Elec/Fire AoE Death Machine [i13]
Your melee defense is low. You have to be in melee for your big $ attacks to hit. The animation times on said attacks is non-trivial.
Burn and Hot Feet will create fear and Hot Feet will create slows, but the magnitude is much smaller than you're expecting.
In other words, you're going to get whacked. Hard. In melee. Many times.
With a decent defender or other buffer backing you up, the build can be fun, but you won't be solo-ing large mobs to the extent that you're planning to.
Wow, that would totally wreck this build, all right! Are you sure though? City of Data says that Hot Feet has a mag 3 Afraid effect while Burn's Afraid is mag 50. I would think nothing in the game short of EBs and AVs has 53 points of protection against any status effect.
However, remembering now that melee range has been upped to 7', I realise that having this much Slow could actually be bad for me. Hm...
Keep in mind that Burn must be activated on the ground - so you have to drop out of hover/fly in order to drop a patch.
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Hm, good point. I wrote a set of binds for that some time back. Now where has it gone...?
Ah, there we go:
/b SHIFT+1 "powexecname Hover$$powexecname Burn"
/b SHIFT+2 "powexectoggleon Hover"
Hitting the first key combination deactivates Hover if it is on. If it is off, Burn is activated. The second key combination toggles Hover on.
So, hovering above a crowd, you can continuously hit SHIFT+1 to drop into their midst and throw out Burn. The moment you do the Burn animation, you can hit Shift+2 to go into Hover again.
Best thing about these forums: post an idea with holes and someone will help you discover them.
Elandil, I apologize for my lack of clarity - when I said magnitude earlier I was specifically referencing Hot Feet's slow magnitude. Mobs will run away alright - particularly under Burn's influence - but my experience with /fire is that mobs take a good firm "whack" first, and then get out of range of PBAoEs faster than I can animate my attacks. Grrrrr.
Things may have changed - I leveled up and Elec/Fire under SOs to the high 30s, and it was not for the faint of heart. Fun, but wild. Good luck - you might also consider a mix of positional defense that will get you into the low 30s to all, slot Short Circuit for end drain. Pop one purple per mob to approach soft cap per mod, drain 'em (mostly) and by the time they've fired off a few ineffective attacks, you've defenestrated them. I dunno, its a tough build!
Thanks for the explanation, Rad. Perhaps Melee/something else would work better?
Short Circuit for End Drain is very nice, but I have another character with that as her primary damage mitigation device. With this build, I hope to be able to jump into a mob and spam AoEs without dying too much of the time.
As for mobs running out of PBAoE range, wouldn't 130-odd% Slow do the trick?
Lastly, nurturing all 3 positional defences and using purples is probably much saner than what I am suggesting here. Hm... that's something else to consider.
I play an Elec/fire also in an all Blaster/Defender SG. If you choose another travel you might be able to soften the blow by starting with Ball Lightning at range then jumping in to hit FSC/Short Circuit. Or another Combo of AoE/ST/Control you had in mind. This might get the spawn to "alpha" with all ranged/AoE attacks playing into your strength The two holds would be nice to use on a boss then drop a Burn patch on him. Activation time is definitely a factor when playing this combo. I originally had an idea of making an all PBAoE blapper using BL/SC/FSC/Combustion but i found the long animations to be deadly but its still a blast to play.
I crashed a cadillac through the gates of hell and returned with a fistfull of dollars.
Ah, brilliant! That's a great idea, Clutch. We sometimes forget that a build's weaknesses can be ameliorated with a playstyle change.
Perhaps the following tactic would work:
1. Hover up above a spawn, causing the mobs to switch to ranged AI for their alpha strike.
2. Allow Hot Feet's Afraid effect to start to take effect, then drop out of Hover into the mobs' midst and cast Burn. Hopefully, they're still stuck in Ranged AI.
3. Run the combo as previously planned.
I recently got my Elec/Fire to 50 this past double XP weekend and it's been an awesome ride.
As far as tactics go, I usually Ball Lightning from range, jump in with Blazing Aura/Hot Feet going, hit FSC and finish most things off with a Combustion as they're trying to run away. Though I'll have to see about slotting Hot Feet for slow now. Had a mix of dam/end reduc slotting with a little Acc in there before.
