Illusion/Storm help
One thing that isn't clear from your post is (a) your goals for this build, i.e. large teams, small teams, solo or all-purpose; (b) your playstyle, i.e. up front and aggressive or laid back and ranged; (c) which particular bonuses you really want to pursue. Personally, I tend to be an all-purpose, cautious guy who prefers to seek Recharge and Recovery. Recharge is needed to get Phantom Army up as much as possible.
Perma-PA is the goal for a High Recharge Build. Unfortunately, Ill/Storm doesn't have that extra 30% that Ill/Rad gets from AM. So, to get Perma PA, you will probably need several Purple sets, which is very expensive. However, you don't NEED a perma-PA character to be very effective . . . we still had very effective characters in the days before IO set bonuses. The goal is to fit in as much Recharge as you can get and afford.
Spectral Wounds: Thunderstrike is a great set for Ranged defense . . . but a small amount of ranged defense isn't all that useful. For Recharge, I go with 5 from the Decimation set and an extra Acc/Dam from another set to cap off the Damage and Accuracy. Or at 47+, you can use an Acc/Dam Hami-O. If you can afford it, the purple ranged damage set is very good to put here.
Gale: Throw an Accuracy in there . . . you might want to use it as a "get out of my face" power once in a while.
Blind: I like to have some damage in this power because it is the lead-off for the standard attack chain. 4 Baz Gaze give 7.5% recharge, then damage and a little extra accuracy. (I see you have some damage in there now.) At 47+, I like a Acc/Dam Hami-O and a common Damage in the last two slots to get as much damage as possible. I don't worry about hold duration because I usually fire it off again pretty quickly as part of the attack chain of Blind-SW-Blast-SW. (I would not put the purple Unbreakable Constraint set here . . . Flash is a better place.)
O2 Boost: If you want Recharge and can find the slots, 5 Doctored Wounds gives 5% recharge. Otherwise, Miracle Heal and Heal/End give a small Recovery bonus, or 2 Numina's gives Regen.
Deceive: The 5 Malaise is the best slotting here . . . unless you can get 5 of the purple Coercive Persuasion set . . . The proc is great in this power, turning it into an occasional Mass Confuse. It also frees up a spot for a 6.25% Recharge under the "Rule of 5." (No more than 5 of the same type of bonus from enhancements.) That set is cheaper than most of the purple sets, and is worth the investment.
Snow Storm: 2 EndRdx.
Superior Invis: On my Ill/Storm leveling up when power choices were tight, I skipped SI and use Steamy Mist + Super speed for invisibility. Now, we have a few more power choices. This one uses a TON of endurance, so you want to cap the EndRdx or make sure to turn it off whenever you fight. The Defense is not all that significant unless you are going for a high defense build, and half of the defense suppresses whenever you attack or click a glowie. If you want a lot of Recharge, you can slot this with a Luck of the Gambler +7.5% Recharge (LotG Recharge) and 5 Red Fortune (capping EndRdx), for a total of 12.5% Recharge in the power.
Hover: Do you really need all those slots? A LotG Recharge is all you need, then set up an easy toggle to switch out of Hover and into Fly.
Fly: A recent change has put Fly at the Flightspeed cap with NO FLIGHTSPEED slotting at all. A single EndRdx puts you at Flightspeed cap. (In fact, the Raptor Pack also flies at Flightspeed cap, so I have dropped Fly from builds that don't fight from the air, and use the Raptor Pack for those few time that Super Speed or Super Jump won't be enough.)
Freezing Rain: I used to slot FR for Defense Debuff . . . but since everybody slots for accuracy already and is usually at the Accuracy 95% cap, that Defense Debuff doesn't do all that much. The power has some built in, and that's enough. I slot for Recharge, then try to get an Achilles Heal proc. Then maybe a damage proc (like the Lady Gray one you have) only if I have spare slots.
Phantom Army: Drop the Damage/End and common Recharge, add the two Call to Arms triples, or even better, the Dam/Rech and Chance for Build-up from the Soulbound purple set.
Super Speed: Do you really need all those travel powers? Pick one unless you really like having several. I put an EndRdx here even though it is not quite at cap. With Stormies, I tend to run around in Steamy + Super Speed so I can use Hurricane to "Herd-icane" and get in position quickly to fire off Lightning Storm. As I said earlier, I switched a bunch of characters to using the Raptor Pack instead of Fly.
