First Tanker, critique plz?


Doctor_Xaxan

 

Posted

Well...it's not exactly my FIRST Tanker...but it's the first tanker that has really captured my interest. He's currently lvl 29 but i messed around with Mids (which is something i don't usually mess with) and came up with this.
The slot levels aren't set in stone as i was just doing a quick run through with it seeing what i could stick where and will most likely be adjusted for fire as he gains levels.

Hero Plan by Mids' Hero Designer 1.81
http://www.cohplanner.com/

Click this DataLink to open the build!

Devon Trace: Level 50 Natural Tanker
Primary Power Set: Shield Defense
Secondary Power Set: Kinetic Melee
Power Pool: Fitness
Power Pool: Speed
Ancillary Pool: Energy Mastery

Hero Profile:
Level 1: Deflection

  • (A) Kismet - Defense/Endurance
  • (3) Kismet - Defense/Recharge
  • (3) Kismet - Endurance/Recharge
  • (37) Kismet - Defense/Endurance/Recharge
  • (43) Kismet - Accuracy +6%
Level 1: Quick Strike
  • (A) Touch of Death - Accuracy/Damage
  • (7) Touch of Death - Damage/Endurance
  • (7) Touch of Death - Damage/Recharge
  • (15) Touch of Death - Accuracy/Damage/Endurance
  • (17) Touch of Death - Damage/Endurance/Recharge
  • (42) Touch of Death - Chance of Damage(Negative)
Level 2: Battle Agility
  • (A) Luck of the Gambler - Recharge Speed
  • (5) Luck of the Gambler - Defense/Endurance
  • (5) Luck of the Gambler - Defense
  • (37) Luck of the Gambler - Defense/Recharge
  • (43) Luck of the Gambler - Defense/Endurance/Recharge
Level 4: Body Blow
  • (A) Touch of Death - Accuracy/Damage
  • (9) Touch of Death - Damage/Endurance
  • (9) Touch of Death - Damage/Recharge
  • (15) Touch of Death - Accuracy/Damage/Endurance
  • (36) Touch of Death - Damage/Endurance/Recharge
  • (43) Touch of Death - Chance of Damage(Negative)
Level 6: Active Defense
  • (A) Recharge Reduction IO
  • (11) Recharge Reduction IO
  • (11) Recharge Reduction IO
Level 8: Against All Odds
  • (A) Endurance Reduction IO
Level 10: Smashing Blow
  • (A) Kinetic Combat - Damage/Endurance
  • (13) Kinetic Combat - Accuracy/Damage
  • (13) Kinetic Combat - Damage/Recharge
  • (17) Kinetic Combat - Damage/Endurance/Recharge
  • (37) Kinetic Combat - Knockdown Bonus
Level 12: Swift
  • (A) Run Speed IO
Level 14: Health
  • (A) Healing IO
Level 16: Phalanx Fighting
  • (A) Luck of the Gambler - Recharge Speed
Level 18: True Grit
  • (A) Reactive Armor - Resistance/Recharge
  • (19) Numina's Convalescence - +Regeneration/+Recovery
  • (19) Reactive Armor - Resistance
  • (21) Miracle - +Recovery
Level 20: Stamina
  • (A) Endurance Modification IO
  • (21) Endurance Modification IO
  • (23) Endurance Modification IO
Level 22: Power Siphon
  • (A) Recharge Reduction IO
  • (23) Recharge Reduction IO
  • (25) Recharge Reduction IO
Level 24: Taunt
  • (A) Mocking Beratement - Taunt
  • (25) Mocking Beratement - Taunt/Recharge
  • (31) Mocking Beratement - Taunt/Recharge/Range
  • (31) Mocking Beratement - Taunt/Range
