Just plain overpowered: a Blaster "Tank"
For reference, here's the Warshade build:
(WARNING: Clicking the below link might crash your browser - I didn't include it in the above post due to it crashing my copy of IE 6.0 when I tried to test it. Firefox seems to work OK...)
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
Level 50 Science Warshade
Primary Power Set: Umbral Blast
Secondary Power Set: Umbral Aura
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Speed
Power Pool: Concealment
Hero Profile:
Level 1: Shadow Bolt -- Acc-I(A)
Level 1: Absorption -- S'fstPrt-ResDam/Def+(A)
Level 2: Gravity Shield -- S'fstPrt-ResKB(A)
Level 4: Gravimetric Snare -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(45), Thundr-Dmg/Rchg(45), Thundr-Acc/Dmg/Rchg(45), Thundr-Acc/Dmg/EndRdx(46), Thundr-Dmg/EndRdx/Rchg(46)
Level 6: Dark Nova -- Efficacy-EndMod(A), Efficacy-EndMod/EndRdx(23), EndMod-I(25), Rec'dRet-Pcptn(27), GSFC-Build%(50)
Level 8: Hurdle -- Jump-I(A)
Level 10: Combat Jumping -- LkGmblr-Rchg+(A)
Level 12: Sunless Mire -- Erad-Dmg/Rchg(A), Erad-Acc/Dmg/Rchg(13), Erad-Acc/Dmg/EndRdx/Rchg(13), Armgdn-Dmg/Rchg(37), Oblit-Acc/Dmg/EndRdx/Rchg(48)
Level 14: Shadow Cloak -- LkGmblr-Rchg+(A)
Level 16: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(17)
Level 18: Health -- Mrcl-Rcvry+(A)
Level 20: Black Dwarf -- Aegis-ResDam/EndRdx(A), Aegis-ResDam(21), ResDam-I(21)
Level 22: Stygian Circle -- Dct'dW-EndRdx/Rchg(A)
Level 24: Nebulous Form -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(25)
Level 26: Gravity Well -- BasGaze-Acc/Hold(A), BasGaze-Acc/EndRdx/Rchg/Hold(27)
Level 28: Inky Aspect -- HO:Endo(A)
Level 30: Stamina -- P'Shift-End%(A)
Level 32: Dark Extraction -- ExRmnt-Acc/Dmg/Rchg(A), ExRmnt-Acc/Rchg(33), ExRmnt-Acc/Dmg(33), ExRmnt-EndRdx/Dmg/Rchg(33), S'bndAl-Dmg/Rchg(34)
Level 35: Hasten -- RechRdx-I(A), RechRdx-I(36), RechRdx-I(36)
Level 38: Stygian Return -- Dct'dW-Heal/Rchg(A)
Level 41: Super Speed -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(42)
Level 44: Stealth -- LkGmblr-Rchg+(A)
Level 47: Grant Invisibility -- LkGmblr-Rchg+(A)
Level 49: Invisibility -- LkGmblr-Rchg+(A)
------------
Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- ULeap-Stlth(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Dark Sustenance
Level 1: Shadow Step -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(3)
Level 10: Shadow Recall -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(11)
------------
Level 6: Dark Nova Bolt -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(31), Thundr-Dmg/Rchg(36), Thundr-Acc/Dmg/Rchg(37), Thundr-Acc/Dmg/EndRdx(43), Thundr-Dmg/EndRdx/Rchg(48)
Level 6: Dark Nova Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(31), Thundr-Dmg/Rchg(34), Thundr-Acc/Dmg/Rchg(34), Thundr-Acc/Dmg/EndRdx(43), Thundr-Dmg/EndRdx/Rchg(46)
Level 6: Dark Nova Emanation -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(19), Posi-Dmg/Rchg(19), Posi-Acc/Dmg/EndRdx(23), Posi-Dam%(29), ImpSwft-Dam%(43)
Level 6: Dark Nova Detonation -- Ragnrk-Dmg(A), Ragnrk-Acc/Dmg/Rchg(15), Ragnrk-Acc/Rchg(15), Ragnrk-Dmg/EndRdx(17), Posi-Dam%(29), ImpSwft-Dam%(31)
Level 20: Black Dwarf Strike -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(39), Mako-Dmg/Rchg(39), Mako-Acc/EndRdx/Rchg(39), Mako-Acc/Dmg/EndRdx/Rchg(42), Mako-Dam%(50)
