DP/Kin Vs. DP/Time


Airhammer

 

Posted

Starting a Corruptor for a change and wanted to go DP/ somthing so i've decided on these two combos but am torn between them. from what i've read it seems like DP/Kin does more damage but has less survivability.

my main goal with this char is to be able to efficiently take out large groups of enemies but am interested in the full potentials of each pairing. which is the more synergistic pair and which one better compliments DP at high levels?


 

Posted

TLDR: Scrapper vs Tank

---

Double Damage with Regen Scrapper Defenses (assumed build) vs iCapped Defense (more than double the defense), additional -tohit for DDR purposes. Both can have healing, endurance, -damage, resist and defender T9s.

The scrapper version probably won't solo beyond +2x8, but at that level will nuke every group it comes across.

The tank version nukes flat anything +2x8 or below every 90 seconds, and slugs it out in-between. The tank version can solo +4x8 incarnate content.

The scrapper version will have enough damage to not slow down significantly on +4 bosses (but would likely struggle more to solo +4x8), while the tank version will typically want to avoid +4 bosses while soloing, but could tank a room full of them solo or grouped. +2 bosses are ok for either.

The scrapper version will also turn a good team into a great team, a fast team into a super-train. However, the scrapper version will not turn an average team into a great team, nor a poor team into a good team. You'll need a good team as a base starting point.

The tank version can turn a bad team into a good team. Turn a complete team of squishies into a team of tanks or at least scrappers, depending on the build choices. You can grant an entire team +30 to +60 defense to all, as well as massive +to-hit to help lower level sks hit their targets. In addition you have -damage -tohit and several other tools. You can also play main tank vs anything other than iAVs, LR, and States. (you need +hp for the latter)

One of Each (Kin/DP/Kin Time/DP/Time) can turn ANY team into a steam roller. The Kin providing healing, -to-hit, -damage, endurance, and ++damage; while the Time provides healing, endurance, +defense, -to-hit, ++to-hit, -damage, and tanking.

PS:
I would recommend both as defender for the higher modifier numbers, and access to the multiplier powers earlier.

Fulcrum+DP should hit hard enough that you don't miss scourge. Conversely, pre-Fulcrum the corruptor will have more damage.

Pre-50 Time/ can iCap as well as standard soft-cap much more easily and early in the build. Post-50 the corruptor using well timed Clarion Radial can still iCap although logistically it's more difficult, and team buffing will definitely take a hit by using the synchronized clarion radial technique. Aka: Theory vs practice. The theory is sound, but the practice is exponentially more difficult to achieve.

PPS:
There should be i22.0 builds for both Kin/DP and Time/DP in my archives in my sig. Updated i22.5 and i23 versions should be available for Time/DP, but probably not for Kin/DP. i23 versions subject to change.


 

Posted

Thanks for the awsome description im gunna thoroughly check out your builds regarding these sets. So many questions I want to ask but I can probably answer them by checking out the builds again thankyou, Gunna check out those Defender number


 

Posted

Both Kinetics and Time are relatively click heavy sets, for that reason I really wouldn't reccomend pairing either of them with DP due to redraw. A less click heavy set (like radiation) would work much better.


 

Posted

Quote:
Originally Posted by DreadShinobi View Post
Both Kinetics and Time are relatively click heavy sets, for that reason I really wouldn't reccomend pairing either of them with DP due to redraw. A less click heavy set (like radiation) would work much better.
Oooor...one could skip some of those powers like Time Stop, because Dual Pistols comes with a Hold Power in Supressive Shot, Temporal Selection (many do >_>;, and Distortion Field because I've found I could go an entire TF without using it, and not notice a difference.

There's three clickies gone, and left with buffs, a debuff that's only really useful on tougher targets, and an AOE Debuff!


BrandX Future Staff Fighter
The BrandX Collection

 

Posted

Quote:
Originally Posted by BrandX View Post
Oooor...one could skip some of those powers like Time Stop, because Dual Pistols comes with a Hold Power in Supressive Shot, Temporal Selection (many do >_>;, and Distortion Field because I've found I could go an entire TF without using it, and not notice a difference.

