City of Heroes:Inventions
From ResonantGameWiki
Base IO Values
- 1 effect (*1.0):
- L25: +0.32
- L28: +0.341
- L33: +0.359 (> 0.018)
- L43: +0.397
- L50: +0.424 (33> 0.065)
- L50(sup): +0.530 (> 0.076)
- 2 effects (*0.625):
- L25: +0.20
- L28: +0.213125
- L33: +0.224375 (@L25=0.1645)
- L43: +0.248125 (@L25=0.182)
- L50: +0.265 (@L25=0.194)
- L50(sup): +0.33125 (@L25=0.2428)
- 3 effects (*0.5):
- L28: +0.1705
- L33: +0.1795
- L43: +0.1985
- L50: +0.212 (@L25=+0.1554)
- 4 effects (*0.4375):
- L33: +0.157
- L50: +0.1855
Damage Powers
Melee Attacks
Dam, Acc, End, Rech
- Crushing 1 (50) [Ki]: Acc/Dam (+0.265)
- Crushing 2 (50) [Ki]: Dam/End (+0.265)
- Crushing 4 (50) [Ki]: Acc/Dam/Rech (+0.212)
- Crushing 5 (50) [Ki]: Acc/Dam/End (+0.212)
- Crushing 6 (50) [Ki]: Dam/End/Rech (+0.212)
- Mako 5 (50) [Tr]: Acc/End/Rech (+0.212)
- Total: Dam=1.166, Acc=0.901, End=0.901, Rech=0.636
- Bonus: +5.5% Immob Res, +1.125% Health, +7% Accuracy, +5% Recharge
Dam, Rech, Acc, End, HighGlobals (Hecatomb)
- Hecatomb 2 (50): Dam/Rech (+0.331)
- Hecatomb 3 (50): Dam/Rech/Acc (+0.265)
- Hecatomb 4 (50): Rech/Acc (+0.331)
- Hecatomb 5 (50): Dam/End (+0.331)
- Hecatomb 6 (50): 33% chance for moderate negative energy damage
- Accuracy (50): (+0.424)
- [ALT] Tempered Readiness 3 (50): Acc/End (+0.265)
- Total: Dam=0.927, Rech=0.927, Acc=0.755, End=0.331, +33% chance of moderate NE damage
- Bonuses: Recovery +4%, FireRes/ColdRes +2.52%, Accuracy +15%, Recharge +10%.
Place this in a fast melee power to maximize proc damage. For Lunge, you can trade a small amount of accuracy for extra end reduction by using a Slow set IO.
Dam, Acc, Rech, End
L30 Optimized:
- Crushing 1 (33) [Ki]: Acc/Dam (+0.224)
- Crushing 3 (33) [Ki]: Dam/Rech (+0.224)
- Crushing 4 (33) [Ki]: Acc/Dam/Rech (+0.180)
- Crushing 5 (33) [Ki]: Acc/Dam/End (+0.180)
- Crushing 6 (33) [Ki]: Dam/End/Rech (+0.180)
- Mako 5 (43) [Tr]: Acc/End/Rech (+0.199)
- Total: Dam=0.988, Acc=0.783, Rech=0.783, End=0.559
- Bonus: +2.2% Immob Res, +1.125% Health, +7% Accuracy, +5% Recharge
L50 Optimized:
- Crushing 1 (50) [Ki]: Acc/Dam (+0.265)
- Crushing 3 (50) [Ki]: Dam/Rech (+0.265)
- Crushing 4 (50) [Ki]: Acc/Dam/Rech (+0.212)
- Crushing 5 (50) [Ki]: Acc/Dam/End (+0.212)
- Crushing 6 (50) [Ki]: Dam/End/Rech (+0.212)
- Mako 5 (50) [Tr]: Acc/End/Rech (+0.212)
- Total: Dam=1.166, Acc=0.901, Rech=0.901, End=0.636
- Bonus: +2.2% Immob Res, +1.125% Health, +7% Accuracy, +5% Recharge
Ranged Attacks
Dam, End, Acc, Recharge
- Devastation 4 (50): Dam/Acc/End/Rech (+0.1855)
- Devastation 5 (50): Acc/Dam/Rech (+0.212)
- Thunderstrike 2 (50): Dam/End (+0.262)
- Thunderstrike 4 (50): Dam/End/Rech (+0.212)
- Thunderstrike 5 (50): Acc/Dam/Rech (+0.212)
- Thunderstrike 6 (50): Acc/Dam/End (+0.212)
- Total: Dam=1.0835, End=0.8715, Acc=0.8215, Rech=0.8215
