My New Bane - Watcha Think?
Looking over your build, your bane spider armor is severely under slotted. Put steadfast protection procs into wolf spider armor, but place some resistance into bane spider armor. It offers a base resistance of 7.5% to all damage which is significant and your greatest source of damage resistance. If nothing else, at least switch out the the res/def steadfast in wolf spider armor to bane spider armor as it will benefit more from the resistance bonus.
Your recovery is solid, but the build seems low on global recharge. Also, your only 3 ranged attacks consist of poison ray, mace beam and web cocoon. All three of these attacks are ST so I'm not sure on how effective you will be from range. It may be more beneficial to focus on an either just melee or just range build.
One other thing, you skipped venom grenade from the huntsman power set. It will cause a redraw of the mace, but it is one of the best debuff power that you can get as an SoA that causes a -20% damage resistance debuff.
So the other night I decided to try out a Bane Spider. I took my Crab and set up a Bane build as his second build drawing from various threads I'd read on the boards for general power selections as I had no clue how Banes played. I was thoroughly impressed with the result. I like Stalkers, and to me a Bane feels like a Stalker on steroids.
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Your Bane has the option to do good burst damage with Surveillance + BU + Shatter (not as strong as Assassin Strike but you don't need to wait for interruptable 4s either), offer great team buffs and resistance debuffs.
Looking through your build quickly... the only advice I would give is Take Venom Grenade. Yes, I know it belongs to the Wolf branch but Venom Grenade is arguably Soldier's best team attack. Its radius is large and it debuffs 20% resistance quickly.
What's left is to normalize all Assassin Strikes and improve Stalker's old sets (Claw, MA and EM)! You don't need to bring back the missing PbAoE attack. You just need to make the existing ones better! For example, make Slice a WIDER and LONGER cone.
Ok so I tweaked the spec a little. Using dual builds I took both the original build (at level 24) and the new one for a test drive. The new build is by far more fun. Something I didn't think about originally was the terribly long animation times of the ranged attacks. It just made the character feel.....clunky, for lack of a better word. I'm still not 100% happy with the build (I had to give up TT: Leadership to squeeze Venom Grenade in) but knowing me I'll continue tweaking it. Here's what it looks like now:
Villain Plan by Mids' Villain Designer 1.93
http://www.cohplanner.com/
Click this DataLink to open the build!
Gravebane: Level 50 Natural Arachnos Soldier
Primary Power Set: Bane Spider Soldier
Secondary Power Set: Bane Spider Training
Power Pool: Speed
Power Pool: Leadership
Power Pool: Leaping
Ancillary Pool: Mace Mastery
Villain Profile:
Level 1: Bash -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(3), T'Death-Dmg/Rchg(7), T'Death-Acc/Dmg/EndRdx(7), T'Death-Dmg/EndRdx/Rchg(9), T'Death-Dam%(17)
Level 1: Bane Spider Armor Upgrade -- S'fstPrt-ResDam/Def+(A)
Level 2: Wolf Spider Armor -- S'fstPrt-ResKB(A)
Level 4: Combat Training: Defensive -- DefBuff-I(A), DefBuff-I(5), Krma-ResKB(9)