There's three clickies gone, and left with buffs, a debuff that's only really useful on tougher targets, and an AOE Debuff!
if I had a 2 sets that offered a hold I would want both for stacking


 

Posted

Quote:
Originally Posted by Cheetatron View Post
if I had a 2 sets that offered a hold I would want both for stacking
It is nice. And really, I did love it on my Dark/Ice Defender who had Freeze Ray, Petrifing Gaze, and the Epic Hold power for 3 single target holds to just continuously stack on a target.

However, with Dual Pistols, the redraw, just made that feel meh. Now redraw is just a downside to using a weapon set period for most people.

To the OP:

I'm not sure I'd suggest Time/DP Defender. I think I'd most likely go...

KIN/DP Defender or DP/TIME Corruptor.

With KIN, you're putting yourself at the damage cap with lots of enemies around to fuel FS.

However, with Time Manipulation, yes the Defender gets better defense numbers, but that's about it (okay a little bit more -Resist in Slowed Response). I'd suggest going with the Higher Damage AT with DP/Time, and just shore up the defense needs.

Though, I do believe even with a KIN/DP vs DP/KIN, wouldn't the Corr win out with both at damage cap, due to Corr having scourge? (Note: I don't recall the ATs damage caps).


BrandX Future Staff Fighter
The BrandX Collection

 

Posted

Quote:
Originally Posted by BrandX View Post
To the OP:

I'm not sure I'd suggest Time/DP Defender. I think I'd most likely go...

KIN/DP Defender or DP/TIME Corruptor.

With KIN, you're putting yourself at the damage cap with lots of enemies around to fuel FS.

However, with Time Manipulation, yes the Defender gets better defense numbers, but that's about it (okay a little bit more -Resist in Slowed Response). I'd suggest going with the Higher Damage AT with DP/Time, and just shore up the defense needs.

Though, I do believe even with a KIN/DP vs DP/KIN, wouldn't the Corr win out with both at damage cap, due to Corr having scourge? (Note: I don't recall the ATs damage caps).
I was actually thinking of those exact two choices Kin/DP Defender or DP/Time Corruptor
prolly gunna go Dp/time Corruptor, but im also interested as two which would do more damage and by how much between a Kin/DP Defender and a DP/Kin Corruptor.

What are some other good secondaries for DP. /Time Thematically seems like cheating especially when u have guns ><


 

Posted

Quote:
Originally Posted by JadeGhost View Post
I was actually thinking of those exact two choices Kin/DP Defender or DP/Time Corruptor
prolly gunna go Dp/time Corruptor, but im also interested as two which would do more damage and by how much between a Kin/DP Defender and a DP/Kin Corruptor.

What are some other good secondaries for DP. /Time Thematically seems like cheating especially when u have guns ><
Well, not only does the Corruptor have a higher damage cap, they also have scourge.

So if able to hit damage cap solo, the Corr.

I believe FS buffs stack as well, so the Corr should, with the right map and survival not a problem, out damage the Defender.

If it doesn't stack from self, past the initial 10 targets, and not counting inspiration use, I believe the Defender would win out untill a hard target was met, then the corr would start to win out with Scourge.

Defenders gettingmore +DMG from FS and their damage bonus when solo which last I knew, kept them pretty even with Corrs on non hard targets.

Time Manip doesn't have +DMG though, so the Corr should win out on that combo.


BrandX Future Staff Fighter
The BrandX Collection

 

Posted

Quote:
Originally Posted by BrandX View Post
Well, not only does the Corruptor have a higher damage cap, they also have scourge.

So if able to hit damage cap solo, the Corr.

I believe FS buffs stack as well, so the Corr should, with the right map and survival not a problem, out damage the Defender.

If it doesn't stack from self, past the initial 10 targets, and not counting inspiration use, I believe the Defender would win out untill a hard target was met, then the corr would start to win out with Scourge.

Defenders gettingmore +DMG from FS and their damage bonus when solo which last I knew, kept them pretty even with Corrs on non hard targets.

Time Manip doesn't have +DMG though, so the Corr should win out on that combo.
Kinetics' Fulcrum Shift does stack. My Kins easily run around with 30 fulcrum shifts on them. Kinetics is _always_ better on corrs.


