ZaurenXT

Citizen
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  1. This toon was my first 50 and also the first farmer I ever had. When I decided I wanted a character for income, after toying around I realized he worked fine and I liked to use him. I've respecced him for hopefully the last time. This is actually his build without any innate stamina, so that is just going to be super gravy.

    Before I start buying all the stuff, I wanted any critiques. This is not the end build, just the starter build, so to speak. I need s'more recharge probably. I'm not worried about def/resists, my heal is up enough I never die, although I put some in anyway (Should I take them out of the melee?). He's a farmer, doesn't need capped stuff. He can do +4 already with a buffer to power level friends.

    Any critique or ideas that don't involve things I can't get from hero merits (PvP and high end purples, this guy is supposed to fund those on real toons!) welcome!

    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: Super Strength
    Secondary Power Set: Electric Armor
    Power Pool: Fighting
    Power Pool: Leaping
    Power Pool: Speed
    Power Pool: Flight
    Ancillary Pool: Mu Mastery

    Villain Profile:
    Level 1: Punch -- T'Death-Dam%(A), T'Death-Dmg/EndRdx/Rchg(3), T'Death-Acc/Dmg/EndRdx(3), T'Death-Dmg/Rchg(5), T'Death-Dmg/EndRdx(5), T'Death-Acc/Dmg(7)
    Level 1: Charged Armor -- Aegis-ResDam/EndRdx(A), Aegis-ResDam(13), Aegis-ResDam/EndRdx/Rchg(13), RctvArm-ResDam/EndRdx(15)
    Level 2: Haymaker -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(7), T'Death-Dmg/Rchg(9), T'Death-Acc/Dmg/EndRdx(9), T'Death-Dmg/EndRdx/Rchg(11), T'Death-Dam%(11)
    Level 4: Lightning Field -- Sciroc-Dam%(A), Sciroc-Dmg/EndRdx(15), M'Strk-Acc/Dmg/EndRdx(17), Oblit-%Dam(17), M'Strk-Dmg/EndRdx(46)
    Level 6: Conductive Shield -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/EndRdx/Rchg(19), Aegis-ResDam(19), RctvArm-ResDam/EndRdx(21)
    Level 8: Knockout Blow -- C'ngImp-Dmg/EndRdx/Rchg(A), C'ngImp-Acc/Dmg/EndRdx(21), C'ngImp-Acc/Dmg/Rchg(23), C'ngImp-Dmg/Rchg(23), C'ngImp-Dmg/EndRdx(25), C'ngImp-Acc/Dmg(25)
    Level 10: Static Shield -- Aegis-ResDam/EndRdx(A)
    Level 12: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(27), KntkC'bat-Dmg/Rchg(27), KntkC'bat-Dmg/EndRdx/Rchg(29)
    Level 14: Tough -- Aegis-ResDam/EndRdx(A), Aegis-ResDam(29), Aegis-ResDam/Rchg(31), Aegis-EndRdx/Rchg(31), Aegis-ResDam/EndRdx/Rchg(31)
    Level 16: Grounded -- S'fstPrt-ResDam/Def+(A)
    Level 18: Rage -- AdjTgt-Rchg(A), AdjTgt-ToHit/Rchg(33), GSFC-ToHit/Rchg(33)
    Level 20: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(33), LkGmblr-Def(34), GftotA-Def/EndRdx(34), GftotA-Def/EndRdx/Rchg(34)
    Level 22: Lightning Reflexes -- Run-I(A)
    Level 24: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 26: Hasten -- RechRdx-I(A), RechRdx-I(36), RechRdx-I(36)
    Level 28: Energize -- Mrcl-Heal/Rchg(A), Mrcl-Heal/EndRdx/Rchg(36), Mrcl-Rcvry+(37), Numna-Heal/Rchg(37), Numna-Heal/EndRdx/Rchg(37), Numna-Regen/Rcvry+(39)
    Level 30: Hover -- LkGmblr-Rchg+(A)
    Level 32: Foot Stomp -- Oblit-Dmg(A), Oblit-Acc/Rchg(39), Oblit-Dmg/Rchg(39), Oblit-Acc/Dmg/Rchg(40), Oblit-Acc/Dmg/EndRdx/Rchg(40), Oblit-%Dam(40)
    Level 35: Power Sink -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(42), Efficacy-EndMod/Acc/Rchg(42), Efficacy-Acc/Rchg(42), Efficacy-EndMod/Acc(43), Efficacy-EndMod/EndRdx(43)
    Level 38: Power Surge -- Aegis-ResDam/Rchg(A)
    Level 41: Electrifying Fences -- Posi-Dam%(A), Posi-Dmg/EndRdx(43), Posi-Dmg/Rchg(45), Posi-Dmg/Rng(45), Posi-Acc/Dmg/EndRdx(45)
    Level 44: Ball Lightning -- Posi-Dmg/EndRdx(A), Posi-Dmg/Rchg(46), Posi-Dmg/Rng(46), Posi-Acc/Dmg/EndRdx(48), Posi-Dam%(48)
    Level 47: Static Discharge -- Posi-Dmg/Rchg(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rng(50), Posi-Acc/Dmg/EndRdx(50), Posi-Dam%(50)
    Level 49: Mu Lightning -- Thundr-Dmg/EndRdx(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Fury
    Level 4: Ninja Run

