Stone/KM Build Help


Finduilas

 

Posted

This is my first attempt at creating a build using sets, so I probably made some missteps. This will probably be horribly expensive since I used some purple sets, but that's fine with me. My main goals were to run in granite with a decent run speed and recharge and be very very tough. Thanks for any feedback.

Hero Plan by Mids' Hero Designer 1.942
http://www.cohplanner.com/

Click this DataLink to open the build!

Level 50 Mutation Tanker
Primary Power Set: Stone Armor
Secondary Power Set: Kinetic Melee
Power Pool: Teleportation
Power Pool: Leadership
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Pyre Mastery

Hero Profile:
Level 1: Rock Armor -- GftotA-Run+(A), LkGmblr-Rchg+(3)
Level 1: Quick Strike -- Hectmb-Dam%(A), Hectmb-Dmg/Rchg(19), Hectmb-Acc/Dmg/Rchg(19), Hectmb-Acc/Rchg(21), Hectmb-Dmg/EndRdx(23)
Level 2: Earth's Embrace -- RgnTis-Heal/Rchg(A), RgnTis-Heal/EndRdx/Rchg(7), Panac-Heal/Rchg(5), Panac-Heal/EndRedux/Rchg(7), Panac-Heal/+End(11), Numna-Heal/Rchg(11)
Level 4: Stone Skin -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(5)
Level 6: Mud Pots -- Armgdn-Dmg(A), Armgdn-Acc/Dmg/Rchg(13), Armgdn-Dmg/EndRdx(15), Armgdn-Dam%(15), Armgdn-Acc/Rchg(17), Taunt-I(17)
Level 8: Rooted -- RgnTis-Heal/Rchg(A), RgnTis-Heal/EndRdx/Rchg(9), Heal-I(9)
Level 10: Recall Friend -- RechRdx-I(A)
Level 12: Maneuvers -- GftotA-Run+(A), LkGmblr-Rchg+(13), GftotA-Def(25)
Level 14: Teleport -- EndRdx-I(A)
Level 16: Taunt -- Zinger-Taunt(A), Zinger-Taunt/Rchg(25), Zinger-Taunt/Rchg/Rng(40), Zinger-Dam%(40), Zinger-Taunt/Rng(40), Zinger-Acc/Rchg(43)
Level 18: Boxing -- Acc-I(A)
Level 20: Tough -- Aegis-ResDam/EndRdx(A), Aegis-Psi/Status(21)
Level 22: Weave -- GftotA-Run+(A), LkGmblr-Rchg+(23), SW-Def/EndRdx(27), SW-Def(29), SW-Def/EndRdx/Rchg(29), SW-ResDam/Re TP(31)
Level 24: Tactics -- GSFC-Build%(A), GSFC-ToHit/EndRdx(27)
Level 26: Super Speed -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(39)
Level 28: Burst -- Oblit-Dmg(A), Oblit-Dmg/Rchg(31), Oblit-Acc/Dmg/Rchg(31), Oblit-Acc/Dmg/EndRdx/Rchg(34), Oblit-Acc/Rchg(37), Oblit-%Dam(39)
Level 30: Vengeance -- GftotA-Run+(A), LkGmblr-Rchg+(42), RgnTis-Heal/Rchg(42), RgnTis-Heal/EndRdx/Rchg(42)
Level 32: Granite Armor -- DefBuff-I(A), DefBuff-I(33), DefBuff-I(33), ResDam-I(33), ResDam-I(34), ResDam-I(34)
Level 35: Focused Burst -- Apoc-Dmg(A), Apoc-Dmg/Rchg(36), Apoc-Acc/Rchg(36), Apoc-Dmg/EndRdx(37), Apoc-Dam%(37)
Level 38: Power Siphon -- GSFC-ToHit/Rchg(A), GSFC-Rchg/EndRdx(39)
Level 41: Char -- G'Wdw-Acc/Hold/Rchg(A), G'Wdw-Acc/Rchg(43)
Level 44: Fire Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(45), Thundr-Dmg/Rchg(45), Thundr-Acc/Dmg/Rchg(45), Thundr-Acc/Dmg/EndRdx(46), Thundr-Dmg/EndRdx/Rchg(46)
Level 47: Fire Ball -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(48), Ragnrk-Acc/Dmg/Rchg(48), Ragnrk-Acc/Rchg(48), Ragnrk-Knock%(50)
Level 49: Minerals -- GftotA-Run+(A), LkGmblr-Rchg+(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Gauntlet
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I(A), Run-I(36), Run-I(46)
Level 2: Health -- RgnTis-Regen+(A), RgnTis-Heal/Rchg(3)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Acc(43), EndMod-I(50)


 

Posted

The Panacea Heal/Rech and Heal/End/Rech aren't doing much and will cost a cool billion, you might drop those. If you have to have the Panacea proc, go for it.

you've got 5% run speed six times (altho there might be a difference between "5% run speed" and "5% to all movement". You'll have to test it.

