Da_Captain

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  1. Quote:
    Originally Posted by Local_Man View Post
    To further explain, I have the Fire APP set on my Ill/TA and my Ill/Rad. I explain why in my Ill/Rad guide, but I wanted fast AoE damage that did not rely upon an AoE immob. Illusion benefits from faster, up front damage to avoid losing damage to the heal-back in Spectral Wounds, Phantasm and Phantom Army.

    I tend to take Ice on my */Storm characters, because Hibernate is the only APP power that lets you recover both health and endurance, and since Storm has no self-heal or End Recover, it fits. Ice is also good if you want AoE damage, but can keep the foes in place for a while. Ice has both Ice Storm and Frost Breath for AoE damage. If I'm looking to boost my defense, then I go with either Ice or Earth.

    I tend towards Earth on my melee-oriented characters, because Fissure has such a short range. The main exception to that is my Fire/Rad, who needed the mez protection in Psi. Earth has great single target damage, so I have it on Plant controllers who lack single target damage.

    I'll consider Primal if there are important mez powers that can be be boosted with Power Boost, but the AoE damage on Primal is very weak. I like Primal for Mind controllers.
    Fair enough, good explaination, right now working on an Elementalist concept and he need earth, lightning, wind, ice, and fire. Well I like the Earth Primary better than the Fire plus it is the only one I haven't taken far. Storm pretty much covered 3 in 1 all I needed was some fire so I figured APP for that, but I am liking the Earth APP much more, good thing for dual builds, eh?

    Thanks for clearing that up for me.
  2. Quote:
    Originally Posted by Local_Man View Post
    First, Fire is about damage. You get both Fire Blast and Fireball available at 41. Fireball is an initial blast of AoE damage, with a little more over time. Compared to Fissure (Smashing Damage, very short range),
    I will give you the short range, but overall I think Fissure is a better power, KD and Stun, faster recharge and less end cost

    Quote:
    Psi Tornado (Can't get it until 47, and it is DoT Psi damge, which is highly resisted by some late-game foes),
    It is resisted by a couple late game foes some preatorians, arachnos, and the carnival, but the wait til 47 is pretty rough

    Quote:
    Ice Storm (Can't get it until 47, Rain-type DoT where foes can run out of the area, longer recharge),
    Considering how this is the controller forums and only 2 primaries don't have an AoE immob, foes shouldn't be able to run, but it does come with a long recharge timer, but ice also has Ice Breath.


    Quote:
    Fire Shield is Smashing and Lethal Resistance, plus Fire. Primal's shield is only Smashing and Lethal. Psi's adds Psi instead of Fire. Ice and Earth are defense-based. And being lit on fire looks cooler than many of the other shields.
    On my trollers and doms I tend to think of shields as a mute point, as to me they both play an active defense roll, and I like for them to mez before being attacked, however, def > res, but from what I have seen it is the coolest looking.

    Quote:
    Consume is good for those moments when you are almost dry on endurance in the middle of a fight. Jump in and hit Consume, and you're blue bar is full again. Primal has Conserve Power that will reduce your consumption of endurance, but not refill your blue bar. Ice's Hibernate will refill your blue bar but takes you out of the action for a while. Psi and Ice have no Endurance Recovery powers at all.
    depending on your secondary you can get it from there and it is on a real long timer, but I guess other than damage this is what it offers

    Quote:
    And the new addition is Rise of the Phoenix, the only Rez power among the APP sets. For most controllers, this is the only way to get a self rez power (other than the temp power).
    I don't like self rez powers means you plan on dying, however, death is unavoidable, but at level 41 most of my toons are past the point of being almost unkillable. Personally Healing Flames would have been a better option.

    Overall Fire is best for long range AoE, Fire resistance, and end refill in combat. Thanks
  3. I have been looking through the APPs and for concept Fire fits, but when compared to all the other sets Fire seems horrible. Psy has mez protection; Ice has defense and Ice Storm; Earth has defense, self heal, and an AoE Stun; Primal Forces has PowerBoost. Is there any reason to take fire over the other sets?
  4. On my MA/WP, he IO'ed for softcap, no purples slotted. When trying to get some purples or money I set it for -1/+8 no trouble at all, beats the Cimorian wall any day. When testing out my build +1/+5, thinking of actually upping it to /+6.
  5. Quote:
    Originally Posted by Kranik View Post
    The best way to do this is with ranged defense IO bonuses and kiting/immobolizing (AVs have poor Immob. resists and are easily stopped with one or two applications of a well slotted Ring of Fire). I've got a build that can solo AVs pretty well without a real heal, but that may not work best for you...

