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ShinMagmus2

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Everything posted by ShinMagmus2

  1. I don't like the Master Brawler band-aid and I don't like how Absorb fails to Synergize with SR's main gimmick of scaling resists. Here is the only thing I think SR needs: HP and a better mez toggle. I say move Quickness to the T8 to get those core defensive powers earlier, and make Elude (still T9) grant another stat besides defense. Not every T9 needs to be good and I don't think it should be Frosty Aegis or another perfect God power. Just make Elude also grant +max hp or +absorb so it does SOMETHING and can take other sets besides Defense Buff. Still a skippable power, I don't think making the T9 be the thing that fixes the set is smart. Replace Practiced Brawler not with Master Brawler, but with the Blaster-made Reaction Time Toggle. Giving SR a huge slow aura fits THEMATICALLY with Quickness too, and makes the CONCEPT of you dodging enemies with your speed make sense because they look (to you) like they are moving in Slow Motion. Just add regular melee scale Mez Protection to all to Reaction Time, and give it the standard 0.21 per sec end cost. Maybe less because now SR has to run 4 toggles, but honestly I think this is fine. End won't be that bad. Now your SR character really WILL FEEL faster than every enemy around them. Naturally this should be a Taunt aura, so we can remove the ham-fisted taunt from a Defense toggle and let Scrappers get some taunt in their SR. Stalkers would naturally not get the Taunt component. Add minor un-enhanceable +max HP to all 3 passives. When all 3 passives are taken you should have a boost similar in total value to a power like "High Pain Tolerance". This boost should be big enough that hitting the HP cap with set bonuses + accolades is a distant yet achievable goal. I also don't want to see SR become a slot-hungry mess where everyone has to 5-6 slot passives to get the most max HP out of them. Keeping the value in each passive both small and unenhanceable is the key. That's it.
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