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MA/SR build feedback


Duck-Smokes-Quack

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Hi guys,

Finally trying to give my old main the time he deserves.

Build below, all critique and feedback very welcome!

 

Notes:

  • Its of course trivial to achieve 45% positional Def on /SR, but I decided against building for the incarnate softcap. I'm a small purple away and its not like I'm ever no going to be buffed/healed during an Itrial anyway
  • I don't like building with Incarnate slots in mind, I want to be happy with my toon as he is + throw the incarnate icing on top (I'm thinking either +dam or +recovery since MA is brutal on the end bar with high recharge rates
  • I think I can run the highest ST attach chain CAK>SK>CS>SK (again not great with numbers but is this going to be brutal on endurance?)
  • Hasten is 12 seconds of perma but I'm not sure that even matters, nothing in the build really needs it (maybe the attack chain?)
  • Tried to get as much +HP/+regen/+recov as possible

 

 

 

Thanks

 

Hero Plan by Mids' Hero Designer 1.962
http://www.cohplanner.com/

Sam Swift: Level 50 Science Scrapper
Primary Power Set: Martial Arts
Secondary Power Set: Super Reflexes
Power Pool: Speed
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Medicine
Ancillary Pool: Body Mastery

Hero Profile:
------------
Level 1:    Storm Kick    
 (A) Hecatomb - Damage/Endurance
 (3) Hecatomb - Damage/Recharge
 (3) Hecatomb - Accuracy/Damage/Recharge
 (5) Hecatomb - Accuracy/Recharge
 (5) Hecatomb - Chance of Damage(Negative)
 (11) Touch of Death - Chance of Damage(Negative)


Level 1:    Focused Fighting    
 (A) Serendipity - Defense
 (15) Serendipity - Endurance
 (15) Serendipity - Defense/Endurance
 (19) Serendipity - Defense/Recharge
 (43) Serendipity - Defense/Endurance/Recharge


Level 2:    Cobra Strike    
 (A) Mako's Bite - Accuracy/Damage/Endurance/Recharge
 (7) Mako's Bite - Accuracy/Endurance/Recharge
 (7) Mako's Bite - Damage/Recharge
 (9) Mako's Bite - Damage/Endurance
 (9) Mako's Bite - Accuracy/Damage
 (11) Touch of Death - Chance of Damage(Negative)


Level 4:    Super Speed    
 (A) Quickfoot - Endurance/RunSpeed


Level 6:    Agile    
 (A) Luck of the Gambler - Defense
 (13) Luck of the Gambler - Defense/Endurance
 (13) Luck of the Gambler - Defense/Recharge
 (45) Luck of the Gambler - Recharge Speed


Level 8:    Focus Chi    
 (A) Gaussian's Synchronized Fire-Control - To Hit Buff
 (46) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
 (48) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
 (48) 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) Recharge Reduction IO


Level 12:    Focused Senses    
 (A) Serendipity - Defense
 (19) Serendipity - Endurance
 (21) Serendipity - Defense/Endurance
 (21) Serendipity - Defense/Endurance/Recharge
 (43) Serendipity - Defense/Recharge


Level 14:    Combat Jumping    
 (A) Kismet - Accuracy +6%
 (23) Shield Wall - +Res (Teleportation), +5% Res (All)
 (46) Luck of the Gambler - Recharge Speed
 (46) Winter's Gift - Slow Resistance (20%)


Level 16:    Dodge    
 (A) Luck of the Gambler - Defense/Endurance
 (17) Luck of the Gambler - Defense/Recharge
 (17) Luck of the Gambler - Defense
 (45) Luck of the Gambler - Recharge Speed


Level 18:    Crippling Axe Kick    
 (A) Superior Scrapper's Strike - Accuracy/Damage
 (23) Superior Scrapper's Strike - Damage/Recharge
 (25) Superior Scrapper's Strike - Accuracy/Damage/Recharge
 (25) Superior Scrapper's Strike - Damage/Endurance/Recharge
 (27) Superior Scrapper's Strike - Accuracy/Damage/Endurance/Recharge
 (27) Superior Scrapper's Strike - Recharge/Critical Hit Bonus


Level 20:    Quickness    
 (A) Run Speed IO


Level 22:    Hasten    
 (A) Recharge Reduction IO
 (31) Recharge Reduction IO


Level 24:    Boxing    
 (A) Empty


Level 26:    Dragon's Tail    
 (A) Armageddon - Damage/Recharge
 (31) Armageddon - Accuracy/Damage/Recharge
 (31) Armageddon - Accuracy/Recharge
 (33) Armageddon - Damage/Endurance
 (33) Armageddon - Chance for Fire Damage
 (33) Force Feedback - Chance for +Recharge


Level 28:    Lucky    
 (A) Luck of the Gambler - Defense/Endurance
 (29) Luck of the Gambler - Defense/Recharge
 (29) Luck of the Gambler - Defense
 (45) Luck of the Gambler - Recharge Speed


Level 30:    Tough    
 (A) Steadfast Protection - Resistance/+Def 3%
 (37) Unbreakable Guard - +Max HP
 (39) Gladiator's Armor - TP Protection +3% Def (All)
 (39) Steadfast Protection - Resistance/Endurance


Level 32:    Eagles Claw    
 (A) Mako's Bite - Accuracy/Damage
 (34) Mako's Bite - Damage/Endurance
 (34) Mako's Bite - Damage/Recharge
 (34) Mako's Bite - Accuracy/Endurance/Recharge
 (37) Mako's Bite - Accuracy/Damage/Endurance/Recharge
 (37) Mako's Bite - Chance of Damage(Lethal)


Level 35:    Evasion    
 (A) Serendipity - Defense
 (36) Serendipity - Endurance
 (36) Serendipity - Defense/Endurance
 (36) Serendipity - Defense/Recharge
 (43) Serendipity - Defense/Endurance/Recharge


Level 38:    Weave    
 (A) Luck of the Gambler - Defense
 (39) Luck of the Gambler - Defense/Endurance
 (40) Luck of the Gambler - Defense/Endurance/Recharge
 (40) Luck of the Gambler - Recharge Speed


Level 41:    Conserve Power    
 (A) Recharge Reduction IO
 (42) Recharge Reduction IO


Level 44:    Physical Perfection    
 (A) Performance Shifter - Chance for +End


Level 47:    Aid Other    
 (A) Empty


Level 49:    Aid Self    
 (A) Miracle - Heal/Recharge
 (50) Miracle - Heal
 (50) Interrupt Reduction IO


Level 1:    Brawl    
 (A) Empty


Level 1:    Critical Hit    
Level 1:    Prestige Power Dash    
 (A) Empty


Level 1:    Prestige Power Slide    
 (A) Empty


Level 1:    Prestige Power Quick    
 (A) Empty


Level 1:    Prestige Power Rush    
 (A) Empty


Level 1:    Prestige Power Surge    
 (A) Empty


Level 1:    Sprint    
 (A) Empty


Level 2:    Rest    
 (A) Empty


Level 4:    Ninja Run    
Level 2:    Swift    
 (A) Run Speed IO


Level 2:    Health    
 (A) Miracle - +Recovery
 (40) Numina's Convalesence - +Regeneration/+Recovery


Level 2:    Hurdle    
 (A) Jumping IO


Level 2:    Stamina    
 (A) Performance Shifter - EndMod
 (42) Performance Shifter - EndMod/Accuracy
 (42) Performance Shifter - Chance for +End


------------
------------
Set Bonus Totals:
12.5% DamageBuff(Smashing)
12.5% DamageBuff(Lethal)
12.5% DamageBuff(Fire)
12.5% DamageBuff(Cold)
12.5% DamageBuff(Energy)
12.5% DamageBuff(Negative)
12.5% DamageBuff(Toxic)
12.5% DamageBuff(Psionic)
12.25% Defense(Smashing)
12.25% Defense(Lethal)
9.13% Defense(Fire)
9.13% Defense(Cold)
9.13% Defense(Energy)
9.13% Defense(Negative)
6% Defense(Psionic)
11% Defense(Melee)
12.25% Defense(Ranged)
12.25% Defense(AoE)
75% Enhancement(Accuracy)
67.5% Enhancement(RechargeTime)
15% SpeedFlying
321.3 HP (23.99%) HitPoints
15% JumpHeight
15% SpeedJumping
MezResist(Confused) 47.5%
MezResist(Held) 47.5%
MezResist(Immobilized) 47.5%
MezResist(Sleep) 47.5%
MezResist(Stunned) 47.5%
MezResist(Terrorized) 47.5%
14.5% (0.24 End/sec) Recovery
52% (2.9 HP/sec) Regeneration
20% ResEffect(SpeedFlying)
20% ResEffect(RechargeTime)
20% ResEffect(SpeedRunning)
18.5% Resistance(Smashing)
18.5% Resistance(Lethal)
17% Resistance(Fire)
17% Resistance(Cold)
5% Resistance(Energy)
5% Resistance(Negative)
8% Resistance(Toxic)
8% Resistance(Psionic)
15% SpeedRunning
36% GlobalChanceMod PlayerCrit

