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Posts
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Joined
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I'm fond of:
Potato Beetle (Spines/Regen)
Trailer Trasher (Storm/Energy)
Concentrated Awesome (Fire/SR)
and
Manhole Man (DM/Shield)
"Dude, did you know your costume looks like a toilet?"
"Exactly." -
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Its also a very small increase in damage. 71.2 HP every 50 seconds on average is, if you do the math, less than 1.5 DPS.
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If you were only effecting one target with RI... -
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I haven't played a Ice/kin high enough to know how it works with taking AA and skipping Stamina, but AA has a high enough cost that I would at least get Stamina and then after you hit 35 find out how much you'll need Stamina. It's probably fairly doable to go without Stamina if you add in enough IOs to help out with end issues.
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Definitely get Stamina on the way up. Much more fun.
I'm experimenting with a high-def Stamina-less build right now which I respec'd into at 42. (I left the old with Stamina build intact, just in case.) With AA (sometimes), Tactics, Maneuvers, Weave, CJ, and Sprint (+stealth IO) running, (not to mention constant FS, SB, Block of Ice, Ice Slick, Transfusion, Frostbite, Fault) you've got to use Transference almost as often as it recharges.
The build has less End Redux in its powers than I usually have, since it has to take full sets to get defense bonuses, and I can't take Health (for the +recov uniques) or Stamina because the pools are maxed to get that glorious defense.
I have only played this build on mid-sized teams 3-5, so even more Speed Boost and likely Transfusions (though less needed damage and control, perhaps) might make it too costly. I only crashed my toggles once during a couple hours of play last night, but one really has to be on one's toes. -
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I appreciate ones that keep everyone from being stunned/mezzed ad infinitum during Ship Raids
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With all the sleeps flying around, the Dispersion Bubble (or at least *my* Dispersion Bubble) wasn't doing a whole lot of good a lot of the time... -
I'm convinced that the reason all those people sit around broadcasting "LFT/AE" is that they have no clue about how things work, and just need to tag along with someone who understands how to select missions that fit somewhat with a team's capabilities. I don't think most of them care to learn, either. And it's not just new players.
Example: Recent AE invite for a team from a leader with a 30-something vet badge. The team included four toons in single digits (two tanks and yep, a healer) and some 20s blast/scraps and my 34 bubbler (whose defense contribution was about 42%).
It was the standard city farming map.
Half the fully bubbled (and mez-protected) team went down within a few seconds as the boss critters opened up with a volley of Radiation Infections and some other piled on debuffy stuff. I ate a big purple and skipped to the entrance as the rest of my teammates perished.
Turns out the leader was testing his own AE mission and we were the guinea pigs. I think he had hoped it had farming potential.
Another mission had a /fire scrapper and a fire/ tank and one of them kept insisting on a particular mish #. It was one of those stacked ambush farms, with all fire damage, which is pretty cool if you're a scrapper, but not so much if you're a squishy and the ambushes spawn about 60 critters.
After a near team wipe (the two above found the aggro cap survivable, but the other scrapper did not), the tank said, "I guess the rest of you just hang back." Given this opportunity for seconds of endless fun, I promptly exited said mission. -
A few addenda:
Siphon Power is costly in terms of end, partly because the power recharges fast and you click it a low levels for want of something to do, unless you get lots of teammates with the buff. It's not bad as a debuff for hard targets at high levels.
Frostbite is very useful at high levels because it's a readily available Containmenter, and Fulcrum-Shifted, Contained (potentially damage-capped doubled) Fireball/Psionic Tornado/Frostbreath/Fissure is dandy. Also keeps clumped mobs together when FS isn't quite recharged yet.
Get Siphon Speed. Max its recharge and get decent accuracy. Get Hasten. Max its recharge.
Inertial Reduction is a pain if you ask me. Recasting as you travel is no fun (not quite as annoying as Teleport). Nearly everyone has a travel power by 28, and some will be confused by it. I take Combat Jumping for combat mobility, IO advantages, and a smidge of defense, but most of all for immob protection. Tactically, you can't afford to be immobilized as a kinetic. Therefore Super Jump doesn't cost any extra powers for me.
-kb protection is also a most for the same reason immob protection is.
