Gravity/Storm/Stone build advice
I took a quick look at your build and have a few things for you to think about. My Grav/Storm was mostly built to solo, but can play on teams well. Still, most of his power choices were made with solo in mind.
You have "Chance for Hold" in several powers. The question is how much benefit you are getting from those. Often it looks like you are getting more benefit than you actually are because the tesla cage showing that the proc hit will play even if the foe is already held. The actual benefit for the proc is pretty small. The chance for Hold proc in a single target hold only provides a benefit around 2.4% of the time. Are you playing mostly solo or on teams? If solo, you will get a lot more benefit from slotting damage. That may be true even with a team build.
Lift: Crush does more damage. With your slotting, Crush increases your damage from 49 to 59. Trade out the chance for Hold with a Dam/End, and your damage goes up to 63. Another advantage of Crush? It sets up Containment for Propel. On my Grav/Storm, I use the attack chain of GD-Crush-Propel. If GD misses, I still get Containment from Crush. And doubling the damage of Propel is pretty important.
Gale: How often do you use this? I rarely use it, but when I do, it is a "get out of my face" power. It has an accuracy penalty, so Accuracy is more important than that proc.
GD: My slotting is 4 Baz Gaze, an Acc/Dam Hami-O and a common Damage.
O2 Boost: I find it skippable on this build. You can't heal Singy, so it is worthless solo. It is a weak heal otherwise. I would rather have both Snow Storm AND Hurricane. I tend to use Snow Storm a reasonable amount for the -Recharge. Add that to the -ToHit in Hurricane and you don't get hit much. (I did not build my Grav/Storm for Defense.)
Crushing Field: Lethal damage is often resisted. Energy damage is less resisted, so you could replace the Trap proc with Posi Blast proc.
Steamy Mist: I would increase the Defense slotting over Resistance -- 4 slot LotG. Resist only applies to 3 damage types, and stacking for Defense has more benefit. (Plus, your Alpha slot is adding some Resistance.) You could 4 slot LotG, then add the two procs from Steadfast for a small Recovery bonus.
Fly: Since I-18, Fly is automatically at Flight speed cap. Slotting Flightspeed in Fly is a waste, and Flightspeed in Swift only affects Hover. I would put an EndRdx in Fly and a Run speed in Swift.
GDF: Get rid of the Lockdown proc. 5-slot this with 4 Baz Gaze and and an Acc/Hold/Rech from any other set. That will free up a slot.
Freezing Rain: There are a lot of options with this power. Most of the time, I slot it for Recharge and procs, starting with Achilles Heel. If you want to raise your S/L Defense, you could put the 6th Shield Breaker in there.
I have the Ice APP on my Grav/Storm. Hibernate is great for recovery of both health and endurance. Ice Armor and two ranged AoE attacks.
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 the great feedback Local
I took a quick look at your build and have a few things for you to think about. My Grav/Storm was mostly built to solo, but can play on teams well. Still, most of his power choices were made with solo in mind.
You have "Chance for Hold" in several powers. The question is how much benefit you are getting from those. Often it looks like you are getting more benefit than you actually are because the tesla cage showing that the proc hit will play even if the foe is already held. The actual benefit for the proc is pretty small. The chance for Hold proc in a single target hold only provides a benefit around 2.4% of the time. Are you playing mostly solo or on teams? If solo, you will get a lot more benefit from slotting damage. That may be true even with a team build. GD: My slotting is 4 Baz Gaze, an Acc/Dam Hami-O and a common Damage. |
The majority of my damage comes from 'spamming' CF for the proc/hold, Fissure and Seismic Smash
Lift: Crush does more damage. With your slotting, Crush increases your damage from 49 to 59. Trade out the chance for Hold with a Dam/End, and your damage goes up to 63. Another advantage of Crush? It sets up Containment for Propel. On my Grav/Storm, I use the attack chain of GD-Crush-Propel. If GD misses, I still get Containment from Crush. And doubling the damage of Propel is pretty important. |
However thinking about what you have said about the necessity of the Chance to Hold Proc it may not be as useful so I think I will swap it out. But I'm not sure whether I should swap it for the Thunderstrike Dam/End or for the Chance of +Recharge proc. I will have a think although I think I will go with what you've said about the additional damage.