Looks like you squeezed every bit of run speed in possible

Ok, i added some thoughts to your build. I keep tweaking it..forgot about Winter's Gift!

Hero Plan by Mids' Hero Designer 1.942
http://www.cohplanner.com/

Click this DataLink to open the build!

Level 50 Mutation Tanker
Primary Power Set: Stone Armor
Secondary Power Set: Kinetic Melee

------------
Set Bonus Totals:

  • 61% Enhancement(Accuracy)
  • 82.5% Enhancement(RechargeTime)
  • Knockback (Mag -4)
  • 20% ResEffect(RunSpeed)
  • 91.5% RunSpeed


aww dangit, just noticed Weave is activated. You can't toggle Weave and Granite at the same time right? ooh well. doesnt have to be soft capped..

you could save money and gain another 6% with this build (no Apoc's)

Hero Plan by Mids' Hero Designer 1.942
http://www.cohplanner.com/

Click this DataLink to open the build!

NO APOCs VERSION: Level 50 Mutation Tanker
Primary Power Set: Stone Armor
Secondary Power Set: Kinetic Melee

Level 35: Focused Burst
  • (A) Maelstrom's Fury - Accuracy/Damage
  • (36) Maelstrom's Fury - Damage/Recharge
  • (36) Kinetic Crash - Accuracy/Damage/Knockback
  • (37) Kinetic Crash - Accuracy/Knockback
  • (37) HamiO:Centriole Exposure
Level 38: Power Siphon
  • (A) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
  • (39) Gaussian's Synchronized Fire-Control - Recharge/Endurance
  • (39) Rectified Reticle - To Hit Buff/Recharge
  • (43) Rectified Reticle - Increased Perception
------------
Set Bonus Totals:
  • 61% Enhancement(Accuracy)
  • 72.5% Enhancement(RechargeTime)
  • Knockback (Mag -4)
  • 20% Perception
  • 20% ResEffect(RunSpeed)
  • 97.5% RunSpeed

YET ANOTHER VERSION!

((..3 b i l l i o n c h e a p e r..))

Hero Plan by Mids' Hero Designer 1.942
http://www.cohplanner.com/

Click this DataLink to open the build!

CHEAPER SOFT CAP: Level 50 Mutation Tanker
Primary Power Set: Stone Armor
Secondary Power Set: Kinetic Melee

------------
Set Bonus Totals:
  • 46% Enhancement(Accuracy)
  • 62.5% Enhancement(RechargeTime)
  • Knockback (Mag -4)
  • 20% ResEffect(RunSpeed)
  • 100.5% RunSpeed
............G.............


perma jump is ---> /up 1

 

Posted

Thank you. Some very helpful tips. Weave can definitely be used while in granite by the way. I'm doing that now.


 

Posted

Quote:
Originally Posted by Hindenburg View Post
The Panacea Heal/Rech and Heal/End/Rech aren't doing much and will cost a cool billion, you might drop those. If you have to have the Panacea proc, go for it.

you've got 5% run speed six times (altho there might be a difference between "5% run speed" and "5% to all movement". You'll have to test it.

Looks like you squeezed every bit of run speed in possible
Where did u see the 5% run speed? I saw 4% run speed 5 times the GotA a few times and some other ones, but not enough to put him over the cap, now I see that this build is going to be really expensive to build.


 

Posted

Quote:
Originally Posted by Hindenburg View Post
The Panacea Heal/Rech and Heal/End/Rech aren't doing much and will cost a cool billion, you might drop those. If you have to have the Panacea proc, go for it.

you've got 5% run speed six times (altho there might be a difference between "5% run speed" and "5% to all movement". You'll have to test it.
Not true. Mids' will flag set bonuses slotted above the Rule of 5, and the original build has none, though it has lots of other problems.

