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Posts
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How quickly /regen was ignored in favor of /wp had me scratching my head as well. At 24 my Claws/regen was a beast. They only things that screwed it over was anything that had tohit debuffs and that doesn't really matter between /wp and /regen. That has to deal with your primary. If FU is missing, then it starts to cut into your DPS.
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Use the phpBB/Zetaboard format.
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
Click this DataLink to open the build!
Blade Rush: Level 50 Mutation Scrapper
Primary Power Set: Dual Blades
Secondary Power Set: Super Reflexes
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Medicine
Hero Profile:
Level 1: Power Slice -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(9), C'ngImp-Dmg/Rchg(15), C'ngImp-Acc/Dmg/Rchg(34), C'ngImp-Acc/Dmg/EndRdx(42), C'ngImp-Dmg/EndRdx/Rchg(50)
Level 1: Focused Fighting -- RedFtn-EndRdx(A), RedFtn-Def(3), RedFtn-Def/EndRdx/Rchg(3), RedFtn-Def/Rchg(25), RedFtn-Def/EndRdx(25)
Level 2: Ablating Strike -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/Rchg(9), C'ngImp-Acc/Dmg/Rchg(11), C'ngImp-Acc/Dmg/EndRdx(15), C'ngImp-Dmg/EndRdx/Rchg(37), Achilles-ResDeb%(42)
Level 4: Focused Senses -- RedFtn-EndRdx(A), RedFtn-Def/EndRdx(5), RedFtn-Def/Rchg(5), RedFtn-Def(29), RedFtn-Def/EndRdx/Rchg(29), RedFtn-EndRdx/Rchg(48)
Level 6: Typhoon's Edge -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(7), M'Strk-Dmg/Rchg(7), M'Strk-Acc/EndRdx(40), M'Strk-Acc/Dmg/EndRdx(42), M'Strk-Dmg/EndRdx/Rchg(48)
Level 8: Blinding Feint -- T'Death-Acc/Dmg(A), T'Death-Dmg/Rchg(17), T'Death-Dmg/EndRdx/Rchg(17), Mako-Acc/Dmg/EndRdx/Rchg(39), Mako-Dmg/Rchg(40), Mako-Acc/EndRdx/Rchg(50)
Level 10: Practiced Brawler -- RechRdx-I(A), RechRdx-I(11)
Level 12: Swift -- Run-I(A), Run-I(13)
Level 14: Health -- Numna-Regen/Rcvry+(A)
Level 16: Boxing -- HO:Endo(A)
Level 18: Vengeful Slice -- C'ngImp-Dmg/EndRdx(A), C'ngImp-Dmg/Rchg(19), C'ngImp-Acc/Dmg/Rchg(19), C'ngImp-Acc/Dmg/EndRdx(34), C'ngImp-Dmg/EndRdx/Rchg(39), C'ngImp-Acc/Dmg(50)
Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(21), P'Shift-End%(21), P'Shift-EndMod/Acc(48)
Level 22: Quickness -- Run-I(A), Run-I(23)
Level 24: Dodge -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(31), LkGmblr-Def/Rchg(46)
Level 26: Sweeping Strike -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(27), M'Strk-Dmg/Rchg(27), M'Strk-Dmg/EndRdx/Rchg(31), M'Strk-Acc/EndRdx(37), M'Strk-Acc/Dmg/EndRdx(40)
Level 28: Lucky -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(31), LkGmblr-Def/Rchg(43)
Level 30: Tough -- S'fstPrt-ResDam/Def+(A)
Level 32: One Thousand Cuts -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(33), M'Strk-Dmg/Rchg(33), M'Strk-Acc/EndRdx(33), M'Strk-Acc/Dmg/EndRdx(34), M'Strk-Dmg/EndRdx/Rchg(46)
Level 35: Evasion -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/Rchg(36), LkGmblr-Def/EndRdx/Rchg(36), LkGmblr-Def(36), LkGmblr-Rchg+(37)
Level 38: Combat Jumping -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(39)
Level 41: Agile -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(43), LkGmblr-Def/Rchg(43)
Level 44: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/Rchg(45), LkGmblr-Def/EndRdx/Rchg(45), LkGmblr-Def(45), LkGmblr-Rchg+(46)
Level 47: Aid Other -- RechRdx-I(A)
Level 49: Aid Self -- RechRdx-I(A)
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Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- Clrty-Stlth(A), Run-I(13), Run-I(23)
Level 2: Rest -- RechRdx-I(A)
Level 1: Critical Hit -
As somebody with a level 50 Kin/elec, here's where I see /elec having issues.