- Bonus: +12% Regen, +2% Recovery, +2.5% Energy Def, +2.5% ToHit
Acc, Dam, Rech, End, GlobalBoosts (Apocalypse)
- Accuracy (50): +0.424
- Apocalypse 2 (50): Dam/Rech (+0.331)
- Apocalypse 3 (50): Dam/Rech/Acc (+0.265)
- Apocalypse 4 (50): Rech/Acc (+0.331)
- Apocalypse 5 (50): Dam/End (+0.331)
- Apocalypse 6 (50): 33% Chance for Negative Energy Dam
- Total: Dam=0.927, Acc=1.02, Rech=0.927, End=0.331
- Bonus: Regeneration +16%, Health +3%, Damage +4%, Recharge +10%
Alternate if the attack allows it: Switch out the Accuracy for Acc/End, Acc/Slow, Acc/Immob, or whatever your favorite other effect is. With only one ranged attack this *might* be better overall for the bonuses than the Build-Up builds below. With two or more attacks, put the build-up in the fastest, and this in the next available low-level attack.
Dam, Acc, Recharge, End, Build-Up
- Decimation 6: 5% Chance of Build-Up [Unique]
- Ruin 5 (40): Acc/Dam/Rech (+0.193)
- Devastation 3 (TF): Dam/Rech (+0.275)
- Devastation 4: Acc/Dam/End/Rech (+0.190)
- Thunderstrike 5: Acc/Dam/Rech (+0.2175)
- Thunderstrike 6: Acc/Dam/End (+0.2175)
- Total: Dam=1.093, Acc=0.818, Rech=0.8755, End=0.4075, 5% Build-Up Chance
- Bonus: +12% Regen, +2% Recovery
The fastest ranged attack in the build should be slotted with this.
Acc, Dam, Recharge, End, Range, Build-Up
- Salvo 2 (30): Acc/Dam/End/Range (+0.15225/+0.0914)
- Decimation 6: 5% Chance of Build-Up [Unique]
- Devastation 4: Acc/Dam/End/Rech (+0.190)
- Devastation 5: Acc/Dam/Rech (+0.2175)
- Thunderstrike 5: Acc/Dam/Rech (+0.2175)
- Thunderstrike 6: Acc/Dam/End (+0.2175)
- Total: Acc=0.99475, Dam=0.99475, Rech=0.625, End=0.55975, Range=0.0914, 5% Build-Up Chance
- Bonus: +12% Regen, +2% Recovery
An alternate to the above that sacrifices some recharge (and thus Build-Up chances) for slightly better acc, end, and range. A Centriole can be used in place of Salvo 2 for slightly better range, but loses Acc and End for wasted Damage.
Dam, ToHitDebuff, Acc, Range, End, Rech (Dark Blasts)
All HOs:
- Nucleolus [HO]: Dam/Acc
- Centriole [HO]: Dam/Range
- Centriole [HO]: Dam/Range
- Lysosome [HO]: Acc/ToHitDebuff
- Enzyme [HO]: End/ToHitDebuff
- Membrane [HO]: Rech/ToHitBuff (*)
- Total: Dam=0.99, ToHitDebuff=0.60, Acc=0.66, Range=0.40, End=0.33, Rech=0.33
No way to beat this with IOs. Switching one Dam/Range for one Dam/Acc may be preferable, though cones get more out of range.
Ranged AoE Attacks
- Positron's Blast:
- +0.275 Acc, +0.275 Dam
- +0.275 End, +0.275 Dam
- +0.275 Rech, +0.275 Dam
- +0.163 Range, +0.275 Dam
- +0.2175 Acc, +0.2175 Dam, +0.2175 End
Dam, Acc, Range, Rech, End
For Hurl Spines:
Objective: > +0.7 Acc, > +1.0 Dam, > +0.4 Range, > 0.33 Rech, >0.20 End
2x Dam/Ran: +0.66 Dam, +0.40 Range
IO 5: * +0.2175 Acc, +0.2175 Dam, +0.2175 End
No apparent way to trump HOs+SOs.
