Elec Melee/Dark Armor Build
Id lend you some info.. Seeing I also have a elec/dark brute.. Buuut... I dont have him spec'd out.. nor do I see myself doing so anytime soon(TM)..
DA seems to be a little played secondary all around. The only guide on the Brutes side is one on all the reasons why you shouldn't play Dark Armor... how villainous. I may repost this on the tanker side to see what they think.
You can get your Melee defense up a heck of a lot higher by slotting Obliterations in your PBAoEs and Touch of Death in the single target attacks. I haven't played my Elec/Dark a ton, but I have him specced and my Melee defense is over 40% and AoE/Ranged are in the low 30s. Add that to a to-hit debuff (I'm going to take the fear toggle instead of the disorient) and you've got capped melee defense and really good Ranged/AoE combined with pretty good resistance.
Edit: I pulled up my build and here are some more tips/info:
- The numbers I gave above were for my tanker build, not brute. I could only get to the just under 40 for Melee.
- Six-slotting Siphon Insight in CoF gives 3.75% S/L and 3.75% AoE
- Slotting 3 Impervium Armors in resistance powers gives 1.88% Psionic Defense for each. That's almost 8% psionic defense over the three DA powers plus Tough.
- Instead of slotting Combat Jumping up for full defense, put Blessing of the Zephyr (3) to get 3.13% Ranged and AoE on top of KB protection. You'll get less than 1% from the defense slotting. Compared to the 3+% for Ranged and AoE, it's not worth it. Also slot a set in your travel power.
- I put Hover in the build for the defense too and did not put in Hasten. You probably don't need to do this and I may put Hasten back in so LR recharges quickly. It does, however, give an extra 3+% in Ranged and AoE by slotting in Blessing of the Zephyr.
- Darkest Night looks real good on paper, but the activation time seems like an eternity. Either you're going to fire it off before you fire off Lightning Rod, which tends to spread the mob out before you get in, or you can fire it off after you get in, but while you do so you're not firing off attacks and the guys you knocked down with LR are back up. I'm not a fan, it just takes way too long. The other thing you can do is take Dark Obliteration and slot in some to-hit debuffs. It fires off quicjly, does damage and can give up to -7.5% to-hit debuff which, along with slotted CoF, gives a total of more than 15%. That added to even the relatively low Ranged and AoE defense caps both and takes Melee way over.
Current:
Fridgerato - Traps/Ice (Frdm)
Gadgetron - Grav/TA (Lbrty)
Ice/Kin Guide
You can get your Melee defense up a heck of a lot higher by slotting Obliterations in your PBAoEs and Touch of Death in the single target attacks. I haven't played my Elec/Dark a ton, but I have him specced and my Melee defense is over 40% and AoE/Ranged are in the low 30s. Add that to a to-hit debuff (I'm going to take the fear toggle instead of the disorient) and you've got capped melee defense and really good Ranged/AoE combined with pretty good resistance.
Edit: I pulled up my build and here are some more tips/info: - The numbers I gave above were for my tanker build, not brute. I could only get to the just under 40 for Melee. - Six-slotting Siphon Insight in CoF gives 3.75% S/L and 3.75% AoE - Slotting 3 Impervium Armors in resistance powers gives 1.88% Psionic Defense for each. That's almost 8% psionic defense over the three DA powers plus Tough. - Instead of slotting Combat Jumping up for full defense, put Blessing of the Zephyr (3) to get 3.13% Ranged and AoE on top of KB protection. You'll get less than 1% from the defense slotting. Compared to the 3+% for Ranged and AoE, it's not worth it. Also slot a set in your travel power. - I put Hover in the build for the defense too and did not put in Hasten. You probably don't need to do this and I may put Hasten back in so LR recharges quickly. It does, however, give an extra 3+% in Ranged and AoE by slotting in Blessing of the Zephyr. - Darkest Night looks real good on paper, but the activation time seems like an eternity. Either you're going to fire it off before you fire off Lightning Rod, which tends to spread the mob out before you get in, or you can fire it off after you get in, but while you do so you're not firing off attacks and the guys you knocked down with LR are back up. I'm not a fan, it just takes way too long. The other thing you can do is take Dark Obliteration and slot in some to-hit debuffs. It fires off quicjly, does damage and can give up to -7.5% to-hit debuff which, along with slotted CoF, gives a total of more than 15%. That added to even the relatively low Ranged and AoE defense caps both and takes Melee way over. |
Thanks again for the response. Back to the drawing board, will let you know what the new product is.
