TwoHeadedBoy

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  1. Quote:
    Originally Posted by Stone Daemon View Post
    Because I feel this should make the headlines....

    This just in!

    Septipheran is now a "Hero!"

    I'm taking bets on whether or not he's undercover on some nefarious scheme. Such as, uh, taking over my SG.

    I do not appreciate your accusationz.

    Why can't you just trust the honesty of my motives and good intentions? What have I ever done to make you doubt me?
  2. Quote:
    Originally Posted by fefdez View Post
    I have a build towards 40% fire defense with decent recharge. So would you say even with that, I'd need to be poping purps?

    I personally like to keep one purple running on my Brute at all times to put me past the 45% mark, not that it's necessary but it means that I'll never have to use healing flames, which is good for speed.
  3. Quote:
    Originally Posted by fefdez View Post
    As the title suggests. I love my scrapper, it's a fun AOE build for teaming. Now I was wondering if with the right defense % it can also have a build for farming well without the need for purps? Thanks in advance!

    I used to use my Spines/FA for fire farms, you can build up fire defense and recharge but don't expect much of anything else. It's really not fun to farm with though, it's very slow because burn makes mobs go berserk on a Scrapper. I ended up rolling an SS/Fire Brute instead and it works much better... He sits at 35% fire defense and capped resists, obviously.
  4. Quote:
    Originally Posted by AlienOne View Post
    Yeah, I think that's the main difference... I'm always thinking in terms of multiple target (mass) fights, and you're thinking in terms of single-target (AV) fights.

    Anyway, the main thing I wanted to do there is encourage some open-minded thought in the Kheldian community about possible reasons for going certain directions in a build.

    These are exactly the sort of discussions that got me into creating builds myself nearly 3 years ago...

    "Alien"

    Well for me, fights against multiple targets are sort of a "given" and something that I tend to be good at without devoting too much thought or posting into. Like I said the typed defenses are covering me against almost all of the attacks likely to be fired at me- I can tank and/or mez very large groups at a time, and melt +4x8 spawns at a very comfortable pace. Worrying about single target performance is more challenging on a Warshade since it is meant to be our greatest "weakness," and that's probably why I seem more interested in posting about that.
  5. Bah, I already lost over 10% recharge on this build from my previous spec, I don't think I'd be able to run my attack chain with any less than what I have. Also even w/ the Agility alpha my recovery is just barely where it has to be for prolonged single target fights.

    I appreciate the input but ranged defense to me isn't worth it for those sacrifices, as 32.5% to s/l/e/n is going to cover me against the majority of the attacks in the game regardless of their position.
  6. Quote:
    Originally Posted by Arcanaville View Post
    If all the badges for UG, TPN, and MoM were optional rewards for soloing Hamidon without dying I'd work on that, one successful attempt per badge, as many times as it took, until I had them all, even if it took a year of effort.

    That's what I think about the "difficulty" of the latter trials personally.

    What? The badges in all three of the new trials are pretty much rewarded for paying attention and understanding how the trials work. Keyes and Lambda badges are way more finicky and difficult, imo. The newer ones can and have been gotten for many people by accident on PUG's.
  7. Quote:
    Originally Posted by New Dawn View Post
    If AIB put down a datachunk I can measure things better, atm I upload his build and its bugged. If he does that I will put some maths down.

    The first build posted in that thread is old, that's why the link isn't working. Check the last one posted.
  8. Quote:
    Originally Posted by New Dawn View Post
    Put both of the builds up for me and I will look at whats going on. I do know that recharge times need to be added to the cast times to get frequency rates.

    Do it in a PM if needed as ya know no matter what I won't post either.

    The builds are both posted in other threads. The one I was running is in the thread I just posted, his Peacebringer's build thread was just updated (Serene Servant's build.) I don't have mids up right now but I'm 90% sure Provoke has a longer cast.
  9. I think that the unresistable damage is pretty annoying and I think that it would be best if they simply used exotic damage types (toxic, psi, etc) combined with the higher hit chance of Incarnate enemies I think that would be a more reasonable way to do it.... Either that or giving tanks inherent resistance to otherwise "unresistable" attacks making them more desirable and somewhat alleviating how favored Brutes are for high end content.

