UnicyclePeon

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  1. I do appreciate all replies. Here is a long post on why I was only wanting to consider WP and SR.

    I find that I don't like Shield a whole lot. I have a level 50 Shield/Elec tanker, and I like him, but I think once was enough. Tho I've seen the crushing things my friend's Fire/Shield scrapper can do, it just isn't my thing, in terms of style, appearance, and the eventual cost to soft-cap. I'm also not damage obsessed, though I realize that is the whole point of a solo melee character (Brute or otherwise).

    I do like Invuln, but only really as a Primary, and usually I only do it in a team with some support to help keep the edge off (endurance mostly). I've also played tons of Invuln.

    I'm not a fan of Elec or Dark armor at all. I've tried both extensively, at least as a scrapper, and I've even played them into the late 30 and early 40s but each time, I've deleted the character. Just not my thing.

    I'm OK with the new Fire armor. It is better now, but not better enough for me to make a new one. My existing level 40 Fire/Stone tanker and my level 37 Elec/Fire scrapper are enough for me, pretty much forever.

    I flat out hate Stone Armor.

    That leaves SR, WP, and Energy Aura if I go with a Brute, and only WP if I go for a Tank.

    Now I will say that I really *do* want to try Energy Aura. But I'm just not sure if Axe is really the secondary I want to pair with it. I was thinking I might do Dark Melee/Energy Aura to make a spooky invisible assassin concept or whatever. So I ruled out Energy Aura just because I think I'm zeroing in on a better conceptual match for it.

    Thanks for any replies!

    Lewis
  2. All,

    I have always wanted to try the Battle Axe set, so I made a Willpower/BattleAxe Tanker. However, I don't really intend to Tank, I just want a solo scrapping type character. So, it occurred to me that I could also make a BattleAxe/Willpower Brute, as well as a BattleAxe/SuperReflexes Brute.

    I mention these 3 sets because Willpower makes 2 of them easy to play up, and Super Reflexes, while painful to level, is eventually pretty survivable on the cheap (soft-capping won't break my bank).

    So when factoring in fun, ease of play, and end-game cost/affordability, which would you recommend between:

    Willpower/BattleAxe Tanker
    Axe/Willpower Brute
    Axe/SuperReflexes Brute

    Thanks!

    Lewis
  3. UnicyclePeon

    Demon Trio?

    Ah. The top buff. What does that do, does it make one of the demons cast a heal or something?

    Anyone else have an opinion on the best trio to make?

    Thanks,

    Lewis
  4. UnicyclePeon

    Demon Trio?

    I havent studied Demons. What is Abyssal Reconstruction?

    Lewis
  5. UnicyclePeon

    Demon Trio?

    All,

    I am planning to make a Demon Summoning trio, because I have the ability to 3-box. There are 4 secondaries I'd like to have, and I cant decide between them. I'm wondering what your opinion might be on the best arrangement of secondaries:

    Demon/Dark
    Demon/Force Field
    Demon/Pain
    Demon/Storm

    I want Demon/Force Field for the mez protection and the extra defense. If I used it, I would take the single target bubbles, but I would mostly let that character cruise on auto/aggressive running Dispersion Bubble and Maneuvers.

    I want Demon/Pain for the AOE regen aura and the AOE heal. The buffs and debuffs are also massively nice. I would leave the regen aura on, but I probably wouldn't click the AOE heal except perhaps situationally.

    I want Demon/Storm because I love Storm and because of the 4, if I had only one account, this is the one I would drive. Also, I think the team should really have group stealth, and Steamy Mist from Storm provides that. It also lets me stack a bit of Defense with Steamy Mist.

    I want Demon/Dark because Dark is very cool, and Darkest Night is massive for safety. The targeted heal is nice too, even if usually only the other 2 characters are guaranteed to be close. But I have done Dark before on several masterminds, so I'm leaning towards dropping this one. But it does have more Stealth and Defense in Shadow Fall.

    So which 3 of the 4 would you take?

    Thanks,

    Lewis
  6. Quote:
    Originally Posted by Vysires View Post
    Actually, Mag 2 will only hit minions, LTs are 3 bosses are 4.
    It still stuns minions, and that is huge. Especially at higher levels. Think about all the minions that do nasty things that you'd really like to stun! Also, I've played a few stormies with enough Global Recharge to keep Thunder Clap double stacked. Also, Tornado can stun things when it throws them, and so it can stack that way. Also, I think Soul Mastery may have Oppressive Gloom, which means you could perma-stun stuff close to you! Nice!

