Plant/Fire/Fire!
On my PFF I took incinerate over consume. I also took Aid Self.
Aid Self could be replaced by Destiny Rebirth I guess. But I like Incinerate for melting bosses and other hard-targets with a chain of Blaze-Blast-Incin. You have more than enough AOE with Roots+ROF+FB+Fire Breath. Something to think about.
Here is my Plant/Fire/Ice just to provide some thoughts. If I could make some suggestions on yours:
1) Put the Contagious Confusion proc in Seeds (swap it for the Confuse IO you have in it)
2) Add a Range IO to Seeds if you can find a slot. Range in cones is pure win.
3) Add a Range IO to Fire Breath, it really increases cones area of effect.
4) Spirit Tree and Spore Burst are not required powers, but can be useful tools to have if you can find space for them. Spirit Tree shines in Ambushes and against AVs; Spore Burst works well against groups of Villains/Heroes in Task Forces/Strike Forces. Entangle is helpful against AVs.
5) Try to get some Accuracy in Creepers, tests have shown the two best procs in it are the Energy Dmg and slow. The immobilize and knockback procs don't even come close to them. (The Javelin dmg one would be as good as the best one, if you can afford it.)
6) The Gladiator's Armor +3% Defense IO may be the single most expensive IO in the game.
7) If you like damage, try to take Embrace of Fire sooner.
8) Going Musscular, will you have enough endurance? Don't drop Consume, it also gives you 50% Endurance Drain Protection for two mins after using it.
9) With the latest patch 4 days ago, you should now (I think) be able to take Rain of Fire at level 35, and Fireball at level 38 or 41.
10) A dmg IO or two in strangle can be nice.
11) Do you use Combustion a lot, or more play from range?
I hope these thoughts help some.
Villain Plan by Mids' Villain Designer 1.942
http://www.cohplanner.com/
Click this DataLink to open the build!
Sister Sumac: Level 50 Magic Dominator
Primary Power Set: Plant Control
Secondary Power Set: Fiery Assault
Power Pool: Concealment
Power Pool: Speed
Power Pool: Leaping
Power Pool: Fighting
Ancillary Pool: Ice Mastery
Villain Profile:
Level 1: Strangler -- Dmg-I(A), Dmg-I(3), BasGaze-EndRdx/Rchg/Hold(3), BasGaze-Acc/EndRdx/Rchg/Hold(5), BasGaze-Acc/Hold(5), BasGaze-Acc/Rchg(7)
Level 1: Flares -- Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/Rchg(7), Thundr-Acc/Dmg/EndRdx(9)
Level 2: Entangle -- Thundr-Dmg/EndRdx(A), Thundr-Acc/Dmg(42), Thundr-Dmg/EndRdx/Rchg(46)
Level 4: Roots -- Posi-Acc/Dmg/EndRdx(A), Posi-Acc/Dmg(11), Posi-Dmg/EndRdx(11), Posi-Dmg/Rchg(13), Posi-Dam%(13), TotHntr-Dam%(15)
Level 6: Fire Breath -- Posi-Dmg/Rng(A), Posi-Dmg/EndRdx(15), Posi-Acc/Dmg/EndRdx(17), Posi-Dam%(17), Posi-Dmg/Rchg(19), Range-I(40)
Level 8: Seeds of Confusion -- CoPers-Conf%(A), CoPers-Acc/Conf/Rchg(21), Acc-I(21), Range-I(42), Range-I(43)
Level 10: Fire Blast -- Thundr-Acc/Dmg/Rchg(A), Thundr-Acc/Dmg(23), Thundr-Acc/Dmg/EndRdx(23), Thundr-Dmg/EndRdx(45)
Level 12: Stealth -- LkGmblr-Rchg+(A), HO:Enzym(25), Ksmt-ToHit+(27)
Level 14: Hasten -- RechRdx-I(A), RechRdx-I(25), RechRdx-I(40), RechRdx-I(40)
Level 16: Embrace of Fire -- RechRdx-I(A), RechRdx-I(29)
Level 18: Vines -- UbrkCons-Hold/Rchg(A), UbrkCons-Acc/Hold/Rchg(29), UbrkCons-Acc/Rchg(31), UbrkCons-EndRdx/Hold(31), UbrkCons-Dam%(43)
Level 20: Spirit Tree -- Heal-I(A)