Level 6: Build Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg(11), GSFC-ToHit/Rchg/EndRdx(31), GSFC-Rchg/EndRdx(31), GSFC-ToHit/EndRdx(37), GSFC-Build%(40)
Level 8: Hasten -- RechRdx-I(A), RechRdx-I(13), RechRdx-I(13)
Level 10: Tactical Training: Maneuvers -- S'dpty-Def/EndRdx(A), S'dpty-Def/EndRdx/Rchg(11), S'dpty-EndRdx(23), S'dpty-Def(25), S'dpty-Def/Rchg(25)
Level 12: Venom Grenade -- Det'tn-Acc/Dmg(A), Det'tn-Dmg/EndRdx(15), Det'tn-Dmg/Rchg(15), Det'tn-Acc/Dmg/EndRdx(17), Det'tn-Dmg/EndRdx/Rng(27)
Level 14: Super Speed -- Run-I(A)
Level 16: Tactical Training: Assault -- EndRdx-I(A)
Level 18: Shatter -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(19), T'Death-Dmg/Rchg(19), T'Death-Acc/Dmg/EndRdx(21), T'Death-Dmg/EndRdx/Rchg(21), T'Death-Dam%(23)
Level 20: Pulverize -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(31), Mako-Dmg/Rchg(34), Mako-Acc/EndRdx/Rchg(36), Mako-Acc/Dmg/EndRdx/Rchg(36), Mako-Dam%(46)
Level 22: Mental Training -- Run-I(A)
Level 24: Cloaking Device -- S'dpty-Def/EndRdx(A), S'dpty-Def/Rchg(27), S'dpty-EndRdx/Rchg(36), S'dpty-Def/EndRdx/Rchg(37), S'dpty-Def(40)
Level 26: Placate -- RechRdx-I(A)
Level 28: Surveillance -- ShldBrk-Acc/EndRdx/Rchg(A), ShldBrk-Acc/DefDeb(29), ShldBrk-Acc/Rchg(29), ShldBrk-DefDeb/EndRdx/Rchg(34)
Level 30: Maneuvers -- RedFtn-Def/EndRdx(A)
Level 32: Crowd Control -- Oblit-Dmg(A), Oblit-Acc/Rchg(33), Oblit-Dmg/Rchg(33), Oblit-Acc/Dmg/Rchg(33), Oblit-Acc/Dmg/EndRdx/Rchg(34), Oblit-%Dam(37)
Level 35: Web Cocoon -- Lock-Acc/Hold(A), Lock-Acc/Rchg(42), Lock-Rchg/Hold(42), Lock-EndRdx/Rchg/Hold(43), Lock-%Hold(50)
Level 38: Call Reinforcements -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(39), ExRmnt-Dmg/EndRdx(39), ExRmnt-Acc/Dmg/Rchg(39), ExRmnt-EndRdx/Dmg/Rchg(40)
Level 41: Web Envelope -- DblAc-Acc/Rchg(A), DblAc-Rchg/Immob(42), DblAc-Acc/EndRdx(43), DblAc-Immob/Rng(43), DblAc-Acc/Immob/Rchg(46)
Level 44: Shatter Armor -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(45), T'Death-Dmg/Rchg(45), T'Death-Acc/Dmg/EndRdx(45), T'Death-Dmg/EndRdx/Rchg(46), T'Death-Dam%(50)
Level 47: Summon Blaster -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(48), ExRmnt-Dmg/EndRdx(48), ExRmnt-Acc/Dmg/Rchg(48), ExRmnt-EndRdx/Dmg/Rchg(50)
Level 49: Combat Jumping -- DefBuff-I(A)
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Level 1: Brawl -- Empty(A)
Level 1: Conditioning
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(5)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(3)
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You could potentially drop web cocoon to get TT:L back. Depends on what you want to do with your build, but Call Reinforcements gives you two robots, each of which have pseudo Telsa Cage hold attack.
I would drop the pets before I dropped Web Cocoon. This is a highly underrated power. Even against an opponent which can shrug off the hold, the 50% debuff to recharge is VERY strong. 2 applications of this will floor the recharge of most enemies, and being able to neutralize two enemies in quick succession at the outset of a fight is friggen awesome.
The bots, on the other hand, underwhelm me. Sure, they're a lot of damage when they're up, but your low recharge makes their uptime pretty weak, and their AI makes them do retarded things: Suicide by melee, spamming holds on minions that will die in less time than it takes to animate their attack, aggroing other spaws, etc.
