Twilight_Snow

Legend
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  1. I made one below. I'm not sure if you think it is decent or not.

    Villain Plan by Mids' Villain Designer 1.81
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Brute
    Primary Power Set: Super Strength
    Secondary Power Set: Dark Armor
    Power Pool: Leaping
    Power Pool: Fitness
    Power Pool: Fighting
    Ancillary Pool: Soul Mastery

    Villain Profile:
    Level 1: Punch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(3), KntkC'bat-Dmg/EndRdx/Rchg(5), Mako-Acc/Dmg/EndRdx/Rchg(39)
    Level 1: Dark Embrace -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(5), RctvArm-ResDam/Rchg(7), RctvArm-ResDam/EndRdx/Rchg(7)
    Level 2: Haymaker -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(9), KntkC'bat-Dmg/Rchg(9), KntkC'bat-Dmg/EndRdx/Rchg(11), Mako-Acc/Dmg/EndRdx/Rchg(39)
    Level 4: Murky Cloud -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(11), RctvArm-ResDam/Rchg(13), RctvArm-ResDam/EndRdx/Rchg(13)
    Level 6: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 8: Knockout Blow -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(15), KntkC'bat-Dmg/Rchg(17), KntkC'bat-Dmg/EndRdx/Rchg(17), Mako-Acc/EndRdx/Rchg(40), Mako-Acc/Dmg/EndRdx/Rchg(40)
    Level 10: Obsidian Shield -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(19), RctvArm-ResDam/Rchg(19), RctvArm-ResDam/EndRdx/Rchg(27)
    Level 12: Swift -- Run-I(A)
    Level 14: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(15)
    Level 16: Dark Regeneration -- Theft-+End%(A), Dct'dW-Heal/Rchg(36), Dct'dW-Heal/EndRdx/Rchg(37), H'zdH-Heal/EndRdx/Rchg(37), Nictus-Acc/EndRdx/Heal/HP/Regen(37), Nictus-Acc/EndRdx/Rchg(39)
    Level 18: Rage -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(27), RechRdx-I(43), HO:Membr(43)
    Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod/Acc(21), P'Shift-EndMod(21), P'Shift-EndMod/Rchg(23)
    Level 22: Cloak of Darkness -- LkGmblr-Rchg+(A), LkGmblr-Def(23), LkGmblr-Def/EndRdx(25), LkGmblr-Def/EndRdx/Rchg(25)
    Level 24: Death Shroud -- Sciroc-Dmg/EndRdx(A), Sciroc-Acc/Dmg/EndRdx(33), M'Strk-Dmg/EndRdx(34), M'Strk-Acc/Dmg/EndRdx(34)
    Level 26: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(34), KntkC'bat-Dmg/Rchg(36), KntkC'bat-Dmg/EndRdx/Rchg(36)
    Level 28: Tough -- S'fstPrt-ResDam/Def+(A), RctvArm-EndRdx(29), RctvArm-ResDam(29), RctvArm-ResDam/EndRdx(33), RctvArm-ResDam/EndRdx/Rchg(33)
    Level 30: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(31), LkGmblr-Def/EndRdx(31), LkGmblr-Def/EndRdx/Rchg(31)
    Level 32: Foot Stomp -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Dmg(40), Erad-Dmg/Rchg(42), Erad-Acc/Dmg/Rchg(42), FrcFbk-Rchg/EndRdx(42), FrcFbk-Rechg%(43)
    Level 35: Oppressive Gloom -- HO:Endo(A)
    Level 38: Soul Transfer -- Dsrnt-I(A)
    Level 41: Soul Tentacles -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(45), Enf'dOp-Acc/EndRdx(45), Enf'dOp-Immob/Rng(46), Enf'dOp-Acc/Immob/Rchg(46), Enf'dOp-Acc/Immob(46)
    Level 44: Dark Obliteration -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(45), Posi-Dmg/Rchg(50), Posi-Dam%(50), Posi-Acc/Dmg/EndRdx(50)
    Level 47: Taunt -- Mocking-Taunt(A), Mocking-Taunt/Rchg(48), Mocking-Taunt/Rchg/Rng(48), Mocking-Taunt/Rng(48)
    Level 49: Super Jump -- Winter-ResSlow(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Clrty-Stlth(A)
    Level 2: Rest -- Empty(A)
    Level 1: Fury
    Level 4: Ninja Run
  2. Quote:
    Originally Posted by Silas View Post
    No Quick Strike and swapping my ranged attack from Mu Bolts to Focused Burst. In fairness, I barely use Focused Burst now and I doubt I'd get a whole lot more use out of Mu Bolts. So that would be okay, since I would only really use it for occasionally tagging a far away dude and the bonuses than part of my actual attack chain.
    You need QS to fill the gap in the attack chain. I agree that it is not ideal to lose QS. If you're ok with a slightly lower DPS attack chain, you can try CS-SB-FB-SB-BB. It is a smooth chain with the recharge that you have. If you have focused burst in your current build, you can give it a try to see how it feels like.
  3. I modifed your build. I'll leave it to you to judge whether the build is better or not.

    Hero Plan by Mids' Hero Designer 1.81
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Scrapper
    Primary Power Set: Kinetic Melee
    Secondary Power Set: Shield Defense
    Power Pool: Speed
    Power Pool: Fighting
    Power Pool: Leaping
    Ancillary Pool: Mu Mastery

    Hero Profile:
    Level 1: Body Blow -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(15), Mako-Dmg/Rchg(15), Mako-Acc/EndRdx/Rchg(17), Mako-Acc/Dmg/EndRdx/Rchg(17), Mako-Dam%(19)
    Level 1: Deflection -- LkGmblr-Rchg+(A), LkGmblr-Def(3), LkGmblr-Def/EndRdx(3), LkGmblr-Def/EndRdx/Rchg(5), S'fstPrt-ResDam/Def+(5)
    Level 2: Battle Agility -- LkGmblr-Rchg+(A), LkGmblr-Def(7), LkGmblr-Def/EndRdx(7), LkGmblr-Def/EndRdx/Rchg(9)
    Level 4: Smashing Blow -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(19), T'Death-Dmg/Rchg(21), T'Death-Acc/Dmg/EndRdx(21), T'Death-Dmg/EndRdx/Rchg(23), T'Death-Dam%(23)
    Level 6: Power Siphon -- GSFC-ToHit(A), GSFC-ToHit/Rchg(9), GSFC-ToHit/Rchg/EndRdx(11), GSFC-Rchg/EndRdx(11), GSFC-ToHit/EndRdx(13), GSFC-Build%(13)
    Level 8: True Grit -- Heal-I(A)
    Level 10: Active Defense -- HO:Membr(A)
    Level 12: Hasten -- RechRdx-I(A), RechRdx-I(39)
    Level 14: Super Speed -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(40)
    Level 16: Against All Odds -- EndRdx-I(A)
    Level 18: Burst -- Armgdn-Dam%(A), Armgdn-Dmg/Rchg(31), Armgdn-Acc/Dmg/Rchg(31), Armgdn-Acc/Rchg(33), Armgdn-Dmg/EndRdx(33)
    Level 20: Phalanx Fighting -- LkGmblr-Rchg+(A)
    Level 22: Boxing -- Empty(A)
    Level 24: Tough -- Aegis-ResDam/EndRdx(A), Aegis-Psi/Status(25), Aegis-EndRdx/Rchg(25), Aegis-ResDam/EndRdx/Rchg(29), Aegis-ResDam(31)
    Level 26: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(27), LkGmblr-Def/EndRdx(27), LkGmblr-Def/EndRdx/Rchg(29)
    Level 28: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 30: Focused Burst -- Apoc-Dam%(A), Apoc-Dmg/Rchg(40), Apoc-Acc/Dmg/Rchg(40), Apoc-Acc/Rchg(43), Apoc-Dmg/EndRdx(43)
    Level 32: Concentrated Strike -- Hectmb-Dam%(A), Hectmb-Dmg/Rchg(33), Hectmb-Acc/Dmg/Rchg(34), Hectmb-Acc/Rchg(34), Hectmb-Dmg/EndRdx(34), EndRdx-I(37)
    Level 35: Shield Charge -- Oblit-Dmg(A), Oblit-Acc/Rchg(36), Oblit-Dmg/Rchg(36), Oblit-Acc/Dmg/Rchg(36), Oblit-Acc/Dmg/EndRdx/Rchg(37), Oblit-%Dam(37)
    Level 38: One with the Shield -- GA-3defTpProc(A)
    Level 41: Zapp -- Mantic-Acc/Dmg(A), Mantic-Dmg/EndRdx(42), Mantic-Acc/ActRdx/Rng(42), Mantic-Dmg/ActRdx/Rchg(42), Mantic-Dmg/EndRdx/Rchg(43)
    Level 44: Ball Lightning -- Ragnrk-Knock%(A), Ragnrk-Dmg/Rchg(45), Ragnrk-Acc/Dmg/Rchg(45), Ragnrk-Acc/Rchg(45), Ragnrk-Dmg/EndRdx(46)
    Level 47: Summon Adept -- C'Arms-Acc/Rchg(A), C'Arms-Acc/Dmg(48), C'Arms-Dmg/EndRdx(48), C'Arms-Acc/Dmg/Rchg(48), C'Arms-EndRdx/Dmg/Rchg(50), C'Arms-+Def(Pets)(50)
    Level 49: Grant Cover -- EndRdx-I(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Critical Hit
    Level 4: Ninja Run
    ------------
    Set Bonus Totals:
    • 18% DamageBuff(Smashing)
    • 18% DamageBuff(Lethal)
    • 18% DamageBuff(Fire)
    • 18% DamageBuff(Cold)
    • 18% DamageBuff(Energy)
    • 18% DamageBuff(Negative)
    • 18% DamageBuff(Toxic)
    • 18% DamageBuff(Psionic)
    • 5% Defense
    • 11% Defense(Smashing)
    • 11% Defense(Lethal)
    • 13.19% Defense(Fire)
    • 13.19% Defense(Cold)
    • 10.69% Defense(Energy)
    • 10.69% Defense(Negative)
    • 6% Defense(Psionic)
    • 16% Defense(Melee)
    • 15.38% Defense(Ranged)
    • 15.69% Defense(AoE)
    • 96.25% Enhancement(RechargeTime)
    • 81% Enhancement(Accuracy)
    • 5% FlySpeed
    • 170.67 HP (12.75%) HitPoints
    • 5% JumpHeight
    • 5% JumpSpeed
    • MezResist(Held) 6.05%
    • MezResist(Immobilize) 6.05%
    • MezResist(Stun) 2.2%
    • 17% (0.284 End/sec) Recovery
    • 58% (3.242 HP/sec) Regeneration
    • 1.89% Resistance(Smashing)
    • 1.89% Resistance(Lethal)
    • 7.56% Resistance(Fire)
    • 7.56% Resistance(Cold)
    • 3% Resistance(Psionic)
    • 10% RunSpeed
    • 2.5% XPDebtProtection
  4. Your choice looks alright to me. It's quite typical to take everything in electric armor. For kinetic melee, I believe you can drop an attack or two eventually. Since you're pairing up with a kinetics corruptor, and you decide to use hasten, you'll have pretty high recharge rate. Maybe you can drop quick strike at higher level, although it is still good to have it at the beginning. If you let your wife handle ranged attacks, you can drop focused burst as well, which doesn't have very good dpa.

