End Goal for Crab Build


BenRGamer

 

Posted

Unless something in here is downright impossible, I don't care about expense. I will use whatever else I can find until I get what I've got planned and go with the flow. Chasing these things is part of the game!

I've always found that the idea of an off-tank is completely lost on a lot of CoH players for some reason, and it's my favorite position to play. So I made this spider specifically to provide ranged AoE a little closer then a blaster would like to be, and then melee whatever aggro he pulls, or smack around the aggro that the other squishies pull. I don't think I'll need fighting to take just a handful of enemies, but I did make sure to take melee/AoE defense to 45%.If I find I need it, I could swap the teleport powers for fly powers and keep all the same sets, but free up a pool and pick to take the AoE taunt.

I have ACCuracy IO's in a few places here. That's on purpose. I did not need the set bonuses in those cases to hit my goals, and I wanted the accuracy + Tactics for shooting at high defense targets and for when I'm debuffed. If I find I don't need them, I would swap them for various procs.





Villain Plan by Mids' Villain Designer 1.953
http://www.cohplanner.com/

Click this DataLink to open the build!

Level 50 Natural Arachnos Soldier
Primary Power Set: Crab Spider Soldier
Secondary Power Set: Crab Spider Training
Power Pool: Leadership
Power Pool: Leaping
Power Pool: Flight
Power Pool: Teleportation