Level 22: Spore Burst -- HO:Endo(A)
Level 24: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(31), ULeap-Stlth(33)
Level 26: Carrion Creepers -- HO:Nucle(A), HO:Nucle(33), HO:Nucle(33), Posi-Dam%(34), ImpSwft-Dam%(34), TmpRdns-EndRdx/Rchg/Slow(34)
Level 28: Consume -- Erad-Acc/Rchg(A), Erad-Acc/Dmg/Rchg(36), Erad-Acc/Dmg/EndRdx/Rchg(36)
Level 30: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(50), KntkC'bat-Dmg/Rchg(50), KntkC'bat-Knock%(36)
Level 32: Fly Trap -- ExRmnt-Acc/Dmg(A), ExRmnt-Acc/Dmg/Rchg(37), ExRmnt-Acc/Rchg(37), ExRmnt-Dmg/EndRdx(37), HO:Nucle(39), LdyGrey-%Dam(46)
Level 35: Sleet -- UndDef-DefDeb/Rchg/EndRdx(A), Achilles-ResDeb%(45), RechRdx-I(48)
Level 38: Blaze -- Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/Rchg(39), Thundr-Acc/Dmg/EndRdx(39), Thundr-Dmg/EndRdx(43)
Level 41: Frozen Armor -- LkGmblr-Rchg+(A), HO:Enzym(42), HO:Enzym(45), HO:Enzym(46), HO:Enzym(48)
Level 44: Tough -- S'fstPrt-ResDam/Def+(A)
Level 47: Weave -- LkGmblr-Rchg+(A), HO:Enzym(48), HO:Enzym(50)
Level 49: Hibernate -- Numna-Heal/Rchg(A)
Level 50: Spiritual Total Core Revamp
------------
Level 1: Brawl -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Knock%(9), KntkC'bat-Dmg/Rchg(19), KntkC'bat-Dmg/EndRdx(27)
Level 1: Domination
Level 1: Sprint -- HO:Micro(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 -- EndMod-I(A)
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On my PFF I took incinerate over consume. I also took Aid Self.
Aid Self could be replaced by Destiny Rebirth I guess. But I like Incinerate for melting bosses and other hard-targets with a chain of Blaze-Blast-Incin. You have more than enough AOE with Roots+ROF+FB+Fire Breath. Something to think about. |
I think I'll go without Aid Self - inspirations + incarnate powers should cover that pretty well.
Here is my Plant/Fire/Ice just to provide some thoughts. If I could make some suggestions on yours:
... |
2,3) Yeah, range w/ cones is pretty good, but in order to hit an entire mob with seeds I have to be pretty close anyway, and once they're all mezzed I can get as close as I want to for Fire Breath. It's a pity that unlike all the other confuse set, Coercive Persuasion doesn't have a range bonus in it. Unfortunately 6-slotting seeds means I can't get the tasty 5% ranged defense from the set bonus.
4) Yeah both powers are definitely useful, though I don't find myself fighting AVs that often (or rather, fighting groups of them where I'd want to put a number of them to sleep for a while).
5) Does creepers actually benefit from accuracy enhancements? As for the procs, correct me if this is wrong - the damage, slow, and knockback procs will fire on casting and every 10 seconds thereafter as they are continuous effects (or every time the creepers attack? Mids says the slow effects are applied every 4-5 seconds or so), whereas the immob proc will trigger once when something dies. This suggests that the immob proc is not that useful (since once things start dying in large amounts, they're, well, dead and dont need any more damage on them).
6) 2 bil is kind of pricey, yeah
7) Embrace of fire is taken at level 50 because it's one of the few powers that I don't want at least 5 slots in, and if I pushed vengeance to 50 then I'd be that much further away from being a permadom (set bonuses etc).
