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That is likely true early to mid game, but a 30% damage buff is mostly useless on a Kin defender, IME. Vigilance may be slightly helpful solo from level 13-32 (which is the level range where I think defenders need the most help, so kudos to that, but the help is still very slight, IMO).
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Quote:I too wish the aura size was larger, but what really annoys me is that it costs 50% more endurance then the armored version AND it does slightly less damage (in the absolute sense, AT mods will make it deal more than tankers and brutes (although with decent Fury, brutes may come out ahead) and a good deal less than scrappers.If Blazing Aura had as big a radius as Hot Feet I would find a way to make it work. However Blazing Aura is just too puny for me to bother with.
Sure, on a tank or brute or whatever I don't mind the small radius damage auras. But on a blaster I don't want to spend my time parking that close, I'm more of an in-and-out jouster.
It is like they increased the end cost because they were going to make it as big as Lightning Field (the blaster version is a 20' radius), but then they never did. -
Quote:Can you TP farther away? If she has some range debuffing from taunt and you are far enough away, she should run out of the patch. This might require more coordination and actual movement though.A general note: I was hoping that this strategy would allow melee archetypes to contribute more damage, since Team Teleport allows for queueing attacks for maximum DPS without the risk of being caught in an animation. Unfortunately, BM's hesitance to close to melee meant that she ended up forming one point of the teleport triangle, and the meleers spent 2/3 of the fight waiting, using whatever ranged attacks they had, or attacking other targets (swords, minions). I'm still thinking about how that can be improved.
Fighting BM - Blue stuff appears - Team TP - BM moves out of flames - Team moves into melee with BM - repeat
Slows and Immobs are also a hindrance in this mission, if you rely on melee damage. Learning to not use Ring of Fire or Crush or Web Grenade has been one of my challenges. -
I recommend removing your globals from your sig then. I consider that an invitation to talk to you in game. And since the invitation is being given to me from the forums, I'd feel free to talk to you about forum posts.
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In the same line of reasoning, it might be better to not wait until lvl 22 for Blazing Aura (of course, I felt that way before I19 as well).
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Arhcery / Fire is very potent with just SOs. You don't need fancy IOs to RoA + FSC, finish a straggler or two, move to next spawn, Fist, FSC, Explosive, finish a straggler or two, move to next spawn, repeat. Sure, IOs, can make it better, but it definitely does not suck with just SOs.
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It boggles my mind the way they changed Melt Armor when they ported it to Epics but then left Sleet as is (and then gave it the most minor of nerfs shortly after release). I hope the Sleet experiment on Doms gets the epic version of Melt Armor buffed.
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Quote:Your understanding of targeting is correct. However, there are 24 ticks (12 lethal and 12 ammo type).Firstly, if I'm reading the power quantification from redtomax right, this power has 1.4 scale accuracy and does 12 tics of damage each at 60% chance to occur? So, if I'm translating that right, the power has a high chance to target a foe but each of the 12 tics of damage will still need to roll for ToHit? And if the power misses its initial check, all tics will miss?
No, but there is also no way to make them less likely. High defense foes only apply their defense on the to-hit check.
Quote:-Do I need to bother slotting for accuracy if it already has a decent to good base accuracy (I can probably scrounge up 20-30 accuracy from bonuses anyway)?
Quote:As for slotting, the first thought in my head was "If each tic has to make a roll, what happens if I put procs in it?"
Quote:I'm not a recharge nazi, I usually just slot for effect most of all
Level 32: Hail of Bullets -- C'ngBlow-Acc/Dmg(A), C'ngBlow-Dmg/Rchg(33), C'ngBlow-Acc/Rchg(33), Erad-Dmg(33), Erad-Dmg/Rchg(34), Erad-Acc/Dmg/Rchg(34) -
Quote:Normally, I would prefer slotting the Apoc in Flares because the few tenths of seconds better recharge on Blaze is not worth it compared to being able to have the Apoc proc have a chance to fire twice as often. A chain like Flares - Blaze - Flares - Blast or Flares - Blaze - Flares - Sword is what I was thinking.Apocalypse should always go in Blaze if you don't already have ED-capped recharge enhancement in that power. Blaze needs to recharge as fast as possible.