You don't *really* need Health, since you have a substantial heal. In fact, Kinetics obviates most standard character problems or weaknesses, like travel, recharge, end, damage, and hp. Picking IO set bonuses almost doesn't seem worth it some times. (I'd recommend +max end, +max hp, + positional defense, +acc.) -
... Fallout, Vengeance, Mutation These, like the Leadership powers above, are not necessary. But ... with the reduction of death penalties, I find myself mildly pleased when a teammate dies. It's just so fruitful. Vengeance is actually a pretty good set mule (though heal uniques would be wasted in it); you can tailor it to your IO needs. With ED-capped defense enhancement it brings your (surviving) teammates 6% from the defense soft-cap.
None of the Epic defender pools match perfectly with Rad/Dark. Psychic Mastery is probably the best--offering a hold (Great set bonuses for 4 Basilisk's or 6 Lockdowns. Not horrible set bonuses for 4 Ghost Widow's.), a tricky-to-use positioning tool, and group sleep (great for setting up your anchors/LR if those powers aren't proc'd out).
Dark has the draw of a inconvenient but stackable stun and Soul Drain.
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Hasten/AM are not quite perma- in this build, but that likely won't really make much difference.
IO Sets
You can build with IOs in mind for something other than recharge, namely Range and AoE defense bonuses. This is slot intensive (almost all decent def bonuses come from 5th and 6th slots), expensive (for the Breath of the Zephyr -kb recipe, the one, non-slot intensive Range + AoE defense option), and would come at the cost of recharge bonuses. Defense also is somewhat redundant with RI, but can be counted on with spread spawns, adds, dead-anchor-syndrome, and purple-patch issues, which are all trouble for RI (though Dark Pit, EMP, LR, and tentacles can all help this).
In a defense option Maneuvers would be swapped out for Assault, and you'd pick up sets like Thunderstrike, Red Fortune (to the 6th slot), Lethargic Repose [in Mass Hypnosis], Detonation, BotZ, and even overslot things like Stamina (with Performance Shifter) and even attacks with the accurate to hit debuff sets.
Other Powers
I'd regard the Leadership (work done without any effort!) and the corpse powers (fun!) as optional.
A build that plays on small teams or solos should pick up more single target material (Devastation Hold proc in more than one can be quite nice), maybe even using Life Drain as a ST attack rather than a heal.
I like Torrent as a (bludgeon- not scalpel-like) positioning tool, and it can take a good set in Kinetic Crash, which is cheap in terms of influence, though expensive in terms of slots. -
One possible team build:
(This is not a leveling build--I'd certainly pick up Gloom on the way to 20 and respec later.)
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
Hero Profile:
Level 1: Radiation Infection -- DarkWD-ToHitDeb:50(A), DarkWD-ToHitDeb/Rchg:50(3), DarkWD-ToHitdeb/Rchg/EndRdx:50(3), DarkWD-ToHitDeb/EndRdx:50(5), LdyGrey-%Dam:50(5), Achilles-ResDeb%:20(11)
Level 1: Dark Blast -- Decim-Acc/Dmg:40(A), Decim-Dmg/EndRdx:40(7), Decim-Dmg/Rchg:40(7), Decim-Acc/EndRdx/Rchg:40(9), Decim-Acc/Dmg/Rchg:40(11), Dev'n-Hold%:50(13)
Level 2: Radiant Aura -- Dct'dW-Heal/EndRdx:40(A), Dct'dW-EndRdx/Rchg:40(29), Dct'dW-Heal/Rchg:40(40), Dct'dW-Heal/EndRdx/Rchg:40(42), Dct'dW-Heal:40(42)
