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Posts
2439 -
Joined
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Thanks Lewis. I didn't mind the slotting for my enforcers in accuracy because I'm using IOs as I level and I'll IO him up when I have tactics so their acc shouldn't be a problem. But thanks for your feedback, I never slotted pets beyond common IOs because my MMs always got deleted at level 25ish. I hope thugs will be a keeper
Anyway I tried some of your suggestions... I'm thinking of just using HOs in tactics (so I can save more slots for the pets) since defense bonuses to myself aren't that useful and Gaussian's is weak on typed def.
<font class="small">Code:[/color]<hr /><pre>| Copy & Paste this data into Mids' Hero Designer to view the build |
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There you go. With 1 range IO TT gets almost the same range as NF.
Villain Plan by Mids' Villain Designer 1,401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
Level 40 Natural Corruptor
Primary Power Set: Dark Blast
Secondary Power Set: Dark Miasma
Villain Profile:
Level 1: [Empty]
Level 1: Twilight Grasp -- Empty(A)
Level 2: [Empty]
Level 4: [Empty]
Level 6: [Empty]
Level 8: Tenebrous Tentacles -- Posi-Acc/Dmg(A), Posi-Dmg/Rchg(9), Posi-Dmg/Rng(9), Posi-Acc/Dmg/EndRdx(11), Posi-Dam%(11), Range-I(13)
Level 10: [Empty]
Level 12: Night Fall -- Posi-Acc/Dmg(A), Posi-Dmg/Rchg(13), Posi-Dmg/EndRdx(15), Posi-Acc/Dmg/EndRdx(15), Posi-Dam%(17)
Level 14: [Empty]
Level 16: [Empty]
Level 18: [Empty]
Level 20: Fearsome Stare -- Abys-Acc/Rchg(A), Abys-Acc/EndRdx(21), Abys-Acc/Fear/Rchg(21), Abys-Dam%(23), Abys-Fear/Rng(23), RechRdx-I(25)
Level 22: [Empty]
Level 24: [Empty]
Level 26: [Empty]
Level 28: [Empty]
Level 30: [Empty]
Level 32: [Empty]
Level 35: [Empty]
Level 38: Dark Servant -- Acc-I(A), DarkWD-ToHitDeb(39), DarkWD-ToHitDeb/Rchg(39), DarkWD-ToHitdeb/Rchg/EndRdx(39), DarkWD-Rchg/EndRdx(40), DarkWD-ToHitDeb/EndRdx(40)
Level 41: [Empty]
Level 44: [Empty]
Level 47: [Empty]
Level 49: [Empty]
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Scourge
------------
[u]Set Bonus Totals:[u]<ul type="square">[*]2% DamageBuff(Smashing)[*]2% DamageBuff(Lethal)[*]2% DamageBuff(Fire)[*]2% DamageBuff(Cold)[*]2% DamageBuff(Energy)[*]2% DamageBuff(Negative)[*]2% DamageBuff(Toxic)[*]2% DamageBuff(Psionic)[*]27% Enhancement(Accuracy)[*]2,75% Enhancement(Terrorized)[*]23,8% Enhancement(RechargeTime)[*]36,1 HP (3,37%) HitPoints[*]7,5% (0,13 End/sec) Recovery[*]3,15% Resistance(Fire)[*]3,15% Resistance(Cold)[/list] -
Thanks guys. I slotted A. Mortar wrong, I should know better since I have a 44 fire/traps corr.
I changed its slotting, I'm not too worried about softcapping myself because doing it to the pets is good enough and I need some recharge because traps is a slow-recharging set.
Also, am I slotting the pets well? I'm too noobish with MMs. And will tactics affect my acid mortar?
Thanks!
