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Looking to make a 5 Man Strike Team. Suggestions on general builds.

edgunneredgunner Posts: 7 Arc User
edited October 2013 in Power Discussion
Ok! So I don't rightly know if this is even a good idea, but I've always liked the idea of teamwork, and while a mishmash justice league is always interesting, I was thinking something more...SWAT-ish.

Be advised I've 'played' for some time, but I've never branched into this much detail before.

The idea here is to have a 5 man (Or woman, no judging) munitions based team with minor powers to help augment the team. The majority of their powers will be guns, preferably modern, but we'll see where things go.

I want the builds to be more about theme, than statistical purity. Don't expect much PVP at all. This is for clearing out missions with teamwork, and formation.

Lets meet the team:

1.) The Team Leader
Pm4AGzL.png
This guy is all about the team. Buffs, debuffs, what ever helps his comrades, because he'll be right in the thick of it with them. A jack of all trades Rifleman if possible, what ever can be tossed in to help him cover what ever needed. But the focus is on buffing his allies.

2.) The Heavy.
Lwi3C3o.png
I would say point man, but that won't always be the case. What will be the case is that he is a big guy who draws a lot of attention. The Tank of the team, its not easy to work in one in a ranged team. His Primary weapon will be the Shotgun, but expect him to pack a Rocket Launcher and Minigun, as well as what ever is needed to take and dish out the pain. Holds and such would be helpful, but his whole focus is drawing as much attention as possible and not only surviving it, but dishing it back with overwhelming firepower.
(Really wish they hand a Riot Shield costume piece, or some sort of large Shield.)

3.) Recon Sniper.
Qlcl1l2.png
This guy is all about that spec ops stealth and assassination stuff. He sits back, finds himself a nice corner, and picks off the stragglers. Again, the Sniper Rifle is his primary, but he has the stealth and tricks to help support the team from afar. Remember to keep him at range, behind everyone else. If you wanna slip ninja stuff in there, feel free. Invisibility, smoke bombs, that kinda stuff.

4.) Combat Medic.
x4qqnYk.png
Its all in the Name. He's about keeping the team in the green. Yes, he does have his own Rifle, and yes, I want him to fire down range with the rest of them, but when someone goes down, or is taking some serious heat, he's the guy that rushes over to get them back on their feet. He might not be the strongest of either class, but keep in mind most of the time they'll be in team, so its ok.

5.) The Tech.
http://imgur.com/a/QNKyP
More Support, plain and simple. Another Rifleman. I'm not too familiar with what this side of the power tree holds, so feel free to surprise me. He'd also be the one with the ability to call in the Orbital strike, or some other equally flashy Tech Nuke, if you can think of one.


Ok! So thats what I had in mind, and while I can think up a few powers for each, I'd like a template I can hand off to others to help create the characters around. Another thing to keep in mind, they all have a Jetpack, thats part of their uniform, and how they speed in their strike team.

If any of you have questions, or suggestions, I'm all ears!
Post edited by edgunner on

Comments

  • sagewithbubblessagewithbubbles Posts: 484 Arc User
    edited October 2013
    First question:

    How important are a passive's graphics to you?
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  • jamesbonnelljamesbonnell Posts: 170 Arc User
    edited October 2013
    Here's a stab at a ranged team "template" of powers.

    PowerHouse (Link to this build)

    Name:

    Archetype: Freeform

    Super Stats:
    Level 6: Dexterity (Primary)
    Level 10: Intelligence (Secondary)
    Level 15:

    Talents:
    Level 1:
    Level 6:
    Level 9:
    Level 12:
    Level 15:
    Level 18:
    Level 21:

    Powers:
    Level 1: Gunslinger
    Level 1: Two-Gun Mojo (Rank 2)
    Level 6: Concentration
    Level 8:
    Level 11:
    Level 14:
    Level 17:
    Level 20:
    Level 23: Conviction (Rank 2)
    Level 26:
    Level 29: Masterful Dodge
    Level 32:
    Level 35: Lock N Load
    Level 38:

    Travel Powers:
    Level 6: Athletics (Rank 2)
    Level 35: Jet Pack (Rank 2)

    Specializations:


    Most of the team will probably be Dex/Int. Actually, that's just a starting point.

    Team lead: PRE, possibly with AOPM or Aura of Ebon Destruction. IMO.
    Medic: maybe Seraphim or Medical Nanites as a passive, possibly PRE primary or Dex.
    Heavy: I'd suggest probably Invulnerability. DEX or Con primary, maybe some Ego for KB.
    Sniper: Night Warrior. Probably Dex/Ego?
    Tech: dunno. Most anything would probably work here, maybe just good old Quarry. Probably Dex primary.

