OnimusPrime

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  1. Quote:
    Originally Posted by Doomguide View Post
    The primary reason I chose LF early is not to run it at that time but to have it already slotted and enhanced for when you can use it without destroying your blue bar. Presumable this is after Stamina but it would also be available if you happened to team with teammates who use +recovery buffs, for example Rad's AM or Kin's SB. The other choices for powers at lvl 4 are Swipe and Conductive Shield. I choose to get it early as within the next few levels there are a lot of other things I want in the build as well and that situation doesn't get any less demanding. The attacks left are Strike, Slash, Spin and Focus. I wouldn't go using Spin on a single target but when I have several around me. Especially if I'm low or getting low on end. That leaves Strike, Slash and Focus. I don't think our advice is really all that different with respect to attacks.

    For me it boils down to whether I need an extra 75% or so end drain resistance in exchange for a power choice. Doesn't really matter if it's an auto (though that's certainly a plus) a toggle or a click. It's one less other power choice I can take that provides more for the build.

    Again maybe while leveling up it may be something I'll look back and say would have been easier ... but in a mature higher level build I have a tough time seeing it being useful enough to be worth the power choice over something else.
    True. It's really dependent on your play style. As I mentioned to the OP, the first 3 attacks is sufficient enough for a decent attack chain when you add brawl into the mix. Spin isn't that important to me early on since I don't run all my toggles before Stamina, and I don't need the added aggro in team situations. Focus is definitely not that important early on, but then again, I have a Black Wand, so I can't speak for everyone. I use Focus to expand my chain rather than distance attacks. Lightning Field... I just won't take a power at level 4 that I intend to use 16+ levels later. I tend to splurge endurance only after I have an unlimited supply available in Power Sink. In all honesty, I'm debating whether to take Evis over LF since I already have mitigation in both Focus and SW.
  2. Quote:
    Originally Posted by Doomguide View Post
    Maybe I'm underestimating it ... I've never had an /ElA brute to high levels. But it is a long way from half of the builds energy resistance. It goes from 75% or so in the build without Grounded to just shy of 85% with Grounded. For end drain resistance it might against Carnies and Mu make enough difference to force one to use an occasional blue more than you would otherwise (or maybe use Power Sink more for getting blue back rather than draining the mob). It is also not the sole source of end drain resistance in the build. It is closer to half of the builds end drain resistance but even there it's less than half. I just have a tough time buying that 175% or so resistance rather than 100% or so is going to make a large enough difference to justify its existence in the build because that seems to me to be why you'd include it at all assuming you have another source of kb protection. Frankly the fact one might have trouble obtaining kb protection would make me far more likely to move it earlier in the build personally (or even include it). One of the most able brutes I've seen has posted their build in the RO networks forums, Grounded is nowhere to be seen in their build at all. For me personally Grounded is going to have to prove itself needed enough to want to burn a respec to move it up earlier. I really think having good +recovery, solid end reduction slotting coupled with having Energize and Power Sink up asap will make a far larger difference in a builds performance overall than having Grounded for the extra end drain resistance will.

    I do agree that I'd really want Hasten and as much +recharge as I could get in whatever build I have in the long run, but it's not in the build as the OP specifically mentioned they weren't a fan.

    I think if one is having trouble maintaining a toggle (Lightning Field) costing between 0.21end/sec and 0.27end/sec (with and without Energizes endred discount) then the build in question has issues overall with endurance slotting and usage they need to solve first.
    I'm actually curious which able Electric Armor builds doesn't have grounded. Not trying to dispute your claim, I'm just curious at how well they handle post-30 content. In my build, not only do I get Grounded at 16, but I also get Energize at 28 and Power Sink at 35 when they're both available. What I don't have is 5 endurance draining attacks before I pick up Stamina. To each their own, I suppose, but it's more than lightning field's drain you need to worry about, unless you don't activate your other resistances. The fact that grounded is auto sounds like a gift when you consider the extra burden of lightning field at 4.

