
noogens2
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Overview This guide is not meant to be and end-all-be-all guide to plant/savage builds but it should give you an idea of what's possible. I whole-heartedly believe that people should try out every power in the primary and secondary to see what powers you like and don't like and work your build around that. With this build, the goals were to 1) softcap smash/lethal/range defense, 2) perma-dom, 3) squeeze as much damage and recharge after the first two goals were met. At the end is a mini-guide for Savage Assault. End Game Build Smash/lethal defense at 44.96 (close enough), ranged defense capped Boosted +5 IOs in the following powers: Call Swarm, Unkindness, Hasten, Combat Jumping, Weave, Frozen Armor, Maneuvers, Sleet, Spot Prey. You're not giving up any game-changing set bonuses by not attuning the IOs in these powers. All the IO's are set to +5 in Mids for simplicity. Comfortable perma-dom doesn't occur until 40's but the build exemps fairly well since you have all your attacks. Call Hawk slotted with force-feedback can help get perma-dom earlier if engaged in combat. Several powers may have been sub-optimally slotted to chase certain set bonuses or because of a lack of slots I took most of the attacks to maximize the blood frenzy system and to make the low level exemplar attack chain tolerable. Ice APP for Sleet which is one of the best debuffs in the game. It gives the build versatility since you can CC, DPS and debuff. Incarnates (What I like): Alpha: Intuition Radial - Improves damage, range, defense debuffs, slows, and hold duration Destiny: Ageless - recharge buff and end refill/discount which can help supercharge random PUGS with lots of lowbies. Rebirth, Barrier, and Incandescent are situationally good as well. Interface: Degenerative, Reactive Hybrid: Melee Core for Status protection before you get domination going. Assault Radial for moar damage. Cheapish Level-up Build Example Focus on recharge to get perma-dom. Then figure out what you like and don't like for the final build. Slotting Rationale This build sacrifices a bit of recharge and some sub-optimal slotting for procs and defense bonuses but it is worth the tradeoff for me. For your playstyle, you may opt to slot more sets with recharge bonuses instead or use some of the slots to fit in any of the other powerful unique IOs. Strangler: 1.25% ranged defense , 7.5% recharge Call Swarm: 3.75% ranged defense Maiming slash: 3.75% smash/lethal defense , you may opt to boost rather than attune this set for optimal accuracy/damage Vicious Slash: 3.75 Ranged defense Roots: 10% recharge, 5% ranged defense. This would optimally be slotted for damage but the +Damage IO fires often to even out the loss. Seeds of Confusion: 10% recharge , 5% ranged defense Unkindness: 2 IOs boosted to +5 to get accuracy and damage to decent level and 2 -res procs. Alt Slotting: 5 Positron's blast with another proc or Bombardment Super speed: 1.25 Ranged defense , knockback protection Rending Flurry: 10% Recharge Vines: 1.25% ranged defense, 7.5% recharge Carrion Creepers: 1.88% s/l defense, optimally this would be 6 slotted with all procs, or acc/dam/recharge IO and 5 procs Spot Prey: Gaussian chance for build up Fly Trap: 6.25% Recharge, 3.13% ranged defense Call Hawk: 2 IOs boosted to +5 to get accurage and damage to decent level, the rest procs to maximize burst damage. Force feedback proc can be slotted here. Alt Slotting: 5 Apocalypse with proc and another proc. Feral Charge: 2 IOs boosted to +5 to get accurage and damage to decent level, the rest procs to maximize burst damage. Force Feedback proc can be slotted here as well. The splash damage from this power also procs but at a lower rate than the main target. Alt Slotting: 5 Hecatomb with proc. Sleet: +5 boosted level 50 recharge to get power to recharge as quickly as possible Ice Storm: 4% ranged defense Tactics: 1.88% S/L defense Savage Assault mini guide Blood Frenzy System Each attack either builds or consumes blood frenzy stacks 5 stacks maximum Each stack provides 4% recharge bonus discount and 5.65% endurance discount Rending Flurry (PBAOE) and Call Hawk (Ranged) consume all blood frenzy stacks Rending Flurry AOE improves from 8ft to around 15ft range at max stacks and has damage boost. Call Hawk has very modest damage boost If you consume 5 stacks all at once, you become "Exhausted" where you can't gain more stacks for 10 seconds. Feral Charge Slotted as single target melee even though it does PBAOE damage with a 5 target limit. Teleports to target Builds 1 blood stack and increases damage for every 20 ft away from the enemy. Max 3 blood stacks and 3x damage bonus. It's best to initially use this power at max range The initial target procs at a rate for a single target attack whereas the aoe damage portion procs at the rate for AOE damage. Attack Chains Ranged single target: Call Hawk, Unkindness, Call Swarm Melee single targe: Call Hawk, Feral Charge (Ideally from max range), Vicious Slash, Maiming Slash (if chain has gaps) Single target non stack consuming: Feral Charge, Vicious Slash, Maiming Slash, Call Swarm 1,2,3 AOE chain: Unkindness (then walk/jump/fly backwards during animation since you are not rooted) for +2 blood stacks Feral Charge at max range for +3 blood stacks. If you don't have 5 stacks yet, use some other attacks until you get 5 Rending Flurry to consume stacks which gives you a larger AOE with more damage.
