Softcapped for Nrg/Nrg for range and energy


ClawsandEffect

 

Posted

Trying to decide if this is any good and wondering if I would be better served with Conserve Power, Hasten or Boost Range. I have all three on my recharge, regen build and use them all. I dont play at extreme range, though I have tried that approach also. Its ok for missions set at players 1, but I find it lacking for me in higher player lvls numbers, as AOE seems to rule for that. So I use boost range as primarily a Energy Torrent range booster now.

I use this character for everything basically. Solo, teams and even farm with him, for grins. My brutes are better at it, but sometimes I like to take him instead.

I dont use SS at all, only have it for the stealth, as Lambda really annoys the crap out of me without.

Suggestions, opinions?

I guess including the build might have been some help. lol

Hero Plan by Mids' Hero Designer 1.94
http://www.cohplanner.com/

Click this DataLink to open the build!

Level 50 Magic Blaster
Primary Power Set: Energy Blast
Secondary Power Set: Energy Manipulation
Power Pool: Fighting
Power Pool: Flight
Power Pool: Leaping
Power Pool: Speed
Ancillary Pool: Mace Mastery

Hero Profile:
Level 1: Power Bolt -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(3), Thundr-Acc/Dmg/Rchg(5), Thundr-Acc/Dmg/EndRdx(5), Thundr-Dmg/EndRdx/Rchg(7)
Level 1: Power Thrust -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(7), Mako-Dmg/Rchg(9), Mako-Acc/EndRdx/Rchg(9), Mako-Acc/Dmg/EndRdx/Rchg(11), Mako-Dam%(11)
Level 2: Power Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(13), Thundr-Dmg/Rchg(13), Thundr-Acc/Dmg/Rchg(15), Thundr-Acc/Dmg/EndRdx(15), Thundr-Dmg/EndRdx/Rchg(17)
Level 4: Energy Torrent -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(17), Posi-Dmg/Rchg(19), Posi-Dmg/Rng(19), Posi-Dam%(21), ExStrk-Dam%(21)
Level 6: Power Burst -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(23), Thundr-Dmg/Rchg(23), Thundr-Acc/Dmg/Rchg(25), Thundr-Acc/Dmg/EndRdx(25), Thundr-Dmg/EndRdx/Rchg(27)
Level 8: Sniper Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(27), Thundr-Dmg/Rchg(29), Thundr-Acc/Dmg/Rchg(29), Thundr-Acc/Dmg/EndRdx(31), Thundr-Dmg/EndRdx/Rchg(31)
Level 10: Energy Punch -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(37), Mako-Dmg/Rchg(37), Mako-Acc/EndRdx/Rchg(37), Mako-Acc/Dmg/EndRdx/Rchg(39), Mako-Dam%(39)
Level 12: Aim -- RechRdx-I(A), RechRdx-I(50)
Level 14: Build Up -- RechRdx-I(A), RechRdx-I(50)
Level 16: Bone Smasher -- Mako-Dam%(A), Mako-Acc/Dmg(34), Mako-Dmg/EndRdx(34), Mako-Dmg/Rchg(36), Mako-Acc/EndRdx/Rchg(36), Mako-Acc/Dmg/EndRdx/Rchg(36)
Level 18: Power Push -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(31), Thundr-Dmg/Rchg(33), Thundr-Acc/Dmg/Rchg(33), Thundr-Acc/Dmg/EndRdx(33), Thundr-Dmg/EndRdx/Rchg(34)
Level 20: Conserve Power -- RechRdx-I(A)
Level 22: Boxing -- Empty(A)
Level 24: Tough -- S'fstPrt-ResDam/Def+(A)
Level 26: Explosive Blast -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(39), Posi-Dmg/Rchg(40), Posi-Dmg/Rng(40), Posi-Dam%(40), ExStrk-Dam%(42)
Level 28: Weave -- Krma-Def/EndRdx(A)
Level 30: Hover -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(48), Frbd-Stlth(48)
Level 32: Nova -- C'ngBlow-Dmg/Rchg(A), M'Strk-Dmg/Rchg(46), Sciroc-Dmg/Rchg(46), Dmg-I(48)
Level 35: Combat Jumping -- Krma-ResKB(A)
Level 38: Total Focus -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(42), Mako-Dmg/Rchg(42), Mako-Acc/EndRdx/Rchg(43), Mako-Acc/Dmg/EndRdx/Rchg(43), Mako-Dam%(43)
Level 41: Scorpion Shield -- GftotA-Def/EndRdx(A)
Level 44: Fly -- Flight-I(A)
Level 47: Hasten -- RechRdx-I(A), RechRdx-I(50)
Level 49: Super Speed -- EndRdx-I(A)
Level 50: Spiritual Radial Boost
------------
Level 1: Brawl -- Empty(A)
Level 1: Defiance
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Health -- Mrcl-Rcvry+(A), RgnTis-Regen+(45), Numna-Regen/Rcvry+(45)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- EndMod-I(A), EndMod-I(45), EndMod-I(46)