    Like I said, to each their own. Just stating my experience with Electric Armor.
  3. When exporting, make sure you click the option for zetaboards.
  4. For the OP, are things really so hectic for you to need 5 attacks before lvl 20? Honestly, 3 attacks is more than enough to establish a decent chain for my first 26 levels. For a leveling build, I don't touch Follow Up. It's weak, slow and drains too much endurance to keep it useful. Add it in when you're respeccing into a lvl 50 build. I stick with Swipe, Strike and Slash until lvl 26, but if you must have Spin early, replace Slash with Spin. I wouldn't think about Lightning Field until after Power Sink unless you like resting after every group. Reconsider Hasten. Electric Armor benefits the most from a recharge build. It may be out of your price range now, but who knows what you'll run across on your way to 50.
  5. It's not really the energy resistance, but the endurance drain protection that makes grounded important. With Mu's, Freakshow, Carnies and Malta populating the maps beyond 16, it's just too much to overlook, especially in large group situations. Is there really an attack worth taking at that level rather than extra protection that drains 0 end?
  6. It's not a good idea to delay grounded to lvl 47, let alone leaving it single slotted. It's more than just kb protection, it's also the other half of your end drain/energy/neg energy resistance. At lvl 16, there's just not enough need for anything else to skip this AUTO power. Three attacks is more than enough at that point.
  7. Since I have the slots free, I go with 4 numinas and an IO recharge. The 4th numina being +regen/+end for the extra bonus to heal. 35 second heals.
  8. As promised, this is what I work with on all my WP characters. As long as you use brawl every other attack, your endurance bar should be fine.

    Villain Plan by Mids' Villain Designer 1.601
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    1 to SO's Claws/WP: Level 21 Magic Brute
    Primary Power Set: Claws
    Secondary Power Set: Willpower
    Power Pool: Leaping
    Power Pool: Fitness

    Villain Profile:
    Level 1: Swipe -- Acc(A), Acc(7), Dmg(9), Dmg(15)
    Level 1: High Pain Tolerance -- Heal(A), Heal(3), Heal(3)
    Level 2: Strike -- Acc(A), Acc(7), Dmg(13), Dmg(15)
    Level 4: Fast Healing -- Heal(A), Heal(5), Heal(5)
    Level 6: Combat Jumping -- DefBuff(A)
    Level 8: Slash -- Acc(A), Acc(9), Dmg(13)
    Level 10: Indomitable Will -- DefBuff(A), DefBuff(11), DefBuff(11)
    Level 12: Swift -- Run(A)
    Level 14: Super Jump -- Jump(A)
    Level 16: Rise to the Challenge -- Heal(A), Heal(17), Heal(17)
    Level 18: Health -- Heal(A), Heal(19), Heal(19)
    Level 20: Quick Recovery -- EndMod(A), EndMod(21), EndMod(21)
    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 -- Acc(A)
    Level 1: Sprint -- Run(A)
    Level 2: Rest -- RechRdx(A)
    Level 1: Fury
  9. As an Arch-Villain? Probably not. Just last night I was facing Nemisis and steadily working him down with an endless stream of fire, dark attacks from Gloom and damage slotted lightning field. Nemisis has two forms of attack, melee and his nemisis staff. I don't know about fiery, but electric armor deals with his ranged damage better. He'll resort to using NS while you're still in melee range if you fall back just a little.

    Two problems. Even with a fully slotted grounded, you'll get knocked back after the 4th or fifth hit. I'm sure it'll be much worse for fiery aura. The second, most frustrating, problem is when he's down to 1/4 health. He activates a force field that I spent close to a half hour trying to break through. During that brief moment, he regenerates enough health to retrigger force field when he hits 1/4 health again. I just gave up and left the mish. Now if you're able to obtain Rage-like to hit, you may have better luck than I did. Otherwise, you're gonna hit a similar wall.
  10. I've never had a problem with even conned Shivans on any of my WPs at that lvl with lvl 20 DO's. Then again, the power choices and slotting are like night and day compared to what I've grown accustomed to. I always 3 slot HPT and Fast Healing with heals before I give my attacks their second accuracy. I also take health at 18, 3 slotted by 19, and save MOB for lvl 30. You have 5 attacks multi slotted when only 3 are needed with the claws primary. I don't bother with follow up until I'm making a final build. Without enough global recharge, it's too much of a pain to keep it double stacked while maintaining your endurance bar. I'm at work now, so don't have access to mids atm. I'll make a decent lvling wp build when I get home. With endurance free brawl, end reds aren't needed at all. Also, why getting IO's so early? I don't bother with them until lvl 47.
  11. OnimusPrime

