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Quote:Fair enough. The character I am considering it for is a Fiery Aura/Electrical Melee Tank.
He started off as merely a farmer. But, as I began doing the Incarnate Trials (again, for nifty things to help me farm) I started really missing content, so on a whim I did a few TFs.
The way I had it set up to be a more well-rounded toon actually made it far less squishy than I had imagined a Fiery Aura ANYTHING to be...
As I continued to put in a PvP IO here, and a purple set there, the real potential as a viable content tank became apparent.
It was when I was in a PuG STF about a week ago and we WAXED everyone and I was tanking Black Scorpion and Captain Mako at the same time, I thought, "wow, he's handling this better than my main would!"*
So, now, I have a new goal: Get ALL the shiny toys I can fit into this build to make it as hardy, damaging, and fast as possible while STILL being able to 1) farm as fast as a tank can farm and 2) be as UNgimped in content as possible.
To those ends, I was wondering if the benefits of Panacea were, by cost analysis, worth the extreme expenditure of influence. I am spending the time/inf/effort and merits (Hero, Emp, and regular ol' merity merits) to get the PvP +3% def IO first, and then another 2 purple sets (Hecatomb and Ragnarok) for some attacks, before I even THINK of acquiring the Panacea set, but, in case I saw one (or, heaven forbid, one drops while in a PvP zone), I don't want to be tempted if the outcome isn't worth it.
Thank you all so very much for the input. Lots of great advice on the forum, as usual!
*- My "main" (i.e.- the first toon I ever got to lvl 50) is an Invul/Energy Melee tank on Virtue
(Wipes away a manly tear.)
I see we have another convert to the overwhelming power of the fire tanker.
Welcome! The open bar serving flaming jet fuel is over this way..... -
Quote:You need moar recharge.
Here's a better farming build, perhaps near the most optimal. It has over 60% more recharge. And no I don't have this slotted so I'm not posting any times.
Ok....
I turned on spiritual and accolades, tossed in reactive, assumed the +rech was perma in a farming situation.
+311 rech
Footstomp recharges in 4 seconds, burn in 5, ball lightning in 6.4, fences in 4.14. You literally can't fire them all.
Yes, it has to eat candy like mad, but holy MOLY.
I think..... You win. -
Not bad at all!
My advice, take it or leave it:
Drop laser beam eyes for resist elements. Pull one slot from Resist Elements and one from Hasten and six slot Spin and Eviscerate.
Think very hard about dropping Eviscerate: Spin is Win. If you do, take Unstoppable, it's actually quite handy on a brute. Spread the slots around shopping for set bonuses you like.
Think hard about another slot in Invincibility and put in 3 cytoskeletons+ the recharge proc.
You have 122 End (with accolades) and THREE performance shifter +ends. Why are you going cardiac? Get the +recharge instead.
You have some three-slotted reactives: I'd look hard at some Aegis instead.
Due to the Rule of Five, you're throwing away two +10 percent regen bonuses. Might be worth it, might not, it's up to you to see about changing it
Most important: HAVE FUN. It's a game! -
Quote:(shrug)But you do keep making claims.
You repeatedly enter threads and say things like how much of BEAST this is or how much better Brutes are.
Except I have a Claws/Invuln Brute. I have one that is not too dissimilar to the one you've posted and I don't think its as good as you are making it out to be.
Its solid, but I don't think I would rave about its performance either.
Your opinions are your own.
Quote:When people say Brutes are beasts, the expected notion is that it is doing near Scrapper Damage with Tanker Survivability.
I think your build looks very survivable, but I don't think it looks like it will be doing a lot of damage. And it certainly isn't as survivable as an Invuln Tanker.
As the proud owner of a tooled-up inv/ax, you better believe it's not.
However: The tank is just incredible overkill. The brute has waaaay more durability than anything needs for anything in the game. I've seen multiple scrapper builds herd the Patrons and then tank LR with team buffs, and scrappers are not nearly as tough as brutes, never mind tanks.
Should the Dev's have harder content to make tanks more attractive? I'd call that a yes, IF the rewards for said content were worth it.
