Tanker or Scrapper? (please read if you play either)
Make the Tank only, and I mean only, if you actually want to Tank for teams.
DM/WP as a scrapper is nasty if built well.
Obviously the Tank is going to be more survivable but...in my opinion...a DM/WP Scrapper is far better than a WP/DM Tank.
Make the Tank only, and I mean only, if you actually want to Tank for teams.
DM/WP as a scrapper is nasty if built well. Obviously the Tank is going to be more survivable but...in my opinion...a DM/WP Scrapper is far better than a WP/DM Tank. |
ill see what others have to say first tho before making a descision =)
Tankers will never equal the killing potential of a scrapper.
Critical Hit and a lower starting damage modifier means that even brutes have a hard time matching scrappers for damage.
Looking at Shadow Maul and taking into account tanker, brute and scrapper damage potentials:
Brute: Base Damage: 89.92; Maxxed Out Damage: 854.24
Tanker: Base Damage: 95.92; Maxxed Out Damage: 479.6
Scrapper: Base Damage: 134.88; Maxxed Out Damage: 809.28
looks like the Brute comes out on top?
Well, then you take into account Critical Hit.
With Critical Hit, that scrapper can do potential 1618.56 damage with his/her Maul.
By the same function, however, what you survived as a /WP will be a pale match to what you can survive as a WP/
Thrythlind's Deviant Art Page
"Notice at the end, there: Arcanaville did the math and KICKED IT INTO EXISTENCE." - Ironik on the power of Arcanaville's math
WP tanks have easier times to stand toe-to-toe fighting single, hard targets .. AVs, GMs.
DM/WP (scrapper) was mentioned.
That and BS/ or Kat/ may be outstanding exceptions here.
If you have a lot inf at your disposal to help a scrapper with +HP and some (typed) defense, I'd go for the scrapper for sure.
I'm having a lot fun playing my Claws/WP scrapper (and Fire Ball can crit, yes!)
High Pain Tolerance
Scrapper: +394.887 HP with 8.445% Resist All
Tanker: +552.8595 HP with 11.25% Resist All
Mind over Body
Scrapper: 25.32% resist S/L, 22.5% resist Psi
Tanker: 33.75% resist S/L, 30% resist Psi
Fast Healing
Scrapper: +146.25% Regen (25.95% Resist Regeneration debuff)
Tanker: +146.25% Regen (32.94% Resist Regeneration debuff)
Indomitable Will
Scrapper: 11.25% Psi Defense
Tanker: 15% Psi Defense
Rise to the Challenge
Scrapper: +195% Regen, +48.75% Regen per opponent over 1, -3.75% to hit to each opponent
Tanker: +195% Regen, +48.75% Regen per opponent over 1, -3.5% to hit to each opponent
Quick Recovery
Scrapper: +58.5% Recovery
Tanker: +58.5% Recovery
Heightened Senses
Scrapper: 3.72% S/L Def, 14.625% Def F/C/E/N, 17% Resist Defense Debuff
Tanker: 4.95% S/L Def, 19.5% Def F/C/E/N, 21.63% Resist Defense Debuff
Strength of Will
Scrapper: 28.125% S/L Res, 14.07% F/C/E/N/Psi/Tox, +58.5% Recovery
Tanker: 37.5% S/L Res, 24.375% F/C/E/N/Psi/Tox, +58.5% Recovery
Totals
Scrapper:
HP: 1733.487
S/L Resist: 33.765%, w/SoW: 61.89%
Psi Resist: 30.945%, w/SoW: 45.15%
Fire/Cold/Energy/Negative/Toxic Resist: 8.445%, w/SoW: 22.515%
Resist Regeneration Debuff: 25.95%
Resist Defense Debuff: 17%
To Hit Debuff: -3.75%
S/L Defense: 3.72%
Psi Defense: 11.25%
Fire/Cold/Energy/Negative Defense: 14.625%
Regeneration with no Opponents: +146.25% (17.79 HP/Sec)
1 opponent: +341.25% (31.87 HP/Sec)
5 opponents: +536.25% (45.96 HP/Sec)
10 opponents: +780% (63.56 HP/Sec)
Recovery: +58.5% recovery w/SoWill: +117%
***************************
Assuming 10 enemies with a base 50% to hit attacking for 100 damage every 4 seconds over a space of 20 seconds.
That's a total of 5 attacks per enemy and 50 attacks overall.
