WP/Dual Blade Build


Dechs Kaison

 

Posted

Not really looking for feedback, but feel free to post any...

Mostly just posting this so that a mate can check out the build..

Cheers


Hero Plan by Mids' Hero Designer 1.942
http://www.cohplanner.com/

Click this DataLink to open the build!

Raith_PreRespec: Level 50 Natural Tanker
Primary Power Set: Willpower
Secondary Power Set: Dual Blades
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Leadership
Power Pool: Speed
Ancillary Pool: Energy Mastery

Hero Profile:
Level 1: High Pain Tolerance -- Numna-Heal/EndRdx(A), Numna-Heal/Rchg(3), Numna-Heal(3), S'fstPrt-ResDam/Def+(5), ResDam-I(48), Heal-I(50)
Level 1: Nimble Slash -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(5), KntkC'bat-Dmg/Rchg(7), KntkC'bat-Dmg/EndRdx/Rchg(7), HO:Nucle(9)
Level 2: Fast Healing -- Heal-I(A), Heal-I(9), Heal-I(11)
Level 4: Ablating Strike -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(11), KntkC'bat-Dmg/Rchg(13), KntkC'bat-Dmg/EndRdx/Rchg(13), HO:Nucle(15), Achilles-ResDeb%(15)
Level 6: Indomitable Will -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(17), LkGmblr-Rchg+(17)
Level 8: Rise to the Challenge -- Numna-Heal/EndRdx(A), Numna-Heal/Rchg(19), Numna-Heal(19), Taunt-I(21), Taunt-I(21)
Level 10: Mind Over Body -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(23), RctvArm-ResDam/EndRdx/Rchg(23), RctvArm-ResDam(25)
Level 12: Combat Jumping -- HO:Enzym(A), HO:Enzym(25), Ksmt-ToHit+(27), LkGmblr-Rchg+(50)
Level 14: Super Jump -- Winter-ResSlow(A)
Level 16: Quick Recovery -- P'Shift-EndMod/Acc(A), P'Shift-EndMod/Rchg(27), P'Shift-EndMod(29), P'Shift-End%(29)
Level 18: Kick -- Empty(A)
Level 20: Blinding Feint -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(31), KntkC'bat-Dmg/Rchg(31), KntkC'bat-Dmg/EndRdx/Rchg(31), HO:Nucle(33)
Level 22: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(33), RctvArm-ResDam/EndRdx/Rchg(33), RctvArm-ResDam(34)
Level 24: Taunt -- Mocking-Taunt(A), Mocking-Taunt/Rchg(34), Mocking-Taunt/Rchg/Rng(34), Mocking-Taunt/Rng(36), Mocking-Rchg(36), Mocking-Acc/Rchg(50)
Level 26: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(36), LkGmblr-Rchg+(37)
Level 28: Vengeful Slice -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(37), KntkC'bat-Dmg/Rchg(37), KntkC'bat-Dmg/EndRdx/Rchg(39), HO:Nucle(39)
Level 30: Heightened Senses -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(39), LkGmblr-Rchg+(40)
Level 32: Maneuvers -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(40), LkGmblr-Rchg+(40)
Level 35: Sweeping Strike -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(42), Sciroc-Dmg/Rchg(42), Sciroc-Acc/Rchg(42), Sciroc-Acc/Dmg/EndRdx(43), FotG-ResDeb%(43)
Level 38: Strength of Will -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(43), RctvArm-ResDam/EndRdx/Rchg(45), RctvArm-ResDam(45)
Level 41: Focused Accuracy -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(45), Rec'dRet-Pcptn(46)
Level 44: Physical Perfection -- Heal-I(A)
Level 47: Hasten -- RechRdx-I(A), RechRdx-I(48)
Level 49: Assault -- EndRdx-I(A)
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Clrty-Stlth(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Gauntlet
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Hurdle -- Empty(A)
Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(46), Mrcl-Heal(46), RgnTis-Regen+(48)
Level 2: Stamina -- EndMod-I(A)



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Posted

Without loading the build into mids (because I don't have it at work): I would toss the Regenerative Tissue proc out the window. Try using that slot to get another +max HP bonus, and I can all but guarantee you will end up with more HP/second regen than you had with the proc.


Where to now?
Check out all my guides and fiction pieces on my blog.
The MFing Warshade | The Last Rule of Tanking | The Got Dam Mastermind
Everything Dark Armor | The Softcap
don'T attempt to read tHis mEssaGe, And believe Me, it is not a codE.

 

Posted

Hamidon Enzyme Exposures are a waste, in Combat Jumping. Put those slots/enhancements in any other Defense power, for more effect, Maneuvers and Weave, for instance.

