Fire/ Rad build Crit
There are a few thing you could do to reduce your endurance usage:
1. The Oblit set in Hot Feet has almost no EndRdx, and Hot Feet uses a TON of endurance. Sadly, you probably need to sacrifice the set bonuses in Hot Feet. The Multistrike set works, but I use a frankeslot combo of Dam/End and Acc/Dam/End from Sirocco, Dam/Slow and Slow/End/Rech from Tempered Readiness, an Acc/Dam (Nucleous) Hami-O and a common EndRdx. That caps Damage and EndRdx, with decent Accuracy and some Slow to keep foes in the area of Hot Feet longer.
2. Choking Cloud uses a ton of endurance, and will be far more effective with better slotting. You need to maximize Hold and get max or near max EndRdx. With some Frankenslotting, you can include the Lockdown +2 Mag proc. Because of the unique way that CC works, you really want to max slot for hold. Then that proc adds a lot. (My Ill/Rad guide, linked in my sig, explains how the power works.) On one of my 2 level 50 Fire/Rads, I have CC frankeslotted with a bunch of EndRdx/Hold and the +2 Mag proc. On the other I have 4 Unbreakable Constraint (Hold, Hold/End, Acc/Hold/Rech and the Chance for Smashing proc), a common EndRdx and that +2 Mag proc.
3. RI uses a fair amount of end. You could reduce and get back some slots by slotting it with 3 Enzyme Hami-Os -- since the Enzyme enhances Defense Debuff/ToHit Debuff/EndRdx, that will max slot the power in all three attributes. Sadly, the Enzymes are really expensive. If you have a spare slot, the Achilles Heal Chance for Resistance Debuff is great.
4. Health could be 4-slotted with Numina's +Regen/Recovery Proc, Numina's Heal, Miracle +Recovery proc, Miracle Heal. That will add a substantial amount of additional Recovery and free up two additional slots.
There are a few little things I would change: In Fire Cages, I would trade out the Immob for the other one in the set, Acc/Rech. Cages has low accuracy and you want to be able to spam it as much as possible to take advantage of the Chance for Hold proc. I put a Posi Blast Chance for Energy Damage proc in there, too.
Do you really need a Jump IO in Combat Jumping? There is a slot you could use somewhere else. Keep a Raptor Pack handy in case you need to get over something tall.
Slot Super Speed with a Celerity Stealth IO if you would like full invisibility.
I used 4 Expediant Reinforcement and the Dam/Rech and Chance for Build Up from Soulbound in Fire Imps. The Proc has a chance to hit whenever any of the 3 imps do an attack. And you get more Regen, and the imps recharge faster for when they die. I have found the Resist and Defense procs to be of minimal value for Imps because they tend to run out of the area too much. If my secondary included resist or defense buffs, they might be somewhat effective, but without that, they are minimal value.
I went with the Psi APP mostly for Indomidible Will. Getting mezzed knocks off my key toggles of CC and Hot Feet and can often get me dead. Plus Psi Tornado is pretty awesome. It recharges faster than Fireball and is a different damage type. Over time due to its faster recharge, Psi Tornado acually does more damage than Fireball. I also took the Resistance Shield, Mind over Matter, which includes Smashing/Lethal Resistance, and some Psi Resistance, too. Indomidible Will provides Psi Defense and can take a Luck of the Gambler Recharge.
You have posted a really, really expensive build with a lot of purple sets, and included some powers for defense that I didn't bother with like Maneuvers and the Fighting Pool. I hope you are either really rich with Influence or already have most of those IOs. My Fire/Rads take some damage but focus more on control. The Psi APP shield, Mind over Matter, helps reduce some of that damage. They can usually handle the damage with their heal and maybe an occasional green Insp. I like having Bonfire and EM Pulse and on my Fire/Rads. I use Super Speed with a Stealth IO for full Invisibility. I added Mutation and Fallout in my I-19 respec -- Fallout was fun even with only an Acc in the default slot. (Fallout was immediately useful when I did an ITF after my respec . . . 3 times on the same guy.)
A nice thing about having EM Pulse: The hold will stack with Cinders to hold bosses, and it does damage to robots. But be prepared for the -Recovery with a blue or two.
One other thing: Tactics will increase the aggro range of your imps because it has +Perception. Usually, that's not a good thing.
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
On top of what Local_Man, some things I'd consider:
I would remove a slot from hasten and see if that could benefit you elsewhere. Two recharges should be good.
My fire/rad is just now hitting 50 so not fully conversant on all the powers, but my impression of consume is it has minor damage, even slotted up. I'd go for maybe 3 efficacies, and get the recovery bonus from the set.
Maneuvers sucks up some endurance. Maybe one of the freed up slots can be used for an endurance reduction.
I agree on the combat jump and the jumping IO - I use the power for extra defense only - that slot might be more useful elsewhere.
Lingering Radiation - It comes up quickly enough for me that I don't think you need a recharge IO - I use a couple Tempered Readiness for the Recovery bonus.
Do you feel like the slow enhancement helps you a lot? I've got a pretty heavy slow slotting on Hot Feet too, and it just doesn't feel like it's doing much. Warwolves still charge in and out like it wasn't there, and everything else seemed like it was going slow enough without it. I'm contemplating the Damage/Endurance and Accuracy/Damage/Endurance enhancements from Scirrocco's Dervish and Multi-Strike. Yellow damage and end reduction, and two slots I can use for some desirable bonus elsewhere. (Or procs, I guess. I've heard somewhat mixed reports on the usefulness of procs in Hot Feet though.)
-Morgan.
