Champions Online

Champions Online

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Champions Online: Basic Builds for Freeform
By Shapes
A guide containing multiple basic DPS and Healer builds for each powerframe
   
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Table of Contents
Hey Champs! This guide is dedicated to housing a collection of basic builds, covering DPS and Healer builds (except Earth), so here you'll find;
  • Electric
  • Fire
  • Force
  • Wind
  • Ice
  • Archery
  • Munitions
  • Power Armor
  • Gadgets
  • Laser Sword
  • Dual Blades
  • Fighting Claws
  • Single Blade
  • Unarmed Martial Arts
  • Telekinesis
  • Telepathy
  • Heavy Weapons
  • Might
  • Celestial (Healer Only)
  • Darkness
  • Sorcery
  • Bestial
  • Infernal

Check the side bar to quickly jump to any particular build!
Electric DPS (Lightning Arc)
Lightning Arc Build
Super Stats
○ Level 6: Ego
○ Level 10: Endurance
○ Level 15: Dexterity

Talents
○ The Inferno (+10 Dex/Rec/End, +8 Ego)
○ +8 Ego
○ +8 Endurance
○ +5/5 Ego/End
○ +5/5 Dex/End
○ +8 Dex
○ +5/5 Dex/Ego

Powers
○ Energy Builder: Electric Bolt
○ Power 1: Chain Lightning (Superconductor)
○ Power 2: Ionic Reverberation
○ Power 3: Radiation Suit (Rank 2, Rank 3)
○ Power 4: Thunderstrike (Strike Down, Recharge)
○ Power 5: Concentration
○ Power 6: Ball Lightning (Rank 2, Triplicity, Supercharged)
○ Power 7: Lightning Arc (Rank 2, Rank 3)
○ Power 8: Gigabolt (Rank 2, Rank 3, Accelerated Metabolism)
○ Power 9: Resurgence (Unchained)
○ Power 10: Blinding Light
○ Power 11: Electric Shield (Rank 2, Rank 3)
○ Power 12: Storm Strike (Rank 2, Rank 3)
○ Power 13: Thundering Return

Specializations
Ego

○ Force of Will (2/2)
○ Insight (3/3)
○ Follow Through (3/3)
○ Exploit Opening (2/2)
Guardian
○ Fortified Gear (3/3)
○ Ruthless (2/2)
○ Find the Mark (2/3)
○ The Best Defense (3/3)
Vindicator
○ Aggressive Stance (2/2)
○ Merciless (3/3)
○ The Rush of Battle (2/3)
○ Focused Strikes (3/3)
Ego Mastery

Travel Powers
Plenty of electric ones to choose from, take your pick, just make sure to rank it up to 3.

Gear
Starting:

○ Critical Severity Offense with Ego Mods and a Gambler's Lucky Gem
○ Maximum Health Defense with Ego Mods and a Growth Amulet
○ Cost Discount Utility with Ego Mods and a Gambler's Lucky Gem
○ +20 End/+47 Crit Secondary Offense, +20 Dex/End Secondary Defense and Utility
Ending:
○ Distinguished (Offense) or Justice (Precision) Gloves with Ego Mods, Gambler's Lucky Gem, and Soviet Guard's Resolution
○ Distinguished (Freedom) or Justice (Fitness) Armor with Ego Mods and Growth Amulets
○ Distinguished (Efficiency) or Justice (Efficiency) Helm with Ego Mods, Right Eye of the Sapphire Dragon, and Veteran's Core of Might (Gambler's Lucky Gem if not applicable)
○ Onslaught Gloves of the Sniper with Ego/Dex Mod
○ Onslaught Tights of Fitness with Ego/Dex Mod
○ Onslaught Helm of Efficiency with Ego/Dex Mod

Gameplan
For Single Target, summon your Ball Lightning then use Chain Lightning once Negative Ions have been applied to debuff your enemy, after which you fully maintain Lightning Arc twice then Ball Lightning until your foe is defeated. In multi-target scenarios, summon your Ball Lightning then repeatedly tap Gigabolt. Make sure to move as you tap the power if your enemies are also moving, as Gigabolt deals damage in a straight line so you want to make sure your bolt is lined up with as many enemies as possible. If there is a lot of enemies concentrated in one area, you can also move to the center and use Storm Strike to deal high damage and knock down up to 10 targets. If you find yourself under pressure, tap Thunderstrike to knock down your target while applying Restoration to yourself, or use your Resurgence for a burst self-heal and regeneration for the next 15 seconds. It can also be used to escape a Hold, which is ideal if the attack following that Hold would otherwise put you out of commission. Blinding Light will also wipe your threat from your target and make them attack someone else (assuming there is someone else to attack.)

Other notes
If you aren't comfortable with the survivability of the build, you may swap off Dexterity for Constitution for additional Health. Storm Strike can be obtained via Rave Lockbox, Collectors Store for a Power Unlock Voucher, or through player trade.

Electric DPS (Sundering Breath)
It must also be noted that Sundering Breath must be unlocked before being able to use in Freeform builds. The power can be unlocked by deploying the Commander Zillargon Sidekick, obtained through the Kaiju Lockbox or player trade. If the power is not unlocked instantly, talk to The Fixer NPC at the back of the Recognition Building and look under the [Perks: Powers] tab.

Sundering Breath Build
Super Stats
○ Level 6: Ego
○ Level 10: Endurance
○ Level 15: Dexterity

Talents
○ The Inferno (+10 Dex/Rec/End, +8 Ego)
○ +8 Ego
○ +8 Endurance
○ +5/5 Ego/End
○ +5/5 Dex/End
○ +8 Dex
○ +5/5 Dex/Ego

Powers
○ Energy Builder: Electric Bolt
○ Power 1: Chain Lightning (Superconductor)
○ Power 2: Ionic Reverberation
○ Power 3: Radiation Suit (Rank 2, Rank 3)
○ Power 4: Ball Lightning (Rank 2, Triplicity, Supercharged)
○ Power 5: Storm Cloud (Rank 2, Rank 3)
○ Power 6: Sundering Breath (Rank 2, Rank 3)
○ Power 7: Concentration
○ Power 8: Gigabolt (Rank 2, Rank 3)
○ Power 9: Thunderstrike (Strike Down, Recharge)
○ Power 10: Resurgence (Unchained)
○ Power 11: Electric Shield (Rank 2, Rank 3)
○ Power 12: Blinding Light
○ Power 13: Thundering Return

Specializations
Ego

○ Force of Will (2/2)
○ Insight (3/3)
○ Follow Through (3/3)
○ Exploit Opening (2/2)
Avenger
○ Ruthless (2/2)
○ Round 'em Up (3/3)
○ Surprise Attack (2/2)
○ Relentless Assault (3/3)
Guardian
○ Fortified Gear (3/3)
○ Ruthless (2/2)
○ Find the Mark (2/3)
○ The Best Defense (3/3)
Ego Mastery

Travel Powers
Plenty of electric ones to choose from, take your pick, just make sure to rank it up to 3.

Gear
Starting:

○ Critical Severity Offense with Ego Mods and a Gambler's Lucky Gem
○ Maximum Health Defense with Ego Mods and a Growth Amulet
○ Cost Discount Utility with Ego Mods and a Gambler's Lucky Gem
○ +20 End/+47 Crit Secondary Offense, +20 Dex/End Secondary Defense and Utility
Ending:
○ Distinguished (Offense) or Justice (Precision) Gloves with Ego Mods, Gambler's Lucky Gem, and Soviet Guard's Resolution
○ Distinguished (Freedom) or Justice (Fitness) Armor with Ego Mods and Growth Amulets
○ Distinguished (Efficiency) or Justice (Efficiency) Helm with Ego Mods, Right Eye of the Sapphire Dragon, and Veteran's Core of Might (Gambler's Lucky Gem if not applicable)
○ Onslaught Gloves of the Sniper with Ego/Dex Mod
○ Onslaught Tights of Fitness with Ego/Dex Mod
○ Onslaught Helm of Efficiency with Ego/Dex Mod

Gameplan
For Single Target, summon your Ball Lightning and cast Storm Cloud, then use Chain Lightning once Negative Ions is on your target to debuff them. Once debuffed, fully maintain Sundering Breath twice before re-summoning Ball Lightning and Storm Cloud, repeating those until your foe is defeated. For multi-target scenarios, use Ball Lightning and Storm Cloud on the target closest to other targets, then repeatedly tap Gigabolt on that target, moving around as the target does as your AoE is a straight line, so the more lined up you are to other targets, the more targets you'll hit. If you find yourself under pressure, tap Thunderstrike to knock down your target while applying Restoration to yourself, or use your Resurgence for a burst self-heal and regeneration for the next 15 seconds. It can also be used to escape a Hold, which is ideal if the attack following that Hold would otherwise put you out of commission. Blinding Light will also wipe your threat from your target and make them attack someone else (assuming there is someone else to attack.)

Other notes
If you aren't comfortable with the survivability of the build, you may swap off Dexterity for Constitution for additional Health. It is also possible that Endurance can be replaced with Constitution, as this build generates a lot of energy. If you would like an Ultimate with this build, you can obtain an Ultimate Thunderstrike device from the Kaiju Lockbox or through player trade. It will be enhanced by the two advantages taken on Thunderstrike. The last advantage point can be spent on anything you'd like, such as a rank on your secondary travel power or Accelerated Metabolism on Sundering Breath.

Fire DPS (Incinerate)
Incinerate Build
Super Stats
○ Level 6: Ego
○ Level 10: Endurance
○ Level 15: Dexterity

Talents
○ The Inferno (+10 Dex/Rec/End, +8 Ego)
○ +8 Ego
○ +8 Endurance
○ +5/5 Ego/End
○ +5/5 Dex/End
○ +8 Dex
○ +5/5 Dex/Ego

Powers
○ Energy Builder: Throw Fire
○ Power 1: Fiery Form (Rank 2, Rank 3)
○ Power 2: Fire Breath (Rank 2, Rank 3, Accelerated Metabolism)
○ Power 3: Concentration
○ Power 4: Thermal Reverberation
○ Power 5: Flame Prison (Engulfing Flames, Work Up)
○ Power 6: Incinerate (Rank 2, Rank 3, Burninator)
○ Power 7: Flashfire (Rank 2, Rank 3)
○ Power 8: Fire Snake (Trail Blazer)
○ Power 9: Fire Shield (Rank 2, Rank 3)
○ Power 10: Resurgence (Unchained)
○ Power 11: Blinding Light
○ Power 12: Fiery Embrace
○ Power 13: Rise From the Ashes (Rank 2, Spreading Flames)

Specializations
Ego

○ Force of Will (2/2)
○ Insight (3/3)
○ Follow Through (3/3)
○ Exploit Opening (2/2)
Guardian
○ Fortified Gear (3/3)
○ Ruthless (2/2)
○ Find the Mark (2/3)
○ The Best Defense (3/3)
Vindicator
○ Aggressive Stance (2/2)
○ Merciless (3/3)
○ The Rush of Battle (2/3)
○ Focused Strikes (3/3)
Ego Mastery

Travel Powers
Plenty of fiery ones to choose from, take your pick, just make sure to rank it up to 3.

Gear
Starting:

○ Critical Severity Offense with Ego Mods and a Gambler's Lucky Gem
○ Maximum Health Defense with Ego Mods and a Growth Amulet
○ Cost Discount Utility with Ego Mods and a Gambler's Lucky Gem
○ +20 End/+47 Crit Secondary Offense, +20 Dex/End Secondary Defense and Utility
Ending:
○ Distinguished (Offense) or Justice (Precision) Gloves with Ego Mods, Gambler's Lucky Gem, and Soviet Guard's Resolution
○ Distinguished (Freedom) or Justice (Fitness) Armor with Ego Mods and Growth Amulets
○ Distinguished (Efficiency) or Justice (Efficiency) Helm with Ego Mods, Qwyjibo's Fury, and Veteran's Core of Might (Gambler's Lucky Gem if not applicable)
○ Onslaught Gloves of the Sniper with Ego/Dex Mod
○ Onslaught Tights of Fitness with Ego/Dex Mod
○ Onslaught Helm of Efficiency with Ego/Dex Mod

Gameplan
For Single Target, use Flashfire and Fire Snake to get your energy unlock and debuff going on your target, then maintain Incinerate on your target while using Flashfire and Fire Snake as they come off cooldown. In multi-target scenarios, summon your Fire Snake to apply Engulfing Flames to multiple targets before using Fire Breath to burn them down. Use Flame Prison if you're taking pressure for both the Restoration and Incapacitation it applies to your foes, or use your Resurgence for a burst self-heal and regeneration for the next 15 seconds. It can also be used to escape a Hold, which is ideal if the attack following that Hold would otherwise put you out of commission. You can also revive defeated allies near you with Rise from the Ashes if you aren't taking damage, and use Blinding Light to wipe your threat from a target so they'll attack someone else.

Other notes
If you aren't comfortable with the survivability of the build, you may swap off Dexterity for Constitution for additional Health.

Fire DPS (Fireball)
Fireball Build
Super Stats
○ Level 6: Ego
○ Level 10: Endurance
○ Level 15: Dexterity

Talents
○ The Inferno (+10 Dex/Rec/End, +8 Ego)
○ +8 Ego
○ +8 Endurance
○ +5/5 Ego/End
○ +5/5 Dex/End
○ +8 Dex
○ +5/5 Dex/Ego

Powers
○ Energy Builder: Throw Fire
○ Power 1: Fireball (Rank 2, Rank 3)
○ Power 2: Fiery Form (Rank 2, Rank 3)
○ Power 3: Concentration
○ Power 4: Thermal Reverberation
○ Power 5: Fire Strike (Wild Fire, Kindling)
○ Power 6: Flashfire (Rank 2, Rank 3)
○ Power 7: Fire Snake (Trail Blazer)
○ Power 8: Resurgence (Unchained)
○ Power 9: Flame Prison (Engulfing Flames, Work Up)
○ Power 10: Fire Shield (Rank 2, Rank 3)
○ Power 11: Rise From the Ashes (Rank 2, Spreading Flames)
○ Power 12: Blinding Light
○ Power 13: Immolation (Rank 2)

Specializations
Ego

○ Force of Will (2/2)
○ Insight (3/3)
○ Follow Through (3/3)
○ Exploit Opening (2/2)
Avenger
○ Ruthless (2/2)
○ Round 'em Up (3/3)
○ Surprise Attack (2/2)
○ Preemptive Strike (3/3)
Guardian
○ Fortified Gear (3/3)
○ Ruthless (2/2)
○ Find the Mark (3/3)
○ The Best Defense (2/3)
Ego Mastery

Travel Powers
Plenty of fiery ones to choose from, take your pick, just make sure to rank it up to 3.

Gear
Starting:

○ Critical Severity Offense with Ego Mods and a Gambler's Lucky Gem
○ Maximum Health Defense with Ego Mods and a Growth Amulet
○ Cost Discount Utility with Ego Mods and a Gambler's Lucky Gem
○ +20 End/+47 Crit Secondary Offense, +20 Dex/End Secondary Defense and Utility
Ending:
○ Distinguished (Offense) or Justice (Precision) Gloves with Ego Mods, Gambler's Lucky Gem, and Soviet Guard's Resolution
○ Distinguished (Freedom) or Justice (Fitness) Armor with Ego Mods and Growth Amulets
○ Distinguished (Efficiency) or Justice (Efficiency) Helm with Ego Mods, Qwyjibo's Fury, and Veteran's Core of Might (Gambler's Lucky Gem if not applicable)
○ Onslaught Gloves of the Sniper with Ego/Dex Mod
○ Onslaught Tights of Fitness with Ego/Dex Mod
○ Onslaught Helm of Efficiency with Ego/Dex Mod

Gameplan
For Single Target, use Flashfire and Fire Snake to get your energy unlock and debuff going on your target, then tap Fire Strike for the Preemptive Strike buff before fully charging a Fireball, repeating the Fire Strike into Fireball and using Flashfire and Fire Snake as they come off cooldown. Do not interrupt your Fireball charge to use the powers coming off cooldown, use them once you have finished charging. For multi-target scenarios, do most of what you do for single target but aiming it towards the target closest to other targets, or use Flame Prison to trap enemies close together before using a Fireball. In both scenarios, use Immolate when it's off cooldown or save it when you need a burst of damage increase. Flame Prison can also be used for the Restoration if you are taking lots of damage, or Resurgence for a burst self-heal and regeneration for the next 15 seconds. It can also be used to escape a Hold, which is ideal if the attack following that Hold would otherwise put you out of commission. You can also revive defeated allies near you with Rise from the Ashes if you aren't taking damage, and use Blinding Light to wipe your threat from a target so they'll attack someone else.

Other notes
If you aren't comfortable with the survivability of the build, you may swap off Dexterity for Constitution for additional Health.

Fire Healer (Hearth)
While this build has been arranged in a way it can be leveled with, bear in mind that Support innately has reduced damage so the experience may not be smooth without a team.

Hearth Build
Super Stats
○ Level 6: Presence
○ Level 10: Recovery
○ Level 15: Constitution

Talents
○ The Witch (+10 Pre/Rec/Con, +8 Int)
○ +8 Recovery
○ +8 Constitution
○ +5/5 Rec/Con
○ +5/5 Rec/Pre
○ +8 Presence
○ +5/5 Pre/Con

Powers
○ Energy Builder: Throw Fire
○ Power 1: Fire Strike
○ Power 2: Fire Ball (Rank 2, Illuminate)
○ Power 3: Hearth (Rank 2, Rank 3)
○ Power 4: Warmth (Rank 2, Rank 3)
○ Power 5: Smoldering or Compassion
○ Power 6: Nova Flare (Rank 2, Rank 3)
○ Power 7: Thermal Reverberation
○ Power 8: Absorb Heat (Rank 2, Rank 3)
○ Power 9: Flame Prison (Work Up)
○ Power 10: Resurgence (Unchained)
○ Power 11: Rise From the Ashes (Rank 2, Spreading Flames)
○ Power 12: Fire Shield (Rank 2, Rank 3)
○ Power 13: Fiery Embrace

Specializations
Presence
○ Repurpose (3/3)
○ Selfless Ally (2/2)
○ Moment of Glory (3/3)
○ Force of Will (2/2)
Sentinel
○ Caregiver (3/3)
○ Sentinel Aura (3/3)
○ Moment of Need (3/3)
○ Genesis (1/2)
Overseer
○ Administer (3/3)
○ Ruthless (3/3)
○ Impact (2/2)
○ Conservation (2/2)
Overseer Mastery

Travel Powers
Plenty of fiery ones to choose from, take your pick, just make sure to rank it up to 3.

Gear
Starting:
○ Bonus Healing Offense with Recovery Mods and a Gambler's Lucky Gem or Sentinel's Brooch
○ Defense Rating Defense with Recovery Mods and a Growth Amulet
○ Even Split Discount/Cooldown Utility with Recovery Mods and a Vital Spirit or Gambler's Lucky Gem
○ +20 Con/+14% Bonus Healing Secondary Offense, +20 Con/Rec Secondary Defense and Utility
Ending:
○ Virtuous (Healing) or Justice (Healing) Gloves with Recovery Mods, Gambler's Lucky Gem, and Sentinel's Brooch
○ Virtuous (Fitness) or Justice (Fitness) Armor with Recovery Mods, Impact Prism, and Growth Amulet
○ Virtuous (Efficiency) or Justice (Efficiency) Helm with Recovery Mods, Vital Spirit, and Veteran's Core of Might (Gambler's Lucky Gem if not applicable)
○ Cosmic Presence with a Healing Core
○ Cosmic Talon of Rage with a Tough Skin or Armoring Core
○ Cosmic Vision of Rage with a Cooldown Core

Gameplan
For solo content, utilize Fireball and Flame Prison to take down enemies, using Warmth to heal yourself when need be. For group content, use Fireball regularly at least half-charged to apply Illuminated to your enemies, which will heal anyone that hits those targets for the next 20 seconds, use Warmth to focus healing on a single target and Flare Nova as it comes off cooldown, or use Absorb Heat close to targets you've afflicted with Clinging Flames for a burst of healing and a heal-over-time. If you opted for Smoldering, make sure you're reapplying Clinging Flames to targets regularly, which can be done with a tap of Fire Strike when you have high Fiery Escalation stacks, a buff obtained by healing with Flare Nova or attacking with Fire Strike. You can also use Flame Prison to Hold targets close to one another and activate Restoration on yourself. If you find yourself under high pressure or need to get out of a Hold fast, using Resurgence will heal you instantly and free you from most anything. Revive allies with Rise from the Ashes whenever there's an opportunity you don't need to heal as much.

Other notes
Your extra advantage points can be spent however you'd like. The choice between Compassion and Smoldering boils down to convenience and if you'd like to follow the gimmick of having to apply fire.
Fire Healer (Aura)
While this build has been arranged in a way it can be leveled with, bear in mind that Support innately has reduced damage so the experience may not be smooth without a team.

Fire Aura Build
Super Stats
○ Level 6: Recovery
○ Level 10: Presence
○ Level 15: Constitution

Talents
○ The Witch (+10 Pre/Rec/Con, +8 Int)
○ +8 Recovery
○ +8 Constitution
○ +5/5 Rec/Con
○ +5/5 Rec/Pre
○ +8 Presence
○ +5/5 Pre/Con

Powers
○ Energy Builder: Throw Fire
○ Power 1: Fire Strike
○ Power 2: Fire Ball (Rank 2, Illuminate)
○ Power 3: Aura of Arcane Clarity (Rank 2, Rank 3)
○ Power 4: Warmth (Rank 2, Rank 3)
○ Power 5: Compassion
○ Power 6: Nova Flare (Rank 2, Rank 3)
○ Power 7: Thermal Reverberation
○ Power 8: Absorb Heat (Rank 2, Rank 3)
○ Power 9: Flame Prison (Work Up)
○ Power 10: Resurgence (Unchained)
○ Power 11: Rise From the Ashes (Rank 2, Spreading Flames)
○ Power 12: Fire Shield (Rank 2, Rank 3)
○ Power 13: Fiery Embrace

Specializations
Recovery
○ Gear Utilization (3/3)
○ Staying Power (2/2)
○ Super Charged (3/3)
○ Second Wind (2/2)
Sentinel
○ Caregiver (3/3)
○ Sentinel Aura (3/3)
○ Moment of Need (3/3)
○ Genesis (1/2)
Overseer
○ Administer (3/3)
○ Ruthless (3/3)
○ Impact (2/2)
○ Conservation (2/2)
Overseer Mastery

Travel Powers
Plenty of fiery ones to choose from, take your pick, just make sure to rank it up to 3.

Gear
Starting:
○ Bonus Healing Offense with Presence Mods and a Gambler's Lucky Gem or Sentinel's Brooch
○ Defense Rating Defense with Presence Mods and a Growth Amulet
○ Even Split Discount/Cooldown Utility with Presence Mods and a Vital Spirit or Gambler's Lucky Gem
○ +20 Con/+14% Bonus Healing Secondary Offense, +20 Con/Pre Secondary Defense and Utility
Ending:
○ Virtuous (Healing) or Justice (Healing) Gloves with Presence Mods, Gambler's Lucky Gem, and Sentinel's Brooch
○ Virtuous (Fitness) or Justice (Fitness) Armor with Presence Mods, Impact Prism, and Growth Amulet
○ Virtuous (Efficiency) or Justice (Efficiency) Helm with Presence Mods, Vital Spirit, and Veteran's Core of Might (Gambler's Lucky Gem if not applicable)
○ Cosmic Presence with a Healing Core
○ Cosmic Talon of Rage with a Tough Skin or Armoring Core
○ Cosmic Vision of Rage with a Cooldown Core

Gameplan
For solo content, utilize Fireball and Flame Prison to take down enemies, using Warmth to heal yourself when need be. For group content, use Fireball regularly at least half-charged to apply Illuminated to your enemies, which will heal anyone that hits those targets for the next 20 seconds, use Warmth to focus healing on a single target and Flare Nova as it comes off cooldown, or use Absorb Heat close to targets you've afflicted with Clinging Flames for a burst of healing and a heal-over-time. You can also use Flame Prison to Hold targets close to one another and activate Restoration on yourself. If you find yourself under high pressure or need to get out of a Hold fast, using Resurgence will heal you instantly and free you from most anything. Revive allies with Rise from the Ashes whenever there's an opportunity you don't need to heal as much.

