Seeking Fire/Fire/Fire advice.
You can back the defense down to 32.5% and not lose much survivability. You need a small inspiration to soft cap either way. The slots you spent on going past 32.5% could be used to improve global recharge instead.
The main reason Breath of Fire is not popular is that it is the lowest damage per animation time (DPA) attack you have, and it requires you to move out of a group of enemies to make decent use of it. The time you spend moving out of a group is time you could have been doing other attacks.
You have poor accuracy (around 75% for most attacks) against +4s with this build.
Procs add a lot of DPS and shouldn't be neglected.
Four slots of a purple set is generally a waste of INF. The damage bonus is extremely small compared to other sources of damage bonus. The recharge bonus is why most people use purple sets. I'm referring to Fire Blast, in case you didn't see it.
Have you looked into attack chains? It seems like you're just going to be pressing buttons as they recharge instead of optimizing your DPS. You generally need close to perma-Hasten in order to run a good attack chain. You're missing a lot of LOTG 7.5% recharges if you want to optimize your build for DPS.
Can't help you on the Breath of Fire part, but you might be able to get some ideas from what I have for my Fire/Fire/Fire build. It's got pretty good Endurance management and Healing Flames is up every 11.44 seconds. Have you considered what your attack chain might be for single target and AoE? That too might affect your build.
Hero Plan by Mids' Hero Designer 1.93
http://www.cohplanner.com/
Click this DataLink to open the build!
Sacred Fire: Level 50 Magic Scrapper
Primary Power Set: Fiery Melee
Secondary Power Set: Fiery Aura
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Blaze Mastery
Hero Profile:
Level 1: Fire Sword -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(3), KntkC'bat-Dmg/Rchg:35(5), KntkC'bat-Dmg/EndRdx/Rchg:35(5), Hectmb-Acc/Rchg:50(11), Hectmb-Dmg/EndRdx:50(13)
Level 1: Fire Shield -- S'fstPrt-ResDam/Def+:30(A), S'fstPrt-ResKB:30(7), HO:Ribo(7), HO:Ribo(13)
Level 2: Blazing Aura -- M'Strk-Acc/Dmg:50(A), M'Strk-Dmg/EndRdx:50(42), M'Strk-Dmg/Rchg:50(45), M'Strk-Acc/EndRdx:50(46), M'Strk-Acc/Dmg/EndRdx:50(46), M'Strk-Dmg/EndRdx/Rchg:50(46)
Level 4: Healing Flames -- Panac-Heal/EndRedux:50(A), Panac-EndRdx/Rchg:50(17), Panac-Heal/Rchg:50(17), Panac-Heal/EndRedux/Rchg:50(37), Panac-Heal:50(37)
Level 6: Combat Jumping -- Krma-ResKB:30(A), LkGmblr-Rchg+:50(43), SW-ResDam/Re TP:50(45)
Level 8: Build Up -- Rec'dRet-ToHit:20(A), Rec'dRet-ToHit/Rchg:20(42)
Level 10: Boxing -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(23), KntkC'bat-Dmg/Rchg:35(25), KntkC'bat-Dmg/EndRdx/Rchg:35(25)
Level 12: Temperature Protection -- GA-3defTpProc:50(A)
Level 14: Hasten -- RechRdx-I:50(A), RechRdx-I:50(15), RechRdx-I:50(15)
Level 16: Plasma Shield -- HO:Ribo(A), HO:Ribo(31)
Level 18: Fire Sword Circle -- Armgdn-Dmg:50(A), Armgdn-Dmg/Rchg:50(19), Armgdn-Acc/Dmg/Rchg:50(19), Armgdn-Acc/Rchg:50(21), Armgdn-Dmg/EndRdx:50(21), EndRdx-I:50(42)
Level 20: Consume -- RechRdx-I:50(A), RechRdx-I:50(43)
Level 22: Tough -- S'fstPrt-ResKB:30(A), HO:Ribo(31), HO:Ribo(36)
Level 24: Weave -- HO:Enzym(A), HO:Enzym(34), LkGmblr-Rchg+:50(36)
Level 26: Incinerate -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(27), KntkC'bat-Dmg/Rchg:35(27), KntkC'bat-Dmg/EndRdx/Rchg:35(29), GS-Acc/End/Rech:50(29), GS-Acc/Dmg/End/Rech:50(31)
Level 28: Burn -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(37), Oblit-Dmg/Rchg:50(39), Oblit-Acc/Dmg/Rchg:50(40), Oblit-Acc/Dmg/EndRdx/Rchg:50(40), Oblit-%Dam:50(40)
Level 30: Maneuvers -- HO:Enzym(A), HO:Enzym(39), LkGmblr-Rchg+:50(45)
Level 32: Greater Fire Sword -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(33), KntkC'bat-Dmg/Rchg:35(33), KntkC'bat-Dmg/EndRdx/Rchg:35(33), GS-Acc/End/Rech:50(34), GS-Acc/Dmg/End/Rech:50(34)
