Please look over my crab build
This is not a bad build. Most of the things I see wrong with it are simply personal preference.
What I did.
1. Took 2 slots out of Aim put them in CT:O added unique IO's
2. Replaced the Numas heal IO with the uinque Regen Tissue IO (its +25% Numa 2 piece bonus is 12%)
What I would suggest you do also do is to put another Performance shifter IO in Stamna for the +HP and drop wolf spider armor (putting the -kb IO in Tough) and take a travel power. But that is just my opinion. Their is nothing wrong with your build as is IMHO.
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I'm pretty sure you can be fully positional capped and still be perma pets. There is a build some where further down on these forums. It is probably on this first page since it doesn't really roll that much.
1. Why Soft Cap is Important : http://dechskaison.blogspot.com/2011...important.html
2. Limits: http://paragonwiki.com/wiki/Limits
3. Attack Mechanics: http://wiki.cohtitan.com/wiki/Attack_Mechanics
4. Rule of Five: http://wiki.cohtitan.com/wiki/Rule_o...e_Law_of_Fives
As with my Fortunata, I don't want to melee. Chasing mobs is annoying.
Therefore I'll use ranged attacks only, but this time with more AoE flavor while flying |
People seem to argue about the usefulness of Omega Maneuver, but I've seen it in action (used by another person) and I find it funny and want it
|
The empty slot in Suppression is reserved for the "global toxic damage" proc from the upcoming second ATIO set.
The empty slot in Frag Granade is reserved for the Summer Event KB to KD proc. |
While I can understand the reasoning behind frankenslotting Call Reinforcements with three Call to Arms and three Expedient Reinforcements, I wouldn't do it. Better to use four slots of Expedient Reinforcements and take the 6.25% +Recharge, which will benefit every power, including both pet summons.
I would drop the Damage/Endurance IO from Omega Maneuver and keep the Damage/Range. Anything that gets near the bomb before it explodes can pull aggro away from it and ruin it, and your own pets are the biggest culprits. Any extra bit of range enhancement you can give it will make it easier and more fun to use.
I hate to see Tough so neglected and underslotted. When you rely on your defense soft-caps for survival you become very brittle. You can be laughing at your puny antagonists one minute, and find yourself face-down on the street the next, wondering what happened. Damage Resistance determines how fast you die in a cascading defense failure, and if you have time to pop that Good Luck inspiration or not. Fortification is already well slotted but Tough would really benefit from one slot of actual damage resistance. I'd probably steal that 6th slot from Summon Spiderlings....
I'm pretty sure you can be fully positional capped and still be perma pets. There is a build some where further down on these forums. It is probably on this first page since it doesn't really roll that much.
|
Thanks for the input so far, but everything has changed. Well, almost everything
Yesterday, I hit 24 with my Crab, and before respeccing, I got cold feet and decided to change my plan.
The main issue was that I didn't want to level to 50 with Channelgun as my only single target attack. And I wanted a real travel power because I'm too lazy to visit Grandville every couple of days to buy a new jetpack
During the respec, I just picked the same powers as before, only crab flavored this time. I also got Hover and Fly rather than Combat Jumping and Super Jumping (which I only took because I forgot that I wanted to be a Hoverblaster at the time I picked CJ)
Then, after two or three missions, I felt that I didn't like the Hover/Suppression combination. Whenever I used Suppression, it was like I'm shooting all over the place without knowing what I'll actually hit.
In addition to that, the crab version of Suppression has an even longer animation than Heavy Burst and that threw me off even more.
To top that off, I was reminded why I wasn't too fond of Hover in the first place ... it's slow and I have camera issues when my head scrapes the ceiling. Which was the only place I could go most of the time to avoid being in melee range.
This lead me to believe that cones are not my thing and I'm better off sticking to PBAoEs, targetted AoEs and single target attacks.
Therefore, I decided to radically change the plan (build) when I get to 35 and get the free respec from my patron.
Out with Hover and Fly, in with CJ and SJ again.
Out with Suppression, hello Frenzy, which allows me to get to 45+% M/R/A.
No Omega Maneuver
The KB to KD proc still goes into the empty slot in Frag Granade, while the ATIO2 "global toxic" proc will now reside in Venom Grenade.