Check here in Mids: Windows -> Sets and Bonuses-right pane. Bonuses over the Rule of 5 will be highlighted in red.

Why would you recommend that the OP slot Kinetic Crash? Sure, they're cheap, but they're going to change the KD in his attacks to KB, which is not at all desirable for a Stone Tank.


My Characters

Knight Court--A CoH Story Complete 2/3/2012

 

Posted

tgunlien, are you planning on running out of Granite at all? In your original build and in Hindenberg's revised builds Rock Armor and Tough are woefully underslotted. It's not terribly difficult to soft-cap a Stone Armor tank in and out of Granite, which makes it possible to tank without Granite in a lot of situations.

Also, I don't understand why you have taken almost no KM attacks. Maneuvers is at least marginally useful (though currently underslotted for end reduction) but I'd drop Tactics and Vengeance and pick up Concentrated Strike and Body Blow or Smashing Blow instead.


My Characters

Knight Court--A CoH Story Complete 2/3/2012

 

Posted

Quote:
Originally Posted by Finduilas View Post
tgunlien, are you planning on running out of Granite at all? In your original build and in Hindenberg's revised builds Rock Armor and Tough are woefully underslotted. It's not terribly difficult to soft-cap a Stone Armor tank in and out of Granite, which makes it possible to tank without Granite in a lot of situations.
This is a granite only, which is why I put a lot of emphasis on speed bonuses. If I wanted an out of granite, I would use my secondary build for that.

Quote:
Also, I don't understand why you have taken almost no KM attacks. Maneuvers is at least marginally useful (though currently underslotted for end reduction) but I'd drop Tactics and Vengeance and pick up Concentrated Strike and Body Blow or Smashing Blow instead.
Between Quick Strike, Focused Burst, and Fire Blast I have three well slotted single target attacks, which is enough for me. Two of them are ranged which is great. Tactics and Vengeance are mules for set bonuses. But I do like having vengeance anyways.


 

Posted

Quote:
Originally Posted by tgunlien View Post
This is a granite only, which is why I put a lot of emphasis on speed bonuses. If I wanted an out of granite, I would use my secondary build for that.



Between Quick Strike, Focused Burst, and Fire Blast I have three well slotted single target attacks, which is enough for me. Two of them are ranged which is great. Tactics and Vengeance are mules for set bonuses. But I do like having vengeance anyways.
Problem I see is if your running on your second build and you get in a situation where you need granite you will not get a chance to go and switch builds, also if u do that you can not switch back for a certain time. Second off you only have a few attacks, and you say that quick strike, focused burst, and fire blast are well slotted? Lot of people like purples in there build and I have found out with some experience that there is a problem with it and that is end, you will have some end issues if you use those powers. U will not get the bonuses of those mules you have slotted but the LoTG global recharge if you do not have them active. Not quite sure about the GoTA run. You also stated that 2 of those attacks are a range attacks witch is great if you are using a distance type toon like a blaster or dom. But you are a melee type toon who wants to get the enemy's on you not having them run from you.


 

Posted

Quote:
Originally Posted by tgunlien View Post
This is a granite only, which is why I put a lot of emphasis on speed bonuses. If I wanted an out of granite, I would use my secondary build for that.
Speed bonuses are not exactly conclusive, since Rooted will benefit from them as well.

Quote:
Between Quick Strike, Focused Burst, and Fire Blast I have three well slotted single target attacks, which is enough for me. Two of them are ranged which is great. Tactics and Vengeance are mules for set bonuses. But I do like having vengeance anyways.
It seems rather shortsighted not to take Concentrated Strike, the most damaging attack in KM, especially given Granite's damage debuff.

Other issues:

Even in Granite you're below the soft-cap for F/C def. I'd put a third Aegis in either Stone Skin or Tough for the F/C def bonus. Adding a Steadfast +Def (a good idea in general, IMO) would also fill that gap.

The bonuses in Shield Wall IOs aren't particularly useful, and as is Weave is overslotted. If you want the +Res IO, fine (though I think it's a waste of influence) but otherwise I'd pull slot or two.

Power Siphon should be taken earlier and slotted more heavily; you want it up as much as possible.

Mud Pots, Burst, Minerals and Maneuvers are underslotted for end reduction, as are Rock Armor and Tough if you're planning on running them.


