My Fire/Kin Build
You going to use this build to farm?
http://boards.cityofheroes.com/showflat....=6#Post13521141
Thats my Fire/Kin/Fire build (top of page 2)
Some general things I notice....
1) Slot char up.
2) Touch of the Nictus set works wonders in transfusion
3) Put the healing procs in health (Miracle and Numina)
4) Speed boost only needs 1 end mod in it to be effective.
If you plan to only farm and never do regular content, then you don't need to slot Char. But if you are ever going to run regular missions, I'd highly recommend slotting it up. You want to be able to hold things, and Char is the way you'll do it. It needs enough recharge to be stacked quickly.
Even with the +33% global accuracy, you may find yourself to be a sad panda with no Accuracy in Transfusion. I'd recommend an Accurate Healing set; Touch of the Nictus is good.
I am frankly not convinced that a fire/kin needs a Miracle +Recovery, because you should have Transference up every time you need some endurance. Save yourself some money.
I'd recommend a 5-set of Positron's, at least, over the TotH/Positron combo you have now. 9% more accuracy, and 6.25% more global recharge.
You are better off 6-slotting something into Hot Feet rather than breaking up the set. I'd suggest Obliteration, which has lots of goodies -- damage buff, accuracy, recharge, and melee and smash/lethal defense.
You might as well give Hasten another slot. You can pull a slot out of Super Speed for it. You don't really need the endurance reduction.
I'd suggest Reactive Armor over Impervium in Tough. The melee defense is more useful. (Same thing is true in Fire Shield.)
I'd suggest finishing out Basilisk's Gaze in Cinders. The extra accuracy in that power doesn't help you that much, and the chance to slow down enemy recharge means they attack you less, which is equivalent to more survivability.
The extra slots in Speed Boost are a waste.
Fulcrum Shift should be slotted 2 accuracy, 3 recharge. You want it up as often as possible.
Is there a reason you don't want more Ragnaroks? You're missing out on an extra 10% recharge. Alternatively, you could put some extra recharges into it instead, since more Fireballs are good.
I think you really want Siphon Speed earlier in your build, and you want it slotted up with at least three recharges, allowing you to keep it stacked.
Swift is essentially waste with Super Speed.
I'd actually recommend Combat Jumping / Super Jump / Acrobatics, instead of Hasten / Super Speed. That allows you to take Swift rather than Hurdle earlier on, and not take Hurdle at all. It'd give you a bit of extra defense and solid KB protection.
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If you plan to only farm and never do regular content, then you don't need to slot Char.
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This is sadly wrong.
Since AE...yes, char isnt needed as much since EVERYONE in the mob is of the same class. But go back into PI (when i16 drops, this is where all the farmers will be again) where there's 1 or 2 bosses in a group of lts. and you'll find quickly that char is a awesome tool to keep them from killing you.
Acro is also a waste if you slot -KB IOs.
And unless you're stacking massive defense(Stone/ice Epic), I wouldnt worry about the TINY bonuses that sets like Reactive Armor offer.
You're better off slotting for +Acc, +Rech, and +Hp
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This is sadly wrong. Since AE...yes, char isnt needed as much since EVERYONE in the mob is of the same class.
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Yeah, I figured this guy was going to do nothing but big uniform spawn AE missions that he's going to AoE down into oblivion.
If that's the case, then yea you really dont need char slotted.
But if you do anything outside of the AE, then that's a very handy power to have at your disposal.
Yes, I definitely agree. (I normally six-slot Char, and to someone not leveling in AE, I'd recommend slotting it up early on to get to the all-important "reliably lock down a boss" point.)
Extra slots in Speed Boost aren't a waste, those give a whopping .8ish end/sec extra recovery. Basically you're giving your teammates double base recovery instead of double slotted stamina (if they picked up that power). Well worth the 2 slots, it means a lot less worrying about your teammates blue bar and more about your own.
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Extra slots in Speed Boost aren't a waste, those give a whopping .8ish end/sec extra recovery. Basically you're giving your teammates double base recovery instead of double slotted stamina (if they picked up that power). Well worth the 2 slots, it means a lot less worrying about your teammates blue bar and more about your own.
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When I play my fire/kin, I dont worry about my teammates blue bar. If they can't maintain their own endurance, they have their own issues to work on.
