BunnyAnomaly

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  1. BunnyAnomaly

    Solo FA/SS

    Build for what SS/FA does best to begin with. Don't sacrifice the strengths to get other usually smaller benefits from IOs. For instance, slot your attacks for accuracy, damage and endurance. Slot your shields for resistance. Basics first, secondary benefits secondary.

    I haven't reviewed the builds in here so far but you can get permahaste and soft capped s/l and still have all the basics working too.
  2. Quote:
    Originally Posted by Rylas View Post
    Yeah, I see the problem now. You've left FS clicked "ON." The Feedback proc is messing with your Mids numbers. There's no way you're getting consistent 50 second recharge on that build in-game without outside buff. Are you timing it in-game and seeing that?
    Global +Recharge = 140% (without FF proc)

    With Alpha, Consume has 117.28% recharge from enhancements.

    140+117.28 = 257.28% recharge.

    Base Recharge = 180

    Calculated Recharge = 180 / (1 + 2.5728) = 50.38 seconds, which is exactly what Mid's calculates too.

    If you put on the FF proc, then the recharge drops to 39.36 seconds, which is easily visible by simply applying Footstomp in Mid's.
  3. Quote:
    Originally Posted by Rylas View Post
    So you're telling me that on your build, you have 260% constant global recharge on an ED capped Consume? Impressive. Can I see that build!?
    Make sure you turn incarnates on. Your numbers are off.

    Villain Plan by Mids' Villain Designer 1.952
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Brute
    Primary Power Set: Super Strength
    Secondary Power Set: Fiery Aura
    Power Pool: Fighting
    Power Pool: Leaping
    Power Pool: Flight
    Power Pool: Speed
    Ancillary Pool: Pyre Mastery

    Villain Profile:
    Level 1: Punch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(3), KntkC'bat-Dmg/EndRdx/Rchg(5)
    Level 1: Fire Shield -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(11), RctvArm-ResDam/Rchg(27), RctvArm-ResDam/EndRdx/Rchg(27)
    Level 2: Haymaker -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(5), KntkC'bat-Dmg/Rchg(7), KntkC'bat-Dmg/EndRdx/Rchg(7)
    Level 4: Healing Flames -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(31), Dct'dW-EndRdx/Rchg(34), Dct'dW-Heal/Rchg(36), Dct'dW-Heal/EndRdx/Rchg(36)
    Level 6: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(25), KntkC'bat-Dmg/Rchg(25), KntkC'bat-Dmg/EndRdx/Rchg(29)
    Level 8: Knockout Blow -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(9), KntkC'bat-Dmg/Rchg(9), KntkC'bat-Dmg/EndRdx/Rchg(11)
    Level 10: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(50)
    Level 12: Hover -- LkGmblr-Rchg+(A)
    Level 14: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(15), RctvArm-ResDam(15), RctvArm-ResDam/EndRdx/Rchg(17)
    Level 16: Plasma Shield -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(17), RctvArm-ResDam/Rchg(19), RctvArm-ResDam/EndRdx/Rchg(19)
    Level 18: Rage -- Rec'dRet-ToHit/Rchg(A), Rec'dRet-Pcptn(21), RechRdx-I(29)
    Level 20: Consume -- P'Shift-EndMod/Rchg(A), Efficacy-EndMod/Rchg(39), Efficacy-EndMod/Acc/Rchg(43)
    Level 22: Weave -- LkGmblr-Rchg+(A), HO:Enzym(23), HO:Enzym(23)
    Level 24: Blazing Aura -- Armgdn-Dmg/Rchg(A), Armgdn-Acc/Dmg/Rchg(36), Armgdn-Acc/Rchg(37), Armgdn-Dmg/EndRdx(39), Armgdn-Dam%(46)
    Level 26: Fly -- Winter-ResSlow(A)
    Level 28: Burn -- Oblit-Dmg(A), Oblit-Acc/Rchg(31), Oblit-Dmg/Rchg(37), Oblit-Acc/Dmg/Rchg(37), Oblit-Acc/Dmg/EndRdx/Rchg(40), Oblit-%Dam(40)
    Level 30: Temperature Protection -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(31), GA-3defTpProc(40)
    Level 32: Foot Stomp -- Oblit-Acc/Dmg/EndRdx/Rchg(A), M'Strk-Dmg/EndRdx/Rchg(33), Erad-Acc/Dmg/EndRdx/Rchg(33), Erad-Acc/Dmg/Rchg(33), Erad-Dmg/Rchg(34), FrcFbk-Rechg%(34)
    Level 35: Fiery Embrace -- RechRdx-I(A), RechRdx-I(43)
    Level 38: Hasten -- RechRdx-I(A), RechRdx-I(39)
    Level 41: Char -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(42), BasGaze-EndRdx/Rchg/Hold(42), BasGaze-Acc/EndRdx/Rchg/Hold(42)
    Level 44: Fire Blast -- Apoc-Dmg/Rchg(A), Apoc-Acc/Dmg/Rchg(45), Apoc-Acc/Rchg(45), Apoc-Dmg/EndRdx(45), Apoc-Dam%(46)
    Level 47: Fire Ball -- Ragnrk-Dmg/Rchg(A), Ragnrk-Acc/Dmg/Rchg(48), Ragnrk-Acc/Rchg(48), Ragnrk-Dmg/EndRdx(48), Ragnrk-Knock%(50), EndRdx-I(50)
    Level 49: Rise of the Phoenix -- HO:Perox(A)
    Level 0: Born In Battle
    Level 0: High Pain Threshold
    Level 0: Invader
    Level 0: Marshal
    Level 50: Spiritual Core Paragon
    Level 50: Reactive Radial Flawless Interface
    ------------
    Level 1: Brawl -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(13), KntkC'bat-Dmg/Rchg(13), KntkC'bat-Dmg/EndRdx/Rchg(21)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Fury
    Level 4: Ninja Run
    Level 2: Swift -- Empty(A)
    Level 2: Hurdle -- Empty(A)
    Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(46)
    Level 2: Stamina -- EndMod-I(A), EndMod-I(43)
  4. Quote:
    Originally Posted by joebartender View Post
    I think if you watch your buff bar your going to notice that all but one of the Consume buffs fall off after 15 seconds and that after that time one buff persists that grants 120 seconds of 50% resist to end drain.

