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Claws/SR Build


BilbinBaggos

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Hey everyone,

 

I'm coming back to the game after a while, and want to re-make my old Claws/SR scrapper.  What do you think about the new build I put together?  I skimped a tiny bit on the defenses to pack in extra H{, regen, and procs in my damaging attacks.

 

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!

Desagarron: Level 50 Magic Scrapper
Primary Power Set: Claws
Secondary Power Set: Super Reflexes
Power Pool: Leaping
Power Pool: Medicine
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Blaze Mastery

Hero Profile:
Level 1: Strike -- Mk'Bit-Dam%(A), Mk'Bit-Acc/Dmg/EndRdx/Rchg(40), Mk'Bit-Dmg/EndRdx(40), Mk'Bit-Dmg/Rchg(42), Mk'Bit-Acc/EndRdx/Rchg(42), SprCrtStr-Rchg/+50% Crit(42)
Level 1: Focused Fighting -- ShlWal-ResDam/Re TP(A), ShlWal-Def(7), ShlWal-Def/EndRdx/Rchg(13), ShlWal-Def/EndRdx(45)
Level 2: Slash -- AchHee-ResDeb%(A), SprScrStr-Rchg/+Crit(3), SprScrStr-Dmg/Rchg(3), SprScrStr-Acc/Dmg/Rchg(5), SprScrStr-Dmg/EndRdx/Rchg(5), SprScrStr-Acc/Dmg/EndRdx/Rchg(7)
Level 4: Focused Senses -- Rct-ResDam%(A), Rct-Def/EndRdx/Rchg(9), Rct-Def/EndRdx(15), Rct-Def(15), Rct-Def/Rchg(43), Rct-EndRdx/Rchg(43)
Level 6: Spin -- FuroftheG-ResDeb%(A), Arm-Dam%(9), Arm-Dmg/Rchg(11), Arm-Acc/Dmg/Rchg(11), Arm-Acc/Rchg(27), Arm-Dmg/EndRdx(27)
Level 8: Follow Up -- Hct-Dam%(A), Hct-Acc/Rchg(13), Hct-Dmg/EndRdx(31), Hct-Acc/Dmg/Rchg(33), Hct-Dmg/Rchg(34), GldStr-%Dam(34)
Level 10: Practiced Brawler -- RechRdx-I(A)
Level 12: Combat Jumping -- LucoftheG-Def/Rchg+(A)
Level 14: Super Jump -- Jump-I(A)
Level 16: Dodge -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(17), LucoftheG-Def/Rchg(17)
Level 18: Focus -- Apc-Dam%(A), Apc-Dmg/Rchg(19), Apc-Dmg/EndRdx(19), Apc-Acc/Dmg/Rchg(21), Apc-Acc/Rchg(21), GldJvl-Dam%(25)
Level 20: Quickness -- Run-I(A)
Level 22: Agile -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(23), LucoftheG-Def/Rchg(23)
Level 24: Aid Other -- NmnCnv-Heal(A), NmnCnv-Heal/Rchg(25)
Level 26: Boxing -- OvrFrc-Dam/KB(A), OvrFrc-Acc/Dmg/End/Rech(39)
Level 28: Lucky -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(29), LucoftheG-Def/Rchg(29)
Level 30: Tough -- StdPrt-ResDam/Def+(A), UnbGrd-Max HP%(33), GldArm-3defTpProc(36), TtnCtn-ResDam(36), TtnCtn-ResDam/EndRdx(37), TtnCtn-ResDam/EndRdx/Rchg(37)
Level 32: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(33), LucoftheG-Def/EndRdx(34)
Level 35: Evasion -- Rct-Def/EndRdx/Rchg(A), Rct-Def(36), Rct-Def/EndRdx(43)
Level 38: Aid Self -- NmnCnv-Heal(A), NmnCnv-EndRdx/Rchg(45), NmnCnv-Heal/Rchg(45)
Level 41: Char -- Dvs-Hold%(A), Dvs-Acc/Dmg/EndRdx/Rchg(46), Dvs-Acc/Dmg(46)
Level 44: Fire Blast -- Dvs-Hold%(A), Dvs-Dmg/Rchg(46), Dvs-Acc/Dmg/Rchg(50)
Level 47: Fire Ball -- Rgn-Dmg/EndRdx(A), Rgn-Dmg/Rchg(48), Rgn-Acc/Dmg/Rchg(48), Rgn-Acc/Rchg(48), PstBls-Dam%(50), Ann-ResDeb%(50)
Level 49: Super Speed -- EndRdx-I(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 -- Empty(A)
Level 4: Ninja Run 
Level 2: Swift -- Run-I(A)
Level 2: Health -- NmnCnv-Regen/Rcvry+(A), Pnc-Heal/+End(31), Prv-Absorb%(31), Prv-Heal(37), Prv-Heal/EndRdx(39)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod/Acc(39), PrfShf-EndMod(40)
Level 0: Freedom Phalanx Reserve 
Level 0: Portal Jockey 
Level 0: Task Force Commander 
Level 0: The Atlas Medallion 
Level 50: Melee Total Core Graft 
Level 50: Musculature Partial Core Revamp 
------------