Other notes
Your extra advantage points can be spent however you'd like. You can choose whichever aura you'd like, but the idea is to have very low cooldown, so if you take another, I would suggest using Presence Primary (and changing your Cosmic Talon and Vision to Wrath subsequently.) With Recovery Primary, you won't have the greatest Defense, so keep an eye on your HP, and possibly use a Constitution mod where you would Presence to bolster yourself if you feel you're defeated too often.
Force DPS
Force Cascade Build
Super Stats
○ Level 6: Ego
○ Level 10: Endurance
○ Level 15: Dexterity

Talents
○ The Inferno (+10 Dex/Rec/End, +8 Ego)
○ +8 Ego
○ +8 Endurance
○ +5/5 Ego/End
○ +5/5 Dex/End
○ +8 Dex
○ +5/5 Dex/Ego

Powers
○ Energy Builder: Force Bolts
○ Power 1: Force Blast (Demolishing Blast, Shield Generator)
○ Power 2: Kinetic Manipulation (Rank 2, Rank 3)
○ Power 3: Force Control
○ Power 4: Force Geyser (Rank 2, Entropy Field)
○ Power 5: Force Cascade (Rank 2, Field Inversion)
○ Power 6: Impact Force
○ Power 7: Singularity Bomb (Rank 2, Rank 3)
○ Power 8: Force Detonation (Rank 2, Gravitational Pull)
○ Power 9: Force Shield (Rank 2, Rank 3)
○ Power 10: Force Snap (Recharge)
○ Power 11: Resurgence (Unchained)
○ Power 12: Gravity Driver
○ Power 13: Blinding Light

Specializations
Ego

○ Force of Will (2/2)
○ Insight (3/3)
○ Follow Through (2/3)
○ Sixth Sense (3/3)
Avenger
○ Ruthless (2/2)
○ Round 'em Up (3/3)
○ Surprise Attack (2/2)
○ Preemptive Strike (3/3)
Vindicator
○ Aggressive Stance (2/2)
○ Merciless (3/3)
○ The Rush of Battle (2/3)
○ Mass Destruction (3/3)
Ego Mastery

Travel Powers
Distortion or Energy Slide travel powers compliment the theme nicely, but take any you'd like, as long as you make sure to rank it to 3.

Gear
Starting:

○ Critical Severity Offense with Endurance Mods and a Gambler's Lucky Gem
○ Maximum Health Defense with Endurance Mods and a Growth Amulet
○ Cost Discount Utility with Endurance Mods and a Gambler's Lucky Gem
○ +20 Dex/+47 Crit Secondary Offense, +20 Dex/End Secondary Defense and Utility
Ending:
○ Distinguished (Offense) or Justice (Precision) Gloves with Endurance Mods, Gambler's Lucky Gem, and Soviet Guard's Resolution
○ Distinguished (Freedom) or Justice (Fitness) Armor with Endurance Mods and Growth Amulets
○ Distinguished (Efficiency) or Justice (Efficiency) Helm with Endurance Mods, Gravitar's Influence, and Veteran's Core of Might (Gambler's Lucky Gem if not applicable)
○ Onslaught Gloves of the Sniper with Ego/Dex Mod
○ Onslaught Tights of Fitness with Ego/Dex Mod
○ Onslaught Helm of Efficiency with Ego/Dex Mod

Gameplan
For Single Target, start with a Force Geyser then fully charge Force Blast to apply a shield and debuff, following with a fully charged Force Cascade. Fully charge Force Blast then Force Cascade again, around which point the Power Shield on your target should be wearing out. Reapply it with another Force Geyser, then repeat the two fully charged Force Blast and Force Cascade. Force Geyser > Force Blast > Force Cascade > Force Blast > Force Cascade > repeat from start. In Multi-target scenarios, fully charge Singularity Bomb to gather them up and follow up with Force Detonation once they've been knocked into each other, then fully charge Force Cascade into the rest, using the previous two powers again as needed for grouping and applying Power Shield. Gravity Driver can be used in either scenario when additional damage is needed, as it applies the Overpower debuff, increasing the damage your target takes from all sources for 15 seconds. If you find yourself under pressure, use Force Snap to knock your target towards you to momentarily disable them and apply Restoration to yourself, or use your Resurgence for a burst self-heal and regeneration for the next 15 seconds. It can also be used to escape a Hold, which is ideal if the attack following that Hold would otherwise put you out of commission. Blinding Light will also wipe your threat from your target and make them attack someone else (assuming there is someone else to attack.)

Other notes
If you aren't comfortable with the survivability of the build, you may swap off Dexterity for Constitution for additional Health. The last two advantage points can be spent however you'd like, they could be applied to Force Snap or Gravity Driver for more damage, Resurgence for more healing, or your secondary travel power for more traversal variety. Gravity Driver can be obtained via Ravenswood Lockbox, Collectors Store for a Power Unlock Voucher, or through player trade.

Wind DPS
Typhoon Build
Super Stats
○ Level 6: Ego
○ Level 10: Endurance
○ Level 15: Dexterity

Talents
○ The Inferno (+10 Dex/Rec/End, +8 Ego)
○ +8 Ego
○ +8 Endurance
○ +5/5 Ego/End
○ +5/5 Dex/End
○ +8 Dex
○ +5/5 Dex/Ego

Powers
○ Energy Builder: Wind Lash
○ Power 1: Gust
○ Power 2: Stormbringer (Rank 2, Rank 3)
○ Power 3: Weather Shaping
○ Power 4: Dust Devil (Rank 2, Triple Threat)
○ Power 5: Typhoon (Rank 2, Rank 3, Cold Front)
○ Power 6: Impact Force
○ Power 7: Hurl (Hard Fall, Didn't See That Coming)
○ Power 8: Veil of Mist (Fade Away)
○ Power 9: Wind Barrier (Rank 2, Rank 3)
○ Power 10: Whirlwind (Rank 2, Vortex)
○ Power 11: Resurgence (Unchained)
○ Power 12: Tornado (Rank 2, Rank 3)
○ Power 13: Ice Sheath

Specializations
Ego

○ Force of Will (2/2)
○ Insight (3/3)
○ Follow Through (2/3)
○ Sixth Sense (3/3)
Avenger
○ Ruthless (2/2)
○ Round 'em Up (3/3)
○ Surprise Attack (2/2)
○ Preemptive Strike (3/3)
Vindicator
○ Aggressive Stance (2/2)
○ Merciless (3/3)
○ The Rush of Battle (2/3)
○ Mass Destruction (3/3)
Ego Mastery

Travel Powers
Tornado Flight looks nice, though I'd recommend using a grounded travel power otherwise. Make sure to rank it to 3!

Gear
Starting:

○ Critical Severity Offense with Endurance Mods and a Gambler's Lucky Gem
○ Maximum Health Defense with Endurance Mods and a Growth Amulet
○ Cost Discount Utility with Endurance Mods and a Gambler's Lucky Gem
○ +20 Dex/+47 Crit Secondary Offense, +20 Dex/End Secondary Defense and Utility
Ending:
○ Distinguished (Offense) or Justice (Precision) Gloves with Endurance Mods, Gambler's Lucky Gem, and Soviet Guard's Resolution
○ Distinguished (Freedom) or Justice (Fitness) Armor with Endurance Mods and Growth Amulets
○ Distinguished (Efficiency) or Justice (Efficiency) Helm with Endurance Mods, Storm Chaser, and Veteran's Core of Might (Gambler's Lucky Gem if not applicable)
○ Onslaught Gloves of the Sniper with Ego/Dex Mod
○ Onslaught Tights of Fitness with Ego/Dex Mod
○ Onslaught Helm of Efficiency with Ego/Dex Mod

Gameplan
For Single Target, begin with Hurl to apply your debuff, trigger your form, and start stacking your energy unlock, then use Dust Devil and start the rotation of tapping Gust then fully charging Typhoon one after the other about three times, then repeat Hurl and Dust Devil before using the aforementioned rotation again. Hurl > Dust Devil > tap Gust > fully charge Typhoon > tap Gust > fully charge Typhoon > tap Gust > fully charge Typhoon > repeat from start. Multi-target scenarios are similar, use Hurl for the Disorient so that your Typhoon can keep stacking your energy unlock and make sure to line yourself up with targets as the AoE of Typhoon is a straight line, so the more lined up you are to your target and ones in between or behind, the more targets you'll hit. You can also use Whirlwind to keep targets circling around one spot so they're gathered for Typhoon. Use Ice Sheath when you need extra damage, ideally after a few uses of Typhoon so that your target has Chilled stacks, allowing the buff to increase the Critical Severity of your attacks. Use Tornado in multi-target scenarios to hit and wrangle several targets during the maintain. When under pressure or needing to threat wipe, use Veil of Mist to force foes to untarget you and reduce their perception to you in that area, or use your Resurgence for a burst self-heal and regeneration for the next 15 seconds. It can also be used to escape a Hold, which is ideal if the attack following that Hold would otherwise put you out of commission.

Other notes
If you aren't comfortable with the survivability of the build, you may swap off Dexterity for Constitution for additional Health. The last advantage point can be spent however you'd like, whether that's Accelerated Metabolism on a commonly used power or a rank on your secondary travel power. Tornado can be obtained via Untamed Lockbox, Collectors Store for a Power Unlock Voucher, or through player trade.

Ice DPS
Icicle Spear Build
Super Stats
○ Level 6: Ego
○ Level 10: Endurance
○ Level 15: Dexterity

Talents
○ The Inferno (+10 Dex/Rec/End, +8 Ego)
○ +8 Ego
○ +8 Endurance
○ +5/5 Ego/End
○ +5/5 Dex/End
○ +8 Dex
○ +5/5 Dex/Ego

Powers
○ Energy Builder: Ice Shards
○ Power 1: Ice Blast (Hard Frost)
○ Power 2: Ice Form (Rank 2, Rank 3)
○ Power 3: Frost Breath (Rank 2, Frost Bite, Accelerated Metabolism)
○ Power 4: Chilled Form
○ Power 5: Icicle Spear (Rank 2, Freezer Burn, Bitter Cold)
○ Power 6: Icy Embrace
○ Power 7: Wall of Ice (Rank 2, Sharp Edges)
○ Power 8: Shatter (Rank 2, Rank 3)
○ Power 9: Vapor Form (Chilling Out)
○ Power 10: Ice Shield (Rank 2, Rank 3)
○ Power 11: Resurgence (Unchained)
○ Power 12: Whirlpool (Rank 2)
○ Power 13: Rebirth or Aurora

Specializations
Ego

○ Force of Will (2/2)
○ Insight (3/3)
○ Follow Through (3/3)
○ Exploit Opening (2/2)
Guardian
○ Fortified Gear (3/3)
○ Ruthless (2/2)
○ Find the Mark (2/3)
○ The Best Defense (3/3)
Vindicator
○ Aggressive Stance (2/2)
○ Merciless (3/3)
○ The Rush of Battle (2/3)
○ Focused Strikes (3/3)
Ego Mastery

Travel Powers
There's some icy ones to choose from, though I wouldn't recommend Ice Slide. It's a little... wonky. Whichever you choose, make sure to rank it to 3.

Gear
Starting:

○ Critical Severity Offense with Ego Mods and a Gambler's Lucky Gem
○ Maximum Health Defense with Ego Mods and a Growth Amulet
○ Cost Discount Utility with Ego Mods and a Gambler's Lucky Gem
○ +20 End/+47 Crit Secondary Offense, +20 Dex/End Secondary Defense and Utility
Ending:
○ Distinguished (Offense) or Justice (Precision) Gloves with Ego Mods, Gambler's Lucky Gem, and Soviet Guard's Resolution
○ Distinguished (Freedom) or Justice (Fitness) Armor with Ego Mods and Growth Amulets
○ Distinguished (Efficiency) or Justice (Efficiency) Helm with Ego Mods, Kigatilik's Wrath, and Veteran's Core of Might (Gambler's Lucky Gem if not applicable)
○ Onslaught Gloves of the Sniper with Ego/Dex Mod
○ Onslaught Tights of Fitness with Ego/Dex Mod
○ Onslaught Helm of Efficiency with Ego/Dex Mod

Gameplan
For Single Target, use one fully charged Ice Blast to guarantee a stack of Chilled then tap it again to apply your debuff, then use Wall of Ice and begin fully charging Icicle Spear repeatedly until your debuff runs out, at which point you tap Ice Blast again and reapply Wall of Ice before returning to charging Icicle Spear. For Multi-target, angle yourself to hit as many targets as possible with Frost Breath for about two seconds then use Shatter, repeating this until your targets are down. You can use Wall of Ice to start for a chance to trap targets in an Ice Cage so they can't move out of your Frost Breath and you have an additional object to Shatter, as well as the cold damage that'll be pulsing at that area. Use Whirlpool in either scenario to quickly gather targets around or apply Chilled stacks and deal damage over time. If you find yourself under pressure, use Vapor Form to wipe threat from your targets while applying Restoration to yourself and allowing yourself to make a quick getaway or reposition, or use your Resurgence for a burst self-heal and regeneration for the next 15 seconds. It can also be used to escape a Hold, which is ideal if the attack following that Hold would otherwise put you out of commission.

Other notes
If you aren't comfortable with the survivability of the build, you may swap off Dexterity for Constitution for additional Health. Whirlpool can be obtained via Aquatic Lockbox, Collectors Store for a Power Unlock Voucher, or through player trade. Ice doesn't have good energy-economy, so you may need to use your Energy Builder every once in a while to keep your rotation going.

Archery DPS
Rapid Shots Build
Super Stats
○ Level 6: Intelligence
○ Level 10: Constitution
○ Level 15: Dexterity

Talents
○ The Specialist (+10 Dex/Rec/Con, +8 Int)
○ +8 Intelligence
○ +5/5 Int/Con
○ +5/5 Int/Dex
○ +8 Con
○ +8 Dex
○ +5/5 Dex/Con

Powers
○ Energy Builder: Strafe
○ Power 1: Snap Shot (Frail Armor)
○ Power 2: Concentration
○ Power 3: Torrent of Arrows (Rank 2, Overwhelming Force)
○ Power 4: Targeting Computer (Rank 2, Rank 3)
○ Power 5: Hunter's Instinct
○ Power 6: Rapid Shots (Rank 2, Concentrated Shots)
○ Power 7: Gas Arrow (Rank 2, Rank 3)
○ Power 8: Evasive Maneuvers (Sleight of Mind)
○ Power 9: Fair Game
○ Power 10: Resurgence (Unchained)
○ Power 11: Antagonize (Rank 2, Rank 3)
○ Power 12: Arrow Assault (Just Blow It Up)
○ Power 13: Explosive Arrow (Rank 2, Scorched Ground, Concussive Force)

Specializations
Intelligence

○ Preparation (2/2)
○ Tactician (2/2)
○ Detect Vulnerability (3/3)
○ Expertise (2/2)
Guardian
○ Fortified Gear (3/3)
○ Ruthless (2/2)
○ Find the Mark (2/3)
○ The Best Defense (3/3)
Vindicator
○ Aggressive Stance (2/2)
○ Merciless (3/3)
○ The Rush of Battle (2/3)
○ Focused Strikes (3/3)
Intelligence Mastery

Travel Powers
Dealer's choice, I tend to go with Athletics for my Archers, just make sure to rank it up to 3

Gear
Starting:

○ Critical Severity Offense with Intelligence Mods and a Gambler's Lucky Gem
○ Maximum Health Defense with Intelligence Mods and a Growth Amulet
○ Cost Discount Utility with Intelligence Mods and a Gambler's Lucky Gem
○ +20 Int/+47 Crit Secondary Offense, +20 Dex/Int Secondary Defense and Utility
Ending:
○ Distinguished (Offense) or Justice (Precision) Gloves with Intelligence Mods and either two Soviet Guard's Resolution or a Gambler's Lucky and Severity Core
○ Distinguished (Freedom) or Justice (Fitness) Armor with Intelligence Mods an Impact Prism and Growth Amulet
○ Distinguished (Efficiency) or Justice (Efficiency) Helm with Intelligence Mods, Pinpoint Accuracy, and Veteran's Core of Might (Gambler's Lucky Gem if not applicable)
○ Onslaught Gloves of the Sniper with Int/Dex Mod
○ Onslaught Tights of Fitness with Int/Dex Mod
○ Onslaught Helm of Efficiency with Int/Dex Mod

Gameplan
For Single Target, generate some energy by using your energy builder or tapping Snap Shot to trigger your Form, then use Torrent of Arrows to apply your debuff. From there, your rotation is tap Snap Shot once, tap Explosive Arrow and Gas Arrow, then fully maintain Rapid Shots twice before repeating from the start. The timing to refresh Armor Piercing with Snap Shot can be tight, so you can stop the second maintain of Rapid Shots a second early to be safe. For Multi-target, repeatedly use Torrent of Arrows while sprinkling in Gas Arrow and Explosive Arrow to create hazards as you're charging Torrent. Arrow Assault can be used in both single target and multi-target scenarios to apply Overpower, increasing the damage taken from any source on targets hit for 15 seconds, great for when priority targets need to be burst down. To help with survivability, use Fair Game before engaging with enemies or before defeating them to give yourself more healing on top of The Rush of Battle. If you find yourself under pressure, use Evasive Maneuvers to wipe your threat from the target, causing them to attack something else (if there is something else to attack), or use your Resurgence for a burst self-heal and regeneration for the next 15 seconds. It can also be used to escape a Hold, which is ideal if the attack following that Hold would otherwise put you out of commission.

Other notes
If you aren't comfortable with the survivability of the build, take off a rank from Explosive Arrow and add Stim Pack to Evasive Maneuvers for the Restoration buff, or replace Fair Game with Endorphin Rush so the healing is more consistently active. Arrow Assault can be obtained via Phantom Lockbox, Collectors Store for a Power Unlock Voucher, or through player trade.

Munitions DPS (Assault Rifle [Ego])
Assault Rifle Build (Ego)
Super Stats
○ Level 6: Ego
○ Level 10: Recovery
○ Level 15: Dexterity

Talents
○ The Inferno (+10 Dex/Rec/End, +8 Ego)
○ +8 Ego
○ +8 Recovery
○ +5/5 Ego/Rec
○ +5/5 Dex/Rec
○ +8 Dex
○ +5/5 Dex/Ego

Powers
○ Energy Builder: Gunslinger
○ Power 1: Shotgun Blast (Breaching Round, Armor Piercing)
○ Power 2: Concentration
○ Power 3: Targeting Computer (Rank 2, Rank 3)
○ Power 4: Holdout Shot (Stim Pack, Frail Armor)
○ Power 5: Gatling Gun (Rank 2, Rank 3)
○ Power 6: Killer Instinct
○ Power 7: Assault Rifle (Rank 2, Uncompromising)
○ Power 8: Rocket (Rank 2, Red Hot Fury)
○ Power 9: Frag Grenade (Rank 2, Open Wound)
○ Power 10: Resurgence (Unchained)
○ Power 11: Blinding Light
○ Power 12: Implosion Engine
○ Power 13: Antagonize (Rank 2, Rank 3)

Specializations
Ego

○ Force of Will (2/2)
○ Insight (3/3)
○ Follow Through (3/3)
○ Exploit Opening (2/2)
Guardian
○ Fortified Gear (3/3)
○ Ruthless (2/2)
○ Find the Mark (2/3)
○ The Best Defense (3/3)
Avenger
○ Ruthless (2/2)
○ Round 'em Up (3/3)
○ Relentless Assault (3/3)
○ Preemptive Strike (2/3)
Ego Mastery

Travel Powers
Dealer's choice, just make sure you rank it up to 3.

Gear
Starting:

○ Critical Severity Offense with Ego Mods and a Gambler's Lucky Gem
○ Maximum Health Defense with Ego Mods and a Growth Amulet
○ Cost Discount Utility with Ego Mods and a Gambler's Lucky Gem
○ +20 Rec/+47 Crit Secondary Offense, +20 Dex/Rec Secondary Defense and Utility
Ending:
○ Distinguished (Offense) or Justice (Precision) Gloves with Ego Mods, Gambler's Lucky Gem, and Soviet Guard's Resolution
○ Distinguished (Freedom) or Justice (Fitness) Armor with Ego Mods and Growth Amulets
○ Distinguished (Efficiency) or Justice (Efficiency) Helm with Ego Mods, Ascii's Precision, and Veteran's Core of Might (Gambler's Lucky Gem if not applicable)
○ Onslaught Gloves of the Sniper with Ego/Dex Mod
○ Onslaught Tights of Fitness with Ego/Dex Mod
○ Onslaught Helm of Efficiency with Ego/Dex Mod

Gameplan
For Single Target, begin with Rocket to give yourself 3 stacks of Furious, then your rotation starts. Holdout Shot, Frag Grenade, tap Shotgun Blast, fully maintain Assault Rifle, tap Shotgun Blast, fully maintain Assault Rifle, repeat from Holdout Shot. For Multi-target, line yourself up with as many targets as you can before maintaining Gatling Gun. Rocket can also be used as a first strike against a group of enemies and Shotgun Blast will refresh the Furious stacks it generates. Implosion Engine can be used to drag numerous enemies in together to make them much easier to hit with other AoE powers and is best used for multi-target scenarios. When under pressure, if not using your regular rotation, use Holdout Shot to apply Restoration. Furious will also heal you, so keeping stacks applied help sustain your health during a fight. Use your Resurgence for a burst self-heal and regeneration for the next 15 seconds when needed, and it can also be used to escape a Hold, which is ideal if the attack following that Hold would otherwise put you out of commission. Blinding Light will also wipe your threat from your target and make them attack someone else (assuming there is someone else to attack.)

Other notes
If you aren't comfortable with the survivability of the build, you may swap off Dexterity for Constitution for additional Health, and if this still isn't enough, change out Gatling Gun for Submachinegun Burst with Wall of Bullets (taking a rank from Rocket if you need more advantage points for it)

Munitions DPS (Assault Rifle [Int])
Assault Rifle Build (Intelligence)
Super Stats
○ Level 6: Intelligence
○ Level 10: Constitution
○ Level 15: Dexterity

Talents
○ The Specialist (+10 Dex/Rec/Con, +8 Int)
○ +8 Intelligence
○ +5/5 Int/Con
○ +5/5 Int/Dex
○ +8 Con
○ +8 Dex
○ +5/5 Dex/Con

Powers
○ Energy Builder: Gunslinger
○ Power 1: Submachinegun Burst (Rank 2, Rank 3)
○ Power 2: Concentration
○ Power 3: Targeting Computer (Rank 2, Rank 3)
○ Power 4: Holdout Shot (Stim Pack, Frail Armor)
○ Power 5: Shotgun Blast (Breaching Round, Armor Piercing)
○ Power 6: Molecular Self-Assembly
○ Power 7: Assault Rifle (Rank 2, Uncompromising)
○ Power 8: Rocket (Rank 2, Red Hot Fury)
○ Power 9: Frag Grenade (Rank 2, Open Wound)
○ Power 10: Resurgence (Unchained)
○ Power 11: Blinding Light
○ Power 12: Implosion Engine
○ Power 13: Antagonize (Rank 2, Rank 3)

Specializations
Intelligence

○ Preparation (2/2)
○ Tactician (2/2)
○ Detect Vulnerability (3/3)
○ Expertise (2/2)
Guardian
○ Fortified Gear (3/3)
○ Ruthless (2/2)
○ Find the Mark (2/3)
○ The Best Defense (3/3)
Avenger
○ Ruthless (2/2)
○ Round 'em Up (3/3)
○ Relentless Assault (3/3)
○ Preemptive Strike (2/3)
Intelligence Mastery

Gear
Starting:

○ Critical Severity Offense with Intelligence Mods and a Gambler's Lucky Gem
○ Maximum Health Defense with Intelligence Mods and a Growth Amulet
○ Cost Discount Utility with Intelligence Mods and a Gambler's Lucky Gem
○ +20 Int/+47 Crit Secondary Offense, +20 Dex/Int Secondary Defense and Utility
Ending:
○ Distinguished (Offense) or Justice (Precision) Gloves with Intelligence Mods and either two Soviet Guard's Resolution or a Gambler's Lucky and Severity Core
○ Distinguished (Freedom) or Justice (Fitness) Armor with Intelligence Mods, an Impact Prism, and a Growth Amulet
○ Distinguished (Efficiency) or Justice (Efficiency) Helm with Intelligence Mods, Ascii's Precision, and Veteran's Core of Might (Gambler's Lucky Gem if not applicable)
○ Onslaught Gloves of the Sniper with Int/Dex Mod
○ Onslaught Tights of Fitness with Int/Dex Mod
○ Onslaught Helm of Efficiency with Int/Dex Mod

Gameplan
For Single Target, build up energy before using Rocket to give yourself 3 stacks of Furious, then your rotation starts. Holdout Shot, tap Shotgun Blast, fully maintain Assault Rifle, Frag Grenade, tap Shotgun Blast, fully maintain Assault Rifle, repeat from Holdout Shot. For Multi-target, use either Frag Grenade or Holdout Shot so your energy unlock will trigger, then maintain Submachinegun Burst in a fan against as many targets as you can. Implosion Engine can be used to drag numerous enemies in together to make them much easier to hit with other AoE powers and is best used for multi-target scenarios. When under pressure, if not using your regular rotation, use Holdout Shot to apply Restoration. Furious will also heal you, so keeping stacks applied help sustain your health during a fight. Use your Resurgence for a burst self-heal and regeneration for the next 15 seconds when needed, and it can also be used to escape a Hold, which is ideal if the attack following that Hold would otherwise put you out of commission. Blinding Light will also wipe your threat from your target and make them attack someone else (assuming there is someone else to attack.)

