Redesigning my favorite toon
First of all welcome back. A lot of things have changed since you left.
In issue 5 the devs whipped Enhancement Diversification on us. Short and sweet it means that only the first 3 enhancements of any one type in each power gives a useful amount of increase.
The devs recently gave us Defiance 2.0 which means that all the tier 1 and 2 primary attacks and tier 1 secondary attacks had their activation times and damage rebalanced and those powers can be used while under the effects of mez (stun, hold, sleep). Additionally the devs increased the range of Flares to 80 feet which means that Flares is no longer a skippable power. This also means that you may want to consider slotting Power Thrust's base slot with an accuracy and possibly even adding a couple slots to it.
A second benefit of Defiance 2.0 is a damage buff to all ranged attacks AND a per attack damage buff. This buff varies in both strength and duration based on the powers animation time and whether it is an AoE or a single target attack (and doesn't apply to Temp powers, Pool powers and Epic powers). This also means that you want to focus on Recharge where ever you can afford the Endurance.
Hover got a flight speed boost recently which means that swift is of lesser value. You are better off 3 slotting Hover and keeping Swift at the base slot.
Hover also lost it's knockback protection. You will want either acrobatics or a Knockback Protection Invention.
For an SO only build:
Aim and Build Up should have 3 recharges slotted.
Stamina 3 slots max for End Mod.
Conserve power 3 slots max for recharge. (You can also move this to post level 32 since you will mainly use it after a nuke)
Hasten 3 slots for recharge.
And to other builkd comments:
Stealth should have an end reducer in it. The base defense value in it is very low.
Power boost got nerfed pretty hard recently you only have a couple of powers that will benefit from it. You may want to consider replacing it with something that's less situational.
Inferno causes an endurance crash. No real need to slot it for end reduction. If you are going to be using Aim and Build Up before a nuke (reccomended!) you can get away with 3 recharge and 3 damage.
Since you are a blaster, rather than a controller, you might want to consider slotting your hold for duration rather than damage. You have other damage powers and only that for hard control.
Rise of the Phoenix. Recharge in the base slot.
-Insanity is doing the same thing over and over again and expecting different results. - Albert Einstein.
-I do not feel obliged to believe that the same God who has endowed us with sense, reason, and intellect has intended us to forgo their use. - Galileo Galilei
-When injustice becomes law, resistance becomes duty. - Thomas Jefferson
Like so many blasters I see here today you completely forgot the SMACKDOWN! Seriosly. Don't you want to defeat your enemies in a brutal and efficient manner?
Hover has turned blasters into wimps.[/rant]
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Hover also lost it's knockback protection. You will want either acrobatics or a Knockback Protection Invention.
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Is it better, then, to get Super Jump instead of Flight? That's the primary reason for Hover, IMO, because I like flying. Actually, I should say, is Super Jump alright for a blaster? Normally, I found that blasters benefited from Flight, since they can get away from baddies quicker.
I am working on the other changes you mentioned, but I wanted clarification on this.
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Like so many blasters I see here today you completely forgot the SMACKDOWN! Seriosly. Don't you want to defeat your enemies in a brutal and efficient manner?
Hover has turned blasters into wimps.[/rant]
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Besserwisser, could you please explain what you mean?
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Hover also lost it's knockback protection. You will want either acrobatics or a Knockback Protection Invention.
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Is it better, then, to get Super Jump instead of Flight? That's the primary reason for Hover, IMO, because I like flying. Actually, I should say, is Super Jump alright for a blaster? Normally, I found that blasters benefited from Flight, since they can get away from baddies quicker.
I am working on the other changes you mentioned, but I wanted clarification on this.
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It can be. Each travel power has it's advantages and disadvantages.
Leaping gives blasters many benefits.
Combat Jumping gives unsupressed movement, immobilization protection, and a small amount of defense for a mere pittance of endurance usage.
Jump Kick is a decent attack no matter what anyone else has to say about it.
Super Jump allows you to "Leap tall buildings in a single bound"
Acrobatics gives you enough Knockback Protection to allow you to ignore all most all KB effects in the game.
Flight
Hover gives a small amount of defense and has the added advantage of keeping you up out of melee range which in and of itself reduces incoming damage by roughly 40% (most ranged mob attacks do roughly 60% of the damage that most melee attacks do.) In actuallity it's probably more mitigation than that since most melee mobs only have 1 or 2 ranged attacks and they recharge comparatively slower.