Dam, ToHitDebuff, Acc, Range, End, Rech (Dark Cones)
All HOs:
- Nucleolus [HO]: Dam/Acc
- Centriole [HO]: Dam/Range
- Centriole [HO]: Dam/Range
- Lysosome [HO]: Acc/ToHitDebuff
- Enzyme [HO]: End/ToHitDebuff
- Membrane [HO]: Rech/ToHitBuff (*)
- Total: Dam=0.99, ToHitDebuff=0.60, Acc=0.66, Range=0.40, End=0.33, Rech=0.33
Hybrid:
- Lysosome [HO]: Acc/ToHitDebuff
- Lysosome [HO]: Acc/ToHitDebuff
- Centriole [HO]: Dam/Range
- Positron's Blast 5: Dam/Acc/End
- Detonation 5: Dam/Acc/End
- Detonation 6: Dam/End/Range
- Total: Dam=0.966, Acc=0.754, ToHitDebuff=0.40, Range=0.3x?, End=0.636, Rech=0
- Bonus: Sleep Res
HOs win.
PBAoE Attacks
Armageddon (Unique)
- Armageddon 2 (50): Dam/Rech (+0.331/+0.331)
- Armageddon 3 (50): Dam/Rech/Acc (+0.265/+0.265/+0.265)
- Armageddon 4 (50): Rech/Acc (+0.331/+0.331)
- Armageddon 5 (50): Dam/End (+0.331/+0.331)
- Armageddon 6 (50): 33% chance for moderate fire damage
- Multistrike/Scirocco 5 (43): Dam/Acc/End (+0.199)
- Total: Dam=1.126, Rech=1.126, Acc=0.795, End=0.53
- Bonus: Recovery +4%, FireRes/ColdRes +2.52%, Acc +15%, Rech +10%
Dam, Acc, Rech, End (L30 Optimized)
HO Build: 52 Dam/End, Dam/Acc, Dam/Acc, Dam/Acc, Rech, Rech
- Total (After ED): 98.3% Dam, 95% Acc, 76% Recharge, 36.7% End
IO Build:
- Scirocco 1 (33): Dam/Acc (+0.224)
- Scirocco 3 (33) [Mi]: Dam/Rech (+0.224)
- Scirocco 4 (33) [Mi]: Acc/Rech (+0.224)
- Scirocco 5 (33): Dam/Acc/End (+0.180)
- Multistrike 5 (43): Dam/Acc/End (+0.199)
- Multistrike 6 (43): Dam/End/Rech (+0.199)
- Total: Dam=1.026, Acc=0.827, Rech=0.859, End=0.647
- Bonus: +10% Regen, +3.125% Neg. Eng Resist, +9% Acc
Dam, Acc, End, Procs (Quills)
- Scirocco 1 (50): Dam/Acc (+0.265)
- Scirocco 2 (50): Dam/End (+0.265)
- Scirocco 5 (50): Dam/Acc/End (+0.212)
- Scirocco 6 (any): Chance for Lethal Damage
- Pacing of the Turtle 3 (50): Acc/End (+0.265)
- Pacing of the Turtle 6 (any): Chance for Recharge Slow
- Total: Dam=0.954, Acc=0.742, End=0.742
- Bonus: +10% Regen, +3.125% Neg. Eng Resist, +9% Acc
- Procs: 20% chance for lethal damage and recharge slow on each hit or every 10 seconds.
