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About Duck-Smokes-Quack

  • Birthday 01/01/1004
  1. I actually think this is one of /SR's greatest weaknesses (Although I disagree with Elude since I personally think its useless) Its basically mandatory to take 8/9 powers available to /SR, which makes every single build tight right from the get go, mostly because lots of the DDR is hidden in autopowers too. SR is a strange beast, sometimes you just go down to RNG and thats unavoidable, but it also means the reverse is true and sometimes you outlive everyone of the team and just can't seem to die. I personally quite like this aspect and those "uber" moments are always really memorable. I also think /SR is a touch end heavy , especially with the +20% auto power allowing for mega attack chains. I would love to see some minor +Regen +EndRecov bonuses hidden away in the Toggles/Autos of /SR. The +Regen would help the set overcome its lack of heal a little bit better and the +End speaks for itself. Plus thematically its not much of a stretch. /SR just needs the tinyest little bit of love and I mean tiny. The set doesnt need any great tweaking, its in a nice spot.
  2. Im sure that this is meant as tongue and cheek, but I actually think Def based sets set you free from the normal burdens of builds. 99% of all builds = almost every single set going into getting +Def /and/or/ +Rech A Def set like /SR is so easy to get over the Def softcap line that it allows you to build for other cool things! Like +Dam, +Acc/ToHit, +Regen etc Its quite nice to take a break from the burden of obsessing over reaching the magic 45% softcap
  3. Wow, I remember it was a crazy amount of recharge but I didnt think it was that much ... I am sure i used to run the top MA attach chain back in the day WITHOUT using the recharge incarnate (I actually really dislike the entire incarnate system - possibly an unpopular opinion but the power creep is so enormous is ruins the game post 50 in many many ways for me, but I digress) basically my point is that I NEVER build a character with incarnates in mind. I view them more as "icing on a cake" rather than factoring them into a build. I guess without reaching that Uber level of recharge throwing in EC (despite its low DPA) is worth it due to the +crit% So something like: CAK>SC>CS>SC>EC>CAK ... might be OK, taking another higher DPA attack like CK is probably mathematically better but makes the build that much tighter its barely worth it
  4. Ridiculous that this change was made really since its MA's ONLY AoE attack. I guess it has something to do with the changes they made the EC +crit bonus? Either way it seems unfair to further hinder a set already struggling for AoE DPS This is also true, on one of the DPS sheet threads knocking about I remember seeing that in a low(er) recharge build this could actually yeild greater DPS than trying chase the max DPS chain
  5. Drop Thunder Kick! Its a bad bad bad bad power Storm Kick is your bread and butter. The highest ST MA/ attack chain is: CAK - SK - CS/CK - SK ^ This takes a good amount of recharge, so if you don't quite have enough to run it just throw in an EC followed by CAK whenever something is recharging For your AoE chain MA has ... shall we say limited options - basically just stick to your ST attack rotation and hit Eagle Claw into Dragons Tail whenever they recharge (Note* mathematically Cobra Srike and Crane Kick are identical - the only difference being that CS = Stun + CK = KB) The choice between then comes down to Stun vs KB / which IOs they take / astehtics Since Dragons Tail already does KB/KD i prefer to go with CS personally for stacking stuns with EC which you sometimes see even high level mobs get breifly stunned, but not for long
  6. Do Leadership abilities effect Illusion pets? in particular im thinking of tactics and PA
  7. MIssed this on my first read! haha, I was glad to see so many people with feeling towards /SR scrappers in particular! With your build I don't know a great deal about KA/ but if memory serves GC was always a part of the top tier DPS chains? I think it was GD > GC > SD > GC (rinse and repeat) I know there are some who disagree with me but I would personally drop the leadership pool. The end cost with a fast attack chain + /SR toggles may just bee too great. You can easily get to something 51% M/R/A with just SR + CJ + Weave (+ the 2 x 3% Def uniques) I know its not the Isoftcap of 59%, but is it really worth it? When do we not have teammates in itrials? They can make up the final % to get to 59% (or just carry some purples) I think Aid Self would benifit /SR immensly (particularly since "survivability" seems to be your main concern) Its interesting how similar KA/SR and MA/SR look on paper build wise. I suppose /SR is quite limiting for builds and doesnt leave a great deal of wiggle room