Gale: How often do you use this? I rarely use it, but when I do, it is a "get out of my face" power. It has an accuracy penalty, so Accuracy is more important than that proc. |
O2 Boost: I find it skippable on this build. You can't heal Singy, so it is worthless solo. It is a weak heal otherwise. I would rather have both Snow Storm AND Hurricane. I tend to use Snow Storm a reasonable amount for the -Recharge. Add that to the -ToHit in Hurricane and you don't get hit much. (I did not build my Grav/Storm for Defense.) |
Yet I have gotten use to having O2 Boost - not so much as a heal but have found it useful at times to break people from Stun when they have rez'd with a wakie. Plus I am slowly getting credit towards my healing badges
Crushing Field: Lethal damage is often resisted. Energy damage is less resisted, so you could replace the Trap proc with Posi Blast proc. |
Steamy Mist: I would increase the Defense slotting over Resistance -- 4 slot LotG. Resist only applies to 3 damage types, and stacking for Defense has more benefit. (Plus, your Alpha slot is adding some Resistance.) You could 4 slot LotG, then add the two procs from Steadfast for a small Recovery bonus. |
Fly: Since I-18, Fly is automatically at Flight speed cap. Slotting Flightspeed in Fly is a waste, and Flightspeed in Swift only affects Hover. I would put an EndRdx in Fly and a Run speed in Swift. |
GDF: Get rid of the Lockdown proc. 5-slot this with 4 Baz Gaze and and an Acc/Hold/Rech from any other set. That will free up a slot. |
Freezing Rain: There are a lot of options with this power. Most of the time, I slot it for Recharge and procs, starting with Achilles Heel. If you want to raise your S/L Defense, you could put the 6th Shield Breaker in there. |
I have the Ice APP on my Grav/Storm. Hibernate is great for recovery of both health and endurance. Ice Armor and two ranged AoE attacks. |
Thanks again Local - you've given me lots to think about
I have several */Stormies, and I have the Chance for Hold proc in Lightning Storm most of the time. It hits enough to be noticable, but I would not call it all that significant. However, it really fits to have the Lightning Storm result in a tesla cage, so I keep it in there.
My playstyle solo is variable, but is often substantially dictated by leading Singy to tank for me. I use invis to drag him into melee, then back off to shoot at foes while he draws the aggro. Thus, I tend to stay at range more. Hurricane is wonderful for that. Any foe who looks at me funny and runs towards me gets hit with the ToHit Debuff and repel. Then he gets an old rusted Chevy in the face. I also use Wormhole-CF-Freezing Rain while using Hurricane to shove foes into a corner or cul-de-sac. Lightning Storm and Tornado while I clobber one with GD-Crush-Propel.
Singy makes a great tank. However, if you are trying to be in melee, doesn't he knock foes away? Sometimes I will stand with Singy on my head, running Hurricane. The foes run to us, get knocked away and debuffed, and I can pick them off one-by-one.
The ToHit Debuff in Hurricane is signficant, but it is still highly resisted by AVs. Still, fully enhanced it makes a difference especially when I add Ice Armor.
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
Hmmm, you've definitely given me something to think about there. If I brough Snow Storm to lvl 4 and then I could take Hurricane at 30. However how much of the To Hit Debuff is actually resisted by EBs (solo), AVs/GMs (teamed) as that is only time I would use it because of my melee centric play style.
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Of course, Hurricane is a large enough debuff that against an AV it may make a difference (fully slotted you're looking at a 7% debuff). That may help keep your teammates alive alonger, but it also gets you closer to the action, and thus is more dangerous for you and may not be a desirable option. Against a non former AV EB, Hurricane with steamy mist should allow you to solo the EBs handily.
Draggynn on Virtue: lvl 50 Storm/Psi, 1389 badges
Draggynn's Guide to Storm Summoning(Gale-Tornado, updated 6/25/2011)
Avatar by Wassy full reference here
Ooh, a sarcasm detector. Oh, that's a *real* useful invention. http://www.telegraph.co.uk/technolog...t-sarcasm.html
* Decimation & Positron's Blast vs Apocalypse & Ragnorok - would replacing the Decimation in Propel and Positron's Blast in Fissure with the Apocalypse & Ragnorok sets be worth it? My initial thoughts are 'yes' because, at least in Ragnorok's case, the set bonuses are higher and they would exemp down to any level. However this would be a long term investment I would have to save up for.