Spectral Terror: Glympse is the best set as long as you have no more than 5 sets with 6.25% Recharge under the "Rule of 5." If you need to, you can switch this to the "Unspeakable Terror" set with 5% Recharge.
Thunderclap: This is one of those "choices" you can make. I initially took Thunderclap on my Ill/Storm, but recently switched out of it for Flash. T-Clap recharges faster, but only acts as a Stun for Minions (Mag 2). Flash is a Hold for Mag 3. Plus, Flash can be slotted with 4 Baz Gaze, or 5 puple Unbreakable Constraint. T-Clap gets 5 of the Stupify set or 5 purple Absolute Amazement. Or you might be able to take both, but slots will be tight.
Teleport: Another Travel power? I don't hate Teleport, but it is the least useful of the 4. Consider replacing two travel powers with the Medicine Pool for Aid Self.
Phantasm: Going for the Recharge, you can put 4 Expediant Reinforcement here, then an Acc/Dam Hami-O in the 5th slot to cap Acc and Dam, and use the 6th slot somewhere else.
Tornado: Tornado is a fickle power. Great damage and autohit on AVs and other tough targets . . . The DoT from Tornado gets pretty close to the Regen on AVs, to make up for the lack of -Regen in the Storm set. On teams, I only pull out Tornado in limited situations. Solo, the chaos it cause is a lot less of a problem. For slotting, I try to cap Damage, Recharge and get some good EndRdx. It can take 4 Expediant Reinforcement, but Replace the Acc/Dam with Dam/End -- and that won't work if you have already gotten to 5 sets with 6.25% Recharge. Finish it out with the two Call to Arms triples.
Lightning Storm: I try to slot to cap Damage, Recharge and get some EndRdx. I frankenslot this one, but they may be better ways. I use 2 Thunderstrike and Entropic Chaos (Dam/Rech and Dam/EndRdx/Rech) then the Devastation Chance for Hold proc is nice with the Devastation quad.
APP sets: The main reason in my opinion to take the Psi APP set is if you have problems getting Mezzed -- and you didn't take Indomidible Will. I problem I have with the Psi pool is that the damage is Psi . . . which is highly resisted in the upper game and your Illusion primary is almost all Psi damage. Taking a different damagy type helps. For my Ill/Storm, I chose the Ice APP. Hibernate is a great "panic button" power that lets you get back both endurance and health -- Storm has no self heal or endurance recovery powers. Ice Blast is great, Frost Breath is a good ranged cone AoE and the armor is Defense-based instead of Resistance-based.
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 all the great advice. As far as playstyle and goals, I love to play on large teams and rarely solo, and I usually stay back at range. Recovery and recharge are definitely what I would strive for. I don't know too much about alpha slots but I think the spiritual one is like a 33% recharge bonus so I figured that would help a great deal with Perma-PA and such.
While I have several characters who have filled the Alpha Slot, it is hard for me to judge exactly how the Spiritual Boost in the Alpha Slot affects the overall build. Mids hasn't been changed to take the Alpha Slot into account yet, so it will take some playing around (on test) to really determine the overall effect.
It may be that the Spiritual Boost will be enough to replace AM's 30%, so that building an Ill/Storm to Perma-PA will be mostly the same as a pre-Incarnate Ill/Rad.
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
I reworked mids to include most of your suggestions. I kept the Psi APP due to RP reasons so hopefully it won't be too much of a hindrance.
Hero Plan by Mids' Hero Designer 1.90
http://www.cohplanner.com/
Click this DataLink to open the build!
