A Spines/SR Guide (vI6.1) by Funky Pink


Funky_Pink

 

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A Spines & Super Reflexes Scrapper Guide by Funky Pink

Table of Contents
I. Introduction
II. Primary Power Discription & Comments
III. Secondary Power Discription & Comments
IV. Power Pool Comments
V. Ancillary Power Pool Comments
VI. My Build
VII. An AoE Build

I. Introduction

When I first wrote this guide, I wanted to create a guide for a Spines/Super Reflexes scrapper based on what I've learned playing Funky Pink, my own Spines/Super Reflexes scrapper, but also to encourage people to look at Spines as not only an Area of Effect (AoE) powerset, which is how many Spines scrappers are built. Spines includes some great single-target attacks in addition to it’s numerous AoE attacks, and I've found my experience playing my scrapper is the real deal in one-on-one combat even without two of those very popular AoE powers.
Spines has multiple AoE attacks for a reason and players should take advantage of powersets' strengths if it fits them. This isn't a criticism of that, but a compliment to what many people already know Spines can do. I'll even look at options incorporating multiple AoE Spines powers and give a build for how I'd be built if I went AoE. For what I personally want to do when I fight though, this build has allowed me to do that. The AoE I have doesn't require me to be in melee, which I like. I also feel that I can direct a cone power to hit more than a point blank AoE (pbAoE) would. Of course, Quills moves around with the player and is a good addition, but being an SR means we can't spare too many toggle powers. My preference to playstyle (and, I admit, some aesthetical reasons also) means that Quills and Spine Burst (SB) are not a part of my build, but I am still very functional. All of this is to say that a Spines scrapper does not need to build around Quills and Spine Burst, or even have them, to be a good scrapper. Aside from sharing my experience with my character, I'm also partially attempting to dilute somewhat of a stereotype I have perceived and show that either route (single-target focus or AoE) can easily be taken with Spines. It's all about finding what's fun for you .

When I selected Spines, so long ago now , I did not understand the mechanics of CoH to any smidgeon of a degree, and therefore did not know I could even go the route of AoE Spines herder. I just liked the way the set discription sounded, that bones were sticking out of my hero's body, and that I was sticking those bones into the bad guys and hurting them very badly. I knew I would want to be a mutant, which appealed to me, and the only other choice was which secondary powers I would take. Super Reflexes just sounded too cool to pass up. I just liked the idea of not getting hit.

II. Primary Power Discription & Comments

Here's a list of the powers in the Spines set, with a brief discription of what the power looks like and does, any personal uses, and some slotting options. Not everyone's going to slot recharges or endurance reductions in their attacks, I'm just trying to include the most common/useful options and variation. Obviously, you'll have to max out at 6 slots. Tweak to taste, basically

Barb Swipe is a series of quick slashes with your spines and does minor damage, but it is recharged soon after the animation is done (2 second recharge), which is nice for it's overall damage per second (DPS) and also means it can be a filler attack at basically any time. This is a good power for earlier levels for anyone and for when Hasten, should you get it, is down, to help fill an attack chain. The fast recharge and low end cost are nice enough to make slotting for those aspects marginal.
Slotting: 1-2acc, 3dmg

Lunge is a quick, powerful stroke with a spine from your arm and has a fast recharge. The body movement is similar a punch, driving the spine in the foe...fun . Fully slotted, this does a good deal of damage. It is a staple in my attack chain.
Slotting: 1-2acc, 2-3dmg, 0-2recharge, 0-1endred

Spine Burst does damage in a circle around you by shooting spines out of your body. You crouch down in concentration and rise up as the spines explode from you. The activation is a bit slowish, but makes up for it when you hit multiple foes. IMO, end reduction is needed in at least AoE attacks.
Slotting: 1-2acc, 2-3dmg, 0-2recharge, 1endred

Build Up adds a nice amount of damage (it doubles your base, not enhanced, damage) and a bit of accuracy also. Slot this power to taste, usually with just recharges. It is also good to fire off for additional accuracy for those hard to hit foes, especially if you add a ToHit buff or two to it.
Slotting: 3 recharge, 0-2 tohit buffs