Villain Profile:
Level 1: Channelgun

  • (A) Apocalypse - Damage
  • (3) Apocalypse - Damage/Recharge
  • (3) Apocalypse - Accuracy/Damage/Recharge
  • (5) Apocalypse - Accuracy/Recharge
  • (5) Apocalypse - Damage/Endurance
  • (7) Decimation - Chance of Build Up
Level 1: Crab Spider Armor Upgrade
  • (A) Gladiator's Armor - TP Protection +3% Def (All)
  • (7) Steadfast Protection - Resistance/+Def 3%
Level 2: Slice
  • (A) Hecatomb - Damage
  • (9) Hecatomb - Damage/Recharge
  • (9) Hecatomb - Accuracy/Damage/Recharge
  • (11) Hecatomb - Accuracy/Recharge
  • (11) Hecatomb - Damage/Endurance
  • (13) Accuracy IO
Level 4: Combat Training: Defensive
  • (A) Luck of the Gambler - Recharge Speed
Level 6: Maneuvers
  • (A) Endurance Reduction IO
  • (15) Defense Buff IO
  • (15) Defense Buff IO
Level 8: Suppression
  • (A) Positron's Blast - Accuracy/Damage
  • (17) Positron's Blast - Damage/Endurance
  • (17) Positron's Blast - Damage/Recharge
  • (19) Positron's Blast - Damage/Range
  • (19) Positron's Blast - Accuracy/Damage/Endurance
  • (21) Accuracy IO
Level 10: Tactical Training: Maneuvers
  • (A) Endurance Reduction IO
  • (21) Defense Buff IO
  • (23) Defense Buff IO
  • (23) Defense Buff IO
Level 12: Arm Lash
  • (A) Obliteration - Damage
  • (25) Obliteration - Accuracy/Recharge
  • (25) Obliteration - Damage/Recharge
  • (27) Obliteration - Accuracy/Damage/Recharge
  • (27) Obliteration - Accuracy/Damage/Endurance/Recharge
  • (29) Obliteration - Chance for Smashing Damage
Level 14: Venom Grenade
  • (A) Ragnarok - Damage
  • (29) Ragnarok - Damage/Recharge
  • (31) Ragnarok - Accuracy/Damage/Recharge
  • (31) Ragnarok - Accuracy/Recharge
  • (31) Ragnarok - Damage/Endurance
  • (33) Accuracy IO
Level 16: Tactical Training: Assault
  • (A) Endurance Reduction IO
Level 18: Frag Grenade
  • (A) Positron's Blast - Accuracy/Damage
  • (33) Positron's Blast - Damage/Endurance
  • (33) Positron's Blast - Damage/Recharge
  • (34) Positron's Blast - Damage/Range
  • (34) Positron's Blast - Accuracy/Damage/Endurance
  • (34) Accuracy IO
Level 20: Assault
  • (A) Endurance Reduction IO
Level 22: Mental Training
  • (A) Flight Speed IO
Level 24: Fortification
  • (A) Endurance Reduction IO
  • (36) Resist Damage IO
  • (36) Resist Damage IO
Level 26: Frenzy
  • (A) Obliteration - Damage
  • (36) Obliteration - Accuracy/Recharge
  • (37) Obliteration - Damage/Recharge
  • (37) Obliteration - Accuracy/Damage/Recharge
  • (37) Obliteration - Accuracy/Damage/Endurance/Recharge
  • (39) Obliteration - Chance for Smashing Damage
Level 28: Tactical Training: Leadership
  • (A) Endurance Reduction IO
  • (39) To Hit Buff IO
  • (39) To Hit Buff IO
  • (40) Rectified Reticle - Increased Perception
Level 30: Serum
  • (A) Miracle - Heal/Endurance
  • (40) Miracle - Endurance/Recharge
  • (40) Miracle - Heal/Recharge
  • (42) Miracle - Heal/Endurance/Recharge
  • (42) Miracle - Heal
Level 32: Omega Maneuver
  • (A) Positron's Blast - Accuracy/Damage
  • (42) Positron's Blast - Damage/Endurance
  • (43) Positron's Blast - Damage/Recharge
  • (43) Positron's Blast - Damage/Range
  • (43) Positron's Blast - Accuracy/Damage/Endurance
Level 35: Combat Jumping
  • (A) Endurance Reduction IO
  • (45) Defense Buff IO
  • (45) Defense Buff IO
Level 38: Hover
  • (A) Endurance Reduction IO
  • (45) Defense Buff IO
  • (46) Defense Buff IO
  • (46) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
  • (46) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
  • (48) Blessing of the Zephyr - Knockback Reduction (4 points)
Level 41: Recall Friend
  • (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
  • (48) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
  • (48) Blessing of the Zephyr - Knockback Reduction (4 points)
Level 44: Teleport
  • (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
  • (50) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
  • (50) Blessing of the Zephyr - Knockback Reduction (4 points)
Level 47: Long Range Teleport
  • (A) Recharge Reduction IO
Level 49: Vengeance
  • (A) Defense Buff IO
  • (50) Defense Buff IO
Level 50: Agility Core Paragon
------------
Level 2: Swift
  • (A) Flight Speed IO
Level 2: Health
  • (A) Healing IO
Level 2: Hurdle
  • (A) Jumping IO
Level 2: Stamina
  • (A) Endurance Modification IO
  • (13) Endurance Modification IO
Level 1: Brawl
  • (A) Accuracy IO
Level 1: Conditioning
Level 1: Sprint
  • (A) Run Speed IO
Level 2: Rest
  • (A) Interrupt Reduction IO
Level 4: Ninja Run
------------
------------
Set Bonus Totals:
  • 10% DamageBuff(Smashing)
  • 10% DamageBuff(Lethal)
  • 10% DamageBuff(Fire)
  • 10% DamageBuff(Cold)
  • 10% DamageBuff(Energy)
  • 10% DamageBuff(Negative)
  • 10% DamageBuff(Toxic)
  • 10% DamageBuff(Psionic)
  • 13.5% Defense(Melee)
  • 9.75% Defense(Smashing)
  • 9.75% Defense(Lethal)
  • 9.75% Defense(Fire)
  • 9.75% Defense(Cold)
  • 7.88% Defense(Energy)
  • 7.88% Defense(Negative)
  • 6% Defense(Psionic)
  • 9.75% Defense(Ranged)
  • 13.5% Defense(AoE)
  • 5% Enhancement(Heal)
  • 66.25% Enhancement(RechargeTime)
  • 75% Enhancement(Accuracy)
  • 52.21 HP (4.87%) HitPoints
  • Knockback (Mag -12)
  • Knockup (Mag -12)
  • MezResist(Stun) 4.4%
  • 20% Perception
  • 18% (0.32 End/sec) Recovery
  • 16% (0.86 HP/sec) Regeneration
  • 9.77% Resistance(Fire)
  • 9.77% Resistance(Cold)


 

Posted

This is what I would do with your build

Villain Plan by Mids' Villain Designer 1.953
http://www.cohplanner.com/

Click this DataLink to open the build!

