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I can provide two excellent builds that should fulfill exactly what you're looking for for Kat/Regen and DM/WP. The Kat/Regen build I've got on hand has taken out 4 AVs at once (build was made by me, fight credit to ValBlademaster). The DM/WP is pretty much along the same lines.
However, before I provide awesomeness. I demand a sacrifice: I want to see what you came up with first. Simply giving you a build won't really help you make new builds in the future, so, before I do the work for you, I'd like to see how well you did on your own. -
I use Mids' (and encouraged the use of Mids') quite simply because I like having effective toons. This doesn't mean that I'm going to allow their performance to dictate my power choices. I choose my power sets and then set about trying to see how I can use those power sets best.
I play exclusively on Freedom blueside. I team all the time. I don't have a single character that could be described as FotM (with the possible exception of my Fire/SD Scrap, but I chose that because it seemed like the least chosen Shield Scrapper when I did an informal poll). I have loads of builds that are decidedly off the reservation (I thoroughly enjoyed leveling my DA/NRG tanker), and I've never gotten kicked from a team thanks to my build. I actually get friend requests because I have incredibly effective characters that are using power set combinations that aren't FotM.
I do not believe that there are any sets that are so bad as to warrant immediate kicking from a team. I see many people that cry foul about Force Field, but I've got an incredibly potent FF defender. I see others cry foul about DA's ability to tank, but I've got a DA tank that, even in SOs, has tanked everything I've thrown him against (including several Shard TFs and everything needed to get all 4 of the passive accolades). None of them have been kicked from teams.
Now, what may perturb you, is that I do, in fact, lead a large number of teams on Freedom. I grab pugs, and I have no problem doing so. However, unlike some other people, I will not tolerate an idiot with a build and/or playstyle that is detrimental to the group or, at the very least, incapable of pulling his own friggin' weight. I create teams because they're more fun and more effective. I have no obligations to allow anyone to remain on my team. If anything, I have an obligation to the rest of my team (the other 5-7 people that I am running with) to make sure that anyone else I bring along isn't detracting from the team as a whole (such as soaking up xp without doing any work for it). I've kicked Tankers because they couldn't get aggro or needed loads of outside help in order to survive (generally because they didn't take their Taunt aura). I've kicked Defenders and Controllers that only took their attack powers or that refuse to use their support powers (on similar lines, I've kicked Empaths that only took their heals). I've kicked Scrappers, Blasters, and Khelds that couldn't deal damage.
When I invite someone to a team, I expect them to perform at a minimum level of effectiveness. If they don't, then I give them a couple warnings, often asking about specific power choices or power usages in tells. If they **** up catastrophically ("lol, my KB agg'd those 3 other groups and I wiped the entire team!") or they don't shape up, I'll kick them. It's not like I can't find replacements rather easily. I've kicked FotM fire/kins and stone tanks from teams because they weren't performing up to snuff. I've similarly kept storm defenders on team because they were excellent players. In fact, a number of my friends have Storm defenders (and other "bad" builds) that I would jump at the opportunity to invite to a team of mine because they're good players.
Remember, when you join a team, the leader is not obligated, nor should s/he be obligated, to let you be on his/her team. If you're useless or less useful than you should be, it is perfectly within the leader's right to kick you. This doesn't mean, at all, that you should be kicked just because you have an off kilter build. It does mean that, if you have an off-kilter build, you better be a better player to make up for it or you're simply giving giving the leader more reason to kick you, especially if you're a complete idiot that believes that everyone else is a sheep just because they attempt to be effective. -
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Quote:You're thinking of this post, wherein Castle said that making your attacks stronger the more you are hit is "on the right track". "On the right track" can mean all kinds of things, from all of the attacks having some kind of SR-resistance style base damage scaling to the damage bonus not being attached to you being hit but rather you hitting targets.I'm not about to go stalk Castle until I find the correct post, but I recall him hinting at some mechanic where the more damage you take, the more damage your kinetic melee does.
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Quote:Yes, I have noticed this. I noticed it from the very beginning. This is why the "average damage" isn't reliable.Did you know that when the power description lists average damage for Dual Pistols abilities, it doesn't always include the secondary damage type in the figure? For example, Executioner Shot was giving a listed average damage of 101 with my current slotting of it earlier today. And yes, the power was doing exactly that much damage... But that was JUST the lethal damage that it always does. It was also hitting for another 40 or so points of lethal/fire/cold/toxic depending on which ammo type I had equipped.
