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Nic's Guide to IO's With IMPACT!


Nic Mercy

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Hi everyone! I know many of us love to delve into the intricacies of IO builds and try to eek out every iota of power we can. But there are also many who play that either have no desire to get involved with such things or feel overwhelmed by the possibilities and choices and so ignore this aspect of the game. This guide is more for the latter group of people but it never hurts to give it a once over even if you're an IO vet! You never know it might inspire a new idea or ignite an appreciation for something once dismissed as useless.

 

This guide covers mostly unique, proc, or global benefiting type IO's. Some mention of set bonuses will probably appear but the main focus of this guide will be about which IO's can give you the most bang for your buck just by slotting them and without needing to worry about sets or synergy with other sets/powers. If you're looking to get some quick boosts to your character performance with minimal fuss or worrying about juggling set bonuses, this is the guide for you! Yay for instant gratification!

 

All-Around-Good-For-Everyone-IO's:

 

    Pancea: +Hit Points/Endurance - This is the unique piece of the the Pancea PvP Healing set (levels 10-50). I can't stress how transformative this single enhancement can be for a new character. Slot this puppy in Health at level 7 and you now have a periodic tick of health and endurance for the rest of your days. At level 7 and on the benefits of this one single IO shine throughout the leveling process. It's particularly nice for it's end recovery if you run toggle heavy sets in the early game. This can be slotted into any power that takes healing set enhancements but shines best in something passive such as Health or Fast Healing. One exception to this note; when slotted into direct healing powers or the powers Triage Beacon or Spirit Tree, this unique will proc on all allies in their area of effect! Players with those powers may decide that the group benefits when these powers are active outweigh any continuous personal gains they might get passively. Slotting this into other direct healing powers will give it a chance to fire each time the power is used and will affect others such powers are used on.

 

    Miracle: +Recovery - This is the unique piece of the Miracle Healing set (levels 20-40). At level 17 slotting this in Health can give you a welcome end recovery boost for the early game that is appreciated even at the highest levels. More recovery is of great benefit for most players, but especially if your build is toggle heavy. For one slot it gives a great benefit and requires very little investment or forethought. This can be slotted into any power that takes healing set enhancements but shines best in something passive such as Health or Fast Healing. When slotted into an active power (such as a direct healing power) this unique will NOT apply its benefit to the target but rather to the user of the power. Its effect will last for roughly 2 minutes and can be refreshed by activating the power again thus why slotting it into a passive seems more optimal.

 

    Performance Shifter: Chance for +End - This is the proc piece of the Performance Shifter Endurance Modification set (levels 21-50). Like the Panacea and Miracle uniques, this proc can give you even more endurance to work with very early on in the game. Slot this at 18 in Stamina and its returns are about equivalent to having an End Mod SO in it.  It's great for the same reasons the previous two are great and its yet another layer of end recovery stacked together to make any end woes you experience early on just vanish! This enhancement is NOT unique! If you have multiple powers that improve your endurance recovery (such as physical perfection or quick recovery), you can slot multiples of this proc to gain more benefits. Depending on your build this might be overkill though. Endurance gained from this proc is based off of 10% of your total Endurance pool, so if you can get any +MaxEndurance from set bonuses or accolades you'll get a greater boost. For example, having a total of 110% Endurance will gain you 11 pts of Endurance per proc, instead of 10 pts off the normal Endurance pool size. The following accolades: Atlas Medallion and Portal Jockey- Blue side, and Born in Battle and Marshal- Red Side, all increase your Endurance pool by 5%, per accolade, for a total of +10% to the pool. (You can't double up the blue side versions and red side version bonuses.)  Getting the set of Accolades makes the P-Shifter proc a bit better.

 

    Numina's Convalesence: +Regeneration/+Recovery - This is the unique piece of the Numina's Convalesence healing set (levels 30-50). Can you tell I really value endurance recovery? Well that's because without endurance your powers don't work! And many sets can bottom out your bar before you know it, especially in the early game. This unique provides both a regeneration and recovery boost. The endurance gains are useful to just about everyone and the regeneration boost can benefit many characters such as Blasters who's sustain power gives them regen, Regeneration set users, Willpower, Pretty much any Tanker just by virtue of their high max HP values as well as many Brutes depending on their builds/powers. Slot this guy in Health at level 27. This can be slotted into any power that takes healing set enhancements but shines best in something passive such as Health or Fast Healing. When slotted into an active power (such as a direct healing power) this unique will NOT apply its benefit to the target but rather to the user of the power. Its effect will last for roughly 2 minutes and can be refreshed by activating the power again thus why slotting it into a passive seems more optimal.

