Tweaking my build (AR/Dev)


Adeon Hawkwood

 

Posted

I'm working on my AR/Dev Blaster and would like to get people's opinions on a few things. For the most part I'm happy with how he plays but there are a few things I'd be interested in people's overall opinion. As a note I've been working on him for quite a while (he's my first character so he means a lot to me ) and I've kinda picked the selection up in pieces here and there. For example I do eventually plan to finish the Apocalypse set, get a second LotG and put some Cytoskeleton Exposures in Targeting Drone and Cloaking Device when I have the cash. Also, I tend to solo and team in equal measure (depending on how I'm feeling).

There are two things I am curious to get people's opinions on:
1. Caltrops. I confess I've never used this power. I've toyed one and off with dropping something (probably Recall Friend) to pick it up but I've never really been convinced that it's useful.
2. Recall Friend. I like this power in part because I enjoy doing Shadow Shard TFs and watching everyone bob along with Raptor Packs irritates me (especially since Geyser Jumping is huge fun). However I'm tempted to drop it for something better.
3. The Thunderstrikes in Burst and Gun Drone. I've currently got Ruins in these powers but I'm thinking of either switching them for Thunderstrikes for the defense set bonuses. Alternatively I could switch to a 4 or 5-slot frankenslot and free up some slots for use elsewhere.
4. Flamethrower and Buckshot. Currently I have a full Positron in those but I'm planning to drop the Proc for a Range IO. This gets them up to 56.5ft which seems like it might help a bit.
5. Sniper Rifle. I'm probably going to change the slotting here. I'm just not sure to what yet.

Anyway that's my thoughts.

Thanks
Adeon

Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/

Click this DataLink to open the build!

Adeon Hawkwood: Level 50 Technology Blaster
Primary Power Set: Assault Rifle
Secondary Power Set: Devices
Power Pool: Leaping
Power Pool: Teleportation
Power Pool: Fitness
Ancillary Pool: Munitions Mastery

Hero Profile:
Level 1: Burst -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(3), Thundr-Acc/Dmg/Rchg(5), Thundr-Acc/Dmg/EndRdx(5), Thundr-Dmg/EndRdx/Rchg(7)
Level 1: Web Grenade -- HO:Endo(A), Slow-I(46)
Level 2: Slug -- Apoc-Dmg(A), Apoc-Acc/Rchg(7), Apoc-Dam%(9), Thundr-Dmg/EndRdx/Rchg(9), Thundr-Dmg/EndRdx(11), Thundr-Dmg/Rchg(11)
Level 4: Buckshot -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(13), Posi-Dmg/Rchg(13), Posi-Dmg/Rng(15), Posi-Acc/Dmg/EndRdx(15), Range-I(17)
Level 6: Combat Jumping -- Ksmt-ToHit+(A), DefBuff-I(17), DefBuff-I(46)
Level 8: Beanbag -- HO:Endo(A), Rope-Acc/Stun/Rchg(31), Stpfy-Acc/Stun/Rchg(33), RechRdx-I(42)
Level 10: Targeting Drone -- GSFC-ToHit/EndRdx(A), AdjTgt-ToHit/EndRdx(23), ToHit-I(25)
Level 12: Sniper Rifle -- ExtrmM-Acc/Dmg(A), ExtrmM-Dmg/EndRdx(25), ExtrmM-Acc/ActRdx/Rng(27), ExtrmM-Dmg/ActRdx/Rchg(27), ExtrmM-Dmg/EndRdx/Rchg(29), ExtrmM-Acc/Rng/Rchg(29)
Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(31), Zephyr-ResKB(31)
Level 16: Recall Friend -- Winter-ResSlow(A)
Level 18: Flamethrower -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(19), Posi-Dmg/Rchg(19), Posi-Dmg/Rng(21), Posi-Acc/Dmg/EndRdx(21), Range-I(23)
Level 20: Cloaking Device -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(34), RedFtn-Def/EndRdx(34), S'dpty-Def/EndRdx(46)
Level 22: Swift -- Run-I(A)
Level 24: Health -- Heal-I(A)
Level 26: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(36), EndMod-I(36)
Level 28: Taser -- HO:Endo(A), RechRdx-I(33), Dsrnt-I(33)
Level 30: M30 Grenade -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(39), Posi-Dmg/Rchg(43), Posi-Dmg/Rng(43), Posi-Acc/Dmg/EndRdx(45)
Level 32: Full Auto -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(34), Ragnrk-Acc/Dmg/Rchg(36), Ragnrk-Acc/Rchg(37), Ragnrk-Dmg/EndRdx(37), Ragnrk-Knock%(37)
Level 35: Smoke Grenade -- HO:Lyso(A), ToHitDeb-I(43)
Level 38: Gun Drone -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(39), Thundr-Dmg/Rchg(39), Thundr-Acc/Dmg/Rchg(40), Thundr-Acc/Dmg/EndRdx(40), Thundr-Dmg/EndRdx/Rchg(40)
Level 41: Body Armor -- S'fstPrt-ResDam/Def+(A), ResDam-I(42), ResDam-I(42)
Level 44: Surveillance -- HO:Lyso(A), UndDef-DefDeb/Rchg(45), UndDef-Rchg(45)
Level 47: LRM Rocket -- AirB'st-Dmg/Rchg(A), Det'tn-Dmg/Rchg(48), Posi-Dmg/Rchg(48), HO:Nucle(48)
Level 49: Trip Mine -- Oblit-Dmg/Rchg(A), Sciroc-Dmg/Rchg(50), M'Strk-Dmg/Rchg(50), HO:Nucle(50)
------------
Level 1: Brawl -- Dmg-I(A)
Level 1: Sprint -- ULeap-Stlth(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Defiance