  8. The obvious answer that I don't believe has been suggested is of course to get aid self
  9. Fly is speed capped at 50 iirc without any enhancement whats so ever at 58.6 MPH in game Afterburner raises the Flying speed cap to 73MPH but you can exceed this with a single Fly Speed IO in Fly. You can single slot Fly with 1 x Fly Speed + Afterburner with 1 x EndReduction and you will be at the Maximum possible flying speed of 73MPH As for the build, my old main was a MA/SR (he used SuperSpeed but I have adjusted it slightly to fit in your Fly + Laser eyes request) Hero Plan by Mids' Hero Designer 1.962 http://www.cohplanner.com/ Click this DataLink to open the build! CoHBlue: Level 50 Magic Scrapper Primary Power Set: Martial Arts Secondary Power Set: Super Reflexes Power Pool: Flight Power Pool: Fighting Power Pool: Medicine Ancillary Pool: Body Mastery Hero Profile: Level 1: Storm Kick (A) Hecatomb - Damage/Recharge (3) Hecatomb - Accuracy/Damage/Recharge (3) Hecatomb - Accuracy/Recharge (5) Hecatomb - Damage/Endurance (5) Hecatomb - Chance of Damage(Negative) (7) Touch of Death - Chance of Damage(Negative) Level 1: Focused Fighting (A) Red Fortune - Defense (7) Red Fortune - Defense/Endurance (9) Red Fortune - Defense/Endurance/Recharge (9) Red Fortune - Endurance (43) Red Fortune - Defense/Recharge (50) Red Fortune - Endurance/Recharge Level 2: Cobra Strike (A) Superior Critical Strikes - Accuracy/Damage (11) Superior Critical Strikes - Damage/RechargeTime (11) Superior Critical Strikes - Accuracy/Damage/RechargeTime (13) Superior Critical Strikes - Damage/Endurance/RechargeTime (13) Superior Critical Strikes - Accuracy/Damage/Endurance/RechargeTime (15) Superior Critical Strikes - RechargeTime/+50% Crit Proc Level 4: Agile (A) Luck of the Gambler - Defense (15) Luck of the Gambler - Defense/Endurance (17) Luck of the Gambler - Recharge Speed (42) Kismet - Accuracy +6% (42) Shield Wall - +Res (Teleportation), +5% Res (All) Level 6: Hover (A) Luck of the Gambler - Recharge Speed Level 8: Focus Chi (A) Gaussian's Synchronized Fire-Control - To Hit Buff (43) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge (45) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance (46) Gaussian's Synchronized Fire-Control - Recharge/Endurance (48) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance (50) Gaussian's Synchronized Fire-Control - Chance for Build Up Level 10: Practiced Brawler (A) Endurance Reduction IO Level 12: Boxing (A) Empty Level 14: Focused Senses (A) Red Fortune - Defense (17) Red Fortune - Defense/Endurance (19) Red Fortune - Endurance (19) Red Fortune - Defense/Recharge (43) Red Fortune - Defense/Endurance/Recharge Level 16: Dodge (A) Luck of the Gambler - Defense (21) Luck of the Gambler - Defense/Endurance (21) Luck of the Gambler - Recharge Speed Level 18: Crippling Axe Kick (A) Crushing Impact - Accuracy/Damage/Endurance (23) Crushing Impact - Damage/Endurance/Recharge (23) Crushing Impact - Accuracy/Damage/Recharge (25) Crushing Impact - Damage/Recharge (25) Crushing Impact - Damage/Endurance (27) Touch of Death - Chance of Damage(Negative) Level 20: Quickness (A) Run Speed IO Level 22: Tough (A) Steadfast Protection - Resistance/+Def 3% (27) Gladiator's Armor - TP Protection +3% Def (All) (29) Unbreakable Guard - +Max HP (29) Unbreakable Guard - Resistance/Endurance Level 24: Weave (A) Luck of the Gambler - Defense (31) Luck of the Gambler - Defense/Endurance (31) Luck of the Gambler - Endurance/Recharge (31) Luck of the Gambler - Recharge Speed (48) Luck of the Gambler - Defense/Endurance/Recharge Level 26: Dragon's Tail (A) Armageddon - Damage/Recharge (33) Armageddon - Accuracy/Damage/Recharge (33) Armageddon - Accuracy/Recharge (33) Armageddon - Damage/Endurance (34) Armageddon - Chance for Fire Damage (34) Force Feedback - Chance for +Recharge Level 28: Lucky (A) Luck of the Gambler - Defense (34) Luck of the Gambler - Defense/Endurance (36) Luck of the Gambler - Recharge Speed Level 30: Fly (A) Flight Speed IO Level 32: Eagles Claw (A) Superior Scrapper's Strike - Accuracy/Damage (36) Superior Scrapper's Strike - Damage/Recharge (36) Superior Scrapper's Strike - Accuracy/Damage/Recharge (37) Superior Scrapper's Strike - Damage/Endurance/Recharge (37) Superior Scrapper's Strike - Accuracy/Damage/Endurance/Recharge (37) Superior Scrapper's Strike - Recharge/Critical Hit Bonus Level 35: Evasion (A) Red Fortune - Defense (39) Red Fortune - Defense/Endurance (39) Red Fortune - Endurance (39) Red Fortune - Defense/Recharge (46) Red Fortune - Defense/Endurance/Recharge Level 38: Afterburner (A) Endurance Reduction IO Level 41: Injection (A) Empty Level 44: Aid Self (A) Numina's Convalesence - Heal (45) Numina's Convalesence - Heal/Recharge (45) Numina's Convalesence - Heal/Endurance/Recharge (46) Numina's Convalesence - Heal/Endurance (48) Interrupt Reduction IO Level 47: Conserve Power (A) Empty Level 49: Laser Beam Eyes (A) Apocalypse - Accuracy/Damage/Recharge (50) Apocalypse - Damage/Endurance Level 1: Brawl (A) Empty Level 1: Critical Hit Level 1: Prestige Power Dash | Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1443;668;1336;HEX;| |78DA65934B5313411485679289310909E1FD081003424280215137BECA12F051EA2| |810701B87A4C1A99A22A92454C1D2857FC00558A5EE7C6EFC213E7F898F8D0B1756| |BC99738C54652AA9AFFB749FBEB76F775BFB2B5DEF6F3CBAA2E9B165D7AED78B855| |2CDAE56552D60D93B4E49932FB85CB9B9E4EEA9A0B413FF868B967295322DBBD670| |6CB778B5D6A827DB632B6A5BEDD69559D86BF5D6D5B6ABF6555D8BAC562AAE79DD7| |5761E36A268B79ACEEE0E7A962A3B25675785BD5EA1AA54B9E75AD529994B95F241| |D1B2EB0D553B18962CA6E57FD84AC7FB9A012DEDD3B4BCA1F932E42C6864C939F04| |451A6A70DCD6A79757A633AC6C2E0C928D90D662360BE0B3C0AD22A5EFD81E16961| |9BDC02BB4A64198C29F09E78FD886BF8FBB15E2C0EC607C0D93F323C2EBCEDF7FA2| |1F104104F0B70CE53D182CC21F8127BCBBE02E75F830B6FC0C5B760FE1DB82AC610| |72D04229CDD374D1228C1169CAA7DD1525CA4CA3AC509C15EA65657A59992C2BB62| |69E6E787CDDDC5D3F77D7CFCC9FC99C1E66DE5346F4414596C0E12DD20647796AEB| |E2ED63E67D0B18F38B3600CD3F30A47B951B3D83CA8DFD267F8186CC1DE29E8698D| |F04F39BE82599E7621FF85C3C23CC77E43C2A78EA027991BC04A62E938FC1827813| |AC4782F1528C37C538119933CECA8F4F614F2F444B3266F203729FFA487E024F7F2| |6BF905FC10DF14E728F933CB7199EDB0CCF6D86E7B6C073D306F1A25A394CF3464C| |C83A196A19EF462445998362CC6DC2395F2037B8E21AAB97C02A0549CAE42AA6B7C| |AA62839287ACEE4CDCC816346FB45CBCF8B69B4DF6933DB319AEB50F21DCAD90EE5| |5C8772A7435935DA6F5CD33D251497970BA5F92D2CA3BC873AEFE18FFF9A4F4FE12| |CD2F7518DF42DDDBBBFDF8FFB32F0FD3CEE3B421DD24FC0D943F02FDF65D7E1| |-------------------------------------------------------------------|
  10. Oh wow its you 😳 hi! One of the "problems" with /SR is that every single power in the set (minus elude - and some maniacs would aruge against Quickness i supose) is mandatory for function and to get the scaling resists and maxixmum DDR benifit (the sets main draw) Makes virutally every build mega tight, and its an end hog, and its mez is a clicky I do like the click and forget nature of SR, and doing things like the ITF without even having to consider for a second Defence Debuff is nice ... but the set I feel as a long time MA/SR main needs something to spice it up, I believe your post (cant find it for love nor money) basically concluded you felt you had proven beyond a reasonable doubt that /SR was lagging behind other sets at the time. Sorry if i misquoted you about Tough - I remember reading something that showed how much tough helped /SR and % it was loads. Peronsally for me Tough + Aid self are must haves for SR (weave too just to help get some IO sets that arent all about defence)
  11. Manufacturer: Nvidia Model: GTX 1080 Operating System and version: Windows 10 Pro (64 bit), version 1803 (OS Build 17134.765) Game errors: Not a single one thus far
  12. I'm new to Doms and i like the theme of ice/ Would ice/ice be a decent pairing? or are there better options?
  13. THIS IS BEYOND SPOOKY I eventually went with Ice/War Mace, and my charcater is called Hod (like Hodr, Nordic God of winter & dark and half brother of Thor.... This was before reading your comment ... My god, spooky. I like the combo so far, /WM has a satisying crunch to it and I think its gona be a good combo
  14. I am REALLY struggling to pick a secondary for Ice/ I dont know why ... ive been in character creator for so long and nothing at all stands out to me
  15. Title says it all I have zero experience with any of these sets. I like the idea of having a heal in the attack chain for both. I know that Dark is ST and ive seen a few claim that Rad Melee = OP Any thoughts? (Also would this combo be better off as a Brute or a Tank?)
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