Air Superiority is an excellent attack as well since it has a built in soft control of a 100% chance to do Knock Up to your target and it applies a -fly effect to your target that lasts for 30 seconds. So if you are hovering and a flying enemy gets in your face Air Sup will ground him again.
Fly lets you travel out of even the range of snipers.
Group Fly..... well this is a HIGHLY situational power that is quite honestly less than stellar.
Teleport
All your teammates will love you for having recall friend.
Teleport foe can be used for effective pulling.
The teleport power can be tricky to use until you get in a good bit of practice but it makes PvE immobilization attacks pretty useless against you since you can still travel. Using Boost Range with Teleport gives you the fastest travel power in the game.
Having an immob applied to you as a teleporter can actually be a good thing since many immobilizes that are applied to you also have built in Knockback protection. This means that mobs like Avalanche Shamans that like to immoblize you are giving you KB protection from their friends the Storm Shaman and all those annoying little KBs the Zombies have in their ranged attacks.
Speed
Gets you Hasten which plays very well with defiance 2.0
Flurry, meh.... next
Super Speed gives you some PvE stealth when you have it toggled on. If you include a +stealth invention or another +stealth power you have PvE invisibility to most enemies in the game.
Whirlwind.... meh, but the 2 good powers in Speed more than make up for the clunkers in this pool.
-Insanity is doing the same thing over and over again and expecting different results. - Albert Einstein.
-I do not feel obliged to believe that the same God who has endowed us with sense, reason, and intellect has intended us to forgo their use. - Galileo Galilei
-When injustice becomes law, resistance becomes duty. - Thomas Jefferson
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Like so many blasters I see here today you completely forgot the SMACKDOWN! Seriosly. Don't you want to defeat your enemies in a brutal and efficient manner?
Hover has turned blasters into wimps.[/rant]
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Besserwisser, could you please explain what you mean?
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Besserwisser is talking about ignoring most of your secondary power set (many of which are melee attacks, especially in /Energy and /Electric) by staying out of melee range with hover.
-Insanity is doing the same thing over and over again and expecting different results. - Albert Einstein.
-I do not feel obliged to believe that the same God who has endowed us with sense, reason, and intellect has intended us to forgo their use. - Galileo Galilei
-When injustice becomes law, resistance becomes duty. - Thomas Jefferson
Okay, I've tinkered with the build, based on what Milady said. How does this look?
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
Level 50 Technology Blaster
Primary Power Set: Fire Blast
Secondary Power Set: Energy Manipulation
Power Pool: Concealment
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Medicine
Ancillary Pool: Flame Mastery
Hero Profile:
Level 1: Flares -- Acc(A), Acc(3), Acc(7), Dmg(11), Dmg(15), Dmg(19)
Level 1: Power Thrust -- Acc(A), Acc(5), KBDist(9)
Level 2: Fire Blast -- Acc(A), Acc(3), Acc(7), Dmg(11), Dmg(15), Dmg(19)
Level 4: Build Up -- RechRdx(A), RechRdx(5), RechRdx(9)
Level 6: Stealth -- EndRdx(A)
Level 8: Hurdle -- Jump(A), Jump(50)
Level 10: Fire Ball -- Acc(A), Acc(13), Acc(13), Dmg(17), Dmg(23), Dmg(25)
Level 12: Combat Jumping -- Jump(A), Jump(43), Jump(46)
Level 14: Super Jump -- Jump(A), Jump(37), Jump(40)
Level 16: Rain of Fire -- Acc(A), Acc(17), Acc(23), Dmg(27), Dmg(27), Dmg(29)
Level 18: Health -- Heal(A)
Level 20: Stamina -- EndMod(A), EndMod(21), EndMod(21)
Level 22: Fire Breath -- Acc(A), Acc(25), Acc(29), Dmg(31), Dmg(34), Dmg(34)
Level 24: Acrobatics -- EndRdx(A)
Level 26: Aid Other -- Heal(A)
Level 28: Aim -- RechRdx(A), RechRdx(31), RechRdx(31)
Level 30: Aid Self -- RechRdx(A), RechRdx(33), RechRdx(33)
Level 32: Blaze -- Acc(A), Acc(33), Acc(34), Dmg(36), Dmg(37), Dmg(37)
Level 35: Conserve Power -- RechRdx(A), RechRdx(36), RechRdx(36)
Level 38: Blazing Bolt -- Acc(A), Acc(39), Acc(39), Dmg(39), Dmg(40), Dmg(40)
Level 41: Inferno -- Acc(A), Acc(42), Acc(42), Dmg(42), Dmg(43), Dmg(43)
Level 44: Bonfire -- EndRdx(A), EndRdx(45), EndRdx(45), Dmg(45), Dmg(46), Dmg(46)
Level 47: Char -- Acc(A), Acc(48), Acc(48), Hold(48), Hold(50), Hold(50)
Level 49: Rise of the Phoenix -- RechRdx(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- RechRdx(A)
Level 1: Defiance
Edit: Switched to short forum post.
