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Quote:Um, how do you figure a 7.5% defense debuff is ony 3.75% BEFORE debuff resistance kicks in?I'll also chime in on the PvP thing being meh with SR. Billz is some kind of mutant freak, or might be hacking a gibson or two, I'm not sure which.
Anyway, as noted, SR is completely brutal in PvE. My SR chars are Brutes, mind, but with Defense sets it's essentially the same thing: Get yourself to 45% Defense to Melee and Ranged, and as close as possible for AoE.
Go into the game and hit the powers tab on your bottom right tray, then hit the Combat Attributes button there. It'll bring up a screen to show us what you're actually playing with. Make sure all your defensive toggles are running. Mine, for instance, is all 3 SR toggles plus Combat Jumping and the Combat Attributes section on Defense tells me:
Ranged Defense: 49.8
Melee Defense: 46.15
AoE Defense: 46.88
The Debuff Resistance tab tells me:
Defense Resistance: 95%
This means that, generally speaking, most enemies only have a 5% chance to hit me. So most of the time, enemies will only hit me 1 time for every 20 times they attack. It's random, so it could be 5 in a row, but in practice that almost never happens.
You keep talking about cascading defense failure (enemies hit you, your defense lowers, they hit you more) but that should be virtually impossible, or at least unnoticeable. Assume an enemy has an attack which lowers your defense by, say, 7.5% (both the -def powers in claws, for instance).
Normally, if you have a 45% defense that would reduce you by 3.375, down to 41.625% Defense. As noted before, that would mean you're getting hit almost twice as often as previously (almost 10% of the time instead of 5% of the time). Assuming you got hit 3 times, it'd go:
45% to 41.6%
41.6% to 38.5%
38.5% to 35.6%
That'd be pretty bad, except you're Super Reflexes, so you should (with even basic SO slotting) be at 95% Defense Debuff Resistance, which means that a 7.5% defense debuff is reduced by 95%, and only imposes a .375% defense debuff.
45% Defense hit by a .375% defense debuff is ... 44.8%.
Even a hefty debuff like from Radiation Infection, at its highest value (a Defender with it 3 slotted for -Defense) is a 51.9% Defense Debuff... HUGE. Except to a SR, it's really only a 2.5% debuff, because we resist 95% of it.
So no, you should not be having any notable cascading defense failures on a Super Reflexes character. Your problem is, as has been noted, that you probably aren't sitting at the 45% defense cap, and it makes all the difference in the world.
For my build, I've chosen to invest heavily in IOs and skip Tough/Weave, to leave open slots for Aid Other (not that I use it) and Aid Self. I find that having a heal for just shy of 600hp every 10 seconds is plenty to keep me alive against virtually anything in PvE. Between a single Interrupt Reduction and the 5% chance to hit me, it's almost never interrupted.
I routinely tank the ITF on my Claws/SR brute, up to and including going toe to toe with all 3 AVs. The only one that gives me any trouble is Nictus Romulus's auto-hit pbaoe fluffy, but auto-hits are a pain in the *** for any Defense set.
Generally it would be 7.5%, but then multiplied HIGHER by the fact that you're probably facing +2-+4s, not even levels at this point.
But likewise, that lets say + 2 averaged to about 10% debuff now. That first attack, will be reduced in its debuff from 10%, down to .5% taking your defense from 45%, down to only 44.5% Even with 3 attacks hitting, that would put you at 43.5% which isn't much to scoff at.
The DEFENSE-wise problem that SR has is when enemies have to hit BUFFs, which will be a simple subraction to your overall defense. DE quarts, and rularuu eyeballs, and forutunata seers will be your biggest worries with this. -
Quote:You're thinking of defenders. Controllers have a base 3.75% defense for steamy mist, slotted to about 8 yes but you don't slot it for defense really. But it still helps the scrapper. While the resistance it gives definitely does.I'd prefer Storm. Both sets offer 8% Defence slotted via their stealth aura powers (Freezing Fog and Steamy Mist) so you'll be sitting at the Defence cap very early on with either set, making the cold shields redundant.
