Airhammer

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  1. [ QUOTE ]
    So I did the Kahn TF the other day on a team that had a level 50 fire/thermal. I have a 50 mind/thermal, so I know that thermal can be a great mixed buffing/debuffing set. Having a thermal and an earth/kin on the team, I thought we'd be golden.

    I was left twitching, gibbering incoherently to myself for hours after the TF after watching her in action in the final mish.

    Nobody looked at her power selections until we really needed her to do more than run in and faceplant (which she mastered), which was in the final mish. That was obviously an oversight on all of our parts, and the team leader confessed he never thought to look either when I sent him a tell after looking at her powers in the final mish.

    She skipped Forge, Thaw, Melt Armor, and Heat Exhaustion. She apparently didn't know that Thermal buffs needed to be reapplied. She only used Cauterize for healing from Thermal, despite also having Warmth.

    She skipped Fire Cages, Cinders, Hot Feet, Smoke, and Flashfires. Her attacks on Reichsman consisted almost entirely of Bonfire, Fire Imps, and occasionally her blasts from the Fire Mastery Epic Pool.

    She took all of the the Medicine pool except Stimulant. Most of the time, instead of using Cauterize to heal, she would usually run up to someone and use Aid Other and then run away from the team to use Aid Self.

    She had no vet badges. What was possibly more frightening, was that her toon's name and her global name weren't the same, so she probably has more than one of these running around. This was "Fiery name" and her global was "Atomic name." Yes, I left the name out intentionally, as this post isn't meant to call her out.

    So what's the most disturbingly bad example of a controller that you've seen in-game?

    [/ QUOTE ]

    Welcome to the post AE world of City of Heroes.
  2. Airhammer

    Invul/Nrgy Tank

    What i like about INV is that you get a little of everything.. resistance and defense. I have Dull Pain pretty darn near perma which is a huge help...
  3. Airhammer

    Invul/Nrgy Tank

    Here is mine.. works well...


    Hero Plan by Mids' Hero Designer 1.401
    http://www.cohplanner.com/

    [u]Click this DataLink to open the build![u]

    Excalibur: Level 50 Technology Tanker
    Primary Power Set: Invulnerability
    Secondary Power Set: Energy Melee
    Power Pool: Leaping
    Power Pool: Fitness
    Power Pool: Fighting
    Power Pool: Speed
    Ancillary Pool: Energy Mastery