Quote:Funny, they are usually spot on from what I've seen.
Quote:So, tell me oh science master. How else does one try to determine information that must be extrapolated? Last time I checked, you did so by using observation (in this case my observations while fighting various enemy groups for the last five years). You then take those observations and use it to extrapolate. In this case, taking observations combined with average damage values we're given to determine what an average case situation might be for damage vs high resistance enemies.
Quote:Or is there some super secret school of analytical thought you went to?
Quote:Wait, you mean you assume everyone has access to a crafted temp power? Even if they have gotten exactly 3 temp power recipe drops EVER since the crafting system was added (all 3 were pistols)? You also assume everyone is fully aware of every single temp power they could craft, even when they had just returned to the game Thursday, the first of April, and been spending most of their time actually playing instead of doing the market mini-game?
Quote:Heh, you have no idea do you? Madam Enigma fights a whole lot of robots. She's gone through more then a few council missions, random police band ones at that, which contained more robots then any other type of council troop. She fights nemesis robots frequently. The only high end robot type she doesn't regularly fight is the malta ones.
Quote:Try to grasp a very very simple concept.
If a example is given to illustrate how something can offset a perceived weakness, in this case 'this attack is inherently weaker then the other similar attacks with nearly identical average damage', does it really matter if real values are used?
Quote:Your saying I can't use the info from the Detailed Description of powers because it can be wrong, but your then willing to trust the info gained from something else devs put in. Something that could have the wrong info. I find that laughable. Or did you take characters with each and every damage type, and use 100.00 point damage attacks to check resistances?
Quote:Again, did you miss that I was pulling numbers out of my *** for the example of vs resistance, and ADMITTED IT in the very same post the example was given? Or are you incapable of handling hypotetical examples?
Quote:Keep in mind people keep saying Lethal damage sets are subpar because so many things heavily resist it. And they do, right? Let us assume an enemy has 50% resistance to lethal damage.
Quote:Are you only capable of analyzing a example if it's grounded in numbers you can admit are proven? If so, then maybe what you should do is try to prove that the power description doesn't list average damage for Hail of Bullets. And keep in mind that the average is not "maximum" or "minimum" damage, but what over the course of time the damage averages out as. If an attack always hits with every tick of damage, then the average damage should be identical to minimum and maximum. But if an attack only has a chance of hitting with each tick, then the damage would average out to X amount, which can easily be different then minimum or maximum damage.
Quote:So let me get this strait, you've ignored my statements of "Until I actually get the power, I can't make a final assessment, but on paper it looks fine"?
Quote:You all keep saying it's damage is lower then Rain of Arrows. And yet according to the in game info on the two powers, it's slightly stronger.
Quote:Think about that please. Then maybe you will grasp that until I can actually test out the power, I can NOT make any judgments on it.
Quote:By the same token, everyone here seems to think Bullet Rain has too long of an animation. I find it's about right. Everyone seems to think that Executioner's Shot has too long of an animation and does too little damage. I disagree. I feel it may be right where it should be. In fact just now I managed to one shot a even con minion with it. Of course I still had 2 or 3 damage buffs from other attacks. Usually it leaves a bit of health left. I'd put it in the same category as Blazing Arrow for damage (based on what I've played so far). Only it's animation is shorter then blazing arrow.
Also, you're completely wrong about Blazing Arrow having a longer animation time. Do you even bother checking your information? Blazing Arrow has a raw animation time of 1.83 seconds. Executioner's Shot has a raw animation time of 2.57 seconds. 1.83
Seriously, you can't even get that right.
Quote:But then, from the attitudes I'm seeing in this thread, the mindset of "I'll wait until I can test it myself before damning the power" is less desirable then being a lemming who agrees with others sight unseen.
Quote:I'll tell you what. I'll switch over to my archery blaster for a bit and actually try out Rain of Arrows. I'll check what it's currently listed average damage is first. I'll then compare that to actual damage, and I'll even look at your link to factor in their damage resistance.
Started to run this test. At my level, it says that RoF does 3 ticks of 57.65 damage, for an average damage of 115.29 points. In actual practice it has been doing 67.56 damage per tick, but only hitting with 1 or 2 ticks half the time. I think it's applying the damage buff from it's self. It's also taking into account I leveled once before entering the mission. Thus enemies are -1 to me. So still seems pretty accurate. It's averaging around what it said it would. As I slot it up, the average damage will go up.
