Critique this Fire/Elec/Elec build please
sorry for double post
1. It's spelled ridiculous with an "i". Please correct it in any future posts.
2. Your build has way too many attacks, most of which you'd never use. Build up + aim + 2 AoEs = everything dead. And most of the AoEs will be up for every group anyways. I'd pick 2, maybe 3 of them and get rid of the rest. I'd dump Static Discharge, Rain of Fire in a heartbeat. RoF is a nice pseudo control but if you're using Lightning Field, it's counter productive to what you're trying to do.
3. Electric Fence has excellent dps and can take ranged damage sets. I'd possibly think of putting Decimations here.
4. Decimations, though they have the +6.25% rech, have horrible enhancements values. I'd at least think about swapping out blaze and maybe fire blast with either Devastations or Thunderstrikes.
5. Hurdle > Swift for blapper type builds. Hurdle + CJ has much better manueverability than swift + CJ.
6. You'll achieve as good or better overall global recharge by investing in either the leadership or concealment pools and slotting LoTG +recharges. There's a couple powers in both pools that are useful, require only 1 slot and can mule a +recharge. You'd then be able to slot out aim and build up with Adj Targeting to make up some of the 6.25% bonuses you'd lose by dropping a number of AoE sets.
7. Slotting of charged armor is nonsensical. The steadfast res/def does nothing for you since you don't have any other defense to speak of. Invest at least 1-2 more slots in it and slot with Impervium Armor for the endurance increase and recovery bonuses.
8. Power sink could use at least 2 more slots. Frankenslotting it is just fine, but more recharge and end mod in it is needed. 1 more 50 end mod and 1 recharge will work just fine. Or you can go for useful set bonuses and slot the end mod/accuracy/recharge pieces.
1. It's spelled ridiculous with an "i". Please correct it in any future posts.
2. Your build has way too many attacks, most of which you'd never use. Build up + aim + 2 AoEs = everything dead. And most of the AoEs will be up for every group anyways. I'd pick 2, maybe 3 of them and get rid of the rest. I'd dump Static Discharge, Rain of Fire in a heartbeat. RoF is a nice pseudo control but if you're using Lightning Field, it's counter productive to what you're trying to do. 3. Electric Fence has excellent dps and can take ranged damage sets. I'd possibly think of putting Decimations here. 4. Decimations, though they have the +6.25% rech, have horrible enhancements values. I'd at least think about swapping out blaze and maybe fire blast with either Devastations or Thunderstrikes. 5. Hurdle > Swift for blapper type builds. Hurdle + CJ has much better manueverability than swift + CJ. 6. You'll achieve as good or better overall global recharge by investing in either the leadership or concealment pools and slotting LoTG +recharges. There's a couple powers in both pools that are useful, require only 1 slot and can mule a +recharge. You'd then be able to slot out aim and build up with Adj Targeting to make up some of the 6.25% bonuses you'd lose by dropping a number of AoE sets. 7. Slotting of charged armor is nonsensical. The steadfast res/def does nothing for you since you don't have any other defense to speak of. Invest at least 1-2 more slots in it and slot with Impervium Armor for the endurance increase and recovery bonuses. 8. Power sink could use at least 2 more slots. Frankenslotting it is just fine, but more recharge and end mod in it is needed. 1 more 50 end mod and 1 recharge will work just fine. Or you can go for useful set bonuses and slot the end mod/accuracy/recharge pieces. |
Electric fence, do NOT slot this power. The DPS has no place for how long the DoT damage takes to kick in. Fire/elec has NO issues with attacks to deal damage. Fire blast, blaze, Havok Punch, charged brawl and shocking grasp will be the main hub of your attacks.
I would certainly not bother with the leadership pool on a blaster.
Charged armor, I can agree with, i usually don't slot my resistance armors on my squishies unless for a specific bonus, which for the slots i'm willing to invest in them is never enough anyways.
