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Survivability is definitely one aspect. It's not just staying alive, it's staying alive when taking withering damage. You can sit a tanker in front of a pylon, go make lunch, come back, and watch the tank weather the storm while you eat. It's just a great feeling. Yes, you can do this with other ATs, given proper care and feeding, but nearly any tanker can get away with it without even splurging on IO sets.
This is pretty important, because the tanker is often the mitigation for the rest of the team. Not being attacked is pretty much the greatest mitigation available and tankers can grant that to any team at any time. No worries about refresh rates or immobs instead of holds with a tanker, just whether they can hold the aggro and handle the incoming damage.
Control is probably another. I like setting the table for the debuff and damage ATs and watching those orange numbers spike over the whole pack. It's easier to pull things together with a tanker than it is with a Controller, especially in space, and that helps both protect the team and maximize the impact of any debuffs and damage. Taunt, AOE, aura... herd it up and watch it melt.
If I'm playing something other than a tanker, then I really appreciate a tanker pulling everything together and keeping it there so I can get the most out of my character's abilities. Tankers may not be absolutely necessary, but it sure feels like things run smoother and safer with at least one tanker on the team. -
I'd probably say Electric Armor and take the whole thing. You get a bonus to recharge, resist -Recharge, and don't have too many clicks (all very important to DB). Endurance problems should be null. Add the whole Fitness pool (double-slotting each) and use Ninja Run + Sprint for a great travel combo. Add Tough from the Fighting pool to help S/L resist (take your pick of Boxing or Kick, but leave it alone in slotting). Assuming seven powers from Dual Blades (Attack Vitals & Sweep combos, plus Blinding Feint), you've still got two power choices left to play with.
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I'd say WP for PVE. No clicks, so your defense doesn't intrude on your offense. It also excels with large groups of enemies, assuming you can take the alpha. Toggle and forget, scrapperlock away.
I prefer Regen for PVP. You have all those clicks, but you can usually find the time to get them in while running around, without any significant impact to your offense. PVE-wise, it does better with fewer enemies and alpha strikes can be brutal if you're between MOGs. If you choose your enemies well, Parry can keep you pretty safe overall. Regardless, you have to keep an eye on your health, which can make the powerset more engaging for players looking for that. -
At L36, you're probably running L35 SOs, right? So you're down a little from par on your percentages and that can add up when it hits every power multiple times. At L37, you'll have access to L40 SOs, which should help a bit across the board. Levels 31, 36, 41, and 46 can be a little painful if you're going the SO route (and most do).
Inv/SS is all about Rage for damage. Smashing damage is commonly resisted and most SS attacks don't exactly light up the board anyway. Add in an 80% damage buff though, and that all changes. Outside of that, you're stuck with a slow and low damage powerset. Temps (especially AOEs) help early on, but are generally inaccurate later on.
I've got three possible things that can help endurance and damage...
1) Gaussian's proc slotted in Invincibility: nothing like a nice build up that checks itself every couple minutes. You'll definitely notice when it goes off.
2) Perfect Zinger proc slotted in Taunt: Taunt autohits up to five enemies at range. This adds a 20% chance for each of those enemies to take moderate Psi damage. All this for no endurance, plus it helps fulfill tanking duties.
3) Brawl: not going to give you big orange numbers, but free damage is free damage. Single-slot for accuracy and call it a day. Put it on auto and let it fill in your attack chain if you want. -
Quote:1) Definitely! Never done one and they seem pretty scarce as is. Would be fun.Hey folks, I'm interested in what everyone has to say in response to the following 2 questions. Don't worry about responding if you've already sent me a tell in game. Please answer honestly, and if you don't want to post a response, feel free to send me a PM.
1) Are you interested in seeing regularly scheduled blueside Hami raids come back? Why/why not?
2) Are you interested in leading Hami raids/a raid team? Why/why not?
Thanks much.
2) Sure, but I don't have any experience. Would like to see how it goes, see how the roles work out, and then move on to leading a team if needed. -
Simple question: two tankers, same secondary, same AOEs, both with taunt. One is Invuln and one is WP. Which is better at getting and holding aggro?