However, in this build the recharge difference between slotting the Apoc in Blaze as opposed to slotting the Apoc in Flares is 0.2 seconds (3.075 vs 2.837), not worth it on the surface. But Flares + Blast takes 3.036 seconds to animate. Since the build is near perma-Hasten, it is reasonable to run the chain Flares-Blast-Blaze or even Flares-Sword-Blaze. Since you are not using Flares twice as often in the chain, the Apoc is better placed in Blaze. -
Looks like a fun build. You have one purple set slotted. Down the line, if you want more purples, Ragnorak goes well into Fireball and Apocalypse would drop into Flares nicely without losing any of your defense.
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It has been a long time since I have revisited this build and many changes have been made which allow me to get closer to my goals. The character was based on an AD&D Blade Dancer (2nd edition, IIRC), but there was little way to simulate battle spells (I used Stealth, Super Speed, Web Grenade, Hasten, Whirlwind and Hurdle to simulate some spells (Super Speed and Whirlwind were dropped once MoG was changed)). The addition of Blaze Mastery and Mu Mastery allow me more options in this area.
Since unsuppressed movement is a core feature of this character, I had all 4 Fitness powers. With I-19 I can get 4 new powers, a new pool (previously had Speed, Concealment, Fighting, and Fitness), and I can move some slots around if I use the Musculature (eventual goal Radial Paragon).
I solo almost exclusively with this character (although getting to add Lotus Drops and Fireball to the build may change that). I normally face +1s to +3s but I keep the mob sizes down around 3 or 4 people.
The build priorities are: Keep attack damage at 90% enhancement or higher factoring in the Alpha slot. As much +Run speed as possible (also factoring in the Alpha). Finally, add goodly amounts of +Recharge.
Any critiques would be appreciated.
Hero Plan by Mids' Hero Designer 1.91
http://www.cohplanner.com/
Click this DataLink to open the build!
Aquiel: Level 50 Natural Scrapper
Primary Power Set: Katana
Secondary Power Set: Regeneration
Power Pool: Concealment
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leaping
Ancillary Pool: Blaze Mastery
Hero Profile:
Level 1: Sting of the Wasp -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/Rchg(3), C'ngImp-Acc/Dmg/Rchg(5), C'ngImp-Acc/Dmg/EndRdx(7), C'ngImp-Dmg/EndRdx/Rchg(23)
Level 1: Fast Healing -- RgnTis-Regen+(A), RgnTis-Heal/Rchg(3), Numna-Heal(7), Numna-Regen/Rcvry+(15)
Level 2: Flashing Steel -- Sciroc-Acc/Dmg(A), Sciroc-Acc/Dmg/EndRdx(5), Sciroc-Dmg/EndRdx(23), Sciroc-Acc/Rchg(25)
Level 4: Quick Recovery -- P'Shift-EndMod(A), P'Shift-End%(15), P'Shift-EndMod/Rchg(36)
