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Quote:I will comment on your new build. The build is ok overall. I think electrical melee has a few AoE already, but single-target attacks are not as strong. Mu lightning from the Mu mastery is a great addition, but electrifying fences and static discharge are relatively low in damage. I would drop these 2 powers and pick up havoc punch and build up instead. And build up is great with lightning rod. Also, the s/l defense can be pushed to 30%. I modified your new build below.I actually like Lightning Clap - makes a decent panic button, especially
with electrifying fences. Power surge was handy vs. Arachnoids, and
as another panic button.
Rebuilding is focusing on better defense and some +hp, as well as
adding in energize (which was still conserve power when I built him
originally) This takes me from 11/13/15 Melee/Range/AoE to
14/17/9 M/R/A, 20/26 Smash+Lethal/Energy defense, better Smash/Lethal
resist and a self-heal. I lose build up (but could trade Lightning Clap in
for build up).
Any suggestions for improvement?
Villain Plan by Mids' Villain Designer 1.90
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Mutation Brute
Primary Power Set: Electrical Melee
Secondary Power Set: Electric Armor
Power Pool: Speed
Power Pool: Fighting
Ancillary Pool: Mu Mastery
Villain Profile:
Level 1: Charged Brawl -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(5), KntkC'bat-Dmg/Rchg(7), KntkC'bat-Dmg/EndRdx/Rchg(7), C'ngImp-Acc/Dmg/EndRdx(9)
Level 1: Charged Armor -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(13), RctvArm-ResDam/Rchg(15), RctvArm-ResDam/EndRdx/Rchg(15)
Level 2: Havoc Punch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(9), KntkC'bat-Dmg/Rchg(11), KntkC'bat-Dmg/EndRdx/Rchg(11), C'ngImp-Acc/Dmg/EndRdx(13)
Level 4: Conductive Shield -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(17), RctvArm-ResDam/Rchg(17), RctvArm-ResDam/EndRdx/Rchg(19)
Level 6: Jacobs Ladder -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Acc/Rchg(37), Erad-Dmg(37), Erad-Acc/Dmg/Rchg(40), M'Strk-Dmg/EndRdx(40)
Level 8: Thunder Strike -- Erad-Dmg(A), Erad-Acc/Rchg(40), Erad-Acc/Dmg/Rchg(43), Erad-Acc/Dmg/EndRdx/Rchg(43), M'Strk-Dmg/EndRdx(46)
Level 10: Static Shield -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(19), RctvArm-ResDam/Rchg(21), RctvArm-ResDam/EndRdx/Rchg(21)
Level 12: Hasten -- RechRdx-I(A), RechRdx-I(50)
Level 14: Super Speed -- Winter-ResSlow(A)
Level 16: Grounded -- S'fstPrt-ResDam/Def+(A)
Level 18: Chain Induction -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(25), KntkC'bat-Dmg/Rchg(27), KntkC'bat-Dmg/EndRdx/Rchg(27), C'ngImp-Acc/Dmg/Rchg(29)
Level 20: Lightning Field -- M'Strk-Dmg/EndRdx(A), M'Strk-Acc/Dmg/EndRdx(34), Sciroc-Dmg/EndRdx(34), Sciroc-Acc/Dmg/EndRdx(36)
Level 22: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(23), KntkC'bat-Dmg/Rchg(23), KntkC'bat-Dmg/EndRdx/Rchg(25)
Level 24: Tough -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(29), RctvArm-ResDam/Rchg(31), RctvArm-ResDam/EndRdx/Rchg(31)
Level 26: Lightning Clap -- HO:Endo(A)
Level 28: Energize -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(33), Dct'dW-Heal/Rchg(33), Dct'dW-Heal(33), Dct'dW-Rchg(34)
Level 30: Build Up -- Rec'dRet-ToHit/Rchg(A), Rec'dRet-Pcptn(31)
Level 32: Lightning Rod -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Dmg(46), Erad-Dmg/Rchg(48), Erad-Acc/Dmg/Rchg(50), M'Strk-Dmg/EndRdx/Rchg(50)
Level 35: Power Sink -- Efficacy-EndMod/EndRdx(A), Efficacy-EndMod/Rchg(36), P'Shift-EndMod/Rchg(36), P'Shift-EndMod/Acc/Rchg(37)
Level 38: Power Surge -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(39), BasGaze-Rchg/Hold(39), BasGaze-EndRdx/Rchg/Hold(39)
Level 41: Mu Lightning -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(42), Decim-Dmg/Rchg(42), Decim-Acc/EndRdx/Rchg(42), Decim-Acc/Dmg/Rchg(43)
Level 44: Ball Lightning -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(45), Posi-Dmg/Rchg(45), Posi-Acc/Dmg/EndRdx(45), Posi-Dam%(46)
Level 47: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(48), LkGmblr-Def/EndRdx/Rchg(48)
Level 49: Lightning Reflexes -- Run-I(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Clrty-Stlth(A)
Level 2: Rest -- Empty(A)
Level 1: Fury
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod/Acc(3), P'Shift-EndMod(3), P'Shift-EndMod/Rchg(5) -
I encountered the same issue last night. I think that she should turn into an enemy automatically after the longbows around her are defeated. But I did left click and right click to see what happened. Nothing happened with left clicking. Right clicking just brought up a menu with the follow and info options as mentioned above.
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Quote:Your build focuses on regeneration and recharge. The regeneration helps. However, I think if you're not fighting mobs that inflict energy damage, the incoming attacks can most likely overwhelm your regeneration in a team situation. And in order to acquire the regeneraion bonus, you're slotting your powers not in a way that they should be slotted. For example, jab and knockout blow are not slotted like attacks. I think you can get more mileage by optimizing your build with defense bonus, and some additional regeneration and recharge.I guess what I'm really wondering here is whether the regen bonus this build has will mitigate the fact that the resistances aren't as close to capped as I'd like.
For your power choice, I think it's mostly ok. The only thing is energy mastery. Since electric armor has power sink and energize, so conserve power is not useful. The recovery component of physical perfection is also not useful for the same reason. I believe you pick it just for the regeneration from physical perfection, which is in fact pretty low. I think you can pick whatever ancillary/patron power pool you like, but maybe energy mastery is not the best choice for ela/ss.
For your slotting, as mentioned above, jab and knockout blow should be slotted as attacks. It looks a little weird that you choose to slot your resistance toggles with just generic IOs, while the rest of your build uses sets. I'm not sure that you would like so much knockback for your haymaker, and 6-slotted stamina is probably a bit too much. I believe most of these decisions are for the regeneration and recharge bonuses. Lastly, note that you have more than 5 10% regeneration bonus, so you're not getting the 6th one.
I modifed your build and optimize it for defense bonus.
