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  1. I have a Street Justice Scrapper with /WP and the later made a Stalker with StJ/SR. Ignoring the offensive differences: They have different defensive profiles, but at level 50, they don't play radically different for me. YMMV, as I haven't played either of them through a ton of what I'd call 'tougher' content like x8 Shadow Shard, full league Incarnates, fully boosted ITF, etc. SR is all about positional defenses, whereas WP will have better type defenses. My WP has better resistances across the board. SR gets its AoE Defense very late. I remember the /SR as achieveing quantum leaps in Defense values (while leveling) that I don't remember with the /WP Scrapper. Part of this is due to WP being able to slot Global +Def/+Res pieces immediately as level allows, but /SR has to specifically dip into the Fighting pool IIRC (Weave is unnecessary, as mentioned). SR can drop a Kismet +ToHit in an auto power, but WP only has toggles for it. WP can leverage it's Auto powers (Fast Healing, Quick Recovery) for certain %procs that SR has to dedicate slots in Health and Stamina to accommodate. Both secondaries can get perma-Hasten, if that is important to you. SR does it easier (because of the Defensive powers, natch)
  2. I agree that the Force Feedback %+Recharge would be essentially wasted in a Henchmen. My Thugs/Thermal MM does have that piece in the (Epic) Heat Mastery Bonfire... but as of now (pre-level 50, pre-massive set +Recharge) the recharge time on Bonfire is too long to make a significant impact, even with a 90% proc rate. Since it is an Epic level power for MMs, it is not going to be as reliable in level-scaled (i.e. low-level TF/SF) content. If the Global +Recharge is 'on the bubble', you can use a SG base crafting station to Increase Attack Speed at one hour intervals. I suggest that you such a crafting table in you base, and then either have a Vault or a storage rack near the crafting station to store the specific raw materials you want to use for that bonus.
  3. You've hit on what I feel is the design area on my build that has the most room for compromise/sacrifice. Thank you.
  4. The point about exemplaring below level 32 is certainly true, but because of the +ToHit from Invincibility, the primary use of the Kismet +ToHit is for the additional damage boost on Moonbeam, for the (common) circumstance of dashing from a recently defeated (in Melee) enemy towards a distant one... or hitting a runner. I'm less worried about the addition ToHit from Kismet for most exemplared content because of the +Accuracy from set bonuses (plus Build Up at low levels, even tho' Guassian's is a 20+ set). I certainly have been on PUGs that ran low level arcs at +N (for values of N>2), but those have been relatively rare. I should note: ToHit boosts do not boost damage on the Slow Snipes. The Kismet piece is one that I'd consider dropping, but I added it because I think it does serve a specific role (Moonbeam, plus boosted enemy content) and it is pretty much at the right place in the build (lvl 35) for those purposes. It is fun being one of few characters on a TF who can hit a Paragon Protector (not necessarily reliably, but not nigh impossible) after it has triggered Moment of Glory 🙂
  5. I understand the intent behind the initial request, but I don't think all combinations of MM primary/secondary would appreciate this. It seems from the thread that not all players would either 🙂
  6. And that's exactly why I slotted it with them! (pendantry alert: except I think it is their Tactics, not Maneuvers).
  7. On the topic of where the Gaussian's %BuildUp proc does fire: I've been playing with it slotted in my Thugs MM's T2 Enforcers. I also have those guys slotted with a %-Res and two %damage procs, so I like to think that when I see their %BuildUp firing (and it is often) that it is making up for me skimping on slotting more actual enhancements on them.
  8. It is true, but I don't think it is optimal. I am aware that there is disagreement on this particular question, but for this build and my playstyle I prefer to have the 90% chance of the extra BU firing when I click Build Up (which is available every ~25 seconds or so). As I wrote, I really like the 6-set bonuses from the Gaussian's and Reactive Defenses... I wouldn't ever put the 6-pieces of Gaussian's in Invincibility, so I'd have to come up with a radically different plan for slots and set bonuses to accommodate franken-slotting Invincibility. I'm not against it on principle, especially since Enhancement Diversification on Defense kicks in fast & hard. But... if I move slots from Invincibility to another defensive power, I'd have to move all 5 slots and then come up with extra slots just to franken-slot Invincibility. They could come from Build Up (many folks, including myself, have 'Build Ups' just 1-or-2 slotted) if I'm tossing the unique piece (%Build Up) elsewhere... if there is an argument beyond "dump the six slots in Build Up and Invincibility" just because I could make do with fewer slots (by sacrificing set bonuses), I want to read what I'm going to gain (besides not hitting the ToHit and Defense ED limits so hard). I'm not saying that I think my build is fine-tuned, but there is a balancing act there. Tough Hide can take Defense pieces, but then I'd have to give up Kismet (I want it in an Auto power) and reshuffe the Shield Wall global. Five pieces of Reactive Defenses plus a 5th LotG isn't terribly different but a 6th Reactive Defenses piece is better.
