Please help, Fire / StJ / Energy
Unfortunately, your build IS going to need a complete overhaul. It's not good. But it's not horrible either, I've seen much worse.
The biggest mistake you made is your defense slotting. You appear to be slotting for positional defense instead of typed. The general rule is if you have typed defense already or no native defense at all, you want to slot for typed defense. This falls into the latter category. There are exceptions to that rule, but this isn't one of them.
I'll go power by power and tell what (if anything) is wrong with it.
Here goes:
Fire Shield: You have this 6 slotted with Gladiator's Armor. Have you LOOKED at the prices that set commands in the market? You're looking at a 6 billion influence power there if you slot it exactly how you have it here. The 3% defense will be 2 billion by itself. It's also overslotted, very seldom will a resistance power call for more than 4 slots. I recommend 4 slotting it with Reactive Armor, skipping the pieces that don't enhance resistance.
Initial Strike: You woefully underslotted this power. For tanks, it has a guaranteed 20% resistance debuff that takes effect every time it hits. That means you'll want to be using it a LOT. Also, the IO you have slotted in there is currently broken and doesn't ever actually take effect, so it's a completely wasted slotting. I would slot 4 Kinetic Combat in it and an IO from a different set to shore up the weakness of the enhancement in the power.
Blazing Aura: Normally 6 slotting Obliteration isn't a bad idea, and if it were a click power there would be nothing wrong with it. But....Blazing Aura is your most expensive toggle endurance wise, and it doesn't help much with the goal of getting more typed defense. I recommend 4 Eradication and 2 Multistrike in it (for the end reduction). Eradication gives you 1.8% max endurance, 3.13% Energy/Negative defense, and 2.25% max HP.
Healing Flames: There's nothing actually wrong with how you have it slotted, but 5xDoctored Wounds would be a better choice here. The 5th slot gives you a 5% recharge bonus, and if you skip the Heal/End you will be ED capped on recharge in teh power. (because you want it up as quickly as possible)
Sweeping Cross: Nothing wrong with Obliteration here, BUT, you should consider slotting this with Eradication as well. I'd go with 3 Eradication and 3 Cleaving Blow. That will give you almost 5% E/N defense between the two sets.
Combat Jumping: You'll want 3-4 slots in here, but not for the defense. Luck of the Gambler +7.5% Recharge, Karma Knockback Protection, Blessing of teh Zephyr Knockback Protection, and a Kismet +Acc.
Hasten: It's slotted okay, might want to get a 3rd recharge in it though.
Plasma Shield: Woefully underslotted here. Plasma Shield is your only source of Energy and Negative resistance. You want 4 Reactive Armor here as well.
Boxing: Don't bother actually buying the enhancement for this power unless you plan on actually using it, just a waste of money othewise.
Tough: Way overslotted. You get 1.25% S/L defense out of Titanium Coating for 6 slots. Reactive Armor gives you teh same amount in 4, and it gives you 1.25% E/N defense as well.
Burn: Yup, you guessed it. 3 Eradication and 3 Cleaving Blow. Obliteration is okay, but the Kinetic Combats you will be slotting elsewhere will give you more S/L defense for fewer slots spent.
Rib Cracker: Slotted just fine. I'd add one more slot to beef up the damage and accuracy of the pwoer though.
Weave: Another set that is INSANELY expensive. You're looking at a minmum of 4 billion influence in this power, half of which will be the unique. And just like Fire Shield it's overslotted. 3 Luck of the Gambler will do fine here, including the 7.5% Recharge.
Super Jump: Blessing of the Zephyr KB Protection should go here. You want at least 12 points of KB Protection, and I haven't seen any at all yet in your build, unless there is some in the PvP sets that are way too expensive to be 6 slotting.
Acrobatics: If you slot the KB Protection IOs I suggested, you can skip this power altogether and save your end bar. Take Temperature Protection in it's place and slot a Steadfast Resistance/Defense in it. That will take you to 90% Fire resistance, which your build here is probably not hitting. Also gives you 20% Slow resistance.
Spinning Strike: If you can afford the purple set, it's slotted exactly how I would slot it, nothing needs changed here at all. If the purples are too pricy, go with Positron's Blast instead.
Combat Readiness: I'd slot 2 Rectified Reticle and add a generic recharge enhancement.
Taunt: I would take this MUCH earlier personally, but if this is an end game build and you don't plan on exemping it'll be fine here. I'd go with 4 Mocking Beratement just to save some slots.
