Shield/Elec/ice and taunt


AlienMafia

 

Posted

I was playing around with a new char on Mids and came up with a few questions I was hoping the experts could help me with.

According to mids, Lightning Rod has no inherent punchvoke aggro. Same with ice storm. Anyone with experience with these two powers able to confirm/deny this is the case?

The reason I'm asking is that the build I've come up with is pretty tight and I don't have taunt. The only two places I feel taunt could go would be in for Havoc Punch or possibly BU. I've got havoc punch in there for single target. My single target rotation is pretty thin as is, so i went for lower power but quicker activation powers (Charged Brawl/Havoc Punch/Ice Blast).

Other than this, I think I've got a very nice all around tank. Take a look and tell me what I'm doing wrong.

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

Click this DataLink to open the build!

Level 50 Magic Tanker
Primary Power Set: Shield Defense
Secondary Power Set: Electrical Melee
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Arctic Mastery

Hero Profile:
Level 1: Deflection -- LkGmblr-Rchg+(A), LkGmblr-Def(3), LkGmblr-Def/EndRdx(3), Aegis-ResDam(5), Aegis-ResDam/EndRdx(5), Aegis-ResDam/Rchg(7)
Level 1: Charged Brawl -- Hectmb-Dmg(A), Hectmb-Acc/Dmg/Rchg(40), Hectmb-Acc/Rchg(43), Hectmb-Dmg/EndRdx(43), Hectmb-Dam%(43)
Level 2: Havoc Punch -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(37), Mako-Dmg/Rchg(46), Mako-Acc/Dmg/EndRdx/Rchg(50)
Level 4: Jacobs Ladder -- Oblit-Dmg(A), Oblit-Acc/Rchg(15), Oblit-Dmg/Rchg(15), Oblit-Acc/Dmg/Rchg(21), Oblit-Acc/Dmg/EndRdx/Rchg(23), Oblit-%Dam(23)
Level 6: Battle Agility -- LkGmblr-Rchg+(A), LkGmblr-Def(7), LkGmblr-Def/EndRdx(9)
Level 8: True Grit -- Numna-Heal(A), Numna-Heal/EndRdx(9), Numna-Heal/Rchg(11), ImpArm-ResDam(11), ImpArm-ResDam/EndRdx(13), S'fstPrt-ResDam/Def+(13)
Level 10: Active Defense -- HO:Membr(A), HO:Membr(21)
Level 12: Against All Odds -- EndRdx-I(A)
Level 14: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(50)
Level 16: Thunder Strike -- Armgdn-Acc/Dmg/Rchg(A), Armgdn-Acc/Rchg(17), Armgdn-Dmg/EndRdx(17), Armgdn-Dmg(19), Armgdn-Dam%(19)
Level 18: Phalanx Fighting -- Ksmt-ToHit+(A)
Level 20: Build Up -- RechRdx-I(A)
Level 22: Boxing -- Empty(A)
Level 24: Tough -- HO:Ribo(A), HO:Ribo(29)
Level 26: Shield Charge -- Erad-Dmg(A), Erad-Acc/Rchg(27), Erad-Dmg/Rchg(27), Erad-Acc/Dmg/Rchg(36), Erad-Acc/Dmg/EndRdx/Rchg(37), Erad-%Dam(37)
Level 28: Chain Induction -- Mako-Acc/Dmg(A), Mako-Acc/Dmg/EndRdx/Rchg(29), Mako-Dmg/EndRdx(31), Mako-Dmg/Rchg(34)
Level 30: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(31), LkGmblr-Def/EndRdx(31)
Level 32: One with the Shield -- Numna-Heal(A), Numna-Heal/EndRdx(33), Numna-Heal/Rchg(33), Aegis-ResDam(33), Aegis-ResDam/EndRdx(34), Aegis-ResDam/Rchg(34)
Level 35: Hasten -- RechRdx-I(A), RechRdx-I(36), RechRdx-I(36)
Level 38: Lightning Rod -- Oblit-Dmg(A), Oblit-Acc/Rchg(39), Oblit-Dmg/Rchg(39), Oblit-Acc/Dmg/Rchg(39), Oblit-Acc/Dmg/EndRdx/Rchg(40), Oblit-%Dam(40)
Level 41: Block of Ice -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(42), BasGaze-Rchg/Hold(42), BasGaze-Acc/EndRdx/Rchg/Hold(42)
Level 44: Ice 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: Ice Storm -- Ragnrk-Acc/Dmg/Rchg(A), Ragnrk-Acc/Rchg(48), Ragnrk-Dmg(48), Ragnrk-Dmg/EndRdx(48), Ragnrk-Knock%(50)
Level 49: Grant Cover -- LkGmblr-Rchg+(A)
------------
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)
Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(25)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(25)
------------
Set Bonus Totals:

