Yoshitomo

Apprentice
  • Posts

    150
  • Joined

  1. Quote:
    Originally Posted by Biospark View Post
    What !? Wait... performance shifter proc is not unique?

    Or were you referring to having Miracle AND perf.shifter in the same build ?
    My SD/SS tank has 2 PS procs and endurance problems are a thing of the past
  2. Quote:
    Originally Posted by Rent_ View Post
    You won't lose your influence as you can send it to the US.

    That's the main problem of starting again imo, lack of funds but you can sort that
    Really? How do you do this?
  3. Yoshitomo

    SD/SS superness

    Quote:
    Originally Posted by GooMatt745 View Post
    I even managed to get my recharge high enough to have perma One with the Shield which makes him practically unkillable.
    Quote:
    Originally Posted by Silas View Post
    You're right, OwtS is totally unaffectable by recharge. Not global, not enhancements, not /rech portions of Res set IOs, not nothin'.

    Are you telling porky pies, Matt?
  4. Yoshitomo

    SD/SS superness

    I thought OwtS was completely unaffected my any recharge rate changes. In fact Mids shows this as well, not only are you unable to slot any recharge enhancements into OwtS, but global recharge doesn't affect it either.

    Confused.
  5. I've noticed the lack of players on Union recently. See, I have a slight case of altitis and as such I roll and reroll characters often, and at low levels its quite hard to find teams. Especially when I think back and compare the current state of the population to when I first started playing.

    I've seriously been thinking about going over to the US servers recently and after hearing there are 500+ players over there, I feel even more drawn in. And then there's also the possibility of making a villain, which I've never done due to there being NO people redside whatsoever. Seriously, I rolled a brute not long ago and I think I saw 1 or 2 other players on my way to level 6.

    The downside to this is the loss of all my veteran badges, costume packs, my lovely level 50's and all influence I've saved up.

    I'm torn.
  6. Sorry for not replying, I decided to fit taunt in in the end. Especially when I found what nice bonuses Mocking Beratement gives me.

    Thanks for the help guys!
  7. Quote:
    Originally Posted by Brynstar View Post
    I think ranged is one of the easiest to cover. 6 pieces of Mako's, 2 pieces of BotZ, A full set of Thunderstrike, A full set of red fortune. None of those are that hard to come by, when compared to full sets of oblits and ToD to get melee def.
    Heh you got there first, this comment confused me too. Ranged is very easy to cover.
  8. In my experience, I've found shields to be extremely endurance hungry and adding a toggle like maneuvers would probably cripple you.

    But with some IO slotting you can still hit the soft-cap without it.
  9. Yoshitomo

    SD/SS superness

    Quote:
    Originally Posted by Psiphon View Post
    I've just hit L50 on mine and it's become my new main.

    The damage is great and they way that it delivers it is a thing to behold - like yourself I jump in to the mob for the damage buff then Footstomp, Shield Charge, Footstomp.

    I soloed L49 to L50 - resetting a radio mish after clearing (it was a rescue captive) and managed to level in 1.5 hours; for a tank I'd say that's pretty good.

    Like yourself I'm struggling to fit Taunt - I'll probably dual build dropping Hasten for Taunt on the team build.

    Oh and no don't drop Knock out Blow - great damage, Knock up to mitigate damage from tough foes and looks great.
    Yeah I've definitely been persuaded to keep Knockout Blow, it's rather handy. The damage lost from skipping Punch should be negligible.

    I hope we don't have to wait too much longer for the new animation fix though, that was half the reason I picked her up again.

    I should have enough inf to respec into her IO build now too, after I had a purple recipe drop the other night that sold for over 300 mill. So watch out villains!
  10. Yoshitomo

    SD/SS superness

    Quote:
    Originally Posted by Silas View Post
    If you have something like Fire Blast and some recharge you should be able to make a chain with Punch, Haymaker and Fire blast, throwing in KO when its recharged.

    On my SS/FA brute the non-KO Blow attacks I use are Gloom, Haymaker and Punch. With Footstomp and KO Blow in the mix at the level of recharge I have I rarely use Punch.

