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Nemu

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Everything posted by Nemu

  1. Nemu

    Natural Archer

    Arch/Ninja is more natural than /ta. Arch/ninja don't need no silly gadgets, just a bow, some arrows, a sword and ninjaness. You pin cushion stuff first then ninja chop them with your Wu-Tang sword. Ninja! Wu-Tang! Bring Da Rukus!
  2. On teams I just target a mob and fire all the chain powers, chances are it's targeting a teammate close to me. I'm always in melee though, so it works out for me. Those damn squishies too dumb and too scared to get inside the bubble for their own good just have to fend for themselves.
  3. Aim with the build up proc will do it, or if you enhance aim for additional to-hit, which some builds may or may not be able to do.
  4. I'd put the build up proc in aim and then laugh at PPs when they MoG or elude. Same with Veng boosted nemesis, when no one else can hit them, you can.
  5. Nemu

    DP/Dark Anyone?

    You can go bonfire but that pretty much means you are giving up s/l or melee defense. You can probably get by ok with just ranged defense though, if you know how to joust your melee attacks. If you are planning to hoverblast then it's a lot slower to weave in and out of combat. Melee blasters don't skip melee attacks. The way I see it if I have softcapped S/L and Ranged defense I'm gonna go in and smash face. This is how I smash face. More procs, more slow resistance, more smash! Hero Plan by Mids' Reborn : Hero Designer 2.7.2.10 https://github.com/Crytilis/mids-reborn-hero-designer Click this DataLink to open the build! Level 50 Magic Blaster Primary Power Set: Dual Pistols Secondary Power Set: Darkness Manipulation Power Pool: Leaping Power Pool: Concealment Power Pool: Fighting Power Pool: Leadership Ancillary Pool: Mace Mastery Hero Profile: Level 1: Pistols -- SprDfnBrr-Acc/Dmg(A), SprDfnBrr-Dmg/Rchg(3), SprDfnBrr-Acc/Dmg/Rchg(3), SprDfnBrr-Acc/Dmg/EndRdx(5), SprDfnBrr-Acc/Dmg/EndRdx/Rchg(5), SprDfnBrr-Rchg/+Status Protect(7) Level 1: Penumbral Grasp -- CldSns-ToHitDeb(A), CldSns-Acc/ToHitDeb(7), CldSns-Acc/Rchg(13), CldSns-ToHitDeb/EndRdx/Rchg(15), CldSns-Acc/EndRdx/Rchg(21), CldSns-%Dam(43) Level 2: Smite -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx/Rchg(34), KntCmb-Knock%(40), KntCmb-Dmg/EndRdx(46), HO:Nucle(46) Level 4: Super Jump -- BlsoftheZ-Travel/EndRdx(A), BlsoftheZ-ResKB(40) Level 6: Swap Ammo Level 8: Bullet Rain -- FrcFdb-Rechg%(A), Ann-ResDeb%(9), Artl-Acc/Dam(9), Artl-Dam/End(11), Artl-Acc/Dam/Rech(13), HO:Nucle(15) Level 10: Combat Jumping -- LucoftheG-Def/Rchg+(A), Ksm-ToHit+(11), WntGif-ResSlow(48) Level 12: Stealth -- HO:Cyto(A) Level 14: Boxing -- Empty(A) Level 16: Soul Drain -- SprAvl-Acc/Dmg(A), SprAvl-Acc/Dmg/EndRdx(17), SprAvl-Acc/Dmg/Rchg(17), SprAvl-Acc/Dmg/EndRdx/Rchg(19), SprAvl-Rchg/KDProc(19) Level 18: Executioner's Shot -- SprWntBit-Acc/Dmg(A), SprWntBit-Acc/Dmg/EndRdx(43), SprWntBit-Acc/Dmg/Rchg(45), SprWntBit-Dmg/EndRdx/Acc/Rchg(45), SprWntBit-Rchg/SlowProc(45) Level 20: Touch of the Beyond -- PreOptmz-Acc/Rech(A), PreOptmz-EndMod/End(21), PreOptmz-EndMod/Rech(23), PreOptmz-EndMod/Acc/End(37), PreOptmz-EndMod/Acc/Rech(37), PreOptmz-EndMod/End/Rech(37) Level 22: Tough -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(23) Level 24: Weave -- LucoftheG-Def/Rchg+(A), ShlWal-Def/EndRdx(25), ShlWal-Def(25), ShlWal-ResDam/Re TP(27) Level 26: Piercing Rounds -- Artl-Acc/Dam(A), Artl-Dam/End(27), Artl-Dam/Rech(29), Artl-Acc/Dam/Rech(29), Artl-Acc/Rech/Rng(31), Artl-End/Rech/Rng(33) Level 28: Dark Consumption -- Erd-%Dam(A), Erd-Acc/Rchg(33), Erd-Acc/Dmg/Rchg(33), Obl-%Dam(34), ScrDrv-Dam%(34) Level 30: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(31), LucoftheG-Def(31) Level 32: Hail of Bullets -- FrcFdb-Rechg%(A), Erd-Dmg(48), Erd-Acc/Dmg/Rchg(48), Erd-Acc/Dmg/EndRdx/Rchg(50), FuroftheG-ResDeb%(50), Arm-Acc/Dmg/Rchg(50) Level 35: Scorpion Shield -- LucoftheG-Def/Rchg+(A), Rct-Def(36), Rct-Def/EndRdx(36), Rct-ResDam%(36) Level 38: Midnight Grasp -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(39), SprBlsCol-Acc/Dmg/EndRdx(39), SprBlsCol-Dmg/EndRdx/Acc/Rchg(39), SprBlsCol-Rchg/HoldProc(40) Level 41: Shadow Maul -- SprBlsWrt-Acc/Dmg(A), SprBlsWrt-Dmg/Rchg(42), SprBlsWrt-Acc/Dmg/Rchg(42), SprBlsWrt-Acc/Dmg/EndRdx(42), SprBlsWrt-Acc/Dmg/EndRdx/Rchg(43), SprBlsWrt-Rchg/Dmg%(46) Level 44: Tactics -- HO:Cyto(A) Level 47: Victory Rush -- EndMod-I(A) Level 49: Vengeance -- LucoftheG-Def/Rchg+(A) Level 1: Brawl -- Empty(A) Level 1: Defiance Level 1: Quick Form Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 1: Sprint -- UnbLea-Stlth(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Run-I(A) Level 2: Health -- Pnc-Heal/+End(A) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-End%(A) Level 6: Chemical Ammunition Level 6: Cryo Ammunition Level 6: Incendiary Ammunition ------------