Storm gets Freezing Rain at 8 rather than 26, so its there with its -Def for those awkward teens when beginner's luck has run out and you havent got SO's yet.
Storm's spot heal is also ideal for a SR Scrapper since they dont need gallons of healing, but just a little top up every now and then when something big gets through, thats why Aid Self is popular amongst SR scrappers.
Also as I mentioned on a controller, freezing rain is at 16, where sleet isn't until 35 which is a HUGE difference.
On the scrapper as i'd STRONGLY suggest especially avoiding redraw with the dual blades as well going with physical perfection and tough in the 40s, he wouldn't have end problems, have more smash/lethal resistance on top of capped defenses, and some more regen, he's going to need help even less, and the pop heal of O2 boost becomes more instanced of when its needed.
Also the shields won't help vs psy, where the heal of O2 boost will.
I would look into your partner having a build something like this:
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Dual Blades SR: Level 50 Magic Scrapper
Primary Power Set: Dual Blades
Secondary Power Set: Super Reflexes
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Fighting
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Nimble Slash -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(3), T'Death-Dmg/Rchg(15), T'Death-Acc/Dmg/EndRdx(19), T'Death-Dmg/EndRdx/Rchg(39), T'Death-Dam%(46)
Level 1: Focused Fighting -- S'dpty-Def/EndRdx(A), S'dpty-Def/Rchg(5), S'dpty-Def/EndRdx/Rchg(5), S'dpty-Def(46)
Level 2: Ablating Strike -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(3), T'Death-Dmg/Rchg(13), T'Death-Acc/Dmg/EndRdx(19), T'Death-Dmg/EndRdx/Rchg(39), T'Death-Dam%(45)
Level 4: Agile -- S'dpty-Def(A), S'dpty-Def/Rchg(11), LkGmblr-Rchg+(11)
Level 6: Typhoon's Edge -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(7), Sciroc-Dmg/Rchg(7), Sciroc-Acc/Rchg(15), Sciroc-Acc/Dmg/EndRdx(37), M'Strk-Dmg/EndRdx/Rchg(40)
Level 8: Blinding Feint -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(9), Mako-Dmg/Rchg(9), Mako-Acc/EndRdx/Rchg(34), Mako-Acc/Dmg/EndRdx/Rchg(39), Mako-Dam%(43)
Level 10: Combat Jumping -- LkGmblr-Rchg+(A)
Level 12: Practiced Brawler -- RechRdx-I(A), RechRdx-I(13)
Level 14: Super Jump -- Jump-I(A)
Level 16: Dodge -- S'dpty-Def(A), S'dpty-Def/Rchg(17), LkGmblr-Rchg+(17)
Level 18: Hurdle -- Jump-I(A)
Level 20: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(21), Numna-Heal/Rchg(21), Heal-I(40), RgnTis-Regen+(46)
Level 22: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(23), Efficacy-EndMod/Acc/Rchg(23), Efficacy-EndMod/Acc(34)
Level 24: Focused Senses -- S'dpty-Def/EndRdx(A), S'dpty-Def/Rchg(25), S'dpty-Def/EndRdx/Rchg(25), S'dpty-Def(48)
Level 26: Vengeful Slice -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(27), Mako-Dmg/Rchg(27), Mako-Acc/EndRdx/Rchg(34), Mako-Acc/Dmg/EndRdx/Rchg(37), Mako-Dam%(40)
Level 28: Lucky -- DefBuff-I(A), LkGmblr-Def(29), LkGmblr-Rchg+(29)
