Biospark

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  1. Quote:
    Originally Posted by Bill Z Bubba View Post
    We're not stuck with AAO's overpowered status. You could cut the bonus in half and it would still be a "unique "layer" of survival for Shields that replaces "healing", "regen", or "utility" powers."

    The problem as it stands now is that you get a massive damage buff that can be easily leveraged with minions that costs little end and has no downside on top of having layered mitigation that can be heavily buffed.
    Bill Z,

    I sense that you are displeased by my comments. So let me try to rephrase it.

    What I said was that I was NOT in disagreement with Umbral's assessment. His numbers are probably just fine.

    What I really was trying to say was that if Shield Charge had never existed, the concerns over the +damage from this powerset would be alot less. We could very well still be discussing the numbers for AAO, but the mere existence of SC has "skewed" everyones perception and its spilling over to AAO. I can appreciate trying to balance out the set, and have absolutely NO problem with "nerfing" Shield Charge. I just dont want this "nerfage" to get out of hand and actually effect a power that (I believe) is a "core" survival tool for the set.
  2. Quote:
    Originally Posted by Kelenar View Post
    The crashing nukes are kinda lackluster by comparison to things like Shield Charge/Lightning Rod/Rain of Arrows. On the other hand, if every Blaster, Defender, and Corruptor ended up getting access to a crashless nuke like that... well, teams would get a little silly. I already end up getting bored to tears when I'm teamed with a few Shield Charge-spammers (in its current Live version,) since 90% of any given spawn evaporates in the first two seconds of a fight. Crashless nukes are nice powers when there's one or two of them on the team, but it just gets ridiculous with much more than that.
    Agreed. But IF this were to ever happen (highly doubtful), I am sure the damage would be adjusted downward and/or the recharge made "unenhaceable".
  3. Super Reflexes has always been a "one-trick" pony. Granted that one thing it does, it does better than everyone else. The power that IOs brought was to add to other sets the ability to "layer" their forms of survival with SR's trick. Even Shields has layering that puts SR to shame and provides its Defense "trick" with considerably fewer power picks.

    If the Devs really want to help SR out they should look at adding layers to SR's survival (not dependant on being hurt) and consider giving the "basics" of SR with fewer power picks and earlier in their career.

    Nerfing Shields even more is not the right choice. Instead of "pushing" people away from one set, you should "draw" their attention to another.

    Quote:
    Originally Posted by Umbral View Post
    The problem isn't AAOs theme. The problem is AAO's numbers. AAO simply allows you to get too much +dam to equate to its "lower survivability". The fact that you're already killing things 20-30% faster just because you're in melee with them already means that you don't need as much survivability. The +dam buff is honestly what needs to be reigned in in order to make almost any other set out there a truly viable option in the endgame (for Scrappers; Brute SD is a joke because of +dam dilution and Tankers don't really get much out of SD in the endgame, considering that they're designed around taking hits).

    I don't really care how it's done as long as the end result is that AAO can't maintain perma-BU +dam levels just because it's surrounded. I doubt the target cap would get diminished (since the -dam is also a useful attribute and it's the taunt aura regardless), so the best solution is likely to simply reduce the size of the +dam buff itself (I would leave the "base" +dam alone and reduce the stacking buff to only 3% so that it gives you 15.5% with a single target and caps at 42.5% with 10).
    I can understand your viewpoint on this Umbral, and am not diasgreeing with your numbers. But I have always considered the extra damage as a unique "layer" of survival for Shields that replaces "healing", "regen", or "utility" powers. Overall, I think that if you remove SC from the equation, AAO makes much more sense and is not overpowered. AAO + BU + SC is such an obvious thing, that it actually overshadows the characters other attack powers. Since they probably will not turn SC into a "hurl" type power like I want, I guess we are kinda stuck with the +damage concerns for the set.
  4. Quote:
    Originally Posted by Santorican View Post
    Maybe its time Blaster nukes are reevaluated then.
    YES ! I am on board with that. I cannot stand powers that crash your blue bar.

