Doomguide

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  1. Quote:
    Originally Posted by Oedipus_Tex View Post
    One more point. While Fortitude is a great power, I feel it gets way, way, way, way too much credit for keeping teams safe. Here are the actual numbers for the power, slotted with 2 lvl 50 Defense IOs and ToHitIOs:

    CONTROLLER
    Defense: +16.5%
    ToHit: +22.5%
    Damage: +25%

    DEFENDER
    Defense: +22%
    ToHit: +28%
    Damage: +31.1%

    Bad? No. But the Defense is exactly the same you'd get from a shield-lite set like Cold Domination.
    Well yes, and as soon as Cold Shields (or FF) start buffing the targets To Hit and Damage the maybe we can call it a wash. Part of the safety factor is your buff target is going to kill whatever is in his face faster (or he's in the face of) as well as the +defense.
  2. Well very few of my builds involve level 50 IO's in the sets. I almost always build using set IO's in the 30 to 35 range and rarely above so what I loose by exemping (which I do frequently) is generally powers and not set bonuses. So, in fact, my main, a Claws/SR, got a much less exemp friendly build rather than the reverse (her sets being all lvl 50's except when the set capped lower).
  3. Doomguide

    PBU + Benumb

    It also boosts any To Hit buffs or Healing you do. In the case of my Cold/Ice this includes Aim. Between PBU and Aim he'll be sitting just shy of the +To Hit cap and Tactics puts him at the cap. Have fun enjoying ignoring the fact the +4 (or even +6) boss PP just hit his Tier 9 version of MoG or Elude, you will hit him with the PBU Infrigidate (about -80% def prior resistances etc.) and ruin his afternoon.

    As part of my build I have Entropic Chaos in the blasts and noted the PBU effects the Entropic Chaos chance for self heal. Make or break, not a chance normally, but fun.

    And yes it will effect the -end to target and your +end in Heat Loss. Prior to any resistances (purple patches, whatnot) that's nearly an entire full end bar in AoE form (about -95% end from each target and +58 end back to me also from each target hit).

    And Blizzard after Sleet+PBU+Heat Loss+Aim with Assault running ... yummy.

    Edit: And PBU effects To Hit Debuff in BIB as well.
  4. With 3 well played empaths, 2 Forts on the entire team is should be well within their capabilities and that should put everyone at the soft cap for defense. As well the team should never not be under the effect of both auras and spend a great deal of time under the effects of stacked auras. Properly slotted and used 2 regen auras will have the entire team at or above 1800% regen ... as much if not more than a /Regen running IH is likely to have. The team described above should have been all but unkillable and more than capable of steamrolling whatever was in front of them.
  5. Just a quick note about the controllers and their-kb immobilize powers, in most cases the -kb is of shorter duration than the immobilize portion (much shorter potentially) .. so use the powers with the most kb (or most likely to cause issues) right after you see all the immobilize animations appear.
  6. Quote:
    Originally Posted by DrMike2000 View Post
    ... If you plan on running lower level task forces a Defender may win out, eg they'd have Fortitude avaialble to run Positron.
    And Recovery Aura as well, for that matter both Auras and AB come much sooner in the set.

    On a personal note I found I felt my Earth/Emp's attention was also frequently a bit divided. With his primary my attention was focused more on the battlefield and the foes, whereas with his seconday my attention was directed quite a bit more at the team window. Left me feeling (especially as a much less experienced player and first time controller back then) as if I wasn't quite doing either sets role as well as I could. Perhaps it is the experience I have now but I find it much easier to switch between a blasting secondary and empathy than I did between controlling and empathy.
  7. For me it would depend on whether I found myself frequently on teams where others were running Assault (and/or Leadership in general), stacking is a lovely thing. Considering the ease with which Assault can be taken, an initial choice requiring no prerequisite, if your build can fit it in I would be very tempted to include Assault in any build which commonly teams.
  8. My first character, a claws/SR, "What is all the fuss about? Mez, they do that? The trops are vaguely annoying. *resumes hovering/sprinting around like crazy person launching Shockwave and Focus*

    Second scrapper, a Broadsword/Regen, "Ouch that tickles, when I catch you! ... ", *resumes sprinting at the -spd floor thru stacks of caltrops" (oh the days of toggle IH)

    My first defender, an Emp/Dark "grrrr mezzed yet again, for the next century!" *pops one of tray full of breakfree and tries to fly higher only to discover the meaning of stacked webnades*
  9. I'd go with just the base slot (1 endred) in Snow Storm.

