Shield Defence
Deflection
Grants a bonus to defence and minor bonus against lethal and smash Damage: N/A Recharge: Fast
Battle Agility
Grants bonus to range and Area of Effect damage and defence debuffs Damage: N/A Recharge: Fast
True Grit
Increase hit points. Grants resist to cold, fire, energy, negative energy and toxic. - No endurance cost, always on Damage: N/A Recharge: N/A
Active Defence
Grants protection from sleep, disorient, fear, immobilize, confusion, repel, knock back, hold and defence debuff Damage: N/A Very Long
Against all Odds
Grants increase in damage for every enemy in Melee Damage: N/AM Recharge: Slow
Phalanx Fighting
Grants bonus to Melee, range and area of effect defence for each ally in short range. - no endurance cost, always on Damage: N/A Recharge: N/A
Grant Cover
Grants bonus to nearby team mates defence (but not the players) also some resistance to defence and recharge debuffs (player and allies). Damage: N/A Recharge: Slow
Shield Charge
Teleport and knock back Damage: N/A Recharge: Very Long
One with the Shield
Big resistance to all damage, disorient, immobilize, hold, knock back and sleep. Increased endurance rate recovery. Uses little endurance but when over left drained of endurance for a time afterwards Damage: N/A Recharge: Very Long
Advantages: Some powers require no endurance. Can add bonuses to allies as well as your self. Disadvantages: No Psionic protections, and no self heal or Rez
Stone Armour
Rock Armour
Grants resistances to smashing and lethal damage - can not be used with Granite Armour. Damage: N/A Recharge: Fast
Stone Skin
Grants Resistance to smashing and lethal damage. - Costs no endurance, always on Damage: N/A Recharge: N/A
Earth's Embrace
Bonus to maximum HP while active and resistance to toxic damage. Damage: N/A Recharge: Very Long
Mud Pots
Area of Effect snare and immobilize with minor Damage over time Damage: Minor (Damage over time) Recharge: Fast
Rooted
Grants resistance to knock back, sleep hold, disorient and endurance drain. Bonus to HP and HP regeneration. Must be close to the ground to active and slows movement, you can not activate move speed increase of flight powers while active Damage: N/A Recharge: Fast
Brimstone Armour
Grants a high resistance to fire and cold. Can not be used with Granite Armour Damage: N/A Recharge: Fast
Crystal Armour
Makes energy and negative energy attacks less likely to hit and grants resistance to defense debuffs. Can not be used with Granite Armour Damage: N/A Recharge: Fast
Minerals
Grants resistance to Psionic, increase in Perception and a resistance to confusions. Can not use with Granite Armour Damage: N/A Recharge: Fast
Granite Armour
Almost complete invulnerability and resist to most effects - however no fly or speed powers while active and attacks are slowed and you do less damage while active. Also grants high resistance to defense debuffs. Can not be activated with any other armors in the set or any move/fly powers Damage: N/A Recharge: Slow
Advantages: Granite Armour is almost complete invulnerability. Defense from Psionic attacks Disadvantages: Armour in the set slow and limit travel powers. No self Rez or heal.
Willpower
High Pain Tolerance
Grants slight resistance to all damage types. - Costs no Endurance, always on. Damage: N/A Recharge: N/A
Mind over Body
Grants resistance to smashing, lethal and Psionic damage Damage: N/A Recharge: Fast
Fast Healing
increased healing speed. Costs no Endurance, always on Damage: N/A Recharge: N/A
Indomitable Will
Grants resistance to Sleep, disorient, fear, immobilization, confusion, repel, knock back and hold, also moderate Psionic defense Damage: N/A Recharge: Fast
Rise to the Challenge
Grants bonus to HP regeneration and decreases accuracy of each foe in Melee Damage: N/A Recharge: Slow
Quick Recovery
Fast Endurance Recovery. - Costs no Endurance, always on. Damage: N/A Recharge: N/A
Heightened Senses
Grants bonus to defense versus environmental damage and grants a bonus to Perception. Damage: N/A Recharge: Fast
Resurgence
Self Rez, gives bonus to damage and to hit for 90 seconds and then a minus to damage and to hit for a further 45 seconds Damage: N/A Recharge: Very Long
Strength of Will
Big resistance to all damage, disorient, immobilize, hold, knock back and sleep. Increased endurance rate recovery. Uses little endurance but when over left drained of endurance for a time afterwards. Damage: N/A Recharge: Very Long
Advantages: Defenses to all attack types. Increase HP and Endurance regain. Self Rez Disadvantages: No self Heal, Defenses are not quite as effective as other power sets