First Rad/Rad defender - please rip to bits!!


blue_rush

 

Posted

Hey everyone

First time doing a rad/rad build (so probably made a lot of mistakes!). Please can you take a look at this and rip it to bits

I am aiming to use this build all the way to 50.

---------------------------------------------
01) --> Radiant Aura==> Heal(1) Heal(3) Heal(9) Rechg(15) Rechg(15) Rechg(19)
01) --> Neutrino Bolt==> Dmg(1) Acc(3) Dmg(5) Dmg(11) EndRdx(37)
02) --> Accelerate Metabolism==> Rechg(2) Rechg(13) Rechg(13)
04) --> Radiation Infection==> EndRdx(4) EndRdx(5)
06) --> Irradiate==> Dmg(6) Acc(7) Dmg(7) Dmg(11) EndRdx(37) Rechg(43)
08) --> Enervating Field==> EndRdx(8) EndRdx(9)
10) --> Swift==> Run(10)
12) --> Air Superiority==> Acc(12)
14) --> Fly==> Fly(14) Fly(19) EndRdx(43)
16) --> Lingering Radiation==> Acc(16) Acc(17) Slow(17) Slow(34) Slow(34)
18) --> Health==> Heal(18)
20) --> Stamina==> EndMod(20) EndMod(21) EndMod(21)
22) --> Proton Volley==> Dmg(22) Acc(23) Dmg(23) Dmg(25) EndRdx(40) Rechg(46)
24) --> Mutation==> Rechg(24) Rechg(25) Rechg(31)
26) --> Fallout==> Dmg(26) Acc(27) Dmg(27) Dmg(31) EndRdx(37) Rechg(46)
28) --> Cosmic Burst==> Dmg(28) Acc(29) Dmg(29) Dmg(31) EndRdx(36) Rechg(43)
30) --> Recall Friend==> EndRdx(30)
32) --> EM Pulse==> Acc(32) Acc(33) Rechg(33) Rechg(33) Rechg(34)
35) --> Hasten==> Rechg(35) Rechg(36) Rechg(36)
38) --> Atomic Blast==> Dmg(38) Dmg(39) Dmg(39) Acc(39) Rechg(40) Rechg(40)
41) --> Power Build Up==> Rechg(41) Rechg(42) Rechg(42) TH_Buf(42)
44) --> Temp Invulnerability==> EndRdx(44) EndRdx(45) DmgRes(45) DmgRes(45) DmgRes(46)
47) --> Total Focus==> Dmg(47) Acc(48) Dmg(48) Dmg(48) EndRdx(50)
49) --> Conserve Power==> Rechg(49) Rechg(50) Rechg(50)
---------------------------------------------
01) --> Sprint==> Run(1)
01) --> Brawl==> Acc(1)
01) --> Vigilance==> Empty(1)
02) --> Rest==> IntRdx(2)
---------------------------------------------


 

Posted

I don't know much about Radiation Blast but i can help you with Radiation Emission part i guess.

First your 3 debuffs. Put 3 End Rdx (if you planned as 2 lvl 50 IOs it is nice) on Enervating Field. I usually use 2 Def Debuffs, 2 To hit Debuffs and 2 End Rdx lvl 50 IOs for Radiation Infection. For Lingering Radiation instead of slows put some Recharges in it.
Buffs: No need 3 Rechgs on Radiant Aura, 1 will be enough because of AM and Hasten this thing usually be up and maybe you can swap one of the Rechgs with End Rdx because of your debuffs huge end costs you will find RA using so much end.
For AM i usually use 2 endmods.

Also i never had Fallout (or better say yet not had) on my radiation def or controllers. But they say one Acc maybe one Def Debuff is enough for it.

One last word for over all build. As i understand you care about damage but i never feel Radiation Blast have that great damage. But in the end all secondaries damage potential raised with Rad primary. Sonic or Psychic Blast will be more suited for damage IMO. I have one Rad defender and as you can see it has Archery as secondary. Killing things sometimes takes ages with arrows but still it is fun to play.