    Just some quick random thoughts.

    It's an interesting idea - a team with some theme elements, but actually meant to work together in different roles. I like it!
  • edgunneredgunner Posts: 7 Arc User
    edited October 2013
    Sage, while I want visuals to try and not be -too- out there, each member will still be atleast -somewhat- super, so as long as its not too much, I'll go with it. Now....I just need to look up what PRE and AOPM mean...but thanks for the input!
  • sagewithbubblessagewithbubbles Posts: 484 Arc User
    edited October 2013
    edgunner wrote: »
    Sage, while I want visuals to try and not be -too- out there, each member will still be atleast -somewhat- super, so as long as its not too much, I'll go with it. Now....I just need to look up what PRE and AOPM mean...but thanks for the input!

    PRE is Presence, the stat.

    AOPM is Aura of Primal Majesty, which is probably the best option, stats-wise, for your leader character.

    Problem is, it's rather bright and shiny and makes you drip glowing runes.
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  • superalfgornsuperalfgorn Posts: 558 Arc User
    edited October 2013
    As a team, using as passives the auras from Sorcery and Medical Nanites is going to be super effective:

    Team Leader (Support Role): Aura of Primal Majesty/Aura of Ebon Destruction
    Heavy (Hybrid Role): Aura of Radiant Protection
    Tech (Hybrid Role): Aura of Arcane Clarity
    Medic (Support Role): Medical Nanites
    Stealth (Ranged Damage Role): Night Warrior

    However, as stated before the visuals for AoPM/AoED are really shiny and bright.

    EDIT here are the builds:
    EDIT: I did not use all of your suggestion, but I created them trying to stick to weapons. Also I misread jetboots for jetpack, easily fixed ;)


    The LEADER (support role) is a control oriented support. The build itself is decent only when played in the team. Leveling it alone is going to be a chore..

    The key power once you have all specialization is Bolas. As a Paralyze on tap it inflics all the debuffs from your specialization trees in one go. Also Sonic Device for the stun is going to be very useful.

    The support to your team comes in the form of Sentinel Aura, granting minor healing over time, Aura of Primal Majesty buffing all stats, and Protection Field to shield them, Howl as a battle cry, and Munition bots because having them on several team members and thinking the TECH controls them all is just fun.


    PowerHouse (Link to this build)

    Name: LEADER

    Archetype: Freeform

    Super Stats:
    Level 6: Presence (Primary)
    Level 10: Constitution (Secondary)
    Level 15: Dexterity (Secondary)

    Talents:
    Level 1: The Hero
    Level 6: Survival Training
    Level 9: Sniper Training
    Level 12: Command Training
    Level 15: Jack of All Trades
    Level 18: Acrobat
    Level 21: Finesse

    Powers:
    Level 1: Steady Shot
    Level 1: Assault Rifle (Rank 2, Rank 3, Accelerated Metabolism)
    Level 6: Killer Instinct
    Level 8: Aura of Primal Majesty (Rank 2, Rank 3)
    Level 11: Sonic Device (Rank 2, Rank 3)
    Level 14: Bolas (Nailed to the Ground)
    Level 17: Manipulator
    Level 20: Protection Field (Rank 2, Rank 3)
    Level 23: Strafing Run (Rank 2, Rank 3)
    Level 26: Howl (Make them Tremble)
    Level 29: Munitions Bots (Rank 2, Rank 3)
    Level 32: Lock N Load
    Level 35: Smoke Grenade (Rank 2, Rank 3)
    Level 38: Holdout Shot (Stim Pack)

    Travel Powers:
    Level 6: Jet Boots (Rank 2, Rank 3)
    Level 35:

    Specializations:
    Presence: Dominion (2/2)
    Presence: Grandeur (3/3)
    Presence: Moment of Glory (1/3)
    Presence: Force of Will (2/2)
    Presence: Vulnerability (2/2)
    Sentinel: Torment (2/2)
    Sentinel: Caregiver (1/3)
    Sentinel: Sentinel Aura (3/3)
    Sentinel: Wither (2/2)
    Sentinel: Genesis (2/2)
    Overseer: Administer (2/3)
    Overseer: Ruthless (2/2)
    Overseer: Overseer Aura (3/3)
    Overseer: Trapped (3/3)
    Mastery: Sentinel Mastery (1/1)


    The HEAVY (hybrid role), is the tank. The additional threat comes from the protector tree.
    It uses power armor powers, but most can be justified by a more techy suit. It ensures protection to the whole team with Inertial Dampening Field and AoRProtection.