Yes, I'm trying to get away with "just" 4 points of KB protection and Stamina probably doesn't need four slots, but right now, this build seems very lenient, as I have no good idea what to do with the empty slot in Channelgun
Villain Plan by Mids' Villain Designer 1.958
http://www.cohplanner.com/
Click this DataLink to open the build!
Tyssan V4: Level 50 Natural Arachnos Soldier
Primary Power Set: Crab Spider Soldier
Secondary Power Set: Crab Spider Training
Power Pool: Leaping
Power Pool: Leadership
Power Pool: Fighting
Power Pool: Speed
Villain Profile:
Level 1: Channelgun -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Dmg/Rchg(3), Decim-Acc/EndRdx/Rchg(5), Decim-Acc/Dmg/Rchg(5), Empty(7)
Level 1: Crab Spider Armor Upgrade -- GA-3defTpProc(A), S'fstPrt-ResDam/Def+(48)
Level 2: Longfang -- Apoc-Dmg/Rchg(A), Apoc-Acc/Dmg/Rchg(7), Apoc-Acc/Rchg(9), Apoc-Dmg/EndRdx(9), Apoc-Dam%(11), Achilles-ResDeb%(11)
Level 4: Combat Training: Defensive -- LkGmblr-Rchg+(A), Ksmt-ToHit+(46)
Level 6: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(46)
Level 8: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(13), LkGmblr-Def/EndRdx(13)
Level 10: Tactical Training: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(15), LkGmblr-Def/EndRdx(15)
Level 12: Venom Grenade -- SDoArach-Acc/Dmg(A), SDoArach-Acc/Dmg/Rchg(17), SDoArach-Dmg/EndRdx/Rchg(17), SDoArach-Acc/Dmg/EndRdx/Rchg(42), SDoArach-Rchg/DmgFear%(42), Empty(43)
Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(45), Zephyr-ResKB(46)
Level 16: Tactical Training: Assault -- EndRdx-I(A)
Level 18: Frag Grenade -- Ragnrk-Dmg/Rchg(A), Ragnrk-Acc/Dmg/Rchg(19), Ragnrk-Acc/Rchg(19), Ragnrk-Dmg/EndRdx(34), Ragnrk-Knock%(37), Empty(40)
Level 20: Tactical Training: Leadership -- GSFC-ToHit(A), GSFC-ToHit/Rchg(21), GSFC-ToHit/Rchg/EndRdx(21), GSFC-Rchg/EndRdx(23), GSFC-ToHit/EndRdx(23), GSFC-Build%(34)
Level 22: Mental Training -- Run-I(A)
Level 24: Fortification -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(25), Aegis-ResDam/EndRdx/Rchg(25), Aegis-ResDam(27), Aegis-Psi/Status(27)
Level 26: Frenzy -- Oblit-Dmg(A), Oblit-Acc/Rchg(31), Oblit-Dmg/Rchg(33), Oblit-Acc/Dmg/Rchg(33), Oblit-Acc/Dmg/EndRdx/Rchg(33), Oblit-%Dam(34)
Level 28: Serum -- Dct'dW-Rchg(A), Dct'dW-Heal(29), Dct'dW-Heal/EndRdx/Rchg(29), Dct'dW-Heal/Rchg(31), Dct'dW-Heal/EndRdx(31)
Level 30: Assault -- EndRdx-I(A)
Level 32: Boxing -- Empty(A)
Level 35: Summon Spiderlings -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg/Rchg(36), ExRmnt-EndRdx/Dmg/Rchg(36), ExRmnt-+Res(Pets)(36), C'Arms-Acc/Dmg/Rchg(37), C'Arms-+Def(Pets)(37)
Level 38: Call Reinforcements -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg/Rchg(39), ExRmnt-EndRdx/Dmg/Rchg(39), ExRmnt-Acc/Dmg(39), C'Arms-Acc/Dmg/Rchg(40), C'Arms-EndRdx/Dmg/Rchg(40)
Level 41: Tough -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/EndRdx/Rchg(42), Aegis-ResDam(48)
Level 44: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(45), LkGmblr-Def/EndRdx(45)
Level 47: Aim -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(48)
Level 49: Hasten -- RechRdx-I(A), RechRdx-I(50)
Level 1: Brawl -- Empty(A)
Level 1: Conditioning
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(43)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(43), P'Shift-EndMod/Rchg(50), P'Shift-EndMod/Acc(50)
Level 50: Cardiac Core Paragon
Level 0: Invader
Level 0: High Pain Threshold
Level 0: Marshal
Level 0: Born In Battle
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I just had the idea to take Suppression instead of Longfang, if it turns out I can manage aiming Suppression while running on the ground (I have still 9 levels to go till 35, so plenty of time to decide )
That build would look like this (for some reason my data chunks get corrupted, so no chunk for this ):
I would put an Overwhelming Force Dmg/End/Rec in the last slot in Suppression.