 

Posted

Now Im wondering if I wouldnt be better served working aid self back in. I could probably to it, going lower on defense and trying to hit 32.5 instead.


 

Posted

I tried to look through my mids builds but misplaced my Archery EM build..

But nonetheless I can tell you that you can be Range Capped and still have Aid Self just by going with Thunder strike and Mako Bite IOs along with a +3 Defense SteadFast IO. My only issue is I use jet pack to Hover blast, I would rather have Hover I think instead as no matter how conscientious I am to remember to make sure Jet pack temp is good. I have had instances of forgetting or just having it run out during missions and it becomes a pain because now my setting was so high and I can't keep away from mobs or I'm on a TF and can't run out atm.

So if you can work in Hover and maybe go Cardiac for endurance issues, assuming you might have any then I think between Hover, a good Aid Self and Range Cap you have some good stuff going on.

Further you must have boost range. It is one of the silliest powers that does so much for you. I'm positive no one would ever give you a negative mark on boost range. It allows you to fire off several attacks before mobs even get into range attack distance for them to fire back. I cannot tell you how many mobs I have killed before they got into range to attack me back. Or even pulling for a group its great, Again pull the AV from a distance that only makes the AV come.


1. Why Soft Cap is Important : http://dechskaison.blogspot.com/2011...important.html
2. Limits: http://paragonwiki.com/wiki/Limits
3. Attack Mechanics: http://wiki.cohtitan.com/wiki/Attack_Mechanics
4. Rule of Five: http://wiki.cohtitan.com/wiki/Rule_o...e_Law_of_Fives

 

Posted

It's possible to softcap Smashing/Lethal/Energy and still get a decent amount to Ranged. I'll see if I saved my build and post it for you.

Here you go. Softcapped to S/L/E and gets around 31% to ranged to cover the other damage types. You could easily replace Combat Jumping with Hover if you like, and it wouldn't make any difference in the build. I like Combat Jumping for the Immobilize protection though, so I'll be keeping it. I also took the AoEs late, as I prefer more of a single target blapper style with this character.

Hero Plan by Mids' Hero Designer 1.94
http://www.cohplanner.com/

Click this DataLink to open the build!

Amplified: Level 50 Magic Blaster
Primary Power Set: Energy Blast
Secondary Power Set: Energy Manipulation
Power Pool: Flight
Power Pool: Fighting
Power Pool: Leadership
Power Pool: Leaping
Ancillary Pool: Mace Mastery