Offense is not considered here, either enemies are replaced as they die, or else they have high resistance to your attacks.
*******************
Against S/L damage:
Hit 21.525 times for 2152.5 damage reduced by resistances to 1425.21 damage.
Regeneration heals 1271.2 damage over that time for a total hit point deficit of -154.01.
Death in 225.11 seconds (including the already listed 20 seconds).
In SoWill, the resistance increases reduces the damage to 820.32, meaning all damage is healed by end of 20 seconds.
No death while SoWill will last.
Doubling the damage to 200 changes the numbers to as follows.
Hit 21.525 times for 4305 damage reduced by resistances to 2851.42 damage.
Regeneration heals 1271.2 damage over that time for a total hit point deficit of -1580.22.
Death in 22.45 seconds (including the listed 20 seconds).
In SoWill, the resistance increases reduces the damage to 1640.64, meaning a total hit point deficit of -369.44
Death in 93.84 seconds (including the already listed 20 seconds)
***********
Against Psi:
Hit 17.5 times for 1750 damage reduced by resistances to 1208.46 damage.
Regeneration heals 1271.2 damage over that time meaning all damage is healed by the end of the 20 seconds.
No death coming.
In SoWill, the damage is reduced further to 959.88 damage.
No death while SoWill will last.
Doubling the damage to 200 changes the numbers to as follows.
Hit 17.5 times for 3500 damage reduced by resistances to 2416.93 damage.
Regeneration heals 1271.2 damage over that time for a total hit point deficit of -1145.73.
Death in 30.26 seconds, including the already listed 20 seconds.
In SoWill, the resistance increases reduces the damage to 1919.75, meaning a total hit point deficit of -648.55.
Death in 53.46 seconds (including the listed 20 seconds)
****************
Against F/C/E/N:
Hit 15.8125 times for 1581.25 damage reduced by resistances to 1447.71 damage.
Regeneration heals 1271.2 damage over that time meaning that a total hit point deficit of -176.51.
Death in 196.42 seconds (including the already listed 20 seconds)
In SoWill, the damage is reduced further to 1225.23 damage.
No death while SoWill will last.
Doubling the damage to 200 changes the numbers to as follows.
Hit 15.8125 times for 3162.5 damage reduced by resistances to 2895.42 damage.
Regeneration heals 1271.2 damage over that time for a total hit point deficit of -1624.22.
Death in 21.35 seconds, including the already listed 20 seconds.
In SoWill, the resistance increases reduces the damage to 2450.46, meaning a total hit point deficit of -1179.26.
Death in 29.4 seconds (including the listed 20 seconds)
*************
Against Toxic Damage:
Hit 23.125 times for 2312.5 damage reduced by resistances to 2117.21 damage.
Regeneration heals 1271.2 damage over that time meaning that a total hit point deficit of -846.01.
Death in 40.98 seconds (including the already listed 20 seconds)
In SoWill, the damage is reduced further to 1791.84 damage for a total hit point deficit of -520.64
Death in 66.59 seconds, including the already listed 20 seconds.
Doubling the damage to 200 changes the numbers to as follows.
Hit 23.125 times for 4625 damage reduced by resistances to 4234.42 damage.
Regeneration heals 1271.2 damage over that time for a total hit point deficit of -2963.22.
Death has already occurred.
In SoWill, the resistance increases reduces the damage to 3583.68, meaning a total hit point deficit of -2312.48.
Death has already occured.
Death in 29.4 seconds (including the listed 20 seconds)
****************************************
****************************************
Tanker:
HP: 2426.9595
S/L Resist: 45%, w/SoW: 82.5%
Psi Resist: 41.25%, w/SoW: 65.625%
Fire/Cold/Energy/Negative/Toxic Resist: 11.25%, w/SoW: 35.625%
Resist Regeneration Debuff: 32.94%
Resist Defense Debuff: 21.63%
To Hit Debuff: -3.5%
S/L Defense: 4.95%
Psi Defense: 15%
Fire/Cold/Energy/Negative Defense: 19.5%
Regeneration with no Opponents: +146.25% (24.9 HP/Sec)
1 opponent: +341.25% (44.62 HP/Sec)
5 opponents: +536.25% (64.34 HP/Sec)
10 opponents: +780% (88.99 HP/Sec)
Recovery: +58.5% recovery w/SoWill: +117%
*******************
Against S/L damage:
Hit 20.775 times for 2077.5 damage reduced by resistances to 1142.625 damage.