Level 26: Shield Charge
  • (A) Obliteration - Damage
  • (27) Obliteration - Accuracy/Recharge
  • (27) Obliteration - Damage/Recharge
  • (29) Obliteration - Accuracy/Damage/Recharge
  • (33) Obliteration - Accuracy/Damage/Endurance/Recharge
  • (33) Obliteration - Chance for Smashing Damage
Level 28: Burst
  • (A) Obliteration - Accuracy/Recharge
  • (29) Obliteration - Damage/Recharge
  • (31) Obliteration - Accuracy/Damage/Recharge
  • (33) Obliteration - Accuracy/Damage/Endurance/Recharge
  • (34) Obliteration - Chance for Smashing Damage
  • (45) Obliteration - Damage
Level 30: Hasten
  • (A) Recharge Reduction IO
  • (34) Recharge Reduction IO
  • (34) Recharge Reduction IO
Level 32: Grant Cover
  • (A) Luck of the Gambler - Recharge Speed
  • (39) Defense Buff IO
  • (46) Defense Buff IO
Level 35: Focused Burst
  • (A) Decimation - Accuracy/Damage
  • (36) Decimation - Damage/Endurance
  • (36) Decimation - Damage/Recharge
  • (40) Decimation - Accuracy/Endurance/Recharge
  • (40) Decimation - Chance of Build Up
  • (46) Decimation - Accuracy/Damage/Recharge
Level 38: Concentrated Strike
  • (A) Hecatomb - Damage
  • (39) Hecatomb - Damage/Recharge
  • (39) Hecatomb - Accuracy/Damage/Recharge
  • (40) Hecatomb - Accuracy/Recharge
  • (42) Hecatomb - Chance of Damage(Negative)
Level 41: Focused Accuracy
  • (A) Gaussian's Synchronized Fire-Control - To Hit Buff
  • (42) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
  • (45) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
  • (46) Gaussian's Synchronized Fire-Control - Recharge/Endurance
  • (50) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
  • (50) Gaussian's Synchronized Fire-Control - Chance for Build Up
Level 44: Physical Perfection
  • (A) Endurance Modification IO
  • (45) Endurance Modification IO
Level 47: Laser Beam Eyes
  • (A) Thunderstrike - Accuracy/Damage
  • (48) Thunderstrike - Damage/Endurance
  • (48) Thunderstrike - Damage/Recharge
  • (48) Thunderstrike - Accuracy/Damage/Recharge
  • (50) Thunderstrike - Accuracy/Damage/Endurance
Level 49: One with the Shield
  • (A) Endurance Modification IO
------------
Level 1: Brawl
  • (A) Empty
Level 1: Sprint
  • (A) Empty
Level 2: Rest
  • (A) Empty
Level 1: Gauntlet
Level 4: Ninja Run
------------
Set Bonus Totals:
  • 13.5% DamageBuff(Smashing)
  • 13.5% DamageBuff(Lethal)
  • 13.5% DamageBuff(Fire)
  • 13.5% DamageBuff(Cold)
  • 13.5% DamageBuff(Energy)
  • 13.5% DamageBuff(Negative)
  • 13.5% DamageBuff(Toxic)
  • 13.5% DamageBuff(Psionic)
  • 15% Defense(Smashing)
  • 15% Defense(Lethal)
  • 1.25% Defense(Fire)
  • 1.25% Defense(Cold)
  • 3.75% Defense(Energy)
  • 3.75% Defense(Negative)
  • 20.63% Defense(Melee)
  • 3.75% Defense(Ranged)
  • 2.5% Defense(AoE)
  • 4.05% Max End
  • 49% Enhancement(Accuracy)
  • 52.5% Enhancement(RechargeTime)
  • 14% FlySpeed
  • 161.64 HP (8.625%) HitPoints
  • 14% JumpHeight
  • 14% JumpSpeed
  • MezResist(Confused) 1.65%
  • MezResist(Held) 11%