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This suggestion may be off the wall but what about TK being a toggle anchor that pulls mobs to that location within a certain radius and holds them. That would give the a power different flavor from anything else in the game. The radius can be medium to smallish side for balance purposes. It would be sort of a reverse repel.
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I just added a couple of vids to the Fire/Earth thread if you want to see how that plays. I can see Dark/ being safer to pair with Earth. I haven't tried Energy Assault after the changes so it might be my next project.
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I'm still not convinced that spirit tree is worth taking but to each his own. I didn't really think about proccing out seeds because the purple confuse set has great set bonuses but I guess it all depends on the overall build to see if it's worth the tradeoff. Anyways, I reconfigured the build slightly with changing the slotting in Weave, sleet, and combat jumping. I reslotted Weave with 3 Lotg and six slotted Sleet with Artillery IOs since they give a higher ranged defense bonus. This allowed me to save slot which I used to change the defense IO in Combat Jumping to the Scaling Resist IO.
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I’ve played a lot of Plant and a lot of Earth but never Plant/Earth together. I think it would be strong combo but won’t be as damaging as fire/earth. Here are my thoughts. Minuses - You lose the damage aura in hotfeet - Imps do more damage then Fly Trap - Using seeds as pseudo damage is less effective. Earth does a lot of knockdown. The ice powers do slows and knockdowns. The enemies are attacking each other significantly less than optimal. Pluses - The build would be safer. Seeds is stupidly OP with a short recharge and long duration. Creepers are actually good soft control. - You can slot the confuse Purple set in seeds which gives you 5% defense and 10% recharge. This gives more flexibility on slotting for defense bonuses. Hit or miss - Procced out creepers are pretty decent but the creepers don’t move very quickly. They are good if you are soloing at a slower pace but they don’t keep up on any medium paced team. - The regen is “ok” at best for spirit tree and it’s stationary so I don’t see that as a game changer.
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Like Cazden21 said, one of the main reasons to roll fire/earth is for the double damage auras as they greatly contribute to your damage and damage is the main reason for the build. You also don’t need to spam cages as they have a long duration and you only need to apply it once before you’ve killed everything. You can literally jump in to the middle of a level 50 group of minions on Peregine island, do fire cages and tremor, and everything is dead in less than 5 seconds. I’ve also extensively played Fire/Ice which also has double damage auras but the procability of earth made it a little stronger in my opinion. In response to MBRE2006, the build was min/maxed with incarnates in mind. Yes the end usage is horrible but you have endless endurance via Ageless and perms-Domination. Without incarnates, the build would be made differently focusing on end reduction/recovery . You can always do a second build if you want to min/max pre level 50. I loved playing this character so I wanted to take it the furthest I could. Also the build was made through countless hours of playing and tweaking and not just on a spreadsheet. Min/maxing is meaningless if it doesn’t work well in practice. As far as playing lower level content it’s not as horrible as you think. You just selectively turn off various toggles and be mindful of your blue bar. You can always use Recovery Serums from P2W, base buffs, blue insps, etc. I played the Posi 1 TF (level 15) last night and I thought the build did pretty well. The only expensive toggle was hot feet and I was not constantly gasping for end. I was actually able to have permadom at level 15 thanks to the force feedback proc-ing frequently.
