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Posts
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Joined
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Speaking of which, don't place too much value on the order the slots were placed in, I just sort of piled them in. It shouldn't be too tough to figure out which powers need more slots, and when, as you play the toon.
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ChrisMoses-
I'm guessing it's the defense debuffs that are wrecking you (vs. Silver Mantis), and her quick cycling t9 probably isn't helping. Try monitoring your defense, and popping purples as necessary to stay softcapped. It goes without saying you should kill the spawn she's in as well. If you have the villain 'Frenzy' alignment power, that will help as well. Out of curiosity, I set up an AE mish to test this scenario. My elm/sd is softcapped, so that skews the results a bit in my favor, but... with no incarnate powers (all unslotted) and set to +2x8 (the x8 is not really relevant) I killed her using only Thunderstrike -no other attacks. I killed her buddies using my full suite of attacks, then set my AoE to auto. I used 6 small purples and 4 small greens. Point being, I don't think it's the lack of ST dmg thats holding you back here. If you're finding you can't carry enough purples to keep you softcapped, you might try kiting her while debuffed, and re-engaging after the debuff has worn off. Defense debuffs are rough on /shield toons, don't get too discouraged. Other EBs will likely present less difficulty.
to the OP
you may find this thread useful for slotting ideas. it's an older scrapper forum post, but relevant.
http://boards.cityofheroes.com/showthread.php?t=216944 -
I'm feeling lazy, so I'm just going to post a chunk rather than go into a bunch of details. Worth mentioning, though: Your build has a ton more HP than this one. I dropped acro for time selection; since you've got kb protection acro is mostly just providing mag2 hold protection. Dropping a toggle entirely helps your end consumption, and time selection looks like a nice ally buff. Anyway, maybe this will give you some ideas.
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here's another chunk with a couple small changes. darn this thread, I have too many alts as it is. This one does look fun, though...
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Without knowing something about your playstyle and goals, it was tough to know how to do this... hoverblaster? blapper? focus on dmg, mitigation, or somewhere in between? Mostly for solo or team play?
So I'll just pretend it's for me. Here's what I'd do with a psi/mm if I were limited to SO's (I haven't played DP, so I'll leave that for someone else). I was torn between Scramble Thoughts (mitigation), Scare (slightly less mitigation than scramble, but similar and I like the concept), and Mind Probe (a high-dmg melee attack).
Hero Plan by Mids' Hero Designer 1.952
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Blaster
Primary Power Set: Psychic Blast
Secondary Power Set: Mental Manipulation
Power Pool: Flight
Power Pool: Fighting
Power Pool: Medicine
Power Pool: Leadership
Ancillary Pool: Force Mastery
Hero Profile:
Level 1: Psionic Dart -- Acc(A), Dmg(5), Dmg(5), Dmg(7), RechRdx(7), EndRdx(46)
Level 1: Subdual -- Acc(A), Dmg(9), Dmg(9), EndRdx(45)
Level 2: Mental Blast -- Acc(A), Dmg(11), Dmg(11), Dmg(13), EndRdx(13), RechRdx(48)
Level 4: Telekinetic Blast -- Acc(A), Dmg(15), Dmg(15), Dmg(17), EndRdx(17), RechRdx(45)
Level 6: Hover -- Flight(A), Flight(19)
Level 8: Psychic Focus -- RechRdx(A), RechRdx(19), RechRdx(50)
Level 10: Psychic Scream -- Acc(A), Dmg(21), Dmg(21), EndRdx(23), RechRdx(23), Range(48)
Level 12: Boxing -- Empty(A)
Level 14: Fly -- Flight(A)
Level 16: Concentration -- RechRdx(A), RechRdx(25), RechRdx(50)
Level 18: Psionic Tornado -- Acc(A), Dmg(25), Dmg(27), EndRdx(27), RechRdx(29), RechRdx(29)
Level 20: Drain Psyche -- Acc(A), RechRdx(31), RechRdx(31), RechRdx(31), Heal(33), Heal(33)
Level 22: Tough -- ResDam(A), ResDam(33), EndRdx(34)
Level 24: Weave -- DefBuff(A), DefBuff(34), EndRdx(34)
Level 26: Scramble Thoughts -- Acc(A), Acc(36), EndRdx(36), RechRdx(36), RechRdx(37)
Level 28: Stimulant -- EndRdx(A)
Level 30: Aid Self -- IntRdx(A), IntRdx(37), Heal(37), Heal(46), EndRdx(46)
Level 32: Psychic Wail -- Dmg(A), Dmg(39), Dmg(39), RechRdx(39), RechRdx(40), RechRdx(40)
Level 35: Personal Force Field -- RechRdx(A)
Level 38: Psychic Shockwave -- Acc(A), Dmg(40), Dmg(42), Dmg(42), EndRdx(42), RechRdx(43)
Level 41: Temp Invulnerability -- ResDam(A), ResDam(43), EndRdx(43)
Level 44: Assault -- EndRdx(A), EndRdx(45)
Level 47: Tactics -- EndRdx(A), EndRdx(48)
Level 49: Vengeance -- DefBuff(A)
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Level 2: Swift -- Empty(A)
Level 2: Health -- Heal(A), Heal(50)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- EndMod(A), EndMod(3), EndMod(3)
Level 1: Brawl -- Empty(A)
Level 1: Defiance
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run -
From my vaults
. Conceptualized as a flying artillery platform, the only melee attack I took is the one that shoves stuff back out of melee (power thrust). This let me squeeze in assault, vengeance, and aid self.