    Hero Profile:
    Level 1: Temp Invulnerability -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam/Rchg(3), ImpArm-ResDam/EndRdx/Rchg(3), ImpArm-ResDam(5)
    Level 1: Barrage -- P'ngS'Fest-Acc/Dmg(A), P'ngS'Fest-Dmg/EndRdx(5)
    Level 2: Dull Pain -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(9), Dct'dW-Heal/Rchg(9), Dct'dW-Heal/EndRdx/Rchg(11), Dct'dW-Heal(11), Dct'dW-Rchg(13)
    Level 4: Energy Punch -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(13), C'ngImp-Dmg/Rchg(15), C'ngImp-Acc/Dmg/Rchg(15), C'ngImp-Dmg/EndRdx/Rchg(17), C'ngImp-Acc/Dmg/EndRdx(17)
    Level 6: Combat Jumping -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/Rchg(7), LkGmblr-Def/EndRdx/Rchg(7), LkGmblr-Def(50)
    Level 8: Unyielding -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam/Rchg(19), ImpArm-ResDam/EndRdx/Rchg(19), ImpArm-ResDam(21), S'fstPrt-ResDam/Def+(21)
    Level 10: Hurdle -- Jump-I(A)
    Level 12: Kick -- Acc-I(A)
    Level 14: Super Jump -- Jump-I(A)
    Level 16: Health -- Mrcl-Heal(A), Mrcl-Rcvry+(43), Numna-Heal(43), Numna-Regen/Rcvry+(43)
    Level 18: Invincibility -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/Rchg(45), LkGmblr-Def/EndRdx/Rchg(46), LkGmblr-Def(46)
    Level 20: Stamina -- EndMod-I(A), EndMod-I(23), EndMod-I(23)
    Level 22: Whirling Hands -- C'ngBlow-Acc/Dmg(A), C'ngBlow-Dmg/EndRdx(25), Sciroc-Acc/Dmg(25), Sciroc-Dmg/Rchg(27), Sciroc-Acc/Rchg(27), Sciroc-Acc/Dmg/EndRdx(29)
    Level 24: Bone Smasher -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(31), C'ngImp-Dmg/Rchg(31), C'ngImp-Acc/Dmg/Rchg(33), C'ngImp-Acc/Dmg/EndRdx(40), C'ngImp-Dmg/EndRdx/Rchg(42)
    Level 26: Tough -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam/Rchg(33), ImpArm-ResDam/EndRdx/Rchg(33), ImpArm-ResDam(34)
    Level 28: Tough Hide -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/Rchg(29), LkGmblr-Def/EndRdx/Rchg(31), LkGmblr-Def(46)
    Level 30: Resist Physical Damage -- ResDam-I(A)
    Level 32: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/Rchg(34), LkGmblr-Def/EndRdx/Rchg(34), LkGmblr-Def(37)
    Level 35: Energy Transfer -- C'ngImp-Acc/Dmg/EndRdx(A), C'ngImp-Dmg/EndRdx(36), C'ngImp-Acc/Dmg(36), C'ngImp-Dmg/Rchg(36), C'ngImp-Dmg/EndRdx/Rchg(37), C'ngImp-Acc/Dmg/Rchg(37)
    Level 38: Total Focus -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(39), C'ngImp-Dmg/Rchg(39), C'ngImp-Acc/Dmg/Rchg(39), C'ngImp-Acc/Dmg/EndRdx(40), C'ngImp-Dmg/EndRdx/Rchg(40)
    Level 41: Unstoppable -- RechRdx-I(A), RechRdx-I(42), RechRdx-I(42)
    Level 44: Hasten -- RechRdx-I(A), RechRdx-I(45), RechRdx-I(45)
    Level 47: Taunt -- Mocking-Taunt(A), Mocking-Taunt/Rchg(48), Mocking-Taunt/Rchg/Rng(48), Mocking-Taunt/Rng(48), Mocking-Rchg(50), Mocking-Acc/Rchg(50)
    Level 49: Conserve Power -- RechRdx-I(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Gauntlet
    ------------
    [u]Set Bonus Totals:[u]<ul type="square">[*]5.5% Defense(Smashing)[*]5.5% Defense(Lethal)[*]6.13% Defense(Fire)[*]6.13% Defense(Cold)[*]3% Defense(Energy)[*]3% Defense(Negative)[*]8.63% Defense(Psionic)[*]4.25% Defense(Melee)[*]3% Defense(Ranged)[*]4.56% Defense(AoE)[*]8.55% Max End[*]73% Enhancement(Accuracy)[*]32.5% Enhancement(RechargeTime)[*]4% Enhancement(Heal)[*]105.4 HP (5.63%) HitPoints[*]MezResist(Held) 2.75%[*]MezResist(Immobilize) 8.8%[*]MezResist(Terrorized) 2.2%[*]11% (0.18 End/sec) Recovery[*]70% (5.48 HP/sec) Regeneration[*]1.26% Resistance(Fire)[*]1.26% Resistance(Cold)[*]3.13% Resistance(Negative)[*]1.26% Resistance(Toxic)[*]11.3% Resistance(Psionic)[/list]
  4. He im level 8 and can see this is going to be one fast attack, draining, buffing very very fun toon.
  5. Airhammer

    Does AE need XP?

    I agree with JDub on this one..

    Cut the xp in HALF except for developers choice missions.. Those because of their design should be rewarded with higher XP to encourage people to play them...

    Ive been here for close to five years and this game has gotten WORSE since AE dropped. Horrible teams. Constant team wipes from level 20's trying to fight 54's ( I wont even joing a level 54 team ) . Terrible builds the likes I have never seen before..

    AE will eventually undermine this game.
  6. The end costs need to be tweaked a little I think. I played my fire/psi dom doing the Cimemora Wall and it felt about the same.. Maybe a weee bit slower because of the changes to PSW but the end costs were VERY noticeable. I almost ran out of end several times and never had that issue before..

    I can see this being a small issue for non permadom builds in extended fights..

    Think End costs needs to be tweaked down a bit at least on Psi secondary.. cant speak for all others...
  7. Put it in Stamina.. thats the best place for it...
  8. I have a really good idea for a story background with Tsoo as the main foe and some custom bosses but it doesnt look like I can make level 50 Tsoo..

