Thermal Defender (Healer)
By: Procat
By: Procat
Overview
Respec guide
Shopping list
Primary powerset
Thermal Radiation
Warmth
Warmth
PBAoE, Team +Heal
You can use your Warmth to heal some of your wounds, and the wounds of your group. This power has a small radius, so your allies need to be near you if they wish to be affected. Recharge: Moderate
Thermal Shield
Thermal Shield
Ranged, Ally +Res(Fire, Lethal, Smash, Cold)
Casts a Thermal Shield on one of your allies and grants them damage resistance to Lethal, Smashing and Fire damage. Thermal Shield also provides minimal resistance to Cold damage. You cannot stack multiple Thermal Shields on the same target, however the shield can be improved by another ally using the same power. Can also be used in conjunction with your Plasma Shield. You cannot use this power on yourself. Recharge: Very Fast
Cauterize
Cauterize
Ally Heal
Heals a single targeted ally by cauterizing their wounds. You cannot use this power to heal yourself. Recharge: Fast
Plasma Shield
Plasma Shield
Ranged, Ally +Res(Energy, Negative, Fire)
Envelope an ally in pure plasma. The Plasma Shield gives your ally resistance to Energy, Negative Energy, and Fire damage. You cannot stack multiple Plasma Shields on the same target, however the shield can be improved by another ally using the same power. Can also be used in conjunction with your Fire Shield. You cannot use this power on yourself. Recharge: Very Fast
Power of the Phoenix
Power of the Phoenix
Ally Rez, Special
Revives a fallen ally. The fiery resurrection blasts nearby foes with an explosion and knocks them down and Disorients them. Your ally will revive with most of their Hit Points and Endurance. They will also be invulnerable for a brief time, as well as protected from XPDebt for 90 seconds. Recharge: Very Long
Thaw
Thaw
Ally +Res(Disorient, Hold, Sleep, Immobilize, Confuse, Fear, Cold, Slow)
Warms an ally and frees them from any Disorient, Hold, Sleep, Confuse, Fear, Slow and Immobilize effects and leaves them resistant to such effects for a good while. Thaw also grants the target some resistance to Cold damage. Some of the effects of this power will improve with multiple applications and as you advance in level. Recharge: Fast
Forge
Forge
Ally +DMG, +To Hit
Forge a single ally target into a killing machine. Forge immensely enhances a single ally's Damage and chance to hit. Recharge: Long
Heat Exhaustion
Heat Exhaustion
Ranged Foe -DMG, -END, -Recovery, -Regeneration
Overwhelm a single foe with waves of exhausting heat. The initial effect will drain the target of some Endurance, but the heat is so overwhelming that the affected target will be weakened. Their Damage output, Endurance Recovery and Hit Point Regeneration will all be reduced. Recharge: Long
Melt Armor
Melt Armor
Ranged (Targeted AoE), Foe -Res, -DEF
The searing heat from this power is enough to melt the armor and defenses of all targets in the affected area. Melt Armor significantly weakens the Defense and Damage Resistance of the affected targets. Recharge: Long
Secondary powerset
Sonic Attack
Shriek
Shriek
Ranged, Minor DMG(Smash/Energy), Foe -Resist
You let forth a quick Shriek, damaging your target and weakening their Damage Resistance. Damage: Minor, Recharge: Fast
Scream
Scream
Ranged, Moderate DoT(Smashing/Energy), -Res
Your Scream can cause serious damage to a target, while weakening their resistance to further damage. Damage: Moderate(DoT), Recharge: Moderate
Howl
Howl
Ranged Cone, Medium DMG(Smashing/Energy), Foe -Res(All)
A short range, but powerful sonic attack. Damage: Medium, Recharge: Slow
Shockwave
Shockwave
Ranged (Cone), Minor DMG(Smashing/Energy), Foe Knockback
You can call forth a tremendous Shockwave that can knock down foes and deal some Smashing damage in a wide cone area. Damage: Minor, Recharge: Moderate
Shout
Shout
Ranged, Heavy DMG(Smashing/Energy), Foe -Res(All)
