What am I doing wrong :(
I highly recommend adding Tough/Weave. If you do this, and somehow get your hands on a Steadfast Protection 3% defense to all IO, you will notice a significant improvement to your character.
You don't need 2 acc in each attack because rage adds a massive 20% ToHit buff (you are effectively more accurate than other characters with 95% accuracy socketed). One acc IO is enough in SS attacks, so feel free to add an extra endurance reduction to your attacks because you will be sucking wind with both Rage and Hasten running.
Here's some other things:
- Too much end reduction in Unyielding. One is enough. Move sockets.
- Unstoppable doesn't need any end reduction. Two level 50 recharges and two level 50 resists is MORE than enough if you take this skill. Move sockets.
- Too many slots in Health, unless you plan for unique IOs.
- Too many sockets in Tough Hide. Move sockets.
Other than that... start working towards IOs.
The answer is, you're barely using IOs. Brutes that are taking on x8/+2 spawns cost hundreds of millions to put together.
I don't play an /invuln so I'm not super confident recommending specific things, but you should be slotting your powers with sets that give you defense and recovery, and your attacks the same way. Don't worry if you haven't slotted as much damage as maybe you would like; rage and your fury bar will more than make up for that, once you have enough end and defense to stay on the move.
You can start by farming larger spawns of even cons, or even -1s. It's much easier for a brute to do that than it is to farm smaller spawns of +2s.
ed: also, drop handclap. For the love of god, drop handclap.
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What level are you presently at? If you're still low, it's normal to have problems with +2/+3, specialy if you're fighting non-s/l enemies. If you're higher, you should have enough inf to get a few IOs that would really help you out.
"It's a scrapper. If he can't handle it, no one can." -BrandX
Well For one thing drop Hand clap, it does no damage and is pretty useless to have, it seems you want your brute to do Damage, well Hand clap won't help alot in that. Get Weaver, Slot you toons with Defense Sets Io's in Invulnerability So you won't die much. Also get some recovery sets as well, Sloting Numina's in Health and in Dull Pain will help alot.
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I've been trying make my Villian into one of those amazing brutes that smashes herway through a full spawn of baddies that I've seen and read about. However, I can barely hold my own on 0/+2-3 settings So I must be doing something horrid. I would appreciate any advice , people can give me.
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I have a SS/Electrical Brute which is probably a little squishier than your SS/Inv brute will be when you've properly outfitted it, and I have Hand Clap. I run at +0/x8 almost exclusively, and when I start taking damage, Hand Clap is great for scattering and stunning them for the duration of, say, a Rage crash. I imagine that the Hand Clap was originally part of the overall design decision to to mitigate the Rage crash. (a tip on Hand Clap use -- to minimize scatter it's best to use it in a small room or narrow corridor, or by first moving so that the mobs are between you and a corner. When they go flying they don't actually go anywhere.)
I also have an Inv/SS tanker that has neither Hand Clap nor Unstoppable. I find that Tough, Weave, the defensive auras and slotting IO sets for Smash/Lethal serve quite well, making Unstoppable actively undesirable because of the precipitous end/health crash.
SS/Inv can be relatively inexpensive to soft-cap S/L defense for tankers using Reactive Armor, Smashing Haymaker, Multi-strike and Perfect Zinger. You may need to use a couple of Kinetic Combat sets and Obliteration to S/L soft-cap a Brute (I haven't actually tried doing this, so be sure to work up your own build in Mids.
Your best bet would be to work up a build using Reactive Armor in your shields, along with Tough and Weave, with Smashing Haymaker in your attacks. That will give you a good base of S/L defense. Over time you can replace as many Smashing Haymaker sets with Kinetic Combat as needed to raise your S/L defense as desired.
I just put a quick Brute build together that you could get some ideas from. It soft-caps S/L defense using one Kinetic Combat and an Obliteration, using Reactive Armor and Smashing Haymaker to get most of the way there. It's not a real build -- I just quickly selected powers that can use those sets to see what numbers you can get using the same sort of ideas I used for my tanker.
