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Posts
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Actually I was looking over several of the Assault sets when I wrote this up.
Almost all of them have 3 AoE (Either Cone, TAoE, or PBAoE) attacks in them--heck, Thorny Assault has 4.
Plus, the only reason Venom Grenade is included is as a replacement for Build Up, like I said.
Edit: I'd put a PBAoE AR/ move in, but there aren't any. -
The Brutiest Brute is most likely Fire Melee/Willpower, Fire because it has no secondary effects that slow down enemy attacks, only extra damage, Willpower because it focuses on Regeneration and Recovery, meaning you won't have to stop much and can just keep going for more fury.
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I recommend going with Super Jump over Flight, Combat Jumping gives defense and can still be used on the ground for footstomp/hurl, after all.
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Any of you have any comments to make on the set itself?
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Well, because my last posts on builds were so successful, I had an idea to improve my defenses, and it really helped me hit the Melee/Ranged/AoE caps.
I picked up Maneuvers.
Here's what I got.
Villain Plan by Mids' Villain Designer 1.803
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Brute
Primary Power Set: War Mace
Secondary Power Set: Shield Defense
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Leadership
Power Pool: Fighting
Ancillary Pool: Energy Mastery
Villain Profile:
Level 1: Pulverize- (A) Crushing Impact - Accuracy/Damage
- (7) Crushing Impact - Damage/Endurance
- (25) Crushing Impact - Damage/Recharge
- (43) Crushing Impact - Accuracy/Damage/Recharge
- (43) Crushing Impact - Accuracy/Damage/Endurance
- (46) Crushing Impact - Damage/Endurance/Recharge
- (A) Luck of the Gambler - Recharge Speed
- (3) Luck of the Gambler - Defense
- (3) Luck of the Gambler - Defense/Endurance
- (43) Gladiator's Armor - TP Protection +3% Def (All)
- (46) Steadfast Protection - Resistance/+Def 3%
- (46) Luck of the Gambler - Defense/Endurance/Recharge
- (A) Mako's Bite - Accuracy/Damage
- (7) Mako's Bite - Damage/Endurance
- (13) Mako's Bite - Chance of Damage(Lethal)
- (17) Mako's Bite - Damage/Recharge
- (42) Mako's Bite - Accuracy/Endurance/Recharge
- (42) Mako's Bite - Accuracy/Damage/Endurance/Recharge
- (A) Luck of the Gambler - Recharge Speed
- (5) Luck of the Gambler - Defense
- (5) Luck of the Gambler - Defense/Endurance
- (13) Luck of the Gambler - Defense/Endurance/Recharge
- (A) Run Speed IO
- (A) Hecatomb - Damage
- (9) Hecatomb - Damage/Recharge
- (9) Hecatomb - Accuracy/Damage/Recharge
- (15) Hecatomb - Accuracy/Recharge
- (15) Hecatomb - Damage/Endurance
- (50) Hecatomb - Chance of Damage(Negative)
- (A) Luck of the Gambler - Recharge Speed
- (11) Luck of the Gambler - Defense
- (11) Shield Wall - +Res (Teleportation), +3% Res (All)
- (A) HamiO:Membrane Exposure
- (42) HamiO:Membrane Exposure
- (A) Jumping IO
- (A) Endurance Reduction IO
- (17) Endurance Reduction IO
- (A) Healing IO
- (19) Healing IO
- (19) Healing IO
- (A) Performance Shifter - Chance for +End
- (21) Performance Shifter - EndMod
- (21) Performance Shifter - EndMod/Recharge
- (40) Performance Shifter - EndMod/Accuracy
- (A) Eradication - Damage
- (23) Eradication - Accuracy/Recharge
- (23) Eradication - Damage/Recharge
- (25) Eradication - Accuracy/Damage/Recharge
- (40) Eradication - Accuracy/Damage/Endurance/Recharge
- (40) Eradication - Chance for Energy Damage
- (A) Luck of the Gambler - Recharge Speed
- (50) Luck of the Gambler - Defense
- (A) Obliteration - Damage
- (27) Obliteration - Accuracy/Recharge
- (27) Obliteration - Damage/Recharge