  • MezResist(Immobilize) 12.1%
  • MezResist(Stun) 4.4%
  • 10% (0.167 End/sec) Recovery
  • 10% (0.782 HP/sec) Regeneration
  • 2.52% Resistance(Fire)
  • 2.52% Resistance(Cold)
  • 1.575% Resistance(Toxic)
  • 1.575% Resistance(Psionic)
  • 14% RunSpeed
  • 1.5% XPDebtProtection
------------
Set Bonuses:
Kismet
(Deflection)
  • 1.5% (0.025 End/sec) Recovery
  • MezResist(Confused) 1.65%
  • 1.5% XPDebtProtection
  • 3.75% Enhancement(RechargeTime)
Touch of Death
(Quick Strike)
  • MezResist(Immobilize) 2.75%
  • 28.11 HP (1.5%) HitPoints
  • 2.5% DamageBuff(All)
  • MezResist(Held) 2.75%
  • 3.75% Defense(Melee), 1.875% Defense(Lethal), 1.875% Defense(Smashing)
Luck of the Gambler
(Battle Agility)
  • 10% (0.782 HP/sec) Regeneration
  • 21.08 HP (1.125%) HitPoints
  • 9% Enhancement(Accuracy)
  • MezResist(Held) 2.75%
  • 7.5% Enhancement(RechargeTime)
Touch of Death
(Body Blow)
  • MezResist(Immobilize) 2.75%
  • 28.11 HP (1.5%) HitPoints
  • 2.5% DamageBuff(All)
  • MezResist(Held) 2.75%
  • 3.75% Defense(Melee), 1.875% Defense(Lethal), 1.875% Defense(Smashing)
Kinetic Combat
(Smashing Blow)
  • MezResist(Immobilize) 2.75%
  • 28.11 HP (1.5%) HitPoints
  • 3.75% Defense(Smashing,Lethal), 1.875% Defense(Melee)
  • 5% RunSpeed, 5% FlySpeed, 5% JumpSpeed, 5% JumpHeight
Luck of the Gambler
(Phalanx Fighting)
  • 7.5% Enhancement(RechargeTime)
Reactive Armor
(True Grit)
  • MezResist(Immobilize) 1.1%
Mocking Beratement
(Taunt)
  • 1.8% Max End
  • MezResist(Held) 2.75%
  • 2.5% Defense(Smashing,Lethal), 1.25% Defense(Melee)
Obliteration
(Shield Charge)
  • MezResist(Stun) 2.2%
  • 3% DamageBuff(All)
  • 9% Enhancement(Accuracy)
  • 5% Enhancement(RechargeTime)
  • 3.75% Defense(Melee), 1.875% Defense(Lethal), 1.875% Defense(Smashing)
Obliteration
(Burst)
  • MezResist(Stun) 2.2%
  • 3% DamageBuff(All)
  • 9% Enhancement(Accuracy)
  • 5% Enhancement(RechargeTime)
  • 3.75% Defense(Melee), 1.875% Defense(Lethal), 1.875% Defense(Smashing)
Luck of the Gambler
(Grant Cover)
  • 7.5% Enhancement(RechargeTime)
Decimation
(Focused Burst)
  • MezResist(Immobilize) 2.75%
  • 21.08 HP (1.125%) HitPoints
  • 2.25% Max End
  • 6.25% Enhancement(RechargeTime)
  • 1.575% Resistance(Toxic,Psionic)
Hecatomb
(Concentrated Strike)
  • 4% (0.067 End/sec) Recovery
  • 2.52% Resistance(Fire,Cold)
  • 15% Enhancement(Accuracy)
  • 10% Enhancement(RechargeTime)
Gaussian's Synchronized Fire-Control
(Focused Accuracy)
  • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
  • 35.14 HP (1.875%) HitPoints
  • 2.5% (0.042 End/sec) Recovery
  • 2.5% DamageBuff(All)
  • 2.5% Defense(Melee), 1.25% Defense(Lethal), 1.25% Defense(Smashing), 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative), 2.5% Defense(AoE), 1.25% Defense(Fire), 1.25% Defense(Cold)
Thunderstrike
(Laser Beam Eyes)
  • 2% (0.033 End/sec) Recovery
  • 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
  • 7% Enhancement(Accuracy)
  • 4% RunSpeed, 4% FlySpeed, 4% JumpSpeed, 4% JumpHeight

