Claws/Bio stalker
By: Handmixer
By: Handmixer
Overview
Respec guide
Shopping list
Primary powerset
Claws
Swipe
Swipe
Melee, Minor DMG(Lethal)
Two quick Swipes with your claws. Does minor lethal damage, but has a quick recharge rate. Damage: Minor, Recharge: Very Fast
Strike
Strike
Melee, Moderate DMG(Lethal)
You perform a deadly Strike with your claws. This is a basic attack that deals a moderate amount of lethal damage. Damage: Moderate, Recharge: Fast
Slash
Slash
Melee, Moderate DMG(Lethal), Foe -DEF
You Slash at your foe with your claws, dealing a good amount of lethal damage, but with a longer recharge rate than Swipe or Strike . This attack can reduce a target's Defense, making them easier to hit. Damage: Moderate, Recharge: Fast
Assassin's Claw
Assassin's Claw
Melee, Special DMG(Lethal)
A signature Stalker attack. This attack does superior lethal damage on its own as a frontal attack and cannot be interrupted. However, if it is executed while you are Hidden, this attack will do tremendous damage, as you impale your unsuspecting foe. This attack may be interrupted if you move or are attacked while executing this power and are hidden. Using this power while not hidden has a chance to critically hit equal to 33.3% times the number of stacks of Assassin's Focus. Using Assassin's Strike when not hidden will remove all stacks of Assassin's Focus regardless if you critically hit or not. Damage: Special, Recharge: Slow
Build Up
Build Up
Self +DMG, +To Hit
Greatly increases the amount of damage you deal for a few seconds, as well as slightly increasing your chance to hit. Recharge: Long
Placate
Placate
Ranged, Foe Placate, Self Stealth/Hide
Allows you to trick a foe to no longer attack you. A Successful Placate will also Hide you. This Hide is very brief, and offers no Defense bonus, but it will allow you to deliver a Critical Hit or an Assassins Claw. However, if you attack a Placated Foe, he will be able to attack you back. Recharge: Long
Focus
Focus
Ranged, High DMG(Lethal), Knockback
Projects a burst of Focused power over a short distance. Focus deals high lethal damage and can possibly knock down your foe. Damage: High, Recharge: Moderate
Eviscerate
Eviscerate
Melee, Superior DMG(Lethal), +Special
You spin and slash violently at the foe in front of you. This attack deals exceptional damage, and has a high chance of landing a critical hit even while not hidden. Damage: Superior, Recharge: Slow
Shockwave
Shockwave
Ranged (Cone), Moderate DMG(Lethal), Foe Knockback
Projects a Shockwave of focused power that can travel a short distance. Shockwave travels in a wide arc in front of you dealing moderate lethal damage and, possibly knocking back foes. If executed while hidden, all affected targets have a chance to be hit with a Critical for extra damage. Damage: Moderate, Recharge: Slow
Secondary powerset
Bio Armor
Defensive Adaptation
Defensive Adaptation
Toggle: Bio Armor Defensive Mode
By activating this power you cause your Bio Armor to spontaneously mutate, causing it to become dense and durable. While active Hardened Carapace grants additional resistance to Lethal, Smashing and Toxic damage, Boundless Energy grants additional Maximum HP, Environmental Modification grants additional defense and also grants a small amount of Maximum HP, Ablative Carapace grants additional damage absorption, DNA Siphon grants additional health per target hit and Parasitic Aura grants additional damage absorption per target hit. Genetic Corruption will also grant a small amount of additional damage resistance and increase the potency of the power's damage debuff. Additionally, many of your damaging attacks will heal you for a minor amount of health. However, the bulkiness of this adaptation reduces your damage moderately. Defensive Adaptation costs no endurance.
Efficient Adaptation
Efficient Adaptation
Toggle: Bio Armor Efficient Mode
By activating this power you cause your Bio Armor to spontaneously mutate, causing it to become evenly distributed along your body. While active Hardened Carapace grants a minor Endurance Discount, Boundless Energy grants additional regeneration and recovery, Ablative Carapace grants a bonus to regeneration and both DNA Siphon and Parasitic Aura grant increased regeneration and recovery and Genetic Corruption grants a minor regeneration buff. Efficient Adaptation costs no endurance.