 

Posted

I have a DP/Time Corruptor @ Level 50 and I found it lots of fun. I dont mind the redraw its not that big of a deal.


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

Quote:
Originally Posted by DreadShinobi View Post
Kinetics' Fulcrum Shift does stack. My Kins easily run around with 30 fulcrum shifts on them. Kinetics is _always_ better on corrs.
One caveat:

You can easily softcap a Defender kin to positional damage, so if you want to be more defensive while still doing pretty damn nice damage (and better heals) defender still is a wonderful option.


When something good happens to me, I can never enjoy it....
I am always too busy looking for the inevitable punchline...


BEHOLD THE POWER OF CHEESE!

 

Posted

I remember when I used to use my Fire/Kin Corr for soloing maps. With enough defense a DP/Kin could manage the incoming damage with heals and insp. I say roll a DP/Kin it seems kinda fun. I just took a few min and threw a build together. I might actually make one now...lol

Villain Plan by Mids' Villain Designer 1.956
http://www.cohplanner.com/

Click this DataLink to open the build!

Cpl. Punishment: Level 50 Magic Corruptor
Primary Power Set: Dual Pistols
Secondary Power Set: Kinetics
Power Pool: Speed
Power Pool: Leaping
Power Pool: Leadership
Power Pool: Fighting
Ancillary Pool: Mace Mastery

