Metatron_NA

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  1. OK, I cheated a little - I am counting Agility Core Paragon.

    Originally I tweaked a Fire/Time build that used Weave to help softcap Defense - but then I realised something - something obvious to everyone else but me, I'm sure.

    Time's Juncture is the equivalent of getting a +20% versus melee defense (and anything standing within 25 feet.) So I don't *have* to cap Melee Def - I just have to get within 20% of it. All I really have to cap is Ranged and AoE, for when the baddie is more than 25 feet away.

    So I booted Weave (And Tough, and Boxing), Booted Total Focus, and dropped a lot of slots from Temp Invuln (using TI only as a mule for 2 Def IOs.)

    The result (factoring in Agility Core Paragon) would seem to be a Ranged of 47% (which also includes PBU'ed Farsight) and an AoE of 42%. (Melee is 37% before the -20% To Hit hits them.)

    Additionally, I have a few Quality of Life upgrades the standard build did not give me:

    -much smaller endurance drain - not running Weave or Tough or even Temp Invlun
    -much greater endurance discount using Conserve Power when I need it
    -slightly more recharge
    -better procs: +2 Mag hold chance in Time Stop, chance for BuildUp in Aim
    -much better accuracy
    -better damage buff
    -full invis for stealthing through a mission or around the world

    I *think* the new build is better. You tell me: is it?

    New build:

    +14.5% DamageBuff
    +8.81% Defense(Smashing)
    +8.81% Defense(Lethal)
    +10.69% Defense(Fire)
    +10.69% Defense(Cold)
    +13.19% Defense(Energy)
    +13.19% Defense(Negative)
    +11% Defense(Psionic)
    +11.63% Defense(Melee)
    +16.63% Defense(Ranged)
    +15.38% Defense(AoE)
    +57% Enhancement(Accuracy)
    +4% Enhancement(Heal)
    +96.25% Enhancement(RechargeTime)
    +68.27 HP (6.37%) HitPoints
    +19% JumpHeight
    +19% JumpSpeed
    +Knockback (Mag -4)
    +Knockup (Mag -4)
    +20% (0.33 End/sec) Recovery
    +60% (2.68 HP/sec) Regeneration
    +19% RunSpeed


    Hero Plan by Mids' Hero Designer 1.953
    http://www.cohplanner.com/
    Click this DataLink to open the build!
    Eidolon Mk 3: Level 50 Natural Corruptor
    Primary Power Set: Fire Blast
    Secondary Power Set: Time Manipulation
    Power Pool: Speed
    Power Pool: Leadership
    Power Pool: Concealment
    Power Pool: Leaping
    Ancillary Pool: Power Mastery
    Hero Profile:
    Level 1: Fire Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/EndRdx/Rchg(5), Thundr-Acc/Dmg/Rchg(15), Thundr-Acc/Dmg/EndRdx(25), Decim-Build%(37)
    Level 1: Time Crawl -- Acc-I(A)
    Level 2: Fire Ball -- Ragnrk-Knock%(A), Ragnrk-Dmg/Rchg(3), Ragnrk-Acc/Dmg/Rchg(5), Ragnrk-Acc/Rchg(11), Ragnrk-Dmg/EndRdx(15)
    Level 4: Temporal Mending -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal(13), Dct'dW-EndRdx/Rchg(31), Dct'dW-Heal/Rchg(31), Dct'dW-Heal/EndRdx/Rchg(33)
    Level 6: Time's Juncture -- DarkWD-ToHitDeb(A), DarkWD-ToHitDeb/Rchg(7), DarkWD-ToHitdeb/Rchg/EndRdx(7), DarkWD-ToHitDeb/EndRdx(39)
    Level 8: Rain of Fire -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(9), Posi-Dmg/Rng(9), Posi-Acc/Dmg/EndRdx(11), Posi-Dam%(25)
    Level 10: Temporal Selection -- HO:Golgi(A)
    Level 12: Hasten -- RechRdx-I(A), RechRdx-I(13)
    Level 14: Assault -- EndRdx-I(A)
    Level 16: Distortion Field -- UbrkCons-Hold/Rchg(A), UbrkCons-Acc/Hold/Rchg(17), UbrkCons-Acc/Rchg(17), UbrkCons-EndRdx/Hold(33), UbrkCons-Dam%(36), Lock-%Hold(45)
    Level 18: Blaze -- Apoc-Dam%(A), Apoc-Dmg/Rchg(19), Apoc-Acc/Dmg/Rchg(19), Apoc-Acc/Rchg(21), Apoc-Dmg/EndRdx(21), Apoc-Dmg(27)
    Level 20: Time Stop -- Lock-Acc/Hold(A), Lock-Acc/Rchg(40), Lock-Rchg/Hold(43), Lock-EndRdx/Rchg/Hold(43), Lock-Acc/EndRdx/Rchg/Hold(48), Lock-%Hold(50)
    Level 22: Grant Invisibility -- LkGmblr-Rchg+(A)
    Level 24: Invisibility -- LkGmblr-Rchg+(A)
    Level 26: Aim -- GSFC-ToHit(A), GSFC-ToHit/Rchg(27), GSFC-ToHit/Rchg/EndRdx(34), GSFC-Rchg/EndRdx(36), GSFC-ToHit/EndRdx(37), GSFC-Build%(37)
    Level 28: Farsight -- LkGmblr-Rchg+(A), RedFtn-Def/EndRdx(29), RedFtn-Def/Rchg(29), RedFtn-EndRdx/Rchg(33), RedFtn-Def/EndRdx/Rchg(34), RedFtn-Def(34)
    Level 30: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(31), Zephyr-Travel(42), Zephyr-ResKB(42), Zephyr-Travel/EndRdx(45)
    Level 32: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(43)
    Level 35: Slowed Response -- ShldBrk-DefDeb(A), ShldBrk-Acc/DefDeb(36), ShldBrk-Acc/Rchg(40), ShldBrk-DefDeb/EndRdx/Rchg(42), ShldBrk-Acc/EndRdx/Rchg(46), ShldBrk-%Dam(46)
    Level 38: Chrono Shift -- P'Shift-EndMod/Acc/Rchg(A), Numna-Heal/EndRdx/Rchg(39), Numna-Heal/Rchg(39), P'Shift-EndMod/Rchg(40)
    Level 41: Power Build Up -- RechRdx-I(A)
    Level 44: Temp Invulnerability -- GA-3defTpProc(A), S'fstPrt-ResDam/Def+(45)
    Level 47: Blazing Bolt -- Mantic-Acc/Dmg(A), Mantic-Dmg/EndRdx(48), Mantic-Acc/ActRdx/Rng(48), Mantic-Dmg/ActRdx/Rchg(50), Mantic-Dmg/EndRdx/Rchg(50)
    Level 49: Conserve Power -- RechRdx-I(A)
    Level 50: Pyronic Core Final Judgement
    Level 50: Reactive Core Flawless Interface
    Level 0: Marshal
    Level 0: Invader
    Level 0: High Pain Threshold
    Level 0: Born In Battle
    Level 50: Agility Core Paragon
    Level 0: Freedom Phalanx Reserve
    Level 0: Portal Jockey
    Level 0: Task Force Commander
    Level 0: The Atlas Medallion
    ------------
    Level 1: Brawl -- Acc-I(A)
    Level 1: Scourge
    Level 1: Sprint -- ULeap-Stlth(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(23)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(23), EndMod-I(46)
    Level 4: Ninja Run