Offensive Adaptation
Offensive Adaptation
Toggle: Bio Armor Offensive Mode
By activating this power you cause your Bio Armor to spontaneously mutate, causing it to sprout spines and become much lighter. While active Hardened Carapace increases your damage slightly, Environmental Modification grants you a moderate to hit buff, and debuff effects from DNA Siphon and Parasitic Aura are increased moderately. Genetic Corruption will have its chance to put enemies to sleep increased. Additionally, many of your damaging powers will inflict a minor amount of additional Toxic damage. While Offensive Adaptation is active your Defense and Damage Resistance is reduced slightly. Offensive Adaptation costs no endurance.
Hide
Hide
Toggle: Self Stealth, +DEF(Melee, Ranged, AoE)
Hide makes you almost impossible to detect. When properly 'Hidden', a Stalker can pull off Critical hits with his attacks, and even land a massive 'Assassins Strike' with an Assassins power. When you attack or are damaged while using this power, you will be discovered. Even if discovered, you are hard to see and retain some bonus to Defense. Unlike most stealth powers, Hide can be used at the same time as other Concealment powers, giving you even greater stealth capability. No Endurance cost.
Hardened Carapace
Hardened Carapace
Self Toggle, +Res(Lethal, Smash, Toxic, Disorient, Sleep), +Special
With a little concentration you can cause your skin to become hard as stone, boosting your constitution to reject toxins and recovering from wounds more quickly. While active, this power will boost your resistance to Lethal, Smashing and Toxic damage, grant a minor amount of regeneration, and protection from Disorient and Sleep effects. If Efficient Adaptation is active, Hardened Carapace will grant an Endurance Discount. If Defensive Adaptation is active, Hardened Carapace will grant additional resistance to Lethal, Smashing and Toxic damage. While Offensive Adaptation is active, this power will grant a minor boost to damage. Bonuses granted from Adaptations are unenhanceable. Recharge: Fast
Boundless Energy
Boundless Energy
Auto: +Max HP, +Regen, +Recovery, +Res(Slow, End Drain), +Special
Your body constantly evolves and addresses weaknesses. As a result you receive a moderate bonus to maximum hit points, regeneration, recovery as well as gaining a measure of Slow and Endurance Drain Resistance. Half of this power's maximum hit point increase is unenhanceable. While Efficient Adaptation is active, this power grants a small bonus to recovery and regeneration. While Defensive Adaptation is active you gain a small amount of additional maximum hit points. This power doesn't grant any bonuses to Offensive Adaptation. These special bonuses are unenhanceable. Boundless Energy is always active.
Environmental Modification
Environmental Modification
Self Toggle, +Res(Hold, Knockdown, Immobilize), +Def(Energy, Negative, Fire, Cold, Psionic), +Special
Your body can spontaneously adapt to its surroundings and your mind has learned to shield itself from harmful effects by constant exposure to these dangers. While active you gain moderate defense to Fire, Cold, Energy and Negative Energy damage, and a small amount of defense to Psionic damage. Additionally you are protected against hold, knockdown and immobilize effects. While Defensive Adaptation is active you gain a minor amount of Lethal, Smashing, Fire, Cold, Energy, Negative Energy and Psionic defense, as well as a minor amount of maximum hit points. If Offensive Adaptation is active you'll gain a moderate To Hit bonus. These special bonuses are unenhanceable. Recharge: Fast
Adaptation
Adaptation
Gain Efficient, Defensive and Offensive Adaptations
By purchasing this power you gain access to three mutually exclusive toggle powers: Efficient Adaptation, Defensive Adaptation and Offensive Adaptation. If Defensive Adaptation is active you gain improved damage resistance from Hardened Carapace and Genetic Corruption, additional defense from Environmental Modification, and increased Maximum HP from Environmental Modification and Boundless Energy. If Offensive Adaptation is active you gain bonus damage from Hardened Carapace, additional To Hit from Environmental Modification, empowered debuff effects from DNA Siphon, and Parasitic Aura and increased sleep chance from Genetic Corruption. While Efficient Adaptation is active Hardened Carapace will provide a moderate endurance discount, Boundless Energy has increased Regeneration and Recovery, Genetic Corruption grants additional regeneration, DNA Siphon grants additional regeneration and recovery for each defeated target and Parasitic Aura grants additional regeneration and recovery for each nearby target.