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Like so many blasters I see here today you completely forgot the SMACKDOWN! Seriosly. Don't you want to defeat your enemies in a brutal and efficient manner?
Hover has turned blasters into wimps.[/rant]
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Besserwisser, could you please explain what you mean?
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Besserwisser is talking about ignoring most of your secondary power set (many of which are melee attacks, especially in /Energy and /Electric) by staying out of melee range with hover.
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I confess, then, I am a wuss. I much prefer defeating my opponents before they can get to me.
I always preferred sneaking up behind them and knock them out with a good one-two punch (Energy Punch + Bone Smasher). Or just jump up to one during a fight and SMACKDOWN! They won't have time to hit back, trust me. People with Hover can't pull this off, but CJ and Hurdle gives you great combat mobility.
If you want high single target damage you need to use your secondary. The post wasn't really directed at you though, I just never see any brave (hitting people from behind, but up close kind of brave) blasters anymore. I'm also convinced that CJ gives you better survivability than Hover. If you Hover the mobs know they can't get to you and just shoot at you. If you CJ the fools think they can reach you and spend more time running than shooting. This could be all in my mind though, they might just chase me while their ranged attacks are recharging. It's not like I have time to analyze the situation.
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I always preferred sneaking up behind them and knock them out with a good one-two punch (Energy Punch + Bone Smasher). Or just jump up to one during a fight and SMACKDOWN! They won't have time to hit back, trust me. People with Hover can't pull this off, but CJ and Hurdle gives you great combat mobility.
If you want high single target damage you need to use your secondary. The post wasn't really directed at you though, I just never see any brave (hitting people from behind, but up close kind of brave) blasters anymore. I'm also convinced that CJ gives you better survivability than Hover. If you Hover the mobs know they can't get to you and just shoot at you. If you CJ the fools think they can reach you and spend more time running than shooting. This could be all in my mind though, they might just chase me while their ranged attacks are recharging. It's not like I have time to analyze the situation.
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U should team with me then, I don't attack unless I'm hitting them in the face from melee range (even with my blasts, I love blazing and BiB'ing baddies in the face when I'm close enough to touch them. My Fire/MM only has 1 "melee" attack and that's PSW so it's not even really a melee, but I use Fireball from melee too! I do however Psyscream while combat jumping out of said mob thought.
Active 50s:
Zero Defex: DP/MM//Mace Blaster
Mutant X-7: Fire/MM//Mace Blaster
Running my Kin/EA gloriously
Come on I21!!!
Sure, the devs are supposed to listen to their customers, mister business 101 out there. And if I decide to start suggesting that the devs change the game from being about superheroes and supervillains to being about clowns that is my right as well, and technically Paragon Studios is supposed to pay attention to me. But I hope strongly that they assume a meth-head somehow managed to hack into my forum account and make paper airplanes out of my posts, because I hope they recognize stupid when they see it. I assume they will recognize futile just as accurately.
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I always preferred sneaking up behind them and knock them out with a good one-two punch (Energy Punch + Bone Smasher). Or just jump up to one during a fight and SMACKDOWN! They won't have time to hit back, trust me. People with Hover can't pull this off, but CJ and Hurdle gives you great combat mobility.