Hero Plan by Mids' Hero Designer 1.81
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 48 Magic Tanker
Primary Power Set: Electric Armor
Secondary Power Set: Super Strength
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Earth Mastery
Hero Profile:
Level 1: Charged Armor -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(3), RctvArm-ResDam/Rchg(3), RctvArm-ResDam/EndRdx/Rchg(5)
Level 1: Jab -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(11), KntkC'bat-Dmg/Rchg(19), KntkC'bat-Dmg/EndRdx/Rchg(21)
Level 2: Conductive Shield -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(5), RctvArm-ResDam/Rchg(7), RctvArm-ResDam/EndRdx/Rchg(7)
Level 4: Haymaker -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(23), KntkC'bat-Dmg/Rchg(23), KntkC'bat-Dmg/EndRdx/Rchg(27), Mako-Acc/Dmg/EndRdx/Rchg(29)
Level 6: Static Shield -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(9), RctvArm-ResDam/Rchg(9), RctvArm-ResDam/EndRdx/Rchg(11)
Level 8: Grounded -- S'fstPrt-ResDam/Def+(A)
Level 10: Taunt -- Zinger-Dam%(A)
Level 12: Energize -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(13), Dct'dW-Heal/Rchg(13), Dct'dW-Heal(15), Dct'dW-Rchg(15)
Level 14: Combat Jumping -- LkGmblr-Rchg+(A)
Level 16: Lightning Field -- M'Strk-Dmg/EndRdx(A), M'Strk-Acc/Dmg/EndRdx(17), Sciroc-Dmg/EndRdx(17), Sciroc-Acc/Dmg/EndRdx(19)
Level 18: Lightning Reflexes -- Run-I(A)
Level 20: Knockout Blow -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(33), KntkC'bat-Dmg/Rchg(33), KntkC'bat-Dmg/EndRdx/Rchg(33), BasGaze-Acc/Rchg(34), BasGaze-Acc/EndRdx/Rchg/Hold(34)
Level 22: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(34), KntkC'bat-Dmg/Rchg(36), KntkC'bat-Dmg/EndRdx/Rchg(37)
Level 24: Tough -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(25), RctvArm-ResDam/Rchg(25), RctvArm-ResDam/EndRdx/Rchg(27)
Level 26: Power Sink -- Efficacy-EndMod/EndRdx(A), Efficacy-EndMod/Rchg(40), P'Shift-EndMod/Rchg(42), RechRdx-I(42)
Level 28: Rage -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(29), HO:Membr(37), HO:Membr(37)
Level 30: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(31), LkGmblr-Def/EndRdx(31), LkGmblr-Def/EndRdx/Rchg(31)
Level 32: Power Surge -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(36), BasGaze-Rchg/Hold(36), BasGaze-Acc/EndRdx/Rchg/Hold(45)
Level 35: Hasten -- RechRdx-I(A), RechRdx-I(42), RechRdx-I(43)
Level 38: Foot Stomp -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Dmg(39), Erad-Acc/Rchg(39), Erad-Acc/Dmg/Rchg(39), M'Strk-Dmg/EndRdx/Rchg(40), FrcFbk-Rechg%(40)
Level 41: Punch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(43), KntkC'bat-Dmg/Rchg(43), KntkC'bat-Dmg/EndRdx/Rchg(45), Mako-Acc/Dmg/EndRdx/Rchg(45)
Level 44: Salt Crystals -- LgcRps-Acc/Sleep(A), LgcRps-Acc/Sleep/Rchg(46), LgcRps-EndRdx/Sleep(46), LgcRps-Acc/EndRdx(46)
Level 47: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(48), LkGmblr-Def/EndRdx(48), LkGmblr-Def/EndRdx/Rchg(48)
Level 49: Super Speed -- Winter-ResSlow(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Clrty-Stlth(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
Level 4: Ninja Run -
Quote:For your power choice, I would drop conserve power because energy drain can provide enough endurance. I guess you don't need both super jump and super speed. If you want to stack energy cloak and super speed to stealth missions, then super speed will be a better choice. Otherwise, you can pick one of them. The ranged attack focused burst is not really a strong attack. I would drop it as well, then you can take the fighting pool for tough and weave.This is my first brute, I decided for my own reasons I wanted to go Kinetic Melee / Energy Aura. I tried to put together a decent build for leveling with I19, knowing that I'll probably need to respec at 50, which I'm ok with. However I'm not quite happy with the powers/slot choices, so I'm looking for feedback.
For your slotting, you can't slot entropy shield with defense. So, you don't really need to put extra slots into it. On the other hand, energy cloak should have more slots for defense. Energy drain should be 6 slotted for both endurance modification and heal.
I made the modifications of your build below.
Villain Plan by Mids' Villain Designer 1.81
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Natural Brute
Primary Power Set: Kinetic Melee
Secondary Power Set: Energy Aura
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fighting
Ancillary Pool: Mu Mastery
Villain Profile:
Level 1: Quick Strike -- Acc-I(A), Dmg-I(9), Dmg-I(9), Dmg-I(11), RechRdx-I(11), EndRdx-I(13)
Level 1: Kinetic Shield -- DefBuff-I(A), DefBuff-I(3), DefBuff-I(3), EndRdx-I(5)
Level 2: Body Blow -- Acc-I(A), Dmg-I(13), Dmg-I(15), Dmg-I(15), RechRdx-I(19), EndRdx-I(19)
Level 4: Power Shield -- DefBuff-I(A), DefBuff-I(5), DefBuff-I(7), EndRdx-I(7)
Level 6: Power Siphon -- RechRdx-I(A), RechRdx-I(40), RechRdx-I(40), ToHit-I(43), ToHit-I(46)
Level 8: Smashing Blow -- Acc-I(A), Dmg-I(23), Dmg-I(33), Dmg-I(34), RechRdx-I(34), EndRdx-I(34)
Level 10: Entropy Shield -- EndRdx-I(A)
Level 12: Combat Jumping -- DefBuff-I(A)
Level 14: Super Jump -- Jump-I(A)
Level 16: Hasten -- RechRdx-I(A), RechRdx-I(17), RechRdx-I(17)
Level 18: Burst -- Acc-I(A), Dmg-I(36), Dmg-I(36), Dmg-I(36), RechRdx-I(37), EndRdx-I(37)
Level 20: Energy Cloak -- DefBuff-I(A), DefBuff-I(21), DefBuff-I(21), EndRdx-I(23)
Level 22: Boxing -- Empty(A)
Level 24: Tough -- ResDam-I(A), ResDam-I(25), ResDam-I(25), EndRdx-I(27)
Level 26: Weave -- DefBuff-I(A), DefBuff-I(27), DefBuff-I(29), EndRdx-I(29)
Level 28: Energy Drain -- Heal-I(A), Heal-I(31), EndMod-I(31), EndMod-I(31), RechRdx-I(33), RechRdx-I(33)
Level 30: Taunt -- Taunt-I(A)
Level 32: Concentrated Strike -- Acc-I(A), Dmg-I(37), Dmg-I(39), Dmg-I(39), RechRdx-I(39), EndRdx-I(40)
Level 35: Dampening Field -- ResDam-I(A)
Level 38: Overload -- Heal-I(A)
Level 41: Electrifying Fences -- Acc-I(A), Dmg-I(42), Dmg-I(42), Dmg-I(42), RechRdx-I(43), EndRdx-I(43)
Level 44: Ball Lightning -- Acc-I(A), Dmg-I(45), Dmg-I(45), Dmg-I(45), RechRdx-I(46), EndRdx-I(46)
Level 47: Summon Striker -- Acc-I(A), Dmg-I(48), Dmg-I(48), RechRdx-I(48), RechRdx-I(50)
Level 49: Energy Protection -- ResDam-I(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Fury
Level 4: Ninja Run -
Quote:If the mob is beside you, I don't think you need to slot invincibility with taunt. I think the taunt enhancements only affect how long the taunt effect will last after a mob leaves your aura. I think your build is a bit too endurance heavy. I would skip assault. Having a pet is nice, but I would put the slots into lunge.hallo community,
invincibility slotted also for taunt
Mu mastery for the singletarget attack, aoe and pet for aditional help against av´s or eb´s
maneuvers and assault for teaming or difficult situations.
I modified your build such that it has higher s/l/e/ne defense. Your posted build seems to have high defense, however I doubt that you always have 10 mobs around you in practice.