Level 50 Natural Arachnos Soldier
Primary Power Set: Crab Spider Soldier
Secondary Power Set: Crab Spider Training
Power Pool: Leadership
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Speed
Ancillary Pool: Soul Mastery

Villain Profile:
Level 1: Channelgun -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Dmg/Rchg(3), Decim-Acc/EndRdx/Rchg(5), HO:Nucle(5), Decim-Build%(7)
Level 1: Crab Spider Armor Upgrade -- GA-3defTpProc(A), S'fstPrt-ResDam/Def+(7)
Level 2: Slice -- Hectmb-Dmg(A), Hectmb-Dmg/Rchg(9), Hectmb-Acc/Dmg/Rchg(9), Hectmb-Acc/Rchg(11), Hectmb-Dam%(11)
Level 4: Combat Training: Defensive -- LkGmblr-Rchg+(A)
Level 6: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(15), LkGmblr-Def/EndRdx(17)
Level 8: Suppression -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(17), Posi-Dmg/Rchg(19), Posi-Acc/Dmg/EndRdx(19), Posi-Dam%(21), LdyGrey-%Dam(21)
Level 10: Tactical Training: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(23), LkGmblr-Def/EndRdx(23)
Level 12: Arm Lash -- Oblit-Dmg(A), Oblit-Acc/Rchg(25), Oblit-Dmg/Rchg(25), Oblit-Acc/Dmg/Rchg(27), Oblit-Acc/Dmg/EndRdx/Rchg(27), Oblit-%Dam(29)
Level 14: Venom Grenade -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(29), Posi-Dmg/Rchg(31), Posi-Acc/Dmg/EndRdx(31), Posi-Dam%(31)
Level 16: Boxing -- EndRdx-I(A)
Level 18: Frag Grenade -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(33), Posi-Dmg/Rchg(33), Posi-Dmg/Rng(33), Posi-Acc/Dmg/EndRdx(34)
Level 20: Tough -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(34), Aegis-ResDam/Rchg(34)
Level 22: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(36), LkGmblr-Def/EndRdx(36)
Level 24: Fortification -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(36), Aegis-ResDam/Rchg(37)
Level 26: Frenzy -- Oblit-Dmg(A), Oblit-Acc/Rchg(37), Oblit-Dmg/Rchg(37), Oblit-Acc/Dmg/Rchg(39), Oblit-Acc/Dmg/EndRdx/Rchg(39), Oblit-%Dam(39)
Level 28: Hasten -- RechRdx-I(A), RechRdx-I(40)
Level 30: Serum -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal(40), Dct'dW-Heal/Rchg(40), Dct'dW-Heal/EndRdx/Rchg(42), Dct'dW-Rchg(42)
Level 32: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(42), LkGmblr-Def/EndRdx(43)
Level 35: Gloom -- Apoc-Dam%(A), Cloud-%Dam(43), Apoc-Dmg/Rchg(43), Apoc-Acc/Dmg/Rchg(45), Apoc-Acc/Rchg(45), Apoc-Dmg/EndRdx(45)
Level 38: Call Reinforcements -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg/EndRdx(46), BldM'dt-Acc/EndRdx(46), BldM'dt-Acc/Dmg/EndRdx(46), BldM'dt-Dmg(48), BldM'dt-Acc(48)
Level 41: Dark Obliteration -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(48), Ragnrk-Acc/Dmg/Rchg(50), Ragnrk-Acc/Rchg(50), Ragnrk-Dmg/EndRdx(50)
Level 44: Tactical Training: Leadership -- EndRdx-I(A)
Level 47: Tactical Training: Assault -- EndRdx-I(A)
Level 49: Mental Training -- Run-I(A)
Level 50: Cardiac Core Paragon
Level 0: Born In Battle
Level 0: High Pain Threshold
Level 0: Invader
Level 0: Marshal
------------
Level 2: Swift -- Run-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(13)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(13), P'Shift-EndMod/Acc(15)
Level 1: Brawl -- Empty(A)
Level 1: Conditioning
Level 1: Sprint -- ULeap-Stlth(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
------------



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[Union Chat]Sebaddon: If you want to, we will, if you think it's weird, no, that's damz, not us.

[Union Chat]Damz: hey cyber, i am your naked pope for the evening, please confess to me my child

 

Posted

If you're going to take Soul Mastery, it'd probably be a good idea to drop something for Darkest Night. The ToHit Debuff can counter the Defense Debuff weakness crabs have, plus it's more support for the team.


 

Posted

Due to the fast and chaotic nature of fights in City of Heroes, limits on individual aggro, and the large teams that often contain multiple melee characters, a lot of people end up sharing the aggro. You might say we off-tank all the time. My Crab Spider often collects stray mobs with his AoE attacks and then stands and fights them in melee, but I wouldn't call that off-tanking in the strictest sense. I'm not really in control of the aggro, I'm just dealing with it. If you really want to be in the business of aggro management, you must have a taunt. Crabs just don't have the DPS to pull aggro off of an over-taxed Tanker or an overly-enthusiastic Blaster before they are beaten down.