    If you don't have them already, I'd recommend you pick up Fire Blast and Fireball. Fire Blast to round out your attack chain and tag runners and Fireball for even MORE delicious AoE.
    My builds pretty tight, I've taken Energy Mastery for PP, so no Fire for me. I'd be interested to see a SD build with any other Epic Pool other than Energy Mastery.

    And you mentioned Punch for an attack chain which is the power I'm missing, so no can do.
  11. Yoshitomo

    SD/SS superness

    Quote:
    Originally Posted by MajorPrankster View Post
    My SD/SS is a non-stop wrecking machine. Energy Torrent+Shield Charge+Foot Stomp is just sick. Then Knockout Blow for the big guys.

    Attack chain for me is some combo of AS, Haymaker and KO Blow when the AoEs are recharging.

    With ~50% defense to all positions (I know it's over the cap but it helps against de-buffs), ~45% Global Recharge with room for some more. I have not even bothered to take Hasten.

    I am spoiled on this guy. I might make a brute just like him.

    Truly, I have found 'My Tank'.
    Oh she's definitely 'My Tank' I don't think anything could ever compare to her.

    OK so I shouldn't skip KOB, noted, I'll just have to put up with some gaps in my attacks. I suppose my AoEs are my main source of damage anyway.

    I could never drop Hasten though, it brings my AoEs back quicker, helps me double stack Active Defense for the Def DeBuff Res, and helps double stack Rage for even MORE damage yum.

    Thanks guys.
  12. Yoshitomo

    SD/SS superness

    Oh sorry, forgot to mention this as well. What do people think about Knockout Blow?

    When hastens up, I can maintain the attack chain of Jab>Punch>Jab>Haymaker, and then hit my AoE's when they recharge. But in my IO build I've planned out, I've left out Punch to fit Taunt in. Now I know KB is a nice, huge burst of damage but it's long recharge makes it less useful and if I swap it out for Punch I'll have a nice continuous ST chain.

    Thoughts on this?
  13. Yoshitomo

    SD/SS superness

    Hey guys, should Tanks really be able to nuke things...coz I can Heh sorry if this just sounds like I'm boasting, it's not meant to, I'm just so amazed at how powerful SD/SS is.

    I respeced my SD/SS at the weekend because I messed up my slotting while levelling, but I'm still only using SO's (apart from my steadfast protection). I managed to get 42.7% defence to all positions and I overhauled the slotting in my attacks. I joined a pug team last night to beat down on Antimatter and I was ploughing through entire groups in a flash.

    The leader, an Elec/Elec Tank, was also pretty powerful, but with rage (sometimes double stacked) and AAO, I just jumped into the group so AAO would kick in, hit shield charge and foot stomp and everything just crumpled into a heap around me. I don't think I've ever felt so powerful.

    I really wish they'd sort out the new SS animations when my shields out though.

    Any other big SD/SS fans out there?
  14. Hi tanks!

    Recently I've been wanting to get my SD/SS gal out for some clobbering, and maybe even get round to respecing into her IO build. But one thing I noticed is that I never took taunt because I was waiting until I needed it to hold aggro but that time never came. I found AAO, foot stomp and shield charge all stopped mobs from fleeing by either stacking taunt from AAO and gauntlet or just because they were on their backs.

    So she's currently just fitted with SO's and with no taunt, but in my IO build, for some reason I added taunt. When I noticed this, I thought GREAT! I can slip PP in place of taunt to alleviate my end issues, but what would you tank vets suggest?

    In fact I'll just post up my build and if you see any other glaring issues, please tell me, thanks!

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  15. I can't import your build into mids to look at it because I'm at work and data links are blocked, only data chunks work here. But here's my proposed spines/DA build (need a little more inf before I can put it into affect). Take note of Dark Regen courtesy of Santorican, as far as I know that's pretty much it's optimal slotting.

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  16. Hey guys.

    Firstly, I wouldn't call myself a mathematician or anything so I may have got something massively wrong but be gentle with me. Also, I haven't taken into account Arcanatime, simply because I don't quite understand it, this is about as deep as I go into numbers.

    I wanted to work out the actual recharge of hasten including the time its active and the small period of time it isn't, but I couldn't find anything on the boards so I tried to figure it out myself. Of course this doesn't apply to perma-hasten builds.