  • 12% DamageBuff(Smashing)
  • 12% DamageBuff(Lethal)
  • 12% DamageBuff(Fire)
  • 12% DamageBuff(Cold)
  • 12% DamageBuff(Energy)
  • 12% DamageBuff(Negative)
  • 12% DamageBuff(Toxic)
  • 12% DamageBuff(Psionic)
  • 6.75% Defense(Smashing)
  • 6.75% Defense(Lethal)
  • 10.8% Defense(Fire)
  • 10.8% Defense(Cold)
  • 12.4% Defense(Energy)
  • 12.4% Defense(Negative)
  • 3% Defense(Psionic)
  • 10.5% Defense(Melee)
  • 9.56% Defense(Ranged)
  • 9.25% Defense(AoE)
  • 1.8% Max End
  • 70% Enhancement(Accuracy)
  • 85% Enhancement(RechargeTime)
  • 4% FlySpeed
  • 253 HP (13.5%) HitPoints
  • 4% JumpHeight
  • 4% JumpSpeed
  • MezResist(Immobilize) 6.6%
  • MezResist(Stun) 4.4%
  • 18.5% (0.31 End/sec) Recovery
  • 64% (5 HP/sec) Regeneration
  • 7.56% Resistance(Fire)
  • 7.56% Resistance(Cold)
  • 14% RunSpeed
  • 2% XPDebtProtection



Code:
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Posted

You're still soft capped without Combat Jumping, so you could substitute that out for taunt.

Personally, I tend to leave OwtS at it's base slot and would redistribute the extra slots around instead of trying to get set bonuses there. YMMV.


Throwing darts at the board to see if something sticks.....

Come show your resolve and fight my brute!
Tanks: Gauntlet, the streak breaker and you!
Quote:
Originally Posted by PapaSlade
Rangle's right....this is fun.

 

Posted

Quote:
Originally Posted by Rangle M. Down View Post
You're still soft capped without Combat Jumping, so you could substitute that out for taunt.

Personally, I tend to leave OwtS at it's base slot and would redistribute the extra slots around instead of trying to get set bonuses there. YMMV.
I've tried leaving out CJ on non flying chars before, but the maneuverability is sooo nice. You did make me think about the slotting on that. Gonna switch out the extra slot there for perfomance shifter proc in stamina. That should help the build overall.

I see your point on OwtS. I know that it's situational, but I like that I can go into an AV fight at all but capped HP and nice resistances. I think if I take out those slots, I might actually just skip the power. but then I would be rewriting the whole build to try to fit in the self heal or i wouldn't feel confident as a tank.

Good thoughts, but i'm leaning on getting rid of Havoc punch right now and trying to rely on Jacobs ladder and Chain Induction for the single target damage. I could place a couple slots into CI and put it in the 5 endo range. not too shabby, but it will leave a bit of a stall in my single target attack chain.


 

Posted

Quote:
Originally Posted by Shadey_NA View Post
I think I've got a very nice all around tank. Take a look and tell me what I'm doing wrong.
I felt that your build would run out of endurance rather fast given the least favourable team make up and without taunt could also with the least favourable team make up be lacking in the flexibility required to create the survivability not just, in some circumstances for yourself but for the team too.

Ofc there is always an insp tray but if its "all round" to you then carry on.


He will honor his words; he will definitely carry out his actions. What he promises he will fulfill. He does not care about his bodily self, putting his life and death aside to come forward for another's troubled besiegement. He does not boast about his ability, or shamelessly extol his own virtues. - Sima Qian.

 

Posted

Quote:
Originally Posted by New Dawn View Post
I felt that your build would run out of endurance rather fast given the least favourable team make up and without taunt could also with the least favourable team make up be lacking in the flexibility required to create the survivability not just, in some circumstances for yourself but for the team too.

