Fire/Rad critique
First, defense is not everything. I've said it before and I'm sure I'll say it again. Controllers do not live and die by defense alone. You have an entire primary dedicated to your safety and numerous powers in your secondary that will contribute to it as well. You seem to have hit the lethal/smashing cap with ease, but it looks like you make sacrifices to go after ranged defense as well when it isn't necessary. On top of that, you're able to debuff the enemies tohit, which is essentially +def for you.
Second, defense will only last as long as you can keep those toggles running. By the looks of it that won't be long.
Third, recharge is a controller's best friend. Control is the controller first line of defense and recharge is the key component in having those big AoE controls when you need them. This also goes back to your problem of being mezzed. If your controls are recharged then mez the mezzer before it becomes a problem. Control those things that are likely to do you the most harm.
With those things in mind, here are some suggestions in an inelegant list.
- Lingering Radiation gains very little in terms of the power itself with that slotting. I like 3 slots of acc/end from slow sets and two generic recharges. Some folks won't even give it that much enhancement. In any case, the bonuses aren't worth slots better spent elsewhere.
- Then again in Choking Cloud. Frankenslot that for endurance, hold, and a bit of accuracy. The defenses aren't worth it if you're sucking wind.
- In Char and Cinders I would replace Lockdown with 4 pieces of Gaze of the Basilisk, an acc/hold/recharge from some other set, and Lockdown's proc. You'll gain a good bit of recharge, a small recovery boost, and even maintain a small bit of defense.
- Stone Armor. This power needs endurance reduction. Take the def/end and def/end/recharge from Kismet and Gift of the Ancients. You'll loose 1.4% defense, but the toggle will cost about half of its unslotted cost and you'll pick up two more recovery bonuses.
- You can pick up another recovery bonus in Radiant Aura by slotting Miracle rather than Numina.
- Regeneration on a controller is generally less than optimal. Unless using slots in Health for the Numina and Miracle uniques, I recommend only one slot.
And to answer your question about Seismic Smash and Earth's Embrace: both are good powers. Seismic Smash is phenomenal damage as well as a mag 4 hold, enough to hold a boss with one hit. Earth's Embrace is a heal and +HP. If you can perma this power and get the +HP accolades you will hit the controller HP cap, around 600 extra HP.
Overall, I'm with ketch - you seem to be sacrificing way too much on the basics to get set bonuses.
I'm kind of uncertain what you actually want to do with this build. You've got the heavy focus on protection vs. smashing/lethal, which is typical of farming builds. But you have no damage enhancement in your big AoE damage click, which is pretty surprising in general. But it doesn't really look like it's designed to control for a team either.
I don't get slotting Flashfire for damage and Fire Cages for immobilize. Usually it's more like the other way around - Stun duration for Flashfire, since it's your most available stop-things-from-attacking AoE, and it's good to have it last as long as possible. (Maybe less important with CC, but something to keep the enemy in disarray until it kicks in still seems useful.) Meanwhile, Fire Cages already has incredibly long duration compared to it's recharge, but it's not a bad power to slot up for damage or procs.
On Ring of Fire - it's something I've been wondering in general, but how often do people actually use this at higher levels? I dropped it early on my Fire/ controller, and have never really wished I had a single target immobilize.
Even with heavy endred slotting, I'm betting it's almost never a good idea to run all those toggles at once. But just your affects-self-only toggles consume almost as much end as my entire build. Of course, that's only including toggles that have no endred. But then there's Hot Feet and Choking Cloud, which *also* consume almost as much end as my entire build. If you can break loose an enhancement slot somewhere, you can almost completely replace Acrobatics with a Steadfast Protection or Karma knockback protection IO. (Lose the hold protection, but I have my doubts on how useful that is.) Still, you could really use some endred.
-Morgan.
The above posts made some good points. Controllers don't have to worry much about Defense if you have good control -- mezzed foes don't attack. Recharge is generally the best bonus to shoot for, although a Fire/Rad doesn't need it as much as some others, like an Ill/Rad. It is generally a bad idea to sacrifice the benefits of your control powers for set bonuses, as your control powers will provide more overall benefit.
Char: This power is an important source of damage if you solo at all. If you want Recharge, you can go with 4 Basilisk, and then add some damage -- An Acc/Dam Hami-O and a common Damage IO work.
