resurrecting E^3 blaster - need advice on sets
After more digging and reading, I decided to go for Ranged Def with some S/L resists mixed in.
The idea for this build was to gut all AoE and the Nuke in favor of single target attacks and holds while still keeping the ability to crash end with power sink and short circuit. I also keep the E^3 concept going. My thoughts were to hold boss/LT from range and close in to finish off with blasts/melee then focus on the stragglers.
Sacrifices were made in order to take build up and aim. Hasten/SS are filler to free up slots. I grabbed the stealth IO to setup invis with SS. Hasten is just a nice thing to pop when its up. Shocking Grasp was gutted in favor of set bonuses elsewhere. I was thinking of removing Shocking Grasp, taking Acrobatics, and saving myself some cash with the KB pro io/bonuses.
Here's the first stab at a build:
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Amhran Comhrac: Level 50 Magic Blaster
Primary Power Set: Electrical Blast
Secondary Power Set: Electricity Manipulation
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Electrical Mastery
Hero Profile:
Level 1: Charged Bolts -- Thundr-Acc/Dmg:50(A), Thundr-Dmg/EndRdx:50(3), Thundr-Dmg/Rchg:50(3), Thundr-Acc/Dmg/Rchg:50(5), Thundr-Acc/Dmg/EndRdx:50(5), Thundr-Dmg/EndRdx/Rchg:50(7)
Level 1: Electric Fence -- TotHntr-Acc/Rchg:50(A), TotHntr-EndRdx/Immob:50(34), TotHntr-Acc/EndRdx:50(36), TotHntr-Immob/Acc:50(36), TotHntr-Acc/Immob/Rchg:50(36), TotHntr-Dam%:50(37)
Level 2: Lightning Bolt -- Thundr-Acc/Dmg:50(A), Thundr-Dmg/EndRdx:50(7), Thundr-Dmg/Rchg:50(9), Thundr-Acc/Dmg/Rchg:50(9), Thundr-Acc/Dmg/EndRdx:50(11), Thundr-Dmg/EndRdx/Rchg:50(11)
Level 4: Charged Brawl -- Mako-Acc/Dmg:50(A), Mako-Dmg/EndRdx:50(13), Mako-Dmg/Rchg:50(13), Mako-Acc/EndRdx/Rchg:50(15), Mako-Acc/Dmg/EndRdx/Rchg:50(15), Mako-Dam%:50(17)
Level 6: Short Circuit -- Efficacy-EndMod:50(A), Efficacy-EndMod/Rchg:50(40), Efficacy-EndMod/Acc/Rchg:50(42), Efficacy-Acc/Rchg:50(42), Efficacy-EndMod/Acc:50(42), Efficacy-EndMod/EndRdx:50(43)
Level 8: Aim -- RechRdx-I:50(A), RechRdx-I:50(50)
Level 10: Havoc Punch -- Mako-Acc/Dmg:50(A), Mako-Dmg/EndRdx:50(17), Mako-Dmg/Rchg:50(19), Mako-Acc/EndRdx/Rchg:50(19), Mako-Acc/Dmg/EndRdx/Rchg:50(21), Mako-Dam%:50(21)
Level 12: Combat Jumping -- LkGmblr-Rchg+:30(A), Ksmt-ToHit+:30(50)
Level 14: Super Jump -- Zephyr-Travel/EndRdx:50(A), Zephyr-ResKB:50(23)
Level 16: Swift -- Run-I:50(A)
Level 18: Health -- Heal-I:50(A)
Level 20: Stamina -- P'Shift-EndMod/Rchg:50(A), P'Shift-End%:50(23), P'Shift-EndMod:50(33)
Level 22: Tesla Cage -- Lock-Acc/Hold:50(A), Lock-Acc/Rchg:50(37), Lock-Rchg/Hold:50(37), Lock-EndRdx/Rchg/Hold:50(39), Lock-Acc/EndRdx/Rchg/Hold:50(39), Lock-%Hold:50(39)
Level 24: Boxing -- Mako-Acc/Dmg:50(A), Mako-Dmg/EndRdx:50(25), Mako-Dmg/Rchg:50(25), Mako-Acc/EndRdx/Rchg:50(27), Mako-Acc/Dmg/EndRdx/Rchg:50(27), Mako-Dam%:50(29)
Level 26: Tough -- S'fstPrt-ResKB:30(A), S'fstPrt-ResDam/Def+:30(33), Aegis-ResDam:50(34), Aegis-ResDam/EndRdx:50(34)
Level 28: Weave -- RedFtn-Def/EndRdx:50(A), RedFtn-Def/Rchg:50(29), RedFtn-EndRdx/Rchg:50(31), RedFtn-Def/EndRdx/Rchg:50(31), RedFtn-Def:50(31), RedFtn-EndRdx:50(33)
Level 30: Hasten -- RechRdx-I:50(A)
Level 32: Super Speed -- Clrty-Stlth:50(A)