Quote:Dull Pain in your build is not perma, even with Hasten Running.
But even if it isn't, a few seconds gap has never been an issue for me.
Quote:You have 2950 or so Hp which is very respectable, but an Invuln Tanker can hit 3500 (as a note, I find it difficult to hit more than 3K on an Invuln Brute and meet rech and def requirements, so I think your build did well on the HP front).
Quote:The tanker has higher resistances, will be capped vs. SM/L damage res and can get to 3500 HP.
Without at least some math, or better yet an actual pylon test, how do you know you are doing Scrapper Damage?
Quote:Look at Mauk's Build.
He has focused on high softcapped defenses, has a good deal of +HP bonuses and yet has 2950 HP or so vs. Tanker Invuln builds that can sit at 3500 and he sacrificed a fair amount of recharge as well as 2 AoE attacks to get there (Which is a decrease in offense).
Also, it's prolly more fair to compare this build against scrappers than tanks: It does roughly equal to scrapper damages but is way, WAY more durable. It's 500 hp above scrapper cap and has access to LOTS more resists. Unless the Dev's start putting in much nastier baddies, it's 'tough enough.' -
Quote:1) Seriously, that toon does not need any more mitigation.Solid build, but i think if you add eviscerate and shockwave you would get better mitigation, those are 90' arc cone attacks and shockwave does knock back, a handy tool... Jump behind the foes and boom shock wave them straight into the team wich hopfully is unloading AoE carnage at them.
In a crowd it'll be up around incarnate defense caps, it has enough DDR and resists to take the edge off any hits, Unstoppable hard caps it vs the universe and can be up half the time and with the regen incarnate power is actually not so bad, it has 30+ hp/sec passive +regen, etc, etc, etc.
2) Running focus, followup, spin is pretty much seamless, where you gonna stick another attack?Yes, eviscerate is big damage, but so is spin and spin doesn't require aiming. Shockwave is anathema to this build: You WANT them close, to fuel invincibility and evaporate in the spin-velope. Focus is a ranged attack to draw in moar victims and provides a smidgeon of knockdown to serve as more mitigation against things like Dark Ring Mistresses.
Do other things do more damage? Sure, but nothing else does that damage and has that amount of toughness.
....
Dammit, now I wanna level that toon out. Grrr..... -
....
...omg, your interface is pink.
(blinks)
Sorry. AWESOME job! -
Quote:I ain't gotta show you nuttin, bunkie.People keep saying how amazing Brute Claws is.
And yet I see no top Pylon times with Brute Claws.
So show me proof.
But, ehn, whatever.
I have a claw/inv scrapper i made the first week the game was out. LOVE that toon.A while back, I started up a claw/inv brute, to see if the hype was real. I got the brute to 45 and lost interest: It was already obvious how much beefier the brute was, and the damage was absolutely there.
I put together a build, if I ever decide to brush the rust off the brute I'll put this on it:
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Man, what a monster.
I make no claims this is the best damages out there, and I care not a fig about beating up lol pylons. But this toon as presented is a beast, tanker tough and scrapper damage.If I wanted to purple it up and tinker a bit with slot optimization, I'm sure it could be made considerably 'better', but I don't terribly care.
Focus, followup, spin, it's all ya need.
Claws/inv on a brute is a BEAST. -
Quote:A heavily tooled up fire/fire tank. It's somethin'.Vets - So after playing different ATs for years, what in your opinion is the best defensive and offensive AT (primary/secondary) in CoX? In my opinion, I think it's the SoAs (crab). If built right (and you have a ton of inf handy), the crab can be devastating in both AoE and ST damage. You also have room to softcap all positional defenses with decent resistance and have enough recharge to go perma-hasten. On top of all that, they have mez protection.
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Quote:....I think its funny that scrappers are
Considered over powered along with brutes because they start with lower base hit points, lower base resistance and less based defence than a tank but more dmg, yet no one mentions the fact that well built trollers can tank LR in the stf? Actually well built trollers can do anything. Also tanks can very much do tremendouse dmg "thanks LSK for the quote"
Long ago, I did an ITF with an old SS/wp brute. It had maybe...half a build on it? Four or five sets.