    Code:
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    |-------------------------------------------------------------------|
    Old Build:

    +12% DamageBuff(Smashing)
    +12% DamageBuff(Lethal)
    +12% DamageBuff(Fire)
    +12% DamageBuff(Cold)
    +12% DamageBuff(Energy)
    +12% DamageBuff(Negative)
    +12% DamageBuff(Toxic)
    +12% DamageBuff(Psionic)
    +10.38% Defense(Melee)
    +9.13% Defense(Smashing)
    +9.13% Defense(Lethal)
    +7.88% Defense(Fire)
    +7.88% Defense(Cold)
    +12.88% Defense(Energy)
    +12.88% Defense(Negative)
    +11% Defense(Psionic)
    +10.38% Defense(Ranged)
    +9.75% Defense(AoE)
    +46% Enhancement(Accuracy)
    +4% Enhancement(Heal)
    +93.75% Enhancement(RechargeTime)
    +64.25 HP (6%) HitPoints
    +14% JumpHeight
    +14% JumpSpeed
    +Knockback (Mag -4)
    +Knockup (Mag -4)
    +17% (0.28 End/sec) Recovery
    +48% (2.14 HP/sec) Regeneration
    +14% RunSpeed


    Hero Plan by Mids' Hero Designer 1.953
    http://www.cohplanner.com/
    Click this DataLink to open the build!
    Eidolon: Level 50 Natural Corruptor
    Primary Power Set: Fire Blast
    Secondary Power Set: Time Manipulation
    Power Pool: Speed
    Power Pool: Leadership
    Power Pool: Fighting
    Power Pool: Leaping
    Ancillary Pool: Power Mastery
    Hero Profile:
    Level 1: Fire Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/EndRdx/Rchg(5), Thundr-Acc/Dmg/Rchg(15), Thundr-Acc/Dmg/EndRdx(25), Decim-Build%(50)
    Level 1: Time Crawl -- Acc-I(A)
    Level 2: Fire Ball -- Ragnrk-Knock%(A), Ragnrk-Dmg/Rchg(3), Ragnrk-Acc/Dmg/Rchg(5), Ragnrk-Acc/Rchg(11), Ragnrk-Dmg/EndRdx(15)
    Level 4: Temporal Mending -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal(13), Dct'dW-EndRdx/Rchg(31), Dct'dW-Heal/Rchg(31), Dct'dW-Heal/EndRdx/Rchg(33)
    Level 6: Time's Juncture -- DarkWD-ToHitDeb(A), DarkWD-ToHitDeb/Rchg(7), DarkWD-ToHitdeb/Rchg/EndRdx(7), DarkWD-ToHitDeb/EndRdx(39)
    Level 8: Rain of Fire -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(9), Posi-Dmg/Rng(9), Posi-Acc/Dmg/EndRdx(11), Posi-Dam%(25)
    Level 10: Temporal Selection -- HO:Golgi(A)
    Level 12: Hasten -- RechRdx-I(A), RechRdx-I(13)
    Level 14: Assault -- EndRdx-I(A)
    Level 16: Distortion Field -- UbrkCons-Hold/Rchg(A), UbrkCons-Acc/Hold/Rchg(17), UbrkCons-Acc/Rchg(17), UbrkCons-EndRdx/Hold(33), UbrkCons-Dam%(36), Lock-%Hold(45)
    Level 18: Blaze -- Apoc-Dam%(A), Apoc-Dmg/Rchg(19), Apoc-Acc/Dmg/Rchg(19), Apoc-Acc/Rchg(21), Apoc-Dmg/EndRdx(21), Apoc-Dmg(27)
    Level 20: Time Stop -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(40), BasGaze-Rchg/Hold(43), BasGaze-Acc/EndRdx/Rchg/Hold(43)
    Level 22: Boxing -- Acc-I(A)
    Level 24: Tough -- GA-3defTpProc(A), S'fstPrt-ResDam/Def+(27)
    Level 26: Weave -- LkGmblr-Rchg+(A), RedFtn-Def/EndRdx(34), RedFtn-Def/Rchg(36), RedFtn-Def/EndRdx/Rchg(37), RedFtn-Def(37), RedFtn-EndRdx(37)
    Level 28: Farsight -- LkGmblr-Rchg+(A), RedFtn-Def/EndRdx(29), RedFtn-Def/Rchg(29), RedFtn-EndRdx/Rchg(33), RedFtn-Def/EndRdx/Rchg(34), RedFtn-Def(34)
    Level 30: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(31), Zephyr-Travel(42), Zephyr-ResKB(42), Zephyr-Travel/EndRdx(45)
    Level 32: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(43)
    Level 35: Slowed Response -- Acc-I(A), Achilles-ResDeb%(36), Achilles-DefDeb(40), Achilles-DefDeb/Rchg(42)
    Level 38: Chrono Shift -- P'Shift-EndMod/Acc/Rchg(A), Numna-Heal/EndRdx/Rchg(39), Numna-Heal/Rchg(39), P'Shift-EndMod/Rchg(40)
    Level 41: Power Build Up -- RechRdx-I(A)
    Level 44: Temp Invulnerability -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/EndRdx/Rchg(45), RctvArm-ResDam(46), RctvArm-EndRdx(46)
    Level 47: Total Focus -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(48), T'Death-Dmg/Rchg(48), T'Death-Acc/Dmg/EndRdx(48), T'Death-Dmg/EndRdx/Rchg(50), T'Death-Dam%(50)
    Level 49: Aim -- HO:Membr(A)
    Level 50: Pyronic Core Final Judgement
    Level 50: Reactive Core Flawless Interface
    Level 0: Marshal
    Level 0: Invader
    Level 0: High Pain Threshold
    Level 0: Born In Battle
    Level 50: Agility Core Paragon
    ------------
    Level 1: Brawl -- Acc-I(A)
    Level 1: Scourge
    Level 1: Sprint -- ULeap-Stlth(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(23)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(23), EndMod-I(46)
    Level 4: Ninja Run