Ofc there is always an insp tray but if its "all round" to you then carry on.
I agree, it definitely needs the taunt if Ice Storm and LR don't have an aggro component. I placed this thread to see if there was some taunt to it that isn't mentioned in mids and what people thought about those abilities in reference to taunt. I was thinking of AaO for taunt too. I'm pretty sure my final build will take Havoc Punch out for Taunt unless I can get by without it.

And yes, I can forsee chomping some blues along the way too. I think I can help that out with swapping the extra slot from CJ to stamina and putting the PS proc in it. That's part of the what's wrong with this build I was asking about. I wondered if anyone has played this combo and can contribute what I might expect endwise. I don't have a problem chomping blues (and greens) from time to time, what I don't want to do is have to craft blues at every instance cuz I can't stand up without em. Like everyone does with purples and AE farming.

The good news is I can achieve Blizzard+ levels of damage about every 40 seconds, even if the aoe is smaller. It has very nice D and resist numbers and overall, will stand well as a tank if I can get the end under control. We've all seen plenty a tank who has major issues with one thing or another (or more). This build/AT seems to lack that kind of an issue.


 

Posted

I generally won't run a tanker without taunt. I like the flexibility it gives. I don't recommend not having it. People have their own ideas of what tanking is and solve issues some way or another. That's down to them, the game has got to be challenging one way or another. Sometimes you're making life harder for yourself with the choices you make or making it harder for somebody else. At the end of the day people are going to prefer different things. To me no attack replaces taunt completely.


He will honor his words; he will definitely carry out his actions. What he promises he will fulfill. He does not care about his bodily self, putting his life and death aside to come forward for another's troubled besiegement. He does not boast about his ability, or shamelessly extol his own virtues. - Sima Qian.

 

Posted

Quote:
Originally Posted by New Dawn View Post
I generally won't run a tanker without taunt. I like the flexibility it gives. I don't recommend not having it. People have their own ideas of what tanking is and solve issues some way or another. That's down to them, the game has got to be challenging one way or another. Sometimes you're making life harder for yourself with the choices you make or making it harder for somebody else. At the end of the day people are going to prefer different things. To me no attack replaces taunt completely.
True and I'll end up taking the taunt, it's just a matter of what to take out. When I posted this, I was thinking more along the lines of a Banker (i know, ranged is a state of mind when it's with LR and SC) than a tanker. The taunt would still work out for the build, but with the damage this char can do. lots of stuff will be long ded before taunt becomes needed.

Here's what I'm thinking now.

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

Click this DataLink to open the build!

Level 50 Magic Tanker
Primary Power Set: Shield Defense
Secondary Power Set: Electrical Melee
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Speed
Ancillary Pool: Arctic Mastery

Hero Profile:
Level 1: Deflection -- LkGmblr-Rchg+(A), LkGmblr-Def(3), LkGmblr-Def/EndRdx(3), Aegis-ResDam(5), Aegis-ResDam/EndRdx(5), Aegis-ResDam/Rchg(7)
Level 1: Charged Brawl -- Hectmb-Dmg(A), Hectmb-Acc/Dmg/Rchg(40), Hectmb-Acc/Rchg(43), Hectmb-Dmg/EndRdx(43), Hectmb-Dam%(43)
Level 2: Battle Agility -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(9), LkGmblr-Def(37)
Level 4: Jacobs Ladder -- Oblit-Dmg(A), Oblit-Acc/Rchg(15), Oblit-Dmg/Rchg(15), Oblit-Acc/Dmg/Rchg(21), Oblit-Acc/Dmg/EndRdx/Rchg(23), Oblit-%Dam(23)
Level 6: Boxing -- Empty(A)
Level 8: True Grit -- Numna-Heal(A), Numna-Heal/EndRdx(9), Numna-Heal/Rchg(11), ImpArm-ResDam(11), ImpArm-ResDam/EndRdx(13), S'fstPrt-ResDam/Def+(13)
Level 10: Active Defense -- HO:Membr(A), HO:Membr(21)
Level 12: Against All Odds -- EndRdx-I(A)
Level 14: Combat Jumping -- LkGmblr-Rchg+(A)
Level 16: Thunder Strike -- Armgdn-Acc/Dmg/Rchg(A), Armgdn-Acc/Rchg(17), Armgdn-Dmg/EndRdx(17), Armgdn-Dmg(19), Armgdn-Dam%(19)
Level 18: Phalanx Fighting -- Ksmt-ToHit+(A)
Level 20: Build Up -- RechRdx-I(A)
Level 22: Taunt -- Empty(A)
Level 24: Tough -- HO:Ribo(A), HO:Ribo(29)
Level 26: Shield Charge -- Erad-Dmg(A), Erad-Acc/Rchg(27), Erad-Dmg/Rchg(27), Erad-Acc/Dmg/Rchg(36), Erad-Acc/Dmg/EndRdx/Rchg(37), Erad-%Dam(37)
Level 28: Chain Induction -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(29), C'ngImp-Acc/Dmg/EndRdx(31), C'ngImp-Dmg/EndRdx/Rchg(34), C'ngImp-Acc/Dmg/Rchg(50)
Level 30: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(31), LkGmblr-Def/EndRdx(31)
Level 32: One with the Shield -- Numna-Heal(A), Numna-Heal/EndRdx(33), Numna-Heal/Rchg(33), Aegis-ResDam(33), Aegis-ResDam/EndRdx(34), Aegis-ResDam/Rchg(34)
Level 35: Hasten -- RechRdx-I(A), RechRdx-I(36), RechRdx-I(36)
Level 38: Lightning Rod -- Oblit-Dmg(A), Oblit-Acc/Rchg(39), Oblit-Dmg/Rchg(39), Oblit-Acc/Dmg/Rchg(39), Oblit-Acc/Dmg/EndRdx/Rchg(40), Oblit-%Dam(40)
Level 41: Block of Ice -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(42), BasGaze-Rchg/Hold(42), BasGaze-Acc/EndRdx/Rchg/Hold(42)
Level 44: Ice 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: Ice Storm -- Ragnrk-Acc/Dmg/Rchg(A), Ragnrk-Acc/Rchg(48), Ragnrk-Dmg/EndRdx(48), Ragnrk-Dmg(48), Ragnrk-Knock%(50)
Level 49: Grant Cover -- LkGmblr-Rchg+(A)
------------
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)
Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(25), Numna-Heal(46)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/Acc(7), Efficacy-EndMod/Rchg(25), P'Shift-End%(50)
------------
Set Bonus Totals:
  • 6% DamageBuff(Smashing)
  • 6% DamageBuff(Lethal)
  • 6% DamageBuff(Fire)
  • 6% DamageBuff(Cold)
  • 6% DamageBuff(Energy)
  • 6% DamageBuff(Negative)
  • 6% DamageBuff(Toxic)
  • 6% DamageBuff(Psionic)
  • 6.75% Defense(Smashing)
  • 6.75% Defense(Lethal)
  • 10.8% Defense(Fire)
  • 10.8% Defense(Cold)
  • 12.4% Defense(Energy)
  • 12.4% Defense(Negative)
  • 3% Defense(Psionic)
  • 10.5% Defense(Melee)
  • 9.56% Defense(Ranged)
  • 9.25% Defense(AoE)
  • 1.8% Max End
  • 77% Enhancement(Accuracy)
  • 90% Enhancement(RechargeTime)
  • 4% FlySpeed
  • 217.9 HP (11.6%) HitPoints
  • 4% JumpHeight
  • 4% JumpSpeed
  • MezResist(Immobilize) 2.2%
  • MezResist(Stun) 4.4%
  • 20% (0.33 End/sec) Recovery
  • 66% (5.15 HP/sec) Regeneration
  • 7.56% Resistance(Fire)
  • 7.56% Resistance(Cold)
  • 14% RunSpeed
  • 2% XPDebtProtection



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Posted

I like the second one more. Charged Brawl comes up so fast u dont need Havoc Punch. Very Nice recharge. I stand on the side of Tanks needing taunt so i say its crucial to get taunt. HP could be better. Also i like a little bit more Defense then just barely over personally. Im not saying its bad, im just saying my opinion behind it. 50+ min for Defense. Its a very nice build

This is my Shield/Dark tanks build. ITS JUST AND EXAMPLE! but look at it for ideas.

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

Click this DataLink to open the build!