This was long before incarnates, etc.
I was running with a crew of fellows I used to hang with, they never did anything unless they had three cold/sonics. On this particular run, they also brought a fire/kin and some lowbies.
In the last battle I was hitting Rommy for 2049 points with each knockout blow. It's still the hardest I've ever hit anything. Ahhh, memories.
If the numbers matter that much to you, brutes are better. Sorry.
Also, everybody knows how broken controllers are. The Dev's seem to be cool with it, to the point that they're removing controllers from the available archetypes for free players.
The freebies only get to play the rest of us second class citizens, after all. -
All the answers in this thread are good ones, but honestly, I've been slogging through on storebought SO's until 42 on the last few toons.
Why?
I'm so freakin' cheap, the mid-level salvage prices drive me insane.
I'd rather suffer a few more levels and then IO out.
And yeah, I could clear out a few salvage bins and roll commons and stock up....but I am ridiculously lazy, to boot. -
Quote:Yeah, kind of like defenders also got a 30 percent boost to damage while solo. And they lost no mitigation while doing so.No, they didn't get a 20% buff to their offense. They got a 20% buff to their offense when they are solo.
I'm noting a trend here.
I think tankers would be just fine if they got the very same buff to damage Defenders did (+30 percent solo, scaling down) and would still be nowhere near being overpowered in any way shape or form.
Quote:Otherwise, everyone on the team - including Scrappers and Brutes get a 20% bonus to their offense when the Tanker uses their T1.
Despite Johnny's fixation on the broken-ness inside melee (although he misses completely the sorry state of stalkers in the equation), we ALL know what's really broken in the game, and that is infinite stacking of buffs and debuffs.
It's 100 percent 'City of Debuffs', and that's a fact.
It is telling that the Dev's big move to boost Tankers (for which we are very grateful, thank's Devs!) was to give tanks a juicy inherent debuff.
It seems that debuffs are some sort of a sacred cow to the Dev team, and I frankly don't understand it.
I am puzzled. (Assumes puzzled pose.) -
Quote:SR for Tanks!!!!
Well if ported without changes...
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.....You always put up the most INTERESTING toys.
Hero Plan by Mids' Hero Designer 1.942
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Tanker
Primary Power Set: Stone Armor
Secondary Power Set: Super Strength
Power Pool: Fighting
Power Pool: Speed
Power Pool: Leaping
Power Pool: Leadership
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Focused Fighting -- LkGmblr-Rchg+(A), LkGmblr-Def(3), LkGmblr-Def/EndRdx(3), LkGmblr-Def/EndRdx/Rchg(5)
Level 1: Jab -- C'ngImp-Dmg/EndRdx/Rchg(A), C'ngImp-Acc/Dmg/EndRdx(11), C'ngImp-Acc/Dmg/Rchg(13), C'ngImp-Dmg/Rchg(23), C'ngImp-Acc/Dmg(27), Mako-Acc/EndRdx/Rchg(37)
Level 2: Focused Senses -- LkGmblr-Rchg+(A), LkGmblr-Def(5), LkGmblr-Def/EndRdx(7), LkGmblr-Def/EndRdx/Rchg(7)
Level 4: Agile -- LkGmblr-Rchg+(A), LkGmblr-Def(9), LkGmblr-Def/EndRdx(9), LkGmblr-Def/Rchg(11)
Level 6: Practiced Brawler -- RechRdx-I(A)
