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Posts
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Try petitioning, a GM should be able to fix any problems.
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Yep, this is a known bug, and it happens most frequently to bases that have been idle for a while. A GM should be able to fix it quickly, though you might want to make allowances for the holiday weekend. -
I'd also recommend moving the Kismet +Acc from Combat Jumping to Tough Hide. You probably use CJ most of the time anyway, but with the Kismet slotted in TH it'll be 'on' all the time, whether you have CJ running or not.
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Yes, indeed you did. (Though I probably should have thought of that myself!)
My laptop is a HP 8510p, so the answer is...1680x1050. In case you were wondering.
Thanks! -
Working as intended.
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Got a quick question for you, S_T. Do *laptop* screens have a native resolution, and if they do, how do you determine what it is?
My work laptop is driving me nuts--I've tried several resolutions, and none of them seem quite right.
Thanks! -
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Hey all, your friendly neighborhood altitis junkie here.
Just recently got finished with an ice/fire tank (a whoot btw) got him to fifty, (wife fainted), now working a dark/warmace tank so far fun, but endurance yikes. Would love to hear some about the synergies of the power sets.
Thanks
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Early on, I enjoyed playing my Dark/Mace a lot more once I respeced out of Death Shroud. I picked it up again at level 22, but I solo a lot and I found the heavy endurance requirements of DS just sucked the fun out of playing my Dark/Mace in the early levels. Something to consider if you got DS early and are finding it tough going, endurance-wise. -
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It's Dark Armor, not Dark Shadow.
DA is heavy on endurance, the main offenders being dark regeneration and cloak of fear. You can put a theft of essence chance for +end in DR to alleviate the first problem and you can skip CoF in favour of oppressive gloom.
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Death Shroud has the same endurance cost as Cloak of Fear, so it should also be enhanced heavily for end reduction. But I agree that if you're going to go with Mace, CoF is definitely optional. I plan to take it very late on my Dark/Mace, to be used for foes that are heavily stun resistant, like Cimerorans.
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Mace has huge synergy with DA since OG is a stun aura and mace has various stun attacks. With clobber+OG you can insta-stun bosses.
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All the recent changes to Mace have made it a very solid set to play; lots of damage mitigation and AoE potential, in addition to being a great partner for DA. -
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Yeah, /EA is a defense set, and like all defense it really wants IOs.
Unfortunately, most defense set bonuses are position based, not damage type, so you have to use more of your potential building space to soft cap every type.
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Not true. Typed defense bonuses has been paired for some time now (S/L, E/NE, F/C) so unless you're specifically going for Psi defense it's not any harder to get typed defense bonuses than positional. There are more sets available with large positional bonuses, but that advantage is offset, IMO, by the fact that the largest typed bonuses are available by slotting 3 or 4 enhancements, where positional defense bonuses almost always require 5 or 6 slots. -
I'd recommend posting in the Technical Issues and Bugs forum, they're most likely to be able help diagnose your problem. Be sure to read the "Read This First" sticky, they'll want some info about your computer, installed programs, etc.
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They are very similar sets. As far as aggro management and damage mitigation are concerned, Battle Axe does knockdown/knockup and War Mace does stun. An important distinction that, IMO, gives the edge to Battle Axe.
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War Mace has three attacks that do knockup or knockdown, including the tier 8 and tier 9 attacks. Which is better is surely a matter of preference; I prefer stuns, though I know some don't like the wandering effect.
EDIT: Mace also has a ToHit bonus, which I believe is true of all drawn weapon sets. -
Except that, honestly, often there are cheaper sets that will help your build more than purples. Take that Hecatomb set, for example. If you were to replace it with a set of Touch of Death. it would add 3.75% to your melee defense. ToDs aren't *cheap*, but they're certainly cheaper than a full set of Hectatomb.
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It would probably be best to post this in the Brute forum for a detailed response, but here's my first impression.
No Stamina? Yikes! More than almost any other AT, Brutes NEED Stamina. Take it at 20 or you will be spending most of your time waiting for your blue bar to recharge, and seeing your Fury bar disappear.
SR doesn't need Acrobatics. Slot Practiced Brawler with 2 recharge IOS, put it on auto and you'll be good to go. You also don't need the -KB IO in SS or Elude, unless you're slotting it for the IO bonuses.
The SR powers you've 6-slotted with LotG are waaay overslotted. The toggles need around 56% def and say, 40% end reduction enhancement, the passives just the def enhancement.