    loving SM/Elec

    I wouldn't suggest dropping a 70% recharge power for 20% recharge. I agree with Exxar in aiming for perma-haste. With a slow moving primary like stone, you need all the speed you can get to obtain a sluggish-free attack chain. Fault does not need damage. A mag 3 disorient with a nice radius does more than it's share without a damage proc. It's a waste. You're better off getting gloom than hurl. Gloom does more damage and activates faster than the 2+ seconds for hurl. Gloom fits into a non-weapon attack chain. Hurl is only convenient if you don't have a pull item like Nemisis Staff or Black Wand.
  12. Quote:
    Originally Posted by Von Krieger View Post
    I'm playing a Claws/Elec myself at the moment, as I solo primarily I skipped Taunt, and as it doesn't do very much damage, I skipped the Claws single target Ranged power in favor of getting Gloom. (I went the GW route with my patron).
    I favor Focus lack of redraw and faster recharge. It can be easily placed in a chain. I use a black wand for pulling.
  13. I meant to say as a second attack. My current attack chain is Slash >FU >Slash >Focus >Slash >FU >Slash >Shockwave --->repeat. Keeps my bonuses stacked throughout the fight.
  14. I wouldn't suggest dropping follow-up on a brute with electric armor. It's more than a damage booster, it boosts your to-hit as well. With enough global recharge, you can set it up to hit every other attack keeping you slightly on par with rage without the penalties.
  15. That depends on your meaning of squishy. Any secondary that can withstand a number of hits does not belong in that category. The only thing ELA was missing was a decent means of healing. With Energize, one doesn't have to make a choice between the Fighting and Medicine pool.
  16. Remember to set the format code for Zetaboards.
  17. Thanks for the builds. Took a closer look at your ranged build and adjusted it slightly for my purposes. Took out TK Thrust and added in a panic button should the aggro become too much. The recharge is much better and the attacks more fuller. Added some purple sets as well. With the addition of Time Lord and Predator from day jobs, it achieves, or at least nearly, perma-hasten without sacrificing range defense. Thanks again for giving me something to work with.


    Hero Plan by Mids' Hero Designer 1.401
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Black Reiver: Level 50 Magic Blaster
    Primary Power Set: Archery
    Secondary Power Set: Mental Manipulation
    Power Pool: Speed
    Power Pool: Flight
    Power Pool: Leaping
    Power Pool: Leadership
    Ancillary Pool: Force Mastery

    Hero Profile:
    Level 1: Aimed Shot -- Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/Rchg(5), Thundr-Dmg/EndRdx/Rchg(13), Thundr-Acc/Dmg/EndRdx(21), Thundr-Dmg/EndRdx(21), Thundr-Dmg/Rchg(23)