Hero Profile:
Level 1: Power Bolt -- Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/EndRdx(3), Thundr-Acc/Dmg/Rchg(15), Thundr-Dmg/EndRdx(34), Thundr-Dmg/Rchg(34), Thundr-Dmg/EndRdx/Rchg(42)
Level 1: Power Thrust -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(5), KntkC'bat-Dmg/Rchg(19), KntkC'bat-Dmg/EndRdx/Rchg(36)
Level 2: Power Blast -- Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/Rchg(3), Thundr-Acc/Dmg/EndRdx(15), Thundr-Dmg/EndRdx(34), Thundr-Dmg/Rchg(43), Thundr-Dmg/EndRdx/Rchg(43)
Level 4: Energy Punch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(5), KntkC'bat-Dmg/Rchg(19), KntkC'bat-Dmg/EndRdx/Rchg(37), HO:Nucle(46)
Level 6: Power Burst -- Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/Rchg(7), Thundr-Acc/Dmg/EndRdx(7), Thundr-Dmg/Rchg(13), Thundr-Dmg/EndRdx(31), Thundr-Dmg/EndRdx/Rchg(43)
Level 8: Build Up -- RechRdx-I(A), Rec'dRet-ToHit(9), Rec'dRet-ToHit/Rchg(9)
Level 10: Bone Smasher -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(11), KntkC'bat-Dmg/Rchg(11), KntkC'bat-Dmg/EndRdx/Rchg(37), HO:Nucle(40)
Level 12: Aim -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(13)
Level 14: Fly -- Zephyr-Travel(A), Zephyr-ResKB(31)
Level 16: Conserve Power -- RechRdx-I(A), RechRdx-I(17), RechRdx-I(17)
Level 18: Boxing -- Empty(A)
Level 20: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(21), RctvArm-ResDam/EndRdx/Rchg(21), RctvArm-ResDam(40), S'fstPrt-ResDam/Def+(50)
Level 22: Weave -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(23), LkGmblr-Rchg+(23)
Level 24: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(25), LkGmblr-Def(25)
Level 26: Explosive Blast -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(27), Posi-Dmg/Rchg(27), Posi-Dmg/Rng(46), Posi-Acc/Dmg/EndRdx(46)
Level 28: Sniper Blast -- Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/Rchg(29), Thundr-Acc/Dmg/EndRdx(29)
Level 30: Combat Jumping -- LkGmblr-Rchg+(A), Ksmt-ToHit+(31)
Level 32: Nova -- Erad-Dmg(A), Erad-Dmg/Rchg(33), Erad-Acc/Rchg(33), Erad-Acc/Dmg/EndRdx/Rchg(33)
Level 35: Boost Range -- RechRdx-I(A), RechRdx-I(37)
Level 38: Total Focus -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/Rchg(39), C'ngImp-Acc/Dmg/Rchg(39), C'ngImp-Acc/Dmg/EndRdx(39), C'ngImp-Dmg/EndRdx/Rchg(40)
Level 41: Scorpion Shield -- LkGmblr-Rchg+(A), LkGmblr-Def(42), LkGmblr-Def/EndRdx(42)
Level 44: Summon Spiderlings -- C'Arms-Acc/Rchg(A), C'Arms-Acc/Dmg(45), C'Arms-Dmg/EndRdx(45), C'Arms-Acc/Dmg/Rchg(45)
Level 47: Energy Torrent -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Dmg/Rng(48), Posi-Acc/Dmg/EndRdx(50)
Level 49: Web Cocoon -- BasGaze-Acc/Hold(A), BasGaze-Acc/EndRdx/Rchg/Hold(50)
Level 50: Musculature Core Paragon
Level 50: Clarion Radial Epiphany
Level 50: Ion Radial Final Judgement
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 0: Wedding Band
------------
Level 1: Brawl -- Empty(A)
Level 1: Defiance
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 2: Swift -- Empty(A)
Level 2: Health -- Mrcl-Rcvry+(A)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- P'Shift-EndMod/Acc(A), P'Shift-EndMod(36), P'Shift-End%(36)
Level 4: Ninja Run


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

Think I might like this best. All the powers taken I would use (except boxing). No invisibility, but stealth, KB protection, Aid self fully slotted. Endurance seems pretty good, so I may try this one.

On an unrelated note, I tried the inspiration combine macros today, they are sweet.

Hero Plan by Mids' Hero Designer 1.94
http://www.cohplanner.com/

Click this DataLink to open the build!

Level 50 Natural Blaster
Primary Power Set: Energy Blast
Secondary Power Set: Energy Manipulation
Power Pool: Fighting
Power Pool: Flight
Power Pool: Leaping
Power Pool: Medicine
Ancillary Pool: Mace Mastery

