Critique: Ill/Cold Build
First, I suggest that you post the build in addition to the Data Chunk. Some people look at the forums when they don't have Mids available. And some of us want to see the build before deciding whether we want to take the time to respond.
You decided to focus on Smash/Lethal and Ranged Defense with pretty good Recharge, but not Perma-PA. Now, I'm a bit of a purist on Illusion . . . if you have Perma-PA, the PA should be drawing the aggro and you don't really need much defense. I don't have either Leadership or Fighting on my Ill/Cold, but I have perma-PA. But not everyone agrees with me, so I acknowledge it is a matter of choice. There are a few trade-offs that you might want to consider.
One thing that concerns me is your endurance. Yes, you have Heat Loss, but it is not always up. When Heat Loss is down, then you may have some endurance issues.
Also, you don't have full invisibility, which I think is very useful on an Ill/Cold -- you need it to lead your pets into battle without drawing aggro yourself. You have Arctic Mist, so all you need is either a stealth IO or Super Speed -- you could easily put a Stealth IO (either jump or run) in Sprint. I like Super Speed, but that's a matter of choice.
My main suggestion is to change the 6 slots in Tough. You don't really need the melee defense. You could use one or two more slots in Blind for Damage and more accuracy. Consider an Acc/Dam Hami-O and a common Damage IO. You could move the Steadfast +3 Defense to Tough, and have a couple of Impervium Armor for the Recovery buff. You could add a Recharge to Benumb, a key power. You might have a slot or two to add to Stamina or Health. Or you could add some wonderful damage procs to Sleet. (My Ill/Cold has 4 procs in Sleet. It is wonderful.)
You don't have a self Heal. You might want to consider fitting in Hibernate. I would choose Hibernate over Hover personally. Hibernate has saved my tail many times.
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Guide Links: Earth/Rad Guide, Illusion/Rad Guide, Electric Control
Thanks for taking a look. I'll edit the original post with the full build (always struck me as a lot to scroll through, and I always bring up Mids to examine builds anyway, but I take your point ).
The current build is Perma-PA according to Mids, with the appropriate Alpha slot power chosen (Spiritual Total Core Revamp brings PA to 58.73s recharge). Part of me agrees with the thoughts on not really needing that much defense with Perma-PA, but that part of me that enjoys stretching the limits of what can be done wants to meet the defense and recharge goals anyway.
Endurance certainly is one aspect I am concerned about - 89.4 seconds recharge on heat Loss isn't too bad, but if it misses? Again, point taken.
Stealth IO on Sprint is definitely something I have on my current build, I don't know why I missed it. Good call.
As for the slots in Tough, missing slots in Blind, Stamina, Health and Sleet (oh, those wonderful procs) - they are the areas I am most displeased with at the moment, agreed. The six slots in Tough were not for the 2.5% melee defense, but rather the 1.25% smash/lethal defense. I've looked until I'm cross-eyed, but I'm just not seeing a better way to reach the 45% smash/lethal defense.
That said, Hibernate is very interesting - an 'oh crap' button when things go wonky would be nice to have, and since it takes End Mod and Heal sets, there might be a way to reach the Ranged softcap in a different way. I'll have a play around with that option next, thanks for the suggestion.
Thanks again!
To get that 1.25 S/L def, heavily overslot frozen armor by moving your red fortunes there and/or take agility. You have more rech than needed for perma-PA so you can afford to lose some rech.
Here's an example using agility core paragon that keeps perma-PA and capped S/L/R, while adding much better slotted shields, better recovery and well slotted/procced attacks. Do not run tough, use it as a slot mule only.
(edit) As a footnote, on an illusionist I found capped Range/aoe more valuable than S/L/R. You have no damage/debuff auras and thus no need to survive in melee, and you have plenty of tools to avoid being caught in melee. Aoe is much more dangerous to a controller.
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Thanks for the suggestion and build - as I saw this reply, I was investigating Agility and removing slots from Tough. Using your example as a guide, I've come up with a build that reaches the defense and recharge goals with a Tier 3 Agility Alpha (Partial Core Revamp) and without the Ragnarok/Apocalypse purples - IOs I was working towards when I took my break. I assume they're still horrifically expensive.
I'm pleased with the return of the procs in Sleet, since I do so love seeing the large numbers pop up amongst all the 1s and 2s.
