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Looking to "freshen" my last MA/SR build from live


Bodai

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Hello all,

 

Like everyone else here, I am back playing coh.  I want to re-build my main which is MA/SR (just hit lvl 40), after that I will probably explore new things.

 

It looks like there are a fair bit of new things available that could "freshen" this build, and some general changes I was considering anyways.

 

Here is my build as it last was on live:

Hero Plan by Mids' Reborn : Hero Designer 2.6.0.7
https://github.com/ImaginaryDevelopment/imaginary-hero-designer

Click this DataLink to open the build!

 

Some notable points and things I like about this build:

- Perma Hasten +4 second overlap

- Soft-cap on all three positionals + some OK damage resistance

- Lots of regen and recovery (no real end problem, but it is toggle and click heavy)

- Built in an order so that it exemps well

- Fast movement speed

 

Overall I love this build, there are no huge shortcomings with it other than probably things that are just MA/SR regardless.

 

So, aside from looking to get some general advice, here are some things I am considering:

 

PBAoE:  I absolutely LOVE Dragon's Tail and Energy Torrent (I should probably find an AT to focus on this, really)

- So, I have been playing with Spring Attack, the animation is so-so but it has good damage, starting to grow on me

 

Upgrades:

- Looks like I can switch allot of my IOs over to attuned one's, if nothing else I am able to slot them before 50 (any other diff?)

- I am confused, I have some purples and "superiors", can other sets be upgraded to these overall?

- Looks like there are some new and different sets that could make this build better, been going through, not all seem to be in Mid's

 

Considerations:

- I wonder if this build would be possible without fighting and leadership (and what I would do instead)? (or even hasten)

- I wouldn't mind putting in concealment / Stealth, only because it is useful and somewhat part of my theme (using a proc now)

- I don't know how important it would be to try and get to 59% defense due to Incarnates

 

Thanks in advance.

 

-Bodai

 

 

 

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1 hour ago, Bodai said:

- I wonder if this build would be possible without fighting and leadership (and what I would do instead)? (or even hasten)

What is the point of using Hasten on a MA/SR Scrapper?  Pretty much the only long recharge powers you've got out of your primary and secondary power sets are ... Focus Chi ... and Elude.  Granted, there's a "max deeps" attack rotation of SK.CS.CAK that you could be reaching for which requires an "insane" amount of recharge bonuses, but that's pure single target (at which point you might as well be a Stalker?).

 

1 hour ago, Bodai said:

- I don't know how important it would be to try and get to 59% defense due to Incarnates

Honestly ... if you're worried about the 59% softcap, switch to being a SR/MA Tanker.

IifneyR.gif

Verbogeny is one of many pleasurettes afforded a creatific thinkerizer.

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Here's a variant of your build.
Primarily it's to improve your Resists slightly and your Defenses for Incarnate content (51% with Maneuvers turned off)

 

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

Click this DataLink to open the build!

Sand The Floor: Level 50 Technology Scrapper
Primary Power Set: Martial Arts
Secondary Power Set: Super Reflexes
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Leadership
Power Pool: Speed
Ancillary Pool: Body Mastery