    You can also wait till I19 for the inherent fitness, then you have more room for pool powers, for example fighting or leadership to stack with your wife. I think ELA and kinetics may be an interesting combo to play sapping.
  5. If you're interested in softcapping e/ne defense in addition to s/l defense, I modified your build slightly to achieve that.

    Villain Plan by Mids' Villain Designer 1.81
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Natural Brute
    Primary Power Set: Fiery Melee
    Secondary Power Set: Willpower
    Power Pool: Speed
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Leadership
    Ancillary Pool: Energy Mastery

    Villain Profile:
    Level 1: Fire Sword -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(40), KntkC'bat-Dmg/Rchg(43), KntkC'bat-Dmg/EndRdx/Rchg(43)
    Level 1: High Pain Tolerance -- Numna-Heal(A), Numna-Heal/EndRdx(15), Numna-Heal/Rchg(25), S'fstPrt-ResDam/Def+(37)
    Level 2: Mind Over Body -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(3), RctvArm-ResDam/Rchg(3), RctvArm-ResDam/EndRdx/Rchg(11), GA-3defTpProc(15)
    Level 4: Cremate -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(5), KntkC'bat-Dmg/Rchg(5), KntkC'bat-Dmg/EndRdx/Rchg(11), C'ngImp-Acc/Dmg(48)
    Level 6: Fast Healing -- Numna-Heal(A), Numna-Heal/EndRdx(7), Numna-Heal/Rchg(7)
    Level 8: Build Up -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(9), RechRdx-I(9)
    Level 10: Indomitable Will -- LkGmblr-Rchg+(A)
    Level 12: Hasten -- RechRdx-I(A), RechRdx-I(13), RechRdx-I(13)
    Level 14: Super Speed -- Zephyr-ResKB(A)
    Level 16: Incinerate -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(17), KntkC'bat-Dmg/Rchg(17), KntkC'bat-Dmg/EndRdx/Rchg(25), C'ngImp-Acc/Dmg(46)
    Level 18: Rise to the Challenge -- Numna-Heal(A), Numna-Heal/EndRdx(19), Numna-Heal/Rchg(19)
    Level 20: Quick Recovery -- P'Shift-EndMod(A), P'Shift-EndMod/Acc(21), P'Shift-EndMod/Rchg(21), P'Shift-End%(23)
    Level 22: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 24: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(34), KntkC'bat-Dmg/Rchg(40), KntkC'bat-Dmg/EndRdx/Rchg(40)
    Level 26: Fire Sword Circle -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Dmg(27), Erad-Acc/Rchg(27), C'ngBlow-Acc/Dmg(34), C'ngBlow-Dmg/EndRdx(37), C'ngBlow-Acc/Rchg(37)
    Level 28: Tough -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(29), RctvArm-ResDam/Rchg(29), RctvArm-ResDam/EndRdx/Rchg(31)
    Level 30: Heightened Senses -- LkGmblr-Rchg+(A), LkGmblr-Def(31), LkGmblr-Def/EndRdx(31)
    Level 32: Greater Fire Sword -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(33), KntkC'bat-Dmg/Rchg(33), KntkC'bat-Dmg/EndRdx/Rchg(33), C'ngImp-Acc/Dmg(34)
    Level 35: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(36), LkGmblr-Def/EndRdx(36), LkGmblr-Def/EndRdx/Rchg(36), Ksmt-ToHit+(46)
    Level 38: Strength of Will -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(39), RctvArm-ResDam/Rchg(39), RctvArm-ResDam/EndRdx/Rchg(39)
    Level 41: Superior Conditioning -- P'Shift-End%(A)
    Level 44: Laser Beam Eyes -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(45), Thundr-Dmg/Rchg(45), Thundr-Acc/Dmg/Rchg(45), Thundr-Acc/Dmg/EndRdx(46), Thundr-Dmg/EndRdx/Rchg(48)
    Level 47: Physical Perfection -- P'Shift-End%(A), P'Shift-EndMod(48)
    Level 49: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(50), LkGmblr-Def/EndRdx/Rchg(50), LkGmblr-Def(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Fury
    Level 4: Ninja Run
  6. Quote:
    Originally Posted by FredrikSvanberg View Post
    I propose that powersets could have several optional powers for each tier. If a new power is invented that would fit into one of the existing powersets, it could be allowed as an option. Example: old Moment of Glory could be offered as an option alongside the new Moment of Glory. Someone is bound to have preferred the old version.
    Good idea. Actually, the idea is ok regardless of the cottage rule phenomenon.

    Quote:
    Originally Posted by FredrikSvanberg View Post
    Since the damn "cottage rule" pops up every time someone comes up with an idea for changing one powerset or another
    I think cottage rule is just a rough guideline for players, and not meant to be a rigid rule. If a change is really necessary and can't done without significant change, then cottage rule does not apply. Most people do not justify their suggestions that their proposals are necessary and can't be done otherwise (to be fair, such justification is difficult in general). This makes it convenient for other people to jranger easily.

    I feel that cottage rule is just a convenient excuse when people don't like a suggestion. It is not necessary that the real reason behind the objection is the cottage rule. Most of the time, I think there is a point when people say no to suggestions, but maybe the cottage rule is used too often.
  7. Your build has 6 LotG +7.5. I suggest to move the BotZ slots to battle agility, and replace the LotG set by Red Fortune. This way, you can get the ranged defense bonus that you want, and get a little more +recharge as well.