Radiant Aura: If you want Recharge, 5 Doctored Wounds.
Ring of Fire: In my opinion, there are only two reasons to take this power. (1) In low levels, it provides some addidtional damage against single targets, and should be slotted for damage. It is common to respec out after getting Fire Imps and Hot Feet fully slotted, but you can keep it if you still want that little bit of extra single target damage. In late levels, it can be used to immob bosses and AVs, but I don't see a ton of value in that except for certain situational uses, like AVs who like to run around.
Rad Infection: Overslotted. My preferred slotting is 3 Enzyme Hami-Os, as in three slots you get max ToHit Debuff, Defense Debuff and EndRdx. Next I would go with 4 Dark Watcher, for the ToHit Debuff -- frankly, most folk have enough accuracy that Defense debuff, while nice, isn't needed nearly as much as ToHit Debuff. By the way, this one power makes up for a lot of your need for Defense by slotting up for ToHit Debuff.
Fire Cages: The main goal is to slot for Accuracy and EndRdx. The damage is not huge, and damage procs may do more total damage than slotting this power for damage. Slotting for Immob duration, while somewhat useful, isn't as important since the power recharges faster than it runs out. One of the best procs here is the Gravitational Anchor Chance for Hold.
Flashfire: Take it at 12, slot it up for Acc, Stun, Rech. The damage is minimal. The Stupify set is pretty good if you can't get the purple set, but replace the "Chance for Knock" proc with a Rech. (Why take Hurdle at 12 when you can take Flashfire there?)
Health: I don't 3 slot health on a character with a self-heal unless I'm putting procs in there.
Hot Feet: The goal is to slot for Damage and EndRdx and a little Accuracy. Slow is nice if you can fit it in. The Obit set has almost no EndRdx. I have this frankenslotted with Dam/EndRdx and Acc/Dam/EndRdx from Scirocco's, Dam/Slow and EndRdx/Rech/Slow from Tempered Readiness, an Acc/Dam Hami-O and a common EndRdx. The slow helps keep foes in the area longer to allow Choking Cloud a chance to hit.
EF needs 2 EndRdx.
Choking Cloud needs capped Hold, and as much endRdx as you can. Accuracy? Not really that important but OK if you can fit it in. My Ill/Rad guide explains the machanics of the power and why you need to max slot Hold. You want to lengthen the hold duration to allow as many pulses as you can to build the chance for hold up. The Lockdown +2 Mag is great here if you can fit it in, but only after you max out Hold and EndRdx.
Ling Rad: If you have enough Recharge and global Accuracy, you can knock this back to a single Accuracy. It needs Acc and Recharge, as its main use is for the -Regen against AVs. It is nice to use on everything else, but you don't need much EndRdx if you have everything else properly slotted. Tempered Readiness is not a good set here.
Acrobatics? Get a knockback IO. That's enough most of the time.
I'm not a fan of the Fighting Pool for Controllers. More control and damage is a better choice. I chose the Psi Pool for Indomidible Will to reduce the times my CC+HF toggles are knocked off. Psi Tornado is nice, and the shield reduces damage enough that my heal can handle it most of the time.
LOCAL MAN! The most famous hero of all. There are more newspaper stories about me than anyone else. "Local Man wins Medal of Honor." "Local Man opens Animal Shelter." "Local Man Charged with..." (Um, forget about that one.)
Guide Links: Earth/Rad Guide, Illusion/Rad Guide, Electric Control
Thanks for the input guys. I did get a little caught up in the set bonus game. Hopefully the changes you suggested will help keep him playable.
Ok, I've had a chance to rework the build. I've enhanced char and ring of fire for damage now since they are the primary damage dealers on low level task forces. I also re-did the enhancements to get recovery and recharge bonuses while trying to keep in mind the purpose of the underlying power. I'm up to 200% recovery and 126% recharge, but that is a lot of balls to keep in the air for a Mids newbie. I'd appreciate if you guys could make any constructive comments.
Hero Plan by Mids' Hero Designer 1.707
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Click this DataLink to open the build!
