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Battle Axe/Energy Aura Build Suggestions


StoneKarma

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I hit 50 with a BA/EA Scrapper tonight, so now I'm looking at the final build.

So far, Battle Axe is the most endurance hungry melee I think I've ever built. I hope that slotting out with IOs will help, so I don't have to use my incarnate slots.

 

Was EA the wrong thing to pair this with? Should I have gone with BIO instead? I don't really have a lot of time in this so far, so switching to BA/Bio would be kind of easy. But can Energy work just as well, or at least good enough?

 

Some notes:

Defenses: S/L 53%

Toxic and Psionic are only 13% and 19% respectively. 

Positional defenses are also not very good, 19% to 30%

Most energy types (Energy, Fire, Cold) are 45% to 59% with Negative being 35%

Resists: S/L 59% all other resists are less than 35%

I put three Force Feedback +Recharge in so I should be able to get it to proc its maximum. 

 

Your thoughts, comments, and suggestions are appreciated. Or should I just reroll it as Axe/Bio?

 

This Hero build was built using Mids Reborn 3.4.7
https://github.com/LoadedCamel/MidsReborn

Click this DataLink to open the build!

Abigail Lincoln: Level 50 Magic Scrapper
Primary Power Set: Battle Axe
Secondary Power Set: Energy Aura
Power Pool: Flight
Power Pool: Speed
Power Pool: Fighting
Power Pool: Teleportation
Ancillary Pool: Body Mastery

Hero Profile:
Level 1: Chop

  • (A) Superior Scrapper's Strike - Accuracy/Damage
  • (3) Superior Scrapper's Strike - Damage/Recharge
  • (3) Superior Scrapper's Strike - Accuracy/Damage/Recharge
  • (5) Superior Scrapper's Strike - Damage/Endurance/Recharge
  • (5) Superior Scrapper's Strike - Accuracy/Damage/Endurance/Recharge
  • (7) Superior Scrapper's Strike - Recharge/Critical Hit Bonus

Level 1: Kinetic Shield

  • (A) Reactive Defenses - Defense
  • (7) Reactive Defenses - Defense/Endurance
  • (9) Reactive Defenses - Endurance/RechargeTime
  • (9) Reactive Defenses - Defense/RechargeTime
  • (11) Reactive Defenses - Defense/Endurance/RechargeTime
  • (11) Reactive Defenses - Scaling Resist Damage

Level 2: Gash

  • (A) Hecatomb - Damage/Recharge
  • (15) Hecatomb - Damage/Recharge/Accuracy
  • (17) Hecatomb - Recharge/Accuracy
  • (17) Hecatomb - Damage/Endurance
  • (19) Hecatomb - Chance of Damage(Negative)
  • (19) Force Feedback - Chance for +Recharge

Level 4: Dampening Field

  • (A) Aegis - Resistance/Endurance
  • (21) Aegis - Resistance/Endurance/Recharge
  • (21) Aegis - Resistance
  • (23) Aegis - Endurance/Recharge
  • (23) Steadfast Protection - Knockback Protection
  • (25) Steadfast Protection - Resistance/+Def 3%

Level 6: Power Shield

  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
  • (25) Reactive Defenses - Defense
  • (27) Reactive Defenses - Defense/Endurance

Level 8: Swoop

  • (A) Superior Blistering Cold - Accuracy/Damage
  • (27) Superior Blistering Cold - Damage/Endurance
  • (29) Superior Blistering Cold - Accuracy/Damage/Endurance
  • (29) Superior Blistering Cold - Accuracy/Damage/Recharge
  • (31) Superior Blistering Cold - Damage/Endurance/Accuracy/RechargeTime
  • (31) Superior Blistering Cold - Recharge/Chance for Hold

Level 10: Entropic Aura

  • (A) Perfect Zinger - Chance for Psi Damage
  • (31) Triumphant Insult - Chance to Disorient

Level 12: Fly

  • (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
  • (33) Blessing of the Zephyr - Knockback Reduction (4 points)