Level 35: Power Sink -- Efficacy-EndMod:50(A), Efficacy-EndMod/Rchg:50(40), Efficacy-EndMod/Acc/Rchg:50(40), Efficacy-Acc/Rchg:50(43), Efficacy-EndMod/Acc:50(43), Efficacy-EndMod/EndRdx:50(46)
Level 38: Shocking Grasp -- Acc-I:30(A)
Level 41: Build Up -- RechRdx-I:50(A), RechRdx-I:50(50)
Level 44: Shocking Bolt -- Lock-Acc/Hold:50(A), Lock-Acc/Rchg:50(45), Lock-Rchg/Hold:50(45), Lock-EndRdx/Rchg/Hold:50(45), Lock-Acc/EndRdx/Rchg/Hold:50(46), Lock-%Hold:50(46)
Level 47: Charged Armor -- TtmC'tng-ResDam:50(A), TtmC'tng-EndRdx:50(48), TtmC'tng-ResDam/EndRdx:50(48), TtmC'tng-ResDam/EndRdx/Rchg:50(48)
Level 49: Surge of Power -- RechRdx-I:50(A)
------------
Level 1: Brawl -- Acc-I:50(A)
Level 1: Sprint -- Run-I:50(A)
Level 2: Rest -- RechRdx-I:50(A)
Level 1: Defiance
------------
Set Bonus Totals:
- 22% DamageBuff(Smashing)
- 22% DamageBuff(Lethal)
- 22% DamageBuff(Fire)
- 22% DamageBuff(Cold)
- 22% DamageBuff(Energy)
- 22% DamageBuff(Negative)
- 22% DamageBuff(Toxic)
- 22% DamageBuff(Psionic)
- 3% Defense(Smashing)
- 3% Defense(Lethal)
- 5.5% Defense(Fire)
- 5.5% Defense(Cold)
- 24.3% Defense(Energy)
- 24.3% Defense(Negative)
- 3% Defense(Psionic)
- 3% Defense(Melee)
- 38% Defense(Ranged)
- 8% Defense(AoE)
- 5% Enhancement(Held)
- 22.5% Enhancement(RechargeTime)
- 5% Enhancement(Immobilize)
- 23% Enhancement(Accuracy)
- 13% FlySpeed
- 144.6 HP (12%) HitPoints
- 13% JumpHeight
- 13% JumpSpeed
- Knockback (Mag -8)
- Knockup (Mag -8)
- MezResist(Held) 17.1%
- MezResist(Immobilize) 12.1%
- MezResist(Sleep) 2.2%
- MezResist(Stun) 2.2%
- 8.5% (0.14 End/sec) Recovery
- 20% (1.01 HP/sec) Regeneration
- 1.26% Resistance(Fire)
- 1.26% Resistance(Cold)
- 18% RunSpeed
| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1431;687;1374;HEX;| |78DAA594594F135114C7EFD096D29DBDA580944DA0D0010C0F2E0F461113139A346| |07C52C958C676B44E9B7648E4CD0F807B22A0C1ED5B183F8A7E02DF5D1353CF39FF| |DB069E9DA4FFDFCCB9F7DCB3DC7B9B7F7825AAD4A38BCA88AD56AC4663EB32A967D| |70379ABE414E3971E94EB969B59AD328B41A5D4989EB0B561B9257BDB5CABD845AF| |EE14AD0A5C675BE39B3BB55AB5EEB52738DEEE56DE729DDA4EC5F29CAADB73CD2DD| |B75DBF5CCD64BB450AD56CC75DBAA396E091F571DCFB51B8D98FE28953D1A0ACBD7| |66CDB6B7936B35A7783C87BC04DF4D51A673F43355EB6906D411615975BC05DE09F| |CEF810F82CE8F82EDE35EAF0C368DEF0B260F8043E0B560EA8D6091E61BDACB40AC| |4EC4EA42AC2EC40A235618B16C529FF6F2DD1553B40494057107B827E8BE2F58260| |D68AFC05E079B661E0BE69E004F816782EC73C1199A1F8497119CC74200470CE9F5| |42C8A21B59F4228B5E64D18F2CFA91C5202D1631B05E64805E46D5F25FC548D2484| |C478A7D91E0835F05011A49C0472572B24C904C3DDAD433855691A90FA68EBE97F0| |DF17645E0856686840273CF05D4C533F809F82D3BF80DFC01F8141CB26B5571265A| |650660A65A651661A658EA04C1F790D2119DF504ACACC2405E32B381C4B023FCD1B| |C6BCC070584C2311C1A9281003E2824C423011E49550FD287663924C63BA216321C| |99C339990E3D50C4C9CD8F0196C78161B9EC586E7B0E1159A3FADD79E4ECBCE709D| |B37A67664F9C81033A86F3BA39F368E9025ABA80962EA0A539B43487961E9297A99| |B639AB8088B4016C809BED1DFCC924E65090147FCED6BA6545A4CEBC74D381D057F| |FB5A29038EE3FED6556BFED7F329DA8A16DA08935E6729B0DC60B9C9728BE5368BC| |57287A5C8D2FCDCF64E9CE584CEB19C67B9C0B2C793821192084B9425C6126749B0| |74B3F4B10CB2A4598E589AFF001AD801EA| |-------------------------------------------------------------------|
Here's the second build with Acro taken and the freed up slot moved to Heatlh for the Numina unique. I think I may like this one better. End is up to around 2/sec after drain.