Tityros: Level 50 Magic Controller
Primary Power Set: Fire Control
Secondary Power Set: Radiation Emission
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Stone Mastery
Hero Profile:
Level 1: Char
- (A) Decimation - Accuracy/Damage
- (3) Decimation - Damage/Endurance
- (11) Decimation - Damage/Recharge
- (11) Decimation - Accuracy/Endurance/Recharge
- (13) Decimation - Accuracy/Damage/Recharge
- (31) Hold Duration IO
- (A) Miracle - Heal/Endurance/Recharge
- (3) Miracle - Heal/Endurance
- (15) Miracle - Heal
- (A) Decimation - Accuracy/Damage
- (15) Decimation - Damage/Endurance
- (27) Decimation - Damage/Recharge
- (27) Decimation - Accuracy/Endurance/Recharge
- (36) Decimation - Chance of Build Up
- (A) Touch of Lady Grey - Defense Debuff
- (5) Touch of Lady Grey - Defense Debuff/Endurance
- (5) Touch of Lady Grey - Chance for Negative Damage
- (13) Dark Watcher's Despair - To Hit Debuff/Recharge/Endurance
- (31) Dark Watcher's Despair - To Hit Debuff
- (31) Dark Watcher's Despair - To Hit Debuff/Endurance
- (A) Efficacy Adaptor - EndMod
- (7) Efficacy Adaptor - EndMod/Recharge
- (7) Efficacy Adaptor - EndMod/Accuracy/Recharge
- (34) Efficacy Adaptor - Accuracy/Recharge
- (34) Efficacy Adaptor - EndMod/Accuracy
- (34) Efficacy Adaptor - EndMod/Endurance
- (A) Gravitational Anchor - Immobilize/Endurance
- (9) Gravitational Anchor - Immobilize/Recharge
- (9) Gravitational Anchor - Accuracy/Immobilize/Recharge
- (37) Gravitational Anchor - Accuracy/Recharge
- (37) Gravitational Anchor - Chance for Hold
- (A) Defense Buff IO
- (A) Jumping IO
- (A) Jumping IO
- (A) Absolute Amazement - Stun/Recharge
- (17) Absolute Amazement - Accuracy/Stun/Recharge
- (17) Absolute Amazement - Accuracy/Recharge
- (33) Absolute Amazement - Endurance/Stun
- (33) Absolute Amazement - Chance for ToHit Debuff
- (A) Healing IO
- (19) Healing IO
- (19) Numina's Convalescence - +Regeneration/+Recovery
- (A) Endurance Modification IO
- (21) Endurance Modification IO
- (21) Endurance Modification IO
- (A) Scirocco's Dervish - Accuracy/Damage/Endurance
- (23) Scirocco's Dervish - Damage/Endurance
- (23) Tempered Readiness - Accuracy/Endurance
- (43) Eradication - Chance for Energy Damage
- (45) Tempered Readiness - Damage/Slow
- (45) Eradication - Accuracy/Damage/Endurance/Recharge
- (A) Unbreakable Constraint - Hold/Recharge
- (25) Unbreakable Constraint - Accuracy/Recharge
- (25) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold
- (36) Basilisk's Gaze - Accuracy/Hold
- (39) Basilisk's Gaze - Chance for Recharge Slow
- (45) Basilisk's Gaze - Endurance/Recharge/Hold
- (A) Endurance Reduction IO
- (A) Ghost Widow's Embrace - Endurance/Hold
- (29) Ghost Widow's Embrace - Accuracy/Endurance
- (29) Ghost Widow's Embrace - Accuracy/Hold/Recharge
- (36) Ghost Widow's Embrace - Chance of Damage(Psionic)
- (39) Unbreakable Constraint - Endurance/Hold
- (42) Unbreakable Constraint - Chance for Smashing Damage
- (A) Tempered Readiness - Accuracy/Endurance
- (33) Tempered Readiness - Accuracy/Slow
- (A) Call to Arms - Endurance/Damage/Recharge
- (40) Call to Arms - Accuracy/Recharge
- (40) Call to Arms - Accuracy/Damage/Recharge
- (42) Expedient Reinforcement - Resist Bonus Aura for Pets
- (42) Call to Arms - Defense Bonus Aura for Pets
- (43) Sovereign Right - Resistance Bonus
- (A) Recharge Reduction IO
- (37) Recharge Reduction IO
- (A) Gift of the Ancients - Defense/Endurance
- (39) Gift of the Ancients - Endurance/Recharge
- (40) Gift of the Ancients - Defense
- (50) Gift of the Ancients - Defense/Endurance/Recharge
