Garent

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  1. Quote:
    Originally Posted by Arboris_NA View Post
    Swap out "Maneuvers" for "Tactics"
    You definitely want to keep manuevers. Together with shadow fall it gives a useful amount of defense.
  2. Hold the sorcerers. Not at the very start of the battle, but as soon as possible. You probably also want to be laying down more rad debuffs in general.
  3. Garent

    Rad/Ice Offender

    Quote:
    Originally Posted by PC_guy View Post
    maneuvers, assault, veng unless its a solo build in which case id do freeze ray, total focus, sj(for more botz)

    for both builds
    Most of the build's damage is going to come from ice storm and procs, neither of which would be affected by assault. Also, total focus will do less damage than the blasts will. Vengeance would own face though.
  4. Garent

    Rad/Ice Offender

    Quote:
    Originally Posted by PC_guy View Post
    Drop EM pulse. Drop chocking cloud. Drop mutation and stealth.
    And what four powers am I taking instead?
  5. Quote:
    Originally Posted by Fleeting Whisper View Post
    For example, Reichsman is an AV as far as the game is concerned (though the targeting window tries to tell you otherwise), but his HP is far and above any other AV in the game.
    To further complicate it, his regeneration rate is much lower than a normal AV's. I have no idea how he compares to a standard AV when it comes to hp/second.
  6. Quote:
    Originally Posted by UnicyclePeon View Post
    I think you are mistaken. That is true for set bonuses, but not for procs.
    Yeah, I know. Blessing of the zephyr and winter's gift are downright weird though. I can't confirm it with 100% certainty, but I've heard from multiple people that blessing of the zephyr doesn't work like a normal global proc.
  7. Garent

    Rad/Ice Offender

    Quote:
    Originally Posted by Errant View Post
    Hrm... so, enlighten me then... What the **** is the definition of an offender? I was under the understanding that an "offender" is a Defender who plays more like a Blaster, using Primary less for team support directly, and instead trying to kill things... or do Defenders "arrest"?
    The strategy with being an offender is to maximize damage output and leveraging it with your support abilities. Since live teammates deal damage, your defensive support skills still have a role within this mindset. Technically, any defender with a focus on damage can be called on offender. In common usage, an offender is a defender who has reached the perfect balance between offense and defense, a character that gives all teammates tank level survivability with the fewest possible slots/power choices in order to devote as many possible resources towards damage dealing as possible, the very zenith of existence which all defenders strive for. Most defender powerset combinations are capable of this type of build without making any significant sacrifices. I suggest the following build.

    Hero Plan by Mids' Hero Designer 1.621
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Technology Defender
    Primary Power Set: Radiation Emission
    Secondary Power Set: Ice Blast
    Power Pool: Speed
    Power Pool: Fitness
    Power Pool: Leaping
    Power Pool: Concealment
    Ancillary Pool: Power Mastery