------------
Set Bonuses:
Hecatomb
(Storm Kick)
  4% (0.07 End/sec) Recovery
  6% Resistance(Fire,Cold), MezResist(Immobilized) 10%, MezResist(Held) 10%, MezResist(Stunned) 10%, MezResist(Sleep) 10%, MezResist(Terrorized) 10%, MezResist(Confused) 10%
  15% Enhancement(Accuracy)
  10% Enhancement(RechargeTime)


Serendipity
(Focused Fighting)
  4% (0.22 HP/sec) Regeneration
  10.04 HP (0.75%) HitPoints
  3% Enhancement(Accuracy)
  1.25% Defense(AoE), 0.63% Defense(Fire), 0.63% Defense(Cold)


Mako's Bite
(Cobra Strike)
  1.5% Resistance(Toxic,Psionic), MezResist(Immobilized) 2.5%, MezResist(Held) 2.5%, MezResist(Stunned) 2.5%, MezResist(Sleep) 2.5%, MezResist(Terrorized) 2.5%, MezResist(Confused) 2.5%
  20.08 HP (1.5%) HitPoints
  3% DamageBuff(All)
  3.75% Resistance(Smashing,Lethal), MezResist(Immobilized) 6.25%, MezResist(Held) 6.25%, MezResist(Stunned) 6.25%, MezResist(Sleep) 6.25%, MezResist(Terrorized) 6.25%, MezResist(Confused) 6.25%


Luck of the Gambler
(Agile)
  10% (0.56 HP/sec) Regeneration
  15.06 HP (1.12%) HitPoints
  9% Enhancement(Accuracy)
  7.5% Enhancement(RechargeTime)


Gaussian's Synchronized Fire-Control
(Focus Chi)
  7.5% SpeedJumping, 7.5% JumpHeight, 7.5% SpeedFlying, 7.5% SpeedRunning
  25.1 HP (1.87%) HitPoints
  2.5% (0.04 End/sec) Recovery
  2.5% DamageBuff(All)
  2.5% Defense(Melee), 1.25% Defense(Lethal), 1.25% Defense(Smashing), 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative), 2.5% Defense(AoE), 1.25% Defense(Fire), 1.25% Defense(Cold)


Serendipity
(Focused Senses)
  4% (0.22 HP/sec) Regeneration
  10.04 HP (0.75%) HitPoints
  3% Enhancement(Accuracy)
  1.25% Defense(AoE), 0.63% Defense(Fire), 0.63% Defense(Cold)


Shield Wall
(Combat Jumping)
  5% Resistance(Lethal), 5% Resistance(Smashing), 5% Resistance(Fire), 5% Resistance(Cold), 5% Resistance(Energy), 5% Resistance(Negative), 5% Resistance(Psionic), 5% Resistance(Toxic)


Luck of the Gambler
(Combat Jumping)
  7.5% Enhancement(RechargeTime)


Winter's Gift
(Combat Jumping)
  20% ResEffect(SpeedRunning), 20% ResEffect(RechargeTime), 20% ResEffect(SpeedFlying)


Luck of the Gambler
(Dodge)
  10% (0.56 HP/sec) Regeneration
  15.06 HP (1.12%) HitPoints
  9% Enhancement(Accuracy)
  7.5% Enhancement(RechargeTime)


Superior Scrapper's Strike
(Crippling Axe Kick)
  40.16 HP (3%) HitPoints
  5% Defense(Smashing,Lethal), 2.5% Defense(Melee)
  4% DamageBuff(All)
  10% Enhancement(RechargeTime)
  6% Resistance(Smashing,Lethal), MezResist(Immobilized) 10%, MezResist(Held) 10%, MezResist(Stunned) 10%, MezResist(Sleep) 10%, MezResist(Terrorized) 10%, MezResist(Confused) 10%
  3% GlobalChanceMod PlayerCrit, 3% GlobalChanceMod MLCrit, 6% GlobalChanceMod BossCrit, 3% GlobalChanceMod CritPlayer, 3% GlobalChanceMod CritSmall, 6% GlobalChanceMod CritLarge, 3% GlobalChanceMod ECCritModPlayer, 3% GlobalChanceMod ECCritModSmall, 6% GlobalChanceMod ECCritModLarge


Armageddon
(Dragon's Tail)
  4% (0.07 End/sec) Recovery
  6% Resistance(Fire,Cold), MezResist(Immobilized) 10%, MezResist(Held) 10%, MezResist(Stunned) 10%, MezResist(Sleep) 10%, MezResist(Terrorized) 10%, MezResist(Confused) 10%
  15% Enhancement(Accuracy)
  10% Enhancement(RechargeTime)


Luck of the Gambler
(Lucky)
  10% (0.56 HP/sec) Regeneration
  15.06 HP (1.12%) HitPoints
  9% Enhancement(Accuracy)
  7.5% Enhancement(RechargeTime)


Steadfast Protection
(Tough)
  1.5% (0.03 End/sec) Recovery
  3% Defense(Melee), 3% Defense(AoE), 3% Defense(Ranged), 3% Defense(Smashing), 3% Defense(Lethal), 3% Defense(Fire), 3% Defense(Cold), 3% Defense(Energy), 3% Defense(Negative), 3% Defense(Psionic)


Unbreakable Guard
(Tough)
  100.4 HP (7.5%) HitPoints


Gladiator's Armor
(Tough)
  3% Defense(Melee), 3% Defense(AoE), 3% Defense(Ranged), 3% Defense(Smashing), 3% Defense(Lethal), 3% Defense(Fire), 3% Defense(Cold), 3% Defense(Energy), 3% Defense(Negative), 3% Defense(Psionic)


Mako's Bite
(Eagles Claw)
  1.5% Resistance(Toxic,Psionic), MezResist(Immobilized) 2.5%, MezResist(Held) 2.5%, MezResist(Stunned) 2.5%, MezResist(Sleep) 2.5%, MezResist(Terrorized) 2.5%, MezResist(Confused) 2.5%
  20.08 HP (1.5%) HitPoints
  3% DamageBuff(All)
  3.75% Resistance(Smashing,Lethal), MezResist(Immobilized) 6.25%, MezResist(Held) 6.25%, MezResist(Stunned) 6.25%, MezResist(Sleep) 6.25%, MezResist(Terrorized) 6.25%, MezResist(Confused) 6.25%
  3.75% Defense(Ranged), 1.88% Defense(Energy), 1.88% Defense(Negative)


Serendipity
(Evasion)
  4% (0.22 HP/sec) Regeneration
  10.04 HP (0.75%) HitPoints
  3% Enhancement(Accuracy)
  1.25% Defense(AoE), 0.63% Defense(Fire), 0.63% Defense(Cold)


Luck of the Gambler
(Weave)
  10% (0.56 HP/sec) Regeneration
  15.06 HP (1.12%) HitPoints
  9% Enhancement(Accuracy)
  7.5% Enhancement(RechargeTime)


Miracle
(Aid Self)
  2.5% (0.04 End/sec) Recovery


Performance Shifter
(Stamina)
  7.5% SpeedJumping, 7.5% JumpHeight, 7.5% SpeedFlying, 7.5% SpeedRunning
  25.1 HP (1.87%) HitPoints


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Edited by Duck-Smokes-Quack
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59 minutes ago, Duck-Smokes-Quack said:

I'm thinking either +dam or +recovery since MA is brutal on the end bar with high recharge rates

You can actually do both, slot Musculature in Alpha and Assault in Hybrid for +dmg and Ageless in Destiny for near infinite end

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Never been sold on Conserve Power, I'd move that second slot in health with Panacea's proc.

Serendipity bonuses are pretty weak as well, since you're not chasing incarnate caps. I'd shift to 6pc Reactive Defense for that nifty resistance scale unique and the fat recharge bonus.

Also look into picking up the other ATO set. At the very least get the proc from it.

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24 minutes ago, RobotLove said:

I'd shift to 6pc Reactive Defense for that nifty resistance scale unique and the fat recharge bonus.

Reactive Defense (a full 6 slots) ironically offers less recharge bonus than doing a 5 slot Red Fortune + 1 slot Luck of the Gambler global recharge.

The former is 8.75% global recharge ... while the latter is 12.5% global recharge from the same number of slots ... for a +/- 3.75% differential between the two options.

The difference, of course, is the Scaling Resists from Reactive Defenses, which I'd argue on a Super Reflexes build is worth it to have.

 

That said, if reaching for a 6-slot Reactive Defense, my personal recommendation is to put that into Leadership: Maneuvers since the loss of Defense on the available enhancements relative to the 5+1 Red Fortune/LotG combo is quite minimal (I think it's like -0.2% or something pretty marginal in the final computation).  Dipping into the Leadership pool instead of the Fighting pool will mean that you won't have as much +Defense from Maneuvers as you would from Weave (it's about half of Weave's buff), but if you're on a team with anyone else who ALSO has Maneuvers then between the two of you you're both at Weave levels of +Defense (and so is everyone else on the team who sticks with your group) ... so the only downside is when you're soloing, or when no one else on the team took Maneuvers (the selfish bahstids!).