 

    Luck of the Gambler: Defense/Global Recharge - This is the global piece of the Luck of the Gambler Defense set (levels 25-50). At level 22 you can start slotting up to 5 of these into any power that accepts Defense Buff enhancements. Even if your powers aren't defense centric, most characters have one or two powers that can take one of these such as pool powers like Hover, Stealth or Combat Jumping. Slotting one of these grants you a small amount of defense enhancement to the power it is slotted in but the real benefit that anyone can find valuable is the 7.5% global recharge! If you can manage to slot 5 of them, that's 37.5% global recharge! Getting those long charging powers up and ready faster is almost always a benefit and using these requires no real forethought or worry about set bonuses. This enhancement is great to drop in the default slot of powers you don't plan to slot out like Hover, Stealth or Grant Invisibility. This enhancement's global benefits are always active once slotted even if the power it is slotted in is inactive.

 

 

Other Great IO's Whose Usefulness Varies:

 

    Blessing of the Zephyr: Knockback Reduction - This is the global piece of the Blessing of the Zephyr Universal Travel set (levels 10-50). It can be slotted into any power that accepts universal travel enhancements as early as level 7. Any character lacking mez protection will likely want some form of knockback protection and some sets that have mez protection don't protect against knockback. For such characters one of these can be incredibly valuable. Nothing is more annoying than losing control of your character and being unable to act. Being knocked down is one of those states of inaction. One of these IO's can allow any character shrug off a fair chunk of the knockbacks tossed around by enemies. Global knockback protection enhancements such as this (and others like Steadfast Protection) provide -4 magnitude of protection against knockback. To give you some comparison a melee defense set that protects vs. knockback typically has around -10 from their mez toggle (but they also have a ton of knockback resistance as well so you'll never have as good protection as they do). If you have multiple powers that can accept these enhancements you can stack them for more protection though experience says that -4 is enough for most needs, -8 is not usually good because it doesn't cover much extra beyond -4 but -12 can cover a fair bit more than -4 or -8. So its recommended to use only one -KB IO or use 3 -KB IO's if you're worried about high knockback. One enhancement tends to be enough for anyone who doesn't PvP though. This is a global benefit and is always active even if slotted into an inactive toggle.

 

    Kismet: Accuracy +6% - This is the unique piece of the Kismet Defense set (levels 10-30). While it is described as "accuracy" in the name, this IO actually provides 6% +to-hit buff. It can be slotted in any power that accepts Defense Buff enhancements as early as level 7. 6% to-hit buff is a welcome benefit for any character that relies on actually hitting foes (which is to say virtually everyone). In early levels the extra to-hit can be welcome while powers are still being slotted and SO's are still on the horizon. For characters with a Snipe, this IO is of particular value. Using this with Tactics from the Leadership pool or other +to-hit buff powers (like Farsight, Targeting Drone, World of Pain, etc) can give the character that magical 22% to-hit buff that makes any snipe powers they may have fire instantly instead of requiring an interruptible wind up time. Dominators have a more difficult time achieving this number persistently unless they take Link Minds from the Psi APP for additional to-hit buffage due to their low base value for Tactics but the Kismet is vital for making it possible if they choose to go that route. This unique's benefits are tied to the power it is slotted in being active. If you slot it in a passive power then you'll always have the 6% to-hit buff. If you slot it into a toggle such as Combat Jumping or Manuevers, that power must be turned on to gain the 6% +to-hit buff.

