Rad / Martial Tanky-tank
By: Carnifax
By: Carnifax
Overview
Respec guide
Shopping list
Primary powerset
Radiation Armor
Alpha Barrier
Alpha Barrier
Toggle: Self +Res(Lethal, Smash, Toxic)
You cloak yourself in a field of protective radiation that grants you a good deal of resistance to Lethal, Smashing and Toxic damage. Recharge: Fast
Gamma Boost
Gamma Boost
Auto: Self +Regen, +Recovery, Special
Gamma Boost grants you a passive boost to both regeneration and recovery. The lower your current health is, the greater the regeneration bonus you'll receive from Gamma Boost. The higher your current health is, the greater the recovery bonus you'll receive from Gamma Boost. This power is always active.
Proton Armor
Proton Armor
Toggle: Self, +Res(Energy, Fire, Cold and Negative)
When active, your body is encased in a shield-like radiation barrier that gives you good resistance to Energy and Fire damage and moderate resistance to Cold and Negative Energy attacks. Recharge: Fast
Fallout Shelter
Fallout Shelter
Toggle: Self +Res(Hold, Sleep, Immobilize, Stun, Knockdown, Toxic, Psi, Slow)
While active you are protected from recharge, movment, hold, sleep, immobilize, stun and knockdown effects. Additionally Fallout Shelter grants you minor resistance to toxic and psionic damage as well as a measure of resistance against slow effects. Recharge: Fast
Radiation Therapy
Radiation Therapy
PBAoE, Minor DMG(Energy), Minor DoT(Toxic), Foe -Regen, Self +HP, +End
You concentrate your energies to harness the healing powers of radiation to mend your wounds and rebuild your endurance. Each nearby foe will increase the health and endurance you recover. Affected foes will have their regeneration rates substantially reduced for a short time. Recharge: Very Long
Beta Decay
Beta Decay
Toggle: Foe, Taunt, -To Hit, -Defense, Self +Recharge
While Beta Decay is active, nearby foes will have their chance to hit and defense decreased slightly and will be taunted. You will gain a recharge bonus per nearby target up to 10 targets. The first target grants the largest benefit. Recharge: Moderate
Particle Shielding
Particle Shielding
Self, +Absorb, +Regeneration
You channel a tremendous amount of radiation into a barrier around you. For a short time you will have a strong absorption shield in addition to a regeneration and recovery buff. Recharge: Very Long
Ground Zero
Ground Zero
PBAoE, Foe Moderate DMG(Energy), Moderate DoT(Toxic), -DEF(All), Ally +HP, +Heal over time
You release a mixture of radiation into the area. Nearby foes will be barraged with harmful radiation and will suffer Moderate Energy damage immediately, followed by moderate toxic damage over time. Affected foes will also have their defense reduced. Nearby allies will be healed for a moderate amount and will recover health over time. This power can affect a total of 30 targets. This includes both friends and foes. Ground Zero has no effect on the caster, only nearby allies and enemies. Damage: Moderate, Moderate DoT, Recharge: Very Long
Meltdown
Meltdown
Self, +Res(All), +Recovery, +DMG(All)
After building up a dangerous amount of radiation you release it to both shield and empower yourself. While active you will gain a good amount of damage resistance to all types of damage, recover endurance more quickly and deal more damage for a short time. When this power wears off you will lose a small amount endurance. Recharge: Very Long
Secondary powerset
Martial Arts
Thunder Kick
Thunder Kick
Melee, Minor DMG(Smash), Minor Disorient, -Res(All)
You can perform a strong Thunder Kick that hits so hard it can Disorient your target. This power can bruise an enemy, making them more vulnerable to damage. Damage: Minor, Recharge: Fast
Storm Kick
Storm Kick
Melee, Moderate DMG(Smash), Self +Defense(Melee, Ranged, AoE)
You can unleash a roundhouse kick that pummels your foe for moderate damage. Storm Kick boosts the Tanker's defense against melee, ranged and area of effect damage slightly for a short period of time after hitting their foe. This bonus defense doesn't stack with itself and is unenhanceable. Damage: Moderate, Recharge: Medium