 

However, reaching for Leadership to get Maneuvers instead of Weave also gives you access to Tactics, which when 6-slotted with Gaussian's Synchronized Fire Control will make up the difference you "lost" by taking Maneuvers instead of Weave ... AND Tactics with the Build Up proc in it will tend to supercharge your +ToHit and +Damage in a Team-8 context (and even moreso in leagues!).  You may have seen me post why this happens in other threads, but it bears repeating here in this context.

18 hours ago, Redlynne said:

Tactics: Gaussian's Synchronized Fire Control (1 PPM)

  • 1.0 x 10 / (60 * (0.25 + 0.75 * (1 + 60 * (11 * 360 + 540) / 30,000))) = 6.5% (Pre-clamp: 2.15%) every 10 seconds
    • Team-1: 1 - (1 - 0.065)^1 = 06.5% chance to proc every 10 seconds
    • Team-2: 1 - (1 - 0.065)^2 = 12.5% chance to proc every 10 seconds
    • Team-3: 1 - (1 - 0.065)^3 = 18.2% chance to proc every 10 seconds
    • Team-4: 1 - (1 - 0.065)^4 = 23.5% chance to proc every 10 seconds
    • Team-5: 1 - (1 - 0.065)^5 = 28.5% chance to proc every 10 seconds
    • Team-6: 1 - (1 - 0.065)^6 = 33.1% chance to proc every 10 seconds
    • Team-7: 1 - (1 - 0.065)^7 = 37.5% chance to proc every 10 seconds
    • Team-8: 1 - (1 - 0.065)^8 = 41.5% chance to proc every 10 seconds
       
    • League-16: 1 - (1 - 0.065)^16 = 65.8% chance to proc every 10 seconds
    • League-24: 1 - (1 - 0.065)^24 = 80.0% chance to proc every 10 seconds
    • League-32: 1 - (1 - 0.065)^32 = 88.3% chance to proc every 10 seconds
    • League-34: 1 - (1 - 0.065)^34 = 89.8% chance to proc every 10 seconds
    • League-35: 1 - (1 - 0.065)^35 = 90.0% (90.4%) chance to proc every 10 seconds

Each Build Up proc out of Tactics will give you an additional +40% +ToHit AND +100% +Damage for 5.25 seconds on a Scrapper.

Does that sound like something worth investing in?

 

 

 

So if you take Leadership instead of the Fighting pool ... what happens?

 

Well, for one thing you won't need to take Boxing (and then not slot or use it for anything).

You won't have Tough to slot Resistance set IOs into, so there's a net loss when factoring in +Defense Resistance IOs

You won't have Weave.

 

Instead you'll have Maneuvers, presumably 6-slotted with Reactive Defenses so as to get the Scaling Resistances buff.

Instead you'll have the option(!) to take Assault, if your build has the leftover power pick for it, and which is a One Slot Wonder power that needs no additional enhancement.

You'll want to take Tactics and 6-slot it for Gaussian's Synchronized Fire Control, bringing the +Defense boost from the pool overall back up to the level of what Weave was offering you in the first place.

 

So basically you can either go with 3 power picks from the Fighting pool like you have and invest +6 additional slots in them like you have ... or you can got with 2-3 power picks from the Leadership pool and invest +10 additional slots in them and get a LOT MORE out of your powers and picks (for yourself AND your teams!) ... and you're going to "get" a lot of those extra slots from your investment into Focus Chi (1-2 slots for recharge instead of 6 slots for Gaussian's in Focus Chi) and then be able to get MORE PROCS from the Gaussian's Build Up in teams than you would from using Gaussian's in Focus Chi.  So, really ... the only thing you lose by going with Leadership instead of Fighting is ... Tough ... and the IOs that can be slotted into Tough.

 

 

 

Just something to think about, since I seem to be the only Scrapper/Tanker who thinks that Leadership is a superior choice to Fighting ... but then that's really about the difference between being a Team player and a Solo player.

IifneyR.gif

Verbogeny is one of many pleasurettes afforded a creatific thinkerizer.

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1 hour ago, Redlynne said:

Reactive Defense (a full 6 slots) ironically offers less recharge bonus than doing a 5 slot Red Fortune + 1 slot Luck of the Gambler global recharge.

The former is 8.75% global recharge ... while the latter is 12.5% global recharge from the same number of slots ... for a +/- 3.75% differential between the two options.

The difference, of course, is the Scaling Resists from Reactive Defenses, which I'd argue on a Super Reflexes build is worth it to have.

 

That said, if reaching for a 6-slot Reactive Defense, my personal recommendation is to put that into Leadership: Maneuvers since the loss of Defense on the available enhancements relative to the 5+1 Red Fortune/LotG combo is quite minimal (I think it's like -0.2% or something pretty marginal in the final computation).  Dipping into the Leadership pool instead of the Fighting pool will mean that you won't have as much +Defense from Maneuvers as you would from Weave (it's about half of Weave's buff), but if you're on a team with anyone else who ALSO has Maneuvers then between the two of you you're both at Weave levels of +Defense (and so is everyone else on the team who sticks with your group) ... so the only downside is when you're soloing, or when no one else on the team took Maneuvers (the selfish bahstids!).

 

However, reaching for Leadership to get Maneuvers instead of Weave also gives you access to Tactics, which when 6-slotted with Gaussian's Synchronized Fire Control will make up the difference you "lost" by taking Maneuvers instead of Weave ... AND Tactics with the Build Up proc in it will tend to supercharge your +ToHit and +Damage in a Team-8 context (and even moreso in leagues!).  You may have seen me post why this happens in other threads, but it bears repeating here in this context.

Each Build Up proc out of Tactics will give you an additional +40% +ToHit AND +100% +Damage for 5.25 seconds on a Scrapper.

Does that sound like something worth investing in?

 

 

 

So if you take Leadership instead of the Fighting pool ... what happens?

 

Well, for one thing you won't need to take Boxing (and then not slot or use it for anything).

You won't have Tough to slot Resistance set IOs into, so there's a net loss when factoring in +Defense Resistance IOs

You won't have Weave.

 

Instead you'll have Maneuvers, presumably 6-slotted with Reactive Defenses so as to get the Scaling Resistances buff.

Instead you'll have the option(!) to take Assault, if your build has the leftover power pick for it, and which is a One Slot Wonder power that needs no additional enhancement.

You'll want to take Tactics and 6-slot it for Gaussian's Synchronized Fire Control, bringing the +Defense boost from the pool overall back up to the level of what Weave was offering you in the first place.

 

So basically you can either go with 3 power picks from the Fighting pool like you have and invest +6 additional slots in them like you have ... or you can got with 2-3 power picks from the Leadership pool and invest +10 additional slots in them and get a LOT MORE out of your powers and picks (for yourself AND your teams!) ... and you're going to "get" a lot of those extra slots from your investment into Focus Chi (1-2 slots for recharge instead of 6 slots for Gaussian's in Focus Chi) and then be able to get MORE PROCS from the Gaussian's Build Up in teams than you would from using Gaussian's in Focus Chi.  So, really ... the only thing you lose by going with Leadership instead of Fighting is ... Tough ... and the IOs that can be slotted into Tough.

 

 

 

Just something to think about, since I seem to be the only Scrapper/Tanker who thinks that Leadership is a superior choice to Fighting ... but then that's really about the difference between being a Team player and a Solo player.

My main concerns here are the loss of tough (2 x +3% global defence for just 2 slots is a huge loss & /SR desperate need for res)

I like the idea leadership but just don't see how I could handle all of that end drain, MA/ just chews it up an a ridiculous rate

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3 hours ago, Duck-Smokes-Quack said:

I like the idea leadership but just don't see how I could handle all of that end drain, MA/ just chews it up an a ridiculous rate

Doing this helps:

 

Level 2:    Health    
 (A) Panacea - +Hit Points/Endurance: Level 10
 (17) Miracle - +Recovery: Level 20
 (27) Numina's Convalesence - +Regeneration/+Recovery: Level 30

 

Level 2:    Stamina    
 (A) Endurance Modification IO: Level 50+5
 (5) Performance Shifter - EndMod: Level 27
 (19) Performance Shifter - Chance for +End: Level 21

 

 

 

Also, what do you need Hasten for?

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15 hours ago, Redlynne said:

Also, what do you need Hasten for?

This is a very good question to be honest. The theme of the character is obviously "Speedster" but more than anything I think that its left over from the days where you needed to take a pre-requisit power before getting a travel power.

I actually though about how little hasten impacts this build tbh, its likely one of the few builds that really doesnt benifit from Hasten at all (mostly due to SR with the passive nature of the set and the perma +20% haste from quickness)


Maybe I should be looking at the leadership pool (I always though it was only for support characters due to the low numbers Scrappers/Blaster get from it - but maybe I am mistaken?)


I'll have another shot tonight and post an updated build/s. Maybe even I could drop Conserve Energy and take Focused Accuracy instead and 6 slot that rather than Focus Chi with the Gaussians set (although if memory serves Focussed Accuracy was always inferior to Tactics for some reason?)

In fact maybe the Body Mastery epic pool is the problem ... Its all to take Physical Perfection to help with end issues to be honest .... but I could likley benifit great from taking FireAPP / Muu .... Thematically both can work with a speedster and both offer some MUCH needed range + AoE that MA badly lacks ....


