Earth/Kin build
Earth/Kinetics is an interesting combo . . . Earth Control is a great ranged AoE control set with very little damage, while Kinetics pushes you into melee with its close-range buffs and allows your damage powers to do a lot more damage. Both powersets are great, but the synergy is somewhat lacking. Earth Control tends to draw aggro due to its AoE controls, and Kinetics has almost no defensive capability -- you generally make up for its lack of protective powers by killing faster -- but that is hard to do when you don't have much damage. Before the Pet Recharge Nerf, putting Speed Boost on Rocky was one of the biggest benefits of the combo but that doesn't help anymore. Still, both Earth Control and Kinetics are great powersets with a lot to offer.
This build isn't very well focused and is lacking in a few areas. Even with Transfusion and Transference, its is a good idea to have a few slots in Stamina and possibly health. There are a few power picks with which I don't agree, like taking the Medicine Pool when you already have a strong heal in Transfusion. It doesn't focus on Recharge or Defense or much of anything. There are a few different ways you can go with an IO build (build for Recharge, build for Defense, build to maximize power slotting for cheap), but it really needs a focus.
Fossilize: This is a single target hold, but slotted for damage. If you are going to try to do damage, then the build needs some damage power picks like Stone Prison slotted for Damage or Air Superiority. You are getting 6.25% Recharge from slotting the Decimation set, but you could be getting 7.5% Recharge from 4 Basilisk Gaze, a Hold set. If you are going for Recharge, then get the 4 Baz Gaze and finish slots 5 and 6 with an Acc/Dam and a common Damage. If you want to go for Ranged Defense, then the full Lockdown set.
Stone Cages: The Gravitational Anchor set is great for a Recharge build, but I suggest trading out the pure Immob for the Immob/End -- Stone Cages uses a lot of endurance. Fit a 6th slot in there if you use it a lot for a damage proc like the Posi Blast Chance for Energy.
Quicksand: I like to use this a lot underneath every AoE control. It has a huge (25%) Defense Debuff in addition to the Slow, -Jump and -Fly. If you use this a lot, you can slot less accuracy -- and accuracy is always an issue for Kinetics. I personally like more Recharge, and if you have a slot to spare, the Impeded Swiftness Chance for Smashing Damage is nice.
Salt Crystals: This is the most frequently skipped power in Earth Control. It is a PB AoE sleep in a set of better, ranged AoE controls. Some folks would take this as a mule for the fairly inexpensive (for a purple set) Fortunata Hypnosis set in a high Recharge build, which it appears that you have done. But it is not the most useful of powers. Looks cool, though. I'm not a big fan of mule powers, but a lot of folks use 'em.
The slotting for Transfusion and Stalagmites is OK. If you can afford it, 5 of the purple Stun set gives even more Recharge.
Earthquake: Your slotting is OK, but you could replace the ToHitDebuff/End with an Achilles Heal Chance for Resistance Debuff. Or use one less slot, as you are mainly getting a small 2% damage buff from that 5th slot when you already have Fulcrum Shift and Siphon Power. The Recharge in this power is far more important than the ToHit Debuff.
Speed Boost only needs one EndMod. That slot can be used somewhere else.
I don't like the Medicine Pool for a */Kin. Transfusion is already one of the stronger heals in the game. That can also free up some slots.
Volcanic Gasses: If you are spending the Infl for purple sets and going for Recharge, then 5-slot with Unbreakable Constraint, and consider putting the Lockdown proc in the 6th slot. Because of the way this power works, it needs capped or nearly capped Hold and Recharge. Then procs are very effective in it, and this is one of the best places for the Lockdown proc.
Acrobatics: Ever since -Knockback procs came into the game, I have not been a fan of Acrobatics. It uses a lot of endurance for not much benefit. Replace this with Increase Density, and slot a Steadfast -Knockback in it.
Animate Stone: There are a few ways to slot Rocky. Rocky doesn't need capped Accuracy. However, both 10% Pet Resistance procs are very nice here since Rocky already has high Resistance. So for a Recharge build, slot 4 Expediant Reinforcement (Acc/Dam, Dam/End, Acc/Dam/Rech, Resistance proc), keep your Sovereign Right proc and an Acc/Dam.
