Kinetoa

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  1. Well, stop the press... I didn't realize Hot Feet couldn't work with hover.

    Although I really wanted to hover/fly for concept, unless I am crazy, Hot Feet is too good to just ignore....

    - Swaps in Maneuvers for Hover
    - Moves slots into Maneuvers, slotting for def/end and the rech lotg
    - End use of 1.54/s which isn't too hateful, especially with transference

    In other news...

    - I was high enough over cap to be able to slot a proc into hotfeet (that proc is yellow, but could someday be a purple proc?) and keep above 45% S/L
    - I also stole a slot from Basilsk's gaze to get fissure down from 9.99s to 8.24s recharge.

    Any thoughts on this latest version? Thanks!

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  2. (Crap, the above posted build was a bad paste, and didn't reflect everything I had listed)

    Good catch on the diff between KC and Touch of Death.

    - Switch from stealth to CJ
    - Move Boxing Slotting to CJ and Hover
    - Leave KC in Seismic Smash
    - This leaves 1/2 as many KC in, which is 1/2 as much "KC cost", so is a good compromise
    - 46.5% S/L
    - Minor changes to end use (CJ is only .07/s end)
    - Bonus: I was able to sneak a Kismet +6% accuracy into Weave w/only a .01% S/L loss

    - If I could trade that extra 1.5% S/L for some more recharge I would, but I don't see a way to make the trade *precisely* w/o making waves.

    This is looking pretty tight now, thanks!

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  3. Quote:
    Originally Posted by Hindenburg View Post
    looks like you were well over the soft cap.

    can't you remove the expensive Kin Combats?
    Were you looking at the totals with Stealth toggled? Stealth slows you down, and is something like 1/2 it's defense when you are fighting.

    You can make a "stealth always on" build with all the KC's pulled, but it goes below 45% when Stealth goes into "reduced effectiveness mode" when you attack, and you also slow down... which could maybe be counteracted by Siphon Speed.

    If I knew exactly how to account for Stealth in its lowered mode, maybe I could juggle to kill the Kinetic Combat's.

    -- UPDATE

    - Went for CJ instead of Stealth, since Stealth has the negatives
    - Moved boxing slotting to CJ and Seismic Smash
    - Changed Seismic Smash to Touch of Death and picked up 6pc to match old KC bonus
    - 44.2% S/L, so very close... If you try something similar with maneuvers you get 44.8%, but a much bigger end use.

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  4. Thanks for responding. I really like the look of the second build... I am checking it over to see if there are any minor tweaks here or there just to "put my stamp on it" and maybe find some recharge, but overall I like it.

    PS.

    So far it looks pretty tight to improve =)

    - One thought I had is dropping fly, because being a hovering character is what I care about more really. This allows stealth to go in, and then another LOTG recharge.
    - Other than that, I am having trouble finding a recharge or recharge set bonus I can sneak in....
    - I could get 3.75% recharge from fire cages 5pc if I drop the endmod or % dam chance, but its very heavy end/sec per the power graph, so that slotting makes sense. One IO aligns it with other powers. Also, the % chance for damage makes sense because its only 4 or so seconds, and with being an aoe that's a lot of % chances to be able to try for to give up for 3.75%
    - If I could somehow get to 5 impervious skin in tough I could 5% recharge from there... maybe take from Earth's Embrace?

    If I pull a slot from EE, and do stealth instead of fly, I go to 73.8%, losing a tiny amount of resistance, and taking a nip off of EE's healing, otherwise, roughly same (bit less recovery tho)

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  5. This is a build I put together with the following guidelines

    - Built for all around play
    - No Purples or PVP IO's at this point in my career
    - Hover/Flying based for concept

    Observations

    - I am happy with getting *just shy* of 45% (44.7) for S/L, however, I didn't work on any other defense and I don't know if this is a problem.
    - I am coming back to controller from a big hiatus (the SB 20.5 change piqued my interest) so I may have screwed up a power selection or slotting
    - I feel like recharge is "decent" at 87.5% or 107.5% with SiS, but you can always use more

    Any thoughts or tips appreciated! Thanks.