Building mine for as much positional defense as I can squeeze in. Focusing on melee and AoE first. +rech and +recovery bonuses are very nice too.
I've got the Ragnarok chance for knockdown in Ball Lightning to take te edge off alphas as well and it works pretty well.
Went Elec Mastery mostly for theme but also so I could stack resistances with Tough and pick up Surge of Power which has saved me numerous times. Though Ice Mastery may be a better fit since Ice Armor is defense based and you have access to Snowstorm for additional slow to stack with Hot Feet.
So after reading the above thread I was inspired to try out a build myself that would be the highest Def(Melee) possible. (Well maybe not the highest but still pretty high.) What do you think of the below? (Edited to squeeze in a tiny bit more Def(Melee).)
Mid's says that with the toggles on I'd get:
41.9% Melee
36.6% AoE
30.3% Ranged
Not bad.
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
Level 50 Mutation Blaster
Primary Power Set: Electrical Blast
Secondary Power Set: Fire Manipulation
Power Pool: Teleportation
Power Pool: Fitness
Power Pool: Leadership
Power Pool: Fighting
Ancillary Pool: Cold Mastery
Hero Profile:
Level 1: Lightning Bolt -- RechRdx-I(A)
Level 1: Ring of Fire -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(3), Enf'dOp-Acc/EndRdx(3), Enf'dOp-Immob/Rng(9), Enf'dOp-Acc/Immob/Rchg(15), Enf'dOp-Acc/Immob(21)
Level 2: Ball Lightning -- RechRdx-I(A)
Level 4: Combustion -- Oblit-%Dam(A), Oblit-Acc/Rchg(5), Oblit-Dmg/Rchg(5), Oblit-Acc/Dmg/Rchg(7), Oblit-Acc/Dmg/EndRdx/Rchg(7), Oblit-Dmg(9)
Level 6: Teleport Foe -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(46), Zephyr-ResKB(46)
Level 8: Hurdle -- Jump-I(A)
Level 10: Fire Sword Circle -- Oblit-%Dam(A), Oblit-Acc/Rchg(11), Oblit-Dmg/Rchg(11), Oblit-Acc/Dmg/Rchg(13), Oblit-Acc/Dmg/EndRdx/Rchg(13), Oblit-Dmg(15)
Level 12: Zapp -- ExtrmM-Acc/ActRdx/Rng(A), ExtrmM-Dmg/ActRdx/Rchg(31), ExtrmM-Acc/Rng/Rchg(33), ExtrmM-Dmg/EndRdx/Rchg(33), ExtrmM-Acc/Dmg(33), ExtrmM-Dmg/EndRdx(34)
Level 14: Health -- Numna-Regen/Rcvry+(A)
Level 16: Build Up -- GSFC-ToHit/Rchg(A), GSFC-Rchg/EndRdx(17), GSFC-ToHit/Rchg/EndRdx(17), GSFC-ToHit(19), GSFC-ToHit/EndRdx(19), GSFC-Build%(21)
Level 18: Teleport -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(42), Zephyr-ResKB(42)
Level 20: Stamina -- EndMod-I(A)
Level 22: Blazing Aura -- Oblit-%Dam(A), Oblit-Acc/Rchg(23), Oblit-Dmg/Rchg(23), Oblit-Acc/Dmg/Rchg(25), Oblit-Acc/Dmg/EndRdx/Rchg(25), Oblit-Dmg(27)
Level 24: Maneuvers -- DefBuff-I(A)
Level 26: Voltaic Sentinel -- EdctM'r-PetDef(A), BldM'dt-Acc(27), BldM'dt-Dmg(29), BldM'dt-Acc/Dmg(29), BldM'dt-Dmg/EndRdx(31), BldM'dt-Acc/Dmg/EndRdx(31)
Level 28: Consume -- Erad-%Dam(A), Erad-Acc/Rchg(34), Erad-Dmg/Rchg(34), Erad-Acc/Dmg/Rchg(37), Erad-Acc/Dmg/EndRdx/Rchg(40), Erad-Dmg(42)
Level 30: Recall Friend -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(43), Zephyr-ResKB(46)
Level 32: Team Teleport -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(43), Zephyr-ResKB(43)
Level 35: Burn -- Oblit-%Dam(A), Oblit-Acc/Rchg(36), Oblit-Dmg/Rchg(36), Oblit-Acc/Dmg/Rchg(36), Oblit-Acc/Dmg/EndRdx/Rchg(37), Oblit-Dmg(37)