    Overall though, I really do like the trials. I think they're fast paced and fun and the structures are much more interesting than everything else in the game. I would much rather do an Incarnate trial with engaging mechanics than do a task force that required me to "go to mission, defeat boss, find glowie, defeat 10 enemies, repeat" for an hour or more.
  10. Quote:
    Originally Posted by New Dawn View Post
    Yeah then look at his recharge. You are able to spam more times to have more of an effort on taunt duration remaining wins.

    Wrong again. His is recharging about a second faster than mine.
  11. Quote:
    Originally Posted by New Dawn View Post
    The results are to be expected, if you have a 6 slotted Provoke and AIB has a 1 slotted Antagonize, so it's not a properly fair example. AIB will have to 6 slot his Antagonize for a proper comparison which otomh I am fairly convinced it isn't. Then the winner of aggro has to be the winner in threat formulas, a different times, one of you will have the great taunt duration remaining. The magnitude in threat level between the two of you is just a small part of the threat formula when compared to taunt duration.

    Just checked his PB's build and he has taunt one slotted with the psi damage proc. Still though, even with our slotting taken into account his taunt has a 35s duration vs. 27.65s from my 6 slotted provoke. His taunt is also autohit whereas provoke is not.
  12. Quote:
    Originally Posted by Siolfir View Post
    You are correct.

    Example:
    Pure energy attack dealing 1000 damage hits your Electric Armor Brute who has 90% resistance. Your Brute takes 100 damage.

    You use Void for -50% damage. Since -damage effects are resisted by the target's damage resistance* and the purple patch affects everything the mobs aren't doing to themselves, we'll assume the mob is even-con and has 20% energy resistance. This means it's a -40% net effect.

    The next energy attack comes in from the mob; it now deals 600 damage due to the -damage. Your Brute takes 60.




    * - which means you can do some really fun things with -resistance effects and THEN -damage effects
    Thanks! Just wasn't sure how the game calculated this, thanks for the info.
  13. Quote:
    Originally Posted by Deus_Otiosus View Post

    Also:

    Void radial can hit up to 32 enemies, requires no target and has arguably the most powerful special effect of any Judgement power.

    -50% Damage to all of those targets for 30s, 50 foot radius.

    Slight derailment: I was wondering if anyone could confirm how -damage effects interact with resistance caps? I'm assuming that even if I am at the resistance cap to a certain damage type and I apply a -damage effect it will decrease the damage from incoming attacks. I feel like it should but I'm not sure how exactly.
  14. Re: The knockback issue. Why not change it all to KD in the current powers, and then also give Peacebringers a 1 second recharge Power Push clone, that way all the people who love playing their Peacebringers because they like knockback, griefing team mates, and making the game less enjoyable for everyone else don't have anything to complain about. They can still have their KB and the rest of us can have more effective characters.


    And to address buffing the forms, I came by something that seriously needs to be looked at with both Swarf forms. Last night I was doing the Maria Jenkins arc on a team of 3: My Human Form Warshade, AIB on his Tri Form Peacebringer, and a Tri Form Warshade. We had AV's turned on. During the AV fights, I was consistently able to pull and sustain aggro off of both of my team mates who were in Dwarf form, using Provoke. AIB was able to get it back off of me when he taunted excessively, but I was just as able to pull it back off of him.

    This leads me to what is wrong with the forms. I've always said that Human Form Warshades had the potential to compete with Dwarf form in filling a tanking role, and this confirmed it to me. Looking at the Wiki, Dwarf form has the same threat level as Scrappers, which is 3, and Human Form is at 2. I really think that Dwarf needs to be given an increased threat of 4 to be on level with Brutes and Tanks, and it definitely, absolutely needs a taunt aura. When my Human Form Warshade can tank for 2 Kheldians who are in Dwarf form, there is a problem.
  15. I have a level 10 SOA on Virtue that I'm using as a market alt but I've been seriously considering actually playing and transferring him so I can get in on this.
  16. Quote:
    Originally Posted by New Dawn View Post
    When I put both ya builds in excel I had to quantify that Inner Light. Its not really a decaying buff. Treat it as two buffs applied at the same time, one lasts 10s and one lasts 30s. Either way me likes it.