Quote:Although as I'm doing this I noticed something you may have consistently missed.
Quote:I bolded what may be of interest to you. It's listed average damage IS accurate.
Quote:Notice how it states the average damage is lower then that of 3 ticks added together? That is because it is not maximum damage. It is AVERAGE damage. It is the damage you can expect to get over time. If the power always hit with all 3 ticks, the average damage would be the sum total of the ticks. Because it does not hit with all 3 ticks all the time, the average is not the sum total.
Do you honestly expect Blizzard to deal the 500 damage it lists in its average damage even though it deals that damage over 15 seconds and causes its enemies to run out? The only time you're going to get all of the damage from Blizzard is if you have all of the enemies in there immobilized, which will cause the exact same thing with RoA. Either every other power in the game is wrong or RoA (and you) are wrong.
Quote:Keep this in mind when talking about how the in-game info for the power is wrong. Or do you only compare powers based on maximum possible performance? In which case I guess you factored in having Aim and Build Up (I think) from /energy activated for RoA. Of course by doing so you automatically disqualify any set without Aim from competing if comparing similar powers.
Quote:I will not pass a damning judgment on a power until I have actually tried it.
I'm did not enter into this discussion ignorant of the capabilities of the powers in question. I have experienced each of them both first and secondhand. I have verified their damages and average performance levels. I actually know what I'm talking about. You have admitted you don't. Do you really want me to continually have to tell you all of the places that you're wrong and demonstrate to the few people still reading this just how little you comprehend about the topic at hand?
I know what I'm talking about. People I have never met ask me questions about this kind of stuff all the time because I know what I'm talking about. The devs care about what I say and the analysis I do because I know what I'm talking about. You don't even know how to read the detailed information correctly. -
Quote:Except that it's obvious from reading the power entry that those numbers are wrong. Just because it's written in game doesn't mean it's correct. If you're going to assume that it's supposed to be "normal" to ignore ticks of a power, Blizzard is listed as having an average damage of 500.49 damage. It deals this damage with 152 separate ticks that each deal 3.34 damage. That damage is a simple multiplication (once again, rounding errors account for the tiny discrepancy) that includes all ticks even though the power itself deals the damage over 15 seconds while making enemies run out of it. The same thing applies to Ice Storm and Rain of Fire.So, your saying "You used the wrong value because you looked at the entry for AVERAGE DAMAGE instead of how much any given tick does? THe entry for 'average damage' is just that, how much damage the power will do... on average. This accounts for sometimes it only hitting with some ticks, sometimes hitting with all the damage ticks.
Hell, the animation times are listed as such but no one who does any valid number crunching actually trusts those values for the purposes of analysis since the game revolves around a discrete .132 second time frame.
You can't simply trust the derivative values given in the detailed information. RoA is an excellent example of why.
Quote:From fighting warwolves, I'd say they have at least 40% resistance to smash/lethal. Other resistances seem rather low however. That's just one example. Some robots would appear to have high resistance to lethal/smashing (35% to 40% it seems), but low to non-existant resistance to energy and elemental damage.
If you actually checked (the Power Analyzer craftable temps are great for this), you'd realize that Warwolves have 35% resistance to smashing and lethal and 25% resistance to all other damage types. That doesn't grok with the numbers you used because, even with 35% resistance, in order to preserve that proportion of resisted damage, the target would need to have a 30% weakness to other damage types.
The only enemies that have a 50% resistance to lethal without some similar level of resistance to a large number of other damage types are the Council robots, I'll cede that. Though I don't think you can legitimately make the claim that the Council robots form such a large portion of the population of enemies that you could logically use them as a point of comparison with the other crashless nukes. You might as well start attempting to claim that Invuln has no survivability because it dies incredibly quickly when forced to fight enemies that use psychic damage (a similar small portion of enemies compared to the Council robots).
Here is a link to a thread that has a compiled list of all enemy resistances. That will show you just how off base your resistance number is.
Quote:What you didn't seem to notice was me stating the value was purely for illustration. I make no claims to know the actual resistances of every enemy. I've noticed that some have high resistance to some damage types. I've noticed they tend to be weaker to other types. I noticed on my claw/sr scrapper that robots tend to take half as much damage as carnies do. I noticed that warwolves take half as much damage from my TA/A defender as Family or standard Council troops.