    Villain Plan by Mids' Villain Designer 1.81
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Soluzione: Level 50 Natural Brute
    Primary Power Set: Electrical Melee
    Secondary Power Set: Shield Defense
    Power Pool: Speed
    Power Pool: Fitness
    Power Pool: Fighting
    Power Pool: Leaping
    Ancillary Pool: Soul Mastery

    Villain Profile:
    Level 1: Havoc Punch -- T'Death-Dmg/EndRdx/Rchg(A), T'Death-Dam%(3), T'Death-Dmg/EndRdx(3), T'Death-Acc/Dmg(5), T'Death-Acc/Dmg/EndRdx(5), T'Death-Dmg/Rchg(7)
    Level 1: Deflection -- LkGmblr-Def/EndRdx(A), LkGmblr-Rchg+(7), LkGmblr-Def(9), Aegis-ResDam(9), Aegis-Psi/Status(11), Aegis-ResDam/EndRdx(11)
    Level 2: Battle Agility -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(13), RedFtn-EndRdx/Rchg(13), RedFtn-Def/EndRdx/Rchg(15), RedFtn-Def(48), RedFtn-EndRdx(50)
    Level 4: True Grit -- Numna-Heal(A), Numna-Heal/EndRdx(17), Numna-Heal/Rchg(17), Aegis-ResDam/EndRdx(19), Aegis-ResDam/Rchg(19), Aegis-ResDam(21)
    Level 6: Build Up -- GSFC-Build%(A), GSFC-ToHit/Rchg(15), GSFC-ToHit(21), GSFC-ToHit/Rchg/EndRdx(23), GSFC-ToHit/EndRdx(29), GSFC-Rchg/EndRdx(37)
    Level 8: Thunder Strike -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(23), Sciroc-Dmg/Rchg(25), Sciroc-Acc/Rchg(25), Sciroc-Acc/Dmg/EndRdx(27)
    Level 10: Active Defense -- HO:Membr(A), HO:Cyto(27)
    Level 12: Hasten -- RechRdx-I(A), RechRdx-I(29)
    Level 14: Super Speed -- Clrty-Stlth(A)
    Level 16: Against All Odds -- EndRdx-I(A)
    Level 18: Hurdle -- Jump-I(A)
    Level 20: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(50)
    Level 22: Stamina -- P'Shift-End%(A), P'Shift-EndMod(36), P'Shift-EndMod/Rchg(37), P'Shift-EndMod/Acc(50)
    Level 24: Phalanx Fighting -- LkGmblr-Rchg+(A)
    Level 26: Chain Induction -- Mako-Acc/Dmg(A), Mako-Dam%(31), Mako-Acc/Dmg/EndRdx/Rchg(31), Mako-Dmg/Rchg(31), Mako-Dmg/EndRdx(34), Mako-Acc/EndRdx/Rchg(34)
    Level 28: Kick -- Acc-I(A)
    Level 30: Tough -- Aegis-ResDam(A), Aegis-ResDam/Rchg(36), Aegis-EndRdx/Rchg(36), Aegis-ResDam/EndRdx(46), Aegis-ResDam/EndRdx/Rchg(46), S'fstPrt-ResDam/Def+(48)
    Level 32: Lightning Rod -- Oblit-Dmg(A), Oblit-%Dam(33), Oblit-Acc/Dmg/EndRdx/Rchg(33), Oblit-Acc/Rchg(33), Oblit-Dmg/Rchg(34), Oblit-Acc/Dmg/Rchg(48)
    Level 35: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(37), LkGmblr-Def/EndRdx/Rchg(40), LkGmblr-Def/EndRdx(40)
    Level 38: Shield Charge -- Oblit-%Dam(A), Oblit-Acc/Dmg/EndRdx/Rchg(39), Oblit-Dmg(39), Oblit-Acc/Rchg(39), Oblit-Dmg/Rchg(40), Oblit-Acc/Dmg/Rchg(43)
    Level 41: Gloom -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx/Rchg(42), Thundr-Acc/Dmg/EndRdx(42), Thundr-Acc/Dmg/Rchg(42), Thundr-Dmg/EndRdx(43), Thundr-Dmg/Rchg(43)
    Level 44: Dark Obliteration -- Ragnrk-Acc/Rchg(A), Ragnrk-Knock%(45), Ragnrk-Dmg/Rchg(45), Ragnrk-Acc/Dmg/Rchg(45), Ragnrk-Dmg/EndRdx(46)
    Level 47: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 49: Grant Cover -- LkGmblr-Rchg+(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Fury
    Level 2: Ninja Run
  8. Quote:
    Originally Posted by Leo_G View Post
    Increasing the sets defense to smashing/lethal isn't something you can just add unless you can prove the set should have it. Honestly, that it has decent defense just below the equivalent SR justifies it's huge benefits to endurance management.
    When the energy aura thread was still a sticky in the brute forum, buffing the toggles was one of the suggestions. My overall comment on energy aura is that the toggles and passives are just standard, but the unique features (stealth and endurance management) are not appealing enough to players. One way is to improve the unique features mainly. Another way is to make the toggles and passives superior such that players can feel ok with the so-so unique features. However, I tend to agree with you that the toggles and passives by themselves are probably ok.

    Quote:
    Originally Posted by Leo_G View Post
    The reason I stated you have to give a purpose to increase the smashing/lethal defense values is because the devs intentionally made those values lower for the EA set. It's a different from positional defense, where if they wanted a set to have a weakness to fire or cold attacks, they'd have to use some other mechanic to do it. No, the devs wanted the set to be less effective on pure physical attacks...at least weaker compared to elemental or energy attacks.

    IMO, we should get increased values to fire, cold and negative energy because that's more thematic for EA.
    I think the main weakness of EA is psionic. If you consider energy as "positive" energy, then negative energy should be another weakness of EA. Apparently, the design is to make EA more effective against elemental compared to physical attacks.


    Going back to the suggestions made by KoolKat5.

    Quote:
    Originally Posted by KoolKat5 View Post
    Rip and tear into this as much as you want, but I think these kind of buffs would put the set from possibly the most under performing defensive set (IMO) to a respective force for soloing and teaming, having bases covered and at the same time having the tools needed to recover from an event in which it fails.
    I agree that your revamped energy aura would become a respective force for soloing and teaming.

    I don't have specific comments on your suggestions. Overall, they should be quite appealing to players. As players, we love to have multiple layers of mitigation including defense, resistance, hp, and regeneration. Basically, we love well-rounded power set that can survive situations when everyone else faceplant. However, this is also probably something the dev try not to make. Ideally, every power set should be unique and play differently, and has its weakness such that the character needs the help of others at some point.
  9. Quote:
    Originally Posted by last_skull View Post
    I know the endurance woes of dark armor (still love it), but I'm not sure about fiery melee endurance usage. I like dark's defenses and death shroud, and fiery melee has both ST and AoE attacks. I was just wondering if it's a bad combination endurance wise, and how long would it take to overcome with IO's?
    Fire melee is not particularly endurance heavy, so the combo is ok. There are many +recovery and +max end from IO set bonus, accolades, and the energy mastery power pool. Slotting theft of essence: chance for +end into dark regeneration should help a lot too.
  10. For your defense bonus, I think you can do better focusing on typed defense rather than positional defense, because willpower has some typed defense to start with.
  11. Quote:
    Originally Posted by Archantos View Post
    Greetings all. This is the current build that i have on my fire melee/Willpower. I have thought about toying with the epic/patron pools to get a nice AoE in his attack chain. Any and all advice is welcome.
    It would be nice to grab an extra aoe from the ancillary or patron power pools. I think it's a bit difficult right now since you're picking maneuvers for extra defense. Maybe you can wait till fitness becoming inherent. For your build, I made some modifications. You can compare and see what I have changed.