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Amhran Comhrac: Level 50 Magic Blaster
Primary Power Set: Electrical Blast
Secondary Power Set: Electricity Manipulation
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Electrical Mastery
Hero Profile:
Level 1: Charged Bolts -- Thundr-Acc/Dmg:50(A), Thundr-Dmg/EndRdx:50(3), Thundr-Dmg/Rchg:50(3), Thundr-Acc/Dmg/Rchg:50(5), Thundr-Acc/Dmg/EndRdx:50(5), Thundr-Dmg/EndRdx/Rchg:50(7)
Level 1: Electric Fence -- TotHntr-Acc/Rchg:50(A), TotHntr-EndRdx/Immob:50(34), TotHntr-Acc/EndRdx:50(36), TotHntr-Immob/Acc:50(36), TotHntr-Acc/Immob/Rchg:50(36), TotHntr-Dam%:50(37)
Level 2: Lightning Bolt -- Thundr-Acc/Dmg:50(A), Thundr-Dmg/EndRdx:50(7), Thundr-Dmg/Rchg:50(9), Thundr-Acc/Dmg/Rchg:50(9), Thundr-Acc/Dmg/EndRdx:50(11), Thundr-Dmg/EndRdx/Rchg:50(11)
Level 4: Charged Brawl -- Mako-Acc/Dmg:50(A), Mako-Dmg/EndRdx:50(13), Mako-Dmg/Rchg:50(13), Mako-Acc/EndRdx/Rchg:50(15), Mako-Acc/Dmg/EndRdx/Rchg:50(15), Mako-Dam%:50(17)
Level 6: Short Circuit -- Efficacy-EndMod:50(A), Efficacy-EndMod/Rchg:50(40), Efficacy-EndMod/Acc/Rchg:50(42), Efficacy-Acc/Rchg:50(42), Efficacy-EndMod/Acc:50(42), Efficacy-EndMod/EndRdx:50(43)
Level 8: Aim -- RechRdx-I:50(A), RechRdx-I:50(50)
Level 10: Havoc Punch -- Mako-Acc/Dmg:50(A), Mako-Dmg/EndRdx:50(17), Mako-Dmg/Rchg:50(19), Mako-Acc/EndRdx/Rchg:50(19), Mako-Acc/Dmg/EndRdx/Rchg:50(21), Mako-Dam%:50(21)
Level 12: Combat Jumping -- LkGmblr-Rchg+:30(A), Ksmt-ToHit+:30(50)
Level 14: Super Jump -- Zephyr-Travel:50(A), Zephyr-Travel/EndRdx:50(33)
Level 16: Swift -- Run-I:50(A)
Level 18: Health -- Heal-I:50(A), Numna-Regen/Rcvry+:50(23)
Level 20: Stamina -- P'Shift-EndMod/Rchg:50(A), P'Shift-End%:50(23), P'Shift-EndMod:50(33)
Level 22: Tesla Cage -- Lock-Acc/Hold:50(A), Lock-Acc/Rchg:50(37), Lock-Rchg/Hold:50(37), Lock-EndRdx/Rchg/Hold:50(39), Lock-Acc/EndRdx/Rchg/Hold:50(39), Lock-%Hold:50(39)
Level 24: Boxing -- Mako-Acc/Dmg:50(A), Mako-Dmg/EndRdx:50(25), Mako-Dmg/Rchg:50(25), Mako-Acc/EndRdx/Rchg:50(27), Mako-Acc/Dmg/EndRdx/Rchg:50(27), Mako-Dam%:50(29)
Level 26: Tough -- S'fstPrt-ResDam/Def+:30(A), Aegis-ResDam:50(34), Aegis-ResDam/EndRdx:50(34)
Level 28: Weave -- RedFtn-Def/EndRdx:50(A), RedFtn-Def/Rchg:50(29), RedFtn-EndRdx/Rchg:50(31), RedFtn-Def/EndRdx/Rchg:50(31), RedFtn-Def:50(31), RedFtn-EndRdx:50(33)
Level 30: Hasten -- RechRdx-I:50(A)
Level 32: Super Speed -- Clrty-Stlth:50(A)
Level 35: Power Sink -- Efficacy-EndMod:50(A), Efficacy-EndMod/Rchg:50(40), Efficacy-EndMod/Acc/Rchg:50(40), Efficacy-Acc/Rchg:50(43), Efficacy-EndMod/Acc:50(43), Efficacy-EndMod/EndRdx:50(46)
Level 38: Acrobatics -- EndRdx-I:50(A)
Level 41: Build Up -- RechRdx-I:50(A), RechRdx-I:50(50)
Level 44: Shocking Bolt -- Lock-Acc/Hold:50(A), Lock-Acc/Rchg:50(45), Lock-Rchg/Hold:50(45), Lock-EndRdx/Rchg/Hold:50(45), Lock-Acc/EndRdx/Rchg/Hold:50(46), Lock-%Hold:50(46)
Level 47: Charged Armor -- TtmC'tng-ResDam:50(A), TtmC'tng-EndRdx:50(48), TtmC'tng-ResDam/EndRdx:50(48), TtmC'tng-ResDam/EndRdx/Rchg:50(48)
Level 49: Surge of Power -- RechRdx-I:50(A)
------------
Level 1: Brawl -- Acc-I:50(A)
Level 1: Sprint -- Run-I:50(A)
Level 2: Rest -- RechRdx-I:50(A)
Level 1: Defiance
------------
Set Bonus Totals:
- 22% DamageBuff(Smashing)
- 22% DamageBuff(Lethal)
- 22% DamageBuff(Fire)
- 22% DamageBuff(Cold)
- 22% DamageBuff(Energy)
- 22% DamageBuff(Negative)
- 22% DamageBuff(Toxic)
- 22% DamageBuff(Psionic)
- 3% Defense(Smashing)
- 3% Defense(Lethal)
- 5.5% Defense(Fire)
- 5.5% Defense(Cold)
- 24.3% Defense(Energy)
- 24.3% Defense(Negative)
- 3% Defense(Psionic)
- 3% Defense(Melee)
- 38% Defense(Ranged)
- 8% Defense(AoE)
- 5% Enhancement(Held)
- 22.5% Enhancement(RechargeTime)
- 23% Enhancement(Accuracy)
- 5% Enhancement(Immobilize)
- 13% FlySpeed
- 144.6 HP (12%) HitPoints
- 13% JumpHeight
- 13% JumpSpeed
- MezResist(Held) 17.1%
- MezResist(Immobilize) 12.1%
- MezResist(Sleep) 2.2%
- MezResist(Stun) 2.2%
- 7% (0.12 End/sec) Recovery
- 20% (1.01 HP/sec) Regeneration
- 1.26% Resistance(Fire)
- 1.26% Resistance(Cold)
- 18% RunSpeed
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I've got a blaster miniguide in sig (about post #9 I think- link in first post is broken). Basically, you have to ask a couple questions:
What am I going to use this Blaster for? (What makes a Blaster so much better than any other character I could play?)