The build also takes Hibernate, since as I mentioned, the 'oh crap' button intrigues me. I'll probably refer back to your example build later on, as I get a hold of the necessary purples and I reach the Tier 4 Agility Alpha.
Thanks again!
(The build, in case anyone was still interested)
Villain Plan by Mids' Villain Designer 1.954
http://www.cohplanner.com/
Click this DataLink to open the build!
Holofrost: Level 50 Magic Controller
Primary Power Set: Illusion Control
Secondary Power Set: Cold Domination
Power Pool: Flight
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Ice Mastery
Villain Profile:
Level 1: Spectral Wounds
- (A) Decimation - Accuracy/Damage: Level 40
- (15) Decimation - Damage/Endurance: Level 40
- (17) Decimation - Damage/Recharge: Level 40
- (17) Decimation - Accuracy/Endurance/Recharge: Level 40
- (21) Decimation - Accuracy/Damage/Recharge: Level 40
- (A) Achilles' Heel - Chance for Res Debuff: Level 20
- (A) Basilisk's Gaze - Accuracy/Hold: Level 30
- (3) Basilisk's Gaze - Accuracy/Recharge: Level 30
- (3) Basilisk's Gaze - Recharge/Hold: Level 30
- (13) Basilisk's Gaze - Endurance/Recharge/Hold: Level 30
- (A) Coercive Persuasion - Confused: Level 50
- (5) Coercive Persuasion - Confused/Recharge: Level 50
- (5) Coercive Persuasion - Accuracy/Confused/Recharge: Level 50
- (7) Coercive Persuasion - Accuracy/Recharge: Level 50
- (7) Coercive Persuasion - Confused/Endurance: Level 50
- (9) Coercive Persuasion - Contagious Confusion: Level 50
- (A) Unbreakable Constraint - Hold: Level 50
- (9) Unbreakable Constraint - Hold/Recharge: Level 50
- (11) Unbreakable Constraint - Accuracy/Hold/Recharge: Level 50
- (13) Unbreakable Constraint - Accuracy/Recharge: Level 50
- (27) Unbreakable Constraint - Endurance/Hold: Level 50
- (A) Blessing of the Zephyr - Knockback Reduction (4 points): Level 50
- (11) Luck of the Gambler - Recharge Speed: Level 50
- (36) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range: Level 50
- (A) Recharge Reduction IO: Level 50
- (15) Recharge Reduction IO: Level 50
- (A) Empty
- (A) Steadfast Protection - Resistance/+Def 3%: Level 30
- (A) Red Fortune - Defense: Level 50
- (23) Red Fortune - Defense/Recharge: Level 50
- (27) Red Fortune - Endurance: Level 50
- (31) Red Fortune - Defense/Endurance: Level 50
- (36) Red Fortune - Endurance/Recharge: Level 50
- (37) Red Fortune - Defense/Endurance/Recharge: Level 50
- (A) Expedient Reinforcement - Accuracy/Recharge: Level 50
- (19) Expedient Reinforcement - Accuracy/Damage: Level 50
- (19) Expedient Reinforcement - Endurance/Damage/Recharge: Level 50
- (21) Expedient Reinforcement - Accuracy/Damage/Recharge: Level 50
- (23) Soulbound Allegiance - Damage/Recharge: Level 50
- (A) Red Fortune - Defense/Endurance: Level 50
- (37) Red Fortune - Defense/Recharge: Level 50
- (39) Red Fortune - Endurance: Level 50
- (40) Red Fortune - Endurance/Recharge: Level 50
- (40) Red Fortune - Defense/Endurance/Recharge: Level 50
- (42) Red Fortune - Defense: Level 50
- (A) Luck of the Gambler - Recharge Speed: Level 50
- (25) Luck of the Gambler - Defense/Endurance: Level 50
- (25) Luck of the Gambler - Defense: Level 50
- (A) Luck of the Gambler - Recharge Speed: Level 50
- (A) Superior Will of the Controller - Accuracy/Confused/Hold/Immobilize/Sleep/Stun/Terrorized: Level 50
- (29) Superior Will of the Controller - Confused/Hold/Immobilize/Sleep/Stun/Terrorized/Recharge: Level 50
- (29) Superior Will of the Controller - Endurance/Recharge: Level 50
- (31) Superior Will of the Controller - Accuracy/Confused/Hold/Immobilize/Sleep/Stun/Terrorized/Endurance: Level 50
- (34) Superior Will of the Controller - Accuracy/Confused/Hold/Immobilize/Sleep/Stun/Terrorized/Endurance/Recharge: Level 50