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* Snow Storm vs Hurricane - when I was originally designing the build and decided to go with the Stone APP I knew I would be forgoing the ranged nature of Gravity for the most part to take advantage of Fissure and Seismic Smash. So at the time I thought I wouldn't be worth taking Hurricane as it would be counter intuitive to my play style. However, I find myself not using Snow Storm except for EB/AV/GM fights and I was wondering if the To Hit Debuff from Hurricane would be more useful in those situations compared to the -Recharge from Snow Storm. I will admit don't entirely understand EB/AV/GM resistances
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* Freezing Rain Slotting - at the moment I have five slotted Shield Breaker and decided to use the sixth slot on recharge. Is it worth dropping the few seconds extra recharge I get from that to get the small Smashing/Lethal defence bonus I would get from six slotting Shield Breaker?
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* General Slotting Advice - just some general advice on the slotting I have currently. There are things I would like to do (such as the Hold Proc in Lightning Storm) which I can't do currently due to a lack of slots. Can anyone see any particularly wasted slots?
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* Incarnate Powers - currently I have slotted a Tier 4 Cardiac Core Paragon Alpha, Tier 3 Ion Core Judgement and Tier 3 Diamagnetic Partial Core Conversion Interface. I went Cardiac because I was having some real endurance issues (even with my set bonuses) when it came to longer fights. That along with the increased range (great for Wormhole, Fissure and Propel). I went Ion for thematic reasons (calling lightning from the heavens) and I went Diamagnetic for the To Hit Debuff which stacks well with my high defence. I am generally happy with these choices however I am really unsure as to which Destiny power to take as I think they would all work so would really appreciate some advice here.
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* To Hasten or not to Hasten - one of the original motivations I had for making this particular build was to have a high recharge without relying on Hasten because of the crash mixed with my endurance issues made for some ugly situations. However with the Cardiac slot and my set bonuses would it be worth fitting it back in, and if so what I would I drop to take it?
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Ooh, a sarcasm detector. Oh, that's a *real* useful invention. http://www.telegraph.co.uk/technolog...t-sarcasm.html
Singy makes a great tank. However, if you are trying to be in melee, doesn't he knock foes away? Sometimes I will stand with Singy on my head, running Hurricane. The foes run to us, get knocked away and debuffed, and I can pick them off one-by-one.
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When I used to play at range I would stay in Singy to and have Hurricane running as it was a great way to stay alive.
Well, this is a more complex issue than it would seem at first. So in general AVs at lvl 50 will resist Hurricane by 85% and EBs will resist Hurricane by 20% (as all bosses will). However, many (I would say most)AVs when reduced to EBs in solo play maintain their 85% resistance, so you can't make a blanket statement about EBs.
Of course, Hurricane is a large enough debuff that against an AV it may make a difference (fully slotted you're looking at a 7% debuff). That may help keep your teammates alive alonger, but it also gets you closer to the action, and thus is more dangerous for you and may not be a desirable option. Against a non former AV EB, Hurricane with steamy mist should allow you to solo the EBs handily. |
The ToHit Debuff in Hurricane is signficant, but it is still highly resisted by AVs. Still, fully enhanced it makes a difference especially when I add Ice Armor.
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I use Gale on my Grav/Storm/Ice a fair amount with the same slotting as the OP (single slot, +recharge). Generally I use it only when I'm feeling safe (which is most of the time) and I recently used a heavy hitting power that I wouldn't mind getting up quicker. My set bonuses run about 90% +accuracy, so I've never noticed hitting to be a problem. And when you have a group of 16 mobs trapped in a corner, you'd be surprised at how often that proc procs.
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Personally, I can't recall the last time I used either of these powers. I should probably try Snow Storm more often on non-AVs. Does anyone know if the -movement speed restricts any of the knockback/repel effects endemic to this combo?
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I also let loose with everything if stuff looks like it is going to get ugly!
