i19 Shield/SS build looking for some feedback


ClawsandEffect

 

Posted

I just can't seem to shake this weird feeling that I am seriously over-looking something.

***Please keep in mind that the two extra slots showing in sprint will actually go towards pool access stamina [Performance Shifters: +End-EndMod-EndMod/Rech] and I will have pool access Health slotted with [Miracle +recovery]***

Mids refuses to cooperate with my i19 tinkering....

My thoughts
- Capped Melee/Range/AoE Defense
- Good DDR
- Good recharge
- Decent +HP
- I have most of the IOs in the base!!! <----- maybe my favorite

My concerns
*Why Medicine Pool? - Filling empty slots?..... better to pick up Punch for the +5% rech?
*Am I gimped for recovery not giving stamina more slots?


Thanks in advance for your thoughts and/or concerns about my build!


Hero Plan by Mids' Hero Designer 1.803
http://www.cohplanner.com/

Click this DataLink to open the build!

Detective Shields v2: Level 50 Magic Tanker
Primary Power Set: Shield Defense
Secondary Power Set: Super Strength
Power Pool: Speed
Power Pool: Fighting
Power Pool: Medicine
Power Pool: Leadership
Ancillary Pool: Mu Mastery

Hero Profile:
Level 1: Deflection -- LkGmblr-Rchg+(A), LkGmblr-Def(7), LkGmblr-Def/EndRdx/Rchg(15), LkGmblr-Def/EndRdx(17)
Level 1: Jab -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(3), C'ngImp-Dmg/Rchg(3), C'ngImp-Acc/Dmg/Rchg(13), C'ngImp-Acc/Dmg/EndRdx(19)
Level 2: Battle Agility -- LkGmblr-Rchg+(A), LkGmblr-Def(7), LkGmblr-Def/EndRdx(17), HO:Enzym(42), HO:Enzym(42)
Level 4: Haymaker -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(5), C'ngImp-Dmg/Rchg(5), C'ngImp-Acc/Dmg/Rchg(13), C'ngImp-Acc/Dmg/EndRdx(19)
Level 6: Active Defense -- HO:Membr(A), HO:Membr(46), HO:Membr(48)
Level 8: Hasten -- RechRdx-I(A), RechRdx-I(9), RechRdx-I(9)
Level 10: True Grit -- Numna-Heal/EndRdx(A), Numna-EndRdx/Rchg(11), Numna-Heal/Rchg(11), Numna-Heal/EndRdx/Rchg(15), Numna-Heal(31), Numna-Regen/Rcvry+(36)
Level 12: Phalanx Fighting -- LkGmblr-Rchg+(A)
Level 14: Super Speed -- Zephyr-Travel/EndRdx(A)
Level 16: Against All Odds -- EndRdx-I(A)
Level 18: Boxing -- Mako-Acc/Dmg/EndRdx/Rchg(A)
Level 20: Knockout Blow -- Hectmb-Dmg(A), Hectmb-Dmg/Rchg(21), Hectmb-Acc/Dmg/Rchg(21), Hectmb-Acc/Rchg(23), Hectmb-Dmg/EndRdx(23)
Level 22: Tough -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(25), Aegis-EndRdx/Rchg(31), Aegis-ResDam/EndRdx/Rchg(34), Aegis-ResDam(34), S'fstPrt-ResDam/Def+(36)
Level 24: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(25), LkGmblr-Def/EndRdx(31), LkGmblr-Def/EndRdx/Rchg(36)
Level 26: Shield Charge -- Oblit-Dmg(A), Oblit-Acc/Rchg(27), Oblit-Dmg/Rchg(27), Oblit-Acc/Dmg/Rchg(29), Oblit-Acc/Dmg/EndRdx/Rchg(29), Oblit-%Dam(42)
Level 28: Rage -- GSFC-ToHit(A), GSFC-ToHit/Rchg(37), GSFC-ToHit/Rchg/EndRdx(37), GSFC-Rchg/EndRdx(37), GSFC-ToHit/EndRdx(40), GSFC-Build%(40)
Level 30: Aid Other -- IntRdx-I(A)
Level 32: Aid Self -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(33), Dct'dW-EndRdx/Rchg(33), Dct'dW-Heal/Rchg(33), Dct'dW-Rchg(34)
Level 35: Assault -- EndRdx-I(A)
Level 38: Foot Stomp -- Armgdn-Dmg(A), Armgdn-Dmg/Rchg(39), Armgdn-Acc/Dmg/Rchg(39), Armgdn-Acc/Rchg(39), Armgdn-Dmg/EndRdx(40)
Level 41: Electrifying Fences -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(43), Posi-Dmg/Rchg(43), Posi-Dmg/Rng(43), Posi-Acc/Dmg/EndRdx(46)
Level 44: Ball Lightning -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(45), Ragnrk-Acc/Dmg/Rchg(45), Ragnrk-Acc/Rchg(45), Ragnrk-Dmg/EndRdx(46)
Level 47: Taunt -- Zinger-Taunt(A), Zinger-Taunt/Rchg(50), Zinger-Taunt/Rchg/Rng(50), Zinger-Taunt/Rng(50)
Level 49: Grant Cover -- LkGmblr-Rchg+(A)
------------
Level 1: Brawl -- Mako-Acc/Dmg/EndRdx/Rchg(A)
Level 1: Sprint -- Empty(A), Empty(48), Empty(48)
Level 2: Rest -- RechRdx-I(A)
Level 1: Gauntlet
Level 4: Ninja Run