- (34) Obliteration - Accuracy/Damage/Recharge
- (37) Obliteration - Accuracy/Damage/Endurance/Recharge
- (39) Obliteration - Chance for Smashing Damage
- (A) Luck of the Gambler - Recharge Speed
- (29) Luck of the Gambler - Defense
- (29) Luck of the Gambler - Defense/Endurance
- (31) Luck of the Gambler - Defense/Endurance/Recharge
- (A) Healing IO
- (31) Resist Damage IO
- (31) Resist Damage IO
- (A) Scirocco's Dervish - Accuracy/Damage
- (33) Scirocco's Dervish - Damage/Endurance
- (33) Scirocco's Dervish - Damage/Recharge
- (33) Scirocco's Dervish - Accuracy/Recharge
- (34) Scirocco's Dervish - Accuracy/Damage/Endurance
- (34) Scirocco's Dervish - Chance of Damage(Lethal)
- (A) Obliteration - Chance for Smashing Damage
- (36) Obliteration - Accuracy/Damage/Endurance/Recharge
- (36) Obliteration - Damage
- (36) Obliteration - Accuracy/Recharge
- (37) Obliteration - Damage/Recharge
- (37) Obliteration - Accuracy/Damage/Recharge
- (A) Recharge Reduction IO
- (39) Recharge Reduction IO
- (39) Gaussian's Synchronized Fire-Control - Chance for Build Up
- (A) Empty
- (A) Reactive Armor - Resistance/Endurance
- (45) Reactive Armor - Resistance/Recharge
- (45) Reactive Armor - Resistance
- (45) Reactive Armor - Endurance
- (48) Reactive Armor - Resistance/Endurance/Recharge
- (A) Luck of the Gambler - Recharge Speed
- (48) Luck of the Gambler - Defense
- (48) Luck of the Gambler - Defense/Endurance
- (A) Performance Shifter - Chance for +End
- (50) Performance Shifter - EndMod
Level 1: Brawl- (A) Empty
- (A) Run Speed IO
- (A) Empty
Level 4: Ninja Run -
Nothing's been around that would allow a Controller/Dominator level of control with a rifle, though.
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Eh, it's just common sense, the less work it is to make, the more likely it is to be made.
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Meh, Corrupters/Defenders already have Traps.
But, like I said before, Dominator's don't have any 'natural' control set. This would fix that. -
Remember, the devs have stated they like 'low hanging fruit' when it comes to new Powersets, that is, abilities that use pre-existing or near pre-existing assets, like they said with Thugs, that that one was easy to make because most of the stuff to make it was already there.
Hence why I suggested my Munitions Control and Assault, which uses alot of abilities that specific NPCs have (The two most borrowed from being PPD Ghost and PPD Equalizer, with a little from Longbow Spec Ops and Mercs Spec Ops) -
Yea, nay?
Alot of these skills players don't have access too, at least on the control end. -
It's gimmicky and put together, yeah, but it's still natural. Almost all of the abilities were taken from a Minion/Lieutenant level PPD or Longbow, which are generally shown as natural.
It's like comparing a Paragon Police Department Officer to a Praetorian Police Department Officer, one shoots at characters with a gun, and the other shoots frickin laser beams outta their hands.
In any case, have any comment on the set itself other than just natural v technology? -
Quote:Guns? Swords? Technology and metallurgy, I say, technology!Wouldn't a Gun Set be, technically, Technology, rather than Natural?
Seriously?
Technology would be like the PPD Hardsuits as compared to normal SWAT, highly advanced technology and not stuff that's contemporary and available to the common soldier.
Edit: Ah, Sam's got a point. -
The devs have said before that they like 'low-hanging fruit'--that is, animations and abilities that already exist. That's part of what gave me the idea, as I've listed abilities that already exist for the most part
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Well, this is supposed to focus more on control and less on debuffs. Except for the Venom Grenade bit.