    Here's what I came up with. Firstly you need to work out what fraction of hasten's recharge would be left when hasten drops, so you'd subtract the duration of hasten from its sped up recharge and then divide that by it's sped up recharge. Then you'd find what fraction of hastens normal recharge time is left and then all that's left to do is add this time onto the time hasten was sped up, thus:

    ((((sped up recharge-duration)/sped up recharge)*normal recharge)+sped up recharge)

    Example:

    For this example I will only use numbers to 5 decimal place but you can always use your calculators memory button.

    My builds recharge values:
    normal recharge of hasten: 182.5s
    sped up recharge of hasten: 142.1s

    ((((142.1-120)/142.1)*182.5)+182.5)

    So from left to right:

    Firstly you'd solve 142.1-120 leaving you with (((22.1/142.1)*182.5)+142.1)
    Secondly you'd solve 22.1/142.1 leaving you with ((0.15552*182.5)+142.1)
    Thirdly you'd solve 0.15552*182.5 leaving you with 28.3824+142.1
    Finally you'd solve 28.3824+182.5 giving you a final recharge of 170.4824s

    Does this look right to you?
  17. Quote:
    Originally Posted by ClawsandEffect View Post
    I don't have a problem with SotW, I just like Gambler's Cut better. I also have Swipe in my Claws/Regen instead of Strike (which is the better attack) because I just like it better.

    As far as your Dull Pain and Reconstruction slotting goes, Doctored Wounds gets you reasonable amounts of both heal and recharge, and gives a 5% recharge bonus for 5 slots, which means you can slot something besides Crushing Impact in your attacks (such as Mako's Bite or Touch of Death for defense bonuses) I usually opt for recharge over heal in those two (since 5 slotting won't allow you to max both)

    I happen to like +regen bonuses, but I'm aware that /Regen gets much less benefit than other powersets because it has so much to begin with. It's kind of like adding more defense on top of a softcapped SR, once you reach a certain point there isn't much benefit to doing so.

    I kind of doubt Umbral was deliberately being insulting, he just tends to be blunt with his opinions.
    Yeah, I know most people prefer GC but aesthetics matter to me and the stat difference isn't drastic, I tend to put concept before maxing a build. Well up to a point anyway. I met a blaster with the presence pool once, that's just silly.

    I can see what you mean, after actually comparing your build to mine, I can see the heal enhancement you've lost is minimal so I may go with your slotting instead.

    Thanks for the help.
  18. Quote:
    Originally Posted by Umbral View Post
    The main reason is because (1) they're incredibly useful (functionally 30-37.5% +rech) and (2) because they're not that expensive or hard to obtain. Just run a few TFs or story arcs to get either random rare recipe rolls or outright buy them with merits. Assuming that you have to buy them with inf is simply asking to have the price of your build skyrocket (not to mention that 100 mill isn't really all that much for a single IO anymore when you consider that most top tier builds are extending into the several billions).
    I never said I can't see the benefit of them, I'm simply more of a casual player and therefore don't have a very large wallet. It's getting increasingly harder to find teams on the EU servers too, so few people playing at the moment and I'm not a big fan of soloing.

    Quote:
    Originally Posted by Umbral View Post
    Much more solid than Yoshi's at the very least. You took Gambler's Cut rather than Sting of the Wasp (GC has better DPA, cycle time, and a faster animation), got a good deal more defense and recovery, and didn't have nearly as much of what I would consider wasted slotting (i.e. what Yoshi did to DP and Recon, which is pretty much just frankenslotting).

    My biggest question for the OP is why didn't you bother with the passive accolades? I can understand avoiding the "basic" expensive IOs the LotG +rech and Perf Shifter procs, but the passive accolades are incredibly easy to get (the hardest maybe being TFC because you have to actually team to get it) so there's no real reason not to get them. If you do, you'll have a much easier time with endurance, not to mention capped HP as long as DP is on (which should be ~75% of the time).