Be Well!
Fireheart


 

Posted

Thanks for the feedback both of you. I'll play about a bit and see if I can make some improvements along those lines. I'll doubt I'll respec for those changes unless they are far more dramatic that I anticipate, but who knows.

And, at the very least, the fellow I'm posting it for can learn from my mistakes and your suggestions, so it's still much appreciated, even if I'm not the beneficiary.


 

Posted

Here's my own build for comparison. Higher Global Recharge, single slotted Hasten and softcapped to S/L/E/N.

Hero Plan by Mids' Hero Designer 1.942
http://www.cohplanner.com/

Click this DataLink to open the build!

Silvia Highcraft: Level 50 Natural Tanker
Primary Power Set: Willpower
Secondary Power Set: Dual Blades
Power Pool: Leaping
Power Pool: Leadership
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Energy Mastery

Hero Profile:
Level 1: High Pain Tolerance -- Numna-Heal(A), Numna-Heal/EndRdx(3), RctvArm-ResDam/EndRdx(7), RctvArm-ResDam/Rchg(7), RctvArm-ResDam/EndRdx/Rchg(15), RctvArm-ResDam(15)
Level 1: Nimble Slash -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx/Rchg(13), KntkC'bat-Dmg/EndRdx(43), KntkC'bat-Dmg/Rchg(46)
Level 2: Mind Over Body -- RctvArm-EndRdx(A), RctvArm-ResDam(3), RctvArm-ResDam/EndRdx(23), RctvArm-ResDam/EndRdx/Rchg(25), S'fstPrt-ResDam/Def+(34)
Level 4: Fast Healing -- Mrcl-Heal(A), Mrcl-Heal/EndRdx(5), Mrcl-Rcvry+(5), Mrcl-Heal/Rchg(46)
Level 6: Ablating Strike -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(13), KntkC'bat-Dmg/Rchg(42), KntkC'bat-Dmg/EndRdx/Rchg(42), Achilles-ResDeb%(42), C'ngImp-Acc/Dmg/Rchg(45)
Level 8: Indomitable Will -- LkGmblr-Rchg+(A), LkGmblr-Def(9), LkGmblr-Def/EndRdx(9), LkGmblr-Def/EndRdx/Rchg(17)
Level 10: Rise to the Challenge -- Numna-Regen/Rcvry+(A), Numna-Heal(11), Numna-Heal/EndRdx(11), Numna-EndRdx/Rchg(17), Numna-Heal/Rchg(21), Numna-Heal/EndRdx/Rchg(23)
Level 12: Quick Recovery -- P'Shift-EndMod/Acc(A), P'Shift-EndMod(45), P'Shift-End%(48)
Level 14: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(48), LkGmblr-Def/EndRdx(50)
Level 16: Typhoon's Edge -- Oblit-Acc/Dmg/EndRdx/Rchg(A), Oblit-%Dam(36), Oblit-Acc/Rchg(37), Oblit-Dmg/Rchg(37), Oblit-Acc/Dmg/Rchg(37), Oblit-Dmg(46)
Level 18: Heightened Senses -- LkGmblr-Rchg+(A), LkGmblr-Def(19), LkGmblr-Def/EndRdx(19), LkGmblr-Def/Rchg(50)
Level 20: Power Slice -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(21), KntkC'bat-Dmg/Rchg(34), KntkC'bat-Dmg/EndRdx/Rchg(34), C'ngImp-Acc/Dmg/Rchg(48)
Level 22: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(50)
Level 24: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(25), LkGmblr-Def/EndRdx(27), LkGmblr-Def/EndRdx/Rchg(27)
Level 26: Boxing -- Empty(A)
Level 28: Vengeful Slice -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(29), KntkC'bat-Dmg/Rchg(29), KntkC'bat-Dmg/EndRdx/Rchg(43), C'ngImp-Acc/Dmg/Rchg(43)
Level 30: Tough -- RctvArm-EndRdx(A), RctvArm-ResDam(31), RctvArm-ResDam/EndRdx(31), RctvArm-ResDam/EndRdx/Rchg(31)
Level 32: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(33), LkGmblr-Def/EndRdx(33), LkGmblr-Def/EndRdx/Rchg(33)
Level 35: Sweeping Strike -- Armgdn-Acc/Rchg(A), Armgdn-Dmg/EndRdx(36), Armgdn-Dmg(36), Armgdn-Dmg/Rchg(39), Armgdn-Acc/Dmg/Rchg(40)
Level 38: One Thousand Cuts -- Oblit-%Dam(A), Oblit-Acc/Dmg/EndRdx/Rchg(39), Oblit-Dmg(39), Oblit-Acc/Rchg(40), Oblit-Dmg/Rchg(40), Oblit-Acc/Dmg/Rchg(45)
Level 41: Taunt -- Zinger-Dam%(A)
Level 44: Conserve Power -- RechRdx-I(A)
Level 47: Physical Perfection -- P'Shift-End%(A)
Level 49: Hasten -- RechRdx-I(A)
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 50: Cardiac Core Paragon
Level 50: Pyronic Core Final Judgement
Level 50: Reactive Radial Flawless Interface
Level 50: Seers Radial Superior Ally
Level 50: Rebirth Total Radial Invocation
------------
Level 1: Brawl -- Empty(A)
Level 1: Gauntlet
Level 1: Sprint -- Empty(A)
Level 2: Rest -- RechRdx-I(A)
Level 2: Swift -- Run-I(A)
Level 2: Health -- RgnTis-Regen+(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- EndMod-I(A)
Level 4: Ninja Run