    Since I like keeping my build secret I'll just suggest IOs : )

    Thunderstrike is your best friend.
    Executioner's Contract is also a great set for Blazing Bolt
    Fully slotting Ring of Fire with Trap of the Hunter yields a good bonus
    Mako's Bite in Fire Sword is also good
    Two slotting Blessing of the Zephyr is a great way to get a nice bonus

    Oh, also, your APP is very important to making yourself able to solo AVs. Don't just go with one that looks the prettiest, sometimes you have to look like blockman to get things done...

    You may want to consider some AoE defense as ranged attacks are only for ST ranged attacks, also Psi is a non positional attack so I would stay away from those types of AVs.

    I is possible to softcap range and AoE defenses, not sure if you can do it on a Fire/Fire, but since that is your fav, I would say at least get to the softcap for range.
  6. Quote:
    Originally Posted by Muon_Neutrino View Post
    Khelds each have 14 powers in their primary and 12 in their secondary, and get 2 free powers. Veats have, after branching, anywhere from 14 to 18 powers in their two primaries and 12 or 13 powers between their two secondaries. Veats also have full access to all power pools, unlike khelds. And veats get epics.
    You left out each of the forms getting 4 powers each so that is 8 more powers for the Khelds. Out of those two pools they are really only missing 4 powers

    Quote:
    I don't think the total number of powers available to khelds can really justify not giving them epics, not when veats have the same number or more and *do* get epics. If they don't get them for some other reason, like theme, that's ok, of course, but if so, I wish it'd be explained.
    The number of powers isn't the reason well not the whole reason, but it is the forms, the forms and their inherent fill in the holes that are in the AT. Epics for Blasters give them defenses and mitigation, because a blasters role is damage from range and melee. Scrappers and Tanks get range attacks and mitigation, because their role is melee damage and defense. So on, but what holes do Khelds have, range damage? Nope that is what their primary is for or Nova form. Melee Damage? Nope Primary and Dwarf form. Defense? Nope Dwarf Form and secondary. Mitigation? Nope Primary. So what would an epic have to offer the khelds? They get 3 teir 9s Nuke, pets, and God Mode.

    Quote:
    edit: also, mace beam and mace blast are not exactly the same. Mace blast does 1.32 damage instead of 1.0, has a longer recharge and endurance cost, has a slightly longer range, and has lower magnitude of knockback. They certainly are very *similar* powers (and I presume they share an animation), but they're not identical.
    The only justified differences are the KB and the Range. The reason why it has a larger endurance cost and longer recharge is due to the higher mod (look at what happened to some of the dom powers). But that still doesn't justify them not being the same power, Hurl Boulder is different in damage and KB for Tanks and Trollers does that mean it is a different power? No it is still Hurl Boulder it is just that one is for Tanks and one is for Trollers. Same instance here Mace Beam one is for Bane Spider and one is for Brutes.


    But to bring things back on topic I played with this move last night, I hate it. It is very high on the end cost and does not crit. But the no crit thing doesn't surpise me because none of the other melee pool powers crit with VEATs either like boxing, Air Sup, etc. I could see me taking it because I like have the Patron pet and it will probably be used more than Mace Beam Blast, but I probably wouldn't use it on anything other than a boss or higher.
  7. Da_Captain

    Solo guides?

    Quote:
    Originally Posted by Saxon Wizard View Post
    Does anyone have any good guides on how to set up your blaster to be efficient as soloing?
    With some range and AoE defense you can blast safely from range without harm but without forms of mitigation to keep enemies at range that would be useless. The ST immo is good for one enemy but not for groups.

    I have only really taken 4 blasters to 50 2 different primaries though.

    I will say this Fire/Fire without some form of defense/IOing is going to be rough, but that was with the old defience and just old haven't really touched him since he hit 50 in like i5 or i6

    My next project was Fire/Dev, this was much better I don't feel /Dev slowed me down, it actually felt pretty fast and safe. Targeting Drone makes for a great passive to hit buff, you won't miss much. Cloaking Device helped get to the Range/AoE soft cap slightly easier. Caltrops + RoF combo is sweet. With softcapped range and AoE this guy was pretty deadly from range on test he can solo up to + 5 people without much trouble. I also have some good recharge on him too and he kinda spam Breath and Fire Ball after dropping the Caltrop combo.