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Posted

Is there a reason you slot weave out but not Phalanx fighting? They both provide a 5% bonus, but Phalanx fighting also provides another 3% per each ally within melee range. It doesn't happen all the time, but it's not a bad bonus.

Also, you can pull out one of the Hamidon enhancements from Battle Agility and still stay at the soft cap.

Oddly, Mids doesn't seem to think that slotting Phalanx Fighting for defense increases the amount of defense Phalanx fighting provides. It's the only thing Phalanx Fighting is slottable for. If it doesn't increase defense, what does it do?

Well, anyway, if you can get Phalanx Fighting up to providing 7.712% defense the way weave does, you could drop True Grit from 6 Numina to 3 and add three Titanium Coatings to get more resistance and another 1.5% health. Ranged Defense won't be quite at 45%, but 44.41% isn't bad.

You can get Phalanx Fighting two slots by taking one from Battle Agility and one from Tough. You'll also lose the 3.125% AoE from Aegis, but you'd still be at 45.91% because of the extra 2.71% from Phalanx Fighting.


 

Posted

Quote:
Originally Posted by MajorDecoy View Post
Is there a reason you slot weave out but not Phalanx fighting? They both provide a 5% bonus, but Phalanx fighting also provides another 3% per each ally within melee range. It doesn't happen all the time, but it's not a bad bonus.
A couple of good reasons to slot Weave but not PF:

Weave's base 5% defense to self is enhanceable, PF's is not. Enhanced, Weave is going to provide around 7.8 defense all the time, where slotting PF will only help you in cases where the ally bonus kicks in.

Weave costs endurance--it's a relatively high cost toggle--and PF is a passive that requires no end reduction.

I wouldn't say it's bad to slot PF, but given that it's a passive, and the enhanceable bonus highly situational, I think it makes perfect sense to to slot Weave more heavily.


My Characters

Knight Court--A CoH Story Complete 2/3/2012

 

Posted

Phalanx Fighting has a very small radius. It is best to avoid depending on teammates when attempting to soft cap a defense-based tanker. You want to be self-sustaining as much as possible.

You can drop Active Defense down to one Membrane and one recharge IO. That saves you a slot for whatever, and still keeps you at the DDR cap (95%) with Active Defense on a low enough recharge to be double stacked 100% of the time.

I prefer to enhance resistance on a Shield Defense build. Deflection and True Grit provide a significant resistance bonus. Every bit of resistance you can get adds a lot to your survivability. Try to find a way to stay soft-capped while enhancing True Grit and Deflection. You may have to drop Assault and pick up Combat Jumping instead.