You have too many slots on aim/build up, two level 50 recharge IOs is all you'll need in them. That third recharge does like 3 seconds difference or something like that, terribly not worth it when those slots are better used elsewhere.
I use the same slotting for shocking grasp as well, but i highly suggest putting a level 50 common hold IO in the 6th slot in the power. And it would also be greatly worth picking up shocking bolt in on this build to stack with shocking grasp when fighting bosses.
Also, with surge of power, its nice to have as a backup, but honestly, its not something I care much to bother slotting with. If you need it up that much, you're doing something wrong. Generally its base slot or maybe one extra for rech, or rech/res is usually enough for anything I need to do. Likewise, HP bonuses and regen are very useful to your survival as a blaster. While the 6.25% recharge from decimation is nice, as mentioned it hurts the other stats of the power to do so. I always slot my main damage attacks with 2 devastations, and 4 thunderstrikes. This way granting 12% regen bonus each, and getting me some recovery, the ranged defense won't mean much, but also 7% accuracy bonus per attack as well which helps a lot on blaster builds.
Thunderstrike, ditch the force feedback. For how often it fires off, for how often you'll truly use this power and how many enemies it will generally hit, i've tested this proc, its by FAR not worth using in a power like this.
Stamina, as mentioned you won't be having any issues with endurance with this build. You won't need to come close to bothering with the p-shifter proc, nor the miracle unique in health. Ditch them both. I would use efficacy adaptors in health for the regen/hp/recovery bonuses, and they're cheaper than p-shifters anyways. Also i'd make it a point to slot health, i usually at least make sure to 4 slot it, numina proc, 2 other numinas for the 12% regen and 1.88% max hp bonuses, and then the 4th slot to make sure to max its enhanced regen value, which i haven't tested but the consensus is this boosts the numina unique as well.
Combat jumping is also WAY too late, as mentioned, CJ + hurdle is ESSENTIAL to a blaster build like /elec manipulation which is best suited as a blapper style build. As mentioned ditching lightning field, and putting that in its place will free up slots and the power choice as mentioned.
Plasmic's Guide to Sonic/Mental
Plasmic's Guide to Regeneration
Plasmic Fire - 50 Fire/Rad Victory Server
I don't even pretend to have any kind of mastery on sets, so I won't touch that. And below are my opinions.
Take Flares. You can fire it and Fire Blast even when mezzed. No other AT can do this. Take advantage of Defiance.
If this is a leveling build and not a respec, take lightning field later. The aggro it makes is more than you can stand early. You'll keep it tuned off so why not get it later.
Shocking Bolt and Shocking Grasp combo let you mez all but AVs. That's cool. You can't do it with this build.
If you have Ninja Run, you want Hurdle and not Swift.
Looks a little like Set Pr0n thought, as I think it might take a zillion merits to get these, as it would take a zillion years to wait for them all to show on the market.
NONONO on several points here. For starters, you're fire blast, without having short circuit to stack the drain on mobs, there is no need to worry about trying to drain mobs. Lightning field will be next to useless with this build. Power sink, Honestly, when you have your bonuses, slotted stamina, and end reductions on your attacks, you'll hardly ever use the power even with just a base recharge in its base slot. I slot it 4 with efficacy adaptors for the bonuses and get decent end mod/rech stats out of it as well.