Impale is a fairly slow attack but it does a very good amount of damage and has range. Basically, in this attack, you're throwing a huge spine at a foe. The windup resembles a baseball pitcher. Impale also can immobilize most targets for a brief time. In starting a fight, I usually lead with Impale after hitting Build Up, and I can generally get in another one before the Build Up cycle is over, when Hasten is running. My usual attack chain is: Impale, Throw Spines (TS), Ripper, Lunge, Impale. Everything after TS is flexible, depending on how much health a foe has left. If their low, i might use Lunge first or even Barb Swipe, etc. I prefer TS as my second attack in a larger mob in order to get max AoE damage while the mobs are still usually close together. The reason I like Impale to lead is the range it has, so I can fire it off, then close the gap, fire off TS, then I’m nose to nose with baddies. Getting off two good attacks before even reaching a mob is nice! Occasionally, Impale will hit with a critical on that first attack, leaving no target to base the angle of TS on if a minion was your target. The best way to get ready for this is to either use Impale on a Lt. or Boss (so they don't die with a critical Impale) or else go ahead and switch to a different minion as soon as Impale starts to activate.
Slotting: 1-2acc, 2-3dmg, 0-2recharge, 0-1endred

Confront I picked up for my squishy blaster and controller friends. It helps me redirect a foe who might be giving them too much trouble. You can also use Confront to pull a foe from it’s group, to avoid fighting all of them at once. I found this particularly useful against the Minions of Rularuu, fighting those blasted biting eyeballs with incredible accuracy.
Slotting: 1-2range (2 range is 98 feet!)

Quills works by continuously pulsing small spines out of your body in all directions. It's similar to SB in that regard, but there is no concentrated build up, so no activation to wait for. You simply turn on the toggle and spines shoot out while you move freely about. This power is very nice in a crowd. It costs a fair amount of endurance and could very well use two reductions. IMO, it's best to take advantage of the range here, for pulling purposes. The taunt component of the power always 'hits' and you'll get their attention with or without an enhancement for taunt.
Slotting: 1-2endred, 1-2acc, 2-3dmg

Ripper is a great attack with enormous knockdown (not knockback) ability. This is a frontflip attack that crashes down on your foe with your Spines. You almost always stick a good landing on the flip . It will knockdown bosses a good precentage of the time and can even get an AV once during those long fights. The damage is enormous. Including the full amount of its potential poison, which foes can be immune to in varying degrees, it's a very high damage power. To reminisce a moment, back when I could slot all damage in Ripper, I could defeat an orange minion in one shot with this power. So, it's about half that now, but still nice .
Slotting: 1-2acc, 2-3dmg, 0-2recharge, 0-1endred

Throw Spines is a great power once you get used to it. Two words: 'massive AoE'. Ok, that's really four, but you get the point . This attack takes a handful of spines and tosses them out from left to right in a huge line. Techinically it's a cone with a very wide arc, and all damage hits at the same time, not just from left to right. I was just trying to describe the animation . In compact enough groups, this is my second attack after Impale. I mentioned leading with Impale before in order to use the initial target as an anchor for Throw Spines. It allows a good control for directing the cone. I will run to whatever angle looks best (looks like it will hit the most enemies), then hit follow on the Impaled and hit Throw Spines when I'm close. You can also target someone near the back, get them in the middle, ready the attack and close in. This will guarantee the cone depth is maximum, and you'll hit as many as possible.
Slotting: 1-2acc, 2-3dmg, 0-2recharge, 1endred

III. Secondary Power Discription & Comments

And now the Super Reflexes powers:
Focused Fighting (FF) is toggle defense against melee range attacks. It costs .38 endurance per second and one endurance reduction enhancement lowers that to .28 end/second. It's base is a 12.5% defense. Each defense enhancement adds 20% of the base defense percentage for 2.5% additional defense per enhancement. So if you have 3 slots Single Origin (SO) defense enhancements in FF, your total defense against melee from FF is around 20% (some of the effectiveness of a 3rd similar enhancement under ED is reduced slightly). This is your most important toggle for a long time and it's good to slot it fairly early. As you might know or will soon find out, melee attacks are the hardest hits to take from baddies in CoH for many levels, and are still later on, though ranged and AoE attacks become more balanced among some enemies. Maximum defense is important in this power, and if you have extra slots or burn too much endurance for how you play, a second endurance reduction will help. It's the same with the other toggles.
Slotting: 1-2endred, 3defense

Focused Senses (FS) is toggle defense against ranged attacks. The numbers for this are the same as FF. This will not be as important until the your 20s when you start going up against Sky Raiders. Other groups will have ranged attacks too, of course, but the Sky Raiders are one of the first with a heavy mix of ranged attacks. Heavy ranged use does not end with them, however, and this will be needed often.
Slotting: 1-2endred, 3defense