    Level 1: Subdual -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(9), Thundr-Dmg/Rchg(11), Thundr-Acc/Dmg/Rchg(11), Thundr-Acc/Dmg/EndRdx(15), Thundr-Dmg/EndRdx/Rchg(17)
    Level 2: Fistful of Arrows -- Posi-Acc/Dmg/EndRdx(A), Posi-Acc/Dmg(3), Posi-Dmg/EndRdx(3), Posi-Dmg/Rchg(5), Posi-Dmg/Rng(7)
    Level 4: Snap Shot -- Thundr-Acc/Dmg(A), Thundr-Dmg/Rchg(39), Thundr-Dmg/EndRdx/Rchg(40), Thundr-Acc/Dmg/Rchg(43), Thundr-Dmg/EndRdx(46), Thundr-Acc/Dmg/EndRdx(48)
    Level 6: Hasten -- RechRdx-I(A), RechRdx-I(7), RechRdx-I(9)
    Level 8: Aim -- RechRdx-I(A)
    Level 10: Psychic Scream -- Posi-Acc/Dmg/EndRdx(A), Posi-Dmg/Rchg(13), Posi-Acc/Dmg(25), Posi-Dmg/EndRdx(27), Posi-Dmg/Rng(27)
    Level 12: Explosive Arrow -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(15), Posi-Dmg/Rchg(17), Posi-Dmg/Rng(19), Posi-Acc/Dmg/EndRdx(42)
    Level 14: Hover -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(40), LkGmblr-Rchg+(45)
    Level 16: Blazing Arrow -- Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/EndRdx(19), Thundr-Dmg/EndRdx(23), Thundr-Dmg/EndRdx/Rchg(34), Thundr-Dmg/Rchg(37), Thundr-Acc/Dmg/Rchg(37)
    Level 18: Concentration -- RechRdx-I(A)
    Level 20: Drain Psyche -- Efficacy-EndMod/Rchg(A), Efficacy-EndMod/Acc/Rchg(25), Efficacy-EndMod(39), Efficacy-EndMod/Acc(39), Numna-Regen/Rcvry+(50), Mrcl-Rcvry+(50)
    Level 22: Fly -- Zephyr-Travel/EndRdx(A), Zephyr-Travel(36)
    Level 24: Combat Jumping -- Zephyr-ResKB(A), Zephyr-Travel(43), LkGmblr-Rchg+(46)
    Level 26: Stunning Shot -- Stpfy-Stun/Rng(A), Stpfy-EndRdx/Stun(29), Stpfy-Acc/Stun/Rchg(36), Stpfy-Acc/EndRdx(36), Stpfy-KB%(37), Stpfy-Acc/Rchg(40)
    Level 28: Super Speed -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(29)
    Level 30: World of Confusion -- CoPers-Conf(A), CoPers-Conf/EndRdx(31), CoPers-Conf/Rchg(31), CoPers-Acc/Conf/Rchg(31), CoPers-Acc/Rchg(34), CoPers-Conf%(42)
    Level 32: Rain of Arrows -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(33), Ragnrk-Acc/Dmg/Rchg(33), Ragnrk-Acc/Rchg(33), Ragnrk-Dmg/EndRdx(34)
    Level 35: Assault -- EndRdx-I(A), EndRdx-I(43)
    Level 38: Psychic Shockwave -- Armgdn-Dmg(A), Armgdn-Dmg/Rchg(42), Armgdn-Acc/Dmg/Rchg(45), Armgdn-Acc/Rchg(45), Armgdn-Dmg/EndRdx(50)
    Level 41: Personal Force Field -- LkGmblr-Rchg+(A)
    Level 44: Maneuvers -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(46), LkGmblr-Rchg+(48)
    Level 47: Temp Invulnerability -- S'fstPrt-ResDam/Def+(A)
    Level 49: Vengeance -- LkGmblr-Rchg+(A)
    ------------
    Level 1: Brawl -- Acc-I(A)
    Level 1: Sprint -- Clrty-RunSpd(A), Clrty-Stlth(48)
    Level 2: Rest -- RechRdx-I(A)
    Level 1: Defiance
  18. OnimusPrime