Quote:On paper though it is NOT inferior to other sets. It's average damage listed is about the same as the other 'mini-nuke' powers.
In its current incarnation, HoB is substantially weaker than it should be. It's provable. Just because you're too ignorant to realize this and you attempt to validate your concerns with math that has more holes in it than Marxist Communism doesn't make it untrue. Next time you try to do anything with numbers, make sure those numbers are right. Just because you did math doesn't make the results even remotely close to correct. -
Quote:If you can hit more than 3 targets with Piercing Rounds, I will give you 5 billion influence.I should be getting Pen Shots soon too. And I don't know about you guys, but I am skilled at lining up narrow cones.
Piercing Rounds doesn't get to claim legitimate AoE status for the simple reason that it is target capped to be so limiting. Headsplitter and Golden Dragonfly are functionally ST attacks for the exact same reason. -
Quote:The problem with this point of view is that it is similarly simply to just get a Celerity or Unbounded Leap +Stealth IO and just use that. You can just put that in Sprint and, amazingly enough, you've got permanent Stealth now!Except, of course, Combat Jumping is completely and utterly useless when going from A to B without fighting or getting tagged by nasties along the way (except, of course, for snipers and Rikti Drones; fortunately they're not everywhere). Yeah, I know it's not as sexy as extra combat mobility or decent immobilization protection (7.44 on my L41 Blastard, I see), but it is useful
As I said before, the Stealth aspects of Stealth are easy to replicate. The only time that you might actually want to get Stealth is if you are forgoing IOs completely and want to get the benefits of the Stealth. With IOs, Stealth useless. Without IOs, Stealth moderately less useless. -
I'm 24, and I'm not sure if my existence supports or refutes your claim!
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Quote:The problem is that you can't prove this. It's impossible.Show me the raw numbers on what defense it will give me to help me understand why I should take Stealth, Invis or Superior Invis "over" Combat Jumping. Then maybe I can see the errors of my way of thinking.
If anything, analysis will demonstrate that you have more reason to take Combat Jumping than Stealth.
CJ has an endurance cost of .075 end/sec. Stealth has an endurance cost of .325 end/sec.
CJ and Stealth provide the exact same in combat defense bonuses.
CJ provides additional mobility and immobilization protection, neither of which are easily replicable with IOs (+spd doesn't give you additional turning or height). SJ provides stealth, which is incredibly easy to replicate with IOs (Celerity and/or Unbounded Leap Stealth proc).
CJ can accept defense buff, jumping, and universal movement IO sets. Stealth can only accept defense buff sets.
CJ trumps Stealth in every aspect. -
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Quote:Well, it's a question of 2.5% +rech global (since Doctored Wounds provides 5% +recharge for the equivalent cost) or 15% +rech in Reconstruction. I erred on the side of getting more Reconstruction. I switched out Doc Wounds for Panacea in DP because I didn't need more +rech there in order to keep it perma. I left Recon and IH alone because I wanted the additional recharge in there.Why not another Panacea in Reconstruction, Umbral? I would think another 7.5% recharge worth the second or so lost from Reconstruction.
Quote:I'm also going to guess that Fury of the Gladiator stacks with Achilles' Heel? -
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If all of your "origin perks" do the same thing, what's the point? At that point, it just becomes an issue of asking for the devs to provide the character weaknesses that have been asked for since the beginning of the game. Each "perk" has a weakness and a commensurate benefit. Why does it even need to have "origin" associated with it when the devs could just give them to players with more functionally generic names?
Keep in mind that this doesn't mean that I agree with providing the weakness/strength functionality at all. I'm simply saying that, if they're all going to be the same, what's the point of tying them to origin? -
Quote:Obviously you didn't read the entirety of this thread. Otherwise you would have seen this thread which quite obviously point out that, even using existing precedents for powers of a kind, HoB is drastically underpowered.Reading through this long winded argument still. Just thought I'd log into the game and pull up some numbers though. First, I will give unenhanced values. Then enhanced values. Then likely damage based on those for the a high lethal resistance foe. I'm only comparing Full Auto, Rain of Arrows, and Hail of Bullets because that's what people here keep comparing.
Quote:I'm pulling the unenhanced values directly from the game mind you, so it is accurate.
Quote:Keep in mind people keep saying Lethal damage sets are subpar because so many things heavily resist it. And they do, right? Let us assume an enemy has 50% resistance to lethal damage.
