Lord Recluse Tank
By: tony
By: tony
Overview
Respec guide
Shopping list
Primary powerset
Electric Armor
Charged Armor
Charged Armor
Toggle: Self +Res(Smash, Lethal, Energy)
When you toggle on this power, you are surrounded in a charged field that makes you highly resistant to Smashing, Lethal and Energy damage. Recharge: Fast
Lightning Field
Lightning Field
Toggle: PBAoE, Minor DoT(Energy), Foe -End
While active, you emit a storm of electricity that constantly damages all nearby foes. Damage: Minor(DoT), Recharge: Slow
Conductive Shield
Conductive Shield
Toggle: Self +Res(Fire, Cold, Energy, Negative)
When you toggle on this power, you are surrounded in a Conductive Shield that will conduct many sorts of energy away from your body. Conductive Shield grants high resistant to Fire, Cold, and Energy damage, as well as good resistance to Negative Energy damage. Recharge: Fast
Static Shield
Static Shield
Toggle: Self +Res(Hold, Sleep, Disorient, End Drain, Recovery DeBuff, Psionic, Teleport)
You can create a field of Static Electricity around your body. This Static Shield protects you from Hold, Sleep, and Disorient effects as well as Endurance Drain, Recovery DeBuffs and enemy Teleportation. Static Shield can also help normalize your synaptic activity, granting you good resistance to Psionic Damage. Recharge: Fast
Grounded
Grounded
Auto: Self +Res (Energy, Negative, End Drain, Immobilize, KB)
You are Grounded and naturally very resistant to Energy and Negative Energy damage. You also have added resistance to Endurance Drain effects. Additionally, Grounded provides Immobilize and Knockback protection, but only applies when you are near the ground. This power is always on and costs no Endurance.
Energize
Energize
Self Endurance Discount, Heal, +Regen
You can channel a tremendous amount of electricity through your body for a short period of time. Doing so will heal some hit points, reduce the endurance cost of your powers and boost your regeneration for a short time.
Lightning Reflexes
Lightning Reflexes
Auto: Self +Recharge, +SPD, Res (Slow)
Your Lightning Reflexes allow you to move faster than normal, as well as resist slow effects. This power is always on and permanently increases your attack rate and movement speed.
Power Sink
Power Sink
PBAoE, Self +End, Foe -End
Power Sink leeches energy directly from the bodies of all nearby foes, draining their Endurance. Each foe you draw energy from increases your Endurance. If there are no foes within range, you will not gain any Endurance. Recharge: Long
Power Surge
Power Surge
Self, +Res(Special)
When you activate this power, you transform your body into living Electricity and become extremely resistant to all damage but Psionics, as well as Disorient, Sleep, Hold, Immobilize, Knockback, End Drain, Recovery DeBuff, and enemy Teleportation. Your Endurance recovery is also increased. As Power Surge wears off, the charge in your body explodes in a massive EMP pulse. However, expending all this energy will leave you exhausted, and drained of almost all Health and Endurance. Recharge: Very Long
Secondary powerset
Fiery Melee
Scorch
Scorch
Melee, Minor DMG(Fire), -Res (all)
This power engulfs your hands in flames, and can ignite the target of your Scorching attack. Once on fire, the target will suffer damage over time. This power can bruise an enemy, making them more vulnerable to damage. Damage: Minor, Recharge: Fast
Fire Sword
Fire Sword
Melee, Moderate DMG(Fire/Lethal)
Through concentration, you can create a Sword of Fire that sets foes ablaze. Successful attacks from the Fire Sword will ignite your target, dealing damage over time. Damage: Moderate, Recharge: Moderate
Combustion
Combustion
PBAoE, Moderate DoT(Fire)
Your mastery of fire allows you to violently raise the temperature around yourself in an attempt to spontaneously combust any nearby foes and set them ablaze, dealing damage over time. Damage: Moderate(DoT), Recharge: Slow
Taunt
Taunt
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
Breath of Fire
Breath of Fire
Close (Cone) Moderate DoT(Fire)
This allows you to spew forth fire from your mouth, burning all foes within its narrow cone. This is a very accurate attack that can deal good damage at a close range. Damage: Moderate(DoT), 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