Cobra Strike
Cobra Strike
Melee, High DMG(Smash), Foe Disorient
Using intense martial arts focus, you can perform a Cobra Strike that deals high damage, but has a great chance of Disorienting your target. Damage: High, Recharge: Medium
Warrior's Provocation
Warrior's Provocation
Ranged (Targeted AoE), Foe Taunt
Taunts a foe, and some nearby foes, to attack you. Useful for pulling villains off an ally who find themselves in over their head. Taunted foes tend to ignore other Heroes and focus on you for quite a while, so use this power cautiously. A To Hit check is required to Taunt enemy players, but is not needed against critter targets. Recharge: Slow
Crane Kick
Crane Kick
Melee, High DMG(Smash), Knockback
You can perform a slow, high damage kick that will likely knock your target back. Damage: High, Recharge: Moderate
Dragon's Tail
Dragon's Tail
PBAoE Melee, Moderate DMG(Smash), Foe Knockback
This low spinning kick deals slightly more damage than Thunder Kick, but has a chance to hit all enemies in melee range. Successful hits may trip and knock down your opponents. Damage: Moderate, Recharge: Slow
Focus Chi
Focus Chi
Self +DMG, +To Hit
Tapping into your inner Chi greatly increases the amount of damage you deal for a few seconds, as well as slightly increasing your chance to hit. Recharge: Long
Crippling Axe Kick
Crippling Axe Kick
Melee, Superior DMG(Smash), Foe Immobilize, -SPD, -Fly, -DEF
You can perform a Crippling Axe Kick that deals superior smashing damage, reduces the targets defense, may Immobilize, and Slowing their run speed. Crippling Axe Kick may also knock some flying entities out of the sky. Damage: Superior, Recharge: Moderate
Eagles Claw
Eagles Claw
Melee, Superior DMG(Smash), Foe Minor Disorient, +DMG(All)
You can perform a devastating kick that can severely Disorient most opponents. After using Eagle's Claw your damage will be increased for a brief moment allowing the next attack or two to cause additional damage. Damage: Superior, Recharge: Slow
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
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
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 4
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,
Epic Power Pool
Energy Mastery
Conserve Power
Conserve Power
Self Endurance Discount
You can focus for a moment to conserve your Endurance. After activating this power, you expend less Endurance on all other powers for a while. Recharge: Very Long
Focused Accuracy
Focused Accuracy
Toggle: Self +To Hit, +ACC, +Perception, Res(DeBuff To Hit)
When this power is activated, the Hero focuses his senses to dramatically improve his accuracy. Additionally, Focused Accuracy increase your Perception, allowing you to better see stealthy foes. It also grants you resistance to powers that DeBuff your Accuracy. Focused Accuracy is a toggle power and must be activated and deactivated manually. Like all toggle powers, while active, Focused Accuracy drains Endurance while active. Recharge: Slow
Laser Beam Eyes
Laser Beam Eyes
Ranged, Moderate DMG(Energy), Foe -DEF
You can emit Laser Beams from your eyes, dealing moderate Energy damage. This attack can reduce the target's Defense. You must be level 41 and have Conserve Power or Focused Accuracy before selecting this power. Damage: Moderate, Recharge: Fast
Physical Perfection
Physical Perfection
Auto: Self, +Regeneration, +Recovery
By achieving perfect harmony of body, mind and spirit you are able to regenerate health and endurance slightly faster than normal. This power is always active and consumes no endurance. You must be level 41 and have Conserve Power or Focused Accuracy before selecting this power.
Energy Torrent
Energy Torrent
Ranged (Cone), Minor DMG(Energy/Smash), Foe Knockback
Energy Torrent unleashes a cone of powerful energy that can smash foes and possibly send them flying. You must be level 44 and have two other Energy Mastery Powers before selecting this power. Damage: Minor, Recharge: Slow
Description:
Because I wanted an interesting Tank who laughed at Carnies, Arachnos and the other troublesome enemy groups who made my Fire/Claws sad.