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Quote:More MMs than I can count have begged for custom minions, but nothin yet.Okay, now back when leaked screenshots of the Incarnate system were all the rage, I saw a screenshot where one of the incarnate slots would basically allow you to summon up a couple allies.
Now this is awesome, but the way I see it, it could be more awesome. How could it be more awesome? Custom allies. As in you design their looks yourself using the character creator. Yessir. -
I made this thread earlier on the suggestions board, but I figured I should try it here too to see if anyone likes it.
I was thinking earlier--there really isn't any Controller/Dominator Primary for 'Natural' characters outside of maybe psychics. But there are plenty of abilities that offer control through grenades and guns. Plus, it wouldn't be difficult to animate--most if not all of the animations already exist, and some of the powers already exist in other powersets.
Munitions Control:
Not gonna lie, this is mostly grenades. Besides Beanbag, there's not too many pre-existing shooting abilities that work on a Control Powerset.
Tier 1: Leg Shot - Ranged, Moderate DMG(Lethal), Foe: Immobilize, -SPD, -DEF
Name is self-explanatory, you shoot the foe in the leg and that stops for a little bit. It's an idea I had to re-use Slug's animation.
Tier 2: EMP Grenade - Ranged, Moderate DMG(Energy) Foe: Hold, -Regen
Modified variant of the EMP Grenade used by the Longbow Spec Ops, it doesn't normally deal damage.
--OR--
Tier 2: Cryo Freeze Ray - Ranged, Moderate DMG(Cold), Foe Hold
From Munitions Mastery, only more damaging.
Tier 3: Glue Grenade - Ranged (Targeted Area Over Effect), Foe: -Speed, -Recharge
Like the PPD Equalizer's Glue Grenade or Trick Arrows Glue Arrow--doesn't deal damage like other immob AoE's, but this one affects the ground and everything that walks on it, and not just the enemies currently targetted.
Tier 4: Beanbag - Ranged, Minor DMG(Smashing), Foe: Disorient
Like in AR/
--OR--
Tier 4: Taser - Ranged, Minor DMG(Energy), Foe: Disorient
Like in /Devices
Tier 5: Sleep Grenade - Ranged (Targeted AoE), Minor DMG(Smash), Foe Sleep
From Munitions Mastery
Tier 6: Flashbang Grenades - Ranged AoE, Foe: -Accuracy, -Defense, Disorient
From Spec Ops in the Mercs Powerset and PPD Ghosts
Tier 7: Tear Gas Grenade - Ranged AoE, Foe: Hold
From PPD Ghosts
--OR--
Tier 7: Covering Fire - Ranged, Cone, Minor DoT(Lethal), Foe: Hold
Using Heavy Bursts animation, you shoot alot to keep enemies from attacking you for the moment.
Tier 8: Seeker Drones - Summon Seekers, Minor DMG(Energy), Foe Disorient, -DMG, -To-Hit, -Perception
From /Traps
Tier 9: Auto Turret - Build Turret: Ranged, Moderate Damage (Lethal)
From the PPD Equalizers, again. I figured this might be better because it's different than the Gun Drone /Devices already has. I figure this pet could have a lower recharge rate than normal, to make up for it's lack of movement. (I think it has a lack of movement, at least)
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Secondary: Munitions Assault
This is mainly AR/ and Wolf Spider/ abilities
Tier 1: Burst - Ranged, Moderate DoT(Lethal), Foe -DEF
Tier 2: Pummel - Melee, Minor Damage (Smashing), Foe: Disorient
Tier 3: Slug - Ranged, High DMG(Lethal), Foe Knockback
Tier 4: Bayonet - Melee, Moderate Damage over Time (Lethal/Smashing)
Tier 5: Poison Grenade - Ranged (Targeted AoE), Foe -Resistance
Venom Grenade without the damage, pretty much. I figure this in lieu of Build Up or (more likely) Aim would make the secondary stand out more--Venom Grenade, while maybe not making you deal as much damage as Build Up, recharges faster and helps the whole team.