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I've always been against the medicine pool for melee characters, so here's my latest claws/sr scrap build for comparison and maybe ideas. Or not. Your resistances and HP are considerably better.

 

More than likely, I'll dump the perfshifter end/acc for one of the new endmod +change for heals.

 

image.png.aad3ef1a8db51b531ba5262599d05758.png

 

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Edited by Bill Z Bubba
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It's 45 for regular content but 58 for incarnate content. Either goal is fine, I just prefer that extra bit to help when I'm farmin DA repeatable missions.

 

Edit: That and barrier go a long way toward keeping me up and scrappin no matter what is coming at me.

Edited by Bill Z Bubba
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  • 1 year later

quite strange build if you ask me

On 4/17/2020 at 6:52 PM, Bill Z Bubba said:

I've always been against the medicine pool for melee characters, so here's my latest claws/sr scrap build for comparison and maybe ideas. Or not. Your resistances and HP are considerably better.

 

More than likely, I'll dump the perfshifter end/acc for one of the new endmod +change for heals.

 

image.png.aad3ef1a8db51b531ba5262599d05758.png

 


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16 minutes ago, Crystal87 said:

quite strange build if you ask me

 

Seeing that more and more lately.

 

Current build paradigm is to procmonster everything and choose incarnates to allow for it.

 

My current build doesn't follow that as I chose to chase some extra Neg Nrg DR to better handle Rom's autohit fluffy in the 4th mish of the ITF. Side effect was that my Nrg DR also went up which is helpful in general.

 

Here's what I'm currently running.

 

Spoiler

This Hero build was built using Mids Reborn 3.0.5.6
https://github.com/Reborn-Team/MidsReborn

Click this DataLink to open the build!

Bill Z Bubba: Level 50 Magic Scrapper
Primary Power Set: Claws
Secondary Power Set: Super Reflexes
Power Pool: Flight
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leaping
Ancillary Pool: Body Mastery

