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Posts
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Quote:Guassian build up in a non 0.5 sec refresh toggle makes me sad . But I can see the point. Many of the changes are well thought out; thank you for this. I continually learn things from these perspectives.This isn't necessarily how I would build a BS/SD (I'd take hasten).
I took a look at what you were trying to go for and went off of that, I built it from scratch because frankly I thought it would work out a lot better.
You don't need tactics, and Taunt is better than Provoke. -
Quote:Great thoughts. I left the lots in Phalanx. I know it's not giving me bonuses but I'm not sure if it's worth moving them. They are a nice team add.the -kb io in tough isn't useful. you get kb protection from AD.
superior conditioning and physical protection will benefit more from a pshifter proc than an end mod io (mids doesn't account for the procs, they're worth ~.2eps over time)
you could move the steadfast 3% to OwtS, and use 2 impervium armors for another recovery bonus. another option worth considering is using a heal IO in OwtS, you'll lose 5.7% (s/l) resist but gain 127hp with the power up.
you could move the numi +/+ to PP and use a heal io in health for more regen, with a pretty minimal loss in recovery. another option for PP would be a harmonized healing proc.
The personal defense portion of phalanx fighting is unenhanceable. Those extra slots benefit your teammates, but not you.
enzymes work better than cytos. (shhhh! ) while this bug may get fixed someday, I'm guessing it's pretty low priority and may never happen. Personally, I'm willing to take my chances.
a couple of options to get all positions capped without parry:
-3 Aegis in tough (for both options)
-either push true grit to 6 slots, and add 3 Aegis, or push taunt to 6 slots (edit: oops, defense bonus at 5 slots. i'd still grab 6 for the recharge bonus as well)
-then swap one of the scirocco's sets for a set of oblits (slice would be my 1st choice)
I made most of the rest of the changes. I went with 2xNumin in Health rather than moving Numin to PP. Snagged the 2 piece regen there which was nice. Sacrificed the extra recharge in Build Up. Personally Build Ups I like for initial smashes but they tend to break my stride when I use them in combat.
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Draeth:
I'm very far along so no changing now. I like the brute though even if it's not 100% ideal. I've liked tanking in every MMO I have played. And though I have tried to roll a tanker a few times now every time I just end up smashing my face into my keyboard in boredom. The Brute is so much nicer to play.
Quote:Thank you for these links, I perused them. I moved sets around a bit to take into account what you said and what was said each thread. I used Hami's as I can always just run things to get them or spend a few days farming. The 2xGamb/1xHami combo in defense powers is an amazing slot savings. It works on the resist side too pretty effectively.Grant Cover contains a big chunk of your DDR, you may want to leave that on.
The mez resist IO in tough is worthless.
AD is another source of DDR, the more you can double stack this, the better. 3 membranes is the ideal slotting, since that also enhances the DDR, but if those are outside your budget at least get another recharge IO in here.
You may consider swapping FA for tactics to reduce toggle end cost.
Parry is an attack, slot it as such. It needs accuracy to hit.
The extra defense will be useful for iTrials, perhaps, but won't affect a boss's chance to hit you.
http://wiki.cohtitan.com/wiki/Attack_Mechanics
these threads might interest you:
http://boards.cityofheroes.com/showthread.php?t=270802
http://boards.cityofheroes.com/showthread.php?t=216944
Some people were saying to 6 slot True Grit but when I put more +heal in it it didn't seem like that much of an improvement in HP.
I'm close to melee cap without parry and WELL over it with multiple parry stacks.
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BS/SD is the most fun I have had in a long time. If you don't already have those sets on a char try it out.
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I am loving the hell out of my BS/SD brute. Really one of the most fun chars I have ever played. Parry is the best skill ever.
I'd like some input on my build though if someone doesn't mind.
I am definitely over soft caps by a little but that can't hurt since bosses and +1/2 monsters need more than the flat 45% if I understand correctly. Also eventually I'll want to run trials.
I plan to leave Maneuvers and Grant Cover off unless I am grouping. Less end usage for things that I don't really need outside a group. The overage from those plus team buffs should (hopefully) put me in a good defensive state for Incarnate trials when I hit 50.
Any feedback?
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Quote:Thanks for the feedback! I did some of the things and didn't do others...Slot roots for damage, including a proc.