Fire Sword Circle
Fire Sword Circle
PBAoE Melee, Moderate DMG(Fire/Lethal)
Mastery of your Fire Sword has enabled you to make an attack on every foe within melee distance. This will slash and burn your enemies, dealing minor damage and setting them ablaze. Damage: Moderate, Recharge: Slow
Incinerate
Incinerate
Melee, High DoT(Fire)
Intense concentration can allow you to Incinerate an opponent. This will set your foe ablaze, dealing damage over time. Damage: High(DoT), Recharge: Slow
Greater Fire Sword
Greater Fire Sword
Melee, Superior DMG(Fire/Lethal)
Your mastery of fire allows you to create an enhanced Sword of Fire that can set foes ablaze. Successful attacks from the Greater Fire Sword will ignite your target, dealing damage over time. Damage: Superior, Recharge: Slow
Power Pool 1
Speed
Flurry
Flurry
Melee, Moderate DMG(Smash), Foe Disorient
Unleashes a super fast Flurry of punches to pummel your foe. Flurry is so dizzying that it has a chance to Disorient the target.
Hasten
Hasten
Self +Recharge
You can reduce the recharge time of all powers for 2 minutes. Although Hasten does not cost any Endurance to activate, you can tire easily since your Endurance does not recover more rapidly. After Hasten wears off, you become tired and will lose some Endurance.
Super Speed
Super Speed
Toggle: Self +Speed
You can run at super-human speeds! While running at such speeds, you are a blur, and many foes will not even notice you as you speed past them. As you run, you build momentum, allowing you to jump great distances, but only for a limited time. If you attack a target while this power is on, you will temporarily be slowed to normal speed. Super Speed also increases your maximum run speed by 30% and gives you access to the Speed Phase power whilst it is active.
Burnout
Burnout
Self +Recharge
Burnout allows you to instantly recharge all of your Primary and Secondary powers. Burnout is very expensive in terms of endurance, and reduces your maximum endurance slightly for 60 seconds after use. You must be at least level 14 and have two other Speed Powers before selecting Burnout. Recharge: Extremely Long
Whirlwind
Whirlwind
Toggle: PBAoE, Foe Knockback
You spin around at an amazing speed to create a Whirlwind around yourself. Any foes that enter this Whirlwind will be tossed into the air. You must be at least level 14 and have two other Speed Powers before selecting Whirlwind.
Power Pool 2
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 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
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
Pyre Mastery
Ring of Fire
Ring of Fire
Ranged, Moderate DoT(Fire), Foe Immobilize
Immobilizes your target in a Ring of Fire. Deals some damage over time. Useful for keeping villains at bay. Damage: Moderate(DoT), Recharge: Fast
Char
Char
Ranged, Minor DoT(Fire), Foe Hold
Incapacitates a distant foe by Charring him with smoldering soot and cinders. The target is left helpless, choking on the soot. The target will take some fire damage from char, but the damage is very trivial. Damage: Minor(DoT), Recharge: Moderate
Fire Blast
Fire Blast
Ranged, Moderate DMG(Fire)
Sends a Blast of Fire at a targeted foe and sets the target on fire for a short period of time. Slower recharge rate than Flares, but more damage. You must be level 41 and have Ring of Fire or Char before selecting this power. Damage: Moderate, Recharge: Fast
Melt Armor
Melt Armor
Ranged (Targeted AoE), Foe -Res, -DEF
The searing Heat from this power is enough to melt the armor and defenses of all targets in the affected area. Melt Armor significantly weakens the Defense and Damage Resistance of the affected targets. You must be level 41 and have Ring of Fire or Char before selecting this power. Recharge: Long
Fire Ball
Fire Ball
Ranged (Targeted AoE), Moderate DMG(Fire/Smash)
Hurls an exploding Fireball that consumes a targeted foe, and all nearby enemies. Anyone in that explosion is burned and set ablaze. You must be level 44 and have two other Pyre Mastery Powers before selecting this power. Damage: Moderate, Recharge: Slow
Description:
I use this almost exclusively for the MLTF. But great for everything.
