Carnifax
By: Carnifax
Overview
Respec guide
Shopping list
Primary powerset
Illusion Control
Spectral Wounds

Spectral Wounds

Ranged, High DMG(Psionic), +Special

Spectral Wounds convinces the target that they have taken severe damage. The illusion is so convincing that the victim can fall from the Spectral Wounds. However, the damage is not real, and if the victim survives long enough, the illusion will fade and some of the wounds will heal. Damage: High(Illusionary), Recharge: Moderate
Blind

Blind

Ranged (Targeted AoE), Moderate DMG(Psionic), Foe Hold/Sleep

Painfully Blinds a single targeted foe so severely that they are rendered helpless. Blind is so bright that additional foes may also be blinded, though they will not take any damage, and attacking them will free them from the effects. Damage: Moderate, Recharge: Moderate
Deceive

Deceive

Ranged, Foe Confuse

You can Deceive an enemy into believing their friends are not who they appear to be. If successful, the enemy will ignore you and attack their own allies. If you Deceive someone before they have noticed you, your presence will continue to be masked. You will not receive any Experience Points for foes defeated by a Deceived enemy. Recharge: Moderate
Flash

Flash

PBAoE, Foe Hold

Generates a brilliant flash of light around you that blinds nearby foes. Flashed foes are rendered helpless and unable to defend themselves. Recharge: Very Long
Superior Invisibility

Superior Invisibility

Toggle: Self Stealth, +DEF(All)

You can bend light around yourself to become completely Invisible. While this power is active, you are all but impossible to detect, and have an extremely high Defense bonus to all attacks. Superior Invisibility is the only toggle invisibility power that allows you to attack while it is active, although you will lose some of your defense bonus if you do so. Superior Invisibility cannot be used with any other self affecting Concealment type power. Recharge: Slow
Group Invisibility

Group Invisibility

PBAoE, Team Stealth, +DEF(All)

Makes you and all teammates around you Invisible. While Invisible, you and your teammates are almost impossible to detect. Even if discovered, Group Invisibility grants a bonus to your Defense to all attacks, although you will lose some of your defense bonus if you attack. Group Invisibility has no movement penalty. Recharge: Slow
Phantom Army

Phantom Army

Summon Decoys: Ranged Minor DMG(Energy/Special)

You can fabricate 3 Phantom heroes around a targeted foe. These Phantoms are not real, and are indestructible. Their attacks are similar to Spectral Wounds. Though they deal damage, it is illusory and will heal if the victim survives long enough. Phantoms are short lived and cannot be buffed or healed. Recharge: Very Long
Spectral Terror

Spectral Terror

Summon Terror: Ranged Fear

You can create an illusion of unspeakable Terror. The manifestation is so horrible that it caused most foes to tremble helplessly in terror. The Spectral Terror may also Terrify individual foes, causing them to run away in panic. Recharge: Slow
Phantasm

Phantasm

Summon Phantasm: Ranged, Moderate DMG(Energy)

You can construct a powerful entity composed of pure light. Although made of light, the Phantasm is tangible and has powerful Energy attacks. The Phantasm can also fly and summon duplicates of itself. The duplicates are intangible, and cannot be harmed. The duplicates' attacks deal illusory damage similar to that dealt by Spectral Wounds. Only the original Phantasm can be healed and buffed. Type ''/release_pets'' in the chat window to release all your pets. Recharge: Very Long
Secondary powerset
Darkness Affinity
Twilight Grasp

Twilight Grasp

Ranged, Foe -To Hit, -DMG, -Regen, Team Heal

You channel Negative Energy from the Netherworld through yourself to a targeted foe. Twilight Grasp drains the power from that target and slowly transfers it to you and all nearby allies. The targeted foe's chance to hit, damage and regeneration rate are reduced, while you and your nearby allies are healed. Recharge: Moderate
Tar Patch

Tar Patch

Ranged (Location AoE), Target -Speed, -Res, -Fly

Drops a large patch of viscous Negative Energy which dramatically slows down enemies that run through it and reduces their damage resistance. Affected targets stuck in the Tar Patch cannot jump or fly. Recharge: Slow
Darkest Night