You blast your foe with a tremendous Shout, damaging them and reducing their Damage Resistance. Damage: High, Recharge: Moderate
Amplify
Amplify
Self +To Hit, +DMG
Greatly increases the chance to hit of your attacks for a few seconds. Slightly increases damage. Recharge: Long
Siren's Song
Siren's Song
Ranged (Cone), Minor DMG(Energy), Foe Sleep
You send forth a subsonic pulse which causes your foes to fall unconscious and take some minor damage. Your foes will remain unconscious for a good while, but will waken if disturbed. Damage: Minor, Recharge: Long
Screech
Screech
Ranged, Minor DMG(Smashing/Energy), Foe Disorient, -Res(all)
By bursting forth with this hypersonic Screech, you can disorient a target. Damage: Minor, Recharge: Slow
Dreadful Wail
Dreadful Wail
PBAoE, Extreme DMG(Energy/Smash), Foe Disorient, -Res(All)
Your Dreadful Wail is so strong that most foes will be defeated by being subjected to it. Dreadful Wail deals Extreme Smashing and Energy damage to all nearby foes in addition to reducing their defense and disorienting them for a good while. Damage: Extreme, Recharge: Very Long
Power Pool 1
Speed
Flurry
Flurry
Melee, Moderate DMG(Smash), Foe Disorient
Unleashes a super fast Flurry of punches to pummel your foe. Flurry is so dizzying that it has a chance to Disorient the target.
Hasten
Hasten
Self +Recharge
You can reduce the recharge time of all powers for 2 minutes. Although Hasten does not cost any Endurance to activate, you can tire easily since your Endurance does not recover more rapidly. After Hasten wears off, you become tired and will lose some Endurance.
Super Speed
Super Speed
Toggle: Self +Speed
You can run at super-human speeds! While running at such speeds, you are a blur, and many foes will not even notice you as you speed past them. As you run, you build momentum, allowing you to jump great distances, but only for a limited time. If you attack a target while this power is on, you will temporarily be slowed to normal speed. Super Speed also increases your maximum run speed by 30% and gives you access to the Speed Phase power whilst it is active.
Burnout
Burnout
Self +Recharge
Burnout allows you to instantly recharge all of your Primary and Secondary powers. Burnout is very expensive in terms of endurance, and reduces your maximum endurance slightly for 60 seconds after use. You must be at least level 14 and have two other Speed Powers before selecting Burnout. Recharge: Extremely Long
Whirlwind
Whirlwind
Toggle: PBAoE, Foe Knockback
You spin around at an amazing speed to create a Whirlwind around yourself. Any foes that enter this Whirlwind will be tossed into the air. You must be at least level 14 and have two other Speed Powers before selecting Whirlwind.
Power Pool 2
Leaping
Jump Kick
Jump Kick
Melee, Moderate DMG(Smash), Foe Knockdown
A good jumping kick attack that may knock foes down. Good if you are looking for another attack power.
Combat Jumping
Combat Jumping
Toggle: Self +Jump, +DEF(All), Res(Immobilization)
While active, Combat Jumping increases your Defense to all attacks, and adds resistance to Immobilization. Moderately increases your jump height and distance while providing good air control.
Super Jump
Super Jump
Toggle: Self Long Jump
While this power is active, you can leap great distances and heights, easily jumping over buildings and from rooftop to rooftop! If you attack a target while this power is on, you will temporarily be reduced to a normal jump height. Super Jump also increases your maximum jumping speed by 35% and gives you access to the High Jump power whilst it is active.
Acrobatics
Acrobatics
Toggle: Self +Res(Knockback, Hold)
While this power is active, you are very nimble and Acrobatic. You can avoid most Knockback effects and are resistant to Hold effects. You must be at least level 14 and have two other Leaping Powers before selecting Acrobatics.
Spring Attack
Spring Attack
PBAoE Superior DMG(Smashing), Foe Knockdown; Self Teleport
You leap into the air and smash down among ranks of foes in the blink of an eye. Using this power allows you to jump to a selected area to deal significant smashing damage to all foes near the location you teleport to, most foes that are struck by your Spring Attack will be knocked down. You must be at least level 14 and have two other Leaping Powers before selecting Spring Attack. Damage: High, Recharge: Very Long.
Power Pool 3
Leadership
Maneuvers
Maneuvers
Toggle: PBAoE, Team +DEF(All)
A good leader knows how to protect his team. While active, this power increases the Defense of yourself and all nearby teammates to all attacks.
Assault
Assault
Toggle: PBAoE, Team +DMG, Res(Taunt, Placate)
While this power is active, you and your nearby teammates deal more damage and are resistant to Taunt and Placate.
Tactics
Tactics
Toggle: PBAoE, Team +To Hit, Res(Confuse, Fear), +Perception
While this power is active, your chance to hit and that of all your nearby teammates is increased. Your advanced Tactics also protect you and your team from Confuse and Fear effects, as well as your Perception so you can detect Stealthy foes. Purchasing Tactics requires the user to be level 14 and possess Maneuvers or Assault.
Vengeance
Vengeance
Ranged (Targeted AoE), Teammates +DMG, +To Hit, +DEF(All), Res(Effects)
The loss of a comrade enrages the team. When a teammate is defeated in combat, activate this power to grant you and your teammates a bonus to chance to hit, Damage and Defense to all attacks. A Vengeful team has no fear, and Vengeance protects you and your Teammates from Fear effects. It also gives you and your team great resistance to Sleep, Hold, Disorient, Immobilize, Confuse, Taunt, Placate and Knockback. You must be at least level 14 and have two other Leadership Powers before selecting Vengeance. This power does not stack with multiple castings. Recharge: Very Long
Victory Rush
Victory Rush
Ranged (Targeted AoE), Team +Recovery, -End Cost
The defeat of an opponent gives your team a rush of adrenaline. The excitement of your victory increases the recovery and reduces the endurance cost of your powers. This effect extends to your teammates as well. The total strength of this bonus is dependent upon the rank of the enemy on which this is cast, with Archvillains and Giant Monsters providing the greatest benefit. This power does not stack with multiple castings. You must be level 14 and have trained at least two other Leadership powers before you can train Victory Rush. This power's Recharge Time cannot be reduced. Recharge: Very Long (To Select Rank, Sub-Minion = 0, Minion = 1, LT = 2, Boss = 3, Elite Boss = 4, and AV/GM = 5,
Power Pool 4
Teleportation
Teleport Target
Teleport Target
Teleport Teammate or Foe
You can Teleport a single foe or ally directly next to yourself. A successful hit must be made in order to Teleport the foes. Some powerful foes cannot be Teleported. Enemy players that are teleported will be temporarily out of phase, and cannot be targeted or damaged. This power can be interrupted while teleporting foes. Recharge: Fast (Note: This power will show TP Foe attributes. TP Friend will have a 10000 ft range, 6s recharge, and 5.93s activation time)
Combat Teleport
Combat Teleport
Ranged (Location), Self Teleport, ToHit
You can Teleport moderate distances extremely quickly. These quick teleports surprise foes, giving your next attack a small ToHit advantage. This power can be used up to 3 times in a row before it starts recharging. Note that Combat Teleport is unaffected by Range changes. Recharge: Fast
Teleport
Teleport
Ranged (Location), Self Teleport
You can Teleport long distances. Teleport has no recharge time, and can be reactivated without pause, as long as you have Endurance.
Fold Space
Fold Space
Melee (PBAoE), Foe Teleport
Fold Space teleports enemies from up to 100ft away into melee range of the caster. You must be at least level 14 and have two other Teleportation Powers before selecting Fold Space. Recharge: Long
Team Teleport
Team Teleport
Ranged (Location), Team Teleport
You can Teleport yourself and your nearby teammates to a targeted location. Teammates must be in close proximity to you. Team Teleport costs slightly more Endurance than Teleport, but you can Teleport your entire team for no additional cost. You must be at least level 14 and have two other Teleportation Powers before selecting Team Teleport.
Epic Power Pool
Flame Mastery
Consume
Consume
PBAoE, Minor DMG(Fire), Self +End
You can drain body heat from all nearby foes in order to replenish your own Endurance. The more foes affected, the more Endurance is gained. Foes suffer minimal Fire damage. Damage: Minor, Recharge: Very Long
Char
Char
Ranged, Moderate DoT(Fire), Foe Hold
Incapacitates a distant foe by Charring him with smoldering soot and cinders. The target is left helpless, choking on the soot.
Fire Shield
Fire Shield
Toggle: Self +Res(Fire, Lethal, Smash, Cold)
While this power is active, you get a good resistance to Lethal, Smashing and Fire damage. Fire Shield also provides minimal resistance to Cold damage. You must be level 41 and have Consume or Char before selecting this power. Recharge: Very Fast
Rise of the Phoenix
Rise of the Phoenix
Self Rez, Special
If you are defeated, you can rise from the ashes. The fiery resurrection blasts nearby foes with an explosion and knocks them down. You will revive with about half of your Hit Points and Endurance. Rise of the Phoenix will actually leave you invulnerable for a brief time and protected from XP Debt for 20 seconds. You must be level 41 and have Consume or Char before selecting this power. Recharge: Very Long
Greater Fire Sword
Greater Fire Sword
Melee, Superior DMG(Fire/Lethal)
Your mastery of fire allows you to create an enhanced Sword of Fire that can set foes ablaze. Successful attacks from the Greater Fire Sword will ignite your target, dealing damage over time. You must be level 44 and have two other Flame Mastery Powers before selecting this power. Damage: Superior, Recharge: Slow
Description:
I have both an Empathy and this Thermal defender and I much prefer the Thermal for group play. She can do about the same for healing and rezzing in a team, but can also help with debuffing and it feels like I'm contributing to the fight.
It's also fairly tanky built, so it can take a bit of punishment before going down.
Powers
Level 1: Warmth
Level 1: Shriek
Level 2: Cauterize
Level 4: Howl
Level 6: Thermal Shield
Level 8: Plasma Shield
Level 10: Power of the Phoenix
Level 12: Hasten
Level 14: Super Speed
Level 16: Shout
Level 18: Forge
Level 20: Amplify
Level 22: Thaw
Level 24: Combat Jumping
Level 26: Heat Exhaustion
Level 28: Maneuvers
Level 30: Assault
Level 32: Melt Armor
Level 35: Teleport Target
Level 38: Dreadful Wail
Level 41: Char
Level 44: Fire Shield
Level 47: Rise of the Phoenix
Level 49: Vengeance
Enhancements
Level 1: Warmth
- Numina's Convalesence: Heal/Endurance
Level 1: Shriek
- Thunderstrike: Accuracy/Damage/Endurance
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Level 2: Cauterize
- Preventive Medicine: Heal
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Level 3: Warmth
- Numina's Convalesence: Endurance/Recharge
Level 3: Warmth
- Numina's Convalesence: Heal/Recharge
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Level 4: Howl
- Superior Defender's Bastion: Accuracy/Damage
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Level 5: Warmth
- Numina's Convalesence: Heal/Endurance/Recharge
Level 5: Warmth
- Numina's Convalesence: Heal
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Level 6: Thermal Shield
- Invention: Resist Damage
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Level 7: Warmth
- Numina's Convalesence: +Regeneration/+Recovery
Level 7: Cauterize
- Preventive Medicine: Heal/Endurance
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Level 8: Plasma Shield
- Steadfast Protection: Resistance/+Def 3%
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Level 9: Cauterize
- Preventive Medicine: Endurance/RechargeTime
Level 9: Cauterize
- Preventive Medicine: Heal/RechargeTime
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Level 10: Power of the Phoenix
- Superior Frozen Blast: Accuracy/Damage
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Level 11: Cauterize
- Preventive Medicine: Heal/RechargeTime/Endurance
Level 11: Cauterize
- Preventive Medicine: Chance for +Absorb
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Level 12: Hasten
- Invention: Recharge Reduction
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Level 13: Shriek
- Thunderstrike: Damage/Endurance
Level 13: Shriek
- Thunderstrike: Damage/Endurance/Recharge
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Level 14: Super Speed
- Blessing of the Zephyr: Knockback Reduction (4 points)
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Level 15: Shriek
- Thunderstrike: Damage/Recharge
Level 15: Howl
- Superior Defender's Bastion: Damage/Recharge
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Level 16: Shout
- Thunderstrike: Accuracy/Damage
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Level 17: Howl
- Superior Defender's Bastion: Damage/Endurance/Recharge
Level 17: Howl
- Superior Defender's Bastion: Accuracy/Damage/Endurance
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Level 18: Forge
- Gaussian's Synchronized Fire-Control: Recharge/Endurance
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Level 19: Howl
- Superior Defender's Bastion: Accuracy/Damage/Endurance/Recharge
Level 19: Howl
- Superior Defender's Bastion: Recharge/Chance for Minor PBAoE Heal
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Level 20: Amplify
- Invention: Recharge Reduction
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Level 21: Thermal Shield
- Invention: Resist Damage
Level 21: Power of the Phoenix
- Superior Frozen Blast: Damage/Endurance
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Level 22: Thaw
- Unbreakable Guard: +Max HP
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Level 23: Plasma Shield
- Gladiator's Armor: TP Protection +3% Def (All)
Level 23: Plasma Shield
- Gladiator's Armor: Resistance
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Level 24: Combat Jumping
- Luck of the Gambler: Defense/Increased Global Recharge Speed
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Level 25: Power of the Phoenix
- Superior Frozen Blast: Accuracy/Damage/Endurance
Level 25: Power of the Phoenix
- Superior Frozen Blast: Accuracy/Damage/Recharge
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Level 26: Heat Exhaustion
- Invention: Accuracy
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Level 27: Power of the Phoenix
- Superior Frozen Blast: Damage/Endurance/Accuracy/RechargeTime
Level 27: Power of the Phoenix
- Superior Frozen Blast: Recharge/Chance for Immobilize
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Level 28: Maneuvers
- Luck of the Gambler: Defense/Increased Global Recharge Speed
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Level 30: Assault
- Invention: Endurance Reduction
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Level 31: Super Speed
- Blessing of the Zephyr: Run Speed, Jump, Flight Speed, Range/Endurance
Level 31: Shout
- Thunderstrike: Damage/Endurance
Level 31: Shout
- Thunderstrike: Damage/Recharge
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Level 32: Melt Armor
- Shield Breaker: Accuracy/Recharge
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Level 33: Shout
- Thunderstrike: Accuracy/Damage/Recharge
Level 33: Shout
- Thunderstrike: Accuracy/Damage/Endurance
Level 33: Shout
- Thunderstrike: Damage/Endurance/Recharge
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Level 34: Forge
- Gaussian's Synchronized Fire-Control: To Hit Buff
Level 34: Forge
- Gaussian's Synchronized Fire-Control: To Hit Buff/Recharge
Level 34: Forge
- Gaussian's Synchronized Fire-Control: To Hit Buff/Recharge/Endurance
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Level 35: Teleport Target
- Winter's Gift: Slow Resistance (20%)
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Level 36: Forge
- Gaussian's Synchronized Fire-Control: Chance for Build Up
Level 36: Forge
- Gaussian's Synchronized Fire-Control: To Hit Buff/Endurance
Level 36: Combat Jumping
- Shield Wall: +Res (Teleportation), +5% Res (All)
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Level 37: Combat Jumping
- Reactive Defenses: Scaling Resist Damage
Level 37: Maneuvers
- Reactive Defenses: Defense
Level 37: Maneuvers
- Reactive Defenses: Defense/Endurance
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Level 38: Dreadful Wail
- Superior Vigilant Assault: Accuracy/Damage
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Level 39: Maneuvers
- Reactive Defenses: Endurance/RechargeTime
Level 39: Maneuvers
- Reactive Defenses: Defense/RechargeTime
Level 39: Maneuvers
- Reactive Defenses: Defense/Endurance/RechargeTime
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Level 40: Melt Armor
- Shield Breaker: Accuracy/Defense Debuff
Level 40: Melt Armor
- Shield Breaker: Accuracy/Endurance/Recharge
Level 40: Dreadful Wail
- Superior Vigilant Assault: Damage/Endurance/RechargeTime
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Level 41: Char
- Superior Entomb: Accuracy/Hold
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Level 42: Dreadful Wail
- Superior Vigilant Assault: Damage/RechargeTime
Level 42: Dreadful Wail
- Superior Vigilant Assault: Accuracy/Damage/Endurance
Level 42: Dreadful Wail
- Superior Vigilant Assault: Accuracy/Damage/Endurance/RechargeTime
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Level 43: Dreadful Wail
- Superior Vigilant Assault: RechargeTime/PBAoE +Absorb
Level 43: Char
- Superior Entomb: Hold/Recharge
Level 43: Char
- Superior Entomb: Endurance/Recharge
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Level 44: Fire Shield
- Aegis: Psionic/Status Resistance
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Level 45: Char
- Superior Entomb: Accuracy/Hold/Endurance
Level 45: Char
- Superior Entomb: Recharge/Chance for +Absorb
Level 45: Fire Shield
- Aegis: Resistance/Endurance
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Level 46: Shriek
- Thunderstrike: Accuracy/Damage/Recharge
Level 46: Shriek
- Thunderstrike: Accuracy/Damage
Level 46: Fire Shield
- Aegis: Resistance
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Level 47: Rise of the Phoenix
- Superior Avalanche: Accuracy/Damage
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Level 48: Rise of the Phoenix
- Superior Avalanche: Damage/Endurance
Level 48: Rise of the Phoenix
- Superior Avalanche: Accuracy/Damage/Endurance
Level 48: Rise of the Phoenix
- Superior Avalanche: Accuracy/Damage/Recharge
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Level 49: Vengeance
- Luck of the Gambler: Defense/Increased Global Recharge Speed
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Level 50: Rise of the Phoenix
- Superior Avalanche: Accuracy/Damage/Endurance/Recharge
Level 50: Rise of the Phoenix
- Superior Avalanche: Recharge/Chance for Knockdown
- 1 Aegis: Psionic/Status Resistance
- 1 Aegis: Resistance
- 1 Aegis: Resistance/Endurance
- 1 Blessing of the Zephyr: Knockback Reduction (4 points)
- 1 Blessing of the Zephyr: Run Speed, Jump, Flight Speed, Range/Endurance
- 1 Gaussian's Synchronized Fire-Control: Chance for Build Up
- 1 Gaussian's Synchronized Fire-Control: Recharge/Endurance
- 1 Gaussian's Synchronized Fire-Control: To Hit Buff
- 1 Gaussian's Synchronized Fire-Control: To Hit Buff/Endurance
- 1 Gaussian's Synchronized Fire-Control: To Hit Buff/Recharge
- 1 Gaussian's Synchronized Fire-Control: To Hit Buff/Recharge/Endurance
- 1 Gladiator's Armor: Resistance
- 1 Gladiator's Armor: TP Protection +3% Def (All)
- 1 Invention: Accuracy
- 1 Invention: Endurance Reduction
- 2 Invention: Recharge Reduction
- 2 Invention: Resist Damage
- 3 Luck of the Gambler: Defense/Increased Global Recharge Speed
- 1 Numina's Convalesence: +Regeneration/+Recovery
- 1 Numina's Convalesence: Endurance/Recharge
- 1 Numina's Convalesence: Heal
- 1 Numina's Convalesence: Heal/Endurance
- 1 Numina's Convalesence: Heal/Endurance/Recharge
- 1 Numina's Convalesence: Heal/Recharge
- 1 Preventive Medicine: Chance for +Absorb
- 1 Preventive Medicine: Endurance/RechargeTime
- 1 Preventive Medicine: Heal
- 1 Preventive Medicine: Heal/Endurance
- 1 Preventive Medicine: Heal/RechargeTime
- 1 Preventive Medicine: Heal/RechargeTime/Endurance
- 1 Reactive Defenses: Defense
- 1 Reactive Defenses: Defense/Endurance
- 1 Reactive Defenses: Defense/Endurance/RechargeTime
- 1 Reactive Defenses: Defense/RechargeTime
- 1 Reactive Defenses: Endurance/RechargeTime
- 1 Reactive Defenses: Scaling Resist Damage
- 1 Shield Breaker: Accuracy/Defense Debuff
- 1 Shield Breaker: Accuracy/Endurance/Recharge
- 1 Shield Breaker: Accuracy/Recharge
- 1 Shield Wall: +Res (Teleportation), +5% Res (All)
- 1 Steadfast Protection: Resistance/+Def 3%
- 1 Superior Avalanche: Accuracy/Damage
- 1 Superior Avalanche: Accuracy/Damage/Endurance
- 1 Superior Avalanche: Accuracy/Damage/Endurance/Recharge
- 1 Superior Avalanche: Accuracy/Damage/Recharge
- 1 Superior Avalanche: Damage/Endurance
- 1 Superior Avalanche: Recharge/Chance for Knockdown
- 1 Superior Defender's Bastion: Accuracy/Damage
- 1 Superior Defender's Bastion: Accuracy/Damage/Endurance
- 1 Superior Defender's Bastion: Accuracy/Damage/Endurance/Recharge
- 1 Superior Defender's Bastion: Damage/Endurance/Recharge
- 1 Superior Defender's Bastion: Damage/Recharge
- 1 Superior Defender's Bastion: Recharge/Chance for Minor PBAoE Heal
- 1 Superior Entomb: Accuracy/Hold
- 1 Superior Entomb: Accuracy/Hold/Endurance
- 1 Superior Entomb: Endurance/Recharge
- 1 Superior Entomb: Hold/Recharge
- 1 Superior Entomb: Recharge/Chance for +Absorb
- 1 Superior Frozen Blast: Accuracy/Damage
- 1 Superior Frozen Blast: Accuracy/Damage/Endurance
- 1 Superior Frozen Blast: Accuracy/Damage/Recharge
- 1 Superior Frozen Blast: Damage/Endurance
- 1 Superior Frozen Blast: Damage/Endurance/Accuracy/RechargeTime
- 1 Superior Frozen Blast: Recharge/Chance for Immobilize
- 1 Superior Vigilant Assault: Accuracy/Damage
- 1 Superior Vigilant Assault: Accuracy/Damage/Endurance
- 1 Superior Vigilant Assault: Accuracy/Damage/Endurance/RechargeTime
- 1 Superior Vigilant Assault: Damage/Endurance/RechargeTime
- 1 Superior Vigilant Assault: Damage/RechargeTime
- 1 Superior Vigilant Assault: RechargeTime/PBAoE +Absorb
- 2 Thunderstrike: Accuracy/Damage
- 2 Thunderstrike: Accuracy/Damage/Endurance
- 2 Thunderstrike: Accuracy/Damage/Recharge
- 2 Thunderstrike: Damage/Endurance
- 2 Thunderstrike: Damage/Endurance/Recharge
- 2 Thunderstrike: Damage/Recharge
- 1 Unbreakable Guard: +Max HP
- 1 Winter's Gift: Slow Resistance (20%)