This puts me at 46.1% Melee Def, 32.7 Ranged Def, 31.5 AoE, 207% Regen, 208% Recovery, 52.5% global recharge, +49% global acc, and +29% damage (well...with smatterings of other stuff too...but this is the important stuff for me.)


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Posted

Getting to 45% defense on all positions (Melee, AoE, and Ranged) is very easy with a shield tanker. You should not be as low as you are. Pick up Combat Jumping and Weave. Tough will also help with survivability, which is what a tanker should excel at.

Pool powers like Hover, Maneuvers, and Stealth also add a good amount to defense and save on slots, but should only be considered after picking up Weave.

Also, a travel power would be nice to have. If you can wait until I19, that may help with the tight power selections.


 

Posted

well...plan on sticking with NR for my travel even though i've got my 60 month vet badge.

may try to squeeze in tough/weave after +I19.

Hasten (though +rech is sweet...i'm not a ***** for it) is a total optional for me and might sub it for CJ for the few extra points of +def and the combat mobility.


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Posted

Quote:
Originally Posted by RaikenX View Post
well...plan on sticking with NR for my travel even though i've got my 60 month vet badge.

may try to squeeze in tough/weave after +I19.

Hasten (though +rech is sweet...i'm not a ***** for it) is a total optional for me and might sub it for CJ for the few extra points of +def and the combat mobility.
Pretty much every tanker on here is gonna say to go for weave with a shield tanker. I mean, you /are/ looking for advice right?

Anyway, your build has some fundamental problems. Deflection is underslotted for defense. burst probably needs some endurance reduction.

Actually...

Are you trolling? <_<


 

Posted

If you are serious about making a Shield Defense Tanker, start with the build below then work in your offense and set bonuses after soft capping defense. Figure out an attack chain as you go and don't worry about hasten too much. Your job is mainly to hold aggro. Let the Scrappers go for the high DPS chains with their hasten and expensive recharge sets.

This build has 44.2% defense to all positions. A set bonus for each one or an extra defense IO will soft cap it.

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Posted

@ Doc X: Nope...am indeed lookin for advice. I've never really messed with the fight pool as i usually tend to lean towards squishies, with a few melee's here and there for variety's sake.

Kinda funny you say that deflection was light on the defense as i had the whole kismet set slotted in it...but hey...as Ace Ventura said, "Aaaaaaaaaaallllllllllllllllllllllrighty then!" LOL

Nah...not trollin' at all.
Edit: Well...looked at what you were talkin about there, doc...swapped out a couple of those kismet IO's for standard 50 def IO and my defense shot up a few points. So...between that and the little sample build Syn did up...beginning to rethink my building already. (Actually did a few test tweaks and managed to get melee def up to 60%+ and AoE and Ranged closer to softcap 45%...yeah...much to learn, i have.

@ Syn: Hmm...yeah...I think i could work around that sample a bit and do some minor tweaking with it (like leave out SJ...NR works quite well for me) which i could sub for an added attack or somethin (hey...what can i say...i like being on the offensive). Thx!

Even though i've mostly solo'd him thus far...he has done pretty well as he is in a team setting...even against oranges, reds, and purples. But, still room for improvement, and i'm still in a learning process.

Appreciate the replies, folkz.


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Posted

Tough and Weave: Take 'em, slot 'em, love 'em.

For Smashing Blow I would drop the KC: Knockdown bonus and throw something in there to get more accuracy, damage and whatever else you like.