Good luck with your Rad Defender.


 

Posted

I was thinking of taking out a couple of powers and get some of the leadership pool.

Which powers would be ok to take out and is the leadership pool worth it?


 

Posted

Looks like a good build to me. useless to have 3 recharges on radiant aura, it's very fast recharging anyway so no need to waste slots there. 1 recharge is enough imho, 2 if you wanna play it safe. You also might wanna put 2 EndMod in AM together with the recharges, it gives a lovely end boost and thats always good, both for you and your teammates. Like Knightly said, for Lingering Radiation instead of slows put some recharges.

As for the radiation blast attacks, they're fine I believe, with only one exception: Atomic Blast. Using it will make all your toggles - and therefore all your debuffs - turn off, leaving you without endurance. I'm not sure it's worth to drop all your debuffs for a defender nova attack. On my Rad/Rad, I plan not to take it honestly.

EDIT:
Leadership? Mmh. That's one end hungry beast I wouldnt really recommend...


 

Posted

Is it worth taking EM pulse as that disorients you?


 

Posted

Hell yeah. EM Pulse is a great power. It will give you the same Endurance problems as atomic blast, but in this case it's worth it, since all enemies will be greatly impaired, unable to regen hp, to move and to attack (no endurance baby!). With ab, the enemies that will survive it will still be able to kick your A while you can't debuff them anymore. With EM pulse, they'll be incapable of... doinf anything, basically.


 

Posted

Leadership powers are toggles and you have enough toggles to worry about.

What will these powers give to you?
+ Acc, with Radiation Infection slotted with - Def Debuffs you and your team mates already have + Acc also you will get -Def Debuff from your attacks
+ Def, Radiation Infection also has To hit Debuffs that means enemies will have a hard time to hit you. With my current slotting on RI (3 defdebuff, 3 ToHitDebuff) i can stand near the +1 bosses without worries.
+ Dmg, You have Enervating Field for it.
And real gem of the Leadership Pool, Vengeance. Well you have Fallout for greatly weaken your enemies.

I didn't notice any disorient on my hero with EM Pulse but as i get it very new i can't be sure about it. Or maybe i was running Indominatable Will while i am using on my troller i didn't notice it.


 

Posted

EM Pulse is mainly a PbAoE hold and a very good one too (large radius, no accuracy penalty). In addition to the hold, it drains some endurance, has -regen and does some damage to robots. Unlike nukes, your endurance doesn't suddenly disappear, what happens is that your recovery stops for 15 seconds so you can simply pop a blue, use Conserve Power or get direct +end from powers such as Transference.


CoX 50s: <ill/rad> <ice/ice> <fire/kin> <grav/sonic> <ice/storm> <earth/kin> <kin/elec> <cold/psy> <thugs/dark> <fire/dark> <dark/elec> <night widow> <EM/ninj> <mind/icy>

 

Posted

Ok. Had another go at doing this build (probably missed something knowing me).

I have put in teleport foe for foe placement, I am aiming to get my toggles on a LT so 2 acc's for teleport foe should be good enough for moving him around.