Level 30: Sweeping Strike -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(31), Sciroc-Dmg/Rchg(31), Sciroc-Acc/Rchg(31), Sciroc-Acc/Dmg/EndRdx(37), M'Strk-Dmg/EndRdx/Rchg(48)
Level 32: One Thousand Cuts -- Oblit-Dmg(A), Oblit-Acc/Rchg(33), Oblit-Dmg/Rchg(33), Oblit-Acc/Dmg/Rchg(33), Oblit-Acc/Dmg/EndRdx/Rchg(36)
Level 35: Evasion -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(36), LkGmblr-Def(36), LkGmblr-Rchg+(48)
Level 38: Quickness -- Run-I(A)
Level 41: Focused Accuracy -- GSFC-ToHit(A), GSFC-ToHit/Rchg(42), GSFC-ToHit/Rchg/EndRdx(42), GSFC-Rchg/EndRdx(42), GSFC-ToHit/EndRdx(43), GSFC-Build%(43)
Level 44: Physical Perfection -- Numna-Heal/EndRdx(A), Numna-Heal/Rchg(45), Numna-Heal(45)
Level 47: Kick -- Acc-I(A)
Level 49: Tough -- S'fstPrt-ResDam/Def+(A), Aegis-ResDam/EndRdx(50), Aegis-ResDam/EndRdx/Rchg(50), Aegis-ResDam(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit
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Set Bonus Totals:- 16.5% DamageBuff(Smashing)
- 16.5% DamageBuff(Lethal)
- 16.5% DamageBuff(Fire)
- 16.5% DamageBuff(Cold)
- 16.5% DamageBuff(Energy)
- 16.5% DamageBuff(Negative)
- 16.5% DamageBuff(Toxic)
- 16.5% DamageBuff(Psionic)
- 8% Defense(Smashing)
- 8% Defense(Lethal)
- 10.5% Defense(Fire)
- 10.5% Defense(Cold)
- 8% Defense(Energy)
- 8% Defense(Negative)
- 3% Defense(Psionic)
- 13% Defense(Melee)
- 13% Defense(Ranged)
- 13.3% Defense(AoE)
- 42% Enhancement(Accuracy)
- 42.5% Enhancement(RechargeTime)
- 5% FlySpeed
- 205.8 HP (15.4%) HitPoints
- 5% JumpHeight
- 5% JumpSpeed
- MezResist(Held) 12.1%
- MezResist(Immobilize) 12.1%
- MezResist(Stun) 2.2%
- 4% (0.07 End/sec) Recovery
- 90% (5.03 HP/sec) Regeneration
- 6.25% Resistance(Negative)
- 10% RunSpeed
Set Bonuses:
Touch of Death
(Nimble Slash)- MezResist(Immobilize) 2.75%
- 20.1 HP (1.5%) HitPoints
- 2.5% DamageBuff(All)
- MezResist(Held) 2.75%
- 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
(Focused Fighting)- 4% (0.22 HP/sec) Regeneration
- 10 HP (0.75%) HitPoints
- 3% Enhancement(Accuracy)
(Ablating Strike)- MezResist(Immobilize) 2.75%
- 20.1 HP (1.5%) HitPoints
- 2.5% DamageBuff(All)
- MezResist(Held) 2.75%
- 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
(Agile)- 4% (0.22 HP/sec) Regeneration
(Agile)- 7.5% Enhancement(RechargeTime)
(Typhoon's Edge)- 10% (0.56 HP/sec) Regeneration
- 3.13% Resistance(Negative)
- 9% Enhancement(Accuracy)
- 3.13% Defense(AoE), 1.56% Defense(Fire), 1.56% Defense(Cold)
(Blinding Feint)- MezResist(Immobilize) 3.3%
- 20.1 HP (1.5%) HitPoints
- 3% DamageBuff(All)
- MezResist(Held) 3.3%
- 3.75% Defense(Ranged), 1.88% Defense(Energy), 1.88% Defense(Negative)
(Combat Jumping)- 7.5% Enhancement(RechargeTime)
(Dodge)- 4% (0.22 HP/sec) Regeneration
(Dodge)- 7.5% Enhancement(RechargeTime)
(Health)- 12% (0.67 HP/sec) Regeneration
- 25.1 HP (1.87%) HitPoints
(Stamina)- 15.1 HP (1.12%) HitPoints
- 1.5% (0.03 End/sec) Recovery
- 10% (0.56 HP/sec) Regeneration
(Focused Senses)- 4% (0.22 HP/sec) Regeneration
- 10 HP (0.75%) HitPoints
- 3% Enhancement(Accuracy)
(Vengeful Slice)- MezResist(Immobilize) 3.3%
- 20.1 HP (1.5%) HitPoints