Or you could grab earth mastery and use seismic smash instead of char...which does 636 damage :-)
plus fissure with the FF +rech proc and stuns...
Don't worry, I have a Fire/Kin/Fire build on Freedom as well. But the one with earth mastery is more fun to play. (although my fire/kin/fire is pretty good too)
ok everyone i have 100m inf wat build wud i be able to get to hold me in AE/regular mish farmin until i can afford all of my sets
Edit: also i appreciate all the feedback on my build... even tho i havent done it yet.
This is the Fire/Kin/Earth build I'm using. The LotGs and other +recharge sets can wait until after you've soft-capped S/L defense. Soft-capping Smashing and Lethal defense not only aids in farming, but assists in regular content as well - almost every attack in the game has a smashing or lethal component to it, and thus uses your S/L defense.
Farm against level 50 Dual Blades/Regen bosses or against Maniac Slammers. This is the most efficient thing I've ever found for a solo farmer, and it's just as good when adding to a team.
Fissures has a FF +rech proc which is up almost exactly half the time if you're hitting it when you should, so you should be at the recharge cap for most of your powers once you factor in Siphon Speed. Fissures does an awful lot of damage, too, especially once you figure in Fulcrum Shift and Containment - you won't miss Fireball. You've got Char slotted with Basilisk's Gaze so it should rather easily stack up to hold Bosses in about 5 seconds - my opener when I'm trying to go up against stuff that can actually touch me is usually Flashfires then Fissure to stack the disorient, then Fire Cages to lock them in place, then I start doing micromanagement with Char if need be, but there usually isn't any need.
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
Level 50 Mutation Controller
Primary Power Set: Fire Control
Secondary Power Set: Kinetics
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Stone Mastery
Hero Profile:
Level 1: Char <ul type="square">[*] (A) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold[*] (3) Basilisk's Gaze - Accuracy/Hold[*] (3) Basilisk's Gaze - Recharge/Hold[*] (5) Basilisk's Gaze - Endurance/Recharge/Hold[/list]Level 1: Transfusion <ul type="square">[*] (A) Doctored Wounds - Heal/Endurance/Recharge[*] (17) Accuracy IO[*] (40) Doctored Wounds - Heal/Endurance[*] (40) Doctored Wounds - Heal[*] (43) Doctored Wounds - Endurance/Recharge[*] (46) Doctored Wounds - Heal/Recharge[/list]Level 2: Fire Cages <ul type="square">[*] (A) Enfeebled Operation - Accuracy/Recharge[*] (5) Enfeebled Operation - Endurance/Immobilize[*] (7) Enfeebled Operation - Accuracy/Endurance[*] (7) Enfeebled Operation - Accuracy/Immobilize/Recharge[*] (37) Enfeebled Operation - Accuracy/Immobilize[*] (40) Trap of the Hunter - Chance of Damage(Lethal)[/list]Level 4: Siphon Power <ul type="square">[*] (A) Empty[/list]Level 6: Hurdle <ul type="square">[*] (A) Jumping IO[*] (48) Jumping IO[/list]Level 8: Hot Feet <ul type="square">[*] (A) Tempered Readiness - Accuracy/Slow[*] (9) Tempered Readiness - Damage/Slow[*] (9) Tempered Readiness - Accuracy/Endurance[*] (11) Tempered Readiness - Endurance/Recharge/Slow[*] (34) Tempered Readiness - Accuracy/Damage/Slow[*] (34) Endurance Reduction IO[/list]Level 10: Combat Jumping <ul type="square">[*] (A) Jumping IO[*] (11) Luck of the Gambler - Recharge Speed[/list]Level 12: Flashfire <ul type="square">[*] (A) Stupefy - Accuracy/Recharge[*] (13) Stupefy - Endurance/Stun[*] (13) Stupefy - Accuracy/Endurance[*] (15) Stupefy - Stun/Range[*] (17) Stupefy - Accuracy/Stun/Recharge[*] (21) Recharge Reduction IO[/list]Level 14: Siphon Speed <ul type="square">[*] (A) Recharge Reduction IO[*] (15) Recharge Reduction IO[*] (50) Accuracy