What i have been able to do so far is reach the followings:
Type Defense
S/L 32.7
En/Ne 33.9
Positional Defense
Melee 38.6
Range 27.3
The Positional defense is much more slot intensive though and my endurance and Max HP suffered by doing so. Either way, i did not have enough slots to justify taking CoF =( . So I just stuck with OG since Lightning Clap stacks.
I'm not a fan of Lightning Clap since it knocks back the mobs, which is counter productive.
Current:
Fridgerato - Traps/Ice (Frdm)
Gadgetron - Grav/TA (Lbrty)
Ice/Kin Guide
That is what the Soul Tentacles are for . Even with that it is a bit bothersome though so I only use it situationaly. When its needed it works well.
Well [censored], Elec Fence is what im currently using so I sort of assumed Tentacles would have the same effect. Guess I won't be respecing into that cool to-hit debuff power that I was going to be using on bosses.
Well [censored], Elec Fence is what im currently using so I sort of assumed Tentacles would have the same effect. Guess I won't be respecing into that cool to-hit debuff power that I was going to be using on bosses.
|
The first option is to just forget about the Lightning-immobilize combo all together and go with Darkest Night. Darkest Night will offer insane survivability if you indeed can achieve 38.6 Melee and 27.3 ranged defense (or 33ish SM/L, Ene/Neg with the other build). Adding darkest night will soft cap you to +1s, and the -damage stacks with your resistance. Everyone always beams about the -10% toHit that Darkest Night debuffs, but I'm just as fond of the -21% damage that it does-- if not more so.
The second option is to keep Lightning Clap and Electrifying Fences so that you can stack stun magnitude with Oppressive Gloom. This too can be quite potent, and is probably what you are doing currently.
Personally, I'd go with the first option. Darkest Night is the best patron power in the game-- especially for sets that employ resistance and defense. It's debuffs stack quite well with both of these.
Good thoughts. And I agree, the first option sounds better. Lightning clap is out and CoF is perhaps back in. Will work the build again when I get off of work and repost.
A more refined product, thanks to the input from you guys.
Villain Plan by Mids' Villain Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Stratus.1: Level 50 Mutation Brute
Primary Power Set: Electrical Melee
Secondary Power Set: Dark Armor
Power Pool: Flight
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Leaping
Ancillary Pool: Soul Mastery
Villain Profile:
Level 1: Havoc Punch
- (A) Kinetic Combat - Accuracy/Damage
- (3) Kinetic Combat - Damage/Recharge
- (3) Kinetic Combat - Damage/Endurance
- (31) Kinetic Combat - Damage/Endurance/Recharge
- (31) Accuracy IO
- (A) Reactive Armor - Resistance
- (7) Reactive Armor - Resistance/Endurance
- (7) Reactive Armor - Resistance/Endurance/Recharge
- (15) Reactive Armor - Endurance
- (36) Resist Damage IO
- (A) Eradication - Accuracy/Damage/Recharge
- (5) Eradication - Accuracy/Damage/Endurance/Recharge
- (5) Eradication - Damage
- (37) Eradication - Chance for Energy Damage
- (39) Endurance Reduction IO
- (39) Endurance Reduction IO
- (A) Reactive Armor - Resistance/Endurance
- (13) Reactive Armor - Resistance
- (15) Reactive Armor - Resistance/Endurance/Recharge
- (29) Reactive Armor - Endurance
- (A) Blessing of the Zephyr - Knockback Reduction (4 points)
- (45) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
- (A) Eradication - Accuracy/Damage/Endurance/Recharge