8) Between permadom, some decent recovery bonuses, and consume, I should be fine on endurance without having to take Cardiac. If I really want to I can also take Radial Paragon instead of Core Paragon, which will give me a smaller damage boost, but will enhance the End Mod of both Stamina and Consume by 33%.
9) That's cool but I'm not sure if it helps
10) No slots, but I have plenty of other powers for damage anyway. Seems like a really inefficient use of slots on a dominator.
11) I don't have a problem getting in close - I shouldn't be in melee range of more than one or two things anyway if everything's immob'd, and if they're all confused / held anyway I'll be in good shape. However combustion seems kind of weak and I prefer targeted AoEs to PBAoEs just because sometimes its difficult to actually get into the middle of a mob to fire it off.
Ty for all of the comments
And yeah, /ice seems like a really popular APP for frozen armor, but I don't really like it for this char for concept (plus I think frozen armor looks bad).
New build with slightly reorganized slotting, and up to 32.5% ranged def (so one purple away from softcap )
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Arc #40529 : The Furies of the Earth
I just learned today that the creepers actually follow you around until they expire... so it's not just a static patch that lasts for 2 minutes.
(This is probably common information but I actually hadn't noticed it before.)
I don't understand your slotting on roots, I feel it's clearly a better AoE than Fire Breath and a unique strength of plant control. Remember that it does double the damage of other root powers. Its animation time is fantastic, its radius generous, and it's a targeted AoE that won't require the positioning Breath does. I honestly feel I do significantly more damage with Roots than Breath because of the time saved on positioning and how much more consistently I can hit an entire spawn. Plus it magnifies the damage your seeds do. Enemies love to just run away when confused, this will force them to stick around and fight each other. With its short recast you really don't have to worry about duration enhancement.
I really think you're missing out by leaving it at 3 slots and putting root duration enhancement in there.
Personally I skipped Combustion and the snipe, but I'm not sure if that's just preference for you. You can build a complete chain from just Incinerate, Fire Blast, and Blaze, so I honestly don't think it should be a consideration for your single target chain. Also I found its cast time and radius to be surprisingly disappointing.
I really like Spirit tree and think it's an under appreciated power. That being said, I'm not confident you'll miss it. With a good recharge though I feel I have it out on most pulls, and it really shines when another player has it too or triage beacon. Also bear in mind you can have two out at a time for a while if you are fighting an AV.
I'm not really trying to sell you on it, just saying that it can be useful depending on what you're doing, but you seem to understand that already.
I really enjoy having the sleep btw. It's one of the best sleeps in the game and it'll save you every now and then. It might not be a staple of your build, but it is a cheap purple holder as well. Also it's kind of nice starting a pull with sleep instead of confuse, makes it a bit safer in my experience.
Hi StabBot, thank you so much for the reply - that's exactly the kind of feedback I've been looking for.
Roots is actually not slotted for immobilize duration - it has two procs (from Positron's Blast and Trap of the Hunter), and an acc/end because it needs some accuracy obviously and spamming it is rough on the endurance. It's slotted for damage via procs instead of damage IOs since I think they perform better. Yes, Roots does more base damage than other mass AoEs, but I think it's better to proc them out.
You are of course spot on that spamming Roots is nice also because it keeps them in place to shoot each other. Side benefit - it makes it easier to stay away from them so that they can only use ranged attacks (hello ranged defense).
I am definitely dropping Combustion for Incinerate at some point... the damage seems very weak and the animation time is very long, plus I don't have a lot of PBAoE anyway so running into combat seems like a pain. As for the snipes - yeah, I realize snipes are bad, but they are (imo) kind of cool and very useful powers to have (f.ex snipe from out of range, duck around a corner, wait). More importantly they are very cheap enhancements and 5-slotted give you 3% damage and 7.5% recharge (!).
Spirit Tree seems like unnecessary safety - either I have pretty much everything locked down and I'm safe, or I don't and I'm not. I don't know if I'll miss it though because between seeds and creepers that is a LOT of damage mitigation for both myself and my team. Ditto for Spore Burst - outside of mitigating alpha I don't think I'll need it. If I wasn't slotted for ranged defense I'd definitely take it.