    Code:
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    So, what do you guys think?
  2. If I assume that the nature of your observation re: test server is that HO's will no longer boost the Def of PBU, then I have a followup question.

    Below is the build I had pre-this PBU idea - the one with Weave in it. However, since dropping Weave let me take a few nice powers, I would *still* like to see if I can hit the (Incarnate) softcap without it.

    When I get my Alpha Incarnate, that will be Agility Core Paragon, which will give an accross the board 20% Def buff, 2/3 of which will ignore ED.

    Will this make up for the loss of Weave? Will I be able to hit the *Incarnate* softcap of 54%?

    Thanks.

    EDIT: Forgot build:

    Hero Plan by Mids' Hero Designer 1.953
    http://www.cohplanner.com/
    Click this DataLink to open the build!
    Eidolon: Level 50 Natural Corruptor
    Primary Power Set: Fire Blast
    Secondary Power Set: Time Manipulation
    Power Pool: Speed
    Power Pool: Leadership
    Power Pool: Fighting
    Power Pool: Leaping
    Ancillary Pool: Power Mastery
    Hero Profile:
    Level 1: Fire Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/EndRdx/Rchg(5), Thundr-Acc/Dmg/Rchg(15), Thundr-Acc/Dmg/EndRdx(25), Decim-Build%(50)
    Level 1: Time Crawl -- Acc-I(A)
    Level 2: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/Rchg(3), Posi-Dmg/EndRdx(5), Posi-Dmg/Rng(11), Posi-Acc/Dmg/EndRdx(15)
    Level 4: Temporal Mending -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal(13), Dct'dW-EndRdx/Rchg(31), Dct'dW-Heal/Rchg(31), Dct'dW-Heal/EndRdx/Rchg(33)
    Level 6: Time's Juncture -- DarkWD-ToHitDeb(A), DarkWD-ToHitDeb/Rchg(7), DarkWD-ToHitdeb/Rchg/EndRdx(7), DarkWD-ToHitDeb/EndRdx(39)
    Level 8: Rain of Fire -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(9), Posi-Dmg/Rng(9), Posi-Acc/Dmg/EndRdx(11), Posi-Dam%(25)
    Level 10: Temporal Selection -- HO:Golgi(A)
    Level 12: Hasten -- RechRdx-I(A), RechRdx-I(13)
    Level 14: Assault -- EndRdx-I(A)
    Level 16: Distortion Field -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(17), BasGaze-Rchg/Hold(17), BasGaze-EndRdx/Rchg/Hold(33), NrncSD-Acc/Hold/Rchg(36), Lock-Acc/EndRdx/Rchg/Hold(45)
    Level 18: Blaze -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(19), Decim-Dmg/Rchg(19), Decim-Acc/EndRdx/Rchg(21), Decim-Acc/Dmg/Rchg(21), Ruin-Acc/EndRdx/Rchg(27)
    Level 20: Time Stop -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(40), BasGaze-Rchg/Hold(43), BasGaze-Acc/EndRdx/Rchg/Hold(43)
    Level 22: Boxing -- Acc-I(A)
    Level 24: Tough -- GA-3defTpProc(A), S'fstPrt-ResDam/Def+(27)
    Level 26: Weave -- LkGmblr-Rchg+(A), RedFtn-Def/EndRdx(34), RedFtn-Def/Rchg(36), RedFtn-Def/EndRdx/Rchg(37), RedFtn-Def(37), RedFtn-EndRdx(37)
    Level 28: Farsight -- LkGmblr-Rchg+(A), RedFtn-Def/EndRdx(29), RedFtn-Def/Rchg(29), RedFtn-EndRdx/Rchg(33), RedFtn-Def/EndRdx/Rchg(34), RedFtn-Def(34)
    Level 30: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(31), Zephyr-Travel(42), Zephyr-ResKB(42), Zephyr-Travel/EndRdx(45)
    Level 32: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(43)
    Level 35: Slowed Response -- Acc-I(A), Achilles-ResDeb%(36), Achilles-DefDeb(40), Achilles-DefDeb/Rchg(42)
    Level 38: Chrono Shift -- P'Shift-EndMod/Acc/Rchg(A), Numna-Heal/EndRdx/Rchg(39), Numna-Heal/Rchg(39), P'Shift-EndMod/Rchg(40)
    Level 41: Power Build Up -- RechRdx-I(A)
    Level 44: Temp Invulnerability -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/EndRdx/Rchg(45), RctvArm-ResDam(46), RctvArm-EndRdx(46)
    Level 47: Total Focus -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(48), T'Death-Dmg/Rchg(48), T'Death-Acc/Dmg/EndRdx(48), T'Death-Dmg/EndRdx/Rchg(50), T'Death-Dam%(50)
    Level 49: Aim -- HO:Membr(A)
    Level 50: Pyronic Core Final Judgement
    Level 50: Reactive Core Flawless Interface
    Level 0: Marshal
    Level 0: Invader
    Level 0: High Pain Threshold
    Level 0: Born In Battle
    Level 50: Agility Core Paragon
    Level 50: Clarion Radial Epiphany
    ------------
    Level 1: Brawl -- Acc-I(A)
    Level 1: Scourge
    Level 1: Sprint -- ULeap-Stlth(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(23)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(23), EndMod-I(46)
    Level 4: Ninja Run

    Code:
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  3. Quote:
    Originally Posted by Hopeling View Post
    The (long-standing) HO bug is fixed on beta now, so it looks like the days of absurdly-boosted Farsights are numbered.