S/L/F/C/Nrg/Neg Defense capped.
S/L/Nrg resistance capped. F/C 86% Negative 55%
With end drain resistance, capped energy resistance, and 46% energy defense, with combat shield dayjob power, barrier, and melee total core embodiment you are around 65% defense to energy.
There is no travel power; HOWEVER! ninja run, +5 run speed in sprint and swift, with agility total radial revamp you can hit 73 mph!
Energize for a spot heal and regen boost
Powers
Level 1: Charged Armor
Level 1: Scorch
Level 2: Fire Sword
Level 4: Lightning Field
Level 6: Conductive Shield
Level 8: Static Shield
Level 10: Grounded
Level 12: Energize
Level 14: Taunt
Level 16: Hasten
Level 18: Lightning Reflexes
Level 20: Combustion
Level 22: Build Up
Level 24: Boxing
Level 26: Tough
Level 28: Fire Sword Circle
Level 30: Weave
Level 32: Maneuvers
Level 35: Char
Level 38: Incinerate
Level 41: Greater Fire Sword
Level 44: Fire Blast
Level 47: Fire Ball
Level 49: Combat Jumping
Enhancements
Level 1: Charged Armor
- Aegis: Resistance
Level 1: Scorch
- Kinetic Combat: Accuracy/Damage
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Level 2: Fire Sword
- Kinetic Combat: Accuracy/Damage
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Level 3: Charged Armor
- Aegis: Resistance/Endurance
Level 3: Charged Armor
- Aegis: Resistance/Endurance/Recharge
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Level 4: Lightning Field
- Cleaving Blow: Damage/Endurance
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Level 5: Fire Sword
- Kinetic Combat: Damage/Endurance
Level 5: Fire Sword
- Kinetic Combat: Damage/Recharge
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Level 6: Conductive Shield
- Aegis: Resistance
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Level 7: Fire Sword
- Kinetic Combat: Damage/Endurance/Recharge
Level 7: Lightning Field
- Cleaving Blow: Accuracy/Damage
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Level 8: Static Shield
- Aegis: Resistance
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Level 9: Lightning Field
- Cleaving Blow: Damage/Recharge
Level 9: Lightning Field
- Eradication: Accuracy/Damage/Recharge
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Level 10: Grounded
- Aegis: Resistance/Recharge
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Level 11: Lightning Field
- Eradication: Accuracy/Damage/Endurance/Recharge
Level 11: Conductive Shield
- Aegis: Resistance/Endurance
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Level 12: Energize
- Numina's Convalesence: +Regeneration/+Recovery
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Level 13: Conductive Shield
- Aegis: Resistance/Endurance/Recharge
Level 13: Static Shield
- Aegis: Resistance/Endurance
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Level 15: Static Shield
- Aegis: Resistance/Endurance/Recharge
Level 15: Grounded
- Aegis: Resistance/Endurance
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Level 16: Hasten
- Invention: Recharge Reduction
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Level 17: Grounded
- Aegis: Resistance
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Level 18: Lightning Reflexes
- Invention: Run Speed
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Level 19: Lightning Field
- Eradication: Chance for Energy Damage
Level 19: Energize
- Numina's Convalesence: Heal
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Level 20: Combustion
- Eradication: Accuracy/Damage/Endurance/Recharge
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Level 21: Combustion
- Eradication: Accuracy/Damage/Recharge
Level 21: Combustion
- Eradication: Accuracy/Recharge
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Level 22: Build Up
- Rectified Reticle: To Hit Buff