Hero Profile:
Level 1: Swipe -- SprScrStr-Rchg/+Crit:50(A)
Level 1: Focused Fighting -- Rct-Def:50(A), Rct-Def/EndRdx:50(3), Rct-Def/EndRdx/Rchg:50(3), LucoftheG-Def/Rchg+:50(5)
Level 2: Slash -- Hct-Dmg:50(A), Hct-Acc/Dmg/Rchg:50(13), Hct-Acc/Rchg:50(15), Hct-Dmg/EndRdx:50(15), Hct-Dam%:50(17), AchHee-ResDeb%:20(17)
Level 4: Focused Senses -- Rct-Def:50(A), Rct-Def/EndRdx:50(19), Rct-Def/EndRdx/Rchg:50(19), LucoftheG-Def/Rchg+:50(21)
Level 6: Spin -- Arm-Dmg/Rchg:50(A), Arm-Acc/Dmg/Rchg:50(21), Arm-Acc/Rchg:50(23), Arm-Dmg/EndRdx:50(23), Arm-Dam%:50(25), Erd-%Dam:30(25)
Level 8: Follow Up -- SprCrtStr-Acc/Dmg:50(A), SprCrtStr-Dmg/Rchg:50(27), SprCrtStr-Acc/Dmg/Rchg:50(27), SprCrtStr-Dmg/EndRdx/Rchg:50(29), SprCrtStr-Acc/Dmg/EndRdx/Rchg:50(29), SprCrtStr-Rchg/+50% Crit:50(31)
Level 10: Practiced Brawler -- EndRdx-I:50(A)
Level 12: Fly -- Flight-I:50(A)
Level 14: Hasten -- RechRdx-I:50(A), RechRdx-I:50(31)
Level 16: Boxing -- Empty(A)
Level 18: Focus -- Apc-Dmg:50(A), Apc-Acc/Dmg/Rchg:50(31), Apc-Acc/Rchg:50(33), Apc-Dmg/EndRdx:50(33), Apc-Dam%:50(33), GldJvl-Dam%:50(34)
Level 20: Tough -- UnbGrd-ResDam:50(A), UnbGrd-ResDam/EndRdx:50(34), UnbGrd-ResDam/EndRdx/Rchg:50(34), UnbGrd-Max HP%:50(36), GldArm-3defTpProc:50(36), StdPrt-ResDam/Def+:30(36)
Level 22: Weave -- ShlWal-Def/EndRdx:50(A), ShlWal-Def/EndRdx/Rchg:50(37), ShlWal-Def:50(37), ShlWal-ResDam/Re TP:50(37)
Level 24: Dodge -- ShlWal-Def/EndRdx:50(A), ShlWal-Def/Rchg:50(39), ShlWal-Def/EndRdx/Rchg:50(39), ShlWal-Def:50(39), LucoftheG-Def/Rchg+:50(40)
Level 26: Agile -- ShlWal-Def/EndRdx:50(A), ShlWal-Def/Rchg:50(40), ShlWal-Def/EndRdx/Rchg:50(40), ShlWal-Def:50(42)
Level 28: Lucky -- ShlWal-Def/EndRdx:50(A), ShlWal-Def/Rchg:50(42), ShlWal-Def/EndRdx/Rchg:50(42), ShlWal-Def:50(43)
Level 30: Quickness -- HO:Micro(A)
Level 32: Shockwave -- SprScrStr-Acc/Dmg:50(A), SprScrStr-Dmg/Rchg:50(43), SprScrStr-Acc/Dmg/Rchg:50(43), SprScrStr-Dmg/EndRdx/Rchg:50(45), SprScrStr-Acc/Dmg/EndRdx/Rchg:50(45), OvrFrc-Dam/KB:50(45)
Level 35: Evasion -- Rct-Def:50(A), Rct-Def/EndRdx:50(46), Rct-EndRdx/Rchg:50(46), Rct-Def/Rchg:50(46), Rct-Def/EndRdx/Rchg:50(47), Rct-ResDam%:50(47)
Level 38: Conserve Power -- RechRdx-I:50(A)
Level 41: Physical Perfection -- Prv-Heal:50(A), Prv-Absorb%:50(47), Mrc-Heal:40(48), Mrc-Rcvry+:40(48), PrfShf-End%:50(48)
Level 44: Combat Jumping -- LucoftheG-Def/Rchg+:50(A)
Level 47: Hover -- LucoftheG-Def/Rchg+:50(A)
Level 49: Evasive Maneuvers -- GifoftheA-Run+:40(A)
Level 1: Critical Hit
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- HO:Micro(A)
Level 2: Rest -- Empty(A)
Level 1: Swift -- Run-I:50(A)
Level 1: Hurdle -- Jump-I:50(A)
Level 1: Health -- NmnCnv-Heal/EndRdx:50(A), NmnCnv-Heal/Rchg:50(5), NmnCnv-Heal/EndRdx/Rchg:50(7), NmnCnv-Heal:50(7), NmnCnv-Regen/Rcvry+:50(9), Pnc-Heal/+End:50(9)
Level 1: Stamina -- PrfShf-EndMod:50(A), PrfShf-EndMod/Rchg:50(11), PrfShf-End%:50(11), PwrTrns-+Heal:50(13)
Level 12: Afterburner
Level 50: Freedom Phalanx Reserve
Level 50: Portal Jockey
Level 50: Task Force Commander
Level 50: The Atlas Medallion
------------

 

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4 minutes ago, Crystal87 said:

why only 1 slotted swipe? isn't it a bit underperforming?

 

I don't use it. Attack chain for single target is Followup-Focus-Slash-repeat. For AoE it's FU-Spin-Shockwave.

So it just gets the passive AT IO that buffs crit rates across the board.

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56 minutes ago, ninja surprise said:

Does Evasive Maneuvers give any defense buff during combat? I can't tell from the description whether it totally suppresses.

 

Nope. Extra maneuverability stays. It's nothin but a mule to me and a completely useless power since I can run hover and fly at the same time anyway.

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1 hour ago, Bill Z Bubba said:

useless power

Definitely agree on scrappers and other ats with mez protection. However, the knockback resistance it provides turns one kb protection IO into basically full knockback immunity for Squishies.