Level 6: Stealth -- LkGmblr-Def/EndRdx(A), LkGmblr-Rchg+(43), GftotA-Run+(45)
Level 8: Divine Avalanche -- C'ngImp-Acc/Dmg(A), C'ngImp-Acc/Dmg/Rchg(9), C'ngImp-Acc/Dmg/EndRdx(37), GftotA-Def/EndRdx(37), GftotA-Def(46)
Level 10: Hasten -- RechRdx-I(A), RechRdx-I(11), RechRdx-I(11)
Level 12: Dull Pain -- RgnTis-EndRdx/Rchg(A), RgnTis-Heal/Rchg(13), Numna-Heal/Rchg(13), Numna-Heal/EndRdx/Rchg(36)
Level 14: Kick -- Empty(A)
Level 16: Integration -- Numna-Heal/EndRdx(A), Numna-Heal(17), Heal-I(17)
Level 18: Reconstruction -- RgnTis-Heal/EndRdx/Rchg(A), RgnTis-Heal/Rchg(19), Numna-Heal/EndRdx(19), Numna-Heal/Rchg(25), Numna-Heal/EndRdx/Rchg(34)
Level 20: Build Up -- AdjTgt-Rchg(A), AdjTgt-ToHit/Rchg(21)
Level 22: Tough -- Aegis-ResDam/EndRdx(A), Aegis-ResDam(31), TtmC'tng-ResDam/EndRdx(31)
Level 24: Weave -- GftotA-Run+(A), LkGmblr-Rchg+(36), LkGmblr-Def/EndRdx(39), LkGmblr-Def/EndRdx/Rchg(50)
Level 26: Soaring Dragon -- Mako-Acc/Dmg(A), Mako-Dmg/Rchg(27), Mako-Acc/Dmg/EndRdx/Rchg(27), Mako-Acc/EndRdx/Rchg(29), KinCrsh-Acc/KB(31), KinCrsh-Rechg/EndRdx(43)
Level 28: Instant Healing -- RgnTis-Heal/Rchg(A), RgnTis-Heal/EndRdx/Rchg(29)
Level 30: Resilience -- Aegis-ResDam(A), Aegis-ResDam/Rchg(42)
Level 32: Golden Dragonfly -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/Rchg(33), Sciroc-Acc/Rchg(33), Sciroc-Acc/Dmg/EndRdx(33), KinCrsh-Rechg/EndRdx(34), KinCrsh-Rchg/KB(34)
Level 35: The Lotus Drops -- Oblit-Acc/Dmg/Rchg(A), Oblit-Acc/Rchg(39), Oblit-Acc/Dmg/EndRdx/Rchg(40), Oblit-Dmg/Rchg(40)
Level 38: Moment of Glory -- Aegis-ResDam/Rchg(A), Aegis-EndRdx/Rchg(39), GftotA-Def/Rchg(40), GftotA-Run+(46)
Level 41: Ring of Fire -- Mael'Fry-Acc/Dmg(A), Mael'Fry-Dmg/EndRdx(42), Thundr-Acc/Dmg/EndRdx(42)
Level 44: Fire Blast -- Mael'Fry-Acc/Dmg(A), Mael'Fry-Dmg/EndRdx(45), Thundr-Acc/Dmg/EndRdx(45)
Level 47: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/Rchg(48), Posi-Dmg/Rng(48), Posi-Dam%(48), Posi-Acc/Dmg/EndRdx(50)
Level 49: Combat Jumping -- GftotA-Run+(A), LkGmblr-Rchg+(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Clrty-RunSpd(A), Clrty-Stlth(9), QckFt-EndRdx/RunSpd(46)
Level 2: Rest -- RechRdx-I(A)
Level 1: Critical Hit
Level 4: Ninja Run
Level 2: Swift -- Run-I(A), Run-I(37)
Level 2: Hurdle -- Jump-I(A)
Level 2: Health -- RgnTis-Heal/EndRdx(A), RgnTis-Heal/Rchg(43)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(21) -
Slot the Purple IO Fortunata Hypnosis: Chance for Placate into Will Domination.
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This is the build I have worked up. I team mostly and enjoy the controllery aspect of this combo. I will likely spend most of my time in task forces. Any suggestions or insights would be helpful.
Villain Plan by Mids' Villain Designer 1.91
http://www.cohplanner.com/
Click this DataLink to open the build!