Agile is your auto (passive) defense against ranged attacks and is worth 5%. Each slot adds 1%. Not heavy numbers. You can see why slotting toggles is more efficient. It is nice that they are always on though, and cost no endurance. Now they even provide damage resistance (to all but Psionic) once your health bar hits 60% and then as your health decreases, the resistances increase. Adding slots here doesn't add much defense. Only do it if/when you need them elsewhere. The other passives are the same.
Slotting: 1-3defense

Practiced Brawler (PB) is the best status resistance power in the game, in my opinion. Unlike toggle status protection, which shuts off when held, leaving you unprotected, Practiced Brawler protects you if you happen to get held, therefore reducing the duration and keeping you protected once freed...no need to reactive it until it recycles. I kept PB on auto-attack (control-right click a power to set this feature - it will be given a green ring around its icon in your power tray) until I got Hasten, so that I was always protected from status effects. With Hasten, PB needs no SO recharge enhancements to be available all the time. Some people choose to slot an endurance reduction enhancement here. I went with recharge so I can have overlap time to activate PB, selecting the safest time to do it. Without Hasten, you will need 2 recharges to keep PB up all the time. It's worth it.
Slotting: 1-2recharge, depending on the presence of Hasten

Dodge is auto melee defense and is worth 5% against melee attacks, same as Agile. It too provides resistance once below 60% health. With each passive you get, since they stack, the total resistance you will have increases.
Slotting: 1-2endred, 3defense

Quickness reduces recharge times by 20% and also slightly increases run speed. It also resists being slowed by enemy powers. I picked this up on my respec into Perma-Elude (before i4) to help Elude cycle faster as well as my attacks. However, I also found during that time, that I really liked the boost to recharge also, therefore I kept it after i4 when I cut Elude out of my build. Now, with ED, it helps me recaharge Hasten faster, so it's up as often as possible.
Slotting: 1runspeed

Lucky is passive defense against AoE attacks like cone and point blank AoE attacks (pbAoE), which is an attack on all those close to the attacker (like Spine Burst or Quills). SR gets defense to AoE attacks pretty late, and this will be a welcomed asset. It also provides resistance below 60% and will increase your total resistance when added to Dodge and/or Agile. You can only slot Run Speed here and additional slotting isn't necessary.
Slotting: 1-3defense

Evasion is toggle defense against AoE attacks. It costs .38 endurance per second and one endurance reduction enhancement lowers that to .28 end/second. It's base is now 22.5% defense. Even though you won't have this for long before Going to Elude, which I'm mentioning because I have heard of people passing on Evasion and relying on Elude for AoE defense, it's still a very nice power to have along with Elude. AoE attacks are found by the truckload in mid to upper levels, though they start at day 1. Since Elude isn't up all the time, IMO, you're going to need this power to cover AoE defense the rest of the time. Working around Evasion is possible, I'm sure, but for me would require too much of a playstyle & fighting approach change. I actually have 3 endurance reductions in this power, but that is overkill.
Slotting: 1-2endred, 3defense

Elude is three solid minutes of unbelieveable levels of defense. Before Issue 4, you could have it up all the time, but now it's recharge is so great that it cannot be on all the time, although it does last for 180 seconds instead of 120 seconds as it did before i4. If you take Elude, I recommend only putting in as many slots as you can afford (once it has at least two defense enhancements) without sacrificing any from your other defenses. But, since ED, you will likely have plenty of slots to put here.
Slotting: 2-3defense, 0-3recharge

I had dropped Elude altogether after i4 when it became immpossible to make permanent without outside buffs and was fine without it. Issue 5 reduced the defense in all SR powers and I remained unchanged. When ED came along, and powers like FF, FS, and Evasion became maxed out with only 3 defense enhancements, I found myself with a surplus of slots and so I picked up Elude again and have it slotted with 3 recharge and 3 defense. I’m glad to say I don’t need it to survive as I found during i4 and i5, and since I often will go a while without using it at all, but it's also very nice to have for the right occasion, and I do run into plenty of them . Elude provides 45% defense to melee, ranged, and AoE attacks, as well as boosting endurance recovery and run speed. Each defense enhancement adds a staggering 9% defense to all. It's quite easy to run all your toggles and attack like a madman when Elude is running due to it's self-endurance recovery buff. With all 3-slotted toggles, passives, and including Elude, that's ~100% defense to melee and ranged and ~116% to AoE.