What makes me happy?
For me, the answers to both are roughly "I do a lot of damage. A LOT."
I'm guessing your answers are "It's my first character and I'm attached" and "Soloing, or playing in small groups, and winning fights." But those are guesses. Feel free to explain.
What I'm trying to get to here is... you have five travel powers, three fitness, three fighting. You're trying to make a Scrapper out of pool powers, and the risk is that you end up with a bad Scrapper who is also now a bad Blaster. If you're attached to the character for the character's sake (roleplaying, or "signature character" or whatever), and not so much attached to the Blasterly parts of the character, you can do that and it's a valid approach.
If you want to be the best Blaster you can be, it may not be the best approach. Tell me what you want and I'll tell you how to get it.
One specific: You mentioned saving money by taking Acrobatics. I don't like that idea. Aside from the infomercial-esque "Get Rich Quick through marketeering" possibilities (I am TRYING not to shill for the market forum), last I heard an ITF made about 10 million inf in about two hours. And a level 30 Karma -KB is a lot less than 10 million inf. I'd rather GIVE you the IO than see you warp your build to fit in Acro. [Maybe you're taking CJ/SJ because you like them, in which case I guess acro is fine, but if you're taking three travel powers to save a couple million inf and a slot, that's a terrible thing to do.]
Mini-guides: Force Field Defenders, Blasters, Market Self-Defense, Frankenslotting.
So you think you're a hero, huh.
@Boltcutter in game.
heya, first off, thanks for the reply.
What I mean by attachment is that I'm not going to delete this char because he was my first char and also my first 50 as well. I'm not attached to any one playstyle and I've enjoyed this character in purely ranged roles and blaptroller type roles. The E^3 mindset worked well for me and I've had a lot of fun with this char in that build.
As for answering those questions, I tend to split fairly evenly between solo and group play. I do want to do as much damage as possible too. What blaster doesn't to a degree? I've never really seen Elec/Elec as an AoE monster so I geared my 2 sample builds to focus on the ranged and melee single target attacks as opposed to the AoE attacks while still keeping the holds. I figured this would allow me to start at range and close in to melee range with ability to survive better. My previous issues with this char was one of survivability so adding the holds and shield did add more survivability.
Ultimately, what I'm looking to do is to resurrect this character, kit him out in sets for some bonuses to increase his effectiveness, and try to stay within the E^3 mindset. My common IO build (his current build) has served me well with a few complaints; it bothers me not having Thunderstrike, I would prefer to have Fly over Hasten/SS, medicine has proved to be of limited utility. I think I can do better with those power picks.
I'm essentially looking for advice from those who have gone before me. If those 2 builds I posted are ultimately utter crap and are going to fail miserably, that's the kind of feedback I'm looking for and consequently also how to better re-arrange the build to be better.
edit: checking out your guide shortly.
Ok, here's attempt #3. I'm happy with the power picks here. I went for broke and used purples. I ditched the def/res approach and went for things that would help kill faster.
I seem to have ended up with way too much +ACC from sets but I do like the recharge. However, the +dmg bonuses are lacking. Help! I'm really struggling with building this char with a decent mix of bonuses (recharge, dmg, recovery, acc).
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Amhran Comhrac: Level 50 Magic Blaster
Primary Power Set: Electrical Blast
Secondary Power Set: Electricity Manipulation
Power Pool: Fitness
Power Pool: Flight
Power Pool: Concealment
Ancillary Pool: Electrical Mastery
Hero Profile:
Level 1: Lightning Bolt -- Apoc-Dmg:50(A), Apoc-Dmg/Rchg:50(3), Apoc-Acc/Dmg/Rchg:50(9), Apoc-Acc/Rchg:50(15), Apoc-Dmg/EndRdx:50(31)
Level 1: Electric Fence -- GravAnch-Immob:50(A), GravAnch-Immob/Rchg:50(29), GravAnch-Hold%:50(29), GravAnch-Acc/Immob/Rchg:50(34), GravAnch-Acc/Rchg:50(37), GravAnch-Immob/EndRdx:50(46)