Level 38: Hot Feet -- Oblit-%Dam(A), Oblit-Acc/Rchg(39), Oblit-Dmg/Rchg(39), Oblit-Acc/Dmg/Rchg(39), Oblit-Acc/Dmg/EndRdx/Rchg(40), Oblit-Dmg(40)
Level 41: Boxing -- RzDz-Immob%(A), RzDz-Acc/Rchg(45), RzDz-EndRdx/Stun(45), RzDz-Stun/Rng(45), RzDz-Acc/Stun/Rchg(50)
Level 44: Tough -- S'fstPrt-ResDam/Def+(A)
Level 47: Weave -- RedFtn-Def(A), RedFtn-Def/EndRdx(48), RedFtn-Def/Rchg(48), RedFtn-Def/EndRdx/Rchg(48), RedFtn-EndRdx(50), RedFtn-EndRdx/Rchg(50)
Level 49: Snow Storm -- Slow-I(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Jump-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Defiance
------------
[u]Set Bonus Totals:[u]<ul type="square">[*]21.5% DamageBuff(Smashing)[*]21.5% DamageBuff(Lethal)[*]21.5% DamageBuff(Fire)[*]21.5% DamageBuff(Cold)[*]21.5% DamageBuff(Energy)[*]21.5% DamageBuff(Negative)[*]21.5% DamageBuff(Toxic)[*]21.5% DamageBuff(Psionic)[*]5% Defense[*]20.2% Defense(Smashing)[*]20.2% Defense(Lethal)[*]17.1% Defense(Fire)[*]17.1% Defense(Cold)[*]14.9% Defense(Energy)[*]14.9% Defense(Negative)[*]3% Defense(Psionic)[*]33.6% Defense(Melee)[*]22.1% Defense(Ranged)[*]28.3% Defense(AoE)[*]1.8% Max End[*]2% Enhancement(Stun)[*]3% Enhancement(Immobilize)[*]45% Enhancement(Accuracy)[*]28.8% Enhancement(RechargeTime)[*]5% FlySpeed[*]85.8 HP (7.12%) HitPoints[*]5% JumpHeight[*]5% JumpSpeed[*]Knockback (Mag -16)[*]Knockup (Mag -16)[*]MezResist(Immobilize) 2.2%[*]MezResist(Stun) 12.7%[*]7.5% (0.13 End/sec) Recovery[*]1.26% Resistance(Fire)[*]1.26% Resistance(Cold)[*]1.88% Resistance(Negative)[*]5% RunSpeed[*]2% XPDebtProtection[/list]
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Looking at your build I noticed you're over the cap on the 5% recharge set bonus and you will burn more end then you will recover with just your toggles on
Murphy Knox - LVL50 Dark/Regen Scrapper
Earthen Stone - LVL50 Stone/Stone Tanker
Atomic Illusion - LVL 50 Ill/Rad
Stardell Warbringer - LVL50 Warshade
I R Ebil - LVL1 Mind troller - New alt made to mess with the Minds of the "Buy it NAO" people
Hello. Before we go on, let me state for the record that this isn't meant to be a comprehensive Electrical Blast / Fire Manipulation guide. Rather, this is an explanation of a specific Elec/Fire build designed to steamroll large spawns by means of AoEs, Slows, and ridiculous amounts of defence.
And it doesn't require a single purple IO.
This build is likely to be completely viable both solo and on a team. Of course, as a Blaster, having a Tanker or Controller by your side is always a good thing, but this build should survive very well whatever the team composition.
The problem with most AoE Blasters is that they faceplant very easily. Squishy aggro magnets do that. Good players learn when to wait, when to attack, and when to retreat, but accidents happen anyway. And let's not start on the bad players.
Now, this is probably one of the easiest AoE blaster builds to play. It has capped Ranged and AoE defences, allowing the player to walk directly into a spawn and just start nuking. As for the Melee defence hole, just stay out of Melee range! As well, Hot Feet and Burn should keep most mobs too busy fleeing to try and punch you in the noggin.