    Hero Plan by Mids' Hero Designer 1.81
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Frotus: Level 50 Science Scrapper
    Primary Power Set: Fiery Melee
    Secondary Power Set: Willpower
    Power Pool: Leaping
    Power Pool: Fitness
    Power Pool: Fighting
    Power Pool: Leadership

    Hero Profile:
    Level 1: Scorch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(5), KntkC'bat-Dmg/Rchg(7), KntkC'bat-Dmg/EndRdx/Rchg(7), Mako-Acc/Dmg/EndRdx/Rchg(37)
    Level 1: High Pain Tolerance -- Numna-Heal(A), Numna-Heal/EndRdx(15), Numna-Heal/Rchg(17)
    Level 2: Mind Over Body -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(3), RctvArm-ResDam/Rchg(3), RctvArm-ResDam/EndRdx/Rchg(5)
    Level 4: Cremate -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(9), KntkC'bat-Dmg/Rchg(9), KntkC'bat-Dmg/EndRdx/Rchg(15), Mako-Acc/Dmg/EndRdx/Rchg(40)
    Level 6: Combat Jumping -- LkGmblr-Rchg+(A), Ksmt-ToHit+(39)
    Level 8: Hurdle -- Jump-I(A)
    Level 10: Indomitable Will -- LkGmblr-Rchg+(A), LkGmblr-Def(11), LkGmblr-Def/EndRdx(11), LkGmblr-Def/EndRdx/Rchg(13)
    Level 12: Build Up -- Rec'dRet-ToHit/Rchg(A), Rec'dRet-ToHit(13)
    Level 14: Super Jump -- Winter-ResSlow(A)
    Level 16: Rise to the Challenge -- Numna-Heal(A), Numna-Heal/EndRdx(17), Numna-Heal/Rchg(23)
    Level 18: Fire Sword Circle -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Dmg(19), Erad-Acc/Rchg(19), C'ngBlow-Dmg/EndRdx(21), C'ngBlow-Dmg/Rchg(21), C'ngBlow-Acc/Rchg(23)
    Level 20: Quick Recovery -- P'Shift-End%(A), P'Shift-EndMod/Acc(25), P'Shift-EndMod(25), P'Shift-EndMod/Rchg(43)
    Level 22: Health -- RgnTis-Regen+(A), Mrcl-Rcvry+(34), Numna-Regen/Rcvry+(37), Numna-Heal(46)
    Level 24: Stamina -- P'Shift-End%(A), P'Shift-EndMod/Acc(34), P'Shift-EndMod(37), P'Shift-EndMod/Rchg(43)
    Level 26: Incinerate -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(27), KntkC'bat-Dmg/Rchg(27), KntkC'bat-Dmg/EndRdx/Rchg(31), Mako-Acc/Dmg/EndRdx/Rchg(40)
    Level 28: Heightened Senses -- LkGmblr-Rchg+(A), LkGmblr-Def(29), LkGmblr-Def/EndRdx(29), LkGmblr-Def/EndRdx/Rchg(31)
    Level 30: Fast Healing -- Numna-Heal(A), Numna-Heal/EndRdx(31), Numna-Heal/Rchg(34)
    Level 32: Greater Fire Sword -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(33), KntkC'bat-Dmg/Rchg(33), KntkC'bat-Dmg/EndRdx/Rchg(33), Mako-Acc/EndRdx/Rchg(39), Mako-Acc/Dmg/EndRdx/Rchg(40)
    Level 35: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(36), KntkC'bat-Dmg/Rchg(36), KntkC'bat-Dmg/EndRdx/Rchg(36)
    Level 38: Strength of Will -- ResDam-I(A), ResDam-I(39)
    Level 41: Tough -- S'fstPrt-ResDam/Def+(A), RctvArm-ResDam(42), RctvArm-ResDam/EndRdx(42), RctvArm-EndRdx(42), RctvArm-ResDam/EndRdx/Rchg(43)
    Level 44: Confront -- Zinger-Taunt(A), Zinger-Taunt/Rchg(45), Zinger-Taunt/Rchg/Rng(45), Zinger-Acc/Rchg(45), Zinger-Taunt/Rng(46), Zinger-Dam%(46)
    Level 47: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(48), LkGmblr-Def/EndRdx(48), LkGmblr-Def/EndRdx/Rchg(48)
    Level 49: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(50), LkGmblr-Def/EndRdx(50), LkGmblr-Def/EndRdx/Rchg(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Critical Hit
    Level 4: Ninja Run
  12. Part 2. Optimal attack chain for fiery melee
    1. An overview of the fiery melee power set

      Fiery melee is one of the highest single-target dps primary power sets for brutes. Fiery melee consists of 5 single-target attacks (scorch, fire sword, cremate, incinerate, and greater fire sword), 1 pbaoe attack (fire sword circle), and 1 targeted aoe attack (breath of fire). Utilities include build up and taunt. The power set has a fairly standard line up with an emphasis on single-target damage. Fire sword circle is the main aoe attack of the power set, as breath of fire only has a narrow short cone. You may find it helpful to pick extra aoe attacks from either the patron power pools or ancillary power pools. A brief description and detailed specification of each power can be found in the Paragon wiki web site and City of Data respectively.

      In terms of damage types, the 3 swords (fire sword, greater fire sword, and fire sword circle) deal fire/lethal damage, while cremate has fire/smashing damage. Scorch, incinerate, and breath of fire deal pure fire damage. The secondary effect of fiery melee is a dot (damage over time), except incinerate which is a dot by itself. Depending on the attack, the dot consists of 3 to 5 ticks of fire damage. Compared to smashing and lethal damage, fire is a less resisted damage type.

    2. Single-target attack chain

      An attack chain is a sequence of attacks. Ideally, an attack chain should be smooth such that there is no time gap in between two consecutive attacks. Usually, a high dps (damage per second) attack chain is sought. It is in fact quite easy to find the highest dps attack chain. By putting together the attacks with the highest dpa (damage per activation), the highest dps can be achieved.

      For fiery melee, the highest dpa attacks are incinerate, greater fire sword, and cremate. Therefore, you just need to have high enough recharge rate such that you can cycle these three attacks without any time gap in between. However, such attack chain requires recharge rate at the level of perma-hasten (that is, hasten is immediately available as it expires). Since not everyone has a multi-billion purple build, the goal of this guide is to suggest attack chains for builds with a low to medium level of recharge rate such that the dps can be optimized. This may give you some ideas on which attacks are crucial, and which attacks can be skipped. If you have specific attack chain in your mind, the guide can also give some rough ideas on the necessary recharge rates.

      • Technical details:

        What I do here is that for a given recharge rate, I run an automated script to search all the possible attack chains to find the one with the highest dps. The recharge rate is specified by a percentage. A recharge rate of 100% reduces the recharge time of a power by half. 200% reduces the recharge time to one third. The recharge rate does not differentiate between the source of the recharge reduction, which includes the effect of recharge reduction enhancements, global recharge bonus and alpha slot. For simplicity, I assume that every power is slotted with the same amount of recharge reduction enhancements.

        Technically, it is impossible to search all the possible attack chains. Simplification is made by assuming that an attack chain is periodically repeating itself. The number of attacks in one cycle of a periodically repeating attack chain is limited to a maximum of 10. In addition, the effect of build up and fury are not taken into account.

      • Suggestion on single-target attack chain

        Short form is used to denote the attacks in an attack chain: SCO for scorch, FS for fire sword, CRE for cremate, INC for incinerate, and GFS for greater fire sword. Each row is for a specific recharge rate with an increment of 33%, which roughly corresponds to slotting an additional SO. In addition to dps, eps (endurance per second) and the time to cycle through one period of the attack chain are listed. You can add the eps provided here to the endurance usage in Mids' planner to estimate the total amount of recovery needed to sustain fighting indefinitely. Both dps and eps do not take into account the effect of enhancements.

        Certain permutations of the attacks in an attack chain can give the same dps. Here, I only list one of them for each recharge rate. Note that not all permutations are equivalent in terms of dps if the same attack appears twice or more in an attack chain, because that attack may not have time to recharge if the ordering is not right.

        Recharge rate..Attack chain......................................dps....eps......Cycle time (s)
        33%...............GFS>SCO>FS>INC>SCO>CRE>FS>SCO...47.7....4.29....12.8
        66%...............GFS>FS>INC>CRE>FS>SCO..................48.4....4.41....10.46
        100%.............GFS>INC>CRE>FS>SCO........................49.6....4.45....8.84
        133%.............GFS>INC>CRE>FS...............................51.3....4.56....7.66
        166%.............GFS>INC>CRE>FS...............................51.3....4.56....7.66
        200%.............GFS>INC>CRE>FS>INC>CRE..................51.7....4.47....11.25
        233%.............GFS>INC>CRE....................................53.0....4.60....6.11
        266%.............GFS>INC>CRE....................................53.4....4.62....6.07

        From a dps point of view, greater fire sword, incinerate, and cremate are the crucial attacks that you should not skip. Although greater fire sword has a long animation and incinerate is a dot, they contribute significantly regardless of the recharge rate. Scorch is a filler attack, which can be skipped if your recharge rate is high enough or a replacement attack can be found.

        As expected, the highest dps attack chain is GFS>INC>CRE. Basically, a lower recharge attack chain can be constructed by shoving into the best attack chain with lower dpa attacks like fire sword and scorch in some specific way such that the long-recharging attacks (GFS and INC) can have enough time to recharge. Actually, a low-recharge attack chain is only ~10% lower in dps compared to the best. While this does not take into account build up and damage proc, a cheap build is not necessarily a lot worse than a highly optimized one.