Level 50 Magic Tanker
Primary Power Set: Shield Defense
Secondary Power Set: Dark Melee
Power Pool: Speed
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Energy Mastery

Hero Profile:
Level 1: Deflection -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(17), LkGmblr-Def/Rchg(17), TtmC'tng-ResDam/EndRdx(19), TtmC'tng-ResDam(19), TtmC'tng-ResDam/EndRdx/Rchg(21)
Level 1: Shadow Punch -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(37), Mako-Acc/EndRdx/Rchg(37), Mako-Acc/Dmg/EndRdx/Rchg(39)
Level 2: Battle Agility -- RedFtn-Def(A), RedFtn-Def/EndRdx(9), RedFtn-Def/Rchg(11), RedFtn-EndRdx/Rchg(13), RedFtn-Def/EndRdx/Rchg(13), RedFtn-EndRdx(15)
Level 4: True Grit -- Numna-Heal(A), Numna-Heal/Rchg(7), Numna-Heal/EndRdx(21), Mrcl-Heal(40), Mrcl-Heal/EndRdx(46), ResDam-I(48)
Level 6: Active Defense -- RechRdx-I(A)
Level 8: Against All Odds -- EndRdx-I(A)
Level 10: Taunt -- Zinger-Taunt(A), Zinger-Taunt/Rchg(11), Zinger-Taunt/Rchg/Rng(23), Zinger-Acc/Rchg(23), Zinger-Taunt/Rng(31), Zinger-Dam%(33)
Level 12: Phalanx Fighting -- LkGmblr-Rchg+(A)
Level 14: Hasten -- RechRdx-I(A), RechRdx-I(15)
Level 16: Siphon Life -- Nictus-Heal/HP/Regen/Rchg(A), Nictus-Acc/Heal(33), Nictus-Acc/EndRdx/Heal/HP/Regen(33), Nictus-Acc/EndRdx/Rchg(34)
Level 18: Grant Cover -- LkGmblr-Rchg+(A)
Level 20: Combat Jumping -- LkGmblr-Rchg+(A), Winter-ResSlow(43), Ksmt-ToHit+(43)
Level 22: Boxing -- Empty(A)
Level 24: Tough -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(25), Aegis-ResDam/Rchg(25), Aegis-ResDam/EndRdx/Rchg(29), Aegis-Psi/Status(29)
Level 26: Shield Charge -- Oblit-Dmg(A), Oblit-Acc/Rchg(27), Oblit-Dmg/Rchg(27), Oblit-Acc/Dmg/Rchg(37), Oblit-Acc/Dmg/EndRdx/Rchg(39), Oblit-%Dam(39)
Level 28: Soul Drain -- Erad-Acc/Rchg(A), Erad-Dmg/Rchg(34), Erad-Acc/Dmg/Rchg(34), Erad-Acc/Dmg/EndRdx/Rchg(36), EndRdx-I(40)
Level 30: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(31), LkGmblr-Def/EndRdx/Rchg(31)
Level 32: One with the Shield -- S'fstPrt-ResDam/Def+(A)
Level 35: Dark Consumption -- Efficacy-EndMod/Rchg(A), Efficacy-EndMod/Acc(36), P'Shift-EndMod/Acc/Rchg(36)
Level 38: Midnight Grasp -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(40), Mako-Acc/EndRdx/Rchg(42), Mako-Acc/Dmg/EndRdx/Rchg(43)
Level 41: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(42), LkGmblr-Def/EndRdx(42)
Level 44: Focused Accuracy -- GSFC-ToHit(A), GSFC-ToHit/Rchg(45), GSFC-ToHit/Rchg/EndRdx(45), GSFC-Rchg/EndRdx(45), GSFC-ToHit/EndRdx(46), GSFC-Build%(46)
Level 47: Laser Beam Eyes -- Apoc-Dmg/Rchg(A), Apoc-Acc/Dmg/Rchg(48), Apoc-Dmg/EndRdx(48)
Level 49: Physical Perfection -- P'Shift-End%(A), Numna-Heal(50), Numna-Heal/EndRdx(50), Numna-Regen/Rcvry+(50)
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 50: Spiritual Core Paragon
------------
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)
Level 2: Health -- Mrcl-Heal(A), Mrcl-Heal/EndRdx(5), Mrcl-Rcvry+(5), Numna-Heal(7), Numna-Heal/EndRdx(9)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(3), P'Shift-End%(3)


Thorns - Spines/Willpower Scrapper (1366 Badges)