With fully-slotted passives, due to the minimal return you get on slotting for defense (only ~1% defense added), it's obvious that I have a lot of slots to spare in this build. Quickness or Hasten could easily be dropped for an attack such as Quills or Spine Burst and slots could be pulled from (in order of where I'd pull from, first to last) Agile, Lucky or Dodge to cover this or any other change you want to make to my build that would need slots. I would recommend keeping the passive defenses due to their damage resistance, not for the actual defense they provide.

IV. Power Pool Comments

Power Pool time!:
The Speed Power Pool is still a big part of many players’ heroes, even after ED. Hasten has a nearly 60% recharge increase for your powers, allowing you to fight more foes faster. I have Hasten as my auto-attack power. Even though it isn't permanent anymore, it's up often enough to help in virtually every fight. It also keeps Elude coming back as fast as possible, and in fact, this is it's main purpose for me now that it is not permanent, as seen in my build. I do not select it until level 41, right after I get Elude. Exemplaring might change my mind about this, but it can easily be worked into a build earier than I have it in mine. The drawback with fighting as fast as Hasten allows is that you get tired much faster. If you learn to restrain yourself to use that speed only as it is needed, then you won't run into many endurance problems. Slotting endurance reduction in your attacks and toggles helps a lot too. This opens up Super Speed too of course. Some people get use out of Flurry and Whirlwind.

I went with the Leaping Power Pool for my travel power. I really dig Super Jump. It's fun and it's fast. Combat Jumping provides a bit of extra defense at lower levels. Not a lot, but every bit counts. Acrobatics provides some mild hold protection and also great knockback protection. With Practiced Brawler, we don't really need this. Jump Kick is not seen much, but some people find it kind of fun. It's really a flip kick <cough>devs!<cough>.

Hover/Air Superiority and Flight could easily be put in place here. Fly is a good free movement travel, but a lot of people think it's too slow. It greatly benefits from slotting, and I give it 3 flight speed enhancements on my flying toons. AS is a nice quick attack with a good chance to knockdown a foe. It requires redrawing your Spines, which some people don't like. Hover of course can keep you out of melee. It's also a decent vertical-travel option for Super Speedsters .

Some people also go the Super Speed/Stealth route in order to gain invisibility in missions. That would be easy to do by just replacing Leaping with Concealment. A lot of people like the later powers in the Concealment line also, Invisibility and Phase Shift. I considered going SS/Stealth during my respec at level 44 (when I went perma-Elude) and one reason I stuck with Leaping was that Super Jump is a great tracking power to chase down fleeing/teleporting enemies, that allows you to get vertical when necessary. It fits my concept better also.

The Fitness line is pretty much taken solely for Stamina. It is important to be able to recover endurance as fast as possible when you're fighting at a fast pace. Health is another power that benefited from ED. I have it 3-slotted, which I hadn't done since the perma-Elude days when I could do without having Focused Senses and Evasion, and so had extra slots from that.

The Fighting line was really nice prior to I5, but still provides some benefit and since many people still use it, I wanted to mention it in my guide. Fully slotted, Tough lets you resist about 18% of smashing and lethal damage, something that scrappers run into a lot of. This is still moderately useful. It prevents some heavy damage against some AVs and bosses and from crowds. It stacks nicely with the resistance provided by the passives also, once you're below 60% health. Fully slotted Weave only adds about 5% defense to melee and ranged attacks since i5 and ED. Weave isn't really worth picking up anymore, IMO, because of how low the defense is. Boxing and Kick are mediocre attack powers, but at least they open up Tough.

A lot of scrappers pick from the Leadership pool now. Assault provides a damage buff and Taunt resistance to you and teammates close to you. Maneuvers provides a small amount of defense. Tactics provides some perception, useful in PvP, as well as an accuracy buff. Vengeance can be used when a teammate falls in battle. It will increase the damage, defense, and accuracy of all teammates close to his body.

The Medicine pool provides some buffage. Aid Self heals allies. Stimulant protects them from status effects such as holds. Aid Self heals you. Rescusitate will bring back a defeated ally with full health, but no endurance to start. He will have to recover it naturally.

A travel method many people prefer is Teleportation. Recall Friend or Teleport Foe will open up Teleport, which is a very fast form of travel. It also costs a bit of endurance, which won't be a problem if you slot it for endurance or get Stamina. Range is a nice addition too. Some might have issues with using it in missions or moving vertically.