2 recharge in Firey Embrace for more flaming goodness.
Lose spirit tree worthless.
Consider a -RES proc and Neg En proc in Flytrap
Get enough recharge to run Blaze-Blast-Incinerate.
(And go Fire APP for more burning goodness -- seriously the dmg from FE+Fireball+RoF is gasm-spasm worthy).
I changed out root slotting for 5xPositron saving a slot.
Moved that slot to embrace +Rech
Changed out Spirit Tree for Assault
The Blood Mandate is giving me a lot of ranged/AoE DEF which are my weakest DEFs so I will probably not change that out...not sure honestly...
I don't really want to pick up Incinerate. I have enough DoTs and I don't want to be tied to melee range.
I'm staying ice for sleet...sleet is amusing and gives me reliable -DEF/RES. And for the S/L DEF.
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Here's my first pass at this build. I read a ton of threads and tries to use ideas from each. Permadom easily without hasten. Uses some purple sets but only the cheap ones.
Any thoughts? What am I doing wrong?
Villain Plan by Mids' Villain Designer 1.952
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Dominator
Primary Power Set: Plant Control
Secondary Power Set: Fiery Assault
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Flight
Power Pool: Leadership
Ancillary Pool: Ice Mastery
Villain Profile:
Level 1: Strangler -- BasGaze-Acc/EndRdx/Rchg/Hold(A), BasGaze-Acc/Hold(13), BasGaze-Acc/Rchg(13), BasGaze-EndRdx/Rchg/Hold(15), Thundr-Acc/Dmg(15), Thundr-Acc/Dmg/Rchg(17)
Level 1: Flares -- Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/Rchg(11), Thundr-Acc/Dmg/EndRdx(11)
Level 2: Roots -- GravAnch-Immob(A), GravAnch-Immob/Rchg(5), GravAnch-Acc/Immob/Rchg(7), GravAnch-Acc/Rchg(7), GravAnch-Immob/EndRdx(9), GravAnch-Hold%(9)
Level 4: Fire Breath -- Posi-Dam%(A), Posi-Acc/Dmg(17), Posi-Dmg/EndRdx(19), Posi-Dmg/Rchg(19), Posi-Acc/Dmg/EndRdx(21)
Level 6: Kick -- FrcFbk-Rechg%(A)
Level 8: Seeds of Confusion -- CoPers-Conf%(A), CoPers-Acc/Conf/Rchg(21), CoPers-Acc/Rchg(23), CoPers-Conf/EndRdx(23), CoPers-Conf/Rchg(25), CoPers-Conf(25)
Level 10: Fire Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(37), Thundr-Acc/Dmg/Rchg(40), Thundr-Acc/Dmg/EndRdx(40)
Level 12: Combat Jumping -- ULeap-Stlth(A)
Level 14: Tough -- ImpArm-ResPsi(A), ImpArm-ResDam/EndRdx(37)
Level 16: Embrace of Fire -- RechRdx-I(A)
Level 18: Vines -- UbrkCons-Dam%(A), UbrkCons-EndRdx/Hold(34), UbrkCons-Hold/Rchg(34), UbrkCons-Acc/Hold/Rchg(36), UbrkCons-Acc/Rchg(36)
Level 20: Weave -- HO:Cyto(A), HO:Cyto(33), HO:Cyto(33)
Level 22: Hover -- HO:Cyto(A), HO:Cyto(36), HO:Cyto(37)
Level 24: Maneuvers -- HO:Cyto(A), HO:Cyto(33), HO:Cyto(34)
Level 26: Carrion Creepers -- HO:Nucle(A), HO:Nucle(27), HO:Nucle(27), Posi-Dam%(29), ImpSwft-Dam%(29), Posi-Acc/Dmg/EndRdx(31)
Level 28: Consume -- Erad-Acc/Rchg(A), Erad-Acc/Dmg/Rchg(31), Erad-Acc/Dmg/EndRdx/Rchg(31)
Level 30: Spirit Tree -- Heal-I(A)
Level 32: Fly Trap -- BldM'dt-Acc/Dmg(A), BldM'dt-Acc(40), BldM'dt-Dmg/EndRdx(43), BldM'dt-Acc/EndRdx(45), BldM'dt-Acc/Dmg/EndRdx(45), BldM'dt-Dmg(45)
Level 35: Sleet -- Achilles-ResDeb%(A)
Level 38: Blaze -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(39), Thundr-Acc/Dmg/Rchg(39), Thundr-Acc/Dmg/EndRdx(39)
Level 41: Frozen Armor -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(42), HO:Cyto(42), HO:Cyto(42), HO:Cyto(43), HO:Cyto(43)
Level 44: Tactics -- GSFC-ToHit(A), GSFC-ToHit/Rchg(46), GSFC-ToHit/Rchg/EndRdx(46), GSFC-Rchg/EndRdx(46), GSFC-ToHit/EndRdx(50), GSFC-Build%(50)
Level 47: Spore Burst -- FtnHyp-Sleep(A), FtnHyp-Sleep/Rchg(48), FtnHyp-Acc/Sleep/Rchg(48), FtnHyp-Acc/Rchg(48), FtnHyp-Sleep/EndRdx(50)
Level 49: Hibernate -- Numna-Heal/Rchg(A)
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Level 2: Swift -- Empty(A)
Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(3)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- EndMod-I(A), EndMod-I(3), P'Shift-End%(5)
Level 1: Brawl -- Empty(A)
Level 1: Domination
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
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Question:
Does your build function without all the purples or is it really purple dependent?