Thanks for all the critiques guys. My build was created with one purpose in mind: Perma Hasten. I understand that this also means I will run out of end faster. Sucks, but that's why my build is the way it is. tryign to squeeze as many sets with recharge in them was a hassle, but I can sacrifice 1 or 2 sets to stop the end crunch. I would have loved to take Psi APP, but I need consume just to get end back.
Given how much you say you wasnt recharge, I'm surprised you haven't got a LotG recharge in Weave. Something you could do with that the slot from that seems-to-strike-everyone-as-superfluous Jumping IO in Combat Jumping.
Still... I don't know. It's hard for me to judge, since your datalink isn't one, but are you actually trying to build for a useful amount of defense? Your slotting looks weird for that, but it looks weird for someone just looking for LotG mules too.
Here's my new build for i19. It's not cheap by any measure. It's built for maximum recharge and control. I usually team, and a tend to be in melee a half step behind the tank.
With my three free slots I picked up:
Smoke (very handy tactically)
Mutation (I've always felt bad about not being able to rez, people, especially after I use their corpse as nuke fuel)
Bonfire (situational, but when the situation arises, it kicks ***)
Going Spirtual Core/recharge with my Alpha slot too.
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Twicken Sisted: Level 50 Science Controller
Primary Power Set: Fire Control
Secondary Power Set: Radiation Emission
Power Pool: Flight
Power Pool: Speed
Ancillary Pool: Psionic Mastery
Hero Profile:
Level 1: Char
- (A) Unbreakable Constraint - Hold
- (3) Unbreakable Constraint - Hold/Recharge
- (5) Unbreakable Constraint - Accuracy/Hold/Recharge
- (7) Unbreakable Constraint - Accuracy/Recharge
- (11) Unbreakable Constraint - Endurance/Hold
- (13) Lockdown - Chance for +2 Mag Hold
- (A) HamiO:Golgi Exposure
- (3) HamiO:Golgi Exposure
- (9) Healing IO
- (36) Recharge Reduction IO
- (A) HamiO:Enzyme Exposure
- (5) HamiO:Enzyme Exposure
- (7) HamiO:Enzyme Exposure
- (36) Achilles' Heel - Chance for Res Debuff
- (A) Recharge Reduction IO
- (11) Recharge Reduction IO
- (13) Recharge Reduction IO
- (A) Karma - Knockback Protection
- (43) Luck of the Gambler - Recharge Speed
- (A) Gravitational Anchor - Immobilize/Recharge
- (9) Gravitational Anchor - Accuracy/Immobilize/Recharge
- (36) Gravitational Anchor - Accuracy/Recharge
- (43) Gravitational Anchor - Immobilize/Endurance
- (43) Gravitational Anchor - Chance for Hold
- (A) Endurance Reduction IO
- (46) Endurance Reduction IO
- (A) Absolute Amazement - Stun
- (15) Absolute Amazement - Stun/Recharge
- (15) Absolute Amazement - Accuracy/Stun/Recharge
- (27) Absolute Amazement - Accuracy/Recharge
- (31) Absolute Amazement - Endurance/Stun
- (A) Freebird - Endurance
- (A) Endurance Reduction IO
- (17) Endurance Reduction IO
- (17) Armageddon - Damage
- (25) Armageddon - Chance for Fire Damage
- (34) Cleaving Blow - Damage/Endurance
- (34) HamiO:Nucleolus Exposure
- (A) Lockdown - Accuracy/Hold
- (19) Lockdown - Accuracy/Recharge
- (21) Lockdown - Recharge/Hold
- (23) Lockdown - Endurance/Recharge/Hold
- (33) Lockdown - Accuracy/Endurance/Recharge/Hold
- (39) Lockdown - Chance for +2 Mag Hold
- (A) Recharge Reduction IO
- (40) Recharge Reduction IO
- (A) Recharge Reduction IO
- (25) Recharge Reduction IO
- (27) Recharge Reduction IO
- (A) Recharge Reduction IO
- (A) Recharge Reduction IO
- (A) Endurance Reduction IO
- (29) Endurance Reduction IO
- (29) Ghost Widow's Embrace - Endurance/Hold
- (31) Essence of Curare - Endurance/Hold
- (31) Hold Duration IO
- (34) Lockdown - Chance for +2 Mag Hold
- (A) Knockback Distance IO
- (48) Knockback Distance IO
- (A) Damage Increase IO
- (33) HamiO:Nucleolus Exposure
- (33) Soulbound Allegiance - Damage
- (37) Soulbound Allegiance - Chance for Build Up
- (37) Edict of the Master - Defense Bonus
- (37) Sovereign Right - Resistance Bonus
- (A) HamiO:Nucleolus Exposure
- (39) Damage Increase IO
- (40) Damage Increase IO
- (A) HamiO:Endoplasm Exposure
- (39) Hold Duration IO
- (40) Hold Duration IO
- (A) Recharge Reduction IO
- (42) Recharge Reduction IO
- (42) Recharge Reduction IO
- (42) Luck of the Gambler - Recharge Speed
- (A) Coercive Persuasion - Confused
- (45) Coercive Persuasion - Confused/Recharge
- (45) Coercive Persuasion - Accuracy/Confused/Recharge
- (45) Coercive Persuasion - Accuracy/Recharge
- (46) Coercive Persuasion - Confused/Endurance
- (46) Coercive Persuasion - Contagious Confusion
- (A) HamiO:Ribosome Exposure
- (48) HamiO:Ribosome Exposure
- (48) Resist Damage IO
- (A) HamiO:Nucleolus Exposure
- (50) Damage Increase IO
- (50) Damage Increase IO
Level 1: Brawl
- (A) Empty
- (A) Celerity - +Stealth
- (A) Empty
Level 4: Ninja Run
Level 2: Swift
- (A) Run Speed IO
- (A) Jumping IO
- (A) Numina's Convalescence - +Regeneration/+Recovery
- (50) Miracle - +Recovery
- (A) Endurance Modification IO
- (19) Efficacy Adaptor - EndMod
- (21) Performance Shifter - EndMod
- (23) Performance Shifter - Chance for +End
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Stay Gold, Paragon. Stay Gold.
