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Easy way to check if it's actually capped at 25%:
Brawl has a 2 second recharge time at 100% (base) recharge. If the cap is really 25%, then it shouldn't be possible to debuff Brawl so it recharges in more than four times its base recharge time- 8 seconds.
Brawl on a 16 second recharge time would indicate you'd been debuffed to around 12.5% Recharge.
AFAIK it's quite possible to have "minus 533% recharge" stacked on you, but this will be applied directly against [your base recharge plus any buffs] and bottom out at a certain value - which AFAIK is when you hit 25%. -
I'm fairly certain a toon bottoms out at 25% Recharge regardless of how much -recharge you stack on them. What you may be seeing is the effect of -recharge on someone with +Recharge buffs.
A Standard toon will have anything up to +190% recharge before you factor in Set bonuses (around +100% from slotting, +70% from Hasten, +20% from Quickness). That 190% is fair game for debuffing, along with 75% of the Base Recharge. The upshot is that an ability may only recharge in 8-9% of the time you're "used to". -
New rig arrived yesterday, so I thought I'd chime in with my experience of the new drivers.
I'm now running the current version of the Nvidia drivers (177.41), plus the Nvidia PhysX package (8.06.12) on a Gainward GTX 280 under Win XP Pro, with 2GB of 1150Mhz DDR RAM on a 3.33Ghz Intel Dual Core (E8600).
Naturally, it looks fantastic in CoX with stupidly high FPS even when everything is on maximum/200%.
Surprisingly, I've not encountered any graphics-related problems so far at all, even texture glitches.
However, the PhysX support option is still greyed out in CoH. -
** Cold **
Snow Storm - Slows opponents. Good for PvP duels (Slows, interrupts Aid Self).
Hibernate - "Phase Shift + Rest" Panic Button. Again, good for PvP.
Flash Freeze - Ranged Sleep. OK for soloing. Fairly useless on a standard team
Frozen Armor - Fairly low values for S/L Defense. Good for slotting a LOTG
** Electrical **
Static Discharge - Ranged Cone. Moderate Activation time and damage.
Shocking Bolt - Ranged Hold. Moderate activation time. Needs slotting to perma.
Charged Armor - Best Resistance Shield of all Blaster Epic pools. S/L/Energy.
EM Pulse - PBAoE Disorient. Long Activation time. Very Long Recharge. Death Magnet.
** Flame **
Bonfire - KnockBACK patch. Good for soloing or keeping mobs away from squishies.
Char - Like Shocking Bolt, but with a faster activation time and higher damage.
Fire Shield - Good Resistance shield. S/L/Fire/Cold
Rise of the Pheonix - Self-Rez, very high PBAoE damage + 10-secs of invunerability.
** Force **
Personal Force Field - High Def/Resists + "Only affecting self". Good Panic Button.
Repulsion Field - PBAoE Knockback toggle. Only take if you have a single-digit IQ.
Temp Invunerability - Mediocre Resistance Shield. S/L only. Nothing Special.
Force of Nature - 2 minutes of Godmode, no status protection or health crash.
** Munitions **
Body Armor - Auto Resistance buff. Very low S/L values. Good place for procs.
Cryo Freeze Ray - Ranged hold. Virtually no damage. Mediocre activation time.
Sleep Grenade - Same as Flash freeze, with better duration and activation time.
LRM Rocket - Unique Ranged interruptable "Snipe" Nuke. Long Recharge. S/L Damage.
Generally the PvP Pools are Force (for PFF and FoN) or Cold (For Snowstorm/Hibernate). PvE Pools can be anything, but you'll see a fair number of Fire (Rise of Pheonix + Char) and Munitions (for LRM Missile)... -
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acc/dam dam/rech acc/dam/rech acc/dam/rec/end and 2 dmg range ho is the pimp. I've used this slotting since io's were introduced. I know my attacks are only at 60% accuracy but i've got tactics and enough + acc from set bonuses and the extra little bit recharge doesn't make any diffrence to mee since I have the sexy range
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You know the Damage on that 2nd Dam/Range wouldn't make a blind bit of difference since you're already way over the ED damage cap? Like, 60% over the damage cap. You'd be better off one Dam/Range and one level 50 Range Common IO, and still be ED damage capped in Sirens and Bloody Bay (still >26% damage over)... -
To be honest, If you're looking for something completely different from a scrapper; I'd go for a "Ranged" blaster rather than a "Blapper" build.