 

Posted

1. Caltrops is a nice power to have. A great area denial power that is useful both solo and on teams. It's good to have with trip mines since it makes mobs "stick" to the area where you lay the mines hence giving them more chances to set them off.

2. I dropped recall friend for caltrops.

3. Good idea. The more ranged defense you have, the happier you'll be.

4. Both do fine with just 5 slotted Posi; however, Flame Thrower would benefit quite a bit with a end redx in it's 6 slot. It's expensive. Even 5 slotted, it's comes to 16.9 end per cast. With the end redx, it comes down to a more reasonable 12.7.

5. Slot sniper with Thunderstrikes unless you want the recharge of Sting of the Manticore. The 3.75 ranged defense it gives you is better than most of the stuff you can get with the subpar sniper sets.

I went ahead and modified your build, moved slots around and up'ed your ranged defense to 36%. Add in the 7.7% tohit debuff you get from smoke grenade and your effective ranged defense will be in the 40s...that's quite a bit better than you've had.

Some of the big changes:

* 6 slotted Gaussians - adds hps, recovery, damage buff and +2.5% defense to all
* Slotted CJ with Zephyrs. Slotting the base defense of CJ with defense is not a lot of bang for the buck since the base defense is 1.75%.
* Moved slots away from cloaking device. Defense is effectively 1.75% base when suppressed (which is most of the time when you're attacking). It's not that expensive of a toggle (.21 end/sec as currently slotted)
* Slotted more Thunderstrikes into your blasts. Actually removed 4 purple IOs from your build. Purples are nice but they aren't always the most optimal things to slot.
* Removed a purple from FA - the dmg/end is okay to have end there but only for end redx. With FA's long animation, end usage wasn't as much of a problem. If you dislike this setup, remove the proc.
* 6 slotted beanbag with Stupefy for both the recharge bonus and ranged defense
* Changed the slotting for stamina: one perf shifter end mod, perf shifter +end and a normal end mod IO is pretty optimal
* 4 slotted smoke grenade - this maxes out the tohit debuff and adds nice global bonuses: +hps, +recovery and +recharge all for 4 slots.

Build is below:

Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/

Click this DataLink to open the build!