If standing your ground and holding aggro is a priority, and if you want to use Frenzy to good effect, I would get Tough and Weave and try to build your Crab up to tank-like standards of survivability. Soft-capped positional defenses is a must, and high Smashing/Lethal resistance is highly desirable. Crabs are quite vulnerable to defense debuffs, and you can suffer a cascading failure that gets you killed in seconds. Healthy damage resistance is your best insurance against random lucky shots and debuffs.


If money is no object and you are willing to coat yourself in purple sets and that 3% defense PvP IO, then why not use set IOs for ALL your powers? Even if you don't want or need their set or unique bonuses, the enhancement values on the doubles, triples, etc. are higher than regular IOs. Example:

Defensive power three-slotted with 1 End Cost Reduction and 2 Defense Buff IOs:
+49.7% Defense, +42.4% End Cost Reduction

Same power three-slotted with LotG Def/End, Def/End/Recharge and Defense:
+51.93% Defense, +47.7% End Cost Reduction, +21.2% Recharge

Even if you never use the recharge bonus, the power is stronger using set IOs. Likewise, TT: Leadership and Fortification could be stronger with set IOs, even if a few extra bonuses creep in.


I assure you that you do not need the added accuracy IOs. With ordinary slotting in your attacks, TT: Leadership, and a bunch of accuracy set bonuses, you should have a 95% chance to hit pretty-much everything. If you do find your to-hit chance so heavily debuffed that it counters your plentiful built-in buffs, there are always those yellow things in your inspiration tray for those rare emergencies.


What is the purpose of all the Blessing of Zephyr sets? If you are using them for AoE defense, I recommend five-slotting Fortification with Aegis instead. It's worth 4.69% AoE defense... one of the biggest bargains you'll find. If you need the ranged defense, you can put one slot of actual defense in Combat Training: Defensive and gain about 3%.


I like a full set of Gaussian's Synchronized Fire Control in TT: Leadership. It gives you a global defense bonus that's almost as high as that expensive PvP IO, and the buildup proc checks for activation every 10 seconds as well.


 

Posted

I dropped a lot of the endurance reductions. I don't know what I was thinking putting one in Combat Jumping /facepalm so with only two slots sets might not beat IO's anymore, and since I'm at softcap on all defenses I might just not need to, but I'll play with it some more.

BotZ was for AoE defense and KB protection, but I like your way better. I will drop some of them and get Aegis and Gaussian's Synchronized Fire Control. I did not know the two AoE bonuses in the same set stacked, I had thought one would replace the other because of the wording on paragon wiki... something like 'half' IIRC, made me think I got half the bonus at one point and the full bonus later. I also didn't know toggles checked for procs! Might have to re-evaluate a few sets just on that account, since I'm running so many toggles.

I'm torn on tough/weave. I could easily fit them if I dropped all my travel, but that seems irresponsible to the team, annoying solo, and frankly I LIKE having my own travel powers. I think I'm going to keep going forward with roughly what I posted +/- the two sets you suggested, and see just how much I find myself tanking at the end game.

What about Omega Maneuvers? Is that worth taking? It seemed great at first because it had no drawbacks but I realize now it's superior and not extreme damage. I was thinking of saving a bunch of slots and swapping that for the pool AE taunt. Again, not trying to pull a ton of aggro, just a few enemies off the right person at the right time.


 

Posted

Dual, triple and quad IOs have more total enhancement bonus than singles do. It's the foundation of the unholy craft of frankenslotting. For example, a normal (Schedule A) IO gives you a 42.4% bonus, while a dual gives you 26.5% in each category, or 53% worth of bonuses. Unless you are getting a lot of genuinely useless bonuses mixed in with the good ones, there usually is an advantage to slotting set IOs.

Gaussian's is the only proc available for your toggles, but many people slot the Numina's and Miracle procs in Health and Performance Shifter in Stamina, since all three of them give you endurance.

I only recommend Tough and Weave if you really want to be in the tanking business. You can certainly be an effective AoE-and-pet Crab with soft-capped defenses and Fortification. If you do want the Fighting pool you can drop Combat Jumping since Weave will more than replace it. I would never advise anyone to drop their travel powers. ALL my characters have Recall Friend and at least one travel power.