Electric fence, do NOT slot this power. The DPS has no place for how long the DoT damage takes to kick in. Fire/elec has NO issues with attacks to deal damage. Fire blast, blaze, Havok Punch, charged brawl and shocking grasp will be the main hub of your attacks. I would certainly not bother with the leadership pool on a blaster. Charged armor, I can agree with, i usually don't slot my resistance armors on my squishies unless for a specific bonus, which for the slots i'm willing to invest in them is never enough anyways. You have too many slots on aim/build up, two level 50 recharge IOs is all you'll need in them. That third recharge does like 3 seconds difference or something like that, terribly not worth it when those slots are better used elsewhere. I use the same slotting for shocking grasp as well, but i highly suggest putting a level 50 common hold IO in the 6th slot in the power. And it would also be greatly worth picking up shocking bolt in on this build to stack with shocking grasp when fighting bosses. Also, with surge of power, its nice to have as a backup, but honestly, its not something I care much to bother slotting with. If you need it up that much, you're doing something wrong. Generally its base slot or maybe one extra for rech, or rech/res is usually enough for anything I need to do. Likewise, HP bonuses and regen are very useful to your survival as a blaster. While the 6.25% recharge from decimation is nice, as mentioned it hurts the other stats of the power to do so. I always slot my main damage attacks with 2 devastations, and 4 thunderstrikes. This way granting 12% regen bonus each, and getting me some recovery, the ranged defense won't mean much, but also 7% accuracy bonus per attack as well which helps a lot on blaster builds. Thunderstrike, ditch the force feedback. For how often it fires off, for how often you'll truly use this power and how many enemies it will generally hit, i've tested this proc, its by FAR not worth using in a power like this. Stamina, as mentioned you won't be having any issues with endurance with this build. You won't need to come close to bothering with the p-shifter proc, nor the miracle unique in health. Ditch them both. I would use efficacy adaptors in health for the regen/hp/recovery bonuses, and they're cheaper than p-shifters anyways. Also i'd make it a point to slot health, i usually at least make sure to 4 slot it, numina proc, 2 other numinas for the 12% regen and 1.88% max hp bonuses, and then the 4th slot to make sure to max its enhanced regen value, which i haven't tested but the consensus is this boosts the numina unique as well. Combat jumping is also WAY too late, as mentioned, CJ + hurdle is ESSENTIAL to a blaster build like /elec manipulation which is best suited as a blapper style build. As mentioned ditching lightning field, and putting that in its place will free up slots and the power choice as mentioned. |
* Rain of Fire, Fire Breath, Fire Ball all consume a tremendous amount of endurance. To say the OP won't need power sink on occasion is a stretch...even with good endurance slotting. Unless you're soloing all the time and not fighting anything hard, you will run out of end.
* Electric fence has great dps. But then again, you'll probably hate powers like incinerate and freezing touch too then...high dps powers that are dots.
* Thunderstrike can do very well with the fast feedback proc; however I don't disagree with you that it is unneeded in this build.
* I almost never bother slotting for regen bonuses on blasters. Blaster hps make it worth it. If I were to 6 slot an attack power, I'd go 6 Thunderstrikes. The extra ranged defense is highly noticeable, and far better than a few small regen bonuses.
Personally, I disagree with most of your advice too. But that may come down to a play style difference. But a few points:
* Rain of Fire, Fire Breath, Fire Ball all consume a tremendous amount of endurance. To say the OP won't need power sink on occasion is a stretch...even with good endurance slotting. Unless you're soloing all the time and not fighting anything hard, you will run out of end. |
* Electric fence has great dps. But then again, you'll probably hate powers like incinerate and freezing touch too then...high dps powers that are dots. |
* Thunderstrike can do very well with the fast feedback proc; however I don't disagree with you that it is unneeded in this build.
st never bother slotting for regen bonuses on blasters. Blaster hps make it worth it. If I were to 6 slot an attack power, I'd go 6 Thunderstrikes. The extra ranged defense is highly noticeable, and far better than a few small regen bonuses. |
Terribly untrue. Against a massive spike damage yeah, but when i'm on teams i usually only get hit wtih splash damage, or the small damage that gets through from whats left over from everything I just killed. With maneuvering tactics, and mitigation powers like shocking grasps/t-strike and straight up killing enemies after that, and between spawns, not to mention how much of a blapper build /elec will always be (or at least should be), the ranged defense means much less, especially when your starting from ground zero to begin with. If you were playing a hover blaster that was always at range it might be a different case you could argue, but for a blapper build I wouldn't fare so much for that.