Darkest Night

Toggle: Ranged (Targeted AoE), Foe -DMG, -To Hit

While active, you channel Negative Energy onto a targeted foe. While Darkest Night is active the target, and all foes nearby, will have their chance to hit and Damage potential reduced as long as you keep the power active. Recharge: Moderate
Howling Twilight

Howling Twilight

Ranged (AoE), Minor DMG(Negative), Target Slow, -Recharge, -Regen, Disorient, Ally Rez

Activating this power channels the power of the Netherworld to weaken your foes, in an attempt to revive all nearby fallen allies. You must stand near your defeated allies to revive them, then select a foe. The selected foe and all nearby foes will be Slowed, Disoriented, have their Regeneration rate reduced and drained of some life. Revived allies will have full Hit Points and Endurance and will be protected from XP Debt for 90 seconds. Recharge: Very Long
Shadow Fall

Shadow Fall

Toggle: PBAoE, Team Stealth, +DEF(All), +Res(Energy, Negative, Psionics, Fear)

Envelops you and your nearby teammates in a shroud of darkness. Shadow Fall does not grant Invisibility, but it does make you harder to detect. Even if you are discovered, Shadow Fall grants a bonus to Defense bonus to all attacks and Resistance to Fear, while reducing Energy, Negative Energy, and Psionic Damage. You cannot use any other Concealment type power while using Shadow Fall. Recharge: Slow
Fade

Fade

PBAoE Ally, +Defense(All), +Res(Defense Debuffs, Lethal, Smash, Negative, Psionic)

You partially bring yourself and all nearby allies into the Netherworld vastly increasing their Defense to all attacks and resistance to lethal, smashing, negative energy and psionic damage for a very short period of time as well as dramatically increasing their resistance to Defense Debuffs. This power is best used to help counter a dangerous situation. Recharge: Very Slow
Soul Absorption

Soul Absorption

PBAoE Team +Regen, +Recovery, Foe -To Hit

You drain the essence of both nearby conscious and defeated foes to cause you and your allies to regenerate and recovery much more quickly. The more defeated foes affected, the more powerful the regeneration and recovery effect will be. Recharge: Very Slow.
Black Hole

Black Hole

Ranged (Targeted AoE), Foe Intangible

Opens up a Black Hole to the Netherworld that temporarily pulls in all foes within its grasp. The victims become phase shifted and are completely intangible. They are hard to see, and cannot affect or be affected by those in normal space. Recharge: Slow
Dark Servant

Dark Servant

Summon Dark Servant: Ranged Debuff Special

Summons a Dark Servant to your aid. The Dark Servant possesses an assortment of dark powers to weaken your foes. The summoned entity is not a willing servant, and it is only your power that binds it in this realm. The Dark Servant can be buffed and healed. Recharge: Very Long
Power Pool 1
Sorcery
Translocation

Translocation

Click, Self Teleport

Clicking on this power and then selecting a location will cause the caster to vanish and reappear at their target location. Recharge: Very Fast
Spirit Ward

Spirit Ward

Toggle: Ally, +Absorb over time

You encompass an ally in a mystical Spirit Ward, which causes them to gain a moderate amount of damage absorption instantly, in addition to a small amount of damage absorption every few seconds while the power is active. Recharge: Slow.
Arcane Bolt

Arcane Bolt

Ranged, Moderate DMG(Energy), Foe Knockdown

You channel arcane energies into a concentrated blast and release them upon your target dealing Moderate energy damage and possibly knocking them down. Recharge: Fast
Mystic Flight

Mystic Flight

Toggle: Self Fly, (Special)

Using powerful magic you are able to lift yourself from the ground and fly. While Mystic Flight is active you can use Translocation to teleport to a distant location. Mystic Flight also increases your maximum flying speed by 50% whilst it is active.
Enflame

Enflame

Toggle: Ranged Friend/Foe, Special

This ritual allows you to imbue an ally or curse a foe with a fiery spell. If Enflame is cast on an ally or a foe they will leave a fiery trail behind them that will damage foes. You can cancel this power at any time, or it will automatically end after 60 seconds. You must be at least level 14 and have two other Sorcery powers before selecting Enflame. Recharge: Moderate.
Rune of Protection

