Radiation Defender
I see what you are going for. Rad/Rad is kind of an endurance hog if by hog you mean the massive animal at the state fair that says "world's largest".
Accelerated metabolism is a bit underslotted. I would at least switch the third recharge for a recharge/end mod IO like a performance shifter.
Your survivability will skyrocket if you switch from Undermined Defenses defense debuffs to a good To-hit Debuff IO set. I like to six slot Radiation Infection for To-hit Debuff first and defense debuff as a minor focus for benefits from both.
Three Endurance reducers in enervating field is a bit overkill. I would use the third slot elsewhere.
The third slot in combat jumping for defense/endurance reduction is overkill. Combat jump uses 0.0325 end/per sec. The defense is 2.5%. I would use this slot elsewhere.
Acrobatics doesn't really need 2 slots of endurance reduction. The endurance cost is 0.26/sec. Enervating field is twice as much 0.52; Choking Cloud is a whopping 4.16!
Weave is 5% defense at an endurance cost of 0.1625/sec. I can see the use of the procs in Tough. In my own opinion, Fighting costs too many powers for too little. So what would I do with extra power selections? Your tier nine radiation emission power would love to go for a spin. Stacking choking cloud on an EM Pulse can do amazing things to spawns. You will hold as well as any controller.
Aim is a power I usually don't take on my Radiation Defenders. With just two slots for endurance reduction in Tactics, you get +perception for the nasty foes that use 'blind'.
Charged Armor could use another slot just for pure Resistance.
Power Sink is your end refill power. It needs more slots, too. I would make sure to get one accuracy in it and some endurance modification to go with some recharge.
Revisiting Choking Cloud, I would stick another slot in the sixth position for pure endurance reduction. The Ghost Widow set provides for increased maximum endurance, but despite that, I would put AT LEAST the Lockdown Hold Proc in Choking Cloud if not one of the Hold set damage proc IOs as well.
So the suggestions I made are impossible to implement all at once, not enough slots, but I wanted to show some options to increase the effectiveness. Good luck. Radiation Infection, Choking Cloud, and Power Sink are the more pressing issues.
Triumphant Defenders Forever
Psylenz FF/Psi, ArticQuark Storm/Rad, Symon BarSisyphus Bots/psn, Max VanSydow Thugs/Dk, Cyclone Symon Bots/stm, Blue Loki Ice/Cd, Widow 46526
HelinCarnate:OMG it is so terrible. I have the option to take 3 more powers but no additional slots. Boo F'ing hoo.
I'd try something more like this. I got your ranged defense up a bit more and changed some other stuff here and there. You definitely want to proc out Neutrino Bolt, its like the only reason to make a rad blast defender. Skipping Irradiate makes me but seeing as you're going ranged defense... *shrug* you could kite it I guess. X Ray Beam is only there for set bonuses, Elec Fences and Cosmic Burst are better attacks, and Neutrino Bolt should be your main attack.
Either way this build isnt perfect, i literally spent like <5 mins making it, but maybe you can get some ideas from it.