--OR--
Tier 5: Aim - Self +To-Hit, +DMG
Because people keep saying that having Poison Grenade would be oh-so-terrible in a Munitions assault set
--OR--
Tier 5: Surveillance - Ranged, Foe -Res(All), -DEF(All)
See above
Tier 6: Sniper Rifle - Sniper, Extreme DMG(Lethal), Foe Knockback
Tier 7: Heavy Burst - Ranged (Cone), High Damage over Time (Lethal), Foe: -Defense
Tier 8: M30 Grenade - Ranged (Targeted AoE), Moderate DMG(Lethal/Smash), Foe Knockback
Tier 9: Full Auto - Ranged (Cone), Superior DoT(Lethal), +Special -
Quote:Not if you didn't use Fitness to begin with--I can see a change like that being very annoying for a Tankermind or other MM that doesn't use fitness, but needs the Provoke as they don't have a taunt.... which, with the Fitness pool becoming inherent, I can't see as being quite as big a deal as it would otherwise be. Don't want Challenge? Grab it as a one-slotter, and use the slots somewhere else. We're going to have a bit more wiggle room in the builds come next issue.
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I was thinking earlier--there really isn't any Controller/Dominator Primary for 'Natural' characters outside of maybe psychics. But there are plenty of abilities that offer control through grenades and guns. Plus, it wouldn't be difficult to animate--most if not all of the animations already exist, and some of the powers already exist in other powersets.
Munitions Control:
Not gonna lie, this is mostly grenades. Besides Beanbag, there's not too many pre-existing shooting abilities that work on a Control Powerset.
Tier 1: Leg Shot - Ranged, Moderate DMG(Lethal), Foe: Immobilize, -SPD, -DEF
Name is self-explanatory, you shoot the foe in the leg and that stops for a little bit. It's an idea I had to re-use Slug's animation.
Tier 2: EMP Grenade - Ranged, Moderate DMG(Energy) Foe: Hold, -Regen
Modified variant of the EMP Grenade used by the Longbow Spec Ops, it doesn't normally deal damage.
--OR--
Tier 2: Cryo Freeze Ray - Ranged, Moderate DMG(Cold), Foe Hold
From Munitions Mastery, only more damaging.
Tier 3: Glue Grenade - Ranged (Targeted Area Over Effect), Foe: -Speed, -Recharge
Like the PPD Equalizer's Glue Grenade or Trick Arrows Glue Arrow--doesn't deal damage like other immob AoE's, but this one affects the ground and everything that walks on it, and not just the enemies currently targetted.
Tier 4: Beanbag - Ranged, Minor DMG(Smashing), Foe: Disorient
Like in AR/
--OR--
Tier 4: Taser - Ranged, Minor DMG(Energy), Foe: Disorient
Like in /Devices
Tier 5: Sleep Grenade - Ranged (Targeted AoE), Minor DMG(Smash), Foe Sleep
From Munitions Mastery
Tier 6: Flashbang Grenades - Ranged AoE, Foe: -Accuracy, -Defense, Disorient
From Spec Ops in the Mercs Powerset and PPD Ghosts
Tier 7: Tear Gas Grenade - Ranged AoE, Foe: Hold
From PPD Ghosts
--OR--
Tier 7: Covering Fire - Ranged, Cone, Minor DoT(Lethal), Foe: Hold
Using Heavy Bursts animation, you shoot alot to keep enemies from attacking you for the moment.