- (A) Stupefy - Accuracy/Stun/Recharge
- (43) Stupefy - Accuracy/Endurance
- (A) Gift of the Ancients - Endurance/Recharge
- (46) Gift of the Ancients - Defense
- (46) Gift of the Ancients - Defense/Endurance
- (46) Gift of the Ancients - Defense/Endurance/Recharge
- (A) Crushing Impact - Damage/Endurance/Recharge
- (48) Crushing Impact - Damage/Endurance
- (48) Crushing Impact - Damage/Recharge
- (48) Crushing Impact - Accuracy/Damage/Recharge
- (50) Crushing Impact - Accuracy/Damage/Endurance
- (A) Harmonized Healing - Endurance/Recharge
- (50) Harmonized Healing - Heal/Recharge
Level 1: Brawl
- (A) Damage Increase IO
- (A) Run Speed IO
- (A) Recharge Reduction IO
Level 0: Ninja Run
A few quick things I see:
I find it hard to 6-slot RI. I don't even use it until tough fights due to its cast time, as on a fast team, everything is dead before then. 4 Dark Watcher, and then you have 2 slots for other places -- you don't need to enhance the Defense debuff as much, since Accuracy in most powers will hit the ToHit cap. One of those slots is needed in EF -- it needs 2 EndRdx.
Put a Numina's Heal into Health -- nice Regen bonus.
Choking Cloud: This MUST be max slotted for Hold due to the way it works. Also the +2 Mag Lockdown proc is great in this, again due to the way the power works. I suggest getting rid of all the Ghost Widow except the End/Hold, and replace them with Lockdown quad and +2 Mag Hold, and the Essence of Curae End/Hold. Trading the damage proc for the +2 Mag proc is an easy choice when you see how often it hits.
Fire Imps: I'm not a big fan of the resistance/Defense procs in Imps. They run out of the aura too often. Recharge is better, so you can re-cast them often. Plus, you have one of your main sources of Damage WAY underslotted. Try 4 Expediant Reinforcement (all but the Dam/End and the Resist proc) and add the two triples from Call to Arms, or even better, Dam/Rech and Chance for Build Up from Soulbound Allegeance.
I would take EM pulse over Maneuvers. It is one of the best holds in the game -- it lets you use Cinders freely as a back-up AoE control when Flashfire is recharging, because you know that you have EM Pulse for those "panic button" moments. It also covers a huge area, lasts a long time, has no accuracy penalty and damages Robots. The trade off is that it halts Recovery for a short time -- but it does NOT drain your endurance. Pop a blue Insp, and you're good.
Fissure is a short range AoE damage power, with the stun being a secondary effect. It needs to be slotted as a damage power, and should have at least 5 slots. I can see a few places where I could squeeze one -- LR could be slotted with a single Acc. EM Pulse can get by with 3 Acc/Hold/Rech. Maybe one slot from Health if you put a Numina's Heal and the Numina's Proc in the other two.
LOCAL MAN! The most famous hero of all. There are more newspaper stories about me than anyone else. "Local Man wins Medal of Honor." "Local Man opens Animal Shelter." "Local Man Charged with..." (Um, forget about that one.)
Guide Links: Earth/Rad Guide, Illusion/Rad Guide, Electric Control
I just wanted to post my slotting for Choking Cloud. I've become a fan of this slotting recently, so I'm just trying to share.
Ghost Widow End/Hold (50)
Ghost Widow Acc/End (50)
Lockdown Acc/End/Rech/Hold (50)
Lockdown +2 Mag
Unbreakable Constraint End/Hold (50)
Hami-O Endoplasm Acc/Mez (50)
The final numbers post-ED are:
Hold 96.7%
End Reduction 95.7%
Accuracy 77.5%
+2 Mag Lockdown Chance (yay!)
Recharge 18.5%
It works great!