Rune of Protection

Self, +Res(All Dmg, Hold, Sleep, Immobilize, Knockdown, Disorient)

You cast a Rune of Projection upon yourself granting you protection from Hold, Sleep, Immobilize, Knockdown and Disorient effects as well as granting you a measure of damage resistance against all forms of damage for a short time. You must be at least level 20 and have two other Sorcery powers before selecting Rune of Protection. Notes: Rune of Protection is unaffected by Recharge Time changes.
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
Concealment
Stealth

Stealth

Toggle: Self Stealth, +DEF(All)

You can bend light around yourself to become Invisible. While this power is active, you are almost impossible to detect. If, however, you attack while using this power, you will be discovered and will lose your Stealth and some of your Defense bonus. Sending commands to pets, buffing or healing allies will also lower the defense and stealth granted by this power. This power will not work with other self affecting Concealment related powers such as Infiltration or Shadow Fall.
Grant Invisibility

Grant Invisibility

Ranged, Teammate Stealth, +DEF(All)

Grants a targeted teammate or leaguemate Invisibility. The Invisibility lasts about 2 minutes. While your ally is Invisible, he probably will not be detected unless he attacks a target. If he attacks, he is still hard to see and maintains some bonus to Defense to all attacks. This power works with other Concealment related powers.
Infiltration

Infiltration

Toggle: Self, +Jump, +Run Speed, Self Stealth, +DEF(All)

You blend into your environment and swiftly make your way while attempting to stay undetected. Infiltration grants you a considerable boost to both your jump height and run speed. Even if discovered, you are hard to see and have a bonus to Defense from all attacks. If, however, you attack while using this power, you will be discovered and will lose your Stealth and Defense bonus provided by this power. Infiltration will not work with any other form of Concealment power such as Shadow Fall or Steamy Mist.
Misdirection

Misdirection

PBAoE, Foe Placate, -Res(All)

You redirect the anger of enemies around you, placating them. This causes them to break off their attacks. The momentary lack of awareness this causes also leads to reduced resistance to damage for a short time. You must be at least level 14 and have trained any two other Concealment powers before you can train this power. Recharge: Very Long
Phase Shift

Phase Shift

Toggle: Self Intangible

You can Phase Shift to become out of sync with normal space. Although you do not become completely Invisible, you are translucent and hard to see. You are intangible, and cannot affect or be affected by those in normal space. Although this power is a toggle, you cannot remain Phase Shifted for more than 30 seconds, even if you still have Endurance. Cannot be used with Rest. You must be at least level 14 and have two other Concealment Powers before selecting Phase Shift.
Epic Power Pool
Mace Mastery
Poisonous Ray

Poisonous Ray

Ranged DoT(Poison), Foe -RES, -DEF

The Bane Mace can fire a nasty Poison Ray. This toxin is suspended in a polarized plasma field and delivered like an energy blast. Upon impact, the toxin directly attacks the immune system, reducing the affected targets Defense and Damage Resistance as it deals toxic damage. Damage: Moderate, Recharge: Slow
Scorpion Shield

Scorpion Shield

Toggle: Self, +Def(Smash,Lethal,Energy), +Res(Toxic)

Black Scorpion's technologies are impressive indeed. This energy shield grants you Defense to Lethal, Smashing and Energy attacks, as well as improves your damage resistance to Toxic damage. Recharge: Fast
Disruptor Blast

Disruptor Blast

Ranged (Targeted AoE), Moderate DMG(Smashing/Energy), Foe Knockback

Fires a tremendous charge of kinetic energy from your Bane Mace. This charge is so powerful it will explode on impact, blasting all nearby foes. Some affected foes may be knocked back by the force of the blast. You must be level 41 and have Poisonous Ray or Scorpion Shield before selecting this power. Damage: Moderate, Recharge: Long
Focused Accuracy

Focused Accuracy

Toggle: Self +To Hit, +ACC, +Perception, Res(DeBuff To Hit)

When this power is activated, the Villain focuses their senses to dramatically improve their 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. You must be level 41 and have Poisonous Ray or Scorpion Shield before selecting this power. Recharge: Slow
Summon Tarantula

Summon Tarantula

Summon Tarantula: Ranged Moderate DMG(Toxic)

Black Scorpion has granted you an Toxic Tarantula for you to command. Weaver One developed the Tarantula Exoskeleton Armor, which so radically transforms an Arachnos troop that hardly anything human is recognizable. Your access to this Tarantula is very limited. You can only summon it once every 15 minutes and it will leave after 4 minutes, or if you exit a zone or mission. You must be level 44 and have two other Mace Mastery Powers before selecting this power. Recharge: Extremely Long
Description:

Illusion/Dark/Scorp controller. 