Hero Profile:
Level 1: Power Bolt -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(3), Thundr-Acc/Dmg/EndRdx(5), Thundr-Acc/Dmg/Rchg(5), Thundr-Dmg/EndRdx/Rchg(7)
Level 1: Power Thrust -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(29), Mako-Dmg/Rchg(29), Mako-Acc/EndRdx/Rchg(31), Mako-Acc/Dmg/EndRdx/Rchg(31), Mako-Dam%(31)
Level 2: Power Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(7), Thundr-Dmg/Rchg(9), Thundr-Acc/Dmg/Rchg(9), Thundr-Acc/Dmg/EndRdx(11), Thundr-Dmg/EndRdx/Rchg(11)
Level 4: Energy Torrent -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(36), Posi-Dmg/Rng(36), Posi-Dmg/Rchg(36), Posi-Dam%(37), ExStrk-Dam%(37)
Level 6: Power Burst -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(13), Thundr-Dmg/Rchg(13), Thundr-Acc/Dmg/EndRdx(15), Thundr-Acc/Dmg/Rchg(15), Thundr-Dmg/EndRdx/Rchg(17)
Level 8: Sniper Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(17), Thundr-Dmg/Rchg(19), Thundr-Acc/Dmg/EndRdx(19), Thundr-Acc/Dmg/Rchg(21), Thundr-Dmg/EndRdx/Rchg(21)
Level 10: Boxing -- Empty(A)
Level 12: Aim -- RechRdx-I(A), RechRdx-I(33)
Level 14: Tough -- S'fstPrt-ResDam/Def+(A)
Level 16: Build Up -- RechRdx-I(A), RechRdx-I(33)
Level 18: Power Push -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(23), Thundr-Dmg/Rchg(23), Thundr-Acc/Dmg/EndRdx(25), Thundr-Acc/Dmg/Rchg(25), Thundr-Dmg/EndRdx/Rchg(27)
Level 20: Weave -- GftotA-Def/EndRdx(A), GftotA-Def(27)
Level 22: Hover -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(33), Zephyr-ResKB(42), Frbd-Stlth(43)
Level 24: Combat Jumping -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(42)
Level 26: Explosive Blast -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(37), Posi-Dmg/Rchg(39), Posi-Dmg/Rng(39), Posi-Dam%(39), ExStrk-Dam%(40)
Level 28: Conserve Power -- RechRdx-I(A), RechRdx-I(46)
Level 30: Fly -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(40)
Level 32: Nova -- C'ngBlow-Dmg/Rchg(A), Erad-Dmg/Rchg(34), M'Strk-Dmg/Rchg(34), Dmg-I(34)
Level 35: Boost Range -- RechRdx-I(A), RechRdx-I(43)
Level 38: Aid Other -- Empty(A)
Level 41: Scorpion Shield -- GftotA-Def/EndRdx(A)
Level 44: Aid Self -- Numna-Heal/EndRdx(A), Numna-EndRdx/Rchg(45), Numna-Heal/Rchg(45), Numna-Heal/EndRdx/Rchg(45), Numna-Heal(46), Numna-Regen/Rcvry+(46)
Level 47: Bone Smasher -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(48), Mako-Dmg/Rchg(48), Mako-Acc/EndRdx/Rchg(48), Mako-Acc/Dmg/EndRdx/Rchg(50), Mako-Dam%(50)
Level 49: Web Envelope -- TotHntr-Immob/Acc(A), Immob-I(50)
Level 50: Spiritual Radial Boost
------------
Level 1: Brawl -- Empty(A)
Level 1: Defiance
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Health -- Mrcl-Rcvry+(A)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- EndMod-I(A), EndMod-I(40), EndMod-I(42), P'Shift-End%(43)


 

Posted

Well finished the build and took him out for several missions solo.

Cost, I didnt look exactly, and I didnt bargain shop at all. I hate respeccing too much to do it patiently. I think I spent 300 mill, not counting the Miracle which I used A merits on. I just bought the Numinas set. I think it cost more than the everything else combined.

The three builds I have for him now are a ranged hami build, the original regen/recharge/+damage and now this soft capped ranged and energy (he is still only soft capped to range, I have to get over to villian side to softcap Nrg.

I soloed on 0/8, against Freaks, Council, ,Carnies and Malta. I could not solo on lvl 0/8 against any of these before, the closest would have been the Carnies, but I still would have needed to hospitol against every group is my guest.

Freaks were the easiest, also the last I played, so I had got a better feel for what I needed to do with this guy, as he is not as hard hitting as my original build. I did not die on the Freaks mission. Its amazing how Aid Self is so much more usefull now.

Carnies, I face planted twice I think, maybe it was only once. Of course Im using breakfree's as I fight. Unless I was careless, they actually were not bad, I died a couple times when I let a strongman bash me up close.

Council, first group I fought, died once, probably shouldnt have.

Malta, liked to say I didnt die at all, but I did. Several times actually, 3 or 4. Damn boss robots would hit me with the dot, and heal other would not activate, and if the greens were out, I was toast, as this guy doesnt hit as hard, leaving too many upright at times. Still, on my original build, they were simply undoable for me. So this was an improvement.