    My concern was with any possible gap in the attack chain. It would be too much of a headache (as I have one) to look at it now especially as its after midnight. More so interested in if there is a gap in the WS chain at all and if so by how much time. Without Mids updated at this time of night and me a care bear with a sorehead, I'd have to leave it till the morning to work it out myself.

    There's no gap in the attack chain.
  17. Quote:
    Originally Posted by New Dawn View Post
    PBs have superior Tanker like qualities. They're not meant to mirror eachother. If you gave Stygian Circle to PBs, PBs would waste Warshades in terms of DPS, because the heals and endurance could be there to keep it going.
    What? Stygian Circle has nothing to do with Warshade DPS. In fact it's actually inadvisable to use it because it interrupts damage output. Peacebringers already have substantially more raw survivability against anything but Psi damage anyways due to their ability to have much more HP and mirror Warshade's defense and resistance numbers.
    Quote:
    WS could be envious of PBs and PBs could be envious of WS. I see with peoples builds they'll have a WS and have a PB and they're practically trying to turn the PB into their WS. Why bother? Why have both? I am perfectly happy to find two characters with two different deals going wherever I can myself.
    They play very differently but are similar creatures- They just use different means to achieve most of the same goals. That argument could be applied to anything- Why make a Tank if you have a Brute already? Why make an Electric armor Scrapper if you already have a Willpower Scrapper? Different things while serving the same general purpose and functioning in a similar way can still provide enough variety to be worth having.
  18. Quote:
    Originally Posted by New Dawn View Post
    Both builds look like a Warshade to me. Also are you sure about this? Attack chain will turn out alright?

    Oh I might have accidentally copied the wrong data chunk, let me double check

    Yea here are the attack chain numbers w/ Saturated Sunless Mire, t4 Reactive and my slotting

    From my previous build (running G Well>Eye>Blast>Eye)

    640 (2.244 c)
    221.6 (1.848 c)
    336.7 (1.848 c)
    221.6 (1.848 c)

    1419/7.788 is 182.2 plus 92.36 every 2s from Orbiting Death so 182.2+46.18= 228.38 DPS.

    With this new build (Drain>Blast>Well>Blast) w/ saturated Mire and my slotting

    225.4 (2.112 c)
    348.2 (1.848 c)
    640 (2.244 c)
    348.2 (1.848 c)

    1561.8/8.052 is 193.96 plus 90.02 every 2s from Orbiting death so 193.96+45.01=238.97 DPS

    Actually according to my math the new attack chain is higher DPS. Microcosm said the Eye one was higher so I always took his word for it.

    Edit: I had a brain fart. I just realized that the reason the Eye chain turns out to be higher damage is because it's a slightly faster chain which means more proc chances.

    As for calculating the PB's DPS it would be hard to quantify w/ Inner Light because of the decaying buff making it complicated but the best chain is Blast>Bolt>R Strike.

    I'll check the data chunks now and edit the right one in if I made an error.
  19. I just wanted to share this because it's an idea I hadn't tried out before and I thought other people might be curious. I'm pretty sure this is something Microcosm probably did like a year ago, but he was also notorious for being twelve steps ahead of everyone so I won't beat myself up over it.

    I did this respec for my Warshade this morning after planning it out for a few days. Once Bionut made me aware of the Agility alpha ability enhancing defense and recharge I collected some things to craft the t3 version. This power isn't available in mids yet but a good way to view the subsequent numbers is to equip a branch of spiritual for the 33% recharge buff and nerve for the 20% defense buff, switching back and forth accordingly.