    Lewis
  7. UnicyclePeon

    Energy Aura

    T_Imm,

    What does EA have at low level that makes it good in Praetoria? I would think that with some crappy defense toggles, you'd be as bad off (or worse) as /SR?

    Lewis
  8. UnicyclePeon

    Better Soloer?

    I personally can't stand Mind Control with assault sets that do big AOE damage, though. I just need an every-fight hard control. By hard control, I mean that the foes cant wake or retaliate. So I consider AOE confuse, AOE stun, and AOE hold to be hard control of the type I'm talking about. Mind just doesn't have it. Maybe if you get massive recharge you could get Mass Confusion down to once a fight. But I just don't like the inability to prevent retaliation once I damage the foes, at least for using lots of AOE.

    I think Mind is a beautiful set if you are going with something more single-targety, like Energy or Electric.

    But I know that is an unpopular opinion. Lots of folks love their Mind Doms.

    Lewis
  9. UnicyclePeon

    Fire/Trick Arrow

    Your link to open the build is broken, and your data chunk is absent.

    Lewis
  10. UnicyclePeon

    Fire/Trick Arrow

    Quote:
    Originally Posted by Scarlet Shocker View Post
    Interesting build. Not sure why you 6 slotted hasten with recharge tho
    Well, it shaved 6 or so seconds off the recharge time of Hasten to put the extra 3 level 50 recharge enhancements in there. That was cheaper than trying to buy any expensive purple sets. It also let me keep my powers slotted how I want them without any real functional compromises.

    There are other ways I could have done it. I could shave a slot off EMP Arrow and the Fire Imps and take 2 from Hasten and that'd let me get the Sleep Purple set for PGA. Then I could swap out the stun set I have in the build for the purple stun set. The 4th slot on Hasten could then be moved to Fire Blast where I could then pick up another 6.25% due to the Decimation set. That'd get 3-slotted Hasten down to 119.5 seconds, which is even better. But I just cant afford the cost right now. I'm too poor to drop the cash to re-work in that manner, esp as I'm working on purchases for other characters rigth now.

    So basically it was the cheap way to get perma-hasten.

    Lewis

    P.S. Here is what the re-worked version could sorta look like:

    Hero Plan by Mids' Hero Designer 1.803
    http://www.cohplanner.com/

    Click this DataLink to open the build!


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  11. UnicyclePeon

    Better Soloer?

    I think Earth/Earth might be a bit safer, due to the extra soft control from the secondary, and due to power boost making your controls last a really long time. Earth/Fire will probably kill things quicker due to the extra damage from Embrace of Fire.

    So, my thought is that Earth/Fire *may* be better, due to the fact that even without Power Boost and extra soft controls, Earth/Fire will have plenty of control anyway. So killing faster may be more important. Still, for those really hairy/scary survival moments, Earth/Earth will probably come in handy.

    However, my Earth/Fire is level 43 but my Earth/Earth is level 2 right now. So I can' give an answer based on side-by-side experience ... yet. Working on it.

    Lewis
  12. Quote:
    Originally Posted by Exodus_V View Post
    Ah the days of 3 Phantasms, 9-15 imps
    You could actually have out 4 packs briefly if you were Rad or Kin, if memory serves. Also, for a while, you got random numbers with Fire Imps. You could get 5 I believe. So a single Fire/Rad could sometimes have .... maybe 20 Fire Imps out at once. I think. It's been a while. Dang I miss those days. Somewhere on my old hard drive I've got pics of me and a couple buddies back in I0 or I1. One guy was Fire/Rad and the other 2 of us were Fire/Kin. The amount of Fire Imps was insane. We could barely move. It was like a sea of burning war-ants.

    Good times.
  13. UnicyclePeon

    Fire/Trick Arrow

    Mace Mastery looks pretty interesting for this combo as well.

    Mace Mastery has the Defense-based armor which stacks well with the debuffs from Smoke and Flash Arrow. You've also got Poisonous Ray which is a single target damage power that puts a damage resistance debuff on a single foe. I would guess that would stack well with the damage resist debuff from Acid Arrow and Disruption Arrow when fighting a hard target such as a Boss. Focused Accuracy and Disruptor Blast seems OK. The Epic Pet is possible place to slot unique pet IOs that buff the Fire Imp's defenses, which of course stacks with Flash Arrow and Glue Arrow.