Hero Plan by Mids' Hero Designer 1.803
http://www.cohplanner.com/
Level 50 Mutation Defender
Primary Power Set: Radiation Emission
Secondary Power Set: Radiation Blast
Power Pool: Speed
Power Pool: Leaping
Power Pool: Leadership
Power Pool: Fighting
Ancillary Pool: Electricity Mastery
Hero Profile:
------------
Level 1: Radiant Aura Numna-Heal/EndRdx(A), Numna-EndRdx/Rchg(7), Numna-Heal/Rchg(43), Numna-Heal/EndRdx/Rchg(43), Numna-Heal(43), Numna-Regen/Rcvry+(45)
Level 1: Neutrino Bolt Apoc-Dam%(A), ShldBrk-%Dam(3), LdyGrey-%Dam(3), Achilles-ResDeb%(5), HO:Nucle(5), GJ-Dam%(7)
Level 2: Radiation Infection DarkWD-ToHitDeb(A), DarkWD-Rchg/EndRdx(37), DarkWD-ToHitDeb/EndRdx(39), DarkWD-ToHitdeb/Rchg/EndRdx(39)
Level 4: Accelerate Metabolism Efficacy-EndMod(A), Efficacy-EndMod/Rchg(15), Efficacy-EndMod/EndRdx(15), RechRdx-I(17), RechRdx-I(34)
Level 6: X-Ray Beam Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(9), Thundr-Dmg/Rchg(9), Thundr-Acc/Dmg/EndRdx(11), Thundr-Acc/Dmg/Rchg(11), Thundr-Dmg/EndRdx/Rchg(13)
Level 8: Enervating Field EndRdx-I(A), EndRdx-I(13)
Level 10: Hasten RechRdx-I(A), RechRdx-I(17), RechRdx-I(33)
Level 12: Combat Jumping LkGmblr-Rchg+(A), Ksmt-ToHit+(40)
Level 14: Super Speed Zephyr-ResKB(A), Zephyr-Travel/EndRdx(45)
Level 16: Lingering Radiation TmpRdns-Acc/EndRdx(A), TmpRdns-EndRdx/Rchg/Slow(40), RechRdx-I(40)
Level 18: Maneuvers LkGmblr-Rchg+(A), RedFtn-Def(19), RedFtn-Def/EndRdx(21), RedFtn-EndRdx(21), RedFtn-Def/Rchg(23), RedFtn-Def/EndRdx/Rchg(23)
Level 20: Aim AdjTgt-ToHit/Rchg(A), AdjTgt-Rchg(39)
Level 22: Boxing Empty(A)
Level 24: Tough ImpArm-ResDam/EndRdx(A), ImpArm-ResDam/Rchg(25), ImpArm-ResDam/EndRdx/Rchg(25), ImpArm-ResDam(27), S'fstPrt-ResDam/Def+(34), GA-3defTpProc(34)
Level 26: Weave LkGmblr-Rchg+(A), RedFtn-Def(27), RedFtn-Def/EndRdx(33), RedFtn-EndRdx(33), RedFtn-Def/EndRdx/Rchg(42), RedFtn-Def/Rchg(48)
Level 28: Cosmic Burst Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(29), Thundr-Dmg/Rchg(29), Thundr-Acc/Dmg/Rchg(31), Thundr-Acc/Dmg/EndRdx(31), Thundr-Dmg/EndRdx/Rchg(31)
Level 30: Assault EndRdx-I(A)
Level 32: Super Jump Zephyr-ResKB(A), Zephyr-Travel/EndRdx(46)
Level 35: Neutron Bomb Posi-Acc/Dmg(A), Posi-Dmg/Rchg(36), Posi-Dmg/EndRdx(36), Posi-Acc/Dmg/EndRdx(36), Posi-Dam%(37), Achilles-ResDeb%(37)
Level 38: Acrobatics EndRdx-I(A)
Level 41: Electric Fence Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(42), Thundr-Dmg/Rchg(42), Thundr-Acc/Dmg/Rchg(46), Thundr-Acc/Dmg/EndRdx(46), Thundr-Dmg/EndRdx/Rchg(48)
Level 44: Charged Armor ImpArm-ResDam/EndRdx(A), ImpArm-ResDam/Rchg(45), ImpArm-ResDam/EndRdx/Rchg(48), ImpArm-ResDam(50)
Level 47: Power Sink Efficacy-EndMod/EndRdx(A)
Level 49: Vengeance LkGmblr-Rchg+(A)
------------
Level 1: Brawl Empty(A)
Level 1: Sprint Clrty-Stlth(A)
Level 2: Rest Empty(A)
Level 1: Vigilance
Level 4: Ninja Run
Level 1: Swift Run-I(A)
Level 1: Hurdle Jump-I(A)
Level 1: Health Mrcl-Rcvry+(A)
Level 1: Stamina P'Shift-EndMod(A), P'Shift-End%(19), P'Shift-EndMod/Rchg(50), P'Shift-EndMod/Acc(50)
------------
Set Bonus Totals:
6% DamageBuff(Smashing)
6% DamageBuff(Lethal)
6% DamageBuff(Fire)
6% DamageBuff(Cold)
6% DamageBuff(Energy)
6% DamageBuff(Negative)
6% DamageBuff(Toxic)
6% DamageBuff(Psionic)
6% Defense(Smashing)
6% Defense(Lethal)
6% Defense(Fire)
6% Defense(Cold)
20.4% Defense(Energy)
20.4% Defense(Negative)
9.75% Defense(Psionic)
6% Defense(Melee)
23.5% Defense(Ranged)
6% Defense(AoE)
4.5% Max End