Villain Plan by Mids' Villain Designer 1.958
http://www.cohplanner.com/
Click this DataLink to open the build!
Tyssan V5: Level 50 Natural Arachnos Soldier
Primary Power Set: Crab Spider Soldier
Secondary Power Set: Crab Spider Training
Power Pool: Leadership
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed
Villain Profile:
Level 1: Channelgun -- Apoc-Dmg/Rchg(A), Apoc-Acc/Dmg/Rchg(3), Apoc-Acc/Rchg(3), Apoc-Dmg/EndRdx(5), Apoc-Dam%(5), Achilles-ResDeb%(7)
Level 1: Crab Spider Armor Upgrade -- S'fstPrt-ResDam/Def+(A), GA-3defTpProc(9)
Level 2: Combat Training: Defensive -- LkGmblr-Rchg+(A), Ksmt-ToHit+(13)
Level 4: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(7), LkGmblr-Def/EndRdx(9)
Level 6: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(13)
Level 8: Suppression -- Posi-Acc/Dmg(A), Posi-Dmg/Rchg(15), Posi-Dmg/Rng(15), Posi-Acc/Dmg/EndRdx(17), Posi-Dam%(17), Empty(19)
Level 10: Tactical Training: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(11), LkGmblr-Def/EndRdx(11)
Level 12: Venom Grenade -- SDoArach-Acc/Dmg(A), SDoArach-Acc/Dmg/Rchg(19), SDoArach-Dmg/EndRdx/Rchg(21), SDoArach-Acc/Dmg/EndRdx/Rchg(21), SDoArach-Rchg/DmgFear%(23), Empty(23)
Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(25), Zephyr-ResKB(25)
Level 16: Tactical Training: Assault -- EndRdx-I(A)
Level 18: Frag Grenade -- Ragnrk-Dmg/Rchg(A), Ragnrk-Acc/Dmg/Rchg(27), Ragnrk-Acc/Rchg(27), Ragnrk-Dmg/EndRdx(29), Ragnrk-Knock%(29), Empty(31)
Level 20: Tactical Training: Leadership -- GSFC-ToHit(A), GSFC-ToHit/Rchg(31), GSFC-ToHit/Rchg/EndRdx(31), GSFC-Rchg/EndRdx(33), GSFC-ToHit/EndRdx(33), GSFC-Build%(33)
Level 22: Mental Training -- Run-I(A)
Level 24: Fortification -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(34), Aegis-ResDam/EndRdx/Rchg(34), Aegis-ResDam(34), Aegis-Psi/Status(36)
Level 26: Frenzy -- Oblit-Dmg(A), Oblit-Acc/Rchg(36), Oblit-Dmg/Rchg(36), Oblit-Acc/Dmg/Rchg(37), Oblit-Acc/Dmg/EndRdx/Rchg(37), Oblit-%Dam(37)
Level 28: Serum -- Dct'dW-Rchg(A), Dct'dW-Heal(39), Dct'dW-Heal/EndRdx/Rchg(39), Dct'dW-Heal/Rchg(39), Dct'dW-Heal/EndRdx(40)
Level 30: Assault -- EndRdx-I(A)
Level 32: Boxing -- Empty(A)
Level 35: Summon Spiderlings -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg/Rchg(40), ExRmnt-EndRdx/Dmg/Rchg(40), ExRmnt-+Res(Pets)(42), C'Arms-Acc/Dmg/Rchg(42), C'Arms-+Def(Pets)(42)
Level 38: Call Reinforcements -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(43), ExRmnt-Acc/Dmg/Rchg(43), ExRmnt-EndRdx/Dmg/Rchg(43), C'Arms-Acc/Dmg/Rchg(45), C'Arms-EndRdx/Dmg/Rchg(45)
Level 41: Aim -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(45)
Level 44: Tough -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(46), Aegis-ResDam/EndRdx/Rchg(46)
Level 47: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(48), LkGmblr-Def/EndRdx(48)
Level 49: Hasten -- RechRdx-I(A), RechRdx-I(50)
Level 1: Brawl -- Empty(A)
Level 1: Conditioning
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(46)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(48), P'Shift-EndMod/Rchg(50), P'Shift-EndMod/Acc(50)
Level 50: Cardiac Core Paragon
Nobody's going to hold it against you if you shoot at single targets with Venom Grenade or Frag Grenade. Well, unless you're going for the Cadaver Counter badge.... Attack chain is a matter of personal taste, but I've just reconciled myself with the fact that AoE is what Crabs are best at, and single target is secondary.