Powers
Level 1: Alpha Barrier
Level 1: Thunder Kick
Level 2: Gamma Boost
Level 4: Proton Armor
Level 6: Fallout Shelter
Level 8: Radiation Therapy
Level 10: Storm Kick
Level 12: Warrior's Provocation
Level 14: Beta Decay
Level 16: Crane Kick
Level 18: Particle Shielding
Level 20: Dragon's Tail
Level 22: Kick
Level 24: Hasten
Level 26: Ground Zero
Level 28: Tough
Level 30: Weave
Level 32: Meltdown
Level 35: Crippling Axe Kick
Level 38: Focused Accuracy
Level 41: Focus Chi
Level 44: Combat Jumping
Level 47: Maneuvers
Level 49: Tactics
Enhancements
Level 1: Alpha Barrier
- Unbreakable Guard: Resistance
Level 1: Thunder Kick
- Superior Gauntleted Fist: Accuracy/Damage
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Level 2: Gamma Boost
- Preventive Medicine: Chance for +Absorb
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Level 3: Alpha Barrier
- Unbreakable Guard: Resistance/Endurance
Level 3: Alpha Barrier
- Unbreakable Guard: RechargeTime/Resistance
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Level 4: Proton Armor
- Unbreakable Guard: Resistance
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Level 5: Alpha Barrier
- Unbreakable Guard: Resistance/Endurance/RechargeTime
Level 5: Alpha Barrier
- Unbreakable Guard: +Max HP
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Level 6: Fallout Shelter
- Unbreakable Guard: Resistance
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Level 7: Alpha Barrier
- Impervium Armor: Psionic Resistance
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Level 8: Radiation Therapy
- Preventive Medicine: Heal/RechargeTime
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Level 9: Gamma Boost
- Performance Shifter: Chance for +End
Level 9: Proton Armor
- Unbreakable Guard: Resistance/Endurance
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Level 10: Storm Kick
- Superior Might of the Tanker: Accuracy/Damage
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Level 11: Proton Armor
- Unbreakable Guard: RechargeTime/Resistance
Level 11: Proton Armor
- Unbreakable Guard: Resistance/Endurance/RechargeTime
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Level 12: Warrior's Provocation
- Perfect Zinger: Threat/Placate/Recharge/Range
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Level 13: Proton Armor
- Unbreakable Guard: Endurance/RechargeTime
Level 13: Proton Armor
- Impervium Armor: Psionic Resistance
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Level 14: Beta Decay
- Achilles' Heel: Chance for Res Debuff
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Level 15: Fallout Shelter
- Unbreakable Guard: Resistance/Endurance
Level 15: Fallout Shelter
- Unbreakable Guard: RechargeTime/Resistance
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Level 16: Crane Kick
- Overwhelming Force: Damage/Chance for Knockdown/Knockback to Knockdown
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Level 17: Fallout Shelter
- Unbreakable Guard: Resistance/Endurance/RechargeTime
Level 17: Radiation Therapy
- Preventive Medicine: Heal/RechargeTime/Endurance
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Level 18: Particle Shielding
- Preventive Medicine: Heal/RechargeTime
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Level 19: Radiation Therapy
- Obliteration: Chance for Smashing Damage
Level 19: Radiation Therapy
- Eradication: Chance for Energy Damage
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Level 20: Dragon's Tail
- Superior Avalanche: Accuracy/Damage
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Level 21: Radiation Therapy
- Armageddon: Chance for Fire Damage
Level 21: Crane Kick
- Force Feedback: Chance for +Recharge
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Level 23: Particle Shielding
- Preventive Medicine: Heal/RechargeTime/Endurance
Level 23: Particle Shielding
- Doctored Wounds: Heal/Recharge
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Level 24: Hasten