    Hero Plan by Mids' Hero Designer 1.942
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Controller
    Primary Power Set: Fire Control
    Secondary Power Set: Kinetics
    Power Pool: Speed
    Power Pool: Flight
    Power Pool: Fighting
    Power Pool: Leadership
    Ancillary Pool: Stone Mastery

    Hero Profile:
    Level 1: Char -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(3), BasGaze-Rchg/Hold(3), BasGaze-EndRdx/Rchg/Hold(5)
    Level 1: Transfusion -- Nictus-Heal(A), Nictus-Heal/HP/Regen/Rchg(5), Nictus-Acc/Heal(7), Nictus-Acc/EndRdx/Heal/HP/Regen(7), Nictus-Acc/EndRdx/Rchg(9)
    Level 2: Fire Cages -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(9), Posi-Dmg/Rchg(11), Posi-Dmg/Rng(11), Posi-Acc/Dmg/EndRdx(13)
    Level 4: Siphon Power -- Acc-I(A)
    Level 6: Hasten -- RechRdx-I(A), RechRdx-I(17), RechRdx-I(19)
    Level 8: Hot Feet -- Oblit-Dmg(A), Oblit-Acc/Rchg(19), Oblit-Dmg/Rchg(21), Oblit-Acc/Dmg/Rchg(21), Oblit-Acc/Dmg/EndRdx/Rchg(23), Oblit-%Dam(23)
    Level 10: Siphon Speed -- Acc-I(A), RechRdx-I(25), RechRdx-I(25)
    Level 12: Flashfire -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(27), Stpfy-Acc/EndRdx(27), Stpfy-Acc/Stun/Rchg(29), Stpfy-Stun/Rng(29), RechRdx-I(31)
    Level 14: Hover -- LkGmblr-Def(A), LkGmblr-Rchg+(31), LkGmblr-Def/EndRdx(50)
    Level 16: Boxing -- Empty(A)
    Level 18: Cinders -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(31), BasGaze-Rchg/Hold(33), BasGaze-EndRdx/Rchg/Hold(33), BasGaze-Acc/EndRdx/Rchg/Hold(33)
    Level 20: Speed Boost -- EndMod-I(A)
    Level 22: Tough -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(34), RctvArm-EndRdx(34), RctvArm-ResDam/Rchg(34)
    Level 24: Weave -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(36), LkGmblr-Rchg+(36), LkGmblr-Def/Rchg(37)
    Level 26: Maneuvers -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(36), LkGmblr-Rchg+(37)
    Level 28: Tactics -- GSFC-ToHit(A), GSFC-ToHit/Rchg(37), GSFC-ToHit/Rchg/EndRdx(39), GSFC-Rchg/EndRdx(39), GSFC-ToHit/EndRdx(39), GSFC-Build%(40)
    Level 30: Vengeance -- LkGmblr-Rchg+(A)
    Level 32: Fire Imps -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(40), ExRmnt-Dmg/EndRdx(40), ExRmnt-Acc/Dmg/Rchg(42), ExRmnt-EndRdx/Dmg/Rchg(42), ExRmnt-+Res(Pets)(42)
    Level 35: Transference -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(43), Efficacy-EndMod/Acc/Rchg(43), Efficacy-EndMod/Acc(43), Efficacy-Acc/Rchg(45), Efficacy-EndMod/EndRdx(45)
    Level 38: Fulcrum Shift -- Acc-I(A), RechRdx-I(45), RechRdx-I(46)
    Level 41: Fissure -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(46), Posi-Dmg/Rchg(46), Posi-Dmg/Rng(48), Posi-Acc/Dmg/EndRdx(48)
    Level 44: Rock Armor -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(48), LkGmblr-Rchg+(50), LkGmblr-Def/Rchg(50)
    Level 47: Earth's Embrace -- S'fstPrt-ResDam/Def+(A)
    Level 49: Fly -- Flight-I(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Containment
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    Level 2: Swift -- Empty(A)
    Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(13)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-End%(15), P'Shift-EndMod/Rchg(15), P'Shift-EndMod/Acc(17)
  6. Ok, getting close to finalized...