---------------------------------------------
01) --&gt; Radiant Aura==&gt; Heal(1) Heal(3) Heal(9) Rechg(15) Rechg(15)
01) --&gt; Neutrino Bolt==&gt; Dmg(1) Acc(3) Dmg(5) Dmg(11) EndRdx(36)
02) --&gt; Accelerate Metabolism==&gt; Rechg(2) Rechg(13) Rechg(13) EndMod(27) EndMod(33)
04) --&gt; Radiation Infection==&gt; EndRdx(4) EndRdx(5) DefDeBuf(43)
06) --&gt; Irradiate==&gt; Dmg(6) Acc(7) Dmg(7) Dmg(11) EndRdx(34)
08) --&gt; Enervating Field==&gt; EndRdx(8) EndRdx(9) Range(43)
10) --&gt; Swift==&gt; Run(10)
12) --&gt; Air Superiority==&gt; Acc(12) Acc(48)
14) --&gt; Fly==&gt; Fly(14) Fly(19) EndRdx(34)
16) --&gt; Lingering Radiation==&gt; Acc(16) Acc(17) Rechg(17) Rechg(19) Rechg(27) EndRdx(42)
18) --&gt; Health==&gt; Heal(18)
20) --&gt; Stamina==&gt; EndMod(20) EndMod(21) EndMod(21)
22) --&gt; Proton Volley==&gt; Dmg(22) Acc(23) Dmg(23) Dmg(25) EndRdx(36) Rechg(46)
24) --&gt; Mutation==&gt; Rechg(24) Rechg(25) Rechg(36) EndMod(39) EndMod(40)
26) --&gt; Recall Friend==&gt; EndRdx(26)
28) --&gt; Cosmic Burst==&gt; Dmg(28) Acc(29) Dmg(29) Dmg(31) EndRdx(31) Rechg(43)
30) --&gt; Fallout==&gt; Dmg(30) Acc(31) Dmg(33) Dmg(34) EndRdx(37) Rechg(46)
32) --&gt; EM Pulse==&gt; Acc(32) Acc(33) Rechg(37) Rechg(40) Rechg(40)
35) --&gt; Teleport Foe==&gt; Acc(35) Acc(37)
38) --&gt; Hasten==&gt; Rechg(38) Rechg(39) Rechg(39)
41) --&gt; Power Build Up==&gt; Rechg(41) Rechg(42) Rechg(42)
44) --&gt; Temp Invulnerability==&gt; EndRdx(44) EndRdx(45) DmgRes(45) DmgRes(45) DmgRes(46)
47) --&gt; Total Focus==&gt; Dmg(47) Acc(48) Dmg(48) Dmg(50) EndRdx(50)
49) --&gt; Conserve Power==&gt; Rechg(49) Rechg(50)
---------------------------------------------


 

Posted

- Rad Infection: make sure you get 3 Tht_Debufs, it's the most useful part of the power (more than Def_Debuf). I would try to slot (with SOs) 3 Tht_Debuf 2 Def_Debuf 1 EndRdx.
- Lingering Rad: doesn't need EndRdx. You could stick in a Slow, but not really needed for PvE.
- Mutation: waaay over-slotted imo. I would just have 1 Rechg. Hopefully you won't be needing it up all the time, right? Not worth enhancing the EndMod part.
- Fallout: not a great fan, but you might consider some Def or Tht Debuf there.
- EM Pulse: usual slotting is 2 Acc 1-2 Hold 2-3 Rechg. EndMod can produce some funny results if used with PBU, but probably not that useful unless there's someone with -recov powers teaming with you.


CoX 50s: <ill/rad> <ice/ice> <fire/kin> <grav/sonic> <ice/storm> <earth/kin> <kin/elec> <cold/psy> <thugs/dark> <fire/dark> <dark/elec> <night widow> <EM/ninj> <mind/icy>

 

Posted

What Okton said

anyway, I like this build a lot more, make some adjust to slotting as advised and you'll have a very solid one.


 

Posted

Little thing i used on my Recall Friend. Put a Range increase on it. I found it much more usefull. It's recharge and End costs are okay with me. But on some maps you will need range (like Shadow Shards, Independence Port and iirc Eden Trial Map).


 

Posted

[ QUOTE ]
Little thing i used on my Recall Friend. Put a Range increase on it. I found it much more usefull. It's recharge and End costs are okay with me. But on some maps you will need range (like Shadow Shards, Independence Port and iirc Eden Trial Map).

[/ QUOTE ]

I did the same and I love it


 

Posted

Here it is after the change. The ordering might be a bit off (can look at that later).