Villain Plan by Mids' Villain Designer 1.707
http://www.cohplanner.com/
Click this DataLink to open the build!
SS/Inv Brute: Level 50 Science Brute
Primary Power Set: Super Strength
Secondary Power Set: Invulnerability
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Fighting
Villain Profile:
Level 1: Punch -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(3), S'ngH'mkr-Dmg/Rchg(3), S'ngH'mkr-Dmg/EndRdx/Rchg(5)
Level 1: Resist Physical Damage -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(5), RctvArm-ResDam/EndRdx/Rchg(7), RctvArm-EndRdx/Rchg(7), S'fstPrt-ResDam/Def+(37)
Level 2: Temp Invulnerability -- RctvArm-EndRdx/Rchg(A), RctvArm-ResDam/EndRdx(9), RctvArm-ResDam/Rchg(9), RctvArm-ResDam/EndRdx/Rchg(11)
Level 4: Dull Pain -- Dct'dW-Rchg(A), Dct'dW-Heal/EndRdx(11), Dct'dW-EndRdx/Rchg(13), Dct'dW-Heal/Rchg(13), Dct'dW-Heal/EndRdx/Rchg(40)
Level 6: Combat Jumping -- DefBuff-I(A)
Level 8: Knockout Blow -- KntkC'bat-Dmg/Rchg(A), KntkC'bat-Acc/Dmg(15), KntkC'bat-Dmg/EndRdx(15), KntkC'bat-Dmg/EndRdx/Rchg(17)
Level 10: Resist Elements -- RctvArm-ResDam/EndRdx/Rchg(A), RctvArm-ResDam/EndRdx(17), RctvArm-ResDam/Rchg(19), RctvArm-ResDam(19)
Level 12: Swift -- Empty(A)
Level 14: Super Jump -- Jump-I(A)
Level 16: Unyielding -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(43), RctvArm-ResDam(43), RctvArm-ResDam/EndRdx/Rchg(43)
Level 18: Rage -- RechRdx-I(A), RechRdx-I(21), RechRdx-I(37)
Level 20: Resist Energies -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(21), RctvArm-ResDam(23), RctvArm-ResDam/EndRdx/Rchg(23)
Level 22: Health -- Empty(A)
Level 24: Stamina -- EndMod-I(A), EndMod-I(25), EndMod-I(25)
Level 26: Haymaker -- S'ngH'mkr-Dmg/EndRdx/Rchg(A), S'ngH'mkr-Acc/Dmg(27), S'ngH'mkr-Dmg/EndRdx(27), S'ngH'mkr-Dmg/Rchg(29)
Level 28: Invincibility -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(29), RedFtn-EndRdx(31), RedFtn-Def/EndRdx/Rchg(31), RedFtn-Def(31)
Level 30: Jab -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(33), S'ngH'mkr-Dmg/Rchg(33), S'ngH'mkr-Dmg/EndRdx/Rchg(33)
Level 32: Foot Stomp -- Oblit-Dmg(A), Oblit-Acc/Rchg(34), Oblit-Dmg/Rchg(34), Oblit-Acc/Dmg/Rchg(34), Oblit-Acc/Dmg/EndRdx/Rchg(36), Oblit-%Dam(36)
Level 35: Tough Hide -- DefBuff-I(A), DefBuff-I(36), DefBuff-I(37)
Level 38: Taunt -- Zinger-Taunt(A), Zinger-Taunt/Rchg(39), Zinger-Taunt/Rchg/Rng(39), Zinger-Acc/Rchg(39), Zinger-Taunt/Rng(40), Zinger-Dam%(40)
Level 41: Boxing -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(42), S'ngH'mkr-Dmg/Rchg(42), S'ngH'mkr-Dmg/EndRdx/Rchg(42)
Level 44: Tough -- TtmC'tng-ResDam/EndRdx(A), TtmC'tng-ResDam/Rchg(45), TtmC'tng-ResDam(45), TtmC'tng-ResDam/EndRdx/Rchg(45)
Level 47: Weave -- RedFtn-Def(A), RedFtn-Def/EndRdx(48), RedFtn-Def/Rchg(48), RedFtn-EndRdx(48), RedFtn-Def/EndRdx/Rchg(50)
Level 49: [Empty]
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Fury
Level 6: Ninja Run
As others have mentioned, drop Hand Clap. You are dependent on having foes in melee range to feed Invinc, so knocking them away from you is a bad thing.