    - Switched to Mu, slotted Electrifying Fences for max hold/end, while picking up the 5pc
    - I don't like that repulsion bomb is only two slotted, but running out of slots, could maybe pull from Force Bubble, but I do like to run it, and its so end heavy
    - I still wish I had a "real" damage AOE to lob


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  7. Ok. I am branching out here. Working IO sets to keep def in decent range, but trying to majorly change damage and utility...

    - Removed Fighting pool (/gulp!)
    - No fighting toggles = better end margin
    - Switched back to Field Mastery, but using temp inv as just a mule to hold +3% def
    - Explosive Blast adds an AOE attack - slotted for damage
    - Photon Grenade slotted for control, but primarily set to get 5pc
    - Repulsion Bomb slotted for control
    - Assault increases damage
    - Vengeance added
    - Hasten added with fitness opening up new pool
    - Almost capped on Range and AOE with a prot bubble buff

    Edit: I had missed hasten from new pool opening up.

    Any thoughts?

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  8. Well, I am only 40, and only on a mix of SO's with the IO's for various things where the level don't matter like +end chance etc, and I am already seeing what you are saying about being so over-the-top defensive, and seeking out more offense.

    I am going to do some more fiddling!
  9. Quote:
    Originally Posted by Dr_Brainbottle View Post
    Well it's your choice, and I'm sure having that much defense will be very playable. But just for the sake of argument, on my current farming build with electric fences and no scorpion shield, I'm not even TRYING to be soft-capped, but with bodyguard mode and my bots grabbing aggro I can plow through x8 crowds without even glancing at my health bar.
    I went back to re-evaluate this advice, and unless I am crazy, you have to take tough to take weave? (unless you take kick and boxing which makes no sense)

    I was thinking of dropping repulsion bomb to get assault, and also getting two slots back, but it seems like a good soft control of crowds.
  10. Thanks for the insight. I am just going of arm chair mids right now, so I appreciate the experience based analysis.

    As I actually get 50 and start playing it, I will get a feel for things better and will probably respec again at that time bases around my own experiences and what kind of content I am doing.

    It sounds like I am going to be so survivable I will need to trade even more defense for offense to keep things fun. I don't think I can truly find that balance until I play it myself. =)

    I REALY appreciate all the advice.
  11. Update:

    - Web Envelope in - Photon Grenade out
    - Changed Heal IO to Def IO for Protector

    This caused some def to shuffle around, but not change too much. However, the increase from the proector bubble going from 9.375 to 11.25 helps smooth things out.

    I would consider the swap of tough out for assault, but I would lose a place to park the 3% DEF Steadfast protection, and that would un-cap me.

    I had earlier contemplated pulling out repulsion bomb for assault, but it seems like such a great soft control for crowds.

    Heres the current version:

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  12. Made a few small changes.

    - I had two + KB Protection Mag 4's so I removed one, and got a hair more res into tough.
    - Took two slots out of Scorpion shield as it was way over cap w/ protector bubble.
    - This allowed me to get give dispersion bubble some love, placing the 6% accuracy in there, and also cutting end use.

    I feel like this is a decent build, but 3 things would really put it over the edge.

    1) I would like to get the end use to be better when Force Bubble is running. I feel like there may be some way to rejigger everything w/o losing the upsides of the build to get more recovery or cutting end use somehow.

    2) I only have 37.5% global recharge. This isn't a recharge senstive character (I don't think), but it would be nice to get things like the pets back faster. If my AB dies I have over a minute to get another one going.

    3) I have no DDR protection. I have no earthly clue how to get some in. I hate the idea of being capped to all these things, then just having it ripped right away.