Regeneration heals 1779.8 damage over that time for a total hit point deficit of none.
Death not in sight.
In SoWill, the resistance increases reduces the damage to 363.5625, meaning all damage is healed by end of 20 seconds.
No death in sight.
Doubling the damage to 200 changes the numbers to as follows.
Hit 20.775 times for 4155 damage reduced by resistances to 2285.25 damage.
Regeneration heals 1779.8 damage over that time for a total hit point deficit of -505.45.
Death in 96.03 seconds (including the listed 20 seconds).
In SoWill, the resistance increases reduces the damage to 727.125, meaning a total hit point deficit of none.
No Death while SoWill lasts.
***********
Against Psi:
Hit 15.75 times for 1575 damage reduced by resistances to 925.3125 damage.
Regeneration heals 1779.8 damage over that time for a total hit point deficit of none.
No death coming.
In SoWill, the damage is reduced further to 541.41 damage.
No death while SoWill will last.
Doubling the damage to 200 changes the numbers to as follows.
Hit 17.5 times for 3150 damage reduced by resistances to 1850.625 damage.
Regeneration heals 1779.8 damage over that time for a total hit point deficit of -70.825.
Death in 685.34 seconds, including the already listed 20 seconds.
In SoWill, the resistance increases reduces the damage to 1082.82, meaning a total hit point deficit of none.
No death while SoWill lasts.
****************
Against F/C/E/N:
Hit 13.5 times for 1350 damage reduced by resistances to 1198.125 damage.
Regeneration heals 1779.8 damage over that time for a total hit point deficit of none.
Death not in sight.
In SoWill, the damage is reduced further to 869.0625 damage.
No death while SoWill will last.
Doubling the damage to 200 changes the numbers to as follows.
Hit 13.5 times for 2700 damage reduced by resistances to 2396.25 damage.
Regeneration heals 1779.8 damage over that time for a total hit point deficit of -616.45.
Death in 78.74 seconds, including the already listed 20 seconds.
In SoWill, the resistance increases reduces the damage to 1738.125, meaning a total hit point deficit of none.
No death while SoWill lasts.
*************
Against Toxic Damage:
Hit 23.25 times for 2325 damage reduced by resistances to 2063.44 damage.
Regeneration heals 1779.8 damage over that time for a total hit point deficit of -283.6375.
Death in 171.13 seconds (including the already listed 20 seconds)
In SoWill, the damage is reduced further to 1496.72 damage for a total hit point deficit of none.
No death while SoWill lasts.
Doubling the damage to 200 changes the numbers to as follows.
Hit 23.25 times for 4650 damage reduced by resistances to 4126.88 damage.
Regeneration heals 1779.8 damage over that time for a total hit point deficit of -2347.08.
Death in 20.68 seconds including the 20 seconds already listed.
In SoWill, the resistance increases reduces the damage to 2993.44, meaning a total hit point deficit of -1213.64.
Death in 39.99 seconds included the listed 20 seconds.
******************************************
Overall, with the tanker as 100% survivability to all categories, the scrapper has the following percentages of survivability:
Smashing/Lethal: 23.38%
Psionic: 4.41%
Fire/Cold/Energy/Negative: 27.11%
Toxic: 73.52%
Thrythlind's Deviant Art Page
"Notice at the end, there: Arcanaville did the math and KICKED IT INTO EXISTENCE." - Ironik on the power of Arcanaville's math
This is probably covered in the above calculations, but it's easier for Tankers to increase their regeneration capability with enhancements and sets. This is because you can do it two ways: you can increase the amount of your regeneration per tick (i.e., increase the percentage you regenerate) and you can increase the total amount of your heath (because the amount you regenerate is based off your max hp). Tankers get a lot more health so any percentage increase to health gives you more of an increase than a scrapper.
The offset is that scrappers tear through things much faster than tanks. Still my WP/DB tanker (Sky Commando) does the job fast enough for my tastes.
Scrapper Jack (SJ/WP Brute), Sky Commando (WP/SJ Tanker), Curveball (Rad/DP Defender), and a bunch more.
The original post seems straightforward, to me. You've played WP on a scrapper already and you feel the survivability it offers for this archetype is adequate. As soon as you have enough survivability for what you want to do, anything over that is meaningless, so go for damage, use the scrapper.
Think of it like this...DM/WP should be more survivable than your Fire/WP because of the tohit debuffs and Siphon Life.