 

    Steadfast Protection: Resistance/+3% Defense - This is the unique piece of the Steadfast Protection Resistance set (levels 10-30). This is probably the biggest bang for your buck IO out there because it is uncommon quality rather than rare and because of the 3% defense it provides to all types and positions. It can be slotted into any power that accepts Resistance enhancements as early as level 7. While this may sound like blasphemy to many vets... not everyone needs this enhancement! If your characters powers just aren't focused on stacking defense then this enhancement will provide only marginal value to you. With that said if your powers are conducive to stacking defense... this is an incredibly valuable enhancement to grab! Players who want to slot this enhancement but whose primary or secondary powers don't include Resistance powers will often choose the Tough power from the Fighting pool and slot this enhancement in that turning tough into a toggle that not only provides resistance but defense as well. Unlike the Kismet unique mentioned above, this enhancements +3% Defense is a global benefit and is always active even if the toggle is not. Toggles tend to have higher base values than passives so I would suggest trying to slot it into a toggle rather than a passive to get more out of the resistance enhancement if possible.

 

    Steadfast Protection: Knockback Protection - This is the global piece of the Steadfast Protection Resistance set (levels 10-30). It can be slotted into any power that accepts Resistance enhancements as early as level 7. Any character lacking mez protection will likely want some form of knockback protection and some sets that have mez protection don't protect against knockback. For such characters this IO can be useful. The characters this IO seems to shine most for are Dark Armor and Fiery Aura users since these defensive sets don't include knockback protection in their mez coverage. Electric Armor can find it useful as well since its knockback protection requires the player to remain on the ground. For more information on -KB refer to the Blessing of the Zephyr: Knockback Reduction above. This is a global benefit and is always active even if slotted into an inactive toggle.

 

    Karma: Knockback Protection - This is the global piece of the Karma Defense set (levels 10-30). It can be slotted into any power that accepts Defense enhancements as early as level 7. Like previously mentioned -KB enhancements, any character looking for some protection against knockback can find it in this enhancement. For non melee characters looking to grab or stack -KB this enhancement can be tossed in the default slot of powers like Hover or Combat Jumping to give immediate protection. This is a global benefit and is always active even if slotted into an inactive toggle.

 

    Gladiator's Armor: TP Protection/+3% Defense - This is the unique piece of the Gladiator's Armor PvP Resistance set (levels 10-50). Like the Steadfast Protection: Resistance/+3% Defense IO, this enhancement is highly valued because of the 3% defense it provides to all types and positions. It can be slotted into any power that accepts Resistance enhancements as early as level 7. The protection from teleportation is mainly a pvp feature and has little benefit in pve. With that said, this enhancement is incredibly valuable in much the same way as the Steadfast Protection: Resistance/+3% Defense. Stacking both of these into Tough for example can provide a 6% global defense boost vs. all damage types and positions. Even if you're someone who only uses SO's, stacking this enhancement along with the Steadfast Protection: Resistance/+3% Defense (depending on build) can push you just over the defense softcap on a Super Reflexes Scrapper without any set bonuses at all. Any character trying to stack defense will find both of these enhancements invaluable. This is a global benefit and is always active even if slotted into an inactive toggle.

 

    Unbreakable Guard: +Max HP - This is the unique piece of the Unbreakable Guard Resistance set (levels 20-50). It can be slotted into any power that accepts Resistance enhancements as early as level 17. This unique enhancement improves your character's maximum health by 7.5%. More HP means more time till you're sent to the hospital. While every character can get some benefit out of more HP some characters can really capitalize on this IO. Since regeneration is tied intrinsically to maximum health, characters with regenerative powers will find this enhancement incredibly valuable as it not only increases their max health but also their regen rate. Tankers of all sorts can improve their sturdiness with this IO as well. One thing often overlooked by players is that HEALING values (whether yourself or others) is tied to YOUR max hp! So for Empathy Defenders or anyone else with powers that heal HP this enhancement will not only increase your hit points but also how much hp you heal with each activation of a power! This is a global benefit and is always active even if slotted into an inactive toggle.

 

    Shield Wall: +Res (Teleportation)/+5% Resistance (All) - This is the unique piece of the Shield Wall PvP Resistance set (levels 10-50).  It can be slotted into any power that accepts Defense enhancements as early as level 7. Simple and straight forward, slotting this IO gives you a global passive 5% resistance to all forms of damage. If you're looking to boost your resists this is the first place to look for a quick shot in the arm! This is a global benefit and is always active even if slotted into an inactive toggle.