- (9) Eradication - Accuracy/Recharge
- (9) Eradication - Accuracy/Damage/Recharge
- (11) Damage Increase IO
- (11) Damage Increase IO
- (13) Endurance Reduction IO
- (A) Run Speed IO
- (A) Endurance Reduction IO
- (A) Miracle - Heal/Endurance
- (45) Miracle - Heal
- (45) Miracle - +Recovery
- (A) Theft of Essence - Chance for +Endurance
- (17) Recharge Reduction IO
- (17) Endurance Reduction IO
- (23) Endurance Reduction IO
- (23) Recharge Reduction IO
- (29) Accuracy IO
- (A) Kinetic Combat - Accuracy/Damage
- (19) Kinetic Combat - Damage/Endurance/Recharge
- (19) Kinetic Combat - Damage/Endurance
- (36) Kinetic Combat - Damage/Recharge
- (37) Accuracy IO
- (37) Endurance Modification IO
- (A) Performance Shifter - EndMod/Accuracy
- (21) Performance Shifter - EndMod
- (21) Performance Shifter - EndMod/Recharge
- (A) Kinetic Combat - Accuracy/Damage
- (25) Kinetic Combat - Damage/Endurance
- (25) Kinetic Combat - Damage/Recharge
- (36) Kinetic Combat - Damage/Endurance/Recharge
- (A) Reactive Armor - Resistance/Endurance
- (27) Reactive Armor - Endurance
- (27) Reactive Armor - Resistance/Endurance/Recharge
- (34) Reactive Armor - Resistance
- (40) Steadfast Protection - Resistance/+Def 3%
- (40) Endurance Reduction IO
- (A) Gift of the Ancients - Defense/Endurance/Recharge
- (42) Gift of the Ancients - Defense/Endurance
- (42) Gift of the Ancients - Defense
- (42) Gift of the Ancients - Defense/Recharge
- (A) Gift of the Ancients - Defense/Endurance
- (43) Gift of the Ancients - Defense/Recharge
- (43) Gift of the Ancients - Defense
- (43) Gift of the Ancients - Defense/Endurance/Recharge
- (A) Recharge Reduction IO
- (31) Recharge Reduction IO
- (A) Eradication - Accuracy/Damage/Endurance/Recharge
- (33) Eradication - Accuracy/Recharge
- (33) Eradication - Accuracy/Damage/Recharge
- (33) Damage Increase IO
- (34) Damage Increase IO
- (34) Recharge Reduction IO
- (A) Defense Buff IO
- (A) Stupefy - Endurance/Stun
- (39) Stupefy - Accuracy/Stun/Recharge
- (40) Stupefy - Accuracy/Endurance
- (A) Accuracy IO
- (46) Endurance Reduction IO
- (A) Dampened Spirits - To Hit Debuff/Recharge/Endurance
- (46) Dampened Spirits - Recharge/Endurance
- (46) Dampened Spirits - To Hit Debuff/Endurance
- (A) Eradication - Damage
- (48) Eradication - Accuracy/Recharge
- (48) Eradication - Damage/Recharge
- (48) Eradication - Accuracy/Damage/Endurance/Recharge
- (50) Endurance Reduction IO
- (A) HamiO:Lysosome Exposure
- (50) HamiO:Enzyme Exposure
- (50) Accuracy IO
Level 1: Brawl
- (A) Empty
- (A) Empty
- (A) Empty
------------
Set Bonus Totals:
- 2% DamageBuff(Smashing)
- 2% DamageBuff(Lethal)
- 2% DamageBuff(Fire)
- 2% DamageBuff(Cold)
- 2% DamageBuff(Energy)
- 2% DamageBuff(Negative)
- 2% DamageBuff(Toxic)
- 2% DamageBuff(Psionic)
- 18% Defense(Smashing)
- 18% Defense(Lethal)
- 3% Defense(Fire)
- 3% Defense(Cold)
- 20.8% Defense(Energy)
- 20.8% Defense(Negative)
- 3% Defense(Psionic)
- 10.5% Defense(Melee)
- 14.3% Defense(Ranged)
- 3% Defense(AoE)
- 9% Max End
- 5% FlySpeed
- 219.3 HP (14.6%) HitPoints
- 5% JumpHeight
- 5% JumpSpeed
- Knockback (Mag -4)
- Knockup (Mag -4)
- MezResist(Immobilize) 11.6%
- 9% (0.15 End/sec) Recovery
- 5% Resistance(Fire)
- 5% RunSpeed
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This is the build i run with on Union. I havnt found normal missions to dent my endu bar much, and was bruting Ghost of Scrapyard fine without hurting any bars too much. I also found the two accolades top up the max endu nicely too, with total recovery sitting at 3.66 per sec!