The Leadership pool is unnecessary and not very useful, IMO. I'd pick up the fighting pool for some additional S/L resistance and defence. Put a Steadfast Protection +def in Tough.
You need to aim for 45% defense in all positions--you're especially low on Melee defense, which is the most important one for a melee character. Look for slot bonuses in your attacks that will boost your total. (Weave and the SP +def will also help.)
I'm not sure why you have two travel powers, but Leaping is probably the better choice since it provides some defense. If you end up taking both for RP reasons, at least consider dropping Flurry for Hasten; Flurry is a not a good attack, especially for a brute, and Hasten will be much more useful. (I'd recommend getting it even if you drop Super Speed.)
Hope that helps. -
There's a fairly lengthy discussion of DA/WM power selection and slotting down a few threads--look for "Critique my frankenslotting".
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On the other hand, I took Kick specifically because of the issue with redraw in Mace. Boxing works too, of course, and is a handy place to slot two Stupefy's for a recovery bonus.
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I may well be mistaken, but I thought the pool attacks force redraw period (unlike Brawl). However, Brawl sometimes animates as a foot attack for weapon users (I see this with my archers especially), which may cause confusion.
Are you sure the mace stays out when you use the actual Kick power?
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I was wondering about this myself. Though I've never actually tried Kick with a drawn weapon, my understanding is that ALL of the pool attacks cause redraw. -
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I'm just saying that I'm level 23 now and gonna slot mostly lvl 25 IOs and upgrade them eventually to max out my percentages. In the planner though, it's easier to slot all level 25s.
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You mean level 25 COMMON IOs or set IOs?
'Cause although I do try to keep my slotting as current a possible, I don't slot sets until the 30s, and don't reslot them unless I'm changing my build. Too much work and influence otherwise! -
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Yeah, I usually plan out everything with lvl 25 IOs for a few reasons: The percentages are nice round numbers (32/20/16/12), diminishing returns start hitting hard after that level, that's often the last level before you need the next tier of more expensive salvage ingredients, and I try and be really frugalOf course, my tank's only level 23 anyway, so I'll be upgrading to higher level enhancements eventually.
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Hmm, to me this seems like a false economy, I'd rather wait a few levels, spend a little more, and buy enhancements that will see me to 50. Besides, I hate having my main def/res toggles at anything less than the ED limit! -
I'd recommend cutting back on the F/C defense bonuses in favor of beefing up your S/L defense. S/L damage is *much* more common and you have a fair amount of F/C defense to begin with.
Consequently, I'd suggest replacing the Aegis sets with 4 slots of Reactive Armor for the S/L def. If you can find the slots, try 4-slotting Taunt with Mocking Beratement for 2.5% S/L def.
I agree with Kruunch about Maneuvers; it seems like a big investment for a small return. -
Gah! Even on a team build I don't how you can stand such underslotted attacks. It is certainly possible to build a sturdy, team-oriented tank that doesn't skimp so much on offense.
I don't have any experience with the Presence pool to speak of, but do those powers really add much to a build that already has CoF and ToD?
As for your slotting, after our last exchange I'm sure you can guess what I'm going to say...drop the Imperviums for Reactive Armors, and slot your attacks with Eradication and Kinetic Combat. I'd also drop the Presence Pool for some more attacks and OG--but then, even my team tanks are very offensively oriented! -
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Thanks for all the excellent and informative feedback, guys! I'm about to pass out, but I just wanted to post my latest build for review! Gashes and Finduilas, I've taken all your suggestions to heart and come up with the following build which I really dig.
FYI I ditched the fire/cold defense bonuses to free up slots because I figure I'll already have decent fire/cold resists, and the melee/ranged/aoe defenses cover that hole more or less. With my toggles, I'm at 39.3% S/L and 44.6 E/N !
Those three procs are all wishful thinking, of course. Other than the SP -KB and +def IOs, what are the most expensive enhancements on the build? I've never looked into Eradication, Zephyr, or Theft of Essence-- are they hard to get?
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Looks good, but I would slot a couple of Stupefy in Op Gloom to get a quick 2.5% recovery bonus. (Unlike CoF, OG doesn't need to be heavily slotted for Acc.) You can do the same for Boxing if you can find another slot to put in it.
Are you using all level 25 just for convenience? Because you should try to hit the 56% enhancement mark in all your def/res toggles if possible to get the max benefit from them. (CJ isn't critical since it's base value is so low.)