    Rad/Fire this is not a live combo yet but I had to try it out and I will say this at level 39 if you are slotted correctly you will be AoE death. With Fire Aura and Hot Feet running, do irradiate, Neutron Bomb, Combution and FSC this can effectively take out up to LTs and put a dent in bosses.

    Rad/Energy/Elec this also is not a live combo but this is a deadly combo as well good job at range, Boost Range helps this combo out a lot as does Powerboost. With Powerboost near perma I usually hit that before I go into a fight and start of with Stun and Cosmic Burst on two targets or the Boss. Boost Range helps get more effectiveness out of Static Charge and Electron Haze. Power Boost also boost the defense of Maneuvers and Weave.

    Those are just some tips with those sets, but honestly as a blaster there are three ways of survival on soloing with a blaster.

    1.) Kill before being killed, you can use IOs to build up damage and recharge so that you can pretty much kill a target before they get a chance to do some good damage on you. Me personally this has not been an effective method, as Blasters already have low hp and close to no defenses is doesn't take much to get down to low health.

    2.) Use mitigation and other active defenses, this way you are pretty much playing like a Dominator if you are familiar with CoV, you pretty much use mezzes and mitigation so that the enemy does not get that much of a chance to hurt you. This is an effective method, very effective with Ice and Elec, Ice you can slow them so that by the time they get another chance to attack they are dead. Elec = Sappers I have seen some good elec blaster and defenders keep mobs drained.

    3.) Last but not least, my favorite, using IOs to build for defense it is easy to get softcap S/L with Ice mastery and Kinetic Crashes, but you can get positionals softcapped with IOs easily.
  8. Quote:
    Originally Posted by Jibikao View Post
    Oh.. sorry, haven't really played Heroes... but I think you are right!
    Yeah they inherent Fly and TP which locks them out of the Fly and TP pools, I guess because they didn't want them having the same power twice, which is real funny when I look at the Bane Spider Branch.

    Honestly something really needs to be done about Mace Beam and Mace Beam Blast, those are two exact copies, I don't care wether they change the one in the primary or the patron Banes should not have exact copies of the same powers
  9. Quote:
    Warshade and Peacebringer don't even have epic powers
    They have more powers than any other AT in the game, I am willing to go as far as to say they have an epic pool built in. Also they get two free powers that don't cost a power pick.
  10. Quote:
    Originally Posted by Umbral View Post
    Yes, but True Grit is already pretty slot hungry seeing as you want to get it into the redzone for both heal enhancement and resistance enhancement. It works better to put the Steadfast IO into a power that isn't trying to squeeze everything it can out of the 6 slots that it demands.
    Yeah, when you hit the softcap you don't need to worry too much, also 2 level 50 resistance IOs + the steadfast will take you to the redzone.
  11. Quote:
    Originally Posted by John_Printemps View Post
    Aye! Just because "Yay!" sounds to giddily for my taste.

    It's great as a fallback on your road to the great soft cap beyond, and even then if you get stuck cascading into failure. Doesn't require any extra slots, nice place to store a +3% Unique, and almost any considerable scenario it's easy to get it into a build.
    Can't you put that Steadfast in True Grit?
  12. Quote:
    Originally Posted by Mr. DJ View Post
    replace with Fortunata Hypnosis and Coercive Persuasion at level 50
    Yeah true there but can only have one of each, but they still give good benefits, and they are the cheapest of the purple sets, but what I gave could get you perma before you hit epics and the whole build would still cost less that one of the purples.

    But when you hit 50 if you have the money those two sets are a big recommendation.

    Another good thing about purples is the bonuses go all they way back to level 1. I only have one dom that I have invested 5 purple sets into I think he can go as far back as level 23 and still be perma, level 7 if I had a Rad Corr.
  13. More Permadom treads *sigh*

    Mind/Energy is a good combo, cheap sets are fear, confuse, taunt, stuns, and KB, which that set has a lot of for a real cheap early permadom take the presence pool. Honestly not worth it anymore with the new changes, I did it for the damage boost mainly, the other good effects that came from it were mez protection, extra mag, all powers benefit from the faster recharge, and the end bar refill.

