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Posted

The title basically says it all. 

 

I want to squeeze in as much +Rech as I can while still softcapping defenses and (hopefully) managing End successfully. I don't have the talent with builds some of you have, so I'd appreciate all the help I can get.

Posted

Here ya go.

 

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Posted
1 hour ago, 11Troy11 said:

And why is that?

Ninjitsu comes with a heal and an end boost among some other really nice tools. But vastly less defense debuff resistance than SR, so while you'll still be softcapped, it's far easier for the Nin user to see that defense fail horribly.

  • Like 2
Posted (edited)

Perhaps way easier was not the best wording.  It is pretty easy to get the results on SR, it just takes doing things that I personally don't like doing.  I am not a fan of 6 slotting health for a set bonus and I try to avoid frankenslotting powers.  Sometimes it cannot be avoided but that is more of me fighting with mild OCD than it being better or worse.  However doing those kinds of things with SR can wield spectacular results.  What I meant by Ninja is easier, is that slotting to get to the soft cap is pretty straight forward with less frankenslotting.  So most accurately, it is way easier for me.  

 

Some things to consider between the sets.  SR beats out Ninja (and everything else) in DDR.  It's not even close.  SR gets hit with a defense debuff of say 20%?  They laugh and keep on fighting because that gets kicked down to like .6% instead.  Ninja gets hit with the same debuff and the door is open to cascading failure as you get hit for around 13%.  Ninja however has a self heal while SR does not.  This means that SR can pack around healing inspirations while Ninja is wise to keep some extra lucks on hand.  

 

Ninja also has built in stealth and can get around in combat better.  SR still is better than most sets due to its speed buff, Ninja just does it better.  Ninja also has a means of +endurance.  I rarely need it but every once in a while that comes in handy.  Mostly trying to do crazy things like solo GMs or in those rare cases when a sapper decides to get a lucky hit in.  Also when you are running at x8 and using a ton of AoE as that tends to chew through your blue bar on most any character. 

 

It is also easier to get past 50% on SR without killing your endurance and without having to resort to expensive amplifiers. 

 

Now Billz posted an incredible build.  His build could survive things that mine could not.  It will last longer without needing to recover, has better regen and more HP.  Now that being said, for most stuff where you don't have to worry about getting hit much and can attack freely, my build does a smidge more damage and also runs assault and has a fraction of a second less of down time between FU-Focus-Swipe rotations.  I also have 2 open power picks for travel powers (limited to SJ and SS) or whatever else you would want like conserve power.

 

Edit.  For the correct damage numbers, turn off Shinobi-Iri.  It shows an extra 75% crit chance when it is on, even if you list it as being attacked.  Oh, and the one spot where SR is weak is the rare non positional psi attacks.  Ninja handles these well by having extra psi resist in the mez protection which you can easily double stack.

 

Spoiler

Hero Plan by Mids' Reborn : Hero Designer 2.6.1.25
https://github.com/Crytilis/mids-reborn-hero-designer

Click this DataLink to open the build!

Level 50 Magic Scrapper
Primary Power Set: Claws
Secondary Power Set: Ninjitsu
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leadership