Other notes
If you aren't comfortable with the survivability of the build, swap out Rank 3 with Wall of Bullets on Submachinegun Burst (taking a rank from Rocket if you need more Advantage points for it)

Munitions DPS (Two-Gun Mojo [Ego])
Two-Gun Mojo Build (Ego)
Super Stats
○ Level 6: Ego
○ Level 10: Recovery
○ Level 15: Dexterity

Talents
○ The Inferno (+10 Dex/Rec/End, +8 Ego)
○ +8 Ego
○ +8 Recovery
○ +5/5 Ego/Rec
○ +5/5 Dex/Rec
○ +8 Dex
○ +5/5 Dex/Ego

Powers
○ Energy Builder: Gunslinger
○ Power 1: Bullet Hail (Rank 2, Wall of Bullets)
○ Power 2: Holdout Shot (Stim Pack, Frail Armor)
○ Power 3: Targeting Computer (Rank 2, Rank 3)
○ Power 4: Concentration
○ Power 5: Frag Grenade (Cuts and Scrapes, Open Wound)
○ Power 6: Killer Instinct
○ Power 7: Two-Gun Mojo (Rank 2, Single-Minded)
○ Power 8: Antagonize (Rank 2, Rank 3)
○ Power 9: Resurgence (Unchained)
○ Power 10: Blinding Light
○ Power 11: Resurrection Serum (Rank 2 or Mass Resurrection)
○ Power 12: Implosion Engine (Rank 2, Rank 3)
○ Power 13: Rebirth

Specializations
Ego

○ Force of Will (2/2)
○ Insight (3/3)
○ Follow Through (3/3)
○ Exploit Opening (2/2)
Guardian
○ Fortified Gear (3/3)
○ Ruthless (2/2)
○ Find the Mark (2/3)
○ The Best Defense (3/3)
Vindicator
○ Aggressive Stance (2/2)
○ Merciless (3/3)
○ The Rush of Battle (2/3)
○ Focused Strikes (3/3)
Ego Mastery

Travel Powers
Dealer's choice, just make sure you rank it up to 3.

Gear
Starting:

○ Critical Severity Offense with Ego Mods and a Gambler's Lucky Gem
○ Maximum Health Defense with Ego Mods and a Growth Amulet
○ Cost Discount Utility with Ego Mods and a Gambler's Lucky Gem
○ +20 Rec/+47 Crit Secondary Offense, +20 Dex/Rec Secondary Defense and Utility
Ending:
○ Distinguished (Offense) or Justice (Precision) Gloves with Ego Mods, Gambler's Lucky Gem, and Soviet Guard's Resolution
○ Distinguished (Freedom) or Justice (Fitness) Armor with Ego Mods and Growth Amulets
○ Distinguished (Efficiency) or Justice (Efficiency) Helm with Ego Mods, Ascii's Precision, and Veteran's Core of Might (Gambler's Lucky Gem if not applicable)
○ Onslaught Gloves of the Sniper with Ego/Dex Mod
○ Onslaught Tights of Fitness with Ego/Dex Mod
○ Onslaught Helm of Efficiency with Ego/Dex Mod

Gameplan
For Single Target, you can begin your rotation immediately: Holdout Shot, Frag Grenade, fully maintain Two-Gun Mojo twice, repeat from Holdout Shot. For Multi-target scenarios, use Bullet Hail in a position that'd fan out to the most targets, moving with your target if they're mobile, and use Frag Grenade on clusters of enemies. Use Implosion Engine to group enemies together to make them easier to target with AoE powers as well as deal good damage-over-time. When under pressure, if not using your regular rotation, use Holdout Shot to apply Restoration. Furious will also heal you, so having stacks applied help sustain your health during a fight. Use your Resurgence for a burst self-heal and regeneration for the next 15 seconds when needed, and it can also be used to escape a Hold, which is ideal if the attack following that Hold would otherwise put you out of commission. Blinding Light will also wipe your threat from your target and make them attack someone else (assuming there is someone else to attack.) You can also revive your allies with Resurrection Serum if you aren't taking damage.

Other notes
If you aren't comfortable with the survivability of the build, you may swap off Dexterity for Constitution for additional Health. Lead Tempest is another AoE option but it requires you close to targets in order to deal its damage. If you'd like to take it, I would suggest replacing Rebirth and taking the ranks from Implosion Engine for it.

Munitions DPS (Two-Gun Mojo [Int])
Two-Gun Mojo Build (Intelligence)
Super Stats
○ Level 6: Intelligence
○ Level 10: Constitution
○ Level 15: Dexterity

Talents
○ The Specialist (+10 Dex/Rec/Con, +8 Int)
○ +8 Intelligence
○ +5/5 Int/Con
○ +5/5 Int/Dex
○ +8 Con
○ +8 Dex
○ +5/5 Dex/Con

Powers
○ Energy Builder: Gunslinger
○ Power 1: Bullet Hail (Rank 2, Wall of Bullets)
○ Power 2: Holdout Shot (Stim Pack, Frail Armor)
○ Power 3: Targeting Computer (Rank 2, Rank 3)
○ Power 4: Concentration
○ Power 5: Frag Grenade (Cuts and Scrapes, Open Wound)
○ Power 6: Killer Instinct
○ Power 7: Two-Gun Mojo (Rank 2, Single-Minded)
○ Power 8: Antagonize (Rank 2, Rank 3)
○ Power 9: Resurgence (Unchained)
○ Power 10: Blinding Light
○ Power 11: Resurrection Serum (Rank 2 or Mass Resurrection)
○ Power 12: Implosion Engine (Rank 2, Rank 3)
○ Power 13: Rebirth

Specializations
Intelligence

○ Preparation (2/2)
○ Tactician (2/2)
○ Detect Vulnerability (3/3)
○ Expertise (2/2)
Guardian
○ Fortified Gear (3/3)
○ Ruthless (2/2)
○ Find the Mark (2/3)
○ The Best Defense (3/3)
Vindicator
○ Aggressive Stance (2/2)
○ Merciless (3/3)
○ The Rush of Battle (2/3)
○ Focused Strikes (3/3)
Intelligence Mastery

Gear
Starting:

○ Critical Severity Offense with Intelligence Mods and a Gambler's Lucky Gem
○ Maximum Health Defense with Intelligence Mods and a Growth Amulet
○ Cost Discount Utility with Intelligence Mods and a Gambler's Lucky Gem
○ +20 Int/+47 Crit Secondary Offense, +20 Dex/Int Secondary Defense and Utility
Ending:
○ Distinguished (Offense) or Justice (Precision) Gloves with Intelligence Mods and either two Soviet Guard's Resolution or a Gambler's Lucky and Severity Core
○ Distinguished (Freedom) or Justice (Fitness) Armor with Intelligence Mods, an Impact Prism, and a Growth Amulet
○ Distinguished (Efficiency) or Justice (Efficiency) Helm with Intelligence Mods, Ascii's Precision, and Veteran's Core of Might (Gambler's Lucky Gem if not applicable)
○ Onslaught Gloves of the Sniper with Int/Dex Mod
○ Onslaught Tights of Fitness with Int/Dex Mod
○ Onslaught Helm of Efficiency with Int/Dex Mod

Gameplan
For Single Target, you can begin your rotation immediately: Holdout Shot, fully maintain Two-Gun Mojo, Frag Grenade, fully maintain Two-Gun Mojo, repeat from Holdout Shot. For Multi-target scenarios, use Bullet Hail in a position that'd fan out to the most targets, moving with your target if they're mobile, and use Frag Grenade on clusters of enemies. Use Implosion Engine to group enemies together to make them easier to target with AoE powers as well as deal good damage-over-time. When under pressure, if not using your regular rotation, use Holdout Shot to apply Restoration. Furious will also heal you, so having stacks applied help sustain your health during a fight. Use your Resurgence for a burst self-heal and regeneration for the next 15 seconds when needed, and it can also be used to escape a Hold, which is ideal if the attack following that Hold would otherwise put you out of commission. Blinding Light will also wipe your threat from your target and make them attack someone else (assuming there is someone else to attack.) You can also revive your allies with Resurrection Serum if you aren't taking damage.

Other notes
Lead Tempest is another AoE option but it requires you close to targets in order to deal its damage. If you'd like to take it, I would suggest replacing Rebirth and taking the ranks from Implosion Engine for it.

Munitions DPS (Bullet Ballet)
Bullet Ballet Build
Super Stats
○ Level 6: Strength
○ Level 10: Recovery
○ Level 15: Dexterity

Talents
○ The Blade (+10 Str/Dex/Rec, +8 End)
○ +8 Dex
○ +8 Rec
○ +5/5 Dex/Rec
○ +5/5 Str/Rec
○ +8 Str
○ +5/5 Str/Dex

Powers
○ Energy Builder: Gunslinger
○ Power 1: Burst Shot (Taking Names)
○ Power 2: Killer Instinct
○ Power 3: Bullet Ballet (Rank 2, Not Without Incident)
○ Power 4: Unstoppable (Rank 2, Rank 3)
○ Power 5: Form of the Tempest
○ Power 6: Frag Grenade (Cuts and Scrapes, Open Wound)
○ Power 7: Incendiary Grenade (Chemical Burn, Scorched Ground)
○ Power 8: Resurgence (Unchained)
○ Power 9: Blinding Light
○ Power 10: Electro-Magnet (Rank 2, Reactor)
○ Power 11: Holdout Shot (Stim Pack, Frail Armor)
○ Power 12: Implosion Engine (Rank 2)
○ Power 13: Antagonize (Rank 2, Rank 3)

Specializations
Strength

○ Physical Peak (3/3)
○ Aggression (2/2)
○ Brutality (2/2)
○ Overpower (3/3)
Warden
○ Fortified Gear (3/3)
○ Slaughter (3/3)
○ Ruthless (2/2)
○ Elusive (2/2)
Brawler
○ The Glory of Battle (1/3)
○ Penetrating Strikes (2/2)
○ Ruthless (2/2)
○ Finishing Blow (2/3)
○ Flanking (3/3)
Warden Mastery

Gear
Starting:

○ Critical Severity Offense with Dexterity Mods and a Gambler's Lucky Gem
○ Maximum Health Defense with Dexterity Mods and a Growth Amulet
○ Cost Discount Utility with Dexterity Mods and a Gambler's Lucky Gem
○ +20 Rec/+47 Crit Secondary Offense, +20 Dex/Rec Secondary Defense and Utility
Ending:
○ Distinguished (Offense) or Justice (Precision) Gloves with Dexterity Mods, a Soviet Guard's Resolution, and a Gambler's Lucky
○ Distinguished (Freedom) or Justice (Fitness) Armor with Dexterity Mods and Growth Amulets
○ Distinguished (Efficiency) or Justice (Efficiency) Helm with Dexterity Mods, Ascii's Precision, and Veteran's Core of Might (Gambler's Lucky Gem if not applicable)
○ Medusa's Onslaught with a Dex Mod
○ Onslaught Tights of Fitness with a Dex Mod
○ Onslaught Helm of Efficiency with a Dex Mod

Gameplan
For Single Target, start with Burst Shot to gain Furious, then your rotation is Frag Grenade, Incendiary Grenade, full Bullet Ballet three times, repeat from Frag Grenade. Multi-target is the same, except using Electro-Magnet first before the Grenades. If you're under pressure, use Holdout Shot to apply Restoration, or Resurgence for a burst self-heal and regeneration for the next 15 seconds. It can also be used to escape a Hold, which is ideal if the attack following that Hold would otherwise put you out of commission. Blinding Light will also wipe your threat from your target and make them attack someone else (assuming there is someone else to attack.)

Other notes:
Burst Shot can apply Furious from a distance and on-demand while Bullet Ballet refreshes it when completing the combo, so if you have to disengage, make sure you're watching your Furious buff and reapplying it with Burst Shot, as it is vital for your damage in this build and provides a source of self-healing.

Power Armor DPS
Power Armor Build
Super Stats
○ Level 6: Ego
○ Level 10: Endurance
○ Level 15: Dexterity

Talents
○ The Inferno (+10 Dex/Rec/End, +8 Ego)
○ +8 Ego
○ +8 Endurance
○ +5/5 Ego/End
○ +5/5 Dex/End
○ +8 Dex
○ +5/5 Dex/Ego

Powers
○ Energy Builder: Power Bolts
○ Power 1: Concussor Beam (Rank 2, Rank 3) or Dual Wrist Rocket Barrage (Rank 2, Rank 3)
○ Power 2: Targeting Computer (Rank 2, Rank 3)
○ Power 3: Chest Laser (Rank 2, Rank 3, Accelerated Metabolism) or Chest Rocket Assault (Rank 2, Rank 3)
○ Power 4: Concentration
○ Power 5: Overdrive
○ Power 6: Mini Gun (Rank 2, U-238 Rounds, Infrared Guidance System)
○ Power 7: Reconstruction Circuits (Rank 2, Rank 3)
○ Power 8: Resurgence (Unchained)
○ Power 9: Energy Shield (Rank 2, Rank 3)
○ Power 10: Blinding Light
○ Power 11: Resurrection Serum (Rank 2)
○ Power 12: Fire All Weapons (Rank 2, Rank 3)
○ Power 13: Thundering Return

Specializations
Ego

○ Force of Will (2/2)
○ Insight (3/3)
○ Follow Through (3/3)
○ Exploit Opening (2/2)
Guardian
○ Fortified Gear (3/3)
○ Locus (1/2)
○ Ruthless (2/2)
○ Find the Mark (1/3)
○ The Best Defense (3/3)
Vindicator
○ Aggressive Stance (2/2)
○ Merciless (3/3)
○ Focused Strikes (2/3)
○ Mass Destruction (3/3)
Ego Mastery

Travel Powers
Dealer's choice. Just make sure to rank it to 3.

Gear
Starting:

○ Critical Severity Offense with Ego Mods and a Gambler's Lucky Gem
○ Maximum Health Defense with Ego Mods and a Growth Amulet
○ Cost Discount Utility with Ego Mods and a Gambler's Lucky Gem
○ +20 End/+47 Crit Secondary Offense, +20 Ego/End Secondary Defense and Utility
Ending:
○ Distinguished (Offense) or Justice (Precision) Gloves with Ego Mods, Gambler's Lucky Gem, and Soviet Guard's Resolution
○ Distinguished (Freedom) or Justice (Fitness) Armor with Ego Mods and Growth Amulets
○ Distinguished (Efficiency) or Justice (Efficiency) Helm with Ego Mods, Clarence's Machinery, and Veteran's Core of Might (Gambler's Lucky Gem if not applicable)
○ Onslaught Gloves of the Sniper with an Ego Mod
○ Onslaught Tights of Fitness with an Ego Mod
○ Onslaught Helm of Efficiency with an Ego Mod

Gameplan
For Single Target, activate your toggles in this sequence: Concussor Beam, Chest Laser, then Mini Gun. Keep toggling them back on as they de-toggle until your target is down. For Multi-target scenarios, do the same as single target, but keep yourself aligned with as many targets as you can, since the AoE components of these powers fire in a straight line. Use Fire All Weapons in situations where several mobs need to be defeated at once, especially if there are more than 5 targets. Do not use it in Single Target. If you find yourself under pressure, activate Reconstruction Circuits to start healing yourself. This takes your Chest Slot and deactivates/will be deactivated by Chest Laser. This power can also continue healing while you are blocking. Alternatively, use your Resurgence for a burst self-heal and regeneration for the next 15 seconds. It can also be used to escape a Hold, which is ideal if the attack following that Hold would otherwise put you out of commission. Resurgence can be used even while toggles are active, but will deactivate and prevent them from being toggled again for a moment. Blinding Light will also wipe your threat from your target and make them attack someone else (assuming there is someone else to attack), but it cannot be used while toggles are active and roughly 1 second after all toggles deactivate, so it is best to tap your Block to automatically deactivate all toggles when you need to use Blinding Light.

Other notes
If you aren't comfortable with the survivability of the build, you may swap off Dexterity for Constitution for additional Health. Power Armor toggles disable the use most of non-passive Powers and Devices while active, so it's better to pair this with other toggles and devices that work passively, such as Cerebro-Stimulator. Power Armor is also extremely energy draining, the starting gear setup just barely works for continuous maintaining, so make sure to have your travel power off in order to keep the energy costs lower unless you have Sorcery Aura supporting you. You can mix and match different Power Armor powers as most of them have identical counterparts that simply deal a different damage type, the combination chosen here is what I believe to be the most cost-effective.

Gadgets DPS
Pulse Beam Rifle Build
Super Stats
○ Level 6: Intelligence
○ Level 10: Constitution
○ Level 15: Dexterity

Talents
○ The Specialist (+10 Dex/Rec/Con, +8 Int)
○ +8 Intelligence
○ +5/5 Int/Con
○ +5/5 Int/Dex
○ +8 Endurance
○ +8 Dexterity
○ +5/5 Dex/Con

Powers
○ Energy Builder: Energy Blaster
○ Power 1: Particle Blaster (Disintegration Ray)
○ Power 2: Radiation Suit (Rank 2, Rank 3)
○ Power 3: Plasma Radiation (Rank 2, Light Mend)
○ Power 4: Concentration
○ Power 5: Electro Magnet (Rank 2, Redirect Power, Reactor)
○ Power 6: Pulse Beam Rifle (Rank 2, Rank 3, Accelerated Metabolism)
○ Power 7: Molecular Self-Assembly
○ Power 8: Mini Mines (Stim Pack)
○ Power 9: Toxic Nanites (Rank 2, Precise Attack)
○ Power 10: Resurgence (Unchained)
○ Power 11: Cloaking Device
○ Power 12: Implosion Engine (Rank 2)
○ Power 13: Energy Shield (Rank 2, Rank 3)

Specializations
Intelligence

○ Preparation (2/2)
○ Tactician (2/2)
○ Detect Vulnerability (3/3)
○ Expertise (2/2)
Guardian
○ Fortified Gear (3/3)
○ Ruthless (2/2)
○ Find the Mark (2/3)
○ The Best Defense (3/3)
Vindicator
○ Aggressive Stance (2/2)
○ Merciless (3/3)
○ The Rush of Battle (2/3)
○ Focused Strikes (3/3)
Intelligence Mastery

Travel Powers
Dealer's choice, gadgeteers probably have a ton of things to traverse the land, but they'd definitely make sure to rank it up to 3, and so should you.

Gear
Starting:

○ Critical Severity Offense with Intelligence Mods and a Gambler's Lucky Gem
○ Maximum Health Defense with Intelligence Mods and a Growth Amulet
○ Cost Discount Utility with Intelligence Mods and a Gambler's Lucky Gem
○ +20 Int/+47 Crit Secondary Offense, +20 Dex/Int Secondary Defense and Utility
Ending:
○ Distinguished (Offense) or Justice (Precision) Gloves with Intelligence Mods and either two Soviet Guard's Resolution or a Gambler's Lucky and Severity Core
○ Distinguished (Freedom) or Justice (Fitness) Armor with Intelligence Mods an Impact Prism and Growth Amulet
○ Distinguished (Efficiency) or Justice (Efficiency) Helm with Intelligence Mods, Teleios's Gadget, and Veteran's Core of Might (Gambler's Lucky Gem if not applicable)
○ Onslaught Gloves of the Sniper with Int/Dex Mod
○ Onslaught Tights of Fitness with Int/Dex Mod
○ Onslaught Helm of Efficiency with Int/Dex Mod

Gameplan
For Single Target, fully charge Particle Blaster before beginning your rotation to apply your debuff. Your rotation is Electro Magnet, fully maintain Pulse Beam Rifle twice, tap Plasma Radiation, repeat from Electro Magnet. This may not work perfectly when first engaging, so use your Energy Builder if needed before the Static Rune spawns beneath you. Use Toxic Nanites whenever it's off cooldown. For Multi-target scenarios, use Electro Magnet to gather up mobs before maintaining Plasma Radiation repeatedly, or Implosion Engine to gather a lot of enemies from a wide range before burning them down. If you find yourself under pressure, use Mini Mines to trigger Restoration and knock down enemies close enough to make the mines explode, or use your Resurgence for a burst self-heal and regeneration for the next 15 seconds. It can also be used to escape a Hold, which is ideal if the attack following that Hold would otherwise put you out of commission. Cloaking Device will wipe your threat from targets as well, making them attack something else (assuming there is something else to attack.)

Other notes
If you can obtain an Atomic Strike device, you can get rid of Particle Blaster and pick a different power. It does not need to be Power 1, as you can change the order you take powers from there, so you could later take something like Plasma Cannon for a burst AoE. Atomic Strike comes from the Blood Moon event in October, but can also be traded so it can be obtained through other players as well. Bear in mind this device has a long cooldown, so be diligent in keeping the debuff up!

Gadgets Healer (Int)
This build is not viable for leveling until at least level 11, and while it is arranged in a way it can be leveled with after that, bear in mind that Support innately has reduced damage so the experience may not be smooth without a team.

Technology Support Build
Super Stats
○ Level 6: Intelligence
○ Level 10: Presence
○ Level 15: Constitution

Talents
○ The Witch (+10 Pre/Rec/Con, +8 Int)
○ +8 Intelligence
○ +8 Constitution
○ +5/5 Int/Con
○ +5/5 Int/Pre
○ +8 Presence
○ +5/5 Pre/Con

Powers
○ Energy Builder: Experimental Blaster
○ Power 1: Bionic Shielding (Rank 2, Rank 3)
○ Power 2: Technological Advancements
○ Power 3: Inertial Dampening Field (Rank 2, Rank 3)
○ Power 4: Sonic Boom Generator (Rank 2, Disruption Module)
○ Power 5: Medical Beam (Rank 2, Field Medic)
○ Power 6: Particle Wave (Illuminate)
○ Power 7: Protection Field (Rank 2, Rank 3, Breakout)
○ Power 8: Electro Magnet (Redirect Power)
○ Power 9: Resurrection Serum (Rank 2, Mass Resurrection)
○ Power 10: Resurgence (Unchained)
○ Power 11: Energy Shield (Rank 2, Rank 3)
○ Power 12: Implosion Engine
○ Power 13: Molecular Self-Assembly

Specializations
Intelligence
○ Preparation (2/2)
○ Battle of Wits (3/3)
○ Enlightened (3/3)
○ Expertise (2/2)
Sentinel
○ Caregiver (3/3)
○ Sentinel Aura (3/3)
○ Torment (2/2)
○ Wither (2/2)
Sentry
○ Fortified Gear (3/3)
○ Precise (3/3)
○ Stalling Tactics (3/3)
○ Reinforce (1/2)
Sentinel Mastery

Travel Powers
Gadgeteers can think of anything to travel, probably. Pick whichever you'd like, just be sure to rank 3 one of them.

Gear
Starting:
○ Bonus Healing Offense with Intelligence Mods and a Sentinel's Brooch
○ Defense Rating Defense with Intelligence Mods and an Impact Prism
○ Cooldown Utility with Intelligence Mods and a Vital Spirit or Impact Prism
○ +20 Con/+14% Bonus Healing Secondary Offense, +20 Con/Int Secondary Defense and Utility
Ending:
○ Virtuous (Healing) or Distinguished (Healing) Gloves with Intelligence Mods and Sentinel's Brooches
○ Virtuous (Fitness) or Distinguished (Freedom) Armor with Intelligence Mods, Impact Prism, and Growth Amulet
○ Virtuous (Speed) or Distinguished (Speed) Helm with Intelligence Mods, Impact Prism, and Veteran's Core of Might (Vital Spirit if not applicable)
○ Cosmic Presence with a Healing Core
○ Cosmic Talon of Wrath with a Tough Skin or Armoring Core
○ Cosmic Vision of Wrath with a Cooldown Core

Gameplan
For solo content, bring enemies together with a Particle Wave and Electro Magnet to keep them together before focusing on Sonic Boom Generator charges, healing yourself with Bionic Shield or using Protection Field where necessary. For group content, use Particle Wave to apply Illuminated to as many targets as you can, Electro Magnet to help clump up mobs, and Implosion Engine when there's a particularly big group. Use Bionic Shielding and Protection Field to mitigate incoming damage on allies quickly, or hold down Medical Beam to continuously heal your target and provide some damage resistance, all while healing allies close to you. Be sure to continuously use Particle Wave to keep Illuminated on enemy targets, as this will contribute greatly to your healing. Whenever you don't need to heal, repeatedly full charge Sonic Boom Generator to stun targets and apply Sentinel Mastery. If you find yourself under high pressure or need to get out of a Hold fast, using Resurgence will heal you instantly and free you from most anything. Revive allies with Resurrection Serum whenever there's an opportunity you don't need to heal as much.

Other notes
Your Protection Field can help a target break out of a Hold (stun, paralyze, incapacitate) as well as prevent minor damage from stopping their interaction with an object, so try to use it to speed things up too! Your toggle form depends on you fully charging or maintaining a power or one coming off cooldown, so using Bionic Shielding preemptively can also help you keep up form stacks.
Gadgets Healer (Aura)
This build is not viable for leveling until at least level 11, and while it is arranged in a way it can be leveled with after that, bear in mind that Support innately has reduced damage so the experience may not be smooth without a team.