For a full combat log, visit https://www.carnifax.org/?uuid=d3861b32-3826-4af8-983f-fb134412e859



Powers Level 1: Blind Level 1: Twilight Grasp Level 2: Tar Patch Level 4: Spectral Wounds Level 6: Darkest Night Level 8: Mystic Flight Level 10: Deceive Level 12: Howling Twilight Level 14: Group Invisibility Level 16: Shadow Fall Level 18: Phantom Army Level 20: Fade Level 22: Spirit Ward Level 24: Rune of Protection Level 26: Spectral Terror Level 28: Soul Absorption Level 30: Hasten Level 32: Phantasm Level 35: Scorpion Shield Level 38: Dark Servant Level 41: Poisonous Ray Level 44: Disruptor Blast Level 47: Flash Level 49: Maneuvers
Enhancements
Level 1: Blind - Superior Will of the Controller: Accuracy/Control Duration
Level 1: Twilight Grasp - Panacea: Heal/Endurance
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Level 2: Tar Patch - Invention: Recharge Reduction
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Level 3: Blind - Superior Will of the Controller: Control Duration/Recharge
Level 3: Blind - Superior Will of the Controller: Endurance/Recharge
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Level 4: Spectral Wounds - Apocalypse: Damage
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Level 5: Blind - Superior Will of the Controller: Accuracy/Control Duration/Endurance
Level 5: Blind - Superior Will of the Controller: Accuracy/Control Duration/Endurance/Recharge
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Level 6: Darkest Night - Dark Watcher's Despair: To Hit Debuff
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Level 7: Blind - Superior Will of the Controller: Recharge/Chance for Psionic Damage
Level 7: Twilight Grasp - Panacea: Endurance/Recharge
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Level 9: Twilight Grasp - Panacea: Heal/Recharge
Level 9: Twilight Grasp - Panacea: Heal/Endurance/Recharge
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Level 10: Deceive - Coercive Persuasion : Accuracy/Confused/Recharge
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Level 11: Twilight Grasp - Panacea: Heal
Level 11: Twilight Grasp - Invention: Accuracy
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Level 12: Howling Twilight - Invention: Recharge Reduction
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Level 13: Tar Patch - Invention: Recharge Reduction
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Level 14: Group Invisibility - Luck of the Gambler: Defense/Increased Global Recharge Speed
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Level 15: Spectral Wounds - Apocalypse: Damage/Recharge
Level 15: Spectral Wounds - Apocalypse: Accuracy/Damage/Recharge
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Level 16: Shadow Fall - Invention: Resist Damage
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Level 17: Spectral Wounds - Apocalypse: Accuracy/Recharge
Level 17: Spectral Wounds - Apocalypse: Damage/Endurance
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Level 18: Phantom Army - Expedient Reinforcement: Accuracy/Damage
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Level 19: Darkest Night - Dark Watcher's Despair: To Hit Debuff/Recharge
Level 19: Darkest Night - Dark Watcher's Despair: To Hit Debuff/Recharge/Endurance
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Level 20: Fade - Kismet: Defense/Recharge
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Level 21: Darkest Night - Dark Watcher's Despair: To Hit Debuff/Endurance
Level 21: Deceive - Coercive Persuasion : Confused/Endurance
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Level 22: Spirit Ward - Miracle: +Recovery
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Level 23: Deceive - Coercive Persuasion : Confused
Level 23: Deceive - Coercive Persuasion : Confused/Recharge
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Level 24: Rune of Protection - Steadfast Protection: Resistance/+Def 3%