    If anything in the area isn't already at the speed floor I'd hazard to say you can't get it there even with tossing Snow Storm into the mix. Nearly every attack you have is -rech and -spd (Benumb and Freeze Ray don't, unless you want to call Freeze Ray's hold the ultimate -spd)

    If you want to hit the soft cap for ranged, give priority to slotting sets for +def (ranged) and not +rech. I'm looking at the Basilisk's in Freeze Ray in particular. I'd shuffle slots and look to get a full 6 slot with Lockdown in there instead.

    Like vernichterhelge posted in his build I'd move slots to get 6 slots in those Thunderstrikes.

    If you use Benumb on targets while you are effected by your own buffs (PBU, Aim) or the target is hit by your debuffs (Sleet, Infrigidate) or similarly effected by teammates you can readily have enough global accuracy to not need any accuracy slotted in Benumb itself (i.e. could go with 3 recharge).

    Pretty much no matter what the overall build priorities (recharge vs ranged defense vs other) you want to maximize recharge in Benumb, Sleet, Heat Loss and in this case PBU.

    Here's one possibility when CC is reworked with some of those thoughts in mind:

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

    Click this DataLink to open the build!

    Christmas Carroll (v2.00.i16): Level 50 Mutation Defender
    Primary Power Set: Cold Domination
    Secondary Power Set: Ice Blast
    Power Pool: Speed
    Power Pool: Fitness
    Power Pool: Leaping
    Power Pool: Leadership
    Ancillary Pool: Power Mastery

    Hero Profile:
    Level 1: Infrigidate -- Achilles-ResDeb%(A), AnWeak-Acc/DefDeb(9), AnWeak-Acc/Rchg(17), AnWeak-DefDeb(17), AnWeak-DefDeb/EndRdx/Rchg(31), AnWeak-Acc/Rchg/EndRdx(37)
    Level 1: Ice Bolt -- Thundr-Acc/Dmg(A), Thundr-Dmg/Rchg(3), Thundr-Acc/Dmg/Rchg(19), Thundr-Acc/Dmg/EndRdx(45), Thundr-Dmg/EndRdx(48), Thundr-Dmg/EndRdx/Rchg(50)
    Level 2: Ice Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/Rchg(3), Thundr-Acc/Dmg/Rchg(19), Thundr-Acc/Dmg/EndRdx(46), Thundr-Dmg/EndRdx/Rchg(46), Thundr-Dmg/EndRdx(48)
    Level 4: Ice Shield -- LkGmblr-Def/Rchg(A), LkGmblr-Def/EndRdx(5), LkGmblr-Rchg+(5), LkGmblr-Def(34)
    Level 6: Glacial Shield -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/Rchg(7), LkGmblr-Rchg+(7), LkGmblr-Def(36)
    Level 8: Super Speed -- Zephyr-Travel/EndRdx(A), Zephyr-Travel(9)
    Level 10: Aim -- GSFC-Build%(A), GSFC-ToHit(11), GSFC-ToHit/Rchg(11), GSFC-ToHit/EndRdx(42), GSFC-ToHit/Rchg/EndRdx(43), GSFC-Rchg/EndRdx(43)
    Level 12: Arctic Fog -- LkGmblr-Def(A), S'fstPrt-ResDam/Def+(13), LkGmblr-Def/EndRdx(13), LkGmblr-Def/EndRdx/Rchg(40), LkGmblr-Rchg+(40)
    Level 14: Hasten -- RechRdx-I(A), RechRdx-I(15), RechRdx-I(15)
    Level 16: Hurdle -- Jump-I(A)
    Level 18: Health -- Mrcl-Rcvry+(A)
    Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod(21), P'Shift-EndMod/Rchg(21)
    Level 22: Benumb -- RechRdx-I(A), RechRdx-I(23), RechRdx-I(23)
    Level 24: Freeze Ray -- Lock-Acc/Hold(A), Lock-Acc/Rchg(25), Lock-Rchg/Hold(25), Lock-EndRdx/Rchg/Hold(37), Lock-Acc/EndRdx/Rchg/Hold(39), Lock-%Hold(40)
    Level 26: Sleet -- UndDef-DefDeb/Rchg/EndRdx(A), UndDef-DefDeb/Rchg(27), LdyGrey-DefDeb/Rchg(27), LdyGrey-DefDeb/Rchg/EndRdx(34)
    Level 28: Bitter Ice Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/Rchg(29), Thundr-Acc/Dmg/Rchg(29), Thundr-Acc/Dmg/EndRdx(46), Thundr-Dmg/EndRdx(48), Thundr-Dmg/EndRdx/Rchg(50)
    Level 30: Combat Jumping -- Zephyr-Travel/EndRdx(A), Zephyr-ResKB(31), LkGmblr-Rchg+(31)
    Level 32: Heat Loss -- Efficacy-EndMod/Rchg(A), P'Shift-EndMod/Rchg(33), P'Shift-EndMod/Acc/Rchg(33), P'Shift-Acc/Rchg(33), Efficacy-EndMod/Acc/Rchg(34)
    Level 35: Maneuvers -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(36), LkGmblr-Rchg+(36), LkGmblr-Def/EndRdx/Rchg(37)
    Level 38: Ice Storm -- Dmg-I(A), Posi-Dmg/EndRdx(39), Posi-Dmg/Rchg(39)
    Level 41: Power Build Up -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(42), AdjTgt-Rchg(42), AdjTgt-ToHit/EndRdx/Rchg(43), AdjTgt-EndRdx/Rchg(50)
    Level 44: Temp Invulnerability -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(45), RctvArm-ResDam/EndRdx/Rchg(45)
    Level 47: Snow Storm -- EndRdx-I(A)
    Level 49: Assault -- EndRdx-I(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Vigilance
  10. Quote:
    Originally Posted by BrandX View Post
    What IO sets would you be taking anyways, to get the KB resist?
    Leaping. Combat Jumping specifically, highly useful for a variety of reasons and can be slotted for -kb protection.