I don't care for Omega Maneuver. It can be fun and effective while soloing, but I find it largely useless on teams. The few seconds of time between when you summon the bomb and when it goes off is more than enough for your team to completely steal its aggro, or scatter its victims with knockback attacks, or simply annihilate the whole spawn with an incarnate judgement attack. Considering how slow it recharges, the payoff just isn't worth it for me. Still, if you solo a lot it can be devastating. Slot it to include some extra range (Positron's Blast has some) so that you and your pets don't steal the bomb's aggro by being too close, drop the bomb, then hit the gathered-up mobs with Venom Grenade before it explodes... and the damage can be impressive.


 

Posted

Yeah, I decided to drop Frenzy and Omega Maneuver. Lobbing grenades and firing off suppression/channel gun already keeps me pretty busy now and I don't even have all this -recharge yet. It looks like slice/arm lash are a fine combo of their own in melee and I'll want to keep doing channelgun for build up if they did give me a gap. Not to mention Frenzy is easily double the endurance cost of the next highest power even after it's been slotted. I just don't think it's worth it.

I went with fighting. I don't PLAN to tank, but because weave and the incarnate has me still hitting my softcaps without cj/hover and I can use boxing as a disorient set holder instead of electric cages with the same bonuses from immobilize, I was able to take the fighting pool without actually losing a power pick and only a small change in endurance.

I did need to replace the melee defence from frenzy's set so I got provoke(w/ Perfect Zinger) which was on my list of wants originally anyway. This little group of changes makes the character really flexible. I can run him blastery with just defense, or I can off-tank by toggling on the resist aura and taunting a few enemies off the squishies.



I went back and looked at frankenslotting, mostly in the two maneuvers toggles, but I like the double GoTAncients set's -recovery because the net loss vs frankenslotting is small and that bonus applies even if one or both of those are turned off.

I also took your advice on Vengeance and included that.

With the pool freed up from leaping I went back to recall friend / teleport and kept my KB resist up there at 12 even without the IO from Karma.

Fine tuning the last couple of slots brought me back to Wolf Spider Armor for a free resist slot. I tried miracle in health, but I'm at the law of 5 on that recovery number so I used a weaker set to get a weaker recovery bonus. If tweaking was done, those are what I would tweak. Maybe a proc in suppression or frag grenade would be better than the small recovery increase from the miracle set...

I think I'm good to go, but who knows what I'll want to change when I get there!




Hero Plan by Mids' Hero Designer 1.953
http://www.cohplanner.com/

Click this DataLink to open the build!

VKhaun Vex: Level 50 Natural Arachnos Soldier
Primary Power Set: Crab Spider Soldier
Secondary Power Set: Crab Spider Training
Power Pool: Fighting
Power Pool: Presence
Power Pool: Leadership
Power Pool: Teleportation