    So Mace Mastery seems pretty neat for Fire/TA. If I weren't already perma-hasten with my Fire/TA/Fire, I'd give it a go.

    Soul Mastery also looks interesting. It has Dark Consumption, which is nice for any Fire Controller due to the heavy costs generally, and specifically with Hot Feet. Plus its point blank, which matches where you are likely to be in a fight (I'm always in the middle of things with my Fire/TA). But Soul Drain looks really nice. it is point blank also, which meshes well, and will increase your damage (with Hot Feet, Dark Obliteration, etc). Dark Obliteration is an adequate but lackluster AOE by the look of the numbers, it was probably designed to balance with Soul Drain. The pet will again provide a mule for pet unique IOs that give the fire imps resist or defense, or you can use it outright (or a hybrid approach). The Armor is resist based, which allows for the steadfast unique for 3% defense. Not bad at all.

    Leviathan Mastery doesn't seem to be particularly amazing at first glance, but it does have Hibernate, which is nice. You can have your Oil Slick out killing stuff with the Fire Imps while you heal up. Not bad. I do wonder how Water Spout will interact with Oil Slick. I guess the Fire Cages will counteract its knock-up, but I tend to have a pretty long immobilize duration in my Fire Cages, which means that after the first 10 seconds, the spout will be flinging things up and down. Nice. And unlike Tornado, it definitely flings them straight up (IIRC). I just dont know if the knock-up of the spout and the knockdown of the slick will then suddenly start flinging things. This option would be more funny than useful perhaps, but I do like the idea of Hibernating while Oil Slick, Waterspout and Fire Imps do their Chaos thing.

    Someone else commented on Mu so I wont touch on that. I don't really like Mu anyway, except for Power Sink. I wont discuss Ice or Stone either since those have been covered.

    Primal Forces could be interesting due to Power Boost. A high level Fire/TA has a LOT of control, and Power Boost should increase that. I also wonder if it would magnify the effect of Smoke and Flash arrow. Geez. If so, you'd possibly have some pretty serious accuracy debuff. Plus the whole set is Energy, not that you'd need much more help lighting the Oil Slick considering the Fire Cages, Hot Feet and Fire Imps. The resist armor gives you a place for a steadfast res/def unique. I believe the Energy Torrent may be knockdown which could be interesting. The other AOE is lackluster by the look of it, and I would guess it does knockback, but that isn't all bad, and you can manage it. Primal seems pretty OK overall.

    Psionic Mastery doesnt seem too exciting. Mez protection is nice though. The AOE is a pretty nice one. You do have resist armor for slotting the res/def to stack with smoke and flash arrow, and the mez protection armor gives you a place for LOTG recharge mules. Otherwise, not too synergistic. Looks fine tho.

    Finally ... Fire Mastery. There is nothing special here, but this is the one I use. The AOE is convenient and comes early. The Fire damage lights the Oil Slick (mostly a non-issue given the Fire Control primary). The AOE damage also works at range quite well, which is important perhaps to people who don't like to play in close with their Fire/TA ... which is crazy talk ... this combo is all about being in the middle of things, IMO. But hey, early ranged AOE if you want it. The armor lets you put a steadfast in for def stacking if you want. Consume isnt great but it is adequate, and hey ... more endurance. Fire/TA definitely wants endurance. The main appeal is the visual style. I really look cool in my Fire Shield armor while tossing around the occasional Fireball. It looks great!

    Lewis
  14. I have a Thugs/Pain who is level 42 or so, and I have a Thugs/Traps who is level 33 currently. I have the luxury to be able to multi-box them if I wanted, but I've mostly driven them solo/separate from one another. (Together they are brutal btw).

    The main playstyle difference is that on my /Pain, I don't do a whole lot. I usually just dogpile into a bunch of guys right along with my boys, because that is where I cast the PBAOE debuff as well as my PBAOE buff, and thats where my regen aura needs to be. But once I get off the buffs/debuffs, there isn't a whole lot to do most of the time. I may occasionally throw out an AOE heal or a single target heal. That's about it. It is very simple, and it only rarely feels busy.

    Traps ALWAYS feels busy. I'm always re-casting the FF Generator or throwing down caltrops or acid mortar or opening with seeker drones or planting a poison bomb at just the right place, etc. It can be a very active set, even if you are more the type to set up before a fight. I mix and match on-the-fly in terms of whether I prep/pull/set up for a fight or whether I just go in and drop stuff in place. Either way, you'll always be thinking and always getting off the next doo-dad. It's pretty cool.