    End drain of some amount is fine, heck make the nukes COST 50 end, but to heck with "crashes" !
  5. Quote:
    Originally Posted by Santorican View Post
    LOL no Shield Charge isn't the only problem with Shield Defense. If they really wanted to castrate Shield Defense and actually make Super Reflexes really really worth while again they'd make the defense debuff resistance in Active Defense unenhanceable and then they'd lower the radius of effect of AAo and how much damage bonus it granted.
    I would hope they leave AAO as is. Its a great idea that is shared by two other sets to have a toggle that scales with enemies in range.

    If SR could be given something like it, but for recharge instead, that would certainly seperate SR from all other sets in a distinctive way. My vote would be to combine Ranged/AoE defense into 1 toggle. Then turn the AoE toggle into a scaling +recharge power. Quickness may need a rework to be just movement plus something else like physical perfection.

    If they combined the Ranged and AoE passives as well, that opens up 1 power to be changed into an optional power (cloak of shadows, as an example). Needing 8/9 powers from SR has always been my biggest issue with the set. Making 1-2 more powers "optional" would go a long way to improving the set.
  6. This change does not sadden me at all.
    The Damage is still great and the fact that you even get a damage dealing power in a defense set is soooo nice. And finally, 150sec down to 90sec. So instead of using it every other fight, we can pop off every fight ? Excellent
  7. Quote:
    Originally Posted by Fulmens View Post
    Thing about softcapped ranged defense is, most of the time it will be wasted.

    a Rad's ToHit debuffs against +3s should be in the 35% range, so about 10% Defense is all you'll need against most things most of the time. [Assumption: if they're not tough they die near-immediately, if they are tough they're worth throwing the toggles on.]
    I am in agreement with Fulmens on this one.

    For my Mind/Rad controller, perma-hasten and perma-AM are incredibly usefull combined with all the awesome debuffs from Rad. Everything else from IOs is simply gravy on top (or icing if thats your thing). The great thing about building RAD is that I can focus slotting on just about every power for improving the power and not worry much about set bonuses.

    One set bonus that actually will help though is +hps. Get as much recharge and +hps as you can, and you will be just fine for everything that the game can throw at you.
  8. If your concept is a "Combat Medic" and your leaning toward a Tech origin, you could also consider Trap/Dual Pistols or even Traps/Assault Rifle.

    You would not have a direct heal, but Triage Beacon is a great form of layered protection when combined with the excellent defense granted by Force Field Generator.

    The biggest downside to Traps seems to be keeping up with a fast-moving team. Solo and on normal teams, you will have a whole bag of tricks to "support" your team. And with Dual Pistols and Assault rifle you get "crashless" Nukes to make your own damage contribution quite fun.

    If your concept is more of a super-powered healer (not Tech origin), then Empathy, Kinetics, Dark Miasma and Radiation all offer heals that support the other "defender" powers. Dark and Rad can solo much better than Empathy and Kinetics (if that kind of thing is important to you).
  9. Quote:
    Originally Posted by Cheeze_Head View Post
    I think the subject speaks for itself but I suppose I'll explain a bit more. For my first GR toon I was planning on making a DB/SR scrapper (because it seemed ub3r cool ) and then I realized the following; why bother with SR since many secondaries can do what SR can, with the added bonus of other utilities and whatnot, by just IOing it up. I realize it would take a bit more work for other sets to soft cap than SR, however, I feel the point remains valid.

    For me the answer is yes .... and No.

    To elaborate, here is a build that I have been working on for one of my toons which switches the focus to +regen. Not having to worry so much about soft-capping thru IOs means that you can go after something else. Hence why so much +regen.

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  10. Yeah True,

    It could be called something else though. Additionally, you may eventually earn the Badge, but the rewards would only accrue from continued teaming. So its slightly different.

    Heck you could even add one of these team Accolades as time spent as Lead !!