HOWEVER! Caveat lector! Admission time: I have not actually played my Elec/Fire to a very high level at all. Yes, I am a 3-year veteran, but lots of veterans suck. Probably. But I have 50s! Ok, I have one 50 and one almost-50. What? I'm an altaholic! Anyway, yes, I have a 50, but, no, he's not a blaster. Well, you see where I'm going with this. This build is the result of a purely intellectual exercise and it may not play anything like the way I imagine it would. So if you want to start a new character and test this out, don't come running to me if you don't turn out as uber as I say you'll be.
>.>
<.<
Oh yes, I almost forgot. In case it's not immediately obvious, this is a respec build: you won't attain godly defence until fairly late in your career. Of course, if you regularly play with a very good Tank or Controller, you could start building this way from level 1. Or you could do so anyway in the other case and just accept that you're going to die a lot. A LOT.
Now, if you're still reading this, let me present without any further ado...
The AoE Death Machine!
Highlights:
1) 2 capped defences: Ranged 46%, AoE 45.4%
2) Very high AoE damage
Utility powers:
1) 2 x strongly slotted single-target Holds (mag 3)
2) Build Up, Aim (not optimally slotted)
3) Consume (poorly slotted)
4) Combat Jumping, Hover, Fly, Group Fly
Fighting strategy:
Strategy? Forget strategy. Just float into mob spawns with Hot Feet on (triggering slow-mo escape) and fling 5 different AoEs in their teeth.
Actually, to be honest, I haven't got one yet. Perhaps you could try the build out and supply some. >.>
Anyway. what should happen when you walk into a spawn is this:
1) Everyone turns and at least some take a shot at you
2) Your defences allow you to survive the alpha relatively unscathed
3) You drop Burn
4) The mobs around you realise they are starting to char and start running away (Hot Feet and Burn both create a special Fear effect)
5) Because of your Hot Feet, they are unable to fly and are slowed very badly; they run away in slo-o-o-o-w motion
6) You drop your 4 other AoEs on them, starting with the one with the smallest effect area
7) Everything dies
Of course, sometimes, this will happen instead:
1) Everyone turns and at least some take a shot at you
2) You die
Try to avoid the second outcome.
Oh yes, Hot Feet cannot be toggled on when you're Hovering or Flying. However, if you switch it on before you leave the ground, it stays on.
Expected damage (without Aim, Build Up, or Voltaic Sentinel):
t=00.00) Hot Feet: 18.8 / 2 seconds (134.6% Slow)
t=02.03) Burn: 6.87 / 0.2 seconds for 51 ticks
t=04.70) Fire Sword Circle: 169.4 + (80% chance of 8.74 x 3 over 2.1 seconds)
t=05.77) Ball Lightning: 38.9 + (23.3 x 4 over 3.1 seconds)
t=08.77) Combustion: 54.6 + (10.9 x 10 over 7.1 seconds)
t=11.77) Short Circuit: 110.6
Total cast time:
11.77 seconds (actually longer in practice; refer to Arcanaville's findings)
Base damage per target done at the end of this attack cycle (provided everything hits and pretending actual cast times match power animation times):
9.9 x 6
+ 6.87 x 49
+ 169.4
+ 38.9 + 23.3 x 4
+ 54.6 + 10.9 x 4
+ 110.6
= 906.33
Damage including FSC native proc damage:
906.33 + 8.74 x 3
= 932.55
In comparison, Inferno 3-slotted with level 50 damage IOs does 940.1 damage (including all DoT). Nova does only 607.2.
In other words, this character should be able to do nuke level area damage using an 11 second attack chain that does not kill Endurance and can be pulled out every 16.1 seconds. And he should be able to do it with impunity much of the time considering his defences and the stacked fear effects from Hot Feet and Burn. Imagine a Superteam of these guys!
However...
Major weaknesses:
1) Has poor Melee defence
2) Has acceptable but not stellar Endurance Recovery
3) Has a few attacks with "low" accuracy (below 120%)
4) Is completely rubbish at ST damage; Voltaic Sentinel may be necessary for Endurance-efficient killing of AoE chain survivors
5) Has no actual Tier 9 nuke; but you don't actually need it, you know
Here's the build using level 41 set IOs. If you prefer level 50 IOs, you could almost certainly squeeze out slightly better numbers.