Technology Aura Build
Super Stats
○ Level 6: Intelligence
○ Level 10: Presence
○ Level 15: Constitution

Talents
○ The Witch (+10 Pre/Rec/Con, +8 Int)
○ +8 Presence
○ +8 Constitution
○ +5/5 Pre/Con
○ +5/5 Int/Pre
○ +8 Intelligence
○ +5/5 Int/Con

Powers
○ Energy Builder: Experimental Blaster
○ Power 1: Bionic Shielding (Rank 2, Rank 3)
○ Power 2: Molecular Self-Assembly
○ Power 3: Aura of Radiant Protection (Rank 2, Rank 3)
○ Power 4: Sonic Boom Generator (Rank 2, Disruption Module)
○ Power 5: Medical Beam (Rank 2, Field Medic)
○ Power 6: Compassion
○ Power 7: Protection Field (Rank 2, Rank 3, Breakout)
○ Power 8: Particle Wave (Illuminate)
○ Power 9: Electro Magnet (Redirect Power)
○ Power 10: Resurgence (Unchained)
○ Power 11: Energy Shield (Rank 2, Rank 3)
○ Power 12: Implosion Engine
○ Power 13: Resurrection Serum (Rank 2, Mass Resurrection)

Specializations
Intelligence
○ Preparation (2/2)
○ Battle of Wits (3/3)
○ Enlightened (3/3)
○ Expertise (2/2)
Sentinel
○ Caregiver (3/3)
○ Sentinel Aura (3/3)
○ Torment (2/2)
○ Wither (2/2)
Sentry
○ Fortified Gear (3/3)
○ Precise (3/3)
○ Stalling Tactics (3/3)
○ Reinforce (1/2)
Sentinel Mastery

Travel Powers
Gadgeteers can think of anything to travel, probably. Pick whichever you'd like, just be sure to rank 3 one of them.

Gear
Starting:
○ Bonus Healing Offense with Presence Mods and a Sentinel's Brooch
○ Defense Rating Defense with Presence Mods and a Growth Amulet
○ Cooldown Utility with Presence Mods and a Vital Spirit or Impact Prism
○ +20 Con/+14% Bonus Healing Secondary Offense, +20 Con/Pre Secondary Defense and Utility
Ending:
○ Virtuous (Healing) or Distinguished (Healing) Gloves with Presence Mods and Sentinel's Brooches
○ Virtuous (Fitness) or Distinguished (Freedom) Armor with Presence Mods, Impact Prism, and Growth Amulet
○ Virtuous (Speed) or Distinguished (Speed) Helm with Presence Mods, Impact Prism, and Veteran's Core of Might (Vital Spirit if not applicable)
○ Cosmic Presence with a Healing Core
○ Cosmic Talon of Rage with a Tough Skin or Armoring Core
○ Cosmic Vision of Rage with a Cooldown Core

Gameplan
For solo content, bring enemies together with a Particle Wave and Electro Magnet to keep them together before focusing on Sonic Boom Generator charges, healing yourself with Bionic Shield or using Protection Field where necessary. For group content, use Particle Wave to apply Illuminated to as many targets as you can, Electro Magnet to help clump up mobs, and Implosion Engine when there's a particularly big group. Use Bionic Shielding and Protection Field to mitigate incoming damage on allies quickly, or hold down Medical Beam to continuously heal your target and provide some damage resistance, all while healing allies close to you. Be sure to continuously use Particle Wave to keep Illuminated on enemy targets, as this will contribute greatly to your healing. Whenever you don't need to heal, repeatedly full charge Sonic Boom Generator to stun targets and apply Sentinel Mastery. If you find yourself under high pressure or need to get out of a Hold fast, using Resurgence will heal you instantly and free you from most anything. Revive allies with Resurrection Serum whenever there's an opportunity you don't need to heal as much.

Other notes
You can pick whichever aura you'd like, Radiant Protection is not required for the build. Your Protection Field can help a target break out of a Hold (stun, paralyze, incapacitate) as well as prevent minor damage from stopping their interaction with an object, so try to use it to speed things up too!
Laser Sword DPS
Luminescent Slash Build
Super Stats
○ Level 6: Intelligence
○ Level 10: Constitution
○ Level 15: Dexterity

Talents
○ The Specialist (+10 Dex/Rec/Con, +8 Int)
○ +8 Intelligence
○ +5/5 Int/Con
○ +5/5 Int/Dex
○ +8 Endurance
○ +8 Dexterity
○ +5/5 Dex/Con

Powers
○ Energy Builder: Laser Edge
○ Power 1: Lightwave Slash (Rank 2, Rank 3)
○ Power 2: Particle Accelerator
○ Power 3: Particle Wave (Illuminate)
○ Power 4: Radiation Suit (Rank 2, Rank 3)
○ Power 5: Particle Smash (Rank 2, Rank 3)
○ Power 6: Luminescent Slash (Rank 2, Rank 3, Accelerated Metabolism)
○ Power 7: Conjuring
○ Power 8: Bad Sector (Rank 2, Analyze Weakness)
○ Power 9: Electro Magnet
○ Power 10: Energy Shield (Rank 2, Rank 3)
○ Power 11: Resurgence (Unchained)
○ Power 12: Meltdown (Rank 2, Rank 3)
○ Power 13: Resurrection Serum

Specializations
Intelligence

○ Preparation (2/2)
○ Tactician (3/3)
○ Detect Vulnerability (3/3)
○ Expertise (2/2)
Brawler
○ The Glory of Battle (1/3)
○ Penetrating Strikes (2/2)
○ Ruthless (2/2)
○ Finishing Blow (2/3)
○ Flanking (3/3)
Arbiter
○ Ruthless (3/3)
○ Enhanced Mending (2/2)
○ Rend (2/2)
○ Preservation (2/2)
○ Enhanced Gear (1/3)
Intelligence Mastery

Travel Powers
Dealer's choice, just make sure to rank it up to 3.

Gear
Starting:

○ Critical Severity Offense with Intelligence Mods and a Gambler's Lucky Gem
○ Maximum Health Defense with Intelligence Mods and a Growth Amulet
○ Cost Discount Utility with Intelligence Mods and a Gambler's Lucky Gem
○ +20 Int/+47 Crit Secondary Offense, +20 Dex/Int Secondary Defense and Utility
Ending:
○ Distinguished (Offense) or Justice (Precision) Gloves with Intelligence Mods and either two Soviet Guard's Resolution or a Gambler's Lucky and Severity Core
○ Distinguished (Freedom) or Justice (Fitness) Armor with Intelligence Mods an Impact Prism and Growth Amulet
○ Distinguished (Efficiency) or Justice (Efficiency) Helm with Intelligence Mods, Cybermind's Impression, and Veteran's Core of Might (Gambler's Lucky Gem if not applicable)
○ Onslaught Gloves of the Slicer or Grond's Onslaught with Int/Dex Mod
○ Onslaught Tights of Fitness with Int/Dex Mod
○ Onslaught Helm of Efficiency with Int/Dex Mod

Gameplan
For Single Target, start by placing down your Bad Sector where you plan to stand during the fight, then use Particle Wave to trigger both your Form and Energy Unlock for initial energy. If you are doing group content with a healer, wait a few seconds for healers to get a chance to apply Illuminated first before using Particle Wave yourself. Follow this with Particle Smash to apply your debuff, then you can begin your rotation. The rotation is to fully charge Luminescent Slash until Particle Smash comes off cooldown, at which point you use it asap, follow with a Particle Wave, then return to Luminescent Slash. For Multi-target, use Particle Wave to gather your targets, then repeatedly full charge Lightwave Slash. You can use Electro Magnet to keep enemies from running out of your range as well. Meltdown can be used in either scenario for a burst of damage and 5 stacks of Plasma Burn quickly, which can be ruptured by Particle Smash for another burst of damage. If you find yourself under pressure, place your Bad Sector at your position for a shield and use Particle Wave for Illumination to make your attacks heal you, or use your Resurgence for a burst self-heal and regeneration for the next 15 seconds. It can also be used to escape a Hold, which is ideal if the attack following that Hold would otherwise put you out of commission. Blinding Light will also wipe your threat from your target and make them attack someone else (assuming there is someone else to attack.)

Other notes
It is vital that you do not take the Illumination of a Support when in group content, please do not use Particle Wave until a Support player has the chance to apply it themselves. If you want an extra layer of sustain, you can replace Electro Magnet with Endorphin Rush. Meltdown can be obtained via Toybox Lockbox, Collectors Store for a Power Unlock Voucher, or through player trade.

Dual Blades DPS
Dual Blades Build
Super Stats
○ Level 6: Strength
○ Level 10: Dexterity
○ Level 15: Recovery

Talents
○ The Blade (+10 Str/Dex/Rec, +8 End)
○ +8 Dex
○ +8 Rec
○ +5/5 Dex/Rec
○ +5/5 Str/Rec
○ +8 Str
○ +5/5 Str/Dex

Powers
○ Energy Builder: Rain of Steel
○ Power 1: Blade Tempest (Rank 2, Rank 3)
○ Power 2: Form of the Tempest
○ Power 3: Unstoppable (Rank 2, Rank 3)
○ Power 4: Steadfast
○ Power 5: Dragon's Wrath (Rank 2, Tiger's Courage)
○ Power 6: Sword Cyclone (Rank 2, Blender)
○ Power 7: Antagonize (Rank 2, Rank 3)
○ Power 8: Resurgence (Rank 2, Unchained)
○ Power 9: Chained Kunai (Open Wound, Inner Peace)
○ Power 10: Intensity (Rank 2, Fists of Righteous Flame)
○ Power 11: Mind Wipe
○ Power 12: Whirling Dragon Strike
○ Power 13: Rebirth (Rank 2)

Specializations
Strength

○ Physical Peak (3/3)
○ Aggression (2/2)
○ Brutality (2/2)
○ Overpower (3/3)
Warden
○ Fortified Gear (3/3)
○ Slaughter (3/3)
○ Ruthless (2/2)
○ Elusive (2/2)
Brawler
○ The Glory of Battle (1/3)
○ Penetrating Strikes (2/2)
○ Ruthless (2/2)
○ Setup (2/2)
○ Flanking (3/3)
Warden Mastery

Travel Power
Dealer's choice, just make sure to rank one of them to 3

Gear
Starting:

○ Critical Severity Offense with Dexterity Mods and a Gambler's Lucky Gem
○ Maximum Health Defense with Dexterity Mods and a Growth Amulet
○ Cost Discount Utility with Dexterity Mods and a Gambler's Lucky Gem
○ +20 Dex/+47 Crit Secondary Offense, +20 Dex/Rec Secondary Defense and Utility
Ending:
○ Distinguished (Offense) or Justice (Precision) Gloves with Dexterity Mods, a Soviet Guard's Resolution, and a Gambler's Lucky
○ Distinguished (Freedom) or Justice (Fitness) Armor with Dexterity Mods and Growth Amulets
○ Distinguished (Efficiency) or Justice (Efficiency) Helm with Dexterity Mods, Dragon's Fangs, and Veteran's Core of Might (Gambler's Lucky Gem if not applicable)
○ Onslaught Gloves of the Slicer or Grond's Onslaught with a Dex Mod
○ Onslaught Tights of Fitness with a Dex Mod
○ Onslaught Helm of Efficiency with a Dex Mod

Gameplan
For Single Target, your rotation is as follows: tap Chained Kunai, full combo Blade Tempest, full charge Dragon's Wrath, repeat combo and charge twice more, then repeat from Chained Kunai. For Multi-target scenarios, use Sword Cyclone to gather up enemies and cut them down. If multiple enemies are clumped in front of you, you can also use Blade Tempest. Whirling Dragon Strike is best used in single target scenarios as it applies Overpowered, a debuff that increases the target's damage taken from all sources for 15 seconds, which can help burst a boss when extra damage is needed. Use Intensify in either scenario any time it's off cooldown, as it will not only increase your stats and damage, but also give a chance to apply a damage-over-time effect on enemies you're attacking for the duration. If you find yourself under pressure, use Chained Kunai to apply Restoration and knock your target, try to disable your target with Sword Cyclone, or use Resurgence for a burst self-heal and regeneration for the next 15 seconds. It can also be used to escape a Hold, which is ideal if the attack following that Hold would otherwise put you out of commission. Mind Wipe will also wipe your threat from your target and make them attack someone else (assuming there is someone else to attack.)

Other notes:
Whirling Dragon Strike can be obtained via Buccaneer Lockbox, Collectors Store for a Power Unlock Voucher, or through player trade. The Ultimate Sword Cyclone device is also a great addition to this arsenal, as it is your Sword Cyclone but with much higher damage, range, and target cap, making it a great tool for both control and damage against a swarm of baddies. It can be obtained via Traveler Lockbox, Collectors Store for a Special Item Voucher, or through player trade. It will put Whirling Dragon Strike on cooldown when used, so use your best judgment on which will be more necessary to each encounter. You can also use Medusa's Onslaught for this build, it will heavily affect how much AoE damage you're capable of and make Dragon's Wrath pointless, but your rotation would be simplified to Blade Tempest and Chained Kunai only.

Fighting Claws DPS (Tiger's Bite)
Tiger's Bite Build
Super Stats
○ Level 6: Strength
○ Level 10: Recovery
○ Level 15: Dexterity

Talents
○ The Blade (+10 Str/Dex/Rec, +8 End)
○ +8 Dex
○ +8 Rec
○ +5/5 Dex/Rec
○ +5/5 Str/Rec
○ +8 Str
○ +5/5 Str/Dex

Powers
○ Energy Builder: Hawk's Talons
○ Power 1: Viper's Fangs (Rank 2, Rank 3)
○ Power 2: Steadfast
○ Power 3: Unstoppable (Rank 2, Rank 3)
○ Power 4: Scarlet Arc (Rank 2, Rending Blades)
○ Power 5: Form of the Tiger
○ Power 6: Tiger's Bite (Rank 2, Rank 3)
○ Power 7: Resurgence (Unchained)
○ Power 8: Chained Kunai (Open Wound, Inner Peace)
○ Power 9: Counterattack (Rank 2, Rank 3)
○ Power 10: Mind Wipe
○ Power 11: Intensity (Fists of Righteous Flame)
○ Power 12: Bladed Fury (Rank 2, Rank 3)
○ Power 13: Rebirth (Rank 2)

Specializations
Strength

○ Physical Peak (3/3)
○ Aggression (2/2)
○ Brutality (2/2)
○ Overpower (3/3)
Warden
○ Fortified Gear (3/3)
○ Slaughter (3/3)
○ Ruthless (2/2)
○ Elusive (2/2)
Brawler
○ The Glory of Battle (1/3)
○ Penetrating Strikes (2/2)
○ Ruthless (2/2)
○ Setup (2/2)
○ Flanking (3/3)
Warden Mastery

Travel Power
Dealer's choice, just make sure to rank one of them up to 3.

Gear
Starting:

○ Critical Severity Offense with Dexterity Mods and a Gambler's Lucky Gem
○ Maximum Health Defense with Dexterity Mods and a Growth Amulet
○ Cost Discount Utility with Dexterity Mods and a Gambler's Lucky Gem
○ +20 Dex/+47 Crit Secondary Offense, +20 Dex/Rec Secondary Defense and Utility
Ending:
○ Distinguished (Offense) or Justice (Precision) Gloves with Dexterity Mods, a Soviet Guard's Resolution, and a Gambler's Lucky
○ Distinguished (Freedom) or Justice (Fitness) Armor with Dexterity Mods and Growth Amulets
○ Distinguished (Efficiency) or Justice (Efficiency) Helm with Dexterity Mods, Nighthawk's Talons, and Veteran's Core of Might (Gambler's Lucky Gem if not applicable)
○ Onslaught Gloves of the Slicer or Grond's Onslaught with a Dex Mod
○ Onslaught Tights of Fitness with a Dex Mod
○ Onslaught Helm of Efficiency with a Dex Mod

Gameplan
For Single Target, first fully charge Scarlet Arc to apply your debuff. Your rotation then is full Viper's Fangs combo then fully charge Tiger's Bite, repeating this about three times before tapping Scarlet Arc to refresh your debuff then returning to your rotation. For Multi-target scenarios, find as many targets close together as you can and use Viper's Fangs. You can half or fully charge Scarlet Arc or Tiger's Bite amidst this to keep your Form stacks up. Bladed Fury can be used to shred everything around you, which makes for good burst damage in both single and multi-target. It also applies Shredded to anything left standing, making it easier for you to take them out subsequently. Use Intensify in either scenario any time it's off cooldown, as it will not only increase your stats and damage, but also give a chance to apply a damage-over-time effect on enemies you're attacking for the duration. If you find yourself under pressure, use Chained Kunai to apply Restoration and knock your target to disable them momentarily, or use Resurgence for a burst self-heal and regeneration for the next 15 seconds. It can also be used to escape a Hold, which is ideal if the attack following that Hold would otherwise put you out of commission. Mind Wipe will also wipe your threat from your target and make them attack someone else (assuming there is someone else to attack.)

Other notes
Bladed Fury can be obtained via Secret Identity Lockbox, Collectors Store for a Power Unlock Voucher, or through player trade.

Fighting Claws DPS (Scarlet Arc)
Scarlet Arc Build
Super Stats
○ Level 6: Strength
○ Level 10: Recovery
○ Level 15: Dexterity

Talents
○ The Blade (+10 Str/Dex/Rec, +8 End)
○ +8 Dex
○ +8 Rec
○ +5/5 Dex/Rec
○ +5/5 Str/Rec
○ +8 Str
○ +5/5 Str/Dex

Powers
○ Energy Builder: Hawk's Talons
○ Power 1: Viper's Fangs (Rank 2, Penetrating Strikes)
○ Power 2: Chained Kunai (Open Wound, Inner Peace)
○ Power 3: Unstoppable (Rank 2, Rank 3)
○ Power 4: Scarlet Arc (Rank 2, Rank 3)
○ Power 5: Form of the Tiger
○ Power 6: Pulverizer
○ Power 7: Rend and Tear (Rank 2, No Code of Conduct)
○ Power 8: Resurgence (Unchained)
○ Power 9: Counterattack (Rank 2, Rank 3)
○ Power 10: Mind Wipe
○ Power 11: Intensity (Rank 2, Fists of Righteous Flame)
○ Power 12: Bladed Fury (Rank 2, Rank 3)
○ Power 13: Rebirth

Specializations
Strength

○ Physical Peak (3/3)
○ Aggression (2/2)
○ Brutality (2/2)
○ Overpower (3/3)
Warden
○ Fortified Gear (3/3)
○ Elusive (2/2)
○ Ruthless (2/2)
○ The Best Defense (3/3)
Brawler
○ The Glory of Battle (1/3)
○ Penetrating Strikes (2/2)
○ Ruthless (2/2)
○ Finishing Blow (2/3)
○ Flanking (3/3)
Strength Mastery

Travel Power
Dealer's choice, just make sure to rank one of them up to 3

Gear
Starting:

○ Critical Severity Offense with Dexterity Mods and a Gambler's Lucky Gem
○ Maximum Health Defense with Dexterity Mods and a Growth Amulet
○ Cost Discount Utility with Dexterity Mods and a Gambler's Lucky Gem
○ +20 Dex/+47 Crit Secondary Offense, +20 Dex/Rec Secondary Defense and Utility
Ending:
○ Distinguished (Offense) or Justice (Precision) Gloves with Dexterity Mods, a Soviet Guard's Resolution, and a Gambler's Lucky
○ Distinguished (Freedom) or Justice (Fitness) Armor with Dexterity Mods and Growth Amulets
○ Distinguished (Efficiency) or Justice (Efficiency) Helm with Dexterity Mods, Nighthawk's Talons, and Veteran's Core of Might (Gambler's Lucky Gem if not applicable)
○ Onslaught Gloves of the Slicer or Grond's Onslaught with a Dex Mod
○ Onslaught Tights of Fitness with a Dex Mod
○ Onslaught Helm of Efficiency with a Dex Mod

Gameplan
For Single Target, do a full combo of Viper's Fangs to apply your debuff. Your rotation from there is tap Chained Kunai then fully charge Scarlet Arc six to seven times, repeating from Chained Kunai after. For Multi-target scenarios, use Viper's Fangs to apply Shredded to a target, then use Rend and Tear on them to start dealing that damage to anything else close to it. You can half or fully charge Scarlet Arc to maintain Form stacks and your Energy Unlock in between combos. Bladed Fury can be used to shred everything around you, which makes for good burst damage in both single and multi-target. It also applies Shredded to anything left standing, making it easier for you to take them out subsequently. Use Intensify in either scenario any time it's off cooldown, as it will not only increase your stats and damage, but also give a chance to apply a damage-over-time effect on enemies you're attacking for the duration. If you find yourself under pressure, use Chained Kunai to apply Restoration and knock your target to disable them momentarily, or use Resurgence for a burst self-heal and regeneration for the next 15 seconds. It can also be used to escape a Hold, which is ideal if the attack following that Hold would otherwise put you out of commission. Mind Wipe will also wipe your threat from your target and make them attack someone else (assuming there is someone else to attack.)

Other notes
Bladed Fury can be obtained via Secret Identity Lockbox, Collectors Store for a Power Unlock Voucher, or through player trade. It's important to remember to charge Scarlet Arc (or even Chained Kunai) while doing AoE, as your energy generation will be effectively paused if you aren't. This build is also usable with Strength stacking, using Enrage as your Form instead.

Fighting Claws DPS (Rend and Tear)
Rend and Tear Build
Super Stats
○ Level 6: Strength
○ Level 10: Recovery
○ Level 15: Dexterity

Talents
○ The Blade (+10 Str/Dex/Rec, +8 End)
○ +8 Dex
○ +8 Rec
○ +5/5 Dex/Rec
○ +5/5 Str/Rec
○ +8 Str
○ +5/5 Str/Dex

Powers
○ Energy Builder: Hawk's Talons
○ Power 1: Viper's Fangs (Rank 2, Deadly Fangs)
○ Power 2: Steadfast
○ Power 3: Unstoppable (Rank 2, Rank 3)
○ Power 4: Scarlet Arc (Rank 2, Rending Blades)
○ Power 5: Form of the Tempest
○ Power 6: Rend and Tear (Rank 2, No Code of Conduct)
○ Power 7: Resurgence (Unchained)
○ Power 8: Chained Kunai (Open Wound, Inner Peace)
○ Power 9: Counterattack (Rank 2, Rank 3)
○ Power 10: Mind Wipe
○ Power 11: Intensity (Rank 2, Fists of Righteous Flame)
○ Power 12: Bladed Fury (Rank 2, Rank 3)
○ Power 13: Rebirth

Specializations
Strength

○ Physical Peak (3/3)
○ Aggression (2/2)
○ Brutality (2/2)
○ Overpower (3/3)
Warden
○ Fortified Gear (3/3)
○ Slaughter (3/3)
○ Ruthless (2/2)
○ Elusive (2/2)
Brawler
○ The Glory of Battle (1/3)
○ Penetrating Strikes (2/2)
○ Ruthless (2/2)
○ Finishing Blow (2/3)
○ Flanking (3/3)
Warden Mastery

Travel Power
Dealer's choice, just make sure to rank one of them up to 3

Gear
Starting:

○ Critical Severity Offense with Dexterity Mods and a Gambler's Lucky Gem
○ Maximum Health Defense with Dexterity Mods and a Growth Amulet
○ Cost Discount Utility with Dexterity Mods and a Gambler's Lucky Gem
○ +20 Dex/+47 Crit Secondary Offense, +20 Dex/Rec Secondary Defense and Utility
Ending:
○ Distinguished (Offense) or Justice (Precision) Gloves with Dexterity Mods, a Soviet Guard's Resolution, and a Gambler's Lucky
○ Distinguished (Freedom) or Justice (Fitness) Armor with Dexterity Mods and Growth Amulets
○ Distinguished (Efficiency) or Justice (Efficiency) Helm with Dexterity Mods, Nighthawk's Talons, and Veteran's Core of Might (Gambler's Lucky Gem if not applicable)
○ Medusa's Onslaught with a Dex Mod
○ Onslaught Tights of Fitness with a Dex Mod
○ Onslaught Helm of Efficiency with a Dex Mod

Gameplan
For Single Target, fully charge Scarlet Arc to apply your debuff, then use the complete Rend and Tear combo about five times, after which tapping Scarlet Arc to refresh your debuff before doing Rend and Tear again. For Multi-target scenarios, apply Shredded to any target close to others, then Rend and Tear until everything is defeated. Completing the combo gives stacks of Furious, so after using it three times, you no longer need to apply Shredded before using the combo on AoE targets. Bladed Fury can be used to shred everything around you, which makes for good burst damage in both single and multi-target. It also applies Shredded to anything left standing, making it easier for you to take them out subsequently. Use Intensify in either scenario any time it's off cooldown, as it will not only increase your stats and damage, but also give a chance to apply a damage-over-time effect on enemies you're attacking for the duration. If you find yourself under pressure, use Chained Kunai to apply Restoration and knock your target to disable them momentarily, or use Resurgence for a burst self-heal and regeneration for the next 15 seconds. It can also be used to escape a Hold, which is ideal if the attack following that Hold would otherwise put you out of commission. Mind Wipe will also wipe your threat from your target and make them attack someone else (assuming there is someone else to attack.)

Other notes
Bladed Fury can be obtained via Secret Identity Lockbox, Collectors Store for a Power Unlock Voucher, or through player trade. Viper's Fangs is only for leveling purposes and can be retconned once Rend and Tear is obtained. If and when doing so, take Hawk's Talons, Steadfast, then Form of the Tempest to be able to continue power progression normally.

