Garent

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  1. Quote:
    Originally Posted by Adeon Hawkwood View Post
    All buffs (including power boost type powers and IO set bonuses) do not work on any power which can take resistance enhancements.
    Awesome, I was needing to know that. Thanks
  2. Garent

    Traps' Time Bomb

    Assault will not add its damage to trip mine. Pseudopets inherit your buffs, but they also inherit the duration of those buffs. Assault is a short lived buff that refreshes constantly, and it is sure to wear off before the trip mine actually goes off. Something like this would need to be programmed in to mids on a case by case basis, so it's just not going to happen because of powers like lightning storm which will get a damage buff to some of its attacks and not others.
  3. Quote:
    Originally Posted by Soran View Post
    As to which is more effective at increasing damage, it would depend on the strength of the de/buffs. I'm not aware of anyway to stack -300% res from one character (but that doesn't mean it doesn't exist), but that's what it would take to match a kin that's maxxed damage.
    This isn't the case. Damage buffs do not multiply a character's enhanced damage totals, it adds to them and combines into the total which multiplies base damage.

    Example: 100 damage power * (100% base + 95% damage enhancement + 120% damage buffing) = 315% of the power's base damage, which would be 315 damage. Without the damage buff it would have been 195 damage.

    The 400% damage cap that most archetypes have includes the bonus from damage enhancements and ALSO includes the base 100% that characters always have. That means if all of your powers are enhanced for 95% damage, then any damage buffing past 205% doesn't do anything for you.

    The end result is that buffing people up to their damage cap will only be doubling the damage of many characters, which is equivalent to 100% -res. The people with higher caps will have their damage increased by about 2.5x, which is equivalent to 150% -res.
  4. Quote:
    Originally Posted by Soran View Post
    Am I misunderstanding how this debuff works?
    You're not. Spamming siphon power and fulcrum shift on an AV should be the first priority for a kineticist.
  5. Garent

    emp/psi

    Are you guys going to be just the two of you usually, or do you plan to be on large teams mostly? The power choices you made should work fine on a team of eight, but if you're duoing then you'll want telekinetic blast and will domination. Anyway, I just left your powers as they were for now.

    80% recharge bonus, +1169 HP (not counting accolades)


    Hero Plan by Mids' Hero Designer 1.91
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    dial up healer : Level 50 Magic Defender
    Primary Power Set: Empathy
    Secondary Power Set: Psychic Blast
    Power Pool: Speed
    Power Pool: Leadership
    Power Pool: Flight
    Power Pool: Teleportation
    Ancillary Pool: Power Mastery

    Hero Profile:
    Level 1: Healing Aura -- Numna-Heal(A), Numna-Heal/EndRdx(3), Numna-Heal/Rchg(3), Numna-Heal/EndRdx/Rchg(5), RechRdx-I(5)
    Level 1: Mental Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(7), Decim-Dmg/Rchg(7), Decim-Acc/EndRdx/Rchg(9), Decim-Acc/Dmg/Rchg(9)
    Level 2: Heal Other -- Numna-Heal(A), Numna-Heal/EndRdx(11), Numna-Heal/Rchg(11), Numna-Heal/EndRdx/Rchg(13), RechRdx-I(13)
    Level 4: Absorb Pain -- Numna-Heal(A), Numna-Heal/EndRdx(15), Numna-Heal/Rchg(15), Numna-Heal/EndRdx/Rchg(17)
    Level 6: Subdue -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(17), Decim-Dmg/Rchg(19), Decim-Acc/EndRdx/Rchg(19), Decim-Acc/Dmg/Rchg(21)
    Level 8: Resurrect -- RechRdx-I(A)
    Level 10: Clear Mind -- EndRdx-I(A)
    Level 12: Fortitude -- LkGmblr-Def(A), LkGmblr-Def/Rchg(23), LkGmblr-Rchg+(25), RechRdx-I(27)
    Level 14: Super Speed -- Empty(A)
    Level 16: Hasten -- RechRdx-I(A), RechRdx-I(27)
    Level 18: Recovery Aura -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(29), Efficacy-EndMod/Acc/Rchg(29), Efficacy-Acc/Rchg(31), Efficacy-EndMod/Acc(31), Efficacy-EndMod/EndRdx(31)
    Level 20: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(21), LkGmblr-Def/EndRdx/Rchg(23), LkGmblr-Def/EndRdx(33)
    Level 22: Psychic Scream -- Posi-Dmg/Rchg(A), Posi-Dmg/EndRdx(33), Posi-Acc/Dmg(34), Posi-Dmg/Rng(34), Posi-Acc/Dmg/EndRdx(34)
    Level 24: Hover -- LkGmblr-Rchg+(A)
    Level 26: Regeneration Aura -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(36), Dct'dW-Heal/EndRdx(36), Dct'dW-Rchg(36), Dct'dW-Heal(37)
    Level 28: Psionic Tornado -- Posi-Dam%(A), Posi-Dmg/EndRdx(33), Posi-Acc/Dmg(39), Posi-Acc/Dmg/EndRdx(39), Posi-Dmg/Rchg(39), ExStrk-Dam%(46)
    Level 30: Recall Friend -- IntRdx-I(A)
    Level 32: Adrenalin Boost -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(37), Dct'dW-EndRdx/Rchg(40), Dct'dW-Heal/Rchg(40), Dct'dW-Rchg(40)
    Level 35: Assault -- EndRdx-I(A)
    Level 38: Tactics -- AdjTgt-ToHit/EndRdx/Rchg(A), AdjTgt-ToHit/Rchg(42), AdjTgt-ToHit(43), AdjTgt-EndRdx/Rchg(43), AdjTgt-ToHit/EndRdx(45)
    Level 41: Power Build Up -- AdjTgt-Rchg(A), AdjTgt-EndRdx/Rchg(42), AdjTgt-ToHit/EndRdx/Rchg(42), AdjTgt-ToHit/Rchg(50), AdjTgt-ToHit(50)
    Level 44: Temp Invulnerability -- Aegis-Psi/Status(A), Aegis-ResDam(45), Aegis-ResDam/EndRdx(48), TtmC'tng-ResDam/EndRdx(48), S'fstPrt-ResKB(48), S'fstPrt-ResDam/Def+(50)
    Level 47: Vengeance -- LkGmblr-Rchg+(A)
    Level 49: Conserve Power -- RechRdx-I(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Vigilance
    Level 4: Ninja Run
    Level 2: Swift -- Empty(A)
    Level 2: Hurdle -- Empty(A)
    Level 2: Health -- Numna-Heal(A), Numna-Regen/Rcvry+(25), Numna-Heal/EndRdx(37), Numna-Heal/Rchg(43)
    Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod/Acc(45), P'Shift-EndMod/Rchg(46), P'Shift-EndMod(46)