    DM/WP build help

    This is my one of my several projects. Note there's 5 purple sets in there which will raise the cost of this build in the 2+ billion range. The fluidity of this build's attack chain depends heavily on the recharge of those sets. It's a work in progress, constantly changing as I find ways to add defense without sacrificing speed. The main focus, as with a number of my builds, is to keep hasten activated permanently.


    Hero Plan by Mids' Hero Designer 1.401
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Dark WP Perma: Level 50 Magic Scrapper
    Primary Power Set: Dark Melee
    Secondary Power Set: Willpower
    Power Pool: Leaping
    Power Pool: Fitness
    Power Pool: Speed
    Power Pool: Fighting
    Ancillary Pool: Darkness Mastery

    Hero Profile:
    Level 1: Smite -- Hectmb-Dmg(A), Hectmb-Dmg/Rchg(9), Hectmb-Acc/Dmg/Rchg(13), Hectmb-Dam%(15), Hectmb-Dmg/EndRdx(27)
    Level 1: High Pain Tolerance -- Numna-Heal/EndRdx(A), Numna-Heal/Rchg(3), Numna-Heal(3), Mrcl-Rcvry+(40)
    Level 2: Mind Over Body -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam/Rchg(7), ImpArm-ResDam/EndRdx/Rchg(7), ImpArm-ResDam(40)
    Level 4: Fast Healing -- Numna-Heal/EndRdx(A), Numna-Heal/Rchg(5), Numna-Heal(5), Numna-Regen/Rcvry+(46)
    Level 6: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 8: Siphon Life -- C'ngImp-Dmg/EndRdx(A), C'ngImp-Dmg/Rchg(9), C'ngImp-Acc/Dmg/Rchg(13), C'ngImp-Acc/Dmg/EndRdx(15), C'ngImp-Dmg/EndRdx/Rchg(27)
    Level 10: Indomitable Will -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(11), LkGmblr-Rchg+(11)
    Level 12: Swift -- Run-I(A)
    Level 14: Super Jump -- Winter-RunSpd/Jump/Fly/Rng(A), Zephyr-Travel(50)
    Level 16: Rise to the Challenge -- Numna-Heal/EndRdx(A), Numna-Heal/Rchg(17), Numna-Heal(17), Numna-Heal/EndRdx/Rchg(43)
    Level 18: Health -- Numna-Heal/EndRdx(A), Numna-Heal/Rchg(19), Numna-Heal(19), RgnTis-Regen+(40)
    Level 20: Quick Recovery -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(21), Efficacy-EndMod/Acc/Rchg(21), Efficacy-EndMod/Acc(43)
    Level 22: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(23), Efficacy-EndMod/Acc/Rchg(23), Efficacy-EndMod/Acc(46)
    Level 24: Hasten -- RechRdx-I(A), RechRdx-I(25), RechRdx-I(25), RechRdx-I(43)
    Level 26: Soul Drain -- Armgdn-Dmg(A), Armgdn-Dmg/Rchg(34), Armgdn-Acc/Dmg/Rchg(34), Armgdn-Acc/Rchg(37), Armgdn-Dmg/EndRdx(37)
    Level 28: Heightened Senses -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(29), LkGmblr-Rchg+(29)
    Level 30: Dark Consumption -- Oblit-Dmg(A), Oblit-Acc/Rchg(31), Oblit-Dmg/Rchg(31), Oblit-Acc/Dmg/Rchg(31), Oblit-Acc/Dmg/EndRdx/Rchg(48)
    Level 32: Midnight Grasp -- C'ngImp-Dmg/EndRdx(A), C'ngImp-Dmg/Rchg(33), C'ngImp-Acc/Dmg/Rchg(33), C'ngImp-Acc/Dmg/EndRdx(33), C'ngImp-Dmg/EndRdx/Rchg(34)
    Level 35: Boxing -- Amaze-Stun(A), Amaze-Stun/Rchg(36), Amaze-Acc/Stun/Rchg(36), Amaze-Acc/Rchg(36), Amaze-EndRdx/Stun(37)
    Level 38: Tough -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam/Rchg(39), ImpArm-ResDam/EndRdx/Rchg(39), ImpArm-ResDam(39)
    Level 41: Petrifying Gaze -- UbrkCons-Hold(A), UbrkCons-Hold/Rchg(42), UbrkCons-Acc/Hold/Rchg(42), UbrkCons-Acc/Rchg(42), UbrkCons-EndRdx/Hold(50)
    Level 44: Dark Blast -- Apoc-Dmg(A), Apoc-Dmg/Rchg(45), Apoc-Acc/Dmg/Rchg(45), Apoc-Dam%(45), Apoc-Dmg/EndRdx(46)
    Level 47: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(48), LkGmblr-Rchg+(48)
    Level 49: Strength of Will -- S'fstPrt-ResDam/Def+(A)
    ------------
    Level 1: Brawl -- Acc-I(A)
    Level 1: Sprint -- Clrty-RunSpd(A), Clrty-Stlth(50)
    Level 2: Rest -- RechRdx-I(A)
    Level 1: Critical Hit
  19. You may want to take stone fist earlier... like level 1. You're gonna have a pretty rough time if your 1-2 combo is 8 and 12 seconds respectively. Since you intend to pick it up regardless, you may as well select it when it'll do you the most good.
  20. Not advisable on neither SM nor WP brutes. You need the endurance for all the toggles and stone's very endurance heavy. Health... this is your friend. You need it.
  21. OnimusPrime

    Build challange

    Time Lord Accolade - 10% recharge knocks off 3.4 seconds
    Predator Badge - 5% recharge knocks off 1.7 seconds
  22. OnimusPrime

    Claws/Willpower

    This is the build I'm trying to turn my Dual Blade project into. Not the highest HP, but plenty of regen to make up for it. The Time Lord accolade alone will give you perma-hasten, not to mention the added recharge of the predator badge. Best thing about this build is the chance for build up in follow up. The attacks are so fast, with a decent attack chain, you'll literally have the bonus up enough to rival DM's high damage numbers. With the chance for +ToHit in your first attack, you'll put up a high enough ToHit % to not only rival Rage ATs, but also make def based characters cry.


    Hero Plan by Mids' Hero Designer 1.401
    http://www.cohplanner.com/

    [u]Click this DataLink to open the build![u]

    Claws WP Perma: Level 50 Magic Scrapper
    Primary Power Set: Claws
    Secondary Power Set: Willpower
    Power Pool: Leaping
    Power Pool: Fitness
    Power Pool: Speed
    Power Pool: Fighting
    Ancillary Pool: Darkness Mastery