Hero Profile:
Level 1: Channelgun -- Apoc-Dmg(A), Apoc-Dmg/Rchg(3), Apoc-Acc/Dmg/Rchg(3), Apoc-Acc/Rchg(5), Apoc-Dmg/EndRdx(5), Decim-Build%(7)
Level 1: Crab Spider Armor Upgrade -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(7)
Level 2: Slice -- Hectmb-Dmg(A), Hectmb-Dmg/Rchg(9), Hectmb-Acc/Dmg/Rchg(9), Hectmb-Acc/Rchg(11), Hectmb-Dmg/EndRdx(11)
Level 4: Combat Training: Defensive -- LkGmblr-Rchg+(A), SW-ResDam/Re TP(17)
Level 6: Boxing -- Amaze-Stun(A), Amaze-Stun/Rchg(19), Amaze-Acc/Stun/Rchg(19), Amaze-Acc/Rchg(21), Amaze-EndRdx/Stun(21)
Level 8: Suppression -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(23), Posi-Dmg/Rchg(23), Posi-Dmg/Rng(25), Posi-Acc/Dmg/EndRdx(25)
Level 10: Tactical Training: Maneuvers -- GftotA-Def(A), GftotA-Def/EndRdx(27), DefBuff-I(27)
Level 12: Arm Lash -- 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 14: Venom Grenade -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(33), Ragnrk-Acc/Dmg/Rchg(33), Ragnrk-Acc/Rchg(33), Ragnrk-Dmg/EndRdx(34)
Level 16: Tough -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam/EndRdx/Rchg(34), ImpArm-ResDam(34)
Level 18: Frag Grenade -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(36), Posi-Dmg/Rchg(36), Posi-Dmg/Rng(36), Posi-Acc/Dmg/EndRdx(37)
Level 20: Weave -- RedFtn-Def/EndRdx(A), RedFtn-EndRdx/Rchg(37), RedFtn-Def(37), RedFtn-EndRdx(39), GftotA-Def/EndRdx(39), GftotA-Run+(39)
Level 22: Mental Training -- Run-I(A)
Level 24: Fortification -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(40), Aegis-EndRdx/Rchg(40), Aegis-ResDam/EndRdx/Rchg(40), Aegis-ResDam(42)
Level 26: Provoke -- Zinger-Taunt(A), Zinger-Taunt/Rchg(42), Zinger-Taunt/Rchg/Rng(42), Zinger-Acc/Rchg(43), Zinger-Taunt/Rng(43), Zinger-Dam%(43)
Level 28: Serum -- Mrcl-Heal/EndRdx(A), Mrcl-EndRdx/Rchg(45), Mrcl-Heal/Rchg(45), Mrcl-Heal/EndRdx/Rchg(45), Mrcl-Heal(46)
Level 30: Tactical Training: Leadership -- GSFC-ToHit(A), GSFC-ToHit/Rchg(46), GSFC-ToHit/Rchg/EndRdx(46), GSFC-Rchg/EndRdx(48), GSFC-ToHit/EndRdx(48), GSFC-Build%(48)
Level 32: Wolf Spider Armor -- GA-3defTpProc(A)
Level 35: Recall Friend -- Zephyr-ResKB(A)
Level 38: Teleport -- Zephyr-ResKB(A)
Level 41: Tactical Training: Assault -- EndRdx-I(A)
Level 44: Assault -- EndRdx-I(A)
Level 47: Maneuvers -- GftotA-Def/EndRdx(A), GftotA-Def(50), EndRdx-I(50)
Level 49: Vengeance -- GftotA-Def/Rchg(A), GftotA-Def(50)
Level 50: Agility Core Paragon
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Level 2: Swift -- Run-I(A)
Level 2: Health -- H'zdH-Heal(A), H'zdH-Heal/EndRdx(13)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(13), P'Shift-EndMod/Acc/Rchg(15), P'Shift-EndMod/Acc(15), P'Shift-End%(17)
Level 1: Brawl -- Acc-I(A)
Level 1: Conditioning
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- IntRdx-I(A)
Level 4: Ninja Run
------------
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Set Bonus Totals:

  • 16.5% DamageBuff(Smashing)
  • 16.5% DamageBuff(Lethal)
  • 16.5% DamageBuff(Fire)
  • 16.5% DamageBuff(Cold)
  • 16.5% DamageBuff(Energy)
  • 16.5% DamageBuff(Negative)
  • 16.5% DamageBuff(Toxic)
  • 16.5% DamageBuff(Psionic)
  • 13.81% Defense(Melee)
  • 12.25% Defense(Smashing)
  • 12.25% Defense(Lethal)
  • 12.88% Defense(Fire)
  • 12.88% Defense(Cold)
  • 7.25% Defense(Energy)
  • 7.25% Defense(Negative)
  • 7.88% Defense(Psionic)
  • 8.5% Defense(Ranged)
  • 15.06% Defense(AoE)
  • 72% Enhancement(Accuracy)
  • 5% Enhancement(Heal)
  • 70% Enhancement(RechargeTime)
  • 10% FlySpeed
  • 92.36 HP (8.62%) HitPoints
  • 10% JumpHeight
  • 10% JumpSpeed
  • Knockback (Mag -12)
  • Knockup (Mag -12)
  • MezResist(Immobilize) 2.2%
  • MezResist(Stun) 2.2%
  • MezResist(Terrorized) 2.75%
  • 35.5% (0.62 End/sec) Recovery
  • 26% (1.39 HP/sec) Regeneration
  • 3% Resistance(Smashing)
  • 14.97% Resistance(Fire)
  • 14.97% Resistance(Cold)
  • 3% Resistance(Energy)
  • 3% Resistance(Negative)
  • 3% Resistance(Toxic)
  • 3% Resistance(Psionic)
  • 3% Resistance(Lethal)
  • 22.5% RunSpeed
  • 2.5% XPDebtProtection



Damage, recovery, and recharge are all significantly higher in the new build and I like my power options a lot more.