It's Invuln, in case you were wondering. Make it Ice or Dark or anything but WP and the answer will be anything but WP. The others likely won't have to bat an eyelash to keep everything well-controlled. Teammates won't have to wait that little bit longer for things to be pulled together. Foes at the edge won't peel off quite so often.
Aura-wise, you're looking at a Mag3 taunt for 1.25 seconds vs. Mag4 taunt for 13.5 or 16.9 seconds. IIRC, taunt auras tick every two seconds? Anything other than WP stacks at 2 seconds, again at 4 seconds, 6, 8, 10, and 12. That's at least seven stacks for any non-WP (Invuln stacks at least two more). Tough to beat a Mag4 effect stacking that often. On the other side of things, you have a Mag 3 taunt not stacking.
Let's say we've got a big herd: 15 opponents. The taunt aura only hits 10 per tick, right? So you move a bit every couple seconds and you can keep the whole thing together thanks to the magic of stacking taunt aura ticks. In the meantime, you can attack as you will. Or you play WP and have to rely on something else. Let's hope nobody is using KB, right?
Admittedly, few targets will get hit by the taunt aura when the tanker first runs in, but they'll follow the tanker and get hit with with another tick as soon as possible (barring aggro cap). Then another, and so on. That first tick rarely does much for aggro management. This is why it's easy to break herds early on. Just showing up in the wrong place is enough in a lot of cases.
Taunt (the power, not the aura) is great, but it only hits five opponents and if you're taunting you're not attacking. If you're a WP/* facing larger groups, which most late-game teams will be, then you're going to be spending a lot of time hoping that the five you want are the five you get and that nobody is peeling off anywhere else. It's also not exclusive to WP. -
Quote:For teaming, I would fall firmly in the Invuln camp. WP has arguably better survival once both are slotted out, but the taunt aura issue is a dealbreaker for me. If you plan to go solo or run with another tanker handling the control side of things, then WP is better. If you plan to be the guy who rounds things up and keeps it all together, then I'd say Invuln without a question.I want to re roll my WP/EN tank with a WM but unsure if I should go inv or WP as my main. On paper WP looks the better build but how team friendly is it compared to Inv with its taunt aura, also the Inv Psy hole worries me as I get the feeling GR will test areas other than s/l (ie Psycic clockwork)
Funds are not a problem .... neither are difficult to find IO sets...sooo.....help !!!! -
Quote:Never played WoW, but familiar with the concept. I'd say it applies here, as well. Some builds just don't work as well as others for given purposes. WP doesn't work as well as others for aggro management. Better is better.You know what this reminds me of? GearScore in WoW. Players there can't always rely on a player's skill, so they opt to grade people based on their gear instead. They hope that, in the absense of skill, the gear will carry the person through the fights.
In this case, you can't rely on skill to hold aggro, so instead you rely on super powerful threat auras. I can't really blame you, since the number of people who really get threat mechanics is pretty small. To be honest, the people who lose aggro on WP Tankers are the same ones that lose aggro to Brutes and (Invuln/Shield) Scrappers.
Quote:I can regularly hold aggro over other Tankers, (Invuln/Shield) Scrappers, and Brutes on my WP - including fights like the STF where I herd all four Patrons - without worry. I'm fully aware that I'm the minority and not what you'd expect if you invited a random WP to your group.
Quote:2) I don't think a Tanker should be able to take a bio break mid combat and hold aggro. That's a ridiculous assertion. A Blaster can't be expected to wipe out mobs while afk. a Controller can't control mobs while afk. Etc. You don't find it at all depressing that you're holding aggro on up to 10 mobs by just being there?
Quote:Ahh, I see. In that case, I'd say that's the same for any Tanker, then. Throw in some Psi damage (especially if you're using MA as a metric) and you'll be able to drop Invulns and Granites easier than you'd drop WP due to burst s/l. Again, it can be at the the 90% cap 2 min out of every 5 min. (I'm assuming we're talking about IOed builds here.)
