Rchg(9)
Level 10: Resist Elements -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(11), Aegis-ResDam/Rchg(11)
Level 12: Hasten -- RechRdx-I(A), RechRdx-I(13), RechRdx-I(13)
Level 14: Super Speed -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(15), Zephyr-ResKB(15)
Level 16: Resist Energies -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(17), Aegis-ResDam/Rchg(17)
Level 18: Invincibility -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(19), LkGmblr-Rchg+(19)
Level 20: Knockout Blow -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(21), KntkC'bat-Dmg/Rchg(21), KntkC'bat-Dmg/EndRdx/Rchg(23), BasGaze-Acc/Hold(23), BasGaze-Acc/Rchg(36)
Level 22: Combat Jumping -- LkGmblr-Rchg+(A)
Level 24: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(25), KntkC'bat-Dmg/Rchg(25), KntkC'bat-Dmg/EndRdx/Rchg(34)
Level 26: Tough Hide -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(27), LkGmblr-Rchg+(27)
Level 28: Rage -- GSFC-ToHit(A), GSFC-ToHit/Rchg(29), GSFC-ToHit/Rchg/EndRdx(29), GSFC-Rchg/EndRdx(33), GSFC-ToHit/EndRdx(34), GSFC-Build%(34)
Level 30: Tough -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(31), Aegis-ResDam/Rchg(31), S'fstPrt-ResDam/Def+(31)
Level 32: Weave -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(33), LkGmblr-Rchg+(33), LkGmblr-Def/EndRdx/Rchg(36)
Level 35: Fly -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(36)
Level 38: Foot Stomp -- Erad-Acc/Rchg(A), Erad-Acc/Dmg/Rchg(39), Erad-Acc/Dmg/EndRdx/Rchg(39), C'ngBlow-Dmg/EndRdx(39), C'ngBlow-Dmg/Rchg(40), C'ngBlow-Acc/Rchg(40)
Level 41: Conserve Power -- RechRdx-I(A)
Level 44: Laser Beam Eyes -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(45), Thundr-Dmg/Rchg(45), Thundr-Acc/Dmg/Rchg(45), Thundr-Acc/Dmg/EndRdx(46), Thundr-Dmg/EndRdx/Rchg(46)
Level 47: Physical Perfection -- RgnTis-Regen+(A), P'Shift-End%(48)
Level 49: Taunt -- RechRdx-I(A)
Level 0: Born In Battle
Level 0: High Pain Threshold
Level 0: Invader
Level 0: Marshal
Level 50: Spiritual Core Paragon
------------
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 -- Run-I(A)
Level 2: Health -- Numna-Heal(A), Numna-Heal/EndRdx(50), Numna-Regen/Rcvry+(50), Mrcl-Rcvry+(50)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Acc(46), P'Shift-EndMod/Rchg(48), P'Shift-End%(48)



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