30% Enhancement(Accuracy)
51.3% Enhancement(RechargeTime)
6% Enhancement(Heal)
17% FlySpeed
64.9 HP (6.38%) HitPoints
17% JumpHeight
17% JumpSpeed
Knockback (Mag -8)
Knockup (Mag -8)
MezResist(Held) 3.3%
MezResist(Immobilize) 4.4%
21.5% (0.36 End/sec) Recovery
12% (0.51 HP/sec) Regeneration
4.1% Resistance(Fire)
4.1% Resistance(Cold)
17% RunSpeed
| Copy & Paste this data into Mids' Hero Designer to view the build |
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I see what you are going for. Rad/Rad is kind of an endurance hog if by hog you mean the massive animal at the state fair that says "world's largest".
Accelerated metabolism is a bit underslotted. I would at least switch the third recharge for a recharge/end mod IO like a performance shifter. Your survivability will skyrocket if you switch from Undermined Defenses defense debuffs to a good To-hit Debuff IO set. I like to six slot Radiation Infection for To-hit Debuff first and defense debuff as a minor focus for benefits from both. Three Endurance reducers in enervating field is a bit overkill. I would use the third slot elsewhere. The third slot in combat jumping for defense/endurance reduction is overkill. Combat jump uses 0.0325 end/per sec. The defense is 2.5%. I would use this slot elsewhere. Acrobatics doesn't really need 2 slots of endurance reduction. The endurance cost is 0.26/sec. Enervating field is twice as much 0.52; Choking Cloud is a whopping 4.16! Weave is 5% defense at an endurance cost of 0.1625/sec. I can see the use of the procs in Tough. In my own opinion, Fighting costs too many powers for too little. So what would I do with extra power selections? Your tier nine radiation emission power would love to go for a spin. Stacking choking cloud on an EM Pulse can do amazing things to spawns. You will hold as well as any controller. Aim is a power I usually don't take on my Radiation Defenders. With just two slots for endurance reduction in Tactics, you get +perception for the nasty foes that use 'blind'. Charged Armor could use another slot just for pure Resistance. Power Sink is your end refill power. It needs more slots, too. I would make sure to get one accuracy in it and some endurance modification to go with some recharge. Revisiting Choking Cloud, I would stick another slot in the sixth position for pure endurance reduction. The Ghost Widow set provides for increased maximum endurance, but despite that, I would put AT LEAST the Lockdown Hold Proc in Choking Cloud if not one of the Hold set damage proc IOs as well. So the suggestions I made are impossible to implement all at once, not enough slots, but I wanted to show some options to increase the effectiveness. Good luck. Radiation Infection, Choking Cloud, and Power Sink are the more pressing issues. |
Slotting CJ with lotg defense can sometimes be useful as a way to get the last bits of defense on a build.
I personally wouldn't bother with choking cloud. You'd supposedly be playing the rad/rad from range, meaning the choking cloud wouldnt be in effect alot of the time and will still have that massive end cost. Better for things like Fire/Rads.
Aim is more for the +dmg, or hitting LR on things like Posi or Citadel when they hit their Godmode.
Mea culpa, brain fart. For some reason I was misremembering you had to sneak some acc in Power Sink a la Choking Cloud via IO sets. I re-checked my stormy's build and he slotted no accuracy in Power Sink.