Ablative Carapace
Ablative Carapace
Self, +Absorption, +Regeneration
When needed, you're able to cause your Bio Armor to gain a thick, but brittle outer layer that will absorb a large amount of damage before breaking off. Ablative Carapace will grant a moderate amount of damage absorption and a high amount of regeneration for a short time. While Efficient Adaptation is active, this power grants a slightly larger regeneration buff. While Defensive Adaptation is active, this power grants a bonus to damage absorption. Recharge: Long
DNA Siphon
DNA Siphon
Click, PBAoE Minor DMG(Lethal/Toxic) Foe -Regen, Taunt, Self +HP, +End, +Special
You can siphon genetic material from nearby enemies, causing a minor amount of Lethal damage and a minor amount of Toxic damage over time. Living enemies will provide the user with a small boost to health and endurance. These foes will have their regeneration rate reduced for a short period of time. Defeated enemies provide a weaker sample of material and thus will boost recovery and regeneration for a short while. While Efficient Adaptation is active, this power will grant bonus regeneration and recovery per defeated target hit. While Defensive Adaptation is active, this power will grant bonus health per living target hit. While Offensive Adaptation is active this power's regeneration debuff is increased in effectiveness. Damage: Minor, Recharge: Very Long
Genetic Corruption
Genetic Corruption
Toggle: PBAoE, Foe Sleep, -Damage(All), Self +Special
Your Bio Armor is capable of corrupting the genetic code of nearby foes, reducing the damage they deal. Lesser foes may be put to sleep for a short time. While Efficiency Adaptation is active, this power grants a moderate bonus to Regeneration. While Defensive Adaptation is active you gain a minor bonus to all types of damage resistance and increase the potency of this power's damage debuff. If Offensive Adaptation is active enemies are more likely to fall asleep. These special bonuses are unenhanceable. Recharge: Fast
Parasitic Aura
Parasitic Aura
PBAoE, Self +Absorb, +Regeneration, +Recovery, Foe -DMG
You release a cloud of parasites around you that draw out your enemies' genetic material. These parasites dramatically increase your survivability by gaining damage absorption while boosting your regeneration and recovery rate for a short time. Affected foes will be infected and deal reduced damage for a short while. While Efficient Adaptation is active, this power will grant additional regeneration and recovery per target hit. While Defensive Adaptation is active, this power will grant a small amount of additional damage absorption and increase the effectiveness of this power's damage debuff. Recharge: Very Long
Power Pool 1
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 2
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 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
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
Epic Power Pool
Soul Mastery
Dark Blast
Dark Blast
Ranged, Moderate DMG(Negative), Foe -ACC
A long range blast of dark energy. Deals moderate Negative Energy damage and reduces the target's Accuracy. Damage: Moderate, Recharge: Fast
Moonbeam
Moonbeam
Sniper, Superior DMG(Negative), Target -ACC
An extremely long range and accurate beam of Negative Energy that deals tremendous damage and reduces the target's Accuracy. This is a sniper attack, and like most sniper attacks, is best fired from a distance as it can be interrupted. If you are engaged in battle this attack becomes instant-cast. If you are not engaged, it will do bonus damage. Damage: Extreme, Recharge: Slow
Shadow Meld
Shadow Meld
Self: +Def(All)
Your mastery over the shadows allows you to become a living shadow entity for a short time, increasing your defense to all attacks. You must be level 41 and have Dark Blast or Moonbeam before selecting this power.Recharge: Long
Soul Storm
Soul Storm
Ranged, Moderate DoT(Negative), Foe Hold
