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Posts
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For Shield Defense, each person's individual aim will be to softcap themselves to Melee, Range, and AoE when not in range of anyone else. Of course, being in a trio of shields who all take Grant Cover will help a lot on the way there, as you'll all be closer to softcap near each other while levelling on the way there, and when at 50, even if all softcapped individually, will pretty much be virtually immune to Defense Debuff due to multiple Grant Cover and one or two Active Defense, along with like 20+ over softcap. Ideally, with i19 in mind and Inherent Fitness, you'd want to take everything if possible from Shield Defense, although One with the Shield can be taken at 49 if required, or even dropped. If you choose to rely on each other to softcap, then you could skip Tough and Weave, though most Shield users will generally take them to bring themselves closer to the softcap and for added safety if far from allies or to take a bit more resistance in the form of Tough. You might even consider Combat Jumping for extra place to put Luck of the Gambler 7.5%, or Assault taken by everyone to bump up damage by 10.5% for each person taking it.
REMEMBER TO TAKE GRANT COVER AND PHALANX FIGHTING. :3 Phalanx Fighting will give you a small unenhanceable def bonus to Melee/Range/AoE even if not in range of other people, and a small buff for each person in range. Just stick with single slot in that and drop a LotG 7.5% when you get the chance.
SHIELD CHARGE - you will love yourselves when you reach level 35. :3
For Energy Melee, while it does have some fast attacks, the harder hitting attacks are all unfortunately slow to animate (Total Focus being 3.3s, and Energy Transfer being 2.67s). Its sole AoE has a tiny radius too, being 8ft, and moderate damage. You do have the option of Shield Charge (which all of you should take), which can make up for it, at least, along with the possiblity of an epic or patron AoE power too. Energy Melee's strength, however, are single target damage, and having the chance to stun in all attacks, meaning a lot of the time, enemies will be unable to attack back. Don't slot for stun though unless you specifically want a set bonus such as Razzle Dazzle which benefits Melee and AoE in 5th and 6th bonus.
For Brute Energy Melee, possible powers to drop are either Barrage or Energy Punch (pick one and don't pick the other), Whirling Hands (if focusing on complete single target), Taunt (if it's only you three, and Shield Defense has a really good aggro aura in Against All Odds x 3), and Stun (you have the chance to stun in all attacks anyway, might as well do damage). You probably want to take Whirling Hands even if it's mediocre because Energy Melee doesn't have any other AoE options, haha. At least it can hit multiple targets and possible stun half of them!
On the off-chance you want to try a different primary, Dark, Fire, and Electric are other elemental options. Stone is also an option, being 'Earth' element (but does smashing damage). You could always try Super Strength and give yourself an aura on your hands or something, along with colouring the shockwave bubbles, haha.
For IO sets...
Melee: Touch of Death (melee) is the most popular one (six slot). Also an option is Obliteration (PBAoE, six slot)
Range: Red Fortune (Defense, six slot), Mako's Bite (Melee, six slot), Thunderstrike (3 or 6 slot, if you pick up a Range attack)
AoE: Performance Shifter six slot in Stamina. Scirocco's Dervish (PBAoE, five slot)
Multiples: Razzle Dazzle can raise both Melee and AoE, but it's a stun set, so if you use this, put it in an attack you don't expect to do much damage with. Gaussian goes into Build Up (which probably everyone except Dark has), which on 6th slot, raises all three positional defense. Steadfast Protection 3% def (resistance, just the one IO on its own), Blessing of the Zephyr (travel, two for range, three for AoE), Lockdown (hold, five for AoE, six for range)
Lots and lots of options. :3 Don't forget 'normal' Luck of the Gambler (7.5% recharge, Def, Def/End, Def/End/Rech) if you don't need Red Fortune due to going over softcap with range.
Regarding the appearance of your shield alts, you might even want to have a costume where you all match each other barring primary powerset (and have the same shield as each other). Themed alts to play with each other are always fun too, not just in powersets. When I made AR/Trap corruptors as part of a themed AR/Trap corruptor superteam, we all chose the 'mercenary' theme, and all chose the police belt thing, along with the Legacy Merc Assault Rifle. -
For a trio, I'd heavily suggest all three to take Shield Defense, as you will all be able to take advantage of each other's Phalanx Fighting and Grant Cover to softcap each other early on.