    I had long since thought it would never actually be changed. *shrug* It was always known to be a bug that HOs let you slot for things that shouldn't be slottable, so I guess I can't complain.
    As in this whole thread is now irrelevant? As in go back to using Weave?
  4. Quote:
    Originally Posted by Hopeling View Post
    To get ED-capped defense enhancement, you'll need 3 Enzymes, 2 Enzymes + 2 Membranes, or 5 Membranes. I prefer the 2+2 option, personally.
    What would be the difference between using 3 membranes + 1 Enzyme versus 2 + 2? In terms of overall Defense?
  5. Thanks - going to go ahead and drop weave/tough/boxing and probably skip Clarion (I think) - though I am getting Agility 4th level, for even more Def, Rech, etc.
  6. Can someone confirm my math on this? Trying to determine the Def boost to Farsight from three slotting PowerBuildUp with Membranes.

    First of all, the base def of Farsight unslotted is 9.38%. (All numbers taken from mids)

    PowerBuildUp gives a 78.57% boost to def (approx)meaning that without slotting PBU, Farsight goes from 9.38% to 16.75% Def.

    Slotting PowerBuildUp with three membranes gives a 56% boost to it's Def numbers.

    This means that instead of giving a 78.57% boost, PBU gives a 78.57 * 1.56 = 122.57% boost.

    So now PBU buffs Farsight from 9.38% to (9.38 * (1+1.2257)) = 20.877% Def.

    That's a net gain in (20.877 - 16.75) = 4.12% Def by slotting PBU with three Membranes (as opposed to 1 Recharge).

    However, Weave fully slotted adds around 6.8% Def, meaning that by dropping Weave and taking the 3 HO's in PBU, you gain 3 power picks but lose 2.68% Def.

    Does that all sound correct? Is the total effect of HO'ing PBU a net increase in Farsight of 4.12%?

    Thanks. Trying to make a high Def build to hit the softcap with *Incarnate* content (54% Def) but would love to get some power picks back if I could do that with this strategy. Not sure that giving up 2.68% Def would still let me, gotta crunch some more (other) numbers - but first, did I get this part right?

    EDIT: I just noticed that my math does not appear to match Hopeling's numbers - what am I doing wrong?

    IS there a way to slot PBU with HOs such that Farsight gains enough Def to make up for the loss of Weave? (6.8 Def)?

    Thanks.

    EDIT 2: That would mean (I *think*) getting an unslotted Farslight up to 23.55% Def - 6.8 higher than it would be by using an unslotted PBU on it alone (16.75%)?
  7. A thread here:
    http://boards.cityofheroes.com/showthread.php?t=280987
    has some interesting ideas about softcapping Def without Weave by using Hami's in PowerBuildUp.

    If that works, I need to re-evaluate and see if I want to apply the same technique to my build.

    On the one hand I would lose out on Tough with it's S/L resist and it mule for my Def IOs - although I could move them to my Temp Invuln, couldn't I?

    Also, I would have to allocate slots to the PowerBuildUp power - which could come out of Weave I suppose, but that lose me (possibly) 2% damage boost and 5% recharge as set bonuses. It also may lose me a LotG, although I suppose if I free up 3 power picks, I could pick something like Invis and drop the LotG in there.

    I need to keep in mind that I *am* going for max def even against Incarnate content - I believe that they have a 59% chance to hit, meaning that I need to hit not 45% but 54% or better. Can I do that without Weave, but with Hami's in PowerBuildUp? I don't know.

    Thoughts?
  8. I would like to submit a feature request, but I don't know where one does that for MIDS?


    The request is as follows:


    It would be awesome if after completing a MIDS build, there were two buttons to let you increment and decrement the level, showing you the build as it would be for that level - all powers and slots from that level down. That way you could, for example, dial in to level 38 (if you wanted) and see the powers and slots you would have at that level, with everything that comes after in that build not displaying.


    Thanks!
  9. For some reason I thought I could only take PowerBuildUp at 41. I have rejiggerred the order, without slots it looks like this:

    Hero Plan by Mids' Hero Designer 1.953
    http://www.cohplanner.com/
    Click this DataLink to open the build!
    Level 49 Magic Corruptor
    Primary Power Set: Fire Blast
    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: Fire Blast -- Empty(A)
    Level 1: Time Crawl -- Empty(A)
    Level 2: Fire Ball -- Empty(A)
    Level 4: Time's Juncture -- Empty(A)
    Level 6: Rain of Fire -- Empty(A)
    Level 8: Hasten -- Empty(A)
    Level 10: Temporal Mending -- Empty(A)
    Level 12: Aim -- Empty(A)
    Level 14: Temporal Selection -- Empty(A)
    Level 16: Distortion Field -- Empty(A)
    Level 18: Blaze -- Empty(A)
    Level 20: Time Stop -- Empty(A)
    Level 22: Boxing -- Empty(A)
    Level 24: Tough -- Empty(A)
    Level 26: Weave -- Empty(A)
    Level 28: Farsight -- Empty(A)
    Level 30: Combat Jumping -- Empty(A)
    Level 32: Maneuvers -- Empty(A)
    Level 35: Power Build Up -- Empty(A)
    Level 38: Chrono Shift -- Empty(A)
    Level 41: Temp Invulnerability -- Empty(A)
    Level 44: Total Focus -- Empty(A)
    Level 47: Slowed Response -- Empty(A)
    Level 49: Assault -- Empty(A)
    ------------
    Level 2: Swift -- Empty(A)
    Level 2: Health -- Empty(A)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- Empty(A)
    Level 1: Brawl -- Empty(A)
    Level 1: Scourge
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run

    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
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  10. Just bought a level 10 Glad 3% Def IO from the OP, very fair price, smoth trade, A++

    Thanks, @cornerstone!