 

    Impervious Skin: Status Resistance - This is the global piece of the Impervious Skin Resistance set (levels 10-30). This enhancement can be slotted in any power that accepts Resistance enhancements as early as level 7. While it is not immediately evident by its name, this enhancement not only improves your resistance to mez effects (resistance to mez reduces its duration whereas protection from mez determines if mez affects you or not) but it also improves your regeneration rate by a nice amount! For one enhancement it can provide some worthwhile oomph for anyone looking to stack regen with some mez resistance on the side! The status resistance is a global benefit and is always active even if slotted into an inactive toggle but the regen is apparently not global and requires a toggle to be active. While this enhancement is not unique, only the status resistance stacks with multiple instances of the enhancement. Only one instance of the regen bonus provided by this enhancement will be active regardless of how many are slotted.

 

    Regenerative Tissue: +Regeneration - This is the unique piece of the Regenerative Tissue Healing set (levels 10-30). This enhancement can be slotted in any power that accepts Healing enhancements as early as level 7. Any character looking to bolster their regeneration can slot this IO into Health very early on and see some improvement. This improvement only gets better as you level and gain hp and/or more improved regen powers or enhancements. It's a simple slot and go for its benefits! This unique's benefits are tied to the power it is slotted in being active. If you slot it in a passive power then you'll always have the 30% regen buff. If you slot it into a toggle such as Cauterizing Aura, that power must be turned on to gain the 30% regen buff. When slotted into an active power (such as a direct healing power) this unique will NOT apply its benefit to the target but rather to the user of the power. Its effect will last for roughly 2 minutes and can be refreshed by activating the power again thus why slotting it into a passive seems more optimal.

 

    Reactive Defenses: Scaling Resist Damage - This is the unique piece of the Reactive Defenses Defense set (levels 20-50).  It can be slotted into any power that accepts Defense enhancements as early as level 17. This enhancement gives an immediate 3% resistance to all damage types once slotted. The resistance it provides improves marginally as your hit points decrease, getting as high as 10% I believe. In any case the immediate benefits are easy to see. Coupled with the Shield Wall Unique, that's 8% resistance to every form of damage all for just two enhancements! This is a global benefit and is always active even if slotted into an inactive toggle.

 

    Preventive Medicine: Chance for +Absorb - This is the unique piece of the Preventive Medicine Healing set (levels 20-50). This enhancement can be slotted in any power that accepts Healing enhancements as early as level 17. Once slotted, this enhancement gives the user a chance to shield themselves with a decent absorb shield periodically while injured. The chance for this to occur improves as the user's hit points go down. This is a global benefit and is always active even if slotted into an inactive toggle or power not actively being used. Because of its global nature it doesn't really matter where you slot it. You'll always gain its benefits no matter what. Less sturdy characters may desire the added "insurance" this proc can provide. Characters that tend to avoid much of the damage coming their way may not see much benefit at all from the proc, but if you're looking to cover every base this isn't a bad choice. This will nearly always proc the moment you res if defeated, giving you a bit of protection from going back down immediately.

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Kyriani-Nic-Jem

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A quick addendum since there is a character limit to posts (which I apparently hit in my original post):

 

Aegis: Psionic/Status Resistance This is the unique piece of the Aegis resistance set (Levels 25-50). Many armor sets find Psionic damage to be a weakness, and even among those with protection against it, few can comfortably cap it on their own.  This single IO which you can slot at level 22 offers not only an extra 5% Psionic resist, but also a 20% reduction in duration of mez effects (useful for those like Fiery Aura without inherent immobilization protection, or squishies with no mez protection).

 

Impervium Armor: Psionic Resistance This piece is from the Impervium Armor resistance set (Levels 15-40), and is not unique. A slightly different version of the Aegis piece above, this only offers 6% psi resist, with the added benefit of it not being unique which allows for stacking it up to 5 times. This, paired with Aegis can get you up to 35% psionic resist if you have enough Resist powers to slot it in.