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
Volt-Kelvin: Level 50 Mutation Blaster
Primary Power Set: Electrical Blast
Secondary Power Set: Fire Manipulation
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Flight
Ancillary Pool: Flame Mastery
Hero Profile:
Level 1: Lightning Bolt -- Acc-I(A)
Level 1: Ring of Fire -- Acc-I(A)
Level 2: Ball Lightning -- Det'tn-Acc/Dmg(A), Det'tn-Dmg/EndRdx(3), Det'tn-Dmg/Rchg(3), Det'tn-Acc/Dmg/EndRdx(5), Det'tn-Dmg/EndRdx/Rng(5)
Level 4: Combustion -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(17), M'Strk-Acc/EndRdx(17), M'Strk-Acc/Dmg/EndRdx(19), M'Strk-Dmg/EndRdx/Rchg(19)
Level 6: Short Circuit -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(7), M'Strk-Acc/EndRdx(7), M'Strk-Acc/Dmg/EndRdx(9), M'Strk-Dmg/EndRdx/Rchg(9)
Level 8: Swift -- Flight-I(A)
Level 10: Fire Sword Circle -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(11), M'Strk-Acc/EndRdx(11), M'Strk-Acc/Dmg/EndRdx(15), M'Strk-Dmg/EndRdx/Rchg(15)
Level 12: Combat Jumping -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(13), Zephyr-ResKB(13)
Level 14: Health -- Mrcl-Heal(A), Mrcl-Rcvry+(48), Numna-Regen/Rcvry+(48)
Level 16: Boxing -- Acc-I(A)
Level 18: Tough -- S'fstPrt-ResDam/Def+(A), RctvArm-ResDam/EndRdx(21), RctvArm-EndRdx/Rchg(45), RctvArm-ResDam/EndRdx/Rchg(46), RctvArm-ResDam(46), RctvArm-EndRdx(46)
Level 20: Stamina -- EndMod-I(A), EndMod-I(21)
Level 22: Weave -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(23), RedFtn-EndRdx/Rchg(23), RedFtn-Def/EndRdx/Rchg(27), RedFtn-Def(29), RedFtn-EndRdx(29)
Level 24: Hover -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(25), Zephyr-ResKB(25), Flight-I(27)
Level 26: Build Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg(37), GSFC-ToHit/Rchg/EndRdx(37), GSFC-Rchg/EndRdx(37), GSFC-ToHit/EndRdx(40), GSFC-Build%(43)
Level 28: Tesla Cage -- Lock-Acc/Hold(A), Lock-Acc/Rchg(34), Lock-Rchg/Hold(34), Lock-EndRdx/Rchg/Hold(36), Lock-Acc/EndRdx/Rchg/Hold(36), Lock-%Hold(36)
Level 30: Voltaic Sentinel -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg/EndRdx(31), BldM'dt-Acc/EndRdx(31), BldM'dt-Acc/Dmg/EndRdx(31), BldM'dt-Acc(33), BldM'dt-Dmg(34)
Level 32: Fly -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(33), Zephyr-ResKB(33)
Level 35: Burn -- C'ngBlow-Acc/Dmg(A), C'ngBlow-Dmg/EndRdx(39), Erad-Dmg/Rchg(39), Erad-Acc/Dmg/Rchg(39), Erad-Acc/Dmg/EndRdx/Rchg(48)
Level 38: Hot Feet -- P'ngTtl-Acc/Slow(A), P'ngTtl-Dmg/Slow(40), P'ngTtl-Acc/EndRdx(40), P'ngTtl-Rng/Slow(50), P'ngTtl-EndRdx/Rchg/Slow(50), P'ngTtl--Rchg%(50)
Level 41: Char -- Lock-Acc/Hold(A), Lock-Acc/Rchg(42), Lock-Rchg/Hold(42), Lock-EndRdx/Rchg/Hold(42), Lock-Acc/EndRdx/Rchg/Hold(43), Lock-%Hold(43)
Level 44: Group Fly -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(45), Zephyr-ResKB(45)
Level 47: Consume -- C'ngBlow-Acc/Rchg(A)
Level 49: Aim -- RechRdx-I(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Defiance
Comments, flames, and alternative power choice or slotting suggestions are welcome!