    I was trying to find the buff in realnumbers but when you hit consume it doesn't add to the listing for recovery resistance under the debuff resistance tab where you would expect to find it.

    With all that being said I have found the times that Consume doesn't offer enough end drain resistance in game to be few and far between. The combination of a end bar fill coupled with end drain resist and a recovery buff that scales with the number of foes hit for 15 seconds takes the teeth out of end drain foes.
    You get a short term buff which lasts about 10 seconds which is bonus endurance gain.

    Then you get 2 minutes of endurance protection. The lingering buff is the endurance drain protection. Consume won't stack with itself from multiple casts (it just refreshes it), but the 50% is per target.

    Tested countless times against armies of Malta and Carnies.
  5. Quote:
    Originally Posted by Rylas View Post
    Consume, while nice, isn't going to be enough all of the time. You make the assumption that it will be available. At 180 seconds for recharge, the fastest you'll ever get it is 45 secs. Ever. And that's not something you'll get without outside help. Now, if you're tearing through Carnies or Malta, I doubt you're getting hit less often than every 45 seconds with end drain. Claim what you want, but Consume is not going to be enough to compare to /Elec end drain resist and end recovery. Also, Consume doesn't offer near as much end drain to claim "immunity."
    I think you need to look up Consume again.

    On my build I have it to a 50 second recharge.

    Consume returns endurance and applies endurance drain protection which lasts 120 seconds. If I hit even just 2 people (50% per target) with it my endurance protection is capped and a malta won't even budge my blue bar. An army of Carnies can be around me and my bar is happily immune to it. 50 second recharge, duration 120 seconds, simple.

    As for the rest, I've stated my case and there's people doing solo MoITFs with SS/Fire. It's capable of not only doing everything but excelling.
  6. I'd be tempted to say go TT/Elec over TT/Fire.

    Not because the endurance issues. Those are usually comfortably solved by just using endurance reductions. /Fire does have good energy management in Consume which with a bit of recharge is just a godsend. /Elec surely has better but there are sets out there with absolutely no endurance management whatsoever and people get by fine on that.