Primaries are where everyone can pick their own one, hehe. Or if you like, everyone could pick the same primary too. o_O Maybe one Dark Melee, one Fire Melee, and one Electric/Energy Melee. Elemental madness!
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Pretty much all my Brutes (seven of them) will take Taunt. Main reason why they couldn't before is not enough power choices (personal survival is generally considered before team survival for many villain alts).
With three power picks, I have to take into account if I can move slots around to make up for these powers and if they're fine with their base slot. My SS/SR brute, for example, in her i19 build, added Combat Jumping, which means she can take out a Red Fortune set, freeing up two slots, which in return, went into Dark Obliteration. With a saved up Gladiator 3% added into Tough, she removed two more slots from yet another Red Fortune set, and converted both of those into Luck of the Gambler 4-slot sets, increasing her recharge, and dumping the extra slots into Dark Obliteration again. And finally, the third power is Taunt, which works fine on its own, but with a Mocking Beratement Taunt/Rech/Range. Taunt has global recharge to feed off, and probably the Spiritual alpha slot as well. :3 -
Remember that Combat Jumping theorically should be on all the time when not travelling (use a bind like /bind key "powexec_name Super Jump$$powexec_name Combat Jumping" to always be able to switch between the two), which adds to your defence.
As Bunny said, ED (Enhancement Diversification) plays a big role in how you slot your powers - generally, if you were using SOs, slotting more than a fourth of anything would effectively be useless.
Using your build (though I swapped Aid Other for Taunt, and took out Weave, less endurance drain), and reshuffling of some powers a bit and slot replacement, here's what I came up with. Bear in mind this is an Issue 19 build - the slots which would normally go into Health and Stamina have been left in Sprint and Rest. Health would be a Numina Regen/Recovery and Miracle Recovery, while Rest uses six slots of Performance Shifter, which adds 3.125% AoE Defence.
Only one bonus has gone over cap - the 10% Regeneration. However, it's unfortunately a common bonus, and at least it was the only one to have hit 6 times, so I left it in anyway, since trying to remove it might compromise the build.
With the build below, you would get:
Melee: 46.2%
Range: 46.2%
AoE: 46.8% (roughly)
Villain Plan by Mids' Villain Designer 1.81
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Brute
Primary Power Set: Super Strength
Secondary Power Set: Super Reflexes
Power Pool: Fighting
Power Pool: Speed
Power Pool: Leaping
Power Pool: Medicine
Ancillary Pool: Energy Mastery
Villain Profile:
Level 1: Punch- (A) Touch of Death - Accuracy/Damage
- (7) Touch of Death - Damage/Endurance
- (7) Touch of Death - Damage/Recharge
- (9) Touch of Death - Accuracy/Damage/Endurance
- (9) Touch of Death - Damage/Endurance/Recharge
- (11) Touch of Death - Chance of Damage(Negative)
- (A) Red Fortune - Defense/Endurance
- (3) Red Fortune - Defense/Recharge
- (3) Red Fortune - Endurance
- (23) Red Fortune - Defense/Endurance/Recharge
- (40) Red Fortune - Defense
- (A) Red Fortune - Defense/Endurance
- (5) Red Fortune - Defense/Recharge
- (5) Red Fortune - Endurance/Recharge
- (23) Red Fortune - Defense/Endurance/Recharge
- (25) Red Fortune - Defense
- (40) Red Fortune - Endurance
- (A) Luck of the Gambler - Recharge Speed
- (11) Luck of the Gambler - Defense
- (13) Luck of the Gambler - Defense/Endurance
- (A) Touch of Death - Accuracy/Damage
- (13) Touch of Death - Damage/Endurance
- (15) Touch of Death - Damage/Recharge
- (15) Touch of Death - Accuracy/Damage/Endurance
- (17) Touch of Death - Damage/Endurance/Recharge
- (17) Touch of Death - Chance of Damage(Negative)
- (A) Crushing Impact - Damage/Endurance/Recharge