I was not a big fan of the hoverblaster plan, so I support your decision to jump!
I love Suppression and would give up Longfang or Frag Grenade for it in a heartbeat. The long animation comes with a gigantic AoE, especially with Cardiac Alpha and that Range IO I mentioned.
Frenzy can do a lot of damage, but if I only had one melee attack it would be Arm Lash, for defeating those hard targets that survive the AoE barrage. You can always use Venom Grenade and Frag Grenade as melee attacks on packed enemies.
4 points of knockback resistance is approximately as good as 8, and fine for most purposes. You need 12 if you want to avoid being thrown around by Fake Nemeses, but some incarnate trial foes can still toss you.
(I see my response is already obsolete! Too lazy to re-write it though!)
And the next iteration ...
My little crab is 41 now and since I got the pets, it's awesome.
Well, my end bar still feels violated all the time, especially
when examplared down, but that's nothing a good supply of blue
candy won't fix
I'm still hovering around and targetting Suppression while hovering
just above ground level got a lot easier with practice. However, using
Suppression from greater heights is still a fickle thing, so I will
switch to jumping at some point in the future, putting the patron
respec to good use.
I re-arranged the order of my power picks a little, mainly to move Frenzy to 41.
I feel that 41 is the correct level for "the power that will allow me to reach 45% melee def"
because I'm currently tempted by the idea of substituting Frenzy with either
Electrifying Fences from the Mu pool or Wide Area Web Grenade, both six slotted
with Enfeebled Operation.
I would trade minor amounts of recharge, damage and accuracy for another ranged
attack, which is probably a good tradeoff.
From my two choices, I'm leaning towards Electrifying Fences because I won't have
to deal with the redraw and an ugly gun model and get some damage on top.
With Frenzy :
Villain Plan by Mids' Villain Designer 1.959
http://www.cohplanner.com/
Click this DataLink to open the build!
With Electrifying Fences :
Villain Plan by Mids' Villain Designer 1.959
http://www.cohplanner.com/
Click this DataLink to open the build!
Sorry, no data chunks again. I have no idea why my chunks become garbled sometimes when I paste them into the editor text box
Since I've rolled a Fortunata, I've grown to like the SoA as an AT and now want to give the Crab Spider a try.
As with my Fortunata, I don't want to melee. Chasing mobs is annoying.
Therefore I'll use ranged attacks only, but this time with more AoE flavor while flying
I'll try to get away with Hover mostly and the Jetpack temp power where applicable.
If "Hover only" turns out to piss me off too much I could exchange the Wolf Spider Armor Upgrade with Fly instead.
The effects of 4 points of KB prot and resists from that power are minor anyway.
People seem to argue about the usefulness of Omega Maneuver, but I've seen it in action (used by another person) and I find it funny and want it
The empty slot in Suppression is reserved for the "global toxic damage" proc from the upcoming second ATIO set.
The empty slot in Frag Granade is reserved for the Summer Event KB to KD proc.
So, please comment
Villain Plan by Mids' Villain Designer 1.957
http://www.cohplanner.com/
Click this DataLink to open the build!