    When I make custom minion's, Lt's and Bosses it takes up all my space...

    Any ideas ???

    Is there a way to buy more space or will they increase the space to make stuff,

    Thank you in advance...

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

    Does AE need XP?

    You cant remove the XP.. people play because they get xp which will help them level.. and everyone likes leveling..

    I think you might see the XP lessened.. the main problem is the auto sk system which allows unlimited ability and access to extreme power leveling... Power levelining will always exist on some level but the extremes it exists on now is a problem...
  10. I have to agree with the OP on this one. AE has definitely changed the game for the worse. Its a GREAT idea with poor implementation... I have seen some of the worst teaming and horrific builds that I have seen in the 5 years I have been playing this game... I am seeing people that are level 50 in Atlas that dont know where Galaxy City or Steel Canyon is..

    maybe AE should have been broken down by levels and zones.. 1-6 in Atlas.. 5-10 KR etc etc... maybe the xp available needs to be toned down... I dont know... Sub level 30 toons are basically ignored by many..

    ts hard to even get teams to want to try peoples content becaause all they want to do is fight level 54 bosses for huge xp and influence.

    Now I aint quitting or leaving for the shiney new tow in the box when it comes out but something needs to be done.. Zones are largely empty except Atlas... Level 50 in PI AE building.. EMPTY.. not a soul.. in fact I was the ONLY person even in PI.

    Now ive been able to do some ITF's and LGTF's which are fun and some raids.. which are always cool.. But i was always able to get a team uo to do some AV missions or something...

    The gane has changed and I jope it changes for the better.. at this rate people I think people will get bored eventually and think that CoX has nothing else to offer but farming and leveling and that is so not true..

    Its a great game IMO that people HAD to explore before.. they HAD to seek new zones and new foes and new arcs to keep progressing..which leads to new friends etc etc..

    Now you can just sit in Atlas... or Cap redside...
  11. Airhammer

    Food for thought

    All I know is I have been the only defender on a ITF with no controllers, corruptors or other defenders and I have watched Romulus melt with a Rad/Sonic.
  12. I put in Achilles Heel Resistance Debuff and Dark Watcher's -Recharge debuff.
  13. Drop Salt Crystals you will never use it...

    Fire would help you with damage more than Stone Epic will unless u are being thematic.

    You will want hasten A LOT sooner..
  14. Im sorry running in something and not dying is not tanking...
  15. [ QUOTE ]
    [ QUOTE ]
    I do not disagree that Vigilance is a comparatively weak inherent and should be reviewed for alternatives, though I do not find it a "gross imbalance" but rather a minor one. I do question several of the premises leading to the suggestion that defenders need a damage boost.

    1st. That the secondary is devoted solely to damage.

    Except for Archery, the debuff aspect from the secondary is very substantial and contributes to the performance of the set (which again, to a large degree is NOT "devoted solely to damage")

    2nd. That controllers and tankers bring more damage to a team than a defender.

    This is situationally based, depending on the powerset combinations being compared and should not be taken as sufficient justification for an AT-wide damage boost.

    [/ QUOTE ]

    Vigilence nee Negligence is an extremely weak inherent. It provides wildly differing levels of benefit.

    Solo it provides none. On small teams especially of experienced players it provides little. On large teams it provides the level it should provide but generally only if there is a mix of experience and ATs on the team.

    It provides maximum benefit to poor defender playstyles (read that as reactive h34l0rs) and minmal benefit to active playstyles.

    It provides maximum benefits to defenders who focus on repairing damage and minimal benefit to defenders who operate by preventing damage to begin with.

    It varies so much that it is nearly impossible to properly slot end reduction enhancers except for solo defenders who all ready know that their benefit from Vigilence will be "0"

    I'll mention again what I have before.

    The devs are happy with the DPA of defenders the chances of getting a damage boost are slim. (Especially when you consider the things that RO does publicly.) The main problem on defenders is the variable (and much too low IME) DPE.

    What I have proposed in the past is a vigilence buff system rather than the current mechanic.

    Any time a defender activates a power from their primary or secondary they get a vigilence buff that lasts 10 (perhaps 15 since many defender buffs take 2-3 seconds to cast) seconds that has the effect of reducing the defender's end costs by 5% AND reduces the recharge of their powers by 5%.