Taunt PBAOE (Mud Pots)
- Multistrike 2 (50): Dam/End (+0.265)
- Multistrike 5 (50): Dam/Acc/End (+0.212)
- Scirocco 2 (50): Dam/End (+0.265)
- Scirocco 5 (50): Dam/Acc/End (+0.212)
- Perfect Zinger 1 (50): Taunt (+0.424)
- Perfect Zinger 6 (50): 20% Chance of minor psychic damage
- Total: Dam=0.954, End=0.954, Acc=0.424, Taunt=0.424, 20% Minor PsiDam
- Bonus: SleepRes +1.65%, Regen +10%, FearRes +2.75%
Snipe Attacks
Dam, Acc, Int, End, Rech, Range
HOs:
- Dam/Acc, Dam/Acc, Dam/Range, Int, Int, Rech
- Total: Dam=0.99, Acc=0.66, Range=? Int=2? Rech=0.33
IOs (L40 optimized, but exemps very well to 21 as all of the 0.199 values will not scale down at all):
- Sting 1 (43): Acc/Dam (+0.248)
- Sting 2 (43): Dam/End (+0.248)
- Sting 3 (43): Acc/Int/Range (+0.199/+0.239/+0.120)
- Sting 4 (43): Dam/End/Rech (+0.199)
- Sting 5 (43): Dam/Int/Rech (+0.199/+0.239/+0.199)
- Interrupt (50): +0.509
- Total: Dam=0.894, Acc=0.447, Int=0.987, End=0.447, Rech=0.398, Range=0.120
- Bonus: Regeneration +12%, EnergyDef/NegEDef +0.95%, Damage +3%, Recharge +7.5%
Pet Damage
Dam, Rech, Acc (Phantom Army)
- Soulbound Allegiance 1 (50): Dam (+0.53)
- Soulbound Allegiance 3 (50): Dam/Rech/Acc (+0.265)
- Soulbound Allegiance 4 (50): Rech/Acc (+0.331)
- Soulbound Allegiance 5 (50): Dam/End (+0.331)
- Recharge (50): +0.424
- Accuracy (50): +0.424
- Total: Dam=1.126, Rech=1.02, Acc=1.02
- Bonus: Regeneration +16%, Health +3%, Damage +4%
Dam, Acc, End, Rech (Phantasm)
- Blood Mandate 1 (50): Acc/Dam (+0.265)
- Blood Mandate 4 (50): Acc/Dam/End (+0.212)
- Sovereign Right 1 (50): Acc/Dam (+0.265)
- Sovereign Right 4 (50): Acc/Dam/End (+0.212)
- Recharge (50): +0.424
Control Powers
Confused
Confuse, Accuracy, Recharge, Endurance, Range
HOs:
- Acc/Mez, Acc/Mez, Acc/Mez, Rech, End, Range (9 SOs)
IOs (L30 optimized):
- Malaise 1 (33): Acc/Rech (+0.224)
- Malaise 2 (33): End/Conf (+0.224)
- Malaise 3 (33): Acc/End (+0.224)
- Malaise 4 (33): Conf/Range (+0.224/+0.135)
- Malaise 5 (33): Acc/Conf/Rech (+0.180)
- Coercive Persuasion 3 (50): Acc/Conf/Rech (+0.265)
- Totals: Conf=0.893, Acc=0.893, Rech=0.669, End=0.224, Range=0.135 (8.442 SOs)
- Bonuses: Recovery +2.5%, Confuse +2.5%, Damage +2.5%, Recharge +6.25%
IOs (L50 optimized):
- Coercive Persuasion 2 (50): Conf/Rech (+0.331)
- Coercive Persuasion 3 (50): Conf/Rech/Acc (+0.265)
- Coercive Persuasion 4 (50): Rech/Acc (+0.331)
- Coercive Persuasion 5 (50): Conf/End (+0.331)
- Coercive Persuasion 6 (50): 33% Extra Confusion
- Malaise/Perplex 5 (43): Acc/Conf/Rech (+0.199)
- Totals: Conf=1.126, Acc=0.596, Rech=1.126, End=0.331
- Bonuses: Recovery +4%, Confuse +4%, Damage +4%, Recharge +10%
Disorient Attacks
Accuracy, Disorient, Endurance (Oppressive Gloom)
HOs:
- Acc/Mez, Acc/Mez, Acc/Mez, End, End, End
IOs:
- Rope 1: Acc/End (+0.265)
