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Posts
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Actually, this may be a better thread for it, because this would have to be a job for Bab's as well. There would be a few lazer-eye animations that would need re-animating to fit the cyclops look.
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I've been using this build for running low level arcs and TFs, and have had a pretty good perfomance from it. But, there's always room for improvement so I though I'd get some suggestions. Keep in mind, this is a respec build, used only when exemplaring to 20 or below.
My main concerns were being able to get around (I use Ninja Run) while also enhancing end reduction and recovery with +end bonuses. I wanted to make sure above all, I could grab aggro and stay alive, hence no Fitness pool pr travel powers (I wanted to get in the armors and attacks). I'm also using accolades, so the +end has gone over 25.
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
iTaunt: Level 50 Science Tanker
Primary Power Set: Electric Armor
Secondary Power Set: Stone Melee
Power Pool: Fighting
Hero Profile:
Level 1: Charged Armor -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam/Rchg(3), ImpArm-EndRdx/Rchg(3), ImpArm-ResDam/EndRdx/Rchg(5), ResDam-I(5), EndRdx-I(7)
Level 1: Stone Fist -- B'ngBlow-Dmg/EndRdx(A), B'ngBlow-Acc/Dmg(7), Dmg-I(9), Acc-I(9), EndRdx-I(11), EndRdx-I(11)
Level 2: Stone Mallet -- B'ngBlow-Acc/Dmg(A), B'ngBlow-Dmg/EndRdx(13), Dmg-I(13), Acc-I(15), EndRdx-I(15), EndRdx-I(17)
Level 4: Conductive Shield -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam/Rchg(17), ImpArm-EndRdx/Rchg(19), ImpArm-ResDam/EndRdx/Rchg(19), ResDam-I(21), ResDam-I(21)
Level 6: Static Shield -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam/Rchg(23), ImpArm-EndRdx/Rchg(23), ImpArm-ResDam/EndRdx/Rchg(45), ResDam-I(46), ResDam-I(46)
Level 8: Boxing -- B'ngBlow-Acc/Dmg(A), B'ngBlow-Dmg/EndRdx(25), Dmg-I(25), Acc-I(27), EndRdx-I(27), EndRdx-I(29)
Level 10: Grounded -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam/Rchg(29), ImpArm-EndRdx/Rchg(31), ImpArm-ResDam/EndRdx/Rchg(31), ResDam-I(31), ResDam-I(33)
Level 12: Energize -- H'zdH-Heal/EndRdx(A), H'zdH-Heal/Rchg(33), Heal-I(33), RechRdx-I(34), RechRdx-I(34), EndRdx-I(34)
Level 14: Tough -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam/Rchg(43), ImpArm-EndRdx/Rchg(43), ImpArm-ResDam/EndRdx/Rchg(43), ResDam-I(45), ResDam-I(45)
Level 16: Lightning Field -- C'ngBlow-Acc/Dmg(A), C'ngBlow-Dmg/EndRdx(40), Erad-Acc/Dmg/Rchg(40), Erad-Dmg(42), Acc-I(42), EndRdx-I(42)
Level 18: Taunt -- Insult-Taunt(A), Insult-Taunt/Rchg(37), Mocking-Taunt/Rchg(39), Mocking-Taunt(39), RechRdx-I(39), RechRdx-I(40)
Level 20: Fault -- Mocking-Rchg(A), Mocking-Acc/Rchg(36), RzDz-Acc/Rchg(36), RzDz-Acc/EndRdx(36), EndRdx-I(37), EndRdx-I(37)
Level 22: Lightning Reflexes -- Run-I(A), Run-I(50), Run-I(50)
Level 24: Heavy Mallet -- Mocking-Rchg(A), Mocking-Taunt/Rchg(46), C'ngImp-Acc/Dmg/EndRdx(48), C'ngImp-Dmg/EndRdx/Rchg(48), Mako-Acc/Dmg/EndRdx/Rchg(48), C'ngImp-Dmg/EndRdx(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
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Set Bonus Totals:- 9.38% Defense(Psionic)
- 18.5% Max End
- 21% (0.35 End/sec) Recovery
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Quote:As mentioned, Scranking is still viable. Very viable. But I'm going to say Inv/SS is a little harder to work with than some other combos. It's not matching damage numbers, IMO, so much as endurance efficiency that would make a Tank more Scrapper-like. SS, helps for damage, but end crashes are going to slow you down since Inv has nothing to offer for end recovery. WP (also a low-fx set) might be a better primary to help you keep going. Ice can be less of a visual set if you use darker colors for the armor.As I really really like the new animations for SS (though I have to wonder--who's the southpaw that did 'em?), along with the fx-less Inv, I opted for (guess what) a Inv/SS Tank. Haven't gotten real far as yet (only lvl 8, very casual player here), but am having fun.