 

This could be of use to even /fire or /dark scrappers.

 

I do love me some in combat maneuverability, but like you say, not really worth the end cost on a scrapper unless the blue stuff isn't even close to an issue.

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2 hours ago, Bill Z Bubba said:

 

Nope. Extra maneuverability stays. It's nothin but a mule to me and a completely useless power since I can run hover and fly at the same time anyway.

 

Weird thing is I just played my Psi/Savage Dominator who happens to have Evasive Maneuvers. I turned on power monitor and attacked stuff in Dark Astoria and the 17% def buff was listed while attacking and being attacked. Would the number disappear when suppressed or just the effect stops applying?

Edit: Yep, it's misleading. In the itemized Combat Stats it shows every bonus possible, but the total changes. So out of combat I have 27% ranged defense, but when I attack it drops to 7.55% even though it still lists all my power bonuses.

 

23 minutes ago, Elia87 said:

How does claw/sr do in terms of actual gameplay dmg? Can you solo say, GMs?

 

Good damage, but you'll need buffs / assistance for GMs. Temp powers, P2W pets, etc.

Edited by ninja surprise
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4 hours ago, ninja surprise said:

 

Weird thing is I just played my Psi/Savage Dominator who happens to have Evasive Maneuvers. I turned on power monitor and attacked stuff in Dark Astoria and the 17% def buff was listed while attacking and being attacked. Would the number disappear when suppressed or just the effect stops applying?

Edit: Yep, it's misleading. In the itemized Combat Stats it shows every bonus possible, but the total changes. So out of combat I have 27% ranged defense, but when I attack it drops to 7.55% even though it still lists all my power bonuses.

 

 

Good damage, but you'll need buffs / assistance for GMs. Temp powers, P2W pets, etc.

Oh wow, what good is claws for then? 

If i wanted more dmg should i have chosen another secondary in your opinion instead of SR?

Edited by Elia87
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4 hours ago, Elia87 said:

If i wanted more dmg should i have chosen another secondary in your opinion instead of SR?

 

Yes, but there's a tradeoff. My claws/bio scrapper sits around 1:45 to take down a Rikti pylon where the claws/sr takes around 3:00 with both using the same followup/focus/slash/repeat attack chain. Flipside is that my claws/sr survives at the highest difficulties where the claws/bio can not. Claws/shield would be amazing but you can't use claws with shield.

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3 minutes ago, Elia87 said:

So in the end SR seems better overall..is there alot of difference in terms of dmg?

 

The only way SR helps with damage output comes from the +20% recharge in Quickness. It has no damage buffs, no damage auras.

 

Compared to say, Fiery Armor, which buffs damage by way of Fiery Embrace, has a damage aura and Burn. Or Bio Armor with its straight up damage buff in Offensive Mode and damage resistance debuff from Evolving Armor on top of a damage aura.

 

Where SR shines is that incoming debuffs either miss or get minimized thanks to the set's Slow and Defense Debuff Resistance and with its ease of hitting the defense soft cap. Throw all that on top of the set's scaling damage resistance in the passives and you end up bizarrely surviving in places where you shouldn't and others can't.

 

Right up until the game throws autohit damage at you or a huge floating eyeball chomps on your head with a 100% tohit buff.

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It's worth noting that much of the time the damage output won't make a whole lot of difference. 

Minions will still go down while you're doing your attack chain on the boss, mixing your AoE with ST attacks.  Bosses might take 4 or 5 attacks instead of 3 or 4.

It's only in really long fights against very tough opponents like Pylons, GMs, AVs, etc where the time to defeat stretches out by a minute. And that's only when you're solo. On teams the difference shrinks again.

SR is easier and cheaper to softcap.

Bio requires a lot of expensive sets to max out recharge, resists, defense, debuff resist, healing, etc. Also you have to click the 3 Bio clickies every time they come up to stay alive and that interrupts your attack chain and forces redraw. 

With SR you can basically just click Practiced Brawler at every 2 minutes, or wait till you get held before clicking, and spend all your time attacking. Or leave it on auto and let it fire when you aren't attacking. 

It's trade-offs on what you consider fun.

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I do see Claws/SR is a fairly popular combo for folks, so I am curious if someone can enlighten me on why Claws/SR scrapper over a Widow (either Night or Fotunata). I know of some obvious answers, but I hope someone can quantify those answers for me.

