Ill/FF worth salvaging?


BoogalooSelector

 

Posted

So my first and only level 50 hero is an Ill/FF controller that I stopped using in 2007. Is it worth my time trying to find a modern build for some farming and incarnate end-game (all PvE), or do you guys think I'm better off trying to push another toon to 50. I also wouldn't mind seeing a few Ill/FF builds for those of you who think this is a good combo.

Thanks!


 

Posted

Ill/FF would be a functional teammate and could be a nice support toon. That said Illusion isn't a great farmer since it's single target based rather than AOE.

For the Illusion part check out Local Man's Ill/Rad guide, it will nicely cover the Illusion portion. Illusion's a very strong primary; it just isn't well suited for farming, for that you want lots of AOE damage. Unless you just don't like playing the character there's no reason to dump it though; I'm sure you'll be a valued teammate.

Of course there's nothing wrong with running up another character if you like; many of us suffer from altitis and have more characters than we have any need for. Personally I've 15 at level 50, 4 more in the 40's and a whole bunch in the 30's and below.


COH has just been murdered by NCSoft. http://www.change.org/petitions/ncso...city-of-heroes

 

Posted

Illusion is a great powerset. Force Field can be a good powerset when used right. However, there is very little synergy between them. The strength of Illusion is control through distraction with Phantom Army, and single target damage. In order to boost PA, you want recharge to help them recharge faster, and debuffs to help PA hit harder and more often. FF has neither.

Illusion is a poor set for farming. The goal of "farming" is to be able to dispatch large numbers of foes quickly, which is why sets that have lots of AoE are usually the best farmers. Illusion instead focuses on single target damage. So if you want to "farm," try another set.

However, your Ill/FF has some nice advantages on teams, especially since Defense has become more important in the game in the last couple of years. You really shine on teams of squishier teammates . . . PA can draw the aggro, and then your bubbles can protect your teammates from damage and mez. Plus you have lots of knockback for when foes get a little to rambunctious.

I don't have a build for you, especially since I don't have an Ill/FF among my 6 or 7 Illusionists, three of which are 50. My experience with */FF comes from my Mind/FF. But I would think that you should take everything in Illusion other than one of the two invisibilities. What you take in FF depends on your playstyle -- other than PFF, the two ally-only shields and Dispersion Bubble, everything else is optional. How much knockback do you want? You could try to fit in the Medicine Pool, or Leadership, depending on your playstyle and goals. You probably want either Ice or Earth for your APP set, as those two sets have defense-based Smash/Lethal Armors.


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

 

Posted

Ill/FF/Stone can be an awesome set, but only if you are willing to spend the time and influence to create a good build. I have a build that I'll post later on tonight that has:

- 198.8% global recharge for perma-hasten and perma-phantom army
- Capped S/L/Ranged defense
- Very high damage output - the AOE and single target attacks in Stone (fissure and seismic smash) do absolutely amazing damage when coupled with containment and ~200% global recharge. Add to that 4 other pets doing additional damage and life is good
- Insulation shield will make you and your allies immune to most status effects. Throw in a couple KB IOs and you will be immune to almost everything. There is a sleep hole though 8-(.
- Spectral terror is one of the best soft controls around
- Very useful build solo or grouped (can go through +2/8 CoT or Council at a decent clip solo)
- Basically, you become a stone tank with an invincible army at your back and great soft CC

The bad:
- FF is mostly a passive set and quite boring (I only take the 4 shields) -- the other powers I found to be not quite as useful and/or too situational but this lets me concentrate on other powers.
- The build is very late-blooming
- It is extremely expensive

The big thing about IIl/FF is that both Ill and FF are fairly passive. Ill has a bunch of pets that do stuff and FF has a bunch of shields which makes actual game play quite boring. Once you throw in attacks from the epic pools things really get a lot more active and exciting -- at least I found it that way.


>>> Illusion is a poor set for farming. The goal of "farming" is to be able to
>>> dispatch large numbers of foes quickly, which is why sets that have lots
>>> of AoE are usually the best farmers. Illusion instead focuses on single
>>> target damage. So if you want to "farm," try another set.

My Ill/FF/Stone can farm very well. It's definitely not the best set out there, but it is very far from being "poor" and very much safer than many so-called farming builds.


 

Posted

I would gladly welcome an ill/FF to my team. It would be a tremendous help.