    The defender can stack a maximum of 5 of these buffs at any one time capping the benefit from vigilence at a 25% reduction to end costs and recharge.

    This accomplishes several things.

    1) Vigilence provides exactly the same benefit to each and every Primary/Secondary combination.
    2) Vigilence fuctions properly no matter what size team you are on and works solo.
    3) Vigilence functions properly regardless of the experience of the team.
    4) Defender DPA remains unchanged.
    5) BUT Defender DPS is slightly increased by allowing the defender to cycle their hard hitting single target attacks a little more often.
    6) AND defender DPE is increased and remains consistant across all defender power set combinations.
    7) This style Vigilence would also provide higher reward for good, proactive defender play, rather than providing higher rewards for, poor, reactive play.

    [/ QUOTE ]

    /signed as intelligent and well thought out...
  16. Here is my build. It is effective Solo and Teams...

    I use everything. IO's and HO's to achieve what i want

    Hope it helps

    Hero Plan by Mids' Hero Designer 1.401
    http://www.cohplanner.com/

    [u]Click this DataLink to open the build![u]

    HeatSink: Level 50 Technology Defender
    Primary Power Set: Cold Domination
    Secondary Power Set: Ice Blast
    Power Pool: Fitness
    Power Pool: Speed
    Ancillary Pool: Power Mastery

    Hero Profile:
    Level 1: Infrigidate -- Acc-I(A), Achilles-ResDeb%(3), P'ngTtl--Rchg%(43)
    Level 1: Ice Bolt -- Thundr-Acc/Dmg/Rchg(A), Thundr-Acc/Dmg/EndRdx(3), Thundr-Dmg/EndRdx/Rchg(5), Thundr-Dmg/Rchg(13), Thundr-Dmg/EndRdx(13), Thundr-Acc/Dmg(15)
    Level 2: Ice Blast -- Thundr-Acc/Dmg/EndRdx(A), Thundr-Acc/Dmg/Rchg(5), Thundr-Dmg/EndRdx/Rchg(7), Thundr-Dmg/Rchg(7), Thundr-Acc/Dmg(9), Thundr-Dmg/EndRdx(9)
    Level 4: Ice Shield -- DefBuff-I(A), DefBuff-I(11), DefBuff-I(11)
    Level 6: Glacial Shield -- DefBuff-I(A), DefBuff-I(15), DefBuff-I(17)
    Level 8: Swift -- Run-I(A)
    Level 10: Aim -- RechRdx-I(A)
    Level 12: Hasten -- RechRdx-I(A), RechRdx-I(17), RechRdx-I(19)
    Level 14: Super Speed -- Run-I(A)
    Level 16: Freeze Ray -- HO:Endo(A), HO:Endo(19), HO:Endo(21), RechRdx-I(21), RechRdx-I(46), RechRdx-I(50)
    Level 18: Health -- Heal-I(A)
    Level 20: Stamina -- EndMod-I(A), EndMod-I(23), EndMod-I(23)
    Level 22: Benumb -- Acc-I(A), RechRdx-I(25), RechRdx-I(25), RechRdx-I(27)
    Level 24: Arctic Fog -- EndRdx-I(A), ResDam-I(40), ResDam-I(42), ResDam-I(43), Krma-ResKB(46)
    Level 26: Sleet -- AnWeak-DefDeb(A), AnWeak-Acc/DefDeb(27), AnWeak-Acc/Rchg(29), AnWeak-DefDeb/EndRdx/Rchg(29), AnWeak-Acc/Rchg/EndRdx(31), RechRdx-I(31)
    Level 28: Ice Storm -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(31), Posi-Dmg/Rchg(33), Posi-Acc/Dmg/EndRdx(33), Posi-Dmg/Rng(33), RechRdx-I(34)
    Level 30: Bitter Ice Blast -- Acc-I(A), HO:Centri(34), HO:Centri(34), HO:Centri(36)
    Level 32: Heat Loss -- Efficacy-EndMod/Rchg(A), Efficacy-EndMod(36), Efficacy-EndMod/Acc/Rchg(36), Efficacy-Acc/Rchg(37), Efficacy-EndMod/EndRdx(37), Efficacy-EndMod/Acc(37)
    Level 35: Frost Breath -- Acc-I(A), HO:Centri(43), HO:Centri(45), HO:Centri(45), Acc-I(45), P'ngTtl--Rchg%(46)
    Level 38: Blizzard -- Acc-I(A), RechRdx-I(39), RechRdx-I(39), Dmg-I(39), Dmg-I(40), Dmg-I(40)
    Level 41: Power Build Up -- RechRdx-I(A), RechRdx-I(42), RechRdx-I(42)
    Level 44: Snow Storm -- EndRdx-I(A), Slow-I(50), P'ngTtl--Rchg%(50)
    Level 47: Temp Invulnerability -- EndRdx-I(A), ResDam-I(48), ResDam-I(48), ResDam-I(48)
    Level 49: Conserve Power -- EndRdx-I(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Vigilance
    ------------
    [u]Set Bonus Totals:[u]<ul type="square">[*]5.5% DamageBuff(Smashing)[*]5.5% DamageBuff(Lethal)[*]5.5% DamageBuff(Fire)[*]5.5% DamageBuff(Cold)[*]5.5% DamageBuff(Energy)[*]5.5% DamageBuff(Negative)[*]5.5% DamageBuff(Toxic)[*]5.5% DamageBuff(Psionic)[*]7.5% Defense(Energy)[*]7.5% Defense(Negative)[*]7.5% Defense(Ranged)[*]11.3% Enhancement(RechargeTime)[*]34% Enhancement(Accuracy)[*]8% FlySpeed[*]11.4 HP (1.13%) HitPoints[*]8% JumpHeight[*]8% JumpSpeed[*]Knockback (Mag -4)[*]Knockup (Mag -4)[*]MezResist(Stun) 2.2%[*]8% (0.13 End/sec) Recovery[*]20% (0.85 HP/sec) Regeneration[*]1.58% Resistance(Fire)[*]1.58% Resistance(Cold)[*]8% RunSpeed[/list]