1. It has no third ST attack so it's soloing speed is lower. If you can accept Sparky as a 3rd attack versus a pet you have to keep resummoning fairly often, then that helps. Sparky doesn't come until fairly late either, but there are other sets(even really good ones) with that issue as well.
2. It has two AoEs which should, in theory, make it better for larger spawns, but most any and everybody slot SC for end drain and not damage. This means /elec only really gets 1.5 AoEs. Add in the lack of ST damage, and you get the rep that it has lack luster damage.
3. End drain is a pseudo control aspect given to non control ATs. They can't make it too good as it would start to overshadow the other blast sets since it gives damage and credible mitigation to two ATs that would welcome that sort of thing. If you have a controller, or more on your team, end drain is so a second class type of mitigation that you are left feeling like a defender with just under performing damage and no practical additional mitigation. I have to be in the top "x" percent who would be interested in seeing the fallout of controllers getting an Elec control set.
How to fix it? Ugh. I think the end drain in a way works well enough using SC twice that you could maybe cut back the end drain a small amount, and then boost the damage. I'm not really sure that works from a practical point of view though. If it works functionally the same, then cutting back on the end drain doesn't really matter. I would certainly boost the damage in SC. Giving it a better animation time would be awesome as well. You and/or teammates will at some point die because you were stuck in SC's animation for 3 seconds. You play /elec long enough it's going to happen.
Not not be all doom and gloom, here's a couple things I do like about elec. The biggest not talked about mitigation aspect of /elec is the shock animation your targets go through after you hit them. It's not a lot, but if you keep tossing out blasts you can slow down incoming damage. There are times when end drain becomes a very underrated mitigation tool because it can be a control aspect that gets kind of forgotten about. My Kin/elec absolutely owns the end drain EB in the LGTF, and that thing can put a world of hurt on a team. IIRC, the Cimerorans were given some resist against controls. End drain wasn't one of them. -
Far too many powers with stupid long recharges. Some powers come across as fairly tame. Others, ie Time Out, are simply "I win" buttons.
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If I could get Petrifying Gaze and Darkest Night from Dark, I would be very tempted to switch those in for the Fighting pool on my /regen. Biggest issue would be finding the slots for PG.
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Power: Adds CP in case you need it, but I never felt like I did. Standard toggle resist is good but limited in terms of types it covers. TF is gonna do a boatload of damage if you soften up your target with stacked -res.
Elec: Much like Power it has a end recovery, hard hitting melee attack, and resist toggle. The immobilization power is rather lacking.
Psy: /sonic is already fairly credible with control and Psy would just give you more of that. Mass Hyp could replace Siren's Song in your build as well if you wanted to.
Dark: End recovery, a Build Up type power, PBAoE disorient toggle which can stack with Screech, and standard res toggle. -
For all of the awesome that Plant gets, it is an aggro magnet. As Ideon mentioned, I think it's part of the design.
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Leaping pool also offers better KB and immobilization protection.
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Quote:Hero Plan by Mids' Hero Designer 1.401Zetaboard seems to work. Thanks for the ideas. Although it'd be easier to read if you could repost it.
http://www.cohplanner.com/
Click this DataLink to open the build!