Level 35: Tactics -- Rec'dRet-ToHit:20(A), Rec'dRet-ToHit/Rchg:20(36)
Level 38: Vengeance -- Rec'dRet-ToHit:20(A), Rec'dRet-ToHit/Rchg:20(39), LkGmblr-Rchg+:50(43)
Level 41: Char -- Acc-I:50(A)
Level 44: Fire Blast -- Acc-I:50(A)
Level 47: Fire Ball -- Ragnrk-Dmg:50(A), Ragnrk-Dmg/Rchg:50(48), Ragnrk-Acc/Dmg/Rchg:50(48), Ragnrk-Acc/Rchg:50(48), Ragnrk-Dmg/EndRdx:50(50), EndRdx-I:50(50)
Level 49: Fiery Embrace -- RechRdx-I:50(A), RechRdx-I:50(50)
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 50: Spiritual Radial Boost
------------
Level 1: Brawl -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(9), KntkC'bat-Dmg/Rchg:35(9), KntkC'bat-Dmg/EndRdx/Rchg:35(11)
Level 1: Sprint -- Run-I:50(A)
Level 2: Rest -- RechRdx-I:50(A)
Level 1: Critical Hit
Level 4: Ninja Run
Level 2: Swift -- Run-I:50(A)
Level 2: Hurdle -- Jump-I:50(A)
Level 2: Health -- Mrcl-Rcvry+:40(A), Numna-Regen/Rcvry+:50(3)
Level 2: Stamina -- EndMod-I:50(A), EndMod-I:50(23)
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Playstation 3 - XBox 360 - Wii - PSP
Remember kids, crack is whack!
Samuel_Tow: Your avatar is... I think I like it![]()
Des, what are you going for with this build? Do you want more recharge? Are you hoping for softcap with S/L? A mix of both? S/L defense is nice, but I do like having some resistance and defense to Psi damage on my build. Cardiac works pretty nicely to up your resists and lower your endurance use, and if you go for that, you could probably free up one slot in Manuevers for yourself. If you want more recharge, of course, Spiritual can be nice for Fiery Aura. I do rather prefer Cardiac on Grey Pilgrim, my Fiery Aura tanker.
I also prefer to have my other defenses up higher with him than just going for S/L. I've had characters that go more for S/L, and I hate it when they face exotic damage. Pretty much the only thing that GP performs differently against is defense debuffs... everything else, Carnies or Malta or whatever, he's consistent with what he can take on.
Knowing your end goals helps out a lot for this. If you move some slots around, you can get that extra recharge on your Purple set in Fire Blast. If you don't really want Super Jump, you could toss that out and take Confront, since Mocking Beratement gets you some S/L defense in only four slots. Having two -kb IOs isn't all that worth it overall... most kb is either under 4 or between 8 and 12, and with some even above 12. So if you really wanted to keep Super Jump, keep the Winter's Gift in there and put a LoTG in Combat Jumping for more recharge from that. Doctored Wounds doesn't give much for the sixth slot, so dumping out the End/Heal allows you another slot without reducing the overall heal much, so you could slot Weave more heavily.
Lot of questions, I know, but I think the main thing you want is focus for your build, so asking them hopefully helps.
Guide: Tanking, Wall of Fire Style (Updated for I19!), and the Four Rules of Tanking
Story Arc: Belated Justice, #88003
Synopsis: Explore the fine line between justice and vengeance as you help a hero of Talos Island bring his friend's murderer to justice.
Grey Pilgrim: Fire/Fire Tanker (50), Victory
Weird... the forums locked up when I posted that earlier, and must have sent it twice. Sorry.
Guide: Tanking, Wall of Fire Style (Updated for I19!), and the Four Rules of Tanking
Story Arc: Belated Justice, #88003
Synopsis: Explore the fine line between justice and vengeance as you help a hero of Talos Island bring his friend's murderer to justice.
Grey Pilgrim: Fire/Fire Tanker (50), Victory
Critical Post! Double the text.
Playstation 3 - XBox 360 - Wii - PSP
Remember kids, crack is whack!
Samuel_Tow: Your avatar is... I think I like it

Des, what are you going for with this build? Do you want more recharge? Are you hoping for softcap with S/L? A mix of both?
