What am I doing wrong? +4/+8
243% regeneration just isn't going to cut it. I think some people handle this with, say, a Claws/Super Reflexes with 350% or so regeneration, but Claws has a lot more active mitigation I think. Basically, you need Aid Self, or you need Rebirth. You don't do something like this with a "mere" soft-capped Scrapper. +4x8 isn't supposed to be easy. It's supposed to be hard.
"That's because Werner can't do maths." - BunnyAnomaly
"Four hours in, and I was no longer making mistakes, no longer detoggling. I was a machine." - Werner
Videos of Other Stupid Scrapper Tricks
Also, with the level difference, they get a fairly large +ToHit bonus on you. So being a point or two over Soft Cap isn't going to cut it for you.
You don't have the HP that tanks do to absorb alphas. Consequently, you don't regenerate as much when you're damaged.
And while almost 50% resistance is respectable, anything that gets through to you on a +4x8 is going to wreck you. And because of the level difference, a LOT of stuff is getting through to you.
Gotta understand that you are fighting at the cap all the time in there... Not like regular missions that you get a breather in between. Those hits are gonna keep on coming none stop.... Eat some oranges to cap resists and you should be fine.
Winteriel Ice/Fire/Soul Tanker | @TBoxer Global | City of Heroes R.I.P. (2004-2012)
What kind of enemies are you fighting? Shield is strong against S/L but weaker against other types of damage. Make sure you are only targeting bosses with your single target attacks and let Thunderstrike, Lightning Rod, Shield Charge and Fire Ball deal with the rest. The hardest part to farming is if you have nothing but aggro'd bosses leftover as they have bonus to hit and higher damage.
Get the Destiny T4 Rebirth Radial and you will be laughing.
Does your character look like Ronald Mcdonald?
'I don't like the look of it at all,' said the King: 'however, it may kiss my hand if it likes.'
'I'd rather not,' the Cat remarked.
'Don't be impertinent,' said the King, 'and don't look at me like that!' He got behind Alice as he spoke.
'A cat may look at a king,' said Alice.
/shield is one of the best secondaries, but it doesn't have a heal, and even with capped defense you still get hit sometimes (in fact, against +4's, rather often). If you want to run at extreme difficulty you should make liberal use of inspirations.
OK all excellent advice and apparently I am a touch naieve.
So the next question is - do i respec or do I simply eat insp to a particular cap?
Also, with the level difference, they get a fairly large +ToHit bonus on you. So being a point or two over Soft Cap isn't going to cut it for you.
You don't have the HP that tanks do to absorb alphas. Consequently, you don't regenerate as much when you're damaged. And while almost 50% resistance is respectable, anything that gets through to you on a +4x8 is going to wreck you. And because of the level difference, a LOT of stuff is getting through to you. |
How high should I go?
Is there a value I should be shooting for?
Gotta understand that you are fighting at the cap all the time in there... Not like regular missions that you get a breather in between. Those hits are gonna keep on coming none stop.... Eat some oranges to cap resists and you should be fine.
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For one thing, don't bother farming rezzing enemies. You get zilch, zero, nada reward on their second defeat. And it sounds like the mobs you're fighting may be using Resurgence when they rez which gives a +21% ToHit and +28% DMG boost, which may explain why they're cutting through your DEF like a hot knife through butter.
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What kind of enemies are you fighting? Shield is strong against S/L but weaker against other types of damage. Make sure you are only targeting bosses with your single target attacks and let Thunderstrike, Lightning Rod, Shield Charge and Fire Ball deal with the rest. The hardest part to farming is if you have nothing but aggro'd bosses leftover as they have bonus to hit and higher damage.
I have no problem killing just staying alive - and the +to hit bonus is what I think I didn't account for in my build. I burn through the first group like it was nothing - all die and bosses are at 25% from My Alpha Strike. Get the Destiny T4 Rebirth Radial and you will be laughing. That's a good idea! Does your character look like Ronald Mcdonald? YES |
/shield is one of the best secondaries, but it doesn't have a heal, and even with capped defense you still get hit sometimes (in fact, against +4's, rather often). If you want to run at extreme difficulty you should make liberal use of inspirations.
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When you guys run +4/+8 what target res and def values do you maintain during your farm?
I can easily keep 75% res and can be up near 100% def with vengance running...should I be pushing towards def cap?
Really I'm looking for a specific # that I can work with.
Sound like there are actually 2 softcaps - One for everyday use and than one for running +4/+8?