- (19) Crushing Impact - Damage/Endurance
- (19) Crushing Impact - Damage/Recharge
- (21) Crushing Impact - Accuracy/Damage/Recharge
- (21) Crushing Impact - Accuracy/Damage/Endurance
- (A) Accuracy IO
- (A) Recharge Reduction IO
- (A) Steadfast Protection - Resistance/+Def 3%
- (50) Aegis - Resistance/Endurance
- (50) Aegis - Resistance
- (A) Luck of the Gambler - Recharge Speed
- (25) Luck of the Gambler - Defense
- (27) Luck of the Gambler - Defense/Endurance
- (A) Recharge Reduction IO
- (43) Recharge Reduction IO
- (43) Recharge Reduction IO
- (A) Luck of the Gambler - Recharge Speed
- (27) Luck of the Gambler - Defense
- (A) Luck of the Gambler - Recharge Speed
- (29) Luck of the Gambler - Defense
- (31) Luck of the Gambler - Defense/Endurance
- (40) Luck of the Gambler - Defense/Endurance/Recharge
- (A) Gaussian's Synchronized Fire-Control - To Hit Buff
- (31) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
- (31) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
- (33) Gaussian's Synchronized Fire-Control - Recharge/Endurance
- (33) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
- (33) Gaussian's Synchronized Fire-Control - Chance for Build Up
- (A) Thunderstrike - Accuracy/Damage
- (34) Thunderstrike - Damage/Endurance
- (34) Thunderstrike - Damage/Recharge
- (34) Thunderstrike - Accuracy/Damage/Endurance
- (36) Thunderstrike - Accuracy/Damage/Recharge
- (45) Thunderstrike - Damage/Endurance/Recharge
- (A) Luck of the Gambler - Recharge Speed
- (36) Luck of the Gambler - Defense
- (37) Luck of the Gambler - Defense/Endurance
- (A) Endurance Reduction IO
- (A) Scirocco's Dervish - Accuracy/Damage
- (37) Scirocco's Dervish - Damage/Endurance
- (37) Scirocco's Dervish - Damage/Recharge
- (39) Scirocco's Dervish - Accuracy/Recharge
- (39) Scirocco's Dervish - Accuracy/Damage/Endurance
- (39) Force Feedback - Chance for +Recharge
- (A) Run Speed IO
- (A) Doctored Wounds - Heal/Endurance
- (42) Doctored Wounds - Heal
- (42) Doctored Wounds - Recharge
- (42) Doctored Wounds - Heal/Recharge
- (43) Doctored Wounds - Heal/Endurance/Recharge
- (46) Interrupt Reduction IO
- (A) Performance Shifter - EndMod
- (46) Performance Shifter - Chance for +End
- (A) Performance Shifter - Chance for +End
- (45) Performance Shifter - EndMod
- (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
- (48) Blessing of the Zephyr - Knockback Reduction (4 points)
- (50) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
- (A) Mocking Beratement - Taunt/Recharge/Range
Level 1: Brawl- (A) Empty
- (A) Empty
- (45) Empty
- (A) Empty
- (29) Empty
- (36) Empty
- (46) Empty
- (48) Empty
- (48) Empty
Level 4: Ninja Run -
Because nobody else has said it - welcome to City of Heroes/Villains/Going Rogue - in advance!
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Considering it has high accuracy out of the box... how about focusing on recharge? Four parts Expedient Reinforcement (Acc/Rech, Dam/End, Acc/Dam/Rech, End/Dam/Rech), and either a Recharge IO, or maybe a EndMod/Rech (or two) from Efficacy Adaptor (and Performance Shifter if going for two). :3 That will give you at the least, 2.5% status resistance (meh), 3% damage buff, and 6.25% recharge.
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About the only ATs who use either Boxing or Kick is my Brutes, and that's for the 'Fury Builder' attack (in which case, it's obviously Boxing). And if it's used for such a thing, then it will probably have a set in it to help out with the secondary (as is the case for my Super Strength/Super Reflexes Brute).
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Quote:I have an SS/SR brute and I love it.I am planning on making a SS/SR Brute, and am not very experienced with SS. Is the set worth getting due to the rage crashing all the time if you stack it more than once? Does the crashing get annoying to the point to where you don't want to play it anymore?