    Both are fun, but I find traps more fun.

    Lewis
  15. UnicyclePeon

    IO Sets and MM

    The set bonuses apply only to you, so generally, global damage bonuses aren't too helpful. However, global accuracy can be nice to shoot for, IF your secondary and/or epic powers make lots of accuracy checks, and IF you don't have Tactics (Leadership).

    The most useful set bonuses to shoot for are dependent on your goals and your secondary. What primary/secondary do you use? If you have lots of really juicy powers on long cool-down timers, then global recharge can be really great. Here are some powers that are always nice with lots of extra recharge:

    Gang War, Hell on Earth
    Howling Twilight, Dark Servant
    World of Pain, Anguishing Cry, Painbringer
    Noxious Gas
    Freezing Rain, Tornado, Lightning Storm
    Heat Exhaustion, Melt Armor
    Triage Beacon, Acid Mortar, Poison Trap, Seeker Drones
    Acid Arrow, Disruption Arrow, Oil Slick Arrow, EMP Arrow

    Then again, some sets provide defense and so you might be better off going for global defense so that you can be soft-capped to defense. Traps and FF are good sets for this.

    Good luck!

    Lewis
  16. I actually like Hover/Fly on Traps, but I take Combat Jumping too (I run both). I stay near the ground anyway even when I do hover, and with a quick tap I can land and another tap lets me re-engage hover. No biggie.

    Here is my build below for my Bots/Traps. It is soft-capped, and you can still basically be soft-capped even if you dont run both Hover and CJ. I think when Inherent Stamina comes out, I'm gonna pick up provoke since with the capped defenses and bodyguard mode, I could tank it up pretty well.

    Lewis

    Villain Plan by Mids' Villain Designer 1.803
    http://www.cohplanner.com/

    Click this DataLink to open the build!

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  17. UnicyclePeon

    Fire/Trick Arrow

    It really doesnt make sense for any of them to be afraid since it doesn't damage them. Frustrating bug. But, it used to be MUCH worse than it is now.

    Lewis
  18. I didn't take incinerate until later either. You can totally get by without it if you want. I picked it up mainly so that later I'll have set bonuses. Its a good attack though.

    Here is the build I'm running with on live. I'm just using generics and frankenslotting right now. Whether I actually snaz it up with recharge, I dunno. But my power picks and number of slots match this currently. Its pretty awesome!

    Lewis

    Villain Plan by Mids' Villain Designer 1.803
    http://www.cohplanner.com/

    Click this DataLink to open the build!

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  19. UnicyclePeon

    Fire/Trick Arrow

    Quote:
    Originally Posted by Local_Man View Post
    It still doesn't make any sense . . . PA should be exempt from this behavior.
    It doesnt make sense for any of them to do it ... least of all Fire Imps.

    Here is my un-asked-for Fire/TA build. I actually play with this build on live. It is one of my 3 controllers who is actually slotted up well for real instead of being theoretical. Its fun.

    Lewis

    Hero Plan by Mids' Hero Designer 1.803
    http://www.cohplanner.com/

    Click this DataLink to open the build!

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  20. Quote:
    Originally Posted by Oedipus_Tex View Post
    I'll just name something off the wall since other people already had good suggestions.

    A pair of /Psi Dominators. Good AoE, ridiculous survivability. Primary doesn't matter though Ice or Gravity wouldn't be my first pick. One Fire/Psi and one Earth/ or Mind/Psi would be pretty terrifying. As would many other combos.
    Thats actually an outstanding suggestion. I would go with one Fire/Psi and one Earth/Psi so that you can stack your AOE Stun powers if you need to. Good times!

    Lewis
  21. Of the primaries you haven't tried, you've got Ice, Grav and Electric. Jeez.

    OK, I expect to get roasted here, but Ice and Grav are the worst controllers, so you've pretty much got to do Electric.

    OK, OK! Settle down. I just find those sets quirky enough that I'm extremely picky what I pair them with.

    If you were willing to exemp, your existing Plant/Storm is a pretty amazing combo.

    Anyway, you might want to give 2 Electric Controllers a shot. They are the new sauce, and I think an Elec/FF teamed with an Elec/Rad would be nasty.

    Since you are open to Domiantors, I think dual Elec/Earth Domiantors (twins perhaps) would be awesome as well.