Illusionist Rex: Level 50 Magic Controller
Primary Power Set: Illusion Control
Secondary Power Set: Storm Summoning
Power Pool: Flight
Power Pool: Speed
Power Pool: Teleportation
Power Pool: Leaping
Ancillary Pool: Psionic Mastery
Hero Profile:
Level 1: Spectral Wounds -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Dmg/Rchg(3), Decim-Acc/EndRdx/Rchg(5), Decim-Acc/Dmg/Rchg(5), HO:Nucle(7)
Level 1: Gale -- Acc-I(A)
Level 2: Blind -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(7), BasGaze-Acc/EndRdx/Rchg/Hold(9), BasGaze-EndRdx/Rchg/Hold(9), HO:Nucle(11), Dmg-I(11)
Level 4: Deceive -- CoPers-Conf(A), CoPers-Conf/Rchg(13), CoPers-Acc/Conf/Rchg(13), CoPers-Acc/Rchg(15), CoPers-Conf%(15)
Level 6: Snow Storm -- TmpRdns-Acc/EndRdx(A), TmpRdns-EndRdx/Rchg/Slow(17)
Level 8: Hover -- LkGmblr-Rchg+(A)
Level 10: Superior Invisibility -- RedFtn-Def/EndRdx(A), RedFtn-EndRdx/Rchg(17), RedFtn-Def/Rchg(19), RedFtn-Def/EndRdx/Rchg(19), RedFtn-EndRdx(21), LkGmblr-Rchg+(21)
Level 12: Fly -- Frbd-EndRdx(A)
Level 14: Hasten -- RechRdx-I(A), RechRdx-I(23), RechRdx-I(23)
Level 16: Freezing Rain -- RechRdx-I(A), RechRdx-I(37), Achilles-ResDeb%(40)
Level 18: Phantom Army -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(25), ExRmnt-Acc/Dmg/Rchg(25), ExRmnt-EndRdx/Dmg/Rchg(27), S'bndAl-Dmg/Rchg(27), S'bndAl-Build%(29)
Level 20: Recall Friend -- Zephyr-ResKB(A)
Level 22: O2 Boost -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal/Rchg(29), Dct'dW-Heal(31), Dct'dW-Heal/EndRdx/Rchg(31), Dct'dW-EndRdx/Rchg(31)
Level 24: Flash -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(36), BasGaze-Acc/EndRdx/Rchg/Hold(37), BasGaze-Rchg/Hold(37)
Level 26: Spectral Terror -- Abys-Acc/Rchg(A), Abys-EndRdx/Fear(33), Abys-Acc/EndRdx(33), Abys-Fear/Rng(33), Abys-Acc/Fear/Rchg(34)
Level 28: Combat Jumping -- LkGmblr-Rchg+(A)
Level 30: Super Speed -- Run-I(A)
Level 32: Phantasm -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(34), ExRmnt-Dmg/EndRdx(34), ExRmnt-Acc/Dmg/Rchg(36), HO:Nucle(36)
Level 35: Tornado -- ExRmnt-Acc/Dmg(A), ExRmnt-Acc/Rchg(43), ExRmnt-Acc/Dmg/Rchg(46), ExRmnt-Dmg/EndRdx(46), C'Arms-EndRdx/Dmg/Rchg(46)
Level 38: Lightning Storm -- Thundr-Dmg/EndRdx/Rchg(A), Thundr-Dmg/Rchg(39), Entrpc-Dmg/Rchg(39), Entrpc-Dmg/EndRdx/Rchg(39), Dev'n-Hold%(40), Dev'n-Acc/Dmg/EndRdx/Rchg(40)
Level 41: Mental Blast -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(42), Dev'n-Dmg/Rchg(42), Dev'n-Acc/Dmg/Rchg(42), Dev'n-Acc/Dmg/EndRdx/Rchg(43), Dev'n-Hold%(43)
Level 44: Mind Over Body -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam(45), ResDam-I(45), EndRdx-I(45)
Level 47: Psionic Tornado -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Dmg/Rng(48), Posi-Acc/Dmg/EndRdx(50), RechRdx-I(50)
Level 49: World of Confusion -- EndRdx-I(A), EndRdx-I(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Containment
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Hurdle -- Empty(A)
Level 2: Health -- Empty(A)
Level 2: Stamina -- Empty(A)
And I just saw I forgot to slot stamina...
I think since I broke the rule of 5 on 6.25% recharge I'll not worry too much about tornados slots and move some to stamina
Rather than gutting Tornado, replace the Glympse of the Abyss set with the Unspeakable Terror set for an extra 5% Recharge. If you could afford it, the best way to deal with the 6th set that gives 6.25% Recharge would be to put a purple set in Spectral Wounds or Psionic Tornado. Sadly, I have never spent that kind of Inf to get one of those sets. The few I have had drop, I have sold to finance other characters.
I would drop World of Confusion for Indomidible Will. If you are sticking to the Psi Pool, that is the best power in the set. Even if you don't try to get it perma, you can click on it just before you go into a group with a lot of mez powers.