Rage will be stackable if you take something like Hasten and have three recharges in Rage. On the other hand, if you don't want to take Hasten, and want to use the full Gaussian set for the 6 slot bonus, then you'll need to add some recharge into your build, such as Red Fortune or Luck of the Gambler. :3
As for Rage itself, I find that most people love it, and only a small percentage hate it. When Rage crashes, if it's not stacked, you'll suffer some defence debuff. Either way about it, you will also suffer a huge damage debuff, into the -9990% range. All your attacks, except for veteran/temp powers, will basically do like 1-3 points of damage for 10 seconds. HOWEVER, just because your damage is now extremely low, doesn't mean your attacks have stopped (which was how it used to work way back... I think... I can't remember). Take the time to Taunt, to heal, do knockdown, build up fury, etc.
Rage's plus points is the 80% constant (while it's not crashing) damage buff and 20% base tohit buff, which if you stack, is obviously doubled. This means SS doesn't suffer so bad from using things like Touch of Death sets (sixth bonus 3.75% melee defence), which 'only' has the equivalent of one level 50 Accuracy IO.
One of the things I like about SS/SR is that you don't need to take Weave if you don't want to - this can save on endurance issues a bit. You'd want to take Tough though for the chance to slot a Steadfast 3% def and some Smash/Lethal resistance if you choose to do so. If you decide to go the Fighting Pool route, take Punch over Jab - Boxing works almost exactly the same as Jab, right down to the chance to stun. Brutes don't get the Bruising effect from Tier 1 attacks like Tanks do, so don't worry about thinking you're missing out. :3 -
Quote:Remember if you want to convert Reward Merits into Hero/Villain Merits (also known as Alignment Merits), it will cost 50 Reward Merits and 20,000,000 (20 million) Inf to turn into a single Alignment Merit.Is there a thread for this? I did my morality mission, got 50 merits, how do I turn them into alingment merits, more importantly, where can I read about this? Do they put this kind of info in the threads, and by they, I mean devs.
And you can only do it once every 20 hours!
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Quote:If I remember right, Akarist as an AV in AE is actually based off the Arch-Mage special bosses, which means he has 75% resists to everything, to begin with. Not only that, he is literally all of the Arch-Mages combined (Agony, Death, Ruin, Madness), with all of their powers such as siphon power and Twilight Grasp.I had similar experience, except IIRC, he started to spawn his pets around 25% HP left.
The problem with his pets, that they seemed to be controlled by ambush AI, so they would completely ignore PA, and go right after you. Also that power is on short recharge, so he'd spawn multiple waves rather quickly, and anything beyond 1st wave was too much for me to handle.
He was one of three AVs I couldn't defeat using fiteklub rules.
Other two were:
- Baphomet - I couldn't outdamage his heals (he heals 25% of HP when his HP drops to 25%)
- Akarist - I don't know what was the problem (I haven't use Power Analyser), but I couldn't get his HP drop below 95% after 5 minutes pounding on him.
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My namesake Tanker has pretty much kept his look constant (with exception of additional cape and aura) since issue 7 right up until three days ago when I finally swapped his chunky bracers for one of the newer gloves, haha.
All of my female Crey Clone sisters have kept their looks constant too, although two of them changed their hairstyles, haha. -
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Quote:Also affects Controller pets too. Phantasm does the exact same thing, and he has no melee attacks either. D:Thing is, some pets (Protector Bots) don't have any melee attacks, yet they still close to melee. And stand there. That's how broken this is.
Possible fix - give every pet in the game an equivalent of Knockout Blow. XD (unlikely, haha) -
Has anyone had any good experiences with Smoke Flash or is it just utter pants? Never used it before, but from what everyone tells me, it's near useless.
With i19 coming, I'm debating on taking it in my builds, but if it's useless, I may as well just stick with Kuji-In Retsu for defense debuff cascade emergencies. -
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Quote:Haha, one time, when the kin was all haughty with "I will only give SB to people who ask for it", I whispered to everyone to make a macro button to say "SB PLZ" and to click repeatedly when they needed it.I actually like when someone asks. Alot of the time I'll specify at the beginning that they can ask (politely) for SB if it wears off.
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Quote:Wouldn't it be easier to just name Build 1 as NIGHT WIDOW and Build 2 as FORTUNATA?do both!