    Quote:
    Why use a slot for a KB resist IO, when you can grab a power and have it?
    For that very reason. It is a power choice, which is now used and unavailable for something else.
  11. Personally I'm on the fence about Grounded. It offers me essentially one thing in my build, about 1/3 of my negative energy resistance at no further cost in endurance usage. The kb and immobilize protection are both covered by powers and IO's that I would be taking and using anyway. The end drain resistance is trivial at best, particularly by my current level. Hip deep in dying Carnies with the dread Mask of Vitiation on me couldn't effectively drain me as is with no Grounded. Instead I was draining them dry. And it does "all" this at the cost of a power choice.

    Still it has been painful at times facing things like Vampyri, Spectrals and or even the Carnies mentioned above owing to their use of negative energy attacks.

    Really seems to boil down to increasing my negative energy resistance by about 11% or so to a total of about 33% for a power choice in a tight build. And negative energy is still going to tend to be painful.

    So right now the plan is one build will have it and one won't and seeing how they compare.
  12. Wouldn't be my first choice. Over the years since hitting 50 on my main I've used:

    2 nucleolus, 3 centrioles, 1 endred SO (the reach out and touch you slotting) from pre-IO days.

    The above only instead of the Endred SO going with an Explosive Strike

    Full set of Thunderstrike

    5 Decimation (no proc), with either a Explosive Strike, Apoc %neg, or centriole HO at various times.

    5 Apocalypse (sans Dam), 1 lvl 50 range IO

    5 Decimation (no proc), 1 Acc/Dam/Rech Apocalypse (the rest of the Apoc being in her Dark Blast from Dark Mastery)

    Not necessarily the best potential slotting for the overall build but the 5 HO's plus Explosive Strike may have been the most fun. 60+ foot range !!
  13. Basically no experience with MA so won't comment there. You are going to want to get the melee defense to 45+ (it's sitting at +42%). Fastest way without significant changes is swap back to a ToD set for the melee (edit: in Eagles Claw) and then take one slot from health (End/Rech) move it to Recall and use 2 BotZ there for the +ranged you lost.
  14. Doomguide

    Defense Issue

    Quote:
    Originally Posted by Gaidin View Post
    This is most likely the issue. I won't be able to play to test it this evening, but tomorrow I'll look in the logs to see what is happening. Perhaps I will have to think about possibly rearranging IOs to raise my defense a few percentile, though I'm not sure how. The build was so tight...maybe drop the Apoc set in Fireblast and move those slots to Dodge and Agile...hm.