When I read the OP was looking for ranged defense, I supposed he was thinking Choking Cloud would deal with melee foes, radiation infection for a good group of foes, and the ranged defense for everything outside of melee and radiation infection. I totally do NOT subscribe that the OP would
supposedly be playing the rad/rad from range ... |
Triumphant Defenders Forever
Psylenz FF/Psi, ArticQuark Storm/Rad, Symon BarSisyphus Bots/psn, Max VanSydow Thugs/Dk, Cyclone Symon Bots/stm, Blue Loki Ice/Cd, Widow 46526
HelinCarnate:OMG it is so terrible. I have the option to take 3 more powers but no additional slots. Boo F'ing hoo.
I have a Rad/Sonic, so the power selection is a bit different. I focused mainly on recharge, to get perma AM and Hasten, and have about 25% ranged defense. With the perma AM, I've found end issues to be much less of a problem then when I had a higher defense build. Also Enzymes are great in Rad Infection, 2 slotted it yields 57% def debuff, 66% end red and 40% tohit debuff....thought about 3 slotting it though.
Don't I know you???
The safest place for a Radiation defender to be is near the Radiation Infection anchor while running choking cloud.
|
Furthermore, a rad doesn't need to be near their anchors as long as you are aware of what is anchored, what it is debuffing, and if the anchor is moving. They are /ranged/ toggles after all.
I'm not saying rad can't be played in melee, or that it is bad to be played melee. Infact it works great in melee as everything around your anchor gets super neutered. However as a rad/rad (since this is what this thread is about), specifically one building for ranged defense and not taking irradiate, there really is no reason to go into melee, unless you've got a kin on the team or something like that.
if you're in a situation where you're relying on choking cloud to keep you alive, you're doing it wrong. |
Triumphant Defenders Forever
Psylenz FF/Psi, ArticQuark Storm/Rad, Symon BarSisyphus Bots/psn, Max VanSydow Thugs/Dk, Cyclone Symon Bots/stm, Blue Loki Ice/Cd, Widow 46526
HelinCarnate:OMG it is so terrible. I have the option to take 3 more powers but no additional slots. Boo F'ing hoo.
I'd drop Acrobatics. You've already got 8pts of KB protection from the BotZ and Steadfast IOs. That's enough to handle the majority of KB in the game. Unless you've got Acro for the minor hold protection. Even then an occasional break-free will help more than a constant end drain for a mag 2 hold protect.
I am conflicted about Acrobatics, I'd really like to have that hold protection, but it is only mag 2.
Virtue: @Santorican
Dark/Shield Build Thread
As SilverTooth and DreadShinobi are pointing out, there are many variable, yet successful builds for Rad/Rad. When multiple builds came out, I slotted a build for solo/SG build and a PUG build to take maximum advantage of the inevitable slips (recall friend, vengeance, fallout, mutate rinse/repeat). With three builds you could even get a solid PvP build team or solo.
Triumphant Defenders Forever
Psylenz FF/Psi, ArticQuark Storm/Rad, Symon BarSisyphus Bots/psn, Max VanSydow Thugs/Dk, Cyclone Symon Bots/stm, Blue Loki Ice/Cd, Widow 46526
HelinCarnate:OMG it is so terrible. I have the option to take 3 more powers but no additional slots. Boo F'ing hoo.
My preferred way to slot RI is with a couple enzymes and an achilles heel proc. Dem's my 2 pennies.
In the mean time I am trying to come up with a really cheap build using regular IOs can anyone help me with my slotting?
Hero Plan by Mids' Hero Designer 1.91
http://www.cohplanner.com/
Click this DataLink to open the build!