  6. DB is a tougher pairing with Regen, the lack of a +def attack and relatively long animation times can be problematic. However scrappers get access to shadow meld and that is a game changer for regen. Top priorities for building regen survival: Defense - You need defense to absorb the alpha, and that buys you time to whittle down the enemy numbers or to use your heals. Slow Resistance - The majority of your mitigation come from click powers (recon, dull pain, IH, MOG, Shadow meld), if you get slowed you can't use them as quickly and that = death Recharge - You need recharge to make your click mitigation come back faster, but if I were to prioritize between this and slow resistance, slow resistance wins. I can tolerate a 3 second gap in my click powers due to missing a set of recharge bonuses, what I can't tolerate is a 10-20 second gap because I've been hit with -recharge. Conventional wisdom is that with enough recharge you can get by with just blinding feint + attack vitals. You have to take either the T1 or T2 attack so that means you only need to take 5 powers from DB. This creates room for pool powers and patron pools to shore up your survival. Looking at your build you have good S/L resists coupled with decent S/L/Melee def that can be softcapped with a luck, average recharge bonuses and barely any slow resistance. My comments on your power selections and slotting: -Super speed can at the very least be slotted with a winter's gift +20% slow resistance IO instead of the celerity. -You can also 3 slot quick recovery with 3 piece Synapse's Shock for another 10% slow resistance -Blinding feint seems woefully under slotted for ACC. You have FA at higher levels that raises your to-hit but exemped down you are going to have issues connecting with that power. This power is a mini build up, you NEED to connect with this. -Why not 5 piece panacea in IH for more recharge? -5 piece reactive defense in weave for that 3% end discount? Why? 5 Piece red fortune gets you the same S/L resist and recharge. -MOG need more recharge if you are concerned about survival. -Scrappers do enough damage, you don't need assault, I'd rather pick maneuvers just for the LOTG recharge bonus if nothing else. -Other than Focused Acc which helps you hit stuff, the body pool doesn't really do anything for you survival wise especially if you skip energy torrent. Passive regen is not that useful for Regen, your click mitigation have far more impact than an extra 10-15HP per second from passive regen bonuses. You also don't need the extra recovery from physical perfection. -If you are going to stick with body mastery I'd recommend picking up energy torrent for KD and a FF proc, with all that extra end recovery you might also want to consider whirlwind as an end sink. It's end hungry with with the KB->KD and FF procs it does a decent job of keeping mobs around you knocked down, and also helps your recharge. If you do get whirlwind you are going to need better end redux slotting on FA. If I were building this I'd go with the herd and take shadow meld. This is how I would build it. It's expensive due to the winter IOs but you need those to augment your slow resistance. Hero Plan by Mids' Reborn : Hero Designer 2.7.2.10 https://github.com/Crytilis/mids-reborn-hero-designer Click this DataLink to open the build! Level 50 Natural Scrapper Primary Power Set: Dual Blades Secondary Power Set: Regeneration Power Pool: Speed Power Pool: Leaping Power Pool: Fighting Power Pool: Leadership Ancillary Pool: Soul Mastery Hero Profile: Level 1: Nimble Slash -- SprScrStr-Rchg/+Crit(A), SprScrStr-Dmg/Rchg(3), SprScrStr-Acc/Dmg/EndRdx/Rchg(3), HO:Nucle(13) Level 1: Fast Healing -- Mrc-Rcvry+(A) Level 2: Ablating Strike -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(5), KntCmb-Dmg/EndRdx/Rchg(5), KntCmb-Knock%(7), HO:Nucle(7), AchHee-ResDeb%(9) Level 4: Quick Recovery -- SynSck-EndMod/+RunSpeed(A), SynSck-EndMod(21), SynSck-EndMod/Rech(43), PrfShf-End%(46) Level 6: Super Speed -- WntGif-ResSlow(A) Level 8: Blinding Feint -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Acc/Dmg/EndRdx(9), SprBlsCol-Acc/Dmg/Rchg(11), SprBlsCol-Dmg/EndRdx/Acc/Rchg(11), SprBlsCol-Rchg/HoldProc(13) Level 10: Reconstruction -- Prv-Heal(A), Prv-Heal/EndRdx(17), Prv-EndRdx/Rchg(17), Prv-Heal/Rchg(23), Prv-Heal/Rchg/EndRdx(23), Prv-Absorb%(36) Level 12: Combat Jumping -- LucoftheG-Def/Rchg+(A), Ksm-ToHit+(15) Level 14: Hasten -- RechRdx-I(A), RechRdx-I(15) Level 16: Integration -- NmnCnv-Regen/Rcvry+(A) Level 18: Vengeful Slice -- HO:Nucle(A), SprScrStr-Acc/Dmg(19), SprScrStr-Acc/Dmg/Rchg(19), SprScrStr-Dmg/EndRdx/Rchg(21), SprCrtStr-Rchg/+50% Crit(45) Level 20: Whirlwind -- EndRdx-I(A), SuddAcc--KB/+KD(25), FrcFdb-Rechg%(25) Level 22: Boxing -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(40), KntCmb-Dmg/Rchg(42), KntCmb-Dmg/EndRdx/Rchg(42) Level 24: Tough -- GldArm-3defTpProc(A), UnbGrd-ResDam(39), UnbGrd-ResDam/EndRdx(39), UnbGrd-ResDam/EndRdx/Rchg(40), UnbGrd-Max HP%(40) Level 26: Sweeping Strike -- SprAvl-Acc/Dmg(A), SprAvl-Acc/Dmg/EndRdx(27), FuroftheG-ResDeb%(27), SprAvl-Acc/Dmg/Rchg(34), SprAvl-Acc/Dmg/EndRdx/Rchg(37), SprAvl-Rchg/KDProc(39) Level 28: Weave -- LucoftheG-Def/Rchg+(A), ShlWal-Def/EndRdx(29), ShlWal-Def(29), ShlWal-ResDam/Re TP(31) Level 30: Maneuvers -- LucoftheG-Def/Rchg+(A), Rct-Def(31), Rct-Def/EndRdx(31), Rct-ResDam%(33) Level 32: Dull Pain -- Pnc-Heal/EndRedux(A), Pnc-EndRdx/Rchg(33), Pnc-Heal/Rchg(33), Pnc-Heal/EndRedux/Rchg(34), Pnc-Heal(34) Level 35: Dark Blast -- SprWntBit-Acc/Dmg(A), SprWntBit-Acc/Dmg/EndRdx(36), SprWntBit-Acc/Dmg/Rchg(36), SprWntBit-Dmg/EndRdx/Acc/Rchg(37), SprWntBit-Rchg/SlowProc(37) Level 38: Moment of Glory -- LucoftheG-Def/Rchg+(A), EffAdp-EndMod/Rchg(43), RechRdx-I(50) Level 41: Shadow Meld -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/Rchg(42), RechRdx-I(43) Level 44: Soul Storm -- SprEnt-Acc/Hold(A), SprEnt-Acc/Hold/End(45), SprEnt-Hold/Rchg(45), SprEnt-Acc/Hold/End/Rchg(46), SprEnt-Rchg/AbsorbProc(46) Level 47: Instant Healing -- Pnc-Heal/EndRedux(A), Pnc-EndRdx/Rchg(48), Pnc-Heal/Rchg(48), Pnc-Heal/EndRedux/Rchg(48), Pnc-Heal(50) Level 49: Resilience -- StdPrt-ResDam/Def+(A), ResDam-I(50) Level 1: Brawl -- Empty(A) Level 1: Critical Hit Level 1: Quick Form Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 1: Sprint -- Clr-Stlth(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Run-I(A) Level 2: Health -- Pnc-Heal/+End(A) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-End%(A) Level 0: Freedom Phalanx Reserve Level 0: Portal Jockey Level 0: Task Force Commander Level 0: The Atlas Medallion Level 50: Agility Core Paragon Level 50: Ageless Radial Epiphany Level 50: Gravitic Radial Flawless Interface Level 50: Melee Core Embodiment ------------ Notes about the build: -I put absolutely ZERO focus on passive regen. -This build doesn't have as much S/L resistance as yours but it has almost softcapped S/L defense. -It has 90% slow resistance compared to your 35% (gonna assume that you have the winter gift IO in super speed as a quick fix). -If you made the changes to your build as I mentioned above this build will have less global recharge but the FF proc in Whirlwind can make up for that difference. -Both MOG and Shadow Meld are taking ASAP. Instant healing and resilience however, are put off until the very last two picks. I find from personal experience you just don't need instant healing when you have fast recharging reconstruction backed up by decent defenses and slow resistance for lower to mid level content. If I could fit Resilience in earlier I would but the specific sequence of power picks in my build ensure you have almost soft capped defenses exemped down as early as level 25.