Besides, World of Confusion stinks. The radius on the power is pitifully small and the duration on the pulses is woefully short. It is only useful as a set mule for the purple Confuse set if you don't have another Confuse power . . . which you do.
Oh, and on Deceive, I'd replace the Confuse with the other left over one from the set . . . I think it is Confuse/End. Without the pure Confuse, you are already over the ED cap or so close to it as to not matter. (I don't have access to Mids right now.)
To get slots for Stamina, check your total Recharge. If you are at Perma PA, then you should be able to pull the third Recharge out of Hasten, especially if you leave it on Auto. Then you could take the second slot out of World of Confusion even if you switch that to IW. And that would give you your three slots for Stamina without losing any Recharge. If you want any more slots for Health or whatever, I'd pull them out of Mind Over Body . . . on my Fire/Rad, my Fire Shield only has the default slot due to a shortage of slots.
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
Here's a final revision.
166% Recovery
190% Regen
163.8% Recharge
Hero Plan by Mids' Hero Designer 1.90
http://www.cohplanner.com/
Click this DataLink to open the build!
Illusionist Rex: Level 50 Magic Controller
Primary Power Set: Illusion Control
Secondary Power Set: Storm Summoning
Power Pool: Flight
Power Pool: Speed
Power Pool: Teleportation
Power Pool: Leaping
Ancillary Pool: Psionic Mastery
Hero Profile:
Level 1: Spectral Wounds -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Dmg/Rchg(3), Decim-Acc/EndRdx/Rchg(5), Decim-Acc/Dmg/Rchg(5), HO:Nucle(7)
Level 1: Gale -- Acc-I(A)
Level 2: Blind -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(7), BasGaze-Acc/EndRdx/Rchg/Hold(9), BasGaze-EndRdx/Rchg/Hold(9), HO:Nucle(11), Dmg-I(11)
Level 4: Deceive -- CoPers-Conf/EndRdx(A), CoPers-Conf/Rchg(13), CoPers-Acc/Conf/Rchg(13), CoPers-Acc/Rchg(15), CoPers-Conf%(15)
Level 6: Snow Storm -- TmpRdns-Acc/EndRdx(A), TmpRdns-EndRdx/Rchg/Slow(17)
Level 8: Hover -- LkGmblr-Rchg+(A)
Level 10: Superior Invisibility -- RedFtn-Def/EndRdx(A), RedFtn-EndRdx/Rchg(17), RedFtn-Def/Rchg(19), RedFtn-Def/EndRdx/Rchg(19), RedFtn-EndRdx(21), LkGmblr-Rchg+(21)
Level 12: Fly -- Frbd-EndRdx(A)
Level 14: Hasten -- RechRdx-I(A), RechRdx-I(23)
Level 16: Freezing Rain -- RechRdx-I(A), RechRdx-I(37), Achilles-ResDeb%(40)
Level 18: Phantom Army -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(25), ExRmnt-Acc/Dmg/Rchg(25), ExRmnt-EndRdx/Dmg/Rchg(27), S'bndAl-Dmg/Rchg(27), S'bndAl-Build%(29)
Level 20: Recall Friend -- Zephyr-ResKB(A)
Level 22: O2 Boost -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal/Rchg(29), Dct'dW-Heal(31), Dct'dW-Heal/EndRdx/Rchg(31), Dct'dW-EndRdx/Rchg(31)
Level 24: Flash -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(36), BasGaze-Acc/EndRdx/Rchg/Hold(37), BasGaze-Rchg/Hold(37)
Level 26: Spectral Terror -- U'spkT-Acc/Rchg(A), U'spkT-EndRdx/Fear(33), U'spkT-Acc/EndRdx(33), U'spkT-Fear/Rng(33), U'spkT-Acc/Fear/Rchg(34)
Level 28: Combat Jumping -- LkGmblr-Rchg+(A)
Level 30: Super Speed -- Run-I(A)
Level 32: Phantasm -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(34), ExRmnt-Dmg/EndRdx(34), ExRmnt-Acc/Dmg/Rchg(36), HO:Nucle(36)
Level 35: Tornado -- ExRmnt-Acc/Dmg(A), ExRmnt-Acc/Rchg(43), ExRmnt-Acc/Dmg/Rchg(46), ExRmnt-Dmg/EndRdx(46), C'Arms-EndRdx/Dmg/Rchg(46)
Level 38: Lightning Storm -- Thundr-Dmg/EndRdx/Rchg(A), Thundr-Dmg/Rchg(39), Entrpc-Dmg/Rchg(39), Entrpc-Dmg/EndRdx/Rchg(39), Dev'n-Hold%(40), Dev'n-Acc/Dmg/EndRdx/Rchg(40)
Level 41: Mental Blast -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(42), Dev'n-Dmg/Rchg(42), Dev'n-Acc/Dmg/Rchg(42), Dev'n-Acc/Dmg/EndRdx/Rchg(43), Dev'n-Hold%(43)
Level 44: Mind Over Body -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam(45), EndRdx-I(45)
Level 47: Psionic Tornado -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Dmg/Rng(48), Posi-Acc/Dmg/EndRdx(50), RechRdx-I(50)
Level 49: Indomitable Will -- RechRdx-I(A), RechRdx-I(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Containment
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Hurdle -- Empty(A)
Level 2: Health -- Empty(A)
Level 2: Stamina -- EndMod-I(A), EndMod-I(23), EndMod-I(45)
Looks good. Personally, I would take Steamy Mist over Recall Friend (it has some nice Resistance). And I would take the Ice APP over Psi, but you said you are staying with Psi for concept, and concept wins.