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Level 23: Combustion
- Cleaving Blow: Accuracy/Damage
Level 23: Combustion
- Cleaving Blow: Damage/Endurance
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Level 25: Scorch
- Kinetic Combat: Damage/Endurance/Recharge
Level 25: Combustion
- Cleaving Blow: Damage/Recharge
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Level 26: Tough
- Reactive Armor: Resistance/Endurance
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Level 27: Tough
- Reactive Armor: Resistance/Endurance/Recharge
Level 27: Tough
- Reactive Armor: Resistance
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Level 28: Fire Sword Circle
- Superior Avalanche: Accuracy/Damage
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Level 29: Fire Sword Circle
- Superior Avalanche: Damage/Endurance
Level 29: Fire Sword Circle
- Superior Avalanche: Accuracy/Damage/Endurance
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Level 30: Weave
- Luck of the Gambler: Defense/Increased Global Recharge Speed
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Level 31: Fire Sword Circle
- Superior Avalanche: Accuracy/Damage/Recharge
Level 31: Fire Sword Circle
- Superior Avalanche: Accuracy/Damage/Endurance/Recharge
Level 31: Weave
- Shield Wall: Defense/Endurance
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Level 32: Maneuvers
- Luck of the Gambler: Defense/Increased Global Recharge Speed
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Level 33: Build Up
- Rectified Reticle: To Hit Buff/Recharge
Level 33: Weave
- Shield Wall: Defense
Level 33: Maneuvers
- Reactive Defenses: Scaling Resist Damage
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Level 34: Energize
- Numina's Convalesence: Heal/Endurance
Level 34: Energize
- Numina's Convalesence: Endurance/Recharge
Level 34: Energize
- Numina's Convalesence: Heal/Recharge
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Level 35: Char
- Basilisk's Gaze: Accuracy/Hold
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Level 36: Energize
- Numina's Convalesence: Heal/Endurance/Recharge
Level 36: Hasten
- Invention: Recharge Reduction
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Level 37: Scorch
- Kinetic Combat: Damage/Endurance
Level 37: Conductive Shield
- Steadfast Protection: Resistance/+Def 3%
Level 37: Weave
- Shield Wall: +Res (Teleportation), +5% Res (All)
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Level 38: Incinerate
- Kinetic Combat: Accuracy/Damage
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Level 39: Incinerate
- Kinetic Combat: Damage/Endurance
Level 39: Incinerate
- Kinetic Combat: Damage/Recharge
Level 39: Incinerate
- Kinetic Combat: Damage/Endurance/Recharge
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Level 40: Tough
- Reactive Armor: Endurance
Level 40: Tough
- Gladiator's Armor: TP Protection +3% Def (All)
Level 40: Fire Sword Circle
- Superior Avalanche: Recharge/Chance for Knockdown
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Level 41: Greater Fire Sword
- Superior Blistering Cold: Accuracy/Damage
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Level 42: Greater Fire Sword
- Superior Blistering Cold: Damage/Endurance
Level 42: Greater Fire Sword
- Superior Blistering Cold: Accuracy/Damage/Endurance
Level 42: Greater Fire Sword
- Superior Blistering Cold: Accuracy/Damage/Recharge
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Level 43: Char
- Basilisk's Gaze: Recharge/Hold
Level 43: Greater Fire Sword
- Superior Blistering Cold: Damage/Endurance/Accuracy/RechargeTime
Level 43: Greater Fire Sword
- Superior Blistering Cold: Recharge/Chance for Hold
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Level 44: Fire Blast