- Invention: Recharge Reduction
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Level 25: Fallout Shelter
- Impervium Armor: Psionic Resistance
Level 25: Particle Shielding
- Doctored Wounds: Heal/Endurance/Recharge
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Level 26: Ground Zero
- Armageddon: Accuracy/Damage/Recharge
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Level 27: Ground Zero
- Armageddon: Damage/Recharge
Level 27: Ground Zero
- Achilles' Heel: Chance for Res Debuff
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Level 28: Tough
- Unbreakable Guard: Resistance
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Level 29: Ground Zero
- Touch of Lady Grey: Chance for Negative Damage
Level 29: Ground Zero
- Eradication: Chance for Energy Damage
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Level 30: Weave
- Reactive Defenses: Scaling Resist Damage
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Level 31: Thunder Kick
- Superior Gauntleted Fist: Damage/RechargeTime
Level 31: Fallout Shelter
- Unbreakable Guard: Endurance/RechargeTime
Level 31: Hasten
- Invention: Recharge Reduction
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Level 32: Meltdown
- Gladiator's Armor: TP Protection +3% Def (All)
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Level 33: Crane Kick
- Mako's Bite: Accuracy/Damage
Level 33: Ground Zero
- Obliteration: Chance for Smashing Damage
Level 33: Meltdown
- Impervium Armor: Psionic Resistance
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Level 34: Thunder Kick
- Superior Gauntleted Fist: Accuracy/Damage/RechargeTime
Level 34: Storm Kick
- Superior Might of the Tanker: Damage/Recharge
Level 34: Meltdown
- Aegis: Psionic/Status Resistance
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Level 35: Crippling Axe Kick
- Superior Blistering Cold: Accuracy/Damage
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Level 36: Tough
- Unbreakable Guard: Resistance/Endurance
Level 36: Tough
- Unbreakable Guard: RechargeTime/Resistance
Level 36: Tough
- Unbreakable Guard: Resistance/Endurance/RechargeTime
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Level 37: Thunder Kick
- Superior Gauntleted Fist: Damage/Endurance/RechargeTime
Level 37: Tough
- Impervium Armor: Psionic Resistance
Level 37: Tough
- Steadfast Protection: Resistance/+Def 3%
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Level 38: Focused Accuracy
- Invention: Endurance Reduction
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Level 39: Weave
- Reactive Defenses: Defense
Level 39: Weave
- Shield Wall: +Res (Teleportation), +5% Res (All)
Level 39: Crippling Axe Kick
- Superior Blistering Cold: Damage/Endurance
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Level 40: Crippling Axe Kick
- Superior Blistering Cold: Accuracy/Damage/Endurance
Level 40: Crippling Axe Kick
- Superior Blistering Cold: Accuracy/Damage/Recharge
Level 40: Crippling Axe Kick
- Superior Blistering Cold: Damage/Endurance/Accuracy/RechargeTime
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Level 41: Focus Chi
- Gaussian's Synchronized Fire-Control: Chance for Build Up
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Level 42: Thunder Kick
- Superior Gauntleted Fist: Accuracy/Damage/Endurance/RechargeTime
Level 42: Crippling Axe Kick
- Hecatomb: Chance of Damage(Negative)
Level 42: Combat Jumping
- Winter's Gift: Slow Resistance (20%)
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Level 43: Radiation Therapy
- Theft of Essence: Chance for +Endurance
Level 43: Dragon's Tail
- Superior Avalanche: Accuracy/Damage/Endurance
Level 43: Dragon's Tail
- Superior Avalanche: Accuracy/Damage/Recharge
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Level 44: Combat Jumping
- Luck of the Gambler: Defense/Increased Global Recharge Speed
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Level 45: Dragon's Tail