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  6. Quote:
    Originally Posted by Arondell View Post
    why bother pushing all the way to 50 doing something your not having fun with?
    ::looks at the tank in his signature::

    Uhm...I thought it would get better once I hit epics.
  7. Quote:
    Originally Posted by Angelofvalor View Post
    there is nothing wrong with a buffing set but this is a damage set
    Buffs do not just mean defensive powers. Buff is just a term for anything that improves abilities or stats.

    Kinetics is the most offensively minded set available to defenders, but it's not completely without defense. It can stack more damage debuffs on an archvillain than any other set can.
  8. Garent

    FF/Dark solo?

    Quote:
    Originally Posted by Oedipus_Tex View Post
    From there, depending on how go about things, you'll probably be either be in a damage crunch or an endurance crunch.
    If both are a problem, it can be solved with electricity mastery. Electric fence is an excellent third attack and power sink is infinite endurance in power form.
  9. The Gaussian's proc is definitely better placed in a click power than in a toggle. If it's in a toggle then it's very likely to go off when you don't need it, whereas in aim or build up you can be pretty sure that when it goes off it'll be at a time when you want it.

    Also, the panacea +hp proc will cause green healing numbers to fly over your head randomly. If that sounds annoying or obnoxious to you, then you should replace it with something else.

    I pulled back the build's usage of defense debuffing. As long as tactics is running you'll have a 95% chance to hit +4 enemies, and defender tactics should be strong enough to get your teammates up to that same level of accuracy. I also switched invisibility with vengeance. You'll hit the stealth cap using stealth + the stealth proc, so the power won't be useful and vengeance can take the same slotting that invisibility had.

    10.9% defense to melee and ranged, 15.6% area, 1319 hit points (with accolades), 93.75%
    recharge bonus, capped final to-hit against +4 enemies.

    Hero Plan by Mids' Hero Designer 1.91
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Healing Wingz: Level 50 Mutation Defender
    Primary Power Set: Empathy
    Secondary Power Set: Radiation Blast
    Power Pool: Speed
    Power Pool: Flight
    Power Pool: Leadership
    Power Pool: Concealment
    Ancillary Pool: Power Mastery