Another good slotting, if you need more global recharge, is 4 Basilisk Gaze (A/H, R/H, E/R/H, A/E/R/H), one Essence of Curare (E/H) and then a level 50 generic end reducer in the 6th slot. You'll max out end and hold, have a little accuracy, and have global recharge. You wont have the lockdown proc.
Now, *IF* you feel comfortable with your recovery (Miracle and Numina recovery uniques, stamina, AM or perma AM, epic power for draining, etc) then you could put the lockdown +2 mag in place of the generic end reducer. Then your end drain goes up from 0.43 per second to 0.52 per second, just from Choking Cloud alone. But if you can handle that, you can still get the 7.5% global recharge AND the lockdown +2 mag and the maxed out hold in there.
Still, I'm usually able to get perma-AM and perma-Hasten on a Rad Controller without using a Basilisk Gaze set in Choking Cloud, so I prefer the first option. But, its an alternative if you need it.
Lewis
Random AT Generation!
"I remember... the Alamo." -- Pee-wee Herman
"Oh don't worry. I always leave things to the last moment." -- The Doctor
"Telescopes are time machines." -- Carl Sagan
@SBeaudway on Pinnacle, TaskForce Titans Supergroup.
SBeaudway,
Good point. My build doesn't have any other damage procs tho, so for me, I'm not getting much mileage going after 1 damage proc. The recovery is nice tho, but I have perma-AM so I still prefer mine.
But its a good call overall.
Lewis
Random AT Generation!
"I remember... the Alamo." -- Pee-wee Herman
"Oh don't worry. I always leave things to the last moment." -- The Doctor
"Telescopes are time machines." -- Carl Sagan
I'm posting a fire/rad build. Could I get a few opinions on it? The character is already 50, so I'm not concerned with the order of the powers, just choice and slotting. I've already bought several of the more expensive IO's and still have over 100 million influence to burn, so cost isn't really an issue.
Typically I open up with flashfire, jump into melee range and hit fissure. The two stacking stuns usually give me a bit of breathing room for my hot feet and choking cloud (and imps) to start to work on the mobs.
Since I'm usually close in, I've almost managed to soft cap smashing and lethal, and I've got 24% ranged defense and 17% AOE defense without gimping the build (hopefully).
My biggest problem up to now has been getting mezzed and dropping all my toggles. I'm hoping this will significantly reduce that. My next biggest problem has been endurance recovery, which I don't think this build really addresses (and, in fact, this build has me running several more toggles than I am currently).
I also haven't seen any guides to the epic powers, so I don't have a sense of how good they are. Seismic Smash and Earth's Embrace both sound great and I'd love to figure out a way to fit them in, but I'm not sure I'm willing to give up any of the powers I've already taken. Are there any opinions out there on those?
[color:#000080]Hero Plan by Mids' Hero Designer 1.401[/color]
[color:#000080]http://www.cohplanner.com/[/color]
[color:#0000CD]Click this DataLink to open the build![/color]
[color:#000080]Tityros:[/color][color:#000000] Level 50 Magic Controller[/color]
[color:#000080]Primary Power Set: [/color][color:#000000]Fire Control[/color]
[color:#000080]Secondary Power Set: [/color][color:#000000]Radiation Emission[/color]