Hero Plan by Mids' Hero Designer 1.81
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 48 Magic Scrapper
Primary Power Set: Spines
Secondary Power Set: Invulnerability
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Mu Mastery
Hero Profile:
Level 1: Lunge -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(9), KntkC'bat-Dmg/Rchg(11), KntkC'bat-Dmg/EndRdx/Rchg(13), Mako-Acc/Dmg/EndRdx/Rchg(13)
Level 1: Resist Physical Damage -- ResDam-I(A)
Level 2: Temp Invulnerability -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(3), RctvArm-ResDam/Rchg(3), RctvArm-ResDam/EndRdx/Rchg(5)
Level 4: Dull Pain -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(5), Dct'dW-Heal/Rchg(7), Dct'dW-Heal(7), Dct'dW-Rchg(9)
Level 6: Spine Burst -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Dmg(36), Erad-Acc/Rchg(37), C'ngBlow-Acc/Dmg(37), C'ngBlow-Dmg/EndRdx(37), C'ngBlow-Acc/Rchg(39)
Level 8: Impale -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(43), Thundr-Dmg/Rchg(43), Thundr-Acc/Dmg/Rchg(46), Thundr-Acc/Dmg/EndRdx(46), Thundr-Dmg/EndRdx/Rchg(48)
Level 10: Build Up -- Rec'dRet-ToHit/Rchg(A), Rec'dRet-Pcptn(11)
Level 12: Combat Jumping -- LkGmblr-Rchg+(A)
Level 14: Hasten -- RechRdx-I(A), RechRdx-I(15), RechRdx-I(15)
Level 16: Unyielding -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(17), RctvArm-ResDam/Rchg(17), RctvArm-ResDam/EndRdx/Rchg(19)
Level 18: Quills -- M'Strk-Dmg/EndRdx(A), M'Strk-Acc/Dmg/EndRdx(19), Sciroc-Dmg/EndRdx(33), Sciroc-Acc/Dmg/EndRdx(34)
Level 20: Kick -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(21), KntkC'bat-Dmg/Rchg(21), KntkC'bat-Dmg/EndRdx/Rchg(33)
Level 22: Tough -- S'fstPrt-ResDam/Def+(A), RctvArm-EndRdx(23), RctvArm-ResDam(23), RctvArm-ResDam/EndRdx(25), RctvArm-ResDam/EndRdx/Rchg(25)
Level 24: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(27), LkGmblr-Def/EndRdx(27), LkGmblr-Def/EndRdx/Rchg(31)
Level 26: Ripper -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Dmg(39), Erad-Acc/Rchg(39), C'ngBlow-Acc/Dmg(40), C'ngBlow-Dmg/EndRdx(40), C'ngBlow-Acc/Rchg(40)
Level 28: Invincibility -- LkGmblr-Rchg+(A), HO:Cyto(29), HO:Cyto(29)
Level 30: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(31), LkGmblr-Def/EndRdx(31), LkGmblr-Def/EndRdx/Rchg(33)
Level 32: Throw Spines -- Ragnrk-Knock%(A), Ragnrk-Dmg/EndRdx(34), Ragnrk-Acc/Rchg(34), Ragnrk-Acc/Dmg/Rchg(36), Ragnrk-Dmg/Rchg(36)
Level 35: Tough Hide -- LkGmblr-Rchg+(A)
Level 38: Unstoppable -- GA-3defTpProc(A)
Level 41: Mu Bolts -- Apoc-Dam%(A), Apoc-Dmg/EndRdx(42), Apoc-Acc/Rchg(42), Apoc-Acc/Dmg/Rchg(42), Apoc-Dmg/Rchg(43)
Level 44: Ball Lightning -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(45), Posi-Dmg/Rchg(45), Posi-Dmg/Rng(45), Posi-Acc/Dmg/EndRdx(46)
Level 47: Resist Energies -- ResDam-I(A)
Level 49: Resist Elements -- ResDam-I(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit
Level 4: Ninja Run -
Quote:I modified your build according to what you want. In addition, I replaced superspeed by grant cover.I was planning on just replacing fitness with Stimulant, Aid Self, and OWTS and then replacing CJ with Fly. However, if I do this my defense goes down and I don't have the slots to make Aid Self worthwhile. I have looked at 3 slotting my defenses and not fully slotting Health, but no matter how I build in Mids it just doesn't look right. Oh yeah, I also wanted to slot Active Defense with 3 slots.
Hero Plan by Mids' Hero Designer 1.81
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Scrapper
Primary Power Set: Martial Arts
Secondary Power Set: Shield Defense
Power Pool: Flight
Power Pool: Speed
Power Pool: Fighting
Power Pool: Medicine
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Storm Kick -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(19), Mako-Dmg/Rchg(21), Mako-Acc/EndRdx/Rchg(21), Mako-Acc/Dmg/EndRdx/Rchg(23), Mako-Dam%(23)
Level 1: Deflection -- LkGmblr-Rchg+(A), LkGmblr-Def(3), LkGmblr-Def/EndRdx(3), Aegis-ResDam(5), Aegis-ResDam/EndRdx(5), Aegis-ResDam/EndRdx/Rchg(17)
Level 2: Battle Agility -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(7), RedFtn-EndRdx/Rchg(7), RedFtn-Def/EndRdx/Rchg(9), RedFtn-Def(17), RedFtn-EndRdx(42)
Level 4: Cobra Strike -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(31), Mako-Dmg/Rchg(31), Mako-Acc/EndRdx/Rchg(33), Mako-Acc/Dmg/EndRdx/Rchg(33), Mako-Dam%(33)
Level 6: Focus Chi -- GSFC-ToHit(A), GSFC-ToHit/Rchg(9), GSFC-ToHit/Rchg/EndRdx(11), GSFC-Rchg/EndRdx(11), GSFC-ToHit/EndRdx(13), GSFC-Build%(13)
Level 8: Crane Kick -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(34), T'Death-Dmg/Rchg(34), T'Death-Acc/Dmg/EndRdx(34), T'Death-Dmg/EndRdx/Rchg(37), T'Death-Dam%(39)
Level 10: Active Defense -- HO:Membr(A), HO:Membr(15), HO:Membr(15)
Level 12: True Grit -- Numna-Heal(A), Numna-Heal/EndRdx(19), Numna-Heal/Rchg(40), S'fstPrt-ResDam/Def+(42)
Level 14: Fly -- Winter-ResSlow(A)
Level 16: Against All Odds -- EndRdx-I(A)
Level 18: Hasten -- RechRdx-I(A), RechRdx-I(42), RechRdx-I(45)
Level 20: Phalanx Fighting -- LkGmblr-Rchg+(A)
Level 22: Boxing -- Empty(A)
Level 24: Tough -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(25), Aegis-ResDam/EndRdx/Rchg(25), Aegis-EndRdx/Rchg(27), Aegis-Psi/Status(27)
Level 26: Dragon's Tail -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(39), Sciroc-Dmg/Rchg(39), Sciroc-Acc/Rchg(40), Sciroc-Acc/Dmg/EndRdx(40)
Level 28: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(29), LkGmblr-Def/EndRdx(29), LkGmblr-Def/EndRdx/Rchg(31)
Level 30: Stimulant -- Empty(A)
Level 32: Eagles Claw -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(43), T'Death-Dmg/Rchg(43), T'Death-Acc/Dmg/EndRdx(43), T'Death-Dmg/EndRdx/Rchg(45), T'Death-Dam%(45)
Level 35: Shield Charge -- Oblit-Dmg(A), Oblit-Acc/Rchg(36), Oblit-Dmg/Rchg(36), Oblit-Acc/Dmg/Rchg(36), Oblit-Acc/Dmg/EndRdx/Rchg(37), Oblit-%Dam(37)
Level 38: One with the Shield -- GA-3defTpProc(A)
Level 41: Conserve Power -- RechRdx-I(A)
Level 44: Physical Perfection -- P'Shift-End%(A)
Level 47: Aid Self -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(48), Dct'dW-Heal/Rchg(48), Dct'dW-Heal(48), Dct'dW-Rchg(50), IntRdx-I(50)
Level 49: Grant Cover -- EndRdx-I(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Clrty-Stlth(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit
Level 4: Ninja Run -
In terms of the IO defense bonus, I think it looks pretty good. I doubt that it can be pushed a lot higher without sacrificing other aspects of your build. I think your single-target attacks are under-slotted. I believe it is unintentional as your build runs out of slots. Dark regeneration and cloak of fear can use more endurance reduction. In addition, you have too many hit point bonus: the IO in Obsidian shield and Oppressive Gloom do not grant you the hit point bonus.