O
Sound like there are actually 2 softcaps - One for everyday use and than one for running +4/+8? |
I can only survive +4/+8 fire farms on my SS/Fire brute. My Elec/SD got shredded.
'I don't like the look of it at all,' said the King: 'however, it may kiss my hand if it likes.'
'I'd rather not,' the Cat remarked.
'Don't be impertinent,' said the King, 'and don't look at me like that!' He got behind Alice as he spoke.
'A cat may look at a king,' said Alice.
Just to be clear, unless the foes are 6 levels or more beyond your level they do NOT get To Hit bonuses they get Accuracy bonuses (specifically for +4's the bonus to Accuracy is 1.4). Vs accuracy additional defense beyond the soft cap will not directly help as accuracy is calculated after the "clamped" portion >> (To Hit +/- buffs/debuffs minus Def +/-buffs debuffs). So for instance the +def of Vengeance is doing very little besides countering against def debuffs/cascade failure.
http://paragonwiki.com/wiki/Attack_Mechanics
That said as TBoxer said if their rez is giving them a +21% To Hit boost then Vengeance should make a vast difference in survival. Essentially your soft cap will get moved 21% higher as their new To Hit from which your defense is working against would now be 71% making your "new soft cap" 66%. This mobility of the defense you need is why the soft cap is in fact soft (and not a hard cap) and is always due to the foes gaining bonuses To Hit. And the clamps in the equation mean the foes always have a final chance to land their attacks equal or greater than 5%.
Last as Werner and some others have said or implied ... next best survival tool build wise after gaining the soft cap will be more +max health/+regen and higher resists vs the incoming damage type(s). I can tell you from personal experience it makes a huge difference once you hit the soft cap to add more max health/regen and resists. Among my numerous */SR characters I have a Fire/SR brute and a Claws/SR scrapper. Both characters are soft capped but the scrapper has considerable higher health and regen than the brute from accolades and sets (lot more time and inf spent on her build). And she is far far more durable than my brute.
I will need to look at the farm and see - You know I have never actually looked down to see if I get rewards from the second death - there is so much spam i'll need to look but honestly I was sure I received inf and prestiege and tickets from the second deaths.
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Winteriel Ice/Fire/Soul Tanker | @TBoxer Global | City of Heroes R.I.P. (2004-2012)
I think you're missing a point that with that many mobs, at that level, things will hit you no matter what. You need the OJs and greens / regen / heals to layer on top of your soft-cap def.
I can only survive +4/+8 fire farms on my SS/Fire brute. My Elec/SD got shredded. |
On my Fire/MM Blaster ambush-farm-build experiment, I need to be soft-capped and @ at the 75% RES cap -- and I need heavily saturated Drain Psyche (huge +regen) -- to survive, and even then things can get spotty if there's too much scatter leaving me with too many bosses at one time. (Fewer targets to power my +regen buff, each of them doing loads of damage.)
The problem on ambush farms isn't so much the +4/x8; the problem is that it's non-stop, bosses-galore +4/x8. (It's worth mentioning, though, that +4/x8 in normal content has its challenges too; if you're not cherry-picking your opponents you will come up against something that has your number eventually.)
I recommend the OP look into macros/binds to combine Inspirations. Microcosm has an excellent guide on that subject.
Or do a CEBR (Claws/Elec Brute, which can start @ level 1) if you really wanna farm, and console yourself that your Shield build is awesome in normal content. Personally, I can't stand farming; my farming builds are basically one-off experiments that I use every once in awhile to give friends a few levels. They work so well, in large part, because they're one-off, specialized experiments. Succeeding in an ambush farm environment doesn't necessarily mean anything with respect to the rest of the game, and vice versa.
When you guys run +4/+8 what target res and def values do you maintain during your farm?
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Repeating Doomguide for emphasis, +4 enemies do NOT have to-hit bonuses; they have accuracy bonuses. Defense over 45% isn't going to counter accuracy bonuses. Nothing will. Those enemies are going to land more hits than lower level enemies, period. 45% defense is as good as you can do UNLESS the enemies have to-hit bonuses, and I wouldn't want to run a farm with enemies with to-hit bonuses. Why make life even MORE difficult?
"That's because Werner can't do maths." - BunnyAnomaly
"Four hours in, and I was no longer making mistakes, no longer detoggling. I was a machine." - Werner
Videos of Other Stupid Scrapper Tricks
When you guys run +4/+8 what target res and def values do you maintain during your farm?