Shin Breaker: Leave it 6 slotted, but switch it to 4 Kinetic Combat, a random IO to shore up Acc/Dam, and the Achille's Heel Chance for -Res
Crushing Uppercut: 4 Kinetic Combat and 2 Basilisk's Gaze, since you can slot it for hold as well. The Baslisk's Gaze will give you an additional 2.5% E/N defense.
Focused Accuracy: I'd slot this like Combat Readiness, but swap the recharge with an end mod if you plan on actually running it.
Physical Perfection: The Miracle is fine, but I'd replace the Regenerative Tissue with a second Performance Shifter +End (it's not unique, you can slot as many as you want if you have room, and they stack)
Fiery Embrace: Needs more recharge. I'd also take it earlier.
Consume: If your end problems are gone after taking my advice elsehwere you can replace this with Maneuvers for more defense. Slot it with LotG.
Health: Another 2 billion influence IO. Replace it with a Numina's Heal. The Panacea is insanely expensive.
Stamina: Slotted just fine.
Hope that helps you with your slotting issues. If you follow my advice (or a good chunk of it you'll find that you're a lot sturdier.
Originally Posted by Dechs Kaison See, it's gems like these that make me check Claws' post history every once in a while to make sure I haven't missed anything good lately. |
I took your advice, and made the changes to my build, and I am loving how he is playing right now, I just dinged to 35, and from lvl 30+ i have been soloing +0/x8 missions. It is amazing, I never thought I could have a toon that did certain things. How do you think this build will hold up, soloing AVs / GM / TFs.... Also do you think it would be affective for doing incarnate stuff as well? please let me know. Thank you.
Hero Plan by Mids' Hero Designer 1.952
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Tanker
Primary Power Set: Fiery Aura
Secondary Power Set: Street Justice
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Fire Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(3), RctvArm-ResDam(3), RctvArm-ResDam/EndRdx/Rchg(5)
Level 1: Initial Strike -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(5), KntkC'bat-Dmg/Rchg(7), KntkC'bat-Dmg/EndRdx/Rchg(7)
Level 2: Blazing Aura -- Erad-Dmg(A), Erad-Acc/Dmg/EndRdx/Rchg(9), Erad-Dmg/Rchg(9), Erad-Acc/Dmg/Rchg(11), M'Strk-Dmg/EndRdx(11), M'Strk-Dmg/EndRdx/Rchg(13)
Level 4: Healing Flames -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal(13), Dct'dW-Heal/Rchg(15), Dct'dW-Heal/EndRdx/Rchg(15), Dct'dW-Rchg(17)
Level 6: Sweeping Cross -- Erad-Dmg(A), Erad-Dmg/Rchg(17), Erad-Acc/Dmg/Rchg(23), C'ngBlow-Acc/Dmg(25), C'ngBlow-Dmg/Rchg(25), C'ngBlow-Dmg/EndRdx(27)
Level 8: Temperature Protection -- S'fstPrt-ResDam/Def+(A)
Level 10: Taunt -- Mocking-Taunt/Rchg/Rng(A), Mocking-Taunt/Rchg(46), Mocking-Taunt/Rng(46), Mocking-Rchg(46)
Level 12: Plasma Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(48), RctvArm-ResDam/EndRdx/Rchg(50), RctvArm-ResDam(50)
Level 14: Boxing -- Empty(A)
Level 16: Tough -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(27), RctvArm-ResDam/Rchg(29), RctvArm-ResDam/EndRdx/Rchg(29)
Level 18: Burn -- Erad-Dmg(A), Erad-Dmg/Rchg(19), Erad-Acc/Dmg/Rchg(19), C'ngBlow-Acc/Dmg(21), C'ngBlow-Dmg/EndRdx(21), C'ngBlow-Dmg/Rchg(23)
Level 20: Rib Cracker -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(33), KntkC'bat-Dmg/Rchg(34), KntkC'bat-Dmg/EndRdx/Rchg(34)
Level 22: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(36), LkGmblr-Def/EndRdx(36)
Level 24: Combat Readiness -- Rec'dRet-ToHit/Rchg(A), Rec'dRet-ToHit(45), RechRdx-I(45)
Level 26: Fiery Embrace -- RechRdx-I(A), RechRdx-I(43), RechRdx-I(45)
Level 28: Spinning Strike -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(36), Ragnrk-Acc/Dmg/Rchg(37), Ragnrk-Acc/Rchg(37), Ragnrk-Knock%(37), Ragnrk-Dmg/EndRdx(39)
Level 30: Combat Jumping -- LkGmblr-Rchg+(A), Krma-ResKB(31), Zephyr-ResKB(31), Ksmt-ToHit+(31)
Level 32: Hasten -- RechRdx-I(A), RechRdx-I(33), RechRdx-I(33)
Level 35: Shin Breaker -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(42), KntkC'bat-Dmg/Rchg(42), KntkC'bat-Dmg/EndRdx/Rchg(42), Mako-Acc/Dmg(43), Achilles-ResDeb%(43)
Level 38: Crushing Uppercut -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(39), KntkC'bat-Dmg/Rchg(39), KntkC'bat-Dmg/EndRdx/Rchg(40), BasGaze-EndRdx/Rchg/Hold(40), BasGaze-Acc/EndRdx/Rchg/Hold(40)