Fire APP: I prefer the Earth APP for a */Kin. You are already in close, so the short range of Fissure isn't a problem. Fissure recharges faster than Fireball and adds some Stun to stack with Stalagmites. The ugly armor is Smash/Lethal Defense, better than a Resistance armor. Seismic Smash is a melee damage/Hold power that will let you hold bosses more easily when you stack it with Fissure and will do a LOT of damage buffed by Fulcrum Shift. And Earth's Embrace is a Hit Point buff as well as a heal -- more reason not to take the healing pool.
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
General note: We play 100% together me and my brother. I play a DM/SD Scrapper with his troller. We wanted kin for damage boost and earth for reliable AoE control, Im not sure how much we have a good setup but dont see it as a "solo" character.
He evendetly dies a bloody lot tho
Tanks for the replay Im sending him an Email and hope he will actually reply himself!
General note: We play 100% together me and my brother. I play a DM/SD Scrapper with his troller. We wanted kin for damage boost and earth for reliable AoE control, Im not sure how much we have a good setup but dont see it as a "solo" character.
He evendetly dies a bloody lot tho ![]() Tanks for the replay Im sending him an Email and hope he will actually reply himself! |
By the way, my Earth/Kin was my first Earth Controller. I have later leveled up an Earth/Rad (See the guide in my sig) and an Earth/Storm. In part because he was my first Earth controller, my Earth/Kin died a lot, too. It was kind of appropriate that I chose the name I did for him . . . his back story was that he had some compulsion to steal these special soil samples from a local Natural History Museum . . . alien soil samples that gave him his powers. Because he stole the soil samples, he was named "Dirt Napper."
. . . . and he spent a lot of time dirt napping.
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'm the EarthKin bro.
I don't know what pool i have to take instead of Medecin.
Is it usefull to take tough and weave to up my survavibility or it's pointless?
I think there is something i don't understand in the game mechanics. Why do i have to focus a stat so badly?
So far i try to focus Recharge and maximising my power slotting, but i don't see the point of focusing a stat instead of going to a more versatil build.
Sorry for the english, i'm sadly french. And thx for the help!
perhaps phase shift instead of tough/weave?
ok this is a new try! i have 3 slot left
Hero Plan by Mids' Hero Designer 1,942
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Controller
Primary Power Set: Earth Control
Secondary Power Set: Kinetics
Power Pool: Fighting
Power Pool: Speed
Power Pool: Leaping
Ancillary Pool: Stone Mastery
Hero Profile:
Level 1: Fossilize
Level 1: Transfusion
Level 2: Siphon Power
Level 4: Stone Cages
Level 6: Quicksand
Level 8: Boxing
Level 10: Siphon Speed
Level 12: Stalagmites
Level 14: Hasten
Level 16: Combat Jumping
Level 18: Super Jump
Level 20: Earthquake
Level 22: Speed Boost
Level 24: Increase Density
Level 26: Volcanic Gasses
Level 28: Tough
Level 30: Weave
Level 32: Animate Stone
Level 35: Transference
Level 38: Fulcrum Shift
Level 41: Fissure
Level 44: Seismic Smash
Level 47: Earth's Embrace
Level 49: Rock Armor
------------
Level 1: Brawl
Level 1: Containment
Level 1: Sprint
Level 2: Rest
Level 4: Ninja Run
Level 2: Swift
Level 2: Health
Level 2: Hurdle
Level 2: Stamina
| Copy & Paste this data into Mids' Hero Designer to view the build |
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Me think we need to make Zuh a Rad :/
Tho I remember Phase Shift on your Fire/Kin Corr, it didnt really saved you from every single AV's AoE to blow you away so fast I didnt even realised you rezed 3 times already.
I cant see the build on Mids from Hanna's laptop in Köthel but:
- Shoot a kismet +hit unique on a defense power.
- Get a Steadfast 3% def unique on a res power.
- Get SS instead of SJ, SS+Sealth IO in Sprint is 100% invis factor.
- Maybe, only maybe, Hover might be supperior to Cmt Jumping since its quite fast under Drain Speed and gives the same def bonus. It also logicly allows you to focus on ranged def (since you fly over mobs) but Im not sure how its good for Kins gameplay. Fly looks overall pretty gay anyways.
(forget about hover there are a couple of earth powers you cannot do while flying, roleplay and logical indeed)
What about that?
Hero Plan by Mids' Hero Designer 1,942
http://www.cohplanner.com/
Click this DataLink to open the build!