As for enhancement costs, the Theft proc is going to be expensive, and SP +def and the -KB IOs will be fairly expensive, too. I see you have the -KB Zephyr; of the three -KB options, (SP, Karma and Zephyr) I think it's currently the most expensive, so I'd recommend shopping around to see which is least expensive. The level doesn't matter so much unless you're planning to exempt a lot, in which case lower is better.
Reactive Armor is a lot more expensive than it was--it *used* to be vendor fodder--but still not too bad. Some Eradication enhancements are relatively inexpensive and plentiful, others are very hard to find, the Acc/Rcg/Dam/End in particular. Because of that, I usually slot Acc/Dam/Rchg, Damage, and Damage/Rchg, (which you can get fairly cheaply even at level 30) unless I've got a power like Dark Regen or Death Shroud that needs as much end red as you can pack in. Currently, 2 of the Kinetic Combats you'll need (Dam/End and Dam/End/Rchg) are hard to find, so you'll need some patience for those.
Keep in mind that in most cases the highest level enhancement in a set is the most expensive, but you usually won't *need* the highest level enhancement to slot out your powers! Play around with Mid's to see what level you'll need to get the enhancement levels you want, then buy the cheapest ones of adequate level. When I'm searching for hard-to-find enhancements, like the Erad quad or the two KCs, I tend to check WW regularly for recipes and enhancements that have just been listed, and often I can get a slightly-less than top level recipe for much less than people are paying for the highest level. (Level 35 KC triples are going for around 10-15 million now, yikes!)
Hope that helps. -
You might want to take a gander at the "Critique my Frankenslotting" thread down a few from this one; we get into a discussion of the merits of typed vs. positional defense for a Dark/ tank. (I'm a typed def advocate myself.) Whichever you pick, you should probably stick with that as much as possible; Energy is Dark's weakness, so you want to make sure that's covered as much as possible.
Looking at your build, Death Shroud and Shadow Punch are very underslotted, and your shield toggles are overslotted. You can easily hit the ED limit with 4 set enhancements in your resistance powers, and IMO adding more slots is a waste unless you are getting a *very* desirable set bonus.
A full set of Obilterations is a problematic choice for a Dark/ tank; the Melee defense bonus is terrific, but there is very, very little end reduction in the set. I prefer Eradications for PBAoE attacks because you can get the def bonus with just 3 enhancements and then you can use another set to round out your slotting.
Dark Regen uses a huge amount of end--I'd definitely recommend that you slot it more heavily for end reduction. 60% or above is good. I think you should also consider picking up Op Gloom instead of Soul Transfer--it's very 'end cheap' and provides a lot of mitigation with almost no slotting.
Hope that helps. -
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-and regarding your recovery (on the second build) i think yer gonna have serious end problems..all your toggles have a average of 36% end reduction....Combat Jumping and Opressive Gloom don't need any end reduction but the other 8 toggles ideally want around 80ish% end reduction...Even then, you prolly wont be able to keep everything running for very long without buffs or more influence towards IO's
Dark Armor is really fun and unique, hope you stick with it
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The additional end the OP would save by increasing the end reduction in a .21 EPS toggle to 80%, is trivial, to put it mildly. 35-40% in the three basic toggles is fine, IMO, though the OP may want to increase that a bit for CoD and Tough and Weave, if he takes them.
The real end-killers--other than the attacks, which should be slotted aggressively for end reduction--are Dark Regen, Death Shroud, and Cloak of Fear. I'd aim for at least 60% there, if possible. -
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very nice. I stand corrected
A much better example, if its in the OP budget range.
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Yeah, probably the most expensive IOs in the build are the SP +def and -KB. Two of the four Kinetic Combat enhancements are pretty hard to find, though, so it requires some patience.
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btw, how does your tank hold up, endurance wise?
I find dark a bit endurance heavy to not try to beef up endurance and recovery.
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There is some endurance recovery there, but I admit that's not the main focus.
This character is currently level forty, mostly solo, and regularly runs the three shield toggles, Death Shroud and Op Gloom. I'll turn on CoD if I need the stealth, or a little more def or accuracy (since I have the Kismet unique in there.) Running solo, which I find to be *more* demanding, end-wise, rather than less, I rarely have problems unless I run into a pack of end-drainers or have a long, drawn out boss fight.