- Superior Avalanche: Accuracy/Damage/Endurance/Recharge
Level 45: Dragon's Tail
- Superior Avalanche: Recharge/Chance for Knockdown
Level 45: Dragon's Tail
- Force Feedback: Chance for +Recharge
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Level 46: Storm Kick
- Superior Might of the Tanker: Accuracy/Damage/Recharge
Level 46: Crane Kick
- Mako's Bite: Chance of Damage(Lethal)
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Level 47: Crane Kick
- Touch of Death: Chance of Damage(Negative)
Level 47: Crane Kick
- Touch of Death: Accuracy/Damage
Level 47: Maneuvers
- Luck of the Gambler: Defense/Increased Global Recharge Speed
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Level 48: Storm Kick
- Superior Might of the Tanker: Recharge/Chance for +Res(All)
Level 48: Storm Kick
- Superior Might of the Tanker: Accuracy/Damage/Endurance/Recharge
Level 48: Storm Kick
- Superior Gauntleted Fist: RechargeTime/+Absorb
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Level 49: Maneuvers
- Invention: Defense Buff
Level 49: Maneuvers
- Luck of the Gambler: Defense/Endurance
Level 49: Tactics
- Rectified Reticle: Increased Perception
- 2 Achilles' Heel: Chance for Res Debuff
- 1 Aegis: Psionic/Status Resistance
- 1 Armageddon: Accuracy/Damage/Recharge
- 1 Armageddon: Chance for Fire Damage
- 1 Armageddon: Damage/Recharge
- 1 Doctored Wounds: Heal/Endurance/Recharge
- 1 Doctored Wounds: Heal/Recharge
- 2 Eradication: Chance for Energy Damage
- 2 Force Feedback: Chance for +Recharge
- 1 Gaussian's Synchronized Fire-Control: Chance for Build Up
- 1 Gladiator's Armor: TP Protection +3% Def (All)
- 1 Hecatomb: Chance of Damage(Negative)
- 5 Impervium Armor: Psionic Resistance
- 1 Invention: Defense Buff
- 1 Invention: Endurance Reduction
- 2 Invention: Recharge Reduction
- 1 Luck of the Gambler: Defense/Endurance
- 2 Luck of the Gambler: Defense/Increased Global Recharge Speed
- 1 Mako's Bite: Accuracy/Damage
- 1 Mako's Bite: Chance of Damage(Lethal)
- 2 Obliteration: Chance for Smashing Damage
- 1 Overwhelming Force: Damage/Chance for Knockdown/Knockback to Knockdown
- 1 Perfect Zinger: Threat/Placate/Recharge/Range
- 1 Performance Shifter: Chance for +End
- 1 Preventive Medicine: Chance for +Absorb
- 2 Preventive Medicine: Heal/RechargeTime
- 2 Preventive Medicine: Heal/RechargeTime/Endurance
- 1 Reactive Defenses: Defense
- 1 Reactive Defenses: Scaling Resist Damage
- 1 Rectified Reticle: Increased Perception
- 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: Recharge/Chance for Knockdown
- 1 Superior Blistering Cold: Accuracy/Damage
- 1 Superior Blistering Cold: Accuracy/Damage/Endurance
- 1 Superior Blistering Cold: Accuracy/Damage/Recharge
- 1 Superior Blistering Cold: Damage/Endurance
- 1 Superior Blistering Cold: Damage/Endurance/Accuracy/RechargeTime
- 1 Superior Gauntleted Fist: Accuracy/Damage
- 1 Superior Gauntleted Fist: Accuracy/Damage/Endurance/RechargeTime
- 1 Superior Gauntleted Fist: Accuracy/Damage/RechargeTime
- 1 Superior Gauntleted Fist: Damage/Endurance/RechargeTime
- 1 Superior Gauntleted Fist: Damage/RechargeTime
- 1 Superior Gauntleted Fist: RechargeTime/+Absorb
- 1 Superior Might of the Tanker: Accuracy/Damage
- 1 Superior Might of the Tanker: Accuracy/Damage/Endurance/Recharge
- 1 Superior Might of the Tanker: Accuracy/Damage/Recharge
- 1 Superior Might of the Tanker: Damage/Recharge
- 1 Superior Might of the Tanker: Recharge/Chance for +Res(All)
- 1 Theft of Essence: Chance for +Endurance
- 1 Touch of Death: Accuracy/Damage
- 1 Touch of Death: Chance of Damage(Negative)
- 1 Touch of Lady Grey: Chance for Negative Damage
- 1 Unbreakable Guard: +Max HP
- 2 Unbreakable Guard: Endurance/RechargeTime
- 4 Unbreakable Guard: RechargeTime/Resistance
- 4 Unbreakable Guard: Resistance
- 4 Unbreakable Guard: Resistance/Endurance
- 4 Unbreakable Guard: Resistance/Endurance/RechargeTime
- 1 Winter's Gift: Slow Resistance (20%)