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She's only level 45, but right now survivability is a major problem. I don't expect her to reach Dark Armor or Will Power survivability, but I had intended to skip Rise of the Phoenix, where as right now, I may as well make it part of the attack chain.
Having two -kb IOs isn't all that worth it overall... most kb is either under 4 or between 8 and 12, and with some even above 12. |
Have you considered what your attack chain might be for single target and AoE?
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For a single target attack chain I'm rather undecided. Firey Melee attack animation seem randomly chosen what with three sword attacks, two fisted attacks, and a kiss. I found this entertaining while leveling and I've made the randomness part of the character, but at this point I'm more concerned with performance. I don't recall if Scorch or Fire Sword is a better choice?
I don't use mids so this will be terribly quaint but here: http://i.imgur.com/hxM13.jpg is my KM/Fire's build as of yesterday, at level 48. I believe most of it is self explanatory, but: that's the steadfast res/def in temp protection, I only run a single karma -kb*. Burst is getting an extra slot and five armageddons at 50. Hasten is coming in at 49 and getting two slots at 50. No kinetic combat KDs except in boxing which is not used, and the single target attacks are slotted with supplemental acc/dam/end/rech except concentrated strike, which only needs dam/end/rech.
The upshot is that I hit the softcap at level 47 and currently have 40% global recharge, which will be 50 at 50. Spiritual alpha of course. The only time he's felt weak so far was on an ITF I ran last night, and only until it became clear that for a softcapped fire scrapper, aoe hit and run is the name of the game in ancient rome. After that, smooth sailing. I felt good about that performance since I was at an effective level of 49, as opposed to 51.
Question for you: How many aoes do you feel that you really need? I had planned to take an epic pool but it is now apparent that burn, blazing aura and burst will by themselves out-aoe any scrapper I've ever built before, with the added advantage of being there when I exemplar down to midbie TFs. Relevant in these WTF-ey times, no?
I don't recall what they are, but I do recall that what used to be the best fire melee single target chains (best at moderate global rech, best at high global rech) required three or maybe four powers each. I bring this up to cast further doubt on taking the fire epic - unless you simply love it, I don't see why you need fire blast.
As for Syntax's warning about accuracy against +4s, I have to wonder when that could be relevant. If you're running a farm, you're swimming in yellows. If you're running a TF or incarnate trial, you're swaddled in teammates. If you're soloing maria's arc to flex your scrapperly might, shouldn't you be running on 1x8 with AVs instead of 4x8?
To summarize then, I think a heavy focus on the s/l softcap with a secondary focus on recharge, since you make up so much of it with hasten and spiritual, can turn any fire scrapper into a heck of a tough cookie regardless of primary.
*Say what you will about KB, but I ran the gaussian RWZ arc at around level 45. Wasn't softcapped yet, and it was on x6. That means two missions containing groups consisting of nothing but six fakes at once. I think I got knocked down twice per fight, and it didn't do them much good.
*Say what you will about KB, but I ran the gaussian RWZ arc at around level 45. Wasn't softcapped yet, and it was on x6. That means two missions containing groups consisting of nothing but six fakes at once. I think I got knocked down twice per fight, and it didn't do them much good.
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Matter of personal preference I suppose. Getting KB twicer per fight would annoy the holy heck out of me.
Thanks for posting the screen shot of your build, though. Giving me a few ideas.
If you're worried about survivability, defense and Tough really does help out Fiery Aura (like the other resist sets). It gives you that layered mitigation that will be helpful. Defense debuffs are the sticky wicket there, but playing smart (which I know you do) plus Tough and more recharge can help there. If you want to make really sure of your defenses, shift your slots around to get Weave slotted up more and your S/L close to or at the cap.
The builds in my guide are for Fire/Fire for Tanks, but the difference between the S/L defenses for my offensive build and the all around defenses for the defensive build can help out some with survivability analysis. S/L defenses in my experience do suffer a little more against exotic damage... I do far better against Carnies on my offensive build that has more psi defense and resist (and energy and aoe defense) than on the S/L only offensive build. Going all out on S/L defense seems to be the mantra for a lot of people, but I think there are benefits with a more mixed approach. It also depends on what you find yourself fighting more.
Cardiac will also be the way to go... GP getting his resists up changes things noticeably on the ITF, the main place he had to rely more on his resists. I used to have to be much more cautious on what he faced in Roman mobs, but not he doesn't worry nearly as much (and this was before his level shift, too). Anyway, he went from about 69% resists to S/L to 76%. Big change, even though that's all of 7%.