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Since I love this game, I want to contribute back to the community. I've only seen 1 maybe 2 other Fire/Earth builds the whole time playing on Everlasting so I thought I would share my build with everyone as I believe this combo is vastly underrated. I've gotten compliments about my build being a "beast" and "tanktroller" so I hope others can get the same enjoyment as I have and inspire others to take their toons to the next level. Fire/Earth/Ice is easily the most damaging dominator I've played. The build also has good survivability and underrated crowd control. From the 150+ hours playing Fire/Earth, lots of respecs, and experimenting with beta test server builds, I've finally settled on a min/max build I'm happy with. Build Philosphy I try to address 3 main weaknesses of dominators with this build : squishiness (no inherit defense with low HP), endurance issues, and middling AOE damage. Living in melee range means softcapping defense is vital. You can't control everything and damage will coming from all directions especially in late game content. Using a defense base shield is superior to a resistance based one. Since you can't heal and have low HP, not getting hit is better than receiving numerous lower damage hits you can't heal automatically. Softcapping means you can often jump into the middle spawns with minimal crowd control and start to do damage immediately. Softcapping allows you to do things like to brush off the onslaught of swords during the last mission of Tinmage while other squishies are running for their lives. In my opinion, the Ice Mastery pool is a tier above all other epic pools for dominators. Sleet alone makes it the overall best. Add in a defense shield, AOE damage, and +HP power gives you an excellent pool. Shooting for recharge bonuses is no longer the ultimate goal like it was on Live. With Homecoming, the new IO sets, proc changes, and IO availabilty (remember 2 billion inf glad armor IOs on Live) allow us a lot more flexibility on min/maxing. The release of new IO sets in the latest patch greatly opened up the options to soft cap ranged defense which in turn allowed me to squeeze in more damage. Procs greatly enhance your damage over what was previously possible - Your 2 MVP attacks are Seismic Smash and Tremor so use those as often as possible. Build Pros High AOE damage with 2 damage auras, 2 AOE, and 1 PBAOE High single target damage: Sleet + PowerBuildup + Seismic Smash + two Purple procs = 1100+ damage on level 50 targets. Add in Interface incarnate procs and Hybrid alpha and damage goes higher. I've experimented with more procs in Seismic Smash but I like this slotting the best. Softcap Smash/Lethal/Ranged Defense - This is effectively softcapping against melee and ranged attacks Leverages lots of procs to take your damage higher and enhance recharge It can farm old school maps such as Council and Battle Maiden maps at +4/8 with bosses where you can control the spawns. However, it's not good on maps like AE ComicCon because of low damage resistance and lack of regen/healing. Roll a brute if you really want to farm. Build Cons This is extremely late blooming but I think you will be rewarded for the dedication. Endurance issues aren't totally rectified until you get T4 Ageless Core Destiny power. You can get by using blues inspirations, turning off toggles, and buying Serums from the p2w vendor. Only has one ranged power (I consider Fissure melee-ish). I had Hurl Boulder for awhile but respecced out it once I found that you had to be on the ground to use it and I couldn't use it while flying around the Hamidon portion of the Lady Grey TF. I just use Nemesis Staff, Stone Spears, and