Scrapper: HP: 1733.487 S/L Resist: 33.765%, w/SoW: 61.89% Psi Resist: 30.945%, w/SoW: 45.15% Fire/Cold/Energy/Negative/Toxic Resist: 8.445%, w/SoW: 22.515% Resist Regeneration Debuff: 25.95% Resist Defense Debuff: 17% S/L Defense: 3.72% Psi Defense: 11.25% Fire/Cold/Energy/Negative Defense: 14.625% Regeneration with no Opponents: +146.25% (17.79 HP/Sec) 1 opponent: +341.25% (31.87 HP/Sec) 5 opponents: +536.25% (45.96 HP/Sec) 10 opponents: +780% (63.56 HP/Sec) Recovery: +58.5% recovery w/SoWill: +117% |
anyhow, my scrappers numbers are quite a bit higher than that if you see my build =)
i'm sporting over 70hp/s with one enemy, as well as higher def and res values than stated, so this should improve my survivability to real high, plus with the damage output ill be KICKIN ***!!
thanx everyone for the replies, i think we have a clear winner here scrapper: 1bazillion votes Tanker: about 5 votes =P
I shall be rolling myself a nice DM/WP scrapper on defiant (midnight Mettle)
=)
You've played WP on a scrapper already and you feel the survivability it offers for this archetype is adequate. As soon as you have enough survivability for what you want to do, anything over that is meaningless, so go for damage, use the scrapper.
|
My favorite DM character is an Inv/DM tanker for this reason. I have other DM characters because I like the set - a WP/DM tanker, a DM/WP brute, and a DM/Reflex scrapper. The brute is also excellent --- brutes benefit more than any other AT from never being out of endurance. But WP/DM is not quite as tough as Inv/DM, and Inv/DM can be built to be as tough as or tougher than Granite in most situations while being a lot more fun to play.
For DPS, there are powersets with more AoE and with bigger burst damage than DM. DM is for survivors. Therefore, DM works best with tankers.
<《 New Colchis / Guides / Mission Architect 》>
"At what point do we say, 'You're mucking with our myths'?" - Harlan Ellison
Fully pimped out, you'll probably only see a survival difference in extreme instances. I've never paired dm with wp, but i'm very aware at the survivability boost dm gives with siphon life. But to give you an example of the difference of just wp between the two at's, I have a pimped out wp scrapper and tank - the scrap can get in trouble in a large group of cims where the tanker barely blinks. But at the same time, you're going to notice a damage decrease with the tanker, pretty much all the time.
Long post...
anyhow, my scrappers numbers are quite a bit higher than that if you see my build =) i'm sporting over 70hp/s with one enemy, as well as higher def and res values than stated, so this should improve my survivability to real high, plus with the damage output ill be KICKIN ***!! thanx everyone for the replies, i think we have a clear winner here scrapper: 1bazillion votes Tanker: about 5 votes =P I shall be rolling myself a nice DM/WP scrapper on defiant (midnight Mettle) =) |
My interest was to show two identically slotted builds against identical circumstances therefore reducing the differences to the variations between a tank and scrapper.
The assumption most make is that the difference between a tank and a scrapper or a tank and brute is going to be found mainly in the differences between the differences of their defensive powers' base rates.
However, I've tended to find that the biggest multiplier of survival time is the difference in hit points. Tankers are a lot higher than brutes of the same power set as well.
And, indeed, Dark Melee does contribute directly to survival, however, it isn't one of the few.
Any set with reliable status effects contributes directly to survival if used properly, though some status effects (KB in particular) have steep learning curves and can cause more problems than help in the hands of a poor user.
Also, the -recharge in ice and spines also contribute directly to survival by slowing the number of attacks
Thrythlind's Deviant Art Page
"Notice at the end, there: Arcanaville did the math and KICKED IT INTO EXISTENCE." - Ironik on the power of Arcanaville's math
I've got a WP/SS tank, decent frankenslotted build with no purps, and has an almost perma rage. I can (and have) literally gotten up and left the room in the middle of a fight while surrounded by enemies. Damage-wise he does decently until the rage wears off and repops, but he can survive a serious beating without much concern on my part.
I'm something of a casual player, so the laidback play/fight style is fine with me most of the time. I've also got a couple of claw/reflex scrappers and stalkers that I play when I'm in more of an aggressive mood - just to revel in the amount of damage they cause paired with the narrow death escapes they frequently have. Honestly, pick whichever one suits your playstyle/mindset more - you'll enjoy your time playing your character more.