    If you wanted to do it without too much gimping.

    6 slot all ranged powers with the KB set that gives 7.5% recharge

    5 slot snipe for Manticore set.

    That gives you 37.5%

    5 slot sleep powers for Sandman set

    5 slot confuse powers with confuse set

    and 5 slot fear with Abyss set

    That gives you 31.25%

    Total of 68.75% and I promise you probably haven't spent more than 3 mil

    just get another 5% from a resistance set or some other set and you are perma without too much gimping.
  14. I would think Arch/ would be a better farmer, I seen Rain of Arrows in action, on top of that it gets Exploding Arrow and the Cone.
  15. You should take stamina and also slot with at least one end reduction SO, that helped me out.

    On My Fire/Devices I drop Caltrops and use my ST blasts to build up defiance and then drop Fireball and then breath, Most times if I use ST blasts on different targets and have Gun Drone out, Fireball is enough.
  16. Quote:
    Originally Posted by Atheism View Post
    Eh, I'm still trying to find what's so great about Rad's AoE damage. So please, someone enlighten me.
    I use to ask myself the same question while I was playing my rad, but it all came to me.

    In comparison to Fire, Rad has better AoEs, both the cone and the Targeted AoE come with -Def components and extra acc, meaning that you won't be missing much, but most blasters shouldn't miss much with Aim and BU, but it is great for your team as well. Instead of a location based AoE like fire has that scatters everybody it has a PBAoE and once it hits they eat all the damage.
  17. So PowerBoost increases defense debuff?

    Check CoD and it doesn't say.
  18. Quote:
    Originally Posted by ShoeTattoo View Post
    An under-the-radar combination that could work well would be rad / electric. Lightning field meshes nicely with irradiate. Stacked with the already healthy AOE potential of rad, that could be a nice fit. And, it would be nice to nuke, pop a blue, refill end, and then put a second hold on a boss that survived the nuke. Heavy-hitting electric blaps mesh nicely with relatively heavy hitting single target ranged attacks that recharge slowly.
    Lightining Field is good but Fire also has Blazing Aura and Hot Feet, on top of two PBAoEs to go with Irradiate and Neutron Bomb, so far at level 27 (don't have hot feet yet) but this combo kills masses quickly
  19. I know it is late, but I remember us always having heated debates about Bane Spiders, the reason he put me on ignore, lol. Well GL in school, glad you know how to remove your distraction, hope you do well in the future, look forward to seeing you back sometime later.



    P.S. Someone quote this please as I believe he has me on ignore still lol.
  20. Da_Captain

    Zombie Thermal

    Ninja/Thermal is a pretty good combo, the resistance with their defenses and heals with some debuffs later, I am very surprised that this was given to MMs I think I might take one to 50.
  21. Rad/Fire is a beast, Irradiate, Combutsion, then FSC kills LTs without BU but so far that is low levels can't wait to get it higher.
  22. Dom's are real squishy that early in the game, at level 6, you have about what 8 insperation slots?

    Honestly, I have never taken on an EB that low with any toon, wouldn't really recommend it, but it's your 15$.

    Some advice, pack six purples and two reds. When you fight the EB pop three of the purples and one of the reds and try to hope and pray that is enough to not get hit, you won't be at the softcap but you will be pretty high in def.

    The biggest difference between soloing an EB with a dom and a scrapper is that even at low levels, scrappers have better defenses to take on things like that since it is part of their secondary.
  23. [ QUOTE ]
    [ QUOTE ]
    Last I'd heard, the Dom changes weren't expected to make it in until after I15 actually went live? Glad to see this is happening ahead of schedule! This is where Beta actually begins, as far as I'm concerned. I'll transfer the most current versions of my Mind/Psi and Plant/Thorn over to test as soon as I get home tonight.

    [/ QUOTE ]

    They were not supposed to. However, schedule conflicts basically meant it was now or never* so, I chose to go with now.

    * "Never" being an indeterminate period extending between now and I17.