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Quote:I won't be attending, but to play devil's advocate: Just as some folks use reactive to get DPS where they want it, I've used destiny to get recovery where I want it on some of my builds (not to mention Ageless gives a nice recharge boost). I could also see folks (such as the aforementioned /SR scrappers) dropping aid self from their build with the availability of Rebirth.Because I know a lot of people use Reactive to get their DPS where they want it and I'm ok with that. Judgement I just feel is cheap. Destiny I was originally going to allow but decided against it, but if you can convince me why you think it should be allowed I'll think about changing my mind.
I'm not trying to convince you it should be allowed, particularly, but I am curious as to your reasoning for disallowing it. -
-end drain resistance
-biggest heal (which, however, requires targets)
-stealth, with +def that doesn't suppress (making it easier to meet def goals,and can hold lotg's)
-as you mentioned, psi resists.
-mez auras in additon to the dmg aura. edit to add: CoF has a 5% to-hit debuff
-a self-rez with a mag 30 (!) stun
-protection from Fear effects
- +perception
more subjectively, thanks to power customization it's prettyand you don't see yourself coming and going (DA seems to be less common than ElA or FA).
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Quote:Sort of. That assumes that all enemies are within 25ft, and that there are fewer than 16 of them within that radius. It also assumes that your enemies are even-con (up-level enemies resist debuffs), which they're not. A level 51 facing lvl54 baddies only does 65% debuff, a level 53 vs 54s does 90%. That said, it's still a very large and very lovely debuff.Also, don't forget you get a MASSIVE 19% debuff to tohit on anything within 25 feet of you via Time's Juncture. Interestingly enough... that softcaps you to the 64% on incarnate trials.
http://wiki.cohtitan.com/wiki/Purple_Patch
Archvillains will resist debuffs even more.
http://wiki.cohtitan.com/wiki/Archvillain_Resistance -
Draggynn's advice is spot on. If it were mine, I'd swap flares for blaze for the much better dps, but some don't like the shorter range. It might be worth considering swapping it for the nuke- that'd open up some slotting options as you'd have another power for a set of t-strikes. However, aim + soul drain + nuke does sound like a hoot
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I messed around a bit to see what I could come up with. Sacrificed 10% global rech and some recharge in aim (sadly), also lost 68 hit points. Net recovery improved by .5 eps plus a pshifter proc, so around .7 eps. Ranged defense landed at 44.8%, swapping either of the red fortunes for an enzyme puts it over the cap. If you swap both and can live with 44.8% ranged def, you could drop the 2nd slot from CJ (to put back in aim, or wherever). Freezing Rain and Soul Drain are better slotted for end redux. Going full steam, you still may find yourself huffing and puffing a bit (Lightning storm: 18.47 end, every 30s. FR: 12 end every 18s. Soul Drain: 13.8 end Tornado: 14 end every 20s. And so on. Storm is just expensive endurance wise once you start packing in the recharge.) If you go back to 2 slots in aim, consider 2 adjusted targeting for a bit of a dmg buff, and roughly the same recharge. The to hit buff value is not as critical, imo. Those are a lot cheaper than membranes, last I checked, too.