Level 41: Super Jump -- Zephyr-ResKB(A)
Level 44: Focused Accuracy -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(50)
Level 47: Physical Perfection -- P'Shift-End%(A)
Level 49: Maneuvers -- LkGmblr-Rchg+(A)
------------
Level 2: Swift -- Empty(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(34)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- P'Shift-EndMod/Rchg(A), P'Shift-EndMod/Acc(48), P'Shift-End%(48)
Level 1: Brawl -- Empty(A)
Level 1: Gauntlet
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 1: Combo Level 1
Level 1: Combo Level 2
Level 1: Combo Level 3
------------
Set Bonus Totals:
- 28% Defense(Smashing)
- 28% Defense(Lethal)
- 3% Defense(Fire)
- 3% Defense(Cold)
- 21.13% Defense(Energy)
- 21.13% Defense(Negative)
- 3% Defense(Psionic)
- 15.5% Defense(Melee)
- 12.06% Defense(Ranged)
- 3% Defense(AoE)
- 7.2% Max End
- 4% Enhancement(Heal)
- 15% Enhancement(Accuracy)
- 37.5% Enhancement(RechargeTime)
- 5% FlySpeed
- 210.8 HP (11.25%) HitPoints
- 5% JumpHeight
- 5% JumpSpeed
- Knockback (Mag -12)
- Knockup (Mag -12)
- MezResist(Held) 2.75%
- MezResist(Immobilize) 14.3%
- MezResist(Sleep) 1.65%
- MezResist(Terrorized) 2.2%
- 6% (0.1 End/sec) Recovery
- 10% (0.78 HP/sec) Regeneration
- 3.78% Resistance(Fire)
- 3.78% Resistance(Cold)
- 5% Resistance(Toxic)
- 5% RunSpeed
------------
Set Bonuses:
Reactive Armor
(Fire Shield)
- MezResist(Immobilize) 1.1%
- 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
- 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)
(Initial Strike)
- MezResist(Immobilize) 2.75%
- 28.11 HP (1.5%) HitPoints
- 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
(Blazing Aura)
- 1.8% Max End
- 3.13% Defense(Energy,Negative), 1.56% Defense(Ranged)
- 42.17 HP (2.25%) HitPoints
(Blazing Aura)
- MezResist(Sleep) 1.65%
(Healing Flames)
- MezResist(Terrorized) 2.2%
- 1.26% Resistance(Fire,Cold)
- 4% Enhancement(Heal)
- 5% Enhancement(RechargeTime)
(Sweeping Cross)
- 1.8% Max End
- 3.13% Defense(Energy,Negative), 1.56% Defense(Ranged)
(Sweeping Cross)
- 1% (0.02 End/sec) Recovery
- 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
(Temperature Protection)
- 3% Defense(Melee), 3% Defense(AoE), 3% Defense(Ranged), 3% Defense(Smashing), 3% Defense(Lethal), 3% Defense(Fire), 3% Defense(Cold), 3% Defense(Energy), 3% Defense(Negative), 3% Defense(Psionic)
(Taunt)
- 1.8% Max End
- MezResist(Held) 2.75%
- 2.5% Defense(Smashing,Lethal), 1.25% Defense(Melee)
(Plasma Shield)
- MezResist(Immobilize) 1.1%
- 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
- 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)
(Tough)
- MezResist(Immobilize) 1.1%
- 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
- 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)
(Burn)
- 1.8% Max End
- 3.13% Defense(Energy,Negative), 1.56% Defense(Ranged)
(Burn)
- 1% (0.02 End/sec) Recovery
- 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
(Rib Cracker)
- MezResist(Immobilize) 2.75%
- 28.11 HP (1.5%) HitPoints
- 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
(Weave)
- 10% (0.78 HP/sec) Regeneration
- 21.08 HP (1.13%) HitPoints
- 7.5% Enhancement(RechargeTime)
(Combat Readiness)
- 1.88% Defense(Smashing,Lethal), 0.94% Defense(Melee)
(Spinning Strike)
- 4% (0.07 End/sec) Recovery
- 2.52% Resistance(Fire,Cold)
- 15% Enhancement(Accuracy)
- 10% Enhancement(RechargeTime)
- 5% Resistance(Toxic)
(Combat Jumping)
- 7.5% Enhancement(RechargeTime)
(Combat Jumping)
- Knockback (Mag -4), Knockup (Mag -4)
(Combat Jumping)
- Knockback (Mag -4), Knockup (Mag -4)
(Shin Breaker)
- MezResist(Immobilize) 2.75%
- 28.11 HP (1.5%) HitPoints
- 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
(Crushing Uppercut)
- MezResist(Immobilize) 2.75%
- 28.11 HP (1.5%) HitPoints
- 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
(Crushing Uppercut)
- 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
(Super Jump)
- Knockback (Mag -4), Knockup (Mag -4)
(Focused Accuracy)
- 1.88% Defense(Smashing,Lethal), 0.94% Defense(Melee)
(Maneuvers)
- 7.5% Enhancement(RechargeTime)
(Stamina)
- 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
- 35.14 HP (1.88%) HitPoints
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Soloing AVs will be very doable, but it will take quite a while due to the lower damage of tankers overall.