Nolite te bastardes carborundorum.
Do you feel like the slow enhancement helps you a lot? I've got a pretty heavy slow slotting on Hot Feet too, and it just doesn't feel like it's doing much. Warwolves still charge in and out like it wasn't there, and everything else seemed like it was going slow enough without it. I'm contemplating the Damage/Endurance and Accuracy/Damage/Endurance enhancements from Scirrocco's Dervish and Multi-Strike. Yellow damage and end reduction, and two slots I can use for some desirable bonus elsewhere. (Or procs, I guess. I've heard somewhat mixed reports on the usefulness of procs in Hot Feet though.)
-Morgan. |
Some slow is useful . . . it helps (most) foes stay in the area of Hot Feet+Choking Cloud longer, letting more pulses hit giving you a better chance for the Hold from CC to hit. But it doesn't need much.
As I said above, the best slotting for Hot Feet is capped Damage and EndRdx, with some Accuracy and a little slow. Procs, other than the Armegeddon proc, do LESS damage than slotting damage in Hot Feet, so unless you are actually capped on Damage, slotting procs is less effective than slotting for damage. The slotting I showed above is very effective. MaHaBone23's slotting also has capped EndRdx and Damage, AND has that Armageddon proc, so that will do more damage than mine but has no slow and is quite expensive.
However, I don't like his slotting for Choking Cloud . . . the Hold on it really needs to be capped due to how the power works. It takes capped Hold for the Hold pulses to last through 3 pulses. My current slotting is 4 Unbreakable Constraints, an EndRdx and the Lockdown proc -- which caps the Hold, and is fairly close on EndRdx. If you can't afford or get the Unbreakables, try to cap it for Hold and get as much EndRdx as you can.
(And World of Confusion stinks. -- yeah, it can be a nice set mule if you can get the purple set, but the power stinks -- radius is too small, and I don't like wasting powers for set mules.)
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
While granted, WoC is not a stellar power, I've been finding it pulling its weight, especially on the ITF. Those damn Romans can unmez each other with the Shout of Command, but when WoC starts firing off on them, their Shout of Command actually buffs you! If you're already in melee anyway, its an added layer of control AND it pulses some damage to boot.
I haven't looked at the prices for the Confusions purps lately, but I seem to recall getting them for reasonable prices. Electric Control may have driven up demand.
I never slotted for slow in Hot Feet because I tend to spam Fire Cages alot.
Stay Gold, Paragon. Stay Gold.
Nolite te bastardes carborundorum.
Uh, Warwolves are pretty much immune to slow powers, and heavily resist Immobs. So you can't measure the effect of Slow powers on Warwolves. You have to hold or stun them.
|
(I think I may hate Warwolves more than any other enemy type I face on my Fire/Kin. Between key powers not working well on them and the fact that they travel in packs, they're just an immense pain.)
I got World of Confusion, and kind of *want* to like it. In concept it sounds great for the way I play. Still seems like it could be potentially hilarious with the Contagious Confusion proc, but then there's the part where the FX make some maps -really- hard to see in... Well, it's probably going away next time I respec.
Ok all, I've revised my Build with suggestions in mind (I have no idea how I missed that LotG in Weave). Once again, any comments would be appreciated.
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Das Bones: Level 50 Science Controller
Primary Power Set: Fire Control
Secondary Power Set: Radiation Emission
Power Pool: Speed
Power Pool: Leaping
Power Pool: Leadership
Power Pool: Fighting
Ancillary Pool: Fire Mastery
Hero Profile:
Level 1: Char
- (A) Apocalypse - Damage
- (3) Apocalypse - Damage/Recharge
- (5) Apocalypse - Accuracy/Damage/Recharge
- (21) Apocalypse - Damage/Endurance
- (29) Apocalypse - Accuracy/Recharge
- (A) Doctored Wounds - Heal/Endurance
- (3) Doctored Wounds - Recharge
- (7) Doctored Wounds - Heal/Recharge
- (23) Doctored Wounds - Heal/Endurance/Recharge
- (29) Doctored Wounds - Heal
- (A) Dark Watcher's Despair - To Hit Debuff
- (5) Dark Watcher's Despair - To Hit Debuff/Recharge
- (7) Dark Watcher's Despair - To Hit Debuff/Recharge/Endurance
- (11) Dark Watcher's Despair - Recharge/Endurance
- (23) Dark Watcher's Despair - To Hit Debuff/Endurance
- (46) HamiO:Lysosome Exposure
- (A) Gravitational Anchor - Immobilize
- (11) Gravitational Anchor - Immobilize/Recharge