Anyway, there's still room for tinkering/adjusting, but it may give you some ideas.
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I've recommended this thread so many times, I sorta wish it would find its way into the guides section for /SD.
You may find some good ideas here:
http://boards.cityofheroes.com/showthread.php?t=216944 -
http://wiki.cohtitan.com/wiki/Attack_Mechanics
http://wiki.cohtitan.com/wiki/Enhanc...iversification
http://wiki.cohtitan.com/wiki/Invent...n_Enhancements
http://boards.cityofheroes.com/showthread.php?t=115184
edit to add: if you have a specific question, folks on these forums are pretty helpful. -
I'd prioritize the uniques in health, expensive though they are. I grab these for my toons as soon as they are available by running hero tips (2 hero merits each means 4 days of 5-6 mishes per day). These will make a big difference in recovery. If you don't have access to hero tips, or if doing them feels like 'grinding' to you, head over to the market forums for some tips on how to make quick loots.
After this, the sets providing ranged def will give the best cost/benefit. I start really noticing the effects of defense at around 20%, at around 35% my blasters start to feel pretty solid. (Personal opinion and experience here, ymmv).
As Hindenburg points out, Aim and Build-Up are more for the burst +dmg than the to-hit (though that aspect is occasionally useful as well). Big chunks of burst are part of what makes playing a blaster fun for me. Wait for the tank to grab aggro, pop both and lay down Ice Storm. Solo, use them the way a stalker uses AS to hit a big target, or lock down the boss and use your aim & bu to make short work of his buddies.
4 pshifters for stamina is a great way to slot it. Another not mentioned is 2 endmods and the pshifter +end proc.
Slotting hasten is a bit personal preference and priorities. I tend to use 2 slots unless I'm building for perma-hasten, or I've got the slots to spare. Mids will show the difference in recharge times; that 3rd slot, though mostly eaten by ED, does improve its recharge time by a noticeable amount due to the fact the base recharge on hasten is so long.
Tough is a power I personally don't place a high value on unless I'm stacking it with a resist-based epic armor. Other opinions will vary, a case can be made either way. As often as not, I'm chasing a set bonus here as much as good enhancement values in the power.
Another option good option for weave not mentioned are gift of the ancients, which gets you a nice recovery bonus at 2 pieces (besides being much less expensive than LotGs). And of course, frankenslotting is a good option here, too. 1 red fortune def/end, GotA def/end and GotA def works well for cheap (both in terms of slots and inf).
And welcome back to CoX! -
Original build looks OK, the only thing that really jumps out at me is Stimulant. You can't use this power on yourself, most take it as a pre-req for Aid Self. 32.5% defense to s/l means you can cap with a small purple. That said, I tinkered a bit with your build and got 32.5% to both s/l and ranged def. Tried to stay on a similar budget, hope this gives you some ideas.
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Code:| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1471;670;1340;HEX;| |78DA65934B6F12611486BF8141844229B6B4B48516680B85162C6AE2D2C47A09A62| |80535EE9A098C3085C0046862DDB9335E62AD1A175A6F3FC04DADED6F31FE85AA1B| |AF1B3CCC79A1244C020FBCE7FE9DF9D2772E383E5EBE774E48CEE58AD268AC9DA7E| |FA65AB7A495A29617F4D8CB75E5EE66A05CAB14ACF4D70B87B5AC522DAA85442AAF| |724CA063C86DE87AADDE342C69A5AAE91B15A5A9D5AAEE54B5A4D6D52A59F0C391A| |9D52A891555D1B56AD16EFCC9E9AA5A701A3F2F69C552930CAE8E5741AD374A9AEE| |BEA86BF9C432F543E9DB1537BDD4D71C7D52A2F3B42C6287909485E90DF89629BF0| |3DF338F7D60DEEF8D7D2EB1ED05F3F853F019736A9B19D9625EA12809B112EA3A50| |D781BA83A83B88BA43A8FB806046ACF9366BF675506346CBCCC522335E62AE102C1| |C6BB2BC3609314C797798330BEC93265891DFFAD36468277E81BF99237FC0BFCCD1| |7F2005