Also would it level well or is it really an end game build only? -
The concept is to perma-hasten and have chronoshift up almost always (impossible to perma chronoshift as far as I understand).
I run with another Beam/Time as a duo so I will commonly have Temp Select and his chronoshift so that should help...
So I have some concerns. I can't seem to get to perma Hasten easily is one of them. I'm running the recharge incarnate and I can get there now but...I think I must be doing something wrong. I've never built a perma-hasten before.
My other concern is that with this much +recharge I may not need 5 attack powers. Not sure which I would drop though and not sure what I would drop it for.
In general can someone tell me anything they think I am doing wrong? This is one of my first real full buildouts that I have done without any other person's writeup as a guide.
Villain Plan by Mids' Villain Designer 1.95
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Technology Corruptor
Primary Power Set: Beam Rifle
Secondary Power Set: Time Manipulation
Power Pool: Leadership
Power Pool: Leaping
Power Pool: Flight
Power Pool: Speed
Ancillary Pool: Power Mastery
Villain Profile:
Level 1: Charged Shot -- KinCrsh-Dmg/KB(A), KinCrsh-Acc/KB(3), KinCrsh-Rchg/KB(3), KinCrsh-Rechg/EndRdx(5), KinCrsh-Dmg/EndRdx/KB(5), KinCrsh-Acc/Dmg/KB(7)
Level 1: Time Crawl -- Acc-I(A)
Level 2: Cutting Beam -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(7), Posi-Dmg/Rng(9), Posi-Acc/Dmg/EndRdx(11), Posi-Dam%(11)
Level 4: Time's Juncture -- DarkWD-ToHitDeb(A), ImpSwft-Dam%(9), DarkWD-ToHitDeb/Rchg(13), DarkWD-ToHitdeb/Rchg/EndRdx(13), DarkWD-ToHitDeb/EndRdx(15)
Level 6: Disintegrate -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(15), Thundr-Acc/Dmg/Rchg(17), Thundr-Acc/Dmg/EndRdx(19), Thundr-Dmg/EndRdx/Rchg(19)
Level 8: Temporal Mending -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(21), Dct'dW-Heal/EndRdx/Rchg(21), Dct'dW-Heal/Rchg(23), Dct'dW-Rchg(23)
Level 10: Temporal Selection -- RechRdx-I(A)
Level 12: Lancer Shot -- Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/EndRdx(25), Thundr-Dmg/EndRdx/Rchg(25), Thundr-Dmg/EndRdx(27), Thundr-Acc/Dmg/Rchg(29)
Level 14: Maneuvers -- LkGmblr-Rchg+(A), RedFtn-Def/EndRdx/Rchg(29), RedFtn-Def/Rchg(31), RedFtn-Def/EndRdx(31), RedFtn-EndRdx(31), RedFtn-Def(33)
Level 16: Distortion Field -- UbrkCons-Hold(A), G'Wdw-Dam%(17), UbrkCons-Dam%(33), UbrkCons-EndRdx/Hold(33), UbrkCons-Hold/Rchg(34), UbrkCons-Acc/Hold/Rchg(50)
Level 18: Tactics -- GSFC-ToHit(A), GSFC-ToHit/Rchg(34), GSFC-ToHit/Rchg/EndRdx(34), GSFC-Rchg/EndRdx(36), GSFC-ToHit/EndRdx(36), GSFC-Build%(36)
Level 20: Time Stop -- BasGaze-Acc/Hold(A), Lock-%Hold(27), BasGaze-Acc/Rchg(37), BasGaze-EndRdx/Rchg/Hold(37), BasGaze-Acc/EndRdx/Rchg/Hold(37)
Level 22: Assault -- EndRdx-I(A)
Level 24: Combat Jumping -- LkGmblr-Rchg+(A)
Level 26: Hover -- LkGmblr-Rchg+(A)
Level 28: Farsight -- LkGmblr-Rchg+(A), RedFtn-Def/EndRdx(39), RedFtn-Def(39), RedFtn-EndRdx/Rchg(39), RedFtn-Def/Rchg(40), RedFtn-Def/EndRdx/Rchg(40)