IO[/list]Level 16: Health <ul type="square">[*] (A) Healing IO[/list]Level 18: Boxing <ul type="square">[*] (A) Kinetic Combat - Accuracy/Damage[*] (19) Kinetic Combat - Knockdown Bonus[*] (19) Kinetic Combat - Damage/Endurance[*] (21) Kinetic Combat - Damage/Endurance/Recharge[/list]Level 20: Speed Boost <ul type="square">[*] (A) Endurance Modification IO[/list]Level 22: Stamina <ul type="square">[*] (A) Performance Shifter - Chance for +End[*] (23) Performance Shifter - EndMod[*] (23) Performance Shifter - EndMod/Accuracy[/list]Level 24: Tough <ul type="square">[*] (A) Steadfast Protection - Knockback Protection[*] (25) Steadfast Protection - Resistance/+Def 3%[*] (25) Resist Damage IO[*] (50) Resist Damage IO[/list]Level 26: Weave <ul type="square">[*] (A) Luck of the Gambler - Recharge Speed[*] (27) Luck of the Gambler - Defense[*] (27) Luck of the Gambler - Defense/Endurance[/list]Level 28: Hasten <ul type="square">[*] (A) Recharge Reduction IO[*] (29) Recharge Reduction IO[*] (29) Recharge Reduction IO[/list]Level 30: Cinders <ul type="square">[*] (A) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold[*] (31) Basilisk's Gaze - Accuracy/Recharge[*] (31) Basilisk's Gaze - Recharge/Hold[*] (31) Basilisk's Gaze - Endurance/Recharge/Hold[/list]Level 32: Fire Imps <ul type="square">[*] (A) Call to Arms - Defense Bonus Aura for Pets[*] (33) Call to Arms - Accuracy/Damage/Recharge[*] (33) Call to Arms - Accuracy/Damage[*] (33) Call to Arms - Endurance/Damage/Recharge[*] (34) Call to Arms - Damage/Endurance[/list]Level 35: Transference <ul type="square">[*] (A) Efficacy Adaptor - EndMod[*] (36) Efficacy Adaptor - EndMod/Recharge[*] (36) Efficacy Adaptor - EndMod/Accuracy/Recharge[*] (36) Efficacy Adaptor - Accuracy/Recharge[*] (37) Efficacy Adaptor - EndMod/Accuracy[*] (37) Efficacy Adaptor - EndMod/Endurance[/list]Level 38: Fulcrum Shift <ul type="square">[*] (A) Accuracy IO[*] (39) Endurance Reduction IO[*] (39) Recharge Reduction IO[*] (39) Recharge Reduction IO[/list]Level 41: Fissure <ul type="square">[*] (A) Stupefy - Accuracy/Stun/Recharge[*] (42) Stupefy - Endurance/Stun[*] (42) Stupefy - Accuracy/Recharge[*] (42) Stupefy - Accuracy/Endurance[*] (43) Stupefy - Stun/Range[*] (43) Force Feedback - Chance for +Recharge[/list]Level 44: Seismic Smash <ul type="square">[*] (A) Accuracy IO[*] (45) Recharge Reduction IO[*] (45) Kinetic Combat - Accuracy/Damage[*] (45) Kinetic Combat - Damage/Recharge[*] (46) Kinetic Combat - Damage/Endurance[*] (46) Kinetic Combat - Knockdown Bonus[/list]Level 47: Rock Armor <ul type="square">[*] (A) Luck of the Gambler - Recharge Speed[*] (48) Luck of the Gambler - Defense[*] (48) Luck of the Gambler - Defense/Endurance[*] (50) Defense Buff IO[/list]Level 49: Super Jump <ul type="square">[*] (A) Empty[/list]------------
Level 1: Brawl <ul type="square">[*] (A) Empty[/list]Level 1: Sprint <ul type="square">[*] (A) Empty[/list]Level 2: Rest <ul type="square">[*] (A) Empty[/list]Level 1: Containment
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[u]Set Bonus Totals:[u]<ul type="square">[*]2.5% DamageBuff(Smashing)[*]2.5% DamageBuff(Lethal)[*]2.5% DamageBuff(Fire)[*]2.5% DamageBuff(Cold)[*]2.5% DamageBuff(Energy)[*]2.5% DamageBuff(Negative)[*]2.5% DamageBuff(Toxic)[*]2.5% DamageBuff(Psionic)[*]5% Defense[*]13% Defense(Smashing)[*]13% Defense(Lethal)[*]3% Defense(Fire)[*]3% Defense(Cold)[*]8% Defense(Energy)[*]8% Defense(Negative)[*]3% Defense(Psionic)[*]8% Defense(Melee)[*]5.5% Defense(Ranged)[*]3% Defense(AoE)[*]0.9% Max End[*]4% Enhancement(Heal)[*]73.7% Enhancement(RechargeTime)[*]1.5% Enhancement(JumpSpeed)[*]3% Enhancement(Immobilize)[*]1.5% Enhancement(FlySpeed)[*]1.5% Enhancement(JumpHeight)[*]6% Enhancement(Stun)[*]1.5% Enhancement(RunSpeed)[*]5% FlySpeed[*]137.3 HP (13.5%) HitPoints[*]5% JumpHeight[*]5% JumpSpeed[*]Knockback (Mag -4)[*]Knockup (Mag -4)[*]MezResist(Immobilize) 5.5%[*]MezResist(Terrorized) 2.2%[*]16% (0.27 End/sec) Recovery[*]30% (1.27 HP/sec) Regeneration[*]1.89% Resistance(Smashing)[*]1.89% Resistance(Lethal)[*]1.26% Resistance(Fire)[*]1.26% Resistance(Cold)[*]1.88% Resistance(Negative)[*]5% RunSpeed[/list]