Level 14: Hasten

  • (A) Recharge Reduction IO
  • (33) Recharge Reduction IO

Level 16: Energy Protection

  • (A) Aegis - Resistance/Endurance
  • (33) Aegis - Resistance
  • (34) Aegis - Psionic/Status Resistance
  • (46) Gladiator's Armor - TP Protection +3% Def (All)

Level 18: Whirling Axe

  • (A) Superior Avalanche - Damage/Endurance
  • (34) Superior Avalanche - Accuracy/Damage/Endurance
  • (34) Superior Avalanche - Accuracy/Damage/Recharge
  • (36) Superior Avalanche - Accuracy/Damage/Endurance/Recharge
  • (36) Superior Avalanche - Recharge/Chance for Knockdown
  • (46) Force Feedback - Chance for +Recharge

Level 20: Energy Cloak

  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
  • (36) Reactive Defenses - Defense
  • (37) Reactive Defenses - Defense/Endurance

Level 22: Build Up

  • (A) Rectified Reticle - To Hit Buff/Recharge
  • (37) Rectified Reticle - Increased Perception

Level 24: Kick

  • (A) Empty

Level 26: Cleave

  • (A) Superior Critical Strikes - Accuracy/Damage
  • (37) Superior Critical Strikes - Damage/RechargeTime
  • (39) Superior Critical Strikes - Accuracy/Damage/RechargeTime
  • (39) Superior Critical Strikes - Damage/Endurance/RechargeTime
  • (39) Superior Critical Strikes - Accuracy/Damage/Endurance/RechargeTime
  • (50) Superior Critical Strikes - RechargeTime/+50% Crit Proc

Level 28: Energize

  • (A) Preventive Medicine - Heal
  • (40) Preventive Medicine - Heal/RechargeTime
  • (40) Preventive Medicine - Heal/RechargeTime/Endurance

Level 30: Tough

  • (A) Aegis - Resistance/Endurance
  • (40) Aegis - Resistance/Endurance/Recharge
  • (42) Aegis - Resistance

Level 32: Pendulum

  • (A) Armageddon - Damage/Recharge
  • (42) Armageddon - Damage/Recharge/Accuracy
  • (42) Armageddon - Recharge/Accuracy
  • (43) Armageddon - Damage/Endurance
  • (43) Armageddon - Chance for Fire Damage
  • (43) Force Feedback - Chance for +Recharge

Level 35: Energy Drain

  • (A) Red Fortune - Defense/Recharge
  • (45) Luck of the Gambler - Defense/Recharge
  • (45) Luck of the Gambler - Defense/Increased Global Recharge Speed
  • (48) Reactive Defenses - Defense/RechargeTime

Level 38: Conserve Power

  • (A) Recharge Reduction IO
  • (48) Recharge Reduction IO

Level 41: Physical Perfection

  • (A) Performance Shifter - EndMod
  • (48) Performance Shifter - Chance for +End
  • (50) Preventive Medicine - Chance for +Absorb
  • (50) Preventive Medicine - Heal

Level 44: Weave

  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
  • (45) Reactive Defenses - Defense
  • (46) Reactive Defenses - Defense/Endurance

Level 47: Overload

  • (A) Shield Wall - +Res (Teleportation), +5% Res (All)

Level 49: Teleport Target

  • (A) Accuracy IO

Level 1: Brawl

  • (A) Empty

Level 1: Critical Hit 


Level 1: Sprint

Edited by StoneKarma
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  • StoneKarma changed the title to Battle Axe/Energy Aura Build Suggestions

I built mine as a Carnie hunter, and I think it was the first Energy Aura that I took to 50.  I've unlocked alpha (I went Vigor for both Endurance and Accuracy help).

 

I don't recall having terrible endurance problems, but that was a while ago so I may have conveniently forgotten about that.  So I went with Weapon Mastery rather than Body (Caltrops and Web Grenade).  Also, I'm currently a big fan of the Frorce of Will pool and Unleash Potential as a multi-use savior.