 

From what I can tell, Scrappers offer the following benefits:

  • Scrappers have higher damage cap: 500% versus 400% (25% more)
  • Scrappers have higher base hit points: 1338 versus 1071 (25% more)
  • Scrappers have crits (looks like it will crit 46% of the time in Follow Up assuming 6-slotted)
  • SR will give massive DDR (90-95% based on slotting)

 

However, Widows (Night and Fortunata) have their own benefits as well.

  • Widows can easily cap Psi resistance which makes up for any Psi-only attacks that positional defenses can't stop.
  • Widows status protection is a toggle instead of a click
  • Widows defenses are almost that of SR before factoring in Mind Link (in which case Mind Link creates a huge leap over SR, however it's a slow cast time used every 90s).
  • Widows ATO is a damage proc, so the low damage cap can effectively be exceeded somewhat
  • Widows also have scaling defense that caps at 60%, however theirs kick in at 75% HP instead of 60% HP
  • Many of the Widows attacks have longer cooldowns which make for higher damage scales (and higher proc probabilities)
  • Widows get Lunge which is one of the best ST attacks in the game in terms of DPA
  • Their own version of Leadership toggles (but cost only 0.21 end/sec instead of 0.39 end/sec)
  • This is more a personal preference (many won't take this power), but Rune of Protection is base 25% resistance for Widows and 16.25% resistance for Scrappers.

 

Night Widows offer two things as well:

  • Slash hits very hard and is also one of the best ST attacks in the game in terms of DPA (however Claws version allows -Def Debuff IOs)
  • Mental Training is a clone of SR's quickness

 

Fortunatas offer some things as well:

  • Psychic Wail...a nuke. Enough said (but it's also a good recharge debuff and stun)
  • Dominate, which is a very strong ST attack and can use procs very effectively.
  • Various mitigation options: Aura of Confusion, Total Domination, Confuse, Dominate, Scramble Thoughts, etc

 

Anyways, it probably comes down to preferences and playstyles. The extra HP, damage cap, crits, and DDR are absolutely fantastic and I understand why they're desirable. This is mostly just me thinking allowed as I've been playing Widows a lot lately and see them as Claws/SR characters with more utility options. So I'd like to hear more from the other side on their thoughts.

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Just to give an example of what I mean, here is a Night Widow of mine built for survivability for the most part. 63% defense to all positions with some resistances to all types. I show in the screenshot the amount of resistance Rune of Protection would add if used (but is not included in the totals). For more survivability Hasten (which isn't really needed in the build) or one of the Assaults can be subbed out for Darkest Night.

image.thumb.png.602d255112a0c2e1fdb884de5e1335be.png

 

Night Widow build:

Spoiler

This Hero build was built using Mids Reborn 3.0.5.6
https://github.com/Reborn-Team/MidsReborn

Click this DataLink to open the build!

Siren's Night: Level 50 Natural Arachnos Widow
Primary Power Set: Night Widow Training
Secondary Power Set: Widow Teamwork
Power Pool: Sorcery
Power Pool: Leaping
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Soul Mastery