[color:#000080]Power Pool: [/color][color:#000000]Leaping[/color]
[color:#000080]Power Pool: [/color][color:#000000]Fitness[/color]
[color:#000080]Power Pool: [/color][color:#000000]Fighting[/color]
[color:#000080]Ancillary Pool: [/color][color:#000000]Stone Mastery[/color]
[color:#000080]Hero Profile:[/color]
[color:#483D8B]Level 1:[/color] [color:#000000]Char[/color]
- (A) [color:#0000CD]Lockdown - [/color][color:#0000CD]Accuracy/Hold[/color]
- (3) [color:#0000CD]Lockdown - [/color][color:#0000CD]Accuracy/Recharge[/color]
- (11) [color:#0000CD]Lockdown - [/color][color:#0000CD]Recharge/Hold[/color]
- (11) [color:#0000CD]Lockdown - [/color][color:#0000CD]Endurance/Recharge/Hold[/color]
- (13) [color:#0000CD]Lockdown - [/color][color:#0000CD]Accuracy/Endurance/Recharge/Hold[/color]
- (31) [color:#0000CD]Lockdown - [/color][color:#0000CD]Chance for +2 Mag Hold[/color]
[color:#483D8B]Level 1:[/color] [color:#000000]Radiant Aura[/color]- (A) [color:#0000CD]Numina's Convalescence - [/color][color:#0000CD]Heal/Endurance[/color]
- (3) [color:#0000CD]Numina's Convalescence - [/color][color:#0000CD]Heal/Recharge[/color]
- (15) [color:#0000CD]Numina's Convalescence - [/color][color:#0000CD]Heal[/color]
[color:#483D8B]Level 2:[/color] [color:#000000]Ring of Fire[/color]- (A) [color:#0000CD]Enfeebled Operation - [/color][color:#0000CD]Accuracy/Recharge[/color]
- (15) [color:#0000CD]Enfeebled Operation - [/color][color:#0000CD]Endurance/Immobilize[/color]
- (27) [color:#0000CD]Enfeebled Operation - [/color][color:#0000CD]Accuracy/Endurance[/color]
- (27) [color:#0000CD]Enfeebled Operation - [/color][color:#0000CD]Immobilize/Range[/color]
- (36) [color:#0000CD]Enfeebled Operation - [/color][color:#0000CD]Accuracy/Immobilize/Recharge[/color]
- (37) [color:#0000CD]Enfeebled Operation - [/color][color:#0000CD]Accuracy/Immobilize[/color]
[color:#483D8B]Level 4:[/color] [color:#000000]Radiation Infection[/color]- (A) [color:#0000CD]Touch of Lady Grey - [/color][color:#0000CD]Defense Debuff[/color]
- (5) [color:#0000CD]Touch of Lady Grey - [/color][color:#0000CD]Defense Debuff/Endurance[/color]
- (5) [color:#0000CD]Touch of Lady Grey - [/color][color:#0000CD]Chance for Negative Damage[/color]
- (13) [color:#0000CD]Touch of Lady Grey - [/color][color:#0000CD]Defense Debuff/Recharge/Endurance[/color]
- (31) [color:#0000CD]Dark Watcher's Despair - [/color][color:#0000CD]To Hit Debuff[/color]
- (31) [color:#0000CD]Dark Watcher's Despair - [/color][color:#0000CD]Recharge/Endurance[/color]
[color:#483D8B]Level 6:[/color] [color:#000000]Accelerate Metabolism[/color]- (A) [color:#0000CD]Efficacy Adaptor - [/color][color:#0000CD]EndMod[/color]
- (7) [color:#0000CD]Efficacy Adaptor - [/color][color:#0000CD]EndMod/Recharge[/color]
- (7) [color:#0000CD]Efficacy Adaptor - [/color][color:#0000CD]EndMod/Accuracy/Recharge[/color]
- (34) [color:#0000CD]Efficacy Adaptor - [/color][color:#0000CD]Accuracy/Recharge[/color]
- (34) [color:#0000CD]Efficacy Adaptor - [/color][color:#0000CD]EndMod/Accuracy[/color]
- (34) [color:#0000CD]Efficacy Adaptor - [/color][color:#0000CD]EndMod/Endurance[/color]
[color:#483D8B]Level 8:[/color] [color:#000000]Fire Cages[/color]- (A) [color:#0000CD]Enfeebled Operation - [/color][color:#0000CD]Accuracy/Recharge[/color]
- (9) [color:#0000CD]Enfeebled Operation - [/color][color:#0000CD]Endurance/Immobilize[/color]