The first thing that catches many converts-from-melee out is mez. There's just such a heck of a lot of it, from after about level 25 onwards throughout the game. Whilst it's not as bad as it has been in previous issues for Blasters (Fire-when-mezzed being part of the new Defiance inherent) it is still a drastic departure from melee toons. It's rare you'll be perma-CM/Claritied in a PUG team. You will learn to target mezzing enemies first!
Secondly is melee damage. Blasters have big hitting melee attacks, but they lack the mitigation to go toe-to-toe with anything (exception: /Ice, and some Blaster builds post-epic-pool-shields). You therefore have to be smart if you wish to use melee attacks in a PUG brawl and not lose your teeth. "Jousting" is the normal method, queue an attack, jump past an enemy, attack initiates and inertia makes you travel past the enemy so you're out of their melee range while the attack animates. Combined with a Stealth IO, you'll rarely get hit.
Thirdly is build. /Fire for example, is a squishy aggro magnet on legs... whilst /Ice provides nearly as much mitigation as a scrapper or tanker's defensive powerset. Elec/NRG can one-hit sap entire spawns dry of endurance. Archery can kill a mob in one shot from a long distance every 30 secs.
Personally I have a Fire/Ice/Fire Blaster that is a lot of fun to play and rarely dies unless I want him to (Tip: 'Rise of the Pheonix' is lots of fun and dying completely negates the debuff after an Inferno!). He can mow down mobs from a distance, slap foes with his Ice Sword in Melee, help out the Tanker with Ice Patch and/or Shiver, pull from out of line of sight with Rain of Fire... etc. . I rolled him for the Ice Patch/Rain of Fire combo, but he's a lot of fun regardless of what I'm fighting. If I start getting hammered, dropping Ice Patch and Shiver, Jumping up and toggling on Hover then firing from a distance will mow down the toughest mobs in relative safety. Shiver, Fireball, Fire Blast and Aid Self let me solo +2 "gate mobs" in Cimerora easilly.
Finally, Damage. Blaster damage tends to be a fairly unresisted type (unlike Scrapper or Tanker damage - even Fire Melee contains a lot of lethal, Fire Blast doesn't!). Blasters also get access to both Aim and Build Up, and Defiance which adds +damage with each attack. And then there's AoEs and "the Nuke". Scrappers can't really compare to that. I have a AoE damage build Spines/DA/Body Scrapper that is roughly comparable to my Fire Blaster in terms of raw AoE damage output, but whilst the Scrapper is more survivable and ignores mez, the Blaster can inflict carnage over a much wider area than the Scrapper can, even without using Inferno. -
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No, I don't have it backwards. The damage is split, and then the resistances of the individual entities apply.
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You SURE about that?
For the record, Shadow Fall on this character is 23.54% Energy Resistance. I tested the effect of it on Damage received by my Tier 1 Bots three times:
1. Completely unbuffed
2. Bots inside Shadowfall's radius
3. Bots outside of Shadowfall's radius (using Defensive GOTO)
Conclusion: the Bots own resistances doesn't matter. YOUR resistances get applied when you are hit, this reduced damage then gets divided as same-typed but "unresistable" damage between your pets. -
Posting a PvP combo not many people have picked up on (Everyone seems to go for +Recharge set bonuses!):
Level 50 Devastation - Acc/Dam, EITHER Dam/End or Dam/Rech, Acc/Dam/Rech, Acc/Dam/End/Rech
Centriole HO (Dam/Range)
Level 40 Decimation or Ruin Acc/End/Rech
Gets you the +Damage, +HP, +Regen bonuses plus a bit of Range. Will put an 80 foot attack at 96 Feet.
85.5% Acc / 126% Damage (ED Capped in BB and Sirens) and either 85.5% or 59% Rech depending on IOs.
Alternatively:
Level 50 Devastation - Acc/Dam, Dam/Rech, Acc/Dam/Rech, Acc/Dam/End/Rech
Common level 50 Range IO
Level 25 Salvo Acc/Dam/End/Range
Trades Rech and End for more range. Still gives the +Damage, +HP and +Regen set bonuses. Will put an 80 foot attack at 107.1 Feet. 80.25% Acc / 106.75% Damage (ED Capped in Sirens) and 66.25% Rech.