You're not going to be super tough without investing more heavily in IOs, but taking the Fighting Pool will help substantially. I'd drop Hand Clap, Jab, and one of the patron powers to make room for it. I'd also strongly recommend that you pick up a Steadfast +Def to slot in one of your resist powers, even if you don't get any other IOs.
Regarding your current slotting:
Ack! Three end red slots in a moderate-end toggle is complete overkill. The amount of additional end you'll save for the second and third end red slots is tiny and not worth slotting for. Drop two end red slots each from TI and UY.
Dull Pain doesn't need end red. 2 Recharge commons, 2 Heal commons, and a cheap Heal/Recharge will get you to the end cut-off with 5 slots.
KoB and Punch need an end reduction slot; that in itself will save you more endurance than all those extra end red slots in TI and UY. I'd drop an accuracy to make room for the end red; you don't really need to double-slot accuracy if you're going to have Rage running all the time.
Take Stamina at 20, no question; you're going to want it if you ever exemp that low. Hasten can easily be delayed until level 22.
Invinc is overslotted, Tough Hide ridiculously so. Drop the defense and end red commons from Invinc, and swap out the Serendipity Endurance for the Def/Rchg. 4 slots is all that's needed. LotG is a good choice for Tough Hide, but use the Def, Def/End, and Def/Rchg IOs for maximum enhancement in 3 slots. It'll be slightly below the ED cut-off, but that will have a minimal affect on your defense total. You can drop the 3 defense commons altogether.
Oblit isn't a bad choice for Foot Stomp, but note that the set has very little end reduction. If you start having endurance problems, that would be the first thing to change.
Unstop is also way overslotted. At most, I'd recommend 2xRecharge and 2xResistance, though you shouldn't be needing it nearly that often.
My Characters
Knight Court--A CoH Story Complete 2/3/2012
I've been trying make my Villian into one of those amazing brutes that smashes herway through a full spawn of baddies that I've seen and read about. However, I can barely hold my own on 0/+2-3 settings So I must be doing something horrid. I would appreciate any advice , people can give me.
Atm, I have very limited funds. But as I improve I can start plowing through the missions for more cash |
Villain Plan by Mids' Villain Designer 1.707
http://www.cohplanner.com/
Click this DataLink to open the build!