I modified your build slightly. I don't think it's much of an improvement, but just to slot the powers better.
Villain Plan by Mids' Villain Designer 1.81
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Brute
Primary Power Set: Dual Blades
Secondary Power Set: Dark Armor
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Leaping
Ancillary Pool: Energy Mastery
Villain Profile:
Level 1: Power Slice -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(9), KntkC'bat-Dmg/Rchg(9), KntkC'bat-Dmg/EndRdx/Rchg(13), Mako-Acc/Dmg/EndRdx/Rchg(15)
Level 1: Dark Embrace -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(3), RctvArm-ResDam/Rchg(3), RctvArm-ResDam/EndRdx/Rchg(5)
Level 2: Ablating Strike -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(15), KntkC'bat-Dmg/Rchg(17), KntkC'bat-Dmg/EndRdx/Rchg(17), Mako-Acc/Dmg/EndRdx/Rchg(19)
Level 4: Murky Cloud -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(5), RctvArm-ResDam/Rchg(7), RctvArm-ResDam/EndRdx/Rchg(7)
Level 6: Typhoon's Edge -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Dmg(34), Erad-Acc/Rchg(34), Erad-Acc/Dmg/Rchg(34), M'Strk-Dmg/EndRdx(37)
Level 8: Blinding Feint -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(19), KntkC'bat-Dmg/Rchg(25), KntkC'bat-Dmg/EndRdx/Rchg(27), Mako-Acc/Dmg/EndRdx/Rchg(27)
Level 10: Obsidian Shield -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(11), RctvArm-ResDam/Rchg(11), RctvArm-ResDam/EndRdx/Rchg(13)
Level 12: Hurdle -- Jump-I(A)
Level 14: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(29)
Level 16: Dark Regeneration -- Nictus-Acc/EndRdx/Heal/HP/Regen(A), Nictus-Acc/EndRdx/Rchg(37), Dct'dW-Heal/Rchg(37), Dct'dW-Heal/EndRdx/Rchg(39), H'zdH-Heal/EndRdx/Rchg(40), Theft-+End%(40)
Level 18: Vengeful Slice -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(29), KntkC'bat-Dmg/Rchg(31), KntkC'bat-Dmg/EndRdx/Rchg(31), Mako-Acc/Dmg/EndRdx/Rchg(31)
Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(21), P'Shift-EndMod/Acc(21), P'Shift-End%(23)
Level 22: Cloak of Darkness -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(23), LkGmblr-Def(25), Krma-ResKB(50)
Level 24: Death Shroud -- M'Strk-Dmg/EndRdx(A), M'Strk-Acc/Dmg/EndRdx(40), Sciroc-Dmg/EndRdx(42), Sciroc-Acc/Dmg/EndRdx(42)
Level 26: Sweeping Strike -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Dmg(42), Erad-Acc/Rchg(43), Erad-Acc/Dmg/Rchg(43), M'Strk-Dmg/EndRdx(43)
Level 28: Cloak of Fear -- N'mare-EndRdx/Fear(A), N'mare-Acc/EndRdx(48), N'mare-Acc/Fear(48), HO:Enzym(50)
Level 30: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(33), KntkC'bat-Dmg/Rchg(33), KntkC'bat-Dmg/EndRdx/Rchg(33)
Level 32: One Thousand Cuts -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Acc/Rchg(45), Erad-Acc/Dmg/Rchg(45), C'ngBlow-Acc/Dmg(45), C'ngBlow-Dmg/EndRdx(46), C'ngBlow-Acc/Rchg(46)
Level 35: Tough -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(36), RctvArm-ResDam/EndRdx/Rchg(36), RctvArm-EndRdx(36), S'fstPrt-ResDam/Def+(46), S'fstPrt-ResKB(48)
Level 38: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(39), LkGmblr-Def/EndRdx(39), LkGmblr-Def/EndRdx/Rchg(50)
Level 41: Superior Conditioning -- P'Shift-End%(A)
Level 44: Physical Perfection -- P'Shift-End%(A)
Level 47: Soul Transfer -- Dsrnt-I(A)
Level 49: Combat Jumping -- LkGmblr-Rchg+(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Fury
Level 4: Ninja Run -
-
Quote:I tried soul tentacles myself. It is quite disappointing because the cone is really narrow. Unless there are really huge number of mobs around you, you'll most likely hit 1 or 2 mobs most of the time. You'd better test it out first and see what you feel.You bring up a very good point about Single Target damage, in general I am hitting Dark Obliteration a lot, and might squeeze the cone attack from Soul Mastery onto the build as well for more AoE goodness.
Quote:As was already pointed out, in order for that chain to work, you need gloom to recharge in 1.32 seconds. Which is just not possible. So that chain has to be thrown out, because its just not possible to go smite/gloom/smite which is what that chain ends up doing on the second rotation:
(gloom/smite/midnight grasp/smite)(Gloom/smite/midnight grasp/smite)
Look closely you have smite/gloom/smite which just isn't possible, when with your level of recharge.
It's not my intention to sell the gloom/smite/MG/smite attack chain. However, if this is what Blue_Centurion wants, I think it's ok. Whether such kind of ultra-high recharge build is worth going after or not, I think we should just leave it to Blue_Centurion to decide. All we can do is to provide him with the information to make the choice. -
Quote:With gloom, the highest single-target dps attack chain is gloom/smite/midnight grasp/smite. The attack chain does not have siphon life. However, such attack chain requires a very high recharge such that midnight grasp can be recharged at the end of the cycle. If your global recharge can be 200%, you still need to slot midnight grasp with recharge reduction to hit ED.There is a hypothetical perfect Dark Melee attack chain. It is like Smite/Siphon Life/Smite/Midnight Grasp or something.
I do not use this attack chain. I leave out Siphon life, and add in Gloom and Dark Obliteration (for groups), and Shadow Maul (for groups).
the question is, does anyone know, on a high recharge build, 117-200% recharge, whether the extra damage available from Midnight Grasp and Gloom coming up often mitigates the removal of Siphon Life. This is the entire question posed by this post. Any help in getting an answer there is much appreciated.
Practically, single-target attack chain is only relevant when you're fighting AVs or tough bosses. In teams, you'll most likely interlace your single-target attacks with AoEs whenever your AoEs are up. -
You should ask Jawbreaker about the budget. I'm just giving suggestions to the original build. I don't normally put purples into builds. I used them because Jawbreaker's build has it, so I continue to use them. Maybe, you can directly modify the original build and suggest an attack chain for Jawbreaker.
-
I think your build does achieve the goal of high recharge. However, it would be better if powers like static shield, midnight grasp, lightning field, and weave could be slotted properly in addition to your goal. I modifed your build, which has now slightly more recharge.