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Kyriani-Nic-Jem

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This is a very helpful guide...haven't played too much with IO sets yet...love this +1 Inf

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"The opposite of a fact is falsehood, but the opposite of one profound truth may very well be another profound truth." - Niels Bohr

 

Global Handle: @JusticeBeliever ... Home servers on Live: Guardian ... Playing on: Everlasting

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I'm glad some folks can find some use for it. I know how complicated the IO system can seem. These single enhancements don't need any sort of set bonus configurations. Just pop em in and bam you're better than you were! No balancing act required!

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Kyriani-Nic-Jem

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I've read many builds and wrestled with Mids and Pines hero planners learning IO sets and bonuses, but this guide is superb for narrowing down the best bang-for-buck IO's.

 

The tips on best ones for early use are especially useful.

 

Thank you!

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Thank you very much for this guide.

 

I think it's worth mentioning that lots of these work well in their set, so for example, if you want to Frankenslot for 12% regen, slot another numina as well as the unique.

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A quick addendum since there is a character limit to posts (which I apparently hit in my original post):

 

Hey devs!  Is this a forum limitation, or can we get this upped at all?  This was a fairly short guide as good guides go... We need more space!

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love the list, I have been using these as well but glad to see them all in one spot so i can check them off as i add them to my build, 

 

One thing about  Preventive Medicine: Chance for +Absorb , is that if you get most insp rezes it will proc this right off the bat as you rez to help against going right down again from stray aoes if you combat rez

 

 

cheers

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@dugbo from Guardian

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love the list, I have been using these as well but glad to see them all in one spot so i can check them off as i add them to my build, 

 

One thing about  Preventive Medicine: Chance for +Absorb , is that if you get most insp rezes it will proc this right off the bat as you rez to help against going right down again from stray aoes if you combat rez

 

 

cheers

 

That's a great tidbit about Preventive Medicine: Chance for +Absorb! Added a note about that!

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Kyriani-Nic-Jem

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Thank you for this guide.  I really appreciate the information in it.  But, I have a (possibly total noob) question:

 

Pancea: +Hit Points/Endurance - This is the unique piece of the the Pancea PvP Healing set (levels 10-50). I can't stress how transformative this single enhancement can be for a new character. Slot this puppy in Health at level 7 and you now have a periodic tick of health and endurance for the rest of your days.

 

How can I get this IO as early as level 7?  I looked for it on the /ah last night.  It was consistently selling for 8 million influence.  The recipe for it was going for 5-6.25 million.  How's a level 7 character supposed to have that much?  I've been following Robotech_Master's guide (https://forums.homecomingservers.com/index.php/topic,3161.0.html) for making money on the AH, but after a few hours of playing I've reached level 14 and only made about 3.3 million.  I suppose I could just focus on making more inf for a while, but. . . Is there another way to get a specific IO that I want, or at least increase my chances of getting it?

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Correction on  Reactive Defenses: Scaling Resist Damage, it doesn't work the way you described. It does not grant 3% resistance to all upon slotting. It grants 0. You have to become injured a bit before it will start granting any resistance.

 

Someone on help was asking if it actually granted 3-13% resistance and since the character I was on had it slotted, I did a quick test. It was definitely 0% when I fired up the attribute monitor and started displaying my resistances. It's possible that it "turns on" at 3%. In my very quick testing of flying high and then falling on the ground, at about 20% health lost it went right to around 4% resistance. After multiple falls to get my health lower (very low, but not at the point of being the last few HP I had), the bonus increased to 12.8%.  So it seems like contrary to the text it's a 3-13% resistance but only when you're at least somewhat damaged.

See me on Excelsior as Eridanus - Whisperkill - Kid Physics - Ranger Wilde - The Hometown Scrapper - Firewatch - and more!

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Thank you for this guide.  I really appreciate the information in it.  But, I have a (possibly total noob) question:

 

Pancea: +Hit Points/Endurance - This is the unique piece of the the Pancea PvP Healing set (levels 10-50). I can't stress how transformative this single enhancement can be for a new character. Slot this puppy in Health at level 7 and you now have a periodic tick of health and endurance for the rest of your days.

 

How can I get this IO as early as level 7?  I looked for it on the /ah last night.  It was consistently selling for 8 million influence.  The recipe for it was going for 5-6.25 million.  How's a level 7 character supposed to have that much?  I've been following Robotech_Master's guide (https://forums.homecomingservers.com/index.php/topic,3161.0.html) for making money on the AH, but after a few hours of playing I've reached level 14 and only made about 3.3 million.  I suppose I could just focus on making more inf for a while, but. . . Is there another way to get a specific IO that I want, or at least increase my chances of getting it?