 

I would slot Energize and Energy Aura more than you have.  Both of these help with endurance a lot, clearly, so getting your recharge as high as possible is always good.  I'd prefer end reduction in Entropic Aura over procs.  I tend to split Scrapper's Strike 3-3 for the extra defense, but I'm not going to quibble!  Cleave, for me is indeed the right place for the Critical Strikes proc, and it's as good a place as any to put in a full set.  You should be good with two FF recharges (in Pendulum and Axe Cyclone is where I put them) because as long as you are fighting big crowds, you'll have good odds to activate on every attack.

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On 3/5/2023 at 11:42 PM, StoneKarma said:

But can Energy work just as well, or at least good enough?

 

/Bio is the default if you want the maximum increase in dps over time from your armor set. /NRG is one of the strongest armor sets available to scrappers in terms of raw protective ability.  Let that make the call for you in terms of re-rolling if you're looking purely at performance.  Concept is King, imo, and if /NRG is a better concept fit, and you are enjoying the toon, then I vote for keeping it.

 

Some notes on your build:

 

Take those Procs out of Entropic Aura and slot it for EndRdx in some way.

 

Boost all of your EndRdx and EndMod IOs (the ones that enhance the stat, not the Proc from Perf Shifter) to +5 for maximum results.

 

Physical Perfection offers 1/2 the Recovery of Stamina, and you'll hardly notice losing the second +speed bonus from the Perf Shifter set in there. I'd take that slot out of PP and either use it to get better slotting in Power Shield, or put another single aspect EndMod IO in Stamina for better return on the slot.

 

Musculature Radial will give a boost to both Stamina and PP's endmod numbers, but you might have other options for an Alpha slot.

 

You shouldn't really need the extra knockback protection from the BotZ in Fly, and with Afterburner you don't really need to slot it for speed either. Unless you're trying to use it during combat - in which case you are better off with Hover and EvM.  I'd move one slot out of Fly to someplace else, and put a Winter's Gift Recharge/Slow resistance piece in there.

 

5 pieces of Red Fortune (I think that is the one with the recharge bonus for the 5th piece) and one more LotG +Rech in Kinetic Shield would get you a bit more recharge than you are doing from the Reactive Defenses, and you can move the Scaling Resist piece elsewhere with slots you freed up from either Entropic or PP.

 

Which brings me back to the Perfect Zinger and TI:Stun proc.  If you want these effects, Energy Drain is probably a better place for them. Procs in auras will only roll once every 10s, and their proc rate is pretty low.  ED without slotted recharge should trigger them almost every time the power is used.

 

Didn't really go over your bonus choices, as I only took a quick look, but raw defense and resist numbers are pretty good.

 

I'm not an expert on /NRG though. For that you want to search for posts by @Linea, who most likely knows the set better than anyone around.

 

Edit:

 

Swap Teleport Target for Combat Teleport, load up some binds (there's a great thread in General right now about CT binds) and thank me later.

 

Slot CT with at least the +Perception piece from the newer Warp set. If you have room for 3 slots, then it's that piece, the range piece, and the endrdx piece that you want.

 

 

Edited by InvaderStych
Combat Teleport!
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You see a mousetrap? I see free cheese and a f$%^ing challenge.

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Gah, totally forgot Energize existed. 🤣

 

I did, though, wake up this morning and wonder why an /NRG build needed to dip into Body Mastery. Usually it carries endurance on its own between Energize and Drain. I bet Endo issues could be sorted out and Body could be swapped for something else like Soul, Mu, or something more thematic for the OP's original concept goals. So there is that. 🤷‍♂️

 

 

Edited by InvaderStych

You see a mousetrap? I see free cheese and a f$%^ing challenge.

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On 3/6/2023 at 2:42 AM, StoneKarma said:

Was EA the wrong thing to pair this with? Should I have gone with BIO instead? I don't really have a lot of time in this so far, so switching to BA/Bio would be kind of easy. But can Energy work just as well, or at least good enough?