Hero Profile:
Level 1: Storm Kick -- SprScrStr-Acc/Dmg:50(A), SprScrStr-Dmg/Rchg:50(3), SprScrStr-Acc/Dmg/Rchg:50(3), SprScrStr-Dmg/EndRdx/Rchg:50(5), SprScrStr-Acc/Dmg/EndRdx/Rchg:50(5), SprScrStr-Rchg/+Crit:50(7)
Level 1: Focused Fighting -- Rct-Def:50(A), Rct-Def/EndRdx:50(7), ShlWal-ResDam/Re TP:50(9)
Level 2: Cobra Strike -- Mk'Bit-Acc/Dmg:50(A), Mk'Bit-Dmg/EndRdx:50(9), Mk'Bit-Dmg/Rchg:50(11), Mk'Bit-Acc/EndRdx/Rchg:50(11), Mk'Bit-Acc/Dmg/EndRdx/Rchg:50(13), Mk'Bit-Dam%:50(13)
Level 4: Focused Senses -- Rct-Def:50(A), Rct-Def/EndRdx:50(19), Rct-Def/EndRdx/Rchg:50(19), Rct-EndRdx/Rchg:50(21), Rct-Def/Rchg:50(21), Rct-ResDam%:50(23)
Level 6: Focus Chi -- AdjTrg-ToHit:50(A), AdjTrg-ToHit/Rchg:50(23), AdjTrg-ToHit/EndRdx/Rchg:50(25), AdjTrg-EndRdx/Rchg:50(25), AdjTrg-ToHit/EndRdx:50(27), AdjTrg-Rchg:50(27)
Level 8: Agile -- LucoftheG-Rchg+:50(A), LucoftheG-Def:50(29)
Level 10: Crane Kick -- Mk'Bit-Acc/Dmg:50(A), Mk'Bit-Dmg/EndRdx:50(29), Mk'Bit-Dmg/Rchg:50(31), Mk'Bit-Acc/EndRdx/Rchg:50(31), Mk'Bit-Acc/Dmg/EndRdx/Rchg:50(31), Mk'Bit-Dam%:50(33)
Level 12: Practiced Brawler -- RechRdx-I:50(A), RechRdx-I:50(33)
Level 14: Kick -- FrcFdb-Rechg%:50(A)
Level 16: Dodge -- LucoftheG-Rchg+:50(A), LucoftheG-Def:50(33)
Level 18: Crippling Axe Kick -- SprCrtStr-Acc/Dmg:50(A), SprCrtStr-Dmg/Rchg:50(34), SprCrtStr-Acc/Dmg/Rchg:50(34), SprCrtStr-Dmg/EndRdx/Rchg:50(34), SprCrtStr-Acc/Dmg/EndRdx/Rchg:50(36), SprCrtStr-Rchg/+50% Crit:50(36)
Level 20: Quickness -- Run-I:50(A)
Level 22: Tough -- StdPrt-ResDam/Def+:30(A), GldArm-3defTpProc:50(36), ImpArm-ResPsi:40(37), Ags-Psi/Status:50(37), UnbGrd-Max HP%:50(37), Ags-ResDam/EndRdx:50(39)
Level 24: Weave -- LucoftheG-Rchg+:50(A), LucoftheG-Def:50(39)
Level 26: Dragon's Tail -- SprAvl-Acc/Dmg:50(A), SprAvl-Dmg/EndRdx:50(39), SprAvl-Acc/Dmg/EndRdx:50(40), SprAvl-Acc/Dmg/Rchg:50(40), SprAvl-Acc/Dmg/EndRdx/Rchg:50(40), SprAvl-Rchg/KDProc:50(42)
Level 28: Lucky -- LucoftheG-Rchg+:50(A), LucoftheG-Def:50(42)
Level 30: Combat Jumping -- LucoftheG-Rchg+:50(A), LucoftheG-Def:50(42)
Level 32: Eagles Claw -- SprBlsCol-Acc/Dmg:50(A), SprBlsCol-Dmg/EndRdx:50(43), SprBlsCol-Acc/Dmg/EndRdx:50(43), SprBlsCol-Acc/Dmg/Rchg:50(43), SprBlsCol-Dmg/EndRdx/Acc/Rchg:50(45), SprBlsCol-Rchg/HoldProc:50(45)
Level 35: Evasion -- Rct-Def:50(A), Rct-Def/EndRdx:50(45)
Level 38: Conserve Power -- RechRdx-I:50(A)
Level 41: Physical Perfection -- RgnTss-Regen+:30(A), Prv-Absorb%:50(46), PrfShf-End%:50(46)
Level 44: Energy Torrent -- Rgn-Dmg/Rchg:50(A), Rgn-Acc/Dmg/Rchg:50(46), Rgn-Acc/Rchg:50(48), Rgn-Dmg/EndRdx:50(48), Rgn-Knock%:50(48)
Level 47: Maneuvers -- Rct-Def:50(A), Rct-Def/EndRdx:50(50)
Level 49: Hasten -- RechRdx-I:50(A), RechRdx-I:50(50), RechRdx-I:50(50)
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 -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Health -- Pnc-Heal/+End:50(A), NmnCnv-Regen/Rcvry+:50(15), Mrc-Rcvry+:40(15)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- PrfShf-End%:50(A), PrfShf-EndMod:50(17), EndMod-I:50(17)
Level 50: Spiritual Core Paragon
------------

 

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

If you want to be godlike, pick anything.