    [/ QUOTE ]

    Thanks Castle.
  24. Quote:
    Originally Posted by Terse View Post
    After a frustrating time trying to be a competent Dominator I had come to the conclusion that I couldn't avoid getting hit so I might as well aim for surviving getting hit. The feedback I've received here (especially the recommendations of optimal slotting) has been more helpful than any of the guides I've been able to find and I think I'm beginning to see the light.
    Don't feel bad I remember when I first started playing Dom's I was slotting holds with damage enhancements, don't think IO's were available when I was playing that way, probably would have ignored them. But we all start new and make mistakes, if you can play with it and like it, it shouldn't matter. but the advise you get here is for the best, and will get you to where you want to be.

    Quote:
    Thank you! Your build is extremely helpful. I don't know if I bring myself to let go of both Air Superiority (a long time sentimental favorite) and Soul Mastery (my favorite of the Patron Power pools) but I will definitely be taking on board everything else.

    I've got a few levels to go yet before I have to really commit to a patron choice (yes I know I can respec but I don't want to waste any inf on sets I respec out of), maybe I'll get to like the mace after all.

    Thanks again.
    The thing about Mace Mastery, that a lot of people tend to sleep on is the fact that of all the Patrons, it is probably the best EB killer, the -res from P Ray + the Proc added with your damage and the pets damage, all that with some great defenses. Makes them not such a chore, and with the i15 Dom buff, you can work on things other than recharge, all you need is a comfortable 80 - 90% to get perma (if you want it) and then build for other things like damage, recovery, whatever.
  25. What exactly are you building for, recharge, defense, what exactly?

    Ice Slick doesn't need more than 3 slots

    Hasten see Ice Slick comment

    Overall a lot of misslotted powers.

    Here is a build with the same powers, better postion slots, and better IOs, If you are going to have an expensive build here you go.

    Villain Plan by Mids' Villain Designer 1.401
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Terse Frost: Level 50 Science Dominator
    Primary Power Set: Ice Control
    Secondary Power Set: Icy Assault
    Power Pool: Flight
    Power Pool: Speed
    Power Pool: Fitness
    Power Pool: Fighting
    Ancillary Pool: Mace Mastery