  11. Got it - tyvm @Cornerstone! (very fair price, too.)
  12. Title says it all - I need a Gladiator's Armor +Def IO.

    Anyone have any for sale? I am in game right now as @metatron...
  13. Quick mod: decided putting the BuildUpIO in FireBlast made more sense than Aim, since I will be firing FireBlast way more often.

    Right?
  14. Is cross-server trade possible? Cause I really need a Gladiator on Freedom! ;p
  15. - Go ahead and use a 6th Apoc in Blaze for a nice boost to Psi Def. There exist psi attacks that aren't covered by positional def and boosting psi by 5% would smooth out your defenses overall.

    >>Check.

    - Put the Stealth into Sprint to have a free slot for whatever.

    >> Check. Where shall I put it I wonder?

    - Use the LOTG +Def in CJ instead of the basic IO def, just to get the regen bonus

    >> Good catch.

    - Use the LOTG Def/End in Maneuvers to ease up endurance consumption a bit and get the regen bonus

    >> Check and good call.

    - Using the Numi and Perf Shifter triples in Chrono Shift will still keep the power perma but give you a couple of different bonuses.[/QUOTE]

    >> Sounds great. Check.

    So this is what I have now (I think):

    Hero Plan by Mids' Hero Designer 1.953
    http://www.cohplanner.com/
    Click this DataLink to open the build!
    Eidolon: Level 50 Natural Corruptor
    Primary Power Set: Fire Blast
    Secondary Power Set: Time Manipulation
    Power Pool: Speed
    Power Pool: Leadership
    Power Pool: Fighting
    Power Pool: Leaping
    Ancillary Pool: Power Mastery
    Hero Profile:
    Level 1: Fire Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/EndRdx/Rchg(5), Thundr-Acc/Dmg/Rchg(15), Thundr-Acc/Dmg/EndRdx(25)
    Level 1: Time Crawl -- Acc-I(A)
    Level 2: Fire Ball -- Ragnrk-Knock%(A), Ragnrk-Dmg/Rchg(3), Ragnrk-Acc/Dmg/Rchg(5), Ragnrk-Acc/Rchg(11), Ragnrk-Dmg/EndRdx(15)
    Level 4: Temporal Mending -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal(13), Dct'dW-EndRdx/Rchg(31), Dct'dW-Heal/Rchg(31), Dct'dW-Heal/EndRdx/Rchg(33)
    Level 6: Time's Juncture -- DarkWD-ToHitDeb(A), DarkWD-ToHitDeb/Rchg(7), DarkWD-ToHitdeb/Rchg/EndRdx(7), DarkWD-ToHitDeb/EndRdx(39)
    Level 8: Rain of Fire -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(9), Posi-Dmg/Rng(9), Posi-Acc/Dmg/EndRdx(11), Posi-Dam%(25)
    Level 10: Temporal Selection -- HO:Golgi(A)
    Level 12: Hasten -- RechRdx-I(A), RechRdx-I(13)
    Level 14: Assault -- EndRdx-I(A)
    Level 16: Distortion Field -- UbrkCons-Hold/Rchg(A), UbrkCons-Acc/Hold/Rchg(17), UbrkCons-Acc/Rchg(17), UbrkCons-EndRdx/Hold(33), UbrkCons-Dam%(36), Lock-%Hold(45)
    Level 18: Blaze -- Apoc-Dam%(A), Apoc-Dmg/Rchg(19), Apoc-Acc/Dmg/Rchg(19), Apoc-Acc/Rchg(21), Apoc-Dmg/EndRdx(21), Apoc-Dmg(27)
    Level 20: Time Stop -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(40), BasGaze-Rchg/Hold(43), BasGaze-Acc/EndRdx/Rchg/Hold(43)
    Level 22: Boxing -- Acc-I(A)
    Level 24: Tough -- GA-3defTpProc(A), S'fstPrt-ResDam/Def+(27)
    Level 26: Weave -- LkGmblr-Rchg+(A), RedFtn-Def/EndRdx(34), RedFtn-Def/Rchg(36), RedFtn-Def/EndRdx/Rchg(37), RedFtn-Def(37), RedFtn-EndRdx(37)
    Level 28: Farsight -- LkGmblr-Rchg+(A), RedFtn-Def/EndRdx(29), RedFtn-Def/Rchg(29), RedFtn-EndRdx/Rchg(33), RedFtn-Def/EndRdx/Rchg(34), RedFtn-Def(34)
    Level 30: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(31), Zephyr-Travel(42), Zephyr-ResKB(42), Zephyr-Travel/EndRdx(45)
    Level 32: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(43)
    Level 35: Slowed Response -- Acc-I(A), Achilles-ResDeb%(36), Achilles-DefDeb(40), Achilles-DefDeb/Rchg(42)
    Level 38: Chrono Shift -- P'Shift-EndMod/Acc/Rchg(A), Numna-Heal/EndRdx/Rchg(39), Numna-Heal/Rchg(39), P'Shift-EndMod/Rchg(40)
    Level 41: Power Build Up -- RechRdx-I(A)
    Level 44: Temp Invulnerability -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/EndRdx/Rchg(45), RctvArm-ResDam(46), RctvArm-EndRdx(46)
    Level 47: Total Focus -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(48), T'Death-Dmg/Rchg(48), T'Death-Acc/Dmg/EndRdx(48), T'Death-Dmg/EndRdx/Rchg(50), T'Death-Dam%(50)
    Level 49: Aim -- HO:Membr(A), GSFC-Build%(50)
    Level 50: Pyronic Core Final Judgement
    Level 50: Reactive Core Flawless Interface
    Level 0: Marshal
    Level 0: Invader
    Level 0: High Pain Threshold
    Level 0: Born In Battle
    Level 50: Agility Core Paragon
    Level 50: Clarion Radial Epiphany
    ------------
    Level 1: Brawl -- Acc-I(A)
    Level 1: Scourge
    Level 1: Sprint -- ULeap-Stlth(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(23)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(23), EndMod-I(46)
    Level 4: Ninja Run

    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
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    |-------------------------------------------------------------------|
    As you can see I used the extra slot to add a % chance for build-up to Aim.

    I also will probably be taking some of these powers in a different order to maximise the fun of levelling through 50.

    So, is this good? Thoughts?
  16. Level 16. Heal and Fireball are now in. Noticing some End issues starting - going to have to start slotting Stamina, and drop Miracle and Numina in Health. Need to get Hasten going on too - it would be better if RoF was up every group. Blaze will also be nice to get in the mix.

    Things are good, but I can see how much better they will get once I hit 22 and can begin to use the good enhancements. The twenties will be about ramping up Defense, with 2 3% IO's in Tough, and Weave and Farsight coming online. Then the 30s will be all about slots, slots, slots. Capping of with the 40s and the wonder that will be PowerBuildUp + Farsight (and other stuff), and of course, more slots. Which brings with it much Set completion.

    Then it's accolades and finishing up the slotting, and on to Incarnates.

    Here's hoping I can hit 22 today. Should be doable if real life doesn't keep me out of the game.
  17. Only 7 levels in, but having fun - Time's Juncture and Time's Crawl work well together, as does Rain of Fire, Flares and Fire Blast (Will be speccing out of Flares at 12 or 22).

    So far I seem to be doing well, and I haven't even added in my heal or Fireball. (Or Aim)

    Can't wait to see what happens with some slots and DOs.
  18. I am a little late to the party, but somehow I don't think that adressing mez is the only or even the central way to "fix" blasters.

    There following is purely subjective, but I am going to say it:

    I "feel" that the blaster should be the undisputable king of damage (especially ranged). And not by just a little. I played this game from beta, and back pre-ED I could get 150-200% damage buff slotted in each attack power. That plus buildup and aim allowed me to cut through many mobs like a hot knife through butter.

    I think, somehow, the blaster archetype should be "recentered" on being the premiere damage dealer. I think blaster damage output needs *radical* improvement. Maybe something like every tier 4-6 attack is guaranteed to one shot any minions it lands on, and every tier 7-9 can one shot lts. Maybe that's too powerful - or maybe not powerful enough.

    I just think any fix for blasters has to leave blasters hitting a *lot* HARDER then they do now.

    Honestly, I would love to see some clever fix, something more than just adding 30-50% more damage, I just can't think of anything good.

    Maybe a moderate overall damage boost, plus change defiance so that instead of boosting damage, defiance boosts recharge - a lot, cycling blaster's attacks faster - so the more they attack, the faster they can attack, but if they pause they lose some of that momentum. And make it very noticeable - perhaps a blaster operating at full definace, continually firing attacks could be up to +100% global recharge and stay there until they ran out of endurance, enemies to fight, or stopped. (Although the recharge buff should be per attack, whether it hits or not.)

    I don't know if that's a start of a good solution or not - all I know in my gut is, blaster have GOT to do a crapload more damage, *somehow*, regardless of mez issues. When a blaster takes on a group, either he or the group should be on the floor faster than any other AT by far - and if designed and played correctly, it should be the baddies not the blaster on the floor.

    Fast.

    Anyways, that's my ramble - I hope that someone someday somehow takes the idea of Blasters becoming undisputable damage kings (by a wide margin) to heart. Until then I'll play corruptors, dominators, brutes, etc.
  19. Is it just me or do the forums seem a lot quieter than they were six months ago? Maybe its the Holidays? (I hope.)
  20. OK, I am back in the saddle to do a new character, I've always been partial to Corruptors, and this new Time set seems interesting - people seem to be having fun with it.

    After checking out some of the different ways people build Fire/Time Corrs, I added some tweaks of my own, and came up with this:

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

    Click this DataLink to open the build!
    Eidolon: Level 50 Natural Corruptor
    Primary Power Set: Fire Blast
    Secondary Power Set: Time Manipulation
    Power Pool: Speed
    Power Pool: Leadership
    Power Pool: Fighting
    Power Pool: Leaping
    Ancillary Pool: Power Mastery