If you want to be GOD, pick a TANK!

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19 hours ago, Redlynne said:

What is the point of using Hasten on a MA/SR Scrapper?  Pretty much the only long recharge powers you've got out of your primary and secondary power sets are ... Focus Chi ... and Elude.  Granted, there's a "max deeps" attack rotation of SK.CS.CAK that you could be reaching for which requires an "insane" amount of recharge bonuses, but that's pure single target (at which point you might as well be a Stalker?).

 

Honestly ... if you're worried about the 59% softcap, switch to being a SR/MA Tanker.

Well, it's a fair point that I was actually thinking myself.  I like Hasten but I agree you could probably do without it.

I never take Elude, never liked it.

I usually only take Storm Kick, but wondering if Thunder Kick is worth it for the disorient, which I like to stack up.

And I was thinking of replacing CAK with Spring Attack, I hate to lose the superior damage and immob, but getting a decent PBAoE instead.

Definitely going for crowd control over single target.

 

-Bodai

 

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2 hours ago, Bodai said:

I usually only take Storm Kick, but wondering if Thunder Kick is worth it for the disorient, which I like to stack up.

Back on Virtue I played a MA/SR Scrapper and for a number of years I used Thunder Kick, Cobra Strike and Eagle's Claw for opportunity stuns (as in "nice when it happens") and blended in Air Superiority for additional mitigation, since the KnockUP of Air Superiority would dump $Targets (including Fake Nemesis) on the ground and delay their attack cycles.  Dragon's Tail was thrown in as opportunities arose.  No Storm Kick, no Crane Kick, no Crippling Axe Kick.  The way the combination was more of a Scranktroller.

 

Here's what I came up with for a SR/MA Tanker back in May before I started playing, if you'd like to crib notes ... although to be honest the build could use a bit of an overhaul at this point (I've learned a lot since I first posted that build).

IifneyR.gif

Verbogeny is one of many pleasurettes afforded a creatific thinkerizer.

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I will have to wrap my brain around doing this build as a tank or brute 🤔

 

I am somewhat familiar with the fundamental differences between a tank or scrapper and how that plays out independent of any slotting or enhancements.  I think the basic notion is that the "defensive (def, res, etc.)" caps are higher for a tank, but the damage output is lower.  For a brute, that could be really interesting, because I have always thought that brutes broke the mold..... some say they are "between" and scrapper and a tank, I feel that is more like tanker + scrapper (as in both).

 

That said, Hyperstrike's build above is just shy of 55% positionals, which I think is pretty good, if you are 3% shy of the tanker build.  When it gets to incarnates, I think there was a power that gives you defense?  And with almost 50% s/l resist, I would focus on shoring up recovery over regen, because I think it will be only rare cases that you get brought down, maybe retreat occasionally.

 

But, I think we are probably splitting hairs at this point.  If you look at my original build above, which is not near as good as these, I played that for a couple years and always loved it.  You could say because being on a team makes up for shortcomings in this game, maybe, but I played solo a ton, that was my badge character, and I never felt like it "needed" anything.  I couldn't solo most AVs (stale mate basically), and yeah, I don't think it is the most powerful scrapper set, but certainly one of the most fun.  And I would constantly get comments like "dude, I love seeing a good old MA/SR...."

 

So, I think I am going learn from Hyperstrike's build, and maybe take out hasten, take out CAK, and put in spring attack - all slotted up spring attack is like having a 2nd dragon's tail with longer recharge, it's wonderful as an "opener" especially immediately followed by dragon's tail.  By the way, I also have an interesting build with focused accuracy, if you have a crap-ton of accuracy and to-hit, and combine it with aoe's and pbaoe's, the crowd control could be great.  And I don't think you would lose the "boss killer" aspect I really like about this build.

 

Not sure I am ready to go without a travel power, and it would be great if I could include stealth, partially because this is a themed character and both of those go with it.