    Lewis
  22. UnicyclePeon

    Fire/Ice Dom

    I find mine fairly fragile at times and kinda awkward. I dont know why. I've played plenty of other Fire Doms to level 50 (and my Fire/Ice is 50) but he just seemed a bit wobbly. Of course, he was my first Dom to make it to level 40+ so I didnt really know what I was doing on him, or I was learning. And he was only my second Dom to make it to 50 (first was Fire/Thorns).

    But he is good. I dusted mine off and I've been playing him a bit recently. Power Boost is really nice (read: essential) to give me time (increased mez duration) to kill everything. I really like the ice melee attacks, but I always have a bit of a time getting back into having to mix ranged and melee single target attacks in terms of how I place them on my tray and how my personal inclinations are. Sometimes I prefer Fire Assault for being more a ranged set (in a way) and Earth Assault for being basically all melee. The positional awareness required by /Ice Assault is always a bit of a struggle to remember/re-learn.

    I am going to respec mine soon and pick up some of the Fire Epic stuff. This will be my respec plan, though honestly I cant afford the build currently. But I am going to spec the power selection and slot order this way and just go with cheap frankenslotted IOs, to get the best cheap numbers I can on him.

    Lewis

    Villain Plan by Mids' Villain Designer 1.803
    http://www.cohplanner.com/

    Click this DataLink to open the build!

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  23. UnicyclePeon

    Good-bye PFF

    I think the use of the term Cottage Rule has expanded in general use from the initial example (changing Build Up to build a cottage) to cover the related issue of changing powers outright (such as when Gravity Controllers got Singularity instead of the weird team recall friend thing they used to have. So in terms of actual parlance and common usage, I feel that it applies.

    We could of course make up some other term for total swap-outs, since I'm pretty sure the devs would want to avoid total power swap-outs for the same underlying principle as swap-outs in which the name happened to change.

    Maybe call it the Condo Rule.

    However, I'm kinda glad PFF (in Mace Mastery) is going, and I think they pretty much have to remove it to remain consistent. Removing it was the right call, even though it is disappointing.

    Of course, that's easy for me to say. My only controller who is planning to cross over and back for Mace Mastery is my Fire/FF Controller, and he already has PFF from his secondary. I'm taking Mace Mastery so that I can be soft-capped to all without looking like giant eagles defecated on my person.

    Lewis

    Hero Plan by Mids' Hero Designer 1.803
    http://www.cohplanner.com/

    Click this DataLink to open the build!

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  24. If on the other hand you have around 100 serious characters, such that your pocketbook is stretched, you could do a super cheap hybrid farming/teaming build. I mean, this build is pretty much super dirt cheap. It has capped S/L defense. It has pretty much all of the team-oriented powers other than Increase Density.

    EDIT: ah crap I forgot I had the BOTZ knockback IO in there. That makes it not so super cheap. Its still pretty cheap. But I might have to figure out a way to tweak it to hit my defense values and not use that. I'd probably move around the fire imp slots to hit 40% acc and 92% dam on them and still get the recharge bonus and then move the spare slot around so that combat jumping has both a defense and a knockback IO in it.

    But you get the idea.

    EDIT2: fixed. No BOTZ.

    Lewis

    Hero Plan by Mids' Hero Designer 1.803
    http://www.cohplanner.com/

    Click this DataLink to open the build!


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  25. By the way, in case it is helpful, here is the build I am playing with. I'm level 42 if I recall correctly.

    As you can see, I have Blazing Bolt at level 47. I guess I just can't decide what else I'd take. Maybe I should take the point blank sleep, but .... meh. Thanks to Electric Control, the Purple Sleeps aren't so cheap anymore. So I think I'll get 7.5% recharge there by using the cheap snipe sets.

    Anyway, here is a sample build. It isn't cheap, but the slotting and level choices are functional from 1-50 without a respec. I've been following my plan and even slotted with generics, its been working great.