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  2. Oh, I agree. I only ever had one character power leveled, and it was one I thought would be unbearable to solo. I didn't put much thought into it, and like I said I wish it had been something brainless and useful -- I just wanted a Kheldian. Back when they weren't given out for free!

    Right now I tend to open with Earthquake, then drop Freezing Rain. Do I need to slot a lot for accuracy? It seems with all the -def from Earth/ that it's not quite as vital. Usually I save volcanic gas if there are enemies that escaped the earthquake, and stalagmites is more an emergency button, but I feel that is really underutilizing the power. Hurricane I only use if there's a dangerous boss that needs to have the hitchance eliminated, like a Ring Mistress or Tarantula Queen. In those cases I push it into a corner.

    I never use Ice Storm anymore, mostly since at level 50 an enemy that lives very long is hard to find so I prefer the non-anchors. But I've had a lot of success with using tornado in corners, although one time it followed me upstairs and then charged a Malta group. I didn't know tornados could use elevators. Nobody died, so it was mostly just funny.

    Right now I use ice. If I get too fiesty with controlling I can hit hibernate, and it also resets my endurance. Rain of Ice is also useful if dropped right after freezing rain, but I never seem to have time to ice breath. Fireball would be much easier to squeeze in for simple DPS, but I'd miss Hibernate...
  3. I happen to have a 50 Earth/Storm Controller, but I got it via powerleveling (Back in the day I traded Red runs for Blue runs wanting to unlock Kheldians, and picked something that looked like fun.) I almost immediately wished I had picked a farmer instead, and never really dusted them off until recently.

    And they are a lot of fun! It's ridiculous how much they can drop down in a few seconds. However, I am so far from optimal its laughable, and when I tried playing around in Mids, I realized I had NO idea what I was doing.

    I've heard good things about Earth/Storm, but what should I do with it if I want to be able to solo tips and still send whole missions spinning? Is it worth going to Redside and picking up one of the pets there? Should I focus on defense a lot? I overdid -defense before, what is redundant?