/02cents -
Without getting into a flame-baiting conversation on a topic that includes the word "God" and "gays," that's the best explanation you're going to get. In a country where everyone gets offended all of the time and "Political Correctness" abounds (assuming your in the States) you should know this.
*Views in this comment are not necessarily the views of poster. -
Quote:The only person who's going to be able to tell you is the person who reported you. You see, you've given us full context of the event, from you point of view of course, so of course we're not going to be able to answer that question definitively. Keep in mind that the person who reported you may have mistook your comment as a slur against gays. Or bashing religion.Hello! No one could manage to tell me how it was offensive. How can I learn from my 'mistake' if I have no idea what I did wrong.
There's just no telling what goes on in the heads of others. Given some of the encounters I've had in the game, I can tell you that sometimes very little is going on.
Don't take the warning as a disciplinary action. Think of it more as the GMs politely saying, "Hey, just so you know, someone found that offensive. You may want to think twice the next time you want to say something similar to that." -
Will you be showing SO builds as well as IO builds? Keeping in mind that new players may be the most frequent visitors for builds, SOs may be all they can get.
Also, how about showing secondary builds for those who might exemplar down for TFs. Maybe a build with being level 20 with the potential for full slotted powers. Being in RO, I'm sure you've had a decent amount of experience in Posi and Synapse TFs. It would be nice for some of us looking to build up our merits to know what builds would be helpful for such occasions. -
You know. It's not a hero AT, but Brute's may be a better option for a Rorschach like character. He does have an underlying sense of fury in the face of criminals. What's better, if you really want to RP this, is that he may be best as a Brute in Going Rogue. I think it would be worth the wait.
The power sets sound appropriate to me. And fighting would be good to have a punch in there. But don't forget about Air Superiority as a good melee punch as well. -
Quote:Excellent math and reasoning skills there, Hawking. Of course people don't pay $45 a month to play. They will pay that amount over a three month period, though. Which is what you're talking about.As far as I can tell, people don't pay upwards of $45 a month solely for Vet Rewards, they pay to access and play this great game.
Gain some patience, and lose some self-entitlement. It'll get you further in the real world, too. -
There are some very efficient teams that will use team tp. Escpecially all-defender/controller/corruptor teams. So taking that away would be a bad idea.
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Quote:Well, the edits help. But you're also doing very little to tell us what all your looking for. What do you want to achieve with this toon. What play style do you have. At the moment, you just look to lazy to bother to explain your needs, let alone do any work on your part before coming to the boards.Please, i know all powers on Sd is a must, and soft capped
hate crunching numbers in midis it doesent like me lol
tyvm
If you can't bother to even tell us what all your looking for, most people won't be bothered to make the build for someone who just walks in and says "twinks meh". It's the equivalent of walking up to someone in game and saying "PL meh!" -
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Quote:Actually, to make Hasten perma, you need ~107.5% global recharge. Hasten being on makes that 177.5, and at that point, Hasten is perma.That's a nice build. Are you sure it's 18 seconds? I'm getting ~22 seconds
Of course, Mids will say it's right, but Mids isn't perfect. I don't have Mids available right now, so this is in my head.