Max: Level 50 Magic Defender
Primary Power Set: Kinetics
Secondary Power Set: Energy Blast
Power Pool: Speed
Power Pool: Fitness
Power Pool: Leadership
Ancillary Pool: Psychic Mastery
Hero Profile:
Level 1: Siphon Power -- Acc-I(A)
Level 1: Power Bolt -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(3), Thundr-Acc/Dmg/Rchg(7), Thundr-Acc/Dmg/EndRdx(9), Thundr-Dmg/EndRdx/Rchg(19)
Level 2: Power Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(5), Thundr-Dmg/Rchg(5), Thundr-Acc/Dmg/Rchg(9), Thundr-Acc/Dmg/EndRdx(17), Thundr-Dmg/EndRdx/Rchg(17)
Level 4: Transfusion -- Nictus-Heal(A), Nictus-Heal/HP/Regen/Rchg(7), Nictus-Acc/Heal(11), Nictus-Acc/EndRdx/Heal/HP/Regen(11), Nictus-Acc/EndRdx/Rchg(23), Nictus-%Dam(34)
Level 6: Siphon Speed -- Acc-I(A), Acc-I(25), RechRdx-I(42), RechRdx-I(42)
Level 8: Energy Torrent -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(13), Posi-Dmg/Rchg(13), Posi-Dam%(19), Posi-Acc/Dmg/EndRdx(23)
Level 10: Hasten -- RechRdx-I(A), RechRdx-I(15), RechRdx-I(15)
Level 12: Speed Boost -- EndMod-I(A)
Level 14: Hurdle -- Jump-I(A)
Level 16: Health -- Heal-I(A)
Level 18: Inertial Reduction -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(50)
Level 20: Stamina -- EndMod-I(A), P'Shift-EndMod(21), P'Shift-End%(21)
Level 22: Increase Density -- S'fstPrt-ResKB(A), S'fstPrt-ResDam/Def+(37)
Level 24: Aim -- RechRdx-I(A), RechRdx-I(25)
Level 26: Transference -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(27), Efficacy-EndMod/Acc/Rchg(27), Efficacy-Acc/Rchg(29), Efficacy-EndMod/Acc(29), Efficacy-EndMod/EndRdx(37)
Level 28: Super Speed -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(34)
Level 30: Power Burst -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(31), Thundr-Dmg/Rchg(31), Thundr-Acc/Dmg/EndRdx(31), Thundr-Dmg/EndRdx/Rchg(34), Thundr-Acc/Dmg/Rchg(37)
Level 32: Fulcrum Shift -- Acc-I(A), Acc-I(33), RechRdx-I(33), RechRdx-I(33)
Level 35: Explosive Blast -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(36), Posi-Dmg/Rchg(36), Posi-Acc/Dmg/EndRdx(36), Posi-Dam%(40)
Level 38: Nova -- Oblit-Dmg(A), Oblit-Acc/Rchg(39), Oblit-Dmg/Rchg(39), Oblit-Acc/Dmg/Rchg(39), Oblit-Acc/Dmg/EndRdx/Rchg(40), Oblit-%Dam(40)
Level 41: Maneuvers -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(42), RedFtn-EndRdx/Rchg(43), RedFtn-Def/EndRdx/Rchg(43), RedFtn-Def(43), RedFtn-EndRdx(46)
Level 44: Tactics -- GSFC-ToHit(A), GSFC-ToHit/Rchg(45), GSFC-ToHit/Rchg/EndRdx(45), GSFC-Rchg/EndRdx(45), GSFC-ToHit/EndRdx(46), GSFC-Build%(46)
Level 47: Mass Hypnosis -- LgcRps-Acc/Rchg(A), LgcRps-EndRdx/Sleep(48), LgcRps-Acc/EndRdx(48), LgcRps-Sleep/Rng(48), LgcRps-Acc/Sleep/Rchg(50)
Level 49: Vengeance -- GftotA-Def/Rchg(A), GftotA-Def(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Clrty-Stlth(A)
Level 2: Rest -- Empty(A)
Level 1: Vigilance -
Are the PvP enhancements from defeating other players, or things in the PvP zones?