Plasmic's Guide to Sonic/Mental
Plasmic's Guide to Regeneration
Plasmic Fire - 50 Fire/Rad Victory Server
So i guess i'm imagining that my other fire blasters, who DON'T have power sink, are good on endurance? Add PS to the mix, which will be used for the SOLE purpose of regaining endurance, and there should definitely be no problem. If there is, then you are doing something TERRIBLY wrong.
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Incinerate is terrific, FT is used more for a hold not damage, and its dot is much much slower and less damaging than incinerate. For a build who has a seamless, MUCH higher DPA attack chain without electric fence, then it DOES make the power much less useable for damage. Its on a slow DPS at that too, like mentioned nothing near what the DoT of incinerate is like. In general, DoT with blasters = more time the enemy can kill you while you wait for the damage to kick in. I never said DoT powers were worthless, but electric fence on a build like fire/elec, definitely is. I've got a cold/elec defender that uses e-fence as one of his main attacks, but he's a defender, and doesn't have shocking grasp, charged brawl, and havoc punch to fill his attack chain. |
Shocking grasp, charged brawl and havoc punch are great attacks but if teaming, you're not always in a position to use blaps and having an alternate way of attacking is very useful.
It's not wrong to slot up e-fence, and it boils down to personal preference.
Also, note that the build above isn't strictly a blapper build (that's your assumption based on power choices). It's actually closer to being a hybrid with a focus on AoE damage.
Terribly untrue. Against a massive spike damage yeah, but when i'm on teams i usually only get hit wtih splash damage, or the small damage that gets through from whats left over from everything I just killed. With maneuvering tactics, and mitigation powers like shocking grasps/t-strike and straight up killing enemies after that, and between spawns, not to mention how much of a blapper build /elec will always be (or at least should be), the ranged defense means much less, especially when your starting from ground zero to begin with. If you were playing a hover blaster that was always at range it might be a different case you could argue, but for a blapper build I wouldn't fare so much for that. |
If you have the opportunity to take power sink, I'd advise anyone to take it. With a good build, you don't absolutely need it but nonetheless if it's available take it. 2 mobs = endurance back up to full. You don't have to get all offended if someone sees a use for a power you don't.
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I slot Freezing Touch for damage because I pair it with ice and the only thing it's needed for is to help stack magnitude. It's not a wrong move to slot it for damage, since it's all cold damage, but that's another discussion. As for electric fence, it's a great attack for bosses since the damage can add up quickly. It's also all energy damage (which is less resisted) and can be used at range, which sometimes even blappers have to utilize. Fire blast, flares, e-fence is a fairly efficient chain that can be fired when mezzed. In the build above, there isn't flares (which I'd recommend), so I would recommend slotting up e-fence as an alternate attack to use when mezzed. |
Shocking grasp, charged brawl and havoc punch are great attacks but if teaming, you're not always in a position to use blaps and having an alternate way of attacking is very useful. |
It's not wrong to slot up e-fence, and it boils down to personal preference. |
Also, note that the build above isn't strictly a blapper build (that's your assumption based on power choices). It's actually closer to being a hybrid with a focus on AoE damage. |
Assuming you slotted four sets of two Devastations, 4 x 12% regen bonuses is a whopping 2.4 hps/sec regen. I'd much rather have the small amounts of ranged defense, not to mention the 4% to travel bonuses with the 5th slot of Thunderstrike. |
Thats not ALL that your build will have though. You can't look at regen by each individual bonus, you have to look at the end result. Its very easy to get your regeneration on a blaster up to a tic every 4 seconds. If you use the ranged purples you can even get it to a tic every 3 seconds (SO regen levels) That's far from not useful, and far more useful than a pittence of one typed defense starting from base IMO. As they're going charged armor (not defense) 2 sets of t-strike, LOTG in CJ, and lets even say the steadfast in charged armor, thats about 12.5% to ranged, and about 5% to melee/aoe. If you would ever notice that, i'd be suprised. The regen is working 100% all the time though, and you can coun't on it.