- (13) Gravitational Anchor - Immobilize/Endurance
- (25) Gravitational Anchor - Accuracy/Immobilize/Recharge
- (31) Gravitational Anchor - Chance for Hold
- (A) Recharge Reduction IO
- (17) Recharge Reduction IO
- (19) Recharge Reduction IO
- (A) Efficacy Adaptor - EndMod/Endurance
- (9) Efficacy Adaptor - EndMod/Accuracy
- (9) Efficacy Adaptor - EndMod/Accuracy/Recharge
- (15) Efficacy Adaptor - EndMod/Recharge
- (31) Efficacy Adaptor - EndMod
- (36) Recharge Reduction IO
- (A) Tempered Readiness - Accuracy/Damage/Slow
- (13) Tempered Readiness - Range/Slow
- (21) Tempered Readiness - Accuracy/Slow
- (25) Tempered Readiness - Accuracy/Endurance
- (37) Tempered Readiness - Endurance/Recharge/Slow
- (45) Endurance Reduction IO
- (A) Endurance Reduction IO
- (19) Endurance Reduction IO
- (A) Luck of the Gambler - Recharge Speed
- (39) Blessing of the Zephyr - Knockback Reduction (4 points)
- (43) Luck of the Gambler - Defense
- (A) Absolute Amazement - Stun
- (31) Absolute Amazement - Stun/Recharge
- (34) Absolute Amazement - Accuracy/Stun/Recharge
- (37) Absolute Amazement - Endurance/Stun
- (39) Absolute Amazement - Accuracy/Recharge
- (A) Unbreakable Constraint - Hold
- (36) Unbreakable Constraint - Hold/Recharge
- (36) Unbreakable Constraint - Accuracy/Hold/Recharge
- (37) Unbreakable Constraint - Endurance/Hold
- (39) Unbreakable Constraint - Accuracy/Recharge
- (A) Accuracy IO
- (46) Recharge Reduction IO
- (A) Celerity - +Stealth
- (A) Luck of the Gambler - Recharge Speed
- (43) Endurance Reduction IO
- (A) Endurance Reduction IO
- (A) Lockdown - Chance for +2 Mag Hold
- (46) Lockdown - Accuracy/Endurance/Recharge/Hold
- (50) Gladiator's Net - Endurance/Recharge/Hold
- (50) Ghost Widow's Embrace - Endurance/Hold
- (A) Accuracy IO
- (A) Expedient Reinforcement - Accuracy/Damage
- (33) Expedient Reinforcement - Accuracy/Recharge
- (33) Expedient Reinforcement - Damage/Endurance
- (33) Expedient Reinforcement - Accuracy/Damage/Recharge
- (34) Expedient Reinforcement - Endurance/Damage/Recharge
- (34) Expedient Reinforcement - Resist Bonus Aura for Pets
- (A) Endurance Reduction IO
- (A) Luck of the Gambler - Recharge Speed
- (A) Ragnarok - Damage
- (42) Ragnarok - Damage/Recharge
- (42) Ragnarok - Accuracy/Damage/Recharge
- (42) Ragnarok - Damage/Endurance
- (43) Ragnarok - Accuracy/Recharge
- (A) Gladiator's Armor - Resistance
- (45) Gladiator's Armor - End/Resist
- (45) Gladiator's Armor - Recharge/Resist
- (A) Performance Shifter - Chance for +End
- (48) Performance Shifter - EndMod
- (48) Performance Shifter - EndMod/Recharge
- (48) Performance Shifter - EndMod/Accuracy/Recharge
- (50) Performance Shifter - EndMod/Accuracy
- (A) Luck of the Gambler - Recharge Speed
Level 1: Brawl
- (A) Damage Increase IO
- (A) Run Speed IO
- (A) Healing IO
Level 4: Ninja Run
Level 2: Swift
- (A) Run Speed IO
- (A) Jumping IO
- (A) Numina's Convalescence - +Regeneration/+Recovery
- (27) Miracle - +Recovery
- (27) Doctored Wounds - Heal/Endurance/Recharge
- (40) Doctored Wounds - Heal/Endurance
- (40) Doctored Wounds - Heal
- (40) Doctored Wounds - Endurance/Recharge
- (A) Endurance Modification IO
- (15) Endurance Modification IO
- (17) Endurance Modification IO
No offense, but I get a little frustrated when I take the time to explain stuff, give some good recommendations and then my recommendations are ignored.
I strongly dislike your slotting for Hot Feet and Choking Cloud, which are key powers for a Fire Rad. You need max Damage and EndRdx in Hot Feet -- you have neither. You slotted almost no damage in your highest damage power over the long term. You need capped Hold and capped or nearly capped EndRdx in Choking Cloud -- you have neither. Yet you are spending billions on PVP and purple sets in less important powers. I made my recommendations above.
4 Doctored Wounds in Health??? I gave my far superior slotting above.
If you are going for Recharge, why don't you have a 6th Efficacy Adapter in AM?
I would change several other things, too, like dropping the Fighting Pool, adding EM Pulse, etc. But that would probably be ignored, too.
LOCAL MAN! The most famous hero of all. There are more newspaper stories about me than anyone else. "Local Man wins Medal of Honor." "Local Man opens Animal Shelter." "Local Man Charged with..." (Um, forget about that one.)
Guide Links: Earth/Rad Guide, Illusion/Rad Guide, Electric Control
Thanks for looking at my current build. I really enjoy playing this alt. I am not much of a min/max'r. Is there any glaring faults that I could change? I really enjoy getting in close and mix'ng it up. Thanks!