    Hero Profile:
    Level 1: Radiant Aura -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(36), Dct'dW-Heal/Rchg(36), Dct'dW-Heal/EndRdx/Rchg(36), Dct'dW-Rchg(37)
    Level 1: Ice Bolt -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(19), Decim-Dmg/Rchg(19), Decim-Acc/EndRdx/Rchg(21), Decim-Acc/Dmg/Rchg(21)
    Level 2: Ice Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Dmg/Rchg(3), Decim-Acc/EndRdx/Rchg(5), Decim-Acc/Dmg/Rchg(5)
    Level 4: Accelerate Metabolism -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(37), Efficacy-EndMod/Acc/Rchg(37), Efficacy-Acc/Rchg(39), Efficacy-EndMod/Acc(39), Efficacy-EndMod/EndRdx(39)
    Level 6: Radiation Infection -- DarkWD-ToHitDeb/EndRdx(A), DarkWD-ToHitDeb(7), DarkWD-ToHitdeb/Rchg/EndRdx(7), DarkWD-Rchg/EndRdx(17)
    Level 8: Frost Breath -- Posi-Dmg/EndRdx(A), Posi-Dmg/Rchg(9), Posi-Dmg/Rng(9), Posi-Acc/Dmg/EndRdx(11), Posi-Dam%(15), ImpSwft-Dam%(17)
    Level 10: Hasten -- RechRdx-I(A), RechRdx-I(11)
    Level 12: Lingering Radiation -- TmpRdns-EndRdx/Rchg/Slow(A), P'ngTtl-Acc/Slow(13), P'ngTtl-Acc/EndRdx(13), P'ngTtl-EndRdx/Rchg/Slow(15), RechRdx-I(50)
    Level 14: Super Speed -- Zephyr-ResKB(A)
    Level 16: Swift -- Empty(A)
    Level 18: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(42), Numna-Heal/EndRdx(42), Mrcl-Rcvry+(43), Mrcl-Heal(43), Mrcl-Heal/EndRdx(43)
    Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(40), P'Shift-EndMod/Acc(40), P'Shift-End%(40)
    Level 22: Ice Storm -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(23), Posi-Dmg/Rchg(23), Posi-Acc/Dmg/EndRdx(25), Posi-Dam%(34), ImpSwft-Dam%(34)
    Level 24: Enervating Field -- EndRdx-I(A), EndRdx-I(25)
    Level 26: Fallout -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(27), Posi-Dmg/Rchg(27), Posi-Acc/Dmg/EndRdx(31), Posi-Dam%(34)
    Level 28: Bitter Ice Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(29), Decim-Dmg/Rchg(29), Decim-Acc/EndRdx/Rchg(31), Decim-Acc/Dmg/Rchg(31)
    Level 30: Mutation -- RechRdx-I(A)
    Level 32: Choking Cloud -- BasGaze-Acc/Hold(A), BasGaze-EndRdx/Rchg/Hold(33), BasGaze-Acc/EndRdx/Rchg/Hold(33), BasGaze-Acc/Rchg(33), EoCur-EndRdx/Hold(46), G'Wdw-EndRdx/Hold(50)
    Level 35: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 38: Stealth -- LkGmblr-Rchg+(A)
    Level 41: Power Build Up -- RechRdx-I(A), RechRdx-I(42)
    Level 44: Temp Invulnerability -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(45), Aegis-ResDam/Rchg(45), Aegis-ResDam/EndRdx/Rchg(45), Aegis-Psi/Status(46), S'fstPrt-ResDam/Def+(46)
    Level 47: EM Pulse -- BasGaze-Acc/Rchg(A), BasGaze-Rchg/Hold(48), BasGaze-EndRdx/Rchg/Hold(48), BasGaze-Acc/EndRdx/Rchg/Hold(48), Lock-Rchg/Hold(50)
    Level 49: Force of Nature -- RechRdx-I(A)
    ------------



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  8. I'd say you have it pretty sorted out. Keep in mind that blessing of the zephyr's knockback protection will not work if you exemplar below the level of the enhancement.
  9. So anyone want to earn some extra credit and calculate out the equivalent damage output of putting a regeneration debuff on an AV?
  10. Team name to be determined
    @Garent - Mind/Thorns dominator (Lady Kindra)
    @Daniel Stevens - Thugs/Dark mastermind (Baron Tariq)
    @BigMike - to be determined

    Depending on what time the matches are, we may need to switch Mike with someone else.
  11. Garent

    Kin/psy

    This is what I came up with. I made sure to keep the same pool powers since I could tell you were going for the stealth+recall friend combo in order to help with missions and TFs. I THINK that the two powers that I took out that you had were repel and invisibility. I took out repel since it's difficult to use and its high end cost will be difficult to manage in a build with no stamina. Invisibility was something you definitely don't need though. The stealth power combined with a +stealth IO in sprint or inertial reduction will put you at the stealth cap for defenders, so there's no need to get any stealth beyond that.

    I tried to go for a cheaper build since you said you recently came back and I'm not sure how much cash you have to throw at this. If you had the money, luck of the gambler would be much better in maneuvers and obliteration would be better in psychic wail.

    melee: 7.4%
    ranged: 13%
    area: 19.9%
    recharge: 25%



    Hero Plan by Mids' Hero Designer 1.621
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Defender
    Primary Power Set: Kinetics
    Secondary Power Set: Psychic Blast
    Power Pool: Speed
    Power Pool: Concealment
    Power Pool: Teleportation
    Power Pool: Leadership
    Ancillary Pool: Psychic Mastery