    Thanks everyone for the suggestions - I appriciate it!
    Hmmm, just spent some time going up against our friends in the BNY mission set at +2/x8 on my main, a Claws/SR. I set up a tab to record the hits (and misses). My melee defense is reported by combat attributes to be 44.92%. It's fairly obvious from the logs that Stoney does indeed have a much better To Hit than his master (as Roderick has pointed out), though there are some (to me) odd numbers being reported for both Stoney and the Bres for their Seismic Smash attack. I'm guessing it has to do with the Hold portion of the attack. In general the lvl 52 Bres has a just shy of 8% chance to hit me. Stoney on the otherhand has a just over 36% chance to hit me. Stoney though could pummel on me freely for quite a long time before my health starts to be seriously impacted as he does about 60 smashing damage per blow (and the Hurl boulder does just under 100). His master while only having an 8% chance to hit tends to hurt quite a bit more and at one point he landed a 1300 smashing damage blow with Seismic Smash (and that's with Tough running). While Stoney is certainly doing his part in softening you up I don't think he's really the problem as much as the Bres just hits very hard when he does hit. When a boss can nail you for nearly 1500 damage the rest of the spawn doesn't have to do much to make that a fatal blow.
  15. Doomguide

    Defense Issue

    Is it the Bres that are the issue? Which foes are hitting you more often you feel? There are a ton of Red Caps inside BNY's cave. And they would all not only have the bonuses for being +2 lvls mentioned previously but are using Archery ... inherent accuracy of 1.15

    That inherent accuracy I'm guessing (multiplied by the huge swarms of +2 Red Caps found inside the cave, particularly in that first big room) has a lot to do with your issue.

    EDIT: Very quick and dirty figuring by someone who isn't quite the number cruncher of some on these boards is telling me that even with capped defense those Red Caps, particularly the bosses are approaching 8 to 10% "Last Chance To Hit". What's the combat log saying about their chance to hit? Also a small detail is your passive scaling damage resistance isn't "maxed" Agile is providing only the base amount while Dodge is approaching ED limits but not quite there. Since you are getting hit more ... you are noticing the effect from this more as well I expect. Essentially it sounds and looks as if you are getting more nickels and dimes (to death) than normal rather than one large effect somewhere.

    EDIT2: Hrrmm, looking at your defdebuff resistance by mistake (when thinking of your passive scaling resists). So nevermind that thought, I think (as I can't off the top of my head recall if enhancement effects that at all or not).

    EDIT3: And yes while those To Hit changes are small they are occurring while you are at the soft cap. Which is to say their effect on your incoming damage is disproportionally higher than if you were at +20% defense or +0% defense. A 5% change at the soft cap is effectively doubling the incoming damage.

    Grrr keep thinking of things. Your ranged (and even melee and AoE) defense(s) are almost exactly at the cap. What this means is even single auto hitting Quicksand is likely dropping you below the soft cap (95% of -25% debuff still leaves a 1 to 2% debuff on you). Now you are at 7 or so defense and all those Acc mods hit.
  16. Quote:
    Originally Posted by Schismatrix View Post
    By that i'm guessing you mean 'typed as AoE', and not 'able to hit more than one target'. Otherwise the number would appear to be the same, but Claws' AoE's are up more often and hit a bit harder.
    Claws - Dark Melee
    Eviscerate - Shadow Maul (melee cone)
    Spin - Dark Consumption, Soul Drain (PBAoE)
    Shockwave (ranged cone)

    ...

    i have to wonder if this thread was created mostly to settle a bet. Generally speaking powers that debuff defense aren't really needed as much for their -def by the time the highest valued -def effects could be fully enhanced. At that point there's only a few outliers where large amounts of -def are needed by an effectively slotted player or team. If the target has the levels of defense that you need that amount of -def, then it's really the autohit -def powers that are the rational choice, even if there are higher-valued -def powers that also require a tohit roll.
    Yep that was what I was getting at ... only Dark Consumption and Soul Drain are typed as AoE attacks. All of Claws are typed Melee and Lethal including Shockwave despite being an attack covering a relatively huge area (for a scrapper attack), capable of hitting 10 foes, accepting Targeted AoE sets, etc., etc..