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Quote:Much of that is just uploading newer CSS files and images. While I'm partly surprised they did it on the fly like that, it's probably how I would have done it. If they have to play around with the database, then yeah, the forums are going down.They've been doing something today, without shutting down the forums.
The gray border around avatars is gone. The gems representing reputation no longer have a border, and are much brighter. Complete replacement of all smilies, and these don't have the white cutout around them. "New Post" and "New Thread" buttons aren't red on the hero skin, they're blue now.
Keep up the good work, webmaster(s). -
Quote:This something that really should be fix. There might be some times where there is a big enough need to see them face to face, but you really should be rewarded for getting contacts to call status.Actually I ways thought it was odd, to be sent to Person B by Contact A, and cannot call Person B even thought I have their number. Instead I must visit in person.
Quote:Is it my imagination or are the redside EBs a lot tougher than most of the heroside EBs? My scrapper shredded every single Praetorian on the first attempt (well, except Malaise, but he got lucky) but the Freedom Phalanx, Vindicators and Arachnos Patrons and their flunkies usually KO my villains at least once. -
Quote:No clue, but /sr got switched just for brutes."During testing, we realized that Energize came too late in the lifetime of a character to truly be useful, so for the new versions of the powerset, we swapped the progression of Lightning Reflexes and Energize (Brutes and Stalkers do not get this advantage, unfortunately)."
anyone know why villains didn't get this advantage too? -
Pretty much all ATs need more Epics, but scrappers had three so I can see why they got one first. I would like a Fire one once defenders get Thermal/fire as well. Really want Dark for tanks though. My Dark/stone would love getting access to T.T..
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Quote:I used Hover on my builds so I can slot the KB protection there. PBU can be used with Transfusion, Transference(mind you, it's more useful on a /elec), and Vengeance. Kind of funny for me to post a build with Amplify since I never take that power on any of my defenders. It's more useful solo since it will be harder to hit the damage cap and you might not feel the need to run the Leadership toggles during then either so if you run up against a debuffing CoT LT., you'll be happy it's there.I would also advise you to take ID, it's a great place to stick the steadfast protection -KB.
IMO you don't need Amplify, Tactics AND Power Boost. You can cap your own damage, and with good slotting you will only miss the minimum amount of time anyway. Out of the three I would suggest dropping Power Boost and perhaps replacing with Conserve Power, it does help when you can't rely on Transference...IE, fighting Carnie Illusionists, anything too dangerous to be in melee with, anything that flees.
I've considered it a number of times on my Kin/sonic. The reason I haven't taken it yet is because /sonic is so single target based the powers recharge fairly quickly as is. I think it's a power that's great if you can fit it in, but not as needed compared to other Kin sets. -
And here's the Fitness and Leadership pool version. If you want to shift some slots around, you can take one of the accs from single target powers, but beyond that it's a fairly solid common IO/SO type build. Only the KB protection IO is there and that's because you want some sort of KB protection in the build. It doesn't have CJ for countering immobilization, but you can get some of that resistance from IO sets. It lacks ID, but I'm hard pressed to see what to take out to fit those powers in when you are doing both Fitness and Leadership. It also lacks Air Sup. that was in your build and if you are hell bent on it being in there, sub it in for Shout because I'm drawing blanks where else to put it in.
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
Click this DataLink to open the build!