- 3% DamageBuff(All)
- MezResist(Held) 3.3%
- 3.75% Defense(Ranged), 1.88% Defense(Energy), 1.88% Defense(Negative)
(Lucky)- 10% (0.56 HP/sec) Regeneration
- 7.5% Enhancement(RechargeTime)
(Sweeping Strike)- 10% (0.56 HP/sec) Regeneration
- 3.13% Resistance(Negative)
- 9% Enhancement(Accuracy)
- 3.13% Defense(AoE), 1.56% Defense(Fire), 1.56% Defense(Cold)
(One Thousand Cuts)- MezResist(Stun) 2.2%
- 3% DamageBuff(All)
- 9% Enhancement(Accuracy)
- 5% Enhancement(RechargeTime)
(Evasion)- 10% (0.56 HP/sec) Regeneration
- 15.1 HP (1.12%) HitPoints
- 9% Enhancement(Accuracy)
- 7.5% Enhancement(RechargeTime)
(Focused Accuracy)- 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
- 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)
(Physical Perfection)- 12% (0.67 HP/sec) Regeneration
- 25.1 HP (1.87%) HitPoints
(Tough)- 3% Defense(All)
(Tough)- 5% RunSpeed
- 3.13% Defense(Fire,Cold), 1.56% Defense(AoE)
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Quote:You missed Storm's -recharge (Snowstorm, Freezing Rain), and may be under-emphasizing Storm's significant contribution to damage, Lightning Storm and Tornado (after locking down the enemies with Ice's immobs). Tornado is especially useful because it's auto-hit, nailing Paragon Protectors and AVs that are otherwise difficult to hit at all.
Also Storm gets resistance and defense bonuses from Steamy Mists, although Arctic Fog is similar as I recall (haven't done a Cold).
Tornado isn't autohit, it just has a really high base accuracy tied in with its defense debuff so it hits well.
Agreed i was going to make the point on storm having snowstorm as well. However you will be playing with ice control with it so you wont be noticing as much between AA, shiver, and frostbite.
While i do love a good frostwork with capped defenses on a SR, so nice to not even worry about needing a heal and also greatly improving the passive resistances on the SR by giving them more time to work, when the SR IS at the cap in the end game he'd only about half benefit from frostwork after he gets his accolades and hp bonuses.
As you'll have frostbite to lockdown the enemies it also bodes well pairing for LS and tornado. It also ASTOUNDS me that on a troller sleet has to wait till level 35, ouch, BIG ouch.
Overall as MUCH as i love having shields and frostwork on my SR while leveling up, storm will still mix well having that heal, -to hit and controls/debuffs, and in the later game be more effective as a teammate. While leveling up as well slot the heal, its not that bad for what you'll be needing, get used to frostbite + hurricane herding, and compared to the cold you can pick up freezing rain at 16 instead of 35, big difference.
Personally they REALLY need to swap both benumb and sleet, putting sleet at tier 7, and benumb at tier 8 for both defenders and controllers, its really a big issue.
Cold does have heat loss for better +end, but IOs, eventually it won't matter, and that wouldn't be till level 38 anyways which he should be able to do well on end on his own by then.