    Thanks for any input! =)

    Code:
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  13. Kinetoa

    Musings on SR

    Quote:
    Originally Posted by John_Printemps View Post
    If you really want to stick to no Purple/HO's (Cost reasons?) Then you'll probably not want the PvP IO's either as they're just as expensive. In concern to the 5-Rule, LotG's are considered their own type of 7.5% Bonus and are exclusive from the others you might find like in Basilisk Gaze and Panacea's.
    a) At one point, I knew about the LotG thing (as its not a bonus, its the actual effect of the IO) and had forgotten.

    b) Thanks, this is all "on paper" Mids type stuff to me, and I didnt realize that PVP sets were so expensive.

    c) Thanks for working up the build.
  14. Kinetoa

    Musings on SR

    How would you do an Elec/SR? This is how mine came out. I am not sure if I violated the rule of 5 or not, getting a bit confused. I tried to go with no purples or HO's.

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  15. Kinetoa

    Musings on SR

    Retracted =)

    I had posted a build here, but I screwed it up I think I violated the rule of 5. Going back to the drawing board.
  16. Kinetoa

    Musings on SR

    Cool thoughts so far!

    I one does go for Aid Self, do you even bother to slot Aid Other? One thing I see is that you could add a slot to Aid Other, and get 2 pc Numina's for a 12% Regen.
  17. Kinetoa

    Musings on SR

    The KM thread around here that is filled with great analysis got me thinking about maybe starting a SR character, as SR came up over there.

    Looking at SR, the strengths appear to be the ease of capping the positional DEF's, and getting a jump start on great recharge with Quickness. The downside appears to be the lack of resistance and regen/healing vs other secondaries which can also def cap.

    So, the best primary would be something that a) buffs resistance/healing and b) benefits from quickness through attack chain cycle or squeezing some kind of long recharge buff in.

    From what I can see, the only thing I find for (a) at all would be DM's Siphon Life; (b) on the other hand is every set, it just depends on the degree.

    For recharge:

    Everyone gets more attacks in
    BU users get more BU in
    DB would get more combo bonuses in
    KM gets more power siphon uptime, and more chance of fitting in the time window
    DM gets more life siphoned, more Dark Consumption, more Soul Drain uptime
    ElM gets more of the eyecandytastic Lightning Rod

    DM makes for a very compelling partner just based on this high level look.

    Based on your experiences, what other considerations could we give to the best Primary for pairing with SR?
  18. As promised, below is the new version of the build. Your feedback was super helpful...

    - Switched Presence (dropping Provoke) to Teleport (picking up Recall Friend for utility and TP for some kind of travel power). This also allows some interesting things from Blessing of Zephyr

    - Switched from Field Mastery to Mace Mastery. Scorp Shield gets me capped with protector bubble on me from every single "highest wins" duo of incoming damage except for psionic + melee, which shouldn't be that common, should it? Sadly, I *just* went full on hero, so have to swing myself around to do the arc.

    - Switching to Mace also gets me power boost, which I will use to boost bubbles with the new 19.5 group version as well as boost heals when more oomph is needed.

    - Pulse Rifle Burst is added to give some more offense for bosses or runners. I moved slotting around with Force Bolt to keep 6 pc bonus from Thunderstrike, but also snuck in build up proc from decimation.

    - I worked in the two pet unqiues (def and res) and worked in some buffage to the protectors heals and bubbles.

    - I keep 5 copies of 7.5% recharge and still retained the ability to heal myself, plus added the quality of life improvement in having a travel power in TP.

    Thanks to your tips, I think this is a more balanced build. Any more feedback!?! =)

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  19. My Bots/FF hero Inorganic is just that, an artificial life form created to house a powerful force field generator that no organic life form could safely wield.

    He was imprinted with the personality and thought patterns of his creator, whom he was tricked into killing during his short time as a villain. Filled with regret, he switched sides and is now a one-man super team, fighting for good and making amends.

    His bots' AI are facets of his own personality that are running inside his artificial cortex and broadcast remotely to control the bots' bodies. When the bots are defeated, they are just a shell being destroyed, and are re-created with control being established from him as the source.
  20. Thanks for the responses.