Hmmmmmm minds in full CoH now and stuch at work! 😅

Edited by Duck-Smokes-Quack
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3 hours ago, Duck-Smokes-Quack said:

Maybe I should be looking at the leadership pool (I always though it was only for support characters due to the low numbers Scrappers/Blaster get from it - but maybe I am mistaken?)

This is one of the logical fallacies that I really want to combat on these forums.  Almost everyone looks at Maneuvers and compares it to Weave (duh) and quickly decides that Maneuvers is too "weak" in comparison to be worth the trouble to invest in it.  But that's taking only the solo/selfish view of how to build/play your character into account, and ignoring discounting how Maneuvers can stack in teams, while Weave won't.

 

So let's do an apples to apples comparison here, since I figure there are more people on these forums who will benefit from it than just yourself.

 

 

 

Let's take the slotting you have for Weave and apply it to Maneuvers as well.

On 10/8/2019 at 6:10 AM, Duck-Smokes-Quack said:

Level 38:    Weave    
 (A) Luck of the Gambler - Defense
 (39) Luck of the Gambler - Defense/Endurance
 (40) Luck of the Gambler - Defense/Endurance/Recharge
 (40) Luck of the Gambler - Recharge Speed

 

So if I do this ...

  • Level 4:    Maneuvers
    (A) Luck of the Gambler - Defense/Endurance: Level 27
    (5) Luck of the Gambler - Defense/Endurance/Recharge: Level 27
    (5) Luck of the Gambler - Defense: Level 27
    (7) Luck of the Gambler - Defense/Increased Global Recharge Speed: Level 25
     
  • Level 14:    Weave
    (A) Luck of the Gambler - Defense/Endurance: Level 27
    (15) Luck of the Gambler - Defense/Endurance/Recharge: Level 27
    (15) Luck of the Gambler - Defense: Level 27
    (17) Luck of the Gambler - Defense/Increased Global Recharge Speed: Level 25
     
  • Level 16:    Tactics
    (A) Gaussian's Synchronized Fire-Control - To Hit Buff: Level 27
    (17) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge: Level 27
    (19) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance: Level 27
    (19) Gaussian's Synchronized Fire-Control - Recharge/Endurance: Level 27
    (21) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance: Level 27
    (21) Gaussian's Synchronized Fire-Control - Chance for Build Up: Level 21

What kind of +Defense throughput am I looking at for the respective pools?

 

Well, with:

Weave ALONE ... the throughput is +5.72% Defense vs All.

With Weave + Tough slotted with two +3% Defense IOs ... the throughput is +11.72% Defense vs All.

Maneuvers ALONE ... the throughput is +3.47% Defense vs All.

With Maneuvers + Tactics ... the throughput is +4.72% Typed Defense (S/L/F/C/E/N) except Psionic (which is still +3.47%) and +5.97% Positional Defense (Melee/Ranged/AoE).

 

Since Positional Defense is what you want in a Super Reflexes build, you're already ahead of the curve here by taking Leadership vs Fighting when not counting the pair of +3% Defense Resistance IOs that would be getting slotted into Tough.

 

So what does this look like in a team context?

Well ... let's look at what happens if you have the exact same build be duplicated multiple times on a team to do the cross-comparison of counterfactuals.

 

Team-1 ... Weave: +5.72 +3 +3 = +11.72 Defense ... Leadership: +3.47 +2.5 = +5.97 Defense

Team-2 ... Weave: +5.72 +3 +3 = +11.72 Defense ... Leadership: +3.47 +3.47 +2.5 = +9.44 Defense

Team-3 ... Weave: +5.72 +3 +3 = +11.72 Defense ... Leadership: +3.47 +3.47 +3.47 +2.5 = +12.91 Defense

Team-4 ... Weave: +5.72 +3 +3 = +11.72 Defense ... Leadership: +3.47 +3.47 +3.47 +3.47 +2.5 = +16.38 Defense

Team-5 ... Weave: +5.72 +3 +3 = +11.72 Defense ... Leadership: +3.47 +3.47 +3.47 +3.47 +3.47 +2.5 = +19.85 Defense

Team-6 ... Weave: +5.72 +3 +3 = +11.72 Defense ... Leadership: +3.47 +3.47 +3.47 +3.47 +3.47 +3.47 +2.5 = +23.32 Defense

Team-7 ... Weave: +5.72 +3 +3 = +11.72 Defense ... Leadership: +3.47 +3.47 +3.47 +3.47 +3.47 +3.47 +3.47 +2.5 = +26.79 Defense

Team-8 ... Weave: +5.72 +3 +3 = +11.72 Defense ... Leadership: +3.47 +3.47 +3.47 +3.47 +3.47 +3.47 +3.47 +3.47 +2.5 = +30.26 Defense

 

So basically, in a Team situation where you and ONE other teammate have slotted Maneuvers with as little as +3 additional slots like is being shown here, the Leadership Pool is actually being rather competitive with the Fighting Pool option (a difference of -2.28 Defense, all else being equal) ... and even when you're solo, with Leadership you're only at a deficit of -5.75 Defense relative to the Fighting Pool option when using the exact same slotting investment for Maneuvers and Weave (and the two +3% Defense IOs in Tough to get to Weave).  In other words, the Fighting pool is only the "best" option (or at least "clearly best" option) when dealing with a strictly solo context, but as soon as you move into a team context where more than one teammate can be running Maneuvers, that advantage to Weave functionally evaporates, even when looking at the Leadership pool in terms of Scrapper strength buffing from Maneuvers.

 

The kicker to this is that if YOU'VE got Maneuvers on your PC, it's a LOT easier to find ONE other teammate with Maneuvers than it is to find TWO other teammates with Maneuvers.  Furthermore, if more Melee Monsters took Leadership instead of the Fighting Pool it would be a LOT easier for everyone to reach the 59% Incarnate Softcap for Defense than it is for everyone trying to do that using the Fighting pool.

 

And that's not even including the side benefit of putting Gaussian's into Tactics so you can proc Build Up way more often than you would otherwise be able to for Build Ups that require ZERO animation time so you don't have to disrupt your attack chain in order to get the benefits.

 

 

 

Now, personally speaking, my favored slotting for Maneuvers is NOT the Luck of the Gambler set ... it's this:

  • Level 4:    Maneuvers
    (A) Reactive Defenses - Defense: Level 27
    (5) Reactive Defenses - Defense/Endurance: Level 27
    (5) Reactive Defenses - Endurance/RechargeTime: Level 27
    (7) Reactive Defenses - Defense/RechargeTime: Level 27
    (7) Reactive Defenses - Defense/Endurance/RechargeTime: Level 27
    (9) Reactive Defenses - Scaling Resist Damage: Level 20

The yield from this slotting of Maneuvers is +3.48% Defense ... and +1.87% Hit Points, +3.75% global endurance discount(!), +8.75% global recharge reduction(!) and some miscellaneous Resistances that no one is going to care about.

 

An alternative slotting to use for Defense powers (in general) if 6 slotting them would be this:

  • Level 4:    Maneuvers
    (A) Red Fortune - Defense/Endurance: Level 27
    (5) Red Fortune - Defense/Recharge: Level 27
    (5) Red Fortune - Defense/Endurance/Recharge: Level 27
    (7) Red Fortune - Defense: Level 27
    (7) Red Fortune - Endurance: Level 27
    (9) Luck of the Gambler - Defense/Increased Global Recharge Speed: Level 25

The yield from this slotting is +3.57% Defense, thanks to ED (so a very marginal increase of +0.09% on a Scrapper) ... +2% Damage (All), +12.5% global recharge reduction(!) ... and some miscellaneous Resistances that no one is going to care about.

 

Because the Reactive Defenses Scaling Resist IO is a unique, you can only get away with 6 slotting Reactive Defenses ONCE on a build ... and given the marginal/minor amount of +Defense you'd be giving up for it relative to the 5+1 Red+Luck slotting, I personally have a strong preference for putting Reactive Defenses into Maneuvers.

 

 

 

So this then is why I so strongly favor use of the Leadership pool over the Fighting Pool for Melee Monster types who rely on Defense as their protection scheme ... because Leadership makes EVERYONE better at what they do ... and if everyone was taking Leadership instead of the Fighting pool we'd ALL be "stronger" for it.  Yes, other Archetypes "get more" out of Leadership buffs than we do as Scrappers, but what we're getting out of Leadership can still "make a difference" for everyone involved ... so it's not a "waste" to pick Leadership rather than Fighting.

 

Pretty much the ONLY time when choosing Leadership rather than the Fighting pool is a net loss is when you're either soloing or on a team/league in which NO ONE ELSE took the Leadership pool.  But if more Players figure out that the Leadership pool is "better" for them than the Fighting pool when you need the boost the most (Task Forces and Incarnate Trials, for example, which are all group content) then that fear/worry/concern that you'll be the only one on the team/league with the Leadership pool will be reduced.

 

 

 

Bottom line ... the Leadership pool is "better for you" in the long run than the Fighting pool is ... and the only edge case where that "isn't true" is the soloist condition (or the team with no one else on it with Maneuvers) ... and that's not even counting what Gaussian's slotted into Tactics can do for you, let alone what Assault will do for everyone you team with (especially if stacking Assault with other people who invested in the Leadership pool!).