    Hero Profile:
    Level 1: Transfusion -- Nictus-Acc/EndRdx/Rchg(A), Nictus-Acc/Heal(27), Numna-Heal/Rchg(34), Numna-Heal/EndRdx/Rchg(34), Numna-Heal/EndRdx(34)
    Level 1: Mental Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(9), Decim-Dmg/Rchg(15), Decim-Acc/EndRdx/Rchg(15), Decim-Acc/Dmg/Rchg(27)
    Level 2: Subdue -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Dmg/Rchg(3), Decim-Acc/EndRdx/Rchg(7), Decim-Acc/Dmg/Rchg(9)
    Level 4: Siphon Power -- Acc-I(A), RechRdx-I(5), RechRdx-I(5)
    Level 6: Hasten -- RechRdx-I(A), RechRdx-I(7)
    Level 8: Stealth -- DefBuff-I(A)
    Level 10: Psychic Scream -- Posi-Dmg/EndRdx(A), Posi-Dmg/Rchg(11), Posi-Dmg/Rng(11), Posi-Acc/Dmg/EndRdx(13), Posi-Dam%(13)
    Level 12: Speed Boost -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(42), P'Shift-EndMod/Acc/Rchg(42), P'Shift-Acc/Rchg(42), P'Shift-EndMod/Acc(43), P'Shift-End%(50)
    Level 14: Recall Friend -- Range-I(A)
    Level 16: Telekinetic Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(17), Thundr-Dmg/Rchg(17), Thundr-Acc/Dmg/Rchg(19), Thundr-Acc/Dmg/EndRdx(19), Thundr-Dmg/EndRdx/Rchg(25)
    Level 18: Inertial Reduction -- Jump-I(A)
    Level 20: Will Domination -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(21), Thundr-Dmg/Rchg(21), Thundr-Acc/Dmg/Rchg(23), Thundr-Acc/Dmg/EndRdx(23), Thundr-Dmg/EndRdx/Rchg(25)
    Level 22: Siphon Speed -- Acc-I(A)
    Level 24: Increase Density -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(36), Aegis-ResDam/Rchg(36), Aegis-EndRdx/Rchg(36), Aegis-ResDam/EndRdx/Rchg(37), S'fstPrt-ResKB(37)
    Level 26: Transference -- P'Shift-EndMod/Rchg(A), P'Shift-EndMod/Acc/Rchg(48), P'Shift-Acc/Rchg(50), P'Shift-EndMod/Acc(50)
    Level 28: Psionic Tornado -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(29), Posi-Dmg/Rchg(29), Posi-Acc/Dmg/EndRdx(31), Posi-Dam%(33)
    Level 30: Maneuvers -- RedFtn-Def(A), RedFtn-Def/EndRdx(31), RedFtn-Def/EndRdx/Rchg(31)
    Level 32: Fulcrum Shift -- Acc-I(A), RechRdx-I(33), RechRdx-I(33)
    Level 35: Tactics -- GSFC-ToHit(A), GSFC-ToHit/Rchg(37), GSFC-ToHit/Rchg/EndRdx(39), GSFC-Rchg/EndRdx(39), GSFC-ToHit/EndRdx(39), GSFC-Build%(40)
    Level 38: Psychic Wail -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/Rchg(40), M'Strk-Dmg/EndRdx(40), M'Strk-Acc/EndRdx(43), M'Strk-Acc/Dmg/EndRdx(43), M'Strk-Dmg/EndRdx/Rchg(46)
    Level 41: Mass Hypnosis -- Acc-I(A)
    Level 44: Mind Over Body -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(45), Aegis-ResDam/EndRdx/Rchg(45), Aegis-ResDam/Rchg(45), Aegis-Psi/Status(46), S'fstPrt-ResDam/Def+(46)
    Level 47: Vengeance -- LkGmblr-Def/Rchg(A), RedFtn-Def/Rchg(48), S'dpty-Def/Rchg(48)
    Level 49: Super Speed -- Run-I(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- ULeap-Stlth(A)
    Level 2: Rest -- Empty(A)
    Level 1: Vigilance
    Level 4: Ninja Run



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  12. Quote:
    Originally Posted by Psylenz View Post
    Garent and Amy are gonna scrap over Fearsome Stare!
    There's a joke in here about the scrapper archetype, but I can't think of a good one. Little help?
  13. Quote:
    Originally Posted by Amy_Amp View Post
    Something feared is only attacking once and after that all the tohit debuff isn't going to top something that's simply not attacking back.
    The build I posted has the fear duration longer than the recharge of the power. If you can keep something permanently mezzed, then there's no reason to increase the duration.