You only need 120% regen bonuses on top of slotted health to reach 1tic/4secs. Slotting health and adding the 2 regen uniques, well if they technically do get boosted by slotting health as well, and using a numina heal in there as well to enhance health, already puts you at 98% regeneration, devastations in fire blast/blaze is 122% right there. If they don't get enhanced by the heals enhancing health, then you need 45% to do so, 10% from stamina, 10% from power sink, 10% from t-strike, you can easily get 10% in fire blast and blaze as well, pushing you over there too.
Plasmic's Guide to Sonic/Mental
Plasmic's Guide to Regeneration
Plasmic Fire - 50 Fire/Rad Victory Server
I find myself using Elec Fence enough times (AV fights where the critter needs to be immobilized) to warrant slotting it. And if I'm going to slot it, might as well slot it for damage.
If we are talking burst damage or DPS on a recharge build, neither flares nor E-Fence would make the cut. Elec Fence is utility/damage and doesn't take a voluntary power pick, and that puts it over flares if I had to pick one of the two.
Regarding powersink, you can run out of end on a recharge build at a steady rate even with numinas and miracles. Having it up faster is never a bad thing.
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Jezabel Delias: Level 50 Science Blaster
Primary Power Set: Fire Blast
Secondary Power Set: Electricity Manipulation
Power Pool: Speed
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Leadership
Ancillary Pool: Cold Mastery
Hero Profile:
Level 1: Fire Blast -- Decim-Acc/Dmg(A), Decim-Dmg/Rchg(3), Decim-Acc/EndRdx/Rchg(3), Decim-Acc/Dmg/Rchg(5), Decim-Build%(5), HO:Centri(7)
Level 1: Electric Fence -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(7), Decim-Dmg/Rchg(9), Decim-Acc/EndRdx/Rchg(9), Decim-Acc/Dmg/Rchg(11)
Level 2: Fire Ball -- Ragnrk-Dmg(A), Ragnrk-Acc/Dmg/Rchg(23), Ragnrk-Acc/Rchg(25), Ragnrk-Dmg/EndRdx(25), Ragnrk-Knock%(31), Posi-Dam%(50)
Level 4: Charged Brawl -- Hectmb-Dmg(A), Hectmb-Acc/Dmg/Rchg(11), Hectmb-Acc/Rchg(13), Hectmb-Dmg/EndRdx(13), Hectmb-Dam%(15), Mako-Dam%(50)
Level 6: Hasten -- RechRdx-I(A), RechRdx-I(43), RechRdx-I(46)
Level 8: Fire Breath -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(15), Posi-Dam%(17), Posi-Dmg/Rng(17), Posi-Acc/Dmg/EndRdx(23), HO:Centri(50)
Level 10: Hurdle -- Jump-I(A)
Level 12: Aim -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(31), AdjTgt-ToHit/EndRdx/Rchg(31), AdjTgt-EndRdx/Rchg(33), AdjTgt-Rchg(33)
Level 14: Super Speed -- Winter-ResSlow(A)
Level 16: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(48)
Level 18: Blaze -- Apoc-Dmg(A), Apoc-Acc/Dmg/Rchg(19), Apoc-Dmg/EndRdx(19), Apoc-Acc/Rchg(21), Apoc-Dam%(21), Range-I(48)
Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Acc(33), P'Shift-End%(34), EndMod-I(34)
Level 22: Combat Jumping -- Ksmt-ToHit+(A), LkGmblr-Rchg+(48)
Level 24: Build Up -- AdjTgt-ToHit/Rchg(A), AdjTgt-Rchg(34), GSFC-ToHit/Rchg(36), GSFC-Rchg/EndRdx(36), GSFC-Build%(36)