Quote

"Is the Fighting pool stronger?"

"No, no ... noooo.  Quicker, easier, more seductive ... the selfish soloist side are they!"

 


 

3 hours ago, Duck-Smokes-Quack said:

Maybe even I could drop Conserve Energy and take Focused Accuracy instead and 6 slot that rather than Focus Chi with the Gaussians set (although if memory serves Focussed Accuracy was always inferior to Tactics for some reason?)

This would be an INCREDIBLE mistake to make.

 

First of all, the endurance drain for keeping Focused Accuracy up is just plain RUINOUS.  You can run TWO Leadership toggles for the price of running Focused Accuracy!  Focused Accuracy is just an endurance sink, plain and simple.  If your endurance problems were bad before, adding Focused Accuracy to your build will only make them worse!

 

Additionally, putting Gaussian's into Focused Accuracy is just about the biggest blunder you could possibly make.  With Tactics, it's an aura that can affect multiple teammates/leaguemates which is where you get the increased chance to proc every 10 seconds from (it makes more checks to proc at 10 second intervals based on how many teammates/leaguemates are being affected by it) and it only needs 1 success per Chuck Lots Of Dice!! roll every 10 seconds to be successful at that.  But with Focused Accuracy, your maximum $Targets is ... ONE ... yourself.  This means that slotting the Gaussian's Build Up proc into Focused Accuracy means that the only condition being checked for is the Team-1 condition ... meaning a 6.5% chance to proc every 10 seconds for as long as you're paying the exorbitant endurance cost of running Focused Accuracy.

 

So to put it mildly ... taking Focused Accuracy and moving the entire Gaussian's set into it is what we like to call A BAD MOVE™ in these parts of the builder community.

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2 hours ago, Redlynne said:

This is one of the logical fallacies that I really want to combat on these forums.  Almost everyone looks at Maneuvers and compares it to Weave (duh) and quickly decides that Maneuvers is too "weak" in comparison to be worth the trouble to invest in it.  But that's taking only the solo/selfish view of how to build/play your character into account, and ignoring discounting how Maneuvers can stack in teams, while Weave won't.

 

So let's do an apples to apples comparison here, since I figure there are more people on these forums who will benefit from it than just yourself.

 

 

 

Let's take the slotting you have for Weave and apply it to Maneuvers as well.

 

So if I do this ...

  • Level 4:    Maneuvers
    (A) Luck of the Gambler - Defense/Endurance: Level 27
    (5) Luck of the Gambler - Defense/Endurance/Recharge: Level 27
    (5) Luck of the Gambler - Defense: Level 27
    (7) Luck of the Gambler - Defense/Increased Global Recharge Speed: Level 25
     
  • Level 14:    Weave
    (A) Luck of the Gambler - Defense/Endurance: Level 27
    (15) Luck of the Gambler - Defense/Endurance/Recharge: Level 27
    (15) Luck of the Gambler - Defense: Level 27
    (17) Luck of the Gambler - Defense/Increased Global Recharge Speed: Level 25
     
  • Level 16:    Tactics
    (A) Gaussian's Synchronized Fire-Control - To Hit Buff: Level 27
    (17) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge: Level 27
    (19) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance: Level 27
    (19) Gaussian's Synchronized Fire-Control - Recharge/Endurance: Level 27
    (21) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance: Level 27
    (21) Gaussian's Synchronized Fire-Control - Chance for Build Up: Level 21

What kind of +Defense throughput am I looking at for the respective pools?

 

Well, with:

Weave ALONE ... the throughput is +5.72% Defense vs All.

With Weave + Tough slotted with two +3% Defense IOs ... the throughput is +11.72% Defense vs All.

Maneuvers ALONE ... the throughput is +3.47% Defense vs All.

With Maneuvers + Tactics ... the throughput is +4.72% Typed Defense (S/L/F/C/E/N) except Psionic (which is still +3.47%) and +5.97% Positional Defense (Melee/Ranged/AoE).

 

Since Positional Defense is what you want in a Super Reflexes build, you're already ahead of the curve here by taking Leadership vs Fighting when not counting the pair of +3% Defense Resistance IOs that would be getting slotted into Tough.

 

So what does this look like in a team context?

Well ... let's look at what happens if you have the exact same build be duplicated multiple times on a team to do the cross-comparison of counterfactuals.

 

Team-1 ... Weave: +5.72 +3 +3 = +11.72 Defense ... Leadership: +3.47 +2.5 = +5.97 Defense

Team-2 ... Weave: +5.72 +3 +3 = +11.72 Defense ... Leadership: +3.47 +3.47 +2.5 = +9.44 Defense

Team-3 ... Weave: +5.72 +3 +3 = +11.72 Defense ... Leadership: +3.47 +3.47 +3.47 +2.5 = +12.91 Defense

Team-4 ... Weave: +5.72 +3 +3 = +11.72 Defense ... Leadership: +3.47 +3.47 +3.47 +3.47 +2.5 = +16.38 Defense

Team-5 ... Weave: +5.72 +3 +3 = +11.72 Defense ... Leadership: +3.47 +3.47 +3.47 +3.47 +3.47 +2.5 = +19.85 Defense

Team-6 ... Weave: +5.72 +3 +3 = +11.72 Defense ... Leadership: +3.47 +3.47 +3.47 +3.47 +3.47 +3.47 +2.5 = +23.32 Defense

Team-7 ... Weave: +5.72 +3 +3 = +11.72 Defense ... Leadership: +3.47 +3.47 +3.47 +3.47 +3.47 +3.47 +3.47 +2.5 = +26.79 Defense

Team-8 ... Weave: +5.72 +3 +3 = +11.72 Defense ... Leadership: +3.47 +3.47 +3.47 +3.47 +3.47 +3.47 +3.47 +3.47 +2.5 = +30.26 Defense

 

So basically, in a Team situation where you and ONE other teammate have slotted Maneuvers with as little as +3 additional slots like is being shown here, the Leadership Pool is actually being rather competitive with the Fighting Pool option (a difference of -2.28 Defense, all else being equal) ... and even when you're solo, with Leadership you're only at a deficit of -5.75 Defense relative to the Fighting Pool option when using the exact same slotting investment for Maneuvers and Weave (and the two +3% Defense IOs in Tough to get to Weave).  In other words, the Fighting pool is only the "best" option (or at least "clearly best" option) when dealing with a strictly solo context, but as soon as you move into a team context where more than one teammate can be running Maneuvers, that advantage to Weave functionally evaporates, even when looking at the Leadership pool in terms of Scrapper strength buffing from Maneuvers.

 

The kicker to this is that if YOU'VE got Maneuvers on your PC, it's a LOT easier to find ONE other teammate with Maneuvers than it is to find TWO other teammates with Maneuvers.  Furthermore, if more Melee Monsters took Leadership instead of the Fighting Pool it would be a LOT easier for everyone to reach the 59% Incarnate Softcap for Defense than it is for everyone trying to do that using the Fighting pool.

 

And that's not even including the side benefit of putting Gaussian's into Tactics so you can proc Build Up way more often than you would otherwise be able to for Build Ups that require ZERO animation time so you don't have to disrupt your attack chain in order to get the benefits.

 

 

 

Now, personally speaking, my favored slotting for Maneuvers is NOT the Luck of the Gambler set ... it's this:

  • Level 4:    Maneuvers
    (A) Reactive Defenses - Defense: Level 27
    (5) Reactive Defenses - Defense/Endurance: Level 27
    (5) Reactive Defenses - Endurance/RechargeTime: Level 27
    (7) Reactive Defenses - Defense/RechargeTime: Level 27
    (7) Reactive Defenses - Defense/Endurance/RechargeTime: Level 27
    (9) Reactive Defenses - Scaling Resist Damage: Level 20

The yield from this slotting of Maneuvers is +3.48% Defense ... and +1.87% Hit Points, +3.75% global endurance discount(!), +8.75% global recharge reduction(!) and some miscellaneous Resistances that no one is going to care about.

 

An alternative slotting to use for Defense powers (in general) if 6 slotting them would be this:

  • Level 4:    Maneuvers
    (A) Red Fortune - Defense/Endurance: Level 27
    (5) Red Fortune - Defense/Recharge: Level 27
    (5) Red Fortune - Defense/Endurance/Recharge: Level 27
    (7) Red Fortune - Defense: Level 27
    (7) Red Fortune - Endurance: Level 27
    (9) Luck of the Gambler - Defense/Increased Global Recharge Speed: Level 25

The yield from this slotting is +3.57% Defense, thanks to ED (so a very marginal increase of +0.09% on a Scrapper) ... +2% Damage (All), +12.5% global recharge reduction(!) ... and some miscellaneous Resistances that no one is going to care about.

 

Because the Reactive Defenses Scaling Resist IO is a unique, you can only get away with 6 slotting Reactive Defenses ONCE on a build ... and given the marginal/minor amount of +Defense you'd be giving up for it relative to the 5+1 Red+Luck slotting, I personally have a strong preference for putting Reactive Defenses into Maneuvers.