If you actually applied a realistic level of "heavy resistance", you'd see that the damage is actually still under par by a significant degree.
Quote:Also remember that Rain of Arrows is a 'rain' power. Thus if the enemy leaves the aoe after one tick, it only takes a third of the damage.
Quote:Plus HoB has aditional secondary effects that can be useful too. -
Quote:So your argument is that EU should get something for free simply because they have fewer servers to choose from, and your counter to the argument that it's not fair is simply saying that it is in fact fair? You're not doing all that good of a job of convincing anyone or anything or the need for it. Just because you say it's fair (and operating under the assumption that any significant portion of the people that no longer play will be operating at max character slot capacity so that they would actually have some use for the extra character slots) doesn't mean that it's even remotely true.Yeah I know many across the pond would then be up in arms: "The EU are getting free slots, no fair!" Actually very fair - and benefits the game as a whole.
Something else you should ask yourself is, if this is going to benefit the EU servers, why not just do the exact same thing to the American servers as well? If you honestly believe that it's going to bring back that many people to the game, why not do it to the larger market as well (which would actually make it fair because both sides are getting the same thing), especially since you can reasonably assume that the proportion of people that sign back up are probably equal on both sides.
Honestly, I don't see much reason. A vast majority of the people I know don't even use up the existing slots on one of their servers. The only people I know of that have filled up the slots on the servers are those that have been playing forever, so they already know what the game is getting. You can't simply assume that those slots will actually be used by someone that stopped playing, especially when you're attempting to draw back players that stopped playing a while ago and likely didn't use up their existing slots when they were playing. -
Honestly, I'm not sure it would take reworking the math. It would probably require fixing the back end to separate debuffs from buffs to be completely separate enhanceable attributes. Of course, if they really wanted to go that direction, they could simply place defense debuffs on schedule B rather than schedule A and simply be done with it. I've never been quite sure why tohit debuffs, defense buffs, and tohit buffs are all schedule B but defense debuffs remained schedule A: it's the functional equivalent of a +tohit buff only they're affected by debuff resistance and the purple patch but tohit debuffs got stuck with schedule B even though they're in the same situation.
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Quote:Eh, infinite endurance sustainability isn't really all that complicated on a Scrapper. Body Mastery is pretty much designed to give you sustainable blue bar thanks to Physical Perfection (i.e. another place to put a Perf Shifter proc) and Conserve Power. Even a DA isn't all that hard to make infinitely sustainable thanks to the ToE proc.heh, I know how good your builds are mate, and that last purple one made it into my list of saved builds.
But for the OP, unless you're Gagora's biggest customer, then you should be asking those questions yourself, it'll help you understand what the build can/should do before you commit literal billions of Inf. -
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It's a strange artifact of how the game sees certain power effects. Defense debuffs and defense buffs are considered to be the exact same effect except that one of them has a negative sign in front of it. Because of those, +def and -def are both enhanced by the exact same enhancement type. While it normally doesn't come into play because no powers in the game have -def while simultaneously having +def, it can come into play when you start slotting HOs because they can be put into any power wherein one of the enhancement values of the HO is effective. The defense debuff just kind of "bleeds through" to provide defense enhancement along with the acc.
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Quote:This is pretty much it.Regen is all about having time to recover heals, and the less stuff hits you, the longer you can go before you really need a heal again. Combined with some good +recharge, I totally think it's worth it.
Where BotZ is concerned, while I still like the set, I'm no longer going to be going out of my way to slot it. This doesn't mean it's no longer a good set. It simply means that it's no longer a set that you're going to want to go out of your way to slot for. -
Depends on how far back you go. It depends pretty heavily on whether you consider the beginning of Dragonball to be the equivalent to level 1 of the character (or consider him to already have been at a reasonable level at that point) or considering Dragonball Z to be the starting point. Even so, the fact that you would call the Kamehameha a special attack indicated that it wouldn't be one of his low tier attacks because it doesn't form the foundation of his combat style. Those attacks would be his normal punches and kicks.
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Ask and ye shall receive. Softcapped with a single application of Parry. Also capable of Headsplitter>Hack>Dis>(Wait .396)>Hack attack chain for those times you don't need to be softcapped (which should push your DPS to ~250). Just a tad bit short of perma-Hasten. Fully endurance sustainable thanks to Conserve Power.