Level 26: Havoc Punch -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(27), Mako-Dmg/Rchg(27), Mako-Dam%(29), HO:Nucle(29)
Level 28: Super Jump -- Zephyr-ResKB(A)
Level 30: Acrobatics -- EndRdx-I(A)
Level 32: Inferno -- Armgdn-Dmg(A), Armgdn-Dmg/Rchg(42), Armgdn-Acc/Dmg/Rchg(42), Armgdn-Acc/Rchg(43), Armgdn-Dam%(43)
Level 35: Power Sink -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(37), Efficacy-EndMod/Acc/Rchg(37), Efficacy-Acc/Rchg(37), Efficacy-EndMod/Acc(40), Efficacy-EndMod/EndRdx(42)
Level 38: Shocking Grasp -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(39), BasGaze-Acc/EndRdx/Rchg/Hold(39), BasGaze-EndRdx/Rchg/Hold(39), Dmg-I(40), Dmg-I(40)
Level 41: Snow Storm -- EndRdx-I(A)
Level 44: Frozen Armor -- LkGmblr-Rchg+(A), RedFtn-Def/EndRdx(45), RedFtn-Def/Rchg(45), RedFtn-Def/EndRdx/Rchg(45), RedFtn-Def(46), RedFtn-EndRdx(46)
Level 47: Hibernate -- RechRdx-I(A)
Level 49: Assault -- EndRdx-I(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- ULeap-Stlth(A)
Level 2: Rest -- Empty(A)
Level 1: Defiance
I am just wanting this toon to be a damage dealing fool so i concentrated on +recharge first. I am looking for opinions on ways that might be better to acheive this. i do not build for purps as i think their price is just rediculous. i know some peeps do not take thunderstrike but i like this power so that is why i took it. any comments on this is welcome. thanks
Hero Plan by Mids' Hero Designer 1.601
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Aglaecia 12_13_09: Level 50 Mutation Blaster
Primary Power Set: Fire Blast
Secondary Power Set: Electricity Manipulation
Power Pool: Speed
Power Pool: Fitness
Power Pool: Leaping
Ancillary Pool: Electrical Mastery
Hero Profile:
Level 1: Fire Blast
- (A) Decimation - Accuracy/Damage
- (23) Decimation - Damage/Endurance
- (23) Decimation - Damage/Recharge
- (42) Decimation - Accuracy/Endurance/Recharge
- (43) Decimation - Accuracy/Damage/Recharge
Level 1: Electric Fence- (A) Enfeebled Operation - Accuracy/Recharge
- (37) Enfeebled Operation - Endurance/Immobilize
- (37) Enfeebled Operation - Accuracy/Endurance
- (40) Enfeebled Operation - Immobilize/Range
- (43) Enfeebled Operation - Accuracy/Immobilize/Recharge
Level 2: Fire Ball- (A) Positron's Blast - Accuracy/Damage
- (3) Positron's Blast - Damage/Endurance
- (3) Positron's Blast - Damage/Recharge
- (15) Positron's Blast - Damage/Range
- (43) Positron's Blast - Accuracy/Damage/Endurance
Level 4: Lightning Field- (A) Scirocco's Dervish - Accuracy/Damage/Endurance
- (5) Scirocco's Dervish - Damage/Endurance
- (5) Eradication - Accuracy/Damage/Endurance/Recharge
- (21) Eradication - Damage/Recharge
- (50) Multi Strike - Damage/Endurance
- (50) Cleaving Blow - Damage/Endurance
Level 6: Rain of Fire- (A) Positron's Blast - Damage/Recharge
- (7) Detonation - Damage/Recharge
- (7) Air Burst - Damage/Recharge
- (46) Damage Increase IO
Level 8: Fire Breath- (A) Positron's Blast - Accuracy/Damage
- (9) Positron's Blast - Damage/Endurance
- (9) Positron's Blast - Damage/Recharge