    Honestly, the only trick I know is going stalagmites -> thunderclap for the double AoE stun. Help!
  4. ZaurenXT

    Best aoe dmg

    I like my SS/Elec/Mu. It was a godsend doing TV Farm pre-Going Rogue since the Fake Nemesis robots would be out of end and unable to turn invulnerable :P Especially since the rotation is quick recharging unlike elec/SD, and you get infinite end, and innate 20 recharge.
  5. Oh, that's hardly a negative comment. This is exactly the kind of information I wanted to know. There may of been some debate, but it was on one of the issues I was curious about, so all ill didn't come of it. I was already surprised at the feedback, since all I really wanted was a yes or no while rubbing my hero merits together impatiently
  6. I keep dying horribly on other melee toons since I've taken my DM/SD so far, and am pretty much completely used to the stamina drain and heal. If you have decent but not perfect mitigation, siphon life is really handy. It heals about 16 percent quite often while also doing good damage for me (Frankenslotted it to heck). As long as it doesn't miss, it should be comparable to healing flames. SD would of been a lot more annoying without Siphon Life, although it went from generic to the moment I hit 35. You can oneshot +2 spawns of minions if you use it after a couple siphon's. I was doing that unslotted with Soul Drain. Now it oneshots the LTs, too.
  7. Wow, this thread took a direction I didn't expect. But hmm, what I've actually taken from this is something else. I've tried using Mid's to get my DM/SD up to snuff, and they are clawing at 43-44. Sure, losing 0.1 percent to melee defense doesn't mean much, but if 5 powers lose 0.1, then you're losing 0.5, which is half a percent when you are already scraping to cap yourself.

    Or something. Maybe I'm reading it wrong. But I can attest that 40-42 is not enough for me in some occasions already (I have ~30 def, and hit a luck for 12.5, and sometimes need to hit a second to get unhittable enough not to die in larger packs, like accidental double pulls)
  8. SS/Elec is really strong. I made one the moment CoV came out, got to 50, and they could farm TV better then anything else I saw villainside. Foot Stomp -> Ball Lightning -> Elec Fences, and they can chain knockdown on dangerous bosses. Now that there's Ninja Run, they run 80 mph without a travel power, too. I skipped conserve power, but now that it heals too, it's good.

    I don't play them much anymore, but it was my first 50 and really fun to level, if you can deal with some droughts.

    Stone/Stone I hated. It's fun to move really slow, be stuck taking a toggle you give up at 38, and having retardo end problems.
  9. It does well enough with soul drain -> shield charge + fireball, while also being able to do things that aren't strictly farming. I don't want to make a char JUST for it, being able to at all along with TF's and such is good enough!
  10. I'm a newbie player relatively speaking... I don't have any super farming characters yet. But it looks like my DM/SD might solve that rather well. I'm trying to build up a workable 50 IO set that won't completely destroy my bank while being pretty close to important caps, and this is what I have so far. I'm going for economy at the moment as opposed to numbers, though. Most of the big ones are going to come from hero merits. Any ideas or ways to save money and up effectiveness and such is highly appreciated!

    Of course it'll be for I19... but now that I think of it I don't think I saved stamina slots. Oops.

    Hero Plan by Mids' Hero Designer 1.81
    http://www.cohplanner.com/

    Level 50 Technology Scrapper
    Primary Power Set: Dark Melee
    Secondary Power Set: Shield Defense
    Power Pool: Fighting
    Power Pool: Leaping
    Power Pool: Leadership
    Power Pool: Speed
    Ancillary Pool: Blaze Mastery