Adeon Hawkwood: Level 50 Technology Blaster
Primary Power Set: Assault Rifle
Secondary Power Set: Devices
Power Pool: Leaping
Power Pool: Fitness
Ancillary Pool: Munitions Mastery

Hero Profile:
Level 1: Burst -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(3), Thundr-Acc/Dmg/Rchg(5), Thundr-Acc/Dmg/EndRdx(5), Thundr-Dmg/EndRdx/Rchg(7)
Level 1: Web Grenade -- HO:Endo(A), Enf'dOp-EndRdx/Immob(46)
Level 2: Slug -- Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/Rchg(7), Thundr-Acc/Dmg/EndRdx(9), Thundr-Dmg/EndRdx/Rchg(9), Thundr-Dmg/EndRdx(11), Thundr-Dmg/Rchg(11)
Level 4: Buckshot -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(13), Posi-Dmg/Rchg(13), Posi-Dmg/Rng(15), Posi-Acc/Dmg/EndRdx(15)
Level 6: Combat Jumping -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(17)
Level 8: Beanbag -- Stpfy-Stun/Rng(A), Stpfy-Acc/Rchg(17), Stpfy-EndRdx/Stun(23), Stpfy-Acc/EndRdx(31), Stpfy-Acc/Stun/Rchg(33), Stpfy-KB%(42)
Level 10: Targeting Drone -- GSFC-ToHit/EndRdx(A), GSFC-ToHit(23), GSFC-ToHit/Rchg(25), GSFC-ToHit/Rchg/EndRdx(34), GSFC-Rchg/EndRdx(37), GSFC-Build%(46)
Level 12: Sniper Rifle -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(25), Thundr-Dmg/Rchg(27), Thundr-Acc/Dmg/Rchg(27), Thundr-Acc/Dmg/EndRdx(29), Thundr-Dmg/EndRdx/Rchg(29)
Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-ResKB(31)
Level 16: Caltrops -- TmpRdns-EndRdx/Rchg/Slow(A)
Level 18: Flamethrower -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(19), Posi-Dmg/Rchg(19), Posi-Dmg/Rng(21), Posi-Acc/Dmg/EndRdx(21), EndRdx-I(31)
Level 20: Cloaking Device -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(34)
Level 22: Swift -- Run-I(A)
Level 24: Health -- Heal-I(A)
Level 26: Stamina -- P'Shift-EndMod(A), P'Shift-End%(33), EndMod-I(36)
Level 28: Taser -- HO:Endo(A), Rope-Acc/Stun/Rchg(33)
Level 30: M30 Grenade -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(39), Posi-Dmg/Rchg(43), Posi-Dmg/Rng(43), Posi-Acc/Dmg/EndRdx(45)
Level 32: Full Auto -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(34), Ragnrk-Acc/Dmg/Rchg(36), Ragnrk-Acc/Rchg(37), Ragnrk-Knock%(37)
Level 35: Smoke Grenade -- DarkWD-ToHitDeb(A), DarkWD-ToHitDeb/Rchg(36), DarkWD-ToHitdeb/Rchg/EndRdx(43), DarkWD-ToHitDeb/EndRdx(46)
Level 38: Gun Drone -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(39), Thundr-Dmg/Rchg(39), Thundr-Acc/Dmg/Rchg(40), Thundr-Acc/Dmg/EndRdx(40), Thundr-Dmg/EndRdx/Rchg(40)
Level 41: Body Armor -- S'fstPrt-ResDam/Def+(A), ResDam-I(42), ResDam-I(42)
Level 44: Surveillance -- HO:Lyso(A), UndDef-DefDeb/Rchg(45), UndDef-Rchg(45)
Level 47: LRM Rocket -- AirB'st-Dmg/Rchg(A), Det'tn-Dmg/Rchg(48), Posi-Dmg/Rchg(48), HO:Nucle(48)
Level 49: Trip Mine -- Oblit-Dmg/Rchg(A), Sciroc-Dmg/Rchg(50), M'Strk-Dmg/Rchg(50), HO:Nucle(50)
------------
Level 1: Brawl -- Dmg-I(A)
Level 1: Sprint -- ULeap-Stlth(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Defiance
------------
Set Bonus Totals:

