Archery/Kin Corruptor
By: Jeff
By: Jeff
Overview
Respec guide
Shopping list
Primary powerset
Archery
Snap Shot
Snap Shot
Ranged, Minor DMG(Lethal)
A quick attack that fires an arrow at your foe after only minimal aiming. Fast, but little damage. Damage: Minor, Recharge: Very Fast
Aimed Shot
Aimed Shot
Ranged, Moderate DMG(Lethal)
Though it takes longer to execute, your Aimed Shot deals greater damage than Snap Shot. Damage: Moderate, Recharge: Moderate
Fistful of Arrows
Fistful of Arrows
Ranged (Cone), Moderate DMG(Lethal)
You fire a fistful of arrows at foes in a cone in front of you. Good at close range. Damage: Moderate, Recharge: Moderate
Blazing Arrow
Blazing Arrow
Ranged, High DMG(Lethal), Minor DoT(Fire)
You fire a Blazing Arrow at your foe, dealing some Lethal damage and causing them to catch on fire and burn. Damage: High, Recharge: Slow
Aim
Aim
Self +To Hit, +DMG
Greatly increases the chance to hit of your attacks for a few seconds. Slightly increases damage. Recharge: Long
Explosive Arrow
Explosive Arrow
Ranged (Targeted AoE), Moderate DMG(Lethal/Smash), Knockback
You fire a grenade-tipped arrow at long range. This explosion affects all within the blast radius, and can knock them back. Damage: Moderate, Recharge: Slow
Ranged Shot
Ranged Shot
Sniper, Extreme DMG(Lethal)
A long range shot that blasts your foes. Like most sniper attacks, this power has a bonus to Accuracy, but 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
Stunning Shot
Stunning Shot
Ranged Disorient, Minor DMG(Smashing)
You fire a blunt, weighted arrow at your target's chest. The Stunning Shot has a good chance of stunning your foe. Damage: Minor, Recharge: Slow
Rain of Arrows
Rain of Arrows
Ranged (Location AoE), Extreme DoT(Lethal)
You unleash a Rain of Arrows on a targeted location, damaging foes within a large area. Damage: Extreme (DoT), 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
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
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
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
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
Flame Mastery
Consume
Consume
PBAoE, Minor DMG(Fire), Self +End
You can drain body heat from all nearby foes in order to replenish your own Endurance. The more foes affected, the more Endurance is gained. Foes suffer minimal Fire damage. You must be level 47 and have two other Fire Mastery Powers before selecting this power. Damage: Minor, Recharge: Very Long
Char
Char
Ranged, Moderate DoT(Fire), Foe Hold
Incapacitates a distant foe by Charring him with smoldering soot and cinders. The target is left helpless, choking on the soot.
Fire Shield
Fire Shield
Toggle: Self +Res(Fire, Lethal, Smash, Cold)
While this power is active, you get a good resistance to Lethal, Smashing and Fire damage. Fire Shield also provides minimal resistance to Cold damage. You must be level 41 and have Consume or Char before selecting this power. Recharge: Very Fast
Rise of the Phoenix
Rise of the Phoenix
Self Rez, Special
If you are defeated, you can rise from the ashes. The fiery resurrection blasts nearby foes with an explosion and knocks them down. You will revive with about half of your Hit Points and Endurance. Rise of the Phoenix will actually leave you invulnerable for a brief time and protected from XP Debt for 20 seconds. You must be level 41 and have Consume or Char before selecting this power. Recharge: Very Long
Greater Fire Sword
Greater Fire Sword
Melee, Superior DMG(Fire/Lethal)
Your mastery of fire allows you to create an enhanced Sword of Fire that can set foes ablaze. Successful attacks from the Greater Fire Sword will ignite your target, dealing damage over time. You must be level 44 and have two other Flame Mastery Powers before selecting this power. Damage: Superior, Recharge: Slow
Description:
Archery/Kin Corruptor
Powers
Level 1: Aimed Shot
Level 1: Transfusion
Level 2: Siphon Power
Level 4: Super Speed
Level 6: Blazing Arrow
Level 8: Aim
Level 10: Siphon Speed
Level 12: Explosive Arrow
Level 14: Maneuvers
Level 16: Increase Density
Level 18: Ranged Shot
Level 20: Speed Boost
Level 22: Assault
Level 24: Combat Jumping
Level 26: Stunning Shot
Level 28: Boxing
Level 30: Tough
Level 32: Rain of Arrows
Level 35: Transference
Level 38: Fulcrum Shift
Level 41: Weave
Level 44: Consume
Level 47: Fire Shield
Level 49: Rise of the Phoenix
Enhancements
Level 1: Aimed Shot
- Superior Malice of the Corruptor: Accuracy/Damage
Level 1: Transfusion
- Preventive Medicine: Heal
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Level 2: Siphon Power
- Invention: Recharge Reduction
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Level 4: Super Speed
- Celerity: +Stealth