Level 2: Ball Lightning -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(3), Posi-Dmg/Rchg:50(5), Posi-Dmg/Rng:50(13), Posi-Acc/Dmg/EndRdx:50(27)
Level 4: Charged Brawl -- C'ngImp-Dmg/EndRdx/Rchg:50(A), C'ngImp-Acc/Dmg/EndRdx:50(5), C'ngImp-Acc/Dmg/Rchg:50(9), C'ngImp-Dmg/Rchg:50(15), C'ngImp-Dmg/EndRdx:50(27)
Level 6: Short Circuit -- Efficacy-EndMod:50(A), Efficacy-EndMod/Rchg:50(7), Efficacy-EndMod/Acc/Rchg:50(7), Efficacy-Acc/Rchg:50(17), Efficacy-EndMod/Acc:50(17), Efficacy-EndMod/EndRdx:50(19)
Level 8: Swift -- Run-I:50(A)
Level 10: Havoc Punch -- Hectmb-Dmg:50(A), Hectmb-Dmg/Rchg:50(11), Hectmb-Acc/Dmg/Rchg:50(11), Hectmb-Acc/Rchg:50(13), Hectmb-Dmg/EndRdx:50(25)
Level 12: Hover -- Zephyr-ResKB:50(A), LkGmblr-Rchg+:50(46)
Level 14: Fly -- Zephyr-ResKB:50(A)
Level 16: Health -- Heal-I:50(A)
Level 18: Tesla Cage -- Lock-Acc/Hold:50(A), Lock-Rchg/Hold:50(19), Lock-EndRdx/Rchg/Hold:50(39), Lock-Acc/EndRdx/Rchg/Hold:50(40), Lock-%Hold:50(46)
Level 20: Stamina -- P'Shift-End%:50(A), P'Shift-EndMod:50(21), P'Shift-EndMod/Acc:50(21)
Level 22: Charged Bolts -- Thundr-Acc/Dmg:50(A), Thundr-Dmg/EndRdx:50(23), Thundr-Dmg/Rchg:50(23), Thundr-Acc/Dmg/Rchg:50(25), Thundr-Acc/Dmg/EndRdx:50(34)
Level 24: Build Up -- RechRdx-I:50(A), RechRdx-I:50(40)
Level 26: Aim -- RechRdx-I:50(A), RechRdx-I:50(40)
Level 28: Thunder Strike -- Armgdn-Dmg:50(A), Armgdn-Dmg/Rchg:50(31), Armgdn-Acc/Dmg/Rchg:50(31), Armgdn-Acc/Rchg:50(37), Armgdn-Dmg/EndRdx:50(43)
Level 30: Stealth -- EndRdx-I:50(A)
Level 32: Thunderous Blast -- Ragnrk-Dmg:50(A), Ragnrk-Dmg/Rchg:50(33), Ragnrk-Acc/Dmg/Rchg:50(33), Ragnrk-Acc/Rchg:50(33), Ragnrk-Dmg/EndRdx:50(34)
Level 35: Power Sink -- P'Shift-EndMod:50(A), P'Shift-EndMod/Rchg:50(36), P'Shift-EndMod/Acc/Rchg:50(36), P'Shift-Acc/Rchg:50(36), P'Shift-EndMod/Acc:50(37)
Level 38: Shocking Grasp -- BasGaze-Acc/EndRdx/Rchg/Hold:30(A), BasGaze-Rchg/Hold:30(39), BasGaze-EndRdx/Rchg/Hold:30(39), BasGaze-Acc/Hold:30(43)
Level 41: Static Discharge -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(42), Posi-Dmg/Rchg:50(42), Posi-Dmg/Rng:50(42), Posi-Acc/Dmg/EndRdx:50(43)
Level 44: Surge of Power -- ImpArm-ResDam:40(A), ImpArm-ResDam/Rchg:40(45), ResDam-I:50(45), RechRdx-I:50(45)
Level 47: Shocking Bolt -- UbrkCons-Hold:50(A), UbrkCons-Hold/Rchg:50(48), UbrkCons-Acc/Hold/Rchg:50(48), UbrkCons-Acc/Rchg:50(48), UbrkCons-EndRdx/Hold:50(50)
Level 49: Charged Armor -- ImpArm-ResDam:40(A), ImpArm-ResDam/EndRdx:40(50), TtmC'tng-ResDam/EndRdx:50(50)
------------
Level 1: Brawl -- Acc-I:50(A)
Level 1: Sprint -- Run-I:50(A)
Level 2: Rest -- RechRdx-I:50(A)
Level 1: Defiance
------------
Set Bonus Totals:
- 12% DamageBuff(Smashing)
- 12% DamageBuff(Lethal)
- 12% DamageBuff(Fire)
- 12% DamageBuff(Cold)
- 12% DamageBuff(Energy)
- 12% DamageBuff(Negative)
- 12% DamageBuff(Toxic)
- 12% DamageBuff(Psionic)
- 1.25% Defense(Fire)
- 1.25% Defense(Cold)
- 5% Defense(Energy)
- 5% Defense(Negative)
- 2.5% Defense(Ranged)
- 2.5% Defense(AoE)
- 87.5% Enhancement(RechargeTime)
- 2.5% Enhancement(Held)
- 107% Enhancement(Accuracy)
- 14% FlySpeed
- 108.4 HP (9%) HitPoints
- 14% JumpHeight
- 14% JumpSpeed
- Knockback (Mag -8)
- Knockup (Mag -8)
- MezResist(Held) 2.2%
- MezResist(Immobilize) 2.2%
- 38% (0.63 End/sec) Recovery
- 26% (1.31 HP/sec) Regeneration
- 15.8% Resistance(Fire)
- 15.8% Resistance(Cold)
- 5% Resistance(Toxic)
- 14% RunSpeed
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I'm not the most experienced Elec/* blaster around here... you're probably better at it than I am. Nonetheless I'll open my mouth and talk for a while. Here's what I would recommend:
1) I recommend mild chemical dependence. If you get your Defense to 32.5% to "some things" then you can cap with a small purple. If you get it to 20% you can cap with a medium purple (if you can't buy a medium purple at Wents, you can often buy three medium orange or yellows and combine.) The medium-purple option is a lot worse because you can't casually refill your emergency locker, but if necessary it is there. If you need to hit the cap ALL the time, you're probably doin' it wrong. Even 32% Defense turns 2/3 of hits into misses.
2) I think -KB IO's are the best thing in the game for blasters. Stealth IO's are probably second best. For a PBAOE'r you may need extra stealth (stealth, superspeed, whatever). Cause landing Short Circuit uninterrupted is probably incalculably important.