Cacamou: Level 50 Mutation Controller
Primary Power Set: Earth Control
Secondary Power Set: Kinetics
Power Pool: Speed
Power Pool: Leaping
Power Pool: Leadership
Power Pool: Concealment
Ancillary Pool: Stone Mastery
Hero Profile:
Level 1: Fossilize -- BasGaze-Acc/Hold(A), BasGaze-Rchg/Hold(3), BasGaze-Acc/EndRdx/Rchg/Hold(3), BasGaze-EndRdx/Rchg/Hold(5), Lock-Acc/Hold(15), Lock-Acc/Rchg(19)
Level 1: Transfusion -- Numna-Regen/Rcvry+(A), Numna-Heal/Rchg(5), Numna-Heal/EndRdx/Rchg(7), Nictus-Acc/EndRdx/Heal/HP/Regen(7), Nictus-Acc/EndRdx/Rchg(9), Nictus-Acc/Heal(9)
Level 2: Stone Cages -- GravAnch-Hold%(A), GravAnch-Immob(11), GravAnch-Immob/Rchg(11), GravAnch-Acc/Immob/Rchg(13), GravAnch-Acc/Rchg(13)
Level 4: Siphon Power -- Acc-I(A)
Level 6: Hasten -- RechRdx-I(A), RechRdx-I(15), RechRdx-I(17)
Level 8: Quicksand -- RechRdx-I(A), RechRdx-I(17)
Level 10: Siphon Speed -- Acc-I(A), RechRdx-I(21), RechRdx-I(23)
Level 12: Stalagmites -- Amaze-EndRdx/Stun(A), Amaze-Stun(23), Amaze-Stun/Rchg(25), Amaze-Acc/Stun/Rchg(25), Amaze-Acc/Rchg(27), Stpfy-Acc/Rchg(27)
Level 14: Super Speed -- Zephyr-ResKB(A)
Level 16: Increase Density -- S'fstPrt-ResKB(A), S'fstPrt-ResDam/Def+(29)
Level 18: Earthquake -- FrcFbk-Rechg%(A), Achilles-ResDeb%(19), DarkWD-ToHitDeb/Rchg(21), DarkWD-Slow%(29), DarkWD-Rchg/EndRdx(31), DarkWD-ToHitdeb/Rchg/EndRdx(31)
Level 20: Speed Boost -- EndMod-I(A)
Level 22: Combat Jumping -- LkGmblr-Rchg+(A)
Level 24: Maneuvers -- LkGmblr-Rchg+(A), Ksmt-ToHit+(33)
Level 26: Volcanic Gasses -- BasGaze-Rchg/Hold(A), BasGaze-Acc/Rchg(33), BasGaze-Acc/EndRdx/Rchg/Hold(33), BasGaze-EndRdx/Rchg/Hold(34), Lock-%Hold(34), Lock-Rchg/Hold(46)
Level 28: Tactics -- AdjTgt-ToHit(A), AdjTgt-ToHit/EndRdx/Rchg(31), AdjTgt-ToHit/EndRdx(34), AdjTgt-ToHit/Rchg(42), AdjTgt-EndRdx/Rchg(43)
Level 30: Stealth -- LkGmblr-Rchg+(A)
Level 32: Animate Stone -- ExRmnt-+Res(Pets)(A), SvgnRt-PetResDam(37), ExRmnt-Dmg/EndRdx(39), ExRmnt-Acc/Dmg(40), ExRmnt-Acc/Dmg/Rchg(40), ExRmnt-EndRdx/Dmg/Rchg(40)
Level 35: Transference -- Efficacy-EndMod/EndRdx(A), Efficacy-EndMod/Rchg(36), Efficacy-EndMod(36), Efficacy-EndMod/Acc/Rchg(36), Efficacy-Acc/Rchg(37), Efficacy-EndMod/Acc(37)
Level 38: Fulcrum Shift -- Acc-I(A), RechRdx-I(39), RechRdx-I(39), RechRdx-I(50)
Level 41: Fissure -- Posi-Dmg/Rchg(A), Posi-Dmg/EndRdx(42), Posi-Acc/Dmg(42), Posi-Dam%(43), Posi-Acc/Dmg/EndRdx(43)
Level 44: Seismic Smash -- BasGaze-Acc/Rchg(A), BasGaze-Acc/EndRdx/Rchg/Hold(45), BasGaze-Acc/Hold(45), BasGaze-EndRdx/Rchg/Hold(45), Dmg-I(46), Dmg-I(46)
Level 47: Earth's Embrace -- Dct'dW-Heal(A), Dct'dW-Rchg(48), Dct'dW-Heal/EndRdx(48), Dct'dW-Heal/Rchg(48), Dct'dW-Heal/EndRdx/Rchg(50)
Level 49: Rock Armor -- LkGmblr-Rchg+(A), LkGmblr-Def(50)
------------
Level 1: Brawl -- Acc-I(A)
Level 1: Containment
Level 1: Sprint -- Clrty-Stlth(A)
Level 2: Rest -- RechRdx-I(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Health -- Mrcl-Rcvry+(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-End%(A)
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More about your former build:
- Your Fosilise is bery weak, remeber its one of the spell you cast the most on AVs.