I'm not saying it's a bad thing, mind you. I prefer to have the right tools for the job, whatever that job may be. Barring a very specific team purpose (e.g. Master, Raid, difficult TF), I probably won't care much about team makeup or slotting. In those circumstances, though, it helps to be better. -
Quote:Melee Defenses: Fire, Elec, ShieldDifficulty: not Spines.
What is there? Looking for something with at least two or three moderate+ damage PBAoE attacks, and a couple of strong single-target attacks. AT isn't important, although a good defense is.
Melee Attacks: Fire, Elec
Ancillaries (Tank): Fire, Earth
Ancillaries (Scrapper): Fire, Weapons
Patron (Brute): Mace, Mu, Soul (the three cones from Leviathan are better...)
If you're willing to go a bit riskier, you could look to Corruptors. Dual Pistols, Elec, Fire and Rad are good primaries. Kin, Rad, Traps and TA are good secondaries. For patron powers, Soul has an early AOE that also self-buffs (I like Leviathan more here, but it uses a cone).
A bit riskier still and you can go to Blasters. Again, it's DP, Elec, Fire and Rad in the primaries. Fire is the clear winner in the secondaries for PBAOE. I like Force for the ancillary. -
I would recommend FA/FM, because: 1) no risk of damage from fire-using opponents, so you can focus your farming; 2) fire isn't resisted as heavily as lethal; 3) fire has good AOEs; 4) fire has both Build-Up and Fiery Embrace; and 5) FA has both a heal and an endurance power. FA/FM is a low-cost, high-upside farming build.
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Quote:I wouldn't say it's impossible for them to hold aggro, just difficult. And making it difficult means that any WP/* is always in danger of failing at half of his job description. I much prefer teaming with a tank that can get by without all the extra work and time, assuming the tank is in a tanking role and not just scrapping or off-tanking. Even AOE-heavy, heavily-IO'd WP/* builds have problems on teams with Scrappers & Blasters. When you're teaming around a tank (not a necessity, but helpful, IMO), that tank needs to be able to lock down aggro without effort, despite what comes in from teammates. Anything less is, well, less.WP requires a much more active approach at holding aggro, but it can be done - even over Brutes and (Invuln/Shield) Scrappers so long as they don't use Taunt. I won't argue that most don't know how to do it. (They'd likely be losing aggro against Brutes and (Invuln/Shield) Scrappers on a different set, anyways.)
Think about it this way: if the Tanker's phone rings or the dog needs to go out in the middle of a fight, what are the odds of that Tanker losing aggro and having the pack fall apart? An Invuln or Stone can get up, handle whatever needs handled, grab some food and a drink, and come back to a happy, healthy team. WP won't. It may be alive still - the set has great survivability - but one or more teammates likely won't be. -
I've got a Lvl 45 DB/WP Brute right now that I'm just not happy with. Lethal is heavily resisted. The attacks are pretty, but slow. Survivability is not up to snuff. Combos break a lot. Clearly I'm doing something wrong, so I'm starting from scratch. Here are some thoughts on my new plan for a Common IO build. Criticism definitely welcome.
Travel Power: No travel power, partly because I want to see how it works out. Can get a jumping speed over 66mph on this build as is, which isn't bad, and running speed over 56mph. This eats into endurance, of course, so I can shut off Ninja Run when needed and lose about 25% of my toggle-based endurance cost. Had originally planned SS+CJ+Hurdle, but even SJ lacks the height to get everywhere redside easily, so I'll just keep a jetpack handy and go no travel.
Attack Slotting: 2xAcc & 2xRech to help keep combos intact. Dam & End to help cause more damage and keep going longer. Not sure how much the Dam helps in light of Fury. Contemplating another End, instead.
Combos: I had been running with AV+Weaken+Empower. Now planning on AV+Sweep. It meant taking one additional power, but it sounds like I've been missing out on Sweep.
Resurgence: Right now, I plan on keeping it, just because the prior build's been failing so much. Likely to ditch it for Recall Friend if this build pans out, just to be a better teammate.
The build...
Villain Plan by Mids' Villain Designer 1.707
http://www.cohplanner.com/
Click this DataLink to open the build!