---------------------------------------------
01) --&gt; Radiant Aura==&gt; Heal(1) Heal(3) Heal(9) Rechg(15) Rechg(15)
01) --&gt; Neutrino Bolt==&gt; Dmg(1) Acc(3) Dmg(5) Dmg(11) EndRdx(36) Rechg(40)
02) --&gt; Accelerate Metabolism==&gt; Rechg(2) Rechg(13) Rechg(13) EndMod(42) EndMod(43)
04) --&gt; Radiation Infection==&gt; EndRdx(4) EndRdx(5) TH_DeBuf(25) TH_DeBuf(27) TH_DeBuf(33)
06) --&gt; Irradiate==&gt; Dmg(6) Acc(7) Dmg(7) Dmg(11) EndRdx(34) Rechg(40)
08) --&gt; Enervating Field==&gt; EndRdx(8) EndRdx(9) Range(43)
10) --&gt; Swift==&gt; Run(10)
12) --&gt; Air Superiority==&gt; Acc(12) Acc(48)
14) --&gt; Fly==&gt; Fly(14) Fly(19) EndRdx(34)
16) --&gt; Lingering Radiation==&gt; Acc(16) Acc(17) Rechg(17) Rechg(19) Rechg(27)
18) --&gt; Health==&gt; Heal(18)
20) --&gt; Stamina==&gt; EndMod(20) EndMod(21) EndMod(21)
22) --&gt; Proton Volley==&gt; Dmg(22) Acc(23) Dmg(23) Dmg(25) EndRdx(36) Rechg(46)
24) --&gt; Mutation==&gt; Rechg(24)
26) --&gt; Recall Friend==&gt; Range(26)
28) --&gt; Cosmic Burst==&gt; Dmg(28) Acc(29) Dmg(29) Dmg(31) EndRdx(31) Rechg(43)
30) --&gt; Fallout==&gt; Dmg(30) Acc(31) Dmg(33) Dmg(34) EndRdx(37) Rechg(46)
32) --&gt; EM Pulse==&gt; Acc(32) Acc(33) Hold(36) Rechg(37) Rechg(39) Rechg(40)
35) --&gt; Teleport Foe==&gt; Acc(35) Acc(37)
38) --&gt; Hasten==&gt; Rechg(38) Rechg(39) Rechg(39)
41) --&gt; Power Build Up==&gt; Rechg(41) Rechg(42) Rechg(42)
44) --&gt; Temp Invulnerability==&gt; EndRdx(44) EndRdx(45) DmgRes(45) DmgRes(45) DmgRes(46)
47) --&gt; Total Focus==&gt; Dmg(47) Acc(48) Dmg(48) Dmg(50) EndRdx(50)
49) --&gt; Conserve Power==&gt; Rechg(49) Rechg(50)
---------------------------------------------


 

Posted

Until level 50 where you can get the HOs put 3 def debuffs 3 tohit debuffs in RI.

EF only needs two end reds, the third does hadly anything

AM needs 3 endmods really

I love Choking Cloud, 3 end red, 3 hold and with your def debuff you'll hold 5-10 mobs in each group

Why TP foe? Recall freind would be better with Fallout

I'd personally rather have Electron Haze than the snipe, how often will you be pulling? The snipe takes too much time in combat even if you slot with interupt reductions

1 recharge in RA is probably enough. You're not a healor

I could post mine but its got a lot of IOs and HOs in it and isn't really a handy pre 50 build now


"Well, they found my diary today.
They were appropriately appalled
at the discovery of the eight victims
They're now putting it all together.
Women wrapped in silk
with one leg missing
Eight legs, one body, silk,
spider, brilliant!"

 

Posted

I have both TF friend and TP Foe. TP foe was for foe placement (once I have them toggled i can move them around.. hopefully).

I have taken the range out of EF as I think its only for casting range and not the range once it is on so put that on AM.

Im hoping to be out of range of most things and I doubt I will do much damage anyway so I chose the snipe attack. I may change this later if I find I dont use it often, but I want to fire it at least once.. just to pretend I am in star trek pmsl


 

Posted

Well coming from a Rad/Elec and Kin/Rad defender perspective (never combined the two).

A few thoughts.