I'd say it depends on your other recharge bonuses. I'm all for extra recharge but at a certain point it is just overkill. I have 3 lvl 50 rech IOs, achilles heel proc, impeded swiftness proc, and posi blast proc. My recharge works out to be just over 30 seconds, which as far as I'm concerned is right at the edge of overkill. |
I went a totally different direction (6 slotted Crush/Grav Distortion/Propel with Thunderstrike for the bonues, skipped a few powers you took and vice versa) but I don't see anything scandalous! don't forget that accuracy in Tornado is useless since it is autohit but I think those are there for the set bonuses. Also, I would try to work an Achilles heel proc into Tornado if you can. |
Yeah the pet set is in Tornado for the set bonuses
I went Cardiac for my Alpha, which was a life changer. I could not imagine any other with this end heavy build. I also went Ion for concept, but I don't love it. Reactive was another life changer, but in retrospect I'd go for the 25% res debuff/75% fire damage tier 4 (I went the other way around). I don't have any Destiny yet, and I can't for the life of me figure out which one would help me the most. I mostly solo, and my pets are either invulnerable (tornado/lightning storm) or nearly so (singy). |
Again thanks for the advice and comments everyone
Just a thought: I have been playing around a bit with the Stone Mastery on other controllers, and if you can find a way to 6 slot Fissure, I would think that 5 slotting it with Absolute Amazement (all but the proc) and a FF +recharge would be, well, absolutely amazing. The two trollers I am looking at this with are earth/sonic and elec/thermal, so they actually need to slot fissure for damage, but a grav/storm should be able to get enough damage from its primary and secondary to have a luxury to slot Fissure for stun.
edit: dummy me, you already have AA in thunderclap. Nothing to see here, move along... =)
Ooh, a sarcasm detector. Oh, that's a *real* useful invention. http://www.telegraph.co.uk/technolog...t-sarcasm.html
Why Stone mastery isnt avalaible for dominators?
Dominators and controllers share the same APP/PPP...
Just a thought: I have been playing around a bit with the Stone Mastery on other controllers, and if you can find a way to 6 slot Fissure, I would think that 5 slotting it with Absolute Amazement (all but the proc) and a FF +recharge would be, well, absolutely amazing. The two trollers I am looking at this with are earth/sonic and elec/thermal, so they actually need to slot fissure for damage, but a grav/storm should be able to get enough damage from its primary and secondary to have a luxury to slot Fissure for stun.
edit: dummy me, you already have AA in thunderclap. Nothing to see here, move along... =) |
They share the same PPPs but Domies and Controllers actually get different APPs. Controller APPs wouldn't directly port over to Domies because of some duplicate powers. I think Stone was missed because there were three duplicate powers that they would get from Earth Assault (Hurl Boulder, Fissure and Seismic Smash).
Just a thought: I have been playing around a bit with the Stone Mastery on other controllers, and if you can find a way to 6 slot Fissure, I would think that 5 slotting it with Absolute Amazement (all but the proc) and a FF +recharge would be, well, absolutely amazing. The two trollers I am looking at this with are earth/sonic and elec/thermal, so they actually need to slot fissure for damage, but a grav/storm should be able to get enough damage from its primary and secondary to have a luxury to slot Fissure for stun.
edit: dummy me, you already have AA in thunderclap. Nothing to see here, move along... =) |
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've just been playing around with a Tier 1 Clarion and found that it can be used in the same way as a Break Free, in that you can activate it while Mez'd to break it and get the status protection (if the mag isn't to high). So I think I will definitely be sticking with Clarion Destiny.
Hi all
My main character (Tired Angel) is a Gravity/Storm/Stone Controller. He was the second toon I ever made and although he took me a while to learn how to play to his full potential he soon became one of my favs. I've invested a lot of time and inf in the toon and have used more respecs than I can remember. I eventually came to the build I have now which is designed for high recharge, high Smashing/Lethal Defence, high Endurance Reduction and recovery bonuses.
I've looked over the build a few times since and keep on wondering if I can squeeze anything more out of it. I also wanted some advice on which Destiny Incarnate slot to take.
A few questions I have been asking myself specifically are:
* Decimation & Positron's Blast vs Apocalypse & Ragnorok - would replacing the Decimation in Propel and Positron's Blast in Fissure with the Apocalypse & Ragnorok sets be worth it? My initial thoughts are 'yes' because, at least in Ragnorok's case, the set bonuses are higher and they would exemp down to any level. However this would be a long term investment I would have to save up for.