Krak Down: Level 50 Mutation Brute
Primary Power Set: Super Strength
Secondary Power Set: Invulnerability
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fighting
Ancillary Pool: Mace Mastery
Villain Profile:
Level 1: Punch -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(9), S'ngH'mkr-Dmg/Rchg(11), S'ngH'mkr-Dmg/EndRdx/Rchg(13), F'dSmite-Acc/EndRdx/Rchg(43)
Level 1: Resist Physical Damage -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResDam/EndRdx(3), ResDam-I(5)
Level 2: Temp Invulnerability -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(3), RctvArm-ResDam/EndRdx/Rchg(5), RctvArm-ResDam(7)
Level 4: Dull Pain -- Dct'dW-Heal/EndRdx(A), Dct'dW-Rchg(7), Dct'dW-Heal/Rchg(9), Dct'dW-Heal/EndRdx/Rchg(11), Dct'dW-Heal(13)
Level 6: Hurdle -- Jump-I(A)
Level 8: Knockout Blow -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(17), S'ngH'mkr-Dmg/Rchg(17), S'ngH'mkr-Dmg/EndRdx/Rchg(19), F'dSmite-Dmg/EndRdx(19), F'dSmite-Acc/EndRdx/Rchg(34)
Level 10: Combat Jumping -- DefBuff-I(A)
Level 12: Haymaker -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/Rchg(15), S'ngH'mkr-Dmg/EndRdx/Rchg(15), S'ngH'mkr-Dmg/EndRdx(37), F'dSmite-Acc/EndRdx/Rchg(40)
Level 14: Health -- Heal-I(A)
Level 16: Unyielding -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(21), RctvArm-ResDam/Rchg(21), RctvArm-EndRdx(27)
Level 18: Rage -- AdjTgt-Rchg(A), AdjTgt-ToHit/Rchg(34), AdjTgt-ToHit/EndRdx/Rchg(36), AdjTgt-EndRdx/Rchg(40), AdjTgt-ToHit(50)
Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod/Acc(36), P'Shift-EndMod(37), P'Shift-EndMod/Rchg(43)
Level 22: Hasten -- RechRdx-I(A), RechRdx-I(23), RechRdx-I(23)
Level 24: Boxing -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(25), S'ngH'mkr-Dmg/Rchg(25), S'ngH'mkr-Dmg/EndRdx/Rchg(27), F'dSmite-Acc/EndRdx/Rchg(33)
Level 26: Super Jump -- Jump-I(A)
Level 28: Invincibility -- GftotA-Def(A), GftotA-Def/EndRdx(29), GftotA-Def/Rchg(29), GftotA-Def/EndRdx/Rchg(31)
Level 30: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(31), RctvArm-EndRdx(31), RctvArm-ResDam(37)
Level 32: Foot Stomp -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Dmg(33), Erad-Acc/Rchg(33), Erad-Dmg/Rchg(34), C'ngBlow-Dmg/EndRdx(40), EndRdx-I(50)
Level 35: Tough Hide -- DefBuff-I(A), DefBuff-I(36)
Level 38: Unstoppable -- RctvArm-ResDam(A), RctvArm-ResDam/Rchg(39), RctvArm-ResDam/EndRdx/Rchg(39), RctvArm-ResDam/EndRdx(39)
Level 41: Web Envelope -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(42), Enf'dOp-Acc/EndRdx(42), Enf'dOp-Immob/Rng(42), Enf'dOp-Acc/Immob(43), Enf'dOp-Acc/Immob/Rchg(45)
Level 44: Taunt -- Mocking-Taunt(A), Mocking-Taunt/Rchg(45), Mocking-Rchg(45), Mocking-Taunt/Rchg/Rng(46), Mocking-Acc/Rchg(46), Mocking-Taunt/Rng(46)
Level 47: Weave -- GftotA-Def(A), GftotA-Def/EndRdx(48), GftotA-Def/Rchg(48), GftotA-Def/EndRdx/Rchg(48)
Level 49: Resist Energies -- ResDam-I(A), ResDam-I(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Fury
Level 6: Ninja Run
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Set Bonus Totals:
- 2% DamageBuff(Smashing)
- 2% DamageBuff(Lethal)
- 2% DamageBuff(Fire)
- 2% DamageBuff(Cold)
- 2% DamageBuff(Energy)
- 2% DamageBuff(Negative)
- 2% DamageBuff(Toxic)
- 2% DamageBuff(Psionic)
- 22.1% Defense(Smashing)
- 22.1% Defense(Lethal)
- 6.13% Defense(Fire)
- 6.13% Defense(Cold)
- 11.1% Defense(Energy)
- 11.1% Defense(Negative)
- 3% Defense(Psionic)
- 14.9% Defense(Melee)
- 7.06% Defense(Ranged)
- 4.56% Defense(AoE)
- 7.2% Max End
- 21.3% Enhancement(RechargeTime)
- 3% Enhancement(Immobilize)
- 4% Enhancement(Heal)
- 9% Enhancement(Accuracy)
- 5% FlySpeed
- 129.3 HP (8.63%) HitPoints
- 5% JumpHeight
- 5% JumpSpeed
- MezResist(Held) 2.75%
- MezResist(Immobilize) 14.9%
- MezResist(Terrorized) 2.2%
- 8% (0.13 End/sec) Recovery
- 6.26% Resistance(Fire)
- 1.26% Resistance(Cold)
- 1.26% Resistance(Energy)
- 3.14% Resistance(Negative)
- 5% RunSpeed
Wow Thank you everyone for big response ^_^ My character is already 49, so for better or worse the growing pains are over. Now it's jsut a matter of making her truly powerful. If I dump Hand Clap and the patron powers (I chose the patron powers, mainly for the extra AOE damage. I guess it's more important to stay alive however ^_^) I'll pick up Tough/Weave in their place, but then I have extra power remaining.