    PowerHouse (Link to this build)

    Name: HEAVY

    Archetype: Freeform

    Super Stats:
    Level 6: Constitution (Primary)
    Level 10: Endurance (Secondary)
    Level 15: Dexterity (Secondary)

    Talents:
    Level 1: The Invincible
    Level 6: Covert Ops Training
    Level 9: Sniper Training
    Level 12: Survival Training
    Level 15: Finesse
    Level 18: Shrug It Off
    Level 21: Prodigy

    Powers:
    Level 1: Wrist Bolter
    Level 1: Tactical Missiles (Blast Radius, Crippling Challenge)
    Level 6: Mini Gun (Rank 2, U-238 Rounds, Challenging Strikes)
    Level 8: Aura of Radiant Protection (Rank 2, Rank 3)
    Level 11: Energy Shield (Phalanx Defense System)
    Level 14: Micro Munitions (Rank 2, Rank 3, Challenging Strikes)
    Level 17: Reconstruction Circuits (Rank 2, Rank 3)
    Level 20: Inertial Dampening Field (Rank 2, Rank 3)
    Level 23: Munitions Bots (Rank 2, Rank 3)
    Level 26: Overdrive
    Level 29: Lock N Load
    Level 32: Mini Mines
    Level 35: Masterful Dodge
    Level 38: Unbreakable

    Travel Powers:
    Level 6: Jet Boots (Rank 2, Rank 3)
    Level 35:

    Specializations:
    Constitution: Fuel My Fire (3/3)
    Constitution: Tough (3/3)
    Constitution: Resilient (2/2)
    Constitution: Adrenaline Rush (2/2)
    Protector: Fortified Gear (3/3)
    Protector: Bulwark (2/2)
    Protector: Debilitating Challenge (2/2)
    Protector: Exhausting Strikes (2/2)
    Protector: Resolute (1/3)
    Guardian: Fortified Gear (3/3)
    Guardian: Ruthless (2/2)
    Guardian: Tenacious (2/2)
    Guardian: The Best Defense (3/3)
    Mastery: Constitution Mastery (1/1)

    The MEDIC (support role) is the ultimate field medic, providing tons of healing and debuffing. It uses pistols for its attacks. Since Two Gun Mojo is awesome, the damage is decent.

    PowerHouse (Link to this build)

    Name: MEDIC

    Archetype: Freeform

    Super Stats:
    Level 6: Presence (Primary)
    Level 10: Constitution (Secondary)
    Level 15: Dexterity (Secondary)

    Talents:
    Level 1: The Void
    Level 6: Survival Training
    Level 9: Sniper Training
    Level 12: Finesse
    Level 15: Shrug It Off
    Level 18: Acrobat
    Level 21: Showmanship

    Powers:
    Level 1: Gunslinger
    Level 1: Two-Gun Mojo (Rank 2, Rank 3)
    Level 6: Holdout Shot (Rank 2, Stim Pack)
    Level 8: Medical Nanites (Rank 2, Rank 3)
    Level 11: Iniquity (Rank 2, Justice)
    Level 14: Compassion
    Level 17: Support Drones (Rank 2, Rank 3)
    Level 20: Lead Tempest (Rank 2, Rank 3)
    Level 23: Resurrection Serum (Rank 2)
    Level 26: Evasive Maneuvers (Sleight of Mind)
    Level 29: Bionic Shielding (Rank 2, Rank 3)
    Level 32: Ego Surge (Nimble Mind)
    Level 35: Masterful Dodge
    Level 38: Entangling Mesh

    Travel Powers:
    Level 6: Jet Boots (Rank 2, Rank 3)
    Level 35:

    Specializations:
    Presence: Repurpose (3/3)
    Presence: Selfless Ally (2/2)
    Presence: Moment of Glory (3/3)
    Presence: Force of Will (2/2)
    Sentinel: Eternal Spring (2/2)
    Sentinel: Caregiver (3/3)
    Sentinel: Sentinel Aura (3/3)
    Sentinel: Moment of Need (2/3)
    Overseer: Administer (1/3)
    Overseer: Ruthless (2/2)
    Overseer: Impact (2/2)
    Overseer: Honor (2/2)
    Overseer: Trapped (3/3)
    Mastery: Presence Mastery (1/1)


    The STEALTH (ranged damage) is all out damage and stealth. Using the synergy between thrown weapons and Sniper Rifle.


