Any thoughts on older Fire/SS build?


Calash

 

Posted

Being only about a month in from my CoH vacation I have rebuilt my Fire/SS/Pyre to better take advantage of the newer changes. So far he is running good but it has been a while and I would love some feedback on where I can improve.

He is a mostly Solo toon but I do team when available and have run some of the I-trials, mostly BaF at this point. I can main tank but it takes attention, the balance point being I can output some respectable AoE/PBAoE damage.

Hero Plan by Mids' Hero Designer 1.951
http://www.cohplanner.com/

Click this DataLink to open the build!

Calash: Level 50 Technology Tanker
Primary Power Set: Fiery Aura
Secondary Power Set: Super Strength
Power Pool: Speed
Power Pool: Leaping
Power Pool: Fighting
Ancillary Pool: Pyre Mastery

Hero Profile:
Level 1: Fire Shield -- TtmC'tng-ResDam/Rchg(A), TtmC'tng-ResDam/EndRdx(3), TtmC'tng-EndRdx/Rchg(3), TtmC'tng-ResDam/EndRdx/Rchg(5), TtmC'tng-ResDam(5), TtmC'tng-EndRdx(7)
Level 1: Jab -- Amaze-Stun(A), Amaze-Acc/Stun/Rchg(7), Amaze-Acc/Rchg(9), Amaze-EndRdx/Stun(9), Amaze-ToHitDeb%(11), KntkC'bat-Knock%(11)
Level 2: Healing Flames -- Numna-Heal(A), Numna-Heal/Rchg(13), Numna-Regen/Rcvry+(13), RechRdx-I(15)
Level 4: Haymaker -- C'ngImp-Acc/Dmg/EndRdx(A), C'ngImp-Dmg/Rchg(15), C'ngImp-Acc/Dmg(17), C'ngImp-Dmg/EndRdx/Rchg(17), C'ngImp-Dmg/EndRdx(19), RechRdx-I(19)
Level 6: Hasten -- RechRdx-I(A), RechRdx-I(21), RechRdx-I(21)
Level 8: Consume -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(23), Efficacy-Acc/Rchg(23), Efficacy-EndMod/Acc(25), Efficacy-EndMod/EndRdx(25)
Level 10: Temperature Protection -- S'fstPrt-ResKB(A)
Level 12: Plasma Shield -- TtmC'tng-ResDam/EndRdx(A), TtmC'tng-ResDam/Rchg(27), TtmC'tng-EndRdx/Rchg(27), TtmC'tng-ResDam(29), TtmC'tng-EndRdx(29), ResDam-I(31)
Level 14: Taunt -- Zinger-Dam%(A), Zinger-Taunt(31)
Level 16: Super Jump -- Winter-ResSlow(A)
Level 18: Combat Jumping -- LkGmblr-Rchg+(A)
Level 20: Knockout Blow -- Hectmb-Dmg(A), Hectmb-Acc/Dmg/Rchg(31), Hectmb-Acc/Rchg(33), Hectmb-Dam%(33), Hectmb-Dmg/EndRdx(33), C'ngImp-Acc/Dmg/EndRdx(34)
Level 22: Burn -- Sciroc-Acc/Rchg(A), Sciroc-Dmg/Rchg(34), Sciroc-Acc/Dmg(34), Sciroc-Dmg/EndRdx(36)
Level 24: Acrobatics -- EndRdx-I(A)
Level 26: Fiery Embrace -- RechRdx-I(A), RechRdx-I(36), RechRdx-I(36)
Level 28: Rage -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(37), AdjTgt-ToHit/EndRdx/Rchg(37), AdjTgt-ToHit/EndRdx(37), AdjTgt-Rchg(39), RechRdx-I(39)
Level 30: Boxing -- Empty(A)
Level 32: Tough -- TtmC'tng-ResDam/EndRdx(A), TtmC'tng-EndRdx(39), TtmC'tng-ResDam/EndRdx/Rchg(40), TtmC'tng-ResDam(40), EndRdx-I(40)
Level 35: Blazing Aura -- EndRdx-I(A), EndRdx-I(42)
Level 38: Foot Stomp -- Armgdn-Dam%(A), Armgdn-Acc/Rchg(42), Armgdn-Acc/Dmg/Rchg(42), Armgdn-Dmg/Rchg(43), Armgdn-Dmg(43), FrcFbk-Rechg%(43)
Level 41: Char -- Empty(A)
Level 44: Melt Armor -- LdyGrey-DefDeb(A), LdyGrey-DefDeb/EndRdx(45), LdyGrey-DefDeb/Rchg(45)
Level 47: Fire Ball -- Posi-Dmg/Rng(A), Posi-Dmg/EndRdx(48), Posi-Acc/Dmg(50), Posi-Acc/Dmg/EndRdx(50), Posi-Dmg/Rchg(50)
Level 49: Weave -- LkGmblr-Rchg+(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 2: Swift -- Empty(A)
Level 2: Hurdle -- Empty(A)
Level 2: Health -- Mrcl-Rcvry+(A), Numna-Heal/EndRdx(45), Numna-EndRdx/Rchg(46), RgnTis-Regen+(46)
Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(46), P'Shift-EndMod/Acc(48), P'Shift-End%(48)
Level 1: Gauntlet
Level 4: Ninja Run



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Posted

I could use some more advice to increase the survive-ability a bit. Not sure if investing in defense by dropping some slots from attacks and moving them over to Weave is the best option or not.