Villain Profile:
Level 1: Dual Wield

  • (A) Apocalypse - Chance of Damage(Negative)
  • (7) Apocalypse - Damage/Endurance
  • (7) Apocalypse - Damage/Recharge
  • (9) Apocalypse - Accuracy/Damage/Recharge
  • (9) Apocalypse - Accuracy/Recharge
Level 1: Transfusion
  • (A) Touch of the Nictus - Accuracy/Endurance/Recharge
  • (11) Touch of the Nictus - Healing
  • (11) Touch of the Nictus - Heal/HitPoints/Regeneration/Recharge
  • (13) Touch of the Nictus - Accuracy/Healing
  • (13) Touch of the Nictus - Accuracy/Endurance/Heal/HitPoints/Regeneration
Level 2: Empty Clips
  • (A) Ragnarok - Chance for Knockdown
  • (3) Ragnarok - Damage/Endurance
  • (3) Ragnarok - Damage/Recharge
  • (5) Ragnarok - Accuracy/Damage/Recharge
  • (5) Ragnarok - Accuracy/Recharge
Level 4: Hasten
  • (A) Recharge Reduction IO
  • (19) Recharge Reduction IO
  • (34) Recharge Reduction IO
Level 6: Super Jump
  • (A) HamiO:Microfilament Exposure
Level 8: Bullet Rain
  • (A) Superior Malice of the Corruptor - Recharge/Chance for Negative Energy Damage
  • (21) Superior Malice of the Corruptor - Accuracy/Damage/Endurance/Recharge
  • (21) Superior Malice of the Corruptor - Accuracy/Damage
  • (23) Superior Malice of the Corruptor - Accuracy/Damage/Recharge
  • (23) Superior Malice of the Corruptor - Damage/Endurance/Recharge
Level 10: Super Speed
  • (A) HamiO:Microfilament Exposure
Level 12: Combat Jumping
  • (A) Luck of the Gambler - Recharge Speed
  • (31) Blessing of the Zephyr - Knockback Reduction (4 points)
  • (43) Karma - Knockback Protection
Level 14: Maneuvers
  • (A) Luck of the Gambler - Recharge Speed
  • (15) Luck of the Gambler - Defense
  • (15) Luck of the Gambler - Defense/Endurance
Level 16: Increase Density
  • (A) Gladiator's Armor - TP Protection +3% Def (All)
  • (17) Steadfast Protection - Resistance/+Def 3%
  • (17) Steadfast Protection - Knockback Protection
  • (19) Steadfast Protection - Resistance/Endurance
Level 18: Boxing
  • (A) Accuracy IO
Level 20: Speed Boost
  • (A) Performance Shifter - EndMod
  • (40) Performance Shifter - EndMod/Accuracy
  • (40) Performance Shifter - EndMod/Recharge
Level 22: Siphon Speed
  • (A) Tempered Readiness - Accuracy/Damage/Slow
  • (46) Tempered Readiness - Accuracy/Slow
Level 24: Tactics
  • (A) Gaussian's Synchronized Fire-Control - To Hit Buff
  • (25) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
  • (25) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
  • (27) Gaussian's Synchronized Fire-Control - Recharge/Endurance
  • (27) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
  • (29) Gaussian's Synchronized Fire-Control - Chance for Build Up
Level 26: Piercing Rounds
  • (A) Positron's Blast - Chance of Damage(Energy)
  • (34) Positron's Blast - Accuracy/Damage/Endurance
  • (36) Positron's Blast - Accuracy/Damage
  • (36) Positron's Blast - Damage/Endurance
  • (36) Positron's Blast - Damage/Recharge
Level 28: Tough
  • (A) Impervium Armor - Resistance/Endurance
  • (29) Impervium Armor - Resistance
Level 30: Weave
  • (A) Luck of the Gambler - Recharge Speed
  • (31) Luck of the Gambler - Defense
  • (31) Luck of the Gambler - Defense/Endurance
Level 32: Hail of Bullets
  • (A) Armageddon - Chance for Fire Damage
  • (33) Armageddon - Damage/Endurance
  • (33) Armageddon - Damage/Recharge
  • (33) Armageddon - Accuracy/Damage/Recharge
  • (34) Armageddon - Accuracy/Recharge
Level 35: Transference
  • (A) Efficacy Adaptor - EndMod
  • (40) Efficacy Adaptor - EndMod/Recharge
  • (42) Efficacy Adaptor - EndMod/Accuracy/Recharge
  • (43) Efficacy Adaptor - Accuracy/Recharge
  • (43) Efficacy Adaptor - EndMod/Accuracy
  • (50) Efficacy Adaptor - EndMod/Endurance
Level 38: Fulcrum Shift
  • (A) Accuracy IO
  • (39) Accuracy IO
  • (39) Recharge Reduction IO
  • (39) Recharge Reduction IO
Level 41: Scorpion Shield
  • (A) Luck of the Gambler - Recharge Speed
  • (42) Luck of the Gambler - Defense
  • (42) Luck of the Gambler - Defense/Endurance
Level 44: Web Envelope
  • (A) Enfeebled Operation - Accuracy/Recharge
  • (45) Enfeebled Operation - Endurance/Immobilize
  • (45) Enfeebled Operation - Accuracy/Immobilize/Recharge
  • (45) Enfeebled Operation - Accuracy/Endurance
  • (46) Enfeebled Operation - Accuracy/Immobilize
  • (46) Enfeebled Operation - Immobilize/Range
Level 47: Summon Disruptor
  • (A) Expedient Reinforcement - Resist Bonus Aura for Pets
  • (48) Expedient Reinforcement - Accuracy/Damage/Recharge
  • (48) Expedient Reinforcement - Accuracy/Recharge
  • (48) Expedient Reinforcement - Accuracy/Damage
  • (50) Expedient Reinforcement - Endurance/Damage/Recharge
  • (50) Edict of the Master - Defense Bonus
Level 49: Swap Ammo
Level 1: Brawl
  • (A) Empty
Level 1: Prestige Power Dash
  • (A) Empty
Level 1: Prestige Power Slide
  • (A) Empty
Level 1: Prestige Power Quick
  • (A) Empty
Level 1: Prestige Power Rush
  • (A) Empty
Level 1: Prestige Power Surge
  • (A) Empty
Level 1: Scourge
Level 1: Sprint
  • (A) Empty
Level 2: Rest
  • (A) Empty
Level 4: Ninja Run
Level 4: Swift
  • (A) Run Speed IO
Level 4: Health
  • (A) Numina's Convalescence - +Regeneration/+Recovery
  • (37) Miracle - +Recovery
Level 4: Hurdle
  • (A) Jumping IO
Level 4: Stamina
  • (A) Performance Shifter - EndMod/Accuracy
  • (37) Performance Shifter - EndMod
  • (37) Performance Shifter - EndMod/Recharge
Level 49: Chemical Ammunition
Level 49: Cryo Ammunition
Level 49: Incendiary Ammunition
Level 0: Born In Battle
Level 0: High Pain Threshold
Level 0: Invader
Level 0: Marshal
Level 50: Agility Core Paragon
Level 50: Barrier Core Epiphany
Level 50: Degenerative Radial Flawless Interface
Level 50: Ion Core Final Judgement
Level 50: Cimeroran Core Superior Ally
------------
------------
Set Bonus Totals:
  • 16% DamageBuff(Smashing)
  • 16% DamageBuff(Lethal)
  • 16% DamageBuff(Fire)
  • 16% DamageBuff(Cold)
  • 16% DamageBuff(Energy)
  • 16% DamageBuff(Negative)
  • 16% DamageBuff(Toxic)
  • 16% DamageBuff(Psionic)
  • 12.88% Defense(Melee)
  • 5% Defense
  • 11.31% Defense(Smashing)
  • 11.31% Defense(Lethal)
  • 7.25% Defense(Fire)
  • 7.25% Defense(Cold)
  • 9.75% Defense(Energy)
  • 9.75% Defense(Negative)
  • 6% Defense(Psionic)
  • 13.5% Defense(Ranged)
  • 8.5% Defense(AoE)
  • 2.25% Max End
  • 81.25% Enhancement(RechargeTime)
  • 3% Enhancement(Immobilized)
  • 48% Enhancement(Accuracy)
  • 10% Enhancement(Range)
  • 5% Enhancement(Heal)
  • 15% SpeedFlying
  • 208.8 HP (19.5%) HitPoints
  • 15% JumpHeight
  • 15% SpeedJumping
  • Knockback (Mag -12)
  • Knockup (Mag -12)
  • MezResist(Confused) 2.5%
  • MezResist(Held) 2.5%
  • MezResist(Immobilized) 2.5%
  • MezResist(Sleep) 2.5%
  • MezResist(Stunned) 2.5%
  • MezResist(Terrorized) 2.5%
  • 20% (0.33 End/sec) Recovery
  • 66% (2.95 HP/sec) Regeneration
  • 10% Resistance(Smashing)
  • 10% Resistance(Lethal)
  • 16.62% Resistance(Fire)
  • 16.62% Resistance(Cold)
  • 10% Resistance(Energy)
  • 11.88% Resistance(Negative)
  • 10% Resistance(Toxic)
  • 10% Resistance(Psionic)
  • 15% SpeedRunning