Villain Plan by Mids' Villain Designer 1.601
http://www.cohplanner.com/
Brutalise-DC: Level 50 Magic Brute
Primary Power Set: Electrical Melee
Secondary Power Set: Dark Armor
Power Pool: Flight
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Leaping
Ancillary Pool: Leviathan Mastery
Villain Profile:
------------
Level 1: Havoc Punch CSndmn-Acc/Rchg:50(A), CSndmn-Acc/EndRdx:50(15), CSndmn-Acc/Sleep/Rchg:50(25), CSndmn-Heal%:50(46), P'Shift-End%:50(46)
Level 1: Dark Embrace ImpArm-ResDam/EndRdx:40(A), ImpArm-ResDam:40(3), ImpArm-ResDam/EndRdx/Rchg:40(3), ImpArm-ResDam/Rchg:40(5), TtmC'tng-EndRdx:50(5), RctvArm-EndRdx:30(45)
Level 2: Death Shroud Erad-Dmg:30(A), Erad-Acc/Dmg/EndRdx/Rchg:30(7), EndRdx-I:30(40), EndRdx-I:50(45)
Level 4: Murky Cloud S'fstPrt-ResDam/Def+:30(A), S'fstPrt-ResKB:30(7)
Level 6: Air Superiority P'ngS'Fest-Stun%:30(A)
Level 8: Thunder Strike Erad-Dmg:30(A), Erad-Acc/Dmg/EndRdx/Rchg:30(9), Erad-Acc/Dmg/Rchg:30(9), Sciroc-Acc/Rchg:50(11), Sciroc-Acc/Dmg/EndRdx:50(43), FrcFbk-Rechg%:50(46)
Level 10: Obsidian Shield RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam:40(11), RctvArm-EndRdx:40(13), RctvArm-ResDam/EndRdx/Rchg:40(13)
Level 12: Swift Flight-I:50(A)
Level 14: Fly Zephyr-Travel:50(A), Zephyr-Travel/EndRdx:50(15)
Level 16: Dark Regeneration Mrcl-EndRdx/Rchg:40(A), Mrcl-Heal/EndRdx:40(17), Numna-EndRdx/Rchg:50(17), Numna-Heal/EndRdx:50(19), Dct'dW-Rchg:50(39), H'zdH-Heal/Rchg:40(39)
Level 18: Health Mrcl-Heal/EndRdx:40(A), Mrcl-Heal:40(19)
Level 20: Stamina P'Shift-EndMod:50(A), P'Shift-EndMod/Rchg:50(21), P'Shift-EndMod/Acc:50(21), P'Shift-End%:50(40)
Level 22: Chain Induction KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/Rchg:35(23), KntkC'bat-Dmg/EndRdx/Rchg:35(23), KntkC'bat-Dmg/EndRdx:35(43), Acc-I:50(43)
Level 24: Boxing Rope-Acc/Rchg:50(A), Rope-Acc/Stun/Rchg:50(25)
Level 26: Cloak of Darkness GftotA-Def/EndRdx:40(A), LkGmblr-Def/EndRdx:50(27), RedFtn-EndRdx:50(27), GftotA-Def:40(29), LkGmblr-Def:50(29)
Level 28: Tough ImpArm-ResDam/EndRdx:40(A), ImpArm-ResDam:40(31), ImpArm-ResDam/EndRdx/Rchg:40(34), ImpArm-ResDam/Rchg:40(36), TtmC'tng-EndRdx:50(37)
Level 30: Weave GftotA-Def/EndRdx:40(A), LkGmblr-Def/EndRdx:50(31), RedFtn-EndRdx:50(31), GftotA-Def:40(37), LkGmblr-Def:50(37)
Level 32: Lightning Rod Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(33), Oblit-Dmg/Rchg:50(33), Oblit-Acc/Dmg/Rchg:50(33), Oblit-Acc/Dmg/EndRdx/Rchg:50(34), Oblit-%Dam:50(34)
Level 35: Oppressive Gloom RzDz-Acc/Rchg:30(A), RzDz-Acc/EndRdx:30(36), RzDz-Acc/Stun/Rchg:30(36), RzDz-Immob%:30(39), RzDz-EndRdx/Stun:30(40)
Level 38: Soul Transfer RechRdx-I:50(A)
Level 41: Combat Jumping GftotA-Def/EndRdx:40(A), Ksmt-Def/EndRdx:30(42), GftotA-Def:40(42), Ksmt-Def/EndRdx/Rchg:30(42)
Level 44: School of Sharks GravAnch-Immob:50(A), GravAnch-Hold%:50(45)
Level 47: Arctic Breath UndDef-Rchg:50(A), UndDef-DefDeb/EndRdx:50(48), UndDef-Rchg/EndRdx:50(48), UndDef-DefDeb/Rchg/EndRdx:50(48), Achilles-ResDeb%:20(50)