You can play about with Centrioles too, such as:
Level 50 Devastation - Acc/Dam, Acc/Dam/Rech, Acc/Dam/End/Rech
Centriole HO (Dam/Range)
Common level 50 Range IO
Level 25 Salvo Acc/Dam/End/Range
Trades a Set Bonus and some recharge for more +Range. An 80 foot Attack goes to 121.4 Feet. Loses the +Dam Bonus but keeps +HP and +Regen. 80.25% Acc / 113.55% Damage (ED Capped in Sirens) and 39.75% Rech. -
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Yes, it only lasts for 90 seconds...
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60 seconds Mael...
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Meh, Po-tay-to, Po-tah-to... I just go by when it starts blinking...
2 Sec Cast time, 3 sec recharge. Even a busy Kin shouldn't have any trouble keeping it on 1-3 allies.
I'm not suggesting that ID should be used as a proactive mez protection buff, because frankly buffing all the squishies every 60 seconds gets old real fast. But extra resists for toons that are likely to pull aggro is way helpful, and if you're feeling generous to the Empath you can trade him a perma-ID for a perma-CM! -
It's funny how many Kins feel that ID is skippable... but personally I look on ID as a good Resistance buff first and decent Mez Protection second. I tend to use it on Tankers or Blappers for the Resistance buff.
An extra 30% resistance to Energy and Smashing damage is nothing to sneeze at, particularly from a Controller. Defenders get 40% from it. Yes, it only lasts for 90 seconds and Kin is an active set, but if even you can keep it on only 1-2 allies (Tanker --> Empath --> Blapper is my order preference) it can make a big difference fighting most foe types. Very useful versus AVs if you find yourself with a struggling INV or Fire Tank.
And speaking from the POV of an Earth/Kin... combined with the resistance pet IO, it also turns my Stoney into a rather respectable tanker (see below). Personally I'd sooner drop Speed Boost than ID.
Animated Stone's Resistances with Slotted ID + the Sovereign Right +Resistance Pet IO:
+ 110% Psionic Resists (100% base + 10% from IO!)
+ 100% Energy Resists
+ 90% Toxic Resists
+ 80% Smashing Resists
+ 70% Fire/Cold/Negative Resists
+ 60% Lethal Resists -
If you're finding your Tier 1s squishy, your problem is that they have low HP and both Poison and Dark don't do much to stop them from getting one-shot. If you roll a FF or Traps you'll see a big difference.
I've got two level 50 MMs, a Bot/Dark and a Bot/Traps. Even though the Bots bubble themselves for a bit of extra defence, on a higher-level Strike Force like the LGTF or the LRSF the Dark ends up constantly resummoning his Tier #1s... but I usually count the resummons the Traps has to do on one hand.
Soft-capping the Defence of your henchmen is quite easy on a Bot/Traps or Thug/Traps. -
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Thanks for all the tips, Maelwys would you be so kind as to post up a mid heroes build for my build for pvp in RV, thank you
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It honestly depends what you want to do.
Normally the only must-haves for a PVP Scrapper are good movement, well-slotted armor/attacks, Focussed Accuracy (many villain armor sets are based on Defence) and a lot of Accuracy + Recharge slotting.
Do you want to actively hunt Stalkers, or just survive a stalker's sneak attack? Because you don't need anything special to survive a few lone stalkers, just a key bound to permajump and a clickyheal on standby...
If you want to fight Corrs or Doms, Slot up Ripper, Impale and Throw Spines. You'll probably want either MoG and/or Phase Shift to get out or certain situations or debuffs, and always carry breakfrees.
If you want to Fight Masterminds, get Teleport Foe. You will only beat poor Masterminds on a Scrapper in a "fair fight", even with Spines... they just have too many tricks to lock you down and keep you debuffed.
If you want to fight Brutes, I'd reroll. Spines just doesn't have the Damage output to dent a good Brute.
VEAT armor is based more on Defence than resistance, but they can be built for damage output, to be fairly resilient or/and for Mez capability too. I'd focus on Ranged Damage and Accuracy, and bring breakfrees. -
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Out of interest, why /regen. I agree I stopped having trouble with Stalkers a while back when I can be bothered to go near a PvP zone, but that's mostly down to FA making them visible before they can AS me and the Alpha itself not being able to waste me.
What's so great about /regen as adverse to /wp, for example?
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WP can't heal back to full in under one second right after an AS, nor can they sit permanently at the Scrapper HP Cap like a well-slotted IOed Regen. Only bad stalkers are going to be visible via just FA. You'd need Tactics and FA and a powerset +Perc power running to see stalkers within 10 feet when they're at the stealth cap, and even then you'll never ever want to stand still when there's a GOOD stalker about.