Should I go for extra attack (Hurl?) or pickup the remaining resist?
Wow Thank you everyone for big response ^_^ My character is already 49, so for better or worse the growing pains are over. Now it's jsut a matter of making her truly powerful. If I dump Hand Clap and the patron powers (I chose the patron powers, mainly for the extra AOE damage. I guess it's more important to stay alive however ^_^) I'll pick up Tough/Weave in their place, but then I have extra power remaining.
Should I go for extra attack (Hurl?) or pickup the remaining resist? |
I see you've got the Black Scorpion pool in your first build, how tied are you to those powers? Like for concept or whatever? Because Gloom from Soul mastery is a fantastic ranged blast and either Dark Obliteration from Soul or Ball Lightning from Mu would be a solid addition to your AoE smashing.
Hurl does pretty good damage, the problem with it is that it's got a slowish animation. It's not as bad as it was, but Gloom/Mu Lightning are much faster. For me personally, I either work the patron blast into my attack chain or use it for tagging runners, so having a faster-animating blast is much better. Plus Hurl has a chance for KB, which can be annoying since you want stuff right next to you for Invincibility.
The Melee Teaming Guide for Melee Mans
With hasten and rage, you'll need a lot more endurance, that's for sure. You should really get the miracle and numina procs. They are extremely costy, but if you save merits, it shouldn't take too long.
The three PPPs and jab are pretty useless since they are so underslotted. (except web envelope, if you only picked it for -fly) If you're short on slots, i'd pick powers that doesn't need them, like the other passive from invuln.
KO blow is so good, i'd make a priority of IOing it. You'll want max dam/rech, and very good acc/endred.
For the rest, it's hard to know if you slotted expecting to IO later, or though it needed that many slots.
RPD and RE, i'd only get 1 slot, or 2 big max. The resistance it gives is so small, it's not worth another slot. (with IOs yes though)
For the toggles, i'd keep just 2 endred. The 3rd one doesn't give much benefit. (if you want to freakenslot, 2 res, 2 endred and one res/endred is perfect)
Unstoppable, you only need 1 res IO in it, if you keep running your toggles. (wich shouldn't be a problem with all the +rec from it) Then, you can add 0 to 3 recharge IOs, depending how much you use it.
"It's a scrapper. If he can't handle it, no one can." -BrandX
plus gloom does a truckload of damage.
Dark Armor is like that kid you knew in school that didn't know when to shut up, and no matter how bad he got beaten down, he got right back up again and kept on talking.
Players who run brutes and scrappers at +0/x8 usually run Tough and Weave and have a lot of defense bonuses from IO sets. They often pick a particular damage type to get high defense against (often Smash/Lethal), and then selectively run missions that contain enemies that play to their strengths (do mainly S/L damage).
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"Hmm, I guess I'm not as omniscient as I thought" -Gavin Runeblade.
I can be found, outside of paragon city here.
Thank you everyone at Paragon and on Virtue. When the lights go out in November, you'll find me on Razor Bunny.
I did alot better with my SS/Invuln brute when I slotted for +resist/+defense for Psychic and Toxic (two big holes in your secondary that show up ALOT at high levels). Picking up hand clap on a respec (I never had it prior to 50) actually helped alot too.