    PowerHouse (Link to this build)

    Name: STEALTH

    Archetype: Freeform

    Super Stats:
    Level 6: Ego (Primary)
    Level 10: Dexterity (Secondary)
    Level 15: Intelligence (Secondary)

    Talents:
    Level 1: The Marksman
    Level 6: Covert Ops Training
    Level 9: Martial Training
    Level 12: Sniper Training
    Level 15: Command Training
    Level 18: Field Ops Training
    Level 21: Jack of All Trades

    Powers:
    Level 1: Boomerang Toss
    Level 1: Ricochet Throw (Rank 2, Rank 3)
    Level 6: Concentration
    Level 8: Night Warrior (Rank 2, Rank 3)
    Level 11: Holdout Shot (Rank 2, Stim Pack)
    Level 14: Evasive Maneuvers (Rank 2, Sleight of Mind)
    Level 17: Throwing Blades (Rank 2, Rank 3)
    Level 20: Sniper Rifle (Rank 2, Rank 3)
    Level 23: Ego Surge (Rank 2)
    Level 26: Lock N Load
    Level 29: Masterful Dodge
    Level 32: Breakaway Shot (Rank 2, Rank 3)
    Level 35: Resurgence (Rank 2, Rank 3)
    Level 38: Molecular Self-Assembly

    Travel Powers:
    Level 6: Jet Boots (Rank 2, Rank 3)
    Level 35:

    Specializations:
    Ego: Force of Will (2/2)
    Ego: Insight (3/3)
    Ego: Follow Through (3/3)
    Ego: Exploit Opening (2/2)
    Guardian: Fortified Gear (3/3)
    Guardian: Ruthless (2/2)
    Guardian: Find the Mark (2/3)
    Guardian: The Best Defense (3/3)
    Vindicator: Aggressive Stance (2/2)
    Vindicator: Merciless (3/3)
    Vindicator: Initiative (2/2)
    Vindicator: Focused Strikes (3/3)
    Mastery: Ego Mastery (1/1)



    The TECH (hybrid role) is going to be a Damage oriented AoE expert with a few tricks.
    The main attacks are the submachinegun and the orbital cannon.
    Sonic device, gas pellets and miniaturization drive act as Crowd Control/Debuff.


    PowerHouse (Link to this build)

    Name: Tech

    Archetype: Freeform

    Super Stats:
    Level 6: Ego (Primary)
    Level 10: Dexterity (Secondary)
    Level 15: Presence (Secondary)

    Talents:
    Level 1: The Radiant
    Level 6: Sniper Training
    Level 9: Command Training
    Level 12: Survival Training
    Level 15: Martial Training
    Level 18: Shooter
    Level 21: Finesse

    Powers:
    Level 1: Steady Shot
    Level 1: Submachinegun Burst (Rank 2, Rank 3)
    Level 6: Holdout Shot (Rank 2, Stim Pack)
    Level 8: Concentration
    Level 11: Aura of Arcane Clarity (Rank 2, Rank 3)
    Level 14: Munitions Bots (Rank 2, Rank 3)
    Level 17: Sonic Device (Deafening Dissolution)
    Level 20: Orbital Cannon (Rank 2, Rank 3)
    Level 23: Gas Pellets (Rank 2, Oversized Pellet Bag)
    Level 26: Lock N Load
    Level 29: Resurrection Serum
    Level 32: Miniaturization Drive (Rank 2, Rank 3)
    Level 35: Killer Instinct
    Level 38: Implosion Engine (Rank 2, Rank 3)

    Travel Powers:
    Level 6: Jet Boots (Rank 2, Rank 3)
    Level 35:

    Specializations:
    Ego: Force of Will (2/2)
    Ego: Insight (3/3)
    Ego: Follow Through (3/3)
    Ego: Exploit Opening (2/2)
    Guardian: Fortified Gear (3/3)
    Guardian: Locus (2/2)
    Guardian: Ruthless (2/2)
    Guardian: The Best Defense (3/3)
    Vindicator: Aggressive Stance (2/2)
    Vindicator: Merciless (3/3)
    Vindicator: Initiative (2/2)
    Vindicator: Mass Destruction (3/3)
    Mastery: Ego Mastery (1/1)
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  • edgunneredgunner Posts: 7 Arc User
    edited October 2013
    Ah man super, this was Exactly what I was looking for! THANKS man, you're the best! If ya ever need anything, I owe you one!
  • superalfgornsuperalfgorn Posts: 558 Arc User
    edited October 2013
    You are welcome! It was a fun exercise ;)
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  • falchoinfalchoin Posts: 383 Arc User
    edited October 2013
    On the subject of passive graphical effects breaking theme...