 

1.  I think the only suggestion was that a level 7 could slot a level 10 version of the IO... not that a fresh level 7 without any outside help (from friends or one of your alts) should be able to afford it necessarily.  However,

2.  You can get some of the lesser PvP IOs for as little as 2-4 million (with patient bidding mind you!), and then with liberal application of converters get to your Pancea unique.  It may take a lot of converters though.

3.  You should be able to turn 3.3 million into 20-50 million in pretty short order.  I guess I really need to make a marketing guide with pictures to explain things more clearly for people, which is something I did in the past.  ^_^

 

 

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1.  I think the only suggestion was that a level 7 could slot a level 10 version of the IO... not that a fresh level 7 without any outside help (from friends or one of your alts) should be able to afford it necessarily.  However,

2.  You can get some of the lesser PvP IOs for as little as 2-4 million (with patient bidding mind you!), and then with liberal application of converters get to your Pancea unique.  It may take a lot of converters though.

3.  You should be able to turn 3.3 million into 20-50 million in pretty short order.  I guess I really need to make a marketing guide with pictures to explain things more clearly for people, which is something I did in the past.  ^_^

 

Thanks! 

 

I thought that with my current money I should be able to get a good start.  I'm just going to have to devote some time to it.  Thanks to Robotech_Master's guide I already have some idea of how to go about it, but if you're up for writing another guide I'm all for it.

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Amazing post good sir! As someone just getting into enhancements, this is extremely helpful. Even better, any time I want to reroll another character I can just mail these to my global handle and claim them on the new guy once I hit the appropriate level! In your opinion, do you think it's best to buy the the All-Around-Good IO's as soon as you can or is there a threshold level you believe gives the most bang for your buck (example waiting 5 levels from first available to get a large boost in effectiveness while nearly maximizing time used during leveling).

 

Thanks!

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On 6/18/2019 at 12:28 PM, Erydanus said:

Correction on  Reactive Defenses: Scaling Resist Damage, it doesn't work the way you described. It does not grant 3% resistance to all upon slotting. It grants 0. You have to become injured a bit before it will start granting any resistance.

 

Someone on help was asking if it actually granted 3-13% resistance and since the character I was on had it slotted, I did a quick test. It was definitely 0% when I fired up the attribute monitor and started displaying my resistances. It's possible that it "turns on" at 3%. In my very quick testing of flying high and then falling on the ground, at about 20% health lost it went right to around 4% resistance. After multiple falls to get my health lower (very low, but not at the point of being the last few HP I had), the bonus increased to 12.8%.  So it seems like contrary to the text it's a 3-13% resistance but only when you're at least somewhat damaged.

This is not my experience with the enhancement. Slotting it gives a minimum of 3% at all times on my monitor and at most gives 10% when your HP is very low.

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Kyriani-Nic-Jem

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On 6/18/2019 at 11:29 AM, ContraMundi said:

Thank you for this guide.  I really appreciate the information in it.  But, I have a (possibly total noob) question:

 

 

 

How can I get this IO as early as level 7?  I looked for it on the /ah last night.  It was consistently selling for 8 million influence.  The recipe for it was going for 5-6.25 million.  How's a level 7 character supposed to have that much?  I've been following Robotech_Master's guide (https://forums.homecomingservers.com/index.php/topic,3161.0.html) for making money on the AH, but after a few hours of playing I've reached level 14 and only made about 3.3 million.  I suppose I could just focus on making more inf for a while, but. . . Is there another way to get a specific IO that I want, or at least increase my chances of getting it?

I mean, if you’re asking this question but at the same time already pulling 3.3m at lvl 14, then I’d say you’re doing pretty well.  

 

Honestly I wouldn’t worry about getting this specific enhancement right now.  For the money you will have to spend just to get it, you’ll be able to afford a large amount of IO’s that will provide a much bigger benefit.  if you’re still building, then your focus needs to be on gains greater than 3% to defense. 

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