- Superior Winter's Bite: Accuracy/Damage
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Level 45: Fire Blast
- Superior Winter's Bite: Damage/RechargeTime
Level 45: Fire Blast
- Superior Winter's Bite: Accuracy/Damage/Endurance
Level 45: Fire Blast
- Superior Winter's Bite: Accuracy/Damage/Recharge
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Level 46: Scorch
- Kinetic Combat: Damage/Recharge
Level 46: Maneuvers
- Luck of the Gambler: Defense
Level 46: Fire Blast
- Superior Winter's Bite: Damage/Endurance/Accuracy/RechargeTime
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Level 47: Fire Ball
- Overwhelming Force: Accuracy/Damage
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Level 48: Fire Ball
- Overwhelming Force: Endurance/Recharge
Level 48: Fire Ball
- Overwhelming Force: Accuracy/Damage/Endurance
Level 48: Fire Ball
- Overwhelming Force: Damage/Endurance/Recharge
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Level 49: Combat Jumping
- Luck of the Gambler: Defense/Increased Global Recharge Speed
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Level 50: Tough
- Unbreakable Guard: +Max HP
Level 50: Fire Ball
- Overwhelming Force: Accuracy/Damage/Endurance/Recharge
Level 50: Combat Jumping
- Luck of the Gambler: Defense
- 4 Aegis: Resistance
- 4 Aegis: Resistance/Endurance
- 3 Aegis: Resistance/Endurance/Recharge
- 1 Aegis: Resistance/Recharge
- 1 Basilisk's Gaze: Accuracy/Hold
- 1 Basilisk's Gaze: Recharge/Hold
- 2 Cleaving Blow: Accuracy/Damage
- 2 Cleaving Blow: Damage/Endurance
- 2 Cleaving Blow: Damage/Recharge
- 2 Eradication: Accuracy/Damage/Endurance/Recharge
- 2 Eradication: Accuracy/Damage/Recharge
- 1 Eradication: Accuracy/Recharge
- 1 Eradication: Chance for Energy Damage
- 1 Gladiator's Armor: TP Protection +3% Def (All)
- 2 Invention: Recharge Reduction
- 1 Invention: Run Speed
- 3 Kinetic Combat: Accuracy/Damage
- 3 Kinetic Combat: Damage/Endurance
- 3 Kinetic Combat: Damage/Endurance/Recharge
- 3 Kinetic Combat: Damage/Recharge
- 2 Luck of the Gambler: Defense
- 3 Luck of the Gambler: Defense/Increased Global Recharge Speed
- 1 Numina's Convalesence: +Regeneration/+Recovery
- 1 Numina's Convalesence: Endurance/Recharge
- 1 Numina's Convalesence: Heal
- 1 Numina's Convalesence: Heal/Endurance
- 1 Numina's Convalesence: Heal/Endurance/Recharge
- 1 Numina's Convalesence: Heal/Recharge
- 1 Overwhelming Force: Accuracy/Damage
- 1 Overwhelming Force: Accuracy/Damage/Endurance
- 1 Overwhelming Force: Accuracy/Damage/Endurance/Recharge
- 1 Overwhelming Force: Damage/Endurance/Recharge
- 1 Overwhelming Force: Endurance/Recharge
- 1 Reactive Armor: Endurance
- 1 Reactive Armor: Resistance
- 1 Reactive Armor: Resistance/Endurance
- 1 Reactive Armor: Resistance/Endurance/Recharge
- 1 Reactive Defenses: Scaling Resist Damage
- 1 Rectified Reticle: To Hit Buff
- 1 Rectified Reticle: To Hit Buff/Recharge
- 1 Shield Wall: +Res (Teleportation), +5% Res (All)
- 1 Shield Wall: Defense
- 1 Shield Wall: Defense/Endurance
- 1 Steadfast Protection: Resistance/+Def 3%
- 1 Superior Avalanche: Accuracy/Damage
- 1 Superior Avalanche: Accuracy/Damage/Endurance
- 1 Superior Avalanche: Accuracy/Damage/Endurance/Recharge
- 1 Superior Avalanche: Accuracy/Damage/Recharge
- 1 Superior Avalanche: Damage/Endurance
- 1 Superior Avalanche: Recharge/Chance for Knockdown
- 1 Superior 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 Blistering Cold: Recharge/Chance for Hold
- 1 Superior Winter's Bite: Accuracy/Damage
- 1 Superior Winter's Bite: Accuracy/Damage/Endurance
- 1 Superior Winter's Bite: Accuracy/Damage/Recharge
- 1 Superior Winter's Bite: Damage/Endurance/Accuracy/RechargeTime
- 1 Superior Winter's Bite: Damage/RechargeTime
- 1 Unbreakable Guard: +Max HP