 

Posted

Okay, yes, that is an excellent reason. I retract my earlier post.


 

Posted

I agree with Syntax that you want to slot Deflection and True Grit for resistance. Deflection in particular is worth slotting because with it and Tough, you can get S/L resistance up to 45%; very useful on top of Shield's defense.

In the posted build, I'm not sure what the point is of the Enzymes in BA; the tiny amount of additional defense debuff resistance (less than 2%) is not worth the additional slot.

Also, Aid Self needs some Interrupt Reduction slotted; I think that's more important than the DW recharge bonus.

Assault seems like a wasted pick. I'd drop it for OwtS or CJ for a little additional defense.

I'm also not sure why you're slotting all level 30s. Level 35s would be a better choice, they'd get you to the ED cut-off for defense and resistance. And if you're slotting one or two common IOs, there's absolutely no reason not to slot level 50s since there's no bonus to lose.

Here's your build with the changes I'd recommend. I dropped Assault for OwtS, but CJ would also be a good pick.

Hero Plan by Mids' Hero Designer 1.81
http://www.cohplanner.com/
Click this DataLink to open the build!
Detective Shields v2: Level 50 Magic Tanker
Primary Power Set: Shield Defense
Secondary Power Set: Super Strength
Power Pool: Speed
Power Pool: Fighting
Power Pool: Medicine
Ancillary Pool: Mu Mastery
Hero Profile:
Level 1: Deflection -- LkGmblr-Rchg+:35(A), LkGmblr-Def:35(7), LkGmblr-Def/EndRdx/Rchg:35(15), LkGmblr-Def/EndRdx:35(17), ResDam-I:50(36), ResDam-I:50(42)
Level 1: Jab -- Mako-Acc/Dmg:30(A), Mako-Dmg/EndRdx:30(3), Mako-Dmg/Rchg:30(3), Mako-Acc/EndRdx/Rchg:50(9), Mako-Acc/Dmg/EndRdx/Rchg:30(13), Mako-Dam%:30(19)
Level 2: Battle Agility -- LkGmblr-Rchg+:35(A), LkGmblr-Def:35(7), LkGmblr-Def/EndRdx:35(17), LkGmblr-Def/EndRdx/Rchg:35(42)
Level 4: Haymaker -- C'ngImp-Acc/Dmg:30(A), C'ngImp-Dmg/EndRdx:30(5), C'ngImp-Dmg/Rchg:30(5), C'ngImp-Acc/Dmg/Rchg:30(13), C'ngImp-Acc/Dmg/EndRdx:30(19)
Level 6: Active Defense -- HO:Membr(A), HO:Membr(46), HO:Membr(48)
Level 8: Hasten -- RechRdx-I:50(A), RechRdx-I:50(9)
Level 10: True Grit -- Numna-Heal/EndRdx:35(A), Numna-Heal/EndRdx/Rchg:35(11), Numna-Heal/Rchg:35(11), Numna-Heal:35(15), ResDam-I:50(31), S'fstPrt-ResDam/Def+:30(36)
Level 12: Phalanx Fighting -- LkGmblr-Rchg+:30(A)
Level 14: Super Speed -- Zephyr-Travel/EndRdx:30(A)
Level 16: Against All Odds -- EndRdx-I:50(A)
Level 18: Boxing -- Mako-Acc/Dmg/EndRdx/Rchg:30(A)
Level 20: Knockout Blow -- Hectmb-Dmg:50(A), Hectmb-Dmg/Rchg:50(21), Hectmb-Acc/Dmg/Rchg:50(21), Hectmb-Acc/Rchg:50(23), Hectmb-Dmg/EndRdx:50(23)
Level 22: Tough -- Aegis-ResDam/EndRdx:35(A), Aegis-ResDam/Rchg:35(25), Aegis-EndRdx/Rchg:35(31), Aegis-ResDam/EndRdx/Rchg:35(34), Aegis-ResDam:35(34)
Level 24: Weave -- LkGmblr-Rchg+:35(A), LkGmblr-Def:35(25), LkGmblr-Def/EndRdx:35(31), LkGmblr-Def/EndRdx/Rchg:35(36)
Level 26: Shield Charge -- Oblit-Dmg:30(A), Oblit-Acc/Rchg:30(27), Oblit-Dmg/Rchg:30(27), Oblit-Acc/Dmg/Rchg:30(29), Oblit-Acc/Dmg/EndRdx/Rchg:30(29), Oblit-%Dam:30(42)
Level 28: Rage -- GSFC-ToHit:30(A), GSFC-ToHit/Rchg:30(37), GSFC-ToHit/Rchg/EndRdx:30(37), GSFC-Rchg/EndRdx:30(37), GSFC-ToHit/EndRdx:30(40), GSFC-Build%:30(40)
Level 30: Aid Other -- IntRdx-I:50(A)
Level 32: Aid Self -- IntRdx-I:50(A), IntRdx-I:50(33), Dct'dW-EndRdx/Rchg:30(33), Dct'dW-Heal/Rchg:30(33), Dct'dW-Rchg:30(34)
Level 35: One with the Shield -- ResDam-I:50(A)
Level 38: Foot Stomp -- Armgdn-Dmg:50(A), Armgdn-Dmg/Rchg:50(39), Armgdn-Acc/Dmg/Rchg:50(39), Armgdn-Acc/Rchg:50(39), Armgdn-Dmg/EndRdx:50(40)
Level 41: Electrifying Fences -- Posi-Acc/Dmg:30(A), Posi-Dmg/EndRdx:30(43), Posi-Dmg/Rchg:30(43), Posi-Dmg/Rng:30(43), Posi-Acc/Dmg/EndRdx:30(46)
Level 44: Ball Lightning -- Ragnrk-Dmg:50(A), Ragnrk-Dmg/Rchg:50(45), Ragnrk-Acc/Dmg/Rchg:50(45), Ragnrk-Acc/Rchg:50(45), Ragnrk-Dmg/EndRdx:50(46)
Level 47: Taunt -- Zinger-Taunt:30(A), Zinger-Taunt/Rchg:30(50), Zinger-Taunt/Rchg/Rng:30(50), Zinger-Acc/Rchg:30(50)
Level 49: Grant Cover -- LkGmblr-Rchg+:30(A)
------------
Level 1: Brawl -- Mako-Acc/Dmg/EndRdx/Rchg:30(A)
Level 1: Sprint -- Empty(A), Empty(48), Empty(48)
Level 2: Rest -- RechRdx-I:30(A)
Level 1: Gauntlet
Level 4: Ninja Run