Hero Plan by Mids' Hero Designer 1.90
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Toxic Flamez: Level 50 Science Controller
Primary Power Set: Fire Control
Secondary Power Set: Radiation Emission
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Psionic Mastery
Hero Profile:
Level 1: Char
- (A) Thunderstrike - Accuracy/Damage
- (3) Thunderstrike - Damage/Endurance
- (7) Thunderstrike - Damage/Recharge
- (13) Thunderstrike - Accuracy/Damage/Recharge
- (15) Thunderstrike - Accuracy/Damage/Endurance
- (21) Thunderstrike - Damage/Endurance/Recharge
- (A) Doctored Wounds - Heal/Endurance
- (3) Doctored Wounds - Endurance/Recharge
- (9) Doctored Wounds - Heal/Recharge
- (15) Doctored Wounds - Heal/Endurance/Recharge
- (23) Doctored Wounds - Heal
- (39) Doctored Wounds - Recharge
- (A) Trap of the Hunter - Accuracy/Recharge
- (11) Trap of the Hunter - Endurance/Immobilize
- (34) Trap of the Hunter - Accuracy/Endurance
- (37) Trap of the Hunter - Immobilize/Accuracy
- (40) Trap of the Hunter - Accuracy/Immobilize/Recharge
- (43) Trap of the Hunter - Chance of Damage(Lethal)
- (A) Efficacy Adaptor - EndMod
- (5) Efficacy Adaptor - EndMod/Recharge
- (5) Efficacy Adaptor - EndMod/Accuracy/Recharge
- (9) Efficacy Adaptor - Accuracy/Recharge
- (11) Efficacy Adaptor - EndMod/Accuracy
- (40) Efficacy Adaptor - EndMod/Endurance
- (A) Dark Watcher's Despair - Chance for Recharge Slow
- (7) Dark Watcher's Despair - To Hit Debuff
- (36) Dark Watcher's Despair - To Hit Debuff/Endurance
- (42) Dark Watcher's Despair - To Hit Debuff/Recharge/Endurance
- (A) Karma - Knockback Protection
- (A) Recharge Reduction IO
- (46) Recharge Reduction IO
- (A) Stupefy - Accuracy/Recharge
- (13) Stupefy - Endurance/Stun
- (34) Stupefy - Accuracy/Endurance
- (39) Stupefy - Stun/Range
- (40) Stupefy - Accuracy/Stun/Recharge
- (43) Stupefy - Chance of Knockback
- (A) Jumping IO
- (A) Accuracy IO
- (A) Accuracy IO
- (19) Hold Duration IO
- (36) Hold Duration IO
- (A) Endurance Reduction IO
- (21) Endurance Reduction IO
- (A) Accuracy IO
- (23) Slow IO
- (A) Multi Strike - Accuracy/Damage
- (25) Multi Strike - Damage/Endurance
- (25) Multi Strike - Damage/Recharge
- (27) Multi Strike - Accuracy/Endurance
- (27) Multi Strike - Accuracy/Damage/Endurance
- (37) Multi Strike - Damage/Endurance/Recharge
- (A) Titanium Coating - Resistance/Endurance
- (31) Titanium Coating - Endurance
- (45) Titanium Coating - Resistance
- (A) Lockdown - Chance for +2 Mag Hold
- (29) Lockdown - Accuracy/Endurance/Recharge/Hold
- (29) Essence of Curare - Endurance/Hold
- (31) Essence of Curare - Accuracy/Endurance
- (31) Endurance Reduction IO
- (37) Hold Duration IO
- (A) Red Fortune - Defense
- (34) Red Fortune - Endurance
- (46) Red Fortune - Defense/Endurance
- (46) Red Fortune - Defense/Endurance/Recharge
- (50) Red Fortune - Defense/Recharge
- (A) Blood Mandate - Damage
- (33) Blood Mandate - Accuracy/Damage
- (33) Brilliant Leadership - Damage
- (33) Brilliant Leadership - Accuracy/Damage
- (A) Endurance Reduction IO
- (36) Endurance Reduction IO
- (A) Ghost Widow's Embrace - Chance of Damage(Psionic)
- (39) Ghost Widow's Embrace - Accuracy/Recharge
- (43) Ghost Widow's Embrace - Accuracy/Hold/Recharge
- (A) Recharge Reduction IO
- (42) Recharge Reduction IO
- (A) Steadfast Protection - Resistance/Endurance
- (45) Steadfast Protection - Resistance/+Def 3%
- (45) Steadfast Protection - Knockback Protection
- (A) Positron's Blast - Chance of Damage(Energy)
- (48) Positron's Blast - Accuracy/Damage
- (48) Positron's Blast - Damage/Endurance
- (48) Positron's Blast - Damage/Recharge
- (50) Positron's Blast - Damage/Range
- (50) Positron's Blast - Accuracy/Damage/Endurance
- (A) Recharge Reduction IO
Level 1: Brawl
- (A) Empty
- (A) Empty
- (A) Empty
Level 4: Ninja Run
Level 2: Swift
- (A) Empty
- (A) Empty
- (A) Numina's Convalescence - +Regeneration/+Recovery
- (17) Numina's Convalescence - Heal
- (19) Miracle - +Recovery
- (42) Miracle - Heal
- (A) Performance Shifter - Chance for +End
- (17) Performance Shifter - EndMod
No offense, but I get a little frustrated when I take the time to explain stuff, give some good recommendations and then my recommendations are ignored.
I strongly dislike your slotting for Hot Feet and Choking Cloud, which are key powers for a Fire Rad. You need max Damage and EndRdx in Hot Feet -- you have neither. You slotted almost no damage in your highest damage power over the long term. You need capped Hold and capped or nearly capped EndRdx in Choking Cloud -- you have neither. Yet you are spending billions on PVP and purple sets in less important powers. I made my recommendations above. 4 Doctored Wounds in Health??? I gave my far superior slotting above. If you are going for Recharge, why don't you have a 6th Efficacy Adapter in AM? I would change several other things, too, like dropping the Fighting Pool, adding EM Pulse, etc. But that would probably be ignored, too. |
No offense taken. And no offense, if i wanted your complete build, i would ask for it. I'm making my own build, but asking advice on how it could be better. Some advice will be taken, but some wont. I took the advice for choking cloud and frankslotted it for hold and end redux. could it be a bit better? Yes if i sacrificed slots elsewhere. the reason there are 4 doctored wounds in health is because there were 5 and I had the extra recharge, but I placed a miracle proc in there and lost the extra recharge. Now Im trying to figure out what to do with them. I did wind up putting that final efficacy in AM. there wasnt one before because i ready had 5 5% recharges slotted, but when I changed choking cloud and Health, i lost those. I am not going to change to the Psi APP nor am I gonna drop the fighting pool. the extra defense and damage resistance is nice, and stacks with what I have already, and I really like consume for the endurance recovery. Runnign this build now it recharges right before I run low on end.