- Rope 6: Acc/Stun (+0.265)
- Stupefy 1: Acc/End (+0.265)
- Stupefy 2: Acc/Stun (+0.265)
- End: (+0.424)
- Stun: (+0.424)
- Total: Acc=1.06, Stun=0.954, End=0.954
- Bonus: +Recovery, +Regen
Accuracy, Disorient, Recharge, Endurance
HOs: Acc/Mez, Acc/Mez, Acc/Mez, Rech, Rech, End
- Total: Acc=0.99, Mez=0.99, Rech=0.848, End=0.424
Accuracy, Disorient, Recharge, Endurance, Range
IOs:
- Rope 1 [Ki]: Acc/End (+0.265)
- Rope 4: Acc/Stun/Rech (+0.212)
- Stupefy 1 [Mi]: Acc/End (+0.265)
- Stupefy 4: Acc/Stun/Rech (+0.212)
- Stupefy 5: Stun/Range (+0.265/+0.16575)
- Razzle 4 (30): Acc/Stun/Rech (+0.174)
- Total: Acc=1.128, Stun=0.863, End=0.530, Rech=0.424, Range=0.16575
- Bonus: +2.5% Recovery, +1.875% Health, +6% Regen
Damage, Accuracy, Disorient, End, Recharge
Hybrid:
- Nucleolus (HO): Dam/Acc (+0.330)
- Nucleolus (HO): Dam/Acc (+0.330)
- Peroxisome (HO): Dam/Mez (+0.330)
- Endoplasm (HO): Acc/Mez (+0.330)
- Rope 4: Acc/Stun/Rech (+0.212)
- Stupefy 4: Acc/Stun/Rech (+0.212)
- Total: Acc=0.99, Dam=0.99, Disorient=1.095, End=0.435, Rech=0.435
Ranged Damage, Accuracy, Disorient, Recharge, End, Recovery
Hybrid:
- Thunderstrike 1 (50): Acc/Dam/ (+0.265)
- Thunderstrike 4 (50): Dam/End/Rech (+0.212)
- Peroxisome [HO]: Dam/Mez (+0.330)
- Peroxisome [HO]: Dam/Mez (+0.330)
- Rope 4: Acc/Stun/Rech (+0.212)
- Stupefy 4: Acc/Stun/Rech (+0.212)
- Total: Dam=1.137, Acc=0.689, Disorient=1.084, Rech=0.636, End=0.212
- Bonus: +2% Recovery
Melee Damage, Accuracy, Recharge, Disorient, End
IOs:
- Crushing 2: Dam/End (+0.265)
- Crushing 3: Dam/Rech (+0.265)
- Crushing 4 [Ki]: Acc/Dam/Rech (+0.212)
- Crushing 5 [Ki]: Acc/Dam/End (+0.212)
- Stupefy 2: Acc/Stun (+0.265)
- Stupefy 4: Acc/Stun/Rech (+0.212)
- Total: Dam=0.954, Acc=0.901, Rech=0.689, Disorient=0.477, End=0.477
- Bonus: +5.5% Immob Res, +1.125% Health, +2.5% ToHit, +2.5% Recovery
Hold Attacks
Hold, Rech, Accuracy, Damage, End (Blind)
- Apocalypse 1 (50): Dam (+0.530)
- Unbreakable Constraint 2 (50): Hold/Rech (+0.331)
- Unbreakable Constraint 3 (50): Hold/Rech/Acc (+0.265)
- Unbreakable Constraint 4 (50): Rech/Acc (+0.331)
- Unbreakable Constraint 5 (50): Hold/End (+0.331)
- Unbreakable Constraint 6 (50): 33% Chance for Moderate Smashing Damage
- Total: Hold=0.927, Dam=0.530, Acc=0.596, End=0.331, Rech=0.927
- Bonuses: +4% Recovery, +2.52% FireRes/ColdRes, +15% Accuracy, +10% Recharge
Hold, Accuracy, Recharge, End
HO: Acc/Mez, Acc/Mez, Acc/Mez, Rech, Rech, End
IOs:
- Essence 1 (Ki): Acc/End (0.275)
- Essence 4: End/Range/Rech (0.2175, range wasted)
- Essence 6: Dam/Hold/Rech (0.2175 dam wasted)
- GWE 1: Acc/End (0.275)
- GWE 2: Acc/Hold (0.275)
- GWE 4: End/Hold/Rech (0.2175)
- Total: Acc=0.825, Hold=0.71, Recharge=0.6525, End=0.985
- Bonus: Fear Res, Confuse Res, RunSpeed, Health
Not really a match for HOs.