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On my spines/dark i went for 45% s/l, around 25% for the other types (one medium insp is enough), with around 35-50% on all resists, however the key is the full heal every ~8sec, not a lot of stuff will kill me in less than 8sec especially with the slow from spines, the water spout, the random kd and my habit of jumping all the time in/out of range. For AE farm you just miss some good regen/heal so i'd go for the incarnate regen buff, i don't think aid self alone is worth it, as the cast time is so bad it will most likely slow down your farm a lot if you need to use it often.
Dark armor lover.
The Claws/DA Scrapper guide.
If you are hellbent on doing +4/x8 AE ambush farms with your Elec/SD Scrapper, here are a few suggestions that may help you out:
1. Find an AE S/L ambush farm with mobs that do not rez.
2. Get your Alpha Slot to T3 ASAP for the +1 Level Shift. (I noticed that the lvl 53 minion you have targetted is conning red. If you were level shifted, it'd only be orange.)
3. The Radial branch of Reactive Interface will help you kill faster because of the chance for fire DoT.
4. Get something slotted in Destiny too. I believe you'd benefit the most from Rebirth if you can keep your S/L RES capped with orange inspirations.
5. Look into inspiration-combining keybinds to keep yourself stocked up on orange inspirations.
Winteriel Ice/Fire/Soul Tanker | @TBoxer Global | City of Heroes R.I.P. (2004-2012)
I think you're missing a point that with that many mobs, at that level, things will hit you no matter what. You need the OJs and greens / regen / heals to layer on top of your soft-cap def.
I can only survive +4/+8 fire farms on my SS/Fire brute. My Elec/SD got shredded. |
Consider other forms of damage mitigation, also. You have Lightning Rod and Shield Charge, for example.
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It was a recent nerf directed at ambush farms. So you would be correct that they used to give rewards for their second kill, but they no longer do. This changed about a month ago.
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As I said before my initial Alpha Strike may as well be mitigation as the LS +SC + FB + TS has Knockdown's galore. And I chew through all the minions and LT's immediately - Once I've reduced the # of mobs I should be able to weather the bosses, but I'll have to wait till tonight to test it as I'm at work.
Just to be clear, unless the foes are 6 levels or more beyond your level they do NOT get To Hit bonuses they get Accuracy bonuses (specifically for +4's the bonus to Accuracy is 1.4). Vs accuracy additional defense beyond the soft cap will not directly help as accuracy is calculated after the "clamped" portion >> (To Hit +/- buffs/debuffs minus Def +/-buffs debuffs). So for instance the +def of Vengeance is doing very little besides countering against def debuffs/cascade failure.
So Vengance isn't wasted if I am on a +4/+8 but would be if I was on any level below as my DDR is close to 50% http://paragonwiki.com/wiki/Attack_Mechanics That said as TBoxer said if their rez is giving them a +21% To Hit boost then Vengeance should make a vast difference in survival. Essentially your soft cap will get moved 21% higher as their new To Hit from which your defense is working against would now be 71% making your "new soft cap" 66%. This mobility of the defense you need is why the soft cap is in fact soft (and not a hard cap) and is always due to the foes gaining bonuses To Hit. And the clamps in the equation mean the foes always have a final chance to land their attacks equal or greater than 5%. Highlighted above is exactly what seems to be happening to me, and the solution is to not fight rezzing mobs...though I still need to be able to deal with double group pulls. Last as Werner and some others have said or implied ... next best survival tool build wise after gaining the soft cap will be more +max health/+regen and higher resists vs the incoming damage type(s). I can tell you from personal experience it makes a huge difference once you hit the soft cap to add more max health/regen and resists. Among my numerous */SR characters I have a Fire/SR brute and a Claws/SR scrapper. Both characters are soft capped but the scrapper has considerable higher health and regen than the brute from accolades and sets (lot more time and inf spent on her build). And she is far far more durable than my brute. |
Perhaps my arrogance of doing this with a base build that doesn't utilize incarnates was simply hindering me instead of creating some psudo ego boost to a non-existent social status *sigh*
I think I'm going to take a look at my build and try to maintan my caps while increasing my regen and perhaps pick up/change out some abilites to create more layers of defense(really like that terminology!)
Please allow me to thank you all for your candid input and any ideas or suggestions as to changing my build would be most appreciated.
Though in truth I will be living within the MIDS UI for the next couple days trying to squeeze out what little mitigation I can.