Single Blade DPS (Reaper's Embrace)
Reaper's Embrace Build
Super Stats
○ Level 6: Strength
○ Level 10: Recovery
○ Level 15: Dexterity

Talents
○ The Blade (+10 Str/Dex/Rec, +8 End)
○ +8 Dex
○ +8 Rec
○ +5/5 Dex/Rec
○ +5/5 Str/Rec
○ +8 Str
○ +5/5 Str/Dex

Powers
○ Energy Builder: Reaper's Touch
○ Power 1: Reaper's Caress (Rank 2, Cleaving Strikes)
○ Power 2: Scything Blade (Rank 2, Swallowtail Cut)
○ Power 3: Unstoppable (Rank 2, Rank 3)
○ Power 4: Form of the Swordsman
○ Power 5: Steadfast
○ Power 6: Reaper's Embrace (Rank 2, Rank 3)
○ Power 7: Chained Kunai (Inner Peace)
○ Power 8: Tornado Slash (Soul Capturing Blade)
○ Power 9: Resurgence (Unchained)
○ Power 10: Deflect (Rank 2, Rank 3)
○ Power 11: Mind Wipe
○ Power 12: Vorpal Blade (Rank 2, Rank 3)
○ Power 13: Intensity (Rank 2, Fists of Righteous Flame)

Specializations
Strength

○ Physical Peak (3/3)
○ Aggression (2/2)
○ Brutality (2/2)
○ Overpower (3/3)
Warden
○ Fortified Gear (3/3)
○ Slaughter (3/3)
○ Ruthless (2/2)
○ Elusive (2/2)
Brawler
○ The Glory of Battle (1/3)
○ Penetrating Strikes (2/2)
○ Ruthless (2/2)
○ Setup (2/2)
○ Flanking (3/3)
Warden Mastery

Travel Power
Dealer's choice, just make sure to rank one of them to 3.

Gear
Starting:

○ Critical Severity Offense with Dexterity Mods and a Gambler's Lucky Gem
○ Maximum Health Defense with Dexterity Mods and a Growth Amulet
○ Cost Discount Utility with Dexterity Mods and a Gambler's Lucky Gem
○ +20 Dex/+47 Crit Secondary Offense, +20 Dex/Rec Secondary Defense and Utility
Ending:
○ Distinguished (Offense) or Justice (Precision) Gloves with Dexterity Mods, a Soviet Guard's Resolution, and a Gambler's Lucky
○ Distinguished (Freedom) or Justice (Fitness) Armor with Dexterity Mods and Growth Amulets
○ Distinguished (Efficiency) or Justice (Efficiency) Helm with Dexterity Mods, Jack Fool's Blade, and Veteran's Core of Might (Gambler's Lucky Gem if not applicable)
○ Onslaught Gloves of the Slicer with a Dex Mod
○ Onslaught Tights of Fitness with a Dex Mod
○ Onslaught Helm of Efficiency with a Dex Mod

Gameplan
For Single Target, perform the full combo of Reaper's Caress three times, then fully charge Reaper's Embrace. Perform the full Reaper's Caress three times again, but only tap Reaper's Embrace this time. Repeat from the beginning until target is down. For Multi-target scenarios, use Tornado Slash from an angle that'll hit as many targets as you can to apply a Bleed to them all, then come in fully charging Scything Blade until targets are close enough to be cleaved by Reaper's Caress. Vorpal Blade can be used as burst damage and to apply 5 stacks of Bleed quickly, allowing a quick use of Reaper's Embrace without building stacks. It also has an AoE component and can be used to shred clumps of mobs as well. Use Intensify in either scenario any time it's off cooldown, as it will not only increase your stats and damage, but also give a chance to apply a damage-over-time effect on enemies you're attacking for the duration. If you find yourself under pressure, use Chained Kunai to apply Restoration and knock your target to disable them momentarily, or use Resurgence for a burst self-heal and regeneration for the next 15 seconds. It can also be used to escape a Hold, which is ideal if the attack following that Hold would otherwise put you out of commission. You can also preemptively use Tornado Slash to apply Dependency, which heals anyone including yourself every half second when in close range of the target. Mind Wipe will also wipe your threat from your target and make them attack someone else (assuming there is someone else to attack.)

Other notes
Vorpal Blade can be obtained via Mayhem Lockbox, Collectors Store for a Power Unlock Voucher, or through player trade. The cycle between tap and full charge with Reaper's Embrace doesn't have much of a grace period, so if you need to block for more than a few seconds during an encounter, fully charge it instead of tapping it, regardless of which part of the cycle you're on.

Single Blade DPS (Relentless Pursuit)
Relentless Pursuit Build
Super Stats
○ Level 6: Strength
○ Level 10: Recovery
○ Level 15: Dexterity

Talents
○ The Blade (+10 Str/Dex/Rec, +8 End)
○ +8 Dex
○ +8 Rec
○ +5/5 Dex/Rec
○ +5/5 Str/Rec
○ +8 Str
○ +5/5 Str/Dex

Powers
○ Energy Builder: Reaper's Touch
○ Power 1: Reaper's Caress (Rank 2, Cleaving Strikes)
○ Power 2: Scything Blade (Messy, Weak Points)
○ Power 3: Unstoppable (Rank 2, Rank 3)
○ Power 4: Form of the Tempest
○ Power 5: Steadfast
○ Power 6: Chained Kunai (Inner Peace)
○ Power 7: Relentless Pursuit (Rank 2, Single Minded)
○ Power 8: Sword Cyclone (Rank 2, Blender)
○ Power 9: Resurgence (Unchained)
○ Power 10: Deflect (Rank 2, Rank 3)
○ Power 11: Mind Wipe
○ Power 12: Vorpal Blade (Rank 2, Rank 3)
○ Power 13: Intensity (Fists of Righteous Flame)

Specializations
Strength
○ Physical Peak (3/3)
○ Aggression (2/2)
○ Brutality (2/2)
○ Overpower (3/3)
Warden
○ Fortified Gear (3/3)
○ Elusive (2/2)
○ Ruthless (2/2)
○ The Best Defense (3/3)
Brawler
○ The Glory of Battle (1/3)
○ Penetrating Strikes (2/2)
○ Ruthless (2/2)
○ Finishing Blow (2/3)
○ Flanking (3/3)
Strength Mastery

Travel Power
Dealer's choice, just make sure to rank one of them to 3.

Gear
Starting:
○ Critical Severity Offense with Dexterity Mods and a Gambler's Lucky Gem
○ Maximum Health Defense with Dexterity Mods and a Growth Amulet
○ Cost Discount Utility with Dexterity Mods and a Gambler's Lucky Gem
○ +20 Dex/+47 Crit Secondary Offense, +20 Dex/Rec Secondary Defense and Utility
Ending:
○ Distinguished (Offense) or Justice (Precision) Gloves with Dexterity Mods, a Soviet Guard's Resolution, and a Gambler's Lucky
○ Distinguished (Freedom) or Justice (Fitness) Armor with Dexterity Mods and Growth Amulets
○ Distinguished (Efficiency) or Justice (Efficiency) Helm with Dexterity Mods, Jack Fool's Blade, and Veteran's Core of Might (Gambler's Lucky Gem if not applicable)
○ Onslaught Gloves of the Slicer or Gravitar's Onslaught with a Dex Mod
○ Onslaught Tights of Fitness with a Dex Mod
○ Onslaught Helm of Efficiency with a Dex Mod

Gameplan
For Single Target, use Reaper's Caress for your debuff and Bleed stacks, ideally until you have five stacks. You can also use Vorpal Blade for five stacks quickly, but be sure to apply your debuff first. Once primed, fully maintain Relentless Pursuit twice, then tap Scything Blade to refresh Shredded and Bleed before repeating from Relentless Pursuit. For Multi-target scenarios, move around using Sword Cyclone to gather and attack enemies. Vorpal Blade can be used for burst damage for both single and multi-target, as it has a small AoE component, and as prior stated, can be used to get five Bleed stacks quickly. Use Intensify in either scenario any time it's off cooldown, as it will not only increase your stats and damage, but also give a chance to apply a damage-over-time effect on enemies you're attacking for the duration. If you find yourself under pressure, use Chained Kunai to apply Restoration and knock your target to disable them momentarily, or use Resurgence for a burst self-heal and regeneration for the next 15 seconds. It can also be used to escape a Hold, which is ideal if the attack following that Hold would otherwise put you out of commission. Mind Wipe will also wipe your threat from your target and make them attack someone else (assuming there is someone else to attack.)

Other notes
Vorpal Blade can be obtained via Mayhem Lockbox, Collectors Store for a Power Unlock Voucher, or through player trade. If you don't like the inclusion of a second blade for your character for the sake of Sword Cyclone, take Crimson Bloom and rank it to 3 instead. Keep in mind that Relentless Pursuit is also a lunge, so every time you use it, it will reposition you to be as close as possible to your target, which is a potential risk in certain encounters where you need to remain at max range.

Single Blade DPS (Dragon's Bite)
Dragon's Bite Build
Super Stats
○ Level 6: Strength
○ Level 10: Recovery
○ Level 15: Dexterity

Talents
○ The Blade (+10 Str/Dex/Rec, +8 End)
○ +8 Dex
○ +8 Rec
○ +5/5 Dex/Rec
○ +5/5 Str/Rec
○ +8 Str
○ +5/5 Str/Dex

Powers
○ Energy Builder: Reaper's Touch
○ Power 1: Reaper's Caress (Rank 2, Cleaving Strikes)
○ Power 2: Scything Blade (Rank 2, Messy)
○ Power 3: Unstoppable (Rank 2, Rank 3)
○ Power 4: Form of the Swordsman
○ Power 5: Dragon's Bite (Rank 2, Rank 3)
○ Power 6: Steadfast
○ Power 7: Chained Kunai (Inner Peace)
○ Power 8: Tornado Slash (Soul Capturing Blade)
○ Power 9: Resurgence (Unchained)
○ Power 10: Deflect (Rank 2, Rank 3)
○ Power 11: Mind Wipe
○ Power 12: Vorpal Blade (Rank 2, Rank 3)
○ Power 13: Intensity (Rank 2, Fists of Righteous Flame)

Specializations
Strength
○ Physical Peak (3/3)
○ Aggression (2/2)
○ Brutality (2/2)
○ Overpower (3/3)
Warden
○ Fortified Gear (3/3)
○ Ruthless (2/2)
○ Elusive (2/2)
○ The Best Defense (3/3)
Brawler
○ The Glory of Battle (1/3)
○ Penetrating Strikes (2/2)
○ Ruthless (2/2)
○ Finishing Blow (2/3)
○ Flanking (3/3)
Strength Mastery

Travel Power
Dealer's choice, just make sure to rank one of them to 3.

Gear
Starting:
○ Critical Severity Offense with Dexterity Mods and a Gambler's Lucky Gem
○ Maximum Health Defense with Dexterity Mods and a Growth Amulet
○ Cost Discount Utility with Dexterity Mods and a Gambler's Lucky Gem
○ +20 Dex/+47 Crit Secondary Offense, +20 Dex/Rec Secondary Defense and Utility
Ending:
○ Distinguished (Offense) or Justice (Precision) Gloves with Dexterity Mods, a Soviet Guard's Resolution, and a Gambler's Lucky
○ Distinguished (Freedom) or Justice (Fitness) Armor with Dexterity Mods and Growth Amulets
○ Distinguished (Efficiency) or Justice (Efficiency) Helm with Dexterity Mods, Jack Fool's Blade, and Veteran's Core of Might (Gambler's Lucky Gem if not applicable)
○ Onslaught Gloves of the Slicer or Grond's Onslaught with a Dex Mod
○ Onslaught Tights of Fitness with a Dex Mod
○ Onslaught Helm of Efficiency with a Dex Mod

Gameplan
For Single Target, use Reaper's Caress for your debuff and Bleed stacks, ideally until you have five stacks. You can also use Vorpal Blade for five stacks quickly, but be sure to apply your debuff first. Once primed, fully charge Dragon's Bite six to seven times before refreshing Shredded with a tap of Scything Blade, then return to Dragon's Bite. For Multi-target scenarios, use Tornado Slash from an angle that'll hit as many targets as you can to apply a Bleed to them all, then come in fully charging Scything Blade until targets are close enough to be cleaved by Reaper's Caress. Vorpal Blade can be used for burst damage for both single and multi-target, as it has a small AoE component, and as prior stated, can be used to get five Bleed stacks quickly. Use Intensify in either scenario any time it's off cooldown, as it will not only increase your stats and damage, but also give a chance to apply a damage-over-time effect on enemies you're attacking for the duration. If you find yourself under pressure, use Chained Kunai to apply Restoration and knock your target to disable them momentarily, or use Resurgence for a burst self-heal and regeneration for the next 15 seconds. It can also be used to escape a Hold, which is ideal if the attack following that Hold would otherwise put you out of commission. You can also preemptively use Tornado Slash to apply Dependency, which heals anyone including yourself every half second when in close range of the target. Mind Wipe will also wipe your threat from your target and make them attack someone else (assuming there is someone else to attack.)

Other notes
Vorpal Blade can be obtained via Mayhem Lockbox, Collectors Store for a Power Unlock Voucher, or through player trade.

Unarmed Martial Arts DPS (Burning Chi Fist)
I do not recommend using this build to level, or at least not until level 20.

Burning Chi Fist Build
Super Stats
○ Level 6: Strength
○ Level 10: Recovery
○ Level 15: Dexterity

Talents
○ The Blade (+10 Str/Dex/Rec, +8 End)
○ +8 Dex
○ +8 Rec
○ +5/5 Dex/Rec
○ +5/5 Str/Rec
○ +8 Str
○ +5/5 Str/Dex

Powers
○ Energy Builder: Vicious Strikes
○ Power 1: Form of the Master
○ Power 2: Chi Manipulation
○ Power 3: Dragon Kick (Rank 2, Dragon Rush)
○ Power 4: Unstoppable (Rank 2, Rank 3)
○ Power 5: Hurl (Hard Fall, Didn't See That Coming)
○ Power 6: Chained Kunai (Open Wound, Inner Peace)
○ Power 7: Burning Chi Fist (Rank 2, Shattering Strike, Ghostly Strikes)
○ Power 8: Intensity (Rank 2)
○ Power 9: Resurgence (Unchained)
○ Power 10: Parry (Rank 2, Rank 3)
○ Power 11: Mind Wipe
○ Power 12: Fury of the Dragon (Rank 2, Rank 3)
○ Power 13: Fiery Embrace

Specializations
Strength
○ Physical Peak (3/3)
○ Aggression (2/2)
○ Brutality (2/2)
○ Overpower (3/3)
Warden
○ Fortified Gear (3/3)
○ Ruthless (2/2)
○ Elusive (2/2)
○ The Best Defense (3/3)
Brawler
○ The Glory of Battle (1/3)
○ Penetrating Strikes (2/2)
○ Ruthless (2/2)
○ Finishing Blow (2/3)
○ Flanking (3/3)
Strength Mastery

Travel Power
Dealer's choice, just make sure to rank one of them to 3.

Gear
Starting:
○ Critical Severity Offense with Dexterity Mods and a Gambler's Lucky Gem
○ Maximum Health Defense with Dexterity Mods and a Growth Amulet
○ Cost Discount Utility with Dexterity Mods and a Gambler's Lucky Gem
○ +20 Rec/+47 Crit Secondary Offense, +20 Dex/Rec Secondary Defense and Utility
Ending:
○ Distinguished (Offense) or Justice (Precision) Gloves with Dexterity Mods, a Soviet Guard's Resolution, and a Gambler's Lucky
○ Distinguished (Freedom) or Justice (Fitness) Armor with Dexterity Mods and Growth Amulets
○ Distinguished (Efficiency) or Justice (Efficiency) Helm with Dexterity Mods, Left Eye of the Ruby Dragon, and Veteran's Core of Might (Gambler's Lucky Gem if not applicable)
○ Onslaught Gloves of the Slicer or Grond's Onslaught with a Dex Mod
○ Onslaught Tights of Fitness with a Dex Mod
○ Onslaught Helm of Efficiency with a Dex Mod

Gameplan
For Single Target, use Hurl then Burning Chi Fist fully charged about six times, then follow the rotation of Hurl > full charge Dragon Kick > Burning Chi Fist six to seven times. When you have full gear, you should no longer need Dragon Rush and can skip Dragon Kick for single target, instead doing Hurl then seven or eight Burning Chi Fist strikes. For Multi-target scenarios, position yourself around clumps of enemies and fully charge Dragon Kick repeatedly. Fury of the Dragon can be used in multi-target scenarios to burn down several foes in front of you, and will deal more damage the more Form stacks you have. Use Intensify in either scenario any time it's off cooldown, as it will increase your stats and damage. If you find yourself under pressure, use Chained Kunai to apply Restoration and knock your target to disable them momentarily, or use Resurgence for a burst self-heal and regeneration for the next 15 seconds. It can also be used to escape a Hold, which is ideal if the attack following that Hold would otherwise put you out of commission. You can also fully charge Dragon Kick to momentarily stun any targets hit if they aren't at 3 Hold stacks. Mind Wipe will also wipe your threat from your target and make them attack someone else (assuming there is someone else to attack.)

Other notes
Since you don't need Dragon Rush once you have gear, I would suggest retconning the advantage and instead taking Rank 3 and Spectral Dragon Tail at that point, as it will improve AoE damage.

Unarmed Martial Arts DPS (Dragon Uppercut)
I do not recommend using this build to level, or at least not until level 20

Dragon Uppercut Build
Super Stats
○ Level 6: Strength
○ Level 10: Recovery
○ Level 15: Dexterity

Talents
○ The Blade (+10 Str/Dex/Rec, +8 End)
○ +8 Dex
○ +8 Rec
○ +5/5 Dex/Rec
○ +5/5 Str/Rec
○ +8 Str
○ +5/5 Str/Dex

Powers
○ Energy Builder: Vicious Strikes
○ Power 1: Chained Kunai (Inner Peace)
○ Power 2: Parry (Rank 2, Rank 3)
○ Power 3: Dragon Kick (Rank 2, Rank 3)
○ Power 4: Unstoppable (Rank 2, Rank 3)
○ Power 5: Form of the Tiger
○ Power 6: Pulverizer
○ Power 7: Dragon Uppercut (Rank 2, Rank 3, Ghostly Strikes)
○ Power 8: Burning Chi Fist (Rank 2, Shattering Strike, Ghostly Strikes)
○ Power 9: Hurl (Hard Fall, Didn't See That Coming)
○ Power 10: Resurgence (Unchained)
○ Power 11: Mind Wipe
○ Power 12: Fury of the Dragon (Rank 2, Rank 3)
○ Power 13: Fiery Embrace or Intensity

Specializations
Strength
○ Physical Peak (3/3)
○ Aggression (2/2)
○ Brutality (2/2)
○ Overpower (3/3)
Warden
○ Fortified Gear (3/3)
○ Ruthless (2/2)
○ Elusive (2/2)
○ The Best Defense (3/3)
Brawler
○ The Glory of Battle (1/3)
○ Penetrating Strikes (2/2)
○ Ruthless (2/2)
○ Finishing Blow (2/3)
○ Flanking (3/3)
Strength Mastery

Travel Power
Dealer's choice, just make sure to rank one of them to 3.

Gear
Starting:
○ Critical Severity Offense with Dexterity Mods and a Gambler's Lucky Gem
○ Maximum Health Defense with Dexterity Mods and a Growth Amulet
○ Cost Discount Utility with Dexterity Mods and a Gambler's Lucky Gem
○ +20 Rec/+47 Crit Secondary Offense, +20 Dex/Rec Secondary Defense and Utility
Ending:
○ Distinguished (Offense) or Justice (Precision) Gloves with Dexterity Mods, a Soviet Guard's Resolution, and a Gambler's Lucky
○ Distinguished (Freedom) or Justice (Fitness) Armor with Dexterity Mods and Growth Amulets
○ Distinguished (Efficiency) or Justice (Efficiency) Helm with Dexterity Mods, Left Eye of the Ruby Dragon, and Veteran's Core of Might (Gambler's Lucky Gem if not applicable)
○ Onslaught Gloves of the Slicer or Grond's Onslaught with a Dex Mod
○ Onslaught Tights of Fitness with a Dex Mod
○ Onslaught Helm of Efficiency with a Dex Mod

Gameplan
For Single Target, your rotation is as follows: Hurl, fully charge Burning Chi Fist, fully charge Dragon Uppercut six to seven times, repeat. For Multi-target scenarios, position yourself around clumps of enemies and fully charge Dragon Kick repeatedly. Fury of the Dragon can be used in multi-target scenarios to burn down several foes in front of you, and will deal more damage the more Form stacks you have. If you selected it, use Intensify in either scenario any time it's off cooldown, as it will increase your stats and damage. If you find yourself under pressure, use Chained Kunai to apply Restoration and knock your target to disable them momentarily, or use Resurgence for a burst self-heal and regeneration for the next 15 seconds. It can also be used to escape a Hold, which is ideal if the attack following that Hold would otherwise put you out of commission. You can also fully charge Dragon Kick to momentarily stun any targets hit if they aren't at 3 Hold stacks. Mind Wipe will also wipe your threat from your target and make them attack someone else (assuming there is someone else to attack.)

Other notes
This build can also be done with Strength stacking, using Enrage as a form instead. The choice between Fiery Embrace and Intensity is between utility and damage, the former being a self-revive and the latter being a temporary stat and damage buff.

Unarmed Martial Arts DPS (Open Palm Strike)
I do not recommend using this build to level, or at least until level 20

Open Palm Strike Build
Super Stats
○ Level 6: Strength
○ Level 10: Recovery
○ Level 15: Dexterity

Talents
○ The Blade (+10 Str/Dex/Rec, +8 End)
○ +8 Dex
○ +8 Rec
○ +5/5 Dex/Rec
○ +5/5 Str/Rec
○ +8 Str
○ +5/5 Str/Dex

Powers
○ Energy Builder: Vicious Strikes
○ Power 1: Chained Kunai (Inner Peace)
○ Power 2: Night Warrior (Rank 2, Rank 3)
○ Power 3: Dragon Kick (Rank 2, Dragon Rush)
○ Power 4: Form of the Tiger
○ Power 5: Pulverizer
○ Power 6: Hurl (Hard Fall, Didn't See That Coming)
○ Power 7: Open Palm Strike (Rank 2, Rank 3, Ghostly Strikes)
○ Power 8: Burning Chi Fist (Rank 2, Shattering Strike, Ghostly Strikes)
○ Power 9: Resurgence (Unchained)
○ Power 10: Parry (Rank 2, Rank 3)
○ Power 11: Mind Wipe
○ Power 12: Fury of the Dragon (Rank 2, Rank 3)
○ Power 13: Fiery Embrace or Intensify

Specializations
Strength
○ Physical Peak (3/3)
○ Aggression (2/2)
○ Brutality (2/2)
○ Overpower (3/3)
Warden
○ Fortified Gear (3/3)
○ Ruthless (2/2)
○ Elusive (2/2)
○ The Best Defense (3/3)
Brawler
○ The Glory of Battle (1/3)
○ Penetrating Strikes (2/2)
○ Ruthless (2/2)
○ Finishing Blow (2/3)
○ Flanking (3/3)
Strength Mastery

Travel Power
Dealer's choice, just make sure to rank one of them to 3.

Gear
Starting:
○ Critical Severity Offense with Dexterity Mods and a Gambler's Lucky Gem
○ Maximum Health Defense with Dexterity Mods and a Growth Amulet
○ Cost Discount Utility with Dexterity Mods and a Gambler's Lucky Gem
○ +20 Rec/+47 Crit Secondary Offense, +20 Dex/Rec Secondary Defense and Utility
Ending:
○ Distinguished (Offense) or Justice (Precision) Gloves with Dexterity Mods, a Soviet Guard's Resolution, and a Gambler's Lucky
○ Distinguished (Freedom) or Justice (Fitness) Armor with Dexterity Mods and Growth Amulets
○ Distinguished (Efficiency) or Justice (Efficiency) Helm with Dexterity Mods, Left Eye of the Ruby Dragon, and Veteran's Core of Might (Gambler's Lucky Gem if not applicable)
○ Onslaught Gloves of the Slicer or Grond's Onslaught with a Dex Mod
○ Onslaught Tights of Fitness with a Dex Mod
○ Onslaught Helm of Efficiency with a Dex Mod

Gameplan
For Single Target, your rotation is as follows: Hurl, full charge Burning Chi Fist, fully charge Open Palm Strike five times, repeat. For Multi-target scenarios, position yourself around clumps of enemies and fully charge Dragon Kick repeatedly. You can use Open Palm Strike on enemies close together, but unless you're okay with them being launched miles away, it's best for them to have 3 stacks of knock resistance first. Fury of the Dragon can be used in multi-target scenarios to burn down several foes in front of you, and will deal more damage the more Form stacks you have. If you selected it, use Intensify in either scenario any time it's off cooldown, as it will increase your stats and damage. If you find yourself under pressure, use Chained Kunai to apply Restoration and knock your target to disable them momentarily, or use Resurgence for a burst self-heal and regeneration for the next 15 seconds. It can also be used to escape a Hold, which is ideal if the attack following that Hold would otherwise put you out of commission. You can also fully charge Dragon Kick to momentarily stun any targets hit if they aren't at 3 Hold stacks. Mind Wipe will also wipe your threat from your target and make them attack someone else (assuming there is someone else to attack.)