Lei Bao: Level 50 Natural Brute
Primary Power Set: Dual Blades
Secondary Power Set: Willpower
Power Pool: Fitness
Power Pool: Fighting
Villain Profile:
Level 1: Power Slice -- Acc-I(A), Acc-I(3), Dmg-I(3), EndRdx-I(5), RechRdx-I(5), RechRdx-I(7)
Level 1: High Pain Tolerance -- Heal-I(A), Heal-I(7), Heal-I(9), ResDam-I(9), ResDam-I(31)
Level 2: Ablating Strike -- Acc-I(A), Acc-I(11), Dmg-I(11), EndRdx-I(13), RechRdx-I(13), RechRdx-I(15)
Level 4: Fast Healing -- Heal-I(A), Heal-I(15), Heal-I(31)
Level 6: Typhoon's Edge -- Acc-I(A), Acc-I(17), Dmg-I(17), EndRdx-I(19), RechRdx-I(19), RechRdx-I(21)
Level 8: Mind Over Body -- ResDam-I(A), ResDam-I(21), ResDam-I(23), EndRdx-I(43), EndRdx-I(43)
Level 10: Indomitable Will -- DefBuff-I(A), EndRdx-I(45)
Level 12: Swift -- Run-I(A), Run-I(46)
Level 14: Hurdle -- Jump-I(A), Jump-I(46)
Level 16: Rise to the Challenge -- Heal-I(A), Heal-I(23), Heal-I(25), EndRdx-I(34), EndRdx-I(46)
Level 18: Vengeful Slice -- Acc-I(A), Acc-I(25), Dmg-I(27), EndRdx-I(27), RechRdx-I(29), RechRdx-I(29)
Level 20: Quick Recovery -- EndMod-I(A), EndMod-I(31), EndMod-I(34)
Level 22: Kick -- Acc-I(A)
Level 24: Tough -- ResDam-I(A), ResDam-I(33), EndRdx-I(33), EndRdx-I(33)
Level 26: Sweeping Strike -- Acc-I(A), Acc-I(34), Dmg-I(36), EndRdx-I(36), RechRdx-I(36), RechRdx-I(37)
Level 28: Heightened Senses -- DefBuff-I(A), DefBuff-I(37), DefBuff-I(37), EndRdx-I(45)
Level 30: Weave -- DefBuff-I(A), DefBuff-I(39), EndRdx-I(39), EndRdx-I(39)
Level 32: One Thousand Cuts -- Acc-I(A), Acc-I(40), Dmg-I(40), EndRdx-I(40), RechRdx-I(42), RechRdx-I(42)
Level 35: Resurgence -- RechRdx-I(A)
Level 38: Strength of Will -- ResDam-I(A), ResDam-I(42)
Level 41: Health -- Heal-I(A), Heal-I(43)
Level 44: Stamina -- EndMod-I(A), EndMod-I(45)
Level 47: Blinding Feint -- Acc-I(A), Acc-I(48), Dmg-I(48), EndRdx-I(48), RechRdx-I(50), RechRdx-I(50)
Level 49: Taunt -- RechRdx-I(A)
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Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- Run-I(A), Run-I(50)
Level 2: Rest -- RechRdx-I(A)
Level 1: Fury
Level 6: Ninja Run -
Quote:Survival is only half of "tanking" though. You have to be able to hold aggro and I have yet to run with a WP/* tanker of any sort who could hold aggro sufficiently in a primary tank role. Stone, Invuln and Shield are currently the best running right now, IMO. If you don't have to worry about maintaining aggro (or just don't care), then WP is a great set.io'ed right those weakness vanish. my wp has 40% def vs pretty much everything... and 70% s/l res, which is just fine when she's recharging 250 hp/s... so yeah... again... wp is only alright if not io'ed right and i agree with those who say that (stone is pretty much invulnerable no matter how you slot it)... but built right and WP becomes a force of nature.
give it the backup of an emp and it's freaking impossible to kill under any circumstance. -
I like WP as an off-tank set, treating it essentially as a Scrapper when on teams. They're weak to alphas and weak on aggro generation, which kind of defeats the purpose of tanking. So their best friends would be either another tank to handle all that messy aggro or one or more controllers to lock everything down. Defenders of any sort are always a great addition, but not really a tank-specific or WP-specific thing.