1. Mutate. one Recharge and thats it. Any more than this and the team probably isnt working properly.

2. Fallout. A much maligned power. YOu cast if for the massive debuff, not the damage. Useful on AV's particularly. Can be left till late in build, and is fine with just 1 accuracy.

3. Nova (Atomic Blast). Proceed with immense caution. You will NOT do enough damage to wipe ouut a mob (although will do a lot). You WILL get end drained. This means your debuffs die, and beleive me, you (and your team) do not want your debuffs to die. If you do get it, Id only advise using after you fire of an EMP, but personally Id skip it.

4. Consider leadership toggles. As a rad defender you will be in high demand for the STF at level 50. If you are considering running this, then you will have the awesome combination of teleport corpse to feet of AV, start fight with powerboost, vengeance, mutate, fallout. Words cannot describe what a massive change in the odds you will start with.

5. Teleport: I never found this an effective way of keeping mobs clustered. Its just to damm slow. Recall freind has its usefullness for fallout / mutate however.

6. 3 x End reducers in Enervating Feild and Radation Infection is advisable.

7. Radiation Infection priority is -to hit. I usually slot 3xEnd, 3xtohit debuff. Most toons can hit most enemies with the base defence debuff.

8. I have reservations about hasten. Hasten does not add anything to your toggle debuffs (your bread and butter). Lingering Rad should be up enough to be permanent anyway. If you are relying on heals being up more often then the team arent using your debuffs effectively. If you need fallout / mutate up more often something is probably wrong. Its only really useful to get AM up more often and to speed up your attack chain. Personally, I didnt get enough bang for my buck, and (for instance) a leadership power would bring more to a team than a faster attack rate now and again.

9. Consider Choking Cloud. Its end heavy, but if you can take the risk of being in the midst of the enemy (with clear mind or mez resistance) then I have managed to tank 6 man team spawns with the combination of this, LR, EF, and RI, with healing to mop up damage. Its that good. Yes, the other 5 in the team where impressed. But if half the spawn are held at any time, they all have -damage, -accuracy, -recharge (all being clustered around you and the anchor) then the damage mitigation is superb. Your only fear is being stunned / held / slept. (Its for this reason I went with superjump and acrobatics).

10. Tear your hair out levels 1-25, Enjoy 26-40, Be worshiped levels 41-50.


Finally, If you are in the hollows and the tank starts dropping into the red/orange. If the tank screams "DEBUFF PLEASE" rather than "HEAL PLEASE", add him to your global and team with him at every oppurtunity.


 

Posted

Oh yeah, I dropped the Nuke too, missed that. Maybe if I was soloing it I'd use it but as a team built character I need my end more.

Youd do more putting End Reds in attacks than having 3 in RI and EF though. I personally see the third as being pointless, if someone could do the numbers am sure it would be clear.

Hasten is mainly what I use for AM (and I have powersink, I guess it helps in the same way for conserve power though). If someone speed boosts me I have close to perma AM, that's worth it for a team.

Iradiate &amp; Chocking Cloud work so well together its unbelievable. Can use it to destroy any alpha coming your way. I use Iradiate before toggling on because it activates faster than RI. Then you can pretty much stand there and watch. (That's just as he's going for the Rad/Rad combo, with anything else I'd RI first)


"Well, they found my diary today.
They were appropriately appalled
at the discovery of the eight victims
They're now putting it all together.
Women wrapped in silk
with one leg missing
Eight legs, one body, silk,
spider, brilliant!"

 

Posted

[ QUOTE ]
Youd do more putting End Reds in attacks than having 3 in RI and EF though. I personally see the third as being pointless, if someone could do the numbers am sure it would be clear.

[/ QUOTE ]
3 EndRdx in EF might be OK if you're having end problems (or are taking Choking Cloud). This reduces the cost to 0.53 end/sec from a base of 1.04 (using SOs). 2 gives you 0.62 which is high, but manageable.

It's a waste to do so for RI though: base cost is 0.52, so with 1 EndRdx this goes down to 0.39. Anything more than that gives you minimal benefits (0.31 for 2 EndRdx, 0.27 for 3) and is not worth it unless you're slotting 3 Enzyme HOs.