Like Ghost Widow, you can summon the souls of your victims to do your bidding. Soul Storm enraptures a single target Holding them while their life-force is drained from their body. You must be level 41 and have Dark Blast or Moonbeam before selecting this power. Note that you cannot get Critical strikes using this power, though it still enables your other attacks to Critical. Recharge: Slow
Summon Widow
Summon Widow
Summon Night Widow: Melee Moderate DMG(Lethal)
Ghost Widow has assigned a beautiful but deadly Blood Widow assassins for you to command. Their weapons of choice include wrist retractable mounted razors and darts, all tipped in deadly poison. Your access to this Blood Widow is very limited, and you can only summon her once every 15 minutes and she will leave after 4 minutes, until defeated, or until you leave a zone or mission. You must be level 44 and have two other Soul Mastery Powers before selecting this power. Recharge: Extremely Long
Description:
Powers
Level 1: Strike
Level 1: Hide
Level 2: Slash
Level 4: Hardened Carapace
Level 6: Assassin's Claw
Level 8: Build Up
Level 10: Combat Jumping
Level 12: Environmental Modification
Level 14: Super Speed
Level 16: Adaptation
Level 18: Focus
Level 20: Ablative Carapace
Level 22: Hasten
Level 24: Maneuvers
Level 26: Eviscerate
Level 28: Kick
Level 30: Tough
Level 32: Shockwave
Level 35: Weave
Level 38: Moonbeam
Level 41: Boundless Energy
Level 44: Tactics
Level 47: DNA Siphon
Level 49: Vengeance
Enhancements
Level 1: Strike
- Superior Stalker's Guile: Accuracy/Damage
Level 1: Hide
- Kismet: Accuracy +6%
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Level 2: Slash
- Hecatomb: Damage
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Level 3: Hide
- Luck of the Gambler: Defense/Increased Global Recharge Speed
Level 3: Hide
- Shield Wall: +Res (Teleportation), +5% Res (All)
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Level 4: Hardened Carapace
- Unbreakable Guard: Resistance
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Level 5: Hardened Carapace
- Unbreakable Guard: Resistance/Endurance
Level 5: Hardened Carapace
- Unbreakable Guard: Resistance/Endurance/RechargeTime
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Level 6: Assassin's Claw
- Crushing Impact: Accuracy/Damage
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Level 7: Hardened Carapace
- Unbreakable Guard: RechargeTime/Resistance
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Level 8: Build Up
- Invention: Recharge Reduction
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Level 9: Build Up
- Gaussian's Synchronized Fire-Control: Chance for Build Up
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Level 10: Combat Jumping
- Luck of the Gambler: Defense/Increased Global Recharge Speed
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Level 11: Assassin's Claw
- Crushing Impact: Accuracy/Damage/Recharge
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Level 12: Environmental Modification
- Luck of the Gambler: Defense/Increased Global Recharge Speed
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Level 13: Environmental Modification
- Red Fortune: Defense/Endurance
Level 13: Environmental Modification
- Red Fortune: Defense/Recharge
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Level 14: Super Speed
- Blessing of the Zephyr: Run Speed, Jump, Flight Speed, Range
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Level 15: Environmental Modification
- Red Fortune: Defense/Endurance/Recharge
Level 15: Super Speed
- Blessing of the Zephyr: Run Speed, Jump, Flight Speed, Range/Endurance
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Level 17: Environmental Modification
- Red Fortune: Defense
Level 17: Environmental Modification
- Red Fortune: Endurance
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Level 18: Focus
- Apocalypse: Damage
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Level 19: Assassin's Claw
- Crushing Impact: Accuracy/Damage/Endurance
Level 19: Assassin's Claw
- Crushing Impact: Damage/Endurance