DA8CC15A92CDC3B306479857491DE0BCF2C02EC14F353F817BCCD97DF0801| |9A27C4E8E919CE86F149C219B0B36D717AE1FFCCA7C44AA9BFB30B931A7F7157316| |F1D708C39873183BF0620713D8C10476E0C30E7CD8C1638287638507F91E12C6A08| |D055993A8C771D6CCE3194288DE85556624CB8CE69866F29DC4D94D8E49C6FC53A7| |CCFCEE91CD8F79FC38D7C010789664D92CDA69A771BED3FB5C3FB0CB0C7E66C6F6C| |003E69376699C4108BB0E63D761EC3A8C5D47B0EB3876BD853BD49E77EE166B456A| |771EDA3CCE40236D01BD2FA0F745F4BE88DEDD345F023E09F89C842D09DF75CAB38| |4DC4B38739FDCBD8342E07C8372E772B55AB15E7B8B1EB1D4A724FB94D37DCA993E| |65A54FC9C8DD3B2D2443B10D756F6AEBD04E5609D63877FFFD48B3483779CAD80D4| |CBF0A6699C91C789DF9AD37DF3CE7FB71A499A497BC91E836B616609FFF8A35E4A0| |-------------------------------------------------------------------|
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5 slots of kismet for a 3.75% recharge bonus seems wasteful considering not all of your attacks are slotted to the ed cap for dmg (6th slot in your blasts for a devastation quad perhaps, FSC properly slotted, more recharge in fireball would also be nice). Is this bonus helping you get to some specific goal? (perma-hasten, required recharge numbers for some attack chain, something else mebbe?)
You missed an opportunity to slot an LotG in PFF. Dropping the -kb io from FoN, you can get kb protection from a BotZ in teleport (or SS if you move the stealth proc to sprint). -
I'm inclined to agree with you, Rylas. The melee bonus is not really worth much if you're building for s/l. As a corner case, fire melee, dark melee, darkness manipulation (others?) have melee attacks without a s/l component. Mind Probe (mental manip) is the only psionic melee attack that comes to mind.
In the case of EA, where you're likely to be capped to all dmg types, it becomes completely insignificant. -
Thanks for the link, joebartender.
Also, do not feed the trolls. -
scrapper spin base recharge is listed in MIDs as 9.2s, vs brute 14s.
I'd add electric melee to the list favored by scraps due to the pet dmg cap issues. As to ElA, brutes do get a dmg aura but scrappers get their heal earlier.
As to dark armor on brutes, for me soaking an alpha gets my fury up (it takes the mez auras a sec to lock stuff down, you'll still get smacked jumping into mobs just fine), and it's easier than it used to be to maintain just by attacking. More of an issue for me is the stealth, which requires me to stay a bit ahead of my team if I want to get that alpha (otherwise the mobs start attacking the more visible players at range before i can grab aggro).
As to epic powers, I prefer brute soul to scrapper for gloom and darkest night; I don't think there's a clear winner there. Brutes get access to energy mastery, which is slightly better than body mastery imo. Brute Mu Mastery has an extra Aoe, vs the snipe in the scrapper version. Arctic and Earth mastery, the most controller-y epics, are not available to scrappers. -
I got kinda curious about the 'tomato' question, decided to look closer...
6 slots ToD gives:
acc:43.43% dam: 96.65% end: 62.73 rech: 43.43%
relevant bonuses: 1.5% +hp, 2.5% +dam, 1.88% s/l / 3.75% melee
4 slots smashing haymaker + 1 mako's quad:
acc: 41.49% dam: 95.86% end: 59.84% rech: 59.84%
relevant bonuses: 1.13% +hp, 1.88% s/l def
(all enh max available level)
So, the second slotting gets mostly the same enhancement values with 20% more recharge, in 5 slots. You can use the 6th for a proc (without being limited to the ToD proc), move it elsewhere where it's more needed, or use it to further enhance the power itself (for example, more recharge in MG or KoB).
On the other hand, ToD has a bigger +hp bonus (which, significantly imo, is not shared by the popular LotG and crushing impact sets and thus is more easily stacked if building for +hp), and the dmg bonus. 2.5% isn't much dmg on a brute, but stacked a few times becomes more significant.
For big, long recharging powers, I like the haymakers a bit better. For lower tier attacks, they both look like tomatoes to me.