    That might shake things up a bit.
  11. Interesting Idea Dreadbat,

    I dont know how much it would promote teams staying together, because honestly when I am on a good team, I dont want to leave. Fatigue and real life are usually what pulls me away from them. Bad teams on the other hand, I cannot wait to get away from. I would rather solo than spend my time running back constantly from the hospital.

    Here is another idea though, which would help promote teaming in general. Make it a Day Job ! Seriously, you build up your time on teams until you earn the accolade. Once you possess the accolade, you can choose a particular team buff from a list of buffs.

    Or... maybe after "X" hours of teaming you earn your choice of certain rewards, much like a merit vendor. I realize that the merit rewards are already similar to this, but these special rewards could be something new and only available from TEAMING.
  12. Biospark

    Electric Control

    Electric Control will be very popular for awhile, just as Kinetic Melee will be.

    Its the "shiney" new-car smell that will have them running around the streets of Paragon and beyond.
  13. Not sure which person you were addressing Dr.Mike

    My idea was strictly related to "Status" effects. Actual damage resistance (to me) is balanced just fine, with the possible exceptions of Tough (which IMO is too low for blasters and scrappers) and the Entire Sonic Resonance set (which should protect the defender better, again IMO).

    FF as a set is extremely nice because you get lots of base defense and can stack even more on top with IO sets and Pool powers. Topping it all off with basic "mezz" protection makes the set very "Armored" in it's playstyle. IF you take away this status protection, I think the set becomes very "average" for a defender set. Perhaps even underpowered.
    Thats the fulcrum point as I see it.

    As far as the whole "soft-cap" craze goes, it takes such specific powers and IO sets for anyone that is not ALREADY defense-based to achieve this to 1-2 positions (not to mention a boatload of cash) that I think it should be left alone. Especially, with the fact (as you pointed out) there are so many ways in the game for critters to reduce or neutralize this advantage in a hurry. As far as adding DDR to pools, I dont think so. Its just my personal opinion, but ONLY powersets that depend on Defense to survive should have DDR.
  14. Quote:
    Originally Posted by Oedipus_Tex View Post
    I would vote for changing the core mechanics for "squishy" characters.

    For characters with a native Armor power set (Tanker, Brute, Scrapper, Stalker): game mechanics remain unchanged. They defend using their highest defense value.

    For characters without a native Armor power set (Blaster, Controller, Corruptor, Defender, Mastermind): game mechanics are revised. Instead of defending with their best defense value, they defend using the average. For example, if an attack is tagged Smashing, Ranged, and Cold, the character defends using the average of those three defenses.

    The reason for doing it this way is it still allows the high defense to be useful, but not uniformly so, while simultaneously providing a reason to keep using Force Fields and the like, because they boost defense to several positions instead of 1 or 2.

    The problem right now is its too easy to cap to 1 or 2 positions and have that carry you through. That option, IMO, should only be open to armored characters.
    I tend to agree with this assessment, but I think that one major difference between "Armored" and "Squishy" characters is Status/Mez protection. Take for instance my defender who runs around on his solo build with +30% hps, 60%+ S/L resist, 30%+ Energy resist and a 25%+ heal every few seconds. He also sits around 20-25% defense to the four major damage types ( S/L/E/N). Yet, my scrappers can crank up the difficulties to beyond his easily and without being IOed to the gills. All because of mez effects ( Well, not ONLY this. There is also the extra DPS and hps. But if a scrapper could achieve my numbers without IOs they would be very happy. So why does a +1/x4 mob kick my *** ? Answer : Mezz effects).

    So I agree that something could be looked at, but my thoughts are to make the IO set bonuses to mezz resist work more like the Defense Debuff method, where 95% status resist means that the duration of any status effect becomes 5% instead of 50%. Then you will see some remarkably different focus for "Squishy" Builds IMHO.

    I could be wrong though.
  15. I personally stay with the original lightning colors. They look great to me

    However, I also tried a few variations of Gold-Purple and also Purple-Green that looked pretty decent.

    Colors I would avoid are darker colors and neutrals like grey and black. You are shooting energy afterall and it should light up the room. Reds don't impress me that much either, but that is just a personal thing.
  16. I have retired my WP/Fire tanker but here are a few items that I see. Take them into consideration as you see fit.

    Your Endurance consumption is too high. I shoot for a "net" of 2.0 eps on all my builds and it seems to work out pretty well.

    Maneuvers in particular is a Terrible power on a Tanker. I noticed you went after as much recharge as possible, so you could consider swapping Maneuvers for Hasten (like I did) to get more recharge (presumably for your AoE powers to recharge faster). You could make up the difference by slotting reactive armor in tough/mind over body. This would drop your "Psionic" defense somewhat, but your resistance to Psionic damage already makes you better off against these kind of opponents than most tanks.

    Your overall slotting and regen are great and very similar to how I focused my Tanker.

    Mixing "positional" set bonuses (like Obliteration) with "typed" defense is slot heavy and sorta counterproductive from a "defense" point of view. I really like the Obliteration set but you should really focus your defense as "typed". This could allow you to pull a slot here and there from combustion, fire sword circle, rise to the challenge to use in other places (if they were needed).

    I am not sure why you chose Focused Accuracy, but I am assuming that you only use it while teaming and facing "Hard" targets. For most any other endeavor, its not nearly as useful when compared to its ridiculous cost.


    For reference here is my build plan (The only thing missing from this plan is a Miracle +rec in Health)
    I keep forgetting to add that in there.

    Hero Plan by Mids' Hero Designer 1.621
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Natural Tanker
    Primary Power Set: Willpower
    Secondary Power Set: Fiery Melee
    Power Pool: Flight
    Power Pool: Fighting
    Power Pool: Speed
    Power Pool: Fitness
    Ancillary Pool: Pyre Mastery

    Hero Profile:
    Level 1: Mind Over Body -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(5), RctvArm-ResDam/EndRdx/Rchg(11), RctvArm-ResDam/Rchg(23)
    Level 1: Scorch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(7), KntkC'bat-Dmg/EndRdx/Rchg(21), C'ngImp-Acc/Dmg(31)
    Level 2: Fire Sword -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(7), KntkC'bat-Dmg/EndRdx/Rchg(21), C'ngImp-Acc/Dmg(33)
    Level 4: Fast Healing -- Numna-Heal(A), Numna-Heal/EndRdx(5), Heal-I(9)
    Level 6: Indomitable Will -- LkGmblr-Rchg+(A), LkGmblr-Def(19), LkGmblr-Def/EndRdx(46)
    Level 8: Rise to the Challenge -- Heal-I(A), Numna-Heal(9), Numna-Heal/EndRdx(11), Numna-Regen/Rcvry+(33)
    Level 10: Taunt -- Zinger-Taunt(A), Zinger-Taunt/Rchg(37), Zinger-Taunt/Rchg/Rng(40), Zinger-Acc/Rchg(40), Zinger-Taunt/Rng(40), Zinger-Dam%(43)
    Level 12: High Pain Tolerance -- Heal-I(A), Numna-Heal(13), Numna-Heal/EndRdx(13), S'fstPrt-ResDam/Def+(43)
    Level 14: Quick Recovery -- EndMod-I(A), EndMod-I(15), EndMod-I(15)
    Level 16: Air Superiority -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(17), KntkC'bat-Dmg/Rchg(17), KntkC'bat-Dmg/EndRdx/Rchg(23), C'ngImp-Acc/Dmg(34)
    Level 18: Heightened Senses -- LkGmblr-Rchg+(A), LkGmblr-Def(19), LkGmblr-Def/EndRdx(27), Ksmt-ToHit+(37)
    Level 20: Fly -- Flight-I(A)
    Level 22: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(25), KntkC'bat-Dmg/Rchg(25), KntkC'bat-Dmg/EndRdx/Rchg(33)
    Level 24: Tough -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(36), RctvArm-ResDam/EndRdx/Rchg(37), RctvArm-ResDam/Rchg(46)
    Level 26: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(27), LkGmblr-Def(34)
    Level 28: Fire Sword Circle -- Armgdn-Dmg(A), Armgdn-Dmg/Rchg(29), Armgdn-Acc/Dmg/Rchg(29), Armgdn-Acc/Rchg(34), Armgdn-Dmg/EndRdx(36)
    Level 30: Hasten -- RechRdx-I(A), RechRdx-I(31), RechRdx-I(31)
    Level 32: Swift -- Run-I(A)
    Level 35: Health -- Heal-I(A), Heal-I(36), RgnTis-Regen+(46)
    Level 38: Greater Fire Sword -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(39), KntkC'bat-Dmg/Rchg(39), KntkC'bat-Dmg/EndRdx/Rchg(39), C'ngImp-Acc/Dmg(43)
    Level 41: Char -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(42), BasGaze-Rchg/Hold(42), BasGaze-EndRdx/Rchg/Hold(42)
    Level 44: Fire Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(45), Thundr-Dmg/Rchg(45), Thundr-Acc/Dmg/Rchg(45)
    Level 47: Fire Ball -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(48), Ragnrk-Acc/Dmg/Rchg(48), Ragnrk-Acc/Rchg(48), Ragnrk-Dmg/EndRdx(50)
    Level 49: Build Up -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(50), RechRdx-I(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Gauntlet
    Level 2: Ninja Run
  17. YES ! YES ! YES !

    I want this powerset !

    Additional comments: Though I understand your logic for not having a "buildup" type power, I am not certain that it would be necessary to leave it out. They could simply balance out the AoE damage and be done with it. Or... go with only 3 AoE powers.

    Also, I like the idea of having one or more of the attacks having "disorient" secondary effect. Nothing like a "round-pine" to the head for making the stars come out.
  18. Biospark

    Beastial Claws

    I just want to see them add "animalistic" running options.

    Now that we have ninja run, I am confident that this would be doable.

    Lets just hope it doesnt resemble Tim Allen in "The Shaggy Dog". That would be sad.
  19. One thing that I would add to the conversation is the difference in IO sets which offer S/L defense as opposed to "positional" IO set bonuses.

    You can live off all the 4-piece bonuses that are "typed", where positional defenses often can get you bigger numbers per bonus (not always), but they are usually at the 5 and 6 piece bonus locations.

    Prior to this realization, I was "die-hard" positional defense. You only needed to really focus on Melee and Ranged, and get a decent amount of AoE. But once they "paired" the Defenses up and some veterans kept suggesting to go "typed", I really noticed how you can get some great mileage out of 4-piece bonuses, and conserve some slots to really round-out your builds instead of "stretching" out to grab those 6-piece Oblits, Mako's, ToDs etc...
  20. Biospark

    Defender Nukes

    /signed

    I avoid the Nuke on my defender simply because it is NOT like Rain of Arrows or Full Auto.

    My preference would be for all the Defender versions be converted over to "crashless".
    The lower damage is not an issue in that circumstance, so you essentially would be giving all defenders the same level of performance that only a few sets currently enjoy.

    The reason I would prefer them be crashless rather than "Full" strength, is that it would not be something Blasters could point to as a "balance" concern, and secondly, Defenders have a specific "duty" on teams and having a "low-level" nuke which ALSO drains your endurance accomplishes nothing really. It doesnt END the battle, and in all but a few powerset combinations, it will END your contribution to the battle from that point on.
  21. At one point my Empath had a soft-capped (to Ranged dmg) build, so I am certain that a Kinetic defender could do it as well.
  22. Excellent analysis Arcana !

    I would be very interested in seeing how these numbers change after Going Rogue, and here is why;

    I play only Hero-side. When I played WoW, I played only Alliance. Its just a Role-play preference for me to prefer the "Hero" in the story. The character that is focused on improving his world or situation in a "good" way. The most "evil" I can get into character with would be a "rogue-ish" character, who is actually a good guy but mis-understood.

    With that being said, I have long wanted to try the Villain-side ATs, because they are excellent variations of the main Hero-side ATs. And GR is going to solve this whole issue for me. I have already set-up placeholders for at least a dozen names of toons that will be Villain-side ATs who will be going "good".

    So instead of ALL my characters consisting of 5 specifc ATs, that will jump to 10 ATs and stay there after Going Rogue. Who knows, one of them could even tempt me away from my favorite AT (Defenders), ehhh, probably not though.
  23. Quote:
    Originally Posted by eryq2 View Post
    I was curious about this today also so i made 2 toons to see. Both Ice/Storm variations. Both solo. The 1st ice attack on both at level 1 unslotted, the corr did more damage. I think the numbers were 11hp on the def and 19hp on the corr. I don't know where the more damage dealt is coming from for the def, unless maybe other powersets? But as for Ice attacks the Corr won to start off with raw numbers.
    Take them both to level 20 and then compare numbers. Or better yet, level 22 with level 25 SOs slotted. That will be a more accurate comparison.
  24. Quote:
    Originally Posted by DonatoJames1 View Post
    Thats kinda sad I like tanks
    For once I am in total agreement with Frosticus.

    Tankers IMHO are the best Melee AT in the game. But this is because it totally makes me smile to jump into a pile of enemies and watch them fitfully beat on me with little to no effect. No other AT can take the "beating" that a Tanker can withstand, and thats before you get IOed up.

    So, if you want to do more damage, by all means go roll up one of those squishy ATs (yes, I mean Brutes too)... but, if you want to pound stuff into the dirt while being nearly unkillable, stick with your Tanker.

    You will not be disappointed
  25. Almost one year ago, I started my Emp/Elec and decided that I would go the "Balanced" route and build one that was able to focus on team skills and still be able to solo.
    With Empathy it is possible to make a passable "Balanced" build, but later I decided that it would be much more effective to use my dual-builds to solve some of the logistics of making a good "Solo" build without sacrificing "Team" buffs, and vice-versa.

    What follows are my two templates that I am working off of to build both builds (which are both nearly complete (over 90% slotted).

    Here are my two builds. The first one is my team build:


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    |360B0D73D33ECC67D1DCA81CF6636969FC6D3A403D3517DCD100E6C1B5C2E8C932C|
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    |23B94E12C2FAE08832DD74B7BA48BC24DD243D243E123F49906490E484A4F607529|
    |CEDC7|
    |-------------------------------------------------------------------|
    And the following is my solo build;


    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
    |MxDz;1411;708;1416;HEX;|
    |78DA9D54DB6E1251143DC30CA594BB94426F14E88562CBB4788B970793DA9A544B4|
    |5AA7DAA92291CDA49704A609AC89B1F50FD81DAEAA32FDEE293F137BCBCF803A6FE|
    |C3B8CFDE076A9F4C2461AD73F6AC73F6DE8B3D149F2EFB197B769329C15B0DA3DDA|
    |E2CF33AB76ABCD55FDCB70DDBDCB398873116EB862B4BFBF5BABEF2A469D8BB9D54|
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    |D50B2E2CE62252F01252F83252EA0A9202EEBA49AEBA4B4019D6771F2958460A6F2|
    |0B941E7C1321CE6C963A621087929E4F20E528761A2185206043E29F0CDE119FF19|
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    |1E3FC07E93D476F205D2D42F544C9D10FD468A43D113D2E009323801A18CFC21336|
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    |34D96BA73A9860CC54D27A2F195328EBFAA9CAF1867B2FD5FF7E3E431394C25B1E0|
    |07C20A004A06C8AD596804762FB58AC0CB1DA1650155BE78BBF5B4CE8AAA8EB9A80|
    |EB026E0888417DEC40283D3E009F00BF808080A0809080B080A8801100E548AC9C3|
    |F04D1EDE1|
    |-------------------------------------------------------------------|