  7. I prefer a lot more stabby stabby with my hydro homie. Thorn bust is poo though, but I took it on my cactus for theme. Hydrate and stab, that's the cactus way! Hero Plan by Mids' Reborn : Hero Designer 2.7.2.10 https://github.com/Crytilis/mids-reborn-hero-designer Click this DataLink to open the build! Level 50 Science Blaster Primary Power Set: Water Blast Secondary Power Set: Plant Manipulation Power Pool: Speed Power Pool: Leaping Power Pool: Fighting Power Pool: Leadership Ancillary Pool: Mace Mastery Hero Profile: Level 1: Aqua Bolt -- SprDfnBrr-Acc/Dmg(A), SprDfnBrr-Dmg/Rchg(3), SprDfnBrr-Acc/Dmg/Rchg(3), SprDfnBrr-Acc/Dmg/EndRdx(5), SprDfnBrr-Acc/Dmg/EndRdx/Rchg(13), SprDfnBrr-Rchg/+Status Protect(34) Level 1: Entangle -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(5), Thn-Acc/Dmg/Rchg(40), Thn-Acc/Dmg/EndRdx(40), Thn-Dmg/Rchg(43), Thn-Dmg/EndRdx/Rchg(50) Level 2: Water Burst -- FrcFdb-Rechg%(A), SprFrzBls-Acc/Dmg(48), SprFrzBls-Acc/Dmg/EndRdx(50), SprFrzBls-Dmg/EndRdx/Acc/Rchg(50) Level 4: Super Speed -- BlsoftheZ-ResKB(A) Level 6: Whirlpool -- Artl-Acc/Dam(A), Artl-Dam/End(7), Artl-Dam/Rech(7), Artl-Acc/Dam/Rech(9), Artl-Acc/Rech/Rng(11), Artl-End/Rech/Rng(13) Level 8: Tidal Forces -- RctRtc-ToHit/Rchg(A), RctRtc-Pcptn(9) Level 10: Toxins -- RctRtc-ToHit(A), RctRtc-ToHit/Rchg(11) Level 12: Dehydrate -- SprWntBit-Acc/Dmg(A), SprWntBit-Acc/Dmg/EndRdx(46), SprWntBit-Acc/Dmg/Rchg(46), SprWntBit-Dmg/EndRdx/Acc/Rchg(48), SprWntBit-Rchg/SlowProc(48) Level 14: Combat Jumping -- LucoftheG-Def/Rchg+(A), Ksm-ToHit+(15), WntGif-ResSlow(15) Level 16: Skewer -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Acc/Dmg/EndRdx(17), SprBlsCol-Dmg/EndRdx(17), SprBlsCol-Dmg/EndRdx/Acc/Rchg(19), SprBlsCol-Rchg/HoldProc(19) Level 18: Boxing -- Empty(A) Level 20: Wild Fortress -- PreOptmz-Acc/Rech(A), PreOptmz-EndMod/End(21), PreOptmz-EndMod/Rech(21), PreOptmz-EndMod/Acc/End(23), PreOptmz-EndMod/Acc/Rech(25), PreOptmz-EndMod/End/Rech(25) Level 22: Hasten -- RechRdx-I(A), RechRdx-I(23) Level 24: Tough -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(29) Level 26: Weave -- LucoftheG-Def/Rchg+(A), ShlWal-Def/EndRdx(27), ShlWal-Def(27), ShlWal-ResDam/Re TP(29) Level 28: Ripper -- FrcFdb-Rechg%(A), Erd-Dmg(31), Erd-Acc/Dmg/EndRdx/Rchg(33), Erd-Acc/Dmg/Rchg(33), HO:Nucle(33) Level 30: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(31), LucoftheG-Def(31), LucoftheG-Def/EndRdx/Rchg(46) Level 32: Geyser -- Artl-Acc/Dam(A), Artl-Dam/End(34), Artl-Dam/Rech(34), Artl-Acc/Dam/Rech(37), Artl-Acc/Rech/Rng(37), Artl-End/Rech/Rng(37) Level 35: Scorpion Shield -- LucoftheG-Def/Rchg+(A), Rct-Def(36), Rct-Def/EndRdx(36), Rct-ResDam%(36) Level 38: Thorn Burst -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(39), SprAvl-Acc/Dmg/EndRdx(39), SprAvl-Acc/Dmg/EndRdx/Rchg(39), SprAvl-Rchg/KDProc(40) Level 41: Water Jet -- SprBlsWrt-Acc/Dmg(A), SprBlsWrt-Dmg/Rchg(42), SprBlsWrt-Acc/Dmg/Rchg(42), SprBlsWrt-Acc/Dmg/EndRdx(42), SprBlsWrt-Acc/Dmg/EndRdx/Rchg(43), SprBlsWrt-Rchg/Dmg%(43) Level 44: Vines -- BslGaz-Acc/Hold(A), BslGaz-Acc/Rchg(45), BslGaz-EndRdx/Rchg/Hold(45), BslGaz-Acc/EndRdx/Rchg/Hold(45) Level 47: Spore Cloud -- HO:Enzym(A) Level 49: Tactics -- HO:Cyto(A) Level 1: Brawl -- Empty(A) Level 1: Defiance Level 1: Quick Form Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 1: Sprint -- Empty(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Empty(A) Level 2: Health -- Pnc-Heal/+End(A) Level 2: Hurdle -- Empty(A) Level 2: Stamina -- PrfShf-End%(A) Level 1: Combo Level 1 Level 1: Combo Level 2 Level 1: Combo Level 3 ------------
  8. I made my Axe/Ninjitsu scrapper under a similar premise. I made a thread about it a few posts below. I'm also working on a Mace/Shield and the same principles apply to the mace KD attacks as well. In reality if you are chasing the softcap among other survival bonuses for an endgame build you'll most likely commit two attacks to use the 2 scrapper ATO sets. You will also need find ways to bring all your positionals close to the softcap which most likely means 6 slotting build up with gaussians and find some way to cram a bit more ranged defense in. This is assuming you are taking CJ/Weave/Maneuvers along with both +3% defense IOs. If you build the way described above, in the end if you are probably looking at proccing out (FF proc and as many damage procs as you can without sacrificing enhancement value) maybe 3-4 attacks which help with more consistent FF proc firing. I challenge the notion that you need hasten at all, much less perma hasten on an axe/shield. I can see the argument for it on an elec/shield since you are building around lightning rod AND shield charge. To answer your question though, yes, do it.