- (9) [color:#0000CD]Enfeebled Operation - [/color][color:#0000CD]Accuracy/Endurance[/color]
- (37) [color:#0000CD]Enfeebled Operation - [/color][color:#0000CD]Immobilize/Range[/color]
- (39) [color:#0000CD]Enfeebled Operation - [/color][color:#0000CD]Accuracy/Immobilize/Recharge[/color]
- (40) [color:#0000CD]Enfeebled Operation - [/color][color:#0000CD]Accuracy/Immobilize[/color]
[color:#483D8B]Level 10:[/color] [color:#000000]Combat Jumping[/color]- (A) [color:#0000CD]Defense Buff[/color][color:#0000CD] IO[/color]
[color:#483D8B]Level 12:[/color] [color:#000000]Hurdle[/color]- (A) [color:#0000CD]Jumping[/color][color:#0000CD] IO[/color]
[color:#483D8B]Level 14:[/color] [color:#000000]Super Jump[/color]- (A) [color:#0000CD]Jumping[/color][color:#0000CD] IO[/color]
[color:#483D8B]Level 16:[/color] [color:#000000]Flashfire[/color]- (A) [color:#0000CD]Positron's Blast - [/color][color:#0000CD]Accuracy/Damage[/color]
- (17) [color:#0000CD]Positron's Blast - [/color][color:#0000CD]Damage/Endurance[/color]
- (17) [color:#0000CD]Positron's Blast - [/color][color:#0000CD]Damage/Recharge[/color]
- (33) [color:#0000CD]Positron's Blast - [/color][color:#0000CD]Accuracy/Damage/Endurance[/color]
- (33) [color:#0000CD]Positron's Blast - [/color][color:#0000CD]Chance of Damage(Energy)[/color]
[color:#483D8B]Level 18:[/color] [color:#000000]Health[/color]- (A) [color:#0000CD]Healing[/color][color:#0000CD] IO[/color]
- (19) [color:#0000CD]Healing[/color][color:#0000CD] IO[/color]
- (19) [color:#0000CD]Healing[/color][color:#0000CD] IO[/color]
[color:#483D8B]Level 20:[/color] [color:#000000]Stamina[/color]- (A) [color:#0000CD]Endurance Modification[/color][color:#0000CD] IO[/color]
- (21) [color:#0000CD]Endurance Modification[/color][color:#0000CD] IO[/color]
- (21) [color:#0000CD]Endurance Modification[/color][color:#0000CD] IO[/color]
[color:#483D8B]Level 22:[/color] [color:#000000]Hot Feet[/color]- (A) [color:#0000CD]Obliteration - [/color][color:#0000CD]Damage[/color]
- (23) [color:#0000CD]Obliteration - [/color][color:#0000CD]Accuracy/Recharge[/color]
- (23) [color:#0000CD]Obliteration - [/color][color:#0000CD]Damage/Recharge[/color]
- (43) [color:#0000CD]Obliteration - [/color][color:#0000CD]Accuracy/Damage/Recharge[/color]
- (45) [color:#0000CD]Obliteration - [/color][color:#0000CD]Accuracy/Damage/Endurance/Recharge[/color]
- (45) [color:#0000CD]Obliteration - [/color][color:#0000CD]Chance for Smashing Damage[/color]
[color:#483D8B]Level 24:[/color] [color:#000000]Cinders[/color]- (A) [color:#0000CD]Lockdown - [/color][color:#0000CD]Accuracy/Recharge[/color]
- (25) [color:#0000CD]Lockdown - [/color][color:#0000CD]Recharge/Hold[/color]
- (25) [color:#0000CD]Lockdown - [/color][color:#0000CD]Endurance/Recharge/Hold[/color]
- (45) [color:#0000CD]Lockdown - [/color][color:#0000CD]Accuracy/Hold[/color]
- (46) [color:#0000CD]Lockdown - [/color][color:#0000CD]Accuracy/Endurance/Recharge/Hold[/color]
- (46) [color:#0000CD]Lockdown - [/color][color:#0000CD]Chance for +2 Mag Hold[/color]
[color:#483D8B]Level 26:[/color] [color:#000000]Enervating Field[/color]- (A) [color:#0000CD]Endurance Reduction[/color][color:#0000CD] IO[/color]
[color:#483D8B]Level 28:[/color] [color:#000000]Choking Cloud[/color]- (A) [color:#0000CD]Lockdown - [/color][color:#0000CD]Accuracy/Hold[/color]
- (29) [color:#0000CD]Lockdown - [/color][color:#0000CD]Accuracy/Recharge[/color]