If my math is right, you recharge about 395 seconds of Hasten's 450 second base recharge in just 120 seconds. Without Hasten's buff, the remaining portion recharges in about 22 seconds.
Hardly significant, I know. But the difference might mean more to some people than others.
If my math is right, you'd need ~90% recharge from set bonuses alone to get Hasten perma, but with that much global recharge who needs Hasten, right? -
Quote:I believe it was KB protection that ELA didn't have in it's original design, but recieved during beta testing. I think it always had immob.Electric Armor didn't even come with Immobilize Protection to begin with. And with my Elec/Elec Brute, I never got Immobilized with just grounded, as long as they didnt tag me when I was jumping.
Then I'd get immobilized, but be right out of it as soon as I landed. -
Looks like you've gotten plenty of sound advice, so I'm just going to suggest this link for finding set bonuses more easily.
http://wiki.cohtitan.com/wiki/Category:Invention_Sets -
Could be a thematic reason. Something to do with conductivity. If you run CJ with it, you'll have nothing to worry about.
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Quote:It's up to you. You have to 6 slot Gaussians for the defense bonus, so you'd have to figure out where you take those other slots from. You'd need a better numbers person than myself to tell you if you get more damage out with constant LF, or with periodic BU.Curious why no Build up, slot'd with Gaussian's Sycn you get a nice lil bonus. Better to pick up another attack? In my current build I didn't pick up Clobber.
With your build if you grab'd build up just for the sake of build up your damage would increase further, just by removing LF. Idea for you or rather have that constant damage? Also the end usage you have without Energize is costly with everything running, true power sync helps, but going in a long fight could be trouble some.
Thoughts... I'm I totally off base here?
You do know that you have an end recovery power with Power Sink, right? And with Physical Perfection, you have half the power of Stamina added to your recovery. You should have no issues with endurance no matter how long the fight. -
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Ok, this has 60% global recharge (nearly a perma Hasten of its own), with 18 secs of downtime for Hasten. Soft-cap for Melee, and a fair shake of Acc and Dmg bonuses. Should be a demon in combat.
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Not Thor: Level 50 Science Tanker
Primary Power Set: Electric Armor
Secondary Power Set: War Mace
Power Pool: Fitness
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leaping
Hero Profile:
Level 1: Charged Armor -- TtmC'tng-ResDam/EndRdx(A), TtmC'tng-ResDam/Rchg(5), TtmC'tng-EndRdx/Rchg(33), TtmC'tng-ResDam/EndRdx/Rchg(42), TtmC'tng-ResDam(43), TtmC'tng-EndRdx(46)
Level 1: Bash -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(9), T'Death-Dmg/Rchg(11), T'Death-Acc/Dmg/EndRdx(13), T'Death-Dmg/EndRdx/Rchg(13), T'Death-Dam%(23)
Level 2: Conductive Shield -- TtmC'tng-ResDam/EndRdx(A), TtmC'tng-ResDam/Rchg(3), TtmC'tng-EndRdx/Rchg(3), TtmC'tng-ResDam/EndRdx/Rchg(5), TtmC'tng-EndRdx(27), TtmC'tng-ResDam(40)
Level 4: Jawbreaker -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(11), T'Death-Dmg/Rchg(15), T'Death-Acc/Dmg/EndRdx(15), T'Death-Dmg/EndRdx/Rchg(21), T'Death-Dam%(21)