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Level 20: Ablative Carapace
- Doctored Wounds: Heal/Endurance
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Level 21: Assassin's Claw
- Crushing Impact: Damage/Endurance/Recharge
Level 21: Assassin's Claw
- Superior Stalker's Guile: Recharge/Chance to Hide
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Level 22: Hasten
- Invention: Recharge Reduction
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Level 23: Focus
- Apocalypse: Damage/Recharge
Level 23: Hasten
- Invention: Recharge Reduction
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Level 24: Maneuvers
- Luck of the Gambler: Defense/Increased Global Recharge Speed
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Level 25: Focus
- Apocalypse: Accuracy/Damage/Recharge
Level 25: Focus
- Apocalypse: Accuracy/Recharge
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Level 26: Eviscerate
- Nucleolus Exposure
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Level 27: Focus
- Apocalypse: Damage/Endurance
Level 27: Focus
- Superior Assassin's Mark: RechargeTime/Rchg Build Up
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Level 29: Slash
- Hecatomb: Damage/Recharge
Level 29: Slash
- Hecatomb: Accuracy/Damage/Recharge
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Level 30: Tough
- Gladiator's Armor: TP Protection +3% Def (All)
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Level 31: Slash
- Hecatomb: Accuracy/Recharge
Level 31: Slash
- Hecatomb: Damage/Endurance
Level 31: Tough
- Steadfast Protection: Resistance/+Def 3%
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Level 32: Shockwave
- Ragnarok: Chance for Knockdown
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Level 33: Slash
- Touch of Death: Chance of Damage(Negative)
Level 33: Eviscerate
- Nucleolus Exposure
Level 33: Eviscerate
- Mako's Bite: Chance of Damage(Lethal)
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Level 34: Eviscerate
- Gladiator's Strike: Chance for Smashing Damage
Level 34: Eviscerate
- Hecatomb: Chance of Damage(Negative)
Level 34: Eviscerate
- Touch of Death: Chance of Damage(Negative)
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Level 35: Weave
- Reactive Defenses: Defense
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Level 36: Weave
- Reactive Defenses: Defense/Endurance
Level 36: Weave
- Reactive Defenses: Endurance/RechargeTime
Level 36: Weave
- Reactive Defenses: Defense/RechargeTime
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Level 37: Shockwave
- Ragnarok: Damage/Recharge
Level 37: Weave
- Reactive Defenses: Defense/Endurance/RechargeTime
Level 37: Weave
- Reactive Defenses: Scaling Resist Damage
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Level 38: Moonbeam
- Nucleolus Exposure
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Level 39: Moonbeam
- Nucleolus Exposure
Level 39: Moonbeam
- Apocalypse: Chance of Damage(Negative)
Level 39: Moonbeam
- Gladiator's Javelin: Chance of Damage(Toxic)
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Level 40: Shockwave
- Ragnarok: Accuracy/Damage/Recharge
Level 40: Moonbeam
- Cloud Senses: Chance for Negative Energy Damage
Level 40: Moonbeam
- Sting of the Manticore: Chance of Damage(Toxic)
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Level 41: Boundless Energy
- Performance Shifter: Chance for +End
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Level 42: Ablative Carapace
- Doctored Wounds: Heal/Recharge
Level 42: Shockwave
- Ragnarok: Accuracy/Recharge
Level 42: Shockwave
- Ragnarok: Damage/Endurance
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Level 43: Ablative Carapace
- Doctored Wounds: Heal/Endurance/Recharge
Level 43: Ablative Carapace
- Doctored Wounds: Heal
Level 43: Ablative Carapace
- Doctored Wounds: Recharge
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Level 44: Tactics
- Rectified Reticle: To Hit Buff
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Level 45: Strike