Hold, Accuracy, Damage, Range, Recharge/End
HO: Acc/Mez, Acc/Mez, Dam/Acc, Dam/Mez, Dam/Range, Recharge
No way to match with IOs.
Immobilizaton Powers
Accuracy, Immobilize, Recharge, End, Range (Web Grenade)
HOs:
- Acc/Mez, Acc/Mez, Acc/Mez, Rech, End, Range
IOs:
- Enfeebled 4 (Ki): Acc/Range/Rech (+0.212/+0.1275)
- Enfeebled 6: Immob/Range (+0.265/+0.16575)
- Trap 1 (Mi): Acc/End (+0.265)
- Trap 4 (TF): Acc/Immob/Rech (+0.212)
- Trap 5: Acc/Immob (+0.265)
- Trap 6 (TF): 5% Lethal DoT
- Total: Acc=0.954, Immob=0.742, Rech=0.424, End=0.424, Range=0.16575, 5% Lethal DoT
- Bonus: +5% Immob Dur, +1.875% Health, +3.125% ToHit
The IO version has the bonus ToHit and some DoT, which is worth a lot in PvP against Stalkers, but slightly lower immob time and range.
Fear Attacks
Fear, Acc, Recharge, End (Spectral Terror, L30 optimized)
HOs:
- Acc/Mez, Acc/Mez, Acc/Mez, Rech, Rech, End
- Total: Acc=0.99, Fear=0.99, Rech=0.848, End=0.424
IOs:
- Nightmare 4 (50): Acc/Fear/Rech (+0.212)
- Nightmare 6 (50): Acc/Fear (+0.265)
- Glimpse 1 (33): Acc/Rech (+0.224)
- Glimpse 4 (33): Fear/Range (+0.224/0.135)
- Glimpse 5 (33): Acc/Fear/Rech (+0.180)
- Glimpse 6 (30-33): Chance for Psi Damage
- Total: Fear=0.881, Acc=0.881, Rech=0.616, End=0.224,
- Bonus: +1.65% Fear Dur, +2.75% Fear Dur, +1.875% Health, +9% Acc
IOs have lower recharge and end reduction, but +9% Accuracy to all attacks and some health and range.
IO Hybrid (Global recharge):
- Acc/Mez (+0.330)
- Glimpse 1 (33): Acc/Rech (+0.224)
- Glimpse 2 (33): End/Fear (+0.224)
- Glimpse 4 (33): Fear/Range (+0.224/0.135)
- Glimpse 5 (33): Acc/Fear/Rech (+0.180)
- Glimpse 6 (30-33): Chance for Psi Damage
- Total: Fear=0.958, Acc=0.734, Rech=0.404, End=0.224, Range=0.135
- Bonus: Fear +2.75%, Health +1.88%, Accuracy +9%, Recharge +6.25%
This sacrifices 15% accuracy and 21% power recharge for 6% extra fear duration, 22% better endurance reduction, and a 6.25% *global* recharge reduction. Sacrificing some fear control for some extra phantom army time is probably worth it, especially when extra Hasten time is factored in as well.
Damage Mitigation Powers
Heal
Heal, Recharge, End
- Doctored 2 (50): End/Heal/Rech (0.212)
- Doctored 4 (50): Heal/Rech (0.265)
- Numina's 1 (50): End/Heal (0.265)
- Numina's 2 (50): End/Rech (0.265)
- Numina's 3 (50): Heal/Rech (0.265)
- Numina's 4 (50): End/Heal/Rech (0.212)
- Total: Heal=1.22, Recharge=1.22, End=0.954
- Bonus: 2.2% Fear Res, +12% Regen, +1.875% Health, +6% Improved Heal
This overslots Heal and Rech by a full 0.27, but the extra recharge at least protects against debuffs. Doctored 4 can be dropped to gain a slot at the cost of 2.2% Fear Res.