I would recommend swapping the Stupefys in Fissure out for Positron Blasts or Ragnaroks (without the damage proc). You'll get the same recharge bonus (or more with Rags) and Stupefy isn't giving any s/l defense so its not a big deal.
I would also swap out the generic Acc and Recharge IOs in Seismic Smash for the quad and triple from Mako's Bite, you'll get much better damage enhancement as well as higher values for acc end and rech.
Might also want to consider a PBAoE melee set in Hot Feet, you're not enhancing its damage much and 3% rech for 5 slots is an awful deal. Once you can afford it swap the Stupefys in Flashfire out for Absolute Amazements and you can drop the recharge IO for use elsewhere.
You also don't need two slots of resistance in Tough. Choosing to enhance its low resist value when you've got softcapped s/l defense already seems superfluous and those slots could be put to better use elsewhere.
The Melee Teaming Guide for Melee Mans
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Might also want to consider a PBAoE melee set in Hot Feet, you're not enhancing its damage much and 3% rech for 5 slots is an awful deal.
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While I agree that it's a waste for the small recharge number, keep in mind that if this is a farming build, and he farms 8 man spawns, he's living at the damage cap. So slotting damage into Hot Feet makes no difference.
It's a farming build so slotting for damage is pointless as it's at the damage cap. Using purples on it is counter-intuitive too. It's supposed to MAKE money, not cost an inordinate amount itself.
I use the build Dasbert posted and am having a whale of a time. Already made my money back on it. (Baring in mind I bought it for the "buy is NAO" price of ~600 million.) AM currently farming 52 maniacs. But after the argument in the other thread i'm thinking of switching to level 50 DB/regen's. I'm averaging ~150k influence / minute with 52 maniacs. If the custom bosses are better than that then i'll switch.
I took one of the slots out of hurdle and put it in health. This was so I could put the numina & miracle unique's in there if I ever wanted to. Would push the +recovery from 158% to 183%. Not essential by any means due to transferrence, but would make the build that little bit easier to use.
You, my friend, are almost converted
It's also about tickets for us. We can run about 8 to 10 mobs for around 750 tickets and then reset for the rest of the 750 or so. That way we can get lots of yummy recipe rolls.
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It's a farming build so slotting for damage is pointless as it's at the damage cap. Using purples on it is counter-intuitive too. It's supposed to MAKE money, not cost an inordinate amount itself.
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That was originally my line of thinking regarding my Fire/Kins, but after sinking about 300 million into my Fire/Kin/Stone (I bought when purples were cheaper, and I already had most of the Unbreakable Constraint set lying around) I can say that expensive builds pay for themselves. It may take a while, but the speed at which you farm means your drops and inf are coming in that much faster - there's a huge difference between my purpled Fire/Kin/Stone and my mostly-SO'd Fire/Kin/Fire (even though Fireball, even with SO's, is far and away a better attack than Fissure).