3) Speaking of Short Circuit, that's one of the living arguments for frankenslotting. You want a little Acc in that, a lot of Recharge, End Drain, and if you have spare room some damage.
... you have spare room. Two 45+ EndMod/Rech/Acc and two EndMod/Rech should get you to 90+% Recharge, 90+% EndMod, and enough Acc to hit. That leaves you two slots for damage, which gets you to 80-85%. Two performance shifters, two efficacy adaptors.
4) Not an IO thing, exactly: Extra hit points help sometimes. Atlas medallion, Freedom Phalanx, that's +15% HP (blaster max is +33% for arcane historical reasons) and it's relatively easy and cheap, if you have the powers to spare, to get another 5-10% from IO's. Remember you can only stack 5 of the exact same IO bonus- there are a LOT of 1.5% and 1.13% HP bonuses available. (Efficacy Adaptor in SHort Circuit will give you one, for instance.)
5) So how would I go about getting 32.5% ranged, and KB protection, and how would I build?
I'd go, very roughly, with one travel power (I like Flight, but whichever you like will work fine.) I'd spend really, really big bucks on one of these and get another Zephyr.
Tough (with a Steadfast +3% Defense in there-that's expensive) and Weave will give you around 8% Def to All. 6-slot Red Fortune in Weave, and 6-slot two sets of Thunderstrike (Any level works, really, for Red F and Thunderstrike- those don't need to go with level 45+ .) That's around 10% Ranged.
If you can get 6 slots into Aim with a full set of Gaussian's, potentially expensive, that's another 2.5% to all positionals. So 20.5% Ranged, and 10.5% everything else.
We've also gotten about 15% Accuracy Bonus (plenty, for me) and 5.5% HP along the way, with a couple other nice minor bonuses like a 5% Recharge bonus in there. The full set of Gaussian's does have one problem: It shorts you on Recharge.
I've also spent probably two hundred million of your money, mostly on the Zephyr -KB. Now that I think about it, you can slot a Steadfast or Karma in your vet armor, get the other two Zephyrs, and save 50-100 million inf.
You should have three powers free (from only taking one travel power) so you can get the elec cone AOE and Ball Lightning back. (I think if you slot a little EndMod into ball lightning it takes around 10% of enemy endurance, which might make a big difference combined with Short Circuit. This is where my lack of actual Elec blaster experience shows.) I'm not normally a fan of "PBAOE-jump back-AOE-cone" as an attack combo but you might like it better than I do.
Interrupting myself: You have veteran sprints? You can slot an Unbounded Leap stealth in one of them and save yourself a good chunk of inf. by not needing a Celerity stealth.
I don't really like Mako's- I know, it's great ranged defense, but it shorts you on actual damage. I think it tops out at 92% or something. Using a set bonus for something that the actual set screws you on really annoys me.
Before I go any further, because I am losing attention span, I'm going to ask what your budget is.
Luck of the Gambler +7.5%s were around 100 million, last I checked. Blessing of the Zephyr -KB around the same. Right now for all I know your budget could be 40 million, could be 400 million.
Mini-guides: Force Field Defenders, Blasters, Market Self-Defense, Frankenslotting.
So you think you're a hero, huh.
@Boltcutter in game.
With my current Elec^3 play style, I've found that defensive slotting isn't necessary. Enemies that cannot attack me don't deal any damage. So I slot for the two things I really want more of: damage and recharge bonuses.
Solo, I can quickly mezz or disable key threats. The Electric Trilogy has the tools to deal with any non-AV enemy. Open fights like a controller, close fights like a blaster. I don't even have aid self anymore on my main Elec^3.
Grouping, aggro is either split between my teammates or someone else wants to soak alphas (peeled aggro gets the twitch treatment). Alternatively, I can take the Short Circuit / Power Sink approach if my team wants more AoE control. Playing a versatile and flexible character has certain rewards here.
+damage and +recharge sets tend to be on the higher end price-wise though, if cash is an issue.
The Bacon Compels You.
With my current Elec^3 play style, I've found that defensive slotting isn't necessary. Enemies that cannot attack me don't deal any damage. So I slot for the two things I really want more of: damage and recharge bonuses.
Solo, I can quickly mezz or disable key threats. The Electric Trilogy has the tools to deal with any non-AV enemy. Open fights like a controller, close fights like a blaster. I don't even have aid self anymore on my main Elec^3. Grouping, aggro is either split between my teammates or someone else wants to soak alphas (peeled aggro gets the twitch treatment). Alternatively, I can take the Short Circuit / Power Sink approach if my team wants more AoE control. Playing a versatile and flexible character has certain rewards here. +damage and +recharge sets tend to be on the higher end price-wise though, if cash is an issue. |
I also dropped the medicine pool and changed it up a bit. I finally got my favorite travel power back.
Can you take a look at this build and tell me where I went wrong? I like the power selections but wish I could get more +dmg in. Please note that this was my "cheap" build with only 1 purple set and 1 or 2 uniques. If I can keep it that way great but if I need to go more purples then so be it.
Thanks.