Heal, Recharge, End, GlobalDef (Reconstruction)
L30 Optimized:
- Steadfast 2 (10-18): Res/+3% Global Defense (res mostly irrelevant)
- Doctored 4 (50): Heal/Rech (+0.242)
- Numina's 2 (33): End/Rech (+0.224)
- Numina's 3 (33): Heal/Rech (+0.224)
- Numina's 4 (33): End/Heal/Rech (+0.180)
- Numina's 5 (33): Heal (+0.359)
- Total: Heal=1.005, Recharge=0.870, End=0.404
- Bonus: +12% Regen, +1.875% Health, +6% Improved Heal, +3% Global Defense
This gets a global defense and improved heal/health/regen and a tiny improvement in toxic resist for L30 exemping, at the cost of some recharge and end. Good only if expecting to spend a lot more time in PvE between L30 and L40 than at L40+ or in PvP.
Heal, Recharge, End, Recovery
- Miracle 2 (40): End/Heal/Rech (+0.193)
- Miracle 4 (40): Heal/Rech (+0.24125)
- Numina's 1 (50): End/Heal (0.265)
- Numina's 2 (50): End/Rech (0.265)
- Numina's 3 (50): Heal/Rech (0.265)
- Numina's 4 (50): End/Heal/Rech (0.212)
- Total: Heal=1.2018, Rech=1.2018, End=0.9605
- Bonus: +2.5% Recovery, +12% Regen, +1.875% Health, +6% Improved Heal
This still overslots Heal and Rech, but 2.5% recovery is probably more useful than 2.2% Fear Res. Dropping Miracle 4 is still an option to pick up a slot at the cost of the recovery.
Heal, Recharge, End, HoldRes, GlobalRecovery (Healing Aura)
- Doctored 2 (50): End/Heal/Rech (+0.212)
- Numina's 1 (50): End/Heal (+0.265)
- Numina's 2 (50): End/Rech (+0.265)
- Numina's 3 (50): Heal/Rech (+0.265)
- Numina's 4 (50): End/Heal/Rech (+0.212)
- Numina's 6 (30): +20% Regen, +10% Recovery
- Total: Heal=0.954, End=0.954, Rech=0.954
- Bonus: +12% Regen, +1.88% Health, +6% Improved Heal, +3.3% HoldRes
If you don't want to put the Numina's 6 special in Health, you can put it here. Overall, you lose a 2.5% recovery bonus for a 3.3% HoldRes, which is probably a net loss on a tank or a scrapper, but a win on a defender not taking Health and Stamina.
Heal, Recharge+, End
L30 Optimized (Earth's Embrace/Dull Pain?):
- Doctored 1 (33): End/Heal (+0.224)
- Doctored 2 (33): End/Heal/Rech (+0.180)
- Doctored 3 (33): End/Rech (+0.224)
- Doctored 4 (33): Heal/Rech (+0.224)
- Doctored 5 (33): Heal (+0.359)
- Doctored 6 (33): Rech (+0.359)
- Total: Heal=0.987, Rech=0.987, End=0.628
- Bonuses: FearRes +2.2%, FireRes/ColdRes +1.26%, Healing +4%, Recharge +5%, ToxRes/PsiRes +1.26%.
L50 Optimized:
- Doctored 1 (50): End/Heal (+0.265)
- Doctored 2 (50): End/Heal/Rech (+0.212)
- Doctored 3 (50): End/Rech (+0.265)
- Doctored 4 (50): Heal/Rech (+0.265)
- Doctored 6 (50): Rech (+0.424)
- Golgi (50): Heal/End (+0.330)
- Total: Heal=1.072, Recharge=1.166, End=1.072
- Bonus: +2.2% Fear Res, 1.26% Fire/Cold Res, +4% Improved Heal, +5% Recharge
This variation sacrifices Recovery, Regen, Health, and 2% Improved Heal for a global 5% Recharge improvement. This improves offense, but it's a net loss on damage mitigation.
Heal, Recharge+, End, Interrupt
L50 Optimized:
- Doctored 1 (50): End/Heal (+0.265)
- Doctored 2 (50): End/Rech (+0.265)
- Doctored 3 (50): Heal/Rech (+0.265)
- Doctored 4 (50): End/Heal/Rech (+0.212)
- Doctored 5 (50): Heal (+0.424)
- Interrupt (50): Interrupt
- Total: Heal=1.166, Recharge=0.742, End=0.742, Interrupt=
- Bonus: +2.2% Fear Res, 1.26% Fire/Cold Res, +4% Improved Heal, +5% Recharge
For Aid Self. This is a tradeoff against the 3 Golgi/1 Rech/2 Int standard that gives better recharge and heal at the cost of interruptibility -- but also improves recharge of all other powers.