    Villain Profile:
    Level 1: Fire Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/EndRdx/Rchg(5), Thundr-Acc/Dmg/Rchg(15), Thundr-Acc/Dmg/EndRdx(25)
    Level 1: Time Crawl -- Acc-I(A)
    Level 2: Fire Ball -- Ragnrk-Knock%(A), Ragnrk-Dmg/Rchg(3), Ragnrk-Acc/Dmg/Rchg(5), Ragnrk-Acc/Rchg(11), Ragnrk-Dmg/EndRdx(15)
    Level 4: Temporal Mending -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal(13), Dct'dW-EndRdx/Rchg(31), Dct'dW-Heal/Rchg(31), Dct'dW-Heal/EndRdx/Rchg(33)
    Level 6: Time's Juncture -- DarkWD-ToHitDeb(A), DarkWD-ToHitDeb/Rchg(7), DarkWD-ToHitdeb/Rchg/EndRdx(7), DarkWD-ToHitDeb/EndRdx(39)
    Level 8: Rain of Fire -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(9), Posi-Dmg/Rng(9), Posi-Acc/Dmg/EndRdx(11), Posi-Dam%(25)
    Level 10: Temporal Selection -- HO:Golgi(A)
    Level 12: Hasten -- RechRdx-I(A), RechRdx-I(13)
    Level 14: Assault -- EndRdx-I(A)
    Level 16: Distortion Field -- UbrkCons-Hold/Rchg(A), UbrkCons-Acc/Hold/Rchg(17), UbrkCons-Acc/Rchg(17), UbrkCons-EndRdx/Hold(33), UbrkCons-Dam%(36), Lock-%Hold(45)
    Level 18: Blaze -- Apoc-Dam%(A), Apoc-Dmg/Rchg(19), Apoc-Acc/Dmg/Rchg(19), Apoc-Acc/Rchg(21), Apoc-Dmg/EndRdx(21), EndRdx-I(27)
    Level 20: Time Stop -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(40), BasGaze-Rchg/Hold(43), BasGaze-Acc/EndRdx/Rchg/Hold(43)
    Level 22: Boxing -- Acc-I(A)
    Level 24: Tough -- GA-3defTpProc(A), S'fstPrt-ResDam/Def+(27)
    Level 26: Weave -- LkGmblr-Rchg+(A), RedFtn-Def/EndRdx(34), RedFtn-Def/Rchg(36), RedFtn-Def/EndRdx/Rchg(37), RedFtn-Def(37), RedFtn-EndRdx(37)
    Level 28: Farsight -- LkGmblr-Rchg+(A), RedFtn-Def/EndRdx(29), RedFtn-Def/Rchg(29), RedFtn-EndRdx/Rchg(33), RedFtn-Def/EndRdx/Rchg(34), RedFtn-Def(34)
    Level 30: Combat Jumping -- LkGmblr-Rchg+(A), DefBuff-I(31), Zephyr-Travel(42), ULeap-Stlth(42), Zephyr-Travel/EndRdx(45), Zephyr-ResKB(50)
    Level 32: Maneuvers -- LkGmblr-Rchg+(A), DefBuff-I(43)
    Level 35: Slowed Response -- Acc-I(A), Achilles-ResDeb%(36), Achilles-DefDeb(40), Achilles-DefDeb/Rchg(42)
    Level 38: Chrono Shift -- Dct'dW-Heal/Rchg(A), Numna-Heal/Rchg(39), Efficacy-EndMod/Rchg(39), P'Shift-EndMod/Rchg(40)
    Level 41: Power Build Up -- RechRdx-I(A)
    Level 44: Temp Invulnerability -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/EndRdx/Rchg(45), RctvArm-ResDam(46), RctvArm-EndRdx(46)
    Level 47: Total Focus -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(48), T'Death-Dmg/Rchg(48), T'Death-Acc/Dmg/EndRdx(48), T'Death-Dmg/EndRdx/Rchg(50), T'Death-Dam%(50)
    Level 49: Aim -- HO:Membr(A)
    Level 50: Pyronic Core Final Judgement
    Level 50: Reactive Core Flawless Interface
    Level 0: Marshal
    Level 0: Invader
    Level 0: High Pain Threshold
    Level 0: Born In Battle
    Level 50: Agility Core Paragon
    Level 50: Clarion Radial Epiphany
    ------------
    Level 1: Brawl -- Acc-I(A)
    Level 1: Scourge
    Level 1: Sprint -- EndRdx-I(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 2: Swift -- Flight-I(A)
    Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(23)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(23), EndMod-I(46)
    Level 4: Ninja Run

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    +12% DamageBuff(Smashing)
    +12% DamageBuff(Lethal)
    +12% DamageBuff(Fire)
    +12% DamageBuff(Cold)
    +12% DamageBuff(Energy)
    +12% DamageBuff(Negative)
    +12% DamageBuff(Toxic)
    +12% DamageBuff(Psionic)
    +10.38% Defense(Melee)
    +9.13% Defense(Smashing)
    +9.13% Defense(Lethal)
    +7.88% Defense(Fire)
    +7.88% Defense(Cold)
    +12.88% Defense(Energy)
    +12.88% Defense(Negative)
    +6% Defense(Psionic)
    +10.38% Defense(Ranged)
    +9.75% Defense(AoE)
    +46% Enhancement(Accuracy)
    +4% Enhancement(Heal)
    +93.75% Enhancement(RechargeTime)
    +9% FlySpeed
    +64.25 HP (6%) HitPoints
    +9% JumpHeight
    +9% JumpSpeed
    +Knockback (Mag -4)
    +Knockup (Mag -4)
    +MezResist(Held) 2.75%
    +MezResist(Immobilize) 8.25%
    +MezResist(Terrorized) 2.2%
    +17% (0.28 End/sec) Recovery
    +16% (0.71 HP/sec) Regeneration
    +10.4% Resistance(Fire)
    +10.4% Resistance(Cold)
    +9% RunSpeed


    So, what do you guys think? Seems to have tons of Def, Recharge,it spends a healthy amount of End, but it makes a bunch too. Of course, until I hit 50 the purple sets will be replaced with similar less purple sets.

    I probably have 5-10 billion inf for this project, hopefully that will be enough.

    My greatest hope is that this will be a fun character to bring from 1 to 50.

    Thoughts?
  21. Some of the Incarnate baddie have more than a 50% chance to hit you, mening you need more than 45% Def to softcap.

    What is the *new* Def softcap needed to take even these baddies down to 5% chance of them to hit me?
  22. Having a brainfart here, can you have both SuperSpeed and Combat Jumping toggled on at the same time?
  23. Yes. Make the nukes crashless.

    However, please try to be more creative than severely watering down their damage to compensate.

    Here are some ideas that DON'T require damage to be NERFED:

    -a Nuke that damages yourself, like an overload,
    -a Nuke that agroes everything on you
    -a Nuke that dumps all your endurance, but DOESN'T prevent you frm regaining endurance
    -a Nuke that harms friend and foe alike (everybody run, he's going to blow!)
    -a Nuke that severely reduces your regen. Or Defense. Or Resistance.
    -a Nuke that had a chance of hitting you with a status like disorient for a time
    -lots more options

    However, even if you devs don't want to get creative, Rain of Arrows is my favorite nuke. Additionally - Nove, Inferno, etc - I always skip.

    I look forward to your solutions.
  24. Quote:
    Originally Posted by JohnnyKilowatt View Post
    Hmm how about a fire/fire blaster with a 53% damage bonus (42.5% from set IO and 10.5% from assault)? That's before adding in any extra incarnate damage bonuses.
    I actually think the DPS of my build is higher.