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I'm about to do a slight respec on my main Tanker, Furious Flea (Inv/SS). I had set him up with Super Speed, but decided that I just like Super Jump more. I have all the enhancements already on him and I can vouch for the effectiveness of the build.
Flea can burn through endurance a little, so it helps to have a few blue inspirations on hand or some teammate help. It isn't a cheap build, but it's not too terribly expensive. Almost the entire cost is wrapped up in the Impervium Armor sets, which I wanted both for the psi resistance and the ability to exemp down a little while retaining the set bonuses.
The Numbers: Capped S/L resist (90%), 28.4% psi resist, and over 30% resist to everything else. Over 30% defense to everything except psi (22.8%) assuming only one opponent. Capped S/L defense at 8 opponents, capped Fire/Cold at 9, and capped Nrg/Neg at 10.
Hero Plan by Mids' Hero Designer 1.707
http://www.cohplanner.com/
Furious Flea: Level 50 Natural Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Super Strength
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Fitness
Power Pool: Speed
Hero Profile:
Level 1: Temp Invulnerability -- ImpArm-ResPsi(A), ImpArm-ResDam/EndRdx(3), ImpArm-ResDam/Rchg(3), ImpArm-EndRdx/Rchg(7), ImpArm-ResDam/EndRdx/Rchg(11), ImpArm-ResDam(15)
Level 1: Jab -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(31), C'ngImp-Dmg/Rchg(33), C'ngImp-Acc/Dmg/Rchg(34), C'ngImp-Acc/Dmg/EndRdx(36), C'ngImp-Dmg/EndRdx/Rchg(37)
Level 2: Dull Pain -- Numna-Heal/EndRdx(A), Numna-EndRdx/Rchg(5), Numna-Heal/Rchg(5), Mrcl-Heal/EndRdx(7), Mrcl-EndRdx/Rchg(13), Mrcl-Heal/Rchg(15)
Level 4: Haymaker -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(31), C'ngImp-Dmg/Rchg(33), C'ngImp-Acc/Dmg/Rchg(34), C'ngImp-Acc/Dmg/EndRdx(36), C'ngImp-Dmg/EndRdx/Rchg(37)
Level 6: Combat Jumping -- DefBuff-I(A)
Level 8: Unyielding -- ImpArm-ResPsi(A), ImpArm-ResDam/EndRdx(9), ImpArm-ResDam/Rchg(9), ImpArm-EndRdx/Rchg(11), ImpArm-ResDam/EndRdx/Rchg(13), ImpArm-ResDam(17)
Level 10: Boxing -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(33), C'ngImp-Dmg/Rchg(34), C'ngImp-Acc/Dmg/Rchg(36), C'ngImp-Acc/Dmg/EndRdx(37), C'ngImp-Dmg/EndRdx/Rchg(40)
Level 12: Swift -- Run-I(A)
Level 14: Super Jump -- Jump-I(A)
Level 16: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(17), Mrcl-Rcvry+(25)
Level 18: Invincibility -- GSFC-Build%(A), LkGmblr-Rchg+(19), LkGmblr-Def/EndRdx(19), LkGmblr-Def/EndRdx/Rchg(21), LkGmblr-EndRdx/Rchg(21), DefBuff-I(23)
Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod(23), P'Shift-EndMod/Acc(25)
Level 22: Knockout Blow -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(27), C'ngImp-Dmg/Rchg(27), C'ngImp-Acc/Dmg/Rchg(29), C'ngImp-Acc/Dmg/EndRdx(29), C'ngImp-Dmg/EndRdx/Rchg(31)
Level 24: Resist Energies -- ResDam-I(A), ResDam-I(46)
Level 26: Resist Elements -- ResDam-I(A), ResDam-I(42)
Level 28: Tough Hide -- DefBuff-I(A), DefBuff-I(45)
Level 30: Resist Physical Damage -- ResDam-I(A), S'fstPrt-ResDam/Def+(46)
Level 32: Taunt -- Zinger-Taunt(A), Zinger-Taunt/Rchg(42), Zinger-Taunt/Rchg/Rng(43), Zinger-Acc/Rchg(43), Zinger-Taunt/Rng(43), Zinger-Dam%(46)
Level 35: Hasten -- RechRdx-I(A), RechRdx-I(42)
Level 38: Foot Stomp -- Sciroc-Acc/Dmg/EndRdx(A), Sciroc-Dmg/Rchg(39), Sciroc-Acc/Dmg(39), Sciroc-Dmg/EndRdx(39), Sciroc-Acc/Rchg(40), Sciroc-Dam%(40)