char for ranged damage for the limited cases where I need it. This is a level 50 focused build. It's not the best at being exemplared but can still hold it's own with proper insp usage and selective toggle usage. But I think most doms are mediocre at best at lower levels Notes The new Targeted AOE IO set "Artillery" grants 4 ranged defense when 6 slotted (1pt with 3 slots, 3 additional pts with 6 slots) About 10 seconds short of perma-hasten but force feedback procs and Ageless more than fill that void. No pets but you can swap out an AOE power for Fire Imps and slot it with Blood Mandate Incarnates I used Alpha - T4 Intuition Radial (right side). Musculature is a good alternative Interface - T3 Reacitve Radial (right side) or T4 Degenerative Core (Left Side) Destiny - T4 Ageless Core (left side) Hybrid - T4 Assault Radial (Both sides are good though) Build for Mids 2.6.0.7 - The missing slots are for the new Artillery IO's which provide a little over 12% of ranged defense total. Anything that is frankenslotted or seems to be underslotted has been boosted to +5. The same build using the unofficial mids found here https://forums.homecomingservers.com/topic/16930-mids-reborn-unofficial-mrbu/
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I used Darkir's build as a base and modified it to my personal tastes with focusing more on defense bonuses for overall PVE play and less on resists which is more farming oriented. Soft capped to S/L/E and Ranged defense. Being capped to smash/lethal is practically the same as being melee softcapped because almost all melee attacks have a smash or lethal component Softcaps without need to +level boost the IOs so you can attune all the IOs to keep set bonuses for lower level pay - Stilll needs Agility Core Paragon Alpha Slot Siphon power is replaced by superspeed because I like to have a travel power and not rely on mobs for siphon speed You gain invisibility with SS and sprint slotted with stealth IO which allows you to stealth missions more easily Gives extra power to slot Blessing of the Zephyr to get range defense bonus Getting rid of siphon power makes playing kinetics slightly less busy.... but I would take siphon power before you get fulcrum shift. Added Apocalypse proc in Snipe Removed procs from fireball and rain of fire because I don't think the low proc chance is worth it in these powers. Moved those slots to recharge siphon speed and fulcrum shift faster. Adds Max HP IO Moved slots powers around to be more excemplar friendly -Speedboost slotted with extra speed from Blessing of Zephyr may make some teammates hate you but they can always go to Null the Gull to cancel the effect. Villain Plan by Mids' Reborn : Hero Designer 2.6.0.7 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! Level 50 Mutation Corruptor Primary Power Set: Fire Blast Secondary Power Set: Kinetics Power Pool: Speed Power Pool: Leadership Power Pool: Fighting Power Pool: Leaping Ancillary Pool: Mace Mastery Villain Profile: Level 1: Fire Blast -- SprScrBls-Acc/Dmg(A), SprScrBls-Dmg/Rchg(3), SprScrBls-Acc/Dmg/Rchg(3) Level 1: Transfusion -- NmnCnv-Heal/EndRdx(A), NmnCnv-EndRdx/Rchg(5), NmnCnv-Heal/Rchg(5), NmnCnv-Heal/EndRdx/Rchg(11), NmnCnv-Heal(11), NmnCnv-Regen/Rcvry+(13) Level 2: Fire Ball -- Rgn-Dmg/Rchg(A), Rgn-Acc/Dmg/Rchg(13), Rgn-Acc/Rchg(25), Rgn-Dmg/EndRdx(33), Rgn-Knock%(34) Level 4: Super Speed -- BlsoftheZ-ResKB(A), BlsoftheZ-Travel/EndRdx(48) Level 6: Rain of Fire -- SprScrBls-Dmg/EndRdx/Rchg(A), SprScrBls-Acc/Dmg/EndRdx/Rchg(7), SprScrBls-Rchg/+End(7), Rgn-Dmg(9) Level 8: Hasten -- RechRdx-I(A), RechRdx-I(9) Level 10: Combat Jumping -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(34), ShlWal-ResDam/Re TP(34), Ksm-ToHit+(36) Level 