- (50) Superior Will of the Controller - Recharge/Chance for Psionic Damage: Level 50
- (A) Accuracy IO: Level 50
- (31) Recharge Reduction IO: Level 50
- (42) Recharge Reduction IO: Level 50
- (A) Luck of the Gambler - Recharge Speed: Level 50
- (A) Expedient Reinforcement - Accuracy/Recharge: Level 50
- (33) Expedient Reinforcement - Accuracy/Damage: Level 50
- (33) Expedient Reinforcement - Damage/Endurance: Level 50
- (33) Expedient Reinforcement - Accuracy/Damage/Recharge: Level 50
- (34) Expedient Reinforcement - Endurance/Damage/Recharge: Level 50
- (34) Expedient Reinforcement - Resist Bonus Aura for Pets: Level 50
- (A) Achilles' Heel - Chance for Res Debuff: Level 20
- (36) Touch of Lady Grey - Chance for Negative Damage: Level 50
- (37) Positron's Blast - Chance of Damage(Energy): Level 50
- (A) Efficacy Adaptor - EndMod: Level 50
- (39) Efficacy Adaptor - EndMod/Accuracy: Level 50
- (39) Efficacy Adaptor - EndMod/Accuracy/Recharge: Level 50
- (40) Efficacy Adaptor - EndMod/Endurance: Level 50
- (45) Efficacy Adaptor - EndMod/Recharge: Level 50
- (46) Efficacy Adaptor - Accuracy/Recharge: Level 50
- (A) Decimation - Accuracy/Damage: Level 40
- (42) Decimation - Damage/Endurance: Level 40
- (43) Decimation - Damage/Recharge: Level 40
- (43) Decimation - Accuracy/Endurance/Recharge: Level 40
- (43) Decimation - Accuracy/Damage/Recharge: Level 40
- (A) Doctored Wounds - Heal/Endurance: Level 50
- (45) Doctored Wounds - Endurance/Recharge: Level 50
- (45) Doctored Wounds - Heal/Recharge: Level 50
- (46) Doctored Wounds - Heal/Endurance/Recharge: Level 50
- (46) Doctored Wounds - Recharge: Level 50
- (A) Positron's Blast - Accuracy/Damage: Level 50
- (48) Positron's Blast - Damage/Endurance: Level 50
- (48) Positron's Blast - Damage/Recharge: Level 50
- (48) Positron's Blast - Damage/Range: Level 50
- (50) Positron's Blast - Chance of Damage(Energy): Level 50
- (A) Luck of the Gambler - Defense: Level 40
- (50) Luck of the Gambler - Recharge Speed: Level 40
Level 50: Reactive Total Core Conversion
Level 50: Phantom Total Radial Improved Ally
Level 50: Clarion Partial Core Invocation
Level 0: Born In Battle
Level 0: High Pain Threshold
Level 0: Invader
Level 0: Marshal
Level 50: Agility Partial Core Revamp
------------
Level 2: Swift
- (A) Flight Speed IO: Level 50
- (A) Miracle - +Recovery: Level 40
- (A) Jumping IO: Level 50
- (A) Performance Shifter - Chance for +End: Level 50
- (A) Empty
Level 1: Sprint
- (A) Celerity - +Stealth: Level 50
- (A) Empty
Few things about the initial build in no particular order:
- Swap the Titanium Coatings for Reactive Armor, 4 pieces instead of 6 for the 1.25% S/L Def freeing up 2 slots.
- Swap the slotting of Blind and Flash around, this way you'll benefit more from the purple proc.
- Same with Ice Blast and Spectral Wounds, your chain will most likely be Blind>SW>Blast>SW when no longer recharge powers are up so you'll want to give the purple proc more chances to go off.
- You really want more recharge in both Sleet and Benumb. I have Sleet recharging in about 15 seconds on my Ill/Cold with Benumb about half a second from perma. Sleet is the more important power out of those two (AoE, and -res > -regen for most content) so if you cant find any ways to fix both concentrate on Sleet.
- Consider dropping Maneuvers and getting Snow Storm instead, I did that with my Ill/Cold and her performance against tougher enemies with interruptable powers increased quite a bit. It also helps soloing big groups because Snow Storm/Sleet/Spectral Terror keep them clustered for Ice Storm as long as Phantasm doesnt go on a rampage. You'll likely need Agility Alpha for this and some extra recharge to account for dropping to 33%.