    Hero Profile:
    Level 1: Strike -- C'ngImp-Dmg/EndRdx(A), C'ngImp-Dmg/Rchg(7), C'ngImp-Acc/Dmg/Rchg(9), C'ngImp-Acc/Dmg/EndRdx(9), C'ngImp-Dmg/EndRdx/Rchg(15)
    Level 1: High Pain Tolerance -- Numna-Heal/EndRdx(A), Numna-Heal/Rchg(3), Numna-Heal(3)
    Level 2: Slash -- Hectmb-Dmg(A), Hectmb-Dmg/Rchg(7), Hectmb-Acc/Dmg/Rchg(13), Hectmb-Acc/Rchg(13), Hectmb-Dmg/EndRdx(15), AnWeak-%ToHit(43)
    Level 4: Fast Healing -- Numna-Heal/EndRdx(A), Numna-Heal/Rchg(5), Numna-Heal(5), RgnTis-Regen+(50)
    Level 6: Combat Jumping -- LkGmblr-Rchg+(A), Winter-RunSpd/Jump/Fly/Rng(40)
    Level 8: Follow Up -- C'ngImp-Dmg/Rchg(A), C'ngImp-Dmg/EndRdx(34), C'ngImp-Acc/Dmg/Rchg(37), C'ngImp-Acc/Dmg/EndRdx(37), C'ngImp-Dmg/EndRdx/Rchg(40), GSFC-Build%(40)
    Level 10: Indomitable Will -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(11), LkGmblr-Rchg+(11)
    Level 12: Swift -- Run(A)
    Level 14: Super Jump -- Winter-RunSpd/Jump/Fly/Rng(A), Winter-ResSlow(48)
    Level 16: Rise to the Challenge -- Numna-Heal/EndRdx(A), Numna-Heal/Rchg(17), Numna-Heal(17), Numna-Regen/Rcvry+(46)
    Level 18: Health -- Numna-Heal/EndRdx(A), Numna-Heal/Rchg(19), Numna-Heal(19), Mrcl-Rcvry+(50)
    Level 20: Quick Recovery -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(21), Efficacy-EndMod/Acc/Rchg(21), Efficacy-EndMod/Acc(43)
    Level 22: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(23), Efficacy-EndMod/Acc/Rchg(23), Efficacy-EndMod/Acc(46)
    Level 24: Hasten -- RechRdx-I(A), RechRdx-I(25), RechRdx-I(25)
    Level 26: Eviscerate -- Armgdn-Dmg(A), Armgdn-Dmg/Rchg(27), Armgdn-Acc/Dmg/Rchg(27), Armgdn-Acc/Rchg(31), Armgdn-Dmg/EndRdx(34)
    Level 28: Heightened Senses -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(29), LkGmblr-Rchg+(29)
    Level 30: Mind Over Body -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam/Rchg(31), ImpArm-ResDam/EndRdx/Rchg(31), ImpArm-ResDam(43)
    Level 32: Shockwave -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(33), Ragnrk-Acc/Dmg/Rchg(33), Ragnrk-Acc/Rchg(33), Ragnrk-Dmg/EndRdx(34)
    Level 35: Boxing -- Amaze-Stun(A), Amaze-Stun/Rchg(36), Amaze-Acc/Stun/Rchg(36), Amaze-Acc/Rchg(36), Amaze-EndRdx/Stun(37)
    Level 38: Tough -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam/Rchg(39), ImpArm-ResDam/EndRdx/Rchg(39), ImpArm-ResDam(39)
    Level 41: Petrifying Gaze -- BasGaze-Acc/Hold(A), BasGaze-Rchg/Hold(42), BasGaze-EndRdx/Rchg/Hold(42), BasGaze-Acc/EndRdx/Rchg/Hold(42)
    Level 44: Dark Blast -- Apoc-Dmg(A), Apoc-Dmg/Rchg(45), Apoc-Acc/Dmg/Rchg(45), Apoc-Acc/Rchg(45), Apoc-Dmg/EndRdx(46)
    Level 47: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(48), LkGmblr-Rchg+(48)
    Level 49: Strength of Will -- S'fstPrt-ResDam/Def+(A)
    ------------
    Level 1: Brawl -- Acc-I(A)
    Level 1: Sprint -- Clrty-RunSpd(A), Clrty-Stlth(50)
    Level 2: Rest -- RechRdx-I(A)
    Level 1: Critical Hit

    Hope you got money...
  23. On a WP , I put in 4 Efficacy Adaptors for both Stamina and Quick Recovery. HP, Recovery and Regen bonuses times two.
  24. OnimusPrime

    My DB/WP

    Hmmm. Switching from chance to damage to acc/rch decreases AS to 1.7s. Adding the 17.5% recharge from day jobs will drop it to 1.6s. Not exactly fluid, but will have to see how that works out.