Hero Profile:
Level 1: Strike -- SprScrStr-Acc/Dmg(A), SprScrStr-Acc/Dmg/Rchg(3), SprScrStr-Dmg/Rchg(3), SprScrStr-Dmg/EndRdx/Rchg(5), SprScrStr-Acc/Dmg/EndRdx/Rchg(5), SprScrStr-Rchg/+Crit(7)
Level 1: Ninja Reflexes -- RedFrt-EndRdx/Rchg(A), RedFrt-Def(7), RedFrt-Def/EndRdx(9), RedFrt-EndRdx(9), RedFrt-Def/Rchg(11), RedFrt-Def/EndRdx/Rchg(11)
Level 2: Slash -- Hct-Dam%(A), Hct-Dmg/EndRdx(13), Hct-Dmg/Rchg(13), Hct-Acc/Dmg/Rchg(15), Hct-Acc/Rchg(15), AchHee-ResDeb%(17)
Level 4: Danger Sense -- LucoftheG-Def/Rchg+(A), RedFrt-Def(19), RedFrt-EndRdx(21), RedFrt-Def/EndRdx(21), RedFrt-Def/Rchg(23), RedFrt-Def/EndRdx/Rchg(23)
Level 6: Shinobi-Iri -- RedFrt-EndRdx/Rchg(A), RedFrt-Def(25), RedFrt-Def/EndRdx(25), RedFrt-Def/Rchg(27), RedFrt-Def/EndRdx/Rchg(27), RedFrt-EndRdx(29)
Level 8: Combat Jumping -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(29), ShlWal-Def(50), ShlWal-Def/EndRdx(50)
Level 10: Kuji-In Rin -- RechRdx-I(A)
Level 12: Follow Up -- SprCrtStr-Acc/Dmg(A), SprCrtStr-Dmg/Rchg(31), SprCrtStr-Acc/Dmg/Rchg(31), SprCrtStr-Dmg/EndRdx/Rchg(31), SprCrtStr-Acc/Dmg/EndRdx/Rchg(33), SprCrtStr-Rchg/+50% Crit(33)
Level 14: Hasten -- RechRdx-I(A), RechRdx-I(33)
Level 16: Seishinteki Kyoyo -- PreOptmz-EndMod/Rech(A)
Level 18: Focus -- Apc-Dam%(A), Apc-Dmg/EndRdx(34), Apc-Dmg/Rchg(34), Apc-Acc/Dmg/Rchg(34), Apc-Acc/Rchg(36), GldJvl-Dam%(36)
Level 20: Kuji-In Sha -- Prv-Heal(A), Prv-Heal/EndRdx(36), Prv-EndRdx/Rchg(37), Prv-Heal/Rchg(37), Prv-Heal/Rchg/EndRdx(37), Prv-Absorb%(39)
Level 22: Boxing -- Empty(A)
Level 24: Tough -- UnbGrd-ResDam/EndRdx/Rchg(A), UnbGrd-ResDam(39), UnbGrd-ResDam/EndRdx(39), UnbGrd-Rchg/ResDam(40)
Level 26: Weave -- Rct-ResDam%(A), Rct-Def/EndRdx/Rchg(40), Rct-Def(40), Rct-Def/EndRdx(42), Rct-EndRdx/Rchg(42), Rct-Def/Rchg(42)
Level 28: Eviscerate -- Arm-Dam%(A), Arm-Dmg/EndRdx(43), Arm-Dmg/Rchg(43), Arm-Acc/Dmg/Rchg(43), Arm-Acc/Rchg(45), FuroftheG-ResDeb%(45)
Level 30: Bo Ryaku -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(45), UnbGrd-Max HP%(46), UnbGrd-ResDam(46)
Level 32: Shockwave -- PstBls-Dam%(A), PstBls-Acc/Dmg/EndRdx(46), PstBls-Acc/Dmg(48), PstBls-Dmg/EndRdx(48), PstBls-Dmg/Rng(48), SuddAcc--KB/+KD(50)
Level 35: Maneuvers -- LucoftheG-Def/Rchg+(A)
Level 38: Assault -- EndRdx-I(A)
Level 41: Vengeance -- LucoftheG-Def/Rchg+(A)
Level 44: Kuji-In Retsu -- LucoftheG-Def/Rchg+(A)
Level 47: [Empty] -- Empty(A)
Level 49: [Empty] 
Level 1: Brawl -- Empty(A)
Level 1: Critical Hit 
Level 1: Quick Form 
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 -- NmnCnv-Regen/Rcvry+(A), Pnc-Heal/+End(17), Mrc-Rcvry+(19)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- PrfShf-End%(A)
Level 50: Musculature Core Paragon 
Level 50: Assault Core Embodiment 
Level 0: Freedom Phalanx Reserve 
Level 0: Portal Jockey 
Level 0: Task Force Commander 
Level 0: The Atlas Medallion 
------------

 

Edited by HelenCarnate
  • Like 1
Posted
1 hour ago, Bill Z Bubba said:

Ninjitsu comes with a heal and an end boost among some other really nice tools. But vastly less defense debuff resistance than SR, so while you'll still be softcapped, it's far easier for the Nin user to see that defense fail horribly.

This.

 I'd say in the current game where everyone can hit the soft cap if they wish to this is the strength that is key for SR.  Other sets can hit the soft cap with ease like SR, but none hang onto it the way SR does because of their Defense Debuff Resistance.  SR will typically be dead long before any foes significantly reduce their defense off the soft cap.

 

As an aside it's why I built my Claws/SR the way I did.  Health sitting at 2100+, regen at around 32 hp/sec.  She just needs an update for some of the new IO's ... another respec/rebuild.

 

Posted (edited)

when comparing /Nin to /SR, don't forget the scaling +Res mechanic.

i realize the OP's stated goals didn't specifically include durability, but since the set comparison was brought-up... if SR is built to capitalize on the mechanic with a meaningful baseline of +Res & some attention to replacing HP, it'll scrape along in the bottom 25% of your HP bar for an insane amount of time (even longer on a Brute, & more like bottom 40%). plus, you can extend the length of time considerably (if not indefinitely on a Brute) with Rune or M.Core. even with just 25% +Res baseline on a Scrap, you'll pucker at 5-10% HP for quite a while & have plenty of warning/time to pop insp... i think that beats an emergency heal on a timer any day.

...and that's coming from someone who loves /Regen, which is 24/7 emergency heals on timers, lol

Edited by Krazie Ivan
  • Like 2
  • Thanks 1

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