CoX 50s: <ill/rad> <ice/ice> <fire/kin> <grav/sonic> <ice/storm> <earth/kin> <kin/elec> <cold/psy> <thugs/dark> <fire/dark> <dark/elec> <night widow> <EM/ninj> <mind/icy>

 

Posted

The return of the third endslot in EF is still minimal IMO where you could probably scrape together that 0.9 EPS elsewhere. With all attacks already carrying a End Red and without CC in the current build I really dont see the point. If CC was in there and you had SERIOUS problems it could work out alright. I fixed mine by taking a rch out of iradiate and putting another endred in that

Oh and I ran RI with no end reds in until the Hami-Os that are in there now.


"Well, they found my diary today.
They were appropriately appalled
at the discovery of the eight victims
They're now putting it all together.
Women wrapped in silk
with one leg missing
Eight legs, one body, silk,
spider, brilliant!"

 

Posted

consider one of the pool powers that allows defense sets.
In that way you can get Karma KB pro and lessen your time on the ground considerbly.
I prefer CJ as it has Imop pro as well but is currently trying out Hover to awoid falling due to lag wile TPing.
Fallout is the greatest power in the game keep it slot it and hope you dont get a chance to use ti
Rad blast is best if you like AoE and choking cloud is great to keep you alive in the middel of the figth were you can do most good.
Rember it is all about having fun so do that too.


 

Posted

If i removed hasten and teleport foe from my build, what would be best to put in instead?

I was thinking either choking cloud and another power, or a couple from leadership pool.


 

Posted

Choking Cloud is the obvious power thats missing.

After that I would say leadership powers are your next priority.


 

Posted

Do you know whats the normal slotting for choking cloud would be? Been told already that 3 endred and 3 hold is ok.

Also, in which order would you recommend leadership pool and what slotting should I use for vengeance?


 

Posted

Ok, hopefully this seems much better. I've not decided on what epic but quite like the idea of the disorient aura and dark consumption with dark, but might go for elec.. or something else!

Anyway.. here's the build, got serious endurance issues with choking cloud running with dark epic. I may have to choose another epic or not take CC.

With dark epic ... (with 0.803 endurance recovery)
---------------------------------------------
01) --&gt; Radiant Aura==&gt; Heal(1) Heal(3) Heal(9) Rechg(15) Rechg(15)
01) --&gt; Neutrino Bolt==&gt; Dmg(1) Acc(3) Dmg(5) Dmg(11) EndRdx(36) Rechg(40)
02) --&gt; Accelerate Metabolism==&gt; Rechg(2) Rechg(13) Rechg(13) EndMod(42) EndMod(43) EndMod(43)
04) --&gt; Radiation Infection==&gt; EndRdx(4) EndRdx(5) TH_DeBuf(25) TH_DeBuf(27) TH_DeBuf(33)
06) --&gt; Irradiate==&gt; Dmg(6) Acc(7) Dmg(7) Dmg(11) EndRdx(34) Rechg(40)
08) --&gt; Enervating Field==&gt; EndRdx(8) EndRdx(9)
10) --&gt; Swift==&gt; Run(10)
12) --&gt; Air Superiority==&gt; Acc(12) Acc(48)
14) --&gt; Fly==&gt; Fly(14) Fly(19) EndRdx(34)
16) --&gt; Lingering Radiation==&gt; Acc(16) Acc(17) Rechg(17) Rechg(19) Rechg(27)
18) --&gt; Health==&gt; Heal(18)
20) --&gt; Stamina==&gt; EndMod(20) EndMod(21) EndMod(21)
22) --&gt; Choking Cloud==&gt; EndRdx(22) EndRdx(23) EndRdx(23) Hold(25)
24) --&gt; Mutation==&gt; Rechg(24)
26) --&gt; Recall Friend==&gt; Range(26)
28) --&gt; Cosmic Burst==&gt; Dmg(28) Acc(29) Dmg(29) Dmg(31) EndRdx(31) Rechg(43)
30) --&gt; Fallout==&gt; Dmg(30) Acc(31) Dmg(33) Dmg(34) EndRdx(37) Rechg(46)
32) --&gt; EM Pulse==&gt; Acc(32) Acc(33) Hold(36) Rechg(37) Rechg(39) Rechg(40)
35) --&gt; Maneuvers==&gt; EndRdx(35) EndRdx(36) DefBuf(37) DefBuf(46)
38) --&gt; Tactics==&gt; EndRdx(38) EndRdx(39) TH_Buf(39) TH_Buf(45)
41) --&gt; Oppressive Gloom==&gt; EndRdx(41) EndRdx(42) Acc(42)
44) --&gt; Dark Consumption==&gt; Acc(44) Acc(45) Rechg(45) Rechg(46)
47) --&gt; Dark Embrace==&gt; EndRdx(47) EndRdx(48) DmgRes(48) DmgRes(50) DmgRes(50)
49) --&gt; Vengeance==&gt; DefBuf(49) DefBuf(50)
---------------------------------------------