Hi, I have a little question about Willpower and how it compares between tank and scrapper arch's. Now from what i know of my lvl50 Willpower scrapper, willpower is an absolute beast of a set and if very durable. I descided to roll a willpower tank as a brother to this character, but i got thinking. Will the added survivability bonus be worth the rather big loss in damage?
I love my willpower scrapper, she can kill things real quickly and easily and has no real problems surviving. Now i am quite a scrapper oriented player, i like to be in melee kicking *** nice and fast, but without having to worry about dying half way through a fight.
So Concidering how i like my play style would it be worth keeping my WP/DM tank or rerolling for a DM/WP scrapper???
Here's my tank and scrapper builds so you can evaluate the survivability =)
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Icy Mettle: Level 50 Technology Tanker
Primary Power Set: Willpower
Secondary Power Set: Dark Melee
Power Pool: Speed
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Fighting
Hero Profile:
Level 1: High Pain Tolerance -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(3), RctvArm-ResDam/Rchg(3), RctvArm-ResDam/EndRdx/Rchg(5), Numna-Heal(5), Numna-Heal/EndRdx(7)
Level 1: Shadow Punch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(34), KntkC'bat-Dmg/Rchg(34), KntkC'bat-Dmg/EndRdx/Rchg(37), P'ngS'Fest-Dmg/EndRdx(40), P'ngS'Fest-Acc/Dmg(46)
Level 2: Fast Healing -- Numna-Regen/Rcvry+(A), Numna-Heal(7), Numna-Heal/EndRdx(9), RgnTis-Regen+(9), Heal-I(11)
Level 4: Mind Over Body -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(11), RctvArm-ResDam/Rchg(13), RctvArm-ResDam/EndRdx/Rchg(13)
Level 6: Indomitable Will -- LkGmblr-Rchg+(A), LkGmblr-Def(15), LkGmblr-Def/EndRdx(15)
Level 8: Rise to the Challenge -- Numna-Heal(A), Numna-Heal/EndRdx(17), Numna-Heal/Rchg(17), Heal-I(19)
Level 10: Hasten -- RechRdx-I(A), RechRdx-I(19), RechRdx-I(21)
Level 12: Smite -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(21), KntkC'bat-Dmg/Rchg(23), KntkC'bat-Dmg/EndRdx/Rchg(23), P'ngS'Fest-Acc/Dmg(25), P'ngS'Fest-Dmg/EndRdx(50)
Level 14: Super Speed -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(25)
Level 16: Quick Recovery -- P'Shift-End%(A), P'Shift-EndMod/Acc(37), P'Shift-EndMod(39), P'Shift-EndMod/Rchg(43), P'Shift-EndMod/Acc/Rchg(50)
Level 18: Heightened Senses -- LkGmblr-Rchg+(A), LkGmblr-Def(27), LkGmblr-Def/EndRdx(27)
Level 20: Siphon Life -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(39), KntkC'bat-Dmg/Rchg(39), KntkC'bat-Dmg/EndRdx/Rchg(40)
Level 22: Hurdle -- Jump-I(A)
Level 24: Health -- Numna-Heal(A), Numna-Heal/EndRdx(29), Numna-Heal/Rchg(29), Mrcl-Rcvry+(31), Mrcl-Heal(31)
Level 26: Stamina -- P'Shift-End%(A), P'Shift-EndMod/Acc(31), P'Shift-EndMod(33), P'Shift-EndMod/Rchg(33), P'Shift-EndMod/Acc/Rchg(33)
Level 28: Soul Drain -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(40)
Level 30: Taunt -- Mocking-Taunt(A), Mocking-Taunt/Rng(34), Mocking-Acc/Rchg(36), Mocking-Taunt/Rchg/Rng(37)
Level 32: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(36), LkGmblr-Def/EndRdx(36)
Level 35: Boxing -- Dmg-I(A)
Level 38: Midnight Grasp -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/Rchg(42), KntkC'bat-Dmg/EndRdx(43), KntkC'bat-Dmg/EndRdx/Rchg(43), P'ngS'Fest-Acc/Dmg(45), P'ngS'Fest-Dmg/EndRdx(46)
Level 41: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(42), RctvArm-EndRdx(42), RctvArm-ResDam/EndRdx/Rchg(46)