Villain Plan by Mids' Villain Designer 1.81
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Technology Brute
Primary Power Set: Dark Melee
Secondary Power Set: Electric Armor
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Speed
Power Pool: Fighting
Ancillary Pool: Soul Mastery
Villain Profile:
Level 1: Shadow Punch -- C'ngImp-Dmg/EndRdx/Rchg(A), C'ngImp-Acc/Dmg/EndRdx(3), C'ngImp-Acc/Dmg/Rchg(3), C'ngImp-Dmg/EndRdx(5), C'ngImp-Acc/Dmg(5)
Level 1: Charged Armor -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(17), TtmC'tng-ResDam/Rchg(17), TtmC'tng-ResDam/EndRdx/Rchg(40)
Level 2: Smite -- C'ngImp-Dmg/EndRdx/Rchg(A), C'ngImp-Acc/Dmg/EndRdx(7), C'ngImp-Acc/Dmg/Rchg(7), C'ngImp-Dmg/EndRdx(9), C'ngImp-Acc/Dmg(9)
Level 4: Conductive Shield -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(40), TtmC'tng-ResDam/Rchg(43), TtmC'tng-ResDam/EndRdx/Rchg(43)
Level 6: Combat Jumping -- LkGmblr-Rchg+(A)
Level 8: Siphon Life -- Nictus-Heal(A), Nictus-Heal/HP/Regen/Rchg(11), Nictus-Acc/EndRdx/Heal/HP/Regen(11), Mako-Dmg/Rchg(13), Mako-Acc/Dmg(13), Mako-Dmg/EndRdx(15)
Level 10: Static Shield -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx/Rchg(15), TtmC'tng-ResDam/EndRdx(45), TtmC'tng-ResDam/Rchg(45)
Level 12: Swift -- Run-I(A)
Level 14: Health -- Mrcl-Rcvry+(A)
Level 16: Grounded -- S'fstPrt-ResDam/Def+(A)
Level 18: Shadow Maul -- Oblit-Dmg(A), Oblit-Acc/Rchg(19), Oblit-Dmg/Rchg(19), Oblit-Acc/Dmg/Rchg(34), Oblit-Acc/Dmg/EndRdx/Rchg(34), Oblit-%Dam(34)
Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod/Acc(21), P'Shift-EndMod(21), P'Shift-EndMod/Rchg(25)
Level 22: Hasten -- RechRdx-I(A), RechRdx-I(23), RechRdx-I(23)
Level 24: Lightning Field -- M'Strk-Dmg/EndRdx(A), M'Strk-Acc/Dmg/EndRdx(25), Sciroc-Dmg/EndRdx(27), Sciroc-Acc/Dmg/EndRdx(27)
Level 26: Soul Drain -- AdjTgt-Rchg(A), AdjTgt-EndRdx/Rchg(31), AdjTgt-ToHit(33), AdjTgt-ToHit/Rchg(33), AdjTgt-ToHit/EndRdx(33)
Level 28: Energize -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(29), Dct'dW-Heal/Rchg(29), Dct'dW-Heal(31), Dct'dW-Rchg(31)
Level 30: Boxing -- Amaze-Stun/Rchg(A), Amaze-Acc/Stun/Rchg(45), Amaze-Acc/Rchg(50), Amaze-EndRdx/Stun(50), Amaze-ToHitDeb%(50)
Level 32: Midnight Grasp -- Hectmb-Dmg/Rchg(A), Hectmb-Acc/Dmg/Rchg(36), Hectmb-Acc/Rchg(36), Hectmb-Dmg/EndRdx(36), Hectmb-Dam%(37)
Level 35: Power Sink -- Efficacy-EndMod/EndRdx(A), Efficacy-EndMod/Rchg(37), P'Shift-EndMod/Rchg(37), P'Shift-EndMod/Acc/Rchg(39)
Level 38: Power Surge -- BasGaze-EndRdx/Rchg/Hold(A), BasGaze-Acc/Rchg(39), BasGaze-Rchg/Hold(39), BasGaze-Acc/EndRdx/Rchg/Hold(40)
Level 41: Gloom -- Apoc-Dmg/Rchg(A), Apoc-Acc/Dmg/Rchg(42), Apoc-Acc/Rchg(42), Apoc-Dmg/EndRdx(42), Apoc-Dam%(43)
Level 44: Tough -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(46), TtmC'tng-ResDam/Rchg(46), TtmC'tng-ResDam/EndRdx/Rchg(46)
Level 47: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(48), LkGmblr-Def/EndRdx(48), LkGmblr-Def/EndRdx/Rchg(48)
Level 49: Lightning Reflexes -- Run-I(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Clrty-Stlth(A)
Level 2: Rest -- Empty(A)
Level 1: Fury
Level 4: Ninja Run -
I think the build is pretty well made overall. It looks like your goal is to soft-cap melee defense, and then e/ne/f/c typed defense. In addition, you are probably pushing the hit point to the cap. If I've to pick something to complain, I think hover can be slotted better, and blaze mastery doesn't really contribute but serves as IO set mule. I modifed your build slightly below. It has slightly higher defense such that they are actually soft-capped, and slightly higher regeneration. Hit points and recharge are slightly lower. It has 4 free slots, which I think can be put to health for example.
Hero Plan by Mids' Hero Designer 1.81
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Scrapper
Primary Power Set: Katana
Secondary Power Set: Willpower
Power Pool: Flight
Power Pool: Leadership
Power Pool: Fighting
Power Pool: Leaping
Ancillary Pool: Blaze Mastery
Hero Profile:
Level 1: Gambler's Cut -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(3), T'Death-Dmg/Rchg(3), T'Death-Acc/Dmg/EndRdx(5), T'Death-Dmg/EndRdx/Rchg(5), T'Death-Dam%(7)
Level 1: High Pain Tolerance -- S'fstPrt-ResDam/Def+(A), Numna-Heal(27), Numna-Heal/EndRdx(27), Numna-Heal/Rchg(36)
Level 2: Flashing Steel -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Acc/Rchg(7), Erad-Dmg(11), Erad-Acc/Dmg/Rchg(11), M'Strk-Dmg/EndRdx(13)
Level 4: Fast Healing -- Numna-Heal(A), Numna-Heal/EndRdx(36), Numna-Heal/Rchg(36)
Level 6: Build Up -- RechRdx-I(A)
Level 8: Divine Avalanche -- LkGmblr-Rchg+(A), LkGmblr-Def(9), LkGmblr-Def/EndRdx/Rchg(9), Mako-Dmg/EndRdx(37), Mako-Acc/Dmg(37), Mako-Acc/Dmg/EndRdx/Rchg(37)
Level 10: Indomitable Will -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx/Rchg(13), LkGmblr-Def/EndRdx(25)
Level 12: Mind Over Body -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(15), Aegis-ResDam/Rchg(15), Aegis-EndRdx/Rchg(17), Aegis-ResDam/EndRdx/Rchg(17)
Level 14: Calling the Wolf -- Taunt-I(A)
Level 16: Rise to the Challenge -- Numna-Heal(A), Numna-Heal/EndRdx(40), Numna-Heal/EndRdx/Rchg(40)
Level 18: The Lotus Drops -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Dmg(19), Erad-Acc/Rchg(19), Erad-Acc/Dmg/Rchg(23), M'Strk-Dmg/EndRdx(25)
Level 20: Quick Recovery -- P'Shift-End%(A), P'Shift-EndMod/Acc(21), P'Shift-EndMod(21), P'Shift-EndMod/Rchg(23)
Level 22: Hover -- Frbd-EndRdx(A), Frbd-Fly(43), HO:Micro(43), HO:Micro(43)
Level 24: Fly -- Winter-ResSlow(A)
Level 26: Soaring Dragon -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(45), T'Death-Dmg/Rchg(46), T'Death-Acc/Dmg/EndRdx(46), T'Death-Dmg/EndRdx/Rchg(46), T'Death-Dam%(48)
Level 28: Heightened Senses -- LkGmblr-Rchg+(A), LkGmblr-Def(29), LkGmblr-Def/EndRdx(29), LkGmblr-Def/EndRdx/Rchg(33)
Level 30: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(31), LkGmblr-Def/EndRdx(31), LkGmblr-Def/EndRdx/Rchg(31)
Level 32: Golden Dragonfly -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Dmg(33), Erad-Acc/Dmg/Rchg(33), C'ngBlow-Acc/Dmg(34), C'ngBlow-Dmg/EndRdx(34), C'ngBlow-Acc/Rchg(34)
Level 35: Boxing -- Empty(A)
Level 38: Tough -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(39), Aegis-ResDam/Rchg(39), Aegis-EndRdx/Rchg(39), Aegis-ResDam/EndRdx/Rchg(40)
Level 41: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(42), LkGmblr-Def/EndRdx(42), LkGmblr-Def/EndRdx/Rchg(42)
Level 44: Strength of Will -- Aegis-Psi/Status(A), Aegis-ResDam(45), Aegis-ResDam/EndRdx(45)
Level 47: Combat Jumping -- LkGmblr-Def(A)
Level 49: Char -- BasGaze-Acc/Hold(A), BasGaze-Acc/EndRdx/Rchg/Hold(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Clrty-Stlth(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit
Level 4: Ninja Run
Level 1: Swift -- Flight-I(A)
Level 1: Hurdle -- Jump-I(A) -
For your standard IO build, it looks ok overall. There are various places where the slotting can be done better. The resistance in charged armor is well beyond ED. I don't think grounded needs so many slots. Those slots can be utilized better elsewhere. Grounded already offers knockback protection, so the blessing of the Zephyr set in superjump is probably not necessary. Power sink should be slotted with endurance modification. I think 6-slotting build-up is not very useful.