Level 4: Accelerate Metabolism -- RechRdx-I:40(A), P'Shift-EndMod/Rchg:40(9), P'Shift-End%:40(17), Efficacy-EndMod/Rchg:40(17), Efficacy-EndMod/Acc/Rchg:40(19), Efficacy-EndMod/EndRdx:40(19)
Level 6: Combat Jumping -- ULeap-Stlth:50(A), Krma-ResKB:30(29)
Level 8: Hurdle -- Jump-I:40(A)
Level 10: Dark Pit -- Stpfy-Acc/Rchg:40(A), Stpfy-EndRdx/Stun:50(13), Stpfy-Acc/EndRdx:50(15), Stpfy-Stun/Rng:50(15), Stpfy-Acc/Stun/Rchg:50(21), Rope-Acc/Rchg:40(27)
Level 12: Swift -- Run-I:40(A)
Level 14: Super Jump -- Jump-I:40(A)
Level 16: Tenebrous Tentacles -- SipInsght-Acc/EndRdx/Rchg:40(A), SipInsght-Acc/Rchg:40(23), Det'tn-Dmg/EndRdx:40(23), Posi-Dmg/Rchg:40(25), Det'tn-Acc/Dmg:40(25), Posi-Dmg/EndRdx:40(27)
Level 18: Lingering Radiation -- Acc-I:30(A), RechRdx-I:30(21), RechRdx-I:40(46)
Level 20: Stamina -- EndMod-I:40(A), P'Shift-EndMod:40(33), P'Shift-End%:40(46)
Level 22: Night Fall -- Posi-Acc/Dmg:30(A), Posi-Dmg/EndRdx:30(33), Posi-Dmg/Rchg:30(33), Posi-Dmg/Rng:30(34), Posi-Acc/Dmg/EndRdx:30(34), SipInsght-Acc/Rchg:30(34)
Level 24: Enervating Field -- EndRdx-I:40(A), EndRdx-I:40(36)
Level 26: Hasten -- RechRdx-I:45(A), RechRdx-I:45(36), RechRdx-I:45(36)
Level 28: Assault -- EndRdx-I:40(A)
Level 30: Tactics -- AdjTgt-ToHit:30(A), AdjTgt-ToHit/Rchg:30(31), AdjTgt-ToHit/EndRdx/Rchg:30(31), AdjTgt-EndRdx/Rchg:30(31), AdjTgt-ToHit/EndRdx:30(40)
Level 32: EM Pulse -- BasGaze-Acc/Hold:30(A), BasGaze-Acc/Rchg:30(37), BasGaze-Rchg/Hold:30(37), BasGaze-EndRdx/Rchg/Hold:30(37)
Level 35: Mutation -- EndRdx-I:40(A)
Level 38: Vengeance -- RedFtn-Def/EndRdx:40(A), RedFtn-Def/Rchg:40(39), RedFtn-EndRdx/Rchg:40(39), RedFtn-Def/EndRdx/Rchg:40(39), RedFtn-Def:40(40)
Level 41: Fallout -- Det'tn-Dmg/Rchg:40(A), Dmg-I:40(42), Dmg-I:40(43), RechRdx-I:40(43), RechRdx-I:40(43)
Level 44: Oppressive Gloom -- Stpfy-Acc/Rchg:40(A), Stpfy-EndRdx/Stun:40(45), Stpfy-Acc/EndRdx:40(45), Stpfy-Stun/Rng:40(45), Stpfy-Acc/Stun/Rchg:40(46)
Level 47: Dark Embrace -- S'fstPrt-ResDam/Def+:30(A), TtmC'tng-ResDam/EndRdx:30(48), S'fstPrt-ResDam/EndRdx:30(48), RctvArm-ResDam/EndRdx:40(48)
Level 49: Soul Drain -- C'ngBlow-Acc/Rchg:40(A), Erad-Acc/Rchg:30(50), Erad-Acc/Dmg/Rchg:30(50), RechRdx-I:40(50)
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As stated above: Choking Cloud doesn't play well with the coney disposition of Rad/Dark. (This build has Oppressive Gloom, which you might say the same thing about, but that has the advantage of stacking with Dark Pit.)
The goal of this build is to get a lot of recharge, at not-quite-flabbergast-inducing expenditures, though some of the IOs can be rather pricey if you're not used to plunking down 5 million for a recipe.
A few explanations:
RI procs are fun and useful, particularly the -res stacked with EF and Assault.
Dark Blast A slightly cheaper (and less damaging) variant would have Entropic Chaos instead of 5 Decimations. The hold proc is quite handy.
AM The +end proc could be subbed out for a Performance Shifter EndMod (or EndMod/xx) to cap out the end recovery. The +end proc is not terribly effective here, but gives you the bonus 10% of the time of getting AM "for free" and sometimes this really helps when you've cast EMP. (likewise for Stamina proc)
CJ Different travel powers can certainly be selected, including Superspeed to gain another power choice (and potential invisibility). The -kb universal travel IO is quite a bit more expensive than the Karma, though. I highly recommend some sort of "free" stealth for setting up RI best when you need to.