Other notes
This build can also be done with Strength stacking, using Enrage as a form instead. The choice between Fiery Embrace and Intensity is between utility and damage, the former being a self-revive and the latter being a temporary stat and damage buff.

Telekinesis DPS (Ranged)
Telekinetic Lance Build
Super Stats
○ Level 6: Ego
○ Level 10: Dexterity
○ Level 15: Constitution

Talents
○ The Gunslinger (+10 Dex/Con/Rec, +8 Ego)
○ +8 Ego
○ +8 Dexterity
○ +8 Constitution
○ +5/5 Ego/Dex
○ +5/5 Ego/Con
○ +5/5 Dex/Con

Powers
○ Energy Builder: Kinetic Darts
○ Power 1: Telekinetic Strike (Rank 2, Rank 3)
○ Power 2: Ego Form (Rank 2, Rank 3)
○ Power 3: Telekinetic Burst (Rank 2, Rank 3)
○ Power 4: Concentration
○ Power 5: Telekinetic Reverberation
○ Power 6: Telekinetic Lance (Rank 2, Rank 3)
○ Power 7: Telekinetic Eruption (Enhanced Form, Inner Peace)
○ Power 8: Mental Storm (Rank 2, Mental Artillery)
○ Power 9: Telekinetic Shield (Rank 2, Rank 3)
○ Power 10: Resurgence (Unchained)
○ Power 11: Mind Wipe
○ Power 12: Mental Impact
○ Power 13: Ego Surge (Rank 2, Nimble Mind)

Specializations
Ego
○ Force of Will (2/2)
○ Insight (3/3)
○ Follow Through (3/3)
○ Exploit Opening (2/2)
Guardian
○ Fortified Gear (3/3)
○ Ruthless (2/2)
○ Find the Mark (2/3)
○ The Best Defense (3/3)
Vindicator
○ Aggressive Stance (2/2)
○ Merciless (3/3)
○ The Rush of Battle (2/3)
○ Focused Strikes (3/3)
Ego Mastery

Travel Powers
Dealer's choice, just make sure you rank it up to 3.

Gear
Starting:
○ Critical Severity Offense with Ego Mods and a Gambler's Lucky Gem
○ Maximum Health Defense with Ego Mods and a Growth Amulet
○ Cost Discount Utility with Ego Mods and a Gambler's Lucky Gem
○ +20 Dex/+47 Crit Secondary Offense, +20 Dex/Ego Secondary Defense and Utility
Ending:
○ Distinguished (Offense) or Justice (Precision) Gloves with Ego Mods, Gambler's Lucky Gem, and Soviet Guard's Resolution
○ Distinguished (Freedom) or Justice (Fitness) Armor with Ego Mods and Growth Amulets
○ Distinguished (Efficiency) or Justice (Efficiency) Helm with Ego Mods, Medusa's Presence, and Veteran's Core of Might (Gambler's Lucky Gem if not applicable)
○ Onslaught Gloves of the Sniper with Ego/Dex Mod
○ Onslaught Tights of Fitness with Ego/Dex Mod
○ Onslaught Helm of Efficiency with Ego/Dex Mod

Gameplan
For Single Target, your rotation is as follows: tap Mental Storm, full combo Telekinetic Strike, full charge Telekinetic Lance, repeat while tapping Mental Storm when it is off cooldown (should be after about 3 combo/charges.) For Multi-target, select the target closest to all others and full charge Telekinetic Burst repeatedly. If targets are clumped together, you can also tap Mental Storm to apply damage-over-time to them and Telekinetic Lance if you're at five stacks of Mental Leech. Mental Impact can be used in either scenario to apply Overpower, increasing the damage targets take from all sources for the next 15 seconds. Use Mind Surge whenever it's off cooldown, as it will increase your Ego and damage, as well as your Critical Chance based on your Mental Leech stacks. If you find yourself under pressure, use Telekinetic Eruption to apply Restoration and Aegis, increasing your damage resistance for the next 15 seconds. This will also knock down or back nearby targets depending on charge time, momentarily disabling them. Use your Resurgence for a burst self-heal and regeneration for the next 15 seconds when needed, and it can also be used to escape a Hold, which is ideal if the attack following that Hold would otherwise put you out of commission. Mind Wipe will also wipe your threat from your target and make them attack someone else (assuming there is someone else to attack.)

Other notes
Mental Impact can be obtained via Cybernetic Lockbox, Collectors Store for a Power Unlock Voucher, or through player trade. While this build shouldn't have any energy issues, if you do encounter them, a single dual Recovery mod should solve it (or split stat Recovery secondary, pre-gear)

Telekinesis DPS (Melee)
Ego Blade Annihilation Build
Super Stats
○ Level 6: Strength
○ Level 10: Dexterity
○ Level 15: Constitution

Talents
○ The Dragon (+10 Str/Dex/Rec, +8 Con)
○ +8 Dexterity
○ +8 Constitution
○ +8 Strength
○ +5/5 Str/Dex
○ +5/5 Dex/Con
○ +5/5 Str/Con

Powers
○ Energy Builder: Ego Blade
○ Power 1: Ego Weaponry (Rank 2, Rank 3)
○ Power 2: Id Mastery (Rank 2, Rank 3)
○ Power 3: Mental Discipline
○ Power 4: Telekinetic Wave (Mental Instability)
○ Power 5: Telekinetic Reverberation
○ Power 6: Ego Blade Annihilation (Rank 2, Mental Acuity)
○ Power 7: Mental Storm (Rank 2, Mental Artillery)
○ Power 8: Telekinetic Shield (Rank 2, Rank 3)
○ Power 9: Telekinetic Eruption (Enhanced Form, Inner Peace)
○ Power 10: Resurgence (Unchained)
○ Power 11: Ego Surge (Nimble Mind)
○ Power 12: Ego Blade Pandemonium (Rank 2, Rank 3)
○ Power 13: Mind Wipe

Specializations
Strength
○ Physical Peak (3/3)
○ Aggression (2/2)
○ Brutality (2/2)
○ Overpower (3/3)
Warden
○ Fortified Gear (3/3)
○ Slaughter (3/3)
○ Ruthless (2/2)
○ Elusive (2/2)
Brawler
○ The Glory of Battle (1/3)
○ Penetrating Strikes (2/2)
○ Ruthless (2/2)
○ Setup (2/2)
○ Flanking (3/3)
Warden Mastery

Gear
Starting:
○ Critical Severity Offense with Dexterity Mods and a Gambler's Lucky Gem
○ Maximum Health Defense with Dexterity Mods and a Growth Amulet
○ Cost Discount Utility with Dexterity Mods and a Gambler's Lucky Gem
○ +20 Dex/+47 Crit Secondary Offense, +20 Dex/Con Secondary Defense and Utility
Ending:
○ Distinguished (Offense) or Justice (Precision) Gloves with Dexterity Mods, a Soviet Guard's Resolution, and a Gambler's Lucky
○ Distinguished (Freedom) or Justice (Fitness) Armor with Dexterity Mods and Growth Amulets
○ Distinguished (Efficiency) or Justice (Efficiency) Helm with Dexterity Mods, Medusa's Presence, and Veteran's Core of Might (Gambler's Lucky Gem if not applicable)
○ Onslaught Gloves of the Slicer or Grond's Onslaught with a Dex Mod
○ Onslaught Tights of Fitness with a Dex Mod
○ Onslaught Helm of Efficiency with a Dex Mod

Gameplan
For Single Target, your rotation is as follows: tap Mental Storm, full combo Ego Weaponry, full charge Ego Blade Annihilation, repeating while tapping Mental Storm whenever it's off cooldown (should be after three to four combo/charges.) For Multi-target scenarios, use Ego Weaponry on clumps of enemies, and use Telekinetic Wave to pull targets towards you to make that easier. You can also tap Mental Storm on clumped enemies to apply damage-over-time. Ego Blade Pandemonium can be used in either scenario to deal extra damage on top of the rotation you're already doing, just be mindful of the energy drain! Use Mind Surge whenever it's off cooldown, as it will increase your damage and Critical Chance based on your Mental Leech stacks. If you find yourself under pressure, use Telekinetic Eruption to apply Restoration and Aegis, increasing your damage resistance for the next 15 seconds. This will also knock down or back nearby targets depending on charge time, momentarily disabling them. Use your Resurgence for a burst self-heal and regeneration for the next 15 seconds when needed, and it can also be used to escape a Hold, which is ideal if the attack following that Hold would otherwise put you out of commission. Mind Wipe will also wipe your threat from your target and make them attack someone else (assuming there is someone else to attack.)

Other notes
Ego Blade Pandemonium can be obtained via Alien Invader Lockbox, Collectors Store for a Power Unlock Voucher, or through player trade. While this build shouldn't have any energy issues, if you do encounter them, a single dual Recovery mod should solve it (or split stat Recovery secondary, pre-gear)

Telepathy DPS
Ego Blast Build
Super Stats
○ Level 6: Ego
○ Level 10: Dexterity
○ Level 15: Constitution

Talents
○ The Gunslinger (+10 Dex/Con/Rec, +8 Ego)
○ +8 Ego
○ +8 Dexterity
○ +8 Constitution
○ +5/5 Ego/Dex
○ +5/5 Ego/Con
○ +5/5 Dex/Con

Powers
○ Energy Builder: Psi Lash
○ Power 1: Ego Blast (Rank 2, Mind Opener)
○ Power 2: Ego Form (Rank 2, Rank 3)
○ Power 3: Telepathic Reverberation
○ Power 4: Concentration
○ Power 5: Telekinetic Burst (Rank 2, Rank 3)
○ Power 6: Telekinetic Wave (Rank 2, Mental Instability)
○ Power 7: Telekinetic Eruption (Enhanced Form, Inner Peace)
○ Power 8: Mental Storm (Rank 2, Mental Artillery)
○ Power 9: Telekinetic Shield (Rank 2, Rank 3)
○ Power 10: Resurgence (Unchained)
○ Power 11: Mind Wipe
○ Power 12: Mental Impact
○ Power 13: Rebirth (Rank 2, Rank 3) or Mind Surge (Rank 2, Rank 3)

Specializations
Ego
○ Force of Will (2/2)
○ Insight (3/3)
○ Follow Through (3/3)
○ Exploit Opening (2/2)
Guardian
○ Fortified Gear (3/3)
○ Ruthless (2/2)
○ Find the Mark (2/3)
○ The Best Defense (3/3)
Overseer
○ Administer (3/3)
○ Ruthless (3/3)
○ Conservation (1/2)
○ Enhanced Gear (3/3)
Ego Mastery

Travel Powers
Dealer's choice, just make sure you rank it up to 3.

Gear
Starting:
○ Critical Severity Offense with Ego Mods and a Gambler's Lucky Gem
○ Maximum Health Defense with Ego Mods and a Growth Amulet
○ Cost Discount Utility with Ego Mods and a Gambler's Lucky Gem
○ +20 Dex/+47 Crit Secondary Offense, +20 Dex/Ego Secondary Defense and Utility
Ending:
○ Distinguished (Offense) or Justice (Precision) Gloves with Ego Mods, Gambler's Lucky Gem, and Soviet Guard's Resolution
○ Distinguished (Freedom) or Justice (Fitness) Armor with Ego Mods and Growth Amulets
○ Distinguished (Efficiency) or Justice (Efficiency) Helm with Ego Mods, Menton's Will, and Veteran's Core of Might (Gambler's Lucky Gem if not applicable)
○ Onslaught Gloves of the Sniper with Ego/Dex Mod
○ Onslaught Tights of Fitness with Ego/Dex Mod
○ Onslaught Helm of Efficiency with Ego/Dex Mod

Gameplan
For Single Target, use Mental Storm then tap Ego Blast rapidly for around 12 seconds, then reapply Mental Storm and continue tapping. If you don't want to time yourself, simply tap Ego Blast and use Mental Storm as soon as it comes off cooldown. For Multi-target, select the target closest to all others or use Telekinetic Wave to gather them, then full charge Telekinetic Burst repeatedly. If targets are clumped together, you can also tap Mental Storm to apply damage-over-time to them. Mental Impact can be used in either scenario to apply Overpower, increasing the damage targets take from all sources for the next 15 seconds. If you selected it, use Mind Surge whenever it's off cooldown, as it will increase your Ego and damage temporarily. If you find yourself under pressure, use Telekinetic Eruption to apply Restoration and Aegis, increasing your damage resistance for the next 15 seconds. This will also knock down or back nearby targets depending on charge time, momentarily disabling them. Use your Resurgence for a burst self-heal and regeneration for the next 15 seconds when needed, and it can also be used to escape a Hold, which is ideal if the attack following that Hold would otherwise put you out of commission. Mind Wipe will also wipe your threat from your target and make them attack someone else (assuming there is someone else to attack.)

Other notes
Mental Impact can be obtained via Cybernetic Lockbox, Collectors Store for a Power Unlock Voucher, or through player trade. The choice between Rebirth and Mind Surge is a choice between utility and damage, as the former is a self-revive with the latter being an offense buff. While this build shouldn't have any energy issues, if you do encounter them, a single dual Recovery mod should solve it (or split stat Recovery secondary, pre-gear)

Telepathy Healer
While this build has been arranged in a way it can be leveled with, bear in mind that Support innately has reduced damage so the experience may not be smooth without a team.

Telepathy Support Build
Super Stats
○ Level 6: Presence
○ Level 10: Constitution
○ Level 15: Dexterity

Talents
○ The Witch (+10 Pre/Rec/Con, +8 Int)
○ +8 Presence
○ +8 Constitution
○ +5/5 Pre/Con
○ +5/5 Dex/Pre
○ +8 Dexterity
○ +5/5 Dex/Con

Powers
○ Energy Builder: Psi Lash
○ Power 1: Ego Blast (Rank 2, Mind Opener)
○ Power 2: Mental Leech
○ Power 3: Aura of Arcane Clarity (Rank 2, Rank 3)
○ Power 4: Psionic Healing (Rank 2, Rank 3) or Empathic Healing (Rank 2, Rank 3)
○ Power 5: Compassion
○ Power 6: Telepathic Reverberation
○ Power 7: Psychic Vortex (Single Minded)
○ Power 8: Ego Storm (Malevolent Manifestation)
○ Power 9: Mindful Reinforcement (Rank 2, Breakout)
○ Power 10: Resurgence (Unchained)
○ Power 11: Telekinetic Shield (Rank 2, Rank 3)
○ Power 12: Resurrection Serum (Rank 2, Mass Resurrection)
○ Power 13: Mind Drain (Rank 2, Deplete)

Specializations
Presence
○ Repurpose (1/3)
○ Selfless Ally (2/2)
○ Dominion (2/2)
○ Moment of Glory (3/3)
○ Force of Will (2/2)
Sentinel
○ Caregiver (3/3)
○ Sentinel Aura (3/3)
○ Torment (2/2)
○ Wither (2/2)
Overseer
○ Administer (3/3)
○ Ruthless (3/3)
○ Impact (2/2)
○ Conservation (2/2)
Sentinel Mastery

Travel Powers
Pick whichever you'd like, just make sure to rank 3 one of them. Can a mentalists telekinesis themselves off the ground...?

Gear
Starting:
○ Bonus Healing Offense with Presence Mods and a Gambler's Lucky Gem or Sentinel's Brooch
○ Defense Rating Defense with Presence Mods and an Impact Prism
○ Even Split Discount/Cooldown Utility with Presence Mods and a Vital Spirit or Sentinel's Brooch
○ +20 Con/+14% Bonus Healing Secondary Offense, +20 Con/Pre Secondary Defense and Utility
Ending:
○ Virtuous (Healing) or Justice (Healing or Growth) Gloves with Presence Mods and any combination of Gambler's Lucky Gem, Sentinel's Brooch, or Growth Amulet
○ Virtuous (Fitness) or Justice (Fitness) Armor with Presence Mods, Impact Prism, and Growth Amulet
○ Virtuous (Efficiency) or Justice (Efficiency) Helm with Presence Mods, Vital Spirit, and Veteran's Core of Might (Sentinel's Brooch if not applicable)
○ Cosmic Presence with a Healing or Superstat Core
○ Cosmic Talon of Wrath with a Tough Skin or Armoring Core
○ Cosmic Vision of Wrath with a Cooldown or Control Core

Gameplan
For solo content, use rapid taps of Ego Blast to defeat your targets, Mental Leech on groups to heal when foes get close, Ego Storm to disable things close by and Psychic Vortex to punish ranged units, while healing yourself with your choice of single target heal and Mindful Reinforcement. For group content, keep a Psychic Vortex up to stun and debuff foes, Mental Leech so allies close to the enemy can be healed over time, and apply a Mindful Reinforcement before using your single target heal on an ally in need. When you have Mind Drain, make sure to keep Dependency (from Mental Leech) active to maximize the heal while moving around your group to heal. If you find yourself under high pressure or need to get out of a Hold fast, using Resurgence will heal you instantly and free you from most anything. Revive allies with Resurrection Serum whenever there's an opportunity you don't need to heal as much.

Other notes
You can choose whichever aura you'd like, the reason for Arcane Clarity is to make Psionic Healing charge a bit faster so you can heal more off it in less time if you select it and to bring your crowd control off cooldown quicker. Mind Drain is not a default unlock and must be obtained from the Recognition Vendor for 350 Silver Recognition and 50,000 Questionite. I highly recommend unlocking it, as it is a great tool to mix with Mental Leech. Use whichever power you'd like if you don't have it yet. Your Mindful Reinforcement can help a target break out of a Hold (stun, paralyze, incapacitate) as well as prevent minor damage from stopping their interaction with an object, so try to use it to speed things up too! Your choice between more Bonus Healing or more Primary stat depends on if you want stronger healing or if you'd like to have higher aura values for your allies.
Heavy Weapons DPS (Annihilate)
Annihilate Build
Super Stats
○ Level 6: Strength
○ Level 10: Recovery
○ Level 15: Dexterity

Talents
○ The Blade (+10 Str/Dex/Rec, +8 End)
○ +8 Strength
○ +8 Recovery
○ +5/5 Str/Rec
○ +5/5 Dex/Rec
○ +8 Dexterity
○ +5/5 Str/Dex

Powers
○ Energy Builder: Bludgeon
○ Power 1: Cleave (Rank 2, Rank 3)
○ Power 2: Unstoppable (Rank 2, Rank 3)
○ Power 3: Enrage
○ Power 4: Eruption (Rank 2, Magma Burst)
○ Power 5: Annihilate (Rank 2, Scorching Blade)
○ Power 6: Pulverizer
○ Power 7: Arc of Ruin (No Quarter, Wildfire)
○ Power 8: Vicious Descent (Work Up, Bold Entrance)
○ Power 9: Resurgence (Unchained)
○ Power 10: Guard (Rank 2, Rank 3)
○ Power 11: Mind Wipe
○ Power 12: Unleashed Rage (Rank 2, Rank 3)
○ Power 13: Aggressor or Rebirth

Specializations
Strength
○ Physical Peak (3/3)
○ Aggression (2/2)
○ Brutality (2/2)
○ Overpower (3/3)
Warden
○ Fortified Gear (3/3)
○ Elusive (2/2)
○ Ruthless (2/2)
○ The Best Defense (3/3)
Brawler
○ The Glory of Battle (1/3)
○ Penetrating Strikes (2/2)
○ Ruthless (2/2)
○ Finishing Blow (2/3)
○ Flanking (3/3)
Strength Mastery

Travel Power
Dealer's choice, just make sure to rank one of them to 3.

Gear
Starting:
○ Critical Severity Offense with Strength Mods and a Gambler's Lucky Gem
○ Maximum Health Defense with Strength Mods and a Growth Amulet
○ Cost Discount Utility with Strength Mods and a Gambler's Lucky Gem
○ +20 Rec/+47 Crit Secondary Offense, +20 Dex/Rec Secondary Defense and Utility
Ending:
○ Distinguished (Offense) or Justice (Precision) Gloves with Strength Mods, a Soviet Guard's Resolution, and a Gambler's Lucky
○ Distinguished (Freedom) or Justice (Fitness) Armor with Strength Mods and Growth Amulets
○ Distinguished (Efficiency) or Justice (Efficiency) Helm with Strength Mods, Ironclad's Willpower, and Veteran's Core of Might (Gambler's Lucky Gem if not applicable)
○ Onslaught Gloves of the Slicer or Grond's Onslaught with a Str/Dex Mod
○ Onslaught Tights of Fitness with a Str/Dex Mod
○ Onslaught Helm of Efficiency with a Str/Dex Mod

Gameplan
For Single Target, use Eruption to apply Clinging Flames, then your rotation is as follows: Arc of Ruin > fully charge Annihilate three to four times > repeat. For Multi-target scenarios, use Cleave and Eruption on groups of enemies, peppering in taps of Arc of Ruin to make them take more vulnerable to that damage. Use Unleashed Rage for a burst of damage at your area, best for multi-target clearing, but make sure you have multiple stacks of Enrage to maximize the damage. Aggressor, if taken, can be used whenever off cooldown to increase your damage, Strength, and Constitution briefly. If you find yourself under pressure, use Vicious Descent to apply Restoration and gain Bold Entrance, causing a good amount of your damage to be converted to shields for the next 15 seconds. This can be used preemptively as well to prevent damage. Use Resurgence for a burst self-heal and regeneration for the next 15 seconds when needed, and it can also be used to escape a Hold, which is ideal if the attack following that Hold would otherwise put you out of commission. Mind Wipe will also wipe your threat from your target and make them attack someone else (assuming there is someone else to attack.)

Other notes
If you aren't comfortable with the survivability of this build, you my swap Dexterity out for Constitution to give yourself more max HP, but don't underestimate Bold Entrance's ability to protect you. The choice between Rebirth and Aggressor is between utility and damage, as the former is a self-revive while the latter is a temporary buff.

Heavy Weapons DPS (Skewer)
Skewer Build
Super Stats
○ Level 6: Strength
○ Level 10: Recovery
○ Level 15: Dexterity

Talents
○ The Blade (+10 Str/Dex/Rec, +8 End)
○ +8 Dexterity
○ +8 Recovery
○ +5/5 Dex/Rec
○ +5/5 Str/Rec
○ +8 Strength
○ +5/5 Str/Dex

Powers
○ Energy Builder: Bludgeon
○ Power 1: Eruption (Rank 2, Rank 3)
○ Power 2: Unstoppable (Rank 2, Rank 3)
○ Power 3: Skullcrusher (Rank 2, Unhinged, Falling Hammer)
○ Power 4: Form of the Tiger
○ Power 5: Vicious Descent (Work Up, Bold Entrance)
○ Power 6: Skewer (Rank 2, Rank 3, Follow Through)
○ Power 7: Relentless
○ Power 8: Resurgence (Unchained)
○ Power 9: Earth Splitter (Bend the Earth)
○ Power 10: Guard (Rank 2, Rank 3)
○ Power 11: Mind Wipe
○ Power 12: Aggressor (Rank 2, Rank 3)
○ Power 13: Rebirth

Specializations
Strength
○ Physical Peak (3/3)
○ Aggression (2/2)
○ Brutality (2/2)
○ Overpower (3/3)
Warden
○ Fortified Gear (3/3)
○ Ruthless (2/2)
○ Elusive (2/2)
○ The Best Defense (3/3)
Brawler
○ The Glory of Battle (1/3)
○ Penetrating Strikes (2/2)
○ Ruthless (2/2)
○ Finishing Blow (2/3)
○ Flanking (3/3)
Strength Mastery

Travel Power
Dealer's choice, just make sure to rank one of them to 3.

Gear
Starting:
○ Critical Severity Offense with Dexterity Mods and a Gambler's Lucky Gem
○ Maximum Health Defense with Dexterity Mods and a Growth Amulet
○ Cost Discount Utility with Dexterity Mods and a Gambler's Lucky Gem
○ +20 Dex/+47 Crit Secondary Offense, +20 Dex/Rec Secondary Defense and Utility
Ending:
○ Distinguished (Offense) or Justice (Precision) Gloves with Dexterity Mods, a Soviet Guard's Resolution, and a Gambler's Lucky
○ Distinguished (Freedom) or Justice (Fitness) Armor with Dexterity Mods and Growth Amulets
○ Distinguished (Efficiency) or Justice (Efficiency) Helm with Dexterity Mods, Ironclad's Willpower, and Veteran's Core of Might (Gambler's Lucky Gem if not applicable)
○ Onslaught Gloves of the Slicer or Grond's Onslaught with a Dex Mod
○ Onslaught Tights of Fitness with a Dex Mod
○ Onslaught Helm of Efficiency with a Dex Mod

Gameplan
For Single Target, your rotation is as follows: Fully charge Skullcrusher > fully charge Skewer five to six times > repeat. For Multi-target scenarios, use Earth Splitter to bring targets close to you, then Skewer while using Eruption as it comes off cooldown. Aggressor can be used whenever off cooldown to increase your damage, Strength, and Constitution briefly. If you find yourself under pressure, use Vicious Descent to apply Restoration and gain Bold Entrance, causing a good amount of your damage to be converted to shields for the next 15 seconds. This can be used preemptively as well to prevent damage. Use Resurgence for a burst self-heal and regeneration for the next 15 seconds when needed, and it can also be used to escape a Hold, which is ideal if the attack following that Hold would otherwise put you out of commission. Mind Wipe will also wipe your threat from your target and make them attack someone else (assuming there is someone else to attack.)