 

Posted

Agree with what's been said about Illusion being a poor farming set. It's good at most other things, but not that.

As to the synergy between Illusion and FF, I think there's some good synergy there. Here are a few examples.

=-= Aggro Free Controller =-=
PA, Phantasm, Deflection Shield, Insulation Shield, Dispersion Bubble, Group Invisibility, and, if you take it, Aid Other, all provide support for the team without drawing any aggro to you. Plus the +Defense in Group Invis stacks with Dispersion Bubble and the little bubbles.

=-= Chaos Control =-=
Phantasm and the Knock powers in FF let you do chaos control as well as or better than a an Ill/Storm. I say probably better because the knock powers in FF can be better controlled by the player than the knock powers in Storm. You can see a video of the chaos control abilities of FF here: http://www.youtube.com/watch?v=gebY_SwaCWA

=-= Tanking =-=
PFF and Phantom Army are two of the better tanking powers that controllers have access too. With PFF you can just raise and jump into a pile to take the alpha. You're a tank at level 1. You can build on these tanking powers with powers like Dispersion bubble, aid self, provoke, earth's embrace, and rock armor. You can see a video of the tanking abilities of FF here: http://www.youtube.com/watch?v=HlQOpUeLWoI

Alternately, with power boosted bubbles, you can even turn Phantasm into a tank. A video showing how this being done with fire imps is here: http://www.youtube.com/watch?v=fwub6qvNeD4

And, of course, you'll also have PA. PFF works well with PA. You can raise PFF and lead an already summoned PA into a spawn where they'll grab aggro.

Together, the powers in Ill/FF make it a first rate tank in any situation.


That combo is just seriously sick, and is a perversion of gameplay mechanics. - Excelsio

The Infernal Challenge
Building a WarTroller
Troller Damage

 

Posted

P.S. Since you wanted to see builds, here's the build for my 50 Ill/FF as it is in-game. It supports both the aggro-free and tanking playstyles I mentioned above. Notice that I have 4 LotG +Recharges in the FF powers and 1 in Rock Armor. Also note that the ranged defense bonus from the IOs stacks on top of the defense provided by dispersion bubble and group invis. The final defense numbers for the build look like this:

S/L: 39.2
E/NE: 24.2
Ranged: 28.3
All Other Including Psi: 16.4

Earth's Embrace is perma, giving the toon more hit points than the base hit points of a brute. EE also gives 20% toxic resistance.

Recharge bonuses are 50%, which will go up to 56% once I slot out spectral wounds. PA has a down time of around 12-17 seconds depending on where in the cycle Hasten is at.

Repulsion Bomb and Fissure give the toon a little bit of AoE damage and AoE control, both of which Illusion is somewhat weak at.

Super Speed + Fissure can be used as an opener.

Hero Plan by Mids' Hero Designer 1.707
http://www.cohplanner.com/

Click this DataLink to open the build!

Lux1: Level 50 Mutation Controller
Primary Power Set: Illusion Control
Secondary Power Set: Force Field
Power Pool: Medicine
Power Pool: Fitness
Power Pool: Speed
Power Pool: Presence
Ancillary Pool: Stone Mastery