For me Spirit Tree feels more like convenience than safety - its regen isn't strong enough to feel like it's really saving anyone (though it certainly does from time to time). It's just super nice to have the entire team at full health at the end of a fight instead of half the team being between 40 and 100% - it just kind of lets the team shrug off the incidental damage that can add up over time... Nice to have, but it makes or breaks a fight pretty rarely. Sometimes I do think about taking something like Aid Self instead.
I initially went with the snipe too, it's a shame the snipes aren't a bit more practical, because the sets really are nice. I agree that they're a pretty awesome way to pad your set bonuses before you've have a character long enough to have the pricier sets. Also, sniping is fun.
You sound like me with combustion - for a week I tried my hardest to like it and I just couldn't do it. It seems like such a good ability on paper, I really wish they would slash the animation time.
The last thing I'll say is that Roots does about the same damage as Fireball if you cast it every cooldown. When you're fighting spawns that are dangerous to approach, or if you're just feeling lazy, root/fireball spam is a really easy way to keep up on AoE damage without sticking your neck out, I think you might like it if you ever give slotting it a shot.
Definitely fill up on reds and spam it a bit and see what you think of it at that level of enhancement, if you haven't already.
Have fun with your build, plant/fire/fire is my favorite character!
While I'm 100% sure that I am absolutely not the first person to build a PFF dom, I haven't seen any threads about it recently, and with three Ice/Earth threads on the front page I don't mind starting a new one.
Things I like about this build:
-Not outlandishly expensive
-Permadom
-Hasten in 122.6 seconds so basically perma, with only 2 slots
-Lots of damage (powers + musculature + 22.5% from set bonuses)
-it has seeds of confusion
-okay defense (20.8% ranged, 22.3% nrg/neg nrg, 16.4% everything else)
-proc'd out creepers
Things I'm less confident about
-Not having Spore Burst or Spirit Tree.
The thought was that I wouldn't really benefit from Spirit Tree since it won't help me eat alpha any better, and things should be under control after that. Yes, it helps my allies, but if everything's confused / held / dead it's of limited benefit. Could definitely be useful in Trial situations though (when everyone crowds around Marauder / Siege / Nightstar). Don't know which power I'd give up for this (Combustion is probably the place to go)
I skipped spore burst because I figured I already have an AoE control that doesn't cause aggro (Seeds), though admittedly spore burst can be fired from further away. I'm hoping that super speed + sprint stealth proc will let me get close enough that I can fire seeds without getting splattered by alpha.
-Two damage procs in Roots
On my other dom (Gravity), I have her AoE immob slotted with 4 damage procs because it does damage, immob, and slow. For plant, the immob just has damage and immob so it can take at most 3 (and one of those 2 is the very expensive PVP proc, which I have on my grav dom because she is hurting bad for AoE). Not sure whether my AoE will be sufficiently bad that I'll need to use Roots as a damage power, although between musculature + reactive it'll still hit reasonably hard.
Things I wish were better:
Would really like to have gotten my positional defenses (ranged especially) a little higher, but I can't find a way to do it without a ton of purples, and even then it's only up to 40% ranged (and 20% melee ). Still obviously I'd like to stay a permadom with as close to permahasten as possible, and I don't want to lose a lot of my set bonuses (particularly the +damage), so maybe I'm getting close to what you can do without heavily investing in purples?
Build is below - please post any comments you can think of, from major things "your build sucks and your powers are stupid, take other powers instead) to minor things "if you shifted some slots around you could do X")
Thanks in advance for your comments
Villain Plan by Mids' Villain Designer 1.942
http://www.cohplanner.com/
Click this DataLink to open the build!