Other notes
Do not underestimate the shield that Bold Entrance will give you, use Vicious Descent liberally and it'll save you in a lot of instances. You may not want to use this build right out of the gate when it comes to leveling, as the only freely usable attack is at level 8, but it should be fine after that.

Might DPS
Haymaker Build
Super Stats
○ Level 6: Strength
○ Level 10: Recovery
○ Level 15: Dexterity

Talents
○ The Blade (+10 Str/Dex/Rec, +8 End)
○ +8 Strength
○ +8 Recovery
○ +5/5 Str/Rec
○ +5/5 Dex/Rec
○ +8 Dexterity
○ +5/5 Str/Dex

Powers
○ Energy Builder: Clobber
○ Power 1: Beatdown (Blindside Blow, Reckless Endangerment)
○ Power 2: Unstoppable (Rank 2, Rank 3)
○ Power 3: Enrage
○ Power 4: Hurl (Hard Fall, Didn't See That Coming)
○ Power 5: Haymaker (Rank 2, Reckless Strikes)
○ Power 6: Pulverizer
○ Power 7: Shockwave (Power Shift)
○ Power 8: Havoc Stomp (Rank 2, Major Impact)
○ Power 9: Call To Battle (Work Up)
○ Power 10: Resurgence (Unchained)
○ Power 11: Retaliation (Rank 2, Rank 3)
○ Power 12: Unleashed Rage (Rank 2, Rank 3)
○ Power 13: Mind Wipe

Specializations
Strength
○ Physical Peak (3/3)
○ Aggression (2/2)
○ Brutality (2/2)
○ Overpower (3/3)
Warden
○ Fortified Gear (3/3)
○ Elusive (2/2)
○ Ruthless (2/2)
○ The Best Defense (3/3)
Brawler
○ The Glory of Battle (1/3)
○ Penetrating Strikes (2/2)
○ Ruthless (2/2)
○ Finishing Blow (2/3)
○ Flanking (3/3)
Strength Mastery

Travel Power
Dealer's choice, just make sure to rank one of them to 3.

Gear
Starting:
○ Critical Severity Offense with Strength Mods and a Gambler's Lucky Gem
○ Maximum Health Defense with Strength Mods and a Growth Amulet
○ Cost Discount Utility with Strength Mods and a Gambler's Lucky Gem
○ +20 Rec/+47 Crit Secondary Offense, +20 Dex/Rec Secondary Defense and Utility
Ending:
○ Distinguished (Offense) or Justice (Precision) Gloves with Strength Mods, a Soviet Guard's Resolution, and a Gambler's Lucky
○ Distinguished (Freedom) or Justice (Fitness) Armor with Strength Mods and Growth Amulets
○ Distinguished (Efficiency) or Justice (Efficiency) Helm with Strength Mods, Ripper's Rage, and Veteran's Core of Might (Gambler's Lucky Gem if not applicable)
○ Onslaught Gloves of the Slicer or Grond's Onslaught with a Str/Dex Mod
○ Onslaught Tights of Fitness with a Str/Dex Mod
○ Onslaught Helm of Efficiency with a Str/Dex Mod

Gameplan
For Single Target, use Hurl to apply your debuff, then your rotation is as follows: Full combo Beatdown > fully charge Haymaker three times > repeat. For Multi-target scenarios, use Shockwave to knock targets towards you, or if they're already close, fully charge Havoc Stomp, then Beatdown on anything remaining while Havoc Stomp recharges. Use Unleashed Rage for a burst of damage at your area, best for multi-target clearing, but make sure you have multiple stacks of Enrage to maximize the damage. If you find yourself under pressure, use Call to Battle to apply Restoration and Reckless, causing your damage to be converted into shields, or use Resurgence for a burst self-heal and regeneration for the next 15 seconds. It can also be used to escape a Hold, which is ideal if the attack following that Hold would otherwise put you out of commission. Mind Wipe will also wipe your threat from your target and make them attack someone else (assuming there is someone else to attack.)

Other notes
If you aren't comfortable with the survivability of this build, you my swap Dexterity out for Constitution to give yourself more max HP. The rotation mentioned above does significant damage but only when uninterrupted. If you find yourself in an encounter where you need to block a lot, you won't be able to utilize Blindside Blow as frequently as the buff only lasts 10 seconds, so in those cases, use Hurl more often to maintain your debuff and Call to Battle for Reckless to keep your Haymaker damage high.

Celestial Healer
Celestial Build
Super Stats
○ Level 6: Presence
○ Level 10: Constitution
○ Level 15: Dexterity

Talents
○ The Witch (+10 Pre/Rec/Con, +8 Int)
○ +8 Presence
○ +8 Constitution
○ +5/5 Pre/Con
○ +5/5 Dex/Pre
○ +8 Dexterity
○ +5/5 Dex/Con

Powers
○ Energy Builder: Radiance
○ Power 1: Vengeance (Rank 2, Redemption Denied)
○ Power 2: Illumination
○ Power 3: Aura of Primal Majesty (Rank 2, Rank 3)
○ Power 4: Iniquity (Rank 2, Rank 3)
○ Power 5: Compassion
○ Power 6: Arcane Vitality (Rank 2, Rank 3)
○ Power 7: Conviction (Rank 2, Reverence)
○ Power 8: Redemption (Rank 2, Salvation)
○ Power 9: Force Shield (Rank 2, Rank 3)
○ Power 10: Resurgence (Unchained)
○ Power 11: Ascension
○ Power 12: Transcendence
○ Power 13: Palliate (Rank 2, Rank 3)

Specializations
Presence
○ Repurpose (2/3)
○ Selfless Ally (2/2)
○ Dominion (2/2)
○ Vulnerability (2/2)
○ Force of Will (2/2)
Sentinel
○ Caregiver (3/3)
○ Sentinel Aura (3/3)
○ Torment (2/2)
○ Wither (2/2)
Sentry
○ Fortified Gear (3/3)
○ Precise (3/3)
○ Stalling Tactics (3/3)
○ Reinforce (1/2)
Sentinel Mastery

Travel Powers
Pick whichever you'd like, just make sure to rank 3 one of them. Flight's popular for angelic character, even if it isn't the greatest.

Gear
Starting:
○ Bonus Healing Offense with Presence Mods and a Sentinel's Brooch
○ Defense Rating Defense with Presence Mods and an Impact Prism
○ Even Split Discount/Cooldown Utility with Presence Mods and a Vital Spirit or Sentinel's Brooch
○ +20 Con/+14% Bonus Healing Secondary Offense, +20 Con/Pre Secondary Defense and Utility
Ending:
○ Virtuous (Healing) or Justice (Healing or Growth) Gloves with Presence Mods and any combination of Gambler's Lucky Gem, Sentinel's Brooch, or Growth Amulet
○ Virtuous (Fitness) or Justice (Fitness) Armor with Presence Mods, Impact Prism, and Growth Amulet
○ Virtuous (Efficiency) or Justice (Efficiency) Helm with Presence Mods, Sentinel's Brooch, and Veteran's Core of Might (Vital Spirit if not applicable)
○ Cosmic Presence with a Healing or Superstat Core
○ Cosmic Talon of Wrath with a Tough Skin or Armoring Core
○ Cosmic Vision of Wrath with a Cooldown or Control Core

Gameplan
For solo content, apply Illumination to foes before spamming Vengeance as much as possible, using Conviction or Arcane Vitality to heal yourself. For group content, apply Illumination to foes as fast as possible and keep applying it roughly every 10 seconds, as this will do a lot of healing for your allies. Use Arcane Vitality to spread healing across multiple targets in your path, Iniquity for a strong single target heal, and Conviction for a burst of self-healing with a touch of healing for allies around you. Use Palliate when you need to top off your target instantly, as this easily heals 90% or more of your target's maximum HP. Use Ascension if heavy damage is going out and you need to increase your healing, or if you need to help yourself out of a Hold, and use Transcendence to near-instantly revive several allies around you. When you don't need to heal as much, use full charges of Vengeance to debuff the team's target(s). If you find yourself under high pressure or need to get out of a Hold fast, using Resurgence will heal you instantly and free you from most anything. Revive allies with Redemption whenever there's an opportunity you don't need to heal as much.

Other notes
You can choose whichever aura you'd like, though Primal Majesty is definitely the most popular aura for the stats it gives allies. Your choice between more Bonus Healing or more Primary stat depends on if you want stronger healing or if you'd like to have higher aura values for your allies. Palliate also increases the Presence of your target for a short duration, so it could be used on yourself or another healer to increase their healing for a short time.
Darkness DPS
Ebon Ruin Build
Super Stats
○ Level 6: Ego
○ Level 10: Recovery
○ Level 15: Dexterity

Talents
○ The Inferno (+10 Dex/Rec/End, +8 Ego)
○ +8 Ego
○ +8 Recovery
○ +5/5 Ego/Rec
○ +5/5 Dex/Rec
○ +8 Dex
○ +5/5 Dex/Ego

Powers
○ Energy Builder: Shadow Bolt
○ Power 1: Shadow Blast (Rank 2, Devoid)
○ Power 2: Shadow Form (Rank 2, Rank 3)
○ Power 3: Shadow Embrace (Rank 2, Draining Shadows)
○ Power 4: Concentration
○ Power 5: Dimensional Collapse (Glimpse of the Abyss, Lingering Darkness)
○ Power 6: Ebon Ruin (Rank 2, Nyctophobia)
○ Power 7: Spirit Reverberation
○ Power 8: Ebon Rift (Rank 2, Rank 3)
○ Power 9: Resurgence (Unchained)
○ Power 10: Ebon Void (Rank 2, Rank 3)
○ Power 11: Mind Wipe
○ Power 12: Planar Fracture (Rank 2, Rank 3)
○ Power 13: Dark Pact

Specializations
Ego
○ Force of Will (2/2)
○ Insight (3/3)
○ Follow Through (3/3)
○ Exploit Opening (2/2)
Guardian
○ Fortified Gear (3/3)
○ Ruthless (2/2)
○ Find the Mark (2/3)
○ The Best Defense (3/3)
Avenger
○ Ruthless (2/2)
○ Round 'em Up (3/3)
○ Surprise Attack (2/2)
○ Preemptive Strike (3/3)
Ego Mastery

Travel Powers
Dealer's choice, just make sure you rank it up to 3.

Gear
Starting:
○ Critical Severity Offense with Ego Mods and a Gambler's Lucky Gem
○ Maximum Health Defense with Ego Mods and a Growth Amulet
○ Cost Discount Utility with Ego Mods and a Gambler's Lucky Gem
○ +20 Rec/+47 Crit Secondary Offense, +20 Dex/Rec Secondary Defense and Utility
Ending:
○ Distinguished (Offense) or Justice (Precision) Gloves with Ego Mods, Gambler's Lucky Gem, and Soviet Guard's Resolution
○ Distinguished (Freedom) or Justice (Fitness) Armor with Ego Mods and Growth Amulets
○ Distinguished (Efficiency) or Justice (Efficiency) Helm with Ego Mods, Shadow Destroyer's Contempt, and Veteran's Core of Might (Gambler's Lucky Gem if not applicable)
○ Onslaught Gloves of the Sniper with Ego/Dex Mod
○ Onslaught Tights of Fitness with Ego/Dex Mod
○ Onslaught Helm of Efficiency with Ego/Dex Mod

Gameplan
For Single Target, start by fully charging Shadow Blast to apply your debuff. Your rotation then is as follows: Dimensional Collapse > tap Shadow Blast > fully charge Ebon Ruin. You should be able to get about three Ebon Ruin charges out before Dimensional Collapse needs to be recast. For Multi-target, use Dimensional Collapse on the target closest to others, then fully charge Shadow Blast to apply your debuff to each target, followed by maintaining Ebon Rift as long as you can manage then Shadow Embrace on anything left. Planar Fracture summons a rift at your target and is best used in multi-target scenarios to damage and debuff as many targets as possible. When under pressure, use Shadow Embrace against as many targets as you can hit for it to drain HP, or hold your Ebon Void block up for it to heal you as you block attacks. Alternatively, use your Resurgence for a burst self-heal and regeneration for the next 15 seconds when needed, and it can also be used to escape a Hold, which is ideal if the attack following that Hold would otherwise put you out of commission. Mind Wipe will also wipe your threat from your target and make them attack someone else (assuming there is someone else to attack.)

Other notes
If you aren't comfortable with the survivability of the build, you may swap off Dexterity for Constitution for additional Health.

Darkness Healer (Harbinger)
While this build has been arranged in a way it can be leveled with, bear in mind that Support innately has reduced damage so the experience may not be smooth without a team.

Harbinger Build
Super Stats
○ Level 6: Presence
○ Level 10: Recovery
○ Level 15: Constitution

Talents
○ The Witch (+10 Pre/Rec/Con, +8 Int)
○ +8 Recovery
○ +8 Constitution
○ +5/5 Rec/Con
○ +5/5 Rec/Pre
○ +8 Presence
○ +5/5 Pre/Con

Powers
○ Energy Builder: Shadow Bolt
○ Power 1: Shadow Blast (Rank 2, Devoid)
○ Power 2: Harbinger (Rank 2, Rank 3)
○ Power 3: Lifedrain (Rank 2, Vampiric Sympathy)
○ Power 4: Fear Consumption
○ Power 5: Dimensional Collapse (Glimpse of the Abyss)
○ Power 6: Spirit Reverberation
○ Power 7: Soul Vortex (Rank 2, Soul Drain)
○ Power 8: Iniquity (Rank 2, Rank 3)
○ Power 9: Resurgence (Unchained)
○ Power 10: Ebon Void (Rank 2, Rank 3)
○ Power 11: Grasping Shadows (Rank 2, Consumption)
○ Power 12: Dark Pact (More Souls!)
○ Power 13: Rebirth

Specializations
Presence
○ Repurpose (3/3)
○ Selfless Ally (2/2)
○ Moment of Glory (3/3)
○ Force of Will (2/2)
Sentinel
○ Caregiver (3/3)
○ Sentinel Aura (3/3)
○ Moment of Need (2/3)
○ Genesis (2/2)
Sentry
○ Fortified Gear (3/3)
○ Precise (3/3)
○ Fortify (2/2)
○ Reinforce (2/2)
Presence Mastery

Travel Powers
Take whichever you'd like, just be sure to rank 3 one of them.

Gear
Starting:
○ Bonus Healing Offense with Recovery Mods and a Gambler's Lucky Gem or Sentinel's Brooch
○ Defense Rating Defense with Recovery Mods and a Growth Amulet
○ Even Split Discount/Cooldown Utility with Recovery Mods and a Gambler's Lucky Gem
○ +20 Con/+14% Bonus Healing Secondary Offense, +20 Con/Rec Secondary Defense and Utility
Ending:
○ Virtuous (Healing) or Justice (Healing) Gloves with Recovery Mods, Gambler's Lucky Gem, and Sentinel's Brooch
○ Virtuous (Fitness) or Justice (Fitness) Armor with Recovery Mods, Impact Prism, and Growth Amulet
○ Virtuous (Efficiency) or Justice (Efficiency) Helm with Recovery Mods, Gambler's Lucky Gem, and Veteran's Core of Might (Vital Spirit if not applicable)
○ Cosmic Presence with a Healing Core
○ Cosmic Talon of Rage with a Tough Skin or Armoring Core
○ Cosmic Vision of Rage with a Cooldown Core

Gameplan
For solo content, bring mobs together with Soul Vortex then Dimensional Collapse to get damage over time on them, using Shadow Blast to take out each target and Lifedrain to sustain yourself. For group content, use Soul Vortex and Dimensional Collapse regularly to keep up Dependency and Fear, Lifedrain to heal allies around you then Iniquity for priority targets from afar. Grasping Shadows can also disable targets while applying a heal-over-time to nearby allies. If you find yourself under high pressure or need to get out of a Hold fast, using Resurgence will heal you instantly and free you from most anything. Revive allies with Dark Pact whenever there's an opportunity you don't need to heal as much.

Other notes
Your passive increases your healing done through life drain powers when you use them, stacking up to 10 times, so be sure to at least tap Lifedrain now and then to keep up stacks.
Darkness Healer (Aura)
While this build has been arranged in a way it can be leveled with, bear in mind that Support innately has reduced damage so the experience may not be smooth without a team.

Darkness Aura Build
Super Stats
○ Level 6: Presence
○ Level 10: Constitution
○ Level 15: Dexterity

Talents
○ The Witch (+10 Pre/Rec/Con, +8 Int)
○ +8 Recovery
○ +8 Constitution
○ +5/5 Rec/Con
○ +5/5 Rec/Pre
○ +8 Presence
○ +5/5 Pre/Con

Powers
○ Energy Builder: Shadow Bolt
○ Power 1: Shadow Blast (Rank 2, Devoid)
○ Power 2: Compassion
○ Power 3: Lifedrain (Rank 2, Vampiric Sympathy)
○ Power 4: Aura of Ebon Destruction (Rank 2, Rank 3)
○ Power 5: Dimensional Collapse (Glimpse of the Abyss)
○ Power 6: Spirit Reverberation
○ Power 7: Soul Vortex (Rank 2, Soul Drain)
○ Power 8: Iniquity (Rank 2, Rank 3)
○ Power 9: Resurgence (Unchained)
○ Power 10: Ebon Void (Rank 2, Rank 3)
○ Power 11: Grasping Shadows (Rank 2, Consumption)
○ Power 12: Dark Pact (More Souls!)
○ Power 13: Rebirth

Specializations
Presence
○ Repurpose (3/3)
○ Selfless Ally (2/2)
○ Moment of Glory (3/3)
○ Force of Will (2/2)
Sentinel
○ Caregiver (3/3)
○ Sentinel Aura (3/3)
○ Moment of Need (2/3)
○ Genesis (2/2)
Sentry
○ Fortified Gear (3/3)
○ Precise (3/3)
○ Fortify (2/2)
○ Reinforce (2/2)
Presence Mastery

Travel Powers
Take whichever you'd like, just be sure to rank 3 one of them.

Gear
Starting:
○ Bonus Healing Offense with Presence Mods and a Sentinel's Brooch
○ Defense Rating Defense with Presence Mods and an Impact Prism
○ Even Split Discount/Cooldown Utility with Presence Mods and a Gambler's Lucky Gem
○ +20 Con/+14% Bonus Healing Secondary Offense, +20 Con/Pre Secondary Defense and Utility
Ending:
○ Virtuous (Healing) or Justice (Healing or Growth) Gloves with Presence Mods and any combination of Gambler's Lucky Gem, Sentinel's Brooch, or Growth Amulet
○ Virtuous (Fitness) or Justice (Fitness) Armor with Presence Mods, Impact Prism, and Growth Amulet
○ Virtuous (Efficiency) or Justice (Efficiency) Helm with Presence Mods, Vital Spirit, and Veteran's Core of Might (Gambler's Lucky Gem if not applicable)
○ Cosmic Presence with a Healing or Superstat Core
○ Cosmic Talon of Wrath with a Tough Skin or Armoring Core
○ Cosmic Vision of Wrath with a Vital Spirit or Energy Efficiency Core

Gameplan
For solo content, bring mobs together with Soul Vortex then Dimensional Collapse to get damage over time on them, using Shadow Blast to take out each target and Lifedrain to sustain yourself. For group content, use Soul Vortex and Dimensional Collapse regularly to keep up Dependency and Fear, Lifedrain to heal allies around you then Iniquity for priority targets from afar. Grasping Shadows can also disable targets while applying a heal-over-time to nearby allies. If you find yourself under high pressure or need to get out of a Hold fast, using Resurgence will heal you instantly and free you from most anything. Revive allies with Dark Pact whenever there's an opportunity you don't need to heal as much.

Other notes
You can take whichever aura you'd like, Ebon Destruction isn't required for the build. Your choice between more Bonus Healing or more Primary stat depends on if you want stronger healing or if you'd like to have higher aura values for your allies.
Sorcery DPS
Soul Beam Build
Super Stats
○ Level 6: Intelligence
○ Level 10: Constitution
○ Level 15: Dexterity

Talents
○ The Specialist (+10 Dex/Rec/Con, +8 Int)
○ +8 Intelligence
○ +5/5 Int/Con
○ +5/5 Int/Dex
○ +8 Endurance
○ +8 Dexterity
○ +5/5 Dex/Con

Powers
○ Energy Builder: Eldritch Bolts
○ Power 1: Eldritch Blast (Bad Luck)
○ Power 2: Enchanter (Rank 2, Rank 3)
○ Power 3: Skarn's Bane (Rank 2, Rank 3)
○ Power 4: Spellcaster
○ Power 5: Conjuring
○ Power 6: Soul Beam (Rank 2, Rank 3)
○ Power 7: Hex of Suffering (Rank 2, Rank 3)
○ Power 8: Sigils of Radiant Sanctuary (Rank 2, Mystic Transference, Inner Peace)
○ Power 9: Eldritch Shield (Rank 2, Rank 3)
○ Power 10: Resurgence (Unchained)
○ Power 11: Mind Wipe
○ Power 12: Crashing Incantation
○ Power 13: Divine Renewal (Rank 2, Radiant Renewal)

Specializations
Intelligence
○ Preparation (2/2)
○ Tactician (3/3)
○ Detect Vulnerability (3/3)
○ Expertise (2/2)
Guardian
○ Fortified Gear (3/3)
○ Ruthless (2/2)
○ Find the Mark (2/3)
○ The Best Defense (3/3)
Vindicator
○ Aggressive Stance (2/2)
○ Merciless (3/3)
○ The Rush of Battle (2/3)
○ Focused Strikes (3/3)
Intelligence Mastery

Travel Powers
Dealer's choice, just make sure to rank one of them to 3.

Gear
Starting:
○ Critical Severity Offense with Intelligence Mods and a Gambler's Lucky Gem
○ Maximum Health Defense with Intelligence Mods and a Growth Amulet
○ Cost Discount Utility with Intelligence Mods and a Gambler's Lucky Gem
○ +20 Int/+47 Crit Secondary Offense, +20 Dex/Int Secondary Defense and Utility
Ending:
○ Distinguished (Offense) or Justice (Precision) Gloves with Intelligence Mods and either two Soviet Guard's Resolution or a Gambler's Lucky and Severity Core
○ Distinguished (Freedom) or Justice (Fitness) Armor with Intelligence Mods an Impact Prism and Growth Amulet
○ Distinguished (Efficiency) or Justice (Efficiency) Helm with Intelligence Mods, Spell of Takofanes, and Veteran's Core of Might (Gambler's Lucky Gem if not applicable)
○ Onslaught Gloves of the Sniper with Int/Dex Mod
○ Onslaught Tights of Fitness with Int/Dex Mod
○ Onslaught Helm of Efficiency with Int/Dex Mod

Gameplan
For Single Target, your rotation is as follows: Hex of Suffering > fully maintain Soul Beam twice > repeat. Your stacks will build slowly during your rotation, so if you wish to build them quicker, you can also fully charge Eldritch Blast after the first Soul Beam maintain. For Multi-target, use Hex of Suffering on clumps of enemies followed by repeatedly maintaining Skarn's Bane. You cannot move while maintaining this, so make sure to position yourself where your cone will hit as many targets as you can. If you find yourself under pressure, charge Sigils of Radiant Sanctuary to apply Restoration and gain a small amount of damage resistance off said Sigils, or use your Resurgence for a burst self-heal and regeneration for the next 15 seconds. It can also be used to escape a Hold, which is ideal if the attack following that Hold would otherwise put you out of commission. Mind Wipe will also wipe your threat from your target and make them attack someone else (assuming there is someone else to attack.) You can also revive nearby allies with Divine Renewal when not taking damage.

Other notes
Crashing Incantation can be obtained via Arcane Lockbox, Collectors Store for a Power Unlock Voucher, or through player trade.

Sorcery Healer
While this build has been arranged in a way it can be leveled with, bear in mind that Support innately has reduced damage so the experience may not be smooth without a team.

Sorcery Healer Build
Super Stats
○ Level 6: Intelligence
○ Level 10: Presence
○ Level 15: Constitution

Talents
○ The Witch (+10 Pre/Rec/Con, +8 Int)
○ +8 Presence
○ +8 Constitution
○ +5/5 Pre/Con
○ +5/5 Int/Pre
○ +8 Intelligence
○ +5/5 Int/Con

Powers
○ Energy Builder: Eldritch Bolts
○ Power 1: Eldritch Blast (Rank 2, Blinding Light)
○ Power 2: Pillar of Poz (Rank 2, Rank 3)
○ Power 3: Aura of Primal Majesty (Rank 2, Rank 3)
○ Power 4: Compassion
○ Power 5: Arcane Vitality (Rank 2, Rank 3)
○ Power 6: Skarn's Bane (Warlock's Malice, Trance)
○ Power 7: Vala's Light (Rank 2, Light Everlasting)
○ Power 8: Eldritch Shield (Rank 2, Rank 3)
○ Power 9: Resurgence (Unchained)
○ Power 10: Divine Renewal (Radiant Renewal)
○ Power 11: Circle of Radiant Glory
○ Power 12: Crashing Incantation
○ Power 13: Sigils of Radiant Sanctuary (Rank 2)

Specializations
Intelligence
○ Preparation (2/2)
○ Battle of Wits (3/3)
○ Enlightened (3/3)
○ Expertise (2/2)
Sentinel
○ Caregiver (3/3)
○ Sentinel Aura (3/3)
○ Torment (2/2)
○ Wither (2/2)
Overseer
○ Administer (3/3)
○ Enhanced Mending (2/2)
○ Trapped (3/3)
○ Conservation (2/2)
Sentinel Mastery

Travel Powers
Magicians can probably get away with any travel power. Just make sure to rank 3 one of them.

Gear
Starting:
○ Bonus Healing Offense with Presence Mods and a Sentinel's Brooch
○ Defense Rating Defense with Presence Mods and a Growth Amulet
○ Cooldown Utility with Presence Mods and a Vital Spirit or Impact Prism
○ +20 Con/+14% Bonus Healing Secondary Offense, +20 Con/Pre Secondary Defense and Utility
Ending:
○ Virtuous (Healing) or Distinguished (Healing) Gloves with Presence Mods and Sentinel's Brooches
○ Virtuous (Fitness) or Distinguished (Freedom) Armor with Presence Mods, Impact Prism, and Growth Amulet
○ Virtuous (Speed) or Distinguished (Speed) Helm with Presence Mods, Impact Prism, and Veteran's Core of Might (Vital Spirit if not applicable)
○ Cosmic Presence with a Healing Core
○ Cosmic Talon of Rage with a Tough Skin or Armoring Core
○ Cosmic Vision of Rage with a Cooldown Core

Gameplan
For solo content, use fully charged Eldritch Blast, or use Skarn's Bane if there's groups, while sustaining yourself with Arcane Vitality or Vala's Light. For group content, place down Pillar of Poz and Sigils of Radiant Sanctuary where allies stand to provide passive healing, full charge Eldritch Blast on the priority target for Illuminated, maintain Arcane Vitality to heal allies in a line and charge Vala's Light to heal in a cluster and leave a heal-over-time. Whenever you don't need to heal, maintain Skarn's Bane to stun and root targets for Sentinel Mastery and Trapped, making them take more damage and heal attacking allies. Plant the Circle of Radiant Glory beneath you at the start of a fight and re-cast it as you move, as it will revive you if you're defeated within it. If you find yourself under high pressure or need to get out of a Hold fast, using Resurgence will heal you instantly and free you from most anything. Revive allies with Divine Renewal whenever there's an opportunity you don't need to heal as much.

Other notes
You can pick whichever aura you'd like, though Primal Majesty is definitely the most popular aura for the stats it gives allies. Circle of Radiant Glory will instantly recast so long as it's out, lasts about 10 seconds when you stand outside it, and heals targets around you when recast, so don't be afraid to regularly move it.
Bestial DPS (Massacre)
Massacre Build
Super Stats
○ Level 6: Strength
○ Level 10: Recovery
○ Level 15: Dexterity

Talents
○ The Blade (+10 Str/Dex/Rec, +8 End)
○ +8 Dexterity
○ +8 Recovery
○ +5/5 Dex/Rec
○ +5/5 Str/Rec
○ +8 Strength
○ +5/5 Str/Dex

Powers
○ Energy Builder: Bestial Fury
○ Power 1: Shred (Penetrating Strikes)
○ Power 2: Frenzy (Rank 2, Rank 3)
○ Power 3: Unstoppable (Rank 2, Rank 3)
○ Power 4: Howl (Intimidating Force, Wild Strikes)
○ Power 5: Tear Down (Work Up)
○ Power 6: Massacre (Rank 2, Bloody Mess, Accelerated Metabolism)
○ Power 7: Form of the Tiger
○ Power 8: Pulverizer
○ Power 9: Eviscerate (Rank 2, Messy)
○ Power 10: Resurgence (Unchained)
○ Power 11: Antagonize (Rank 2, Rank 3)
○ Power 12: Bladed Fury (Rank 2, Rank 3)
○ Power 13: Mind Wipe

Specializations
Strength
○ Physical Peak (3/3)
○ Aggression (2/2)
○ Brutality (2/2)
○ Overpower (3/3)
Warden
○ Fortified Gear (3/3)
○ Elusive (2/2)
○ Ruthless (2/2)
○ The Best Defense (3/3)
Brawler
○ The Glory of Battle (1/3)
○ Penetrating Strikes (2/2)
○ Ruthless (2/2)
○ Finishing Blow (2/3)
○ Flanking (3/3)
Strength Mastery

Travel Power
Dealer's choice, just make sure to rank one of them to 3. Fun fact! Using the Beast animation stance gets you different animations for Super Speed and Acrobatics travel powers.

Gear
Starting:
○ Critical Severity Offense with Dexterity Mods and a Gambler's Lucky Gem
○ Maximum Health Defense with Dexterity Mods and a Growth Amulet
○ Cost Discount Utility with Dexterity Mods and a Gambler's Lucky Gem
○ +20 Dex/+47 Crit Secondary Offense, +20 Dex/Rec Secondary Defense and Utility
Ending:
○ Distinguished (Offense) or Justice (Precision) Gloves with Dexterity Mods, a Soviet Guard's Resolution, and a Gambler's Lucky
○ Distinguished (Freedom) or Justice (Fitness) Armor with Dexterity Mods and Growth Amulets
○ Distinguished (Efficiency) or Justice (Efficiency) Helm with Dexterity Mods, Teleiosaurus's Rage, and Veteran's Core of Might (Gambler's Lucky Gem if not applicable)
○ Onslaught Gloves of the Slicer or Grond's Onslaught with a Dex Mod
○ Onslaught Tights of Fitness with a Dex Mod
○ Onslaught Helm of Efficiency with a Dex Mod

Gameplan
For Single Target, use Shred for your debuff and Bleed stacks, ideally until you have five stacks. Once primed, your rotation is to fully charge Massacre five to six times, then tap Eviscerate to refresh Shredded and Bleed before repeating from Massacre, but you may want to tap Massacre and/or Howl to get your Energy Unlock stacks up first. For Multi-target scenarios, use Frenzy as close to as many targets as you can, as it'll hit anything in a circle around you per strike. Bladed Fury can be used to shred everything around you, which makes for good burst damage in both single and multi-target. It also applies Shredded to anything left standing, making it easier for you to take them out subsequently. Howl can be used at any time to give yourself Furious, increasing your critical chance and healing you over 3 seconds whenever taking damage. If you find yourself under pressure, use Tear Down to apply Restoration and knock your targets to disable them momentarily, or use Resurgence for a burst self-heal and regeneration for the next 15 seconds. It can also be used to escape a Hold, which is ideal if the attack following that Hold would otherwise put you out of commission. You can also preemptively use Howl to heal from Furious. Mind Wipe will also wipe your threat from your target and make them attack someone else (assuming there is someone else to attack.)

Other notes
Bladed Fury can be obtained via Secret Identity Lockbox, Collectors Store for a Power Unlock Voucher, or through player trade. This build is very erratic with energy, as only Massacre can trigger your Form and only Massacre, Tear Down, and Howl can trigger your Energy Unlock, so make sure regardless of scenario, you're at least halfway charging Massacre on something to keep your energy up. It is sadly just how Bestial is, its best damage has no synergy with the rest of it, so the means to maintain its costs come from everywhere but the parent powerframe.

Bestial DPS (Thrash)
Thrash Build
Super Stats
○ Level 6: Strength
○ Level 10: Dexterity
○ Level 15: Constitution

Talents
○ The Blade (+10 Str/Dex/Rec, +8 End)
○ +8 Dexterity
○ +8 Recovery
○ +8 Strength
○ +5/5 Str/Dex
○ +5/5 Dex/Con
○ +5/5 Str/Con

Powers
○ Energy Builder: Bestial Fury
○ Power 1: Shred (Penetrating Strikes)
○ Power 2: Frenzy (Rank 2, Rank 3)
○ Power 3: Unstoppable (Rank 2, Rank 3)
○ Power 4: Supernatural Power
○ Power 5: Form of the Tempest
○ Power 6: Thrash (Rank 2, Vicious)
○ Power 7: Howl (Wild Strikes)
○ Power 8: Tear Down (Work Up)
○ Power 9: Eviscerate (Rank 2, Messy)
○ Power 10: Resurgence (Unchained)
○ Power 11: Antagonize (Rank 2, Rank 3)
○ Power 12: Bladed Fury (Rank 2, Rank 3)
○ Power 13: Mind Wipe

Specializations
Strength
○ Physical Peak (3/3)
○ Aggression (2/2)
○ Brutality (2/2)
○ Overpower (3/3)
Warden
○ Fortified Gear (3/3)
○ Ruthless (2/2)
○ Elusive (2/2)
○ The Best Defense (3/3)
Brawler
○ The Glory of Battle (1/3)
○ Penetrating Strikes (2/2)
○ Ruthless (2/2)
○ Finishing Blow (2/3)
○ Flanking (3/3)
Strength Mastery

Travel Power
Dealer's choice, just make sure to rank one of them to 3. Fun fact! Using the Beast animation stance gets you different animations for Super Speed and Acrobatics travel powers.

Gear
Starting:
○ Critical Severity Offense with Dexterity Mods and a Gambler's Lucky Gem
○ Maximum Health Defense with Dexterity Mods and a Growth Amulet
○ Cost Discount Utility with Dexterity Mods and a Gambler's Lucky Gem
○ +20 Dex/+47 Crit Secondary Offense, +20 Dex/Rec Secondary Defense and Utility
Ending:
○ Distinguished (Offense) or Justice (Precision) Gloves with Dexterity Mods, a Soviet Guard's Resolution, and a Gambler's Lucky
○ Distinguished (Freedom) or Justice (Fitness) Armor with Dexterity Mods and Growth Amulets
○ Distinguished (Efficiency) or Justice (Efficiency) Helm with Dexterity Mods, Teleiosaurus's Rage, and Veteran's Core of Might (Gambler's Lucky Gem if not applicable)
○ Onslaught Gloves of the Slicer or Gravitar's Onslaught with a Dex Mod
○ Onslaught Tights of Fitness with a Dex Mod
○ Onslaught Helm of Efficiency with a Dex Mod

Gameplan
For Single Target, use Shred for your debuff and Bleed stacks, ideally until you have five stacks. Once primed, fully maintain Thrash twice before refreshing Shredded and Bleed with a tap of Eviscerate, then repeat from Thrash. For Multi-target scenarios, use Frenzy as close to as many targets as you can, as it'll hit anything in a circle around you per strike. Bladed Fury can be used to shred everything around you, which makes for good burst damage in both single and multi-target. It also applies Shredded to anything left standing, making it easier for you to take them out subsequently. Howl can be used at any time to give yourself Furious, increasing your critical chance and healing you over 3 seconds whenever taking damage. If you find yourself under pressure, use Tear Down to apply Restoration and knock your targets to disable them momentarily, or use Resurgence for a burst self-heal and regeneration for the next 15 seconds. It can also be used to escape a Hold, which is ideal if the attack following that Hold would otherwise put you out of commission. You can also preemptively use Howl to heal from Furious. Mind Wipe will also wipe your threat from your target and make them attack someone else (assuming there is someone else to attack.)

Other notes
Bladed Fury can be obtained via Secret Identity Lockbox, Collectors Store for a Power Unlock Voucher, or through player trade. Your Energy Unlock will only trigger when one of your powers brings you below 15% of your maximum energy, which may lead to the occasional scenario where you don't have enough energy to activate a power but you also weren't brought down far enough to trigger it. This shouldn't happen much if at all, but if it does, give your energy builder a tap before returning to the rotation you were doing beforehand.

Infernal DPS (Defile)
Defile Build
Super Stats
○ Level 6: Intelligence
○ Level 10: Constitution
○ Level 15: Dexterity

Talents
○ The Specialist (+10 Dex/Rec/Con, +8 Int)
○ +8 Intelligence
○ +5/5 Int/Con
○ +5/5 Int/Dex
○ +8 Endurance
○ +8 Dexterity
○ +5/5 Dex/Con

Powers
○ Energy Builder: Infernal Bolts
○ Power 1: Infernal Blast (Rank 2, Virulent Propagation)
○ Power 2: Vile Lariat (Work Up, Viral)
○ Power 3: Enchanter (Rank 2, Rank 3)
○ Power 4: Will-o'-the-Wisp (Ghost Fire)
○ Power 5: Concentration
○ Power 6: Epidemic (Rank 2, Rank 3)
○ Power 7: Conjuring
○ Power 8: Defile (Rank 2, Lethal Poison)
○ Power 9: Resurgence (Unchained)
○ Power 10: Ebon Void (Rank 2, Rank 3)
○ Power 11: Mind Wipe
○ Power 12: Corrosive Pit (Rank 2, Rank 3)
○ Power 13: Rebirth

Specializations
Intelligence
○ Preparation (2/2)
○ Tactician (3/3)
○ Detect Vulnerability (3/3)
○ Expertise (2/2)
Guardian
○ Fortified Gear (3/3)
○ Ruthless (2/2)
○ Find the Mark (2/3)
○ The Best Defense (3/3)
Avenger
○ Ruthless (2/2)
○ Round 'em Up (3/3)
○ Surprise Attack (2/2)
○ Preemptive Strike (3/3)
Intelligence Mastery

Travel Powers
Dealer's choice, just make sure to rank one of them to 3.

Gear
Starting:
○ Critical Severity Offense with Intelligence Mods and a Gambler's Lucky Gem
○ Maximum Health Defense with Intelligence Mods and a Growth Amulet
○ Cost Discount Utility with Intelligence Mods and a Gambler's Lucky Gem
○ +20 Int/+47 Crit Secondary Offense, +20 Dex/Int Secondary Defense and Utility
Ending:
○ Distinguished (Offense) or Justice (Precision) Gloves with Intelligence Mods and either two Soviet Guard's Resolution or a Gambler's Lucky and Severity Core
○ Distinguished (Freedom) or Justice (Fitness) Armor with Intelligence Mods an Impact Prism and Growth Amulet
○ Distinguished (Efficiency) or Justice (Efficiency) Helm with Intelligence Mods, Venomous, and Veteran's Core of Might (Gambler's Lucky Gem if not applicable)
○ Onslaught Gloves of the Sniper with Int/Dex Mod
○ Onslaught Tights of Fitness with Int/Dex Mod
○ Onslaught Helm of Efficiency with Int/Dex Mod

Gameplan
For Single Target, use Infernal Blast for Deadly Poison stacks, ideally until you have five stacks, then your rotation is as follows: Will-o-the-Wisp > tap Infernal Blast > fully charge Defile > repeat. You should be able to do Infernal Blast into Defile about four times before needing to use Will-o-the-Wisp again. For Multi-target, use Will-o-the-Wisp on a target to activate your Energy Unlock then move around your targets maintaining Epidemic repeatedly. Corrosive Pit can be used in either scenario to quickly stack Deadly Poison and deal decent damage over time, but as the pit is immobile, make sure your targets stay within it to get the most out of it. If you find yourself under pressure, tap Vile Lariat to apply Restoration, or use your Resurgence for a burst self-heal and regeneration for the next 15 seconds. It can also be used to escape a Hold, which is ideal if the attack following that Hold would otherwise put you out of commission. Mind Wipe will also wipe your threat from your target and make them attack someone else (assuming there is someone else to attack.)

Other notes
Corrosive Pit can be obtained via Goth & Glam Lockbox, Collectors Store for a Power Unlock Voucher, or through player trade.

Infernal DPS (Devour Essence)
Devour Essence Build
Super Stats
○ Level 6: Strength
○ Level 10: Dexterity
○ Level 15: Constitution

Talents
○ The Blade (+10 Str/Dex/Rec, +8 End)
○ +8 Dexterity
○ +8 Recovery
○ +8 Strength
○ +5/5 Str/Dex
○ +5/5 Dex/Con
○ +5/5 Str/Con

Powers
○ Energy Builder: Infernal Bolts
○ Power 1: Devour Essence (Rank 2, Devour Soul)
○ Power 2: Pestilence (Rank 2, Rank 3)
○ Power 3: Supernatural Power
○ Power 4: Epidemic (Rank 2, Rank 3)
○ Power 5: Form of the Tempest
○ Power 6: Infernal Blast
○ Power 7: Will-o'-the-Wisp (Guide)
○ Power 8: Vile Lariat (Work Up, Viral)
○ Power 9: Resurgence (Unchained)
○ Power 10: Mind Wipe
○ Power 11: Antagonize (Rank 2, Rank 3)
○ Power 12: Corrosive Pit (Rank 2, Rank 3)
○ Power 13: Death's Embrace (Rank 2, Pact)

Specializations
Strength
○ Physical Peak (3/3)
○ Aggression (2/2)
○ Brutality (2/2)
○ Overpower (3/3)
Warden
○ Fortified Gear (3/3)
○ Ruthless (2/2)
○ Elusive (2/2)
○ The Best Defense (3/3)
Brawler
○ The Glory of Battle (1/3)
○ Penetrating Strikes (2/2)
○ Ruthless (2/2)
○ Finishing Blow (2/3)
○ Flanking (3/3)
Strength Mastery

Travel Power
Dealer's choice, just make sure to rank one of them to 3.

Gear
Starting:
○ Critical Severity Offense with Dexterity Mods and a Gambler's Lucky Gem
○ Maximum Health Defense with Dexterity Mods and a Growth Amulet
○ Cost Discount Utility with Dexterity Mods and a Gambler's Lucky Gem
○ +20 Dex/+47 Crit Secondary Offense, +20 Dex/Rec Secondary Defense and Utility
Ending:
○ Distinguished (Offense) or Justice (Precision) Gloves with Dexterity Mods, a Soviet Guard's Resolution, and a Gambler's Lucky
○ Distinguished (Freedom) or Justice (Fitness) Armor with Dexterity Mods and Growth Amulets
○ Distinguished (Efficiency) or Justice (Efficiency) Helm with Dexterity Mods, Venomous, and Veteran's Core of Might (Gambler's Lucky Gem if not applicable)
○ Onslaught Gloves of the Slicer or Gravitar's Onslaught with a Dex Mod
○ Onslaught Tights of Fitness with a Dex Mod
○ Onslaught Helm of Efficiency with a Dex Mod

Gameplan
For Single Target, use Infernal Blast for Deadly Poison stacks, ideally until you have five stacks, then use Will-o-the-Wisp to apply your debuff. Once primed, fully maintain Devour Essence twice before refreshing Deadly and Debilitating Poison with a tap of Infernal Blast, then repeat from Devour Essence. For Multi-target scenarios, use Epidemic while moving around your targets to spread Deadly Poison and apply your Pestilence cloud. Corrosive Pit can be used in either scenario to quickly stack Deadly Poison and deal decent damage over time, but as the pit is immobile, make sure your targets stay within it to get the most out of it. If you find yourself under pressure, tap Vile Lariat to apply Restoration and knock your target to disable them momentarily, or use Resurgence for a burst self-heal and regeneration for the next 15 seconds. It can also be used to escape a Hold, which is ideal if the attack following that Hold would otherwise put you out of commission. You can also preemptively use Will-o-the-Wisp to apply Illumination, which will cause the target to heal any attackers for the next 20 seconds. Mind Wipe will also wipe your threat from your target and make them attack someone else (assuming there is someone else to attack.)

Other notes
Corrosive Pit can be obtained via Goth & Glam Lockbox, Collectors Store for a Power Unlock Voucher, or through player trade. Your Energy Unlock will only trigger when one of your powers brings you below 15% of your maximum energy, which may lead to the occasional scenario where you don't have enough energy to activate a power but you also weren't brought down far enough to trigger it. This shouldn't happen much if at all, but if it does, give your energy builder a tap before returning to the rotation you were doing beforehand. When doing group content, allow time for the Support players to apply Illumination themselves before using Will-o-the-Wisp. You should not need to use it repeatedly, as Infernal Blast will refresh the debuff you need from it, so please be considerate if there are other players that have a better version of Illumination.

Infernal Healer
While this build has been arranged in a way it can be leveled with, bear in mind that Support innately has reduced damage so the experience may not be smooth without a team.

Infernal Healer Build
Super Stats
○ Level 6: Presence
○ Level 10: Constitution
○ Level 15: Dexterity

Talents
○ The Witch (+10 Pre/Rec/Con, +8 Int)
○ +8 Presence
○ +8 Constitution
○ +5/5 Pre/Con
○ +5/5 Dex/Pre
○ +8 Dexterity
○ +5/5 Dex/Con

Powers
○ Energy Builder: Infernal Bolts
○ Power 1: Condemn (Rank 2, Redemption Denied)
○ Power 2: Life Essence (Rank 2, Rank 3)
○ Power 3: Aura of Ebon Destruction (Rank 2, Rank 3)
○ Power 4: Compassion
○ Power 5: Will-o'-the-Wisp (Guide)
○ Power 6: Iniquity (Rank 2, Rank 3)
○ Power 7: Supernatural Power
○ Power 8: Sigils of Ebon Weakness (Rank 2, Rank 3)
○ Power 9: Resurgence (Unchained)
○ Power 10: Death's Embrace (Rank 2, Pact)
○ Power 11: Voodoo Doll (Rank 2, Rank 3)
○ Power 12: Conviction (Rank 2)
○ Power 13: Rebirth

Specializations
Presence
○ Repurpose (2/3)
○ Selfless Ally (2/2)
○ Dominion (2/2)
○ Vulnerability (2/2)
○ Force of Will (2/2)
Sentinel
○ Caregiver (3/3)
○ Sentinel Aura (3/3)
○ Torment (2/2)
○ Wither (2/2)
Sentry
○ Fortified Gear (3/3)
○ Precise (3/3)
○ Stalling Tactics (3/3)
○ Fortify (1/2)
Sentinel Mastery

Travel Powers
Pick whichever you'd like, just make sure to rank 3 one of them.

Gear
Starting:
○ Bonus Healing Offense with Presence Mods and a Sentinel's Brooch
○ Defense Rating Defense with Presence Mods and an Impact Prism
○ Even Split Discount/Cooldown Utility with Presence Mods and a Vital Spirit or Sentinel's Brooch
○ +20 Con/+14% Bonus Healing Secondary Offense, +20 Con/Pre Secondary Defense and Utility
Ending:
○ Virtuous (Healing) or Justice (Healing or Growth) Gloves with Presence Mods and any combination of Gambler's Lucky Gem, Sentinel's Brooch, or Growth Amulet
○ Virtuous (Fitness) or Justice (Fitness) Armor with Presence Mods, Impact Prism, and Growth Amulet
○ Virtuous (Efficiency) or Justice (Efficiency) Helm with Presence Mods, Sentinel's Brooch, and Veteran's Core of Might (Vital Spirit if not applicable)
○ Cosmic Presence with a Healing or Superstat Core
○ Cosmic Talon of Wrath with a Tough Skin or Armoring Core
○ Cosmic Vision of Wrath with a Cooldown or Control Core

Gameplan
For solo content, use Will-o'-the-Wisp before spamming Condemn as much as possible, using Conviction or Life Essence to heal yourself. For group content, use Will-o'-the-Wisp foes as fast as possible and keep applying it as it comes off cooldown, as Illuminated will do a lot of healing for your allies. It will also count as a Poison so your Life Essence will heal at its higher value, which should be used to heal allies in an area. Use Iniquity for a strong heal on priority allies at a distance. Sigils of Ebon Weakness can be used close to enemies to reduce the damage they deal to your allies. If you need to heal yourself in a hurry, Conviction provides a strong self-heal on tap. When you don't need to heal as much, use full charges of Condemn to apply Sentinel Mastery, Vulnerability, and Wither all at once on the team's target(s). If you find yourself under high pressure or need to get out of a Hold fast, using Resurgence will heal you instantly and free you from most anything. Revive allies with Death's Embrace whenever there's an opportunity you don't need to heal as much.

Other notes
You can choose whichever aura you'd like, Ebon Destruction is not required for the build. Your choice between more Bonus Healing or more Primary stat depends on if you want stronger healing or if you'd like to have higher aura values for your allies. Condemn also has a guaranteed Deadly Poison application on foes without it if for some reason Will-o'-the-Wisp is unavailable to maximize your Life Essence healing.
Conclusion
This is the bottom of the list. Welcome to the end of the giant wall of text! At the time of publication, it is late for me and I was getting too tired to format everything all in one go, so I'll be coming back later to format the rest.

If you've read more than one of these, you might notice repeated details. The nature of writing for these builds involved a heap of copy pasting from one another, but this does not diminish the value of the information as it's presented.

Thank you for your time, and if you did, for reading. I hope any of this information proves helpful or inspiring to start or continue playing Champions Online.

Please let me know in the comments if there's some sort of error within the text, and if you'd like anything explained more thoroughly, feel free to contact me in-game via private message or mail at the handle @shapey#5696

Cheers!