    There's a handy bind you can use to "turn off" any passive's effects until you change zones.

    /bind numpad0 movementreset
    You can replace "numpad0" with any key you wish.

    Anyway, use the bind then toggle your travel power off then on (or just turn it on) and any graphical effects currently on your character go poof. It's not a perfect solution as you'll need to use it every time you zone or if a new effect gets put on your character after use but it helps.

    Also, the /movementreset command can be used after zoning or once every 5 minutes.
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  • sylvanmuldoonsylvanmuldoon Posts: 4 Arc User
    edited October 2013
    Eh, in my opinion you want your medic to have rank 3 aura of radiant protection. You have to ask yourself what is better, having all damage recieved to your team cut by 75% (rough number from memory) and that is all damage, or having better heals when they get hit with full damage?

    I've tried the other healing passives, and they don't match up to this aura for the simple reason even if they make your heals much stronger you end up having to heal everyone on your team a whole lot more because they are all taking full damage.
  • superalfgornsuperalfgorn Posts: 558 Arc User
    edited October 2013
    Note that the tank has already AoRP and IDF for maximum damage reduction to self and team.

    However, if played individually then by all means AoRP>>>>Medical Nanites.
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  • sylvanmuldoonsylvanmuldoon Posts: 4 Arc User
    edited October 2013
    This is the healing build you need on elite 5 man runs.

    PS this is the healing build I'm running. It is insanely over powered and very easy to use.



    PowerHouse http://powerhouse.nullware.com/

    Link to this build: http://powerhouse.nullware.com/powe...7050C9W2Jx02M8G

    Name:

    Archetype: Freeform

    Super Stats:
    Level 6: Presence (Primary)
    Level 10: Intelligence (Secondary)
    Level 15: Constitution (Secondary)

    Talents:
    Level 1: The Grimoire
    Level 6: Diplomatic
    Level 9: Physical Conditioning
    Level 12: Healthy Mind
    Level 15: Lasting Impression
    Level 18: Intimidating
    Level 21: Brilliant

    Powers:
    Level 1: Radiance
    Level 1: Iniquity (Rank 2, Rank 3)
    Level 6: Conviction
    Level 8: Compassion
    Level 11: Palliate (Rank 2, Rank 3)
    Level 14: Ascension
    Level 17: Protection Field (Rank 2, Rank 3)
    Level 20: Mindful Reinforcement (Rank 2, Rank 3)
    Level 23: Rebirth (Rank 2, Rank 3)
    Level 26: Redemption (Rank 2, Salvation)
    Level 29: Skarn's Bane (Rank 2, Rank 3)
    Level 32: Aura of Radiant Protection (Rank 2, Rank 3)
    Level 35: Molecular Self-Assembly
    Level 38: Force Shield (Rank 2, Force Sheathe)

    Travel Powers:
    Level 6: Acrobatics (Rank 2)
    Level 35: Teleportation

    Specializations:
    Presence: Repurpose (3/3)
    Presence: Selfless Ally (2/2)
    Presence: Brilliance (3/3)
    Presence: Moment of Glory (2/3)
    Sentinel: Eternal Spring (2/2)
    Sentinel: Caregiver (3/3)
    Sentinel: Sentinel Aura (3/3)
    Sentinel: Genesis (2/2)
    Sentry: Precise (3/3)
    Sentry: Sentry Aura (3/3)
    Sentry: Fortify (2/2)
    Sentry: Reinforce (2/2)
    Mastery: Presence Mastery (1/1)
  • riveroceanriverocean Posts: 1,690 Arc User
    edited October 2013
    What a great idea and thanks a ton for this thread. I've been running "The Medic" build and I really like it. I changed it up a bit for better solo play. I selected Bionic Shielding at level 11 instead of Inequity.. Which is great. It's a fantastic self-buff and a nice team buff as well. I'm at lvl 22 and can easily solo in support mode - as well as help teams through content.

    I want to try "The Leader" and "The Stealth" as well. I really like tech based heroes but was having a hard time trying to create exactly what I wanted. This thread should be stickied or turned into a guide IMHO because the builds are so useful.