    Hero Profile:
    Level 1: Smite
    • (A) Mako's Bite - Accuracy/Damage
    • (3) Mako's Bite - Damage/Endurance
    • (3) Mako's Bite - Damage/Recharge
    • (5) Mako's Bite - Accuracy/Endurance/Recharge
    • (5) Mako's Bite - Accuracy/Damage/Endurance/Recharge
    • (7) Mako's Bite - Chance of Damage(Lethal)
    Level 1: Deflection
    • (A) Luck of the Gambler - Recharge Speed
    • (7) Luck of the Gambler - Defense
    • (9) Luck of the Gambler - Defense/Endurance
    • (9) Aegis - Resistance
    • (11) Aegis - Resistance/Endurance
    • (11) Aegis - Resistance/Endurance/Recharge
    Level 2: Shadow Maul
    • (A) Obliteration - Damage
    • (13) Obliteration - Accuracy/Recharge
    • (13) Obliteration - Damage/Recharge
    • (15) Obliteration - Accuracy/Damage/Recharge
    • (15) Obliteration - Accuracy/Damage/Endurance/Recharge
    • (17) Obliteration - Chance for Smashing Damage
    Level 4: Battle Agility
    • (A) Luck of the Gambler - Recharge Speed
    • (17) Luck of the Gambler - Defense
    • (19) Luck of the Gambler - Defense/Endurance
    Level 6: True Grit
    • (A) Miracle - Heal/Endurance
    • (19) Miracle - Heal
    • (21) Miracle - +Recovery
    • (21) Aegis - Resistance/Endurance
    • (23) Aegis - Resistance
    • (23) Aegis - Psionic/Status Resistance
    Level 8: Siphon Life
    • (A) Mako's Bite - Chance of Damage(Lethal)
    • (25) Mako's Bite - Accuracy/Damage/Endurance/Recharge
    • (25) Mako's Bite - Accuracy/Endurance/Recharge
    • (27) Mako's Bite - Damage/Recharge
    • (27) Mako's Bite - Damage/Endurance
    • (29) Mako's Bite - Accuracy/Damage
    Level 10: Active Defense
    • (A) Recharge Reduction IO
    • (29) Recharge Reduction IO
    Level 12: Boxing
    • (A) Kinetic Combat - Knockdown Bonus
    • (43) Kinetic Combat - Accuracy/Damage
    • (43) Kinetic Combat - Damage/Endurance
    • (46) Kinetic Combat - Damage/Endurance/Recharge
    Level 14: Tough
    • (A) Aegis - Resistance/Endurance
    • (31) Aegis - Resistance/Endurance/Recharge
    • (31) Aegis - Resistance
    • (42) Aegis - Resistance/Recharge
    • (43) Aegis - Endurance/Recharge
    Level 16: Against All Odds
    • (A) Endurance Reduction IO
    Level 18: Dark Consumption
    • (A) Performance Shifter - EndMod/Accuracy
    • (31) Performance Shifter - Accuracy/Recharge
    • (33) Performance Shifter - EndMod/Accuracy/Recharge
    • (33) Performance Shifter - EndMod
    • (33) Performance Shifter - EndMod/Recharge
    Level 20: Phalanx Fighting
    • (A) Luck of the Gambler - Recharge Speed
    Level 22: Weave
    • (A) Luck of the Gambler - Recharge Speed
    • (34) Luck of the Gambler - Defense
    • (34) Luck of the Gambler - Defense/Endurance
    • (42) Luck of the Gambler - Defense/Endurance/Recharge
    • (42) Gift of the Ancients - Defense/Endurance
    Level 24: Combat Jumping
    • (A) Luck of the Gambler - Recharge Speed
    Level 26: Soul Drain
    • (A) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
    • (34) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
    • (36) Gaussian's Synchronized Fire-Control - Chance for Build Up
    • (36) Recharge Reduction IO
    Level 28: Maneuvers
    • (A) HamiO:Enzyme Exposure
    • (50) HamiO:Enzyme Exposure
    Level 30: Hasten
    • (A) Recharge Reduction IO
    • (46) Recharge Reduction IO
    • (46) Recharge Reduction IO
    Level 32: Midnight Grasp
    • (A) Mako's Bite - Accuracy/Damage
    • (36) Mako's Bite - Damage/Endurance
    • (37) Mako's Bite - Damage/Recharge
    • (37) Mako's Bite - Accuracy/Endurance/Recharge
    • (37) Mako's Bite - Accuracy/Damage/Endurance/Recharge
    • (39) Mako's Bite - Chance of Damage(Lethal)
    Level 35: Shield Charge
    • (A) Obliteration - Chance for Smashing Damage
    • (39) Obliteration - Accuracy/Damage/Endurance/Recharge
    • (39) Obliteration - Accuracy/Damage/Recharge
    • (40) Obliteration - Damage/Recharge
    • (40) Obliteration - Accuracy/Recharge
    • (40) Obliteration - Damage
    Level 38: One with the Shield
    • (A) Steadfast Protection - Resistance/+Def 3%
    Level 41: Ring of Fire
    • (A) Enfeebled Operation - Accuracy/Immobilize/Recharge
    Level 44: Melt Armor
    • (A) Shield Breaker - Accuracy/Recharge
    • (45) Shield Breaker - Defense Debuff/Endurance/Recharge
    • (45) Shield Breaker - Accuracy/Endurance/Recharge
    • (45) Shield Breaker - Chance for Lethal Damage
    Level 47: Fire Ball
    • (A) Positron's Blast - Accuracy/Damage
    • (48) Positron's Blast - Damage/Endurance
    • (48) Positron's Blast - Damage/Recharge
    • (48) Ragnarok - Damage/Recharge
    • (50) Positron's Blast - Accuracy/Damage/Endurance
    • (50) Positron's Blast - Chance of Damage(Energy)
    Level 49: Assault
    • (A) Endurance Reduction IO
    ------------
    Level 1: Brawl
    • (A) Empty
    Level 1: Sprint
    • (A) Empty
    Level 2: Rest
    • (A) Empty
    Level 1: Critical Hit
    Level 4: Ninja Run