* Snow Storm vs Hurricane - when I was originally designing the build and decided to go with the Stone APP I knew I would be forgoing the ranged nature of Gravity for the most part to take advantage of Fissure and Seismic Smash. So at the time I thought I wouldn't be worth taking Hurricane as it would be counter intuitive to my play style. However, I find myself not using Snow Storm except for EB/AV/GM fights and I was wondering if the To Hit Debuff from Hurricane would be more useful in those situations compared to the -Recharge from Snow Storm. I will admit don't entirely understand EB/AV/GM resistances
* Freezing Rain Slotting - at the moment I have five slotted Shield Breaker and decided to use the sixth slot on recharge. Is it worth dropping the few seconds extra recharge I get from that to get the small Smashing/Lethal defence bonus I would get from six slotting Shield Breaker?
* General Slotting Advice - just some general advice on the slotting I have currently. There are things I would like to do (such as the Hold Proc in Lightning Storm) which I can't do currently due to a lack of slots. Can anyone see any particularly wasted slots?
* Incarnate Powers - currently I have slotted a Tier 4 Cardiac Core Paragon Alpha, Tier 3 Ion Core Judgement and Tier 3 Diamagnetic Partial Core Conversion Interface. I went Cardiac because I was having some real endurance issues (even with my set bonuses) when it came to longer fights. That along with the increased range (great for Wormhole, Fissure and Propel). I went Ion for thematic reasons (calling lightning from the heavens) and I went Diamagnetic for the To Hit Debuff which stacks well with my high defence. I am generally happy with these choices however I am really unsure as to which Destiny power to take as I think they would all work so would really appreciate some advice here.
* To Hasten or not to Hasten - one of the original motivations I had for making this particular build was to have a high recharge without relying on Hasten because of the crash mixed with my endurance issues made for some ugly situations. However with the Cardiac slot and my set bonuses would it be worth fitting it back in, and if so what I would I drop to take it?
And after that wall of text here is the build:
Villain Plan by Mids' Villain Designer 1.942
http://www.cohplanner.com/
Click this DataLink to open the build!
Tired Angel: Level 50 Magic Controller
Primary Power Set: Gravity Control
Secondary Power Set: Storm Summoning
Power Pool: Flight
Power Pool: Leadership
Power Pool: Teleportation
Power Pool: Leaping
Ancillary Pool: Stone Mastery
Villain Profile:
Level 1: Lift
- (A) Thunderstrike - Accuracy/Damage
- (3) Thunderstrike - Accuracy/Damage/Recharge
- (3) Thunderstrike - Accuracy/Damage/Endurance
- (5) Thunderstrike - Damage/Endurance/Recharge
- (5) Devastation - Chance of Hold
Level 1: Gale- (A) Force Feedback - Chance for +Recharge
Level 2: Gravity Distortion- (A) Lockdown - Endurance/Recharge/Hold
- (7) Lockdown - Accuracy/Endurance/Recharge/Hold
- (7) Lockdown - Chance for +2 Mag Hold
- (9) Devastation - Accuracy/Damage
- (9) Devastation - Accuracy/Damage/Endurance/Recharge
- (11) Devastation - Chance of Hold
Level 4: O2 Boost- (A) Endurance Reduction IO
- (11) Healing IO
Level 6: Propel- (A) Decimation - Accuracy/Damage
- (13) Decimation - Accuracy/Damage/Recharge
- (13) Decimation - Accuracy/Endurance/Recharge
- (15) Decimation - Damage/Endurance
- (15) Decimation - Damage/Recharge
Level 8: Crushing Field- (A) Gravitational Anchor - Immobilize/Recharge
- (17) Gravitational Anchor - Accuracy/Immobilize/Recharge
- (17) Gravitational Anchor - Accuracy/Recharge
- (19) Gravitational Anchor - Immobilize/Endurance
- (19) Gravitational Anchor - Chance for Hold
- (21) Trap of the Hunter - Chance of Damage(Lethal)
Level 10: Steamy Mist- (A) Aegis - Resistance/Endurance