    I don't think I set out to make a tankermind per se, I was just just inspired by the standard "get capped" methodology, and labored over how to get those personal defenses shoved up high. I feel like I have lost some balance here, and that's why I started the thread.

    I am going to rework the build to get those uniques into the pets and think I am going to set a goal that lets me trust the protector bots to cap me on ranged/aoe to allow for some flexibility to restore some balance to the build.

    I will post a followup after I have played with it a bit =)
  21. Thanks for reading..

    I have AOE and Ranged to 45+% w/o protectors, I have 60% to S/L resistance, 239% regen and Aid Self.

    I am sure it's still tweakable, but I am generally happy with the survivabilty of this build, but I am worried that maybe it's overkill and I could slip in some offensive capability w/o losing some of the great survivability.

    This is one of those deals where I worked it out based on Mids knowledge and only having a MM to 37, so I may have done something that makes sense "on paper" but not in game.

    Any input from someone with real MM experience would be welcome!

    Thanks!

    Villain Plan by Mids' Villain Designer 1.942
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Technology Mastermind
    Primary Power Set: Robotics
    Secondary Power Set: Force Field
    Power Pool: Leadership
    Power Pool: Fighting
    Power Pool: Medicine
    Power Pool: Presence
    Ancillary Pool: Field Mastery

    Villain Profile:
    Level 1: Battle Drones -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg/EndRdx(3), BldM'dt-Acc/EndRdx(3), BldM'dt-Acc/Dmg/EndRdx(5), BldM'dt-Acc(5), BldM'dt-Dmg(7)
    Level 1: Force Bolt -- Thundr-Acc/Dmg(A), Thundr-Dmg/Rchg(7), Thundr-Dmg/EndRdx/Rchg(9), Thundr-Acc/Dmg/EndRdx(9), Thundr-Acc/Dmg/Rchg(11), Thundr-Dmg/EndRdx(11)
    Level 2: Deflection Shield -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(13), LkGmblr-Rchg+(13)
    Level 4: Insulation Shield -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(19), LkGmblr-Rchg+(19)
    Level 6: Equip Robot -- EndRdx-I(A)
    Level 8: Maneuvers -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(21), LkGmblr-Rchg+(21)
    Level 10: Kick -- Empty(A)
    Level 12: Protector Bots -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg/EndRdx(23), BldM'dt-Acc/EndRdx(23), BldM'dt-Acc(25), BldM'dt-Acc/Dmg/EndRdx(25), BldM'dt-Dmg(27)
    Level 14: Tough -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(27)
    Level 16: Aid Other -- Numna-Heal/EndRdx(A), Numna-EndRdx/Rchg(29), Numna-Heal/Rchg(29), Numna-Heal/EndRdx/Rchg(31), Numna-Heal(31), Numna-Regen/Rcvry+(31)
    Level 18: Photon Grenade -- RzDz-Acc/Rchg(A), RzDz-EndRdx/Stun(33), RzDz-Acc/EndRdx(33), RzDz-Stun/Rng(33), RzDz-Acc/Stun/Rchg(34), RzDz-Immob%(34)
    Level 20: Dispersion Bubble -- GftotA-Def/EndRdx(A), GftotA-Def(34), GftotA-Def/Rchg(36), GftotA-EndRdx/Rchg(36)
    Level 22: Weave -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(36), LkGmblr-Rchg+(37)
    Level 24: Provoke -- Zinger-Taunt/Rng(A), Zinger-Dam%(37), Zinger-Taunt/Rchg/Rng(37), Zinger-Taunt(39), Zinger-Taunt/Rchg(39), Zinger-Acc/Rchg(39)
    Level 26: Assault Bot -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg/EndRdx(40), BldM'dt-Acc/EndRdx(40), BldM'dt-Acc/Dmg/EndRdx(40), BldM'dt-Acc(42), BldM'dt-Dmg(42)
    Level 28: Aid Self -- Numna-Heal(A), Numna-Heal/Rchg(42)
    Level 30: Tactics -- GSFC-ToHit(A), GSFC-ToHit/Rchg(43), GSFC-ToHit/Rchg/EndRdx(43), GSFC-Rchg/EndRdx(45), GSFC-ToHit/EndRdx(45), GSFC-Build%(45)
    Level 32: Upgrade Robot -- EndRdx-I(A)
    Level 35: Repulsion Bomb -- KinCrsh-Acc/KB(A), KinCrsh-Acc/Dmg/KB(46), KinCrsh-Dmg/KB(46)
    Level 38: Force Bubble -- EndRdx-I(A), EndRdx-I(46)
    Level 41: Temp Invulnerability -- RctvArm-ResDam(A), RctvArm-EndRdx/Rchg(43), RctvArm-ResDam/EndRdx(48), RctvArm-ResDam/Rchg(48), RctvArm-EndRdx(50)
    Level 44: Power Blast -- Empty(A)
    Level 47: Explosive Blast -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(48), Posi-Acc/Dmg/EndRdx(50), Posi-Dmg/Rchg(50)
    Level 49: Personal Force Field -- LkGmblr-Rchg+(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Supremacy
    Level 4: Ninja Run
    Level 2: Swift -- Empty(A)
    Level 2: Hurdle -- Empty(A)
    Level 2: Health -- RgnTis-Regen+(A), Mrcl-Rcvry+(15)
    Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod/Acc(15), P'Shift-EndMod(17), EndMod-I(17)



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  22. Thanks for the responses.

    I took the advice and moved some things around. I also checked out Pyro's build in his thread for ideas too. This new build improves upon my first build above in every category in some way.

    Here's some notes on the new version and my thinking in general.

    * Instead of 3 and 1 in QR/Sta I went 2 and 2, so I could have 2 Chances for End.This gets me to 3.53/s with 2 proc chances.
    * I used Vengeance as a mule to get another 12% regen in.
    * I have precisely 5 x 10% Regen set bonuses
    * I have Regen at 699 to 1150 (1 to 10 foes).
    * I 6 slotted FH so I would have a place to get to get the 6 pieces bonus for Numina's
    * I did *not* do reticle in buildup, because I'm capped for smashing and melee with DA, and I wanted to max BU uptime if I could.
    * I kept the 6 slotting of Tactics, so that I could get the set bonus.
    * I took the damage proc chance out of Ball Lightning to free up a slot
    * I changed to Zapp as a pulling tool
    * I worked the Gladiator's Armor 3% in
    * I worked the Steadfast 3% in
    * With DA, I am capped on Lethal and Melee, 41 in N/E and almost 38 in F/C. I am running out of ideas to squeeze out more while keeping everything else balanced.

    I feel like for not having purples or HO's this build is getting very tight to tweak within the parameters of keeping the Mu AOE as a real attack and not going Soul Mastery, but I am sure there is still something to play with! I would like to have more than 3.53/s end if I could, but I am running out of things to trade for it, when I feel like I prefer pushing regen up.

    As always, please let me know if I missed something or you have any interesting ideas! =)

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  23. Thanks for both of these builds. There were some good ideas in both that helped me tweaked the build I posted in my own thread.
  24. I feel like I am getting close, but I have reached the limits of my knowledge, and need a last little bit of real world experience to seal the deal.

    Any tips to eek out a hair more def where needed would be welcome!

    Also, I have moved things around so much, I fear I may have missed a unique or something obvious in the shuffle. I am getting that thing where you stare at something so much, it turns to soup in your mind.

    Any and all advice appreciated!

    Edit: One thing I already noticed, is the +3 Def, steadfast got lost in the fray. I am unsure where best to pull from to get it integrated.

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  25. I have noticed a few people that wait to 47 and get nothing but 50 IO's.

    I always thought that this was bad mojo due to when you exemplar down, losing... well something.

    Looking at paragon wiki. The values scale, its only the set bonuses that you lose which sucks, but since lower content is easier, its less of a deal, perhaps?

    How bad are the consequences of running with just/mostly level 50 IO's, and taking your chances when you exemplar down?