 

 

 

So this then is why I so strongly favor use of the Leadership pool over the Fighting Pool for Melee Monster types who rely on Defense as their protection scheme ... because Leadership makes EVERYONE better at what they do ... and if everyone was taking Leadership instead of the Fighting pool we'd ALL be "stronger" for it.  Yes, other Archetypes "get more" out of Leadership buffs than we do as Scrappers, but what we're getting out of Leadership can still "make a difference" for everyone involved ... so it's not a "waste" to pick Leadership rather than Fighting.

 

Pretty much the ONLY time when choosing Leadership rather than the Fighting pool is a net loss is when you're either soloing or on a team/league in which NO ONE ELSE took the Leadership pool.  But if more Players figure out that the Leadership pool is "better" for them than the Fighting pool when you need the boost the most (Task Forces and Incarnate Trials, for example, which are all group content) then that fear/worry/concern that you'll be the only one on the team/league with the Leadership pool will be reduced.

 

 

 

Bottom line ... the Leadership pool is "better for you" in the long run than the Fighting pool is ... and the only edge case where that "isn't true" is the soloist condition (or the team with no one else on it with Maneuvers) ... and that's not even counting what Gaussian's slotted into Tactics can do for you, let alone what Assault will do for everyone you team with (especially if stacking Assault with other people who invested in the Leadership pool!).

 


 

This would be an INCREDIBLE mistake to make.

 

First of all, the endurance drain for keeping Focused Accuracy up is just plain RUINOUS.  You can run TWO Leadership toggles for the price of running Focused Accuracy!  Focused Accuracy is just an endurance sink, plain and simple.  If your endurance problems were bad before, adding Focused Accuracy to your build will only make them worse!

 

Additionally, putting Gaussian's into Focused Accuracy is just about the biggest blunder you could possibly make.  With Tactics, it's an aura that can affect multiple teammates/leaguemates which is where you get the increased chance to proc every 10 seconds from (it makes more checks to proc at 10 second intervals based on how many teammates/leaguemates are being affected by it) and it only needs 1 success per Chuck Lots Of Dice!! roll every 10 seconds to be successful at that.  But with Focused Accuracy, your maximum $Targets is ... ONE ... yourself.  This means that slotting the Gaussian's Build Up proc into Focused Accuracy means that the only condition being checked for is the Team-1 condition ... meaning a 6.5% chance to proc every 10 seconds for as long as you're paying the exorbitant endurance cost of running Focused Accuracy.

 

So to put it mildly ... taking Focused Accuracy and moving the entire Gaussian's set into it is what we like to call A BAD MOVE™ in these parts of the builder community.

Such a detailed post where do I even start? ....

I suppose the easy one to address is Focused Accuracy I knew something in the dark corner of my mind remembered this being a horrible power, thanks for explaining why!

 

 

As for the Leadership pool you make some amazing points and of course if everyone was on the same page things would be better. In all honest I rarely play alone, and yet I build for the "worst case" scenario as if I was (I suspect many people also do this).
I took Aid Self but I can't really remember being that blown away on live, with SR in particular there is a high chance you die anyway if you're getting hit constantly.

I took another shot at the build:

Pros:

  • Assault and Tactics running
  • Perma Hasten (I didn't build for it, it was more of an accident)
  • 35% S/L resist at full health! (I was blown away by this)
  • Nice procs in my main attack rotation SK > CS > SK > CAK

Cons:

  • End usage (with the leadership toggles not sure if attack chain can be sustained + Hasten crash - maybe i should just ditch hasten 😂)
  • No aid self
  • Very tight build, I still don't feel I really have the slots to spare to make the most out of attacks from APP's

 

 

What do you think?


 

Hero Plan by Mids' Hero Designer 1.962
http://www.cohplanner.com/

Click this DataLink to open the build!

Sam Swift: Level 50 Science Scrapper
Primary Power Set: Martial Arts
Secondary Power Set: Super Reflexes
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Leadership
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) Mako's Bite - Accuracy/Damage/Endurance/Recharge
  • (11) Mako's Bite - Accuracy/Endurance/Recharge
  • (11) Mako's Bite - Damage/Endurance
  • (13) Touch of Death - Damage/Endurance/Recharge
  • (13) Touch of Death - Damage/Recharge
  • (15) Touch of Death - Chance of Damage(Negative)
Level 4: Agile
  • (A) Luck of the Gambler - Defense
  • (15) Luck of the Gambler - Defense/Endurance
  • (17) Luck of the Gambler - Recharge Speed
Level 6: Super Speed
  • (A) HamiO:Microfilament Exposure
Level 8: Focus Chi
  • (A) Recharge Reduction IO
  • (48) Recharge Reduction IO
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) Superior Critical Strikes - Accuracy/Damage
  • (33) Superior Critical Strikes - Damage/RechargeTime
  • (33) Superior Critical Strikes - Accuracy/Damage/RechargeTime
  • (33) Superior Critical Strikes - Damage/Endurance/RechargeTime
  • (34) Superior Critical Strikes - Accuracy/Damage/Endurance/RechargeTime
  • (34) Superior Critical Strikes - RechargeTime/+50% Crit Proc
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: Combat Jumping
  • (A) Luck of the Gambler - Recharge Speed
  • (42) Shield Wall - +Res (Teleportation), +5% Res (All)
  • (42) Kismet - Accuracy +6%
  • (48) Winter's Gift - Slow Resistance (20%)
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: Hasten
  • (A) Recharge Reduction IO
  • (50) Recharge Reduction IO
  • (50) Recharge Reduction IO
Level 41: Assault
  • (A) Endurance Reduction IO
  • (43) Endurance Reduction IO
Level 44: Tactics
  • (A) Gaussian's Synchronized Fire-Control - To Hit Buff
  • (45) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
  • (45) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
  • (45) Gaussian's Synchronized Fire-Control - Recharge/Endurance
  • (46) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
  • (46) Gaussian's Synchronized Fire-Control - Chance for Build Up
Level 47: Conserve Power
  • (A) Recharge Reduction IO
Level 49: Physical Perfection
  • (A) Performance Shifter - Chance for +End
Level 1: Brawl
  • (A) Empty
Level 1: Critical Hit 
Level 1: Prestige Power Dash
  • (A) Empty

Level 1: Prestige Power Slide

  • (A) Empty

Level 1: Prestige Power Quick

  • (A) Empty

Level 1: Prestige Power Rush

  • (A) Empty

Level 1: Prestige Power Surge

  • (A) Empty

Level 1: Sprint

  • (A) Empty

Level 2: Rest

  • (A) Empty

Level 4: Ninja Run 


Level 2: Swift

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24 minutes ago, Duck-Smokes-Quack said:

Level 6: Super Speed

  • (A) HamiO:Microfilament Exposure

 

Level 38: Hasten

  • (A) Recharge Reduction IO
  • (50) Recharge Reduction IO
  • (50) Recharge Reduction IO

3 recharge reductions in Hasten is beyond excessive.  You can overcap recharge with 2 Level 50+5 recharge enhancement, so the third slot here is just flat out wasted.

 

But I'm still looking at this and can't imagine a justification for this much of a wasteful expenditure on Hasten for this build.  If you had Evasion in the build Hasten could be justified, but as is Hasten is barely doing much at all for you.

24 minutes ago, Duck-Smokes-Quack said:

Level 20: Quickness

  • (A) Run Speed IO

Level 1: Prestige Power Surge

  • (A) Empty

Level 1: Sprint

  • (A) Empty

Level 4: Ninja Run 


Level 2: Swift

Swift (with Run 50+5 slot) and Quickness (with Run 50+5 slot) and Sprint or Prestige Power Run (with 50+5 slot) plus Ninja Run will get you up to 68.9 mph with One Slot Wonder powers ... the only thing that Super Speed is giving you is another +21.1 mph to reach the run speed cap of 90 mph.  Now, taking Super Speed would make sense if you were putting a Stealth IO in either Super Speed itself or in Sprint so as to stack enough stealth radius to be able to "negate aggro" via proximity except against mobs that ignore Stealth (Rikti Drones, etc.).  But without that combination, Super Speed just isn't adding all that much for you over what you're already able to get out of Swift+Quickness+Sprint+Ninja Run ... and there are better power picks you could choose for another One Slot Wonder power (such as Vengeance, which can slot a Luck of the Gambler recharge bonus IO).

 

So my recommendation would be to drop the Speed pool entirely ... reclaiming 2 power picks and +2 additional slots to distribute elsewhere ... and live with Ninja Run as your "travel" power instead.

24 minutes ago, Duck-Smokes-Quack said:

Level 30: Combat Jumping

  • (A) Luck of the Gambler - Recharge Speed
  • (42) Shield Wall - +Res (Teleportation), +5% Res (All)
  • (42) Kismet - Accuracy +6%
  • (48) Winter's Gift - Slow Resistance (20%)

Why are you adding these slots to Combat Jumping instead of adding them to Agile/Dodge/Lucky instead?

24 minutes ago, Duck-Smokes-Quack said:

Level 26: Dragon's Tail

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

Personally, I prefer doing a 5+1 slotting for Dragon's Tail so as to put a Force Feedback proc into it, which will allow you to swap the power Hasten for a single slot and enhancement that yields a comparable output.