Level 30: Hasten -- RechRdx-I(A), RechRdx-I(50)
Level 32: Overcharge -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(40), Posi-Dmg/Rng(42), Posi-Acc/Dmg/EndRdx(42), Posi-Dmg/Rchg(42), Posi-Dam%(43)
Level 35: Slowed Response -- LdyGrey-DefDeb(A), LdyGrey-DefDeb/Rchg(43), LdyGrey-DefDeb/EndRdx(43)
Level 38: Chrono Shift -- Dct'dW-Rchg(A), Dct'dW-Heal/EndRdx/Rchg(45), Dct'dW-Heal/Rchg(45), Dct'dW-EndRdx/Rchg(45), Dct'dW-Heal/EndRdx(46)
Level 41: Conserve Power -- RechRdx-I(A)
Level 44: Temp Invulnerability -- Aegis-Psi/Status(A), Aegis-ResDam(48), S'fstPrt-ResDam/Def+(48), S'fstPrt-ResKB(50)
Level 47: Power Build Up -- RechRdx-I(A)
Level 49: Vengeance -- LkGmblr-Rchg+(A)
Level 0: Marshal
Level 0: Born In Battle
Level 0: High Pain Threshold
Level 0: Invader
Level 50: Spiritual Core Paragon
------------
Level 1: Brawl -- Empty(A)
Level 1: Scourge
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(46)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- EndMod-I(A), EndMod-I(46), EndMod-I(48) -
Actually I think the average damage calcs for Beam are messed up. See:
http://boards.cityofheroes.com/showt...=1#post3877781 -
Quote:Single Shot does not get any bonus damage from Disintegrate. It instead gets -regen. So that's not it.You're probably looking at the extra damage Disintegrate grants to most Beam Rifle powers.
Additionally those that do get more dmg are called out.
For example Charged Shot:
Avg Dmg: 23.32
Damage per Activation time: 13.96
Activation time: 1.67
Details:
16.81 energy dmg on target
2.52 energy dmg on target (when disintegrated)
There is also a line that says:
1.08 energy damage for 11.00s on target
But Charged Shot does not to do a DoT. It can cause a DoT to appear on OTHER targets if the original target is disintegrated but never causes a DoT on the target you are hitting.
I think that line there is in error and is affecting the Average Damage calculation...but I'm not sure...because the wording of it is so strange. Normal DoTs say "3 ticks of X damage over Y seconds". -
Quote:No, the average damage, the first line. And the activation time is 1 second so they are the same regardless.Are you looking at Damage Per Activation Time? Because if so, that is (Damage dealt/Activation Time), used in Damage Per Second (DPS) calculations. The longer a power's animation is, the lower its Damage Per Activation will be.
The top line average damage is higher than the bottom detail listed damage per effect...it just makes no sense... -
Ok so when in the char create screen I am looking at the detail info on a number of powers.
When I go into Blaster and, say, electric blast things look normal. I see average damage of Charged Bolts is 10.25 and down at the bottom it says 10.25 damage. Perfect. Short Circuit says it does a DoT, the average damage = the total dmg of all ticks of the DoT, and doesn't include the bonus damage for electrified targets. That's what I expected.