- Damages procs on Quick Sand and Stone Cages: Does the proc activate only on casting or on every "ticks". If the first maybe its not worth it.
- I really think Force Feedback proc on Earthquake is worth taking.
- As is Steadfast Proctection 3% unique.
- My build has purple stun but not hold, maybe you have the money Lebowski.
- Somehow I endup with more S/L (Smashing/Lethal) def than you without taking Fighting pool. But maybe Tough is very worth it, unsure.
- I only took the res uniques for Mister Hankey, but I got more damage buff, tho you are probably right. I also take Maneuvre which would lead him to a fair 25% def and 20% res without innates.
- You can try to exploit a Basilic Gaze in Seismic Smash.
- Dont slot Earth Embrace for resistance, its only toxic resist. Heal enheancement on the other hand raises the HP buff.
- Generally I think you slot up very much def and res powers. The gain is less on these than for recharge or damage. Your 4 sloted Rock Armor has 1,4% more S/L def than my 2 sloted.
My build has more recharge (and only one purple set), more S/L def, more accuracy, about the same end cost, less resist, probably a couple of wrong slots on hasten, Fulcrum... you see.
your build is clearly better, but loosing status protection from Aegis seems not good.
I can put 1 in Earth's Embrace but the power so deep that i can't add a slot w/o loosing the allready ghetto def i have in Rock armor.
I dont know if my overall accuracy is hight enought but i can perhaps loose Doctored Wounds's recharge bonus for Aegis status resist and 4 Luck in rock armor.
sad thing is i am writting in english on a forum for my *** french brother,
Do you realize that the status "resistance" from IO sets does not provide "protection?" Status "Resistance" only shortens the duration of the Mez power, but does nothing to prevent that power from hitting. The net result is that a small amout of status "resistance" is pretty much useless. Defense will do more to keep the mez from hitting.
If you really want status protection, you need to go with Indomidible Will from the Psi APP or the Clarion Destiny power. It is very hard to get IW to permanent, but it will provide protection while it is up. At tier 4, the Clarion is perma or pretty close to it.
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
no i dont realize. so i drop the Aegis.
My brother sent me a Email with his build. I really have no idea what to tell him. Anyone have some advice?
Hero Plan by Mids' Hero Designer 1,94
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Controller
Primary Power Set: Earth Control
Secondary Power Set: Kinetics
Power Pool: Leaping
Power Pool: Medicine
Power Pool: Speed
Ancillary Pool: Fire Mastery
Hero Profile:
Level 1: Fossilize
- (A) Decimation - Accuracy/Endurance/Recharge
- (3) Decimation - Damage/Recharge
- (3) Decimation - Damage/Endurance
- (5) Decimation - Accuracy/Damage
- (5) Decimation - Accuracy/Damage/Recharge
Level 1: Transfusion- (A) Touch of the Nictus - Accuracy/Endurance/Recharge
- (7) Touch of the Nictus - Healing
- (7) Touch of the Nictus - Accuracy/Endurance/Heal/HitPoints/Regeneration
- (9) Touch of the Nictus - Accuracy/Healing
- (9) Touch of the Nictus - Heal/HitPoints/Regeneration/Recharge
- (11) Recharge Reduction IO
Level 2: Stone Cages- (A) Gravitational Anchor - Chance for Hold
- (11) Gravitational Anchor - Immobilize
- (13) Gravitational Anchor - Immobilize/Recharge
- (13) Gravitational Anchor - Accuracy/Immobilize/Recharge