    Hero Profile:
    Level 1: Healing Aura -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(3), Dct'dW-Rchg(9), Dct'dW-Heal/Rchg(15), Dct'dW-Heal/EndRdx/Rchg(21)
    Level 1: Neutrino Bolt -- HO:Nucle(A), Apoc-Dam%(3), GJ-Dam%(5), Achilles-ResDeb%(7), LdyGrey-%Dam(11), ShldBrk-%Dam(17)
    Level 2: Heal Other -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal/Rchg(5), Dct'dW-Heal/EndRdx/Rchg(9), Dct'dW-Heal(17), Dct'dW-Rchg(21)
    Level 4: Irradiate -- Armgdn-Dmg/Rchg(A), Armgdn-Acc/Dmg/Rchg(11), Armgdn-Acc/Rchg(23), Armgdn-Dmg/EndRdx(23), Armgdn-Dam%(25), LdyGrey-%Dam(31)
    Level 6: Hasten -- RechRdx-I(A), RechRdx-I(7)
    Level 8: Hover -- HO:Micro(A), Frbd-Stlth(19), LkGmblr-Rchg+(31)
    Level 10: Clear Mind -- RechRdx-I(A)
    Level 12: Fortitude -- LkGmblr-Rchg+(A), HO:Membr(13), HO:Membr(13), HO:Membr(15)
    Level 14: Resurrect -- RechRdx-I(A)
    Level 16: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(43), LkGmblr-Def/EndRdx(46), LkGmblr-Def/EndRdx/Rchg(46)
    Level 18: Recovery Aura -- RechRdx-I(A), RechRdx-I(19)
    Level 20: Electron Haze -- Posi-Dmg/EndRdx(A), Posi-Acc/Dmg/EndRdx(25), Posi-Dmg/Rchg(29), Posi-Dmg/Rng(29), Posi-Dam%(36), LdyGrey-%Dam(39)
    Level 22: Assault -- EndRdx-I(A)
    Level 24: Tactics -- GSFC-ToHit/EndRdx(A), GSFC-ToHit(27), GSFC-ToHit/Rchg/EndRdx(34)
    Level 26: Regeneration Aura -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal/Rchg(27), Dct'dW-Heal/EndRdx/Rchg(34), Dct'dW-EndRdx/Rchg(37), Dct'dW-Rchg(37)
    Level 28: Cosmic Burst -- Apoc-Dmg(A), Apoc-Dmg/Rchg(31), Apoc-Acc/Dmg/Rchg(37), Apoc-Acc/Rchg(39), Apoc-Dmg/EndRdx(40), Dsrnt-I(42)
    Level 30: Stealth -- LkGmblr-Rchg+(A)
    Level 32: Adrenalin Boost -- Dct'dW-Rchg(A), Dct'dW-Heal/EndRdx/Rchg(33), Dct'dW-Heal/Rchg(33), Dct'dW-EndRdx/Rchg(33), Dct'dW-Heal/EndRdx(34)
    Level 35: Neutron Bomb -- Ragnrk-Dmg/Rchg(A), Ragnrk-Acc/Dmg/Rchg(36), Ragnrk-Acc/Rchg(36), Ragnrk-Dmg/EndRdx(39), Ragnrk-Knock%(40), LdyGrey-%Dam(40)
    Level 38: Vengeance -- LkGmblr-Rchg+(A)
    Level 41: Power Build Up -- RechRdx-I(A), RechRdx-I(42)
    Level 44: Temp Invulnerability -- Aegis-Psi/Status(A), Aegis-ResDam/EndRdx/Rchg(45), Aegis-ResDam/EndRdx(45), Aegis-ResDam(45), Aegis-ResDam/Rchg(48)
    Level 47: Aim -- GSFC-ToHit(A), GSFC-ToHit/Rchg(48), GSFC-ToHit/Rchg/EndRdx(48), GSFC-Rchg/EndRdx(50), GSFC-ToHit/EndRdx(50), GSFC-Build%(50)
    Level 49: Conserve Power -- RechRdx-I(A)
    ------------
    Level 1: Brawl -- Dmg-I(A)
    Level 1: Sprint -- Run-I(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 1: Vigilance
    Level 4: Ninja Run
    Level 2: Swift -- Run-I(A)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Health -- Panac-Heal/+End(A), Numna-Regen/Rcvry+(46)
    Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(42), P'Shift-EndMod/Acc(43), P'Shift-EndMod/Rchg(43)



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  10. I checked the build out. All of the kinetic powers will be at the final to-hit cap against +4s. Most of the energy blasts are at 93% except for explosive blast which is at 87%. That's all without tactics; turning on tactics makes everything hit the 95% cap. You could actually drop the kinetic powers from two accuracy to just one and still be way over 95% against +4 enemies.

    Should probably drop aim though. It doesn't add anything, and energy torrent would be nice.
  11. Garent

    Traps' Time Bomb

    Both trip mine and time bomb are basically toy powers. Trip mine is at least an effective toy though.
  12. Quote:
    Originally Posted by Angelofvalor View Post
    in many guides people skip to powers which are repel and the mass one I forget what its called so to me the whole point of the kinetics set is sb and fuclom shift, and personally I do not find that fun.
    I have no idea what you mean by "the mass one".