EnA is many times more durable than Bio, while Bio will give you more offense.  At 50, you really shouldn't be having serious endurance issues.  Energize and double or triple stacked Energy Drain is a massive amount of both Endurance and Defense.  If you are having endurance issues, then Bio will likely suffer 80% of the same issues as well.

 

I don't know if I have a perma defense version of Axe/Ena handy.   A hardware failure took out all my temporary and/or unfinished builds.  All my recent builds are for soloing 3-star hard mode, and use stacked T9s and standard defense outside of T9s.  You'd probably have to go back to before hardmode, and translate one of those to the new Axe.  And if you're looking for offensive builds, you'd probably want to avoid mine altogether.  An offensive build can run 600 to 700 dps on glass cannon armor, my builds are the opposite end of the spectrum, running 300 to 400 dps with hard-mode capped armor via T9 Stacking, half the damage, triple the armor.

 

Spoiler

This is probably the current version of Angel, but as mentioned above, it's designed to run stacking T9s for hardmode soloing.  I /had/ an axe version somewhere, but I've also had a hardware failure and don't see it anywhere.  It used Axe on the front end with recharge procs to push triple t9 cycles instead of just double t9 cycles.  The concept worked on test, but needed some refining.  You'll have to translate it, but it should at least help some.  This was the base I started with and modified for the axe testing.

EnM Ena ShadowMeld Scrapper - 801 - Recharge-T9 ver 2J - [i25].mxd

 

 

For an older style that was perma defense instead of t9s, let me see what I can hunt up ...

This will require even more translating, it's a different style entirely, and there are several builds missing between the two, builds that probably never made it off test and were retired.  With the hardware failure all those temporary builds are gone, including the Axe version.  This was the base I started with and modified in order to build angel above. 

StJ Ena WaterSpout Stalker - Alpha T3 - [i25].mxd

 

I probably will rebuild for Axe/Ena again sometime, at least on test, but not anytime soon.  The testing I did do showed it would work, just needed some refining, and I just never got around to finishing the concept ... too many other builds to build, and now a hardware failure.  But it should work, and it should be a considerably beastly build, with better Longevity than Hornet, Better AoE, but lower ST.  The lower ST is the primary reason the project stalled for me, in 3-star hardmode AoE is nearly useless, they'll heal it back before it will ever matter, and even a small dent in ST means having to potentially drop the difficulty to 2-star to get past the DPS gates on the AVs.

 

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AE 801 (link) is a variety of missions for fun and challenge, and is designed for a team of 5+ Incarnates.  Just search '801' in AE.

     801 Difficulty Varies: 801.0 Easy, ..., 801.2 Standard*, ..., 801.5 Moderate**, ..., 801.6 Hard***, ..., 801.7 Four Star****, ... 801.F Death.

I may be AFK IRL, But CoH is my Forever Home.

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For a scrapper bio is almost always "better" be a use scrappers job is damage and bio secondary offers more than others in that field. So if you want an absolute min max toon then bio is almost always the answer when it comes to scrappers. 

 

And so now that you know that, you also know to not ever worry about if bio is better and you can just focus on playing what you want. 

 

And energy aura is great secondary with lot of tools to survive. You got some good suggestions above to help with your endurance issues. 

 

You only need 1 min/max absolute best of the best character (or arguably 1 for each AT), then you have 999 slots for fun characters, so don't worry about what's "better".  

 

If someone tells you a power set is bad or won't work, or is bad on 1 AT over another and shouldn't be played, it's not because they are knowledgeable about the game, it's because they're really bad at the game, and can only make minimax meta bullshit work. 

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Thank you for the great advice and suggestions. I really appreciate it. For the character concept, it all revolves around the Axe, so that's why I am indifferent to /EnAura or /Bio. Doing **MAXIMUM DAMAGE** with a big monster truck voice is what makes me happy. So, based on the above, it looks like Axe/Bio is the way to go.

 

Since my original post, I've made 50 and slotted out the /EnAura version with IOs. Endurance is better, but I have to pace myself or endurance is still a challenge.