    And gloom is much better than moonbeam. Considering how much faster gloom's animation is, it ends up putting out somewhere around 250% more damage.
  14. Garent

    Kin/psy

    Are the power choices open for change?
  15. Quote:
    Originally Posted by Adelie View Post
    The purpose of blasts for a defender... is it damage or is it the secondary effect of the blasts?
    Depends on the set. No matter what though, only a few powers are best slotted for their secondary effect. You usually still want to go for damage. For example, in electric blast, only short circuit and thunderous blast are worth slotting for end mod. If you want to take advantage of your set's secondary effect, you should take a look at the set, figure out which powers have the most effective debuffs, and spam those. For example, psychic blast can put out a ridiculous amount of damage mitigation by spamming psychic scream and psionic tornado.
  16. You can significantly boost your single target damage by replacing moonbeam with gloom and getting slots into dark blast. Also, tenebrous tentacles and fearsome stare already have very good durations at level 50, so there's no need to slot them for their durations. Fearsome stare makes better use of to-hit debuffs (it's just as strong as darkest night) and tenebrous tentacles is best slotted for damage.
  17. I suggest this

    Hero Plan by Mids' Hero Designer 1.621
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Count Gherhemeous: Level 50 Magic Defender
    Primary Power Set: Dark Miasma
    Secondary Power Set: Dark Blast
    Power Pool: Teleportation
    Power Pool: Speed
    Power Pool: Fitness
    Power Pool: Leadership
    Ancillary Pool: Dark Mastery

    Hero Profile:
    Level 1: Twilight Grasp -- Nictus-Acc/EndRdx/Rchg(A), Nictus-Acc/Heal(3), Numna-Heal/EndRdx(3), Numna-Heal/Rchg(5), Numna-Heal/EndRdx/Rchg(43)
    Level 1: Dark Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(5), Decim-Dmg/Rchg(7), Decim-Acc/EndRdx/Rchg(7), Decim-Acc/Dmg/Rchg(9)
    Level 2: Tar Patch -- P'ngTtl-EndRdx/Rchg/Slow(A), TmpRdns-EndRdx/Rchg/Slow(9), RechRdx-I(11)
    Level 4: Darkest Night -- DarkWD-ToHitDeb(A), DarkWD-ToHitDeb/EndRdx(11), DarkWD-ToHitdeb/Rchg/EndRdx(13), DarkWD-Rchg/EndRdx(13)
    Level 6: Howling Twilight -- Amaze-Stun(A), Amaze-Stun/Rchg(15), Amaze-Acc/Stun/Rchg(15), Amaze-Acc/Rchg(17), Amaze-EndRdx/Stun(17)
    Level 8: Shadow Fall -- LkGmblr-Rchg+(A), LkGmblr-Def(19), LkGmblr-Def/EndRdx(19), ResDam-I(21), ResDam-I(31), S'fstPrt-ResDam/Def+(42)
    Level 10: Gloom -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(21), Decim-Dmg/Rchg(23), Decim-Acc/EndRdx/Rchg(23), Decim-Acc/Dmg/Rchg(25)
    Level 12: Fearsome Stare -- DarkWD-ToHitDeb/EndRdx(A), DarkWD-ToHitDeb(25), DarkWD-ToHitDeb/Rchg(27), DarkWD-ToHitdeb/Rchg/EndRdx(27), Acc-I(29)
    Level 14: Recall Friend -- Range-I(A)
    Level 16: Hasten -- RechRdx-I(A), RechRdx-I(29)
    Level 18: Super Speed -- Run-I(A)
    Level 20: Tenebrous Tentacles -- Posi-Dam%(A), Posi-Dmg/EndRdx(31), Posi-Dmg/Rchg(31), Posi-Dmg/Rng(33), Posi-Acc/Dmg/EndRdx(33)
    Level 22: Night Fall -- Posi-Dam%(A), Posi-Dmg/EndRdx(33), Posi-Dmg/Rchg(34), Posi-Dmg/Rng(34), Posi-Acc/Dmg/EndRdx(34)
    Level 24: Petrifying Gaze -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(36), BasGaze-Rchg/Hold(36), BasGaze-EndRdx/Rchg/Hold(36)
    Level 26: Swift -- Run-I(A)
    Level 28: Health -- Mrcl-Rcvry+(A)
    Level 30: Stamina -- P'Shift-End%(A), P'Shift-EndMod(37), P'Shift-EndMod/Acc(37), P'Shift-EndMod/Rchg(46)
    Level 32: Dark Servant -- SipInsght-Acc/ToHitDeb(A), SipInsght-ToHitDeb/EndRdx/Rchg(37), SipInsght-Acc/EndRdx/Rchg(39), SipInsght-ToHitDeb(39), Nictus-Acc/Heal(43), Heal-I(43)
    Level 35: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(39), LkGmblr-Def/EndRdx(40)
    Level 38: Blackstar -- Oblit-Dmg(A), Oblit-Acc/Rchg(40), Oblit-Dmg/Rchg(40), Oblit-Acc/Dmg/Rchg(42), Oblit-Acc/Dmg/EndRdx/Rchg(42)
    Level 41: Dark Consumption -- P'Shift-EndMod/Acc/Rchg(A), P'Shift-EndMod/Rchg(50), P'Shift-Acc/Rchg(50)
    Level 44: Dark Embrace -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(45), Aegis-ResDam/Rchg(45), Aegis-ResDam/EndRdx/Rchg(45), Aegis-Psi/Status(46), S'fstPrt-ResKB(46)
    Level 47: Soul Drain -- Oblit-Dmg(A), Oblit-Acc/Rchg(48), Oblit-Dmg/Rchg(48), Oblit-Acc/Dmg/Rchg(48), Oblit-Acc/Dmg/EndRdx/Rchg(50)
    Level 49: Soul Transfer -- RechRdx-I(A)


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  18. If you take the durations of the debuffs and divide them by the power's activation times, you get a number that represents how many times that power's debuff could stack if it had a recharge of zero and you spammed it. Here are the values. Arcanatime was not used, the actual values will be slightly lower than this.

    dual wield: 3.6 debuffs
    executioner's shot: 3.1 debuffs
    piercing rounds: 2.4 debuffs
    empty clips: 2.4 debuffs
    bullet rain: 3.3 debuffs
    hail of bullets: 1.9 debuffs

    This means if you accepted a drop in damage output and formed an attack chain without pistols then you should be able to stack the debuff 2-3 times no problem. The debuff value is 12.5% for defenders. Exactly how many times you can stack depends on your recharge values and whether you have the endurance to be using the area attacks constantly. For example, if you took out hail of bullets and cycled through the other five attacks in order (which isn't ideal) then you would get 2.96, which means you would be at an average of 37% damage debuffing.
  19. The ability to stack up to 37.5% damage debuffing disagrees with you.
  20. Garent

    Liquefy

    1: Yes, that's right. The hold is pretty short, and its entire purpose is to soften the enemy counterattack until the knockdown sends all the enemies into flopping fish mode.

    2: Since it doesn't deal damage, enemies will not try to avoid the debuff.

    3: I believe you're right. You MAY get four tics if the power checks at 0, 10, 20, and 30 seconds, but I seriously doubt that.
  21. As far as I know, free server transfers aren't being offered after the 2xp weekend.
  22. skip gale, thunder clap, and hail of bullets. Skip suppressive fire if you usually run on very large teams. All other powers are potentially useful.
  23. Quote:
    Originally Posted by Adeon Hawkwood View Post
    Yes, but that only immobilizes one enemy. I'm not saying it can't be done I just don't consider it to be a particularly useful tactic. Even if you use 3 damage procs and 3 damage IOs in the power the effective DPS is about 9.7. Plus you have to immobilize any targets to keep them there for more than a few seconds. I've got better uses for my slots thank you.
    The only time it's useful is an AV/GM fight, since those are the only things that live long enough for the 45 second duration to matter. If something stays in caltrops for the whole duration and you're using two damage procs (there's a third, but it's a pvp enhancement) then it deals on average 364.5 damage. I believe the arcana-ized casting time of caltrops is 1.32 seconds, so that makes the DPA about 276. I think this puts it at the second highest DPA defender attack below tornado. If you have a person on your team with an immobilize as part of their attack chain (who could potentially be you because of electric fence), there's no reason not to do this.
  24. The electric ancillary is actually a really good idea for this build, since it gives you a third single target attack in electric fence. I REALLY wanted to put thunderous blast in here, but I ran into a problem of having too many powers that required slots, so I replaced it with a power that only needed two slots. Anyway, here's what I came up with.

    10.5% melee defense
    29.2% ranged defense
    26.1% area defense
    21.3% recharge bonus


    Hero Plan by Mids' Hero Designer 1.601
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Defender
    Primary Power Set: Storm Summoning
    Secondary Power Set: Electrical Blast
    Power Pool: Flight
    Power Pool: Fitness
    Power Pool: Medicine
    Power Pool: Speed
    Ancillary Pool: Electricity Mastery

    Hero Profile:
    Level 1: O2 Boost -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(46), Dct'dW-Heal/EndRdx/Rchg(46), Dct'dW-Heal/Rchg(46), Dct'dW-Rchg(48)
    Level 1: Charged Bolts -- 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(45)
    Level 2: Lightning Bolt -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(3), Thundr-Acc/Dmg/Rchg(21), Thundr-Acc/Dmg/EndRdx(39), Thundr-Dmg/EndRdx/Rchg(39)
    Level 4: Ball Lightning -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(5), Posi-Dmg/Rchg(5), Posi-Acc/Dmg/EndRdx(7), Posi-Dam%(7), RechRdx-I(19)
    Level 6: Hover -- Flight-I(A)
    Level 8: Freezing Rain -- TmpRdns-EndRdx/Rchg/Slow(A), P'ngTtl-EndRdx/Rchg/Slow(9), RechRdx-I(9)
    Level 10: Short Circuit -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(11), Sciroc-Dmg/Rchg(11), Sciroc-Acc/Dmg/EndRdx(17), Sciroc-Dam%(17), RechRdx-I(19)
    Level 12: Hurricane -- DarkWD-ToHitDeb(A), DarkWD-ToHitdeb/Rchg/EndRdx(13), DarkWD-Rchg/EndRdx(13), DarkWD-ToHitDeb/EndRdx(15)
    Level 14: Fly -- Flight-I(A), Flight-I(15)
    Level 16: Swift -- Empty(A)
    Level 18: Health -- Heal-I(A)
    Level 20: Stamina -- EndMod-I(A), EndMod-I(21)
    Level 22: Steamy Mist -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(23), Aegis-ResDam/EndRdx/Rchg(23), S'fstPrt-ResKB(25), DefBuff-I(25), DefBuff-I(39)
    Level 24: Stimulant -- EndRdx-I(A)
    Level 26: Tornado -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg/EndRdx(27), BldM'dt-Acc/EndRdx(27), BldM'dt-Acc/Dmg/EndRdx(34), BldM'dt-Dmg(37), RechRdx-I(48)
    Level 28: Aid Self -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(29), Dct'dW-Heal/Rchg(29), Dct'dW-Heal/EndRdx/Rchg(31), Dct'dW-Heal(31), IntRdx-I(31)
    Level 30: Tesla Cage -- Acc-I(A)
    Level 32: Lightning Storm -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(33), Thundr-Dmg/Rchg(33), Thundr-Acc/Dmg/Rchg(33), Thundr-Acc/Dmg/EndRdx(34), Thundr-Dmg/EndRdx/Rchg(34)
    Level 35: Voltaic Sentinel -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg/EndRdx(36), BldM'dt-Acc/EndRdx(36), BldM'dt-Acc/Dmg/EndRdx(36), BldM'dt-Acc(37), BldM'dt-Dmg(37)
    Level 38: Aim -- RechRdx-I(A), RechRdx-I(50)
    Level 41: Electric Fence -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(42), Thundr-Dmg/Rchg(42), Thundr-Acc/Dmg/Rchg(42), Thundr-Acc/Dmg/EndRdx(43), Thundr-Dmg/EndRdx/Rchg(43)
    Level 44: Charged Armor -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(45), Aegis-ResDam/EndRdx/Rchg(45), S'fstPrt-ResDam/Def+(48)
    Level 47: Power Sink -- Efficacy-EndMod/EndRdx(A), RechRdx-I(50)
    Level 49: Hasten -- RechRdx-I(A), RechRdx-I(50)



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