For the KB thing... that's generally what I see posted and has matched up with what mob numbers I have looked up and experienced. There isn't much that knocks down my Blasters who have only one -kb IO, and that's pretty much Fake Nems or those other random Monsters and such that have more than Mag 12 for their KB. And that's only when they actually hit you. Are there certain mob numbers you know of that are for sure between four and eight? I don't recall any, but I'm not an encyclopedia for this stuff, either.
Guide: Tanking, Wall of Fire Style (Updated for I19!), and the Four Rules of Tanking
Story Arc: Belated Justice, #88003
Synopsis: Explore the fine line between justice and vengeance as you help a hero of Talos Island bring his friend's murderer to justice.
Grey Pilgrim: Fire/Fire Tanker (50), Victory
Yeah when I said twice per fight, I meant twice per fight against those specific, arc-exclusive groups of nothing but fakes, the knockbackiest knockers-back in the KB Kingdom. Ordinarily with one -KB I would say I average less than .1 knockbacks per mission, possibly a lot less.
I could definitely see going cardiac instead of spiritual but I think the resistance buff it provides will be a lot less pronounced for a scrapper. Not to say it won't help, but I think spiritual's boosts to healing flames, burn and fiery embrace (and your primary, and hasten, et cetera) are significantly larger boons to the scrapper's survival. What would make me consider cardiac is that the build I posted above uses 1.55 eps just for toggles, throwing in attacks drains the ol' blue bar muy rapido. In normal play this means nothing since consume is up whenever you want it for a full refill, however if you were specifically interested in soloing hard targets, the loss of spiritual's recharge would almost certainly be worth guaranteed endurance sustainability.
Solo, I consider carnies and arachnos to simply not be worth the effort. The former due to my lack of protection against their debuffs and the bosses' primary damage type, and the latter due to their autohit colossal defense debuffs. Again it's probably easier to make up the difference here on a fire tank than on a fire scrapper, I suspect. With determination and insps, or a second build as GP says, even those groups are plenty doable but I look at it more as a case of playing to my character's strengths rather than trying to make him just as good against everything. For one thing I don't really want to spend an additional eight billion on a build with psi coverage
Yeah, I dunno... I guess S/L resists go up 4% with the Cardiac Rare, 5% with the very rare. However, that's from 52% to 56% or 57%. I know each percentage you can get beyond 50% makes a big difference. I'm not sure how much Des wants to invest in this build, but there are other ways to up the resists even higher, including that PVP IO for 3% resistance to all.
Depending on how much you wanted to spend and stack, you can get higher. I know there are some Fiery Aura tankers out there that are at 80% or higher to S/L, so you could get into the 60s for a Scrapper, depending on how you went with things. Whether it's worth it to the player to do that is up to them, I guess. There's something to be said for more recharge, too, especially for a Scrapper.
I do get knocked back ocasionally on my Dark Scrapper who has one -KB IO, but I'm only at the high 20s to defense for S/L and E/D for him, and he only gets knocked back by Fake Nems. It's so rare that it surprises me. With this build so close to the def cap, it's going to be even more rare. At the def cap, it'll be way down there, unless you let a lot of veng stacking go on.
For the rest, I just hate avoiding any type of mobs, especially on a Tank, so I like the good defenses to everything approach, rather than just S/L. Carnies are actually not that tough for me with my defensive build, and arachnos are much better now with higher resists, and when I remember to hold those tarantula lieutenants with Char. I suppose I would recommend slotting that with at least an Accuracy or an Accuracy/Hold to Des, as that really is a helpful power in my play experience.
Shouldn't cost you 8 billion to have decent psi coverage, either. I guess it depends on what you mean by decent, but with a Steadfast, CJ, Weave, and Maneuvers, you only have to work so much more to get into the 20s for Psi defense, and that does affect things noticeably. You can pick up some resists to help out along the way. All depends on what you want to do, of course.
Guide: Tanking, Wall of Fire Style (Updated for I19!), and the Four Rules of Tanking
Story Arc: Belated Justice, #88003
Synopsis: Explore the fine line between justice and vengeance as you help a hero of Talos Island bring his friend's murderer to justice.
Grey Pilgrim: Fire/Fire Tanker (50), Victory
So I've dusted off my lvl 45 Fire/Fire scrapper and now I remember why I never finished leveling her. I could never make up my mind on her build. For thematic reasons, I wanted Fire/Fire/Fire. I'm dead set on Breath of Fire, despite it's apparent lack of popularity. I can't seem to find the right balance of survivability and recharge I think I'll be happy with.
Here's the build I came up with so far. I threw purple sets into Fire Blast and Fire Ball but they seem like a waste on this build. Temp. Prot. is over slotted for set bonuses, not thrilled with it.
Hoping for suggestions, criticisms, and/or words of wisdom from others that have played the set.