Tier 8: Seeker Drones - Summon Seekers, Minor DMG(Energy), Foe Disorient, -DMG, -To-Hit, -Perception
From /Traps
Tier 9: Auto Turret - Build Turret: Ranged, Moderate Damage (Lethal)
From the PPD Equalizers, again. I figured this might be better because it's different than the Gun Drone /Devices already has. I figure this pet could have a lower recharge rate than normal, to make up for it's lack of movement. (I think it has a lack of movement, at least)
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Secondary: Munitions Assault
This is mainly AR/ and Wolf Spider/ abilities
Burst - Ranged, Moderate DoT(Lethal), Foe -DEF
Pummel - Melee, Minor Damage (Smashing), Foe: Disorient
Slug - Ranged, High DMG(Lethal), Foe Knockback
Bayonet - Melee, Moderate Damage over Time (Lethal/Smashing)
Poison Grenade - Ranged (Targeted AoE), Moderate Damage over Time (Toxic), Foe -Resistance
Venom Grenade, pretty much. I figure this in lieu of Build Up or (more likely) Aim would make the secondary stand out more--Venom Grenade, while maybe not making you deal as much damage as Build Up, recharges faster and helps the whole team.
Sniper Rifle - Sniper, Extreme DMG(Lethal), Foe Knockback
Heavy Burst - Ranged (Cone), High Damage over Time (Lethal), Foe: -Defense
M30 Grenade - Ranged (Targeted AoE), Moderate DMG(Lethal/Smash), Foe Knockback
Full Auto - Ranged (Cone), Superior DoT(Lethal), +Special -
What, Vanguard Pistols but not the energy pistols I've seen on Maelstrom?
And the energy assault rifles.
And the energy cannons. -
It very nearly made me rip out my own hair, but I somehow managed to make a build that had Melee, Ranged, and AoE softcapped. Here it is.
Villain Plan by Mids' Villain Designer 1.803
http://www.cohplanner.com/
Click this DataLink to open the build!
Unknown: Level 50 Magic Brute
Primary Power Set: War Mace
Secondary Power Set: Shield Defense
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Fighting
Villain Profile:
Level 1: Pulverize- (A) Mako's Bite - Damage/Endurance
- (7) Mako's Bite - Accuracy/Damage
- (11) Mako's Bite - Damage/Recharge
- (37) Mako's Bite - Accuracy/Endurance/Recharge
- (39) Mako's Bite - Chance of Damage(Lethal)
- (45) Mako's Bite - Accuracy/Damage/Endurance/Recharge
- (A) Luck of the Gambler - Recharge Speed
- (3) Luck of the Gambler - Defense
- (3) Luck of the Gambler - Defense/Endurance
- (15) Gladiator's Armor - TP Protection +3% Def (All)
- (40) Steadfast Protection - Resistance/+Def 3%
- (40) Shield Wall - +Res (Teleportation), +3% Res (All)
- (A) Force Feedback - Damage/Knockback
- (7) Force Feedback - Accuracy/Knockback
- (11) Force Feedback - Recharge/Knockback
- (13) Force Feedback - Recharge/Endurance
- (15) Force Feedback - Damage/Endurance/Knockback
- (17) Force Feedback - Chance for +Recharge
- (A) Luck of the Gambler - Recharge Speed
- (5) Luck of the Gambler - Defense
- (5) Luck of the Gambler - Defense/Endurance
- (A) Run Speed IO
- (A) Mako's Bite - Chance of Damage(Lethal)
- (9) Mako's Bite - Accuracy/Damage/Endurance/Recharge
- (9) Mako's Bite - Accuracy/Damage
- (13) Mako's Bite - Accuracy/Endurance/Recharge
- (37) Mako's Bite - Damage/Endurance