Now I go into Beam Rifle. Single Shot says it does 16.76 average damage. But then below it just says 10.25 energy damage?!? And then it has a line "1.08 energy damage on target for 11 seconds" which isn't how the other DoTs are listed so I don't understand that line...Is that the disintegration spread effect or something? The description doesn't list it having any DoT other than the spread...
Any help would be appreciated . Is the avg dmg listed just wrong? -
Quote:Yeah I do want the cones. I'm looking at taking Tier 1, disintegrate, both cones, and Tier 9. Skipping Tier 2, lancer, and snipe. With Tier 1 and Tier 9 and lots of recharge maybe I only need 1 cone? Seems rather vanilla but Tier 1 has the best damage single target and with two AE moves I may have enough buttons to press...Zen, unless you care about pulling things from far away you are very correct to skip the snipe. That's true for any blast set, but beam rifle even more so due to the sheer number of other good attacks it gets. Piercing beam does not have the long range but if you hit two targets it does way more damage than the snipe and if you hit three it's twice as much.
Piercing beam is also only 5 degree cone...hrm...
I still don't know about Aim. I see builds with it and I see those without it. I don't understand why one or the other is chosen, really. -
Anyone had any experience with Beam/Time now and any further insight? Time seems to need every power. I can't see skipping any. Beam perhaps, though has some skips.
I can see the tier 2 beam being skippable since it's damage per animation time is worse than Tier 1 and with all of Time's recharge you are going to be waiting on animation mostly. Plus if you are buffing or doing anything else you need to get that shot in ASAP before you lose your disintegrate.
Is Aim skippable for this combo? I know a number of Corr builds skip Aim but I am not sure entirely what a build needs to qualify for skipping it.
Looking at the Damage per Activation and Damage per Cycle in the power select screen it seems like the snipe attack Penetrating Ray is skippable. You disintegrate then stand around for 4.4 seconds shooting the snipe. It seems you can do just as much or better with multiple tier 1 attacks and your cones in that time. Leading with the snipe seems odd since you want to snipe disintegrated targets to get the real damage...
Perhaps even Lancer Shot is skippable if you don't feel you need the stun with Time's control. It seems you could easily, with all the recharge, get into a cycle disintegrating and single shotting while throwing in cone attacks when the situation is favorable.
I'm pretty much a novice at char optimization in this game however so...please feel free to tell me how wrong I am . -
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This is amazing, thank you so much. Your changes all make a LOT of sense. I think I'm going to go with this as you have it.
The only thing I question is if Repair is worth 4 slots? Most people don't take it at all and you are suggesting a heavy investment. I guess I didn't quite understand your POV on that one. Wouldnt it be safer just to go Aid Other in case I group? Or less slots to get that extra for Gale as you mentioned? -
Old toon but not 50 yet.
Quote:Mainly solo or group ? Reason I ask is group fly. Group fly is a solo power and you will get complaints about having group fly on. You will even get complaints about the hit debuff penalty that it no longer has because people just don't know. Its cool looking but they need to fix how it works. One day...
Quote:I think those PvP heal IOs are very expensive. So those IOs alone will cost you some decent money. This might be a billion INF IO build...
Again might is the key word since I did not look at the market to see what those Panacea are going for.
Here's a new version taking some of your pieces into account. let me know what you think from a solo perspective:
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Hey It's been a looooong time since I've played CoH. I read a pile of FAQs and looked at a pile of builds and I came up with this. Please tell me how wrong it is and what I should change .
Taking Medicine for Aid Other/Self seems...somehow not that great but I couldn't think of anything else...I don't know what other two powers to take...Maybe stealth/invis?
I've very unsure of the Hurricane slotting...
Is the Freezing Rain slotting right? I found that in some other builds...
O2 / Health / Stam slotting as well I am unsure of...
Does Tornado need the 6th slot? if so what should I put in? the 5th seemed worth it for the recovery...