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Posted

Quote:
Originally Posted by RaikenX View Post
@ Doc X: Nope...am indeed lookin for advice. I've never really messed with the fight pool as i usually tend to lean towards squishies, with a few melee's here and there for variety's sake.

Kinda funny you say that deflection was light on the defense as i had the whole kismet set slotted in it...but hey...as Ace Ventura said, "Aaaaaaaaaaallllllllllllllllllllllrighty then!" LOL
Depending on the level of the IOs and what IOs are in the set, even 6-slotting may not fully slot a power. For defense and resistance, you want to make sure that the power is slotted to 56% enhancement, or close to it. Standard armor toggles (non-damage) need around 30-40% end reduction; more than than won't save you much additional endurance.

Shield Defense is unusual because it has two powers that have two attributes that need to be enhanced other than end reduction; Deflection needs defense and resistance and True Grit needs heal and resistance. In both cases I would try to build as close to the ED cut-off for both if possible, but if you have to short-slot something, resistance is probably the better choice.

I like slotting Deflection with 4 defense IOs from a relatively high level set like LotG or GotA, then finish up with 2 common resist IOs. Similarly 4 Numinas plus 2 resist IOs is a good combo for True Grit. However, unlike Deflection, TG is a passive, so you don't need to worry about slotting and end reduction in it.

A couple of other notes:

Kinetic Combat is not a good choice for positional defense; it's a very expensive set and gives half as much melee defense as Touch of Death.

Oblit is a good set for Melee defense, but has very little end reduction even when 6-slotted, so should be used sparingly.


My Characters

Knight Court--A CoH Story Complete 2/3/2012

 

Posted

Quote:
Originally Posted by RaikenX View Post
@ Doc X: Nope...am indeed lookin for advice. I've never really messed with the fight pool as i usually tend to lean towards squishies, with a few melee's here and there for variety's sake.

Kinda funny you say that deflection was light on the defense as i had the whole kismet set slotted in it...but hey...as Ace Ventura said, "Aaaaaaaaaaallllllllllllllllllllllrighty then!" LOL

Nah...not trollin' at all.
Edit: Well...looked at what you were talkin about there, doc...swapped out a couple of those kismet IO's for standard 50 def IO and my defense shot up a few points. So...between that and the little sample build Syn did up...beginning to rethink my building already. (Actually did a few test tweaks and managed to get melee def up to 60%+ and AoE and Ranged closer to softcap 45%...yeah...much to learn, i have.

@ Syn: Hmm...yeah...I think i could work around that sample a bit and do some minor tweaking with it (like leave out SJ...NR works quite well for me) which i could sub for an added attack or somethin (hey...what can i say...i like being on the offensive). Thx!

Even though i've mostly solo'd him thus far...he has done pretty well as he is in a team setting...even against oranges, reds, and purples. But, still room for improvement, and i'm still in a learning process.

Appreciate the replies, folkz.
Hey, didn't mean to take a dig at you. I just saw the combination of common mistakes and really (really) expensive IO sets and thought, HMMM, that's suspicious.

When slotting powers in Mids, make sure that in addition to the set bonuses, you're looking at the actual enhancement values of the power. I.e. Accuracy, damage, end reduction and recharge.

As some others pointed out, low level sets won't give great values at level 50, even if they have sweet set bonuses.


 

Posted

Quote:
Originally Posted by Doctor_Xaxan View Post
Hey, didn't mean to take a dig at you. I just saw the combination of common mistakes and really (really) expensive IO sets and thought, HMMM, that's suspicious.

When slotting powers in Mids, make sure that in addition to the set bonuses, you're looking at the actual enhancement values of the power. I.e. Accuracy, damage, end reduction and recharge.

As some others pointed out, low level sets won't give great values at level 50, even if they have sweet set bonuses.
No worries, Doc. I never really used Mids all that much and never really for any serious kind of build planning, nor have i gotten really heavy into IO's and tend to stick to SO builds, so even with almost 6 years behind my belt, there's still a few things i'm kinda new at.