    As to general goals, I really would suggest against slotting up +regen or +hp heavily on a */regen and grabbing Hasten as well. I noticed that both of you avoided taking it, and I don't recall reading anything stating that it was "illegal". Hasten adds so much to a Kat/Regen that it doesn't really make much sense to me to go without it: your click powers will be up more often, and you'll have access to better attack chains as well (more GD is always a good thing).

    Either way, I don't really think I could comment much more on Yoshi's build because it seems like his "budget" (whether in effort or influence) is too restrictive for me to really have fun with it. If a few LotG +rech IOs are too expensive (I see 3 spots that they could be fit into), anything I come up with will either not satisfy what I deem to be minimum requirements to make IOing a character worthwhile or too costly for the OP to consider putting into play.
    Couldn't you be a little more helpful instead of simply insulting my build? I chose SotW over GC simply because I prefer the animation, surely thats not a big deal.

    My slotting in DP and reconstruction make sense to me, I wanted the regen bonus from the Numinas and I wanted to maximise the heal and recharge enhancement, how would you slot it instead?

    If you'd look at my 2nd build, I've added the atlas medallion because I always pick this up on my characters, I simply forgot about it.

    Why would you advise against +regen bonuses? Is it simply because other bonuses are more helpful? Also, I do have hasten, you must've missed it.

    You mention effort like CoX is more of a job than a game, I don't know about you but I play to have fun.
  19. Quote:
    Originally Posted by ClawsandEffect View Post
    The KB protection is irrelevant for this purpose, the reason it's there is because 3 slots of BotZ provides 3.13% to ranged and AoE defense.

    If you run all the signature TFs on your way to 50 and a few select story arcs (the hollows arcs give you 31 merits, Freaklympics is 34, Freakshow War is 33, etc.) you can have around 400 merits by the time you get to 50. With that many random rolls you're bound to get at least ONE of the high dollar items in the build. Or if you're not inclined to leave it to chance you can just buy one or two outright with merits.

    Most of the stuff in the build should be fairly cheap if you buy it as recipes and don't pay the "I want it NAO!!!" price.

    And I'm not an AE farm fan, I actually run real arcs in there.
    My mistake, I didn't mean it as an insult, just rarely see anyone using AE for what it was made for.

    Aaah I see, fair enough Botz provides nice defence bonuses but they're damn expensive, even in merits. Unless I have one drop, I'm not going to put them in my build. I'm trying to keep the cost down as much as possible.

    I've made a few changes to my build, inspired by ClawsandEffect. I also added the atlas medallion because it's a nice, easy accolade. So apart from adding any regen uniques or BotZ, which I'll fit in if they drop or I can spare the cash, any thoughts?

    Hero Plan by Mids' Hero Designer 1.601
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Cynops: Level 50 Mutation Scrapper
    Primary Power Set: Katana
    Secondary Power Set: Regeneration
    Power Pool: Fitness
    Power Pool: Fighting
    Power Pool: Leaping
    Power Pool: Speed