So personally i'd actually think i'd vote for the ice/storm. Cold is much better left to the defenders. -
Quote:I've yet to find the need to 6 slot my SR toggles. With quickness/obliteration bonuses/slotted recharge on attacks i've never found the need for the rech bonuses of red fortune when meaning i have to waste all those extra slots, AND forfeit the 14% regen per toggle if so, or a variation of bonuses towards it thereof, to be necessary when comparing attack chains. My SR toggles still only get 4 slots, mixed between two serendipity/lotg or 4 of each one. I'd much rather take the extra regeneration and max HP bonuses than some unnecessary recharge. I don't need the defense bonus of red fortune either, my SR builds are capped without it, and without weave.My Current build on Catwhoorg
Fast Healing 2 level 50 Heal IO
Quick Recover 3 End Mod Level 50 IO
Reconstruction 6 Doctored Wounds
Dull Pain 6 Doctored Wounds
Integration 3 Golgi
Instant Healing 1 Recharge IO
MoG 1 Recharge IO
15 slots allocated beyond the free ones
Skipped
Resiliance
Revive
Comparting to my other level 50 Scrapper who is /SR
3 Toggles 6 slots each
3 Passives 3 slots each
Practiced Brawler 2 Recharge IO
Elude 1 Recharge IO
Quickness 1 run Speed IO
22 slots allocated beyond the free ones
Admitedly 6 of those in the toggles are specifically for IO set bonuses, so dropping the toggles to 4 each puts /regen and /SR basically the same
OH yeah, and that's totally forgetting that by me slotting LOTG in the toggles, its more spaces to put the 7.5% global, more than your 5%. Though granted i always put one in each passive, and usualy in CJ, but CJ is a better houser for the kimset unique, still leaving 2 toggles that can willingly accept the 7.5% lotg. At best you're looking at one full set of red fortune.
My original SR IO builds did use red fortune, until i got more familiar with IOs and and learned the error of my ways :P -
Aid self? nah, pick up tough (won't need weave) and go for regen bonuses, much more fun that way!
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Quote:I'd personally go Elec/SR considering how you are waiving your options. With some IOs you'll have good survivability and will be left able to focus on your attacking more.Thanks for the info so far, guys, Good stuff. I'm not surprised I've seen a good bit of Shield proponents so far. I started one ELM scrapper with that set, but as I've got one BS/SD scrapper, I thought I would try something else for this one. I had thought about WP or Inv at first. I've heard Regen is clicky and I don't know how well I can manage havong to click a lot with certain distractions ooooh something shiny...
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IMO, which is what i'm doing as well elec/invuln would serve better as a tanker inv/elec.
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I'm thoroughly enjoying my elec/shield right now. It is a toon you'll really want to IO though cause shield is really weak on its own. But you'll normally want to conside IOing most any toon eventually. Another really good build is an elec/sr that i came up with. Lets you play around with lightning rod even if you choose, high defense, just smash em and tag em. I also plan to possibly do an elec/regen but the verdict is still out on that one. Can provide a build for either if you'd like.
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Can you PLEASE give the ability to use the cell phone to call the detectives in a zone after you do their bank mission. So annoying having to go to them every time to tell them "no, i dont want the same bank mission i just did for you a million times already, GIVE ME YOUR NUMBER!!!!!!!!!!"
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Quote:No, get your aoes dangit!!! I'm not saying you have to be a fire/mental/elec blaster with 6 aoe attacks, but for goodness sake every blaster set gets at least one decent aoe power.I do not mean to troll here, but I am interested in gathering some opinions.
I used to solo more but now I mostly team. It seems that my AoE blasters, such as fire/, AR/ and Archery/ bring more damage to a team than my single-target blasters such as ice/ and sonic/.
Do you think single-target blasters pull their weight on large teams? Why or why not?