About the only changes I would make to the slotting is putting common EndRdx in Super Speed, x2 in Snow Storm and in Fly. The main one being Super Speed, as I would give up a little bit of speed for less endurance usage.
Depending upon your overall recharge and how much you use IW, you could put a 4th LotG Recharge in Indomidible Will. I'm curious how your overall Recharge will end up with the Incarnate Spiritual Boost. That 4th LotG should get you to 170% recharge. Add the 33% from Spiritual and it would supposedly get you up past 200%, which is virtually Perma PA (I now have 213% on my Ill/Rad, but was perma at 203%). But I'm not entirely sure how the math works with those Incarnate slots.
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 all the help and insight. Now I just need to worry about getting all the influence necessary to make this build a reality on my character haha
I suggest getting the Luck of the Gambler Recharge IOs with Hero Merits (2 each) or Reward Merits. They are too expensive to buy, and pretty reasonable to get with merits.
Most of the other stuff is not too expensive. The only purples are comparably cheap ones. Go to Hami Raids or run Statesman TFs to earn the Hami-Os -- the Acc/Dam drop fairly frequently, probably second to the Dam/Range ones. If you can earn the LotG Recharges and Hami-Os, then one good Hecatomb Triple drop would pay for the rest.
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
It's been a few months since I stopped playing and was wondering if someone could help critique my build. At the time I was kind of just buying things that fit into the slots and seeing which set bonuses I could get. Any help would be greatly appreciated. It was a little tricky working with mids, as I haven't respeced my fitness out for the inherent one yet. The levels of chosen powers and enhancement slot levels are pretty random as I was just trying to copy over my live build into a postable format.
Hero Plan by Mids' Hero Designer 1.90
http://www.cohplanner.com/
Click this DataLink to open the build!