There is a nice option in the Presence pool that people use in PvP, Intimidate. If you can sacrifice the power slots, this power is a good option since fear isn't often resisted by players. It's also good for PvP to use on an annoying minion (it isn't powerful enough to affect lts. in one application) like sappers, or any mezzing mob. Provoke is a large-area fear. These powers require significant slots to be useful in PvE and, since Issue 5, aren't a good option, IMO.

V. Ancillary Power Pool Comments

Concerning ranged attacks in general in the APPs, being Spines, we don't really need any of the ranged attacks they offer. There aren't really any that fit Spines anyway, IMO. Basically, even if you only get it for FA, Body Mastery is a great set.

I chose the Body Mastery Pool for my APP solely to get Focused Accuracy (FA). I liked the sound of it from the get-go. It adds an incredible amount of accuracy to attacks, and allows you to remove accuracy enhancers from attacks if you so choose. I did this for a while, but, being prone to exemplar, I leave an accuracy in my attacks now. FA does a great job, but it does cost a lot of endurance. Be sure you get the most out of it by slotting ToHit buffs and cut the end cost down with endurance reduction enhancements.
I don't have any of the ranged attacks in the Body set, Laser Beam Eyes and Energy Torrent (slot either one like Impale), but I also picked up CP. Conserve Power is nice to use right before Elude ends and removes all of your endurance. With CP on, you can take some endurance inspirations and turn your toggles back on and/or fight and last much longer even though Elude removes your endurance recovery for a time after it 'crashes'. You will begin recovering endurance again after a few seconds.

The Dark Mastery APP will provide some range with a good deal of control and some mild debuffing. That would be a great addition to a Spines/Dark or a Dark/SR. It has a cone damage (Torrent), a ranged single damage (Dark Blast), a cone immobilize (Tenebrous Tenticles) and a hold power (Petrifying Gaze). TT and Pet Gaze are the most useful for us and would be very good additions. I'd slot TT with at least 2acc and after that a range and maybe an endurance reduction and/or recharge. Pet Gaze I'd slot with 2acc/2hold/2rech.

The Weapon Mastery set, to me, is more limited to naturals or techs and katana, claws, and MA. Obviously anyone can get them, but I like to stick with theme. There are some nice powers in there and Caltrops would be quite useful (I'd use a recharge or two, a slow or two, and maybe a range...the damage is too small to slot, IMO), as well as Web Granade (1-2acc and is good to slot for recharge since it has an immobilize, a -jump, a slow, and a -recharge component that can stack - PvP tip of the day), for any scrapper. The ranged attacks, again, aren't so needed for us Spines scrappers

VI. My Build

Here's one way to put together a Spines/SR, which happens to be exactly how mine is built :

Exported from version 1.5C of CoH Planner
http://joechott.com/coh

Archetype: Scrapper
Primary Powers - Ranged : Spines
Secondary Powers - Support : Super Reflexes

01 : Focused Fighting endred(01) defbuf(3) defbuf(5) defbuf(11) endred(43)
01 : Lunge acc(01) dam(3) dam(5) dam(7) endred(17) recred(19)
02 : Barb Swipe acc(02) dam(11) dam(13) dam(15) recred(21) endred(43)
04 : Agile defbuf(04) defbuf(46) defbuf(48)
06 : Build Up recred(06) recred(7) recred(17) thtbuf(21)
08 : Impale acc(08) dam(9) dam(9) dam(13) endred(15) recred(19)
10 : Practiced Brawler recred(10) endred(46)
12 : Combat Jumping defbuf(12)
14 : Super Jump jmp(14) endred(50)
16 : Dodge defbuf(16) defbuf(40) defbuf(42)
18 : Hurdle jmp(18)
20 : Health hel(20) hel(31) hel(37)
22 : Stamina endrec(22) endrec(23) endrec(23)
24 : Focused Senses endred(24) defbuf(25) defbuf(25) defbuf(29) endred(43)
26 : Ripper acc(26) dam(27) dam(29) dam(31) endred(27) recred(31)
28 : Lucky defbuf(28) defbuf(34) defbuf(37)
30 : Quickness runspd(30)
32 : Throw Spines acc(32) dam(33) dam(33) dam(34) endred(33) recred(34)
35 : Evasion endred(35) defbuf(36) defbuf(36) defbuf(36) endred(37) endred(50)
38 : Elude defbuf(38) defbuf(39) recred(39) recred(39) recred(40) defbuf(40)
41 : Hasten recred(41) recred(42) recred(42)
44 : Focused Accuracy endred(44) endred(45) thtbuf(45) thtbuf(45) thtbuf(46)
47 : Conserve Power recred(47) recred(48) recred(48)
49 : Confront rng(49) rng(50)