Sarah Caste: Level 50 Magic Corruptor
Primary Power Set: Dark Blast
Secondary Power Set: Dark Miasma
Power Pool: Leaping
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Mu Mastery
Villain Profile:
Level 1: Dark Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(5), Thundr-Acc/Dmg/Rchg(36), Thundr-Acc/Dmg/EndRdx(40), Thundr-Dmg/EndRdx/Rchg(43)
Level 1: Twilight Grasp -- Theft-Heal/Rchg(A), Theft-Acc/Heal(15), Theft-+End%(33), Nictus-Acc/Heal(34), Nictus-Heal/HP/Regen/Rchg(36), Nictus-%Dam(46)
Level 2: Gloom -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(5), Thundr-Acc/Dmg/Rchg(11), Thundr-Acc/Dmg/EndRdx(36), Thundr-Dmg/EndRdx/Rchg(40)
Level 4: Darkest Night -- DarkWD-ToHitDeb(A), DarkWD-ToHitdeb/Rchg/EndRdx(34), DarkWD-ToHitDeb/EndRdx(34), DarkWD-ToHitDeb/Rchg(37)
Level 6: Tar Patch -- ImpSwft-Dam%(A), RechRdx-I(7), RechRdx-I(7)
Level 8: Tenebrous Tentacles -- Det'tn-Acc/Dmg(A), Det'tn-Dmg/Rchg(9), Det'tn-Dmg/Rng(9), Det'tn-Acc/Dmg/EndRdx(11), Det'tn-Dmg/EndRdx/Rng(19), TotHntr-Dam%(37)
Level 10: Combat Jumping -- Ksmt-ToHit+(A)
Level 12: Night Fall -- Det'tn-Acc/Dmg(A), Det'tn-Dmg/Rng(13), Det'tn-Dmg/Rchg(13), Det'tn-Acc/Dmg/EndRdx(15), Det'tn-Dmg/EndRdx/Rng(19), Posi-Dam%(37)
Level 14: Super Jump -- Winter-ResSlow(A)
Level 16: Shadow Fall -- S'fstPrt-ResDam/Def+(A), LkGmblr-Def/EndRdx(17), LkGmblr-Def(17), LkGmblr-Rchg+(23)
Level 18: Hasten -- RechRdx-I(A), RechRdx-I(46)
Level 20: Fearsome Stare -- Abys-Acc/Rchg(A), Abys-EndRdx/Fear(21), Abys-Fear/Rng(21), Abys-Acc/Fear/Rchg(23), Abys-Dam%(25)
Level 22: Acrobatics -- EndRdx-I(A)
Level 24: Maneuvers -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(25), LkGmblr-Rchg+(27)
Level 26: Tactics -- GSFC-ToHit(A), GSFC-ToHit/Rchg/EndRdx(27), GSFC-ToHit/EndRdx(31), GSFC-Build%(50)
Level 28: Petrifying Gaze -- Lock-Acc/Hold(A), Lock-Acc/Rchg(29), Lock-Rchg/Hold(29), Lock-EndRdx/Rchg/Hold(31), Lock-Acc/EndRdx/Rchg/Hold(40), Lock-%Hold(42)
Level 30: Assault -- EndRdx-I(A)
Level 32: Howling Twilight -- Amaze-EndRdx/Stun(A), Amaze-Stun/Rchg(33), RechRdx-I(33)
Level 35: Vengeance -- LkGmblr-Rchg+(A)
Level 38: Dark Servant -- Nictus-Acc/Heal(A), Nictus-Acc/EndRdx/Heal/HP/Regen(39), Lock-Acc/Hold(39), Lock-Rchg/Hold(39), Nictus-Heal/HP/Regen/Rchg(43)
Level 41: Power Sink -- Efficacy-EndMod/Rchg(A), Efficacy-EndMod/Acc/Rchg(42), Efficacy-Acc/Rchg(42)
Level 44: Charged Armor -- TtmC'tng-ResDam/EndRdx(A), TtmC'tng-ResDam/EndRdx/Rchg(45), TtmC'tng-ResDam(45)
Level 47: Life Drain -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(48), Thundr-Dmg/Rchg(48), Thundr-Acc/Dmg/Rchg(48), Thundr-Acc/Dmg/EndRdx(50), Thundr-Dmg/EndRdx/Rchg(50)
Level 49: Torrent -- Acc-I(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- ULeap-Stlth(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Scourge
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(43)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(31), P'Shift-EndMod/Acc(45), P'Shift-EndMod/Rchg(46) -
Sonic/Nrg is a fabulous single target combo. Psi/Nrg is also quite exceptional. Psi Blast is a great single target ranger and can be combined with most any secondary for whatever type of utility you prefer.