Regarding the Numina/Miracle uniques, I wouldn't waste the slots on them. Transference should recharge in 20-25 seconds depending on your build, and I always carry a column of blues with me just in case Transference misses (on the /Fire, I have Consume as well).
I'm probably going to end up doing a lot of 6-spawned Heroic Freakshow maps during double XP weekend, because it'll mean double inf and lots of purple drops.
"One day we all may see each other elsewhere. In Tyria, in Azeroth. We may pass each other and never know it. And that's sad. But if nothing else, we'll still have Rhode Island."
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It's a farming build so slotting for damage is pointless as it's at the damage cap. Using purples on it is counter-intuitive too. It's supposed to MAKE money, not cost an inordinate amount itself.
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That was originally my line of thinking regarding my Fire/Kins, but after sinking about 300 million into my Fire/Kin/Stone (I bought when purples were cheaper, and I already had most of the Unbreakable Constraint set lying around) I can say that expensive builds pay for themselves. It may take a while, but the speed at which you farm means your drops and inf are coming in that much faster - there's a huge difference between my purpled Fire/Kin/Stone and my mostly-SO'd Fire/Kin/Fire (even though Fireball, even with SO's, is far and away a better attack than Fissure).
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Sounds like you agree with me then. Considering that I sunk ~600 million into my fire/kin/stone.
Now that i've switched to level 50 maniacs I don't need to use transfusion or transferrence as much as i did with 52s. Plus 1500 tickets every ~7 minutes isn't a bad conversion rate. The miracle/numinas would be overkill. But they might remove my need to use those powers all together. Which would be nice.
Props to DasBert & Dr. Brave for being my mentors.
At one point today I hit 330% recharge bonus. Absolutely rediculous!
I really love the stone epic, but I'm wondering if defense debuffs from slash/lethal attacks make it as good as fire's resist?
I've worked out templates for both stone and fire epics for my fire/kin. Both look great but I'm just a tad worried that the defense from Stone Armor will melt away with a few hits from debuffing attacks.
What experience have you stone armor guys found?
ps: LOVE that build Dasbert!
Queen of the Amazons, WP/DB
Sound Judgement Son/Son
Cobra Lily Plant/Kin
Celestia, FF/Psy
Nefertiri, Storm/Elec
Pixie, Ill/Rad
Guardian Server
I should go through and alter it some - I've done a lot of little tweaks to the build that mean that one posted isn't -exactly- what I've got on Delta.
But yeah, even in normal content, I usually run on 8-man teams, so I typically live at the damage cap even when not farming - it helps that most of what I do is taskforces, especially the ITF. Damage enhancement is unnecessary.
Also, going purples for recharge isn't terribly necessary either - with this amount of recharge, I typically am at -recharge- cap for most of my powers between recharge bonus and slotting.
I ran HeroStats for the first time this morning and farms for 16 minutes and 24 seconds. It was a solo-farm (myself and my second account, although the second account was just leeching tickets/xp). Counting the zoning time, time spent rounding up mobs, resetting the mission by finding the glowy, etc., and with some lucky drops (in 10,000 tickets that I made in 16 minutes, I got 5 Res/Defs and a +Regen unique), it actually made 7,722,000 influence.
Per minute.
For a total of about 124,000,000 influence over 16 minutes.
Any response to my previous question about Stone vs Fire armors?
Queen of the Amazons, WP/DB
Sound Judgement Son/Son
Cobra Lily Plant/Kin
Celestia, FF/Psy
Nefertiri, Storm/Elec
Pixie, Ill/Rad
Guardian Server
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What experience have you stone armor guys found?
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I've found that the guys with Fire Armour are always asking why I never die.
For the rare times you're fighting characters with -def attacks. Assuming you haven't got them perma mez'd, then just pop a purple inspiration.
Your main concern will be surviving the alphastrike of a mob before your mezz powers can lock them down. Defense is superior for surviving alpha strikes.
Thanks Xan.
Queen of the Amazons, WP/DB
Sound Judgement Son/Son
Cobra Lily Plant/Kin
Celestia, FF/Psy
Nefertiri, Storm/Elec
Pixie, Ill/Rad
Guardian Server
Xan's completely right. Although I've discovered another danger of this build: Getting your AE missions banned, even when they're not exploits. -_- Remember, guys, it's not exploiting or cheating that gets you punished, it's being too good at the game.