    And I would agree, particularly late game, -def is often overkill. In fact with such powers I'll be looking at them as much to see if they take defdebuff sets and hence an Achilles -resist proc as I would at the actual numerical value of the -def. The times I would be most interested in the -def values would be with a static team where you could take advantage of the -def by slotting lower amounts of accuracy in my powers. The last teaming situation I was in where that was likely true was an all Earth/* (often Earth/Storm) superteam.
  17. Quote:
    Originally Posted by Zombie Man View Post
    Just FYI: Rikti drone have no special DEFENSE v. AOE. Use AoE against them and they burst like fireworks rather quickly.
    Indeed a fact for which my Fire/Nrg blaster is thankful. Unfortunately the fact is minimal help to many of my melee characters ... even Shockwave, for example, on my claws/SR is not an AoE attack but still typed melee/lethal. Fortunately two of her Dark Mastery powers are typed AoE, Torrent and Tenebrous Tentacles. Irony of a sort that my DM/SR brute, a set known for being single target oriented, actually has more AoE attacks than my Claws.
  18. Varies quite a bit even when talking the same character depending on my mood, goals and the foe(s) at the time. Reyna (Emp/Rad/Dark) was at one point soloing Guassians RWZ arc on Unyielding until I ran into Lt Sefu at which point I went for Shivans, got distracted by something else and never got back to the mission till a long time later and ended up doing it with a team at that point.

    Both Reyna and Tryth can if I'm in the mood for it solo vs higher foe levels .. numbers (of foes) can get a bit more problematic when combined with higher lvls. Tryth (in her solo build) has taken on a mob of lvl 53 Rikti, RWZ challenge style, successfully but wouldn't dream of doing it if she couldn't get airborne and hover blast them. 54's, so far, have been beyond her, too much mez and not enough damage output. Planning a respec into Electrical Mastery and having another go at the lvl 54's again. Tryth in particular can take on quite a bit more if she can get airborne. Generally for normal missions I prefer more lesser foes so lean towards +1/x4 (or more) so sounds very similar to Biospark. My other defenders rarely solo, mostly by choice, as I've other characters I'll grab if no teams are to be had.

    Reyna Morningdew (Emp/Rad/Dark) and Tryth (Emp/Sonic/Dark)
  19. As could a Cold/Rad defender who can use PBU ... when I replied I was thinking of PBU+Infrigidate+Sleet (or Cosmic Burst or run in and use the AB mentioned while under Heat Loss etc. etc.). The PBU Infrigidate+Sleet is around -155% or so.
  20. If you start talking stacking ... numerous things will beat out -70% defdebuff
  21. Just a random thought ... how close to the 60 month vet reward for no prerequisites on travel power are you (or will be when finishing out this build). You seem dubious about taking Air Sup will you need it for taking Fly?
  22. Quote:
    Originally Posted by EvilGeko View Post
    Play a Cold/Rad for -def overload

    Infrigidate, Sleet, plus all the Rad def debuffs means you're hitting anything.
    Indeed my Cold/Ice running Tactics, using Aim and PBU can hit the To Hit cap of +200.35% without any outside buffs. Cold/Rad would be as bad plus add in the defdebuffing.
  23. Quote:
    Originally Posted by Sing_Me View Post
    So a single IO End Red in FF and FS is enough with me placing a End Red in each of my attacks?

    Thank you, nice to know that I soft cap with it.

    A question though on Parry and Hover.
    I am having trouble placing slots when I get to the last couple of levels, difficulties in placing powers and all that and making it all work out. As I try to put in my slots, I could actually have enough to fill out Hover, and 3 slot if for defense.... would that make Parry then obsolete and give me room to chase a more potent attack?
    If I'm understanding your question correctly ... No, 6 slotting Hover, or slotting it period, for defense is not going to make Parry obsolete or replace it. The actual defense bonus of Hover is rather tiny (unenhanced = 1.88) though it works vs everything. Parry is a much larger +def (unenhanced = 15.00) which needs to hit a foe to apply and boosts only Lethal and/or Melee defense.

    Here's how it might look if I rearranged some things more to my preferences but without any large scale changes to your build. Moved 2 slots from Fly, another from Elude into BU and slotted for To Hit Buff. Swapped Elude and Lucky around in order and reduced Elude to 3 slots. You could go either 3 defense or 3 recharge in Elude depending on how often you find yourself using it. It has a very large defense bonus (soft caps all 3 positions by itself and then your other powers add to that yet) so I'd lean towards recharge. Replaced Focus Accuracy with Laser Beam Eyes and 5 slotted it as an attack. Gives you a ranged attack with non-Lethal damage:

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

    Click this DataLink to open the build!