Gobbledygook: hope you're feeling better. your build exceeds the rule of 5 (mostly the lotg's) and is under the NE cap by about 5%. You could single slot CJ with a kismet, move the slots to your resist armors for 3 pieces each reactive armor, and re-tool KoB with 4 haymakers and 2 bas gaze (acc/rech, end/rech/hold) to solve this. -
This thread may be a good place for you to find ideas:
http://boards.cityofheroes.com/showthread.php?t=216944 -
On its own, WoC is a pretty lousy power. Besides the points Aneko made, the 1.5s confuse duration doesn't come close the the power's 4s tick rate (iirc, that # could be wrong).
The Contagious Confusion proc helps a bunch (the proc is more powerful than the confuse in the power itself, 33% chance for 10s confuse and the proc will fire every 10s in this power), and the power is often useful as a set mule. Another option is to load it with damage procs; as the power is both confuse and pbaoe dmg, it can hold quite a few.
I spec'd out of it on my fire/mm. However, I think I may give it a try on my rad/mm's next build- the difference being the rad blaster spends almost all its time in melee. With the fire blaster, I tend to 'advance' into melee range: build up, fireball, firebreath->advance while hitting aim, then Drain Psyche, PSW, RoF (this power varies in the rotation depending on circumstance).
I think it depends on playstyle and the build in question (i.e. can you fit the extra power/slots?) -
I like s/l def on my blasters that I tend to get into melee with. As Supermax said, it's a preference thing mostly. El/MM has several PBAoEs that require you to get close to take full advantage. A side benefit of an s/l build is that they tend to be better at packing in +rech bonuses- Drain Psyche is a fantastic power, and more recharge means you'll have it up more often.
The downside to an s/l build compared to ranged is that you'll get hit with more mez, and you can't stack your defense with an epic resist shield (for a bit of 'layered' mitigation). And, scorpion shield requires a trip redside. This is the only epic with s/l def that doesn't make you look like an ice cube. -
I think you may have overdone it on the accuracy- you're way over the cap, even vs. +4s.
In MIDs, go to options->configuration->exemping and base values. change the 75 to 39 for base to hit to see your chance to hit +4s.
this may interest you:
http://wiki.cohtitan.com/wiki/Attack_Mechanics
some further food for thought:
Code:I dropped spring attack for maneuvers. It's tuff to know where to draw the line between def and +hp; pushed mostly for def on this. Recovery is worse, but should still be manageable. 44.8 s/l 44.4 e/n 42.5 f/c, about +100 hp over the last build you posted.| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1526;756;1512;HEX;| |78DA6594594F135114C7EFB403A5A5D016BAB114DAB274C19636F0EE83A03101533| |67D3264A4573A38B4CDB44679F4C12FA0893EB87E025FD4F8298C2B89CBAB1B1AD4| |77977A3AFF436DC224F0BB73EED9E79C2E5E9E733F3871E5A850DCC70CAD565B5FD| |5CA17A4E938A5D52F9A9A21E8195AD829EA5A74CDAC976AC54ABD2ECD6872596E57| |8AD24839E83E0C93F539795E966B327B46378C6AE59234237CB1280D29B3F386DCA| |89BFA866640E03B592E495396EBD98383AB50A918D995AA9445B7755C905A552F6F| |7A0E5E8AD2AC95F46A8FF57E5CDF2CD5E9D6375FD537B2851D53AE2F6A35CA6E274| |C4925E9EF8393FE29CD121AAA58A3435E15B625E60AA886881162107CEA11FC904D| |81105745E796B074BB96F0DEB50CBA57C08F1447411C9B320B3FAE1CFCBB6788095| |53C23BF76F8EDB0FFB259779D4D09B1F737DE7BFF80DEBF60AC0106A9CB1DF02F3A| |027408ABE213C574704C07D7E4E29AFAB8D6CFA4E3643B27DB7D2159B7956CC3DE9| |D475D41D60FB29F70D3CFB42A4214B707398B9EF7948B5B157B64EFE1B89E9B240B| |A862F01AF21CBC01BEA05A7D5CAB6FCF66F5A3EF1BE8DF0787B7117BA4C2BC0A5B8| |562F6C3D6DECFFDF7AF82C3DCF7047F87AF944B807309707D613F6A8879154BC74E| |FE42AC139AC55D94BFCDE40CCF00E90CB0CE40007623EC27E5055F514D433C17439| |C574C47EE639CD718E735CE73F19C6C225C4BC4407DD16D705207335B609C721845| |0ECAE814FCA6992FC94F1C7E6CF15BA4DF4FF6B7C171D6D9259D09EEF904CF5782E| |727C17396E2F94AF37CA579EEDED8B12FCDD8C9D7F83EA95DF02DDD4D710D537710| |EBC85DE67D30730F7C47BA59D6CD3E846CFA11F331F309E8A37A73DCF35C003DCE7| |3AFF32A7666586DEDA2FD6017BD073DE69EE7793616FEEB0A11438C82CAEB4F3225| |0AD9BEABB5AB42C940F6BD5D9684EC87AB6DA74F63A7A3BC2763BC273FDB759ABBE| |0A79EF02E64AE8329B5F51BD448B7E7D8A047E40E49F28724338724B387244E6FEB| |D7A571CE65C9ADB3D6763EDB76FE0742CBED2C| |-------------------------------------------------------------------|
