DSorrow

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  1. Ice/mental for a great mix of single target and AoE damage coupled with good survivability
  2. 1 thing I notice immediately while looking at this build is... Dark consumption and not consume? Consume is a way better end regain power. Both powers have similar recharge and end regain/foe BUT consume has a radius of 20ft instead of DC's radius of 8ft.

    Just my 2 cents
  3. I picked ice/MM on my blaster and love it. Frost breath + psy scream + PSW is enough for any AoE you might want and the ice blasts make for a great ST attack chain. Also as an ice/MM you have an option to get a lot of control too if you have enough power slots left
  4. DSorrow

    PUG Fun!

    [ QUOTE ]


    Oh, I wonder what "da" might be short for. And TP, well, there's a conundrum - what on earth could that stand for? AV? Not a clue. Iz? Well, obviously a misspelling of "id", and "ere" must refer to someone's ears, and couldn't possibly be one letter off "here".

    Here's a big word for you, as opposed to those pesky shortened ones: phonetic.

    [/ QUOTE ]

    As much as I understand british people not having that much difficulty trying to read text like that it might be well hard for us "foreigners" to decypher text like that. Most of the time I can actually understand what people are trying to say, but then again, there are times when this phonetic spelling just doesnt get the message through.

    Although I think this is just because I'm used to the way Finnish works >.< every single wroten letter is always pronounced the same way no matter what (well there is like 1 or 2 differences... but nothing major )
  5. DSorrow

    Metal Armour

    [ QUOTE ]
    Now obviously the +recovery and +regen is going to be pretty much nothing, because otherwise it would be overpowered. So I was thinking the recovery aspect to be about ½ to ¾ of the end cost of all the toggles.

    [/ QUOTE ]

    Wait... basic toggles eat 0.26end/sec, so you're saying each toggle would add 0.13 to 0.19 end/sec recovery? That's like 1/3 to 1/2 of unslotted stamina. For each toggle. Not going to happen. Ever.
    Basically that would mean that 2 slotting each toggle for end reduction would make them virtually endurance free.

    [ QUOTE ]
    Resists un slotted:

    Energy: 40%
    Psionic: 40%
    Smashing / Lethal: 30%
    Cold: 30%
    Toxic: 30%
    Fire: 25%
    Negative energy: 10%

    [/ QUOTE ]

    Slotted with 3 SOs that would become:

    Energy 58%
    Psionic 58%
    S/L 47%
    Cold 47%
    Toxic 47%
    Fire 36%
    Negative 16%

    What I'm looking at here seems like dark armour on steroids (admittedly, no OG/CoF and other utility powers) with the weakness to energy swapped for weakness to negative energy.

    As much as I like the concept I think you still need to think about the powers and especially the +recovery/+regen part of each toggle.
  6. Yeah well I thought about that too, but with 22% melee def 1 parry is enough to get you to melee soft cap. Although it is worth trying that option too.
  7. This is just a build I did more a friend of mine, any comments?

    Hero Plan by Mids' Hero Designer 1,4006
    http://www.cohplanner.com/

    Level 50 Magic Scrapper
    Primary Power Set: Broad Sword
    Secondary Power Set: Regeneration
    Power Pool: Leaping
    Power Pool: Fitness
    Power Pool: Speed
    Power Pool: Fighting