Villain Plan by Mids' Villain Designer 1.942
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Technology Mastermind
Primary Power Set: Robotics
Secondary Power Set: Storm Summoning
Power Pool: Flight
Power Pool: Leadership
Power Pool: Speed
Power Pool: Medicine
Ancillary Pool: Mu Mastery
Villain Profile:
Level 1: Battle Drones -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg/EndRdx(3), BldM'dt-Acc/EndRdx(3), BldM'dt-Acc/Dmg/EndRdx(5), BldM'dt-Acc(5), BldM'dt-Dmg(7)
Level 1: Gale -- Acc-I(A)
Level 2: O2 Boost -- Panac-Heal/+End(A), Panac-Heal/EndRedux/Rchg(7), Mrcl-Heal/Rchg(9), Mrcl-Heal/EndRdx/Rchg(9)
Level 4: Snow Storm -- TmpRdns-EndRdx/Rchg/Slow(A), TmpRdns-Rng/Slow(19)
Level 6: Equip Robot -- EndRdx-I(A)
Level 8: Hover -- GftotA-Def(A), GftotA-Def/EndRdx(21)
Level 10: Steamy Mist -- GftotA-Def(A), GftotA-Def/EndRdx(21), GftotA-Def/Rchg(23), GftotA-Def/EndRdx/Rchg(23), S'fstPrt-ResDam/Def+(25), S'fstPrt-ResKB(25)
Level 12: Protector Bots -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg/EndRdx(13), BldM'dt-Acc/EndRdx(13), BldM'dt-Acc/Dmg/EndRdx(15), BldM'dt-Acc(15), BldM'dt-Dmg(17)
Level 14: Maneuvers -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(39), RedFtn-Def/EndRdx/Rchg(39), RedFtn-Def(39)
Level 16: Freezing Rain -- LdyGrey-DefDeb(A), LdyGrey-DefDeb/Rchg(34), LdyGrey-DefDeb/Rchg/EndRdx(34), LdyGrey-Rchg/EndRdx(34), LdyGrey-DefDeb/EndRdx(37), RechRdx-I(37)
Level 18: Tactics -- GSFC-ToHit(A), GSFC-ToHit/Rchg(31), GSFC-ToHit/Rchg/EndRdx(31), GSFC-Rchg/EndRdx(33), GSFC-Build%(33), GSFC-ToHit/EndRdx(33)
Level 20: Hurricane -- DarkWD-ToHitDeb(A), DarkWD-ToHitDeb/EndRdx(48), DarkWD-ToHitdeb/Rchg/EndRdx(48), DampS-ToHitDeb(48), DampS-ToHitDeb/EndRdx(50), DampS-ToHitDeb/Rchg/EndRdx(50)
Level 22: Assault -- EndRdx-I(A)
Level 24: Fly -- Frbd-Stlth(A), Frbd-Fly(50)
Level 26: Assault Bot -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg/EndRdx(27), BldM'dt-Acc/EndRdx(27), BldM'dt-Acc/Dmg/EndRdx(29), BldM'dt-Acc(29), BldM'dt-Dmg(31)
Level 28: Hasten -- RechRdx-I(A)
Level 30: Aid Other -- Panac-Heal/EndRedux/Rchg(A)
Level 32: Upgrade Robot -- EndRdx-I(A)
Level 35: Tornado -- EdctM'r-PetDef(A), SvgnRt-PetResDam(36), C'Arms-+Def(Pets)(36), ExRmnt-+Res(Pets)(36), C'Arms-EndRdx/Dmg/Rchg(37)
Level 38: Lightning Storm -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(40), Thundr-Dmg/Rchg(40), Thundr-Acc/Dmg/Rchg(40), Thundr-Acc/Dmg/EndRdx(43), Thundr-Dmg/EndRdx/Rchg(46)
Level 41: Charged Armor -- TtmC'tng-ResDam/EndRdx(A), TtmC'tng-ResDam/Rchg(42), TtmC'tng-EndRdx/Rchg(42), TtmC'tng-ResDam/EndRdx/Rchg(42), TtmC'tng-ResDam(43), TtmC'tng-EndRdx(43)
Level 44: Electrifying Fences -- GravAnch-Acc/Immob/Rchg(A), GravAnch-Immob/EndRdx(45), TotHntr-Acc/Immob/Rchg(45), TotHntr-Immob/Acc(45), TotHntr-Acc/EndRdx(46), TotHntr-EndRdx/Immob(46)
Level 47: Aid Self -- Panac-Heal/EndRedux/Rchg(A)
Level 49: Group Fly -- Winter-ResSlow(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 1: Supremacy
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(11)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(11), P'Shift-End%(17), P'Shift-EndMod/Acc(19)