You have 2 builds to play with. Thats what I did with mine.
Build 1, i named it Solo and made it into a Widow and mde it a great stalker/scrapper combo.
Build 2, I named it Team and made it a Fort. As I find the team buffs and AOEs very helpful.
just my 2 cents.
(Incidently, this is what I did when I reached level 24 - rather than roll a second Widow like I did with a new Bane/Wolfspider because Crabs couldn't remove their backpacks, I had both Night Widow and Fortunata on separate builds)
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Hoping they'll release one version which has inherent fitness to begin with while they work out how to do the incarnate stuff for later, rather than wait until it's all ready before releasing it. :3
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Quote:While Group Invis doesn't suppress while fighting, I'm pretty sure it does suppress when clicking glowies, and actually disables itself upon doing so. I have the combat attributes screen always up and seeing stealth go to 0 when I'm still under the influence of Group Invis just after clicking a glowie.Illusion Control > Group Invisibility does not suppress, even if you start clicking glowies or fighting things. The recharge is twice the duration, too, so it's not terribly difficult to make perma. The only real advantage Superior Invisibility has at that point is that SI makes you invisible to Turrets, Giant Monsters, and Snipers.
Of course, nothing a recast can't fix, and with i19, you can take both powers! :3 -
Here's my planned i19 Night Widow build, seeing as others are posting theirs.
Mine makes use of the 60 month vet badge to add Fly at level 6. I didn't take Hasten, as Mind Link is already perma without it (just under five second overlap time, enough to recast, and build has 60% recharge debuff resistance). I took Elude for emergency defense debuff cascade and when I'm bored and feel like running instead of flying, haha. Build doesn't make use of purples, but it does have three HOs.
Reserved slots are full set of Performance Shifter (for the AoE bonus), and Numina and Miracle procs, and either one of the single Heals from the two, or a Regen Tissue one.
Villain Plan by Mids' Villain Designer 1.81
http://www.cohplanner.com/
Click this DataLink to open the build!
Operative Acarina NW i19: Level 50 Natural Arachnos Widow
Primary Power Set: Night Widow Training
Secondary Power Set: Widow Teamwork
Power Pool: Flight
Power Pool: Medicine
Villain Profile:
Level 1: Poison Dart- (A) Thunderstrike - Accuracy/Damage
- (3) Thunderstrike - Damage/Endurance
- (5) Thunderstrike - Damage/Recharge
- (7) Thunderstrike - Accuracy/Damage/Recharge
- (11) Thunderstrike - Accuracy/Damage/Endurance
- (33) Thunderstrike - Damage/Endurance/Recharge
- (A) Luck of the Gambler - Recharge Speed
- (45) Gift of the Ancients - Run Speed +7.5%
- (A) Mako's Bite - Accuracy/Damage
- (3) Mako's Bite - Damage/Endurance
- (5) Mako's Bite - Damage/Recharge
- (7) Mako's Bite - Accuracy/Endurance/Recharge
- (29) Mako's Bite - Accuracy/Damage/Endurance/Recharge
- (36) Mako's Bite - Chance of Damage(Lethal)
- (A) Luck of the Gambler - Recharge Speed
- (39) Luck of the Gambler - Defense
- (39) Luck of the Gambler - Defense/Endurance
- (40) Luck of the Gambler - Defense/Endurance/Recharge
- (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
- (48) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
- (50) Winter's Gift - Slow Resistance (20%)
- (A) Mako's Bite - Accuracy/Damage
- (9) Mako's Bite - Damage/Recharge
- (9) Mako's Bite - Accuracy/Endurance/Recharge
- (17) Mako's Bite - Accuracy/Damage/Endurance/Recharge
- (34) Gaussian's Synchronized Fire-Control - Chance for Build Up
- (50) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
- (A) Steadfast Protection - Resistance/Endurance
- (11) Steadfast Protection - Resistance/+Def 3%
- (A) Crushing Impact - Accuracy/Damage