        For recharge rate lower than ~100%, it is necessary to have a filler attack. For fiery melee, a good filler attack is scorch. For a tight build, boxing from the fighting pool can be used in place of scorch as the fighting pool is usually taken for melee characters. There are significant improvements in dps by increasing the recharge rate from 33% to 133%. 33% corresponds to slotting one recharge reduction SO into each attack. 133% is roughly slotting two recharge reduction SOs and a global recharge of ~60%, which can be quite easily achieved for a defense-based IO build using LotG in the defense toggles. After that, there is a plateau in dps with higher recharge rate till you can achieve GFS>INC>CRE as the attack chain. However, it would be quite an expensive setup.

        Since the build in Part 1 of the guide suggests Soul mastery and gloom is an attack with pretty high dpa, I also did a similar analysis of single-target attack chains for various recharge rates taking gloom into account. In the table below, GLO stands for gloom.

        Recharge rate..Attack chain......................................dps.....eps......Cycle time (s)
        33%...............GFS>GLO>INC>SCO>CRE>FS>SCO..........48.3....4.72....11.51
        66%...............GFS>GLO>INC>CRE>FS>SCO.................50.5....4.92....10.16
        100%.............GFS>GLO>INC>CRE>FS.........................52.1....5.08....8.98
        133%.............GFS>GLO>INC>CRE>FS.........................52.1....5.08....8.98
        166%.............GFS>GLO>INC>CRE..............................53.8....5.24....7.39
        200%.............GFS>GLO>INC>CRE..............................53.8....5.24....7.39
        233%.............GFS>GLO>INC>CRE..............................53.8....5.24....7.39

        Using gloom does increase dps across the board, although eps increases correspondingly. The extra endurance usage should not be an issue for energy aura. The highest dps attack chain should be GLO>INC>CRE. However, it requires an even higher recharge rate than those considered here. With moderate investment in recharge rates, an attack chain with gloom can easily perform better than the best chain with only fiery melee attacks.
  13. Twilight_Snow

    Ultimate Respecs

    To the OP: Actually, the idea is ok.
  14. Twilight_Snow

    I am old.

    /em me sneak into your bed.
  15. Quote:
    Originally Posted by BenRGamer View Post
    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.
    Quote:
    Originally Posted by BenRGamer View Post
    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.
    You posted 3 IO builds. I'll comment on the last two. It is possible to soft cap defense without using pvp IOs. It's ok to use them. However, I would expect a really high-end build which does more than just soft-capping defense. I would avoid using too many obliteration and eradication IO sets in a build without efficient endurance management. Both IO sets don't offer much endurance reduction, so your character runs out of endurance easily. Lastly, reactive armor is not very efficient for raising positional defense. I would use Aegis instead. For your last build, there are several places where the "rule of 5" is violated in case you're not aware of it.

    Below, I re-slotted your build. Feel free to modify it to suit your needs.

    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: Leaping
    Power Pool: Fitness
    Power Pool: Fighting
    Ancillary Pool: Energy Mastery

    Villain Profile:
    Level 1: Pulverize -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(9), T'Death-Dmg/Rchg(9), T'Death-Acc/Dmg/EndRdx(11), T'Death-Dmg/EndRdx/Rchg(11), T'Death-Dam%(13)
    Level 1: Deflection -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(3), LkGmblr-Def/Rchg(3), LkGmblr-Def/EndRdx/Rchg(5), S'fstPrt-ResDam/Def+(40)
    Level 2: Battle Agility -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(5), RedFtn-EndRdx/Rchg(7), RedFtn-Def/EndRdx/Rchg(7), RedFtn-Def(23), RedFtn-EndRdx(40)
    Level 4: Jawbreaker -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(13), Mako-Dmg/Rchg(15), Mako-Acc/EndRdx/Rchg(15), Mako-Acc/Dmg/EndRdx/Rchg(17), Mako-Dam%(17)
    Level 6: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 8: Clobber -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(19), Mako-Dmg/Rchg(19), Mako-Acc/EndRdx/Rchg(21), Mako-Acc/Dmg/EndRdx/Rchg(21), Mako-Dam%(23)
    Level 10: Active Defense -- HO:Membr(A), HO:Membr(46), HO:Membr(48)
    Level 12: Swift -- Run-I(A)
    Level 14: Super Jump -- Winter-ResSlow(A)
    Level 16: Against All Odds -- EndRdx-I(A)
    Level 18: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(43), Numna-Heal/EndRdx(46)
    Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod/Acc(42), P'Shift-EndMod(42), P'Shift-EndMod/Rchg(42)
    Level 22: Phalanx Fighting -- LkGmblr-Rchg+(A)
    Level 24: Build Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg(25), GSFC-ToHit/Rchg/EndRdx(25), GSFC-Rchg/EndRdx(39), GSFC-ToHit/EndRdx(39), GSFC-Build%(40)
    Level 26: Shatter -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(27), M'Strk-Dmg/Rchg(27), M'Strk-Acc/EndRdx(34), M'Strk-Acc/Dmg/EndRdx(36), M'Strk-Dmg/EndRdx/Rchg(36)
    Level 28: Whirling Mace -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(29), M'Strk-Dmg/Rchg(29), M'Strk-Acc/EndRdx(31), M'Strk-Acc/Dmg/EndRdx(31), M'Strk-Dmg/EndRdx/Rchg(31)
    Level 30: True Grit -- Numna-Heal(A), Numna-Heal/EndRdx(43), Numna-Heal/Rchg(43)
    Level 32: Crowd Control -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(33), M'Strk-Dmg/Rchg(33), M'Strk-Acc/EndRdx(33), M'Strk-Acc/Dmg/EndRdx(34), M'Strk-Dmg/EndRdx/Rchg(34)
    Level 35: Shield Charge -- Oblit-Dmg(A), Oblit-Acc/Rchg(36), Oblit-Dmg/Rchg(37), Oblit-Acc/Dmg/Rchg(37), Oblit-Acc/Dmg/EndRdx/Rchg(37), Oblit-%Dam(39)
    Level 38: Boxing -- Empty(A)
    Level 41: Superior Conditioning -- P'Shift-End%(A)
    Level 44: Tough -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(45), Aegis-ResDam/Rchg(45), Aegis-EndRdx/Rchg(45), Aegis-ResDam/EndRdx/Rchg(46)
    Level 47: Physical Perfection -- P'Shift-End%(A), Mrcl-Rcvry+(48), RgnTis-Regen+(48)
    Level 49: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(50), LkGmblr-Def/EndRdx(50), LkGmblr-Def/EndRdx/Rchg(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Clrty-Stlth(A)
    Level 2: Rest -- Empty(A)
    Level 1: Fury
    Level 1: Ninja Run
  16. Quote:
    Originally Posted by Deganji View Post
    Edit: I don't come to the forums that often, so I wasn't aware this was a hot issue. Just ignore this and let it slip away.
    It's ok. There were many threads regarding knockbacks. In short, there isn't anything wrong with knockback. It is a playstyle that the whole team needs to work together. As such, it is not a popular playstyle. Usually, there are a lot of arguing in knockback suggestion threads because there are ways to imitate the effect of knockdown using knockback powers under existing game mechanics. In addition, it is unclear what would happen to this legitimate playstyle if players were given a choice between knockback and knockdown. Some people don't want such a fun playstyle to go extinct.

    Quote:
    Originally Posted by Deganji View Post
    Also, the people that come in an just say no, why no be constructive about why this would be a bad idea. I just want to play my damn hero without people
    There are usually not many constructive posts in knockback suggestion threads because people don't agree with the motivation to start with. While you think that knockdown needs fixing, and start making suggestions hoping that there can be fruitful discussions about the suggestions, some people don't think that knockdown has a problem to begin with. As time goes by with many such threads popping up, those people get sick and just say no without explanation.

    Quote:
    Originally Posted by Airhammer View Post
    I wish there was a way we could choose what effect we wanted on a power. For some I would totally choose knockback.. Others I would choose Knockdown..
    Quote:
    Originally Posted by Deganji View Post
    Expanding on what Airhammer said, what if you could select between knockback and knockdown at the tailor. When you are on the power customization screen, each power with KB could have two checkboxes, to select between KB and KD.

    Would that be something everyone could agree with? Not that it would ever happen, you'd have to have checkboxes for every aspect of the power or at least every powers secondary effect, and that would be a nightmare to code, I'd imagine.
    I think the idea is ok. Sounds funny that if I want to switch between kb and kd, I need to change my costumes.