Level 6: Static Shield -- TtmC'tng-ResDam/EndRdx(A), TtmC'tng-ResDam/Rchg(7), TtmC'tng-EndRdx/Rchg(7), TtmC'tng-ResDam/EndRdx/Rchg(9), TtmC'tng-ResDam(29), TtmC'tng-EndRdx(29)
Level 8: Hurdle -- Jump-I(A)
Level 10: Grounded -- S'fstPrt-ResDam/Def+(A)
Level 12: Hasten -- RechRdx-I(A), RechRdx-I(46), RechRdx-I(48)
Level 14: Super Speed -- Run-I(A)
Level 16: Energize -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal/Rchg(17), Dct'dW-Heal/EndRdx/Rchg(17), Dct'dW-Heal(19), Dct'dW-Rchg(19)
Level 18: Health -- Heal-I(A)
Level 20: Stamina -- EndMod-I(A), P'Shift-End%(23)
Level 22: Lightning Field -- Sciroc-Dmg/EndRdx(A), M'Strk-Dmg/EndRdx(25), Sciroc-Acc/Dmg(27)
Level 24: Taunt -- Zinger-Taunt(A), Zinger-Taunt/Rchg(25), Zinger-Taunt/Rng(43), Zinger-Dam%(45), Zinger-Taunt/Rchg/Rng(48), Zinger-Acc/Rchg(48)
Level 26: Power Sink -- P'Shift-EndMod/Rchg(A), P'Shift-EndMod/Acc/Rchg(31), Efficacy-EndMod/Rchg(40), Efficacy-EndMod/Acc/Rchg(45)
Level 28: Clobber -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(31), KntkC'bat-Dmg/Rchg(31), KntkC'bat-Dmg/EndRdx/Rchg(33), Mako-Acc/Dmg/EndRdx/Rchg(33)
Level 30: Whirling Mace -- Oblit-Dmg(A), Oblit-Acc/Rchg(34), Oblit-Dmg/Rchg(34), Oblit-Acc/Dmg/Rchg(34), Oblit-%Dam(36), Oblit-Acc/Dmg/EndRdx/Rchg(43)
Level 32: Boxing -- Empty(A)
Level 35: Shatter -- Oblit-Dmg(A), Oblit-Acc/Rchg(36), Oblit-Dmg/Rchg(36), Oblit-Acc/Dmg/Rchg(37), Oblit-Acc/Dmg/EndRdx/Rchg(37), Oblit-%Dam(37)
Level 38: Crowd Control -- Oblit-Dmg(A), Oblit-Acc/Rchg(39), Oblit-Dmg/Rchg(39), Oblit-Acc/Dmg/Rchg(39), Oblit-Acc/Dmg/EndRdx/Rchg(40), Oblit-%Dam(46)
Level 41: Tough -- TtmC'tng-ResDam/EndRdx(A), TtmC'tng-ResDam/Rchg(42), TtmC'tng-EndRdx/Rchg(42), TtmC'tng-ResDam/EndRdx/Rchg(50), TtmC'tng-ResDam(50), TtmC'tng-EndRdx(50)
Level 44: Weave -- LkGmblr-Rchg+(A), DefBuff-I(45)
Level 47: Lightning Reflexes -- Run-I(A)
Level 49: Combat Jumping -- LkGmblr-Rchg+(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
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Set Bonus Totals:- 16.5% DamageBuff(Smashing)
- 16.5% DamageBuff(Lethal)
- 16.5% DamageBuff(Fire)
- 16.5% DamageBuff(Cold)
- 16.5% DamageBuff(Energy)
- 16.5% DamageBuff(Negative)
- 16.5% DamageBuff(Toxic)
- 16.5% DamageBuff(Psionic)
- 24.3% Defense(Smashing)
- 24.3% Defense(Lethal)
- 3% Defense(Fire)
- 3% Defense(Cold)
- 3% Defense(Energy)
- 3% Defense(Negative)
- 3% Defense(Psionic)
- 35.2% Defense(Melee)
- 3% Defense(Ranged)
- 3% Defense(AoE)
- 40% Enhancement(RechargeTime)
- 4% Enhancement(Heal)
- 27% Enhancement(Accuracy)
- 5% FlySpeed
- 161.6 HP (8.63%) HitPoints
- 5% JumpHeight
- 5% JumpSpeed
- MezResist(Held) 13.8%
- MezResist(Immobilize) 8.25%
- MezResist(Sleep) 8.8%
- MezResist(Stun) 11%
- MezResist(Terrorized) 4.95%
- 20% (1.56 HP/sec) Regeneration
- 1.26% Resistance(Fire)
- 1.26% Resistance(Cold)
- 5% RunSpeed
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Quote:Many people, myself included, would argue about the strength of Inv to Ice. All sets have their strengths, and can be very survivable in the right hands. When it pertains to farming though, one of the things to keep in mind is endurance issues, and Inv/Fire won't have any inherent end recovery powers like the other two set combos the OP mentioned.The Invulnerability/Fire tank you have might be better because you got the superior damage of the fire and the second to strongest Armor out there. The only one That I know that is stronger than invul. is stone and then wp is like tied with it.