L30 Optimized:
- Doctored 1 (33): Heal/End (+0.224)
- Doctored 2 (33): End/Rech (+0.224)
- Doctored 3 (33): Heal/Rech (+0.224)
- Doctored 4 (33): Heal/End/Rech (+0.180)
- Doctored 5 (33): Heal (+0.359)
- Interrupt (50):
- Total: Heal=0.987, Recharge=0.628, End=0.628, Interrupt=
- Bonus: +2.2% Fear Res, 1.26% Fire/Cold Res, +4% Improved Heal, +5% Recharge
For Aid Self, where the bonuses are available in Siren's Call and during leveling and >30 exemping. Overall a worthwhile tradeoff if exemping much.
Heal, Recharge, End, Resist (Reconstruction)
- Doctored 1: End/Heal (0.265)
- Doctored 2: End/Heal/Rech (0.212)
- Numina's 2: End/Heal/Rech (0.212)
- Numina's 4: Heal/Rech (0.265)
- Aegis 3: End/Rech/Res (0.212/0.1275)
- Aegis 4: Rech/Res (0.265/0.16575)
- Total: Heal=0.954, Rech=0.901, End=0.901, Res=0.29325
- Bonus: 2.2% Fear Res, +12% Regen, +5% RunSpeed
This results in about a 4% final toxic resist improvement over the Heal/Recharge/End build, but sacrifices a 6% bonus improved heal and 1.875% health. Not worth it.
Defense
Def, End, GlobalRecharge (Kismet/LoTG)
- Def/End [Cytoskeleton HO]: Def/End (+0.20/+0.33)
- Luck of the Gambler 1 (50): Def/End (+0.159/+0.265)
- Luck of the Gambler 4 (43): Def/End/Rech (+0.12/+0.199/+0.199)
- Luck of the Gambler 6 (25-28-33) [TF]: Def (+0.128 [28]), +7.5% Recharge
- Kismet 5 (10-28) [Ki]: +7.5% ToHit
- Total: Def=0.607, End=0.794, Rech=0.199
- Bonus: +10% Regen, +1.13% Health, +7.5% ToHit, +7.5% Recharge
Resistance
Resistance, End, Psi/Recovery (toggles)
3-slot HOs:
- 3 slots: 0.99/0.60 End/Res
4-slot IOs:
- End/Res [HO]: End/Res (+0.33/+0.20)
- End/Res [HO]: End/Res (+0.33/+0.20)
- Impervium 2 (40): End/Res (+0.2509/+0.1508)
- Impervium 6 (40): 2.25% Psi Res (Scrapper),
- Total: End=0.91, Res=0.55, PsiRes=2.25%
- Bonus: +2.5% Recovery
Resistance, Psi/Mez, Runspeed (passives)
- Steadfast Protection 2 (30): Res (+0.209), +3% Def(All)
- Aegis 5 (50): Res (+0.255)
- Aegis 6 (50): +2.25 Psi Res (Scrapper), +20% Mez Resist
- Total: Res=+0.464, +3% Defense(All), +2.25% Psi Res, +20% Mez Resist
- Bonus: +5% RunSpeed
Resistance, Psi, Recovery (passives)
- Steadfast Protection 2 (30): Res (+0.209), +3% Def(All)
- Impervium 5 (40): Res (+0.232)
- Impervium 6 (40): 2.25% Psi Res (Scrapper)
- Total: Res=+0.441, +3% Defense(All), +2.25% Psi Res
- Bonus: +2.5% Recovery
Resistance, Recharge, End, EndMod (Force of Nature/Unstoppable)
- Aegis 3 (50): End/Rech/Res (+0.212/0.1275)
- Aegis 4 (50): Rech/Res (+0.265/0.16575)
- Impervium 3 (40): End/Rech/Res (+0.193/0.116)
- Impervium 4 (40): Rech/Res (+0.2509/0.1508)
- Titanium 3 (50): End/Rech/Res (+0.212/0.1275)
- Total: Res=0.6893,Rech=1.1329,End=0.617
- Bonus: +2.5% Recovery, +5% RunSpeed