Dark Pit When you get into your late 20s and 30s, you'll be glad to be able to stun minions, like Quicksand casters and stunners.
TT Frankenslotted for ED-capped stats. You won't need extra immobilize because you'll be casting this so often.
Hasten almost necessary to build enjoyment and constant flow of cones.
Assault and Tactics Tactics is a bit redundant given RI--but it has a few other benefits (perception) and works during that long RI cast. Assault is amplified by EF. Both are a means to get to Vengeance.
To be continued... -
Aha! I shall place my Impeded Swiftness Acc/End and undersell you at 10!
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There's a right and wrong time for tornado. I'm not sure what the right times are, but it's always the wrong time for tornado.
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The right time to use Tornado is when the PB knocks every single enemy off your ice slick with his opening attack for every spawn. -
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I don't believe so, but, then again, the OP hasn't posted in this thread to actually let us know who won.
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Um I think its clear that the OP himself won.
He got you suckers to make him a build for free!
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He challenged you to a duel he won.
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Except... all these people had the crafted IOs listed in their builds up for sale in WW.... -
Wouldn't an Analyzer Mark IV temporary, craftable power--one that could be used to peer into your teammates' enhancement screen--be cool?
Screenshots of the info window of the scrapper with Flurry, Jump Kick, Team TP, and Resuscitate would no longer do when you could actually see under the hood of that character that just won't stop dying.
(And presumably this might lead to useful slotting advice and debates, though probably more open mocking and team conflict as well.) -
That's some fine gluin' there, Lou.
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To increase your buff on Active Defense, slot it with Membranes Exposure. I have 3 membranes in active defense to get those numbers. I use Membranes because they increase defense (for the higher numbers) and they also increase recharge.
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Someone had pointed this out before and I had forgotten. Thanks for the reminder! -
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This is incorrect (and may very well be a bug). I've checked and rechecked this (because I found it hard to believe myself) visually, via combat logs, spawn kill times and eye witnesses (re: jebe). Now Jebe has noted in the past that it seems I can hit more Hover strafing then circle strafing and to be honest I haven't paid quite as much attention to my other toons who don't have Hover past noticing I can hit more then the 2-3 mobs that most people are used to (part of what gave me the though to try out SD/DM). Also in most videos that I've seen people hitting multiple mobs, it's usually been while jumping over a pack rather than pure circle strafing, so the Z-axis might very well be the difference maker.
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I'll maybe tinker with this tonight--checking the combat logs. I do both the jump and circle moves and almost always hit but never top five damaged (though will often get a couple "MISS!" alongside the five damaged).
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I'll see if I can make a video tonight of the Shadow Maul / Sands of Mu effects I've been talking about.
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Please do. -
A few mistakes in your comments.
On your near-soft-cap. Mids' is set so that Phalanx Fighting gives you the defense bonus of 1 neighbor, so if you're soloing your defense is about 3.75% less (at each position) than Mids' says.
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Shadow Maul when used with Hover or used while circle strafing will routinely hit multiple mobs. In packs of 15-20, I can consistantly hit 10+ mobs with Shadow Maul (and Sands of Mu which I use prolifically in this setup).
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Shadow Maul never hits more than five. It can include more than five in its cone, making the odds very low that you miss enough to not hit the cap of five, but once you hit five it doesn't damage any more targets. I think you might be mistaking the smashing/negative damage readouts for 10 targets. (I do the same strafing thing constantly on my DM/Shield scrapper.)
I think if you go outside AE, where defense debuffs are more prevalent, you'll maybe find that Grant Cover is somewhat helpful. As a scrapper (with obviously lesser def/res/hp capabilities), soloing on Unyielding against radiation enemies (and to a lesser extent gun/sword wielders) without Grant Cover often caused cascading defense failure. (I have not run the ITF with the scrapper, to see how he does against the Romans' legendary def debuff.) -
I should've mentioned that this was a respec-at-35 build. The current build (lvl 28) has actually picked up all the attacks available in DB by 28 (not taking the Fighting pool stuff above), so I do have the attacks while leveling.