Level 20: Black Dwarf Smite -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(40), Mako-Dmg/Rchg(40), Mako-Acc/EndRdx/Rchg(40), Mako-Acc/Dmg/EndRdx/Rchg(42), Mako-Dam%(50)
Level 20: Black Dwarf Mire -- Erad-Dmg/Rchg(A), Erad-Acc/Dmg/Rchg(5), Erad-Acc/Dmg/EndRdx/Rchg(5), Armgdn-Acc/Dmg/Rchg(37), M'Strk-Dmg/EndRdx/Rchg(48)
Level 20: Black Dwarf Drain -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(7), Mako-Dmg/Rchg(7), Mako-Acc/EndRdx/Rchg(9), Mako-Acc/Dmg/EndRdx/Rchg(9), Mako-Dam%(11)
Level 20: Black Dwarf Step -- Winter-ResSlow(A)
Level 20: Black Dwarf Antagonize -- Mocking-Acc/Rchg(A), Mocking-Taunt(3)
Your post reminded me of this tread on the US boards where some one did the RWZ challenge with a ranged High Defense Blaster - might be worth a look.
High Defense Blaster
L50s: Tanks: Cryofission - Ice/EM - Dr Celsius - Fire/Ice - Saint George - SD/SS | Controllers: Psichosis - Ill/Kin - Major Chaos - Ill/Stm | Scrappers - Neutron Crusader - DM/SR
Currently Levelling: Angelic Blade - BS/WP Scrapper | Seeds of Destruction - Plant/Kin Controller
I have to warn you that WoC was disapointing in its mitigation until I purpled it up until that point it had no value, now it has marginal value (I went elec/psi/elec and most of my mitigation comes from DP and them having no end)
"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!"
[ QUOTE ]
I have to warn you that WoC was disapointing in its mitigation until I purpled it up until that point it had no value, now it has marginal value (I went elec/psi/elec and most of my mitigation comes from DP and them having no end)
[/ QUOTE ]
Yeah I pretty much expect that, it's only Mag 2 and ticks every 4 secs with a duration of 1.5 secs). It's more to disuade some foes from meleeing me between Psychic Shockwave blasts than to actually lock mobs down. Against +3s/+4s I don't expect it to keep them mezzed >50% of the time even when slotted (3.1 sec duration).
I'm betting that if I can stop foes meleeing me then Drain Psyche plus all the Resists/Defense should take care of the rest. Oh, and the damage. Can't forget the damage. Dead foes don't punch that hard...
I tried WoC a while ago. I didn't slot it though. I found it to be completely useless. The only thing I could do with it was jump into a group of greys and then watch them attack each other. It never seemed to affect anything that could actually hurt me.
Rain of Fire on the other hand is awesome. I've been duoing a tanker with a fire blaster recently. I found that mobs under a rain of fire more or less stop attacking. They spend their whole time twitching from impacts. It also does lots of damage.
On the other hand, I've heard it doesn't work so well if you solo because it causes mobs to flee. But that makes it great mitigation. The mobs either run away or stay and die.
Looks good Mael...as always
just one thing...why teleport?
SingStar:
"Extremists LOVE to fish to get us annoyed so we break the forum rules."
CRACK68:
"The origin of life wasn't planned either, should all life be declared a bug and wiped out?"
Lionsbane:
"You know me.Ever the realist"
@Archy:
Because the toon in question doen't get the "Assemble the team" power for another 4 months, and given that he can ghost maps with Superspeed/Stealth he needs to be able to TP the slowpokes to the final mob...