 

-Bodai

 

 

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Hero Plan by Mids' Reborn : Hero Designer 2.6.0.7
https://github.com/ImaginaryDevelopment/imaginary-hero-designer

Click this DataLink to open the build!

 

Alright then, try this one out.

- 59%+ positionals, and 52% S/L resist

- Extremely low end consumption (really proud of that, I started out with that) even with lots of toggles on

- 45%+ def with just the three SR toggles (and then of course stupidly low end consumption)

- I left out CAK and replaced with spring attack, more damage than DT, but of course much longer recharge (but could go either way)

- Got rid of hasten altogether, and actually I didn't optimize for recharge at all (also means even less end use)

 

Some novelties:

- You could replace stealth with maneuvers, it fits my theme but maneuvers obviously has advantages

- You could actually get the def or res higher if you wanted to favor one over the other

- Lots of ToHit as well as accuracy using Focused Accuracy + Kismet proc, so should hit allot with the AoEs

- Nothing to remember to click - no hasten, no conserve power, and PB can be on auto

 

You could certainly tweak this further to a particular taste, but I think this is extremely solid.

 

Really curious how this would play, I wonder how low the need for blue insp would get.....

 

-Bodai

 

 

 

 

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13 hours ago, Bodai said:

Hero Plan by Mids' Reborn : Hero Designer 2.6.0.7
https://github.com/ImaginaryDevelopment/imaginary-hero-designer

Click this DataLink to open the build!

 

Alright then, try this one out.

- 59%+ positionals, and 52% S/L resist

- Extremely low end consumption (really proud of that, I started out with that) even with lots of toggles on

- 45%+ def with just the three SR toggles (and then of course stupidly low end consumption)

- I left out CAK and replaced with spring attack, more damage than DT, but of course much longer recharge (but could go either way)

- Got rid of hasten altogether, and actually I didn't optimize for recharge at all (also means even less end use)

 

Some novelties:

- You could replace stealth with maneuvers, it fits my theme but maneuvers obviously has advantages

- You could actually get the def or res higher if you wanted to favor one over the other

- Lots of ToHit as well as accuracy using Focused Accuracy + Kismet proc, so should hit allot with the AoEs

- Nothing to remember to click - no hasten, no conserve power, and PB can be on auto

 

You could certainly tweak this further to a particular taste, but I think this is extremely solid.

 

Really curious how this would play, I wonder how low the need for blue insp would get.....

 

-Bodai

 

 

 

 

With decent slotting and sets you can hit 60% poistional without all the trash powers in that build.

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2 hours ago, Nightmarer said:

Sorry to step in. I am curious, why do you consider 1.55 end/sec extremely low end consumption? Not even my DA's use that much. Sorry, just trying to understand some builds I see in the forums as of lately.

 

Well, it's somewhat relative - low considering the stats it achieves.  Also, that is with focused accuracy, which is situational, otherwise it's 1.09 end/sec.

And if you didn't need the extra def and resistance, you can turn off tough, weave, and stealth and be at 0.48 end/sec while still at nearly 50% positionals and 34% s/l resist.  When I play I often turn things off if I don't need them.  And as I mentioned, with far less recharge you aren't consuming as much with attacks (which I also slotted to reduce end use).

 

But this is also without having actually played it.  My intention is to have a good incarnates build, so this would all be supplemented by incarnate powers, including further endurance reduction, and that is when you would even need 59%+ defense for lvl 54...

 

After playing it, maybe it is too much end use, and maybe I end up not needing that much defense, so give up some to reduce end use even further, which is doable at the expense of some of the def and res.

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Thanks, I am still confused though, there are much easier and straightforward ways of reaching Incarnate softcap with SR without such a massive endurance consumption. Anyway, if the build works for you, obviously you are the person that has to be satisfied with it 🙂

 

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2 hours ago, Chelsea Rorec said:

With decent slotting and sets you can hit 60% poistional without all the trash powers in that build.

That's true, I had it up to over 63% while I was playing with it, what is your point?  Why would you need more than 59% for an incarnate build?

The fact that I did it, and had room left for all the "trash powers" I think is pretty good. 