Tyssan V2: Level 50 Natural Arachnos Soldier
Primary Power Set: Crab Spider Soldier
Secondary Power Set: Crab Spider Training
Power Pool: Flight
Power Pool: Leadership
Power Pool: Fighting
Power Pool: Speed
Villain Profile:
Level 1: Channelgun -- Apoc-Dmg/Rchg(A), Apoc-Acc/Dmg/Rchg(3), Apoc-Acc/Rchg(3), Apoc-Dmg/EndRdx(5), Apoc-Dam%(5), Achilles-ResDeb%(7)
Level 1: Crab Spider Armor Upgrade -- GA-3defTpProc(A)
Level 2: Combat Training: Defensive -- LkGmblr-Rchg+(A)
Level 4: Hover -- LkGmblr-Rchg+(A), Zephyr-Travel/EndRdx(33), Zephyr-Travel(50), Zephyr-ResKB(50)
Level 6: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(7), LkGmblr-Def/EndRdx(25)
Level 8: Suppression -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(9), Posi-Dmg/Rchg(9), Posi-Acc/Dmg/EndRdx(11), Posi-Dam%(13), Empty(34)
Level 10: Tactical Training: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(11), LkGmblr-Def/EndRdx(23)
Level 12: Venom Grenade -- SDoArach-Acc/Dmg(A), SDoArach-Dmg/Rchg(13), SDoArach-Acc/Dmg/Rchg(15), SDoArach-Dmg/EndRdx/Rchg(15), SDoArach-Acc/Dmg/EndRdx/Rchg(17), SDoArach-Rchg/DmgFear%(17)
Level 14: Assault -- EndRdx-I(A)
Level 16: Tactical Training: Assault -- EndRdx-I(A)
Level 18: Frag Grenade -- Ragnrk-Dmg/Rchg(A), Ragnrk-Acc/Dmg/Rchg(19), Ragnrk-Acc/Rchg(19), Ragnrk-Dmg/EndRdx(21), Ragnrk-Knock%(21), Empty(23)
Level 20: Tactical Training: Leadership -- GSFC-ToHit(A), GSFC-ToHit/Rchg(27), GSFC-ToHit/Rchg/EndRdx(27), GSFC-Rchg/EndRdx(31), GSFC-ToHit/EndRdx(33), GSFC-Build%(33)
Level 22: Mental Training -- Flight-I(A)
Level 24: Fortification -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(25), Aegis-ResDam/EndRdx/Rchg(42), Aegis-ResDam(42), Aegis-Psi/Status(43)
Level 26: Aim -- AdjTgt-Rchg(A), AdjTgt-ToHit/EndRdx(34), AdjTgt-EndRdx/Rchg(34), AdjTgt-ToHit/EndRdx/Rchg(37), AdjTgt-ToHit/Rchg(40)
Level 28: Serum -- Dct'dW-Rchg(A), Dct'dW-Heal(29), Dct'dW-Heal/EndRdx/Rchg(29), Dct'dW-Heal/Rchg(31), Dct'dW-Heal/EndRdx(31)
Level 30: Boxing -- Empty(A)
Level 32: Omega Maneuver -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(43), Posi-Dmg/Rchg(43), Posi-Acc/Dmg/EndRdx(45), Posi-Dam%(46), RechRdx-I(50)
Level 35: Summon Spiderlings -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg/Rchg(36), ExRmnt-EndRdx/Dmg/Rchg(36), ExRmnt-+Res(Pets)(36), C'Arms-Acc/Dmg/Rchg(37), C'Arms-EndRdx/Dmg/Rchg(37)
Level 38: Call Reinforcements -- C'Arms-Acc/Rchg(A), C'Arms-Acc/Dmg/Rchg(39), C'Arms-EndRdx/Dmg/Rchg(39), ExRmnt-Acc/Rchg(39), ExRmnt-Acc/Dmg/Rchg(40), ExRmnt-EndRdx/Dmg/Rchg(40)
Level 41: Tough -- S'fstPrt-ResDam/EndRdx(A), S'fstPrt-ResDam/Def+(42)
Level 44: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(45), LkGmblr-Def/EndRdx(45)
Level 47: Hasten -- RechRdx-I(A), RechRdx-I(48)
Level 49: Wolf Spider Armor -- S'fstPrt-ResKB(A)
Level 1: Brawl -- Empty(A)
Level 1: Conditioning
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Flight-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(48), Mrcl-Rcvry+(48)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(46), EndMod-I(46)
Level 50: Cardiac Core Paragon
Level 0: Invader
Level 0: High Pain Threshold
Level 0: Marshal
Level 0: Born In Battle