No offense taken. And no offense, if i wanted your complete build, i would ask for it. I'm making my own build, but asking advice on how it could be better. Some advice will be taken, but some wont. I took the advice for choking cloud and frankslotted it for hold and end redux. could it be a bit better? Yes if i sacrificed slots elsewhere. the reason there are 4 doctored wounds in health is because there were 5 and I had the extra recharge, but I placed a miracle proc in there and lost the extra recharge. Now Im trying to figure out what to do with them. I did wind up putting that final efficacy in AM. there wasnt one before because i ready had 5 5% recharges slotted, but when I changed choking cloud and Health, i lost those. I am not going to change to the Psi APP nor am I gonna drop the fighting pool. the extra defense and damage resistance is nice, and stacks with what I have already, and I really like consume for the endurance recovery. Runnign this build now it recharges right before I run low on end.
|
Edit: Here since the game is down I fixed some crap.
Hero Plan by Mids' Hero Designer 1.90
http://www.cohplanner.com/
Click this DataLink to open the build!
Das Bones: Level 50 Science Controller
Primary Power Set: Fire Control
Secondary Power Set: Radiation Emission
Power Pool: Speed
Power Pool: Leaping
Power Pool: Concealment
Power Pool: Fighting
Ancillary Pool: Fire Mastery
Hero Profile:
Level 1: Char -- Apoc-Dam%(A), Apoc-Dmg/Rchg(3), Apoc-Acc/Dmg/Rchg(5), Apoc-Dmg/EndRdx(21), Apoc-Acc/Rchg(29)
Level 1: Radiant Aura -- Dct'dW-Heal/EndRdx(A), Dct'dW-Rchg(3), Dct'dW-Heal/Rchg(7), Dct'dW-Heal/EndRdx/Rchg(23), Dct'dW-Heal(29)
Level 2: Radiation Infection -- DarkWD-ToHitDeb(A), DarkWD-ToHitDeb/EndRdx(5), DarkWD-ToHitdeb/Rchg/EndRdx(7), DarkWD-Rchg/EndRdx(11), HO:Lyso(23)
Level 4: Fire Cages -- GravAnch-Acc/Rchg(A), GravAnch-Immob/Rchg(11), GravAnch-Immob/EndRdx(13), GravAnch-Acc/Immob/Rchg(25), GravAnch-Hold%(31)
Level 6: Hasten -- RechRdx-I(A), RechRdx-I(17), RechRdx-I(19)
Level 8: Accelerate Metabolism -- Efficacy-EndMod/EndRdx(A), Efficacy-EndMod/Acc(9), Efficacy-EndMod/Acc/Rchg(9), Efficacy-EndMod/Rchg(15), Efficacy-EndMod(31), Efficacy-Acc/Rchg(36)
Level 10: Hot Feet -- Armgdn-Dmg/Rchg(A), Armgdn-Acc/Dmg/Rchg(13), Armgdn-Acc/Rchg(21), Armgdn-Dmg/EndRdx(25), Armgdn-Dam%(37), Sciroc-Acc/Dmg/EndRdx(45)
Level 12: Enervating Field -- EndRdx-I(A), EndRdx-I(19)
Level 14: Combat Jumping -- LkGmblr-Rchg+(A), Zephyr-ResKB(39)
Level 16: Flashfire -- Amaze-Stun(A), Amaze-Stun/Rchg(31), Amaze-Acc/Stun/Rchg(34), Amaze-EndRdx/Stun(37), Amaze-Acc/Rchg(39)
Level 18: Cinders -- UbrkCons-Hold(A), UbrkCons-Hold/Rchg(36), UbrkCons-Acc/Hold/Rchg(36), UbrkCons-Dam%(37), UbrkCons-Acc/Rchg(39)
Level 20: Lingering Radiation -- Acc-I(A)
Level 22: Super Speed -- EndRdx-I(A)
Level 24: Stealth -- LkGmblr-Rchg+(A)
Level 26: Grant Invisibility -- LkGmblr-Rchg+(A)
Level 28: Choking Cloud -- Lock-%Hold(A), Lock-Acc/EndRdx/Rchg/Hold(46), UbrkCons-EndRdx/Hold(46), GladNet-EndRdx/Rchg/Hold(50), G'Wdw-EndRdx/Hold(50)
Level 30: Kick -- Acc-I(A)
Level 32: Fire Imps -- ExRmnt-Acc/Dmg(A), ExRmnt-Acc/Rchg(33), ExRmnt-Dmg/EndRdx(33), ExRmnt-Acc/Dmg/Rchg(33), ExRmnt-EndRdx/Dmg/Rchg(34)
Level 35: Tough -- S'fstPrt-ResDam/Def+(A), EndRdx-I(40)
Level 38: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(43), LkGmblr-Def(43), LkGmblr-Def/EndRdx/Rchg(46)
Level 41: Fire Ball -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(42), Ragnrk-Acc/Dmg/Rchg(42), Ragnrk-Dmg/EndRdx(42), Ragnrk-Acc/Rchg(43)
Level 44: Fire Shield -- GA-ResDam(A), GA-End/Res(45), GA-RechRes(45)
Level 47: Consume -- P'Shift-EndMod/Acc(A), P'Shift-EndMod(48), P'Shift-EndMod/Rchg(48), P'Shift-EndMod/Acc/Rchg(48)
Level 49: Invisibility -- LkGmblr-Rchg+(A)
------------
Level 1: Brawl -- Dmg-I(A)
Level 1: Sprint -- ULeap-Stlth(A)
Level 2: Rest -- Heal-I(A)
Level 1: Containment
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(27), Numna-Heal(27), Mrcl-Heal(40), Numna-Heal/EndRdx(40)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod/Acc(15), P'Shift-EndMod(17), P'Shift-EndMod/Rchg(50)
------------
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)
- 3% Defense(Smashing)
- 3% Defense(Lethal)
- 3% Defense(Fire)
- 3% Defense(Cold)
- 3% Defense(Energy)
- 3% Defense(Negative)
- 3% Defense(Psionic)
- 3% Defense(Melee)
- 3% Defense(Ranged)
- 3% Defense(AoE)
- 84% Enhancement(Accuracy)
- 4% Enhancement(Heal)
- 108.75% Enhancement(RechargeTime)
- 10% FlySpeed
- 125.9 HP (12.38%) HitPoints
- 10% JumpHeight
- 10% JumpSpeed
- Knockback (Mag -7)
- Knockup (Mag -7)
- MezResist(Confused) 2.5%
- MezResist(Held) 2.5%
- MezResist(Immobilize) 2.5%
- MezResist(Sleep) 2.5%
- MezResist(Stun) 2.5%
- MezResist(Terrorized) 4.7%
- 34% (0.568 End/sec) Recovery
- 58% (2.463 HP/sec) Regeneration
- 13.86% Resistance(Fire)
- 13.86% Resistance(Cold)
- 10% RunSpeed
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Reposting here.