    As for speed boost and fulcrum shift, they're some of the most useful and powerful buffs in the game. The set isn't just about those two powers though. If you don't find them fun then the set isn't for you, but that has nothing to do with whether or not the set is lacking.


    Quote:
    Originally Posted by je_saist View Post
    Shallow... really. Just who do you think you are trying to fool here?
    There's no need to be hostile. And please don't advise people to skip their attacks. Kinetics might be the most active primary available to defenders, but there is no reason why someone playing it can't utilize both of their sets.
  13. What kind of price range are you going for? You have a couple pvp enhancements in this, but considering how much they cost I don't think you want them. I can throw a build at you once I have an idea of how much you want it to cost.
  14. ::raises this thread from the depths::

    I'm doing beta testing for mids stuff right now, and I stumbled across the fact that all stealth powers do not suppress equally. This is something that I've suspected for a long time based on my gameplay experience, but have never been able to look at closely. There are separate tags for damaging enemies, attacking enemies, and getting hit by enemies, and different stealths suppress under different circumstances. The only thing that universally suppresses all stealths (of the ones I've seen) are clicking a glowy. Most stealth powers that are not in a pool will ONLY suppress due to glowy clicking, and steamy mist is one of them.


    TLDR: Steamy mist does not suppress when you attack or are attacked.
    Evidence: http://tomax.cohtitan.com/data/power...ng.Steamy_Mist
    The +35 is the pve version.
  15. No, that chain is impossible to run gaplessly. On paper it'll still be superior though, even with the gap.
  16. If you have an apocalypse proc in shriek then your best chain will be shriek-scream back and forth. If not, then you want the standard shriek-scream-shriek-shout combo. Replace shout with electric fence if needed.
  17. I looked it up, and all of his attacks should have a debuff except for petrifying gaze. If it's not going off for you, then something's screwy.
  18. Are you getting him into melee range? Clouded senses will cause only his to-hit debuffs to proc, and his biggest one is the point blank area one he has on constantly.
  19. Definitely kinetics. They debuff enemy damage and buff ally damage with the same powers. Against a single AV, kinetics ends up being superior to a lot of sets both offensively and defensively.
  20. The defender damage cap is 300%, and a little under 100 of that is supplied by damage enhancements, so you don't need to worry about the damage cap until you're in the neighborhood of 200% damage buffing. I'd say as long as you're able to reliably hit +4 enemies the musculature is probably your best bet.
  21. Quote:
    Originally Posted by Biospark View Post
    Both the Snipe and the Pet will lower your dps if you use them after the start of a battle
    Objection!

    Each of voltaic sentinel's blasts are almost the same damage as charged bolts, and it attacks fifteen times over its lifetime. So without damage enhancements at level 50 it'll do 533.85 damage over its lifetime without damage enhancements. At a 3.3 second casting time, it has an unenhanced DPA of 161.77. It's always worth recasting, and if it wasn't limited to one at a time electric blast would be one of the best single target damage sets in the game.

    Short circuit is the largest culprit for why electric blast underperforms. If the power was improved, electric blast would immediately become an average set at the very least.
  22. Garent

    Alpha slots

    Since you're already perma AM/hasten, I'd say go for the damage one. You shouldn't have much need for accuracy or endurance with your powerset combo.
  23. Quote:
    Originally Posted by Draggynn View Post
    Are you sure about that Garent? I have not tested this myself, but trusted paragonwiki which has them listed as EBs not AVs. The wiki could very well be wrong, so if you have tested this, I will defer to your experience.
    http://paragonwiki.com/wiki/Mender_Ramiel
    Absolutely positive. I've fought them as AVs both in beta and on live, and haven't seen a note about changing. I'll try to run the arc again with AVs on just to make sure I'm not hallucinating, and if I see them as AVs again I'll change paragonwiki.

    As for the debuff resistances on things below AV, it looks like I'll need to fire up my surveillance and look around since this is stuff I never knew about.
  24. Garent

    Alpha slots

    Quote:
    Originally Posted by Psylenz View Post
    I think nerve is overkill since softcap at 95% on the bubbler is still going to rule most situations. Musculature is the way to go with that I guess.
    I don't think alpha slots will do much for the character right now. It'll be better once the upper level ED piercing ones come out, at which point the musculature boasts a 30% damage boost to everything, while the nerve will give a 13% defense buff boost, which results in a total boost of like 3.5% defense for your whole team.

    Uhm, yeah. When I run the numbers like that, I think a 30% damage buff to all of your attacks is better than a 3.5% defense buff for your whole team. Definitely go musculature.