Level 44: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(45), LkGmblr-Def/EndRdx(45)
Level 47: Strength of Will -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(48), RctvArm-EndRdx(48), RctvArm-ResDam/EndRdx/Rchg(48), S'fstPrt-ResDam/Def+(50)
Level 49: Super Jump -- Jump-I(A)
------------
Level 1: Brawl -- Dmg-I(A)
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Gauntlet
__________________________________________________ ____
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Technology Scrapper
Primary Power Set: Fiery Melee
Secondary Power Set: Willpower
Power Pool: Speed
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Leaping
Hero Profile:
Level 1: Scorch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(3), KntkC'bat-Dmg/EndRdx/Rchg(5), P'ngS'Fest-Acc/Dmg(45), P'ngS'Fest-Dmg/EndRdx(50)
Level 1: High Pain Tolerance -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(7), RctvArm-ResDam/Rchg(7), RctvArm-ResDam/EndRdx/Rchg(9), Numna-Heal(9), Numna-Heal/EndRdx(40)
Level 2: Cremate -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(11), KntkC'bat-Dmg/Rchg(11), KntkC'bat-Dmg/EndRdx/Rchg(13), P'ngS'Fest-Acc/Dmg(31), P'ngS'Fest-Dmg/EndRdx(50)
Level 4: Mind Over Body -- RctvArm-ResDam(A), RctvArm-ResDam/Rchg(5), RctvArm-ResDam/EndRdx(15), RctvArm-ResDam/EndRdx/Rchg(15)
Level 6: Fast Healing -- Numna-Regen/Rcvry+(A), Numna-Heal/EndRdx(17), Numna-Heal(19), Heal-I(19), RgnTis-Regen+(23)
Level 8: Build Up -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(13)
Level 10: Indomitable Will -- LkGmblr-Rchg+(A), LkGmblr-Def(25), LkGmblr-Def/EndRdx(27)
Level 12: Hasten -- RechRdx-I(A), RechRdx-I(17), RechRdx-I(29)
Level 14: Super Speed -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(33)
Level 16: Rise to the Challenge -- Numna-Heal/EndRdx(A), Numna-Heal(27), Numna-Heal/Rchg(29)
Level 18: Fire Sword Circle -- Oblit-Dmg(A), Oblit-%Dam(25), Oblit-Acc/Rchg(31), Oblit-Dmg/Rchg(31), Oblit-Acc/Dmg/Rchg(33), Oblit-Acc/Dmg/EndRdx/Rchg(33)
Level 20: Quick Recovery -- P'Shift-End%(A), P'Shift-EndMod/Acc(21), P'Shift-EndMod(21), P'Shift-EndMod/Rchg(23), P'Shift-EndMod/Acc/Rchg(34)
Level 22: Hurdle -- Jump-I(A)
Level 24: Health -- Numna-Heal(A), Numna-Heal/EndRdx(34), Numna-Heal/Rchg(34), Mrcl-Heal(36), Mrcl-Rcvry+(36)
Level 26: Stamina -- P'Shift-End%(A), P'Shift-EndMod/Acc(36), P'Shift-EndMod(37), P'Shift-EndMod/Rchg(37), P'Shift-EndMod/Acc/Rchg(37)
Level 28: Incinerate -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(39), KntkC'bat-Dmg/Rchg(39), KntkC'bat-Dmg/EndRdx/Rchg(39)
Level 30: Heightened Senses -- LkGmblr-Rchg+(A), LkGmblr-Def(40), LkGmblr-Def/EndRdx(40)
Level 32: Greater Fire Sword -- Hectmb-Dmg(A), Hectmb-Dmg/Rchg(42), Hectmb-Dam%(42), Hectmb-Acc/Dmg/Rchg(43), Hectmb-Acc/Rchg(43), Hectmb-Dmg/EndRdx(43)
Level 35: Boxing -- Dmg-I(A)
Level 38: Strength of Will -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(45), RctvArm-ResDam/Rchg(45), RctvArm-ResDam/EndRdx/Rchg(46)
Level 41: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-EndRdx(42), RctvArm-ResDam(46), RctvArm-ResDam/EndRdx/Rchg(48), S'fstPrt-ResDam/Def+(50)
Level 44: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(46), LkGmblr-Def/EndRdx(48)
Level 47: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(48)
Level 49: Super Jump -- Jump-I(A)
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Level 1: Brawl -- Dmg-I(A)
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Critical Hit