- (13) Crushing Impact - Damage/Endurance
- (13) Crushing Impact - Accuracy/Damage/Recharge
- (29) Crushing Impact - Accuracy/Damage/Endurance
- (34) Crushing Impact - Damage/Endurance/Recharge
- (A) Scirocco's Dervish - Accuracy/Damage
- (15) Scirocco's Dervish - Damage/Endurance
- (15) Scirocco's Dervish - Damage/Recharge
- (33) Scirocco's Dervish - Accuracy/Recharge
- (33) Scirocco's Dervish - Accuracy/Damage/Endurance
- (A) Endurance Reduction IO
- (A) Crushing Impact - Accuracy/Damage
- (19) Crushing Impact - Damage/Endurance
- (19) Crushing Impact - Accuracy/Damage/Recharge
- (23) Crushing Impact - Accuracy/Damage/Endurance
- (31) Crushing Impact - Damage/Endurance/Recharge
- (A) Luck of the Gambler - Recharge Speed
- (37) Red Fortune - Defense/Endurance
- (A) Run Speed IO
- (A) Luck of the Gambler - Recharge Speed
- (25) Luck of the Gambler - Endurance/Recharge
- (25) Luck of the Gambler - Defense/Recharge
- (39) Red Fortune - Defense/Recharge
- (40) HamiO:Membrane Exposure
- (A) Scirocco's Dervish - Accuracy/Damage
- (27) Scirocco's Dervish - Damage/Endurance
- (27) Scirocco's Dervish - Damage/Recharge
- (31) Scirocco's Dervish - Accuracy/Recharge
- (31) Scirocco's Dervish - Accuracy/Damage/Endurance
- (A) Luck of the Gambler - Recharge Speed
- (37) Luck of the Gambler - Defense
- (45) Luck of the Gambler - Defense/Recharge
- (48) Gift of the Ancients - Run Speed +7.5%
- (A) Recharge Reduction IO
- (46) Recharge Reduction IO
- (A) Dark Watcher's Despair - To Hit Debuff/Recharge
- (34) Dark Watcher's Despair - To Hit Debuff/Recharge/Endurance
- (36) Dark Watcher's Despair - To Hit Debuff/Endurance
- (36) Dark Watcher's Despair - Recharge/Endurance
- (A) Healing IO
- (A) Doctored Wounds - Heal/Endurance
- (40) Doctored Wounds - Heal/Recharge
- (43) Doctored Wounds - Heal/Endurance/Recharge
- (45) Doctored Wounds - Heal
- (46) Doctored Wounds - Recharge
- (46) Interrupt Reduction IO
- (A) Positron's Blast - Accuracy/Damage
- (42) Positron's Blast - Damage/Endurance
- (42) Positron's Blast - Damage/Recharge
- (42) Positron's Blast - Damage/Range
- (43) Positron's Blast - Accuracy/Damage/Endurance
- (43) Positron's Blast - Chance of Damage(Energy)
- (A) HamiO:Cytoskeleton Exposure
- (A) Recharge Reduction IO
- (A) HamiO:Membrane Exposure
Level 1: Brawl- (A) Empty
- (A) Empty
- (37) Empty
- (48) Empty
- (A) Empty
- (17) Empty
- (21) Empty
- (21) Empty
- (23) Empty
- (50) Empty
Level 4: Ninja Run
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Quote:Rikti, Longbow, and Vanguard, on the other hand, loathe the Void Hunters. Soon as one spawns in a mob with them, they go nuts and attack the stranger, haha.You know, it's odd when your fighting a mission entirely against the circle of thorns, and somehow, snuck between the mages, demons, and ghosts, is a techno-void stalker with a giant science-y gun.
Bit of a disconnect, that. -
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The Acc/Dam one is available for 50 Reward Merits, so if it's not available on the market and you need it like NAO, don't burn all your Reward Merits converting it to Alignment Merits, haha.
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Oh, well, if you want something that looks extremely hard hitting, try Stone Melee on a Brute. You'll almost wince when you hit something with Seismic Smash.
Don't forget the mallets either, haha.
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I'm still in the process of playing with mids for i19 builds for 40+ alts, and conserving stamina (and health if required) slots by popping them into Rest and Sprint temporarily along with some mental maths if set bonuses come from them, haha. I haven't even factored in the incarnate slot, ugh. XD At least I only have 7 level 50s or so, I'd hate to be the guy who has to think up i19 builds combining the alpha slot for 30+ level 50s. XD