- (29) [color:#0000CD]Lockdown - [/color][color:#0000CD]Recharge/Hold[/color]
- (36) [color:#0000CD]Lockdown - [/color][color:#0000CD]Endurance/Recharge/Hold[/color]
- (42) [color:#0000CD]Lockdown - [/color][color:#0000CD]Accuracy/Endurance/Recharge/Hold[/color]
- (46) [color:#0000CD]Lockdown - [/color][color:#0000CD]Chance for +2 Mag Hold[/color]
[color:#483D8B]Level 30:[/color] [color:#000000]Lingering Radiation[/color]- (A) [color:#0000CD]Pacing of the Turtle - [/color][color:#0000CD]Accuracy/Slow[/color]
- (33) [color:#0000CD]Pacing of the Turtle - [/color][color:#0000CD]Damage/Slow[/color]
- (36) [color:#0000CD]Pacing of the Turtle - [/color][color:#0000CD]Accuracy/Endurance[/color]
- (37) [color:#0000CD]Pacing of the Turtle - [/color][color:#0000CD]Range/Slow[/color]
- (39) [color:#0000CD]Pacing of the Turtle - [/color][color:#0000CD]Endurance/Recharge/Slow[/color]
- (39) [color:#0000CD]Pacing of the Turtle - [/color][color:#0000CD]Chance of -Recharge[/color]
[color:#483D8B]Level 32:[/color] [color:#000000]Fire Imps[/color]- (A) [color:#0000CD]Sovereign Right - [/color][color:#0000CD]Accuracy/Damage[/color]
- (40) [color:#0000CD]Sovereign Right - [/color][color:#0000CD]Damage/Endurance[/color]
- (40) [color:#0000CD]Sovereign Right - [/color][color:#0000CD]Accuracy/Endurance[/color]
- (42) [color:#0000CD]Sovereign Right - [/color][color:#0000CD]Accuracy/Damage/Endurance[/color]
- (42) [color:#0000CD]Sovereign Right - [/color][color:#0000CD]Accuracy[/color]
- (43) [color:#0000CD]Sovereign Right - [/color][color:#0000CD]Resistance Bonus[/color]
[color:#483D8B]Level 35:[/color] [color:#000000]Acrobatics[/color]- (A) [color:#0000CD]Knockback Distance[/color][color:#0000CD] IO[/color]
[color:#483D8B]Level 38:[/color] [color:#000000]Boxing[/color]- (A) [color:#0000CD]Accuracy[/color][color:#0000CD] IO[/color]
[color:#483D8B]Level 41:[/color] [color:#000000]Fissure[/color]- (A) [color:#0000CD]Accuracy[/color][color:#0000CD] IO[/color]
- (43) [color:#0000CD]Accuracy[/color][color:#0000CD] IO[/color]
[color:#483D8B]Level 44:[/color] [color:#000000]Rock Armor[/color]- (A) [color:#0000CD]Defense Buff[/color][color:#0000CD] IO[/color]
- (48) [color:#0000CD]Defense Buff[/color][color:#0000CD] IO[/color]
- (50) [color:#0000CD]Defense Buff[/color][color:#0000CD] IO[/color]
[color:#483D8B]Level 47:[/color] [color:#000000]Tough[/color]- (A) [color:#0000CD]Resist Damage[/color][color:#0000CD] IO[/color]
- (48) [color:#0000CD]Resist Damage[/color][color:#0000CD] IO[/color]
- (48) [color:#0000CD]Resist Damage[/color][color:#0000CD] IO[/color]
[color:#483D8B]Level 49:[/color] [color:#000000]Weave[/color]- (A) [color:#0000CD]Defense Buff[/color][color:#0000CD] IO[/color]
- (50) [color:#0000CD]Defense Buff[/color][color:#0000CD] IO[/color]
- (50) [color:#0000CD]Defense Buff[/color][color:#0000CD] IO[/color]
[color:#000080]------------[/color][color:#483D8B]Level 1:[/color] [color:#000000]Brawl[/color]
- (A) [color:#0000CD]Damage Increase[/color][color:#0000CD] IO[/color]
[color:#483D8B]Level 1:[/color] [color:#000000]Sprint[/color]- (A) [color:#0000CD]Run Speed[/color][color:#0000CD] IO[/color]
[color:#483D8B]Level 2:[/color] [color:#000000]Rest[/color]- (A) [color:#0000CD]Recharge Reduction[/color][color:#0000CD] IO[/color]
[color:#483D8B]Level 1:[/color] [color:#000000]Containment[/color][color:#000080]------------[/color]
[color:#000080]Set Bonus Totals:[/color]