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
Level 50 Magic Controller
Primary Power Set: Fire Control
Secondary Power Set: Kinetics
Power Pool: Fighting
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Speed
Ancillary Pool: Fire Mastery
Hero Profile:
Level 1: Char -- Empty(A)
Level 1: Transfusion -- Numna-Heal/Rchg(A), Numna-Heal(3), Numna-Heal/EndRdx/Rchg(3), Numna-Heal/EndRdx(5), Mrcl-Heal(5), Mrcl-Rcvry+(7)
Level 2: Fire Cages -- TotHntr-EndRdx/Immob(A), TotHntr-Immob/Acc(7), TotHntr-Acc/EndRdx(9), Posi-Acc/Dmg(9), Posi-Dmg/EndRdx(11), Posi-Dmg/Rchg(11)
Level 4: Siphon Power -- Acc-I(A), Acc-I(40)
Level 6: Boxing -- Empty(A)
Level 8: Hot Feet -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(13), Sciroc-Acc/Dmg/EndRdx(13), Sciroc-Acc/Rchg(15), TmpRdns-Acc/Slow(15), TmpRdns-Dmg/Slow(17)
Level 10: Hurdle -- Jump-I(A)
Level 12: Flashfire -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(17), Stpfy-Acc/EndRdx(19), Stpfy-Stun/Rng(19), Stpfy-Acc/Stun/Rchg(21), RechRdx-I(21)
Level 14: Combat Jumping -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(25), LkGmblr-Def/EndRdx/Rchg(27)
Level 16: Hasten -- RechRdx-I(A), RechRdx-I(25)
Level 18: Super Speed -- Clrty-Stlth(A), Clrty-EndRdx(37)
Level 20: Tough -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam/Rchg(46), ImpArm-ResDam/EndRdx/Rchg(48), ImpArm-ResDam(50)
Level 22: Health -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(23), Dct'dW-Heal/Rchg(23)
Level 24: Cinders -- BasGaze-Acc/Hold(A), BasGaze-Rchg/Hold(27), BasGaze-EndRdx/Rchg/Hold(29), BasGaze-Acc/EndRdx/Rchg/Hold(29), BasGaze-Acc/Rchg(31), Acc-I(31)
Level 26: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(31), Efficacy-EndMod/Acc/Rchg(33), Efficacy-EndMod/Acc(46)
Level 28: Speed Boost -- Efficacy-EndMod(A), Efficacy-EndMod/Acc(40), Efficacy-EndMod/Rchg(43)
Level 30: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/Rchg(48), LkGmblr-EndRdx/Rchg(50), LkGmblr-Def/EndRdx/Rchg(50)
Level 32: Fire Imps -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg/EndRdx(33), BldM'dt-Acc/EndRdx(33), BldM'dt-Acc/Dmg/EndRdx(34), BldM'dt-Acc(34), BldM'dt-Dmg(34)
Level 35: Transference -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(36), Efficacy-EndMod/Acc/Rchg(36), Efficacy-Acc/Rchg(36), Efficacy-EndMod/Acc(37), Efficacy-EndMod/EndRdx(37)
Level 38: Fulcrum Shift -- Acc-I(A), Acc-I(39), Acc-I(39), RechRdx-I(39), RechRdx-I(40)
Level 41: Fire Ball -- Ragnrk-Dmg(A), Ragnrk-Acc/Rchg(42), Ragnrk-Dmg/Rchg(42), Ragnrk-Dmg/EndRdx(42), Posi-Acc/Dmg(43), Posi-Acc/Dmg/EndRdx(43)
Level 44: Fire Shield -- ImpSkn-EndRdx/Rchg(A), ImpSkn-ResDam/EndRdx/Rchg(45), ImpArm-ResDam(45), ImpSkn-ResDam/EndRdx(45), ImpSkn-ResDam/Rchg(46)
Level 47: Siphon Speed -- P'ngTtl-Acc/Slow(A), P'ngTtl-Acc/EndRdx(48)
Level 49: Swift -- Run-I(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Containment
some feedback would be very helpful