Level 8: Dodge -- LkGmblr-Rchg+(A), LkGmblr-Def(13), LkGmblr-Def/EndRdx(15), LkGmblr-Def/Rchg(15)
Level 10: Haymaker -- C'ngImp-Dmg/EndRdx/Rchg(A), C'ngImp-Acc/Dmg/EndRdx(23), C'ngImp-Acc/Dmg/Rchg(25), C'ngImp-Dmg/Rchg(25), C'ngImp-Acc/Dmg(27), Zinger-Dam%(40)
Level 12: Evasion -- LkGmblr-Rchg+(A), LkGmblr-Def(17), LkGmblr-Def/EndRdx(17), LkGmblr-Def/EndRdx/Rchg(19)
Level 14: Boxing -- Empty(A)
Level 16: Tough -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(29), RctvArm-ResDam/Rchg(29), RctvArm-ResDam/EndRdx/Rchg(31)
Level 18: Lucky -- GftotA-Def(A), GftotA-Def/EndRdx(19), GftotA-Def/Rchg(21), GftotA-Def/EndRdx/Rchg(21)
Level 20: Weave -- GftotA-Def/EndRdx(A), GftotA-EndRdx/Rchg(31), GftotA-Def/EndRdx/Rchg(31), GftotA-Run+(43)
Level 22: Hasten -- RechRdx-I(A), RechRdx-I(33)
Level 24: Combat Jumping -- ULeap-EndRdx(A), ULeap-Jump(43), ULeap-Stlth(43), Zephyr-Travel/EndRdx(46)
Level 26: Quickness -- Run-I(A)
Level 28: Knockout Blow -- Hectmb-Dam%(A), Hectmb-Dmg/EndRdx(33), Hectmb-Dmg/Rchg(34), Hectmb-Acc/Dmg/Rchg(34), Hectmb-Acc/Rchg(34), T'Death-Dam%(36)
Level 30: Rage -- GSFC-Rchg/EndRdx(A), GSFC-ToHit/Rchg(36), GSFC-ToHit/Rchg/EndRdx(45), GSFC-ToHit/EndRdx(45), AdjTgt-Rchg(45), AdjTgt-EndRdx/Rchg(46)
Level 32: Elude -- SW-ResDam/Re TP(A), RedFtn-Def/Rchg(33), LkGmblr-Def/Rchg(46)
Level 35: Super Jump -- Winter-ResSlow(A)
Level 38: Foot Stomp -- Armgdn-Dam%(A), Armgdn-Dmg/EndRdx(39), Armgdn-Dmg/Rchg(39), Armgdn-Acc/Dmg/Rchg(39), Armgdn-Acc/Rchg(40), Zinger-Dam%(40)
Level 41: Maneuvers -- GftotA-Def/EndRdx/Rchg(A), GftotA-Def/EndRdx(42), GftotA-EndRdx/Rchg(42)
Level 44: Conserve Power -- RechRdx-I(A)
Level 47: Taunt -- Mocking-Taunt/Rng(A), Mocking-Taunt/Rchg/Rng(48), Zinger-Taunt/Rng(48), Zinger-Taunt/Rchg(48), Zinger-Taunt/Rchg/Rng(50), Zinger-Dam%(50)
Level 49: Physical Perfection -- RgnTis-Regen+(A), P'Shift-End%(50)
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
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Level 1: Brawl -- Empty(A)
Level 1: Gauntlet
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(36), Numna-Heal/EndRdx(37), Mrcl-Rcvry+(42)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(37)
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Quote:erm.....
Tanker mitigation can be nerfed, and then your Tankers can have a better offense.
While I hesitate to point this out, Tankers were recently given a 20 percent buff to their offense and at the same time, had their hit points increased.
Thus, their mitigation was improved, while their offense was also improved at the same time.
So... I don't get where you think tanks need to have their defenses lowered to get more damages. I mean, the Dev's kinda just did the exact opposite.
...just sayin'. -
Hmmm.
I have been advocating for a while to raise tanker resist caps by 3 percent, to 93. This would serve, in my humble opinion, to differentiate tanker survivability 'enough' to make the AT clearly the better choice in some situations, which is really all most folks want, I believe.
This idea.... I've punted this notion around a bit, and the main down-side, as far as I can tell, is that it can slaughter lowby tanks if not done gently.
IF the Devs were to do this, I would suggest they raise tankers aggro caps by 5 every ten levels. Thus, 1-10, 17; 11-20, 22; 21-30, 27; 31-40, 32; 41-50, 37.
This would, in my mind, COMPLETELY change how Tankers are viewed, while absolutely not being a return to the bad old days of zone-herding.
Also, as far as people whining about tankers being able to hold too much aggro, how much aggro can a MM hold? Or any pet class? Am I incorrect in thinking it is a full 17 baddies per pet?
If I am correct, then a MM can take aggro on what, 85 bad guys in theory? (boggle)
Maybe I am wrong here.... -
Quote:I see a lot of tanks, too.I have been on may teams that gets more people asking if they can bring a tank more then someone asking to bring a scrapper, or brute. Heck last night I did a posi with 3 tanks on team and NO BRUTE, 1 scrapper, 1 mm and 3 blasters. I did 2 morts with NO BRUTES OR SCRAPPERS, but a few tanks.
That's because, tanks are cool, and scrappers got STYLE.
All brutes have is SMASH.
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Quote:(shrug)Now let's not assume everyone is damage capped, and take into consideration that the team benefits from bruising as well.
So what?
The team benefits from hueg broot SMASH just as much (way more) than they do from tanker bruising, becuz in a team, I promise you, there are waaaay more debuffs flying than the tank's tier 1 itch-scratcher.
I'm addressing performance envelopes.
Because thats where these idiotic numbers arguments always wind up.
Brutes have nearly equal (can be better, wanna look hard at fire?) damage to scraps and stalkers, and also get waaaay more hitpoints AND have 90 percent resist caps.
If you care about that crap, BRUTES ARE BETTER.
You can wriggle all you want, the facts are plain.
However, I can't really stand brutes. I play mostly scraps and tanks.
Why?
Ehn, I guess I'm just dumb. -
Oh, fer cryin out loud.
Ok, I have said this many times before, but apparently people are not listening.
If all you care about are the numbers, BRUTES ARE BETTER. Period.
Brutes have by far the largest performance envelope, IN THE NUMBERS, of any melee toon.
Let's toss out some numbers. Assume you start with a single target attack that deals 100 points of damage.
Tanks start at 80x1.2=96 and cap at 320 x1.2 = 384 (w/bruising)
Brutes start at 75 and can cap at 581. That's 197 more damage than a tanker. (!!!)
Scrappers start at 112.5x1.06 =119 and can cap at 562x1.06=596. That's a whopping 17 more than a brute, and I was generous with the critical percentage.
Stalkers start at 100 and can cap at 500+(Stalker damage is complicated as hell, so screw it, they get their base only.) ((Well, ok...)) Let's assume they can consistently get a 25 percent damage buff (IFFY) so they come in at 625. They beat scrappers by 29 points.
Now, that's a HUGE gulf between tanks and brutes, and a TINY gap between brutes and scrappers and stalkers.
Do I also need to put up the survivalibilty comparison? Becuz, ya know, brutes survive pretty well, too.
BRUTES ARE BETTER.
If you care that much about the numbers, play a brute, it's a complete no-brainer, ESPECIALLY in a teaming/buffing/farming situation.
If you care about style, or anything else, PLAY WHAT YOU LIKE.
IT'S ALL FUN.
Criminy. -
Ok, there's the criteria:
Quote:The first part of this is simple: Any toon with an aggroing AOE, good defenses, and a handy corner.Pulling large amounts of toons, to one tight location, and then hold them there so the Area of Effects can unless heck. And live to see another day against the toughest mobs?
Period.
The tricky part comes in KEEPING aggro.
In my experience, a claws/inv scrapper or a claws/inv brute is nearly ideal. Taunt aura, huge defenses, huge hitpoints, good mobility for cornering, and a ranged attack to draw in wanderers.
Spines/inv is right there too.
However, in the current game, with a strong team, 'tanking' is really more about 'super heavy scouting.' If I'm on a good team, I generally try to play 'a spawn ahead.'
I run forward, engage with taunt aura/damage aura/AOE, move to corner, hit a few bosses.
The first attack from somebody else that hits the spawn is my signal to move along, my job is done, now it's the squishies problem.
Any toon that is beefy enough to aggressively play forward a spawn (or two if there's somebody who knows how to offtank) can 'tank' well enough. -
Quote:Hey, I remember that arc!The Rise of the Blood Countess #3805
My arc is a bit heavy for the soloer.. But if you take a team with you or run with AV's turned off you will manage.
It is a story about horror, blood and sacrifice. It holds beat ups and tortured females... and bloody vampires.
Would that fit a bit?!
Very historical, the bad guys are VERY tough but cool, all in all an excellent story.
I should run that again on one of my 'good' toons some day. -
Quote:...But I like having a full ST and a full AOE attack chain on my toons.Not really a good template there as I just enabled all the attacks to show what It would look like on scraps. Guessing you wouldn't really pick up all the attacks on a build
Also, the only thing I'd swap out for would be a travel power... Yeah, I do like travel powers, so I'd likely drop an attack and go for 'thickening up' the build a trifle.
However, that kitbashed build has perma dp, perma hasten, softcapped S/L/E/N, and all kinds of other goodies, including Real Damage. So yeah, I'm looking real hard at re-rolling my tank. -
I grabbed the template posted earlier for battle axe scraps and tinkered this together:
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...yeaaaaah.
This is likely be my new main.... -
Quote:Doing a quick, dream build...grabbing Fire Epic for more AOE...
Softcapped to all except Neg (42%)/Psi(18%) and that's without Energy Drain's +Defense factored in. MA/EA, able to run SK - CS - SK - CAK gapless.
And I still have slots left over, my thought was on going for the additional psi resist and bumping it to 9% Psi Resist.
All that without Hasten, and I still fit in a travel power.
Add in the T4 Spritual Radial for the bonus +rech, +heal, +jump, and +stun.
MA/EA has...a LOT of powerful synergies. That is going to be a simply ridiculous amount of stun. -
Quote:Looking at 1060 for KoB on maxed out AAO and 2x rage before crit
FS at 423
(adds up on fingers)
Is that 470 percent base damage? Scrapper cap is 500 percent....
I'd have just worked it out for max and gotten into a red-eatin' frame of mind.Or take assault.
So, purples in both those, plus a second proc for +dam in each? Toss in a six slotted Obi in shield charge, and pile on +rech +def until your arms get tired....
With dual procs and a crit, we're hovering around 2500 for a KOB crit. (!!)
Fire armor will be much, MUCH, higher.... -
Quote:I dunno about missing anything.Again, thanks for the ideas. I keep playing with the numbers for Energy Epic, and here's what I come up with. Dropping Pyre for Combustion (6 Oblits), Conserve Power and Physical Perfection sacrifices 15% Rech and 21% ACC. In exchange you pick up about 10% Regen and 10% Rec, Conserve and 3 slots. Those 3 slots will have to go into Scorch, FS, and Incinerate to compensate for the Global Acc loss (in order to compare apples to apples). The amount you value Conserve is the wild card. I've never been a big fan, as erratic performance is a minor annoyance to me. It's why I like to get Hasten as close to perma as possible. Does changing the Combustion I/O's do anything significant? Am I missing anything?
Here's the fire tank I play on live, exactly as I dumped it out using the Titan tool. The only incarnate that doesn't show up is barrier. I offer this as an example only: Build and play as you like.
Hero Plan by Mids' Hero Designer 1.94
http://www.cohplanner.com/
Click this DataLink to open the build!
Feuer Sturm: Level 50 Magic Tanker
Primary Power Set: Fiery Aura
Secondary Power Set: Fiery Melee
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Leadership
Power Pool: Speed
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Fire Shield -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(3), RctvArm-ResDam/EndRdx/Rchg(3), RctvArm-ResDam/Rchg(5), EndRdx-I(5)
Level 1: Scorch -- KntkC'bat-Dmg/EndRdx/Rchg(A), KntkC'bat-Acc/Dmg(7), KntkC'bat-Dmg/Rchg(7), KntkC'bat-Dmg/EndRdx(9), Mako-Acc/EndRdx/Rchg(9)
Level 2: Blazing Aura -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(11), M'Strk-Dmg/Rchg(11), M'Strk-Acc/EndRdx(13), M'Strk-Acc/Dmg/EndRdx(13), M'Strk-Dmg/EndRdx/Rchg(15)
Level 4: Combustion -- M'Strk-Acc/EndRdx(A), M'Strk-Acc/Dmg(15), M'Strk-Dmg/EndRdx(17), M'Strk-Dmg/EndRdx/Rchg(17), M'Strk-Dmg/Rchg(19), M'Strk-Acc/Dmg/EndRdx(19)
Level 6: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(21), Ksmt-ToHit+(21)
Level 8: Fire Sword -- Mako-Acc/Dmg/EndRdx/Rchg(A), Mako-Acc/EndRdx/Rchg(23), KntkC'bat-Acc/Dmg(23), KntkC'bat-Dmg/EndRdx(25), KntkC'bat-Dmg/Rchg(25), KntkC'bat-Dmg/EndRdx/Rchg(27)
Level 10: Healing Flames -- Numna-Heal/Rchg(A), Numna-Heal/EndRdx/Rchg(27), Numna-Heal(29), Aegis-ResDam/Rchg(29), Aegis-ResDam/EndRdx/Rchg(31), Aegis-ResDam(31)
Level 12: Plasma Shield -- EndRdx-I(A), S'fstPrt-ResDam/Def+(31), S'fstPrt-ResKB(33), ResDam-I(33)
Level 14: Consume -- RechRdx-I(A)
Level 16: Super Jump -- Jump-I(A)
Level 18: Burn -- Oblit-Acc/Dmg/Rchg(A), Oblit-Acc/Dmg/EndRdx/Rchg(33), Oblit-Acc/Rchg(34), Oblit-Dmg(34), Oblit-Dmg/Rchg(34), Oblit-%Dam(36)
Level 20: Boxing -- Empty(A)
Level 22: Tough -- RctvArm-ResDam/EndRdx/Rchg(A), RctvArm-ResDam/Rchg(36), RctvArm-ResDam(36), RctvArm-ResDam/EndRdx(37)
Level 24: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx/Rchg(37), LkGmblr-Def/Rchg(37), LkGmblr-Def/EndRdx(39)
Level 26: Fiery Embrace -- RechRdx-I(A)
Level 28: Fire Sword Circle -- Oblit-Acc/Rchg(A), Oblit-Acc/Dmg/EndRdx/Rchg(39), Oblit-Acc/Dmg/Rchg(39), Oblit-Dmg(40), Oblit-Dmg/Rchg(40), Oblit-%Dam(40)
Level 30: Maneuvers -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(42), LkGmblr-EndRdx/Rchg(42)
Level 32: Hasten -- RechRdx-I(A), RechRdx-I(42)
Level 35: Taunt -- Mocking-Rchg(A), Mocking-Taunt(43), Mocking-Taunt/Rng(43), Mocking-Taunt/Rchg(43), Mocking-Taunt/Rchg/Rng(45)
Level 38: Greater Fire Sword -- Mako-Acc/Dmg/EndRdx/Rchg(A), Mako-Acc/EndRdx/Rchg(45), KntkC'bat-Acc/Dmg(45), KntkC'bat-Dmg/EndRdx/Rchg(46), KntkC'bat-Dmg/Rchg(46), KntkC'bat-Dmg/EndRdx(46)
Level 41: Conserve Power -- RechRdx-I(A)
Level 44: Physical Perfection -- P'Shift-End%(A), P'Shift-EndMod(48), P'Shift-EndMod/Acc(48)
Level 47: Temperature Protection -- GA-3defTpProc(A)
Level 49: Build Up -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(50)
Level 0: Task Force Commander
Level 50: Spiritual Core Paragon
Level 50: Void Radial Final Judgement
Level 50: Reactive Radial Flawless Interface
Level 50: Seers Total Radial Improved Ally
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 2: Swift -- Run-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(48)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(50), P'Shift-EndMod/Acc(50)
Level 1: Gauntlet
Level 4: Ninja Run
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