:-D
When I run at +4x8 on my Katana/Dark (normal content, not AE farms), I'm running with 75% melee/lethal defense (helps with defense debuffs), 45% ranged and AoE defense, about 50% resistance, and a full heal available every 14 seconds or so.
This was what I was looking for - Thank you - you have successfully educated the nub. Repeating Doomguide for emphasis, +4 enemies do NOT have to-hit bonuses; they have accuracy bonuses. Defense over 45% isn't going to counter accuracy bonuses. Nothing will. Those enemies are going to land more hits than lower level enemies, period. 45% defense is as good as you can do UNLESS the enemies have to-hit bonuses, and I wouldn't want to run a farm with enemies with to-hit bonuses. Why make life even MORE difficult? I think this was the concept I was missing - +def doesn't equate to -to hit and I was viewing them as synonymous, which apparantly isn't the case. |
Originally Posted by TBoxer
If you are hellbent on doing +4/x8 AE ambush farms with your Elec/SD Scrapper, here are a few suggestions that may help you out:
1. Find an AE S/L ambush farm with mobs that do not rez. 2. Get your Alpha Slot to T3 ASAP for the +1 Level Shift. (I noticed that the lvl 53 minion you have targetted is conning red. If you were level shifted, it'd only be orange.) 3. The Radial branch of Reactive Interface will help you kill faster because of the chance for fire DoT. 4. Get something slotted in Destiny too. I believe you'd benefit the most from Rebirth if you can keep your S/L RES capped with orange inspirations. 5. Look into inspiration-combining keybinds to keep yourself stocked up on orange inspirations. 1. Anyone want to toss a PM my way with an S/L farm appropriately built to give correct xp? (harder to find than you may think) ps I promise not to + your farm so as not to draw attention to it. 2. I thought that the Level Shift only happened during incarnate trials not during regular gameplay. 3 & 4. I do have my eye on the +regen in Rebirth 5. Insp keybinds - I was familiar with them but have since forgotten they even existed until you just mentioned them - Thank you! |
Originally Posted by Celidya
For AE farm you just miss some good regen/heal so i'd go for the incarnate regen buff, i don't think aid self alone is worth it, as the cast time is so bad it will most likely slow down your farm a lot if you need to use it often.
Quote:
Thank you for saving me a few 100 mill or the time necessary to run a respec trial. **And to Atomic_Toy_Guy that doesn't make your suggestion any less valid - It just means I have little patience for long animations (see thunderstrike >.< ) ** |
Thank you all for educating me and hopefully anyone else confused by the whole concept of +4/+8.
Just to be clear, unless the foes are 6 levels or more beyond your level they do NOT get To Hit bonuses they get Accuracy bonuses (specifically for +4's the bonus to Accuracy is 1.4). Vs accuracy additional defense beyond the soft cap will not directly help
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Repeating Doomguide for emphasis, +4 enemies do NOT have to-hit bonuses; they have accuracy bonuses. Defense over 45% isn't going to counter accuracy bonuses. Nothing will. Those enemies are going to land more hits than lower level enemies, period. 45% defense is as good as you can do UNLESS the enemies have to-hit bonuses,
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+4 Enemies will hit you more often, but increasing your defense won't have any effect on that. That's what makes the soft cap such a useful concept.
If we are to die, let us die like men. -- Patrick Cleburne
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The rule is that they must be loved. --Jayne Fynes-Clinton, Death of an Abandoned Dog
Winteriel Ice/Fire/Soul Tanker | @TBoxer Global | City of Heroes R.I.P. (2004-2012)
There is no such thing as untouchable.
+4 Mobs softcap at 45% defense. However, +4 still have a base chance to hit of 6.8% for a Minion, 7.9% for an LT, and 8.9% for a Boss. Additional defense will not reduce these numbers. The 5% most commonly mentioned is for +0 Minions. Additional defense does help compensate for buffs and debuffs, and some small margin is highly recommended.
If you're fighting custom rezzers with a +21% to-hit, you need to eat a medium purple, and get your defenses up to 70% vs all, or at least 70% vs what ever they use most.
There is a world of difference in fighting +4x8 Council vs +4x8 Tips Mobs vs +4x8 Cheat DE. An ambush farm is yet another completely different world. There are many builds that can fight +4x8 regular content mobs like Council.