EDIT: also the fire has lots of DoTs and AoEs which is great for herding.
Fire Melee is a strong damage set, but I think Elec gives a comparable amount of damage, and is just as exotic as fire. -
I'd say it's a toss up between Ice/Ele and SD/DM.
Ice/Ele - If you cap your S/L/E/N defense, you're pretty set for the rest of the game. Ele has a good AoE, so stack that with Icicles, and you'll have some high DMG output.
SD/DM - Easier to soft cap to ALL positional defenses, and lot's of +DMG. Some will say DM is too single target oriented, but with AAO doing a Soul Drain/Shield Charge combo can really clear out a group. Build for a lot of recharge, and you'll be doing pretty good. It's also capable of soloing AVs. I've taken down Battle Maiden alone with it.
Overall, I'd say Ice/Ele has a slight upper-hand for farming. But both will be insanely fun to play. -
Thanks for all the input, everybody. I put together a little build for SD/ELM focusing on the soft-cap, and tons of HP. With accolades, I can get pretty close to the HP cap. Thoughts? Concerns?
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
AoEasy: Level 50 Science Tanker
Primary Power Set: Shield Defense
Secondary Power Set: Electrical Melee
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Fighting
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Deflection -- S'dpty-Def/EndRdx(A), S'dpty-Def/Rchg(3), S'dpty-Def/EndRdx/Rchg(3), S'dpty-Def(36)
Level 1: Charged Brawl -- Mako-Acc/Dmg/EndRdx/Rchg(A), Mako-Acc/EndRdx/Rchg(7), Mako-Dmg/Rchg(7), C'ngImp-Acc/Dmg/EndRdx(9), C'ngImp-Dmg/EndRdx/Rchg(43), C'ngImp-Acc/Dmg/Rchg(43)
Level 2: Battle Agility -- S'dpty-Def/EndRdx(A), S'dpty-Def/Rchg(5), S'dpty-Def/EndRdx/Rchg(5), S'dpty-Def(36)
Level 4: Jacobs Ladder -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(9), Sciroc-Dmg/Rchg(13), Sciroc-Acc/Rchg(13), Sciroc-Acc/Dmg/EndRdx(15), M'Strk-Dmg/EndRdx/Rchg(15)
Level 6: Active Defense -- HO:Membr(A), HO:Membr(17), HO:Membr(17)
Level 8: Hurdle -- Jump-I(A)
Level 10: Combat Jumping -- S'dpty-Def/EndRdx(A), S'dpty-Def/Rchg(11), S'dpty-Def/EndRdx/Rchg(11), S'dpty-Def(46)
Level 12: Phalanx Fighting -- DefBuff-I(A)
Level 14: Super Jump -- Jump-I(A)
Level 16: Health -- Mrcl-Heal/EndRdx(A), Mrcl-Heal/Rchg(48), Mrcl-Heal(48)
Level 18: True Grit -- S'fstPrt-ResDam/Def+(A), ResDam-I(19), Mrcl-Heal/EndRdx(19), Mrcl-Heal/Rchg(23), Mrcl-Heal(23), Mrcl-Heal/EndRdx/Rchg(25)
Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(21), P'Shift-EndMod/Acc(21), Efficacy-EndMod(48), Efficacy-EndMod/Rchg(50)
Level 22: Against All Odds -- EndRdx-I(A)
Level 24: Taunt -- Mocking-Taunt(A), Mocking-Rchg(25), Mocking-Taunt/Rchg(34), Mocking-Taunt/Rchg/Rng(36)
Level 26: Shield Charge -- Erad-Dmg(A), Erad-Acc/Rchg(27), Erad-Dmg/Rchg(27), Erad-Acc/Dmg/Rchg(29), M'Strk-Dmg/EndRdx(29), M'Strk-Dmg/EndRdx/Rchg(31)