Villain Plan by Mids' Villain Designer 1,401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
01 thugstrapsmm: Level 50 Natural Mastermind
Primary Power Set: Thugs
Secondary Power Set: Traps
Power Pool: Speed
Power Pool: Fitness
Power Pool: Leadership
Ancillary Pool: Mace Mastery
Villain Profile:
Level 1: Call Thugs -- BldM'dt-Acc/Dmg(A), BldM'dt-Acc/Dmg/EndRdx(3), BldM'dt-Dmg(3), SvgnRt-Acc/Dmg(5)
Level 1: Web Grenade -- HO:Endo(A), HO:Endo(5)
Level 2: Caltrops -- TmpRdns-Acc/Slow(A), TmpRdns-Dmg/Slow(7), TmpRdns-Acc/EndRdx(7), TmpRdns-EndRdx/Rchg/Slow(9), TmpRdns-Acc/Dmg/Slow(9)
Level 4: Triage Beacon -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(11), Dct'dW-Heal/EndRdx/Rchg(11), Dct'dW-Heal(13), Dct'dW-Rchg(13)
Level 6: Equip Thugs -- EndRdx-I(A), EndRdx-I(15)
Level 8: Empty Clips -- Posi-Acc/Dmg(A), Posi-Dmg/Rchg(15), Posi-Dmg/Rng(17), Posi-Acc/Dmg/EndRdx(17), Posi-Dam%(19)
Level 10: Acid Mortar -- Acc-I(A), LdyGrey-%Dam(19), Achilles-ResDeb%(21), RechRdx-I(21), RechRdx-I(23), RechRdx-I(23)
Level 12: Call Enforcer -- S'bndAl-Acc/Rchg(A), S'bndAl-Dmg/Rchg(25), S'bndAl-Dmg(25), Achilles-ResDeb%(27), DefBuff-I(27), DefBuff-I(29)
Level 14: Hasten -- RechRdx-I(A), RechRdx-I(29), RechRdx-I(31)
Level 16: Force Field Generator -- RedFtn-Def/Rchg(A), RedFtn-Def/EndRdx/Rchg(31), RedFtn-Def(31), RedFtn-Def/EndRdx(33), RedFtn-EndRdx/Rchg(33)
Level 18: Gang War -- EdctM'r-PetDef(A), SvgnRt-PetResDam(33), C'Arms-+Def(Pets)(34), ExRmnt-+Res(Pets)(34), RechRdx-I(34), RechRdx-I(36)
Level 20: Super Speed -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(36), Zephyr-ResKB(36)
Level 22: Poison Trap -- BasGaze-Acc/Rchg(A), BasGaze-Rchg/Hold(37), BasGaze-Acc/EndRdx/Rchg/Hold(37), BasGaze-Acc/Hold(37), RechRdx-I(39)
Level 24: Hurdle -- Jump-I(A)
Level 26: Call Bruiser -- S'bndAl-Acc/Dmg/Rchg(A), S'bndAl-Dmg/EndRdx(39), BldM'dt-Acc/Dmg(39), EdctM'r-Dmg(40)
Level 28: Health -- Mrcl-Rcvry+(A)
Level 30: Stamina -- EndMod-I(A), EndMod-I(40)
Level 32: Upgrade Equipment -- EndRdx-I(A), EndRdx-I(40)
Level 35: Trip Mine -- Posi-Acc/Dmg(A), Posi-Dmg/Rchg(42), Posi-Acc/Dmg/EndRdx(42), Posi-Dam%(42), Posi-Dmg/EndRdx(43)
Level 38: Detonator -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(43), Posi-Dmg/Rchg(45), Posi-Acc/Dmg/EndRdx(45), Posi-Dam%(45)
Level 41: Maneuvers -- LkGmblr-Def/EndRdx(A), LkGmblr-Rchg+(43), LkGmblr-Def(46)
Level 44: Tactics -- GSFC-ToHit(A), GSFC-ToHit/Rchg(46), GSFC-ToHit/Rchg/EndRdx(46), GSFC-Rchg/EndRdx(48), GSFC-ToHit/EndRdx(48), GSFC-Build%(48)
Level 47: Assault -- EndRdx-I(A)
Level 49: Scorpion Shield -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(50), LkGmblr-Def(50), LkGmblr-Rchg+(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Supremacy
------------
[u]Set Bonus Totals:[u]<ul type="square">[*]4,5% DamageBuff(Smashing)[*]4,5% DamageBuff(Lethal)[*]4,5% DamageBuff(Fire)[*]4,5% DamageBuff(Cold)[*]4,5% DamageBuff(Energy)[*]4,5% DamageBuff(Negative)[*]4,5% DamageBuff(Toxic)[*]4,5% DamageBuff(Psionic)[*]10% Defense[*]1,25% Defense(Smashing)[*]1,25% Defense(Lethal)[*]4,69% Defense(Fire)[*]4,69% Defense(Cold)[*]5,31% Defense(Energy)[*]5,31% Defense(Negative)[*]2,5% Defense(Melee)[*]6,88% Defense(Ranged)[*]6,56% Defense(AoE)[*]0,9% Max End[*]1,5% Enhancement(JumpSpeed)[*]1,5% Enhancement(JumpHeight)[*]1,5% Enhancement(FlySpeed)[*]4% Enhancement(Heal)[*]1,5% Enhancement(RunSpeed)[*]55% Enhancement(RechargeTime)[*]36% Enhancement(Accuracy)[*]5% FlySpeed[*]57,2 HP (7,13%) HitPoints[*]5% JumpHeight[*]5% JumpSpeed[*]Knockback (Mag -4)[*]Knockup (Mag -4)[*]MezResist(Immobilize) 2,2%[*]MezResist(Terrorized) 2,2%[*]15% (0,25 End/sec) Recovery[*]52% (1,74 HP/sec) Regeneration[*]20% Resistance(Smashing)[*]20% Resistance(Lethal)[*]27,2% Resistance(Fire)[*]27,2% Resistance(Cold)[*]20% Resistance(Energy)[*]20% Resistance(Negative)[*]20% Resistance(Toxic)[*]20% Resistance(Psionic)[*]5% RunSpeed[/list]
<font class="small">Code:[/color]<hr /><pre>| Copy & Paste this data into Mids' Hero Designer to view the build |
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|-------------------------------------------------------------------|</pre><hr /> -
6-slotted you can have a good taunt with Provoke. Just remember to slot for accuracy. Here's a suggested slotting (you can just 6-slot either of the two sets if you have global acc bonuses):
Hero Plan by Mids' Hero Designer 1,401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
Level 11 Magic Scrapper
Primary Power Set: Broad Sword
Secondary Power Set: Dark Armor
Power Pool: Presence
Hero Profile:
Level 1: Hack -- Empty(A)
Level 1: Dark Embrace -- Empty(A)
Level 2: [Empty]
Level 4: [Empty]
Level 6: Provoke -- Zinger-Taunt(A), Zinger-Taunt/Rchg(7), Zinger-Taunt/Rchg/Rng(7), Zinger-Acc/Rchg(9), Mocking-Acc/Rchg(9), Mocking-Rchg(11)
Level 8: [Empty]
Level 10: [Empty]
Level 12: [Empty]
Level 14: [Empty]
Level 16: [Empty]
Level 18: [Empty]
Level 20: [Empty]
Level 22: [Empty]
Level 24: [Empty]
Level 26: [Empty]
Level 28: [Empty]
Level 30: [Empty]
Level 32: [Empty]
Level 35: [Empty]
Level 38: [Empty]
Level 41: [Empty]
Level 44: [Empty]
Level 47: [Empty]
Level 49: [Empty]
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit
------------
[u]Set Bonus Totals:[u]<ul type="square">[*]1,8% Max End[*]5% Enhancement(RechargeTime)[*]MezResist(Terrorized) 2,75%[*]10% (0,56 HP/sec) Regeneration[/list] -
[ QUOTE ]
<snarky QR to topic of thread>
Sure. My only Fiery Melee character isn't high enough to have GFS.
WANT FIRE/ STALKERS NAO!
[/ QUOTE ]
OMG I've been wanting Fire stalkers for ages -
[ QUOTE ]
Another suggestion would be to drop your travel power.
[/ QUOTE ]
Awww that's be too painful for me on any build that isn't SR (because SR has great runspeed with slotted quickness+swift). I want this to be an AV killer and AE farmer but also doing normal missions, TFs and such. -
Would I be softcapped with this build? Or at least my pets?
Any suggestions are welcome since I'm a n00b to MMs.
Thanks!
Villain Plan by Mids' Villain Designer 1,401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
01 thugstrapsmm: Level 50 Natural Mastermind
Primary Power Set: Thugs
Secondary Power Set: Traps
Power Pool: Speed
Power Pool: Fitness
Power Pool: Leadership
Ancillary Pool: Mace Mastery
Villain Profile:
Level 1: Call Thugs -- BldM'dt-Acc/Dmg(A), BldM'dt-Acc/Dmg/EndRdx(3), BldM'dt-Dmg(3), SvgnRt-Acc/Dmg(5)
Level 1: Web Grenade -- HO:Endo(A), HO:Endo(5)
Level 2: Caltrops -- TmpRdns-Acc/Slow(A), TmpRdns-Dmg/Slow(7), TmpRdns-Acc/EndRdx(7), TmpRdns-EndRdx/Rchg/Slow(9), TmpRdns-Acc/Dmg/Slow(9)
Level 4: Triage Beacon -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(11), Dct'dW-Heal/EndRdx/Rchg(11), Dct'dW-Heal(13), Dct'dW-Rchg(13)
Level 6: Equip Thugs -- EndRdx-I(A), EndRdx-I(15)
Level 8: Empty Clips -- Posi-Acc/Dmg(A), Posi-Dmg/Rchg(15), Posi-Dmg/Rng(17), Posi-Acc/Dmg/EndRdx(17), Posi-Dam%(19)
Level 10: Acid Mortar -- Posi-Acc/Dmg(A), Posi-Dmg/Rchg(19), Posi-Dmg/Rng(21), Posi-Acc/Dmg/EndRdx(21), Posi-Dam%(23), RechRdx-I(23)
Level 12: Call Enforcer -- S'bndAl-Acc/Rchg(A), S'bndAl-Dmg/Rchg(25), S'bndAl-Dmg(25), Achilles-ResDeb%(27), DefBuff-I(27), DefBuff-I(29)
Level 14: Hasten -- RechRdx-I(A), RechRdx-I(29), RechRdx-I(31)
Level 16: Force Field Generator -- RedFtn-Def/Rchg(A), RedFtn-Def/EndRdx/Rchg(31), RedFtn-Def(31), RedFtn-Def/EndRdx(33), RedFtn-EndRdx/Rchg(33)
Level 18: Gang War -- EdctM'r-PetDef(A), SvgnRt-PetResDam(33), C'Arms-+Def(Pets)(34), ExRmnt-+Res(Pets)(34), RechRdx-I(34), RechRdx-I(36)
Level 20: Super Speed -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(36), Zephyr-ResKB(36)
Level 22: Poison Trap -- BasGaze-Acc/Rchg(A), BasGaze-Rchg/Hold(37), BasGaze-Acc/EndRdx/Rchg/Hold(37), BasGaze-Acc/Hold(37), RechRdx-I(39)
Level 24: Hurdle -- Jump-I(A)
Level 26: Call Bruiser -- S'bndAl-Acc/Dmg/Rchg(A), S'bndAl-Dmg/EndRdx(39), BldM'dt-Acc/Dmg(39), EdctM'r-Dmg(40)
Level 28: Health -- Mrcl-Rcvry+(A)
Level 30: Stamina -- EndMod-I(A), EndMod-I(40)
Level 32: Upgrade Equipment -- EndRdx-I(A), EndRdx-I(40)
Level 35: Trip Mine -- Posi-Acc/Dmg(A), Posi-Dmg/Rchg(42), Posi-Acc/Dmg/EndRdx(42), Posi-Dam%(42), Posi-Dmg/EndRdx(43)
Level 38: Detonator -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(43), Posi-Dmg/Rchg(45), Posi-Acc/Dmg/EndRdx(45), Posi-Dam%(45)
Level 41: Maneuvers -- LkGmblr-Def/EndRdx(A), LkGmblr-Rchg+(43), LkGmblr-Def(46)
Level 44: Tactics -- GSFC-ToHit(A), GSFC-ToHit/Rchg(46), GSFC-ToHit/Rchg/EndRdx(46), GSFC-Rchg/EndRdx(48), GSFC-ToHit/EndRdx(48), GSFC-Build%(48)
Level 47: Assault -- EndRdx-I(A)
Level 49: Scorpion Shield -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(50), LkGmblr-Def(50), LkGmblr-Rchg+(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Supremacy
------------
[u]Set Bonus Totals:[u]<ul type="square">[*]4,5% DamageBuff(Smashing)[*]4,5% DamageBuff(Lethal)[*]4,5% DamageBuff(Fire)[*]4,5% DamageBuff(Cold)[*]4,5% DamageBuff(Energy)[*]4,5% DamageBuff(Negative)[*]4,5% DamageBuff(Toxic)[*]4,5% DamageBuff(Psionic)[*]10% Defense[*]1,25% Defense(Smashing)[*]1,25% Defense(Lethal)[*]4,69% Defense(Fire)[*]4,69% Defense(Cold)[*]5,31% Defense(Energy)[*]5,31% Defense(Negative)[*]2,5% Defense(Melee)[*]6,88% Defense(Ranged)[*]6,56% Defense(AoE)[*]0,9% Max End[*]1,5% Enhancement(JumpSpeed)[*]1,5% Enhancement(JumpHeight)[*]1,5% Enhancement(FlySpeed)[*]4% Enhancement(Heal)[*]1,5% Enhancement(RunSpeed)[*]61,3% Enhancement(RechargeTime)[*]45% Enhancement(Accuracy)[*]5% FlySpeed[*]57,2 HP (7,13%) HitPoints[*]5% JumpHeight[*]5% JumpSpeed[*]Knockback (Mag -4)[*]Knockup (Mag -4)[*]MezResist(Immobilize) 2,2%[*]MezResist(Terrorized) 2,2%[*]17,5% (0,29 End/sec) Recovery[*]52% (1,74 HP/sec) Regeneration[*]20% Resistance(Smashing)[*]20% Resistance(Lethal)[*]28,8% Resistance(Fire)[*]28,8% Resistance(Cold)[*]20% Resistance(Energy)[*]20% Resistance(Negative)[*]20% Resistance(Toxic)[*]20% Resistance(Psionic)[*]5% RunSpeed[/list]
<font class="small">Code:[/color]<hr /><pre>| Copy & Paste this data into Mids' Hero Designer to view the build |
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C. of Fear and Op. Gloom only work on minions, not even on lts. They don't stack unless you have some other power to stack the effects, such as touch of fear from DM or Clobber from WM.
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[ QUOTE ]
Does anyone have a uber Inv/WM build I can look at...been wracking my brains...and I seem to be going a tad bit insane.
Its for a buddy...but thanks in advace. PM me in game if you want to or email or carrier pidgeon whatever
[/ QUOTE ]
This is my planned inv/axe you can adapt this to mace, softcapped to s/l and 44.9% e/n but no perma-dull pain:
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Yeah I"ll go with Smashing Haymaker on my trip to 50, then I'll do only AE farms to get tickets and money.
BTW Invul is a beast! Mine's at 28 with generic IOs... and she was tanking lvl 52 boss farms like a champ, the 40-50 ppl on the team even asked how I could be so invincible at level 25ish... I'm enjoying invul so much, my next project is a fire/invul scrapper for AV soloing and such. -
Thanks Rakin, I went with your suggestion and took 1 slot out of scorch and aid self to 5-slot GFS. Now I have 44.9% s/l def with 1 foe in range, I guess it's better than the 41% from before even though my f/c went down a bit
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Very nice build. Only thing I'd change is taking Aim (which you already said you don't want) and instead of the generic stun IO in C.Burst, put an Absolute Amazement Stun duration, it's not so expensive for a purple.
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lolDefenders
Controllers defend the team better
*runs* -
Damn now I want GFS. Any suggestions on my posted build (see OP) to fit it in?
Thanks! -
[ QUOTE ]
I do question the wisdom of this new farming though. Is lvl 54 bosses really that efficient? Some of those fights can last a while.
[/ QUOTE ]
No, lvl 54 boss farms suck. Level 52 AE boss farms give you way more inf/xp/minute and can be done by a team post-SO level. -
[ QUOTE ]
Well, the build looks fine, just more focused on damage than mine. I have a lvl 50 invuln and those powers look good. From BA, I only took 5 powers (Beheader, Gash, Taunt, Whirling Axe and Cleave). I'd say you've got all the key powers in both sets and the slotting looks good, too.
I took Tough but not Weave on my invuln, and I didn't slot for defense (I have 300% regen). My shield tank has both Tough and Weave and IO sets for defense. Overall, looking at the build, I'm guessing you're looking for a high degree of versatility, rather than specializing for specific tasks.
[/ QUOTE ]
I'm focusing on regen (314%), softcap to SLEN and some recharge though I wish I had more rech.Thanks for the comment.
[ QUOTE ]
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.
[/ QUOTE ]
Oh isn't kismet always on like lotgs? I'll change it if it's not then. -
Sonic. I've met a lot of high level TAs on freedumb and Cold is not so rare there either.
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Well guys I"d like to fit it but I can't find room in my build (see OP).
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Yes, a KB IO is an acceptable replacement. One is enough for non-melee ATs.
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Yeah, I always pick damage auras after Stamina, and slot them with 2 dam/end and 2 acc/dam/end.
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Remember, you are the one who posted 'hi guys take a look at my build please' and even insisted, Cyber and I are being honest.
Ok, here's a breakdown.
1) [ QUOTE ]
An SR io'd up needs to be softcapped to all 3 def positions or you're doing something horribly wrong.
[/ QUOTE ]
This, a thousand times this. If not why bother with SR, which is almost a one-trick pony (defense)?
2) Your attacks are severely underslotted for accuracy, no matter what your math says. At least get rid of that useless +perception IO (you already have perception) and slot some more acc in follow up - at least this way the other attacks have a decent chance to hit after FU hits.
3) You have too many attacks, you will likely have to choose between Strike and Swipe in any attack chain.
The thing is, most people use IOs with an objective. In SR builds, it's usually defense and recharge (or maybe hp and regen instead of rech), maybe all of them if you can. Your build only use (expensive) IOs for capped melee def, that's why it's not a good build imho. There's no clear focus for the money you invested.
Of course this is just a game so if you're happy that's ok. I'm just voicing my opinion because you asked for build comments.