    Vhalli: Level 50 Mutation Scrapper
    Primary Power Set: Broad Sword
    Secondary Power Set: Super Reflexes
    Power Pool: Fitness
    Power Pool: Flight
    Power Pool: Medicine
    Ancillary Pool: Body Mastery

    Hero Profile:
    Level 1: Hack -- Acc(A), Acc(7), EndRdx(13), Dmg(15), Dmg(23), Dmg(23)
    Level 1: Focused Fighting -- EndRdx(A), DefBuff(3), DefBuff(3), DefBuff(5), EndRdx(40)
    Level 2: Focused Senses -- EndRdx(A), DefBuff(5), DefBuff(7), DefBuff(9), EndRdx(40)
    Level 4: Agile -- DefBuff(A), DefBuff(11), DefBuff(13)
    Level 6: Swift -- Run(A)
    Level 8: Parry -- Acc(A), Acc(9), EndRdx(15), Dmg(42), Dmg(43), Dmg(43)
    Level 10: Practiced Brawler -- RechRdx(A), RechRdx(11)
    Level 12: Hover -- Flight(A), Flight(37), Flight(39)
    Level 14: Fly -- Flight(A)
    Level 16: Health -- Heal(A), Heal(17), Heal(17)
    Level 18: Dodge -- DefBuff(A), DefBuff(19), DefBuff(19)
    Level 20: Stamina -- EndMod(A), EndMod(21), EndMod(21)
    Level 22: Quickness -- Flight(A)
    Level 24: Build Up -- RechRdx(A), RechRdx(25), RechRdx(25), ToHit(40), ToHit(43), ToHit(46)
    Level 26: Disembowel -- Acc(A), Acc(27), EndRdx(27), Dmg(29), Dmg(29), Dmg(31)
    Level 28: Aid Other -- RechRdx(A)
    Level 30: Aid Self -- Heal(A), Heal(31), IntRdx(31), Heal(34), RechRdx(36), EndRdx(37)
    Level 32: Head Splitter -- Acc(A), Acc(33), EndRdx(33), Dmg(33), Dmg(34), Dmg(34)
    Level 35: Evasion -- EndRdx(A), DefBuff(36), DefBuff(36), DefBuff(37)
    Level 38: Lucky -- DefBuff(A), DefBuff(39), DefBuff(39)
    Level 41: Conserve Power -- RechRdx(A), RechRdx(42), RechRdx(42)
    Level 44: Physical Perfection -- EndMod(A), EndMod(45), EndMod(45), Heal(45), Heal(46), Heal(46)
    Level 47: Laser Beam Eyes -- Acc(A), EndRdx(48), Dmg(48), Dmg(48), Dmg(50)
    Level 49: Elude -- RechRdx(A), RechRdx(50), RechRdx(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Critical Hit
  24. Overall the build looks fairly solid. You can move 1 or even 2 of the slots off Fly as with 1 Fly Speed SO you are within 2 mph of the movement cap (2 Fly Speed SO's puts you beyond the cap). In Parry I'd slot for damage over defense. One successful use of Parry puts you at the defense soft cap for melee. Only reason to keep defense vs damage in there is if you are trying to soft cap lethal defense as well. And the only reason to do that is for Lethally typed ranged and aoe attacks. Better, in my opinion, to kill what's in melee fast and use terrain, tactics, etc. to get the ranged/aoe attackers in melee with you.

    If you plan on exemping much I'd consider trying to get another attack or two in the build earlier on. Currently if you exemp below 26 you'll have 2 attacks, Hack and Parry, unless you have vet reward attacks. The vet attacks, however, burn plenty of end and can't be slotted with accuracy, damage etc., having to rely on them to fill out your attack chain would be a painful choice.

    I'd probable go with something other than Focused Accuracy. For the endurance you'll burn (even 3 slotted with endred) I don't think it really pays for itself (unless you routinely go diving into mobs of Rikti drones or pvp zones). I'd also personally would be looking to get Lucky in the build much closer to the level at which it's first available rather than as my last power choice.