- (39) Mako's Bite - Damage/Recharge
- (A) Recharge Reduction IO
- (A) Luck of the Gambler - Recharge Speed
- (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
- (19) Blessing of the Zephyr - Knockback Reduction (4 points)
- (19) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
- (A) Endurance Reduction IO
- (17) Endurance Reduction IO
- (A) Healing IO
- (A) Performance Shifter - EndMod
- (21) Performance Shifter - EndMod/Recharge
- (21) Performance Shifter - Chance for +End
- (25) Performance Shifter - EndMod/Accuracy
- (39) Performance Shifter - EndMod/Accuracy/Recharge
- (45) Performance Shifter - Accuracy/Recharge
- (A) Obliteration - Accuracy/Damage/Endurance/Recharge
- (23) Obliteration - Damage
- (23) Obliteration - Accuracy/Recharge
- (34) Obliteration - Damage/Recharge
- (43) Obliteration - Accuracy/Damage/Recharge
- (46) Obliteration - Chance for Smashing Damage
- (A) Luck of the Gambler - Recharge Speed
- (25) Luck of the Gambler - Defense
- (A) Obliteration - Accuracy/Damage/Endurance/Recharge
- (27) Obliteration - Damage
- (27) Obliteration - Accuracy/Recharge
- (31) Obliteration - Damage/Recharge
- (34) Obliteration - Accuracy/Damage/Recharge
- (43) Obliteration - Chance for Smashing Damage
- (A) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
- (29) Gaussian's Synchronized Fire-Control - To Hit Buff
- (29) Gaussian's Synchronized Fire-Control - Chance for Build Up
- (40) Gaussian's Synchronized Fire-Control - Recharge/Endurance
- (46) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
- (48) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
- (A) Reactive Armor - Resistance
- (31) Reactive Armor - Resistance/Endurance
- (31) Reactive Armor - Resistance/Recharge
- (37) Reactive Armor - Endurance/Recharge
- (50) Reactive Armor - Resistance/Endurance/Recharge
- (A) Obliteration - Accuracy/Damage/Endurance/Recharge
- (33) Obliteration - Chance for Smashing Damage
- (33) Obliteration - Damage
- (33) Obliteration - Accuracy/Recharge
- (34) Obliteration - Damage/Recharge
- (43) Obliteration - Accuracy/Damage/Recharge
- (A) Eradication - Damage
- (36) Eradication - Accuracy/Recharge
- (36) Eradication - Damage/Recharge
- (36) Eradication - Accuracy/Damage/Recharge
- (48) Eradication - Accuracy/Damage/Endurance/Recharge
- (48) Eradication - Chance for Energy Damage
- (A) Empty
- (A) Reactive Armor - Resistance/Endurance
- (42) Reactive Armor - Resistance/Recharge
- (42) Reactive Armor - Endurance/Recharge
- (42) Reactive Armor - Resistance/Endurance/Recharge
- (A) Luck of the Gambler - Recharge Speed
- (45) Luck of the Gambler - Defense
- (46) Defense Buff IO
- (A) Performance Shifter - Chance for +End
- (A) Endurance Modification IO
- (50) Healing IO
- (50) Performance Shifter - Chance for +End
Level 1: Brawl- (A) Empty
- (A) Empty
- (A) Empty
Level 4: Ninja Run -
I really need some help in getting the defenses to soft cap. I can't even get the Melee/AoE/Ranged over 45%, they keep hovering around 41-44%.
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Okay, I worked on it for a bit, but I'm having a difficult time soft capping the defenses
Here's what I got so far.