Admittedly, I haven't tried this build with Tough or CoF running, and I'm open to adjusting the slotting if I get to that level and start having problems. BTW, I don't plan to use CoF on a regular basis, it's mostly there for stun-resistant enemy groups as a replacement for OG. If I was going to run it all the time--as you probably will on your dark/dark--I'd definitely slot it for greater end reduction and look for more recovery bonuses.
If I decided I needed more end recovery and didn't have the influence for the Miracle unique, (which I never do!) there are some quick things I could do for additional recovery without giving up too much defense. For instance, I could find another slot for Boxing and 2-slot it with Stupefy, replace the Numinas with Miracles in Dark Regen, or replace one of the Reactive Armor sets with Impervium Armor. And someone who has CJ and Weave can slot GotAs in them, which I think you recommended earlier.
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Though I'm going to review my dark/dark tank based upon your build ideas.
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Well, thanks! I think Dark/Mace is particularly well suited to this approach since all the PBAoE attacks give you the chance to really boost your Energy defense, but you should be able to do a lot with a dark/dark too.
Good luck! -
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in general, dark/fire/shield tanks want melee/range/aoe defense, as opposed to SL/energy/etc.
Why? The bonuses are much better for melee/range/aoe.
thats why cloak of fear energy/dark defense is good, but the range defense is less than 1%.
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That is just not true--since they paired up the defense types there's very little difference between the bonuses you can get for typed and positional defense. You have to slot selectively if you want to get the largest typed bonuses, but that's true of positional defense bonuses too. And typed bonuses have what I consider to be a very big advantage--you can get them with only 3 or 4 slots in a set, rather than the 5 or 6 slots needed for a positional defense bonus. This allows for *much* more flexible slotting.
To illustrate my point, here's my Dark/Mace build--which has over 30% S/L and E/NE defense without CJ or Weave. With them, I'd be skating close to the soft cap for those four defense types.
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
Watcher's Twilight: Level 50 Technology Tanker
Primary Power Set: Dark Armor
Secondary Power Set: War Mace
Power Pool: Flight
Power Pool: Fitness
Power Pool: Speed
Power Pool: Fighting
Hero Profile:
Level 1: Dark Embrace -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:37(3), RctvArm-ResDam/EndRdx/Rchg:31(7), S'fstPrt-ResKB:11(36), RctvArm-ResDam:32(43)
Level 1: Bash -- KntkC'bat-Acc/Dmg:29(A), KntkC'bat-Dmg/EndRdx:30(3), KntkC'bat-Dmg/Rchg:27(13), KntkC'bat-Knock%:21(15)
Level 2: Pulverize -- KntkC'bat-Dmg/EndRdx:32(A), KntkC'bat-Dmg/Rchg:29(5), KntkC'bat-Acc/Dmg:31(13), KntkC'bat-Dmg/EndRdx/Rchg:27(15), C'ngImp-Acc/Dmg/EndRdx:35(45)
Level 4: Murky Cloud -- RctvArm-ResDam/EndRdx:32(A), RctvArm-ResDam/Rchg:38(5), RctvArm-ResDam/EndRdx/Rchg:31(9), RctvArm-ResDam:35(43)
Level 6: Air Superiority -- KntkC'bat-Acc/Dmg:30(A), KntkC'bat-Dmg/EndRdx:30(7), KntkC'bat-Dmg/Rchg:29(17), KntkC'bat-Dmg/EndRdx/Rchg:30(17)