    There was a recent suggestion called charge-up. The interesting thing about the idea is that it is a real-time control between kb and kd by pushing buttons differently. This way, you don't need to change builds or costumes to switch between kb and kd. Changing builds can't be done during combat as well. My own idea is to click a power for kb, but shift-click the power for kd, for example.
  17. Quote:
    Originally Posted by Gilia View Post
    I disagree about slotting Lightning Field for EndRedux/EndMods. The value is relatively low at base (-3% end every 2 seconds), and there's no -Recovery. This builds only source of -Recovery is Power Sink, so alone it wont' be flooring anyone's endurance without a second round of Power Sink, and by that time Lightning Field will only serve to help keep it there... we're talking about a fight that's lasted almost a minute for that to come up.
    I think this depends on real game play. If you solo a lot against x8 spawns, the endurance drain is actually quite effective and lightning field can help to keep mobs' endurance low. If you team a lot, then the endurance drain should not matter most of the time. If the drain is not useful, feel free to move the slots elsewhere.

    Quote:
    Originally Posted by Gilia View Post
    With perma-Energize (a global 59% EndRedux) and PowerSink every 22 seconds, you could get away without any endurance reduction. Stamina, PS proc, and Numina's proc all amplify that fact.
    Feel free to modify the build according to your needs. It's just a suggestion. For my ELA brute, the endurance usage is very heavy. There are no problems since power sink is very powerful. However, I think it is better if I don't need to watch my endurance bar that much, and use power sink so frequently. I don't think this is something that can be decided on paper. If you find that you're fine without any endurance reduction in lightning field in real game play, you can use the obliteration IO set as in the first post.
  18. Quote:
    Originally Posted by Starhammer View Post
    Change each power so that if you have just the first shield, it still works the way it does now, same for the second. But if you have both shield powers, each of them provides the buff of both of them combined (smashing/lethal/fire/energy/etc.) and the base endurance cost doubles. Now as long as you have both, you can use just one and get the effects of both. In net effect, it gains some benefit by reducing the total application time for the whole team. (There's also some room for abuse with the need for enhancements, but I'm just posting an idea to consider, not a comprehensive design for total overhaul) The quality of life issues would be simplified significantly though, as it reduces the potential for confusion over who needs which buffs (the icons look the same to me, especially the tiny ones... and not everyone is capable of writing out keybinds that cycle which buff is applied like I do), it gives a "100% reduction to power effects spam" for the selected powers, and provides a little more time before bubblers start suffering from carpal tunnel syndrome.
    Not a bad idea. From my experience, I always use both bubbles. I never consider if using just 1 of the bubbles is enough. I think the implementation would take some thought. It would be simple if we could have a macro to execute the two powers consecutively.

    Quote:
    Originally Posted by Starhammer View Post
    Another possibility to consider would be to retrofit the powers as a targeted or point blank Area of Effect, that hits everyone, then charges you a much higher endurance cost, similar to how MM pet buffs were overhauled.
    This idea was suggested in this thread. I would love the aoe buffing. There are quite a few issues regarding its implementation though. Mainly, they are about the range and the endurance cost. If the range is short, the buffer will tend to ask the team to gather every 4 minutes, which is quite annoying to the team. If the bubbles could be applied regardless of range, it would be ideal.

    The endurance cost can be problematic as well. This thread is actually motivated by masterminds with forcefield, as it is very tedious to buff the whole team and their own pets. Bubbling 7 team mates and all the pets in 1 shot (or 2, if the team mates and pets are done separately) probably takes a lot of endurance.

    Quote:
    Originally Posted by Starhammer View Post
    Yet one more option to consider would be enhancements to a power's duration. I know there's a lot of powers I'd like to see that available for.
    This is also mentioned in this thread. I think it's a viable option. However, I'm not a big fan of this suggestion. The motive of the thread is to make bubbling less tedious, and not about making the bubbles better in terms of performance. I'm not sure that I would use slots to make the bubble last longer. I bet different people look at it differently. From this thread, some people consider the suggestion from a balance point of view, so longer duration would mean a nerf or players should invest more slots.
  19. Quote:
    Originally Posted by -Perfect_Predator- View Post
    So I found this build here on the forums, i'm just wondering what you guys think of it!

    I'm actually currently using it, and it's decent, but if there is anything you guys can change, that would be greatly appreciated!
    The build is ok overall. There are a few places that can be improved. Most are just minor changes. I would slot knockout blow for higher recharge instead of over-slotting it for damage. Energize is very over-slotted with heal as well. I think 5 slots are enough. While obliteration is nice, I would slot lightning field with more endurance reduction, and end drain. I would use reactive armor to slot the resistance toggles instead of Aegis. I'm ok using powers as set mule, but I would try my best to minimize such slotting, for example gloom and dark obliteration.

    I modified your build slightly below. It has similar s/l defense and recharge.

    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: Super Strength
    Secondary Power Set: Electric Armor
    Power Pool: Speed
    Power Pool: Fitness
    Power Pool: Fighting
    Power Pool: Leaping
    Ancillary Pool: Soul Mastery

    Villain Profile:
    Level 1: Punch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(3), KntkC'bat-Dmg/EndRdx/Rchg(5), Mako-Acc/Dmg/EndRdx/Rchg(36)
    Level 1: Charged Armor -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(5), RctvArm-ResDam/Rchg(7), RctvArm-ResDam/EndRdx/Rchg(7)
    Level 2: Lightning Field -- Sciroc-Dmg/EndRdx(A), Sciroc-Acc/Dmg/EndRdx(9), M'Strk-Dmg/EndRdx(9), Efficacy-EndMod/EndRdx(11), Efficacy-EndMod/Acc(37), Efficacy-EndMod(39)
    Level 4: Conductive Shield -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(13), RctvArm-ResDam/Rchg(13), RctvArm-ResDam/EndRdx/Rchg(34)
    Level 6: Hasten -- RechRdx-I(A), RechRdx-I(11), RechRdx-I(15)
    Level 8: Knockout Blow -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(15), KntkC'bat-Dmg/Rchg(17), KntkC'bat-Dmg/EndRdx/Rchg(19), Mako-Acc/Dmg/EndRdx/Rchg(21), KinCrsh-Rechg/EndRdx(21)
    Level 10: Static Shield -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(17), RctvArm-ResDam/Rchg(19), RctvArm-ResDam/EndRdx/Rchg(23)
    Level 12: Hurdle -- Jump-I(A)
    Level 14: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(39)
    Level 16: Super Speed -- Winter-ResSlow(A)
    Level 18: Grounded -- S'fstPrt-ResDam/Def+(A)
    Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod(25), P'Shift-EndMod/Acc(29), P'Shift-EndMod/Rchg(34)
    Level 22: Haymaker -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(23), KntkC'bat-Dmg/Rchg(31), KntkC'bat-Dmg/EndRdx/Rchg(31), Mako-Acc/Dmg/EndRdx/Rchg(37)
    Level 24: Rage -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(25), GSFC-ToHit/Rchg(39), GSFC-ToHit/Rchg/EndRdx(43), GSFC-Rchg/EndRdx(50)
    Level 26: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(27), KntkC'bat-Dmg/Rchg(27), KntkC'bat-Dmg/EndRdx/Rchg(29)
    Level 28: Energize -- Dct'dW-Heal(A), Dct'dW-EndRdx/Rchg(40), Dct'dW-Heal/EndRdx(43), Dct'dW-Rchg(45), Dct'dW-Heal/Rchg(45)
    Level 30: Tough -- RctvArm-ResDam(A), RctvArm-ResDam/Rchg(31), RctvArm-ResDam/EndRdx(40), RctvArm-ResDam/EndRdx/Rchg(40)
    Level 32: Foot Stomp -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Dmg/Rchg(33), Erad-Acc/Dmg/Rchg(33), Sciroc-Dmg/Rchg(33), Sciroc-Dmg/EndRdx(34), FrcFbk-Rechg%(36)
    Level 35: Power Sink -- Efficacy-EndMod/Rchg(A), Efficacy-EndMod/EndRdx(36), P'Shift-EndMod/Rchg(37), P'Shift-EndMod/Acc/Rchg(42)
    Level 38: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 41: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(42), LkGmblr-Def/EndRdx(42), LkGmblr-Def/EndRdx/Rchg(43)
    Level 44: Soul Tentacles -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(45), Enf'dOp-Acc/EndRdx(46), Enf'dOp-Immob/Rng(46), Enf'dOp-Acc/Immob/Rchg(46), Enf'dOp-Acc/Immob(50)
    Level 47: Dark Obliteration -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Dmg/Rng(48), Posi-Acc/Dmg/EndRdx(50)
    Level 49: Lightning Reflexes -- Run-I(A)
    ------------
    Level 1: Brawl -- Dmg-I(A)
    Level 1: Sprint -- Clrty-Stlth(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 1: Fury
    Level 0: Ninja Run
  20. Twilight_Snow

    Psionic Defense

    The power set probably needs another name. It sounds like it is referring to a typed defense as in s/l defense. The concept by itself is quite similar to willpower, although your proposed powers are quite different. My overall feeling is that you're designing your dream power set with defense, resistance, regeneration, recovery, and protection against various secondary effects. I'm not sure if the weakness against an AV is that bad if the character can soft cap defense.