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My Characters

Knight Court--A CoH Story Complete 2/3/2012

 

Posted

Assault, a last minute addition to the build, was a weak attempt to up damage output. I was hesitant to add it at the expense of CJ, not to mention I prefer SJ as a travel ability.

You are spot on about upping resistance..... it just makes perfect sense to decrease damage taken on top of all that positional defense.

Do most take OwtS? I am always afraid to pick-up those powers that make you awesome one minute and throw you under the bus the next. How bad is the crash? Do I just munch a blue and keep rolling? (The crash doesnt seem nearly as bad as a power like Power Surge)

Thanks, I appreciate everyone's input!
Gardo


 

Posted

The build posted above looks better, except for the Hasten and Active Defense slotting. Drop two of the three membranes and put in one recharge IO in Active Defense. Use the extra slot to get Hasten's recharge down more. This will help you keep Hasten almost permanent without the Alpha enhancement. You will still have Active Defense permanently double-stacked, and you will be at the DDR cap.


 

Posted

Quote:
Originally Posted by Syntax42 View Post
The build posted above looks better, except for the Hasten and Active Defense slotting. Drop two of the three membranes and put in one recharge IO in Active Defense. Use the extra slot to get Hasten's recharge down more. This will help you keep Hasten almost permanent without the Alpha enhancement. You will still have Active Defense permanently double-stacked, and you will be at the DDR cap.
Unless Mid's is wrong, (which I know has happened) making that change would trade 8% defense debuff resistance for Hasten recharging 6 seconds faster. IMO it's a matter of playstyle preference which is the better choice.