  9. I didn't use MIDS, the export was still Pines, but here goes. Hero Plan by Hero Hero Designer 2.23 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! I'm reluctant to install Mids only because 30 minutes after I installed it (Dec 2020) my HDD PCB smoked!
  10. Invincibility is a very good spot for those HO. I wouldn't mind some extra ToHit, but I'm somewhat addicted to the 6-piece set bonus from Reactive Defenses (and also the 6-piece bonuses from Gaussian's), so I'm not sure how to trade off enhancement slots.
  11. I have a Street Justice / Willpower Scrapper. Our generally approaches don't seem radically different: I opted for Soul Mastery as the Epic pool. Slight more damage can be gained by using an Apocalypse %damage proc, but I wanted some type variety there. Our Defense & Resistance slottings are somewhat different. I may have slight overkill with the extra recovery. The blank slot in Quick Recovery holds the Power Transfer %+Heal IO. I invested 6-slots in Combat Readiness. Originally I had Provoke (Which I prefer to Confront in most circumstances) instead of Hasten. I don't pay that much attention to attack chain optimization... which is partially why on this character I went whole-hog for Recharge. Hero Plan by Hero Hero Designer 2.23 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Scrappo: Level 50 Technology Scrapper Primary Power Set: Street Justice Secondary Power Set: Willpower Power Pool: Sorcery Power Pool: Leadership Power Pool: Speed Power Pool: Fighting Ancillary Pool: Soul Mastery Hero Profile: Level 1: Heavy Blow -- SprScrStr-Acc/Dmg:50(A), SprScrStr-Dmg/Rchg:50(3), SprScrStr-Acc/Dmg/Rchg:50(3), SprScrStr-Dmg/EndRdx/Rchg:50(5), SprScrStr-Acc/Dmg/EndRdx/Rchg:50(5), SprScrStr-Rchg/+Crit:50(7) Level 1: High Pain Tolerance -- GldArm-3defTpProc:50(A), GldArm-ResDam:50(7) Level 2: Mind Over Body -- StdPrt-ResDam/Def+:30(A), StdPrt-ResKB:30(9) Level 4: Fast Healing -- Pnc-Heal/+End:50(A), Pnc-Heal:50(11), Pnc-Heal/EndRedux:50(11), Pnc-Heal/Rchg:50(13), Pnc-Heal/EndRedux/Rchg:50(13) Level 6: Sweeping Cross -- Arm-Dmg:50(A), Arm-Dmg/Rchg:50(15), Arm-Acc/Dmg/Rchg:50(15), Arm-Dmg/EndRdx:50(17), Arm-Dam%:50(17), Erd-%Dam:30(19) Level 8: Combat Readiness -- GssSynFr--ToHit:50(A), GssSynFr--ToHit/Rchg:50(19), GssSynFr--ToHit/Rchg/EndRdx:50(21), GssSynFr--Rchg/EndRdx:50(21), GssSynFr--ToHit/EndRdx:50(23), GssSynFr--Build%:50(23) Level 10: Indomitable Will -- ShlWal-ResDam/Re TP:50(A), ShlWal-Def:50(25), Ksm-ToHit+:30(25), LucoftheG-Rchg+:50(27) Level 12: Rib Cracker -- SprCrtStr-Acc/Dmg:50(A), SprCrtStr-Dmg/Rchg:50(27), SprCrtStr-Acc/Dmg/Rchg:50(29), SprCrtStr-Dmg/EndRdx/Rchg:50(29), SprCrtStr-Acc/Dmg/EndRdx/Rchg:50(31), SprCrtStr-Rchg/+50% Crit:50(31) Level 14: Mystic Flight -- WntGif-ResSlow:50(A) Level 16: Rise to the Challenge -- Prv-Heal:50(A), Prv-Heal/EndRdx:50(33), Prv-EndRdx/Rchg:50(33), Prv-Heal/Rchg:50(33), Prv-Heal/Rchg/EndRdx:50(34), Prv-Absorb%:50(34) Level 18: Spinning Strike -- Rgn-Dmg:50(A), Rgn-Dmg/Rchg:50(34), Rgn-Acc/Dmg/Rchg:50(36), Rgn-Dmg/EndRdx:50(36), Rgn-Knock%:50(36), FrcFdb-Rechg%:50(37) Level 20: Quick Recovery -- PrfShf-End%:50(A), PrfShf-EndMod:50(37), Empty(37) Level 