Any advice?


 

Posted

Quote:
Originally Posted by Calash View Post
I could use some more advice to increase the survive-ability a bit. Not sure if investing in defense by dropping some slots from attacks and moving them over to Weave is the best option or not.

Any advice?
You have a ton of wasted slots in Fire Shield and Plasma Shield that could easily be moved over to Weave. (Mouse over those powers--you'll see that you're way over the ED cut-off) The extra end red in Tough could be dropped too. In general, armor toggles don't need more than 4 slots and passives don't need more than 3 to be fully slotted.

Personally, I think the whole thing should be re-slotted with an eye toward more defense bonuses; Reactive Armor in the resistance toggles, Kinetic Combat in the ST attacks, etc. You also definitely need the Steadfast +Def.

You might also want to consider replacing Acro with some KB IOs, depending on whether you need an additional power pick or the slots more. (Ah, I see you have one KB IO; I'd go with just Acro or 3 KB IOs instead.)

A couple of specific attack slotting issues: IMO, both Jab and Blazing Aura need to be reslotted so they have some damage enhancement. BA in particular can do a lot of damage and your current slotting doesn't make the most of it.


My Characters

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

 

Posted

Honestly I would not have given Reactive Armor a glance until you mentioned it. It looks like I can keep all but a few points of resistance per power and gain some extra defense by using 4 slots. Using the 5th slot for the Steadfast +def nets me +9 total on the build. The down side is that endurance redux is hit a bit on each of the 3 powers.

Blazing Aura is a good damage power but this build does not need extra damage output, at least not as my build sits now. Solo I can melt the largest groups away with little problem, so BA ends up being for Aggro control more than anything else. It still puts out some decent numbers with Rage and Fiery Embrace going.

I worry about pulling from my ST attacks as they are currently buffing my recharge rate. I will have to go over those numbers when I get home tonight and see were it is worth the adjustments.

In all the changes save me 2 slots. Melt armor is basically a mule for the set bonuses so I could likely pull from that if the extra slots in Weave will be worth it.


 

Posted

This is my live build. He does just about anything, including soloing AV's.



Hero Plan by Mids' Hero Designer 1.952
http://www.cohplanner.com/

Click this DataLink to open the build!

Coronal Flash: Level 50 Mutation Tanker
Primary Power Set: Fiery Aura
Secondary Power Set: Super Strength
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leadership
Power Pool: Leaping
Ancillary Pool: Pyre Mastery