- (21) Aegis - Resistance
- (23) Aegis - Psionic/Status Resistance
- (23) Luck of the Gambler - Defense/Endurance
- (25) Luck of the Gambler - Recharge Speed
- (25) Steadfast Protection - Resistance/+Def 3%
Level 12: Hover- (A) Luck of the Gambler - Recharge Speed
Level 14: Fly- (A) Flight Speed IO
Level 16: Freezing Rain- (A) Undermined Defenses - Recharge
- (27) Shield Breaker - Accuracy/Defense Debuff
- (27) Shield Breaker - Accuracy/Recharge
- (29) Shield Breaker - Defense Debuff/Endurance/Recharge
- (29) Shield Breaker - Accuracy/Endurance/Recharge
- (31) Shield Breaker - Chance for Lethal Damage
Level 18: Gravity Distortion Field- (A) Basilisk's Gaze - Accuracy/Hold
- (31) Basilisk's Gaze - Accuracy/Recharge
- (31) Basilisk's Gaze - Recharge/Hold
- (33) Basilisk's Gaze - Endurance/Recharge/Hold
- (33) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold
- (33) Lockdown - Chance for +2 Mag Hold
Level 20: Maneuvers- (A) Red Fortune - Defense/Endurance
- (34) Luck of the Gambler - Defense/Endurance
- (34) Luck of the Gambler - Recharge Speed
Level 22: Recall Friend- (A) Blessing of the Zephyr - Knockback Reduction (4 points)
Level 24: Combat Jumping- (A) Luck of the Gambler - Recharge Speed
Level 26: Wormhole- (A) Stupefy - Accuracy/Recharge
- (34) Stupefy - Endurance/Stun
- (36) Stupefy - Accuracy/Endurance
- (36) Stupefy - Stun/Range
- (36) Stupefy - Accuracy/Stun/Recharge
Level 28: Thunder Clap- (A) Absolute Amazement - Stun
- (37) Absolute Amazement - Stun/Recharge
- (37) Absolute Amazement - Accuracy/Stun/Recharge
- (37) Absolute Amazement - Accuracy/Recharge
- (39) Absolute Amazement - Endurance/Stun
Level 30: Snow Storm- (A) Endurance Reduction IO
Level 32: Singularity- (A) Expedient Reinforcement - Accuracy/Damage
- (39) Expedient Reinforcement - Damage/Endurance
- (39) Expedient Reinforcement - Accuracy/Damage/Recharge
- (40) Expedient Reinforcement - Endurance/Damage/Recharge
Level 35: Tornado- (A) Expedient Reinforcement - Accuracy/Recharge
- (40) Expedient Reinforcement - Damage/Endurance
- (40) Expedient Reinforcement - Accuracy/Damage/Recharge
- (42) Expedient Reinforcement - Endurance/Damage/Recharge
- (42) Soulbound Allegiance - Damage/Endurance
Level 38: Lightning Storm- (A) Thunderstrike - Damage/Endurance
- (42) Thunderstrike - Damage/Recharge
- (43) Thunderstrike - Accuracy/Damage/Recharge
- (43) Thunderstrike - Damage/Endurance/Recharge
Level 41: Fissure- (A) Positron's Blast - Accuracy/Damage
- (43) Positron's Blast - Damage/Endurance
- (45) Positron's Blast - Damage/Recharge
- (45) Positron's Blast - Accuracy/Damage/Endurance
- (45) Positron's Blast - Chance of Damage(Energy)
Level 44: Rock Armor- (A) Luck of the Gambler - Defense/Endurance
- (46) Luck of the Gambler - Defense/Endurance/Recharge
- (46) Luck of the Gambler - Recharge Speed
- (46) Red Fortune - Defense/Endurance
Level 47: Seismic Smash- (A) Kinetic Combat - Accuracy/Damage
- (48) Kinetic Combat - Damage/Endurance
- (48) Kinetic Combat - Damage/Recharge
- (48) Kinetic Combat - Damage/Endurance/Recharge
Level 49: Earth's Embrace- (A) Recharge Reduction IO
Level 50: Cardiac Core ParagonLevel 50: Ion Total Core Judgement
Level 50: Diamagnetic Partial Core Conversion
Level 0: Marshal
Level 0: Born In Battle
Level 0: High Pain Threshold
Level 0: Invader
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Level 1: Brawl
- (A) Empty
Level 1: Sprint- (A) Unbounded Leap - +Stealth
Level 2: Rest- (A) Recharge Reduction IO
Level 2: Swift- (A) Flight Speed IO
Level 2: Hurdle- (A) Jumping IO
Level 2: Health- (A) Numina's Convalescence - +Regeneration/+Recovery
- (50) Miracle - +Recovery
Level 2: Stamina- (A) Endurance Modification IO
- (50) Endurance Modification IO
- (50) Performance Shifter - Chance for +End
Level 1: ContainmentLevel 4: Ninja Run
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