Your modified standard IO build:
Hero Plan by Mids' Hero Designer 1.81
http://www.cohplanner.com/
Click this DataLink to open the build!
elec nrg tank: Level 50 Technology Tanker
Primary Power Set: Electric Armor
Secondary Power Set: Energy Melee
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Fighting
Hero Profile:
Level 1: Charged Armor -- EndRdx-I(A), EndRdx-I(5), ResDam-I(5), ResDam-I(17), ResDam-I(19)
Level 1: Barrage -- Acc-I(A), RechRdx-I(9), EndRdx-I(9), Dmg-I(45), Dmg-I(45), Dmg-I(45)
Level 2: Lightning Field -- Acc-I(A), Acc-I(3), Dmg-I(3), Dmg-I(11), EndRdx-I(19), EndRdx-I(23)
Level 4: Bone Smasher -- Acc-I(A), Dmg-I(23), Dmg-I(43), Dmg-I(43), RechRdx-I(43), EndRdx-I(46)
Level 6: Static Shield -- EndRdx-I(A), EndRdx-I(7), ResDam-I(7), ResDam-I(11), ResDam-I(17)
Level 8: Grounded -- ResDam-I(A)
Level 10: Combat Jumping -- Jump-I(A)
Level 12: Energize -- RechRdx-I(A), RechRdx-I(13), RechRdx-I(13), Heal-I(15), Heal-I(15), Heal-I(40)
Level 14: Super Jump -- Jump-I(A)
Level 16: Swift -- Run-I(A)
Level 18: Health -- Heal-I(A)
Level 20: Stamina -- EndMod-I(A), EndMod-I(21), EndMod-I(21)
Level 22: Whirling Hands -- Acc-I(A), Dmg-I(29), Dmg-I(34), Dmg-I(34), RechRdx-I(34), EndRdx-I(37)
Level 24: Conductive Shield -- EndRdx-I(A), EndRdx-I(25), ResDam-I(25), ResDam-I(29), ResDam-I(36)
Level 26: Power Sink -- RechRdx-I(A), RechRdx-I(27), RechRdx-I(27), EndMod-I(37), EndMod-I(37), EndRdx-I(46)
Level 28: Boxing -- Acc-I(A)
Level 30: Tough -- EndRdx-I(A), EndRdx-I(31), ResDam-I(31), ResDam-I(31), ResDam-I(36)
Level 32: Weave -- EndRdx-I(A), EndRdx-I(33), DefBuff-I(33), DefBuff-I(33), DefBuff-I(36)
Level 35: Build Up -- RechRdx-I(A), RechRdx-I(46), RechRdx-I(50)
Level 38: Total Focus -- Acc-I(A), Dmg-I(39), Dmg-I(39), Dmg-I(39), RechRdx-I(40), RechRdx-I(40)
Level 41: Power Surge -- RechRdx-I(A), RechRdx-I(42), ResDam-I(42), ResDam-I(42)
Level 44: Lightning Reflexes -- Run-I(A)
Level 47: Energy Punch -- Acc-I(A), Dmg-I(48), Dmg-I(48), Dmg-I(48), EndRdx-I(50), RechRdx-I(50)
Level 49: Taunt -- Taunt-I(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
Level 4: Ninja Run
Quote:It's mainly because conductive shield and tough are under-slotted for resistance in your IO set build.I ended up with less resistance in the Set build than I have in the standard IO build, which is slightly confusing to me.
For your IO set build, I think the impervium armor sets are not quite useful in the resistance toggles because electric armor does not need the recovery bonus. There are different ways to optimize an electric armor tanker. If you like defense, my build below soft-cap s/l defense.
Hero Plan by Mids' Hero Designer 1.81
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Technology Tanker
Primary Power Set: Electric Armor
Secondary Power Set: Energy Melee
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Fighting
Hero Profile:
Level 1: Charged Armor -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(3), RctvArm-ResDam/Rchg(3), RctvArm-ResDam/EndRdx/Rchg(5)
Level 1: Barrage -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(11), KntkC'bat-Dmg/Rchg(17), KntkC'bat-Dmg/EndRdx/Rchg(17), Mako-Acc/Dmg/EndRdx/Rchg(34)
Level 2: Conductive Shield -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(5), RctvArm-ResDam/Rchg(7), RctvArm-ResDam/EndRdx/Rchg(7)
Level 4: Bone Smasher -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(19), KntkC'bat-Dmg/Rchg(23), KntkC'bat-Dmg/EndRdx/Rchg(31), Mako-Acc/Dmg/EndRdx/Rchg(37)
Level 6: Static Shield -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(9), RctvArm-ResDam/Rchg(9), RctvArm-ResDam/EndRdx/Rchg(11)
Level 8: Grounded -- S'fstPrt-ResDam/Def+(A)
Level 10: Taunt -- Zinger-Taunt(A), Zinger-Taunt/Rchg(43), Zinger-Taunt/Rchg/Rng(46), Zinger-Acc/Rchg(46), Zinger-Taunt/Rng(48), Zinger-Dam%(48)
Level 12: Energize -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(13), Dct'dW-Heal/Rchg(13), Dct'dW-Heal(15), Dct'dW-Rchg(15)
Level 14: Combat Jumping -- LkGmblr-Rchg+(A), Ksmt-ToHit+(48)
Level 16: Swift -- Run-I(A)
Level 18: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(19)
Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod/Acc(21), P'Shift-EndMod(21), P'Shift-EndMod/Rchg(23)
Level 22: Whirling Hands -- Oblit-Dmg(A), Oblit-Acc/Rchg(37), Oblit-Dmg/Rchg(37), Oblit-Acc/Dmg/Rchg(40), Oblit-Acc/Dmg/EndRdx/Rchg(43), Oblit-%Dam(43)
Level 24: Lightning Field -- Sciroc-Dmg/EndRdx(A), Sciroc-Acc/Dmg/EndRdx(25), M'Strk-Acc/Dmg(25), Efficacy-EndMod(27), Efficacy-EndMod/EndRdx(50), EnManip-Stun%(50)
Level 26: Power Sink -- P'Shift-EndMod/Rchg(A), Efficacy-EndMod/Acc/Rchg(27), Efficacy-EndMod/Rchg(29), Efficacy-EndMod/EndRdx(31), EndRdx-I(50)
Level 28: Build Up -- Rec'dRet-ToHit/Rchg(A), Rec'dRet-Pcptn(29)
Level 30: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(31), KntkC'bat-Dmg/Rchg(33), KntkC'bat-Dmg/EndRdx/Rchg(33)
Level 32: Power Surge -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(33), RctvArm-ResDam/Rchg(34), RctvArm-ResDam/EndRdx/Rchg(34)
Level 35: Tough -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(36), RctvArm-ResDam/Rchg(36), RctvArm-ResDam/EndRdx/Rchg(36)
Level 38: Total Focus -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(39), KntkC'bat-Dmg/Rchg(39), KntkC'bat-Dmg/EndRdx/Rchg(39), Mako-Acc/EndRdx/Rchg(40), Mako-Acc/Dmg/EndRdx/Rchg(40)
Level 41: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(42), LkGmblr-Def/EndRdx(42), LkGmblr-Def/EndRdx/Rchg(42)
Level 44: Energy Punch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(45), KntkC'bat-Dmg/Rchg(45), KntkC'bat-Dmg/EndRdx/Rchg(45), Mako-Acc/Dmg/EndRdx/Rchg(46)
Level 47: Super Jump -- Winter-ResSlow(A)
Level 49: Lightning Reflexes -- Run-I(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Clrty-Stlth(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
Level 4: Ninja Run -
I modifed your build. There isn't much improvements, but slightly higher recharge. My build probably just illustrates what it is like if it is slotted differently.