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You have no self-heals and you're not as bullet-proof as other Tanker sets, but you recover from damage quickly and have Huge amounts of HPs. Also, your 'taunt aura' is relatively weak at holding aggro, compared to other tanker powers.
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These two reasons were why I was trying to stack typed defense and slotted the Kinetic Combat knockdown procs, and took taunt early.
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No Ablating Strike? You need this ability for both of the first two combos (Empower and Weaken). You also need it for the Attack Vitals combo. It's also one of the better attacks you get early on.
No Blinding Feint? This one ends off the Empower combo so is nice to have. More than that, it's your 'build up' power, and a power you definitely want by 22 at the latest.
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I have Ablating Strike now. Empower combo seems pretty minimal in its effects--just a tiny addition to Blinding Feint's buffs. I'm not sold on Blinding Feint (and felt the same way about Follow Up leveling a claws scrapper), though it does add an "SO's-worth" of perma-damage if you can keep it up. It's own lameness in damage *may* cut into DPS, though I suspect proper frankenslotting might alleviate this problem. I also may find trying to constantly keep up BF and work the combos too distracting to go along with the other tanking business.
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You seem to be going for a super tough tanker build, but you also need to balance the build with some attacks. All the mitigation in the world won't help if you can' deal damage.
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The last two toons I've leveled to 50 have been scrappers, and this guy basically won't be soloed. I wanted to have a character capable of taking aggro for a large team full-time. (The soft-capped scrappers could do this for not terribly dangerous spawns.)
It is possible to sub out Strength of Will at 32 for Ablating Strike or Blinding Feint.
So, a few more questions:
Strength of Will looks like something people have put off. Does anyone use it regularly, swear by it, or does it sit in the tray mostly unused? How do people slot it? Is the end crash -60% like One with Shield?
Can you sell me on the Attack Vitals combo? How easy is it to alternate between Attack Vitals and Sweep?
Has anyone run the numbers on how effective it is to include Blinding Feint in your attack chains?
How do you deal with massive defense debuffs? The only time this character has dropped like a stone was against stacked (auto-hit) Quicksand. I was hoping that enough regen would be a counter to this problem (or maybe SoW 1/3 of the time). Does any power other than Heightened Senses resist defense debuffs? -
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<ul type="square">[*][*]Controllers' buffs and debuffs are less than defenders. That's true. On the other hand, mezzing a spawn for the entirety of its life makes the cuteness of forcefields rather redundant, for example. When comparing a controller's buffs/debuffs to the buffs/debuffs of the defender, remember the controller will usually contribute some damage, and often in many cases, some control too, which relieves the need to lean on his buffs/debuffs. In many cases, this can be a bit of a pain for the defender, where the controller provides less, but needs to provide less.[/list]
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True enough, though in some cases a defense that's already set, that doesn't require any action (or activation times) or thought at all is superior, because it doesn't require a quick reaction, aiming a cone or AoE well, dealing with spread out spawns, or not missing. -
The only problem with Fire Sword Circle is that you will want it on every toon you have.
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Tanker is the only blueside archetype I haven't taken into the 40s, so I may be making egregious errors.
Any tips, critiques, or arguments with the following level 35 build (currently the toon is 24)?
And how do people typically slot SoW? Default slot? Set mule?