- (15) Positron's Blast - Damage/Range
- (46) Positron's Blast - Accuracy/Damage/Endurance
Level 10: Havoc Punch- (A) Crushing Impact - Accuracy/Damage
- (11) Crushing Impact - Accuracy/Damage/Endurance
- (11) Crushing Impact - Damage/Endurance/Recharge
- (34) Crushing Impact - Damage/Recharge
- (50) Crushing Impact - Accuracy/Damage/Recharge
Level 12: Hasten- (A) Recharge Reduction IO
- (13) Recharge Reduction IO
- (13) Recharge Reduction IO
Level 14: Super Speed- (A) Run Speed IO
Level 16: Charged Brawl- (A) Crushing Impact - Accuracy/Damage
- (17) Crushing Impact - Damage/Endurance/Recharge
- (17) Crushing Impact - Accuracy/Damage/Endurance
- (37) Crushing Impact - Damage/Recharge
- (40) Crushing Impact - Accuracy/Damage/Recharge
Level 18: Blaze- (A) Decimation - Damage/Endurance
- (19) Decimation - Accuracy/Damage
- (19) Decimation - Damage/Recharge
- (21) Decimation - Accuracy/Endurance/Recharge
- (48) Decimation - Accuracy/Damage/Recharge
Level 20: Swift- (A) Run Speed IO
Level 22: Health- (A) Numina's Convalescence - +Regeneration/+Recovery
- (36) Miracle - +Recovery
Level 24: Stamina- (A) Performance Shifter - EndMod
- (25) Performance Shifter - EndMod/Recharge
- (25) Performance Shifter - EndMod/Accuracy
- (34) Performance Shifter - Chance for +End
Level 26: Aim- (A) Recharge Reduction IO
- (27) Recharge Reduction IO
- (27) Recharge Reduction IO
Level 28: Thunder Strike- (A) Obliteration - Damage
- (29) Obliteration - Accuracy/Damage/Endurance/Recharge
- (29) Obliteration - Accuracy/Recharge
- (31) Obliteration - Damage/Recharge
- (36) Force Feedback - Chance for +Recharge
- (46) Obliteration - Accuracy/Damage/Recharge
Level 30: Build Up- (A) Recharge Reduction IO
- (31) Recharge Reduction IO
- (31) Recharge Reduction IO
Level 32: Inferno- (A) Obliteration - Damage
- (33) Obliteration - Accuracy/Recharge
- (33) Obliteration - Damage/Recharge
- (33) Obliteration - Accuracy/Damage/Recharge
- (34) Obliteration - Accuracy/Damage/Endurance/Recharge
Level 35: Power Sink- (A) Performance Shifter - EndMod/Recharge
- (36) Efficacy Adaptor - EndMod/Recharge
Level 38: Shocking Grasp- (A) Crushing Impact - Accuracy/Damage
- (39) Crushing Impact - Accuracy/Damage/Endurance
- (39) Crushing Impact - Damage/Endurance/Recharge
- (39) Crushing Impact - Damage/Recharge
- (40) Crushing Impact - Accuracy/Damage/Recharge
Level 41: Static Discharge- (A) Positron's Blast - Accuracy/Damage
- (42) Positron's Blast - Damage/Endurance
- (42) Positron's Blast - Damage/Recharge
- (45) Positron's Blast - Damage/Range
- (45) Positron's Blast - Accuracy/Damage/Endurance
Level 44: Charged Armor- (A) Steadfast Protection - Resistance/Endurance
- (45) Steadfast Protection - Resistance/+Def 3%
Level 47: Surge of Power- (A) Aegis - Resistance/Recharge
- (48) Impervium Armor - Resistance/Recharge
- (48) Titanium Coating - Resistance/Recharge
Level 49: Combat Jumping- (A) Luck of the Gambler - Recharge Speed
------------Level 1: Brawl
- (A) Empty
Level 1: Sprint- (A) Empty
Level 2: Rest- (A) Empty
Level 1: Defiance