 

So, the /Bio will hit 50 the next time I play, currently 45 or 46. I will look for @Linea /bio builds, and thank you everyone for the solid build advice. 

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On 3/10/2023 at 8:39 PM, StoneKarma said:

I will look for @Linea /bio builds, and thank you everyone for the solid build advice. 

Even my /Bio builds are built for durability, not damage; and I definitely don't have one for New_Axe/Bio.  The only version of New_Axe I tested was /EnA on one of the test servers.  If you want damage, I'd look in the pylon thread, and look for Nihilli, Ston, Someguy, Myshkin, Bopper, etc. 

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AE 801 (link) is a variety of missions for fun and challenge, and is designed for a team of 5+ Incarnates.  Just search '801' in AE.

     801 Difficulty Varies: 801.0 Easy, ..., 801.2 Standard*, ..., 801.5 Moderate**, ..., 801.6 Hard***, ..., 801.7 Four Star****, ... 801.F Death.

I may be AFK IRL, But CoH is my Forever Home.

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gets summoned

http://media4.giphy.com/media/GBxUeCnzdgIHS/giphy.gif

Oh fine, I have a few things laying around.

 

This is Dual Blades/EnA, although it's set for a Stalker the way it's designed will translate easily to a Scrapper, and trading in Battle Axe shouldn't be a problem. It has minimum 45% defense pre-Energy Drain at its weakest source (Negative), and base utilizes Drain and Shadow Meld like tap-outs for debuffs. Realistically it's a Hard Mode build before Hard Mode was a thing, I more built it to hold up to Linea's nonsense >_>

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I don't have much for Bio Armor unfortunately. The set irritates me on a personal level; I hate building around it, and I hate the way it looks--yes I am aware it can be turned off for the most part, but then it's just a bland mess of a set. Fortunately most of what I do is translatable between partner ATs so this Stalker Staff/Bio will convert easily. It has as close to cap S/L resists, and 45% exotic Defenses:

 

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Now then, if you're looking for ways on how to slot Battle Axe in the new era, that's where this fun build comes in to play. It's on a Tanker cause I wants ALL the stats (and it does exclude Cleave because I ran out of space for it, but I don't feel like I'm missing out by not having it):

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6 hours ago, Sir Myshkin said:

Now then, if you're looking for ways on how to slot Battle Axe in the new era, that's where this fun build comes in to play. It's on a Tanker cause I wants ALL the stats (and it does exclude Cleave because I ran out of space for it, but I don't feel like I'm missing out by not having it):

 

I can't let a Battle Axe build without Cleave alone.  It's like skipping Fulcrum Shift on a Kin.  Here is a quick stab as to how I would slot the Battle Axe portion of a BA/Energy scrapper.  You get a free power pool and epic pool to do as you will for five powers, and you get 15 free slots.  Your choice on how to slot the ones I've got generic IOs in.  I'm a HO/DSO and boosted kind of builder, but I kept this simple.

 

 

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1 hour ago, Yomo Kimyata said:

I can't let a Battle Axe build without Cleave alone.  It's like skipping Fulcrum Shift on a Kin.

Why wouldn't you skip Cleave? It's an incredibly small radius AE that rarely hits multiple targets and it's not much use as a single target attack even when you're manipulating the ATO proc. It can slot the Armageddon proc, but the AF means that it's not appreciably better than just adding a standard proc to a single target attack. Likewise, you're not getting any additional set versatility since you've already got two melee AE.

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Cleave is stellar as a ST attack and frequently hits multiples while using it as a ST attack and making no effort whatsoever to aim.

Not only that, it's *ranged*. Skipping Cleave on modern Battle Axe is like skipping Focus on Claws.

 

I'd encourage anyone judging the power off spreadsheet numbers to try it out ingame. It plays a lot better than it might look in theory.

Cleave -> Pendulum -> Cyclone is the ultimate 0 effort rotation to clear groups of mobs.

Cleave -> Swoop -> Gash -> Chop is a great low effort rotation for ST that also happens to deal AoE damage without trying.