Hero Profile:
Level 1: Blind -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(5), Thundr-Acc/Dmg/Rchg(9), Thundr-Acc/Dmg/EndRdx(11), Thundr-Dmg/EndRdx/Rchg(13)
Level 1: Personal Force Field -- RechRdx-I(A), RechRdx-I(37), RechRdx-I(37), LkGmblr-Def/Rchg(43)
Level 2: Spectral Wounds -- Acc(A), Acc(3), Dmg(5), Dmg(9), Dmg(11), RechRdx(13)
Level 4: Deceive -- CoPers-Conf(A), CoPers-Conf/Rchg(37), CoPers-Acc/Conf/Rchg(39), CoPers-Acc/Rchg(39), CoPers-Conf/EndRdx(39), CoPers-Conf%(40)
Level 6: Deflection Shield -- LkGmblr-Def/Rchg(A), DefBuff(7), DefBuff(7), DefBuff(43)
Level 8: Aid Other -- Heal(A)
Level 10: Swift -- Run(A)
Level 12: Insulation Shield -- LkGmblr-Def/Rchg(A), DefBuff(46), DefBuff(46), DefBuff(50)
Level 14: Aid Self -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(15), Dct'dW-Heal/Rchg(15), Dct'dW-Heal/EndRdx/Rchg(17), Dct'dW-Heal(17)
Level 16: Health -- Heal(A)
Level 18: Phantom Army -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(19), ExRmnt-Dmg/EndRdx(19), ExRmnt-EndRdx/Dmg/Rchg(27), ExRmnt-Acc/Dmg/Rchg(31), S'bndAl-Build%(31)
Level 20: Stamina -- EndMod(A), EndMod(21), EndMod(21)
Level 22: Dispersion Bubble -- LkGmblr-Def/Rchg(A), DefBuff(23), DefBuff(23), DefBuff(27), EndRdx(40)
Level 24: Hasten -- RechRdx(A), RechRdx(25), RechRdx(25)
Level 26: Super Speed -- Run(A)
Level 28: Spectral Terror -- Abys-Acc/Rchg(A), Abys-EndRdx/Fear(29), Abys-Acc/EndRdx(29), Abys-Fear/Rng(31), Abys-Acc/Fear/Rchg(40)
Level 30: Provoke -- Zinger-Taunt(A), Zinger-Taunt/Rchg(34), Zinger-Taunt/Rchg/Rng(36), Zinger-Acc/Rchg(36), Zinger-Taunt/Rng(36)
Level 32: Phantasm -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(33), ExRmnt-Dmg/EndRdx(33), ExRmnt-Acc/Dmg/Rchg(33), ExRmnt-EndRdx/Dmg/Rchg(34), ExRmnt-+Res(Pets)(34)
Level 35: Detention Field -- Acc(A)
Level 38: Repulsion Bomb -- Acc(A)
Level 41: Fissure -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(42), Posi-Dmg/Rchg(42), Posi-Dmg/Rng(42), Posi-Acc/Dmg/EndRdx(43)
Level 44: Rock Armor -- LkGmblr-Def/Rchg(A), DefBuff(45), DefBuff(45), DefBuff(45), EndRdx(46)
Level 47: Earth's Embrace -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(48), Dct'dW-Heal/Rchg(48), Dct'dW-Heal/EndRdx/Rchg(48), Dct'dW-Heal(50), Heal(50)
Level 49: Group Invisibility -- DefBuff(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Containment
Level 6: Ninja Run
------------
Set Bonus Totals:

  • 12.5% DamageBuff(Smashing)
  • 12.5% DamageBuff(Lethal)
  • 12.5% DamageBuff(Fire)
  • 12.5% DamageBuff(Cold)
  • 12.5% DamageBuff(Energy)
  • 12.5% DamageBuff(Negative)
  • 12.5% DamageBuff(Toxic)
  • 12.5% DamageBuff(Psionic)
  • 7.81% Defense(Energy)
  • 7.81% Defense(Negative)
  • 11.9% Defense(Ranged)
  • 8% Enhancement(Heal)
  • 2.75% Enhancement(Terrorized)
  • 50% Enhancement(RechargeTime)
  • 4% Enhancement(Confused)
  • 25% Enhancement(Accuracy)
  • 4% FlySpeed
  • 19.1 HP (1.88%) HitPoints
  • 4% JumpHeight
  • 4% JumpSpeed
  • MezResist(Confused) 5%
  • MezResist(Held) 5%
  • MezResist(Immobilize) 5%
  • MezResist(Sleep) 5%
  • MezResist(Stun) 5%
  • MezResist(Terrorized) 12.2%
  • 8.5% (0.14 End/sec) Recovery
  • 30% (1.27 HP/sec) Regeneration
  • 10% Resistance(Smashing)
  • 10% Resistance(Lethal)
  • 14.1% Resistance(Fire)
  • 14.1% Resistance(Cold)
  • 10% Resistance(Energy)
  • 10% Resistance(Negative)
  • 10% Resistance(Toxic)
  • 10% Resistance(Psionic)
  • 4% RunSpeed


That combo is just seriously sick, and is a perversion of gameplay mechanics. - Excelsio

The Infernal Challenge
Building a WarTroller
Troller Damage

 

Posted

Quote:
Originally Posted by Dr_Dismemberment View Post
I tweaked my build a bit more in mids and it is now a shiny paragon of optimization goodness - build's just don't get tighter than this.
A vey nice build, Dr. But if you wanted to squeeze just a bit more out of it, you could get the Knockback points from a universal travel IO and then use the slot in SI for a Kismet +Acc.


That combo is just seriously sick, and is a perversion of gameplay mechanics. - Excelsio

The Infernal Challenge
Building a WarTroller
Troller Damage

 

Posted

Quote:
Originally Posted by magicj View Post
A very nice build, Dr.
Thanks.

Quote:
Originally Posted by magicj View Post
But if you wanted to squeeze just a bit more out of it, you could get the Knockback points from a universal travel IO and then use the slot in SI for a Kismet +Acc.
Actually, I like having 11 mag KB protection. +2 Fake Nemesis do 10.98 KB and +0 Fake Nemesis do 9 KB as well as some AV's which do nearly equivalent knock back. I think I would find +6 accuracy lost in the noise since the build already has 63% global accuracy bonus, while there would definitely be situations (although fairly rare) where I'd obviously miss having the extra knock back protection when dropping it down to 7 KB protection. If I were going to trade a knockback protection IO slot for something else, I'd think I'd pick up a 20% slow resist IO in preference to the Kismet +Acc.

PS I respecced into this and tried out a battle maiden AE farm to see how fast it would take (0/8 no bosses). It took me always about 1 minute to clear a group of 24 mobs which is pretty slow. It took about 20 minutes total to cap tickets and I took virtually no damage during that time. Definitely not even near the top for solo farming but very safe and not horrible by a long shot. My strategy looked like:

1. Summon phantom army into middle of group
2. Summon fear pet into middle of group.
3. Jump into middle of group and use flash (for containment)
4. Rotate Fissue, Repulsion Bomb and Seismic Smash as they come up while staying as close to the center of the group as possible.
5. When fear wears off, reapply. When Flash wears off, throw in Blind before Seismic Smash.
6. Use Blind/Spectral Wounds combo to finish off the occasional runner.


 

Posted

Quick FYI, the Kismet +Accuracy is really misnamed as it gives you a +6% to your to-hit bonus. And a +to-hit is > +acc bonus.

See the wiki site here for an explanation of why. If you're bad at math it might be a bit confusing.

As an aside, I have a lot of fun when I drag out my Ill/FF troller. Recently did an all Ill ITF and had a grand time. She's not great for farming, but she's does well as a support toon.

Here's an example I grabbed from the wiki site that is probably the simplest explanation.

Quote:
Consider an unbuffed, unenhanced attack that hits 30% of the time. If it got a +50% ToHit buff, its hit chance would rise to 80% (30 + 50). If it got a +50% Accuracy bonus instead, its hit chance would only rise to 45% (30 + (50% of 30), which can also be written 30 × 1.5).


Throwing darts at the board to see if something sticks.....

Come show your resolve and fight my brute!
Tanks: Gauntlet, the streak breaker and you!
Quote:
Originally Posted by PapaSlade
Rangle's right....this is fun.

 

Posted

Nice build. My only concern is the lack of slotting on the ally shields. If you never team it won't matter but the way they are slotted now the only thing you're getting out of Force Field is the big bubble. The damage from Repulsion Bomb is attrocious (no containment) for its cast time, and Force Bolt is pretty weak in practical use... especially with the short range Earth APP. IMO you've traded one of the best features of Force Field (a nearly invincible team) to over protect yourself. I would see if I could build it with the shields at least in the green, even if it meant losing some defense.


 

Posted

Quote:
Originally Posted by Oedipus_Tex View Post
My only concern is the lack of slotting on the ally shields. If you never team it won't matter but the way they are slotted now the only thing you're getting out of Force Field is the big bubble.
This statement is not supported by the numbers.

The Ally shields fully defense slotted would yield an extra 5% defense: 13% -> 18%. Currently, I add
12% dispersion bubble
13% ally shields
4% maneuvers
-------------------------
For +29% defense to almost everything to the whole team.

A fully slotted ally shields would make that 34% to everything. While that is a nice bump, it is not game-changing or even noticeable by any group that I've ever been on. I'd prefer for me to survive as well as my team mates. Claiming that the only benefit is the big bubble is just plain misleading. A power doesn't necessarily have to be maximally slotted to provide a nice benefit -- especially the ally shields which are good powers even with minimal slotting. Also, the build includes Maneuvers.

An Ill/FF without Maneuvers but with fully slotted shields would be adding only an extra 1% defense to the team, which is in the noise, compared to this build. Another way to look at it, is that I traded 5% ally defense for 4% defense to everyone, including me, which seems like a reasonable thing to do. When making high end builds, it's really all about the trade-offs.

Another way to say this, is that someone with maximally slotted ally shields isn't going to be noticeably more group friendly than this build and is likely to be noticeably inferior in other aspects. Although, if one really wanted to make a very friendly group build by picking up all the leadership toggles and teleport friend, and aid other, that would probably be a good thing to do. There are lots of skippable powers in FF which makes making such a build less of a pain. That would be noticeably more group friendly.

Quote:
Originally Posted by Oedipus_Tex View Post
The damage from Repulsion Bomb is attrocious
The damage is second best after fissure when fighting very large groups that are close together. I wouldn't discount it's damage output in that situation. It also has knockdown and disorient effects which mitigate incoming damage and the disorient increases total containment which Ill has a hard time with anyway. FF really is all about avoiding incoming damage and this is a useful tool for that effect. Also, the extra containment makes your other attacks stronger, even though it doesn't benefit from containment itself. I'd love it to do more damage, be affected by containment and have a faster cast time, but that is what Ill/FF is stuck with for AoE damage.

Quote:
Originally Posted by Oedipus_Tex View Post
Force Bolt is pretty weak in practical use
It definitely has its uses...keeping bosses knocked down and it is useful in PvP and it is also useful as a mule for 7.5% global recharge (if you hadn't noticed, I'm a *huge* fan of global recharge for Illusion). Also, it's just plain fun to knock things across the zone sometimes 8-). All-in-all though, if I were tweaking the build to squeeze in some other power, this is probably the one that would go first. I do highly recommend taking this power early when leveling because the damage mitigation against bosses is very nice.


 

Posted

Quote:
Claiming that the only benefit is the big bubble is just plain misleading.
I don't think 'misleading' is the right word. I said it was in my opinion, which is the best I can offer you.

Force Field does two things well: provides ally shields and a shield/anti-mezz bubble. You've decided not to slot one of those things. Your call, but it doesn't mean I won't comment on it if you're asking for opinions.


 

Posted

Quote:
Originally Posted by Dr_Dismemberment View Post
The damage is second best after fissure when fighting very large groups that are close together. I wouldn't discount it's damage output in that situation. It also has knockdown and disorient effects which mitigate incoming damage and the disorient increases total containment which Ill has a hard time with anyway. It makes fissure stronger basically, even though it doesn't benefit from containment itself. I'd love it to do more damage and have a faster cast time, but that is what Ill/FF is stuck with for AoE damage.
In my experience with Plant/FF I found Repulsion Bomb highly skippable though Plant does not want for AoE control like Illusion. Coming in only 6 levels earlier than the first of the AoE's found in APP's makes it seem even more lackluster. It's got a whopping 16.9 endurance cost, a full 3 second cast time, and only a 40% chance for a mag 2 stun. In some ways, it's similar to Fissure but far, far inferior.

I can see it's place in your build (10% recharge is nothing to scoff at), but for most players I'd say to avoid it.


 

Posted

There's always dual builds. On my plant/ff my main build doesn't even have the little bubbles and my alternate build has them and power boost as well. I use whichever build I feel is more appropriate for the team I'm on.

Surprisingly, that's usually the build without the little bubbles.


That combo is just seriously sick, and is a perversion of gameplay mechanics. - Excelsio

The Infernal Challenge
Building a WarTroller
Troller Damage

 

Posted

Quote:
Originally Posted by ketch View Post
In my experience with Plant/FF I found Repulsion Bomb highly skippable though Plant does not want for AoE control like Illusion. Coming in only 6 levels earlier than the first of the AoE's found in APP's makes it seem even more lackluster. It's got a whopping 16.9 endurance cost, a full 3 second cast time, and only a 40% chance for a mag 2 stun. In some ways, it's similar to Fissure but far, far inferior.

I can see it's place in your build (10% recharge is nothing to scoff at), but for most players I'd say to avoid it.
I should point out that my Ill/FF is one of only 2 FFers with repulsion bomb (I believe I have 7 level 50 FFers). And even on those builds I rarely use it, exactly for the reasons you outlined.


That combo is just seriously sick, and is a perversion of gameplay mechanics. - Excelsio

The Infernal Challenge
Building a WarTroller
Troller Damage

 

Posted

Quote:
Originally Posted by ketch View Post
In my experience with Plant/FF I found Repulsion Bomb highly skippable though Plant does not want for AoE control like Illusion. Coming in only 6 levels earlier than the first of the AoE's found in APP's makes it seem even more lackluster. It's got a whopping 16.9 endurance cost, a full 3 second cast time, and only a 40% chance for a mag 2 stun. In some ways, it's similar to Fissure but far, far inferior.

I can see it's place in your build (10% recharge is nothing to scoff at), but for most players I'd say to avoid it.
Quote:
Originally Posted by magicj View Post
I should point out that my Ill/FF is one of only 2 FFers with repulsion bomb (I believe I have 7 level 50 FFers). And even on those builds I rarely use it, exactly for the reasons you outlined.
I used to hate Repulsion Bomb with a passion when it used to be a ground target ability, but now after respeccing back into it, and it being a targetted AoE, I find it's an OK power. With slotting and a high endurance gaining build the endurance issue isn't a problem with using it. The cast time at 3 seconds is long, however, the time during that cast time where you are frozen in place is less than a 1.5 seconds making it not so painful and much less painful than some other powers on other builds that I have where you are frozen in place for the entire animation. There is no better damage power than Repulsion Bomb to use on large groups while waiting for Fissure to recharge and much of the game has turned into fighting large groups. It a nice power even against small groups when you need a bit of extra added mitigation and Fissure is down. To top it off, the disorient bonus helps with hard control and containment. I think I would miss this power if it were missing from the build even though, overall, it is a lackluster damage power. I could see other FF builds with different primaries easily skipping it though.


 

Posted

OK, one last post of a Ill/FF build 8-). This one makes some huge improvements based on feedback I received.

The minuses:
-- Loses Force Bolt (this isn't really a big minus since it was mostly a mule anyway)
-- Now has 4 KB mag protection rather than 12.
-- Loses 1.3% global recharge.

The pluses:
-- Picks up Assault
-- Phantasm goes from Blood Mandate -> Expedient Reinforcement (this was mostly a lingering mistake in the build from when it was trying for Range defense)
-- Both Repulsion Bomb and Fissure pick up an extra damage proc
-- Now at 205% Global Recharge so still has perma-Hasten, perma-Phantom Army and perma-Earth's Embrace
-- The ally shields are now maximally slotted rather than being minimally slotted
-- Still has capped S/L defense without needing any defense from invis
-- Replace the Lockdown Acc/Hold in Flash with an HO:Endo for increased performance

Hero Plan by Mids' Hero Designer 1.707
http://www.cohplanner.com/

Click this DataLink to open the build!

Razzle Dazzle: Level 50 Magic Controller
Primary Power Set: Illusion Control
Secondary Power Set: Force Field
Power Pool: Speed
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Leadership
Ancillary Pool: Stone Mastery