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Quote:If you have 2 end reductions in each toggle, you should use the slots for the 2nd end reductions elsewhere (or make them Resist SOs if you have less than 3 resists in the toggles). One end reduction per toggle is plenty.I Everything is slotted for end reduction at the moment. (I think I have two in each toggle, and one per attack. I need MORE SLOTS! lol)
It is good to have 1 end reduction slotted in your attacks, but do you also have 1 Acc, 3 Dam? If you have less then 3 damage slotted, you are wasting endurance and if you miss you are wasting endurance.
Do not use Dark Regen at the end of a fight when only one or two enemies are left, unless it is the difference between living and dying. Save it to use after the alpha of the next spawn. This will require learning how much an alpha will do to you (which will vary from enemy type to enemy type) so that you do not jump into a spawn and die before you get to use DR.
Death Shroud can save you endurance if you are willing to turn it off and on throughout a mission. Think of it as an attack rather than a toggle you click on and ignore. Turn it on jump into a spawn, when you are down to one enemy left turn it off, and finally turn it back on before jumping into the next spawn (or only use it every other spawn, because it doesn't always recharge fast enough).
Once only one or two enemies are left, think about waiting for a cheaper attack to recharge to finish off an enemy who is near dead. Using Thunder or Storm Kick instead of CS or CAK will save you ~30% or more endurance if you can kill it with the cheaper attack. -
It is just a matter of preference, really. There is plenty for a single target character to help with in a team, although on a true stomp-smash team AoEs are indeed going to shine bright.
I generally prefer to play AoE characters (damage, debuff, and control). However, I have several single target specialists just because I like some variety every now and again. -
Drinking and posting do not mix.
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Stone Skin
See below
Rock Armor
Earth's Embrace
Dust to Dust (Resurgence clone power-wise, but uses the Zombie invasion get up and dirt falls off you animation)
For the 2nd power one of the following:
Propel Rocks - this is the Kaolin of Earth attack. Make the stats: 1.14 scale smashing and 1.14 scale lethal damage. -15% defense debuff. Mag 2 KB. 24 second recharge, 11.86 end cost. Give it 1.2 accuracy.
or
Grit - Physical Perfection clone
Instead of the self-rez, you could also give them another Animate Stone, but this one is on the 900s recharge, 240s duration plan. -
I believe they should have altered the Executioner's Shot animation to be 55-65 frames before it went live. It is harder to make that type of change now. Cryo Rounds should get a buff.
That being said, Pistols is a well rounded, solid blast set. It works great for all the ATs with access to it and does not need any changes to be on par with the other blast sets. It has its pros and cons just like all the other sets and some people will like it and others will not.
No one should ever think they are not producing enough damage when using Pistols. If you like the look of the animations, you can play this set and know that your character is doing its job just fine. -
I would not forgo damage slotting personally, but I can see short slotting a bit, especially when you consider the possibility of adding a musculature Alpha. Here is an idea where I toned down the procs some, while still retaining a large amount of them.
I liked the idea of getting to the Defense soft cap vs. even those 64% critters and I saw it was within easy reach, so I went for it where I could. I am going to tinker some more with the build to see if I can remove some of the procs and rearrange things to get more AoE and/or range defense (if possible, I'll get within 1 small luck of 59%).
Hero Plan by Mids' Hero Designer 1.91
http://www.cohplanner.com/
Click this DataLink to open the build!