If you want high single target damage you need to use your secondary. The post wasn't really directed at you though, I just never see any brave (hitting people from behind, but up close kind of brave) blasters anymore. I'm also convinced that CJ gives you better survivability than Hover. If you Hover the mobs know they can't get to you and just shoot at you. If you CJ the fools think they can reach you and spend more time running than shooting. This could be all in my mind though, they might just chase me while their ranged attacks are recharging. It's not like I have time to analyze the situation.
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Actually, you've given me some food for thought. I've been playing this build for a couple of levels now, and I do kind of enjoy Power Thrust.
Do you have some suggestions for how to modify my build to meet what you said? When I get to the point where they let me choose alternate builds (lvl 10, I think), I can set both up and see which one works better for me.
If you like Power Thrust I have a suggestion.
There is a Knockback set that goes into this power called Kinetic Crash. If you put 4 into it you'll get 4 points of KB protection, then you wont need Acrobatics, or the leaping pool at all. You could still fly if you wanted to.
EDIT: I forgot to mention, the Kinetic Crash IO set is not expensive.
-Largo
Founder of A.G.O.N.Y. Supergroup on Victory
Member of Thought Sanctum VG on Victory
Member of St0rm Batallion SG on Guardian
Well now you've gone over board a bit on accuracy.
Usually for most powers (base 75% accuracy) 1 Acc, 3 damage, and 1 rech, 1 end are good if you are fighting even con and +1 level enemies. Some powers have a lower base accuracy, like controller AoE immoblizes (base of 67.5%), and always need 2 accuracy enhancements. Some powers like Char in the Fire Epic have a 90% base accuracy and can get away with a single Acc enhancer even vs. +3s.
If you are fighting +1s and +2s then you can usually get away with a single acc enhancement and alternate Aim and Build Up for the to hit buff (the hit buff in these 2 powers are affected by power boost) and fill in with yellow inspiration.
If you are going to be fighting +2s and +3s or higher most of the time you will want 2 Acc enhancements in each of your powers. The main reason for this is Purple Patch and mob ranks reducing your effective accuracy.
Mids will tell you the base accuracy on each of your powers and the totals after slotting so you can make adjustments. Anyway you go though there is a floor and a ceiling. You always have a 5% chance to hit something (the floor) and can never have a higher than 95% chance of hitting something (the ceiling).
If you want a more detailed and much more math intensive look at accuracy, defense and to hit I'd reccomend that you read Arcanaville's guide to defense.
Some low end cost powers or very long recharging powers can get away with no end reducers and on the flip side some fast recharging high end cost powers may need 2 end reducers and no recharges to fit well with your playstyle and attack chain.
Also don't be afraid to slot inventions early. There are several good guides in the market forums on how to get started. I'd recommend Capn_Canadian's - IO's for Newbs, Casual Playas, & Cheapskates , Peterpeter's - The No Numbers Guide to I9 for the Casual Player , and Fulmens - The Viva Las Vegas Intermediate Guide To IO's.
You can also find most anything you need to know in Guide to Guides, that Zombie_Man is awesome about keeping up to date each issue.
@Besserwisser
I know what you are talking about my main is an Energy/Energy/Force Blapper I created right at the end of I4. That blapper has about 7% total defense and spends 95% of the time in melee range.
I also like having other options and getting to use other play styles. I have an Arch/Energy/Ice Hover blaster that is soft capped on ranged defense and some where in the 30s to AoE. That toon AoEs to death, from range, most every thing but bosses before they can even think about getting one or two shots off.
@Largo
4 pieces of Kinetic Crash give you 3 points of KB protection not 4 and the 2 pieces that you need Acc/Knock and Acc/Dam/Knock can be a bit on the pricey side. 3 points isn't quite enough, some grenades and a few other attacks will still get through that mag of -KB. 4 points is enough for most every thing except some AVs, Fake Nems, Croatoa Witches, and Hami. You need 11 or more for Fake Nems (10 makes it KD) 12 or more for Croatoa Witches and 13 for Hami. Scirocco will still KB you though 13 points.
-Insanity is doing the same thing over and over again and expecting different results. - Albert Einstein.
-I do not feel obliged to believe that the same God who has endowed us with sense, reason, and intellect has intended us to forgo their use. - Galileo Galilei
-When injustice becomes law, resistance becomes duty. - Thomas Jefferson
MKnight: Archery and Assault Rifle are excused because of redraw. And yeah, I also have an Archery/Energy that's ranged only, but the rest have melee attacks.