Hero Profile:
Level 1: Fire Shield -- RctvArm-ResDam/EndRdx/Rchg(A), RctvArm-ResDam/EndRdx(3), RctvArm-ResDam(3), RctvArm-ResDam/Rchg(5), S'fstPrt-ResDam/Def+(5), S'fstPrt-ResKB(7)
Level 1: Jab -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(7), KntkC'bat-Dmg/Rchg(9), KntkC'bat-Dmg/EndRdx/Rchg(9), Dmg-I(11)
Level 2: Healing Flames -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal(11), Dct'dW-Heal/EndRdx/Rchg(13), Dct'dW-Heal/Rchg(13), Dct'dW-Rchg(15)
Level 4: Haymaker -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(15), KntkC'bat-Dmg/Rchg(17), KntkC'bat-Dmg/EndRdx/Rchg(17), C'ngImp-Dmg/EndRdx/Rchg(19)
Level 6: Super Speed -- Winter-ResSlow(A), Clrty-Stlth(19)
Level 8: Consume -- Efficacy-EndMod/Acc/Rchg(A), Efficacy-Acc/Rchg(21)
Level 10: Taunt -- Mocking-Taunt/Rng(A)
Level 12: Plasma Shield -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx/Rchg(21), RctvArm-ResDam/EndRdx(23), RctvArm-ResDam/Rchg(23)
Level 14: Hasten -- RechRdx-I(A), RechRdx-I(25), RechRdx-I(25)
Level 16: Boxing -- Empty(A)
Level 18: Burn -- Sciroc-Dam%(A), Sciroc-Dmg/EndRdx(27), Sciroc-Acc/Dmg(27), Armgdn-Dam%(29), Armgdn-Dmg(29)
Level 20: Knockout Blow -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(31), KntkC'bat-Dmg/Rchg(31), KntkC'bat-Dmg/EndRdx/Rchg(31), T'Death-Acc/Dmg/EndRdx(33)
Level 22: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(33), RctvArm-ResDam(33), RctvArm-ResDam/EndRdx/Rchg(34)
Level 24: Blazing Aura -- Erad-Dmg(A), Erad-Acc/Dmg/Rchg(34), Erad-Dmg/Rchg(34), Erad-Acc/Dmg/EndRdx/Rchg(36), Sciroc-Acc/Dmg(36), Sciroc-Dam%(36)
Level 26: Fiery Embrace -- RechRdx-I(A), RechRdx-I(37)
Level 28: Rage -- RechRdx-I(A), RechRdx-I(37), RechRdx-I(37), Rec'dRet-Pcptn(39)
Level 30: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(39), LkGmblr-Def/EndRdx(39), LkGmblr-Def/EndRdx/Rchg(40)
Level 32: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(40), LkGmblr-Def/EndRdx(40), Krma-ResKB(42)
Level 35: Combat Jumping -- LkGmblr-Rchg+(A), Krma-ResKB(42)
Level 38: Foot Stomp -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Acc/Dmg/Rchg(42), Erad-Dmg(43), Erad-Dmg/Rchg(43), Sciroc-Acc/Dmg/EndRdx(43), FrcFbk-Rechg%(45)
Level 41: Char -- BasGaze-EndRdx/Rchg/Hold(A), BasGaze-Rchg/Hold(45)
Level 44: Fire Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/Rchg(45), Thundr-Acc/Dmg/Rchg(46)
Level 47: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(50), Posi-Dmg/Rng(50), Posi-Acc/Dmg/EndRdx(50)
Level 49: Rise of the Phoenix -- Dsrnt-I(A)
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 0: Wedding Band
Level 50: Cardiac Core Paragon
Level 50: Reactive Radial Flawless Interface
Level 50: Pyronic Partial Core Judgement
Level 50: Ageless Partial Core Invocation
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- RechRdx-I(A)
Level 2: Swift -- Run-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(46)
Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(46), P'Shift-EndMod/Acc(48), P'Shift-End%(48)
Level 1: Gauntlet
Level 4: Ninja Run



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Posted

Quote:
Originally Posted by Calash View Post
Honestly I would not have given Reactive Armor a glance until you mentioned it. It looks like I can keep all but a few points of resistance per power and gain some extra defense by using 4 slots. Using the 5th slot for the Steadfast +def nets me +9 total on the build. The down side is that endurance redux is hit a bit on each of the 3 powers.

Blazing Aura is a good damage power but this build does not need extra damage output, at least not as my build sits now. Solo I can melt the largest groups away with little problem, so BA ends up being for Aggro control more than anything else. It still puts out some decent numbers with Rage and Fiery Embrace going.

I worry about pulling from my ST attacks as they are currently buffing my recharge rate. I will have to go over those numbers when I get home tonight and see were it is worth the adjustments.

In all the changes save me 2 slots. Melt armor is basically a mule for the set bonuses so I could likely pull from that if the extra slots in Weave will be worth it.
Well, not wanting more damage is an odd concept, IMO. You can, however, decide that the costs of slotting for it outweigh the benefits, but that's not the case for BA, since you can slot it with Eradication which will boost your E/NE defense.

Ruthless Raptor's build is actually quite good, and I think that's the sort of thing you should be building toward--32% defense to S/L/E/NE and all attacks fully slotted. I'd make some minor slotting tweaks, for instance Blazing Aura and Maneuvers both need much more end reduction, but it would be a good place to start.


My Characters

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

 

Posted

Quote:
Originally Posted by Finduilas View Post
Well, not wanting more damage is an odd concept, IMO. You can, however, decide that the costs of slotting for it outweigh the benefits, but that's not the case for BA, since you can slot it with Eradication which will boost your E/NE defense.

Ruthless Raptor's build is actually quite good, and I think that's the sort of thing you should be building toward--32% defense to S/L/E/NE and all attacks fully slotted. I'd make some minor slotting tweaks, for instance Blazing Aura and Maneuvers both need much more end reduction, but it would be a good place to start.
Thank you....my work PC does not have Mids so I was wondering what the defense numbers on that build were . I noticed your talking type, not positional defense. Do you think type is the better way to go for this type of setup?

The one thing I did notice with his build is that I end up losing most of my +recharge bonuses from sets, though it has an extra LotG in maneuvers so I guess it would balance out.

I am going to load it into Mids tonight and check out all the numbers.