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Level 5: Aimed Shot
- Superior Malice of the Corruptor: Damage/Recharge
Level 5: Aimed Shot
- Superior Malice of the Corruptor: Accuracy/Damage/Recharge
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Level 6: Blazing Arrow
- Devastation: Accuracy/Damage
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Level 7: Aimed Shot
- Superior Malice of the Corruptor: Damage/Endurance/Recharge
Level 7: Aimed Shot
- Superior Malice of the Corruptor: Accuracy/Damage/Endurance/Recharge
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Level 8: Aim
- Gaussian's Synchronized Fire-Control: To Hit Buff
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Level 9: Aimed Shot
- Superior Malice of the Corruptor: Recharge/Chance for Negative Energy Damage
Level 9: Blazing Arrow
- Devastation: Damage/Endurance
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Level 11: Blazing Arrow
- Devastation: Damage/Recharge
Level 11: Blazing Arrow
- Devastation: Accuracy/Damage/Recharge
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Level 12: Explosive Arrow
- Sudden Acceleration: Knockback to Knockdown
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Level 13: Explosive Arrow
- Positron's Blast: Accuracy/Damage
Level 13: Explosive Arrow
- Positron's Blast: Damage/Endurance
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Level 14: Maneuvers
- Luck of the Gambler: Defense/Increased Global Recharge Speed
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Level 15: Explosive Arrow
- Positron's Blast: Damage/Recharge
Level 15: Explosive Arrow
- Positron's Blast: Accuracy/Damage/Endurance
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Level 16: Increase Density
- Impervium Armor: Resistance/Recharge
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Level 17: Increase Density
- Impervium Armor: Resistance
Level 17: Increase Density
- Aegis: Resistance/Endurance
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Level 18: Ranged Shot
- Devastation: Accuracy/Damage
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Level 19: Increase Density
- Aegis: Psionic/Status Resistance
Level 19: Increase Density
- Aegis: Resistance
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Level 20: Speed Boost
- Performance Shifter: EndMod
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Level 21: Speed Boost
- Performance Shifter: EndMod/Recharge
Level 21: Speed Boost
- Performance Shifter: EndMod/Accuracy/Recharge
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Level 22: Assault
- Invention: Endurance Reduction
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Level 23: Speed Boost
- Performance Shifter: Accuracy/Recharge
Level 23: Speed Boost
- Performance Shifter: EndMod/Accuracy
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Level 24: Combat Jumping
- Luck of the Gambler: Defense/Increased Global Recharge Speed
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Level 25: Increase Density
- Aegis: Resistance/Recharge
Level 25: Ranged Shot
- Devastation: Damage/Endurance
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Level 26: Stunning Shot
- Devastation: Accuracy/Damage
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Level 27: Ranged Shot
- Devastation: Damage/Recharge
Level 27: Ranged Shot
- Devastation: Accuracy/Damage/Recharge
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Level 29: Stunning Shot
- Devastation: Damage/Endurance
Level 29: Stunning Shot
- Devastation: Damage/Recharge
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Level 30: Tough
- Aegis: Resistance/Endurance
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Level 31: Explosive Arrow
- Positron's Blast: Chance of Damage(Energy)
Level 31: Stunning Shot
- Devastation: Accuracy/Damage/Recharge
Level 31: Tough
- Aegis: Resistance
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Level 32: Rain of Arrows
- Bombardment: Chance for Fire Damage
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Level 33: Tough
- Aegis: Resistance/Recharge
Level 33: Tough
- Aegis: Resistance/Endurance/Recharge
Level 33: Rain of Arrows
- Bombardment: Damage
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Level 34: Rain of Arrows
- Bombardment: Damage/Recharge
Level 34: Rain of Arrows
- Bombardment: Accuracy/Damage/Recharge
Level 34: Rain of Arrows
- Bombardment: Accuracy/Damage/Recharge/Endurance
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Level 35: Transference
- Performance Shifter: EndMod
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Level 36: Transference
- Performance Shifter: EndMod/Recharge
Level 36: Transference
- Performance Shifter: EndMod/Accuracy/Recharge
Level 36: Transference
- Performance Shifter: Accuracy/Recharge