Villain Plan by Mids' Villain Designer 1.803
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Natural Brute
Primary Power Set: War Mace
Secondary Power Set: Shield Defense
Power Pool: Fitness
Power Pool: Speed
Power Pool: Leaping
Power Pool: Fighting
Ancillary Pool: Energy Mastery
Villain Profile:
Level 1: Pulverize- (A) Mako's Bite - Accuracy/Damage
- (7) Mako's Bite - Damage/Endurance
- (15) Mako's Bite - Damage/Recharge
- (40) Mako's Bite - Accuracy/Endurance/Recharge
- (40) Mako's Bite - Accuracy/Damage/Endurance/Recharge
- (46) Mako's Bite - Chance of Damage(Lethal)
- (A) Luck of the Gambler - Recharge Speed
- (3) Luck of the Gambler - Defense/Endurance
- (3) Luck of the Gambler - Defense
- (15) Gladiator's Armor - TP Protection +3% Def (All)
- (46) Steadfast Protection - Resistance/+Def 3%
- (48) Steadfast Protection - Resistance/Endurance
- (A) Mako's Bite - Accuracy/Damage
- (7) Mako's Bite - Accuracy/Damage/Endurance/Recharge
- (11) Mako's Bite - Chance of Damage(Lethal)
- (39) Mako's Bite - Damage/Endurance
- (40) Mako's Bite - Damage/Recharge
- (43) Mako's Bite - Accuracy/Endurance/Recharge
- (A) Luck of the Gambler - Recharge Speed
- (5) Luck of the Gambler - Defense
- (5) Luck of the Gambler - Defense/Endurance
- (17) Shield Wall - +Res (Teleportation), +3% Res (All)
- (A) Empty
- (A) Mako's Bite - Accuracy/Damage
- (9) Mako's Bite - Damage/Endurance
- (9) Mako's Bite - Damage/Recharge
- (39) Mako's Bite - Accuracy/Endurance/Recharge
- (39) Mako's Bite - Accuracy/Damage/Endurance/Recharge
- (43) Mako's Bite - Chance of Damage(Lethal)
- (A) Empty
- (11) Empty
- (A) Empty
- (13) Empty
- (13) Empty
- (A) Empty
- (A) Empty
- (17) Empty
- (A) Healing IO
- (19) Healing IO
- (19) Healing IO
- (A) Performance Shifter - Chance for +End
- (21) Performance Shifter - EndMod
- (21) Performance Shifter - EndMod/Recharge
- (46) Performance Shifter - EndMod/Accuracy
- (A) Scirocco's Dervish - Accuracy/Damage
- (23) Scirocco's Dervish - Damage/Endurance
- (23) Scirocco's Dervish - Damage/Recharge
- (37) Scirocco's Dervish - Accuracy/Recharge
- (37) Scirocco's Dervish - Accuracy/Damage/Endurance
- (43) Scirocco's Dervish - Chance of Damage(Lethal)
- (A) Luck of the Gambler - Recharge Speed
- (25) Luck of the Gambler - Defense
- (25) Luck of the Gambler - Defense/Endurance
- (A) Obliteration - Damage
- (27) Obliteration - Accuracy/Damage/Endurance/Recharge
- (27) Obliteration - Chance for Smashing Damage
- (31) Obliteration - Accuracy/Recharge
- (34) Obliteration - Damage/Recharge
- (34) Obliteration - Accuracy/Damage/Recharge
- (A) Empty
- (29) Empty
- (29) Empty
- (A) Healing IO
- (31) Healing IO
- (31) Healing IO
- (A) Obliteration - Damage
- (33) Obliteration - Accuracy/Recharge
- (33) Obliteration - Damage/Recharge
- (33) Obliteration - Accuracy/Damage/Recharge
- (34) Obliteration - Accuracy/Damage/Endurance/Recharge
- (37) Obliteration - Chance for Smashing Damage
- (A) Eradication - Damage
- (36) Eradication - Accuracy/Recharge
- (36) Eradication - Damage/Recharge
- (36) Eradication - Accuracy/Damage/Recharge
- (A) Empty
- (A) Aegis - Psionic/Status Resistance
- (42) Aegis - Resistance
- (42) Aegis - Resistance/Recharge
- (42) Aegis - Resistance/Endurance
- (45) Aegis - Resistance/Endurance/Recharge
- (A) Luck of the Gambler - Recharge Speed
- (45) Luck of the Gambler - Defense
- (45) Luck of the Gambler - Defense/Endurance
- (A) Endurance Modification IO
- (48) Endurance Modification IO
- (48) Performance Shifter - Chance for +End
- (A) Performance Shifter - Chance for +End
- (50) Endurance Modification IO
- (50) Healing IO
- (50) Healing IO
Level 1: Brawl- (A) Empty
- (A) Empty
- (A) Empty
Level 2: Ninja Run
Oh, and, when i19 comes out an Stamina becomes inherent, I intend to replace them with Aid Other/Aid Self/Hasten (And replace SS with SJ)