ML: I'd probably skip Stealth and get a stealth IO in Sprint instead and skip Fire Blast (rather poor attack). Instead pick up Energy Punch and Bone Smasher. Slots can be taken from Combat Jumping (it gives about 1% faster jump, enhancing that is completely irrelevant. Put a defense enhancement in the default slot.), Super Jump (at higher levels one enhancement + Hurdle caps the speed) and Power Thrust (not as useful when you have melee attacks).
Okay, here is (I hope) the perfect build, taking both Milady's and Besser's suggestions. I will look more into the Invention Enhancements, as well.
Besser, I couldn't find a Stealth IO that would go into Sprint in Mids, but I will look at Wentworths. I did find a recipe for $45m(!), but it was for Celerity +Stealth. I'm not sure if that's slotted into Sprint or not.
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
Level 50 Technology Blaster
Primary Power Set: Fire Blast
Secondary Power Set: Energy Manipulation
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Medicine
Ancillary Pool: Flame Mastery
Hero Profile:
Level 1: Flares -- Acc(A), EndRdx(3), RechRdx(7), Dmg(11), Dmg(15), Dmg(19)
Level 1: Power Thrust -- Acc(A), Dmg(5), RechRdx(9)
Level 2: Energy Punch -- Acc(A), RechRdx(3), EndRdx(7), Dmg(11), Dmg(15), Dmg(19)
Level 4: Build Up -- RechRdx(A), RechRdx(5), RechRdx(9)
Level 6: Hurdle -- Jump(A)
Level 8: Fire Ball -- Acc(A), EndRdx(13), RechRdx(17), Dmg(25), Dmg(40), Dmg(50)
Level 10: Bone Smasher -- Acc(A), EndRdx(13), RechRdx(23), Dmg(37), Dmg(43), Dmg(46)
Level 12: Combat Jumping -- Jump(A)
Level 14: Super Jump -- Jump(A)
Level 16: Rain of Fire -- Acc(A), EndRdx(17), RechRdx(23), Dmg(27), Dmg(27), Dmg(29)
Level 18: Health -- Heal(A)
Level 20: Stamina -- EndMod(A), EndMod(21), EndMod(21)
Level 22: Fire Breath -- Acc(A), RechRdx(25), EndRdx(29), Dmg(31), Dmg(34), Dmg(34)
Level 24: Acrobatics -- EndRdx(A)
Level 26: Aid Other -- Heal(A)
Level 28: Aim -- RechRdx(A), RechRdx(31), RechRdx(31)
Level 30: Aid Self -- RechRdx(A), RechRdx(33), RechRdx(33)
Level 32: Blaze -- Acc(A), RechRdx(33), EndRdx(34), Dmg(36), Dmg(37), Dmg(37)
Level 35: Conserve Power -- RechRdx(A), RechRdx(36), RechRdx(36)
Level 38: Blazing Bolt -- Acc(A), RechRdx(39), EndRdx(39), Dmg(39), Dmg(40), Dmg(40)
Level 41: Inferno -- Acc(A), EndRdx(42), RechRdx(42), Dmg(42), Dmg(43), Dmg(43)
Level 44: Bonfire -- EndRdx(A), EndRdx(45), EndRdx(45), Dmg(45), Dmg(46), Dmg(46)
Level 47: Char -- Acc(A), EndRdx(48), RechRdx(48), Hold(48), Hold(50), Hold(50)
Level 49: Rise of the Phoenix -- RechRdx(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- RechRdx(A)
Level 1: Defiance
That's looking very much better. It's good enough to use a a guide to follow as you level up, see how the powers perform and which powers best suit your play style.
You can tweak individually as you go along.
For Stealth IOs for Sprint. Celerity +Stealth and Unbounded Leap +Stealth are the choices. Unbounded leap are usually cheaper but make sure you take the time to scout prices in higher and lower level ranges.
Stealth IOs always provide the same level of benefit no matter what level they are. The level on a stealth IO makes very little difference, only what level you have to be to slot it.
As long as you still have the power it's slotted in available to you when exemplaring the Stealth IO will function even if it's a level 50.