Level 49: Bile Spray Posi-Acc/Dmg/EndRdx:50(A), Ragnrk-Dmg/EndRdx:50(50), Ragnrk-Knock%:50(50)
------------
Level 1: Brawl Empty(A)
Level 1: Sprint Empty(A)
Level 2: Rest Empty(A)
Level 1: Fury
------------
Set Bonus Totals:
5% DamageBuff(Smashing)
5% DamageBuff(Lethal)
5% DamageBuff(Fire)
5% DamageBuff(Cold)
5% DamageBuff(Energy)
5% DamageBuff(Negative)
5% DamageBuff(Toxic)
5% DamageBuff(Psionic)
11.1% Defense(Smashing)
11.1% Defense(Lethal)
3% Defense(Fire)
3% Defense(Cold)
8.94% Defense(Energy)
8.94% Defense(Negative)
6.75% Defense(Psionic)
11.8% Defense(Melee)
8.31% Defense(Ranged)
3% Defense(AoE)
12.2% Max End
16% Enhancement(Accuracy)
5% Enhancement(RechargeTime)
2% Enhancement(Stun)
5% Enhancement(Sleep)
5% FlySpeed
101.2 HP (6.75%) HitPoints
5% JumpHeight
5% JumpSpeed
Knockback (Mag -4)
Knockup (Mag -4)
MezResist(Immobilize) 3.85%
MezResist(Stun) 2.2%
31.5% (0.53 End/sec) Recovery
48% (3 HP/sec) Regeneration
5% RunSpeed
**************************************
@one and only
Union:
Devil Claw lvl 50 Claws / Regen Scrapper
DC MK4 lvl 50 Granite / Energy Melee Tank
Devil Claw Awoken lvl 50 Human / Dwarf PB
Brutalise-DC lvl 50 Elec / Dark Brute
Anybody try 6 damage procs in /dark's auras?
Dark Bard, Zoobait, Debacle
jmsb
Por vezes d� vontade...
chucknorriss
speak american godamnit
One big problem in the latest build is no KB protection. If you're not going to get a couple of -KB IOs, you definitely need to pick up Acro.
Also, the Reactive Armor sets should be Res, Res/End, Res/Rchg, Res/End/Rchg to fully slot for resistance. The three primary armors in DA are very cheap, end-wise, and don't need to be as heavily slotted for end red as you have them. Save those extra slots for some Steadfast -KB IOs!
I'd also take Jacob's Ladder much earlier in the build; the Fighting Pool can be delayed a bit if necessary. And take Op Gloom at 35, it's much more important than CJ, IMO.
My Characters
Knight Court--A CoH Story Complete 2/3/2012
My Characters
Knight Court--A CoH Story Complete 2/3/2012
I took DA for the concept. I wanted to make a character that was a 'storm cloud' and in that regard i succeeded. Now I want to make him tough enough to really hold credit as a brute. I don't even have all of his standard IO's in place and he already does well on a balanced team, but I am going for someone that can carry a team. AE has brought mediocrity to its fullest and I like to land in PUG's not caring whether everyone else sucks or not because I have a solid toon that can make up for it. So here is my build so far. I don't plan on Exemping down to more than 35ish. My main goal was to solve my endurance problem then to gain enough defense to not have to rely on my status effect toggles to stay alive, since they do not work as well on bosses. After that i put recharge as a third priority... as you can see it didnt get much love.
Please help me out. I have thick skin so tear it apart, beat it to a pulp, chew on the pulp and spit it out as long as the end product is tough as woodpecker lips... or as close as DA can get.