For the love of your teams please take the aoe attacks available to you and use them! -
Quote:Which, especially for the scrapper values too no less, is ridiculous. Now it does have the debuff resistance, but for a specific to hit power like it was originally intended, i definitely don't think that with the current values it has now it should be as end costly as it is. Likewise that targetting drone should have the same values as it either. I would really hope that they would lower the end cost on FA, and make it at least 7.5% base to hit so its more worth it over tactics.Prettysure FA's been 0.78eps for a long time.
I don't belive the end cost was ever modified when the ToHit buff was altered.
Frankly at this point there's no reason to take FA over Tactics, unless there's no possible way to fit Maneuvers or Assault into your build to unlock it.
As mentioned in its current state it should only be about .45 e/s or less. Or the same as tactics really. They are almost equal in use now as far as hitting enemies go. The only differences is really the tradeoff of one affeting the team and having a higher to hit value, versus the other having a lower to hit value, only affecting yourself, and having that debuff resistance. -
To full, i usually won't bother with it until i'm lower on health though personally. I usually won't use it until i'm at least 25% outside of AVs. Cause if you can last without it, you should try to do so as to not waste it if possible.
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Is there some reason that when these powers, well mainly FA as IIRC TD was after this change, but that when these powers were nerfed to their current state resulting in a much weaker overall effect, that their end cost wasn't taken down as well?
They're current doing, iehter .78 or .72 e/s, though with their current effectivness they should really only be at about .45 e/s or so. -
I still think they should make it affect +recovery and +regeneration powers. So it can give any blaster build a boost to their stamina/health. I find it to largely be one of the most useless blaster powers outside of pairing with elec and to some extent ice blast.
Considering both are ENHANCEABLE aspects of powers just like hold durations, movement speeds, and slows, and even heals, it really makes no sense to me that it does not affect these things, one that is a heal in just a different form too nonetheless. -
Do you pvp? Because PFF caps your defense as it is anyways in PVE so PB would do nothing for you outside of facing things like DE quartz and maybe rularuu which nobody ever fights lol
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I personally like to stick to my regen bonuses and mitigation techniques
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Powerboost will not affect conserve power. Powerboost will only affect enhanceable attributes to powers, like holds, end drains etc. The end discount in Conserve Power is just like a damage buff, nothing will affect it.
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Quote:I agree, not to mention the run speed and slow resistance. Which is very important to make sure your mez protection click doesn't get slowed too much so you are left vulnerable.Kinda, or actually only Elude... atleast im very reluctant to give up quickness (like that +20% recharge and speed)
I usually pick up quickness at 38 now, which is later than i'd want it to be, but its either that, or build up at 38. The attacks and defenses/fitness are ususally more important so unfortunately quickness gets put off till 38 with mine. -
For all these reasons mentioned before TAKE THEM. For one, yes the defense adds up. The capping defense debuff resistance is very very nice. Just imagine, you get hit by an attack that does 20% defense debuff. Lets say you're at the defense cap. So that your 75% DDR vs 95% DDR
So you're looking at your defense going from 40%, versus 44%, that makes a HUGE difference if you care to look at any other of the millions of threads that go over how useful softcapping is.
Not to mention the scaling resistances, which i personally find to be one of the more useful aspecs of the power, considering the set itself is all defense based, and its your only resistances. When you add accolades, and +HP bonuses it actually increases the scaling resistances because it gives them more room to work.
On average, the 3 scaling resistances equate to about, hmm not at home so can't check my exact post till i look for it but about 15% resistance overall. Which may not seem like terribly much. With 20% max hp from accolades and what most of my SR builds get about 15%ish max hp, it takes that to about 20% average resistance. When the set is otherwise fully defense based, and when especially talking about the defense cap, that makes a very noticeable difference.
Plus just in general the fun of playing when your at next to no HP and not worrying like you would with other secondaries :P.