Level 8: Obsidian Shield -- S'fstPrt-ResDam/Def+:22(A), S'fstPrt-ResKB:11(9), Aegis-ResDam/Rchg:36(11), Aegis-ResDam/EndRdx:34(43), Aegis-ResDam:35(45)
Level 10: Taunt -- Mocking-Taunt:40(A), Mocking-Taunt/Rchg:40(11), Mocking-Taunt/Rchg/Rng:40(36), Mocking-Acc/Rchg:40(42), Mocking-Taunt/Rng:40(46)
Level 12: Dark Regeneration -- Erad-Acc/Rchg:30(A), Erad-Acc/Dmg/Rchg:30(19), Erad-Acc/Dmg/EndRdx/Rchg:25(19), Numna-Heal/EndRdx:30(21), Numna-EndRdx/Rchg:35(21)
Level 14: Fly -- Zephyr-Travel:40(A), Zephyr-Travel/EndRdx:40(23)
Level 16: Swift -- Flight-I:40(A)
Level 18: Health -- Mrcl-Heal:40(A), Mrcl-Heal/EndRdx:34(23), RgnTis-Regen+:30(25)
Level 20: Stamina -- EndMod-I:50(A), EndMod-I:50(25), P'Shift-End%:40(27)
Level 22: Death Shroud -- Erad-Dmg/Rchg:30(A), Erad-Acc/Dmg/Rchg:30(27), Erad-Acc/Dmg/EndRdx/Rchg:19(29), M'Strk-Dmg/EndRdx:42(29), M'Strk-Acc/EndRdx:44(46)
Level 24: Clobber -- KntkC'bat-Acc/Dmg:31(A), KntkC'bat-Dmg/EndRdx:33(31), KntkC'bat-Dmg/Rchg:30(31), KntkC'bat-Dmg/EndRdx/Rchg:27(31), C'ngImp-Acc/Dmg:38(33), Dsrnt-I:50(33)
Level 26: Oppressive Gloom -- Stpfy-Acc/Rchg:39(A), Stpfy-Acc/Stun/Rchg:34(33)
Level 28: Whirling Mace -- Erad-Dmg/Rchg:29(A), Erad-Acc/Dmg/Rchg:30(34), Erad-Dmg:30(34), Sciroc-Dmg/EndRdx:50(34), Sciroc-Acc/Dmg/EndRdx:38(45)
Level 30: Build Up -- RechRdx-I:50(A), RechRdx-I:50(36)
Level 32: Cloak of Darkness -- Ksmt-ToHit+:15(A), GftotA-Def/EndRdx:38(37), GftotA-Def/EndRdx/Rchg:38(37), GftotA-Def:38(50)
Level 35: Shatter -- Erad-Dmg/Rchg:30(A), Erad-Acc/Dmg/Rchg:30(37), Erad-Dmg:30(39), M'Strk-Dmg/EndRdx:44(39), M'Strk-Acc/EndRdx:42(39)
Level 38: Crowd Control -- Erad-Dmg/Rchg:29(A), Erad-Acc/Dmg/Rchg:30(40), Erad-Dmg:30(40), M'Strk-Dmg/EndRdx:48(40), M'Strk-Acc/EndRdx:44(42), Zinger-Dam%:37(46)
Level 41: Hasten -- RechRdx-I:50(A), RechRdx-I:50(42)
Level 44: Boxing -- Acc-I:50(A)
Level 47: Tough -- RctvArm-ResDam/EndRdx:32(A), RctvArm-ResDam/Rchg:37(48), RctvArm-ResDam/EndRdx/Rchg:34(48), RctvArm-ResDam:34(48)
Level 49: Cloak of Fear -- N'mare-Acc/Fear:50(A), N'mare-EndRdx/Fear:50(50), N'mare-Acc/EndRdx:50(50)
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Level 1: Brawl -- Acc-I:50(A)
Level 1: Sprint -- ULeap-Stlth:50(A)
Level 2: Rest -- RechRdx-I:50(A)
Level 1: Gauntlet
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[u]Set Bonus Totals:[u]<ul type="square">[*]24.3% Defense(Smashing)[*]24.3% Defense(Lethal)[*]9.25% Defense(Fire)[*]9.25% Defense(Cold)[*]25.8% Defense(Energy)[*]25.8% Defense(Negative)[*]3% Defense(Psionic)[*]13.6% Defense(Melee)[*]16.8% Defense(Ranged)[*]6.13% Defense(AoE)[*]9% Max End[*]1.65% Enhancement(Terrorized)[*]112.4 HP (6%) HitPoints[*]Knockback (Mag -8)[*]Knockup (Mag -8)[*]MezResist(Held) 2.75%[*]MezResist(Immobilize) 14.3%[*]MezResist(Sleep) 4.95%[*]8.5% (0.14 End/sec) Recovery[*]22% (1.72 HP/sec) Regeneration[*]2.5% Resistance(Fire)[*]5% RunSpeed[/list]
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I'm not saying that positional def isn't great if you can get it, but it's incorrect to suggest that going for typed defense isn't a perfectly viable option. -
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Where can I buy Level 45 Single Origin Technology Enhancements?
I thought I could from Mark V in Founders Falls, but apparently I am wrong.
Thanks!!
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Ghost Falcon in PI. He's right off the Talos ferry. (You can get them from any WW outlet too, if you don't mind buying them from other players.)