Hero Profile:
Level 1: Poison Dart -- SprSpdBit-Rchg/Global Toxic(A), SprSpdBit-Acc/Dmg(3)
Level 1: Combat Training: Defensive -- Ksm-ToHit+(A)
Level 2: Strike -- Mk'Bit-Acc/Dmg(A), Mk'Bit-Dmg/EndRdx(3), Mk'Bit-Dmg/Rchg(5), Mk'Bit-Acc/EndRdx/Rchg(5), Mk'Bit-Acc/Dmg/EndRdx/Rchg(7), Mk'Bit-Dam%(7)
Level 4: Tactical Training: Maneuvers -- LucoftheG-Def/Rchg+(A), ShlWal-Def(13), ShlWal-Def/EndRdx(13), ShlWal-Def/EndRdx/Rchg(15)
Level 6: Mystic Flight -- WntGif-ResSlow(A)
Level 8: Follow Up -- Hct-Dmg(A), Hct-Acc/Rchg(17), Hct-Acc/Dmg/Rchg(19), Hct-Dam%(19), Hct-Dmg/EndRdx(21), GssSynFr--Build%(21)
Level 10: Indomitable Will -- GldArm-End/Res(A), GldArm-3defTpProc(23)
Level 12: Lunge -- Mk'Bit-Acc/Dmg(A), Mk'Bit-Dmg/EndRdx(23), Mk'Bit-Dmg/Rchg(25), Mk'Bit-Acc/EndRdx/Rchg(25), Mk'Bit-Acc/Dmg/EndRdx/Rchg(27), Mk'Bit-Dam%(27)
Level 14: Spin -- Erd-Dmg(A), Erd-Acc/Rchg(15), Erd-Dmg/Rchg(17), Erd-Acc/Dmg/Rchg(29), Erd-Acc/Dmg/EndRdx/Rchg(29), Erd-%Dam(40)
Level 16: Spirit Ward -- Prv-Absorb%(A)
Level 18: Slash -- SprDmnofA-Acc/Dmg(A), SprDmnofA-Rchg/DmgFear%(31), SprDmnofA-Acc/Dmg/EndRdx/Rchg(31), SprDmnofA-Dmg/EndRdx/Rchg(31), SprDmnofA-Acc/Dmg/Rchg(33), TchofDth-Dam%(33)
Level 20: Mask Presence -- LucoftheG-Def/EndRdx(A), LucoftheG-Def(33), LucoftheG-Def/Rchg+(34)
Level 22: Foresight -- LucoftheG-Def/Rchg+(A), StdPrt-ResDam/Def+(34), LucoftheG-Def(34), LucoftheG-Def/Rchg(36)
Level 24: Mind Link -- Rct-Def(A), Rct-Def/EndRdx(36), Rct-EndRdx/Rchg(36), Rct-Def/Rchg(48), Rct-Def/EndRdx/Rchg(48), Rct-ResDam%(48)
Level 26: Eviscerate -- Arm-Dmg(A), Arm-Dmg/EndRdx(37), Arm-Dam%(37), Arm-Acc/Dmg/Rchg(37), Arm-Acc/Rchg(39), FuroftheG-ResDeb%(39)
Level 28: Rune of Protection -- UnbGrd-ResDam/EndRdx(A), UnbGrd-ResDam(39), UnbGrd-Max HP%(40), UnbGrd-Rchg/ResDam(40)
Level 30: Combat Jumping -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(42)
Level 32: Mental Training -- Run-I(A)
Level 35: Gloom -- Apc-Dmg(A), Apc-Acc/Rchg(42), Apc-Acc/Dmg/Rchg(42), Apc-Dmg/EndRdx(43), Apc-Dam%(43), CldSns-%Dam(43)
Level 38: Hasten -- RechRdx-I(A), RechRdx-I(45)
Level 41: Dark Obliteration -- SprFrzBls-Acc/Dmg(A), SprFrzBls-Dmg/EndRdx(45), SprFrzBls-Acc/Dmg/EndRdx(45), SprFrzBls-Rchg/ImmobProc(46), SprFrzBls-Dmg/EndRdx/Acc/Rchg(46), SprFrzBls-Acc/Dmg/Rchg(46)
Level 44: Tactical Training: Assault -- EndRdx-I(A)
Level 47: Assault -- EndRdx-I(A)
Level 49: Maneuvers -- ShlWal-ResDam/Re TP(A), ShlWal-Def/EndRdx(50), ShlWal-Def/EndRdx/Rchg(50), LucoftheG-Def/Rchg+(50)
Level 1: Conditioning | Hidden 
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- Empty(A)
Level 2: Swift -- Run-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Health -- Pnc-Heal/+End(A), Mrc-Rcvry+(9), NmnCnv-Regen/Rcvry+(9)
Level 2: Stamina -- PwrTrns-EndMod(A), PrfShf-End%(11), PwrTrns-+Heal(11)
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 4: Ninja Run 
Level 50: Assault Core Embodiment 
Level 50: Ageless Core Epiphany 
Level 50: Musculature Radial Paragon 
Level 50: Freedom Phalanx Reserve 
Level 50: Portal Jockey 
Level 50: Task Force Commander 
Level 50: The Atlas Medallion 
Level 50: Eye of the Magus 
------------
------------

 


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@Bopper I'd go for the scrapper simply because the widow's 26.67% DDR means that its defense will mean precisely nothing in an ITF or against PPP Khels while solo. Those defense cascade failures ain't nuthin to sneeze at.

 

But that's solo. On a team, the widow brings vastly more to the table and I'll save your build to steal from since my widow has needed a lvl 50 respec for about a year and a half now.

 

This last bit is a me only thing. I absolutely hate the sound FX for psi attacks and I've only been able to silence some of them.

 

But you have me curious: what's the average pylon time for that widow build?

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