Also, to whoever said the 3 toggles max at 60%, is wrong. If you reach 60%, at... 0hp.. you're dead, they won't be helping you much then XD. Generally, as they work, increasing at .3% resistance per HP below 60%, you'll never really get use out of your 2-3%HP, which is where the resistances have their highest value sadly, because even at the 55%ish resistance you have at that point, the slightest damage is pretty much going to kill you anyways. So is the nature of the beast, very sad. Why i wish they'd make it .075% per Hp below 100% per passive, and starting at 2% at 100%. That way it avoids that horrendous spike damage, where its almost a curse to have full health on a SR, and lets the scaling resistances work the whole way through your HP bar. I calculated it IIRC the .075% scaling per HP below 100% per passive would be the same equivalent average resistance as they work now, but by being more useful working spread out throughout the entire HP bar. -
Quote:3.4 end/sec isnt enough?This is what I went with, personally. Softcapped to all, 25 HP/sec regen, 4.15/s Recov. Not as much recharge as I wanted, but oh well.
I've had a fully IO'd Elec/Shield brute, and I found that 3.4/s Recov wasn't quite enough, so I went a little nuts on this one.
There are these nice little things called end reductions lol. With full sets of makos, ToDs, obliterations in the tp aoes, and scirocco's in jacobs/t-strike, there should be enough end reduction in your attacks. Generally with moderate end reduction via IOs around 2 end/sec is roughly good.
My elec/shield has all toggles, plus maneuvers, and slotted FA right now, slotted stamina, and unslotted PP, and he doesnt run out that fast. And this is with unslotted PP, a numina unique + 1.5% recovery, and zero end reduction in powers right now.
I'd probably say roughly 1.5 e/s he has, with no end reduction. I can't imagine having much issues with attacks doing roughly 40-50% less end, the toggles having some end reduction, and with 2 e/s. With OWTS as an end boost backup too nonetheless. -
I'd personally suggest going with the mix of both and going MA/WP I love mine, lots of fun, i can focus on attacking, and there really isn't any power that i need to worry about long animations for with the combo. Good endurance, good sturdiness, all around fun build to play.
If its for a strict concept reason that it has to be one or the other i'd go with the ma/inv. As mentioned the animation times can hurt with regen. However going for superrecharge on dragon's tail is a nice consistent mitigation for regen for you to regenerate without getting hit much. That's why i went with the MA/WP for mine. Sturdy, and i have the time to recover with RTTC. Best of both worlds.
I like my spine/inv. Some sets are also good with inv like DB. But the regen has been a weary beast to me lately. Too many weapons sets that make the redraw just annoying, and the non-weapons sets have either a long animation crux and in general the clickiness of regen can get annoying as well. WP was definitely a nice alternative to regen. The only regen I think i'd probably play in the future is a elec/regen. t-strikes animation would hurt it a lot though, but its a cool combo without redraw, and has good aoe, which the unlimited endurance on regen somewhat begs for. -
Check also, if you have the jump jet from the GVE edition, that will also increase your flight speed in hover/fly mode. So see if your speed increases when using that if you have it, if it doesn't, then you're probably at the cap. Can also see if someone speed boosts you if it changes.
Also, powerboost did get its effectiveness lowered too. Its at the 78%ish boost that someone above mentioned, used to be, what? I dont have the exact numbers but like 125% or something like that? But the 78% should still be enough to notice when you use it. I just wish that it also boosted regen/recovery powers like health and stamina when you use it to give the power more of a purpose so more blasters could actually utilize the power. -
Aw sad sad day
. Still a good build for the OP of this thread to look at. If i didn't have two claws scraps already i'd TOTALLY be doing the claws/sr, such rounded out uberness makes me tear not to run it. Had to go with fire/sr instead. Between my claw/regen adn claw/dark though i think i'd much prefer the claw/sr over them.
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Its high time, especially thematically for tanks and scraps to get electric mastery in their epics.
Tier:
1. Electric Fence
2. Lightning Bolt
3. Shocking Bolt/Voltaic Sentinel
4. Ball Lightning
5. EMP Pulse/VS