Higgs Field Cheap: Level 50 Magic Defender
Primary Power Set: Radiation Emission
Secondary Power Set: Radiation Blast
Power Pool: Leaping
Power Pool: Leadership
Power Pool: Fighting
Ancillary Pool: Power Mastery
Hero Profile:
Level 1: Radiant Aura -- EndRdx-I(A), EndRdx-I(43), Heal-I(43), RechRdx-I(46), RechRdx-I(46), RechRdx-I(46)
Level 1: Neutrino Bolt -- Acc-I(A), Acc-I(40), Dmg-I(40), Dmg-I(40), EndRdx-I(42), RechRdx-I(43)
Level 2: Radiation Infection -- DefDeb-I(A), EndRdx-I(37), EndRdx-I(39), ToHitDeb-I(39), ToHitDeb-I(39)
Level 4: X-Ray Beam -- Acc-I(A), Acc-I(7), Dmg-I(7), Dmg-I(34), EndRdx-I(34), RechRdx-I(34)
Level 6: Super Jump -- Empty(A)
Level 8: Accelerate Metabolism -- EndMod-I(A), RechRdx-I(9), RechRdx-I(9), RechRdx-I(23)
Level 10: Electron Haze -- Acc-I(A), Acc-I(11), Dmg-I(11), Dmg-I(15), EndRdx-I(17), RechRdx-I(23)
Level 12: Maneuvers -- DefBuff-I(A), DefBuff-I(13), EndRdx-I(13), EndRdx-I(15), EndRdx-I(48)
Level 14: Assault -- EndRdx-I(A)
Level 16: Enervating Field -- EndRdx-I(A), EndRdx-I(17), EndRdx-I(50)
Level 18: Lingering Radiation -- Acc-I(A), RechRdx-I(19), RechRdx-I(19)
Level 20: Aim -- RechRdx-I(A), RechRdx-I(21), RechRdx-I(21)
Level 22: Boxing -- Empty(A)
Level 24: Tough -- EndRdx-I(A), EndRdx-I(25), EndRdx-I(25), ResDam-I(33), ResDam-I(48)
Level 26: Weave -- DefBuff-I(A), DefBuff-I(27), EndRdx-I(27), EndRdx-I(33), EndRdx-I(48)
Level 28: Cosmic Burst -- Acc-I(A), Acc-I(29), Dmg-I(29), Dmg-I(31), EndRdx-I(31), RechRdx-I(33)
Level 30: Combat Jumping -- DefBuff-I(A), DefBuff-I(31), EndRdx-I(50)
Level 32: Acrobatics -- EndRdx-I(A)
Level 35: Neutron Bomb -- Acc-I(A), Acc-I(36), Dmg-I(36), Dmg-I(36), EndRdx-I(37), RechRdx-I(37)
Level 38: Atomic Blast -- Acc-I(A)
Level 41: Power Build Up -- RechRdx-I(A), RechRdx-I(42), RechRdx-I(42)
Level 44: Temp Invulnerability -- EndRdx-I(A), EndRdx-I(45), EndRdx-I(45), ResDam-I(45), ResDam-I(50)
Level 47: Mutation -- RechRdx-I(A)
Level 49: Vengeance -- DefBuff-I(A)
------------
Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Vigilance
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Health -- Heal-I(A), Heal-I(5), Heal-I(5)
Level 2: Stamina -- EndMod-I(A), EndMod-I(3), EndMod-I(3)
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Virtue: @Santorican
Dark/Shield Build Thread
Hello all I am trying to make a decent build for Higgs Field but I seem to suck at coming up with a decent strategy for what I want out of him. I am trying to lower his insane endurance consumption and build for ranged defense.
Hero Plan by Mids' Hero Designer 1.91
http://www.cohplanner.com/
Click this DataLink to open the build!