Re the OP's question about OwtS, it has a crash, but a mild one compared to some other T9s. You lose about half your end bar but no HP. So yeah, it's situational, but not a bad single-slot power. Of course, CJ would be a good choice too.

EDIT: If you prefer SJ, why not go CJ/SJ/Hasten and skip OwtS?


My Characters

Knight Court--A CoH Story Complete 2/3/2012

 

Posted

Quote:
Originally Posted by Finduilas View Post
Unless Mid's is wrong, (which I know has happened) making that change would trade 8% defense debuff resistance for Hasten recharging 6 seconds faster. IMO it's a matter of playstyle preference which is the better choice.
It isn't a playstyle preference. It is build optimization. Both builds posted go over the defense debuff resistance cap. Dropping it down to one Membrane still keeps you at the cap and frees up a valuable slot.

By the way, you have to manually add the amount of DDR to see what the total will be when Active Defense is double-stacked.


 

Posted

Quote:
Originally Posted by Syntax42 View Post
It isn't a playstyle preference. It is build optimization. Both builds posted go over the defense debuff resistance cap. Dropping it down to one Membrane still keeps you at the cap and frees up a valuable slot.

By the way, you have to manually add the amount of DDR to see what the total will be when Active Defense is double-stacked.
So, it only goes over the defense debuff resistance cap when double-stacked? Which is, what, about half the time?

Putting the third slot in Hasten may be your idea of "build optimization", but it's not everyone's. Some might feel having their DDR total closer to the cap all the time is worth the slot.

I wouldn't do it, but then, I wouldn't use the third slot in Hasten, either.


My Characters

Knight Court--A CoH Story Complete 2/3/2012

 

Posted

Quote:
Originally Posted by Finduilas View Post
So, it only goes over the defense debuff resistance cap when double-stacked? Which is, what, about half the time?

Putting the third slot in Hasten may be your idea of "build optimization", but it's not everyone's. Some might feel having their DDR total closer to the cap all the time is worth the slot.

I wouldn't do it, but then, I wouldn't use the third slot in Hasten, either.
Either your math is off, or Mids' is not showing you the right numbers. With a 120s duration and a 60s recharge, it is double-stacked 99% of the time, with the gaps only occurring due to activation times. Getting Hasten closer to permanent only ensures you keep AD double-stacked more.


 

Posted

I think I have a new build hammered out and will post it this week if I ever get away from work. I just had one more question about the build, which I hope to exemplar down from time to time for some TF fun; how do those hamidon enhancements work compared to IOs? I've never used the things before and am 100% totally clueless.

All I can seem to find on the market are lvl 50 hami's...

Thanks again!
Gardo


 

Posted

Quote:
Originally Posted by Gardo View Post

All I can seem to find on the market are lvl 50 hami's...
That's because they are rare to non-existent at any other level. There was a bug that people were taking advantage of to get level 51, 52, and 53 HOs, but it was fixed and the only ones remaining are the ones that were acquired while the bug was active still. That means there is a very limited number of them, and the people that have them are seldom willing to give them up at ANY price.

I'm not entirely sure if it was even possible to get them at a lower level than 50.


Quote:
Originally Posted by Dechs Kaison
See, it's gems like these that make me check Claws' post history every once in a while to make sure I haven't missed anything good lately.

 

Posted

It is I have a lev 48









Quote:
Originally Posted by ClawsandEffect View Post
That's because they are rare to non-existent at any other level. There was a bug that people were taking advantage of to get level 51, 52, and 53 HOs, but it was fixed and the only ones remaining are the ones that were acquired while the bug was active still. That means there is a very limited number of them, and the people that have them are seldom willing to give them up at ANY price.

I'm not entirely sure if it was even possible to get them at a lower level than 50.