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Posts
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I, for one, appreciate what you already did. It makes using Citybinder easier for the new power sets. And I will appreciate any additional improvements you can get around to.
It is really too bad more people don't know about this great tool. I have a ton of alts, and Citybinder allows me to have a standard set of binds as a starting point, and then customize it quickly and easily for each character. I have used the "Ultra Binds" to set up a standard set of binds for most powersets, so if I make a character with any of those powersets again, I can simply pull up the same bind set-up.
For example, I have seven Controllers with the Radiation secondary including my signature Illusion/Radiation. I can use my UltraRadEm file for all of them, as well as for any Radiation Defender or Corruptor. My UltraDarkMiasma file is used on my Dark/Elec Defender, my Fire/Dark Corrupter and my Thugs/Dark MM. And when I made an Earth/Fire Dominator, I pulled up my Earth Control Ultra file to set up the primary.
While Citybinder could stand to be a little more user-friendly, it is a great tool once you figure out how to use it. If you will get some of the updates done, maybe I will write a guide on how to use it . . . -
When my Ill/Rad hit 50, I started with the Fire APP. Then I tried Psi. Then Primal. Then I went back to Fire. Primal has some good things: The blast is OK, slightly slower than Fire and Ice Blast, but good enough. Torrent is the only AoE, a cone with knockdown. Cones require you to position yourself "just so," which is less effective or convenient as a Targetted AoE like Fireball. The key power for primal, Power Boost, doesn't affect pets or pseudo pets, so it only works to extend Blind, Flash, EM Pulse, Deceive (which is already pretty darn long), Radiant Aura -- all for only 10 sec. Choking Cloud's pulsing hold would only have its short hold pulses extended for 10 seconds, so it certainly would not help Choking Cloud.
Sure, you could pop Power Boost before EM Pulse and hold a group for nearly forever, but when do you need that? Don't you kill them off faster than that? In the end, I respec'ed out of Primal. I think it is a great choice for a Mind Controller with all of its control powers that can take advantage of Power Boost, but its is not a great choice for Illusion/Rad. -
Illusion/Empathy is a good team-focused controller who can use several of the Illusion powers to support his/her role of a team buffer and healer. However, Empathy is not a good secondary for solo play. If you want an all-around controller who is great at solo, small teams and large teams, then Illusion/Radiation is the best choice.
The single most important power in the Illusion set is Phantom Army. PA can't be buffed (other than enhancements in the power itself). As a result, Debuffs of the foes are the only thing that can make PA hit more often (Defense Debuff) or hit harder (Resistance Debuffs). You also want PA out as much as possible. The ultimate "goal" for a min/maxed Illusionist is Perma-PA, where the Phantom Army is recharged before the 60-second timer expires.
Radiation is the only secondary with a Defense Debuff, a Resistance Debuff and a Recharge buff. Several other secondary sets have great debuffs (Storm, Cold, Trick Arrow, Therm, Sonic) but no Recharge buff. Kinetics can get a recharge buff from siphoning off of foes, but doesn't have the debuffs needed. Empathy and FF have no debuffs or Recharge buff.
Illusion is a great primary and works great with any secondary. Empathy also can work with any primary. But some pairings have an extra synergy, and Illusion/Radiation is one of those.
If you want to use the Illusion primary, even if you don't pair it with Radiation, take a look at my Illusion/Radiation guide, linked in my sig. -
Quote:My solution to that: I stay at range, I stay invisible, and I Deceive any foe who looks at me funny, and throw out my debuffs and Spooky a lot. As a result, I don't have to worry about Defense. That way, I get to enjoy the higher damage of Fire Blast, and the much faster recharge on Fireball.Fire Blast might be stronger offensively, but Ice allows you to slot an LotG 7.5% rech, which is rather useful for the perma-PA.
Frozen Armor's defense, if you remember to turn it on (which I don't, most of the time :P), is actually fairly useful if your reflexes and observational skills aren't perfect, or if you're delayed because you were casting Ice Storm on the spawn or Radiation Infection on a nasty, and you don't manage to start recasting the Army the instant it's recharged (which has caused me to faceplant twice - both times from foes I'm fairly sure my 26% or so S/L def could've stopped if I'd remembered to turn on the Armor and popped one of the purples I was carrying).
With 206.25% recharge, there is actually a small amount of overlap . . . very small. -
Quote:I use Alt and Control, too . . .Shift can easily be substituted with Alt or Control instead. It's all a matter of preference.