Also look at costs of both buying a pre-crafted IO and buying the recipe, the salavege, and assembling it yourself. It is usually much cheaper to buy and build rather than just buy.
Also use patience when at the market. It's not very hard to come up with things for 80% of the going rate if you are willing to wait a week or 2 for your bid to fill.
-Insanity is doing the same thing over and over again and expecting different results. - Albert Einstein.
-I do not feel obliged to believe that the same God who has endowed us with sense, reason, and intellect has intended us to forgo their use. - Galileo Galilei
-When injustice becomes law, resistance becomes duty. - Thomas Jefferson
You should be able to find a stealth IO for a few million if you shop smart. Now this sounds like a lot to someone who has been away for awhile, but know that it's much, much, much easier to earn influence nowadays. Just learn how IOs work and how Wentworths work.
The build looks much better. Now we're talking damage! I still don't like Blazing Bolt because the damage of snipes suck, but they're nice set mules now and I can't think of anything better to use there.
As you may know, I've returned to the game after a couple of years. Stupidly, I deleted my old toons, and have been trying brand new ones. I kinda like the ice/ice, but I'm feeling nostalgic for my old fire/eng, especially for farming badges. Rain of Fire is awesome for destroying multiple low level enemies at once. (I got her up to 36th lvl-like I said, stupid).
Rather than try and hunt through eons of postings to refind her build, I've tried using the hero designer. I used SO enhancements for two reasons: 1) I have no experience with IO's yet, and 2) Since I'll likely slot prior to SO's, I want to have some idea of what I'm going to work with. Please let me know what you think:
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
Level 50 Technology Blaster
Primary Power Set: Fire Blast
Secondary Power Set: Energy Manipulation
Power Pool: Flight
Power Pool: Fitness
Power Pool: Concealment
Power Pool: Speed
Ancillary Pool: Flame Mastery
Hero Profile:
Level 1: Fire Blast -- Acc(A), Acc(3), EndRdx(3), Dmg(7), Dmg(21), Dmg(31)
Level 1: Power Thrust -- Empty(A)
Level 2: Fire Ball -- Acc(A), Acc(5), EndRdx(7), Dmg(11), Dmg(31), Dmg(31)
Level 4: Build Up -- EndRdx(A), EndRdx(5)
Level 6: Hover -- Empty(A)
Level 8: Rain of Fire -- Acc(A), Acc(9), EndRdx(9), Dmg(13), Dmg(33), Dmg(37)
Level 10: Swift -- Flight(A), Flight(11), Flight(17)
Level 12: Fire Breath -- Acc(A), Acc(13), EndRdx(15), Dmg(33), Dmg(33), Dmg(36)
Level 14: Fly -- Flight(A), Flight(15), Flight(17)
Level 16: Aim -- EndRdx(A), EndRdx(19), ToHit(25)
Level 18: Health -- Heal(A), Heal(19)
Level 20: Stamina -- EndMod(A), EndMod(21), EndMod(23), EndMod(37), EndMod(37), EndMod(39)
Level 22: Blaze -- Acc(A), Acc(23), EndRdx(25), Dmg(39), Dmg(39), Dmg(40)
Level 24: Conserve Power -- EndRdx(A), EndRdx(27), EndRdx(27), RechRdx(40), RechRdx(40), RechRdx(43)
Level 26: Blazing Bolt -- Acc(A), Acc(29), EndRdx(29), Dmg(46), Dmg(50), Dmg(50)
Level 28: Power Boost -- EndRdx(A)
Level 30: Stealth -- DefBuff(A)
Level 32: Inferno -- Acc(A), Acc(34), EndRdx(34), Dmg(34), Dmg(36), Dmg(36)
Level 35: Boost Range -- EndRdx(A)
Level 38: Hasten -- RechRdx(A)
Level 41: Bonfire -- Range(A), Range(42), EndRdx(42), Dmg(42), Dmg(43), Dmg(43)
Level 44: Char -- Acc(A), Acc(45), EndRdx(45), Dmg(45), Dmg(46), Dmg(46)
Level 47: Fire Shield -- EndRdx(A), EndRdx(48), ResDam(48), ResDam(48), ResDam(50)
Level 49: Rise of the Phoenix -- Dmg(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- RechRdx(A)
Level 1: Defiance