All these missions I combined inspirations for break free's and used oranges, reds and greens at times. I cant imagine ever playinging the massive ranged build, which I rarely did anyway, on the right team and if I knew what was coming, I would play my original build, with 10% or so plus damage, hasten more damage procs, he shreds groups better. Not much, but he leaves less mobs alive with a sliver of health, that I kept noticing with this guy. He paid for himself on the third mission, where a Hetacomb dropped, so after one days respeccing at buy it today prices, I broke about even.

Wishes, were I could have fit in SS for practical invisibility, and the purple damage proc in Power Bolt, which does wonders for that power. I did use Bone Smasher a time or two for grins, its ok, most times, two blasts are just as quick. I continue to find Power Thrust better and more reliable than Power Push, and I dont understand why.

For 300 some million, which most of you find trivial in cost, this was a good upgrade for my first 50 who still gets my most play time. Im pretty sure I will move him off the deserted Triumph server and to something more populated to finish his incarnates and get Clarion.


 

Posted

One thing I'd recommend is to look over the exemplaring effects. If you're not getting a set bonus from a particular IO, then you generally should go with the highest-level IO available. You'll still get the enhancement bonus from the better IO (possibly adjusted while exemplaring below level 32) and there is no set bonus to lose. Also, you'll get significantly better effects when running at level 32+.

For example, if I slot a level 50 Common Recharge IO, I get a 42.4% enhancement bonus. If I exemplar down to level 32, I still have a 42.4% enhancement bonus from that IO. If I drop to level 30, it drops to 39.6%. At L25, it becomes 31.1%. At L20, 23.4% and at L15, 16.6%.

If I slot a level 25 Common Recharge IO, I get a 32.0% enhancement bonus. If I exemplar down to L32, it remains 32.0%. If I drop to L30, 29.9%. At L25, 23.5%. At L20, 17.7% and at L15, 12.5%.

Going with the lower level IO in these cases (again, this only holds true where you aren't getting set bonuses from that particular IO), means that you are always leaving some enhancement bonus on the table.

Further, there are minimum bonus thresholds that favor triple- and quad-aspect IOs. If you're exemplaring at L21+, any bonus at or below 20% is unaffected. This means that triple-aspect IOs will not face reduction if they are L43 or lower and quads will not face reduction even at L50 (doubles threshold at L25). If you exemplar below L20, the minimum bonus drops to 10% or lower and pretty much everything gets hit there.

Where there is a set bonus or some sort of unique bonus (e.g. "chance for" or "+" or "global" modifiers in the IO itself), then you want to go for your desired exemplar level +3. So if you want to exemp cleanly down to 25, then you'd want L28 IOs. If L30 is your target, then L33 IOs will get you there.

Some IOs are taken solely for their unique bonus and should always be taken at the lowest possible level. For example, the Miracle +Recovery IO should almost always be bought at its minimum level of 20 so it can exemp down to L17 (exception: you don't ever plan to exemp and want to save some inf). If you slot a L40 +Recovery, it will only work when you are L37 or higher, without regard to whether or not the power it is slotted in is accessible to you at the exemplared level. Other examples include, but are not limited to: Numina's +Regen/+Recovery, Kismet 6%, Blessing of the Zephyr -KB, Karma -KB, and Steadfast -KB.


 

Posted

Good points which I agree with Streetlight. My original build is indeed set up that way, I will admit, this one is not. The reason being, its easy to find and buy lvl 50 Io sets, and more difficult, or takes longer to collect the lower level Io's in sets, since more farmers get them from higher lvls. I just was not in the mood to patiently hold off for weeks to finish it and see if I like it. This build below lvl 47, loses most everything. For low level content, I will likely if I remember, switch to my original build, which has nearly every enhancement at lvl 30-32. So he plays very similar, through most lvls.

Still, you bring up good points, which one should consider. I wish the market, or more specifically the drops and reward rolls worked a bit bit differently, allowing more low lvl IO's to be available. The build I posted, does not really reflect the Io lvls I actually bought, but just what they were. I dont enjoy the gathering of the pieces, like some do, I simply have no patience for it.

One nice thing about Nrg/Nrg, is that the powers themselves, are nicely spread out, and I find it to be one of the nicer lvling sets, because of when you get key powers. So even without bonuses, it is a decent soloer, even if the difficulty lvl must be reduced.

Like I say, I appreciate the post, and you have reminded me, that if I want to improve what I have, I could now patiently change what lvl Io's I have over time, to improve his performance over a wider lvl range. Thanks.