The bind you listed above should work just fine. I just tested it and the first press of the key activates the flight power and gives a teleport target. Each subsequent press of the key gives another teleport target without interrupting flight.
I actually have a 9-button Logitech mouse, and the tilt-wheel on my mouse are re-programmed to "u" and "o." I can access other powers by using Shift-U, Ctrl-U and Alt-U, and Shift-O, Ctrl-O and Alt-O. Generally, U is for powers in the primary, and O is for powers in the secondary.
For example, on those characters with Build-up and Aim, I put them on Shift-U and Shift-O -- so to activate both, I hold down the Shift key and rock the wheel.
But thanks for testing it. I figured it would work. -
Most likely Indy 5 would have Harrison taking a similar role to Sean Connery as Henry Jones in Indy 3 . . . he is the older, experienced guy with the brains and some minimal action, while Shia handles the big action and protects "old Indy." Would I watch that? I'd wait for reviews before seeing it in the theater. I'd probably catch it on Netflix later.
I loved Indy 1 & 3, and I considered 2 to be a good but not as great film. 4 was slightly below 2. Frankly, they do better sticking to the Judao-Christian stuff. It creates a conflict when other "magic" works. -
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This bind should work, but my problem is that I use Shift a lot with other binds. I use Shift+other mouse buttons and other keys to access various powers. With this bind, it would activate Hover every time I used the Shift key. I haven't tested the simple one I wrote above because I don't currently have any characters with both Hover and Teleport -- and I don't have access to the game right now.
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Is this for a level 50 build? Because that makes a difference if you can use some purple sets and Hami-Os (Hami-Os can actually be used at 47).
Blind: You can get more damage than you have by using an Acc/Dam Hami-O and a common Damage. You lose a small Recovery bonus.
Radiant Aura: If you can get 2 more slots here, you can slot the Doctored Wounds set for better enhancement, faster recharge and 5% Recharge bonus.
Deceive: If you can afford it or save up for it, replace the Malaise set with 5 of the purple Coersive Persuation set. The Confuse set is usually the second cheapest (after Sleep), and you not only get 10% Recharge and some nice other bonuses, you free up another 6.25% slot for another power. Leave out only the pure Confuse. The proc is awesome in this power.
Combat Jumping/Super Jump: To free up a slot, you can put a Karma -knockback in CJ (cheaper than the Zephyr) and a simple Jump in SJ -- you lose a little defense, though, but you can make up for it with better healing.
Phantom Army: If you can, change the Call to Arms to Soulbound Dam/Rech and Chance for Build Up. The proc has a chance to hit when any of the three Phantom Army guys attack, so it hits often. If not, then use the two triples from Call to Arms.
Spectral Terror: Either 5-slot this or don't slot it at all. If you put the purple set in Deceive, you can finish out the Glympse set here for 6.25% recharge. If not, use the Unspeakable Terror set for 5%.
Phantasm: you can save a slot here by replacing the two Call to Arms with a single Acc/Dam Hami-O. And replace the Resist proc with Exped. End/Dam/Rech. A small amount of Resistance doesn't help Phanty all that much. Instead, you can summon him more often if you miss with your heals. Hopefully one day they will fix the bug that causes him to run into melee.
EM Pulse: 4 Baz Gaze are enough here, so you can use those last two slots somewhere else. Yeah, the recharge is long, so use Flash more often and leave this for a "panic button and special use" power.
I think I freed up 3 slots and used 3 slots. If you need another slot somewhere, Ling Rad can get by on one Acc if you have some decent global Accuracy. -
My Ill/Rad guide has an explanation of this. The defense cuts in half for 6 seconds if you attack, 10 seconds if you click on a glowie.
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Thank you, that is quite kind. I try to explain how I see things and my reasoning, so somebody with different objectives can make a good choice for them. I see pretty good options here for (a) RotPhoenix, (b) GI, (c) Fallout or (d) dropping CJ, picking up GI to replace the LotG, and then choosing Assault. I would be trading my Immob protection for extra damage and a higher endurance cost. Option A is where I'm leaning, B is more of a team-focused choice, C is for the giggles of the idea of body-bomb dropping, and D is pretty appealing for teams, too.
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If you want something a little bit different, try a Stone/Fire Tank and a Plant/Kin controller. The tank can gather the foes into a nice tight group, then the Plant/Kin can hit them with Seeds of Confusion, Roots and Fulcrum Shift. Tank then hits build-up, Fire Sword Circle and Combustion. Group dead.