  • 4.5% DamageBuff(Smashing)
  • 4.5% DamageBuff(Lethal)
  • 4.5% DamageBuff(Fire)
  • 4.5% DamageBuff(Cold)
  • 4.5% DamageBuff(Energy)
  • 4.5% DamageBuff(Negative)
  • 4.5% DamageBuff(Toxic)
  • 4.5% DamageBuff(Psionic)
  • 4.25% Defense(Smashing)
  • 4.25% Defense(Lethal)
  • 4.25% Defense(Fire)
  • 4.25% Defense(Cold)
  • 23.9% Defense(Energy)
  • 23.9% Defense(Negative)
  • 3% Defense(Psionic)
  • 5.5% Defense(Melee)
  • 29.9% Defense(Ranged)
  • 5.5% Defense(AoE)
  • 3% Enhancement(Stun)
  • 70% Enhancement(Accuracy)
  • 47.5% Enhancement(RechargeTime)
  • 26% FlySpeed
  • 63.2 HP (5.25%) HitPoints
  • 26% JumpHeight
  • 26% JumpSpeed
  • Knockback (Mag -4)
  • Knockup (Mag -4)
  • 24.5% (0.41 End/sec) Recovery
  • 10% (0.5 HP/sec) Regeneration
  • 7.25% Resistance(Fire)
  • 7.25% Resistance(Cold)
  • 26% RunSpeed



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Posted

Quote:
Originally Posted by Fury_Flechette View Post
* 6 slotted Gaussians - adds hps, recovery, damage buff and +2.5% defense to all
* Slotted CJ with Zephyrs. Slotting the base defense of CJ with defense is not a lot of bang for the buck since the base defense is 1.75%.
* Moved slots away from cloaking device. Defense is effectively 1.75% base when suppressed (which is most of the time when you're attacking). It's not that expensive of a toggle (.21 end/sec as currently slotted)
* Slotted more Thunderstrikes into your blasts. Actually removed 4 purple IOs from your build. Purples are nice but they aren't always the most optimal things to slot.
* Removed a purple from FA - the dmg/end is okay to have end there but only for end redx. With FA's long animation, end usage wasn't as much of a problem. If you dislike this setup, remove the proc.
* 6 slotted beanbag with Stupefy for both the recharge bonus and ranged defense
* Changed the slotting for stamina: one perf shifter end mod, perf shifter +end and a normal end mod IO is pretty optimal
* 4 slotted smoke grenade - this maxes out the tohit debuff and adds nice global bonuses: +hps, +recovery and +recharge all for 4 slots.
Well first off thanks for replying, you've definitely given me a few good ideas.

1. I can see the argument for it, I've just never liked overslotting powers with buffs they can't use just for set bonuses, still it is a nice set.
2. Now this I hadn't considered it does make a lot of sense.
3. Yeah I figured this out last night after I posted, the buff from both cloaking device and CJ is so minor that enhancing it does nothing.
4. I know that purples aren't always the best, but I still like them . You do make good points on both the Apoc and Ragnarok set though. Regarding Sniper Rifle I actually like the Sniper sets for the Interrupt Reduction, I find it sllows me to get a sniper shot off in combat if I time it right. Slotting half of Thunderstrike and half of MAnticore's Sting gives almost as much defense while still allowing some interrupt reduction.
5. This one I definitely agree with more than the Apoc, I hadn't noticed how much I was over the ED damage cap.
6. This one I disagree with. the End Shifter Proc gives an equivalent 0.02 End/sec recharge and you give up more than that unless you four slot stamina. It's more useful for a blaster with a nuke due to the possibility of it activating during the crash when your end can't recharge normally
7. Very nice, I missed this one when I was looking at sets. The only slight issue is the lack of accuracy but overall I've probably got enough global accuracy and to hit to make up for it.

Thanks again
Adeon


 

Posted

Quote:
Originally Posted by Adeon_Hawkwood View Post
...