    Anyways, onto what exactly I tried to do. First I thought I'd be able to keep my s/l defense softcapped while building energy/negative defense up to the 32.5 mark. This proved to be too much, so I decided to go for 32.5% s/l/e/n defense across the board. I know I've told people not to try for e/n defense in the past, and that's because it's very hard to do without gimping some other aspect of your build. It took me quite a while in Mids to figure out how to get this to work out right.

    Let's talk pros and cons. Energy damage is very common in the end game, so being able to be softcapped to it with 1 small purple means I'm likely to stay softcapped to it during Incarnate trials with all the buffs that are flying around (or two small purples.) This should be a great survivability multiplier for high end content.

    Now for the cons. The best way I found to reach this goal was to use Reactive Armor sets instead of Kinetic Combats. The bad thing about not having 45% s/l defense is that I am more susceptible to defense cascading from lethal damage (notorious for defense debuffs.) I also lost a lot of the HP bonuses from Kinetic Combats, which I tried to make up for by building up extra regeneration.

    The next things I wanted to work back into my build were Provoke and Essence Drain. The attack chain I was running on my s/l softcapped build was Well>Eye>Blast>Eye which is the highest DPS available to a Warshade, but I decided to switch back to the Drain>Blast>Well>Blast chain to help improve my survivability due to lower defense to s/l and lower HP. The DPS is slightly lower but it's not a spectacular difference (I'll post maths if anyone wants to see it.)

    My Peacebringer is still missing three pieces of Armageddon and 2 pieces of Ragnarok, but I put most of the bids in today. I splurged and paid a flat 2 billion on the market to get one of the Panacea procs posted for my Warshade so I had to leave some lowball bids. My PB will be done in a couple of days so I'll post more about the philosophy when that happens.. Suffice to say that it is very similar to the philosophy applied to my Warshade.

    In the meantime I'm going to post both of the builds for people to look over. Since they are both still in the experimental stage and there's a good chance that I'll respec them around I don't feel like I'm compromising on my "never post a final build" philosophy.

    Another thing to mention is that these builds, coincidentally enough, both ended up best suited to "pure human form." This doesn't mean I'm going back on how I view taking Dwarf for set mules- For an s/l softcapped build, which I very well might go back to, it's the smartest way to do it.

    Before I forget, there's another neat thing about this Warshade build. It's able to run ~50% resistance to s/l/e/n damage without an Eclipse target to speak of. Pretty convenient.

    Edit: Another note. You might notice the 6 slotted Expedient Reinforcements in dark Extraction and Photon Seekers. You might not like it. I don't like it either. If anyone has a plan on how to get my 2 pieces of SA back in there, well that'd be cool.


    Peacebringer build (edited to link to the right build- Thanks new dawn)

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    Warshade build:

    Code:
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  20. Just something really quick
    Quote:
    *NOTE*
    It has been said that the “most effective” slotting of Eclipse is two Nucleolus Exposures and two Recharge IOs, but from what I understand, that’s a “bug” (makes sense, as none of those IOs are actually providing resistance—it would make more sense to have Ribosome Exposure providing resistance values), so I can’t actively encourage people to take advantage of a bug that may or may not be fixed at a later date. On top of that, that “most effective” term may be subjective, as I see it only caps S/L resistances at 5 enemies, and no other resistances are capped—whereas, my slotting of Eclipse (in most builds) caps every resistance category at 5 enemies. Not only that, it gets you some very nice set bonuses as well.
    The reason that the Nucleolus Exposure slotting is effective is the way that HamiO's interact within the game. Just like defense debuff HamiO's provide higher defense enhancement than defense debuff IO's, the damage part of the Nucleos provide greater damage resistance than resistance IO's. It's the same as slotting Enzyme Exposures in defense toggles- As long as the power takes one part of what the HamiO offers (in the case of enzymes, the endurance reduction- In the case of Eclipse, accuracy) you are able to slot the enhancement even though a power may not be able to accept it. The Nucleos in Eclipse cap all resists with 5 targets. The reason it doesn't show in Mids is that Eclipse is the only accurate resist power in the game, but this has been tested by many and it works.