    Hero Profile:
    Level 1: Hack -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(31), Mako-Dmg/Rchg(34), Mako-Acc/EndRdx/Rchg(37), Mako-Acc/Dmg/EndRdx/Rchg(46), Mako-Dam%(50)
    Level 1: Fast Healing -- Heal-I(A)
    Level 2: Reconstruction -- H'zdH-Heal/EndRdx(A), H'zdH-EndRdx/Rchg(3), H'zdH-Heal/Rchg(3), H'zdH-Heal/EndRdx/Rchg(43), H'zdH-Heal(46), RechRdx-I(46)
    Level 4: Quick Recovery -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(5), Efficacy-EndMod/Acc(5)
    Level 6: Build Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg(7), GSFC-ToHit/Rchg/EndRdx(7), GSFC-Rchg/EndRdx(42), GSFC-ToHit/EndRdx(43), GSFC-Build%(43)
    Level 8: Parry -- S'dpty-Def/EndRdx(A), S'dpty-Def/Rchg(9), S'dpty-EndRdx/Rchg(9), S'dpty-Def/EndRdx/Rchg(15), S'dpty-Def(42), Acc-I(42)
    Level 10: Dull Pain -- H'zdH-Heal/EndRdx(A), H'zdH-EndRdx/Rchg(11), H'zdH-Heal/Rchg(11), H'zdH-Heal/EndRdx/Rchg(13), H'zdH-Heal(13), RechRdx-I(15)
    Level 12: Combat Jumping -- DefBuff-I(A)
    Level 14: Super Jump -- Jump-I(A)
    Level 16: Integration -- H'zdH-Heal/EndRdx(A), H'zdH-EndRdx/Rchg(17), H'zdH-Heal/Rchg(17), H'zdH-Heal/EndRdx/Rchg(23), H'zdH-Heal(40)
    Level 18: Whirling Sword -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(19), M'Strk-Dmg/Rchg(19), M'Strk-Acc/EndRdx(21), M'Strk-Acc/Dmg/EndRdx(21), M'Strk-Dmg/EndRdx/Rchg(23)
    Level 20: Swift -- Run-I(A)
    Level 22: Health -- Heal-I(A)
    Level 24: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(25), Efficacy-EndMod/Acc(25)
    Level 26: Disembowel -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(27), T'Death-Dmg/Rchg(27), T'Death-Acc/Dmg/EndRdx(39), T'Death-Dmg/EndRdx/Rchg(40), T'Death-Dam%(40)
    Level 28: Instant Healing -- RechRdx-I(A), RechRdx-I(29), RechRdx-I(29)
    Level 30: Hasten -- RechRdx-I(A), RechRdx-I(31), RechRdx-I(31)
    Level 32: Head Splitter -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(33), M'Strk-Dmg/Rchg(33), M'Strk-Acc/EndRdx(33), M'Strk-Acc/Dmg/EndRdx(34), M'Strk-Dmg/EndRdx/Rchg(34)
    Level 35: Slice -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(36), M'Strk-Dmg/Rchg(36), M'Strk-Acc/EndRdx(36), M'Strk-Acc/Dmg/EndRdx(37), M'Strk-Dmg/EndRdx/Rchg(37)
    Level 38: Moment of Glory -- TtmC'tng-ResDam/Rchg(A), TtmC'tng-EndRdx/Rchg(39), TtmC'tng-ResDam/EndRdx/Rchg(39)
    Level 41: Kick -- Empty(A)
    Level 44: Tough -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(45), TtmC'tng-ResDam/EndRdx/Rchg(45), RctvArm-ResDam/EndRdx(45)
    Level 47: Weave -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(48), RedFtn-EndRdx/Rchg(48), RedFtn-Def/EndRdx/Rchg(48), RedFtn-Def(50), RedFtn-EndRdx(50)
    Level 49: Resilience -- S'fstPrt-ResDam/Def+(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Critical Hit
    ------------
    [u]Set Bonus Totals:[u]<ul type="square">[*]10% DamageBuff(Smashing)[*]10% DamageBuff(Lethal)[*]10% DamageBuff(Fire)[*]10% DamageBuff(Cold)[*]10% DamageBuff(Energy)[*]10% DamageBuff(Negative)[*]10% DamageBuff(Toxic)[*]10% DamageBuff(Psionic)[*]3% Defense(Smashing)[*]3% Defense(Lethal)[*]3% Defense(Fire)[*]3% Defense(Cold)[*]3% Defense(Energy)[*]3% Defense(Negative)[*]3% Defense(Psionic)[*]14,3% Defense(Melee)[*]11,8% Defense(Ranged)[*]16,1% Defense(AoE)[*]5% Enhancement(RechargeTime)[*]3% Enhancement(Accuracy)[*]9% Enhancement(Heal)[*]5% Enhancement(JumpSpeed)[*]5% Enhancement(RunSpeed)[*]5% Enhancement(FlySpeed)[*]5% Enhancement(JumpHeight)[*]145,6 HP (10,9%) HitPoints[*]MezResist(Confused) 4,95%[*]MezResist(Held) 6,05%[*]MezResist(Immobilize) 8,25%[*]MezResist(Sleep) 9,35%[*]MezResist(Stun) 4,95%[*]10% (0,17 End/sec) Recovery[*]4% (0,22 HP/sec) Regeneration[*]4,1% Resistance(Fire)[*]4,1% Resistance(Cold)[/list]


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  8. [ QUOTE ]
    Can someone explain to me more clearly NC's excuse for being unable to this, I can understand the animator might not have instant access to the tools but what does 'baked in' mean exactly.

    [/ QUOTE ]

    If I'm not all wrong it would mean rewriting most if not all of a power's code.
  9. Well I actually did change the rech/KB in TS for a rech/end (of the same KB set) to get better stats. I wouldnt really be afraid of the KB in TS, fire cages makes everything practically immune to KB and I'm going to start with it (flashfire + fire cages and then go damage).