 

The trash powers do have use:

- I worked CJ and Stealth into the build with the defense they add, and it is nice to be able to stealth missions

- I think spring attack is doing good damage and comes up once per minute, it's nice to have another AoE

- I don't like going without a travel power, to each their own, I don't think doing it with temps is as nice

- Focused accuracy I agree is situational, but nice for high-defense opponents, AVs/GMs, I think it is better to have than conserve power

 

And these could be swapped out as needed.  But what is your actual goal?

 

Show me what your build would be, and why you would do it, I might agree with you.

 

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9 minutes ago, Nightmarer said:

Thanks, I am still confused though, there are much easier and straightforward ways of reaching Incarnate softcap with SR without such a massive endurance consumption. Anyway, if the build works for you, obviously you are the person that has to be satisfied with it 🙂

 

Well, bring it on.  Show me your incarnate softcap build, and point out why it is good, I am here to learn as well.

You are saying the same can be done with much better end consumption (what do you consider good end consumption?)

Will that build have over 50% s/l res as well?

 

Redlynne above made the point that you don't need to do an MA/SR build with so much recharge, and not with hasten.  I didn't disagree, and I think this is a pretty good example of what you could do instead.  So I consider this build a big step forward over what I had, and as I mentioned, I actually played that for years and it was great.

 

I don't know, maybe you would need something even stronger for PvP or something...

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On 12/8/2019 at 9:30 PM, Bodai said:

I will have to wrap my brain around doing this build as a tank or brute 🤔

 

I am somewhat familiar with the fundamental differences between a tank or scrapper and how that plays out independent of any slotting or enhancements.  I think the basic notion is that the "defensive (def, res, etc.)" caps are higher for a tank, but the damage output is lower.  For a brute, that could be really interesting, because I have always thought that brutes broke the mold..... some say they are "between" and scrapper and a tank, I feel that is more like tanker + scrapper (as in both).

 

That said, Hyperstrike's build above is just shy of 55% positionals, which I think is pretty good, if you are 3% shy of the tanker build.  When it gets to incarnates, I think there was a power that gives you defense?  And with almost 50% s/l resist, I would focus on shoring up recovery over regen, because I think it will be only rare cases that you get brought down, maybe retreat occasionally.

 

But, I think we are probably splitting hairs at this point.  If you look at my original build above, which is not near as good as these, I played that for a couple years and always loved it.  You could say because being on a team makes up for shortcomings in this game, maybe, but I played solo a ton, that was my badge character, and I never felt like it "needed" anything.  I couldn't solo most AVs (stale mate basically), and yeah, I don't think it is the most powerful scrapper set, but certainly one of the most fun.  And I would constantly get comments like "dude, I love seeing a good old MA/SR...."

 

So, I think I am going learn from Hyperstrike's build, and maybe take out hasten, take out CAK, and put in spring attack - all slotted up spring attack is like having a 2nd dragon's tail with longer recharge, it's wonderful as an "opener" especially immediately followed by dragon's tail.  By the way, I also have an interesting build with focused accuracy, if you have a crap-ton of accuracy and to-hit, and combine it with aoe's and pbaoe's, the crowd control could be great.  And I don't think you would lose the "boss killer" aspect I really like about this build.

 

Not sure I am ready to go without a travel power, and it would be great if I could include stealth, partially because this is a themed character and both of those go with it.

 

-Bodai

 

 

I thought spring attack sucked. At least it did when I tried it on a sentinel. Barely did any damage at all. Is it just bugged on Sents?

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2 minutes ago, DocRadio said:

I thought spring attack sucked. At least it did when I tried it on a sentinel. Barely did any damage at all. Is it just bugged on Sents?

In my build it is doing 202

Dragon's Tail does 188.3

Energy Torrent 145.7

 

Now, the animation could be better, and it has a long recharge of just under a minute on my build.

I use it as an opener, followed by DT, and then into the other attacks.

 

I guess allot depends on how you slot it.  Yeah by itself it won't do much.

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38 minutes ago, Bodai said:

In my build it is doing 202

Dragon's Tail does 188.3

Energy Torrent 145.7

 

Now, the animation could be better, and it has a long recharge of just under a minute on my build.