I've been trying make my Villian into one of those amazing brutes that smashes herway through a full spawn of baddies that I've seen and read about. However, I can barely hold my own on 0/+2-3 settings So I must be doing something horrid. I would appreciate any advice , people can give me.
Atm, I have very limited funds. But as I improve I can start plowing through the missions for more cash Here is my current build.
Villain Plan by Mids' Villain Designer 1.707
http://www.cohplanner.com/
Click this DataLink to open the build!
Krak Down: Level 50 Mutation Brute
Primary Power Set: Super Strength
Secondary Power Set: Invulnerability
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Speed
Ancillary Pool: Mace Mastery
Villain Profile:
Level 1: Punch -- Dmg-I(A), Dmg-I(43), Dmg-I(43), Acc-I(45), Acc-I(48), EndRdx-I(48)
Level 1: Resist Physical Damage -- ResDam-I(A), ResDam-I(3), ResDam-I(5)
Level 2: Temp Invulnerability -- ResDam-I(A), ResDam-I(3), ResDam-I(5), EndRdx-I(7), EndRdx-I(9), EndRdx-I(11)
Level 4: Dull Pain -- RechRdx-I(A), RechRdx-I(7), EndRdx-I(9), Heal-I(11), Heal-I(13), Mrcl-Heal/EndRdx/Rchg(13)
Level 6: Hurdle -- Jump-I(A)
Level 8: Knockout Blow -- Dmg-I(A), Dmg-I(17), Dmg-I(17), Acc-I(19), Acc-I(19), RechRdx-I(45)
Level 10: Combat Jumping -- DefBuff-I(A)
Level 12: Haymaker -- Dmg-I(A), Dmg-I(37), Dmg-I(42), Acc-I(45), EndRdx-I(48), RechRdx-I(50)
Level 14: Health -- Heal-I(A), Heal-I(15), Heal-I(15), Empty(40)
Level 16: Unyielding -- ResDam-I(A), ResDam-I(21), ResDam-I(21), EndRdx-I(27), EndRdx-I(27), EndRdx-I(33)
Level 18: Rage -- RechRdx-I(A), RechRdx-I(40), RechRdx-I(40)
Level 20: Hasten -- RechRdx-I(A), RechRdx-I(46), RechRdx-I(46)
Level 22: Stamina -- EndMod-I(A), EndMod-I(23), EndMod-I(23), P'Shift-End%(43)
Level 24: Resist Energies -- ResDam-I(A), ResDam-I(25), ResDam-I(25)
Level 26: Super Jump -- Jump-I(A)
Level 28: Invincibility -- S'dpty-Def/EndRdx(A), S'dpty-Def/EndRdx/Rchg(29), S'dpty-Def(29), S'dpty-EndRdx(31), EndRdx-I(31), DefBuff-I(31)
Level 30: Hand Clap -- Acc-I(A), Dsrnt-I(46)
Level 32: Foot Stomp -- Oblit-Dmg(A), Oblit-Acc/Rchg(33), Oblit-Dmg/Rchg(33), Oblit-Acc/Dmg/Rchg(34), Oblit-Acc/Dmg/EndRdx/Rchg(34), Oblit-%Dam(34)
Level 35: Tough Hide -- LkGmblr-Def/Rchg(A), LkGmblr-Def/EndRdx/Rchg(36), LkGmblr-Def(36), DefBuff-I(36), DefBuff-I(37), DefBuff-I(37)
Level 38: Unstoppable -- RechRdx-I(A), RechRdx-I(39), RechRdx-I(39), EndMod-I(39), ResDam-I(42), ResDam-I(42)
Level 41: Web Envelope -- Acc-I(A)
Level 44: Disruptor Blast -- Dmg-I(A)
Level 47: Summon Blaster -- Dmg-I(A)
Level 49: Jab -- Dmg-I(A), Dmg-I(50), Dmg-I(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Fury
Level 6: Ninja Run