Villain Plan by Mids' Villain Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Stratus.: Level 50 Mutation Brute
Primary Power Set: Electrical Melee
Secondary Power Set: Dark Armor
Power Pool: Flight
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Leaping
Ancillary Pool: Soul Mastery
Villain Profile:
Level 1: Havoc Punch
- (A) Kinetic Combat - Accuracy/Damage
- (3) Kinetic Combat - Damage/Recharge
- (3) Kinetic Combat - Damage/Endurance
- (31) Kinetic Combat - Damage/Endurance/Recharge
- (31) Accuracy IO
Level 1: Dark Embrace- (A) Reactive Armor - Resistance
- (7) Reactive Armor - Resistance/Endurance
- (7) Reactive Armor - Resistance/Endurance/Recharge
- (15) Reactive Armor - Endurance
- (36) Resist Damage IO
Level 2: Death Shroud- (A) Eradication - Accuracy/Damage/Recharge
- (5) Eradication - Accuracy/Damage/Endurance/Recharge
- (5) Eradication - Damage
- (37) Eradication - Chance for Energy Damage
- (39) Endurance Reduction IO
- (39) Endurance Reduction IO
Level 4: Murky Cloud- (A) Reactive Armor - Resistance/Endurance
- (13) Reactive Armor - Resistance
- (15) Reactive Armor - Resistance/Endurance/Recharge
- (29) Reactive Armor - Endurance
Level 6: Fly- (A) Blessing of the Zephyr - Knockback Reduction (4 points)
Level 8: Thunder Strike- (A) Eradication - Accuracy/Damage/Endurance/Recharge
- (9) Eradication - Accuracy/Recharge
- (9) Eradication - Accuracy/Damage/Recharge
- (11) Damage Increase IO
- (11) Damage Increase IO
- (13) Endurance Reduction IO
Level 10: Swift- (A) Run Speed IO
Level 12: Obsidian Shield- (A) Endurance Reduction IO
Level 14: Health- (A) Healing IO
Level 16: Dark Regeneration- (A) Theft of Essence - Chance for +Endurance
- (17) Recharge Reduction IO
- (17) Endurance Reduction IO
- (23) Endurance Reduction IO
- (23) Recharge Reduction IO
- (29) Accuracy IO
Level 18: Chain Induction- (A) Kinetic Combat - Accuracy/Damage
- (19) Kinetic Combat - Damage/Endurance/Recharge
- (19) Kinetic Combat - Damage/Endurance
- (36) Kinetic Combat - Damage/Recharge
- (37) Accuracy IO
- (37) Endurance Modification IO
Level 20: Stamina- (A) Performance Shifter - EndMod/Accuracy
- (21) Performance Shifter - EndMod
- (21) Performance Shifter - EndMod/Recharge
Level 22: Boxing- (A) Kinetic Combat - Accuracy/Damage
- (25) Kinetic Combat - Damage/Endurance
- (25) Kinetic Combat - Damage/Recharge
- (36) Kinetic Combat - Damage/Endurance/Recharge
Level 24: Tough- (A) Reactive Armor - Resistance/Endurance
- (27) Reactive Armor - Endurance
- (27) Reactive Armor - Resistance/Endurance/Recharge
- (34) Reactive Armor - Resistance
- (40) Steadfast Protection - Resistance/+Def 3%
- (40) Endurance Reduction IO
Level 26: Cloak of Darkness- (A) Gift of the Ancients - Defense/Endurance/Recharge
- (42) Gift of the Ancients - Defense/Endurance
- (42) Gift of the Ancients - Defense
- (42) Gift of the Ancients - Defense/Recharge
Level 28: Weave- (A) Gift of the Ancients - Defense/Endurance
- (43) Gift of the Ancients - Defense/Recharge
- (43) Gift of the Ancients - Defense
- (43) Gift of the Ancients - Defense/Endurance/Recharge
Level 30: Build Up- (A) Recharge Reduction IO
- (31) Recharge Reduction IO
Level 32: Lightning Rod- (A) Eradication - Accuracy/Damage/Endurance/Recharge
- (33) Eradication - Accuracy/Recharge
- (33) Eradication - Accuracy/Damage/Recharge
- (33) Damage Increase IO
- (34) Damage Increase IO
- (34) Recharge Reduction IO
Level 35: Combat Jumping- (A) Gift of the Ancients - Defense/Endurance
- (45) Gift of the Ancients - Defense
- (45) Gift of the Ancients - Defense/Recharge
- (45) Gift of the Ancients - Defense/Endurance/Recharge
Level 38: Oppressive Gloom- (A) Stupefy - Endurance/Stun
- (39) Stupefy - Accuracy/Stun/Recharge
- (40) Stupefy - Accuracy/Endurance
Level 41: Soul Tentacles- (A) Accuracy IO
- (46) Endurance Reduction IO
Level 44: Darkest Night- (A) Dampened Spirits - To Hit Debuff/Recharge/Endurance
- (46) Dampened Spirits - Recharge/Endurance
- (46) Dampened Spirits - To Hit Debuff/Endurance
Level 47: Jacobs Ladder- (A) Eradication - Damage
- (48) Eradication - Accuracy/Recharge
- (48) Eradication - Damage/Recharge
- (48) Eradication - Accuracy/Damage/Endurance/Recharge
- (50) Endurance Reduction IO
Level 49: Lightning Clap- (A) Stupefy - Accuracy/Recharge
- (50) Stupefy - Accuracy/Stun/Recharge
- (50) Stupefy - Endurance/Stun
------------Level 1: Brawl
- (A) Empty
Level 1: Sprint- (A) Empty
Level 2: Rest- (A) Empty
Level 1: Fury------------
Set Bonus Totals: