Worked out my I-19 build


Arcanaville

 

Posted

Thanks to Leandro's patch, I've worked out my main's claws/sr build for I-19.

1.1 second downtime on Hasten for a total global rec-red of 172.5%

19.9% S/L dam-res
10.6% F/C dam-res
3% to the other types dam-res

45.7 positional defense
15.5 typed defense

1913 hitpoints
27.7 HP/sec regen

17.5% global damage buff

3.9 end/sec recovery
1.56 end/sec end usage
Conserve Power to cover what that recovery doesn't

Followup will have 268.8% recharge making its recharge time set at 3.254 seconds. That means if I shoot for the followup, slash, focus, repeat attack chain, there will be a nasty .35 second pause in my chain.

Adding that pause in, and then rounding up to the next .132 as per a post from Werner, which puts the pause at .396 seconds, my estimated DPS will be 221.6.

Once I get the +recharge alpha slot, that pause will be reduced and my DPS will get better. If I can somehow manage no pause, this build will reach 243.7 DPS.

EDIT: Since there's so much recovery, I'm looking at ways to tweak in some more recharge.

Made edits.


Be well, people of CoH.

 

Posted

Quote:
Originally Posted by Bill Z Bubba View Post
Followup will have 268.8% recharge making its recharge time set at 3.254 seconds. That means if I shoot for the followup, slash, focus, repeat attack chain, there will be a nasty .35 second pause in my chain.
It should be better to have Focus after Follow UP for the 3x stacking unless of course it triple stacks both Slash and Focus. Last I check it wasn't possible to triple stack both attacks... could be wrong though.


 

Posted

I'd put Focus first, yes. However, in a Sample build at +296% recharge, I'm showing Follow Up stacking on both of the other attacks. Let's see how far down I can drop the recharge before we have a problem. Looks like it can only go down to +279%. Any worse than that and it drops off of Slash, and is only on Focus. However, it's only triple-stacking on Slash by 0.006 seconds, so I wouldn't count on it. I'd be curious about the testing, though, to see if it really worked, or if it didn't. But I don't think you want this to be a "let's test how exact our understanding is", in particular because similar tests a long time ago demonstrated that we MIGHT have it slightly wrong, because in at least one case very much like this, something wasn't stacking that we thought should have.


"That's because Werner can't do maths." - BunnyAnomaly
"Four hours in, and I was no longer making mistakes, no longer detoggling. I was a machine." - Werner
Videos of Other Stupid Scrapper Tricks

 

Posted

Oh I hope you're wrong....

When does the buff from FU actually kick in? As soon as the cast ends? And after the .2 second delay? Wouldn't that imply that the first attack after FU is never buffed? I can test that in a minute.

I will swap focus and slash if you're right.
Chain below is fu, slash, focus, pause

1.056, buff starts, 2.64, 3.96, 4.356
5.412, buff 2, 6.996, 8.316, 8.712
9.768, buff 3, 11.352, buff 1 falls off, 12.672

Now without the pause
1.056, buff starts, 2.64, 3.96
5.016, buff 2, 6.6, 7.92
8.976, buff 3, 10.56, buff 1 falls off, 11.88

Damn. Even with focus as the second attack, it is impossible to get a triple stack on more than the 2nd attack in the chain. Damn. Damn. Damn.

This drops the DPS back down to ... damnit. 207.7 with the pause, 228.5 without.

Damn.


Be well, people of CoH.

 

Posted

Honestly, I don't think we know for certain how it works. I don't anyway. My ASSUMPTION in my own calculations is that the Follow Up buff starts IMMEDIATELY upon the completion of the cast, at exactly 0.83 seconds, and isn't waiting for the next server tick. Therefore, you have 0.226 seconds already expired by the time you hit the next attack, which WILL be buffed. From then on, I'm assuming Arcanatimes for the attacks, and then the final attack MUST activate on a server tick before Follow Up expires. With those assumptions, it can just triple stack at +279%. Now, it's possible that some of those assumptions are wrong, and you'll triple stack at lower recharge, or that you won't even triple stack at +279%. Someone might know for sure how it works. I'm afraid I don't, and a long time ago when I brought up the subject of "are we really calculating recharge correctly?" the consensus was "we're not certain, but if not, we're awfully close". But "awfully close" might not be good enough here.


"That's because Werner can't do maths." - BunnyAnomaly
"Four hours in, and I was no longer making mistakes, no longer detoggling. I was a machine." - Werner
Videos of Other Stupid Scrapper Tricks

 

Posted

It's never good enough!!!

/runs off sobbing

oh wait...

/runs off stabbing babies and puppies

Yea, that's more in character.


Be well, people of CoH.

 

Posted

Quote:
Originally Posted by Werner View Post
Honestly, I don't think we know for certain how it works. I don't anyway. My ASSUMPTION in my own calculations is that the Follow Up buff starts IMMEDIATELY upon the completion of the cast, at exactly 0.83 seconds, and isn't waiting for the next server tick.
I believe Follow Up's buff beings 0.5 seconds after activation not after cast time concludes.

All effects happen some finite interval after the power is activated: that is how critters get stunned and "zip" off while you are in the middle of the total focus animation, and for that matter how things like the damage ticks in One Thousand Cuts occur while the power is animating. There is an offset built into the power definition that tells the game how long to wait before starting the power's effects, and its a separate value from "delay" which is a per-effect setting (to allow different effects to happen staggered from each other).

In the case of Follow Up specifically, this delay is set to 15 frames of animation, so I believe the buff happens about half a second after the activation of the power. Its very difficult to say if it happens *exactly* 0.5 seconds after activation or some offset from that because the difference wouldn't be easy to detect at the client. But that is my best guess on the matter.

If you want to test my understanding, I believe Total Focus is designed for the damage (and the stun) to land 69 frames after activation, or 2.3 seconds after activation, which is 1 second before the animation completes. That kinda sounds right to me, but I honestly haven't measured that carefully in a long time.


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Posted

Have yall found the damage inflicted chat logs to be flaky? I'm running into quite a few instances of the second half of slash not being stated in the log.


Be well, people of CoH.

 

Posted

Quote:
Originally Posted by Arcanaville View Post
I believe Follow Up's buff beings 0.5 seconds after activation not after cast time concludes.
Well THAT'S rude! *chuckle*

Lame. Then you'd need +300% recharge to triple stack it on both Focus then Slash, I think, and assuming there's no inflation of gaps. Which would then explain the cases of stacking not being as good as expected occasionally.

I really need to read up on the timing of everything again. My brain's getting fuzzy, probably because I never really tried to understand it, only how to apply it to a few specific things. Not at all the same thing, and leads to poor guesswork outside of those things.


"That's because Werner can't do maths." - BunnyAnomaly
"Four hours in, and I was no longer making mistakes, no longer detoggling. I was a machine." - Werner
Videos of Other Stupid Scrapper Tricks

 

Posted

Werner,

How are you figuring that the triple stack can land on both focus and slash at all? What did I do wrong in the post up thread?


Be well, people of CoH.

 

Posted

OK so I got a little curious and looked at my current build as well


Keeping everything as it is...
picking up hasten, assault and PP. Taking a slot out of the 4 slotted stamina and putting it on hasten. 178.8 total recharge with hasten on, which is down around 6 seconds. That should improve by around 20 DPS from its current 190... maybe even get it around 220 again, who knows

Don't have the regen and HP as you, but I do have ET on the build for more chaos...


 

Posted

Quote:
Originally Posted by Bill Z Bubba View Post
Werner,

How are you figuring that the triple stack can land on both focus and slash at all? What did I do wrong in the post up thread?
Well, I might have something wrong. Here's how I have it with a 0.1-second pause (+300% recharge) and putting Focus first:

0.000 Follow Up 1 activated
0.500 Follow Up 1 takes effect
1.056 Focus activated (1 FU)
2.376 Slash activated (1 FU)
3.960 Pause
4.060 Follow Up 2 activated (1 FU)
4.560 Follow Up 2 takes effect
5.116 Focus activated (2 FU)
6.436 Slash activated (2 FU)
8.020 Pause
8.120 Follow Up 3 activated (2 FU)
8.620 Follow Up 3 takes effect
9.176 Focus activated (3 FU)
10.496 Slash activated (3 FU)
10.500 Follow Up 1 expires


"That's because Werner can't do maths." - BunnyAnomaly
"Four hours in, and I was no longer making mistakes, no longer detoggling. I was a machine." - Werner
Videos of Other Stupid Scrapper Tricks

 

Posted

Since several of the 'big name' posters are here I wanna ask: Why redo the builds this early? Isn't the alpha slot going to be something to account for from this point forward? Fitness inherent and alpha slot are coming in the same issue after all.


 

Posted

Because it's incredibly fun.

Making builds and tweaking them is one of the main pillars holding this game up for me.


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Posted

I realized what I had done wrong while laying in bed attempting to fall asleep: I started the timer with the initial followup and not after the buff began. This is a good thing.


Be well, people of CoH.

 

Posted

Quote:
Originally Posted by MunkiLord View Post
Since several of the 'big name' posters are here I wanna ask: Why redo the builds this early? Isn't the alpha slot going to be something to account for from this point forward? Fitness inherent and alpha slot are coming in the same issue after all.
The Alpha Slot boost only happens at level 50. Need to figure out what it will be at exemplared levels.


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Posted

Ohh, I gave Sacred Fire's build even more recharge! 15.4s Recharge on Healing Flames without Hasten and 12.1s Recharge with, on top of the 45.1% Smashing/Lethal Defense and 41.1% Melee Defense. Oh so lovely!


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Posted

I tried a bit but gonna wait for the incarnate slot and full info to make mine. I'm pretty confident i can find a way to make a S/L soft capped spines/dark with 90% recharge, hasten, good endurance AND cloak of fear... Though i'll probably have to use the incarnate slot for that, atm i miss 0,5% def and a lot of endurance. A global bonus to either damage and/or endurance would help a lot to save some slots and maybe even bring back energy torrent in the build.

And that would be godly. I'm more excited about i19 than the whole GR stuff


Dark armor lover.

The Claws/DA Scrapper guide.

 

Posted

Quote:
Originally Posted by bAss_ackwards View Post
Ohh, I gave Sacred Fire's build even more recharge! 15.4s Recharge on Healing Flames without Hasten and 12.1s Recharge with, on top of the 45.1% Smashing/Lethal Defense and 41.1% Melee Defense. Oh so lovely!
Could I have the build for that?
I've been trying to make a high defense build for a kat/fire scrapper and I can't get the s/l high enough without DA.


 

Posted

Quote:
Originally Posted by Telekin_Quake View Post
Could I have the build for that?
I've been trying to make a high defense build for a kat/fire scrapper and I can't get the s/l high enough without DA.
Sure! Sacred Fire is a Fire/Fire Scrapper. Here you go!

(obviously, do open/import the build with Leandro's modified Mids')

Hero Plan by Leandro's Modified Mids' Hero Designer 1.803
http://www.cohplanner.com/

Click this DataLink to open the build!

Sacred Fire: Level 50 Magic Scrapper
Primary Power Set: Fiery Melee
Secondary Power Set: Fiery Aura
Power Pool: Leaping
Power Pool: Concealment
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Body Mastery

Hero Profile:
Level 1: Scorch
  • (A) Kinetic Combat - Accuracy/Damage
  • (3) Kinetic Combat - Damage/Endurance
  • (3) Kinetic Combat - Damage/Recharge
  • (5) Kinetic Combat - Damage/Endurance/Recharge
  • (5) Mako's Bite - Accuracy/Damage/Endurance/Recharge
Level 1: Fire Shield
  • (A) Reactive Armor - Resistance/Endurance
  • (9) Reactive Armor - Resistance/Recharge
  • (46) Reactive Armor - Resistance/Endurance/Recharge
  • (48) Reactive Armor - Resistance
Level 2: Cremate
  • (A) Kinetic Combat - Accuracy/Damage
  • (7) Kinetic Combat - Damage/Endurance
  • (7) Kinetic Combat - Damage/Recharge
  • (11) Kinetic Combat - Damage/Endurance/Recharge
  • (13) Mako's Bite - Accuracy/Damage/Endurance/Recharge
Level 4: Healing Flames
  • (A) Doctored Wounds - Endurance/Recharge
  • (13) Doctored Wounds - Heal/Recharge
  • (15) Doctored Wounds - Heal/Endurance/Recharge
  • (17) Doctored Wounds - Heal
  • (17) Doctored Wounds - Recharge
Level 6: Combat Jumping
  • (A) Luck of the Gambler - Defense
  • (9) Luck of the Gambler - Recharge Speed
  • (46) Karma - Knockback Protection
Level 8: Stealth
  • (A) Luck of the Gambler - Recharge Speed
Level 10: Temperature Protection
  • (A) Steadfast Protection - Resistance/+Def 3%
  • (11) Steadfast Protection - Knockback Protection
Level 12: Build Up
  • (A) Recharge Reduction IO
  • (37) Recharge Reduction IO
Level 14: Grant Invisibility
  • (A) Luck of the Gambler - Recharge Speed
Level 16: Plasma Shield
  • (A) Reactive Armor - Resistance/Endurance
  • (43) Reactive Armor - Resistance/Recharge
  • (43) Reactive Armor - Resistance/Endurance/Recharge
  • (43) Reactive Armor - Resistance
Level 18: Fire Sword Circle
  • (A) Obliteration - Damage
  • (19) Obliteration - Accuracy/Recharge
  • (19) Obliteration - Damage/Recharge
  • (23) Obliteration - Accuracy/Damage/Recharge
  • (23) Obliteration - Accuracy/Damage/Endurance/Recharge
  • (25) Obliteration - Chance for Smashing Damage
Level 20: Invisibility
  • (A) Luck of the Gambler - Recharge Speed
Level 22: Boxing
  • (A) Kinetic Combat - Accuracy/Damage
  • (40) Kinetic Combat - Damage/Endurance
  • (42) Kinetic Combat - Damage/Recharge
  • (42) Kinetic Combat - Damage/Endurance/Recharge
Level 24: Tough
  • (A) Gladiator's Armor - Resistance
  • (25) Gladiator's Armor - End/Resist
  • (45) Gladiator's Armor - TP Protection +3% Def (All)
  • (46) Endurance Reduction IO
Level 26: Incinerate
  • (A) Kinetic Combat - Accuracy/Damage
  • (27) Kinetic Combat - Damage/Endurance
  • (27) Kinetic Combat - Damage/Recharge
  • (36) Kinetic Combat - Damage/Endurance/Recharge
  • (37) Mako's Bite - Accuracy/Damage/Endurance/Recharge
Level 28: Weave
  • (A) Luck of the Gambler - Defense/Endurance
  • (29) Luck of the Gambler - Defense/Recharge
  • (29) Luck of the Gambler - Defense/Endurance/Recharge
  • (31) Luck of the Gambler - Recharge Speed
Level 30: Burn
  • (A) Obliteration - Damage
  • (31) Obliteration - Accuracy/Recharge
  • (31) Obliteration - Damage/Recharge
  • (34) Obliteration - Accuracy/Damage/Recharge
  • (34) Obliteration - Accuracy/Damage/Endurance/Recharge
  • (36) Obliteration - Chance for Smashing Damage
Level 32: Greater Fire Sword
  • (A) Kinetic Combat - Accuracy/Damage
  • (33) Kinetic Combat - Damage/Endurance
  • (33) Kinetic Combat - Damage/Recharge
  • (33) Kinetic Combat - Damage/Endurance/Recharge
  • (34) Mako's Bite - Accuracy/Damage/Endurance/Recharge
Level 35: Fiery Embrace
  • (A) Recharge Reduction IO
  • (36) Recharge Reduction IO
Level 38: Consume
  • (A) Obliteration - Damage
  • (39) Obliteration - Accuracy/Recharge
  • (39) Obliteration - Damage/Recharge
  • (39) Obliteration - Accuracy/Damage/Recharge
  • (40) Obliteration - Accuracy/Damage/Endurance/Recharge
  • (40) Obliteration - Chance for Smashing Damage
Level 41: Focused Accuracy
  • (A) Rectified Reticle - To Hit Buff
  • (42) Rectified Reticle - To Hit Buff/Recharge
Level 44: Hasten
  • (A) Recharge Reduction IO
  • (45) Recharge Reduction IO
  • (45) Recharge Reduction IO
Level 47: Blazing Aura
  • (A) Obliteration - Damage
  • (48) Obliteration - Accuracy/Recharge
  • (48) Obliteration - Damage/Recharge
  • (50) Obliteration - Accuracy/Damage/Recharge
  • (50) Obliteration - Accuracy/Damage/Endurance/Recharge
  • (50) Obliteration - Chance for Smashing Damage
Level 49: Physical Perfection
  • (A) Endurance Modification IO
------------
Level 1: Brawl
  • (A) Accuracy IO
Level 1: Sprint
  • (A) Run Speed IO
Level 2: Rest
  • (A) Recharge Reduction IO
Level 1: Critical Hit
Level 6: Ninja Run
Level 1: Swift
  • (A) Run Speed IO
Level 1: Hurdle
  • (A) Jumping IO
Level 1: Health
  • (A) Miracle - +Recovery
  • (37) Numina's Convalescence - +Regeneration/+Recovery
Level 1: Stamina
  • (A) Performance Shifter - EndMod
  • (15) Performance Shifter - EndMod/Recharge
  • (21) Performance Shifter - EndMod/Accuracy
  • (21) Performance Shifter - Chance for +End



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Playstation 3 - XBox 360 - Wii - PSP

Remember kids, crack is whack!

Samuel_Tow: Your avatar is... I think I like it

 

Posted

Quote:
Originally Posted by bAss_ackwards View Post
Because it's incredibly fun.

Making builds and tweaking them is one of the main pillars holding this game up for me.
This is true. One of my favorite things about this is that I'm gonna spend a ton of time figuring out how exactly to maximize my slots with three new powers.

Quote:
Originally Posted by Zombie Man View Post
The Alpha Slot boost only happens at level 50. Need to figure out what it will be at exemplared levels.
Good point. I only have one character that I worry about exexmplaring with and when I level up I just wing it with my builds, only maximizing them when they are at high levels. So this just didn't occur to me.


 

Posted

Ugh this is going to be such a huge time sink for me lol. I know I'm picking up Assault for my build, but IDK what else... I need to get this patch working but it won't work for me


Virtue: @Santorican

Dark/Shield Build Thread

 

Posted

Quote:
Originally Posted by Santorican View Post
Ugh this is going to be such a huge time sink for me lol.
For me, too. I doubt I'll ever get around to rebuilding all my 50s with inherent fitness and alpha slots. I'm going to have to prioritize and let some of them fall behind the times. I guess that's okay, but I don't intend to implement any new IO builds until i19.


 

Posted

So, I've been doing a lot of research, and this is my best crack at making a build like you suggested BZB. I've got a brute I'll need to destroy through 4 or 5 respecs to get these enhancements over to a scrapper, but I didn't like him much anyhow. Though, I'm unsure if it has enough recharge to support the 3 attack chain proposed. But despite all that he's just above defense cap with all the offensive power I've shoved in there.


Edit: I changed Stealth to Maneuvers when I remembered part of the defense bonus goes away during combat.


Hero Plan by Mids' Hero Designer 1.803
http://www.cohplanner.com/

Click this DataLink to open the build!

Level 50 Science Scrapper
Primary Power Set: Claws
Secondary Power Set: Super Reflexes
Power Pool: Leaping
Power Pool: Leadership
Power Pool: Speed
Power Pool: Fighting
Ancillary Pool: Body Mastery

Hero Profile:
Level 1: Strike -- Empty(A)
Level 1: Focused Fighting -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(3), LkGmblr-Def(3)
Level 2: Slash -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/Rchg(5), C'ngImp-Acc/Dmg/Rchg(5), C'ngImp-Dmg/EndRdx/Rchg(7), C'ngImp-Acc/Dmg/EndRdx(7), Achilles-ResDeb%(9)
Level 4: Focused Senses -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(9), RedFtn-EndRdx(11), RedFtn-Def/EndRdx/Rchg(25), RedFtn-Def(50)
Level 6: Agile -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(11), LkGmblr-Def(13)
Level 8: Follow Up -- Hectmb-Dmg(A), Hectmb-Dmg/Rchg(13), Hectmb-Acc/Dmg/Rchg(15), Hectmb-Acc/Rchg(15), Hectmb-Dam%(17), RechRdx-I(17)
Level 10: Practiced Brawler -- EndRdx-I(A)
Level 12: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(19), LkGmblr-Def(19)
Level 14: Spin -- Armgdn-Dam%(A), Armgdn-Dmg/Rchg(21), Armgdn-Acc/Dmg/Rchg(21), Armgdn-Acc/Rchg(23), Armgdn-Dmg/EndRdx(23)
Level 16: Dodge -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(25), LkGmblr-Def(27)
Level 18: Focus -- Decim-Build%(A), Apoc-Acc/Dmg/Rchg(27), Apoc-Dmg/Rchg(29), Apoc-Acc/Rchg(29), Apoc-Dmg/EndRdx(31), Apoc-Dam%(31)
Level 20: Quickness -- Run-I(A)
Level 22: Maneuvers -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(31), RedFtn-EndRdx(33), RedFtn-Def/EndRdx/Rchg(33), RedFtn-Def(33)
Level 24: Hasten -- RechRdx-I(A), RechRdx-I(34), RechRdx-I(34)
Level 26: Boxing -- Dmg-I(A)
Level 28: Lucky -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(34), LkGmblr-Rchg+(36)
Level 30: Tough -- S'fstPrt-ResDam/Def+(A), RctvArm-ResDam/EndRdx(36), RctvArm-ResDam/Rchg(36), RctvArm-EndRdx/Rchg(37), RctvArm-ResDam/EndRdx/Rchg(37), RctvArm-ResDam(37)
Level 32: Shockwave -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(39), Ragnrk-Acc/Dmg/Rchg(39), Ragnrk-Acc/Rchg(39), Ragnrk-Dmg/EndRdx(40)
Level 35: Evasion -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(40), RedFtn-EndRdx(40), RedFtn-Def/EndRdx/Rchg(50), RedFtn-Def(50)
Level 38: Weave -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(42), RedFtn-EndRdx(42), RedFtn-Def/EndRdx/Rchg(42), RedFtn-Def(43)
Level 41: Conserve Power -- RechRdx-I(A)
Level 44: Laser Beam Eyes -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(45), Decim-Dmg/Rchg(45), Decim-Acc/EndRdx/Rchg(45), Decim-Acc/Dmg/Rchg(46)
Level 47: Physical Perfection -- P'Shift-End%(A)
Level 49: [Empty]
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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
Level 4: Ninja Run
Level 1: Swift -- Run-I(A)
Level 1: Hurdle -- Jump-I(A)
Level 1: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(43), Mrcl-Rcvry+(43), Mrcl-Heal(46), Numna-Heal/EndRdx(46), RgnTis-Regen+(48)
Level 1: Stamina -- P'Shift-End%(A), P'Shift-EndMod(48), P'Shift-EndMod/Rchg(48)