Cleave is the cornerstone of nuAxe. Heck, it's such a fun power on its own I have on occasion gotten away with spamming nothing but Cleave. No need to aim, no need to close in melee range, just tab and smack a couple foes with T9 damage.

*Maybe* you could build without it, but that seems dangerously unfun to me. YMMV.

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20 hours ago, Hjarki said:

Why wouldn't you skip Cleave? It's an incredibly small radius AE that rarely hits multiple targets and it's not much use as a single target attack even when you're manipulating the ATO proc. It can slot the Armageddon proc, but the AF means that it's not appreciably better than just adding a standard proc to a single target attack. Likewise, you're not getting any additional set versatility since you've already got two melee AE.

 

I'm surprised that you find the new Cleave has trouble hitting multiple targets?  I will admit the old cone was laughably narrow, but I find that it I am fighting five or more mobs in melee range, I'm generally keeping 3-5 of them in target range just by nature of their attacks.  Shoot, you can Cleave the target directly in front of you and hit the target directly behind you!  A six foot diameter sphere is very friendly that way (just make sure you don't use the 40 foot range unless you mean to!).

 

To each their own, but a Cleave-Swoop-Chop-repeat chain for ST and a Cleave-Axe Cyclone-Pendulum-repeat chain for AoE works wonders for me.  Would Swoop-Gash-Chop-repeat get you slightly higher ST damage per second?  Maybe, but I'm not fighting pylons, and 95%+ of my game play seems to be fighting more than one enemy.

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20 hours ago, Hjarki said:

when you're manipulating the ATO proc.

I seriously thought you said mansplaining when I read this the first time, and was like "lol wut?!"

 

 

9 hours ago, nihilii said:

Cleave -> Swoop -> Gash -> Chop is a great low effort rotation for ST that also happens to deal AoE damage without trying.

41 minutes ago, Yomo Kimyata said:

To each their own, but a Cleave-Swoop-Chop-repeat chain for ST and a Cleave-Axe Cyclone-Pendulum-repeat chain for AoE works wonders for me.  Would Swoop-Gash-Chop-repeat get you slightly higher ST damage per second?  Maybe, but I'm not fighting pylons, and 95%+ of my game play seems to be fighting more than one enemy.

 

Okay I didn't intend to start Axemageddon, but to be fair I did say "I couldn't fit it in." I do have the ability to run Swoop > Gash > Chop, and I have Pendulum and Axe Cyclone, but when it came down to deciphering a last final choice of a killer blow, it went to Shield Charge over Cleave. Yeah Cleave has some strong winning points, but Shield Charge puts me AoE heavy, Axe lets me vacuum the mess up, and Pendulum does good clean up work. By the time I want to finish a spawn I want immediate glorious danger in big fat numbers in the onsie-twosie category, not the dozens category, and Cleave is the slowest out of that, and thanks to Axe Cyclone runners are less of an issue.

 

Plus the character is just a wee lil' Goblin, he's not exactly the Earth-splittin' type.

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7 hours ago, Rokkeb said:

I dropped gash if it came to dropping a power , so my st rotation is chop swoop cleave, and my aoe rotation is cyclone cleave pend. 

I am not without saying that a small wee-Goblin part of me didn't consider this, but then exemplaring down is just insane with only one attack for sooooo long, the idea of it nearly made me cry tiny Goblin tears.

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12 hours ago, Sir Myshkin said:

I am not without saying that a small wee-Goblin part of me didn't consider this, but then exemplaring down is just insane with only one attack for sooooo long, the idea of it nearly made me cry tiny Goblin tears.

 

This is why I take Kick early on as a button to mash until I get Pendulum at 8.

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On 3/14/2023 at 11:03 PM, Sir Myshkin said:

I am not without saying that a small wee-Goblin part of me didn't consider this, but then exemplaring down is just insane with only one attack for sooooo long, the idea of it nearly made me cry tiny Goblin tears.

On some characters I either just make sure I run everything I want to run under 30, and load up on trash power picks for the journey to 30ish , then Respec, or I just set up a separate exemplar build. 

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