Here is a build I am contemplating on my bane. His primary build is an AE focused huntsman (gun attacks + leviathan mastery for arctic breath + bilespray), his secondary build is a melee bane focusing on the mace attacks and I used it mostly to solo and never really seriously updated it after he hit 50. I play mostly as a huntsman but I have been kicking around the idea of updating the mace build so that it would play better in a group and be good for single target damage, as the huntsman build is somewhat lacking. Here is what I have come up with
Villain Plan by Mids' Villain Designer 1.93
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Natural Arachnos Soldier
Primary Power Set: Bane Spider Soldier
Secondary Power Set: Bane Spider Training
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Teleportation
Ancillary Pool: Mace Mastery
Villain Profile:
Level 1: Bash -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(3), T'Death-Dmg/Rchg(3), T'Death-Acc/Dmg/EndRdx(5), T'Death-Dmg/EndRdx/Rchg(5), T'Death-Dam%(7)
Level 1: Bane Spider Armor Upgrade -- ResDam-I(A), S'fstPrt-ResDam/Def+(9)
Level 2: Combat Training: Defensive -- LkGmblr-Rchg+(A), DefBuff-I(7)
Level 4: Wolf Spider Armor -- S'fstPrt-ResKB(A)
Level 6: Build Up -- RechRdx-I(A)
Level 8: Boxing -- RzDz-Acc/Rchg(A), RzDz-EndRdx/Stun(9), RzDz-Acc/EndRdx(40), RzDz-Stun/Rng(40), RzDz-Acc/Stun/Rchg(42), RzDz-Immob%(42)
Level 10: Tactical Training: Maneuvers -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(11), LkGmblr-Rchg+(11)
Level 12: Pulverize -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/Rchg(13), C'ngImp-Acc/Dmg/Rchg(13), C'ngImp-Acc/Dmg/EndRdx(15), C'ngImp-Dmg/EndRdx/Rchg(15), S'ngH'mkr-Dmg/EndRdx/Rchg(17)
Level 14: Venom Grenade -- Det'tn-Acc/Dmg(A), Det'tn-Acc/Dmg/EndRdx(17), Det'tn-Dmg/Rchg(19), AirB'st-Dmg/Rchg(19), RechRdx-I(21)
Level 16: Tough -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(31), Aegis-ResDam/EndRdx(31)
Level 18: Shatter -- C'ngImp-Dmg/EndRdx(A), C'ngImp-Dmg/Rchg(25), C'ngImp-Acc/Dmg/Rchg(27), C'ngImp-Acc/Dmg/EndRdx(27), C'ngImp-Dmg/EndRdx/Rchg(29), F'dSmite-Acc/Dmg/Rchg(29)
Level 20: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(31), LkGmblr-Rchg+(33)
Level 22: Mental Training -- Run-I(A)
Level 24: Cloaking Device -- LkGmblr-Rchg+(A), LkGmblr-Def(40), LkGmblr-Def/EndRdx(50)
Level 26: Combat Jumping -- LkGmblr-Rchg+(A), Krma-ResKB(33)
Level 28: Surveillance -- ShldBrk-Acc/EndRdx/Rchg(A), ShldBrk-Acc/DefDeb(34), ShldBrk-Acc/Rchg(34), ShldBrk-DefDeb/EndRdx/Rchg(34), UndDef-Rchg/EndRdx(50)
Level 30: Tactical Training: Leadership -- GSFC-ToHit(A), GSFC-Build%(33), GSFC-ToHit/Rchg(37), GSFC-ToHit/Rchg/EndRdx(39), GSFC-Rchg/EndRdx(39), GSFC-ToHit/EndRdx(39)
Level 32: Crowd Control -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(36), Sciroc-Dmg/Rchg(36), Sciroc-Acc/Rchg(36), Sciroc-Acc/Dmg/EndRdx(37), M'Strk-Dmg/EndRdx/Rchg(37)
Level 35: Tactical Training: Assault -- EndRdx-I(A)
Level 38: Super Jump -- Zephyr-ResKB(A)
Level 41: Web Envelope -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(42), Enf'dOp-Acc/EndRdx(43), Enf'dOp-Immob/Rng(43), Enf'dOp-Acc/Immob/Rchg(43), Enf'dOp-Acc/Immob(45)
Level 44: Shatter Armor -- C'ngImp-Dmg/EndRdx/Rchg(A), C'ngImp-Dmg/EndRdx(45), C'ngImp-Dmg/Rchg(45), C'ngImp-Acc/Dmg/Rchg(46), C'ngImp-Acc/Dmg/EndRdx(46), F'dSmite-Acc/EndRdx/Rchg(46)
Level 47: Call Reinforcements -- ExRmnt-Acc/Dmg(A), ExRmnt-Dmg/EndRdx(48), ExRmnt-Acc/Dmg/Rchg(48), ExRmnt-EndRdx/Dmg/Rchg(48), RechRdx-I(50)
Level 49: Recall Friend -- EndRdx-I(A)
Level 50: Cardiac Total Core Revamp
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Level 1: Brawl -- Empty(A)
Level 1: Conditioning
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Empty(21), Mrcl-Heal/EndRdx(25)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- EndMod-I(A), EndMod-I(23), P'Shift-End%(23)
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One key thing I realized is that it is WELL worth taking tough/weave on soldiers - they get the same values on these powers that tanks do, so you get a lot out of them. Thats why I did not have to slot as many touch of death and mako's bite sets as you did - weave gave me 7.6% def to all positions. A bunch of my recharge is in LoTG + recharge IO's but the nice thing about those these days is that you can pick them up with alignment merits fairly easily - 4 days per LoTG if you can run 5 tip missions a day (plus an alignment mission on day 2/4).