There are two things I am curious to get people's opinions on:
1. Caltrops. I confess I've never used this power. I've toyed one and off with dropping something (probably Recall Friend) to pick it up but I've never really been convinced that it's useful.
2. Recall Friend. I like this power in part because I enjoy doing Shadow Shard TFs and watching everyone bob along with Raptor Packs irritates me (especially since Geyser Jumping is huge fun). However I'm tempted to drop it for something better.
3. The Thunderstrikes in Burst and Gun Drone. I've currently got Ruins in these powers but I'm thinking of either switching them for Thunderstrikes for the defense set bonuses. Alternatively I could switch to a 4 or 5-slot frankenslot and free up some slots for use elsewhere.
4. Flamethrower and Buckshot. Currently I have a full Positron in those but I'm planning to drop the Proc for a Range IO. This gets them up to 56.5ft which seems like it might help a bit.
5. Sniper Rifle. I'm probably going to change the slotting here. I'm just not sure to what yet.
1) Caltrops can be very useful. When tossed in front of you, it helps keep mobs away from you. As they hit the caltrops, they'll turn around and try to get off rather than continuing to you to do melee damage. The range is VERY short, and some mobs aren't slowed by them (wolves, for instance). But most mobs will try to get off.

2) I've found little use for Teleport Foe. Unless you're a vet and don't need to take a first choice before getting your teleport power, I'd probably stick with Recall Friend given the choice. If you just have it as an addition to a different travel power, then it's up to you to decide if you use it frequently enough to sacrifice another power for it.

3) Interesting. I've recently started swapping out my frankenslotted IOs to put in full sets of Thunderstrike. Smoke Grenade gives an almost 5% debuff to enemy accuracy. Slotted, it can hit 7.5%. Debuffing an enemy's accuracy directly stacks on to any defense you have. Thunderstrike, six-slotted, gives something like 3.75% ranged and AoE defense. A couple of those brings it to 7.5%. Combined with slotted Smoke Grenade, you're the equivalent of 15%. Now you're at a point where it starts making a difference. Add in small amounts of defense from combat jumping or hover, and maybe the Resistance/Defense IO from that one resistance set (I can't remember which)j if you get the Body Armor from the Epic pool, and you can hit 20% defense quite easily. And that's without even trying too hard. I can't say yet if it'll be worth it, but it sounds good. I've only just started striving for defense on my AR/Dev blaster, so I'll have to see how far I can take him.

4) I'd go for range or recharge before the proc. The proc is only minor damage. I don't think it'll increase your overall damage output as much as recharge would. If you decide to stick with range, it'll help those two AoEs get closer to the range of your single-target attacks, which mean you don't have to get nearly as close. Range IS a good defense for blasters, as long as you can maintain it, and that certainly helps.

5) I didn't take Sniper Rifle. I had it but respecced out of it. I'd like to get it back again. Sting of the Manticore is a good set for sniper attacks. An additional 12% regeneration, 3% damage, and 7.5% recharge. All three are nice. And yes, regeneration is a good thing to have. I strived for high regeneration on my fire/ice blaster, and it serves him quite well. Even modest regeneration lets you ignore those smaller amounts of damage that normally start adding up over time and keep moving at a brisk pace.


Arc ID#30821, A Clean Break

The only problem with defeating the Tsoo is that an hour later, you want to defeat them again!
"Life is just better boosted!" -- LadyMage
"I'm a big believer in Personal Force Field on a blaster. ... It's your happy place." -- Fulmens

 

Posted

Well for those who are curious this is what I finally did. There are soem places where my personal preferances dictacted slotting that might not be the most efficient but suits me . I got lucky last night and got a second LotG on a Merit roll hence why that's there. Regarding Caltrops I'm amazed I never took them before, they are exceedingly useful.

Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/

Click this DataLink to open the build!