Alternatively.. (with 0.893 endurance recovery)

---------------------------------------------
01) --&gt; Radiant Aura==&gt; Heal(1) Heal(3) Heal(9) Rechg(15) Rechg(15)
01) --&gt; Neutrino Bolt==&gt; Dmg(1) Acc(3) Dmg(5) Dmg(11) EndRdx(36) Rechg(40)
02) --&gt; Accelerate Metabolism==&gt; Rechg(2) Rechg(13) Rechg(13) EndMod(42) EndMod(43) EndMod(43)
04) --&gt; Radiation Infection==&gt; EndRdx(4) EndRdx(5) TH_DeBuf(25) TH_DeBuf(27) TH_DeBuf(33)
06) --&gt; Irradiate==&gt; Dmg(6) Acc(7) Dmg(7) Dmg(11) EndRdx(34) Rechg(40)
08) --&gt; Enervating Field==&gt; EndRdx(8) EndRdx(9)
10) --&gt; Swift==&gt; Run(10)
12) --&gt; Air Superiority==&gt; Acc(12) Acc(48)
14) --&gt; Fly==&gt; Fly(14) Fly(19) EndRdx(34)
16) --&gt; Lingering Radiation==&gt; Acc(16) Acc(17) Rechg(17) Rechg(19) Rechg(27)
18) --&gt; Health==&gt; Heal(18)
20) --&gt; Stamina==&gt; EndMod(20) EndMod(21) EndMod(21)
22) --&gt; Choking Cloud==&gt; EndRdx(22) EndRdx(23) EndRdx(23) Hold(25)
24) --&gt; Mutation==&gt; Rechg(24)
26) --&gt; Recall Friend==&gt; Range(26)
28) --&gt; Cosmic Burst==&gt; Dmg(28) Acc(29) Dmg(29) Dmg(31) EndRdx(31) Rechg(43)
30) --&gt; Fallout==&gt; Dmg(30) Acc(31) Dmg(33) Dmg(34) EndRdx(37) Rechg(46)
32) --&gt; EM Pulse==&gt; Acc(32) Acc(33) Hold(36) Rechg(37) Rechg(39) Rechg(40)
35) --&gt; Maneuvers==&gt; EndRdx(35) EndRdx(36) DefBuf(37) DefBuf(46)
38) --&gt; Tactics==&gt; EndRdx(38) EndRdx(39) TH_Buf(39) TH_Buf(45)
41) --&gt; Thunder Strike==&gt; Dmg(41) Acc(42) Dmg(42) Dmg(50) EndRdx(50)
44) --&gt; Charged Armor==&gt; EndRdx(44) EndRdx(45) DmgRes(45) DmgRes(46) DmgRes(50)
47) --&gt; Power Sink==&gt; Rechg(47) Rechg(48) Rechg(48)
49) --&gt; Vengeance==&gt; DefBuf(49)
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