    Lewis

    Villain Plan by Mids' Villain Designer 1.803
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Wild Warlock: Level 50 Magic Dominator
    Primary Power Set: Earth Control
    Secondary Power Set: Fiery Assault
    Power Pool: Speed
    Power Pool: Fitness
    Power Pool: Leaping
    Ancillary Pool: Fire Mastery

    Villain Profile:
    Level 1: Fossilize -- BasGaze-Acc/Hold(A), BasGaze-Rchg/Hold(3), BasGaze-EndRdx/Rchg/Hold(3), BasGaze-Acc/EndRdx/Rchg/Hold(9), Lock-Acc/EndRdx/Rchg/Hold(9)
    Level 1: Flares -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(7), Thundr-Dmg/Rchg(7), Thundr-Acc/Dmg/EndRdx(21)
    Level 2: Stone Cages -- GravAnch-Immob/Rchg(A), GravAnch-Acc/Immob/Rchg(40), GravAnch-Acc/Rchg(43), GravAnch-Immob/EndRdx(46), GravAnch-Hold%(46)
    Level 4: Fire Breath -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(5), Posi-Dmg/Rchg(5), Posi-Dmg/Rng(17), Posi-Acc/Dmg/EndRdx(34)
    Level 6: Quicksand -- TmpRdns-EndRdx/Rchg/Slow(A)
    Level 8: Hasten -- RechRdx-I(A), RechRdx-I(37), RechRdx-I(37)
    Level 10: Fire Blast -- Thundr-Dmg/Rchg(A), Thundr-Acc/Dmg/Rchg(11), Thundr-Acc/Dmg/EndRdx(11), Thundr-Dmg/EndRdx/Rchg(21), Dev'n-Acc/Dmg/EndRdx/Rchg(34)
    Level 12: Stalagmites -- Amaze-Stun(A), Amaze-Stun/Rchg(13), Amaze-Acc/Stun/Rchg(13), Amaze-Acc/Rchg(15), Amaze-EndRdx/Stun(15), Rope-Acc/Rchg(17)
    Level 14: Super Speed -- QckFt-EndRdx/RunSpd(A)
    Level 16: Embrace of Fire -- RechRdx-I(A), RechRdx-I(23), RechRdx-I(23)
    Level 18: Earthquake -- UndDef-DefDeb/Rchg(A), UndDef-Rchg/EndRdx(19), UndDef-Rchg(19)
    Level 20: Hurdle -- Jump-I(A)
    Level 22: Health -- Mrcl-Rcvry+(A)
    Level 24: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Acc(25), EndMod-I(25)
    Level 26: Volcanic Gasses -- UbrkCons-Hold(A), UbrkCons-Hold/Rchg(27), UbrkCons-Acc/Hold/Rchg(27), UbrkCons-Acc/Rchg(29), UbrkCons-EndRdx/Hold(29)
    Level 28: Combat Jumping -- Krma-ResKB(A)
    Level 30: Combustion -- Oblit-Dmg(A), Oblit-Acc/Rchg(31), Oblit-Dmg/Rchg(31), Oblit-Acc/Dmg/Rchg(31), Oblit-Acc/Dmg/EndRdx/Rchg(34), EndRdx-I(43)
    Level 32: Animate Stone -- ExRmnt-Acc/Dmg(A), ExRmnt-Dmg/EndRdx(33), ExRmnt-Acc/Dmg/Rchg(33), ExRmnt-EndRdx/Dmg/Rchg(33)
    Level 35: Incinerate -- C'ngImp-Dmg/EndRdx(A), C'ngImp-Dmg/Rchg(36), C'ngImp-Acc/Dmg/Rchg(36), C'ngImp-Acc/Dmg/EndRdx(36), C'ngImp-Dmg/EndRdx/Rchg(37)
    Level 38: Blaze -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(39), Decim-Dmg/Rchg(39), Decim-Acc/EndRdx/Rchg(39), Decim-Acc/Dmg/Rchg(40), Dev'n-Acc/Dmg/EndRdx/Rchg(40)
    Level 41: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(42), Posi-Dmg/Rchg(42), Posi-Acc/Dmg/EndRdx(42), Posi-Dam%(43)
    Level 44: Rain of Fire -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(45), Posi-Dmg/Rchg(45), Posi-Acc/Dmg/EndRdx(45), Posi-Dam%(46)
    Level 47: Blazing Bolt -- Mantic-Acc/Dmg(A), Mantic-Dmg/EndRdx(48), Mantic-Acc/ActRdx/Rng(48), Mantic-Dmg/ActRdx/Rchg(48), Mantic-Dmg/EndRdx/Rchg(50)
    Level 49: Fire Shield -- Aegis-ResDam/EndRdx(A), Aegis-ResDam(50), TtmC'tng-ResDam/EndRdx(50)
    ------------
    Level 1: Brawl -- Acc-I(A)
    Level 1: Sprint -- ULeap-Stlth(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 1: Domination
    Level 4: Ninja Run



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