Higgs Field: Level 50 Mutation Defender
Primary Power Set: Radiation Emission
Secondary Power Set: Radiation Blast
Power Pool: Leaping
Power Pool: Leadership
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Electricity Mastery
Hero Profile:
Level 1: Radiant Aura -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(46), Dct'dW-Heal/EndRdx/Rchg(46), Dct'dW-Heal(46), Dct'dW-Rchg(48)
Level 1: Neutrino Bolt -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(7), Thundr-Dmg/Rchg(9), Thundr-Acc/Dmg/Rchg(9), Thundr-Acc/Dmg/EndRdx(11), Thundr-Dmg/EndRdx/Rchg(11)
Level 2: X-Ray Beam -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(13), Thundr-Dmg/Rchg(13), Thundr-Acc/Dmg/Rchg(15), Thundr-Acc/Dmg/EndRdx(15), Thundr-Dmg/EndRdx/Rchg(17)
Level 4: Radiation Infection -- UndDef-DefDeb/Rchg/EndRdx(A), UndDef-Rchg/EndRdx(17), UndDef-DefDeb/EndRdx(19), EndRdx-I(48)
Level 6: Accelerate Metabolism -- RechRdx-I(A), RechRdx-I(19), RechRdx-I(21)
Level 8: Enervating Field -- EndRdx-I(A), EndRdx-I(21), EndRdx-I(25)
Level 10: Electron Haze -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(27), Posi-Dmg/Rchg(27), Posi-Dmg/Rng(29), Posi-Acc/Dmg/EndRdx(29)
Level 12: Lingering Radiation -- TmpRdns-Acc/Slow(A), TmpRdns-Dmg/Slow(31), TmpRdns-Acc/EndRdx(31), TmpRdns-Rng/Slow(31), TmpRdns-EndRdx/Rchg/Slow(33), TmpRdns-Acc/Dmg/Slow(33)
Level 14: Super Jump -- Zephyr-Travel/EndRdx(A), Zephyr-ResKB(36)
Level 16: Combat Jumping -- Zephyr-Travel/EndRdx(A), Zephyr-ResKB(40), RedFtn-Def/EndRdx(40)
Level 18: Maneuvers -- GftotA-Def/EndRdx(A), GftotA-Def/EndRdx/Rchg(34), GftotA-Def(36), RedFtn-Def/EndRdx(50)
Level 20: Acrobatics -- EndRdx-I(A), EndRdx-I(50)
Level 22: Choking Cloud -- G'Wdw-Acc/Rchg(A), G'Wdw-EndRdx/Hold(23), G'Wdw-Acc/EndRdx(23), G'Wdw-Acc/Hold/Rchg(25), EndRdx-I(48)
Level 24: Boxing -- RechRdx-I(A)
Level 26: Tough -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(33)
Level 28: Cosmic Burst -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(36), Thundr-Dmg/Rchg(37), Thundr-Acc/Dmg/Rchg(37), Thundr-Acc/Dmg/EndRdx(37), Thundr-Dmg/EndRdx/Rchg(39)
Level 30: Weave -- GftotA-Def/EndRdx(A), GftotA-Def/EndRdx/Rchg(34), GftotA-Def(34), RedFtn-Def/EndRdx(50)
Level 32: Hasten -- RechRdx-I(A), RechRdx-I(39), RechRdx-I(39)
Level 35: Neutron Bomb -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(40), Posi-Dmg/Rchg(43), Posi-Dmg/Rng(45), Posi-Acc/Dmg/EndRdx(45)
Level 38: Aim -- RechRdx-I(A)
Level 41: Electric Fence -- TotHntr-Acc/Rchg(A), TotHntr-EndRdx/Immob(42), TotHntr-Acc/EndRdx(42), TotHntr-Immob/Acc(42), TotHntr-Acc/Immob/Rchg(43), TotHntr-Dam%(43)
Level 44: Charged Armor -- ImpArm-ResDam/EndRdx(A), ImpArm-EndRdx/Rchg(45)
Level 47: Mutation -- RechRdx-I(A)
Level 49: Power Sink -- RechRdx-I(A)
------------
Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Vigilance
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Health -- Mrcl-Heal(A), Mrcl-Rcvry+(5), Numna-Regen/Rcvry+(7)
Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(3), P'Shift-EndMod/Acc(3), P'Shift-End%(5)
Virtue: @Santorican
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