    Hero Profile:
    Level 1: Sting of the Wasp -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/Rchg(3), C'ngImp-Acc/Dmg/Rchg(34), C'ngImp-Acc/Dmg/EndRdx(37), C'ngImp-Dmg/EndRdx/Rchg(40), Achilles-ResDeb%(43)
    Level 1: Fast Healing -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(5), Dct'dW-Heal/Rchg(9), Dct'dW-Heal/EndRdx/Rchg(43), Dct'dW-Heal(45)
    Level 2: Flashing Steel -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(3), Sciroc-Dmg/Rchg(34), Sciroc-Acc/Rchg(37), Sciroc-Acc/Dmg/EndRdx(42), RechRdx-I(45)
    Level 4: Reconstruction -- Numna-Heal/Rchg(A), Numna-Heal/EndRdx/Rchg(5), Dct'dW-Heal/Rchg(9), Mrcl-Heal/Rchg(21)
    Level 6: Build Up -- AdjTgt-ToHit/Rchg(A), AdjTgt-ToHit/EndRdx/Rchg(7), AdjTgt-EndRdx/Rchg(7), AdjTgt-ToHit/EndRdx(13), AdjTgt-Rchg(25)
    Level 8: Swift -- Run-I(A), Run-I(46)
    Level 10: Dull Pain -- Numna-Heal/Rchg(A), Numna-Heal/EndRdx/Rchg(11), Dct'dW-Heal/Rchg(11), Mrcl-Heal/Rchg(13)
    Level 12: Hurdle -- Jump-I(A)
    Level 14: Health -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(15), Dct'dW-Heal/Rchg(15), Dct'dW-Heal/EndRdx/Rchg(46), Dct'dW-Heal(50)
    Level 16: Integration -- Numna-Heal/EndRdx(A), Numna-Heal/Rchg(17), Numna-Heal/EndRdx/Rchg(17), Numna-Heal(19)
    Level 18: The Lotus Drops -- Oblit-Dmg(A), Oblit-Acc/Rchg(19), Oblit-Dmg/Rchg(25), Oblit-Acc/Dmg/Rchg(37), Oblit-Acc/Dmg/EndRdx/Rchg(42), Oblit-%Dam(42)
    Level 20: Quick Recovery -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(21)
    Level 22: Divine Avalanche -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(23), Mako-Dmg/Rchg(23), Mako-Acc/EndRdx/Rchg(43), Mako-Acc/Dmg/EndRdx/Rchg(45), Mako-Dam%(50)
    Level 24: Boxing -- Empty(A)
    Level 26: Soaring Dragon -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(27), Mako-Dmg/Rchg(27), Mako-Acc/EndRdx/Rchg(34), Mako-Acc/Dmg/EndRdx/Rchg(39), Mako-Dam%(48)
    Level 28: Instant Healing -- Numna-Heal/Rchg(A), Numna-Heal/EndRdx/Rchg(29), Dct'dW-Heal/Rchg(29), Mrcl-Heal/Rchg(50)
    Level 30: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(31), RctvArm-ResDam/EndRdx/Rchg(31), RctvArm-ResDam(31)
    Level 32: Golden Dragonfly -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(33), Sciroc-Dmg/Rchg(33), Sciroc-Acc/Rchg(33), Sciroc-Acc/Dmg/EndRdx(40), RechRdx-I(40)
    Level 35: Weave -- S'dpty-Def/EndRdx(A), S'dpty-Def/EndRdx/Rchg(36), S'dpty-Def(36), GftotA-Run+(36)
    Level 38: Moment of Glory -- RechRdx-I(A), RechRdx-I(39), TtmC'tng-ResDam/Rchg(39)
    Level 41: Combat Jumping -- GftotA-Run+(A)
    Level 44: Resilience -- S'fstPrt-ResDam/Def+(A)
    Level 47: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(48)
    Level 49: Hasten -- RechRdx-I(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Run-I(A), Run-I(46), Run-I(48)
    Level 2: Rest -- Empty(A)
    Level 1: Critical Hit



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  20. Quote:
    Originally Posted by ClawsandEffect View Post
    Here's a build I threw together for you.

    Just a couple quick questions:

    Why no LotG? Are you opposed to using the Numina's, Miracle, and Regerative Tissue uniques if you can acquire them?

    Acquiring them shouldn't be TOO difficult, I have a Numina's on almost every one of my 50s, and I've never purchased one, they all came as drops from random Merit rolls. The Miracle might be a different story, but you can get a Regenerative tissue running AE missions and making Silver ticket rolls (or you might get lucky and have one drop as a mission end bonus). So, you should be able to acquire those 3 pieces on your way to 50 without going too far out of your way. If not, or if you just don't want to use them, they can be substituted without hurting the build that much.

    Other than those 3 pieces (and maybe the Zephyr KB protection, haven't looked lately) this build shouldn't be too outrageously expensive, especially if you can get them without buying them, and still manages to softcap melee. Also has 24% or so to ranged and AoE. DA also softcaps lethal defense after 2 applications, so that will help stop the machine guns that everyone seems to carry from eating away your defense.
    No LotG simply because I can't afford them, and everyone seems to insist on using them, even if I say I want a cheap build.

    You must just to be extremely lucky, or a big AE farm fan, because I think the only unique I've ever had drop was a Performance Shifter +End. Oh and I once had a level 12 Steadfast Protection: +Def, but lost it when I deleted that character. <-Dimwit.

