Firstly, thank you FourSpeed for an excellent guide. I really appreciate the way you start as far back as going through the tutorial, guiding along every step of the way, and also being able to completely bootstrap from zero inf. The build also works quite well, though I was able to evolve it a bit, such that it works quite a bit better early on. Big picture, at lvl 22, I am able to farm +1/8 quite quickly, without much risk, and using only lvl 25 IOs, just as your level 25 version uses. I basically was following your guide, and got impatient, and figured that since a lvl 22 can slot lvl 25 IOs, I'd give it a shot starting to run early. From there, I modified the macros such that I actually use accuracy and defense inspirations, and combine only health, end, and res inspirations (into reds). With constant stacks of accuracy and defense insps, it's easy to farm +1/8, and very fast as well since the larger number of enemies results in more red insp drops. I also made a few tweaks such as dropping a travel power (with sprint + ninja run, and jump enhs in hurdle + sprint, my jump speed is more than unslotted fly, which I figure is "good enough". Plus, as an ae farmer, you really don't need to travel much anyways). I removed all accuracy enhancers because with big stacks of accuracy inspirations, they aren't needed, and you can just do moar damage. Also, by eating endurance inspirations as needed, end reduction IOs aren't needed either, and pretty much damage + recharge on spine burst gives great DPS.
Here is the build I use at lvl 22. I ended up rolling a 2nd farmer just to double check that it can farm +1/8 at lvl 22, as my original farmer lvled up very quickly and did not stay in the 20s for more than a few runs.
| Copy & Paste this data into Mids Reborn : Hero Designer to view the build |
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Here are the modified macros I use (I added a 5th because there's a length limitation):
/macro_image "Inspiration_Damage_Lvl_4" "BOOM!" "insp_exec_name uncanny_insight$$insp_exec_name phenomenal_luck$$insp_exec_name keen_insight$$ insp_exec_name good_luck"
/macro_image "Inspiration_science_breakthru_Lvl_1" "Combine 1" "inspcombine catch_a_breath enrage$$inspcombine respite enrage$$inspcombine sturdy enrage"
/macro_image "Inspiration_science_breakthru_Lvl_2" "Combine 2" "$$inspcombine take_a_breather focused_rage$$inspcombine dramatic_improvement focused_rage$$inspcombine rugged focused_rage"
/macro_image "Inspiration_science_breakthru_Lvl_3" "Combine 3" "$$inspcombine second_wind righteous_rage$$inspcombine resurgence righteous_rage$$inspcombine robust righteous_rage""
/macro_image "Inspiration_Damage_Lvl_4" "BOOM2" "insp_exec_name insight$$ insp_exec_name enrage$$insp_exec_name Focused_Rage$$insp_exec_name Righteous_Rage"
Also, personally I only set button 1 to use the macros, and all my other hotkeys fire off their powers as normal. This allows me to better control when I want to eat insps. When using the strategy I have described, of eating accuracy and defense insps in addition to reds, one has to be mindful of the number of defense inspirations active. You always want 2 active at any time, and if they are about to fall, fire off another one, and always have some in reserve. Before starting a run, I buy inspirations from the nearby vendor. I go with 2 accuracy, 2 defense, and 6 damage. I go ahead and use them all right at the start, in order to get the party started.
My modified AE_On.txt is as such:
1 "powexec_slot 1$$powexec_tray 2 4$$powexec_tray 3 4$$powexec_tray 1 4$$powexec_tray 5 4"
Attached is a screenshot showing the typical state of the buff bar during a run.