My Characters

Knight Court--A CoH Story Complete 2/3/2012

 

Posted

Quote:
Originally Posted by LSK View Post
Problem I see is if your running on your second build and you get in a situation where you need granite you will not get a chance to go and switch builds, also if u do that you can not switch back for a certain time.
Honestly, if the survivability of granite is not needed I would probably just switch to a different tank alt of mine anyways. This guy is for the really tough stuff.

Quote:
Second off you only have a few attacks, and you say that quick strike, focused burst, and fire blast are well slotted? Lot of people like purples in there build and I have found out with some experience that there is a problem with it and that is end, you will have some end issues if you use those powers.
You seem to be really worried about my end. I guess I could do some tuning there but I havent' run into an issue with it yet. This toon runs far fewer toggles than other tanks I have.

Quote:
U will not get the bonuses of those mules you have slotted but the LoTG global recharge if you do not have them active. Not quite sure about the GoTA run.
Are you saying I don't get run speed bonus on tactics without having it toggled? And what about vengeance? I need to trigger it off a dead party member for the run speed to kick in?

Quote:
You also stated that 2 of those attacks are a range attacks witch is great if you are using a distance type toon like a blaster or dom. But you are a melee type toon who wants to get the enemy's on you not having them run from you.
It's great because if some pesky mobs are at range I can attack them and get them back into melee. And they are fine in melee range as well.


 

Posted

Quote:
Originally Posted by tgunlien View Post
Honestly, if the survivability of granite is not needed I would probably just switch to a different tank alt of mine anyways. This guy is for the really tough stuff.
Any tank built right can do any thing this game has to offer not just a stone tank, I have done just about everything on my fire/fire tank with out any problems.


Quote:
Originally Posted by tgunlien View Post
You seem to be really worried about my end. I guess I could do some tuning there but I havent' run into an issue with it yet. This toon runs far fewer toggles than other tanks I have.
True that you might be running fewer toggles then most of your other tanks but u keep forgetting about the end cost of some of your attacks.


Quote:
Originally Posted by tgunlien View Post
Are you saying I don't get run speed bonus on tactics without having it toggled? And what about vengeance? I need to trigger it off a dead party member for the run speed to kick in?
yes you will not get the bonus unless it is toggled, and on your veng you will not get the set bonus from your reg tissue.


Quote:
Originally Posted by tgunlien View Post
It's great because if some pesky mobs are at range I can attack them and get them back into melee. And they are fine in melee range as well.
That is fine and dandy, but you also have Taunt that can get them to come after you, I have a few toons with some ranged attacks that I hardly use since I usally just run in to the mob, and if one is trying to run then I hit taunt on them. We are trying to help you out and giving you some advise and some it seems like you do not want it. I personally had some issues with some of my builds and posted them here and took head of the advise that was given to me, just like a lot of other people.


 

Posted

Quote:
Originally Posted by LSK View Post
yes you will not get the bonus unless it is toggled, and on your veng you will not get the set bonus from your reg tissue.
Although there are some IOs that have to be in a power that's on to work, (stealth IOs, regen & recovery uniques, the Kismet +Acc among others) the GotA +Run Speed is a global, so he'll get the run speed bonus whether it's off or on. Similarly, set bonuses apply whether the power is being used or not.

The only time they won't work is if the player exemps more than three levels below the enhancement level.

I still think Vengeance is a poor choice, but it does work as a set mule the way it's being used in the posted build.


My Characters

Knight Court--A CoH Story Complete 2/3/2012

 

Posted

Quote:
Any tank built right can do any thing this game has to offer not just a stone tank, I have done just about everything on my fire/fire tank with out any problems.
For this build I want to run in granite 24/7. That's my personal preference.

Quote:
True that you might be running fewer toggles then most of your other tanks but u keep forgetting about the end cost of some of your attacks.
I am running granite, weave, rooted, mud pots, maneuvers, and cycling through a few attacks right now and I don't have too much of a problem with endurance. And this is without all the set bonuses this build would end up with. My posted build has end reduc of 33.13%, 33.13%, and 68.9% in the 3 single target attacks. That seems pretty decent to me. How much do you think I need?

Quote:
That is fine and dandy, but you also have Taunt that can get them to come after you, I have a few toons with some ranged attacks that I hardly use since I usally just run in to the mob, and if one is trying to run then I hit taunt on them. We are trying to help you out and giving you some advise and some it seems like you do not want it. I personally had some issues with some of my builds and posted them here and took head of the advise that was given to me, just like a lot of other people.
I do want advice I just don't understand this. You have a problem because they are ranged? That doesn't make any sense to me. Ranged attacks can do the same job as a melee attack but are a bit more flexible.