    <font class="small">Code:[/color]<hr /><pre>| Copy &amp; Paste this data into Mids' Hero Designer to view the build |
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  17. Snipes need a damage boost.. ED really helped kill the effectiveness of snipes...
  18. no they are not rare..i never worry about FoTM because the reality is after 5 years everything has been FoTM at one point or another.
  19. I want Dark on Controllers. I want a Broadsword Brute. I want Radiations Blasts. Scrappers should have more APP's. Corruptors need Trick Arrow and Archery.
  20. Earth is alive and well. Plenty of people play Earth.
  21. [ QUOTE ]
    [ QUOTE ]
    [ QUOTE ]
    [ QUOTE ]
    a Shield/SR tank

    [/ QUOTE ]

    HAX!

    [/ QUOTE ]

    Did anyone else get the mental image of bruce lee or jackie chan monkeying around in circles to keep a shield between them and their opponent?

    /end wierd thought

    [/ QUOTE ]

    Shield/SR... Is that a custom enemy for someone's MA arc? I should try doing that as a custom enemy.

    [/ QUOTE ]

    Typo.. Should have been Shield/SS
  22. Here is my Build. I find it works well..

    Hero Plan by Mids' Hero Designer 1.401
    http://www.cohplanner.com/

    [u]Click this DataLink to open the build![u]

    Level 50 Technology Tanker
    Primary Power Set: Invulnerability
    Secondary Power Set: Energy Melee
    Power Pool: Leaping
    Power Pool: Fitness
    Power Pool: Fighting
    Power Pool: Speed
    Ancillary Pool: Energy Mastery