    Nice try. I think there can be more interesting new powers, and maybe make it more balanced.
  21. Maybe keep the tier 1 powers as they are, and lower intimidate to tier 1. So, there would be 3 tier 1 powers. Your proposed fifth power would become the new tier 3. Such structure can also be adopted to certain power pools as well, for example fighting. For Overawe, I'm not sure if it would be too good as a pool power. One way to make the power in line with fear is to make mobs afraid and run away.

    Quote:
    Originally Posted by Memphis_Bill View Post
    It's a more logical progression overall. Single target (fear or taunt) - AOE (fear or taunt) - top tier.
    It's just a different way to group the powers. The current grouping is based on the idea that fear is a more powerful effect than taunt. Your suggestion is to group the single target powers as tier 1, and aoe powers as top tier. In my opinion, both groupings are logical.

    Quote:
    Originally Posted by Memphis_Bill View Post
    ... 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.
    You can use the same logic and say that with the fitness becoming inherent, there should be room to take taunt before fear.
  22. Quote:
    Originally Posted by BenRGamer View Post
    Right now I'm level 22 on this guy and he dies... alot. May be because the two new guys I mainly team with are, well, new. But still, I figured I'd throw my build up here and see if I can make any improvements.
    For your build, the main thing is to take active defense at level 10 when it is first available, instead of level 28. And make sure that it recharges fast enough that it won't drop. I'm not sure if your build is actually an IO build but temporarily slotted with SO, or it is intended to be an SO build. If it is an SO build, I re-slotted yours below. You probably need to re-spec for an IO build. I would take one with the shield if you have problems as you described.

    Actually, most melee characters are not really that tough out of the box. Try various tricks like pulling. I don't know what power sets that your team mates have. If they have buffs and debuffs, they need to take them and use them instead of being selfish villains.

    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: Leaping
    Power Pool: Fitness
    Power Pool: Fighting
    Ancillary Pool: Mu Mastery

    Villain Profile:
    Level 1: Pulverize -- Acc(A), EndRdx(3), Dmg(15), Dmg(31), Dmg(33), RechRdx(40)
    Level 1: Deflection -- EndRdx(A), DefBuff(3), DefBuff(7), DefBuff(13), ResDam(45), ResDam(45)
    Level 2: Jawbreaker -- Acc(A), EndRdx(5), Dmg(15), Dmg(17), Dmg(19), RechRdx(40)
    Level 4: Battle Agility -- EndRdx(A), DefBuff(5), DefBuff(7), DefBuff(13)
    Level 6: Combat Jumping -- DefBuff(A)
    Level 8: Clobber -- Acc(A), EndRdx(9), Dmg(9), Dmg(17), Dmg(19), RechRdx(40)
    Level 10: Active Defense -- RechRdx(A), RechRdx(11), RechRdx(11), EndRdx(34)
    Level 12: Swift -- Run(A)
    Level 14: Super Jump -- Jump(A)
    Level 16: Against All Odds -- EndRdx(A)
    Level 18: Health -- Heal(A)
    Level 20: Stamina -- EndMod(A), EndMod(21), EndMod(21)
    Level 22: Whirling Mace -- Acc(A), EndRdx(23), Dmg(23), Dmg(25), Dmg(25), RechRdx(39)
    Level 24: Phalanx Fighting -- DefBuff(A)
    Level 26: Shatter -- Acc(A), EndRdx(27), Dmg(27), Dmg(29), Dmg(29), RechRdx(37)
    Level 28: True Grit -- Heal(A), Heal(31), Heal(31)
    Level 30: Build Up -- RechRdx(A), RechRdx(39), RechRdx(42)
    Level 32: Crowd Control -- Acc(A), EndRdx(33), Dmg(33), Dmg(34), Dmg(34), RechRdx(39)
    Level 35: Shield Charge -- Acc(A), EndRdx(36), Dmg(36), Dmg(36), Dmg(37), RechRdx(37)
    Level 38: Boxing -- Empty(A)
    Level 41: Mu Lightning -- Acc(A), EndRdx(42), Dmg(42), Dmg(43), Dmg(43), RechRdx(43)
    Level 44: Tough -- EndRdx(A), EndRdx(45), ResDam(46), ResDam(46), ResDam(46)
    Level 47: Weave -- EndRdx(A), EndRdx(48), DefBuff(48), DefBuff(48), DefBuff(50)
    Level 49: One with the Shield -- ResDam(A), ResDam(50), ResDam(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Fury
    Level 4: Ninja Run
  23. Quote:
    Originally Posted by Failure to Sense View Post
    2 end per second net gain recovery, 2.44% hp per second, 133.8% recharge and almost softcapped Smashing/Lethal defense at 44.7%. 50% S/L resist

    Will these stats suffice for what I have outlined and propose to use this character for?
    The endurance is probably ok if you take into account that stamina becoming inherent later. In addition, you can acquire accolades to enhance max end. The s/l defense and recharge are nice. My comment is that you focus too much on these numbers on paper. Your attacks are mostly under-slotted, and some powers are slotted in a weird way.

    Quote:
    Originally Posted by Failure to Sense View Post
    Are there obvious, glaring improvements I can make at a nominal cost?
    (100M is my approximate bank account at this time)
    Your proposed build costs much more than 100 M. However, IO sets are something for players to work on after getting to level 50 to further improve their characters. So, you don't need to make a build that you can afford right now, but a build that you think you can attain within a reasonable amount of your playtime.

    Quote:
    Originally Posted by Failure to Sense View Post
    Can I speed that recharge up a bit with some minor tweaks? I would very much like to get perma-hasten, if for no other reason than I like continuous performance, rather than 'bursty' zeniths and crashes.
    Willpower by itself doesn't really need recharge. So, recharge is basically for higher dps. If you want both capped s/l defense and perma-hasten, I afraid that you need an even more expensive setup.

    Quote:
    Originally Posted by Failure to Sense View Post
    EDIT: 60ish views and no replies. So I either got it right, or so abysmally wrong that it's beyond recovery. Giving this thread one last bump before I let it wash away into oblivion.
    Usually, there are more replies on topics that are fun discussions or just to express a casual comment. Analyzing and modifying other people's build take more time and thought. And you know, this is completely voluntary.

    I made some changes below. Basically, I move some slots around such that your powers are slotted well. I keep your s/l defense soft-capped. The resultant global recharge is slightly lower. I think it's better to use purples and pvp IO to further improve your build instead of slotting your powers in a sub-optimal way to achieve your goal.

    Villain Plan by Mids' Villain Designer 1.803
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Cosmic Relic: Level 50 Technology Brute
    Primary Power Set: Kinetic Melee
    Secondary Power Set: Willpower
    Power Pool: Speed
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Leadership
    Ancillary Pool: Energy Mastery