- (15) Gravitational Anchor - Accuracy/Recharge
Level 4: Siphon Power- (A) Accuracy
Level 6: Quicksand- (A) Recharge Reduction
Level 8: Salt Crystals- (A) Fortunata Hypnosis - Chance for Placate
- (15) Fortunata Hypnosis - Sleep
- (17) Fortunata Hypnosis - Sleep/Recharge
- (19) Fortunata Hypnosis - Accuracy/Sleep/Recharge
- (19) Fortunata Hypnosis - Accuracy/Recharge
Level 10: Combat Jumping- (A) Luck of the Gambler - Recharge Speed
Level 12: Siphon Speed- (A) Recharge Reduction IO
- (17) Accuracy IO
- (21) Recharge Reduction IO
- (21) Recharge Reduction IO
Level 14: Stalagmites- (A) Stupefy - Stun/Range
- (23) Stupefy - Accuracy/Endurance
- (25) Stupefy - Endurance/Stun
- (25) Stupefy - Accuracy/Recharge
- (27) Stupefy - Accuracy/Stun/Recharge
- (27) Recharge Reduction IO
Level 16: Super Jump- (A) Jumping IO
Level 18: Earthquake- (A) Dark Watcher's Despair - To Hit Debuff
- (23) Recharge Reduction IO
- (29) Dark Watcher's Despair - To Hit Debuff/Recharge
- (29) Dark Watcher's Despair - To Hit Debuff/Recharge/Endurance
- (31) Dark Watcher's Despair - Recharge/Endurance
- (31) Dark Watcher's Despair - To Hit Debuff/Endurance
Level 20: Speed Boost- (A) Endurance Modification IO
- (31) Endurance Modification IO
Level 22: Aid Other- (A) Healing IO
Level 24: Aid Self- (A) Doctored Wounds - Heal/Recharge
- (33) Doctored Wounds - Heal
- (33) Doctored Wounds - Heal/Endurance/Recharge
- (36) Doctored Wounds - Recharge
- (42) Doctored Wounds - Heal/Endurance
Level 26: Volcanic Gasses- (A) Lockdown - Accuracy/Hold
- (33) Lockdown - Recharge/Hold
- (34) Lockdown - Chance for +2 Mag Hold
- (34) Unbreakable Constraint - Accuracy/Recharge
- (34) Recharge Reduction IO
Level 28: Acrobatics- (A) Endurance Reduction IO
Level 30: Hasten- (A) Recharge Reduction IO
- (36) Recharge Reduction IO
- (50) Recharge Reduction IO
Level 32: Animate Stone- (A) Sovereign Right - Resistance Bonus
- (36) Sovereign Right - Accuracy/Damage
- (37) Sovereign Right - Accuracy
- (37) Blood Mandate - Accuracy/Damage
- (37) Blood Mandate - Accuracy/Damage/Endurance
- (39) Blood Mandate - Damage
Level 35: Transference- (A) Efficacy Adaptor - EndMod/Accuracy/Recharge
- (39) Efficacy Adaptor - Accuracy/Recharge
- (39) Efficacy Adaptor - EndMod/Recharge
- (40) Efficacy Adaptor - EndMod/Endurance
- (40) Efficacy Adaptor - EndMod
- (40) Efficacy Adaptor - EndMod/Accuracy
Level 38: Fulcrum Shift- (A) Accuracy IO
- (42) Recharge Reduction IO
- (42) Recharge Reduction IO
- (50) Recharge Reduction IO
Level 41: Fire Blast- (A) Thunderstrike - Damage/Endurance/Recharge
- (43) Thunderstrike - Damage/Endurance
- (43) Thunderstrike - Accuracy/Damage/Endurance
- (43) Thunderstrike - Accuracy/Damage
- (45) Thunderstrike - Damage/Recharge
- (45) Thunderstrike - Accuracy/Damage/Recharge
Level 44: Fire Ball- (A) Positron's Blast - Damage/Recharge
- (45) Positron's Blast - Damage/Range
- (46) Positron's Blast - Damage/Endurance
- (46) Positron's Blast - Chance of Damage(Energy)
- (46) Positron's Blast - Accuracy/Damage
- (48) Positron's Blast - Accuracy/Damage/Endurance
Level 47: Fire Shield- (A) Aegis - Psionic/Status Resistance
- (48) Aegis - Resistance
- (48) Aegis - Resistance/Endurance
Level 49: Rise of the Phoenix- (A) Recharge Reduction IO
- (50) Recharge Reduction IO
------------Level 1: Brawl
- (A) Empty
Level 1: ContainmentLevel 1: Sprint
- (A) Empty
Level 2: Rest- (A) Empty
Level 4: Ninja RunLevel 2: Swift
- (A) Empty
Level 2: Health- (A) Empty
Level 2: Hurdle- (A) Empty
Level 2: Stamina