- Superior Stalker's Guile: Damage/Recharge
Level 45: Strike
- Superior Stalker's Guile: Accuracy/Damage/Recharge
Level 45: Tactics
- Rectified Reticle: To Hit Buff/Recharge
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Level 46: Strike
- Superior Stalker's Guile: Damage/Endurance/Recharge
Level 46: Strike
- Superior Stalker's Guile: Accuracy/Damage/Endurance/Recharge
Level 46: Strike
- Touch of Death: Chance of Damage(Negative)
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Level 47: Shockwave
- Invention: Range
Level 47: DNA Siphon
- Armageddon: Chance for Fire Damage
Level 47: DNA Siphon
- Obliteration: Chance for Smashing Damage
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Level 48: DNA Siphon
- Scirocco's Dervish: Chance of Damage(Lethal)
Level 48: DNA Siphon
- Eradication: Chance for Energy Damage
Level 48: DNA Siphon
- Touch of the Nictus: Chance for Negative Energy Damage
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Level 49: DNA Siphon
- Armageddon: Accuracy/Recharge
Level 49: Vengeance
- Luck of the Gambler: Defense/Increased Global Recharge Speed
- 1 Apocalypse: Accuracy/Damage/Recharge
- 1 Apocalypse: Accuracy/Recharge
- 1 Apocalypse: Chance of Damage(Negative)
- 1 Apocalypse: Damage
- 1 Apocalypse: Damage/Endurance
- 1 Apocalypse: Damage/Recharge
- 1 Armageddon: Accuracy/Recharge
- 1 Armageddon: Chance for Fire Damage
- 1 Blessing of the Zephyr: Run Speed, Jump, Flight Speed, Range
- 1 Blessing of the Zephyr: Run Speed, Jump, Flight Speed, Range/Endurance
- 1 Cloud Senses: Chance for Negative Energy Damage
- 1 Crushing Impact: Accuracy/Damage
- 1 Crushing Impact: Accuracy/Damage/Endurance
- 1 Crushing Impact: Accuracy/Damage/Recharge
- 1 Crushing Impact: Damage/Endurance
- 1 Crushing Impact: Damage/Endurance/Recharge
- 1 Doctored Wounds: Heal
- 1 Doctored Wounds: Heal/Endurance
- 1 Doctored Wounds: Heal/Endurance/Recharge
- 1 Doctored Wounds: Heal/Recharge
- 1 Doctored Wounds: Recharge
- 1 Eradication: Chance for Energy Damage
- 1 Gaussian's Synchronized Fire-Control: Chance for Build Up
- 1 Gladiator's Armor: TP Protection +3% Def (All)
- 1 Gladiator's Javelin: Chance of Damage(Toxic)
- 1 Gladiator's Strike: Chance for Smashing Damage
- 1 Hecatomb: Accuracy/Damage/Recharge
- 1 Hecatomb: Accuracy/Recharge
- 1 Hecatomb: Chance of Damage(Negative)
- 1 Hecatomb: Damage
- 1 Hecatomb: Damage/Endurance
- 1 Hecatomb: Damage/Recharge
- 1 Invention: Range
- 3 Invention: Recharge Reduction
- 1 Kismet: Accuracy +6%
- 5 Luck of the Gambler: Defense/Increased Global Recharge Speed
- 1 Mako's Bite: Chance of Damage(Lethal)
- 4 Nucleolus Exposure
- 1 Obliteration: Chance for Smashing Damage
- 1 Performance Shifter: Chance for +End
- 1 Ragnarok: Accuracy/Damage/Recharge
- 1 Ragnarok: Accuracy/Recharge
- 1 Ragnarok: Chance for Knockdown
- 1 Ragnarok: Damage/Endurance
- 1 Ragnarok: Damage/Recharge
- 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 Rectified Reticle: To Hit Buff
- 1 Rectified Reticle: To Hit Buff/Recharge
- 1 Red Fortune: Defense
- 1 Red Fortune: Defense/Endurance
- 1 Red Fortune: Defense/Endurance/Recharge
- 1 Red Fortune: Defense/Recharge
- 1 Red Fortune: Endurance
- 1 Scirocco's Dervish: Chance of Damage(Lethal)
- 1 Shield Wall: +Res (Teleportation), +5% Res (All)
- 1 Steadfast Protection: Resistance/+Def 3%
- 1 Sting of the Manticore: Chance of Damage(Toxic)
- 1 Superior Assassin's Mark: RechargeTime/Rchg Build Up
- 1 Superior Stalker's Guile: Accuracy/Damage
- 1 Superior Stalker's Guile: Accuracy/Damage/Endurance/Recharge
- 1 Superior Stalker's Guile: Accuracy/Damage/Recharge
- 1 Superior Stalker's Guile: Damage/Endurance/Recharge
- 1 Superior Stalker's Guile: Damage/Recharge
- 1 Superior Stalker's Guile: Recharge/Chance to Hide
- 3 Touch of Death: Chance of Damage(Negative)
- 1 Touch of the Nictus: Chance for Negative Energy Damage
- 1 Unbreakable Guard: RechargeTime/Resistance
- 1 Unbreakable Guard: Resistance
- 1 Unbreakable Guard: Resistance/Endurance
- 1 Unbreakable Guard: Resistance/Endurance/RechargeTime