Level 41: Tough -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam/Rchg(48), ImpArm-EndRdx/Rchg(48), ImpArm-ResDam/EndRdx/Rchg(50), ImpArm-ResDam(50), ImpArm-ResPsi(50)
Level 44: Weave -- RedFtn-Def/EndRdx(A), RedFtn-Def(45), RedFtn-Def/EndRdx/Rchg(45), RedFtn-Def/Rchg(48)
Level 47: Rage -- RechRdx-I(A)
Level 49: Unstoppable -- RechRdx-I(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Gauntlet
Level 6: Ninja Run
Click this DataLink to open the build! -
Regarding Sonic, I had planned a Sonic/Sonic & FF/DP combo, but we really wanted three soft-capped defenses for both characters without having to pick up weaker sets just for defense. That meant a pair of FF/*. The gain to teammates from the second FF/* will be negligible, but the gain to the FF/* characters is pretty big.
I can definitely see dropping PFF in the final build, possibly for another attack. Executioner's Shot seems okay, but I'd probably go with Piercing Shot (big resistance debuff, chance for multiple targets) over that. Hail of Bullets might not have a crash, but it does have some hefty self debuffs and the +DEF effect isn't going to do anything for this character, so it's out, too.
I am likely to reslot Hover with BotZ -KB, Karma -KB, LotG 7.5%, Freebird +Stealth, and Freebird +Flight. That should give the best possible bonuses while keeping mobility up.
I am curious as to why someone would pick Repulsion Field over Force Bubble? RF seems to have ridiculous endurance cost and provides KB instead of Repel, which would be more resisted, correct? FB also has a HUGE radius. It's not that I see myself using either a lot (could probably go without either, truthfully), but FB sounded like a good panic button. Am I missing something? -
I plan on starting a new FF/DP character and I wanted to get some thoughts on my build before I pulled the trigger and spent time on it. I've never worked on Force Fields or Dual Pistols and only have two Defenders (one mid-level, one low-level) on my account, so this is all new ground for me. I'm not too worried about the IO set costs, but generally won't spend on purples.
Teaming: I will team exclusively with this build and almost always with an FF/Sonic Defender, with each of us keeping half the team buffed.
No Vengeance: I started off with Vengeance in the build, but I realized that the added defense wouldn't have any impact, especially with the other bubbler on the team. Am I making a mistake by giving up on it so early?
Hover: I'd always wanted to slot it out, just to see if it'd be worth it. It looks like it would be quick enough for regular combat movement and the +Stealth IO might work nicely to keep mezzers focused elsewhere early on. The extra defense doesn't hurt, either. With just the other bubbler on the team running Dispersion Bubble, I should be soft-capped to melee, range, and AOE. (EDIT: Thinking about reslotting for Karma -KB, BotZ -KB, Freebird +Stealth, LotG 7.5%, and LotG Defense)
Endurance: I'm hoping that Conserve Power will keep that endurance concerns in check if I need to have all the toggles running. Maneuvers and Force Bubble will likely be detoggled most of the time.
Attacks: It only has the five attacks, but two are up VERY quickly and the other three are area attacks that also come up pretty quickly. I am wondering if I should switch some of these out for higher-tier attacks, but it looks like it would work well now. I feel like I might be missing out on some useful debuffs.