Globals: @Midnight Mystique/@Magik13
Here is a build I am contemplating on my bane. His primary build is an AE focused huntsman (gun attacks + leviathan mastery for arctic breath + bilespray), his secondary build is a melee bane focusing on the mace attacks and I used it mostly to solo and never really seriously updated it after he hit 50. I play mostly as a huntsman but I have been kicking around the idea of updating the mace build so that it would play better in a group and be good for single target damage, as the huntsman build is somewhat lacking. Here is what I have come up with
One key thing I realized is that it is WELL worth taking tough/weave on soldiers - they get the same values on these powers that tanks do, so you get a lot out of them. Thats why I did not have to slot as many touch of death and mako's bite sets as you did - weave gave me 7.6% def to all positions. A bunch of my recharge is in LoTG + recharge IO's but the nice thing about those these days is that you can pick them up with alignment merits fairly easily - 4 days per LoTG if you can run 5 tip missions a day (plus an alignment mission on day 2/4). |
You achieved the softcap and got a lot more recharge in than I did on my Bane build. I never thought to use Tough/Weave, I guess because I didn't realize SoA's got such good values from them. They make the build a little end heavy, but the amount of recovery you have should fix that.
I may just use your build as a template of sorts for my Bane. I hope you don't mind.
My bane:
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My bane:
I slot resistance powers more heavily, cough up placate (DPS loss anyway), and Venom Grenade (screw redraw). No pets, no web envelope, this build really focuses on making the Bane into the best stalker I could make it. Note in particular the 27.5% buff to global damage, plus double assault, which has shatter doing over 1000 damage from hide. |
Eric, I really like your build. The only thing I would do differently is to take Placate instead of Recall Friend and maybe change up the order some powers are taken in.
You achieved the softcap and got a lot more recharge in than I did on my Bane build. I never thought to use Tough/Weave, I guess because I didn't realize SoA's got such good values from them. They make the build a little end heavy, but the amount of recovery you have should fix that. I may just use your build as a template of sorts for my Bane. I hope you don't mind. |
I will throw out a thought about placate - since you don't have full crits on a bane it isn't a good damage enhancing power - due to the cast time you will end up cutting into your DPS even with the crits - basically, in order for placate to increase your DPS you need get full crits AND use it to crit on an attack that has a longer cast time than placate - otherwise you are better off just using the faster casting attack. Even on a stalker with full crits its only worth it on attacks like midnight grasp, soaring dragon or disembowel. It is a nice control/aggro shedding power though, so its still worth taking.
Soldiers are my favorite AT in the game - you have soo many ways to build each branch of the tree and so much flexibility. The only drawback is the crab lags - I am not fond of them so I ended up leveling 2 soldiers, one as my huntsman/mace bane without crab legs, a second as a crab. Even my crab has 2 different builds - an AE heavy huntsman like build and a melee/ranged/pet tank build.
Globals: @Midnight Mystique/@Magik13
Very nice. I must admit due to my Stalkers I'm a big fan of Placate. But that double Assault does sound sexy.... That's what I like about SoA's. There are lots of different ways to build them effectively.
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Mind you, I don't completely agree with Magentrix about the pets - the disruptor bots are some of the most durable and useful pets that soldiers get. Unlike the spiderlings in the crab tree they stay at range, so AoE attacks don't wipe them out and they have some nice controls to add. But a single target hold with a 50% recharge debuff is also a nice power and it will be up more reliably than the pets.
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I will throw out a thought about placate - since you don't have full crits on a bane it isn't a good damage enhancing power - due to the cast time you will end up cutting into your DPS even with the crits - basically, in order for placate to increase your DPS you need get full crits AND use it to crit on an attack that has a longer cast time than placate - otherwise you are better off just using the faster casting attack. Even on a stalker with full crits its only worth it on attacks like midnight grasp, soaring dragon or disembowel. It is a nice control/aggro shedding power though, so its still worth taking.
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Bane Placate also gives 20% ToHit for 10 seconds. People always forget that. Plus, Placate>Crowd Control.
Just a couple things to think about when it comes to Bane Placate.
P.S. Props to the OP for going full Bane on one of his Soldiers. The Bane Armor is the coolest, and lets face it, the only thing better than leveling one VEAT is leveling another one.
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Bane Placate also gives 20% ToHit for 10 seconds. People always forget that. Plus, Placate>Crowd Control.