Illusionist Rex: Level 50 Magic Controller
Primary Power Set: Illusion Control
Secondary Power Set: Storm Summoning
Power Pool: Flight
Power Pool: Teleportation
Power Pool: Speed
Ancillary Pool: Psionic Mastery
Hero Profile:
Level 1: Spectral Wounds
- (A) Thunderstrike - Damage/Endurance/Recharge
- (3) Thunderstrike - Damage/Endurance
- (3) Thunderstrike - Damage/Recharge
- (5) Thunderstrike - Accuracy/Damage
- (5) Thunderstrike - Accuracy/Damage/Recharge
- (7) Thunderstrike - Accuracy/Damage/Endurance
Level 1: Gale- (A) Empty
Level 2: Blind- (A) Lockdown - Accuracy/Endurance/Recharge/Hold
- (7) Lockdown - Recharge/Hold
- (9) Lockdown - Endurance/Recharge/Hold
- (9) Ruin - Accuracy/Damage
- (11) Ruin - Damage/Endurance
- (11) Ruin - Accuracy/Damage/Recharge
Level 4: O2 Boost- (A) Healing IO
- (43) Healing IO
Level 6: Deceive- (A) Malaise's Illusions - Accuracy/Recharge
- (13) Malaise's Illusions - Endurance/Confused
- (13) Malaise's Illusions - Accuracy/Endurance
- (15) Malaise's Illusions - Confused/Range
- (15) Malaise's Illusions - Accuracy/Confused/Recharge
Level 8: Snow Storm- (A) Empty
- (43) Empty
Level 10: Superior Invisibility- (A) Serendipity - Defense/Endurance
- (27) Serendipity - Defense
- (29) Serendipity - Endurance
Level 12: Hover- (A) Soaring - FlySpeed
- (29) Soaring - Endurance
- (31) Soaring - Endurance/FlySpeed
- (31) Flight Speed IO
- (31) Luck of the Gambler - Recharge Speed
Level 14: Fly- (A) Freebird - Endurance
- (25) Freebird - FlySpeed
- (27) Flight Speed IO
Level 16: Freezing Rain- (A) Touch of Lady Grey - Defense Debuff/Recharge
- (17) Touch of Lady Grey - Defense Debuff/Recharge/Endurance
- (17) Touch of Lady Grey - Recharge/Endurance
- (23) Touch of Lady Grey - Defense Debuff/Endurance
- (25) Touch of Lady Grey - Chance for Negative Damage
Level 18: Phantom Army- (A) Expedient Reinforcement - Accuracy/Recharge
- (19) Expedient Reinforcement - Accuracy/Damage
- (19) Expedient Reinforcement - Damage/Endurance
- (21) Expedient Reinforcement - Accuracy/Damage/Recharge
- (21) Expedient Reinforcement - Endurance/Damage/Recharge
- (23) Recharge Reduction IO
Level 20: Recall Friend- (A) Recharge Reduction IO
Level 22: Hasten- (A) Recharge Reduction IO
- (37) Recharge Reduction IO
- (39) Recharge Reduction IO
Level 24: Super Speed- (A) Run Speed IO
Level 26: Spectral Terror- (A) Glimpse of the Abyss - Accuracy/Recharge
- (33) Glimpse of the Abyss - Endurance/Fear
- (34) Glimpse of the Abyss - Accuracy/Endurance
- (34) Glimpse of the Abyss - Fear/Range
- (34) Glimpse of the Abyss - Accuracy/Fear/Recharge
Level 28: Thunder Clap- (A) Empty
- (36) Empty
- (36) Empty
- (36) Empty
Level 30: Teleport- (A) Empty
Level 32: Phantasm- (A) Blood Mandate - Accuracy/Damage
- (37) Blood Mandate - Damage/Endurance
- (37) Blood Mandate - Accuracy/Endurance
- (46) Blood Mandate - Accuracy/Damage/Endurance
- (46) Blood Mandate - Accuracy
- (50) Blood Mandate - Damage
Level 35: Tornado- (A) Empty
Level 38: Lightning Storm- (A) Decimation - Accuracy/Damage
- (39) Decimation - Damage/Recharge
- (39) Decimation - Accuracy/Endurance/Recharge
- (40) Decimation - Accuracy/Damage/Recharge
- (40) Decimation - Chance of Build Up
- (40) Efficacy Adaptor - Accuracy/Recharge
Level 41: Mental Blast- (A) Devastation - Accuracy/Damage
- (42) Devastation - Damage/Endurance
- (42) Devastation - Damage/Recharge
- (42) Devastation - Accuracy/Damage/Recharge
- (43) Devastation - Accuracy/Damage/Endurance/Recharge
Level 44: Mind Over Body- (A) Resist Damage IO
- (45) Resist Damage IO
- (45) Resist Damage IO
- (45) Endurance Reduction IO
- (46) Endurance Reduction IO
Level 47: Psionic Tornado- (A) Positron's Blast - Accuracy/Damage
- (48) Positron's Blast - Damage/Endurance
- (48) Positron's Blast - Damage/Recharge
- (48) Positron's Blast - Damage/Range
- (50) Positron's Blast - Accuracy/Damage/Endurance
- (50) Recharge Reduction IO
Level 49: World of Confusion- (A) Empty
------------Level 1: Brawl
- (A) Empty
Level 1: Sprint- (A) Empty
Level 2: Rest- (A) Empty
Level 1: ContainmentLevel 4: Ninja Run
Level 2: Swift
- (A) Empty
Level 2: Hurdle- (A) Empty
Level 2: Health- (A) Healing IO
Level 2: Stamina