  9. Ninjitsu is susceptible to slows. Slows, def debuffs and KB are your build's biggest holes, prioritized in that order. KB is a nuisance but it don't kill you, Def debuffs while dangerous is offset by your to-hit debuffs, shadow meld, rune, the two heals, , and that leaves slows, since your mitigation tools are dependent on recharge slows can wreck you. I'd take dark consumption and use it as a mini nuke. Even with base end recovery slotting you should have no issues with endurance. Hero Plan by Mids' Reborn : Hero Designer 2.7.2.10 https://github.com/Crytilis/mids-reborn-hero-designer Click this DataLink to open the build! Level 50 Mutation Scrapper Primary Power Set: Dark Melee Secondary Power Set: Ninjitsu Power Pool: Speed Power Pool: Leadership Power Pool: Fighting Power Pool: Sorcery Ancillary Pool: Soul Mastery Hero Profile: Level 1: Smite -- SprScrStr-Acc/Dmg(A), SprScrStr-Dmg/Rchg(9), SprScrStr-Acc/Dmg/Rchg(11), SprScrStr-Dmg/EndRdx/Rchg(11), SprScrStr-Acc/Dmg/EndRdx/Rchg(13), SprScrStr-Rchg/+Crit(17) Level 1: Ninja Reflexes -- LucoftheG-Def/Rchg+(A), ShlWal-Def/EndRdx(3), ShlWal-Def(3), ShlWal-ResDam/Re TP(5) Level 2: Shadow Maul -- SprCrtStr-Acc/Dmg(A), SprCrtStr-Dmg/Rchg(17), SprCrtStr-Acc/Dmg/Rchg(19), SprCrtStr-Dmg/EndRdx/Rchg(19), SprCrtStr-Acc/Dmg/EndRdx/Rchg(29), SprCrtStr-Rchg/+50% Crit(31) Level 4: Danger Sense -- LucoftheG-Def/Rchg+(A), Rct-Def(5), Rct-Def/EndRdx(7), Rct-ResDam%(7) Level 6: Shinobi-Iri -- LucoftheG-Def/Rchg+(A), Ksm-ToHit+(9), LucoftheG-Def(42), WntGif-ResSlow(42), LucoftheG-Def/EndRdx(43) Level 8: Siphon Life -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(37), Prv-Heal(37), Prv-Heal/EndRdx(37), HO:Nucle(39), Mk'Bit-Dam%(39) Level 10: Kuji-In Rin -- HO:Ribo(A) Level 12: Hasten -- RechRdx-I(A), RechRdx-I(13) Level 14: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(15), LucoftheG-Def(15), LucoftheG-Def/EndRdx/Rchg(43) Level 16: Seishinteki Kyoyo -- SynSck-EndMod(A), SynSck-EndMod/Rech(46), SynSck-EndMod/+RunSpeed(50) Level 18: Dark Consumption -- Obl-%Dam(A), Erd-%Dam(25), SprAvl-Acc/Dmg/Rchg(25), SprAvl-Acc/Dmg(27), SprAvl-Acc/Dmg/EndRdx(27), ScrDrv-Dam%(29) Level 20: Kuji-In Sha -- Pnc-Heal/EndRedux(A), Pnc-EndRdx/Rchg(21), Pnc-Heal/Rchg(21), Pnc-Heal/EndRedux/Rchg(23), Pnc-Heal(23) Level 22: Tactics -- HO:Cyto(A) Level 24: Boxing -- Empty(A) Level 26: Soul Drain -- Arm-Dam%(A), Arm-Acc/Rchg(33), SprAvl-Rchg/KDProc(33), SprAvl-Acc/Dmg/EndRdx/Rchg(33), Arm-Dmg/Rchg(34), Erd-%Dam(42) Level 28: Tough -- StdPrt-ResDam/Def+(A), Ags-ResDam/EndRdx(45), Ags-Psi/Status(45), Ags-ResDam(46) Level 30: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(31), LucoftheG-Def(31) Level 32: Midnight Grasp -- Hct-Dam%(A), SprBlsCol-Acc/Dmg/EndRdx(34), SprBlsCol-Dmg/EndRdx/Acc/Rchg(34), GldStr-%Dam(36), Hct-Dmg(36), Mk'Bit-Dam%(36) Level 35: Moonbeam -- StnoftheM-Acc/Dmg(A), StnoftheM-Dmg/EndRdx(39), StnoftheM-Acc/ActRdx/Rng(40), StnoftheM-Dmg/EndRdx/Rchg(40), StnoftheM-Dam%(40), Apc-Dam%(46) Level 38: Bo Ryaku -- GldArm-3defTpProc(A), UnbGrd-Max HP%(43), UnbGrd-ResDam(48), UnbGrd-ResDam/EndRdx(48), UnbGrd-ResDam/EndRdx/Rchg(48) Level 41: Shadow Meld -- HO:Membr(A) Level 44: Mystic Flight -- BlsoftheZ-Travel/EndRdx(A), BlsoftheZ-ResKB(45) Level 47: Spirit Ward -- Prv-Absorb%(A) Level 49: Rune of Protection -- TtnCtn-ResDam/Rchg(A), Ags-ResDam/Rchg(50), UnbGrd-Rchg/ResDam(50) Level 1: Brawl -- Empty(A) Level 1: Critical Hit Level 1: Quick Form Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 1: Sprint -- Empty(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Empty(A) Level 2: Health -- Pnc-Heal/+End(A) Level 2: Hurdle -- Empty(A) Level 2: Stamina -- PrfShf-End%(A) Level 0: Freedom Phalanx Reserve Level 0: Portal Jockey Level 0: Task Force Commander Level 0: The Atlas Medallion Level 50: Ageless Radial Epiphany Level 50: Musculature Radial Paragon Level 50: Assault Radial Embodiment ------------