    Villain Profile:
    Level 1: Quick Strike -- KntkC'bat-Dmg/EndRdx(A), KntkC'bat-Dmg/Rchg(3), KntkC'bat-Acc/Dmg(3), KntkC'bat-Dmg/EndRdx/Rchg(5), Mako-Acc/Dmg/EndRdx/Rchg(23)
    Level 1: High Pain Tolerance -- S'fstPrt-ResDam/Def+(A), Numna-Heal(11), Numna-Heal/EndRdx(29), Numna-EndRdx/Rchg(36)
    Level 2: Body Blow -- KntkC'bat-Dmg/Rchg(A), KntkC'bat-Dmg/EndRdx/Rchg(5), KntkC'bat-Acc/Dmg(7), KntkC'bat-Dmg/EndRdx(7), Mako-Acc/Dmg/EndRdx/Rchg(23)
    Level 4: Fast Healing -- Numna-Regen/Rcvry+(A), Numna-Heal(19), Numna-Heal/EndRdx(46), Mrcl-Heal(46), Mrcl-Rcvry+(46)
    Level 6: Power Siphon -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(11), RechRdx-I(21), RechRdx-I(34)
    Level 8: Mind Over Body -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(9), RctvArm-ResDam/Rchg(9), RctvArm-ResDam/EndRdx/Rchg(19)
    Level 10: Indomitable Will -- LkGmblr-Rchg+(A)
    Level 12: Smashing Blow -- KntkC'bat-Dmg/Rchg(A), KntkC'bat-Dmg/EndRdx/Rchg(13), KntkC'bat-Acc/Dmg(13), KntkC'bat-Dmg/EndRdx(21), Mako-Acc/Dmg/EndRdx/Rchg(25)
    Level 14: Hasten -- RechRdx-I(A), RechRdx-I(15), RechRdx-I(15)
    Level 16: Rise to the Challenge -- Numna-Heal(A), Numna-Heal/EndRdx(17), Numna-Heal/Rchg(17)
    Level 18: Burst -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Dmg(37), Erad-Acc/Rchg(37), Sciroc-Acc/Dmg/EndRdx(37), Sciroc-Dmg/EndRdx(40)
    Level 20: Quick Recovery -- P'Shift-End%(A), P'Shift-EndMod/Acc(43), P'Shift-EndMod(43), P'Shift-EndMod/Rchg(45)
    Level 22: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 24: Boxing -- KntkC'bat-Knock%(A), KntkC'bat-Acc/Dmg(25), KntkC'bat-Dmg/EndRdx/Rchg(27), KntkC'bat-Dmg/EndRdx(27)
    Level 26: Focused Burst -- Entrpc-Heal%(A), Entrpc-Acc/Dmg(31), Entrpc-Dmg/EndRdx(31), Entrpc-Dmg/Rchg(33), Entrpc-Dmg/EndRdx/Rchg(34)
    Level 28: Heightened Senses -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(29), LkGmblr-Def(31)
    Level 30: Tough -- RctvArm-ResDam(A), RctvArm-ResDam/Rchg(36), RctvArm-ResDam/EndRdx(40), RctvArm-ResDam/EndRdx/Rchg(42)
    Level 32: Concentrated Strike -- KntkC'bat-Dmg/Rchg(A), KntkC'bat-Acc/Dmg(33), KntkC'bat-Dmg/EndRdx(33), KntkC'bat-Dmg/EndRdx/Rchg(34), Mako-Acc/Dmg/EndRdx/Rchg(36)
    Level 35: Taunt -- Mocking-Taunt(A), Mocking-Taunt/Rchg(40), Mocking-Taunt/Rchg/Rng(42), Mocking-Acc/Rchg(42), Mocking-Taunt/Rng(43), Mocking-Rchg(45)
    Level 38: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(39), LkGmblr-Def/EndRdx(39), LkGmblr-Def/Rchg(39)
    Level 41: Superior Conditioning -- P'Shift-End%(A)
    Level 44: Physical Perfection -- P'Shift-End%(A), RgnTis-Regen+(45)
    Level 47: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(48), LkGmblr-Def/EndRdx(48), LkGmblr-Def/EndRdx/Rchg(48)
    Level 49: Strength of Will -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(50), RctvArm-ResDam/Rchg(50), RctvArm-ResDam/EndRdx/Rchg(50)
    ------------
    Level 1: Brawl -- Acc-I(A)
    Level 1: Sprint -- EndRdx-I(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 1: Fury
    Level 4: Ninja Run
  24. Quote:
    Originally Posted by Arbegla View Post
    I don't want ET, TF or stun. I'm not a huge fan of ET or TF on anything but a stalker, as i don't like being stuck in an animation, in melee, getting pounding on, just to have it miss, and i get cement.

    i want my attack chain to pretty much be this while hasten is up. If you can manage it while hasten is down, it would be awesome:

    Energy punch -> Barrage -> Energy punch -> bonesmasher
    I think you can take ET for an attack chain with higher dps. And you probably need higher recharge.

    Quote:
    Originally Posted by Arbegla View Post
    With conserve power, and energy drain i think physical perfection would be overkill.
    Yeah. I believe you probably won't use conserve power much either.

    I modifed your build below. Mainly, your attacks can be slotted better. Your build needs more recharge. Since you're ok with LotG, I think you can simply use LotG to slot your toggles instead of Red Fortune. With soft-capped defense, you may not rely too much on the defense from overload. I would slot it with heals. My build ends up having too many hit point bonus, which I think is not too big a deal. Also, it seems like some of your level 1 fitness powers are lost after editing.

    Villain Plan by Mids' Villain Designer 1.803
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Totally in Focus: Level 50 Technology Brute
    Primary Power Set: Energy Melee
    Secondary Power Set: Energy Aura
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Speed
    Ancillary Pool: Energy Mastery

    Villain Profile:
    Level 1: Barrage -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx/Rchg(5), KntkC'bat-Dmg/Rchg(9), KntkC'bat-Dmg/EndRdx(23), Mako-Acc/EndRdx/Rchg(25), Mako-Acc/Dmg/EndRdx/Rchg(40)
    Level 1: Kinetic Shield -- LkGmblr-Rchg+(A), LkGmblr-Def(3), LkGmblr-Def/EndRdx(3), LkGmblr-Def/EndRdx/Rchg(5)
    Level 2: Energy Punch -- C'ngImp-Dmg/EndRdx/Rchg(A), C'ngImp-Acc/Dmg/EndRdx(9), C'ngImp-Acc/Dmg/Rchg(11), C'ngImp-Dmg/Rchg(11), C'ngImp-Acc/Dmg(15), Mako-Acc/EndRdx/Rchg(40)
    Level 4: Bone Smasher -- C'ngImp-Dmg/EndRdx/Rchg(A), C'ngImp-Acc/Dmg/EndRdx(23), C'ngImp-Acc/Dmg/Rchg(36), C'ngImp-Dmg/Rchg(37), C'ngImp-Acc/Dmg(37), Mako-Acc/EndRdx/Rchg(40)
    Level 6: Build Up -- Rec'dRet-Pcptn(A), Rec'dRet-ToHit/Rchg(7), RechRdx-I(7)
    Level 8: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 10: Entropy Shield -- EndRdx-I(A)
    Level 12: Power Shield -- LkGmblr-Rchg+(A), LkGmblr-Def(13), LkGmblr-Def/EndRdx(13), LkGmblr-Def/EndRdx/Rchg(15)
    Level 14: Super Jump -- Winter-ResSlow(A)
    Level 16: Whirling Hands -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Acc/Dmg/Rchg(21), Erad-Dmg(43), Erad-Acc/Rchg(43), Sciroc-Dmg/EndRdx(45), Sciroc-Acc/Rchg(45)
    Level 18: Dampening Field -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(19), TtmC'tng-ResDam/Rchg(19)
    Level 20: Energy Cloak -- LkGmblr-Rchg+(A), LkGmblr-Def(21), LkGmblr-Def/EndRdx(25), LkGmblr-Def/EndRdx/Rchg(36)
    Level 22: Energy Protection -- Aegis-Psi/Status(A), Aegis-ResDam(42), Aegis-ResDam/EndRdx(42)
    Level 24: Boxing -- Empty(A)
    Level 26: Tough -- S'fstPrt-ResDam/Def+(A), RctvArm-EndRdx(27), RctvArm-ResDam(27), RctvArm-ResDam/EndRdx(29), RctvArm-ResDam/EndRdx/Rchg(34)
    Level 28: Energy Drain -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(29), P'Shift-EndMod/Acc/Rchg(31), Numna-Heal(31), Numna-Heal/Rchg(31), Numna-Heal/EndRdx/Rchg(33)
    Level 30: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(33), LkGmblr-Def/EndRdx(33), LkGmblr-Def/EndRdx/Rchg(34)
    Level 32: Hasten -- RechRdx-I(A), RechRdx-I(34), RechRdx-I(36)
    Level 35: Conserve Power -- RechRdx-I(A)
    Level 38: Taunt -- Mocking-Taunt(A), Mocking-Taunt/Rchg(39), Mocking-Taunt/Rchg/Rng(39), Mocking-Acc/Rchg(39), Mocking-Taunt/Rng(42), Mocking-Rchg(43)
    Level 41: Superior Conditioning -- P'Shift-End%(A)
    Level 44: Laser Beam Eyes -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(45), Decim-Dmg/Rchg(46), Decim-Acc/EndRdx/Rchg(46), Decim-Acc/Dmg/Rchg(46)
    Level 47: Energy Torrent -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Dmg/Rng(48), Posi-Acc/Dmg/EndRdx(50)
    Level 49: Overload -- Numna-Heal(A), Numna-Heal/EndRdx/Rchg(50), Numna-Heal/Rchg(50)
    ------------
    Level 1: Brawl -- Acc-I(A)
    Level 1: Sprint -- EndRdx-I(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 1: Fury
    Level 1: Ninja Run
    Level 1: Swift -- Run-I(A)
    Level 1: Hurdle -- Jump-I(A)