    You mentioned BotZ, but why would I need to waste money on a BotZ:KB when I have integration?

    I love DA, if it wasn't for it's melee/lethal stacked defense, I think I'd be on the floor twice as much.

    Quote:
    Originally Posted by Organica View Post
    To elaborate, you can set it in Mids to show it stacked more than once. That threw me in the past too, when a friend planned out a build for my katana/regen and I couldn't fathom why his numbers were different from mine.
    Sorry, thought everyone knew about that, my bad.
  21. Quote:
    Originally Posted by Fantomas View Post
    I'm sure I'm just missing something here (it's early and I'm at work) but how are you managing to get +30% from you Divine Avalanche in one hit slotted like that? I have the same slotting at an earlier lvl except instead of recharge I have one def buff and I only get +18.90%.
    It's not one hit, it's stacked twice. With DA's fast recharge I can actually stack it 3 times but I only need it twice to softcap to melee.
  22. Hey guys

    I remembered how much fun I used to have with my old MA/regen the other day, so I decided to roll a new regen scrapper. Thing is I was never a huge fan of MA, so I've gone with katana again because I like the balance of ST and AoE attacks.

    I've thrown together this build, what do you think? I tend to stick to SO's until level 50 so I won't respec into this build until then, therefore power order doesn't really matter but any power choices and slotting help would be much appreciated.

    Thanks

    P.S. No LotG's

    Hero Plan by Mids' Hero Designer 1.601
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Cynops: Level 50 Mutation Scrapper
    Primary Power Set: Katana
    Secondary Power Set: Regeneration
    Power Pool: Fitness
    Power Pool: Fighting
    Power Pool: Leaping
    Power Pool: Speed

    Hero Profile:
    Level 1: Sting of the Wasp -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/Rchg(3), C'ngImp-Acc/Dmg/Rchg(34), C'ngImp-Acc/Dmg/EndRdx(37), C'ngImp-Dmg/EndRdx/Rchg(40), RechRdx-I(43)
    Level 1: Fast Healing -- Numna-Heal/EndRdx(A), Numna-Heal/Rchg(5), Numna-Heal/EndRdx/Rchg(9), Numna-Heal(43)
    Level 2: Flashing Steel -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(3), Sciroc-Dmg/Rchg(34), Sciroc-Acc/Rchg(37), Sciroc-Acc/Dmg/EndRdx(42), RechRdx-I(50)
    Level 4: Reconstruction -- Numna-Heal/Rchg(A), Numna-Heal/EndRdx/Rchg(5), Dct'dW-Heal/Rchg(9), Mrcl-Heal/Rchg(21)
    Level 6: Build Up -- AdjTgt-ToHit/Rchg(A), AdjTgt-ToHit/EndRdx/Rchg(7), AdjTgt-EndRdx/Rchg(7), AdjTgt-ToHit/EndRdx(13), AdjTgt-Rchg(25)
    Level 8: Swift -- Run-I(A), Run-I(48)
    Level 10: Dull Pain -- Numna-Heal/Rchg(A), Numna-Heal/EndRdx/Rchg(11), Dct'dW-Heal/Rchg(11), Mrcl-Heal/Rchg(13)
    Level 12: Hurdle -- Jump-I(A), Jump-I(46)
    Level 14: Health -- Numna-Heal/EndRdx(A), Numna-Heal/Rchg(15), Numna-Heal/EndRdx/Rchg(15), Numna-Heal(46)
    Level 16: Integration -- Numna-Heal/EndRdx(A), Numna-Heal/Rchg(17), Numna-Heal/EndRdx/Rchg(17), Numna-Heal(19)
    Level 18: The Lotus Drops -- Oblit-Dmg(A), Oblit-Acc/Rchg(19), Oblit-Dmg/Rchg(25), Oblit-Acc/Dmg/Rchg(37), Oblit-Acc/Dmg/EndRdx/Rchg(42), Oblit-%Dam(42)
    Level 20: Quick Recovery -- EndMod-I(A), EndMod-I(21)
    Level 22: Divine Avalanche -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/Rchg(23), C'ngImp-Acc/Dmg/Rchg(23), C'ngImp-Acc/Dmg/EndRdx(43), C'ngImp-Dmg/EndRdx/Rchg(45), RechRdx-I(45)
    Level 24: Boxing -- Empty(A)
    Level 26: Soaring Dragon -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/Rchg(27), C'ngImp-Acc/Dmg/Rchg(27), C'ngImp-Acc/Dmg/EndRdx(34), C'ngImp-Dmg/EndRdx/Rchg(39), RechRdx-I(48)
    Level 28: Instant Healing -- RechRdx-I(A), RechRdx-I(29), Dct'dW-Heal/Rchg(29), Heal-I(45)
    Level 30: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(31), RctvArm-ResDam/EndRdx/Rchg(31), RctvArm-ResDam(31)
    Level 32: Golden Dragonfly -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(33), Sciroc-Dmg/Rchg(33), Sciroc-Acc/Rchg(33), Sciroc-Acc/Dmg/EndRdx(40), RechRdx-I(40)
    Level 35: Weave -- GftotA-Def/EndRdx(A), GftotA-Def/EndRdx/Rchg(36), GftotA-Def(36), GftotA-Run+(36)
    Level 38: Moment of Glory -- RechRdx-I(A), RechRdx-I(39), TtmC'tng-ResDam/Rchg(39)
    Level 41: Combat Jumping -- GftotA-Run+(A)
    Level 44: Resilience -- S'fstPrt-ResDam/Def+(A)
    Level 47: Stamina -- EndMod-I(A), EndMod-I(48)
    Level 49: Hasten -- RechRdx-I(A), RechRdx-I(50), RechRdx-I(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Run-I(A), Run-I(46)
    Level 2: Rest -- Empty(A)
    Level 1: Critical Hit