  10. Soul mastery gives powerboost and soul drain. I'd go with that. Hero Plan by Mids' Reborn : Hero Designer 2.7.2.10 https://github.com/Crytilis/mids-reborn-hero-designer Click this DataLink to open the build! Level 50 Technology Defender Primary Power Set: Traps Secondary Power Set: Electrical Blast Power Pool: Leaping Power Pool: Concealment Power Pool: zc_Leadership Power Pool: Fighting Ancillary Pool: Soul Mastery Hero Profile: Level 1: Web Grenade -- HO:Endo(A) Level 1: Charged Bolts -- SprWntBit-Acc/Dmg(A), SprWntBit-Dmg/Rchg(23), SprWntBit-Acc/Dmg/Rchg(37) Level 2: Triage Beacon -- Pnc-Heal/EndRedux(A), Pnc-EndRdx/Rchg(3), Pnc-Heal/Rchg(3), Pnc-Heal/EndRedux/Rchg(9), Pnc-Heal(9) Level 4: Ball Lightning -- Rgn-Dmg(A), Rgn-Acc/Dmg/Rchg(5), Rgn-Acc/Rchg(5), Rgn-Dmg/EndRdx(7), Rgn-Knock%(7), Ann-ResDeb%(31) Level 6: Super Jump -- WntGif-ResSlow(A), BlsoftheZ-ResKB(46) Level 8: Acid Mortar -- SprVglAss-Rchg/+Absorb(A), SprVglAss-Acc/Dmg/EndRdx(17), SprVglAss-Dmg/Rchg(19), AchHee-ResDeb%(19), SprDfnBst-Rchg/Heal%(40), SprDfnBst-Acc/Dmg/EndRdx(40) Level 10: Lightning Bolt -- Apc-Dmg(A), Apc-Acc/Dmg/Rchg(11), Apc-Acc/Rchg(11), Apc-Dmg/EndRdx(15), Apc-Dam%(17) Level 12: Force Field Generator -- LucoftheG-Def/Rchg+(A), ShlWal-Def(13), ShlWal-Def/EndRdx(13), ShlWal-ResDam/Re TP(15) Level 14: Combat Jumping -- LucoftheG-Def/Rchg+(A), Ksm-ToHit+(42) Level 16: Stealth -- LucoftheG-Def/Rchg+(A), HO:Cyto(42) Level 18: Poison Trap -- BslGaz-Acc/Hold(A), BslGaz-Acc/Rchg(21), BslGaz-EndRdx/Rchg/Hold(21), BslGaz-Acc/EndRdx/Rchg/Hold(23) Level 20: Zapp -- StnoftheM-Acc/Dmg(A), StnoftheM-Dmg/EndRdx(25), StnoftheM-Acc/ActRdx/Rng(25), StnoftheM-Dmg/EndRdx/Rchg(27), StnoftheM-Dam%(43) Level 22: Maneuvers -- LucoftheG-Def/Rchg+(A), Rct-Def(33), Rct-Def/EndRdx(34), Rct-ResDam%(37) Level 24: Boxing -- SprBlsCol-Dmg/EndRdx(A), SprBlsCol-Acc/Dmg(40) Level 26: Tough -- GldArm-3defTpProc(A), UnbGrd-ResDam(27), UnbGrd-ResDam/EndRdx(33), UnbGrd-ResDam/EndRdx/Rchg(33), UnbGrd-Max HP%(46) Level 28: Tesla Cage -- BslGaz-Acc/Hold(A), BslGaz-Acc/Rchg(29), BslGaz-EndRdx/Rchg/Hold(29), BslGaz-Acc/EndRdx/Rchg/Hold(31) Level 30: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(31), LucoftheG-Def/EndRdx(34) Level 32: Seeker Drones -- SprVglAss-Acc/Dmg(A), Dcm-Build%(34), SprVglAss-Acc/Dmg/EndRdx/Rchg(48), SprVglAss-Dmg/EndRdx/Rchg(48) Level 35: Short Circuit -- FuroftheG-ResDeb%(A), SprAvl-Acc/Dmg/EndRdx/Rchg(36), SprAvl-Acc/Dmg/Rchg(36), EffAdp-EndMod/Rchg(36), PreOptmz-EndMod/Rech(37), PwrTrns-Dam/EndMod(43) Level 38: Thunderous Blast -- SprFrzBls-Acc/Dmg/Rchg(A), SprFrzBls-Dmg/EndRdx/Acc/Rchg(39), SprDfnBst-Dmg/EndRdx/Rchg(39), SprDfnBst-Acc/Dmg(39) Level 41: Soul Drain -- Arm-Dmg/Rchg(A), Arm-Acc/Dmg/Rchg(43), Arm-Acc/Rchg(46), Arm-Dmg/EndRdx(50), Arm-Dam%(50) Level 44: Dark Embrace -- StdPrt-ResDam/Def+(A), Ags-ResDam/EndRdx(45), Ags-ResDam(45), Ags-Psi/Status(45) Level 47: Power Boost -- RechRdx-I(A), RechRdx-I(48) Level 49: Tactics -- HO:Cyto(A) Level 1: Brawl -- Empty(A) Level 1: Quick Form Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 1: Sprint -- Empty(A) Level 1: Vigilance Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Run-I(A) Level 2: Health -- Pnc-Heal/+End(A), Mrc-Rcvry+(42), NmnCnv-Regen/Rcvry+(50) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-End%(A) Level 0: Freedom Phalanx Reserve Level 0: Portal Jockey Level 0: Task Force Commander Level 0: The Atlas Medallion Level 50: Degenerative Core Flawless Interface Level 50: Ageless Radial Epiphany Level 50: Musculature Radial Paragon ------------ Trip mine was a let down. Too much setup time, too many things interrupt it including uneven terrain. You are better off with just another attack. This build has you covered defensively and with 80% slow protection you can keep short circuit on a relatively fast cycle even with slow debuffs. Powerboost helps you one shot drain stuff. Muscalature shores up your damage and adds to end drain. Soul Drain is nearly up half the time.
  11. No Descartes speaks wisdom my man. As he so eloquently puts it, "I assure you my good man, Rene is definitely 'down with the street'. Word up, my homie, as it were."
  12. You should try having fun with what you have instead of getting all Descartes up in this joint. But if you are truly seeking clarity: I scrap, therefore I am. That's the answer.
  13. I'd rank all the scrapper/brute/tanker sets, both attack and armor categories a DerPS factor of 11 out of 10. Stalkers sets get a DerPS factor of 8/10, those guys, you can't trust those guys to go full DerP. Complimented by the Eddy Gordo score of 10/10 - button mashers rejoice! Ninja training has entered chat.