    Sure you have a 100+99+42.5+10.5+30(musc) = 282% damage boost on your attacks, while mine is only 100+99+22+10.5+30 = 261.5%, but that's only a difference of 7.2% and I think I more than make up for it with my crazy recharge, which lets me fire Blaze and other higher damaging attack more often, not to mention use Aim and BU every 28 sec (and nearly perma Hasten).

    It's been quite fun to play this guy in the incarnate trials as well - he's at 2 T4's and 3 T3's currently. (He also has capped S/L Def and very good Melee Def.)

    So long story short, while your global damage is the highest I have seen, I think you have lowered your overall dps in its pursuit.

    Hero Plan by Mids' Hero Designer 1.93
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Blaster
    Primary Power Set: Fire Blast
    Secondary Power Set: Fire Manipulation
    Power Pool: Fighting
    Power Pool: Leaping
    Power Pool: Leadership
    Power Pool: Speed
    Ancillary Pool: Mace Mastery

    Hero Profile:
    Level 1: Flares -- Decim-Acc/Dmg:40(A), Decim-Dmg/EndRdx:40(23), Decim-Dmg/Rchg:40(40), Decim-Acc/Dmg/Rchg:40(48), Decim-Build%:40(50)
    Level 1: Ring of Fire -- Dmg-I:50(A)
    Level 2: Fire Ball -- Ragnrk-Dmg:50(A), Ragnrk-Dmg/Rchg:50(3), Ragnrk-Acc/Dmg/Rchg:50(3), Ragnrk-Acc/Rchg:50(9), Ragnrk-Dmg/EndRdx:50(15)
    Level 4: Fire Sword -- T'Death-Acc/Dmg:40(A), T'Death-Dmg/EndRdx:40(5), T'Death-Dmg/Rchg:40(5), T'Death-Acc/Dmg/EndRdx:40(7), T'Death-Dmg/EndRdx/Rchg:40(7), T'Death-Dam%:40(9)
    Level 6: Rain of Fire -- Posi-Dam%:50(A), Posi-Acc/Dmg/EndRdx:50(27), Posi-Dmg/EndRdx:50(39), Posi-Dmg/Rchg:50(39), Posi-Dmg/Rng:50(39)
    Level 8: Fire Breath -- Posi-Dam%:50(A), Posi-Dmg/EndRdx:50(27), Posi-Dmg/Rchg:50(43), Posi-Dmg/Rng:50(46), Posi-Acc/Dmg/EndRdx:50(48)
    Level 10: Fire Sword Circle -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(11), Oblit-Dmg/Rchg:50(11), Oblit-Acc/Dmg/Rchg:50(13), Oblit-Acc/Dmg/EndRdx/Rchg:50(13), Oblit-%Dam:50(15)
    Level 12: Aim -- AdjTgt-Rchg:50(A), AdjTgt-ToHit/Rchg:50(17)
    Level 14: Fire Blast -- Dmg-I:50(A)
    Level 16: Build Up -- AdjTgt-Rchg:50(A), AdjTgt-ToHit/Rchg:50(37)
    Level 18: Blaze -- Apoc-Dmg:50(A), Apoc-Dmg/Rchg:50(19), Apoc-Acc/Dmg/Rchg:50(19), Apoc-Acc/Rchg:50(21), Apoc-Dmg/EndRdx:50(21)
    Level 20: Boxing -- Acc-I:50(A)
    Level 22: Tough -- S'fstPrt-ResDam/Def+:30(A), GA-3defTpProc:50(23)
    Level 24: Weave -- EndRdx-I:50(A), LkGmblr-Def/EndRdx:50(25), LkGmblr-Def:50(25), LkGmblr-Rchg+:50(42)
    Level 26: Combat Jumping -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(40)
    Level 28: Consume -- EndMod-I:20(A), EndMod-I:50(34)
    Level 30: Maneuvers -- EndRdx-I:50(A), LkGmblr-Def/EndRdx:50(31), LkGmblr-Def:50(31), LkGmblr-Rchg+:50(43)
    Level 32: Inferno -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(33), Oblit-Dmg/Rchg:50(33), Oblit-Acc/Dmg/Rchg:50(33), Oblit-Acc/Dmg/EndRdx/Rchg:50(34), Oblit-%Dam:50(34)
    Level 35: Burn -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(36), Oblit-Dmg/Rchg:50(36), Oblit-Acc/Dmg/Rchg:50(36), Oblit-Acc/Dmg/EndRdx/Rchg:50(37), Oblit-%Dam:50(37)
    Level 38: Assault -- EndRdx-I:30(A)
    Level 41: Scorpion Shield -- EndRdx-I:50(A), LkGmblr-Def/EndRdx:50(42), LkGmblr-Def:50(42), LkGmblr-Rchg+:50(43)
    Level 44: Web Envelope -- Enf'dOp-Acc/Rchg:50(A), Enf'dOp-EndRdx/Immob:50(45), Enf'dOp-Acc/EndRdx:50(45), Enf'dOp-Immob/Rng:50(45), Enf'dOp-Acc/Immob/Rchg:50(46), Enf'dOp-Acc/Immob:50(46)
    Level 47: Hasten -- RechRdx-I:50(A), RechRdx-I:50(48), RechRdx-I:50(50)
    Level 49: Super Speed -- Clrty-Stlth:50(A), Zephyr-ResKB:50(50)
    Level 0: Freedom Phalanx Reserve
    Level 0: Portal Jockey
    Level 0: Task Force Commander
    Level 0: The Atlas Medallion
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Defiance
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    Level 2: Swift -- Run-I:50(A)
    Level 2: Health -- Mrcl-Rcvry+:40(A), Numna-Regen/Rcvry+:50(29)
    Level 2: Hurdle -- Jump-I:50(A)
    Level 2: Stamina -- P'Shift-End%:50(A), P'Shift-EndMod:50(17), P'Shift-EndMod/Rchg:50(29), P'Shift-EndMod/Acc:50(31), P'Shift-EndMod/Acc/Rchg:50(40)



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