 

Posted

Quote:
Originally Posted by tgunlien View Post
For this build I want to run in granite 24/7. That's my personal preference.


I am running granite, weave, rooted, mud pots, maneuvers, and cycling through a few attacks right now and I don't have too much of a problem with endurance. And this is without all the set bonuses this build would end up with. My posted build has end reduc of 33.13%, 33.13%, and 68.9% in the 3 single target attacks. That seems pretty decent to me. How much do you think I need?



I do want advice I just don't understand this. You have a problem because they are ranged? That doesn't make any sense to me. Ranged attacks can do the same job as a melee attack but are a bit more flexible.
What I am saying if you go with that build and have those enhancements on it u will see what I am talking about, I never said I had a problem with them being ranged what I am saying is that u seem very proud of those and do not want to listen when some one is letting you know that you can get more if you change a few things.


 

Posted

Quote:
Originally Posted by LSK View Post
What I am saying if you go with that build and have those enhancements on it u will see what I am talking about, I never said I had a problem with them being ranged what I am saying is that u seem very proud of those and do not want to listen when some one is letting you know that you can get more if you change a few things.
I just rechecked focused burst and the dpa is less than the other attacks. Body Blow has the best dpa of the first 3 attacks so it might be worth swapping for. I still get the ranged attack I want in fire blast with a pretty fast recharge, which is enough to keep me happy.


 

Posted

Quote:
Originally Posted by tgunlien View Post
I am running granite, weave, rooted, mud pots, maneuvers, and cycling through a few attacks right now and I don't have too much of a problem with endurance. And this is without all the set bonuses this build would end up with. My posted build has end reduc of 33.13%, 33.13%, and 68.9% in the 3 single target attacks. That seems pretty decent to me. How much do you think I need?
Using your build in the first post, running your stated toggles, and assuming an attack chain of Quick Strike -> Fire Blast -> Quick Strike -> Focused Burst, my numbers show you running out of endurance after about 67 seconds of sustained combat. You've got a net endurance recovery of 1.17 eps.

For comparison, my stone/fire tank, when running Granite, Mud Pots, Maneuvers, and Weave, has a net recovery of 1.70 eps, and I had endurance issues when solo until I got my Cardiac Core Boost. (When teamed, Taunt was part of my attack chain, reducing endurance use to reasonable levels.)


 

Posted

Quote:
Originally Posted by Katie V View Post
Using your build in the first post, running your stated toggles, and assuming an attack chain of Quick Strike -> Fire Blast -> Quick Strike -> Focused Burst, my numbers show you running out of endurance after about 67 seconds of sustained combat. You've got a net endurance recovery of 1.17 eps.

For comparison, my stone/fire tank, when running Granite, Mud Pots, Maneuvers, and Weave, has a net recovery of 1.70 eps, and I had endurance issues when solo until I got my Cardiac Core Boost. (When teamed, Taunt was part of my attack chain, reducing endurance use to reasonable levels.)
Ty I was trying to rember how that worked to show them what I was talking about.


 

Posted

Quote:
Originally Posted by Katie V View Post
Using your build in the first post, running your stated toggles, and assuming an attack chain of Quick Strike -> Fire Blast -> Quick Strike -> Focused Burst, my numbers show you running out of endurance after about 67 seconds of sustained combat. You've got a net endurance recovery of 1.17 eps.

For comparison, my stone/fire tank, when running Granite, Mud Pots, Maneuvers, and Weave, has a net recovery of 1.70 eps, and I had endurance issues when solo until I got my Cardiac Core Boost. (When teamed, Taunt was part of my attack chain, reducing endurance use to reasonable levels.)
Fair enough. It's probably that in normal team play I'm moving around, taunting, using inspirs, and other such things so I'm not cycling the attacks quite that fast. On a beefy AV this would more than likely be a bigger problem. Ok so here goes. I stole some slots from taunt and put some end reduc in quick strike, focused burst, maneuvers and mud pots. That should reduce my endurance usage by quite a lot. I also worked in a steadfast protection +3% defense into stone skin.

Revised more to include Finduilas suggestion to finish capping fire/cold defense with aegis, and used Winter's Gift in Superspeed as suggested by Hindenburg.