I use it as an opener, followed by DT, and then into the other attacks.

 

I guess allot depends on how you slot it.  Yeah by itself it won't do much.

Can it crit?

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42 minutes ago, Bodai said:
2 hours ago, DocRadio said:

Can it crit?

I have no idea, good question.

Does that make or break it as a good power?

Well ... let's put it this way ...

3 hours ago, Bodai said:

In my build it is doing 202

Dragon's Tail does 188.3

Energy Torrent 145.7

 

202/188.3 = 100% + 7.28%

 

That means if your Dragon's Tail crits more than about 7.3% of the time then Dragon's Tail will be doing "more damage than Spring Attack.

Although another way to put it would be that if you hit 10 $Targets with Spring Attack you'll do 2020 damage, and Dragon's Tail with no crits would be doing 1883 ... but if you add just ONE crit from Dragon's Tail on those 10 $Targets into the mix, suddenly Dragon's Tail is doing 2071.3 damage output against the entire dogpile.

 

So it kind of depends on your perspective, I guess.

 

Note that using Dragon's Tail immediately after Eagle's Claw tends to yield pretty good critical hit performance out of Dragon's Tail.  I'll leave the reason(s) for why that should be so up to the disinterested observers of this thread.

IifneyR.gif

Verbogeny is one of many pleasurettes afforded a creatific thinkerizer.

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4 hours ago, Bodai said:

Well, bring it on.  Show me your incarnate softcap build, and point out why it is good, I am here to learn as well.

You are saying the same can be done with much better end consumption (what do you consider good end consumption?)

Will that build have over 50% s/l res as well?

 

Redlynne above made the point that you don't need to do an MA/SR build with so much recharge, and not with hasten.  I didn't disagree, and I think this is a pretty good example of what you could do instead.  So I consider this build a big step forward over what I had, and as I mentioned, I actually played that for years and it was great.

 

I don't know, maybe you would need something even stronger for PvP or something...

Ah well, I guess I was wrong, a bit short of Incarnate softcap on AoE (which I personally would not care about) and just 47% s/l res. Still, playable char with end usage 1.14 end/sec. You can address the remaining aoe def or res through incarnates although I personally wouldn't bother and go straight for musculature. Also, 1857 HP fully accoladed is no small thing on an SR:

 

Hero Plan by Mids' Reborn : Hero Designer 2.6.0.7
https://github.com/ImaginaryDevelopment/imaginary-hero-designer

Click this DataLink to open the build!

Level 50 Magic Scrapper
Primary Power Set: Martial Arts
Secondary Power Set: Super Reflexes
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Body Mastery