    I'd consider taking /Elec over /Fire simply because a good part of /Fire's survivability is the fast charging heal and I'm not sure if you want to be putting your weapons away frequently for that. I tried /Fire on a Dual Blades Brute and found that it was a frustrating experience to level her up. It'd probably change a lot once IOs pushed her defence up high but I ended up with SS/Fire after giving up on her.

    Lastly your comment about Burn isn't very accurate. Burn is one of the best attacks you can get, single target OR multi target. Fully buffed Burn for my mid's character (not too far away from it now!) is 788.9 damage for a 2.03 second cast. It'll do that as an AOE too. It's just really that good and should be part of an attack chain. Put that as another reason to maybe consider /Elec Armour because of the redraw.
  7. Quote:
    Originally Posted by Mint View Post
    How much better on defense would electric for a tank be compared to a brute be? Is there a big survivability difference between the two in electric armour?

    Is there a big offense difference with tankers and brutes, I know brutes have fury but is it a substantial difference?
    To answer this it depends on IO investment.

    With heavy investment, the gap between Tank and Brute becomes a lot smaller. Once you start getting 30% or highest defence on top of decent resistances plus a heal, it's very rare to faceplant even against Incarnate content. You'll comfortably solo entire spawns on Incarnate trials in fact. For bosses where the survivability may be more of an issue, there's a whole team there to buff and debuff and once more, that dramatically narrrows the gap between Tank and Brute.

    Brute will simply do a lot more damage than Tanks, however. Not much else to say - they do heaps more.

    Without heavy investment in IOs, Tanks will generally be a lot tougher than Brute. Depending on the enemy, their sets and the team, a Brute may be hesitant to be jumping into a group without the team behind them. Tanks can probably wade into most fights without that concern. Again, when you IO them out, that difference fades.
  8. Disclaimer: This considers a very heavily invested end-game character. Without that YMMV, but the OP didn't state what part of the game he/she was talking about.

    Both are fantastic. I don't really agree with what was written above and am going to say that it is most likely that he/she invested far more into the SS/ElA than the SS/Fire hence why they feel the SS/ElA is so much more survivable. The difference with heavy IO investment is minimal.

    SS/ElA will have somewhat higher resistances but the heal has three times the recharge. With SS/Fire you actually don't 'use' your resistances a whole lot because having high defence means you aren't getting hit, and having double stacked rage means Footstomp+Fireball+Burn = 95% dead with them sitting on their butt before they even get to attack. If they aren't dead, you probably have Footstomp up again in 1 or 2 seconds again so the active mitigation of killing everything in 3 seconds + constant knockdown means you just aren't getting hurt a whole lot.

    There's a big misconception about what SS/Fire does. As illustrated in the post above, apparently it's for farming and not optimal for normal content. That's totally untrue. Take a look on the current topics and you'll see 2 SS/Fire brutes soloing the ITF. One did it as a Master of ITF run and the other could have with just a bit more luck or patience with cooldowns on their side. SS/Fire can do *everything*.

    Consume + correct slotting pretty much solves SS/Fire's endurance issues for me. And I am nearly at permahaste so Rage crashes pretty often. However having said that, Consume is up pretty often too, so those two issues solve each other.

    An IO'd out SS Fire Brute really has very few weaknesses. Here's what kinds of exotic damage/debuffs typically causes problems for people for different builds:

    Toxic Damage - stack Healing Flames with high recharge.
    Endurance Drain - Consume gives immunity to this. Carnival drains? Malta? Meaningless to you.
    Psychic Damage - nothing against this. Heal through it or rely on defence.
    Knockbacks - IOs long ago solved this, or take Acrobatics if you are poor.
    Recharge debuffs - IO for defence. Temperature Protection provides 20% resistance and Winter's Gift another 20%. With high defence and 40% resistance this isn't an issue.
    -to hit - IO for defence. Rage double stacked gives a staggering amount of +tohit along with all your IOs you should have. You won't be hit much anyway with an expensive build.
    Endurance Drain - Consume gives immunity

    Summary: For all my SS/Fire love ( ), both SS/Fire and SS/ElA are very very powerful and both will serve you well in just about any content.
  9. Super Strength is pretty much an awesome set to go with just about anything. SS's endurance issues from rage crashing is solved by ElA's endurance tools. It's a pretty neat set
  10. Quote:
    Originally Posted by evertheskeptic View Post
    Is the ToE proc that useful? In general, I don't like chance procs unless they're in toggles or passives. In this case, the proc will "save" me 11.5 end every for every ~5 activations, but slotting another Golgi I will save another 20 end guaranteed in those same 5 activations, plus the stronger healing. Is there something I'm missing?
    I haven't at all looked at the ToE proc but have you considered how many people it will target each time and that it has a chance to proc on all targets?
  11. Quote:
    Originally Posted by Nihilii View Post
    Hehe, I love these threads where the topic title is slightly different than the actual question ; then you glance down and look at all the folks who reply without even reading the OP.
    I fell for it!
  12. Perhaps making it fast because it's in the superspeed pool instead of what actually boils down to being a very, very slow attack.
  13. Quote:
    Originally Posted by Texarkana View Post
    I <3 knockup and knockdown, but just really, really like knockback as a friend.

    I do think it generally gets a raw deal, particularly for the self-important aoe min-maxers looking to trash 16 mobs at once that come here to complain about it -- their voices ring the loudest and mostly your hear the "What" ("knockback sucks") rather than the "Why" ("because KB'ers rob me of the limelight of being uber in my own eyes")

    KB, KD, KU is such a unique game mechanic, I really hope it never changes.
    If self importance is not caring to chase mobs around as they flip flop because a person in my team meaninglessly is wasting my time then sign me up as self important!

  14. Quote:
    Originally Posted by Zombie Man View Post
    No, it is not.

    You're taking the example of a team that is so overpowered, it can ignore the high resistances and self-buffs of Cimerorans. Of course, *in that situation*, KB would slow things down.

    But I remember when the ITF was first introduced and teams were wiping and melee were complaining about their -Def, and controllers and debuffers were complaining about their seeming immunity to mez. In that case, KB kept the team alive. Dead teams don't complete the ITF that quickly.

    So, yeah, if you want to continue the change the case study so that the parameters make KB or any other type of control irrelevant, you will always win in making your point that KB is useless. But there are cases where KB has been useful. I've seen them. I've used it. Teammates didn't complain about it. There are cases in which your premise is simply very wrong because it's not the rosy case you always present.
    I'm going to say that while the team was improved by your knockback it would have been better improved by say, having a decent melee that didn't suck against them (not hard with IO's) or having decent defenders/controllers who can shut down whole spawns effortlessly.

    All you've said is that knockback works. It does, but it is inferior to so many other combinations that simply don't have the drawbacks that knockback also does.
  15. From a pure efficiency point of view it is dreadful for teams. Nothing requires it, it is readily substitutable for just about anything (except perhaps intangability!) which will have less frustrating consequences.

    For soloing it is fantastic when you're a bit squishy and the mitigation is very handy.

    Visually and thematically it is great. It is a lot of fun to watch your enemies go flying about and perfectly fits the genre of the game.

    ...just keep your stupid knockback away from a team that is steam rolling everything like a good team should, because it's just slowing the pace down for us all.
  16. BunnyAnomaly

    Solo MoITF

    Quote:
    Originally Posted by joebartender View Post
    If your going to try to Solo TF's you don't want the Pyre epic pool you want Soul so you can run the optimal attack chain of Burn, Haymaker, Gloom, KoB, Haymaker and Gloom on AV's when you get to them.

    Though in this day and age your Lore pets are going to do more than enough damage to make up for it if you insist on using Pyre
    Theme says I must use Pyre
  17. BunnyAnomaly

    Solo MoITF

    Quote:
    Originally Posted by Combat View Post
    I know /Fire can be pretty survivable, but he wouldn't have the DDR or the extra healing my scrapper had from Siphon Life (or the defense to other types of damage, but the TF is almost all smashing/lethal anyway). This is why I was impressed, because he could still be hurt by cascading defense failure, and because some things probably could still hurt him. My scrapper can cap his smashing/lethal resistance with his T9, and regenerates 110 hps, so he probably has better maximum survivability and his DDR, which is why I was impressed a /fire doing so well.
    SS/Fire can lay down fireball, footstomp and burn that will clear up anything to a boss so it's very easy to just kill them before cascading defence becomes an issue.

    That is a very impressive feat and makes me wonder about doing it on mine
  18. Put endurance reduction in Footstomp to begin with. 15.6 endurance every ~6 seconds is going to crash your blue bar in no time at all.

    Other than that I think you've gone the wrong way around with trying to get recharge in your build but if your issue is endurance, Footstomp is #1.
  19. BunnyAnomaly

    WP/SS critique

    Your attacks are very underslotted. The best attack, Footstomp, is woefully so.

    I'd focus more on smashing/lethal defence and just let your regeneration take care of the others. The majority of the damage in the game has at least some component of smashing/lethal in it.

    I'd also work on getting some recharge into there as the active mitigation from things like Footstomp is highly underrated.

    A lot of your selections seem arbitrary, like slotting Fireball to get endurance recovery? Try using Kinetic Combat for Smashing/Lethal, Aegis for Fire/Cold, Eradication for Energy/Lethal. On my Willpower tank I have soft capped defences to everything and 56.3% global recharge. Plus the attacks are useful and fully slotted. Try making every power useful to begin with, making a real attack chain out of what you have so you can contribute something, then look at how you can get sets that keep your choices meaningful but improve you further. Jumping into IOs and making your powers useless isn't going to work.
  20. Fire/Dark will be a great damage dealer but will have some issues with endurance as you level. You'll be very end hungry until you can frankenslot everything. Your big heal is particularly thirsty for endurance but you can slot it for a chance to recover some of that with the right IOs. These downsides can be overcome by careful power choice and IO slotting.

    Dark/Fire will have less AOE from the primary but pick up Burn & Fiery Embrace from the secondary. It has the benefit of two self heals and two endurance recovery powers. The lack of AOE isn't so much and is probably not even an issue when you pick up your PPP/APPs.

    A lot will depend on how much you intend to invest into the character and what your pet hates are. If you don't do much group content, I'd probably suggest Dark/Fire because you have more than enough AOE for anything solo and come with 2 self heals plus a 2 endurance recovery powers. Your single target attack chain on Dark/Fire is going to be hard to beat.

    My choice is based off my own pet hates: stopping and resting. With Dark/Fire that will quickly become a thing of the past
  21. Quote:
    Originally Posted by BrandX View Post
    StJ/WP

    Conserve Power -> Strength of Will -> Burnout -> Strength of Will
    Yup I think there's more use for Burnout when combined with excessively long recharging effects (T9's and Conserve Power) than for much else. I would look more at you have outside of your primary instead.
  22. Quote:
    Originally Posted by Kitsune Knight View Post
    If you get the +accuracy "temp" power from DFB, you tend to hit fairly well from 1-22 (the point it expires... unless it takes you 168+ hours of play time to get to 22). It's not 95% cap (once Beginners Luck goes away), but, if being just shy of that bothers you, TOs/DOs will get you the last time bit no problem.
    What is DFB? I've been away too long!
  23. In a good team you really are rolling every spawn in a matter of seconds so unless the buff/debuff set contributes to this then it's .. well... not what makes the team good.

    Why spend almost 3 seconds breathing on people when they are practically dead by the time the animation is over?

    The best sets either prebuff everyone so they don't waste time in combat doing their business or they have one or two "go to" moves that affect wide areas with considerable power behind them. Poison was once considered the "AV killer" but the other sets are very proficient at this anyway and AVs are even more soloable nowadays than ever before.
  24. This is something I am getting very close to attaining - a few more purple sets and I'll be there.

    I haven't updated it since a few issues back. With the new way you can get fly etc. immediately it was very tempting to go solely for Leaping as my movement power and get Spring Attack.

    Villain Plan by Mids' Villain Designer 1.952
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Brute
    Primary Power Set: Super Strength
    Secondary Power Set: Fiery Aura
    Power Pool: Fighting
    Power Pool: Leaping
    Power Pool: Flight
    Power Pool: Speed
    Ancillary Pool: Pyre Mastery

    Villain Profile:
    Level 1: Punch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(3), KntkC'bat-Dmg/EndRdx/Rchg(5)
    Level 1: Fire Shield -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(11), RctvArm-ResDam/Rchg(27), RctvArm-ResDam/EndRdx/Rchg(27)
    Level 2: Haymaker -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(5), KntkC'bat-Dmg/Rchg(7), KntkC'bat-Dmg/EndRdx/Rchg(7)
    Level 4: Healing Flames -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(31), Dct'dW-EndRdx/Rchg(34), Dct'dW-Heal/Rchg(36), Dct'dW-Heal/EndRdx/Rchg(36)
    Level 6: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(25), KntkC'bat-Dmg/Rchg(25), KntkC'bat-Dmg/EndRdx/Rchg(29)
    Level 8: Knockout Blow -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(9), KntkC'bat-Dmg/Rchg(9), KntkC'bat-Dmg/EndRdx/Rchg(11)
    Level 10: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 12: Hover -- LkGmblr-Rchg+(A)
    Level 14: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(15), RctvArm-ResDam(15), RctvArm-ResDam/EndRdx/Rchg(17)
    Level 16: Plasma Shield -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(17), RctvArm-ResDam/Rchg(19), RctvArm-ResDam/EndRdx/Rchg(19)
    Level 18: Rage -- Rec'dRet-ToHit/Rchg(A), Rec'dRet-Pcptn(21), RechRdx-I(29)
    Level 20: Consume -- P'Shift-EndMod/Rchg(A), Efficacy-EndMod/Rchg(39), Efficacy-EndMod/Acc/Rchg(43)
    Level 22: Weave -- LkGmblr-Rchg+(A), HO:Enzym(23), HO:Enzym(23)
    Level 24: Blazing Aura -- Armgdn-Dmg/Rchg(A), Armgdn-Acc/Dmg/Rchg(36), Armgdn-Acc/Rchg(37), Armgdn-Dmg/EndRdx(39), Armgdn-Dam%(46)
    Level 26: Fly -- Winter-ResSlow(A)
    Level 28: Burn -- Oblit-Dmg(A), Oblit-Acc/Rchg(31), Oblit-Dmg/Rchg(37), Oblit-Acc/Dmg/Rchg(37), Oblit-Acc/Dmg/EndRdx/Rchg(40), Oblit-%Dam(40)
    Level 30: Temperature Protection -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(31), GA-3defTpProc(40)
    Level 32: Foot Stomp -- Oblit-Acc/Dmg/EndRdx/Rchg(A), M'Strk-Dmg/EndRdx/Rchg(33), Erad-Acc/Dmg/EndRdx/Rchg(33), Erad-Acc/Dmg/Rchg(33), Erad-Dmg/Rchg(34), FrcFbk-Rechg%(34)
    Level 35: Fiery Embrace -- RechRdx-I(A), RechRdx-I(43)
    Level 38: Hasten -- RechRdx-I(A), RechRdx-I(39), RechRdx-I(50)
    Level 41: Char -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(42), BasGaze-EndRdx/Rchg/Hold(42), BasGaze-Acc/EndRdx/Rchg/Hold(42)
    Level 44: Fire Blast -- Apoc-Dmg/Rchg(A), Apoc-Acc/Dmg/Rchg(45), Apoc-Acc/Rchg(45), Apoc-Dmg/EndRdx(45), Apoc-Dam%(46)
    Level 47: Fire Ball -- Ragnrk-Dmg/Rchg(A), Ragnrk-Acc/Dmg/Rchg(48), Ragnrk-Acc/Rchg(48), Ragnrk-Dmg/EndRdx(48), Ragnrk-Knock%(50), EndRdx-I(50)
    Level 49: Rise of the Phoenix -- HO:Perox(A)
    Level 0: Born In Battle
    Level 0: High Pain Threshold
    Level 0: Invader
    Level 0: Marshal
    Level 50: Spiritual Core Paragon
    Level 50: Reactive Radial Flawless Interface
    ------------
    Level 1: Brawl -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(13), KntkC'bat-Dmg/Rchg(13), KntkC'bat-Dmg/EndRdx/Rchg(21)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Fury
    Level 4: Ninja Run
    Level 2: Swift -- Empty(A)
    Level 2: Hurdle -- Empty(A)
    Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(46)
    Level 2: Stamina -- EndMod-I(A), EndMod-I(43)
  25. If you're at the damage cap then /fire on a melee character for Fiery Embrace is going to go a long way towards helping out. Are you able to look at what kind of debuffs a class can do prior to the attack?