Kin-Sonic-Psy: Level 50 Magic Defender
Primary Power Set: Kinetics
Secondary Power Set: Sonic Attack
Power Pool: Flight
Power Pool: Fitness
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Psychic Mastery
Hero Profile:
Level 1: Transfusion -- Acc-I(A), Acc-I(3), Heal-I(3), Heal-I(5), Heal-I(5), RechRdx-I(7)
Level 1: Shriek -- Acc-I(A), Dmg-I(7), Dmg-I(9), Dmg-I(9)
Level 2: Scream -- Acc-I(A), EndRdx-I(11), Dmg-I(11), Dmg-I(13), Dmg-I(13)
Level 4: Siphon Power -- Acc-I(A), RechRdx-I(46), RechRdx-I(48), RechRdx-I(48)
Level 6: Siphon Speed -- Acc-I(A), Acc-I(15), RechRdx-I(15), RechRdx-I(17), RechRdx-I(17)
Level 8: Howl -- Acc-I(A), Acc-I(19), EndRdx-I(19), Dmg-I(21), Dmg-I(21), Dmg-I(23)
Level 10: Hover -- Krma-ResKB(A)
Level 12: Speed Boost -- EndMod-I(A), EndMod-I(23), EndMod-I(25)
Level 14: Fly -- Flight-I(A)
Level 16: Swift -- Flight-I(A)
Level 18: Health -- Heal-I(A)
Level 20: Stamina -- EndMod-I(A), EndMod-I(25), EndMod-I(27)
Level 22: Shout -- Acc-I(A), EndRdx-I(27), Dmg-I(29), Dmg-I(29), Dmg-I(31)
Level 24: Hasten -- RechRdx-I(A), RechRdx-I(31), RechRdx-I(31)
Level 26: Transference -- Acc-I(A), Acc-I(33), EndMod-I(33), EndMod-I(33), RechRdx-I(34), RechRdx-I(34)
Level 28: Assault -- EndRdx-I(A)
Level 30: Tactics -- EndRdx-I(A), ToHit-I(34), ToHit-I(36), ToHit-I(36)
Level 32: Fulcrum Shift -- Acc-I(A), Acc-I(36), RechRdx-I(37), RechRdx-I(37), RechRdx-I(37)
Level 35: Screech -- Acc-I(A), Acc-I(39), Dsrnt-I(39), Dsrnt-I(39), RechRdx-I(40), RechRdx-I(40)
Level 38: Dreadful Wail -- RechRdx-I(A), RechRdx-I(40), RechRdx-I(42), Dmg-I(42), Dmg-I(42), Dmg-I(43)
Level 41: Vengeance -- DefBuff-I(A), DefBuff-I(43), DefBuff-I(43)
Level 44: Dominate -- Acc-I(A), Acc-I(45), Hold-I(45), Hold-I(45), RechRdx-I(46), RechRdx-I(46)
Level 47: Mass Hypnosis -- Acc-I(A), Acc-I(48)
Level 49: Mind Over Body -- EndRdx-I(A), ResDam-I(50), ResDam-I(50), ResDam-I(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Vigilance -
I just went and subbed out Leadership, for Fitness, and moved some slots around. I gave you Fly instead of IR. If you want Fitness and Leadership, you'll have to lose Stealth. I would probably switch to the Psy epic and take out Aim and Siren's Song to open up the other two power slots.
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
Click this DataLink to open the build!