Adeon Hawkwood: Level 50 Technology Blaster
Primary Power Set: Assault Rifle
Secondary Power Set: Devices
Power Pool: Leaping
Power Pool: Fitness
Ancillary Pool: Munitions Mastery

Hero Profile:
Level 1: Burst -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(3), Thundr-Acc/Dmg/Rchg(5), Thundr-Acc/Dmg/EndRdx(5), Thundr-Dmg/EndRdx/Rchg(7)
Level 1: Web Grenade -- HO:Endo(A), Slow-I(46)
Level 2: Slug -- Apoc-Dmg(A), Thundr-Acc/Dmg/Rchg(7), Thundr-Acc/Dmg/EndRdx(9), Apoc-Acc/Rchg(9), Thundr-Dmg/EndRdx/Rchg(11), Apoc-Dam%(11)
Level 4: Buckshot -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(13), Posi-Dmg/Rchg(13), Posi-Dmg/Rng(15), Posi-Acc/Dmg/EndRdx(15)
Level 6: Combat Jumping -- LkGmblr-Rchg+(A), Ksmt-ToHit+(17), Zephyr-Travel(34), Zephyr-ResKB(34)
Level 8: Beanbag -- Stpfy-Stun/Rng(A), Stpfy-Acc/Rchg(17), Stpfy-EndRdx/Stun(23), Stpfy-Acc/EndRdx(31), Stpfy-Acc/Stun/Rchg(33), Stpfy-KB%(42)
Level 10: Targeting Drone -- ToHit-I(A), ToHit-I(25), Rec'dRet-Pcptn(46)
Level 12: Sniper Rifle -- Thundr-Acc/Dmg/EndRdx(A), Thundr-Dmg/EndRdx/Rchg(25), Thundr-Acc/Dmg/Rchg(27), Mantic-Acc/ActRdx/Rng(27), Mantic-Dmg/ActRdx/Rchg(29), Mantic-Dmg/EndRdx/Rchg(29)
Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(23), Winter-ResSlow(31)
Level 16: Caltrops -- TmpRdns-EndRdx/Rchg/Slow(A)
Level 18: Flamethrower -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(19), Posi-Dmg/Rchg(19), Posi-Dmg/Rng(21), Posi-Acc/Dmg/EndRdx(21)
Level 20: Cloaking Device -- LkGmblr-Rchg+(A)
Level 22: Swift -- Run-I(A)
Level 24: Health -- Heal-I(A), Heal-I(46)
Level 26: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(33), EndMod-I(36)
Level 28: Taser -- HO:Endo(A), Rope-Acc/Stun/Rchg(33)
Level 30: M30 Grenade -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(31), Posi-Dmg/Rchg(39), Posi-Dmg/Rng(43), Posi-Acc/Dmg/EndRdx(43)
Level 32: Full Auto -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(34), Ragnrk-Acc/Dmg/Rchg(36), Ragnrk-Acc/Rchg(37), Ragnrk-Dmg/EndRdx(37), Ragnrk-Knock%(37)
Level 35: Smoke Grenade -- DarkWD-ToHitDeb(A), DarkWD-ToHitDeb/Rchg(36), DarkWD-ToHitdeb/Rchg/EndRdx(43), DarkWD-ToHitDeb/EndRdx(45)
Level 38: Gun Drone -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(39), Thundr-Dmg/Rchg(39), Thundr-Acc/Dmg/Rchg(40), Thundr-Acc/Dmg/EndRdx(40), Thundr-Dmg/EndRdx/Rchg(40)
Level 41: Body Armor -- S'fstPrt-ResDam/Def+(A), ResDam-I(42), ResDam-I(42)
Level 44: Surveillance -- HO:Lyso(A), UndDef-DefDeb/Rchg(45), UndDef-Rchg(45)
Level 47: LRM Rocket -- AirB'st-Dmg/Rchg(A), Det'tn-Dmg/Rchg(48), Posi-Dmg/Rchg(48), HO:Nucle(48)
Level 49: Trip Mine -- Oblit-Dmg/Rchg(A), Sciroc-Dmg/Rchg(50), M'Strk-Dmg/Rchg(50), HO:Nucle(50)
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Level 1: Brawl -- Dmg-I(A)
Level 1: Sprint -- ULeap-Stlth(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Defiance