And here is my fire/rad build. I like it except I have almost no end to speak of in it. Any help with it would be appreciated. Hero Plan by Mids' Hero Designer 1.90 http://www.cohplanner.com/ Click this DataLink to open the build! Das Bones: Level 50 Science Controller Primary Power Set: Fire Control Secondary Power Set: Radiation Emission Power Pool: Speed Power Pool: Leaping Power Pool: Leadership Power Pool: Fighting Ancillary Pool: Fire Mastery Hero Profile: Level 1: Char
Level 1: Brawl
Level 4: Ninja Run Level 2: Swift
|
No offense taken. And no offense, if i wanted your complete build, i would ask for it. I'm making my own build, but asking advice on how it could be better. Some advice will be taken, but some wont. I took the advice for choking cloud and frankslotted it for hold and end redux. could it be a bit better? Yes if i sacrificed slots elsewhere. the reason there are 4 doctored wounds in health is because there were 5 and I had the extra recharge, but I placed a miracle proc in there and lost the extra recharge. Now Im trying to figure out what to do with them. I did wind up putting that final efficacy in AM. there wasnt one before because i ready had 5 5% recharges slotted, but when I changed choking cloud and Health, i lost those. I am not going to change to the Psi APP nor am I gonna drop the fighting pool. the extra defense and damage resistance is nice, and stacks with what I have already, and I really like consume for the endurance recovery. Runnign this build now it recharges right before I run low on end.
|
You had complained about having endurance issues, and I pointed out the two main problems -- underslotting Endrdx on Hot Feet and Choking Cloud. Instead of running out of endurance and having to rely upon Consume, my suggestion is to reduce your endurance consumption in the first place, thereby reducing your need for Consume. Your revised build has some EndRdx in Hot Feet, but more would improve your Endurance issues. And slotting some Slow in Hot Feet is useful, but capping the Slow is a waste since (a) Slow only affects Run Speed, and (b) there is a cap on Slow effects of 90% -- anything past that is wasted. Running HeroStats will show that Hot Feet is the main source for Damage for most Fire/Rads, and you have very little Damage slotted. While the choice of an APP may be a matter of preference, the slotting on Hot Feet is a matter of effectiveness.
I also have done a fair amount of research on Choking Cloud and how it works. As a result of that research and a fair amount of experience, I recommend max slotting for Hold. Why?
CC is a toggle pulsing hold that pulses every 5 seconds, and if the Hold hits, the hold lasts 7.45 sec unslotted. First, the Hold has to hit. Then there is a 80% chance for a Mag 1 Hold, and a 50% chance for a Mag 2 Hold. Those two Holds can stack. Statistically, you get a 10% chance for 0 Mag, 40% Chance for Mag 1, 10% chance for Mag 2 and 40% chance for Mag 3 -- per pulse. Mag 1 does nothing, Mag 2 only holds Minions and Mag 3 hold Lts. With less than full slotting for hold, each held foe will only stay held through two subsequent pulses. With fully capped slotting for hold, you virtually double the Hold duration to nearly 15 seconds, so the foe will stay held for 3 pulses. This gives a higher chance for that Hold to continue.
This means that the power becomes substantially more effective with capped slotting for Hold. There is very little difference between slotting Hold for 50% or 80%, but a big difference if you slot it up to 95%.
Now, if Choking Cloud just isn't that important to the way you play, then underslotting it is OK -- but my opinion is that if you don't max slot it, then don't bother taking it. It is one of those "all or nothing" powers. But that's my opinion.
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
Reposting here.
And here is my fire/rad build. I like it except I have almost no end to speak of in it. Any help with it would be appreciated.
Hero Plan by Mids' Hero Designer 1.90
http://www.cohplanner.com/
Click this DataLink to open the build!