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Level 25: Deceive - Coercive Persuasion : Accuracy/Recharge
Level 25: Deceive - Coercive Persuasion : Contagious Confusion
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Level 26: Spectral Terror - Dark Watcher's Despair: To Hit Debuff
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Level 27: Group Invisibility - Invention: Defense Buff
Level 27: Shadow Fall - Luck of the Gambler: Defense/Increased Global Recharge Speed
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Level 28: Soul Absorption - Efficacy Adaptor: EndMod/Recharge
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Level 29: Shadow Fall - Invention: Resist Damage
Level 29: Shadow Fall - Invention: Defense Buff
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Level 30: Hasten - Invention: Recharge Reduction
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Level 31: Phantom Army - Expedient Reinforcement: Accuracy/Recharge
Level 31: Phantom Army - Expedient Reinforcement: Accuracy/Damage/Recharge
Level 31: Phantom Army - Expedient Reinforcement: Endurance/Damage/Recharge
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Level 32: Phantasm - Overwhelming Force: Damage/Chance for Knockdown/Knockback to Knockdown
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Level 33: Phantom Army - Soulbound Allegiance: Damage/Recharge
Level 33: Phantom Army - Soulbound Allegiance: Chance for Build Up
Level 33: Fade - Luck of the Gambler: Defense/Increased Global Recharge Speed
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Level 34: Fade - Red Fortune: Defense/Recharge
Level 34: Fade - Reactive Defenses: Defense/RechargeTime
Level 34: Rune of Protection - Gladiator's Armor: TP Protection +3% Def (All)
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Level 35: Scorpion Shield - Luck of the Gambler: Defense
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Level 36: Shadow Fall - Kismet: Accuracy +6%
Level 36: Spectral Terror - Dark Watcher's Despair: To Hit Debuff/Recharge
Level 36: Spectral Terror - Dark Watcher's Despair: To Hit Debuff/Recharge/Endurance
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Level 37: Spectral Terror - Dark Watcher's Despair: To Hit Debuff/Endurance
Level 37: Soul Absorption - Performance Shifter: EndMod/Recharge
Level 37: Hasten - Invention: Recharge Reduction
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Level 38: Dark Servant - Dark Watcher's Despair: To Hit Debuff
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Level 39: Phantasm - Expedient Reinforcement: Accuracy/Recharge
Level 39: Phantasm - Expedient Reinforcement: Accuracy/Damage
Level 39: Phantasm - Expedient Reinforcement: Accuracy/Damage/Recharge
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Level 40: Phantasm - Expedient Reinforcement: Endurance/Damage/Recharge
Level 40: Phantasm - Explosive Strike: Chance for Smashing Damage
Level 40: Scorpion Shield - Luck of the Gambler: Defense/Increased Global Recharge Speed
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Level 41: Poisonous Ray - Achilles' Heel: Chance for Res Debuff
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Level 42: Scorpion Shield - Invention: Defense Buff
Level 42: Dark Servant - Cloud Senses: Chance for Negative Energy Damage
Level 42: Dark Servant - Cloud Senses: ToHit Debuff
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Level 43: Dark Servant - Cloud Senses: Accuracy/ToHitDebuff
Level 43: Dark Servant - Cloud Senses: Accuracy/Endurance/Recharge
Level 43: Poisonous Ray - Shield Breaker: Chance for Lethal Damage
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Level 44: Disruptor Blast - Bombardment: Chance for Fire Damage
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Level 45: Poisonous Ray - Touch of Lady Grey: Chance for Negative Damage