Hero Plan by Mids' Hero Designer 1.92
http://www.cohplanner.com/
Click this DataLink to open the build!
Fire/Fire Scrapper: Level 50 Magic Scrapper
Primary Power Set: Fiery Melee
Secondary Power Set: Fiery Aura
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fighting
Ancillary Pool: Blaze Mastery
Hero Profile:
Level 1: Fire Sword -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx/Rchg(36), C'ngImp-Acc/Dmg/Rchg(42), KntkC'bat-Dmg/EndRdx(46), KntkC'bat-Dmg/Rchg(46)
Level 1: Fire Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(15), RctvArm-ResDam(15), RctvArm-ResDam/EndRdx/Rchg(25), S'fstPrt-ResDam/Def+(37)
Level 2: Cremate -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(3), KntkC'bat-Dmg/EndRdx/Rchg(11), C'ngImp-Acc/Dmg/Rchg(11)
Level 4: Blazing Aura -- Oblit-Dmg(A), Oblit-Acc/Rchg(5), Oblit-Dmg/Rchg(5), Oblit-Acc/Dmg/Rchg(7), Oblit-Acc/Dmg/EndRdx/Rchg(42), Oblit-%Dam(43)
Level 6: Build Up -- RechRdx-I(A), RechRdx-I(7)
Level 8: Breath of Fire -- Posi-Acc/Dmg/EndRdx(A), Posi-Acc/Dmg(9), Posi-Dmg/EndRdx(9), Posi-Dmg/Rchg(42), Posi-Dmg/Rng(43)
Level 10: Combat Jumping -- Zephyr-ResKB(A)
Level 12: Healing Flames -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(13), Dct'dW-Heal/Rchg(13), Dct'dW-Heal/EndRdx/Rchg(37), Dct'dW-Heal(37), Dct'dW-Rchg(40)
Level 14: Temperature Protection -- GA-3defTpProc(A), RctvArm-ResDam(25), RctvArm-ResDam/EndRdx(34), RctvArm-ResDam/Rchg(40), RctvArm-ResDam/EndRdx/Rchg(46)
Level 16: Plasma Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(17), RctvArm-ResDam(17), RctvArm-ResDam/EndRdx/Rchg(23)
Level 18: Fire Sword Circle -- Oblit-Dmg(A), Oblit-Acc/Rchg(19), Oblit-Dmg/Rchg(19), Oblit-Acc/Dmg/Rchg(21), Oblit-Acc/Dmg/EndRdx/Rchg(21), Oblit-%Dam(23)
Level 20: Consume -- RechRdx-I(A), RechRdx-I(40)
Level 22: Hasten -- RechRdx-I(A), RechRdx-I(45)
Level 24: Super Jump -- Zephyr-ResKB(A)
Level 26: Incinerate -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(27), KntkC'bat-Dmg/Rchg(27), KntkC'bat-Dmg/EndRdx/Rchg(34), C'ngImp-Acc/Dmg/Rchg(36)
Level 28: Burn -- Oblit-Dmg(A), Oblit-Acc/Rchg(29), Oblit-Dmg/Rchg(29), Oblit-Acc/Dmg/Rchg(31), Oblit-Acc/Dmg/EndRdx/Rchg(31), Oblit-%Dam(31)
Level 30: Boxing -- Empty(A)
Level 32: Greater Fire Sword -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(33), KntkC'bat-Dmg/Rchg(33), KntkC'bat-Dmg/EndRdx/Rchg(33), C'ngImp-Acc/Dmg/Rchg(34)
Level 35: Fiery Embrace -- RechRdx-I(A), RechRdx-I(36)
Level 38: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(39), RctvArm-ResDam(39), RctvArm-ResDam/EndRdx/Rchg(39)
Level 41: Char -- Empty(A)
Level 44: Fire Blast -- Apoc-Acc/Rchg(A), Apoc-Dmg/Rchg(45), Apoc-Acc/Dmg/Rchg(45), Apoc-Dmg/EndRdx(50)
Level 47: Fire Ball -- Ragnrk-Acc/Rchg(A), Ragnrk-Dmg/EndRdx(48), Ragnrk-Acc/Dmg/Rchg(48), Ragnrk-Dmg/Rchg(48), Ragnrk-Dmg(50)
Level 49: Weave -- HO:Enzym(A), LkGmblr-Rchg+(50)
Level 50: Musculature Total Radial Revamp
Level 0: The Atlas Medallion
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: Freedom Phalanx Reserve
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Level 1: Brawl -- Empty(A)
Level 1: Critical Hit
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Health -- RgnTis-Regen+(A)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- EndMod-I(A), EndMod-I(43)