    Also, how much do you think the Crushing Impacts and Posi Blasts would cost?
  10. If you have CT: Offensive you wont need any acc in your attacks with Tactics and TT: Leadership. I'm assuming you slot CT:O with acc (2-3) and Tactics + TT:L with 2-3 ToHit enhancers each.
  11. After failing miserably with my ice/nrg domi (deleted a couple issues ago at lvl 14) I havent played domis until now, with elec

    I rolled a fire/elec domi and going to pick up the mu mastery. This combo looks quite promising with up to 5 pets summoned at once and all the AoE I can have. I'm NOT aiming to get perma dom or hasten with this build, just a bit of recharge/acc/recovery. I know my build will probably cost quite a lot but it shouldnt matter really (would be nice to know a rough idea of the cost though, not familiar with red side AH prices).

    I'm quite sure many of you have a word or two to say about the way I slotted thunder strike but imo it is just fine. Fire cages stops the KB and the bonuses give me enough KB protection to skip a 2nd KB prot IO.

    Villain Plan by Mids' Villain Designer 1,4006
    http://www.cohplanner.com/

    Level 50 Magic Dominator
    Primary Power Set: Fire Control
    Secondary Power Set: Electricity Assault
    Power Pool: Fitness
    Power Pool: Leaping
    Power Pool: Speed
    Power Pool: Medicine
    Ancillary Pool: Mu Mastery

    Villain Profile:
    Level 1: Char -- EoCur-Acc/Hold(A), EoCur-Acc/Hold/Rchg(3), Para-Acc/Hold/Rchg(3), Thundr-Dmg/Rchg(7), Thundr-Acc/Dmg/Rchg(7), HO:Perox(9)
    Level 1: Charged Bolts -- Empty(A)
    Level 2: Fire Cages -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(9), Posi-Dmg/Rchg(17), Posi-Acc/Dmg/EndRdx(43), Posi-Dam%(43), Enf'dOp-Acc/EndRdx(43)
    Level 4: Charged Brawl -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/Rchg(5), C'ngImp-Acc/Dmg/Rchg(5), C'ngImp-Acc/Dmg/EndRdx(46), C'ngImp-Dmg/EndRdx/Rchg(50)
    Level 6: Swift -- Run-I(A)
    Level 8: Combat Jumping -- Krma-ResKB(A)
    Level 10: Havoc Punch -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/Rchg(11), C'ngImp-Acc/Dmg/Rchg(11), C'ngImp-Acc/Dmg/EndRdx(19), C'ngImp-Dmg/EndRdx/Rchg(40)
    Level 12: Flashfire -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(13), Stpfy-Acc/EndRdx(13), Stpfy-Stun/Rng(15), Stpfy-Acc/Stun/Rchg(15), RechRdx-I(19)
    Level 14: Super Jump -- Jump-I(A)
    Level 16: Build Up -- RechRdx-I(A), RechRdx-I(17)
    Level 18: Hurdle -- Jump-I(A)
    Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(21), P'Shift-EndMod/Acc(21), P'Shift-End%(27)
    Level 22: Hasten -- RechRdx-I(A), RechRdx-I(23), RechRdx-I(23)
    Level 24: Hot Feet -- M'Strk-Dmg/EndRdx(A), C'ngBlow-Dmg/EndRdx(25), EndRdx-I(25), Dmg-I(27)
    Level 26: Aid Other -- Empty(A)
    Level 28: Static Discharge -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(29), Posi-Dmg/Rchg(29), Posi-Acc/Dmg/EndRdx(34), Posi-Dam%(37), Det'tn-Acc/Dmg/EndRdx(40)
    Level 30: Aid Self -- IntRdx-I(A), IntRdx-I(31), Dct'dW-Heal/Rchg(31), Dct'dW-Heal/EndRdx/Rchg(31), H'zdH-Heal/Rchg(34), H'zdH-Heal/EndRdx/Rchg(34)
    Level 32: Fire Imps -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg(33), CmdPres-Acc/Dmg(33), CmdPres-Acc/Dmg/EndRdx(33)
    Level 35: Thunder Strike -- KinCrsh-Dmg/KB(A), KinCrsh-Rchg/KB(36), KinCrsh-Dmg/EndRdx/KB(36), KinCrsh-Acc/Dmg/KB(36), M'Strk-Acc/Dmg/EndRdx(37), M'Strk-Dmg/EndRdx/Rchg(37)
    Level 38: Voltaic Sentinel -- BldM'dt-Acc/Dmg/EndRdx(A), BldM'dt-Dmg/EndRdx(39), CmdPres-Acc/Dmg(39), CmdPres-Acc/Dmg/EndRdx(39), CmdPres-Dmg/EndRdx(40)
    Level 41: Charged Armor -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(42), TtmC'tng-ResDam/Rchg(42), EndRdx-I(42)
    Level 44: Ball Lightning -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(45), Posi-Dmg/Rchg(45), Posi-Acc/Dmg/EndRdx(45), Posi-Dam%(46), Efficacy-Acc/Rchg(46)
    Level 47: Summon Guardian -- RechRdx-I(A), RechRdx-I(48), RechRdx-I(48), Heal-I(48), Heal-I(50)
    Level 49: Cinders -- HO:Endo(A), EoCur-Acc/Hold/Rchg(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Domination
    ------------
    [u]Set Bonus Totals:[u]<ul type="square">[*]5% Enhancement(JumpSpeed)[*]35% Enhancement(RechargeTime)[*]41% Enhancement(Accuracy)[*]5% Enhancement(JumpHeight)[*]5% Enhancement(FlySpeed)[*]5% Enhancement(RunSpeed)[*]3% Enhancement(Stun)[*]87,7 HP (8,63%) HitPoints[*]Knockback (Mag -7)[*]Knockup (Mag -7)[*]MezResist(Immobilize) 4,4%[*]MezResist(Sleep) 3,85%[*]MezResist(Terrorized) 3,85%[*]22% (0,37 End/sec) Recovery[*]2,5% Resistance(Smashing)[*]4,73% Resistance(Fire)[*]4,73% Resistance(Cold)[*]3% RunSpeed[/list]