Hero Plan by Mids' Hero Designer 1.942
http://www.cohplanner.com/

Click this DataLink to open the build!

Level 50 Mutation Tanker
Primary Power Set: Stone Armor
Secondary Power Set: Kinetic Melee
Power Pool: Teleportation
Power Pool: Leadership
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Pyre Mastery

Hero Profile:
Level 1: Rock Armor -- GftotA-Run+(A), LkGmblr-Rchg+(3)
Level 1: Quick Strike -- Hectmb-Dmg/Rchg(A), Hectmb-Acc/Dmg/Rchg(11), Hectmb-Dam%(19), Hectmb-Acc/Rchg(19), Hectmb-Dmg/EndRdx(21), EndRdx-I(23)
Level 2: Earth's Embrace -- RgnTis-Heal/Rchg(A), RgnTis-Heal/EndRdx/Rchg(7), Numna-Heal/EndRdx/Rchg(5), Numna-Heal(7), Numna-Heal/Rchg(11)
Level 4: Stone Skin -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(5), S'fstPrt-ResDam/Def+(40)
Level 6: Mud Pots -- Armgdn-Dmg(A), Armgdn-Acc/Dmg/Rchg(13), Armgdn-Dmg/EndRdx(15), Armgdn-Dam%(15), Armgdn-Acc/Rchg(17), EndRdx-I(17)
Level 8: Rooted -- RgnTis-Heal/Rchg(A), RgnTis-Heal/EndRdx(9), Heal-I(9)
Level 10: Recall Friend -- RechRdx-I(A)
Level 12: Maneuvers -- GftotA-Run+(A), LkGmblr-Rchg+(13), GftotA-Def(25), EndRdx-I(40)
Level 14: Teleport -- EndRdx-I(A)
Level 16: Taunt -- Zinger-Taunt(A)
Level 18: Boxing -- Acc-I(A)
Level 20: Tough -- Aegis-ResDam/EndRdx(A), Aegis-Psi/Status(21), Aegis-ResDam(29)
Level 22: Weave -- GftotA-Run+(A), LkGmblr-Rchg+(23), SW-Def/EndRdx(27), SW-Def(29), SW-ResDam/Re TP(31)
Level 24: Tactics -- GSFC-Build%(A), GSFC-ToHit/EndRdx(27)
Level 26: Super Speed -- Winter-RunSpd/Jump/Fly/Rng(A), Winter-RunSpd/Jump/Fly/Rng/EndRdx(39), Winter-ResSlow(43)
Level 28: Burst -- Oblit-Dmg(A), Oblit-Dmg/Rchg(31), Oblit-Acc/Dmg/Rchg(31), Oblit-Acc/Dmg/EndRdx/Rchg(34), Oblit-Acc/Rchg(37), Oblit-%Dam(39)
Level 30: Vengeance -- GftotA-Run+(A), LkGmblr-Rchg+(42), RgnTis-Heal/Rchg(42), RgnTis-Heal/EndRdx/Rchg(42)
Level 32: Granite Armor -- DefBuff-I(A), DefBuff-I(33), DefBuff-I(33), ResDam-I(33), ResDam-I(34), ResDam-I(34)
Level 35: Focused Burst -- Apoc-Dmg(A), Apoc-Dmg/Rchg(36), Apoc-Acc/Rchg(36), Apoc-Dmg/EndRdx(37), Apoc-Dam%(37), EndRdx-I(40)
Level 38: Power Siphon -- GSFC-ToHit/Rchg(A), GSFC-Rchg/EndRdx(39)
Level 41: Char -- G'Wdw-Acc/Hold/Rchg(A), G'Wdw-Acc/Rchg(43)
Level 44: Fire Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(45), Thundr-Dmg/Rchg(45), Thundr-Acc/Dmg/Rchg(45), Thundr-Acc/Dmg/EndRdx(46), Thundr-Dmg/EndRdx/Rchg(46)
Level 47: Fire Ball -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(48), Ragnrk-Dmg/EndRdx(48), Ragnrk-Acc/Rchg(48), Ragnrk-Knock%(50)
Level 49: Minerals -- GftotA-Run+(A), LkGmblr-Rchg+(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Gauntlet
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I(A), Run-I(36), Run-I(46)
Level 2: Health -- RgnTis-Regen+(A), RgnTis-Heal/Rchg(3), Mrcl-Rcvry+(25)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Acc(43), EndMod-I(50)