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Posted

OK, thanks again all.... I looked over all the suggestions....

@Dechs
Very good suggestion. I looked and looked for a place where I could do that easily, and don't see one without significant changes. I'm up against the rule of five sadly in several areas that limits easy minor changes.. I could drop the regen proc and leave the slot int he exact same spot, and add a Miracle Def/any and that would pick up a 1.88% HP bonus, but I not sure how to tell if that would be a net improvement at the end of the day. That said, I'm not likely to make that change regardless, as I doubt the total utility upgrade is worth the loss when exempted down. Obviously, this is subjective depending on how much you exempt. Oh, and although the build doesn't reflect it, the actual IO in that slot is a level 10, not a lvl 30. If you could explain how to figure the numbers on the non-exempted end, tho, I'd appreciate it..

@Fireheart
Thanks, I'm a total bonehead. I was able to swap the Enzymes to Maneuvers to get he most out of their increased end reduction. And the moved the LOTG: Def and LOTG Def/End to to CJ. I therefore didn't hash up any riles of 5, and didn't lose any of the set bonuses I had, and the overall def stayed exactly the same. I was hoping it would have got a tiny bumb, but the were all hard up against the ED enough that such wasn't the case. I did save a good chunk of end expenditure, though. Thanks again for that catch.

@Doctor
Very impressive build. I had to stare at it for a while to figure out all that you did. In the end, though, I think for my play style your build gives up too much for the extra 2.5% global recharge and the extra 5% e/n def. I play on +3 and +4 enough that the lower accuracy numbers would bother me, especially if I was going to try and use any combos.. Also losing Assault, Tohit debuff resistance, all the extra aggro control tools, the higher HP cap, SoW, and the exemplar oriented build was a little too much for the extra 5% defense for my particular play style. I totally wish I could softcap everything, of course, but at the high end it's always full of carefully weighed trade-offs, and the cost is just a might high for what I like to play. But for those looking for for alternatives, it is a very impressive build, and I appreciate you taking the time to share it with those others interested in the WP/DB tank combo.


@Everyone
If any of you would like to throw some ideas my way on the Fire/Fire/Fire tank thread I started, I'd love to hear from ya and this is just the sort of feedback I need, although in truth I think I may just need to start a less zombified thread on that topic, so stay tuned...


 

Posted

I think you missed the point of my suggestion. Combat Jumping needs no actual 'enhancement' - the endurance cost is so little that EndRed enhancements barely affect it. The same is true (relatively) for the Defense bonus in Combat Jumping - if you were able to enhance it 100%, you would still only gain 1% to your Defense total.

So, in the build as you have it, Combat Jumping should have 2 slots, one for the +ToHit and one for the +Recharge. Maneuvers and Weave should get the extra slots, so they each have 4 and add an HO: Enzyme. That will not only improve your Defense More, but reduce your Endurance Use significantly without disturbing your existing IO Set bonuses.

Effective and efficient.

Be Well!
Fireheart


 

Posted

I may still be misunderstanding you.

Let me try to clear up all the confusion..

On what I assumed your previous advice meant, I shuffled the Hamis from CJ and into Manuvers, and the other 2 LotGs from Manuvers into CJ, thus keeping the sets intact, and upping my end redux total.. Now, you said that wasn't what you intended...