Basically it was either Recall Friend/TP-Self/Acrobatics or Hover/Fly/Group Fly for the Universal Travel +Defense slots... might swap it around for an extra LOTG +recharge in Hover after I get the Veteran recall!
@Archie (!! )
Yep my Fire/Ice Blaster is a ranged AoE toon, abuses 'Rain of Fire' plus Ice Patch/Shiver. It's great damage and mitigation, but the problem is that it causes a *LOT* of scatter unless you can immob/slow/etc the mobs. Sadly for an PBAoE-based toon like this one it's detrimental to have too much enemy "scatter". That's part of why I went for /Mental as /Fire's Hotfeet causes (slow, but still annoying) scatter.
Also, by the time you cast Rain of Fire and let it tick enough to kill a mob (assuming they stay put), your Fireball + Psy Shockwave spam would already have killed them all at least twice over...
Curious about the warshade build. Why no Eclipse? Capped resistance and capped ranged defence would be extremely nice. Can you see anywhere in the build that might allow it?
@Moondog
Union:
CoH: Moondog (WS); V-Rock (Tnk, semi-retired); Pole-Star (Bla); Demon Dog (Scr).
CoV: Midnight Gunner (Corr); Operative John Doe (Ban); Day-Star (Dom); Commissar Jaeger (MM).
[ QUOTE ]
Curious about the warshade build. Why no Eclipse? Capped resistance and capped ranged defence would be extremely nice. Can you see anywhere in the build that might allow it?
[/ QUOTE ]
Don't need it. Given you're always airborne, there's virtually nothing in PvE that can kill a Nova with capped ranged defence. The only time you'll be in melee range is to cast the two mires. If you're dead set on Eclipse, Hasten is the only thing you can drop unless you take slots from the Nova AoEs or Dwarf's Taunt.
[u]Tweaked slightly for Eclipse[u]
Nice build and interesting guide to read, Maelwys.
Re: World of Confusion
I'm currently playing a sonic/mental blaster. I've picked up WoC but rather than using it for the confuse aspect I was thinking of turning it into a psuedo damage aura by using procs.
It means loosing the bonuses from the purple set and mitigation from the smal confuse but instead you get the mitigation from everything being daed quicker
The power itself can be slotted with the following dmg procs:
Eradication: Chance for Energy dmg
Scirocco's Dervish: Chance for Lethal dmg
Obliteration: Chance for Smashing dmg
Armageddon: Chance for Fire dmg
Cacophony: Chance for Energy dmg
Malaise's Illusions: Chance for Psi dmg
Has anyone tried to use the power like this before? Something I'm definately considering doing when I get enough inf
[ QUOTE ]
Re: World of Confusion
I'm currently playing a sonic/mental blaster. I've picked up WoC but rather than using it for the confuse aspect I was thinking of turning it into a psuedo damage aura by using procs.
It means loosing the bonuses from the purple set and mitigation from the smal confuse but instead you get the mitigation from everything being daed quicker
The power itself can be slotted with the following dmg procs:
Eradication: Chance for Energy dmg
Scirocco's Dervish: Chance for Lethal dmg
Obliteration: Chance for Smashing dmg
Armageddon: Chance for Fire dmg
Cacophony: Chance for Energy dmg
Malaise's Illusions: Chance for Psi dmg
Has anyone tried to use the power like this before? Something I'm definately considering doing when I get enough inf
[/ QUOTE ]
Umm if i recall corretly WoC ain't an auto hit. So even those all juicy procs look appealing you need to hit enemies for them to work. If you can get your Acc high enough with other set bonuses, it will be fun to watch it work. If you will see it doesn't work you can always put them in your other powers, except confuse ones tho'.
Also you don't need too much inf. for them, just work a bit harder and get it with merits. (At least hard to find/pricey ones. Both confuse procs ain't that costy as far as i know)
Unfortunately Procs in auras only get a chance for activation once every ten seconds. WoC itself activates once every 4 seconds, meaning that it'll actually take three activations (12 seconds) between Procs.