Soloing GMs isn't going to happen until you get a Lore pet. A tank by himself just can't put out enough damage to overcome a GM's regen. You should be able to tank one for quite a while though.
You'll be able to solo certain TFs. I wouldn't try soloing the STF for example, but most of the others should be doable. Kahn might be rough as well, Reichsman has a metric butt ton of HP, and he has a god mode power that he pops annoyingly often when he gets low on health.
For Incarnate stuff, he should be plenty solid. I would consider beefng up Energy defense a little more before you do (if you can), but he should do just fine as-is.
You're probably not going to be "ZOMG NOTHING CAN KILL ME!" with that build, but you'll be in good shape for the vast majority of the stuff the game will throw at you.
Glad I could help you make your toon awesome.
Originally Posted by Dechs Kaison See, it's gems like these that make me check Claws' post history every once in a while to make sure I haven't missed anything good lately. |
Hello everyone,
I have attempted to make multiple builds, I am relatively new to city of heroes, at least the theory crafting and min/maxing builds. I have played numerous other MMOs and I think I am finally getting the grasp of CoH. Can some one give me a hand on maximizing my fire/StJ build. I would like to be able to solo x4/x8 without a problem, and some AVs as well. I do not really understand the incarnate system, I am still learning that, but I thought I picked some of the powers that looked reasonably well.... If you can just help me overhaul my build completely or let me know what I did wrong with it. I would greatly appreciate any and all help. Thank you.
Hero Plan by Mids' Hero Designer 1.952
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Tanker
Primary Power Set: Fiery Aura
Secondary Power Set: Street Justice
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fighting
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Fire Shield
- (A) Gladiator's Armor - Resistance
- (34) Gladiator's Armor - Resistance/Rech/End
- (34) Gladiator's Armor - End/Resist
- (37) Gladiator's Armor - TP Protection +3% Def (All)
- (40) Gladiator's Armor - Recharge/Resist
- (43) Gladiator's Armor - Recharge/Endurance
Level 1: Initial Strike- (A) Absolute Amazement - Chance for ToHit Debuff
Level 2: Blazing Aura- (A) Obliteration - Damage
- (3) Obliteration - Accuracy/Recharge
- (3) Obliteration - Damage/Recharge
- (7) Obliteration - Accuracy/Damage/Recharge
- (9) Obliteration - Accuracy/Damage/Endurance/Recharge
- (9) Obliteration - Chance for Smashing Damage
Level 4: Healing Flames- (A) Numina's Convalescence - Heal
- (5) Numina's Convalescence - Heal/Recharge
- (5) Numina's Convalescence - Heal/Endurance/Recharge
- (7) Numina's Convalescence - Heal/Endurance
Level 6: Sweeping Cross- (A) Obliteration - Damage
- (11) Obliteration - Accuracy/Recharge
- (11) Obliteration - Damage/Recharge
- (13) Obliteration - Accuracy/Damage/Recharge
- (13) Obliteration - Accuracy/Damage/Endurance/Recharge
- (15) Obliteration - Chance for Smashing Damage
Level 8: Combat Jumping- (A) Defense Buff IO
Level 10: Hasten- (A) Recharge Reduction IO
- (15) Recharge Reduction IO
Level 12: Plasma Shield- (A) Resist Damage IO
Level 14: Boxing- (A) Stupefy - Chance of Knockback
Level 16: Tough- (A) Titanium Coating - Resistance/Endurance
- (17) Titanium Coating - Resistance/Recharge
- (17) Titanium Coating - Endurance