Hero Plan by Mids' Hero Designer 1.707
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Technology Defender
Primary Power Set: Force Field
Secondary Power Set: Dual Pistols
Power Pool: Flight
Power Pool: Fitness
Power Pool: Leadership
Power Pool: Teleportation
Ancillary Pool: Power Mastery
Hero Profile:
Level 1: Deflection Shield -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(3), RedFtn-EndRdx/Rchg(3), RedFtn-Def/EndRdx/Rchg(5), RedFtn-Def(5), RedFtn-EndRdx(7)
Level 1: Pistols -- Decim-Acc/EndRdx/Rchg(A), Thundr-Dmg/EndRdx(7), Thundr-Dmg/Rchg(9), Thundr-Acc/Dmg/Rchg(9), Thundr-Acc/Dmg/EndRdx(11), Thundr-Dmg/EndRdx/Rchg(11)
Level 2: Dual Wield -- Decim-Acc/EndRdx/Rchg(A), Thundr-Dmg/EndRdx(13), Thundr-Dmg/Rchg(13), Thundr-Acc/Dmg/Rchg(15), Thundr-Acc/Dmg/EndRdx(15), Thundr-Dmg/EndRdx/Rchg(17)
Level 4: Personal Force Field -- LkGmblr-Rchg+(A)
Level 6: Insulation Shield -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(17), RedFtn-EndRdx/Rchg(19), RedFtn-Def/EndRdx/Rchg(19), RedFtn-Def(21), RedFtn-EndRdx(21)
Level 8: Hover -- Frbd-Fly(A), Frbd-Stlth(46), LkGmblr-Rchg+(48), LkGmblr-Def/EndRdx/Rchg(48), LkGmblr-Def/EndRdx(50)
Level 10: Swap Ammo
Level 12: Dispersion Bubble -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(23), RedFtn-EndRdx/Rchg(23), RedFtn-Def/EndRdx/Rchg(25), RedFtn-Def(25), RedFtn-EndRdx(27)
Level 14: Fly -- Flight-I(A)
Level 16: Swift -- Flight-I(A)
Level 18: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(27), Mrcl-Rcvry+(29)
Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod(29), P'Shift-EndMod/Acc(31)
Level 22: Empty Clips -- Posi-Acc/Dmg(A), Posi-Dmg/Rchg(31), Posi-Dmg/Rng(33), Posi-Acc/Dmg/EndRdx(33), Posi-Dam%(34), UndDef-Rchg/EndRdx(34)
Level 24: Bullet Rain -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(34), Posi-Dmg/Rchg(37), Posi-Acc/Dmg/EndRdx(39), Posi-Dam%(39), KinCrsh-Rechg/EndRdx(39)
Level 26: Repulsion Bomb -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(40), Posi-Dmg/Rchg(40), Posi-Acc/Dmg/EndRdx(40), Posi-Dam%(42), KinCrsh-Rechg/EndRdx(42)
Level 28: Detention Field -- RechRdx-I(A), RechRdx-I(43), Acc-I(50)
Level 30: Maneuvers -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(31), RedFtn-EndRdx/Rchg(43), RedFtn-Def/EndRdx/Rchg(43), RedFtn-Def(46), RedFtn-EndRdx(46)
Level 32: Assault -- EndRdx-I(A), EndRdx-I(33)
Level 35: Tactics -- GSFC-ToHit(A), GSFC-ToHit/Rchg(36), GSFC-ToHit/Rchg/EndRdx(36), GSFC-Rchg/EndRdx(36), GSFC-ToHit/EndRdx(37), GSFC-Build%(37)
Level 38: Force Bubble -- EndRdx-I(A), EndRdx-I(50)
Level 41: Conserve Power -- RechRdx-I(A), RechRdx-I(42)
Level 44: Temp Invulnerability -- S'fstPrt-ResDam/Def+(A), TtmC'tng-ResDam/EndRdx(45), Aegis-ResDam/EndRdx(45), S'fstPrt-ResDam/EndRdx(45)
Level 47: Power Build Up -- RechRdx-I(A), RechRdx-I(48)
Level 49: Recall Friend -- EndRdx-I(A)
------------
Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Vigilance
Level 6: Ninja Run
Level 10: Chemical Ammunition
Level 10: Cryo Ammunition
Level 10: Incendiary Ammunition