Blightfire: Level 50 Magic Dominator
Primary Power Set: Plant Control
Secondary Power Set: Fiery Assault
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leadership
Power Pool: Leaping
Ancillary Pool: Fire Mastery
Villain Profile:
Level 1: Strangler -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(34), BasGaze-Rchg/Hold(34), BasGaze-Acc/EndRdx/Rchg/Hold(34)
Level 1: Flares -- Thundr-Acc/Dmg(A)
Level 2: Roots -- Posi-Dam%(A), TotHntr-Dam%(3), TotHntr-Acc/EndRdx(3)
Level 4: Fire Breath -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(5), Posi-Dmg/Rchg(5), Posi-Acc/Dmg/EndRdx(7), Posi-Dmg/Rng(17)
Level 6: Hasten -- RechRdx-I(A), RechRdx-I(7)
Level 8: Seeds of Confusion -- CoPers-Conf(A), CoPers-Conf/Rchg(9), CoPers-Acc/Conf/Rchg(9), CoPers-Acc/Rchg(15), CoPers-Conf/EndRdx(15)
Level 10: Fire Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(11), Decim-Dmg/Rchg(11), Decim-Acc/EndRdx/Rchg(13), Decim-Acc/Dmg/Rchg(13)
Level 12: Kick -- FrcFbk-Rechg%(A)
Level 14: Tough -- S'fstPrt-ResDam/Def+(A), GA-3defTpProc(43)
Level 16: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(17)
Level 18: Vines -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(19), BasGaze-Acc/EndRdx/Rchg/Hold(19), BasGaze-Rchg/Hold(25), Lock-Acc/EndRdx/Rchg/Hold(25), Lock-Acc/Rchg(33)
Level 20: Combustion -- Oblit-Acc/Rchg(A), Oblit-Dmg/Rchg(21), Oblit-Acc/Dmg/Rchg(21), Oblit-Dmg(23), Oblit-%Dam(23)
Level 22: Weave -- LkGmblr-Rchg+(A), RedFtn-Def(43), RedFtn-EndRdx(46), RedFtn-Def/EndRdx(46), RedFtn-Def/EndRdx/Rchg(50), RedFtn-EndRdx/Rchg(50)
Level 24: Assault -- EndRdx-I(A)
Level 26: Carrion Creepers -- Posi-Dam%(A), TotHntr-Dam%(27), ImpSwft-Dam%(27), ExStrk-Dam%(31), ExStrk-Dmg/KB(33), RechRdx-I(33)
Level 28: Consume -- Oblit-Acc/Rchg(A), Oblit-Dmg/Rchg(29), Oblit-Acc/Dmg/Rchg(29), Oblit-Acc/Dmg/EndRdx/Rchg(31), Oblit-%Dam(31)
Level 30: Vengeance -- LkGmblr-Rchg+(A)
Level 32: Combat Jumping -- LkGmblr-Rchg+(A)
Level 35: Blazing Bolt -- Mantic-Acc/Dmg(A), Mantic-Dmg/EndRdx(36), Mantic-Acc/ActRdx/Rng(36), Mantic-Dmg/ActRdx/Rchg(36), Mantic-Dam%(37)
Level 38: Blaze -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(39), Decim-Dmg/Rchg(39), Decim-Acc/EndRdx/Rchg(39), Decim-Acc/Dmg/Rchg(40)
Level 41: Rain of Fire -- Posi-Dam%(A), Posi-Acc/Dmg(42), Posi-Dmg/EndRdx(42), Posi-Dmg/Rchg(42), Posi-Dmg/Rng(43)
Level 44: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(45), Posi-Dmg/Rchg(45), Posi-Dmg/Rng(45), Posi-Acc/Dmg/EndRdx(46)
Level 47: Rise of the Phoenix -- Oblit-Dmg(A), Oblit-Acc/Rchg(48), Oblit-Dmg/Rchg(48), Oblit-Acc/Dmg/Rchg(48), Oblit-%Dam(50)
Level 49: Embrace of Fire -- RechRdx-I(A)
Level 50: Musculature Core Paragon
Level 50: Pyronic Core Final Judgement
Level 50: Reactive Radial Flawless Interface
Level 0: Marshal
Level 0: Born In Battle
Level 0: High Pain Threshold
Level 0: Invader
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Level 1: Brawl -- Empty(A)
Level 1: Domination
Level 1: Sprint -- Clrty-Stlth(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+(37)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(37), P'Shift-EndMod/Acc(40), P'Shift-End%(40)
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Set Bonus Totals: