Dual Pistols / Kin / Dark
By: Carnifax
Overview
Respec guide
Shopping list
Primary powerset
Dual Pistols
Chemical Ammunition

Chemical Ammunition

Toggle: Ammo Change (Toxic), Special

While this toggle is active you will be equipped with 'Chemical Rounds.' Most of your Dual Pistol attacks will have their secondary damage converted to toxic damage and inflict a minor damage debuff effect on the target. In order to earn this power, you must purchase the Swap Ammo power.
Cryo Ammunition

Cryo Ammunition

Toggle: Ammo Change (Cold), Special

While this toggle is active you will be equipped with 'Cryo Rounds'. Most of your Dual Pistol attacks will have their secondary damage converted to cold damage and inflict a minor slow effect on the target. In order to earn this power, you must purchase the Swap Ammo power.
Incendiary Ammunition

Incendiary Ammunition

Toggle: Ammo Change (Fire), Special

While this toggle is active you will be equipped with 'Incendiary Rounds.' Most of your Dual Pistol attacks will have their secondary damage converted to fire damage and inflict a minor damage over time effect. In order to earn this power, you must purchase the Swap Ammo power.
Pistols

Pistols

Ranged, Minor DMG(Lethal/Special)

Quickly fires a round from one of your heavy automatic pistols. Damage is average, but the fire rate is very fast. If standard ammo is used, Pistols will also reduce the target's Defense. Damage: Minor, Recharge: Very Fast NOTE: Changing your ammo type with the 'Swap Ammo' power will change your secondary damage from lethal to cold, fire or toxic. Additionally, changing your ammunition type will also change the secondary effect of this attack from -Defense to a minor attack speed and movement speed debuff if 'Cryo Ammo' is loaded, a minor damage over time effect if 'Incendiary Ammo' is loaded, or a -damage effect if 'Chemical Ammo' is loaded.
Dual Wield

Dual Wield

Ranged, Moderate DMG(Lethal/Special), Foe Knockback/Special

Dual Wield fires both pistols in rapid succession at its desired target. This power is slower than Pistols, but deals more damage, and the target may get knocked back by the force of the impact. Damage: Moderate, Recharge: Fast NOTE: Changing your ammo type with the 'Swap Ammo' power will change your secondary damage from lethal to cold, fire or toxic. Additionally, changing your ammunition type will also change the secondary effect of this attack from Knockback to a minor attack speed and movement speed debuff if 'Cryo Ammo' is loaded, a minor damage over time effect if 'Incendiary Ammo' is loaded, or a -damage effect if 'Chemical Ammo' is loaded.
Empty Clips

Empty Clips

Ranged (Cone), Moderate DMG(Lethal/Special), Foe -Defense, Knockdown/Special

You empty the clips of both your pistols in an arc of suppression fire. This attack can blast multiple foes in the affected cone area, and has a small chance of knocking some foes down. Affected targets will have their defense reduced slightly as well if Standard Ammo is equipped. Damage: Moderate, Recharge: Moderate NOTE: Changing your ammo type with the 'Swap Ammo' power will change your secondary damage from lethal to cold, fire or toxic. Additionally, changing your ammunition type will also change the secondary effect of this attack from Knock down to a minor attack speed and movement speed debuff if 'Cryo Ammo' is loaded, a minor damage over time effect if 'Incendiary Ammo' is loaded, or a -damage effect if 'Chemical Ammo' is loaded.
Swap Ammo

Swap Ammo

Change Secondary Damage/Effects

By purchasing this power, you will be granted the Cryo Ammunition, Incendiary Ammunition and Chemical Ammunition toggles. Activating these toggles will change your secondary damage type on most Dual Pistols attacks from lethal (Standard Rounds) to cold (Cryo Rounds), fire (Incendiary Rounds) or toxic (Chemical Rounds). These toggles are mutually exclusive and only one can be active at a time. If no Swap Ammo toggles are active, the player will revert to Standard Ammunition. Different ammo types also have different secondary effects. Examine your Dual Pistols powers for more information.
Bullet Rain

Bullet Rain

Ranged (Targeted AoE), Moderate DMG(Lethal/Special), Knockback/Special

You fire your pistols faster than the human eye can follow, causing your bullet trajectory to arc, dealing moderate Lethal damage and possibly knocking your foes back. Damage: Moderate, Recharge: Slow NOTE: Changing your ammo type with the 'Swap Ammo' power will change your secondary damage from lethal to cold, fire or toxic. Additionally, changing your ammunition type will also change the secondary effect of this attack from Knockback to a minor attack speed and movement speed debuff if 'Cryo Ammo' is loaded, a minor damage over time effect if 'Incendiary Ammo' is loaded, or a -damage effect if 'Chemical Ammo' is loaded.
Suppressive Fire

Suppressive Fire

Ranged, Minor DMG(Lethal/Special), Foe Disorient/Special

Suppressive Fire allows the user to quickly stun their target for a short time and deal a very minor amount of Lethal damage. Damage: Minor, Recharge: Moderate NOTE: Changing your ammo type with the 'Swap Ammo' power will change your secondary damage from lethal to cold, fire or toxic. Additionally, changing your ammunition type will also change the secondary effect of this attack from Disorient effect to a Hold effect if 'Cryo Ammo', 'Incendiary Ammo' or 'Chemical Ammo' are loaded.
Executioner's Shot

Executioner's Shot

High DMG(Lethal/Special), Foe -Defense, Knockback/Special

Executioner's Shot is a deadly ranged attack. Foes struck by this attack will suffer lethal damage and will likely be knocked back by the impact of this attack. Targets struck by Executioner's Shot while no special ammunition is equipped will have their defenses reduced for a short time. Damage: High, Recharge: Slow NOTE: Changing your ammo type with the 'Swap Ammo' power will change your secondary damage from lethal to cold, fire or toxic. Additionally, changing your ammunition type will also change the secondary effect of this attack from Knockback to a minor attack speed and movement speed debuff if 'Cryo Ammo' is loaded, a minor damage over time effect if 'Incendiary Ammo' is loaded, or a -damage effect if 'Chemical Ammo' is loaded.
Piercing Rounds

Piercing Rounds

Narrow Ranged (Cone), Superior DMG(Lethal/Special), Foes -Res(All)/Special

You fire your pistols with deadly precision in a very narrow cone, piercing up to three enemies. Piercing Rounds deals Superior lethal damage and reduces targets' Damage Resistance for a short time. Damage: High Recharge: Long NOTE: Changing your ammo type with the 'Swap Ammo' power will change your secondary damage from lethal to cold, fire or toxic. Additionally, changing your ammunition type will also change the secondary effect of this attack from a resistance debuff to a minor attack speed and movement speed debuff if 'Cryo Ammo' is loaded, a minor damage over time effect if 'Incendiary Ammo' is loaded, or a -damage effect if 'Chemical Ammo' is loaded.
Hail of Bullets

Hail of Bullets

PBAoE, Superior DMG(Lethal/Special), Self +Def(Melee, Ranged, AoE), Foe Knockdown/Special

You fire a hail of bullets at all enemies around you dealing Extreme lethal damage. Enemies that are struck have a chance to be knocked down. Having Standard Rounds will dramatically increase this chance to knockdown your foes. If you hit at least one target you will gain a moderate melee, ranged and AoE Defense bonus for a brief period. Changing your ammo type with the 'Swap Ammo' power will change your secondary damage from lethal to cold, fire or toxic. Additionally, changing your ammunition type will also change the secondary effect of this attack from a guaranteed knockdown effect to: A minor attack speed and movement speed debuff if 'Cryo Ammo' is loaded. A minor damage over time effect if 'Incendiary Ammo' is loaded. A -damage effect if 'Chemical Ammo' is loaded. Damage: Superior. Recharge: Long.
Secondary powerset
Kinetics
Transfusion

Transfusion

Ranged, Foe -End, -Regen, Team Heal

Transfusion drains an enemy of some Endurance and reduces the target's Regeneration rate, and transfers that energy, in the form of Hit Points, to all allies near the affected foe. You can use Transfusion to heal yourself as well as your allies. Recharge: Moderate
Siphon Power

Siphon Power

Ranged, Foe -DMG, Team +DMG

You can Siphon the Power from a targeted foe, reducing his damage potential. The power is transferred back to you, increasing your own damage potential and that of all nearby allies. Recharge: Slow
Repel

Repel

Toggle: Self AoE Knockback

Repel creates a zone of kinetic energy that violently repels nearby foes. Each foe that is repelled costs additional Endurance. Recharge: Slow
Siphon Speed

Siphon Speed

Ranged, Foe -Speed, -Rech, Self +Speed, +Rech

You can Siphon the speed from a targeted foe, Slowing his movement and attack rate while boosting your own. Recharge: Long
Increase Density

Increase Density

Ranged, Ally Special

Increases an ally's mass, freeing him from any Disorient, Immobilization, or Hold effects and leaving him resistant to such effects for a while. Increase Density also protects the target from Knockback, Repel and enemy Teleportation, as well as Smashing and Energy damage. Because the target grows more dense, their movement speed is Slowed. Although the Damage Resistance and slowing effect will not stack with multiple applications, the rest of the effects of Increase Density will. You cannot use this power on yourself. Recharge: Fast
Speed Boost

Speed Boost

Ranged, Ally +SPD, +Recharge, +Recovery, Res Slow

You can hasten a single targeted ally. The target's movement speed, attack rate, and Endurance recovery are all greatly increased and the target gains resistance to Slow effects. You cannot use this power on yourself. Recharge: Very Fast
Inertial Reduction

Inertial Reduction

PBAoE, Allies +Jump

You can reduce your Inertia, along with that of all nearby allies. The affected allies can then jump incredible distances for a while. Recharge: Long
Transference

Transference

Ranged (Targeted AoE), Target -End, Team +Recovery, Special

Transference drains an enemy of some of their Endurance and transfers that Endurance to all allies near the affected foe. You can use Transference to recover Endurance for yourself as well as your allies. Recharge: Slow
Fulcrum Shift

Fulcrum Shift

Ranged (Foe AoE), Foe -DMG, Team +DMG

Fulcrum Shift drains the power of a targeted foe and all foes nearby, transferring it to all adjacent allies, you, and those near you. Affected foes will deal less damage, while your affected allies will deal more. The more foes that are affected, the more power you and your allies receive. Fulcrum Shift can dramatically turn the tide of a battle. Recharge: Long
Power Pool 1
Fighting
Boxing

Boxing

Melee, Light DMG(Smashing), Fighting Synergy, Foe Stun

You strike your opponent with a strong punch that causes light smashing damage and has a small chance to stun foes. If you have also trained Kick, this power's damage is increased by 15% and your chance to stun increases. If you have also trained Cross Punch, this power's damage is increased by 15% and will fatigue the target, draining some endurance and lowering recovery slightly. The synergy with Kick and Cross Punch stacks. Damage: Light, Recharge: Very Fast
Kick

Kick

Melee, Moderate DMG(Smashing), Synergy, Foe Knockdown

You strike your opponent with a forceful kick that causes moderate smashing damage and has a small chance to knock opponents down. If you have also trained Boxing, this power's damage is increased by 15% and your chance to knockdown increases. If you have also trained Cross Punch, this power's damage is increased by 15% and will fatigue the target, draining some endurance and lowering recovery slightly. The synergy with Boxing and Cross Punch stacks. Damage: Moderate, Recharge: Very Fast
Tough

Tough

Toggle: Self +Res(Smash/Lethal)

While active, you are tough and slightly resistant to Smashing and Lethal damage. Purchasing Tough requires the user to be level 14 and possess Boxing or Kick.
Weave

Weave

Toggle: Self +DEF(All), Res(Immobilize)

While active, you bob and weave, increasing your Defense to all attacks, as well as your resistance to Immobilize. You must be at least level 14 and have two other Fighting Powers before selecting Weave.
Cross Punch

Cross Punch

Melee (Cone), Moderate DMG (Smashing), Fighting Synergy, Foe Knockdown, Stun

You execute a sweeping right hook that can strike multiple targets in your frontal arc. This attack causes moderate smashing damage and has a chance to both knock down and stun foes. If you have also trained Boxing, this power's damage is increased by 15% and will improve your recharge and accuracy briefly. If you have also trained Kick, this power's damage is increased by 15% and will improve your recharge and accuracy briefly. The synergy with Boxing and Kick stacks. Damage: Moderate, Recharge: Moderate
Power Pool 2
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 3
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 4
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.
Epic Power Pool
Dark Mastery
Oppressive Gloom

Oppressive Gloom

Toggle: PBAoE, Foe Disorient, Self -HP

The Netherworld has many mutable properties, such as the Oppressive Gloom. This power allows you to use your own Hit Points to keep enemies near you Disoriented and unable to use any powers. Endurance cost for this is minimal, but the power can be dangerous to use. Recharge: Moderate
Dark Consumption

Dark Consumption

PBAoE Moderate DMG(Negative), Self +End

The dark power of the Netherworld allows you to tap the essence of your foe's soul and transfer it to yourself. This will drain the Hit Points of your enemy and add to your Endurance. Damage: Moderate, Recharge: Very Long
Dark Embrace

Dark Embrace

Toggle: Self +Res(Smash, Lethal, Negative, Toxic)

You tap into the energy of the Netherworld to protect yourself from damage. This Dark Embrace shrouds you and grants resistance to Lethal, Smashing, Toxic, and Negative Energy damage. You must be level 41 and have Oppressive Gloom or Dark Consumption before selecting this power. Recharge: Fast
Soul Transfer

Soul Transfer

Self Rez, Special

Should you fall in battle, you can perform a Soul Transfer, sucking the life force of all foes around you to bring yourself back from the brink of death. The more foes nearby, the more life is restored to you. Drained foes are left Disoriented. The dark effects of this Soul Transfer will actually leave you invulnerable for a brief time, and protected from XP Debt for 90 seconds. There must be at least one foe nearby to fuel the Transfer and revive yourself. You must be level 41 and have Oppressive Gloom or Dark Consumption before selecting this power. Damage: Moderate, Recharge: Very Long
Soul Drain

Soul Drain

PBAoE Moderate DMG(Negative), Self +DMG, +ACC

Using this power, you can drain the essence of all nearby foes' souls, thus increasing your own strength. Each affected foe will lose some Hit Points and add to your Damage and Accuracy. You must be level 44 and have two other Dark Mastery Powers before selecting this power. Damage: Moderate, Recharge: Very Long
Description:

Possibly my favourite build & character to play. Capped Positional defenses (melee and ranged-with-support) with a Resist epic shield & Soul Drain. 

Powers Level 1: Pistols Level 1: Transfusion Level 2: Empty Clips Level 4: Siphon Power Level 6: Swap Ammo Level 8: Bullet Rain Level 10: Siphon Speed Level 12: Kick Level 14: Tough Level 16: Weave Level 18: Executioner's Shot Level 20: Speed Boost Level 22: Maneuvers Level 24: Tactics Level 26: Piercing Rounds Level 28: Increase Density Level 30: Hasten Level 32: Hail of Bullets Level 35: Transference Level 38: Fulcrum Shift Level 41: Dark Consumption Level 44: Dark Embrace Level 47: Soul Drain Level 49: Combat Jumping
Enhancements
Level 1: Pistols - Thunderstrike: Accuracy/Damage
Level 1: Transfusion - Numina's Convalesence: Heal/Endurance
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Level 2: Empty Clips - Force Feedback: Chance for +Recharge
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Level 3: Pistols - Thunderstrike: Damage/Endurance
Level 3: Pistols - Thunderstrike: Damage/Recharge
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Level 4: Siphon Power - Invention: Accuracy
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Level 5: Pistols - Thunderstrike: Accuracy/Damage/Endurance
Level 5: Pistols - Thunderstrike: Damage/Endurance/Recharge
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Level 7: Pistols - Thunderstrike: Accuracy/Damage/Recharge
Level 7: Transfusion - Numina's Convalesence: +Regeneration/+Recovery
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Level 8: Bullet Rain - Force Feedback: Chance for +Recharge
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Level 9: Transfusion - Numina's Convalesence: Heal
Level 9: Transfusion - Numina's Convalesence: Heal/Endurance/Recharge
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Level 10: Siphon Speed - Invention: Accuracy
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Level 11: Transfusion - Numina's Convalesence: Heal/Recharge
Level 11: Transfusion - Numina's Convalesence: Endurance/Recharge
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Level 13: Empty Clips - Superior Scourging Blast: Accuracy/Damage/RechargeTime
Level 13: Empty Clips - Superior Scourging Blast: Damage/Endurance/RechargeTime
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Level 14: Tough - Gladiator's Armor: TP Protection +3% Def (All)
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Level 15: Empty Clips - Superior Scourging Blast: Accuracy/Damage/Endurance/RechargeTime
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Level 16: Weave - Luck of the Gambler: Defense/Increased Global Recharge Speed
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Level 17: Bullet Rain - Superior Scourging Blast: Accuracy/Damage
Level 17: Bullet Rain - Superior Scourging Blast: Damage/RechargeTime
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Level 18: Executioner's Shot - Superior Malice of the Corruptor: Accuracy/Damage
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Level 19: Bullet Rain - Superior Scourging Blast: RechargeTime/PBAoE +End
Level 19: Tough - Unbreakable Guard: Resistance/Endurance
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Level 20: Speed Boost - Blessing of the Zephyr: Knockback Reduction (4 points)
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Level 21: Tough - Unbreakable Guard: Resistance/Endurance/RechargeTime
Level 21: Tough - Unbreakable Guard: Resistance
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Level 22: Maneuvers - Luck of the Gambler: Defense/Increased Global Recharge Speed
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Level 23: Tough - Unbreakable Guard: RechargeTime/Resistance
Level 23: Weave - Luck of the Gambler: Defense/Endurance
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Level 24: Tactics - Gaussian's Synchronized Fire-Control: To Hit Buff
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Level 25: Weave - Invention: Defense Buff
Level 25: Weave - Shield Wall: +Res (Teleportation), +5% Res (All)
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Level 26: Piercing Rounds - Artillery: Accuracy/Damage
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Level 27: Weave - Reactive Defenses: Scaling Resist Damage
Level 27: Executioner's Shot - Superior Malice of the Corruptor: Damage/Recharge
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Level 28: Increase Density - Steadfast Protection: Resistance/+Def 3%
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Level 29: Executioner's Shot - Superior Malice of the Corruptor: Accuracy/Damage/Recharge
Level 29: Executioner's Shot - Superior Malice of the Corruptor: Damage/Endurance/Recharge
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Level 30: Hasten - Invention: Recharge Reduction
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Level 31: Executioner's Shot - Superior Malice of the Corruptor: Accuracy/Damage/Endurance/Recharge
Level 31: Executioner's Shot - Superior Malice of the Corruptor: Recharge/Chance for Negative Energy Damage
Level 31: Maneuvers - Luck of the Gambler: Defense/Endurance
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Level 32: Hail of Bullets - Superior Avalanche: Accuracy/Damage
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Level 33: Maneuvers - Invention: Defense Buff
Level 33: Tactics - Gaussian's Synchronized Fire-Control: To Hit Buff/Recharge
Level 33: Tactics - Gaussian's Synchronized Fire-Control: To Hit Buff/Recharge/Endurance
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Level 34: Tactics - Gaussian's Synchronized Fire-Control: Recharge/Endurance
Level 34: Tactics - Gaussian's Synchronized Fire-Control: To Hit Buff/Endurance
Level 34: Tactics - Gaussian's Synchronized Fire-Control: Chance for Build Up
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Level 35: Transference - Invention: Accuracy
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Level 36: Piercing Rounds - Artillery: Damage/Endurance
Level 36: Piercing Rounds - Artillery: Endurance/Recharge/Range
Level 36: Piercing Rounds - Artillery: Damage/Recharge
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Level 37: Piercing Rounds - Artillery: Accuracy/Recharge/Range
Level 37: Piercing Rounds - Artillery: Accuracy/Damage/Recharge
Level 37: Increase Density - Unbreakable Guard: Resistance
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Level 38: Fulcrum Shift - Invention: Accuracy
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Level 39: Increase Density - Unbreakable Guard: Resistance/Endurance
Level 39: Increase Density - Unbreakable Guard: Resistance/Endurance/RechargeTime
Level 39: Increase Density - Unbreakable Guard: +Max HP
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Level 40: Hasten - Invention: Recharge Reduction
Level 40: Hail of Bullets - Superior Avalanche: Damage/Endurance
Level 40: Hail of Bullets - Superior Avalanche: Accuracy/Damage/Recharge
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Level 41: Dark Consumption - Obliteration: Damage
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Level 42: Hail of Bullets - Superior Avalanche: Accuracy/Damage/Endurance/Recharge
Level 42: Hail of Bullets - Superior Avalanche: Recharge/Chance for Knockdown
Level 42: Hail of Bullets - Armageddon: Chance for Fire Damage
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Level 43: Fulcrum Shift - Invention: Recharge Reduction
Level 43: Fulcrum Shift - Invention: Recharge Reduction
Level 43: Dark Consumption - Obliteration: Accuracy/Recharge
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Level 44: Dark Embrace - Unbreakable Guard: Resistance
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Level 45: Dark Consumption - Obliteration: Damage/Recharge
Level 45: Dark Consumption - Obliteration: Accuracy/Damage/Recharge
Level 45: Dark Consumption - Obliteration: Accuracy/Damage/Endurance/Recharge
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Level 46: Dark Consumption - Obliteration: Chance for Smashing Damage
Level 46: Dark Embrace - Unbreakable Guard: Resistance/Endurance
Level 46: Dark Embrace - Unbreakable Guard: Resistance/Endurance/RechargeTime
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Level 47: Soul Drain - Obliteration: Damage
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Level 48: Dark Embrace - Unbreakable Guard: RechargeTime/Resistance
Level 48: Soul Drain - Obliteration: Accuracy/Recharge
Level 48: Soul Drain - Obliteration: Damage/Recharge
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Level 49: Combat Jumping - Luck of the Gambler: Defense/Increased Global Recharge Speed
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Level 50: Soul Drain - Obliteration: Accuracy/Damage/Recharge
Level 50: Soul Drain - Obliteration: Accuracy/Damage/Endurance/Recharge
Level 50: Soul Drain - Obliteration: Chance for Smashing Damage
  • 1 Armageddon: Chance for Fire Damage
  • 1 Artillery: Accuracy/Damage
  • 1 Artillery: Accuracy/Damage/Recharge
  • 1 Artillery: Accuracy/Recharge/Range
  • 1 Artillery: Damage/Endurance
  • 1 Artillery: Damage/Recharge
  • 1 Artillery: Endurance/Recharge/Range
  • 1 Blessing of the Zephyr: Knockback Reduction (4 points)
  • 2 Force Feedback: Chance for +Recharge
  • 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: TP Protection +3% Def (All)
  • 4 Invention: Accuracy
  • 2 Invention: Defense Buff
  • 4 Invention: Recharge Reduction
  • 2 Luck of the Gambler: Defense/Endurance
  • 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
  • 2 Obliteration: Accuracy/Damage/Endurance/Recharge
  • 2 Obliteration: Accuracy/Damage/Recharge
  • 2 Obliteration: Accuracy/Recharge
  • 2 Obliteration: Chance for Smashing Damage
  • 2 Obliteration: Damage
  • 2 Obliteration: Damage/Recharge
  • 1 Reactive Defenses: Scaling Resist Damage
  • 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/Recharge
  • 1 Superior Avalanche: Accuracy/Damage/Recharge
  • 1 Superior Avalanche: Damage/Endurance
  • 1 Superior Avalanche: Recharge/Chance for Knockdown
  • 1 Superior Malice of the Corruptor: Accuracy/Damage
  • 1 Superior Malice of the Corruptor: Accuracy/Damage/Endurance/Recharge
  • 1 Superior Malice of the Corruptor: Accuracy/Damage/Recharge
  • 1 Superior Malice of the Corruptor: Damage/Endurance/Recharge
  • 1 Superior Malice of the Corruptor: Damage/Recharge
  • 1 Superior Malice of the Corruptor: Recharge/Chance for Negative Energy Damage
  • 1 Superior Scourging Blast: Accuracy/Damage
  • 1 Superior Scourging Blast: Accuracy/Damage/Endurance/RechargeTime
  • 1 Superior Scourging Blast: Accuracy/Damage/RechargeTime
  • 1 Superior Scourging Blast: Damage/Endurance/RechargeTime
  • 1 Superior Scourging Blast: Damage/RechargeTime
  • 1 Superior Scourging Blast: RechargeTime/PBAoE +End
  • 1 Thunderstrike: Accuracy/Damage
  • 1 Thunderstrike: Accuracy/Damage/Endurance
  • 1 Thunderstrike: Accuracy/Damage/Recharge
  • 1 Thunderstrike: Damage/Endurance
  • 1 Thunderstrike: Damage/Endurance/Recharge
  • 1 Thunderstrike: Damage/Recharge
  • 1 Unbreakable Guard: +Max HP
  • 2 Unbreakable Guard: RechargeTime/Resistance
  • 3 Unbreakable Guard: Resistance
  • 3 Unbreakable Guard: Resistance/Endurance
  • 3 Unbreakable Guard: Resistance/Endurance/RechargeTime