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
[b]Mizzenmast
Hero Profile:
Level 1: High Pain Tolerance -- Mrcl-Rcvry+:35(A), Mrcl-Heal:35(3), Mrcl-Heal/EndRdx:35(11), S'fstPrt-ResDam/Def+:30(15)
Level 1: Nimble Slash -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(5), KntkC'bat-Dmg/Rchg:35(5), KntkC'bat-Dmg/EndRdx/Rchg:35(7), F'dSmite-Acc/Dmg/Rchg:35(7)
Level 2: Fast Healing -- Numna-Regen/Rcvry+:35(A), Numna-Heal/Rchg:35(3), Numna-Heal:35(13)
Level 4: Mind Over Body -- RctvArm-ResDam/EndRdx:35(A), RctvArm-ResDam:35(15), RctvArm-ResDam/Rchg:35(23), RctvArm-ResDam/EndRdx/Rchg:35(25)
Level 6: Indomitable Will -- EndRdx-I:35(A)
Level 8: Rise to the Challenge -- Mrcl-Heal/EndRdx:35(A), Mrcl-Heal/EndRdx/Rchg:35(9), Mrcl-Heal:35(9)
Level 10: Taunt -- Mocking-Taunt:35(A), Mocking-Taunt/Rchg:35(11), Mocking-Rchg:35(19), Mocking-Taunt/Rchg/Rng:35(25)
Level 12: Quick Recovery -- P'Shift-EndMod:35(A), P'Shift-End%:35(13)
Level 14: Combat Jumping -- GftotA-Run+:35(A)
Level 16: Typhoon's Edge -- Erad-Dmg:30(A), Erad-Acc/Rchg:30(17), Erad-Acc/Dmg/EndRdx/Rchg:30(17), Erad-Acc/Dmg/Rchg:30(19), M'Strk-Dmg/EndRdx/Rchg:35(31), Oblit-Acc/Dmg/EndRdx/Rchg:35(34)
Level 18: Super Jump -- Jump-I:35(A)
Level 20: Heightened Senses -- GftotA-Def/EndRdx:35(A), GftotA-Def/EndRdx/Rchg:35(21), GftotA-Def:35(21), GftotA-Run+:35(23)
Level 22: Kick -- Acc-I:35(A)
Level 24: Tough -- RctvArm-ResDam/EndRdx:35(A)
Level 26: Weave -- GftotA-Run+:35(A), GftotA-Def/EndRdx:35(27), GftotA-Def/EndRdx/Rchg:35(27), GftotA-Def:35(34)
Level 28: Vengeful Slice -- KntkC'bat-Dmg/EndRdx:35(A), KntkC'bat-Acc/Dmg:35(29), KntkC'bat-Dmg/Rchg:35(29), KntkC'bat-Dmg/EndRdx/Rchg:35(31), F'dSmite-Acc/Dmg/Rchg:35(31)
Level 30: Power Slice -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(33), KntkC'bat-Dmg/Rchg:35(33), KntkC'bat-Dmg/EndRdx/Rchg:35(33), F'dSmite-Acc/Dmg/Rchg:35(34)
Level 32: Strength of Will -- RctvArm-ResDam:35(A)
Level 35: Sweeping Strike -- Acc-I:35(A)
Level 38: [Empty]
Level 41: [Empty]
Level 44: [Empty]
Level 47: [Empty]
Level 49: [Empty]
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I bought a couple of "worthless" uncommons last week (last 5 under vendor) for 1,111,111 each. But that was tequila euphoria pricing.
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Slotting heal enhancements in One with the Sheild has minimal value as well. If you have True Grit slotted for ED capped health increases and all the +max hit point accolades on your scrapper then when you click the unenhanced version of OwtS you are only 100 hit points from the scrapper HP cap. That 100 hit points is quite easy to pick up from +hit point set bonuses making any heal slotting in OwtS pretty much a waste.
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Thanks for this tip. (I probably won't acquire all the +hp accolades.) I get slightly different results though my game math may be wrong (I assumed hp buffs were additive like damage buffs). All accolades (+20%) + fully slotted True Grit (+19.6%) + unlsotted One With Shield (+20%) seems to end about 240 hp short of the cap.
Is my math wrong? Is there a hp accolade I don't know about?
New question: Does the "-60%" end crash from One With Shield mean 60 pts of end, 60% of your current end remaining, or 60% of your actual max end (with the bonuses included)? -
From a min-max perspective, it would be worthwhile to slot heal IOs (to the ~95% cap) before resistance IOs in True Grit and One With Shield, right?
I'm assuming this because of the applicability of hp to all types of damage, and the slight advantage of schedule A enhancement vs. schedule B. -
A very cheap (few million with patience) slotting is the three Thunderstrike triples, the two Ruin triples and the Maelstrom triple.
At the high end of those sets the stats are something like:
Acc: 72%
Dmg: 95%
End: 72%
Rech: 90% -
People often slot 2 or 3 sets of Zephyr because in slot terms it's a "cheap" way to stack good (3.13%) ranged (2 slots) and AoE (3 slots) positional defense bonuses. (It's not cheap in terms of inf for the -kb recipe, though.)