Raw /Shield doesn't cut it for the highest end of content. You need your accolades, a great IO build, Incarnate powers, and some oranges. I'd strongly recommend Rebirth +Regeneration T4 or Aid Self to cover the healing, if not both. Then I'd recommend you work on a plan to supply yourself with Orange Candy, Demonic, or Barrier T4 for the resist side of things. (I recommend Rebirth over Barrier, but opinions on the subject do vary). Any and all additional resistance and +hp you can work into your build as well. The +HP as brute will help cover the problem, but what that in turn does negatively to your damage is really not worth it, IMO, not for Shield. (IMO: Shield is better offensively by a large margin on a scrapper)
In a Farm, you should be overloading both defense and resist by eating candy and using inspiration combining macros. Vengeance is also great, and will help compensate in the defense department for to-hit buffs, or for if you miss a candy from time to time, but you still need that orange and that hps replacement.
Survibability is a combination of HP, Resist, HP Replacement, and Defense. You need all 4 corners of the survivability polygon to be as solid as possible, triangles just don't cut it at the extreme end of performance.
The Level Shift from your T3/T4 Alpha Slot works for all game content provided you don't exemplar down lower than level 45. The Level Shifts from your T3/T4 Destiny and Lore are only applicable during Incarnate Trial content.
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There is no such thing as untouchable.
+4 Mobs softcap at 45% defense. However, +4 still have a base chance to hit of 6.8% for a Minion, 7.9% for an LT, and 8.9% for a Boss. Additional defense will not reduce these numbers. The 5% most commonly mentioned is for +0 Minions. Additional defense does help compensate for buffs and debuffs, and some small margin is highly recommended. If you're fighting custom rezzers with a +21% to-hit, you need to eat a medium purple, and get your defenses up to 70% vs all, or at least 70% vs what ever they use most. I will no longer be fighting rezzers - worthless IMO and that's sad cause I have been living in a +2 custom rezzer farm since Freedom released (FML) There is a world of difference in fighting +4x8 Council vs +4x8 Tips Mobs vs +4x8 Cheat DE. An ambush farm is yet another completely different world. There are many builds that can fight +4x8 regular content mobs like Council. Raw /Shield doesn't cut it for the highest end of content. You need your accolades, a great IO build, Incarnate powers, and some oranges. I'd strongly recommend Rebirth +Regeneration T4 or Aid Self to cover the healing, if not both. Then I'd recommend you work on a plan to supply yourself with Orange Candy, Demonic, or Barrier T4 for the resist side of things. (I recommend Rebirth over Barrier, but opinions on the subject do vary). Any and all additional resistance and +hp you can work into your build as well. The +HP as brute will help cover the problem, but what that in turn does negatively to your damage is really not worth it, IMO, not for Shield. (IMO: Shield is better offensively by a large margin on a scrapper) In a Farm, you should be overloading both defense and resist by eating candy and using inspiration combining macros. Vengeance is also great, and will help compensate in the defense department for to-hit buffs, or for if you miss a candy from time to time, but you still need that orange and that hps replacement. Survibability is a combination of HP, Resist, HP Replacement, and Defense. |
I have my work cut out for me - it's nice to have goals to work towards - keeps gameplay interesting.
<3 to all
Tam
OK,
TLDR up front: Can't seem to do +3 or +4 x8 with the below build.
Electric Melee/SD
Melee 47.7%
Ranged 45.3%
AOE 46.2%
243% Regen
134.7% MAX HP
3.06 EndRec
1.28 EndUse
135% Haste
More status resistances and protections than I care to type out.
Now as a clarification I have been playing a really long time, and I am pretty good with mids.
Secondly you will notice vengeance and recall friend.
Well I had a pre-i19 elec/sd build that I used on +2s all the time, and when I respeced I had a couple extra powers and tossed them in there for fun.
Neither of them detract from the build's ability to farm though.
Explanation:
I am farming a s/l front loaded custom farm with resurrection and can ticket cap on +1.
There is a picture below depicting just before my death occurred and what my stats were have been pointed out.
This was a +2 mish and I had only pulled 2 full sized groups. Normal.
Now before this pic happened I had died earlier from the exact same thing which seems to be some kind of bad RNG as far as I can tell.
But I had 45% + every defense and resistence and continued to get hit beyond my ability to regen @235%.....not normal.
So for fun I grabbed a toon on my second account - tossed her to the wolves and used vengeance on her.
Stats now 69.63 defense to all and 48.62 res to s/l
Pull next group and it seems to have one of the upgraded groups you get sometimes - no matter I should be untouchable - bang bang hit insperation to heal bang bang - hit more and more and bang Fu@$ I'm dead...
Here's the build and the pic - - Please tell me wtf I'm doing wrong...