My Stone/Fire tank is actually used for some farming. He puts out enough damage with Build-up-FSC-Combustion to kill or nearly kill good-sized groups of minions. Mud Pots will usually finish off the minions, while I use my attacks on the Lts. and Bosses. I'm currently softcapped to Smashing/Lethal in Stone Armor, and can always pop into Granite if things get tough. Once you get Speed Boost, that movement penalty from Rooted won't be a problem. Another option might be a Invul/Fire, which would not have the movement penalty of a Stone Tank with Rooted, but you also miss out on the damage aura. But Invuln, once fully slotted, is nearly as survivable as Granite.
My Plant/Kin was created as part of a duo with an Elec/Shield scrapper. He would gather them up into a nice tight group, and I'd hit them with Seeds and Roots. Then the group was just about entirely neutralized for Fulcrum Shift (or Siphon Power in lower levels) for an easy killing. We were killing groups fast long before Lightning Rod, Shield Charge and Fulcrum Shift. -
I just referred somebody to this thread, thanks to your great updates. Looking forward to any more you are able to do!
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I know that you can turn a toggle on AND activate a click power in the same bind. I haven't tested this, but you might want to try something like:
/bind shift+lbutton "powexec_toggleon hover$$powexec_name teleport"
You'll then have to turn off Hover manually or set up another bind to turn off Hover.
Another option is that I think those binds are built into an old bind program, Citybinder. I still use Citybinder, and somebody was nice enough to update it with the new powersets. You have to download the program first, then the updates. Take a look at this thread for the links to the original program and the update. -
Quote:More Recharge results in diminishing returns. Once you get to perma-PA, additional amounts of Recharge start to have less and less effect, such that fairly small amounts of additional recharge only result in reducing the Recharge on powers by a fraction of a second. There are points where your limited resources can be better used than adding more recharge.More +Rech is never a bad thing. And, the Medicine pool would make the character more versatile, bringing it's weakest aspect, the single heal, up to a respectable level.
With the large amount of Recharge in a Perma-PA build, Radiant Aura is up very quickly (especially slotted with the Doctored Wounds set). Especially since healing becomes less important in the higher levels, an Ill/Rad will generally have something better to do than be the team healer. Fast-recharging Radiant Aura is plenty.
To me, Recall Friend is probably my first choice. My Ill/Rad had it (and Teleport for travel) leveling up. I could stealth missions and bring the team to me more than once ever 30 min (with the Vet team TP power). Since I was usually the last teammember surviving, I was often the one to Recall the dead bodies of teammates to bring them to a safe place to rez. I miss that power in my Perma-PA build and look forward to getting it back. Mutation is my second choice as something handy to have -- I have often regretted not having it.
My only question is the third power. (1) I dislike taking powers as pure "mules" for an IO -- I like the power to be useful, even situationally. If a power can hold a needed IO AND can be useful, then it is OK. For example, Combat Jumping provides Immob protection and jumping mobility at a very low endurance cost as well as holding a LotG Recharge. (2) With my build and the two choices above, I'm capped out on Power Pools. I could drop CJ (or Hover/Fly) and use Group Invis for the LotG Recharge if I really want to add a new power pool, but I'm pretty happy with my build now. (3) It needs to be a power that can be effective with no additional slots (or maybe one extra).
So that leaves:
(a) Something out of one of the power pools I already have. Fly is kind of slow, so Super Speed or Super Jump, or even Teleport might be a nice "quality of life" pick. Or a melee attack? Air Sup? Flurry? Jump Kick? I don't think so, since I generally stay out of melee and my attack chain does more damage than any of those while staying at range.
(b) From my Primary and secondary, only Group Invis, Fallout and Choking Cloud are left (since I want to take Mutation). Choking Cloud is a mostly-worthless endurance drain unless you can fully slot it up and have the secondary powers to make it effective (Hot Feet, Arctic Air, Conductive Aura), so that one is out. Fallout? Very situational, but kind of fun . . . I could Fly/Hover over a group of foes, then Recall Friend to drop a teammate's dead body into the group, and then use Fallout for some damage and a huge Debuff -- and then rez him with Mutation. Worth considering, but it will be used very, very rarely. Group Invis? Can use it for another LotG Recharge, and it uses far, far less endurance than SI -- might be useful in big battles and to invis teammates. Worth Considering, but won't be used all that often, as I tend to run SI almost all the time.
(c) Another power from my APP set: I use the Fire APP set, so Consume and Rise of the Phoenix are the choices. (Between Fire Blast and Fire Ball, I'm very happy with Fire, so I don't plan to change.) Consume is a decent but slow recharging Blue-bar filler in melee combat. With PA out and while Invis, it can be used before drawing aggro. I don't have many (hardly any) endurance issues, and this needs some slotting to be effective. So No to that one. Rise of the Phoenix? The only self-rez available to controllers that does damage to foes in the area? Another situational power, but definitely worth considering.
In the end, I'm kind of leaning now to Rise of the Phoenix, but that could change. -
Quote:My perma-PA build has Recovery of 4.17 with usage of 0.84 even while SI, CJ and Fire Shield are on. I am able to handle all but the toughest battles while running all three toggles. I think he can handle Assault even with a single EndRdx in the default slot. It would provide a nice little boost to damage both solo and on teams . . . if endurance is an issue, SI could get turned off first, then Assault. Once I have aggroed, SI has minimal benefit.If your really tight on slots and want to go an expensive route, pick up Concealment. Sure, Ill doesn't need it, but it does have three powers ripe for LotG, Stealth, Grant Invis, and Invis.
That's 22.5% recharge right there.
Edit: And, Local Man, I'm not so sure about Assault. It's too End expensive, really. I'd recommend either Recall Friend, the Medicine pool to add on to Rad's Weak Heal so you can be an effective healer, or get some more APP/PPP powers.
Edit: Unfortunately, to fit in Assault, I would have to give up one of my other pools. My current build has Fly (Hover for a LotG and fighting from the air, Fly), Speed (Hasten) and Leaping (Combat Jumping for a LotG and Immob protection). I want to add Recall Friend, and than makes 4 Pools. To add Assault, I might have to drop CJ for GI. So I may go for GI anyway, or maybe Air Sup, or maybe even Fallout for the debuff.
A healer?? I don't think so. My role as a Ill/Rad controller on teams is as a source of distraction, control and single target damage. I have no interest in being a team healer -- especially with the Medicine Pool, which would need some slotting.
My guide shows how you can have perma PA with only three LotGs in SI, Hover and Combat Jumping. If I really needed a 4th, I would go with GI before the Concealment pool. And if I wanted a 5th, then I could go with a Defense-based shield like Ice Armor. I can possibly see the Concealment pool on some other controllers if you want mule powers that are otherwise useless, but not on an Ill/Rad with two powers in the primary that are better than anything in the Concealment pool. -
When the original star (Brendan Frasier) is not willing to come back, it generally does not look good for the sequel. The first one was a medocre but somewhat entertaining flick. Not worth paying theatre prices, however.
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Quote:If you look at the last build, there are no really worthless powers in there -- even Hover and Combat Jumping have some value and there are several situational powers that can be useful. Underslotted on an Ill/Rad, Choking Cloud is worthless. Choking Cloud needs another aura (Hot Feet, Arctic Air, Conductive Aura) to be effective, and then it needs to be fully slotted. And frankly, once you get perma PA, additional Recharge has a very minimal benefit -- you start to talk about shaving fractions of seconds off at best.If you can fit it in, choking cloud is another basilisk's gaze. You could drop fire shield or RoTP for CC, and move some slots over from Spectral terror. But it's only another 2.5% recharge, and a tiny bit of recovery, so not sure if it's worth it.
Alternately you could move the slots from stamina/health. I've never really found it to be worth it to 4 slot stamina. Ya, you get a few ok set bonuses, but you can get almost as much enhancement from 2 lvl 50 IOs, and the proc isn't really needed IMO. , especially with AM and both the procs in health. Shave 2 slots from stam, and 1 from health, and thats another 7.5% recharge. Up to you if it's worth it, the build has a ton of recharge already.
edit: just looked at the build again, another alternative is to drop something for group invis. It's useful at times, and will take another LoTG, and the latest build only has 3.
There might be some benefit to Group Invis, since it uses a small fraction of the endurance of SI -- when going into battles where you expect to use a lot of endurance, it might be worthwhile to use GI. Also, GI can be shared with the team, which can be handy. Replacing Rise of the Phoenix or CJ with GI might make sense then.
As for the extra slots for Recovery . . . I know with my Ill/Rad (who has a lot of Recovery and pretty good EndRdx in most powers), I can make a dent in my Blue Bar when in a big fight. Even with Perma AM, running EF, RI and SI while using every other power when available and firing off a fast-recharging attack chain of Blind-SW-Blast-SW, it can use a lot of endurance. I don't sit back and let my pets do most of the damage. -
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It somewhat depends on your playstyle. My current Ill/Rad build is posted a ways down in the thread for my Ill/Rad guide. I am leaning towards adding in Mutation, Recall Friend and probably Assault -- all of which are really team-oriented powers. I really miss not having Recall Friend for stealthing missions, and Mutation is handy for PUGs. I suspect a lot of folks will be adding Leadership, so stacking Assault with others should provide a pretty good benefit.