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Clearly, I've never met a good Stalker.
WP has resistances and defence, which means they shouldn't ever have to heal as much from an AS... unless AS ignores resistances. Bare in mind I haven't been in game for well over a year, and IOs barely existed last time I was. I really only just started researching what can be done with them, never mind actually slotting any of them.
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AS is unresisted in PvP, and unfortunately WP's defence values aren't really worth much in PvP, given that everyone has +accuracy slotting and set bonuses up the whazoo. Scrapper WP just doesn't have the HP to be able to recover from a (Build Up + AS) in time to avoid being two or three shot.
Let's try it this way: An EM Stalker can fairly easily (in terms of damage output) two shot a Scrapper at the HP cap. However since the Energy Transfer animation time nerf, a Regen or INV Scrapper will be able to heal back to full HP after an AS before the Stalker can land that second hit. On the other hand, a WP Scrapper has no means to self-heal from such a drastic damage spike within a short period of time, and will be two-shot.
Moral of the story: If you're heroside and planning to stand still in a PvP zone, make sure you're either phased, buffed to high heaven, or on a Tanker or a Scrapper with your finger hovering over a clickyheal. And even then, it's still better to just bind a button to "++up" and tap the WASD keys. -
From here
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I really, really don't want to look at Spines. Folks should probably encourage that, since there's no way that would come out favorably.
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I believe thats the exact reason it *should* be looked at.
/fair is fair
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oh, I know. I'll get to it, eventually. I've been putting it off about as long as I've been putting off looking at ET. To get an idea of what I mean, look to SF's post on this topic last page or so. 2 changes and he was done. Sadly, I wouldn't be. It's not just the damage/recharge irregularities that are a problem, it's the MULTIPLE secondary effects. Slows, DOTs and (rarely useful) stacking immobilize on nearly every power, lots of range and lots of AOE? The only thing that keeps the set anywhere near balance is the slow animations.
So, the whole thing is a massive headache waiting to happen.
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*Deep Breath*
DOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOO
OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOO
OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOO
OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOM!!!
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Out of interest, why /regen. I agree I stopped having trouble with Stalkers a while back when I can be bothered to go near a PvP zone, but that's mostly down to FA making them visible before they can AS me and the Alpha itself not being able to waste me.
What's so great about /regen as adverse to /wp, for example?
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WP can't heal back to full in under one second right after an AS, nor can they sit permanently at the Scrapper HP Cap like a well-slotted IOed Regen. Only bad stalkers are going to be visible via just FA. You'd need Tactics and FA and a powerset +Perc power running to see stalkers within 10 feet when they're at the stealth cap, and even then you'll never ever want to stand still when there's a GOOD stalker about. -
You can ignore the Hami-Os and the purple set. Most of the pricier IOs there are just for min/maxxing. The immobilise and the +Def bonuses are where the fun is at...
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Bots/Traps/Mu is actually a better Tankermind build than Bots/Traps/Mace.
You can hit the defense soft cap through IO set bonuses without having to rely on the Epic shield at all. If you go for the Mu Epic, you'll get resists on top of your already high defence. And a AoE immobilise that negates the Assault Bot's burn missile Knockback, which is UTTER HEAVEN for PVE. Spawns just completely melt.
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Protector Bot Shields give 7.5% Base Defence, and about 11.8% Defence when enhanced as above. -
The good new is that the "Pom Poms of Doom" aren't quite so "Doom" in PvP anymore ever since the Energy Transfer Animation tweak. A Stalker is going to find it very tricky these days to kill a decently built Regen Scrapper, unless the Regen is AFK (or hasn't brought breakfrees versus an EM Stalker that stacks stuns).
On the flipside, you're not ever going to catch a decently built Stalker unless you have the Weapon Mastery epic pool (and even then, if they have Teleport or Phase... forget about it). Spines or no Spines. -
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One of my favourite tricks on the STF is to permacage the flier so it can't attack or drop mobs.
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Does it then pass by? Or is it for such a short time it just buys time?
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I wouldn't call firing off one power every 30 secs to fully negate a foe's attacks "just buying time".
More like "taking a dangerous foe out of the fight entirely". It's still aggroed but can't act.
Combined with a Power Boosted Liquefy patch ("OK. Try and hit us NOW, you massive horde of Bane Spider sissies!") Sonic Cage is one of the lesser-used but _very_ powerful abilities of a good Sonic Defender.
It's especially handy to be able to cage the flier when it respawns and aggros a team when they're busy killing the towers (without a tank). Many an otherwise helpless STF PUG team has been saved by such tactics. -
AVs can be caged. The cage duration is reduced though.
Normal Monsters can usually be caged, GMs can't.
One of my favourite tricks on the STF is to permacage the flier so it can't attack or drop mobs. -
Nightmarer's slotting advice is dead-on track. I'd also leave Cloak of Fear off permanently. It's unneccessary when combined with Oppressive Gloom, and counterproductive with Quills/Death Shroud. Cloak of Darkness is also unneeded since you have Combat Jumping. Stick a cheap +Perception IO into Build Up instead.
The only defensive toggle worth turning off occasionally is Murky Cloud. You'll want Obsidian Shield (Mez protection) and Dark Embrace (S/L resists) always on. For soloing you can also turn off Quills and Death Shroud, but they'll be very useful on most teams due to the increased mob spawn size.
Finally: You've taken Conserve Power and FA, so IMO it'd be daft to leave Energy Torrent. It's as damaging as Throw Spines and works VERY well as a cone knockdown "first attack" when starting to fight a mob. -
Depends entirely on your build and intentions.
If you've a lot of AoEs and don't plan on fighting things from range, then no you don't need taunt. Holding aggro on much-higher-level AVs is about the only thing that actually requires it. I've experimented with taking Taunt off my INV/SS's power tray... and for virtually all normal team situations my Taunt Aura and Footstomp hold aggro just fine. Taunt's only real use is to pull a far-away mob off a squishy without moving. -
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but I can't see why anyone wouldn't want fully buffed bots
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Assault Bot works better without "Equip" due to the long animation time of Flamethrower. With a FF +Recharge Proc in him he'll do way more damage by repeatedly cycling the missiles with just "Upgrade".
The rest of the Bots definately want "Equip" AND "Upgrade" for full effectiveness, though Protector Bots will need one SO worth of Endred after "Upgrade" to stop them using all their endurance bubbling. -
Which I'm not disputing... but that doesn't help the average Peacebringer which isn't heavilly-IO'ed or Proc'ed, or who doesn't have veteran attack powers.
Khelds benefit from IOs like anyone else. My own PB for example has Perma Essence boost, enough +Accuracy to get 95% ToHit versus +5s and Dwarf Stomp Proc'ed up, but that isn't the AT's "normal performance".
Solar Flare is also one of the biggest culprits for non-IO'ed PB's endurance woes. And whilst it's a decent attack and features in my own chain, I'd much prefer it to do Knockdown rather than Knockback. -
My Human/Dwarf form PB is heavily IO'ed up too, even partially purpled; but I was referring to a cycle of the standard attacks: R. Strike + I. Strike + Glinting Eye + Gleaming Blast altogether comes to only 630 Damage at level 50 (861 with Build Up) when an even-level LT has 865 HP before factoring in resistances.
They can't one-shot an even-level minion, since even IS + Build Up only comes to around 400 Damage.
Level 50
Minion HP = 434.5
Lieut HP = 864.9
Boss HP = 2689.6
Peacebringers work differently to Warshades. Their Dwarf and Human forms work much more successfully when taken as seperate single entities than their Warshade equivilants, but their self-buff powers do not lend themselves nearly as well as Warshades' do to fast mid-battle "form switching". In fact, Essence Boost is the one buff they possess that carries over to any great degree.
On a Peacebringer, It's probable that 'Build up' isn't intended to be a long duration multi-form buff but a supplement to a series of Human form spike damage attacks. However, as it is currently, 'Build Up' grants only a +72% Damage buff for 10 seconds (less than 3/4 the Scrapper Value) and doesn't affect the Peacebringer's most damaging attack (Photon Seekers).
Note also that their attacks cost a LOT of endurance. Before IOs my PB regularly ran dry even with no toggles running plus Conserve Energy + Hasten. With IOs at endgame this is a non-issue, but it adds to the regular levelling grief associated with Kheldians.
I'd like to see their base damage raised to a point where Build Up + IS will one-shot a minion, and a chain of Build Up + IS + RS + GB will three-shot a LT. I'm not asking to be "overpowered" here, just for PBs to be less painful to solo without an IO'ed build, given the already high end cost and long attack animation times.