+3 and +4 i cant last through the first group let alone complete the mish.
Hero Plan by Mids' Hero Designer 1.952
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Scrapper
Primary Power Set: Electrical Melee
Secondary Power Set: Shield Defense
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leadership
Power Pool: Teleportation
Ancillary Pool: Blaze Mastery
Hero Profile:
Level 1: Havoc Punch -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(3), T'Death-Dmg/Rchg(3), T'Death-Acc/Dmg/EndRdx(5), T'Death-Dmg/EndRdx/Rchg(5), T'Death-Dam%(50)
Level 1: Deflection -- Aegis-Psi/Status(A), Aegis-ResDam/EndRdx(7), Aegis-ResDam(7), LkGmblr-Rchg+(9), LkGmblr-Def/EndRdx(9), LkGmblr-Def(11)
Level 2: Battle Agility -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(11), RedFtn-Def(13), RedFtn-Def/EndRdx/Rchg(13), LkGmblr-Rchg+(15)
Level 4: Super Speed -- Clrty-Stlth(A)
Level 6: Hasten -- RechRdx-I(A), RechRdx-I(21), RechRdx-I(23)
Level 8: Build Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg(23), GSFC-ToHit/Rchg/EndRdx(25), GSFC-Rchg/EndRdx(25), GSFC-ToHit/EndRdx(27), GSFC-Build%(27)
Level 10: True Grit -- Numna-Heal/EndRdx(A), Numna-EndRdx/Rchg(29), Numna-Heal/Rchg(29), Numna-Heal/EndRdx/Rchg(31), Numna-Heal(31), Numna-Regen/Rcvry+(31)
Level 12: Thunder Strike -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(33), Sciroc-Dmg/Rchg(33), Sciroc-Acc/Dmg/EndRdx(33), Sciroc-Dam%(34), FrcFbk-Rechg%(34)
Level 14: Active Defense -- HO:Enzym(A)
Level 16: Against All Odds -- EndRdx-I(A)
Level 18: Chain Induction -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(34), Mako-Dmg/Rchg(36), Mako-Acc/EndRdx/Rchg(36), Mako-Acc/Dmg/EndRdx/Rchg(36), Mako-Dam%(37)
Level 20: Phalanx Fighting -- LkGmblr-Rchg+(A)
Level 22: Kick -- Acc-I(A)
Level 24: Tough -- S'fstPrt-ResDam/Def+(A)
Level 26: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(37), LkGmblr-Rchg+(37)
Level 28: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(39), LkGmblr-Def/EndRdx(39)
Level 30: Tactics -- AdjTgt-ToHit/EndRdx(A)
Level 32: Lightning Rod -- Oblit-Dmg(A), Oblit-Acc/Rchg(39), Oblit-Dmg/Rchg(40), Oblit-Acc/Dmg/Rchg(40), Oblit-Acc/Dmg/EndRdx/Rchg(40), Oblit-%Dam(42)
Level 35: Shield Charge -- Oblit-Dmg(A), Oblit-Acc/Rchg(42), Oblit-Dmg/Rchg(42), Oblit-Acc/Dmg/Rchg(43), Oblit-Acc/Dmg/EndRdx/Rchg(43), Oblit-%Dam(43)
Level 38: Char -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(45), BasGaze-Rchg/Hold(45), BasGaze-EndRdx/Rchg/Hold(45)
Level 41: Fire Blast -- Apoc-Dmg/Rchg(A), Apoc-Acc/Dmg/Rchg(46), Apoc-Acc/Rchg(46), Apoc-Dmg/EndRdx(46), Apoc-Dam%(48)
Level 44: Fire Ball -- Det'tn-Acc/Dmg(A), Det'tn-Dmg/EndRdx(48), Det'tn-Dmg/Rchg(48), Det'tn-Acc/Dmg/EndRdx(50), Det'tn-Dmg/EndRdx/Rng(50)
Level 47: Recall Friend -- Range-I(A)
Level 49: Vengeance -- HO:Membr(A)
Level 50: Cardiac Boost
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Level 2: Swift -- Run-I(A)
Level 2: Health -- Mrcl-Rcvry+(A), Mrcl-Heal(15)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(17), P'Shift-EndMod/Acc/Rchg(17), P'Shift-Acc/Rchg(19), P'Shift-EndMod/Acc(19), P'Shift-End%(21)
Level 1: Brawl -- Acc-I(A)
Level 1: Critical Hit
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 4: Ninja Run