    Villain Profile:
    Level 1: Block of Ice -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(3), BasGaze-Rchg/Hold(3), BasGaze-EndRdx/Rchg/Hold(5), BasGaze-Acc/EndRdx/Rchg/Hold(5), BasGaze-Slow%(7)
    Level 1: Ice Bolt -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(7), Decim-Dmg/Rchg(19), Decim-Acc/EndRdx/Rchg(19), Decim-Acc/Dmg/Rchg(48)
    Level 2: Ice Sword -- P'ngS'Fest-Acc/Dmg(A), KntkC'bat-Acc/Dmg(9), KntkC'bat-Dmg/EndRdx(11), KntkC'bat-Dmg/Rchg(11), KntkC'bat-Dmg/EndRdx/Rchg(13)
    Level 4: Ice Sword Circle -- Oblit-Dmg(A), Oblit-Acc/Rchg(9), Oblit-Dmg/Rchg(13), Oblit-Acc/Dmg/Rchg(15), Oblit-%Dam(15), Oblit-Acc/Dmg/EndRdx/Rchg(21)
    Level 6: Hover -- LkGmblr-Rchg+(A), LkGmblr-Def(25)
    Level 8: Hasten -- RechRdx-I(A), RechRdx-I(17), RechRdx-I(17)
    Level 10: Ice Blast -- Apoc-Dmg(A), Apoc-Dmg/Rchg(21), Apoc-Acc/Dmg/Rchg(23), Apoc-Acc/Rchg(23), Apoc-Dmg/EndRdx(25)
    Level 12: Ice Slick -- RechRdx-I(A), RechRdx-I(27)
    Level 14: Fly -- Frbd-Fly(A)
    Level 16: Swift -- Run-I(A)
    Level 18: Health -- Numna-Heal(A), Numna-Regen/Rcvry+(31)
    Level 20: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(31), Efficacy-EndMod/Acc(31)
    Level 22: Arctic Air -- ImpSwft-Dam%(A), Abys-Dam%(34), Mlais-Dam%(34), EndRdx-I(36), EndRdx-I(36)
    Level 24: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(29), KntkC'bat-Dmg/Rchg(29), KntkC'bat-Dmg/EndRdx/Rchg(33)
    Level 26: Glacier -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(36), BasGaze-Rchg/Hold(37), BasGaze-EndRdx/Rchg/Hold(37), BasGaze-Acc/EndRdx/Rchg/Hold(37), BasGaze-Slow%(39)
    Level 28: Tough -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(34)
    Level 30: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Rchg+(33), LkGmblr-Def/Rchg(33)
    Level 32: Jack Frost -- C'Arms-Acc/Rchg(A), C'Arms-Acc/Dmg(39), C'Arms-Acc/Dmg/Rchg(39), C'Arms-EndRdx/Dmg/Rchg(40)
    Level 35: Ice Slash -- C'ngImp-Acc/Dmg(A), C'ngImp-Acc/Dmg/EndRdx(40), C'ngImp-Acc/Dmg/Rchg(40), C'ngImp-Dmg/EndRdx/Rchg(42), C'ngImp-Dmg/EndRdx(46)
    Level 38: Bitter Ice Blast -- Entrpc-Acc/Dmg(A), Entrpc-Dmg/EndRdx(42), Entrpc-Dmg/Rchg(42), Entrpc-Dmg/EndRdx/Rchg(43), Entrpc-Heal%(45)
    Level 41: Scorpion Shield -- LkGmblr-Rchg+(A), LkGmblr-Def(43), LkGmblr-Def/EndRdx(43), EndRdx-I(45)
    Level 44: Poisonous Ray -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(45), Dev'n-Dmg/Rchg(46), Achilles-ResDeb%(46), Dev'n-Hold%(48)
    Level 47: Power Boost -- RechRdx-I(A), RechRdx-I(48)
    Level 49: Summon Tarantula -- ExRmnt-Acc/Dmg/Rchg(A), ExRmnt-EndRdx/Dmg/Rchg(50), ExRmnt-Dmg/EndRdx(50), ExRmnt-Acc/Rchg(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A), Empty(27)
    Level 2: Rest -- Empty(A)
    Level 1: Domination
    ------------
    Set Bonus Totals:
    • 13% DamageBuff(Smashing)
    • 13% DamageBuff(Lethal)
    • 13% DamageBuff(Fire)
    • 13% DamageBuff(Cold)
    • 13% DamageBuff(Energy)
    • 13% DamageBuff(Negative)
    • 13% DamageBuff(Toxic)
    • 13% DamageBuff(Psionic)
    • 12.4% Defense(Smashing)
    • 12.4% Defense(Lethal)
    • 3% Defense(Fire)
    • 3% Defense(Cold)
    • 8% Defense(Energy)
    • 8% Defense(Negative)
    • 3% Defense(Psionic)
    • 10.5% Defense(Melee)
    • 5.5% Defense(Ranged)
    • 3% Defense(AoE)
    • 4.5% Max End
    • 16% Enhancement(Accuracy)
    • 82.5% Enhancement(RechargeTime)
    • 156.4 HP (15.4%) HitPoints
    • Knockback (Mag -4)
    • Knockup (Mag -4)
    • MezResist(Confused) 15.3%
    • MezResist(Held) 12.5%
    • MezResist(Immobilize) 23%
    • MezResist(Sleep) 12.5%
    • MezResist(Stun) 14.7%
    • MezResist(Terrorized) 12.5%
    • 9.5% (0.16 End/sec) Recovery
    • 90% (3.82 HP/sec) Regeneration



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    |4C9E2316E162A2043B787AE5397A3BA8B038BF927880700C36EC9785F57FE6A45F1|
    |8DB84E1AF04874A0341E74D5EA1330D2F33CA84944EC895086D103E24C38736E968|
    |A93B8CBB84F416217B8F700BC247B84C7584EB4BF3C8A4B9E82CB7F126C46564DAC|
    |C5332659FF1BECF196FA0DAA028BCA4271B84E7E57CE479300A8CDBE01995C71EFD|
    |416F74EC27E33BE31BA1C7DEFABEE0079738B56751D8D24D3A6F6F7D5A42214B722|
    |FF2BFAE57DE661EF78207B488B288720EE53CCA05948B2897502EA32CA1345EB756|
    |FB8F6041E328475126503630C8891F9186E245F1A1B4A3F8513A5082289D28DD284|
    |F501A7F016B4B0B21|
    |-------------------------------------------------------------------|

    You lose about 20% on regen, but you have permadom, for longer controls with more mag, and soft cap defenses with a small purple or powerboost, plus a bit more on the damage boost.