Level 45: Poisonous Ray - Apocalypse: Chance of Damage(Negative)
Level 45: Poisonous Ray - Gladiator's Javelin: Chance of Damage(Toxic)
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Level 46: Poisonous Ray - Nucleolus Exposure
Level 46: Disruptor Blast - Positron's Blast: Chance of Damage(Energy)
Level 46: Disruptor Blast - Force Feedback: Chance for +Recharge
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Level 47: Flash - Basilisk's Gaze: Accuracy/Hold
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Level 48: Disruptor Blast - Sudden Acceleration: Knockback to Knockdown
Level 48: Disruptor Blast - Explosive Strike: Chance for Smashing Damage
Level 48: Disruptor Blast - Nucleolus Exposure
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Level 49: Maneuvers - Luck of the Gambler: Defense/Increased Global Recharge Speed
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Level 50: Flash - Basilisk's Gaze: Accuracy/Recharge
Level 50: Flash - Basilisk's Gaze: Recharge/Hold
Level 50: Flash - Basilisk's Gaze: Endurance/Recharge/Hold
  • 1 Achilles' Heel: Chance for Res Debuff
  • 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 Basilisk's Gaze: Accuracy/Hold
  • 1 Basilisk's Gaze: Accuracy/Recharge
  • 1 Basilisk's Gaze: Endurance/Recharge/Hold
  • 1 Basilisk's Gaze: Recharge/Hold
  • 1 Bombardment: Chance for Fire Damage
  • 1 Cloud Senses: Accuracy/Endurance/Recharge
  • 1 Cloud Senses: Accuracy/ToHitDebuff
  • 1 Cloud Senses: Chance for Negative Energy Damage
  • 1 Cloud Senses: ToHit Debuff
  • 1 Coercive Persuasion : Accuracy/Confused/Recharge
  • 1 Coercive Persuasion : Accuracy/Recharge
  • 1 Coercive Persuasion : Confused
  • 1 Coercive Persuasion : Confused/Endurance
  • 1 Coercive Persuasion : Confused/Recharge
  • 1 Coercive Persuasion : Contagious Confusion
  • 3 Dark Watcher's Despair: To Hit Debuff
  • 2 Dark Watcher's Despair: To Hit Debuff/Endurance
  • 2 Dark Watcher's Despair: To Hit Debuff/Recharge
  • 2 Dark Watcher's Despair: To Hit Debuff/Recharge/Endurance
  • 1 Efficacy Adaptor: EndMod/Recharge
  • 2 Expedient Reinforcement: Accuracy/Damage
  • 2 Expedient Reinforcement: Accuracy/Damage/Recharge
  • 2 Expedient Reinforcement: Accuracy/Recharge
  • 2 Expedient Reinforcement: Endurance/Damage/Recharge
  • 2 Explosive Strike: Chance for Smashing Damage
  • 1 Force Feedback: Chance for +Recharge
  • 1 Gladiator's Armor: TP Protection +3% Def (All)
  • 1 Gladiator's Javelin: Chance of Damage(Toxic)
  • 1 Invention: Accuracy
  • 3 Invention: Defense Buff
  • 5 Invention: Recharge Reduction
  • 2 Invention: Resist Damage
  • 1 Kismet: Accuracy +6%
  • 1 Kismet: Defense/Recharge
  • 1 Luck of the Gambler: Defense
  • 5 Luck of the Gambler: Defense/Increased Global Recharge Speed
  • 1 Miracle: +Recovery
  • 2 Nucleolus Exposure
  • 1 Overwhelming Force: Damage/Chance for Knockdown/Knockback to Knockdown
  • 1 Panacea: Endurance/Recharge
  • 1 Panacea: Heal
  • 1 Panacea: Heal/Endurance
  • 1 Panacea: Heal/Endurance/Recharge
  • 1 Panacea: Heal/Recharge
  • 1 Performance Shifter: EndMod/Recharge
  • 1 Positron's Blast: Chance of Damage(Energy)
  • 1 Reactive Defenses: Defense/RechargeTime
  • 1 Red Fortune: Defense/Recharge
  • 1 Shield Breaker: Chance for Lethal Damage
  • 1 Soulbound Allegiance: Chance for Build Up
  • 1 Soulbound Allegiance: Damage/Recharge
  • 1 Steadfast Protection: Resistance/+Def 3%
  • 1 Sudden Acceleration: Knockback to Knockdown
  • 1 Superior Will of the Controller: Accuracy/Control Duration
  • 1 Superior Will of the Controller: Accuracy/Control Duration/Endurance
  • 1 Superior Will of the Controller: Accuracy/Control Duration/Endurance/Recharge
  • 1 Superior Will of the Controller: Control Duration/Recharge
  • 1 Superior Will of the Controller: Endurance/Recharge
  • 1 Superior Will of the Controller: Recharge/Chance for Psionic Damage
  • 1 Touch of Lady Grey: Chance for Negative Damage