 

 

 

I could go on ... but I think you're starting to get the sense that there's a lot of room for additional improvement on this.

Edited by Redlynne

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1 hour ago, Redlynne said:

3 recharge reductions in Hasten is beyond excessive.  You can overcap recharge with 2 Level 50+5 recharge enhancement, so the third slot here is just flat out wasted.

You're right, I didn't/don't even know you could do +5 lvl enhancements, seems like i've missed a quite a bit of the new stuff Homecoming brings
 

1 hour ago, Redlynne said:

So my recommendation would be to drop the Speed pool entirely ... reclaiming 2 power picks and +2 additional slots to distribute elsewhere ... and live with Ninja Run as your "travel" power instead.

I had a little play in to see if I could get the speed cap (92.5mph) without SS - seems I can get close but no quite there. I know for em personally and the whole "lore" of this character I can't imagine life without it ... running around at MAX run speed and overtaking 99% of players in the game brings me joy 🤣. It seems on this particular topic I am choosing form over function.
But if it is possible to cap run speed without SS and without gimping the build I would consider it ...
 

1 hour ago, Redlynne said:

Now, taking Super Speed would make sense if you were putting a Stealth IO in either Super Speed itself or in Sprint so as to stack enough stealth radius to be able to "negate aggro" via proximity except against mobs that ignore Stealth (Rikti Drones, etc.)

Yes 100% I always slot Celerity Stealth in sprint for (almost) full invis + SS, just my bad being lazy and not adding to Mids/Pines

 

1 hour ago, Redlynne said:

Why are you adding these slots to Combat Jumping instead of adding them to Agile/Dodge/Lucky instead?

Good point, I have moved Kismet and the PvP resist unique to the auto powers instead. Combat Jumping is now just a LoTG mule + Slow resist unique.
Honestly I love Combat Jumping so much. I find using SS unbearable without it, but I am painfully aware that this directly takes 1 of my 4 Pool Power types up for something "i like" rather than something that actually helps the build

 

 

1 hour ago, Redlynne said:

Personally, I prefer doing a 5+1 slotting for Dragon's Tail so as to put a Force Feedback proc into it, which will allow you to swap the power Hasten for a single slot and enhancement that yields a comparable output.

Yeah i played around with this exact thing once before in fact. It seems like a good idea. With the proc in DT and CS both offering +rech, I've just dropped Hasten to a single slot.


 


My main question though, since you seem to know a lot about /SR, is how much does Aid Self really help it? I remember reading a REALLY old forum post back in the day that compared Inv/SR/DA/Regen on scrappers that concluded things like:

  • Tough REALLY helps SR
  • SR is slightly weaker than INV
  • SR benefits GREATLY from health (pre-fitness for all)

 

By the logic of the last bit in particular I can't help but imagine that /SR on scrappers might be the secondary that benifits most from Aid Self out of all of them ... I wonder how badly I am hurting myself by not taking it?

(I have a good amount of +regen to help compensate slightly but I am not sure if its enough)

*Is there some way to test builds easily? I have seen people talk about a test server?

 


Finally, what would you do to the build to change it? I would be curious to see.


Below is the current draft (not overly different from the previous, just slots removed from Haste, 1 added to health and 1 spare ...)
 

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|-------------------------------------------------------------------|
Edited by Duck-Smokes-Quack
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20 minutes ago, Duck-Smokes-Quack said:

My main question though, since you seem to know a lot about /SR

My first main ... Redlynne ... was a MA/SR Scrapper (rolled back in Issue 2!), so I remember Super Reflexes from before Enhancement Dysfunction (ED).  So ... yeah.

22 minutes ago, Duck-Smokes-Quack said:

how much does Aid Self really help it?

In my experience, there are two ways to "bounce back" after taking hits through your Defenses ... Aid Self and Phase Shift (of all things).

 

Aid Self is actually a lot easier to use with Super Reflexes than you'd think.  Yes, it has an Interrupt of 1s (for which there's no point in slotting Interrupt Reduction), but so long as everything keeps MISSing you, you'll be able to use Aid Self while $Targets are whiffing all around you.  Nowadays, I'd argue to reach for all 6 slots of Preventative Medicine, which also offers a periodic Absorb, and put that into Aid Self.  Not to put too fine a point on it, Aid Self is the difference between a /SR who survives versus a /SR who faceplants.  However, the downside to this approach is that there are periodic DoT effects that will interrupt Aid Self (such as Caltrops) which will prevent/preclude use of Aid Self.  Now, you can get around this problem by use of a flight power (such as Hover) to lift yourself above the groundbound area denial, but if you don't have Hover/Fly/Mystic Flight or even Teleport to change location this can be potentially problematic.

 

The alternative that I was using before Aid Self was, of all things, Phase Shift.  The idea was that rather than pull out the tricorder to heal myself I'd instead just take a "time out" and let Regeneration heal me back up to full.  The difference is that back in the day I could sustain Phase Shift for longer than 30s (could sustain it indefinitely in fact).  Nowadays you'd need to calculate how much of your HP you can regenerate in 30s ... and realize that executing this option literally takes you "out of the fight" so you're not able to contribute again until it's "safe" for you to rejoin it.

 

Between the two of them, I found that Aid Self was far more useful and quicker to get me back in the fight.  And besides, I wouldn't have been able to hold the aggro of FIVE RIKTI MAGUS on me for over a minute at a time without Aid Self, since the damage that would "leak through" my Defenses would have faceplanted me if I didn't have access to Aid Self.

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11 minutes ago, Redlynne said:

 

And besides, I wouldn't have been able to hold the aggro of FIVE RIKTI MAGUS on me for over a minute at a time without Aid Self, since the damage that would "leak through" my Defenses would have faceplanted me if I didn't have access to Aid Self.

Hehe, I saw story in your SR/MA tanker guide 😛 very impressive and good read!


I guess I am seeing the problem clearly now ... If I refuse to Drop Speed and/or Leaping pools then I am forced to chose between the Leadership and Medicine pools ...
I think this is my main problem for now.

Tactics does look juicy, and the idea of the build up proc constantly going off also sounds amazing ... but probably not amazing enough to lose Aid Self for 😥

I wish I could take a 5th power pool instead of an APP pool!

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2 hours ago, Duck-Smokes-Quack said:

Sam Swift: Level 50 Science Scrapper
Primary Power Set: Martial Arts
Secondary Power Set: Super Reflexes
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Leadership
Ancillary Pool: Body Mastery

Speed ... not needed if you want to spend slots on your running powers (Quickness, Swift, Sprint equivalent) but even if you double slot all of them and stack with Ninja Run you'll get up to 75.2 mph ... but if single slotted you get 67.8 mph.  Which means you can add +1 slot to 3 powers and go past the ED cap and get +7.4 mph for your trouble.

32 minutes ago, Duck-Smokes-Quack said:

I guess I am seeing the problem clearly now ... If I refuse to Drop Speed and/or Leaping pools then I am forced to chose between the Leadership and Medicine pools ...
I think this is my main problem for now.

Yup, that's the choice.

I would point out though that if you combine the Medicine and Leadership pools you can take Injection as your "intro" to Medicine power and Injection gives you a -7% -ToHit debuff, a -7% Damage debuff and a -8% Recharge debuff against a single enemy $Target ... and Injection can be 4 slotted with Dark Watcher's Despair to yield -9.98% -ToHit debuffing while keeping the -Recharge proc (-20% recharge for 20s, 3.5PPM for 77% proc chance with +16.85% recharge enhancement on power).  In a pinch that can help cover a Defense shortfall for you when using Injection offensively rather than defensively on allies/teammates.

 

Injection    

  • Dark Watcher's Despair - To Hit Debuff: Level 27
  • Dark Watcher's Despair - To Hit Debuff/Recharge/Endurance: Level 27
  • Dark Watcher's Despair - To Hit Debuff/Endurance: Level 27
  • Dark Watcher's Despair - Chance for Recharge Slow: Level 21

So there's that option.

 

 

 

If it were my build, I'd drop Speed, Fighting and Leaping pools and instead use Leadership, Medicine and Teleportation (movement so fast you're gone "in the blink of an eye!") and just use Ninja Run for actual MOVEMENT through space (as opposed to simply skipping PAST space with Teleport).  You can use Vengeance as an extra Luck of the Gambler mule, just like you've been doing with Combat Jumping and you'd also be able to use Teleport to "get high" when you need to go UP instead of just jumping to get there.  That then leaves you with a spare pool to play with, whether it be for Body Mastery or anything else that strikes your fancy.

 

I also STRONGLY urge you to spend 2 and 2 slots on Health and Stamina to achieve the following that I've mentioned before:

On 10/8/2019 at 2:03 PM, Redlynne said:

Level 2:    Health    
 (A) Panacea - +Hit Points/Endurance: Level 10
 (17) Miracle - +Recovery: Level 20
 (27) Numina's Convalesence - +Regeneration/+Recovery: Level 30

 

Level 2:    Stamina    
 (A) Endurance Modification IO: Level 50+5
 (5) Performance Shifter - EndMod: Level 27
 (19) Performance Shifter - Chance for +End: Level 21

You'd be amazed by how many endurance recovery problems this solves (and it gets you extra movement speed in the bargain!).