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  23. Quote:
    Originally Posted by Fury Flechette View Post
    I'd do things differently.

    1. I'd add 1 more slot to Build Up and 6 slot Gaussians in there. Yes, the recharge enhancement value of the set isn't that hot, but 6 slotted it gives you 2.5% to all positions and that gives you a huge amount of flexibility in your build.

    2. I'd respec out of Weave. It burns endurance needlessly and you have plenty of toggles and ways to get to the soft cap with 6 slotted Gaussians and slots in your passives.

    3. I'd invest in at least one, possibly two LoTG sets. Yes, I know it's a budget build but the costs are justified IMO. It allows you to add global recharge, hitpoints, regen and accuracy - all things that helps your build.

    4. Wasted slots in hurdle and conserve power. You'd be good with 1, maybe 2 slots in hurdle. I don't honestly notice the difference between 2 and 3 slots because you'd be over the ED cap with 3. Conserve power, if you have good endurance management may be a power you'd only use in long fight...devoting 3 slots to this is a complete waste.

    There are other things I'd suggest, but they'd end up making your build a lot more expensive (health procs, etc.) However, the things above would improve your build, not add tremendously to the cost, and make it much more endurance efficient.
    Thanks for your help, I appreciate it. I've been able to drop Weave like you said to save endurance, I used 3 Aegis IO's in Tough, GSFC and extra passive slots to get back to soft cap. I knew those extra slots in CP and Hurdle weren't necessary but I didn't really have a use for them until now.

    Please note, I did say I didn't want to spend too much, not out of choice, I just don't have much influence, LotG's aren't an option. and last time I checked WW a LotG set would double the price of my build. I've already added 2 obliteration sets which will cost me quite a bit. I'm afraid I can't afford LotG's no matter how much the costs are justified.

    I've lost 5% recharge by removing adjusted targeting, but that's still 10% more recharge than my current build. I have plenty of respecs free so I think I'm going to respec into this build now and maybe save up for them LotG's.

    Oh also, I decided to put Hasten in Weaves place. Although I can see the benefits of Recall, it just doesn't fit conceptually.

    On the topic of recharge, I think I can probably live with those numbers, I'm not planning on soloing AV's or anything and I can live with the small gaps. Thanks for crunching for me, Kosmos.

    My new build:

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  24. My first 50, Kat/SR, has never had a travel power, just hurdle and swift. But when the MA pack came out I thought to myself I gotta get my hands on that! Now both his running and jumping speeds are over 70mph which is by no means slow.