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  12. A buyback option from vendors, it is just so annoying when you accidentally sell a good recipe to a vendor store for a few thousand inf and have no chance of getting it back
  13. Well I did think of that myself, but mind probe is still a powerful ST attack and I'm not yet sure how useful the fear actually is..
  14. For a pure PvE build should I rather take mind probe + fear or the two damage cones? Getting the 2 cones would give me some real nice AoE damage potential with PSW. Once I get IOs I shouldnt even need mind probe to fill my attack chain and I havent used the fear much because freeze ray works just as good/better most of the time with a shorter animation...
  15. There is a good thread about this on US forums. I'm up for any buffs to invuln because like the US people said, why pick invuln when you can just go WP for a smoother QoL?
  16. Looks good. There are a few things I'd change (power order mostly, but dont have time to think about that right now &gt;.&lt. The only power I'd change is hurl, you'll want rage instead unless it's a concept thing.
  17. Actually you will go AFK with auto powers. At least all my characters who have hasten/rage/dull pain/etc on auto go auto-afk.
  18. The +31% tohit from FA equals roughly 41% acc if you dont have any other source of +tohit going. I cant see any harm done if you remove the other acc
  19. DSorrow

    Your Blasters...

    Ice/ice, dont like it very much tbh
    Fire/nrg, IOd and very enjoyable
    Ice/mental, reroll of the ice/ice. Very good so far
  20. What happens, is that the mobs will be stunned, and instead of staggering away slowly they'll stop every once and a while to cower in fear.
  21. Well, if they ever give us this option I doubt it will be long before we see an Ex-Men SG going
  22. [ QUOTE ]
    That's because of the cap. with cosmic balance and the right team you would be doing plenty of damage if it wasn't for that.

    [/ QUOTE ] Hmm that aint the cap, cant be. If we only did 100 damage at the 400% cap that would mean the base damage of the attacks would be about 25

    [ QUOTE ]
    Anyway, PB melee &gt;&gt; ranged.

    [/ QUOTE ]
    But you still need the ranged attacks for a human form attack chain...
  23. I agree with that stuff Praf, also a slight boost for human form ranged attack modifier (and maybe melee too?) would be nice because most of the ranged attacks PBs (dunno bout WSs..) dont even exceed 100 damage at level 50.

    Khelds do seem a bit lacking if you compare them to the VEATs. Passive/toggle mez resistance, way better damage, stealth (just for 3 of them, though), crits, team buffs...
  24. I'd drop the 2 slots from fast healing for now, they're much more useful in powers like dull pain and reconstruction.
    Dropping the extra slots from combat jumping is a good idea too, because the 2nd defence enhancement only adds about 0.4%'ish actual defence.
    I'd also remove the extra slots from prestige power slide because they arent exactly needed.