Just a couple things to think about when it comes to Bane Placate. P.S. Props to the OP for going full Bane on one of his Soldiers. The Bane Armor is the coolest, and lets face it, the only thing better than leveling one VEAT is leveling another one. |
I've been levelling my soldier as a bane and loving it.
Looking at this thread, the power choices match or are very close to my own, so I hope you won't mind if I snag one of these builds for later when I actually have near enough inf to afford it.
Placate>Crowd Control |
I generally agree with this. I think a well built DM/nin might outperform a bane, but overall yeah banes have a lot of my stalkers a little bit jealous.
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My Bane finally solo a pylon the other day with no pet and no envenomed dagger and just alpha cardiac for endurance (which is a big plus I know). My Martial Arts Stalker (supposedly the highest ST damage set) still can't take down 50% until I run out of inspirations/endurance and die.
Damage-wise, my Bane feels way better than any of my Stalker. AoE-wise, my bane build only has Venom and Crowd Control.
ST-damage wise, maybe DM Stalker can match but I still find it hard to believe Stalker with no team-critical buff can out-damage a Bane. I mean DM is so single-target with just one minor cone. I have a tier 3 alpha Kin/Dark and while the damage is decent, Bane still offers way more to the team and that's why I say Bane is superior than Stalker in almost every way.
What's left is to normalize all Assassin Strikes and improve Stalker's old sets (Claw, MA and EM)! You don't need to bring back the missing PbAoE attack. You just need to make the existing ones better! For example, make Slice a WIDER and LONGER cone.
Jikibao, I think you're mistaking the valence of Person34's statement. He's saying that his stalkers are jealous of his bane, not vice-versa.
Well Gravebane hit 28 tonight. I'm having more fun on this character than I have had in a very long time. I'm using EricHough's build above, with just a couple of tweaks:
1) My slotting is different since I'm still using SO's for the moment.
2) I re-arranged the order of power selection (travel power at 14, for example) to make the build more "leveling friendly".
3) I substituted Placate for Recall Friend.
4) For the moment I have Hasten/SS instead of CJ/SJ. I found the bane mace attacks far too slow without Hasten. I admit I'm looking forward to dumping Hasten once I have the majority of the IO's together for the build though. I hate how its activation animation forces redraw and I really don't care for the "glowy hands" either.
I just wanted to say thank you to everyone for the advice. You've helped me out a lot.
Some great advice and posts in here, but just thought I'd throw in my own build because it might come in handy if you have a lot of money on hand. My Bane's on a different build from lack of funds, but this is what I'd aim for if I had the funds to splash on it.
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Pretty much softcapped, definately will be in teams since you're very likely to have at least one person in the team with Leadership, more than enough for average solo play
Perma Hasten, near perma Disruptors
+51% damage through sets and Assaults
Venom Grenade slotted enough to be useful in a team
Enough endurance to use it all (I think, just remember, insp are your friend)
Will never miss anything
Teams will adore the buffs and debuffs
Alpha attack of Surveillance - Build Up - Shatter - Shatter Armor - Poisonous Ray (chance for -res) - Placate (every 18 seconds!) - Shatter, should down the average boss
I am the Blaster, I have filled the role of Tank, Controller and Defender
Sometimes all at once.
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So the other night I decided to try out a Bane Spider. I took my Crab and set up a Bane build as his second build drawing from various threads I'd read on the boards for general power selections as I had no clue how Banes played. I was thoroughly impressed with the result. I like Stalkers, and to me a Bane feels like a Stalker on steroids. I liked it so much that I'm leveling a second Soldier to serve as a dedicated Bane (I know, I'm weird, I just can't stand having the Crab legs if I'm not going to be using them).
I had a few goals with this build:
1) Mix of ranged and melee attacks. I like the idea of being able to at least function passably at range if necessary.
2) Soft-capped defenses. If I'm not mistaken I still get 5% defense from Cloaking Device even out of Hidden status, so my buildshould be softcapped given that.
3) After achieving the softcap, I tried to work in some Recovery and Recharge. I'm so used to playing Doms it just feels criminal to me not to at least put some recharge in a build. I also like to build for Recovery because who doesn't like having plenty of End?
At any rate, my build is below. I'd appreciate any feedback the community has. I'm a "Bane newbie" so freely admit I might have overlooked some things.
Villain Plan by Mids' Villain Designer 1.93
http://www.cohplanner.com/
Click this DataLink to open the build!