I think combustion and breath of fire have long animation time. In addition, breath of fire is a narrow cone with short range. I doubt that you can hit many mobs with it. I think the build has enough aoe that you don't really need them.
Hero Plan by Mids' Hero Designer 1.81
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Mutation Tanker
Primary Power Set: Ice Armor
Secondary Power Set: Fiery Melee
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Pyre Mastery
Hero Profile:
Level 1: Frozen Armor -- LkGmblr-Rchg+(A), S'dpty-Def(3), S'dpty-Def/EndRdx(3), S'dpty-Def/EndRdx/Rchg(5)
Level 1: Scorch -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(5), C'ngImp-Dmg/EndRdx/Rchg(7), C'ngImp-Acc/Dmg/Rchg(7), C'ngImp-Acc/Dmg/EndRdx(34)
Level 2: Fire Sword -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(34), C'ngImp-Dmg/EndRdx/Rchg(36), C'ngImp-Acc/Dmg/Rchg(36), C'ngImp-Acc/Dmg/EndRdx(36)
Level 4: Chilling Embrace -- EndRdx-I(A)
Level 6: Wet Ice -- EndRdx-I(A)
Level 8: Hoarfrost -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(9), Dct'dW-Heal/Rchg(9), Dct'dW-Heal(11), Dct'dW-Rchg(11)
Level 10: Taunt -- Mocking-Taunt(A), Mocking-Taunt/Rchg(13), Mocking-Taunt/Rchg/Rng(13), Mocking-Acc/Rchg(15), Mocking-Taunt/Rng(15), Mocking-Rchg(34)
Level 12: Combat Jumping -- LkGmblr-Rchg+(A)
Level 14: Super Jump -- Winter-ResSlow(A)
Level 16: Icicles -- M'Strk-Dmg/EndRdx(A), M'Strk-Acc/Dmg/EndRdx(17), Sciroc-Dmg/EndRdx(17), Sciroc-Acc/Dmg/EndRdx(21)
Level 18: Glacial Armor -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(19), S'dpty-Def/EndRdx(19), S'dpty-Def/EndRdx/Rchg(21)
Level 20: Boxing -- Empty(A)
Level 22: Tough -- S'fstPrt-ResDam/Def+(A), TtmC'tng-ResDam(23), TtmC'tng-ResDam/EndRdx(23), TtmC'tng-EndRdx(27)
Level 24: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(25), S'dpty-Def/EndRdx(25), S'dpty-Def/EndRdx/Rchg(27)
Level 26: Energy Absorption -- LkGmblr-Rchg+(A), HO:Membr(29), HO:Cyto(31), Efficacy-EndMod/Rchg(31), P'Shift-EndMod(31), P'Shift-EndMod/Rchg(33)
Level 28: Fire Sword Circle -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Dmg(40), Erad-Acc/Rchg(43), Erad-Acc/Dmg/Rchg(43), M'Strk-Dmg/EndRdx/Rchg(43)
Level 30: Build Up -- Rec'dRet-ToHit/Rchg(A), Rec'dRet-Pcptn(46)
Level 32: Hasten -- RechRdx-I(A), RechRdx-I(33), RechRdx-I(33)
Level 35: Incinerate -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(37), C'ngImp-Dmg/EndRdx/Rchg(37), C'ngImp-Acc/Dmg/Rchg(37), C'ngImp-Acc/Dmg/EndRdx(39)
Level 38: Greater Fire Sword -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(39), C'ngImp-Dmg/EndRdx/Rchg(39), C'ngImp-Acc/Dmg/Rchg(40), C'ngImp-Acc/Dmg/EndRdx(40)
Level 41: Char -- BasGaze-Acc/EndRdx/Rchg/Hold(A), BasGaze-EndRdx/Rchg/Hold(42), BasGaze-Acc/Hold(42), BasGaze-Rchg/Hold(42)
Level 44: Fire Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(45), Decim-Dmg/Rchg(45), Decim-Acc/EndRdx/Rchg(45), Decim-Acc/Dmg/Rchg(46)
Level 47: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Dam%(48), Posi-Acc/Dmg/EndRdx(50)
Level 49: Hibernate -- Empty(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Clrty-Stlth(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
Level 4: Ninja Run -
Quote:For -KB SO, you can make it offers -99.99% a piece, and a player can only use 1 -KB SO in a power. I believe some tricky things need to be done because I don't think there are any restrictions on how many SO a player can put into their powers currently. But I think it is doable if the dev choose to do so. Offering -99.99% in a certain piece of IO sets is not a bad idea.In essence, you're worried about a power getting more than -100% knockback enhancement causing problems? Wouldn't the solution be, then, to just give the enhancement a value of -99.99% or something of this sort? Or is there some floor above which knockback mag has to reach in order to have an effect?
Oh, wait, you mean what if someone slots twice -99.99%? Yeah, that could be problematic, but wasn't there some code in Inventions that only let you slot one instance of a specific enhancement per power? Like if you couldn't slot the same one set enhancement in the same one power six times, but instead had to slot other things from the set? Wouldn't that be applicable to a -knockback enhancement?
Alternately, why not just make this part of a set? -
For your power choice, I think you can drop resurgence. I don't think you need every combo in dual blades. Maybe you can drop an attack or two. You probably have sufficient endurance from quick recovery and stamina. I don't think you need conserve power and even put more slots into it, nor physical perfection. You can gain more by picking fighting and other power pools.
For your slotting, it looks like you are trying to get hit point bonus from your overall IO set choices. I think you can slot high pain tolerance for hit points, and slot it for resistance if you have extra slots. Rise to the challenge and indomitable will are over-slotted for endurance reduction. You don't need end reduction in strength of will. Willpower uses typed defense. Your 6-slotted mind over body and 5-slotted heightened senses give you mainly positional defenses. There are better choices to slot these 2 powers.
Depending on your budget, I think there are still much room to improve for your build. -
Quote:For example, when a mob runs away from a tanker, I can use knockback to push the mob back into the tanker's aggro aura. I admit that there aren't a lot of situations where knockback is definitely better than knockdown, but knockback does have its uses occassionally.I think it is viable. However, it is probably not the optimal solution. For the energy blaster that you used as an example, it probably wants to do knockdown most of the time, but there should be some situations that knockback is the right thing to do.
-
Quote:You didn't mention what kind of mobs were in the AE missions. If they have defense debuff or to-hit buff, they will be difficult for you. In addition, mobs still have at least 5% chance to hit you even with soft-capped defense, I'm not surprised that you are defeated in a +2x8 missions depending on your luck. For example, every one or two rounds of attacks from the mobs, you should expect to get hit once. If that hit happens to come from a boss, then a significant chunk of your hit point will be gone.I recently came back and I am trying to farm up some inf to rework some other characters. I used to be able to farm some ae missions with ease on my soft capped ele/sd. I saw the nerf to BotZ so I redid my build to match the ele/sd moderate build posted on here. I followed it exactly and I am running some AE missions on +2X8. It seems everything is hitting with fire and I am still dropping unless I have some lucky insperations. About half way through the farms I normally am face planting. Any ideas on why this is happening or is it just the ae missions I am doing?