Das Bones: Level 50 Science Controller
Primary Power Set: Fire Control
Secondary Power Set: Radiation Emission
Power Pool: Speed
Power Pool: Leaping
Power Pool: Leadership
Power Pool: Fighting
Ancillary Pool: Fire Mastery
Hero Profile:
Level 1: Char
- (A) Apocalypse - Damage
- (3) Apocalypse - Damage/Recharge
- (5) Apocalypse - Accuracy/Damage/Recharge
- (21) Apocalypse - Damage/Endurance
- (29) Apocalypse - Accuracy/Recharge
Level 1: Radiant Aura- (A) Doctored Wounds - Heal/Endurance
- (3) Doctored Wounds - Recharge
- (7) Doctored Wounds - Heal/Recharge
- (23) Doctored Wounds - Heal/Endurance/Recharge
- (29) Doctored Wounds - Heal
Level 2: Radiation Infection- (A) Dark Watcher's Despair - To Hit Debuff
- (5) Dark Watcher's Despair - To Hit Debuff/Recharge
- (7) Dark Watcher's Despair - To Hit Debuff/Recharge/Endurance
- (11) Dark Watcher's Despair - Recharge/Endurance
- (23) Dark Watcher's Despair - To Hit Debuff/Endurance
- (46) HamiO:Lysosome Exposure
Level 4: Fire Cages- (A) Gravitational Anchor - Immobilize
- (11) Gravitational Anchor - Immobilize/Recharge
- (13) Gravitational Anchor - Immobilize/Endurance
- (25) Gravitational Anchor - Accuracy/Immobilize/Recharge
- (31) Gravitational Anchor - Chance for Hold
Level 6: Hasten- (A) Recharge Reduction IO
- (17) Recharge Reduction IO
- (19) Recharge Reduction IO
Level 8: Accelerate Metabolism- (A) Efficacy Adaptor - EndMod/Endurance
- (9) Efficacy Adaptor - EndMod/Accuracy
- (9) Efficacy Adaptor - EndMod/Accuracy/Recharge
- (15) Efficacy Adaptor - EndMod/Recharge
- (31) Efficacy Adaptor - EndMod
- (36) Recharge Reduction IO
Level 10: Hot Feet- (A) Obliteration - Damage
- (13) Obliteration - Damage/Recharge
- (21) Obliteration - Accuracy/Damage/Recharge
- (25) Obliteration - Accuracy/Damage/Endurance/Recharge
- (37) Obliteration - Accuracy/Recharge
- (45) HamiO:Endoplasm Exposure
Level 12: Enervating Field- (A) Endurance Reduction IO
- (19) Endurance Reduction IO
Level 14: Combat Jumping- (A) Luck of the Gambler - Recharge Speed
- (43) Luck of the Gambler - Defense
- (43) Jumping IO
Level 16: Flashfire- (A) Absolute Amazement - Stun
- (31) Absolute Amazement - Stun/Recharge
- (34) Absolute Amazement - Accuracy/Stun/Recharge
- (37) Absolute Amazement - Endurance/Stun
- (39) Absolute Amazement - Accuracy/Recharge
- (39) Absolute Amazement - Chance for ToHit Debuff
Level 18: Cinders- (A) Unbreakable Constraint - Hold
- (36) Unbreakable Constraint - Hold/Recharge
- (36) Unbreakable Constraint - Accuracy/Hold/Recharge
- (37) Unbreakable Constraint - Endurance/Hold
- (39) Unbreakable Constraint - Accuracy/Recharge
Level 20: Lingering Radiation- (A) Accuracy IO
- (46) Recharge Reduction IO
Level 22: Super Speed- (A) Run Speed IO
Level 24: Maneuvers- (A) Luck of the Gambler - Recharge Speed
Level 26: Tactics- (A) Endurance Reduction IO
Level 28: Choking Cloud- (A) Basilisk's Gaze - Recharge/Hold
- (46) Basilisk's Gaze - Accuracy/Hold
- (50) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold
- (50) Basilisk's Gaze - Endurance/Recharge/Hold
Level 30: Kick- (A) Accuracy IO
Level 32: Fire Imps- (A) Expedient Reinforcement - Accuracy/Damage
- (33) Expedient Reinforcement - Accuracy/Recharge
- (33) Expedient Reinforcement - Damage/Endurance
- (33) Expedient Reinforcement - Accuracy/Damage/Recharge
- (34) Expedient Reinforcement - Endurance/Damage/Recharge
- (34) Expedient Reinforcement - Resist Bonus Aura for Pets
Level 35: Tough- (A) Endurance Reduction IO
Level 38: Weave- (A) Endurance Reduction IO
Level 41: Fire Ball- (A) Ragnarok - Damage
- (42) Ragnarok - Damage/Recharge
- (42) Ragnarok - Accuracy/Damage/Recharge
- (42) Ragnarok - Damage/Endurance
- (43) Ragnarok - Accuracy/Recharge
Level 44: Fire Shield- (A) Gladiator's Armor - Resistance
- (45) Gladiator's Armor - End/Resist
- (45) Gladiator's Armor - Recharge/Resist
Level 47: Consume- (A) Obliteration - Damage
- (48) Obliteration - Accuracy/Recharge
- (48) Obliteration - Damage/Recharge
- (48) Obliteration - Accuracy/Damage/Recharge
- (50) Obliteration - Accuracy/Damage/Endurance/Recharge
Level 49: Vengeance- (A) Luck of the Gambler - Recharge Speed
------------Level 1: Brawl
- (A) Damage Increase IO
Level 1: Sprint- (A) Unbounded Leap - +Stealth
Level 2: Rest- (A) Healing IO
Level 1: ContainmentLevel 4: Ninja Run
Level 2: Swift
- (A) Run Speed IO
Level 2: Hurdle- (A) Jumping IO
Level 2: Health- (A) Numina's Convalescence - +Regeneration/+Recovery
- (27) Doctored Wounds - Heal/Recharge
- (27) Doctored Wounds - Heal/Endurance/Recharge
- (40) Doctored Wounds - Heal/Endurance
- (40) Doctored Wounds - Heal
- (40) Doctored Wounds - Endurance/Recharge
Level 2: Stamina