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SR/Claws - a build in 3 parts


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This is going to be a "grind from 1-50" character.  As such, especially with all the abundant respecs, I've come to think in terms of leveling up with "Early", "Mid" and "Final" builds.


Just for reference, for new characters, I pre-purchase all the IOs attuned and just slot them when the time comes.


Tank SR caught my attention for the next grinder because I was curious what kind of layers I could add to it.  More later about where that ended up for the final build.  I chose Claws because, well, why not?  (Rhetorical question)


First Stage (1-25)

This is how I see it at the end of the "Early" game.  Soft capped already?  Well all right...




| Copy & Paste this data into Mids' Hero Designer to view the build |

At 25-ish, I'll respec into something that will lead to this:



| Copy & Paste this data into Mids' Hero Designer to view the build |


It's sort of a shame to burn a respec just to take one slot away to use elsewhere (From Practiced Brawler since it's now perma with 1 lvl 25 SO) but whatevah.

Positional Defs are now in the low 50s.  Overkill for the mid level game but it's needed for the roadmap.  I'm slotting the best +rch IOs I can in lieu of purples at this point.  
Other notable numbers:
Recharge 73%
S/L Res: 47.8%
All others: 20ish (more or less)

I don't know exactly when I'll do the next respec.  The purpose of it will be to turbo-charge recharge for Rune of Protection, so probably just before I choose that at 44.  At this point I'll be building to (final build):



| Copy & Paste this data into Mids' Hero Designer to view the build |


For the final build, I found myself in a pickle.  When the battle lines have always been drawn in the great Tanker Wars of "Taunt - yea or nay" I've historically been adamantaly "yea".  However, I need Hasten and couldn't find anything else to omit without hurting Def or Rch.  I figured with 3 ranged attacks (Focus, Arcane Bolt and Shockwave) maybe I can get by without it.

Why do I "need" Hasten?  With it, Rune has almost a 60% uptime (recharge in 152.5 seconds).  Without, it's down an additional 33 seconds, that's more time than I'd like.

To summarize - 
Melee Def 62.3
Ranged Def 57
AOE Def 57.7
(yes, R and AOE are a big below iSoftCap but more about that later)
Regen 242% 


Without Rune 
S/l Res is 55.5
All others 30-40.


With Rune
s/l res is 81.1
all others 55-66.


Let's add in another 5% resists to all because I'm diligent with my Base Empowerment buffs.  I'll max out my personal salvage vault to have everything needed for the res buffs as well as recharge and recovery.   (As long as the base teleport ability exists, I'll just pop in whenever the buffs expire, then return.  When that ability gets taken away... I'll figure something out.)


Which leads to:

s/l 86.1
e/n 60.3
f/c 71.5
t/p 67

Not too shabby for the "one trick pony" SR is reputed to be.


I would be interested in opinions as to whether build A or build B is preferable, where build A is the one above and build B is the one below.  



| Copy & Paste this data into Mids' Hero Designer to view the build |


The difference is, I took 3 slots from the 6 Unbreakable Guards in Rune and substituded 3 Impervious Skins, including the proc.
The net result, with Rune and Base Empowerments:
s/l 86.8
e/n 59.5
f/c 65.5
t/p 62.5


B adds 1.6 seconds of recharge to Rune.  Not a dealbreaker, but a data point regardless.


HP and Regen comparison, the reason to switch to B, is:
Regen 262% (29.4 hp/sec)
HP 2698.6
Regen 287% (32.6 hp/sec)
HP: 2726.7


I'm leaning heavy on the original (A), if for no other reason due to the positionless psi damage that exists.  Maybe I'll go 5 UC and the proc.  


Destiny was another one I was torn on, I had settled on Rebirth for the burst heal but as I've been typing this, it occurred to me I could cycle Barrier with Rune.  Once the Rune buff wore off, I'd have 30 seconds of 32.5% res from Barrier, then I have 30 seconds of not so uber with 7.5% res before Rune is ready again.  Even a second or 2 of 5%.  Here's the cycle (for simplicity I'm leaving out the megaburst for Barrier's first 20 seconds and also 2.5 seconds of Rune's recharge.)


t = 0-30: 32.5 (all from Barrier)
t = 31-60: 7.5 (all from Barrier)
t = 61-90: 30 (25 Rune, 5 Barrier)
t = 91-120: 30 (25 Rune, 5 Barrier)
t = 120-150: 25 (all Rune)



I'm also not completely settled on Alpha.  Without Agility I got a leeetle bit below iSoftCap for Range and AOE but Spiritual Core buffs Regen and shaves another 5 seconds off Rune.  Also in the "it dawned on me while typing this" category - Barrier would cover up that small iGap for def (which isn't a real concern anyway because in that content the +def buffs flow freely).  

So after all that I think I'm fairly settled on Spiritual Core and Barrier Core.  I'll go for a pocket healer for Lore, Melee Core hybrid (the one with resists), Judgement Void Radial for -50% dmg debuff and play "spin the wheel of Interface" for the last one.

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