- I would also consider getting the PvP +Def unique, nowadays it is in the purple enhancement price range.
Can't think of anything more for now.
- @DSorrow - alts on Union and Freedom mostly -
Currently playing as Castigation on Freedom
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(edit) As a footnote, on an illusionist I found capped Range/aoe more valuable than S/L/R. You have no damage/debuff auras and thus no need to survive in melee, and you have plenty of tools to avoid being caught in melee. Aoe is much more dangerous to a controller.
|
MT
Global: @Master Templar on Freedom.
"This here's my demon face. You see I'm Satan's onion...s-scallion.. 'Minion?' no, not that."
Quick thought:
I like the idea of Ranged/AoE defense vs S/L and ranged. The one thing, however, for which it might be important to stay in melee range is Heat Loss (unless it really has been too long since playing my Cold/Ice). The effect is somewhat like Fulcrum Shift so you'll get the largest buff while in close to the targeted foes ... and like FS it will help even at range (just less than melee ranges) so it may depend on how much you need Heat Loss to buff your Recovery and End to avoid endurance issues.
Then again you only need to be at melee distances when firing off Heat Loss and for some foes getting them to switch to melee attacks can be an advantage >> they often will prefer to chase you in an attempt to melee rather than swapping back to ranged attacks. If they do so slowly and ineffectively (like when pursuing you in a Snow Storm) then what exactly your defense is becomes less important.
Doomguide
Quick thought:
I like the idea of Ranged/AoE defense vs S/L and ranged. The one thing, however, for which it might be important to stay in melee range is Heat Loss (unless it really has been too long since playing my Cold/Ice). The effect is somewhat like Fulcrum Shift so you'll get the largest buff while in close to the targeted foes ... and like FS it will help even at range (just less than melee ranges) so it may depend on how much you need Heat Loss to buff your Recovery and End to avoid endurance issues. Then again you only need to be at melee distances when firing off Heat Loss and for some foes getting them to switch to melee attacks can be an advantage >> they often will prefer to chase you in an attempt to melee rather than swapping back to ranged attacks. If they do so slowly and ineffectively (like when pursuing you in a Snow Storm) then what exactly your defense is becomes less important. Doomguide |
MT
Global: @Master Templar on Freedom.
"This here's my demon face. You see I'm Satan's onion...s-scallion.. 'Minion?' no, not that."
Very interesting concept, and makes sense. I have gotten used to hover as my combat mode for my Ill/Cold and hardly spend any time in melee. Do you have a build handy? What alpha are you using?
MT |
AoE def isn't as plentiful as ranged def, and critically for effective softcapped builds, it rarely comes in sets that also offer +Rech. I found that while softcapping range doesn't lower your recharge, softcapping aoe does, and that's not acceptable on an illusionist.
I suppose this kind of contradicts what I said about aoe def being valuable, but I guess what I'm really trying to say is... someone make me a perma-PA aoe softcapped Ill/cold, because I can't do it!
Call me crazy but I've actually found on other characters that when I want to really push defensiveness and already have Ranged covered, that picking up Rise of the Phoenix actually weighs in higher than adding S/L on top of it. I've never actually applied that to an Illusionist though. And it may also be because most of my fights go sort of like easy-easy-easy-easy-OHGODGETITAWAYFROM MEEE.
Anyway I've found once some of those incarnate-level enemies lock onto you it can be really frightening with any level of defense. Sort of like "Is that a Victor--CRIT!--oh I'm dead." Illusionists probably take it in the face somewhat less often, but with all the ambushes that happen in Dark Astoria and the wildness of some of the iTrials where you're forced to fight on terms unbefitting of a AT with powers on long recharges I've found it invaluable.
After an extended break, I've come back to the game and decided to see what I could do with my Ill/Cold Controller.
She was one or two percent away from softcapped to smashing/lethal damage, and just barely at perma-PA, but there were a few powers I'd taken in order to duo with a scrapper friend that weren't being used since my return.
After poking around in Mids, I decided I would try to reach perma-PA and softcap to ranged, smashing and lethal. This is the build I've come up with - I'm looking for a critique, seeing if there are any easier/cheaper ways to reach those goals that I've missed.