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  11. Hmm. I am not that hardcore, really. Also I have no issue toting around 20 lucks to make sure I'm capped. Maybe someday if this char becomes my ultimate mix/max fantasy I might want those extra random decimals, but in that case it's not like I'll junk the IOs. I feel less guilty about wanting to start gearing up now.
  12. That was my question; is the tiny bit of difference between level 40 and level 50 enough to care about? I'm impatient, but not completely shortsighted... I hope! If it really will add up to something that matters, I can hold off on it.
  13. I've just started gathering up my hero merits, and am wondering if I should really care about saving all of them for level 50. I already bought one of the Luck of the Gambler +7.5 recharges, and could likely get 3 or 4 before hitting 50. Obviously the sooner I have some global recharge the better, but will I regret spending some millions of inf on things for my Scrapper before 50? Or should I start trying to get them set bonuses now? They are just about to hit 39, for reference.
  14. ZaurenXT

    DM/SM Question

    Thanks a lot for the clarification and tips. Stalker forum is quite nice to an accidental visitor, I might have to dust off one! I'll investigate the other dark/shields more, although those seemed more aimed at maximizing level 50 (And I'm still working towards that!)
  15. ZaurenXT

    DM/SM Question

    I'm an old player who came back, and rolled up a dark melee/shield defense. I last played DM when it was rather more garbage, and was quite happy with the larger Shadow Maul (I used to hit 2 with work, now I can hit 3 or 4), and Siphon Life actually being good damage. Shield Defense was great at 12 with the damage boost, too.

    I just hit 35, and suddenly can oneshot orange spawns by going Soul Drain -> Shield Charge, without any enhances in Shield Charge beyond an acc/recharge. This made me look at this less as a solo char, and more as a main char.

    I'm going to respec in the near future, and am mostly curious on slotting. What should be at what for level 36 to 38? Also, Dark Maul seems to be used a lot less often... with Midnight Grasp fully enhanced, I tend to go something like smite-midnight-smite-siphon-shadow punch with Hasten up. Shadow Maul is only to hit two or three things. Is it worth it DPS wise if it's not single target?

    Last is Luck of the Gambler +Recharge. I only just now realized they don't have a one per character limit. Is this an oversight that is going to be fixed, or a long term thing? I spent hero merits on one, and don't want to start getting more if someday they will be patched out to only one per char.

    Edit: Oh gosh darnit, I somehow ended up in the Stalker forum after registering. Can someone move this? Worst case, can a friendly Stalker answer the Luck of the Gambler question?