  14. I took mine to 50 following a natural concept, so just ninja run + shinobi to get around. It's not the fastest but it'll do in the world of TTs and mission tps. In combat the un-suppressed movement is very nice with CJ, you can clear most vertical obstacles in mission maps without too much trouble. I'm just going to pretend energy torrent is water from my fire hose for my firefighter. Axe is an underplayed scrapper primary, hence my recommendation. It's a clone of mace, except all lethal and all kd/ku. The AoEs are good, the hits feel crunchy and satisfying. All the axe powers have a chance to KD/KU and that means 2 things - FF procs galore as you see in my build, and it's decent mitigation. I went all in on KD/KU and took energy torrent for more KD. In addition, /Nin can softcap without a whole lot of investment so that means more room for procs in attacks which diversify damage types, as you can see in my build. Ninjitsu on scrappers is very good, handles hami on LGTF very well because of the unresistable self heal and self end tool. The latter also offsets the end usage due to proc slotting on attacks and having to depend more on tactics/FA for additional to-hit. Slows are going to be trouble for Ninjitsu but that's solved with my build with the FF procs and the winter set slotting that offers 100% slow resistance. I also found hasten unnecessary. Is it nice? probably, but do I need it? nope. None of the powers in my toolkit have exceedingly long recharge times where hasten makes a meaningful difference. Plus the FF procs are a nice alternative for bursts of recharge without yet another click that I have to manage. So that's my breakdown. It's a rare breed not due to effectiveness but due to theme.
  15. I just took an Arch/ninja blaster to 50, that's about as close I'll get to playing a secondary that doesn't do damage. I ran a Citadel today and I can wipe a human spawn with rain of arrows + explosive arrow + fistful but when it comes to robots it takes me about the same time the rest of the team took to clear 2 groups to whittle down two mech bosses and that's with the ninja sword attacks tossed in the mix. I can't imagine how frustratingly slow it would be to only use your primary, which features a heavily resisted damage type, for those situations. That's my way of endorsing /EM. Taking your comments in consideration (no trip mine, meh on taser...etc...) The utility you get from field op and targeting drone can easily be replicated with IOs and pool picks. You can't say the same about replicating the damage options in /EM for /Dev. You might not need them all the time, but you'll be glad you have them when you do need them.
  16. I've spung up a few ranged softcap builds with epic resist shields that still took melee attacks. The melee single target attacks are great mako mules for the 3.75% ranged defense and you can still do fairly well getting in and out of melee and getting your licks in if you are mobile. S/L defense is secondary to ranged defense even in those cases because it's the ranged stuff that shut you down/whittle away at you. The key is knowing how to move, but as you said that's not a "relaxed" playstyle. But if you really want to skip all the melee stuff out of principal that's on you. Elec blast is not the best primary for that and I think you know that already.
  17. Defenses according to build, some resists so I know if debuffs hit. regen, recov, recharge, level shift (because the -3 bug is a pain), influence.
  18. It's all about marketing. AE farms get marketed a lot on gen chat/LFG, that's why the majority of the population think of AE that way. The majority of the population doesn't have time to read the forums and explore the nuances of game content. A lot of them don't know how to unlock midnighters/base tp/null the gull, they depend on people in game telling them what to do. These people do what's popular and they get all their info in game. I doubt moving good AE arcs to real core game cannon would change anything. People that farm will still farm and people that don't understand how to access game content will still be in the dark. If you want to change the perception of anything in game do it there, not here. It's just like forming teams, instead of lurking and waiting for someone to form a team go advertise the content you endorse. That's how AE farmers do it, that's how you do it if you want to promote good arcs/story content. I do agree with the need for better filters for AE though.
  19. The build doesn't do any damage because you skipped the damage dealing powers. You'd do more damage if you took more attacks. The last you build you posted isn't cheap either with all the pvp and purple sets, for that kind of investment you could have something like this - do more damage, and be more survivable: Hero Plan by Mids' Reborn : Hero Designer 2.7.2.10 https://github.com/Crytilis/mids-reborn-hero-designer Click this DataLink to open the build! Level 50 Magic Blaster Primary Power Set: Electrical Blast Secondary Power Set: Electricity Manipulation Power Pool: Leaping Power Pool: Concealment Power Pool: Leadership Power Pool: Fighting Ancillary Pool: Mace Mastery Hero Profile: Level 1: Lightning Bolt -- SprDfnBrr-Acc/Dmg(A), SprDfnBrr-Dmg/Rchg(3), SprDfnBrr-Acc/Dmg/Rchg(3), SprDfnBrr-Acc/Dmg/EndRdx(5), SprDfnBrr-Acc/Dmg/EndRdx/Rchg(5), SprDfnBrr-Rchg/+Status Protect(11) Level 1: Electric Fence -- SprWntBit-Acc/Dmg(A), SprWntBit-Acc/Dmg/EndRdx(7), SprWntBit-Rchg/SlowProc(7), SprWntBit-Acc/Dmg/Rchg(9), SprWntBit-Dmg/EndRdx/Acc/Rchg(9) Level 2: Ball Lightning -- Artl-Acc/Dam(A), Artl-Dam/End(11), Artl-Dam/Rech(13), Artl-Acc/Dam/Rech(13), Artl-Acc/Rech/Rng(15), Artl-End/Rech/Rng(15) Level 4: Super Jump -- BlsoftheZ-ResKB(A) Level 6: Combat Jumping -- Ksm-ToHit+(A), WntGif-ResSlow(50) Level 8: Aim -- RctRtc-ToHit/Rchg(A), RctRtc-Pcptn(45) Level 10: Stealth -- LucoftheG-Def/Rchg+(A) Level 12: Zapp -- StnoftheM-Acc/Dmg(A), StnoftheM-Dmg/EndRdx(17), StnoftheM-Acc/ActRdx/Rng(17), StnoftheM-Dmg/EndRdx/Rchg(21), StnoftheM-Dam%(21) Level 