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Amhran Comhrac: Level 50 Magic Blaster
Primary Power Set: Electrical Blast
Secondary Power Set: Electricity Manipulation
Power Pool: Fitness
Power Pool: Flight
Power Pool: Concealment
Ancillary Pool: Electrical Mastery
Hero Profile:
Level 1: Lightning Bolt -- Decim-Acc/Dmg:40(A), Decim-Dmg/EndRdx:40(3), Decim-Dmg/Rchg:40(9), Decim-Acc/EndRdx/Rchg:40(15), Decim-Acc/Dmg/Rchg:40(31)
Level 1: Electric Fence -- Enf'dOp-Acc/Rchg:50(A), Enf'dOp-EndRdx/Immob:50(29), Enf'dOp-Acc/EndRdx:50(29), Enf'dOp-Acc/Immob/Rchg:50(34), Enf'dOp-Immob/Rng:50(37), GravAnch-Hold%:50(46)
Level 2: Ball Lightning -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(3), Posi-Dmg/Rchg:50(5), Posi-Dmg/Rng:50(13), Posi-Acc/Dmg/EndRdx:50(27)
Level 4: Charged Brawl -- C'ngImp-Acc/Dmg:50(A), C'ngImp-Dmg/EndRdx:50(5), C'ngImp-Dmg/Rchg:50(9), C'ngImp-Acc/Dmg/Rchg:50(15), C'ngImp-Acc/Dmg/EndRdx:50(27)
Level 6: Short Circuit -- Efficacy-EndMod:50(A), Efficacy-EndMod/Rchg:50(7), Efficacy-EndMod/Acc/Rchg:50(7), Efficacy-Acc/Rchg:50(17), Efficacy-EndMod/Acc:50(17), Efficacy-EndMod/EndRdx:50(19)
Level 8: Hurdle -- Jump-I:50(A)
Level 10: Havoc Punch -- C'ngImp-Acc/Dmg:50(A), C'ngImp-Dmg/EndRdx:50(11), C'ngImp-Dmg/Rchg:50(11), C'ngImp-Acc/Dmg/Rchg:50(13), C'ngImp-Acc/Dmg/EndRdx:50(25)
Level 12: Hover -- Zephyr-ResKB:50(A)
Level 14: Fly -- Zephyr-ResKB:50(A)
Level 16: Health -- Heal-I:50(A), Numna-Regen/Rcvry+:50(50)
Level 18: Tesla Cage -- BasGaze-Acc/Hold:30(A), BasGaze-EndRdx/Rchg/Hold:30(19), BasGaze-Acc/EndRdx/Rchg/Hold:30(39), BasGaze-Rchg/Hold:30(40), Hold-I:50(46)
Level 20: Stamina -- P'Shift-End%:50(A), Efficacy-EndMod:50(21), Efficacy-EndMod/Acc:50(21)
Level 22: Charged Bolts -- Decim-Acc/Dmg:40(A), Decim-Dmg/EndRdx:40(23), Decim-Dmg/Rchg:40(23), Decim-Acc/EndRdx/Rchg:40(25), Decim-Acc/Dmg/Rchg:40(34)
Level 24: Build Up -- RechRdx-I:50(A), RechRdx-I:50(40)
Level 26: Aim -- RechRdx-I:50(A), RechRdx-I:50(40)
Level 28: Thunder Strike -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(31), Oblit-Dmg/Rchg:50(31), Oblit-Acc/Dmg/Rchg:50(37), Oblit-Acc/Dmg/EndRdx/Rchg:50(43)
Level 30: Stealth -- EndRdx-I:50(A), EndRdx-I:50(50)
Level 32: Thunderous Blast -- Ragnrk-Dmg:50(A), Ragnrk-Dmg/Rchg:50(33), Ragnrk-Acc/Dmg/Rchg:50(33), Ragnrk-Acc/Rchg:50(33), Ragnrk-Dmg/EndRdx:50(34)
Level 35: Power Sink -- P'Shift-EndMod:50(A), P'Shift-EndMod/Rchg:50(36), P'Shift-EndMod/Acc/Rchg:50(36), P'Shift-Acc/Rchg:50(36), P'Shift-EndMod/Acc:50(37)
Level 38: Shocking Grasp -- BasGaze-Acc/Hold:30(A), BasGaze-Rchg/Hold:30(39), BasGaze-EndRdx/Rchg/Hold:30(39), BasGaze-Acc/EndRdx/Rchg/Hold:30(43), Hold-I:50(46)
Level 41: Static Discharge -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(42), Posi-Dmg/Rchg:50(42), Posi-Dmg/Rng:50(42), Posi-Acc/Dmg/EndRdx:50(43)
Level 44: Charged Armor -- ImpArm-ResDam/EndRdx:30(A), ImpArm-ResDam:30(45), ImpArm-ResDam/EndRdx/Rchg:30(45), ImpArm-ResDam/Rchg:40(45)
Level 47: Shocking Bolt -- BasGaze-Acc/Hold:30(A), BasGaze-Rchg/Hold:30(48), BasGaze-EndRdx/Rchg/Hold:30(48), BasGaze-Acc/EndRdx/Rchg/Hold:30(48), Hold-I:50(50)
Level 49: Surge of Power -- RechRdx-I:50(A)
------------
Level 1: Brawl -- Acc-I:50(A)
Level 1: Sprint -- Run-I:50(A)
Level 2: Rest -- RechRdx-I:50(A)
Level 1: Defiance
------------
Set Bonus Totals:
- 8% DamageBuff(Smashing)
- 8% DamageBuff(Lethal)
- 8% DamageBuff(Fire)
- 8% DamageBuff(Cold)
- 8% DamageBuff(Energy)
- 8% DamageBuff(Negative)
- 8% DamageBuff(Toxic)
- 8% DamageBuff(Psionic)
- 2.5% Defense(Smashing)
- 2.5% Defense(Lethal)
- 7.5% Defense(Energy)
- 7.5% Defense(Negative)
- 1.88% Defense(Psionic)
- 1.25% Defense(Melee)
- 3.75% Defense(Ranged)
- 6.75% Max End
- 3% Enhancement(Immobilize)
- 56% Enhancement(Accuracy)
- 81.3% Enhancement(RechargeTime)
- 5% FlySpeed
- 90.4 HP (7.5%) HitPoints
- 5% JumpHeight
- 5% JumpSpeed
- Knockback (Mag -8)
- Knockup (Mag -8)
- MezResist(Immobilize) 9.9%
- MezResist(Stun) 2.2%
- 21.5% (0.36 End/sec) Recovery
- 10% (0.5 HP/sec) Regeneration
- 5.67% Resistance(Fire)
- 5.67% Resistance(Cold)
- 1.88% Resistance(Negative)
- 5% RunSpeed
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Greetings,
I'm looking to dust my old blaster char off and slot sets for some additional enjoyment and, of course, bonuses. It's my first char ever created and he was born at the CoH retail launch. I'm attached to him and want to get some more use out of him than just farming day jobs. I've been playing brutes mainly as of late so I'm a bit out of the loop on blasters.