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Level 37: Maneuvers
- Luck of the Gambler: Defense
Level 37: Maneuvers
- Luck of the Gambler: Defense/Endurance
Level 37: Transference
- Performance Shifter: EndMod/Accuracy
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Level 38: Fulcrum Shift
- Invention: Accuracy
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Level 39: Super Speed
- Celerity: RunSpeed
Level 39: Maneuvers
- Luck of the Gambler: Defense/Recharge
Level 39: Maneuvers
- Luck of the Gambler: Defense/Endurance/Recharge
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Level 40: Aim
- Gaussian's Synchronized Fire-Control: To Hit Buff/Recharge
Level 40: Aim
- Gaussian's Synchronized Fire-Control: To Hit Buff/Recharge/Endurance
Level 40: Aim
- Gaussian's Synchronized Fire-Control: Recharge/Endurance
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Level 41: Weave
- Luck of the Gambler: Defense/Increased Global Recharge Speed
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Level 42: Weave
- Luck of the Gambler: Defense/Endurance
Level 42: Weave
- Luck of the Gambler: Defense
Level 42: Weave
- Luck of the Gambler: Defense/Recharge
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Level 43: Aim
- Gaussian's Synchronized Fire-Control: To Hit Buff/Endurance
Level 43: Aim
- Gaussian's Synchronized Fire-Control: Chance for Build Up
Level 43: Weave
- Luck of the Gambler: Defense/Endurance/Recharge
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Level 44: Consume
- Obliteration: Accuracy/Damage/Endurance/Recharge
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Level 45: Combat Jumping
- Karma: Knockback Protection
Level 45: Consume
- Obliteration: Damage/Recharge
Level 45: Consume
- Obliteration: Accuracy/Damage/Recharge
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Level 46: Transfusion
- Preventive Medicine: Heal/RechargeTime
Level 46: Combat Jumping
- Kismet: Accuracy +6%
Level 46: Combat Jumping
- Shield Wall: +Res (Teleportation), +5% Res (All)
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Level 47: Fire Shield
- Steadfast Protection: Resistance/+Def 3%
Level 47: Fire Shield
- Impervious Skin: Status Resistance/Regeneration
Level 47: Fire Shield
- Gladiator's Armor: TP Protection +3% Def (All)
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Level 48: Transfusion
- Preventive Medicine: Heal/RechargeTime/Endurance
Level 48: Fulcrum Shift
- Invention: Recharge Reduction
Level 48: Fire Shield
- Gladiator's Armor: End/Resist
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Level 49: Rise of the Phoenix
- Preventive Medicine: Heal
Level 49: Rise of the Phoenix
- Preventive Medicine: Heal/RechargeTime
- 1 Aegis: Psionic/Status Resistance
- 2 Aegis: Resistance
- 2 Aegis: Resistance/Endurance
- 1 Aegis: Resistance/Endurance/Recharge
- 2 Aegis: Resistance/Recharge
- 1 Bombardment: Accuracy/Damage/Recharge
- 1 Bombardment: Accuracy/Damage/Recharge/Endurance
- 1 Bombardment: Chance for Fire Damage
- 1 Bombardment: Damage
- 1 Bombardment: Damage/Recharge
- 1 Celerity: +Stealth
- 1 Celerity: RunSpeed
- 3 Devastation: Accuracy/Damage
- 3 Devastation: Accuracy/Damage/Recharge
- 3 Devastation: Damage/Endurance
- 3 Devastation: Damage/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: End/Resist
- 1 Gladiator's Armor: TP Protection +3% Def (All)
- 1 Impervious Skin: Status Resistance/Regeneration
- 1 Impervium Armor: Resistance
- 1 Impervium Armor: Resistance/Recharge
- 1 Invention: Accuracy
- 1 Invention: Endurance Reduction
- 2 Invention: Recharge Reduction
- 1 Karma: Knockback Protection
- 1 Kismet: Accuracy +6%
- 2 Luck of the Gambler: Defense
- 2 Luck of the Gambler: Defense/Endurance
- 2 Luck of the Gambler: Defense/Endurance/Recharge
- 3 Luck of the Gambler: Defense/Increased Global Recharge Speed
- 2 Luck of the Gambler: Defense/Recharge
- 1 Obliteration: Accuracy/Damage/Endurance/Recharge
- 1 Obliteration: Accuracy/Damage/Recharge
- 1 Obliteration: Damage/Recharge
- 2 Performance Shifter: Accuracy/Recharge
- 2 Performance Shifter: EndMod
- 2 Performance Shifter: EndMod/Accuracy
- 2 Performance Shifter: EndMod/Accuracy/Recharge
- 2 Performance Shifter: EndMod/Recharge
- 1 Positron's Blast: Accuracy/Damage
- 1 Positron's Blast: Accuracy/Damage/Endurance
- 1 Positron's Blast: Chance of Damage(Energy)
- 1 Positron's Blast: Damage/Endurance
- 1 Positron's Blast: Damage/Recharge
- 2 Preventive Medicine: Heal
- 2 Preventive Medicine: Heal/RechargeTime
- 1 Preventive Medicine: Heal/RechargeTime/Endurance
- 1 Shield Wall: +Res (Teleportation), +5% Res (All)
- 1 Steadfast Protection: Resistance/+Def 3%
- 1 Sudden Acceleration: Knockback to 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