Hero Profile:
Level 1: Storm Kick -- TchofDth-Acc/Dmg(A), TchofDth-Dmg/EndRdx(42), TchofDth-Dmg/Rchg(42), TchofDth-Acc/Dmg/EndRdx(45), TchofDth-Dmg/EndRdx/Rchg(46), TchofDth-Dam%(46)
Level 1: Focused Fighting -- Rct-ResDam%(A), Rct-Def/EndRdx/Rchg(5), Rct-Def(7), Rct-Def/EndRdx(9), Rct-EndRdx/Rchg(11), Rct-Def/Rchg(13)
Level 2: Cobra Strike -- Mk'Bit-Acc/Dmg(A), Mk'Bit-Dmg/EndRdx(17), Mk'Bit-Dmg/Rchg(21), Mk'Bit-Acc/EndRdx/Rchg(21), Mk'Bit-Acc/Dmg/EndRdx/Rchg(43), Mk'Bit-Dam%(46)
Level 4: Focused Senses -- RedFrt-EndRdx(A), RedFrt-Def(5), RedFrt-Def/EndRdx(7), RedFrt-Def/Rchg(9), RedFrt-EndRdx/Rchg(11), RedFrt-Def/EndRdx/Rchg(13)
Level 6: Focus Chi -- RechRdx-I(A), RechRdx-I(45)
Level 8: Crane Kick -- SuddAcc--KB/+KD(A), SprBlsCol-Acc/Dmg(15), SprBlsCol-Dmg/EndRdx(17), SprBlsCol-Acc/Dmg/EndRdx(23), SprBlsCol-Acc/Dmg/Rchg(23), SprBlsCol-Dmg/EndRdx/Acc/Rchg(43)
Level 10: Practiced Brawler -- RechRdx-I(A)
Level 12: Combat Jumping -- Ksm-ToHit+(A), ShlWal-ResDam/Re TP(15)
Level 14: Super Jump -- Jump-I(A)
Level 16: Dodge -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(43)
Level 18: Crippling Axe Kick -- SprScrStr-Acc/Dmg(A), SprScrStr-Dmg/Rchg(19), SprScrStr-Acc/Dmg/Rchg(19), SprScrStr-Dmg/EndRdx/Rchg(25), SprScrStr-Acc/Dmg/EndRdx/Rchg(25), SprScrStr-Rchg/+Crit(40)
Level 20: Quickness -- Run-I(A)
Level 22: Agile -- LucoftheG-Def/Rchg+(A)
Level 24: Boxing -- Empty(A)
Level 26: Dragon's Tail -- SprCrtStr-Acc/Dmg(A), SprCrtStr-Dmg/Rchg(27), SprCrtStr-Acc/Dmg/Rchg(27), SprCrtStr-Dmg/EndRdx/Rchg(29), SprCrtStr-Acc/Dmg/EndRdx/Rchg(29), SprCrtStr-Rchg/+50% Crit(37)
Level 28: Lucky -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(45)
Level 30: Tough -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(31), UnbGrd-Max HP%(31), UnbGrd-ResDam/EndRdx/Rchg(31), UnbGrd-ResDam(34), UnbGrd-ResDam/EndRdx(42)
Level 32: Eagles Claw -- Mk'Bit-Acc/Dmg(A), Mk'Bit-Dmg/EndRdx(33), Mk'Bit-Dmg/Rchg(33), Mk'Bit-Acc/EndRdx/Rchg(33), Mk'Bit-Acc/Dmg/EndRdx/Rchg(34), Mk'Bit-Dam%(34)
Level 35: Evasion -- RedFrt-EndRdx(A), RedFrt-Def(36), RedFrt-Def/EndRdx(36), RedFrt-Def/Rchg(36), RedFrt-EndRdx/Rchg(37), RedFrt-Def/EndRdx/Rchg(37)
Level 38: Weave -- LucoftheG-Def/Rchg+(A), Srn-EndRdx(39), Srn-Def(39), Srn-Def/EndRdx(39), Srn-Def/Rchg(40), Srn-Def/EndRdx/Rchg(40)
Level 41: Conserve Power -- RechRdx-I(A)
Level 44: Physical Perfection -- RgnTss-Regen+(A)
Level 47: Energy Torrent -- PstBls-Dam%(A), PstBls-Acc/Dmg/EndRdx(48), PstBls-Acc/Dmg(48), PstBls-Dmg/EndRdx(48), PstBls-Dmg/Rchg(50)
Level 49: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(50), LucoftheG-Def/EndRdx(50)
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 -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Health -- NmnCnv-Regen/Rcvry+(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- EndMod-I(A), EndMod-I(3), EndMod-I(3)
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
------------

 

 

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16 minutes ago, Nightmarer said:

Ah well, I guess I was wrong, a bit short of Incarnate softcap on AoE (which I personally would not care about) and just 47% s/l res. Still, playable char with end usage 1.14 end/sec. You can address the remaining aoe def or res through incarnates although I personally wouldn't bother and go straight for musculature. Also, 1857 HP fully accoladed is no small thing on an SR:

 

Hero Plan by Mids' Reborn : Hero Designer 2.6.0.7
https://github.com/ImaginaryDevelopment/imaginary-hero-designer

Click this DataLink to open the build!

 

So, this is a good build, I would make a few observations:

 

- I don't think you have proved the end consumption issue.  Just turn off focused accuracy on my build, and I am at 1.09 end/sec without affecting any defense or resist numbers.  Because I agree it is an unnecessary power, I would not use conserve power either, but there are a few cases where FA can help.