14: Charged Brawl -- SprBlsWrt-Acc/Dmg(A), SprBlsWrt-Dmg/Rchg(36), SprBlsWrt-Acc/Dmg/Rchg(37), SprBlsWrt-Acc/Dmg/EndRdx(37), SprBlsWrt-Acc/Dmg/EndRdx/Rchg(37), SprBlsWrt-Rchg/Dmg%(40) Level 16: Build Up -- RctRtc-ToHit(A), RctRtc-ToHit/Rchg(45) Level 18: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(19), LucoftheG-Def(19) Level 20: Force of Thunder -- FrcFdb-Rechg%(A), SuddAcc--KB/+KD(23), AbsAmz-Acc/Rchg(48), RopADop-Acc/Rchg(48) Level 22: Short Circuit -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(23), SprAvl-Acc/Dmg/Rchg(25), SprAvl-Acc/Dmg/EndRdx/Rchg(25), SprAvl-Rchg/KDProc(27) Level 24: Boxing -- Empty(A) Level 26: Tough -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(27) Level 28: Thunder Strike -- FrcFdb-Rechg%(A), SuddAcc--KB/+KD(29), Erd-Dmg(29), Erd-Acc/Dmg/Rchg(33), Erd-Acc/Dmg/EndRdx/Rchg(33), Mlt-Acc/Dmg/EndRdx(33) Level 30: Weave -- LucoftheG-Def/Rchg+(A), ShlWal-Def/EndRdx(31), ShlWal-Def(31), ShlWal-ResDam/Re TP(31) Level 32: Thunderous Blast -- Artl-Acc/Dam(A), Artl-Dam/End(34), Artl-Dam/Rech(34), Artl-Acc/Dam/Rech(34), Artl-Acc/Rech/Rng(36), Artl-End/Rech/Rng(36) Level 35: Power Sink -- PreOptmz-Acc/Rech(A), PreOptmz-EndMod/End(40), PreOptmz-EndMod/Rech(40), PreOptmz-EndMod/Acc/End(43), PreOptmz-EndMod/Acc/Rech(43), PreOptmz-EndMod/End/Rech(45) Level 38: Scorpion Shield -- LucoftheG-Def/Rchg+(A), Rct-Def(39), Rct-Def/EndRdx(39), Rct-ResDam%(39) Level 41: Shocking Grasp -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(42), SprBlsCol-Acc/Dmg/EndRdx(42), SprBlsCol-Dmg/EndRdx/Acc/Rchg(42), SprBlsCol-Rchg/HoldProc(43) Level 44: Tesla Cage -- BslGaz-Acc/Hold(A), BslGaz-Acc/Rchg(46), BslGaz-EndRdx/Rchg/Hold(46), BslGaz-Acc/EndRdx/Rchg/Hold(46) Level 47: Tactics -- EndRdx-I(A) Level 49: Vengeance -- LucoftheG-Def/Rchg+(A) Level 1: Brawl -- Empty(A) Level 1: Defiance Level 1: Quick Form Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 1: Sprint -- Clr-Stlth(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Empty(A) Level 2: Health -- Pnc-Heal/+End(A), Mrc-Rcvry+(48), NmnCnv-Regen/Rcvry+(50) Level 2: Hurdle -- Empty(A) Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(50) Level 50: Musculature Radial Paragon ------------ This combo leans heavily towards a melee blaster playstyle. If you try to force a pure ranged playstyle like you did, you will be sorely disappointed by it's performance. If you are truly afraid of going in melee with a blaster, try sentinels. Elec blast is better tuned on that AT.
  20. I was thinking AR/Ninja. It ticks all the hardcore boxes. Melee - check Melee do good damage? - lol No aim/buildup - check Redraws galore - check Synergy - wut? Hardcore level - Chuck Norris There should be special badge for people that are hardcore enough to even make this combo.
  21. It's not hardcore if you aren't playing a melee blaster. Don't chicken out and play the "safe" ATs. If you gonna be hardcore, BE hardcore.
  22. That's Energize. It heals, gives you a regen boost, and reduces endurance cost globally dramatically, all the more reason to have it on auto.
  23. I don't think you'll see any practical difference in fury generation, you could argue that if you are spamming fault constantly as mitigation that'll cut into your fury generation because mobs aren't attacking you as much. There was a similar thread on Ice Armor which was notorious for lowering fury generation back on live, in which various posters dismissed that long standing claim with the fury changes on HC.
  24. Stone/dark is typically perceived as safer but that pairing is not for the faint of heart because it will absolutely wreck your end bar. You really need to invest in end recovery/end reduction if you are to make the combo work so depending on your budget for IOs, it may be a painful slog to 50. It does offer more single target damage than Elec/Dark at the cost of AoE, and the only AoE damaging power is available late at 32. Elec/Dark can be just as safe as Stone/dark except people usually skip lightning clap, whereas stone melee has fault which is an analog that people usually don't skip. Between Thunderstrike, Lightning clap and oppressive gloom you have a good chance to keep mobs around you flopping/disoriented. Elec is generally regarded as having more AoE potential, but the single target falls way behind stone melee. If you can stomach the leveling pains and have the budget to invest I'd go Stone/Dark. If you want to venture off the beaten path go Elec/Dark
  25. If the scrapper/sentinel version ever got ported to tanks it would be a really good hami tank. The stalker version may need some fine tuning, seems to me there are a few dud powers that while flavorful, are not used much. Given how the stalker ATO has really changed the game perhaps replace smoke bomb, as flavorful as it is, with the end regain power. I'd like to see all melee defense sets get at least 50% DDR outside of the T9 given how prevalent -def is. I don't feel that ninjitsu has enough layered mitigation to justify it's low DDR. The blaster version is poo, the damage for the melee attacks need to be adjusted up to be competitive with blaster melee powers from other sets. I'd love to have shinobi offer a few modes in addition to the +stealth and +movement buffs: Poison Blade- additional minor toxic damage added to all sword attacks - this should make Ninja Training melee attacks do the most damage among all blaster secondaries in their respective tiers. Shadow Assassin - original mode of occasional build up and the persistent small passive to hit and damage buffs. A third mode that complements ranged play - perhaps increased perception, increased range, and large passive to hit bonus. I can't decide on blaster smoke flash. It's very flavorful and very unique mitigation but the current state of the game makes it a skip because there aren't too many situations where I as a blaster would placate everyone and then not attack. I want to play blasters, not tactical retreat specialists.
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