There are plenty of other options. I could add Group Invis for those times that I want to stay invis but not use the endurance to run SI. It can also take another LotG Recharge. I could go with any 3 Leadership powers. I could add Super Speed or Super Jump (or even Teleport) for faster travel than Fly. I could take Fallout as a bit of a novelty, mostly for the debuff -- that doesn't need slots.
The value of the fighting pool is pretty low. Unless you have other similar buffs to stack with them, the benefit is minimal. Plus you have to take a worthless power to get to Tough and Weave. I usually take Fighting on Melee characters looking to softcap, but not Controllers. I suppose if you went for the softcapped controller build, it might work, but that's not me. -
Quote:If "3 procs in health" you mean the Numina's, Miracle and Regen Tissue procs, replace the Regen Tissue proc with the Numina's Heal. Mid's will show that you actually get an increase in your Regen using the Numina Heal instead of the Regen Tissue proc. And it is cheaper.OK. This is what I came up with based on your suggestions guys. Anyone know how I could calculate what my final Recovery would be when stamina gets added? I plan on rearranging the order of the slotting a bit just to maximize them for exemping a bit. I plan on putting the 3 procs in health and Performance Shifter 4 peices in Stamina.
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Quote:The OP said he wanted the bonus from the Thunderstrikes, so I left them in there. I have the slotting above in the single target hold in some other controllers. My slotting in Blind personally is a Nucleolus and a common Damage in the last slot to get a little more damage at the expense of a small amount of hold time. Most of the time, I am running my Blind-SW-Blast-SW attack chain, so the hold time for Blind is irrelevant.For normal use the APP blasts are better. For single hard targets like AVs and GMs where the healback is going to happen anyway and all pets are attacking the same target as you are debuffing I think Poisonous Ray has an edge solo and I'm fairly certain it would in such a situation on a team. I've been intending to test solo and see but my Ill/Rad/Mace is stuck with a lot of greyed out powers until they fix Mace Mastery.
Edit : Alternative slotting suggestion for blind.
Level 1: Blind- (A) Basilisk's Gaze - Accuracy/Hold
- (3) Basilisk's Gaze - Accuracy/Recharge
- (3) Basilisk's Gaze - Recharge/Hold
- (5) Basilisk's Gaze - Endurance/Recharge/Hold
- (5) HamiO:Nucleolus Exposure
- (7) HamiO:Peroxisome Exposure
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Quote:Don't mislead the poor person . . .Well it doesn't set up containment, but it surely does 'extra' damage.
My Illusion/Radiation guide has a long section on Confusion and how it works and why it is awesome.
Containment applies only if a controller does damage directly to a foe who is Held, Stunned, Slept or Immobilized. The controller does not have to be the one who applied the mez effect. For example, if a Archery Blaster hits a foe with Stun Arrow, and then a Gravity Controller hits that foe with Propel, the Propel will do double damage. However, controller pets and pseudo-pets do not get Containment. So the attacks from the Electric Gremlins and */Storm's Lightning Storm do not get Containment even if the foe is held.
Confusion powers do not get Containment. However, if a Confused Foe does some damage to another foe, and then you and/or your team and/or your pets do some of the damage, then you and your team get some of the XP for the foe damage by the Confused Foe. For example, you see a Confused Foe attacking one of his buddies, and you attack, too. If you do half the damage and half was done by the Confused Foe when your target is defeated, then you get 80% of the XP even though you only did 50% of the damage.
The "extra" damage is damage does by Confused Foes. You get credit for some of that extra damage as long as you do some of the damage. If the Confused Foe fully defeats the targetted foe without any help from you, your pets or your team, then you and your team do not get any XP since you didn't earn any. -
Personally, I like to keep the damage in Blind. When you use it in the attack chain, that damage adds up. Here's how I would change it, with the Health and Stamina slots (in Sprint and Rest). I find one -knockback IO to be enough, so I took one of those. I took one from Flash, and boosted the slotting to adjust. Then I took one from Fire Shield.
Another way might be to lose 5% recharge by putting 3 Enzymes in RI and moving the 4th slot. That's what I have in mine.