    Note: The Medic is a really good team build. Fantastic I might add.. As long you use binds to spam Bionic Shielding on yourself and teammates. That plus nanites and the drones can keep a team on their feet.
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  • edgunneredgunner Posts: 7 Arc User
    edited October 2013
    Glad this idea is giving people good times! I hope you all understand they are designed for team play. While each build by virtue of level design and balancing can solo most solo content, the strength is when they're all together.

    Also, Like I said, its about the Theme of a 5 Man Strike team, possibly UNTIL. Sure, sylvanmuldoon might have a stronger medic build, but I doubt it has the same feel as part of the Team.
  • sylvanmuldoonsylvanmuldoon Posts: 4 Arc User
    edited October 2013
    edgunner wrote: »
    Glad this idea is giving people good times! I hope you all understand they are designed for team play. While each build by virtue of level design and balancing can solo most solo content, the strength is when they're all together.

    Also, Like I said, its about the Theme of a 5 Man Strike team, possibly UNTIL. Sure, sylvanmuldoon might have a stronger medic build, but I doubt it has the same feel as part of the Team.

    You are quite right, my medic isn't really built with such a well balanced team in mind. When I do heal in elite instances I tend to be in groups not as ideally set up as the one you suggested so my healing has to be over the top to compensate.

    Bold effort putting this together.
  • edgunneredgunner Posts: 7 Arc User
    edited October 2013
    Now, don't think these builds are perfect. superalfgorn did a great job of setting up the basework, but even I have been making a few tweaks here and there.
  • superalfgornsuperalfgorn Posts: 558 Arc User
    edited October 2013
    Ty edgunner for the kind words.

    In general, keep in mind that the builds need to be tweaked to accomodate personal preferences and need to be fine tuned.

    I put them together with a guiding vision of having five people always together using all auras and what this would entail, specifically I was thinking of the combo AoAC+AoPM allowing you to skip all energy stats and focusing on DMG/Survivability. It took me 30' on PowerHouse to finish them. The fine details are probably still very rough. :wink:

    I would advise anyone trying to use them to be careful in particular about the order of powers... you could be struck for a few levels with not enough attacks or not enough utility...

    I would change another thing, when using them together: take END out of the HEAVY and add to him the Sentry Tree for the Aura.

    The revised build:
    PowerHouse (Link to this build)

    Name: HEAVY

    Archetype: Freeform

    Super Stats:
    Level 6: Constitution (Primary)
    Level 10: Ego (Secondary)
    Level 15: Dexterity (Secondary)

    Talents:
    Level 1: The Void
    Level 6: Survival Training
    Level 9: Sniper Training
    Level 12: Field Ops Training
    Level 15: Finesse
    Level 18: Shrug It Off
    Level 21: Showmanship

    Powers:
    Level 1: Wrist Bolter (Automated Assault, Accelerated Metabolism)
    Level 1: Tactical Missiles (Blast Radius, Crippling Challenge)
    Level 6: Mini Gun (Rank 2, U-238 Rounds, Infrared Guidance System)
    Level 8: Aura of Radiant Protection (Rank 2, Rank 3)
    Level 11: Energy Shield (Phalanx Defense System)
    Level 14: Micro Munitions (Rank 2, Rank 3, Challenging Strikes)
    Level 17: Reconstruction Circuits (Rank 2)
    Level 20: Inertial Dampening Field (Rank 2, Rank 3)
    Level 23: Munitions Bots (Rank 2, Rank 3)
    Level 26: Overdrive
    Level 29: Lock N Load
    Level 32: Mini Mines
    Level 35: Masterful Dodge
    Level 38: Unbreakable

    Travel Powers:
    Level 6: Jet Boots (Rank 2, Rank 3)
    Level 35:

    Specializations:
    Constitution: Fuel My Fire (3/3)
    Constitution: Tough (3/3)
    Constitution: Resilient (2/2)
    Constitution: Adrenaline Rush (2/2)
    Protector: Fortified Gear (3/3)
    Protector: Bulwark (2/2)
    Protector: Debilitating Challenge (2/2)
    Protector: Exhausting Strikes (2/2)
    Protector: Resolute (1/3)
    Sentry: Fortified Gear (1/3)
    Sentry: Twist Fate (2/2)
    Sentry: Sentry Aura (3/3)
    Sentry: Fortify (2/2)
    Sentry: Reinforce (2/2)
    Mastery: Protector Mastery (1/1)
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