Wail of a Good Time - Power: Level 50 Magic Defender
Primary Power Set: Kinetics
Secondary Power Set: Sonic Attack
Power Pool: Flight
Power Pool: Fitness
Power Pool: Concealment
Ancillary Pool: Power Mastery
Hero Profile:
Level 1: Transfusion -- Acc-I(A), Acc-I(3), Heal-I(5), Heal-I(11), Heal-I(15), RechRdx-I(31)
Level 1: Shriek -- Acc-I(A), Dmg-I(43), Dmg-I(43), Dmg-I(43)
Level 2: Scream -- Acc-I(A), EndRdx-I(3), Dmg-I(5), Dmg-I(11), Dmg-I(31), RechRdx-I(50)
Level 4: Siphon Power -- Acc-I(A), RechRdx-I(23), RechRdx-I(23), RechRdx-I(46)
Level 6: Siphon Speed -- Acc-I(A), Acc-I(7), RechRdx-I(7), RechRdx-I(15), RechRdx-I(33)
Level 8: Howl -- Acc-I(A), Acc-I(9), EndRdx-I(9), Dmg-I(13), Dmg-I(33), Dmg-I(34)
Level 10: Air Superiority -- Acc-I(A)
Level 12: Speed Boost -- EndMod-I(A), EndMod-I(13), EndMod-I(42)
Level 14: Hover -- Krma-ResKB(A), Flight-I(46)
Level 16: Shout -- Acc-I(A), EndRdx-I(17), Dmg-I(17), Dmg-I(19), Dmg-I(19)
Level 18: Fly -- Flight-I(A), Flight-I(21), Flight-I(21)
Level 20: Swift -- Flight-I(A)
Level 22: Health -- Heal-I(A)
Level 24: Stamina -- EndMod-I(A), EndMod-I(25), EndMod-I(25)
Level 26: Transference -- Acc-I(A), Acc-I(27), EndMod-I(27), EndMod-I(29), RechRdx-I(29), RechRdx-I(31)
Level 28: Siren's Song -- Acc-I(A), Acc-I(46)
Level 30: Amplify -- RechRdx-I(A), RechRdx-I(37), RechRdx-I(40)
Level 32: Fulcrum Shift -- Acc-I(A), Acc-I(33), RechRdx-I(34), RechRdx-I(34), RechRdx-I(36)
Level 35: Screech -- Acc-I(A), Acc-I(36), Dsrnt-I(36), Dsrnt-I(37), RechRdx-I(37)
Level 38: Dreadful Wail -- RechRdx-I(A), RechRdx-I(39), RechRdx-I(39), Dmg-I(39), Dmg-I(40), Dmg-I(40)
Level 41: Power Build Up -- RechRdx-I(A), RechRdx-I(42), RechRdx-I(42)
Level 44: Temp Invulnerability -- EndRdx-I(A), ResDam-I(45), ResDam-I(45), ResDam-I(45)
Level 47: Total Focus -- Acc-I(A), EndRdx-I(48), Dmg-I(48), Dmg-I(48), Dmg-I(50), RechRdx-I(50)
Level 49: Stealth -- EndRdx-I(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Vigilance -
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Quote:They gave DN to brutes, so I don't see why scrappers couldn't have it.(And as an after thought, would the Dev's be crazy enough to give Scrappers a Debuff after our already insane damage capabilities, our build crazes, number crunching, DPS fits, and AV Soloists using this data to take down strings of villains in minutes? What's next, 60 Second AV's? ~drools~)
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Quote:I wasn't having issues with my namesake when they were in their early 20s, but by then I started to seek out how to build it at that point, since I wanted to get some good information how to do it. I mostly just asked out of curiosity.Although I'm not sure how relevant this question is to my issue, I was pretty well informed of how well different powersets fared as far as endurance issues, but I persisted with the character anyway because I love his concept. I just didn't realize how bad it would be.
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Please rethink this. It needs to be global friends. Let's say I have 5 alts. I now have to friend all of my friends and their alts(let's say 3 per) just to get all of them added as friends. If I have even 3 friends, that's making sure I have added 45 characters as friends for just that server, and I think I'm being more than kind in terms of numbers.
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Yeah, I know. I think me maxing out a build is dumping the best sets outside of purples and then watching out for some of the ones that can be really high like Numi's, LotG, and such. Far too many alts to load up on one character. I don't play at my crack addict level like I did in the early days either. I know enough of the market that I could abuse that as well, but I generally just abuse it for whoever needs some influ/infamy at the time and then switch. I also hardly play my 50s as well, so I'm usually not raking in the highest amount of influ/infamy either like I could if I just sat down and played them a lot. Slowly setting aside builds to max out as much as I can, and certainly notice myself keeping alts down in other games.
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They really need to add to epics. Tanks could use Dark and Defenders could use Cold.