    Hero Profile:
    Level 1: Temp Invulnerability -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam/Rchg(3), ImpArm-ResDam/EndRdx/Rchg(3), ImpArm-ResDam(5)
    Level 1: Barrage -- P'ngS'Fest-Acc/Dmg(A), P'ngS'Fest-Dmg/EndRdx(5)
    Level 2: Dull Pain -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(9), Dct'dW-Heal/Rchg(9), Dct'dW-Heal/EndRdx/Rchg(11), Dct'dW-Heal(11), Dct'dW-Rchg(13)
    Level 4: Energy Punch -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(13), C'ngImp-Dmg/Rchg(15), C'ngImp-Acc/Dmg/Rchg(15), C'ngImp-Dmg/EndRdx/Rchg(17), C'ngImp-Acc/Dmg/EndRdx(17)
    Level 6: Combat Jumping -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/Rchg(7), LkGmblr-Def/EndRdx/Rchg(7), LkGmblr-Def(50)
    Level 8: Unyielding -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam/Rchg(19), ImpArm-ResDam/EndRdx/Rchg(19), ImpArm-ResDam(21), S'fstPrt-ResDam/Def+(21)
    Level 10: Hurdle -- Jump-I(A)
    Level 12: Kick -- Acc-I(A)
    Level 14: Super Jump -- Jump-I(A)
    Level 16: Health -- Mrcl-Heal(A), Mrcl-Rcvry+(43), Numna-Heal(43), Numna-Regen/Rcvry+(43)
    Level 18: Invincibility -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/Rchg(45), LkGmblr-Def/EndRdx/Rchg(46), LkGmblr-Def(46)
    Level 20: Stamina -- EndMod-I(A), EndMod-I(23), EndMod-I(23)
    Level 22: Whirling Hands -- C'ngBlow-Acc/Dmg(A), C'ngBlow-Dmg/EndRdx(25), Sciroc-Acc/Dmg(25), Sciroc-Dmg/Rchg(27), Sciroc-Acc/Rchg(27), Sciroc-Acc/Dmg/EndRdx(29)
    Level 24: Bone Smasher -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(31), C'ngImp-Dmg/Rchg(31), C'ngImp-Acc/Dmg/Rchg(33), C'ngImp-Acc/Dmg/EndRdx(40), C'ngImp-Dmg/EndRdx/Rchg(42)
    Level 26: Tough -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam/Rchg(33), ImpArm-ResDam/EndRdx/Rchg(33), ImpArm-ResDam(34)
    Level 28: Tough Hide -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/Rchg(29), LkGmblr-Def/EndRdx/Rchg(31), LkGmblr-Def(46)
    Level 30: Resist Physical Damage -- ResDam-I(A)
    Level 32: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/Rchg(34), LkGmblr-Def/EndRdx/Rchg(34), LkGmblr-Def(37)
    Level 35: Energy Transfer -- C'ngImp-Acc/Dmg/EndRdx(A), C'ngImp-Dmg/EndRdx(36), C'ngImp-Acc/Dmg(36), C'ngImp-Dmg/Rchg(36), C'ngImp-Dmg/EndRdx/Rchg(37), C'ngImp-Acc/Dmg/Rchg(37)
    Level 38: Total Focus -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(39), C'ngImp-Dmg/Rchg(39), C'ngImp-Acc/Dmg/Rchg(39), C'ngImp-Acc/Dmg/EndRdx(40), C'ngImp-Dmg/EndRdx/Rchg(40)
    Level 41: Unstoppable -- RechRdx-I(A), RechRdx-I(42), RechRdx-I(42)
    Level 44: Hasten -- RechRdx-I(A), RechRdx-I(45), RechRdx-I(45)
    Level 47: [Empty] -- Mocking-Taunt(A), Mocking-Taunt/Rchg(48), Mocking-Taunt/Rchg/Rng(48), Mocking-Taunt/Rng(48), Mocking-Rchg(50), Mocking-Acc/Rchg(50)
    Level 49: Conserve Power -- RechRdx-I(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Gauntlet
    ------------
    [u]Set Bonus Totals:[u]<ul type="square">[*]5.5% Defense(Smashing)[*]5.5% Defense(Lethal)[*]6.13% Defense(Fire)[*]6.13% Defense(Cold)[*]3% Defense(Energy)[*]3% Defense(Negative)[*]8.63% Defense(Psionic)[*]4.25% Defense(Melee)[*]3% Defense(Ranged)[*]4.56% Defense(AoE)[*]8.55% Max End[*]73% Enhancement(Accuracy)[*]32.5% Enhancement(RechargeTime)[*]4% Enhancement(Heal)[*]105.4 HP (5.63%) HitPoints[*]MezResist(Held) 2.75%[*]MezResist(Immobilize) 8.8%[*]MezResist(Terrorized) 2.2%[*]11% (0.18 End/sec) Recovery[*]70% (5.48 HP/sec) Regeneration[*]1.26% Resistance(Fire)[*]1.26% Resistance(Cold)[*]3.13% Resistance(Negative)[*]1.26% Resistance(Toxic)[*]11.3% Resistance(Psionic)[/list]