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Proton Sentry Peacebringer:lvl 50+++ - Human Build / Triform Build
Quasar Sentry Warshade:lvl 50+- Human Build / Triform Build
Red Katipo Arachnos Soldier:lvl 50+++ - Crab Build / Bane Build
Black Katipo Arachnos Widowlvl 50+++ - Fortunata Build / Night Widow Build

 

Posted

Quote:
Originally Posted by BrandX View Post
Oooor...one could skip some of those powers like Time Stop, because Dual Pistols comes with a Hold Power in Supressive Shot, Temporal Selection (many do >_>;, and Distortion Field because I've found I could go an entire TF without using it, and not notice a difference.

There's three clickies gone, and left with buffs, a debuff that's only really useful on tougher targets, and an AOE Debuff!
Time Stop has 1/3 of the -regen available to /Time.


 

Posted

I know, this is a necro post, but I was working on my DP/Time in Mids and came up with a silly idea. lots of force feedback procs to up your already rediculous recharge numbers.

Anyone tried something like this?

Hero Plan by Mids' Hero Designer 1.957
http://www.cohplanner.com/

Click this DataLink to open the build!

Level 50 Magic Corruptor
Primary Power Set: Dual Pistols
Secondary Power Set: Time Manipulation
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Leadership
Ancillary Pool: Power Mastery