- Importantly, I am also producing 0.44 end/sec more, so effectively I am at 0.65 (1.11 with FA), is that low enough to be considered low end use?  You do have more endrdx, but I am not sure how to calculate that.

 

- Put that aside, and the numbers for the two builds are really similar, not big enough to make a difference.  Even on end use, with FA on and accounting for the production, it's 1.14 vs. 1.11, negligible.  And it would not be hard to shore up AOE defense, heck, you are tossing out 2.5% just with the proc you put in CK (which I actually think is a neat idea BTW, more on that later)

 

- I do a little better on s/l resist, we are close on regen, you have slightly more HP.  I didn't slot for HP at all, because I figure this build mainly doesn't get hit, and then has a good amount of resist after that.

 

- Obviously I have a fair bit more ToHit and Acc if FA is on, if I build this as-is, it will be interesting to see if that is useful at all.  I suppose if the two chars fought each other I would hit you more?

 

- Your DPS should be higher, because you have over twice as much haste - hard to say, some powers have allot of recharge on their own.

 

- Then we come to technique.  You slotted for knockdown in CK (at the expense of AoE def) so you consider it important.

 

Here is my attach sequence:  Focus Chi, Energy torrent, spring attack, dragons tail, and then I pick the toughest foe and start stacking disorient, by the time that is done I can hit DT again, and after that spring attack is up again.

 

So in theory:

- The first three attacks all have knockback/knockdown, so many foes can't attack at all

- I am mezzing the tough one's (I like being a boss killer)

- I have ongoing crowd control with more knockback/knockdown

- Even if the mobs are higher level, if I have FA up I am still hitting most of the time

- Spring attack has Avalanche chance for knockdown proc

- EC has chance for hold, and ET has chance for immob (which would stack)

 

Basically, I am exploiting the KB/KD/mez allot, and less reliant on raw DPS or even single target damage.

 

What do you think?  It's quite interesting to compare these.

 

-Bodai

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1 hour ago, Redlynne said:

Well ... let's put it this way ...

 

202/188.3 = 100% + 7.28%

 

That means if your Dragon's Tail crits more than about 7.3% of the time then Dragon's Tail will be doing "more damage than Spring Attack.

Although another way to put it would be that if you hit 10 $Targets with Spring Attack you'll do 2020 damage, and Dragon's Tail with no crits would be doing 1883 ... but if you add just ONE crit from Dragon's Tail on those 10 $Targets into the mix, suddenly Dragon's Tail is doing 2071.3 damage output against the entire dogpile.

 

So it kind of depends on your perspective, I guess.

 

Note that using Dragon's Tail immediately after Eagle's Claw tends to yield pretty good critical hit performance out of Dragon's Tail.  I'll leave the reason(s) for why that should be so up to the disinterested observers of this thread.

Right, so I would never expect a pool power to beat a primary.  Focus Chi also works on these as well.

But even then, Spring Attack takes 10x longer to come up, that alone kills the DPS.

But, it does give me another power that has knockdown (and a proc as well for it), increasing the amount of time foes are just getting back up.

 

So, you could say it doesn't make that much of a difference.  I don't really like CAK animation, I already have enough attacks, and it does immob instead of disorient.  So really I am saying this is possibly an interesting variation.

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On 12/8/2019 at 5:35 PM, Bodai said:

Thanks Hyperstrike, that is an impressive build, some great ideas in here.

 

I see you go so far as even to improve psionic, good against Rikti.

 

Is this a build similar to something you use?

 

-Bodai



Sorry it took so long to get back to you.

No it's not similar.  Just a rando stab at getting your Defenses up as much as reasonable (I could have taken portions MUCH higher, but it would have wasted potential in other areas).

 

If you want to be godlike, pick anything.

If you want to be GOD, pick a TANK!

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2 hours ago, Nightmarer said:

Ah well, I guess I was wrong, a bit short of Incarnate softcap on AoE (which I personally would not care about)


Agreed.  You basically need to rock high plus-level Incarnate content to notice the short on your Defenses.

Most of the time, you'll never see a problem and won't EVER see it on teams.

If you want to be godlike, pick anything.

If you want to be GOD, pick a TANK!

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