22: Maneuvers -- LucoftheG-Rchg+:50(A) Level 24: Hasten -- RechRdx-I:50(A), RechRdx-I:50(39) Level 26: Shin Breaker -- SprBlsCol-Acc/Dmg:50(A), SprBlsCol-Dmg/EndRdx:50(39), SprBlsCol-Acc/Dmg/EndRdx:50(39), SprBlsCol-Acc/Dmg/Rchg:50(40), SprBlsCol-Dmg/EndRdx/Acc/Rchg:50(40), AchHee-ResDeb%:20(40) Level 28: Heightened Senses -- LucoftheG-Rchg+:50(A), LucoftheG-Def/EndRdx:50(31), LucoftheG-Def:50(42) Level 30: Kick -- FrcFdb-Rechg%:50(A) Level 32: Crushing Uppercut -- Hct-Dmg:50(A), Hct-Dmg/Rchg:50(42), Hct-Acc/Dmg/Rchg:50(42), Hct-Dmg/EndRdx:50(43), Hct-Dam%:50(43), UnbCns-Dam%:50(43) Level 35: Moonbeam -- StnoftheM-Acc/Dmg:50(A), StnoftheM-Dmg/EndRdx:50(45), StnoftheM-Acc/ActRdx/Rng:50(45), StnoftheM-Dmg/ActRdx/Rchg:50(45), StnoftheM-Dam%:50(46), GldJvl-Dam%:50(46) Level 38: Tough -- UnbGrd-Max HP%:50(A), UnbGrd-ResDam:50(46) Level 41: Shadow Meld -- LucoftheG-Rchg+:50(A), RechRdx-I:50(50) Level 44: Weave -- Rct-Def:50(A), Rct-Def/EndRdx:50(48), Rct-EndRdx/Rchg:50(48), Rct-Def/Rchg:50(48), Rct-Def/EndRdx/Rchg:50(50), Rct-ResDam%:50(50) Level 47: Assault -- EndRdx-I:50(A) Level 49: Vengeance -- LucoftheG-Rchg+:50(A) Level 1: Brawl -- Empty(A) Level 1: Critical Hit 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:50(A) Level 2: Rest -- IntRdx-I:50(A) Level 4: Ninja Run Level 2: Swift -- Run-I:50(A) Level 2: Health -- Mrc-Rcvry+:40(A) Level 2: Hurdle -- Jump-I:50(A) Level 2: Stamina -- PrfShf-End%:50(A), PrfShf-EndMod:50(9) Level 1: Combo Level 1 Level 1: Combo Level 2 Level 1: Combo Level 3 ------------
  12. I also put the %Build Up on the T1 henchmen. My theory is: as long as they have enough cycling attacks, the Build Up will help counter the level shift. I see it firing almost constantly on one or more of the T1 robots.
  13. Pocket D is also a convenient place to perform AH related activities such as crafting and converting. You can also perform respects there if you are looking for things to do in order to spend time there. The hour spent there doesn't have to be consecutive.
  14. I also want to post a warning about a toggle that is often forgotten: Sprint. I prefer to keep sprint toggled on for the movement increase, and sometimes for stealth. Sprint can be slotted for Endurance reduction too... and every character starts with two Sprints, each available for slotting.
  15. Ditto for me (for both Scrappers and Stalkers). There is some synergy (mostly enemy dependent) between using a long-range Moonbeam while dashing towards an enemy group and activating the Shadow Meld for their alpha-strikes prior to melee engagement. I think my builds are split roughly 50/50 between those only having Shadow Meld slotted with a single LotG Def/+Recharge and those with an extra slot of Recharge reduction. Personally, I find the (relatively) long activation time (for the duration of) of Shadow Meld to work against me wanting to use it 'regularly'; outside of the 'unlucky' DDR cascades for certain content (AVs, GMs) it is possible to become comfortable enough with their attack chains that you could trigger it as needed.
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