12: Aim -- RechRdx-I(A) Level 14: Maneuvers -- RedFrt-Def/EndRdx(A), RedFrt-Def/Rchg(15), RedFrt-EndRdx/Rchg(15), RedFrt-Def/EndRdx/Rchg(17), RedFrt-Def(23), RedFrt-EndRdx(25) Level 16: Tactics -- GssSynFr--ToHit(A), GssSynFr--ToHit/Rchg(17), GssSynFr--Build%(40), GssSynFr--ToHit/Rchg/EndRdx(45), GssSynFr--ToHit/EndRdx(46), GssSynFr--Rchg/EndRdx(48) Level 18: Blaze -- SprMlcoft-Acc/Dmg(A), SprMlcoft-Dmg/Rchg(19), SprMlcoft-Acc/Dmg/Rchg(19), SprMlcoft-Dmg/EndRdx/Rchg(21), SprMlcoft-Acc/Dmg/EndRdx/Rchg(21), SprMlcoft-Rchg/Dmg%(23) Level 20: Speed Boost -- EndMod-I(A), BlsoftheZ-ResKB(36), BlsoftheZ-Travel/EndRdx(50) Level 22: Boxing -- Empty(A) Level 24: Tough -- RctArm-ResDam/EndRdx(A), RctArm-ResDam/EndRdx/Rchg(36), RctArm-ResDam(37), RctArm-EndRdx(37), StdPrt-ResDam/Def+(37), GldArm-3defTpProc(43) Level 26: Blazing Bolt -- StnoftheM-Acc/Dmg(A), StnoftheM-Dmg/EndRdx(27), StnoftheM-Dmg/ActRdx/Rchg(27), StnoftheM-Dmg/EndRdx/Rchg(29), StnoftheM-Dam%(29), Apc-Dam%(43) Level 28: Weave -- RedFrt-Def/EndRdx(A), RedFrt-Def/Rchg(31), RedFrt-Def/EndRdx/Rchg(31), RedFrt-EndRdx/Rchg(31), RedFrt-Def(33), RedFrt-EndRdx(33) Level 30: Siphon Speed -- RechRdx-I(A), RechRdx-I(50) Level 32: Inferno -- Arm-Dmg/Rchg(A), Arm-Acc/Dmg/Rchg(39), Arm-Acc/Rchg(39), Arm-Dmg/EndRdx(39), Arm-Dam%(40), FuroftheG-ResDeb%(40) Level 35: Transference -- PrfShf-EndMod/Rchg(A) Level 38: Fulcrum Shift -- RechRdx-I(A), RechRdx-I(45) Level 41: Scorpion Shield -- RedFrt-Def/EndRdx(A), RedFrt-Def/Rchg(42), RedFrt-EndRdx/Rchg(42), RedFrt-Def/EndRdx/Rchg(42), RedFrt-Def(43), RedFrt-EndRdx(48) Level 44: Repel -- EndRdx-I(A), FrcFdb-Rechg%(45), SuddAcc--KB/+KD(50) Level 47: Vengeance -- LucoftheG-Def/Rchg+(A) Level 49: Increase Density -- UnbGrd-Max HP%(A) Level 1: Brawl -- Empty(A) Level 1: Prestige Power Dash -- Clr-EndRdx(A) Level 1: Prestige Power Slide -- Clr-EndRdx(A) Level 1: Prestige Power Quick -- Clr-EndRdx(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 1: Scourge Level 1: Sprint -- Clr-Stlth(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Empty(A) Level 2: Health -- Pnc-Heal/+End(A), Mrc-Rcvry+(46) Level 2: Hurdle -- Empty(A) Level 2: Stamina -- PrfShf-EndMod(A), PrfShf-End%(46) Level 0: Marshal Level 0: Invader Level 0: High Pain Threshold Level 0: Born In Battle Level 1: Quick Form Level 50: Agility Core Paragon ------------ | Copy & Paste this data into Mids' Reborn : Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1535;700;1400;HEX;| |78DA6D94594F135114C7EF745A4B4B4B41680B164A17962E5028A0C62D24A018051| |216B7F8421A186012D2366D49F4D107BF803EF8055C1345FD1E465078D3379F5D5E| |3531F574FE7F4B13B8E9CCEFCE39F7EC339DBF77D9B373F5C1A4D27CD35BB972796| |5BA502A6D172B8552D3FC762557310B795DC972CA15AAEB569672F90D632D336396| |8C9529B1AB040F7553DBEBEB9959336F54CCD5B2722F140A5B99E5A261ACF9ACED9| |C915B334AE54DB3E8B59E67CC8DCD8A99DFF0FCD716E52174A568AE660E7DCEE756| 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I loved controllers and dominators on live but Blasters received such a buff that they are becoming my favorite AT. The I always tried to do blastroller builds with controllers before, but with the blaster buffs, I can roll a true blastroller. Fire blast is the highest damage primary and tactical arrow is very strong (maybe overtuned). Glue arrow + Rain of fire is great soft control and damage combo. The current version of ESD Arrow is a great AOE hold that has a slighlty smaller radius than controller holds but more than compensates by having a much shorter recharge time (90s vs 240s). Damage slotted electrified arrow helps with lower level attack chains and those times when AV's like to run. Features of this build Perma-hasten soft capped to smash/lethal/energy/negative/ranged - most of the attacks in the game only skips one power in tactical arrow so you can use all the toys if you're a flyer, you can sub combat jumping and superspeed for hover/fly sustain 8/9 toggles without issue while attacking non-stop totally flexible with incarnate powers although I do recommend anything with damage for the alpha slot. Hero Plan by Mids' Reborn : Hero Designer 2.6.0.5 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! Level 50 Magic Blaster Primary Power Set: Fire Blast Secondary Power Set: Tactical Arrow Power Pool: Speed Power Pool: Leaping Power Pool: Fighting Power Pool: Leadership Ancillary Pool: Mace Mastery Hero Profile: Level 1: Fire Blast -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(3), Thn-Dmg/Rchg(3), Thn-Acc/Dmg/Rchg(5), Thn-Acc/Dmg/EndRdx(5), Thn-Dmg/EndRdx/Rchg(7) Level 1: Electrified Net Arrow -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(7), Thn-Dmg/Rchg(9), Thn-Acc/Dmg/Rchg(9), Thn-Acc/Dmg/EndRdx(11), Thn-Dmg/EndRdx/Rchg(11) Level 2: Fire Ball -- Rgn-Dmg(A), Rgn-Dmg/Rchg(13), Rgn-Acc/Rchg(13), Rgn-Acc/Dmg/Rchg(15), Rgn-Dmg/EndRdx(17) Level 4: Glue Arrow -- Slow-I(A), Slow-I(23) Level 6: Rain of Fire -- SprDfnBrr-Acc/Dmg(A), SprDfnBrr-Dmg/Rchg(19), SprDfnBrr-Acc/Dmg/Rchg(19), SprDfnBrr-Acc/Dmg/EndRdx(21), SprDfnBrr-Acc/Dmg/EndRdx/Rchg(21), SprDfnBrr-Rchg/+Status Protect(15) Level 8: Hasten -- RechRdx-I(A), RechRdx-I(25) Level 10: Upshot -- RctRtc-ToHit/Rchg(A), RctRtc-Pcptn(25) Level 12: Aim -- GssSynFr--Build%(A) Level 14: Combat Jumping -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(39), Ksm-ToHit+(39) Level 16: Super Speed -- BlsoftheZ-ResKB(A), BlsoftheZ-Travel/EndRdx(17) Level 18: Blaze -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(31), Thn-Dmg/Rchg(33), Thn-Acc/Dmg/Rchg(33), Thn-Acc/Dmg/EndRdx(33), Thn-Dmg/EndRdx/Rchg(27) Level 20: Eagle Eye -- NmnCnv-Heal/EndRdx(A), EndMod-I(31), EndMod-I(39) Level 22: Boxing -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(36), KntCmb-Dmg/Rchg(37), KntCmb-Knock%(23) Level 24: Tough -- GldArm-3defTpProc(A), StdPrt-ResDam/Def+(36), UnbGrd-Max HP%(36), RctArm-ResDam/EndRdx(46), RctArm-ResDam(34), RctArm-ResDam/Rchg(45) Level 26: Blazing Bolt -- StnoftheM-Dam%(A), StnoftheM-Acc/Dmg(27), StnoftheM-Dmg/EndRdx(29), StnoftheM-Dmg/EndRdx/Rchg(37), StnoftheM-Dmg/ActRdx/Rchg(29), Apc-Dam%(31) Level 28: Agility -- Run-I(A) Level 30: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(34), LucoftheG-Def/EndRdx(34) Level 32: Inferno -- SprBlsWrt-Acc/Dmg(A), SprBlsWrt-Dmg/Rchg(42), SprBlsWrt-Acc/Dmg/Rchg(42), SprBlsWrt-Acc/Dmg/EndRdx(42), SprBlsWrt-Acc/Dmg/EndRdx/Rchg(37), SprBlsWrt-Rchg/Dmg%(40) Level 35: Scorpion Shield -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(43), LucoftheG-Def(43) Level 38: Gymnastics -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(45) Level 41: Ice Arrow -- BslGaz-Acc/Hold(A), BslGaz-Acc/EndRdx/Rchg/Hold(43), BslGaz-Rchg/Hold(50), BslGaz-EndRdx/Rchg/Hold(50) Level 44: ESD Arrow -- BslGaz-Acc/Hold(A), BslGaz-Acc/EndRdx/Rchg/Hold(45), BslGaz-Rchg/Hold(46), BslGaz-EndRdx/Rchg/Hold(46) Level 47: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(48) Level 49: Assault -- EndRdx-I(A) Level 1: Brawl -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(48), KntCmb-Dmg/Rchg(48), KntCmb-Knock%(50) Level 1: Defiance Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 1: Sprint -- Empty(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Run-I(A) Level 2: Health -- Mrc-Rcvry+(A), Pnc-Heal/+End(40) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- EndMod-I(A), PrfShf-End%(40) Level 0: Freedom Phalanx Reserve Level 0: Portal Jockey Level 0: Task Force Commander Level 0: The Atlas Medallion Level 50: Musculature Radial Paragon ------------