    For more on how Hami's work because I probably explained that terribly:

    Quote:
    Multiple Types Exploit

    Buff enhancements work the same as debuff enhancements of the same type. The calculation the game uses is Scale * Strength, where Scale is positive for powers that Buff and negative for powers that Debuff, and Strength is increased by enhancements. For example, the game sees Tactics as applying a 1 scale ToHit change, and Radiation Infection as applying a -2.5 scale ToHit change. Both ToHit Buff and ToHit Debuff enhancements boost the ToHit aspect of those powers; the two powers are simply coded in the database to only permit one or the other to be slotted.
    Since Hamidon Origin Enhancements have multiple types, it is possible to place a buff or debuff enhancement into a power in which it is not permitted, so long as one of the other enhancement types is allowed. For example, Fallout, which does not allow Defense Buff or ToHit Buff enhancements, can accept Membrane Exposure, which will provide ToHit Buff, Defense Buff, and Recharge enhancement. The "Detailed Info" display will confirm Fallout's defense and tohit debuffs are enhanced.
    This bug can also be used to enhance Defense Buff in certain powers by 33.33% instead of 20% by using a Enhance Defense Debuff HO, and enhance Damage Resistance in certain powers by 33.33% instead of 20% by using an Enhance Damage HO.
    Enhancements listed in the same row of the below table are equivalent, and differ only by which powers the enhancement is permitted in.
    http://paragonwiki.com/wiki/HamiO


    I'll read more and provide more feedback asap.
  21. I just wanted to pop in to say that I think it's utterly silly when people complain about loot farming. People who farm for drops/rolls/etc are doing a service to the in game economy. They are generating recipes/enhancements in moderate to large quantities and making them available to the rest of the player base. In this particular case (PVP farming) they are potentially providing extremely sought after items.
  22. Quote:
    Originally Posted by Dechs Kaison View Post
    This has always been my position. I eventually did post my build, but not without a heavy dose of caveats.

    You also have the benefit of having an extremely unique build that I couldn't see working as well for anyone else but you. My build is a kind of easy mode that only requires a slight inkling of knowing what you're doing... But I like to do outrageous and unnecessary things, at which point I still get a chance to vigorously exercise my brain.
  23. I'm glad you quoted that, Stone. It's been much too long since I've read the MFing Warshade. I think it might be the best guide written in COH history, and I'd still be saying that if Dechs wasn't my friend.
  24. Quote:
    Originally Posted by Diggaroo View Post
    Taking some of your advice, here's what I've come up with;

    http://www.cohplanner.com/mids/downl...CFFD03C3AEE6FB

    I'm trying very hard not to copy your build, but rather learn from it and attempt to build upon it with my low end budget. Thanks again for all your advice.
    Cool, I'll look in a little bit. I'm running around Mercy Island on a level 4 controller at the moment.
    Quote:
    Also, one last thing. I still have yet to have this properly answered; How exactly do you deal with Mez other than clarion? Can Clarion be perma'd? Or is there another way to escaping mezzers. Again, your help is appreciated
    Yep, Clarion is perma at tier 3 so that's the easy way to do it. I still have break free macro's set up for when I fight the feisty types who like to stack mez but nine times out of ten I'm fine with just Clarion. There's also the option of playing very control heavy and proactively stunning the crap out of everything before it has the chance to stun you, but I use my controls only when necessary, mostly as a courtesy to team mates.
  25. Quote:
    Originally Posted by AlienOne View Post
    That's sort of the whole purpose of creating a guide... I worked extremely hard on my Warshade too, and put him through an innumerable amount of respecs to get him to where he is at today, but I figure sharing that knowledge with the general public only serves to help the CoH community.

    Hell, it may even be what makes a F2P player decide to become a VIP--so they can test out some of the higher-end builds we offer for them to try--and, adding more paying players can only help the overall quality of this game.

    "Alien"

    I personally think that players would get more mileage out of me helping them with the slotting on their builds, giving examples that are relevant to their goals and play styles, and things like that than they would me saying "Here's my build." I'm more than willing to help people out if they want it, but I'm not willing to just give my build away for blind cloning.