Gravebane: Level 50 Natural Arachnos Soldier
Primary Power Set: Bane Spider Soldier
Secondary Power Set: Bane Spider Training
Power Pool: Speed
Power Pool: Leadership
Power Pool: Leaping
Ancillary Pool: Mace Mastery
Villain Profile:
Level 1: Mace Beam -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Dmg/Rchg(7), Decim-Acc/EndRdx/Rchg(7), Decim-Acc/Dmg/Rchg(9)
Level 1: Bane Spider Armor Upgrade -- S'fstPrt-ResKB(A)
Level 2: Wolf Spider Armor -- S'fstPrt-ResDam/Def+(A)
Level 4: Combat Training: Defensive -- DefBuff-I(A), DefBuff-I(9), Krma-ResKB(40)
Level 6: Build Up -- RechRdx-I(A), RechRdx-I(11)
Level 8: Hasten -- RechRdx-I(A), RechRdx-I(13), RechRdx-I(13)
Level 10: Tactical Training: Maneuvers -- S'dpty-Def/EndRdx(A), S'dpty-Def/EndRdx/Rchg(11), S'dpty-EndRdx(23), S'dpty-Def(25), S'dpty-Def/Rchg(25)
Level 12: Poisonous Ray -- Ruin-Acc/Dmg/Rchg(A), Ruin-Acc/EndRdx/Rchg(15), Ruin-Dmg/Rchg(15), Ruin-Acc/Dmg(17), Ruin-Dmg/EndRdx(17)
Level 14: Super Speed -- Run-I(A)
Level 16: Tactical Training: Assault -- EndRdx-I(A)
Level 18: Shatter -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(19), T'Death-Dmg/Rchg(19), T'Death-Acc/Dmg/EndRdx(21), T'Death-Dmg/EndRdx/Rchg(21), T'Death-Dam%(23)
Level 20: Maneuvers -- S'dpty-Def/EndRdx(A), S'dpty-Def/Rchg(31), S'dpty-Def(34), S'dpty-Def/EndRdx/Rchg(36), S'dpty-EndRdx(36)
Level 22: Mental Training -- Run-I(A)
Level 24: Cloaking Device -- S'dpty-Def/EndRdx(A), S'dpty-Def(27), S'dpty-Def/Rchg(36), S'dpty-Def/EndRdx/Rchg(37), S'dpty-EndRdx(43)
Level 26: Placate -- RechRdx-I(A), RechRdx-I(27)
Level 28: Surveillance -- ShldBrk-Acc/EndRdx/Rchg(A), ShldBrk-Acc/DefDeb(29), ShldBrk-Acc/Rchg(29), ShldBrk-DefDeb/EndRdx/Rchg(34)
Level 30: Tactical Training: Leadership -- GSFC-ToHit(A), GSFC-ToHit/Rchg(31), GSFC-Build%(31), GSFC-Rchg/EndRdx(37), GSFC-ToHit/Rchg/EndRdx(40), GSFC-ToHit/EndRdx(46)
Level 32: Crowd Control -- Oblit-Dmg(A), Oblit-Acc/Rchg(33), Oblit-Dmg/Rchg(33), Oblit-Acc/Dmg/Rchg(33), Oblit-Acc/Dmg/EndRdx/Rchg(34), Oblit-%Dam(37)
Level 35: Web Cocoon -- Lock-Acc/Hold(A), Lock-Acc/Rchg(42), Lock-Rchg/Hold(42), Lock-EndRdx/Rchg/Hold(43), Lock-%Hold(50)
Level 38: Call Reinforcements -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(39), ExRmnt-Dmg/EndRdx(39), ExRmnt-Acc/Dmg/Rchg(39), ExRmnt-EndRdx/Dmg/Rchg(40)
Level 41: Web Envelope -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(42), Enf'dOp-Acc/EndRdx(43), Enf'dOp-Acc/Immob/Rchg(46)
Level 44: Shatter Armor -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(45), T'Death-Dmg/Rchg(45), T'Death-Acc/Dmg/EndRdx(45), T'Death-Dmg/EndRdx/Rchg(46), T'Death-Dam%(50)
Level 47: Summon Blaster -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(48), ExRmnt-Dmg/EndRdx(48), ExRmnt-Acc/Dmg/Rchg(48), ExRmnt-EndRdx/Dmg/Rchg(50)
Level 49: Combat Jumping -- DefBuff-I(A)
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Level 1: Brawl -- Empty(A)
Level 1: Conditioning
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(5), Mrcl-Heal(5)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(3)
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