If you're playing either Fire or Elec/Mental and standing in melee range of a mob for a full 12 seconds then the mob should already be long dead. Given that a level 50 minion has 430 HP, my estimates for the Fire/Mental build above put it at 3 seconds (if Aim and/or Concentration are recharged) or 7 seconds if not (Fireball will need two activations instead of one)...
And yeah, WoC is not autohit either. You'd really need two level 50 ACC IOs in it.
Chain Confusion proc might work to make WoC more confusing.
I really should do something about this signature.
Amber showed me something nice on her Fire/mental on a lgtf once. Go in and confuse a couple of guardians and they give you AM . 5 stacked am is pretty nice
lol, confuse is nice. Sky raider force field generators pets!
Just plain overpowered: a Blaster "Tank"
AKA "Tankerminded"
OK, here's the deal:
I've been kicking around that age-old "Tankmage" idea again. You know the one... A toon with Tanker level damage mitigation, but with Ranged Attacks aplenty, a little control and a lot of damage output - both ST and AoE. Essentially a very overpowered toon that can plough through mobs with very little effort - something to relax in after a hard day's work when you REALLY can't be bothered with anything except mindless MMORPG destruction. With the new IOs this has become a real possibility, if you're insane enough to build something that's really, really pricey (And on that note, I point to the pre-inserted pencils and say "Wibble").
To this end, I'd narrowed the characters down to a Warshade and a Blaster. I'm planning to take a Warshade to 50 eventually anyway, so it might as well be a good one... it's an easy enough idea to slot up for decent recharge and capped ranged defence on a mostly-Dwarf/Nova form Squiddy.
For the Blaster option, it's a bit more complicated. Excepting certain powerset synergies such as Fire/Ice (and I already have one of these Blasters sitting at 50) the best idea would seem to be to take AOE-heavy powersets, a Resistance based epic shield (better mitigation than defence-based ones), pickup Aid Self, then raise your defence as much as possible via set bonuses.
Before continuing, I will warn you all that the below ramblings are riddled with generous helpings of bias. Personal preference plays a large part in determining powersets, I tend to steer clear of anything that causes weapon redraw, powersets that I've already played, or primary/secondary combinations that everyone and their Auntie Mabel already has at level 50...
*** Stage #1: Primary ***
For the Primary, since I'm after AoEs, it's down to AR, Archery, Fire or Elec. Personally I don't like a lot of weapon redraw between attacks, so that rules out AR and Archery.
Looking at the AoE attacks: Well, Elec's Short Circuit takes ages to animate and I'm not after Control anyway, so that's irrelevant. Fire's Fire Breath takes too long to animate and is a cone rather than an AoE. Rain of Fire is pointless with no means to slow anything (might be doable with Hotfeet, otherwise it's irrelevant). So it really comes down to Fireball versus Ball Lightning, where Fireball wins with a slight edge on damage output.
The nukes work the other way around - Inferno is higher damage but Thunderous Blast is faster animating and ranged. Usually I'd say Thunderous Blast is better suited for what I've got in mind, but if I've got a lot of Fast recharging, Fast animating AoEs ANYWAY then I don't need much more than a one-shot "kill this mob now" button for when I'm feeling lazy. That's Inferno, provided that I live long enough to cast it (PBAoE with a 3 second cast time, so that's where mitigation comes in).
Looking at the Single Target Attacks? Blaze and Fire Blast is pretty much the only chain you need with Fire. Flares is a "filler" that can usually be easilly replaced by whatever your secondary's tier one attack is. For Elec, Lightning Bolt and Charged Bolts is your chain, no option... but you also get Sparky the Voltaic Sentinel. I've used Sparky extensively on my Sonic/Elec Defender, and his damage increase is noticable... to a Defender. But will Blasters really notice an extra 90 damage every few seconds? Either way Blaze actually makes up the difference anyway, plus you don't have to stop every 45 seconds to resummon and you can control what you're shooting at. Advantage: Fire.
So in general, Fire's got the edge. Might get a little boring since I've already got a Fire/Ice... but it depends on how the secondary pans out.