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3 hours ago, Duck-Smokes-Quack said:

Good point, I have moved Kismet and the PvP resist unique to the auto powers instead. Combat Jumping is now just a LoTG mule + Slow resist unique.
Honestly I love Combat Jumping so much. I find using SS unbearable without it, but I am painfully aware that this directly takes 1 of my 4 Pool Power types up for something "i like" rather than something that actually helps the build

As far as I'm concerned Combat Jumping is the best power in the game and it helps every build that doesn't use Hover 100% of the time.

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9 hours ago, MunkiLord said:

As far as I'm concerned Combat Jumping is the best power in the game and it helps every build that doesn't use Hover 100% of the time.

I'm inclinded to agree clearly 😝

 

3 hours ago, Haijinx said:

I always use tough on SR, and i try to get as much resist out of it as i reasonably can.  

 

Added to scaling resists it is a great toggle and forget boost to survival.

 

There was a realy, really, really long and detailed post from the old forums that basically showed how much /SR benifited from Tough (it was even more than Weave mathematically). I makes an enormous difference on paper.

Its one of those things that probably is impossible to notice in game, but on paper at least he (Arcanaville i think his name was?) concluded that it was a must have for /SR in particular.

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On 10/9/2019 at 10:20 PM, Duck-Smokes-Quack said:

I'm inclinded to agree clearly 😝

 

There was a realy, really, really long and detailed post from the old forums that basically showed how much /SR benifited from Tough (it was even more than Weave mathematically). I makes an enormous difference on paper.

Its one of those things that probably is impossible to notice in game, but on paper at least he (Arcanaville i think his name was?) concluded that it was a must have for /SR in particular.

Must have, probably not.  But much more benefit that people were giving it credit for.  The biggest issue was getting the endurance to power it, and in the post-invention era this was less of an issue.

 

This presumed you took all the SR powers and had the maximum benefit from scaling resists.

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2 hours ago, arcanaville said:

Must have, probably not.  But much more benefit that people were giving it credit for.  The biggest issue was getting the endurance to power it, and in the post-invention era this was less of an issue.

 

This presumed you took all the SR powers and had the maximum benefit from scaling resists.

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)

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  • 3 months later

A few updates, how does this look to people?

I think it looks OK ...

Pros

  • 45%+ M/R/A
  • 40%+Res S/L at all times (before Res scaling kicks in)
  • 17HP per second Regen rate (not sure if this is good or not)
  • 3 seconds of perma hasten (perma when FF in DT kicks in every now and again)
  • Should be able to run top MA ST DPS chain of CAK > SK > CS > SK *

Cons?

  • Hasten not quite perma without a proc
  • Regen rate too low? Not sure how to bolster
  • Endurance might be a problem with such high +Rech speeds *
  • Not sure if I have put the Scrapper unqiue sets (ATOs?) in the right powers for procs etc to trigger

 

Hero Plan by Mids' Hero Designer 2.22
http://www.cohplanner.com/

Click this DataLink to open the build!

MA-SR V4.0: Level 50 Science Scrapper
Primary Power Set: Martial Arts
Secondary Power Set: Super Reflexes
Power Pool: Speed
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Medicine
Ancillary Pool: Body Mastery

Hero Profile:
Level 1: Storm Kick -- SprCrtStr-Acc/Dmg(A), SprCrtStr-Dmg/Rchg(3), SprCrtStr-Acc/Dmg/Rchg(3), SprCrtStr-Dmg/EndRdx/Rchg(5), SprCrtStr-Acc/Dmg/EndRdx/Rchg(5), SprCrtStr-Rchg/+50% Crit(7)
Level 1: Focused Fighting -- RedFrt-Def/EndRdx(A), RedFrt-Def/Rchg(37), RedFrt-EndRdx/Rchg(37), RedFrt-Def/EndRdx/Rchg(39), RedFrt-Def(39), RedFrt-EndRdx(39)
Level 2: Cobra Strike -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(7), SprBlsCol-Acc/Dmg/EndRdx(9), SprBlsCol-Acc/Dmg/Rchg(9), SprBlsCol-Dmg/EndRdx/Acc/Rchg(11), SprBlsCol-Rchg/HoldProc(11)
Level 4: Super Speed -- Run-I(A)
Level 6: Focused Senses -- RedFrt-Def(A), RedFrt-EndRdx(40), RedFrt-Def/EndRdx(40), RedFrt-Def/EndRdx/Rchg(40), RedFrt-Def/Rchg(42)
Level 8: Agile -- Ksm-ToHit+(A), LucoftheG-Def(17), LucoftheG-Def/EndRdx(17), LucoftheG-Rchg+(23), LucoftheG-Def/Rchg(48), LucoftheG-Def/EndRdx/Rchg(48)
Level 10: Practiced Brawler -- RechRdx-I(A)
Level 12: Focus Chi -- RechRdx-I(A)
Level 14: Combat Jumping -- LucoftheG-Rchg+(A), WntGif-ResSlow(50)
Level 16: Dodge -- ShlWal-ResDam/Re TP(A), LucoftheG-Def(25), LucoftheG-Def/EndRdx(25), LucoftheG-Rchg+(36)
Level 18: Crippling Axe Kick -- Hct-Dmg/Rchg(A), Hct-Acc/Dmg/Rchg(19), Hct-Acc/Rchg(19), Hct-Dmg/EndRdx(21), Hct-Dam%(21), CrsImp-Acc/Dmg/EndRdx(23)
Level 20: Quickness -- Run-I(A)
Level 22: Hasten -- RechRdx-I(A), RechRdx-I(46)
Level 24: Boxing -- Empty(A)
Level 26: Dragon's Tail -- Arm-Dmg/Rchg(A), Arm-Acc/Dmg/Rchg(27), Arm-Acc/Rchg(27), Arm-Dmg/EndRdx(29), Arm-Dam%(29), FrcFdb-Rechg%(31)
Level 28: Lucky -- Rct-ResDam%(A), LucoftheG-Def(36), LucoftheG-Def/EndRdx(36), LucoftheG-Rchg+(37)
Level 30: Tough -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(31), UnbGrd-Max HP%(31), UnbGrd-ResDam/EndRdx(34), GldArm-Res/Rech/End(48)
Level 32: Eagles Claw -- SprScrStr-Acc/Dmg(A), SprScrStr-Dmg/Rchg(33), SprScrStr-Acc/Dmg/Rchg(33), SprScrStr-Dmg/EndRdx/Rchg(33), SprScrStr-Acc/Dmg/EndRdx/Rchg(34), SprScrStr-Rchg/+Crit(34)
Level 35: Evasion -- RedFrt-Def(A), RedFrt-EndRdx(42), RedFrt-Def/EndRdx(42), RedFrt-Def/Rchg(43), RedFrt-Def/EndRdx/Rchg(43)
Level 38: Weave -- LucoftheG-Def(A), LucoftheG-Def/EndRdx(43), LucoftheG-EndRdx/Rchg(45), LucoftheG-Rchg+(46), LucoftheG-Def/EndRdx/Rchg(46)
Level 41: Aid Other -- Empty(A)
Level 44: Aid Self -- NmnCnv-Heal/EndRdx/Rchg(A), NmnCnv-Heal/Rchg(45), NmnCnv-Heal/EndRdx(45)
Level 47: Conserve Power -- RechRdx-I(A)
Level 49: Physical Perfection -- PrfShf-End%(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 -- Clr-Stlth(A)
Level 2: Rest -- IntRdx-I(A)
Level 4: Ninja Run 
Level 2: Swift -- Run-I(A)
Level 2: Health -- NmnCnv-Regen/Rcvry+(A), Pnc-Heal/+End(13), Mrc-Rcvry+(13), Pnc-Heal(50), Pnc-Heal/Rchg(50)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- EndMod-I(A), PrfShf-EndMod(15), PrfShf-End%(15)
------------

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To the question of is 17hp/sec regen good.   Pretty average from what I've seen, in general, of /SR builds, but not the max end for what can be.  My Claws/SR on Live, for instance,  was around 32hp/sec.  One of the last posts with Arcanaville's MA/SR build I saw was at similar numbers.  My Claws/SR had Aid Another (good for healing badges) and Aid Self.  Both were mostly mules for +max health and +regen bonuses.   I rarely used Aid Self for urgent in combat healing.  When needed I used inspires.  

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2 hours ago, Doomguide2005 said:

Both were mostly mules for +max health and +regen bonuses.   I rarely used Aid Self for urgent in combat healing.  When needed I used inspires.  

I have found this too tbh.

I know on paper that Aid Self should be amazing on /SR but I also rarely ever use it. I guess just due to the sheer nature of /SR when you really need it, its too slow to active and too underwhelming.

Its only really useful when playing solo/duo (or small team with no healer) and a "nat 20" gets you during combat. In all other scenarios its not great:

  • Bullshit enemies with insane +tohit which destroys /SR no matter what you do
  • Autohit powers (like burn patches on the floor) obviously interupt Aid Self unless you move
  • Even when fighting AV's sometimes it just doesnt heal enough to make a difference

 

What do people think about Aid Self in general? Maybe i should dorp it and free up 2 x power picks in the build

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