As things stand I have now
CJ:
1) LotG:+Recharge (25)
2) Kismet +Acc (11)
3) LotG: Def (33)
4) LotG: Def/End (33)

Weave:
1) LotG: Def (43)
2) LotG: Def/End (43)
3) LotG: +Recharge (25)

Maneuvers:
1) LotG: +Recharge (25)
2) Enzyme
3) Enzyme

If I understand you correct you think it should be:

CJ:
1) LotG:+Recharge (25)
2) Kismet +Acc (11)

Weave:
1) LotG: Def (43)
2) LotG: Def/End (43)
3) LotG: +Recharge (25)
4) Enzyme

Maneuvers:
1) LotG: Def (43)
2) LotG: Def/End (43)
3) LotG: +Recharge (25)
4) Enzyme

If this is correct, you're giving incorrect advice, or Mid's math is off. Mid's indicates that this change would save me .03 End per second, but at a cost of about .4 Def total across the board. Granted, we are talking about fractions here, but I think it makes a difference given that I think the game uses only whole numbers in it's calculations, and rounds the fractions. If so, that .4 in some places could be a noticeable, though granted minor, reduction. But it could be the difference between effectively at the softcap, and effectively at 44%. I'm not sure how big a difference a single whole percentage point actually makes in real gameplay, but it sure seems to matter to most conventional design wisdom.

If I'm wrong on any of my assumptions, please clarify and set me strait. If Mid's is known to have some math issues on this front, please let me know, as I've generally assumed it's calculations were pretty spot on...

Or maybe you're thinking CJ is weaker than it is. You stated that a (obviously theoretical) 100% enhancement to CJ would only gain you 1%. This can only be true is CJs base value was 1%. Mid's shows CJs base value for a tank at 2.5% which I'm almost positive is correct. That being the case, even a 50% enhancement (which isn't theoretical) has more effect than your example.

So, I'm a bit confused and hoping you'll clear up our miscommunication woes.

Thanks for taking all the time to explain, I appreciate it.

Quote:
Originally Posted by Fireheart View Post
I think you missed the point of my suggestion. Combat Jumping needs no actual 'enhancement' - the endurance cost is so little that EndRed enhancements barely affect it. The same is true (relatively) for the Defense bonus in Combat Jumping - if you were able to enhance it 100%, you would still only gain 1% to your Defense total.

So, in the build as you have it, Combat Jumping should have 2 slots, one for the +ToHit and one for the +Recharge. Maneuvers and Weave should get the extra slots, so they each have 4 and add an HO: Enzyme. That will not only improve your Defense More, but reduce your Endurance Use significantly without disturbing your existing IO Set bonuses.

Effective and efficient.

Be Well!
Fireheart


 

Posted

While I agree that CJ doesn't need the Enzymes, I think it's a good idea to slot it for at least some defense. The reason why Maneuvers is usually slotted more heavily is not because its base defense value is greater than CJ--it's not, it's slightly less--but because it has a MUCH higher endurance cost.

I would use the following slotting:

CJ: LotG +Recharge, LotG Defense, Kismet +Acc

Weave and Maneuvers: they have the highest end cost of the defense toggles, so the Enzymes will help the most there; try Enzyme, LotG Defense, and LotG +Recharge. If you want more end reduction, you can use a Def/End instead of Def but I don't think that will be necessary for WP.

Heightened Senses: Currently it's very underslotted, so I'd move the slot you don't need in CJ and use it in HS for a LotG Defense.

Unless I'm mistaken, that will both increase your defense and reduce your endurance costs.


My Characters

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

 

Posted

Quote:
Originally Posted by Finduilas View Post
While I agree that CJ doesn't need the Enzymes, I think it's a good idea to slot it for at least some defense. The reason why Maneuvers is usually slotted more heavily is not because its base defense value is greater than CJ--it's not, it's slightly less--but because it has a MUCH higher endurance cost.

I would use the following slotting:

CJ: LotG +Recharge, LotG Defense, Kismet +Acc

Weave and Maneuvers: they have the highest end cost of the defense toggles, so the Enzymes will help the most there; try Enzyme, LotG Defense, and LotG +Recharge. If you want more end reduction, you can use a Def/End instead of Def but I don't think that will be necessary for WP.

Heightened Senses: Currently it's very underslotted, so I'd move the slot you don't need in CJ and use it in HS for a LotG Defense.

Unless I'm mistaken, that will both increase your defense and reduce your endurance costs.
Very nice catch. Great suggestion, thanks.


 

Posted

going back to the Regenerative Tissue proc point, it would be more advantageous planting it into Fast Healing and then placing the Numina Heal into Health - you will end up with about 18% more regen over all


http://www.scene-and-heard.com/cov/covsig.jpg

 

Posted

Quote:
Originally Posted by Scene_EU View Post
going back to the Regenerative Tissue proc point, it would be more advantageous planting it into Fast Healing and then placing the Numina Heal into Health - you will end up with about 18% more regen over all

Wow, you're right, that's a fairly sizable upgrade, and easily accomplished. Many thanks.