*** Stage #2: Secondary ***
Secondaries with AoE potential...
+ Devices (Trip Mine. Nope, too slow and no Build Up)
+ Fire (Fire Sword Circle, Hotfeet, Consume, Blazing Aura. Maybe)
+ Mental (Psychic Shockwave, Drain Psyche, World of Confuzzlement. Maybe)
Mental and Fire both possess good AoEs (Fire Sword Circle and Psi Shockwave) and toggles that reduce damage from foes in melee range (Confusion Aura and Hotfeet Fear Aura).
In terms of damage, Fire Sword Circle is a good bit more powerful than Psy Shockwave, but Psy Shockwave inflicts stun and covers a much wider radius. Hotfeet is much more damaging than World of Confusion, but provides worse mitigation and doesn't gain you +5% Ranged defence via slotting an inexpensive purple set. Hotfeet's method of negating melee foes also makes them run away (albeit slowly) which can be detrimental for your AoEs. Psy Shockwave + WoC just makes them stagger or hit each other.
Summary: Slight edge to Fire in damage, but way more utility and mitigation in Mental. Could go either way.
The clincher, to be honest, is Drain Psyche. Slotted for Recovery it lets you recover endurance THROUGH A NUKE. And slotted for Health it easilly lets you skip Aid Self. If I skip Aid Self, I can fit more travel powers into the build and actually soft-cap my Ranged defence.
Fire/Mental: Ding-Ding-Ding, We have a winner...
*** Stage #3: Epic ***
Epic Pools...
This one is actually a no-brainer.
If I slot up for Ranged defence (untyped), I'm covered against Energy and Negative Attacks (typed) too. That leaves holes in Fire, Cold, Smashing and Lethal.
Which shield protects against S/L/F/C? Fire's does. And it takes the +3% Defence Global IO too.
The Prerequisite Char is also a nice addition. It takes hold sets (more ranged defence), it's decent damage, it'll hold a minion or LT indefinitely with minimal slotting. Winner.
From my Fire/Ice, I have also grown to love 'Rise of the Phoenix'. Not only does it revive you after death, unstunned with decent HP and End... but it makes you invunerable AND inclicts nearly as much damage to nearby foes as Inferno. And PBAoE sets give Ranged Defence. Yay!
*** Stage #4: The build ***
Well, this mostly speaks for itself but I'll cover the four main bases:
+ [u]AOE[u]: Compared to usual Fire/ Blasters it lacks Fire Breath and Rain of Fire... but gains a spammable AoE in Psy Shockwave, which is the same radius as Fireball. It can also use a one-two combo of Drain Psyche --> Inferno to destroy a large mob in one hit and keep right on fighting (with 6 or more foes within a 10-feet radius). World of Confusion adds some tickly damage that's barely worth mentioning, but combined with Psy SHockwave it keeps any foes within melee range nicely subdued. 'Rise of the Pheonix' makes sure that if any mob DOES manages to kill you, no minions or LTs within 25 feet are going to live to brag about it.
+ [u]Single-Target[u]: It makes up for the lack of Flares by slotting up Subdual (even gaining some +immob duration for locking down the odd AV). Fireblast and Blaze are pretty much a chain on their own, but Subdual or Fireball can fill in whenever there's any room.
+ [u]Control[u]: All Minons within 20 feet get stunned. Any that make it within 8-feet melee range get Confused. Dangerous LTs get one-shot held by Char. Bosses get immobilised by Subdual and killed at range.
+ [u]Pure Mitigation[u]: Soft-capped defense to Ranged attacks, slightly under soft-capped defense versus any attack that contains Energy or Negative damage. Around 30% Resistance to S/L damage, 25% to Fire and 13.5% against Cold (and very few enemies in PvE use Cold attacks anyway). Anything that makes it within 10 feet of you just adds to your Regeneration and Recovery - you have a little over 1500 HP (with accolades) and your maximum regeneration with 10 foes in melee range is 82.5HP per second (with one, it's 17.8 HP/Sec, with three, it's 32.2 HP/Sec). Finally, if you ever die, you have a self-rez that recharges every 2-3 minutes and kills pretty much everything around you.