My slotting order is completely unoptimised at this stage, so don't worry too much about that. I haven't been playing any lower-level content, either - so I'm not too fussy about power order.
Oh, and before I forget - I've selected the Alpha slot power I currently have available (Spiritual Total Core Revamp). Working on the Total Core Paragon, but wondering if I should instead take Agility for easier defense soft-capping?
Thanks in advance to anyone who takes a look. :)
--edit, long build post --
Villain Plan by Mids' Villain Designer 1.954
http://www.cohplanner.com/
Click this DataLink to open the build!
Holofrost: Level 50 Magic Controller
Primary Power Set: Illusion Control
Secondary Power Set: Cold Domination
Power Pool: Flight
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Ice Mastery
Villain Profile:
Level 1: Spectral Wounds
- (A) Thunderstrike - Accuracy/Damage: Level 40
- (15) Thunderstrike - Damage/Endurance: Level 40
- (17) Thunderstrike - Damage/Recharge: Level 40
- (17) Thunderstrike - Accuracy/Damage/Recharge: Level 40
- (21) Thunderstrike - Accuracy/Damage/Endurance: Level 40
- (34) Thunderstrike - Damage/Endurance/Recharge: Level 40
Level 1: Infrigidate- (A) Achilles' Heel - Chance for Res Debuff: Level 20
Level 2: Blind- (A) Basilisk's Gaze - Accuracy/Hold: Level 30
- (3) Basilisk's Gaze - Accuracy/Recharge: Level 30
- (3) Basilisk's Gaze - Recharge/Hold: Level 30
- (13) Basilisk's Gaze - Endurance/Recharge/Hold: Level 30
Level 4: Deceive- (A) Coercive Persuasion - Confused: Level 50
- (5) Coercive Persuasion - Confused/Recharge: Level 50
- (5) Coercive Persuasion - Accuracy/Confused/Recharge: Level 50
- (7) Coercive Persuasion - Accuracy/Recharge: Level 50
- (7) Coercive Persuasion - Confused/Endurance: Level 50
- (9) Coercive Persuasion - Contagious Confusion: Level 50
Level 6: Flash- (A) Unbreakable Constraint - Hold: Level 50
- (9) Unbreakable Constraint - Hold/Recharge: Level 50
- (11) Unbreakable Constraint - Accuracy/Hold/Recharge: Level 50
- (11) Unbreakable Constraint - Accuracy/Recharge: Level 50
- (13) Unbreakable Constraint - Chance for Smashing Damage: Level 50
Level 8: Hover- (A) Luck of the Gambler - Recharge Speed: Level 50
- (36) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range: Level 50
- (36) Blessing of the Zephyr - Knockback Reduction (4 points): Level 50
Level 10: Hasten- (A) Recharge Reduction IO: Level 50
- (15) Recharge Reduction IO: Level 50
Level 12: Boxing- (A) Empty
Level 14: Tough- (A) Titanium Coating - Resistance/Endurance: Level 50
- (37) Titanium Coating - Resistance/Recharge: Level 50
- (39) Titanium Coating - Endurance/Recharge: Level 50
- (39) Titanium Coating - Resistance/Endurance/Recharge: Level 50
- (39) Titanium Coating - Resistance: Level 50
- (50) Titanium Coating - Endurance: Level 50
Level 16: Weave- (A) Luck of the Gambler - Recharge Speed: Level 50
- (31) Luck of the Gambler - Defense: Level 50
- (31) Luck of the Gambler - Defense/Endurance: Level 50
- (36) Luck of the Gambler - Defense/Recharge: Level 50
Level 18: Phantom Army- (A) Expedient Reinforcement - Accuracy/Recharge: Level 50
- (19) Expedient Reinforcement - Accuracy/Damage: Level 50
- (19) Expedient Reinforcement - Endurance/Damage/Recharge: Level 50
- (21) Expedient Reinforcement - Accuracy/Damage/Recharge: Level 50
- (23) Soulbound Allegiance - Damage/Recharge: Level 50
- (23) Soulbound Allegiance - Chance for Build Up: Level 50
Level 20: Arctic Fog- (A) Red Fortune - Defense/Endurance: Level 50