Can someone point me in the right thread direction or give me pointers on what are good areas/sets to focus upon for a blaster? I've heard you can softcap some of the defenses. This seemed like a good plan but are there any other recommended areas to boost?
I saw 2 sample builds on another thread but those tended to gut a lot of the attacks from the elec/elec power sets. I'm looking to retain most of my primary/secondary abilities and the electrical pool if at all possible.
Below is my current common IO build. My thoughts were to drop the Medicine and Speed pools. Take the Fighting and Leaping pools and slot for the Defense and Resists sets. I tend to favor more resists as opposed to gambling on defense sets so I could also put more sets into Charged armor.
Any advice is helpful. If I have to give up being E^3 and grabbing Cold Mastery, let's do it. Purples likely aren't an option due to funds.
Thanks!
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Amhran Comhrac: Level 50 Magic Blaster
Primary Power Set: Electrical Blast
Secondary Power Set: Electricity Manipulation
Power Pool: Fitness
Power Pool: Speed
Power Pool: Medicine
Ancillary Pool: Electrical Mastery
Hero Profile:
Level 1: Lightning Bolt -- Acc-I:50(A), Acc-I:50(3), Dmg-I:50(9), Dmg-I:50(15), Dmg-I:50(31)
Level 1: Electric Fence -- Acc-I:50(A)
Level 2: Ball Lightning -- Acc-I:50(A), Acc-I:50(3), RechRdx-I:50(5), Dmg-I:50(13), Dmg-I:50(27), Dmg-I:50(48)
Level 4: Charged Brawl -- Acc-I:50(A), Acc-I:50(5), Dmg-I:50(9), Dmg-I:50(15), Dmg-I:50(27)
Level 6: Short Circuit -- Acc-I:50(A), RechRdx-I:50(7), Dmg-I:50(7), EndMod-I:50(17), EndMod-I:50(17), EndMod-I:50(19)
Level 8: Hurdle -- Jump-I:50(A)
Level 10: Havoc Punch -- Acc-I:50(A), Acc-I:50(11), RechRdx-I:50(11), Dmg-I:50(13), Dmg-I:50(25), Dmg-I:50(37)
Level 12: Hasten -- RechRdx-I:50(A), RechRdx-I:50(29), RechRdx-I:50(29)
Level 14: Super Speed -- Run-I:50(A)
Level 16: Health -- Heal-I:50(A)
Level 18: Tesla Cage -- Acc-I:50(A), Acc-I:50(19), Hold-I:50(39), Hold-I:50(40)
Level 20: Stamina -- EndMod-I:50(A), EndMod-I:50(21), EndMod-I:50(21)
Level 22: Charged Bolts -- Acc-I:50(A), Acc-I:50(23), Dmg-I:50(23), Dmg-I:50(25), Dmg-I:50(34)
Level 24: Build Up -- RechRdx-I:50(A), RechRdx-I:50(40)
Level 26: Aim -- RechRdx-I:50(A), RechRdx-I:50(40)
Level 28: Stimulant -- RechRdx-I:50(A)
Level 30: Aid Self -- RechRdx-I:50(A), IntRdx-I:50(31), IntRdx-I:50(31), Heal-I:50(37), Heal-I:50(43)
Level 32: Thunderous Blast -- RechRdx-I:50(A), RechRdx-I:50(33), RechRdx-I:50(33), Dmg-I:50(33), Dmg-I:50(34), Dmg-I:50(34)
Level 35: Power Sink -- RechRdx-I:50(A), RechRdx-I:50(36), RechRdx-I:50(36), EndMod-I:50(36), EndMod-I:50(37)
Level 38: Shocking Grasp -- Acc-I:50(A), Acc-I:50(39), RechRdx-I:50(39), Hold-I:50(43), Hold-I:50(46)
Level 41: Static Discharge -- Acc-I:50(A), Acc-I:50(42), RechRdx-I:50(42), Dmg-I:50(42), Dmg-I:50(43), Dmg-I:50(46)
Level 44: Surge of Power -- RechRdx-I:50(A), RechRdx-I:50(45), RechRdx-I:50(45), ResDam-I:50(45), ResDam-I:50(46)
Level 47: Shocking Bolt -- Acc-I:50(A), Acc-I:50(48), Hold-I:50(48), Hold-I:50(50)
Level 49: Charged Armor -- ResDam-I:50(A), ResDam-I:50(50), ResDam-I:50(50)
------------
Level 1: Brawl -- Acc-I:50(A)
Level 1: Sprint -- Run-I:50(A)
Level 2: Rest -- RechRdx-I:50(A)
Level 1: Defiance