Level 28: Thunder Strike -- Erad-Dmg(A), Erad-Acc/Rchg(31), Erad-Dmg/Rchg(31), Erad-Acc/Dmg/Rchg(33), M'Strk-Dmg/EndRdx(33), M'Strk-Dmg/EndRdx/Rchg(33)
Level 30: Boxing -- Mako-Acc/Dmg/EndRdx/Rchg(A), Mako-Acc/EndRdx/Rchg(45), Mako-Dmg/Rchg(45), C'ngImp-Dmg/EndRdx/Rchg(45), C'ngImp-Acc/Dmg/EndRdx(46), C'ngImp-Acc/Dmg/Rchg(46)
Level 32: Tough -- TtmC'tng-ResDam/EndRdx(A), TtmC'tng-ResDam/Rchg(34), TtmC'tng-ResDam(34)
Level 35: Chain Induction -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(37), S'ngH'mkr-Dmg/Rchg(37), S'ngH'mkr-Dmg/EndRdx/Rchg(37), F'dSmite-Acc/Dmg/Rchg(40), F'dSmite-Acc/EndRdx/Rchg(43)
Level 38: Lightning Rod -- Erad-Dmg(A), Erad-Acc/Rchg(39), Erad-Dmg/Rchg(39), Erad-Acc/Dmg/Rchg(39), M'Strk-Dmg/EndRdx(40), M'Strk-Dmg/EndRdx/Rchg(40)
Level 41: Weave -- S'dpty-Def/EndRdx(A), S'dpty-Def/Rchg(42), S'dpty-Def/EndRdx/Rchg(42), S'dpty-Def(42)
Level 44: Grant Cover -- EndRdx-I(A)
Level 47: Conserve Power -- RechRdx-I(A)
Level 49: Physical Perfection -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(50), P'Shift-EndMod/Acc(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
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Set Bonus Totals:- 5.19% Defense(Melee)
- 7.69% Defense(Ranged)
- 6.13% Defense(AoE)
- 7.2% Max End
- 5% Enhancement(Heal)
- 21% Enhancement(Accuracy)
- 491.9 HP (26.3%) HitPoints
- 5% (0.08 End/sec) Recovery
- 26% (2.03 HP/sec) Regeneration
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Agreed. Soft-capping defense just isn't worth the sacrifice. Now, you could greatly increase your HP, and that would affectively increase your resistence. Grab a couple of accolades on top of HP bonuses, toss in some +recharge, and you should be pretty tough.
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Quote:Stressed the key word for you.We know that all-Defender, all-Controller, all-Scrapper, and all-Blaster teams can be very successful. I am wonder about all-Tanker teams, though.
There are some all-(insert AT) teams that fall flat. Without the right team build, they can still be sluggish on kill speed or weak on survival. I think there are several team builds for all-Tank teams that would shine brightly, though.
All Ice/ teams: Herd caps would be laughable, and any in-range mobs would be slowed to the cap, have their damage floored, and be out of endurance. Add in non-stop Icicles and attacks from any mix of secondaries, and the team would mow through groups like crazy.
All Shield/ teams: Uber defense and defense resist with AAO. Alternate Shield charge between groups of 2, and you're done.
All Fire/Fire teams: I've done this with just 2 tanks, and they do quite well.
All WP/ teams: WP being the Scranker-Friendly set, this wouldn't be hard to pull off.
All ELA/ teams: Endurance drain in excess. Having shields could end up being superfluous.
All Stone/ teams: Ok, that one's just a joke.
You get the point. -
Hmm... I think I'll be going Shield/. Any suggested skippable attacks?