Hero Plan by Mids' Hero Designer 1.81
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Controller
Primary Power Set: Illusion Control
Secondary Power Set: Radiation Emission
Power Pool: Flight
Power Pool: Leaping
Power Pool: Speed
Power Pool: Teleportation
Ancillary Pool: Fire Mastery
Hero Profile:
Level 1: Blind -- BasGaze-Rchg/Hold(A), BasGaze-EndRdx/Rchg/Hold(3), BasGaze-Acc/EndRdx/Rchg/Hold(11), BasGaze-Acc/Rchg(13), Thundr-Acc/Dmg(46), Thundr-Acc/Dmg/Rchg(48)
Level 1: Radiant Aura -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal/Rchg(33), Dct'dW-Heal/EndRdx/Rchg(33), Dct'dW-Heal(34), Dct'dW-Rchg(37)
Level 2: Spectral Wounds -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Dmg/Rchg(5), Decim-Build%(5), Decim-Acc/Dmg/Rchg(9), Thundr-Acc/Dmg/Rchg(43)
Level 4: Deceive -- CoPers-Conf%(A), CoPers-Conf/EndRdx(15), CoPers-Conf/Rchg(15), CoPers-Acc/Conf/Rchg(17), CoPers-Acc/Rchg(23)
Level 6: Accelerate Metabolism -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(7), Efficacy-EndMod/Acc/Rchg(7), Efficacy-Acc/Rchg(17), Efficacy-EndMod/Acc(25), Efficacy-EndMod/EndRdx(25)
Level 8: Hover -- LkGmblr-Rchg+(A), Krma-ResKB(9)
Level 10: Superior Invisibility -- LkGmblr-Rchg+(A), RedFtn-Def/EndRdx(11), RedFtn-EndRdx/Rchg(37), RedFtn-Def/EndRdx/Rchg(40), RedFtn-Def(45), RedFtn-EndRdx(46)
Level 12: Combat Jumping -- LkGmblr-Rchg+(A)
Level 14: Fly -- Flight-I(A)
Level 16: Hasten -- RechRdx-I(A), RechRdx-I(40)
Level 18: Phantom Army -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(19), ExRmnt-Acc/Dmg/Rchg(19), ExRmnt-EndRdx/Dmg/Rchg(21), S'bndAl-Dmg/Rchg(21), S'bndAl-Build%(23)
Level 20: Radiation Infection -- DarkWD-ToHitdeb/Rchg/EndRdx(A), DarkWD-ToHitDeb/EndRdx(27), DarkWD-ToHitDeb(27), DarkWD-Slow%(29)
Level 22: Enervating Field -- EndRdx-I(A), EndRdx-I(46)
Level 24: Lingering Radiation -- Acc-I(A)
Level 26: Spectral Terror -- U'spkT-Acc/Rchg(A), U'spkT-EndRdx/Fear(29), U'spkT-Fear/Rng(31), U'spkT-Acc/Fear/Rchg(31), U'spkT-Stun%(31)
Level 28: Mutation -- RechRdx-I(A)
Level 30: Recall Friend -- Range-I(A)
Level 32: Phantasm -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(33), ExRmnt-Acc/Dmg/Rchg(34), ExRmnt-EndRdx/Dmg/Rchg(34), HO:Nucle(37)
Level 35: Flash -- BasGaze-Rchg/Hold(A), BasGaze-Acc/Hold(36), BasGaze-Acc/EndRdx/Rchg/Hold(36), BasGaze-Acc/Rchg(36), G'Wdw-Acc/Hold/Rchg(45)
Level 38: EM Pulse -- BasGaze-Rchg/Hold(A), BasGaze-EndRdx/Rchg/Hold(39), BasGaze-Acc/EndRdx/Rchg/Hold(39), BasGaze-Acc/Rchg(39)
Level 41: Fire Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(42), Decim-Dmg/Rchg(42), Decim-Acc/EndRdx/Rchg(42), Decim-Acc/Dmg/Rchg(43), Thundr-Acc/Dmg/Rchg(43)
Level 44: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Dmg/Rng(50), Posi-Acc/Dmg/EndRdx(50)
Level 47: Fire Shield -- ImpArm-ResDam/EndRdx(A)
Level 49: Rise of the Phoenix -- RechRdx-I(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A), Empty(13), Empty(50)
Level 2: Rest -- Empty(A), Empty(40), Empty(45)
Level 1: Containment
Level 2: Ninja Run
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Oh, I didn't check . . . did you save slots for Stamina? Health?