Hero Plan by Mids' Hero Designer 1.621
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Scrapper
Primary Power Set: Broad Sword
Secondary Power Set: Regeneration
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Hack -- Hectmb-Dmg/Rchg(A), Hectmb-Acc/Dmg/Rchg(3), Hectmb-Acc/Rchg(3), Hectmb-Dmg/EndRdx(5), Hectmb-Dam%(5), Achilles-ResDeb%(7)
Level 1: Fast Healing -- Numna-Heal(A), Numna-Regen/Rcvry+(50)
Level 2: Reconstruction -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal/Rchg(7), Dct'dW-Heal/EndRdx/Rchg(9), Dct'dW-Heal(9), Dct'dW-Rchg(11)
Level 4: Quick Recovery -- P'Shift-End%(A), P'Shift-EndMod(11), EndMod-I(13)
Level 6: Build Up -- AdjTgt-Rchg(A), AdjTgt-ToHit/Rchg(13), RechRdx-I(15)
Level 8: Parry -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(15), C'ngImp-Dmg/Rchg(17), C'ngImp-Acc/Dmg/Rchg(17), C'ngImp-Dmg/EndRdx/Rchg(19), LkGmblr-Rchg+(19)
Level 10: Dull Pain -- Panac-Heal/EndRedux(A), Panac-EndRdx/Rchg(21), Panac-Heal/Rchg(21), Panac-Heal/EndRedux/Rchg(23), Panac-Heal(23)
Level 12: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(25)
Level 14: Super Jump -- Jump-I(A)
Level 16: Integration -- Numna-Heal(A), Numna-Heal/EndRdx(25), Panac-Heal(34), Panac-Heal/+End(36)
Level 18: Whirling Sword -- Oblit-Dmg(A), Oblit-Acc/Rchg(36), Oblit-Dmg/Rchg(36), Oblit-Acc/Dmg/Rchg(37), Oblit-Acc/Dmg/EndRdx/Rchg(37), Oblit-%Dam(37)
Level 20: Boxing -- Empty(A)
Level 22: Tough -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(39), Aegis-ResDam/EndRdx/Rchg(39), S'fstPrt-ResDam/Def+(50)
Level 24: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(39), GftotA-Run+(40), GftotA-Def/EndRdx(40)
Level 26: Disembowel -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(27), T'Death-Dmg/Rchg(27), T'Death-Acc/Dmg/EndRdx(29), T'Death-Dmg/EndRdx/Rchg(29), T'Death-Dam%(31)
Level 28: Instant Healing -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(40), Dct'dW-Heal/EndRdx/Rchg(42), Dct'dW-Heal(42), Dct'dW-Rchg(42)
Level 30: Hasten -- RechRdx-I(A), RechRdx-I(31), RechRdx-I(31)
Level 32: Head Splitter -- Armgdn-Dmg/Rchg(A), Armgdn-Acc/Dmg/Rchg(33), Armgdn-Acc/Rchg(33), Armgdn-Dmg/EndRdx(33), Armgdn-Dam%(34), FotG-ResDeb%(34)
Level 35: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(43), GftotA-Run+(43), GftotA-Def/EndRdx(43)
Level 38: Moment of Glory -- LkGmblr-Rchg+(A), LkGmblr-Def/Rchg(45), RechRdx-I(45), RechRdx-I(45)
Level 41: Tactics -- GSFC-ToHit(A), GSFC-ToHit/Rchg(46), GSFC-ToHit/Rchg/EndRdx(46), GSFC-Rchg/EndRdx(46), GSFC-ToHit/EndRdx(48), GSFC-Build%(48)
Level 44: Conserve Power -- RechRdx-I(A)
Level 47: Physical Perfection -- P'Shift-End%(A), P'Shift-EndMod(48), RgnTis-Regen+(50)
Level 49: Resilience -- GA-3defTpProc(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit
Level 4: Ninja Run -
Actually, this is wrong. Attack powers with long animations but good DPAs have higher recharge requirements because they have proportionately longer cycle times than short animation powers with high DPAs thanks to the standardization of the dam/rech/end formula. If two powers had the same DPA but one took twice as long to animate, the shorter power of the two would be on less than half of the cycle time of the longer one because, while the proportions of the recharge are reducing at the same rate, the proportion of the animation time doesn't, which means that the cycle time of the shorter animation power decreases faster than the cycle time of the longer animation power, allowing the shorter animation power to generate a more recharge efficient attack string.