Alrighty then. On to the Build...
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
[u]Link to build (Blaster)[u]
Level 50 Magic Blaster
Primary Power Set: Fire Blast
Secondary Power Set: Mental Manipulation
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Speed
Power Pool: Teleportation
Ancillary Pool: Flame Mastery
Hero Profile:
Level 1: Fire Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(5), Thundr-Acc/Dmg/Rchg(7), Thundr-Acc/Dmg/EndRdx(9), Thundr-Dmg/EndRdx/Rchg(15)
Level 1: Subdual -- Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/Rchg(42), Thundr-Acc/Dmg/EndRdx(42), HO:Perox(43)
Level 2: Fire Ball -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(3), Ragnrk-Acc/Dmg/Rchg(5), Ragnrk-Acc/Rchg(7), Ragnrk-Dmg/EndRdx(9), Posi-Dam%(15)
Level 4: Mind Probe -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(17), Mako-Dmg/Rchg(36), Mako-Acc/EndRdx/Rchg(37), Mako-Acc/Dmg/EndRdx/Rchg(37), Mako-Dam%(37)
Level 6: Hurdle -- Jump-I(A), Jump-I(43)
Level 8: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(43), Zephyr-Travel(46), Zephyr-ResKB(46)
Level 10: Hasten -- RechRdx-I(A), RechRdx-I(11), RechRdx-I(11)
Level 12: Aim -- HO:Membr(A), HO:Membr(13), HO:Membr(13), Rec'dRet-Pcptn(40)
Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(46)
Level 16: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(17)
Level 18: Blaze -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(19), Thundr-Dmg/Rchg(19), Thundr-Acc/Dmg/Rchg(21), Thundr-Acc/Dmg/EndRdx(36), Thundr-Dmg/EndRdx/Rchg(36)
Level 20: Drain Psyche -- Dct'dW-Heal/Rchg(A), Nictus-Heal/HP/Regen/Rchg(21), Efficacy-EndMod/Acc(25), P'Shift-EndMod/Rchg(25), P'Shift-EndMod/Acc/Rchg(34), P'Shift-EndMod/Acc(34)
Level 22: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(23), EndMod-I(23)
Level 24: Recall Friend -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(50)
Level 26: Concentration -- HO:Membr(A), HO:Membr(27), HO:Membr(27)
Level 28: World of Confusion -- CoPers-Conf(A), CoPers-Conf/Rchg(29), CoPers-Acc/Conf/Rchg(29), CoPers-Acc/Rchg(31), CoPers-Conf/EndRdx(31), CoPers-Conf%(31)
Level 30: Super Speed -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(50)
Level 32: Inferno -- Erad-Dmg/Rchg(A), Erad-Acc/Dmg/Rchg(33), Erad-Acc/Dmg/EndRdx/Rchg(33), C'ngBlow-Dmg/Rchg(33), Oblit-Acc/Dmg/Rchg(34)
Level 35: Teleport -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(50)
Level 38: Psychic Shockwave -- Erad-Dmg/Rchg(A), Erad-Acc/Dmg/Rchg(39), Erad-Acc/Dmg/EndRdx/Rchg(39), Oblit-Acc/Dmg/Rchg(39), Armgdn-Acc/Dmg/Rchg(40), Armgdn-Dam%(40)
Level 41: Char -- BasGaze-Acc/Hold(A), BasGaze-Acc/EndRdx/Rchg/Hold(42)
Level 44: Fire Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/EndRdx/Rchg(45), RctvArm-ResDam(45), S'fstPrt-ResDam/Def+(45)
Level 47: Rise of the Phoenix -- Erad-Dmg(A), Erad-Dmg/Rchg(48), Erad-Acc/Dmg/Rchg(48), Armgdn-Dmg/Rchg(48)
Level 49: Acrobatics -- EndRdx-I(A)
------------
Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- ULeap-Stlth(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Defiance