Kant Tuch Dis: Level 50 Magic Defender
Primary Power Set: Force Field
Secondary Power Set: Dual Pistols
Power Pool: Leadership
Power Pool: Leaping
Power Pool: Medicine
Power Pool: Fighting
Ancillary Pool: Mace Mastery
Hero Profile:
Level 1: Deflection Shield -- S'dpty-Def/EndRdx(A), S'dpty-Def/Rchg(7), S'dpty-Def(11), S'dpty-Def/EndRdx/Rchg(43)
Level 1: Pistols -- Achilles-ResDeb%(A), Thundr-Acc/Dmg(3), Thundr-Dmg/EndRdx(34), Thundr-Acc/Dmg/Rchg(43), Dev'n-Hold%(45)
Level 2: Dual Wield -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Acc/Dmg/Rchg(9), ExStrk-Dam%(23), Dev'n-Hold%(34)
Level 4: Empty Clips -- Achilles-ResDeb%(A), LdyGrey-%Dam(5), Posi-Dam%(5), Posi-Acc/Dmg(19), Posi-Acc/Dmg/EndRdx(21), Posi-Dmg/Rng(46)
Level 6: Insulation Shield -- S'dpty-Def/EndRdx(A), S'dpty-Def/Rchg(7), S'dpty-Def(11), S'dpty-Def/EndRdx/Rchg(43)
Level 8: Maneuvers -- S'dpty-Def/EndRdx(A), S'dpty-Def/Rchg(9), S'dpty-Def/EndRdx/Rchg(23), S'dpty-Def(37), S'dpty-EndRdx(40)
Level 10: Combat Jumping -- Ksmt-ToHit+(A)
Level 12: Dispersion Bubble -- S'dpty-Def/EndRdx(A), S'dpty-Def/Rchg(13), S'dpty-Def(13), S'dpty-Def/EndRdx/Rchg(37), S'dpty-EndRdx(46)
Level 14: Tactics -- GSFC-ToHit(A), GSFC-ToHit/Rchg(15), GSFC-ToHit/Rchg/EndRdx(15), GSFC-Rchg/EndRdx(33), GSFC-ToHit/EndRdx(33), GSFC-Build%(45)
Level 16: Bullet Rain -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(17), Posi-Acc/Dmg/EndRdx(17), Posi-Dam%(19), ExStrk-Dam%(21)
Level 18: Swap Ammo
Level 20: Super Jump -- HO:Micro(A)
Level 22: Aid Other -- Numna-Heal(A), Numna-Heal/Rchg(25), Numna-Heal/EndRdx/Rchg(25), IntRdx-I(46)
Level 24: Aid Self -- Heal-I(A)
Level 26: Repulsion Bomb -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(27), Posi-Acc/Dmg/EndRdx(27), Posi-Dam%(31)
Level 28: Executioner's Shot -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(29), Thundr-Acc/Dmg/Rchg(29), Achilles-ResDeb%(31), Dev'n-Hold%(50)
Level 30: Assault -- EndRdx-I(A)
Level 32: Force Bubble -- RechRdx-I(A), RechRdx-I(33)
Level 35: Piercing Rounds -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(36), Posi-Acc/Dmg/EndRdx(36), Posi-Dam%(36)
Level 38: Hail of Bullets -- Erad-Dmg(A), Erad-%Dam(39), Erad-Acc/Dmg/Rchg(39), Erad-Dmg/Rchg(39), Sciroc-Acc/Rchg(40), Sciroc-Dam%(40)
Level 41: Scorpion Shield -- S'dpty-Def/EndRdx(A), S'dpty-Def/Rchg(42), S'dpty-Def(42), S'dpty-Def/EndRdx/Rchg(42)
Level 44: Boxing -- Empty(A)
Level 47: Tough -- S'fstPrt-ResDam/Def+(A), Aegis-ResDam/EndRdx(48), Aegis-ResDam(48), Aegis-ResDam/EndRdx/Rchg(48)
Level 49: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(50), LkGmblr-Rchg+(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- ULeap-Stlth(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Vigilance
Level 18: Chemical Ammunition
Level 18: Incendiary Ammunition
Level 18: Cryo Ammunition
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Health -- Mrcl-Rcvry+(A), Numna-Heal(37), Numna-Regen/Rcvry+(45)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(31), P'Shift-EndMod/Acc(34)