edit to add: accuracy is a bit low vs. +4 critters. much better (capped or close) vs +3s, capped on acc vs. +2s. So this may or may not work for you depending on what diff you tend to play at. -
Quote:Without getting too deep into numbers, t4 spiritual will reduce your recharge on PS from 41 to 35.7s. I don't think that'll come close to increasing your dmg by 30ish% (t4 musculature). So, if 'by the numbers' means more dmg, musculature is the choice. That said, spiritual will give you more +HP from true grit, faster recharging AOEs, and an easier time achieving goals like perma hasten or double stacked AD.I would love for one of the more numbers savvy folks on the board to tell me definitively if Spiritual for more power siphon or Musculature is the better call by the numbers....
I crafted both for my fire/sd, in that case musculature is clearly the better performer dps, even in x8 play the faster recharging aoe's don't keep up with the increased dmg for clearing mishes. Pretty much the only time I switch to spiritual is when teaming with kins (or similar source of +dmg) or facing -rech buffs (to keep AD stacked as much as possible). -
my 2 inf, ymmv and all that...
you'll only get the lotg +7.5 bonus for 5 of them, the 6th does not benefit you. ditto for a 10% regen bonus, though that's less significant imo
smite: i like a mako's quad with 4 kin combats to round out enh values; 6th slot can hold a proc, be moved somewhere else, or be slotted with a bit more recharge if you find it necessary.
SL: i'd get a 6th slot here to ed-cap dmg
CJ: i'd drop the 3rd slot, as it's getting you only .2 def; i could live with 44.9 s/l especially considering. Another option is to drop both this and the enzyme (replace with lotg) and find some extra s/l def elsewhere
Soul Drain: this is a pretty hungry power end-wise, i'd consider either multistrikes or swapping the slotting for shadow maul, using: erads-quad,a/r,d/r + cleaving blow a/r,d/r, d/e (41.7% end redux this way, ed capped rech, 85% dmg)
MG- smashing haymakers will give you the same 1.88% s/l def while costing less and using fewer slots. I'd keep it 6 slotted and frankenslot the other two to taste. using 4 haymakers and a mako's quad gets you +20% rech slotted in the power- leaving the 6th slot for more rech or a proc (i'd go with the former). also, for the price of the enzyme you could use kin combats here and gain def.
fire blast: i think this could get by on 4 t-strikes (using the 1st 4 listed in the set still ed-caps dmg). e/n def remains capped even with the loss of the 1.25 e/n def.
if you're interested in looking at some other builds, i posted one in this thread:
http://boards.cityofheroes.com/showthread.php?t=273507
(brute forums, but the def numbers are the same)
End consumption doesn't look to terrible to me, but you could get some more recovery by using 2 gift of the ancients and an lotg +rech in some of your defense toggles. fireball uses a bunch of end, so perhaps a 6th slot in that power? and the previously mentioned Soul Drain slotting
Hope that's useful -
Tinkered with the OP's build a bit, dropped medicine pool to pick up gloom and darkest night. The other powers are the same, but ordered a bit differently. Tried to avoid the really expensive bits, cost should be on par with the original. One could do a bit better using a kin combat set, still managed more HP(by more than 100), equal recharge, a bit more regen, better recovery and capped def to all but psi. I'm not familiar with EA, so I may have missed something. The health uniques are the priciest bits, if it's an obstacle the build should work fine without them. Also, I'm kinda iffy about the value of the miracle in health, that slot may serve better elsewhere.
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