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Here's a build that gets you what you need for (relatively) cheap, with 9 slots left to play with.

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

Click this DataLink to open the build!

Level 48 Mutation Tanker
Primary Power Set: Shield Defense
Secondary Power Set: Kinetic Melee
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Fighting
Ancillary Pool: Energy Mastery

Hero Profile:
Level 1: Deflection -- TtmC'tng-ResDam(A), RedFtn-Def/EndRdx(17), RedFtn-Def/Rchg(25), RedFtn-Def/EndRdx/Rchg(25), RedFtn-Def(37), RedFtn-EndRdx(45)
Level 1: Quick Strike -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(11), T'Death-Dmg/Rchg(13), T'Death-Acc/Dmg/EndRdx(13), T'Death-Dmg/EndRdx/Rchg(17), T'Death-Dam%(45)
Level 2: Battle Agility -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(3), RedFtn-Def/EndRdx/Rchg(3), RedFtn-Def(9), RedFtn-EndRdx(11)
Level 4: Smashing Blow -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(5), C'ngImp-Dmg/Rchg(5), C'ngImp-Acc/Dmg/Rchg(7), C'ngImp-Acc/Dmg/EndRdx(9), C'ngImp-Dmg/EndRdx/Rchg(43)
Level 6: Active Defense -- RechRdx-I(A), RechRdx-I(7)
Level 8: Against All Odds -- EndRdx-I(A)
Level 10: Swift -- Run-I(A)
Level 12: Phalanx Fighting -- Ksmt-ToHit+(A)
Level 14: Health -- Heal-I(A), Heal-I(15), Heal-I(15)
Level 16: Taunt -- RechRdx-I(A)
Level 18: True Grit -- S'fstPrt-ResDam/Def+(A), Heal-I(19), Heal-I(19), Heal-I(37)
Level 20: Stamina -- EndMod-I(A), EndMod-I(21), EndMod-I(21)
Level 22: Power Siphon -- RechRdx-I(A), RechRdx-I(23), RechRdx-I(23)
Level 24: Combat Jumping -- DefBuff-I(A)
Level 26: Shield Charge -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(27), Sciroc-Dmg/Rchg(27), Sciroc-Acc/Rchg(34), Sciroc-Acc/Dmg/EndRdx(34), KinCrsh-Rechg/EndRdx(34)
Level 28: Burst -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(29), Sciroc-Dmg/Rchg(29), Sciroc-Acc/Rchg(31), Sciroc-Acc/Dmg/EndRdx(31), M'Strk-Dmg/EndRdx/Rchg(31)
Level 30: Boxing -- Empty(A)
Level 32: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(33), RctvArm-ResDam/EndRdx/Rchg(33), RctvArm-ResDam(33), RctvArm-EndRdx(40)
Level 35: Weave -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(36), RedFtn-Def/EndRdx/Rchg(36), RedFtn-Def(36), RedFtn-EndRdx(37), RedFtn-EndRdx/Rchg(45)
Level 38: Concentrated Strike -- C'ngImp-Dmg/EndRdx(A), C'ngImp-Dmg/Rchg(39), C'ngImp-Acc/Dmg/Rchg(39), C'ngImp-Acc/Dmg/EndRdx(39), C'ngImp-Dmg/EndRdx/Rchg(40), Mako-Acc/EndRdx/Rchg(40)
Level 41: Focused Accuracy -- GSFC-ToHit(A), GSFC-ToHit/Rchg(42), GSFC-ToHit/Rchg/EndRdx(42), GSFC-Rchg/EndRdx(42), GSFC-ToHit/EndRdx(43), GSFC-Build%(43)
Level 44: Physical Perfection -- EndMod-I(A)
Level 47: Super Jump -- Jump-I(A)
Level 49: Grant Cover -- EndRdx-I(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
Level 4: Ninja Run