For your build, I think it looks alright overall. Maybe I would wait till I19 to do an overhaul. To be tougher, I would take one with the shield. For defense debuff resistance, you can take grant cover, and slot active defense with HO. The slotting can use various minor tweaks. For example, I would take 2 slots from stamina, and put them to tough. Tough can be 5-slotted with Aegis to get the same amount of AoE defense bonus as 6-slotting stamina. -
Quote:I think it is viable. However, it is probably not the optimal solution. For the energy blaster that you used as an example, it probably wants to do knockdown most of the time, but there should be some situations that knockback is the right thing to do.How's about it? We have IOs that buff knockback - so how about one that debuffs Knockback magnitude; effectively turning it into knockdown? They'd be sold by the truckloads! Or perhaps make it a set bonus of some sort.. that would be an awful lot of slots to give up for, say, an Energy Blaster who wants to do knockdown.
Assuming it's actually viable, tech-wise.
The underlying issue is that knockback-knockdown control at the enhancement level does not allow players to switch between knockback and knockdown according to different situation. For example, I cannot knockdown this mob, but knockback the other mob. My suggestion is to allow players to click a power for knockback, but shift-click a power for knockdown. The current knockback enhancement can be used to control the knockback distance if knockback is chosen. Players can choose to keybind the different activations differently. Click and shift-click here are just examples. -
Here are my suggestions:
Concealment: Shadow clone (Summon a clone of you at a specified location. The clone cannot do anything, but it performs a pbaoe taunt once immediately after it is placed.)
Fighting: Channeling (a mini power up)
Flight: Soar (toggle or auto, resist -fly. When in air, it provides resistance against movement debuff as well.)
Leadership: Intelligence (toggle. By gathering intelligence, mobs around you have their defense or resistance debuffed)
Leaping: Sonic jump (The idea is based on shield charge, but the animation should be different. The power deals aoe smashing damage, and has a small chance to stun mobs.)
Medicine: Antitoxin (A click that grants the target -regeneration and toxic resistance.)
Presence: Terror (Cause a mob or a group of mobs to run away)
Speed: Dexterity (toggle or auto. +recharge, -recharge resistance)
Teleportation: Teleport gate (Summon a gate and pick a zone. You and your team mates can be teleported to the chosen zone by clicking the gate. The power should have very long recharge.) -
Quote:A plausible implementation without creating two buttons is as follows: If a target is selected, then the single-target version will be used. If no target is selected, then the PBAoE will be used.1) Allow BOTH a ST and PBAoE button for the same power.
Both icons use the same slottings.
So if I have to re-summon 1 pet I can use the ST version. If a new Team member joins the team I can use the ST version. If Tank is over there and the rest are right here I can use ST on Tank (if within range) and the PBAoE for the others surrounding me.
Other people do have a point that it is a bit annoying to gather for the PBAoE buff. From the recipient point of view, they want to be buffed while moving and fighting, not stopping every 4 minutes to be buffed. I don't know if it's too much to ask for, but it would be ideal if the PBAoE buff can be very long range without requiring line of sight, then people don't need to gather for the buff.
Quote:Let me add that while I am NOT a programmer I do work WITH Programming, Development, Deployment and BA teams. If a customer of ours requests a new feature and we agree that it will benefit the majority of our customers, we see what amount of effort is required and if the cost does not outway the benefit we do it as part of our normal development cycle.
Just because our software does not currently have code to allow a new feature does not mean we will dismiss all such requests.
New growth often means new code. -
I would like to add that using obliteration IO set in all your pbaoe attacks might drain your endurance quite quickly even for willpower. In addition, you can soft cap e/ne defense quite easily and not just s/l defense. See the build below.
Villain Plan by Mids' Villain Designer 1.81
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Technology Brute
Primary Power Set: War Mace
Secondary Power Set: Willpower
Power Pool: Leaping
Power Pool: Speed
Power Pool: Leadership
Power Pool: Fighting
Villain Profile:
Level 1: Pulverize -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(3), KntkC'bat-Dmg/EndRdx/Rchg(5), Mako-Acc/Dmg/EndRdx/Rchg(21)
Level 1: High Pain Tolerance -- GA-3defTpProc(A), Numna-Heal(15), Numna-Heal/EndRdx(17), Numna-Heal/Rchg(17)
Level 2: Mind Over Body -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(11), RctvArm-ResDam/Rchg(13), RctvArm-ResDam/EndRdx/Rchg(15)
Level 4: Jawbreaker -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(5), KntkC'bat-Dmg/Rchg(7), KntkC'bat-Dmg/EndRdx/Rchg(7), Mako-Acc/Dmg/EndRdx/Rchg(21)
Level 6: Combat Jumping -- LkGmblr-Rchg+(A)
Level 8: Clobber -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(9), KntkC'bat-Dmg/Rchg(9), KntkC'bat-Dmg/EndRdx/Rchg(11), Mako-Acc/Dmg/EndRdx/Rchg(34)
Level 10: Indomitable Will -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(34), LkGmblr-Def(37)
Level 12: Build Up -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(13)
Level 14: Fast Healing -- Numna-Heal(A), Numna-Heal/EndRdx(40), Numna-Heal/Rchg(40)
Level 16: Rise to the Challenge -- Numna-Heal(A), Numna-Heal/EndRdx(31), Numna-Heal/Rchg(37)
Level 18: Whirling Mace -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Dmg(19), Erad-Acc/Rchg(19), Erad-Acc/Dmg/Rchg(43), M'Strk-Dmg/EndRdx(43)
Level 20: Quick Recovery -- Efficacy-EndMod(A), Efficacy-EndMod/Acc(40), Efficacy-EndMod/EndRdx(43)
Level 22: Hasten -- RechRdx-I(A), RechRdx-I(23), RechRdx-I(23)
Level 24: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(25), LkGmblr-Def/EndRdx(25), LkGmblr-Def/EndRdx/Rchg(27)
Level 26: Shatter -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Dmg(27), Erad-Acc/Rchg(33), Erad-Acc/Dmg/Rchg(45), C'ngBlow-Dmg/EndRdx(45), C'ngBlow-Acc/Rchg(50)
Level 28: Heightened Senses -- LkGmblr-Rchg+(A), LkGmblr-Def(29), LkGmblr-Def/EndRdx(29)
Level 30: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(31), KntkC'bat-Dmg/Rchg(31), KntkC'bat-Dmg/EndRdx/Rchg(33)
Level 32: Crowd Control -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Dmg(33), Erad-Acc/Rchg(34), Erad-Acc/Dmg/Rchg(45), Sciroc-Dmg/EndRdx(46), Sciroc-Acc/Rchg(48)
Level 35: Tough -- S'fstPrt-ResDam/Def+(A), RctvArm-EndRdx(36), RctvArm-ResDam(36), RctvArm-ResDam/EndRdx(36), RctvArm-ResDam/EndRdx/Rchg(37)
Level 38: Strength of Will -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(39), RctvArm-ResDam/Rchg(39), RctvArm-ResDam/EndRdx/Rchg(39)
Level 41: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(42), LkGmblr-Def/EndRdx(42), LkGmblr-Def/EndRdx/Rchg(42)
Level 44: Bash -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(46), KntkC'bat-Dmg/Rchg(46), KntkC'bat-Dmg/EndRdx/Rchg(48), Mako-Acc/Dmg/EndRdx/Rchg(48)
Level 47: Super Jump -- Winter-ResSlow(A)
Level 49: Taunt -- Taunt-I(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Clrty-Stlth(A)
Level 2: Rest -- Empty(A)
Level 1: Fury
Level 4: Ninja Run -
Quote:I use temporary powers quite frequently. Good suggestions.B: Add a simple display of uses remaining when you right click on a power's icon on your tray. Not in the info box. In the right click box. Color-code it. White for more than half maximum uses, yellow for less than half, red for last use or less than 10% left, whichever is higher.
C: Let us craft temporary powers we already own. The new supply of uses gets added to the ones in the power we own, up to the maximum. This way, whenever I'm in the yellow, I can just nip off to the Uni for a quick craft-up to replenish my, say, Envenomed Daggers, and never have to worry about running out mid-mission, or wasting uses by deleting and recrafting. -
Yeah, I want such an option as well.