Hero Profile:
Level 1: Dual Wield -- Apoc-Acc/Dmg/Rchg(A), Apoc-Acc/Rchg(3), Apoc-Dmg/EndRdx(9), Apoc-Dmg(9), Apoc-Dam%(15), FrcFbk-Rechg%(48)
Level 1: Time Crawl -- TmpRdns-Acc/Slow(A)
Level 2: Temporal Mending -- Numna-Heal(A), Numna-Heal/EndRdx(17), Numna-Heal/EndRdx/Rchg(17)
Level 4: Time's Juncture -- DarkWD-ToHitDeb(A), DarkWD-ToHitDeb/EndRdx(5), DarkWD-ToHitdeb/Rchg/EndRdx(5), DarkWD-Slow%(7)
Level 6: Hasten -- RechRdx-I(A), RechRdx-I(7)
Level 8: Swap Ammo
Level 10: Bullet Rain -- Ragnrk-Acc/Dmg/Rchg(A), Ragnrk-Acc/Rchg(11), Ragnrk-Dmg/EndRdx(11), Ragnrk-Dmg(13), Ragnrk-Knock%(13), FrcFbk-Rechg%(15)
Level 12: Empty Clips -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(40), Posi-Dmg/Rchg(40), Posi-Dmg/Rng(42), Posi-Dam%(42), FrcFbk-Rechg%(43)
Level 14: Boxing -- Acc-I(A)
Level 16: Distortion Field -- Lock-Acc/Hold(A), Lock-Acc/Rchg(43), Lock-Rchg/Hold(43), Lock-EndRdx/Rchg/Hold(46), Lock-Acc/EndRdx/Rchg/Hold(46), Lock-%Hold(46)
Level 18: Executioner's Shot -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(19), Thundr-Dmg/Rchg(19), Thundr-Acc/Dmg/EndRdx(25), FrcFbk-Rechg%(25)
Level 20: Tough -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(21), GA-3defTpProc(21)
Level 22: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(23), LkGmblr-Def/EndRdx(23)
Level 24: Combat Jumping -- LkGmblr-Rchg+(A)
Level 26: Piercing Rounds -- SMotCorruptor-Acc/Dmg(A), SMotCorruptor-Dmg/Rchg(27), SMotCorruptor-Acc/Dmg/Rchg(27), SMotCorruptor-Dmg/EndRdx/Rchg(31), SMotCorruptor-Acc/Dmg/EndRdx/Rchg(31), SMotCorruptor-Rchg/Dmg%(31)
Level 28: Farsight -- LkGmblr-Rchg+(A), LkGmblr-Def(29), LkGmblr-Def/EndRdx(29)
Level 30: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(34), LkGmblr-Def/EndRdx(36)
Level 32: Hail of Bullets -- Armgdn-Acc/Dmg/Rchg(A), Armgdn-Acc/Rchg(33), Armgdn-Dmg/EndRdx(33), Armgdn-Dmg(33), Armgdn-Dam%(34), FrcFbk-Rechg%(34)
Level 35: Slowed Response -- ShldBrk-DefDeb(A), ShldBrk-Acc/DefDeb(36), ShldBrk-Acc/Rchg(36), ShldBrk-DefDeb/EndRdx/Rchg(37), ShldBrk-Acc/EndRdx/Rchg(37), ShldBrk-%Dam(37)
Level 38: Chrono Shift -- Efficacy-EndMod/EndRdx(A), Efficacy-EndMod/Rchg(39), Efficacy-EndMod/Acc/Rchg(39), Numna-EndRdx/Rchg(39), Numna-Heal/Rchg(40)
Level 41: Power Build Up -- AdjTgt-ToHit/EndRdx(A), AdjTgt-Rchg(42)
Level 44: Force of Nature -- RechRdx-I(A), Aegis-ResDam/Rchg(45), Aegis-ResDam(45), Aegis-ResDam/EndRdx/Rchg(45)
Level 47: Conserve Power -- RechRdx-I(A), RechRdx-I(48)
Level 49: Temp Invulnerability -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(50), Aegis-ResDam/Rchg(50)
Level 1: Brawl -- Empty(A)
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Slide -- Empty(A)
Level 1: Prestige Power Quick -- Empty(A)
Level 1: Prestige Power Rush -- Empty(A)
Level 1: Prestige Power Surge -- Empty(A)
Level 1: Scourge
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), Mrcl-Rcvry+(48)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-End%(3), P'Shift-EndMod/Rchg(50)
Level 50: Agility Core Paragon
Level 8: Chemical Ammunition
Level 8: Cryo Ammunition
Level 8: Incendiary Ammunition
Level 50: Reactive Radial Flawless Interface
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
------------



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