- (37) Red Fortune - Defense/Recharge: Level 50
- (40) Red Fortune - Endurance/Recharge: Level 50
- (40) Red Fortune - Defense/Endurance/Recharge: Level 50
- (42) Red Fortune - Defense: Level 50
- (42) Red Fortune - Endurance: Level 50
Level 22: Maneuvers- (A) Luck of the Gambler - Recharge Speed: Level 50
- (25) Luck of the Gambler - Defense/Endurance: Level 50
- (25) Luck of the Gambler - Defense: Level 50
Level 24: Ice Shield- (A) Luck of the Gambler - Recharge Speed: Level 50
Level 26: Spectral Terror- (A) Superior Will of the Controller - Accuracy/Confused/Hold/Immobilize/Sleep/Stun/Terrorized: Level 50
- (27) Superior Will of the Controller - Confused/Hold/Immobilize/Sleep/Stun/Terrorized/Recharge: Level 50
- (27) Superior Will of the Controller - Endurance/Recharge: Level 50
- (29) Superior Will of the Controller - Accuracy/Confused/Hold/Immobilize/Sleep/Stun/Terrorized/Endurance: Level 50
- (29) Superior Will of the Controller - Accuracy/Confused/Hold/Immobilize/Sleep/Stun/Terrorized/Endurance/Recharge: Level 50
- (31) Superior Will of the Controller - Recharge/Chance for Psionic Damage: Level 50
Level 28: Benumb- (A) Accuracy IO: Level 50
Level 30: Glacial Shield- (A) Luck of the Gambler - Recharge Speed: Level 50
- (37) Steadfast Protection - Resistance/+Def 3%: Level 30
Level 32: Phantasm- (A) Expedient Reinforcement - Accuracy/Recharge: Level 50
- (33) Expedient Reinforcement - Accuracy/Damage: Level 50
- (33) Expedient Reinforcement - Damage/Endurance: Level 50
- (33) Expedient Reinforcement - Accuracy/Damage/Recharge: Level 50
- (34) Expedient Reinforcement - Endurance/Damage/Recharge: Level 50
- (34) Expedient Reinforcement - Resist Bonus Aura for Pets: Level 50
Level 35: Sleet- (A) Achilles' Heel - Chance for Res Debuff: Level 20
Level 38: Heat Loss- (A) Efficacy Adaptor - EndMod: Level 50
- (40) Efficacy Adaptor - EndMod/Endurance: Level 50
- (45) Efficacy Adaptor - EndMod/Recharge: Level 50
- (46) Efficacy Adaptor - Accuracy/Recharge: Level 50
- (46) Efficacy Adaptor - EndMod/Accuracy/Recharge: Level 50
- (46) Efficacy Adaptor - EndMod/Accuracy: Level 50
Level 41: Ice Blast- (A) Apocalypse - Damage: Level 50
- (42) Apocalypse - Chance of Damage(Negative): Level 50
- (43) Apocalypse - Accuracy/Damage/Recharge: Level 50
- (43) Apocalypse - Accuracy/Recharge: Level 50
- (43) Apocalypse - Damage/Endurance: Level 50
Level 44: Frozen Armor- (A) Luck of the Gambler - Defense/Endurance: Level 50
- (45) Luck of the Gambler - Defense: Level 50
- (45) Defense Buff IO: Level 50
Level 47: Ice Storm- (A) Ragnarok - Damage: Level 50
- (48) Ragnarok - Damage/Recharge: Level 50
- (48) Ragnarok - Accuracy/Damage/Recharge: Level 50
- (48) Ragnarok - Accuracy/Recharge: Level 50
- (50) Ragnarok - Damage/Endurance: Level 50
Level 49: Fly- (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range: Level 50
- (50) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance: Level 50
Level 50: Ion Total Core JudgementLevel 50: Reactive Total Core Conversion
Level 50: Phantom Total Radial Improved Ally
Level 50: Clarion Partial Core Invocation
Level 0: Born In Battle
Level 0: High Pain Threshold
Level 0: Invader
Level 0: Marshal
Level 50: Spiritual Total Core Revamp
------------
Level 2: Swift
- (A) Flight Speed IO: Level 50
Level 2: Health- (A) Miracle - +Recovery: Level 40
Level 2: Hurdle- (A) Jumping IO: Level 50
Level 2: Stamina- (A) Endurance Modification IO: Level 50
Level 1: Brawl- (A) Empty
Level 1: ContainmentLevel 1: Sprint
- (A) Empty
Level 2: Rest- (A) Empty
Level 4: Ninja Run