-------------------------------------------

01 : Brawl Empty(01)
01 : Sprint Empty(01)
02 : Rest Empty(02)


VI. An AoE Build

Spines in general is widely known as a great AoE set, so here's what I'd look at doing if I were AoE (I also changed up some pool and APPs selections to maximize the new style ):

Exported from version 1.5C of CoH Planner
http://joechott.com/coh

Archetype: Scrapper
Primary Powers - Ranged : Spines
Secondary Powers - Support : Super Reflexes

01 : Focused Fighting defbuf(01) defbuf(5) defbuf(13) endred(19) endred(43)
01 : Lunge acc(01) dam(3) dam(5) acc(11) endred(15) dam(39)
02 : Spine Burst acc(02) endred(3) dam(7) dam(7) dam(17) recred(37)
04 : Agile defbuf(04)
06 : Build Up recred(06) recred(15) recred(19) thtbuf(39)
08 : Impale acc(08) dam(9) dam(9) acc(13) endred(17) recred(29)
10 : Practiced Brawler recred(10) recred(11)
12 : Teleport Foe acc(12) acc(39) inttim(40)
14 : Teleport rng(14)
16 : Hurdle jmp(16)
18 : Health hel(18) hel(40) hel(46)
20 : Stamina endrec(20) endrec(21) endrec(21)
22 : Quills endred(22) acc(23) dam(23) dam(27) endred(29) dam(36)
24 : Focused Senses defbuf(24) defbuf(25) defbuf(25) endred(27) endred(46)
26 : Dodge defbuf(26)
28 : Lucky defbuf(28)
30 : Ripper acc(30) dam(31) dam(31) acc(31) endred(34) recred(34)
32 : Throw Spines acc(32) dam(33) dam(33) dam(33) endred(34) recred(36)
35 : Evasion defbuf(35) defbuf(36) defbuf(37) endred(37) endred(40)
38 : Quickness runspd(38)
41 : Petrifying Gaze acc(41) acc(42) hlddur(42) hlddur(42) recred(43) recred(43)
44 : Dark Blast acc(44) dam(45) dam(45) dam(45) endred(46)
47 : Tenebrous Tentacles acc(47) acc(48) endred(48) recred(48) thtdbf(50)
49 : Hover fltspd(49) fltspd(50) fltspd(50)

-------------------------------------------

01 : Brawl Empty(01)
01 : Sprint Empty(01)
02 : Rest Empty(02)


I think Spines and SR makes a great combo if you like single-target or AoE scrapping. They have certainly met with a great deal of success for me. There are also tons of options that directly will influence or reflect how you play your character. It's nice that Spines is such a flexible set. Whatever you’re doing though, have tons of fun and good luck!


 

Posted

Revised Table of Contents and Section on ED:

Table of Contents
I. Introduction
II. Primary Power Discription & Comments
III. Secondary Power Discription & Comments
IV. Power Pool Comments
V. Ancillary Power Pool Comments
VI. My Build
VII. An AoE Build
VIII. Enhancement Diversification (ED)


VIII. Enhancement Diversification (ED)
Enhancement Diversification, or ED for short, was introduced in Issue 6 in order to reduce the effectiveness of enhancements when several of them were slotted in one power. When slotting for an aspect in a power, such as for damage or for mez duration, enhancement lose a great deal of effectiveness after the third enhancement of one type. For example, if you slot damage into a power, the first even level Single Origin enhancement (SO) will add 33% to you base damage level. A second even level SO will also provide 33% while a third will only provide around 30%, still remaining very effective and bringing your power's damage up to 196% or so of base damage. But if you add a third, the power is greatly reduced to around 8% and isn't recommended. This is why I do not recommend more than 3 slots of anything in any of the powers. They simply won't be very effective. And powers that only take one type of enhancement will not ever require any more than three slots.

Since ED, I've removed or changed the slotting of any enhancement where I had more than 3, so that none of my slots go to waste. ED, while reducing the overall damage and control power of many players' toons, provides a surplus of slots to devote to other powers now. It's now hard to find a build that requires more slots than you are given by level 50 and most builds have extra. To make up for the loss of power, XP has been increased to even back out our rate of leveling.