 

Posted

Quote:
Originally Posted by Calash View Post
Thank you....my work PC does not have Mids so I was wondering what the defense numbers on that build were . I noticed your talking type, not positional defense. Do you think type is the better way to go for this type of setup?
Yes, I think typed defense is better in this case. Most of the typed defense bonuses require fewer slots, and with positional defense you ideally should have defense to all three positions. However, a fire tank can essentially ignore F/C defense since fire resists are capped and cold damage is extremely rare. That leaves two types of defense, S/L and E/NE to slot for, which is considerably easier than all three positions. Psi damage will still be an issue, but getting defense to S/L/E/NE will apply to something like 75% of the damage you'll face in the game.


My Characters

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

 

Posted

Quote:
Originally Posted by Finduilas View Post
Ruthless Raptor's build is actually quite good, and I think that's the sort of thing you should be building toward--32% defense to S/L/E/NE and all attacks fully slotted. I'd make some minor slotting tweaks, for instance Blazing Aura and Maneuvers both need much more end reduction, but it would be a good place to start.
Finduilas, I don't know if you remember, but you put a lot of input into that build on the forums. You had issues with the end use then too, but with cardiac t4 and ageless t3, my end bar only moves for sappers and rage crash.


 

Posted

Quote:
Originally Posted by RuthlessRaptor View Post
Finduilas, I don't know if you remember, but you put a lot of input into that build on the forums. You had issues with the end use then too, but with cardiac t4 and ageless t3, my end bar only moves for sappers and rage crash.
I'm glad it's working for you, but I can't help it, I'm a compulsive build optimizer.

Besides, the OP may decide on different Incarnates, in which case the lack of end reduction might be problematic.

For what it's worth, fixing Blazing Aura would be pretty easy and you wouldn't have to lose the proc. Just swap out the Erad Damage for the Chance for Energy Damage and the two Scirocco's with Scirocco's Dam/End and Acc/Dam/End.

The Maneuvers problem is a little trickier, I'd probably remove the Karma KB and replace it with a LotG Def/End/Rchg and pull a recharge slot from Rage to add a BotZ KB to CJ or SS.

I told you it was a compulsion.


My Characters

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

 

Posted

I got my build into the low 20s for defense by slotting weave and combat jumping, picking up the +3 def steadfast IO, fixing my slotting in Plasma Shield, and replacing 4 of the enhancements in Haymaker with Kinetic Combats.

I can feel increase in defense, but I can also feel the decrease in recharge and a there is a bit more of an endurance drain. Overall it is an improvement and a step in the right direction.

I am concerned with changing my slotting any further at this point as any change will reduce my recharge by at least 10%. One option would be to reduce the slots in my shields and go with Reactive armor as you suggested, then put the slots into Boxing and use it for a mule for another Kinetic Combat set. Not sure if I am sold on that idea yet...but I have some time as I work up the funds to afford that type of change.


 

Posted

Quote:
Originally Posted by Calash View Post
I got my build into the low 20s for defense by slotting weave and combat jumping, picking up the +3 def steadfast IO, fixing my slotting in Plasma Shield, and replacing 4 of the enhancements in Haymaker with Kinetic Combats.

I can feel increase in defense, but I can also feel the decrease in recharge and a there is a bit more of an endurance drain. Overall it is an improvement and a step in the right direction.

I am concerned with changing my slotting any further at this point as any change will reduce my recharge by at least 10%. One option would be to reduce the slots in my shields and go with Reactive armor as you suggested, then put the slots into Boxing and use it for a mule for another Kinetic Combat set. Not sure if I am sold on that idea yet...but I have some time as I work up the funds to afford that type of change.
I'm honestly not sure why a loss of 10% recharge should be such a big problem, since you have a lot of recharge without it. Have you considered getting the Spiritual Alpha? That would give you more recharge and still let you slot for build for defense bonuses.

However, there are still several things you can do without touching any recharge bonuses.

First thing I'd do is pull the Numina unique from Healing Flames and put it in Health. It's doing you very little good in HF since it'll only be active when HF. I'd five-slot HF with Doctored Wounds instead--another 5% recharge bonus!

If Fire Shield and Tough are still slotted as they were in the original build, you could free up another 3 slots and by slotting them with RA too, and gain another 3.0% def to S/L/E/NE. If you haven't already, I think you could pull the sixth slot from some of your attacks as well, like Jab, Haymaker and KoB.

After that you could either slot Boxing with Kinetic Combat, slot Eradication in Burn or BA for some E/NE defense.

If you do decide to use Doctored Wounds in HF, you could drop Adjusted Targeting set in Rage with no additional loss of recharge and slot Rage with 2 Retified Reticle and 2 recharge commons for a little more S/L defense, freeing up two more slots in the process.


My Characters

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