Hero Profile:
Level 1: Spectral Wounds -- Apoc-Dam%(A), Apoc-Dmg/EndRdx(3), Apoc-Acc/Dmg/Rchg(5), Apoc-Acc/Rchg(9), Apoc-Dmg(9)
Level 1: Personal Force Field -- Krma-ResKB(A)
Level 2: Blind -- UbrkCons-Dam%(A), UbrkCons-EndRdx/Hold(3), UbrkCons-Acc/Rchg(5), UbrkCons-Hold(7), UbrkCons-Hold/Rchg(11)
Level 4: Deceive -- CoPers-Conf%(A), CoPers-Conf(13), CoPers-Acc/Rchg(13), CoPers-Acc/Conf/Rchg(15), CoPers-Conf/EndRdx(17)
Level 6: Flash -- BasGaze-Acc/Hold(A), BasGaze-Rchg/Hold(7), BasGaze-Acc/EndRdx/Rchg/Hold(11), BasGaze-Acc/Rchg(15), HO:Endo(27)
Level 8: Superior Invisibility -- LkGmblr-Rchg+(A)
Level 10: Hasten -- RechRdx-I(A), RechRdx-I(25)
Level 12: Combat Jumping -- DefBuff-I(A)
Level 14: Hurdle -- Jump-I(A), Jump-I(31)
Level 16: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(17)
Level 18: Phantom Army -- S'bndAl-Build%(A), S'bndAl-Dmg/Rchg(19), ExRmnt-Acc/Rchg(19), ExRmnt-Acc/Dmg(21), ExRmnt-Acc/Dmg/Rchg(21), ExRmnt-EndRdx/Dmg/Rchg(34)
Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod(37), EndMod-I(39)
Level 22: Dispersion Bubble -- LkGmblr-Rchg+(A), RedFtn-EndRdx(23), RedFtn-Def(23), RedFtn-Def/EndRdx/Rchg(25), RedFtn-Def/Rchg(27), RedFtn-Def/EndRdx(34)
Level 24: Maneuvers -- RedFtn-EndRdx(A), RedFtn-Def(37), RedFtn-Def/EndRdx/Rchg(40), RedFtn-Def/Rchg(43), RedFtn-Def/EndRdx(46)
Level 26: Spectral Terror -- Abys-Dam%(A), Abys-Acc/Fear/Rchg(29), Abys-EndRdx/Fear(29), Abys-Acc/EndRdx(31), Abys-Fear/Rng(31)
Level 28: Deflection Shield -- LkGmblr-Rchg+(A), LkGmblr-Def(39), DefBuff-I(40)
Level 30: Insulation Shield -- LkGmblr-Rchg+(A), LkGmblr-Def(39), DefBuff-I(40)
Level 32: Phantasm -- ExRmnt-EndRdx/Dmg/Rchg(A), ExRmnt-Acc/Rchg(33), ExRmnt-Acc/Dmg(33), ExRmnt-Dmg/EndRdx(33), ExRmnt-Acc/Dmg/Rchg(34)
Level 35: Repulsion Bomb -- Posi-Dam%(A), Ragnrk-Acc/Rchg(36), Ragnrk-Acc/Dmg/Rchg(36), Ragnrk-Dmg/Rchg(36), Ragnrk-Dmg(37), Ragnrk-Dmg/EndRdx(46)
Level 38: Assault -- EndRdx-I(A)
Level 41: Fissure -- Posi-Dam%(A), Posi-Acc/Dmg/EndRdx(42), Posi-Dmg/Rchg(42), Posi-Dmg/EndRdx(42), Posi-Acc/Dmg(43), ExStrk-Dam%(43)
Level 44: Seismic Smash -- Hectmb-Dam%(A), Hectmb-Dmg(45), Hectmb-Acc/Dmg/Rchg(45), Hectmb-Dmg/EndRdx(45), Hectmb-Acc/Rchg(46)
Level 47: Rock Armor -- LkGmblr-Rchg+(A), RedFtn-Def/EndRdx(48), RedFtn-Def/Rchg(48), RedFtn-EndRdx(48), RedFtn-Def/EndRdx/Rchg(50), RedFtn-Def(50)
Level 49: Earth's Embrace -- Dct'dW-Heal/Rchg(A), S'fstPrt-ResDam/Def+(50)
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Level 1: Brawl -- Dmg-I(A)
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Containment
Level 6: Ninja Run
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Set Bonus Totals:

  • 20% DamageBuff(Smashing)
  • 20% DamageBuff(Lethal)
  • 20% DamageBuff(Fire)
  • 20% DamageBuff(Cold)
  • 20% DamageBuff(Energy)
  • 20% DamageBuff(Negative)
  • 20% DamageBuff(Toxic)
  • 20% DamageBuff(Psionic)
  • 3% Defense(Smashing)
  • 3% Defense(Lethal)
  • 3% Defense(Fire)
  • 3% Defense(Cold)
  • 5.5% Defense(Energy)
  • 5.5% Defense(Negative)
  • 3% Defense(Psionic)
  • 3% Defense(Melee)
  • 4.25% Defense(Ranged)
  • 3% Defense(AoE)
  • 135% Enhancement(RechargeTime)
  • 2.75% Enhancement(Terrorized)
  • 63% Enhancement(Accuracy)
  • 4% Enhancement(Confused)
  • 5% FlySpeed
  • 49.6 HP (4.88%) HitPoints
  • 5% JumpHeight
  • 5% JumpSpeed
  • Knockback (Mag -4)
  • Knockup (Mag -4)
  • MezResist(Confused) 5%
  • MezResist(Held) 5%
  • MezResist(Immobilize) 11.6%
  • MezResist(Sleep) 5%
  • MezResist(Stun) 5%
  • MezResist(Terrorized) 5%
  • 20.5% (0.34 End/sec) Recovery
  • 62% (2.63 HP/sec) Regeneration
  • 12.9% Resistance(Fire)
  • 12.9% Resistance(Cold)
  • 5% RunSpeed