- (19) Titanium Coating - Resistance
- (19) Titanium Coating - Endurance/Recharge
- (21) Titanium Coating - Resistance/Endurance/Recharge
Level 18: Burn- (A) Obliteration - Damage
- (21) Obliteration - Accuracy/Recharge
- (27) Obliteration - Damage/Recharge
- (33) Obliteration - Accuracy/Damage/Recharge
- (33) Obliteration - Accuracy/Damage/Endurance/Recharge
- (33) Obliteration - Chance for Smashing Damage
Level 20: Rib Cracker- (A) Kinetic Combat - Damage/Endurance
- (48) Kinetic Combat - Damage/Recharge
- (48) Kinetic Combat - Accuracy/Damage
- (48) Kinetic Combat - Damage/Endurance/Recharge
Level 22: Weave- (A) Shield Wall - Defense/Endurance
- (23) Shield Wall - Defense/Recharge
- (23) Shield Wall - Endurance/Recharge
- (25) Shield Wall - Defense/Endurance/Recharge
- (25) Shield Wall - +Res (Teleportation), +3% Res (All)
- (27) Shield Wall - Defense
Level 24: Super Jump- (A) Jumping IO
Level 26: Acrobatics- (A) HamiO:Cytoskeleton Exposure
Level 28: Spinning Strike- (A) Ragnarok - Damage
- (29) Ragnarok - Damage/Recharge
- (29) Ragnarok - Accuracy/Damage/Recharge
- (31) Ragnarok - Accuracy/Recharge
- (31) Ragnarok - Damage/Endurance
- (31) Force Feedback - Chance for +Recharge
Level 30: Combat Readiness- (A) Recharge Reduction IO
Level 32: Taunt- (A) Perfect Zinger - Chance for Psi Damage
- (45) Perfect Zinger - Taunt
- (45) Perfect Zinger - Taunt/Range
- (46) Perfect Zinger - Taunt/Recharge
- (46) Perfect Zinger - Taunt/Recharge/Range
- (46) Perfect Zinger - Accuracy/Recharge
Level 35: Shin Breaker- (A) Touch of Death - Accuracy/Damage
- (36) Touch of Death - Damage/Endurance
- (36) Touch of Death - Damage/Recharge
- (36) Touch of Death - Accuracy/Damage/Endurance
- (37) Touch of Death - Chance of Damage(Negative)
- (37) Touch of Death - Damage/Endurance/Recharge
Level 38: Crushing Uppercut- (A) Mako's Bite - Chance of Damage(Lethal)
- (39) Mako's Bite - Accuracy/Damage/Endurance/Recharge
- (39) Mako's Bite - Accuracy/Damage
- (39) Mako's Bite - Damage/Endurance
- (40) Mako's Bite - Damage/Recharge
- (40) Mako's Bite - Accuracy/Endurance/Recharge
Level 41: Focused Accuracy- (A) Gaussian's Synchronized Fire-Control - To Hit Buff
- (42) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
- (42) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
- (42) Gaussian's Synchronized Fire-Control - Recharge/Endurance
- (43) Gaussian's Synchronized Fire-Control - Chance for Build Up
- (43) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
Level 44: Physical Perfection- (A) Miracle - +Recovery
- (45) Regenerative Tissue - +Regeneration
Level 47: Fiery Embrace- (A) Recharge Reduction IO
- (50) Recharge Reduction IO
Level 49: Consume- (A) Recharge Reduction IO
Level 50: Spiritual Radial ParagonLevel 50: Void Radial Final Judgement
Level 50: Diamagnetic Radial Flawless Interface
Level 50: Barrier Invocation
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 0: Freedom Phalanx Reserve
------------
Level 2: Swift
- (A) Run Speed IO
Level 2: Health- (A) Numina's Convalescence - +Regeneration/+Recovery
- (50) Panacea - +Hit Points/Endurance
Level 2: Hurdle- (A) Jumping IO
Level 2: Stamina- (A) Performance Shifter - Chance for +End
- (34) Performance Shifter - EndMod
- (50) Performance Shifter - EndMod/Recharge
Level 1: Combo Level 1Level 1: Combo Level 2
Level 1: Combo Level 3
Level 1: Brawl
- (A) Empty
Level 1: GauntletLevel 1: Sprint
- (A) Run Speed IO
Level 2: Rest- (A) Recharge Reduction IO
Level 4: Ninja Run